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Comparing deliantra/server/common/object.C (file contents):
Revision 1.65 by root, Wed Dec 13 00:42:03 2006 UTC vs.
Revision 1.227 by root, Sat May 3 09:04:17 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 */
183 * 185 *
184 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
187 * 189 *
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 (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) || (ob1->type != ob2->type)) 198 if (ob1 == ob2
199 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value
202 || ob1->name != ob2->name)
198 return 0; 203 return 0;
199 204
200 if (ob1->speed != ob2->speed) 205 /* Do not merge objects if nrof would overflow. First part checks
206 * for unsigned overflow (2c), second part checks whether the result
207 * would fit into a 32 bit signed int, which is often used to hold
208 * nrof values.
209 */
210 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
201 return 0; 211 return 0;
202 212
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof).
206 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31)
208 return 0;
209
210 /* If the objects have been identified, set the BEEN_APPLIED flag. 213 /* If the objects have been identified, set the BEEN_APPLIED flag.
211 * This is to the comparison of the flags below will be OK. We 214 * This is to the comparison of the flags below will be OK. We
212 * just can't ignore the been applied or identified flags, as they 215 * just can't ignore the been applied or identified flags, as they
213 * are not equal - just if it has been identified, the been_applied 216 * are not equal - just if it has been identified, the been_applied
214 * flags lose any meaning. 217 * flags lose any meaning.
215 */ 218 */
216 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 221
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 224
222 225 if (ob1->arch->name != ob2->arch->name
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 226 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 227 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 228 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 229 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
238 (ob1->attacktype != ob2->attacktype) || 230 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 231 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 232 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 233 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 234 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 235 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 236 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 237 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 238 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 239 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 240 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 241 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 242 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 243 || ob1->move_on != ob2->move_on
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 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)))
253 return 0; 249 return 0;
254 250
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
255 /* This is really a spellbook check - really, we should 258 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 259 * not merge objects with real inventories, as splitting them
260 * is hard.
257 */ 261 */
258 if (ob1->inv || ob2->inv) 262 if (ob1->inv || ob2->inv)
259 { 263 {
260 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0;
263
264 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!(ob1->inv && ob2->inv))
266 return 0; 265 return 0; /* inventories differ in length */
266
267 if (ob1->inv->below || ob2->inv->below)
268 return 0; /* more than one object in inv */
269
270 if (!object::can_merge (ob1->inv, ob2->inv))
271 return 0; /* inventory objects differ */
267 272
268 /* 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
269 * if it is valid. 274 * if it is valid.
270 */ 275 */
271 } 276 }
279 284
280 /* 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
281 * 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
282 * check? 287 * check?
283 */ 288 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 289 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0; 290 return 0;
286 291
287 switch (ob1->type) 292 switch (ob1->type)
288 { 293 {
289 case SCROLL: 294 case SCROLL:
290 if (ob1->level != ob2->level) 295 if (ob1->level != ob2->level)
291 return 0; 296 return 0;
292 break; 297 break;
293 } 298 }
294 299
295 if (ob1->key_values != NULL || ob2->key_values != NULL) 300 if (ob1->key_values || ob2->key_values)
296 { 301 {
297 /* At least one of these has key_values. */ 302 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 303 if ((!ob1->key_values) != (!ob2->key_values))
299 /* 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))
300 return 0; 307 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0;
303 } 308 }
304 309
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
307 { 311 {
308 ob1->optimise (); 312 ob1->optimise ();
309 ob2->optimise (); 313 ob2->optimise ();
310 314
311 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)
312 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 }
313 } 329 }
314 330
315 /* Everything passes, must be OK. */ 331 /* Everything passes, must be OK. */
316 return 1; 332 return 1;
317} 333}
318 334
335// find player who can see this object
336object *
337object::visible_to () const
338{
339 if (client_visible () && !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 if (!pl->container || this == pl->container)
364 return pl;
365 }
366 }
367
368 return 0;
369}
370
371// adjust weight per container type ("of holding")
372static sint32
373weight_adjust (object *op, sint32 weight)
374{
375 return op->type == CONTAINER
376 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
377 : weight;
378}
379
319/* 380/*
381 * adjust_weight(object, weight) adds the specified weight to an object,
382 * and also updates how much the environment(s) is/are carrying.
383 */
384static void
385adjust_weight (object *op, sint32 weight)
386{
387 while (op)
388 {
389 weight = weight_adjust (op, weight);
390
391 if (!weight)
392 return;
393
394 op->carrying += weight;
395
396 if (object *pl = op->visible_to ())
397 if (pl != op) // player is handled lazily
398 esrv_update_item (UPD_WEIGHT, pl, op);
399
400 op = op->env;
401 }
402}
403
404/*
320 * sum_weight() is a recursive function which calculates the weight 405 * this is a recursive function which calculates the weight
321 * an object is carrying. It goes through in figures out how much 406 * an object is carrying. It goes through op and figures out how much
322 * containers are carrying, and sums it up. 407 * containers are carrying, and sums it up.
323 */ 408 */
324long 409void
325sum_weight (object *op) 410object::update_weight ()
326{ 411{
327 long sum; 412 sint32 sum = 0;
328 object *inv;
329 413
330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 414 for (object *op = inv; op; op = op->below)
331 { 415 {
332 if (inv->inv) 416 if (op->inv)
333 sum_weight (inv); 417 op->update_weight ();
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 418
419 sum += op->total_weight ();
420 }
421
422 sum = weight_adjust (this, sum);
423
424 if (sum != carrying)
335 } 425 {
336
337 if (op->type == CONTAINER && op->stats.Str)
338 sum = (sum * (100 - op->stats.Str)) / 100;
339
340 if (op->carrying != sum)
341 op->carrying = sum; 426 carrying = sum;
342 427
343 return sum; 428 if (object *pl = visible_to ())
429 if (pl != this) // player is handled lazily
430 esrv_update_item (UPD_WEIGHT, pl, this);
431 }
344} 432}
345 433
346/** 434/*
347 * Return the outermost environment object for a given object. 435 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
348 */ 436 */
349
350object *
351object_get_env_recursive (object *op)
352{
353 while (op->env != NULL)
354 op = op->env;
355 return op;
356}
357
358/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op;
371}
372
373/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array.
377 */
378
379char * 437char *
380dump_object (object *op) 438dump_object (object *op)
381{ 439{
382 if (!op) 440 if (!op)
383 return strdup ("[NULLOBJ]"); 441 return strdup ("[NULLOBJ]");
384 442
385 object_freezer freezer; 443 object_freezer freezer;
386 save_object (freezer, op, 3); 444 op->write (freezer);
387 return freezer.as_string (); 445 return freezer.as_string ();
388} 446}
389 447
390/* 448/*
391 * get_nearest_part(multi-object, object 2) returns the part of the 449 * get_nearest_part(multi-object, object 2) returns the part of the
392 * multi-object 1 which is closest to the second object. 450 * multi-object 1 which is closest to the second object.
393 * If it's not a multi-object, it is returned. 451 * If it's not a multi-object, it is returned.
394 */ 452 */
395
396object * 453object *
397get_nearest_part (object *op, const object *pl) 454get_nearest_part (object *op, const object *pl)
398{ 455{
399 object *tmp, *closest; 456 object *tmp, *closest;
400 int last_dist, i; 457 int last_dist, i;
401 458
402 if (op->more == NULL) 459 if (!op->more)
403 return op; 460 return op;
461
404 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 462 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
463 tmp;
464 tmp = tmp->more)
405 if ((i = distance (tmp, pl)) < last_dist) 465 if ((i = distance (tmp, pl)) < last_dist)
406 closest = tmp, last_dist = i; 466 closest = tmp, last_dist = i;
467
407 return closest; 468 return closest;
408} 469}
409 470
410/* 471/*
411 * Returns the object which has the count-variable equal to the argument. 472 * Returns the object which has the count-variable equal to the argument.
473 * VERRRY slow.
412 */ 474 */
413
414object * 475object *
415find_object (tag_t i) 476find_object (tag_t i)
416{ 477{
417 for (object *op = object::first; op; op = op->next) 478 for_all_objects (op)
418 if (op->count == i) 479 if (op->count == i)
419 return op; 480 return op;
420 481
421 return 0; 482 return 0;
422} 483}
423 484
424/* 485/*
425 * Returns the first object which has a name equal to the argument. 486 * Returns the first object which has a name equal to the argument.
426 * Used only by the patch command, but not all that useful. 487 * Used only by the patch command, but not all that useful.
427 * Enables features like "patch <name-of-other-player> food 999" 488 * Enables features like "patch <name-of-other-player> food 999"
428 */ 489 */
429
430object * 490object *
431find_object_name (const char *str) 491find_object_name (const char *str)
432{ 492{
433 shstr_cmp str_ (str); 493 shstr_cmp str_ (str);
434 object *op; 494 object *op;
435 495
436 for (op = object::first; op != NULL; op = op->next) 496 for_all_objects (op)
437 if (op->name == str_) 497 if (op->name == str_)
438 break; 498 break;
439 499
440 return op; 500 return op;
441} 501}
442 502
443void
444free_all_object_data ()
445{
446 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
447}
448
449/* 503/*
450 * Sets the owner and sets the skill and exp pointers to owner's current 504 * Sets the owner and sets the skill and exp pointers to owner's current
451 * skill and experience objects. 505 * skill and experience objects.
506 * ACTUALLY NO! investigate! TODO
452 */ 507 */
453void 508void
454object::set_owner (object *owner) 509object::set_owner (object *owner)
455{ 510{
511 // allow objects which own objects
456 if (!owner) 512 if (owner)
457 return;
458
459 /* next line added to allow objects which own objects */
460 /* Add a check for ownercounts in here, as I got into an endless loop
461 * with the fireball owning a poison cloud which then owned the
462 * fireball. I believe that was caused by one of the objects getting
463 * freed and then another object replacing it. Since the ownercounts
464 * didn't match, this check is valid and I believe that cause is valid.
465 */
466 while (owner->owner) 513 while (owner->owner)
467 owner = owner->owner; 514 owner = owner->owner;
515
516 if (flag [FLAG_FREED])
517 {
518 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
519 return;
520 }
468 521
469 this->owner = owner; 522 this->owner = owner;
523}
524
525int
526object::slottype () const
527{
528 if (type == SKILL)
529 {
530 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
531 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
532 }
533 else
534 {
535 if (slot [body_combat].info) return slot_combat;
536 if (slot [body_range ].info) return slot_ranged;
537 }
538
539 return slot_none;
540}
541
542bool
543object::change_weapon (object *ob)
544{
545 if (current_weapon == ob)
546 return true;
547
548 if (chosen_skill)
549 chosen_skill->flag [FLAG_APPLIED] = false;
550
551 current_weapon = ob;
552 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
553
554 if (chosen_skill)
555 chosen_skill->flag [FLAG_APPLIED] = true;
556
557 update_stats ();
558
559 if (ob)
560 {
561 // now check wether any body locations became invalid, in which case
562 // we cannot apply the weapon at the moment.
563 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
564 if (slot[i].used < 0)
565 {
566 current_weapon = chosen_skill = 0;
567 update_stats ();
568
569 new_draw_info_format (NDI_UNIQUE, 0, this,
570 "You try to balance all your items at once, "
571 "but the %s is just too much for your body. "
572 "[You need to unapply some items first.]", &ob->name);
573 return false;
574 }
575
576 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
577 }
578 else
579 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
580
581 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
582 {
583 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
584 &name, ob->debug_desc ());
585 return false;
586 }
587
588 return true;
470} 589}
471 590
472/* Zero the key_values on op, decrementing the shared-string 591/* Zero the key_values on op, decrementing the shared-string
473 * refcounts and freeing the links. 592 * refcounts and freeing the links.
474 */ 593 */
475static void 594static void
476free_key_values (object *op) 595free_key_values (object *op)
477{ 596{
478 for (key_value *i = op->key_values; i != 0;) 597 for (key_value *i = op->key_values; i; )
479 { 598 {
480 key_value *next = i->next; 599 key_value *next = i->next;
481 delete i; 600 delete i;
482 601
483 i = next; 602 i = next;
484 } 603 }
485 604
486 op->key_values = 0; 605 op->key_values = 0;
487}
488
489void object::clear ()
490{
491 attachable_base::clear ();
492
493 free_key_values (this);
494
495 owner = 0;
496 name = 0;
497 name_pl = 0;
498 title = 0;
499 race = 0;
500 slaying = 0;
501 skill = 0;
502 msg = 0;
503 lore = 0;
504 custom_name = 0;
505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
517
518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
519
520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
529} 606}
530 607
531/* 608/*
532 * copy_to first frees everything allocated by the dst object, 609 * copy_to first frees everything allocated by the dst object,
533 * and then copies the contents of itself into the second 610 * and then copies the contents of itself into the second
537 * will point at garbage. 614 * will point at garbage.
