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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 1.229 by root, Sat May 3 12:29:09 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;
137
138 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 144 /* n-squared behaviour (see kv_get), but I'm hoping both
139 * objects with lists are rare, and lists stay short. If not, use a 145 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted... 146 * different structure or at least keep the lists sorted...
141 */ 147 */
142 148
143 /* For each field in wants, */ 149 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 150 for (key_value *kv = wants->key_values; kv; kv = kv->next)
145 { 151 if (has->kv_get (kv->key) != kv->value)
146 key_value *has_field; 152 return false;
147
148 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key);
150
151 if (has_field == NULL)
152 {
153 /* No field with that name. */
154 return FALSE;
155 }
156
157 /* Found the matching field. */
158 if (has_field->value != wants_field->value)
159 {
160 /* Values don't match, so this half of the comparison is false. */
161 return FALSE;
162 }
163
164 /* If we get here, we found a match. Now for the next field in wants. */
165 }
166 153
167 /* If we get here, every field in wants has a matching field in has. */ 154 /* If we get here, every field in wants has a matching field in has. */
168 return TRUE; 155 return true;
169} 156}
170 157
171/* Returns TRUE if ob1 has the same key_values as ob2. */ 158/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int 159static bool
173compare_ob_value_lists (const object *ob1, const object *ob2) 160compare_ob_value_lists (const object *ob1, const object *ob2)
174{ 161{
175 /* However, there may be fields in has which aren't partnered in wants, 162 /* However, there may be fields in has which aren't partnered in wants,
176 * so we need to run the comparison *twice*. :( 163 * so we need to run the comparison *twice*. :(
177 */ 164 */
178 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 165 return compare_ob_value_lists_one (ob1, ob2)
166 && compare_ob_value_lists_one (ob2, ob1);
179} 167}
180 168
181/* Function examines the 2 objects given to it, and returns true if 169/* Function examines the 2 objects given to it, and returns true if
182 * they can be merged together. 170 * they can be merged together.
183 * 171 *
184 * Note that this function appears a lot longer than the macro it 172 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 173 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 174 * reduce this to the same efficiency.
187 * 175 *
188 * Check nrof variable *before* calling CAN_MERGE() 176 * Check nrof variable *before* calling can_merge()
189 * 177 *
190 * Improvements made with merge: Better checking on potion, and also 178 * Improvements made with merge: Better checking on potion, and also
191 * check weight 179 * check weight
192 */ 180 */
193
194bool object::can_merge (object *ob1, object *ob2) 181bool object::can_merge_slow (object *ob1, object *ob2)
195{ 182{
196 /* A couple quicksanity checks */ 183 /* A couple quicksanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 184 if (ob1 == ob2
185 || ob1->type != ob2->type
186 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value
188 || ob1->name != ob2->name)
198 return 0; 189 return 0;
199 190
200 if (ob1->speed != ob2->speed) 191 /* Do not merge objects if nrof would overflow. First part checks
192 * for unsigned overflow (2c), second part checks whether the result
193 * would fit into a 32 bit signed int, which is often used to hold
194 * nrof values.
195 */
196 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
201 return 0; 197 return 0;
202 198
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. 199 /* 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 200 * 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 201 * 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 202 * are not equal - just if it has been identified, the been_applied
214 * flags lose any meaning. 203 * flags lose any meaning.
215 */ 204 */
216 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 205 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 206 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 207
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 209 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 210
222 211 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) || 212 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 213 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 214 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 215 || 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) || 216 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 217 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 218 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 219 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 220 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 221 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 222 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 223 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 224 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 225 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 226 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 227 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 228 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 229 || 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)) 230 || ob1->move_off != ob2->move_off
231 || ob1->move_slow != ob2->move_slow
232 || ob1->move_slow_penalty != ob2->move_slow_penalty
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
253 return 0; 235 return 0;
254 236
237 if ((ob1->flag ^ ob2->flag)
238 .reset (FLAG_INV_LOCKED)
239 .reset (FLAG_CLIENT_SENT)
240 .reset (FLAG_REMOVED)
241 .any ())
242 return 0;
243
255 /* This is really a spellbook check - really, we should 244 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 245 * not merge objects with real inventories, as splitting them
246 * is hard.
257 */ 247 */
258 if (ob1->inv || ob2->inv) 248 if (ob1->inv || ob2->inv)
259 { 249 {
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)) 250 if (!(ob1->inv && ob2->inv))
266 return 0; 251 return 0; /* inventories differ in length */
252
253 if (ob1->inv->below || ob2->inv->below)
254 return 0; /* more than one object in inv */
255
256 if (!object::can_merge (ob1->inv, ob2->inv))
257 return 0; /* inventory objects differ */
267 258
268 /* inventory ok - still need to check rest of this object to see 259 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 260 * if it is valid.
270 */ 261 */
271 } 262 }
279 270
280 /* Note sure why the following is the case - either the object has to 271 /* 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 272 * be animated or have a very low speed. Is this an attempted monster
282 * check? 273 * check?
283 */ 274 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 275 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0; 276 return 0;
286 277
287 switch (ob1->type) 278 switch (ob1->type)
288 { 279 {
289 case SCROLL: 280 case SCROLL:
290 if (ob1->level != ob2->level) 281 if (ob1->level != ob2->level)
291 return 0; 282 return 0;
292 break; 283 break;
293 } 284 }
294 285
295 if (ob1->key_values != NULL || ob2->key_values != NULL) 286 if (ob1->key_values || ob2->key_values)
296 { 287 {
297 /* At least one of these has key_values. */ 288 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 289 if ((!ob1->key_values) != (!ob2->key_values))
299 /* One has fields, but the other one doesn't. */ 290 return 0; /* One has fields, but the other one doesn't. */
291
292 if (!compare_ob_value_lists (ob1, ob2))
300 return 0; 293 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0;
303 } 294 }
304 295
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 296 if (ob1->self || ob2->self)
307 { 297 {
308 ob1->optimise (); 298 ob1->optimise ();
309 ob2->optimise (); 299 ob2->optimise ();
310 300
311 if (ob1->self || ob2->self) 301 if (ob1->self || ob2->self)
302 {
303 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
304 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
305
306 if (k1 != k2)
312 return 0; 307 return 0;
308
309 if (k1 == 0)
310 return 1;
311
312 if (!cfperl_can_merge (ob1, ob2))
313 return 0;
314 }
313 } 315 }
314 316
315 /* Everything passes, must be OK. */ 317 /* Everything passes, must be OK. */
316 return 1; 318 return 1;
317} 319}
318 320
321// find player who can see this object
322object *
323object::visible_to () const
324{
325 if (client_visible () && !flag [FLAG_REMOVED])
326 {
327 // see if we are in a container of sorts
328 if (env)
329 {
330 // the player inventory itself is always visible
331 if (env->type == PLAYER)
332 return env;
333
334 // else a player could have our env open
335 object *envest = env->outer_env ();
336
337 // the player itself is always on a map, so we will find him here
338 // even if our inv is in a player.
339 if (envest->is_on_map ())
340 if (object *pl = envest->ms ().player ())
341 if (pl->container == env)
342 return pl;
343 }
344 else
345 {
346 // maybe there is a player standing on the same mapspace
347 // this will catch the case where "this" is a player
348 if (object *pl = ms ().player ())
349 if (!pl->container || this == pl->container)
350 return pl;
351 }
352 }
353
354 return 0;
355}
356
357// adjust weight per container type ("of holding")
358static sint32
359weight_adjust (object *op, sint32 weight)
360{
361 return op->type == CONTAINER
362 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
363 : weight;
364}
365
319/* 366/*
367 * adjust_weight(object, weight) adds the specified weight to an object,
368 * and also updates how much the environment(s) is/are carrying.
369 */
370static void
371adjust_weight (object *op, sint32 weight)
372{
373 while (op)
374 {
375 weight = weight_adjust (op, weight);
376
377 if (!weight)
378 return;
379
380 op->carrying += weight;
381
382 if (object *pl = op->visible_to ())
383 if (pl != op) // player is handled lazily
384 esrv_update_item (UPD_WEIGHT, pl, op);
385
386 op = op->env;
387 }
388}
389
390/*
320 * sum_weight() is a recursive function which calculates the weight 391 * this is a recursive function which calculates the weight
321 * an object is carrying. It goes through in figures out how much 392 * an object is carrying. It goes through op and figures out how much
322 * containers are carrying, and sums it up. 393 * containers are carrying, and sums it up.
323 */ 394 */
324long 395void
325sum_weight (object *op) 396object::update_weight ()
326{ 397{
327 long sum; 398 sint32 sum = 0;
328 object *inv;
329 399
330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 400 for (object *op = inv; op; op = op->below)
331 { 401 {
332 if (inv->inv) 402 if (op->inv)
333 sum_weight (inv); 403 op->update_weight ();
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 404
405 sum += op->total_weight ();
406 }
407
408 sum = weight_adjust (this, sum);
409
410 if (sum != carrying)
335 } 411 {
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; 412 carrying = sum;
342 413
343 return sum; 414 if (object *pl = visible_to ())
415 if (pl != this) // player is handled lazily
416 esrv_update_item (UPD_WEIGHT, pl, this);
417 }
344} 418}
345 419
346/** 420/*
347 * Return the outermost environment object for a given object. 421 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
348 */ 422 */
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 * 423char *
380dump_object (object *op) 424dump_object (object *op)
381{ 425{
382 if (!op) 426 if (!op)
383 return strdup ("[NULLOBJ]"); 427 return strdup ("[NULLOBJ]");
384 428
385 object_freezer freezer; 429 object_freezer freezer;
386 save_object (freezer, op, 3); 430 op->write (freezer);
387 return freezer.as_string (); 431 return freezer.as_string ();
388} 432}
389 433
390/* 434/*
391 * get_nearest_part(multi-object, object 2) returns the part of the 435 * get_nearest_part(multi-object, object 2) returns the part of the
392 * multi-object 1 which is closest to the second object. 436 * multi-object 1 which is closest to the second object.
393 * If it's not a multi-object, it is returned. 437 * If it's not a multi-object, it is returned.
394 */ 438 */
395
396object * 439object *
397get_nearest_part (object *op, const object *pl) 440get_nearest_part (object *op, const object *pl)
398{ 441{
399 object *tmp, *closest; 442 object *tmp, *closest;
400 int last_dist, i; 443 int last_dist, i;
401 444
402 if (op->more == NULL) 445 if (!op->more)
403 return op; 446 return op;
447
404 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 448 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
449 tmp;
450 tmp = tmp->more)
405 if ((i = distance (tmp, pl)) < last_dist) 451 if ((i = distance (tmp, pl)) < last_dist)
406 closest = tmp, last_dist = i; 452 closest = tmp, last_dist = i;
453
407 return closest; 454 return closest;
408} 455}
409 456
410/* 457/*
411 * Returns the object which has the count-variable equal to the argument. 458 * Returns the object which has the count-variable equal to the argument.
459 * VERRRY slow.
412 */ 460 */
413
414object * 461object *
415find_object (tag_t i) 462find_object (tag_t i)
416{ 463{
417 for (object *op = object::first; op; op = op->next) 464 for_all_objects (op)
418 if (op->count == i) 465 if (op->count == i)
419 return op; 466 return op;
420 467
421 return 0; 468 return 0;
422} 469}
423 470
424/* 471/*
425 * Returns the first object which has a name equal to the argument. 472 * Returns the first object which has a name equal to the argument.
426 * Used only by the patch command, but not all that useful. 473 * Used only by the patch command, but not all that useful.
427 * Enables features like "patch <name-of-other-player> food 999" 474 * Enables features like "patch <name-of-other-player> food 999"
428 */ 475 */
429
430object * 476object *
431find_object_name (const char *str) 477find_object_name (const char *str)
432{ 478{
433 shstr_cmp str_ (str); 479 shstr_cmp str_ (str);
434 object *op; 480 object *op;
435 481
436 for (op = object::first; op != NULL; op = op->next) 482 for_all_objects (op)
437 if (op->name == str_) 483 if (op->name == str_)
438 break; 484 break;
439 485
440 return op; 486 return op;
441} 487}
442 488
443void
444free_all_object_data ()
445{
446 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
447}
448
449/* 489/*
450 * Sets the owner and sets the skill and exp pointers to owner's current 490 * Sets the owner and sets the skill and exp pointers to owner's current
451 * skill and experience objects. 491 * skill and experience objects.
492 * ACTUALLY NO! investigate! TODO
452 */ 493 */
453void 494void
454object::set_owner (object *owner) 495object::set_owner (object *owner)
455{ 496{
497 // allow objects which own objects
456 if (!owner) 498 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) 499 while (owner->owner)
467 owner = owner->owner; 500 owner = owner->owner;
501
502 if (flag [FLAG_FREED])
503 {
504 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
505 return;
506 }
468 507
469 this->owner = owner; 508 this->owner = owner;
509}
510
511int
512object::slottype () const
513{
514 if (type == SKILL)
515 {
516 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
517 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
518 }
519 else
520 {
521 if (slot [body_combat].info) return slot_combat;
522 if (slot [body_range ].info) return slot_ranged;
523 }
524
525 return slot_none;
526}
527
528bool
529object::change_weapon (object *ob)
530{
531 if (current_weapon == ob)
532 return true;
533
534 if (chosen_skill)
535 chosen_skill->flag [FLAG_APPLIED] = false;
536
537 current_weapon = ob;
538 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
539
540 if (chosen_skill)
541 chosen_skill->flag [FLAG_APPLIED] = true;
542
543 update_stats ();
544
545 if (ob)
546 {
547 // now check wether any body locations became invalid, in which case
548 // we cannot apply the weapon at the moment.
549 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
550 if (slot[i].used < 0)
551 {
552 current_weapon = chosen_skill = 0;
553 update_stats ();
554
555 new_draw_info_format (NDI_UNIQUE, 0, this,
556 "You try to balance all your items at once, "
557 "but the %s is just too much for your body. "
558 "[You need to unapply some items first.]", &ob->name);
559 return false;
560 }
561
562 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
563 }
564 else
565 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
566
567 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
568 {
569 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
570 &name, ob->debug_desc ());
571 return false;
572 }
573
574 return true;
470} 575}
471 576
472/* Zero the key_values on op, decrementing the shared-string 577/* Zero the key_values on op, decrementing the shared-string
473 * refcounts and freeing the links. 578 * refcounts and freeing the links.
474 */ 579 */
475static void 580static void
476free_key_values (object *op) 581free_key_values (object *op)
477{ 582{
478 for (key_value *i = op->key_values; i != 0;) 583 for (key_value *i = op->key_values; i; )
479 { 584 {
480 key_value *next = i->next; 585 key_value *next = i->next;
481 delete i; 586 delete i;
482 587
483 i = next; 588 i = next;
484 } 589 }
485 590
486 op->key_values = 0; 591 op->key_values = 0;
487}
488
489void object::clear ()
490{
491 attachable_base::clear ();
492
493 free_key_values (this);
494
495 owner = 0;
496 name = 0;
497 name_pl = 0;
498 title = 0;
499 race = 0;
500 slaying = 0;
501 skill = 0;
502 msg = 0;
503 lore = 0;
504 custom_name = 0;
505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
517
518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
519
520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
529} 592}
530 593
531/* 594/*
532 * copy_to first frees everything allocated by the dst object, 595 * copy_to first frees everything allocated by the dst object,
533 * and then copies the contents of itself into the second 596 * and then copies the contents of itself into the second
537 * will point at garbage. 600 * will point at garbage.
538 */ 601 */
539void 602void
540object::copy_to (object *dst) 603object::copy_to (object *dst)
541{ 604{
542 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 605 dst->remove ();
543 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
544
545 *(object_copy *)dst = *this; 606 *(object_copy *)dst = *this;
546 *(object_pod *)dst = *this; 607 dst->flag [FLAG_REMOVED] = true;
547
548 if (self || cb)
549 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
550
551 if (is_freed)
552 SET_FLAG (dst, FLAG_FREED);
553
554 if (is_removed)
555 SET_FLAG (dst, FLAG_REMOVED);
556
557 if (speed < 0)
558 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
559 608
560 /* Copy over key_values, if any. */ 609 /* Copy over key_values, if any. */
561 if (key_values) 610 if (key_values)
562 { 611 {
563 key_value *tail = 0; 612 key_value *tail = 0;
564 key_value *i;
565
566 dst->key_values = 0; 613 dst->key_values = 0;
567 614
568 for (i = key_values; i; i = i->next) 615 for (key_value *i = key_values; i; i = i->next)
569 { 616 {
570 key_value *new_link = new key_value; 617 key_value *new_link = new key_value;
571 618
572 new_link->next = 0; 619 new_link->next = 0;
573 new_link->key = i->key; 620 new_link->key = i->key;
574 new_link->value = i->value; 621 new_link->value = i->value;
575 622
576 /* Try and be clever here, too. */ 623 /* Try and be clever here, too. */
577 if (!dst->key_values) 624 if (!dst->key_values)
578 { 625 {
585 tail = new_link; 632 tail = new_link;
586 } 633 }
587 } 634 }
588 } 635 }
589 636
590 update_ob_speed (dst); 637 if (speed < 0)
638 dst->speed_left -= rndm ();
639
640 dst->set_speed (dst->speed);
641}
642
643void
644object::instantiate ()
645{
646 if (!uuid.seq) // HACK
647 uuid = UUID::gen ();
648
649 speed_left = -0.1f;
650 /* copy the body_info to the body_used - this is only really
651 * need for monsters, but doesn't hurt to do it for everything.
652 * by doing so, when a monster is created, it has good starting
653 * values for the body_used info, so when items are created
654 * for it, they can be properly equipped.
655 */
656 for (int i = NUM_BODY_LOCATIONS; i--; )
657 slot[i].used = slot[i].info;
658
659 attachable::instantiate ();
591} 660}
592 661
593object * 662object *
594object::clone () 663object::clone ()
595{ 664{
596 object *neu = create (); 665 object *neu = create ();
597 copy_to (neu); 666 copy_to (neu);
667 neu->map = map; // not copied by copy_to
598 return neu; 668 return neu;
599} 669}
600 670
601/* 671/*
602 * If an object with the IS_TURNABLE() flag needs to be turned due 672 * 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 673 * 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. 674 * be called to update the face variable, _and_ how it looks on the map.
605 */ 675 */
606
607void 676void
608update_turn_face (object *op) 677update_turn_face (object *op)
609{ 678{
610 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 679 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
611 return; 680 return;
681
612 SET_ANIMATION (op, op->direction); 682 SET_ANIMATION (op, op->direction);
613 update_object (op, UP_OBJ_FACE); 683 update_object (op, UP_OBJ_FACE);
614} 684}
615 685
616/* 686/*
617 * Updates the speed of an object. If the speed changes from 0 to another 687 * 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. 688 * 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. 689 * This function needs to be called whenever the speed of an object changes.
620 */ 690 */
621void 691void
622update_ob_speed (object *op) 692object::set_speed (float speed)
623{ 693{
624 extern int arch_init; 694 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 { 695 {
632 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 696 LOG (llevError, "Object %s is freed but has speed.\n", &name);
633#ifdef MANY_CORES
634 abort ();
635#else
636 op->speed = 0; 697 speed = 0;
637#endif
638 }
639
640 if (arch_init)
641 return;
642
643 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
644 { 698 }
645 /* If already on active list, don't do anything */
646 if (op->active_next || op->active_prev || op == active_objects)
647 return;
648 699
649 /* process_events() expects us to insert the object at the beginning 700 this->speed = speed;
650 * of the list. */
651 op->active_next = active_objects;
652 701
653 if (op->active_next != NULL) 702 if (has_active_speed ())
654 op->active_next->active_prev = op; 703 activate ();
655
656 active_objects = op;
657 }
658 else 704 else
659 { 705 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} 706}
683 707
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/* 708/*
716 * update_object() updates the array which represents the map. 709 * update_object() updates the the map.
717 * It takes into account invisible objects (and represent squares covered 710 * It takes into account invisible objects (and represent squares covered
718 * by invisible objects by whatever is below them (unless it's another 711 * by invisible objects by whatever is below them (unless it's another
719 * invisible object, etc...) 712 * invisible object, etc...)
720 * If the object being updated is beneath a player, the look-window 713 * 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 714 * of that player is updated (this might be a suboptimal way of
722 * updating that window, though, since update_object() is called _often_) 715 * updating that window, though, since update_object() is called _often_)
723 * 716 *
724 * action is a hint of what the caller believes need to be done. 717 * 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: 718 * current action are:
730 * UP_OBJ_INSERT: op was inserted 719 * UP_OBJ_INSERT: op was inserted
731 * UP_OBJ_REMOVE: op was removed 720 * UP_OBJ_REMOVE: op was removed
732 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 721 * 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. 722 * as that is easier than trying to look at what may have changed.
734 * UP_OBJ_FACE: only the objects face has changed. 723 * UP_OBJ_FACE: only the objects face has changed.
735 */ 724 */
736
737void 725void
738update_object (object *op, int action) 726update_object (object *op, int action)
739{ 727{
740 int update_now = 0, flags; 728 if (!op)
741 MoveType move_on, move_off, move_block, move_slow;
742
743 if (op == NULL)
744 { 729 {
745 /* this should never happen */ 730 /* this should never happen */
746 LOG (llevDebug, "update_object() called for NULL object.\n"); 731 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
747 return; 732 return;
748 } 733 }
749 734
750 if (op->env != NULL) 735 if (!op->is_on_map ())
751 { 736 {
752 /* Animation is currently handled by client, so nothing 737 /* Animation is currently handled by client, so nothing
753 * to do in this case. 738 * to do in this case.
754 */ 739 */
755 return; 740 return;
756 } 741 }
757 742
758 /* If the map is saving, don't do anything as everything is
759 * going to get freed anyways.
760 */
761 if (!op->map || op->map->in_memory == MAP_SAVING)
762 return;
763
764 /* make sure the object is within map boundaries */ 743 /* 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)) 744 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
766 { 745 {
767 LOG (llevError, "update_object() called for object out of map!\n"); 746 LOG (llevError, "update_object() called for object out of map!\n");
768#ifdef MANY_CORES 747#ifdef MANY_CORES
769 abort (); 748 abort ();
770#endif 749#endif
771 return; 750 return;
772 } 751 }
773 752
774 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 753 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);
780 754
755 if (!(m.flags_ & P_UPTODATE))
756 /* nop */;
781 if (action == UP_OBJ_INSERT) 757 else if (action == UP_OBJ_INSERT)
782 { 758 {
759 // this is likely overkill, TODO: revisit (schmorp)
783 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 760 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)) 761 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
787 update_now = 1; 762 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
788 763 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
764 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
789 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 765 || (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) 766 || (m.move_on | op->move_on ) != m.move_on
799 update_now = 1;
800
801 if ((move_off | op->move_off) != move_off) 767 || (m.move_off | op->move_off ) != m.move_off
802 update_now = 1; 768 || (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 769 /* This isn't perfect, but I don't expect a lot of objects to
805 * to have move_allow right now. 770 * to have move_allow right now.
806 */ 771 */
807 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 772 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
808 update_now = 1; 773 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
809 774 m.flags_ = 0;
810 if ((move_slow | op->move_slow) != move_slow)
811 update_now = 1;
812 } 775 }
813
814 /* if the object is being removed, we can't make intelligent 776 /* if the object is being removed, we can't make intelligent
815 * decisions, because remove_ob can't really pass the object 777 * decisions, because remove_ob can't really pass the object
816 * that is being removed. 778 * that is being removed.
817 */ 779 */
818 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 780 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
819 update_now = 1; 781 m.flags_ = 0;
820 else if (action == UP_OBJ_FACE) 782 else if (action == UP_OBJ_FACE)
821 /* Nothing to do for that case */ ; 783 /* Nothing to do for that case */ ;
822 else 784 else
823 LOG (llevError, "update_object called with invalid action: %d\n", action); 785 LOG (llevError, "update_object called with invalid action: %d\n", action);
824 786
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) 787 if (op->more)
832 update_object (op->more, action); 788 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} 789}
850 790
851object::object () 791object::object ()
852{ 792{
853 SET_FLAG (this, FLAG_REMOVED); 793 SET_FLAG (this, FLAG_REMOVED);
856 face = blank_face; 796 face = blank_face;
857} 797}
858 798
859object::~object () 799object::~object ()
860{ 800{
801 unlink ();
802
861 free_key_values (this); 803 free_key_values (this);
862} 804}
863 805
806static int object_count;
807
864void object::link () 808void object::link ()
865{ 809{
810 assert (!index);//D
811 uuid = UUID::gen ();
866 count = ++ob_count; 812 count = ++object_count;
867 uuid = gen_uuid ();
868 813
869 prev = 0; 814 refcnt_inc ();
870 next = object::first; 815 objects.insert (this);
871
872 if (object::first)
873 object::first->prev = this;
874
875 object::first = this;
876} 816}
877 817
878void object::unlink () 818void object::unlink ()
879{ 819{
880 if (this == object::first) 820 if (!index)
881 object::first = next; 821 return;
882 822
883 /* Remove this object from the list of used objects */ 823 objects.erase (this);
884 if (prev) prev->next = next; 824 refcnt_dec ();
885 if (next) next->prev = prev; 825}
886 826
887 prev = 0; 827void
888 next = 0; 828object::activate ()
829{
830 /* If already on active list, don't do anything */
831 if (active)
832 return;
833
834 if (has_active_speed ())
835 actives.insert (this);
836}
837
838void
839object::activate_recursive ()
840{
841 activate ();
842
843 for (object *op = inv; op; op = op->below)
844 op->activate_recursive ();
845}
846
847/* This function removes object 'op' from the list of active
848 * objects.
849 * This should only be used for style maps or other such
850 * reference maps where you don't want an object that isn't
851 * in play chewing up cpu time getting processed.
852 * The reverse of this is to call update_ob_speed, which
853 * will do the right thing based on the speed of the object.
854 */
855void
856object::deactivate ()
857{
858 /* If not on the active list, nothing needs to be done */
859 if (!active)
860 return;
861
862 actives.erase (this);
863}
864
865void
866object::deactivate_recursive ()
867{
868 for (object *op = inv; op; op = op->below)
869 op->deactivate_recursive ();
870
871 deactivate ();
872}
873
874void
875object::set_flag_inv (int flag, int value)
876{
877 for (object *op = inv; op; op = op->below)
878 {
879 op->flag [flag] = value;
880 op->set_flag_inv (flag, value);
881 }
882}
883
884/*
885 * Remove and free all objects in the inventory of the given object.
886 * object.c ?
887 */
888void
889object::destroy_inv (bool drop_to_ground)
890{
891 // need to check first, because the checks below might segfault
892 // as we might be on an invalid mapspace and crossfire code
893 // is too buggy to ensure that the inventory is empty.
894 // corollary: if you create arrows etc. with stuff in its inventory,
895 // cf will crash below with off-map x and y
896 if (!inv)
897 return;
898
899 /* Only if the space blocks everything do we not process -
900 * if some form of movement is allowed, let objects
901 * drop on that space.
902 */
903 if (!drop_to_ground
904 || !map
905 || map->in_memory != MAP_ACTIVE
906 || map->nodrop
907 || ms ().move_block == MOVE_ALL)
908 {
909 while (inv)
910 {
911 inv->destroy_inv (false);
912 inv->destroy ();
913 }
914 }
915 else
916 { /* Put objects in inventory onto this space */
917 while (inv)
918 {
919 object *op = inv;
920
921 if (op->flag [FLAG_STARTEQUIP]
922 || op->flag [FLAG_NO_DROP]
923 || op->type == RUNE
924 || op->type == TRAP
925 || op->flag [FLAG_IS_A_TEMPLATE]
926 || op->flag [FLAG_DESTROY_ON_DEATH])
927 op->destroy (true);
928 else
929 map->insert (op, x, y);
930 }
931 }
889} 932}
890 933
891object *object::create () 934object *object::create ()
892{ 935{
893 object *op = new object; 936 object *op = new object;
894 op->link (); 937 op->link ();
895 return op; 938 return op;
896} 939}
897 940
898/* 941static struct freed_map : maptile
899 * free_object() frees everything allocated by an object, removes 942{
900 * it from the list of used objects, and puts it on the list of 943 freed_map ()
901 * free objects. The IS_FREED() flag is set in the object. 944 {
902 * The object must have been removed by remove_ob() first for 945 path = "<freed objects map>";
903 * this function to succeed. 946 name = "/internal/freed_objects_map";
904 * 947 width = 3;
905 * If destroy_inventory is set, free inventory as well. Else drop items in 948 height = 3;
906 * inventory to the ground. 949 nodrop = 1;
907 */ 950
951 alloc ();
952 in_memory = MAP_ACTIVE;
953 }
954
955 ~freed_map ()
956 {
957 destroy ();
958 }
959} freed_map; // freed objects are moved here to avoid crashes
960
961void
962object::do_destroy ()
963{
964 if (flag [FLAG_IS_LINKED])
965 remove_button_link (this);
966
967 if (flag [FLAG_FRIENDLY])
968 remove_friendly_object (this);
969
970 remove ();
971
972 attachable::do_destroy ();
973
974 deactivate ();
975 unlink ();
976
977 flag [FLAG_FREED] = 1;
978
979 // hack to ensure that freed objects still have a valid map
980 map = &freed_map;
981 x = 1;
982 y = 1;
983
984 if (more)
985 {
986 more->destroy ();
987 more = 0;
988 }
989
990 head = 0;
991
992 // clear those pointers that likely might cause circular references
993 owner = 0;
994 enemy = 0;
995 attacked_by = 0;
996 current_weapon = 0;
997}
998
999void
908void object::destroy (bool destroy_inventory) 1000object::destroy (bool destroy_inventory)
909{ 1001{
910 if (QUERY_FLAG (this, FLAG_FREED)) 1002 if (destroyed ())
911 return; 1003 return;
912 1004
913 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 1005 if (!is_head () && !head->destroyed ())
914 remove_friendly_object (this);
915
916 if (!QUERY_FLAG (this, FLAG_REMOVED))
917 remove ();
918
919 SET_FLAG (this, FLAG_FREED);
920
921 if (more)
922 { 1006 {
1007 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
923 more->destroy (destroy_inventory); 1008 head->destroy (destroy_inventory);
924 more = 0; 1009 return;
925 }
926
927 if (inv)
928 {
929 /* Only if the space blocks everything do we not process -
930 * if some form of movement is allowed, let objects
931 * drop on that space.
932 */
933 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
934 {
935 object *op = inv;
936
937 while (op)
938 {
939 object *tmp = op->below;
940 op->destroy (destroy_inventory);
941 op = tmp;
942 }
943 }
944 else
945 { /* Put objects in inventory onto this space */
946 object *op = inv;
947
948 while (op)
949 {
950 object *tmp = op->below;
951
952 op->remove ();
953
954 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
955 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
956 op->destroy ();
957 else
958 {
959 op->x = x;
960 op->y = y;
961 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
962 }
963
964 op = tmp;
965 }
966 }
967 }
968
969 // hack to ensure that freed objects still have a valid map
970 {
971 static maptile *freed_map; // freed objects are moved here to avoid crashes
972
973 if (!freed_map)
974 {
975 freed_map = new maptile;
976
977 freed_map->name = "/internal/freed_objects_map";
978 freed_map->width = 3;
979 freed_map->height = 3;
980
981 freed_map->allocate ();
982 } 1010 }
983 1011
984 map = freed_map; 1012 destroy_inv (!destroy_inventory);
985 x = 1;
986 y = 1;
987 }
988 1013
989 // clear those pointers that likely might have circular references to us 1014 if (is_head ())
990 owner = 0; 1015 if (sound_destroy)
991 enemy = 0; 1016 play_sound (sound_destroy);
992 attacked_by = 0; 1017 else if (flag [FLAG_MONSTER])
1018 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
993 1019
994 // only relevant for players(?), but make sure of it anyways 1020 attachable::destroy ();
995 contr = 0;
996
997 /* Remove object from the active list */
998 speed = 0;
999 update_ob_speed (this);
1000
1001 unlink ();
1002
1003 mortals.push_back (this);
1004}
1005
1006/*
1007 * sub_weight() recursively (outwards) subtracts a number from the
1008 * weight of an object (and what is carried by it's environment(s)).
1009 */
1010void
1011sub_weight (object *op, signed long weight)
1012{
1013 while (op != NULL)
1014 {
1015 if (op->type == CONTAINER)
1016 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1017
1018 op->carrying -= weight;
1019 op = op->env;
1020 }
1021} 1021}
1022 1022
1023/* op->remove (): 1023/* op->remove ():
1024 * This function removes the object op from the linked list of objects 1024 * 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 1025 * which it is currently tied to. When this function is done, the
1026 * object will have no environment. If the object previously had an 1026 * object will have no environment. If the object previously had an
1027 * environment, the x and y coordinates will be updated to 1027 * environment, the x and y coordinates will be updated to
1028 * the previous environment. 1028 * the previous environment.
1029 * Beware: This function is called from the editor as well!
1030 */ 1029 */
1031void 1030void
1032object::remove () 1031object::do_remove ()
1033{ 1032{
1034 object *tmp, *last = 0; 1033 object *tmp, *last = 0;
1035 object *otmp; 1034 object *otmp;
1036 1035
1037 int check_walk_off; 1036 if (flag [FLAG_REMOVED])
1038
1039 if (QUERY_FLAG (this, FLAG_REMOVED))
1040 return; 1037 return;
1041 1038
1042 SET_FLAG (this, FLAG_REMOVED); 1039 INVOKE_OBJECT (REMOVE, this);
1040
1041 flag [FLAG_REMOVED] = true;
1043 1042
1044 if (more) 1043 if (more)
1045 more->remove (); 1044 more->remove ();
1046 1045
1047 /* 1046 /*
1048 * In this case, the object to be removed is in someones 1047 * In this case, the object to be removed is in someones
1049 * inventory. 1048 * inventory.
1050 */ 1049 */
1051 if (env) 1050 if (env)
1052 { 1051 {
1052 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1053 if (object *pl = visible_to ())
1054 esrv_del_item (pl->contr, count);
1055 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1056
1057 adjust_weight (env, -total_weight ());
1058
1059 *(above ? &above->below : &env->inv) = below;
1060
1053 if (nrof) 1061 if (below)
1054 sub_weight (env, weight * nrof); 1062 below->above = above;
1055 else 1063
1056 sub_weight (env, weight + carrying); 1064 /* we set up values so that it could be inserted into
1065 * the map, but we don't actually do that - it is up
1066 * to the caller to decide what we want to do.
1067 */
1068 map = env->map;
1069 x = env->x;
1070 y = env->y;
1071 above = 0;
1072 below = 0;
1073 env = 0;
1057 1074
1058 /* NO_FIX_PLAYER is set when a great many changes are being 1075 /* NO_FIX_PLAYER is set when a great many changes are being
1059 * made to players inventory. If set, avoiding the call 1076 * made to players inventory. If set, avoiding the call
1060 * to save cpu time. 1077 * to save cpu time.
