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Comparing deliantra/server/common/object.C (file contents):
Revision 1.78 by root, Fri Dec 22 16:34:00 2006 UTC vs.
Revision 1.288 by root, Sat Oct 3 22:36:08 2009 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 (©) 2005,2006,2007,2008,2009 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
35#include <bitset> 32#include <bitset>
36 33
37int nrofallocobjects = 0; 34UUID UUID::cur;
38static UUID uuid; 35static uint64_t seq_next_save;
39const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
40 38
41object *active_objects; /* List of active objects that need to be processed */ 39objectvec objects;
40activevec actives;
42 41
43short 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, 42short freearr_x[SIZEOFFREE] = {
43 0,
44 0, 1, 1, 1, 0, -1, -1, -1,
45 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
46short 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, 48short freearr_y[SIZEOFFREE] = {
49 0,
50 -1, -1, 0, 1, 1, 1, 0, -1,
51 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 52 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
48}; 53};
49int 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, 54int maxfree[SIZEOFFREE] = {
55 0,
56 9, 10, 13, 14, 17, 18, 21, 22,
57 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
50 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 58 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51}; 59};
52int freedir[SIZEOFFREE] = { 60int freedir[SIZEOFFREE] = {
53 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, 61 0,
62 1, 2, 3, 4, 5, 6, 7, 8,
63 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 64 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55}; 65};
56 66
57static void 67static void
58write_uuid (void) 68write_uuid (uval64 skip, bool sync)
59{ 69{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 70 CALL_BEGIN (2);
61 71 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 72 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 73 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 74 CALL_END;
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76} 75}
77 76
78static void 77static void
79read_uuid (void) 78read_uuid (void)
80{ 79{
81 char filename[MAX_BUF]; 80 char filename[MAX_BUF];
82 81
83 sprintf (filename, "%s/uuid", settings.localdir); 82 sprintf (filename, "%s/uuid", settings.localdir);
83
84 seq_next_save = 0;
84 85
85 FILE *fp; 86 FILE *fp;
86 87
87 if (!(fp = fopen (filename, "r"))) 88 if (!(fp = fopen (filename, "r")))
88 { 89 {
89 if (errno == ENOENT) 90 if (errno == ENOENT)
90 { 91 {
91 LOG (llevInfo, "RESET uid to 1\n"); 92 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 93 UUID::cur.seq = 0;
93 write_uuid (); 94 write_uuid (UUID_GAP, true);
94 return; 95 return;
95 } 96 }
96 97
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 99 _exit (1);
99 } 100 }
100 101
101 int version; 102 UUID::BUF buf;
102 unsigned long long uid; 103 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 104 fgets (buf, sizeof (buf), fp);
105
106 if (!UUID::cur.parse (buf))
104 { 107 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 108 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 109 _exit (1);
107 } 110 }
108 111
109 uuid.seq = uid; 112 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
110 write_uuid (); 113
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 114 write_uuid (UUID_GAP, true);
112 fclose (fp); 115 fclose (fp);
113} 116}
114 117
115UUID 118UUID
116gen_uuid () 119UUID::gen ()
117{ 120{
118 UUID uid; 121 UUID uid;
119 122
120 uid.seq = ++uuid.seq; 123 uid.seq = ++cur.seq;
121 124
122 if (!(uuid.seq & (UUID_SKIP - 1))) 125 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 126 {
127 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
128 write_uuid (UUID_GAP, false);
129 }
130
124 131
125 return uid; 132 return uid;
126} 133}
127 134
128void 135void
129init_uuid () 136UUID::init ()
130{ 137{
131 read_uuid (); 138 read_uuid ();
132} 139}
133 140
134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 141/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int 142static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 143compare_ob_value_lists_one (const object *wants, const object *has)
137{ 144{
138 key_value *wants_field;
139
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 145 /* n-squared behaviour (see kv_get), but I'm hoping both
141 * objects with lists are rare, and lists stay short. If not, use a 146 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 147 * different structure or at least keep the lists sorted...
143 */ 148 */
144 149
145 /* For each field in wants, */ 150 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 151 for (key_value *kv = wants->key_values; kv; kv = kv->next)
147 { 152 if (has->kv_get (kv->key) != kv->value)
148 key_value *has_field; 153 return false;
149
150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
154 {
155 /* No field with that name. */
156 return FALSE;
157 }
158
159 /* Found the matching field. */
160 if (has_field->value != wants_field->value)
161 {
162 /* Values don't match, so this half of the comparison is false. */
163 return FALSE;
164 }
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 154
169 /* If we get here, every field in wants has a matching field in has. */ 155 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE; 156 return true;
171} 157}
172 158
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 159/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 160static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 161compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 162{
177 /* However, there may be fields in has which aren't partnered in wants, 163 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 164 * so we need to run the comparison *twice*. :(
179 */ 165 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 166 return compare_ob_value_lists_one (ob1, ob2)
167 && compare_ob_value_lists_one (ob2, ob1);
181} 168}
182 169
183/* Function examines the 2 objects given to it, and returns true if 170/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 171 * they can be merged together.
185 * 172 *
190 * Check nrof variable *before* calling can_merge() 177 * Check nrof variable *before* calling can_merge()
191 * 178 *
192 * Improvements made with merge: Better checking on potion, and also 179 * Improvements made with merge: Better checking on potion, and also
193 * check weight 180 * check weight
194 */ 181 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 182bool object::can_merge_slow (object *ob1, object *ob2)
197{ 183{
198 /* A couple quicksanity checks */ 184 /* A couple quicksanity checks */
199 if (ob1 == ob2 185 if (ob1 == ob2
200 || ob1->type != ob2->type 186 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed 187 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value 188 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 189 || ob1->name != ob2->name)
204 return 0; 190 return 0;
205 191
206 //TODO: this ain't working well, use nicer and correct overflow check
207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 192 /* Do not merge objects if nrof would overflow, assume nrof
208 * value could not be stored in a sint32 (which unfortunately sometimes is 193 * is always 0 .. 2**31-1 */
209 * used to store nrof). 194 if (ob1->nrof > 0x7fffffff - ob2->nrof)
210 */
211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
212 return 0; 195 return 0;
213 196
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 197 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * This is to the comparison of the flags below will be OK. We 198 * This is to the comparison of the flags below will be OK. We
216 * just can't ignore the been applied or identified flags, as they 199 * just can't ignore the been applied or identified flags, as they
217 * are not equal - just if it has been identified, the been_applied 200 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning. 201 * flags lose any meaning.
219 */ 202 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 203 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 204 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 205
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 206 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 207 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 208
226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 209 if (ob1->arch->archname != ob2->arch->archname
227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 210 || ob1->name != ob2->name
229 || ob1->title != ob2->title 211 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 212 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 213 || ob1->weight != ob2->weight
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
234 || ob1->attacktype != ob2->attacktype 214 || ob1->attacktype != ob2->attacktype
235 || ob1->magic != ob2->magic 215 || ob1->magic != ob2->magic
236 || ob1->slaying != ob2->slaying 216 || ob1->slaying != ob2->slaying
237 || ob1->skill != ob2->skill 217 || ob1->skill != ob2->skill
238 || ob1->value != ob2->value 218 || ob1->value != ob2->value
239 || ob1->animation_id != ob2->animation_id 219 || ob1->animation_id != ob2->animation_id
220 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
240 || ob1->client_type != ob2->client_type 221 || ob1->client_type != ob2->client_type
241 || ob1->materialname != ob2->materialname 222 || ob1->materialname != ob2->materialname
242 || ob1->lore != ob2->lore 223 || ob1->lore != ob2->lore
243 || ob1->subtype != ob2->subtype 224 || ob1->subtype != ob2->subtype
244 || ob1->move_type != ob2->move_type 225 || ob1->move_type != ob2->move_type
245 || ob1->move_block != ob2->move_block 226 || ob1->move_block != ob2->move_block
246 || ob1->move_allow != ob2->move_allow 227 || ob1->move_allow != ob2->move_allow
247 || ob1->move_on != ob2->move_on 228 || ob1->move_on != ob2->move_on
248 || ob1->move_off != ob2->move_off 229 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow 230 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty) 231 || ob1->move_slow_penalty != ob2->move_slow_penalty
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
251 return 0; 234 return 0;
252 235
236 if ((ob1->flag ^ ob2->flag)
237 .reset (FLAG_INV_LOCKED)
238 .reset (FLAG_REMOVED)
239 .any ())
240 return 0;
241
253 /* This is really a spellbook check - really, we should 242 /* This is really a spellbook check - we should in general
254 * check all objects in the inventory. 243 * not merge objects with real inventories, as splitting them
244 * is hard.
255 */ 245 */
256 if (ob1->inv || ob2->inv) 246 if (ob1->inv || ob2->inv)
257 { 247 {
258 /* if one object has inventory but the other doesn't, not equiv */ 248 if (!(ob1->inv && ob2->inv))
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 249 return 0; /* inventories differ in length */
260 return 0;
261 250
262 /* Now check to see if the two inventory objects could merge */ 251 if (ob1->inv->below || ob2->inv->below)
252 return 0; /* more than one object in inv */
253
263 if (!object::can_merge (ob1->inv, ob2->inv)) 254 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0; 255 return 0; /* inventory objects differ */
265 256
266 /* inventory ok - still need to check rest of this object to see 257 /* inventory ok - still need to check rest of this object to see
267 * if it is valid. 258 * if it is valid.
268 */ 259 */
269 } 260 }
277 268
278 /* Note sure why the following is the case - either the object has to 269 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 270 * be animated or have a very low speed. Is this an attempted monster
280 * check? 271 * check?
281 */ 272 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 273 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 274 return 0;
284 275
285 switch (ob1->type) 276 switch (ob1->type)
286 { 277 {
287 case SCROLL: 278 case SCROLL:
288 if (ob1->level != ob2->level) 279 if (ob1->level != ob2->level)
289 return 0; 280 return 0;
290 break; 281 break;
291 } 282 }
292 283
293 if (ob1->key_values != NULL || ob2->key_values != NULL) 284 if (ob1->key_values || ob2->key_values)
294 { 285 {
295 /* At least one of these has key_values. */ 286 /* At least one of these has key_values. */
296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 287 if ((!ob1->key_values) != (!ob2->key_values))
297 /* One has fields, but the other one doesn't. */ 288 return 0; /* One has fields, but the other one doesn't. */
289
290 if (!compare_ob_value_lists (ob1, ob2))
298 return 0; 291 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0;
301 } 292 }
302 293
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self) 294 if (ob1->self || ob2->self)
305 { 295 {
306 ob1->optimise (); 296 ob1->optimise ();
307 ob2->optimise (); 297 ob2->optimise ();
308 298
309 if (ob1->self || ob2->self) 299 if (ob1->self || ob2->self)
300 {
301 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
302 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
303
304 if (k1 != k2)
310 return 0; 305 return 0;
306
307 if (k1 == 0)
308 return 1;
309
310 if (!cfperl_can_merge (ob1, ob2))
311 return 0;
312 }
311 } 313 }
312 314
313 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
314 return 1; 316 return 1;
315} 317}
316 318
319// find player who can see this object
320object *
321object::visible_to () const
322{
323 if (client_visible () && !flag [FLAG_REMOVED])
324 {
325 // see if we are in a container of sorts
326 if (env)
327 {
328 // the player inventory itself is always visible
329 if (env->is_player ())
330 return env;
331
332 // else a player could have our env open
333 object *envest = env->outer_env_or_self ();
334
335 // the player itself is always on a map, so we will find him here
336 // even if our inv is in a player.
337 if (envest->is_on_map ())
338 if (object *pl = envest->ms ().player ())
339 if (pl->container == env)
340 return pl;
341 }
342 else
343 {
344 // maybe there is a player standing on the same mapspace
345 // this will catch the case where "this" is a player
346 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
348 || this == pl->container)
349 return pl;
350 }
351 }
352
353 return 0;
354}
355
356// adjust weight per container type ("of holding")
357static sint32
358weight_adjust_for (object *op, sint32 weight)
359{
360 return op->type == CONTAINER
361 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
362 : weight;
363}
364
317/* 365/*
366 * adjust_weight(object, weight) adds the specified weight to an object,
367 * and also updates how much the environment(s) is/are carrying.
368 */
369static void
370adjust_weight (object *op, sint32 weight)
371{
372 while (op)
373 {
374 // adjust by actual difference to account for rounding errors
375 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
376 weight = weight_adjust_for (op, op->carrying)
377 - weight_adjust_for (op, op->carrying - weight);
378
379 if (!weight)
380 return;
381
382 op->carrying += weight;
383
384 if (object *pl = op->visible_to ())
385 if (pl != op) // player is handled lazily
386 esrv_update_item (UPD_WEIGHT, pl, op);
387
388 op = op->env;
389 }
390}
391
392/*
318 * sum_weight() is a recursive function which calculates the weight 393 * this is a recursive function which calculates the weight
319 * an object is carrying. It goes through in figures out how much 394 * an object is carrying. It goes through op and figures out how much
320 * containers are carrying, and sums it up. 395 * containers are carrying, and sums it up.
321 */ 396 */
322long 397void
323sum_weight (object *op) 398object::update_weight ()
324{ 399{
325 long sum; 400 sint32 sum = 0;
326 object *inv;
327 401
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 402 for (object *op = inv; op; op = op->below)
329 { 403 {
330 if (inv->inv) 404 if (op->inv)
331 sum_weight (inv); 405 op->update_weight ();
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 406
407 sum += op->total_weight ();
408 }
409
410 sum = weight_adjust_for (this, sum);
411
412 if (sum != carrying)
333 } 413 {
334
335 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100;
337
338 if (op->carrying != sum)
339 op->carrying = sum; 414 carrying = sum;
340 415
341 return sum; 416 if (object *pl = visible_to ())
417 if (pl != this) // player is handled lazily
418 esrv_update_item (UPD_WEIGHT, pl, this);
419 }
342} 420}
343 421
344/** 422/*
345 * Return the outermost environment object for a given object. 423 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
346 */ 424 */
347
348object *
349object_get_env_recursive (object *op)
350{
351 while (op->env != NULL)
352 op = op->env;
353 return op;
354}
355
356/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array.