538 */ 615 */
539void 616void
540object::copy_to (object *dst) 617object::copy_to (object *dst)
541{ 618{
542 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 619 dst->remove ();
543 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
544
545 *(object_copy *)dst = *this; 620 *(object_copy *)dst = *this;
546 *(object_pod *)dst = *this; 621 dst->flag [FLAG_REMOVED] = true;
547
548 if (self || cb)
549 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
550
551 if (is_freed)
552 SET_FLAG (dst, FLAG_FREED);
553
554 if (is_removed)
555 SET_FLAG (dst, FLAG_REMOVED);
556
557 if (speed < 0)
558 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
559 622
560 /* Copy over key_values, if any. */ 623 /* Copy over key_values, if any. */
561 if (key_values) 624 if (key_values)
562 { 625 {
563 key_value *tail = 0; 626 key_value *tail = 0;
564 key_value *i;
565
566 dst->key_values = 0; 627 dst->key_values = 0;
567 628
568 for (i = key_values; i; i = i->next) 629 for (key_value *i = key_values; i; i = i->next)
569 { 630 {
570 key_value *new_link = new key_value; 631 key_value *new_link = new key_value;
571 632
572 new_link->next = 0; 633 new_link->next = 0;
573 new_link->key = i->key; 634 new_link->key = i->key;
574 new_link->value = i->value; 635 new_link->value = i->value;
575 636
576 /* Try and be clever here, too. */ 637 /* Try and be clever here, too. */
577 if (!dst->key_values) 638 if (!dst->key_values)
578 { 639 {
585 tail = new_link; 646 tail = new_link;
586 } 647 }
587 } 648 }
588 } 649 }
589 650
590 update_ob_speed (dst); 651 if (speed < 0)
652 dst->speed_left -= rndm ();
653
654 dst->set_speed (dst->speed);
655}
656
657void
658object::instantiate ()
659{
660 if (!uuid.seq) // HACK
661 uuid = UUID::gen ();
662
663 speed_left = -0.1f;
664 /* copy the body_info to the body_used - this is only really
665 * need for monsters, but doesn't hurt to do it for everything.
666 * by doing so, when a monster is created, it has good starting
667 * values for the body_used info, so when items are created
668 * for it, they can be properly equipped.
669 */
670 for (int i = NUM_BODY_LOCATIONS; i--; )
671 slot[i].used = slot[i].info;
672
673 attachable::instantiate ();
591} 674}
592 675
593object * 676object *
594object::clone () 677object::clone ()
595{ 678{
596 object *neu = create (); 679 object *neu = create ();
597 copy_to (neu); 680 copy_to (neu);
681 neu->map = map; // not copied by copy_to
598 return neu; 682 return neu;
599} 683}
600 684
601/* 685/*
602 * If an object with the IS_TURNABLE() flag needs to be turned due 686 * If an object with the IS_TURNABLE() flag needs to be turned due
603 * to the closest player being on the other side, this function can 687 * to the closest player being on the other side, this function can
604 * be called to update the face variable, _and_ how it looks on the map. 688 * be called to update the face variable, _and_ how it looks on the map.
605 */ 689 */
606
607void 690void
608update_turn_face (object *op) 691update_turn_face (object *op)
609{ 692{
610 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 693 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
611 return; 694 return;
695
612 SET_ANIMATION (op, op->direction); 696 SET_ANIMATION (op, op->direction);
613 update_object (op, UP_OBJ_FACE); 697 update_object (op, UP_OBJ_FACE);
614} 698}
615 699
616/* 700/*
617 * Updates the speed of an object. If the speed changes from 0 to another 701 * Updates the speed of an object. If the speed changes from 0 to another
618 * value, or vice versa, then add/remove the object from the active list. 702 * value, or vice versa, then add/remove the object from the active list.
619 * This function needs to be called whenever the speed of an object changes. 703 * This function needs to be called whenever the speed of an object changes.
620 */ 704 */
621void 705void
622update_ob_speed (object *op) 706object::set_speed (float speed)
623{ 707{
624 extern int arch_init; 708 if (flag [FLAG_FREED] && speed)
625
626 /* No reason putting the archetypes objects on the speed list,
627 * since they never really need to be updated.
628 */
629
630 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
631 { 709 {
632 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 710 LOG (llevError, "Object %s is freed but has speed.\n", &name);
633#ifdef MANY_CORES
634 abort ();
635#else
636 op->speed = 0; 711 speed = 0;
637#endif
638 }
639
640 if (arch_init)
641 return;
642
643 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
644 { 712 }
645 /* If already on active list, don't do anything */
646 if (op->active_next || op->active_prev || op == active_objects)
647 return;
648 713
649 /* process_events() expects us to insert the object at the beginning 714 this->speed = speed;
650 * of the list. */
651 op->active_next = active_objects;
652 715
653 if (op->active_next != NULL) 716 if (has_active_speed ())
654 op->active_next->active_prev = op; 717 activate ();
655
656 active_objects = op;
657 }
658 else 718 else
659 { 719 deactivate ();
660 /* If not on the active list, nothing needs to be done */
661 if (!op->active_next && !op->active_prev && op != active_objects)
662 return;
663
664 if (op->active_prev == NULL)
665 {
666 active_objects = op->active_next;
667
668 if (op->active_next != NULL)
669 op->active_next->active_prev = NULL;
670 }
671 else
672 {
673 op->active_prev->active_next = op->active_next;
674
675 if (op->active_next)
676 op->active_next->active_prev = op->active_prev;
677 }
678
679 op->active_next = NULL;
680 op->active_prev = NULL;
681 }
682} 720}
683 721
684/* This function removes object 'op' from the list of active
685 * objects.
686 * This should only be used for style maps or other such
687 * reference maps where you don't want an object that isn't
688 * in play chewing up cpu time getting processed.
689 * The reverse of this is to call update_ob_speed, which
690 * will do the right thing based on the speed of the object.
691 */
692void
693remove_from_active_list (object *op)
694{
695 /* If not on the active list, nothing needs to be done */
696 if (!op->active_next && !op->active_prev && op != active_objects)
697 return;
698
699 if (op->active_prev == NULL)
700 {
701 active_objects = op->active_next;
702 if (op->active_next != NULL)
703 op->active_next->active_prev = NULL;
704 }
705 else
706 {
707 op->active_prev->active_next = op->active_next;
708 if (op->active_next)
709 op->active_next->active_prev = op->active_prev;
710 }
711 op->active_next = NULL;
712 op->active_prev = NULL;
713}
714
715/* 722/*
716 * update_object() updates the array which represents the map. 723 * update_object() updates the the map.
717 * It takes into account invisible objects (and represent squares covered 724 * It takes into account invisible objects (and represent squares covered
718 * by invisible objects by whatever is below them (unless it's another 725 * by invisible objects by whatever is below them (unless it's another
719 * invisible object, etc...) 726 * invisible object, etc...)
720 * If the object being updated is beneath a player, the look-window 727 * If the object being updated is beneath a player, the look-window
721 * of that player is updated (this might be a suboptimal way of 728 * of that player is updated (this might be a suboptimal way of
722 * updating that window, though, since update_object() is called _often_) 729 * updating that window, though, since update_object() is called _often_)
723 * 730 *
724 * action is a hint of what the caller believes need to be done. 731 * action is a hint of what the caller believes need to be done.
725 * For example, if the only thing that has changed is the face (due to
726 * an animation), we don't need to call update_position until that actually
727 * comes into view of a player. OTOH, many other things, like addition/removal
728 * of walls or living creatures may need us to update the flags now.
729 * current action are: 732 * current action are:
730 * UP_OBJ_INSERT: op was inserted 733 * UP_OBJ_INSERT: op was inserted
731 * UP_OBJ_REMOVE: op was removed 734 * UP_OBJ_REMOVE: op was removed
732 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 735 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
733 * as that is easier than trying to look at what may have changed. 736 * as that is easier than trying to look at what may have changed.
734 * UP_OBJ_FACE: only the objects face has changed. 737 * UP_OBJ_FACE: only the objects face has changed.
735 */ 738 */
736
737void 739void
738update_object (object *op, int action) 740update_object (object *op, int action)
739{ 741{
740 int update_now = 0, flags; 742 if (!op)
741 MoveType move_on, move_off, move_block, move_slow;
742
743 if (op == NULL)
744 { 743 {
745 /* this should never happen */ 744 /* this should never happen */
746 LOG (llevDebug, "update_object() called for NULL object.\n"); 745 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
747 return; 746 return;
748 } 747 }
749 748
750 if (op->env != NULL) 749 if (!op->is_on_map ())
751 { 750 {
752 /* Animation is currently handled by client, so nothing 751 /* Animation is currently handled by client, so nothing
753 * to do in this case. 752 * to do in this case.
754 */ 753 */
755 return; 754 return;
756 } 755 }
757 756
758 /* If the map is saving, don't do anything as everything is
759 * going to get freed anyways.
760 */
761 if (!op->map || op->map->in_memory == MAP_SAVING)
762 return;
763
764 /* make sure the object is within map boundaries */ 757 /* make sure the object is within map boundaries */
765 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 758 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
766 { 759 {
767 LOG (llevError, "update_object() called for object out of map!\n"); 760 LOG (llevError, "update_object() called for object out of map!\n");
768#ifdef MANY_CORES 761#ifdef MANY_CORES
769 abort (); 762 abort ();
770#endif 763#endif
771 return; 764 return;
772 } 765 }
773 766
774 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 767 mapspace &m = op->ms ();
775 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
776 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
777 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
778 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
779 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
780 768
769 if (!(m.flags_ & P_UPTODATE))
770 /* nop */;
781 if (action == UP_OBJ_INSERT) 771 else if (action == UP_OBJ_INSERT)
782 { 772 {
773 // this is likely overkill, TODO: revisit (schmorp)
783 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 774 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
784 update_now = 1;
785
786 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 775 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
787 update_now = 1; 776 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
788 777 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
778 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
789 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 779 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
790 update_now = 1;
791
792 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
793 update_now = 1;
794
795 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
796 update_now = 1;
797
798 if ((move_on | op->move_on) != move_on) 780 || (m.move_on | op->move_on ) != m.move_on
799 update_now = 1;
800
801 if ((move_off | op->move_off) != move_off) 781 || (m.move_off | op->move_off ) != m.move_off
802 update_now = 1; 782 || (m.move_slow | op->move_slow) != m.move_slow
803
804 /* This isn't perfect, but I don't expect a lot of objects to 783 /* This isn't perfect, but I don't expect a lot of objects to
805 * to have move_allow right now. 784 * to have move_allow right now.
806 */ 785 */
807 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 786 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
808 update_now = 1; 787 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
809 788 m.flags_ = 0;
810 if ((move_slow | op->move_slow) != move_slow)
811 update_now = 1;
812 } 789 }
813
814 /* if the object is being removed, we can't make intelligent 790 /* if the object is being removed, we can't make intelligent
815 * decisions, because remove_ob can't really pass the object 791 * decisions, because remove_ob can't really pass the object
816 * that is being removed. 792 * that is being removed.
817 */ 793 */
818 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 794 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
819 update_now = 1; 795 m.flags_ = 0;
820 else if (action == UP_OBJ_FACE) 796 else if (action == UP_OBJ_FACE)
821 /* Nothing to do for that case */ ; 797 /* Nothing to do for that case */ ;
822 else 798 else
823 LOG (llevError, "update_object called with invalid action: %d\n", action); 799 LOG (llevError, "update_object called with invalid action: %d\n", action);
824 800
825 if (update_now)
826 {
827 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
828 update_position (op->map, op->x, op->y);
829 }
830
831 if (op->more != NULL) 801 if (op->more)
832 update_object (op->more, action); 802 update_object (op->more, action);
833}
834
835object::vector object::mortals;
836object::vector object::objects; // not yet used
837object *object::first;
838
839void object::free_mortals ()
840{
841 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
842 if ((*i)->refcnt)
843 ++i; // further delay freeing
844 else
845 {
846 delete *i;
847 mortals.erase (i);
848 }
849} 803}
850 804
851object::object () 805object::object ()
852{ 806{
853 SET_FLAG (this, FLAG_REMOVED); 807 SET_FLAG (this, FLAG_REMOVED);
856 face = blank_face; 810 face = blank_face;
857} 811}
858 812
859object::~object () 813object::~object ()
860{ 814{
815 unlink ();
816
861 free_key_values (this); 817 free_key_values (this);
862} 818}
863 819
820static int object_count;
821
864void object::link () 822void object::link ()
865{ 823{
824 assert (!index);//D
825 uuid = UUID::gen ();
866 count = ++ob_count; 826 count = ++object_count;
867 uuid = gen_uuid ();
868 827
869 prev = 0; 828 refcnt_inc ();
870 next = object::first; 829 objects.insert (this);
871
872 if (object::first)
873 object::first->prev = this;
874
875 object::first = this;
876} 830}
877 831
878void object::unlink () 832void object::unlink ()
879{ 833{
880 if (this == object::first) 834 if (!index)
881 object::first = next; 835 return;
882 836
883 /* Remove this object from the list of used objects */ 837 objects.erase (this);
884 if (prev) prev->next = next; 838 refcnt_dec ();
885 if (next) next->prev = prev; 839}
886 840
887 prev = 0; 841void
888 next = 0; 842object::activate ()
843{
844 /* If already on active list, don't do anything */
845 if (active)
846 return;
847
848 if (has_active_speed ())
849 actives.insert (this);
850}
851
852void
853object::activate_recursive ()
854{
855 activate ();
856
857 for (object *op = inv; op; op = op->below)
858 op->activate_recursive ();
859}
860
861/* This function removes object 'op' from the list of active
862 * objects.
863 * This should only be used for style maps or other such
864 * reference maps where you don't want an object that isn't
865 * in play chewing up cpu time getting processed.
