ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.66 by root, Wed Dec 13 03:28:42 2006 UTC vs.
Revision 1.253 by root, Sun Aug 17 22:46:26 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 24#include <global.h>
28#include <stdio.h> 25#include <stdio.h>
29#include <sys/types.h> 26#include <sys/types.h>
30#include <sys/uio.h> 27#include <sys/uio.h>
31#include <object.h> 28#include <object.h>
32#include <funcpoint.h> 29#include <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->archname != ob2->arch->archname
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
222 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
246 (ob1->client_type != ob2->client_type) || 223 || ob1->client_type != ob2->client_type
247 (ob1->materialname != ob2->materialname) || 224 || ob1->materialname != ob2->materialname
248 (ob1->lore != ob2->lore) || 225 || ob1->lore != ob2->lore
249 (ob1->subtype != ob2->subtype) || 226 || ob1->subtype != ob2->subtype
250 (ob1->move_type != ob2->move_type) || 227 || ob1->move_type != ob2->move_type
251 (ob1->move_block != ob2->move_block) || 228 || ob1->move_block != ob2->move_block
252 (ob1->move_allow != ob2->move_allow) || 229 || ob1->move_allow != ob2->move_allow
253 (ob1->move_on != ob2->move_on) || 230 || 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)) 231 || ob1->move_off != ob2->move_off
232 || ob1->move_slow != ob2->move_slow
233 || ob1->move_slow_penalty != ob2->move_slow_penalty
234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
255 return 0; 236 return 0;
256 237
238 if ((ob1->flag ^ ob2->flag)
239 .reset (FLAG_INV_LOCKED)
240 .reset (FLAG_CLIENT_SENT)
241 .reset (FLAG_REMOVED)
242 .any ())
243 return 0;
244
257 /* This is really a spellbook check - really, we should 245 /* This is really a spellbook check - we should in general
258 * check all objects in the inventory. 246 * not merge objects with real inventories, as splitting them
247 * is hard.
259 */ 248 */
260 if (ob1->inv || ob2->inv) 249 if (ob1->inv || ob2->inv)
261 { 250 {
262 /* if one object has inventory but the other doesn't, not equiv */ 251 if (!(ob1->inv && ob2->inv))
263 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 252 return 0; /* inventories differ in length */
264 return 0;
265 253
266 /* Now check to see if the two inventory objects could merge */ 254 if (ob1->inv->below || ob2->inv->below)
255 return 0; /* more than one object in inv */
256
267 if (!object::can_merge (ob1->inv, ob2->inv)) 257 if (!object::can_merge (ob1->inv, ob2->inv))
268 return 0; 258 return 0; /* inventory objects differ */
269 259
270 /* inventory ok - still need to check rest of this object to see 260 /* inventory ok - still need to check rest of this object to see
271 * if it is valid. 261 * if it is valid.
272 */ 262 */
273 } 263 }
281 271
282 /* Note sure why the following is the case - either the object has to 272 /* 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 273 * be animated or have a very low speed. Is this an attempted monster
284 * check? 274 * check?
285 */ 275 */
286 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 276 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
287 return 0; 277 return 0;
288 278
289 switch (ob1->type) 279 switch (ob1->type)
290 { 280 {
291 case SCROLL: 281 case SCROLL:
292 if (ob1->level != ob2->level) 282 if (ob1->level != ob2->level)
293 return 0; 283 return 0;
294 break; 284 break;
295 } 285 }
296 286
297 if (ob1->key_values != NULL || ob2->key_values != NULL) 287 if (ob1->key_values || ob2->key_values)
298 { 288 {
299 /* At least one of these has key_values. */ 289 /* At least one of these has key_values. */
300 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 290 if ((!ob1->key_values) != (!ob2->key_values))
301 /* One has fields, but the other one doesn't. */ 291 return 0; /* One has fields, but the other one doesn't. */
292
293 if (!compare_ob_value_lists (ob1, ob2))
302 return 0; 294 return 0;
303 else if (!compare_ob_value_lists (ob1, ob2))
304 return 0;
305 } 295 }
306 296
307 //TODO: generate an event or call into perl for additional checks
308 if (ob1->self || ob2->self) 297 if (ob1->self || ob2->self)
309 { 298 {
310 ob1->optimise (); 299 ob1->optimise ();
311 ob2->optimise (); 300 ob2->optimise ();
312 301
313 if (ob1->self || ob2->self) 302 if (ob1->self || ob2->self)
303 {
304 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
305 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
306
307 if (k1 != k2)
314 return 0; 308 return 0;
309
310 if (k1 == 0)
311 return 1;
312
313 if (!cfperl_can_merge (ob1, ob2))
314 return 0;
315 }
315 } 316 }
316 317
317 /* Everything passes, must be OK. */ 318 /* Everything passes, must be OK. */
318 return 1; 319 return 1;
319} 320}
320 321
322// find player who can see this object
323object *
324object::visible_to () const
325{
326 if (client_visible () && !flag [FLAG_REMOVED])
327 {
328 // see if we are in a container of sorts
329 if (env)
330 {
331 // the player inventory itself is always visible
332 if (env->type == PLAYER)
333 return env;
334
335 // else a player could have our env open
336 object *envest = env->outer_env ();
337
338 // the player itself is always on a map, so we will find him here
339 // even if our inv is in a player.
340 if (envest->is_on_map ())
341 if (object *pl = envest->ms ().player ())
342 if (pl->container == env)
343 return pl;
344 }
345 else
346 {
347 // maybe there is a player standing on the same mapspace
348 // this will catch the case where "this" is a player
349 if (object *pl = ms ().player ())
350 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
351 || this == pl->container)
352 return pl;
353 }
354 }
355
356 return 0;
357}
358
359// adjust weight per container type ("of holding")
360static sint32
361weight_adjust_for (object *op, sint32 weight)
362{
363 return op->type == CONTAINER
364 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
365 : weight;
366}
367
321/* 368/*
369 * adjust_weight(object, weight) adds the specified weight to an object,
370 * and also updates how much the environment(s) is/are carrying.
371 */
372static void
373adjust_weight (object *op, sint32 weight)
374{
375 while (op)
376 {
377 // adjust by actual difference to account for rounding errors
378 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
379 weight = weight_adjust_for (op, op->carrying)
380 - weight_adjust_for (op, op->carrying - weight);
381
382 if (!weight)
383 return;
384
385 op->carrying += weight;
386
387 if (object *pl = op->visible_to ())
388 if (pl != op) // player is handled lazily
389 esrv_update_item (UPD_WEIGHT, pl, op);
390
391 op = op->env;
392 }
393}
394
395/*
322 * sum_weight() is a recursive function which calculates the weight 396 * this is a recursive function which calculates the weight
323 * an object is carrying. It goes through in figures out how much 397 * an object is carrying. It goes through op and figures out how much
324 * containers are carrying, and sums it up. 398 * containers are carrying, and sums it up.
325 */ 399 */
326long 400void
327sum_weight (object *op) 401object::update_weight ()
328{ 402{
329 long sum; 403 sint32 sum = 0;
330 object *inv;
331 404
332 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 405 for (object *op = inv; op; op = op->below)
333 { 406 {
334 if (inv->inv) 407 if (op->inv)
335 sum_weight (inv); 408 op->update_weight ();
336 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 409
410 sum += op->total_weight ();
411 }
412
413 sum = weight_adjust_for (this, sum);
414
415 if (sum != carrying)
337 } 416 {
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; 417 carrying = sum;
344 418
345 return sum; 419 if (object *pl = visible_to ())
420 if (pl != this) // player is handled lazily
421 esrv_update_item (UPD_WEIGHT, pl, this);
422 }
346} 423}
347 424
348/** 425/*
349 * Return the outermost environment object for a given object. 426 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
350 */ 427 */
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 * 428char *
382dump_object (object *op) 429dump_object (object *op)
383{ 430{
384 if (!op) 431 if (!op)
385 return strdup ("[NULLOBJ]"); 432 return strdup ("[NULLOBJ]");
386 433
387 object_freezer freezer; 434 object_freezer freezer;
388 save_object (freezer, op, 3); 435 op->write (freezer);
389 return freezer.as_string (); 436 return freezer.as_string ();
390} 437}
391 438
392/* 439/*
393 * get_nearest_part(multi-object, object 2) returns the part of the 440 * get_nearest_part(multi-object, object 2) returns the part of the
394 * multi-object 1 which is closest to the second object. 441 * multi-object 1 which is closest to the second object.
395 * If it's not a multi-object, it is returned. 442 * If it's not a multi-object, it is returned.
396 */ 443 */
397
398object * 444object *
399get_nearest_part (object *op, const object *pl) 445get_nearest_part (object *op, const object *pl)
400{ 446{
401 object *tmp, *closest; 447 object *tmp, *closest;
402 int last_dist, i; 448 int last_dist, i;
403 449
404 if (op->more == NULL) 450 if (!op->more)
405 return op; 451 return op;
452
406 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 453 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
454 tmp;
455 tmp = tmp->more)
407 if ((i = distance (tmp, pl)) < last_dist) 456 if ((i = distance (tmp, pl)) < last_dist)
408 closest = tmp, last_dist = i; 457 closest = tmp, last_dist = i;
458
409 return closest; 459 return closest;
410} 460}
411 461
412/* 462/*
413 * Returns the object which has the count-variable equal to the argument. 463 * Returns the object which has the count-variable equal to the argument.
464 * VERRRY slow.
414 */ 465 */
415
416object * 466object *
417find_object (tag_t i) 467find_object (tag_t i)
418{ 468{
419 for (object *op = object::first; op; op = op->next) 469 for_all_objects (op)
420 if (op->count == i) 470 if (op->count == i)
421 return op; 471 return op;
422 472
423 return 0; 473 return 0;
424} 474}
425 475
426/* 476/*
427 * Returns the first object which has a name equal to the argument. 477 * Returns the first object which has a name equal to the argument.
428 * Used only by the patch command, but not all that useful. 478 * Used only by the patch command, but not all that useful.