360 */
361
362char * 425char *
363dump_object (object *op) 426dump_object (object *op)
364{ 427{
365 if (!op) 428 if (!op)
366 return strdup ("[NULLOBJ]"); 429 return strdup ("[NULLOBJ]");
367 430
368 object_freezer freezer; 431 object_freezer freezer;
369 save_object (freezer, op, 3); 432 op->write (freezer);
370 return freezer.as_string (); 433 return freezer.as_string ();
371} 434}
372 435
373/* 436/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 437 * get_nearest_part(multi-object, object 2) returns the part of the
375 * multi-object 1 which is closest to the second object. 438 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned. 439 * If it's not a multi-object, it is returned.
377 */ 440 */
378
379object * 441object *
380get_nearest_part (object *op, const object *pl) 442get_nearest_part (object *op, const object *pl)
381{ 443{
382 object *tmp, *closest; 444 object *tmp, *closest;
383 int last_dist, i; 445 int last_dist, i;
384 446
385 if (op->more == NULL) 447 if (!op->more)
386 return op; 448 return op;
449
387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 450 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
451 tmp;
452 tmp = tmp->more)
388 if ((i = distance (tmp, pl)) < last_dist) 453 if ((i = distance (tmp, pl)) < last_dist)
389 closest = tmp, last_dist = i; 454 closest = tmp, last_dist = i;
455
390 return closest; 456 return closest;
391} 457}
392 458
393/* 459/*
394 * Returns the object which has the count-variable equal to the argument. 460 * Returns the object which has the count-variable equal to the argument.
461 * VERRRY slow.
395 */ 462 */
396
397object * 463object *
398find_object (tag_t i) 464find_object (tag_t i)
399{ 465{
400 for (object *op = object::first; op; op = op->next) 466 for_all_objects (op)
401 if (op->count == i) 467 if (op->count == i)
402 return op; 468 return op;
403 469
404 return 0; 470 return 0;
405} 471}
406 472
407/* 473/*
408 * Returns the first object which has a name equal to the argument. 474 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 475 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 476 * Enables features like "patch <name-of-other-player> food 999"
411 */ 477 */
412
413object * 478object *
414find_object_name (const char *str) 479find_object_name (const char *str)
415{ 480{
416 shstr_cmp str_ (str); 481 shstr_cmp str_ (str);
417 object *op;
418 482
419 for (op = object::first; op != NULL; op = op->next) 483 if (str_)
484 for_all_objects (op)
420 if (op->name == str_) 485 if (op->name == str_)
421 break; 486 return op;
422 487
423 return op; 488 return 0;
424}
425
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430} 489}
431 490
432/* 491/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 492 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 493 * skill and experience objects.
494 * ACTUALLY NO! investigate! TODO
435 */ 495 */
436void 496void
437object::set_owner (object *owner) 497object::set_owner (object *owner)
438{ 498{
499 // allow objects which own objects
439 if (!owner) 500 if (owner)
440 return;
441
442 /* next line added to allow objects which own objects */
443 /* Add a check for ownercounts in here, as I got into an endless loop
444 * with the fireball owning a poison cloud which then owned the
445 * fireball. I believe that was caused by one of the objects getting
446 * freed and then another object replacing it. Since the ownercounts
447 * didn't match, this check is valid and I believe that cause is valid.
448 */
449 while (owner->owner) 501 while (owner->owner)
450 owner = owner->owner; 502 owner = owner->owner;
503
504 if (flag [FLAG_FREED])
505 {
506 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
507 return;
508 }
451 509
452 this->owner = owner; 510 this->owner = owner;
511}
512
513int
514object::slottype () const
515{
516 if (type == SKILL)
517 {
518 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
519 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
520 }
521 else
522 {
523 if (slot [body_combat].info) return slot_combat;
524 if (slot [body_range ].info) return slot_ranged;
525 }
526
527 return slot_none;
528}
529
530bool
531object::change_weapon (object *ob)
532{
533 if (current_weapon == ob)
534 return true;
535
536 if (chosen_skill)
537 chosen_skill->flag [FLAG_APPLIED] = false;
538
539 current_weapon = ob;
540 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
541
542 if (chosen_skill)
543 chosen_skill->flag [FLAG_APPLIED] = true;
544
545 update_stats ();
546
547 if (ob)
548 {
549 // now check wether any body locations became invalid, in which case
550 // we cannot apply the weapon at the moment.
551 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
552 if (slot[i].used < 0)
553 {
554 current_weapon = chosen_skill = 0;
555 update_stats ();
556
557 new_draw_info_format (NDI_UNIQUE, 0, this,
558 "You try to balance all your items at once, "
559 "but the %s is just too much for your body. "
560 "[You need to unapply some items first - use the 'body' command to see "
561 "how many items you cna wera on a specific body part.]", &ob->name);
562 return false;
563 }
564
565 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
566 }
567 else
568 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
569
570 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
571 {
572 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
573 &name, ob->debug_desc ());
574 return false;
575 }
576
577 return true;
453} 578}
454 579
455/* Zero the key_values on op, decrementing the shared-string 580/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 581 * refcounts and freeing the links.
457 */ 582 */
458static void 583static void
459free_key_values (object *op) 584free_key_values (object *op)
460{ 585{
461 for (key_value *i = op->key_values; i != 0;) 586 for (key_value *i = op->key_values; i; )
462 { 587 {
463 key_value *next = i->next; 588 key_value *next = i->next;
464 delete i; 589 delete i;
465 590
466 i = next; 591 i = next;
478 * will point at garbage. 603 * will point at garbage.
479 */ 604 */
480void 605void
481object::copy_to (object *dst) 606object::copy_to (object *dst)
482{ 607{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 608 dst->remove ();
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
485
486 *(object_copy *)dst = *this; 609 *(object_copy *)dst = *this;
487 *(object_pod *)dst = *this; 610 dst->flag [FLAG_REMOVED] = true;
488
489 if (self || cb)
490 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
491
492 if (is_freed)
493 SET_FLAG (dst, FLAG_FREED);
494
495 if (is_removed)
496 SET_FLAG (dst, FLAG_REMOVED);
497
498 if (speed < 0)
499 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
500 611
501 /* Copy over key_values, if any. */ 612 /* Copy over key_values, if any. */
502 if (key_values) 613 if (key_values)
503 { 614 {
504 key_value *tail = 0; 615 key_value *tail = 0;
505 key_value *i;
506
507 dst->key_values = 0; 616 dst->key_values = 0;
508 617
509 for (i = key_values; i; i = i->next) 618 for (key_value *i = key_values; i; i = i->next)
510 { 619 {
511 key_value *new_link = new key_value; 620 key_value *new_link = new key_value;
512 621
513 new_link->next = 0; 622 new_link->next = 0;
514 new_link->key = i->key; 623 new_link->key = i->key;
515 new_link->value = i->value; 624 new_link->value = i->value;
516 625
517 /* Try and be clever here, too. */ 626 /* Try and be clever here, too. */
518 if (!dst->key_values) 627 if (!dst->key_values)
519 { 628 {
526 tail = new_link; 635 tail = new_link;
527 } 636 }
528 } 637 }
529 } 638 }
530 639
531 update_ob_speed (dst); 640 if (speed < 0)
641 dst->speed_left -= rndm ();
642
643 dst->activate ();
644}
645
646void
647object::instantiate ()
648{
649 if (!uuid.seq) // HACK
650 uuid = UUID::gen ();
651
652 speed_left = -0.1f;
653 /* copy the body_info to the body_used - this is only really
654 * need for monsters, but doesn't hurt to do it for everything.
655 * by doing so, when a monster is created, it has good starting
656 * values for the body_used info, so when items are created
657 * for it, they can be properly equipped.
658 */
659 for (int i = NUM_BODY_LOCATIONS; i--; )
660 slot[i].used = slot[i].info;
661
662 attachable::instantiate ();
532} 663}
533 664
534object * 665object *
535object::clone () 666object::clone ()
536{ 667{
537 object *neu = create (); 668 object *neu = create ();
538 copy_to (neu); 669 copy_to (neu);
670 neu->map = map; // not copied by copy_to
539 return neu; 671 return neu;
540} 672}
541 673
542/* 674/*
543 * If an object with the IS_TURNABLE() flag needs to be turned due 675 * If an object with the IS_TURNABLE() flag needs to be turned due
544 * to the closest player being on the other side, this function can 676 * to the closest player being on the other side, this function can
545 * be called to update the face variable, _and_ how it looks on the map. 677 * be called to update the face variable, _and_ how it looks on the map.
546 */ 678 */
547
548void 679void
549update_turn_face (object *op) 680update_turn_face (object *op)
550{ 681{
551 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 682 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
552 return; 683 return;
684
553 SET_ANIMATION (op, op->direction); 685 SET_ANIMATION (op, op->direction);
554 update_object (op, UP_OBJ_FACE); 686 update_object (op, UP_OBJ_FACE);
555} 687}
556 688
557/* 689/*
558 * Updates the speed of an object. If the speed changes from 0 to another 690 * Updates the speed of an object. If the speed changes from 0 to another
559 * value, or vice versa, then add/remove the object from the active list. 691 * value, or vice versa, then add/remove the object from the active list.
560 * This function needs to be called whenever the speed of an object changes. 692 * This function needs to be called whenever the speed of an object changes.
561 */ 693 */
562void 694void
563update_ob_speed (object *op) 695object::set_speed (float speed)
564{ 696{
565 extern int arch_init; 697 if (flag [FLAG_FREED] && speed)
566
567 /* No reason putting the archetypes objects on the speed list,
568 * since they never really need to be updated.
569 */
570
571 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
572 { 698 {
573 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 699 LOG (llevError, "Object %s is freed but has speed.\n", &name);
574#ifdef MANY_CORES
575 abort ();
576#else
577 op->speed = 0; 700 speed = 0;
578#endif
579 }
580
581 if (arch_init)
582 return;
583
584 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
585 { 701 }
586 /* If already on active list, don't do anything */
587 if (op->active_next || op->active_prev || op == active_objects)
588 return;
589 702
590 /* process_events() expects us to insert the object at the beginning 703 this->speed = speed;
591 * of the list. */
592 op->active_next = active_objects;
593 704
594 if (op->active_next != NULL) 705 if (has_active_speed ())
595 op->active_next->active_prev = op; 706 activate ();
596
597 active_objects = op;
598 }
599 else 707 else
600 { 708 deactivate ();
601 /* If not on the active list, nothing needs to be done */
602 if (!op->active_next && !op->active_prev && op != active_objects)
603 return;
604
605 if (op->active_prev == NULL)
606 {
607 active_objects = op->active_next;
608
609 if (op->active_next != NULL)
610 op->active_next->active_prev = NULL;
611 }
612 else
613 {
614 op->active_prev->active_next = op->active_next;
615
616 if (op->active_next)
617 op->active_next->active_prev = op->active_prev;
618 }
619
620 op->active_next = NULL;
621 op->active_prev = NULL;
622 }
623}
624
625/* This function removes object 'op' from the list of active
626 * objects.
627 * This should only be used for style maps or other such
628 * reference maps where you don't want an object that isn't
629 * in play chewing up cpu time getting processed.
630 * The reverse of this is to call update_ob_speed, which
631 * will do the right thing based on the speed of the object.
632 */
633void
634remove_from_active_list (object *op)
635{
636 /* If not on the active list, nothing needs to be done */
637 if (!op->active_next && !op->active_prev && op != active_objects)
638 return;
639
640 if (op->active_prev == NULL)
641 {
642 active_objects = op->active_next;
643 if (op->active_next != NULL)
644 op->active_next->active_prev = NULL;
645 }
646 else
647 {
648 op->active_prev->active_next = op->active_next;
649 if (op->active_next)
650 op->active_next->active_prev = op->active_prev;
651 }
652 op->active_next = NULL;
653 op->active_prev = NULL;
654} 709}
655 710
656/* 711/*
657 * update_object() updates the the map. 712 * update_object() updates the the map.
658 * It takes into account invisible objects (and represent squares covered 713 * It takes into account invisible objects (and represent squares covered
671 * UP_OBJ_FACE: only the objects face has changed. 726 * UP_OBJ_FACE: only the objects face has changed.
672 */ 727 */
673void 728void
674update_object (object *op, int action) 729update_object (object *op, int action)
675{ 730{
676 MoveType move_on, move_off, move_block, move_slow; 731 if (!op)
677
678 if (op == NULL)
679 { 732 {
680 /* this should never happen */ 733 /* this should never happen */
681 LOG (llevDebug, "update_object() called for NULL object.\n"); 734 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
682 return; 735 return;
683 } 736 }
684 737
685 if (op->env) 738 if (!op->is_on_map ())
686 { 739 {
687 /* Animation is currently handled by client, so nothing 740 /* Animation is currently handled by client, so nothing
688 * to do in this case. 741 * to do in this case.
689 */ 742 */
690 return; 743 return;
691 } 744 }
692 745
693 /* If the map is saving, don't do anything as everything is
694 * going to get freed anyways.
695 */
696 if (!op->map || op->map->in_memory == MAP_SAVING)
697 return;
698
699 /* make sure the object is within map boundaries */ 746 /* make sure the object is within map boundaries */
700 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 747 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
701 { 748 {
702 LOG (llevError, "update_object() called for object out of map!\n"); 749 LOG (llevError, "update_object() called for object out of map!\n");
703#ifdef MANY_CORES 750#ifdef MANY_CORES
704 abort (); 751 abort ();
705#endif 752#endif
706 return; 753 return;
707 } 754 }
708 755
709 mapspace &m = op->ms (); 756 mapspace &m = op->ms ();
710 757
711 if (m.flags_ & P_NEED_UPDATE) 758 if (!(m.flags_ & P_UPTODATE))
712 /* nop */; 759 /* nop */;
713 else if (action == UP_OBJ_INSERT) 760 else if (action == UP_OBJ_INSERT)
714 { 761 {
715 // this is likely overkill, TODO: revisit (schmorp) 762 // this is likely overkill, TODO: revisit (schmorp)
716 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 763 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
717 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 764 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
718 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 765 || (op->is_player () && !(m.flags_ & P_PLAYER))
719 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 766 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
720 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 767 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
721 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 768 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
722 || (m.move_on | op->move_on ) != m.move_on 769 || (m.move_on | op->move_on ) != m.move_on
723 || (m.move_off | op->move_off ) != m.move_off 770 || (m.move_off | op->move_off ) != m.move_off
724 || (m.move_slow | op->move_slow) != m.move_slow 771 || (m.move_slow | op->move_slow) != m.move_slow
725 /* This isn't perfect, but I don't expect a lot of objects to 772 /* This isn't perfect, but I don't expect a lot of objects to
726 * to have move_allow right now. 773 * have move_allow right now.