866 * The reverse of this is to call update_ob_speed, which
867 * will do the right thing based on the speed of the object.
868 */
869void
870object::deactivate ()
871{
872 /* If not on the active list, nothing needs to be done */
873 if (!active)
874 return;
875
876 actives.erase (this);
877}
878
879void
880object::deactivate_recursive ()
881{
882 for (object *op = inv; op; op = op->below)
883 op->deactivate_recursive ();
884
885 deactivate ();
886}
887
888void
889object::set_flag_inv (int flag, int value)
890{
891 for (object *op = inv; op; op = op->below)
892 {
893 op->flag [flag] = value;
894 op->set_flag_inv (flag, value);
895 }
896}
897
898/*
899 * Remove and free all objects in the inventory of the given object.
900 * object.c ?
901 */
902void
903object::destroy_inv (bool drop_to_ground)
904{
905 // need to check first, because the checks below might segfault
906 // as we might be on an invalid mapspace and crossfire code
907 // is too buggy to ensure that the inventory is empty.
908 // corollary: if you create arrows etc. with stuff in its inventory,
909 // cf will crash below with off-map x and y
910 if (!inv)
911 return;
912
913 /* Only if the space blocks everything do we not process -
914 * if some form of movement is allowed, let objects
915 * drop on that space.
916 */
917 if (!drop_to_ground
918 || !map
919 || map->in_memory != MAP_ACTIVE
920 || map->nodrop
921 || ms ().move_block == MOVE_ALL)
922 {
923 while (inv)
924 {
925 inv->destroy_inv (false);
926 inv->destroy ();
927 }
928 }
929 else
930 { /* Put objects in inventory onto this space */
931 while (inv)
932 {
933 object *op = inv;
934
935 if (op->flag [FLAG_STARTEQUIP]
936 || op->flag [FLAG_NO_DROP]
937 || op->type == RUNE
938 || op->type == TRAP
939 || op->flag [FLAG_IS_A_TEMPLATE]
940 || op->flag [FLAG_DESTROY_ON_DEATH])
941 op->destroy (true);
942 else
943 map->insert (op, x, y);
944 }
945 }
889} 946}
890 947
891object *object::create () 948object *object::create ()
892{ 949{
893 object *op = new object; 950 object *op = new object;
894 op->link (); 951 op->link ();
895 return op; 952 return op;
896} 953}
897 954
898/* 955static struct freed_map : maptile
899 * free_object() frees everything allocated by an object, removes 956{
900 * it from the list of used objects, and puts it on the list of 957 freed_map ()
901 * free objects. The IS_FREED() flag is set in the object. 958 {
902 * The object must have been removed by remove_ob() first for 959 path = "<freed objects map>";
903 * this function to succeed. 960 name = "/internal/freed_objects_map";
904 * 961 width = 3;
905 * If destroy_inventory is set, free inventory as well. Else drop items in 962 height = 3;
906 * inventory to the ground. 963 nodrop = 1;
907 */ 964
965 alloc ();
966 in_memory = MAP_ACTIVE;
967 }
968} freed_map; // freed objects are moved here to avoid crashes
969
970void
971object::do_destroy ()
972{
973 if (flag [FLAG_IS_LINKED])
974 remove_button_link (this);
975
976 if (flag [FLAG_FRIENDLY])
977 remove_friendly_object (this);
978
979 remove ();
980
981 attachable::do_destroy ();
982
983 deactivate ();
984 unlink ();
985
986 flag [FLAG_FREED] = 1;
987
988 // hack to ensure that freed objects still have a valid map
989 map = &freed_map;
990 x = 1;
991 y = 1;
992
993 if (more)
994 {
995 more->destroy ();
996 more = 0;
997 }
998
999 head = 0;
1000
1001 // clear those pointers that likely might cause circular references
1002 owner = 0;
1003 enemy = 0;
1004 attacked_by = 0;
1005 current_weapon = 0;
1006}
1007
1008void
908void object::destroy (bool destroy_inventory) 1009object::destroy (bool destroy_inventory)
909{ 1010{
910 if (QUERY_FLAG (this, FLAG_FREED)) 1011 if (destroyed ())
911 return; 1012 return;
912 1013
913 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 1014 if (!is_head () && !head->destroyed ())
914 remove_friendly_object (this);
915
916 if (!QUERY_FLAG (this, FLAG_REMOVED))
917 remove ();
918
919 SET_FLAG (this, FLAG_FREED);
920
921 if (more)
922 { 1015 {
1016 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
923 more->destroy (destroy_inventory); 1017 head->destroy (destroy_inventory);
924 more = 0; 1018 return;
925 }
926
927 if (inv)
928 {
929 /* Only if the space blocks everything do we not process -
930 * if some form of movement is allowed, let objects
931 * drop on that space.
932 */
933 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
934 {
935 object *op = inv;
936
937 while (op)
938 {
939 object *tmp = op->below;
940 op->destroy (destroy_inventory);
941 op = tmp;
942 }
943 }
944 else
945 { /* Put objects in inventory onto this space */
946 object *op = inv;
947
948 while (op)
949 {
950 object *tmp = op->below;
951
952 op->remove ();
953
954 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
955 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
956 op->destroy ();
957 else
958 {
959 op->x = x;
960 op->y = y;
961 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
962 }
963
964 op = tmp;
965 }
966 }
967 }
968
969 // hack to ensure that freed objects still have a valid map
970 {
971 static maptile *freed_map; // freed objects are moved here to avoid crashes
972
973 if (!freed_map)
974 {
975 freed_map = new maptile;
976
977 freed_map->name = "/internal/freed_objects_map";
978 freed_map->width = 3;
979 freed_map->height = 3;
980
981 freed_map->allocate ();
982 } 1019 }
983 1020
984 map = freed_map; 1021 destroy_inv (!destroy_inventory);
985 x = 1;
986 y = 1;
987 }
988 1022
989 // clear those pointers that likely might have circular references to us 1023 if (is_head ())
990 owner = 0; 1024 if (sound_destroy)
991 enemy = 0; 1025 play_sound (sound_destroy);
992 attacked_by = 0; 1026 else if (flag [FLAG_MONSTER])
1027 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
993 1028
994 // only relevant for players(?), but make sure of it anyways 1029 attachable::destroy ();
995 contr = 0;
996
997 /* Remove object from the active list */
998 speed = 0;
999 update_ob_speed (this);
1000
1001 unlink ();
1002
1003 mortals.push_back (this);
1004}
1005
1006/*
1007 * sub_weight() recursively (outwards) subtracts a number from the
1008 * weight of an object (and what is carried by it's environment(s)).
1009 */
1010void
1011sub_weight (object *op, signed long weight)
1012{
1013 while (op != NULL)
1014 {
1015 if (op->type == CONTAINER)
1016 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1017
1018 op->carrying -= weight;
1019 op = op->env;
1020 }
1021} 1030}
1022 1031
1023/* op->remove (): 1032/* op->remove ():
1024 * This function removes the object op from the linked list of objects 1033 * This function removes the object op from the linked list of objects
1025 * which it is currently tied to. When this function is done, the 1034 * which it is currently tied to. When this function is done, the
1026 * object will have no environment. If the object previously had an 1035 * object will have no environment. If the object previously had an
1027 * environment, the x and y coordinates will be updated to 1036 * environment, the x and y coordinates will be updated to
1028 * the previous environment. 1037 * the previous environment.
1029 * Beware: This function is called from the editor as well!
1030 */ 1038 */
1031void 1039void
1032object::remove () 1040object::do_remove ()
1033{ 1041{
1034 object *tmp, *last = 0; 1042 object *tmp, *last = 0;
1035 object *otmp; 1043 object *otmp;
1036 1044
1037 int check_walk_off; 1045 if (flag [FLAG_REMOVED])
1038
1039 if (QUERY_FLAG (this, FLAG_REMOVED))
1040 return; 1046 return;
1041 1047
1042 SET_FLAG (this, FLAG_REMOVED); 1048 INVOKE_OBJECT (REMOVE, this);
1049
1050 flag [FLAG_REMOVED] = true;
1043 1051
1044 if (more) 1052 if (more)
1045 more->remove (); 1053 more->remove ();
1046 1054
1047 /* 1055 /*
1048 * In this case, the object to be removed is in someones 1056 * In this case, the object to be removed is in someones
1049 * inventory. 1057 * inventory.
1050 */ 1058 */
1051 if (env) 1059 if (env)
1052 { 1060 {
1061 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1062 if (object *pl = visible_to ())
1063 esrv_del_item (pl->contr, count);
1064 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1065
1066 adjust_weight (env, -total_weight ());
1067
1068 *(above ? &above->below : &env->inv) = below;
1069
1053 if (nrof) 1070 if (below)
1054 sub_weight (env, weight * nrof); 1071 below->above = above;
1055 else 1072
1056 sub_weight (env, weight + carrying); 1073 /* we set up values so that it could be inserted into
1074 * the map, but we don't actually do that - it is up
1075 * to the caller to decide what we want to do.
1076 */
1077 map = env->map;
1078 x = env->x;
1079 y = env->y;
1080 above = 0;
1081 below = 0;
1082 env = 0;
1057 1083
1058 /* NO_FIX_PLAYER is set when a great many changes are being 1084 /* NO_FIX_PLAYER is set when a great many changes are being
1059 * made to players inventory. If set, avoiding the call 1085 * made to players inventory. If set, avoiding the call
1060 * to save cpu time. 1086 * to save cpu time.
1061 */ 1087 */
1062 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1088 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1063 fix_player (otmp); 1089 otmp->update_stats ();
1064
1065 if (above != NULL)
1066 above->below = below;
1067 else
1068 env->inv = below;
1069
1070 if (below != NULL)
1071 below->above = above;
1072
1073 /* we set up values so that it could be inserted into
1074 * the map, but we don't actually do that - it is up
1075 * to the caller to decide what we want to do.
1076 */
1077 x = env->x, y = env->y;
1078 map = env->map;
1079 above = 0, below = 0;
1080 env = 0;
1081 } 1090 }
1082 else if (map) 1091 else if (map)
1083 { 1092 {
1084 /* Re did the following section of code - it looks like it had 1093 map->dirty = true;
1085 * lots of logic for things we no longer care about 1094 mapspace &ms = this->ms ();
1095
1096 if (object *pl = ms.player ())
1086 */ 1097 {
1098 if (type == PLAYER) // this == pl(!)
1099 {
1100 // leaving a spot always closes any open container on the ground
1101 if (container && !container->env)
1102 // this causes spurious floorbox updates, but it ensures
1103 // that the CLOSE event is being sent.
1104 close_container ();
1105
1106 --map->players;
1107 map->touch ();
1108 }
1109 else if (pl->container == this)
1110 {
1111 // removing a container should close it
1112 close_container ();
1113 }
1114
1115 esrv_del_item (pl->contr, count);
1116 }
1087 1117
1088 /* link the object above us */ 1118 /* link the object above us */
1089 if (above) 1119 if (above)
1090 above->below = below; 1120 above->below = below;
1091 else 1121 else
1092 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 1122 ms.top = below; /* we were top, set new top */
1093 1123
1094 /* Relink the object below us, if there is one */ 1124 /* Relink the object below us, if there is one */
1095 if (below) 1125 if (below)
1096 below->above = above; 1126 below->above = above;
1097 else 1127 else
1099 /* Nothing below, which means we need to relink map object for this space 1129 /* Nothing below, which means we need to relink map object for this space
1100 * use translated coordinates in case some oddness with map tiling is 1130 * use translated coordinates in case some oddness with map tiling is
1101 * evident 1131 * evident
1102 */ 1132 */
1103 if (GET_MAP_OB (map, x, y) != this) 1133 if (GET_MAP_OB (map, x, y) != this)
1104 {
1105 char *dump = dump_object (this);
1106 LOG (llevError,
1107 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 1134 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1108 free (dump);
1109 dump = dump_object (GET_MAP_OB (map, x, y));
1110 LOG (llevError, "%s\n", dump);
1111 free (dump);
1112 }
1113 1135
1114 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1136 ms.bot = above; /* goes on above it. */
1115 } 1137 }
1116 1138
1117 above = 0; 1139 above = 0;
1118 below = 0; 1140 below = 0;
1119 1141
1120 if (map->in_memory == MAP_SAVING) 1142 if (map->in_memory == MAP_SAVING)
1121 return; 1143 return;
1122 1144
1123 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1145 int check_walk_off = !flag [FLAG_NO_APPLY];
1124 1146
1147 if (object *pl = ms.player ())
1148 {
1149 if (pl->container == this)
1150 /* If a container that the player is currently using somehow gets
1151 * removed (most likely destroyed), update the player view
1152 * appropriately.
1153 */
1154 pl->close_container ();
1155
1156 //TODO: the floorbox prev/next might need updating
1157 //esrv_del_item (pl->contr, count);
1158 //TODO: update floorbox to preserve ordering
1159 if (pl->contr->ns)
1160 pl->contr->ns->floorbox_update ();
1161 }
1162
1125 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1163 for (tmp = ms.bot; tmp; tmp = tmp->above)
1126 { 1164 {
1127 /* No point updating the players look faces if he is the object 1165 /* No point updating the players look faces if he is the object
1128 * being removed. 1166 * being removed.
1129 */ 1167 */
1130 1168
1131 if (tmp->type == PLAYER && tmp != this)
1132 {
1133 /* If a container that the player is currently using somehow gets
1134 * removed (most likely destroyed), update the player view
1135 * appropriately.