429 * Enables features like "patch <name-of-other-player> food 999" 479 * Enables features like "patch <name-of-other-player> food 999"
430 */ 480 */
431
432object * 481object *
433find_object_name (const char *str) 482find_object_name (const char *str)
434{ 483{
435 shstr_cmp str_ (str); 484 shstr_cmp str_ (str);
436 object *op;
437 485
438 for (op = object::first; op != NULL; op = op->next) 486 if (str_)
487 for_all_objects (op)
439 if (op->name == str_) 488 if (op->name == str_)
440 break; 489 return op;
441 490
442 return op; 491 return 0;
443}
444
445void
446free_all_object_data ()
447{
448 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
449} 492}
450 493
451/* 494/*
452 * Sets the owner and sets the skill and exp pointers to owner's current 495 * Sets the owner and sets the skill and exp pointers to owner's current
453 * skill and experience objects. 496 * skill and experience objects.
497 * ACTUALLY NO! investigate! TODO
454 */ 498 */
455void 499void
456object::set_owner (object *owner) 500object::set_owner (object *owner)
457{ 501{
502 // allow objects which own objects
458 if (!owner) 503 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) 504 while (owner->owner)
469 owner = owner->owner; 505 owner = owner->owner;
506
507 if (flag [FLAG_FREED])
508 {
509 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
510 return;
511 }
470 512
471 this->owner = owner; 513 this->owner = owner;
514}
515
516int
517object::slottype () const
518{
519 if (type == SKILL)
520 {
521 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
522 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
523 }
524 else
525 {
526 if (slot [body_combat].info) return slot_combat;
527 if (slot [body_range ].info) return slot_ranged;
528 }
529
530 return slot_none;
531}
532
533bool
534object::change_weapon (object *ob)
535{
536 if (current_weapon == ob)
537 return true;
538
539 if (chosen_skill)
540 chosen_skill->flag [FLAG_APPLIED] = false;
541
542 current_weapon = ob;
543 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
544
545 if (chosen_skill)
546 chosen_skill->flag [FLAG_APPLIED] = true;
547
548 update_stats ();
549
550 if (ob)
551 {
552 // now check wether any body locations became invalid, in which case
553 // we cannot apply the weapon at the moment.
554 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
555 if (slot[i].used < 0)
556 {
557 current_weapon = chosen_skill = 0;
558 update_stats ();
559
560 new_draw_info_format (NDI_UNIQUE, 0, this,
561 "You try to balance all your items at once, "
562 "but the %s is just too much for your body. "
563 "[You need to unapply some items first.]", &ob->name);
564 return false;
565 }
566
567 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
568 }
569 else
570 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
571
572 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
573 {
574 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
575 &name, ob->debug_desc ());
576 return false;
577 }
578
579 return true;
472} 580}
473 581
474/* Zero the key_values on op, decrementing the shared-string 582/* Zero the key_values on op, decrementing the shared-string
475 * refcounts and freeing the links. 583 * refcounts and freeing the links.
476 */ 584 */
477static void 585static void
478free_key_values (object *op) 586free_key_values (object *op)
479{ 587{
480 for (key_value *i = op->key_values; i != 0;) 588 for (key_value *i = op->key_values; i; )
481 { 589 {
482 key_value *next = i->next; 590 key_value *next = i->next;
483 delete i; 591 delete i;
484 592
485 i = next; 593 i = next;
486 } 594 }
487 595
488 op->key_values = 0; 596 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} 597}
532 598
533/* 599/*
534 * copy_to first frees everything allocated by the dst object, 600 * copy_to first frees everything allocated by the dst object,
535 * and then copies the contents of itself into the second 601 * and then copies the contents of itself into the second
539 * will point at garbage. 605 * will point at garbage.
540 */ 606 */
541void 607void
542object::copy_to (object *dst) 608object::copy_to (object *dst)
543{ 609{
544 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 610 dst->remove ();
545 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
546
547 *(object_copy *)dst = *this; 611 *(object_copy *)dst = *this;
548 *(object_pod *)dst = *this; 612 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;
561 613
562 /* Copy over key_values, if any. */ 614 /* Copy over key_values, if any. */
563 if (key_values) 615 if (key_values)
564 { 616 {
565 key_value *tail = 0; 617 key_value *tail = 0;
566 key_value *i;
567
568 dst->key_values = 0; 618 dst->key_values = 0;
569 619
570 for (i = key_values; i; i = i->next) 620 for (key_value *i = key_values; i; i = i->next)
571 { 621 {
572 key_value *new_link = new key_value; 622 key_value *new_link = new key_value;
573 623
574 new_link->next = 0; 624 new_link->next = 0;
575 new_link->key = i->key; 625 new_link->key = i->key;
576 new_link->value = i->value; 626 new_link->value = i->value;
577 627
578 /* Try and be clever here, too. */ 628 /* Try and be clever here, too. */
579 if (!dst->key_values) 629 if (!dst->key_values)
580 { 630 {
587 tail = new_link; 637 tail = new_link;
588 } 638 }
589 } 639 }
590 } 640 }
591 641
592 update_ob_speed (dst); 642 if (speed < 0)
643 dst->speed_left -= rndm ();
644
645 dst->set_speed (dst->speed);
646}
647
648void
649object::instantiate ()
650{
651 if (!uuid.seq) // HACK
652 uuid = UUID::gen ();
653
654 speed_left = -0.1f;
655 /* copy the body_info to the body_used - this is only really
656 * need for monsters, but doesn't hurt to do it for everything.
657 * by doing so, when a monster is created, it has good starting
658 * values for the body_used info, so when items are created
659 * for it, they can be properly equipped.
660 */
661 for (int i = NUM_BODY_LOCATIONS; i--; )
662 slot[i].used = slot[i].info;
663
664 attachable::instantiate ();
593} 665}
594 666
595object * 667object *
596object::clone () 668object::clone ()
597{ 669{
598 object *neu = create (); 670 object *neu = create ();
599 copy_to (neu); 671 copy_to (neu);
672 neu->map = map; // not copied by copy_to
600 return neu; 673 return neu;
601} 674}
602 675
603/* 676/*
604 * If an object with the IS_TURNABLE() flag needs to be turned due 677 * 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 678 * 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. 679 * be called to update the face variable, _and_ how it looks on the map.
607 */ 680 */
608
609void 681void
610update_turn_face (object *op) 682update_turn_face (object *op)
611{ 683{
612 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 684 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
613 return; 685 return;
686
614 SET_ANIMATION (op, op->direction); 687 SET_ANIMATION (op, op->direction);
615 update_object (op, UP_OBJ_FACE); 688 update_object (op, UP_OBJ_FACE);
616} 689}
617 690
618/* 691/*
619 * Updates the speed of an object. If the speed changes from 0 to another 692 * 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. 693 * 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. 694 * This function needs to be called whenever the speed of an object changes.
622 */ 695 */
623void 696void
624update_ob_speed (object *op) 697object::set_speed (float speed)
625{ 698{
626 extern int arch_init; 699 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 { 700 {
634 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 701 LOG (llevError, "Object %s is freed but has speed.\n", &name);
635#ifdef MANY_CORES
636 abort ();
637#else
638 op->speed = 0; 702 speed = 0;
639#endif
640 }
641
642 if (arch_init)
643 return;
644
645 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
646 { 703 }
647 /* If already on active list, don't do anything */
648 if (op->active_next || op->active_prev || op == active_objects)
649 return;
650 704
651 /* process_events() expects us to insert the object at the beginning 705 this->speed = speed;
652 * of the list. */
653 op->active_next = active_objects;
654 706
655 if (op->active_next != NULL) 707 if (has_active_speed ())
656 op->active_next->active_prev = op; 708 activate ();
657
658 active_objects = op;
659 }
660 else 709 else
661 { 710 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} 711}
685 712
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/* 713/*
718 * update_object() updates the array which represents the map. 714 * update_object() updates the the map.
719 * It takes into account invisible objects (and represent squares covered 715 * It takes into account invisible objects (and represent squares covered
720 * by invisible objects by whatever is below them (unless it's another 716 * by invisible objects by whatever is below them (unless it's another
721 * invisible object, etc...) 717 * invisible object, etc...)
722 * If the object being updated is beneath a player, the look-window 718 * 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 719 * of that player is updated (this might be a suboptimal way of
724 * updating that window, though, since update_object() is called _often_) 720 * updating that window, though, since update_object() is called _often_)
725 * 721 *
726 * action is a hint of what the caller believes need to be done. 722 * 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: 723 * current action are:
732 * UP_OBJ_INSERT: op was inserted 724 * UP_OBJ_INSERT: op was inserted
733 * UP_OBJ_REMOVE: op was removed 725 * UP_OBJ_REMOVE: op was removed
734 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 726 * 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. 727 * as that is easier than trying to look at what may have changed.
736 * UP_OBJ_FACE: only the objects face has changed. 728 * UP_OBJ_FACE: only the objects face has changed.
737 */ 729 */
738
739void 730void
740update_object (object *op, int action) 731update_object (object *op, int action)
741{ 732{
742 int update_now = 0, flags; 733 if (!op)
743 MoveType move_on, move_off, move_block, move_slow;
744
745 if (op == NULL)
746 { 734 {
747 /* this should never happen */ 735 /* this should never happen */
748 LOG (llevDebug, "update_object() called for NULL object.\n"); 736 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
749 return; 737 return;
750 } 738 }
751 739
752 if (op->env != NULL) 740 if (!op->is_on_map ())
753 { 741 {
754 /* Animation is currently handled by client, so nothing 742 /* Animation is currently handled by client, so nothing
755 * to do in this case. 743 * to do in this case.
756 */ 744 */
757 return; 745 return;
758 } 746 }
759 747
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 */ 748 /* 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)) 749 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
768 { 750 {
769 LOG (llevError, "update_object() called for object out of map!\n"); 751 LOG (llevError, "update_object() called for object out of map!\n");
770#ifdef MANY_CORES 752#ifdef MANY_CORES
771 abort (); 753 abort ();
772#endif 754#endif
773 return; 755 return;
774 } 756 }
775 757
776 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 758 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);
782 759
760 if (!(m.flags_ & P_UPTODATE))
761 /* nop */;
783 if (action == UP_OBJ_INSERT) 762 else if (action == UP_OBJ_INSERT)
784 { 763 {
764 // this is likely overkill, TODO: revisit (schmorp)
785 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 765 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)) 766 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
789 update_now = 1; 767 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
790 768 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
769 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
791 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 770 || (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) 771 || (m.move_on | op->move_on ) != m.move_on
801 update_now = 1;
802
803 if ((move_off | op->move_off) != move_off) 772 || (m.move_off | op->move_off ) != m.move_off
804 update_now = 1; 773 || (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 774 /* This isn't perfect, but I don't expect a lot of objects to
807 * to have move_allow right now. 775 * have move_allow right now.
