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Comparing deliantra/server/common/object.C (file contents):
Revision 1.67 by root, Thu Dec 14 04:30:32 2006 UTC vs.
Revision 1.236 by root, Tue May 6 20:08:37 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 *
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_slow (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 184 if (ob1 == ob2
198 || ob1->type != ob2->type 185 || ob1->type != ob2->type
199 || ob1->speed != ob2->speed 186 || ob1->speed != ob2->speed
200 || ob1->value != ob2->value 187 || ob1->value != ob2->value
201 || ob1->name != ob2->name) 188 || ob1->name != ob2->name)
202 return 0; 189 return 0;
203 190
204 //TODO: this ain't working well, use nicer and correct overflow check 191 /* Do not merge objects if nrof would overflow. First part checks
205 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 192 * for unsigned overflow (2c), second part checks whether the result
206 * value could not be stored in a sint32 (which unfortunately sometimes is 193 * would fit into a 32 bit signed int, which is often used to hold
207 * used to store nrof). 194 * nrof values.
208 */ 195 */
209 if (ob1->nrof + ob2->nrof >= 1UL << 31) 196 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
210 return 0; 197 return 0;
211 198
212 /* If the objects have been identified, set the BEEN_APPLIED flag. 199 /* If the objects have been identified, set the BEEN_APPLIED flag.
213 * 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
214 * 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
215 * 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
216 * flags lose any meaning. 203 * flags lose any meaning.
217 */ 204 */
218 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 205 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 206 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220 207
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 209 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223 210
224 211 if (ob1->arch->name != ob2->arch->name
225 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
226 * being locked in inventory should prevent merging.
227 * 0x4 in flags3 is CLIENT_SENT
228 */
229 if ((ob1->arch != ob2->arch) ||
230 (ob1->flags[0] != ob2->flags[0]) ||
231 (ob1->flags[1] != ob2->flags[1]) ||
232 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
233 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
234 (ob1->name != ob2->name) || 212 || ob1->name != ob2->name
235 (ob1->title != ob2->title) || 213 || ob1->title != ob2->title
236 (ob1->msg != ob2->msg) || 214 || ob1->msg != ob2->msg
237 (ob1->weight != ob2->weight) || 215 || ob1->weight != ob2->weight
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
240 (ob1->attacktype != ob2->attacktype) || 216 || ob1->attacktype != ob2->attacktype
241 (ob1->magic != ob2->magic) || 217 || ob1->magic != ob2->magic
242 (ob1->slaying != ob2->slaying) || 218 || ob1->slaying != ob2->slaying
243 (ob1->skill != ob2->skill) || 219 || ob1->skill != ob2->skill
244 (ob1->value != ob2->value) || 220 || ob1->value != ob2->value
245 (ob1->animation_id != ob2->animation_id) || 221 || ob1->animation_id != ob2->animation_id
246 (ob1->client_type != ob2->client_type) || 222 || ob1->client_type != ob2->client_type
247 (ob1->materialname != ob2->materialname) || 223 || ob1->materialname != ob2->materialname
248 (ob1->lore != ob2->lore) || 224 || ob1->lore != ob2->lore
249 (ob1->subtype != ob2->subtype) || 225 || ob1->subtype != ob2->subtype
250 (ob1->move_type != ob2->move_type) || 226 || ob1->move_type != ob2->move_type
251 (ob1->move_block != ob2->move_block) || 227 || ob1->move_block != ob2->move_block
252 (ob1->move_allow != ob2->move_allow) || 228 || ob1->move_allow != ob2->move_allow
253 (ob1->move_on != ob2->move_on) || 229 || ob1->move_on != ob2->move_on
254 (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)))
255 return 0; 235 return 0;
256 236
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
257 /* This is really a spellbook check - really, we should 244 /* This is really a spellbook check - we should in general
258 * check all objects in the inventory. 245 * not merge objects with real inventories, as splitting them
246 * is hard.
259 */ 247 */
260 if (ob1->inv || ob2->inv) 248 if (ob1->inv || ob2->inv)
261 { 249 {
262 /* if one object has inventory but the other doesn't, not equiv */ 250 if (!(ob1->inv && ob2->inv))
263 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 251 return 0; /* inventories differ in length */
264 return 0;
265 252
266 /* Now check to see if the two inventory objects could merge */ 253 if (ob1->inv->below || ob2->inv->below)
254 return 0; /* more than one object in inv */
255
267 if (!object::can_merge (ob1->inv, ob2->inv)) 256 if (!object::can_merge (ob1->inv, ob2->inv))
268 return 0; 257 return 0; /* inventory objects differ */
269 258
270 /* 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
271 * if it is valid. 260 * if it is valid.
272 */ 261 */
273 } 262 }
281 270
282 /* 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
283 * 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
284 * check? 273 * check?
285 */ 274 */
286 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 275 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
287 return 0; 276 return 0;
288 277
289 switch (ob1->type) 278 switch (ob1->type)
290 { 279 {
291 case SCROLL: 280 case SCROLL:
292 if (ob1->level != ob2->level) 281 if (ob1->level != ob2->level)
293 return 0; 282 return 0;
294 break; 283 break;
295 } 284 }
296 285
297 if (ob1->key_values != NULL || ob2->key_values != NULL) 286 if (ob1->key_values || ob2->key_values)
298 { 287 {
299 /* At least one of these has key_values. */ 288 /* At least one of these has key_values. */
300 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 289 if ((!ob1->key_values) != (!ob2->key_values))
301 /* 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))
302 return 0; 293 return 0;
303 else if (!compare_ob_value_lists (ob1, ob2))
304 return 0;
305 } 294 }
306 295
307 //TODO: generate an event or call into perl for additional checks
308 if (ob1->self || ob2->self) 296 if (ob1->self || ob2->self)
309 { 297 {
310 ob1->optimise (); 298 ob1->optimise ();
311 ob2->optimise (); 299 ob2->optimise ();
312 300
313 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)
314 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 }
315 } 315 }
316 316
317 /* Everything passes, must be OK. */ 317 /* Everything passes, must be OK. */
318 return 1; 318 return 1;
319} 319}
320 320
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_for (object *op, sint32 weight)
360{
361 return op->type == CONTAINER
362 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
363 : weight;
364}
365
321/* 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 // adjust by actual difference to account for rounding errors
376 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
377 weight = weight_adjust_for (op, op->carrying)
378 - weight_adjust_for (op, op->carrying - weight);
379
380 if (!weight)
381 return;
382
383 op->carrying += weight;
384
385 if (object *pl = op->visible_to ())
386 if (pl != op) // player is handled lazily
387 esrv_update_item (UPD_WEIGHT, pl, op);
388
389 op = op->env;
390 }
391}
392
393/*
322 * sum_weight() is a recursive function which calculates the weight 394 * this is a recursive function which calculates the weight
323 * an object is carrying. It goes through in figures out how much 395 * an object is carrying. It goes through op and figures out how much
324 * containers are carrying, and sums it up. 396 * containers are carrying, and sums it up.
325 */ 397 */
326long 398void
327sum_weight (object *op) 399object::update_weight ()
328{ 400{
329 long sum; 401 sint32 sum = 0;
330 object *inv;
331 402
332 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 403 for (object *op = inv; op; op = op->below)
333 { 404 {
334 if (inv->inv) 405 if (op->inv)
335 sum_weight (inv); 406 op->update_weight ();
336 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 407
408 sum += op->total_weight ();
409 }
410
411 sum = weight_adjust_for (this, sum);
412
413 if (sum != carrying)
337 } 414 {
338
339 if (op->type == CONTAINER && op->stats.Str)
340 sum = (sum * (100 - op->stats.Str)) / 100;
341
342 if (op->carrying != sum)
343 op->carrying = sum; 415 carrying = sum;
344 416
345 return sum; 417 if (object *pl = visible_to ())
418 if (pl != this) // player is handled lazily
419 esrv_update_item (UPD_WEIGHT, pl, this);
420 }
346} 421}
347 422
348/** 423/*
349 * Return the outermost environment object for a given object. 424 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
350 */ 425 */
351
352object *
353object_get_env_recursive (object *op)
354{
355 while (op->env != NULL)
356 op = op->env;
357 return op;
358}
359
360/*
361 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
362 * a better check. We basically keeping traversing up until we can't
363 * or find a player.
364 */
365
366object *
367is_player_inv (object *op)
368{
369 for (; op != NULL && op->type != PLAYER; op = op->env)
370 if (op->env == op)
371 op->env = NULL;
372 return op;
373}
374
375/*
376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
377 * Some error messages.
378 * The result of the dump is stored in the static global errmsg array.
379 */
380
381char * 426char *
382dump_object (object *op) 427dump_object (object *op)
383{ 428{
384 if (!op) 429 if (!op)
385 return strdup ("[NULLOBJ]"); 430 return strdup ("[NULLOBJ]");
386 431
387 object_freezer freezer; 432 object_freezer freezer;
388 save_object (freezer, op, 3); 433 op->write (freezer);
389 return freezer.as_string (); 434 return freezer.as_string ();
390} 435}
391 436
392/* 437/*
393 * get_nearest_part(multi-object, object 2) returns the part of the 438 * get_nearest_part(multi-object, object 2) returns the part of the
394 * multi-object 1 which is closest to the second object. 439 * multi-object 1 which is closest to the second object.
395 * If it's not a multi-object, it is returned. 440 * If it's not a multi-object, it is returned.
396 */ 441 */
397
398object * 442object *
399get_nearest_part (object *op, const object *pl) 443get_nearest_part (object *op, const object *pl)
400{ 444{
401 object *tmp, *closest; 445 object *tmp, *closest;
402 int last_dist, i; 446 int last_dist, i;
403 447
404 if (op->more == NULL) 448 if (!op->more)
405 return op; 449 return op;
450
406 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 451 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
452 tmp;
453 tmp = tmp->more)
407 if ((i = distance (tmp, pl)) < last_dist) 454 if ((i = distance (tmp, pl)) < last_dist)
408 closest = tmp, last_dist = i; 455 closest = tmp, last_dist = i;
456
409 return closest; 457 return closest;
410} 458}
411 459
412/* 460/*
413 * Returns the object which has the count-variable equal to the argument. 461 * Returns the object which has the count-variable equal to the argument.
462 * VERRRY slow.
414 */ 463 */
415
416object * 464object *
417find_object (tag_t i) 465find_object (tag_t i)
418{ 466{
419 for (object *op = object::first; op; op = op->next) 467 for_all_objects (op)
420 if (op->count == i) 468 if (op->count == i)
421 return op; 469 return op;
422 470
423 return 0; 471 return 0;
424} 472}
425 473
426/* 474/*
427 * Returns the first object which has a name equal to the argument. 475 * Returns the first object which has a name equal to the argument.
428 * Used only by the patch command, but not all that useful. 476 * Used only by the patch command, but not all that useful.
429 * Enables features like "patch <name-of-other-player> food 999" 477 * Enables features like "patch <name-of-other-player> food 999"
430 */ 478 */
431
432object * 479object *
433find_object_name (const char *str) 480find_object_name (const char *str)
434{ 481{
435 shstr_cmp str_ (str); 482 shstr_cmp str_ (str);
436 object *op; 483 object *op;
437 484
438 for (op = object::first; op != NULL; op = op->next) 485 for_all_objects (op)
439 if (op->name == str_) 486 if (op->name == str_)
440 break; 487 break;
441 488
442 return op; 489 return op;
443} 490}
444 491
445void
446free_all_object_data ()
447{
448 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
449}
450
451/* 492/*
452 * Sets the owner and sets the skill and exp pointers to owner's current 493 * Sets the owner and sets the skill and exp pointers to owner's current
453 * skill and experience objects. 494 * skill and experience objects.
495 * ACTUALLY NO! investigate! TODO
454 */ 496 */
455void 497void
456object::set_owner (object *owner) 498object::set_owner (object *owner)
457{ 499{
500 // allow objects which own objects
458 if (!owner) 501 if (owner)
459 return;
460
461 /* next line added to allow objects which own objects */
462 /* Add a check for ownercounts in here, as I got into an endless loop
463 * with the fireball owning a poison cloud which then owned the
464 * fireball. I believe that was caused by one of the objects getting
465 * freed and then another object replacing it. Since the ownercounts
466 * didn't match, this check is valid and I believe that cause is valid.
467 */
468 while (owner->owner) 502 while (owner->owner)
469 owner = owner->owner; 503 owner = owner->owner;
504
505 if (flag [FLAG_FREED])
506 {
507 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
508 return;
509 }
470 510
471 this->owner = owner; 511 this->owner = owner;
512}
513
514int
515object::slottype () const
516{
517 if (type == SKILL)
518 {
519 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
520 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
521 }
522 else
523 {
524 if (slot [body_combat].info) return slot_combat;
525 if (slot [body_range ].info) return slot_ranged;
526 }
527
528 return slot_none;
529}
530
531bool
532object::change_weapon (object *ob)
533{
534 if (current_weapon == ob)
535 return true;
536
537 if (chosen_skill)
538 chosen_skill->flag [FLAG_APPLIED] = false;
539
540 current_weapon = ob;
541 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
542
543 if (chosen_skill)
544 chosen_skill->flag [FLAG_APPLIED] = true;
545
546 update_stats ();
547
548 if (ob)
549 {
550 // now check wether any body locations became invalid, in which case
551 // we cannot apply the weapon at the moment.
552 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
553 if (slot[i].used < 0)
554 {
555 current_weapon = chosen_skill = 0;
556 update_stats ();
557
558 new_draw_info_format (NDI_UNIQUE, 0, this,
559 "You try to balance all your items at once, "
560 "but the %s is just too much for your body. "
561 "[You need to unapply some items first.]", &ob->name);
562 return false;
563 }
564
565 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
566 }
567 else
568 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
569
570 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
571 {
572 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
573 &name, ob->debug_desc ());
574 return false;
575 }
576
577 return true;
472} 578}
473 579
474/* Zero the key_values on op, decrementing the shared-string 580/* Zero the key_values on op, decrementing the shared-string
475 * refcounts and freeing the links. 581 * refcounts and freeing the links.
