ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.67 by root, Thu Dec 14 04:30:32 2006 UTC vs.
Revision 1.214 by root, Tue Apr 22 07:01:46 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 (©) 2005,2006,2007,2008 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.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 24#include <global.h>
28#include <stdio.h> 25#include <stdio.h>
29#include <sys/types.h> 26#include <sys/types.h>
30#include <sys/uio.h> 27#include <sys/uio.h>
31#include <object.h> 28#include <object.h>
32#include <funcpoint.h> 29#include <sproto.h>
33#include <loader.h> 30#include <loader.h>
34 31
35int nrofallocobjects = 0; 32#include <bitset>
36static UUID uuid; 33
34UUID UUID::cur;
35static uint64_t seq_next_save;
37const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
38 37
39object *active_objects; /* List of active objects that need to be processed */ 38objectvec objects;
39activevec actives;
40 40
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, 41short freearr_x[SIZEOFFREE] = {
42 0,
43 0, 1, 1, 1, 0, -1, -1, -1,
44 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 45 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}; 46};
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, 47short freearr_y[SIZEOFFREE] = {
48 0,
49 -1, -1, 0, 1, 1, 1, 0, -1,
50 -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 51 -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}; 52};
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, 53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 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 57 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}; 58};
50int freedir[SIZEOFFREE] = { 59int 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, 60 0,
61 1, 2, 3, 4, 5, 6, 7, 8,
62 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 63 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}; 64};
54 65
55static void 66static void
56write_uuid (void) 67write_uuid (uval64 skip, bool sync)
57{ 68{
58 char filename1[MAX_BUF], filename2[MAX_BUF]; 69 CALL_BEGIN (2);
59 70 CALL_ARG_SV (newSVval64 (skip));
60 sprintf (filename1, "%s/uuid", settings.localdir); 71 CALL_ARG_SV (boolSV (sync));
61 sprintf (filename2, "%s/uuid~", settings.localdir); 72 CALL_CALL ("cf::write_uuid", G_DISCARD);
62 73 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} 74}
75 75
76static void 76static void
77read_uuid (void) 77read_uuid (void)
78{ 78{
79 char filename[MAX_BUF]; 79 char filename[MAX_BUF];
80 80
81 sprintf (filename, "%s/uuid", settings.localdir); 81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 seq_next_save = 0;
82 84
83 FILE *fp; 85 FILE *fp;
84 86
85 if (!(fp = fopen (filename, "r"))) 87 if (!(fp = fopen (filename, "r")))
86 { 88 {
87 if (errno == ENOENT) 89 if (errno == ENOENT)
88 { 90 {
89 LOG (llevInfo, "RESET uid to 1\n"); 91 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0; 92 UUID::cur.seq = 0;
91 write_uuid (); 93 write_uuid (UUID_GAP, true);
92 return; 94 return;
93 } 95 }
94 96
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1); 98 _exit (1);
97 } 99 }
98 100
99 int version; 101 UUID::BUF buf;
100 unsigned long long uid; 102 buf[0] = 0;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 103 fgets (buf, sizeof (buf), fp);
104
105 if (!UUID::cur.parse (buf))
102 { 106 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 107 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
104 _exit (1); 108 _exit (1);
105 } 109 }
106 110
107 uuid.seq = uid; 111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
108 write_uuid (); 112
109 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 113 write_uuid (UUID_GAP, true);
110 fclose (fp); 114 fclose (fp);
111} 115}
112 116
113UUID 117UUID
114gen_uuid () 118UUID::gen ()
115{ 119{
116 UUID uid; 120 UUID uid;
117 121
118 uid.seq = ++uuid.seq; 122 uid.seq = ++cur.seq;
119 123
120 if (!(uuid.seq & (UUID_SKIP - 1))) 124 if (expect_false (cur.seq >= seq_next_save))
121 write_uuid (); 125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false);
128 }
129
122 130
123 return uid; 131 return uid;
124} 132}
125 133
126void 134void
127init_uuid () 135UUID::init ()
128{ 136{
129 read_uuid (); 137 read_uuid ();
130} 138}
131 139
132/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
133static int 141static bool
134compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
135{ 143{
136 key_value *wants_field; 144 key_value *wants_field;
137 145
138 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 146 /* 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 147 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted... 148 * different structure or at least keep the lists sorted...
141 */ 149 */
142 150
143 /* For each field in wants, */ 151 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 152 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
145 { 153 {
146 key_value *has_field; 154 key_value *has_field;
147 155
148 /* Look for a field in has with the same key. */ 156 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key); 157 has_field = get_ob_key_link (has, wants_field->key);
150 158
151 if (has_field == NULL) 159 if (!has_field)
152 {
153 /* No field with that name. */ 160 return 0; /* No field with that name. */
154 return FALSE;
155 }
156 161
157 /* Found the matching field. */ 162 /* Found the matching field. */
158 if (has_field->value != wants_field->value) 163 if (has_field->value != wants_field->value)
159 {
160 /* Values don't match, so this half of the comparison is false. */ 164 return 0; /* Values don't match, so this half of the comparison is false. */
161 return FALSE;
162 }
163 165
164 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
165 } 167 }
166 168
167 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
168 return TRUE; 170 return 1;
169} 171}
170 172
171/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int 174static bool
173compare_ob_value_lists (const object *ob1, const object *ob2) 175compare_ob_value_lists (const object *ob1, const object *ob2)
174{ 176{
175 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
176 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
177 */ 179 */
188 * Check nrof variable *before* calling can_merge() 190 * Check nrof variable *before* calling can_merge()
189 * 191 *
190 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
191 * check weight 193 * check weight
192 */ 194 */
193
194bool object::can_merge_slow (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
195{ 196{
196 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
197 if (ob1 == ob2 198 if (ob1 == ob2
198 || ob1->type != ob2->type 199 || ob1->type != ob2->type
199 || ob1->speed != ob2->speed 200 || ob1->speed != ob2->speed
200 || ob1->value != ob2->value 201 || ob1->value != ob2->value
201 || ob1->name != ob2->name) 202 || ob1->name != ob2->name)
202 return 0; 203 return 0;
203 204
204 //TODO: this ain't working well, use nicer and correct overflow check 205 /* Do not merge objects if nrof would overflow. First part checks
205 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 206 * for unsigned overflow (2c), second part checks whether the result
206 * value could not be stored in a sint32 (which unfortunately sometimes is 207 * would fit into a 32 bit signed int, which is often used to hold
207 * used to store nrof). 208 * nrof values.
208 */ 209 */
209 if (ob1->nrof + ob2->nrof >= 1UL << 31) 210 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
210 return 0; 211 return 0;
211 212
212 /* If the objects have been identified, set the BEEN_APPLIED flag. 213 /* If the objects have been identified, set the BEEN_APPLIED flag.
213 * This is to the comparison of the flags below will be OK. We 214 * This is to the comparison of the flags below will be OK. We
214 * just can't ignore the been applied or identified flags, as they 215 * just can't ignore the been applied or identified flags, as they
215 * are not equal - just if it has been identified, the been_applied 216 * are not equal - just if it has been identified, the been_applied
216 * flags lose any meaning. 217 * flags lose any meaning.
217 */ 218 */
218 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220 221
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223 224
224 225 if (ob1->arch->name != ob2->arch->name
225 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
226 * being locked in inventory should prevent merging.
227 * 0x4 in flags3 is CLIENT_SENT
228 */
229 if ((ob1->arch != ob2->arch) ||
230 (ob1->flags[0] != ob2->flags[0]) ||
231 (ob1->flags[1] != ob2->flags[1]) ||
232 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
233 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
234 (ob1->name != ob2->name) || 226 || ob1->name != ob2->name
235 (ob1->title != ob2->title) || 227 || ob1->title != ob2->title
236 (ob1->msg != ob2->msg) || 228 || ob1->msg != ob2->msg
237 (ob1->weight != ob2->weight) || 229 || ob1->weight != ob2->weight
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
240 (ob1->attacktype != ob2->attacktype) || 230 || ob1->attacktype != ob2->attacktype
241 (ob1->magic != ob2->magic) || 231 || ob1->magic != ob2->magic
242 (ob1->slaying != ob2->slaying) || 232 || ob1->slaying != ob2->slaying
243 (ob1->skill != ob2->skill) || 233 || ob1->skill != ob2->skill
244 (ob1->value != ob2->value) || 234 || ob1->value != ob2->value
245 (ob1->animation_id != ob2->animation_id) || 235 || ob1->animation_id != ob2->animation_id
246 (ob1->client_type != ob2->client_type) || 236 || ob1->client_type != ob2->client_type
247 (ob1->materialname != ob2->materialname) || 237 || ob1->materialname != ob2->materialname
248 (ob1->lore != ob2->lore) || 238 || ob1->lore != ob2->lore
249 (ob1->subtype != ob2->subtype) || 239 || ob1->subtype != ob2->subtype
250 (ob1->move_type != ob2->move_type) || 240 || ob1->move_type != ob2->move_type
251 (ob1->move_block != ob2->move_block) || 241 || ob1->move_block != ob2->move_block
252 (ob1->move_allow != ob2->move_allow) || 242 || ob1->move_allow != ob2->move_allow
253 (ob1->move_on != ob2->move_on) || 243 || ob1->move_on != ob2->move_on
254 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 244 || ob1->move_off != ob2->move_off
245 || ob1->move_slow != ob2->move_slow
246 || ob1->move_slow_penalty != ob2->move_slow_penalty
247 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
255 return 0; 249 return 0;
256 250
251 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED)
255 .any ())
256 return 0;
257
257 /* This is really a spellbook check - really, we should 258 /* This is really a spellbook check - we should in general
258 * check all objects in the inventory. 259 * not merge objects with real inventories, as splitting them
260 * is hard.
259 */ 261 */
260 if (ob1->inv || ob2->inv) 262 if (ob1->inv || ob2->inv)
261 { 263 {
262 /* if one object has inventory but the other doesn't, not equiv */ 264 if (!(ob1->inv && ob2->inv))
263 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 265 return 0; /* inventories differ in length */
264 return 0;
265 266
266 /* Now check to see if the two inventory objects could merge */ 267 if (ob1->inv->below || ob2->inv->below)
268 return 0; /* more than one object in inv */
269
267 if (!object::can_merge (ob1->inv, ob2->inv)) 270 if (!object::can_merge (ob1->inv, ob2->inv))
268 return 0; 271 return 0; /* inventory objects differ */
269 272
270 /* inventory ok - still need to check rest of this object to see 273 /* inventory ok - still need to check rest of this object to see
271 * if it is valid. 274 * if it is valid.
272 */ 275 */
273 } 276 }
281 284
282 /* Note sure why the following is the case - either the object has to 285 /* Note sure why the following is the case - either the object has to
283 * be animated or have a very low speed. Is this an attempted monster 286 * be animated or have a very low speed. Is this an attempted monster
284 * check? 287 * check?
285 */ 288 */
286 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 289 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
287 return 0; 290 return 0;
288 291
289 switch (ob1->type) 292 switch (ob1->type)
290 { 293 {
291 case SCROLL: 294 case SCROLL:
292 if (ob1->level != ob2->level) 295 if (ob1->level != ob2->level)
293 return 0; 296 return 0;
294 break; 297 break;
295 } 298 }
296 299
297 if (ob1->key_values != NULL || ob2->key_values != NULL) 300 if (ob1->key_values || ob2->key_values)
298 { 301 {
299 /* At least one of these has key_values. */ 302 /* At least one of these has key_values. */
300 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 303 if ((!ob1->key_values) != (!ob2->key_values))
301 /* One has fields, but the other one doesn't. */ 304 return 0; /* One has fields, but the other one doesn't. */
305
306 if (!compare_ob_value_lists (ob1, ob2))
302 return 0; 307 return 0;
303 else if (!compare_ob_value_lists (ob1, ob2))
304 return 0;
305 } 308 }
306 309
307 //TODO: generate an event or call into perl for additional checks
308 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
309 { 311 {
310 ob1->optimise (); 312 ob1->optimise ();
311 ob2->optimise (); 313 ob2->optimise ();
312 314
313 if (ob1->self || ob2->self) 315 if (ob1->self || ob2->self)
316 {
317 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
318 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
319
320 if (k1 != k2)
314 return 0; 321 return 0;
322
323 if (k1 == 0)
324 return 1;
325
326 if (!cfperl_can_merge (ob1, ob2))
327 return 0;
328 }
315 } 329 }
316 330
317 /* Everything passes, must be OK. */ 331 /* Everything passes, must be OK. */
318 return 1; 332 return 1;
319} 333}
320 334
335// find player who can see this object
336object *
337object::visible_to () const
338{
339 if (!flag [FLAG_REMOVED])
340 {
341 // see if we are in a container of sorts
342 if (env)
343 {
344 // the player inventory itself is always visible
345 if (env->type == PLAYER)
346 return env;
347
348 // else a player could have our env open
349 object *envest = env->outer_env ();
350
351 // the player itself is always on a map, so we will find him here
352 // even if our inv is in a player.
353 if (envest->is_on_map ())
354 if (object *pl = envest->ms ().player ())
355 if (pl->container == env)
356 return pl;
357 }
358 else
359 {
360 // maybe there is a player standing on the same mapspace
361 // this will catch the case where "this" is a player
362 if (object *pl = ms ().player ())
363 return pl;
364 }
365 }
366
367 return 0;
368}
369
370// adjust weight per container type ("of holding")
371static sint32
372weight_adjust (object *op, sint32 weight)
373{
374 return op->type == CONTAINER
375 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
376 : weight;
377}
378
321/* 379/*
380 * adjust_weight(object, weight) adds the specified weight to an object,
381 * and also updates how much the environment(s) is/are carrying.
382 */
383static void
384adjust_weight (object *op, sint32 weight)
385{
386 while (op)
387 {
388 weight = weight_adjust (op, weight);
389
390 if (!weight)
391 return;
392
393 op->carrying += weight;
394
395 if (object *pl = op->visible_to ())
396 esrv_update_item (UPD_WEIGHT, pl, op);
397
398 op = op->env;
399 }
400}
401
402/*
322 * sum_weight() is a recursive function which calculates the weight 403 * this is a recursive function which calculates the weight
323 * an object is carrying. It goes through in figures out how much 404 * an object is carrying. It goes through op and figures out how much
324 * containers are carrying, and sums it up. 405 * containers are carrying, and sums it up.