808 */ 776 */
809 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 777 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
810 update_now = 1; 778 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
811 779 m.flags_ = 0;
812 if ((move_slow | op->move_slow) != move_slow)
813 update_now = 1;
814 } 780 }
815
816 /* if the object is being removed, we can't make intelligent 781 /* if the object is being removed, we can't make intelligent
817 * decisions, because remove_ob can't really pass the object 782 * decisions, because remove_ob can't really pass the object
818 * that is being removed. 783 * that is being removed.
819 */ 784 */
820 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 785 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
821 update_now = 1; 786 m.flags_ = 0;
822 else if (action == UP_OBJ_FACE) 787 else if (action == UP_OBJ_FACE)
823 /* Nothing to do for that case */ ; 788 /* Nothing to do for that case */ ;
824 else 789 else
825 LOG (llevError, "update_object called with invalid action: %d\n", action); 790 LOG (llevError, "update_object called with invalid action: %d\n", action);
826 791
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) 792 if (op->more)
834 update_object (op->more, action); 793 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} 794}
852 795
853object::object () 796object::object ()
854{ 797{
855 SET_FLAG (this, FLAG_REMOVED); 798 SET_FLAG (this, FLAG_REMOVED);
858 face = blank_face; 801 face = blank_face;
859} 802}
860 803
861object::~object () 804object::~object ()
862{ 805{
806 unlink ();
807
863 free_key_values (this); 808 free_key_values (this);
864} 809}
865 810
811static int object_count;
812
866void object::link () 813void object::link ()
867{ 814{
815 assert (!index);//D
816 uuid = UUID::gen ();
868 count = ++ob_count; 817 count = ++object_count;
869 uuid = gen_uuid ();
870 818
871 prev = 0; 819 refcnt_inc ();
872 next = object::first; 820 objects.insert (this);
873
874 if (object::first)
875 object::first->prev = this;
876
877 object::first = this;
878} 821}
879 822
880void object::unlink () 823void object::unlink ()
881{ 824{
882 if (this == object::first) 825 if (!index)
883 object::first = next; 826 return;
884 827
885 /* Remove this object from the list of used objects */ 828 objects.erase (this);
886 if (prev) prev->next = next; 829 refcnt_dec ();
887 if (next) next->prev = prev; 830}
888 831
889 prev = 0; 832void
890 next = 0; 833object::activate ()
834{
835 /* If already on active list, don't do anything */
836 if (active)
837 return;
838
839 if (has_active_speed ())
840 actives.insert (this);
841}
842
843void
844object::activate_recursive ()
845{
846 activate ();
847
848 for (object *op = inv; op; op = op->below)
849 op->activate_recursive ();
850}
851
852/* This function removes object 'op' from the list of active
853 * objects.
854 * This should only be used for style maps or other such
855 * reference maps where you don't want an object that isn't
856 * in play chewing up cpu time getting processed.
857 * The reverse of this is to call update_ob_speed, which
858 * will do the right thing based on the speed of the object.
859 */
860void
861object::deactivate ()
862{
863 /* If not on the active list, nothing needs to be done */
864 if (!active)
865 return;
866
867 actives.erase (this);
868}
869
870void
871object::deactivate_recursive ()
872{
873 for (object *op = inv; op; op = op->below)
874 op->deactivate_recursive ();
875
876 deactivate ();
877}
878
879void
880object::set_flag_inv (int flag, int value)
881{
882 for (object *op = inv; op; op = op->below)
883 {
884 op->flag [flag] = value;
885 op->set_flag_inv (flag, value);
886 }
887}
888
889/*
890 * Remove and free all objects in the inventory of the given object.
891 * object.c ?
892 */
893void
894object::destroy_inv (bool drop_to_ground)
895{
896 // need to check first, because the checks below might segfault
897 // as we might be on an invalid mapspace and crossfire code
898 // is too buggy to ensure that the inventory is empty.
899 // corollary: if you create arrows etc. with stuff in its inventory,
900 // cf will crash below with off-map x and y
901 if (!inv)
902 return;
903
904 /* Only if the space blocks everything do we not process -
905 * if some form of movement is allowed, let objects
906 * drop on that space.
907 */
908 if (!drop_to_ground
909 || !map
910 || map->in_memory != MAP_ACTIVE
911 || map->no_drop
912 || ms ().move_block == MOVE_ALL)
913 {
914 while (inv)
915 inv->destroy (true);
916 }
917 else
918 { /* Put objects in inventory onto this space */
919 while (inv)
920 {
921 object *op = inv;
922
923 if (op->flag [FLAG_STARTEQUIP]
924 || op->flag [FLAG_NO_DROP]
925 || op->type == RUNE
926 || op->type == TRAP
927 || op->flag [FLAG_IS_A_TEMPLATE]
928 || op->flag [FLAG_DESTROY_ON_DEATH])
929 op->destroy (true);
930 else
931 map->insert (op, x, y);
932 }
933 }
891} 934}
892 935
893object *object::create () 936object *object::create ()
894{ 937{
895 object *op = new object; 938 object *op = new object;
896 op->link (); 939 op->link ();
897 return op; 940 return op;
898} 941}
899 942
900/* 943static struct freed_map : maptile
901 * free_object() frees everything allocated by an object, removes 944{
902 * it from the list of used objects, and puts it on the list of 945 freed_map ()
903 * free objects. The IS_FREED() flag is set in the object. 946 {
904 * The object must have been removed by remove_ob() first for 947 path = "<freed objects map>";
905 * this function to succeed. 948 name = "/internal/freed_objects_map";
906 * 949 width = 3;
907 * If destroy_inventory is set, free inventory as well. Else drop items in 950 height = 3;
908 * inventory to the ground. 951 no_drop = 1;
909 */ 952 no_reset = 1;
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 /* we set up values so that it could be inserted into
1063 * the map, but we don't actually do that - it is up
1064 * to the caller to decide what we want to do.
1065 */
1066 map = env->map;
1067 x = env->x;
1068 y = env->y;
1069
1070 // make sure cmov optimisation is applicable
1071 *(above ? &above->below : &env->inv) = below;
1072 *(below ? &below->above : &above ) = above; // &above is just a dummy
1073
1074 above = 0;
1075 below = 0;
1076 env = 0;
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
1120 ms.flags_ = 0;
1121
1122 if (map->in_memory == MAP_SAVING) 1122 if (map->in_memory == MAP_SAVING)
1123 return; 1123 return;
1124 1124
1125 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1125 int check_walk_off = !flag [FLAG_NO_APPLY];
1126 1126
1127 if (object *pl = ms.player ())
1128 {
1129 if (pl->container == this)
1130 /* If a container that the player is currently using somehow gets
1131 * removed (most likely destroyed), update the player view
1132 * appropriately.
1133 */
1134 pl->close_container ();
1135
1136 //TODO: the floorbox prev/next might need updating
1137 //esrv_del_item (pl->contr, count);
1138 //TODO: update floorbox to preserve ordering
1139 if (pl->contr->ns)
1140 pl->contr->ns->floorbox_update ();
1141 }
1142
1127 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1143 for (tmp = ms.bot; tmp; tmp = tmp->above)
1128 { 1144 {
1129 /* No point updating the players look faces if he is the object 1145 /* No point updating the players look faces if he is the object
1130 * being removed. 1146 * being removed.
1131 */ 1147 */
1132 1148
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 */ 1149 /* See if object moving off should effect something */
1149 if (check_walk_off 1150 if (check_walk_off
1150 && ((move_type & tmp->move_off) 1151 && ((move_type & tmp->move_off)
1151 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1152 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1152 { 1153 {
1153 move_apply (tmp, this, 0); 1154 move_apply (tmp, this, 0);
1154 1155
1155 if (destroyed ()) 1156 if (destroyed ())
1156 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1157 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1157 } 1158 }
1158 1159
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; 1160 last = tmp;
1165 } 1161 }
1166 1162
1167 /* last == NULL of there are no objects on this space */
1168 if (!last)
1169 {
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
1179 update_object (last, UP_OBJ_REMOVE);
1180
1181 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1163 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1182 update_all_los (map, x, y); 1164 update_all_los (map, x, y);
1183 } 1165 }
1184} 1166}
1185 1167
1186/* 1168/*
1195merge_ob (object *op, object *top) 1177merge_ob (object *op, object *top)
1196{ 1178{
1197 if (!op->nrof) 1179 if (!op->nrof)
1198 return 0; 1180 return 0;
1199 1181
1200 if (top == NULL) 1182 if (!top)
1201 for (top = op; top != NULL && top->above != NULL; top = top->above); 1183 for (top = op; top && top->above; top = top->above)
1184 ;
1202 1185
1203 for (; top != NULL; top = top->below) 1186 for (; top; top = top->below)
1204 {
1205 if (top == op)
1206 continue;
1207
1208 if (object::can_merge (op, top)) 1187 if (object::can_merge (op, top))
1209 { 1188 {
1210 top->nrof += op->nrof; 1189 top->nrof += op->nrof;
1211 1190
1212/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1191 if (object *pl = top->visible_to ())
1213 op->weight = 0; /* Don't want any adjustements now */ 1192 esrv_update_item (UPD_NROF, pl, top);
1193
1194 op->weight = 0; // cancel the addition above
1195 op->carrying = 0; // must be 0 already
1196
1214 op->destroy (); 1197 op->destroy (1);
1198
1215 return top; 1199 return top;
1216 } 1200 }
1217 }
1218 1201
1219 return 0; 1202 return 0;
1220} 1203}
1221 1204
1205void
1206object::expand_tail ()
1207{
1208 if (more)
1209 return;
1210
1211 object *prev = this;
1212
1213 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1214 {
1215 object *op = arch_to_object (at);
1216
1217 op->name = name;
1218 op->name_pl = name_pl;
1219 op->title = title;
1220
1221 op->head = this;
1222 prev->more = op;
1223
1224 prev = op;
1225 }
1226}
1227
1222/* 1228/*
1223 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1229 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1224 * job preparing multi-part monsters 1230 * job preparing multi-part monsters.
