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Comparing deliantra/server/common/object.C (file contents):
Revision 1.74 by root, Wed Dec 20 09:14:21 2006 UTC vs.
Revision 1.284 by root, Sat Jun 27 08:35:03 2009 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 (©) 2005,2006,2007,2008,2009 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
35#include <bitset> 32#include <bitset>
36 33
37int nrofallocobjects = 0; 34UUID UUID::cur;
38static UUID uuid; 35static uint64_t seq_next_save;
39const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
40 38
41object *active_objects; /* List of active objects that need to be processed */ 39objectvec objects;
40activevec actives;
42 41
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 42short freearr_x[SIZEOFFREE] = {
43 0,
44 0, 1, 1, 1, 0, -1, -1, -1,
45 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = {
49 0,
50 -1, -1, 0, 1, 1, 1, 0, -1,
51 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 52 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
48}; 53};
49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 54int maxfree[SIZEOFFREE] = {
55 0,
56 9, 10, 13, 14, 17, 18, 21, 22,
57 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 58 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51}; 59};
52int freedir[SIZEOFFREE] = { 60int freedir[SIZEOFFREE] = {
53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 61 0,
62 1, 2, 3, 4, 5, 6, 7, 8,
63 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 64 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55}; 65};
56 66
57static void 67static void
58write_uuid (void) 68write_uuid (uval64 skip, bool sync)
59{ 69{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 70 CALL_BEGIN (2);
61 71 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 72 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 73 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 74 CALL_END;
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76} 75}
77 76
78static void 77static void
79read_uuid (void) 78read_uuid (void)
80{ 79{
81 char filename[MAX_BUF]; 80 char filename[MAX_BUF];
82 81
83 sprintf (filename, "%s/uuid", settings.localdir); 82 sprintf (filename, "%s/uuid", settings.localdir);
83
84 seq_next_save = 0;
84 85
85 FILE *fp; 86 FILE *fp;
86 87
87 if (!(fp = fopen (filename, "r"))) 88 if (!(fp = fopen (filename, "r")))
88 { 89 {
89 if (errno == ENOENT) 90 if (errno == ENOENT)
90 { 91 {
91 LOG (llevInfo, "RESET uid to 1\n"); 92 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 93 UUID::cur.seq = 0;
93 write_uuid (); 94 write_uuid (UUID_GAP, true);
94 return; 95 return;
95 } 96 }
96 97
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 99 _exit (1);
99 } 100 }
100 101
101 int version; 102 UUID::BUF buf;
102 unsigned long long uid; 103 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 104 fgets (buf, sizeof (buf), fp);
105
106 if (!UUID::cur.parse (buf))
104 { 107 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 108 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 109 _exit (1);
107 } 110 }
108 111
109 uuid.seq = uid; 112 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
110 write_uuid (); 113
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 114 write_uuid (UUID_GAP, true);
112 fclose (fp); 115 fclose (fp);
113} 116}
114 117
115UUID 118UUID
116gen_uuid () 119UUID::gen ()
117{ 120{
118 UUID uid; 121 UUID uid;
119 122
120 uid.seq = ++uuid.seq; 123 uid.seq = ++cur.seq;
121 124
122 if (!(uuid.seq & (UUID_SKIP - 1))) 125 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 126 {
127 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
128 write_uuid (UUID_GAP, false);
129 }
130
124 131
125 return uid; 132 return uid;
126} 133}
127 134
128void 135void
129init_uuid () 136UUID::init ()
130{ 137{
131 read_uuid (); 138 read_uuid ();
132} 139}
133 140
134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 141/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int 142static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 143compare_ob_value_lists_one (const object *wants, const object *has)
137{ 144{
138 key_value *wants_field;
139
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 145 /* n-squared behaviour (see kv_get), but I'm hoping both
141 * objects with lists are rare, and lists stay short. If not, use a 146 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 147 * different structure or at least keep the lists sorted...
143 */ 148 */
144 149
145 /* For each field in wants, */ 150 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 151 for (key_value *kv = wants->key_values; kv; kv = kv->next)
147 { 152 if (has->kv_get (kv->key) != kv->value)
148 key_value *has_field; 153 return false;
149
150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
154 {
155 /* No field with that name. */
156 return FALSE;
157 }
158
159 /* Found the matching field. */
160 if (has_field->value != wants_field->value)
161 {
162 /* Values don't match, so this half of the comparison is false. */
163 return FALSE;
164 }
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 154
169 /* If we get here, every field in wants has a matching field in has. */ 155 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE; 156 return true;
171} 157}
172 158
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 159/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 160static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 161compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 162{
177 /* However, there may be fields in has which aren't partnered in wants, 163 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 164 * so we need to run the comparison *twice*. :(
179 */ 165 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 166 return compare_ob_value_lists_one (ob1, ob2)
167 && compare_ob_value_lists_one (ob2, ob1);
181} 168}
182 169
183/* Function examines the 2 objects given to it, and returns true if 170/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 171 * they can be merged together.
185 * 172 *
190 * Check nrof variable *before* calling can_merge() 177 * Check nrof variable *before* calling can_merge()
191 * 178 *
192 * Improvements made with merge: Better checking on potion, and also 179 * Improvements made with merge: Better checking on potion, and also
193 * check weight 180 * check weight
194 */ 181 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 182bool object::can_merge_slow (object *ob1, object *ob2)
197{ 183{
198 /* A couple quicksanity checks */ 184 /* A couple quicksanity checks */
199 if (ob1 == ob2 185 if (ob1 == ob2
200 || ob1->type != ob2->type 186 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed 187 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value 188 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 189 || ob1->name != ob2->name)
204 return 0; 190 return 0;
205 191
206 //TODO: this ain't working well, use nicer and correct overflow check
207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 192 /* Do not merge objects if nrof would overflow, assume nrof
208 * value could not be stored in a sint32 (which unfortunately sometimes is 193 * is always 0 .. 2**31-1 */
209 * used to store nrof). 194 if (ob1->nrof > 0x7fffffff - ob2->nrof)
210 */
211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
212 return 0; 195 return 0;
213 196
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 197 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * This is to the comparison of the flags below will be OK. We 198 * This is to the comparison of the flags below will be OK. We
216 * just can't ignore the been applied or identified flags, as they 199 * just can't ignore the been applied or identified flags, as they
217 * are not equal - just if it has been identified, the been_applied 200 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning. 201 * flags lose any meaning.
219 */ 202 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 203 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 204 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 205
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 206 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 207 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 208
226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 209 if (ob1->arch->archname != ob2->arch->archname
227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 210 || ob1->name != ob2->name
229 || ob1->title != ob2->title 211 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 212 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 213 || ob1->weight != ob2->weight
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
234 || ob1->attacktype != ob2->attacktype 214 || ob1->attacktype != ob2->attacktype
235 || ob1->magic != ob2->magic 215 || ob1->magic != ob2->magic
236 || ob1->slaying != ob2->slaying 216 || ob1->slaying != ob2->slaying
237 || ob1->skill != ob2->skill 217 || ob1->skill != ob2->skill
238 || ob1->value != ob2->value 218 || ob1->value != ob2->value
239 || ob1->animation_id != ob2->animation_id 219 || ob1->animation_id != ob2->animation_id
220 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
240 || ob1->client_type != ob2->client_type 221 || ob1->client_type != ob2->client_type
241 || ob1->materialname != ob2->materialname 222 || ob1->materialname != ob2->materialname
242 || ob1->lore != ob2->lore 223 || ob1->lore != ob2->lore
243 || ob1->subtype != ob2->subtype 224 || ob1->subtype != ob2->subtype
244 || ob1->move_type != ob2->move_type 225 || ob1->move_type != ob2->move_type
245 || ob1->move_block != ob2->move_block 226 || ob1->move_block != ob2->move_block
246 || ob1->move_allow != ob2->move_allow 227 || ob1->move_allow != ob2->move_allow
247 || ob1->move_on != ob2->move_on 228 || ob1->move_on != ob2->move_on
248 || ob1->move_off != ob2->move_off 229 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow 230 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty) 231 || ob1->move_slow_penalty != ob2->move_slow_penalty
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
251 return 0; 234 return 0;
252 235
236 if ((ob1->flag ^ ob2->flag)
237 .reset (FLAG_INV_LOCKED)
238 .reset (FLAG_REMOVED)
239 .any ())
240 return 0;
241
253 /* This is really a spellbook check - really, we should 242 /* This is really a spellbook check - we should in general
254 * check all objects in the inventory. 243 * not merge objects with real inventories, as splitting them
244 * is hard.
255 */ 245 */
256 if (ob1->inv || ob2->inv) 246 if (ob1->inv || ob2->inv)
257 { 247 {
258 /* if one object has inventory but the other doesn't, not equiv */ 248 if (!(ob1->inv && ob2->inv))
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 249 return 0; /* inventories differ in length */
260 return 0;
261 250
262 /* Now check to see if the two inventory objects could merge */ 251 if (ob1->inv->below || ob2->inv->below)
252 return 0; /* more than one object in inv */
253
263 if (!object::can_merge (ob1->inv, ob2->inv)) 254 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0; 255 return 0; /* inventory objects differ */
265 256
266 /* inventory ok - still need to check rest of this object to see 257 /* inventory ok - still need to check rest of this object to see
267 * if it is valid. 258 * if it is valid.
268 */ 259 */
269 } 260 }
277 268
278 /* Note sure why the following is the case - either the object has to 269 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 270 * be animated or have a very low speed. Is this an attempted monster
280 * check? 271 * check?
281 */ 272 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 273 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 274 return 0;
284 275
285 switch (ob1->type) 276 switch (ob1->type)
286 { 277 {
287 case SCROLL: 278 case SCROLL:
288 if (ob1->level != ob2->level) 279 if (ob1->level != ob2->level)
289 return 0; 280 return 0;
290 break; 281 break;
291 } 282 }
292 283
293 if (ob1->key_values != NULL || ob2->key_values != NULL) 284 if (ob1->key_values || ob2->key_values)
294 { 285 {
295 /* At least one of these has key_values. */ 286 /* At least one of these has key_values. */
296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 287 if ((!ob1->key_values) != (!ob2->key_values))
297 /* One has fields, but the other one doesn't. */ 288 return 0; /* One has fields, but the other one doesn't. */
289
290 if (!compare_ob_value_lists (ob1, ob2))
298 return 0; 291 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0;
301 } 292 }
302 293
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self) 294 if (ob1->self || ob2->self)
305 { 295 {
306 ob1->optimise (); 296 ob1->optimise ();
307 ob2->optimise (); 297 ob2->optimise ();
308 298
309 if (ob1->self || ob2->self) 299 if (ob1->self || ob2->self)
300 {
301 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
302 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
303
304 if (k1 != k2)
310 return 0; 305 return 0;
306
307 if (k1 == 0)
308 return 1;
309
310 if (!cfperl_can_merge (ob1, ob2))
311 return 0;
312 }
311 } 313 }
312 314
313 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
314 return 1; 316 return 1;
315} 317}
316 318
319// find player who can see this object
320object *
321object::visible_to () const
322{
323 if (client_visible () && !flag [FLAG_REMOVED])
324 {
325 // see if we are in a container of sorts
326 if (env)
327 {
328 // the player inventory itself is always visible
329 if (env->is_player ())
330 return env;
331
332 // else a player could have our env open
333 object *envest = env->outer_env ();
334
335 // the player itself is always on a map, so we will find him here
336 // even if our inv is in a player.
337 if (envest->is_on_map ())
338 if (object *pl = envest->ms ().player ())
339 if (pl->container == env)
340 return pl;
341 }
342 else
343 {
344 // maybe there is a player standing on the same mapspace
345 // this will catch the case where "this" is a player
346 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
348 || this == pl->container)
349 return pl;
350 }
351 }
352
353 return 0;
354}
355
356// adjust weight per container type ("of holding")
357static sint32
358weight_adjust_for (object *op, sint32 weight)
359{
360 return op->type == CONTAINER
361 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
362 : weight;
363}
364
317/* 365/*
366 * adjust_weight(object, weight) adds the specified weight to an object,
367 * and also updates how much the environment(s) is/are carrying.
368 */
369static void
370adjust_weight (object *op, sint32 weight)
371{
372 while (op)
373 {
374 // adjust by actual difference to account for rounding errors
375 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
376 weight = weight_adjust_for (op, op->carrying)
377 - weight_adjust_for (op, op->carrying - weight);
378
379 if (!weight)
380 return;
381
382 op->carrying += weight;
383
384 if (object *pl = op->visible_to ())
385 if (pl != op) // player is handled lazily
386 esrv_update_item (UPD_WEIGHT, pl, op);
387
388 op = op->env;
389 }
390}
391
392/*
318 * sum_weight() is a recursive function which calculates the weight 393 * this is a recursive function which calculates the weight
319 * an object is carrying. It goes through in figures out how much 394 * an object is carrying. It goes through op and figures out how much
320 * containers are carrying, and sums it up. 395 * containers are carrying, and sums it up.
321 */ 396 */
322long 397void
323sum_weight (object *op) 398object::update_weight ()
324{ 399{
325 long sum; 400 sint32 sum = 0;
326 object *inv;
327 401
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 402 for (object *op = inv; op; op = op->below)
329 { 403 {
330 if (inv->inv) 404 if (op->inv)
331 sum_weight (inv); 405 op->update_weight ();
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 406
407 sum += op->total_weight ();
408 }
409
410 sum = weight_adjust_for (this, sum);
411
412 if (sum != carrying)
333 } 413 {
334
335 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100;
337
338 if (op->carrying != sum)
339 op->carrying = sum; 414 carrying = sum;
340 415
341 return sum; 416 if (object *pl = visible_to ())
417 if (pl != this) // player is handled lazily
418 esrv_update_item (UPD_WEIGHT, pl, this);
419 }
342} 420}
343 421
344/** 422/*
345 * Return the outermost environment object for a given object. 423 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
346 */ 424 */
347
348object *
349object_get_env_recursive (object *op)
350{
351 while (op->env != NULL)
352 op = op->env;
353 return op;
354}
355
356/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array.