476 */ 582 */
477static void 583static void
478free_key_values (object *op) 584free_key_values (object *op)
479{ 585{
480 for (key_value *i = op->key_values; i != 0;) 586 for (key_value *i = op->key_values; i; )
481 { 587 {
482 key_value *next = i->next; 588 key_value *next = i->next;
483 delete i; 589 delete i;
484 590
485 i = next; 591 i = next;
486 } 592 }
487 593
488 op->key_values = 0; 594 op->key_values = 0;
489}
490
491void object::clear ()
492{
493 attachable_base::clear ();
494
495 free_key_values (this);
496
497 owner = 0;
498 name = 0;
499 name_pl = 0;
500 title = 0;
501 race = 0;
502 slaying = 0;
503 skill = 0;
504 msg = 0;
505 lore = 0;
506 custom_name = 0;
507 materialname = 0;
508 contr = 0;
509 below = 0;
510 above = 0;
511 inv = 0;
512 container = 0;
513 env = 0;
514 more = 0;
515 head = 0;
516 map = 0;
517 active_next = 0;
518 active_prev = 0;
519
520 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
521
522 SET_FLAG (this, FLAG_REMOVED);
523
524 /* What is not cleared is next, prev, and count */
525
526 expmul = 1.0;
527 face = blank_face;
528
529 if (settings.casting_time)
530 casting_time = -1;
531} 595}
532 596
533/* 597/*
534 * copy_to first frees everything allocated by the dst object, 598 * copy_to first frees everything allocated by the dst object,
535 * and then copies the contents of itself into the second 599 * and then copies the contents of itself into the second
539 * will point at garbage. 603 * will point at garbage.
540 */ 604 */
541void 605void
542object::copy_to (object *dst) 606object::copy_to (object *dst)
543{ 607{
544 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 608 dst->remove ();
545 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
546
547 *(object_copy *)dst = *this; 609 *(object_copy *)dst = *this;
548 *(object_pod *)dst = *this; 610 dst->flag [FLAG_REMOVED] = true;
549
550 if (self || cb)
551 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
552
553 if (is_freed)
554 SET_FLAG (dst, FLAG_FREED);
555
556 if (is_removed)
557 SET_FLAG (dst, FLAG_REMOVED);
558
559 if (speed < 0)
560 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
561 611
562 /* Copy over key_values, if any. */ 612 /* Copy over key_values, if any. */
563 if (key_values) 613 if (key_values)
564 { 614 {
565 key_value *tail = 0; 615 key_value *tail = 0;
566 key_value *i;
567
568 dst->key_values = 0; 616 dst->key_values = 0;
569 617
570 for (i = key_values; i; i = i->next) 618 for (key_value *i = key_values; i; i = i->next)
571 { 619 {
572 key_value *new_link = new key_value; 620 key_value *new_link = new key_value;
573 621
574 new_link->next = 0; 622 new_link->next = 0;
575 new_link->key = i->key; 623 new_link->key = i->key;
576 new_link->value = i->value; 624 new_link->value = i->value;
577 625
578 /* Try and be clever here, too. */ 626 /* Try and be clever here, too. */
579 if (!dst->key_values) 627 if (!dst->key_values)
580 { 628 {
587 tail = new_link; 635 tail = new_link;
588 } 636 }
589 } 637 }
590 } 638 }
591 639
592 update_ob_speed (dst); 640 if (speed < 0)
641 dst->speed_left -= rndm ();
642
643 dst->set_speed (dst->speed);
644}
645
646void
647object::instantiate ()
648{
649 if (!uuid.seq) // HACK
650 uuid = UUID::gen ();
651
652 speed_left = -0.1f;
653 /* copy the body_info to the body_used - this is only really
654 * need for monsters, but doesn't hurt to do it for everything.
655 * by doing so, when a monster is created, it has good starting
656 * values for the body_used info, so when items are created
657 * for it, they can be properly equipped.
658 */
659 for (int i = NUM_BODY_LOCATIONS; i--; )
660 slot[i].used = slot[i].info;
661
662 attachable::instantiate ();
593} 663}
594 664
595object * 665object *
596object::clone () 666object::clone ()
597{ 667{
598 object *neu = create (); 668 object *neu = create ();
599 copy_to (neu); 669 copy_to (neu);
670 neu->map = map; // not copied by copy_to
600 return neu; 671 return neu;
601} 672}
602 673
603/* 674/*
604 * If an object with the IS_TURNABLE() flag needs to be turned due 675 * If an object with the IS_TURNABLE() flag needs to be turned due
605 * to the closest player being on the other side, this function can 676 * to the closest player being on the other side, this function can
606 * be called to update the face variable, _and_ how it looks on the map. 677 * be called to update the face variable, _and_ how it looks on the map.
607 */ 678 */
608
609void 679void
610update_turn_face (object *op) 680update_turn_face (object *op)
611{ 681{
612 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 682 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
613 return; 683 return;
684
614 SET_ANIMATION (op, op->direction); 685 SET_ANIMATION (op, op->direction);
615 update_object (op, UP_OBJ_FACE); 686 update_object (op, UP_OBJ_FACE);
616} 687}
617 688
618/* 689/*
619 * Updates the speed of an object. If the speed changes from 0 to another 690 * Updates the speed of an object. If the speed changes from 0 to another
620 * value, or vice versa, then add/remove the object from the active list. 691 * value, or vice versa, then add/remove the object from the active list.
621 * This function needs to be called whenever the speed of an object changes. 692 * This function needs to be called whenever the speed of an object changes.
622 */ 693 */
623void 694void
624update_ob_speed (object *op) 695object::set_speed (float speed)
625{ 696{
626 extern int arch_init; 697 if (flag [FLAG_FREED] && speed)
627
628 /* No reason putting the archetypes objects on the speed list,
629 * since they never really need to be updated.
630 */
631
632 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
633 { 698 {
634 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 699 LOG (llevError, "Object %s is freed but has speed.\n", &name);
635#ifdef MANY_CORES
636 abort ();
637#else
638 op->speed = 0; 700 speed = 0;
639#endif
640 }
641
642 if (arch_init)
643 return;
644
645 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
646 { 701 }
647 /* If already on active list, don't do anything */
648 if (op->active_next || op->active_prev || op == active_objects)
649 return;
650 702
651 /* process_events() expects us to insert the object at the beginning 703 this->speed = speed;
652 * of the list. */
653 op->active_next = active_objects;
654 704
655 if (op->active_next != NULL) 705 if (has_active_speed ())
656 op->active_next->active_prev = op; 706 activate ();
657
658 active_objects = op;
659 }
660 else 707 else
661 { 708 deactivate ();
662 /* If not on the active list, nothing needs to be done */
663 if (!op->active_next && !op->active_prev && op != active_objects)
664 return;
665
666 if (op->active_prev == NULL)
667 {
668 active_objects = op->active_next;
669
670 if (op->active_next != NULL)
671 op->active_next->active_prev = NULL;
672 }
673 else
674 {
675 op->active_prev->active_next = op->active_next;
676
677 if (op->active_next)
678 op->active_next->active_prev = op->active_prev;
679 }
680
681 op->active_next = NULL;
682 op->active_prev = NULL;
683 }
684} 709}
685 710
686/* This function removes object 'op' from the list of active
687 * objects.
688 * This should only be used for style maps or other such
689 * reference maps where you don't want an object that isn't
690 * in play chewing up cpu time getting processed.
691 * The reverse of this is to call update_ob_speed, which
692 * will do the right thing based on the speed of the object.
693 */
694void
695remove_from_active_list (object *op)
696{
697 /* If not on the active list, nothing needs to be done */
698 if (!op->active_next && !op->active_prev && op != active_objects)
699 return;
700
701 if (op->active_prev == NULL)
702 {
703 active_objects = op->active_next;
704 if (op->active_next != NULL)
705 op->active_next->active_prev = NULL;
706 }
707 else
708 {
709 op->active_prev->active_next = op->active_next;
710 if (op->active_next)
711 op->active_next->active_prev = op->active_prev;
712 }
713 op->active_next = NULL;
714 op->active_prev = NULL;
715}
716
717/* 711/*
718 * update_object() updates the array which represents the map. 712 * update_object() updates the the map.
719 * It takes into account invisible objects (and represent squares covered 713 * It takes into account invisible objects (and represent squares covered
720 * by invisible objects by whatever is below them (unless it's another 714 * by invisible objects by whatever is below them (unless it's another
721 * invisible object, etc...) 715 * invisible object, etc...)
722 * If the object being updated is beneath a player, the look-window 716 * If the object being updated is beneath a player, the look-window
723 * of that player is updated (this might be a suboptimal way of 717 * of that player is updated (this might be a suboptimal way of
724 * updating that window, though, since update_object() is called _often_) 718 * updating that window, though, since update_object() is called _often_)
725 * 719 *
726 * action is a hint of what the caller believes need to be done. 720 * action is a hint of what the caller believes need to be done.
727 * For example, if the only thing that has changed is the face (due to
728 * an animation), we don't need to call update_position until that actually
729 * comes into view of a player. OTOH, many other things, like addition/removal
730 * of walls or living creatures may need us to update the flags now.
731 * current action are: 721 * current action are:
732 * UP_OBJ_INSERT: op was inserted 722 * UP_OBJ_INSERT: op was inserted
733 * UP_OBJ_REMOVE: op was removed 723 * UP_OBJ_REMOVE: op was removed
734 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 724 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
735 * as that is easier than trying to look at what may have changed. 725 * as that is easier than trying to look at what may have changed.
736 * UP_OBJ_FACE: only the objects face has changed. 726 * UP_OBJ_FACE: only the objects face has changed.
737 */ 727 */
738
739void 728void
740update_object (object *op, int action) 729update_object (object *op, int action)
741{ 730{
742 int update_now = 0, flags; 731 if (!op)
743 MoveType move_on, move_off, move_block, move_slow;
744
745 if (op == NULL)
746 { 732 {
747 /* this should never happen */ 733 /* this should never happen */
748 LOG (llevDebug, "update_object() called for NULL object.\n"); 734 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
749 return; 735 return;
750 } 736 }
751 737
752 if (op->env != NULL) 738 if (!op->is_on_map ())
753 { 739 {
754 /* Animation is currently handled by client, so nothing 740 /* Animation is currently handled by client, so nothing
755 * to do in this case. 741 * to do in this case.
756 */ 742 */
757 return; 743 return;
758 } 744 }
759 745
760 /* If the map is saving, don't do anything as everything is
761 * going to get freed anyways.
762 */
763 if (!op->map || op->map->in_memory == MAP_SAVING)
764 return;
765
766 /* make sure the object is within map boundaries */ 746 /* make sure the object is within map boundaries */
767 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 747 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
768 { 748 {
769 LOG (llevError, "update_object() called for object out of map!\n"); 749 LOG (llevError, "update_object() called for object out of map!\n");
770#ifdef MANY_CORES 750#ifdef MANY_CORES
771 abort (); 751 abort ();
772#endif 752#endif
773 return; 753 return;
774 } 754 }
775 755
776 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 756 mapspace &m = op->ms ();
777 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
778 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
779 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
780 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
781 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
782 757
758 if (!(m.flags_ & P_UPTODATE))
759 /* nop */;
783 if (action == UP_OBJ_INSERT) 760 else if (action == UP_OBJ_INSERT)
784 { 761 {
762 // this is likely overkill, TODO: revisit (schmorp)
785 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 763 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
786 update_now = 1;
787
788 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 764 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
789 update_now = 1; 765 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
790 766 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
767 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
791 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 768 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
792 update_now = 1;
793
794 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
795 update_now = 1;
796
797 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
798 update_now = 1;
799
800 if ((move_on | op->move_on) != move_on) 769 || (m.move_on | op->move_on ) != m.move_on
801 update_now = 1;
802
803 if ((move_off | op->move_off) != move_off) 770 || (m.move_off | op->move_off ) != m.move_off
804 update_now = 1; 771 || (m.move_slow | op->move_slow) != m.move_slow
805
806 /* This isn't perfect, but I don't expect a lot of objects to 772 /* This isn't perfect, but I don't expect a lot of objects to
807 * to have move_allow right now. 773 * to have move_allow right now.
808 */ 774 */
809 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 775 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
810 update_now = 1; 776 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
811 777 m.flags_ = 0;
812 if ((move_slow | op->move_slow) != move_slow)
813 update_now = 1;
814 } 778 }
815
816 /* if the object is being removed, we can't make intelligent 779 /* if the object is being removed, we can't make intelligent
817 * decisions, because remove_ob can't really pass the object 780 * decisions, because remove_ob can't really pass the object
818 * that is being removed. 781 * that is being removed.