1225 */ 1231 */
1226object * 1232object *
1227insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1233insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1228{ 1234{
1229 object *tmp; 1235 op->remove ();
1230 1236
1231 if (op->head)
1232 op = op->head;
1233
1234 for (tmp = op; tmp; tmp = tmp->more) 1237 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1235 { 1238 {
1236 tmp->x = x + tmp->arch->clone.x; 1239 tmp->x = x + tmp->arch->x;
1237 tmp->y = y + tmp->arch->clone.y; 1240 tmp->y = y + tmp->arch->y;
1238 } 1241 }
1239 1242
1240 return insert_ob_in_map (op, m, originator, flag); 1243 return insert_ob_in_map (op, m, originator, flag);
1241} 1244}
1242 1245
1258 * Return value: 1261 * Return value:
1259 * new object if 'op' was merged with other object 1262 * new object if 'op' was merged with other object
1260 * NULL if 'op' was destroyed 1263 * NULL if 'op' was destroyed
1261 * just 'op' otherwise 1264 * just 'op' otherwise
1262 */ 1265 */
1263
1264object * 1266object *
1265insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1267insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1266{ 1268{
1267 object *tmp, *top, *floor = NULL; 1269 if (op->is_on_map ())
1268 sint16 x, y;
1269
1270 if (QUERY_FLAG (op, FLAG_FREED))
1271 {
1272 LOG (llevError, "Trying to insert freed object!\n");
1273 return NULL;
1274 } 1270 {
1275 1271 LOG (llevError, "insert_ob_in_map called for object already on map");
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 (); 1272 abort ();
1294#endif
1295 free (dump);
1296 return op;
1297 }
1298
1299 if (!QUERY_FLAG (op, FLAG_REMOVED))
1300 { 1273 }
1301 char *dump = dump_object (op); 1274
1302 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump); 1275 if (op->env)
1303 free (dump);
1304 return op;
1305 } 1276 {
1306 1277 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1307 if (op->more != NULL) 1278 op->remove ();
1308 { 1279 }
1309 /* The part may be on a different map. */
1310 1280
1311 object *more = op->more; 1281 if (op->face && !face_info (op->face))//D TODO: remove soon
1312 1282 {//D
1313 /* We really need the caller to normalize coordinates - if 1283 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D
1314 * we set the map, that doesn't work if the location is within 1284 op->face = 1;//D
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 } 1285 }//D
1336
1337 CLEAR_FLAG (op, FLAG_REMOVED);
1338 1286
1339 /* Ideally, the caller figures this out. However, it complicates a lot 1287 /* 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 1288 * of areas of callers (eg, anything that uses find_free_spot would now
1341 * need extra work 1289 * need extra work
1342 */ 1290 */
1343 op->map = get_map_from_coord (m, &op->x, &op->y); 1291 if (!xy_normalise (m, op->x, op->y))
1344 x = op->x; 1292 {
1345 y = op->y; 1293 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
1294 return 0;
1295 }
1296
1297 if (object *more = op->more)
1298 if (!insert_ob_in_map (more, m, originator, flag))
1299 return 0;
1300
1301 CLEAR_FLAG (op, FLAG_REMOVED);
1302
1303 op->map = m;
1304 mapspace &ms = op->ms ();
1346 1305
1347 /* this has to be done after we translate the coordinates. 1306 /* this has to be done after we translate the coordinates.
1348 */ 1307 */
1349 if (op->nrof && !(flag & INS_NO_MERGE)) 1308 if (op->nrof && !(flag & INS_NO_MERGE))
1350 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1309 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1351 if (object::can_merge (op, tmp)) 1310 if (object::can_merge (op, tmp))
1352 { 1311 {
1312 // TODO: we actually want to update tmp, not op,
1313 // but some caller surely breaks when we return tmp
1314 // from here :/
1353 op->nrof += tmp->nrof; 1315 op->nrof += tmp->nrof;
1354 tmp->destroy (); 1316 tmp->destroy (1);
1355 } 1317 }
1356 1318
1357 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1319 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1358 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1320 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1359 1321
1366 { 1328 {
1367 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1329 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1368 abort (); 1330 abort ();
1369 } 1331 }
1370 1332
1333 if (!originator->is_on_map ())
1334 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1335 op->debug_desc (), originator->debug_desc ());
1336
1371 op->above = originator; 1337 op->above = originator;
1372 op->below = originator->below; 1338 op->below = originator->below;
1373
1374 if (op->below)
1375 op->below->above = op;
1376 else
1377 SET_MAP_OB (op->map, op->x, op->y, op);
1378
1379 /* since *below* originator, no need to update top */
1380 originator->below = op; 1339 originator->below = op;
1340
1341 *(op->below ? &op->below->above : &ms.bot) = op;
1381 } 1342 }
1382 else 1343 else
1383 { 1344 {
1345 object *floor = 0;
1346 object *top = ms.top;
1347
1384 /* If there are other objects, then */ 1348 /* If there are other objects, then */
1385 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1349 if (top)
1386 { 1350 {
1387 object *last = NULL;
1388
1389 /* 1351 /*
1390 * If there are multiple objects on this space, we do some trickier handling. 1352 * If there are multiple objects on this space, we do some trickier handling.
1391 * We've already dealt with merging if appropriate. 1353 * We've already dealt with merging if appropriate.
1392 * Generally, we want to put the new object on top. But if 1354 * Generally, we want to put the new object on top. But if
1393 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1355 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1396 * once we get to them. This reduces the need to traverse over all of 1358 * 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 1359 * 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 1360 * when lots of spells are cast in one area. Currently, it is presumed
1399 * that flying non pickable objects are spell objects. 1361 * that flying non pickable objects are spell objects.
1400 */ 1362 */
1401 1363 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1402 while (top != NULL)
1403 { 1364 {
1404 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1365 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1405 floor = top; 1366 floor = tmp;
1406 1367
1407 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1368 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1408 { 1369 {
1409 /* We insert above top, so we want this object below this */ 1370 /* We insert above top, so we want this object below this */
1410 top = top->below; 1371 top = tmp->below;
1411 break; 1372 break;
1412 } 1373 }
1413 1374
1414 last = top;
1415 top = top->above; 1375 top = tmp;
1416 } 1376 }
1417
1418 /* Don't want top to be NULL, so set it to the last valid object */
1419 top = last;
1420 1377
1421 /* We let update_position deal with figuring out what the space 1378 /* We let update_position deal with figuring out what the space
1422 * looks like instead of lots of conditions here. 1379 * looks like instead of lots of conditions here.
1423 * makes things faster, and effectively the same result. 1380 * makes things faster, and effectively the same result.
1424 */ 1381 */
1425 1382
1426 /* Have object 'fall below' other objects that block view. 1383 /* Have object 'fall below' other objects that block view.
1427 * Unless those objects are exits, type 66 1384 * Unless those objects are exits.
1428 * If INS_ON_TOP is used, don't do this processing 1385 * If INS_ON_TOP is used, don't do this processing
1429 * Need to find the object that in fact blocks view, otherwise 1386 * Need to find the object that in fact blocks view, otherwise
1430 * stacking is a bit odd. 1387 * stacking is a bit odd.
1431 */ 1388 */
1432 if (!(flag & INS_ON_TOP) && 1389 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)) 1390 && ms.flags () & P_BLOCKSVIEW
1391 && (op->face && !faces [op->face].visibility))
1434 { 1392 {
1393 object *last;
1394
1435 for (last = top; last != floor; last = last->below) 1395 for (last = top; last != floor; last = last->below)
1436 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1396 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1437 break; 1397 break;
1398
1438 /* Check to see if we found the object that blocks view, 1399 /* Check to see if we found the object that blocks view,
1439 * and make sure we have a below pointer for it so that 1400 * and make sure we have a below pointer for it so that
1440 * we can get inserted below this one, which requires we 1401 * we can get inserted below this one, which requires we
1441 * set top to the object below us. 1402 * set top to the object below us.
1442 */ 1403 */
1443 if (last && last->below && last != floor) 1404 if (last && last->below && last != floor)
1444 top = last->below; 1405 top = last->below;
1445 } 1406 }
1446 } /* If objects on this space */ 1407 } /* If objects on this space */
1447 1408
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) 1409 if (flag & INS_ABOVE_FLOOR_ONLY)
1452 top = floor; 1410 top = floor;
1453 1411
1454 /* Top is the object that our object (op) is going to get inserted above. 1412 // insert object above top, or bottom-most if top = 0
1455 */
1456
1457 /* First object on this space */
1458 if (!top) 1413 if (!top)
1459 { 1414 {
1460 op->above = GET_MAP_OB (op->map, op->x, op->y);
1461
1462 if (op->above)
1463 op->above->below = op;
1464
1465 op->below = NULL; 1415 op->below = 0;
1466 SET_MAP_OB (op->map, op->x, op->y, op); 1416 op->above = ms.bot;
1417 ms.bot = op;
1418
1419 *(op->above ? &op->above->below : &ms.top) = op;
1467 } 1420 }
1468 else 1421 else
1469 { /* get inserted into the stack above top */ 1422 {
1470 op->above = top->above; 1423 op->above = top->above;
1471
1472 if (op->above)
1473 op->above->below = op; 1424 top->above = op;
1474 1425
1475 op->below = top; 1426 op->below = top;
1476 top->above = op; 1427 *(op->above ? &op->above->below : &ms.top) = op;
1477 } 1428 }
1478 1429 }
1479 if (op->above == NULL)
1480 SET_MAP_TOP (op->map, op->x, op->y, op);
1481 } /* else not INS_BELOW_ORIGINATOR */
1482 1430
1483 if (op->type == PLAYER) 1431 if (op->type == PLAYER)
1432 {
1484 op->contr->do_los = 1; 1433 op->contr->do_los = 1;
1434 ++op->map->players;
1435 op->map->touch ();
1436 }
1485 1437
1486 /* If we have a floor, we know the player, if any, will be above 1438 op->map->dirty = true;
1487 * it, so save a few ticks and start from there. 1439
1488 */ 1440 if (object *pl = ms.player ())
1489 if (!(flag & INS_MAP_LOAD)) 1441 //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) 1442 //esrv_send_item (pl, op);
1491 if (tmp->type == PLAYER) 1443 //TODO: update floorbox to preserve ordering
1492 tmp->contr->socket.update_look = 1; 1444 if (pl->contr->ns)
1445 pl->contr->ns->floorbox_update ();
1493 1446
1494 /* If this object glows, it may affect lighting conditions that are 1447 /* If this object glows, it may affect lighting conditions that are
1495 * visible to others on this map. But update_all_los is really 1448 * 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 1449 * 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 1450 * on the map will get recalculated. The players could very well
1498 * be far away from this change and not affected in any way - 1451 * be far away from this change and not affected in any way -
1499 * this should get redone to only look for players within range, 1452 * this should get redone to only look for players within range,
1500 * or just updating the P_NEED_UPDATE for spaces within this area 1453 * or just updating the P_UPTODATE for spaces within this area
1501 * of effect may be sufficient. 1454 * of effect may be sufficient.
1502 */ 1455 */
1503 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1456 if (op->map->darkness && (op->glow_radius != 0))
1504 update_all_los (op->map, op->x, op->y); 1457 update_all_los (op->map, op->x, op->y);
1505 1458
1506 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1459 /* updates flags (blocked, alive, no magic, etc) for this map space */
1507 update_object (op, UP_OBJ_INSERT); 1460 update_object (op, UP_OBJ_INSERT);
1508 1461
1462 INVOKE_OBJECT (INSERT, op);
1463
1509 /* Don't know if moving this to the end will break anything. However, 1464 /* 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. 1465 * we want to have floorbox_update called before calling this.
1511 * 1466 *
1512 * check_move_on() must be after this because code called from 1467 * check_move_on() must be after this because code called from
1513 * check_move_on() depends on correct map flags (so functions like 1468 * check_move_on() depends on correct map flags (so functions like
1514 * blocked() and wall() work properly), and these flags are updated by 1469 * blocked() and wall() work properly), and these flags are updated by
1515 * update_object(). 1470 * update_object().
1516 */ 1471 */
1517 1472
1518 /* if this is not the head or flag has been passed, don't check walk on status */ 1473 /* 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) 1474 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1520 { 1475 {
1521 if (check_move_on (op, originator)) 1476 if (check_move_on (op, originator))
1522 return NULL; 1477 return 0;
1523 1478
1524 /* If we are a multi part object, lets work our way through the check 1479 /* If we are a multi part object, lets work our way through the check
1525 * walk on's. 1480 * walk on's.
1526 */ 1481 */
1527 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1482 for (object *tmp = op->more; tmp; tmp = tmp->more)
1528 if (check_move_on (tmp, originator)) 1483 if (check_move_on (tmp, originator))
1529 return NULL; 1484 return 0;
1530 } 1485 }
1531 1486
1532 return op; 1487 return op;
1533} 1488}
1534 1489
1535/* this function inserts an object in the map, but if it 1490/* 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. 1491 * 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. 1492 * op is the object to insert it under: supplies x and the map.
1538 */ 1493 */
1539void 1494void
1540replace_insert_ob_in_map (const char *arch_string, object *op) 1495replace_insert_ob_in_map (const char *arch_string, object *op)
1541{ 1496{
1542 object *
1543 tmp;
1544 object *
1545 tmp1;
1546
1547 /* first search for itself and remove any old instances */ 1497 /* first search for itself and remove any old instances */
1548 1498
1549 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1499 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1550 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1500 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1551 tmp->destroy (); 1501 tmp->destroy (1);
1552 1502
1553 tmp1 = arch_to_object (archetype::find (arch_string)); 1503 object *tmp = arch_to_object (archetype::find (arch_string));
1554 1504
1555 tmp1->x = op->x; 1505 tmp->x = op->x;
1556 tmp1->y = op->y; 1506 tmp->y = op->y;
1507
1557 insert_ob_in_map (tmp1, op->map, op, 0); 1508 insert_ob_in_map (tmp, op->map, op, 0);
1558} 1509}
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 1510
1568object * 1511object *
1569get_split_ob (object *orig_ob, uint32 nr) 1512object::insert_at (object *where, object *originator, int flags)
1570{ 1513{
1571 object *newob; 1514 if (where->env)
1572 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1515 return where->env->insert (this);
1573 1516 else
1574 if (orig_ob->nrof < nr) 1517 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} 1518}
1600 1519
1601/* 1520/*
1602 * decrease_ob_nr(object, number) decreases a specified number from 1521 * decrease(object, number) decreases a specified number from
1603 * the amount of an object. If the amount reaches 0, the object 1522 * the amount of an object. If the amount reaches 0, the object
1604 * is subsequently removed and freed. 1523 * is subsequently removed and freed.
1605 * 1524 *
1606 * Return value: 'op' if something is left, NULL if the amount reached 0 1525 * Return value: 'op' if something is left, NULL if the amount reached 0
1607 */ 1526 */
1527bool
1528object::decrease (sint32 nr)
1529{
1530 if (!nr)
1531 return true;
1608 1532
1533 nr = min (nr, nrof);
1534
1535 if (nrof > nr)
1536 {
1537 nrof -= nr;
1538 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1539
1540 if (object *pl = visible_to ())
1541 esrv_update_item (UPD_NROF, pl, this);
1542
1543 return true;
1544 }
1545 else
1546 {
1547 destroy ();
1548 return false;
1549 }
1550}
1551
1552/*
1553 * split(ob,nr) splits up ob into two parts. The part which
1554 * is returned contains nr objects, and the remaining parts contains
1555 * the rest (or is removed and returned if that number is 0).
1556 * On failure, NULL is returned.
1557 */
1609object * 1558object *
1610decrease_ob_nr (object *op, uint32 i) 1559object::split (sint32 nr)
1611{ 1560{
1612 object *tmp; 1561 int have = number_of ();
1613 player *pl;
1614 1562
1615 if (i == 0) /* objects with op->nrof require this check */ 1563 if (have < nr)
1616 return op; 1564 return 0;
1617 1565 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 { 1566 {
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 (); 1567 remove ();
1658 op->nrof = 0; 1568 return this;
1659 if (tmp)
1660 {
1661 esrv_del_item (tmp->contr, op->count);
1662 }
1663 }
1664 } 1569 }
1665 else 1570 else
1666 { 1571 {
1667 object *above = op->above; 1572 decrease (nr);
1668 1573
1669 if (i < op->nrof) 1574 object *op = deep_clone ();
1670 op->nrof -= i; 1575 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; 1576 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 } 1577 }
1713} 1578}
1714 1579
1715object * 1580object *
1716insert_ob_in_ob (object *op, object *where) 1581insert_ob_in_ob (object *op, object *where)
1721 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1586 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1722 free (dump); 1587 free (dump);
1723 return op; 1588 return op;
1724 } 1589 }
1725 1590
1726 if (where->head) 1591 if (where->head_ () != where)
1727 { 1592 {
1728 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1593 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1729 where = where->head; 1594 where = where->head;
1730 } 1595 }
1731 1596
1732 return where->insert (op); 1597 return where->insert (op);
1733} 1598}
1738 * inside the object environment. 1603 * inside the object environment.
1739 * 1604 *
1740 * The function returns now pointer to inserted item, and return value can 1605 * The function returns now pointer to inserted item, and return value can
1741 * be != op, if items are merged. -Tero 1606 * be != op, if items are merged. -Tero
1742 */ 1607 */
1743
1744object * 1608object *
1745object::insert (object *op) 1609object::insert (object *op)
1746{ 1610{
1747 object *tmp, *otmp;
1748
1749 if (!QUERY_FLAG (op, FLAG_REMOVED))
1750 op->remove ();
1751
1752 if (op->more) 1611 if (op->more)
1753 { 1612 {
1754 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1613 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1755 return op; 1614 return op;
1756 } 1615 }
1757 1616
1758 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1617 op->remove ();
1759 CLEAR_FLAG (op, FLAG_REMOVED); 1618
1619 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1620
1760 if (op->nrof) 1621 if (op->nrof)
1761 {
1762 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1622 for (object *tmp = inv; tmp; tmp = tmp->below)
1763 if (object::can_merge (tmp, op)) 1623 if (object::can_merge (tmp, op))
1764 { 1624 {
1765 /* return the original object and remove inserted object 1625 /* return the original object and remove inserted object
1766 (client needs the original object) */ 1626 (client needs the original object) */
1767 tmp->nrof += op->nrof; 1627 tmp->nrof += op->nrof;
1768 /* Weight handling gets pretty funky. Since we are adding to 1628
1769 * tmp->nrof, we need to increase the weight. 1629 if (object *pl = tmp->visible_to ())
1770 */ 1630 esrv_update_item (UPD_NROF, pl, tmp);
1631
1771 add_weight (this, op->weight * op->nrof); 1632 adjust_weight (this, op->total_weight ());
1772 SET_FLAG (op, FLAG_REMOVED); 1633
1773 op->destroy (); /* free the inserted object */ 1634 op->destroy (1);
1774 op = tmp; 1635 op = tmp;
1775 op->remove (); /* and fix old object's links */ 1636 goto inserted;
1776 CLEAR_FLAG (op, FLAG_REMOVED);
1777 break;
1778 } 1637 }
1779 1638
1780 /* I assume combined objects have no inventory 1639 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; 1640 op->map = 0;
1641 op->x = 0;
1642 op->y = 0;
1643
1644 op->above = 0;
1645 op->below = inv;
1797 op->env = this; 1646 op->env = this;
1798 op->above = NULL;
1799 op->below = NULL;
1800 op->x = 0, op->y = 0;
1801 1647
1648 if (inv)
1649 inv->above = op;
1650
1651 inv = op;
1652
1653 op->flag [FLAG_REMOVED] = 0;
1654
1655 if (object *pl = op->visible_to ())
1656 esrv_send_item (pl, op);
1657
1658 adjust_weight (this, op->total_weight ());
1659
1660inserted:
1802 /* reset the light list and los of the players on the map */ 1661 /* reset the light list and los of the players on the map */
1803 if ((op->glow_radius != 0) && map) 1662 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); 1663 update_all_los (map, x, y);
1810 }
1811 1664
1812 /* Client has no idea of ordering so lets not bother ordering it here. 1665 // if this is a player's inventory, update stats
1813 * It sure simplifies this function... 1666 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1814 */ 1667 update_stats ();
1815 if (!inv) 1668
1816 inv = op; 1669 INVOKE_OBJECT (INSERT, this);
1817 else
1818 {
1819 op->below = inv;
1820 op->below->above = op;
1821 inv = op;
1822 }
1823 1670
1824 return op; 1671 return op;
1825} 1672}
1826 1673
1827/* 1674/*
1842 * 1689 *
1843 * MSW 2001-07-08: Check all objects on space, not just those below 1690 * 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 1691 * object being inserted. insert_ob_in_map may not put new objects
1845 * on top. 1692 * on top.