325 */ 406 */
326long 407void
327sum_weight (object *op) 408object::update_weight ()
328{ 409{
329 long sum; 410 sint32 sum = 0;
330 object *inv;
331 411
332 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 412 for (object *op = inv; op; op = op->below)
333 { 413 {
334 if (inv->inv) 414 if (op->inv)
335 sum_weight (inv); 415 op->update_weight ();
336 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 416
417 sum += op->total_weight ();
418 }
419
420 sum = weight_adjust (this, sum);
421
422 if (sum != carrying)
337 } 423 {
338
339 if (op->type == CONTAINER && op->stats.Str)
340 sum = (sum * (100 - op->stats.Str)) / 100;
341
342 if (op->carrying != sum)
343 op->carrying = sum; 424 carrying = sum;
344 425
345 return sum; 426 if (object *pl = visible_to ())
427 esrv_update_item (UPD_WEIGHT, pl, this);
428 }
346} 429}
347 430
348/** 431/*
349 * Return the outermost environment object for a given object. 432 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
350 */ 433 */
351
352object *
353object_get_env_recursive (object *op)
354{
355 while (op->env != NULL)
356 op = op->env;
357 return op;
358}
359
360/*
361 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
362 * a better check. We basically keeping traversing up until we can't
363 * or find a player.
364 */
365
366object *
367is_player_inv (object *op)
368{
369 for (; op != NULL && op->type != PLAYER; op = op->env)
370 if (op->env == op)
371 op->env = NULL;
372 return op;
373}
374
375/*
376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
377 * Some error messages.
378 * The result of the dump is stored in the static global errmsg array.
379 */
380
381char * 434char *
382dump_object (object *op) 435dump_object (object *op)
383{ 436{
384 if (!op) 437 if (!op)
385 return strdup ("[NULLOBJ]"); 438 return strdup ("[NULLOBJ]");
386 439
387 object_freezer freezer; 440 object_freezer freezer;
388 save_object (freezer, op, 3); 441 op->write (freezer);
389 return freezer.as_string (); 442 return freezer.as_string ();
390} 443}
391 444
392/* 445/*
393 * get_nearest_part(multi-object, object 2) returns the part of the 446 * get_nearest_part(multi-object, object 2) returns the part of the
394 * multi-object 1 which is closest to the second object. 447 * multi-object 1 which is closest to the second object.
395 * If it's not a multi-object, it is returned. 448 * If it's not a multi-object, it is returned.
396 */ 449 */
397
398object * 450object *
399get_nearest_part (object *op, const object *pl) 451get_nearest_part (object *op, const object *pl)
400{ 452{
401 object *tmp, *closest; 453 object *tmp, *closest;
402 int last_dist, i; 454 int last_dist, i;
403 455
404 if (op->more == NULL) 456 if (!op->more)
405 return op; 457 return op;
458
406 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 459 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
460 tmp;
461 tmp = tmp->more)
407 if ((i = distance (tmp, pl)) < last_dist) 462 if ((i = distance (tmp, pl)) < last_dist)
408 closest = tmp, last_dist = i; 463 closest = tmp, last_dist = i;
464
409 return closest; 465 return closest;
410} 466}
411 467
412/* 468/*
413 * Returns the object which has the count-variable equal to the argument. 469 * Returns the object which has the count-variable equal to the argument.
470 * VERRRY slow.
414 */ 471 */
415
416object * 472object *
417find_object (tag_t i) 473find_object (tag_t i)
418{ 474{
419 for (object *op = object::first; op; op = op->next) 475 for_all_objects (op)
420 if (op->count == i) 476 if (op->count == i)
421 return op; 477 return op;
422 478
423 return 0; 479 return 0;
424} 480}
425 481
426/* 482/*
427 * Returns the first object which has a name equal to the argument. 483 * Returns the first object which has a name equal to the argument.
428 * Used only by the patch command, but not all that useful. 484 * Used only by the patch command, but not all that useful.
429 * Enables features like "patch <name-of-other-player> food 999" 485 * Enables features like "patch <name-of-other-player> food 999"
430 */ 486 */
431
432object * 487object *
433find_object_name (const char *str) 488find_object_name (const char *str)
434{ 489{
435 shstr_cmp str_ (str); 490 shstr_cmp str_ (str);
436 object *op; 491 object *op;
437 492
438 for (op = object::first; op != NULL; op = op->next) 493 for_all_objects (op)
439 if (op->name == str_) 494 if (op->name == str_)
440 break; 495 break;
441 496
442 return op; 497 return op;
443} 498}
444 499
445void
446free_all_object_data ()
447{
448 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
449}
450
451/* 500/*
452 * Sets the owner and sets the skill and exp pointers to owner's current 501 * Sets the owner and sets the skill and exp pointers to owner's current
453 * skill and experience objects. 502 * skill and experience objects.
503 * ACTUALLY NO! investigate! TODO
454 */ 504 */
455void 505void
456object::set_owner (object *owner) 506object::set_owner (object *owner)
457{ 507{
508 // allow objects which own objects
458 if (!owner) 509 if (owner)
459 return;
460
461 /* next line added to allow objects which own objects */
462 /* Add a check for ownercounts in here, as I got into an endless loop
463 * with the fireball owning a poison cloud which then owned the
464 * fireball. I believe that was caused by one of the objects getting
465 * freed and then another object replacing it. Since the ownercounts
466 * didn't match, this check is valid and I believe that cause is valid.
467 */
468 while (owner->owner) 510 while (owner->owner)
469 owner = owner->owner; 511 owner = owner->owner;
512
513 if (flag [FLAG_FREED])
514 {
515 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
516 return;
517 }
470 518
471 this->owner = owner; 519 this->owner = owner;
520}
521
522int
523object::slottype () const
524{
525 if (type == SKILL)
526 {
527 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
528 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
529 }
530 else
531 {
532 if (slot [body_combat].info) return slot_combat;
533 if (slot [body_range ].info) return slot_ranged;
534 }
535
536 return slot_none;
537}
538
539bool
540object::change_weapon (object *ob)
541{
542 if (current_weapon == ob)
543 return true;
544
545 if (chosen_skill)
546 chosen_skill->flag [FLAG_APPLIED] = false;
547
548 current_weapon = ob;
549 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
550
551 if (chosen_skill)
552 chosen_skill->flag [FLAG_APPLIED] = true;
553
554 update_stats ();
555
556 if (ob)
557 {
558 // now check wether any body locations became invalid, in which case
559 // we cannot apply the weapon at the moment.
560 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
561 if (slot[i].used < 0)
562 {
563 current_weapon = chosen_skill = 0;
564 update_stats ();
565
566 new_draw_info_format (NDI_UNIQUE, 0, this,
567 "You try to balance all your items at once, "
568 "but the %s is just too much for your body. "
569 "[You need to unapply some items first.]", &ob->name);
570 return false;
571 }
572
573 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
574 }
575 else
576 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
577
578 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
579 {
580 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
581 &name, ob->debug_desc ());
582 return false;
583 }
584
585 return true;
472} 586}
473 587
474/* Zero the key_values on op, decrementing the shared-string 588/* Zero the key_values on op, decrementing the shared-string
475 * refcounts and freeing the links. 589 * refcounts and freeing the links.
476 */ 590 */
477static void 591static void
478free_key_values (object *op) 592free_key_values (object *op)
479{ 593{
480 for (key_value *i = op->key_values; i != 0;) 594 for (key_value *i = op->key_values; i; )
481 { 595 {
482 key_value *next = i->next; 596 key_value *next = i->next;
483 delete i; 597 delete i;
484 598
485 i = next; 599 i = next;
486 } 600 }
487 601
488 op->key_values = 0; 602 op->key_values = 0;
489} 603}
490 604
491void object::clear () 605object &
606object::operator =(const object &src)
492{ 607{
493 attachable_base::clear (); 608 bool is_freed = flag [FLAG_FREED];
609 bool is_removed = flag [FLAG_REMOVED];
494 610
495 free_key_values (this);
496
497 owner = 0;
498 name = 0;
499 name_pl = 0;
500 title = 0;
501 race = 0;
502 slaying = 0;
503 skill = 0;
504 msg = 0;
505 lore = 0;
506 custom_name = 0;
507 materialname = 0;
508 contr = 0;
509 below = 0;
510 above = 0;
511 inv = 0;
512 container = 0;
513 env = 0;
514 more = 0;
515 head = 0;
516 map = 0;
517 active_next = 0;
518 active_prev = 0;
519
520 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
521
522 SET_FLAG (this, FLAG_REMOVED);
523
524 /* What is not cleared is next, prev, and count */
525
526 expmul = 1.0;
527 face = blank_face;
528
529 if (settings.casting_time)
530 casting_time = -1;
531}
532
533/*
534 * copy_to first frees everything allocated by the dst object,
535 * and then copies the contents of itself into the second
536 * object, allocating what needs to be allocated. Basically, any
537 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
538 * if the first object is freed, the pointers in the new object
539 * will point at garbage.
540 */
541void
542object::copy_to (object *dst)
543{
544 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
545 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
546
547 *(object_copy *)dst = *this; 611 *(object_copy *)this = src;
548 *(object_pod *)dst = *this;
549 612
550 if (self || cb) 613 flag [FLAG_FREED] = is_freed;
551 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst)); 614 flag [FLAG_REMOVED] = is_removed;
552
553 if (is_freed)
554 SET_FLAG (dst, FLAG_FREED);
555
556 if (is_removed)
557 SET_FLAG (dst, FLAG_REMOVED);
558
559 if (speed < 0)
560 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
561 615
562 /* Copy over key_values, if any. */ 616 /* Copy over key_values, if any. */
563 if (key_values) 617 if (src.key_values)
564 { 618 {
565 key_value *tail = 0; 619 key_value *tail = 0;
566 key_value *i;
567
568 dst->key_values = 0; 620 key_values = 0;
569 621
570 for (i = key_values; i; i = i->next) 622 for (key_value *i = src.key_values; i; i = i->next)
571 { 623 {
572 key_value *new_link = new key_value; 624 key_value *new_link = new key_value;
573 625
574 new_link->next = 0; 626 new_link->next = 0;
575 new_link->key = i->key; 627 new_link->key = i->key;
576 new_link->value = i->value; 628 new_link->value = i->value;
577 629
578 /* Try and be clever here, too. */ 630 /* Try and be clever here, too. */
579 if (!dst->key_values) 631 if (!key_values)
580 { 632 {
581 dst->key_values = new_link; 633 key_values = new_link;
582 tail = new_link; 634 tail = new_link;
583 } 635 }
584 else 636 else
585 { 637 {
586 tail->next = new_link; 638 tail->next = new_link;
587 tail = new_link; 639 tail = new_link;
588 } 640 }
589 } 641 }
590 } 642 }
643}
591 644
592 update_ob_speed (dst); 645/*
646 * copy_to first frees everything allocated by the dst object,
647 * and then copies the contents of itself into the second
648 * object, allocating what needs to be allocated. Basically, any
649 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
650 * if the first object is freed, the pointers in the new object
651 * will point at garbage.
652 */
653void
654object::copy_to (object *dst)
655{
656 *dst = *this;
657
658 if (speed < 0)
659 dst->speed_left -= rndm ();
660
661 dst->set_speed (dst->speed);
662}
663
664void
665object::instantiate ()
666{
667 if (!uuid.seq) // HACK
668 uuid = UUID::gen ();
669
670 speed_left = -0.1f;
671 /* copy the body_info to the body_used - this is only really
672 * need for monsters, but doesn't hurt to do it for everything.
673 * by doing so, when a monster is created, it has good starting
674 * values for the body_used info, so when items are created
675 * for it, they can be properly equipped.
676 */
677 for (int i = NUM_BODY_LOCATIONS; i--; )
678 slot[i].used = slot[i].info;
679
680 attachable::instantiate ();
593} 681}
594 682
595object * 683object *
596object::clone () 684object::clone ()
597{ 685{
603/* 691/*
604 * If an object with the IS_TURNABLE() flag needs to be turned due 692 * If an object with the IS_TURNABLE() flag needs to be turned due
605 * to the closest player being on the other side, this function can 693 * to the closest player being on the other side, this function can
606 * be called to update the face variable, _and_ how it looks on the map. 694 * be called to update the face variable, _and_ how it looks on the map.
607 */ 695 */
608
609void 696void
610update_turn_face (object *op) 697update_turn_face (object *op)
611{ 698{
612 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 699 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
613 return; 700 return;
701
614 SET_ANIMATION (op, op->direction); 702 SET_ANIMATION (op, op->direction);
615 update_object (op, UP_OBJ_FACE); 703 update_object (op, UP_OBJ_FACE);
616} 704}
617 705
618/* 706/*
619 * Updates the speed of an object. If the speed changes from 0 to another 707 * Updates the speed of an object. If the speed changes from 0 to another
620 * value, or vice versa, then add/remove the object from the active list. 708 * value, or vice versa, then add/remove the object from the active list.
621 * This function needs to be called whenever the speed of an object changes. 709 * This function needs to be called whenever the speed of an object changes.
622 */ 710 */
623void 711void
624update_ob_speed (object *op) 712object::set_speed (float speed)
625{ 713{
626 extern int arch_init; 714 if (flag [FLAG_FREED] && speed)
627
628 /* No reason putting the archetypes objects on the speed list,
629 * since they never really need to be updated.
630 */
631
632 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
633 { 715 {
634 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 716 LOG (llevError, "Object %s is freed but has speed.\n", &name);
635#ifdef MANY_CORES
636 abort ();
637#else
638 op->speed = 0; 717 speed = 0;
639#endif
640 }
641
642 if (arch_init)
643 return;
644
645 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
646 { 718 }
647 /* If already on active list, don't do anything */
648 if (op->active_next || op->active_prev || op == active_objects)
649 return;
650 719
651 /* process_events() expects us to insert the object at the beginning 720 this->speed = speed;
652 * of the list. */
653 op->active_next = active_objects;
654 721
655 if (op->active_next != NULL) 722 if (has_active_speed ())
656 op->active_next->active_prev = op; 723 activate ();
657
658 active_objects = op;
659 }
660 else 724 else
661 { 725 deactivate ();
662 /* If not on the active list, nothing needs to be done */
663 if (!op->active_next && !op->active_prev && op != active_objects)
664 return;
665
666 if (op->active_prev == NULL)
667 {
668 active_objects = op->active_next;
669
670 if (op->active_next != NULL)
671 op->active_next->active_prev = NULL;
672 }
673 else
674 {
675 op->active_prev->active_next = op->active_next;
676
677 if (op->active_next)
678 op->active_next->active_prev = op->active_prev;
679 }
680
681 op->active_next = NULL;
682 op->active_prev = NULL;
683 }
684} 726}
685 727
686/* This function removes object 'op' from the list of active
687 * objects.