1136 */
1137 if (tmp->container == this)
1138 {
1139 CLEAR_FLAG (this, FLAG_APPLIED);
1140 tmp->container = 0;
1141 }
1142
1143 tmp->contr->socket.update_look = 1;
1144 }
1145
1146 /* See if player moving off should effect something */ 1169 /* See if object moving off should effect something */
1147 if (check_walk_off 1170 if (check_walk_off
1148 && ((move_type & tmp->move_off) 1171 && ((move_type & tmp->move_off)
1149 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1172 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1150 { 1173 {
1151 move_apply (tmp, this, 0); 1174 move_apply (tmp, this, 0);
1152 1175
1153 if (destroyed ()) 1176 if (destroyed ())
1154 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1177 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1155 } 1178 }
1156 1179
1157 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1158
1159 if (tmp->above == tmp)
1160 tmp->above = 0;
1161
1162 last = tmp; 1180 last = tmp;
1163 } 1181 }
1164 1182
1165 /* last == NULL of there are no objects on this space */ 1183 /* last == NULL if there are no objects on this space */
1184 //TODO: this makes little sense, why only update the topmost object?
1166 if (!last) 1185 if (!last)
1167 { 1186 map->at (x, y).flags_ = 0;
1168 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1169 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1170 * those out anyways, and if there are any flags set right now, they won't
1171 * be correct anyways.
1172 */
1173 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1174 update_position (map, x, y);
1175 }
1176 else 1187 else
1177 update_object (last, UP_OBJ_REMOVE); 1188 update_object (last, UP_OBJ_REMOVE);
1178 1189
1179 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1190 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1180 update_all_los (map, x, y); 1191 update_all_los (map, x, y);
1181 } 1192 }
1182} 1193}
1183 1194
1184/* 1195/*
1193merge_ob (object *op, object *top) 1204merge_ob (object *op, object *top)
1194{ 1205{
1195 if (!op->nrof) 1206 if (!op->nrof)
1196 return 0; 1207 return 0;
1197 1208
1198 if (top == NULL) 1209 if (!top)
1199 for (top = op; top != NULL && top->above != NULL; top = top->above); 1210 for (top = op; top && top->above; top = top->above)
1211 ;
1200 1212
1201 for (; top != NULL; top = top->below) 1213 for (; top; top = top->below)
1202 { 1214 if (object::can_merge (op, top))
1203 if (top == op)
1204 continue;
1205 if (CAN_MERGE (op, top))
1206 { 1215 {
1207 top->nrof += op->nrof; 1216 top->nrof += op->nrof;
1208 1217
1209/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1218 if (object *pl = top->visible_to ())
1210 op->weight = 0; /* Don't want any adjustements now */ 1219 esrv_update_item (UPD_NROF, pl, top);
1220
1221 op->weight = 0; // cancel the addition above
1222 op->carrying = 0; // must be 0 already
1223
1211 op->destroy (); 1224 op->destroy (1);
1225
1212 return top; 1226 return top;
1213 } 1227 }
1214 }
1215 1228
1216 return 0; 1229 return 0;
1217} 1230}
1218 1231
1232void
1233object::expand_tail ()
1234{
1235 if (more)
1236 return;
1237
1238 object *prev = this;
1239
1240 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1241 {
1242 object *op = arch_to_object (at);
1243
1244 op->name = name;
1245 op->name_pl = name_pl;
1246 op->title = title;
1247
1248 op->head = this;
1249 prev->more = op;
1250
1251 prev = op;
1252 }
1253}
1254
1219/* 1255/*
1220 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1256 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1221 * job preparing multi-part monsters 1257 * job preparing multi-part monsters.
1222 */ 1258 */
1223object * 1259object *
1224insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1260insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1225{ 1261{
1226 object *tmp;
1227
1228 if (op->head)
1229 op = op->head;
1230
1231 for (tmp = op; tmp; tmp = tmp->more) 1262 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1232 { 1263 {
1233 tmp->x = x + tmp->arch->clone.x; 1264 tmp->x = x + tmp->arch->x;
1234 tmp->y = y + tmp->arch->clone.y; 1265 tmp->y = y + tmp->arch->y;
1235 } 1266 }
1236 1267
1237 return insert_ob_in_map (op, m, originator, flag); 1268 return insert_ob_in_map (op, m, originator, flag);
1238} 1269}
1239 1270
1255 * Return value: 1286 * Return value:
1256 * new object if 'op' was merged with other object 1287 * new object if 'op' was merged with other object
1257 * NULL if 'op' was destroyed 1288 * NULL if 'op' was destroyed
1258 * just 'op' otherwise 1289 * just 'op' otherwise
1259 */ 1290 */
1260
1261object * 1291object *
1262insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1292insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1263{ 1293{
1264 object *tmp, *top, *floor = NULL; 1294 assert (!op->flag [FLAG_FREED]);
1265 sint16 x, y;
1266 1295
1267 if (QUERY_FLAG (op, FLAG_FREED)) 1296 op->remove ();
1268 {
1269 LOG (llevError, "Trying to insert freed object!\n");
1270 return NULL;
1271 }
1272
1273 if (m == NULL)
1274 {
1275 char *dump = dump_object (op);
1276 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1277 free (dump);
1278 return op;
1279 }
1280
1281 if (out_of_map (m, op->x, op->y))
1282 {
1283 char *dump = dump_object (op);
1284 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1285#ifdef MANY_CORES
1286 /* Better to catch this here, as otherwise the next use of this object
1287 * is likely to cause a crash. Better to find out where it is getting
1288 * improperly inserted.
1289 */
1290 abort ();
1291#endif
1292 free (dump);
1293 return op;
1294 }
1295
1296 if (!QUERY_FLAG (op, FLAG_REMOVED))
1297 {
1298 char *dump = dump_object (op);
1299 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1300 free (dump);
1301 return op;
1302 }
1303
1304 if (op->more != NULL)
1305 {
1306 /* The part may be on a different map. */
1307
1308 object *more = op->more;
1309
1310 /* We really need the caller to normalize coordinates - if
1311 * we set the map, that doesn't work if the location is within
1312 * a map and this is straddling an edge. So only if coordinate
1313 * is clear wrong do we normalize it.
1314 */
1315 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1316 more->map = get_map_from_coord (m, &more->x, &more->y);
1317 else if (!more->map)
1318 {
1319 /* For backwards compatibility - when not dealing with tiled maps,
1320 * more->map should always point to the parent.
1321 */
1322 more->map = m;
1323 }
1324
1325 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1326 {
1327 if (!op->head)
1328 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1329
1330 return NULL;
1331 }
1332 }
1333
1334 CLEAR_FLAG (op, FLAG_REMOVED);
1335 1297
1336 /* Ideally, the caller figures this out. However, it complicates a lot 1298 /* Ideally, the caller figures this out. However, it complicates a lot
1337 * of areas of callers (eg, anything that uses find_free_spot would now 1299 * of areas of callers (eg, anything that uses find_free_spot would now
1338 * need extra work 1300 * need extra work
1339 */ 1301 */
1340 op->map = get_map_from_coord (m, &op->x, &op->y); 1302 if (!xy_normalise (m, op->x, op->y))
1341 x = op->x; 1303 {
1342 y = op->y; 1304 op->destroy (1);
1305 return 0;
1306 }
1307
1308 if (object *more = op->more)
1309 if (!insert_ob_in_map (more, m, originator, flag))
1310 return 0;
1311
1312 CLEAR_FLAG (op, FLAG_REMOVED);
1313
1314 op->map = m;
1315 mapspace &ms = op->ms ();
1343 1316
1344 /* this has to be done after we translate the coordinates. 1317 /* this has to be done after we translate the coordinates.
1345 */ 1318 */
1346 if (op->nrof && !(flag & INS_NO_MERGE)) 1319 if (op->nrof && !(flag & INS_NO_MERGE))
1347 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1320 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1348 if (CAN_MERGE (op, tmp)) 1321 if (object::can_merge (op, tmp))
1349 { 1322 {
1323 // TODO: we atcually want to update tmp, not op,
1324 // but some caller surely breaks when we return tmp
1325 // from here :/
1350 op->nrof += tmp->nrof; 1326 op->nrof += tmp->nrof;
1351 tmp->destroy (); 1327 tmp->destroy (1);
1352 } 1328 }
1353 1329
1354 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1330 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1355 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1331 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1356 1332
1369 op->below = originator->below; 1345 op->below = originator->below;
1370 1346
1371 if (op->below) 1347 if (op->below)
1372 op->below->above = op; 1348 op->below->above = op;
1373 else 1349 else
1374 SET_MAP_OB (op->map, op->x, op->y, op); 1350 ms.bot = op;
1375 1351
1376 /* since *below* originator, no need to update top */ 1352 /* since *below* originator, no need to update top */
1377 originator->below = op; 1353 originator->below = op;
1378 } 1354 }
1379 else 1355 else
1380 { 1356 {
1357 object *top, *floor = NULL;
1358
1359 top = ms.bot;
1360
1381 /* If there are other objects, then */ 1361 /* If there are other objects, then */
1382 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1362 if (top)
1383 { 1363 {
1384 object *last = NULL; 1364 object *last = 0;
1385 1365
1386 /* 1366 /*
1387 * If there are multiple objects on this space, we do some trickier handling. 1367 * If there are multiple objects on this space, we do some trickier handling.
1388 * We've already dealt with merging if appropriate. 1368 * We've already dealt with merging if appropriate.
1389 * Generally, we want to put the new object on top. But if 1369 * Generally, we want to put the new object on top. But if
1393 * once we get to them. This reduces the need to traverse over all of 1373 * once we get to them. This reduces the need to traverse over all of
1394 * them when adding another one - this saves quite a bit of cpu time 1374 * them when adding another one - this saves quite a bit of cpu time
1395 * when lots of spells are cast in one area. Currently, it is presumed 1375 * when lots of spells are cast in one area. Currently, it is presumed
1396 * that flying non pickable objects are spell objects. 1376 * that flying non pickable objects are spell objects.
1397 */ 1377 */
1398 1378 for (top = ms.bot; top; top = top->above)
1399 while (top != NULL)
1400 { 1379 {
1401 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1380 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1402 floor = top; 1381 floor = top;
1403 1382
1404 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1383 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1407 top = top->below; 1386 top = top->below;
1408 break; 1387 break;
1409 } 1388 }
1410 1389
1411 last = top; 1390 last = top;
1412 top = top->above;
1413 } 1391 }
1414 1392
1415 /* Don't want top to be NULL, so set it to the last valid object */ 1393 /* Don't want top to be NULL, so set it to the last valid object */
1416 top = last; 1394 top = last;
1417 1395
1419 * looks like instead of lots of conditions here. 1397 * looks like instead of lots of conditions here.
1420 * makes things faster, and effectively the same result. 1398 * makes things faster, and effectively the same result.
1421 */ 1399 */
1422 1400
1423 /* Have object 'fall below' other objects that block view. 1401 /* Have object 'fall below' other objects that block view.
1424 * Unless those objects are exits, type 66 1402 * Unless those objects are exits.
1425 * If INS_ON_TOP is used, don't do this processing 1403 * If INS_ON_TOP is used, don't do this processing
1426 * Need to find the object that in fact blocks view, otherwise 1404 * Need to find the object that in fact blocks view, otherwise
1427 * stacking is a bit odd. 1405 * stacking is a bit odd.
1428 */ 1406 */
1429 if (!(flag & INS_ON_TOP) && 1407 if (!(flag & INS_ON_TOP)
1430 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1408 && ms.flags () & P_BLOCKSVIEW
1409 && (op->face && !faces [op->face].visibility))
1431 { 1410 {
1432 for (last = top; last != floor; last = last->below) 1411 for (last = top; last != floor; last = last->below)
1433 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1412 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1434 break; 1413 break;
1414
1435 /* Check to see if we found the object that blocks view, 1415 /* Check to see if we found the object that blocks view,
1436 * and make sure we have a below pointer for it so that 1416 * and make sure we have a below pointer for it so that
1437 * we can get inserted below this one, which requires we 1417 * we can get inserted below this one, which requires we
1438 * set top to the object below us. 1418 * set top to the object below us.
1439 */ 1419 */
1440 if (last && last->below && last != floor) 1420 if (last && last->below && last != floor)
1441 top = last->below; 1421 top = last->below;
1442 } 1422 }
1443 } /* If objects on this space */ 1423 } /* If objects on this space */
1444 1424
1445 if (flag & INS_MAP_LOAD)
1446 top = GET_MAP_TOP (op->map, op->x, op->y);
1447
1448 if (flag & INS_ABOVE_FLOOR_ONLY) 1425 if (flag & INS_ABOVE_FLOOR_ONLY)
1449 top = floor; 1426 top = floor;
1450 1427
1451 /* Top is the object that our object (op) is going to get inserted above. 1428 /* Top is the object that our object (op) is going to get inserted above.