1061 */ 1078 */
1062 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1079 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1063 fix_player (otmp); 1080 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 } 1081 }
1082 else if (map) 1082 else if (map)
1083 { 1083 {
1084 /* Re did the following section of code - it looks like it had 1084 map->dirty = true;
1085 * lots of logic for things we no longer care about 1085 mapspace &ms = this->ms ();
1086
1087 if (object *pl = ms.player ())
1086 */ 1088 {
1089 if (type == PLAYER) // this == pl(!)
1090 {
1091 // leaving a spot always closes any open container on the ground
1092 if (container && !container->env)
1093 // this causes spurious floorbox updates, but it ensures
1094 // that the CLOSE event is being sent.
1095 close_container ();
1096
1097 --map->players;
1098 map->touch ();
1099 }
1100 else if (pl->container == this)
1101 {
1102 // removing a container should close it
1103 close_container ();
1104 }
1105
1106 esrv_del_item (pl->contr, count);
1107 }
1087 1108
1088 /* link the object above us */ 1109 /* link the object above us */
1089 if (above) 1110 if (above)
1090 above->below = below; 1111 above->below = below;
1091 else 1112 else
1092 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 1113 ms.top = below; /* we were top, set new top */
1093 1114
1094 /* Relink the object below us, if there is one */ 1115 /* Relink the object below us, if there is one */
1095 if (below) 1116 if (below)
1096 below->above = above; 1117 below->above = above;
1097 else 1118 else
1099 /* Nothing below, which means we need to relink map object for this space 1120 /* 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 1121 * use translated coordinates in case some oddness with map tiling is
1101 * evident 1122 * evident
1102 */ 1123 */
1103 if (GET_MAP_OB (map, x, y) != this) 1124 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); 1125 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 1126
1114 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1127 ms.bot = above; /* goes on above it. */
1115 } 1128 }
1116 1129
1117 above = 0; 1130 above = 0;
1118 below = 0; 1131 below = 0;
1119 1132
1120 if (map->in_memory == MAP_SAVING) 1133 if (map->in_memory == MAP_SAVING)
1121 return; 1134 return;
1122 1135
1123 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1136 int check_walk_off = !flag [FLAG_NO_APPLY];
1124 1137
1138 if (object *pl = ms.player ())
1139 {
1140 if (pl->container == this)
1141 /* If a container that the player is currently using somehow gets
1142 * removed (most likely destroyed), update the player view
1143 * appropriately.
1144 */
1145 pl->close_container ();
1146
1147 //TODO: the floorbox prev/next might need updating
1148 //esrv_del_item (pl->contr, count);
1149 //TODO: update floorbox to preserve ordering
1150 if (pl->contr->ns)
1151 pl->contr->ns->floorbox_update ();
1152 }
1153
1125 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1154 for (tmp = ms.bot; tmp; tmp = tmp->above)
1126 { 1155 {
1127 /* No point updating the players look faces if he is the object 1156 /* No point updating the players look faces if he is the object
1128 * being removed. 1157 * being removed.
1129 */ 1158 */
1130 1159
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 */ 1160 /* See if object moving off should effect something */
1147 if (check_walk_off 1161 if (check_walk_off
1148 && ((move_type & tmp->move_off) 1162 && ((move_type & tmp->move_off)
1149 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1163 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1150 { 1164 {
1151 move_apply (tmp, this, 0); 1165 move_apply (tmp, this, 0);
1152 1166
1153 if (destroyed ()) 1167 if (destroyed ())
1154 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1168 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1155 } 1169 }
1156 1170
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; 1171 last = tmp;
1163 } 1172 }
1164 1173
1165 /* last == NULL of there are no objects on this space */ 1174 /* last == NULL if there are no objects on this space */
1175 //TODO: this makes little sense, why only update the topmost object?
1166 if (!last) 1176 if (!last)
1167 { 1177 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 1178 else
1177 update_object (last, UP_OBJ_REMOVE); 1179 update_object (last, UP_OBJ_REMOVE);
1178 1180
1179 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1181 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1180 update_all_los (map, x, y); 1182 update_all_los (map, x, y);
1181 } 1183 }
1182} 1184}
1183 1185
1184/* 1186/*
1193merge_ob (object *op, object *top) 1195merge_ob (object *op, object *top)
1194{ 1196{
1195 if (!op->nrof) 1197 if (!op->nrof)
1196 return 0; 1198 return 0;
1197 1199
1198 if (top == NULL) 1200 if (!top)
1199 for (top = op; top != NULL && top->above != NULL; top = top->above); 1201 for (top = op; top && top->above; top = top->above)
1202 ;
1200 1203
1201 for (; top != NULL; top = top->below) 1204 for (; top; top = top->below)
1202 { 1205 if (object::can_merge (op, top))
1203 if (top == op)
1204 continue;
1205 if (CAN_MERGE (op, top))
1206 { 1206 {
1207 top->nrof += op->nrof; 1207 top->nrof += op->nrof;
1208 1208
1209/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1209 if (object *pl = top->visible_to ())
1210 op->weight = 0; /* Don't want any adjustements now */ 1210 esrv_update_item (UPD_NROF, pl, top);
1211
1212 op->weight = 0; // cancel the addition above
1213 op->carrying = 0; // must be 0 already
1214
1211 op->destroy (); 1215 op->destroy (1);
1216
1212 return top; 1217 return top;
1213 } 1218 }
1214 }
1215 1219
1216 return 0; 1220 return 0;
1217} 1221}
1218 1222
1223void
1224object::expand_tail ()
1225{
1226 if (more)
1227 return;
1228
1229 object *prev = this;
1230
1231 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1232 {
1233 object *op = arch_to_object (at);
1234
1235 op->name = name;
1236 op->name_pl = name_pl;
1237 op->title = title;
1238
1239 op->head = this;
1240 prev->more = op;
1241
1242 prev = op;
1243 }
1244}
1245
1219/* 1246/*
1220 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1247 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1221 * job preparing multi-part monsters 1248 * job preparing multi-part monsters.
1222 */ 1249 */
1223object * 1250object *
1224insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1251insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1225{ 1252{
1226 object *tmp;
1227
1228 if (op->head)
1229 op = op->head;
1230
1231 for (tmp = op; tmp; tmp = tmp->more) 1253 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1232 { 1254 {
1233 tmp->x = x + tmp->arch->clone.x; 1255 tmp->x = x + tmp->arch->x;
1234 tmp->y = y + tmp->arch->clone.y; 1256 tmp->y = y + tmp->arch->y;
1235 } 1257 }
1236 1258
1237 return insert_ob_in_map (op, m, originator, flag); 1259 return insert_ob_in_map (op, m, originator, flag);
1238} 1260}
1239 1261
1255 * Return value: 1277 * Return value:
1256 * new object if 'op' was merged with other object 1278 * new object if 'op' was merged with other object
1257 * NULL if 'op' was destroyed 1279 * NULL if 'op' was destroyed
1258 * just 'op' otherwise 1280 * just 'op' otherwise
1259 */ 1281 */
1260
1261object * 1282object *
1262insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1283insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1263{ 1284{
1264 object *tmp, *top, *floor = NULL; 1285 assert (!op->flag [FLAG_FREED]);
1265 sint16 x, y;
1266 1286
1267 if (QUERY_FLAG (op, FLAG_FREED)) 1287 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 1288
1336 /* Ideally, the caller figures this out. However, it complicates a lot 1289 /* 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 1290 * of areas of callers (eg, anything that uses find_free_spot would now
1338 * need extra work 1291 * need extra work
1339 */ 1292 */
1340 op->map = get_map_from_coord (m, &op->x, &op->y); 1293 if (!xy_normalise (m, op->x, op->y))
1341 x = op->x; 1294 {
1342 y = op->y; 1295 op->destroy (1);
1296 return 0;
1297 }
1298
1299 if (object *more = op->more)
1300 if (!insert_ob_in_map (more, m, originator, flag))
1301 return 0;
1302
1303 CLEAR_FLAG (op, FLAG_REMOVED);
1304
1305 op->map = m;
1306 mapspace &ms = op->ms ();
1343 1307
1344 /* this has to be done after we translate the coordinates. 1308 /* this has to be done after we translate the coordinates.
1345 */ 1309 */
1346 if (op->nrof && !(flag & INS_NO_MERGE)) 1310 if (op->nrof && !(flag & INS_NO_MERGE))
1347 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1311 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1348 if (CAN_MERGE (op, tmp)) 1312 if (object::can_merge (op, tmp))
1349 { 1313 {
1314 // TODO: we atcually want to update tmp, not op,
1315 // but some caller surely breaks when we return tmp
1316 // from here :/
1350 op->nrof += tmp->nrof; 1317 op->nrof += tmp->nrof;
1351 tmp->destroy (); 1318 tmp->destroy (1);
1352 } 1319 }
1353 1320
1354 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1321 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1355 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1322 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1356 1323
1369 op->below = originator->below; 1336 op->below = originator->below;
1370 1337
1371 if (op->below) 1338 if (op->below)
1372 op->below->above = op; 1339 op->below->above = op;
1373 else 1340 else
1374 SET_MAP_OB (op->map, op->x, op->y, op); 1341 ms.bot = op;
1375 1342
1376 /* since *below* originator, no need to update top */ 1343 /* since *below* originator, no need to update top */
1377 originator->below = op; 1344 originator->below = op;
1378 } 1345 }
1379 else 1346 else
1380 { 1347 {
1348 object *top, *floor = NULL;
1349
1350 top = ms.bot;
1351
1381 /* If there are other objects, then */ 1352 /* If there are other objects, then */
1382 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1353 if (top)
1383 { 1354 {
1384 object *last = NULL; 1355 object *last = 0;
1385 1356
1386 /* 1357 /*
1387 * If there are multiple objects on this space, we do some trickier handling. 1358 * If there are multiple objects on this space, we do some trickier handling.
1388 * We've already dealt with merging if appropriate. 1359 * We've already dealt with merging if appropriate.
1389 * Generally, we want to put the new object on top. But if 1360 * 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 1364 * 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 1365 * 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 1366 * when lots of spells are cast in one area. Currently, it is presumed
1396 * that flying non pickable objects are spell objects. 1367 * that flying non pickable objects are spell objects.
1397 */ 1368 */
1398 1369 for (top = ms.bot; top; top = top->above)
1399 while (top != NULL)
1400 { 1370 {
1401 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1371 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1402 floor = top; 1372 floor = top;
1403 1373
1404 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1374 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; 1377 top = top->below;
1408 break; 1378 break;
1409 } 1379 }
1410 1380
1411 last = top; 1381 last = top;
1412 top = top->above;
1413 } 1382 }
1414 1383
1415 /* Don't want top to be NULL, so set it to the last valid object */ 1384 /* Don't want top to be NULL, so set it to the last valid object */
1416 top = last; 1385 top = last;
1417 1386
1419 * looks like instead of lots of conditions here. 1388 * looks like instead of lots of conditions here.
1420 * makes things faster, and effectively the same result. 1389 * makes things faster, and effectively the same result.
1421 */ 1390 */
1422 1391
1423 /* Have object 'fall below' other objects that block view. 1392 /* Have object 'fall below' other objects that block view.
1424 * Unless those objects are exits, type 66 1393 * Unless those objects are exits.
1425 * If INS_ON_TOP is used, don't do this processing 1394 * If INS_ON_TOP is used, don't do this processing
1426 * Need to find the object that in fact blocks view, otherwise 1395 * Need to find the object that in fact blocks view, otherwise
1427 * stacking is a bit odd. 1396 * stacking is a bit odd.
1428 */ 1397 */
1429 if (!(flag & INS_ON_TOP) && 1398 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)) 1399 && ms.flags () & P_BLOCKSVIEW
1400 && (op->face && !faces [op->face].visibility))
1431 { 1401 {
1432 for (last = top; last != floor; last = last->below) 1402 for (last = top; last != floor; last = last->below)
1433 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1403 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1434 break; 1404 break;
1405
1435 /* Check to see if we found the object that blocks view, 1406 /* Check to see if we found the object that blocks view,
1436 * and make sure we have a below pointer for it so that 1407 * and make sure we have a below pointer for it so that
1437 * we can get inserted below this one, which requires we 1408 * we can get inserted below this one, which requires we
1438 * set top to the object below us. 1409 * set top to the object below us.
1439 */ 1410 */
1440 if (last && last->below && last != floor) 1411 if (last && last->below && last != floor)
1441 top = last->below; 1412 top = last->below;
1442 } 1413 }
1443 } /* If objects on this space */ 1414 } /* If objects on this space */
1444 1415
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) 1416 if (flag & INS_ABOVE_FLOOR_ONLY)
1449 top = floor; 1417 top = floor;
1450 1418
1451 /* Top is the object that our object (op) is going to get inserted above. 1419 /* Top is the object that our object (op) is going to get inserted above.
1452 */ 1420 */
1453 1421
1454 /* First object on this space */ 1422 /* First object on this space */
1455 if (!top) 1423 if (!top)
1456 { 1424 {
1457 op->above = GET_MAP_OB (op->map, op->x, op->y); 1425 op->above = ms.bot;
1458 1426
1459 if (op->above) 1427 if (op->above)
1460 op->above->below = op; 1428 op->above->below = op;
1461 1429
1462 op->below = NULL; 1430 op->below = 0;
1463 SET_MAP_OB (op->map, op->x, op->y, op); 1431 ms.bot = op;
1464 } 1432 }
1465 else 1433 else
1466 { /* get inserted into the stack above top */ 1434 { /* get inserted into the stack above top */
1467 op->above = top->above; 1435 op->above = top->above;
1468 1436
1471 1439
1472 op->below = top; 1440 op->below = top;
1473 top->above = op; 1441 top->above = op;
1474 } 1442 }
1475 1443
1476 if (op->above == NULL) 1444 if (!op->above)
1477 SET_MAP_TOP (op->map, op->x, op->y, op); 1445 ms.top = op;
1478 } /* else not INS_BELOW_ORIGINATOR */ 1446 } /* else not INS_BELOW_ORIGINATOR */
1479 1447
1480 if (op->type == PLAYER) 1448 if (op->type == PLAYER)
1449 {
1481 op->contr->do_los = 1; 1450 op->contr->do_los = 1;
1451 ++op->map->players;
1452 op->map->touch ();
1453 }
1482 1454
1483 /* If we have a floor, we know the player, if any, will be above 1455 op->map->dirty = true;
1484 * it, so save a few ticks and start from there. 1456
1485 */ 1457 if (object *pl = ms.player ())
1486 if (!(flag & INS_MAP_LOAD)) 1458 //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) 1459 //esrv_send_item (pl, op);
1488 if (tmp->type == PLAYER) 1460 //TODO: update floorbox to preserve ordering
1489 tmp->contr->socket.update_look = 1; 1461 if (pl->contr->ns)
1462 pl->contr->ns->floorbox_update ();
1490 1463
1491 /* If this object glows, it may affect lighting conditions that are 1464 /* If this object glows, it may affect lighting conditions that are
1492 * visible to others on this map. But update_all_los is really 1465 * 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 1466 * 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 1467 * on the map will get recalculated. The players could very well
1495 * be far away from this change and not affected in any way - 1468 * be far away from this change and not affected in any way -
1496 * this should get redone to only look for players within range, 1469 * this should get redone to only look for players within range,
1497 * or just updating the P_NEED_UPDATE for spaces within this area 1470 * or just updating the P_UPTODATE for spaces within this area
1498 * of effect may be sufficient. 1471 * of effect may be sufficient.
1499 */ 1472 */
1500 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1473 if (op->map->darkness && (op->glow_radius != 0))
1501 update_all_los (op->map, op->x, op->y); 1474 update_all_los (op->map, op->x, op->y);
1502 1475
1503 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1476 /* updates flags (blocked, alive, no magic, etc) for this map space */
1504 update_object (op, UP_OBJ_INSERT); 1477 update_object (op, UP_OBJ_INSERT);
1505 1478
1479 INVOKE_OBJECT (INSERT, op);
1480
1506 /* Don't know if moving this to the end will break anything. However, 1481 /* 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. 1482 * we want to have floorbox_update called before calling this.
1508 * 1483 *
1509 * check_move_on() must be after this because code called from 1484 * check_move_on() must be after this because code called from
1510 * check_move_on() depends on correct map flags (so functions like 1485 * check_move_on() depends on correct map flags (so functions like
1511 * blocked() and wall() work properly), and these flags are updated by 1486 * blocked() and wall() work properly), and these flags are updated by
1512 * update_object(). 1487 * update_object().
1513 */ 1488 */
1514 1489
1515 /* if this is not the head or flag has been passed, don't check walk on status */ 1490 /* 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) 1491 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1517 { 1492 {
1518 if (check_move_on (op, originator)) 1493 if (check_move_on (op, originator))
1519 return NULL; 1494 return 0;
1520 1495
1521 /* If we are a multi part object, lets work our way through the check 1496 /* If we are a multi part object, lets work our way through the check
1522 * walk on's. 1497 * walk on's.
1523 */ 1498 */
1524 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1499 for (object *tmp = op->more; tmp; tmp = tmp->more)
1525 if (check_move_on (tmp, originator)) 1500 if (check_move_on (tmp, originator))
1526 return NULL; 1501 return 0;
1527 } 1502 }
1528 1503
1529 return op; 1504 return op;
1530} 1505}
1531 1506
1532/* this function inserts an object in the map, but if it 1507/* 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. 1508 * 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. 1509 * op is the object to insert it under: supplies x and the map.
1535 */ 1510 */
1536void 1511void
1537replace_insert_ob_in_map (const char *arch_string, object *op) 1512replace_insert_ob_in_map (const char *arch_string, object *op)
1538{ 1513{
1539 object *
1540 tmp;
1541 object *
1542 tmp1;
1543
1544 /* first search for itself and remove any old instances */ 1514 /* first search for itself and remove any old instances */
1545 1515
1546 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1516 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1547 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1517 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1548 tmp->destroy (); 1518 tmp->destroy (1);
1549 1519
1550 tmp1 = arch_to_object (archetype::find (arch_string)); 1520 object *tmp = arch_to_object (archetype::find (arch_string));
1551 1521
1552 tmp1->x = op->x; 1522 tmp->x = op->x;
1553 tmp1->y = op->y; 1523 tmp->y = op->y;
1524
1554 insert_ob_in_map (tmp1, op->map, op, 0); 1525 insert_ob_in_map (tmp, op->map, op, 0);
1555} 1526}
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 1527
1565object * 1528object *
1566get_split_ob (object *orig_ob, uint32 nr) 1529object::insert_at (object *where, object *originator, int flags)
1567{ 1530{
1568 object *newob; 1531 if (where->env)
1569 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1532 return where->env->insert (this);
1570 1533 else
1571 if (orig_ob->nrof < nr) 1534 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} 1535}
1597 1536
1598/* 1537/*
1599 * decrease_ob_nr(object, number) decreases a specified number from 1538 * decrease(object, number) decreases a specified number from
1600 * the amount of an object. If the amount reaches 0, the object 1539 * the amount of an object. If the amount reaches 0, the object
1601 * is subsequently removed and freed. 1540 * is subsequently removed and freed.
1602 * 1541 *
1603 * Return value: 'op' if something is left, NULL if the amount reached 0 1542 * Return value: 'op' if something is left, NULL if the amount reached 0
1604 */ 1543 */
1544bool
1545object::decrease (sint32 nr)
1546{
1547 if (!nr)
1548 return true;
1605 1549
1550 nr = min (nr, nrof);
1551
1552 nrof -= nr;
1553
1554 if (nrof)
1555 {
1556 adjust_weight (env, -weight * nr); // carrying == 0
1557
1558 if (object *pl = visible_to ())
1559 esrv_update_item (UPD_NROF, pl, this);
1560
1561 return true;
1562 }
1563 else
1564 {
1565 destroy (1);
1566 return false;
1567 }
1568}
1569
1570/*
1571 * split(ob,nr) splits up ob into two parts. The part which
1572 * is returned contains nr objects, and the remaining parts contains
1573 * the rest (or is removed and returned if that number is 0).
1574 * On failure, NULL is returned.
1575 */
1606object * 1576object *
1607decrease_ob_nr (object *op, uint32 i) 1577object::split (sint32 nr)
1608{ 1578{
1609 object *tmp; 1579 int have = number_of ();
1610 player *pl;
1611 1580
1612 if (i == 0) /* objects with op->nrof require this check */ 1581 if (have < nr)
1613 return op; 1582 return 0;
1614 1583 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 { 1584 {
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 (); 1585 remove ();
1655 op->nrof = 0; 1586 return this;
1656 if (tmp)
1657 {
1658 esrv_del_item (tmp->contr, op->count);
1659 }
1660 }
1661 } 1587 }
1662 else 1588 else
1663 { 1589 {
1664 object *above = op->above; 1590 decrease (nr);
1665 1591
1666 if (i < op->nrof) 1592 object *op = object_create_clone (this);
1667 op->nrof -= i; 1593 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; 1594 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 } 1595 }
1710} 1596}
1711 1597
1712object * 1598object *
1713insert_ob_in_ob (object *op, object *where) 1599insert_ob_in_ob (object *op, object *where)
1718 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1604 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1719 free (dump); 1605 free (dump);
1720 return op; 1606 return op;
1721 } 1607 }
1722 1608
1723 if (where->head) 1609 if (where->head_ () != where)
1724 { 1610 {
1725 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1611 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1726 where = where->head; 1612 where = where->head;
1727 } 1613 }
1728 1614
1729 return where->insert (op); 1615 return where->insert (op);
1730} 1616}
1735 * inside the object environment. 1621 * inside the object environment.