727 */ 774 */
728 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 775 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
729 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 776 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
730 m.flags_ = P_NEED_UPDATE; 777 m.invalidate ();
731 } 778 }
732 /* if the object is being removed, we can't make intelligent 779 /* if the object is being removed, we can't make intelligent
733 * decisions, because remove_ob can't really pass the object 780 * decisions, because remove_ob can't really pass the object
734 * that is being removed. 781 * that is being removed.
735 */ 782 */
736 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 783 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
737 m.flags_ = P_NEED_UPDATE; 784 m.invalidate ();
738 else if (action == UP_OBJ_FACE) 785 else if (action == UP_OBJ_FACE)
739 /* Nothing to do for that case */ ; 786 /* Nothing to do for that case */ ;
740 else 787 else
741 LOG (llevError, "update_object called with invalid action: %d\n", action); 788 LOG (llevError, "update_object called with invalid action: %d\n", action);
742 789
743 if (op->more) 790 if (op->more)
744 update_object (op->more, action); 791 update_object (op->more, action);
745} 792}
746 793
747object::vector object::mortals;
748object::vector object::objects; // not yet used
749object *object::first;
750
751void object::free_mortals ()
752{
753 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
754 if ((*i)->refcnt)
755 ++i; // further delay freeing
756 else
757 {
758 delete *i;
759 mortals.erase (i);
760 }
761}
762
763object::object () 794object::object ()
764{ 795{
765 SET_FLAG (this, FLAG_REMOVED); 796 SET_FLAG (this, FLAG_REMOVED);
766 797
767 expmul = 1.0; 798 //expmul = 1.0; declared const for the time being
768 face = blank_face; 799 face = blank_face;
769} 800}
770 801
771object::~object () 802object::~object ()
772{ 803{
804 unlink ();
805
773 free_key_values (this); 806 free_key_values (this);
774} 807}
775 808
809static int object_count;
810
776void object::link () 811void object::link ()
777{ 812{
813 assert (!index);//D
814 uuid = UUID::gen ();
778 count = ++ob_count; 815 count = ++object_count;
779 uuid = gen_uuid ();
780 816
781 prev = 0; 817 refcnt_inc ();
782 next = object::first; 818 objects.insert (this);
783
784 if (object::first)
785 object::first->prev = this;
786
787 object::first = this;
788} 819}
789 820
790void object::unlink () 821void object::unlink ()
791{ 822{
792 if (this == object::first) 823 if (!index)
793 object::first = next; 824 return;
794 825
795 /* Remove this object from the list of used objects */ 826 objects.erase (this);
796 if (prev) prev->next = next; 827 refcnt_dec ();
797 if (next) next->prev = prev; 828}
798 829
799 prev = 0; 830void
800 next = 0; 831object::activate ()
832{
833 /* If already on active list, don't do anything */
834 if (active)
835 return;
836
837 if (has_active_speed ())
838 {
839 if (flag [FLAG_FREED])
840 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
841
842 actives.insert (this);
843 }
844}
845
846void
847object::activate_recursive ()
848{
849 activate ();
850
851 for (object *op = inv; op; op = op->below)
852 op->activate_recursive ();
853}
854
855/* This function removes object 'op' from the list of active
856 * objects.
857 * This should only be used for style maps or other such
858 * reference maps where you don't want an object that isn't
859 * in play chewing up cpu time getting processed.
860 * The reverse of this is to call update_ob_speed, which
861 * will do the right thing based on the speed of the object.
862 */
863void
864object::deactivate ()
865{
866 /* If not on the active list, nothing needs to be done */
867 if (!active)
868 return;
869
870 actives.erase (this);
871}
872
873void
874object::deactivate_recursive ()
875{
876 for (object *op = inv; op; op = op->below)
877 op->deactivate_recursive ();
878
879 deactivate ();
880}
881
882void
883object::set_flag_inv (int flag, int value)
884{
885 for (object *op = inv; op; op = op->below)
886 {
887 op->flag [flag] = value;
888 op->set_flag_inv (flag, value);
889 }
890}
891
892/*
893 * Remove and free all objects in the inventory of the given object.
894 * object.c ?
895 */
896void
897object::destroy_inv (bool drop_to_ground)
898{
899 // need to check first, because the checks below might segfault
900 // as we might be on an invalid mapspace and crossfire code
901 // is too buggy to ensure that the inventory is empty.
902 // corollary: if you create arrows etc. with stuff in its inventory,
903 // cf will crash below with off-map x and y
904 if (!inv)
905 return;
906
907 /* Only if the space blocks everything do we not process -
908 * if some form of movement is allowed, let objects
909 * drop on that space.
910 */
911 if (!drop_to_ground
912 || !map
913 || map->in_memory != MAP_ACTIVE
914 || map->no_drop
915 || ms ().move_block == MOVE_ALL)
916 {
917 while (inv)
918 inv->destroy ();
919 }
920 else
921 { /* Put objects in inventory onto this space */
922 while (inv)
923 {
924 object *op = inv;
925
926 if (op->flag [FLAG_STARTEQUIP]
927 || op->flag [FLAG_NO_DROP]
928 || op->type == RUNE
929 || op->type == TRAP
930 || op->flag [FLAG_IS_A_TEMPLATE]
931 || op->flag [FLAG_DESTROY_ON_DEATH])
932 op->destroy ();
933 else
934 map->insert (op, x, y);
935 }
936 }
801} 937}
802 938
803object *object::create () 939object *object::create ()
804{ 940{
805 object *op = new object; 941 object *op = new object;
806 op->link (); 942 op->link ();
807 return op; 943 return op;
808} 944}
809 945
810/* 946static struct freed_map : maptile
811 * free_object() frees everything allocated by an object, removes
812 * it from the list of used objects, and puts it on the list of
813 * free objects. The IS_FREED() flag is set in the object.
814 * The object must have been removed by remove_ob() first for
815 * this function to succeed.
816 *
817 * If destroy_inventory is set, free inventory as well. Else drop items in
818 * inventory to the ground.
819 */
820void object::destroy (bool destroy_inventory)
821{ 947{
822 if (QUERY_FLAG (this, FLAG_FREED)) 948 freed_map ()
949 {
950 path = "<freed objects map>";
951 name = "/internal/freed_objects_map";
952 width = 3;
953 height = 3;
954 no_drop = 1;
955 no_reset = 1;
956
957 alloc ();
958 in_memory = MAP_ACTIVE;
959 }
960
961 ~freed_map ()
962 {
963 destroy ();
964 }
965} freed_map; // freed objects are moved here to avoid crashes
966
967void
968object::do_destroy ()
969{
970 if (flag [FLAG_IS_LINKED])
971 remove_link ();
972
973 if (flag [FLAG_FRIENDLY])
974 remove_friendly_object (this);
975
976 remove ();
977
978 attachable::do_destroy ();
979
980 deactivate ();
981 unlink ();
982
983 flag [FLAG_FREED] = 1;
984
985 // hack to ensure that freed objects still have a valid map
986 map = &freed_map;
987 x = 1;
988 y = 1;
989
990 if (more)
991 {
992 more->destroy ();
993 more = 0;
994 }
995
996 head = 0;
997
998 // clear those pointers that likely might cause circular references
999 owner = 0;
1000 enemy = 0;
1001 attacked_by = 0;
1002 current_weapon = 0;
1003}
1004
1005void
1006object::destroy ()
1007{
1008 if (destroyed ())
823 return; 1009 return;
824 1010
825 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 1011 if (!is_head () && !head->destroyed ())
826 remove_friendly_object (this);
827
828 if (!QUERY_FLAG (this, FLAG_REMOVED))
829 remove ();
830
831 SET_FLAG (this, FLAG_FREED);
832
833 if (more)
834 {
835 more->destroy (destroy_inventory);
836 more = 0;
837 }
838
839 if (inv)
840 {
841 /* Only if the space blocks everything do we not process -
842 * if some form of movement is allowed, let objects
843 * drop on that space.
844 */
845 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
846 {
847 object *op = inv;
848
849 while (op)
850 {
851 object *tmp = op->below;
852 op->destroy (destroy_inventory);
853 op = tmp;
854 }
855 }
856 else
857 { /* Put objects in inventory onto this space */
858 object *op = inv;
859
860 while (op)
861 {
862 object *tmp = op->below;
863
864 op->remove ();
865
866 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
867 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
868 op->destroy ();
869 else
870 {
871 op->x = x;
872 op->y = y;
873 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
874 }
875
876 op = tmp;
877 }
878 }
879 }
880
881 // hack to ensure that freed objects still have a valid map
882 {
883 static maptile *freed_map; // freed objects are moved here to avoid crashes
884
885 if (!freed_map)
886 { 1012 {
887 freed_map = new maptile; 1013 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
888 1014 head->destroy ();
889 freed_map->name = "/internal/freed_objects_map"; 1015 return;
890 freed_map->width = 3;
891 freed_map->height = 3;
892
893 freed_map->allocate ();
894 } 1016 }
895 1017
896 map = freed_map; 1018 destroy_inv (false);
897 x = 1;
898 y = 1;
899 }
900 1019
901 // clear those pointers that likely might have circular references to us 1020 if (is_head ())
902 owner = 0; 1021 if (sound_destroy)
903 enemy = 0; 1022 play_sound (sound_destroy);
904 attacked_by = 0; 1023 else if (flag [FLAG_MONSTER])
1024 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
905 1025
906 // only relevant for players(?), but make sure of it anyways 1026 attachable::destroy ();
907 contr = 0;
908
909 /* Remove object from the active list */
910 speed = 0;
911 update_ob_speed (this);
912
913 unlink ();
914
915 mortals.push_back (this);
916}
917
918/*
919 * sub_weight() recursively (outwards) subtracts a number from the
920 * weight of an object (and what is carried by it's environment(s)).
921 */
922void
923sub_weight (object *op, signed long weight)
924{
925 while (op != NULL)
926 {
927 if (op->type == CONTAINER)
928 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
929
930 op->carrying -= weight;
931 op = op->env;
932 }
933} 1027}
934 1028
935/* op->remove (): 1029/* op->remove ():
936 * This function removes the object op from the linked list of objects 1030 * This function removes the object op from the linked list of objects
937 * which it is currently tied to. When this function is done, the 1031 * which it is currently tied to. When this function is done, the
938 * object will have no environment. If the object previously had an 1032 * object will have no environment. If the object previously had an
939 * environment, the x and y coordinates will be updated to 1033 * environment, the x and y coordinates will be updated to
940 * the previous environment. 1034 * the previous environment.
941 * Beware: This function is called from the editor as well!
942 */ 1035 */
943void 1036void
944object::remove () 1037object::do_remove ()
945{ 1038{
946 object *tmp, *last = 0; 1039 object *tmp, *last = 0;
947 object *otmp; 1040 object *otmp;
948 1041
949 int check_walk_off; 1042 if (flag [FLAG_REMOVED])
950
951 if (QUERY_FLAG (this, FLAG_REMOVED))
952 return; 1043 return;
953 1044
954 SET_FLAG (this, FLAG_REMOVED); 1045 INVOKE_OBJECT (REMOVE, this);
1046
1047 flag [FLAG_REMOVED] = true;
955 1048
956 if (more) 1049 if (more)
957 more->remove (); 1050 more->remove ();
958 1051
959 /* 1052 /*
960 * In this case, the object to be removed is in someones 1053 * In this case, the object to be removed is in someones
961 * inventory. 1054 * inventory.
962 */ 1055 */
963 if (env) 1056 if (env)
964 { 1057 {
965 if (nrof) 1058 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
966 sub_weight (env, weight * nrof); 1059 if (object *pl = visible_to ())
967 else 1060 esrv_del_item (pl->contr, count);
968 sub_weight (env, weight + carrying); 1061 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1062
1063 adjust_weight (env, -total_weight ());
1064
1065 object *pl = in_player ();
1066
1067 /* we set up values so that it could be inserted into
1068 * the map, but we don't actually do that - it is up
1069 * to the caller to decide what we want to do.
1070 */
1071 map = env->map;
1072 x = env->x;
1073 y = env->y;
1074
1075 // make sure cmov optimisation is applicable
1076 *(above ? &above->below : &env->inv) = below;
1077 *(below ? &below->above : &above ) = above; // &above is just a dummy
1078
1079 above = 0;
1080 below = 0;
1081 env = 0;
969 1082
970 /* NO_FIX_PLAYER is set when a great many changes are being 1083 /* NO_FIX_PLAYER is set when a great many changes are being
971 * made to players inventory. If set, avoiding the call 1084 * made to players inventory. If set, avoiding the call
972 * to save cpu time. 1085 * to save cpu time.
973 */ 1086 */
974 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1087 if (pl)
1088 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1089 {
975 otmp->update_stats (); 1090 pl->update_stats ();
976 1091
977 if (above != NULL) 1092 if (glow_radius && pl->is_on_map ())
978 above->below = below; 1093 update_all_los (pl->map, pl->x, pl->y);
979 else 1094 }
980 env->inv = below;
981
982 if (below != NULL)
983 below->above = above;
984
985 /* we set up values so that it could be inserted into
986 * the map, but we don't actually do that - it is up
987 * to the caller to decide what we want to do.
988 */
989 x = env->x, y = env->y;
990 map = env->map;
991 above = 0, below = 0;
992 env = 0;
993 } 1095 }
994 else if (map) 1096 else if (map)
995 { 1097 {
996 /* Re did the following section of code - it looks like it had 1098 map->dirty = true;
997 * lots of logic for things we no longer care about 1099 mapspace &ms = this->ms ();
1100
1101 if (object *pl = ms.player ())
998 */ 1102 {
1103 if (is_player ())
1104 {
1105 if (!flag [FLAG_WIZPASS])
1106 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1107
1108 // leaving a spot always closes any open container on the ground
1109 if (container && !container->env)
1110 // this causes spurious floorbox updates, but it ensures
1111 // that the CLOSE event is being sent.
1112 close_container ();
1113
1114 --map->players;
1115 map->touch ();
1116 }
1117 else if (pl->container == this)
1118 {
1119 // removing a container should close it
1120 close_container ();
1121 }
1122
1123 esrv_del_item (pl->contr, count);
1124 }
999 1125
1000 /* link the object above us */ 1126 /* link the object above us */
1001 if (above) 1127 // re-link, make sure compiler can easily use cmove
1002 above->below = below; 1128 *(above ? &above->below : &ms.top) = below;
1003 else 1129 *(below ? &below->above : &ms.bot) = above;
1004 map->at (x, y).top = below; /* we were top, set new top */
1005
1006 /* Relink the object below us, if there is one */
1007 if (below)
1008 below->above = above;
1009 else
1010 {
1011 /* Nothing below, which means we need to relink map object for this space
1012 * use translated coordinates in case some oddness with map tiling is
1013 * evident
1014 */
1015 if (GET_MAP_OB (map, x, y) != this)
1016 {
1017 char *dump = dump_object (this);
1018 LOG (llevError,
1019 "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);
1020 free (dump);
1021 dump = dump_object (GET_MAP_OB (map, x, y));
1022 LOG (llevError, "%s\n", dump);
1023 free (dump);
1024 }
1025
1026 map->at (x, y).bottom = above; /* goes on above it. */
1027 }
1028 1130
1029 above = 0; 1131 above = 0;
1030 below = 0; 1132 below = 0;
1031 1133
1134 ms.invalidate ();
1135
1032 if (map->in_memory == MAP_SAVING) 1136 if (map->in_memory == MAP_SAVING)
1033 return; 1137 return;
1034 1138
1035 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1139 int check_walk_off = !flag [FLAG_NO_APPLY];
1036 1140
1141 if (object *pl = ms.player ())
1142 {
1143 if (pl->container == this)
1144 /* If a container that the player is currently using somehow gets
1145 * removed (most likely destroyed), update the player view
1146 * appropriately.
1147 */
1148 pl->close_container ();
1149
1150 //TODO: the floorbox prev/next might need updating
1151 //esrv_del_item (pl->contr, count);
1152 //TODO: update floorbox to preserve ordering
1153 if (pl->contr->ns)
1154 pl->contr->ns->floorbox_update ();
1155 }
1156
1037 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1157 for (tmp = ms.bot; tmp; tmp = tmp->above)
1038 { 1158 {
1039 /* No point updating the players look faces if he is the object 1159 /* No point updating the players look faces if he is the object
1040 * being removed. 1160 * being removed.
1041 */ 1161 */
1042 1162
1043 if (tmp->type == PLAYER && tmp != this)
1044 {
1045 /* If a container that the player is currently using somehow gets
1046 * removed (most likely destroyed), update the player view
1047 * appropriately.
1048 */
1049 if (tmp->container == this)
1050 {
1051 CLEAR_FLAG (this, FLAG_APPLIED);
1052 tmp->container = 0;
1053 }
1054
1055 tmp->contr->ns->floorbox_update ();
1056 }
1057
1058 /* See if player moving off should effect something */ 1163 /* See if object moving off should effect something */
1059 if (check_walk_off 1164 if (check_walk_off
1060 && ((move_type & tmp->move_off) 1165 && ((move_type & tmp->move_off)
1061 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1166 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1062 { 1167 {
1063 move_apply (tmp, this, 0); 1168 move_apply (tmp, this, 0);
1064 1169
1065 if (destroyed ()) 1170 if (destroyed ())
1066 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1171 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1067 } 1172 }
1068 1173
1069 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1070
1071 if (tmp->above == tmp)
1072 tmp->above = 0;
1073
1074 last = tmp; 1174 last = tmp;
1075 } 1175 }
1076 1176
1077 /* last == NULL of there are no objects on this space */ 1177 if (affects_los ())
1078 if (!last)
1079 map->at (x, y).flags_ = P_NEED_UPDATE;
1080 else
1081 update_object (last, UP_OBJ_REMOVE);
1082
1083 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1084 update_all_los (map, x, y); 1178 update_all_los (map, x, y);
1085 } 1179 }
1086} 1180}
1087 1181
1088/* 1182/*
1097merge_ob (object *op, object *top) 1191merge_ob (object *op, object *top)
1098{ 1192{
1099 if (!op->nrof) 1193 if (!op->nrof)
1100 return 0; 1194 return 0;
1101 1195
1102 if (top == NULL) 1196 if (!top)
1103 for (top = op; top != NULL && top->above != NULL; top = top->above); 1197 for (top = op; top && top->above; top = top->above)
1198 ;
1104 1199
1105 for (; top != NULL; top = top->below) 1200 for (; top; top = top->below)
1106 {
1107 if (top == op)
1108 continue;
1109
1110 if (object::can_merge (op, top)) 1201 if (object::can_merge (op, top))
1111 { 1202 {
1112 top->nrof += op->nrof; 1203 top->nrof += op->nrof;
1113 1204
1114/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1205 if (object *pl = top->visible_to ())
1115 op->weight = 0; /* Don't want any adjustements now */ 1206 esrv_update_item (UPD_NROF, pl, top);
1207
1208 op->weight = 0; // cancel the addition above
1209 op->carrying = 0; // must be 0 already
1210
1116 op->destroy (); 1211 op->destroy ();
1212
1117 return top; 1213 return top;
1118 } 1214 }
1119 }
1120 1215
1121 return 0; 1216 return 0;
1122} 1217}
1123 1218
1219void
1220object::expand_tail ()
1221{
1222 if (more)
1223 return;
1224
1225 object *prev = this;
1226
1227 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1228 {
1229 object *op = arch_to_object (at);
1230
1231 op->name = name;
1232 op->name_pl = name_pl;
1233 op->title = title;
1234
1235 op->head = this;
1236 prev->more = op;
1237
1238 prev = op;
1239 }
1240}
1241
1124/* 1242/*
1125 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1243 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1126 * job preparing multi-part monsters 1244 * job preparing multi-part monsters.
1127 */ 1245 */
1128object * 1246object *
1129insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1247insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1130{ 1248{
1131 object *tmp; 1249 op->remove ();
1132 1250
1133 if (op->head)
1134 op = op->head;
1135
1136 for (tmp = op; tmp; tmp = tmp->more) 1251 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1137 { 1252 {
1138 tmp->x = x + tmp->arch->clone.x; 1253 tmp->x = x + tmp->arch->x;
1139 tmp->y = y + tmp->arch->clone.y; 1254 tmp->y = y + tmp->arch->y;
1140 } 1255 }
1141 1256
1142 return insert_ob_in_map (op, m, originator, flag); 1257 return insert_ob_in_map (op, m, originator, flag);
1143} 1258}
1144 1259
1160 * Return value: 1275 * Return value:
1161 * new object if 'op' was merged with other object 1276 * new object if 'op' was merged with other object
1162 * NULL if 'op' was destroyed 1277 * NULL if 'op' was destroyed
1163 * just 'op' otherwise 1278 * just 'op' otherwise
1164 */ 1279 */
1165
1166object * 1280object *
1167insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1281insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1168{ 1282{
1169 object *tmp, *top, *floor = NULL; 1283 op->remove ();
1170 sint16 x, y;
1171 1284
1172 if (QUERY_FLAG (op, FLAG_FREED)) 1285 if (m == &freed_map)//D TODO: remove soon
1173 { 1286 {//D
1174 LOG (llevError, "Trying to insert freed object!\n"); 1287 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1175 return NULL;
1176 } 1288 }//D
1177
1178 if (m == NULL)
1179 {
1180 char *dump = dump_object (op);
1181 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1182 free (dump);
1183 return op;
1184 }
1185
1186 if (out_of_map (m, op->x, op->y))
1187 {
1188 char *dump = dump_object (op);
1189 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1190#ifdef MANY_CORES
1191 /* Better to catch this here, as otherwise the next use of this object
1192 * is likely to cause a crash. Better to find out where it is getting
1193 * improperly inserted.
1194 */
1195 abort ();
1196#endif
1197 free (dump);
1198 return op;
1199 }
1200
1201 if (!QUERY_FLAG (op, FLAG_REMOVED))
1202 {
1203 char *dump = dump_object (op);
1204 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1205 free (dump);
1206 return op;
1207 }
1208
1209 if (op->more != NULL)
1210 {
1211 /* The part may be on a different map. */
1212
1213 object *more = op->more;
1214
1215 /* We really need the caller to normalize coordinates - if
1216 * we set the map, that doesn't work if the location is within
1217 * a map and this is straddling an edge. So only if coordinate
1218 * is clear wrong do we normalize it.
1219 */
1220 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1221 more->map = get_map_from_coord (m, &more->x, &more->y);
1222 else if (!more->map)
1223 {
1224 /* For backwards compatibility - when not dealing with tiled maps,
1225 * more->map should always point to the parent.
1226 */
1227 more->map = m;
1228 }
1229
1230 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1231 {
1232 if (!op->head)
1233 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1234
1235 return NULL;
1236 }
1237 }
1238
1239 CLEAR_FLAG (op, FLAG_REMOVED);
1240 1289
1241 /* Ideally, the caller figures this out. However, it complicates a lot 1290 /* Ideally, the caller figures this out. However, it complicates a lot
1242 * of areas of callers (eg, anything that uses find_free_spot would now 1291 * of areas of callers (eg, anything that uses find_free_spot would now
1243 * need extra work 1292 * need extra work
1244 */ 1293 */
1245 op->map = get_map_from_coord (m, &op->x, &op->y); 1294 maptile *newmap = m;
1246 x = op->x; 1295 if (!xy_normalise (newmap, op->x, op->y))
1247 y = op->y; 1296 {
1297 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1298 return 0;
1299 }
1300
1301 if (object *more = op->more)
1302 if (!insert_ob_in_map (more, m, originator, flag))
1303 return 0;
1304
1305 op->flag [FLAG_REMOVED] = false;
1306 op->env = 0;
1307 op->map = newmap;
1308
1309 mapspace &ms = op->ms ();
1248 1310
1249 /* this has to be done after we translate the coordinates. 1311 /* this has to be done after we translate the coordinates.
1250 */ 1312 */
1251 if (op->nrof && !(flag & INS_NO_MERGE)) 1313 if (op->nrof && !(flag & INS_NO_MERGE))
1252 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1314 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1253 if (object::can_merge (op, tmp)) 1315 if (object::can_merge (op, tmp))
1254 { 1316 {
1317 // TODO: we actually want to update tmp, not op,
1318 // but some caller surely breaks when we return tmp
1319 // from here :/
1255 op->nrof += tmp->nrof; 1320 op->nrof += tmp->nrof;
1256 tmp->destroy (); 1321 tmp->destroy ();
1257 } 1322 }
1258 1323
1259 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1324 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1268 { 1333 {
1269 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1334 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1270 abort (); 1335 abort ();
1271 } 1336 }
1272 1337
1338 if (!originator->is_on_map ())
1339 {
1340 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1341 op->debug_desc (), originator->debug_desc ());
1342 abort ();
1343 }
1344
1273 op->above = originator; 1345 op->above = originator;
1274 op->below = originator->below; 1346 op->below = originator->below;
1275
1276 if (op->below)
1277 op->below->above = op;
1278 else
1279 op->ms ().bottom = op;
1280
1281 /* since *below* originator, no need to update top */
1282 originator->below = op; 1347 originator->below = op;
1348
1349 *(op->below ? &op->below->above : &ms.bot) = op;
1283 } 1350 }
1284 else 1351 else
1285 { 1352 {
1353 object *floor = 0;
1354 object *top = ms.top;
1355
1286 /* If there are other objects, then */ 1356 /* If there are other objects, then */
1287 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1357 if (top)
1288 { 1358 {
1289 object *last = NULL;
1290
1291 /* 1359 /*
1292 * If there are multiple objects on this space, we do some trickier handling. 1360 * If there are multiple objects on this space, we do some trickier handling.
1293 * We've already dealt with merging if appropriate. 1361 * We've already dealt with merging if appropriate.
1294 * Generally, we want to put the new object on top. But if 1362 * Generally, we want to put the new object on top. But if
1295 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1363 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1298 * once we get to them. This reduces the need to traverse over all of 1366 * once we get to them. This reduces the need to traverse over all of
1299 * them when adding another one - this saves quite a bit of cpu time 1367 * them when adding another one - this saves quite a bit of cpu time
1300 * when lots of spells are cast in one area. Currently, it is presumed 1368 * when lots of spells are cast in one area. Currently, it is presumed
1301 * that flying non pickable objects are spell objects. 1369 * that flying non pickable objects are spell objects.
1302 */ 1370 */
1303 1371 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1304 while (top != NULL)
1305 { 1372 {
1306 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1373 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1307 floor = top; 1374 floor = tmp;
1308 1375
1309 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1376 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1310 { 1377 {
1311 /* We insert above top, so we want this object below this */ 1378 /* We insert above top, so we want this object below this */
1312 top = top->below; 1379 top = tmp->below;
1313 break; 1380 break;
1314 } 1381 }
1315 1382
1316 last = top;
1317 top = top->above; 1383 top = tmp;
1318 } 1384 }
1319
1320 /* Don't want top to be NULL, so set it to the last valid object */
1321 top = last;
1322 1385
1323 /* We let update_position deal with figuring out what the space 1386 /* We let update_position deal with figuring out what the space
1324 * looks like instead of lots of conditions here. 1387 * looks like instead of lots of conditions here.
1325 * makes things faster, and effectively the same result. 1388 * makes things faster, and effectively the same result.
1326 */ 1389 */
1327 1390
1328 /* Have object 'fall below' other objects that block view. 1391 /* Have object 'fall below' other objects that block view.
1329 * Unless those objects are exits, type 66 1392 * Unless those objects are exits.
1330 * If INS_ON_TOP is used, don't do this processing 1393 * If INS_ON_TOP is used, don't do this processing
1331 * Need to find the object that in fact blocks view, otherwise 1394 * Need to find the object that in fact blocks view, otherwise
1332 * stacking is a bit odd. 1395 * stacking is a bit odd.
1333 */ 1396 */
1334 if (!(flag & INS_ON_TOP) && 1397 if (!(flag & INS_ON_TOP)
1335 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1398 && ms.flags () & P_BLOCKSVIEW
1399 && (op->face && !faces [op->face].visibility))
1336 { 1400 {
1401 object *last;
1402
1337 for (last = top; last != floor; last = last->below) 1403 for (last = top; last != floor; last = last->below)
1338 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1404 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1339 break; 1405 break;
1406
1340 /* Check to see if we found the object that blocks view, 1407 /* Check to see if we found the object that blocks view,
1341 * and make sure we have a below pointer for it so that 1408 * and make sure we have a below pointer for it so that
1342 * we can get inserted below this one, which requires we 1409 * we can get inserted below this one, which requires we
1343 * set top to the object below us. 1410 * set top to the object below us.
1344 */ 1411 */
1345 if (last && last->below && last != floor) 1412 if (last && last->below && last != floor)
1346 top = last->below; 1413 top = last->below;
1347 } 1414 }
1348 } /* If objects on this space */ 1415 } /* If objects on this space */
1349 1416
1350 if (flag & INS_MAP_LOAD)
1351 top = GET_MAP_TOP (op->map, op->x, op->y);
1352
1353 if (flag & INS_ABOVE_FLOOR_ONLY) 1417 if (flag & INS_ABOVE_FLOOR_ONLY)
1354 top = floor; 1418 top = floor;
1355 1419
1356 /* Top is the object that our object (op) is going to get inserted above. 1420 // insert object above top, or bottom-most if top = 0
1357 */
1358
1359 /* First object on this space */
1360 if (!top) 1421 if (!top)
1361 { 1422 {
1362 op->above = GET_MAP_OB (op->map, op->x, op->y);
1363
1364 if (op->above)
1365 op->above->below = op;
1366
1367 op->below = NULL; 1423 op->below = 0;
1424 op->above = ms.bot;
1368 op->ms ().bottom = op; 1425 ms.bot = op;
1426
1427 *(op->above ? &op->above->below : &ms.top) = op;
1369 } 1428 }
1370 else 1429 else
1371 { /* get inserted into the stack above top */ 1430 {
1372 op->above = top->above; 1431 op->above = top->above;
1373
1374 if (op->above)
1375 op->above->below = op; 1432 top->above = op;
1376 1433
1377 op->below = top; 1434 op->below = top;
1378 top->above = op; 1435 *(op->above ? &op->above->below : &ms.top) = op;
1379 } 1436 }
1437 }
1380 1438
1381 if (op->above == NULL) 1439 if (op->is_player ())
1382 op->ms ().top = op; 1440 {
1383 } /* else not INS_BELOW_ORIGINATOR */
1384
1385 if (op->type == PLAYER)
1386 op->contr->do_los = 1; 1441 op->contr->do_los = 1;
1442 ++op->map->players;
1443 op->map->touch ();
1444 }
1387 1445
1388 /* If we have a floor, we know the player, if any, will be above 1446 op->map->dirty = true;
1389 * it, so save a few ticks and start from there. 1447
1390 */
1391 if (!(flag & INS_MAP_LOAD))
1392 if (object *pl = op->ms ().player ()) 1448 if (object *pl = ms.player ())
1449 //TODO: the floorbox prev/next might need updating
1450 //esrv_send_item (pl, op);
1451 //TODO: update floorbox to preserve ordering
1452 if (pl->contr->ns)
1393 pl->contr->ns->floorbox_update (); 1453 pl->contr->ns->floorbox_update ();
1394 1454
1395 /* If this object glows, it may affect lighting conditions that are 1455 /* If this object glows, it may affect lighting conditions that are
1396 * visible to others on this map. But update_all_los is really 1456 * visible to others on this map. But update_all_los is really
1397 * an inefficient way to do this, as it means los for all players 1457 * an inefficient way to do this, as it means los for all players
1398 * on the map will get recalculated. The players could very well 1458 * on the map will get recalculated. The players could very well
1399 * be far away from this change and not affected in any way - 1459 * be far away from this change and not affected in any way -
1400 * this should get redone to only look for players within range, 1460 * this should get redone to only look for players within range,
1401 * or just updating the P_NEED_UPDATE for spaces within this area 1461 * or just updating the P_UPTODATE for spaces within this area
1402 * of effect may be sufficient. 1462 * of effect may be sufficient.
1403 */ 1463 */
1404 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1464 if (op->affects_los ())
1465 {
1466 op->ms ().invalidate ();
1405 update_all_los (op->map, op->x, op->y); 1467 update_all_los (op->map, op->x, op->y);
1468 }
1406 1469
1407 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1470 /* updates flags (blocked, alive, no magic, etc) for this map space */
1408 update_object (op, UP_OBJ_INSERT); 1471 update_object (op, UP_OBJ_INSERT);
1472
1473 INVOKE_OBJECT (INSERT, op);
1409 1474
1410 /* Don't know if moving this to the end will break anything. However, 1475 /* Don't know if moving this to the end will break anything. However,
1411 * we want to have floorbox_update called before calling this. 1476 * we want to have floorbox_update called before calling this.
1412 * 1477 *
1413 * check_move_on() must be after this because code called from 1478 * check_move_on() must be after this because code called from
1415 * blocked() and wall() work properly), and these flags are updated by 1480 * blocked() and wall() work properly), and these flags are updated by
1416 * update_object(). 1481 * update_object().
1417 */ 1482 */
1418 1483
1419 /* if this is not the head or flag has been passed, don't check walk on status */ 1484 /* if this is not the head or flag has been passed, don't check walk on status */
1420 if (!(flag & INS_NO_WALK_ON) && !op->head) 1485 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1421 { 1486 {
1422 if (check_move_on (op, originator)) 1487 if (check_move_on (op, originator))
1423 return NULL; 1488 return 0;
1424 1489
1425 /* If we are a multi part object, lets work our way through the check 1490 /* If we are a multi part object, lets work our way through the check
1426 * walk on's. 1491 * walk on's.
1427 */ 1492 */
1428 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1493 for (object *tmp = op->more; tmp; tmp = tmp->more)
1429 if (check_move_on (tmp, originator)) 1494 if (check_move_on (tmp, originator))
1430 return NULL; 1495 return 0;
1431 } 1496 }
1432 1497
1433 return op; 1498 return op;
1434} 1499}
1435 1500
1436/* this function inserts an object in the map, but if it 1501/* this function inserts an object in the map, but if it
1437 * finds an object of its own type, it'll remove that one first. 1502 * finds an object of its own type, it'll remove that one first.
1438 * op is the object to insert it under: supplies x and the map. 1503 * op is the object to insert it under: supplies x and the map.
1439 */ 1504 */
1440void 1505void
1441replace_insert_ob_in_map (const char *arch_string, object *op) 1506replace_insert_ob_in_map (shstr_tmp archname, object *op)
1442{ 1507{
1443 object *tmp, *tmp1;
1444
1445 /* first search for itself and remove any old instances */ 1508 /* first search for itself and remove any old instances */
1446 1509
1447 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1510 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1448 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1511 if (tmp->arch->archname == archname) /* same archetype */
1449 tmp->destroy (); 1512 tmp->destroy ();
1450 1513
1451 tmp1 = arch_to_object (archetype::find (arch_string)); 1514 object *tmp = arch_to_object (archetype::find (archname));
1452 1515
1453 tmp1->x = op->x; 1516 tmp->x = op->x;
1454 tmp1->y = op->y; 1517 tmp->y = op->y;
1518
1455 insert_ob_in_map (tmp1, op->map, op, 0); 1519 insert_ob_in_map (tmp, op->map, op, 0);
1456} 1520}
1457
1458/*
1459 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1460 * is returned contains nr objects, and the remaining parts contains
1461 * the rest (or is removed and freed if that number is 0).
1462 * On failure, NULL is returned, and the reason put into the
1463 * global static errmsg array.
1464 */
1465 1521
1466object * 1522object *
1467get_split_ob (object *orig_ob, uint32 nr) 1523object::insert_at (object *where, object *originator, int flags)
1468{ 1524{
1469 object *newob; 1525 if (where->env)
1470 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1526 return where->env->insert (this);
1471 1527 else
1472 if (orig_ob->nrof < nr) 1528 return where->map->insert (this, where->x, where->y, originator, flags);
1473 {
1474 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1475 return NULL;
1476 }
1477
1478 newob = object_create_clone (orig_ob);
1479
1480 if ((orig_ob->nrof -= nr) < 1)
1481 orig_ob->destroy (1);
1482 else if (!is_removed)
1483 {
1484 if (orig_ob->env != NULL)
1485 sub_weight (orig_ob->env, orig_ob->weight * nr);
1486 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1487 {
1488 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1489 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1490 return NULL;
1491 }
1492 }
1493
1494 newob->nrof = nr;
1495
1496 return newob;
1497} 1529}
1498 1530
1499/* 1531/*
1500 * decrease_ob_nr(object, number) decreases a specified number from 1532 * decrease(object, number) decreases a specified number from
1501 * the amount of an object. If the amount reaches 0, the object 1533 * the amount of an object. If the amount reaches 0, the object
1502 * is subsequently removed and freed. 1534 * is subsequently removed and freed.
1503 * 1535 *
1504 * Return value: 'op' if something is left, NULL if the amount reached 0 1536 * Return value: 'op' if something is left, NULL if the amount reached 0
1505 */ 1537 */
1538bool
1539object::decrease (sint32 nr)
1540{
1541 if (!nr)
1542 return true;
1506 1543
1544 nr = min (nr, nrof);
1545
1546 if (nrof > nr)
1547 {
1548 nrof -= nr;
1549 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1550
1551 if (object *pl = visible_to ())
1552 esrv_update_item (UPD_NROF, pl, this);
1553
1554 return true;
1555 }
1556 else
1557 {
1558 destroy ();
1559 return false;
1560 }
1561}
1562
1563/*
1564 * split(ob,nr) splits up ob into two parts. The part which
1565 * is returned contains nr objects, and the remaining parts contains
1566 * the rest (or is removed and returned if that number is 0).
1567 * On failure, NULL is returned.
1568 */
1507object * 1569object *
1508decrease_ob_nr (object *op, uint32 i) 1570object::split (sint32 nr)
1509{ 1571{
1510 object *tmp; 1572 int have = number_of ();
1511 player *pl;
1512 1573
1513 if (i == 0) /* objects with op->nrof require this check */ 1574 if (have < nr)
1514 return op; 1575 return 0;
1515 1576 else if (have == nr)
1516 if (i > op->nrof)
1517 i = op->nrof;
1518
1519 if (QUERY_FLAG (op, FLAG_REMOVED))
1520 op->nrof -= i;
1521 else if (op->env)
1522 { 1577 {
1523 /* is this object in the players inventory, or sub container
1524 * therein?
1525 */
1526 tmp = op->in_player ();
1527 /* nope. Is this a container the player has opened?
1528 * If so, set tmp to that player.
1529 * IMO, searching through all the players will mostly
1530 * likely be quicker than following op->env to the map,
1531 * and then searching the map for a player.
1532 */
1533 if (!tmp)
1534 {
1535 for (pl = first_player; pl; pl = pl->next)
1536 if (pl->ob->container == op->env)
1537 {
1538 tmp = pl->ob;
1539 break;
1540 }
1541 }
1542
1543 if (i < op->nrof)
1544 {
1545 sub_weight (op->env, op->weight * i);
1546 op->nrof -= i;
1547 if (tmp)
1548 esrv_send_item (tmp, op);
1549 }
1550 else
1551 {
1552 op->remove (); 1578 remove ();
1553 op->nrof = 0; 1579 return this;
1554 if (tmp)
1555 esrv_del_item (tmp->contr, op->count);
1556 }
1557 } 1580 }
1558 else 1581 else
1559 { 1582 {
1560 object *above = op->above; 1583 decrease (nr);
1561 1584
1562 if (i < op->nrof) 1585 object *op = deep_clone ();
1563 op->nrof -= i; 1586 op->nrof = nr;
1564 else
1565 {
1566 op->remove ();
1567 op->nrof = 0;
1568 }
1569
1570 /* Since we just removed op, op->above is null */
1571 for (tmp = above; tmp; tmp = tmp->above)
1572 if (tmp->type == PLAYER)
1573 {
1574 if (op->nrof)
1575 esrv_send_item (tmp, op);
1576 else
1577 esrv_del_item (tmp->contr, op->count);
1578 }
1579 }
1580
1581 if (op->nrof)
1582 return op; 1587 return op;
1583 else
1584 {
1585 op->destroy ();
1586 return 0;
1587 }
1588}
1589
1590/*
1591 * add_weight(object, weight) adds the specified weight to an object,
1592 * and also updates how much the environment(s) is/are carrying.
1593 */
1594
1595void
1596add_weight (object *op, signed long weight)
1597{
1598 while (op != NULL)
1599 {
1600 if (op->type == CONTAINER)
1601 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1602
1603 op->carrying += weight;
1604 op = op->env;
1605 } 1588 }
1606} 1589}
1607 1590
1608object * 1591object *
1609insert_ob_in_ob (object *op, object *where) 1592insert_ob_in_ob (object *op, object *where)
1614 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1597 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1615 free (dump); 1598 free (dump);
1616 return op; 1599 return op;
1617 } 1600 }
1618 1601
1619 if (where->head) 1602 if (where->head_ () != where)
1620 { 1603 {
1621 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1604 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1622 where = where->head; 1605 where = where->head;
1623 } 1606 }
1624 1607
1625 return where->insert (op); 1608 return where->insert (op);
1626} 1609}
1631 * inside the object environment. 1614 * inside the object environment.
1632 * 1615 *
1633 * The function returns now pointer to inserted item, and return value can 1616 * The function returns now pointer to inserted item, and return value can
1634 * be != op, if items are merged. -Tero 1617 * be != op, if items are merged. -Tero
1635 */ 1618 */
1636
1637object * 1619object *
1638object::insert (object *op) 1620object::insert (object *op)
1639{ 1621{
1640 object *tmp, *otmp;
1641
1642 if (!QUERY_FLAG (op, FLAG_REMOVED))
1643 op->remove ();
1644
1645 if (op->more) 1622 if (op->more)
1646 { 1623 {
1647 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1624 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1648 return op; 1625 return op;
1649 } 1626 }
1650 1627
1651 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1628 op->remove ();
1652 CLEAR_FLAG (op, FLAG_REMOVED); 1629
1630 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1631
1653 if (op->nrof) 1632 if (op->nrof)
1654 {
1655 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1633 for (object *tmp = inv; tmp; tmp = tmp->below)
1656 if (object::can_merge (tmp, op)) 1634 if (object::can_merge (tmp, op))
1657 { 1635 {
1658 /* return the original object and remove inserted object 1636 /* return the original object and remove inserted object
1659 (client needs the original object) */ 1637 (client needs the original object) */
1660 tmp->nrof += op->nrof; 1638 tmp->nrof += op->nrof;
1661 /* Weight handling gets pretty funky. Since we are adding to 1639
1662 * tmp->nrof, we need to increase the weight. 1640 if (object *pl = tmp->visible_to ())
1663 */ 1641 esrv_update_item (UPD_NROF, pl, tmp);
1642
1664 add_weight (this, op->weight * op->nrof); 1643 adjust_weight (this, op->total_weight ());
1665 SET_FLAG (op, FLAG_REMOVED); 1644
1666 op->destroy (); /* free the inserted object */ 1645 op->destroy ();
1667 op = tmp; 1646 op = tmp;
1668 op->remove (); /* and fix old object's links */ 1647 goto inserted;
1669 CLEAR_FLAG (op, FLAG_REMOVED);
1670 break;
1671 } 1648 }
1672 1649
1673 /* I assume combined objects have no inventory 1650 op->owner = 0; // it's his/hers now. period.
1674 * We add the weight - this object could have just been removed
1675 * (if it was possible to merge). calling remove_ob will subtract
1676 * the weight, so we need to add it in again, since we actually do
1677 * the linking below
1678 */
1679 add_weight (this, op->weight * op->nrof);
1680 }
1681 else
1682 add_weight (this, (op->weight + op->carrying));
1683
1684 otmp = this->in_player ();
1685 if (otmp && otmp->contr)
1686 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1687 otmp->update_stats ();
1688
1689 op->map = 0; 1651 op->map = 0;
1690 op->env = this; 1652 op->x = 0;
1653 op->y = 0;
1654
1691 op->above = 0; 1655 op->above = 0;
1692 op->below = 0; 1656 op->below = inv;
1693 op->x = 0, op->y = 0; 1657 op->env = this;
1694 1658
1659 if (inv)
1660 inv->above = op;
1661
1662 inv = op;
1663
1664 op->flag [FLAG_REMOVED] = 0;
1665
1666 if (object *pl = op->visible_to ())
1667 esrv_send_item (pl, op);
1668
1669 adjust_weight (this, op->total_weight ());
1670
1671inserted:
1695 /* reset the light list and los of the players on the map */ 1672 /* reset the light list and los of the players on the map */
1696 if ((op->glow_radius != 0) && map) 1673 if (op->glow_radius && is_on_map ())
1697 { 1674 {
1698#ifdef DEBUG_LIGHTS 1675 update_stats ();
1699 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1700#endif /* DEBUG_LIGHTS */
1701 if (MAP_DARKNESS (map))
1702 update_all_los (map, x, y); 1676 update_all_los (map, x, y);
1703 }
1704
1705 /* Client has no idea of ordering so lets not bother ordering it here.
1706 * It sure simplifies this function...
1707 */
1708 if (!inv)
1709 inv = op;
1710 else
1711 { 1677 }
1712 op->below = inv; 1678 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1713 op->below->above = op; 1679 // if this is a player's inventory, update stats
1714 inv = op; 1680 update_stats ();
1715 } 1681
1682 INVOKE_OBJECT (INSERT, this);
1716 1683
1717 return op; 1684 return op;
1718} 1685}
1719 1686
1720/* 1687/*
1735 * 1702 *
1736 * MSW 2001-07-08: Check all objects on space, not just those below 1703 * MSW 2001-07-08: Check all objects on space, not just those below
1737 * object being inserted. insert_ob_in_map may not put new objects 1704 * object being inserted. insert_ob_in_map may not put new objects
1738 * on top. 1705 * on top.
1739 */ 1706 */
1740
1741int 1707int
1742check_move_on (object *op, object *originator) 1708check_move_on (object *op, object *originator)
1743{ 1709{
1710 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1711 return 0;
1712
1744 object *tmp; 1713 object *tmp;
1745 maptile *m = op->map; 1714 maptile *m = op->map;
1746 int x = op->x, y = op->y; 1715 int x = op->x, y = op->y;
1747 1716
1748 MoveType move_on, move_slow, move_block; 1717 mapspace &ms = m->at (x, y);
1749 1718
1750 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1719 ms.update ();
1751 return 0;
1752 1720
1753 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1721 MoveType move_on = ms.move_on;
1754 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1722 MoveType move_slow = ms.move_slow;
1755 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1723 MoveType move_block = ms.move_block;
1756 1724
1757 /* if nothing on this space will slow op down or be applied, 1725 /* if nothing on this space will slow op down or be applied,
1758 * no need to do checking below. have to make sure move_type 1726 * no need to do checking below. have to make sure move_type
1759 * is set, as lots of objects don't have it set - we treat that 1727 * is set, as lots of objects don't have it set - we treat that
1760 * as walking. 1728 * as walking.
1771 return 0; 1739 return 0;
1772 1740
1773 /* The objects have to be checked from top to bottom. 1741 /* The objects have to be checked from top to bottom.
1774 * Hence, we first go to the top: 1742 * Hence, we first go to the top:
1775 */ 1743 */
1776 1744 for (object *next, *tmp = ms.top; tmp; tmp = next)
1777 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1778 {
1779 /* Trim the search when we find the first other spell effect
1780 * this helps performance so that if a space has 50 spell objects,
1781 * we don't need to check all of them.
1782 */
1783 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1784 break;
1785 } 1745 {
1746 next = tmp->below;
1786 1747
1787 for (; tmp; tmp = tmp->below)
1788 {
1789 if (tmp == op) 1748 if (tmp == op)
1790 continue; /* Can't apply yourself */ 1749 continue; /* Can't apply yourself */
1791 1750
1792 /* Check to see if one of the movement types should be slowed down. 1751 /* Check to see if one of the movement types should be slowed down.
1793 * Second check makes sure that the movement types not being slowed 1752 * Second check makes sure that the movement types not being slowed
1798 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1757 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1799 { 1758 {
1800 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1759 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1801 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1760 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1802 { 1761 {
1803
1804 float
1805 diff = tmp->move_slow_penalty * FABS (op->speed); 1762 float diff = tmp->move_slow_penalty * fabs (op->speed);
1806 1763
1807 if (op->type == PLAYER) 1764 if (op->is_player ())
1808 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1765 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1809 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1766 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1810 diff /= 4.0; 1767 diff /= 4.0;
1811 1768
1812 op->speed_left -= diff; 1769 op->speed_left -= diff;
1813 } 1770 }
1814 } 1771 }
1837/* 1794/*
1838 * present_arch(arch, map, x, y) searches for any objects with 1795 * present_arch(arch, map, x, y) searches for any objects with
1839 * a matching archetype at the given map and coordinates. 1796 * a matching archetype at the given map and coordinates.
1840 * The first matching object is returned, or NULL if none. 1797 * The first matching object is returned, or NULL if none.
1841 */ 1798 */
1842
1843object * 1799object *
1844present_arch (const archetype *at, maptile *m, int x, int y) 1800present_arch (const archetype *at, maptile *m, int x, int y)
1845{ 1801{
1846 object *
1847 tmp;
1848
1849 if (m == NULL || out_of_map (m, x, y)) 1802 if (!m || out_of_map (m, x, y))
1850 { 1803 {
1851 LOG (llevError, "Present_arch called outside map.\n"); 1804 LOG (llevError, "Present_arch called outside map.\n");
1852 return NULL; 1805 return NULL;
1853 } 1806 }
1854 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1807
1855 if (tmp->arch == at) 1808 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1809 if (tmp->arch->archname == at->archname)
1856 return tmp; 1810 return tmp;
1811
1857 return NULL; 1812 return NULL;
1858} 1813}
1859 1814
1860/* 1815/*
1861 * present(type, map, x, y) searches for any objects with 1816 * present(type, map, x, y) searches for any objects with
1862 * a matching type variable at the given map and coordinates. 1817 * a matching type variable at the given map and coordinates.
1863 * The first matching object is returned, or NULL if none. 1818 * The first matching object is returned, or NULL if none.
1864 */ 1819 */
1865
1866object * 1820object *
1867present (unsigned char type, maptile *m, int x, int y) 1821present (unsigned char type, maptile *m, int x, int y)
1868{ 1822{
1869 object *
1870 tmp;
1871
1872 if (out_of_map (m, x, y)) 1823 if (out_of_map (m, x, y))
1873 { 1824 {
1874 LOG (llevError, "Present called outside map.\n"); 1825 LOG (llevError, "Present called outside map.\n");
1875 return NULL; 1826 return NULL;
1876 } 1827 }
1877 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1828
1829 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1878 if (tmp->type == type) 1830 if (tmp->type == type)
1879 return tmp; 1831 return tmp;
1832
1880 return NULL; 1833 return NULL;
1881} 1834}
1882 1835
1883/* 1836/*
1884 * present_in_ob(type, object) searches for any objects with 1837 * present_in_ob(type, object) searches for any objects with
1885 * a matching type variable in the inventory of the given object. 1838 * a matching type variable in the inventory of the given object.
1886 * The first matching object is returned, or NULL if none. 1839 * The first matching object is returned, or NULL if none.
1887 */ 1840 */
1888
1889object * 1841object *
1890present_in_ob (unsigned char type, const object *op) 1842present_in_ob (unsigned char type, const object *op)
1891{ 1843{
1892 object *
1893 tmp;
1894
1895 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1844 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1896 if (tmp->type == type) 1845 if (tmp->type == type)
1897 return tmp; 1846 return tmp;
1847
1898 return NULL; 1848 return NULL;
1899} 1849}
1900 1850
1901/* 1851/*
1902 * present_in_ob (type, str, object) searches for any objects with 1852 * present_in_ob (type, str, object) searches for any objects with
1910 * str is the string to match against. Note that we match against 1860 * str is the string to match against. Note that we match against
1911 * the object name, not the archetype name. this is so that the 1861 * the object name, not the archetype name. this is so that the
1912 * spell code can use one object type (force), but change it's name 1862 * spell code can use one object type (force), but change it's name
1913 * to be unique. 1863 * to be unique.
1914 */ 1864 */
1915
1916object * 1865object *
1917present_in_ob_by_name (int type, const char *str, const object *op) 1866present_in_ob_by_name (int type, const char *str, const object *op)
1918{ 1867{
1919 object *
1920 tmp;
1921
1922 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1868 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1923 {
1924 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1869 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1925 return tmp; 1870 return tmp;
1926 } 1871
1927 return NULL; 1872 return 0;
1928} 1873}
1929 1874
1930/* 1875/*
1931 * present_arch_in_ob(archetype, object) searches for any objects with 1876 * present_arch_in_ob(archetype, object) searches for any objects with
1932 * a matching archetype in the inventory of the given object. 1877 * a matching archetype in the inventory of the given object.
1933 * The first matching object is returned, or NULL if none. 1878 * The first matching object is returned, or NULL if none.
1934 */ 1879 */
1935
1936object * 1880object *
1937present_arch_in_ob (const archetype *at, const object *op) 1881present_arch_in_ob (const archetype *at, const object *op)
1938{ 1882{
1939 object *
1940 tmp;
1941
1942 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1883 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1943 if (tmp->arch == at) 1884 if (tmp->arch->archname == at->archname)
1944 return tmp; 1885 return tmp;
1886
1945 return NULL; 1887 return NULL;
1946} 1888}
1947 1889
1948/* 1890/*
1949 * activate recursively a flag on an object inventory 1891 * activate recursively a flag on an object inventory
1950 */ 1892 */
1951void 1893void
1952flag_inv (object *op, int flag) 1894flag_inv (object *op, int flag)
1953{ 1895{
1954 object *
1955 tmp;
1956
1957 if (op->inv)
1958 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1896 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1959 { 1897 {
1960 SET_FLAG (tmp, flag); 1898 SET_FLAG (tmp, flag);
1961 flag_inv (tmp, flag); 1899 flag_inv (tmp, flag);
1962 } 1900 }
1963} /* 1901}
1902
1903/*
1964 * desactivate recursively a flag on an object inventory 1904 * deactivate recursively a flag on an object inventory
1965 */ 1905 */
1966void 1906void
1967unflag_inv (object *op, int flag) 1907unflag_inv (object *op, int flag)
1968{ 1908{
1969 object *
1970 tmp;
1971
1972 if (op->inv)
1973 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1909 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1974 { 1910 {
1975 CLEAR_FLAG (tmp, flag); 1911 CLEAR_FLAG (tmp, flag);
1976 unflag_inv (tmp, flag); 1912 unflag_inv (tmp, flag);
1977 } 1913 }
1978}
1979
1980/*
1981 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1982 * all it's inventory (recursively).
1983 * If checksums are used, a player will get set_cheat called for
1984 * him/her-self and all object carried by a call to this function.
1985 */
1986
1987void
1988set_cheat (object *op)
1989{
1990 SET_FLAG (op, FLAG_WAS_WIZ);
1991 flag_inv (op, FLAG_WAS_WIZ);
1992} 1914}
1993 1915
1994/* 1916/*
1995 * find_free_spot(object, map, x, y, start, stop) will search for 1917 * find_free_spot(object, map, x, y, start, stop) will search for
1996 * a spot at the given map and coordinates which will be able to contain 1918 * a spot at the given map and coordinates which will be able to contain
1998 * to search (see the freearr_x/y[] definition). 1920 * to search (see the freearr_x/y[] definition).
1999 * It returns a random choice among the alternatives found. 1921 * It returns a random choice among the alternatives found.
2000 * start and stop are where to start relative to the free_arr array (1,9 1922 * start and stop are where to start relative to the free_arr array (1,9
2001 * does all 4 immediate directions). This returns the index into the 1923 * does all 4 immediate directions). This returns the index into the
2002 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1924 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2003 * Note - this only checks to see if there is space for the head of the
2004 * object - if it is a multispace object, this should be called for all
2005 * pieces.
2006 * Note2: This function does correctly handle tiled maps, but does not 1925 * Note: This function does correctly handle tiled maps, but does not
2007 * inform the caller. However, insert_ob_in_map will update as 1926 * inform the caller. However, insert_ob_in_map will update as
2008 * necessary, so the caller shouldn't need to do any special work. 1927 * necessary, so the caller shouldn't need to do any special work.
2009 * Note - updated to take an object instead of archetype - this is necessary 1928 * Note - updated to take an object instead of archetype - this is necessary
2010 * because arch_blocked (now ob_blocked) needs to know the movement type 1929 * because arch_blocked (now ob_blocked) needs to know the movement type
2011 * to know if the space in question will block the object. We can't use 1930 * to know if the space in question will block the object. We can't use
2012 * the archetype because that isn't correct if the monster has been 1931 * the archetype because that isn't correct if the monster has been
2013 * customized, changed states, etc. 1932 * customized, changed states, etc.
2014 */ 1933 */
2015
2016int 1934int
2017find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1935find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2018{ 1936{
2019 int
2020 i,
2021 index = 0, flag;
2022 static int
2023 altern[SIZEOFFREE]; 1937 int altern[SIZEOFFREE];
1938 int index = 0, flag;
2024 1939
2025 for (i = start; i < stop; i++) 1940 for (int i = start; i < stop; i++)
2026 { 1941 {
2027 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1942 mapxy pos (m, x, y); pos.move (i);
2028 if (!flag) 1943
1944 if (!pos.normalise ())
1945 continue;
1946
1947 mapspace &ms = *pos;
1948
1949 if (ms.flags () & P_IS_ALIVE)
1950 continue;
1951
1952 /* However, often
1953 * ob doesn't have any move type (when used to place exits)
1954 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1955 */
1956 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1957 {
2029 altern[index++] = i; 1958 altern [index++] = i;
1959 continue;
1960 }
2030 1961
2031 /* Basically, if we find a wall on a space, we cut down the search size. 1962 /* Basically, if we find a wall on a space, we cut down the search size.
2032 * In this way, we won't return spaces that are on another side of a wall. 1963 * In this way, we won't return spaces that are on another side of a wall.
2033 * This mostly work, but it cuts down the search size in all directions - 1964 * This mostly work, but it cuts down the search size in all directions -
2034 * if the space being examined only has a wall to the north and empty 1965 * if the space being examined only has a wall to the north and empty
2035 * spaces in all the other directions, this will reduce the search space 1966 * spaces in all the other directions, this will reduce the search space
2036 * to only the spaces immediately surrounding the target area, and 1967 * to only the spaces immediately surrounding the target area, and
2037 * won't look 2 spaces south of the target space. 1968 * won't look 2 spaces south of the target space.
2038 */ 1969 */
2039 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1970 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1971 {
2040 stop = maxfree[i]; 1972 stop = maxfree[i];
1973 continue;
1974 }
1975
1976 /* Note it is intentional that we check ob - the movement type of the
1977 * head of the object should correspond for the entire object.
1978 */
1979 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1980 continue;
1981
1982 if (ob->blocked (pos.m, pos.x, pos.y))
1983 continue;
1984
1985 altern [index++] = i;
2041 } 1986 }
2042 1987
2043 if (!index) 1988 if (!index)
2044 return -1; 1989 return -1;
2045 1990
2046 return altern[RANDOM () % index]; 1991 return altern [rndm (index)];
2047} 1992}
2048 1993
2049/* 1994/*
2050 * find_first_free_spot(archetype, maptile, x, y) works like 1995 * find_first_free_spot(archetype, maptile, x, y) works like
2051 * find_free_spot(), but it will search max number of squares. 1996 * find_free_spot(), but it will search max number of squares.
2052 * But it will return the first available spot, not a random choice. 1997 * But it will return the first available spot, not a random choice.
2053 * Changed 0.93.2: Have it return -1 if there is no free spot available. 1998 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2054 */ 1999 */
2055
2056int 2000int
2057find_first_free_spot (const object *ob, maptile *m, int x, int y) 2001find_first_free_spot (const object *ob, maptile *m, int x, int y)
2058{ 2002{
2059 int
2060 i;
2061
2062 for (i = 0; i < SIZEOFFREE; i++) 2003 for (int i = 0; i < SIZEOFFREE; i++)
2063 {
2064 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2004 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2065 return i; 2005 return i;
2066 } 2006
2067 return -1; 2007 return -1;
2068} 2008}
2069 2009
2070/* 2010/*
2071 * The function permute(arr, begin, end) randomly reorders the array 2011 * The function permute(arr, begin, end) randomly reorders the array
2072 * arr[begin..end-1]. 2012 * arr[begin..end-1].
2013 * now uses a fisher-yates shuffle, old permute was broken
2073 */ 2014 */
2074static void 2015static void
2075permute (int *arr, int begin, int end) 2016permute (int *arr, int begin, int end)
2076{ 2017{
2077 int 2018 arr += begin;
2078 i,
2079 j,
2080 tmp,
2081 len;
2082
2083 len = end - begin; 2019 end -= begin;
2084 for (i = begin; i < end; i++)
2085 {
2086 j = begin + RANDOM () % len;
2087 2020
2088 tmp = arr[i]; 2021 while (--end)
2089 arr[i] = arr[j]; 2022 swap (arr [end], arr [rndm (end + 1)]);
2090 arr[j] = tmp;
2091 }
2092} 2023}
2093 2024
2094/* new function to make monster searching more efficient, and effective! 2025/* new function to make monster searching more efficient, and effective!
2095 * This basically returns a randomized array (in the passed pointer) of 2026 * This basically returns a randomized array (in the passed pointer) of
2096 * the spaces to find monsters. In this way, it won't always look for 2027 * the spaces to find monsters. In this way, it won't always look for
2099 * the 3x3 area will be searched, just not in a predictable order. 2030 * the 3x3 area will be searched, just not in a predictable order.
2100 */ 2031 */
2101void 2032void
2102get_search_arr (int *search_arr) 2033get_search_arr (int *search_arr)
2103{ 2034{
2104 int 2035 int i;
2105 i;
2106 2036
2107 for (i = 0; i < SIZEOFFREE; i++) 2037 for (i = 0; i < SIZEOFFREE; i++)
2108 {
2109 search_arr[i] = i; 2038 search_arr[i] = i;
2110 }
2111 2039
2112 permute (search_arr, 1, SIZEOFFREE1 + 1); 2040 permute (search_arr, 1, SIZEOFFREE1 + 1);
2113 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2041 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2114 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2042 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2115} 2043}
2124 * Perhaps incorrectly, but I'm making the assumption that exclude 2052 * Perhaps incorrectly, but I'm making the assumption that exclude
2125 * is actually want is going to try and move there. We need this info 2053 * is actually want is going to try and move there. We need this info
2126 * because we have to know what movement the thing looking to move 2054 * because we have to know what movement the thing looking to move
2127 * there is capable of. 2055 * there is capable of.
2128 */ 2056 */
2129
2130int 2057int
2131find_dir (maptile *m, int x, int y, object *exclude) 2058find_dir (maptile *m, int x, int y, object *exclude)
2132{ 2059{
2133 int
2134 i,
2135 max = SIZEOFFREE, mflags; 2060 int max = SIZEOFFREE, mflags;
2136
2137 sint16 nx, ny;
2138 object *
2139 tmp;
2140 maptile *
2141 mp;
2142
2143 MoveType blocked, move_type; 2061 MoveType move_type;
2144 2062
2145 if (exclude && exclude->head) 2063 if (exclude && exclude->head_ () != exclude)
2146 { 2064 {
2147 exclude = exclude->head; 2065 exclude = exclude->head;
2148 move_type = exclude->move_type; 2066 move_type = exclude->move_type;
2149 } 2067 }
2150 else 2068 else
2151 { 2069 {
2152 /* If we don't have anything, presume it can use all movement types. */ 2070 /* If we don't have anything, presume it can use all movement types. */
2153 move_type = MOVE_ALL; 2071 move_type = MOVE_ALL;
2154 } 2072 }
2155 2073
2156 for (i = 1; i < max; i++) 2074 for (int i = 1; i < max; i++)
2157 { 2075 {
2158 mp = m; 2076 mapxy pos (m, x, y);
2159 nx = x + freearr_x[i]; 2077 pos.move (i);
2160 ny = y + freearr_y[i];
2161 2078
2162 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2079 if (!pos.normalise ())
2163
2164 if (mflags & P_OUT_OF_MAP)
2165 max = maxfree[i]; 2080 max = maxfree[i];
2166 else 2081 else
2167 { 2082 {
2168 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2083 mapspace &ms = *pos;
2169 2084
2170 if ((move_type & blocked) == move_type) 2085 if ((move_type & ms.move_block) == move_type)
2171 max = maxfree[i]; 2086 max = maxfree [i];
2172 else if (mflags & P_IS_ALIVE) 2087 else if (ms.flags () & P_IS_ALIVE)
2173 { 2088 {
2174 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above) 2089 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2175 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2090 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2176 break; 2091 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2177
2178 if (tmp)
2179 return freedir[i]; 2092 return freedir [i];
2180 } 2093 }
2181 } 2094 }
2182 } 2095 }
2183 2096
2184 return 0; 2097 return 0;
2186 2099
2187/* 2100/*
2188 * distance(object 1, object 2) will return the square of the 2101 * distance(object 1, object 2) will return the square of the
2189 * distance between the two given objects. 2102 * distance between the two given objects.
2190 */ 2103 */
2191
2192int 2104int
2193distance (const object *ob1, const object *ob2) 2105distance (const object *ob1, const object *ob2)
2194{ 2106{
2195 int i;
2196
2197 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2107 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2198 return i;
2199} 2108}
2200 2109
2201/* 2110/*
2202 * find_dir_2(delta-x,delta-y) will return a direction in which 2111 * find_dir_2(delta-x,delta-y) will return a direction in which
2203 * an object which has subtracted the x and y coordinates of another 2112 * an object which has subtracted the x and y coordinates of another
2204 * object, needs to travel toward it. 2113 * object, needs to travel toward it.
2205 */ 2114 */
2206
2207int 2115int
2208find_dir_2 (int x, int y) 2116find_dir_2 (int x, int y)
2209{ 2117{
2210 int q; 2118 int q;
2211 2119
2240 2148
2241 return 3; 2149 return 3;
2242} 2150}
2243 2151
2244/* 2152/*
2245 * absdir(int): Returns a number between 1 and 8, which represent
2246 * the "absolute" direction of a number (it actually takes care of
2247 * "overflow" in previous calculations of a direction).
2248 */
2249
2250int
2251absdir (int d)
2252{
2253 while (d < 1)
2254 d += 8;
2255 while (d > 8)
2256 d -= 8;
2257 return d;
2258}
2259
2260/*
2261 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2153 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2262 * between two directions (which are expected to be absolute (see absdir()) 2154 * between two directions (which are expected to be absolute (see absdir())
2263 */ 2155 */
2264
2265int 2156int
2266dirdiff (int dir1, int dir2) 2157dirdiff (int dir1, int dir2)
2267{ 2158{
2268 int 2159 int d;
2269 d;
2270 2160
2271 d = abs (dir1 - dir2); 2161 d = abs (dir1 - dir2);
2272 if (d > 4) 2162 if (d > 4)
2273 d = 8 - d; 2163 d = 8 - d;
2164
2274 return d; 2165 return d;
2275} 2166}
2276 2167
2277/* peterm: 2168/* peterm:
2278 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2169 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2281 * This basically means that if direction is 15, then it could either go 2172 * This basically means that if direction is 15, then it could either go
2282 * direction 4, 14, or 16 to get back to where we are. 2173 * direction 4, 14, or 16 to get back to where we are.
2283 * Moved from spell_util.c to object.c with the other related direction 2174 * Moved from spell_util.c to object.c with the other related direction
2284 * functions. 2175 * functions.
2285 */ 2176 */
2286
2287int
2288 reduction_dir[SIZEOFFREE][3] = { 2177const int reduction_dir[SIZEOFFREE][3] = {
2289 {0, 0, 0}, /* 0 */ 2178 {0, 0, 0}, /* 0 */
2290 {0, 0, 0}, /* 1 */ 2179 {0, 0, 0}, /* 1 */
2291 {0, 0, 0}, /* 2 */ 2180 {0, 0, 0}, /* 2 */
2292 {0, 0, 0}, /* 3 */ 2181 {0, 0, 0}, /* 3 */
2293 {0, 0, 0}, /* 4 */ 2182 {0, 0, 0}, /* 4 */
2384 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2273 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2385 * core dumps if they do. 2274 * core dumps if they do.
2386 * 2275 *
2387 * Add a check so we can't pick up invisible objects (0.93.8) 2276 * Add a check so we can't pick up invisible objects (0.93.8)
2388 */ 2277 */
2389
2390int 2278int
2391can_pick (const object *who, const object *item) 2279can_pick (const object *who, const object *item)
2392{ 2280{
2393 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2281 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2394 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2282 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2395 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2283 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2396} 2284}
2397 2285
2398/* 2286/*
2399 * create clone from object to another 2287 * create clone from object to another
2400 */ 2288 */
2401object * 2289object *
2402object_create_clone (object *asrc) 2290object::deep_clone ()
2403{ 2291{
2404 object *dst = 0, *tmp, *src, *part, *prev, *item; 2292 assert (("deep_clone called on non-head object", is_head ()));
2405 2293
2406 if (!asrc) 2294 object *dst = clone ();
2407 return 0;
2408 2295
2409 src = asrc; 2296 object *prev = dst;
2410 if (src->head)
2411 src = src->head;
2412
2413 prev = 0;
2414 for (part = src; part; part = part->more) 2297 for (object *part = this->more; part; part = part->more)
2415 { 2298 {
2416 tmp = part->clone (); 2299 object *tmp = part->clone ();
2417 tmp->x -= src->x;
2418 tmp->y -= src->y;
2419
2420 if (!part->head)
2421 {
2422 dst = tmp;
2423 tmp->head = 0;
2424 }
2425 else
2426 tmp->head = dst; 2300 tmp->head = dst;
2427
2428 tmp->more = 0;
2429
2430 if (prev)
2431 prev->more = tmp; 2301 prev->more = tmp;
2432
2433 prev = tmp; 2302 prev = tmp;
2434 } 2303 }
2435 2304
2436 for (item = src->inv; item; item = item->below) 2305 for (object *item = inv; item; item = item->below)
2437 insert_ob_in_ob (object_create_clone (item), dst); 2306 insert_ob_in_ob (item->deep_clone (), dst);
2438 2307
2439 return dst; 2308 return dst;
2440}
2441
2442/* GROS - Creates an object using a string representing its content. */
2443/* Basically, we save the content of the string to a temp file, then call */
2444/* load_object on it. I admit it is a highly inefficient way to make things, */
2445/* but it was simple to make and allows reusing the load_object function. */
2446/* Remember not to use load_object_str in a time-critical situation. */
2447/* Also remember that multiparts objects are not supported for now. */
2448
2449object *
2450load_object_str (const char *obstr)
2451{
2452 object *op;
2453 char filename[MAX_BUF];
2454
2455 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2456
2457 FILE *tempfile = fopen (filename, "w");
2458
2459 if (tempfile == NULL)
2460 {
2461 LOG (llevError, "Error - Unable to access load object temp file\n");
2462 return NULL;
2463 }
2464
2465 fprintf (tempfile, obstr);
2466 fclose (tempfile);
2467
2468 op = object::create ();
2469
2470 object_thawer thawer (filename);
2471
2472 if (thawer)
2473 load_object (thawer, op, 0);
2474
2475 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2476 CLEAR_FLAG (op, FLAG_REMOVED);
2477
2478 return op;
2479} 2309}
2480 2310
2481/* This returns the first object in who's inventory that 2311/* This returns the first object in who's inventory that
2482 * has the same type and subtype match. 2312 * has the same type and subtype match.
2483 * returns NULL if no match. 2313 * returns NULL if no match.
2484 */ 2314 */
2485object * 2315object *
2486find_obj_by_type_subtype (const object *who, int type, int subtype) 2316find_obj_by_type_subtype (const object *who, int type, int subtype)
2487{ 2317{
2488 object *tmp;
2489
2490 for (tmp = who->inv; tmp; tmp = tmp->below) 2318 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2491 if (tmp->type == type && tmp->subtype == subtype) 2319 if (tmp->type == type && tmp->subtype == subtype)
2492 return tmp; 2320 return tmp;
2493 2321
2494 return NULL;
2495}
2496
2497/* If ob has a field named key, return the link from the list,
2498 * otherwise return NULL.
2499 *
2500 * key must be a passed in shared string - otherwise, this won't
2501 * do the desired thing.
2502 */
2503key_value *
2504get_ob_key_link (const object *ob, const char *key)
2505{
2506 key_value *link;
2507
2508 for (link = ob->key_values; link != NULL; link = link->next)
2509 if (link->key == key)
2510 return link;
2511
2512 return NULL;
2513}
2514
2515/*
2516 * Returns the value of op has an extra_field for key, or NULL.
2517 *
2518 * The argument doesn't need to be a shared string.
2519 *
2520 * The returned string is shared.
2521 */
2522const char *
2523get_ob_key_value (const object *op, const char *const key)
2524{
2525 key_value *link;
2526 shstr_cmp canonical_key (key);
2527
2528 if (!canonical_key)
2529 {
2530 /* 1. There being a field named key on any object
2531 * implies there'd be a shared string to find.
2532 * 2. Since there isn't, no object has this field.
2533 * 3. Therefore, *this* object doesn't have this field.
2534 */
2535 return 0;
2536 }
2537
2538 /* This is copied from get_ob_key_link() above -
2539 * only 4 lines, and saves the function call overhead.
2540 */
2541 for (link = op->key_values; link; link = link->next)
2542 if (link->key == canonical_key)
2543 return link->value;
2544
2545 return 0; 2322 return 0;
2546} 2323}
2547 2324
2548 2325shstr_tmp
2549/* 2326object::kv_get (shstr_tmp key) const
2550 * Updates the canonical_key in op to value.
2551 *
2552 * canonical_key is a shared string (value doesn't have to be).
2553 *
2554 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2555 * keys.
2556 *
2557 * Returns TRUE on success.
2558 */
2559int
2560set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2561{ 2327{
2562 key_value * 2328 for (key_value *kv = key_values; kv; kv = kv->next)
2563 field = NULL, *last = NULL; 2329 if (kv->key == key)
2330 return kv->value;
2564 2331
2565 for (field = op->key_values; field != NULL; field = field->next) 2332 return shstr ();
2566 { 2333}
2567 if (field->key != canonical_key) 2334
2335void
2336object::kv_set (shstr_tmp key, shstr_tmp value)
2337{
2338 for (key_value *kv = key_values; kv; kv = kv->next)
2339 if (kv->key == key)
2568 { 2340 {
2569 last = field; 2341 kv->value = value;
2570 continue; 2342 return;
2571 } 2343 }
2572 2344
2573 if (value) 2345 key_value *kv = new key_value;
2574 field->value = value; 2346
2575 else 2347 kv->next = key_values;
2348 kv->key = key;
2349 kv->value = value;
2350
2351 key_values = kv;
2352}
2353
2354void
2355object::kv_del (shstr_tmp key)
2356{
2357 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2358 if ((*kvp)->key == key)
2576 { 2359 {
2577 /* Basically, if the archetype has this key set, 2360 key_value *kv = *kvp;
2578 * we need to store the null value so when we save 2361 *kvp = (*kvp)->next;
2579 * it, we save the empty value so that when we load, 2362 delete kv;
2580 * we get this value back again. 2363 return;
2581 */
2582 if (get_ob_key_link (&op->arch->clone, canonical_key))
2583 field->value = 0;
2584 else
2585 {
2586 if (last)
2587 last->next = field->next;
2588 else
2589 op->key_values = field->next;
2590
2591 delete field;
2592 }
2593 } 2364 }
2594 return TRUE;
2595 }
2596 /* IF we get here, key doesn't exist */
2597
2598 /* No field, we'll have to add it. */
2599
2600 if (!add_key)
2601 {
2602 return FALSE;
2603 }
2604 /* There isn't any good reason to store a null
2605 * value in the key/value list. If the archetype has
2606 * this key, then we should also have it, so shouldn't
2607 * be here. If user wants to store empty strings,
2608 * should pass in ""
2609 */
2610 if (value == NULL)
2611 return TRUE;
2612
2613 field = new key_value;
2614
2615 field->key = canonical_key;
2616 field->value = value;
2617 /* Usual prepend-addition. */
2618 field->next = op->key_values;
2619 op->key_values = field;
2620
2621 return TRUE;
2622}
2623
2624/*
2625 * Updates the key in op to value.
2626 *
2627 * If add_key is FALSE, this will only update existing keys,
2628 * and not add new ones.
2629 * In general, should be little reason FALSE is ever passed in for add_key
2630 *
2631 * Returns TRUE on success.
2632 */
2633int
2634set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2635{
2636 shstr key_ (key);
2637
2638 return set_ob_key_value_s (op, key_, value, add_key);
2639} 2365}
2640 2366
2641object::depth_iterator::depth_iterator (object *container) 2367object::depth_iterator::depth_iterator (object *container)
2642: iterator_base (container) 2368: iterator_base (container)
2643{ 2369{
2657 } 2383 }
2658 else 2384 else
2659 item = item->env; 2385 item = item->env;
2660} 2386}
2661 2387
2388const char *
2389object::flag_desc (char *desc, int len) const
2390{
2391 char *p = desc;
2392 bool first = true;
2393
2394 *p = 0;
2395
2396 for (int i = 0; i < NUM_FLAGS; i++)
2397 {
2398 if (len <= 10) // magic constant!
2399 {
2400 snprintf (p, len, ",...");
2401 break;
2402 }
2403
2404 if (flag [i])
2405 {
2406 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2407 len -= cnt;
2408 p += cnt;
2409 first = false;
2410 }
2411 }
2412
2413 return desc;
2414}
2415
2662// return a suitable string describing an objetc in enough detail to find it 2416// return a suitable string describing an object in enough detail to find it
2663const char * 2417const char *
2664object::debug_desc (char *info) const 2418object::debug_desc (char *info) const
2665{ 2419{
2420 char flagdesc[512];
2666 char info2[256 * 3]; 2421 char info2[256 * 4];
2667 char *p = info; 2422 char *p = info;
2668 2423
2669 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2424 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2670 count, 2425 count,
2426 uuid.c_str (),
2671 &name, 2427 &name,
2672 title ? " " : "", 2428 title ? ",title:\"" : "",
2673 title ? (const char *)title : ""); 2429 title ? (const char *)title : "",
2430 title ? "\"" : "",
2431 flag_desc (flagdesc, 512), type);
2674 2432
2675 if (env) 2433 if (!flag[FLAG_REMOVED] && env)
2676 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2434 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2677 2435
2678 if (map) 2436 if (map)
2679 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2437 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2680 2438
2681 return info; 2439 return info;
2682} 2440}
2683 2441
2684const char * 2442const char *
2685object::debug_desc () const 2443object::debug_desc () const
2686{ 2444{
2687 static char info[256 * 3]; 2445 static char info[3][256 * 4];
2446 static int info_idx;
2447
2688 return debug_desc (info); 2448 return debug_desc (info [++info_idx % 3]);
2689} 2449}
2690 2450
2451struct region *
2452object::region () const
2453{
2454 return map ? map->region (x, y)
2455 : region::default_region ();
2456}
2457
2458const materialtype_t *
2459object::dominant_material () const
2460{
2461 if (materialtype_t *mt = name_to_material (materialname))
2462 return mt;
2463
2464 return name_to_material (shstr_unknown);
2465}
2466
2467void
2468object::open_container (object *new_container)
2469{
2470 if (container == new_container)
2471 return;
2472
2473 object *old_container = container;
2474
2475 if (old_container)
2476 {
2477 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2478 return;
2479
2480#if 0
2481 // remove the "Close old_container" object.
2482 if (object *closer = old_container->inv)
2483 if (closer->type == CLOSE_CON)
2484 closer->destroy ();
2485#endif
2486
2487 // make sure the container is available
2488 esrv_send_item (this, old_container);
2489
2490 old_container->flag [FLAG_APPLIED] = false;
2491 container = 0;
2492
2493 // client needs item update to make it work, client bug requires this to be separate
2494 esrv_update_item (UPD_FLAGS, this, old_container);
2495
2496 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2497 play_sound (sound_find ("chest_close"));
2498 }
2499
2500 if (new_container)
2501 {
2502 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2503 return;
2504
2505 // TODO: this does not seem to serve any purpose anymore?
2506#if 0
2507 // insert the "Close Container" object.
2508 if (archetype *closer = new_container->other_arch)
2509 {
2510 object *closer = arch_to_object (new_container->other_arch);
2511 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2512 new_container->insert (closer);
2513 }
2514#endif
2515
2516 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2517
2518 // make sure the container is available, client bug requires this to be separate
2519 esrv_send_item (this, new_container);
2520
2521 new_container->flag [FLAG_APPLIED] = true;
2522 container = new_container;
2523
2524 // client needs flag change
2525 esrv_update_item (UPD_FLAGS, this, new_container);
2526 esrv_send_inventory (this, new_container);
2527 play_sound (sound_find ("chest_open"));
2528 }
2529// else if (!old_container->env && contr && contr->ns)
2530// contr->ns->floorbox_reset ();
2531}
2532
2533object *
2534object::force_find (shstr_tmp name)
2535{
2536 /* cycle through his inventory to look for the MARK we want to
2537 * place
2538 */
2539 for (object *tmp = inv; tmp; tmp = tmp->below)
2540 if (tmp->type == FORCE && tmp->slaying == name)
2541 return splay (tmp);
2542
2543 return 0;
2544}
2545
2546object *
2547object::force_add (shstr_tmp name, int duration)
2548{
2549 if (object *force = force_find (name))
2550 force->destroy ();
2551
2552 object *force = get_archetype (FORCE_NAME);
2553
2554 force->slaying = name;
2555 force->stats.food = 1;
2556 force->speed_left = -1.f;
2557
2558 force->set_speed (duration ? 1.f / duration : 0.f);
2559 force->flag [FLAG_IS_USED_UP] = true;
2560 force->flag [FLAG_APPLIED] = true;
2561
2562 return insert (force);
2563}
2564
2565void
2566object::play_sound (faceidx sound) const
2567{
2568 if (!sound)
2569 return;
2570
2571 if (is_on_map ())
2572 map->play_sound (sound, x, y);
2573 else if (object *pl = in_player ())
2574 pl->contr->play_sound (sound);
2575}
2576
2577void
2578object::say_msg (const char *msg) const
2579{
2580 if (is_on_map ())
2581 map->say_msg (msg, x, y);
2582 else if (object *pl = in_player ())
2583 pl->contr->play_sound (sound);
2584}
2585
2586void
2587object::make_noise ()
2588{
2589 // we do not model noise in the map, so instead put
2590 // a temporary light into the noise source
2591 // could use the map instead, but that's less reliable for our
2592 // goal, which is to make invisibility a bit harder to exploit
2593
2594 // currently only works sensibly for players
2595 if (!is_player ())
2596 return;
2597
2598 // find old force, or create new one
2599 object *force = force_find (shstr_noise_force);
2600
2601 if (force)
2602 force->speed_left = -1.f; // patch old speed up
2603 else
2604 {
2605 force = archetype::get (shstr_noise_force);
2606
2607 force->slaying = shstr_noise_force;
2608 force->stats.food = 1;
2609 force->speed_left = -1.f;
2610
2611 force->set_speed (1.f / 4.f);
2612 force->flag [FLAG_IS_USED_UP] = true;
2613 force->flag [FLAG_APPLIED] = true;
2614
2615 insert (force);
2616 }
2617}
2618

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