1452 */ 1429 */
1453 1430
1454 /* First object on this space */ 1431 /* First object on this space */
1455 if (!top) 1432 if (!top)
1456 { 1433 {
1457 op->above = GET_MAP_OB (op->map, op->x, op->y); 1434 op->above = ms.bot;
1458 1435
1459 if (op->above) 1436 if (op->above)
1460 op->above->below = op; 1437 op->above->below = op;
1461 1438
1462 op->below = NULL; 1439 op->below = 0;
1463 SET_MAP_OB (op->map, op->x, op->y, op); 1440 ms.bot = op;
1464 } 1441 }
1465 else 1442 else
1466 { /* get inserted into the stack above top */ 1443 { /* get inserted into the stack above top */
1467 op->above = top->above; 1444 op->above = top->above;
1468 1445
1471 1448
1472 op->below = top; 1449 op->below = top;
1473 top->above = op; 1450 top->above = op;
1474 } 1451 }
1475 1452
1476 if (op->above == NULL) 1453 if (!op->above)
1477 SET_MAP_TOP (op->map, op->x, op->y, op); 1454 ms.top = op;
1478 } /* else not INS_BELOW_ORIGINATOR */ 1455 } /* else not INS_BELOW_ORIGINATOR */
1479 1456
1480 if (op->type == PLAYER) 1457 if (op->type == PLAYER)
1458 {
1481 op->contr->do_los = 1; 1459 op->contr->do_los = 1;
1460 ++op->map->players;
1461 op->map->touch ();
1462 }
1482 1463
1483 /* If we have a floor, we know the player, if any, will be above 1464 op->map->dirty = true;
1484 * it, so save a few ticks and start from there. 1465
1485 */ 1466 if (object *pl = ms.player ())
1486 if (!(flag & INS_MAP_LOAD)) 1467 //TODO: the floorbox prev/next might need updating
1487 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1468 //esrv_send_item (pl, op);
1488 if (tmp->type == PLAYER) 1469 //TODO: update floorbox to preserve ordering
1489 tmp->contr->socket.update_look = 1; 1470 if (pl->contr->ns)
1471 pl->contr->ns->floorbox_update ();
1490 1472
1491 /* If this object glows, it may affect lighting conditions that are 1473 /* If this object glows, it may affect lighting conditions that are
1492 * visible to others on this map. But update_all_los is really 1474 * visible to others on this map. But update_all_los is really
1493 * an inefficient way to do this, as it means los for all players 1475 * an inefficient way to do this, as it means los for all players
1494 * on the map will get recalculated. The players could very well 1476 * on the map will get recalculated. The players could very well
1495 * be far away from this change and not affected in any way - 1477 * be far away from this change and not affected in any way -
1496 * this should get redone to only look for players within range, 1478 * this should get redone to only look for players within range,
1497 * or just updating the P_NEED_UPDATE for spaces within this area 1479 * or just updating the P_UPTODATE for spaces within this area
1498 * of effect may be sufficient. 1480 * of effect may be sufficient.
1499 */ 1481 */
1500 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1482 if (op->map->darkness && (op->glow_radius != 0))
1501 update_all_los (op->map, op->x, op->y); 1483 update_all_los (op->map, op->x, op->y);
1502 1484
1503 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1485 /* updates flags (blocked, alive, no magic, etc) for this map space */
1504 update_object (op, UP_OBJ_INSERT); 1486 update_object (op, UP_OBJ_INSERT);
1505 1487
1488 INVOKE_OBJECT (INSERT, op);
1489
1506 /* Don't know if moving this to the end will break anything. However, 1490 /* Don't know if moving this to the end will break anything. However,
1507 * we want to have update_look set above before calling this. 1491 * we want to have floorbox_update called before calling this.
1508 * 1492 *
1509 * check_move_on() must be after this because code called from 1493 * check_move_on() must be after this because code called from
1510 * check_move_on() depends on correct map flags (so functions like 1494 * check_move_on() depends on correct map flags (so functions like
1511 * blocked() and wall() work properly), and these flags are updated by 1495 * blocked() and wall() work properly), and these flags are updated by
1512 * update_object(). 1496 * update_object().
1513 */ 1497 */
1514 1498
1515 /* if this is not the head or flag has been passed, don't check walk on status */ 1499 /* if this is not the head or flag has been passed, don't check walk on status */
1516 if (!(flag & INS_NO_WALK_ON) && !op->head) 1500 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1517 { 1501 {
1518 if (check_move_on (op, originator)) 1502 if (check_move_on (op, originator))
1519 return NULL; 1503 return 0;
1520 1504
1521 /* If we are a multi part object, lets work our way through the check 1505 /* If we are a multi part object, lets work our way through the check
1522 * walk on's. 1506 * walk on's.
1523 */ 1507 */
1524 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1508 for (object *tmp = op->more; tmp; tmp = tmp->more)
1525 if (check_move_on (tmp, originator)) 1509 if (check_move_on (tmp, originator))
1526 return NULL; 1510 return 0;
1527 } 1511 }
1528 1512
1529 return op; 1513 return op;
1530} 1514}
1531 1515
1532/* this function inserts an object in the map, but if it 1516/* this function inserts an object in the map, but if it
1533 * finds an object of its own type, it'll remove that one first. 1517 * finds an object of its own type, it'll remove that one first.
1534 * op is the object to insert it under: supplies x and the map. 1518 * op is the object to insert it under: supplies x and the map.
1535 */ 1519 */
1536void 1520void
1537replace_insert_ob_in_map (const char *arch_string, object *op) 1521replace_insert_ob_in_map (const char *arch_string, object *op)
1538{ 1522{
1539 object *
1540 tmp;
1541 object *
1542 tmp1;
1543
1544 /* first search for itself and remove any old instances */ 1523 /* first search for itself and remove any old instances */
1545 1524
1546 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1525 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1547 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1526 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1548 tmp->destroy (); 1527 tmp->destroy (1);
1549 1528
1550 tmp1 = arch_to_object (archetype::find (arch_string)); 1529 object *tmp = arch_to_object (archetype::find (arch_string));
1551 1530
1552 tmp1->x = op->x; 1531 tmp->x = op->x;
1553 tmp1->y = op->y; 1532 tmp->y = op->y;
1533
1554 insert_ob_in_map (tmp1, op->map, op, 0); 1534 insert_ob_in_map (tmp, op->map, op, 0);
1555} 1535}
1556
1557/*
1558 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1559 * is returned contains nr objects, and the remaining parts contains
1560 * the rest (or is removed and freed if that number is 0).
1561 * On failure, NULL is returned, and the reason put into the
1562 * global static errmsg array.
1563 */
1564 1536
1565object * 1537object *
1566get_split_ob (object *orig_ob, uint32 nr) 1538object::insert_at (object *where, object *originator, int flags)
1567{ 1539{
1568 object *newob; 1540 if (where->env)
1569 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1541 return where->env->insert (this);
1570 1542 else
1571 if (orig_ob->nrof < nr) 1543 return where->map->insert (this, where->x, where->y, originator, flags);
1572 {
1573 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1574 return NULL;
1575 }
1576
1577 newob = object_create_clone (orig_ob);
1578
1579 if ((orig_ob->nrof -= nr) < 1)
1580 orig_ob->destroy (1);
1581 else if (!is_removed)
1582 {
1583 if (orig_ob->env != NULL)
1584 sub_weight (orig_ob->env, orig_ob->weight * nr);
1585 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1586 {
1587 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1588 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1589 return NULL;
1590 }
1591 }
1592
1593 newob->nrof = nr;
1594
1595 return newob;
1596} 1544}
1597 1545
1598/* 1546/*
1599 * decrease_ob_nr(object, number) decreases a specified number from 1547 * decrease(object, number) decreases a specified number from
1600 * the amount of an object. If the amount reaches 0, the object 1548 * the amount of an object. If the amount reaches 0, the object
1601 * is subsequently removed and freed. 1549 * is subsequently removed and freed.
1602 * 1550 *
1603 * Return value: 'op' if something is left, NULL if the amount reached 0 1551 * Return value: 'op' if something is left, NULL if the amount reached 0
1604 */ 1552 */
1553bool
1554object::decrease (sint32 nr)
1555{
1556 if (!nr)
1557 return true;
1605 1558
1559 nr = min (nr, nrof);
1560
1561 nrof -= nr;
1562
1563 if (nrof)
1564 {
1565 adjust_weight (env, -weight * nr); // carrying == 0
1566
1567 if (object *pl = visible_to ())
1568 esrv_update_item (UPD_NROF, pl, this);
1569
1570 return true;
1571 }
1572 else
1573 {
1574 destroy (1);
1575 return false;
1576 }
1577}
1578
1579/*
1580 * split(ob,nr) splits up ob into two parts. The part which
1581 * is returned contains nr objects, and the remaining parts contains
1582 * the rest (or is removed and returned if that number is 0).
1583 * On failure, NULL is returned.
1584 */
1606object * 1585object *
1607decrease_ob_nr (object *op, uint32 i) 1586object::split (sint32 nr)
1608{ 1587{
1609 object *tmp; 1588 int have = number_of ();
1610 player *pl;
1611 1589
1612 if (i == 0) /* objects with op->nrof require this check */ 1590 if (have < nr)
1613 return op; 1591 return 0;
1614 1592 else if (have == nr)
1615 if (i > op->nrof)
1616 i = op->nrof;
1617
1618 if (QUERY_FLAG (op, FLAG_REMOVED))
1619 op->nrof -= i;
1620 else if (op->env != NULL)
1621 { 1593 {
1622 /* is this object in the players inventory, or sub container
1623 * therein?
1624 */
1625 tmp = is_player_inv (op->env);
1626 /* nope. Is this a container the player has opened?
1627 * If so, set tmp to that player.
1628 * IMO, searching through all the players will mostly
1629 * likely be quicker than following op->env to the map,
1630 * and then searching the map for a player.
1631 */
1632 if (!tmp)
1633 {
1634 for (pl = first_player; pl; pl = pl->next)
1635 if (pl->ob->container == op->env)
1636 break;
1637 if (pl)
1638 tmp = pl->ob;
1639 else
1640 tmp = NULL;
1641 }
1642
1643 if (i < op->nrof)
1644 {
1645 sub_weight (op->env, op->weight * i);
1646 op->nrof -= i;
1647 if (tmp)
1648 {
1649 esrv_send_item (tmp, op);
1650 }
1651 }
1652 else
1653 {
1654 op->remove (); 1594 remove ();
1655 op->nrof = 0; 1595 return this;
1656 if (tmp)
1657 {
1658 esrv_del_item (tmp->contr, op->count);
1659 }
1660 }
1661 } 1596 }
1662 else 1597 else
1663 { 1598 {
1664 object *above = op->above; 1599 decrease (nr);
1665 1600
1666 if (i < op->nrof) 1601 object *op = object_create_clone (this);
1667 op->nrof -= i; 1602 op->nrof = nr;
1668 else
1669 {
1670 op->remove ();
1671 op->nrof = 0;
1672 }
1673
1674 /* Since we just removed op, op->above is null */
1675 for (tmp = above; tmp != NULL; tmp = tmp->above)
1676 if (tmp->type == PLAYER)
1677 {
1678 if (op->nrof)
1679 esrv_send_item (tmp, op);
1680 else
1681 esrv_del_item (tmp->contr, op->count);
1682 }
1683 }
1684
1685 if (op->nrof)
1686 return op; 1603 return op;
1687 else
1688 {
1689 op->destroy ();
1690 return NULL;
1691 }
1692}
1693
1694/*
1695 * add_weight(object, weight) adds the specified weight to an object,
1696 * and also updates how much the environment(s) is/are carrying.
1697 */
1698
1699void
1700add_weight (object *op, signed long weight)
1701{
1702 while (op != NULL)
1703 {
1704 if (op->type == CONTAINER)
1705 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1706
1707 op->carrying += weight;
1708 op = op->env;
1709 } 1604 }
1710} 1605}
1711 1606
1712object * 1607object *
1713insert_ob_in_ob (object *op, object *where) 1608insert_ob_in_ob (object *op, object *where)
1718 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1613 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1719 free (dump); 1614 free (dump);
1720 return op; 1615 return op;
1721 } 1616 }
1722 1617
1723 if (where->head) 1618 if (where->head_ () != where)
1724 { 1619 {
1725 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1620 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1726 where = where->head; 1621 where = where->head;
1727 } 1622 }
1728 1623
1729 return where->insert (op); 1624 return where->insert (op);
1730} 1625}
1735 * inside the object environment. 1630 * inside the object environment.
1736 * 1631 *
1737 * The function returns now pointer to inserted item, and return value can 1632 * The function returns now pointer to inserted item, and return value can
1738 * be != op, if items are merged. -Tero 1633 * be != op, if items are merged. -Tero
1739 */ 1634 */
1740
1741object * 1635object *
1742object::insert (object *op) 1636object::insert (object *op)
1743{ 1637{
1744 object *tmp, *otmp;
1745
1746 if (!QUERY_FLAG (op, FLAG_REMOVED))
1747 op->remove ();
1748
1749 if (op->more) 1638 if (op->more)
1750 { 1639 {
1751 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1640 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1752 return op; 1641 return op;
1753 } 1642 }
1754 1643
1755 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1644 op->remove ();
1756 CLEAR_FLAG (op, FLAG_REMOVED); 1645
1646 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1647
1757 if (op->nrof) 1648 if (op->nrof)
1758 {
1759 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1649 for (object *tmp = inv; tmp; tmp = tmp->below)
1760 if (CAN_MERGE (tmp, op)) 1650 if (object::can_merge (tmp, op))
1761 { 1651 {
1762 /* return the original object and remove inserted object 1652 /* return the original object and remove inserted object
1763 (client needs the original object) */ 1653 (client needs the original object) */
1764 tmp->nrof += op->nrof; 1654 tmp->nrof += op->nrof;
1765 /* Weight handling gets pretty funky. Since we are adding to 1655
1766 * tmp->nrof, we need to increase the weight. 1656 if (object *pl = tmp->visible_to ())
1767 */ 1657 esrv_update_item (UPD_NROF, pl, tmp);
1658
1768 add_weight (this, op->weight * op->nrof); 1659 adjust_weight (this, op->total_weight ());
1769 SET_FLAG (op, FLAG_REMOVED); 1660
1770 op->destroy (); /* free the inserted object */ 1661 op->destroy (1);
1771 op = tmp; 1662 op = tmp;
1772 op->remove (); /* and fix old object's links */ 1663 goto inserted;
1773 CLEAR_FLAG (op, FLAG_REMOVED);
1774 break;
1775 } 1664 }
1776 1665
1777 /* I assume combined objects have no inventory 1666 op->owner = 0; // it's his/hers now. period.