1846 */ 1693 */
1847
1848int 1694int
1849check_move_on (object *op, object *originator) 1695check_move_on (object *op, object *originator)
1850{ 1696{
1851 object *tmp; 1697 object *tmp;
1852 maptile *m = op->map; 1698 maptile *m = op->map;
1879 1725
1880 /* The objects have to be checked from top to bottom. 1726 /* The objects have to be checked from top to bottom.
1881 * Hence, we first go to the top: 1727 * Hence, we first go to the top:
1882 */ 1728 */
1883 1729
1884 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1730 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1885 { 1731 {
1886 /* Trim the search when we find the first other spell effect 1732 /* Trim the search when we find the first other spell effect
1887 * this helps performance so that if a space has 50 spell objects, 1733 * this helps performance so that if a space has 50 spell objects,
1888 * we don't need to check all of them. 1734 * we don't need to check all of them.
1889 */ 1735 */
1907 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1753 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)) 1754 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1909 { 1755 {
1910 1756
1911 float 1757 float
1912 diff = tmp->move_slow_penalty * FABS (op->speed); 1758 diff = tmp->move_slow_penalty * fabs (op->speed);
1913 1759
1914 if (op->type == PLAYER) 1760 if (op->type == PLAYER)
1915 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1761 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))) 1762 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1917 diff /= 4.0; 1763 diff /= 4.0;
1944/* 1790/*
1945 * present_arch(arch, map, x, y) searches for any objects with 1791 * present_arch(arch, map, x, y) searches for any objects with
1946 * a matching archetype at the given map and coordinates. 1792 * a matching archetype at the given map and coordinates.
1947 * The first matching object is returned, or NULL if none. 1793 * The first matching object is returned, or NULL if none.
1948 */ 1794 */
1949
1950object * 1795object *
1951present_arch (const archetype *at, maptile *m, int x, int y) 1796present_arch (const archetype *at, maptile *m, int x, int y)
1952{ 1797{
1953 object *
1954 tmp;
1955
1956 if (m == NULL || out_of_map (m, x, y)) 1798 if (!m || out_of_map (m, x, y))
1957 { 1799 {
1958 LOG (llevError, "Present_arch called outside map.\n"); 1800 LOG (llevError, "Present_arch called outside map.\n");
1959 return NULL; 1801 return NULL;
1960 } 1802 }
1961 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1803
1962 if (tmp->arch == at) 1804 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1805 if (tmp->arch->archname == at->archname)
1963 return tmp; 1806 return tmp;
1807
1964 return NULL; 1808 return NULL;
1965} 1809}
1966 1810
1967/* 1811/*
1968 * present(type, map, x, y) searches for any objects with 1812 * present(type, map, x, y) searches for any objects with
1969 * a matching type variable at the given map and coordinates. 1813 * a matching type variable at the given map and coordinates.
1970 * The first matching object is returned, or NULL if none. 1814 * The first matching object is returned, or NULL if none.
1971 */ 1815 */
1972
1973object * 1816object *
1974present (unsigned char type, maptile *m, int x, int y) 1817present (unsigned char type, maptile *m, int x, int y)
1975{ 1818{
1976 object *
1977 tmp;
1978
1979 if (out_of_map (m, x, y)) 1819 if (out_of_map (m, x, y))
1980 { 1820 {
1981 LOG (llevError, "Present called outside map.\n"); 1821 LOG (llevError, "Present called outside map.\n");
1982 return NULL; 1822 return NULL;
1983 } 1823 }
1984 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1824
1825 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1985 if (tmp->type == type) 1826 if (tmp->type == type)
1986 return tmp; 1827 return tmp;
1828
1987 return NULL; 1829 return NULL;
1988} 1830}
1989 1831
1990/* 1832/*
1991 * present_in_ob(type, object) searches for any objects with 1833 * present_in_ob(type, object) searches for any objects with
1992 * a matching type variable in the inventory of the given object. 1834 * a matching type variable in the inventory of the given object.
1993 * The first matching object is returned, or NULL if none. 1835 * The first matching object is returned, or NULL if none.
1994 */ 1836 */
1995
1996object * 1837object *
1997present_in_ob (unsigned char type, const object *op) 1838present_in_ob (unsigned char type, const object *op)
1998{ 1839{
1999 object *
2000 tmp;
2001
2002 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1840 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2003 if (tmp->type == type) 1841 if (tmp->type == type)
2004 return tmp; 1842 return tmp;
1843
2005 return NULL; 1844 return NULL;
2006} 1845}
2007 1846
2008/* 1847/*
2009 * present_in_ob (type, str, object) searches for any objects with 1848 * present_in_ob (type, str, object) searches for any objects with
2017 * str is the string to match against. Note that we match against 1856 * 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 1857 * 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 1858 * spell code can use one object type (force), but change it's name
2020 * to be unique. 1859 * to be unique.
2021 */ 1860 */
2022
2023object * 1861object *
2024present_in_ob_by_name (int type, const char *str, const object *op) 1862present_in_ob_by_name (int type, const char *str, const object *op)
2025{ 1863{
2026 object *
2027 tmp;
2028
2029 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1864 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2030 {
2031 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1865 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2032 return tmp; 1866 return tmp;
2033 } 1867
2034 return NULL; 1868 return 0;
2035} 1869}
2036 1870
2037/* 1871/*
2038 * present_arch_in_ob(archetype, object) searches for any objects with 1872 * present_arch_in_ob(archetype, object) searches for any objects with
2039 * a matching archetype in the inventory of the given object. 1873 * a matching archetype in the inventory of the given object.
2040 * The first matching object is returned, or NULL if none. 1874 * The first matching object is returned, or NULL if none.
2041 */ 1875 */
2042
2043object * 1876object *
2044present_arch_in_ob (const archetype *at, const object *op) 1877present_arch_in_ob (const archetype *at, const object *op)
2045{ 1878{
2046 object *
2047 tmp;
2048
2049 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1879 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2050 if (tmp->arch == at) 1880 if (tmp->arch->archname == at->archname)
2051 return tmp; 1881 return tmp;
1882
2052 return NULL; 1883 return NULL;
2053} 1884}
2054 1885
2055/* 1886/*
2056 * activate recursively a flag on an object inventory 1887 * activate recursively a flag on an object inventory
2057 */ 1888 */
2058void 1889void
2059flag_inv (object *op, int flag) 1890flag_inv (object *op, int flag)
2060{ 1891{
2061 object *
2062 tmp;
2063
2064 if (op->inv)
2065 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1892 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2066 { 1893 {
2067 SET_FLAG (tmp, flag); 1894 SET_FLAG (tmp, flag);
2068 flag_inv (tmp, flag); 1895 flag_inv (tmp, flag);
2069 } 1896 }
2070} /* 1897}
1898
1899/*
2071 * desactivate recursively a flag on an object inventory 1900 * deactivate recursively a flag on an object inventory
2072 */ 1901 */
2073void 1902void
2074unflag_inv (object *op, int flag) 1903unflag_inv (object *op, int flag)
2075{ 1904{
2076 object *
2077 tmp;
2078
2079 if (op->inv)
2080 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1905 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2081 { 1906 {
2082 CLEAR_FLAG (tmp, flag); 1907 CLEAR_FLAG (tmp, flag);
2083 unflag_inv (tmp, flag); 1908 unflag_inv (tmp, flag);
2084 } 1909 }
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} 1910}
2100 1911
2101/* 1912/*
2102 * find_free_spot(object, map, x, y, start, stop) will search for 1913 * 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 1914 * a spot at the given map and coordinates which will be able to contain
2105 * to search (see the freearr_x/y[] definition). 1916 * to search (see the freearr_x/y[] definition).
2106 * It returns a random choice among the alternatives found. 1917 * 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 1918 * 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 1919 * 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) 1920 * 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 1921 * Note: This function does correctly handle tiled maps, but does not
2114 * inform the caller. However, insert_ob_in_map will update as 1922 * inform the caller. However, insert_ob_in_map will update as
2115 * necessary, so the caller shouldn't need to do any special work. 1923 * 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 1924 * 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 1925 * 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 1926 * 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 1927 * the archetype because that isn't correct if the monster has been
2120 * customized, changed states, etc. 1928 * customized, changed states, etc.
2121 */ 1929 */
2122
2123int 1930int
2124find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1931find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2125{ 1932{
2126 int
2127 i,
2128 index = 0, flag;
2129 static int
2130 altern[SIZEOFFREE]; 1933 int altern[SIZEOFFREE];
1934 int index = 0, flag;
2131 1935
2132 for (i = start; i < stop; i++) 1936 for (int i = start; i < stop; i++)
2133 { 1937 {
2134 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1938 mapxy pos (m, x, y); pos.move (i);
2135 if (!flag) 1939
1940 if (!pos.normalise ())
1941 continue;
1942
1943 mapspace &ms = *pos;
1944
1945 if (ms.flags () & P_IS_ALIVE)
1946 continue;
1947
1948 /* However, often
1949 * ob doesn't have any move type (when used to place exits)
1950 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1951 */
1952 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1953 {
2136 altern[index++] = i; 1954 altern [index++] = i;
1955 continue;
1956 }
2137 1957
2138 /* Basically, if we find a wall on a space, we cut down the search size. 1958 /* 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. 1959 * 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 - 1960 * 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 1961 * 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 1962 * spaces in all the other directions, this will reduce the search space
2143 * to only the spaces immediately surrounding the target area, and 1963 * to only the spaces immediately surrounding the target area, and
2144 * won't look 2 spaces south of the target space. 1964 * won't look 2 spaces south of the target space.