819 */ 782 */
820 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 783 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
821 update_now = 1; 784 m.flags_ = 0;
822 else if (action == UP_OBJ_FACE) 785 else if (action == UP_OBJ_FACE)
823 /* Nothing to do for that case */ ; 786 /* Nothing to do for that case */ ;
824 else 787 else
825 LOG (llevError, "update_object called with invalid action: %d\n", action); 788 LOG (llevError, "update_object called with invalid action: %d\n", action);
826 789
827 if (update_now)
828 {
829 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
830 update_position (op->map, op->x, op->y);
831 }
832
833 if (op->more != NULL) 790 if (op->more)
834 update_object (op->more, action); 791 update_object (op->more, action);
835}
836
837object::vector object::mortals;
838object::vector object::objects; // not yet used
839object *object::first;
840
841void object::free_mortals ()
842{
843 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
844 if ((*i)->refcnt)
845 ++i; // further delay freeing
846 else
847 {
848 delete *i;
849 mortals.erase (i);
850 }
851} 792}
852 793
853object::object () 794object::object ()
854{ 795{
855 SET_FLAG (this, FLAG_REMOVED); 796 SET_FLAG (this, FLAG_REMOVED);
858 face = blank_face; 799 face = blank_face;
859} 800}
860 801
861object::~object () 802object::~object ()
862{ 803{
804 unlink ();
805
863 free_key_values (this); 806 free_key_values (this);
864} 807}
865 808
809static int object_count;
810
866void object::link () 811void object::link ()
867{ 812{
813 assert (!index);//D
814 uuid = UUID::gen ();
868 count = ++ob_count; 815 count = ++object_count;
869 uuid = gen_uuid ();
870 816
871 prev = 0; 817 refcnt_inc ();
872 next = object::first; 818 objects.insert (this);
873
874 if (object::first)
875 object::first->prev = this;
876
877 object::first = this;
878} 819}
879 820
880void object::unlink () 821void object::unlink ()
881{ 822{
882 if (this == object::first) 823 if (!index)
883 object::first = next; 824 return;
884 825
885 /* Remove this object from the list of used objects */ 826 objects.erase (this);
886 if (prev) prev->next = next; 827 refcnt_dec ();
887 if (next) next->prev = prev; 828}
888 829
889 prev = 0; 830void
890 next = 0; 831object::activate ()
832{
833 /* If already on active list, don't do anything */
834 if (active)
835 return;
836
837 if (has_active_speed ())
838 actives.insert (this);
839}
840
841void
842object::activate_recursive ()
843{
844 activate ();
845
846 for (object *op = inv; op; op = op->below)
847 op->activate_recursive ();
848}
849
850/* This function removes object 'op' from the list of active
851 * objects.
852 * This should only be used for style maps or other such
853 * reference maps where you don't want an object that isn't
854 * in play chewing up cpu time getting processed.
855 * The reverse of this is to call update_ob_speed, which
856 * will do the right thing based on the speed of the object.
857 */
858void
859object::deactivate ()
860{
861 /* If not on the active list, nothing needs to be done */
862 if (!active)
863 return;
864
865 actives.erase (this);
866}
867
868void
869object::deactivate_recursive ()
870{
871 for (object *op = inv; op; op = op->below)
872 op->deactivate_recursive ();
873
874 deactivate ();
875}
876
877void
878object::set_flag_inv (int flag, int value)
879{
880 for (object *op = inv; op; op = op->below)
881 {
882 op->flag [flag] = value;
883 op->set_flag_inv (flag, value);
884 }
885}
886
887/*
888 * Remove and free all objects in the inventory of the given object.
889 * object.c ?
890 */
891void
892object::destroy_inv (bool drop_to_ground)
893{
894 // need to check first, because the checks below might segfault
895 // as we might be on an invalid mapspace and crossfire code
896 // is too buggy to ensure that the inventory is empty.
897 // corollary: if you create arrows etc. with stuff in its inventory,
898 // cf will crash below with off-map x and y
899 if (!inv)
900 return;
901
902 /* Only if the space blocks everything do we not process -
903 * if some form of movement is allowed, let objects
904 * drop on that space.
905 */
906 if (!drop_to_ground
907 || !map
908 || map->in_memory != MAP_ACTIVE
909 || map->nodrop
910 || ms ().move_block == MOVE_ALL)
911 {
912 while (inv)
913 {
914 inv->destroy_inv (false);
915 inv->destroy ();
916 }
917 }
918 else
919 { /* Put objects in inventory onto this space */
920 while (inv)
921 {
922 object *op = inv;
923
924 if (op->flag [FLAG_STARTEQUIP]
925 || op->flag [FLAG_NO_DROP]
926 || op->type == RUNE
927 || op->type == TRAP
928 || op->flag [FLAG_IS_A_TEMPLATE]
929 || op->flag [FLAG_DESTROY_ON_DEATH])
930 op->destroy (true);
931 else
932 map->insert (op, x, y);
933 }
934 }
891} 935}
892 936
893object *object::create () 937object *object::create ()
894{ 938{
895 object *op = new object; 939 object *op = new object;
896 op->link (); 940 op->link ();
897 return op; 941 return op;
898} 942}
899 943
900/* 944static struct freed_map : maptile
901 * free_object() frees everything allocated by an object, removes 945{
902 * it from the list of used objects, and puts it on the list of 946 freed_map ()
903 * free objects. The IS_FREED() flag is set in the object. 947 {
904 * The object must have been removed by remove_ob() first for 948 path = "<freed objects map>";
905 * this function to succeed. 949 name = "/internal/freed_objects_map";
906 * 950 width = 3;
907 * If destroy_inventory is set, free inventory as well. Else drop items in 951 height = 3;
908 * inventory to the ground. 952 nodrop = 1;
909 */ 953
954 alloc ();
955 in_memory = MAP_ACTIVE;
956 }
957
958 ~freed_map ()
959 {
960 destroy ();
961 }
962} freed_map; // freed objects are moved here to avoid crashes
963
964void
965object::do_destroy ()
966{
967 if (flag [FLAG_IS_LINKED])
968 remove_button_link (this);
969
970 if (flag [FLAG_FRIENDLY])
971 remove_friendly_object (this);
972
973 remove ();
974
975 attachable::do_destroy ();
976
977 deactivate ();
978 unlink ();
979
980 flag [FLAG_FREED] = 1;
981
982 // hack to ensure that freed objects still have a valid map
983 map = &freed_map;
984 x = 1;
985 y = 1;
986
987 if (more)
988 {
989 more->destroy ();
990 more = 0;
991 }
992
993 head = 0;
994
995 // clear those pointers that likely might cause circular references
996 owner = 0;
997 enemy = 0;
998 attacked_by = 0;
999 current_weapon = 0;
1000}
1001
1002void
910void object::destroy (bool destroy_inventory) 1003object::destroy (bool destroy_inventory)
911{ 1004{
912 if (QUERY_FLAG (this, FLAG_FREED)) 1005 if (destroyed ())
913 return; 1006 return;
914 1007
915 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 1008 if (!is_head () && !head->destroyed ())
916 remove_friendly_object (this);
917
918 if (!QUERY_FLAG (this, FLAG_REMOVED))
919 remove ();
920
921 SET_FLAG (this, FLAG_FREED);
922
923 if (more)
924 { 1009 {
1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
925 more->destroy (destroy_inventory); 1011 head->destroy (destroy_inventory);
926 more = 0; 1012 return;
927 }
928
929 if (inv)
930 {
931 /* Only if the space blocks everything do we not process -
932 * if some form of movement is allowed, let objects
933 * drop on that space.
934 */
935 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
936 {
937 object *op = inv;
938
939 while (op)
940 {
941 object *tmp = op->below;
942 op->destroy (destroy_inventory);
943 op = tmp;
944 }
945 }
946 else
947 { /* Put objects in inventory onto this space */
948 object *op = inv;
949
950 while (op)
951 {
952 object *tmp = op->below;
953
954 op->remove ();
955
956 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
957 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
958 op->destroy ();
959 else
960 {
961 op->x = x;
962 op->y = y;
963 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
964 }
965
966 op = tmp;
967 }
968 }
969 }
970
971 // hack to ensure that freed objects still have a valid map
972 {
973 static maptile *freed_map; // freed objects are moved here to avoid crashes
974
975 if (!freed_map)
976 {
977 freed_map = new maptile;
978
979 freed_map->name = "/internal/freed_objects_map";
980 freed_map->width = 3;
981 freed_map->height = 3;
982
983 freed_map->allocate ();
984 } 1013 }
985 1014
986 map = freed_map; 1015 destroy_inv (!destroy_inventory);
987 x = 1;
988 y = 1;
989 }
990 1016
991 // clear those pointers that likely might have circular references to us 1017 if (is_head ())
992 owner = 0; 1018 if (sound_destroy)
993 enemy = 0; 1019 play_sound (sound_destroy);
994 attacked_by = 0; 1020 else if (flag [FLAG_MONSTER])
1021 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
995 1022
996 // only relevant for players(?), but make sure of it anyways 1023 attachable::destroy ();
997 contr = 0;
998
999 /* Remove object from the active list */
1000 speed = 0;
1001 update_ob_speed (this);
1002
1003 unlink ();
1004
1005 mortals.push_back (this);
1006}
1007
1008/*
1009 * sub_weight() recursively (outwards) subtracts a number from the
1010 * weight of an object (and what is carried by it's environment(s)).
1011 */
1012void
1013sub_weight (object *op, signed long weight)
1014{
1015 while (op != NULL)
1016 {
1017 if (op->type == CONTAINER)
1018 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1019
1020 op->carrying -= weight;
1021 op = op->env;
1022 }
1023} 1024}
1024 1025
1025/* op->remove (): 1026/* op->remove ():
1026 * This function removes the object op from the linked list of objects 1027 * This function removes the object op from the linked list of objects
1027 * which it is currently tied to. When this function is done, the 1028 * which it is currently tied to. When this function is done, the
1028 * object will have no environment. If the object previously had an 1029 * object will have no environment. If the object previously had an
1029 * environment, the x and y coordinates will be updated to 1030 * environment, the x and y coordinates will be updated to
1030 * the previous environment. 1031 * the previous environment.
1031 * Beware: This function is called from the editor as well!
1032 */ 1032 */
1033void 1033void
1034object::remove () 1034object::do_remove ()
1035{ 1035{
1036 object *tmp, *last = 0; 1036 object *tmp, *last = 0;
1037 object *otmp; 1037 object *otmp;
1038 1038
1039 int check_walk_off; 1039 if (flag [FLAG_REMOVED])
1040
1041 if (QUERY_FLAG (this, FLAG_REMOVED))
1042 return; 1040 return;
1043 1041
1044 SET_FLAG (this, FLAG_REMOVED); 1042 INVOKE_OBJECT (REMOVE, this);
1043
1044 flag [FLAG_REMOVED] = true;
1045 1045
1046 if (more) 1046 if (more)
1047 more->remove (); 1047 more->remove ();
1048 1048
1049 /* 1049 /*
1050 * In this case, the object to be removed is in someones 1050 * In this case, the object to be removed is in someones
1051 * inventory. 1051 * inventory.
1052 */ 1052 */
1053 if (env) 1053 if (env)
1054 { 1054 {
1055 if (nrof) 1055 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1056 sub_weight (env, weight * nrof); 1056 if (object *pl = visible_to ())
1057 else 1057 esrv_del_item (pl->contr, count);
1058 sub_weight (env, weight + carrying); 1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1059
1060 adjust_weight (env, -total_weight ());
1061
1062 // make sure cmov optimisation is applicable
1063 *(above ? &above->below : &env->inv) = below;
1064 *(below ? &below->above : &above ) = above; // &above is just a dummy
1065
1066 above = 0;
1067 below = 0;
1068 env = 0;
1069
1070 /* we set up values so that it could be inserted into
1071 * the map, but we don't actually do that - it is up
1072 * to the caller to decide what we want to do.
1073 */
1074 map = env->map;
1075 x = env->x;
1076 y = env->y;
1059 1077
1060 /* NO_FIX_PLAYER is set when a great many changes are being 1078 /* NO_FIX_PLAYER is set when a great many changes are being
1061 * made to players inventory. If set, avoiding the call 1079 * made to players inventory. If set, avoiding the call
1062 * to save cpu time. 1080 * to save cpu time.
1063 */ 1081 */
1064 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1082 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1065 fix_player (otmp); 1083 otmp->update_stats ();
1066
1067 if (above != NULL)
1068 above->below = below;
1069 else
1070 env->inv = below;
1071
1072 if (below != NULL)
1073 below->above = above;
1074
1075 /* we set up values so that it could be inserted into
1076 * the map, but we don't actually do that - it is up
1077 * to the caller to decide what we want to do.
1078 */
1079 x = env->x, y = env->y;
1080 map = env->map;
1081 above = 0, below = 0;
1082 env = 0;
1083 } 1084 }
1084 else if (map) 1085 else if (map)
1085 { 1086 {
1086 /* Re did the following section of code - it looks like it had 1087 map->dirty = true;
1087 * lots of logic for things we no longer care about 1088 mapspace &ms = this->ms ();
1089
1090 if (object *pl = ms.player ())
1088 */ 1091 {
1092 if (type == PLAYER) // this == pl(!)
1093 {
1094 // leaving a spot always closes any open container on the ground
1095 if (container && !container->env)
1096 // this causes spurious floorbox updates, but it ensures
1097 // that the CLOSE event is being sent.
1098 close_container ();
1099
1100 --map->players;
1101 map->touch ();
1102 }
1103 else if (pl->container == this)
1104 {
1105 // removing a container should close it
1106 close_container ();
1107 }
1108
1109 esrv_del_item (pl->contr, count);
1110 }
1089 1111
1090 /* link the object above us */ 1112 /* link the object above us */
1091 if (above) 1113 // re-link, make sure compiler can easily use cmove
1092 above->below = below; 1114 *(above ? &above->below : &ms.top) = below;
1093 else 1115 *(below ? &below->above : &ms.bot) = above;
1094 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */
1095
1096 /* Relink the object below us, if there is one */
1097 if (below)
1098 below->above = above;
1099 else
1100 {
1101 /* Nothing below, which means we need to relink map object for this space
1102 * use translated coordinates in case some oddness with map tiling is
1103 * evident
1104 */
1105 if (GET_MAP_OB (map, x, y) != this)
1106 {
1107 char *dump = dump_object (this);
1108 LOG (llevError,
1109 "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);
1110 free (dump);
1111 dump = dump_object (GET_MAP_OB (map, x, y));
1112 LOG (llevError, "%s\n", dump);
1113 free (dump);
1114 }
1115
1116 SET_MAP_OB (map, x, y, above); /* goes on above it. */
1117 }
1118 1116
1119 above = 0; 1117 above = 0;
1120 below = 0; 1118 below = 0;
1121 1119
1122 if (map->in_memory == MAP_SAVING) 1120 if (map->in_memory == MAP_SAVING)
1123 return; 1121 return;
1124 1122
1125 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1123 int check_walk_off = !flag [FLAG_NO_APPLY];
1126 1124
1125 if (object *pl = ms.player ())
1126 {
1127 if (pl->container == this)
1128 /* If a container that the player is currently using somehow gets
1129 * removed (most likely destroyed), update the player view
1130 * appropriately.
1131 */
1132 pl->close_container ();
1133
1134 //TODO: the floorbox prev/next might need updating
1135 //esrv_del_item (pl->contr, count);
1136 //TODO: update floorbox to preserve ordering
1137 if (pl->contr->ns)
1138 pl->contr->ns->floorbox_update ();
1139 }
1140
1127 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1141 for (tmp = ms.bot; tmp; tmp = tmp->above)
1128 { 1142 {
1129 /* No point updating the players look faces if he is the object 1143 /* No point updating the players look faces if he is the object
1130 * being removed. 1144 * being removed.
1131 */ 1145 */
1132 1146
1133 if (tmp->type == PLAYER && tmp != this)
1134 {
1135 /* If a container that the player is currently using somehow gets
1136 * removed (most likely destroyed), update the player view
1137 * appropriately.
1138 */
1139 if (tmp->container == this)
1140 {
1141 CLEAR_FLAG (this, FLAG_APPLIED);
1142 tmp->container = 0;
1143 }
1144
1145 tmp->contr->socket->update_look = 1;
1146 }
1147
1148 /* See if player moving off should effect something */ 1147 /* See if object moving off should effect something */
1149 if (check_walk_off 1148 if (check_walk_off
1150 && ((move_type & tmp->move_off) 1149 && ((move_type & tmp->move_off)
1151 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1150 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1152 { 1151 {
1153 move_apply (tmp, this, 0); 1152 move_apply (tmp, this, 0);
1154 1153
1155 if (destroyed ()) 1154 if (destroyed ())
1156 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1155 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1157 } 1156 }
1158 1157
1159 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1160
1161 if (tmp->above == tmp)
1162 tmp->above = 0;
1163
1164 last = tmp; 1158 last = tmp;
1165 } 1159 }
1166 1160
1167 /* last == NULL of there are no objects on this space */ 1161 /* last == NULL if there are no objects on this space */
1162 //TODO: this makes little sense, why only update the topmost object?
1168 if (!last) 1163 if (!last)
1169 { 1164 map->at (x, y).flags_ = 0;
1170 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1171 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1172 * those out anyways, and if there are any flags set right now, they won't
1173 * be correct anyways.
1174 */
1175 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1176 update_position (map, x, y);
1177 }
1178 else 1165 else
1179 update_object (last, UP_OBJ_REMOVE); 1166 update_object (last, UP_OBJ_REMOVE);
1180 1167
1181 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1168 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1182 update_all_los (map, x, y); 1169 update_all_los (map, x, y);
1183 } 1170 }
1184} 1171}
1185 1172
1186/* 1173/*
1195merge_ob (object *op, object *top) 1182merge_ob (object *op, object *top)
1196{ 1183{
1197 if (!op->nrof) 1184 if (!op->nrof)
1198 return 0; 1185 return 0;
1199 1186
1200 if (top == NULL) 1187 if (!top)
1201 for (top = op; top != NULL && top->above != NULL; top = top->above); 1188 for (top = op; top && top->above; top = top->above)
1189 ;
1202 1190
1203 for (; top != NULL; top = top->below) 1191 for (; top; top = top->below)
1204 {
1205 if (top == op)
1206 continue;
1207
1208 if (object::can_merge (op, top)) 1192 if (object::can_merge (op, top))
1209 { 1193 {
1210 top->nrof += op->nrof; 1194 top->nrof += op->nrof;
1211 1195
1212/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1196 if (object *pl = top->visible_to ())
1213 op->weight = 0; /* Don't want any adjustements now */ 1197 esrv_update_item (UPD_NROF, pl, top);
1198
1199 op->weight = 0; // cancel the addition above
1200 op->carrying = 0; // must be 0 already
1201
1214 op->destroy (); 1202 op->destroy (1);
1203
1215 return top; 1204 return top;
1216 } 1205 }
1217 }
1218 1206
1219 return 0; 1207 return 0;
1220} 1208}
1221 1209
1210void
1211object::expand_tail ()
1212{
1213 if (more)
1214 return;
1215
1216 object *prev = this;
1217
1218 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1219 {
1220 object *op = arch_to_object (at);
1221
1222 op->name = name;
1223 op->name_pl = name_pl;
1224 op->title = title;
1225
1226 op->head = this;
1227 prev->more = op;
1228
1229 prev = op;
1230 }
1231}
1232
1222/* 1233/*
1223 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1234 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1224 * job preparing multi-part monsters 1235 * job preparing multi-part monsters.
1225 */ 1236 */
1226object * 1237object *
1227insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1238insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1228{ 1239{
1229 object *tmp;
1230
1231 if (op->head)
1232 op = op->head;
1233
1234 for (tmp = op; tmp; tmp = tmp->more) 1240 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1235 { 1241 {
1236 tmp->x = x + tmp->arch->clone.x; 1242 tmp->x = x + tmp->arch->x;
1237 tmp->y = y + tmp->arch->clone.y; 1243 tmp->y = y + tmp->arch->y;
1238 } 1244 }
1239 1245
1240 return insert_ob_in_map (op, m, originator, flag); 1246 return insert_ob_in_map (op, m, originator, flag);
1241} 1247}
1242 1248
1258 * Return value: 1264 * Return value:
1259 * new object if 'op' was merged with other object 1265 * new object if 'op' was merged with other object
1260 * NULL if 'op' was destroyed 1266 * NULL if 'op' was destroyed
1261 * just 'op' otherwise 1267 * just 'op' otherwise
1262 */ 1268 */
1263
1264object * 1269object *
1265insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1270insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1266{ 1271{
1267 object *tmp, *top, *floor = NULL; 1272 assert (!op->flag [FLAG_FREED]);
1268 sint16 x, y;
1269 1273
1270 if (QUERY_FLAG (op, FLAG_FREED)) 1274 op->remove ();
1271 {
1272 LOG (llevError, "Trying to insert freed object!\n");
1273 return NULL;
1274 }
1275
1276 if (m == NULL)
1277 {
1278 char *dump = dump_object (op);
1279 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1280 free (dump);
1281 return op;
1282 }
1283
1284 if (out_of_map (m, op->x, op->y))
1285 {
1286 char *dump = dump_object (op);
1287 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1288#ifdef MANY_CORES
1289 /* Better to catch this here, as otherwise the next use of this object
1290 * is likely to cause a crash. Better to find out where it is getting
1291 * improperly inserted.
1292 */
1293 abort ();
1294#endif
1295 free (dump);
1296 return op;
1297 }
1298
1299 if (!QUERY_FLAG (op, FLAG_REMOVED))
1300 {
1301 char *dump = dump_object (op);
1302 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1303 free (dump);
1304 return op;
1305 }
1306
1307 if (op->more != NULL)
1308 {
1309 /* The part may be on a different map. */
1310
1311 object *more = op->more;
1312
1313 /* We really need the caller to normalize coordinates - if
1314 * we set the map, that doesn't work if the location is within
1315 * a map and this is straddling an edge. So only if coordinate
1316 * is clear wrong do we normalize it.
1317 */
1318 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1319 more->map = get_map_from_coord (m, &more->x, &more->y);
1320 else if (!more->map)
1321 {
1322 /* For backwards compatibility - when not dealing with tiled maps,
1323 * more->map should always point to the parent.
1324 */
1325 more->map = m;
1326 }
1327
1328 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1329 {
1330 if (!op->head)
1331 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1332
1333 return NULL;
1334 }
1335 }
1336
1337 CLEAR_FLAG (op, FLAG_REMOVED);
1338 1275
1339 /* Ideally, the caller figures this out. However, it complicates a lot 1276 /* Ideally, the caller figures this out. However, it complicates a lot
1340 * of areas of callers (eg, anything that uses find_free_spot would now 1277 * of areas of callers (eg, anything that uses find_free_spot would now
1341 * need extra work 1278 * need extra work
1342 */ 1279 */
1343 op->map = get_map_from_coord (m, &op->x, &op->y); 1280 if (!xy_normalise (m, op->x, op->y))
1344 x = op->x; 1281 {
1345 y = op->y; 1282 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
1283 return 0;
1284 }
1285
1286 if (object *more = op->more)
1287 if (!insert_ob_in_map (more, m, originator, flag))
1288 return 0;
1289
1290 CLEAR_FLAG (op, FLAG_REMOVED);
1291
1292 op->map = m;
1293 mapspace &ms = op->ms ();
1346 1294
1347 /* this has to be done after we translate the coordinates. 1295 /* this has to be done after we translate the coordinates.
1348 */ 1296 */
1349 if (op->nrof && !(flag & INS_NO_MERGE)) 1297 if (op->nrof && !(flag & INS_NO_MERGE))
1350 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1298 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1351 if (object::can_merge (op, tmp)) 1299 if (object::can_merge (op, tmp))
1352 { 1300 {
1301 // TODO: we atcually want to update tmp, not op,
1302 // but some caller surely breaks when we return tmp
1303 // from here :/
1353 op->nrof += tmp->nrof; 1304 op->nrof += tmp->nrof;
1354 tmp->destroy (); 1305 tmp->destroy (1);
1355 } 1306 }
1356 1307
1357 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1308 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1358 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1309 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1359 1310
1372 op->below = originator->below; 1323 op->below = originator->below;
1373 1324
1374 if (op->below) 1325 if (op->below)
1375 op->below->above = op; 1326 op->below->above = op;
1376 else 1327 else
1377 SET_MAP_OB (op->map, op->x, op->y, op); 1328 ms.bot = op;
1378 1329
1379 /* since *below* originator, no need to update top */ 1330 /* since *below* originator, no need to update top */
1380 originator->below = op; 1331 originator->below = op;
1381 } 1332 }
1382 else 1333 else
1383 { 1334 {
1335 object *top, *floor = NULL;
1336
1337 top = ms.bot;
1338
1384 /* If there are other objects, then */ 1339 /* If there are other objects, then */
1385 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1340 if (top)
1386 { 1341 {
1387 object *last = NULL; 1342 object *last = 0;
1388 1343
1389 /* 1344 /*
1390 * If there are multiple objects on this space, we do some trickier handling. 1345 * If there are multiple objects on this space, we do some trickier handling.
1391 * We've already dealt with merging if appropriate. 1346 * We've already dealt with merging if appropriate.
1392 * Generally, we want to put the new object on top. But if 1347 * Generally, we want to put the new object on top. But if
1396 * once we get to them. This reduces the need to traverse over all of 1351 * once we get to them. This reduces the need to traverse over all of
1397 * them when adding another one - this saves quite a bit of cpu time 1352 * them when adding another one - this saves quite a bit of cpu time
1398 * when lots of spells are cast in one area. Currently, it is presumed 1353 * when lots of spells are cast in one area. Currently, it is presumed
1399 * that flying non pickable objects are spell objects. 1354 * that flying non pickable objects are spell objects.
1400 */ 1355 */
1401 1356 for (top = ms.bot; top; top = top->above)
1402 while (top != NULL)
1403 { 1357 {
1404 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1358 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1405 floor = top; 1359 floor = top;
1406 1360
1407 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1361 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1410 top = top->below; 1364 top = top->below;
1411 break; 1365 break;
1412 } 1366 }
1413 1367
1414 last = top; 1368 last = top;
1415 top = top->above;
1416 } 1369 }
1417 1370
1418 /* Don't want top to be NULL, so set it to the last valid object */ 1371 /* Don't want top to be NULL, so set it to the last valid object */
1419 top = last; 1372 top = last;
1420 1373
1422 * looks like instead of lots of conditions here. 1375 * looks like instead of lots of conditions here.
1423 * makes things faster, and effectively the same result. 1376 * makes things faster, and effectively the same result.
1424 */ 1377 */
1425 1378
1426 /* Have object 'fall below' other objects that block view. 1379 /* Have object 'fall below' other objects that block view.
1427 * Unless those objects are exits, type 66 1380 * Unless those objects are exits.
1428 * If INS_ON_TOP is used, don't do this processing 1381 * If INS_ON_TOP is used, don't do this processing
1429 * Need to find the object that in fact blocks view, otherwise 1382 * Need to find the object that in fact blocks view, otherwise
1430 * stacking is a bit odd. 1383 * stacking is a bit odd.
1431 */ 1384 */
1432 if (!(flag & INS_ON_TOP) && 1385 if (!(flag & INS_ON_TOP)
1433 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1386 && ms.flags () & P_BLOCKSVIEW
1387 && (op->face && !faces [op->face].visibility))
1434 { 1388 {
1435 for (last = top; last != floor; last = last->below) 1389 for (last = top; last != floor; last = last->below)
1436 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1390 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1437 break; 1391 break;
1392
1438 /* Check to see if we found the object that blocks view, 1393 /* Check to see if we found the object that blocks view,
1439 * and make sure we have a below pointer for it so that 1394 * and make sure we have a below pointer for it so that
1440 * we can get inserted below this one, which requires we 1395 * we can get inserted below this one, which requires we
1441 * set top to the object below us. 1396 * set top to the object below us.