1778 * We add the weight - this object could have just been removed
1779 * (if it was possible to merge). calling remove_ob will subtract
1780 * the weight, so we need to add it in again, since we actually do
1781 * the linking below
1782 */
1783 add_weight (this, op->weight * op->nrof);
1784 }
1785 else
1786 add_weight (this, (op->weight + op->carrying));
1787
1788 otmp = is_player_inv (this);
1789 if (otmp && otmp->contr)
1790 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1791 fix_player (otmp);
1792
1793 op->map = NULL; 1667 op->map = 0;
1668 op->x = 0;
1669 op->y = 0;
1670
1671 op->above = 0;
1672 op->below = inv;
1794 op->env = this; 1673 op->env = this;
1795 op->above = NULL;
1796 op->below = NULL;
1797 op->x = 0, op->y = 0;
1798 1674
1675 if (inv)
1676 inv->above = op;
1677
1678 inv = op;
1679
1680 op->flag [FLAG_REMOVED] = 0;
1681
1682 if (object *pl = op->visible_to ())
1683 esrv_send_item (pl, op);
1684
1685 adjust_weight (this, op->total_weight ());
1686
1687inserted:
1799 /* reset the light list and los of the players on the map */ 1688 /* reset the light list and los of the players on the map */
1800 if ((op->glow_radius != 0) && map) 1689 if (op->glow_radius && map && map->darkness)
1801 {
1802#ifdef DEBUG_LIGHTS
1803 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1804#endif /* DEBUG_LIGHTS */
1805 if (MAP_DARKNESS (map))
1806 update_all_los (map, x, y); 1690 update_all_los (map, x, y);
1807 }
1808 1691
1809 /* Client has no idea of ordering so lets not bother ordering it here. 1692 // if this is a player's inventory, update stats
1810 * It sure simplifies this function... 1693 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1811 */ 1694 update_stats ();
1812 if (!inv) 1695
1813 inv = op; 1696 INVOKE_OBJECT (INSERT, this);
1814 else
1815 {
1816 op->below = inv;
1817 op->below->above = op;
1818 inv = op;
1819 }
1820 1697
1821 return op; 1698 return op;
1822} 1699}
1823 1700
1824/* 1701/*
1839 * 1716 *
1840 * MSW 2001-07-08: Check all objects on space, not just those below 1717 * MSW 2001-07-08: Check all objects on space, not just those below
1841 * object being inserted. insert_ob_in_map may not put new objects 1718 * object being inserted. insert_ob_in_map may not put new objects
1842 * on top. 1719 * on top.
1843 */ 1720 */
1844
1845int 1721int
1846check_move_on (object *op, object *originator) 1722check_move_on (object *op, object *originator)
1847{ 1723{
1848 object *tmp; 1724 object *tmp;
1849 maptile *m = op->map; 1725 maptile *m = op->map;
1876 1752
1877 /* The objects have to be checked from top to bottom. 1753 /* The objects have to be checked from top to bottom.
1878 * Hence, we first go to the top: 1754 * Hence, we first go to the top:
1879 */ 1755 */
1880 1756
1881 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1757 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1882 { 1758 {
1883 /* Trim the search when we find the first other spell effect 1759 /* Trim the search when we find the first other spell effect
1884 * this helps performance so that if a space has 50 spell objects, 1760 * this helps performance so that if a space has 50 spell objects,
1885 * we don't need to check all of them. 1761 * we don't need to check all of them.
1886 */ 1762 */
1904 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1780 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1905 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1781 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1906 { 1782 {
1907 1783
1908 float 1784 float
1909 diff = tmp->move_slow_penalty * FABS (op->speed); 1785 diff = tmp->move_slow_penalty * fabs (op->speed);
1910 1786
1911 if (op->type == PLAYER) 1787 if (op->type == PLAYER)
1912 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1788 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1913 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1789 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1914 diff /= 4.0; 1790 diff /= 4.0;
1941/* 1817/*
1942 * present_arch(arch, map, x, y) searches for any objects with 1818 * present_arch(arch, map, x, y) searches for any objects with
1943 * a matching archetype at the given map and coordinates. 1819 * a matching archetype at the given map and coordinates.
1944 * The first matching object is returned, or NULL if none. 1820 * The first matching object is returned, or NULL if none.
1945 */ 1821 */
1946
1947object * 1822object *
1948present_arch (const archetype *at, maptile *m, int x, int y) 1823present_arch (const archetype *at, maptile *m, int x, int y)
1949{ 1824{
1950 object *
1951 tmp;
1952
1953 if (m == NULL || out_of_map (m, x, y)) 1825 if (!m || out_of_map (m, x, y))
1954 { 1826 {
1955 LOG (llevError, "Present_arch called outside map.\n"); 1827 LOG (llevError, "Present_arch called outside map.\n");
1956 return NULL; 1828 return NULL;
1957 } 1829 }
1958 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1830
1831 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1959 if (tmp->arch == at) 1832 if (tmp->arch == at)
1960 return tmp; 1833 return tmp;
1834
1961 return NULL; 1835 return NULL;
1962} 1836}
1963 1837
1964/* 1838/*
1965 * present(type, map, x, y) searches for any objects with 1839 * present(type, map, x, y) searches for any objects with
1966 * a matching type variable at the given map and coordinates. 1840 * a matching type variable at the given map and coordinates.
1967 * The first matching object is returned, or NULL if none. 1841 * The first matching object is returned, or NULL if none.
1968 */ 1842 */
1969
1970object * 1843object *
1971present (unsigned char type, maptile *m, int x, int y) 1844present (unsigned char type, maptile *m, int x, int y)
1972{ 1845{
1973 object *
1974 tmp;
1975
1976 if (out_of_map (m, x, y)) 1846 if (out_of_map (m, x, y))
1977 { 1847 {
1978 LOG (llevError, "Present called outside map.\n"); 1848 LOG (llevError, "Present called outside map.\n");
1979 return NULL; 1849 return NULL;
1980 } 1850 }
1981 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1851
1852 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1982 if (tmp->type == type) 1853 if (tmp->type == type)
1983 return tmp; 1854 return tmp;
1855
1984 return NULL; 1856 return NULL;
1985} 1857}
1986 1858
1987/* 1859/*
1988 * present_in_ob(type, object) searches for any objects with 1860 * present_in_ob(type, object) searches for any objects with
1989 * a matching type variable in the inventory of the given object. 1861 * a matching type variable in the inventory of the given object.
1990 * The first matching object is returned, or NULL if none. 1862 * The first matching object is returned, or NULL if none.
1991 */ 1863 */
1992
1993object * 1864object *
1994present_in_ob (unsigned char type, const object *op) 1865present_in_ob (unsigned char type, const object *op)
1995{ 1866{
1996 object *
1997 tmp;
1998
1999 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1867 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2000 if (tmp->type == type) 1868 if (tmp->type == type)
2001 return tmp; 1869 return tmp;
1870
2002 return NULL; 1871 return NULL;
2003} 1872}
2004 1873
2005/* 1874/*
2006 * present_in_ob (type, str, object) searches for any objects with 1875 * present_in_ob (type, str, object) searches for any objects with
2014 * str is the string to match against. Note that we match against 1883 * str is the string to match against. Note that we match against
2015 * the object name, not the archetype name. this is so that the 1884 * the object name, not the archetype name. this is so that the
2016 * spell code can use one object type (force), but change it's name 1885 * spell code can use one object type (force), but change it's name
2017 * to be unique. 1886 * to be unique.
2018 */ 1887 */
2019
2020object * 1888object *
2021present_in_ob_by_name (int type, const char *str, const object *op) 1889present_in_ob_by_name (int type, const char *str, const object *op)
2022{ 1890{
2023 object *
2024 tmp;
2025
2026 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1891 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2027 {
2028 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1892 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2029 return tmp; 1893 return tmp;
2030 } 1894
2031 return NULL; 1895 return 0;
2032} 1896}
2033 1897
2034/* 1898/*
2035 * present_arch_in_ob(archetype, object) searches for any objects with 1899 * present_arch_in_ob(archetype, object) searches for any objects with
2036 * a matching archetype in the inventory of the given object. 1900 * a matching archetype in the inventory of the given object.
2037 * The first matching object is returned, or NULL if none. 1901 * The first matching object is returned, or NULL if none.
2038 */ 1902 */
2039
2040object * 1903object *
2041present_arch_in_ob (const archetype *at, const object *op) 1904present_arch_in_ob (const archetype *at, const object *op)
2042{ 1905{
2043 object *
2044 tmp;
2045
2046 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1906 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2047 if (tmp->arch == at) 1907 if (tmp->arch == at)
2048 return tmp; 1908 return tmp;
1909
2049 return NULL; 1910 return NULL;
2050} 1911}
2051 1912
2052/* 1913/*
2053 * activate recursively a flag on an object inventory 1914 * activate recursively a flag on an object inventory
2054 */ 1915 */
2055void 1916void
2056flag_inv (object *op, int flag) 1917flag_inv (object *op, int flag)
2057{ 1918{
2058 object *
2059 tmp;
2060
2061 if (op->inv)
2062 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1919 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2063 { 1920 {
2064 SET_FLAG (tmp, flag); 1921 SET_FLAG (tmp, flag);
2065 flag_inv (tmp, flag); 1922 flag_inv (tmp, flag);
2066 } 1923 }
2067} /* 1924}
1925
1926/*
2068 * desactivate recursively a flag on an object inventory 1927 * deactivate recursively a flag on an object inventory
2069 */ 1928 */
2070void 1929void
2071unflag_inv (object *op, int flag) 1930unflag_inv (object *op, int flag)
2072{ 1931{
2073 object *
2074 tmp;
2075
2076 if (op->inv)
2077 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1932 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2078 { 1933 {
2079 CLEAR_FLAG (tmp, flag); 1934 CLEAR_FLAG (tmp, flag);
2080 unflag_inv (tmp, flag); 1935 unflag_inv (tmp, flag);
2081 } 1936 }
2082}
2083
2084/*
2085 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2086 * all it's inventory (recursively).
2087 * If checksums are used, a player will get set_cheat called for
2088 * him/her-self and all object carried by a call to this function.
2089 */
2090
2091void
2092set_cheat (object *op)
2093{
2094 SET_FLAG (op, FLAG_WAS_WIZ);
2095 flag_inv (op, FLAG_WAS_WIZ);
2096} 1937}
2097 1938
2098/* 1939/*
2099 * find_free_spot(object, map, x, y, start, stop) will search for 1940 * find_free_spot(object, map, x, y, start, stop) will search for
2100 * a spot at the given map and coordinates which will be able to contain 1941 * a spot at the given map and coordinates which will be able to contain
2102 * to search (see the freearr_x/y[] definition). 1943 * to search (see the freearr_x/y[] definition).
2103 * It returns a random choice among the alternatives found. 1944 * It returns a random choice among the alternatives found.
2104 * start and stop are where to start relative to the free_arr array (1,9 1945 * start and stop are where to start relative to the free_arr array (1,9
2105 * does all 4 immediate directions). This returns the index into the 1946 * does all 4 immediate directions). This returns the index into the
2106 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1947 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2107 * Note - this only checks to see if there is space for the head of the
2108 * object - if it is a multispace object, this should be called for all
2109 * pieces.
2110 * Note2: This function does correctly handle tiled maps, but does not 1948 * Note: This function does correctly handle tiled maps, but does not
2111 * inform the caller. However, insert_ob_in_map will update as 1949 * inform the caller. However, insert_ob_in_map will update as
2112 * necessary, so the caller shouldn't need to do any special work. 1950 * necessary, so the caller shouldn't need to do any special work.
2113 * Note - updated to take an object instead of archetype - this is necessary 1951 * Note - updated to take an object instead of archetype - this is necessary
2114 * because arch_blocked (now ob_blocked) needs to know the movement type 1952 * because arch_blocked (now ob_blocked) needs to know the movement type
2115 * to know if the space in question will block the object. We can't use 1953 * to know if the space in question will block the object. We can't use
2116 * the archetype because that isn't correct if the monster has been 1954 * the archetype because that isn't correct if the monster has been
2117 * customized, changed states, etc. 1955 * customized, changed states, etc.