688 * This should only be used for style maps or other such
689 * reference maps where you don't want an object that isn't
690 * in play chewing up cpu time getting processed.
691 * The reverse of this is to call update_ob_speed, which
692 * will do the right thing based on the speed of the object.
693 */
694void
695remove_from_active_list (object *op)
696{
697 /* If not on the active list, nothing needs to be done */
698 if (!op->active_next && !op->active_prev && op != active_objects)
699 return;
700
701 if (op->active_prev == NULL)
702 {
703 active_objects = op->active_next;
704 if (op->active_next != NULL)
705 op->active_next->active_prev = NULL;
706 }
707 else
708 {
709 op->active_prev->active_next = op->active_next;
710 if (op->active_next)
711 op->active_next->active_prev = op->active_prev;
712 }
713 op->active_next = NULL;
714 op->active_prev = NULL;
715}
716
717/* 728/*
718 * update_object() updates the array which represents the map. 729 * update_object() updates the the map.
719 * It takes into account invisible objects (and represent squares covered 730 * It takes into account invisible objects (and represent squares covered
720 * by invisible objects by whatever is below them (unless it's another 731 * by invisible objects by whatever is below them (unless it's another
721 * invisible object, etc...) 732 * invisible object, etc...)
722 * If the object being updated is beneath a player, the look-window 733 * If the object being updated is beneath a player, the look-window
723 * of that player is updated (this might be a suboptimal way of 734 * of that player is updated (this might be a suboptimal way of
724 * updating that window, though, since update_object() is called _often_) 735 * updating that window, though, since update_object() is called _often_)
725 * 736 *
726 * action is a hint of what the caller believes need to be done. 737 * action is a hint of what the caller believes need to be done.
727 * For example, if the only thing that has changed is the face (due to
728 * an animation), we don't need to call update_position until that actually
729 * comes into view of a player. OTOH, many other things, like addition/removal
730 * of walls or living creatures may need us to update the flags now.
731 * current action are: 738 * current action are:
732 * UP_OBJ_INSERT: op was inserted 739 * UP_OBJ_INSERT: op was inserted
733 * UP_OBJ_REMOVE: op was removed 740 * UP_OBJ_REMOVE: op was removed
734 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 741 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
735 * as that is easier than trying to look at what may have changed. 742 * as that is easier than trying to look at what may have changed.
736 * UP_OBJ_FACE: only the objects face has changed. 743 * UP_OBJ_FACE: only the objects face has changed.
737 */ 744 */
738
739void 745void
740update_object (object *op, int action) 746update_object (object *op, int action)
741{ 747{
742 int update_now = 0, flags;
743 MoveType move_on, move_off, move_block, move_slow;
744
745 if (op == NULL) 748 if (op == NULL)
746 { 749 {
747 /* this should never happen */ 750 /* this should never happen */
748 LOG (llevDebug, "update_object() called for NULL object.\n"); 751 LOG (llevDebug, "update_object() called for NULL object.\n");
749 return; 752 return;
750 } 753 }
751 754
752 if (op->env != NULL) 755 if (op->env)
753 { 756 {
754 /* Animation is currently handled by client, so nothing 757 /* Animation is currently handled by client, so nothing
755 * to do in this case. 758 * to do in this case.
756 */ 759 */
757 return; 760 return;
762 */ 765 */
763 if (!op->map || op->map->in_memory == MAP_SAVING) 766 if (!op->map || op->map->in_memory == MAP_SAVING)
764 return; 767 return;
765 768
766 /* make sure the object is within map boundaries */ 769 /* make sure the object is within map boundaries */
767 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 770 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
768 { 771 {
769 LOG (llevError, "update_object() called for object out of map!\n"); 772 LOG (llevError, "update_object() called for object out of map!\n");
770#ifdef MANY_CORES 773#ifdef MANY_CORES
771 abort (); 774 abort ();
772#endif 775#endif
773 return; 776 return;
774 } 777 }
775 778
776 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 779 mapspace &m = op->ms ();
777 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
778 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
779 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
780 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
781 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
782 780
781 if (!(m.flags_ & P_UPTODATE))
782 /* nop */;
783 if (action == UP_OBJ_INSERT) 783 else if (action == UP_OBJ_INSERT)
784 { 784 {
785 // this is likely overkill, TODO: revisit (schmorp)
785 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 786 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
786 update_now = 1;
787
788 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 787 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
789 update_now = 1; 788 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
790 789 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
790 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
791 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 791 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
792 update_now = 1;
793
794 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
795 update_now = 1;
796
797 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
798 update_now = 1;
799
800 if ((move_on | op->move_on) != move_on) 792 || (m.move_on | op->move_on ) != m.move_on
801 update_now = 1;
802
803 if ((move_off | op->move_off) != move_off) 793 || (m.move_off | op->move_off ) != m.move_off
804 update_now = 1; 794 || (m.move_slow | op->move_slow) != m.move_slow
805
806 /* This isn't perfect, but I don't expect a lot of objects to 795 /* This isn't perfect, but I don't expect a lot of objects to
807 * to have move_allow right now. 796 * to have move_allow right now.
808 */ 797 */
809 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 798 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
810 update_now = 1; 799 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
811 800 m.flags_ = 0;
812 if ((move_slow | op->move_slow) != move_slow)
813 update_now = 1;
814 } 801 }
815
816 /* if the object is being removed, we can't make intelligent 802 /* if the object is being removed, we can't make intelligent
817 * decisions, because remove_ob can't really pass the object 803 * decisions, because remove_ob can't really pass the object
818 * that is being removed. 804 * that is being removed.
819 */ 805 */
820 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 806 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
821 update_now = 1; 807 m.flags_ = 0;
822 else if (action == UP_OBJ_FACE) 808 else if (action == UP_OBJ_FACE)
823 /* Nothing to do for that case */ ; 809 /* Nothing to do for that case */ ;
824 else 810 else
825 LOG (llevError, "update_object called with invalid action: %d\n", action); 811 LOG (llevError, "update_object called with invalid action: %d\n", action);
826 812
827 if (update_now)
828 {
829 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
830 update_position (op->map, op->x, op->y);
831 }
832
833 if (op->more != NULL) 813 if (op->more)
834 update_object (op->more, action); 814 update_object (op->more, action);
835}
836
837object::vector object::mortals;
838object::vector object::objects; // not yet used
839object *object::first;
840
841void object::free_mortals ()
842{
843 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
844 if ((*i)->refcnt)
845 ++i; // further delay freeing
846 else
847 {
848 delete *i;
849 mortals.erase (i);
850 }
851} 815}
852 816
853object::object () 817object::object ()
854{ 818{
855 SET_FLAG (this, FLAG_REMOVED); 819 SET_FLAG (this, FLAG_REMOVED);
858 face = blank_face; 822 face = blank_face;
859} 823}
860 824
861object::~object () 825object::~object ()
862{ 826{
827 unlink ();
828
863 free_key_values (this); 829 free_key_values (this);
864} 830}
865 831
832static int object_count;
833
866void object::link () 834void object::link ()
867{ 835{
836 assert (!index);//D
837 uuid = UUID::gen ();
868 count = ++ob_count; 838 count = ++object_count;
869 uuid = gen_uuid ();
870 839
871 prev = 0; 840 refcnt_inc ();
872 next = object::first; 841 objects.insert (this);
873
874 if (object::first)
875 object::first->prev = this;
876
877 object::first = this;
878} 842}
879 843
880void object::unlink () 844void object::unlink ()
881{ 845{
882 if (this == object::first) 846 if (!index)
883 object::first = next; 847 return;
884 848
885 /* Remove this object from the list of used objects */ 849 objects.erase (this);
886 if (prev) prev->next = next; 850 refcnt_dec ();
887 if (next) next->prev = prev; 851}
888 852
889 prev = 0; 853void
890 next = 0; 854object::activate ()
855{
856 /* If already on active list, don't do anything */
857 if (active)
858 return;
859
860 if (has_active_speed ())
861 actives.insert (this);
862}
863
864void
865object::activate_recursive ()
866{
867 activate ();
868
869 for (object *op = inv; op; op = op->below)
870 op->activate_recursive ();
871}
872
873/* This function removes object 'op' from the list of active
874 * objects.
875 * This should only be used for style maps or other such
876 * reference maps where you don't want an object that isn't
877 * in play chewing up cpu time getting processed.
878 * The reverse of this is to call update_ob_speed, which
879 * will do the right thing based on the speed of the object.
880 */
881void
882object::deactivate ()
883{
884 /* If not on the active list, nothing needs to be done */
885 if (!active)
886 return;
887
888 actives.erase (this);
889}
890
891void
892object::deactivate_recursive ()
893{
894 for (object *op = inv; op; op = op->below)
895 op->deactivate_recursive ();
896
897 deactivate ();
898}
899
900void
901object::set_flag_inv (int flag, int value)
902{
903 for (object *op = inv; op; op = op->below)
904 {
905 op->flag [flag] = value;
906 op->set_flag_inv (flag, value);
907 }
908}
909
910/*
911 * Remove and free all objects in the inventory of the given object.
912 * object.c ?
913 */
914void
915object::destroy_inv (bool drop_to_ground)
916{
917 // need to check first, because the checks below might segfault
918 // as we might be on an invalid mapspace and crossfire code
919 // is too buggy to ensure that the inventory is empty.
920 // corollary: if you create arrows etc. with stuff in tis inventory,
921 // cf will crash below with off-map x and y
922 if (!inv)
923 return;
924
925 /* Only if the space blocks everything do we not process -
926 * if some form of movement is allowed, let objects
927 * drop on that space.
928 */
929 if (!drop_to_ground
930 || !map
931 || map->in_memory != MAP_ACTIVE
932 || map->nodrop
933 || ms ().move_block == MOVE_ALL)
934 {
935 while (inv)
936 {
937 inv->destroy_inv (drop_to_ground);
938 inv->destroy ();
939 }
940 }
941 else
942 { /* Put objects in inventory onto this space */
943 while (inv)
944 {
945 object *op = inv;
946
947 if (op->flag [FLAG_STARTEQUIP]
948 || op->flag [FLAG_NO_DROP]
949 || op->type == RUNE
950 || op->type == TRAP
951 || op->flag [FLAG_IS_A_TEMPLATE]
952 || op->flag [FLAG_DESTROY_ON_DEATH])
953 op->destroy ();
954 else
955 map->insert (op, x, y);
956 }
957 }
891} 958}
892 959
893object *object::create () 960object *object::create ()
894{ 961{
895 object *op = new object; 962 object *op = new object;
896 op->link (); 963 op->link ();
897 return op; 964 return op;
898} 965}
899 966
900/* 967void
901 * free_object() frees everything allocated by an object, removes 968object::do_destroy ()
902 * it from the list of used objects, and puts it on the list of
903 * free objects. The IS_FREED() flag is set in the object.
904 * The object must have been removed by remove_ob() first for
905 * this function to succeed.
906 *
907 * If destroy_inventory is set, free inventory as well. Else drop items in
908 * inventory to the ground.
909 */
910void object::destroy (bool destroy_inventory)
911{ 969{
912 if (QUERY_FLAG (this, FLAG_FREED)) 970 if (flag [FLAG_IS_LINKED])
913 return; 971 remove_button_link (this);
914 972
915 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 973 if (flag [FLAG_FRIENDLY])
916 remove_friendly_object (this); 974 remove_friendly_object (this);
917 975
918 if (!QUERY_FLAG (this, FLAG_REMOVED))
919 remove (); 976 remove ();
920 977
921 SET_FLAG (this, FLAG_FREED); 978 attachable::do_destroy ();
922 979
923 if (more) 980 destroy_inv (true);
924 {
925 more->destroy (destroy_inventory);
926 more = 0;
927 }
928 981
929 if (inv) 982 deactivate ();
930 { 983 unlink ();
931 /* Only if the space blocks everything do we not process -
932 * if some form of movement is allowed, let objects
933 * drop on that space.
934 */
935 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
936 {
937 object *op = inv;
938 984
939 while (op) 985 flag [FLAG_FREED] = 1;
940 {
941 object *tmp = op->below;
942 op->destroy (destroy_inventory);
943 op = tmp;
944 }
945 }
946 else
947 { /* Put objects in inventory onto this space */
948 object *op = inv;
949
950 while (op)
951 {
952 object *tmp = op->below;
953
954 op->remove ();
955
956 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
957 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
958 op->destroy ();
959 else
960 {
961 op->x = x;
962 op->y = y;
963 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
964 }
965
966 op = tmp;
967 }
968 }
969 }
970 986
971 // hack to ensure that freed objects still have a valid map 987 // hack to ensure that freed objects still have a valid map
972 { 988 {
973 static maptile *freed_map; // freed objects are moved here to avoid crashes 989 static maptile *freed_map; // freed objects are moved here to avoid crashes
974 990
975 if (!freed_map) 991 if (!freed_map)
976 { 992 {
977 freed_map = new maptile; 993 freed_map = new maptile;
978 994
995 freed_map->path = "<freed objects map>";
979 freed_map->name = "/internal/freed_objects_map"; 996 freed_map->name = "/internal/freed_objects_map";
980 freed_map->width = 3; 997 freed_map->width = 3;
981 freed_map->height = 3; 998 freed_map->height = 3;
999 freed_map->nodrop = 1;
982 1000
983 freed_map->allocate (); 1001 freed_map->alloc ();
1002 freed_map->in_memory = MAP_ACTIVE;
984 } 1003 }
985 1004
986 map = freed_map; 1005 map = freed_map;
987 x = 1; 1006 x = 1;
988 y = 1; 1007 y = 1;
989 } 1008 }
990 1009
1010 if (more)
1011 {
1012 more->destroy ();
1013 more = 0;
1014 }
1015
1016 head = 0;
1017
991 // clear those pointers that likely might have circular references to us 1018 // clear those pointers that likely might cause circular references
992 owner = 0; 1019 owner = 0;
993 enemy = 0; 1020 enemy = 0;
994 attacked_by = 0; 1021 attacked_by = 0;
995 1022 current_weapon = 0;
996 // only relevant for players(?), but make sure of it anyways
997 contr = 0;
998
999 /* Remove object from the active list */
1000 speed = 0;
1001 update_ob_speed (this);
1002
1003 unlink ();
1004
1005 mortals.push_back (this);
1006} 1023}
1007 1024
1008/*
1009 * sub_weight() recursively (outwards) subtracts a number from the
1010 * weight of an object (and what is carried by it's environment(s)).
