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Comparing deliantra/server/common/object.C (file contents):
Revision 1.65 by root, Wed Dec 13 00:42:03 2006 UTC vs.
Revision 1.207 by root, Sun Apr 20 23:25:09 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 26 variable. */
27
27#include <global.h> 28#include <global.h>
28#include <stdio.h> 29#include <stdio.h>
29#include <sys/types.h> 30#include <sys/types.h>
30#include <sys/uio.h> 31#include <sys/uio.h>
31#include <object.h> 32#include <object.h>
32#include <funcpoint.h> 33#include <funcpoint.h>
34#include <sproto.h>
33#include <loader.h> 35#include <loader.h>
34 36
35int nrofallocobjects = 0; 37#include <bitset>
36static UUID uuid; 38
39UUID UUID::cur;
40static uint64_t seq_next_save;
37const uint64 UUID_SKIP = 1<<19; 41static const uint64 UUID_GAP = 1<<19;
38 42
39object *active_objects; /* List of active objects that need to be processed */ 43objectvec objects;
44activevec actives;
40 45
41short 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, 46short freearr_x[SIZEOFFREE] = {
47 0,
48 0, 1, 1, 1, 0, -1, -1, -1,
49 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 50 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
43}; 51};
44short 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, 52short freearr_y[SIZEOFFREE] = {
53 0,
54 -1, -1, 0, 1, 1, 1, 0, -1,
55 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 56 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
46}; 57};
47int 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, 58int maxfree[SIZEOFFREE] = {
59 0,
60 9, 10, 13, 14, 17, 18, 21, 22,
61 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
48 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 62 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
49}; 63};
50int freedir[SIZEOFFREE] = { 64int freedir[SIZEOFFREE] = {
51 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, 65 0,
66 1, 2, 3, 4, 5, 6, 7, 8,
67 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 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
53}; 69};
54 70
55static void 71static void
56write_uuid (void) 72write_uuid (uval64 skip, bool sync)
57{ 73{
58 char filename1[MAX_BUF], filename2[MAX_BUF]; 74 CALL_BEGIN (2);
59 75 CALL_ARG_SV (newSVval64 (skip));
60 sprintf (filename1, "%s/uuid", settings.localdir); 76 CALL_ARG_SV (boolSV (sync));
61 sprintf (filename2, "%s/uuid~", settings.localdir); 77 CALL_CALL ("cf::write_uuid", G_DISCARD);
62 78 CALL_END;
63 FILE *fp;
64
65 if (!(fp = fopen (filename2, "w")))
66 {
67 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68 return;
69 }
70
71 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72 fclose (fp);
73 rename (filename2, filename1);
74} 79}
75 80
76static void 81static void
77read_uuid (void) 82read_uuid (void)
78{ 83{
79 char filename[MAX_BUF]; 84 char filename[MAX_BUF];
80 85
81 sprintf (filename, "%s/uuid", settings.localdir); 86 sprintf (filename, "%s/uuid", settings.localdir);
82 87
88 seq_next_save = 0;
89
83 FILE *fp; 90 FILE *fp;
84 91
85 if (!(fp = fopen (filename, "r"))) 92 if (!(fp = fopen (filename, "r")))
86 { 93 {
87 if (errno == ENOENT) 94 if (errno == ENOENT)
88 { 95 {
89 LOG (llevInfo, "RESET uid to 1\n"); 96 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0; 97 UUID::cur.seq = 0;
91 write_uuid (); 98 write_uuid (UUID_GAP, true);
92 return; 99 return;
93 } 100 }
94 101
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 102 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1); 103 _exit (1);
97 } 104 }
98 105
99 int version; 106 UUID::BUF buf;
100 unsigned long long uid; 107 buf[0] = 0;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 108 fgets (buf, sizeof (buf), fp);
109
110 if (!UUID::cur.parse (buf))
102 { 111 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 112 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
104 _exit (1); 113 _exit (1);
105 } 114 }
106 115
107 uuid.seq = uid; 116 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
108 write_uuid (); 117
109 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 118 write_uuid (UUID_GAP, true);
110 fclose (fp); 119 fclose (fp);
111} 120}
112 121
113UUID 122UUID
114gen_uuid () 123UUID::gen ()
115{ 124{
116 UUID uid; 125 UUID uid;
117 126
118 uid.seq = ++uuid.seq; 127 uid.seq = ++cur.seq;
119 128
120 if (!(uuid.seq & (UUID_SKIP - 1))) 129 if (expect_false (cur.seq >= seq_next_save))
121 write_uuid (); 130 {
131 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
132 write_uuid (UUID_GAP, false);
133 }
134
122 135
123 return uid; 136 return uid;
124} 137}
125 138
126void 139void
127init_uuid () 140UUID::init ()
128{ 141{
129 read_uuid (); 142 read_uuid ();
130} 143}
131 144
132/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 145/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
133static int 146static bool
134compare_ob_value_lists_one (const object *wants, const object *has) 147compare_ob_value_lists_one (const object *wants, const object *has)
135{ 148{
136 key_value *wants_field; 149 key_value *wants_field;
137 150
138 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 151 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
139 * objects with lists are rare, and lists stay short. If not, use a 152 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted... 153 * different structure or at least keep the lists sorted...
141 */ 154 */
142 155
143 /* For each field in wants, */ 156 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 157 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
145 { 158 {
146 key_value *has_field; 159 key_value *has_field;
147 160
148 /* Look for a field in has with the same key. */ 161 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key); 162 has_field = get_ob_key_link (has, wants_field->key);
150 163
151 if (has_field == NULL) 164 if (!has_field)
152 {
153 /* No field with that name. */ 165 return 0; /* No field with that name. */
154 return FALSE;
155 }
156 166
157 /* Found the matching field. */ 167 /* Found the matching field. */
158 if (has_field->value != wants_field->value) 168 if (has_field->value != wants_field->value)
159 {
160 /* Values don't match, so this half of the comparison is false. */ 169 return 0; /* Values don't match, so this half of the comparison is false. */
161 return FALSE;
162 }
163 170
164 /* If we get here, we found a match. Now for the next field in wants. */ 171 /* If we get here, we found a match. Now for the next field in wants. */
165 } 172 }
166 173
167 /* If we get here, every field in wants has a matching field in has. */ 174 /* If we get here, every field in wants has a matching field in has. */
168 return TRUE; 175 return 1;
169} 176}
170 177
171/* Returns TRUE if ob1 has the same key_values as ob2. */ 178/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int 179static bool
173compare_ob_value_lists (const object *ob1, const object *ob2) 180compare_ob_value_lists (const object *ob1, const object *ob2)
174{ 181{
175 /* However, there may be fields in has which aren't partnered in wants, 182 /* However, there may be fields in has which aren't partnered in wants,
176 * so we need to run the comparison *twice*. :( 183 * so we need to run the comparison *twice*. :(
177 */ 184 */
183 * 190 *
184 * Note that this function appears a lot longer than the macro it 191 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 192 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 193 * reduce this to the same efficiency.
187 * 194 *
188 * Check nrof variable *before* calling CAN_MERGE() 195 * Check nrof variable *before* calling can_merge()
189 * 196 *
190 * Improvements made with merge: Better checking on potion, and also 197 * Improvements made with merge: Better checking on potion, and also
191 * check weight 198 * check weight
192 */ 199 */
193
194bool object::can_merge (object *ob1, object *ob2) 200bool object::can_merge_slow (object *ob1, object *ob2)
195{ 201{
196 /* A couple quicksanity checks */ 202 /* A couple quicksanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 203 if (ob1 == ob2
204 || ob1->type != ob2->type
205 || ob1->speed != ob2->speed
206 || ob1->value != ob2->value
207 || ob1->name != ob2->name)
198 return 0; 208 return 0;
199 209
200 if (ob1->speed != ob2->speed) 210 /* Do not merge objects if nrof would overflow. First part checks
211 * for unsigned overflow (2c), second part checks wether the result
212 * would fit into a 32 bit signed int, which is often used to hold
213 * nrof values.
214 */
215 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
201 return 0; 216 return 0;
202 217
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof).
206 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31)
208 return 0;
209
210 /* If the objects have been identified, set the BEEN_APPLIED flag. 218 /* If the objects have been identified, set the BEEN_APPLIED flag.
211 * This is to the comparison of the flags below will be OK. We 219 * This is to the comparison of the flags below will be OK. We
212 * just can't ignore the been applied or identified flags, as they 220 * just can't ignore the been applied or identified flags, as they
213 * are not equal - just if it has been identified, the been_applied 221 * are not equal - just if it has been identified, the been_applied
214 * flags lose any meaning. 222 * flags lose any meaning.
215 */ 223 */
216 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 226
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 227 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 228 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 229
222 230 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 231 || ob1->arch != ob2->arch
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 232 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 233 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 234 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 235 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 236 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 237 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 (ob1->attacktype != ob2->attacktype) || 238 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 239 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 240 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 241 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 242 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 243 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 244 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 245 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 246 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 247 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 248 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 249 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 250 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 251 || ob1->move_on != ob2->move_on
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 252 || ob1->move_off != ob2->move_off
253 || ob1->move_slow != ob2->move_slow
254 || ob1->move_slow_penalty != ob2->move_slow_penalty)
253 return 0; 255 return 0;
254 256
255 /* This is really a spellbook check - really, we should 257 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 258 * not merge objects with real inventories, as splitting them
259 * is hard.
257 */ 260 */
258 if (ob1->inv || ob2->inv) 261 if (ob1->inv || ob2->inv)
259 { 262 {
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 (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!(ob1->inv && ob2->inv))
266 return 0; 264 return 0; /* inventories differ in length */
265
266 if (ob1->inv->below || ob2->inv->below)
267 return 0; /* more than one object in inv */
268
269 if (!object::can_merge (ob1->inv, ob2->inv))
270 return 0; /* inventory objects differ */
267 271
268 /* inventory ok - still need to check rest of this object to see 272 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 273 * if it is valid.
270 */ 274 */
271 } 275 }
279 283
280 /* Note sure why the following is the case - either the object has to 284 /* 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 285 * be animated or have a very low speed. Is this an attempted monster
282 * check? 286 * check?
283 */ 287 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 288 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0; 289 return 0;
286 290
287 switch (ob1->type) 291 switch (ob1->type)
288 { 292 {
289 case SCROLL: 293 case SCROLL:
290 if (ob1->level != ob2->level) 294 if (ob1->level != ob2->level)
291 return 0; 295 return 0;
292 break; 296 break;
293 } 297 }
294 298
295 if (ob1->key_values != NULL || ob2->key_values != NULL) 299 if (ob1->key_values || ob2->key_values)
296 { 300 {
297 /* At least one of these has key_values. */ 301 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 302 if ((!ob1->key_values) != (!ob2->key_values))
299 /* One has fields, but the other one doesn't. */ 303 /* One has fields, but the other one doesn't. */
300 return 0; 304 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2)) 305 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0; 306 return 0;
303 } 307 }
304 308
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
307 { 310 {
308 ob1->optimise (); 311 ob1->optimise ();
309 ob2->optimise (); 312 ob2->optimise ();
310 313
311 if (ob1->self || ob2->self) 314 if (ob1->self || ob2->self)
315 {
316 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
317 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
318
319 if (k1 != k2)
312 return 0; 320 return 0;
321 else if (k1 == 0)
322 return 1;
323 else if (!cfperl_can_merge (ob1, ob2))
324 return 0;
325 }
313 } 326 }
314 327
315 /* Everything passes, must be OK. */ 328 /* Everything passes, must be OK. */
316 return 1; 329 return 1;
317} 330}
318 331
332static sint32
333weight_adjust (object *op, sint32 weight)
334{
335 return op->type == CONTAINER
336 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
337 : weight;
338}
339
319/* 340/*
341 * add_weight(object, weight) adds the specified weight to an object,
342 * and also updates how much the environment(s) is/are carrying.
343 */
344static void
345add_weight (object *op, sint32 weight)
346{
347 while (op)
348 {
349 weight = weight_adjust (op, weight);
350
351 op->carrying += weight;
352 op = op->env;
353 }
354}
355
356/*
357 * sub_weight() recursively (outwards) subtracts a number from the
358 * weight of an object (and what is carried by it's environment(s)).
359 */
360static void
361sub_weight (object *op, long weight)
362{
363 add_weight (op, -weight);
364}
365
366/*
320 * sum_weight() is a recursive function which calculates the weight 367 * this is a recursive function which calculates the weight
321 * an object is carrying. It goes through in figures out how much 368 * an object is carrying. It goes through op and figures out how much
322 * containers are carrying, and sums it up. 369 * containers are carrying, and sums it up.
323 */ 370 */
324long 371void
325sum_weight (object *op) 372object::update_weight ()
326{ 373{
327 long sum; 374 sint32 sum = 0;
328 object *inv;
329 375
330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 376 for (object *op = inv; op; op = op->below)
331 { 377 {
332 if (inv->inv) 378 if (op->inv)
333 sum_weight (inv); 379 op->update_weight ();
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
335 }
336 380
337 if (op->type == CONTAINER && op->stats.Str) 381 sum += op->total_weight ();
338 sum = (sum * (100 - op->stats.Str)) / 100; 382 }
339 383
340 if (op->carrying != sum) 384 carrying = weight_adjust (this, sum);
341 op->carrying = sum;
342
343 return sum;
344}
345
346/**
347 * Return the outermost environment object for a given object.
348 */
349
350object *
351object_get_env_recursive (object *op)
352{
353 while (op->env != NULL)
354 op = op->env;
355 return op;
356}
357
358/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op;
371} 385}
372 386
373/* 387/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 388 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages. 389 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array. 390 * The result of the dump is stored in the static global errmsg array.