2118 */ 1956 */
2119
2120int 1957int
2121find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1958find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2122{ 1959{
2123 int
2124 i,
2125 index = 0, flag;
2126 static int
2127 altern[SIZEOFFREE]; 1960 int altern[SIZEOFFREE];
1961 int index = 0, flag;
2128 1962
2129 for (i = start; i < stop; i++) 1963 for (int i = start; i < stop; i++)
2130 { 1964 {
2131 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1965 mapxy pos (m, x, y); pos.move (i);
2132 if (!flag) 1966
1967 if (!pos.normalise ())
1968 continue;
1969
1970 mapspace &ms = *pos;
1971
1972 if (ms.flags () & P_IS_ALIVE)
1973 continue;
1974
1975 /* However, often
1976 * ob doesn't have any move type (when used to place exits)
1977 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1978 */
1979 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1980 {
2133 altern[index++] = i; 1981 altern [index++] = i;
1982 continue;
1983 }
2134 1984
2135 /* Basically, if we find a wall on a space, we cut down the search size. 1985 /* Basically, if we find a wall on a space, we cut down the search size.
2136 * In this way, we won't return spaces that are on another side of a wall. 1986 * In this way, we won't return spaces that are on another side of a wall.
2137 * This mostly work, but it cuts down the search size in all directions - 1987 * This mostly work, but it cuts down the search size in all directions -
2138 * if the space being examined only has a wall to the north and empty 1988 * if the space being examined only has a wall to the north and empty
2139 * spaces in all the other directions, this will reduce the search space 1989 * spaces in all the other directions, this will reduce the search space
2140 * to only the spaces immediately surrounding the target area, and 1990 * to only the spaces immediately surrounding the target area, and
2141 * won't look 2 spaces south of the target space. 1991 * won't look 2 spaces south of the target space.
2142 */ 1992 */
2143 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1993 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1994 {
2144 stop = maxfree[i]; 1995 stop = maxfree[i];
1996 continue;
1997 }
1998
1999 /* Note it is intentional that we check ob - the movement type of the
2000 * head of the object should correspond for the entire object.
2001 */
2002 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2003 continue;
2004
2005 if (ob->blocked (m, pos.x, pos.y))
2006 continue;
2007
2008 altern [index++] = i;
2145 } 2009 }
2010
2146 if (!index) 2011 if (!index)
2147 return -1; 2012 return -1;
2013
2148 return altern[RANDOM () % index]; 2014 return altern [rndm (index)];
2149} 2015}
2150 2016
2151/* 2017/*
2152 * find_first_free_spot(archetype, maptile, x, y) works like 2018 * find_first_free_spot(archetype, maptile, x, y) works like
2153 * find_free_spot(), but it will search max number of squares. 2019 * find_free_spot(), but it will search max number of squares.
2154 * But it will return the first available spot, not a random choice. 2020 * But it will return the first available spot, not a random choice.
2155 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2021 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2156 */ 2022 */
2157
2158int 2023int
2159find_first_free_spot (const object *ob, maptile *m, int x, int y) 2024find_first_free_spot (const object *ob, maptile *m, int x, int y)
2160{ 2025{
2161 int
2162 i;
2163
2164 for (i = 0; i < SIZEOFFREE; i++) 2026 for (int i = 0; i < SIZEOFFREE; i++)
2165 {
2166 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2027 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2167 return i; 2028 return i;
2168 } 2029
2169 return -1; 2030 return -1;
2170} 2031}
2171 2032
2172/* 2033/*
2173 * The function permute(arr, begin, end) randomly reorders the array 2034 * The function permute(arr, begin, end) randomly reorders the array
2174 * arr[begin..end-1]. 2035 * arr[begin..end-1].
2036 * now uses a fisher-yates shuffle, old permute was broken
2175 */ 2037 */
2176static void 2038static void
2177permute (int *arr, int begin, int end) 2039permute (int *arr, int begin, int end)
2178{ 2040{
2179 int 2041 arr += begin;
2180 i,
2181 j,
2182 tmp,
2183 len;
2184
2185 len = end - begin; 2042 end -= begin;
2186 for (i = begin; i < end; i++)
2187 {
2188 j = begin + RANDOM () % len;
2189 2043
2190 tmp = arr[i]; 2044 while (--end)
2191 arr[i] = arr[j]; 2045 swap (arr [end], arr [rndm (end + 1)]);
2192 arr[j] = tmp;
2193 }
2194} 2046}
2195 2047
2196/* new function to make monster searching more efficient, and effective! 2048/* new function to make monster searching more efficient, and effective!
2197 * This basically returns a randomized array (in the passed pointer) of 2049 * This basically returns a randomized array (in the passed pointer) of
2198 * the spaces to find monsters. In this way, it won't always look for 2050 * the spaces to find monsters. In this way, it won't always look for
2201 * the 3x3 area will be searched, just not in a predictable order. 2053 * the 3x3 area will be searched, just not in a predictable order.
2202 */ 2054 */
2203void 2055void
2204get_search_arr (int *search_arr) 2056get_search_arr (int *search_arr)
2205{ 2057{
2206 int 2058 int i;
2207 i;
2208 2059
2209 for (i = 0; i < SIZEOFFREE; i++) 2060 for (i = 0; i < SIZEOFFREE; i++)
2210 {
2211 search_arr[i] = i; 2061 search_arr[i] = i;
2212 }
2213 2062
2214 permute (search_arr, 1, SIZEOFFREE1 + 1); 2063 permute (search_arr, 1, SIZEOFFREE1 + 1);
2215 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2064 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2216 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2065 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2217} 2066}
2226 * Perhaps incorrectly, but I'm making the assumption that exclude 2075 * Perhaps incorrectly, but I'm making the assumption that exclude
2227 * is actually want is going to try and move there. We need this info 2076 * is actually want is going to try and move there. We need this info
2228 * because we have to know what movement the thing looking to move 2077 * because we have to know what movement the thing looking to move
2229 * there is capable of. 2078 * there is capable of.
2230 */ 2079 */
2231
2232int 2080int
2233find_dir (maptile *m, int x, int y, object *exclude) 2081find_dir (maptile *m, int x, int y, object *exclude)
2234{ 2082{
2235 int
2236 i,
2237 max = SIZEOFFREE, mflags; 2083 int i, max = SIZEOFFREE, mflags;
2238 2084
2239 sint16 nx, ny; 2085 sint16 nx, ny;
2240 object * 2086 object *tmp;
2241 tmp;
2242 maptile * 2087 maptile *mp;
2243 mp;
2244 2088
2245 MoveType blocked, move_type; 2089 MoveType blocked, move_type;
2246 2090
2247 if (exclude && exclude->head) 2091 if (exclude && exclude->head_ () != exclude)
2248 { 2092 {
2249 exclude = exclude->head; 2093 exclude = exclude->head;
2250 move_type = exclude->move_type; 2094 move_type = exclude->move_type;
2251 } 2095 }
2252 else 2096 else
2260 mp = m; 2104 mp = m;
2261 nx = x + freearr_x[i]; 2105 nx = x + freearr_x[i];
2262 ny = y + freearr_y[i]; 2106 ny = y + freearr_y[i];
2263 2107
2264 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2108 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2109
2265 if (mflags & P_OUT_OF_MAP) 2110 if (mflags & P_OUT_OF_MAP)
2266 {
2267 max = maxfree[i]; 2111 max = maxfree[i];
2268 }
2269 else 2112 else
2270 { 2113 {
2271 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2114 mapspace &ms = mp->at (nx, ny);
2115
2116 blocked = ms.move_block;
2272 2117
2273 if ((move_type & blocked) == move_type) 2118 if ((move_type & blocked) == move_type)
2274 {
2275 max = maxfree[i]; 2119 max = maxfree[i];
2276 }
2277 else if (mflags & P_IS_ALIVE) 2120 else if (mflags & P_IS_ALIVE)
2278 { 2121 {
2279 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2122 for (tmp = ms.bot; tmp; tmp = tmp->above)
2280 { 2123 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2281 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2124 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2282 {
2283 break; 2125 break;
2284 } 2126
2285 }
2286 if (tmp) 2127 if (tmp)
2287 {
2288 return freedir[i]; 2128 return freedir[i];
2289 }
2290 } 2129 }
2291 } 2130 }
2292 } 2131 }
2132
2293 return 0; 2133 return 0;
2294} 2134}
2295 2135
2296/* 2136/*
2297 * distance(object 1, object 2) will return the square of the 2137 * distance(object 1, object 2) will return the square of the
2298 * distance between the two given objects. 2138 * distance between the two given objects.
2299 */ 2139 */
2300
2301int 2140int
2302distance (const object *ob1, const object *ob2) 2141distance (const object *ob1, const object *ob2)
2303{ 2142{
2304 int
2305 i;
2306
2307 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2143 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2308 return i;
2309} 2144}
2310 2145
2311/* 2146/*
2312 * find_dir_2(delta-x,delta-y) will return a direction in which 2147 * find_dir_2(delta-x,delta-y) will return a direction in which
2313 * an object which has subtracted the x and y coordinates of another 2148 * an object which has subtracted the x and y coordinates of another
2314 * object, needs to travel toward it. 2149 * object, needs to travel toward it.
2315 */ 2150 */
2316
2317int 2151int
2318find_dir_2 (int x, int y) 2152find_dir_2 (int x, int y)
2319{ 2153{
2320 int 2154 int q;
2321 q;
2322 2155
2323 if (y) 2156 if (y)
2324 q = x * 100 / y; 2157 q = x * 100 / y;
2325 else if (x) 2158 else if (x)
2326 q = -300 * x; 2159 q = -300 * x;
2351 2184
2352 return 3; 2185 return 3;
2353} 2186}
2354 2187
2355/* 2188/*
2356 * absdir(int): Returns a number between 1 and 8, which represent
2357 * the "absolute" direction of a number (it actually takes care of
2358 * "overflow" in previous calculations of a direction).
2359 */
2360
2361int
2362absdir (int d)
2363{
2364 while (d < 1)
2365 d += 8;
2366 while (d > 8)
2367 d -= 8;
2368 return d;
2369}
2370
2371/*
2372 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2189 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2373 * between two directions (which are expected to be absolute (see absdir()) 2190 * between two directions (which are expected to be absolute (see absdir())
2374 */ 2191 */
2375
2376int 2192int
2377dirdiff (int dir1, int dir2) 2193dirdiff (int dir1, int dir2)
2378{ 2194{
2379 int 2195 int d;
2380 d;
2381 2196
2382 d = abs (dir1 - dir2); 2197 d = abs (dir1 - dir2);
2383 if (d > 4) 2198 if (d > 4)
2384 d = 8 - d; 2199 d = 8 - d;
2200
2385 return d; 2201 return d;
2386} 2202}
2387 2203
2388/* peterm: 2204/* peterm:
2389 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2205 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2392 * This basically means that if direction is 15, then it could either go 2208 * This basically means that if direction is 15, then it could either go
2393 * direction 4, 14, or 16 to get back to where we are. 2209 * direction 4, 14, or 16 to get back to where we are.
2394 * Moved from spell_util.c to object.c with the other related direction 2210 * Moved from spell_util.c to object.c with the other related direction
2395 * functions. 2211 * functions.
2396 */ 2212 */
2397
2398int
2399 reduction_dir[SIZEOFFREE][3] = { 2213int reduction_dir[SIZEOFFREE][3] = {
2400 {0, 0, 0}, /* 0 */ 2214 {0, 0, 0}, /* 0 */
2401 {0, 0, 0}, /* 1 */ 2215 {0, 0, 0}, /* 1 */
2402 {0, 0, 0}, /* 2 */ 2216 {0, 0, 0}, /* 2 */
2403 {0, 0, 0}, /* 3 */ 2217 {0, 0, 0}, /* 3 */
2404 {0, 0, 0}, /* 4 */ 2218 {0, 0, 0}, /* 4 */
2452 * find a path to that monster that we found. If not, 2266 * find a path to that monster that we found. If not,
2453 * we don't bother going toward it. Returns 1 if we 2267 * we don't bother going toward it. Returns 1 if we
2454 * can see a direct way to get it 2268 * can see a direct way to get it
2455 * Modified to be map tile aware -.MSW 2269 * Modified to be map tile aware -.MSW
2456 */ 2270 */
2457
2458
2459int 2271int
2460can_see_monsterP (maptile *m, int x, int y, int dir) 2272can_see_monsterP (maptile *m, int x, int y, int dir)
2461{ 2273{
2462 sint16 dx, dy; 2274 sint16 dx, dy;
2463 int
2464 mflags; 2275 int mflags;
2465 2276
2466 if (dir < 0) 2277 if (dir < 0)
2467 return 0; /* exit condition: invalid direction */ 2278 return 0; /* exit condition: invalid direction */
2468 2279
2469 dx = x + freearr_x[dir]; 2280 dx = x + freearr_x[dir];
2482 return 0; 2293 return 0;
2483 2294
2484 /* yes, can see. */ 2295 /* yes, can see. */
2485 if (dir < 9) 2296 if (dir < 9)
2486 return 1; 2297 return 1;
2298
2487 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2299 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2488 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2300 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2301 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2489} 2302}
2490
2491
2492 2303
2493/* 2304/*
2494 * can_pick(picker, item): finds out if an object is possible to be 2305 * can_pick(picker, item): finds out if an object is possible to be
2495 * picked up by the picker. Returnes 1 if it can be 2306 * picked up by the picker. Returnes 1 if it can be
2496 * picked up, otherwise 0. 2307 * picked up, otherwise 0.