1011 */
1012void 1025void
1013sub_weight (object *op, signed long weight) 1026object::destroy (bool destroy_inventory)
1014{ 1027{
1015 while (op != NULL) 1028 if (destroyed ())
1016 { 1029 return;
1017 if (op->type == CONTAINER)
1018 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1019 1030
1020 op->carrying -= weight; 1031 if (destroy_inventory)
1021 op = op->env; 1032 destroy_inv (false);
1022 } 1033
1034 if (is_head ())
1035 if (sound_destroy)
1036 play_sound (sound_destroy);
1037 else if (flag [FLAG_MONSTER])
1038 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1039
1040 attachable::destroy ();
1023} 1041}
1024 1042
1025/* op->remove (): 1043/* op->remove ():
1026 * This function removes the object op from the linked list of objects 1044 * This function removes the object op from the linked list of objects
1027 * which it is currently tied to. When this function is done, the 1045 * which it is currently tied to. When this function is done, the
1028 * object will have no environment. If the object previously had an 1046 * object will have no environment. If the object previously had an
1029 * environment, the x and y coordinates will be updated to 1047 * environment, the x and y coordinates will be updated to
1030 * the previous environment. 1048 * the previous environment.
1031 * Beware: This function is called from the editor as well!
1032 */ 1049 */
1033void 1050void
1034object::remove () 1051object::do_remove ()
1035{ 1052{
1036 object *tmp, *last = 0; 1053 object *tmp, *last = 0;
1037 object *otmp; 1054 object *otmp;
1038 1055
1039 int check_walk_off; 1056 if (flag [FLAG_REMOVED])
1040
1041 if (QUERY_FLAG (this, FLAG_REMOVED))
1042 return; 1057 return;
1043 1058
1044 SET_FLAG (this, FLAG_REMOVED); 1059 INVOKE_OBJECT (REMOVE, this);
1060
1061 if (object *pl = visible_to ())
1062 esrv_del_item (pl->contr, count);
1063
1064 flag [FLAG_REMOVED] = true;
1045 1065
1046 if (more) 1066 if (more)
1047 more->remove (); 1067 more->remove ();
1048 1068
1049 /* 1069 /*
1050 * In this case, the object to be removed is in someones 1070 * In this case, the object to be removed is in someones
1051 * inventory. 1071 * inventory.
1052 */ 1072 */
1053 if (env) 1073 if (env)
1054 { 1074 {
1075 adjust_weight (env, -total_weight ());
1076
1077 *(above ? &above->below : &env->inv) = below;
1078
1055 if (nrof) 1079 if (below)
1056 sub_weight (env, weight * nrof); 1080 below->above = above;
1057 else 1081
1058 sub_weight (env, weight + carrying); 1082 /* we set up values so that it could be inserted into
1083 * the map, but we don't actually do that - it is up
1084 * to the caller to decide what we want to do.
1085 */
1086 map = env->map;
1087 x = env->x;
1088 y = env->y;
1089 above = 0;
1090 below = 0;
1091 env = 0;
1059 1092
1060 /* NO_FIX_PLAYER is set when a great many changes are being 1093 /* NO_FIX_PLAYER is set when a great many changes are being
1061 * made to players inventory. If set, avoiding the call 1094 * made to players inventory. If set, avoiding the call
1062 * to save cpu time. 1095 * to save cpu time.
1063 */ 1096 */
1064 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1097 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1065 fix_player (otmp); 1098 otmp->update_stats ();
1066
1067 if (above != NULL)
1068 above->below = below;
1069 else
1070 env->inv = below;
1071
1072 if (below != NULL)
1073 below->above = above;
1074
1075 /* we set up values so that it could be inserted into
1076 * the map, but we don't actually do that - it is up
1077 * to the caller to decide what we want to do.
1078 */
1079 x = env->x, y = env->y;
1080 map = env->map;
1081 above = 0, below = 0;
1082 env = 0;
1083 } 1099 }
1084 else if (map) 1100 else if (map)
1085 { 1101 {
1086 /* Re did the following section of code - it looks like it had 1102 if (type == PLAYER)
1087 * lots of logic for things we no longer care about
1088 */ 1103 {
1104 // leaving a spot always closes any open container on the ground
1105 if (container && !container->env)
1106 // this causes spurious floorbox updates, but it ensures
1107 // that the CLOSE event is being sent.
1108 close_container ();
1109
1110 --map->players;
1111 map->touch ();
1112 }
1113
1114 map->dirty = true;
1115 mapspace &ms = this->ms ();
1089 1116
1090 /* link the object above us */ 1117 /* link the object above us */
1091 if (above) 1118 if (above)
1092 above->below = below; 1119 above->below = below;
1093 else 1120 else
1094 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 1121 ms.top = below; /* we were top, set new top */
1095 1122
1096 /* Relink the object below us, if there is one */ 1123 /* Relink the object below us, if there is one */
1097 if (below) 1124 if (below)
1098 below->above = above; 1125 below->above = above;
1099 else 1126 else
1101 /* Nothing below, which means we need to relink map object for this space 1128 /* Nothing below, which means we need to relink map object for this space
1102 * use translated coordinates in case some oddness with map tiling is 1129 * use translated coordinates in case some oddness with map tiling is
1103 * evident 1130 * evident
1104 */ 1131 */
1105 if (GET_MAP_OB (map, x, y) != this) 1132 if (GET_MAP_OB (map, x, y) != this)
1106 {
1107 char *dump = dump_object (this);
1108 LOG (llevError,
1109 "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); 1133 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 ());
1110 free (dump);
1111 dump = dump_object (GET_MAP_OB (map, x, y));
1112 LOG (llevError, "%s\n", dump);
1113 free (dump);
1114 }
1115 1134
1116 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1135 ms.bot = above; /* goes on above it. */
1117 } 1136 }
1118 1137
1119 above = 0; 1138 above = 0;
1120 below = 0; 1139 below = 0;
1121 1140
1122 if (map->in_memory == MAP_SAVING) 1141 if (map->in_memory == MAP_SAVING)
1123 return; 1142 return;
1124 1143
1125 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1144 int check_walk_off = !flag [FLAG_NO_APPLY];
1126 1145
1146 if (object *pl = ms.player ())
1147 {
1148 if (pl->container == this)
1149 /* If a container that the player is currently using somehow gets
1150 * removed (most likely destroyed), update the player view
1151 * appropriately.
1152 */
1153 pl->close_container ();
1154
1155 pl->contr->ns->floorbox_update ();
1156 }
1157
1127 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1158 for (tmp = ms.bot; tmp; tmp = tmp->above)
1128 { 1159 {
1129 /* No point updating the players look faces if he is the object 1160 /* No point updating the players look faces if he is the object
1130 * being removed. 1161 * being removed.
1131 */ 1162 */
1132 1163
1133 if (tmp->type == PLAYER && tmp != this)
1134 {
1135 /* If a container that the player is currently using somehow gets
1136 * removed (most likely destroyed), update the player view
1137 * appropriately.
1138 */
1139 if (tmp->container == this)
1140 {
1141 CLEAR_FLAG (this, FLAG_APPLIED);
1142 tmp->container = 0;
1143 }
1144
1145 tmp->contr->socket->update_look = 1;
1146 }
1147
1148 /* See if player moving off should effect something */ 1164 /* See if object moving off should effect something */
1149 if (check_walk_off 1165 if (check_walk_off
1150 && ((move_type & tmp->move_off) 1166 && ((move_type & tmp->move_off)
1151 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1167 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1152 { 1168 {
1153 move_apply (tmp, this, 0); 1169 move_apply (tmp, this, 0);
1154 1170
1155 if (destroyed ()) 1171 if (destroyed ())
1156 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1172 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1157 } 1173 }
1158 1174
1159 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1160
1161 if (tmp->above == tmp)
1162 tmp->above = 0;
1163
1164 last = tmp; 1175 last = tmp;
1165 } 1176 }
1166 1177
1167 /* last == NULL of there are no objects on this space */ 1178 /* last == NULL if there are no objects on this space */
1179 //TODO: this makes little sense, why only update the topmost object?
1168 if (!last) 1180 if (!last)
1169 { 1181 map->at (x, y).flags_ = 0;
1170 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1171 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1172 * those out anyways, and if there are any flags set right now, they won't
1173 * be correct anyways.
1174 */
1175 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1176 update_position (map, x, y);
1177 }
1178 else 1182 else
1179 update_object (last, UP_OBJ_REMOVE); 1183 update_object (last, UP_OBJ_REMOVE);
1180 1184
1181 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1185 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1182 update_all_los (map, x, y); 1186 update_all_los (map, x, y);
1183 } 1187 }
1184} 1188}
1185 1189
1186/* 1190/*
1195merge_ob (object *op, object *top) 1199merge_ob (object *op, object *top)
1196{ 1200{
1197 if (!op->nrof) 1201 if (!op->nrof)
1198 return 0; 1202 return 0;
1199 1203
1200 if (top == NULL) 1204 if (!top)
1201 for (top = op; top != NULL && top->above != NULL; top = top->above); 1205 for (top = op; top && top->above; top = top->above)
1206 ;
1202 1207
1203 for (; top != NULL; top = top->below) 1208 for (; top; top = top->below)
1204 {
1205 if (top == op)
1206 continue;
1207
1208 if (object::can_merge (op, top)) 1209 if (object::can_merge (op, top))
1209 { 1210 {
1210 top->nrof += op->nrof; 1211 top->nrof += op->nrof;
1211 1212
1212/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1213 if (object *pl = top->visible_to ())
1213 op->weight = 0; /* Don't want any adjustements now */ 1214 esrv_update_item (UPD_NROF, pl, top);
1215
1216 op->weight = 0; // cancel the addition above
1217 op->carrying = 0; // must be 0 already
1218
1214 op->destroy (); 1219 op->destroy (1);
1220
1215 return top; 1221 return top;
1216 } 1222 }
1217 }
1218 1223
1219 return 0; 1224 return 0;
1220} 1225}
1221 1226
1227void
1228object::expand_tail ()
1229{
1230 if (more)
1231 return;
1232
1233 object *prev = this;
1234
1235 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1236 {
1237 object *op = arch_to_object (at);
1238
1239 op->name = name;
1240 op->name_pl = name_pl;
1241 op->title = title;
1242
1243 op->head = this;
1244 prev->more = op;
1245
1246 prev = op;
1247 }
1248}
1249
1222/* 1250/*
1223 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1251 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1224 * job preparing multi-part monsters 1252 * job preparing multi-part monsters.
1225 */ 1253 */
1226object * 1254object *
1227insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1255insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1228{ 1256{
1229 object *tmp;
1230
1231 if (op->head)
1232 op = op->head;
1233
1234 for (tmp = op; tmp; tmp = tmp->more) 1257 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1235 { 1258 {
1236 tmp->x = x + tmp->arch->clone.x; 1259 tmp->x = x + tmp->arch->x;
1237 tmp->y = y + tmp->arch->clone.y; 1260 tmp->y = y + tmp->arch->y;
1238 } 1261 }
1239 1262
1240 return insert_ob_in_map (op, m, originator, flag); 1263 return insert_ob_in_map (op, m, originator, flag);
1241} 1264}
1242 1265
1258 * Return value: 1281 * Return value:
1259 * new object if 'op' was merged with other object 1282 * new object if 'op' was merged with other object
1260 * NULL if 'op' was destroyed 1283 * NULL if 'op' was destroyed
1261 * just 'op' otherwise 1284 * just 'op' otherwise
1262 */ 1285 */
1263
1264object * 1286object *
1265insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1287insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1266{ 1288{
1289 assert (!op->flag [FLAG_FREED]);
1290
1267 object *tmp, *top, *floor = NULL; 1291 object *top, *floor = NULL;
1268 sint16 x, y;
1269 1292
1270 if (QUERY_FLAG (op, FLAG_FREED)) 1293 op->remove ();
1271 {
1272 LOG (llevError, "Trying to insert freed object!\n");
1273 return NULL;
1274 }
1275
1276 if (m == NULL)
1277 {
1278 char *dump = dump_object (op);
1279 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1280 free (dump);
1281 return op;
1282 }
1283
1284 if (out_of_map (m, op->x, op->y))
1285 {
1286 char *dump = dump_object (op);
1287 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1288#ifdef MANY_CORES
1289 /* Better to catch this here, as otherwise the next use of this object
1290 * is likely to cause a crash. Better to find out where it is getting
1291 * improperly inserted.
1292 */
1293 abort ();
1294#endif
1295 free (dump);
1296 return op;
1297 }
1298
1299 if (!QUERY_FLAG (op, FLAG_REMOVED))
1300 {
1301 char *dump = dump_object (op);
1302 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1303 free (dump);
1304 return op;
1305 }
1306
1307 if (op->more != NULL)
1308 {
1309 /* The part may be on a different map. */
1310
1311 object *more = op->more;
1312
1313 /* We really need the caller to normalize coordinates - if
1314 * we set the map, that doesn't work if the location is within
1315 * a map and this is straddling an edge. So only if coordinate
1316 * is clear wrong do we normalize it.
1317 */
1318 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1319 more->map = get_map_from_coord (m, &more->x, &more->y);
1320 else if (!more->map)
1321 {
1322 /* For backwards compatibility - when not dealing with tiled maps,
1323 * more->map should always point to the parent.
1324 */
1325 more->map = m;
1326 }
1327
1328 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1329 {
1330 if (!op->head)
1331 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1332
1333 return NULL;
1334 }
1335 }
1336
1337 CLEAR_FLAG (op, FLAG_REMOVED);
1338 1294
1339 /* Ideally, the caller figures this out. However, it complicates a lot 1295 /* Ideally, the caller figures this out. However, it complicates a lot
1340 * of areas of callers (eg, anything that uses find_free_spot would now 1296 * of areas of callers (eg, anything that uses find_free_spot would now
1341 * need extra work 1297 * need extra work
1342 */ 1298 */
1343 op->map = get_map_from_coord (m, &op->x, &op->y); 1299 if (!xy_normalise (m, op->x, op->y))
1344 x = op->x; 1300 {
1345 y = op->y; 1301 op->destroy ();
1302 return 0;
1303 }
1304
1305 if (object *more = op->more)
1306 if (!insert_ob_in_map (more, m, originator, flag))
1307 return 0;
1308
1309 CLEAR_FLAG (op, FLAG_REMOVED);
1310
1311 op->map = m;
1312 mapspace &ms = op->ms ();
1346 1313
1347 /* this has to be done after we translate the coordinates. 1314 /* this has to be done after we translate the coordinates.