377 */ 391 */
378
379char * 392char *
380dump_object (object *op) 393dump_object (object *op)
381{ 394{
382 if (!op) 395 if (!op)
383 return strdup ("[NULLOBJ]"); 396 return strdup ("[NULLOBJ]");
384 397
385 object_freezer freezer; 398 object_freezer freezer;
386 save_object (freezer, op, 3); 399 op->write (freezer);
387 return freezer.as_string (); 400 return freezer.as_string ();
388} 401}
389 402
390/* 403/*
391 * get_nearest_part(multi-object, object 2) returns the part of the 404 * get_nearest_part(multi-object, object 2) returns the part of the
392 * multi-object 1 which is closest to the second object. 405 * multi-object 1 which is closest to the second object.
393 * If it's not a multi-object, it is returned. 406 * If it's not a multi-object, it is returned.
394 */ 407 */
395
396object * 408object *
397get_nearest_part (object *op, const object *pl) 409get_nearest_part (object *op, const object *pl)
398{ 410{
399 object *tmp, *closest; 411 object *tmp, *closest;
400 int last_dist, i; 412 int last_dist, i;
408} 420}
409 421
410/* 422/*
411 * Returns the object which has the count-variable equal to the argument. 423 * Returns the object which has the count-variable equal to the argument.
412 */ 424 */
413
414object * 425object *
415find_object (tag_t i) 426find_object (tag_t i)
416{ 427{
417 for (object *op = object::first; op; op = op->next) 428 for_all_objects (op)
418 if (op->count == i) 429 if (op->count == i)
419 return op; 430 return op;
420 431
421 return 0; 432 return 0;
422} 433}
423 434
424/* 435/*
425 * Returns the first object which has a name equal to the argument. 436 * Returns the first object which has a name equal to the argument.
426 * Used only by the patch command, but not all that useful. 437 * Used only by the patch command, but not all that useful.
427 * Enables features like "patch <name-of-other-player> food 999" 438 * Enables features like "patch <name-of-other-player> food 999"
428 */ 439 */
429
430object * 440object *
431find_object_name (const char *str) 441find_object_name (const char *str)
432{ 442{
433 shstr_cmp str_ (str); 443 shstr_cmp str_ (str);
434 object *op; 444 object *op;
435 445
436 for (op = object::first; op != NULL; op = op->next) 446 for_all_objects (op)
437 if (op->name == str_) 447 if (op->name == str_)
438 break; 448 break;
439 449
440 return op; 450 return op;
441} 451}
442 452
443void
444free_all_object_data ()
445{
446 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
447}
448
449/* 453/*
450 * Sets the owner and sets the skill and exp pointers to owner's current 454 * Sets the owner and sets the skill and exp pointers to owner's current
451 * skill and experience objects. 455 * skill and experience objects.
456 * ACTUALLY NO! investigate! TODO
452 */ 457 */
453void 458void
454object::set_owner (object *owner) 459object::set_owner (object *owner)
455{ 460{
461 // allow objects which own objects
456 if (!owner) 462 if (owner)
457 return;
458
459 /* next line added to allow objects which own objects */
460 /* Add a check for ownercounts in here, as I got into an endless loop
461 * with the fireball owning a poison cloud which then owned the
462 * fireball. I believe that was caused by one of the objects getting
463 * freed and then another object replacing it. Since the ownercounts
464 * didn't match, this check is valid and I believe that cause is valid.
465 */
466 while (owner->owner) 463 while (owner->owner)
467 owner = owner->owner; 464 owner = owner->owner;
465
466 if (flag [FLAG_FREED])
467 {
468 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
469 return;
470 }
468 471
469 this->owner = owner; 472 this->owner = owner;
473}
474
475int
476object::slottype () const
477{
478 if (type == SKILL)
479 {
480 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
481 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
482 }
483 else
484 {
485 if (slot [body_combat].info) return slot_combat;
486 if (slot [body_range ].info) return slot_ranged;
487 }
488
489 return slot_none;
490}
491
492bool
493object::change_weapon (object *ob)
494{
495 if (current_weapon == ob)
496 return true;
497
498 if (chosen_skill)
499 chosen_skill->flag [FLAG_APPLIED] = false;
500
501 current_weapon = ob;
502 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
503
504 if (chosen_skill)
505 chosen_skill->flag [FLAG_APPLIED] = true;
506
507 update_stats ();
508
509 if (ob)
510 {
511 // now check wether any body locations became invalid, in which case
512 // we cannot apply the weapon at the moment.
513 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
514 if (slot[i].used < 0)
515 {
516 current_weapon = chosen_skill = 0;
517 update_stats ();
518
519 new_draw_info_format (NDI_UNIQUE, 0, this,
520 "You try to balance all your items at once, "
521 "but the %s is just too much for your body. "
522 "[You need to unapply some items first.]", &ob->name);
523 return false;
524 }
525
526 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
527 }
528 else
529 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
530
531 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
532 {
533 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
534 &name, ob->debug_desc ());
535 return false;
536 }
537
538 return true;
470} 539}
471 540
472/* Zero the key_values on op, decrementing the shared-string 541/* Zero the key_values on op, decrementing the shared-string
473 * refcounts and freeing the links. 542 * refcounts and freeing the links.
474 */ 543 */
475static void 544static void
476free_key_values (object *op) 545free_key_values (object *op)
477{ 546{
478 for (key_value *i = op->key_values; i != 0;) 547 for (key_value *i = op->key_values; i; )
479 { 548 {
480 key_value *next = i->next; 549 key_value *next = i->next;
481 delete i; 550 delete i;
482 551
483 i = next; 552 i = next;
484 } 553 }
485 554
486 op->key_values = 0; 555 op->key_values = 0;
487} 556}
488 557
489void object::clear () 558object &
559object::operator =(const object &src)
490{ 560{
491 attachable_base::clear (); 561 bool is_freed = flag [FLAG_FREED];
562 bool is_removed = flag [FLAG_REMOVED];
492 563
493 free_key_values (this);
494
495 owner = 0;
496 name = 0;
497 name_pl = 0;
498 title = 0;
499 race = 0;
500 slaying = 0;
501 skill = 0;
502 msg = 0;
503 lore = 0;
504 custom_name = 0;
505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
517
518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
519
520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
529}
530
531/*
532 * copy_to first frees everything allocated by the dst object,
533 * and then copies the contents of itself into the second
534 * object, allocating what needs to be allocated. Basically, any
535 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
536 * if the first object is freed, the pointers in the new object
537 * will point at garbage.
538 */
539void
540object::copy_to (object *dst)
541{
542 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
543 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
544
545 *(object_copy *)dst = *this; 564 *(object_copy *)this = src;
546 *(object_pod *)dst = *this;
547 565
548 if (self || cb) 566 flag [FLAG_FREED] = is_freed;
549 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst)); 567 flag [FLAG_REMOVED] = is_removed;
550
551 if (is_freed)
552 SET_FLAG (dst, FLAG_FREED);
553
554 if (is_removed)
555 SET_FLAG (dst, FLAG_REMOVED);
556
557 if (speed < 0)
558 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
559 568
560 /* Copy over key_values, if any. */ 569 /* Copy over key_values, if any. */
561 if (key_values) 570 if (src.key_values)
562 { 571 {
563 key_value *tail = 0; 572 key_value *tail = 0;
564 key_value *i;
565
566 dst->key_values = 0; 573 key_values = 0;
567 574
568 for (i = key_values; i; i = i->next) 575 for (key_value *i = src.key_values; i; i = i->next)
569 { 576 {
570 key_value *new_link = new key_value; 577 key_value *new_link = new key_value;
571 578
572 new_link->next = 0; 579 new_link->next = 0;
573 new_link->key = i->key; 580 new_link->key = i->key;
574 new_link->value = i->value; 581 new_link->value = i->value;
575 582
576 /* Try and be clever here, too. */ 583 /* Try and be clever here, too. */
577 if (!dst->key_values) 584 if (!key_values)
578 { 585 {
579 dst->key_values = new_link; 586 key_values = new_link;
580 tail = new_link; 587 tail = new_link;
581 } 588 }
582 else 589 else
583 { 590 {
584 tail->next = new_link; 591 tail->next = new_link;
585 tail = new_link; 592 tail = new_link;
586 } 593 }
587 } 594 }
588 } 595 }
596}
589 597
590 update_ob_speed (dst); 598/*
599 * copy_to first frees everything allocated by the dst object,
600 * and then copies the contents of itself into the second
601 * object, allocating what needs to be allocated. Basically, any
602 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
603 * if the first object is freed, the pointers in the new object
604 * will point at garbage.
605 */
606void
607object::copy_to (object *dst)
608{
609 *dst = *this;
610
611 if (speed < 0)
612 dst->speed_left -= rndm ();
613
614 dst->set_speed (dst->speed);
615}
616
617void
618object::instantiate ()
619{
620 if (!uuid.seq) // HACK
621 uuid = UUID::gen ();
622
623 speed_left = -0.1f;
624 /* copy the body_info to the body_used - this is only really
625 * need for monsters, but doesn't hurt to do it for everything.
626 * by doing so, when a monster is created, it has good starting
627 * values for the body_used info, so when items are created
628 * for it, they can be properly equipped.
629 */
630 for (int i = NUM_BODY_LOCATIONS; i--; )
631 slot[i].used = slot[i].info;
632
633 attachable::instantiate ();
591} 634}
592 635
593object * 636object *
594object::clone () 637object::clone ()
595{ 638{
601/* 644/*
602 * If an object with the IS_TURNABLE() flag needs to be turned due 645 * If an object with the IS_TURNABLE() flag needs to be turned due
603 * to the closest player being on the other side, this function can 646 * to the closest player being on the other side, this function can
604 * be called to update the face variable, _and_ how it looks on the map. 647 * be called to update the face variable, _and_ how it looks on the map.
605 */ 648 */
606
607void 649void
608update_turn_face (object *op) 650update_turn_face (object *op)
609{ 651{
610 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 652 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
611 return; 653 return;
654
612 SET_ANIMATION (op, op->direction); 655 SET_ANIMATION (op, op->direction);
613 update_object (op, UP_OBJ_FACE); 656 update_object (op, UP_OBJ_FACE);
614} 657}
615 658
616/* 659/*
617 * Updates the speed of an object. If the speed changes from 0 to another 660 * Updates the speed of an object. If the speed changes from 0 to another
618 * value, or vice versa, then add/remove the object from the active list. 661 * value, or vice versa, then add/remove the object from the active list.
619 * This function needs to be called whenever the speed of an object changes. 662 * This function needs to be called whenever the speed of an object changes.
620 */ 663 */
621void 664void
622update_ob_speed (object *op) 665object::set_speed (float speed)
623{ 666{
624 extern int arch_init; 667 if (flag [FLAG_FREED] && speed)
625
626 /* No reason putting the archetypes objects on the speed list,
627 * since they never really need to be updated.
628 */
629
630 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
631 { 668 {
632 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 669 LOG (llevError, "Object %s is freed but has speed.\n", &name);
633#ifdef MANY_CORES
634 abort ();
635#else
636 op->speed = 0; 670 speed = 0;
637#endif
638 }
639
640 if (arch_init)
641 return;
642
643 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
644 { 671 }
645 /* If already on active list, don't do anything */
646 if (op->active_next || op->active_prev || op == active_objects)
647 return;
648 672
649 /* process_events() expects us to insert the object at the beginning 673 this->speed = speed;
650 * of the list. */
651 op->active_next = active_objects;
652 674
653 if (op->active_next != NULL) 675 if (has_active_speed ())
654 op->active_next->active_prev = op; 676 activate ();
655
656 active_objects = op;
657 }
658 else 677 else
659 { 678 deactivate ();
660 /* If not on the active list, nothing needs to be done */
661 if (!op->active_next && !op->active_prev && op != active_objects)
662 return;
663
664 if (op->active_prev == NULL)
665 {
666 active_objects = op->active_next;
667
668 if (op->active_next != NULL)
669 op->active_next->active_prev = NULL;
670 }
671 else
672 {
673 op->active_prev->active_next = op->active_next;
674
675 if (op->active_next)
676 op->active_next->active_prev = op->active_prev;
677 }
678
679 op->active_next = NULL;
680 op->active_prev = NULL;
681 }
682} 679}
683 680
684/* This function removes object 'op' from the list of active
685 * objects.
686 * This should only be used for style maps or other such
687 * reference maps where you don't want an object that isn't
688 * in play chewing up cpu time getting processed.
689 * The reverse of this is to call update_ob_speed, which
690 * will do the right thing based on the speed of the object.
691 */
692void
693remove_from_active_list (object *op)
694{
695 /* If not on the active list, nothing needs to be done */
696 if (!op->active_next && !op->active_prev && op != active_objects)
697 return;
698
699 if (op->active_prev == NULL)
700 {
701 active_objects = op->active_next;
702 if (op->active_next != NULL)
703 op->active_next->active_prev = NULL;
704 }
705 else
706 {
707 op->active_prev->active_next = op->active_next;
708 if (op->active_next)
709 op->active_next->active_prev = op->active_prev;
710 }
711 op->active_next = NULL;
712 op->active_prev = NULL;
713}
714
715/* 681/*
716 * update_object() updates the array which represents the map. 682 * update_object() updates the the map.
717 * It takes into account invisible objects (and represent squares covered 683 * It takes into account invisible objects (and represent squares covered
718 * by invisible objects by whatever is below them (unless it's another 684 * by invisible objects by whatever is below them (unless it's another
719 * invisible object, etc...) 685 * invisible object, etc...)
720 * If the object being updated is beneath a player, the look-window 686 * If the object being updated is beneath a player, the look-window
721 * of that player is updated (this might be a suboptimal way of 687 * of that player is updated (this might be a suboptimal way of
722 * updating that window, though, since update_object() is called _often_) 688 * updating that window, though, since update_object() is called _often_)
723 * 689 *
724 * action is a hint of what the caller believes need to be done. 690 * action is a hint of what the caller believes need to be done.
725 * For example, if the only thing that has changed is the face (due to
726 * an animation), we don't need to call update_position until that actually
727 * comes into view of a player. OTOH, many other things, like addition/removal
728 * of walls or living creatures may need us to update the flags now.