2498 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2309 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2499 * core dumps if they do. 2310 * core dumps if they do.
2500 * 2311 *
2501 * Add a check so we can't pick up invisible objects (0.93.8) 2312 * Add a check so we can't pick up invisible objects (0.93.8)
2502 */ 2313 */
2503
2504int 2314int
2505can_pick (const object *who, const object *item) 2315can_pick (const object *who, const object *item)
2506{ 2316{
2507 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2317 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2508 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2318 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2509 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2319 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2510} 2320}
2511 2321
2512
2513/* 2322/*
2514 * create clone from object to another 2323 * create clone from object to another
2515 */ 2324 */
2516object * 2325object *
2517object_create_clone (object *asrc) 2326object_create_clone (object *asrc)
2518{ 2327{
2519 object *dst = 0, *tmp, *src, *part, *prev, *item; 2328 object *dst = 0;
2520 2329
2521 if (!asrc) 2330 if (!asrc)
2522 return 0; 2331 return 0;
2523 2332
2524 src = asrc; 2333 object *src = asrc->head_ ();
2525 if (src->head)
2526 src = src->head;
2527 2334
2528 prev = 0; 2335 object *prev = 0;
2529 for (part = src; part; part = part->more) 2336 for (object *part = src; part; part = part->more)
2530 { 2337 {
2531 tmp = part->clone (); 2338 object *tmp = part->clone ();
2339
2532 tmp->x -= src->x; 2340 tmp->x -= src->x;
2533 tmp->y -= src->y; 2341 tmp->y -= src->y;
2534 2342
2535 if (!part->head) 2343 if (!part->head)
2536 { 2344 {
2537 dst = tmp; 2345 dst = tmp;
2538 tmp->head = 0; 2346 tmp->head = 0;
2539 } 2347 }
2540 else 2348 else
2541 {
2542 tmp->head = dst; 2349 tmp->head = dst;
2543 }
2544 2350
2545 tmp->more = 0; 2351 tmp->more = 0;
2546 2352
2547 if (prev) 2353 if (prev)
2548 prev->more = tmp; 2354 prev->more = tmp;
2549 2355
2550 prev = tmp; 2356 prev = tmp;
2551 } 2357 }
2552 2358
2553 for (item = src->inv; item; item = item->below) 2359 for (object *item = src->inv; item; item = item->below)
2554 insert_ob_in_ob (object_create_clone (item), dst); 2360 insert_ob_in_ob (object_create_clone (item), dst);
2555 2361
2556 return dst; 2362 return dst;
2557}
2558
2559/* GROS - Creates an object using a string representing its content. */
2560/* Basically, we save the content of the string to a temp file, then call */
2561/* load_object on it. I admit it is a highly inefficient way to make things, */
2562/* but it was simple to make and allows reusing the load_object function. */
2563/* Remember not to use load_object_str in a time-critical situation. */
2564/* Also remember that multiparts objects are not supported for now. */
2565
2566object *
2567load_object_str (const char *obstr)
2568{
2569 object *op;
2570 char filename[MAX_BUF];
2571
2572 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2573
2574 FILE *tempfile = fopen (filename, "w");
2575
2576 if (tempfile == NULL)
2577 {
2578 LOG (llevError, "Error - Unable to access load object temp file\n");
2579 return NULL;
2580 }
2581
2582 fprintf (tempfile, obstr);
2583 fclose (tempfile);
2584
2585 op = object::create ();
2586
2587 object_thawer thawer (filename);
2588
2589 if (thawer)
2590 load_object (thawer, op, 0);
2591
2592 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2593 CLEAR_FLAG (op, FLAG_REMOVED);
2594
2595 return op;
2596} 2363}
2597 2364
2598/* This returns the first object in who's inventory that 2365/* This returns the first object in who's inventory that
2599 * has the same type and subtype match. 2366 * has the same type and subtype match.
2600 * returns NULL if no match. 2367 * returns NULL if no match.
2601 */ 2368 */
2602object * 2369object *
2603find_obj_by_type_subtype (const object *who, int type, int subtype) 2370find_obj_by_type_subtype (const object *who, int type, int subtype)
2604{ 2371{
2605 object *tmp;
2606
2607 for (tmp = who->inv; tmp; tmp = tmp->below) 2372 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2608 if (tmp->type == type && tmp->subtype == subtype) 2373 if (tmp->type == type && tmp->subtype == subtype)
2609 return tmp; 2374 return tmp;
2610 2375
2611 return NULL; 2376 return 0;
2612} 2377}
2613 2378
2614/* If ob has a field named key, return the link from the list, 2379/* If ob has a field named key, return the link from the list,
2615 * otherwise return NULL. 2380 * otherwise return NULL.
2616 * 2381 *
2618 * do the desired thing. 2383 * do the desired thing.
2619 */ 2384 */
2620key_value * 2385key_value *
2621get_ob_key_link (const object *ob, const char *key) 2386get_ob_key_link (const object *ob, const char *key)
2622{ 2387{
2623 key_value *link;
2624
2625 for (link = ob->key_values; link != NULL; link = link->next) 2388 for (key_value *link = ob->key_values; link; link = link->next)
2626 if (link->key == key) 2389 if (link->key == key)
2627 return link; 2390 return link;
2628 2391
2629 return NULL; 2392 return 0;
2630} 2393}
2631 2394
2632/* 2395/*
2633 * Returns the value of op has an extra_field for key, or NULL. 2396 * Returns the value of op has an extra_field for key, or NULL.
2634 * 2397 *
2659 if (link->key == canonical_key) 2422 if (link->key == canonical_key)
2660 return link->value; 2423 return link->value;
2661 2424
2662 return 0; 2425 return 0;
2663} 2426}
2664
2665 2427
2666/* 2428/*
2667 * Updates the canonical_key in op to value. 2429 * Updates the canonical_key in op to value.
2668 * 2430 *
2669 * canonical_key is a shared string (value doesn't have to be). 2431 * canonical_key is a shared string (value doesn't have to be).
2674 * Returns TRUE on success. 2436 * Returns TRUE on success.
2675 */ 2437 */
2676int 2438int
2677set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2439set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2678{ 2440{
2679 key_value *
2680 field = NULL, *last = NULL; 2441 key_value *field = NULL, *last = NULL;
2681 2442
2682 for (field = op->key_values; field != NULL; field = field->next) 2443 for (field = op->key_values; field != NULL; field = field->next)
2683 { 2444 {
2684 if (field->key != canonical_key) 2445 if (field->key != canonical_key)
2685 { 2446 {
2694 /* Basically, if the archetype has this key set, 2455 /* Basically, if the archetype has this key set,
2695 * we need to store the null value so when we save 2456 * we need to store the null value so when we save
2696 * it, we save the empty value so that when we load, 2457 * it, we save the empty value so that when we load,
2697 * we get this value back again. 2458 * we get this value back again.
2698 */ 2459 */
2699 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2460 if (get_ob_key_link (op->arch, canonical_key))
2700 field->value = 0; 2461 field->value = 0;
2701 else 2462 else
2702 { 2463 {
2703 if (last) 2464 if (last)
2704 last->next = field->next; 2465 last->next = field->next;
2713 /* IF we get here, key doesn't exist */ 2474 /* IF we get here, key doesn't exist */
2714 2475
2715 /* No field, we'll have to add it. */ 2476 /* No field, we'll have to add it. */
2716 2477
2717 if (!add_key) 2478 if (!add_key)
2718 {
2719 return FALSE; 2479 return FALSE;
2720 } 2480
2721 /* There isn't any good reason to store a null 2481 /* There isn't any good reason to store a null
2722 * value in the key/value list. If the archetype has 2482 * value in the key/value list. If the archetype has
2723 * this key, then we should also have it, so shouldn't 2483 * this key, then we should also have it, so shouldn't
2724 * be here. If user wants to store empty strings, 2484 * be here. If user wants to store empty strings,
2725 * should pass in "" 2485 * should pass in ""
2774 } 2534 }
2775 else 2535 else
2776 item = item->env; 2536 item = item->env;
2777} 2537}
2778 2538
2539const char *
2540object::flag_desc (char *desc, int len) const
2541{
2542 char *p = desc;
2543 bool first = true;
2544
2545 *p = 0;
2546
2547 for (int i = 0; i < NUM_FLAGS; i++)
2548 {
2549 if (len <= 10) // magic constant!
2550 {
2551 snprintf (p, len, ",...");
2552 break;
2553 }
2554
2555 if (flag [i])
2556 {
2557 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2558 len -= cnt;
2559 p += cnt;
2560 first = false;
2561 }
2562 }
2563
2564 return desc;
2565}
2566
2779// return a suitable string describing an objetc in enough detail to find it 2567// return a suitable string describing an object in enough detail to find it
2780const char * 2568const char *
2781object::debug_desc (char *info) const 2569object::debug_desc (char *info) const
2782{ 2570{
2571 char flagdesc[512];
2783 char info2[256 * 3]; 2572 char info2[256 * 4];
2784 char *p = info; 2573 char *p = info;
2785 2574
2786 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2575 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2787 count, 2576 count,
2577 uuid.c_str (),
2788 &name, 2578 &name,
2789 title ? " " : "", 2579 title ? "\",title:\"" : "",
2790 title ? (const char *)title : ""); 2580 title ? (const char *)title : "",
2581 flag_desc (flagdesc, 512), type);
2791 2582
2792 if (env) 2583 if (!flag[FLAG_REMOVED] && env)
2793 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2584 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2794 2585
2795 if (map) 2586 if (map)
2796 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2587 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2797 2588
2798 return info; 2589 return info;
2799} 2590}
2800 2591
2801const char * 2592const char *
2802object::debug_desc () const 2593object::debug_desc () const
2803{ 2594{
2804 static char info[256 * 3]; 2595 static char info[3][256 * 4];
2596 static int info_idx;
2597
2805 return debug_desc (info); 2598 return debug_desc (info [++info_idx % 3]);
2806} 2599}
2807 2600
2601struct region *
2602object::region () const
2603{
2604 return map ? map->region (x, y)
2605 : region::default_region ();
2606}
2607
2608const materialtype_t *
2609object::dominant_material () const
2610{
2611 if (materialtype_t *mt = name_to_material (materialname))
2612 return mt;
2613
2614 return name_to_material (shstr_unknown);
2615}
2616
2617void
2618object::open_container (object *new_container)
2619{
2620 if (container == new_container)
2621 return;
2622
2623 object *old_container = container;
2624
2625 if (old_container)
2626 {
2627 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2628 return;
2629
2630#if 0
2631 // remove the "Close old_container" object.
2632 if (object *closer = old_container->inv)
2633 if (closer->type == CLOSE_CON)
2634 closer->destroy ();
2635#endif
2636
2637 // make sure the container is available
2638 esrv_send_item (this, old_container);
2639
2640 old_container->flag [FLAG_APPLIED] = false;
2641 container = 0;
2642
2643 // client needs item update to make it work, client bug requires this to be separate
2644 esrv_update_item (UPD_FLAGS, this, old_container);
2645
2646 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2647 play_sound (sound_find ("chest_close"));
2648 }
2649
2650 if (new_container)
2651 {
2652 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2653 return;
2654
2655 // TODO: this does not seem to serve any purpose anymore?
2656#if 0
2657 // insert the "Close Container" object.
2658 if (archetype *closer = new_container->other_arch)
2659 {
2660 object *closer = arch_to_object (new_container->other_arch);
2661 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2662 new_container->insert (closer);
2663 }
2664#endif
2665
2666 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2667
2668 // make sure the container is available, client bug requires this to be separate
2669 esrv_send_item (this, new_container);
2670
2671 new_container->flag [FLAG_APPLIED] = true;
2672 container = new_container;
2673
2674 // client needs flag change
2675 esrv_update_item (UPD_FLAGS, this, new_container);
2676 esrv_send_inventory (this, new_container);
2677 play_sound (sound_find ("chest_open"));
2678 }
2679// else if (!old_container->env && contr && contr->ns)
2680// contr->ns->floorbox_reset ();
2681}
2682
2683object *
2684object::force_find (const shstr name)
2685{
2686 /* cycle through his inventory to look for the MARK we want to
2687 * place
2688 */
2689 for (object *tmp = inv; tmp; tmp = tmp->below)
2690 if (tmp->type == FORCE && tmp->slaying == name)
2691 return splay (tmp);
2692
2693 return 0;
2694}
2695
2696void
2697object::force_add (const shstr name, int duration)
2698{
2699 if (object *force = force_find (name))
2700 force->destroy ();
2701
2702 object *force = get_archetype (FORCE_NAME);
2703
2704 force->slaying = name;
2705 force->stats.food = 1;
2706 force->speed_left = -1.f;
2707
2708 force->set_speed (duration ? 1.f / duration : 0.f);
2709 force->flag [FLAG_IS_USED_UP] = true;
2710 force->flag [FLAG_APPLIED] = true;
2711
2712 insert (force);
2713}
2714
2715void
2716object::play_sound (faceidx sound)
2717{
2718 if (!sound)
2719 return;
2720
2721 if (flag [FLAG_REMOVED])
2722 return;
2723
2724 if (env)
2725 {
2726 if (object *pl = in_player ())
2727 pl->contr->play_sound (sound);
2728 }
2729 else
2730 map->play_sound (sound, x, y);
2731}
2732

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