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Comparing deliantra/server/common/object.C (file contents):
Revision 1.54 by root, Fri Nov 17 19:40:53 2006 UTC vs.
Revision 1.209 by root, Mon Apr 21 06:35:26 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 24#include <global.h>
28#include <stdio.h> 25#include <stdio.h>
29#include <sys/types.h> 26#include <sys/types.h>
30#include <sys/uio.h> 27#include <sys/uio.h>
31#include <object.h> 28#include <object.h>
32#include <funcpoint.h> 29#include <funcpoint.h>
30#include <sproto.h>
33#include <loader.h> 31#include <loader.h>
34 32
35int nrofallocobjects = 0; 33#include <bitset>
36static UUID uuid; 34
35UUID UUID::cur;
36static uint64_t seq_next_save;
37const uint64 UUID_SKIP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38 38
39object *active_objects; /* List of active objects that need to be processed */ 39objectvec objects;
40activevec actives;
40 41
41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 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,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 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
43}; 47};
44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 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,
45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 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
46}; 53};
47int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 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,
48 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 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
49}; 59};
50int freedir[SIZEOFFREE] = { 60int freedir[SIZEOFFREE] = {
51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 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,
52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 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
53}; 65};
54 66
55static void 67static void
56write_uuid (void) 68write_uuid (uval64 skip, bool sync)
57{ 69{
58 char filename1[MAX_BUF], filename2[MAX_BUF]; 70 CALL_BEGIN (2);
59 71 CALL_ARG_SV (newSVval64 (skip));
60 sprintf (filename1, "%s/uuid", settings.localdir); 72 CALL_ARG_SV (boolSV (sync));
61 sprintf (filename2, "%s/uuid~", settings.localdir); 73 CALL_CALL ("cf::write_uuid", G_DISCARD);
62 74 CALL_END;
63 FILE *fp;
64
65 if (!(fp = fopen (filename2, "w")))
66 {
67 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68 return;
69 }
70
71 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72 fclose (fp);
73 rename (filename2, filename1);
74} 75}
75 76
76static void 77static void
77read_uuid (void) 78read_uuid (void)
78{ 79{
79 char filename[MAX_BUF]; 80 char filename[MAX_BUF];
80 81
81 sprintf (filename, "%s/uuid", settings.localdir); 82 sprintf (filename, "%s/uuid", settings.localdir);
82 83
84 seq_next_save = 0;
85
83 FILE *fp; 86 FILE *fp;
84 87
85 if (!(fp = fopen (filename, "r"))) 88 if (!(fp = fopen (filename, "r")))
86 { 89 {
87 if (errno == ENOENT) 90 if (errno == ENOENT)
88 { 91 {
89 LOG (llevInfo, "RESET uid to 1\n"); 92 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0; 93 UUID::cur.seq = 0;
91 write_uuid (); 94 write_uuid (UUID_GAP, true);
92 return; 95 return;
93 } 96 }
94 97
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1); 99 _exit (1);
97 } 100 }
98 101
99 int version; 102 UUID::BUF buf;
100 unsigned long long uid; 103 buf[0] = 0;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 104 fgets (buf, sizeof (buf), fp);
105
106 if (!UUID::cur.parse (buf))
102 { 107 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 108 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
104 _exit (1); 109 _exit (1);
105 } 110 }
106 111
107 uuid.seq = uid;
108 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid); 112 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
113
114 write_uuid (UUID_GAP, true);
110 fclose (fp); 115 fclose (fp);
111} 116}
112 117
113UUID 118UUID
114gen_uuid () 119UUID::gen ()
115{ 120{
116 UUID uid; 121 UUID uid;
117 122
118 uid.seq = ++uuid.seq; 123 uid.seq = ++cur.seq;
119 124
120 if (!(uuid.seq & (UUID_SKIP - 1))) 125 if (expect_false (cur.seq >= seq_next_save))
121 write_uuid (); 126 {
127 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
128 write_uuid (UUID_GAP, false);
129 }
130
122 131
123 return uid; 132 return uid;
124} 133}
125 134
126void 135void
127init_uuid () 136UUID::init ()
128{ 137{
129 read_uuid (); 138 read_uuid ();
130} 139}
131 140
132/* 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. */
133static int 142static bool
134compare_ob_value_lists_one (const object *wants, const object *has) 143compare_ob_value_lists_one (const object *wants, const object *has)
135{ 144{
136 key_value *wants_field; 145 key_value *wants_field;
137 146
138 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 147 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
139 * objects with lists are rare, and lists stay short. If not, use a 148 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted... 149 * different structure or at least keep the lists sorted...
141 */ 150 */
142 151
143 /* For each field in wants, */ 152 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 153 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
145 { 154 {
146 key_value *has_field; 155 key_value *has_field;
147 156
148 /* Look for a field in has with the same key. */ 157 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key); 158 has_field = get_ob_key_link (has, wants_field->key);
150 159
151 if (has_field == NULL) 160 if (!has_field)
152 {
153 /* No field with that name. */ 161 return 0; /* No field with that name. */
154 return FALSE;
155 }
156 162
157 /* Found the matching field. */ 163 /* Found the matching field. */
158 if (has_field->value != wants_field->value) 164 if (has_field->value != wants_field->value)
159 {
160 /* Values don't match, so this half of the comparison is false. */ 165 return 0; /* Values don't match, so this half of the comparison is false. */
161 return FALSE;
162 }
163 166
164 /* If we get here, we found a match. Now for the next field in wants. */ 167 /* If we get here, we found a match. Now for the next field in wants. */
165 } 168 }
166 169
167 /* If we get here, every field in wants has a matching field in has. */ 170 /* If we get here, every field in wants has a matching field in has. */
168 return TRUE; 171 return 1;
169} 172}
170 173
171/* Returns TRUE if ob1 has the same key_values as ob2. */ 174/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int 175static bool
173compare_ob_value_lists (const object *ob1, const object *ob2) 176compare_ob_value_lists (const object *ob1, const object *ob2)
174{ 177{
175 /* However, there may be fields in has which aren't partnered in wants, 178 /* However, there may be fields in has which aren't partnered in wants,
176 * so we need to run the comparison *twice*. :( 179 * so we need to run the comparison *twice*. :(
177 */ 180 */
183 * 186 *
184 * Note that this function appears a lot longer than the macro it 187 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 188 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 189 * reduce this to the same efficiency.
187 * 190 *
188 * Check nrof variable *before* calling CAN_MERGE() 191 * Check nrof variable *before* calling can_merge()
189 * 192 *
190 * Improvements made with merge: Better checking on potion, and also 193 * Improvements made with merge: Better checking on potion, and also
191 * check weight 194 * check weight
192 */ 195 */
193
194bool object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
195{ 197{
196 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
198 return 0; 204 return 0;
199 205
200 if (ob1->speed != ob2->speed) 206 /* Do not merge objects if nrof would overflow. First part checks
207 * for unsigned overflow (2c), second part checks whether the result
208 * would fit into a 32 bit signed int, which is often used to hold
209 * nrof values.
210 */
211 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
201 return 0; 212 return 0;
202 213
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof).
206 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31)
208 return 0;
209
210 /* If the objects have been identified, set the BEEN_APPLIED flag. 214 /* If the objects have been identified, set the BEEN_APPLIED flag.
211 * This is to the comparison of the flags below will be OK. We 215 * This is to the comparison of the flags below will be OK. We
212 * just can't ignore the been applied or identified flags, as they 216 * just can't ignore the been applied or identified flags, as they
213 * are not equal - just if it has been identified, the been_applied 217 * are not equal - just if it has been identified, the been_applied
214 * flags lose any meaning. 218 * flags lose any meaning.
215 */ 219 */
216 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 222
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 225
222 226 if (ob1->arch->name != ob2->arch->name
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 227 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 228 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 229 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 230 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
238 (ob1->attacktype != ob2->attacktype) || 231 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 232 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 233 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 234 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 235 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 236 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 237 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 238 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 239 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 240 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 241 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 242 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 243 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 244 || ob1->move_on != ob2->move_on
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 245 || ob1->move_off != ob2->move_off
246 || ob1->move_slow != ob2->move_slow
247 || ob1->move_slow_penalty != ob2->move_slow_penalty
248 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
249 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
253 return 0; 250 return 0;
254 251
252 if ((ob1->flag ^ ob2->flag)
253 .reset (FLAG_INV_LOCKED)
254 .reset (FLAG_CLIENT_SENT)
255 .reset (FLAG_REMOVED)
256 .any ())
257 return 0;
258
255 /* This is really a spellbook check - really, we should 259 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 260 * not merge objects with real inventories, as splitting them
261 * is hard.
257 */ 262 */
258 if (ob1->inv || ob2->inv) 263 if (ob1->inv || ob2->inv)
259 { 264 {
260 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0;
263
264 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 265 if (!(ob1->inv && ob2->inv))
266 return 0; 266 return 0; /* inventories differ in length */
267
268 if (ob1->inv->below || ob2->inv->below)
269 return 0; /* more than one object in inv */
270
271 if (!object::can_merge (ob1->inv, ob2->inv))
272 return 0; /* inventory objects differ */
267 273
268 /* inventory ok - still need to check rest of this object to see 274 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 275 * if it is valid.
270 */ 276 */
271 } 277 }
279 285
280 /* Note sure why the following is the case - either the object has to 286 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster 287 * be animated or have a very low speed. Is this an attempted monster
282 * check? 288 * check?
283 */ 289 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 290 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0; 291 return 0;
286 292
287 switch (ob1->type) 293 switch (ob1->type)
288 { 294 {
289 case SCROLL: 295 case SCROLL:
290 if (ob1->level != ob2->level) 296 if (ob1->level != ob2->level)
291 return 0; 297 return 0;
292 break; 298 break;
293 } 299 }
294 300
295 if (ob1->key_values != NULL || ob2->key_values != NULL) 301 if (ob1->key_values || ob2->key_values)
296 { 302 {
297 /* At least one of these has key_values. */ 303 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 304 if ((!ob1->key_values) != (!ob2->key_values))
299 /* One has fields, but the other one doesn't. */ 305 return 0; /* One has fields, but the other one doesn't. */
306
307 if (!compare_ob_value_lists (ob1, ob2))
300 return 0; 308 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0;
303 } 309 }
304 310
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 311 if (ob1->self || ob2->self)
307 { 312 {
308 ob1->optimise (); 313 ob1->optimise ();
309 ob2->optimise (); 314 ob2->optimise ();
310 315
311 if (ob1->self || ob2->self) 316 if (ob1->self || ob2->self)
317 {
318 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
319 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
320
321 if (k1 != k2)
312 return 0; 322 return 0;
323
324 if (k1 == 0)
325 return 1;
326
327 if (!cfperl_can_merge (ob1, ob2))
328 return 0;
329 }
313 } 330 }
314 331
315 /* Everything passes, must be OK. */ 332 /* Everything passes, must be OK. */
316 return 1; 333 return 1;
317} 334}
318 335
336// adjust weight per container type ("of holding")
337static sint32
338weight_adjust (object *op, sint32 weight)
339{
340 return op->type == CONTAINER
341 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
342 : weight;
343}
344
319/* 345/*
346 * adjust_weight(object, weight) adds the specified weight to an object,
347 * and also updates how much the environment(s) is/are carrying.
348 */
349static void
350adjust_weight (object *op, sint32 weight)
351{
352 while (op)
353 {
354 weight = weight_adjust (op, weight);
355
356 op->carrying += weight;
357 op = op->env;
358 }
359}
360
361/*
320 * sum_weight() is a recursive function which calculates the weight 362 * this is a recursive function which calculates the weight
321 * an object is carrying. It goes through in figures out how much 363 * an object is carrying. It goes through op and figures out how much
322 * containers are carrying, and sums it up. 364 * containers are carrying, and sums it up.
323 */ 365 */
324long 366void
325sum_weight (object *op) 367object::update_weight ()
326{ 368{
327 long sum; 369 sint32 sum = 0;
328 object *inv;
329 370
330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 371 for (object *op = inv; op; op = op->below)
331 { 372 {
332 if (inv->inv) 373 if (op->inv)
333 sum_weight (inv); 374 op->update_weight ();
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
335 }
336 375
337 if (op->type == CONTAINER && op->stats.Str) 376 sum += op->total_weight ();
338 sum = (sum * (100 - op->stats.Str)) / 100; 377 }
339 378
340 if (op->carrying != sum) 379 carrying = weight_adjust (this, sum);
341 op->carrying = sum;
342
343 return sum;
344} 380}
345 381
346/** 382/*
347 * Return the outermost environment object for a given object. 383 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
348 */ 384 */
349
350object *
351object_get_env_recursive (object *op)
352{
353 while (op->env != NULL)
354 op = op->env;
355 return op;
356}
357
358/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op;
371}
372
373/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array.
377 */
378
379char * 385char *
380dump_object (object *op) 386dump_object (object *op)
381{ 387{
382 if (!op) 388 if (!op)
383 return strdup ("[NULLOBJ]"); 389 return strdup ("[NULLOBJ]");
384 390
385 object_freezer freezer; 391 object_freezer freezer;
386 save_object (freezer, op, 3); 392 op->write (freezer);
387 return freezer.as_string (); 393 return freezer.as_string ();
388} 394}
389 395
390/* 396/*
391 * get_nearest_part(multi-object, object 2) returns the part of the 397 * get_nearest_part(multi-object, object 2) returns the part of the
392 * multi-object 1 which is closest to the second object. 398 * multi-object 1 which is closest to the second object.
393 * If it's not a multi-object, it is returned. 399 * If it's not a multi-object, it is returned.
394 */ 400 */
395
396object * 401object *
397get_nearest_part (object *op, const object *pl) 402get_nearest_part (object *op, const object *pl)
398{ 403{
399 object *tmp, *closest; 404 object *tmp, *closest;
400 int last_dist, i; 405 int last_dist, i;
401 406
402 if (op->more == NULL) 407 if (!op->more)
403 return op; 408 return op;
409
404 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 410 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
411 tmp;
412 tmp = tmp->more)
405 if ((i = distance (tmp, pl)) < last_dist) 413 if ((i = distance (tmp, pl)) < last_dist)
406 closest = tmp, last_dist = i; 414 closest = tmp, last_dist = i;
415
407 return closest; 416 return closest;
408} 417}
409 418
410/* 419/*
411 * Returns the object which has the count-variable equal to the argument. 420 * Returns the object which has the count-variable equal to the argument.