1442 */ 1397 */
1443 if (last && last->below && last != floor) 1398 if (last && last->below && last != floor)
1444 top = last->below; 1399 top = last->below;
1445 } 1400 }
1446 } /* If objects on this space */ 1401 } /* If objects on this space */
1447 1402
1448 if (flag & INS_MAP_LOAD)
1449 top = GET_MAP_TOP (op->map, op->x, op->y);
1450
1451 if (flag & INS_ABOVE_FLOOR_ONLY) 1403 if (flag & INS_ABOVE_FLOOR_ONLY)
1452 top = floor; 1404 top = floor;
1453 1405
1454 /* Top is the object that our object (op) is going to get inserted above. 1406 /* Top is the object that our object (op) is going to get inserted above.
1455 */ 1407 */
1456 1408
1457 /* First object on this space */ 1409 /* First object on this space */
1458 if (!top) 1410 if (!top)
1459 { 1411 {
1460 op->above = GET_MAP_OB (op->map, op->x, op->y); 1412 op->above = ms.bot;
1461 1413
1462 if (op->above) 1414 if (op->above)
1463 op->above->below = op; 1415 op->above->below = op;
1464 1416
1465 op->below = NULL; 1417 op->below = 0;
1466 SET_MAP_OB (op->map, op->x, op->y, op); 1418 ms.bot = op;
1467 } 1419 }
1468 else 1420 else
1469 { /* get inserted into the stack above top */ 1421 { /* get inserted into the stack above top */
1470 op->above = top->above; 1422 op->above = top->above;
1471 1423
1474 1426
1475 op->below = top; 1427 op->below = top;
1476 top->above = op; 1428 top->above = op;
1477 } 1429 }
1478 1430
1479 if (op->above == NULL) 1431 if (!op->above)
1480 SET_MAP_TOP (op->map, op->x, op->y, op); 1432 ms.top = op;
1481 } /* else not INS_BELOW_ORIGINATOR */ 1433 } /* else not INS_BELOW_ORIGINATOR */
1482 1434
1483 if (op->type == PLAYER) 1435 if (op->type == PLAYER)
1436 {
1484 op->contr->do_los = 1; 1437 op->contr->do_los = 1;
1438 ++op->map->players;
1439 op->map->touch ();
1440 }
1485 1441
1486 /* If we have a floor, we know the player, if any, will be above 1442 op->map->dirty = true;
1487 * it, so save a few ticks and start from there. 1443
1488 */ 1444 if (object *pl = ms.player ())
1489 if (!(flag & INS_MAP_LOAD)) 1445 //TODO: the floorbox prev/next might need updating
1490 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1446 //esrv_send_item (pl, op);
1491 if (tmp->type == PLAYER) 1447 //TODO: update floorbox to preserve ordering
1492 tmp->contr->socket->update_look = 1; 1448 if (pl->contr->ns)
1449 pl->contr->ns->floorbox_update ();
1493 1450
1494 /* If this object glows, it may affect lighting conditions that are 1451 /* If this object glows, it may affect lighting conditions that are
1495 * visible to others on this map. But update_all_los is really 1452 * visible to others on this map. But update_all_los is really
1496 * an inefficient way to do this, as it means los for all players 1453 * an inefficient way to do this, as it means los for all players
1497 * on the map will get recalculated. The players could very well 1454 * on the map will get recalculated. The players could very well
1498 * be far away from this change and not affected in any way - 1455 * be far away from this change and not affected in any way -
1499 * this should get redone to only look for players within range, 1456 * this should get redone to only look for players within range,
1500 * or just updating the P_NEED_UPDATE for spaces within this area 1457 * or just updating the P_UPTODATE for spaces within this area
1501 * of effect may be sufficient. 1458 * of effect may be sufficient.
1502 */ 1459 */
1503 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1460 if (op->map->darkness && (op->glow_radius != 0))
1504 update_all_los (op->map, op->x, op->y); 1461 update_all_los (op->map, op->x, op->y);
1505 1462
1506 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1463 /* updates flags (blocked, alive, no magic, etc) for this map space */
1507 update_object (op, UP_OBJ_INSERT); 1464 update_object (op, UP_OBJ_INSERT);
1508 1465
1466 INVOKE_OBJECT (INSERT, op);
1467
1509 /* Don't know if moving this to the end will break anything. However, 1468 /* Don't know if moving this to the end will break anything. However,
1510 * we want to have update_look set above before calling this. 1469 * we want to have floorbox_update called before calling this.
1511 * 1470 *
1512 * check_move_on() must be after this because code called from 1471 * check_move_on() must be after this because code called from
1513 * check_move_on() depends on correct map flags (so functions like 1472 * check_move_on() depends on correct map flags (so functions like
1514 * blocked() and wall() work properly), and these flags are updated by 1473 * blocked() and wall() work properly), and these flags are updated by
1515 * update_object(). 1474 * update_object().
1516 */ 1475 */
1517 1476
1518 /* if this is not the head or flag has been passed, don't check walk on status */ 1477 /* if this is not the head or flag has been passed, don't check walk on status */
1519 if (!(flag & INS_NO_WALK_ON) && !op->head) 1478 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1520 { 1479 {
1521 if (check_move_on (op, originator)) 1480 if (check_move_on (op, originator))
1522 return NULL; 1481 return 0;
1523 1482
1524 /* If we are a multi part object, lets work our way through the check 1483 /* If we are a multi part object, lets work our way through the check
1525 * walk on's. 1484 * walk on's.
1526 */ 1485 */
1527 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1486 for (object *tmp = op->more; tmp; tmp = tmp->more)
1528 if (check_move_on (tmp, originator)) 1487 if (check_move_on (tmp, originator))
1529 return NULL; 1488 return 0;
1530 } 1489 }
1531 1490
1532 return op; 1491 return op;
1533} 1492}
1534 1493
1535/* this function inserts an object in the map, but if it 1494/* this function inserts an object in the map, but if it
1536 * finds an object of its own type, it'll remove that one first. 1495 * finds an object of its own type, it'll remove that one first.
1537 * op is the object to insert it under: supplies x and the map. 1496 * op is the object to insert it under: supplies x and the map.
1538 */ 1497 */
1539void 1498void
1540replace_insert_ob_in_map (const char *arch_string, object *op) 1499replace_insert_ob_in_map (const char *arch_string, object *op)
1541{ 1500{
1542 object *
1543 tmp;
1544 object *
1545 tmp1;
1546
1547 /* first search for itself and remove any old instances */ 1501 /* first search for itself and remove any old instances */
1548 1502
1549 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1503 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1550 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1504 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1551 tmp->destroy (); 1505 tmp->destroy (1);
1552 1506
1553 tmp1 = arch_to_object (archetype::find (arch_string)); 1507 object *tmp = arch_to_object (archetype::find (arch_string));
1554 1508
1555 tmp1->x = op->x; 1509 tmp->x = op->x;
1556 tmp1->y = op->y; 1510 tmp->y = op->y;
1511
1557 insert_ob_in_map (tmp1, op->map, op, 0); 1512 insert_ob_in_map (tmp, op->map, op, 0);
1558} 1513}
1559
1560/*
1561 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1562 * is returned contains nr objects, and the remaining parts contains
1563 * the rest (or is removed and freed if that number is 0).
1564 * On failure, NULL is returned, and the reason put into the
1565 * global static errmsg array.
1566 */
1567 1514
1568object * 1515object *
1569get_split_ob (object *orig_ob, uint32 nr) 1516object::insert_at (object *where, object *originator, int flags)
1570{ 1517{
1571 object *newob; 1518 if (where->env)
1572 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1519 return where->env->insert (this);
1573 1520 else
1574 if (orig_ob->nrof < nr) 1521 return where->map->insert (this, where->x, where->y, originator, flags);
1575 {
1576 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1577 return NULL;
1578 }
1579
1580 newob = object_create_clone (orig_ob);
1581
1582 if ((orig_ob->nrof -= nr) < 1)
1583 orig_ob->destroy (1);
1584 else if (!is_removed)
1585 {
1586 if (orig_ob->env != NULL)
1587 sub_weight (orig_ob->env, orig_ob->weight * nr);
1588 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1589 {
1590 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1591 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1592 return NULL;
1593 }
1594 }
1595
1596 newob->nrof = nr;
1597
1598 return newob;
1599} 1522}
1600 1523
1601/* 1524/*
1602 * decrease_ob_nr(object, number) decreases a specified number from 1525 * decrease(object, number) decreases a specified number from
1603 * the amount of an object. If the amount reaches 0, the object 1526 * the amount of an object. If the amount reaches 0, the object
1604 * is subsequently removed and freed. 1527 * is subsequently removed and freed.
1605 * 1528 *
1606 * Return value: 'op' if something is left, NULL if the amount reached 0 1529 * Return value: 'op' if something is left, NULL if the amount reached 0
1607 */ 1530 */
1531bool
1532object::decrease (sint32 nr)
1533{
1534 if (!nr)
1535 return true;
1608 1536
1537 nr = min (nr, nrof);
1538
1539 nrof -= nr;
1540
1541 if (nrof)
1542 {
1543 adjust_weight (env, -weight * nr); // carrying == 0
1544
1545 if (object *pl = visible_to ())
1546 esrv_update_item (UPD_NROF, pl, this);
1547
1548 return true;
1549 }
1550 else
1551 {
1552 destroy (1);
1553 return false;
1554 }
1555}
1556
1557/*
1558 * split(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 returned if that number is 0).
1561 * On failure, NULL is returned.
1562 */
1609object * 1563object *
1610decrease_ob_nr (object *op, uint32 i) 1564object::split (sint32 nr)
1611{ 1565{
1612 object *tmp; 1566 int have = number_of ();
1613 player *pl;
1614 1567
1615 if (i == 0) /* objects with op->nrof require this check */ 1568 if (have < nr)
1616 return op; 1569 return 0;
1617 1570 else if (have == nr)
1618 if (i > op->nrof)
1619 i = op->nrof;
1620
1621 if (QUERY_FLAG (op, FLAG_REMOVED))
1622 op->nrof -= i;
1623 else if (op->env != NULL)
1624 { 1571 {
1625 /* is this object in the players inventory, or sub container
1626 * therein?
1627 */
1628 tmp = is_player_inv (op->env);
1629 /* nope. Is this a container the player has opened?
1630 * If so, set tmp to that player.
1631 * IMO, searching through all the players will mostly
1632 * likely be quicker than following op->env to the map,
1633 * and then searching the map for a player.
1634 */
1635 if (!tmp)
1636 {
1637 for (pl = first_player; pl; pl = pl->next)
1638 if (pl->ob->container == op->env)
1639 break;
1640 if (pl)
1641 tmp = pl->ob;
1642 else
1643 tmp = NULL;
1644 }
1645
1646 if (i < op->nrof)
1647 {
1648 sub_weight (op->env, op->weight * i);
1649 op->nrof -= i;
1650 if (tmp)
1651 {
1652 esrv_send_item (tmp, op);
1653 }
1654 }
1655 else
1656 {
1657 op->remove (); 1572 remove ();
1658 op->nrof = 0; 1573 return this;
1659 if (tmp)
1660 {
1661 esrv_del_item (tmp->contr, op->count);
1662 }
1663 }
1664 } 1574 }
1665 else 1575 else
1666 { 1576 {
1667 object *above = op->above; 1577 decrease (nr);
1668 1578
1669 if (i < op->nrof) 1579 object *op = deep_clone ();
1670 op->nrof -= i; 1580 op->nrof = nr;
1671 else
1672 {
1673 op->remove ();
1674 op->nrof = 0;
1675 }
1676
1677 /* Since we just removed op, op->above is null */
1678 for (tmp = above; tmp != NULL; tmp = tmp->above)
1679 if (tmp->type == PLAYER)
1680 {
1681 if (op->nrof)
1682 esrv_send_item (tmp, op);
1683 else
1684 esrv_del_item (tmp->contr, op->count);
1685 }
1686 }
1687
1688 if (op->nrof)
1689 return op; 1581 return op;
1690 else
1691 {
1692 op->destroy ();
1693 return NULL;
1694 }
1695}
1696
1697/*
1698 * add_weight(object, weight) adds the specified weight to an object,
1699 * and also updates how much the environment(s) is/are carrying.
1700 */
1701
1702void
1703add_weight (object *op, signed long weight)
1704{
1705 while (op != NULL)
1706 {
1707 if (op->type == CONTAINER)
1708 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1709
1710 op->carrying += weight;
1711 op = op->env;
1712 } 1582 }
1713} 1583}
1714 1584
1715object * 1585object *
1716insert_ob_in_ob (object *op, object *where) 1586insert_ob_in_ob (object *op, object *where)
1721 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1591 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1722 free (dump); 1592 free (dump);
1723 return op; 1593 return op;
1724 } 1594 }
1725 1595
1726 if (where->head) 1596 if (where->head_ () != where)
1727 { 1597 {
1728 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1598 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1729 where = where->head; 1599 where = where->head;
1730 } 1600 }
1731 1601
1732 return where->insert (op); 1602 return where->insert (op);
1733} 1603}
1738 * inside the object environment. 1608 * inside the object environment.
1739 * 1609 *
1740 * The function returns now pointer to inserted item, and return value can 1610 * The function returns now pointer to inserted item, and return value can
1741 * be != op, if items are merged. -Tero 1611 * be != op, if items are merged. -Tero
1742 */ 1612 */
1743
1744object * 1613object *
1745object::insert (object *op) 1614object::insert (object *op)
1746{ 1615{
1747 object *tmp, *otmp;
1748
1749 if (!QUERY_FLAG (op, FLAG_REMOVED))
1750 op->remove ();
1751
1752 if (op->more) 1616 if (op->more)
1753 { 1617 {
1754 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1618 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1755 return op; 1619 return op;
1756 } 1620 }
1757 1621
1758 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1622 op->remove ();
1759 CLEAR_FLAG (op, FLAG_REMOVED); 1623
1624 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1625
1760 if (op->nrof) 1626 if (op->nrof)
1761 {
1762 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1627 for (object *tmp = inv; tmp; tmp = tmp->below)
1763 if (object::can_merge (tmp, op)) 1628 if (object::can_merge (tmp, op))
1764 { 1629 {
1765 /* return the original object and remove inserted object 1630 /* return the original object and remove inserted object
1766 (client needs the original object) */ 1631 (client needs the original object) */
1767 tmp->nrof += op->nrof; 1632 tmp->nrof += op->nrof;
1768 /* Weight handling gets pretty funky. Since we are adding to 1633
1769 * tmp->nrof, we need to increase the weight. 1634 if (object *pl = tmp->visible_to ())
1770 */ 1635 esrv_update_item (UPD_NROF, pl, tmp);
1636
1771 add_weight (this, op->weight * op->nrof); 1637 adjust_weight (this, op->total_weight ());
1772 SET_FLAG (op, FLAG_REMOVED); 1638
1773 op->destroy (); /* free the inserted object */ 1639 op->destroy (1);
1774 op = tmp; 1640 op = tmp;
1775 op->remove (); /* and fix old object's links */ 1641 goto inserted;
1776 CLEAR_FLAG (op, FLAG_REMOVED);
1777 break;
1778 } 1642 }
1779 1643
1780 /* I assume combined objects have no inventory 1644 op->owner = 0; // it's his/hers now. period.
1781 * We add the weight - this object could have just been removed
1782 * (if it was possible to merge). calling remove_ob will subtract
1783 * the weight, so we need to add it in again, since we actually do
1784 * the linking below
1785 */
1786 add_weight (this, op->weight * op->nrof);
1787 }
1788 else
1789 add_weight (this, (op->weight + op->carrying));
1790
1791 otmp = is_player_inv (this);
1792 if (otmp && otmp->contr)
1793 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1794 fix_player (otmp);
1795
1796 op->map = NULL; 1645 op->map = 0;
1646 op->x = 0;
1647 op->y = 0;
1648
1649 op->above = 0;
1650 op->below = inv;
1797 op->env = this; 1651 op->env = this;
1798 op->above = NULL;
1799 op->below = NULL;
1800 op->x = 0, op->y = 0;
1801 1652
1653 if (inv)
1654 inv->above = op;
1655
1656 inv = op;
1657
1658 op->flag [FLAG_REMOVED] = 0;
1659
1660 if (object *pl = op->visible_to ())
1661 esrv_send_item (pl, op);
1662
1663 adjust_weight (this, op->total_weight ());
1664
1665inserted:
1802 /* reset the light list and los of the players on the map */ 1666 /* reset the light list and los of the players on the map */
1803 if ((op->glow_radius != 0) && map) 1667 if (op->glow_radius && map && map->darkness)
1804 {
1805#ifdef DEBUG_LIGHTS
1806 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1807#endif /* DEBUG_LIGHTS */
1808 if (MAP_DARKNESS (map))
1809 update_all_los (map, x, y); 1668 update_all_los (map, x, y);
1810 }
1811 1669
1812 /* Client has no idea of ordering so lets not bother ordering it here. 1670 // if this is a player's inventory, update stats
1813 * It sure simplifies this function... 1671 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1814 */ 1672 update_stats ();
1815 if (!inv) 1673
1816 inv = op; 1674 INVOKE_OBJECT (INSERT, this);
1817 else
1818 {
1819 op->below = inv;
1820 op->below->above = op;
1821 inv = op;
1822 }
1823 1675
1824 return op; 1676 return op;
1825} 1677}
1826 1678
1827/* 1679/*
1842 * 1694 *
1843 * MSW 2001-07-08: Check all objects on space, not just those below 1695 * MSW 2001-07-08: Check all objects on space, not just those below
1844 * object being inserted. insert_ob_in_map may not put new objects 1696 * object being inserted. insert_ob_in_map may not put new objects
1845 * on top. 1697 * on top.
1846 */ 1698 */
1847
1848int 1699int
1849check_move_on (object *op, object *originator) 1700check_move_on (object *op, object *originator)
1850{ 1701{
1851 object *tmp; 1702 object *tmp;
1852 maptile *m = op->map; 1703 maptile *m = op->map;
1879 1730
1880 /* The objects have to be checked from top to bottom. 1731 /* The objects have to be checked from top to bottom.
1881 * Hence, we first go to the top: 1732 * Hence, we first go to the top:
1882 */ 1733 */
1883 1734
1884 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1735 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1885 { 1736 {
1886 /* Trim the search when we find the first other spell effect 1737 /* Trim the search when we find the first other spell effect
1887 * this helps performance so that if a space has 50 spell objects, 1738 * this helps performance so that if a space has 50 spell objects,
1888 * we don't need to check all of them. 1739 * we don't need to check all of them.
1889 */ 1740 */
1907 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1758 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1908 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1759 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1909 { 1760 {
1910 1761
1911 float 1762 float
1912 diff = tmp->move_slow_penalty * FABS (op->speed); 1763 diff = tmp->move_slow_penalty * fabs (op->speed);
1913 1764
1914 if (op->type == PLAYER) 1765 if (op->type == PLAYER)
1915 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1766 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1916 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1767 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1917 diff /= 4.0; 1768 diff /= 4.0;
1944/* 1795/*
1945 * present_arch(arch, map, x, y) searches for any objects with 1796 * present_arch(arch, map, x, y) searches for any objects with
1946 * a matching archetype at the given map and coordinates. 1797 * a matching archetype at the given map and coordinates.
1947 * The first matching object is returned, or NULL if none. 1798 * The first matching object is returned, or NULL if none.
1948 */ 1799 */
1949
1950object * 1800object *
1951present_arch (const archetype *at, maptile *m, int x, int y) 1801present_arch (const archetype *at, maptile *m, int x, int y)
1952{ 1802{
1953 object *
1954 tmp;
1955
1956 if (m == NULL || out_of_map (m, x, y)) 1803 if (!m || out_of_map (m, x, y))
1957 { 1804 {
1958 LOG (llevError, "Present_arch called outside map.\n"); 1805 LOG (llevError, "Present_arch called outside map.\n");
1959 return NULL; 1806 return NULL;
1960 } 1807 }
1961 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1808
1962 if (tmp->arch == at) 1809 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1810 if (tmp->arch->archname == at->archname)
1963 return tmp; 1811 return tmp;
1812
1964 return NULL; 1813 return NULL;
1965} 1814}
1966 1815
1967/* 1816/*
1968 * present(type, map, x, y) searches for any objects with 1817 * present(type, map, x, y) searches for any objects with
1969 * a matching type variable at the given map and coordinates. 1818 * a matching type variable at the given map and coordinates.
1970 * The first matching object is returned, or NULL if none. 1819 * The first matching object is returned, or NULL if none.
1971 */ 1820 */
1972
1973object * 1821object *
1974present (unsigned char type, maptile *m, int x, int y) 1822present (unsigned char type, maptile *m, int x, int y)
1975{ 1823{
1976 object *
1977 tmp;
1978
1979 if (out_of_map (m, x, y)) 1824 if (out_of_map (m, x, y))
1980 { 1825 {
1981 LOG (llevError, "Present called outside map.\n"); 1826 LOG (llevError, "Present called outside map.\n");
1982 return NULL; 1827 return NULL;
1983 } 1828 }
1984 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1829
1830 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1985 if (tmp->type == type) 1831 if (tmp->type == type)
1986 return tmp; 1832 return tmp;
1833
1987 return NULL; 1834 return NULL;
1988} 1835}
1989 1836
1990/* 1837/*
1991 * present_in_ob(type, object) searches for any objects with 1838 * present_in_ob(type, object) searches for any objects with
1992 * a matching type variable in the inventory of the given object. 1839 * a matching type variable in the inventory of the given object.
1993 * The first matching object is returned, or NULL if none. 1840 * The first matching object is returned, or NULL if none.
1994 */ 1841 */
1995
1996object * 1842object *
1997present_in_ob (unsigned char type, const object *op) 1843present_in_ob (unsigned char type, const object *op)
1998{ 1844{
1999 object *
2000 tmp;
2001
2002 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1845 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2003 if (tmp->type == type) 1846 if (tmp->type == type)
2004 return tmp; 1847 return tmp;
1848
2005 return NULL; 1849 return NULL;
2006} 1850}
2007 1851
2008/* 1852/*
2009 * present_in_ob (type, str, object) searches for any objects with 1853 * present_in_ob (type, str, object) searches for any objects with
2017 * str is the string to match against. Note that we match against 1861 * str is the string to match against. Note that we match against
2018 * the object name, not the archetype name. this is so that the 1862 * the object name, not the archetype name. this is so that the
2019 * spell code can use one object type (force), but change it's name 1863 * spell code can use one object type (force), but change it's name
2020 * to be unique. 1864 * to be unique.
2021 */ 1865 */
2022
2023object * 1866object *
2024present_in_ob_by_name (int type, const char *str, const object *op) 1867present_in_ob_by_name (int type, const char *str, const object *op)
2025{ 1868{
2026 object *
2027 tmp;
2028
2029 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1869 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2030 {
2031 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1870 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2032 return tmp; 1871 return tmp;
2033 } 1872
2034 return NULL; 1873 return 0;
2035} 1874}
2036 1875
2037/* 1876/*
2038 * present_arch_in_ob(archetype, object) searches for any objects with 1877 * present_arch_in_ob(archetype, object) searches for any objects with
2039 * a matching archetype in the inventory of the given object. 1878 * a matching archetype in the inventory of the given object.
2040 * The first matching object is returned, or NULL if none. 1879 * The first matching object is returned, or NULL if none.
2041 */ 1880 */
2042
2043object * 1881object *
2044present_arch_in_ob (const archetype *at, const object *op) 1882present_arch_in_ob (const archetype *at, const object *op)
2045{ 1883{
2046 object *
2047 tmp;
2048
2049 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1884 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2050 if (tmp->arch == at) 1885 if (tmp->arch->archname == at->archname)
2051 return tmp; 1886 return tmp;
1887
2052 return NULL; 1888 return NULL;
2053} 1889}
2054 1890
2055/* 1891/*
2056 * activate recursively a flag on an object inventory 1892 * activate recursively a flag on an object inventory
2057 */ 1893 */
2058void 1894void
2059flag_inv (object *op, int flag) 1895flag_inv (object *op, int flag)
2060{ 1896{
2061 object *
2062 tmp;
2063
2064 if (op->inv)
2065 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1897 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2066 { 1898 {
2067 SET_FLAG (tmp, flag); 1899 SET_FLAG (tmp, flag);
2068 flag_inv (tmp, flag); 1900 flag_inv (tmp, flag);
2069 } 1901 }
2070} /* 1902}
1903
1904/*
2071 * desactivate recursively a flag on an object inventory 1905 * deactivate recursively a flag on an object inventory
2072 */ 1906 */
2073void 1907void
2074unflag_inv (object *op, int flag) 1908unflag_inv (object *op, int flag)
2075{ 1909{
2076 object *
2077 tmp;
2078
2079 if (op->inv)
2080 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1910 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2081 { 1911 {
2082 CLEAR_FLAG (tmp, flag); 1912 CLEAR_FLAG (tmp, flag);
2083 unflag_inv (tmp, flag); 1913 unflag_inv (tmp, flag);
2084 } 1914 }
2085}
2086
2087/*
2088 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2089 * all it's inventory (recursively).
2090 * If checksums are used, a player will get set_cheat called for
2091 * him/her-self and all object carried by a call to this function.
2092 */
2093
2094void
2095set_cheat (object *op)
2096{
2097 SET_FLAG (op, FLAG_WAS_WIZ);
2098 flag_inv (op, FLAG_WAS_WIZ);
2099} 1915}
2100 1916
2101/* 1917/*
2102 * find_free_spot(object, map, x, y, start, stop) will search for 1918 * find_free_spot(object, map, x, y, start, stop) will search for
2103 * a spot at the given map and coordinates which will be able to contain 1919 * a spot at the given map and coordinates which will be able to contain
2105 * to search (see the freearr_x/y[] definition). 1921 * to search (see the freearr_x/y[] definition).
2106 * It returns a random choice among the alternatives found. 1922 * It returns a random choice among the alternatives found.
2107 * start and stop are where to start relative to the free_arr array (1,9 1923 * start and stop are where to start relative to the free_arr array (1,9
2108 * does all 4 immediate directions). This returns the index into the 1924 * does all 4 immediate directions). This returns the index into the
2109 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1925 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2110 * Note - this only checks to see if there is space for the head of the
2111 * object - if it is a multispace object, this should be called for all
2112 * pieces.
2113 * Note2: This function does correctly handle tiled maps, but does not 1926 * Note: This function does correctly handle tiled maps, but does not
2114 * inform the caller. However, insert_ob_in_map will update as 1927 * inform the caller. However, insert_ob_in_map will update as
2115 * necessary, so the caller shouldn't need to do any special work. 1928 * necessary, so the caller shouldn't need to do any special work.
2116 * Note - updated to take an object instead of archetype - this is necessary 1929 * Note - updated to take an object instead of archetype - this is necessary
2117 * because arch_blocked (now ob_blocked) needs to know the movement type 1930 * because arch_blocked (now ob_blocked) needs to know the movement type
2118 * to know if the space in question will block the object. We can't use 1931 * to know if the space in question will block the object. We can't use
2119 * the archetype because that isn't correct if the monster has been 1932 * the archetype because that isn't correct if the monster has been
2120 * customized, changed states, etc. 1933 * customized, changed states, etc.
2121 */ 1934 */
2122
2123int 1935int
2124find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1936find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2125{ 1937{
2126 int
2127 i,
2128 index = 0, flag;
2129 static int
2130 altern[SIZEOFFREE]; 1938 int altern[SIZEOFFREE];
1939 int index = 0, flag;
2131 1940
2132 for (i = start; i < stop; i++) 1941 for (int i = start; i < stop; i++)
2133 { 1942 {
2134 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1943 mapxy pos (m, x, y); pos.move (i);
2135 if (!flag) 1944
1945 if (!pos.normalise ())
1946 continue;
1947
1948 mapspace &ms = *pos;
1949
1950 if (ms.flags () & P_IS_ALIVE)
1951 continue;
1952
1953 /* However, often
1954 * ob doesn't have any move type (when used to place exits)
1955 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1956 */
1957 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1958 {
2136 altern[index++] = i; 1959 altern [index++] = i;
1960 continue;
1961 }
2137 1962
2138 /* Basically, if we find a wall on a space, we cut down the search size. 1963 /* Basically, if we find a wall on a space, we cut down the search size.
2139 * In this way, we won't return spaces that are on another side of a wall. 1964 * In this way, we won't return spaces that are on another side of a wall.
2140 * This mostly work, but it cuts down the search size in all directions - 1965 * This mostly work, but it cuts down the search size in all directions -
2141 * if the space being examined only has a wall to the north and empty 1966 * if the space being examined only has a wall to the north and empty
2142 * spaces in all the other directions, this will reduce the search space 1967 * spaces in all the other directions, this will reduce the search space
2143 * to only the spaces immediately surrounding the target area, and 1968 * to only the spaces immediately surrounding the target area, and
2144 * won't look 2 spaces south of the target space. 1969 * won't look 2 spaces south of the target space.
2145 */ 1970 */
2146 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1971 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1972 {
2147 stop = maxfree[i]; 1973 stop = maxfree[i];
1974 continue;
1975 }
1976
1977 /* Note it is intentional that we check ob - the movement type of the
1978 * head of the object should correspond for the entire object.
1979 */
1980 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1981 continue;
1982
1983 if (ob->blocked (m, pos.x, pos.y))
1984 continue;
1985
1986 altern [index++] = i;
2148 } 1987 }
1988
2149 if (!index) 1989 if (!index)
2150 return -1; 1990 return -1;
1991
2151 return altern[RANDOM () % index]; 1992 return altern [rndm (index)];
2152} 1993}
2153 1994
2154/* 1995/*
2155 * find_first_free_spot(archetype, maptile, x, y) works like 1996 * find_first_free_spot(archetype, maptile, x, y) works like
2156 * find_free_spot(), but it will search max number of squares. 1997 * find_free_spot(), but it will search max number of squares.
2157 * But it will return the first available spot, not a random choice. 1998 * But it will return the first available spot, not a random choice.
2158 * Changed 0.93.2: Have it return -1 if there is no free spot available. 1999 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2159 */ 2000 */
2160
2161int 2001int
2162find_first_free_spot (const object *ob, maptile *m, int x, int y) 2002find_first_free_spot (const object *ob, maptile *m, int x, int y)
2163{ 2003{
2164 int
2165 i;
2166
2167 for (i = 0; i < SIZEOFFREE; i++) 2004 for (int i = 0; i < SIZEOFFREE; i++)
2168 {
2169 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2005 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2170 return i; 2006 return i;
2171 } 2007
2172 return -1; 2008 return -1;
2173} 2009}
2174 2010
2175/* 2011/*
2176 * The function permute(arr, begin, end) randomly reorders the array 2012 * The function permute(arr, begin, end) randomly reorders the array
2177 * arr[begin..end-1]. 2013 * arr[begin..end-1].
2014 * now uses a fisher-yates shuffle, old permute was broken
2178 */ 2015 */
2179static void 2016static void
2180permute (int *arr, int begin, int end) 2017permute (int *arr, int begin, int end)
2181{ 2018{
2182 int 2019 arr += begin;
2183 i,
2184 j,
2185 tmp,
2186 len;
2187
2188 len = end - begin; 2020 end -= begin;
2189 for (i = begin; i < end; i++)
2190 {
2191 j = begin + RANDOM () % len;
2192 2021
2193 tmp = arr[i]; 2022 while (--end)
2194 arr[i] = arr[j]; 2023 swap (arr [end], arr [rndm (end + 1)]);
2195 arr[j] = tmp;
2196 }
2197} 2024}
2198 2025
2199/* new function to make monster searching more efficient, and effective! 2026/* new function to make monster searching more efficient, and effective!
2200 * This basically returns a randomized array (in the passed pointer) of 2027 * This basically returns a randomized array (in the passed pointer) of
2201 * the spaces to find monsters. In this way, it won't always look for 2028 * the spaces to find monsters. In this way, it won't always look for
2204 * the 3x3 area will be searched, just not in a predictable order. 2031 * the 3x3 area will be searched, just not in a predictable order.
2205 */ 2032 */
2206void 2033void
2207get_search_arr (int *search_arr) 2034get_search_arr (int *search_arr)
2208{ 2035{
2209 int 2036 int i;
2210 i;
2211 2037
2212 for (i = 0; i < SIZEOFFREE; i++) 2038 for (i = 0; i < SIZEOFFREE; i++)
2213 {
2214 search_arr[i] = i; 2039 search_arr[i] = i;
2215 }
2216 2040
2217 permute (search_arr, 1, SIZEOFFREE1 + 1); 2041 permute (search_arr, 1, SIZEOFFREE1 + 1);
2218 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2042 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2219 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2043 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2220} 2044}
2229 * Perhaps incorrectly, but I'm making the assumption that exclude 2053 * Perhaps incorrectly, but I'm making the assumption that exclude
2230 * is actually want is going to try and move there. We need this info 2054 * is actually want is going to try and move there. We need this info
2231 * because we have to know what movement the thing looking to move 2055 * because we have to know what movement the thing looking to move
2232 * there is capable of. 2056 * there is capable of.
2233 */ 2057 */
2234
2235int 2058int
2236find_dir (maptile *m, int x, int y, object *exclude) 2059find_dir (maptile *m, int x, int y, object *exclude)
2237{ 2060{
2238 int
2239 i,
2240 max = SIZEOFFREE, mflags; 2061 int i, max = SIZEOFFREE, mflags;
2241 2062
2242 sint16 nx, ny; 2063 sint16 nx, ny;
2243 object * 2064 object *tmp;
2244 tmp;
2245 maptile * 2065 maptile *mp;
2246 mp;
2247 2066
2248 MoveType blocked, move_type; 2067 MoveType blocked, move_type;
2249 2068
2250 if (exclude && exclude->head) 2069 if (exclude && exclude->head_ () != exclude)
2251 { 2070 {
2252 exclude = exclude->head; 2071 exclude = exclude->head;
2253 move_type = exclude->move_type; 2072 move_type = exclude->move_type;
2254 } 2073 }
2255 else 2074 else
2263 mp = m; 2082 mp = m;
2264 nx = x + freearr_x[i]; 2083 nx = x + freearr_x[i];
2265 ny = y + freearr_y[i]; 2084 ny = y + freearr_y[i];
2266 2085
2267 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2086 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2087
2268 if (mflags & P_OUT_OF_MAP) 2088 if (mflags & P_OUT_OF_MAP)
2269 {
2270 max = maxfree[i]; 2089 max = maxfree[i];
2271 }
2272 else 2090 else
2273 { 2091 {
2274 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2092 mapspace &ms = mp->at (nx, ny);
2093
2094 blocked = ms.move_block;
2275 2095
2276 if ((move_type & blocked) == move_type) 2096 if ((move_type & blocked) == move_type)
2277 {
2278 max = maxfree[i]; 2097 max = maxfree[i];
2279 }
2280 else if (mflags & P_IS_ALIVE) 2098 else if (mflags & P_IS_ALIVE)
2281 { 2099 {
2282 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2100 for (tmp = ms.bot; tmp; tmp = tmp->above)
2283 { 2101 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2284 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2102 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2285 {
2286 break; 2103 break;
2287 } 2104
2288 }
2289 if (tmp) 2105 if (tmp)
2290 {
2291 return freedir[i]; 2106 return freedir[i];
2292 }
2293 } 2107 }
2294 } 2108 }
2295 } 2109 }
2110
2296 return 0; 2111 return 0;
2297} 2112}
2298 2113
2299/* 2114/*
2300 * distance(object 1, object 2) will return the square of the 2115 * distance(object 1, object 2) will return the square of the
2301 * distance between the two given objects. 2116 * distance between the two given objects.
2302 */ 2117 */
2303
2304int 2118int
2305distance (const object *ob1, const object *ob2) 2119distance (const object *ob1, const object *ob2)
2306{ 2120{
2307 int
2308 i;
2309
2310 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2121 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2311 return i;
2312} 2122}
2313 2123
2314/* 2124/*
2315 * find_dir_2(delta-x,delta-y) will return a direction in which 2125 * find_dir_2(delta-x,delta-y) will return a direction in which
2316 * an object which has subtracted the x and y coordinates of another 2126 * an object which has subtracted the x and y coordinates of another
2317 * object, needs to travel toward it. 2127 * object, needs to travel toward it.
2318 */ 2128 */
2319
2320int 2129int
2321find_dir_2 (int x, int y) 2130find_dir_2 (int x, int y)
2322{ 2131{
2323 int 2132 int q;
2324 q;
2325 2133
2326 if (y) 2134 if (y)
2327 q = x * 100 / y; 2135 q = x * 100 / y;
2328 else if (x) 2136 else if (x)
2329 q = -300 * x; 2137 q = -300 * x;
2354 2162
2355 return 3; 2163 return 3;
2356} 2164}
2357 2165
2358/* 2166/*
2359 * absdir(int): Returns a number between 1 and 8, which represent
2360 * the "absolute" direction of a number (it actually takes care of
2361 * "overflow" in previous calculations of a direction).
2362 */
2363
2364int
2365absdir (int d)
2366{
2367 while (d < 1)
2368 d += 8;
2369 while (d > 8)
2370 d -= 8;
2371 return d;
2372}
2373
2374/*
2375 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2167 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2376 * between two directions (which are expected to be absolute (see absdir()) 2168 * between two directions (which are expected to be absolute (see absdir())
2377 */ 2169 */
2378
2379int 2170int
2380dirdiff (int dir1, int dir2) 2171dirdiff (int dir1, int dir2)
2381{ 2172{
2382 int 2173 int d;
2383 d;
2384 2174
2385 d = abs (dir1 - dir2); 2175 d = abs (dir1 - dir2);
2386 if (d > 4) 2176 if (d > 4)
2387 d = 8 - d; 2177 d = 8 - d;
2178
2388 return d; 2179 return d;
2389} 2180}
2390 2181
2391/* peterm: 2182/* peterm:
2392 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2183 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2395 * This basically means that if direction is 15, then it could either go 2186 * This basically means that if direction is 15, then it could either go
2396 * direction 4, 14, or 16 to get back to where we are. 2187 * direction 4, 14, or 16 to get back to where we are.
2397 * Moved from spell_util.c to object.c with the other related direction 2188 * Moved from spell_util.c to object.c with the other related direction
2398 * functions. 2189 * functions.
2399 */ 2190 */
2400
2401int
2402 reduction_dir[SIZEOFFREE][3] = { 2191int reduction_dir[SIZEOFFREE][3] = {
2403 {0, 0, 0}, /* 0 */ 2192 {0, 0, 0}, /* 0 */
2404 {0, 0, 0}, /* 1 */ 2193 {0, 0, 0}, /* 1 */
2405 {0, 0, 0}, /* 2 */ 2194 {0, 0, 0}, /* 2 */
2406 {0, 0, 0}, /* 3 */ 2195 {0, 0, 0}, /* 3 */
2407 {0, 0, 0}, /* 4 */ 2196 {0, 0, 0}, /* 4 */
2455 * find a path to that monster that we found. If not, 2244 * find a path to that monster that we found. If not,
2456 * we don't bother going toward it. Returns 1 if we 2245 * we don't bother going toward it. Returns 1 if we
2457 * can see a direct way to get it 2246 * can see a direct way to get it
2458 * Modified to be map tile aware -.MSW 2247 * Modified to be map tile aware -.MSW
2459 */ 2248 */
2460
2461
2462int 2249int
2463can_see_monsterP (maptile *m, int x, int y, int dir) 2250can_see_monsterP (maptile *m, int x, int y, int dir)
2464{ 2251{
2465 sint16 dx, dy; 2252 sint16 dx, dy;
2466 int
2467 mflags; 2253 int mflags;
2468 2254
2469 if (dir < 0) 2255 if (dir < 0)
2470 return 0; /* exit condition: invalid direction */ 2256 return 0; /* exit condition: invalid direction */
2471 2257
2472 dx = x + freearr_x[dir]; 2258 dx = x + freearr_x[dir];
2485 return 0; 2271 return 0;
2486 2272
2487 /* yes, can see. */ 2273 /* yes, can see. */
2488 if (dir < 9) 2274 if (dir < 9)
2489 return 1; 2275 return 1;
2276
2490 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2277 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2491 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2278 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2279 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2492} 2280}
2493
2494
2495 2281
2496/* 2282/*
2497 * can_pick(picker, item): finds out if an object is possible to be 2283 * can_pick(picker, item): finds out if an object is possible to be
2498 * picked up by the picker. Returnes 1 if it can be 2284 * picked up by the picker. Returnes 1 if it can be
2499 * picked up, otherwise 0. 2285 * picked up, otherwise 0.
2501 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2287 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2502 * core dumps if they do. 2288 * core dumps if they do.
2503 * 2289 *
2504 * Add a check so we can't pick up invisible objects (0.93.8) 2290 * Add a check so we can't pick up invisible objects (0.93.8)
2505 */ 2291 */
2506
2507int 2292int
2508can_pick (const object *who, const object *item) 2293can_pick (const object *who, const object *item)
2509{ 2294{
2510 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2295 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2511 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2296 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2512 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2297 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2513} 2298}
2514 2299
2515
2516/* 2300/*
2517 * create clone from object to another 2301 * create clone from object to another
2518 */ 2302 */
2519object * 2303object *
2520object_create_clone (object *asrc) 2304object::deep_clone ()
2521{ 2305{
2522 object *dst = 0, *tmp, *src, *part, *prev, *item; 2306 assert (("deep_clone called on non-head object", is_head ()));
2523 2307
2524 if (!asrc) 2308 object *dst = clone ();
2525 return 0;
2526 2309
2527 src = asrc; 2310 object *prev = dst;
2528 if (src->head)
2529 src = src->head;
2530
2531 prev = 0;
2532 for (part = src; part; part = part->more) 2311 for (object *part = this->more; part; part = part->more)
2533 { 2312 {
2534 tmp = part->clone (); 2313 object *tmp = part->clone ();
2535 tmp->x -= src->x;
2536 tmp->y -= src->y;
2537
2538 if (!part->head)
2539 {
2540 dst = tmp;
2541 tmp->head = 0;
2542 }
2543 else
2544 {
2545 tmp->head = dst; 2314 tmp->head = dst;
2546 }
2547
2548 tmp->more = 0;
2549
2550 if (prev)
2551 prev->more = tmp; 2315 prev->more = tmp;
2552
2553 prev = tmp; 2316 prev = tmp;
2554 } 2317 }
2555 2318
2556 for (item = src->inv; item; item = item->below) 2319 for (object *item = inv; item; item = item->below)
2557 insert_ob_in_ob (object_create_clone (item), dst); 2320 insert_ob_in_ob (item->deep_clone (), dst);
2558 2321
2559 return dst; 2322 return dst;
2560}
2561
2562/* GROS - Creates an object using a string representing its content. */
2563/* Basically, we save the content of the string to a temp file, then call */
2564/* load_object on it. I admit it is a highly inefficient way to make things, */
2565/* but it was simple to make and allows reusing the load_object function. */
2566/* Remember not to use load_object_str in a time-critical situation. */
2567/* Also remember that multiparts objects are not supported for now. */
2568
2569object *
2570load_object_str (const char *obstr)
2571{
2572 object *op;
2573 char filename[MAX_BUF];
2574
2575 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2576
2577 FILE *tempfile = fopen (filename, "w");
2578
2579 if (tempfile == NULL)
2580 {
2581 LOG (llevError, "Error - Unable to access load object temp file\n");
2582 return NULL;
2583 }
2584
2585 fprintf (tempfile, obstr);
2586 fclose (tempfile);
2587
2588 op = object::create ();
2589
2590 object_thawer thawer (filename);
2591
2592 if (thawer)
2593 load_object (thawer, op, 0);
2594
2595 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2596 CLEAR_FLAG (op, FLAG_REMOVED);
2597
2598 return op;
2599} 2323}
2600 2324
2601/* This returns the first object in who's inventory that 2325/* This returns the first object in who's inventory that
2602 * has the same type and subtype match. 2326 * has the same type and subtype match.
2603 * returns NULL if no match. 2327 * returns NULL if no match.
2604 */ 2328 */
2605object * 2329object *
2606find_obj_by_type_subtype (const object *who, int type, int subtype) 2330find_obj_by_type_subtype (const object *who, int type, int subtype)
2607{ 2331{
2608 object *tmp;
2609
2610 for (tmp = who->inv; tmp; tmp = tmp->below) 2332 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2611 if (tmp->type == type && tmp->subtype == subtype) 2333 if (tmp->type == type && tmp->subtype == subtype)
2612 return tmp; 2334 return tmp;
2613 2335
2614 return NULL;
2615}
2616
2617/* If ob has a field named key, return the link from the list,
2618 * otherwise return NULL.
2619 *
2620 * key must be a passed in shared string - otherwise, this won't
2621 * do the desired thing.
2622 */
2623key_value *
2624get_ob_key_link (const object *ob, const char *key)
2625{
2626 key_value *link;
2627
2628 for (link = ob->key_values; link != NULL; link = link->next)
2629 if (link->key == key)
2630 return link;
2631
2632 return NULL;
2633}
2634
2635/*
2636 * Returns the value of op has an extra_field for key, or NULL.
2637 *
2638 * The argument doesn't need to be a shared string.
2639 *
2640 * The returned string is shared.
2641 */
2642const char *
2643get_ob_key_value (const object *op, const char *const key)
2644{
2645 key_value *link;
2646 shstr_cmp canonical_key (key);
2647
2648 if (!canonical_key)
2649 {
2650 /* 1. There being a field named key on any object
2651 * implies there'd be a shared string to find.
2652 * 2. Since there isn't, no object has this field.
2653 * 3. Therefore, *this* object doesn't have this field.
2654 */
2655 return 0;
2656 }
2657
2658 /* This is copied from get_ob_key_link() above -
2659 * only 4 lines, and saves the function call overhead.
2660 */
2661 for (link = op->key_values; link; link = link->next)
2662 if (link->key == canonical_key)
2663 return link->value;
2664
2665 return 0; 2336 return 0;
2666} 2337}
2667 2338
2668 2339const shstr &
2669/* 2340object::kv_get (const shstr &key) const
2670 * Updates the canonical_key in op to value.
2671 *
2672 * canonical_key is a shared string (value doesn't have to be).
2673 *
2674 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2675 * keys.
2676 *
2677 * Returns TRUE on success.
2678 */
2679int
2680set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2681{ 2341{
2682 key_value * 2342 for (key_value *kv = key_values; kv; kv = kv->next)
2683 field = NULL, *last = NULL; 2343 if (kv->key == key)
2344 return kv->value;
2684 2345
2685 for (field = op->key_values; field != NULL; field = field->next) 2346 return shstr_null;
2686 { 2347}
2687 if (field->key != canonical_key) 2348
2349void
2350object::kv_set (const shstr &key, const shstr &value)
2351{
2352 for (key_value *kv = key_values; kv; kv = kv->next)
2353 if (kv->key == key)
2688 { 2354 {
2689 last = field; 2355 kv->value = value;
2690 continue; 2356 return;
2691 } 2357 }
2692 2358
2693 if (value) 2359 key_value *kv = new key_value;
2694 field->value = value; 2360
2695 else 2361 kv->next = key_values;
2362 kv->key = key;
2363 kv->value = value;
2364
2365 key_values = kv;
2366}
2367
2368void
2369object::kv_del (const shstr &key)
2370{
2371 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2372 if ((*kvp)->key == key)
2696 { 2373 {
2697 /* Basically, if the archetype has this key set, 2374 key_value *kv = *kvp;
2698 * we need to store the null value so when we save 2375 *kvp = (*kvp)->next;
2699 * it, we save the empty value so that when we load, 2376 delete kv;
2700 * we get this value back again. 2377 return;
2701 */
2702 if (get_ob_key_link (&op->arch->clone, canonical_key))
2703 field->value = 0;
2704 else
2705 {
2706 if (last)
2707 last->next = field->next;
2708 else
2709 op->key_values = field->next;
2710
2711 delete field;
2712 }
2713 } 2378 }
2714 return TRUE;
2715 }
2716 /* IF we get here, key doesn't exist */
2717
2718 /* No field, we'll have to add it. */
2719
2720 if (!add_key)
2721 {
2722 return FALSE;
2723 }
2724 /* There isn't any good reason to store a null
2725 * value in the key/value list. If the archetype has
2726 * this key, then we should also have it, so shouldn't
2727 * be here. If user wants to store empty strings,
2728 * should pass in ""
2729 */
2730 if (value == NULL)
2731 return TRUE;
2732
2733 field = new key_value;
2734
2735 field->key = canonical_key;
2736 field->value = value;
2737 /* Usual prepend-addition. */
2738 field->next = op->key_values;
2739 op->key_values = field;
2740
2741 return TRUE;
2742}
2743
2744/*
2745 * Updates the key in op to value.
2746 *
2747 * If add_key is FALSE, this will only update existing keys,
2748 * and not add new ones.
2749 * In general, should be little reason FALSE is ever passed in for add_key
2750 *
2751 * Returns TRUE on success.
2752 */
2753int
2754set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2755{
2756 shstr key_ (key);
2757
2758 return set_ob_key_value_s (op, key_, value, add_key);
2759} 2379}
2760 2380
2761object::depth_iterator::depth_iterator (object *container) 2381object::depth_iterator::depth_iterator (object *container)
2762: iterator_base (container) 2382: iterator_base (container)
2763{ 2383{
2777 } 2397 }
2778 else 2398 else
2779 item = item->env; 2399 item = item->env;
2780} 2400}
2781 2401
2402const char *
2403object::flag_desc (char *desc, int len) const
2404{
2405 char *p = desc;
2406 bool first = true;
2407
2408 *p = 0;
2409
2410 for (int i = 0; i < NUM_FLAGS; i++)
2411 {
2412 if (len <= 10) // magic constant!
2413 {
2414 snprintf (p, len, ",...");
2415 break;
2416 }
2417
2418 if (flag [i])
2419 {
2420 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2421 len -= cnt;
2422 p += cnt;
2423 first = false;
2424 }
2425 }
2426
2427 return desc;
2428}
2429
2782// return a suitable string describing an objetc in enough detail to find it 2430// return a suitable string describing an object in enough detail to find it
2783const char * 2431const char *
2784object::debug_desc (char *info) const 2432object::debug_desc (char *info) const
2785{ 2433{
2434 char flagdesc[512];
2786 char info2[256 * 3]; 2435 char info2[256 * 4];
2787 char *p = info; 2436 char *p = info;
2788 2437
2789 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2438 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2790 count, 2439 count,
2440 uuid.c_str (),
2791 &name, 2441 &name,
2792 title ? " " : "", 2442 title ? "\",title:\"" : "",
2793 title ? (const char *)title : ""); 2443 title ? (const char *)title : "",
2444 flag_desc (flagdesc, 512), type);
2794 2445
2795 if (env) 2446 if (!flag[FLAG_REMOVED] && env)
2796 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2447 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2797 2448
2798 if (map) 2449 if (map)
2799 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2450 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2800 2451
2801 return info; 2452 return info;
2802} 2453}
2803 2454
2804const char * 2455const char *
2805object::debug_desc () const 2456object::debug_desc () const
2806{ 2457{
2807 static char info[256 * 3]; 2458 static char info[3][256 * 4];
2459 static int info_idx;
2460
2808 return debug_desc (info); 2461 return debug_desc (info [++info_idx % 3]);
2809} 2462}
2810 2463
2464struct region *
2465object::region () const
2466{
2467 return map ? map->region (x, y)
2468 : region::default_region ();
2469}
2470
2471const materialtype_t *
2472object::dominant_material () const
2473{
2474 if (materialtype_t *mt = name_to_material (materialname))
2475 return mt;
2476
2477 return name_to_material (shstr_unknown);
2478}
2479
2480void
2481object::open_container (object *new_container)
2482{
2483 if (container == new_container)
2484 return;
2485
2486 object *old_container = container;
2487
2488 if (old_container)
2489 {
2490 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2491 return;
2492
2493#if 0
2494 // remove the "Close old_container" object.
2495 if (object *closer = old_container->inv)
2496 if (closer->type == CLOSE_CON)
2497 closer->destroy ();
2498#endif
2499
2500 // make sure the container is available
2501 esrv_send_item (this, old_container);
2502
2503 old_container->flag [FLAG_APPLIED] = false;
2504 container = 0;
2505
2506 // client needs item update to make it work, client bug requires this to be separate
2507 esrv_update_item (UPD_FLAGS, this, old_container);
2508
2509 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2510 play_sound (sound_find ("chest_close"));
2511 }
2512
2513 if (new_container)
2514 {
2515 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2516 return;
2517
2518 // TODO: this does not seem to serve any purpose anymore?
2519#if 0
2520 // insert the "Close Container" object.
2521 if (archetype *closer = new_container->other_arch)
2522 {
2523 object *closer = arch_to_object (new_container->other_arch);
2524 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2525 new_container->insert (closer);
2526 }
2527#endif
2528
2529 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2530
2531 // make sure the container is available, client bug requires this to be separate
2532 esrv_send_item (this, new_container);
2533
2534 new_container->flag [FLAG_APPLIED] = true;
2535 container = new_container;
2536
2537 // client needs flag change
2538 esrv_update_item (UPD_FLAGS, this, new_container);
2539 esrv_send_inventory (this, new_container);
2540 play_sound (sound_find ("chest_open"));
2541 }
2542// else if (!old_container->env && contr && contr->ns)
2543// contr->ns->floorbox_reset ();
2544}
2545
2546object *
2547object::force_find (const shstr name)
2548{
2549 /* cycle through his inventory to look for the MARK we want to
2550 * place
2551 */
2552 for (object *tmp = inv; tmp; tmp = tmp->below)
2553 if (tmp->type == FORCE && tmp->slaying == name)
2554 return splay (tmp);
2555
2556 return 0;
2557}
2558
2559void
2560object::force_add (const shstr name, int duration)
2561{
2562 if (object *force = force_find (name))
2563 force->destroy ();
2564
2565 object *force = get_archetype (FORCE_NAME);
2566
2567 force->slaying = name;
2568 force->stats.food = 1;
2569 force->speed_left = -1.f;
2570
2571 force->set_speed (duration ? 1.f / duration : 0.f);
2572 force->flag [FLAG_IS_USED_UP] = true;
2573 force->flag [FLAG_APPLIED] = true;
2574
2575 insert (force);
2576}
2577
2578void
2579object::play_sound (faceidx sound)
2580{
2581 if (!sound)
2582 return;
2583
2584 if (flag [FLAG_REMOVED])
2585 return;
2586
2587 if (env)
2588 {
2589 if (object *pl = in_player ())
2590 pl->contr->play_sound (sound);
2591 }
2592 else
2593 map->play_sound (sound, x, y);
2594}
2595

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