360 */
361
362char * 425char *
363dump_object (object *op) 426dump_object (object *op)
364{ 427{
365 if (!op) 428 if (!op)
366 return strdup ("[NULLOBJ]"); 429 return strdup ("[NULLOBJ]");
367 430
368 object_freezer freezer; 431 object_freezer freezer;
369 save_object (freezer, op, 3); 432 op->write (freezer);
370 return freezer.as_string (); 433 return freezer.as_string ();
371} 434}
372 435
373/* 436/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 437 * get_nearest_part(multi-object, object 2) returns the part of the
375 * multi-object 1 which is closest to the second object. 438 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned. 439 * If it's not a multi-object, it is returned.
377 */ 440 */
378
379object * 441object *
380get_nearest_part (object *op, const object *pl) 442get_nearest_part (object *op, const object *pl)
381{ 443{
382 object *tmp, *closest; 444 object *tmp, *closest;
383 int last_dist, i; 445 int last_dist, i;
384 446
385 if (op->more == NULL) 447 if (!op->more)
386 return op; 448 return op;
449
387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 450 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
451 tmp;
452 tmp = tmp->more)
388 if ((i = distance (tmp, pl)) < last_dist) 453 if ((i = distance (tmp, pl)) < last_dist)
389 closest = tmp, last_dist = i; 454 closest = tmp, last_dist = i;
455
390 return closest; 456 return closest;
391} 457}
392 458
393/* 459/*
394 * Returns the object which has the count-variable equal to the argument. 460 * Returns the object which has the count-variable equal to the argument.
461 * VERRRY slow.
395 */ 462 */
396
397object * 463object *
398find_object (tag_t i) 464find_object (tag_t i)
399{ 465{
400 for (object *op = object::first; op; op = op->next) 466 for_all_objects (op)
401 if (op->count == i) 467 if (op->count == i)
402 return op; 468 return op;
403 469
404 return 0; 470 return 0;
405} 471}
406 472
407/* 473/*
408 * Returns the first object which has a name equal to the argument. 474 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 475 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 476 * Enables features like "patch <name-of-other-player> food 999"
411 */ 477 */
412
413object * 478object *
414find_object_name (const char *str) 479find_object_name (const char *str)
415{ 480{
416 shstr_cmp str_ (str); 481 shstr_cmp str_ (str);
417 object *op;
418 482
419 for (op = object::first; op != NULL; op = op->next) 483 if (str_)
484 for_all_objects (op)
420 if (op->name == str_) 485 if (op->name == str_)
421 break; 486 return op;
422 487
423 return op; 488 return 0;
424}
425
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430} 489}
431 490
432/* 491/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 492 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 493 * skill and experience objects.
494 * ACTUALLY NO! investigate! TODO
435 */ 495 */
436void 496void
437object::set_owner (object *owner) 497object::set_owner (object *owner)
438{ 498{
499 // allow objects which own objects
439 if (!owner) 500 if (owner)
440 return;
441
442 /* next line added to allow objects which own objects */
443 /* Add a check for ownercounts in here, as I got into an endless loop
444 * with the fireball owning a poison cloud which then owned the
445 * fireball. I believe that was caused by one of the objects getting
446 * freed and then another object replacing it. Since the ownercounts
447 * didn't match, this check is valid and I believe that cause is valid.
448 */
449 while (owner->owner) 501 while (owner->owner)
450 owner = owner->owner; 502 owner = owner->owner;
503
504 if (flag [FLAG_FREED])
505 {
506 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
507 return;
508 }
451 509
452 this->owner = owner; 510 this->owner = owner;
511}
512
513int
514object::slottype () const
515{
516 if (type == SKILL)
517 {
518 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
519 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
520 }
521 else
522 {
523 if (slot [body_combat].info) return slot_combat;
524 if (slot [body_range ].info) return slot_ranged;
525 }
526
527 return slot_none;
528}
529
530bool
531object::change_weapon (object *ob)
532{
533 if (current_weapon == ob)
534 return true;
535
536 if (chosen_skill)
537 chosen_skill->flag [FLAG_APPLIED] = false;
538
539 current_weapon = ob;
540 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
541
542 if (chosen_skill)
543 chosen_skill->flag [FLAG_APPLIED] = true;
544
545 update_stats ();
546
547 if (ob)
548 {
549 // now check wether any body locations became invalid, in which case
550 // we cannot apply the weapon at the moment.
551 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
552 if (slot[i].used < 0)
553 {
554 current_weapon = chosen_skill = 0;
555 update_stats ();
556
557 new_draw_info_format (NDI_UNIQUE, 0, this,
558 "You try to balance all your items at once, "
559 "but the %s is just too much for your body. "
560 "[You need to unapply some items first.]", &ob->name);
561 return false;
562 }
563
564 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
565 }
566 else
567 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
568
569 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
570 {
571 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
572 &name, ob->debug_desc ());
573 return false;
574 }
575
576 return true;
453} 577}
454 578
455/* Zero the key_values on op, decrementing the shared-string 579/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 580 * refcounts and freeing the links.
457 */ 581 */
458static void 582static void
459free_key_values (object *op) 583free_key_values (object *op)
460{ 584{
461 for (key_value *i = op->key_values; i != 0;) 585 for (key_value *i = op->key_values; i; )
462 { 586 {
463 key_value *next = i->next; 587 key_value *next = i->next;
464 delete i; 588 delete i;
465 589
466 i = next; 590 i = next;
467 } 591 }
468 592
469 op->key_values = 0; 593 op->key_values = 0;
470}
471
472void object::clear ()
473{
474 attachable_base::clear ();
475
476 free_key_values (this);
477
478 owner = 0;
479 name = 0;
480 name_pl = 0;
481 title = 0;
482 race = 0;
483 slaying = 0;
484 skill = 0;
485 msg = 0;
486 lore = 0;
487 custom_name = 0;
488 materialname = 0;
489 contr = 0;
490 below = 0;
491 above = 0;
492 inv = 0;
493 container = 0;
494 env = 0;
495 more = 0;
496 head = 0;
497 map = 0;
498 active_next = 0;
499 active_prev = 0;
500
501 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
502
503 SET_FLAG (this, FLAG_REMOVED);
504
505 /* What is not cleared is next, prev, and count */
506
507 expmul = 1.0;
508 face = blank_face;
509
510 if (settings.casting_time)
511 casting_time = -1;
512} 594}
513 595
514/* 596/*
515 * copy_to first frees everything allocated by the dst object, 597 * copy_to first frees everything allocated by the dst object,
516 * and then copies the contents of itself into the second 598 * and then copies the contents of itself into the second
520 * will point at garbage. 602 * will point at garbage.
521 */ 603 */
522void 604void
523object::copy_to (object *dst) 605object::copy_to (object *dst)
524{ 606{
525 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 607 dst->remove ();
526 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
527
528 *(object_copy *)dst = *this; 608 *(object_copy *)dst = *this;
529 *(object_pod *)dst = *this; 609 dst->flag [FLAG_REMOVED] = true;
530
531 if (self || cb)
532 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
533
534 if (is_freed)
535 SET_FLAG (dst, FLAG_FREED);
536
537 if (is_removed)
538 SET_FLAG (dst, FLAG_REMOVED);
539
540 if (speed < 0)
541 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
542 610
543 /* Copy over key_values, if any. */ 611 /* Copy over key_values, if any. */
544 if (key_values) 612 if (key_values)
545 { 613 {
546 key_value *tail = 0; 614 key_value *tail = 0;
547 key_value *i;
548
549 dst->key_values = 0; 615 dst->key_values = 0;
550 616
551 for (i = key_values; i; i = i->next) 617 for (key_value *i = key_values; i; i = i->next)
552 { 618 {
553 key_value *new_link = new key_value; 619 key_value *new_link = new key_value;
554 620
555 new_link->next = 0; 621 new_link->next = 0;
556 new_link->key = i->key; 622 new_link->key = i->key;
557 new_link->value = i->value; 623 new_link->value = i->value;
558 624
559 /* Try and be clever here, too. */ 625 /* Try and be clever here, too. */
560 if (!dst->key_values) 626 if (!dst->key_values)
561 { 627 {
568 tail = new_link; 634 tail = new_link;
569 } 635 }
570 } 636 }
571 } 637 }
572 638
573 update_ob_speed (dst); 639 if (speed < 0)
640 dst->speed_left -= rndm ();
641
642 dst->activate ();
643}
644
645void
646object::instantiate ()
647{
648 if (!uuid.seq) // HACK
649 uuid = UUID::gen ();
650
651 speed_left = -0.1f;
652 /* copy the body_info to the body_used - this is only really
653 * need for monsters, but doesn't hurt to do it for everything.
654 * by doing so, when a monster is created, it has good starting
655 * values for the body_used info, so when items are created
656 * for it, they can be properly equipped.
657 */
658 for (int i = NUM_BODY_LOCATIONS; i--; )
659 slot[i].used = slot[i].info;
660
661 attachable::instantiate ();
574} 662}
575 663
576object * 664object *
577object::clone () 665object::clone ()
578{ 666{
579 object *neu = create (); 667 object *neu = create ();
580 copy_to (neu); 668 copy_to (neu);
669 neu->map = map; // not copied by copy_to
581 return neu; 670 return neu;
582} 671}
583 672
584/* 673/*
585 * If an object with the IS_TURNABLE() flag needs to be turned due 674 * If an object with the IS_TURNABLE() flag needs to be turned due
586 * to the closest player being on the other side, this function can 675 * to the closest player being on the other side, this function can
587 * be called to update the face variable, _and_ how it looks on the map. 676 * be called to update the face variable, _and_ how it looks on the map.
588 */ 677 */
589
590void 678void
591update_turn_face (object *op) 679update_turn_face (object *op)
592{ 680{
593 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 681 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
594 return; 682 return;
683
595 SET_ANIMATION (op, op->direction); 684 SET_ANIMATION (op, op->direction);
596 update_object (op, UP_OBJ_FACE); 685 update_object (op, UP_OBJ_FACE);
597} 686}
598 687
599/* 688/*
600 * Updates the speed of an object. If the speed changes from 0 to another 689 * Updates the speed of an object. If the speed changes from 0 to another
601 * value, or vice versa, then add/remove the object from the active list. 690 * value, or vice versa, then add/remove the object from the active list.
602 * This function needs to be called whenever the speed of an object changes. 691 * This function needs to be called whenever the speed of an object changes.
603 */ 692 */
604void 693void
605update_ob_speed (object *op) 694object::set_speed (float speed)
606{ 695{
607 extern int arch_init; 696 if (flag [FLAG_FREED] && speed)
608
609 /* No reason putting the archetypes objects on the speed list,
610 * since they never really need to be updated.
611 */
612
613 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
614 { 697 {
615 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 698 LOG (llevError, "Object %s is freed but has speed.\n", &name);
616#ifdef MANY_CORES
617 abort ();
618#else
619 op->speed = 0; 699 speed = 0;
620#endif
621 }
622
623 if (arch_init)
624 return;
625
626 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
627 { 700 }
628 /* If already on active list, don't do anything */
629 if (op->active_next || op->active_prev || op == active_objects)
630 return;
631 701
632 /* process_events() expects us to insert the object at the beginning 702 this->speed = speed;
633 * of the list. */
634 op->active_next = active_objects;
635 703
636 if (op->active_next != NULL) 704 if (has_active_speed ())
637 op->active_next->active_prev = op; 705 activate ();
638
639 active_objects = op;
640 }
641 else 706 else
642 { 707 deactivate ();
643 /* If not on the active list, nothing needs to be done */
644 if (!op->active_next && !op->active_prev && op != active_objects)
645 return;
646
647 if (op->active_prev == NULL)
648 {
649 active_objects = op->active_next;
650
651 if (op->active_next != NULL)
652 op->active_next->active_prev = NULL;
653 }
654 else
655 {
656 op->active_prev->active_next = op->active_next;
657
658 if (op->active_next)
659 op->active_next->active_prev = op->active_prev;
660 }
661
662 op->active_next = NULL;
663 op->active_prev = NULL;
664 }
665} 708}
666 709
667/* This function removes object 'op' from the list of active
668 * objects.
669 * This should only be used for style maps or other such
670 * reference maps where you don't want an object that isn't
671 * in play chewing up cpu time getting processed.
672 * The reverse of this is to call update_ob_speed, which
673 * will do the right thing based on the speed of the object.
674 */
675void
676remove_from_active_list (object *op)
677{
678 /* If not on the active list, nothing needs to be done */
679 if (!op->active_next && !op->active_prev && op != active_objects)
680 return;
681
682 if (op->active_prev == NULL)
683 {
684 active_objects = op->active_next;
685 if (op->active_next != NULL)
686 op->active_next->active_prev = NULL;
687 }
688 else
689 {
690 op->active_prev->active_next = op->active_next;
691 if (op->active_next)
692 op->active_next->active_prev = op->active_prev;
693 }
694 op->active_next = NULL;
695 op->active_prev = NULL;
696}
697
698/* 710/*
699 * update_object() updates the array which represents the map. 711 * update_object() updates the the map.
700 * It takes into account invisible objects (and represent squares covered 712 * It takes into account invisible objects (and represent squares covered
701 * by invisible objects by whatever is below them (unless it's another 713 * by invisible objects by whatever is below them (unless it's another
702 * invisible object, etc...) 714 * invisible object, etc...)
703 * If the object being updated is beneath a player, the look-window 715 * If the object being updated is beneath a player, the look-window
704 * of that player is updated (this might be a suboptimal way of 716 * of that player is updated (this might be a suboptimal way of
705 * updating that window, though, since update_object() is called _often_) 717 * updating that window, though, since update_object() is called _often_)
706 * 718 *
707 * action is a hint of what the caller believes need to be done. 719 * action is a hint of what the caller believes need to be done.
708 * For example, if the only thing that has changed is the face (due to
709 * an animation), we don't need to call update_position until that actually
710 * comes into view of a player. OTOH, many other things, like addition/removal
711 * of walls or living creatures may need us to update the flags now.
712 * current action are: 720 * current action are:
713 * UP_OBJ_INSERT: op was inserted 721 * UP_OBJ_INSERT: op was inserted
714 * UP_OBJ_REMOVE: op was removed 722 * UP_OBJ_REMOVE: op was removed
715 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 723 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
716 * as that is easier than trying to look at what may have changed. 724 * as that is easier than trying to look at what may have changed.
717 * UP_OBJ_FACE: only the objects face has changed. 725 * UP_OBJ_FACE: only the objects face has changed.
718 */ 726 */
719
720void 727void
721update_object (object *op, int action) 728update_object (object *op, int action)
722{ 729{
723 int update_now = 0, flags; 730 if (!op)
724 MoveType move_on, move_off, move_block, move_slow;
725
726 if (op == NULL)
727 { 731 {
728 /* this should never happen */ 732 /* this should never happen */
729 LOG (llevDebug, "update_object() called for NULL object.\n"); 733 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
730 return; 734 return;
731 } 735 }
732 736
733 if (op->env != NULL) 737 if (!op->is_on_map ())
734 { 738 {
735 /* Animation is currently handled by client, so nothing 739 /* Animation is currently handled by client, so nothing
736 * to do in this case. 740 * to do in this case.
737 */ 741 */
738 return; 742 return;
739 } 743 }
740 744
741 /* If the map is saving, don't do anything as everything is
742 * going to get freed anyways.
743 */
744 if (!op->map || op->map->in_memory == MAP_SAVING)
745 return;
746
747 /* make sure the object is within map boundaries */ 745 /* make sure the object is within map boundaries */
748 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 746 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
749 { 747 {
750 LOG (llevError, "update_object() called for object out of map!\n"); 748 LOG (llevError, "update_object() called for object out of map!\n");
751#ifdef MANY_CORES 749#ifdef MANY_CORES
752 abort (); 750 abort ();
753#endif 751#endif
754 return; 752 return;
755 } 753 }
756 754
757 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 755 mapspace &m = op->ms ();
758 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
759 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
760 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
761 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
762 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
763 756
757 if (!(m.flags_ & P_UPTODATE))
758 /* nop */;
764 if (action == UP_OBJ_INSERT) 759 else if (action == UP_OBJ_INSERT)
765 { 760 {
761 // this is likely overkill, TODO: revisit (schmorp)
766 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
767 update_now = 1;
768
769 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
770 update_now = 1; 764 || (op->is_player () && !(m.flags_ & P_PLAYER))
771 765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
766 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
772 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
773 update_now = 1;
774
775 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
776 update_now = 1;
777
778 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
779 update_now = 1;
780
781 if ((move_on | op->move_on) != move_on) 768 || (m.move_on | op->move_on ) != m.move_on
782 update_now = 1;
783
784 if ((move_off | op->move_off) != move_off) 769 || (m.move_off | op->move_off ) != m.move_off
785 update_now = 1; 770 || (m.move_slow | op->move_slow) != m.move_slow
786
787 /* This isn't perfect, but I don't expect a lot of objects to 771 /* This isn't perfect, but I don't expect a lot of objects to
788 * to have move_allow right now. 772 * have move_allow right now.
789 */ 773 */
790 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 774 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
791 update_now = 1; 775 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
792 776 m.invalidate ();
793 if ((move_slow | op->move_slow) != move_slow)
794 update_now = 1;
795 } 777 }
796
797 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
798 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
799 * that is being removed. 780 * that is being removed.
800 */ 781 */
801 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
802 update_now = 1; 783 m.invalidate ();
803 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
804 /* Nothing to do for that case */ ; 785 /* Nothing to do for that case */ ;
805 else 786 else
806 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
807 788
808 if (update_now)
809 {
810 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
811 update_position (op->map, op->x, op->y);
812 }
813
814 if (op->more != NULL) 789 if (op->more)
815 update_object (op->more, action); 790 update_object (op->more, action);
816} 791}
817 792
818object::vector object::mortals;
819object::vector object::objects; // not yet used
820object *object::first;
821
822void object::free_mortals ()
823{
824 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
825 if ((*i)->refcnt)
826 ++i; // further delay freeing
827 else
828 {
829 delete *i;
830 mortals.erase (i);
831 }
832}
833
834object::object () 793object::object ()
835{ 794{
836 SET_FLAG (this, FLAG_REMOVED); 795 SET_FLAG (this, FLAG_REMOVED);
837 796
838 expmul = 1.0; 797 //expmul = 1.0; declared const for the time being
839 face = blank_face; 798 face = blank_face;
840} 799}
841 800
842object::~object () 801object::~object ()
843{ 802{
803 unlink ();
804
844 free_key_values (this); 805 free_key_values (this);
845} 806}
846 807
808static int object_count;
809
847void object::link () 810void object::link ()
848{ 811{
812 assert (!index);//D
813 uuid = UUID::gen ();
849 count = ++ob_count; 814 count = ++object_count;
850 uuid = gen_uuid ();
851 815
852 prev = 0; 816 refcnt_inc ();
853 next = object::first; 817 objects.insert (this);
854
855 if (object::first)
856 object::first->prev = this;
857
858 object::first = this;
859} 818}
860 819
861void object::unlink () 820void object::unlink ()
862{ 821{
863 if (this == object::first) 822 if (!index)
864 object::first = next; 823 return;
865 824
866 /* Remove this object from the list of used objects */ 825 objects.erase (this);
867 if (prev) prev->next = next; 826 refcnt_dec ();
868 if (next) next->prev = prev; 827}
869 828
870 prev = 0; 829void
871 next = 0; 830object::activate ()
831{
832 /* If already on active list, don't do anything */
833 if (active)
834 return;
835
836 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
837 if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
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 ();
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 ();
930 else
931 map->insert (op, x, y);
932 }
933 }
872} 934}
873 935
874object *object::create () 936object *object::create ()
875{ 937{
876 object *op = new object; 938 object *op = new object;
877 op->link (); 939 op->link ();
878 return op; 940 return op;
879} 941}
880 942
881/* 943static struct freed_map : maptile
882 * free_object() frees everything allocated by an object, removes
883 * it from the list of used objects, and puts it on the list of
884 * free objects. The IS_FREED() flag is set in the object.
885 * The object must have been removed by remove_ob() first for
886 * this function to succeed.
887 *
888 * If destroy_inventory is set, free inventory as well. Else drop items in
889 * inventory to the ground.
890 */
891void object::destroy (bool destroy_inventory)
892{ 944{
893 if (QUERY_FLAG (this, FLAG_FREED)) 945 freed_map ()
946 {
947 path = "<freed objects map>";
948 name = "/internal/freed_objects_map";
949 width = 3;
950 height = 3;
951 no_drop = 1;
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_link ();
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
1003object::destroy ()
1004{
1005 if (destroyed ())
894 return; 1006 return;
895 1007
896 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 1008 if (!is_head () && !head->destroyed ())
897 remove_friendly_object (this);
898
899 if (!QUERY_FLAG (this, FLAG_REMOVED))
900 remove ();
901
902 SET_FLAG (this, FLAG_FREED);
903
904 if (more)
905 {
906 more->destroy (destroy_inventory);
907 more = 0;
908 }
909
910 if (inv)
911 {
912 /* Only if the space blocks everything do we not process -
913 * if some form of movement is allowed, let objects
914 * drop on that space.
915 */
916 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
917 {
918 object *op = inv;
919
920 while (op)
921 {
922 object *tmp = op->below;
923 op->destroy (destroy_inventory);
924 op = tmp;
925 }
926 }
927 else
928 { /* Put objects in inventory onto this space */
929 object *op = inv;
930
931 while (op)
932 {
933 object *tmp = op->below;
934
935 op->remove ();
936
937 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
938 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
939 op->destroy ();
940 else
941 {
942 op->x = x;
943 op->y = y;
944 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
945 }
946
947 op = tmp;
948 }
949 }
950 }
951
952 // hack to ensure that freed objects still have a valid map
953 {
954 static maptile *freed_map; // freed objects are moved here to avoid crashes
955
956 if (!freed_map)
957 { 1009 {
958 freed_map = new maptile; 1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
959 1011 head->destroy ();
960 freed_map->name = "/internal/freed_objects_map"; 1012 return;
961 freed_map->width = 3;
962 freed_map->height = 3;
963
964 freed_map->allocate ();
965 } 1013 }
966 1014
967 map = freed_map; 1015 destroy_inv (false);
968 x = 1;
969 y = 1;
970 }
971 1016
972 // clear those pointers that likely might have circular references to us 1017 if (is_head ())
973 owner = 0; 1018 if (sound_destroy)
974 enemy = 0; 1019 play_sound (sound_destroy);
975 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
976 1022
977 // only relevant for players(?), but make sure of it anyways 1023 attachable::destroy ();
978 contr = 0;
979
980 /* Remove object from the active list */
981 speed = 0;
982 update_ob_speed (this);
983
984 unlink ();
985
986 mortals.push_back (this);
987}
988
989/*
990 * sub_weight() recursively (outwards) subtracts a number from the
991 * weight of an object (and what is carried by it's environment(s)).
992 */
993void
994sub_weight (object *op, signed long weight)
995{
996 while (op != NULL)
997 {
998 if (op->type == CONTAINER)
999 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1000
1001 op->carrying -= weight;
1002 op = op->env;
1003 }
1004} 1024}
1005 1025
1006/* op->remove (): 1026/* op->remove ():
1007 * 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
1008 * 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
1009 * object will have no environment. If the object previously had an 1029 * object will have no environment. If the object previously had an
1010 * environment, the x and y coordinates will be updated to 1030 * environment, the x and y coordinates will be updated to
1011 * the previous environment. 1031 * the previous environment.
1012 * Beware: This function is called from the editor as well!
1013 */ 1032 */
1014void 1033void
1015object::remove () 1034object::do_remove ()
1016{ 1035{
1017 object *tmp, *last = 0; 1036 object *tmp, *last = 0;
1018 object *otmp; 1037 object *otmp;
1019 1038
1020 int check_walk_off; 1039 if (flag [FLAG_REMOVED])
1021
1022 if (QUERY_FLAG (this, FLAG_REMOVED))
1023 return; 1040 return;
1024 1041
1025 SET_FLAG (this, FLAG_REMOVED); 1042 INVOKE_OBJECT (REMOVE, this);
1043
1044 flag [FLAG_REMOVED] = true;
1026 1045
1027 if (more) 1046 if (more)
1028 more->remove (); 1047 more->remove ();
1029 1048
1030 /* 1049 /*
1031 * In this case, the object to be removed is in someones 1050 * In this case, the object to be removed is in someones
1032 * inventory. 1051 * inventory.
1033 */ 1052 */
1034 if (env) 1053 if (env)
1035 { 1054 {
1036 if (nrof) 1055 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1037 sub_weight (env, weight * nrof); 1056 if (object *pl = visible_to ())
1038 else 1057 esrv_del_item (pl->contr, count);
1039 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 object *pl = in_player ();
1063
1064 /* we set up values so that it could be inserted into
1065 * the map, but we don't actually do that - it is up
1066 * to the caller to decide what we want to do.
1067 */
1068 map = env->map;
1069 x = env->x;
1070 y = env->y;
1071
1072 // make sure cmov optimisation is applicable
1073 *(above ? &above->below : &env->inv) = below;
1074 *(below ? &below->above : &above ) = above; // &above is just a dummy
1075
1076 above = 0;
1077 below = 0;
1078 env = 0;
1040 1079
1041 /* NO_FIX_PLAYER is set when a great many changes are being 1080 /* NO_FIX_PLAYER is set when a great many changes are being
1042 * made to players inventory. If set, avoiding the call 1081 * made to players inventory. If set, avoiding the call
1043 * to save cpu time. 1082 * to save cpu time.
1044 */ 1083 */
1045 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1084 if (pl)
1046 fix_player (otmp); 1085 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1086 {
1087 pl->update_stats ();
1047 1088
1048 if (above != NULL) 1089 if (glow_radius && pl->is_on_map ())
1049 above->below = below; 1090 update_all_los (pl->map, pl->x, pl->y);
1050 else 1091 }
1051 env->inv = below;
1052
1053 if (below != NULL)
1054 below->above = above;
1055
1056 /* we set up values so that it could be inserted into
1057 * the map, but we don't actually do that - it is up
1058 * to the caller to decide what we want to do.
1059 */
1060 x = env->x, y = env->y;
1061 map = env->map;
1062 above = 0, below = 0;
1063 env = 0;
1064 } 1092 }
1065 else if (map) 1093 else if (map)
1066 { 1094 {
1067 /* Re did the following section of code - it looks like it had 1095 map->dirty = true;
1068 * lots of logic for things we no longer care about 1096 mapspace &ms = this->ms ();
1097
1098 if (object *pl = ms.player ())
1069 */ 1099 {
1100 if (is_player ())
1101 {
1102 if (!flag [FLAG_WIZPASS])
1103 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1104
1105 // leaving a spot always closes any open container on the ground
1106 if (container && !container->env)
1107 // this causes spurious floorbox updates, but it ensures
1108 // that the CLOSE event is being sent.
1109 close_container ();
1110
1111 --map->players;
1112 map->touch ();
1113 }
1114 else if (pl->container == this)
1115 {
1116 // removing a container should close it
1117 close_container ();
1118 }
1119
1120 esrv_del_item (pl->contr, count);
1121 }
1070 1122
1071 /* link the object above us */ 1123 /* link the object above us */
1072 if (above) 1124 // re-link, make sure compiler can easily use cmove
1073 above->below = below; 1125 *(above ? &above->below : &ms.top) = below;
1074 else 1126 *(below ? &below->above : &ms.bot) = above;
1075 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */
1076
1077 /* Relink the object below us, if there is one */
1078 if (below)
1079 below->above = above;
1080 else
1081 {
1082 /* Nothing below, which means we need to relink map object for this space
1083 * use translated coordinates in case some oddness with map tiling is
1084 * evident
1085 */
1086 if (GET_MAP_OB (map, x, y) != this)
1087 {
1088 char *dump = dump_object (this);
1089 LOG (llevError,
1090 "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);
1091 free (dump);
1092 dump = dump_object (GET_MAP_OB (map, x, y));
1093 LOG (llevError, "%s\n", dump);
1094 free (dump);
1095 }
1096
1097 SET_MAP_OB (map, x, y, above); /* goes on above it. */
1098 }
1099 1127
1100 above = 0; 1128 above = 0;
1101 below = 0; 1129 below = 0;
1102 1130
1131 ms.invalidate ();
1132
1103 if (map->in_memory == MAP_SAVING) 1133 if (map->in_memory == MAP_SAVING)
1104 return; 1134 return;
1105 1135
1106 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1136 int check_walk_off = !flag [FLAG_NO_APPLY];
1107 1137
1138 if (object *pl = ms.player ())
1139 {
1140 if (pl->container == this)
1141 /* If a container that the player is currently using somehow gets
1142 * removed (most likely destroyed), update the player view
1143 * appropriately.
1144 */
1145 pl->close_container ();
1146
1147 //TODO: the floorbox prev/next might need updating
1148 //esrv_del_item (pl->contr, count);
1149 //TODO: update floorbox to preserve ordering
1150 if (pl->contr->ns)
1151 pl->contr->ns->floorbox_update ();
1152 }
1153
1108 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1154 for (tmp = ms.bot; tmp; tmp = tmp->above)
1109 { 1155 {
1110 /* No point updating the players look faces if he is the object 1156 /* No point updating the players look faces if he is the object
1111 * being removed. 1157 * being removed.
1112 */ 1158 */
1113 1159
1114 if (tmp->type == PLAYER && tmp != this)
1115 {
1116 /* If a container that the player is currently using somehow gets
1117 * removed (most likely destroyed), update the player view
1118 * appropriately.
1119 */
1120 if (tmp->container == this)
1121 {
1122 CLEAR_FLAG (this, FLAG_APPLIED);
1123 tmp->container = 0;
1124 }
1125
1126 tmp->contr->socket->floorbox_update ();
1127 }
1128
1129 /* See if player moving off should effect something */ 1160 /* See if object moving off should effect something */
1130 if (check_walk_off 1161 if (check_walk_off
1131 && ((move_type & tmp->move_off) 1162 && ((move_type & tmp->move_off)
1132 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1163 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1133 { 1164 {
1134 move_apply (tmp, this, 0); 1165 move_apply (tmp, this, 0);
1135 1166
1136 if (destroyed ()) 1167 if (destroyed ())
1137 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1168 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1138 } 1169 }
1139 1170
1140 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1141
1142 if (tmp->above == tmp)
1143 tmp->above = 0;
1144
1145 last = tmp; 1171 last = tmp;
1146 } 1172 }
1147 1173
1148 /* last == NULL of there are no objects on this space */ 1174 if (affects_los ())
1149 if (!last)
1150 {
1151 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1152 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1153 * those out anyways, and if there are any flags set right now, they won't
1154 * be correct anyways.
1155 */
1156 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1157 update_position (map, x, y);
1158 }
1159 else
1160 update_object (last, UP_OBJ_REMOVE);
1161
1162 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1163 update_all_los (map, x, y); 1175 update_all_los (map, x, y);
1164 } 1176 }
1165} 1177}
1166 1178
1167/* 1179/*
1176merge_ob (object *op, object *top) 1188merge_ob (object *op, object *top)
1177{ 1189{
1178 if (!op->nrof) 1190 if (!op->nrof)
1179 return 0; 1191 return 0;
1180 1192
1181 if (top == NULL) 1193 if (!top)
1182 for (top = op; top != NULL && top->above != NULL; top = top->above); 1194 for (top = op; top && top->above; top = top->above)
1195 ;
1183 1196
1184 for (; top != NULL; top = top->below) 1197 for (; top; top = top->below)
1185 {
1186 if (top == op)
1187 continue;
1188
1189 if (object::can_merge (op, top)) 1198 if (object::can_merge (op, top))
1190 { 1199 {
1191 top->nrof += op->nrof; 1200 top->nrof += op->nrof;
1192 1201
1193/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1202 if (object *pl = top->visible_to ())
1194 op->weight = 0; /* Don't want any adjustements now */ 1203 esrv_update_item (UPD_NROF, pl, top);
1204
1205 op->weight = 0; // cancel the addition above
1206 op->carrying = 0; // must be 0 already
1207
1195 op->destroy (); 1208 op->destroy ();
1209
1196 return top; 1210 return top;
1197 } 1211 }
1198 }
1199 1212
1200 return 0; 1213 return 0;
1201} 1214}
1202 1215
1216void
1217object::expand_tail ()
1218{
1219 if (more)
1220 return;
1221
1222 object *prev = this;
1223
1224 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1225 {
1226 object *op = arch_to_object (at);
1227
1228 op->name = name;
1229 op->name_pl = name_pl;
1230 op->title = title;
1231
1232 op->head = this;
1233 prev->more = op;
1234
1235 prev = op;
1236 }
1237}
1238
1203/* 1239/*
1204 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1240 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1205 * job preparing multi-part monsters 1241 * job preparing multi-part monsters.
1206 */ 1242 */
1207object * 1243object *
1208insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1244insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1209{ 1245{
1210 object *tmp; 1246 op->remove ();
1211 1247
1212 if (op->head)
1213 op = op->head;
1214
1215 for (tmp = op; tmp; tmp = tmp->more) 1248 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1216 { 1249 {
1217 tmp->x = x + tmp->arch->clone.x; 1250 tmp->x = x + tmp->arch->x;
1218 tmp->y = y + tmp->arch->clone.y; 1251 tmp->y = y + tmp->arch->y;
1219 } 1252 }
1220 1253
1221 return insert_ob_in_map (op, m, originator, flag); 1254 return insert_ob_in_map (op, m, originator, flag);
1222} 1255}
1223 1256
1239 * Return value: 1272 * Return value:
1240 * new object if 'op' was merged with other object 1273 * new object if 'op' was merged with other object
1241 * NULL if 'op' was destroyed 1274 * NULL if 'op' was destroyed
1242 * just 'op' otherwise 1275 * just 'op' otherwise
1243 */ 1276 */
1244
1245object * 1277object *
1246insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1278insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1247{ 1279{
1248 object *tmp, *top, *floor = NULL; 1280 op->remove ();
1249 sint16 x, y;
1250 1281
1251 if (QUERY_FLAG (op, FLAG_FREED)) 1282 if (m == &freed_map)//D TODO: remove soon
1252 { 1283 {//D
1253 LOG (llevError, "Trying to insert freed object!\n"); 1284 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1254 return NULL;
1255 } 1285 }//D
1256
1257 if (m == NULL)
1258 {
1259 char *dump = dump_object (op);
1260 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1261 free (dump);
1262 return op;
1263 }
1264
1265 if (out_of_map (m, op->x, op->y))
1266 {
1267 char *dump = dump_object (op);
1268 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1269#ifdef MANY_CORES
1270 /* Better to catch this here, as otherwise the next use of this object
1271 * is likely to cause a crash. Better to find out where it is getting
1272 * improperly inserted.
1273 */
1274 abort ();
1275#endif
1276 free (dump);
1277 return op;
1278 }
1279
1280 if (!QUERY_FLAG (op, FLAG_REMOVED))
1281 {
1282 char *dump = dump_object (op);
1283 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1284 free (dump);
1285 return op;
1286 }
1287
1288 if (op->more != NULL)
1289 {
1290 /* The part may be on a different map. */
1291
1292 object *more = op->more;
1293
1294 /* We really need the caller to normalize coordinates - if
1295 * we set the map, that doesn't work if the location is within
1296 * a map and this is straddling an edge. So only if coordinate
1297 * is clear wrong do we normalize it.
1298 */
1299 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1300 more->map = get_map_from_coord (m, &more->x, &more->y);
1301 else if (!more->map)
1302 {
1303 /* For backwards compatibility - when not dealing with tiled maps,
1304 * more->map should always point to the parent.
1305 */
1306 more->map = m;
1307 }
1308
1309 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1310 {
1311 if (!op->head)
1312 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1313
1314 return NULL;
1315 }
1316 }
1317
1318 CLEAR_FLAG (op, FLAG_REMOVED);
1319 1286
1320 /* Ideally, the caller figures this out. However, it complicates a lot 1287 /* Ideally, the caller figures this out. However, it complicates a lot
1321 * 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
1322 * need extra work 1289 * need extra work
1323 */ 1290 */
1324 op->map = get_map_from_coord (m, &op->x, &op->y); 1291 maptile *newmap = m;
1325 x = op->x; 1292 if (!xy_normalise (newmap, op->x, op->y))
1326 y = op->y; 1293 {
1294 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1295 return 0;
1296 }
1297
1298 if (object *more = op->more)
1299 if (!insert_ob_in_map (more, m, originator, flag))
1300 return 0;
1301
1302 op->flag [FLAG_REMOVED] = false;
1303 op->env = 0;
1304 op->map = newmap;
1305
1306 mapspace &ms = op->ms ();
1327 1307
1328 /* this has to be done after we translate the coordinates. 1308 /* this has to be done after we translate the coordinates.
1329 */ 1309 */
1330 if (op->nrof && !(flag & INS_NO_MERGE)) 1310 if (op->nrof && !(flag & INS_NO_MERGE))
1331 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1311 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1332 if (object::can_merge (op, tmp)) 1312 if (object::can_merge (op, tmp))
1333 { 1313 {
1314 // TODO: we actually want to update tmp, not op,
1315 // but some caller surely breaks when we return tmp
1316 // from here :/
1334 op->nrof += tmp->nrof; 1317 op->nrof += tmp->nrof;
1335 tmp->destroy (); 1318 tmp->destroy ();
1336 } 1319 }
1337 1320
1338 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1321 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1347 { 1330 {
1348 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1331 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1349 abort (); 1332 abort ();
1350 } 1333 }
1351 1334
1335 if (!originator->is_on_map ())
1336 {
1337 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1338 op->debug_desc (), originator->debug_desc ());
1339 abort ();
1340 }
1341
1352 op->above = originator; 1342 op->above = originator;
1353 op->below = originator->below; 1343 op->below = originator->below;
1354
1355 if (op->below)
1356 op->below->above = op;
1357 else
1358 SET_MAP_OB (op->map, op->x, op->y, op);
1359
1360 /* since *below* originator, no need to update top */
1361 originator->below = op; 1344 originator->below = op;
1345
1346 *(op->below ? &op->below->above : &ms.bot) = op;
1362 } 1347 }
1363 else 1348 else
1364 { 1349 {
1350 object *floor = 0;
1351 object *top = ms.top;
1352
1365 /* If there are other objects, then */ 1353 /* If there are other objects, then */
1366 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1354 if (top)
1367 { 1355 {
1368 object *last = NULL;
1369
1370 /* 1356 /*
1371 * If there are multiple objects on this space, we do some trickier handling. 1357 * If there are multiple objects on this space, we do some trickier handling.
1372 * We've already dealt with merging if appropriate. 1358 * We've already dealt with merging if appropriate.
1373 * Generally, we want to put the new object on top. But if 1359 * Generally, we want to put the new object on top. But if
1374 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1360 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1377 * once we get to them. This reduces the need to traverse over all of 1363 * once we get to them. This reduces the need to traverse over all of
1378 * them when adding another one - this saves quite a bit of cpu time 1364 * them when adding another one - this saves quite a bit of cpu time
1379 * when lots of spells are cast in one area. Currently, it is presumed 1365 * when lots of spells are cast in one area. Currently, it is presumed
1380 * that flying non pickable objects are spell objects. 1366 * that flying non pickable objects are spell objects.
1381 */ 1367 */
1382 1368 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1383 while (top != NULL)
1384 { 1369 {
1385 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1370 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1386 floor = top; 1371 floor = tmp;
1387 1372
1388 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1373 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1389 { 1374 {
1390 /* We insert above top, so we want this object below this */ 1375 /* We insert above top, so we want this object below this */
1391 top = top->below; 1376 top = tmp->below;
1392 break; 1377 break;
1393 } 1378 }
1394 1379
1395 last = top;
1396 top = top->above; 1380 top = tmp;
1397 } 1381 }
1398
1399 /* Don't want top to be NULL, so set it to the last valid object */
1400 top = last;
1401 1382
1402 /* We let update_position deal with figuring out what the space 1383 /* We let update_position deal with figuring out what the space
1403 * looks like instead of lots of conditions here. 1384 * looks like instead of lots of conditions here.
1404 * makes things faster, and effectively the same result. 1385 * makes things faster, and effectively the same result.
1405 */ 1386 */
1406 1387
1407 /* Have object 'fall below' other objects that block view. 1388 /* Have object 'fall below' other objects that block view.
1408 * Unless those objects are exits, type 66 1389 * Unless those objects are exits.
1409 * If INS_ON_TOP is used, don't do this processing 1390 * If INS_ON_TOP is used, don't do this processing
1410 * Need to find the object that in fact blocks view, otherwise 1391 * Need to find the object that in fact blocks view, otherwise
1411 * stacking is a bit odd. 1392 * stacking is a bit odd.
1412 */ 1393 */
1413 if (!(flag & INS_ON_TOP) && 1394 if (!(flag & INS_ON_TOP)
1414 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1395 && ms.flags () & P_BLOCKSVIEW
1396 && (op->face && !faces [op->face].visibility))
1415 { 1397 {
1398 object *last;
1399
1416 for (last = top; last != floor; last = last->below) 1400 for (last = top; last != floor; last = last->below)
1417 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1401 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1418 break; 1402 break;
1403
1419 /* Check to see if we found the object that blocks view, 1404 /* Check to see if we found the object that blocks view,
1420 * and make sure we have a below pointer for it so that 1405 * and make sure we have a below pointer for it so that
1421 * we can get inserted below this one, which requires we 1406 * we can get inserted below this one, which requires we
1422 * set top to the object below us. 1407 * set top to the object below us.
1423 */ 1408 */
1424 if (last && last->below && last != floor) 1409 if (last && last->below && last != floor)
1425 top = last->below; 1410 top = last->below;
1426 } 1411 }
1427 } /* If objects on this space */ 1412 } /* If objects on this space */
1428 1413
1429 if (flag & INS_MAP_LOAD)
1430 top = GET_MAP_TOP (op->map, op->x, op->y);
1431
1432 if (flag & INS_ABOVE_FLOOR_ONLY) 1414 if (flag & INS_ABOVE_FLOOR_ONLY)
1433 top = floor; 1415 top = floor;
1434 1416
1435 /* Top is the object that our object (op) is going to get inserted above. 1417 // insert object above top, or bottom-most if top = 0
1436 */
1437
1438 /* First object on this space */
1439 if (!top) 1418 if (!top)
1440 { 1419 {
1441 op->above = GET_MAP_OB (op->map, op->x, op->y);
1442
1443 if (op->above)
1444 op->above->below = op;
1445
1446 op->below = NULL; 1420 op->below = 0;
1447 SET_MAP_OB (op->map, op->x, op->y, op); 1421 op->above = ms.bot;
1422 ms.bot = op;
1423
1424 *(op->above ? &op->above->below : &ms.top) = op;
1448 } 1425 }
1449 else 1426 else
1450 { /* get inserted into the stack above top */ 1427 {
1451 op->above = top->above; 1428 op->above = top->above;
1452
1453 if (op->above)
1454 op->above->below = op; 1429 top->above = op;
1455 1430
1456 op->below = top; 1431 op->below = top;
1457 top->above = op; 1432 *(op->above ? &op->above->below : &ms.top) = op;
1458 } 1433 }
1434 }
1459 1435
1460 if (op->above == NULL) 1436 if (op->is_player ())
1461 SET_MAP_TOP (op->map, op->x, op->y, op); 1437 {
1462 } /* else not INS_BELOW_ORIGINATOR */
1463
1464 if (op->type == PLAYER)
1465 op->contr->do_los = 1; 1438 op->contr->do_los = 1;
1439 ++op->map->players;
1440 op->map->touch ();
1441 }
1466 1442
1467 /* If we have a floor, we know the player, if any, will be above 1443 op->map->dirty = true;
1468 * it, so save a few ticks and start from there. 1444
1469 */ 1445 if (object *pl = ms.player ())
1470 if (!(flag & INS_MAP_LOAD)) 1446 //TODO: the floorbox prev/next might need updating
1471 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1447 //esrv_send_item (pl, op);
1472 if (tmp->type == PLAYER) 1448 //TODO: update floorbox to preserve ordering
1449 if (pl->contr->ns)
1473 tmp->contr->socket->floorbox_update (); 1450 pl->contr->ns->floorbox_update ();
1474 1451
1475 /* If this object glows, it may affect lighting conditions that are 1452 /* If this object glows, it may affect lighting conditions that are
1476 * visible to others on this map. But update_all_los is really 1453 * visible to others on this map. But update_all_los is really
1477 * an inefficient way to do this, as it means los for all players 1454 * an inefficient way to do this, as it means los for all players
1478 * on the map will get recalculated. The players could very well 1455 * on the map will get recalculated. The players could very well
1479 * be far away from this change and not affected in any way - 1456 * be far away from this change and not affected in any way -
1480 * this should get redone to only look for players within range, 1457 * this should get redone to only look for players within range,
1481 * or just updating the P_NEED_UPDATE for spaces within this area 1458 * or just updating the P_UPTODATE for spaces within this area
1482 * of effect may be sufficient. 1459 * of effect may be sufficient.
1483 */ 1460 */
1484 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1461 if (op->affects_los ())
1462 {
1463 op->ms ().invalidate ();
1485 update_all_los (op->map, op->x, op->y); 1464 update_all_los (op->map, op->x, op->y);
1465 }
1486 1466
1487 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1467 /* updates flags (blocked, alive, no magic, etc) for this map space */
1488 update_object (op, UP_OBJ_INSERT); 1468 update_object (op, UP_OBJ_INSERT);
1469
1470 INVOKE_OBJECT (INSERT, op);
1489 1471
1490 /* Don't know if moving this to the end will break anything. However, 1472 /* Don't know if moving this to the end will break anything. However,
1491 * we want to have floorbox_update called before calling this. 1473 * we want to have floorbox_update called before calling this.
1492 * 1474 *
1493 * check_move_on() must be after this because code called from 1475 * check_move_on() must be after this because code called from
1495 * blocked() and wall() work properly), and these flags are updated by 1477 * blocked() and wall() work properly), and these flags are updated by
1496 * update_object(). 1478 * update_object().
1497 */ 1479 */
1498 1480
1499 /* if this is not the head or flag has been passed, don't check walk on status */ 1481 /* if this is not the head or flag has been passed, don't check walk on status */
1500 if (!(flag & INS_NO_WALK_ON) && !op->head) 1482 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1501 { 1483 {
1502 if (check_move_on (op, originator)) 1484 if (check_move_on (op, originator))
1503 return NULL; 1485 return 0;
1504 1486
1505 /* If we are a multi part object, lets work our way through the check 1487 /* If we are a multi part object, lets work our way through the check
1506 * walk on's. 1488 * walk on's.
1507 */ 1489 */
1508 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1490 for (object *tmp = op->more; tmp; tmp = tmp->more)
1509 if (check_move_on (tmp, originator)) 1491 if (check_move_on (tmp, originator))
1510 return NULL; 1492 return 0;
1511 } 1493 }
1512 1494
1513 return op; 1495 return op;
1514} 1496}
1515 1497
1516/* this function inserts an object in the map, but if it 1498/* this function inserts an object in the map, but if it
1517 * finds an object of its own type, it'll remove that one first. 1499 * finds an object of its own type, it'll remove that one first.
1518 * op is the object to insert it under: supplies x and the map. 1500 * op is the object to insert it under: supplies x and the map.
1519 */ 1501 */
1520void 1502void
1521replace_insert_ob_in_map (const char *arch_string, object *op) 1503replace_insert_ob_in_map (shstr_tmp archname, object *op)
1522{ 1504{
1523 object *
1524 tmp;
1525 object *
1526 tmp1;
1527
1528 /* first search for itself and remove any old instances */ 1505 /* first search for itself and remove any old instances */
1529 1506
1530 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1507 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1531 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1508 if (tmp->arch->archname == archname) /* same archetype */
1532 tmp->destroy (); 1509 tmp->destroy ();
1533 1510
1534 tmp1 = arch_to_object (archetype::find (arch_string)); 1511 object *tmp = arch_to_object (archetype::find (archname));
1535 1512
1536 tmp1->x = op->x; 1513 tmp->x = op->x;
1537 tmp1->y = op->y; 1514 tmp->y = op->y;
1515
1538 insert_ob_in_map (tmp1, op->map, op, 0); 1516 insert_ob_in_map (tmp, op->map, op, 0);
1539} 1517}
1540
1541/*
1542 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1543 * is returned contains nr objects, and the remaining parts contains
1544 * the rest (or is removed and freed if that number is 0).
1545 * On failure, NULL is returned, and the reason put into the
1546 * global static errmsg array.
1547 */
1548 1518
1549object * 1519object *
1550get_split_ob (object *orig_ob, uint32 nr) 1520object::insert_at (object *where, object *originator, int flags)
1551{ 1521{
1552 object *newob; 1522 if (where->env)
1553 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1523 return where->env->insert (this);
1554 1524 else
1555 if (orig_ob->nrof < nr) 1525 return where->map->insert (this, where->x, where->y, originator, flags);
1556 {
1557 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1558 return NULL;
1559 }
1560
1561 newob = object_create_clone (orig_ob);
1562
1563 if ((orig_ob->nrof -= nr) < 1)
1564 orig_ob->destroy (1);
1565 else if (!is_removed)
1566 {
1567 if (orig_ob->env != NULL)
1568 sub_weight (orig_ob->env, orig_ob->weight * nr);
1569 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1570 {
1571 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1572 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1573 return NULL;
1574 }
1575 }
1576
1577 newob->nrof = nr;
1578
1579 return newob;
1580} 1526}
1581 1527
1582/* 1528/*
1583 * decrease_ob_nr(object, number) decreases a specified number from 1529 * decrease(object, number) decreases a specified number from
1584 * the amount of an object. If the amount reaches 0, the object 1530 * the amount of an object. If the amount reaches 0, the object
1585 * is subsequently removed and freed. 1531 * is subsequently removed and freed.
1586 * 1532 *
1587 * Return value: 'op' if something is left, NULL if the amount reached 0 1533 * Return value: 'op' if something is left, NULL if the amount reached 0
1588 */ 1534 */
1535bool
1536object::decrease (sint32 nr)
1537{
1538 if (!nr)
1539 return true;
1589 1540
1541 nr = min (nr, nrof);
1542
1543 if (nrof > nr)
1544 {
1545 nrof -= nr;
1546 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1547
1548 if (object *pl = visible_to ())
1549 esrv_update_item (UPD_NROF, pl, this);
1550
1551 return true;
1552 }
1553 else
1554 {
1555 destroy ();
1556 return false;
1557 }
1558}
1559
1560/*
1561 * split(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 returned if that number is 0).
1564 * On failure, NULL is returned.
1565 */
1590object * 1566object *
1591decrease_ob_nr (object *op, uint32 i) 1567object::split (sint32 nr)
1592{ 1568{
1593 object *tmp; 1569 int have = number_of ();
1594 player *pl;
1595 1570
1596 if (i == 0) /* objects with op->nrof require this check */ 1571 if (have < nr)
1597 return op; 1572 return 0;
1598 1573 else if (have == nr)
1599 if (i > op->nrof)
1600 i = op->nrof;
1601
1602 if (QUERY_FLAG (op, FLAG_REMOVED))
1603 op->nrof -= i;
1604 else if (op->env)
1605 { 1574 {
1606 /* is this object in the players inventory, or sub container
1607 * therein?
1608 */
1609 tmp = op->in_player ();
1610 /* nope. Is this a container the player has opened?
1611 * If so, set tmp to that player.
1612 * IMO, searching through all the players will mostly
1613 * likely be quicker than following op->env to the map,
1614 * and then searching the map for a player.
1615 */
1616 if (!tmp)
1617 {
1618 for (pl = first_player; pl; pl = pl->next)
1619 if (pl->ob->container == op->env)
1620 {
1621 tmp = pl->ob;
1622 break;
1623 }
1624 }
1625
1626 if (i < op->nrof)
1627 {
1628 sub_weight (op->env, op->weight * i);
1629 op->nrof -= i;
1630 if (tmp)
1631 esrv_send_item (tmp, op);
1632 }
1633 else
1634 {
1635 op->remove (); 1575 remove ();
1636 op->nrof = 0; 1576 return this;
1637 if (tmp)
1638 esrv_del_item (tmp->contr, op->count);
1639 }
1640 } 1577 }
1641 else 1578 else
1642 { 1579 {
1643 object *above = op->above; 1580 decrease (nr);
1644 1581
1645 if (i < op->nrof) 1582 object *op = deep_clone ();
1646 op->nrof -= i; 1583 op->nrof = nr;
1647 else
1648 {
1649 op->remove ();
1650 op->nrof = 0;
1651 }
1652
1653 /* Since we just removed op, op->above is null */
1654 for (tmp = above; tmp; tmp = tmp->above)
1655 if (tmp->type == PLAYER)
1656 {
1657 if (op->nrof)
1658 esrv_send_item (tmp, op);
1659 else
1660 esrv_del_item (tmp->contr, op->count);
1661 }
1662 }
1663
1664 if (op->nrof)
1665 return op; 1584 return op;
1666 else
1667 {
1668 op->destroy ();
1669 return 0;
1670 }
1671}
1672
1673/*
1674 * add_weight(object, weight) adds the specified weight to an object,
1675 * and also updates how much the environment(s) is/are carrying.
1676 */
1677
1678void
1679add_weight (object *op, signed long weight)
1680{
1681 while (op != NULL)
1682 {
1683 if (op->type == CONTAINER)
1684 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1685
1686 op->carrying += weight;
1687 op = op->env;
1688 } 1585 }
1689} 1586}
1690 1587
1691object * 1588object *
1692insert_ob_in_ob (object *op, object *where) 1589insert_ob_in_ob (object *op, object *where)
1697 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1594 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1698 free (dump); 1595 free (dump);
1699 return op; 1596 return op;
1700 } 1597 }
1701 1598
1702 if (where->head) 1599 if (where->head_ () != where)
1703 { 1600 {
1704 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1601 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1705 where = where->head; 1602 where = where->head;
1706 } 1603 }
1707 1604
1708 return where->insert (op); 1605 return where->insert (op);
1709} 1606}
1714 * inside the object environment. 1611 * inside the object environment.
1715 * 1612 *
1716 * The function returns now pointer to inserted item, and return value can 1613 * The function returns now pointer to inserted item, and return value can
1717 * be != op, if items are merged. -Tero 1614 * be != op, if items are merged. -Tero
1718 */ 1615 */
1719
1720object * 1616object *
1721object::insert (object *op) 1617object::insert (object *op)
1722{ 1618{
1723 object *tmp, *otmp;
1724
1725 if (!QUERY_FLAG (op, FLAG_REMOVED))
1726 op->remove ();
1727
1728 if (op->more) 1619 if (op->more)
1729 { 1620 {
1730 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1621 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1731 return op; 1622 return op;
1732 } 1623 }
1733 1624
1734 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1625 op->remove ();
1735 CLEAR_FLAG (op, FLAG_REMOVED); 1626
1627 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1628
1736 if (op->nrof) 1629 if (op->nrof)
1737 {
1738 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1630 for (object *tmp = inv; tmp; tmp = tmp->below)
1739 if (object::can_merge (tmp, op)) 1631 if (object::can_merge (tmp, op))
1740 { 1632 {
1741 /* return the original object and remove inserted object 1633 /* return the original object and remove inserted object
1742 (client needs the original object) */ 1634 (client needs the original object) */
1743 tmp->nrof += op->nrof; 1635 tmp->nrof += op->nrof;
1744 /* Weight handling gets pretty funky. Since we are adding to 1636
1745 * tmp->nrof, we need to increase the weight. 1637 if (object *pl = tmp->visible_to ())
1746 */ 1638 esrv_update_item (UPD_NROF, pl, tmp);
1639
1747 add_weight (this, op->weight * op->nrof); 1640 adjust_weight (this, op->total_weight ());
1748 SET_FLAG (op, FLAG_REMOVED); 1641
1749 op->destroy (); /* free the inserted object */ 1642 op->destroy ();
1750 op = tmp; 1643 op = tmp;
1751 op->remove (); /* and fix old object's links */ 1644 goto inserted;
1752 CLEAR_FLAG (op, FLAG_REMOVED);
1753 break;
1754 } 1645 }
1755 1646
1756 /* I assume combined objects have no inventory 1647 op->owner = 0; // it's his/hers now. period.
1757 * We add the weight - this object could have just been removed
1758 * (if it was possible to merge). calling remove_ob will subtract
1759 * the weight, so we need to add it in again, since we actually do
1760 * the linking below
1761 */
1762 add_weight (this, op->weight * op->nrof);
1763 }
1764 else
1765 add_weight (this, (op->weight + op->carrying));
1766
1767 otmp = this->in_player ();
1768 if (otmp && otmp->contr)
1769 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1770 fix_player (otmp);
1771
1772 op->map = 0; 1648 op->map = 0;
1773 op->env = this; 1649 op->x = 0;
1650 op->y = 0;
1651
1774 op->above = 0; 1652 op->above = 0;
1775 op->below = 0; 1653 op->below = inv;
1776 op->x = 0, op->y = 0; 1654 op->env = this;
1777 1655
1656 if (inv)
1657 inv->above = op;
1658
1659 inv = op;
1660
1661 op->flag [FLAG_REMOVED] = 0;
1662
1663 if (object *pl = op->visible_to ())
1664 esrv_send_item (pl, op);
1665
1666 adjust_weight (this, op->total_weight ());
1667
1668inserted:
1778 /* reset the light list and los of the players on the map */ 1669 /* reset the light list and los of the players on the map */
1779 if ((op->glow_radius != 0) && map) 1670 if (op->glow_radius && is_on_map ())
1780 { 1671 {
1781#ifdef DEBUG_LIGHTS 1672 update_stats ();
1782 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1783#endif /* DEBUG_LIGHTS */
1784 if (MAP_DARKNESS (map))
1785 update_all_los (map, x, y); 1673 update_all_los (map, x, y);
1786 }
1787
1788 /* Client has no idea of ordering so lets not bother ordering it here.
1789 * It sure simplifies this function...
1790 */
1791 if (!inv)
1792 inv = op;
1793 else
1794 { 1674 }
1795 op->below = inv; 1675 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1796 op->below->above = op; 1676 // if this is a player's inventory, update stats
1797 inv = op; 1677 update_stats ();
1798 } 1678
1679 INVOKE_OBJECT (INSERT, this);
1799 1680
1800 return op; 1681 return op;
1801} 1682}
1802 1683
1803/* 1684/*
1818 * 1699 *
1819 * MSW 2001-07-08: Check all objects on space, not just those below 1700 * MSW 2001-07-08: Check all objects on space, not just those below
1820 * object being inserted. insert_ob_in_map may not put new objects 1701 * object being inserted. insert_ob_in_map may not put new objects
1821 * on top. 1702 * on top.
1822 */ 1703 */
1823
1824int 1704int
1825check_move_on (object *op, object *originator) 1705check_move_on (object *op, object *originator)
1826{ 1706{
1827 object *tmp; 1707 object *tmp;
1828 maptile *m = op->map; 1708 maptile *m = op->map;
1855 1735
1856 /* The objects have to be checked from top to bottom. 1736 /* The objects have to be checked from top to bottom.
1857 * Hence, we first go to the top: 1737 * Hence, we first go to the top:
1858 */ 1738 */
1859 1739
1860 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1740 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1861 { 1741 {
1862 /* Trim the search when we find the first other spell effect 1742 /* Trim the search when we find the first other spell effect
1863 * this helps performance so that if a space has 50 spell objects, 1743 * this helps performance so that if a space has 50 spell objects,
1864 * we don't need to check all of them. 1744 * we don't need to check all of them.
1865 */ 1745 */
1883 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1763 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1884 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1764 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1885 { 1765 {
1886 1766
1887 float 1767 float
1888 diff = tmp->move_slow_penalty * FABS (op->speed); 1768 diff = tmp->move_slow_penalty * fabs (op->speed);
1889 1769
1890 if (op->type == PLAYER) 1770 if (op->is_player ())
1891 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1771 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1892 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1772 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1893 diff /= 4.0; 1773 diff /= 4.0;
1894 1774
1895 op->speed_left -= diff; 1775 op->speed_left -= diff;
1920/* 1800/*
1921 * present_arch(arch, map, x, y) searches for any objects with 1801 * present_arch(arch, map, x, y) searches for any objects with
1922 * a matching archetype at the given map and coordinates. 1802 * a matching archetype at the given map and coordinates.
1923 * The first matching object is returned, or NULL if none. 1803 * The first matching object is returned, or NULL if none.
1924 */ 1804 */
1925
1926object * 1805object *
1927present_arch (const archetype *at, maptile *m, int x, int y) 1806present_arch (const archetype *at, maptile *m, int x, int y)
1928{ 1807{
1929 object *
1930 tmp;
1931
1932 if (m == NULL || out_of_map (m, x, y)) 1808 if (!m || out_of_map (m, x, y))
1933 { 1809 {
1934 LOG (llevError, "Present_arch called outside map.\n"); 1810 LOG (llevError, "Present_arch called outside map.\n");
1935 return NULL; 1811 return NULL;
1936 } 1812 }
1937 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1813
1938 if (tmp->arch == at) 1814 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1815 if (tmp->arch->archname == at->archname)
1939 return tmp; 1816 return tmp;
1817
1940 return NULL; 1818 return NULL;
1941} 1819}
1942 1820
1943/* 1821/*
1944 * present(type, map, x, y) searches for any objects with 1822 * present(type, map, x, y) searches for any objects with
1945 * a matching type variable at the given map and coordinates. 1823 * a matching type variable at the given map and coordinates.
1946 * The first matching object is returned, or NULL if none. 1824 * The first matching object is returned, or NULL if none.
1947 */ 1825 */
1948
1949object * 1826object *
1950present (unsigned char type, maptile *m, int x, int y) 1827present (unsigned char type, maptile *m, int x, int y)
1951{ 1828{
1952 object *
1953 tmp;
1954
1955 if (out_of_map (m, x, y)) 1829 if (out_of_map (m, x, y))
1956 { 1830 {
1957 LOG (llevError, "Present called outside map.\n"); 1831 LOG (llevError, "Present called outside map.\n");
1958 return NULL; 1832 return NULL;
1959 } 1833 }
1960 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1834
1835 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1961 if (tmp->type == type) 1836 if (tmp->type == type)
1962 return tmp; 1837 return tmp;
1838
1963 return NULL; 1839 return NULL;
1964} 1840}
1965 1841
1966/* 1842/*
1967 * present_in_ob(type, object) searches for any objects with 1843 * present_in_ob(type, object) searches for any objects with
1968 * a matching type variable in the inventory of the given object. 1844 * a matching type variable in the inventory of the given object.
1969 * The first matching object is returned, or NULL if none. 1845 * The first matching object is returned, or NULL if none.
1970 */ 1846 */
1971
1972object * 1847object *
1973present_in_ob (unsigned char type, const object *op) 1848present_in_ob (unsigned char type, const object *op)
1974{ 1849{
1975 object *
1976 tmp;
1977
1978 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1850 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1979 if (tmp->type == type) 1851 if (tmp->type == type)
1980 return tmp; 1852 return tmp;
1853
1981 return NULL; 1854 return NULL;
1982} 1855}
1983 1856
1984/* 1857/*
1985 * present_in_ob (type, str, object) searches for any objects with 1858 * present_in_ob (type, str, object) searches for any objects with
1993 * str is the string to match against. Note that we match against 1866 * str is the string to match against. Note that we match against
1994 * the object name, not the archetype name. this is so that the 1867 * the object name, not the archetype name. this is so that the
1995 * spell code can use one object type (force), but change it's name 1868 * spell code can use one object type (force), but change it's name
1996 * to be unique. 1869 * to be unique.
1997 */ 1870 */
1998
1999object * 1871object *
2000present_in_ob_by_name (int type, const char *str, const object *op) 1872present_in_ob_by_name (int type, const char *str, const object *op)
2001{ 1873{
2002 object *
2003 tmp;
2004
2005 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1874 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2006 {
2007 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1875 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2008 return tmp; 1876 return tmp;
2009 } 1877
2010 return NULL; 1878 return 0;
2011} 1879}
2012 1880
2013/* 1881/*
2014 * present_arch_in_ob(archetype, object) searches for any objects with 1882 * present_arch_in_ob(archetype, object) searches for any objects with
2015 * a matching archetype in the inventory of the given object. 1883 * a matching archetype in the inventory of the given object.
2016 * The first matching object is returned, or NULL if none. 1884 * The first matching object is returned, or NULL if none.
2017 */ 1885 */
2018
2019object * 1886object *
2020present_arch_in_ob (const archetype *at, const object *op) 1887present_arch_in_ob (const archetype *at, const object *op)
2021{ 1888{
2022 object *
2023 tmp;
2024
2025 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1889 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2026 if (tmp->arch == at) 1890 if (tmp->arch->archname == at->archname)
2027 return tmp; 1891 return tmp;
1892
2028 return NULL; 1893 return NULL;
2029} 1894}
2030 1895
2031/* 1896/*
2032 * activate recursively a flag on an object inventory 1897 * activate recursively a flag on an object inventory
2033 */ 1898 */
2034void 1899void
2035flag_inv (object *op, int flag) 1900flag_inv (object *op, int flag)
2036{ 1901{
2037 object *
2038 tmp;
2039
2040 if (op->inv)
2041 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1902 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2042 { 1903 {
2043 SET_FLAG (tmp, flag); 1904 SET_FLAG (tmp, flag);
2044 flag_inv (tmp, flag); 1905 flag_inv (tmp, flag);
2045 } 1906 }
2046} /* 1907}
1908
1909/*
2047 * desactivate recursively a flag on an object inventory 1910 * deactivate recursively a flag on an object inventory
2048 */ 1911 */
2049void 1912void
2050unflag_inv (object *op, int flag) 1913unflag_inv (object *op, int flag)
2051{ 1914{
2052 object *
2053 tmp;
2054
2055 if (op->inv)
2056 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1915 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2057 { 1916 {
2058 CLEAR_FLAG (tmp, flag); 1917 CLEAR_FLAG (tmp, flag);
2059 unflag_inv (tmp, flag); 1918 unflag_inv (tmp, flag);
2060 } 1919 }
2061}
2062
2063/*
2064 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2065 * all it's inventory (recursively).
2066 * If checksums are used, a player will get set_cheat called for
2067 * him/her-self and all object carried by a call to this function.
2068 */
2069
2070void
2071set_cheat (object *op)
2072{
2073 SET_FLAG (op, FLAG_WAS_WIZ);
2074 flag_inv (op, FLAG_WAS_WIZ);
2075} 1920}
2076 1921
2077/* 1922/*
2078 * find_free_spot(object, map, x, y, start, stop) will search for 1923 * find_free_spot(object, map, x, y, start, stop) will search for
2079 * a spot at the given map and coordinates which will be able to contain 1924 * a spot at the given map and coordinates which will be able to contain
2081 * to search (see the freearr_x/y[] definition). 1926 * to search (see the freearr_x/y[] definition).
2082 * It returns a random choice among the alternatives found. 1927 * It returns a random choice among the alternatives found.
2083 * start and stop are where to start relative to the free_arr array (1,9 1928 * start and stop are where to start relative to the free_arr array (1,9
2084 * does all 4 immediate directions). This returns the index into the 1929 * does all 4 immediate directions). This returns the index into the
2085 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1930 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2086 * Note - this only checks to see if there is space for the head of the
2087 * object - if it is a multispace object, this should be called for all
2088 * pieces.
2089 * Note2: This function does correctly handle tiled maps, but does not 1931 * Note: This function does correctly handle tiled maps, but does not
2090 * inform the caller. However, insert_ob_in_map will update as 1932 * inform the caller. However, insert_ob_in_map will update as
2091 * necessary, so the caller shouldn't need to do any special work. 1933 * necessary, so the caller shouldn't need to do any special work.
2092 * Note - updated to take an object instead of archetype - this is necessary 1934 * Note - updated to take an object instead of archetype - this is necessary
2093 * because arch_blocked (now ob_blocked) needs to know the movement type 1935 * because arch_blocked (now ob_blocked) needs to know the movement type
2094 * to know if the space in question will block the object. We can't use 1936 * to know if the space in question will block the object. We can't use
2095 * the archetype because that isn't correct if the monster has been 1937 * the archetype because that isn't correct if the monster has been
2096 * customized, changed states, etc. 1938 * customized, changed states, etc.
2097 */ 1939 */
2098
2099int 1940int
2100find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1941find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2101{ 1942{
2102 int
2103 i,
2104 index = 0, flag;
2105 static int
2106 altern[SIZEOFFREE]; 1943 int altern[SIZEOFFREE];
1944 int index = 0, flag;
2107 1945
2108 for (i = start; i < stop; i++) 1946 for (int i = start; i < stop; i++)
2109 { 1947 {
2110 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1948 mapxy pos (m, x, y); pos.move (i);
2111 if (!flag) 1949
1950 if (!pos.normalise ())
1951 continue;
1952
1953 mapspace &ms = *pos;
1954
1955 if (ms.flags () & P_IS_ALIVE)
1956 continue;
1957
1958 /* However, often
1959 * ob doesn't have any move type (when used to place exits)
1960 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1961 */
1962 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1963 {
2112 altern[index++] = i; 1964 altern [index++] = i;
1965 continue;
1966 }
2113 1967
2114 /* Basically, if we find a wall on a space, we cut down the search size. 1968 /* Basically, if we find a wall on a space, we cut down the search size.