421 * VERRRY slow.
412 */ 422 */
413
414object * 423object *
415find_object (tag_t i) 424find_object (tag_t i)
416{ 425{
417 for (object *op = object::first; op; op = op->next) 426 for_all_objects (op)
418 if (op->count == i) 427 if (op->count == i)
419 return op; 428 return op;
420 429
421 return 0; 430 return 0;
422} 431}
423 432
424/* 433/*
425 * Returns the first object which has a name equal to the argument. 434 * Returns the first object which has a name equal to the argument.
426 * Used only by the patch command, but not all that useful. 435 * Used only by the patch command, but not all that useful.
427 * Enables features like "patch <name-of-other-player> food 999" 436 * Enables features like "patch <name-of-other-player> food 999"
428 */ 437 */
429
430object * 438object *
431find_object_name (const char *str) 439find_object_name (const char *str)
432{ 440{
433 shstr_cmp str_ (str); 441 shstr_cmp str_ (str);
434 object *op; 442 object *op;
435 443
436 for (op = object::first; op != NULL; op = op->next) 444 for_all_objects (op)
437 if (op->name == str_) 445 if (op->name == str_)
438 break; 446 break;
439 447
440 return op; 448 return op;
441} 449}
442 450
443void
444free_all_object_data ()
445{
446 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
447}
448
449/* 451/*
450 * Sets the owner and sets the skill and exp pointers to owner's current 452 * Sets the owner and sets the skill and exp pointers to owner's current
451 * skill and experience objects. 453 * skill and experience objects.
454 * ACTUALLY NO! investigate! TODO
452 */ 455 */
453void 456void
454object::set_owner (object *owner) 457object::set_owner (object *owner)
455{ 458{
459 // allow objects which own objects
456 if (!owner) 460 if (owner)
457 return;
458
459 /* next line added to allow objects which own objects */
460 /* Add a check for ownercounts in here, as I got into an endless loop
461 * with the fireball owning a poison cloud which then owned the
462 * fireball. I believe that was caused by one of the objects getting
463 * freed and then another object replacing it. Since the ownercounts
464 * didn't match, this check is valid and I believe that cause is valid.
465 */
466 while (owner->owner) 461 while (owner->owner)
467 owner = owner->owner; 462 owner = owner->owner;
463
464 if (flag [FLAG_FREED])
465 {
466 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
467 return;
468 }
468 469
469 this->owner = owner; 470 this->owner = owner;
471}
472
473int
474object::slottype () const
475{
476 if (type == SKILL)
477 {
478 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
479 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
480 }
481 else
482 {
483 if (slot [body_combat].info) return slot_combat;
484 if (slot [body_range ].info) return slot_ranged;
485 }
486
487 return slot_none;
488}
489
490bool
491object::change_weapon (object *ob)
492{
493 if (current_weapon == ob)
494 return true;
495
496 if (chosen_skill)
497 chosen_skill->flag [FLAG_APPLIED] = false;
498
499 current_weapon = ob;
500 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
501
502 if (chosen_skill)
503 chosen_skill->flag [FLAG_APPLIED] = true;
504
505 update_stats ();
506
507 if (ob)
508 {
509 // now check wether any body locations became invalid, in which case
510 // we cannot apply the weapon at the moment.
511 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
512 if (slot[i].used < 0)
513 {
514 current_weapon = chosen_skill = 0;
515 update_stats ();
516
517 new_draw_info_format (NDI_UNIQUE, 0, this,
518 "You try to balance all your items at once, "
519 "but the %s is just too much for your body. "
520 "[You need to unapply some items first.]", &ob->name);
521 return false;
522 }
523
524 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
525 }
526 else
527 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
528
529 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
530 {
531 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
532 &name, ob->debug_desc ());
533 return false;
534 }
535
536 return true;
470} 537}
471 538
472/* Zero the key_values on op, decrementing the shared-string 539/* Zero the key_values on op, decrementing the shared-string
473 * refcounts and freeing the links. 540 * refcounts and freeing the links.
474 */ 541 */
475static void 542static void
476free_key_values (object *op) 543free_key_values (object *op)
477{ 544{
478 for (key_value *i = op->key_values; i != 0;) 545 for (key_value *i = op->key_values; i; )
479 { 546 {
480 key_value *next = i->next; 547 key_value *next = i->next;
481 delete i; 548 delete i;
482 549
483 i = next; 550 i = next;
484 } 551 }
485 552
486 op->key_values = 0; 553 op->key_values = 0;
487} 554}
488 555
489void object::clear () 556object &
557object::operator =(const object &src)
490{ 558{
491 attachable_base::clear (); 559 bool is_freed = flag [FLAG_FREED];
560 bool is_removed = flag [FLAG_REMOVED];
492 561
493 free_key_values (this); 562 *(object_copy *)this = src;
494 563
495 owner = 0; 564 flag [FLAG_FREED] = is_freed;
496 name = 0; 565 flag [FLAG_REMOVED] = is_removed;
497 name_pl = 0;
498 title = 0;
499 race = 0;
500 slaying = 0;
501 skill = 0;
502 msg = 0;
503 lore = 0;
504 custom_name = 0;
505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
517
518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
519
520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
529}
530
531void object::clone (object *destination)
532{
533 *(object_copy *)destination = *this;
534 *(object_pod *)destination = *this;
535
536 if (self || cb)
537 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
538}
539
540/*
541 * copy object first frees everything allocated by the second object,
542 * and then copies the contends of the first object into the second
543 * object, allocating what needs to be allocated. Basically, any
544 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
545 * if the first object is freed, the pointers in the new object
546 * will point at garbage.
547 */
548void
549copy_object (object *op2, object *op)
550{
551 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
553
554 op2->clone (op);
555
556 if (is_freed)
557 SET_FLAG (op, FLAG_FREED);
558 if (is_removed)
559 SET_FLAG (op, FLAG_REMOVED);
560
561 if (op2->speed < 0)
562 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
563 566
564 /* Copy over key_values, if any. */ 567 /* Copy over key_values, if any. */
565 if (op2->key_values) 568 if (src.key_values)
566 { 569 {
567 key_value *tail = 0; 570 key_value *tail = 0;
568 key_value *i;
569
570 op->key_values = 0; 571 key_values = 0;
571 572
572 for (i = op2->key_values; i; i = i->next) 573 for (key_value *i = src.key_values; i; i = i->next)
573 { 574 {
574 key_value *new_link = new key_value; 575 key_value *new_link = new key_value;
575 576
576 new_link->next = 0; 577 new_link->next = 0;
577 new_link->key = i->key; 578 new_link->key = i->key;
578 new_link->value = i->value; 579 new_link->value = i->value;
579 580
580 /* Try and be clever here, too. */ 581 /* Try and be clever here, too. */
581 if (!op->key_values) 582 if (!key_values)
582 { 583 {
583 op->key_values = new_link; 584 key_values = new_link;
584 tail = new_link; 585 tail = new_link;
585 } 586 }
586 else 587 else
587 { 588 {
588 tail->next = new_link; 589 tail->next = new_link;
589 tail = new_link; 590 tail = new_link;
590 } 591 }
591 } 592 }
592 } 593 }
594}
593 595
594 update_ob_speed (op); 596/*
597 * copy_to first frees everything allocated by the dst object,
598 * and then copies the contents of itself into the second
599 * object, allocating what needs to be allocated. Basically, any
600 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
601 * if the first object is freed, the pointers in the new object
602 * will point at garbage.
603 */
604void
605object::copy_to (object *dst)
606{
607 *dst = *this;
608
609 if (speed < 0)
610 dst->speed_left -= rndm ();
611
612 dst->set_speed (dst->speed);
613}
614
615void
616object::instantiate ()
617{
618 if (!uuid.seq) // HACK
619 uuid = UUID::gen ();
620
621 speed_left = -0.1f;
622 /* copy the body_info to the body_used - this is only really
623 * need for monsters, but doesn't hurt to do it for everything.
624 * by doing so, when a monster is created, it has good starting
625 * values for the body_used info, so when items are created
626 * for it, they can be properly equipped.
627 */
628 for (int i = NUM_BODY_LOCATIONS; i--; )
629 slot[i].used = slot[i].info;
630
631 attachable::instantiate ();
632}
633
634object *
635object::clone ()
636{
637 object *neu = create ();
638 copy_to (neu);
639 return neu;
595} 640}
596 641
597/* 642/*
598 * If an object with the IS_TURNABLE() flag needs to be turned due 643 * If an object with the IS_TURNABLE() flag needs to be turned due
599 * to the closest player being on the other side, this function can 644 * to the closest player being on the other side, this function can
600 * be called to update the face variable, _and_ how it looks on the map. 645 * be called to update the face variable, _and_ how it looks on the map.
601 */ 646 */
602
603void 647void
604update_turn_face (object *op) 648update_turn_face (object *op)
605{ 649{
606 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 650 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
607 return; 651 return;
652
608 SET_ANIMATION (op, op->direction); 653 SET_ANIMATION (op, op->direction);
609 update_object (op, UP_OBJ_FACE); 654 update_object (op, UP_OBJ_FACE);
610} 655}
611 656
612/* 657/*
613 * Updates the speed of an object. If the speed changes from 0 to another 658 * Updates the speed of an object. If the speed changes from 0 to another
614 * value, or vice versa, then add/remove the object from the active list. 659 * value, or vice versa, then add/remove the object from the active list.
615 * This function needs to be called whenever the speed of an object changes. 660 * This function needs to be called whenever the speed of an object changes.
616 */ 661 */
617void 662void
618update_ob_speed (object *op) 663object::set_speed (float speed)
619{ 664{
620 extern int arch_init; 665 if (flag [FLAG_FREED] && speed)
621
622 /* No reason putting the archetypes objects on the speed list,
623 * since they never really need to be updated.
624 */
625
626 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
627 { 666 {
628 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 667 LOG (llevError, "Object %s is freed but has speed.\n", &name);
629#ifdef MANY_CORES
630 abort ();
631#else
632 op->speed = 0; 668 speed = 0;
633#endif
634 }
635
636 if (arch_init)
637 return;
638
639 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
640 { 669 }
641 /* If already on active list, don't do anything */
642 if (op->active_next || op->active_prev || op == active_objects)
643 return;
644 670
645 /* process_events() expects us to insert the object at the beginning 671 this->speed = speed;
646 * of the list. */
647 op->active_next = active_objects;
648 672
649 if (op->active_next != NULL) 673 if (has_active_speed ())
650 op->active_next->active_prev = op; 674 activate ();
651
652 active_objects = op;
653 }
654 else 675 else
655 { 676 deactivate ();
656 /* If not on the active list, nothing needs to be done */
657 if (!op->active_next && !op->active_prev && op != active_objects)
658 return;
659
660 if (op->active_prev == NULL)
661 {
662 active_objects = op->active_next;
663
664 if (op->active_next != NULL)
665 op->active_next->active_prev = NULL;
666 }
667 else
668 {
669 op->active_prev->active_next = op->active_next;
670
671 if (op->active_next)
672 op->active_next->active_prev = op->active_prev;
673 }
674
675 op->active_next = NULL;
676 op->active_prev = NULL;
677 }
678} 677}
679 678
680/* This function removes object 'op' from the list of active
681 * objects.
682 * This should only be used for style maps or other such
683 * reference maps where you don't want an object that isn't
684 * in play chewing up cpu time getting processed.
685 * The reverse of this is to call update_ob_speed, which
686 * will do the right thing based on the speed of the object.
687 */
688void
689remove_from_active_list (object *op)
690{
691 /* If not on the active list, nothing needs to be done */
692 if (!op->active_next && !op->active_prev && op != active_objects)
693 return;
694
695 if (op->active_prev == NULL)
696 {
697 active_objects = op->active_next;
698 if (op->active_next != NULL)
699 op->active_next->active_prev = NULL;
700 }
701 else
702 {
703 op->active_prev->active_next = op->active_next;
704 if (op->active_next)
705 op->active_next->active_prev = op->active_prev;
706 }
707 op->active_next = NULL;
708 op->active_prev = NULL;
709}
710
711/* 679/*
712 * update_object() updates the array which represents the map. 680 * update_object() updates the the map.
713 * It takes into account invisible objects (and represent squares covered 681 * It takes into account invisible objects (and represent squares covered
714 * by invisible objects by whatever is below them (unless it's another 682 * by invisible objects by whatever is below them (unless it's another
715 * invisible object, etc...) 683 * invisible object, etc...)
716 * If the object being updated is beneath a player, the look-window 684 * If the object being updated is beneath a player, the look-window
717 * of that player is updated (this might be a suboptimal way of 685 * of that player is updated (this might be a suboptimal way of
718 * updating that window, though, since update_object() is called _often_) 686 * updating that window, though, since update_object() is called _often_)
719 * 687 *
720 * action is a hint of what the caller believes need to be done. 688 * action is a hint of what the caller believes need to be done.
721 * For example, if the only thing that has changed is the face (due to
722 * an animation), we don't need to call update_position until that actually
723 * comes into view of a player. OTOH, many other things, like addition/removal
724 * of walls or living creatures may need us to update the flags now.
725 * current action are: 689 * current action are:
726 * UP_OBJ_INSERT: op was inserted 690 * UP_OBJ_INSERT: op was inserted
727 * UP_OBJ_REMOVE: op was removed 691 * UP_OBJ_REMOVE: op was removed
728 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 692 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
729 * as that is easier than trying to look at what may have changed. 693 * as that is easier than trying to look at what may have changed.
730 * UP_OBJ_FACE: only the objects face has changed. 694 * UP_OBJ_FACE: only the objects face has changed.
731 */ 695 */
732
733void 696void
734update_object (object *op, int action) 697update_object (object *op, int action)
735{ 698{
736 int update_now = 0, flags;
737 MoveType move_on, move_off, move_block, move_slow;
738
739 if (op == NULL) 699 if (op == NULL)
740 { 700 {
741 /* this should never happen */ 701 /* this should never happen */
742 LOG (llevDebug, "update_object() called for NULL object.\n"); 702 LOG (llevDebug, "update_object() called for NULL object.\n");
743 return; 703 return;
744 } 704 }
745 705
746 if (op->env != NULL) 706 if (op->env)
747 { 707 {
748 /* Animation is currently handled by client, so nothing 708 /* Animation is currently handled by client, so nothing
749 * to do in this case. 709 * to do in this case.
750 */ 710 */
751 return; 711 return;
756 */ 716 */
757 if (!op->map || op->map->in_memory == MAP_SAVING) 717 if (!op->map || op->map->in_memory == MAP_SAVING)
758 return; 718 return;
759 719
760 /* make sure the object is within map boundaries */ 720 /* make sure the object is within map boundaries */
761 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 721 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
762 { 722 {
763 LOG (llevError, "update_object() called for object out of map!\n"); 723 LOG (llevError, "update_object() called for object out of map!\n");
764#ifdef MANY_CORES 724#ifdef MANY_CORES
765 abort (); 725 abort ();
766#endif 726#endif
767 return; 727 return;
768 } 728 }
769 729
770 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 730 mapspace &m = op->ms ();
771 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
772 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
773 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
774 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
775 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
776 731
732 if (!(m.flags_ & P_UPTODATE))
733 /* nop */;
777 if (action == UP_OBJ_INSERT) 734 else if (action == UP_OBJ_INSERT)
778 { 735 {
736 // this is likely overkill, TODO: revisit (schmorp)
779 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 737 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
780 update_now = 1;
781
782 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 738 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
783 update_now = 1; 739 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
784 740 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
741 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
785 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 742 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
786 update_now = 1;
787
788 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
789 update_now = 1;
790
791 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
792 update_now = 1;
793
794 if ((move_on | op->move_on) != move_on) 743 || (m.move_on | op->move_on ) != m.move_on
795 update_now = 1;
796
797 if ((move_off | op->move_off) != move_off) 744 || (m.move_off | op->move_off ) != m.move_off
798 update_now = 1; 745 || (m.move_slow | op->move_slow) != m.move_slow
799
800 /* This isn't perfect, but I don't expect a lot of objects to 746 /* This isn't perfect, but I don't expect a lot of objects to
801 * to have move_allow right now. 747 * to have move_allow right now.
802 */ 748 */
803 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 749 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
804 update_now = 1; 750 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
805 751 m.flags_ = 0;
806 if ((move_slow | op->move_slow) != move_slow)
807 update_now = 1;
808 } 752 }
809 /* if the object is being removed, we can't make intelligent 753 /* if the object is being removed, we can't make intelligent
810 * decisions, because remove_ob can't really pass the object 754 * decisions, because remove_ob can't really pass the object
811 * that is being removed. 755 * that is being removed.
812 */ 756 */
813 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 757 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
814 update_now = 1; 758 m.flags_ = 0;
815 else if (action == UP_OBJ_FACE) 759 else if (action == UP_OBJ_FACE)
816 /* Nothing to do for that case */ ; 760 /* Nothing to do for that case */ ;
817 else 761 else
818 LOG (llevError, "update_object called with invalid action: %d\n", action); 762 LOG (llevError, "update_object called with invalid action: %d\n", action);
819 763
820 if (update_now)
821 {
822 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
823 update_position (op->map, op->x, op->y);
824 }
825
826 if (op->more != NULL) 764 if (op->more)
827 update_object (op->more, action); 765 update_object (op->more, action);
828}
829
830object::vector object::mortals;
831object::vector object::objects; // not yet used
832object *object::first;
833
834void object::free_mortals ()
835{
836 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
837 if ((*i)->refcnt)
838 ++i; // further delay freeing
839 else
840 {
841 delete *i;
842 mortals.erase (i);
843 }
844
845 static int lastmortals = 0;//D
846
847 if (mortals.size() != lastmortals && lastmortals > 100)//D
848 {
849 lastmortals = mortals.size ();//D
850 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
851 }
852} 766}
853 767
854object::object () 768object::object ()
855{ 769{
856 SET_FLAG (this, FLAG_REMOVED); 770 SET_FLAG (this, FLAG_REMOVED);
859 face = blank_face; 773 face = blank_face;
860} 774}
861 775
862object::~object () 776object::~object ()
863{ 777{
778 unlink ();
779
864 free_key_values (this); 780 free_key_values (this);
865} 781}
866 782
783static int object_count;
784
867void object::link () 785void object::link ()
868{ 786{
787 assert (!index);//D
788 uuid = UUID::gen ();
869 count = ++ob_count; 789 count = ++object_count;
870 uuid = gen_uuid ();
871 790
872 prev = 0; 791 refcnt_inc ();
873 next = object::first; 792 objects.insert (this);
874
875 if (object::first)
876 object::first->prev = this;
877
878 object::first = this;
879} 793}
880 794
881void object::unlink () 795void object::unlink ()
882{ 796{
883 if (this == object::first) 797 if (!index)
884 object::first = next; 798 return;
885 799
886 /* Remove this object from the list of used objects */ 800 objects.erase (this);
887 if (prev) prev->next = next; 801 refcnt_dec ();
888 if (next) next->prev = prev; 802}
889 803
890 prev = 0; 804void
891 next = 0; 805object::activate ()
806{
807 /* If already on active list, don't do anything */
808 if (active)
809 return;
810
811 if (has_active_speed ())
812 actives.insert (this);
813}
814
815void
816object::activate_recursive ()
817{
818 activate ();
819
820 for (object *op = inv; op; op = op->below)
821 op->activate_recursive ();
822}
823
824/* This function removes object 'op' from the list of active
825 * objects.
826 * This should only be used for style maps or other such
827 * reference maps where you don't want an object that isn't
828 * in play chewing up cpu time getting processed.
829 * The reverse of this is to call update_ob_speed, which
830 * will do the right thing based on the speed of the object.
831 */
832void
833object::deactivate ()
834{
835 /* If not on the active list, nothing needs to be done */
836 if (!active)
837 return;
838
839 actives.erase (this);
840}
841
842void
843object::deactivate_recursive ()
844{
845 for (object *op = inv; op; op = op->below)
846 op->deactivate_recursive ();
847
848 deactivate ();
849}
850
851void
852object::set_flag_inv (int flag, int value)
853{
854 for (object *op = inv; op; op = op->below)
855 {
856 op->flag [flag] = value;
857 op->set_flag_inv (flag, value);
858 }
859}
860
861/*
862 * Remove and free all objects in the inventory of the given object.
863 * object.c ?
864 */
865void
866object::destroy_inv (bool drop_to_ground)
867{
868 // need to check first, because the checks below might segfault
869 // as we might be on an invalid mapspace and crossfire code
870 // is too buggy to ensure that the inventory is empty.
871 // corollary: if you create arrows etc. with stuff in tis inventory,
872 // cf will crash below with off-map x and y
873 if (!inv)
874 return;
875
876 /* Only if the space blocks everything do we not process -
877 * if some form of movement is allowed, let objects
878 * drop on that space.
879 */
880 if (!drop_to_ground
881 || !map
882 || map->in_memory != MAP_ACTIVE
883 || map->nodrop
884 || ms ().move_block == MOVE_ALL)
885 {
886 while (inv)
887 {
888 inv->destroy_inv (drop_to_ground);
889 inv->destroy ();
890 }
891 }
892 else
893 { /* Put objects in inventory onto this space */
894 while (inv)
895 {
896 object *op = inv;
897
898 if (op->flag [FLAG_STARTEQUIP]
899 || op->flag [FLAG_NO_DROP]
900 || op->type == RUNE
901 || op->type == TRAP
902 || op->flag [FLAG_IS_A_TEMPLATE]
903 || op->flag [FLAG_DESTROY_ON_DEATH])
904 op->destroy ();
905 else
906 map->insert (op, x, y);
907 }
908 }
892} 909}
893 910
894object *object::create () 911object *object::create ()
895{ 912{
896 object *op = new object; 913 object *op = new object;
897 op->link (); 914 op->link ();
898 return op; 915 return op;
899} 916}
900 917
901/* 918void
902 * free_object() frees everything allocated by an object, removes 919object::do_destroy ()
903 * it from the list of used objects, and puts it on the list of 920{
904 * free objects. The IS_FREED() flag is set in the object. 921 attachable::do_destroy ();
905 * The object must have been removed by remove_ob() first for 922
906 * this function to succeed. 923 if (flag [FLAG_IS_LINKED])
907 * 924 remove_button_link (this);
908 * If destroy_inventory is set, free inventory as well. Else drop items in 925
909 * inventory to the ground. 926 if (flag [FLAG_FRIENDLY])
910 */ 927 remove_friendly_object (this);
928
929 if (!flag [FLAG_REMOVED])
930 remove ();
931
932 destroy_inv (true);
933
934 deactivate ();
935 unlink ();
936
937 flag [FLAG_FREED] = 1;
938
939 // hack to ensure that freed objects still have a valid map
940 {
941 static maptile *freed_map; // freed objects are moved here to avoid crashes
942
943 if (!freed_map)
944 {
945 freed_map = new maptile;
946
947 freed_map->path = "<freed objects map>";
948 freed_map->name = "/internal/freed_objects_map";
949 freed_map->width = 3;
950 freed_map->height = 3;
951 freed_map->nodrop = 1;
952
953 freed_map->alloc ();
954 freed_map->in_memory = MAP_ACTIVE;
955 }
956
957 map = freed_map;
958 x = 1;
959 y = 1;
960 }
961
962 if (more)
963 {
964 more->destroy ();
965 more = 0;
966 }
967
968 head = 0;
969
970 // clear those pointers that likely might cause circular references
971 owner = 0;
972 enemy = 0;
973 attacked_by = 0;
974 current_weapon = 0;
975}
976
977void
911void object::destroy (bool destroy_inventory) 978object::destroy (bool destroy_inventory)
912{ 979{
913 if (QUERY_FLAG (this, FLAG_FREED)) 980 if (destroyed ())
914 return; 981 return;
915 982
916 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 983 if (destroy_inventory)
917 remove_friendly_object (this); 984 destroy_inv (false);
918 985
919 if (!QUERY_FLAG (this, FLAG_REMOVED)) 986 if (is_head ())
920 remove_ob (this); 987 if (sound_destroy)
988 play_sound (sound_destroy);
989 else if (flag [FLAG_MONSTER])
990 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
921 991
922 SET_FLAG (this, FLAG_FREED); 992 attachable::destroy ();
923
924 if (more)
925 {
926 more->destroy (destroy_inventory);
927 more = 0;
928 }
929
930 if (inv)
931 {
932 /* Only if the space blocks everything do we not process -
933 * if some form of movement is allowed, let objects
934 * drop on that space.
935 */
936 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
937 {
938 object *op = inv;
939
940 while (op)
941 {
942 object *tmp = op->below;
943 op->destroy (destroy_inventory);
944 op = tmp;
945 }
946 }
947 else
948 { /* Put objects in inventory onto this space */
949 object *op = inv;
950
951 while (op)
952 {
953 object *tmp = op->below;
954
955 remove_ob (op);
956
957 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
958 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
959 free_object (op);
960 else
961 {
962 op->x = x;
963 op->y = y;
964 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
965 }
966
967 op = tmp;
968 }
969 }
970 }
971
972 // clear those pointers that likely might have circular references to us
973 owner = 0;
974 enemy = 0;
975 attacked_by = 0;
976
977 // only relevant for players(?), but make sure of it anyways
978 contr = 0;
979
980 /* Remove object from the active list */
981 speed = 0;
982 update_ob_speed (this);
983
984 unlink ();
985
986 mortals.push_back (this);
987} 993}
988 994
989/* 995/* op->remove ():
990 * sub_weight() recursively (outwards) subtracts a number from the
991 * weight of an object (and what is carried by it's environment(s)).
992 */
993
994void
995sub_weight (object *op, signed long weight)
996{
997 while (op != NULL)
998 {
999 if (op->type == CONTAINER)
1000 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1001
1002 op->carrying -= weight;
1003 op = op->env;
1004 }
1005}
1006
1007/* remove_ob(op):
1008 * This function removes the object op from the linked list of objects 996 * This function removes the object op from the linked list of objects
1009 * which it is currently tied to. When this function is done, the 997 * which it is currently tied to. When this function is done, the
1010 * object will have no environment. If the object previously had an 998 * object will have no environment. If the object previously had an
1011 * environment, the x and y coordinates will be updated to 999 * environment, the x and y coordinates will be updated to
1012 * the previous environment. 1000 * the previous environment.
1013 * Beware: This function is called from the editor as well!
1014 */ 1001 */
1015
1016void 1002void
1017remove_ob (object *op) 1003object::do_remove ()
1018{ 1004{
1019 object *tmp, *last = 0; 1005 object *tmp, *last = 0;
1020 object *otmp; 1006 object *otmp;
1021 1007
1022 int check_walk_off;
1023 maptile *m;
1024
1025 sint16 x, y;
1026
1027 if (QUERY_FLAG (op, FLAG_REMOVED)) 1008 if (QUERY_FLAG (this, FLAG_REMOVED))
1028 return; 1009 return;
1029 1010
1030 SET_FLAG (op, FLAG_REMOVED); 1011 SET_FLAG (this, FLAG_REMOVED);
1012 INVOKE_OBJECT (REMOVE, this);
1031 1013
1032 if (op->more != NULL) 1014 if (more)
1033 remove_ob (op->more); 1015 more->remove ();
1034 1016
1035 /* 1017 /*
1036 * In this case, the object to be removed is in someones 1018 * In this case, the object to be removed is in someones
1037 * inventory. 1019 * inventory.
1038 */ 1020 */
1039 if (op->env != NULL) 1021 if (env)
1040 { 1022 {
1041 if (op->nrof) 1023 adjust_weight (env, -total_weight ());
1042 sub_weight (op->env, op->weight * op->nrof); 1024
1043 else 1025 *(above ? &above->below : &env->inv) = below;
1044 sub_weight (op->env, op->weight + op->carrying); 1026
1027 if (below)
1028 below->above = above;
1029
1030 /* we set up values so that it could be inserted into
1031 * the map, but we don't actually do that - it is up
1032 * to the caller to decide what we want to do.
1033 */
1034 map = env->map;
1035 x = env->x;
1036 y = env->y;
1037 above = 0;
1038 below = 0;
1039 env = 0;
1045 1040
1046 /* NO_FIX_PLAYER is set when a great many changes are being 1041 /* NO_FIX_PLAYER is set when a great many changes are being
1047 * made to players inventory. If set, avoiding the call 1042 * made to players inventory. If set, avoiding the call
1048 * to save cpu time. 1043 * to save cpu time.
1049 */ 1044 */
1050 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1045 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1051 fix_player (otmp); 1046 otmp->update_stats ();
1047 }
1048 else if (map)
1049 {
1050 if (type == PLAYER)
1051 {
1052 // leaving a spot always closes any open container on the ground
1053 if (container && !container->env)
1054 // this causes spurious floorbox updates, but it ensures
1055 // that the CLOSE event is being sent.
1056 close_container ();
1052 1057
1053 if (op->above != NULL) 1058 --map->players;
1059 map->touch ();
1060 }
1061
1062 map->dirty = true;
1063 mapspace &ms = this->ms ();
1064
1065 /* link the object above us */
1066 if (above)
1054 op->above->below = op->below; 1067 above->below = below;
1055 else 1068 else
1056 op->env->inv = op->below;
1057
1058 if (op->below != NULL)
1059 op->below->above = op->above;
1060
1061 /* we set up values so that it could be inserted into
1062 * the map, but we don't actually do that - it is up
1063 * to the caller to decide what we want to do.
1064 */
1065 op->x = op->env->x, op->y = op->env->y;
1066 op->map = op->env->map;
1067 op->above = NULL, op->below = NULL;
1068 op->env = NULL;
1069 }
1070 else if (op->map)
1071 {
1072 x = op->x;
1073 y = op->y;
1074 m = get_map_from_coord (op->map, &x, &y);
1075
1076 if (!m)
1077 {
1078 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1079 op->map->path, op->x, op->y);
1080 /* in old days, we used to set x and y to 0 and continue.
1081 * it seems if we get into this case, something is probablye
1082 * screwed up and should be fixed.
1083 */
1084 abort ();
1085 }
1086
1087 if (op->map != m)
1088 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1089 op->map->path, m->path, op->x, op->y, x, y);
1090
1091 /* Re did the following section of code - it looks like it had
1092 * lots of logic for things we no longer care about
1093 */
1094
1095 /* link the object above us */
1096 if (op->above)
1097 op->above->below = op->below;
1098 else
1099 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1069 ms.top = below; /* we were top, set new top */
1100 1070
1101 /* Relink the object below us, if there is one */ 1071 /* Relink the object below us, if there is one */
1102 if (op->below) 1072 if (below)
1103 op->below->above = op->above; 1073 below->above = above;
1104 else 1074 else
1105 { 1075 {
1106 /* Nothing below, which means we need to relink map object for this space 1076 /* Nothing below, which means we need to relink map object for this space
1107 * use translated coordinates in case some oddness with map tiling is 1077 * use translated coordinates in case some oddness with map tiling is
1108 * evident 1078 * evident
1109 */ 1079 */
1110 if (GET_MAP_OB (m, x, y) != op) 1080 if (GET_MAP_OB (map, x, y) != this)
1111 {
1112 char *dump = dump_object (op);
1113 LOG (llevError,
1114 "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); 1081 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1115 free (dump); 1082
1116 dump = dump_object (GET_MAP_OB (m, x, y)); 1083 ms.bot = above; /* goes on above it. */
1117 LOG (llevError, "%s\n", dump);
1118 free (dump);
1119 } 1084 }
1120 1085
1121 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1122 }
1123
1124 op->above = 0; 1086 above = 0;
1125 op->below = 0; 1087 below = 0;
1126 1088
1127 if (op->map->in_memory == MAP_SAVING) 1089 if (map->in_memory == MAP_SAVING)
1128 return; 1090 return;
1129 1091
1130 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY); 1092 int check_walk_off = !flag [FLAG_NO_APPLY];
1131 1093
1132 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1094 if (object *pl = ms.player ())
1095 {
1096 if (pl->container == this)
1097 /* If a container that the player is currently using somehow gets
1098 * removed (most likely destroyed), update the player view
1099 * appropriately.
1100 */
1101 pl->close_container ();
1102
1103 pl->contr->ns->floorbox_update ();
1104 }
1105
1106 for (tmp = ms.bot; tmp; tmp = tmp->above)
1133 { 1107 {
1134 /* No point updating the players look faces if he is the object 1108 /* No point updating the players look faces if he is the object
1135 * being removed. 1109 * being removed.
1136 */ 1110 */
1137 1111
1138 if (tmp->type == PLAYER && tmp != op) 1112 /* See if object moving off should effect something */
1113 if (check_walk_off
1114 && ((move_type & tmp->move_off)
1115 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1139 { 1116 {
1140 /* If a container that the player is currently using somehow gets
1141 * removed (most likely destroyed), update the player view
1142 * appropriately.
1143 */
1144 if (tmp->container == op)
1145 {
1146 CLEAR_FLAG (op, FLAG_APPLIED);
1147 tmp->container = NULL;
1148 }
1149
1150 tmp->contr->socket.update_look = 1;
1151 }
1152
1153 /* See if player moving off should effect something */
1154 if (check_walk_off
1155 && ((op->move_type & tmp->move_off)
1156 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1157 {
1158 move_apply (tmp, op, NULL); 1117 move_apply (tmp, this, 0);
1159 1118
1160 if (op->destroyed ()) 1119 if (destroyed ())
1161 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1120 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1162 } 1121 }
1163 1122
1164 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1165
1166 if (tmp->above == tmp)
1167 tmp->above = NULL;
1168
1169 last = tmp; 1123 last = tmp;
1170 } 1124 }
1171 1125
1172 /* last == NULL of there are no objects on this space */ 1126 /* last == NULL if there are no objects on this space */
1127 //TODO: this makes little sense, why only update the topmost object?
1173 if (last == NULL) 1128 if (!last)
1174 { 1129 map->at (x, y).flags_ = 0;
1175 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1176 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1177 * those out anyways, and if there are any flags set right now, they won't
1178 * be correct anyways.
1179 */
1180 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1181 update_position (op->map, op->x, op->y);
1182 }
1183 else 1130 else
1184 update_object (last, UP_OBJ_REMOVE); 1131 update_object (last, UP_OBJ_REMOVE);
1185 1132
1186 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1133 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1187 update_all_los (op->map, op->x, op->y); 1134 update_all_los (map, x, y);
1188 } 1135 }
1189} 1136}
1190 1137
1191/* 1138/*
1192 * merge_ob(op,top): 1139 * merge_ob(op,top):
1200merge_ob (object *op, object *top) 1147merge_ob (object *op, object *top)
1201{ 1148{
1202 if (!op->nrof) 1149 if (!op->nrof)
1203 return 0; 1150 return 0;
1204 1151
1205 if (top == NULL) 1152 if (!top)
1206 for (top = op; top != NULL && top->above != NULL; top = top->above); 1153 for (top = op; top && top->above; top = top->above)
1154 ;
1207 1155
1208 for (; top != NULL; top = top->below) 1156 for (; top; top = top->below)
1209 { 1157 {
1210 if (top == op) 1158 if (top == op)
1211 continue; 1159 continue;
1212 if (CAN_MERGE (op, top)) 1160
1161 if (object::can_merge (op, top))
1213 { 1162 {
1214 top->nrof += op->nrof; 1163 top->nrof += op->nrof;
1215 1164
1216/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1165/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1217 op->weight = 0; /* Don't want any adjustements now */ 1166 op->weight = 0; /* Don't want any adjustements now */
1218 remove_ob (op); 1167 op->destroy ();
1219 free_object (op);
1220 return top; 1168 return top;
1221 } 1169 }
1222 } 1170 }
1223 1171
1224 return 0; 1172 return 0;
1225} 1173}
1226 1174
1175void
1176object::expand_tail ()
1177{
1178 if (more)
1179 return;
1180
1181 object *prev = this;
1182
1183 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1184 {
1185 object *op = arch_to_object (at);
1186
1187 op->name = name;
1188 op->name_pl = name_pl;
1189 op->title = title;
1190
1191 op->head = this;
1192 prev->more = op;
1193
1194 prev = op;
1195 }
1196}
1197
1227/* 1198/*
1228 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1199 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1229 * job preparing multi-part monsters 1200 * job preparing multi-part monsters.
1230 */ 1201 */
1231object * 1202object *
1232insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1203insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1233{ 1204{
1234 object *tmp;
1235
1236 if (op->head)
1237 op = op->head;
1238
1239 for (tmp = op; tmp; tmp = tmp->more) 1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1240 { 1206 {
1241 tmp->x = x + tmp->arch->clone.x; 1207 tmp->x = x + tmp->arch->x;
1242 tmp->y = y + tmp->arch->clone.y; 1208 tmp->y = y + tmp->arch->y;
1243 } 1209 }
1244 1210
1245 return insert_ob_in_map (op, m, originator, flag); 1211 return insert_ob_in_map (op, m, originator, flag);
1246} 1212}
1247 1213
1263 * Return value: 1229 * Return value:
1264 * new object if 'op' was merged with other object 1230 * new object if 'op' was merged with other object
1265 * NULL if 'op' was destroyed 1231 * NULL if 'op' was destroyed
1266 * just 'op' otherwise 1232 * just 'op' otherwise
1267 */ 1233 */
1268
1269object * 1234object *
1270insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1271{ 1236{
1237 assert (!op->flag [FLAG_FREED]);
1238
1272 object *tmp, *top, *floor = NULL; 1239 object *top, *floor = NULL;
1273 sint16 x, y;
1274 1240
1275 if (QUERY_FLAG (op, FLAG_FREED)) 1241 op->remove ();
1276 {
1277 LOG (llevError, "Trying to insert freed object!\n");
1278 return NULL;
1279 }
1280
1281 if (m == NULL)
1282 {
1283 char *dump = dump_object (op);
1284 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1285 free (dump);
1286 return op;
1287 }
1288
1289 if (out_of_map (m, op->x, op->y))
1290 {
1291 char *dump = dump_object (op);
1292 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1293#ifdef MANY_CORES
1294 /* Better to catch this here, as otherwise the next use of this object
1295 * is likely to cause a crash. Better to find out where it is getting
1296 * improperly inserted.
1297 */
1298 abort ();
1299#endif
1300 free (dump);
1301 return op;
1302 }
1303
1304 if (!QUERY_FLAG (op, FLAG_REMOVED))
1305 {
1306 char *dump = dump_object (op);
1307 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1308 free (dump);
1309 return op;
1310 }
1311
1312 if (op->more != NULL)
1313 {
1314 /* The part may be on a different map. */
1315
1316 object *more = op->more;
1317
1318 /* We really need the caller to normalize coordinates - if
1319 * we set the map, that doesn't work if the location is within
1320 * a map and this is straddling an edge. So only if coordinate
1321 * is clear wrong do we normalize it.
1322 */
1323 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1324 more->map = get_map_from_coord (m, &more->x, &more->y);
1325 else if (!more->map)
1326 {
1327 /* For backwards compatibility - when not dealing with tiled maps,
1328 * more->map should always point to the parent.
1329 */
1330 more->map = m;
1331 }
1332
1333 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1334 {
1335 if (!op->head)
1336 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1337
1338 return NULL;
1339 }
1340 }
1341
1342 CLEAR_FLAG (op, FLAG_REMOVED);
1343 1242
1344 /* Ideally, the caller figures this out. However, it complicates a lot 1243 /* Ideally, the caller figures this out. However, it complicates a lot
1345 * of areas of callers (eg, anything that uses find_free_spot would now 1244 * of areas of callers (eg, anything that uses find_free_spot would now
1346 * need extra work 1245 * need extra work
1347 */ 1246 */
1348 op->map = get_map_from_coord (m, &op->x, &op->y); 1247 if (!xy_normalise (m, op->x, op->y))
1349 x = op->x; 1248 {
1350 y = op->y; 1249 op->destroy ();
1250 return 0;
1251 }
1252
1253 if (object *more = op->more)
1254 if (!insert_ob_in_map (more, m, originator, flag))
1255 return 0;
1256
1257 CLEAR_FLAG (op, FLAG_REMOVED);
1258
1259 op->map = m;
1260 mapspace &ms = op->ms ();
1351 1261
1352 /* this has to be done after we translate the coordinates. 1262 /* this has to be done after we translate the coordinates.
1353 */ 1263 */
1354 if (op->nrof && !(flag & INS_NO_MERGE)) 1264 if (op->nrof && !(flag & INS_NO_MERGE))
1355 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1265 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1356 if (CAN_MERGE (op, tmp)) 1266 if (object::can_merge (op, tmp))
1357 { 1267 {
1358 op->nrof += tmp->nrof; 1268 op->nrof += tmp->nrof;
1359 remove_ob (tmp); 1269 tmp->destroy (1);
1360 free_object (tmp);
1361 } 1270 }
1362 1271
1363 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1272 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1364 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1273 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1365 1274
1378 op->below = originator->below; 1287 op->below = originator->below;
1379 1288
1380 if (op->below) 1289 if (op->below)
1381 op->below->above = op; 1290 op->below->above = op;
1382 else 1291 else
1383 SET_MAP_OB (op->map, op->x, op->y, op); 1292 ms.bot = op;
1384 1293
1385 /* since *below* originator, no need to update top */ 1294 /* since *below* originator, no need to update top */
1386 originator->below = op; 1295 originator->below = op;
1387 } 1296 }
1388 else 1297 else
1389 { 1298 {
1299 top = ms.bot;
1300
1390 /* If there are other objects, then */ 1301 /* If there are other objects, then */
1391 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1302 if (top)
1392 { 1303 {
1393 object *last = NULL; 1304 object *last = 0;
1394 1305
1395 /* 1306 /*
1396 * If there are multiple objects on this space, we do some trickier handling. 1307 * If there are multiple objects on this space, we do some trickier handling.
1397 * We've already dealt with merging if appropriate. 1308 * We've already dealt with merging if appropriate.
1398 * Generally, we want to put the new object on top. But if 1309 * Generally, we want to put the new object on top. But if
1402 * once we get to them. This reduces the need to traverse over all of 1313 * once we get to them. This reduces the need to traverse over all of
1403 * them when adding another one - this saves quite a bit of cpu time 1314 * them when adding another one - this saves quite a bit of cpu time
1404 * when lots of spells are cast in one area. Currently, it is presumed 1315 * when lots of spells are cast in one area. Currently, it is presumed
1405 * that flying non pickable objects are spell objects. 1316 * that flying non pickable objects are spell objects.
1406 */ 1317 */
1407 1318 for (top = ms.bot; top; top = top->above)
1408 while (top != NULL)
1409 { 1319 {
1410 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1320 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1411 floor = top; 1321 floor = top;
1412 1322
1413 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1323 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1416 top = top->below; 1326 top = top->below;
1417 break; 1327 break;
1418 } 1328 }
1419 1329
1420 last = top; 1330 last = top;
1421 top = top->above;
1422 } 1331 }
1423 1332
1424 /* Don't want top to be NULL, so set it to the last valid object */ 1333 /* Don't want top to be NULL, so set it to the last valid object */
1425 top = last; 1334 top = last;
1426 1335
1428 * looks like instead of lots of conditions here. 1337 * looks like instead of lots of conditions here.
1429 * makes things faster, and effectively the same result. 1338 * makes things faster, and effectively the same result.
1430 */ 1339 */
1431 1340
1432 /* Have object 'fall below' other objects that block view. 1341 /* Have object 'fall below' other objects that block view.
1433 * Unless those objects are exits, type 66 1342 * Unless those objects are exits.
1434 * If INS_ON_TOP is used, don't do this processing 1343 * If INS_ON_TOP is used, don't do this processing
1435 * Need to find the object that in fact blocks view, otherwise 1344 * Need to find the object that in fact blocks view, otherwise
1436 * stacking is a bit odd. 1345 * stacking is a bit odd.
1437 */ 1346 */
1438 if (!(flag & INS_ON_TOP) && 1347 if (!(flag & INS_ON_TOP)
1439 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1348 && ms.flags () & P_BLOCKSVIEW
1349 && (op->face && !faces [op->face].visibility))
1440 { 1350 {
1441 for (last = top; last != floor; last = last->below) 1351 for (last = top; last != floor; last = last->below)
1442 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1352 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1443 break; 1353 break;
1354
1444 /* Check to see if we found the object that blocks view, 1355 /* Check to see if we found the object that blocks view,
1445 * and make sure we have a below pointer for it so that 1356 * and make sure we have a below pointer for it so that
1446 * we can get inserted below this one, which requires we 1357 * we can get inserted below this one, which requires we
1447 * set top to the object below us. 1358 * set top to the object below us.
1448 */ 1359 */
1449 if (last && last->below && last != floor) 1360 if (last && last->below && last != floor)
1450 top = last->below; 1361 top = last->below;
1451 } 1362 }
1452 } /* If objects on this space */ 1363 } /* If objects on this space */
1453 1364
1454 if (flag & INS_MAP_LOAD)
1455 top = GET_MAP_TOP (op->map, op->x, op->y);
1456
1457 if (flag & INS_ABOVE_FLOOR_ONLY) 1365 if (flag & INS_ABOVE_FLOOR_ONLY)
1458 top = floor; 1366 top = floor;
1459 1367
1460 /* Top is the object that our object (op) is going to get inserted above. 1368 /* Top is the object that our object (op) is going to get inserted above.
1461 */ 1369 */
1462 1370
1463 /* First object on this space */ 1371 /* First object on this space */
1464 if (!top) 1372 if (!top)
1465 { 1373 {
1466 op->above = GET_MAP_OB (op->map, op->x, op->y); 1374 op->above = ms.bot;
1467 1375
1468 if (op->above) 1376 if (op->above)
1469 op->above->below = op; 1377 op->above->below = op;
1470 1378
1471 op->below = NULL; 1379 op->below = 0;
1472 SET_MAP_OB (op->map, op->x, op->y, op); 1380 ms.bot = op;
1473 } 1381 }
1474 else 1382 else
1475 { /* get inserted into the stack above top */ 1383 { /* get inserted into the stack above top */
1476 op->above = top->above; 1384 op->above = top->above;
1477 1385
1480 1388
1481 op->below = top; 1389 op->below = top;
1482 top->above = op; 1390 top->above = op;
1483 } 1391 }
1484 1392
1485 if (op->above == NULL) 1393 if (!op->above)
1486 SET_MAP_TOP (op->map, op->x, op->y, op); 1394 ms.top = op;
1487 } /* else not INS_BELOW_ORIGINATOR */ 1395 } /* else not INS_BELOW_ORIGINATOR */
1488 1396
1489 if (op->type == PLAYER) 1397 if (op->type == PLAYER)
1398 {
1490 op->contr->do_los = 1; 1399 op->contr->do_los = 1;
1400 ++op->map->players;
1401 op->map->touch ();
1402 }
1491 1403
1492 /* If we have a floor, we know the player, if any, will be above 1404 op->map->dirty = true;
1493 * it, so save a few ticks and start from there. 1405
1494 */ 1406 if (object *pl = ms.player ())
1495 if (!(flag & INS_MAP_LOAD)) 1407 pl->contr->ns->floorbox_update ();
1496 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1497 if (tmp->type == PLAYER)
1498 tmp->contr->socket.update_look = 1;
1499 1408
1500 /* If this object glows, it may affect lighting conditions that are 1409 /* If this object glows, it may affect lighting conditions that are
1501 * visible to others on this map. But update_all_los is really 1410 * visible to others on this map. But update_all_los is really
1502 * an inefficient way to do this, as it means los for all players 1411 * an inefficient way to do this, as it means los for all players
1503 * on the map will get recalculated. The players could very well 1412 * on the map will get recalculated. The players could very well
1504 * be far away from this change and not affected in any way - 1413 * be far away from this change and not affected in any way -
1505 * this should get redone to only look for players within range, 1414 * this should get redone to only look for players within range,
1506 * or just updating the P_NEED_UPDATE for spaces within this area 1415 * or just updating the P_UPTODATE for spaces within this area
1507 * of effect may be sufficient. 1416 * of effect may be sufficient.
1508 */ 1417 */
1509 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1418 if (op->map->darkness && (op->glow_radius != 0))
1510 update_all_los (op->map, op->x, op->y); 1419 update_all_los (op->map, op->x, op->y);
1511 1420
1512 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1421 /* updates flags (blocked, alive, no magic, etc) for this map space */
1513 update_object (op, UP_OBJ_INSERT); 1422 update_object (op, UP_OBJ_INSERT);
1514 1423
1424 INVOKE_OBJECT (INSERT, op);
1425
1515 /* Don't know if moving this to the end will break anything. However, 1426 /* Don't know if moving this to the end will break anything. However,
1516 * we want to have update_look set above before calling this. 1427 * we want to have floorbox_update called before calling this.
1517 * 1428 *
1518 * check_move_on() must be after this because code called from 1429 * check_move_on() must be after this because code called from
1519 * check_move_on() depends on correct map flags (so functions like 1430 * check_move_on() depends on correct map flags (so functions like
1520 * blocked() and wall() work properly), and these flags are updated by 1431 * blocked() and wall() work properly), and these flags are updated by
1521 * update_object(). 1432 * update_object().
1522 */ 1433 */
1523 1434
1524 /* if this is not the head or flag has been passed, don't check walk on status */ 1435 /* if this is not the head or flag has been passed, don't check walk on status */
1525 if (!(flag & INS_NO_WALK_ON) && !op->head) 1436 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1526 { 1437 {
1527 if (check_move_on (op, originator)) 1438 if (check_move_on (op, originator))
1528 return NULL; 1439 return 0;
1529 1440
1530 /* If we are a multi part object, lets work our way through the check 1441 /* If we are a multi part object, lets work our way through the check
1531 * walk on's. 1442 * walk on's.
1532 */ 1443 */
1533 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1444 for (object *tmp = op->more; tmp; tmp = tmp->more)
1534 if (check_move_on (tmp, originator)) 1445 if (check_move_on (tmp, originator))
1535 return NULL; 1446 return 0;
1536 } 1447 }
1537 1448
1538 return op; 1449 return op;
1539} 1450}
1540 1451
1541/* this function inserts an object in the map, but if it 1452/* this function inserts an object in the map, but if it
1542 * finds an object of its own type, it'll remove that one first. 1453 * finds an object of its own type, it'll remove that one first.
1543 * op is the object to insert it under: supplies x and the map. 1454 * op is the object to insert it under: supplies x and the map.
1544 */ 1455 */
1545void 1456void
1546replace_insert_ob_in_map (const char *arch_string, object *op) 1457replace_insert_ob_in_map (const char *arch_string, object *op)
1547{ 1458{
1548 object *
1549 tmp;
1550 object *
1551 tmp1;
1552
1553 /* first search for itself and remove any old instances */ 1459 /* first search for itself and remove any old instances */
1554 1460
1555 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1461 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1556 {
1557 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1462 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1558 { 1463 tmp->destroy (1);
1559 remove_ob (tmp);
1560 free_object (tmp);
1561 }
1562 }
1563 1464
1564 tmp1 = arch_to_object (archetype::find (arch_string)); 1465 object *tmp = arch_to_object (archetype::find (arch_string));
1565 1466
1566 tmp1->x = op->x; 1467 tmp->x = op->x;
1567 tmp1->y = op->y; 1468 tmp->y = op->y;
1469
1568 insert_ob_in_map (tmp1, op->map, op, 0); 1470 insert_ob_in_map (tmp, op->map, op, 0);
1471}
1472
1473object *
1474object::insert_at (object *where, object *originator, int flags)
1475{
1476 if (where->env)
1477 return where->env->insert (this);
1478 else
1479 return where->map->insert (this, where->x, where->y, originator, flags);
1480}
1481
1482// find player who can see this object
1483static object *
1484visible_to (object *op)
1485{
1486 if (!op->flag [FLAG_REMOVED])
1487 {
1488 // see if we are in a container of sorts
1489 if (object *env = op->env)
1490 {
1491 // the player inventory itself is always visible
1492 if (env->type == PLAYER)
1493 return env;
1494
1495 // else a player could have our env open
1496 env = env->outer_env ();
1497
1498 // the player itself is always on a map, so we will find him here
1499 // even if our inv is in a player.
1500 if (env->is_on_map ())
1501 if (object *pl = env->ms ().player ())
1502 if (pl->container == op->env)
1503 return pl;
1504 }
1505 else
1506 {
1507 // maybe there is a player standing on the same mapspace
1508 if (object *pl = env->ms ().player ())
1509 return pl;
1510 }
1511 }
1512
1513 return 0;
1514}
1515
1516/*
1517 * decrease(object, number) decreases a specified number from
1518 * the amount of an object. If the amount reaches 0, the object
1519 * is subsequently removed and freed.
1520 *
1521 * Return value: 'op' if something is left, NULL if the amount reached 0
1522 */
1523bool
1524object::decrease (sint32 nr)
1525{
1526 nr = min (nr, nrof);
1527
1528 if (!nr)
1529 return 1;
1530
1531 nrof -= nr;
1532
1533 object *visible = visible_to (this);
1534
1535 if (nrof)
1536 {
1537 adjust_weight (env, -weight * nr); // carrying == 0
1538
1539 if (visible)
1540 esrv_send_item (visible, this);
1541
1542 return 1;
1543 }
1544 else
1545 {
1546 if (visible)
1547 esrv_del_item (visible->contr, count);
1548
1549 this->destroy (1);
1550 return 0;
1551 }
1569} 1552}
1570 1553
1571/* 1554/*
1572 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1555 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1573 * is returned contains nr objects, and the remaining parts contains 1556 * is returned contains nr objects, and the remaining parts contains
1574 * the rest (or is removed and freed if that number is 0). 1557 * the rest (or is removed and freed if that number is 0).
1575 * On failure, NULL is returned, and the reason put into the 1558 * On failure, NULL is returned, and the reason put into the
1576 * global static errmsg array. 1559 * global static errmsg array.
1577 */ 1560 */
1561object *
1562object::split (sint32 nr)
1563{
1564 if (nrof < nr)
1565 return 0;
1566 else if (nrof == nr)
1567 {
1568 remove ();
1569 return this;
1570 }
1571 else
1572 {
1573 decrease (nr);
1578 1574
1575 object *op = object_create_clone (this);
1576 op->nrof = nr;
1577 return op;
1578 }
1579}
1580
1581//TODO: remove, but semantics differs from split_nr
1579object * 1582object *
1580get_split_ob (object *orig_ob, uint32 nr) 1583get_split_ob (object *orig_ob, uint32 nr)
1581{ 1584{
1582 object *
1583 newob;
1584 int
1585 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1586
1587 if (orig_ob->nrof < nr) 1585 if (orig_ob->nrof < nr)
1588 { 1586 {
1589 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1587 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1590 return NULL; 1588 return 0;
1591 }
1592
1593 newob = object_create_clone (orig_ob);
1594
1595 if ((orig_ob->nrof -= nr) < 1)
1596 { 1589 }
1597 if (!is_removed)
1598 remove_ob (orig_ob);
1599 free_object2 (orig_ob, 1);
1600 }
1601 else if (!is_removed)
1602 {
1603 if (orig_ob->env != NULL)
1604 sub_weight (orig_ob->env, orig_ob->weight * nr);
1605 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1606 {
1607 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1608 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1609 return NULL;
1610 }
1611 }
1612 1590
1613 newob->nrof = nr; 1591 return orig_ob->split (nr);
1614
1615 return newob;
1616} 1592}
1617
1618/*
1619 * decrease_ob_nr(object, number) decreases a specified number from
1620 * the amount of an object. If the amount reaches 0, the object
1621 * is subsequently removed and freed.
1622 *
1623 * Return value: 'op' if something is left, NULL if the amount reached 0
1624 */
1625
1626object *
1627decrease_ob_nr (object *op, uint32 i)
1628{
1629 object *tmp;
1630 player *pl;
1631
1632 if (i == 0) /* objects with op->nrof require this check */
1633 return op;
1634
1635 if (i > op->nrof)
1636 i = op->nrof;
1637
1638 if (QUERY_FLAG (op, FLAG_REMOVED))
1639 op->nrof -= i;
1640 else if (op->env != NULL)
1641 {
1642 /* is this object in the players inventory, or sub container
1643 * therein?
1644 */
1645 tmp = is_player_inv (op->env);
1646 /* nope. Is this a container the player has opened?
1647 * If so, set tmp to that player.
1648 * IMO, searching through all the players will mostly
1649 * likely be quicker than following op->env to the map,
1650 * and then searching the map for a player.
1651 */
1652 if (!tmp)
1653 {
1654 for (pl = first_player; pl; pl = pl->next)
1655 if (pl->ob->container == op->env)
1656 break;
1657 if (pl)
1658 tmp = pl->ob;
1659 else
1660 tmp = NULL;
1661 }
1662
1663 if (i < op->nrof)
1664 {
1665 sub_weight (op->env, op->weight * i);
1666 op->nrof -= i;
1667 if (tmp)
1668 {
1669 esrv_send_item (tmp, op);
1670 }
1671 }
1672 else
1673 {
1674 remove_ob (op);
1675 op->nrof = 0;
1676 if (tmp)
1677 {
1678 esrv_del_item (tmp->contr, op->count);
1679 }
1680 }
1681 }
1682 else
1683 {
1684 object *above = op->above;
1685
1686 if (i < op->nrof)
1687 op->nrof -= i;
1688 else
1689 {
1690 remove_ob (op);
1691 op->nrof = 0;
1692 }
1693
1694 /* Since we just removed op, op->above is null */
1695 for (tmp = above; tmp != NULL; tmp = tmp->above)
1696 if (tmp->type == PLAYER)
1697 {
1698 if (op->nrof)
1699 esrv_send_item (tmp, op);
1700 else
1701 esrv_del_item (tmp->contr, op->count);
1702 }
1703 }
1704
1705 if (op->nrof)
1706 return op;
1707 else
1708 {
1709 free_object (op);
1710 return NULL;
1711 }
1712}
1713
1714/*
1715 * add_weight(object, weight) adds the specified weight to an object,
1716 * and also updates how much the environment(s) is/are carrying.
1717 */
1718
1719void
1720add_weight (object *op, signed long weight)
1721{
1722 while (op != NULL)
1723 {
1724 if (op->type == CONTAINER)
1725 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1726
1727 op->carrying += weight;
1728 op = op->env;
1729 }
1730}
1731
1732/*
1733 * insert_ob_in_ob(op,environment):
1734 * This function inserts the object op in the linked list
1735 * inside the object environment.
1736 *
1737 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1738 * the inventory at the last position or next to other objects of the same
1739 * type.
1740 * Frank: Now sorted by type, archetype and magic!
1741 *
1742 * The function returns now pointer to inserted item, and return value can
1743 * be != op, if items are merged. -Tero
1744 */
1745 1593
1746object * 1594object *
1747insert_ob_in_ob (object *op, object *where) 1595insert_ob_in_ob (object *op, object *where)
1748{ 1596{
1749 object * 1597 if (!where)
1750 tmp, *
1751 otmp;
1752
1753 if (!QUERY_FLAG (op, FLAG_REMOVED))
1754 {
1755 char *dump = dump_object (op);
1756 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1757 free (dump);
1758 return op;
1759 }
1760
1761 if (where == NULL)
1762 { 1598 {
1763 char *dump = dump_object (op); 1599 char *dump = dump_object (op);
1764 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1600 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1765 free (dump); 1601 free (dump);
1766 return op; 1602 return op;
1767 } 1603 }
1768 1604
1769 if (where->head) 1605 if (where->head_ () != where)
1770 { 1606 {
1771 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n"); 1607 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1772 where = where->head; 1608 where = where->head;
1773 } 1609 }
1774 1610
1611 return where->insert (op);
1612}
1613
1614/*
1615 * env->insert (op)
1616 * This function inserts the object op in the linked list
1617 * inside the object environment.
1618 *
1619 * The function returns now pointer to inserted item, and return value can
1620 * be != op, if items are merged. -Tero
1621 */
1622object *
1623object::insert (object *op)
1624{
1775 if (op->more) 1625 if (op->more)
1776 { 1626 {
1777 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1627 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1778 return op; 1628 return op;
1779 } 1629 }
1780 1630
1781 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1631 op->remove ();
1782 CLEAR_FLAG (op, FLAG_REMOVED); 1632
1633 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1634
1783 if (op->nrof) 1635 if (op->nrof)
1784 {
1785 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1636 for (object *tmp = inv; tmp; tmp = tmp->below)
1786 if (CAN_MERGE (tmp, op)) 1637 if (object::can_merge (tmp, op))
1787 { 1638 {
1788 /* return the original object and remove inserted object 1639 /* return the original object and remove inserted object
1789 (client needs the original object) */ 1640 (client needs the original object) */
1790 tmp->nrof += op->nrof; 1641 tmp->nrof += op->nrof;
1791 /* Weight handling gets pretty funky. Since we are adding to 1642 op->destroy (1);
1792 * tmp->nrof, we need to increase the weight.
1793 */
1794 add_weight (where, op->weight * op->nrof);
1795 SET_FLAG (op, FLAG_REMOVED);
1796 free_object (op); /* free the inserted object */
1797 op = tmp; 1643 op = tmp;
1798 remove_ob (op); /* and fix old object's links */ 1644 goto inserted;
1799 CLEAR_FLAG (op, FLAG_REMOVED);
1800 break;
1801 } 1645 }
1802 1646
1803 /* I assume combined objects have no inventory 1647 op->owner = 0; // it's his/hers now. period.
1804 * We add the weight - this object could have just been removed
1805 * (if it was possible to merge). calling remove_ob will subtract
1806 * the weight, so we need to add it in again, since we actually do
1807 * the linking below
1808 */
1809 add_weight (where, op->weight * op->nrof);
1810 }
1811 else
1812 add_weight (where, (op->weight + op->carrying));
1813
1814 otmp = is_player_inv (where);
1815 if (otmp && otmp->contr != NULL)
1816 {
1817 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1818 fix_player (otmp);
1819 }
1820
1821 op->map = NULL; 1648 op->map = 0;
1822 op->env = where; 1649 op->x = 0;
1650 op->y = 0;
1651
1823 op->above = NULL; 1652 op->above = 0;
1824 op->below = NULL; 1653 op->below = inv;
1825 op->x = 0, op->y = 0; 1654 op->env = this;
1826 1655
1656 if (inv)
1657 inv->above = op;
1658
1659 inv = op;
1660
1661 op->flag [FLAG_REMOVED] = 0;
1662
1663 adjust_weight (this, op->total_weight ());
1664
1665inserted:
1827 /* reset the light list and los of the players on the map */ 1666 /* reset the light list and los of the players on the map */
1828 if ((op->glow_radius != 0) && where->map) 1667 if (op->glow_radius && map && map->darkness)
1829 { 1668 update_all_los (map, x, y);
1830#ifdef DEBUG_LIGHTS
1831 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1832#endif /* DEBUG_LIGHTS */
1833 if (MAP_DARKNESS (where->map))
1834 update_all_los (where->map, where->x, where->y);
1835 }
1836 1669
1837 /* Client has no idea of ordering so lets not bother ordering it here. 1670 if (object *otmp = in_player ())
1838 * It sure simplifies this function... 1671 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1839 */ 1672 otmp->update_stats ();
1840 if (where->inv == NULL) 1673
1841 where->inv = op; 1674 INVOKE_OBJECT (INSERT, this);
1842 else 1675
1843 {
1844 op->below = where->inv;
1845 op->below->above = op;
1846 where->inv = op;
1847 }
1848 return op; 1676 return op;
1849} 1677}
1850 1678
1851/* 1679/*
1852 * Checks if any objects has a move_type that matches objects 1680 * Checks if any objects has a move_type that matches objects
1866 * 1694 *
1867 * MSW 2001-07-08: Check all objects on space, not just those below 1695 * MSW 2001-07-08: Check all objects on space, not just those below
1868 * object being inserted. insert_ob_in_map may not put new objects 1696 * object being inserted. insert_ob_in_map may not put new objects
1869 * on top. 1697 * on top.
1870 */ 1698 */
1871
1872int 1699int
1873check_move_on (object *op, object *originator) 1700check_move_on (object *op, object *originator)
1874{ 1701{
1875 object *tmp; 1702 object *tmp;
1876 maptile *m = op->map; 1703 maptile *m = op->map;
1903 1730
1904 /* The objects have to be checked from top to bottom. 1731 /* The objects have to be checked from top to bottom.
1905 * Hence, we first go to the top: 1732 * Hence, we first go to the top:
1906 */ 1733 */
1907 1734
1908 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1735 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1909 { 1736 {
1910 /* Trim the search when we find the first other spell effect 1737 /* Trim the search when we find the first other spell effect
1911 * this helps performance so that if a space has 50 spell objects, 1738 * this helps performance so that if a space has 50 spell objects,
1912 * we don't need to check all of them. 1739 * we don't need to check all of them.
1913 */ 1740 */
1931 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1758 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1932 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1759 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1933 { 1760 {
1934 1761
1935 float 1762 float
1936 diff = tmp->move_slow_penalty * FABS (op->speed); 1763 diff = tmp->move_slow_penalty * fabs (op->speed);
1937 1764
1938 if (op->type == PLAYER) 1765 if (op->type == PLAYER)
1939 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1766 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1940 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1767 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1941 diff /= 4.0; 1768 diff /= 4.0;
1968/* 1795/*
1969 * present_arch(arch, map, x, y) searches for any objects with 1796 * present_arch(arch, map, x, y) searches for any objects with
1970 * a matching archetype at the given map and coordinates. 1797 * a matching archetype at the given map and coordinates.
1971 * The first matching object is returned, or NULL if none. 1798 * The first matching object is returned, or NULL if none.
1972 */ 1799 */
1973
1974object * 1800object *
1975present_arch (const archetype *at, maptile *m, int x, int y) 1801present_arch (const archetype *at, maptile *m, int x, int y)
1976{ 1802{
1977 object *
1978 tmp;
1979
1980 if (m == NULL || out_of_map (m, x, y)) 1803 if (!m || out_of_map (m, x, y))
1981 { 1804 {
1982 LOG (llevError, "Present_arch called outside map.\n"); 1805 LOG (llevError, "Present_arch called outside map.\n");
1983 return NULL; 1806 return NULL;
1984 } 1807 }
1985 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1808
1809 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1986 if (tmp->arch == at) 1810 if (tmp->arch == at)
1987 return tmp; 1811 return tmp;
1812
1988 return NULL; 1813 return NULL;
1989} 1814}
1990 1815
1991/* 1816/*
1992 * present(type, map, x, y) searches for any objects with 1817 * present(type, map, x, y) searches for any objects with
1993 * a matching type variable at the given map and coordinates. 1818 * a matching type variable at the given map and coordinates.
1994 * The first matching object is returned, or NULL if none. 1819 * The first matching object is returned, or NULL if none.
1995 */ 1820 */
1996
1997object * 1821object *
1998present (unsigned char type, maptile *m, int x, int y) 1822present (unsigned char type, maptile *m, int x, int y)
1999{ 1823{
2000 object *
2001 tmp;
2002
2003 if (out_of_map (m, x, y)) 1824 if (out_of_map (m, x, y))
2004 { 1825 {
2005 LOG (llevError, "Present called outside map.\n"); 1826 LOG (llevError, "Present called outside map.\n");
2006 return NULL; 1827 return NULL;
2007 } 1828 }
2008 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1829
1830 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2009 if (tmp->type == type) 1831 if (tmp->type == type)
2010 return tmp; 1832 return tmp;
1833
2011 return NULL; 1834 return NULL;
2012} 1835}
2013 1836
2014/* 1837/*
2015 * present_in_ob(type, object) searches for any objects with 1838 * present_in_ob(type, object) searches for any objects with
2016 * a matching type variable in the inventory of the given object. 1839 * a matching type variable in the inventory of the given object.
2017 * The first matching object is returned, or NULL if none. 1840 * The first matching object is returned, or NULL if none.
2018 */ 1841 */
2019
2020object * 1842object *
2021present_in_ob (unsigned char type, const object *op) 1843present_in_ob (unsigned char type, const object *op)
2022{ 1844{
2023 object *
2024 tmp;
2025
2026 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1845 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2027 if (tmp->type == type) 1846 if (tmp->type == type)
2028 return tmp; 1847 return tmp;
1848
2029 return NULL; 1849 return NULL;
2030} 1850}
2031 1851
2032/* 1852/*
2033 * present_in_ob (type, str, object) searches for any objects with 1853 * present_in_ob (type, str, object) searches for any objects with
2041 * str is the string to match against. Note that we match against 1861 * str is the string to match against. Note that we match against
2042 * the object name, not the archetype name. this is so that the 1862 * the object name, not the archetype name. this is so that the
2043 * spell code can use one object type (force), but change it's name 1863 * spell code can use one object type (force), but change it's name
2044 * to be unique. 1864 * to be unique.
2045 */ 1865 */
2046
2047object * 1866object *
2048present_in_ob_by_name (int type, const char *str, const object *op) 1867present_in_ob_by_name (int type, const char *str, const object *op)
2049{ 1868{
2050 object *
2051 tmp;
2052
2053 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1869 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2054 {
2055 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1870 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2056 return tmp; 1871 return tmp;
2057 } 1872
2058 return NULL; 1873 return 0;
2059} 1874}
2060 1875
2061/* 1876/*
2062 * present_arch_in_ob(archetype, object) searches for any objects with 1877 * present_arch_in_ob(archetype, object) searches for any objects with
2063 * a matching archetype in the inventory of the given object. 1878 * a matching archetype in the inventory of the given object.
2064 * The first matching object is returned, or NULL if none. 1879 * The first matching object is returned, or NULL if none.
2065 */ 1880 */
2066
2067object * 1881object *
2068present_arch_in_ob (const archetype *at, const object *op) 1882present_arch_in_ob (const archetype *at, const object *op)
2069{ 1883{
2070 object *
2071 tmp;
2072
2073 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1884 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2074 if (tmp->arch == at) 1885 if (tmp->arch == at)
2075 return tmp; 1886 return tmp;
1887
2076 return NULL; 1888 return NULL;
2077} 1889}
2078 1890
2079/* 1891/*
2080 * activate recursively a flag on an object inventory 1892 * activate recursively a flag on an object inventory
2081 */ 1893 */
2082void 1894void
2083flag_inv (object *op, int flag) 1895flag_inv (object *op, int flag)
2084{ 1896{
2085 object *
2086 tmp;
2087
2088 if (op->inv)
2089 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1897 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2090 { 1898 {
2091 SET_FLAG (tmp, flag); 1899 SET_FLAG (tmp, flag);
2092 flag_inv (tmp, flag); 1900 flag_inv (tmp, flag);
2093 } 1901 }
2094} /* 1902}
1903
1904/*
2095 * desactivate recursively a flag on an object inventory 1905 * deactivate recursively a flag on an object inventory
2096 */ 1906 */
2097void 1907void
2098unflag_inv (object *op, int flag) 1908unflag_inv (object *op, int flag)
2099{ 1909{
2100 object *
2101 tmp;
2102
2103 if (op->inv)
2104 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1910 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2105 { 1911 {
2106 CLEAR_FLAG (tmp, flag); 1912 CLEAR_FLAG (tmp, flag);
2107 unflag_inv (tmp, flag); 1913 unflag_inv (tmp, flag);
2108 } 1914 }
2109}
2110
2111/*
2112 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2113 * all it's inventory (recursively).
2114 * If checksums are used, a player will get set_cheat called for
2115 * him/her-self and all object carried by a call to this function.
2116 */
2117
2118void
2119set_cheat (object *op)
2120{
2121 SET_FLAG (op, FLAG_WAS_WIZ);
2122 flag_inv (op, FLAG_WAS_WIZ);
2123} 1915}
2124 1916
2125/* 1917/*
2126 * find_free_spot(object, map, x, y, start, stop) will search for 1918 * find_free_spot(object, map, x, y, start, stop) will search for
2127 * a spot at the given map and coordinates which will be able to contain 1919 * a spot at the given map and coordinates which will be able to contain
2129 * to search (see the freearr_x/y[] definition). 1921 * to search (see the freearr_x/y[] definition).
2130 * It returns a random choice among the alternatives found. 1922 * It returns a random choice among the alternatives found.
2131 * start and stop are where to start relative to the free_arr array (1,9 1923 * start and stop are where to start relative to the free_arr array (1,9
2132 * does all 4 immediate directions). This returns the index into the 1924 * does all 4 immediate directions). This returns the index into the
2133 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1925 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2134 * Note - this only checks to see if there is space for the head of the
2135 * object - if it is a multispace object, this should be called for all
2136 * pieces.
2137 * Note2: This function does correctly handle tiled maps, but does not 1926 * Note: This function does correctly handle tiled maps, but does not
2138 * inform the caller. However, insert_ob_in_map will update as 1927 * inform the caller. However, insert_ob_in_map will update as
2139 * necessary, so the caller shouldn't need to do any special work. 1928 * necessary, so the caller shouldn't need to do any special work.
2140 * Note - updated to take an object instead of archetype - this is necessary 1929 * Note - updated to take an object instead of archetype - this is necessary
2141 * because arch_blocked (now ob_blocked) needs to know the movement type 1930 * because arch_blocked (now ob_blocked) needs to know the movement type
2142 * to know if the space in question will block the object. We can't use 1931 * to know if the space in question will block the object. We can't use
2143 * the archetype because that isn't correct if the monster has been 1932 * the archetype because that isn't correct if the monster has been
2144 * customized, changed states, etc. 1933 * customized, changed states, etc.
2145 */ 1934 */
2146
2147int 1935int
2148find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1936find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2149{ 1937{
2150 int
2151 i,
2152 index = 0, flag;
2153 static int
2154 altern[SIZEOFFREE]; 1938 int altern[SIZEOFFREE];
1939 int index = 0, flag;
2155 1940
2156 for (i = start; i < stop; i++) 1941 for (int i = start; i < stop; i++)
2157 { 1942 {
2158 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1943 mapxy pos (m, x, y); pos.move (i);
2159 if (!flag) 1944
1945 if (!pos.normalise ())
1946 continue;
1947
1948 mapspace &ms = *pos;
1949
1950 if (ms.flags () & P_IS_ALIVE)
1951 continue;
1952
1953 /* However, often
1954 * ob doesn't have any move type (when used to place exits)
1955 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1956 */
1957 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1958 {
2160 altern[index++] = i; 1959 altern [index++] = i;
1960 continue;
1961 }
2161 1962
2162 /* Basically, if we find a wall on a space, we cut down the search size. 1963 /* Basically, if we find a wall on a space, we cut down the search size.
2163 * In this way, we won't return spaces that are on another side of a wall. 1964 * In this way, we won't return spaces that are on another side of a wall.
2164 * This mostly work, but it cuts down the search size in all directions - 1965 * This mostly work, but it cuts down the search size in all directions -
2165 * if the space being examined only has a wall to the north and empty 1966 * if the space being examined only has a wall to the north and empty
2166 * spaces in all the other directions, this will reduce the search space 1967 * spaces in all the other directions, this will reduce the search space
2167 * to only the spaces immediately surrounding the target area, and 1968 * to only the spaces immediately surrounding the target area, and
2168 * won't look 2 spaces south of the target space. 1969 * won't look 2 spaces south of the target space.
2169 */ 1970 */
2170 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1971 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1972 {
2171 stop = maxfree[i]; 1973 stop = maxfree[i];
1974 continue;
1975 }
1976
1977 /* Note it is intentional that we check ob - the movement type of the
1978 * head of the object should correspond for the entire object.
1979 */
1980 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1981 continue;
1982
1983 if (ob->blocked (m, pos.x, pos.y))
1984 continue;
1985
1986 altern [index++] = i;
2172 } 1987 }
1988
2173 if (!index) 1989 if (!index)
2174 return -1; 1990 return -1;
1991
2175 return altern[RANDOM () % index]; 1992 return altern [rndm (index)];
2176} 1993}
2177 1994
2178/* 1995/*
2179 * find_first_free_spot(archetype, maptile, x, y) works like 1996 * find_first_free_spot(archetype, maptile, x, y) works like
2180 * find_free_spot(), but it will search max number of squares. 1997 * find_free_spot(), but it will search max number of squares.
2181 * But it will return the first available spot, not a random choice. 1998 * But it will return the first available spot, not a random choice.
2182 * Changed 0.93.2: Have it return -1 if there is no free spot available. 1999 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2183 */ 2000 */
2184
2185int 2001int
2186find_first_free_spot (const object *ob, maptile *m, int x, int y) 2002find_first_free_spot (const object *ob, maptile *m, int x, int y)
2187{ 2003{
2188 int
2189 i;
2190
2191 for (i = 0; i < SIZEOFFREE; i++) 2004 for (int i = 0; i < SIZEOFFREE; i++)
2192 {
2193 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2005 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2194 return i; 2006 return i;
2195 } 2007
2196 return -1; 2008 return -1;
2197} 2009}
2198 2010
2199/* 2011/*
2200 * The function permute(arr, begin, end) randomly reorders the array 2012 * The function permute(arr, begin, end) randomly reorders the array
2201 * arr[begin..end-1]. 2013 * arr[begin..end-1].
2014 * now uses a fisher-yates shuffle, old permute was broken
2202 */ 2015 */
2203static void 2016static void
2204permute (int *arr, int begin, int end) 2017permute (int *arr, int begin, int end)
2205{ 2018{
2206 int 2019 arr += begin;
2207 i,
2208 j,
2209 tmp,
2210 len;
2211
2212 len = end - begin; 2020 end -= begin;
2213 for (i = begin; i < end; i++)
2214 {
2215 j = begin + RANDOM () % len;
2216 2021
2217 tmp = arr[i]; 2022 while (--end)
2218 arr[i] = arr[j]; 2023 swap (arr [end], arr [rndm (end + 1)]);
2219 arr[j] = tmp;
2220 }
2221} 2024}
2222 2025
2223/* new function to make monster searching more efficient, and effective! 2026/* new function to make monster searching more efficient, and effective!
2224 * This basically returns a randomized array (in the passed pointer) of 2027 * This basically returns a randomized array (in the passed pointer) of
2225 * the spaces to find monsters. In this way, it won't always look for 2028 * the spaces to find monsters. In this way, it won't always look for
2228 * the 3x3 area will be searched, just not in a predictable order. 2031 * the 3x3 area will be searched, just not in a predictable order.
2229 */ 2032 */
2230void 2033void
2231get_search_arr (int *search_arr) 2034get_search_arr (int *search_arr)
2232{ 2035{
2233 int 2036 int i;
2234 i;
2235 2037
2236 for (i = 0; i < SIZEOFFREE; i++) 2038 for (i = 0; i < SIZEOFFREE; i++)
2237 {
2238 search_arr[i] = i; 2039 search_arr[i] = i;
2239 }
2240 2040
2241 permute (search_arr, 1, SIZEOFFREE1 + 1); 2041 permute (search_arr, 1, SIZEOFFREE1 + 1);
2242 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2042 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2243 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2043 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2244} 2044}
2253 * Perhaps incorrectly, but I'm making the assumption that exclude 2053 * Perhaps incorrectly, but I'm making the assumption that exclude
2254 * is actually want is going to try and move there. We need this info 2054 * is actually want is going to try and move there. We need this info
2255 * because we have to know what movement the thing looking to move 2055 * because we have to know what movement the thing looking to move
2256 * there is capable of. 2056 * there is capable of.
2257 */ 2057 */
2258
2259int 2058int
2260find_dir (maptile *m, int x, int y, object *exclude) 2059find_dir (maptile *m, int x, int y, object *exclude)
2261{ 2060{
2262 int
2263 i,
2264 max = SIZEOFFREE, mflags; 2061 int i, max = SIZEOFFREE, mflags;
2265 2062
2266 sint16 nx, ny; 2063 sint16 nx, ny;
2267 object * 2064 object *tmp;
2268 tmp;
2269 maptile * 2065 maptile *mp;
2270 mp;
2271 2066
2272 MoveType blocked, move_type; 2067 MoveType blocked, move_type;
2273 2068
2274 if (exclude && exclude->head) 2069 if (exclude && exclude->head_ () != exclude)
2275 { 2070 {
2276 exclude = exclude->head; 2071 exclude = exclude->head;
2277 move_type = exclude->move_type; 2072 move_type = exclude->move_type;
2278 } 2073 }
2279 else 2074 else
2287 mp = m; 2082 mp = m;
2288 nx = x + freearr_x[i]; 2083 nx = x + freearr_x[i];
2289 ny = y + freearr_y[i]; 2084 ny = y + freearr_y[i];
2290 2085
2291 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2086 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2087
2292 if (mflags & P_OUT_OF_MAP) 2088 if (mflags & P_OUT_OF_MAP)
2293 {
2294 max = maxfree[i]; 2089 max = maxfree[i];
2295 }
2296 else 2090 else
2297 { 2091 {
2298 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2092 mapspace &ms = mp->at (nx, ny);
2093
2094 blocked = ms.move_block;
2299 2095
2300 if ((move_type & blocked) == move_type) 2096 if ((move_type & blocked) == move_type)
2301 {
2302 max = maxfree[i]; 2097 max = maxfree[i];
2303 }
2304 else if (mflags & P_IS_ALIVE) 2098 else if (mflags & P_IS_ALIVE)
2305 { 2099 {
2306 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2100 for (tmp = ms.bot; tmp; tmp = tmp->above)
2307 { 2101 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2308 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2102 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2309 {
2310 break; 2103 break;
2311 } 2104
2312 }
2313 if (tmp) 2105 if (tmp)
2314 {
2315 return freedir[i]; 2106 return freedir[i];
2316 }
2317 } 2107 }
2318 } 2108 }
2319 } 2109 }
2110
2320 return 0; 2111 return 0;
2321} 2112}
2322 2113
2323/* 2114/*
2324 * distance(object 1, object 2) will return the square of the 2115 * distance(object 1, object 2) will return the square of the
2325 * distance between the two given objects. 2116 * distance between the two given objects.
2326 */ 2117 */
2327
2328int 2118int
2329distance (const object *ob1, const object *ob2) 2119distance (const object *ob1, const object *ob2)
2330{ 2120{
2331 int
2332 i;
2333
2334 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2121 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2335 return i;
2336} 2122}
2337 2123
2338/* 2124/*
2339 * find_dir_2(delta-x,delta-y) will return a direction in which 2125 * find_dir_2(delta-x,delta-y) will return a direction in which
2340 * an object which has subtracted the x and y coordinates of another 2126 * an object which has subtracted the x and y coordinates of another
2341 * object, needs to travel toward it. 2127 * object, needs to travel toward it.
2342 */ 2128 */
2343
2344int 2129int
2345find_dir_2 (int x, int y) 2130find_dir_2 (int x, int y)
2346{ 2131{
2347 int 2132 int q;
2348 q;
2349 2133
2350 if (y) 2134 if (y)
2351 q = x * 100 / y; 2135 q = x * 100 / y;
2352 else if (x) 2136 else if (x)
2353 q = -300 * x; 2137 q = -300 * x;
2378 2162
2379 return 3; 2163 return 3;
2380} 2164}
2381 2165
2382/* 2166/*
2383 * absdir(int): Returns a number between 1 and 8, which represent
2384 * the "absolute" direction of a number (it actually takes care of
2385 * "overflow" in previous calculations of a direction).
2386 */
2387
2388int
2389absdir (int d)
2390{
2391 while (d < 1)
2392 d += 8;
2393 while (d > 8)
2394 d -= 8;
2395 return d;
2396}
2397
2398/*
2399 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2167 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2400 * between two directions (which are expected to be absolute (see absdir()) 2168 * between two directions (which are expected to be absolute (see absdir())
2401 */ 2169 */
2402
2403int 2170int
2404dirdiff (int dir1, int dir2) 2171dirdiff (int dir1, int dir2)
2405{ 2172{
2406 int 2173 int d;
2407 d;
2408 2174
2409 d = abs (dir1 - dir2); 2175 d = abs (dir1 - dir2);
2410 if (d > 4) 2176 if (d > 4)
2411 d = 8 - d; 2177 d = 8 - d;
2178
2412 return d; 2179 return d;
2413} 2180}
2414 2181
2415/* peterm: 2182/* peterm:
2416 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2183 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2419 * This basically means that if direction is 15, then it could either go 2186 * This basically means that if direction is 15, then it could either go
2420 * direction 4, 14, or 16 to get back to where we are. 2187 * direction 4, 14, or 16 to get back to where we are.
2421 * Moved from spell_util.c to object.c with the other related direction 2188 * Moved from spell_util.c to object.c with the other related direction
2422 * functions. 2189 * functions.
2423 */ 2190 */
2424
2425int
2426 reduction_dir[SIZEOFFREE][3] = { 2191int reduction_dir[SIZEOFFREE][3] = {
2427 {0, 0, 0}, /* 0 */ 2192 {0, 0, 0}, /* 0 */
2428 {0, 0, 0}, /* 1 */ 2193 {0, 0, 0}, /* 1 */
2429 {0, 0, 0}, /* 2 */ 2194 {0, 0, 0}, /* 2 */
2430 {0, 0, 0}, /* 3 */ 2195 {0, 0, 0}, /* 3 */
2431 {0, 0, 0}, /* 4 */ 2196 {0, 0, 0}, /* 4 */
2479 * find a path to that monster that we found. If not, 2244 * find a path to that monster that we found. If not,
2480 * we don't bother going toward it. Returns 1 if we 2245 * we don't bother going toward it. Returns 1 if we
2481 * can see a direct way to get it 2246 * can see a direct way to get it
2482 * Modified to be map tile aware -.MSW 2247 * Modified to be map tile aware -.MSW
2483 */ 2248 */
2484
2485
2486int 2249int
2487can_see_monsterP (maptile *m, int x, int y, int dir) 2250can_see_monsterP (maptile *m, int x, int y, int dir)
2488{ 2251{
2489 sint16 dx, dy; 2252 sint16 dx, dy;
2490 int
2491 mflags; 2253 int mflags;
2492 2254
2493 if (dir < 0) 2255 if (dir < 0)
2494 return 0; /* exit condition: invalid direction */ 2256 return 0; /* exit condition: invalid direction */
2495 2257
2496 dx = x + freearr_x[dir]; 2258 dx = x + freearr_x[dir];
2509 return 0; 2271 return 0;
2510 2272
2511 /* yes, can see. */ 2273 /* yes, can see. */
2512 if (dir < 9) 2274 if (dir < 9)
2513 return 1; 2275 return 1;
2276
2514 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2277 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2515 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2278 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2279 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2516} 2280}
2517
2518
2519 2281
2520/* 2282/*
2521 * can_pick(picker, item): finds out if an object is possible to be 2283 * can_pick(picker, item): finds out if an object is possible to be
2522 * picked up by the picker. Returnes 1 if it can be 2284 * picked up by the picker. Returnes 1 if it can be
2523 * picked up, otherwise 0. 2285 * picked up, otherwise 0.
2525 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2287 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2526 * core dumps if they do. 2288 * core dumps if they do.
2527 * 2289 *
2528 * Add a check so we can't pick up invisible objects (0.93.8) 2290 * Add a check so we can't pick up invisible objects (0.93.8)
2529 */ 2291 */
2530
2531int 2292int
2532can_pick (const object *who, const object *item) 2293can_pick (const object *who, const object *item)
2533{ 2294{
2534 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2295 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2535 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2296 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2536 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2297 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2537} 2298}
2538 2299
2539
2540/* 2300/*
2541 * create clone from object to another 2301 * create clone from object to another
2542 */ 2302 */
2543object * 2303object *
2544object_create_clone (object *asrc) 2304object_create_clone (object *asrc)
2545{ 2305{
2546 object *
2547 dst = NULL, *tmp, *src, *part, *prev, *item; 2306 object *dst = 0, *tmp, *src, *prev, *item;
2548 2307
2549 if (!asrc) 2308 if (!asrc)
2550 return NULL; 2309 return 0;
2551 src = asrc; 2310
2552 if (src->head)
2553 src = src->head; 2311 src = asrc->head_ ();
2554 2312
2555 prev = NULL; 2313 prev = 0;
2556 for (part = src; part; part = part->more) 2314 for (object *part = src; part; part = part->more)
2557 { 2315 {
2558 tmp = get_object (); 2316 tmp = part->clone ();
2559 copy_object (part, tmp);
2560 tmp->x -= src->x; 2317 tmp->x -= src->x;
2561 tmp->y -= src->y; 2318 tmp->y -= src->y;
2319
2562 if (!part->head) 2320 if (!part->head)
2563 { 2321 {
2564 dst = tmp; 2322 dst = tmp;
2565 tmp->head = NULL; 2323 tmp->head = 0;
2566 } 2324 }
2567 else 2325 else
2568 {
2569 tmp->head = dst; 2326 tmp->head = dst;
2570 } 2327
2571 tmp->more = NULL; 2328 tmp->more = 0;
2329
2572 if (prev) 2330 if (prev)
2573 prev->more = tmp; 2331 prev->more = tmp;
2332
2574 prev = tmp; 2333 prev = tmp;
2575 } 2334 }
2576 2335
2577 for (item = src->inv; item; item = item->below) 2336 for (item = src->inv; item; item = item->below)
2578 insert_ob_in_ob (object_create_clone (item), dst); 2337 insert_ob_in_ob (object_create_clone (item), dst);
2579 2338
2580 return dst; 2339 return dst;
2581}
2582
2583/* GROS - Creates an object using a string representing its content. */
2584/* Basically, we save the content of the string to a temp file, then call */
2585/* load_object on it. I admit it is a highly inefficient way to make things, */
2586/* but it was simple to make and allows reusing the load_object function. */
2587/* Remember not to use load_object_str in a time-critical situation. */
2588/* Also remember that multiparts objects are not supported for now. */
2589
2590object *
2591load_object_str (const char *obstr)
2592{
2593 object *op;
2594 char filename[MAX_BUF];
2595
2596 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2597
2598 FILE *tempfile = fopen (filename, "w");
2599
2600 if (tempfile == NULL)
2601 {
2602 LOG (llevError, "Error - Unable to access load object temp file\n");
2603 return NULL;
2604 }
2605
2606 fprintf (tempfile, obstr);
2607 fclose (tempfile);
2608
2609 op = get_object ();
2610
2611 object_thawer thawer (filename);
2612
2613 if (thawer)
2614 load_object (thawer, op, 0);
2615
2616 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2617 CLEAR_FLAG (op, FLAG_REMOVED);
2618
2619 return op;
2620} 2340}
2621 2341
2622/* This returns the first object in who's inventory that 2342/* This returns the first object in who's inventory that
2623 * has the same type and subtype match. 2343 * has the same type and subtype match.
2624 * returns NULL if no match. 2344 * returns NULL if no match.
2625 */ 2345 */
2626object * 2346object *
2627find_obj_by_type_subtype (const object *who, int type, int subtype) 2347find_obj_by_type_subtype (const object *who, int type, int subtype)
2628{ 2348{
2629 object *tmp;
2630
2631 for (tmp = who->inv; tmp; tmp = tmp->below) 2349 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2632 if (tmp->type == type && tmp->subtype == subtype) 2350 if (tmp->type == type && tmp->subtype == subtype)
2633 return tmp; 2351 return tmp;
2634 2352
2635 return NULL; 2353 return 0;
2636} 2354}
2637 2355
2638/* If ob has a field named key, return the link from the list, 2356/* If ob has a field named key, return the link from the list,
2639 * otherwise return NULL. 2357 * otherwise return NULL.
2640 * 2358 *
2642 * do the desired thing. 2360 * do the desired thing.
2643 */ 2361 */
2644key_value * 2362key_value *
2645get_ob_key_link (const object *ob, const char *key) 2363get_ob_key_link (const object *ob, const char *key)
2646{ 2364{
2647 key_value *link;
2648
2649 for (link = ob->key_values; link != NULL; link = link->next) 2365 for (key_value *link = ob->key_values; link; link = link->next)
2650 if (link->key == key) 2366 if (link->key == key)
2651 return link; 2367 return link;
2652 2368
2653 return NULL; 2369 return 0;
2654} 2370}
2655 2371
2656/* 2372/*
2657 * Returns the value of op has an extra_field for key, or NULL. 2373 * Returns the value of op has an extra_field for key, or NULL.
2658 * 2374 *
2683 if (link->key == canonical_key) 2399 if (link->key == canonical_key)
2684 return link->value; 2400 return link->value;
2685 2401
2686 return 0; 2402 return 0;
2687} 2403}
2688
2689 2404
2690/* 2405/*
2691 * Updates the canonical_key in op to value. 2406 * Updates the canonical_key in op to value.
2692 * 2407 *
2693 * canonical_key is a shared string (value doesn't have to be). 2408 * canonical_key is a shared string (value doesn't have to be).
2698 * Returns TRUE on success. 2413 * Returns TRUE on success.
2699 */ 2414 */
2700int 2415int
2701set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2416set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2702{ 2417{
2703 key_value *
2704 field = NULL, *last = NULL; 2418 key_value *field = NULL, *last = NULL;
2705 2419
2706 for (field = op->key_values; field != NULL; field = field->next) 2420 for (field = op->key_values; field != NULL; field = field->next)
2707 { 2421 {
2708 if (field->key != canonical_key) 2422 if (field->key != canonical_key)
2709 { 2423 {
2718 /* Basically, if the archetype has this key set, 2432 /* Basically, if the archetype has this key set,
2719 * we need to store the null value so when we save 2433 * we need to store the null value so when we save
2720 * it, we save the empty value so that when we load, 2434 * it, we save the empty value so that when we load,
2721 * we get this value back again. 2435 * we get this value back again.
2722 */ 2436 */
2723 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2437 if (get_ob_key_link (op->arch, canonical_key))
2724 field->value = 0; 2438 field->value = 0;
2725 else 2439 else
2726 { 2440 {
2727 if (last) 2441 if (last)
2728 last->next = field->next; 2442 last->next = field->next;
2737 /* IF we get here, key doesn't exist */ 2451 /* IF we get here, key doesn't exist */
2738 2452
2739 /* No field, we'll have to add it. */ 2453 /* No field, we'll have to add it. */
2740 2454
2741 if (!add_key) 2455 if (!add_key)
2742 {
2743 return FALSE; 2456 return FALSE;
2744 } 2457
2745 /* There isn't any good reason to store a null 2458 /* There isn't any good reason to store a null
2746 * value in the key/value list. If the archetype has 2459 * value in the key/value list. If the archetype has
2747 * this key, then we should also have it, so shouldn't 2460 * this key, then we should also have it, so shouldn't
2748 * be here. If user wants to store empty strings, 2461 * be here. If user wants to store empty strings,
2749 * should pass in "" 2462 * should pass in ""
2798 } 2511 }
2799 else 2512 else
2800 item = item->env; 2513 item = item->env;
2801} 2514}
2802 2515
2516const char *
2517object::flag_desc (char *desc, int len) const
2518{
2519 char *p = desc;
2520 bool first = true;
2521
2522 *p = 0;
2523
2524 for (int i = 0; i < NUM_FLAGS; i++)
2525 {
2526 if (len <= 10) // magic constant!
2527 {
2528 snprintf (p, len, ",...");
2529 break;
2530 }
2531
2532 if (flag [i])
2533 {
2534 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2535 len -= cnt;
2536 p += cnt;
2537 first = false;
2538 }
2539 }
2540
2541 return desc;
2542}
2543
2803// return a suitable string describing an objetc in enough detail to find it 2544// return a suitable string describing an object in enough detail to find it
2804const char * 2545const char *
2805object::debug_desc (char *info) const 2546object::debug_desc (char *info) const
2806{ 2547{
2548 char flagdesc[512];
2807 char info2[256 * 3]; 2549 char info2[256 * 4];
2808 char *p = info; 2550 char *p = info;
2809 2551
2810 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2552 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2811 count, 2553 count,
2554 uuid.c_str (),
2812 &name, 2555 &name,
2813 title ? " " : "", 2556 title ? "\",title:\"" : "",
2814 title ? (const char *)title : ""); 2557 title ? (const char *)title : "",
2558 flag_desc (flagdesc, 512), type);
2815 2559
2816 if (env) 2560 if (!this->flag[FLAG_REMOVED] && env)
2817 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2561 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2818 2562
2819 if (map) 2563 if (map)
2820 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2564 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2821 2565
2822 return info; 2566 return info;
2823} 2567}
2824 2568
2825const char * 2569const char *
2826object::debug_desc () const 2570object::debug_desc () const
2827{ 2571{
2828 static char info[256 * 3]; 2572 static char info[3][256 * 4];
2573 static int info_idx;
2574
2829 return debug_desc (info); 2575 return debug_desc (info [++info_idx % 3]);
2830} 2576}
2831 2577
2578struct region *
2579object::region () const
2580{
2581 return map ? map->region (x, y)
2582 : region::default_region ();
2583}
2584
2585const materialtype_t *
2586object::dominant_material () const
2587{
2588 if (materialtype_t *mt = name_to_material (materialname))
2589 return mt;
2590
2591 return name_to_material (shstr_unknown);
2592}
2593
2594void
2595object::open_container (object *new_container)
2596{
2597 if (container == new_container)
2598 return;
2599
2600 if (object *old_container = container)
2601 {
2602 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2603 return;
2604
2605#if 0
2606 // remove the "Close old_container" object.
2607 if (object *closer = old_container->inv)
2608 if (closer->type == CLOSE_CON)
2609 closer->destroy ();
2610#endif
2611
2612 old_container->flag [FLAG_APPLIED] = 0;
2613 container = 0;
2614
2615 esrv_update_item (UPD_FLAGS, this, old_container);
2616 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2617 play_sound (sound_find ("chest_close"));
2618 }
2619
2620 if (new_container)
2621 {
2622 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2623 return;
2624
2625 // TODO: this does not seem to serve any purpose anymore?
2626#if 0
2627 // insert the "Close Container" object.
2628 if (archetype *closer = new_container->other_arch)
2629 {
2630 object *closer = arch_to_object (new_container->other_arch);
2631 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2632 new_container->insert (closer);
2633 }
2634#endif
2635
2636 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2637
2638 new_container->flag [FLAG_APPLIED] = 1;
2639 container = new_container;
2640
2641 esrv_update_item (UPD_FLAGS, this, new_container);
2642 esrv_send_inventory (this, new_container);
2643 play_sound (sound_find ("chest_open"));
2644 }
2645}
2646
2647object *
2648object::force_find (const shstr name)
2649{
2650 /* cycle through his inventory to look for the MARK we want to
2651 * place
2652 */
2653 for (object *tmp = inv; tmp; tmp = tmp->below)
2654 if (tmp->type == FORCE && tmp->slaying == name)
2655 return splay (tmp);
2656
2657 return 0;
2658}
2659
2660void
2661object::force_add (const shstr name, int duration)
2662{
2663 if (object *force = force_find (name))
2664 force->destroy ();
2665
2666 object *force = get_archetype (FORCE_NAME);
2667
2668 force->slaying = name;
2669 force->stats.food = 1;
2670 force->speed_left = -1.f;
2671
2672 force->set_speed (duration ? 1.f / duration : 0.f);
2673 force->flag [FLAG_IS_USED_UP] = true;
2674 force->flag [FLAG_APPLIED] = true;
2675
2676 insert (force);
2677}
2678
2679void
2680object::play_sound (faceidx sound)
2681{
2682 if (!sound)
2683 return;
2684
2685 if (flag [FLAG_REMOVED])
2686 return;
2687
2688 if (env)
2689 {
2690 if (object *pl = in_player ())
2691 pl->contr->play_sound (sound);
2692 }
2693 else
2694 map->play_sound (sound, x, y);
2695}
2696

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