2145 */ 1965 */
2146 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1966 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1967 {
2147 stop = maxfree[i]; 1968 stop = maxfree[i];
1969 continue;
1970 }
1971
1972 /* Note it is intentional that we check ob - the movement type of the
1973 * head of the object should correspond for the entire object.
1974 */
1975 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1976 continue;
1977
1978 if (ob->blocked (m, pos.x, pos.y))
1979 continue;
1980
1981 altern [index++] = i;
2148 } 1982 }
1983
2149 if (!index) 1984 if (!index)
2150 return -1; 1985 return -1;
1986
2151 return altern[RANDOM () % index]; 1987 return altern [rndm (index)];
2152} 1988}
2153 1989
2154/* 1990/*
2155 * find_first_free_spot(archetype, maptile, x, y) works like 1991 * find_first_free_spot(archetype, maptile, x, y) works like
2156 * find_free_spot(), but it will search max number of squares. 1992 * find_free_spot(), but it will search max number of squares.
2157 * But it will return the first available spot, not a random choice. 1993 * 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. 1994 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2159 */ 1995 */
2160
2161int 1996int
2162find_first_free_spot (const object *ob, maptile *m, int x, int y) 1997find_first_free_spot (const object *ob, maptile *m, int x, int y)
2163{ 1998{
2164 int
2165 i;
2166
2167 for (i = 0; i < SIZEOFFREE; i++) 1999 for (int i = 0; i < SIZEOFFREE; i++)
2168 {
2169 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2000 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2170 return i; 2001 return i;
2171 } 2002
2172 return -1; 2003 return -1;
2173} 2004}
2174 2005
2175/* 2006/*
2176 * The function permute(arr, begin, end) randomly reorders the array 2007 * The function permute(arr, begin, end) randomly reorders the array
2177 * arr[begin..end-1]. 2008 * arr[begin..end-1].
2009 * now uses a fisher-yates shuffle, old permute was broken
2178 */ 2010 */
2179static void 2011static void
2180permute (int *arr, int begin, int end) 2012permute (int *arr, int begin, int end)
2181{ 2013{
2182 int 2014 arr += begin;
2183 i,
2184 j,
2185 tmp,
2186 len;
2187
2188 len = end - begin; 2015 end -= begin;
2189 for (i = begin; i < end; i++)
2190 {
2191 j = begin + RANDOM () % len;
2192 2016
2193 tmp = arr[i]; 2017 while (--end)
2194 arr[i] = arr[j]; 2018 swap (arr [end], arr [rndm (end + 1)]);
2195 arr[j] = tmp;
2196 }
2197} 2019}
2198 2020
2199/* new function to make monster searching more efficient, and effective! 2021/* new function to make monster searching more efficient, and effective!
2200 * This basically returns a randomized array (in the passed pointer) of 2022 * 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 2023 * 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. 2026 * the 3x3 area will be searched, just not in a predictable order.
2205 */ 2027 */
2206void 2028void
2207get_search_arr (int *search_arr) 2029get_search_arr (int *search_arr)
2208{ 2030{
2209 int 2031 int i;
2210 i;
2211 2032
2212 for (i = 0; i < SIZEOFFREE; i++) 2033 for (i = 0; i < SIZEOFFREE; i++)
2213 {
2214 search_arr[i] = i; 2034 search_arr[i] = i;
2215 }
2216 2035
2217 permute (search_arr, 1, SIZEOFFREE1 + 1); 2036 permute (search_arr, 1, SIZEOFFREE1 + 1);
2218 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2037 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2219 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2038 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2220} 2039}
2229 * Perhaps incorrectly, but I'm making the assumption that exclude 2048 * 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 2049 * 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 2050 * because we have to know what movement the thing looking to move
2232 * there is capable of. 2051 * there is capable of.
2233 */ 2052 */
2234
2235int 2053int
2236find_dir (maptile *m, int x, int y, object *exclude) 2054find_dir (maptile *m, int x, int y, object *exclude)
2237{ 2055{
2238 int
2239 i,
2240 max = SIZEOFFREE, mflags; 2056 int i, max = SIZEOFFREE, mflags;
2241 2057
2242 sint16 nx, ny; 2058 sint16 nx, ny;
2243 object * 2059 object *tmp;
2244 tmp;
2245 maptile * 2060 maptile *mp;
2246 mp;
2247 2061
2248 MoveType blocked, move_type; 2062 MoveType blocked, move_type;
2249 2063
2250 if (exclude && exclude->head) 2064 if (exclude && exclude->head_ () != exclude)
2251 { 2065 {
2252 exclude = exclude->head; 2066 exclude = exclude->head;
2253 move_type = exclude->move_type; 2067 move_type = exclude->move_type;
2254 } 2068 }
2255 else 2069 else
2263 mp = m; 2077 mp = m;
2264 nx = x + freearr_x[i]; 2078 nx = x + freearr_x[i];
2265 ny = y + freearr_y[i]; 2079 ny = y + freearr_y[i];
2266 2080
2267 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2081 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2082
2268 if (mflags & P_OUT_OF_MAP) 2083 if (mflags & P_OUT_OF_MAP)
2269 {
2270 max = maxfree[i]; 2084 max = maxfree[i];
2271 }
2272 else 2085 else
2273 { 2086 {
2274 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2087 mapspace &ms = mp->at (nx, ny);
2088
2089 blocked = ms.move_block;
2275 2090
2276 if ((move_type & blocked) == move_type) 2091 if ((move_type & blocked) == move_type)
2277 {
2278 max = maxfree[i]; 2092 max = maxfree[i];
2279 }
2280 else if (mflags & P_IS_ALIVE) 2093 else if (mflags & P_IS_ALIVE)
2281 { 2094 {
2282 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2095 for (tmp = ms.bot; tmp; tmp = tmp->above)
2283 { 2096 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))) 2097 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2285 {
2286 break; 2098 break;
2287 } 2099
2288 }
2289 if (tmp) 2100 if (tmp)
2290 {
2291 return freedir[i]; 2101 return freedir[i];
2292 }
2293 } 2102 }
2294 } 2103 }
2295 } 2104 }
2105
2296 return 0; 2106 return 0;
2297} 2107}
2298 2108
2299/* 2109/*
2300 * distance(object 1, object 2) will return the square of the 2110 * distance(object 1, object 2) will return the square of the
2301 * distance between the two given objects. 2111 * distance between the two given objects.
2302 */ 2112 */
2303
2304int 2113int
2305distance (const object *ob1, const object *ob2) 2114distance (const object *ob1, const object *ob2)
2306{ 2115{
2307 int
2308 i;
2309
2310 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2116 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2311 return i;
2312} 2117}
2313 2118
2314/* 2119/*
2315 * find_dir_2(delta-x,delta-y) will return a direction in which 2120 * 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 2121 * an object which has subtracted the x and y coordinates of another
2317 * object, needs to travel toward it. 2122 * object, needs to travel toward it.
2318 */ 2123 */
2319
2320int 2124int
2321find_dir_2 (int x, int y) 2125find_dir_2 (int x, int y)
2322{ 2126{
2323 int 2127 int q;
2324 q;
2325 2128
2326 if (y) 2129 if (y)
2327 q = x * 100 / y; 2130 q = x * 100 / y;
2328 else if (x) 2131 else if (x)
2329 q = -300 * x; 2132 q = -300 * x;
2354 2157
2355 return 3; 2158 return 3;
2356} 2159}
2357 2160
2358/* 2161/*
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 2162 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2376 * between two directions (which are expected to be absolute (see absdir()) 2163 * between two directions (which are expected to be absolute (see absdir())
2377 */ 2164 */
2378
2379int 2165int
2380dirdiff (int dir1, int dir2) 2166dirdiff (int dir1, int dir2)
2381{ 2167{
2382 int 2168 int d;
2383 d;
2384 2169
2385 d = abs (dir1 - dir2); 2170 d = abs (dir1 - dir2);
2386 if (d > 4) 2171 if (d > 4)
2387 d = 8 - d; 2172 d = 8 - d;
2173
2388 return d; 2174 return d;
2389} 2175}
2390 2176
2391/* peterm: 2177/* peterm:
2392 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2178 * 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 2181 * 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. 2182 * 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 2183 * Moved from spell_util.c to object.c with the other related direction
2398 * functions. 2184 * functions.
2399 */ 2185 */
2400
2401int
2402 reduction_dir[SIZEOFFREE][3] = { 2186int reduction_dir[SIZEOFFREE][3] = {
2403 {0, 0, 0}, /* 0 */ 2187 {0, 0, 0}, /* 0 */
2404 {0, 0, 0}, /* 1 */ 2188 {0, 0, 0}, /* 1 */
2405 {0, 0, 0}, /* 2 */ 2189 {0, 0, 0}, /* 2 */
2406 {0, 0, 0}, /* 3 */ 2190 {0, 0, 0}, /* 3 */
2407 {0, 0, 0}, /* 4 */ 2191 {0, 0, 0}, /* 4 */
2455 * find a path to that monster that we found. If not, 2239 * find a path to that monster that we found. If not,
2456 * we don't bother going toward it. Returns 1 if we 2240 * we don't bother going toward it. Returns 1 if we
2457 * can see a direct way to get it 2241 * can see a direct way to get it
2458 * Modified to be map tile aware -.MSW 2242 * Modified to be map tile aware -.MSW
2459 */ 2243 */
2460
2461
2462int 2244int
2463can_see_monsterP (maptile *m, int x, int y, int dir) 2245can_see_monsterP (maptile *m, int x, int y, int dir)
2464{ 2246{
2465 sint16 dx, dy; 2247 sint16 dx, dy;
2466 int
2467 mflags; 2248 int mflags;
2468 2249
2469 if (dir < 0) 2250 if (dir < 0)
2470 return 0; /* exit condition: invalid direction */ 2251 return 0; /* exit condition: invalid direction */
2471 2252
2472 dx = x + freearr_x[dir]; 2253 dx = x + freearr_x[dir];
2485 return 0; 2266 return 0;
2486 2267
2487 /* yes, can see. */ 2268 /* yes, can see. */
2488 if (dir < 9) 2269 if (dir < 9)
2489 return 1; 2270 return 1;
2271
2490 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2272 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]); 2273 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2274 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2492} 2275}
2493
2494
2495 2276
2496/* 2277/*
2497 * can_pick(picker, item): finds out if an object is possible to be 2278 * 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 2279 * picked up by the picker. Returnes 1 if it can be
2499 * picked up, otherwise 0. 2280 * picked up, otherwise 0.