2115 * In this way, we won't return spaces that are on another side of a wall. 1969 * In this way, we won't return spaces that are on another side of a wall.
2116 * This mostly work, but it cuts down the search size in all directions - 1970 * This mostly work, but it cuts down the search size in all directions -
2117 * if the space being examined only has a wall to the north and empty 1971 * if the space being examined only has a wall to the north and empty
2118 * spaces in all the other directions, this will reduce the search space 1972 * spaces in all the other directions, this will reduce the search space
2119 * to only the spaces immediately surrounding the target area, and 1973 * to only the spaces immediately surrounding the target area, and
2120 * won't look 2 spaces south of the target space. 1974 * won't look 2 spaces south of the target space.
2121 */ 1975 */
2122 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1976 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1977 {
2123 stop = maxfree[i]; 1978 stop = maxfree[i];
1979 continue;
1980 }
1981
1982 /* Note it is intentional that we check ob - the movement type of the
1983 * head of the object should correspond for the entire object.
1984 */
1985 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1986 continue;
1987
1988 if (ob->blocked (pos.m, pos.x, pos.y))
1989 continue;
1990
1991 altern [index++] = i;
2124 } 1992 }
2125 1993
2126 if (!index) 1994 if (!index)
2127 return -1; 1995 return -1;
2128 1996
2129 return altern[RANDOM () % index]; 1997 return altern [rndm (index)];
2130} 1998}
2131 1999
2132/* 2000/*
2133 * find_first_free_spot(archetype, maptile, x, y) works like 2001 * find_first_free_spot(archetype, maptile, x, y) works like
2134 * find_free_spot(), but it will search max number of squares. 2002 * find_free_spot(), but it will search max number of squares.
2135 * But it will return the first available spot, not a random choice. 2003 * But it will return the first available spot, not a random choice.
2136 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2004 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2137 */ 2005 */
2138
2139int 2006int
2140find_first_free_spot (const object *ob, maptile *m, int x, int y) 2007find_first_free_spot (const object *ob, maptile *m, int x, int y)
2141{ 2008{
2142 int
2143 i;
2144
2145 for (i = 0; i < SIZEOFFREE; i++) 2009 for (int i = 0; i < SIZEOFFREE; i++)
2146 {
2147 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2010 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2148 return i; 2011 return i;
2149 } 2012
2150 return -1; 2013 return -1;
2151} 2014}
2152 2015
2153/* 2016/*
2154 * The function permute(arr, begin, end) randomly reorders the array 2017 * The function permute(arr, begin, end) randomly reorders the array
2155 * arr[begin..end-1]. 2018 * arr[begin..end-1].
2019 * now uses a fisher-yates shuffle, old permute was broken
2156 */ 2020 */
2157static void 2021static void
2158permute (int *arr, int begin, int end) 2022permute (int *arr, int begin, int end)
2159{ 2023{
2160 int 2024 arr += begin;
2161 i,
2162 j,
2163 tmp,
2164 len;
2165
2166 len = end - begin; 2025 end -= begin;
2167 for (i = begin; i < end; i++)
2168 {
2169 j = begin + RANDOM () % len;
2170 2026
2171 tmp = arr[i]; 2027 while (--end)
2172 arr[i] = arr[j]; 2028 swap (arr [end], arr [rndm (end + 1)]);
2173 arr[j] = tmp;
2174 }
2175} 2029}
2176 2030
2177/* new function to make monster searching more efficient, and effective! 2031/* new function to make monster searching more efficient, and effective!
2178 * This basically returns a randomized array (in the passed pointer) of 2032 * This basically returns a randomized array (in the passed pointer) of
2179 * the spaces to find monsters. In this way, it won't always look for 2033 * the spaces to find monsters. In this way, it won't always look for
2182 * the 3x3 area will be searched, just not in a predictable order. 2036 * the 3x3 area will be searched, just not in a predictable order.
2183 */ 2037 */
2184void 2038void
2185get_search_arr (int *search_arr) 2039get_search_arr (int *search_arr)
2186{ 2040{
2187 int 2041 int i;
2188 i;
2189 2042
2190 for (i = 0; i < SIZEOFFREE; i++) 2043 for (i = 0; i < SIZEOFFREE; i++)
2191 {
2192 search_arr[i] = i; 2044 search_arr[i] = i;
2193 }
2194 2045
2195 permute (search_arr, 1, SIZEOFFREE1 + 1); 2046 permute (search_arr, 1, SIZEOFFREE1 + 1);
2196 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2047 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2197 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2048 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2198} 2049}
2207 * Perhaps incorrectly, but I'm making the assumption that exclude 2058 * Perhaps incorrectly, but I'm making the assumption that exclude
2208 * is actually want is going to try and move there. We need this info 2059 * is actually want is going to try and move there. We need this info
2209 * because we have to know what movement the thing looking to move 2060 * because we have to know what movement the thing looking to move
2210 * there is capable of. 2061 * there is capable of.
2211 */ 2062 */
2212
2213int 2063int
2214find_dir (maptile *m, int x, int y, object *exclude) 2064find_dir (maptile *m, int x, int y, object *exclude)
2215{ 2065{
2216 int
2217 i,
2218 max = SIZEOFFREE, mflags; 2066 int max = SIZEOFFREE, mflags;
2219
2220 sint16 nx, ny;
2221 object *
2222 tmp;
2223 maptile *
2224 mp;
2225
2226 MoveType blocked, move_type; 2067 MoveType move_type;
2227 2068
2228 if (exclude && exclude->head) 2069 if (exclude && exclude->head_ () != exclude)
2229 { 2070 {
2230 exclude = exclude->head; 2071 exclude = exclude->head;
2231 move_type = exclude->move_type; 2072 move_type = exclude->move_type;
2232 } 2073 }
2233 else 2074 else
2234 { 2075 {
2235 /* If we don't have anything, presume it can use all movement types. */ 2076 /* If we don't have anything, presume it can use all movement types. */
2236 move_type = MOVE_ALL; 2077 move_type = MOVE_ALL;
2237 } 2078 }
2238 2079
2239 for (i = 1; i < max; i++) 2080 for (int i = 1; i < max; i++)
2240 { 2081 {
2241 mp = m; 2082 mapxy pos (m, x, y);
2242 nx = x + freearr_x[i]; 2083 pos.move (i);
2243 ny = y + freearr_y[i];
2244 2084
2245 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2085 if (!pos.normalise ())
2246 if (mflags & P_OUT_OF_MAP)
2247 {
2248 max = maxfree[i]; 2086 max = maxfree[i];
2249 }
2250 else 2087 else
2251 { 2088 {
2252 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2089 mapspace &ms = *pos;
2253 2090
2254 if ((move_type & blocked) == move_type) 2091 if ((move_type & ms.move_block) == move_type)
2092 max = maxfree [i];
2093 else if (ms.flags () & P_IS_ALIVE)
2255 { 2094 {
2256 max = maxfree[i]; 2095 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2257 } 2096 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2258 else if (mflags & P_IS_ALIVE) 2097 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2259 {
2260 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2261 {
2262 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2263 {
2264 break;
2265 }
2266 }
2267 if (tmp)
2268 {
2269 return freedir[i]; 2098 return freedir [i];
2270 }
2271 } 2099 }
2272 } 2100 }
2273 } 2101 }
2102
2274 return 0; 2103 return 0;
2275} 2104}
2276 2105
2277/* 2106/*
2278 * distance(object 1, object 2) will return the square of the 2107 * distance(object 1, object 2) will return the square of the
2279 * distance between the two given objects. 2108 * distance between the two given objects.
2280 */ 2109 */
2281
2282int 2110int
2283distance (const object *ob1, const object *ob2) 2111distance (const object *ob1, const object *ob2)
2284{ 2112{
2285 int
2286 i;
2287
2288 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2113 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2289 return i;
2290} 2114}
2291 2115
2292/* 2116/*
2293 * find_dir_2(delta-x,delta-y) will return a direction in which 2117 * find_dir_2(delta-x,delta-y) will return a direction in which
2294 * an object which has subtracted the x and y coordinates of another 2118 * an object which has subtracted the x and y coordinates of another
2295 * object, needs to travel toward it. 2119 * object, needs to travel toward it.
2296 */ 2120 */
2297
2298int 2121int
2299find_dir_2 (int x, int y) 2122find_dir_2 (int x, int y)
2300{ 2123{
2301 int 2124 int q;
2302 q;
2303 2125
2304 if (y) 2126 if (y)
2305 q = x * 100 / y; 2127 q = x * 100 / y;
2306 else if (x) 2128 else if (x)
2307 q = -300 * x; 2129 q = -300 * x;
2332 2154
2333 return 3; 2155 return 3;
2334} 2156}
2335 2157
2336/* 2158/*
2337 * absdir(int): Returns a number between 1 and 8, which represent
2338 * the "absolute" direction of a number (it actually takes care of
2339 * "overflow" in previous calculations of a direction).
2340 */
2341
2342int
2343absdir (int d)
2344{
2345 while (d < 1)
2346 d += 8;
2347 while (d > 8)
2348 d -= 8;
2349 return d;
2350}
2351
2352/*
2353 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2159 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2354 * between two directions (which are expected to be absolute (see absdir()) 2160 * between two directions (which are expected to be absolute (see absdir())
2355 */ 2161 */
2356
2357int 2162int
2358dirdiff (int dir1, int dir2) 2163dirdiff (int dir1, int dir2)
2359{ 2164{
2360 int 2165 int d;
2361 d;
2362 2166
2363 d = abs (dir1 - dir2); 2167 d = abs (dir1 - dir2);
2364 if (d > 4) 2168 if (d > 4)
2365 d = 8 - d; 2169 d = 8 - d;
2170
2366 return d; 2171 return d;
2367} 2172}
2368 2173
2369/* peterm: 2174/* peterm:
2370 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2175 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2373 * This basically means that if direction is 15, then it could either go 2178 * This basically means that if direction is 15, then it could either go
2374 * direction 4, 14, or 16 to get back to where we are. 2179 * direction 4, 14, or 16 to get back to where we are.
2375 * Moved from spell_util.c to object.c with the other related direction 2180 * Moved from spell_util.c to object.c with the other related direction
2376 * functions. 2181 * functions.
2377 */ 2182 */
2378
2379int
2380 reduction_dir[SIZEOFFREE][3] = { 2183const int reduction_dir[SIZEOFFREE][3] = {
2381 {0, 0, 0}, /* 0 */ 2184 {0, 0, 0}, /* 0 */
2382 {0, 0, 0}, /* 1 */ 2185 {0, 0, 0}, /* 1 */
2383 {0, 0, 0}, /* 2 */ 2186 {0, 0, 0}, /* 2 */
2384 {0, 0, 0}, /* 3 */ 2187 {0, 0, 0}, /* 3 */
2385 {0, 0, 0}, /* 4 */ 2188 {0, 0, 0}, /* 4 */
2433 * find a path to that monster that we found. If not, 2236 * find a path to that monster that we found. If not,
2434 * we don't bother going toward it. Returns 1 if we 2237 * we don't bother going toward it. Returns 1 if we
2435 * can see a direct way to get it 2238 * can see a direct way to get it
2436 * Modified to be map tile aware -.MSW 2239 * Modified to be map tile aware -.MSW
2437 */ 2240 */
2438
2439
2440int 2241int
2441can_see_monsterP (maptile *m, int x, int y, int dir) 2242can_see_monsterP (maptile *m, int x, int y, int dir)
2442{ 2243{
2443 sint16 dx, dy; 2244 sint16 dx, dy;
2444 int
2445 mflags; 2245 int mflags;
2446 2246
2447 if (dir < 0) 2247 if (dir < 0)
2448 return 0; /* exit condition: invalid direction */ 2248 return 0; /* exit condition: invalid direction */
2449 2249
2450 dx = x + freearr_x[dir]; 2250 dx = x + freearr_x[dir];
2463 return 0; 2263 return 0;
2464 2264
2465 /* yes, can see. */ 2265 /* yes, can see. */
2466 if (dir < 9) 2266 if (dir < 9)
2467 return 1; 2267 return 1;
2268
2468 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2269 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2469 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2270 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2271 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2470} 2272}
2471
2472
2473 2273
2474/* 2274/*
2475 * can_pick(picker, item): finds out if an object is possible to be 2275 * can_pick(picker, item): finds out if an object is possible to be
2476 * picked up by the picker. Returnes 1 if it can be 2276 * picked up by the picker. Returnes 1 if it can be
2477 * picked up, otherwise 0. 2277 * picked up, otherwise 0.
2479 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2279 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2480 * core dumps if they do. 2280 * core dumps if they do.
2481 * 2281 *
2482 * Add a check so we can't pick up invisible objects (0.93.8) 2282 * Add a check so we can't pick up invisible objects (0.93.8)
2483 */ 2283 */
2484
2485int 2284int
2486can_pick (const object *who, const object *item) 2285can_pick (const object *who, const object *item)
2487{ 2286{
2488 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2287 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2489 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2288 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2490 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2289 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2491} 2290}
2492
2493 2291
2494/* 2292/*
2495 * create clone from object to another 2293 * create clone from object to another
2496 */ 2294 */
2497object * 2295object *
2498object_create_clone (object *asrc) 2296object::deep_clone ()
2499{ 2297{
2500 object *dst = 0, *tmp, *src, *part, *prev, *item; 2298 assert (("deep_clone called on non-head object", is_head ()));
2501 2299
2502 if (!asrc) 2300 object *dst = clone ();
2503 return 0;
2504 2301
2505 src = asrc; 2302 object *prev = dst;
2506 if (src->head)
2507 src = src->head;
2508
2509 prev = 0;
2510 for (part = src; part; part = part->more) 2303 for (object *part = this->more; part; part = part->more)
2511 { 2304 {
2512 tmp = part->clone (); 2305 object *tmp = part->clone ();
2513 tmp->x -= src->x;
2514 tmp->y -= src->y;
2515
2516 if (!part->head)
2517 {
2518 dst = tmp;
2519 tmp->head = 0;
2520 }
2521 else
2522 {
2523 tmp->head = dst; 2306 tmp->head = dst;
2524 }
2525
2526 tmp->more = 0;
2527
2528 if (prev)
2529 prev->more = tmp; 2307 prev->more = tmp;
2530
2531 prev = tmp; 2308 prev = tmp;
2532 } 2309 }
2533 2310
2534 for (item = src->inv; item; item = item->below) 2311 for (object *item = inv; item; item = item->below)
2535 insert_ob_in_ob (object_create_clone (item), dst); 2312 insert_ob_in_ob (item->deep_clone (), dst);
2536 2313
2537 return dst; 2314 return dst;
2538}
2539
2540/* GROS - Creates an object using a string representing its content. */
2541/* Basically, we save the content of the string to a temp file, then call */
2542/* load_object on it. I admit it is a highly inefficient way to make things, */
2543/* but it was simple to make and allows reusing the load_object function. */
2544/* Remember not to use load_object_str in a time-critical situation. */
2545/* Also remember that multiparts objects are not supported for now. */
2546
2547object *
2548load_object_str (const char *obstr)
2549{
2550 object *op;
2551 char filename[MAX_BUF];
2552
2553 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2554
2555 FILE *tempfile = fopen (filename, "w");
2556
2557 if (tempfile == NULL)
2558 {
2559 LOG (llevError, "Error - Unable to access load object temp file\n");
2560 return NULL;
2561 }
2562
2563 fprintf (tempfile, obstr);
2564 fclose (tempfile);
2565
2566 op = object::create ();
2567
2568 object_thawer thawer (filename);
2569
2570 if (thawer)
2571 load_object (thawer, op, 0);
2572
2573 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2574 CLEAR_FLAG (op, FLAG_REMOVED);
2575
2576 return op;
2577} 2315}
2578 2316
2579/* This returns the first object in who's inventory that 2317/* This returns the first object in who's inventory that
2580 * has the same type and subtype match. 2318 * has the same type and subtype match.
2581 * returns NULL if no match. 2319 * returns NULL if no match.
2582 */ 2320 */
2583object * 2321object *
2584find_obj_by_type_subtype (const object *who, int type, int subtype) 2322find_obj_by_type_subtype (const object *who, int type, int subtype)
2585{ 2323{
2586 object *tmp;
2587
2588 for (tmp = who->inv; tmp; tmp = tmp->below) 2324 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2589 if (tmp->type == type && tmp->subtype == subtype) 2325 if (tmp->type == type && tmp->subtype == subtype)
2590 return tmp; 2326 return tmp;
2591 2327
2592 return NULL;
2593}
2594
2595/* If ob has a field named key, return the link from the list,
2596 * otherwise return NULL.
2597 *
2598 * key must be a passed in shared string - otherwise, this won't
2599 * do the desired thing.
2600 */
2601key_value *
2602get_ob_key_link (const object *ob, const char *key)
2603{
2604 key_value *link;
2605
2606 for (link = ob->key_values; link != NULL; link = link->next)
2607 if (link->key == key)
2608 return link;
2609
2610 return NULL;
2611}
2612
2613/*
2614 * Returns the value of op has an extra_field for key, or NULL.
2615 *
2616 * The argument doesn't need to be a shared string.
2617 *
2618 * The returned string is shared.
2619 */
2620const char *
2621get_ob_key_value (const object *op, const char *const key)
2622{
2623 key_value *link;
2624 shstr_cmp canonical_key (key);
2625
2626 if (!canonical_key)
2627 {
2628 /* 1. There being a field named key on any object
2629 * implies there'd be a shared string to find.
2630 * 2. Since there isn't, no object has this field.
2631 * 3. Therefore, *this* object doesn't have this field.
2632 */
2633 return 0;
2634 }
2635
2636 /* This is copied from get_ob_key_link() above -
2637 * only 4 lines, and saves the function call overhead.
2638 */
2639 for (link = op->key_values; link; link = link->next)
2640 if (link->key == canonical_key)
2641 return link->value;
2642
2643 return 0; 2328 return 0;
2644} 2329}
2645 2330
2646 2331shstr_tmp
2647/* 2332object::kv_get (shstr_tmp key) const
2648 * Updates the canonical_key in op to value.
2649 *
2650 * canonical_key is a shared string (value doesn't have to be).
2651 *
2652 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2653 * keys.
2654 *
2655 * Returns TRUE on success.
2656 */
2657int
2658set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2659{ 2333{
2660 key_value * 2334 for (key_value *kv = key_values; kv; kv = kv->next)
2661 field = NULL, *last = NULL; 2335 if (kv->key == key)
2336 return kv->value;
2662 2337
2663 for (field = op->key_values; field != NULL; field = field->next) 2338 return shstr ();
2664 { 2339}
2665 if (field->key != canonical_key) 2340
2341void
2342object::kv_set (shstr_tmp key, shstr_tmp value)
2343{
2344 for (key_value *kv = key_values; kv; kv = kv->next)
2345 if (kv->key == key)
2666 { 2346 {
2667 last = field; 2347 kv->value = value;
2668 continue; 2348 return;
2669 } 2349 }
2670 2350
2671 if (value) 2351 key_value *kv = new key_value;
2672 field->value = value; 2352
2673 else 2353 kv->next = key_values;
2354 kv->key = key;
2355 kv->value = value;
2356
2357 key_values = kv;
2358}
2359
2360void
2361object::kv_del (shstr_tmp key)
2362{
2363 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2364 if ((*kvp)->key == key)
2674 { 2365 {
2675 /* Basically, if the archetype has this key set, 2366 key_value *kv = *kvp;
2676 * we need to store the null value so when we save 2367 *kvp = (*kvp)->next;
2677 * it, we save the empty value so that when we load, 2368 delete kv;
2678 * we get this value back again. 2369 return;
2679 */
2680 if (get_ob_key_link (&op->arch->clone, canonical_key))
2681 field->value = 0;
2682 else
2683 {
2684 if (last)
2685 last->next = field->next;
2686 else
2687 op->key_values = field->next;
2688
2689 delete field;
2690 }
2691 } 2370 }
2692 return TRUE;
2693 }
2694 /* IF we get here, key doesn't exist */
2695
2696 /* No field, we'll have to add it. */
2697
2698 if (!add_key)
2699 {
2700 return FALSE;
2701 }
2702 /* There isn't any good reason to store a null
2703 * value in the key/value list. If the archetype has
2704 * this key, then we should also have it, so shouldn't
2705 * be here. If user wants to store empty strings,
2706 * should pass in ""
2707 */
2708 if (value == NULL)
2709 return TRUE;
2710
2711 field = new key_value;
2712
2713 field->key = canonical_key;
2714 field->value = value;
2715 /* Usual prepend-addition. */
2716 field->next = op->key_values;
2717 op->key_values = field;
2718
2719 return TRUE;
2720}
2721
2722/*
2723 * Updates the key in op to value.
2724 *
2725 * If add_key is FALSE, this will only update existing keys,
2726 * and not add new ones.
2727 * In general, should be little reason FALSE is ever passed in for add_key
2728 *
2729 * Returns TRUE on success.
2730 */
2731int
2732set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2733{
2734 shstr key_ (key);
2735
2736 return set_ob_key_value_s (op, key_, value, add_key);
2737} 2371}
2738 2372
2739object::depth_iterator::depth_iterator (object *container) 2373object::depth_iterator::depth_iterator (object *container)
2740: iterator_base (container) 2374: iterator_base (container)
2741{ 2375{
2755 } 2389 }
2756 else 2390 else
2757 item = item->env; 2391 item = item->env;
2758} 2392}
2759 2393
2394const char *
2395object::flag_desc (char *desc, int len) const
2396{
2397 char *p = desc;
2398 bool first = true;
2399
2400 *p = 0;
2401
2402 for (int i = 0; i < NUM_FLAGS; i++)
2403 {
2404 if (len <= 10) // magic constant!
2405 {
2406 snprintf (p, len, ",...");
2407 break;
2408 }
2409
2410 if (flag [i])
2411 {
2412 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2413 len -= cnt;
2414 p += cnt;
2415 first = false;
2416 }
2417 }
2418
2419 return desc;
2420}
2421
2760// return a suitable string describing an objetc in enough detail to find it 2422// return a suitable string describing an object in enough detail to find it
2761const char * 2423const char *
2762object::debug_desc (char *info) const 2424object::debug_desc (char *info) const
2763{ 2425{
2426 char flagdesc[512];
2764 char info2[256 * 3]; 2427 char info2[256 * 4];
2765 char *p = info; 2428 char *p = info;
2766 2429
2767 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2430 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2768 count, 2431 count,
2432 uuid.c_str (),
2769 &name, 2433 &name,
2770 title ? " " : "", 2434 title ? ",title:\"" : "",
2771 title ? (const char *)title : ""); 2435 title ? (const char *)title : "",
2436 title ? "\"" : "",
2437 flag_desc (flagdesc, 512), type);
2772 2438
2773 if (env) 2439 if (!flag[FLAG_REMOVED] && env)
2774 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2440 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2775 2441
2776 if (map) 2442 if (map)
2777 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2443 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2778 2444
2779 return info; 2445 return info;
2780} 2446}
2781 2447
2782const char * 2448const char *
2783object::debug_desc () const 2449object::debug_desc () const
2784{ 2450{
2785 static char info[256 * 3]; 2451 static char info[3][256 * 4];
2452 static int info_idx;
2453
2786 return debug_desc (info); 2454 return debug_desc (info [++info_idx % 3]);
2787} 2455}
2788 2456
2457struct region *
2458object::region () const
2459{
2460 return map ? map->region (x, y)
2461 : region::default_region ();
2462}
2463
2464const materialtype_t *
2465object::dominant_material () const
2466{
2467 if (materialtype_t *mt = name_to_material (materialname))
2468 return mt;
2469
2470 return name_to_material (shstr_unknown);
2471}
2472
2473void
2474object::open_container (object *new_container)
2475{
2476 if (container == new_container)
2477 return;
2478
2479 object *old_container = container;
2480
2481 if (old_container)
2482 {
2483 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2484 return;
2485
2486#if 0
2487 // remove the "Close old_container" object.
2488 if (object *closer = old_container->inv)
2489 if (closer->type == CLOSE_CON)
2490 closer->destroy ();
2491#endif
2492
2493 // make sure the container is available
2494 esrv_send_item (this, old_container);
2495
2496 old_container->flag [FLAG_APPLIED] = false;
2497 container = 0;
2498
2499 // client needs item update to make it work, client bug requires this to be separate
2500 esrv_update_item (UPD_FLAGS, this, old_container);
2501
2502 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2503 play_sound (sound_find ("chest_close"));
2504 }
2505
2506 if (new_container)
2507 {
2508 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2509 return;
2510
2511 // TODO: this does not seem to serve any purpose anymore?
2512#if 0
2513 // insert the "Close Container" object.
2514 if (archetype *closer = new_container->other_arch)
2515 {
2516 object *closer = arch_to_object (new_container->other_arch);
2517 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2518 new_container->insert (closer);
2519 }
2520#endif
2521
2522 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2523
2524 // make sure the container is available, client bug requires this to be separate
2525 esrv_send_item (this, new_container);
2526
2527 new_container->flag [FLAG_APPLIED] = true;
2528 container = new_container;
2529
2530 // client needs flag change
2531 esrv_update_item (UPD_FLAGS, this, new_container);
2532 esrv_send_inventory (this, new_container);
2533 play_sound (sound_find ("chest_open"));
2534 }
2535// else if (!old_container->env && contr && contr->ns)
2536// contr->ns->floorbox_reset ();
2537}
2538
2539object *
2540object::force_find (shstr_tmp name)
2541{
2542 /* cycle through his inventory to look for the MARK we want to
2543 * place
2544 */
2545 for (object *tmp = inv; tmp; tmp = tmp->below)
2546 if (tmp->type == FORCE && tmp->slaying == name)
2547 return splay (tmp);
2548
2549 return 0;
2550}
2551
2552object *
2553object::force_add (shstr_tmp name, int duration)
2554{
2555 if (object *force = force_find (name))
2556 force->destroy ();
2557
2558 object *force = get_archetype (FORCE_NAME);
2559
2560 force->slaying = name;
2561 force->stats.food = 1;
2562 force->speed_left = -1.f;
2563
2564 force->set_speed (duration ? 1.f / duration : 0.f);
2565 force->flag [FLAG_IS_USED_UP] = true;
2566 force->flag [FLAG_APPLIED] = true;
2567
2568 return insert (force);
2569}
2570
2571void
2572object::play_sound (faceidx sound) const
2573{
2574 if (!sound)
2575 return;
2576
2577 if (is_on_map ())
2578 map->play_sound (sound, x, y);
2579 else if (object *pl = in_player ())
2580 pl->contr->play_sound (sound);
2581}
2582
2583void
2584object::say_msg (const char *msg) const
2585{
2586 if (is_on_map ())
2587 map->say_msg (msg, x, y);
2588 else if (object *pl = in_player ())
2589 pl->contr->play_sound (sound);
2590}
2591
2592void
2593object::make_noise ()
2594{
2595 // we do not model noise in the map, so instead put
2596 // a temporary light into the noise source
2597 // could use the map instead, but that's less reliable for our
2598 // goal, which is to make invisibility a bit harder to exploit
2599
2600 // currently only works sensibly for players
2601 if (!is_player ())
2602 return;
2603
2604 // find old force, or create new one
2605 object *force = force_find (shstr_noise_force);
2606
2607 if (force)
2608 force->speed_left = -1.f; // patch old speed up
2609 else
2610 {
2611 force = archetype::get (shstr_noise_force);
2612
2613 force->slaying = shstr_noise_force;
2614 force->stats.food = 1;
2615 force->speed_left = -1.f;
2616
2617 force->set_speed (1.f / 4.f);
2618 force->flag [FLAG_IS_USED_UP] = true;
2619 force->flag [FLAG_APPLIED] = true;
2620
2621 insert (force);
2622 }
2623}
2624

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