1736 * 1622 *
1737 * The function returns now pointer to inserted item, and return value can 1623 * The function returns now pointer to inserted item, and return value can
1738 * be != op, if items are merged. -Tero 1624 * be != op, if items are merged. -Tero
1739 */ 1625 */
1740
1741object * 1626object *
1742object::insert (object *op) 1627object::insert (object *op)
1743{ 1628{
1744 object *tmp, *otmp;
1745
1746 if (!QUERY_FLAG (op, FLAG_REMOVED))
1747 op->remove ();
1748
1749 if (op->more) 1629 if (op->more)
1750 { 1630 {
1751 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1631 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1752 return op; 1632 return op;
1753 } 1633 }
1754 1634
1755 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1635 op->remove ();
1756 CLEAR_FLAG (op, FLAG_REMOVED); 1636
1637 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1638
1757 if (op->nrof) 1639 if (op->nrof)
1758 {
1759 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1640 for (object *tmp = inv; tmp; tmp = tmp->below)
1760 if (CAN_MERGE (tmp, op)) 1641 if (object::can_merge (tmp, op))
1761 { 1642 {
1762 /* return the original object and remove inserted object 1643 /* return the original object and remove inserted object
1763 (client needs the original object) */ 1644 (client needs the original object) */
1764 tmp->nrof += op->nrof; 1645 tmp->nrof += op->nrof;
1765 /* Weight handling gets pretty funky. Since we are adding to 1646
1766 * tmp->nrof, we need to increase the weight. 1647 if (object *pl = tmp->visible_to ())
1767 */ 1648 esrv_update_item (UPD_NROF, pl, tmp);
1649
1768 add_weight (this, op->weight * op->nrof); 1650 adjust_weight (this, op->total_weight ());
1769 SET_FLAG (op, FLAG_REMOVED); 1651
1770 op->destroy (); /* free the inserted object */ 1652 op->destroy (1);
1771 op = tmp; 1653 op = tmp;
1772 op->remove (); /* and fix old object's links */ 1654 goto inserted;
1773 CLEAR_FLAG (op, FLAG_REMOVED);
1774 break;
1775 } 1655 }
1776 1656
1777 /* I assume combined objects have no inventory 1657 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; 1658 op->map = 0;
1659 op->x = 0;
1660 op->y = 0;
1661
1662 op->above = 0;
1663 op->below = inv;
1794 op->env = this; 1664 op->env = this;
1795 op->above = NULL;
1796 op->below = NULL;
1797 op->x = 0, op->y = 0;
1798 1665
1666 if (inv)
1667 inv->above = op;
1668
1669 inv = op;
1670
1671 op->flag [FLAG_REMOVED] = 0;
1672
1673 if (object *pl = op->visible_to ())
1674 esrv_send_item (pl, op);
1675
1676 adjust_weight (this, op->total_weight ());
1677
1678inserted:
1799 /* reset the light list and los of the players on the map */ 1679 /* reset the light list and los of the players on the map */
1800 if ((op->glow_radius != 0) && map) 1680 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); 1681 update_all_los (map, x, y);
1807 }
1808 1682
1809 /* Client has no idea of ordering so lets not bother ordering it here. 1683 // if this is a player's inventory, update stats
1810 * It sure simplifies this function... 1684 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1811 */ 1685 update_stats ();
1812 if (!inv) 1686
1813 inv = op; 1687 INVOKE_OBJECT (INSERT, this);
1814 else
1815 {
1816 op->below = inv;
1817 op->below->above = op;
1818 inv = op;
1819 }
1820 1688
1821 return op; 1689 return op;
1822} 1690}
1823 1691
1824/* 1692/*
1839 * 1707 *
1840 * MSW 2001-07-08: Check all objects on space, not just those below 1708 * 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 1709 * object being inserted. insert_ob_in_map may not put new objects
1842 * on top. 1710 * on top.
1843 */ 1711 */
1844
1845int 1712int
1846check_move_on (object *op, object *originator) 1713check_move_on (object *op, object *originator)
1847{ 1714{
1848 object *tmp; 1715 object *tmp;
1849 maptile *m = op->map; 1716 maptile *m = op->map;
1876 1743
1877 /* The objects have to be checked from top to bottom. 1744 /* The objects have to be checked from top to bottom.
1878 * Hence, we first go to the top: 1745 * Hence, we first go to the top:
1879 */ 1746 */
1880 1747
1881 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1748 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1882 { 1749 {
1883 /* Trim the search when we find the first other spell effect 1750 /* Trim the search when we find the first other spell effect
1884 * this helps performance so that if a space has 50 spell objects, 1751 * this helps performance so that if a space has 50 spell objects,
1885 * we don't need to check all of them. 1752 * we don't need to check all of them.
1886 */ 1753 */
1904 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1771 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)) 1772 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1906 { 1773 {
1907 1774
1908 float 1775 float
1909 diff = tmp->move_slow_penalty * FABS (op->speed); 1776 diff = tmp->move_slow_penalty * fabs (op->speed);
1910 1777
1911 if (op->type == PLAYER) 1778 if (op->type == PLAYER)
1912 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1779 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))) 1780 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1914 diff /= 4.0; 1781 diff /= 4.0;
1941/* 1808/*
1942 * present_arch(arch, map, x, y) searches for any objects with 1809 * present_arch(arch, map, x, y) searches for any objects with
1943 * a matching archetype at the given map and coordinates. 1810 * a matching archetype at the given map and coordinates.
1944 * The first matching object is returned, or NULL if none. 1811 * The first matching object is returned, or NULL if none.
1945 */ 1812 */
1946
1947object * 1813object *
1948present_arch (const archetype *at, maptile *m, int x, int y) 1814present_arch (const archetype *at, maptile *m, int x, int y)
1949{ 1815{
1950 object *
1951 tmp;
1952
1953 if (m == NULL || out_of_map (m, x, y)) 1816 if (!m || out_of_map (m, x, y))
1954 { 1817 {
1955 LOG (llevError, "Present_arch called outside map.\n"); 1818 LOG (llevError, "Present_arch called outside map.\n");
1956 return NULL; 1819 return NULL;
1957 } 1820 }
1958 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1821
1822 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1959 if (tmp->arch == at) 1823 if (tmp->arch == at)
1960 return tmp; 1824 return tmp;
1825
1961 return NULL; 1826 return NULL;
1962} 1827}
1963 1828
1964/* 1829/*
1965 * present(type, map, x, y) searches for any objects with 1830 * present(type, map, x, y) searches for any objects with
1966 * a matching type variable at the given map and coordinates. 1831 * a matching type variable at the given map and coordinates.
1967 * The first matching object is returned, or NULL if none. 1832 * The first matching object is returned, or NULL if none.
1968 */ 1833 */
1969
1970object * 1834object *
1971present (unsigned char type, maptile *m, int x, int y) 1835present (unsigned char type, maptile *m, int x, int y)
1972{ 1836{
1973 object *
1974 tmp;
1975
1976 if (out_of_map (m, x, y)) 1837 if (out_of_map (m, x, y))
1977 { 1838 {
1978 LOG (llevError, "Present called outside map.\n"); 1839 LOG (llevError, "Present called outside map.\n");
1979 return NULL; 1840 return NULL;
1980 } 1841 }
1981 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1842
1843 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1982 if (tmp->type == type) 1844 if (tmp->type == type)
1983 return tmp; 1845 return tmp;
1846
1984 return NULL; 1847 return NULL;
1985} 1848}
1986 1849
1987/* 1850/*
1988 * present_in_ob(type, object) searches for any objects with 1851 * present_in_ob(type, object) searches for any objects with
1989 * a matching type variable in the inventory of the given object. 1852 * a matching type variable in the inventory of the given object.
1990 * The first matching object is returned, or NULL if none. 1853 * The first matching object is returned, or NULL if none.
1991 */ 1854 */
1992
1993object * 1855object *
1994present_in_ob (unsigned char type, const object *op) 1856present_in_ob (unsigned char type, const object *op)
1995{ 1857{
1996 object *
1997 tmp;
1998
1999 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1858 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2000 if (tmp->type == type) 1859 if (tmp->type == type)
2001 return tmp; 1860 return tmp;
1861
2002 return NULL; 1862 return NULL;
2003} 1863}
2004 1864
2005/* 1865/*
2006 * present_in_ob (type, str, object) searches for any objects with 1866 * present_in_ob (type, str, object) searches for any objects with
2014 * str is the string to match against. Note that we match against 1874 * 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 1875 * 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 1876 * spell code can use one object type (force), but change it's name
2017 * to be unique. 1877 * to be unique.
2018 */ 1878 */
2019
2020object * 1879object *
2021present_in_ob_by_name (int type, const char *str, const object *op) 1880present_in_ob_by_name (int type, const char *str, const object *op)
2022{ 1881{
2023 object *
2024 tmp;
2025
2026 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1882 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2027 {
2028 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1883 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2029 return tmp; 1884 return tmp;
2030 } 1885
2031 return NULL; 1886 return 0;
2032} 1887}
2033 1888
2034/* 1889/*
2035 * present_arch_in_ob(archetype, object) searches for any objects with 1890 * present_arch_in_ob(archetype, object) searches for any objects with
2036 * a matching archetype in the inventory of the given object. 1891 * a matching archetype in the inventory of the given object.
2037 * The first matching object is returned, or NULL if none. 1892 * The first matching object is returned, or NULL if none.
2038 */ 1893 */
2039
2040object * 1894object *
2041present_arch_in_ob (const archetype *at, const object *op) 1895present_arch_in_ob (const archetype *at, const object *op)
2042{ 1896{
2043 object *
2044 tmp;
2045
2046 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1897 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2047 if (tmp->arch == at) 1898 if (tmp->arch == at)
2048 return tmp; 1899 return tmp;
1900
2049 return NULL; 1901 return NULL;
2050} 1902}
2051 1903
2052/* 1904/*
2053 * activate recursively a flag on an object inventory 1905 * activate recursively a flag on an object inventory
2054 */ 1906 */
2055void 1907void
2056flag_inv (object *op, int flag) 1908flag_inv (object *op, int flag)
2057{ 1909{
2058 object *
2059 tmp;
2060
2061 if (op->inv)
2062 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1910 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2063 { 1911 {
2064 SET_FLAG (tmp, flag); 1912 SET_FLAG (tmp, flag);
2065 flag_inv (tmp, flag); 1913 flag_inv (tmp, flag);
2066 } 1914 }
2067} /* 1915}
1916
1917/*
2068 * desactivate recursively a flag on an object inventory 1918 * deactivate recursively a flag on an object inventory
2069 */ 1919 */
2070void 1920void
2071unflag_inv (object *op, int flag) 1921unflag_inv (object *op, int flag)
2072{ 1922{
2073 object *
2074 tmp;
2075
2076 if (op->inv)
2077 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1923 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2078 { 1924 {
2079 CLEAR_FLAG (tmp, flag); 1925 CLEAR_FLAG (tmp, flag);
2080 unflag_inv (tmp, flag); 1926 unflag_inv (tmp, flag);
2081 } 1927 }
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} 1928}
2097 1929
2098/* 1930/*
2099 * find_free_spot(object, map, x, y, start, stop) will search for 1931 * 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 1932 * a spot at the given map and coordinates which will be able to contain
2102 * to search (see the freearr_x/y[] definition). 1934 * to search (see the freearr_x/y[] definition).
2103 * It returns a random choice among the alternatives found. 1935 * 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 1936 * 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 1937 * 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) 1938 * 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 1939 * Note: This function does correctly handle tiled maps, but does not
2111 * inform the caller. However, insert_ob_in_map will update as 1940 * inform the caller. However, insert_ob_in_map will update as
2112 * necessary, so the caller shouldn't need to do any special work. 1941 * 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 1942 * 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 1943 * 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 1944 * 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 1945 * the archetype because that isn't correct if the monster has been
2117 * customized, changed states, etc. 1946 * customized, changed states, etc.
2118 */ 1947 */
2119
2120int 1948int
2121find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1949find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2122{ 1950{
2123 int
2124 i,
2125 index = 0, flag;
2126 static int
2127 altern[SIZEOFFREE]; 1951 int altern[SIZEOFFREE];
1952 int index = 0, flag;
2128 1953
2129 for (i = start; i < stop; i++) 1954 for (int i = start; i < stop; i++)
2130 { 1955 {
2131 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1956 mapxy pos (m, x, y); pos.move (i);
2132 if (!flag) 1957
1958 if (!pos.normalise ())
1959 continue;
1960
1961 mapspace &ms = *pos;
1962
1963 if (ms.flags () & P_IS_ALIVE)
1964 continue;
1965
1966 /* However, often
1967 * ob doesn't have any move type (when used to place exits)
1968 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1969 */
1970 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1971 {
2133 altern[index++] = i; 1972 altern [index++] = i;
1973 continue;
1974 }
2134 1975
2135 /* Basically, if we find a wall on a space, we cut down the search size. 1976 /* 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. 1977 * 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 - 1978 * 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 1979 * 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 1980 * spaces in all the other directions, this will reduce the search space
2140 * to only the spaces immediately surrounding the target area, and 1981 * to only the spaces immediately surrounding the target area, and
2141 * won't look 2 spaces south of the target space. 1982 * won't look 2 spaces south of the target space.
2142 */ 1983 */
2143 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1984 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1985 {
2144 stop = maxfree[i]; 1986 stop = maxfree[i];
1987 continue;
1988 }
1989
1990 /* Note it is intentional that we check ob - the movement type of the
1991 * head of the object should correspond for the entire object.
1992 */
1993 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1994 continue;
1995
1996 if (ob->blocked (m, pos.x, pos.y))
1997 continue;
1998
1999 altern [index++] = i;
2145 } 2000 }
2001
2146 if (!index) 2002 if (!index)
2147 return -1; 2003 return -1;
2004
2148 return altern[RANDOM () % index]; 2005 return altern [rndm (index)];
2149} 2006}
2150 2007
2151/* 2008/*
2152 * find_first_free_spot(archetype, maptile, x, y) works like 2009 * find_first_free_spot(archetype, maptile, x, y) works like
2153 * find_free_spot(), but it will search max number of squares. 2010 * find_free_spot(), but it will search max number of squares.
2154 * But it will return the first available spot, not a random choice. 2011 * 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. 2012 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2156 */ 2013 */
2157
2158int 2014int
2159find_first_free_spot (const object *ob, maptile *m, int x, int y) 2015find_first_free_spot (const object *ob, maptile *m, int x, int y)
2160{ 2016{
2161 int
2162 i;
2163
2164 for (i = 0; i < SIZEOFFREE; i++) 2017 for (int i = 0; i < SIZEOFFREE; i++)
2165 {
2166 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2018 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2167 return i; 2019 return i;
2168 } 2020
2169 return -1; 2021 return -1;
2170} 2022}
2171 2023
2172/* 2024/*
2173 * The function permute(arr, begin, end) randomly reorders the array 2025 * The function permute(arr, begin, end) randomly reorders the array
2174 * arr[begin..end-1]. 2026 * arr[begin..end-1].
2027 * now uses a fisher-yates shuffle, old permute was broken
2175 */ 2028 */
2176static void 2029static void
2177permute (int *arr, int begin, int end) 2030permute (int *arr, int begin, int end)
2178{ 2031{
2179 int 2032 arr += begin;
2180 i,
2181 j,
2182 tmp,
2183 len;
2184
2185 len = end - begin; 2033 end -= begin;
2186 for (i = begin; i < end; i++)
2187 {
2188 j = begin + RANDOM () % len;
2189 2034
2190 tmp = arr[i]; 2035 while (--end)
2191 arr[i] = arr[j]; 2036 swap (arr [end], arr [rndm (end + 1)]);
2192 arr[j] = tmp;
2193 }
2194} 2037}
2195 2038
2196/* new function to make monster searching more efficient, and effective! 2039/* new function to make monster searching more efficient, and effective!
2197 * This basically returns a randomized array (in the passed pointer) of 2040 * 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 2041 * 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. 2044 * the 3x3 area will be searched, just not in a predictable order.
2202 */ 2045 */
2203void 2046void
2204get_search_arr (int *search_arr) 2047get_search_arr (int *search_arr)
2205{ 2048{
2206 int 2049 int i;
2207 i;
2208 2050
2209 for (i = 0; i < SIZEOFFREE; i++) 2051 for (i = 0; i < SIZEOFFREE; i++)
2210 {
2211 search_arr[i] = i; 2052 search_arr[i] = i;
2212 }
2213 2053
2214 permute (search_arr, 1, SIZEOFFREE1 + 1); 2054 permute (search_arr, 1, SIZEOFFREE1 + 1);
2215 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2055 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2216 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2056 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2217} 2057}
2226 * Perhaps incorrectly, but I'm making the assumption that exclude 2066 * 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 2067 * 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 2068 * because we have to know what movement the thing looking to move
2229 * there is capable of. 2069 * there is capable of.
2230 */ 2070 */
2231
2232int 2071int
2233find_dir (maptile *m, int x, int y, object *exclude) 2072find_dir (maptile *m, int x, int y, object *exclude)
2234{ 2073{
2235 int
2236 i,
2237 max = SIZEOFFREE, mflags; 2074 int i, max = SIZEOFFREE, mflags;
2238 2075
2239 sint16 nx, ny; 2076 sint16 nx, ny;
2240 object * 2077 object *tmp;
2241 tmp;
2242 maptile * 2078 maptile *mp;
2243 mp;
2244 2079
2245 MoveType blocked, move_type; 2080 MoveType blocked, move_type;
2246 2081
2247 if (exclude && exclude->head) 2082 if (exclude && exclude->head_ () != exclude)
2248 { 2083 {
2249 exclude = exclude->head; 2084 exclude = exclude->head;
2250 move_type = exclude->move_type; 2085 move_type = exclude->move_type;
2251 } 2086 }
2252 else 2087 else
2260 mp = m; 2095 mp = m;
2261 nx = x + freearr_x[i]; 2096 nx = x + freearr_x[i];
2262 ny = y + freearr_y[i]; 2097 ny = y + freearr_y[i];
2263 2098
2264 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2099 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2100
2265 if (mflags & P_OUT_OF_MAP) 2101 if (mflags & P_OUT_OF_MAP)
2266 {
2267 max = maxfree[i]; 2102 max = maxfree[i];
2268 }
2269 else 2103 else
2270 { 2104 {
2271 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2105 mapspace &ms = mp->at (nx, ny);
2106
2107 blocked = ms.move_block;
2272 2108
2273 if ((move_type & blocked) == move_type) 2109 if ((move_type & blocked) == move_type)
2274 {
2275 max = maxfree[i]; 2110 max = maxfree[i];
2276 }
2277 else if (mflags & P_IS_ALIVE) 2111 else if (mflags & P_IS_ALIVE)
2278 { 2112 {
2279 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2113 for (tmp = ms.bot; tmp; tmp = tmp->above)
2280 { 2114 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))) 2115 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2282 {
2283 break; 2116 break;
2284 } 2117
2285 }
2286 if (tmp) 2118 if (tmp)
2287 {
2288 return freedir[i]; 2119 return freedir[i];
2289 }
2290 } 2120 }
2291 } 2121 }
2292 } 2122 }
2123
2293 return 0; 2124 return 0;
2294} 2125}
2295 2126
2296/* 2127/*
2297 * distance(object 1, object 2) will return the square of the 2128 * distance(object 1, object 2) will return the square of the
2298 * distance between the two given objects. 2129 * distance between the two given objects.
2299 */ 2130 */
2300
2301int 2131int
2302distance (const object *ob1, const object *ob2) 2132distance (const object *ob1, const object *ob2)
2303{ 2133{
2304 int
2305 i;
2306
2307 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2134 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2308 return i;
2309} 2135}
2310 2136
2311/* 2137/*
2312 * find_dir_2(delta-x,delta-y) will return a direction in which 2138 * 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 2139 * an object which has subtracted the x and y coordinates of another
2314 * object, needs to travel toward it. 2140 * object, needs to travel toward it.
2315 */ 2141 */
2316
2317int 2142int
2318find_dir_2 (int x, int y) 2143find_dir_2 (int x, int y)
2319{ 2144{
2320 int 2145 int q;
2321 q;
2322 2146
2323 if (y) 2147 if (y)
2324 q = x * 100 / y; 2148 q = x * 100 / y;
2325 else if (x) 2149 else if (x)
2326 q = -300 * x; 2150 q = -300 * x;
2351 2175
2352 return 3; 2176 return 3;
2353} 2177}
2354 2178
2355/* 2179/*
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 2180 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2373 * between two directions (which are expected to be absolute (see absdir()) 2181 * between two directions (which are expected to be absolute (see absdir())
2374 */ 2182 */
2375
2376int 2183int
2377dirdiff (int dir1, int dir2) 2184dirdiff (int dir1, int dir2)
2378{ 2185{
2379 int 2186 int d;
2380 d;
2381 2187
2382 d = abs (dir1 - dir2); 2188 d = abs (dir1 - dir2);
2383 if (d > 4) 2189 if (d > 4)
2384 d = 8 - d; 2190 d = 8 - d;
2191
2385 return d; 2192 return d;
2386} 2193}
2387 2194
2388/* peterm: 2195/* peterm:
2389 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2196 * 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 2199 * 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. 2200 * 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 2201 * Moved from spell_util.c to object.c with the other related direction
2395 * functions. 2202 * functions.
2396 */ 2203 */
2397
2398int
2399 reduction_dir[SIZEOFFREE][3] = { 2204int reduction_dir[SIZEOFFREE][3] = {
2400 {0, 0, 0}, /* 0 */ 2205 {0, 0, 0}, /* 0 */
2401 {0, 0, 0}, /* 1 */ 2206 {0, 0, 0}, /* 1 */
2402 {0, 0, 0}, /* 2 */ 2207 {0, 0, 0}, /* 2 */
2403 {0, 0, 0}, /* 3 */ 2208 {0, 0, 0}, /* 3 */
2404 {0, 0, 0}, /* 4 */ 2209 {0, 0, 0}, /* 4 */
2452 * find a path to that monster that we found. If not, 2257 * find a path to that monster that we found. If not,
2453 * we don't bother going toward it. Returns 1 if we 2258 * we don't bother going toward it. Returns 1 if we
2454 * can see a direct way to get it 2259 * can see a direct way to get it
2455 * Modified to be map tile aware -.MSW 2260 * Modified to be map tile aware -.MSW
2456 */ 2261 */
2457
2458
2459int 2262int
2460can_see_monsterP (maptile *m, int x, int y, int dir) 2263can_see_monsterP (maptile *m, int x, int y, int dir)
2461{ 2264{
2462 sint16 dx, dy; 2265 sint16 dx, dy;
2463 int
2464 mflags; 2266 int mflags;
2465 2267
2466 if (dir < 0) 2268 if (dir < 0)
2467 return 0; /* exit condition: invalid direction */ 2269 return 0; /* exit condition: invalid direction */
2468 2270
2469 dx = x + freearr_x[dir]; 2271 dx = x + freearr_x[dir];
2482 return 0; 2284 return 0;
2483 2285
2484 /* yes, can see. */ 2286 /* yes, can see. */
2485 if (dir < 9) 2287 if (dir < 9)
2486 return 1; 2288 return 1;
2289
2487 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2290 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]); 2291 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2292 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2489} 2293}
2490
2491
2492 2294
2493/* 2295/*
2494 * can_pick(picker, item): finds out if an object is possible to be 2296 * 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 2297 * picked up by the picker. Returnes 1 if it can be
2496 * picked up, otherwise 0. 2298 * picked up, otherwise 0.
2498 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2300 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2499 * core dumps if they do. 2301 * core dumps if they do.
2500 * 2302 *
2501 * Add a check so we can't pick up invisible objects (0.93.8) 2303 * Add a check so we can't pick up invisible objects (0.93.8)
2502 */ 2304 */
2503
2504int 2305int
2505can_pick (const object *who, const object *item) 2306can_pick (const object *who, const object *item)
2506{ 2307{
2507 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2308 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2508 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2309 (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)); 2310 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2510} 2311}
2511 2312
2512
2513/* 2313/*
2514 * create clone from object to another 2314 * create clone from object to another
2515 */ 2315 */
2516object * 2316object *
2517object_create_clone (object *asrc) 2317object_create_clone (object *asrc)
2518{ 2318{
2519 object *dst = 0, *tmp, *src, *part, *prev, *item; 2319 object *dst = 0;
2520 2320
2521 if (!asrc) 2321 if (!asrc)
2522 return 0; 2322 return 0;
2523 2323
2524 src = asrc; 2324 object *src = asrc->head_ ();
2525 if (src->head)
2526 src = src->head;
2527 2325
2528 prev = 0; 2326 object *prev = 0;
2529 for (part = src; part; part = part->more) 2327 for (object *part = src; part; part = part->more)
2530 { 2328 {
2531 tmp = part->clone (); 2329 object *tmp = part->clone ();
2330
2532 tmp->x -= src->x; 2331 tmp->x -= src->x;
2533 tmp->y -= src->y; 2332 tmp->y -= src->y;
2534 2333
2535 if (!part->head) 2334 if (!part->head)
2536 { 2335 {
2537 dst = tmp; 2336 dst = tmp;
2538 tmp->head = 0; 2337 tmp->head = 0;
2539 } 2338 }
2540 else 2339 else
2541 {
2542 tmp->head = dst; 2340 tmp->head = dst;
2543 }
2544 2341
2545 tmp->more = 0; 2342 tmp->more = 0;
2546 2343
2547 if (prev) 2344 if (prev)
2548 prev->more = tmp; 2345 prev->more = tmp;
2549 2346
2550 prev = tmp; 2347 prev = tmp;
2551 } 2348 }
2552 2349
2553 for (item = src->inv; item; item = item->below) 2350 for (object *item = src->inv; item; item = item->below)
2554 insert_ob_in_ob (object_create_clone (item), dst); 2351 insert_ob_in_ob (object_create_clone (item), dst);
2555 2352
2556 return dst; 2353 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} 2354}
2597 2355
2598/* This returns the first object in who's inventory that 2356/* This returns the first object in who's inventory that
2599 * has the same type and subtype match. 2357 * has the same type and subtype match.
2600 * returns NULL if no match. 2358 * returns NULL if no match.
2601 */ 2359 */
2602object * 2360object *
2603find_obj_by_type_subtype (const object *who, int type, int subtype) 2361find_obj_by_type_subtype (const object *who, int type, int subtype)
2604{ 2362{
2605 object *tmp;
2606
2607 for (tmp = who->inv; tmp; tmp = tmp->below) 2363 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2608 if (tmp->type == type && tmp->subtype == subtype) 2364 if (tmp->type == type && tmp->subtype == subtype)
2609 return tmp; 2365 return tmp;
2610 2366
2611 return NULL;
2612}
2613
2614/* If ob has a field named key, return the link from the list,
2615 * otherwise return NULL.
2616 *
2617 * key must be a passed in shared string - otherwise, this won't
2618 * do the desired thing.
2619 */
2620key_value *
2621get_ob_key_link (const object *ob, const char *key)
2622{
2623 key_value *link;
2624
2625 for (link = ob->key_values; link != NULL; link = link->next)
2626 if (link->key == key)
2627 return link;
2628
2629 return NULL;
2630}
2631
2632/*
2633 * Returns the value of op has an extra_field for key, or NULL.
2634 *
2635 * The argument doesn't need to be a shared string.
2636 *
2637 * The returned string is shared.
2638 */
2639const char *
2640get_ob_key_value (const object *op, const char *const key)
2641{
2642 key_value *link;
2643 shstr_cmp canonical_key (key);
2644
2645 if (!canonical_key)
2646 {
2647 /* 1. There being a field named key on any object
2648 * implies there'd be a shared string to find.
2649 * 2. Since there isn't, no object has this field.
2650 * 3. Therefore, *this* object doesn't have this field.
2651 */
2652 return 0;
2653 }
2654
2655 /* This is copied from get_ob_key_link() above -
2656 * only 4 lines, and saves the function call overhead.
2657 */
2658 for (link = op->key_values; link; link = link->next)
2659 if (link->key == canonical_key)
2660 return link->value;
2661
2662 return 0; 2367 return 0;
2663} 2368}
2664 2369
2665 2370const shstr &
2666/* 2371object::kv_get (const shstr &key) const
2667 * Updates the canonical_key in op to value.
2668 *
2669 * canonical_key is a shared string (value doesn't have to be).
2670 *
2671 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2672 * keys.
2673 *
2674 * Returns TRUE on success.
2675 */
2676int
2677set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2678{ 2372{
2679 key_value * 2373 for (key_value *kv = key_values; kv; kv = kv->next)
2680 field = NULL, *last = NULL; 2374 if (kv->key == key)
2375 return kv->value;
2681 2376
2682 for (field = op->key_values; field != NULL; field = field->next) 2377 return shstr_null;
2683 { 2378}
2684 if (field->key != canonical_key) 2379
2380void
2381object::kv_set (const shstr &key, const shstr &value)
2382{
2383 for (key_value *kv = key_values; kv; kv = kv->next)
2384 if (kv->key == key)
2685 { 2385 {
2686 last = field; 2386 kv->value = value;
2687 continue; 2387 return;
2688 } 2388 }
2689 2389
2690 if (value) 2390 key_value *kv = new key_value;
2691 field->value = value; 2391
2692 else 2392 kv->next = key_values;
2393 kv->key = key;
2394 kv->value = value;
2395
2396 key_values = kv;
2397}
2398
2399void
2400object::kv_del (const shstr &key)
2401{
2402 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2403 if ((*kvp)->key == key)
2693 { 2404 {
2694 /* Basically, if the archetype has this key set, 2405 key_value *kv = *kvp;
2695 * we need to store the null value so when we save 2406 *kvp = (*kvp)->next;
2696 * it, we save the empty value so that when we load, 2407 delete kv;
2697 * we get this value back again. 2408 return;
2698 */
2699 if (get_ob_key_link (&op->arch->clone, canonical_key))
2700 field->value = 0;
2701 else
2702 {
2703 if (last)
2704 last->next = field->next;
2705 else
2706 op->key_values = field->next;
2707
2708 delete field;
2709 }
2710 } 2409 }
2711 return TRUE;
2712 }
2713 /* IF we get here, key doesn't exist */
2714
2715 /* No field, we'll have to add it. */
2716
2717 if (!add_key)
2718 {
2719 return FALSE;
2720 }
2721 /* There isn't any good reason to store a null
2722 * value in the key/value list. If the archetype has
2723 * this key, then we should also have it, so shouldn't
2724 * be here. If user wants to store empty strings,
2725 * should pass in ""
2726 */
2727 if (value == NULL)
2728 return TRUE;
2729
2730 field = new key_value;
2731
2732 field->key = canonical_key;
2733 field->value = value;
2734 /* Usual prepend-addition. */
2735 field->next = op->key_values;
2736 op->key_values = field;
2737
2738 return TRUE;
2739}
2740
2741/*
2742 * Updates the key in op to value.
2743 *
2744 * If add_key is FALSE, this will only update existing keys,
2745 * and not add new ones.
2746 * In general, should be little reason FALSE is ever passed in for add_key
2747 *
2748 * Returns TRUE on success.
2749 */
2750int
2751set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2752{
2753 shstr key_ (key);
2754
2755 return set_ob_key_value_s (op, key_, value, add_key);
2756} 2410}
2757 2411
2758object::depth_iterator::depth_iterator (object *container) 2412object::depth_iterator::depth_iterator (object *container)
2759: iterator_base (container) 2413: iterator_base (container)
2760{ 2414{
2774 } 2428 }
2775 else 2429 else
2776 item = item->env; 2430 item = item->env;
2777} 2431}
2778 2432
2433const char *
2434object::flag_desc (char *desc, int len) const
2435{
2436 char *p = desc;
2437 bool first = true;
2438
2439 *p = 0;
2440
2441 for (int i = 0; i < NUM_FLAGS; i++)
2442 {
2443 if (len <= 10) // magic constant!
2444 {
2445 snprintf (p, len, ",...");
2446 break;
2447 }
2448
2449 if (flag [i])
2450 {
2451 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2452 len -= cnt;
2453 p += cnt;
2454 first = false;
2455 }
2456 }
2457
2458 return desc;
2459}
2460
2779// return a suitable string describing an objetc in enough detail to find it 2461// return a suitable string describing an object in enough detail to find it
2780const char * 2462const char *
2781object::debug_desc (char *info) const 2463object::debug_desc (char *info) const
2782{ 2464{
2465 char flagdesc[512];
2783 char info2[256 * 3]; 2466 char info2[256 * 4];
2784 char *p = info; 2467 char *p = info;
2785 2468
2786 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2469 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2787 count, 2470 count,
2471 uuid.c_str (),
2788 &name, 2472 &name,
2789 title ? " " : "", 2473 title ? "\",title:\"" : "",
2790 title ? (const char *)title : ""); 2474 title ? (const char *)title : "",
2475 flag_desc (flagdesc, 512), type);
2791 2476
2792 if (env) 2477 if (!flag[FLAG_REMOVED] && env)
2793 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2478 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2794 2479
2795 if (map) 2480 if (map)
2796 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2481 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2797 2482
2798 return info; 2483 return info;
2799} 2484}
2800 2485
2801const char * 2486const char *
2802object::debug_desc () const 2487object::debug_desc () const
2803{ 2488{
2804 static char info[256 * 3]; 2489 static char info[3][256 * 4];
2490 static int info_idx;
2491
2805 return debug_desc (info); 2492 return debug_desc (info [++info_idx % 3]);
2806} 2493}
2807 2494
2495struct region *
2496object::region () const
2497{
2498 return map ? map->region (x, y)
2499 : region::default_region ();
2500}
2501
2502const materialtype_t *
2503object::dominant_material () const
2504{
2505 if (materialtype_t *mt = name_to_material (materialname))
2506 return mt;
2507
2508 return name_to_material (shstr_unknown);
2509}
2510
2511void
2512object::open_container (object *new_container)
2513{
2514 if (container == new_container)
2515 return;
2516
2517 object *old_container = container;
2518
2519 if (old_container)
2520 {
2521 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2522 return;
2523
2524#if 0
2525 // remove the "Close old_container" object.
2526 if (object *closer = old_container->inv)
2527 if (closer->type == CLOSE_CON)
2528 closer->destroy ();
2529#endif
2530
2531 // make sure the container is available
2532 esrv_send_item (this, old_container);
2533
2534 old_container->flag [FLAG_APPLIED] = false;
2535 container = 0;
2536
2537 // client needs item update to make it work, client bug requires this to be separate
2538 esrv_update_item (UPD_FLAGS, this, old_container);
2539
2540 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2541 play_sound (sound_find ("chest_close"));
2542 }
2543
2544 if (new_container)
2545 {
2546 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2547 return;
2548
2549 // TODO: this does not seem to serve any purpose anymore?
2550#if 0
2551 // insert the "Close Container" object.
2552 if (archetype *closer = new_container->other_arch)
2553 {
2554 object *closer = arch_to_object (new_container->other_arch);
2555 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2556 new_container->insert (closer);
2557 }
2558#endif
2559
2560 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2561
2562 // make sure the container is available, client bug requires this to be separate
2563 esrv_send_item (this, new_container);
2564
2565 new_container->flag [FLAG_APPLIED] = true;
2566 container = new_container;
2567
2568 // client needs flag change
2569 esrv_update_item (UPD_FLAGS, this, new_container);
2570 esrv_send_inventory (this, new_container);
2571 play_sound (sound_find ("chest_open"));
2572 }
2573// else if (!old_container->env && contr && contr->ns)
2574// contr->ns->floorbox_reset ();
2575}
2576
2577object *
2578object::force_find (const shstr name)
2579{
2580 /* cycle through his inventory to look for the MARK we want to
2581 * place
2582 */
2583 for (object *tmp = inv; tmp; tmp = tmp->below)
2584 if (tmp->type == FORCE && tmp->slaying == name)
2585 return splay (tmp);
2586
2587 return 0;
2588}
2589
2590void
2591object::force_add (const shstr name, int duration)
2592{
2593 if (object *force = force_find (name))
2594 force->destroy ();
2595
2596 object *force = get_archetype (FORCE_NAME);
2597
2598 force->slaying = name;
2599 force->stats.food = 1;
2600 force->speed_left = -1.f;
2601
2602 force->set_speed (duration ? 1.f / duration : 0.f);
2603 force->flag [FLAG_IS_USED_UP] = true;
2604 force->flag [FLAG_APPLIED] = true;
2605
2606 insert (force);
2607}
2608
2609void
2610object::play_sound (faceidx sound)
2611{
2612 if (!sound)
2613 return;
2614
2615 if (flag [FLAG_REMOVED])
2616 return;
2617
2618 if (env)
2619 {
2620 if (object *pl = in_player ())
2621 pl->contr->play_sound (sound);
2622 }
2623 else
2624 map->play_sound (sound, x, y);
2625}
2626

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