1348 */ 1315 */
1349 if (op->nrof && !(flag & INS_NO_MERGE)) 1316 if (op->nrof && !(flag & INS_NO_MERGE))
1350 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1317 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1351 if (object::can_merge (op, tmp)) 1318 if (object::can_merge (op, tmp))
1352 { 1319 {
1353 op->nrof += tmp->nrof; 1320 op->nrof += tmp->nrof;
1354 tmp->destroy (); 1321 tmp->destroy (1);
1355 } 1322 }
1356 1323
1357 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1324 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1358 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1325 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1359 1326
1372 op->below = originator->below; 1339 op->below = originator->below;
1373 1340
1374 if (op->below) 1341 if (op->below)
1375 op->below->above = op; 1342 op->below->above = op;
1376 else 1343 else
1377 SET_MAP_OB (op->map, op->x, op->y, op); 1344 ms.bot = op;
1378 1345
1379 /* since *below* originator, no need to update top */ 1346 /* since *below* originator, no need to update top */
1380 originator->below = op; 1347 originator->below = op;
1381 } 1348 }
1382 else 1349 else
1383 { 1350 {
1351 top = ms.bot;
1352
1384 /* If there are other objects, then */ 1353 /* If there are other objects, then */
1385 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1354 if (top)
1386 { 1355 {
1387 object *last = NULL; 1356 object *last = 0;
1388 1357
1389 /* 1358 /*
1390 * If there are multiple objects on this space, we do some trickier handling. 1359 * If there are multiple objects on this space, we do some trickier handling.
1391 * We've already dealt with merging if appropriate. 1360 * We've already dealt with merging if appropriate.
1392 * Generally, we want to put the new object on top. But if 1361 * Generally, we want to put the new object on top. But if
1396 * once we get to them. This reduces the need to traverse over all of 1365 * once we get to them. This reduces the need to traverse over all of
1397 * them when adding another one - this saves quite a bit of cpu time 1366 * them when adding another one - this saves quite a bit of cpu time
1398 * when lots of spells are cast in one area. Currently, it is presumed 1367 * when lots of spells are cast in one area. Currently, it is presumed
1399 * that flying non pickable objects are spell objects. 1368 * that flying non pickable objects are spell objects.
1400 */ 1369 */
1401 1370 for (top = ms.bot; top; top = top->above)
1402 while (top != NULL)
1403 { 1371 {
1404 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1372 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1405 floor = top; 1373 floor = top;
1406 1374
1407 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1375 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1410 top = top->below; 1378 top = top->below;
1411 break; 1379 break;
1412 } 1380 }
1413 1381
1414 last = top; 1382 last = top;
1415 top = top->above;
1416 } 1383 }
1417 1384
1418 /* Don't want top to be NULL, so set it to the last valid object */ 1385 /* Don't want top to be NULL, so set it to the last valid object */
1419 top = last; 1386 top = last;
1420 1387
1422 * looks like instead of lots of conditions here. 1389 * looks like instead of lots of conditions here.
1423 * makes things faster, and effectively the same result. 1390 * makes things faster, and effectively the same result.
1424 */ 1391 */
1425 1392
1426 /* Have object 'fall below' other objects that block view. 1393 /* Have object 'fall below' other objects that block view.
1427 * Unless those objects are exits, type 66 1394 * Unless those objects are exits.
1428 * If INS_ON_TOP is used, don't do this processing 1395 * If INS_ON_TOP is used, don't do this processing
1429 * Need to find the object that in fact blocks view, otherwise 1396 * Need to find the object that in fact blocks view, otherwise
1430 * stacking is a bit odd. 1397 * stacking is a bit odd.
1431 */ 1398 */
1432 if (!(flag & INS_ON_TOP) && 1399 if (!(flag & INS_ON_TOP)
1433 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1400 && ms.flags () & P_BLOCKSVIEW
1401 && (op->face && !faces [op->face].visibility))
1434 { 1402 {
1435 for (last = top; last != floor; last = last->below) 1403 for (last = top; last != floor; last = last->below)
1436 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1404 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1437 break; 1405 break;
1406
1438 /* Check to see if we found the object that blocks view, 1407 /* Check to see if we found the object that blocks view,
1439 * and make sure we have a below pointer for it so that 1408 * and make sure we have a below pointer for it so that
1440 * we can get inserted below this one, which requires we 1409 * we can get inserted below this one, which requires we
1441 * set top to the object below us. 1410 * set top to the object below us.
1442 */ 1411 */
1443 if (last && last->below && last != floor) 1412 if (last && last->below && last != floor)
1444 top = last->below; 1413 top = last->below;
1445 } 1414 }
1446 } /* If objects on this space */ 1415 } /* If objects on this space */
1447 1416
1448 if (flag & INS_MAP_LOAD)
1449 top = GET_MAP_TOP (op->map, op->x, op->y);
1450
1451 if (flag & INS_ABOVE_FLOOR_ONLY) 1417 if (flag & INS_ABOVE_FLOOR_ONLY)
1452 top = floor; 1418 top = floor;
1453 1419
1454 /* Top is the object that our object (op) is going to get inserted above. 1420 /* Top is the object that our object (op) is going to get inserted above.
1455 */ 1421 */
1456 1422
1457 /* First object on this space */ 1423 /* First object on this space */
1458 if (!top) 1424 if (!top)
1459 { 1425 {
1460 op->above = GET_MAP_OB (op->map, op->x, op->y); 1426 op->above = ms.bot;
1461 1427
1462 if (op->above) 1428 if (op->above)
1463 op->above->below = op; 1429 op->above->below = op;
1464 1430
1465 op->below = NULL; 1431 op->below = 0;
1466 SET_MAP_OB (op->map, op->x, op->y, op); 1432 ms.bot = op;
1467 } 1433 }
1468 else 1434 else
1469 { /* get inserted into the stack above top */ 1435 { /* get inserted into the stack above top */
1470 op->above = top->above; 1436 op->above = top->above;
1471 1437
1474 1440
1475 op->below = top; 1441 op->below = top;
1476 top->above = op; 1442 top->above = op;
1477 } 1443 }
1478 1444
1479 if (op->above == NULL) 1445 if (!op->above)
1480 SET_MAP_TOP (op->map, op->x, op->y, op); 1446 ms.top = op;
1481 } /* else not INS_BELOW_ORIGINATOR */ 1447 } /* else not INS_BELOW_ORIGINATOR */
1482 1448
1483 if (op->type == PLAYER) 1449 if (op->type == PLAYER)
1450 {
1484 op->contr->do_los = 1; 1451 op->contr->do_los = 1;
1452 ++op->map->players;
1453 op->map->touch ();
1454 }
1485 1455
1486 /* If we have a floor, we know the player, if any, will be above 1456 op->map->dirty = true;
1487 * it, so save a few ticks and start from there. 1457
1488 */ 1458 if (object *pl = ms.player ())
1489 if (!(flag & INS_MAP_LOAD)) 1459 pl->contr->ns->floorbox_update ();
1490 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1491 if (tmp->type == PLAYER)
1492 tmp->contr->socket->update_look = 1;
1493 1460
1494 /* If this object glows, it may affect lighting conditions that are 1461 /* If this object glows, it may affect lighting conditions that are
1495 * visible to others on this map. But update_all_los is really 1462 * visible to others on this map. But update_all_los is really
1496 * an inefficient way to do this, as it means los for all players 1463 * an inefficient way to do this, as it means los for all players
1497 * on the map will get recalculated. The players could very well 1464 * on the map will get recalculated. The players could very well
1498 * be far away from this change and not affected in any way - 1465 * be far away from this change and not affected in any way -
1499 * this should get redone to only look for players within range, 1466 * this should get redone to only look for players within range,
1500 * or just updating the P_NEED_UPDATE for spaces within this area 1467 * or just updating the P_UPTODATE for spaces within this area
1501 * of effect may be sufficient. 1468 * of effect may be sufficient.
1502 */ 1469 */
1503 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1470 if (op->map->darkness && (op->glow_radius != 0))
1504 update_all_los (op->map, op->x, op->y); 1471 update_all_los (op->map, op->x, op->y);
1505 1472
1506 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1473 /* updates flags (blocked, alive, no magic, etc) for this map space */
1507 update_object (op, UP_OBJ_INSERT); 1474 update_object (op, UP_OBJ_INSERT);
1508 1475
1476 INVOKE_OBJECT (INSERT, op);
1477
1509 /* Don't know if moving this to the end will break anything. However, 1478 /* Don't know if moving this to the end will break anything. However,
1510 * we want to have update_look set above before calling this. 1479 * we want to have floorbox_update called before calling this.
1511 * 1480 *
1512 * check_move_on() must be after this because code called from 1481 * check_move_on() must be after this because code called from
1513 * check_move_on() depends on correct map flags (so functions like 1482 * check_move_on() depends on correct map flags (so functions like
1514 * blocked() and wall() work properly), and these flags are updated by 1483 * blocked() and wall() work properly), and these flags are updated by
1515 * update_object(). 1484 * update_object().
1516 */ 1485 */
1517 1486
1518 /* if this is not the head or flag has been passed, don't check walk on status */ 1487 /* if this is not the head or flag has been passed, don't check walk on status */
1519 if (!(flag & INS_NO_WALK_ON) && !op->head) 1488 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1520 { 1489 {
1521 if (check_move_on (op, originator)) 1490 if (check_move_on (op, originator))
1522 return NULL; 1491 return 0;
1523 1492
1524 /* If we are a multi part object, lets work our way through the check 1493 /* If we are a multi part object, lets work our way through the check
1525 * walk on's. 1494 * walk on's.
1526 */ 1495 */
1527 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1496 for (object *tmp = op->more; tmp; tmp = tmp->more)
1528 if (check_move_on (tmp, originator)) 1497 if (check_move_on (tmp, originator))
1529 return NULL; 1498 return 0;
1530 } 1499 }
1531 1500
1532 return op; 1501 return op;
1533} 1502}
1534 1503
1535/* this function inserts an object in the map, but if it 1504/* this function inserts an object in the map, but if it
1536 * finds an object of its own type, it'll remove that one first. 1505 * finds an object of its own type, it'll remove that one first.
1537 * op is the object to insert it under: supplies x and the map. 1506 * op is the object to insert it under: supplies x and the map.
1538 */ 1507 */
1539void 1508void
1540replace_insert_ob_in_map (const char *arch_string, object *op) 1509replace_insert_ob_in_map (const char *arch_string, object *op)
1541{ 1510{
1542 object *
1543 tmp;
1544 object *
1545 tmp1;
1546
1547 /* first search for itself and remove any old instances */ 1511 /* first search for itself and remove any old instances */
1548 1512
1549 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1513 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1550 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1514 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1551 tmp->destroy (); 1515 tmp->destroy (1);
1552 1516
1553 tmp1 = arch_to_object (archetype::find (arch_string)); 1517 object *tmp = arch_to_object (archetype::find (arch_string));
1554 1518
1555 tmp1->x = op->x; 1519 tmp->x = op->x;
1556 tmp1->y = op->y; 1520 tmp->y = op->y;
1521
1557 insert_ob_in_map (tmp1, op->map, op, 0); 1522 insert_ob_in_map (tmp, op->map, op, 0);
1558} 1523}
1559
1560/*
1561 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1562 * is returned contains nr objects, and the remaining parts contains
1563 * the rest (or is removed and freed if that number is 0).
1564 * On failure, NULL is returned, and the reason put into the
1565 * global static errmsg array.
1566 */
1567 1524
1568object * 1525object *
1569get_split_ob (object *orig_ob, uint32 nr) 1526object::insert_at (object *where, object *originator, int flags)
1570{ 1527{
1571 object *newob; 1528 if (where->env)
1572 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1529 return where->env->insert (this);
1573 1530 else
1574 if (orig_ob->nrof < nr) 1531 return where->map->insert (this, where->x, where->y, originator, flags);
1575 {
1576 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1577 return NULL;
1578 }
1579
1580 newob = object_create_clone (orig_ob);
1581
1582 if ((orig_ob->nrof -= nr) < 1)
1583 orig_ob->destroy (1);
1584 else if (!is_removed)
1585 {
1586 if (orig_ob->env != NULL)
1587 sub_weight (orig_ob->env, orig_ob->weight * nr);
1588 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1589 {
1590 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1591 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1592 return NULL;
1593 }
1594 }
1595
1596 newob->nrof = nr;
1597
1598 return newob;
1599} 1532}
1600 1533
1601/* 1534/*
1602 * decrease_ob_nr(object, number) decreases a specified number from 1535 * decrease(object, number) decreases a specified number from
1603 * the amount of an object. If the amount reaches 0, the object 1536 * the amount of an object. If the amount reaches 0, the object
1604 * is subsequently removed and freed. 1537 * is subsequently removed and freed.
1605 * 1538 *
1606 * Return value: 'op' if something is left, NULL if the amount reached 0 1539 * Return value: 'op' if something is left, NULL if the amount reached 0
1607 */ 1540 */
1541bool
1542object::decrease (sint32 nr)
1543{
1544 if (!nr)
1545 return true;
1608 1546
1547 nr = min (nr, nrof);
1548
1549 nrof -= nr;
1550
1551 if (nrof)
1552 {
1553 adjust_weight (env, -weight * nr); // carrying == 0
1554
1555 if (object *pl = visible_to ())
1556 esrv_update_item (UPD_NROF, pl, this);
1557
1558 return true;
1559 }
1560 else
1561 {
1562 destroy (1);
1563 return false;
1564 }
1565}
1566
1567/*
1568 * split(ob,nr) splits up ob into two parts. The part which
1569 * is returned contains nr objects, and the remaining parts contains
1570 * the rest (or is removed and returned if that number is 0).
1571 * On failure, NULL is returned.
1572 */
1609object * 1573object *
1610decrease_ob_nr (object *op, uint32 i) 1574object::split (sint32 nr)
1611{ 1575{
1612 object *tmp; 1576 int have = number_of ();
1613 player *pl;
1614 1577
1615 if (i == 0) /* objects with op->nrof require this check */ 1578 if (have < nr)
1616 return op; 1579 return 0;
1617 1580 else if (have == nr)
1618 if (i > op->nrof)
1619 i = op->nrof;
1620
1621 if (QUERY_FLAG (op, FLAG_REMOVED))
1622 op->nrof -= i;
1623 else if (op->env != NULL)
1624 { 1581 {
1625 /* is this object in the players inventory, or sub container
1626 * therein?
1627 */
1628 tmp = is_player_inv (op->env);
1629 /* nope. Is this a container the player has opened?
1630 * If so, set tmp to that player.
1631 * IMO, searching through all the players will mostly
1632 * likely be quicker than following op->env to the map,
1633 * and then searching the map for a player.
1634 */
1635 if (!tmp)
1636 {
1637 for (pl = first_player; pl; pl = pl->next)
1638 if (pl->ob->container == op->env)
1639 break;
1640 if (pl)
1641 tmp = pl->ob;
1642 else
1643 tmp = NULL;
1644 }
1645
1646 if (i < op->nrof)
1647 {
1648 sub_weight (op->env, op->weight * i);
1649 op->nrof -= i;
1650 if (tmp)
1651 {
1652 esrv_send_item (tmp, op);
1653 }
1654 }
1655 else
1656 {
1657 op->remove (); 1582 remove ();
1658 op->nrof = 0; 1583 return this;
1659 if (tmp)
1660 {
1661 esrv_del_item (tmp->contr, op->count);
1662 }
1663 }
1664 } 1584 }
1665 else 1585 else
1666 { 1586 {
1667 object *above = op->above; 1587 decrease (nr);
1668 1588
1669 if (i < op->nrof) 1589 object *op = object_create_clone (this);
1670 op->nrof -= i; 1590 op->nrof = nr;
1671 else
1672 {
1673 op->remove ();
1674 op->nrof = 0;
1675 }
1676
1677 /* Since we just removed op, op->above is null */
1678 for (tmp = above; tmp != NULL; tmp = tmp->above)
1679 if (tmp->type == PLAYER)
1680 {
1681 if (op->nrof)
1682 esrv_send_item (tmp, op);
1683 else
1684 esrv_del_item (tmp->contr, op->count);
1685 }
1686 }
1687
1688 if (op->nrof)
1689 return op; 1591 return op;
1690 else
1691 {
1692 op->destroy ();
1693 return NULL;
1694 }
1695}
1696
1697/*
1698 * add_weight(object, weight) adds the specified weight to an object,
1699 * and also updates how much the environment(s) is/are carrying.
1700 */
1701
1702void
1703add_weight (object *op, signed long weight)
1704{
1705 while (op != NULL)
1706 {
1707 if (op->type == CONTAINER)
1708 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1709
1710 op->carrying += weight;
1711 op = op->env;
1712 } 1592 }
1713} 1593}
1714 1594
1715object * 1595object *
1716insert_ob_in_ob (object *op, object *where) 1596insert_ob_in_ob (object *op, object *where)
1721 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1601 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1722 free (dump); 1602 free (dump);
1723 return op; 1603 return op;
1724 } 1604 }
1725 1605
1726 if (where->head) 1606 if (where->head_ () != where)
1727 { 1607 {
1728 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1608 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1729 where = where->head; 1609 where = where->head;
1730 } 1610 }
1731 1611
1732 return where->insert (op); 1612 return where->insert (op);
1733} 1613}
1738 * inside the object environment. 1618 * inside the object environment.
1739 * 1619 *
1740 * The function returns now pointer to inserted item, and return value can 1620 * The function returns now pointer to inserted item, and return value can
1741 * be != op, if items are merged. -Tero 1621 * be != op, if items are merged. -Tero
1742 */ 1622 */
1743
1744object * 1623object *
1745object::insert (object *op) 1624object::insert (object *op)
1746{ 1625{
1747 object *tmp, *otmp;
1748
1749 if (!QUERY_FLAG (op, FLAG_REMOVED))
1750 op->remove ();
1751
1752 if (op->more) 1626 if (op->more)
1753 { 1627 {
1754 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1628 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1755 return op; 1629 return op;
1756 } 1630 }
1757 1631
1758 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1632 op->remove ();
1759 CLEAR_FLAG (op, FLAG_REMOVED); 1633
1634 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1635
1760 if (op->nrof) 1636 if (op->nrof)
1761 {
1762 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1637 for (object *tmp = inv; tmp; tmp = tmp->below)
1763 if (object::can_merge (tmp, op)) 1638 if (object::can_merge (tmp, op))
1764 { 1639 {
1765 /* return the original object and remove inserted object 1640 /* return the original object and remove inserted object
1766 (client needs the original object) */ 1641 (client needs the original object) */
1767 tmp->nrof += op->nrof; 1642 tmp->nrof += op->nrof;
1768 /* Weight handling gets pretty funky. Since we are adding to 1643
1769 * tmp->nrof, we need to increase the weight. 1644 if (object *pl = tmp->visible_to ())
1770 */ 1645 esrv_update_item (UPD_NROF, pl, tmp);
1646
1771 add_weight (this, op->weight * op->nrof); 1647 adjust_weight (this, op->total_weight ());
1772 SET_FLAG (op, FLAG_REMOVED); 1648
1773 op->destroy (); /* free the inserted object */ 1649 op->destroy (1);
1774 op = tmp; 1650 op = tmp;
1775 op->remove (); /* and fix old object's links */ 1651 goto inserted;
1776 CLEAR_FLAG (op, FLAG_REMOVED);
1777 break;
1778 } 1652 }
1779 1653
1780 /* I assume combined objects have no inventory 1654 op->owner = 0; // it's his/hers now. period.
1781 * We add the weight - this object could have just been removed
1782 * (if it was possible to merge). calling remove_ob will subtract
1783 * the weight, so we need to add it in again, since we actually do
1784 * the linking below
1785 */
1786 add_weight (this, op->weight * op->nrof);
1787 }
1788 else
1789 add_weight (this, (op->weight + op->carrying));
1790
1791 otmp = is_player_inv (this);
1792 if (otmp && otmp->contr)
1793 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1794 fix_player (otmp);
1795
1796 op->map = NULL; 1655 op->map = 0;
1656 op->x = 0;
1657 op->y = 0;
1658
1659 op->above = 0;
1660 op->below = inv;
1797 op->env = this; 1661 op->env = this;
1798 op->above = NULL;
1799 op->below = NULL;
1800 op->x = 0, op->y = 0;
1801 1662
1663 if (inv)
1664 inv->above = op;
1665
1666 inv = op;
1667
1668 op->flag [FLAG_REMOVED] = 0;
1669
1670 if (object *pl = op->visible_to ())
1671 esrv_send_item (pl, op);
1672
1673 adjust_weight (this, op->total_weight ());
1674
1675inserted:
1802 /* reset the light list and los of the players on the map */ 1676 /* reset the light list and los of the players on the map */
1803 if ((op->glow_radius != 0) && map) 1677 if (op->glow_radius && map && map->darkness)
1804 {
1805#ifdef DEBUG_LIGHTS
1806 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1807#endif /* DEBUG_LIGHTS */
1808 if (MAP_DARKNESS (map))
1809 update_all_los (map, x, y); 1678 update_all_los (map, x, y);
1810 }
1811 1679
1812 /* Client has no idea of ordering so lets not bother ordering it here. 1680 // if this is a player's inventory, update stats
1813 * It sure simplifies this function... 1681 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1814 */ 1682 update_stats ();
1815 if (!inv) 1683
1816 inv = op; 1684 INVOKE_OBJECT (INSERT, this);
1817 else
1818 {
1819 op->below = inv;
1820 op->below->above = op;
1821 inv = op;
1822 }
1823 1685
1824 return op; 1686 return op;
1825} 1687}
1826 1688
1827/* 1689/*
1842 * 1704 *
1843 * MSW 2001-07-08: Check all objects on space, not just those below 1705 * MSW 2001-07-08: Check all objects on space, not just those below
1844 * object being inserted. insert_ob_in_map may not put new objects 1706 * object being inserted. insert_ob_in_map may not put new objects
1845 * on top. 1707 * on top.
1846 */ 1708 */
1847
1848int 1709int
1849check_move_on (object *op, object *originator) 1710check_move_on (object *op, object *originator)
1850{ 1711{
1851 object *tmp; 1712 object *tmp;
1852 maptile *m = op->map; 1713 maptile *m = op->map;
1879 1740
1880 /* The objects have to be checked from top to bottom. 1741 /* The objects have to be checked from top to bottom.
1881 * Hence, we first go to the top: 1742 * Hence, we first go to the top:
1882 */ 1743 */
1883 1744
1884 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1745 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1885 { 1746 {
1886 /* Trim the search when we find the first other spell effect 1747 /* Trim the search when we find the first other spell effect
1887 * this helps performance so that if a space has 50 spell objects, 1748 * this helps performance so that if a space has 50 spell objects,
1888 * we don't need to check all of them. 1749 * we don't need to check all of them.
1889 */ 1750 */
1907 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1768 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1908 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1769 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1909 { 1770 {
1910 1771
1911 float 1772 float
1912 diff = tmp->move_slow_penalty * FABS (op->speed); 1773 diff = tmp->move_slow_penalty * fabs (op->speed);
1913 1774
1914 if (op->type == PLAYER) 1775 if (op->type == PLAYER)
1915 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1776 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1916 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1777 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1917 diff /= 4.0; 1778 diff /= 4.0;
1944/* 1805/*
1945 * present_arch(arch, map, x, y) searches for any objects with 1806 * present_arch(arch, map, x, y) searches for any objects with
1946 * a matching archetype at the given map and coordinates. 1807 * a matching archetype at the given map and coordinates.
1947 * The first matching object is returned, or NULL if none. 1808 * The first matching object is returned, or NULL if none.
1948 */ 1809 */
1949
1950object * 1810object *
1951present_arch (const archetype *at, maptile *m, int x, int y) 1811present_arch (const archetype *at, maptile *m, int x, int y)
1952{ 1812{
1953 object *
1954 tmp;
1955
1956 if (m == NULL || out_of_map (m, x, y)) 1813 if (!m || out_of_map (m, x, y))
1957 { 1814 {
1958 LOG (llevError, "Present_arch called outside map.\n"); 1815 LOG (llevError, "Present_arch called outside map.\n");
1959 return NULL; 1816 return NULL;
1960 } 1817 }
1961 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1818
1819 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1962 if (tmp->arch == at) 1820 if (tmp->arch == at)
1963 return tmp; 1821 return tmp;
1822
1964 return NULL; 1823 return NULL;
1965} 1824}
1966 1825
1967/* 1826/*
1968 * present(type, map, x, y) searches for any objects with 1827 * present(type, map, x, y) searches for any objects with
1969 * a matching type variable at the given map and coordinates. 1828 * a matching type variable at the given map and coordinates.
1970 * The first matching object is returned, or NULL if none. 1829 * The first matching object is returned, or NULL if none.
1971 */ 1830 */
1972
1973object * 1831object *
1974present (unsigned char type, maptile *m, int x, int y) 1832present (unsigned char type, maptile *m, int x, int y)
1975{ 1833{
1976 object *
1977 tmp;
1978
1979 if (out_of_map (m, x, y)) 1834 if (out_of_map (m, x, y))
1980 { 1835 {
1981 LOG (llevError, "Present called outside map.\n"); 1836 LOG (llevError, "Present called outside map.\n");
1982 return NULL; 1837 return NULL;
1983 } 1838 }
1984 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1839
1840 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1985 if (tmp->type == type) 1841 if (tmp->type == type)
1986 return tmp; 1842 return tmp;
1843
1987 return NULL; 1844 return NULL;
1988} 1845}
1989 1846
1990/* 1847/*
1991 * present_in_ob(type, object) searches for any objects with 1848 * present_in_ob(type, object) searches for any objects with
1992 * a matching type variable in the inventory of the given object. 1849 * a matching type variable in the inventory of the given object.
1993 * The first matching object is returned, or NULL if none. 1850 * The first matching object is returned, or NULL if none.
1994 */ 1851 */
1995
1996object * 1852object *
1997present_in_ob (unsigned char type, const object *op) 1853present_in_ob (unsigned char type, const object *op)
1998{ 1854{
1999 object *
2000 tmp;
2001
2002 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1855 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2003 if (tmp->type == type) 1856 if (tmp->type == type)
2004 return tmp; 1857 return tmp;
1858
2005 return NULL; 1859 return NULL;
2006} 1860}
2007 1861
2008/* 1862/*
2009 * present_in_ob (type, str, object) searches for any objects with 1863 * present_in_ob (type, str, object) searches for any objects with
2017 * str is the string to match against. Note that we match against 1871 * str is the string to match against. Note that we match against
2018 * the object name, not the archetype name. this is so that the 1872 * the object name, not the archetype name. this is so that the
2019 * spell code can use one object type (force), but change it's name 1873 * spell code can use one object type (force), but change it's name
2020 * to be unique. 1874 * to be unique.
2021 */ 1875 */
2022
2023object * 1876object *
2024present_in_ob_by_name (int type, const char *str, const object *op) 1877present_in_ob_by_name (int type, const char *str, const object *op)
2025{ 1878{
2026 object *
2027 tmp;
2028
2029 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1879 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2030 {
2031 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1880 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2032 return tmp; 1881 return tmp;
2033 } 1882
2034 return NULL; 1883 return 0;
2035} 1884}
2036 1885
2037/* 1886/*
2038 * present_arch_in_ob(archetype, object) searches for any objects with 1887 * present_arch_in_ob(archetype, object) searches for any objects with
2039 * a matching archetype in the inventory of the given object. 1888 * a matching archetype in the inventory of the given object.
2040 * The first matching object is returned, or NULL if none. 1889 * The first matching object is returned, or NULL if none.
2041 */ 1890 */
2042
2043object * 1891object *
2044present_arch_in_ob (const archetype *at, const object *op) 1892present_arch_in_ob (const archetype *at, const object *op)
2045{ 1893{
2046 object *
2047 tmp;
2048
2049 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1894 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2050 if (tmp->arch == at) 1895 if (tmp->arch == at)
2051 return tmp; 1896 return tmp;
1897
2052 return NULL; 1898 return NULL;
2053} 1899}
2054 1900
2055/* 1901/*
2056 * activate recursively a flag on an object inventory 1902 * activate recursively a flag on an object inventory
2057 */ 1903 */
2058void 1904void
2059flag_inv (object *op, int flag) 1905flag_inv (object *op, int flag)
2060{ 1906{
2061 object *
2062 tmp;
2063
2064 if (op->inv)
2065 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1907 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2066 { 1908 {
2067 SET_FLAG (tmp, flag); 1909 SET_FLAG (tmp, flag);
2068 flag_inv (tmp, flag); 1910 flag_inv (tmp, flag);
2069 } 1911 }
2070} /* 1912}
1913
1914/*
2071 * desactivate recursively a flag on an object inventory 1915 * deactivate recursively a flag on an object inventory
2072 */ 1916 */
2073void 1917void
2074unflag_inv (object *op, int flag) 1918unflag_inv (object *op, int flag)
2075{ 1919{
2076 object *
2077 tmp;
2078
2079 if (op->inv)
2080 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1920 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2081 { 1921 {
2082 CLEAR_FLAG (tmp, flag); 1922 CLEAR_FLAG (tmp, flag);
2083 unflag_inv (tmp, flag); 1923 unflag_inv (tmp, flag);
2084 } 1924 }
2085}
2086
2087/*
2088 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2089 * all it's inventory (recursively).
2090 * If checksums are used, a player will get set_cheat called for
2091 * him/her-self and all object carried by a call to this function.
2092 */
2093
2094void
2095set_cheat (object *op)
2096{
2097 SET_FLAG (op, FLAG_WAS_WIZ);
2098 flag_inv (op, FLAG_WAS_WIZ);
2099} 1925}
2100 1926
2101/* 1927/*
2102 * find_free_spot(object, map, x, y, start, stop) will search for 1928 * find_free_spot(object, map, x, y, start, stop) will search for
2103 * a spot at the given map and coordinates which will be able to contain 1929 * a spot at the given map and coordinates which will be able to contain
2105 * to search (see the freearr_x/y[] definition). 1931 * to search (see the freearr_x/y[] definition).
2106 * It returns a random choice among the alternatives found. 1932 * It returns a random choice among the alternatives found.
2107 * start and stop are where to start relative to the free_arr array (1,9 1933 * start and stop are where to start relative to the free_arr array (1,9
2108 * does all 4 immediate directions). This returns the index into the 1934 * does all 4 immediate directions). This returns the index into the
2109 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1935 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2110 * Note - this only checks to see if there is space for the head of the
2111 * object - if it is a multispace object, this should be called for all
2112 * pieces.
2113 * Note2: This function does correctly handle tiled maps, but does not 1936 * Note: This function does correctly handle tiled maps, but does not
2114 * inform the caller. However, insert_ob_in_map will update as 1937 * inform the caller. However, insert_ob_in_map will update as
2115 * necessary, so the caller shouldn't need to do any special work. 1938 * necessary, so the caller shouldn't need to do any special work.
2116 * Note - updated to take an object instead of archetype - this is necessary 1939 * Note - updated to take an object instead of archetype - this is necessary
2117 * because arch_blocked (now ob_blocked) needs to know the movement type 1940 * because arch_blocked (now ob_blocked) needs to know the movement type
2118 * to know if the space in question will block the object. We can't use 1941 * to know if the space in question will block the object. We can't use
2119 * the archetype because that isn't correct if the monster has been 1942 * the archetype because that isn't correct if the monster has been
2120 * customized, changed states, etc. 1943 * customized, changed states, etc.
2121 */ 1944 */
2122
2123int 1945int
2124find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1946find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2125{ 1947{
2126 int
2127 i,
2128 index = 0, flag;
2129 static int
2130 altern[SIZEOFFREE]; 1948 int altern[SIZEOFFREE];
1949 int index = 0, flag;
2131 1950
2132 for (i = start; i < stop; i++) 1951 for (int i = start; i < stop; i++)
2133 { 1952 {
2134 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1953 mapxy pos (m, x, y); pos.move (i);
2135 if (!flag) 1954
1955 if (!pos.normalise ())
1956 continue;
1957
1958 mapspace &ms = *pos;
1959
1960 if (ms.flags () & P_IS_ALIVE)
1961 continue;
1962
1963 /* However, often
1964 * ob doesn't have any move type (when used to place exits)
1965 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1966 */
1967 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1968 {
2136 altern[index++] = i; 1969 altern [index++] = i;
1970 continue;
1971 }
2137 1972
2138 /* Basically, if we find a wall on a space, we cut down the search size. 1973 /* Basically, if we find a wall on a space, we cut down the search size.
2139 * In this way, we won't return spaces that are on another side of a wall. 1974 * In this way, we won't return spaces that are on another side of a wall.
2140 * This mostly work, but it cuts down the search size in all directions - 1975 * This mostly work, but it cuts down the search size in all directions -
2141 * if the space being examined only has a wall to the north and empty 1976 * if the space being examined only has a wall to the north and empty
2142 * spaces in all the other directions, this will reduce the search space 1977 * spaces in all the other directions, this will reduce the search space
2143 * to only the spaces immediately surrounding the target area, and 1978 * to only the spaces immediately surrounding the target area, and
2144 * won't look 2 spaces south of the target space. 1979 * won't look 2 spaces south of the target space.
2145 */ 1980 */
2146 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1981 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1982 {
2147 stop = maxfree[i]; 1983 stop = maxfree[i];
1984 continue;
1985 }
1986
1987 /* Note it is intentional that we check ob - the movement type of the
1988 * head of the object should correspond for the entire object.
1989 */
1990 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1991 continue;
1992
1993 if (ob->blocked (m, pos.x, pos.y))
1994 continue;
1995
1996 altern [index++] = i;
2148 } 1997 }
1998
2149 if (!index) 1999 if (!index)
2150 return -1; 2000 return -1;
2001
2151 return altern[RANDOM () % index]; 2002 return altern [rndm (index)];
2152} 2003}
2153 2004
2154/* 2005/*
2155 * find_first_free_spot(archetype, maptile, x, y) works like 2006 * find_first_free_spot(archetype, maptile, x, y) works like
2156 * find_free_spot(), but it will search max number of squares. 2007 * find_free_spot(), but it will search max number of squares.
2157 * But it will return the first available spot, not a random choice. 2008 * But it will return the first available spot, not a random choice.
2158 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2009 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2159 */ 2010 */
2160
2161int 2011int
2162find_first_free_spot (const object *ob, maptile *m, int x, int y) 2012find_first_free_spot (const object *ob, maptile *m, int x, int y)
2163{ 2013{
2164 int
2165 i;
2166
2167 for (i = 0; i < SIZEOFFREE; i++) 2014 for (int i = 0; i < SIZEOFFREE; i++)
2168 {
2169 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2015 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2170 return i; 2016 return i;
2171 } 2017
2172 return -1; 2018 return -1;
2173} 2019}
2174 2020
2175/* 2021/*
2176 * The function permute(arr, begin, end) randomly reorders the array 2022 * The function permute(arr, begin, end) randomly reorders the array
2177 * arr[begin..end-1]. 2023 * arr[begin..end-1].
2024 * now uses a fisher-yates shuffle, old permute was broken
2178 */ 2025 */
2179static void 2026static void
2180permute (int *arr, int begin, int end) 2027permute (int *arr, int begin, int end)
2181{ 2028{
2182 int 2029 arr += begin;
2183 i,
2184 j,
2185 tmp,
2186 len;
2187
2188 len = end - begin; 2030 end -= begin;
2189 for (i = begin; i < end; i++)
2190 {
2191 j = begin + RANDOM () % len;
2192 2031
2193 tmp = arr[i]; 2032 while (--end)
2194 arr[i] = arr[j]; 2033 swap (arr [end], arr [rndm (end + 1)]);
2195 arr[j] = tmp;
2196 }
2197} 2034}
2198 2035
2199/* new function to make monster searching more efficient, and effective! 2036/* new function to make monster searching more efficient, and effective!
2200 * This basically returns a randomized array (in the passed pointer) of 2037 * This basically returns a randomized array (in the passed pointer) of
2201 * the spaces to find monsters. In this way, it won't always look for 2038 * the spaces to find monsters. In this way, it won't always look for
2204 * the 3x3 area will be searched, just not in a predictable order. 2041 * the 3x3 area will be searched, just not in a predictable order.
2205 */ 2042 */
2206void 2043void
2207get_search_arr (int *search_arr) 2044get_search_arr (int *search_arr)
2208{ 2045{
2209 int 2046 int i;
2210 i;
2211 2047
2212 for (i = 0; i < SIZEOFFREE; i++) 2048 for (i = 0; i < SIZEOFFREE; i++)
2213 {
2214 search_arr[i] = i; 2049 search_arr[i] = i;
2215 }
2216 2050
2217 permute (search_arr, 1, SIZEOFFREE1 + 1); 2051 permute (search_arr, 1, SIZEOFFREE1 + 1);
2218 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2052 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2219 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2053 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2220} 2054}
2229 * Perhaps incorrectly, but I'm making the assumption that exclude 2063 * Perhaps incorrectly, but I'm making the assumption that exclude
2230 * is actually want is going to try and move there. We need this info 2064 * is actually want is going to try and move there. We need this info
2231 * because we have to know what movement the thing looking to move 2065 * because we have to know what movement the thing looking to move
2232 * there is capable of. 2066 * there is capable of.
2233 */ 2067 */
2234
2235int 2068int
2236find_dir (maptile *m, int x, int y, object *exclude) 2069find_dir (maptile *m, int x, int y, object *exclude)
2237{ 2070{
2238 int
2239 i,
2240 max = SIZEOFFREE, mflags; 2071 int i, max = SIZEOFFREE, mflags;
2241 2072
2242 sint16 nx, ny; 2073 sint16 nx, ny;
2243 object * 2074 object *tmp;
2244 tmp;
2245 maptile * 2075 maptile *mp;
2246 mp;
2247 2076
2248 MoveType blocked, move_type; 2077 MoveType blocked, move_type;
2249 2078
2250 if (exclude && exclude->head) 2079 if (exclude && exclude->head_ () != exclude)
2251 { 2080 {
2252 exclude = exclude->head; 2081 exclude = exclude->head;
2253 move_type = exclude->move_type; 2082 move_type = exclude->move_type;
2254 } 2083 }
2255 else 2084 else
2263 mp = m; 2092 mp = m;
2264 nx = x + freearr_x[i]; 2093 nx = x + freearr_x[i];
2265 ny = y + freearr_y[i]; 2094 ny = y + freearr_y[i];
2266 2095
2267 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2096 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2097
2268 if (mflags & P_OUT_OF_MAP) 2098 if (mflags & P_OUT_OF_MAP)
2269 {
2270 max = maxfree[i]; 2099 max = maxfree[i];
2271 }
2272 else 2100 else
2273 { 2101 {
2274 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2102 mapspace &ms = mp->at (nx, ny);
2103
2104 blocked = ms.move_block;
2275 2105
2276 if ((move_type & blocked) == move_type) 2106 if ((move_type & blocked) == move_type)
2277 {
2278 max = maxfree[i]; 2107 max = maxfree[i];
2279 }
2280 else if (mflags & P_IS_ALIVE) 2108 else if (mflags & P_IS_ALIVE)
2281 { 2109 {
2282 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2110 for (tmp = ms.bot; tmp; tmp = tmp->above)
2283 { 2111 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2284 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2112 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2285 {
2286 break; 2113 break;
2287 } 2114
2288 }
2289 if (tmp) 2115 if (tmp)
2290 {
2291 return freedir[i]; 2116 return freedir[i];
2292 }
2293 } 2117 }
2294 } 2118 }
2295 } 2119 }
2120
2296 return 0; 2121 return 0;
2297} 2122}
2298 2123
2299/* 2124/*
2300 * distance(object 1, object 2) will return the square of the 2125 * distance(object 1, object 2) will return the square of the
2301 * distance between the two given objects. 2126 * distance between the two given objects.
2302 */ 2127 */
2303
2304int 2128int
2305distance (const object *ob1, const object *ob2) 2129distance (const object *ob1, const object *ob2)
2306{ 2130{
2307 int
2308 i;
2309
2310 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2131 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2311 return i;
2312} 2132}
2313 2133
2314/* 2134/*
2315 * find_dir_2(delta-x,delta-y) will return a direction in which 2135 * find_dir_2(delta-x,delta-y) will return a direction in which
2316 * an object which has subtracted the x and y coordinates of another 2136 * an object which has subtracted the x and y coordinates of another
2317 * object, needs to travel toward it. 2137 * object, needs to travel toward it.
2318 */ 2138 */
2319
2320int 2139int
2321find_dir_2 (int x, int y) 2140find_dir_2 (int x, int y)
2322{ 2141{
2323 int 2142 int q;
2324 q;
2325 2143
2326 if (y) 2144 if (y)
2327 q = x * 100 / y; 2145 q = x * 100 / y;
2328 else if (x) 2146 else if (x)
2329 q = -300 * x; 2147 q = -300 * x;
2354 2172
2355 return 3; 2173 return 3;
2356} 2174}
2357 2175
2358/* 2176/*
2359 * absdir(int): Returns a number between 1 and 8, which represent
2360 * the "absolute" direction of a number (it actually takes care of
2361 * "overflow" in previous calculations of a direction).
2362 */
2363
2364int
2365absdir (int d)
2366{
2367 while (d < 1)
2368 d += 8;
2369 while (d > 8)
2370 d -= 8;
2371 return d;
2372}
2373
2374/*
2375 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2177 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2376 * between two directions (which are expected to be absolute (see absdir()) 2178 * between two directions (which are expected to be absolute (see absdir())
2377 */ 2179 */
2378
2379int 2180int
2380dirdiff (int dir1, int dir2) 2181dirdiff (int dir1, int dir2)
2381{ 2182{
2382 int 2183 int d;
2383 d;
2384 2184
2385 d = abs (dir1 - dir2); 2185 d = abs (dir1 - dir2);
2386 if (d > 4) 2186 if (d > 4)
2387 d = 8 - d; 2187 d = 8 - d;
2188
2388 return d; 2189 return d;
2389} 2190}
2390 2191
2391/* peterm: 2192/* peterm:
2392 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2193 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2395 * This basically means that if direction is 15, then it could either go 2196 * This basically means that if direction is 15, then it could either go
2396 * direction 4, 14, or 16 to get back to where we are. 2197 * direction 4, 14, or 16 to get back to where we are.
2397 * Moved from spell_util.c to object.c with the other related direction 2198 * Moved from spell_util.c to object.c with the other related direction
2398 * functions. 2199 * functions.
2399 */ 2200 */
2400
2401int
2402 reduction_dir[SIZEOFFREE][3] = { 2201int reduction_dir[SIZEOFFREE][3] = {
2403 {0, 0, 0}, /* 0 */ 2202 {0, 0, 0}, /* 0 */
2404 {0, 0, 0}, /* 1 */ 2203 {0, 0, 0}, /* 1 */
2405 {0, 0, 0}, /* 2 */ 2204 {0, 0, 0}, /* 2 */
2406 {0, 0, 0}, /* 3 */ 2205 {0, 0, 0}, /* 3 */
2407 {0, 0, 0}, /* 4 */ 2206 {0, 0, 0}, /* 4 */
2455 * find a path to that monster that we found. If not, 2254 * find a path to that monster that we found. If not,
2456 * we don't bother going toward it. Returns 1 if we 2255 * we don't bother going toward it. Returns 1 if we
2457 * can see a direct way to get it 2256 * can see a direct way to get it
2458 * Modified to be map tile aware -.MSW 2257 * Modified to be map tile aware -.MSW
2459 */ 2258 */
2460
2461
2462int 2259int
2463can_see_monsterP (maptile *m, int x, int y, int dir) 2260can_see_monsterP (maptile *m, int x, int y, int dir)
2464{ 2261{
2465 sint16 dx, dy; 2262 sint16 dx, dy;
2466 int
2467 mflags; 2263 int mflags;
2468 2264
2469 if (dir < 0) 2265 if (dir < 0)
2470 return 0; /* exit condition: invalid direction */ 2266 return 0; /* exit condition: invalid direction */
2471 2267
2472 dx = x + freearr_x[dir]; 2268 dx = x + freearr_x[dir];
2485 return 0; 2281 return 0;
2486 2282
2487 /* yes, can see. */ 2283 /* yes, can see. */
2488 if (dir < 9) 2284 if (dir < 9)
2489 return 1; 2285 return 1;
2286
2490 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2287 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2491 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2288 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2289 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2492} 2290}
2493
2494
2495 2291
2496/* 2292/*
2497 * can_pick(picker, item): finds out if an object is possible to be 2293 * can_pick(picker, item): finds out if an object is possible to be
2498 * picked up by the picker. Returnes 1 if it can be 2294 * picked up by the picker. Returnes 1 if it can be
2499 * picked up, otherwise 0. 2295 * picked up, otherwise 0.
2501 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2297 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2502 * core dumps if they do. 2298 * core dumps if they do.
2503 * 2299 *
2504 * Add a check so we can't pick up invisible objects (0.93.8) 2300 * Add a check so we can't pick up invisible objects (0.93.8)
2505 */ 2301 */
2506
2507int 2302int
2508can_pick (const object *who, const object *item) 2303can_pick (const object *who, const object *item)
2509{ 2304{
2510 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2305 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2511 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2306 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2512 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2307 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2513} 2308}
2514 2309
2515
2516/* 2310/*
2517 * create clone from object to another 2311 * create clone from object to another
2518 */ 2312 */
2519object * 2313object *
2520object_create_clone (object *asrc) 2314object_create_clone (object *asrc)
2521{ 2315{
2522 object *dst = 0, *tmp, *src, *part, *prev, *item; 2316 object *dst = 0, *tmp, *src, *prev, *item;
2523 2317
2524 if (!asrc) 2318 if (!asrc)
2525 return 0; 2319 return 0;
2526 2320
2527 src = asrc;
2528 if (src->head)
2529 src = src->head; 2321 src = asrc->head_ ();
2530 2322
2531 prev = 0; 2323 prev = 0;
2532 for (part = src; part; part = part->more) 2324 for (object *part = src; part; part = part->more)
2533 { 2325 {
2534 tmp = part->clone (); 2326 tmp = part->clone ();
2535 tmp->x -= src->x; 2327 tmp->x -= src->x;
2536 tmp->y -= src->y; 2328 tmp->y -= src->y;
2537 2329
2539 { 2331 {
2540 dst = tmp; 2332 dst = tmp;
2541 tmp->head = 0; 2333 tmp->head = 0;
2542 } 2334 }
2543 else 2335 else
2544 {
2545 tmp->head = dst; 2336 tmp->head = dst;
2546 }
2547 2337
2548 tmp->more = 0; 2338 tmp->more = 0;
2549 2339
2550 if (prev) 2340 if (prev)
2551 prev->more = tmp; 2341 prev->more = tmp;
2555 2345
2556 for (item = src->inv; item; item = item->below) 2346 for (item = src->inv; item; item = item->below)
2557 insert_ob_in_ob (object_create_clone (item), dst); 2347 insert_ob_in_ob (object_create_clone (item), dst);
2558 2348
2559 return dst; 2349 return dst;
2560}
2561
2562/* GROS - Creates an object using a string representing its content. */
2563/* Basically, we save the content of the string to a temp file, then call */
2564/* load_object on it. I admit it is a highly inefficient way to make things, */
2565/* but it was simple to make and allows reusing the load_object function. */
2566/* Remember not to use load_object_str in a time-critical situation. */
2567/* Also remember that multiparts objects are not supported for now. */
2568
2569object *
2570load_object_str (const char *obstr)
2571{
2572 object *op;
2573 char filename[MAX_BUF];
2574
2575 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2576
2577 FILE *tempfile = fopen (filename, "w");
2578
2579 if (tempfile == NULL)
2580 {
2581 LOG (llevError, "Error - Unable to access load object temp file\n");
2582 return NULL;
2583 }
2584
2585 fprintf (tempfile, obstr);
2586 fclose (tempfile);
2587
2588 op = object::create ();
2589
2590 object_thawer thawer (filename);
2591
2592 if (thawer)
2593 load_object (thawer, op, 0);
2594
2595 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2596 CLEAR_FLAG (op, FLAG_REMOVED);
2597
2598 return op;
2599} 2350}
2600 2351
2601/* This returns the first object in who's inventory that 2352/* This returns the first object in who's inventory that
2602 * has the same type and subtype match. 2353 * has the same type and subtype match.
2603 * returns NULL if no match. 2354 * returns NULL if no match.
2604 */ 2355 */
2605object * 2356object *
2606find_obj_by_type_subtype (const object *who, int type, int subtype) 2357find_obj_by_type_subtype (const object *who, int type, int subtype)
2607{ 2358{
2608 object *tmp;
2609
2610 for (tmp = who->inv; tmp; tmp = tmp->below) 2359 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2611 if (tmp->type == type && tmp->subtype == subtype) 2360 if (tmp->type == type && tmp->subtype == subtype)
2612 return tmp; 2361 return tmp;
2613 2362
2614 return NULL; 2363 return 0;
2615} 2364}
2616 2365
2617/* If ob has a field named key, return the link from the list, 2366/* If ob has a field named key, return the link from the list,
2618 * otherwise return NULL. 2367 * otherwise return NULL.
2619 * 2368 *
2621 * do the desired thing. 2370 * do the desired thing.
2622 */ 2371 */
2623key_value * 2372key_value *
2624get_ob_key_link (const object *ob, const char *key) 2373get_ob_key_link (const object *ob, const char *key)
2625{ 2374{
2626 key_value *link;
2627
2628 for (link = ob->key_values; link != NULL; link = link->next) 2375 for (key_value *link = ob->key_values; link; link = link->next)
2629 if (link->key == key) 2376 if (link->key == key)
2630 return link; 2377 return link;
2631 2378
2632 return NULL; 2379 return 0;
2633} 2380}
2634 2381
2635/* 2382/*
2636 * Returns the value of op has an extra_field for key, or NULL. 2383 * Returns the value of op has an extra_field for key, or NULL.
2637 * 2384 *
2662 if (link->key == canonical_key) 2409 if (link->key == canonical_key)
2663 return link->value; 2410 return link->value;
2664 2411
2665 return 0; 2412 return 0;
2666} 2413}
2667
2668 2414
2669/* 2415/*
2670 * Updates the canonical_key in op to value. 2416 * Updates the canonical_key in op to value.
2671 * 2417 *
2672 * canonical_key is a shared string (value doesn't have to be). 2418 * canonical_key is a shared string (value doesn't have to be).
2677 * Returns TRUE on success. 2423 * Returns TRUE on success.
2678 */ 2424 */
2679int 2425int
2680set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2426set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2681{ 2427{
2682 key_value *
2683 field = NULL, *last = NULL; 2428 key_value *field = NULL, *last = NULL;
2684 2429
2685 for (field = op->key_values; field != NULL; field = field->next) 2430 for (field = op->key_values; field != NULL; field = field->next)
2686 { 2431 {
2687 if (field->key != canonical_key) 2432 if (field->key != canonical_key)
2688 { 2433 {
2697 /* Basically, if the archetype has this key set, 2442 /* Basically, if the archetype has this key set,
2698 * we need to store the null value so when we save 2443 * we need to store the null value so when we save
2699 * it, we save the empty value so that when we load, 2444 * it, we save the empty value so that when we load,
2700 * we get this value back again. 2445 * we get this value back again.
2701 */ 2446 */
2702 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2447 if (get_ob_key_link (op->arch, canonical_key))
2703 field->value = 0; 2448 field->value = 0;
2704 else 2449 else
2705 { 2450 {
2706 if (last) 2451 if (last)
2707 last->next = field->next; 2452 last->next = field->next;
2716 /* IF we get here, key doesn't exist */ 2461 /* IF we get here, key doesn't exist */
2717 2462
2718 /* No field, we'll have to add it. */ 2463 /* No field, we'll have to add it. */
2719 2464
2720 if (!add_key) 2465 if (!add_key)
2721 {
2722 return FALSE; 2466 return FALSE;
2723 } 2467
2724 /* There isn't any good reason to store a null 2468 /* There isn't any good reason to store a null
2725 * value in the key/value list. If the archetype has 2469 * value in the key/value list. If the archetype has
2726 * this key, then we should also have it, so shouldn't 2470 * this key, then we should also have it, so shouldn't
2727 * be here. If user wants to store empty strings, 2471 * be here. If user wants to store empty strings,
2728 * should pass in "" 2472 * should pass in ""
2777 } 2521 }
2778 else 2522 else
2779 item = item->env; 2523 item = item->env;
2780} 2524}
2781 2525
2526const char *
2527object::flag_desc (char *desc, int len) const
2528{
2529 char *p = desc;
2530 bool first = true;
2531
2532 *p = 0;
2533
2534 for (int i = 0; i < NUM_FLAGS; i++)
2535 {
2536 if (len <= 10) // magic constant!
2537 {
2538 snprintf (p, len, ",...");
2539 break;
2540 }
2541
2542 if (flag [i])
2543 {
2544 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2545 len -= cnt;
2546 p += cnt;
2547 first = false;
2548 }
2549 }
2550
2551 return desc;
2552}
2553
2782// return a suitable string describing an objetc in enough detail to find it 2554// return a suitable string describing an object in enough detail to find it
2783const char * 2555const char *
2784object::debug_desc (char *info) const 2556object::debug_desc (char *info) const
2785{ 2557{
2558 char flagdesc[512];
2786 char info2[256 * 3]; 2559 char info2[256 * 4];
2787 char *p = info; 2560 char *p = info;
2788 2561
2789 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2562 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2790 count, 2563 count,
2564 uuid.c_str (),
2791 &name, 2565 &name,
2792 title ? " " : "", 2566 title ? "\",title:\"" : "",
2793 title ? (const char *)title : ""); 2567 title ? (const char *)title : "",
2568 flag_desc (flagdesc, 512), type);
2794 2569
2795 if (env) 2570 if (!this->flag[FLAG_REMOVED] && env)
2796 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2571 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2797 2572
2798 if (map) 2573 if (map)
2799 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2574 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2800 2575
2801 return info; 2576 return info;
2802} 2577}
2803 2578
2804const char * 2579const char *
2805object::debug_desc () const 2580object::debug_desc () const
2806{ 2581{
2807 static char info[256 * 3]; 2582 static char info[3][256 * 4];
2583 static int info_idx;
2584
2808 return debug_desc (info); 2585 return debug_desc (info [++info_idx % 3]);
2809} 2586}
2810 2587
2588struct region *
2589object::region () const
2590{
2591 return map ? map->region (x, y)
2592 : region::default_region ();
2593}
2594
2595const materialtype_t *
2596object::dominant_material () const
2597{
2598 if (materialtype_t *mt = name_to_material (materialname))
2599 return mt;
2600
2601 return name_to_material (shstr_unknown);
2602}
2603
2604void
2605object::open_container (object *new_container)
2606{
2607 if (container == new_container)
2608 return;
2609
2610 if (object *old_container = container)
2611 {
2612 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2613 return;
2614
2615#if 0
2616 // remove the "Close old_container" object.
2617 if (object *closer = old_container->inv)
2618 if (closer->type == CLOSE_CON)
2619 closer->destroy ();
2620#endif
2621
2622 old_container->flag [FLAG_APPLIED] = 0;
2623 container = 0;
2624
2625 esrv_update_item (UPD_FLAGS, this, old_container);
2626 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2627 play_sound (sound_find ("chest_close"));
2628 }
2629
2630 if (new_container)
2631 {
2632 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2633 return;
2634
2635 // TODO: this does not seem to serve any purpose anymore?
2636#if 0
2637 // insert the "Close Container" object.
2638 if (archetype *closer = new_container->other_arch)
2639 {
2640 object *closer = arch_to_object (new_container->other_arch);
2641 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2642 new_container->insert (closer);
2643 }
2644#endif
2645
2646 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2647
2648 new_container->flag [FLAG_APPLIED] = 1;
2649 container = new_container;
2650
2651 esrv_update_item (UPD_FLAGS, this, new_container);
2652 esrv_send_inventory (this, new_container);
2653 play_sound (sound_find ("chest_open"));
2654 }
2655}
2656
2657object *
2658object::force_find (const shstr name)
2659{
2660 /* cycle through his inventory to look for the MARK we want to
2661 * place
2662 */
2663 for (object *tmp = inv; tmp; tmp = tmp->below)
2664 if (tmp->type == FORCE && tmp->slaying == name)
2665 return splay (tmp);
2666
2667 return 0;
2668}
2669
2670void
2671object::force_add (const shstr name, int duration)
2672{
2673 if (object *force = force_find (name))
2674 force->destroy ();
2675
2676 object *force = get_archetype (FORCE_NAME);
2677
2678 force->slaying = name;
2679 force->stats.food = 1;
2680 force->speed_left = -1.f;
2681
2682 force->set_speed (duration ? 1.f / duration : 0.f);
2683 force->flag [FLAG_IS_USED_UP] = true;
2684 force->flag [FLAG_APPLIED] = true;
2685
2686 insert (force);
2687}
2688
2689void
2690object::play_sound (faceidx sound)
2691{
2692 if (!sound)
2693 return;
2694
2695 if (flag [FLAG_REMOVED])
2696 return;
2697
2698 if (env)
2699 {
2700 if (object *pl = in_player ())
2701 pl->contr->play_sound (sound);
2702 }
2703 else
2704 map->play_sound (sound, x, y);
2705}
2706

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines