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Comparing deliantra/server/common/object.C (file contents):
Revision 1.65 by root, Wed Dec 13 00:42:03 2006 UTC vs.
Revision 1.219 by root, Wed Apr 23 21:09:10 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 24#include <global.h>
28#include <stdio.h> 25#include <stdio.h>
29#include <sys/types.h> 26#include <sys/types.h>
30#include <sys/uio.h> 27#include <sys/uio.h>
31#include <object.h> 28#include <object.h>
32#include <funcpoint.h> 29#include <sproto.h>
33#include <loader.h> 30#include <loader.h>
34 31
35int nrofallocobjects = 0; 32#include <bitset>
36static UUID uuid; 33
34UUID UUID::cur;
35static uint64_t seq_next_save;
37const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
38 37
39object *active_objects; /* List of active objects that need to be processed */ 38objectvec objects;
39activevec actives;
40 40
41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 41short freearr_x[SIZEOFFREE] = {
42 0,
43 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
43}; 46};
44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 47short freearr_y[SIZEOFFREE] = {
48 0,
49 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
46}; 52};
47int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
48 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
49}; 58};
50int freedir[SIZEOFFREE] = { 59int freedir[SIZEOFFREE] = {
51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 60 0,
61 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53}; 64};
54 65
55static void 66static void
56write_uuid (void) 67write_uuid (uval64 skip, bool sync)
57{ 68{
58 char filename1[MAX_BUF], filename2[MAX_BUF]; 69 CALL_BEGIN (2);
59 70 CALL_ARG_SV (newSVval64 (skip));
60 sprintf (filename1, "%s/uuid", settings.localdir); 71 CALL_ARG_SV (boolSV (sync));
61 sprintf (filename2, "%s/uuid~", settings.localdir); 72 CALL_CALL ("cf::write_uuid", G_DISCARD);
62 73 CALL_END;
63 FILE *fp;
64
65 if (!(fp = fopen (filename2, "w")))
66 {
67 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68 return;
69 }
70
71 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72 fclose (fp);
73 rename (filename2, filename1);
74} 74}
75 75
76static void 76static void
77read_uuid (void) 77read_uuid (void)
78{ 78{
79 char filename[MAX_BUF]; 79 char filename[MAX_BUF];
80 80
81 sprintf (filename, "%s/uuid", settings.localdir); 81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 seq_next_save = 0;
82 84
83 FILE *fp; 85 FILE *fp;
84 86
85 if (!(fp = fopen (filename, "r"))) 87 if (!(fp = fopen (filename, "r")))
86 { 88 {
87 if (errno == ENOENT) 89 if (errno == ENOENT)
88 { 90 {
89 LOG (llevInfo, "RESET uid to 1\n"); 91 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0; 92 UUID::cur.seq = 0;
91 write_uuid (); 93 write_uuid (UUID_GAP, true);
92 return; 94 return;
93 } 95 }
94 96
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1); 98 _exit (1);
97 } 99 }
98 100
99 int version; 101 UUID::BUF buf;
100 unsigned long long uid; 102 buf[0] = 0;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 103 fgets (buf, sizeof (buf), fp);
104
105 if (!UUID::cur.parse (buf))
102 { 106 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 107 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
104 _exit (1); 108 _exit (1);
105 } 109 }
106 110
107 uuid.seq = uid; 111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
108 write_uuid (); 112
109 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 113 write_uuid (UUID_GAP, true);
110 fclose (fp); 114 fclose (fp);
111} 115}
112 116
113UUID 117UUID
114gen_uuid () 118UUID::gen ()
115{ 119{
116 UUID uid; 120 UUID uid;
117 121
118 uid.seq = ++uuid.seq; 122 uid.seq = ++cur.seq;
119 123
120 if (!(uuid.seq & (UUID_SKIP - 1))) 124 if (expect_false (cur.seq >= seq_next_save))
121 write_uuid (); 125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false);
128 }
129
122 130
123 return uid; 131 return uid;
124} 132}
125 133
126void 134void
127init_uuid () 135UUID::init ()
128{ 136{
129 read_uuid (); 137 read_uuid ();
130} 138}
131 139
132/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
133static int 141static bool
134compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
135{ 143{
136 key_value *wants_field; 144 key_value *wants_field;
137 145
138 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 146 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
139 * objects with lists are rare, and lists stay short. If not, use a 147 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted... 148 * different structure or at least keep the lists sorted...
141 */ 149 */
142 150
143 /* For each field in wants, */ 151 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 152 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
145 { 153 {
146 key_value *has_field; 154 key_value *has_field;
147 155
148 /* Look for a field in has with the same key. */ 156 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key); 157 has_field = get_ob_key_link (has, wants_field->key);
150 158
151 if (has_field == NULL) 159 if (!has_field)
152 {
153 /* No field with that name. */ 160 return 0; /* No field with that name. */
154 return FALSE;
155 }
156 161
157 /* Found the matching field. */ 162 /* Found the matching field. */
158 if (has_field->value != wants_field->value) 163 if (has_field->value != wants_field->value)
159 {
160 /* Values don't match, so this half of the comparison is false. */ 164 return 0; /* Values don't match, so this half of the comparison is false. */
161 return FALSE;
162 }
163 165
164 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
165 } 167 }
166 168
167 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
168 return TRUE; 170 return 1;
169} 171}
170 172
171/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int 174static bool
173compare_ob_value_lists (const object *ob1, const object *ob2) 175compare_ob_value_lists (const object *ob1, const object *ob2)
174{ 176{
175 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
176 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
177 */ 179 */
183 * 185 *
184 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
187 * 189 *
188 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
189 * 191 *
190 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
191 * check weight 193 * check weight
192 */ 194 */
193
194bool object::can_merge (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
195{ 196{
196 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 198 if (ob1 == ob2
199 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value
202 || ob1->name != ob2->name)
198 return 0; 203 return 0;
199 204
200 if (ob1->speed != ob2->speed) 205 /* Do not merge objects if nrof would overflow. First part checks
206 * for unsigned overflow (2c), second part checks whether the result
207 * would fit into a 32 bit signed int, which is often used to hold
208 * nrof values.
209 */
210 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
201 return 0; 211 return 0;
202 212
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof).
206 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31)
208 return 0;
209
210 /* If the objects have been identified, set the BEEN_APPLIED flag. 213 /* If the objects have been identified, set the BEEN_APPLIED flag.
211 * This is to the comparison of the flags below will be OK. We 214 * This is to the comparison of the flags below will be OK. We
212 * just can't ignore the been applied or identified flags, as they 215 * just can't ignore the been applied or identified flags, as they
213 * are not equal - just if it has been identified, the been_applied 216 * are not equal - just if it has been identified, the been_applied
214 * flags lose any meaning. 217 * flags lose any meaning.
215 */ 218 */
216 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 221
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 224
222 225 if (ob1->arch->name != ob2->arch->name
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 226 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 227 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 228 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 229 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
238 (ob1->attacktype != ob2->attacktype) || 230 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 231 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 232 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 233 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 234 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 235 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 236 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 237 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 238 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 239 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 240 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 241 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 242 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 243 || ob1->move_on != ob2->move_on
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 244 || ob1->move_off != ob2->move_off
245 || ob1->move_slow != ob2->move_slow
246 || ob1->move_slow_penalty != ob2->move_slow_penalty
247 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
253 return 0; 249 return 0;
254 250
251 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED)
255 .any ())
256 return 0;
257
255 /* This is really a spellbook check - really, we should 258 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 259 * not merge objects with real inventories, as splitting them
260 * is hard.
257 */ 261 */
258 if (ob1->inv || ob2->inv) 262 if (ob1->inv || ob2->inv)
259 { 263 {
260 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0;
263
264 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!(ob1->inv && ob2->inv))
266 return 0; 265 return 0; /* inventories differ in length */
266
267 if (ob1->inv->below || ob2->inv->below)
268 return 0; /* more than one object in inv */
269
270 if (!object::can_merge (ob1->inv, ob2->inv))
271 return 0; /* inventory objects differ */
267 272
268 /* inventory ok - still need to check rest of this object to see 273 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 274 * if it is valid.
270 */ 275 */
271 } 276 }
279 284
280 /* Note sure why the following is the case - either the object has to 285 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster 286 * be animated or have a very low speed. Is this an attempted monster
282 * check? 287 * check?
283 */ 288 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 289 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0; 290 return 0;
286 291
287 switch (ob1->type) 292 switch (ob1->type)
288 { 293 {
289 case SCROLL: 294 case SCROLL:
290 if (ob1->level != ob2->level) 295 if (ob1->level != ob2->level)
291 return 0; 296 return 0;
292 break; 297 break;
293 } 298 }
294 299
295 if (ob1->key_values != NULL || ob2->key_values != NULL) 300 if (ob1->key_values || ob2->key_values)
296 { 301 {
297 /* At least one of these has key_values. */ 302 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 303 if ((!ob1->key_values) != (!ob2->key_values))
299 /* One has fields, but the other one doesn't. */ 304 return 0; /* One has fields, but the other one doesn't. */
305
306 if (!compare_ob_value_lists (ob1, ob2))
300 return 0; 307 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0;
303 } 308 }
304 309
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
307 { 311 {
308 ob1->optimise (); 312 ob1->optimise ();
309 ob2->optimise (); 313 ob2->optimise ();
310 314
311 if (ob1->self || ob2->self) 315 if (ob1->self || ob2->self)
316 {
317 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
318 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
319
320 if (k1 != k2)
312 return 0; 321 return 0;
322
323 if (k1 == 0)
324 return 1;
325
326 if (!cfperl_can_merge (ob1, ob2))
327 return 0;
328 }
313 } 329 }
314 330
315 /* Everything passes, must be OK. */ 331 /* Everything passes, must be OK. */
316 return 1; 332 return 1;
317} 333}
318 334
335// find player who can see this object
336object *
337object::visible_to () const
338{
339 if (!flag [FLAG_REMOVED])
340 {
341 // see if we are in a container of sorts
342 if (env)
343 {
344 // the player inventory itself is always visible
345 if (env->type == PLAYER)
346 return env;
347
348 // else a player could have our env open
349 object *envest = env->outer_env ();
350
351 // the player itself is always on a map, so we will find him here
352 // even if our inv is in a player.
353 if (envest->is_on_map ())
354 if (object *pl = envest->ms ().player ())
355 if (pl->container == env)
356 return pl;
357 }
358 else
359 {
360 // maybe there is a player standing on the same mapspace
361 // this will catch the case where "this" is a player
362 if (object *pl = ms ().player ())
363 return pl;
364 }
365 }
366
367 return 0;
368}
369
370// adjust weight per container type ("of holding")
371static sint32
372weight_adjust (object *op, sint32 weight)
373{
374 return op->type == CONTAINER
375 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
376 : weight;
377}
378
319/* 379/*
380 * adjust_weight(object, weight) adds the specified weight to an object,
381 * and also updates how much the environment(s) is/are carrying.
382 */
383static void
384adjust_weight (object *op, sint32 weight)
385{
386 while (op)
387 {
388 weight = weight_adjust (op, weight);
389
390 if (!weight)
391 return;
392
393 op->carrying += weight;
394
395 if (object *pl = op->visible_to ())
396 if (pl != op) // player is handled lazily
397 esrv_update_item (UPD_WEIGHT, pl, op);
398
399 op = op->env;
400 }
401}
402
403/*
320 * sum_weight() is a recursive function which calculates the weight 404 * this is a recursive function which calculates the weight
321 * an object is carrying. It goes through in figures out how much 405 * an object is carrying. It goes through op and figures out how much
322 * containers are carrying, and sums it up. 406 * containers are carrying, and sums it up.
323 */ 407 */
324long 408void
325sum_weight (object *op) 409object::update_weight ()
326{ 410{
327 long sum; 411 sint32 sum = 0;
328 object *inv;
329 412
330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 413 for (object *op = inv; op; op = op->below)
331 { 414 {
332 if (inv->inv) 415 if (op->inv)
333 sum_weight (inv); 416 op->update_weight ();
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 417
418 sum += op->total_weight ();
419 }
420
421 sum = weight_adjust (this, sum);
422
423 if (sum != carrying)
335 } 424 {
336
337 if (op->type == CONTAINER && op->stats.Str)
338 sum = (sum * (100 - op->stats.Str)) / 100;
339
340 if (op->carrying != sum)
341 op->carrying = sum; 425 carrying = sum;
342 426
343 return sum; 427 if (object *pl = visible_to ())
428 if (pl != this) // player is handled lazily
429 esrv_update_item (UPD_WEIGHT, pl, this);
430 }
344} 431}
345 432
346/** 433/*
347 * Return the outermost environment object for a given object. 434 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
348 */ 435 */
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 * 436char *
380dump_object (object *op) 437dump_object (object *op)
381{ 438{
382 if (!op) 439 if (!op)
383 return strdup ("[NULLOBJ]"); 440 return strdup ("[NULLOBJ]");
384 441
385 object_freezer freezer; 442 object_freezer freezer;
386 save_object (freezer, op, 3); 443 op->write (freezer);
387 return freezer.as_string (); 444 return freezer.as_string ();
388} 445}
389 446
390/* 447/*
391 * get_nearest_part(multi-object, object 2) returns the part of the 448 * get_nearest_part(multi-object, object 2) returns the part of the
392 * multi-object 1 which is closest to the second object. 449 * multi-object 1 which is closest to the second object.
393 * If it's not a multi-object, it is returned. 450 * If it's not a multi-object, it is returned.
394 */ 451 */
395
396object * 452object *
397get_nearest_part (object *op, const object *pl) 453get_nearest_part (object *op, const object *pl)
398{ 454{
399 object *tmp, *closest; 455 object *tmp, *closest;
400 int last_dist, i; 456 int last_dist, i;
401 457
402 if (op->more == NULL) 458 if (!op->more)
403 return op; 459 return op;
460
404 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 461 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
462 tmp;
463 tmp = tmp->more)
405 if ((i = distance (tmp, pl)) < last_dist) 464 if ((i = distance (tmp, pl)) < last_dist)
406 closest = tmp, last_dist = i; 465 closest = tmp, last_dist = i;
466
407 return closest; 467 return closest;
408} 468}
409 469
410/* 470/*
411 * Returns the object which has the count-variable equal to the argument. 471 * Returns the object which has the count-variable equal to the argument.
472 * VERRRY slow.
412 */ 473 */
413
414object * 474object *
415find_object (tag_t i) 475find_object (tag_t i)
416{ 476{
417 for (object *op = object::first; op; op = op->next) 477 for_all_objects (op)
418 if (op->count == i) 478 if (op->count == i)
419 return op; 479 return op;
420 480
421 return 0; 481 return 0;
422} 482}
423 483
424/* 484/*
425 * Returns the first object which has a name equal to the argument. 485 * Returns the first object which has a name equal to the argument.
426 * Used only by the patch command, but not all that useful. 486 * Used only by the patch command, but not all that useful.
427 * Enables features like "patch <name-of-other-player> food 999" 487 * Enables features like "patch <name-of-other-player> food 999"
428 */ 488 */
429
430object * 489object *
431find_object_name (const char *str) 490find_object_name (const char *str)
432{ 491{
433 shstr_cmp str_ (str); 492 shstr_cmp str_ (str);
434 object *op; 493 object *op;
435 494
436 for (op = object::first; op != NULL; op = op->next) 495 for_all_objects (op)
437 if (op->name == str_) 496 if (op->name == str_)
438 break; 497 break;
439 498
440 return op; 499 return op;
441} 500}
442 501
443void
444free_all_object_data ()
445{
446 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
447}
448
449/* 502/*
450 * Sets the owner and sets the skill and exp pointers to owner's current 503 * Sets the owner and sets the skill and exp pointers to owner's current
451 * skill and experience objects. 504 * skill and experience objects.
505 * ACTUALLY NO! investigate! TODO
452 */ 506 */
453void 507void
454object::set_owner (object *owner) 508object::set_owner (object *owner)
455{ 509{
510 // allow objects which own objects
456 if (!owner) 511 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) 512 while (owner->owner)
467 owner = owner->owner; 513 owner = owner->owner;
514
515 if (flag [FLAG_FREED])
516 {
517 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
518 return;
519 }
468 520
469 this->owner = owner; 521 this->owner = owner;
522}
523
524int
525object::slottype () const
526{
527 if (type == SKILL)
528 {
529 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
530 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
531 }
532 else
533 {
534 if (slot [body_combat].info) return slot_combat;
535 if (slot [body_range ].info) return slot_ranged;
536 }
537
538 return slot_none;
539}
540
541bool
542object::change_weapon (object *ob)
543{
544 if (current_weapon == ob)
545 return true;
546
547 if (chosen_skill)
548 chosen_skill->flag [FLAG_APPLIED] = false;
549
550 current_weapon = ob;
551 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
552
553 if (chosen_skill)
554 chosen_skill->flag [FLAG_APPLIED] = true;
555
556 update_stats ();
557
558 if (ob)
559 {
560 // now check wether any body locations became invalid, in which case
561 // we cannot apply the weapon at the moment.
562 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
563 if (slot[i].used < 0)
564 {
565 current_weapon = chosen_skill = 0;
566 update_stats ();
567
568 new_draw_info_format (NDI_UNIQUE, 0, this,
569 "You try to balance all your items at once, "
570 "but the %s is just too much for your body. "
571 "[You need to unapply some items first.]", &ob->name);
572 return false;
573 }
574
575 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
576 }
577 else
578 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
579
580 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
581 {
582 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
583 &name, ob->debug_desc ());
584 return false;
585 }
586
587 return true;
470} 588}
471 589
472/* Zero the key_values on op, decrementing the shared-string 590/* Zero the key_values on op, decrementing the shared-string
473 * refcounts and freeing the links. 591 * refcounts and freeing the links.
474 */ 592 */
475static void 593static void
476free_key_values (object *op) 594free_key_values (object *op)
477{ 595{
478 for (key_value *i = op->key_values; i != 0;) 596 for (key_value *i = op->key_values; i; )
479 { 597 {
480 key_value *next = i->next; 598 key_value *next = i->next;
481 delete i; 599 delete i;
482 600
483 i = next; 601 i = next;
484 } 602 }
485 603
486 op->key_values = 0; 604 op->key_values = 0;
487} 605}
488 606
489void object::clear () 607object &
608object::operator =(const object &src)
490{ 609{
491 attachable_base::clear (); 610 bool is_freed = flag [FLAG_FREED];
611 bool is_removed = flag [FLAG_REMOVED];
492 612
493 free_key_values (this);
494
495 owner = 0;
496 name = 0;
497 name_pl = 0;
498 title = 0;
499 race = 0;
500 slaying = 0;
501 skill = 0;
502 msg = 0;
503 lore = 0;
504 custom_name = 0;
505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
517
518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
519
520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
529}
530
531/*
532 * copy_to first frees everything allocated by the dst object,
533 * and then copies the contents of itself into the second
534 * object, allocating what needs to be allocated. Basically, any
535 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
536 * if the first object is freed, the pointers in the new object
537 * will point at garbage.
538 */
539void
540object::copy_to (object *dst)
541{
542 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
543 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
544
545 *(object_copy *)dst = *this; 613 *(object_copy *)this = src;
546 *(object_pod *)dst = *this;
547 614
548 if (self || cb) 615 flag [FLAG_FREED] = is_freed;
549 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst)); 616 flag [FLAG_REMOVED] = is_removed;
550
551 if (is_freed)
552 SET_FLAG (dst, FLAG_FREED);
553
554 if (is_removed)
555 SET_FLAG (dst, FLAG_REMOVED);
556
557 if (speed < 0)
558 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
559 617
560 /* Copy over key_values, if any. */ 618 /* Copy over key_values, if any. */
561 if (key_values) 619 if (src.key_values)
562 { 620 {
563 key_value *tail = 0; 621 key_value *tail = 0;
564 key_value *i;
565
566 dst->key_values = 0; 622 key_values = 0;
567 623
568 for (i = key_values; i; i = i->next) 624 for (key_value *i = src.key_values; i; i = i->next)
569 { 625 {
570 key_value *new_link = new key_value; 626 key_value *new_link = new key_value;
571 627
572 new_link->next = 0; 628 new_link->next = 0;
573 new_link->key = i->key; 629 new_link->key = i->key;
574 new_link->value = i->value; 630 new_link->value = i->value;
575 631
576 /* Try and be clever here, too. */ 632 /* Try and be clever here, too. */
577 if (!dst->key_values) 633 if (!key_values)
578 { 634 {
579 dst->key_values = new_link; 635 key_values = new_link;
580 tail = new_link; 636 tail = new_link;
581 } 637 }
582 else 638 else
583 { 639 {
584 tail->next = new_link; 640 tail->next = new_link;
585 tail = new_link; 641 tail = new_link;
586 } 642 }
587 } 643 }
588 } 644 }
645}
589 646
590 update_ob_speed (dst); 647/*
648 * copy_to first frees everything allocated by the dst object,
649 * and then copies the contents of itself into the second
650 * object, allocating what needs to be allocated. Basically, any
651 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
652 * if the first object is freed, the pointers in the new object
653 * will point at garbage.
654 */
655void
656object::copy_to (object *dst)
657{
658 *dst = *this;
659
660 if (speed < 0)
661 dst->speed_left -= rndm ();
662
663 dst->set_speed (dst->speed);
664}
665
666void
667object::instantiate ()
668{
669 if (!uuid.seq) // HACK
670 uuid = UUID::gen ();
671
672 speed_left = -0.1f;
673 /* copy the body_info to the body_used - this is only really
674 * need for monsters, but doesn't hurt to do it for everything.
675 * by doing so, when a monster is created, it has good starting
676 * values for the body_used info, so when items are created
677 * for it, they can be properly equipped.
678 */
679 for (int i = NUM_BODY_LOCATIONS; i--; )
680 slot[i].used = slot[i].info;
681
682 attachable::instantiate ();
591} 683}
592 684
593object * 685object *
594object::clone () 686object::clone ()
595{ 687{
601/* 693/*
602 * If an object with the IS_TURNABLE() flag needs to be turned due 694 * If an object with the IS_TURNABLE() flag needs to be turned due
603 * to the closest player being on the other side, this function can 695 * to the closest player being on the other side, this function can
604 * be called to update the face variable, _and_ how it looks on the map. 696 * be called to update the face variable, _and_ how it looks on the map.
605 */ 697 */
606
607void 698void
608update_turn_face (object *op) 699update_turn_face (object *op)
609{ 700{
610 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 701 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
611 return; 702 return;
703
612 SET_ANIMATION (op, op->direction); 704 SET_ANIMATION (op, op->direction);
613 update_object (op, UP_OBJ_FACE); 705 update_object (op, UP_OBJ_FACE);
614} 706}
615 707
616/* 708/*
617 * Updates the speed of an object. If the speed changes from 0 to another 709 * Updates the speed of an object. If the speed changes from 0 to another
618 * value, or vice versa, then add/remove the object from the active list. 710 * value, or vice versa, then add/remove the object from the active list.
619 * This function needs to be called whenever the speed of an object changes. 711 * This function needs to be called whenever the speed of an object changes.
620 */ 712 */
621void 713void
622update_ob_speed (object *op) 714object::set_speed (float speed)
623{ 715{
624 extern int arch_init; 716 if (flag [FLAG_FREED] && speed)
625
626 /* No reason putting the archetypes objects on the speed list,
627 * since they never really need to be updated.
628 */
629
630 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
631 { 717 {
632 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 718 LOG (llevError, "Object %s is freed but has speed.\n", &name);
633#ifdef MANY_CORES
634 abort ();
635#else
636 op->speed = 0; 719 speed = 0;
637#endif
638 }
639
640 if (arch_init)
641 return;
642
643 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
644 { 720 }
645 /* If already on active list, don't do anything */
646 if (op->active_next || op->active_prev || op == active_objects)
647 return;
648 721
649 /* process_events() expects us to insert the object at the beginning 722 this->speed = speed;
650 * of the list. */
651 op->active_next = active_objects;
652 723
653 if (op->active_next != NULL) 724 if (has_active_speed ())
654 op->active_next->active_prev = op; 725 activate ();
655
656 active_objects = op;
657 }
658 else 726 else
659 { 727 deactivate ();
660 /* If not on the active list, nothing needs to be done */
661 if (!op->active_next && !op->active_prev && op != active_objects)
662 return;
663
664 if (op->active_prev == NULL)
665 {
666 active_objects = op->active_next;
667
668 if (op->active_next != NULL)
669 op->active_next->active_prev = NULL;
670 }
671 else
672 {
673 op->active_prev->active_next = op->active_next;
674
675 if (op->active_next)
676 op->active_next->active_prev = op->active_prev;
677 }
678
679 op->active_next = NULL;
680 op->active_prev = NULL;
681 }
682} 728}
683 729
684/* This function removes object 'op' from the list of active
685 * objects.
686 * This should only be used for style maps or other such
687 * reference maps where you don't want an object that isn't
688 * in play chewing up cpu time getting processed.
689 * The reverse of this is to call update_ob_speed, which
690 * will do the right thing based on the speed of the object.
691 */
692void
693remove_from_active_list (object *op)
694{
695 /* If not on the active list, nothing needs to be done */
696 if (!op->active_next && !op->active_prev && op != active_objects)
697 return;
698
699 if (op->active_prev == NULL)
700 {
701 active_objects = op->active_next;
702 if (op->active_next != NULL)
703 op->active_next->active_prev = NULL;
704 }
705 else
706 {
707 op->active_prev->active_next = op->active_next;
708 if (op->active_next)
709 op->active_next->active_prev = op->active_prev;
710 }
711 op->active_next = NULL;
712 op->active_prev = NULL;
713}
714
715/* 730/*
716 * update_object() updates the array which represents the map. 731 * update_object() updates the the map.
717 * It takes into account invisible objects (and represent squares covered 732 * It takes into account invisible objects (and represent squares covered
718 * by invisible objects by whatever is below them (unless it's another 733 * by invisible objects by whatever is below them (unless it's another
719 * invisible object, etc...) 734 * invisible object, etc...)
720 * If the object being updated is beneath a player, the look-window 735 * If the object being updated is beneath a player, the look-window
721 * of that player is updated (this might be a suboptimal way of 736 * of that player is updated (this might be a suboptimal way of
722 * updating that window, though, since update_object() is called _often_) 737 * updating that window, though, since update_object() is called _often_)
723 * 738 *
724 * action is a hint of what the caller believes need to be done. 739 * action is a hint of what the caller believes need to be done.
725 * For example, if the only thing that has changed is the face (due to
726 * an animation), we don't need to call update_position until that actually
727 * comes into view of a player. OTOH, many other things, like addition/removal
728 * of walls or living creatures may need us to update the flags now.
729 * current action are: 740 * current action are:
730 * UP_OBJ_INSERT: op was inserted 741 * UP_OBJ_INSERT: op was inserted
731 * UP_OBJ_REMOVE: op was removed 742 * UP_OBJ_REMOVE: op was removed
732 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 743 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
733 * as that is easier than trying to look at what may have changed. 744 * as that is easier than trying to look at what may have changed.
734 * UP_OBJ_FACE: only the objects face has changed. 745 * UP_OBJ_FACE: only the objects face has changed.
735 */ 746 */
736
737void 747void
738update_object (object *op, int action) 748update_object (object *op, int action)
739{ 749{
740 int update_now = 0, flags;
741 MoveType move_on, move_off, move_block, move_slow;
742
743 if (op == NULL) 750 if (op == NULL)
744 { 751 {
745 /* this should never happen */ 752 /* this should never happen */
746 LOG (llevDebug, "update_object() called for NULL object.\n"); 753 LOG (llevDebug, "update_object() called for NULL object.\n");
747 return; 754 return;
748 } 755 }
749 756
750 if (op->env != NULL) 757 if (op->env)
751 { 758 {
752 /* Animation is currently handled by client, so nothing 759 /* Animation is currently handled by client, so nothing
753 * to do in this case. 760 * to do in this case.
754 */ 761 */
755 return; 762 return;
760 */ 767 */
761 if (!op->map || op->map->in_memory == MAP_SAVING) 768 if (!op->map || op->map->in_memory == MAP_SAVING)
762 return; 769 return;
763 770
764 /* make sure the object is within map boundaries */ 771 /* make sure the object is within map boundaries */
765 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 772 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
766 { 773 {
767 LOG (llevError, "update_object() called for object out of map!\n"); 774 LOG (llevError, "update_object() called for object out of map!\n");
768#ifdef MANY_CORES 775#ifdef MANY_CORES
769 abort (); 776 abort ();
770#endif 777#endif
771 return; 778 return;
772 } 779 }
773 780
774 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 781 mapspace &m = op->ms ();
775 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
776 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
777 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
778 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
779 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
780 782
783 if (!(m.flags_ & P_UPTODATE))
784 /* nop */;
781 if (action == UP_OBJ_INSERT) 785 else if (action == UP_OBJ_INSERT)
782 { 786 {
787 // this is likely overkill, TODO: revisit (schmorp)
783 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 788 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
784 update_now = 1;
785
786 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 789 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
787 update_now = 1; 790 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
788 791 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
792 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
789 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 793 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
790 update_now = 1;
791
792 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
793 update_now = 1;
794
795 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
796 update_now = 1;
797
798 if ((move_on | op->move_on) != move_on) 794 || (m.move_on | op->move_on ) != m.move_on
799 update_now = 1;
800
801 if ((move_off | op->move_off) != move_off) 795 || (m.move_off | op->move_off ) != m.move_off
802 update_now = 1; 796 || (m.move_slow | op->move_slow) != m.move_slow
803
804 /* This isn't perfect, but I don't expect a lot of objects to 797 /* This isn't perfect, but I don't expect a lot of objects to
805 * to have move_allow right now. 798 * to have move_allow right now.
806 */ 799 */
807 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 800 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
808 update_now = 1; 801 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
809 802 m.flags_ = 0;
810 if ((move_slow | op->move_slow) != move_slow)
811 update_now = 1;
812 } 803 }
813
814 /* if the object is being removed, we can't make intelligent 804 /* if the object is being removed, we can't make intelligent
815 * decisions, because remove_ob can't really pass the object 805 * decisions, because remove_ob can't really pass the object
816 * that is being removed. 806 * that is being removed.
817 */ 807 */
818 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 808 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
819 update_now = 1; 809 m.flags_ = 0;
820 else if (action == UP_OBJ_FACE) 810 else if (action == UP_OBJ_FACE)
821 /* Nothing to do for that case */ ; 811 /* Nothing to do for that case */ ;
822 else 812 else
823 LOG (llevError, "update_object called with invalid action: %d\n", action); 813 LOG (llevError, "update_object called with invalid action: %d\n", action);
824 814
825 if (update_now)
826 {
827 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
828 update_position (op->map, op->x, op->y);
829 }
830
831 if (op->more != NULL) 815 if (op->more)
832 update_object (op->more, action); 816 update_object (op->more, action);
833}
834
835object::vector object::mortals;
836object::vector object::objects; // not yet used
837object *object::first;
838
839void object::free_mortals ()
840{
841 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
842 if ((*i)->refcnt)
843 ++i; // further delay freeing
844 else
845 {
846 delete *i;
847 mortals.erase (i);
848 }
849} 817}
850 818
851object::object () 819object::object ()
852{ 820{
853 SET_FLAG (this, FLAG_REMOVED); 821 SET_FLAG (this, FLAG_REMOVED);
856 face = blank_face; 824 face = blank_face;
857} 825}
858 826
859object::~object () 827object::~object ()
860{ 828{
829 unlink ();
830
861 free_key_values (this); 831 free_key_values (this);
862} 832}
863 833
834static int object_count;
835
864void object::link () 836void object::link ()
865{ 837{
838 assert (!index);//D
839 uuid = UUID::gen ();
866 count = ++ob_count; 840 count = ++object_count;
867 uuid = gen_uuid ();
868 841
869 prev = 0; 842 refcnt_inc ();
870 next = object::first; 843 objects.insert (this);
871
872 if (object::first)
873 object::first->prev = this;
874
875 object::first = this;
876} 844}
877 845
878void object::unlink () 846void object::unlink ()
879{ 847{
880 if (this == object::first) 848 if (!index)
881 object::first = next; 849 return;
882 850
883 /* Remove this object from the list of used objects */ 851 objects.erase (this);
884 if (prev) prev->next = next; 852 refcnt_dec ();
885 if (next) next->prev = prev; 853}
886 854
887 prev = 0; 855void
888 next = 0; 856object::activate ()
857{
858 /* If already on active list, don't do anything */
859 if (active)
860 return;
861
862 if (has_active_speed ())
863 actives.insert (this);
864}
865
866void
867object::activate_recursive ()
868{
869 activate ();
870
871 for (object *op = inv; op; op = op->below)
872 op->activate_recursive ();
873}
874
875/* This function removes object 'op' from the list of active
876 * objects.
877 * This should only be used for style maps or other such
878 * reference maps where you don't want an object that isn't
879 * in play chewing up cpu time getting processed.
880 * The reverse of this is to call update_ob_speed, which
881 * will do the right thing based on the speed of the object.
882 */
883void
884object::deactivate ()
885{
886 /* If not on the active list, nothing needs to be done */
887 if (!active)
888 return;
889
890 actives.erase (this);
891}
892
893void
894object::deactivate_recursive ()
895{
896 for (object *op = inv; op; op = op->below)
897 op->deactivate_recursive ();
898
899 deactivate ();
900}
901
902void
903object::set_flag_inv (int flag, int value)
904{
905 for (object *op = inv; op; op = op->below)
906 {
907 op->flag [flag] = value;
908 op->set_flag_inv (flag, value);
909 }
910}
911
912/*
913 * Remove and free all objects in the inventory of the given object.
914 * object.c ?
915 */
916void
917object::destroy_inv (bool drop_to_ground)
918{
919 // need to check first, because the checks below might segfault
920 // as we might be on an invalid mapspace and crossfire code
921 // is too buggy to ensure that the inventory is empty.
922 // corollary: if you create arrows etc. with stuff in its inventory,
923 // cf will crash below with off-map x and y
924 if (!inv)
925 return;
926
927 /* Only if the space blocks everything do we not process -
928 * if some form of movement is allowed, let objects
929 * drop on that space.
930 */
931 if (!drop_to_ground
932 || !map
933 || map->in_memory != MAP_ACTIVE
934 || map->nodrop
935 || ms ().move_block == MOVE_ALL)
936 {
937 while (inv)
938 {
939 inv->destroy_inv (false);
940 inv->destroy ();
941 }
942 }
943 else
944 { /* Put objects in inventory onto this space */
945 while (inv)
946 {
947 object *op = inv;
948
949 if (op->flag [FLAG_STARTEQUIP]
950 || op->flag [FLAG_NO_DROP]
951 || op->type == RUNE
952 || op->type == TRAP
953 || op->flag [FLAG_IS_A_TEMPLATE]
954 || op->flag [FLAG_DESTROY_ON_DEATH])
955 op->destroy (true);
956 else
957 map->insert (op, x, y);
958 }
959 }
889} 960}
890 961
891object *object::create () 962object *object::create ()
892{ 963{
893 object *op = new object; 964 object *op = new object;
894 op->link (); 965 op->link ();
895 return op; 966 return op;
896} 967}
897 968
898/* 969void
899 * free_object() frees everything allocated by an object, removes 970object::do_destroy ()
900 * it from the list of used objects, and puts it on the list of
901 * free objects. The IS_FREED() flag is set in the object.
902 * The object must have been removed by remove_ob() first for
903 * this function to succeed.
904 *
905 * If destroy_inventory is set, free inventory as well. Else drop items in
906 * inventory to the ground.
907 */
908void object::destroy (bool destroy_inventory)
909{ 971{
910 if (QUERY_FLAG (this, FLAG_FREED)) 972 if (flag [FLAG_IS_LINKED])
911 return; 973 remove_button_link (this);
912 974
913 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 975 if (flag [FLAG_FRIENDLY])
914 remove_friendly_object (this); 976 remove_friendly_object (this);
915 977
916 if (!QUERY_FLAG (this, FLAG_REMOVED))
917 remove (); 978 remove ();
918 979
919 SET_FLAG (this, FLAG_FREED); 980 attachable::do_destroy ();
920 981
921 if (more) 982 deactivate ();
922 { 983 unlink ();
923 more->destroy (destroy_inventory);
924 more = 0;
925 }
926 984
927 if (inv) 985 flag [FLAG_FREED] = 1;
928 {
929 /* Only if the space blocks everything do we not process -
930 * if some form of movement is allowed, let objects
931 * drop on that space.
932 */
933 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
934 {
935 object *op = inv;
936
937 while (op)
938 {
939 object *tmp = op->below;
940 op->destroy (destroy_inventory);
941 op = tmp;
942 }
943 }
944 else
945 { /* Put objects in inventory onto this space */
946 object *op = inv;
947
948 while (op)
949 {
950 object *tmp = op->below;
951
952 op->remove ();
953
954 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
955 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
956 op->destroy ();
957 else
958 {
959 op->x = x;
960 op->y = y;
961 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
962 }
963
964 op = tmp;
965 }
966 }
967 }
968 986
969 // hack to ensure that freed objects still have a valid map 987 // hack to ensure that freed objects still have a valid map
970 { 988 {
971 static maptile *freed_map; // freed objects are moved here to avoid crashes 989 static maptile *freed_map; // freed objects are moved here to avoid crashes
972 990
973 if (!freed_map) 991 if (!freed_map)
974 { 992 {
975 freed_map = new maptile; 993 freed_map = new maptile;
976 994
995 freed_map->path = "<freed objects map>";
977 freed_map->name = "/internal/freed_objects_map"; 996 freed_map->name = "/internal/freed_objects_map";
978 freed_map->width = 3; 997 freed_map->width = 3;
979 freed_map->height = 3; 998 freed_map->height = 3;
999 freed_map->nodrop = 1;
980 1000
981 freed_map->allocate (); 1001 freed_map->alloc ();
1002 freed_map->in_memory = MAP_ACTIVE;
982 } 1003 }
983 1004
984 map = freed_map; 1005 map = freed_map;
985 x = 1; 1006 x = 1;
986 y = 1; 1007 y = 1;
987 } 1008 }
988 1009
1010 if (more)
1011 {
1012 more->destroy ();
1013 more = 0;
1014 }
1015
1016 head = 0;
1017
989 // clear those pointers that likely might have circular references to us 1018 // clear those pointers that likely might cause circular references
990 owner = 0; 1019 owner = 0;
991 enemy = 0; 1020 enemy = 0;
992 attacked_by = 0; 1021 attacked_by = 0;
993 1022 current_weapon = 0;
994 // only relevant for players(?), but make sure of it anyways
995 contr = 0;
996
997 /* Remove object from the active list */
998 speed = 0;
999 update_ob_speed (this);
1000
1001 unlink ();
1002
1003 mortals.push_back (this);
1004} 1023}
1005 1024
1006/*
1007 * sub_weight() recursively (outwards) subtracts a number from the
1008 * weight of an object (and what is carried by it's environment(s)).
1009 */
1010void 1025void
1011sub_weight (object *op, signed long weight) 1026object::destroy (bool destroy_inventory)
1012{ 1027{
1013 while (op != NULL) 1028 if (destroyed ())
1014 { 1029 return;
1015 if (op->type == CONTAINER)
1016 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1017 1030
1018 op->carrying -= weight; 1031 if (!is_head () && !head->destroyed ())
1019 op = op->env;
1020 } 1032 {
1033 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1034 head->destroy (destroy_inventory);
1035 }
1036
1037 destroy_inv (!destroy_inventory);
1038
1039 if (is_head ())
1040 if (sound_destroy)
1041 play_sound (sound_destroy);
1042 else if (flag [FLAG_MONSTER])
1043 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1044
1045 attachable::destroy ();
1021} 1046}
1022 1047
1023/* op->remove (): 1048/* op->remove ():
1024 * This function removes the object op from the linked list of objects 1049 * This function removes the object op from the linked list of objects
1025 * which it is currently tied to. When this function is done, the 1050 * which it is currently tied to. When this function is done, the
1026 * object will have no environment. If the object previously had an 1051 * object will have no environment. If the object previously had an
1027 * environment, the x and y coordinates will be updated to 1052 * environment, the x and y coordinates will be updated to
1028 * the previous environment. 1053 * the previous environment.
1029 * Beware: This function is called from the editor as well!
1030 */ 1054 */
1031void 1055void
1032object::remove () 1056object::do_remove ()
1033{ 1057{
1034 object *tmp, *last = 0; 1058 object *tmp, *last = 0;
1035 object *otmp; 1059 object *otmp;
1036 1060
1037 int check_walk_off; 1061 if (flag [FLAG_REMOVED])
1038
1039 if (QUERY_FLAG (this, FLAG_REMOVED))
1040 return; 1062 return;
1041 1063
1042 SET_FLAG (this, FLAG_REMOVED); 1064 INVOKE_OBJECT (REMOVE, this);
1065
1066 if (object *pl = visible_to ())
1067 esrv_del_item (pl->contr, count);
1068
1069 flag [FLAG_REMOVED] = true;
1043 1070
1044 if (more) 1071 if (more)
1045 more->remove (); 1072 more->remove ();
1046 1073
1047 /* 1074 /*
1048 * In this case, the object to be removed is in someones 1075 * In this case, the object to be removed is in someones
1049 * inventory. 1076 * inventory.
1050 */ 1077 */
1051 if (env) 1078 if (env)
1052 { 1079 {
1080 adjust_weight (env, -total_weight ());
1081
1082 *(above ? &above->below : &env->inv) = below;
1083
1053 if (nrof) 1084 if (below)
1054 sub_weight (env, weight * nrof); 1085 below->above = above;
1055 else 1086
1056 sub_weight (env, weight + carrying); 1087 /* we set up values so that it could be inserted into
1088 * the map, but we don't actually do that - it is up
1089 * to the caller to decide what we want to do.
1090 */
1091 map = env->map;
1092 x = env->x;
1093 y = env->y;
1094 above = 0;
1095 below = 0;
1096 env = 0;
1057 1097
1058 /* NO_FIX_PLAYER is set when a great many changes are being 1098 /* NO_FIX_PLAYER is set when a great many changes are being
1059 * made to players inventory. If set, avoiding the call 1099 * made to players inventory. If set, avoiding the call
1060 * to save cpu time. 1100 * to save cpu time.
1061 */ 1101 */
1062 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1102 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1063 fix_player (otmp); 1103 otmp->update_stats ();
1064
1065 if (above != NULL)
1066 above->below = below;
1067 else
1068 env->inv = below;
1069
1070 if (below != NULL)
1071 below->above = above;
1072
1073 /* we set up values so that it could be inserted into
1074 * the map, but we don't actually do that - it is up
1075 * to the caller to decide what we want to do.
1076 */
1077 x = env->x, y = env->y;
1078 map = env->map;
1079 above = 0, below = 0;
1080 env = 0;
1081 } 1104 }
1082 else if (map) 1105 else if (map)
1083 { 1106 {
1084 /* Re did the following section of code - it looks like it had 1107 if (type == PLAYER)
1085 * lots of logic for things we no longer care about
1086 */ 1108 {
1109 // leaving a spot always closes any open container on the ground
1110 if (container && !container->env)
1111 // this causes spurious floorbox updates, but it ensures
1112 // that the CLOSE event is being sent.
1113 close_container ();
1114
1115 --map->players;
1116 map->touch ();
1117 }
1118
1119 map->dirty = true;
1120 mapspace &ms = this->ms ();
1087 1121
1088 /* link the object above us */ 1122 /* link the object above us */
1089 if (above) 1123 if (above)
1090 above->below = below; 1124 above->below = below;
1091 else 1125 else
1092 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 1126 ms.top = below; /* we were top, set new top */
1093 1127
1094 /* Relink the object below us, if there is one */ 1128 /* Relink the object below us, if there is one */
1095 if (below) 1129 if (below)
1096 below->above = above; 1130 below->above = above;
1097 else 1131 else
1099 /* Nothing below, which means we need to relink map object for this space 1133 /* Nothing below, which means we need to relink map object for this space
1100 * use translated coordinates in case some oddness with map tiling is 1134 * use translated coordinates in case some oddness with map tiling is
1101 * evident 1135 * evident
1102 */ 1136 */
1103 if (GET_MAP_OB (map, x, y) != this) 1137 if (GET_MAP_OB (map, x, y) != this)
1104 {
1105 char *dump = dump_object (this);
1106 LOG (llevError,
1107 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 1138 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1108 free (dump);
1109 dump = dump_object (GET_MAP_OB (map, x, y));
1110 LOG (llevError, "%s\n", dump);
1111 free (dump);
1112 }
1113 1139
1114 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1140 ms.bot = above; /* goes on above it. */
1115 } 1141 }
1116 1142
1117 above = 0; 1143 above = 0;
1118 below = 0; 1144 below = 0;
1119 1145
1120 if (map->in_memory == MAP_SAVING) 1146 if (map->in_memory == MAP_SAVING)
1121 return; 1147 return;
1122 1148
1123 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1149 int check_walk_off = !flag [FLAG_NO_APPLY];
1124 1150
1151 if (object *pl = ms.player ())
1152 {
1153 if (pl->container == this)
1154 /* If a container that the player is currently using somehow gets
1155 * removed (most likely destroyed), update the player view
1156 * appropriately.
1157 */
1158 pl->close_container ();
1159
1160 //TODO: the floorbox prev/next might need updating
1161 esrv_del_item (pl->contr, count);
1162 }
1163
1125 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1164 for (tmp = ms.bot; tmp; tmp = tmp->above)
1126 { 1165 {
1127 /* No point updating the players look faces if he is the object 1166 /* No point updating the players look faces if he is the object
1128 * being removed. 1167 * being removed.
1129 */ 1168 */
1130 1169
1131 if (tmp->type == PLAYER && tmp != this)
1132 {
1133 /* If a container that the player is currently using somehow gets
1134 * removed (most likely destroyed), update the player view
1135 * appropriately.
1136 */
1137 if (tmp->container == this)
1138 {
1139 CLEAR_FLAG (this, FLAG_APPLIED);
1140 tmp->container = 0;
1141 }
1142
1143 tmp->contr->socket.update_look = 1;
1144 }
1145
1146 /* See if player moving off should effect something */ 1170 /* See if object moving off should effect something */
1147 if (check_walk_off 1171 if (check_walk_off
1148 && ((move_type & tmp->move_off) 1172 && ((move_type & tmp->move_off)
1149 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1173 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1150 { 1174 {
1151 move_apply (tmp, this, 0); 1175 move_apply (tmp, this, 0);
1152 1176
1153 if (destroyed ()) 1177 if (destroyed ())
1154 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1178 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1155 } 1179 }
1156 1180
1157 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1158
1159 if (tmp->above == tmp)
1160 tmp->above = 0;
1161
1162 last = tmp; 1181 last = tmp;
1163 } 1182 }
1164 1183
1165 /* last == NULL of there are no objects on this space */ 1184 /* last == NULL if there are no objects on this space */
1185 //TODO: this makes little sense, why only update the topmost object?
1166 if (!last) 1186 if (!last)
1167 { 1187 map->at (x, y).flags_ = 0;
1168 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1169 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1170 * those out anyways, and if there are any flags set right now, they won't
1171 * be correct anyways.
1172 */
1173 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1174 update_position (map, x, y);
1175 }
1176 else 1188 else
1177 update_object (last, UP_OBJ_REMOVE); 1189 update_object (last, UP_OBJ_REMOVE);
1178 1190
1179 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1191 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1180 update_all_los (map, x, y); 1192 update_all_los (map, x, y);
1181 } 1193 }
1182} 1194}
1183 1195
1184/* 1196/*
1193merge_ob (object *op, object *top) 1205merge_ob (object *op, object *top)
1194{ 1206{
1195 if (!op->nrof) 1207 if (!op->nrof)
1196 return 0; 1208 return 0;
1197 1209
1198 if (top == NULL) 1210 if (!top)
1199 for (top = op; top != NULL && top->above != NULL; top = top->above); 1211 for (top = op; top && top->above; top = top->above)
1212 ;
1200 1213
1201 for (; top != NULL; top = top->below) 1214 for (; top; top = top->below)
1202 { 1215 if (object::can_merge (op, top))
1203 if (top == op)
1204 continue;
1205 if (CAN_MERGE (op, top))
1206 { 1216 {
1207 top->nrof += op->nrof; 1217 top->nrof += op->nrof;
1208 1218
1209/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1219 if (object *pl = top->visible_to ())
1210 op->weight = 0; /* Don't want any adjustements now */ 1220 esrv_update_item (UPD_NROF, pl, top);
1221
1222 op->weight = 0; // cancel the addition above
1223 op->carrying = 0; // must be 0 already
1224
1211 op->destroy (); 1225 op->destroy (1);
1226
1212 return top; 1227 return top;
1213 } 1228 }
1214 }
1215 1229
1216 return 0; 1230 return 0;
1217} 1231}
1218 1232
1233void
1234object::expand_tail ()
1235{
1236 if (more)
1237 return;
1238
1239 object *prev = this;
1240
1241 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1242 {
1243 object *op = arch_to_object (at);
1244
1245 op->name = name;
1246 op->name_pl = name_pl;
1247 op->title = title;
1248
1249 op->head = this;
1250 prev->more = op;
1251
1252 prev = op;
1253 }
1254}
1255
1219/* 1256/*
1220 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1257 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1221 * job preparing multi-part monsters 1258 * job preparing multi-part monsters.
1222 */ 1259 */
1223object * 1260object *
1224insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1261insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1225{ 1262{
1226 object *tmp;
1227
1228 if (op->head)
1229 op = op->head;
1230
1231 for (tmp = op; tmp; tmp = tmp->more) 1263 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1232 { 1264 {
1233 tmp->x = x + tmp->arch->clone.x; 1265 tmp->x = x + tmp->arch->x;
1234 tmp->y = y + tmp->arch->clone.y; 1266 tmp->y = y + tmp->arch->y;
1235 } 1267 }
1236 1268
1237 return insert_ob_in_map (op, m, originator, flag); 1269 return insert_ob_in_map (op, m, originator, flag);
1238} 1270}
1239 1271
1255 * Return value: 1287 * Return value:
1256 * new object if 'op' was merged with other object 1288 * new object if 'op' was merged with other object
1257 * NULL if 'op' was destroyed 1289 * NULL if 'op' was destroyed
1258 * just 'op' otherwise 1290 * just 'op' otherwise
1259 */ 1291 */
1260
1261object * 1292object *
1262insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1293insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1263{ 1294{
1264 object *tmp, *top, *floor = NULL; 1295 assert (!op->flag [FLAG_FREED]);
1265 sint16 x, y;
1266 1296
1267 if (QUERY_FLAG (op, FLAG_FREED)) 1297 op->remove ();
1268 {
1269 LOG (llevError, "Trying to insert freed object!\n");
1270 return NULL;
1271 }
1272
1273 if (m == NULL)
1274 {
1275 char *dump = dump_object (op);
1276 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1277 free (dump);
1278 return op;
1279 }
1280
1281 if (out_of_map (m, op->x, op->y))
1282 {
1283 char *dump = dump_object (op);
1284 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1285#ifdef MANY_CORES
1286 /* Better to catch this here, as otherwise the next use of this object
1287 * is likely to cause a crash. Better to find out where it is getting
1288 * improperly inserted.
1289 */
1290 abort ();
1291#endif
1292 free (dump);
1293 return op;
1294 }
1295
1296 if (!QUERY_FLAG (op, FLAG_REMOVED))
1297 {
1298 char *dump = dump_object (op);
1299 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1300 free (dump);
1301 return op;
1302 }
1303
1304 if (op->more != NULL)
1305 {
1306 /* The part may be on a different map. */
1307
1308 object *more = op->more;
1309
1310 /* We really need the caller to normalize coordinates - if
1311 * we set the map, that doesn't work if the location is within
1312 * a map and this is straddling an edge. So only if coordinate
1313 * is clear wrong do we normalize it.
1314 */
1315 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1316 more->map = get_map_from_coord (m, &more->x, &more->y);
1317 else if (!more->map)
1318 {
1319 /* For backwards compatibility - when not dealing with tiled maps,
1320 * more->map should always point to the parent.
1321 */
1322 more->map = m;
1323 }
1324
1325 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1326 {
1327 if (!op->head)
1328 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1329
1330 return NULL;
1331 }
1332 }
1333
1334 CLEAR_FLAG (op, FLAG_REMOVED);
1335 1298
1336 /* Ideally, the caller figures this out. However, it complicates a lot 1299 /* Ideally, the caller figures this out. However, it complicates a lot
1337 * of areas of callers (eg, anything that uses find_free_spot would now 1300 * of areas of callers (eg, anything that uses find_free_spot would now
1338 * need extra work 1301 * need extra work
1339 */ 1302 */
1340 op->map = get_map_from_coord (m, &op->x, &op->y); 1303 if (!xy_normalise (m, op->x, op->y))
1341 x = op->x; 1304 {
1342 y = op->y; 1305 op->destroy (1);
1306 return 0;
1307 }
1308
1309 if (object *more = op->more)
1310 if (!insert_ob_in_map (more, m, originator, flag))
1311 return 0;
1312
1313 CLEAR_FLAG (op, FLAG_REMOVED);
1314
1315 op->map = m;
1316 mapspace &ms = op->ms ();
1343 1317
1344 /* this has to be done after we translate the coordinates. 1318 /* this has to be done after we translate the coordinates.
1345 */ 1319 */
1346 if (op->nrof && !(flag & INS_NO_MERGE)) 1320 if (op->nrof && !(flag & INS_NO_MERGE))
1347 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1321 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1348 if (CAN_MERGE (op, tmp)) 1322 if (object::can_merge (op, tmp))
1349 { 1323 {
1324 // TODO: we atcually want to update tmp, not op,
1325 // but some caller surely breaks when we return tmp
1326 // from here :/
1350 op->nrof += tmp->nrof; 1327 op->nrof += tmp->nrof;
1351 tmp->destroy (); 1328 tmp->destroy (1);
1352 } 1329 }
1353 1330
1354 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1331 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1355 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1332 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1356 1333
1369 op->below = originator->below; 1346 op->below = originator->below;
1370 1347
1371 if (op->below) 1348 if (op->below)
1372 op->below->above = op; 1349 op->below->above = op;
1373 else 1350 else
1374 SET_MAP_OB (op->map, op->x, op->y, op); 1351 ms.bot = op;
1375 1352
1376 /* since *below* originator, no need to update top */ 1353 /* since *below* originator, no need to update top */
1377 originator->below = op; 1354 originator->below = op;
1378 } 1355 }
1379 else 1356 else
1380 { 1357 {
1358 object *top, *floor = NULL;
1359
1360 top = ms.bot;
1361
1381 /* If there are other objects, then */ 1362 /* If there are other objects, then */
1382 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1363 if (top)
1383 { 1364 {
1384 object *last = NULL; 1365 object *last = 0;
1385 1366
1386 /* 1367 /*
1387 * If there are multiple objects on this space, we do some trickier handling. 1368 * If there are multiple objects on this space, we do some trickier handling.
1388 * We've already dealt with merging if appropriate. 1369 * We've already dealt with merging if appropriate.
1389 * Generally, we want to put the new object on top. But if 1370 * Generally, we want to put the new object on top. But if
1393 * once we get to them. This reduces the need to traverse over all of 1374 * once we get to them. This reduces the need to traverse over all of
1394 * them when adding another one - this saves quite a bit of cpu time 1375 * them when adding another one - this saves quite a bit of cpu time
1395 * when lots of spells are cast in one area. Currently, it is presumed 1376 * when lots of spells are cast in one area. Currently, it is presumed
1396 * that flying non pickable objects are spell objects. 1377 * that flying non pickable objects are spell objects.
1397 */ 1378 */
1398 1379 for (top = ms.bot; top; top = top->above)
1399 while (top != NULL)
1400 { 1380 {
1401 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1381 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1402 floor = top; 1382 floor = top;
1403 1383
1404 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1384 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1407 top = top->below; 1387 top = top->below;
1408 break; 1388 break;
1409 } 1389 }
1410 1390
1411 last = top; 1391 last = top;
1412 top = top->above;
1413 } 1392 }
1414 1393
1415 /* Don't want top to be NULL, so set it to the last valid object */ 1394 /* Don't want top to be NULL, so set it to the last valid object */
1416 top = last; 1395 top = last;
1417 1396
1419 * looks like instead of lots of conditions here. 1398 * looks like instead of lots of conditions here.
1420 * makes things faster, and effectively the same result. 1399 * makes things faster, and effectively the same result.
1421 */ 1400 */
1422 1401
1423 /* Have object 'fall below' other objects that block view. 1402 /* Have object 'fall below' other objects that block view.
1424 * Unless those objects are exits, type 66 1403 * Unless those objects are exits.
1425 * If INS_ON_TOP is used, don't do this processing 1404 * If INS_ON_TOP is used, don't do this processing
1426 * Need to find the object that in fact blocks view, otherwise 1405 * Need to find the object that in fact blocks view, otherwise
1427 * stacking is a bit odd. 1406 * stacking is a bit odd.
1428 */ 1407 */
1429 if (!(flag & INS_ON_TOP) && 1408 if (!(flag & INS_ON_TOP)
1430 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1409 && ms.flags () & P_BLOCKSVIEW
1410 && (op->face && !faces [op->face].visibility))
1431 { 1411 {
1432 for (last = top; last != floor; last = last->below) 1412 for (last = top; last != floor; last = last->below)
1433 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1413 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1434 break; 1414 break;
1415
1435 /* Check to see if we found the object that blocks view, 1416 /* Check to see if we found the object that blocks view,
1436 * and make sure we have a below pointer for it so that 1417 * and make sure we have a below pointer for it so that
1437 * we can get inserted below this one, which requires we 1418 * we can get inserted below this one, which requires we
1438 * set top to the object below us. 1419 * set top to the object below us.
1439 */ 1420 */
1440 if (last && last->below && last != floor) 1421 if (last && last->below && last != floor)
1441 top = last->below; 1422 top = last->below;
1442 } 1423 }
1443 } /* If objects on this space */ 1424 } /* If objects on this space */
1444 1425
1445 if (flag & INS_MAP_LOAD)
1446 top = GET_MAP_TOP (op->map, op->x, op->y);
1447
1448 if (flag & INS_ABOVE_FLOOR_ONLY) 1426 if (flag & INS_ABOVE_FLOOR_ONLY)
1449 top = floor; 1427 top = floor;
1450 1428
1451 /* Top is the object that our object (op) is going to get inserted above. 1429 /* Top is the object that our object (op) is going to get inserted above.
1452 */ 1430 */
1453 1431
1454 /* First object on this space */ 1432 /* First object on this space */
1455 if (!top) 1433 if (!top)
1456 { 1434 {
1457 op->above = GET_MAP_OB (op->map, op->x, op->y); 1435 op->above = ms.bot;
1458 1436
1459 if (op->above) 1437 if (op->above)
1460 op->above->below = op; 1438 op->above->below = op;
1461 1439
1462 op->below = NULL; 1440 op->below = 0;
1463 SET_MAP_OB (op->map, op->x, op->y, op); 1441 ms.bot = op;
1464 } 1442 }
1465 else 1443 else
1466 { /* get inserted into the stack above top */ 1444 { /* get inserted into the stack above top */
1467 op->above = top->above; 1445 op->above = top->above;
1468 1446
1471 1449
1472 op->below = top; 1450 op->below = top;
1473 top->above = op; 1451 top->above = op;
1474 } 1452 }
1475 1453
1476 if (op->above == NULL) 1454 if (!op->above)
1477 SET_MAP_TOP (op->map, op->x, op->y, op); 1455 ms.top = op;
1478 } /* else not INS_BELOW_ORIGINATOR */ 1456 } /* else not INS_BELOW_ORIGINATOR */
1479 1457
1480 if (op->type == PLAYER) 1458 if (op->type == PLAYER)
1459 {
1481 op->contr->do_los = 1; 1460 op->contr->do_los = 1;
1461 ++op->map->players;
1462 op->map->touch ();
1463 }
1482 1464
1483 /* If we have a floor, we know the player, if any, will be above 1465 op->map->dirty = true;
1484 * it, so save a few ticks and start from there. 1466
1485 */ 1467 if (object *pl = ms.player ())
1486 if (!(flag & INS_MAP_LOAD)) 1468 //TODO: the floorbox prev/next might need updating
1487 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1469 esrv_send_item (pl, op);
1488 if (tmp->type == PLAYER)
1489 tmp->contr->socket.update_look = 1;
1490 1470
1491 /* If this object glows, it may affect lighting conditions that are 1471 /* If this object glows, it may affect lighting conditions that are
1492 * visible to others on this map. But update_all_los is really 1472 * visible to others on this map. But update_all_los is really
1493 * an inefficient way to do this, as it means los for all players 1473 * an inefficient way to do this, as it means los for all players
1494 * on the map will get recalculated. The players could very well 1474 * on the map will get recalculated. The players could very well
1495 * be far away from this change and not affected in any way - 1475 * be far away from this change and not affected in any way -
1496 * this should get redone to only look for players within range, 1476 * this should get redone to only look for players within range,
1497 * or just updating the P_NEED_UPDATE for spaces within this area 1477 * or just updating the P_UPTODATE for spaces within this area
1498 * of effect may be sufficient. 1478 * of effect may be sufficient.
1499 */ 1479 */
1500 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1480 if (op->map->darkness && (op->glow_radius != 0))
1501 update_all_los (op->map, op->x, op->y); 1481 update_all_los (op->map, op->x, op->y);
1502 1482
1503 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1483 /* updates flags (blocked, alive, no magic, etc) for this map space */
1504 update_object (op, UP_OBJ_INSERT); 1484 update_object (op, UP_OBJ_INSERT);
1505 1485
1486 INVOKE_OBJECT (INSERT, op);
1487
1506 /* Don't know if moving this to the end will break anything. However, 1488 /* Don't know if moving this to the end will break anything. However,
1507 * we want to have update_look set above before calling this. 1489 * we want to have floorbox_update called before calling this.
1508 * 1490 *
1509 * check_move_on() must be after this because code called from 1491 * check_move_on() must be after this because code called from
1510 * check_move_on() depends on correct map flags (so functions like 1492 * check_move_on() depends on correct map flags (so functions like
1511 * blocked() and wall() work properly), and these flags are updated by 1493 * blocked() and wall() work properly), and these flags are updated by
1512 * update_object(). 1494 * update_object().
1513 */ 1495 */
1514 1496
1515 /* if this is not the head or flag has been passed, don't check walk on status */ 1497 /* if this is not the head or flag has been passed, don't check walk on status */
1516 if (!(flag & INS_NO_WALK_ON) && !op->head) 1498 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1517 { 1499 {
1518 if (check_move_on (op, originator)) 1500 if (check_move_on (op, originator))
1519 return NULL; 1501 return 0;
1520 1502
1521 /* If we are a multi part object, lets work our way through the check 1503 /* If we are a multi part object, lets work our way through the check
1522 * walk on's. 1504 * walk on's.
1523 */ 1505 */
1524 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1506 for (object *tmp = op->more; tmp; tmp = tmp->more)
1525 if (check_move_on (tmp, originator)) 1507 if (check_move_on (tmp, originator))
1526 return NULL; 1508 return 0;
1527 } 1509 }
1528 1510
1529 return op; 1511 return op;
1530} 1512}
1531 1513
1532/* this function inserts an object in the map, but if it 1514/* this function inserts an object in the map, but if it
1533 * finds an object of its own type, it'll remove that one first. 1515 * finds an object of its own type, it'll remove that one first.
1534 * op is the object to insert it under: supplies x and the map. 1516 * op is the object to insert it under: supplies x and the map.
1535 */ 1517 */
1536void 1518void
1537replace_insert_ob_in_map (const char *arch_string, object *op) 1519replace_insert_ob_in_map (const char *arch_string, object *op)
1538{ 1520{
1539 object *
1540 tmp;
1541 object *
1542 tmp1;
1543
1544 /* first search for itself and remove any old instances */ 1521 /* first search for itself and remove any old instances */
1545 1522
1546 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1523 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1547 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1524 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1548 tmp->destroy (); 1525 tmp->destroy (1);
1549 1526
1550 tmp1 = arch_to_object (archetype::find (arch_string)); 1527 object *tmp = arch_to_object (archetype::find (arch_string));
1551 1528
1552 tmp1->x = op->x; 1529 tmp->x = op->x;
1553 tmp1->y = op->y; 1530 tmp->y = op->y;
1531
1554 insert_ob_in_map (tmp1, op->map, op, 0); 1532 insert_ob_in_map (tmp, op->map, op, 0);
1555} 1533}
1556
1557/*
1558 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1559 * is returned contains nr objects, and the remaining parts contains
1560 * the rest (or is removed and freed if that number is 0).
1561 * On failure, NULL is returned, and the reason put into the
1562 * global static errmsg array.
1563 */
1564 1534
1565object * 1535object *
1566get_split_ob (object *orig_ob, uint32 nr) 1536object::insert_at (object *where, object *originator, int flags)
1567{ 1537{
1568 object *newob; 1538 if (where->env)
1569 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1539 return where->env->insert (this);
1570 1540 else
1571 if (orig_ob->nrof < nr) 1541 return where->map->insert (this, where->x, where->y, originator, flags);
1572 {
1573 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1574 return NULL;
1575 }
1576
1577 newob = object_create_clone (orig_ob);
1578
1579 if ((orig_ob->nrof -= nr) < 1)
1580 orig_ob->destroy (1);
1581 else if (!is_removed)
1582 {
1583 if (orig_ob->env != NULL)
1584 sub_weight (orig_ob->env, orig_ob->weight * nr);
1585 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1586 {
1587 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1588 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1589 return NULL;
1590 }
1591 }
1592
1593 newob->nrof = nr;
1594
1595 return newob;
1596} 1542}
1597 1543
1598/* 1544/*
1599 * decrease_ob_nr(object, number) decreases a specified number from 1545 * decrease(object, number) decreases a specified number from
1600 * the amount of an object. If the amount reaches 0, the object 1546 * the amount of an object. If the amount reaches 0, the object
1601 * is subsequently removed and freed. 1547 * is subsequently removed and freed.
1602 * 1548 *
1603 * Return value: 'op' if something is left, NULL if the amount reached 0 1549 * Return value: 'op' if something is left, NULL if the amount reached 0
1604 */ 1550 */
1551bool
1552object::decrease (sint32 nr)
1553{
1554 if (!nr)
1555 return true;
1605 1556
1557 nr = min (nr, nrof);
1558
1559 nrof -= nr;
1560
1561 if (nrof)
1562 {
1563 adjust_weight (env, -weight * nr); // carrying == 0
1564
1565 if (object *pl = visible_to ())
1566 esrv_update_item (UPD_NROF, pl, this);
1567
1568 return true;
1569 }
1570 else
1571 {
1572 destroy (1);
1573 return false;
1574 }
1575}
1576
1577/*
1578 * split(ob,nr) splits up ob into two parts. The part which
1579 * is returned contains nr objects, and the remaining parts contains
1580 * the rest (or is removed and returned if that number is 0).
1581 * On failure, NULL is returned.
1582 */
1606object * 1583object *
1607decrease_ob_nr (object *op, uint32 i) 1584object::split (sint32 nr)
1608{ 1585{
1609 object *tmp; 1586 int have = number_of ();
1610 player *pl;
1611 1587
1612 if (i == 0) /* objects with op->nrof require this check */ 1588 if (have < nr)
1613 return op; 1589 return 0;
1614 1590 else if (have == nr)
1615 if (i > op->nrof)
1616 i = op->nrof;
1617
1618 if (QUERY_FLAG (op, FLAG_REMOVED))
1619 op->nrof -= i;
1620 else if (op->env != NULL)
1621 { 1591 {
1622 /* is this object in the players inventory, or sub container
1623 * therein?
1624 */
1625 tmp = is_player_inv (op->env);
1626 /* nope. Is this a container the player has opened?
1627 * If so, set tmp to that player.
1628 * IMO, searching through all the players will mostly
1629 * likely be quicker than following op->env to the map,
1630 * and then searching the map for a player.
1631 */
1632 if (!tmp)
1633 {
1634 for (pl = first_player; pl; pl = pl->next)
1635 if (pl->ob->container == op->env)
1636 break;
1637 if (pl)
1638 tmp = pl->ob;
1639 else
1640 tmp = NULL;
1641 }
1642
1643 if (i < op->nrof)
1644 {
1645 sub_weight (op->env, op->weight * i);
1646 op->nrof -= i;
1647 if (tmp)
1648 {
1649 esrv_send_item (tmp, op);
1650 }
1651 }
1652 else
1653 {
1654 op->remove (); 1592 remove ();
1655 op->nrof = 0; 1593 return this;
1656 if (tmp)
1657 {
1658 esrv_del_item (tmp->contr, op->count);
1659 }
1660 }
1661 } 1594 }
1662 else 1595 else
1663 { 1596 {
1664 object *above = op->above; 1597 decrease (nr);
1665 1598
1666 if (i < op->nrof) 1599 object *op = object_create_clone (this);
1667 op->nrof -= i; 1600 op->nrof = nr;
1668 else
1669 {
1670 op->remove ();
1671 op->nrof = 0;
1672 }
1673
1674 /* Since we just removed op, op->above is null */
1675 for (tmp = above; tmp != NULL; tmp = tmp->above)
1676 if (tmp->type == PLAYER)
1677 {
1678 if (op->nrof)
1679 esrv_send_item (tmp, op);
1680 else
1681 esrv_del_item (tmp->contr, op->count);
1682 }
1683 }
1684
1685 if (op->nrof)
1686 return op; 1601 return op;
1687 else
1688 {
1689 op->destroy ();
1690 return NULL;
1691 }
1692}
1693
1694/*
1695 * add_weight(object, weight) adds the specified weight to an object,
1696 * and also updates how much the environment(s) is/are carrying.
1697 */
1698
1699void
1700add_weight (object *op, signed long weight)
1701{
1702 while (op != NULL)
1703 {
1704 if (op->type == CONTAINER)
1705 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1706
1707 op->carrying += weight;
1708 op = op->env;
1709 } 1602 }
1710} 1603}
1711 1604
1712object * 1605object *
1713insert_ob_in_ob (object *op, object *where) 1606insert_ob_in_ob (object *op, object *where)
1718 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1611 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1719 free (dump); 1612 free (dump);
1720 return op; 1613 return op;
1721 } 1614 }
1722 1615
1723 if (where->head) 1616 if (where->head_ () != where)
1724 { 1617 {
1725 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1618 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1726 where = where->head; 1619 where = where->head;
1727 } 1620 }
1728 1621
1729 return where->insert (op); 1622 return where->insert (op);
1730} 1623}
1735 * inside the object environment. 1628 * inside the object environment.
1736 * 1629 *
1737 * The function returns now pointer to inserted item, and return value can 1630 * The function returns now pointer to inserted item, and return value can
1738 * be != op, if items are merged. -Tero 1631 * be != op, if items are merged. -Tero
1739 */ 1632 */
1740
1741object * 1633object *
1742object::insert (object *op) 1634object::insert (object *op)
1743{ 1635{
1744 object *tmp, *otmp;
1745
1746 if (!QUERY_FLAG (op, FLAG_REMOVED))
1747 op->remove ();
1748
1749 if (op->more) 1636 if (op->more)
1750 { 1637 {
1751 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1638 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1752 return op; 1639 return op;
1753 } 1640 }
1754 1641
1755 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1642 op->remove ();
1756 CLEAR_FLAG (op, FLAG_REMOVED); 1643
1644 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1645
1757 if (op->nrof) 1646 if (op->nrof)
1758 {
1759 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1647 for (object *tmp = inv; tmp; tmp = tmp->below)
1760 if (CAN_MERGE (tmp, op)) 1648 if (object::can_merge (tmp, op))
1761 { 1649 {
1762 /* return the original object and remove inserted object 1650 /* return the original object and remove inserted object
1763 (client needs the original object) */ 1651 (client needs the original object) */
1764 tmp->nrof += op->nrof; 1652 tmp->nrof += op->nrof;
1765 /* Weight handling gets pretty funky. Since we are adding to 1653
1766 * tmp->nrof, we need to increase the weight. 1654 if (object *pl = tmp->visible_to ())
1767 */ 1655 esrv_update_item (UPD_NROF, pl, tmp);
1656
1768 add_weight (this, op->weight * op->nrof); 1657 adjust_weight (this, op->total_weight ());
1769 SET_FLAG (op, FLAG_REMOVED); 1658
1770 op->destroy (); /* free the inserted object */ 1659 op->destroy (1);
1771 op = tmp; 1660 op = tmp;
1772 op->remove (); /* and fix old object's links */ 1661 goto inserted;
1773 CLEAR_FLAG (op, FLAG_REMOVED);
1774 break;
1775 } 1662 }
1776 1663
1777 /* I assume combined objects have no inventory 1664 op->owner = 0; // it's his/hers now. period.
1778 * We add the weight - this object could have just been removed
1779 * (if it was possible to merge). calling remove_ob will subtract
1780 * the weight, so we need to add it in again, since we actually do
1781 * the linking below
1782 */
1783 add_weight (this, op->weight * op->nrof);
1784 }
1785 else
1786 add_weight (this, (op->weight + op->carrying));
1787
1788 otmp = is_player_inv (this);
1789 if (otmp && otmp->contr)
1790 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1791 fix_player (otmp);
1792
1793 op->map = NULL; 1665 op->map = 0;
1666 op->x = 0;
1667 op->y = 0;
1668
1669 op->above = 0;
1670 op->below = inv;
1794 op->env = this; 1671 op->env = this;
1795 op->above = NULL;
1796 op->below = NULL;
1797 op->x = 0, op->y = 0;
1798 1672
1673 if (inv)
1674 inv->above = op;
1675
1676 inv = op;
1677
1678 op->flag [FLAG_REMOVED] = 0;
1679
1680 if (object *pl = op->visible_to ())
1681 esrv_send_item (pl, op);
1682
1683 adjust_weight (this, op->total_weight ());
1684
1685inserted:
1799 /* reset the light list and los of the players on the map */ 1686 /* reset the light list and los of the players on the map */
1800 if ((op->glow_radius != 0) && map) 1687 if (op->glow_radius && map && map->darkness)
1801 {
1802#ifdef DEBUG_LIGHTS
1803 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1804#endif /* DEBUG_LIGHTS */
1805 if (MAP_DARKNESS (map))
1806 update_all_los (map, x, y); 1688 update_all_los (map, x, y);
1807 }
1808 1689
1809 /* Client has no idea of ordering so lets not bother ordering it here. 1690 // if this is a player's inventory, update stats
1810 * It sure simplifies this function... 1691 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1811 */ 1692 update_stats ();
1812 if (!inv) 1693
1813 inv = op; 1694 INVOKE_OBJECT (INSERT, this);
1814 else
1815 {
1816 op->below = inv;
1817 op->below->above = op;
1818 inv = op;
1819 }
1820 1695
1821 return op; 1696 return op;
1822} 1697}
1823 1698
1824/* 1699/*
1839 * 1714 *
1840 * MSW 2001-07-08: Check all objects on space, not just those below 1715 * MSW 2001-07-08: Check all objects on space, not just those below
1841 * object being inserted. insert_ob_in_map may not put new objects 1716 * object being inserted. insert_ob_in_map may not put new objects
1842 * on top. 1717 * on top.
1843 */ 1718 */
1844
1845int 1719int
1846check_move_on (object *op, object *originator) 1720check_move_on (object *op, object *originator)
1847{ 1721{
1848 object *tmp; 1722 object *tmp;
1849 maptile *m = op->map; 1723 maptile *m = op->map;
1876 1750
1877 /* The objects have to be checked from top to bottom. 1751 /* The objects have to be checked from top to bottom.
1878 * Hence, we first go to the top: 1752 * Hence, we first go to the top:
1879 */ 1753 */
1880 1754
1881 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1755 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1882 { 1756 {
1883 /* Trim the search when we find the first other spell effect 1757 /* Trim the search when we find the first other spell effect
1884 * this helps performance so that if a space has 50 spell objects, 1758 * this helps performance so that if a space has 50 spell objects,
1885 * we don't need to check all of them. 1759 * we don't need to check all of them.
1886 */ 1760 */
1904 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1778 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1905 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1779 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1906 { 1780 {
1907 1781
1908 float 1782 float
1909 diff = tmp->move_slow_penalty * FABS (op->speed); 1783 diff = tmp->move_slow_penalty * fabs (op->speed);
1910 1784
1911 if (op->type == PLAYER) 1785 if (op->type == PLAYER)
1912 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1786 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1913 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1787 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1914 diff /= 4.0; 1788 diff /= 4.0;
1941/* 1815/*
1942 * present_arch(arch, map, x, y) searches for any objects with 1816 * present_arch(arch, map, x, y) searches for any objects with
1943 * a matching archetype at the given map and coordinates. 1817 * a matching archetype at the given map and coordinates.
1944 * The first matching object is returned, or NULL if none. 1818 * The first matching object is returned, or NULL if none.
1945 */ 1819 */
1946
1947object * 1820object *
1948present_arch (const archetype *at, maptile *m, int x, int y) 1821present_arch (const archetype *at, maptile *m, int x, int y)
1949{ 1822{
1950 object *
1951 tmp;
1952
1953 if (m == NULL || out_of_map (m, x, y)) 1823 if (!m || out_of_map (m, x, y))
1954 { 1824 {
1955 LOG (llevError, "Present_arch called outside map.\n"); 1825 LOG (llevError, "Present_arch called outside map.\n");
1956 return NULL; 1826 return NULL;
1957 } 1827 }
1958 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1828
1829 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1959 if (tmp->arch == at) 1830 if (tmp->arch == at)
1960 return tmp; 1831 return tmp;
1832
1961 return NULL; 1833 return NULL;
1962} 1834}
1963 1835
1964/* 1836/*
1965 * present(type, map, x, y) searches for any objects with 1837 * present(type, map, x, y) searches for any objects with
1966 * a matching type variable at the given map and coordinates. 1838 * a matching type variable at the given map and coordinates.
1967 * The first matching object is returned, or NULL if none. 1839 * The first matching object is returned, or NULL if none.
1968 */ 1840 */
1969
1970object * 1841object *
1971present (unsigned char type, maptile *m, int x, int y) 1842present (unsigned char type, maptile *m, int x, int y)
1972{ 1843{
1973 object *
1974 tmp;
1975
1976 if (out_of_map (m, x, y)) 1844 if (out_of_map (m, x, y))
1977 { 1845 {
1978 LOG (llevError, "Present called outside map.\n"); 1846 LOG (llevError, "Present called outside map.\n");
1979 return NULL; 1847 return NULL;
1980 } 1848 }
1981 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1849
1850 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1982 if (tmp->type == type) 1851 if (tmp->type == type)
1983 return tmp; 1852 return tmp;
1853
1984 return NULL; 1854 return NULL;
1985} 1855}
1986 1856
1987/* 1857/*
1988 * present_in_ob(type, object) searches for any objects with 1858 * present_in_ob(type, object) searches for any objects with
1989 * a matching type variable in the inventory of the given object. 1859 * a matching type variable in the inventory of the given object.
1990 * The first matching object is returned, or NULL if none. 1860 * The first matching object is returned, or NULL if none.
1991 */ 1861 */
1992
1993object * 1862object *
1994present_in_ob (unsigned char type, const object *op) 1863present_in_ob (unsigned char type, const object *op)
1995{ 1864{
1996 object *
1997 tmp;
1998
1999 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1865 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2000 if (tmp->type == type) 1866 if (tmp->type == type)
2001 return tmp; 1867 return tmp;
1868
2002 return NULL; 1869 return NULL;
2003} 1870}
2004 1871
2005/* 1872/*
2006 * present_in_ob (type, str, object) searches for any objects with 1873 * present_in_ob (type, str, object) searches for any objects with
2014 * str is the string to match against. Note that we match against 1881 * str is the string to match against. Note that we match against
2015 * the object name, not the archetype name. this is so that the 1882 * the object name, not the archetype name. this is so that the
2016 * spell code can use one object type (force), but change it's name 1883 * spell code can use one object type (force), but change it's name
2017 * to be unique. 1884 * to be unique.
2018 */ 1885 */
2019
2020object * 1886object *
2021present_in_ob_by_name (int type, const char *str, const object *op) 1887present_in_ob_by_name (int type, const char *str, const object *op)
2022{ 1888{
2023 object *
2024 tmp;
2025
2026 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1889 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2027 {
2028 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1890 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2029 return tmp; 1891 return tmp;
2030 } 1892
2031 return NULL; 1893 return 0;
2032} 1894}
2033 1895
2034/* 1896/*
2035 * present_arch_in_ob(archetype, object) searches for any objects with 1897 * present_arch_in_ob(archetype, object) searches for any objects with
2036 * a matching archetype in the inventory of the given object. 1898 * a matching archetype in the inventory of the given object.
2037 * The first matching object is returned, or NULL if none. 1899 * The first matching object is returned, or NULL if none.
2038 */ 1900 */
2039
2040object * 1901object *
2041present_arch_in_ob (const archetype *at, const object *op) 1902present_arch_in_ob (const archetype *at, const object *op)
2042{ 1903{
2043 object *
2044 tmp;
2045
2046 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1904 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2047 if (tmp->arch == at) 1905 if (tmp->arch == at)
2048 return tmp; 1906 return tmp;
1907
2049 return NULL; 1908 return NULL;
2050} 1909}
2051 1910
2052/* 1911/*
2053 * activate recursively a flag on an object inventory 1912 * activate recursively a flag on an object inventory
2054 */ 1913 */
2055void 1914void
2056flag_inv (object *op, int flag) 1915flag_inv (object *op, int flag)
2057{ 1916{
2058 object *
2059 tmp;
2060
2061 if (op->inv)
2062 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1917 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2063 { 1918 {
2064 SET_FLAG (tmp, flag); 1919 SET_FLAG (tmp, flag);
2065 flag_inv (tmp, flag); 1920 flag_inv (tmp, flag);
2066 } 1921 }
2067} /* 1922}
1923
1924/*
2068 * desactivate recursively a flag on an object inventory 1925 * deactivate recursively a flag on an object inventory
2069 */ 1926 */
2070void 1927void
2071unflag_inv (object *op, int flag) 1928unflag_inv (object *op, int flag)
2072{ 1929{
2073 object *
2074 tmp;
2075
2076 if (op->inv)
2077 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1930 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2078 { 1931 {
2079 CLEAR_FLAG (tmp, flag); 1932 CLEAR_FLAG (tmp, flag);
2080 unflag_inv (tmp, flag); 1933 unflag_inv (tmp, flag);
2081 } 1934 }
2082}
2083
2084/*
2085 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2086 * all it's inventory (recursively).
2087 * If checksums are used, a player will get set_cheat called for
2088 * him/her-self and all object carried by a call to this function.
2089 */
2090
2091void
2092set_cheat (object *op)
2093{
2094 SET_FLAG (op, FLAG_WAS_WIZ);
2095 flag_inv (op, FLAG_WAS_WIZ);
2096} 1935}
2097 1936
2098/* 1937/*
2099 * find_free_spot(object, map, x, y, start, stop) will search for 1938 * find_free_spot(object, map, x, y, start, stop) will search for
2100 * a spot at the given map and coordinates which will be able to contain 1939 * a spot at the given map and coordinates which will be able to contain
2102 * to search (see the freearr_x/y[] definition). 1941 * to search (see the freearr_x/y[] definition).
2103 * It returns a random choice among the alternatives found. 1942 * It returns a random choice among the alternatives found.
2104 * start and stop are where to start relative to the free_arr array (1,9 1943 * start and stop are where to start relative to the free_arr array (1,9
2105 * does all 4 immediate directions). This returns the index into the 1944 * does all 4 immediate directions). This returns the index into the
2106 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1945 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2107 * Note - this only checks to see if there is space for the head of the
2108 * object - if it is a multispace object, this should be called for all
2109 * pieces.
2110 * Note2: This function does correctly handle tiled maps, but does not 1946 * Note: This function does correctly handle tiled maps, but does not
2111 * inform the caller. However, insert_ob_in_map will update as 1947 * inform the caller. However, insert_ob_in_map will update as
2112 * necessary, so the caller shouldn't need to do any special work. 1948 * necessary, so the caller shouldn't need to do any special work.
2113 * Note - updated to take an object instead of archetype - this is necessary 1949 * Note - updated to take an object instead of archetype - this is necessary
2114 * because arch_blocked (now ob_blocked) needs to know the movement type 1950 * because arch_blocked (now ob_blocked) needs to know the movement type
2115 * to know if the space in question will block the object. We can't use 1951 * to know if the space in question will block the object. We can't use
2116 * the archetype because that isn't correct if the monster has been 1952 * the archetype because that isn't correct if the monster has been
2117 * customized, changed states, etc. 1953 * customized, changed states, etc.
2118 */ 1954 */
2119
2120int 1955int
2121find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1956find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2122{ 1957{
2123 int
2124 i,
2125 index = 0, flag;
2126 static int
2127 altern[SIZEOFFREE]; 1958 int altern[SIZEOFFREE];
1959 int index = 0, flag;
2128 1960
2129 for (i = start; i < stop; i++) 1961 for (int i = start; i < stop; i++)
2130 { 1962 {
2131 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1963 mapxy pos (m, x, y); pos.move (i);
2132 if (!flag) 1964
1965 if (!pos.normalise ())
1966 continue;
1967
1968 mapspace &ms = *pos;
1969
1970 if (ms.flags () & P_IS_ALIVE)
1971 continue;
1972
1973 /* However, often
1974 * ob doesn't have any move type (when used to place exits)
1975 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1976 */
1977 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1978 {
2133 altern[index++] = i; 1979 altern [index++] = i;
1980 continue;
1981 }
2134 1982
2135 /* Basically, if we find a wall on a space, we cut down the search size. 1983 /* Basically, if we find a wall on a space, we cut down the search size.
2136 * In this way, we won't return spaces that are on another side of a wall. 1984 * In this way, we won't return spaces that are on another side of a wall.
2137 * This mostly work, but it cuts down the search size in all directions - 1985 * This mostly work, but it cuts down the search size in all directions -
2138 * if the space being examined only has a wall to the north and empty 1986 * if the space being examined only has a wall to the north and empty
2139 * spaces in all the other directions, this will reduce the search space 1987 * spaces in all the other directions, this will reduce the search space
2140 * to only the spaces immediately surrounding the target area, and 1988 * to only the spaces immediately surrounding the target area, and
2141 * won't look 2 spaces south of the target space. 1989 * won't look 2 spaces south of the target space.
2142 */ 1990 */
2143 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1991 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1992 {
2144 stop = maxfree[i]; 1993 stop = maxfree[i];
1994 continue;
1995 }
1996
1997 /* Note it is intentional that we check ob - the movement type of the
1998 * head of the object should correspond for the entire object.
1999 */
2000 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2001 continue;
2002
2003 if (ob->blocked (m, pos.x, pos.y))
2004 continue;
2005
2006 altern [index++] = i;
2145 } 2007 }
2008
2146 if (!index) 2009 if (!index)
2147 return -1; 2010 return -1;
2011
2148 return altern[RANDOM () % index]; 2012 return altern [rndm (index)];
2149} 2013}
2150 2014
2151/* 2015/*
2152 * find_first_free_spot(archetype, maptile, x, y) works like 2016 * find_first_free_spot(archetype, maptile, x, y) works like
2153 * find_free_spot(), but it will search max number of squares. 2017 * find_free_spot(), but it will search max number of squares.
2154 * But it will return the first available spot, not a random choice. 2018 * But it will return the first available spot, not a random choice.
2155 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2019 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2156 */ 2020 */
2157
2158int 2021int
2159find_first_free_spot (const object *ob, maptile *m, int x, int y) 2022find_first_free_spot (const object *ob, maptile *m, int x, int y)
2160{ 2023{
2161 int
2162 i;
2163
2164 for (i = 0; i < SIZEOFFREE; i++) 2024 for (int i = 0; i < SIZEOFFREE; i++)
2165 {
2166 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2025 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2167 return i; 2026 return i;
2168 } 2027
2169 return -1; 2028 return -1;
2170} 2029}
2171 2030
2172/* 2031/*
2173 * The function permute(arr, begin, end) randomly reorders the array 2032 * The function permute(arr, begin, end) randomly reorders the array
2174 * arr[begin..end-1]. 2033 * arr[begin..end-1].
2034 * now uses a fisher-yates shuffle, old permute was broken
2175 */ 2035 */
2176static void 2036static void
2177permute (int *arr, int begin, int end) 2037permute (int *arr, int begin, int end)
2178{ 2038{
2179 int 2039 arr += begin;
2180 i,
2181 j,
2182 tmp,
2183 len;
2184
2185 len = end - begin; 2040 end -= begin;
2186 for (i = begin; i < end; i++)
2187 {
2188 j = begin + RANDOM () % len;
2189 2041
2190 tmp = arr[i]; 2042 while (--end)
2191 arr[i] = arr[j]; 2043 swap (arr [end], arr [rndm (end + 1)]);
2192 arr[j] = tmp;
2193 }
2194} 2044}
2195 2045
2196/* new function to make monster searching more efficient, and effective! 2046/* new function to make monster searching more efficient, and effective!
2197 * This basically returns a randomized array (in the passed pointer) of 2047 * This basically returns a randomized array (in the passed pointer) of
2198 * the spaces to find monsters. In this way, it won't always look for 2048 * the spaces to find monsters. In this way, it won't always look for
2201 * the 3x3 area will be searched, just not in a predictable order. 2051 * the 3x3 area will be searched, just not in a predictable order.
2202 */ 2052 */
2203void 2053void
2204get_search_arr (int *search_arr) 2054get_search_arr (int *search_arr)
2205{ 2055{
2206 int 2056 int i;
2207 i;
2208 2057
2209 for (i = 0; i < SIZEOFFREE; i++) 2058 for (i = 0; i < SIZEOFFREE; i++)
2210 {
2211 search_arr[i] = i; 2059 search_arr[i] = i;
2212 }
2213 2060
2214 permute (search_arr, 1, SIZEOFFREE1 + 1); 2061 permute (search_arr, 1, SIZEOFFREE1 + 1);
2215 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2062 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2216 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2063 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2217} 2064}
2226 * Perhaps incorrectly, but I'm making the assumption that exclude 2073 * Perhaps incorrectly, but I'm making the assumption that exclude
2227 * is actually want is going to try and move there. We need this info 2074 * is actually want is going to try and move there. We need this info
2228 * because we have to know what movement the thing looking to move 2075 * because we have to know what movement the thing looking to move
2229 * there is capable of. 2076 * there is capable of.
2230 */ 2077 */
2231
2232int 2078int
2233find_dir (maptile *m, int x, int y, object *exclude) 2079find_dir (maptile *m, int x, int y, object *exclude)
2234{ 2080{
2235 int
2236 i,
2237 max = SIZEOFFREE, mflags; 2081 int i, max = SIZEOFFREE, mflags;
2238 2082
2239 sint16 nx, ny; 2083 sint16 nx, ny;
2240 object * 2084 object *tmp;
2241 tmp;
2242 maptile * 2085 maptile *mp;
2243 mp;
2244 2086
2245 MoveType blocked, move_type; 2087 MoveType blocked, move_type;
2246 2088
2247 if (exclude && exclude->head) 2089 if (exclude && exclude->head_ () != exclude)
2248 { 2090 {
2249 exclude = exclude->head; 2091 exclude = exclude->head;
2250 move_type = exclude->move_type; 2092 move_type = exclude->move_type;
2251 } 2093 }
2252 else 2094 else
2260 mp = m; 2102 mp = m;
2261 nx = x + freearr_x[i]; 2103 nx = x + freearr_x[i];
2262 ny = y + freearr_y[i]; 2104 ny = y + freearr_y[i];
2263 2105
2264 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2106 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2107
2265 if (mflags & P_OUT_OF_MAP) 2108 if (mflags & P_OUT_OF_MAP)
2266 {
2267 max = maxfree[i]; 2109 max = maxfree[i];
2268 }
2269 else 2110 else
2270 { 2111 {
2271 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2112 mapspace &ms = mp->at (nx, ny);
2113
2114 blocked = ms.move_block;
2272 2115
2273 if ((move_type & blocked) == move_type) 2116 if ((move_type & blocked) == move_type)
2274 {
2275 max = maxfree[i]; 2117 max = maxfree[i];
2276 }
2277 else if (mflags & P_IS_ALIVE) 2118 else if (mflags & P_IS_ALIVE)
2278 { 2119 {
2279 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2120 for (tmp = ms.bot; tmp; tmp = tmp->above)
2280 { 2121 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2281 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2122 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2282 {
2283 break; 2123 break;
2284 } 2124
2285 }
2286 if (tmp) 2125 if (tmp)
2287 {
2288 return freedir[i]; 2126 return freedir[i];
2289 }
2290 } 2127 }
2291 } 2128 }
2292 } 2129 }
2130
2293 return 0; 2131 return 0;
2294} 2132}
2295 2133
2296/* 2134/*
2297 * distance(object 1, object 2) will return the square of the 2135 * distance(object 1, object 2) will return the square of the
2298 * distance between the two given objects. 2136 * distance between the two given objects.
2299 */ 2137 */
2300
2301int 2138int
2302distance (const object *ob1, const object *ob2) 2139distance (const object *ob1, const object *ob2)
2303{ 2140{
2304 int
2305 i;
2306
2307 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2141 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2308 return i;
2309} 2142}
2310 2143
2311/* 2144/*
2312 * find_dir_2(delta-x,delta-y) will return a direction in which 2145 * find_dir_2(delta-x,delta-y) will return a direction in which
2313 * an object which has subtracted the x and y coordinates of another 2146 * an object which has subtracted the x and y coordinates of another
2314 * object, needs to travel toward it. 2147 * object, needs to travel toward it.
2315 */ 2148 */
2316
2317int 2149int
2318find_dir_2 (int x, int y) 2150find_dir_2 (int x, int y)
2319{ 2151{
2320 int 2152 int q;
2321 q;
2322 2153
2323 if (y) 2154 if (y)
2324 q = x * 100 / y; 2155 q = x * 100 / y;
2325 else if (x) 2156 else if (x)
2326 q = -300 * x; 2157 q = -300 * x;
2351 2182
2352 return 3; 2183 return 3;
2353} 2184}
2354 2185
2355/* 2186/*
2356 * absdir(int): Returns a number between 1 and 8, which represent
2357 * the "absolute" direction of a number (it actually takes care of
2358 * "overflow" in previous calculations of a direction).
2359 */
2360
2361int
2362absdir (int d)
2363{
2364 while (d < 1)
2365 d += 8;
2366 while (d > 8)
2367 d -= 8;
2368 return d;
2369}
2370
2371/*
2372 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2187 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2373 * between two directions (which are expected to be absolute (see absdir()) 2188 * between two directions (which are expected to be absolute (see absdir())
2374 */ 2189 */
2375
2376int 2190int
2377dirdiff (int dir1, int dir2) 2191dirdiff (int dir1, int dir2)
2378{ 2192{
2379 int 2193 int d;
2380 d;
2381 2194
2382 d = abs (dir1 - dir2); 2195 d = abs (dir1 - dir2);
2383 if (d > 4) 2196 if (d > 4)
2384 d = 8 - d; 2197 d = 8 - d;
2198
2385 return d; 2199 return d;
2386} 2200}
2387 2201
2388/* peterm: 2202/* peterm:
2389 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2203 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2392 * This basically means that if direction is 15, then it could either go 2206 * This basically means that if direction is 15, then it could either go
2393 * direction 4, 14, or 16 to get back to where we are. 2207 * direction 4, 14, or 16 to get back to where we are.
2394 * Moved from spell_util.c to object.c with the other related direction 2208 * Moved from spell_util.c to object.c with the other related direction
2395 * functions. 2209 * functions.
2396 */ 2210 */
2397
2398int
2399 reduction_dir[SIZEOFFREE][3] = { 2211int reduction_dir[SIZEOFFREE][3] = {
2400 {0, 0, 0}, /* 0 */ 2212 {0, 0, 0}, /* 0 */
2401 {0, 0, 0}, /* 1 */ 2213 {0, 0, 0}, /* 1 */
2402 {0, 0, 0}, /* 2 */ 2214 {0, 0, 0}, /* 2 */
2403 {0, 0, 0}, /* 3 */ 2215 {0, 0, 0}, /* 3 */
2404 {0, 0, 0}, /* 4 */ 2216 {0, 0, 0}, /* 4 */
2452 * find a path to that monster that we found. If not, 2264 * find a path to that monster that we found. If not,
2453 * we don't bother going toward it. Returns 1 if we 2265 * we don't bother going toward it. Returns 1 if we
2454 * can see a direct way to get it 2266 * can see a direct way to get it
2455 * Modified to be map tile aware -.MSW 2267 * Modified to be map tile aware -.MSW
2456 */ 2268 */
2457
2458
2459int 2269int
2460can_see_monsterP (maptile *m, int x, int y, int dir) 2270can_see_monsterP (maptile *m, int x, int y, int dir)
2461{ 2271{
2462 sint16 dx, dy; 2272 sint16 dx, dy;
2463 int
2464 mflags; 2273 int mflags;
2465 2274
2466 if (dir < 0) 2275 if (dir < 0)
2467 return 0; /* exit condition: invalid direction */ 2276 return 0; /* exit condition: invalid direction */
2468 2277
2469 dx = x + freearr_x[dir]; 2278 dx = x + freearr_x[dir];
2482 return 0; 2291 return 0;
2483 2292
2484 /* yes, can see. */ 2293 /* yes, can see. */
2485 if (dir < 9) 2294 if (dir < 9)
2486 return 1; 2295 return 1;
2296
2487 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2297 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2488 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2298 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2299 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2489} 2300}
2490
2491
2492 2301
2493/* 2302/*
2494 * can_pick(picker, item): finds out if an object is possible to be 2303 * can_pick(picker, item): finds out if an object is possible to be
2495 * picked up by the picker. Returnes 1 if it can be 2304 * picked up by the picker. Returnes 1 if it can be
2496 * picked up, otherwise 0. 2305 * picked up, otherwise 0.
2498 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2307 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2499 * core dumps if they do. 2308 * core dumps if they do.
2500 * 2309 *
2501 * Add a check so we can't pick up invisible objects (0.93.8) 2310 * Add a check so we can't pick up invisible objects (0.93.8)
2502 */ 2311 */
2503
2504int 2312int
2505can_pick (const object *who, const object *item) 2313can_pick (const object *who, const object *item)
2506{ 2314{
2507 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2315 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2508 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2316 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2509 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2317 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2510} 2318}
2511 2319
2512
2513/* 2320/*
2514 * create clone from object to another 2321 * create clone from object to another
2515 */ 2322 */
2516object * 2323object *
2517object_create_clone (object *asrc) 2324object_create_clone (object *asrc)
2518{ 2325{
2519 object *dst = 0, *tmp, *src, *part, *prev, *item; 2326 object *dst = 0, *tmp, *src, *prev, *item;
2520 2327
2521 if (!asrc) 2328 if (!asrc)
2522 return 0; 2329 return 0;
2523 2330
2524 src = asrc;
2525 if (src->head)
2526 src = src->head; 2331 src = asrc->head_ ();
2527 2332
2528 prev = 0; 2333 prev = 0;
2529 for (part = src; part; part = part->more) 2334 for (object *part = src; part; part = part->more)
2530 { 2335 {
2531 tmp = part->clone (); 2336 tmp = part->clone ();
2532 tmp->x -= src->x; 2337 tmp->x -= src->x;
2533 tmp->y -= src->y; 2338 tmp->y -= src->y;
2534 2339
2536 { 2341 {
2537 dst = tmp; 2342 dst = tmp;
2538 tmp->head = 0; 2343 tmp->head = 0;
2539 } 2344 }
2540 else 2345 else
2541 {
2542 tmp->head = dst; 2346 tmp->head = dst;
2543 }
2544 2347
2545 tmp->more = 0; 2348 tmp->more = 0;
2546 2349
2547 if (prev) 2350 if (prev)
2548 prev->more = tmp; 2351 prev->more = tmp;
2552 2355
2553 for (item = src->inv; item; item = item->below) 2356 for (item = src->inv; item; item = item->below)
2554 insert_ob_in_ob (object_create_clone (item), dst); 2357 insert_ob_in_ob (object_create_clone (item), dst);
2555 2358
2556 return dst; 2359 return dst;
2557}
2558
2559/* GROS - Creates an object using a string representing its content. */
2560/* Basically, we save the content of the string to a temp file, then call */
2561/* load_object on it. I admit it is a highly inefficient way to make things, */
2562/* but it was simple to make and allows reusing the load_object function. */
2563/* Remember not to use load_object_str in a time-critical situation. */
2564/* Also remember that multiparts objects are not supported for now. */
2565
2566object *
2567load_object_str (const char *obstr)
2568{
2569 object *op;
2570 char filename[MAX_BUF];
2571
2572 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2573
2574 FILE *tempfile = fopen (filename, "w");
2575
2576 if (tempfile == NULL)
2577 {
2578 LOG (llevError, "Error - Unable to access load object temp file\n");
2579 return NULL;
2580 }
2581
2582 fprintf (tempfile, obstr);
2583 fclose (tempfile);
2584
2585 op = object::create ();
2586
2587 object_thawer thawer (filename);
2588
2589 if (thawer)
2590 load_object (thawer, op, 0);
2591
2592 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2593 CLEAR_FLAG (op, FLAG_REMOVED);
2594
2595 return op;
2596} 2360}
2597 2361
2598/* This returns the first object in who's inventory that 2362/* This returns the first object in who's inventory that
2599 * has the same type and subtype match. 2363 * has the same type and subtype match.
2600 * returns NULL if no match. 2364 * returns NULL if no match.
2601 */ 2365 */
2602object * 2366object *
2603find_obj_by_type_subtype (const object *who, int type, int subtype) 2367find_obj_by_type_subtype (const object *who, int type, int subtype)
2604{ 2368{
2605 object *tmp;
2606
2607 for (tmp = who->inv; tmp; tmp = tmp->below) 2369 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2608 if (tmp->type == type && tmp->subtype == subtype) 2370 if (tmp->type == type && tmp->subtype == subtype)
2609 return tmp; 2371 return tmp;
2610 2372
2611 return NULL; 2373 return 0;
2612} 2374}
2613 2375
2614/* If ob has a field named key, return the link from the list, 2376/* If ob has a field named key, return the link from the list,
2615 * otherwise return NULL. 2377 * otherwise return NULL.
2616 * 2378 *
2618 * do the desired thing. 2380 * do the desired thing.
2619 */ 2381 */
2620key_value * 2382key_value *
2621get_ob_key_link (const object *ob, const char *key) 2383get_ob_key_link (const object *ob, const char *key)
2622{ 2384{
2623 key_value *link;
2624
2625 for (link = ob->key_values; link != NULL; link = link->next) 2385 for (key_value *link = ob->key_values; link; link = link->next)
2626 if (link->key == key) 2386 if (link->key == key)
2627 return link; 2387 return link;
2628 2388
2629 return NULL; 2389 return 0;
2630} 2390}
2631 2391
2632/* 2392/*
2633 * Returns the value of op has an extra_field for key, or NULL. 2393 * Returns the value of op has an extra_field for key, or NULL.
2634 * 2394 *
2659 if (link->key == canonical_key) 2419 if (link->key == canonical_key)
2660 return link->value; 2420 return link->value;
2661 2421
2662 return 0; 2422 return 0;
2663} 2423}
2664
2665 2424
2666/* 2425/*
2667 * Updates the canonical_key in op to value. 2426 * Updates the canonical_key in op to value.
2668 * 2427 *
2669 * canonical_key is a shared string (value doesn't have to be). 2428 * canonical_key is a shared string (value doesn't have to be).
2674 * Returns TRUE on success. 2433 * Returns TRUE on success.
2675 */ 2434 */
2676int 2435int
2677set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2436set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2678{ 2437{
2679 key_value *
2680 field = NULL, *last = NULL; 2438 key_value *field = NULL, *last = NULL;
2681 2439
2682 for (field = op->key_values; field != NULL; field = field->next) 2440 for (field = op->key_values; field != NULL; field = field->next)
2683 { 2441 {
2684 if (field->key != canonical_key) 2442 if (field->key != canonical_key)
2685 { 2443 {
2694 /* Basically, if the archetype has this key set, 2452 /* Basically, if the archetype has this key set,
2695 * we need to store the null value so when we save 2453 * we need to store the null value so when we save
2696 * it, we save the empty value so that when we load, 2454 * it, we save the empty value so that when we load,
2697 * we get this value back again. 2455 * we get this value back again.
2698 */ 2456 */
2699 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2457 if (get_ob_key_link (op->arch, canonical_key))
2700 field->value = 0; 2458 field->value = 0;
2701 else 2459 else
2702 { 2460 {
2703 if (last) 2461 if (last)
2704 last->next = field->next; 2462 last->next = field->next;
2713 /* IF we get here, key doesn't exist */ 2471 /* IF we get here, key doesn't exist */
2714 2472
2715 /* No field, we'll have to add it. */ 2473 /* No field, we'll have to add it. */
2716 2474
2717 if (!add_key) 2475 if (!add_key)
2718 {
2719 return FALSE; 2476 return FALSE;
2720 } 2477
2721 /* There isn't any good reason to store a null 2478 /* There isn't any good reason to store a null
2722 * value in the key/value list. If the archetype has 2479 * value in the key/value list. If the archetype has
2723 * this key, then we should also have it, so shouldn't 2480 * this key, then we should also have it, so shouldn't
2724 * be here. If user wants to store empty strings, 2481 * be here. If user wants to store empty strings,
2725 * should pass in "" 2482 * should pass in ""
2774 } 2531 }
2775 else 2532 else
2776 item = item->env; 2533 item = item->env;
2777} 2534}
2778 2535
2536const char *
2537object::flag_desc (char *desc, int len) const
2538{
2539 char *p = desc;
2540 bool first = true;
2541
2542 *p = 0;
2543
2544 for (int i = 0; i < NUM_FLAGS; i++)
2545 {
2546 if (len <= 10) // magic constant!
2547 {
2548 snprintf (p, len, ",...");
2549 break;
2550 }
2551
2552 if (flag [i])
2553 {
2554 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2555 len -= cnt;
2556 p += cnt;
2557 first = false;
2558 }
2559 }
2560
2561 return desc;
2562}
2563
2779// return a suitable string describing an objetc in enough detail to find it 2564// return a suitable string describing an object in enough detail to find it
2780const char * 2565const char *
2781object::debug_desc (char *info) const 2566object::debug_desc (char *info) const
2782{ 2567{
2568 char flagdesc[512];
2783 char info2[256 * 3]; 2569 char info2[256 * 4];
2784 char *p = info; 2570 char *p = info;
2785 2571
2786 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2572 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2787 count, 2573 count,
2574 uuid.c_str (),
2788 &name, 2575 &name,
2789 title ? " " : "", 2576 title ? "\",title:\"" : "",
2790 title ? (const char *)title : ""); 2577 title ? (const char *)title : "",
2578 flag_desc (flagdesc, 512), type);
2791 2579
2792 if (env) 2580 if (!flag[FLAG_REMOVED] && env)
2793 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2581 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2794 2582
2795 if (map) 2583 if (map)
2796 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2584 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2797 2585
2798 return info; 2586 return info;
2799} 2587}
2800 2588
2801const char * 2589const char *
2802object::debug_desc () const 2590object::debug_desc () const
2803{ 2591{
2804 static char info[256 * 3]; 2592 static char info[3][256 * 4];
2593 static int info_idx;
2594
2805 return debug_desc (info); 2595 return debug_desc (info [++info_idx % 3]);
2806} 2596}
2807 2597
2598struct region *
2599object::region () const
2600{
2601 return map ? map->region (x, y)
2602 : region::default_region ();
2603}
2604
2605const materialtype_t *
2606object::dominant_material () const
2607{
2608 if (materialtype_t *mt = name_to_material (materialname))
2609 return mt;
2610
2611 return name_to_material (shstr_unknown);
2612}
2613
2614void
2615object::open_container (object *new_container)
2616{
2617 if (container == new_container)
2618 return;
2619
2620 if (object *old_container = container)
2621 {
2622 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2623 return;
2624
2625#if 0
2626 // remove the "Close old_container" object.
2627 if (object *closer = old_container->inv)
2628 if (closer->type == CLOSE_CON)
2629 closer->destroy ();
2630#endif
2631
2632 old_container->flag [FLAG_APPLIED] = false;
2633 container = 0;
2634
2635 esrv_update_item (UPD_FLAGS, this, old_container);
2636 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2637 play_sound (sound_find ("chest_close"));
2638 }
2639
2640 if (new_container)
2641 {
2642 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2643 return;
2644
2645 // TODO: this does not seem to serve any purpose anymore?
2646#if 0
2647 // insert the "Close Container" object.
2648 if (archetype *closer = new_container->other_arch)
2649 {
2650 object *closer = arch_to_object (new_container->other_arch);
2651 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2652 new_container->insert (closer);
2653 }
2654#endif
2655
2656 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2657
2658 new_container->flag [FLAG_APPLIED] = true;
2659 container = new_container;
2660
2661 esrv_update_item (UPD_FLAGS, this, new_container);
2662 esrv_send_inventory (this, new_container);
2663 play_sound (sound_find ("chest_open"));
2664 }
2665}
2666
2667object *
2668object::force_find (const shstr name)
2669{
2670 /* cycle through his inventory to look for the MARK we want to
2671 * place
2672 */
2673 for (object *tmp = inv; tmp; tmp = tmp->below)
2674 if (tmp->type == FORCE && tmp->slaying == name)
2675 return splay (tmp);
2676
2677 return 0;
2678}
2679
2680void
2681object::force_add (const shstr name, int duration)
2682{
2683 if (object *force = force_find (name))
2684 force->destroy ();
2685
2686 object *force = get_archetype (FORCE_NAME);
2687
2688 force->slaying = name;
2689 force->stats.food = 1;
2690 force->speed_left = -1.f;
2691
2692 force->set_speed (duration ? 1.f / duration : 0.f);
2693 force->flag [FLAG_IS_USED_UP] = true;
2694 force->flag [FLAG_APPLIED] = true;
2695
2696 insert (force);
2697}
2698
2699void
2700object::play_sound (faceidx sound)
2701{
2702 if (!sound)
2703 return;
2704
2705 if (flag [FLAG_REMOVED])
2706 return;
2707
2708 if (env)
2709 {
2710 if (object *pl = in_player ())
2711 pl->contr->play_sound (sound);
2712 }
2713 else
2714 map->play_sound (sound, x, y);
2715}
2716

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