729 * current action are: 691 * current action are:
730 * UP_OBJ_INSERT: op was inserted 692 * UP_OBJ_INSERT: op was inserted
731 * UP_OBJ_REMOVE: op was removed 693 * UP_OBJ_REMOVE: op was removed
732 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 694 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
733 * as that is easier than trying to look at what may have changed. 695 * as that is easier than trying to look at what may have changed.
734 * UP_OBJ_FACE: only the objects face has changed. 696 * UP_OBJ_FACE: only the objects face has changed.
735 */ 697 */
736
737void 698void
738update_object (object *op, int action) 699update_object (object *op, int action)
739{ 700{
740 int update_now = 0, flags;
741 MoveType move_on, move_off, move_block, move_slow;
742
743 if (op == NULL) 701 if (op == NULL)
744 { 702 {
745 /* this should never happen */ 703 /* this should never happen */
746 LOG (llevDebug, "update_object() called for NULL object.\n"); 704 LOG (llevDebug, "update_object() called for NULL object.\n");
747 return; 705 return;
748 } 706 }
749 707
750 if (op->env != NULL) 708 if (op->env)
751 { 709 {
752 /* Animation is currently handled by client, so nothing 710 /* Animation is currently handled by client, so nothing
753 * to do in this case. 711 * to do in this case.
754 */ 712 */
755 return; 713 return;
760 */ 718 */
761 if (!op->map || op->map->in_memory == MAP_SAVING) 719 if (!op->map || op->map->in_memory == MAP_SAVING)
762 return; 720 return;
763 721
764 /* make sure the object is within map boundaries */ 722 /* make sure the object is within map boundaries */
765 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 723 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
766 { 724 {
767 LOG (llevError, "update_object() called for object out of map!\n"); 725 LOG (llevError, "update_object() called for object out of map!\n");
768#ifdef MANY_CORES 726#ifdef MANY_CORES
769 abort (); 727 abort ();
770#endif 728#endif
771 return; 729 return;
772 } 730 }
773 731
774 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 732 mapspace &m = op->ms ();
775 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
776 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
777 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
778 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
779 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
780 733
734 if (!(m.flags_ & P_UPTODATE))
735 /* nop */;
781 if (action == UP_OBJ_INSERT) 736 else if (action == UP_OBJ_INSERT)
782 { 737 {
738 // this is likely overkill, TODO: revisit (schmorp)
783 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 739 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
784 update_now = 1;
785
786 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 740 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
787 update_now = 1; 741 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
788 742 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
743 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
789 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 744 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
790 update_now = 1;
791
792 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
793 update_now = 1;
794
795 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
796 update_now = 1;
797
798 if ((move_on | op->move_on) != move_on) 745 || (m.move_on | op->move_on ) != m.move_on
799 update_now = 1;
800
801 if ((move_off | op->move_off) != move_off) 746 || (m.move_off | op->move_off ) != m.move_off
802 update_now = 1; 747 || (m.move_slow | op->move_slow) != m.move_slow
803
804 /* This isn't perfect, but I don't expect a lot of objects to 748 /* This isn't perfect, but I don't expect a lot of objects to
805 * to have move_allow right now. 749 * to have move_allow right now.
806 */ 750 */
807 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 751 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
808 update_now = 1; 752 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
809 753 m.flags_ = 0;
810 if ((move_slow | op->move_slow) != move_slow)
811 update_now = 1;
812 } 754 }
813
814 /* if the object is being removed, we can't make intelligent 755 /* if the object is being removed, we can't make intelligent
815 * decisions, because remove_ob can't really pass the object 756 * decisions, because remove_ob can't really pass the object
816 * that is being removed. 757 * that is being removed.
817 */ 758 */
818 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 759 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
819 update_now = 1; 760 m.flags_ = 0;
820 else if (action == UP_OBJ_FACE) 761 else if (action == UP_OBJ_FACE)
821 /* Nothing to do for that case */ ; 762 /* Nothing to do for that case */ ;
822 else 763 else
823 LOG (llevError, "update_object called with invalid action: %d\n", action); 764 LOG (llevError, "update_object called with invalid action: %d\n", action);
824 765
825 if (update_now)
826 {
827 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
828 update_position (op->map, op->x, op->y);
829 }
830
831 if (op->more != NULL) 766 if (op->more)
832 update_object (op->more, action); 767 update_object (op->more, action);
833}
834
835object::vector object::mortals;
836object::vector object::objects; // not yet used
837object *object::first;
838
839void object::free_mortals ()
840{
841 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
842 if ((*i)->refcnt)
843 ++i; // further delay freeing
844 else
845 {
846 delete *i;
847 mortals.erase (i);
848 }
849} 768}
850 769
851object::object () 770object::object ()
852{ 771{
853 SET_FLAG (this, FLAG_REMOVED); 772 SET_FLAG (this, FLAG_REMOVED);
856 face = blank_face; 775 face = blank_face;
857} 776}
858 777
859object::~object () 778object::~object ()
860{ 779{
780 unlink ();
781
861 free_key_values (this); 782 free_key_values (this);
862} 783}
863 784
785static int object_count;
786
864void object::link () 787void object::link ()
865{ 788{
789 assert (!index);//D
790 uuid = UUID::gen ();
866 count = ++ob_count; 791 count = ++object_count;
867 uuid = gen_uuid ();
868 792
869 prev = 0; 793 refcnt_inc ();
870 next = object::first; 794 objects.insert (this);
871
872 if (object::first)
873 object::first->prev = this;
874
875 object::first = this;
876} 795}
877 796
878void object::unlink () 797void object::unlink ()
879{ 798{
880 if (this == object::first) 799 if (!index)
881 object::first = next; 800 return;
882 801
883 /* Remove this object from the list of used objects */ 802 objects.erase (this);
884 if (prev) prev->next = next; 803 refcnt_dec ();
885 if (next) next->prev = prev; 804}
886 805
887 prev = 0; 806void
888 next = 0; 807object::activate ()
808{
809 /* If already on active list, don't do anything */
810 if (active)
811 return;
812
813 if (has_active_speed ())
814 actives.insert (this);
815}
816
817void
818object::activate_recursive ()
819{
820 activate ();
821
822 for (object *op = inv; op; op = op->below)
823 op->activate_recursive ();
824}
825
826/* This function removes object 'op' from the list of active
827 * objects.
828 * This should only be used for style maps or other such
829 * reference maps where you don't want an object that isn't
830 * in play chewing up cpu time getting processed.
831 * The reverse of this is to call update_ob_speed, which
832 * will do the right thing based on the speed of the object.
833 */
834void
835object::deactivate ()
836{
837 /* If not on the active list, nothing needs to be done */
838 if (!active)
839 return;
840
841 actives.erase (this);
842}
843
844void
845object::deactivate_recursive ()
846{
847 for (object *op = inv; op; op = op->below)
848 op->deactivate_recursive ();
849
850 deactivate ();
851}
852
853void
854object::set_flag_inv (int flag, int value)
855{
856 for (object *op = inv; op; op = op->below)
857 {
858 op->flag [flag] = value;
859 op->set_flag_inv (flag, value);
860 }
861}
862
863/*
864 * Remove and free all objects in the inventory of the given object.
865 * object.c ?
866 */
867void
868object::destroy_inv (bool drop_to_ground)
869{
870 // need to check first, because the checks below might segfault
871 // as we might be on an invalid mapspace and crossfire code
872 // is too buggy to ensure that the inventory is empty.
873 // corollary: if you create arrows etc. with stuff in tis inventory,
874 // cf will crash below with off-map x and y
875 if (!inv)
876 return;
877
878 /* Only if the space blocks everything do we not process -
879 * if some form of movement is allowed, let objects
880 * drop on that space.
881 */
882 if (!drop_to_ground
883 || !map
884 || map->in_memory != MAP_ACTIVE
885 || map->nodrop
886 || ms ().move_block == MOVE_ALL)
887 {
888 while (inv)
889 {
890 inv->destroy_inv (drop_to_ground);
891 inv->destroy ();
892 }
893 }
894 else
895 { /* Put objects in inventory onto this space */
896 while (inv)
897 {
898 object *op = inv;
899
900 if (op->flag [FLAG_STARTEQUIP]
901 || op->flag [FLAG_NO_DROP]
902 || op->type == RUNE
903 || op->type == TRAP
904 || op->flag [FLAG_IS_A_TEMPLATE]
905 || op->flag [FLAG_DESTROY_ON_DEATH])
906 op->destroy ();
907 else
908 map->insert (op, x, y);
909 }
910 }
889} 911}
890 912
891object *object::create () 913object *object::create ()
892{ 914{
893 object *op = new object; 915 object *op = new object;
894 op->link (); 916 op->link ();
895 return op; 917 return op;
896} 918}
897 919
898/* 920void
899 * free_object() frees everything allocated by an object, removes 921object::do_destroy ()
900 * it from the list of used objects, and puts it on the list of
901 * free objects. The IS_FREED() flag is set in the object.
902 * The object must have been removed by remove_ob() first for
903 * this function to succeed.
904 *
905 * If destroy_inventory is set, free inventory as well. Else drop items in
906 * inventory to the ground.
907 */
908void object::destroy (bool destroy_inventory)
909{ 922{
910 if (QUERY_FLAG (this, FLAG_FREED)) 923 attachable::do_destroy ();
911 return;
912 924
913 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 925 if (flag [FLAG_IS_LINKED])
926 remove_button_link (this);
927
928 if (flag [FLAG_FRIENDLY])
914 remove_friendly_object (this); 929 remove_friendly_object (this);
915 930
916 if (!QUERY_FLAG (this, FLAG_REMOVED)) 931 if (!flag [FLAG_REMOVED])
917 remove (); 932 remove ();
918 933
919 SET_FLAG (this, FLAG_FREED); 934 destroy_inv (true);
920 935
921 if (more) 936 deactivate ();
922 { 937 unlink ();
923 more->destroy (destroy_inventory);
924 more = 0;
925 }
926 938
927 if (inv) 939 flag [FLAG_FREED] = 1;
928 {
929 /* Only if the space blocks everything do we not process -
930 * if some form of movement is allowed, let objects
931 * drop on that space.
932 */
933 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
934 {
935 object *op = inv;
936
937 while (op)
938 {
939 object *tmp = op->below;
940 op->destroy (destroy_inventory);
941 op = tmp;
942 }
943 }
944 else
945 { /* Put objects in inventory onto this space */
946 object *op = inv;
947
948 while (op)
949 {
950 object *tmp = op->below;
951
952 op->remove ();
953
954 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
955 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
956 op->destroy ();
957 else
958 {
959 op->x = x;
960 op->y = y;
961 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
962 }
963
964 op = tmp;
965 }
966 }
967 }
968 940
969 // hack to ensure that freed objects still have a valid map 941 // hack to ensure that freed objects still have a valid map
970 { 942 {
971 static maptile *freed_map; // freed objects are moved here to avoid crashes 943 static maptile *freed_map; // freed objects are moved here to avoid crashes
972 944
973 if (!freed_map) 945 if (!freed_map)
974 { 946 {
975 freed_map = new maptile; 947 freed_map = new maptile;
976 948
949 freed_map->path = "<freed objects map>";
977 freed_map->name = "/internal/freed_objects_map"; 950 freed_map->name = "/internal/freed_objects_map";
978 freed_map->width = 3; 951 freed_map->width = 3;
979 freed_map->height = 3; 952 freed_map->height = 3;
953 freed_map->nodrop = 1;
980 954
981 freed_map->allocate (); 955 freed_map->alloc ();
956 freed_map->in_memory = MAP_ACTIVE;
982 } 957 }
983 958
984 map = freed_map; 959 map = freed_map;
985 x = 1; 960 x = 1;
986 y = 1; 961 y = 1;
987 } 962 }
988 963
964 if (more)
965 {
966 more->destroy ();
967 more = 0;
968 }
969
970 head = 0;
971
989 // clear those pointers that likely might have circular references to us 972 // clear those pointers that likely might cause circular references
990 owner = 0; 973 owner = 0;
991 enemy = 0; 974 enemy = 0;
992 attacked_by = 0; 975 attacked_by = 0;
993 976 current_weapon = 0;
994 // only relevant for players(?), but make sure of it anyways
995 contr = 0;
996
997 /* Remove object from the active list */
998 speed = 0;
999 update_ob_speed (this);
1000
1001 unlink ();
1002
1003 mortals.push_back (this);
1004} 977}
1005 978
1006/*
1007 * sub_weight() recursively (outwards) subtracts a number from the
1008 * weight of an object (and what is carried by it's environment(s)).
1009 */
1010void 979void
1011sub_weight (object *op, signed long weight) 980object::destroy (bool destroy_inventory)
1012{ 981{
1013 while (op != NULL) 982 if (destroyed ())
1014 { 983 return;
1015 if (op->type == CONTAINER)
1016 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1017 984
1018 op->carrying -= weight; 985 if (destroy_inventory)
1019 op = op->env; 986 destroy_inv (false);
1020 } 987
988 if (is_head ())
989 if (sound_destroy)
990 play_sound (sound_destroy);
991 else if (flag [FLAG_MONSTER])
992 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
993
994 attachable::destroy ();
1021} 995}
1022 996
1023/* op->remove (): 997/* op->remove ():
1024 * This function removes the object op from the linked list of objects 998 * This function removes the object op from the linked list of objects
1025 * which it is currently tied to. When this function is done, the 999 * which it is currently tied to. When this function is done, the
1026 * object will have no environment. If the object previously had an 1000 * object will have no environment. If the object previously had an
1027 * environment, the x and y coordinates will be updated to 1001 * environment, the x and y coordinates will be updated to
1028 * the previous environment. 1002 * the previous environment.
1029 * Beware: This function is called from the editor as well!
1030 */ 1003 */
1031void 1004void
1032object::remove () 1005object::do_remove ()
1033{ 1006{
1034 object *tmp, *last = 0; 1007 object *tmp, *last = 0;
1035 object *otmp; 1008 object *otmp;
1036 1009
1037 int check_walk_off;
1038
1039 if (QUERY_FLAG (this, FLAG_REMOVED)) 1010 if (QUERY_FLAG (this, FLAG_REMOVED))
1040 return; 1011 return;
1041 1012
1042 SET_FLAG (this, FLAG_REMOVED); 1013 SET_FLAG (this, FLAG_REMOVED);
1014 INVOKE_OBJECT (REMOVE, this);
1043 1015
1044 if (more) 1016 if (more)
1045 more->remove (); 1017 more->remove ();
1046 1018
1047 /* 1019 /*
1057 1029
1058 /* NO_FIX_PLAYER is set when a great many changes are being 1030 /* NO_FIX_PLAYER is set when a great many changes are being
1059 * made to players inventory. If set, avoiding the call 1031 * made to players inventory. If set, avoiding the call
1060 * to save cpu time. 1032 * to save cpu time.
1061 */ 1033 */
1062 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1034 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1063 fix_player (otmp); 1035 otmp->update_stats ();
1064 1036
1065 if (above != NULL) 1037 if (above)
1066 above->below = below; 1038 above->below = below;
1067 else 1039 else
1068 env->inv = below; 1040 env->inv = below;
1069 1041
1070 if (below != NULL) 1042 if (below)
1071 below->above = above; 1043 below->above = above;
1072 1044
1073 /* we set up values so that it could be inserted into 1045 /* we set up values so that it could be inserted into
1074 * the map, but we don't actually do that - it is up 1046 * the map, but we don't actually do that - it is up
1075 * to the caller to decide what we want to do. 1047 * to the caller to decide what we want to do.
1079 above = 0, below = 0; 1051 above = 0, below = 0;
1080 env = 0; 1052 env = 0;
1081 } 1053 }
1082 else if (map) 1054 else if (map)
1083 { 1055 {
1084 /* Re did the following section of code - it looks like it had 1056 if (type == PLAYER)
1085 * lots of logic for things we no longer care about
1086 */ 1057 {
1058 // leaving a spot always closes any open container on the ground
1059 if (container && !container->env)
1060 // this causes spurious floorbox updates, but it ensures
1061 // that the CLOSE event is being sent.
1062 close_container ();
1063
1064 --map->players;
1065 map->touch ();
1066 }
1067
1068 map->dirty = true;
1069 mapspace &ms = this->ms ();
1087 1070
1088 /* link the object above us */ 1071 /* link the object above us */
1089 if (above) 1072 if (above)
1090 above->below = below; 1073 above->below = below;
1091 else 1074 else
1092 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 1075 ms.top = below; /* we were top, set new top */
1093 1076
1094 /* Relink the object below us, if there is one */ 1077 /* Relink the object below us, if there is one */
1095 if (below) 1078 if (below)
1096 below->above = above; 1079 below->above = above;
1097 else 1080 else
1099 /* Nothing below, which means we need to relink map object for this space 1082 /* Nothing below, which means we need to relink map object for this space
1100 * use translated coordinates in case some oddness with map tiling is 1083 * use translated coordinates in case some oddness with map tiling is
1101 * evident 1084 * evident
1102 */ 1085 */
1103 if (GET_MAP_OB (map, x, y) != this) 1086 if (GET_MAP_OB (map, x, y) != this)
1104 {
1105 char *dump = dump_object (this);
1106 LOG (llevError,
1107 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 1087 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 ());
1108 free (dump);
1109 dump = dump_object (GET_MAP_OB (map, x, y));
1110 LOG (llevError, "%s\n", dump);
1111 free (dump);
1112 }
1113 1088
1114 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1089 ms.bot = above; /* goes on above it. */
1115 } 1090 }
1116 1091
1117 above = 0; 1092 above = 0;
1118 below = 0; 1093 below = 0;
1119 1094
1120 if (map->in_memory == MAP_SAVING) 1095 if (map->in_memory == MAP_SAVING)
1121 return; 1096 return;
1122 1097
1123 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1098 int check_walk_off = !flag [FLAG_NO_APPLY];
1124 1099
1100 if (object *pl = ms.player ())
1101 {
1102 if (pl->container == this)
1103 /* If a container that the player is currently using somehow gets
1104 * removed (most likely destroyed), update the player view
1105 * appropriately.
1106 */
1107 pl->close_container ();
1108
1109 pl->contr->ns->floorbox_update ();
1110 }
1111
1125 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1112 for (tmp = ms.bot; tmp; tmp = tmp->above)
1126 { 1113 {
1127 /* No point updating the players look faces if he is the object 1114 /* No point updating the players look faces if he is the object
1128 * being removed. 1115 * being removed.
1129 */ 1116 */
1130 1117
1131 if (tmp->type == PLAYER && tmp != this)
1132 {
1133 /* If a container that the player is currently using somehow gets
1134 * removed (most likely destroyed), update the player view
1135 * appropriately.
1136 */
1137 if (tmp->container == this)
1138 {
1139 CLEAR_FLAG (this, FLAG_APPLIED);
1140 tmp->container = 0;
1141 }
1142
1143 tmp->contr->socket.update_look = 1;
1144 }
1145
1146 /* See if player moving off should effect something */ 1118 /* See if object moving off should effect something */
1147 if (check_walk_off 1119 if (check_walk_off
1148 && ((move_type & tmp->move_off) 1120 && ((move_type & tmp->move_off)
1149 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1121 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1150 { 1122 {
1151 move_apply (tmp, this, 0); 1123 move_apply (tmp, this, 0);
1152 1124
1153 if (destroyed ()) 1125 if (destroyed ())
1154 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1126 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1155 } 1127 }
1156 1128
1157 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1158
1159 if (tmp->above == tmp)
1160 tmp->above = 0;
1161
1162 last = tmp; 1129 last = tmp;
1163 } 1130 }
1164 1131
1165 /* last == NULL of there are no objects on this space */ 1132 /* last == NULL if there are no objects on this space */
1133 //TODO: this makes little sense, why only update the topmost object?
1166 if (!last) 1134 if (!last)
1167 { 1135 map->at (x, y).flags_ = 0;
1168 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1169 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1170 * those out anyways, and if there are any flags set right now, they won't
1171 * be correct anyways.
1172 */
1173 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1174 update_position (map, x, y);
1175 }
1176 else 1136 else
1177 update_object (last, UP_OBJ_REMOVE); 1137 update_object (last, UP_OBJ_REMOVE);
1178 1138
1179 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1139 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1180 update_all_los (map, x, y); 1140 update_all_los (map, x, y);
1181 } 1141 }
1182} 1142}
1183 1143
1184/* 1144/*
1193merge_ob (object *op, object *top) 1153merge_ob (object *op, object *top)
1194{ 1154{
1195 if (!op->nrof) 1155 if (!op->nrof)
1196 return 0; 1156 return 0;
1197 1157
1198 if (top == NULL) 1158 if (!top)
1199 for (top = op; top != NULL && top->above != NULL; top = top->above); 1159 for (top = op; top && top->above; top = top->above)
1160 ;
1200 1161
1201 for (; top != NULL; top = top->below) 1162 for (; top; top = top->below)
1202 { 1163 {
1203 if (top == op) 1164 if (top == op)
1204 continue; 1165 continue;
1205 if (CAN_MERGE (op, top)) 1166
1167 if (object::can_merge (op, top))
1206 { 1168 {
1207 top->nrof += op->nrof; 1169 top->nrof += op->nrof;
1208 1170
1209/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1171/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1210 op->weight = 0; /* Don't want any adjustements now */ 1172 op->weight = 0; /* Don't want any adjustements now */
1214 } 1176 }
1215 1177
1216 return 0; 1178 return 0;
1217} 1179}
1218 1180
1181void
1182object::expand_tail ()
1183{
1184 if (more)
1185 return;
1186
1187 object *prev = this;
1188
1189 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1190 {
1191 object *op = arch_to_object (at);
1192
1193 op->name = name;
1194 op->name_pl = name_pl;
1195 op->title = title;
1196
1197 op->head = this;
1198 prev->more = op;
1199
1200 prev = op;
1201 }
1202}
1203
1219/* 1204/*
1220 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1205 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1221 * job preparing multi-part monsters 1206 * job preparing multi-part monsters.
1222 */ 1207 */
1223object * 1208object *
1224insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1209insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1225{ 1210{
1226 object *tmp;
1227
1228 if (op->head)
1229 op = op->head;
1230
1231 for (tmp = op; tmp; tmp = tmp->more) 1211 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1232 { 1212 {
1233 tmp->x = x + tmp->arch->clone.x; 1213 tmp->x = x + tmp->arch->x;
1234 tmp->y = y + tmp->arch->clone.y; 1214 tmp->y = y + tmp->arch->y;
1235 } 1215 }
1236 1216
1237 return insert_ob_in_map (op, m, originator, flag); 1217 return insert_ob_in_map (op, m, originator, flag);
1238} 1218}
1239 1219
1255 * Return value: 1235 * Return value:
1256 * new object if 'op' was merged with other object 1236 * new object if 'op' was merged with other object
1257 * NULL if 'op' was destroyed 1237 * NULL if 'op' was destroyed
1258 * just 'op' otherwise 1238 * just 'op' otherwise
1259 */ 1239 */
1260
1261object * 1240object *
1262insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1241insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1263{ 1242{
1243 assert (!op->flag [FLAG_FREED]);
1244
1264 object *tmp, *top, *floor = NULL; 1245 object *top, *floor = NULL;
1265 sint16 x, y;
1266 1246
1267 if (QUERY_FLAG (op, FLAG_FREED)) 1247 op->remove ();
1268 {
1269 LOG (llevError, "Trying to insert freed object!\n");
1270 return NULL;
1271 }
1272
1273 if (m == NULL)
1274 {
1275 char *dump = dump_object (op);
1276 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1277 free (dump);
1278 return op;
1279 }
1280
1281 if (out_of_map (m, op->x, op->y))
1282 {
1283 char *dump = dump_object (op);
1284 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1285#ifdef MANY_CORES
1286 /* Better to catch this here, as otherwise the next use of this object
1287 * is likely to cause a crash. Better to find out where it is getting
1288 * improperly inserted.
1289 */
1290 abort ();
1291#endif
1292 free (dump);
1293 return op;
1294 }
1295
1296 if (!QUERY_FLAG (op, FLAG_REMOVED))
1297 {
1298 char *dump = dump_object (op);
1299 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1300 free (dump);
1301 return op;
1302 }
1303
1304 if (op->more != NULL)
1305 {
1306 /* The part may be on a different map. */
1307
1308 object *more = op->more;
1309
1310 /* We really need the caller to normalize coordinates - if
1311 * we set the map, that doesn't work if the location is within
1312 * a map and this is straddling an edge. So only if coordinate
1313 * is clear wrong do we normalize it.
1314 */
1315 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1316 more->map = get_map_from_coord (m, &more->x, &more->y);
1317 else if (!more->map)
1318 {
1319 /* For backwards compatibility - when not dealing with tiled maps,
1320 * more->map should always point to the parent.
1321 */
1322 more->map = m;
1323 }
1324
1325 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1326 {
1327 if (!op->head)
1328 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1329
1330 return NULL;
1331 }
1332 }
1333
1334 CLEAR_FLAG (op, FLAG_REMOVED);
1335 1248
1336 /* Ideally, the caller figures this out. However, it complicates a lot 1249 /* Ideally, the caller figures this out. However, it complicates a lot
1337 * of areas of callers (eg, anything that uses find_free_spot would now 1250 * of areas of callers (eg, anything that uses find_free_spot would now
1338 * need extra work 1251 * need extra work
1339 */ 1252 */
1340 op->map = get_map_from_coord (m, &op->x, &op->y); 1253 if (!xy_normalise (m, op->x, op->y))
1341 x = op->x; 1254 {
1342 y = op->y; 1255 op->destroy ();
1256 return 0;
1257 }
1258
1259 if (object *more = op->more)
1260 if (!insert_ob_in_map (more, m, originator, flag))
1261 return 0;
1262
1263 CLEAR_FLAG (op, FLAG_REMOVED);
1264
1265 op->map = m;
1266 mapspace &ms = op->ms ();
1343 1267
1344 /* this has to be done after we translate the coordinates. 1268 /* this has to be done after we translate the coordinates.
1345 */ 1269 */
1346 if (op->nrof && !(flag & INS_NO_MERGE)) 1270 if (op->nrof && !(flag & INS_NO_MERGE))
1347 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1271 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1348 if (CAN_MERGE (op, tmp)) 1272 if (object::can_merge (op, tmp))
1349 { 1273 {
1350 op->nrof += tmp->nrof; 1274 op->nrof += tmp->nrof;
1351 tmp->destroy (); 1275 tmp->destroy ();
1352 } 1276 }
1353 1277
1369 op->below = originator->below; 1293 op->below = originator->below;
1370 1294
1371 if (op->below) 1295 if (op->below)
1372 op->below->above = op; 1296 op->below->above = op;
1373 else 1297 else
1374 SET_MAP_OB (op->map, op->x, op->y, op); 1298 ms.bot = op;
1375 1299
1376 /* since *below* originator, no need to update top */ 1300 /* since *below* originator, no need to update top */
1377 originator->below = op; 1301 originator->below = op;
1378 } 1302 }
1379 else 1303 else
1380 { 1304 {
1305 top = ms.bot;
1306
1381 /* If there are other objects, then */ 1307 /* If there are other objects, then */
1382 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1308 if (top)
1383 { 1309 {
1384 object *last = NULL; 1310 object *last = 0;
1385 1311
1386 /* 1312 /*
1387 * If there are multiple objects on this space, we do some trickier handling. 1313 * If there are multiple objects on this space, we do some trickier handling.
1388 * We've already dealt with merging if appropriate. 1314 * We've already dealt with merging if appropriate.
1389 * Generally, we want to put the new object on top. But if 1315 * Generally, we want to put the new object on top. But if
1393 * once we get to them. This reduces the need to traverse over all of 1319 * once we get to them. This reduces the need to traverse over all of
1394 * them when adding another one - this saves quite a bit of cpu time 1320 * them when adding another one - this saves quite a bit of cpu time
1395 * when lots of spells are cast in one area. Currently, it is presumed 1321 * when lots of spells are cast in one area. Currently, it is presumed
1396 * that flying non pickable objects are spell objects. 1322 * that flying non pickable objects are spell objects.
1397 */ 1323 */
1398 1324 for (top = ms.bot; top; top = top->above)
1399 while (top != NULL)
1400 { 1325 {
1401 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1326 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1402 floor = top; 1327 floor = top;
1403 1328
1404 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1329 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1407 top = top->below; 1332 top = top->below;
1408 break; 1333 break;
1409 } 1334 }
1410 1335
1411 last = top; 1336 last = top;
1412 top = top->above;
1413 } 1337 }
1414 1338
1415 /* Don't want top to be NULL, so set it to the last valid object */ 1339 /* Don't want top to be NULL, so set it to the last valid object */
1416 top = last; 1340 top = last;
1417 1341
1419 * looks like instead of lots of conditions here. 1343 * looks like instead of lots of conditions here.
1420 * makes things faster, and effectively the same result. 1344 * makes things faster, and effectively the same result.
1421 */ 1345 */
1422 1346
1423 /* Have object 'fall below' other objects that block view. 1347 /* Have object 'fall below' other objects that block view.
1424 * Unless those objects are exits, type 66 1348 * Unless those objects are exits.
1425 * If INS_ON_TOP is used, don't do this processing 1349 * If INS_ON_TOP is used, don't do this processing
1426 * Need to find the object that in fact blocks view, otherwise 1350 * Need to find the object that in fact blocks view, otherwise
1427 * stacking is a bit odd. 1351 * stacking is a bit odd.
1428 */ 1352 */
1429 if (!(flag & INS_ON_TOP) && 1353 if (!(flag & INS_ON_TOP)
1430 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1354 && ms.flags () & P_BLOCKSVIEW
1355 && (op->face && !faces [op->face].visibility))
1431 { 1356 {
1432 for (last = top; last != floor; last = last->below) 1357 for (last = top; last != floor; last = last->below)
1433 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1358 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1434 break; 1359 break;
1360
1435 /* Check to see if we found the object that blocks view, 1361 /* Check to see if we found the object that blocks view,
1436 * and make sure we have a below pointer for it so that 1362 * and make sure we have a below pointer for it so that
1437 * we can get inserted below this one, which requires we 1363 * we can get inserted below this one, which requires we
1438 * set top to the object below us. 1364 * set top to the object below us.
1439 */ 1365 */
1440 if (last && last->below && last != floor) 1366 if (last && last->below && last != floor)
1441 top = last->below; 1367 top = last->below;
1442 } 1368 }
1443 } /* If objects on this space */ 1369 } /* If objects on this space */
1444 1370
1445 if (flag & INS_MAP_LOAD)
1446 top = GET_MAP_TOP (op->map, op->x, op->y);
1447
1448 if (flag & INS_ABOVE_FLOOR_ONLY) 1371 if (flag & INS_ABOVE_FLOOR_ONLY)
1449 top = floor; 1372 top = floor;
1450 1373
1451 /* Top is the object that our object (op) is going to get inserted above. 1374 /* Top is the object that our object (op) is going to get inserted above.
1452 */ 1375 */
1453 1376
1454 /* First object on this space */ 1377 /* First object on this space */
1455 if (!top) 1378 if (!top)
1456 { 1379 {
1457 op->above = GET_MAP_OB (op->map, op->x, op->y); 1380 op->above = ms.bot;
1458 1381
1459 if (op->above) 1382 if (op->above)
1460 op->above->below = op; 1383 op->above->below = op;
1461 1384
1462 op->below = NULL; 1385 op->below = 0;
1463 SET_MAP_OB (op->map, op->x, op->y, op); 1386 ms.bot = op;
1464 } 1387 }
1465 else 1388 else
1466 { /* get inserted into the stack above top */ 1389 { /* get inserted into the stack above top */
1467 op->above = top->above; 1390 op->above = top->above;
1468 1391
1471 1394
1472 op->below = top; 1395 op->below = top;
1473 top->above = op; 1396 top->above = op;
1474 } 1397 }
1475 1398
1476 if (op->above == NULL) 1399 if (!op->above)
1477 SET_MAP_TOP (op->map, op->x, op->y, op); 1400 ms.top = op;
1478 } /* else not INS_BELOW_ORIGINATOR */ 1401 } /* else not INS_BELOW_ORIGINATOR */
1479 1402
1480 if (op->type == PLAYER) 1403 if (op->type == PLAYER)
1404 {
1481 op->contr->do_los = 1; 1405 op->contr->do_los = 1;
1406 ++op->map->players;
1407 op->map->touch ();
1408 }
1482 1409
1483 /* If we have a floor, we know the player, if any, will be above 1410 op->map->dirty = true;
1484 * it, so save a few ticks and start from there. 1411
1485 */ 1412 if (object *pl = ms.player ())
1486 if (!(flag & INS_MAP_LOAD)) 1413 pl->contr->ns->floorbox_update ();
1487 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1488 if (tmp->type == PLAYER)
1489 tmp->contr->socket.update_look = 1;
1490 1414
1491 /* If this object glows, it may affect lighting conditions that are 1415 /* If this object glows, it may affect lighting conditions that are
1492 * visible to others on this map. But update_all_los is really 1416 * visible to others on this map. But update_all_los is really
1493 * an inefficient way to do this, as it means los for all players 1417 * an inefficient way to do this, as it means los for all players
1494 * on the map will get recalculated. The players could very well 1418 * on the map will get recalculated. The players could very well
1495 * be far away from this change and not affected in any way - 1419 * be far away from this change and not affected in any way -
1496 * this should get redone to only look for players within range, 1420 * this should get redone to only look for players within range,
1497 * or just updating the P_NEED_UPDATE for spaces within this area 1421 * or just updating the P_UPTODATE for spaces within this area
1498 * of effect may be sufficient. 1422 * of effect may be sufficient.
1499 */ 1423 */
1500 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1424 if (op->map->darkness && (op->glow_radius != 0))
1501 update_all_los (op->map, op->x, op->y); 1425 update_all_los (op->map, op->x, op->y);
1502 1426
1503 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1427 /* updates flags (blocked, alive, no magic, etc) for this map space */
1504 update_object (op, UP_OBJ_INSERT); 1428 update_object (op, UP_OBJ_INSERT);
1505 1429
1430 INVOKE_OBJECT (INSERT, op);
1431
1506 /* Don't know if moving this to the end will break anything. However, 1432 /* Don't know if moving this to the end will break anything. However,
1507 * we want to have update_look set above before calling this. 1433 * we want to have floorbox_update called before calling this.
1508 * 1434 *
1509 * check_move_on() must be after this because code called from 1435 * check_move_on() must be after this because code called from
1510 * check_move_on() depends on correct map flags (so functions like 1436 * check_move_on() depends on correct map flags (so functions like
1511 * blocked() and wall() work properly), and these flags are updated by 1437 * blocked() and wall() work properly), and these flags are updated by
1512 * update_object(). 1438 * update_object().
1513 */ 1439 */
1514 1440
1515 /* if this is not the head or flag has been passed, don't check walk on status */ 1441 /* if this is not the head or flag has been passed, don't check walk on status */
1516 if (!(flag & INS_NO_WALK_ON) && !op->head) 1442 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1517 { 1443 {
1518 if (check_move_on (op, originator)) 1444 if (check_move_on (op, originator))
1519 return NULL; 1445 return 0;
1520 1446
1521 /* If we are a multi part object, lets work our way through the check 1447 /* If we are a multi part object, lets work our way through the check
1522 * walk on's. 1448 * walk on's.
1523 */ 1449 */
1524 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1450 for (object *tmp = op->more; tmp; tmp = tmp->more)
1525 if (check_move_on (tmp, originator)) 1451 if (check_move_on (tmp, originator))
1526 return NULL; 1452 return 0;
1527 } 1453 }
1528 1454
1529 return op; 1455 return op;
1530} 1456}
1531 1457
1532/* this function inserts an object in the map, but if it 1458/* this function inserts an object in the map, but if it
1533 * finds an object of its own type, it'll remove that one first. 1459 * finds an object of its own type, it'll remove that one first.
1534 * op is the object to insert it under: supplies x and the map. 1460 * op is the object to insert it under: supplies x and the map.
1535 */ 1461 */
1536void 1462void
1537replace_insert_ob_in_map (const char *arch_string, object *op) 1463replace_insert_ob_in_map (const char *arch_string, object *op)
1538{ 1464{
1539 object * 1465 object *tmp, *tmp1;
1540 tmp;
1541 object *
1542 tmp1;
1543 1466
1544 /* first search for itself and remove any old instances */ 1467 /* first search for itself and remove any old instances */
1545 1468
1546 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1469 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1547 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1470 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1548 tmp->destroy (); 1471 tmp->destroy ();
1549 1472
1550 tmp1 = arch_to_object (archetype::find (arch_string)); 1473 tmp1 = arch_to_object (archetype::find (arch_string));
1551 1474
1552 tmp1->x = op->x; 1475 tmp1->x = op->x;
1553 tmp1->y = op->y; 1476 tmp1->y = op->y;
1554 insert_ob_in_map (tmp1, op->map, op, 0); 1477 insert_ob_in_map (tmp1, op->map, op, 0);
1478}
1479
1480object *
1481object::insert_at (object *where, object *originator, int flags)
1482{
1483 if (where->env)
1484 return where->env->insert (this);
1485 else
1486 return where->map->insert (this, where->x, where->y, originator, flags);
1555} 1487}
1556 1488
1557/* 1489/*
1558 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1490 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1559 * is returned contains nr objects, and the remaining parts contains 1491 * is returned contains nr objects, and the remaining parts contains
1560 * the rest (or is removed and freed if that number is 0). 1492 * the rest (or is removed and freed if that number is 0).
1561 * On failure, NULL is returned, and the reason put into the 1493 * On failure, NULL is returned, and the reason put into the
1562 * global static errmsg array. 1494 * global static errmsg array.
1563 */ 1495 */
1564
1565object * 1496object *
1566get_split_ob (object *orig_ob, uint32 nr) 1497get_split_ob (object *orig_ob, uint32 nr)
1567{ 1498{
1568 object *newob; 1499 object *newob;
1569 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1500 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1580 orig_ob->destroy (1); 1511 orig_ob->destroy (1);
1581 else if (!is_removed) 1512 else if (!is_removed)
1582 { 1513 {
1583 if (orig_ob->env != NULL) 1514 if (orig_ob->env != NULL)
1584 sub_weight (orig_ob->env, orig_ob->weight * nr); 1515 sub_weight (orig_ob->env, orig_ob->weight * nr);
1585 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1516 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_ACTIVE)
1586 { 1517 {
1587 strcpy (errmsg, "Tried to split object whose map is not in memory."); 1518 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1588 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n"); 1519 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1589 return NULL; 1520 return NULL;
1590 } 1521 }
1600 * the amount of an object. If the amount reaches 0, the object 1531 * the amount of an object. If the amount reaches 0, the object
1601 * is subsequently removed and freed. 1532 * is subsequently removed and freed.
1602 * 1533 *
1603 * Return value: 'op' if something is left, NULL if the amount reached 0 1534 * Return value: 'op' if something is left, NULL if the amount reached 0
1604 */ 1535 */
1605
1606object * 1536object *
1607decrease_ob_nr (object *op, uint32 i) 1537decrease_ob_nr (object *op, uint32 i)
1608{ 1538{
1609 object *tmp; 1539 object *tmp;
1610 player *pl;
1611 1540
1612 if (i == 0) /* objects with op->nrof require this check */ 1541 if (i == 0) /* objects with op->nrof require this check */
1613 return op; 1542 return op;
1614 1543
1615 if (i > op->nrof) 1544 if (i > op->nrof)
1616 i = op->nrof; 1545 i = op->nrof;
1617 1546
1618 if (QUERY_FLAG (op, FLAG_REMOVED)) 1547 if (QUERY_FLAG (op, FLAG_REMOVED))
1619 op->nrof -= i; 1548 op->nrof -= i;
1620 else if (op->env != NULL) 1549 else if (op->env)
1621 { 1550 {
1622 /* is this object in the players inventory, or sub container 1551 /* is this object in the players inventory, or sub container
1623 * therein? 1552 * therein?
1624 */ 1553 */
1625 tmp = is_player_inv (op->env); 1554 tmp = op->in_player ();
1626 /* nope. Is this a container the player has opened? 1555 /* nope. Is this a container the player has opened?
1627 * If so, set tmp to that player. 1556 * If so, set tmp to that player.
1628 * IMO, searching through all the players will mostly 1557 * IMO, searching through all the players will mostly
1629 * likely be quicker than following op->env to the map, 1558 * likely be quicker than following op->env to the map,
1630 * and then searching the map for a player. 1559 * and then searching the map for a player.
1631 */ 1560 */
1632 if (!tmp) 1561 if (!tmp)
1633 { 1562 for_all_players (pl)
1634 for (pl = first_player; pl; pl = pl->next)
1635 if (pl->ob->container == op->env) 1563 if (pl->ob->container == op->env)
1564 {
1565 tmp = pl->ob;
1636 break; 1566 break;
1637 if (pl)
1638 tmp = pl->ob;
1639 else
1640 tmp = NULL;
1641 } 1567 }
1642 1568
1643 if (i < op->nrof) 1569 if (i < op->nrof)
1644 { 1570 {
1645 sub_weight (op->env, op->weight * i); 1571 sub_weight (op->env, op->weight * i);
1646 op->nrof -= i; 1572 op->nrof -= i;
1647 if (tmp) 1573 if (tmp)
1648 {
1649 esrv_send_item (tmp, op); 1574 esrv_send_item (tmp, op);
1650 }
1651 } 1575 }
1652 else 1576 else
1653 { 1577 {
1654 op->remove (); 1578 op->remove ();
1655 op->nrof = 0; 1579 op->nrof = 0;
1656 if (tmp) 1580 if (tmp)
1657 {
1658 esrv_del_item (tmp->contr, op->count); 1581 esrv_del_item (tmp->contr, op->count);
1659 }
1660 } 1582 }
1661 } 1583 }
1662 else 1584 else
1663 { 1585 {
1664 object *above = op->above; 1586 object *above = op->above;
1670 op->remove (); 1592 op->remove ();
1671 op->nrof = 0; 1593 op->nrof = 0;
1672 } 1594 }
1673 1595
1674 /* Since we just removed op, op->above is null */ 1596 /* Since we just removed op, op->above is null */
1675 for (tmp = above; tmp != NULL; tmp = tmp->above) 1597 for (tmp = above; tmp; tmp = tmp->above)
1676 if (tmp->type == PLAYER) 1598 if (tmp->type == PLAYER)
1677 { 1599 {
1678 if (op->nrof) 1600 if (op->nrof)
1679 esrv_send_item (tmp, op); 1601 esrv_send_item (tmp, op);
1680 else 1602 else
1685 if (op->nrof) 1607 if (op->nrof)
1686 return op; 1608 return op;
1687 else 1609 else
1688 { 1610 {
1689 op->destroy (); 1611 op->destroy ();
1690 return NULL; 1612 return 0;
1691 }
1692}
1693
1694/*
1695 * add_weight(object, weight) adds the specified weight to an object,
1696 * and also updates how much the environment(s) is/are carrying.
1697 */
1698
1699void
1700add_weight (object *op, signed long weight)
1701{
1702 while (op != NULL)
1703 {
1704 if (op->type == CONTAINER)
1705 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1706
1707 op->carrying += weight;
1708 op = op->env;
1709 } 1613 }
1710} 1614}
1711 1615
1712object * 1616object *
1713insert_ob_in_ob (object *op, object *where) 1617insert_ob_in_ob (object *op, object *where)
1718 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1622 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1719 free (dump); 1623 free (dump);
1720 return op; 1624 return op;
1721 } 1625 }
1722 1626
1723 if (where->head) 1627 if (where->head_ () != where)
1724 { 1628 {
1725 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1629 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1726 where = where->head; 1630 where = where->head;
1727 } 1631 }
1728 1632
1729 return where->insert (op); 1633 return where->insert (op);
1730} 1634}
1735 * inside the object environment. 1639 * inside the object environment.
1736 * 1640 *
1737 * The function returns now pointer to inserted item, and return value can 1641 * The function returns now pointer to inserted item, and return value can
1738 * be != op, if items are merged. -Tero 1642 * be != op, if items are merged. -Tero
1739 */ 1643 */
1740
1741object * 1644object *
1742object::insert (object *op) 1645object::insert (object *op)
1743{ 1646{
1744 object *tmp, *otmp;
1745
1746 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1647 if (!QUERY_FLAG (op, FLAG_REMOVED))
1747 op->remove (); 1648 op->remove ();
1748 1649
1749 if (op->more) 1650 if (op->more)
1750 { 1651 {
1752 return op; 1653 return op;
1753 } 1654 }
1754 1655
1755 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1656 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1756 CLEAR_FLAG (op, FLAG_REMOVED); 1657 CLEAR_FLAG (op, FLAG_REMOVED);
1658
1757 if (op->nrof) 1659 if (op->nrof)
1758 { 1660 {
1759 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1661 for (object *tmp = inv; tmp; tmp = tmp->below)
1760 if (CAN_MERGE (tmp, op)) 1662 if (object::can_merge (tmp, op))
1761 { 1663 {
1762 /* return the original object and remove inserted object 1664 /* return the original object and remove inserted object
1763 (client needs the original object) */ 1665 (client needs the original object) */
1764 tmp->nrof += op->nrof; 1666 tmp->nrof += op->nrof;
1765 /* Weight handling gets pretty funky. Since we are adding to 1667 /* Weight handling gets pretty funky. Since we are adding to
1783 add_weight (this, op->weight * op->nrof); 1685 add_weight (this, op->weight * op->nrof);
1784 } 1686 }
1785 else 1687 else
1786 add_weight (this, (op->weight + op->carrying)); 1688 add_weight (this, (op->weight + op->carrying));
1787 1689
1788 otmp = is_player_inv (this); 1690 if (object *otmp = this->in_player ())
1789 if (otmp && otmp->contr)
1790 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1691 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1791 fix_player (otmp); 1692 otmp->update_stats ();
1792 1693
1694 op->owner = 0; // its his/hers now. period.
1793 op->map = NULL; 1695 op->map = 0;
1794 op->env = this; 1696 op->env = this;
1795 op->above = NULL; 1697 op->above = 0;
1796 op->below = NULL; 1698 op->below = 0;
1797 op->x = 0, op->y = 0; 1699 op->x = op->y = 0;
1798 1700
1799 /* reset the light list and los of the players on the map */ 1701 /* reset the light list and los of the players on the map */
1800 if ((op->glow_radius != 0) && map) 1702 if (op->glow_radius && map)
1801 { 1703 {
1802#ifdef DEBUG_LIGHTS 1704#ifdef DEBUG_LIGHTS
1803 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1705 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1804#endif /* DEBUG_LIGHTS */ 1706#endif /* DEBUG_LIGHTS */
1805 if (MAP_DARKNESS (map)) 1707 if (map->darkness)
1806 update_all_los (map, x, y); 1708 update_all_los (map, x, y);
1807 } 1709 }
1808 1710
1809 /* Client has no idea of ordering so lets not bother ordering it here. 1711 /* Client has no idea of ordering so lets not bother ordering it here.
1810 * It sure simplifies this function... 1712 * It sure simplifies this function...
1815 { 1717 {
1816 op->below = inv; 1718 op->below = inv;
1817 op->below->above = op; 1719 op->below->above = op;
1818 inv = op; 1720 inv = op;
1819 } 1721 }
1722
1723 INVOKE_OBJECT (INSERT, this);
1820 1724
1821 return op; 1725 return op;
1822} 1726}
1823 1727
1824/* 1728/*
1839 * 1743 *
1840 * MSW 2001-07-08: Check all objects on space, not just those below 1744 * MSW 2001-07-08: Check all objects on space, not just those below
1841 * object being inserted. insert_ob_in_map may not put new objects 1745 * object being inserted. insert_ob_in_map may not put new objects
1842 * on top. 1746 * on top.
1843 */ 1747 */
1844
1845int 1748int
1846check_move_on (object *op, object *originator) 1749check_move_on (object *op, object *originator)
1847{ 1750{
1848 object *tmp; 1751 object *tmp;
1849 maptile *m = op->map; 1752 maptile *m = op->map;
1876 1779
1877 /* The objects have to be checked from top to bottom. 1780 /* The objects have to be checked from top to bottom.
1878 * Hence, we first go to the top: 1781 * Hence, we first go to the top:
1879 */ 1782 */
1880 1783
1881 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1784 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1882 { 1785 {
1883 /* Trim the search when we find the first other spell effect 1786 /* Trim the search when we find the first other spell effect
1884 * this helps performance so that if a space has 50 spell objects, 1787 * this helps performance so that if a space has 50 spell objects,
1885 * we don't need to check all of them. 1788 * we don't need to check all of them.
1886 */ 1789 */
1904 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1807 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1905 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1808 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1906 { 1809 {
1907 1810
1908 float 1811 float
1909 diff = tmp->move_slow_penalty * FABS (op->speed); 1812 diff = tmp->move_slow_penalty * fabs (op->speed);
1910 1813
1911 if (op->type == PLAYER) 1814 if (op->type == PLAYER)
1912 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1815 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1913 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1816 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1914 diff /= 4.0; 1817 diff /= 4.0;
1941/* 1844/*
1942 * present_arch(arch, map, x, y) searches for any objects with 1845 * present_arch(arch, map, x, y) searches for any objects with
1943 * a matching archetype at the given map and coordinates. 1846 * a matching archetype at the given map and coordinates.
1944 * The first matching object is returned, or NULL if none. 1847 * The first matching object is returned, or NULL if none.
1945 */ 1848 */
1946
1947object * 1849object *
1948present_arch (const archetype *at, maptile *m, int x, int y) 1850present_arch (const archetype *at, maptile *m, int x, int y)
1949{ 1851{
1950 object *
1951 tmp;
1952
1953 if (m == NULL || out_of_map (m, x, y)) 1852 if (!m || out_of_map (m, x, y))
1954 { 1853 {
1955 LOG (llevError, "Present_arch called outside map.\n"); 1854 LOG (llevError, "Present_arch called outside map.\n");
1956 return NULL; 1855 return NULL;
1957 } 1856 }
1958 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1857
1858 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1959 if (tmp->arch == at) 1859 if (tmp->arch == at)
1960 return tmp; 1860 return tmp;
1861
1961 return NULL; 1862 return NULL;
1962} 1863}
1963 1864
1964/* 1865/*
1965 * present(type, map, x, y) searches for any objects with 1866 * present(type, map, x, y) searches for any objects with
1966 * a matching type variable at the given map and coordinates. 1867 * a matching type variable at the given map and coordinates.
1967 * The first matching object is returned, or NULL if none. 1868 * The first matching object is returned, or NULL if none.
1968 */ 1869 */
1969
1970object * 1870object *
1971present (unsigned char type, maptile *m, int x, int y) 1871present (unsigned char type, maptile *m, int x, int y)
1972{ 1872{
1973 object *
1974 tmp;
1975
1976 if (out_of_map (m, x, y)) 1873 if (out_of_map (m, x, y))
1977 { 1874 {
1978 LOG (llevError, "Present called outside map.\n"); 1875 LOG (llevError, "Present called outside map.\n");
1979 return NULL; 1876 return NULL;
1980 } 1877 }
1981 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1878
1879 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1982 if (tmp->type == type) 1880 if (tmp->type == type)
1983 return tmp; 1881 return tmp;
1882
1984 return NULL; 1883 return NULL;
1985} 1884}
1986 1885
1987/* 1886/*
1988 * present_in_ob(type, object) searches for any objects with 1887 * present_in_ob(type, object) searches for any objects with
1989 * a matching type variable in the inventory of the given object. 1888 * a matching type variable in the inventory of the given object.
1990 * The first matching object is returned, or NULL if none. 1889 * The first matching object is returned, or NULL if none.
1991 */ 1890 */
1992
1993object * 1891object *
1994present_in_ob (unsigned char type, const object *op) 1892present_in_ob (unsigned char type, const object *op)
1995{ 1893{
1996 object *
1997 tmp;
1998
1999 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1894 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2000 if (tmp->type == type) 1895 if (tmp->type == type)
2001 return tmp; 1896 return tmp;
1897
2002 return NULL; 1898 return NULL;
2003} 1899}
2004 1900
2005/* 1901/*
2006 * present_in_ob (type, str, object) searches for any objects with 1902 * present_in_ob (type, str, object) searches for any objects with
2014 * str is the string to match against. Note that we match against 1910 * str is the string to match against. Note that we match against
2015 * the object name, not the archetype name. this is so that the 1911 * the object name, not the archetype name. this is so that the
2016 * spell code can use one object type (force), but change it's name 1912 * spell code can use one object type (force), but change it's name
2017 * to be unique. 1913 * to be unique.
2018 */ 1914 */
2019
2020object * 1915object *
2021present_in_ob_by_name (int type, const char *str, const object *op) 1916present_in_ob_by_name (int type, const char *str, const object *op)
2022{ 1917{
2023 object *
2024 tmp;
2025
2026 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1918 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2027 {
2028 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1919 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2029 return tmp; 1920 return tmp;
2030 } 1921
2031 return NULL; 1922 return 0;
2032} 1923}
2033 1924
2034/* 1925/*
2035 * present_arch_in_ob(archetype, object) searches for any objects with 1926 * present_arch_in_ob(archetype, object) searches for any objects with
2036 * a matching archetype in the inventory of the given object. 1927 * a matching archetype in the inventory of the given object.
2037 * The first matching object is returned, or NULL if none. 1928 * The first matching object is returned, or NULL if none.
2038 */ 1929 */
2039
2040object * 1930object *
2041present_arch_in_ob (const archetype *at, const object *op) 1931present_arch_in_ob (const archetype *at, const object *op)
2042{ 1932{
2043 object *
2044 tmp;
2045
2046 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1933 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2047 if (tmp->arch == at) 1934 if (tmp->arch == at)
2048 return tmp; 1935 return tmp;
1936
2049 return NULL; 1937 return NULL;
2050} 1938}
2051 1939
2052/* 1940/*
2053 * activate recursively a flag on an object inventory 1941 * activate recursively a flag on an object inventory
2054 */ 1942 */
2055void 1943void
2056flag_inv (object *op, int flag) 1944flag_inv (object *op, int flag)
2057{ 1945{
2058 object *
2059 tmp;
2060
2061 if (op->inv)
2062 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1946 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2063 { 1947 {
2064 SET_FLAG (tmp, flag); 1948 SET_FLAG (tmp, flag);
2065 flag_inv (tmp, flag); 1949 flag_inv (tmp, flag);
2066 } 1950 }
2067} /* 1951}
1952
1953/*
2068 * desactivate recursively a flag on an object inventory 1954 * deactivate recursively a flag on an object inventory
2069 */ 1955 */
2070void 1956void
2071unflag_inv (object *op, int flag) 1957unflag_inv (object *op, int flag)
2072{ 1958{
2073 object *
2074 tmp;
2075
2076 if (op->inv)
2077 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1959 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2078 { 1960 {
2079 CLEAR_FLAG (tmp, flag); 1961 CLEAR_FLAG (tmp, flag);
2080 unflag_inv (tmp, flag); 1962 unflag_inv (tmp, flag);
2081 } 1963 }
2082}
2083
2084/*
2085 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2086 * all it's inventory (recursively).
2087 * If checksums are used, a player will get set_cheat called for
2088 * him/her-self and all object carried by a call to this function.
2089 */
2090
2091void
2092set_cheat (object *op)
2093{
2094 SET_FLAG (op, FLAG_WAS_WIZ);
2095 flag_inv (op, FLAG_WAS_WIZ);
2096} 1964}
2097 1965
2098/* 1966/*
2099 * find_free_spot(object, map, x, y, start, stop) will search for 1967 * find_free_spot(object, map, x, y, start, stop) will search for
2100 * a spot at the given map and coordinates which will be able to contain 1968 * a spot at the given map and coordinates which will be able to contain
2102 * to search (see the freearr_x/y[] definition). 1970 * to search (see the freearr_x/y[] definition).
2103 * It returns a random choice among the alternatives found. 1971 * It returns a random choice among the alternatives found.
2104 * start and stop are where to start relative to the free_arr array (1,9 1972 * start and stop are where to start relative to the free_arr array (1,9
2105 * does all 4 immediate directions). This returns the index into the 1973 * does all 4 immediate directions). This returns the index into the
2106 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1974 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2107 * Note - this only checks to see if there is space for the head of the
2108 * object - if it is a multispace object, this should be called for all
2109 * pieces.
2110 * Note2: This function does correctly handle tiled maps, but does not 1975 * Note: This function does correctly handle tiled maps, but does not
2111 * inform the caller. However, insert_ob_in_map will update as 1976 * inform the caller. However, insert_ob_in_map will update as
2112 * necessary, so the caller shouldn't need to do any special work. 1977 * necessary, so the caller shouldn't need to do any special work.
2113 * Note - updated to take an object instead of archetype - this is necessary 1978 * Note - updated to take an object instead of archetype - this is necessary
2114 * because arch_blocked (now ob_blocked) needs to know the movement type 1979 * because arch_blocked (now ob_blocked) needs to know the movement type
2115 * to know if the space in question will block the object. We can't use 1980 * to know if the space in question will block the object. We can't use
2116 * the archetype because that isn't correct if the monster has been 1981 * the archetype because that isn't correct if the monster has been
2117 * customized, changed states, etc. 1982 * customized, changed states, etc.
2118 */ 1983 */
2119
2120int 1984int
2121find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1985find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2122{ 1986{
2123 int
2124 i,
2125 index = 0, flag;
2126 static int
2127 altern[SIZEOFFREE]; 1987 int altern[SIZEOFFREE];
1988 int index = 0, flag;
2128 1989
2129 for (i = start; i < stop; i++) 1990 for (int i = start; i < stop; i++)
2130 { 1991 {
2131 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1992 mapxy pos (m, x, y); pos.move (i);
2132 if (!flag) 1993
1994 if (!pos.normalise ())
1995 continue;
1996
1997 mapspace &ms = *pos;
1998
1999 if (ms.flags () & P_IS_ALIVE)
2000 continue;
2001
2002 /* However, often
2003 * ob doesn't have any move type (when used to place exits)
2004 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2005 */
2006 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2007 {
2133 altern[index++] = i; 2008 altern [index++] = i;
2009 continue;
2010 }
2134 2011
2135 /* Basically, if we find a wall on a space, we cut down the search size. 2012 /* Basically, if we find a wall on a space, we cut down the search size.
2136 * In this way, we won't return spaces that are on another side of a wall. 2013 * In this way, we won't return spaces that are on another side of a wall.
2137 * This mostly work, but it cuts down the search size in all directions - 2014 * This mostly work, but it cuts down the search size in all directions -
2138 * if the space being examined only has a wall to the north and empty 2015 * if the space being examined only has a wall to the north and empty
2139 * spaces in all the other directions, this will reduce the search space 2016 * spaces in all the other directions, this will reduce the search space
2140 * to only the spaces immediately surrounding the target area, and 2017 * to only the spaces immediately surrounding the target area, and
2141 * won't look 2 spaces south of the target space. 2018 * won't look 2 spaces south of the target space.
2142 */ 2019 */
2143 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2020 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2021 {
2144 stop = maxfree[i]; 2022 stop = maxfree[i];
2023 continue;
2024 }
2025
2026 /* Note it is intentional that we check ob - the movement type of the
2027 * head of the object should correspond for the entire object.
2028 */
2029 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2030 continue;
2031
2032 if (ob->blocked (m, pos.x, pos.y))
2033 continue;
2034
2035 altern [index++] = i;
2145 } 2036 }
2037
2146 if (!index) 2038 if (!index)
2147 return -1; 2039 return -1;
2040
2148 return altern[RANDOM () % index]; 2041 return altern [rndm (index)];
2149} 2042}
2150 2043
2151/* 2044/*
2152 * find_first_free_spot(archetype, maptile, x, y) works like 2045 * find_first_free_spot(archetype, maptile, x, y) works like
2153 * find_free_spot(), but it will search max number of squares. 2046 * find_free_spot(), but it will search max number of squares.
2154 * But it will return the first available spot, not a random choice. 2047 * But it will return the first available spot, not a random choice.
2155 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2048 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2156 */ 2049 */
2157
2158int 2050int
2159find_first_free_spot (const object *ob, maptile *m, int x, int y) 2051find_first_free_spot (const object *ob, maptile *m, int x, int y)
2160{ 2052{
2161 int
2162 i;
2163
2164 for (i = 0; i < SIZEOFFREE; i++) 2053 for (int i = 0; i < SIZEOFFREE; i++)
2165 {
2166 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2054 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2167 return i; 2055 return i;
2168 } 2056
2169 return -1; 2057 return -1;
2170} 2058}
2171 2059
2172/* 2060/*
2173 * The function permute(arr, begin, end) randomly reorders the array 2061 * The function permute(arr, begin, end) randomly reorders the array
2174 * arr[begin..end-1]. 2062 * arr[begin..end-1].
2063 * now uses a fisher-yates shuffle, old permute was broken
2175 */ 2064 */
2176static void 2065static void
2177permute (int *arr, int begin, int end) 2066permute (int *arr, int begin, int end)
2178{ 2067{
2179 int 2068 arr += begin;
2180 i,
2181 j,
2182 tmp,
2183 len;
2184
2185 len = end - begin; 2069 end -= begin;
2186 for (i = begin; i < end; i++)
2187 {
2188 j = begin + RANDOM () % len;
2189 2070
2190 tmp = arr[i]; 2071 while (--end)
2191 arr[i] = arr[j]; 2072 swap (arr [end], arr [rndm (end + 1)]);
2192 arr[j] = tmp;
2193 }
2194} 2073}
2195 2074
2196/* new function to make monster searching more efficient, and effective! 2075/* new function to make monster searching more efficient, and effective!
2197 * This basically returns a randomized array (in the passed pointer) of 2076 * This basically returns a randomized array (in the passed pointer) of
2198 * the spaces to find monsters. In this way, it won't always look for 2077 * the spaces to find monsters. In this way, it won't always look for
2201 * the 3x3 area will be searched, just not in a predictable order. 2080 * the 3x3 area will be searched, just not in a predictable order.
2202 */ 2081 */
2203void 2082void
2204get_search_arr (int *search_arr) 2083get_search_arr (int *search_arr)
2205{ 2084{
2206 int 2085 int i;
2207 i;
2208 2086
2209 for (i = 0; i < SIZEOFFREE; i++) 2087 for (i = 0; i < SIZEOFFREE; i++)
2210 {
2211 search_arr[i] = i; 2088 search_arr[i] = i;
2212 }
2213 2089
2214 permute (search_arr, 1, SIZEOFFREE1 + 1); 2090 permute (search_arr, 1, SIZEOFFREE1 + 1);
2215 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2091 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2216 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2092 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2217} 2093}
2226 * Perhaps incorrectly, but I'm making the assumption that exclude 2102 * Perhaps incorrectly, but I'm making the assumption that exclude
2227 * is actually want is going to try and move there. We need this info 2103 * is actually want is going to try and move there. We need this info
2228 * because we have to know what movement the thing looking to move 2104 * because we have to know what movement the thing looking to move
2229 * there is capable of. 2105 * there is capable of.
2230 */ 2106 */
2231
2232int 2107int
2233find_dir (maptile *m, int x, int y, object *exclude) 2108find_dir (maptile *m, int x, int y, object *exclude)
2234{ 2109{
2235 int
2236 i,
2237 max = SIZEOFFREE, mflags; 2110 int i, max = SIZEOFFREE, mflags;
2238 2111
2239 sint16 nx, ny; 2112 sint16 nx, ny;
2240 object * 2113 object *tmp;
2241 tmp;
2242 maptile * 2114 maptile *mp;
2243 mp;
2244 2115
2245 MoveType blocked, move_type; 2116 MoveType blocked, move_type;
2246 2117
2247 if (exclude && exclude->head) 2118 if (exclude && exclude->head_ () != exclude)
2248 { 2119 {
2249 exclude = exclude->head; 2120 exclude = exclude->head;
2250 move_type = exclude->move_type; 2121 move_type = exclude->move_type;
2251 } 2122 }
2252 else 2123 else
2260 mp = m; 2131 mp = m;
2261 nx = x + freearr_x[i]; 2132 nx = x + freearr_x[i];
2262 ny = y + freearr_y[i]; 2133 ny = y + freearr_y[i];
2263 2134
2264 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2135 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2136
2265 if (mflags & P_OUT_OF_MAP) 2137 if (mflags & P_OUT_OF_MAP)
2266 {
2267 max = maxfree[i]; 2138 max = maxfree[i];
2268 }
2269 else 2139 else
2270 { 2140 {
2271 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2141 mapspace &ms = mp->at (nx, ny);
2142
2143 blocked = ms.move_block;
2272 2144
2273 if ((move_type & blocked) == move_type) 2145 if ((move_type & blocked) == move_type)
2274 {
2275 max = maxfree[i]; 2146 max = maxfree[i];
2276 }
2277 else if (mflags & P_IS_ALIVE) 2147 else if (mflags & P_IS_ALIVE)
2278 { 2148 {
2279 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2149 for (tmp = ms.bot; tmp; tmp = tmp->above)
2280 { 2150 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2281 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2151 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2282 {
2283 break; 2152 break;
2284 } 2153
2285 }
2286 if (tmp) 2154 if (tmp)
2287 {
2288 return freedir[i]; 2155 return freedir[i];
2289 }
2290 } 2156 }
2291 } 2157 }
2292 } 2158 }
2159
2293 return 0; 2160 return 0;
2294} 2161}
2295 2162
2296/* 2163/*
2297 * distance(object 1, object 2) will return the square of the 2164 * distance(object 1, object 2) will return the square of the
2298 * distance between the two given objects. 2165 * distance between the two given objects.
2299 */ 2166 */
2300
2301int 2167int
2302distance (const object *ob1, const object *ob2) 2168distance (const object *ob1, const object *ob2)
2303{ 2169{
2304 int
2305 i;
2306
2307 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2170 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2308 return i;
2309} 2171}
2310 2172
2311/* 2173/*
2312 * find_dir_2(delta-x,delta-y) will return a direction in which 2174 * find_dir_2(delta-x,delta-y) will return a direction in which
2313 * an object which has subtracted the x and y coordinates of another 2175 * an object which has subtracted the x and y coordinates of another
2314 * object, needs to travel toward it. 2176 * object, needs to travel toward it.
2315 */ 2177 */
2316
2317int 2178int
2318find_dir_2 (int x, int y) 2179find_dir_2 (int x, int y)
2319{ 2180{
2320 int 2181 int q;
2321 q;
2322 2182
2323 if (y) 2183 if (y)
2324 q = x * 100 / y; 2184 q = x * 100 / y;
2325 else if (x) 2185 else if (x)
2326 q = -300 * x; 2186 q = -300 * x;
2351 2211
2352 return 3; 2212 return 3;
2353} 2213}
2354 2214
2355/* 2215/*
2356 * absdir(int): Returns a number between 1 and 8, which represent
2357 * the "absolute" direction of a number (it actually takes care of
2358 * "overflow" in previous calculations of a direction).
2359 */
2360
2361int
2362absdir (int d)
2363{
2364 while (d < 1)
2365 d += 8;
2366 while (d > 8)
2367 d -= 8;
2368 return d;
2369}
2370
2371/*
2372 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2216 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2373 * between two directions (which are expected to be absolute (see absdir()) 2217 * between two directions (which are expected to be absolute (see absdir())
2374 */ 2218 */
2375
2376int 2219int
2377dirdiff (int dir1, int dir2) 2220dirdiff (int dir1, int dir2)
2378{ 2221{
2379 int 2222 int d;
2380 d;
2381 2223
2382 d = abs (dir1 - dir2); 2224 d = abs (dir1 - dir2);
2383 if (d > 4) 2225 if (d > 4)
2384 d = 8 - d; 2226 d = 8 - d;
2227
2385 return d; 2228 return d;
2386} 2229}
2387 2230
2388/* peterm: 2231/* peterm:
2389 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2232 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2392 * This basically means that if direction is 15, then it could either go 2235 * This basically means that if direction is 15, then it could either go
2393 * direction 4, 14, or 16 to get back to where we are. 2236 * direction 4, 14, or 16 to get back to where we are.
2394 * Moved from spell_util.c to object.c with the other related direction 2237 * Moved from spell_util.c to object.c with the other related direction
2395 * functions. 2238 * functions.
2396 */ 2239 */
2397
2398int
2399 reduction_dir[SIZEOFFREE][3] = { 2240int reduction_dir[SIZEOFFREE][3] = {
2400 {0, 0, 0}, /* 0 */ 2241 {0, 0, 0}, /* 0 */
2401 {0, 0, 0}, /* 1 */ 2242 {0, 0, 0}, /* 1 */
2402 {0, 0, 0}, /* 2 */ 2243 {0, 0, 0}, /* 2 */
2403 {0, 0, 0}, /* 3 */ 2244 {0, 0, 0}, /* 3 */
2404 {0, 0, 0}, /* 4 */ 2245 {0, 0, 0}, /* 4 */
2452 * find a path to that monster that we found. If not, 2293 * find a path to that monster that we found. If not,
2453 * we don't bother going toward it. Returns 1 if we 2294 * we don't bother going toward it. Returns 1 if we
2454 * can see a direct way to get it 2295 * can see a direct way to get it
2455 * Modified to be map tile aware -.MSW 2296 * Modified to be map tile aware -.MSW
2456 */ 2297 */
2457
2458
2459int 2298int
2460can_see_monsterP (maptile *m, int x, int y, int dir) 2299can_see_monsterP (maptile *m, int x, int y, int dir)
2461{ 2300{
2462 sint16 dx, dy; 2301 sint16 dx, dy;
2463 int
2464 mflags; 2302 int mflags;
2465 2303
2466 if (dir < 0) 2304 if (dir < 0)
2467 return 0; /* exit condition: invalid direction */ 2305 return 0; /* exit condition: invalid direction */
2468 2306
2469 dx = x + freearr_x[dir]; 2307 dx = x + freearr_x[dir];
2482 return 0; 2320 return 0;
2483 2321
2484 /* yes, can see. */ 2322 /* yes, can see. */
2485 if (dir < 9) 2323 if (dir < 9)
2486 return 1; 2324 return 1;
2325
2487 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2326 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2488 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2327 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2328 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2489} 2329}
2490
2491
2492 2330
2493/* 2331/*
2494 * can_pick(picker, item): finds out if an object is possible to be 2332 * can_pick(picker, item): finds out if an object is possible to be
2495 * picked up by the picker. Returnes 1 if it can be 2333 * picked up by the picker. Returnes 1 if it can be
2496 * picked up, otherwise 0. 2334 * picked up, otherwise 0.
2498 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2336 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2499 * core dumps if they do. 2337 * core dumps if they do.
2500 * 2338 *
2501 * Add a check so we can't pick up invisible objects (0.93.8) 2339 * Add a check so we can't pick up invisible objects (0.93.8)
2502 */ 2340 */
2503
2504int 2341int
2505can_pick (const object *who, const object *item) 2342can_pick (const object *who, const object *item)
2506{ 2343{
2507 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2344 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2508 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2345 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2509 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2346 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2510} 2347}
2511 2348
2512
2513/* 2349/*
2514 * create clone from object to another 2350 * create clone from object to another
2515 */ 2351 */
2516object * 2352object *
2517object_create_clone (object *asrc) 2353object_create_clone (object *asrc)
2518{ 2354{
2519 object *dst = 0, *tmp, *src, *part, *prev, *item; 2355 object *dst = 0, *tmp, *src, *prev, *item;
2520 2356
2521 if (!asrc) 2357 if (!asrc)
2522 return 0; 2358 return 0;
2523 2359
2524 src = asrc;
2525 if (src->head)
2526 src = src->head; 2360 src = asrc->head_ ();
2527 2361
2528 prev = 0; 2362 prev = 0;
2529 for (part = src; part; part = part->more) 2363 for (object *part = src; part; part = part->more)
2530 { 2364 {
2531 tmp = part->clone (); 2365 tmp = part->clone ();
2532 tmp->x -= src->x; 2366 tmp->x -= src->x;
2533 tmp->y -= src->y; 2367 tmp->y -= src->y;
2534 2368
2536 { 2370 {
2537 dst = tmp; 2371 dst = tmp;
2538 tmp->head = 0; 2372 tmp->head = 0;
2539 } 2373 }
2540 else 2374 else
2541 {
2542 tmp->head = dst; 2375 tmp->head = dst;
2543 }
2544 2376
2545 tmp->more = 0; 2377 tmp->more = 0;
2546 2378
2547 if (prev) 2379 if (prev)
2548 prev->more = tmp; 2380 prev->more = tmp;
2552 2384
2553 for (item = src->inv; item; item = item->below) 2385 for (item = src->inv; item; item = item->below)
2554 insert_ob_in_ob (object_create_clone (item), dst); 2386 insert_ob_in_ob (object_create_clone (item), dst);
2555 2387
2556 return dst; 2388 return dst;
2557}
2558
2559/* GROS - Creates an object using a string representing its content. */
2560/* Basically, we save the content of the string to a temp file, then call */
2561/* load_object on it. I admit it is a highly inefficient way to make things, */
2562/* but it was simple to make and allows reusing the load_object function. */
2563/* Remember not to use load_object_str in a time-critical situation. */
2564/* Also remember that multiparts objects are not supported for now. */
2565
2566object *
2567load_object_str (const char *obstr)
2568{
2569 object *op;
2570 char filename[MAX_BUF];
2571
2572 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2573
2574 FILE *tempfile = fopen (filename, "w");
2575
2576 if (tempfile == NULL)
2577 {
2578 LOG (llevError, "Error - Unable to access load object temp file\n");
2579 return NULL;
2580 }
2581
2582 fprintf (tempfile, obstr);
2583 fclose (tempfile);
2584
2585 op = object::create ();
2586
2587 object_thawer thawer (filename);
2588
2589 if (thawer)
2590 load_object (thawer, op, 0);
2591
2592 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2593 CLEAR_FLAG (op, FLAG_REMOVED);
2594
2595 return op;
2596} 2389}
2597 2390
2598/* This returns the first object in who's inventory that 2391/* This returns the first object in who's inventory that
2599 * has the same type and subtype match. 2392 * has the same type and subtype match.
2600 * returns NULL if no match. 2393 * returns NULL if no match.
2601 */ 2394 */
2602object * 2395object *
2603find_obj_by_type_subtype (const object *who, int type, int subtype) 2396find_obj_by_type_subtype (const object *who, int type, int subtype)
2604{ 2397{
2605 object *tmp;
2606
2607 for (tmp = who->inv; tmp; tmp = tmp->below) 2398 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2608 if (tmp->type == type && tmp->subtype == subtype) 2399 if (tmp->type == type && tmp->subtype == subtype)
2609 return tmp; 2400 return tmp;
2610 2401
2611 return NULL; 2402 return 0;
2612} 2403}
2613 2404
2614/* If ob has a field named key, return the link from the list, 2405/* If ob has a field named key, return the link from the list,
2615 * otherwise return NULL. 2406 * otherwise return NULL.
2616 * 2407 *
2618 * do the desired thing. 2409 * do the desired thing.
2619 */ 2410 */
2620key_value * 2411key_value *
2621get_ob_key_link (const object *ob, const char *key) 2412get_ob_key_link (const object *ob, const char *key)
2622{ 2413{
2623 key_value *link;
2624
2625 for (link = ob->key_values; link != NULL; link = link->next) 2414 for (key_value *link = ob->key_values; link; link = link->next)
2626 if (link->key == key) 2415 if (link->key == key)
2627 return link; 2416 return link;
2628 2417
2629 return NULL; 2418 return 0;
2630} 2419}
2631 2420
2632/* 2421/*
2633 * Returns the value of op has an extra_field for key, or NULL. 2422 * Returns the value of op has an extra_field for key, or NULL.
2634 * 2423 *
2659 if (link->key == canonical_key) 2448 if (link->key == canonical_key)
2660 return link->value; 2449 return link->value;
2661 2450
2662 return 0; 2451 return 0;
2663} 2452}
2664
2665 2453
2666/* 2454/*
2667 * Updates the canonical_key in op to value. 2455 * Updates the canonical_key in op to value.
2668 * 2456 *
2669 * canonical_key is a shared string (value doesn't have to be). 2457 * canonical_key is a shared string (value doesn't have to be).
2674 * Returns TRUE on success. 2462 * Returns TRUE on success.
2675 */ 2463 */
2676int 2464int
2677set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2465set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2678{ 2466{
2679 key_value *
2680 field = NULL, *last = NULL; 2467 key_value *field = NULL, *last = NULL;
2681 2468
2682 for (field = op->key_values; field != NULL; field = field->next) 2469 for (field = op->key_values; field != NULL; field = field->next)
2683 { 2470 {
2684 if (field->key != canonical_key) 2471 if (field->key != canonical_key)
2685 { 2472 {
2694 /* Basically, if the archetype has this key set, 2481 /* Basically, if the archetype has this key set,
2695 * we need to store the null value so when we save 2482 * we need to store the null value so when we save
2696 * it, we save the empty value so that when we load, 2483 * it, we save the empty value so that when we load,
2697 * we get this value back again. 2484 * we get this value back again.
2698 */ 2485 */
2699 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2486 if (get_ob_key_link (op->arch, canonical_key))
2700 field->value = 0; 2487 field->value = 0;
2701 else 2488 else
2702 { 2489 {
2703 if (last) 2490 if (last)
2704 last->next = field->next; 2491 last->next = field->next;
2713 /* IF we get here, key doesn't exist */ 2500 /* IF we get here, key doesn't exist */
2714 2501
2715 /* No field, we'll have to add it. */ 2502 /* No field, we'll have to add it. */
2716 2503
2717 if (!add_key) 2504 if (!add_key)
2718 {
2719 return FALSE; 2505 return FALSE;
2720 } 2506
2721 /* There isn't any good reason to store a null 2507 /* There isn't any good reason to store a null
2722 * value in the key/value list. If the archetype has 2508 * value in the key/value list. If the archetype has
2723 * this key, then we should also have it, so shouldn't 2509 * this key, then we should also have it, so shouldn't
2724 * be here. If user wants to store empty strings, 2510 * be here. If user wants to store empty strings,
2725 * should pass in "" 2511 * should pass in ""
2774 } 2560 }
2775 else 2561 else
2776 item = item->env; 2562 item = item->env;
2777} 2563}
2778 2564
2565const char *
2566object::flag_desc (char *desc, int len) const
2567{
2568 char *p = desc;
2569 bool first = true;
2570
2571 *p = 0;
2572
2573 for (int i = 0; i < NUM_FLAGS; i++)
2574 {
2575 if (len <= 10) // magic constant!
2576 {
2577 snprintf (p, len, ",...");
2578 break;
2579 }
2580
2581 if (flag [i])
2582 {
2583 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2584 len -= cnt;
2585 p += cnt;
2586 first = false;
2587 }
2588 }
2589
2590 return desc;
2591}
2592
2779// return a suitable string describing an objetc in enough detail to find it 2593// return a suitable string describing an object in enough detail to find it
2780const char * 2594const char *
2781object::debug_desc (char *info) const 2595object::debug_desc (char *info) const
2782{ 2596{
2597 char flagdesc[512];
2783 char info2[256 * 3]; 2598 char info2[256 * 4];
2784 char *p = info; 2599 char *p = info;
2785 2600
2786 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2601 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2787 count, 2602 count,
2603 uuid.c_str (),
2788 &name, 2604 &name,
2789 title ? " " : "", 2605 title ? "\",title:\"" : "",
2790 title ? (const char *)title : ""); 2606 title ? (const char *)title : "",
2607 flag_desc (flagdesc, 512), type);
2791 2608
2792 if (env) 2609 if (!this->flag[FLAG_REMOVED] && env)
2793 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2610 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2794 2611
2795 if (map) 2612 if (map)
2796 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2613 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2797 2614
2798 return info; 2615 return info;
2799} 2616}
2800 2617
2801const char * 2618const char *
2802object::debug_desc () const 2619object::debug_desc () const
2803{ 2620{
2804 static char info[256 * 3]; 2621 static char info[3][256 * 4];
2622 static int info_idx;
2623
2805 return debug_desc (info); 2624 return debug_desc (info [++info_idx % 3]);
2806} 2625}
2807 2626
2627struct region *
2628object::region () const
2629{
2630 return map ? map->region (x, y)
2631 : region::default_region ();
2632}
2633
2634const materialtype_t *
2635object::dominant_material () const
2636{
2637 if (materialtype_t *mt = name_to_material (materialname))
2638 return mt;
2639
2640 return name_to_material (shstr_unknown);
2641}
2642
2643void
2644object::open_container (object *new_container)
2645{
2646 if (container == new_container)
2647 return;
2648
2649 if (object *old_container = container)
2650 {
2651 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2652 return;
2653
2654#if 0
2655 // remove the "Close old_container" object.
2656 if (object *closer = old_container->inv)
2657 if (closer->type == CLOSE_CON)
2658 closer->destroy ();
2659#endif
2660
2661 old_container->flag [FLAG_APPLIED] = 0;
2662 container = 0;
2663
2664 esrv_update_item (UPD_FLAGS, this, old_container);
2665 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2666 play_sound (sound_find ("chest_close"));
2667 }
2668
2669 if (new_container)
2670 {
2671 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2672 return;
2673
2674 // TODO: this does not seem to serve any purpose anymore?
2675#if 0
2676 // insert the "Close Container" object.
2677 if (archetype *closer = new_container->other_arch)
2678 {
2679 object *closer = arch_to_object (new_container->other_arch);
2680 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2681 new_container->insert (closer);
2682 }
2683#endif
2684
2685 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2686
2687 new_container->flag [FLAG_APPLIED] = 1;
2688 container = new_container;
2689
2690 esrv_update_item (UPD_FLAGS, this, new_container);
2691 esrv_send_inventory (this, new_container);
2692 play_sound (sound_find ("chest_open"));
2693 }
2694}
2695
2696object *
2697object::force_find (const shstr name)
2698{
2699 /* cycle through his inventory to look for the MARK we want to
2700 * place
2701 */
2702 for (object *tmp = inv; tmp; tmp = tmp->below)
2703 if (tmp->type == FORCE && tmp->slaying == name)
2704 return splay (tmp);
2705
2706 return 0;
2707}
2708
2709void
2710object::force_add (const shstr name, int duration)
2711{
2712 if (object *force = force_find (name))
2713 force->destroy ();
2714
2715 object *force = get_archetype (FORCE_NAME);
2716
2717 force->slaying = name;
2718 force->stats.food = 1;
2719 force->speed_left = -1.f;
2720
2721 force->set_speed (duration ? 1.f / duration : 0.f);
2722 force->flag [FLAG_IS_USED_UP] = true;
2723 force->flag [FLAG_APPLIED] = true;
2724
2725 insert (force);
2726}
2727
2728void
2729object::play_sound (faceidx sound) const
2730{
2731 if (!sound)
2732 return;
2733
2734 if (flag [FLAG_REMOVED])
2735 return;
2736
2737 if (env)
2738 {
2739 if (object *pl = in_player ())
2740 pl->contr->play_sound (sound);
2741 }
2742 else
2743 map->play_sound (sound, x, y);
2744}
2745

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