2501 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2282 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2502 * core dumps if they do. 2283 * core dumps if they do.
2503 * 2284 *
2504 * Add a check so we can't pick up invisible objects (0.93.8) 2285 * Add a check so we can't pick up invisible objects (0.93.8)
2505 */ 2286 */
2506
2507int 2287int
2508can_pick (const object *who, const object *item) 2288can_pick (const object *who, const object *item)
2509{ 2289{
2510 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2290 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2511 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2291 (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)); 2292 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2513} 2293}
2514 2294
2515
2516/* 2295/*
2517 * create clone from object to another 2296 * create clone from object to another
2518 */ 2297 */
2519object * 2298object *
2520object_create_clone (object *asrc) 2299object::deep_clone ()
2521{ 2300{
2522 object *dst = 0, *tmp, *src, *part, *prev, *item; 2301 assert (("deep_clone called on non-head object", is_head ()));
2523 2302
2524 if (!asrc) 2303 object *dst = clone ();
2525 return 0;
2526 2304
2527 src = asrc; 2305 object *prev = dst;
2528 if (src->head)
2529 src = src->head;
2530
2531 prev = 0;
2532 for (part = src; part; part = part->more) 2306 for (object *part = this->more; part; part = part->more)
2533 { 2307 {
2534 tmp = part->clone (); 2308 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; 2309 tmp->head = dst;
2546 }
2547
2548 tmp->more = 0;
2549
2550 if (prev)
2551 prev->more = tmp; 2310 prev->more = tmp;
2552
2553 prev = tmp; 2311 prev = tmp;
2554 } 2312 }
2555 2313
2556 for (item = src->inv; item; item = item->below) 2314 for (object *item = inv; item; item = item->below)
2557 insert_ob_in_ob (object_create_clone (item), dst); 2315 insert_ob_in_ob (item->deep_clone (), dst);
2558 2316
2559 return dst; 2317 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} 2318}
2600 2319
2601/* This returns the first object in who's inventory that 2320/* This returns the first object in who's inventory that
2602 * has the same type and subtype match. 2321 * has the same type and subtype match.
2603 * returns NULL if no match. 2322 * returns NULL if no match.
2604 */ 2323 */
2605object * 2324object *
2606find_obj_by_type_subtype (const object *who, int type, int subtype) 2325find_obj_by_type_subtype (const object *who, int type, int subtype)
2607{ 2326{
2608 object *tmp;
2609
2610 for (tmp = who->inv; tmp; tmp = tmp->below) 2327 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2611 if (tmp->type == type && tmp->subtype == subtype) 2328 if (tmp->type == type && tmp->subtype == subtype)
2612 return tmp; 2329 return tmp;
2613 2330
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; 2331 return 0;
2666} 2332}
2667 2333
2668 2334const shstr &
2669/* 2335object::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{ 2336{
2682 key_value * 2337 for (key_value *kv = key_values; kv; kv = kv->next)
2683 field = NULL, *last = NULL; 2338 if (kv->key == key)
2339 return kv->value;
2684 2340
2685 for (field = op->key_values; field != NULL; field = field->next) 2341 return shstr_null;
2686 { 2342}
2687 if (field->key != canonical_key) 2343
2344void
2345object::kv_set (const shstr &key, const shstr &value)
2346{
2347 for (key_value *kv = key_values; kv; kv = kv->next)
2348 if (kv->key == key)
2688 { 2349 {
2689 last = field; 2350 kv->value = value;
2690 continue; 2351 return;
2691 } 2352 }
2692 2353
2693 if (value) 2354 key_value *kv = new key_value;
2694 field->value = value; 2355
2695 else 2356 kv->next = key_values;
2357 kv->key = key;
2358 kv->value = value;
2359
2360 key_values = kv;
2361}
2362
2363void
2364object::kv_del (const shstr &key)
2365{
2366 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2367 if ((*kvp)->key == key)
2696 { 2368 {
2697 /* Basically, if the archetype has this key set, 2369 key_value *kv = *kvp;
2698 * we need to store the null value so when we save 2370 *kvp = (*kvp)->next;
2699 * it, we save the empty value so that when we load, 2371 delete kv;
2700 * we get this value back again. 2372 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 } 2373 }
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} 2374}
2760 2375
2761object::depth_iterator::depth_iterator (object *container) 2376object::depth_iterator::depth_iterator (object *container)
2762: iterator_base (container) 2377: iterator_base (container)
2763{ 2378{
2777 } 2392 }
2778 else 2393 else
2779 item = item->env; 2394 item = item->env;
2780} 2395}
2781 2396
2397const char *
2398object::flag_desc (char *desc, int len) const
2399{
2400 char *p = desc;
2401 bool first = true;
2402
2403 *p = 0;
2404
2405 for (int i = 0; i < NUM_FLAGS; i++)
2406 {
2407 if (len <= 10) // magic constant!
2408 {
2409 snprintf (p, len, ",...");
2410 break;
2411 }
2412
2413 if (flag [i])
2414 {
2415 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2416 len -= cnt;
2417 p += cnt;
2418 first = false;
2419 }
2420 }
2421
2422 return desc;
2423}
2424
2782// return a suitable string describing an objetc in enough detail to find it 2425// return a suitable string describing an object in enough detail to find it
2783const char * 2426const char *
2784object::debug_desc (char *info) const 2427object::debug_desc (char *info) const
2785{ 2428{
2429 char flagdesc[512];
2786 char info2[256 * 3]; 2430 char info2[256 * 4];
2787 char *p = info; 2431 char *p = info;
2788 2432
2789 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2433 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2790 count, 2434 count,
2435 uuid.c_str (),
2791 &name, 2436 &name,
2792 title ? " " : "", 2437 title ? ",title:\"" : "",
2793 title ? (const char *)title : ""); 2438 title ? (const char *)title : "",
2439 title ? "\"" : "",
2440 flag_desc (flagdesc, 512), type);
2794 2441
2795 if (env) 2442 if (!flag[FLAG_REMOVED] && env)
2796 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2443 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2797 2444
2798 if (map) 2445 if (map)
2799 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2446 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2800 2447
2801 return info; 2448 return info;
2802} 2449}
2803 2450
2804const char * 2451const char *
2805object::debug_desc () const 2452object::debug_desc () const
2806{ 2453{
2807 static char info[256 * 3]; 2454 static char info[3][256 * 4];
2455 static int info_idx;
2456
2808 return debug_desc (info); 2457 return debug_desc (info [++info_idx % 3]);
2809} 2458}
2810 2459
2460struct region *
2461object::region () const
2462{
2463 return map ? map->region (x, y)
2464 : region::default_region ();
2465}
2466
2467const materialtype_t *
2468object::dominant_material () const
2469{
2470 if (materialtype_t *mt = name_to_material (materialname))
2471 return mt;
2472
2473 return name_to_material (shstr_unknown);
2474}
2475
2476void
2477object::open_container (object *new_container)
2478{
2479 if (container == new_container)
2480 return;
2481
2482 object *old_container = container;
2483
2484 if (old_container)
2485 {
2486 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2487 return;
2488
2489#if 0
2490 // remove the "Close old_container" object.
2491 if (object *closer = old_container->inv)
2492 if (closer->type == CLOSE_CON)
2493 closer->destroy ();
2494#endif
2495
2496 // make sure the container is available
2497 esrv_send_item (this, old_container);
2498
2499 old_container->flag [FLAG_APPLIED] = false;
2500 container = 0;
2501
2502 // client needs item update to make it work, client bug requires this to be separate
2503 esrv_update_item (UPD_FLAGS, this, old_container);
2504
2505 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2506 play_sound (sound_find ("chest_close"));
2507 }
2508
2509 if (new_container)
2510 {
2511 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2512 return;
2513
2514 // TODO: this does not seem to serve any purpose anymore?
2515#if 0
2516 // insert the "Close Container" object.
2517 if (archetype *closer = new_container->other_arch)
2518 {
2519 object *closer = arch_to_object (new_container->other_arch);
2520 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2521 new_container->insert (closer);
2522 }
2523#endif
2524
2525 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2526
2527 // make sure the container is available, client bug requires this to be separate
2528 esrv_send_item (this, new_container);
2529
2530 new_container->flag [FLAG_APPLIED] = true;
2531 container = new_container;
2532
2533 // client needs flag change
2534 esrv_update_item (UPD_FLAGS, this, new_container);
2535 esrv_send_inventory (this, new_container);
2536 play_sound (sound_find ("chest_open"));
2537 }
2538// else if (!old_container->env && contr && contr->ns)
2539// contr->ns->floorbox_reset ();
2540}
2541
2542object *
2543object::force_find (const shstr name)
2544{
2545 /* cycle through his inventory to look for the MARK we want to
2546 * place
2547 */
2548 for (object *tmp = inv; tmp; tmp = tmp->below)
2549 if (tmp->type == FORCE && tmp->slaying == name)
2550 return splay (tmp);
2551
2552 return 0;
2553}
2554
2555void
2556object::force_add (const shstr name, int duration)
2557{
2558 if (object *force = force_find (name))
2559 force->destroy ();
2560
2561 object *force = get_archetype (FORCE_NAME);
2562
2563 force->slaying = name;
2564 force->stats.food = 1;
2565 force->speed_left = -1.f;
2566
2567 force->set_speed (duration ? 1.f / duration : 0.f);
2568 force->flag [FLAG_IS_USED_UP] = true;
2569 force->flag [FLAG_APPLIED] = true;
2570
2571 insert (force);
2572}
2573
2574void
2575object::play_sound (faceidx sound)
2576{
2577 if (!sound)
2578 return;
2579
2580 if (flag [FLAG_REMOVED])
2581 return;
2582
2583 if (env)
2584 {
2585 if (object *pl = in_player ())
2586 pl->contr->play_sound (sound);
2587 }
2588 else
2589 map->play_sound (sound, x, y);
2590}
2591

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines