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Comparing deliantra/server/common/object.C (file contents):
Revision 1.80 by root, Sat Dec 23 06:41:39 2006 UTC vs.
Revision 1.305 by root, Wed Nov 11 04:45:22 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 it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * 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 Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
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> 25#include <global.h>
28#include <stdio.h> 26#include <stdio.h>
29#include <sys/types.h> 27#include <sys/types.h>
30#include <sys/uio.h> 28#include <sys/uio.h>
31#include <object.h> 29#include <object.h>
32#include <funcpoint.h> 30#include <sproto.h>
33#include <loader.h> 31#include <loader.h>
34 32
35#include <bitset> 33#include <bitset>
36 34
37int nrofallocobjects = 0; 35UUID UUID::cur;
38static UUID uuid; 36static uint64_t seq_next_save;
39const uint64 UUID_SKIP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
40 39
41object *active_objects; /* List of active objects that need to be processed */ 40objectvec objects;
41activevec actives;
42 42
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, 43//+GPL
44
45short freearr_x[SIZEOFFREE] = {
46 0,
47 0, 1, 1, 1, 0, -1, -1, -1,
48 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 49 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}; 50};
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, 51short freearr_y[SIZEOFFREE] = {
52 0,
53 -1, -1, 0, 1, 1, 1, 0, -1,
54 -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 55 -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};
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,
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
51}; 56};
52int freedir[SIZEOFFREE] = { 57int 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, 58 0,
59 1, 2, 3, 4, 5, 6, 7, 8,
60 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 61 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}; 62};
56 63
64static int maxfree[SIZEOFFREE] = {
65 0,
66 9, 10, 13, 14, 17, 18, 21, 22,
67 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
68 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
69};
70
57static void 71static void
58write_uuid (void) 72write_uuid (uval64 skip, bool sync)
59{ 73{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 74 CALL_BEGIN (2);
61 75 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 76 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 77 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 78 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} 79}
77 80
78static void 81static void
79read_uuid (void) 82read_uuid (void)
80{ 83{
81 char filename[MAX_BUF]; 84 char filename[MAX_BUF];
82 85
83 sprintf (filename, "%s/uuid", settings.localdir); 86 sprintf (filename, "%s/uuid", settings.localdir);
87
88 seq_next_save = 0;
84 89
85 FILE *fp; 90 FILE *fp;
86 91
87 if (!(fp = fopen (filename, "r"))) 92 if (!(fp = fopen (filename, "r")))
88 { 93 {
89 if (errno == ENOENT) 94 if (errno == ENOENT)
90 { 95 {
91 LOG (llevInfo, "RESET uid to 1\n"); 96 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 97 UUID::cur.seq = 0;
93 write_uuid (); 98 write_uuid (UUID_GAP, true);
94 return; 99 return;
95 } 100 }
96 101
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 102 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 103 _exit (1);
99 } 104 }
100 105
101 int version; 106 char buf [UUID::MAX_LEN];
102 unsigned long long uid; 107 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 108 fgets (buf, sizeof (buf), fp);
109
110 if (!UUID::cur.parse (buf))
104 { 111 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 112 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 113 _exit (1);
107 } 114 }
108 115
109 uuid.seq = uid; 116 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
110 write_uuid (); 117
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 118 write_uuid (UUID_GAP, true);
112 fclose (fp); 119 fclose (fp);
113} 120}
114 121
115UUID 122UUID
116gen_uuid () 123UUID::gen ()
117{ 124{
118 UUID uid; 125 UUID uid;
119 126
120 uid.seq = ++uuid.seq; 127 uid.seq = ++cur.seq;
121 128
122 if (!(uuid.seq & (UUID_SKIP - 1))) 129 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 130 {
131 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
132 write_uuid (UUID_GAP, false);
133 }
134
124 135
125 return uid; 136 return uid;
126} 137}
127 138
128void 139void
129init_uuid () 140UUID::init ()
130{ 141{
131 read_uuid (); 142 read_uuid ();
132} 143}
133 144
145bool
146UUID::parse (const char *s)
147{
148 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
149 return false;
150
151 seq = 0;
152
153 while (*s != '>')
154 {
155 if (*s < '0')
156 return false;
157
158 // this gives nice branchless code with gcc
159 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
160 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
161
162 seq = (seq << 4) | digit;
163
164 ++s;
165 }
166
167 return true;
168}
169
170char *
171UUID::append (char *buf) const
172{
173 *buf++ = '<';
174 *buf++ = '1';
175 *buf++ = '.';
176
177 uint64_t seq = this->seq;
178 const int bits = 64;
179 char nz = 0;
180 static const char tohex [] = "0123456789abcdef";
181
182 // assert (len >= 3 + bits / 4 + 1 + 1);
183 for (int i = bits / 4; --i; )
184 {
185 uint8_t digit = seq >> (bits - 4);
186
187 *buf = tohex [digit];
188 nz |= digit;
189 buf += nz ? 1 : 0;
190 seq <<= 4;
191 }
192
193 // last digit is special - always emit
194 uint8_t digit = seq >> (bits - 4);
195 *buf++ = tohex [digit];
196
197 *buf++ = '>';
198
199 return buf;
200}
201
202char *
203UUID::c_str () const
204{
205 static char buf [MAX_LEN];
206 *append (buf) = 0;
207 return buf;
208}
209
134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 210/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int 211static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 212compare_ob_value_lists_one (const object *wants, const object *has)
137{ 213{
138 key_value *wants_field;
139
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 214 /* 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 215 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 216 * different structure or at least keep the lists sorted...
143 */ 217 */
144 218
145 /* For each field in wants, */ 219 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 220 for (key_value *kv = wants->key_values; kv; kv = kv->next)
147 { 221 if (has->kv_get (kv->key) != kv->value)
148 key_value *has_field; 222 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 }
168 223
169 /* If we get here, every field in wants has a matching field in has. */ 224 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE; 225 return true;
171} 226}
172 227
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 228/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 229static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 230compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 231{
177 /* However, there may be fields in has which aren't partnered in wants, 232 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 233 * so we need to run the comparison *twice*. :(
179 */ 234 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 235 return compare_ob_value_lists_one (ob1, ob2)
236 && compare_ob_value_lists_one (ob2, ob1);
181} 237}
182 238
183/* Function examines the 2 objects given to it, and returns true if 239/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 240 * they can be merged together.
185 * 241 *
190 * Check nrof variable *before* calling can_merge() 246 * Check nrof variable *before* calling can_merge()
191 * 247 *
192 * Improvements made with merge: Better checking on potion, and also 248 * Improvements made with merge: Better checking on potion, and also
193 * check weight 249 * check weight
194 */ 250 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 251bool object::can_merge_slow (object *ob1, object *ob2)
197{ 252{
198 /* A couple quicksanity checks */ 253 /* A couple quicksanity checks */
199 if (ob1 == ob2 254 if (ob1 == ob2
200 || ob1->type != ob2->type 255 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed 256 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED
202 || ob1->value != ob2->value 257 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 258 || ob1->name != ob2->name)
204 return 0; 259 return 0;
205 260
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 261 /* Do not merge objects if nrof would overflow, assume nrof
208 * value could not be stored in a sint32 (which unfortunately sometimes is 262 * is always 0 .. 2**31-1 */
209 * used to store nrof). 263 if (ob1->nrof > 0x7fffffff - ob2->nrof)
210 */
211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
212 return 0; 264 return 0;
213 265
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 266 /* 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 267 * 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 268 * 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 269 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning. 270 * flags lose any meaning.
219 */ 271 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 272 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 273 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 274
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 275 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 276 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 277
226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 278 if (ob1->arch->archname != ob2->arch->archname
227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 279 || ob1->name != ob2->name
229 || ob1->title != ob2->title 280 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 281 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 282 || 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 283 || ob1->attacktype != ob2->attacktype
235 || ob1->magic != ob2->magic 284 || ob1->magic != ob2->magic
236 || ob1->slaying != ob2->slaying 285 || ob1->slaying != ob2->slaying
237 || ob1->skill != ob2->skill 286 || ob1->skill != ob2->skill
238 || ob1->value != ob2->value 287 || ob1->value != ob2->value
239 || ob1->animation_id != ob2->animation_id 288 || ob1->animation_id != ob2->animation_id
289 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
240 || ob1->client_type != ob2->client_type 290 || ob1->client_type != ob2->client_type
241 || ob1->materialname != ob2->materialname 291 || ob1->material != ob2->material
242 || ob1->lore != ob2->lore 292 || ob1->lore != ob2->lore
243 || ob1->subtype != ob2->subtype 293 || ob1->subtype != ob2->subtype
244 || ob1->move_type != ob2->move_type 294 || ob1->move_type != ob2->move_type
245 || ob1->move_block != ob2->move_block 295 || ob1->move_block != ob2->move_block
246 || ob1->move_allow != ob2->move_allow 296 || ob1->move_allow != ob2->move_allow
247 || ob1->move_on != ob2->move_on 297 || ob1->move_on != ob2->move_on
248 || ob1->move_off != ob2->move_off 298 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow 299 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty) 300 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
301 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
302 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
251 return 0; 303 return 0;
252 304
305 if ((ob1->flag ^ ob2->flag)
306 .reset (FLAG_INV_LOCKED)
307 .reset (FLAG_REMOVED)
308 .any ())
309 return 0;
310
253 /* This is really a spellbook check - really, we should 311 /* This is really a spellbook check - we should in general
254 * check all objects in the inventory. 312 * not merge objects with real inventories, as splitting them
313 * is hard.
255 */ 314 */
256 if (ob1->inv || ob2->inv) 315 if (ob1->inv || ob2->inv)
257 { 316 {
258 /* if one object has inventory but the other doesn't, not equiv */ 317 if (!(ob1->inv && ob2->inv))
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 318 return 0; /* inventories differ in length */
260 return 0;
261 319
262 /* Now check to see if the two inventory objects could merge */ 320 if (ob1->inv->below || ob2->inv->below)
321 return 0; /* more than one object in inv */
322
263 if (!object::can_merge (ob1->inv, ob2->inv)) 323 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0; 324 return 0; /* inventory objects differ */
265 325
266 /* inventory ok - still need to check rest of this object to see 326 /* inventory ok - still need to check rest of this object to see
267 * if it is valid. 327 * if it is valid.
268 */ 328 */
269 } 329 }
277 337
278 /* Note sure why the following is the case - either the object has to 338 /* 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 339 * be animated or have a very low speed. Is this an attempted monster
280 * check? 340 * check?
281 */ 341 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 342 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 343 return 0;
284 344
285 switch (ob1->type) 345 switch (ob1->type)
286 { 346 {
287 case SCROLL: 347 case SCROLL:
288 if (ob1->level != ob2->level) 348 if (ob1->level != ob2->level)
289 return 0; 349 return 0;
290 break; 350 break;
291 } 351 }
292 352
293 if (ob1->key_values != NULL || ob2->key_values != NULL) 353 if (ob1->key_values || ob2->key_values)
294 { 354 {
295 /* At least one of these has key_values. */ 355 /* At least one of these has key_values. */
296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 356 if ((!ob1->key_values) != (!ob2->key_values))
297 /* One has fields, but the other one doesn't. */ 357 return 0; /* One has fields, but the other one doesn't. */
358
359 if (!compare_ob_value_lists (ob1, ob2))
298 return 0; 360 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0;
301 } 361 }
302 362
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self) 363 if (ob1->self || ob2->self)
305 { 364 {
306 ob1->optimise (); 365 ob1->optimise ();
307 ob2->optimise (); 366 ob2->optimise ();
308 367
309 if (ob1->self || ob2->self) 368 if (ob1->self || ob2->self)
369 {
370 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
371 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
372
373 if (k1 != k2)
310 return 0; 374 return 0;
375
376 if (k1 == 0)
377 return 1;
378
379 if (!cfperl_can_merge (ob1, ob2))
380 return 0;
381 }
311 } 382 }
312 383
313 /* Everything passes, must be OK. */ 384 /* Everything passes, must be OK. */
314 return 1; 385 return 1;
315} 386}
316 387
388// find player who can see this object
389object *
390object::visible_to () const
391{
392 if (client_visible () && !flag [FLAG_REMOVED])
393 {
394 // see if we are in a container of sorts
395 if (env)
396 {
397 // the player inventory itself is always visible
398 if (env->is_player ())
399 return env;
400
401 // else a player could have our env open
402 object *envest = env->outer_env_or_self ();
403
404 // the player itself is always on a map, so we will find him here
405 // even if our inv is in a player.
406 if (envest->is_on_map ())
407 if (object *pl = envest->ms ().player ())
408 if (pl->container_ () == env)
409 return pl;
410 }
411 else
412 {
413 // maybe there is a player standing on the same mapspace
414 // this will catch the case where "this" is a player
415 if (object *pl = ms ().player ())
416 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
417 || pl->container_ () == this)
418 return pl;
419 }
420 }
421
422 return 0;
423}
424
425// adjust weight per container type ("of holding")
426static sint32
427weight_adjust_for (object *op, sint32 weight)
428{
429 return op->type == CONTAINER
430 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
431 : weight;
432}
433
317/* 434/*
435 * adjust_weight(object, weight) adds the specified weight to an object,
436 * and also updates how much the environment(s) is/are carrying.
437 */
438static void
439adjust_weight (object *op, sint32 weight)
440{
441 while (op)
442 {
443 // adjust by actual difference to account for rounding errors
444 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
445 weight = weight_adjust_for (op, op->carrying)
446 - weight_adjust_for (op, op->carrying - weight);
447
448 if (!weight)
449 return;
450
451 op->carrying += weight;
452
453 if (object *pl = op->visible_to ())
454 if (pl != op) // player is handled lazily
455 esrv_update_item (UPD_WEIGHT, pl, op);
456
457 op = op->env;
458 }
459}
460
461/*
318 * sum_weight() is a recursive function which calculates the weight 462 * this is a recursive function which calculates the weight
319 * an object is carrying. It goes through in figures out how much 463 * an object is carrying. It goes through op and figures out how much
320 * containers are carrying, and sums it up. 464 * containers are carrying, and sums it up.
321 */ 465 */
322long 466void
323sum_weight (object *op) 467object::update_weight ()
324{ 468{
325 long sum; 469 sint32 sum = 0;
326 object *inv;
327 470
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 471 for (object *op = inv; op; op = op->below)
329 { 472 {
330 if (inv->inv) 473 if (op->inv)
331 sum_weight (inv); 474 op->update_weight ();
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 475
476 sum += op->total_weight ();
477 }
478
479 sum = weight_adjust_for (this, sum);
480
481 if (sum != carrying)
333 } 482 {
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; 483 carrying = sum;
340 484
341 return sum; 485 if (object *pl = visible_to ())
486 if (pl != this) // player is handled lazily
487 esrv_update_item (UPD_WEIGHT, pl, this);
488 }
342} 489}
343 490
344/** 491/*
345 * Return the outermost environment object for a given object. 492 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
346 */ 493 */
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 * 494char *
363dump_object (object *op) 495dump_object (object *op)
364{ 496{
365 if (!op) 497 if (!op)
366 return strdup ("[NULLOBJ]"); 498 return strdup ("[NULLOBJ]");
367 499
368 object_freezer freezer; 500 object_freezer freezer;
369 save_object (freezer, op, 3); 501 op->write (freezer);
370 return freezer.as_string (); 502 return freezer.as_string ();
371} 503}
372 504
373/* 505char *
374 * get_nearest_part(multi-object, object 2) returns the part of the 506object::as_string ()
375 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned.
377 */
378
379object *
380get_nearest_part (object *op, const object *pl)
381{ 507{
382 object *tmp, *closest; 508 return dump_object (this);
383 int last_dist, i;
384
385 if (op->more == NULL)
386 return op;
387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
388 if ((i = distance (tmp, pl)) < last_dist)
389 closest = tmp, last_dist = i;
390 return closest;
391} 509}
392 510
393/* 511/*
394 * Returns the object which has the count-variable equal to the argument. 512 * Returns the object which has the count-variable equal to the argument.
513 * VERRRY slow.
395 */ 514 */
396
397object * 515object *
398find_object (tag_t i) 516find_object (tag_t i)
399{ 517{
400 for (object *op = object::first; op; op = op->next) 518 for_all_objects (op)
401 if (op->count == i) 519 if (op->count == i)
402 return op; 520 return op;
403 521
404 return 0; 522 return 0;
405} 523}
406 524
407/* 525/*
408 * Returns the first object which has a name equal to the argument. 526 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 527 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 528 * Enables features like "patch <name-of-other-player> food 999"
411 */ 529 */
412
413object * 530object *
414find_object_name (const char *str) 531find_object_name (const char *str)
415{ 532{
416 shstr_cmp str_ (str); 533 shstr_cmp str_ (str);
417 object *op;
418 534
419 for (op = object::first; op != NULL; op = op->next) 535 if (str_)
536 for_all_objects (op)
420 if (op->name == str_) 537 if (op->name == str_)
421 break; 538 return op;
422 539
423 return op; 540 return 0;
424}
425
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430} 541}
431 542
432/* 543/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 544 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 545 * skill and experience objects.
546 * ACTUALLY NO! investigate! TODO
435 */ 547 */
436void 548void
437object::set_owner (object *owner) 549object::set_owner (object *owner)
438{ 550{
551 // allow objects which own objects
439 if (!owner) 552 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) 553 while (owner->owner)
450 owner = owner->owner; 554 owner = owner->owner;
555
556 if (flag [FLAG_FREED])
557 {
558 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
559 return;
560 }
451 561
452 this->owner = owner; 562 this->owner = owner;
563}
564
565int
566object::slottype () const
567{
568 if (type == SKILL)
569 {
570 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
571 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
572 }
573 else
574 {
575 if (slot [body_combat].info) return slot_combat;
576 if (slot [body_range ].info) return slot_ranged;
577 }
578
579 return slot_none;
580}
581
582bool
583object::change_weapon (object *ob)
584{
585 if (current_weapon == ob)
586 return true;
587
588 if (chosen_skill)
589 chosen_skill->flag [FLAG_APPLIED] = false;
590
591 current_weapon = ob;
592 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
593
594 if (chosen_skill)
595 chosen_skill->flag [FLAG_APPLIED] = true;
596
597 update_stats ();
598
599 if (ob)
600 {
601 // now check wether any body locations became invalid, in which case
602 // we cannot apply the weapon at the moment.
603 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
604 if (slot[i].used < 0)
605 {
606 current_weapon = chosen_skill = 0;
607 update_stats ();
608
609 new_draw_info_format (NDI_UNIQUE, 0, this,
610 "You try to balance all your items at once, "
611 "but the %s is just too much for your body. "
612 "[You need to unapply some items first - use the 'body' command to see "
613 "how many items you cna wera on a specific body part.]", &ob->name);
614 return false;
615 }
616
617 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
618 }
619 else
620 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
621
622 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
623 {
624 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
625 &name, ob->debug_desc ());
626 return false;
627 }
628
629 return true;
453} 630}
454 631
455/* Zero the key_values on op, decrementing the shared-string 632/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 633 * refcounts and freeing the links.
457 */ 634 */
458static void 635static void
459free_key_values (object *op) 636free_key_values (object *op)
460{ 637{
461 for (key_value *i = op->key_values; i != 0;) 638 for (key_value *i = op->key_values; i; )
462 { 639 {
463 key_value *next = i->next; 640 key_value *next = i->next;
464 delete i; 641 delete i;
465 642
466 i = next; 643 i = next;
478 * will point at garbage. 655 * will point at garbage.
479 */ 656 */
480void 657void
481object::copy_to (object *dst) 658object::copy_to (object *dst)
482{ 659{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 660 dst->remove ();
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
485
486 *(object_copy *)dst = *this; 661 *(object_copy *)dst = *this;
487 662 dst->flag [FLAG_REMOVED] = true;
488 if (self || cb)
489 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
490
491 if (is_freed)
492 SET_FLAG (dst, FLAG_FREED);
493
494 if (is_removed)
495 SET_FLAG (dst, FLAG_REMOVED);
496
497 if (speed < 0)
498 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
499 663
500 /* Copy over key_values, if any. */ 664 /* Copy over key_values, if any. */
501 if (key_values) 665 if (key_values)
502 { 666 {
503 key_value *tail = 0; 667 key_value *tail = 0;
504 key_value *i;
505
506 dst->key_values = 0; 668 dst->key_values = 0;
507 669
508 for (i = key_values; i; i = i->next) 670 for (key_value *i = key_values; i; i = i->next)
509 { 671 {
510 key_value *new_link = new key_value; 672 key_value *new_link = new key_value;
511 673
512 new_link->next = 0; 674 new_link->next = 0;
513 new_link->key = i->key; 675 new_link->key = i->key;
514 new_link->value = i->value; 676 new_link->value = i->value;
515 677
516 /* Try and be clever here, too. */ 678 /* Try and be clever here, too. */
517 if (!dst->key_values) 679 if (!dst->key_values)
518 { 680 {
525 tail = new_link; 687 tail = new_link;
526 } 688 }
527 } 689 }
528 } 690 }
529 691
530 update_ob_speed (dst); 692 if (speed < 0)
693 dst->speed_left -= rndm ();
694
695 dst->activate ();
696}
697
698void
699object::instantiate ()
700{
701 if (!uuid.seq) // HACK
702 uuid = UUID::gen ();
703
704 speed_left = -0.1f;
705 /* copy the body_info to the body_used - this is only really
706 * need for monsters, but doesn't hurt to do it for everything.
707 * by doing so, when a monster is created, it has good starting
708 * values for the body_used info, so when items are created
709 * for it, they can be properly equipped.
710 */
711 for (int i = NUM_BODY_LOCATIONS; i--; )
712 slot[i].used = slot[i].info;
713
714 attachable::instantiate ();
531} 715}
532 716
533object * 717object *
534object::clone () 718object::clone ()
535{ 719{
536 object *neu = create (); 720 object *neu = create ();
537 copy_to (neu); 721 copy_to (neu);
722 neu->map = map; // not copied by copy_to
538 return neu; 723 return neu;
539} 724}
540 725
541/* 726/*
542 * If an object with the IS_TURNABLE() flag needs to be turned due 727 * If an object with the IS_TURNABLE() flag needs to be turned due
543 * to the closest player being on the other side, this function can 728 * to the closest player being on the other side, this function can
544 * be called to update the face variable, _and_ how it looks on the map. 729 * be called to update the face variable, _and_ how it looks on the map.
545 */ 730 */
546
547void 731void
548update_turn_face (object *op) 732update_turn_face (object *op)
549{ 733{
550 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 734 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
551 return; 735 return;
736
552 SET_ANIMATION (op, op->direction); 737 SET_ANIMATION (op, op->direction);
553 update_object (op, UP_OBJ_FACE); 738 update_object (op, UP_OBJ_FACE);
554} 739}
555 740
556/* 741/*
557 * Updates the speed of an object. If the speed changes from 0 to another 742 * Updates the speed of an object. If the speed changes from 0 to another
558 * value, or vice versa, then add/remove the object from the active list. 743 * value, or vice versa, then add/remove the object from the active list.
559 * This function needs to be called whenever the speed of an object changes. 744 * This function needs to be called whenever the speed of an object changes.
560 */ 745 */
561void 746void
562update_ob_speed (object *op) 747object::set_speed (float speed)
563{ 748{
564 extern int arch_init; 749 this->speed = speed;
565 750
566 /* No reason putting the archetypes objects on the speed list, 751 if (has_active_speed ())
567 * since they never really need to be updated. 752 activate ();
568 */
569
570 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
571 {
572 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
573#ifdef MANY_CORES
574 abort ();
575#else
576 op->speed = 0;
577#endif
578 }
579
580 if (arch_init)
581 return;
582
583 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
584 {
585 /* If already on active list, don't do anything */
586 if (op->active_next || op->active_prev || op == active_objects)
587 return;
588
589 /* process_events() expects us to insert the object at the beginning
590 * of the list. */
591 op->active_next = active_objects;
592
593 if (op->active_next != NULL)
594 op->active_next->active_prev = op;
595
596 active_objects = op;
597 }
598 else 753 else
599 { 754 deactivate ();
600 /* If not on the active list, nothing needs to be done */
601 if (!op->active_next && !op->active_prev && op != active_objects)
602 return;
603
604 if (op->active_prev == NULL)
605 {
606 active_objects = op->active_next;
607
608 if (op->active_next != NULL)
609 op->active_next->active_prev = NULL;
610 }
611 else
612 {
613 op->active_prev->active_next = op->active_next;
614
615 if (op->active_next)
616 op->active_next->active_prev = op->active_prev;
617 }
618
619 op->active_next = NULL;
620 op->active_prev = NULL;
621 }
622}
623
624/* This function removes object 'op' from the list of active
625 * objects.
626 * This should only be used for style maps or other such
627 * reference maps where you don't want an object that isn't
628 * in play chewing up cpu time getting processed.
629 * The reverse of this is to call update_ob_speed, which
630 * will do the right thing based on the speed of the object.
631 */
632void
633remove_from_active_list (object *op)
634{
635 /* If not on the active list, nothing needs to be done */
636 if (!op->active_next && !op->active_prev && op != active_objects)
637 return;
638
639 if (op->active_prev == NULL)
640 {
641 active_objects = op->active_next;
642 if (op->active_next != NULL)
643 op->active_next->active_prev = NULL;
644 }
645 else
646 {
647 op->active_prev->active_next = op->active_next;
648 if (op->active_next)
649 op->active_next->active_prev = op->active_prev;
650 }
651 op->active_next = NULL;
652 op->active_prev = NULL;
653} 755}
654 756
655/* 757/*
656 * update_object() updates the the map. 758 * update_object() updates the the map.
657 * It takes into account invisible objects (and represent squares covered 759 * It takes into account invisible objects (and represent squares covered
670 * UP_OBJ_FACE: only the objects face has changed. 772 * UP_OBJ_FACE: only the objects face has changed.
671 */ 773 */
672void 774void
673update_object (object *op, int action) 775update_object (object *op, int action)
674{ 776{
675 MoveType move_on, move_off, move_block, move_slow; 777 if (!op)
676
677 if (op == NULL)
678 { 778 {
679 /* this should never happen */ 779 /* this should never happen */
680 LOG (llevDebug, "update_object() called for NULL object.\n"); 780 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
681 return; 781 return;
682 } 782 }
683 783
684 if (op->env) 784 if (!op->is_on_map ())
685 { 785 {
686 /* Animation is currently handled by client, so nothing 786 /* Animation is currently handled by client, so nothing
687 * to do in this case. 787 * to do in this case.
688 */ 788 */
689 return; 789 return;
690 } 790 }
691 791
692 /* If the map is saving, don't do anything as everything is
693 * going to get freed anyways.
694 */
695 if (!op->map || op->map->in_memory == MAP_SAVING)
696 return;
697
698 /* make sure the object is within map boundaries */ 792 /* make sure the object is within map boundaries */
699 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 793 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
700 { 794 {
701 LOG (llevError, "update_object() called for object out of map!\n"); 795 LOG (llevError, "update_object() called for object out of map!\n");
702#ifdef MANY_CORES 796#ifdef MANY_CORES
703 abort (); 797 abort ();
704#endif 798#endif
705 return; 799 return;
706 } 800 }
707 801
708 mapspace &m = op->ms (); 802 mapspace &m = op->ms ();
709 803
710 if (m.flags_ & P_NEED_UPDATE) 804 if (!(m.flags_ & P_UPTODATE))
711 /* nop */; 805 /* nop */;
712 else if (action == UP_OBJ_INSERT) 806 else if (action == UP_OBJ_INSERT)
713 { 807 {
808#if 0
714 // this is likely overkill, TODO: revisit (schmorp) 809 // this is likely overkill, TODO: revisit (schmorp)
715 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 810 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
716 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 811 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
717 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 812 || (op->is_player () && !(m.flags_ & P_PLAYER))
718 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 813 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
719 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 814 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
720 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 815 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
721 || (m.move_on | op->move_on ) != m.move_on 816 || (m.move_on | op->move_on ) != m.move_on
722 || (m.move_off | op->move_off ) != m.move_off 817 || (m.move_off | op->move_off ) != m.move_off
723 || (m.move_slow | op->move_slow) != m.move_slow 818 || (m.move_slow | op->move_slow) != m.move_slow
724 /* This isn't perfect, but I don't expect a lot of objects to 819 /* This isn't perfect, but I don't expect a lot of objects to
725 * to have move_allow right now. 820 * have move_allow right now.
726 */ 821 */
727 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 822 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
823 m.invalidate ();
824#else
728 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 825 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
729 m.flags_ = P_NEED_UPDATE; 826 m.invalidate ();
827#endif
730 } 828 }
731 /* if the object is being removed, we can't make intelligent 829 /* if the object is being removed, we can't make intelligent
732 * decisions, because remove_ob can't really pass the object 830 * decisions, because remove_ob can't really pass the object
733 * that is being removed. 831 * that is being removed.
734 */ 832 */
735 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 833 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
736 m.flags_ = P_NEED_UPDATE; 834 m.invalidate ();
737 else if (action == UP_OBJ_FACE) 835 else if (action == UP_OBJ_FACE)
738 /* Nothing to do for that case */ ; 836 /* Nothing to do for that case */ ;
739 else 837 else
740 LOG (llevError, "update_object called with invalid action: %d\n", action); 838 LOG (llevError, "update_object called with invalid action: %d\n", action);
741 839
742 if (op->more) 840 if (op->more)
743 update_object (op->more, action); 841 update_object (op->more, action);
744} 842}
745 843
746object::vector object::mortals;
747object::vector object::objects; // not yet used
748object *object::first;
749
750void object::free_mortals ()
751{
752 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
753 if ((*i)->refcnt)
754 ++i; // further delay freeing
755 else
756 {
757 delete *i;
758 mortals.erase (i);
759 }
760}
761
762object::object () 844object::object ()
763{ 845{
764 SET_FLAG (this, FLAG_REMOVED); 846 SET_FLAG (this, FLAG_REMOVED);
765 847
766 expmul = 1.0; 848 //expmul = 1.0; declared const for the time being
767 face = blank_face; 849 face = blank_face;
850 material = MATERIAL_NULL;
768} 851}
769 852
770object::~object () 853object::~object ()
771{ 854{
855 unlink ();
856
772 free_key_values (this); 857 free_key_values (this);
773} 858}
774 859
860static int object_count;
861
775void object::link () 862void object::link ()
776{ 863{
864 assert (!index);//D
865 uuid = UUID::gen ();
777 count = ++ob_count; 866 count = ++object_count;
778 uuid = gen_uuid ();
779 867
780 prev = 0; 868 refcnt_inc ();
781 next = object::first; 869 objects.insert (this);
782
783 if (object::first)
784 object::first->prev = this;
785
786 object::first = this;
787} 870}
788 871
789void object::unlink () 872void object::unlink ()
790{ 873{
791 if (this == object::first) 874 if (!index)
792 object::first = next; 875 return;
793 876
794 /* Remove this object from the list of used objects */ 877 objects.erase (this);
795 if (prev) prev->next = next; 878 refcnt_dec ();
796 if (next) next->prev = prev; 879}
797 880
798 prev = 0; 881void
799 next = 0; 882object::activate ()
883{
884 /* If already on active list, don't do anything */
885 if (active)
886 return;
887
888 if (has_active_speed ())
889 {
890 if (flag [FLAG_FREED])
891 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
892
893 actives.insert (this);
894 }
895}
896
897void
898object::activate_recursive ()
899{
900 activate ();
901
902 for (object *op = inv; op; op = op->below)
903 op->activate_recursive ();
904}
905
906/* This function removes object 'op' from the list of active
907 * objects.
908 * This should only be used for style maps or other such
909 * reference maps where you don't want an object that isn't
910 * in play chewing up cpu time getting processed.
911 * The reverse of this is to call update_ob_speed, which
912 * will do the right thing based on the speed of the object.
913 */
914void
915object::deactivate ()
916{
917 /* If not on the active list, nothing needs to be done */
918 if (!active)
919 return;
920
921 actives.erase (this);
922}
923
924void
925object::deactivate_recursive ()
926{
927 for (object *op = inv; op; op = op->below)
928 op->deactivate_recursive ();
929
930 deactivate ();
931}
932
933void
934object::set_flag_inv (int flag, int value)
935{
936 for (object *op = inv; op; op = op->below)
937 {
938 op->flag [flag] = value;
939 op->set_flag_inv (flag, value);
940 }
941}
942
943/*
944 * Remove and free all objects in the inventory of the given object.
945 * object.c ?
946 */
947void
948object::destroy_inv (bool drop_to_ground)
949{
950 // need to check first, because the checks below might segfault
951 // as we might be on an invalid mapspace and crossfire code
952 // is too buggy to ensure that the inventory is empty.
953 // corollary: if you create arrows etc. with stuff in its inventory,
954 // cf will crash below with off-map x and y
955 if (!inv)
956 return;
957
958 /* Only if the space blocks everything do we not process -
959 * if some form of movement is allowed, let objects
960 * drop on that space.
961 */
962 if (!drop_to_ground
963 || !map
964 || map->in_memory != MAP_ACTIVE
965 || map->no_drop
966 || ms ().move_block == MOVE_ALL)
967 {
968 while (inv)
969 inv->destroy ();
970 }
971 else
972 { /* Put objects in inventory onto this space */
973 while (inv)
974 {
975 object *op = inv;
976
977 if (op->flag [FLAG_STARTEQUIP]
978 || op->flag [FLAG_NO_DROP]
979 || op->type == RUNE
980 || op->type == TRAP
981 || op->flag [FLAG_IS_A_TEMPLATE]
982 || op->flag [FLAG_DESTROY_ON_DEATH])
983 op->destroy ();
984 else
985 map->insert (op, x, y);
986 }
987 }
800} 988}
801 989
802object *object::create () 990object *object::create ()
803{ 991{
804 object *op = new object; 992 object *op = new object;
805 op->link (); 993 op->link ();
806 return op; 994 return op;
807} 995}
808 996
809/* 997static struct freed_map : maptile
810 * free_object() frees everything allocated by an object, removes
811 * it from the list of used objects, and puts it on the list of
812 * free objects. The IS_FREED() flag is set in the object.
813 * The object must have been removed by remove_ob() first for
814 * this function to succeed.
815 *
816 * If destroy_inventory is set, free inventory as well. Else drop items in
817 * inventory to the ground.
818 */
819void object::destroy (bool destroy_inventory)
820{ 998{
821 if (QUERY_FLAG (this, FLAG_FREED)) 999 freed_map ()
1000 {
1001 path = "<freed objects map>";
1002 name = "/internal/freed_objects_map";
1003 width = 3;
1004 height = 3;
1005 no_drop = 1;
1006 no_reset = 1;
1007
1008 alloc ();
1009 in_memory = MAP_ACTIVE;
1010 }
1011
1012 ~freed_map ()
1013 {
1014 destroy ();
1015 }
1016} freed_map; // freed objects are moved here to avoid crashes
1017
1018void
1019object::do_destroy ()
1020{
1021 if (flag [FLAG_IS_LINKED])
1022 remove_link ();
1023
1024 if (flag [FLAG_FRIENDLY])
1025 remove_friendly_object (this);
1026
1027 remove ();
1028
1029 attachable::do_destroy ();
1030
1031 deactivate ();
1032 unlink ();
1033
1034 flag [FLAG_FREED] = 1;
1035
1036 // hack to ensure that freed objects still have a valid map
1037 map = &freed_map;
1038 x = 1;
1039 y = 1;
1040
1041 if (more)
1042 {
1043 more->destroy ();
1044 more = 0;
1045 }
1046
1047 head = 0;
1048
1049 // clear those pointers that likely might cause circular references
1050 owner = 0;
1051 enemy = 0;
1052 attacked_by = 0;
1053 current_weapon = 0;
1054}
1055
1056void
1057object::destroy ()
1058{
1059 if (destroyed ())
822 return; 1060 return;
823 1061
824 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 1062 if (!is_head () && !head->destroyed ())
825 remove_friendly_object (this);
826
827 if (!QUERY_FLAG (this, FLAG_REMOVED))
828 remove ();
829
830 SET_FLAG (this, FLAG_FREED);
831
832 if (more)
833 {
834 more->destroy (destroy_inventory);
835 more = 0;
836 }
837
838 if (inv)
839 {
840 /* Only if the space blocks everything do we not process -
841 * if some form of movement is allowed, let objects
842 * drop on that space.
843 */
844 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
845 {
846 object *op = inv;
847
848 while (op)
849 {
850 object *tmp = op->below;
851 op->destroy (destroy_inventory);
852 op = tmp;
853 }
854 }
855 else
856 { /* Put objects in inventory onto this space */
857 object *op = inv;
858
859 while (op)
860 {
861 object *tmp = op->below;
862
863 op->remove ();
864
865 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
866 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
867 op->destroy ();
868 else
869 {
870 op->x = x;
871 op->y = y;
872 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
873 }
874
875 op = tmp;
876 }
877 }
878 }
879
880 // hack to ensure that freed objects still have a valid map
881 {
882 static maptile *freed_map; // freed objects are moved here to avoid crashes
883
884 if (!freed_map)
885 { 1063 {
886 freed_map = new maptile; 1064 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
887 1065 head->destroy ();
888 freed_map->name = "/internal/freed_objects_map"; 1066 return;
889 freed_map->width = 3;
890 freed_map->height = 3;
891
892 freed_map->allocate ();
893 } 1067 }
894 1068
895 map = freed_map; 1069 destroy_inv (false);
896 x = 1;
897 y = 1;
898 }
899 1070
900 // clear those pointers that likely might have circular references to us 1071 if (is_head ())
901 owner = 0; 1072 if (sound_destroy)
902 enemy = 0; 1073 play_sound (sound_destroy);
903 attacked_by = 0; 1074 else if (flag [FLAG_MONSTER])
1075 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
904 1076
905 // only relevant for players(?), but make sure of it anyways 1077 attachable::destroy ();
906 contr = 0;
907
908 /* Remove object from the active list */
909 speed = 0;
910 update_ob_speed (this);
911
912 unlink ();
913
914 mortals.push_back (this);
915}
916
917/*
918 * sub_weight() recursively (outwards) subtracts a number from the
919 * weight of an object (and what is carried by it's environment(s)).
920 */
921void
922sub_weight (object *op, signed long weight)
923{
924 while (op != NULL)
925 {
926 if (op->type == CONTAINER)
927 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
928
929 op->carrying -= weight;
930 op = op->env;
931 }
932} 1078}
933 1079
934/* op->remove (): 1080/* op->remove ():
935 * This function removes the object op from the linked list of objects 1081 * This function removes the object op from the linked list of objects
936 * which it is currently tied to. When this function is done, the 1082 * which it is currently tied to. When this function is done, the
937 * object will have no environment. If the object previously had an 1083 * object will have no environment. If the object previously had an
938 * environment, the x and y coordinates will be updated to 1084 * environment, the x and y coordinates will be updated to
939 * the previous environment. 1085 * the previous environment.
940 * Beware: This function is called from the editor as well!
941 */ 1086 */
942void 1087void
943object::remove () 1088object::do_remove ()
944{ 1089{
945 object *tmp, *last = 0; 1090 if (flag [FLAG_REMOVED])
946 object *otmp;
947
948 int check_walk_off;
949
950 if (QUERY_FLAG (this, FLAG_REMOVED))
951 return; 1091 return;
952 1092
953 SET_FLAG (this, FLAG_REMOVED); 1093 INVOKE_OBJECT (REMOVE, this);
1094
1095 flag [FLAG_REMOVED] = true;
954 1096
955 if (more) 1097 if (more)
956 more->remove (); 1098 more->remove ();
957 1099
958 /* 1100 /*
959 * In this case, the object to be removed is in someones 1101 * In this case, the object to be removed is in someones
960 * inventory. 1102 * inventory.
961 */ 1103 */
962 if (env) 1104 if (env)
963 { 1105 {
964 if (nrof) 1106 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
965 sub_weight (env, weight * nrof); 1107 if (object *pl = visible_to ())
966 else 1108 esrv_del_item (pl->contr, count);
967 sub_weight (env, weight + carrying); 1109 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
968 1110
969 /* NO_FIX_PLAYER is set when a great many changes are being 1111 adjust_weight (env, -total_weight ());
970 * made to players inventory. If set, avoiding the call
971 * to save cpu time.
972 */
973 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
974 otmp->update_stats ();
975 1112
976 if (above != NULL) 1113 object *pl = in_player ();
977 above->below = below;
978 else
979 env->inv = below;
980
981 if (below != NULL)
982 below->above = above;
983 1114
984 /* we set up values so that it could be inserted into 1115 /* we set up values so that it could be inserted into
985 * the map, but we don't actually do that - it is up 1116 * the map, but we don't actually do that - it is up
986 * to the caller to decide what we want to do. 1117 * to the caller to decide what we want to do.
987 */ 1118 */
988 x = env->x, y = env->y;
989 map = env->map; 1119 map = env->map;
990 above = 0, below = 0; 1120 x = env->x;
991 env = 0; 1121 y = env->y;
992 }
993 else if (map)
994 {
995 /* Re did the following section of code - it looks like it had
996 * lots of logic for things we no longer care about
997 */
998 1122
999 /* link the object above us */ 1123 // make sure cmov optimisation is applicable
1000 if (above) 1124 *(above ? &above->below : &env->inv) = below;
1001 above->below = below; 1125 *(below ? &below->above : &above ) = above; // &above is just a dummy
1002 else
1003 map->at (x, y).top = below; /* we were top, set new top */
1004
1005 /* Relink the object below us, if there is one */
1006 if (below)
1007 below->above = above;
1008 else
1009 {
1010 /* Nothing below, which means we need to relink map object for this space
1011 * use translated coordinates in case some oddness with map tiling is
1012 * evident
1013 */
1014 if (GET_MAP_OB (map, x, y) != this)
1015 {
1016 char *dump = dump_object (this);
1017 LOG (llevError,
1018 "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);
1019 free (dump);
1020 dump = dump_object (GET_MAP_OB (map, x, y));
1021 LOG (llevError, "%s\n", dump);
1022 free (dump);
1023 }
1024
1025 map->at (x, y).bottom = above; /* goes on above it. */
1026 }
1027 1126
1028 above = 0; 1127 above = 0;
1029 below = 0; 1128 below = 0;
1129 env = 0;
1130
1131 if (pl && pl->is_player ())
1132 {
1133 pl->contr->queue_stats_update ();
1134
1135 if (glow_radius && pl->is_on_map ())
1136 update_all_los (pl->map, pl->x, pl->y);
1137 }
1138 }
1139 else if (map)
1140 {
1141 map->dirty = true;
1142 mapspace &ms = this->ms ();
1143
1144 if (object *pl = ms.player ())
1145 {
1146 if (is_player ())
1147 {
1148 if (!flag [FLAG_WIZPASS])
1149 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1150
1151 // leaving a spot always closes any open container on the ground
1152 if (container && !container->env)
1153 // this causes spurious floorbox updates, but it ensures
1154 // that the CLOSE event is being sent.
1155 close_container ();
1156
1157 --map->players;
1158 map->touch ();
1159 }
1160 else if (pl->container_ () == this)
1161 {
1162 // removing a container should close it
1163 close_container ();
1164 }
1165
1166 esrv_del_item (pl->contr, count);
1167 }
1168
1169 /* link the object above us */
1170 // re-link, make sure compiler can easily use cmove
1171 *(above ? &above->below : &ms.top) = below;
1172 *(below ? &below->above : &ms.bot) = above;
1173
1174 above = 0;
1175 below = 0;
1176
1177 ms.invalidate ();
1030 1178
1031 if (map->in_memory == MAP_SAVING) 1179 if (map->in_memory == MAP_SAVING)
1032 return; 1180 return;
1033 1181
1034 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1182 int check_walk_off = !flag [FLAG_NO_APPLY];
1035 1183
1036 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1184 if (object *pl = ms.player ())
1037 { 1185 {
1038 /* No point updating the players look faces if he is the object 1186 if (pl->container_ () == this)
1039 * being removed.
1040 */
1041
1042 if (tmp->type == PLAYER && tmp != this)
1043 {
1044 /* If a container that the player is currently using somehow gets 1187 /* If a container that the player is currently using somehow gets
1045 * removed (most likely destroyed), update the player view 1188 * removed (most likely destroyed), update the player view
1046 * appropriately. 1189 * appropriately.
1047 */ 1190 */
1048 if (tmp->container == this) 1191 pl->close_container ();
1049 {
1050 CLEAR_FLAG (this, FLAG_APPLIED);
1051 tmp->container = 0;
1052 }
1053 1192
1193 //TODO: the floorbox prev/next might need updating
1194 //esrv_del_item (pl->contr, count);
1195 //TODO: update floorbox to preserve ordering
1196 if (pl->contr->ns)
1054 tmp->contr->ns->floorbox_update (); 1197 pl->contr->ns->floorbox_update ();
1198 }
1199
1200 if (check_walk_off)
1201 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1202 {
1203 above = tmp->above;
1204
1205 /* No point updating the players look faces if he is the object
1206 * being removed.
1055 } 1207 */
1056 1208
1057 /* See if player moving off should effect something */ 1209 /* See if object moving off should effect something */
1058 if (check_walk_off
1059 && ((move_type & tmp->move_off) 1210 if ((move_type & tmp->move_off)
1060 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1211 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1061 {
1062 move_apply (tmp, this, 0); 1212 move_apply (tmp, this, 0);
1063
1064 if (destroyed ())
1065 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1066 } 1213 }
1067 1214
1068 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1215 if (affects_los ())
1069
1070 if (tmp->above == tmp)
1071 tmp->above = 0;
1072
1073 last = tmp;
1074 }
1075
1076 /* last == NULL of there are no objects on this space */
1077 if (!last)
1078 map->at (x, y).flags_ = P_NEED_UPDATE;
1079 else
1080 update_object (last, UP_OBJ_REMOVE);
1081
1082 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1083 update_all_los (map, x, y); 1216 update_all_los (map, x, y);
1084 } 1217 }
1085} 1218}
1086 1219
1087/* 1220/*
1096merge_ob (object *op, object *top) 1229merge_ob (object *op, object *top)
1097{ 1230{
1098 if (!op->nrof) 1231 if (!op->nrof)
1099 return 0; 1232 return 0;
1100 1233
1101 if (top == NULL) 1234 if (!top)
1102 for (top = op; top != NULL && top->above != NULL; top = top->above); 1235 for (top = op; top && top->above; top = top->above)
1236 ;
1103 1237
1104 for (; top != NULL; top = top->below) 1238 for (; top; top = top->below)
1105 {
1106 if (top == op)
1107 continue;
1108
1109 if (object::can_merge (op, top)) 1239 if (object::can_merge (op, top))
1110 { 1240 {
1111 top->nrof += op->nrof; 1241 top->nrof += op->nrof;
1112 1242
1113/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1243 if (object *pl = top->visible_to ())
1114 op->weight = 0; /* Don't want any adjustements now */ 1244 esrv_update_item (UPD_NROF, pl, top);
1245
1246 op->weight = 0; // cancel the addition above
1247 op->carrying = 0; // must be 0 already
1248
1115 op->destroy (); 1249 op->destroy ();
1250
1116 return top; 1251 return top;
1117 } 1252 }
1118 }
1119 1253
1120 return 0; 1254 return 0;
1121} 1255}
1122 1256
1257void
1258object::expand_tail ()
1259{
1260 if (more)
1261 return;
1262
1263 object *prev = this;
1264
1265 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1266 {
1267 object *op = arch_to_object (at);
1268
1269 op->name = name;
1270 op->name_pl = name_pl;
1271 op->title = title;
1272
1273 op->head = this;
1274 prev->more = op;
1275
1276 prev = op;
1277 }
1278}
1279
1123/* 1280/*
1124 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1281 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1125 * job preparing multi-part monsters 1282 * job preparing multi-part monsters.
1126 */ 1283 */
1127object * 1284object *
1128insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1285insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1129{ 1286{
1130 object *tmp; 1287 op->remove ();
1131 1288
1132 if (op->head)
1133 op = op->head;
1134
1135 for (tmp = op; tmp; tmp = tmp->more) 1289 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1136 { 1290 {
1137 tmp->x = x + tmp->arch->clone.x; 1291 tmp->x = x + tmp->arch->x;
1138 tmp->y = y + tmp->arch->clone.y; 1292 tmp->y = y + tmp->arch->y;
1139 } 1293 }
1140 1294
1141 return insert_ob_in_map (op, m, originator, flag); 1295 return insert_ob_in_map (op, m, originator, flag);
1142} 1296}
1143 1297
1159 * Return value: 1313 * Return value:
1160 * new object if 'op' was merged with other object 1314 * new object if 'op' was merged with other object
1161 * NULL if 'op' was destroyed 1315 * NULL if 'op' was destroyed
1162 * just 'op' otherwise 1316 * just 'op' otherwise
1163 */ 1317 */
1164
1165object * 1318object *
1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1319insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1167{ 1320{
1168 object *tmp, *top, *floor = NULL; 1321 op->remove ();
1169 sint16 x, y;
1170 1322
1171 if (QUERY_FLAG (op, FLAG_FREED)) 1323 if (m == &freed_map)//D TODO: remove soon
1172 { 1324 {//D
1173 LOG (llevError, "Trying to insert freed object!\n"); 1325 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1174 return NULL;
1175 } 1326 }//D
1176
1177 if (m == NULL)
1178 {
1179 char *dump = dump_object (op);
1180 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1181 free (dump);
1182 return op;
1183 }
1184
1185 if (out_of_map (m, op->x, op->y))
1186 {
1187 char *dump = dump_object (op);
1188 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1189#ifdef MANY_CORES
1190 /* Better to catch this here, as otherwise the next use of this object
1191 * is likely to cause a crash. Better to find out where it is getting
1192 * improperly inserted.
1193 */
1194 abort ();
1195#endif
1196 free (dump);
1197 return op;
1198 }
1199
1200 if (!QUERY_FLAG (op, FLAG_REMOVED))
1201 {
1202 char *dump = dump_object (op);
1203 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1204 free (dump);
1205 return op;
1206 }
1207
1208 if (op->more != NULL)
1209 {
1210 /* The part may be on a different map. */
1211
1212 object *more = op->more;
1213
1214 /* We really need the caller to normalize coordinates - if
1215 * we set the map, that doesn't work if the location is within
1216 * a map and this is straddling an edge. So only if coordinate
1217 * is clear wrong do we normalize it.
1218 */
1219 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1220 more->map = get_map_from_coord (m, &more->x, &more->y);
1221 else if (!more->map)
1222 {
1223 /* For backwards compatibility - when not dealing with tiled maps,
1224 * more->map should always point to the parent.
1225 */
1226 more->map = m;
1227 }
1228
1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1230 {
1231 if (!op->head)
1232 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1233
1234 return NULL;
1235 }
1236 }
1237
1238 CLEAR_FLAG (op, FLAG_REMOVED);
1239 1327
1240 /* Ideally, the caller figures this out. However, it complicates a lot 1328 /* Ideally, the caller figures this out. However, it complicates a lot
1241 * of areas of callers (eg, anything that uses find_free_spot would now 1329 * of areas of callers (eg, anything that uses find_free_spot would now
1242 * need extra work 1330 * need extra work
1243 */ 1331 */
1244 op->map = get_map_from_coord (m, &op->x, &op->y); 1332 maptile *newmap = m;
1245 x = op->x; 1333 if (!xy_normalise (newmap, op->x, op->y))
1246 y = op->y; 1334 {
1335 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1336 return 0;
1337 }
1338
1339 if (object *more = op->more)
1340 if (!insert_ob_in_map (more, m, originator, flag))
1341 return 0;
1342
1343 op->flag [FLAG_REMOVED] = false;
1344 op->env = 0;
1345 op->map = newmap;
1346
1347 mapspace &ms = op->ms ();
1247 1348
1248 /* this has to be done after we translate the coordinates. 1349 /* this has to be done after we translate the coordinates.
1249 */ 1350 */
1250 if (op->nrof && !(flag & INS_NO_MERGE)) 1351 if (op->nrof && !(flag & INS_NO_MERGE))
1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1352 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1252 if (object::can_merge (op, tmp)) 1353 if (object::can_merge (op, tmp))
1253 { 1354 {
1355 // TODO: we actually want to update tmp, not op,
1356 // but some caller surely breaks when we return tmp
1357 // from here :/
1254 op->nrof += tmp->nrof; 1358 op->nrof += tmp->nrof;
1255 tmp->destroy (); 1359 tmp->destroy ();
1256 } 1360 }
1257 1361
1258 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1362 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1267 { 1371 {
1268 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1372 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1269 abort (); 1373 abort ();
1270 } 1374 }
1271 1375
1376 if (!originator->is_on_map ())
1377 {
1378 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1379 op->debug_desc (), originator->debug_desc ());
1380 abort ();
1381 }
1382
1272 op->above = originator; 1383 op->above = originator;
1273 op->below = originator->below; 1384 op->below = originator->below;
1274
1275 if (op->below)
1276 op->below->above = op;
1277 else
1278 op->ms ().bottom = op;
1279
1280 /* since *below* originator, no need to update top */
1281 originator->below = op; 1385 originator->below = op;
1386
1387 *(op->below ? &op->below->above : &ms.bot) = op;
1282 } 1388 }
1283 else 1389 else
1284 { 1390 {
1391 object *floor = 0;
1392 object *top = ms.top;
1393
1285 /* If there are other objects, then */ 1394 /* If there are other objects, then */
1286 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1395 if (top)
1287 { 1396 {
1288 object *last = NULL;
1289
1290 /* 1397 /*
1291 * If there are multiple objects on this space, we do some trickier handling. 1398 * If there are multiple objects on this space, we do some trickier handling.
1292 * We've already dealt with merging if appropriate. 1399 * We've already dealt with merging if appropriate.
1293 * Generally, we want to put the new object on top. But if 1400 * Generally, we want to put the new object on top. But if
1294 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1401 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1297 * once we get to them. This reduces the need to traverse over all of 1404 * once we get to them. This reduces the need to traverse over all of
1298 * them when adding another one - this saves quite a bit of cpu time 1405 * them when adding another one - this saves quite a bit of cpu time
1299 * when lots of spells are cast in one area. Currently, it is presumed 1406 * when lots of spells are cast in one area. Currently, it is presumed
1300 * that flying non pickable objects are spell objects. 1407 * that flying non pickable objects are spell objects.
1301 */ 1408 */
1302 1409 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1303 while (top != NULL)
1304 { 1410 {
1305 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1411 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1306 floor = top; 1412 floor = tmp;
1307 1413
1308 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1414 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1309 { 1415 {
1310 /* We insert above top, so we want this object below this */ 1416 /* We insert above top, so we want this object below this */
1311 top = top->below; 1417 top = tmp->below;
1312 break; 1418 break;
1313 } 1419 }
1314 1420
1315 last = top;
1316 top = top->above; 1421 top = tmp;
1317 } 1422 }
1318
1319 /* Don't want top to be NULL, so set it to the last valid object */
1320 top = last;
1321 1423
1322 /* We let update_position deal with figuring out what the space 1424 /* We let update_position deal with figuring out what the space
1323 * looks like instead of lots of conditions here. 1425 * looks like instead of lots of conditions here.
1324 * makes things faster, and effectively the same result. 1426 * makes things faster, and effectively the same result.
1325 */ 1427 */
1326 1428
1327 /* Have object 'fall below' other objects that block view. 1429 /* Have object 'fall below' other objects that block view.
1328 * Unless those objects are exits, type 66 1430 * Unless those objects are exits.
1329 * If INS_ON_TOP is used, don't do this processing 1431 * If INS_ON_TOP is used, don't do this processing
1330 * Need to find the object that in fact blocks view, otherwise 1432 * Need to find the object that in fact blocks view, otherwise
1331 * stacking is a bit odd. 1433 * stacking is a bit odd.
1332 */ 1434 */
1333 if (!(flag & INS_ON_TOP) && 1435 if (!(flag & INS_ON_TOP)
1334 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1436 && ms.flags () & P_BLOCKSVIEW
1437 && (op->face && !faces [op->face].visibility))
1335 { 1438 {
1439 object *last;
1440
1336 for (last = top; last != floor; last = last->below) 1441 for (last = top; last != floor; last = last->below)
1337 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1442 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1338 break; 1443 break;
1444
1339 /* Check to see if we found the object that blocks view, 1445 /* Check to see if we found the object that blocks view,
1340 * and make sure we have a below pointer for it so that 1446 * and make sure we have a below pointer for it so that
1341 * we can get inserted below this one, which requires we 1447 * we can get inserted below this one, which requires we
1342 * set top to the object below us. 1448 * set top to the object below us.
1343 */ 1449 */
1344 if (last && last->below && last != floor) 1450 if (last && last->below && last != floor)
1345 top = last->below; 1451 top = last->below;
1346 } 1452 }
1347 } /* If objects on this space */ 1453 } /* If objects on this space */
1348 1454
1349 if (flag & INS_MAP_LOAD)
1350 top = GET_MAP_TOP (op->map, op->x, op->y);
1351
1352 if (flag & INS_ABOVE_FLOOR_ONLY) 1455 if (flag & INS_ABOVE_FLOOR_ONLY)
1353 top = floor; 1456 top = floor;
1354 1457
1355 /* Top is the object that our object (op) is going to get inserted above. 1458 // insert object above top, or bottom-most if top = 0
1356 */
1357
1358 /* First object on this space */
1359 if (!top) 1459 if (!top)
1360 { 1460 {
1361 op->above = GET_MAP_OB (op->map, op->x, op->y);
1362
1363 if (op->above)
1364 op->above->below = op;
1365
1366 op->below = NULL; 1461 op->below = 0;
1462 op->above = ms.bot;
1367 op->ms ().bottom = op; 1463 ms.bot = op;
1464
1465 *(op->above ? &op->above->below : &ms.top) = op;
1368 } 1466 }
1369 else 1467 else
1370 { /* get inserted into the stack above top */ 1468 {
1371 op->above = top->above; 1469 op->above = top->above;
1372
1373 if (op->above)
1374 op->above->below = op; 1470 top->above = op;
1375 1471
1376 op->below = top; 1472 op->below = top;
1377 top->above = op; 1473 *(op->above ? &op->above->below : &ms.top) = op;
1378 } 1474 }
1475 }
1379 1476
1380 if (op->above == NULL) 1477 if (op->is_player ())
1381 op->ms ().top = op; 1478 {
1382 } /* else not INS_BELOW_ORIGINATOR */
1383
1384 if (op->type == PLAYER)
1385 op->contr->do_los = 1; 1479 op->contr->do_los = 1;
1480 ++op->map->players;
1481 op->map->touch ();
1482 }
1386 1483
1387 /* If we have a floor, we know the player, if any, will be above 1484 op->map->dirty = true;
1388 * it, so save a few ticks and start from there. 1485
1389 */
1390 if (!(flag & INS_MAP_LOAD))
1391 if (object *pl = op->ms ().player ()) 1486 if (object *pl = ms.player ())
1487 //TODO: the floorbox prev/next might need updating
1488 //esrv_send_item (pl, op);
1489 //TODO: update floorbox to preserve ordering
1490 if (pl->contr->ns)
1392 pl->contr->ns->floorbox_update (); 1491 pl->contr->ns->floorbox_update ();
1393 1492
1394 /* If this object glows, it may affect lighting conditions that are 1493 /* If this object glows, it may affect lighting conditions that are
1395 * visible to others on this map. But update_all_los is really 1494 * visible to others on this map. But update_all_los is really
1396 * an inefficient way to do this, as it means los for all players 1495 * an inefficient way to do this, as it means los for all players
1397 * on the map will get recalculated. The players could very well 1496 * on the map will get recalculated. The players could very well
1398 * be far away from this change and not affected in any way - 1497 * be far away from this change and not affected in any way -
1399 * this should get redone to only look for players within range, 1498 * this should get redone to only look for players within range,
1400 * or just updating the P_NEED_UPDATE for spaces within this area 1499 * or just updating the P_UPTODATE for spaces within this area
1401 * of effect may be sufficient. 1500 * of effect may be sufficient.
1402 */ 1501 */
1403 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1502 if (op->affects_los ())
1503 {
1504 op->ms ().invalidate ();
1404 update_all_los (op->map, op->x, op->y); 1505 update_all_los (op->map, op->x, op->y);
1506 }
1405 1507
1406 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1508 /* updates flags (blocked, alive, no magic, etc) for this map space */
1407 update_object (op, UP_OBJ_INSERT); 1509 update_object (op, UP_OBJ_INSERT);
1510
1511 INVOKE_OBJECT (INSERT, op);
1408 1512
1409 /* Don't know if moving this to the end will break anything. However, 1513 /* Don't know if moving this to the end will break anything. However,
1410 * we want to have floorbox_update called before calling this. 1514 * we want to have floorbox_update called before calling this.
1411 * 1515 *
1412 * check_move_on() must be after this because code called from 1516 * check_move_on() must be after this because code called from
1414 * blocked() and wall() work properly), and these flags are updated by 1518 * blocked() and wall() work properly), and these flags are updated by
1415 * update_object(). 1519 * update_object().
1416 */ 1520 */
1417 1521
1418 /* if this is not the head or flag has been passed, don't check walk on status */ 1522 /* if this is not the head or flag has been passed, don't check walk on status */
1419 if (!(flag & INS_NO_WALK_ON) && !op->head) 1523 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1420 { 1524 {
1421 if (check_move_on (op, originator)) 1525 if (check_move_on (op, originator))
1422 return NULL; 1526 return 0;
1423 1527
1424 /* If we are a multi part object, lets work our way through the check 1528 /* If we are a multi part object, lets work our way through the check
1425 * walk on's. 1529 * walk on's.
1426 */ 1530 */
1427 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1531 for (object *tmp = op->more; tmp; tmp = tmp->more)
1428 if (check_move_on (tmp, originator)) 1532 if (check_move_on (tmp, originator))
1429 return NULL; 1533 return 0;
1430 } 1534 }
1431 1535
1432 return op; 1536 return op;
1433} 1537}
1434 1538
1435/* this function inserts an object in the map, but if it 1539/* this function inserts an object in the map, but if it
1436 * finds an object of its own type, it'll remove that one first. 1540 * finds an object of its own type, it'll remove that one first.
1437 * op is the object to insert it under: supplies x and the map. 1541 * op is the object to insert it under: supplies x and the map.
1438 */ 1542 */
1439void 1543void
1440replace_insert_ob_in_map (const char *arch_string, object *op) 1544replace_insert_ob_in_map (shstr_tmp archname, object *op)
1441{ 1545{
1442 object *tmp, *tmp1;
1443
1444 /* first search for itself and remove any old instances */ 1546 /* first search for itself and remove any old instances */
1445 1547
1446 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1548 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1447 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1549 if (tmp->arch->archname == archname) /* same archetype */
1448 tmp->destroy (); 1550 tmp->destroy ();
1449 1551
1450 tmp1 = arch_to_object (archetype::find (arch_string)); 1552 object *tmp = arch_to_object (archetype::find (archname));
1451 1553
1452 tmp1->x = op->x; 1554 tmp->x = op->x;
1453 tmp1->y = op->y; 1555 tmp->y = op->y;
1556
1454 insert_ob_in_map (tmp1, op->map, op, 0); 1557 insert_ob_in_map (tmp, op->map, op, 0);
1455} 1558}
1456
1457/*
1458 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1459 * is returned contains nr objects, and the remaining parts contains
1460 * the rest (or is removed and freed if that number is 0).
1461 * On failure, NULL is returned, and the reason put into the
1462 * global static errmsg array.
1463 */
1464 1559
1465object * 1560object *
1466get_split_ob (object *orig_ob, uint32 nr) 1561object::insert_at (object *where, object *originator, int flags)
1467{ 1562{
1468 object *newob; 1563 if (where->env)
1469 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1564 return where->env->insert (this);
1470 1565 else
1471 if (orig_ob->nrof < nr) 1566 return where->map->insert (this, where->x, where->y, originator, flags);
1472 {
1473 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1474 return NULL;
1475 }
1476
1477 newob = object_create_clone (orig_ob);
1478
1479 if ((orig_ob->nrof -= nr) < 1)
1480 orig_ob->destroy (1);
1481 else if (!is_removed)
1482 {
1483 if (orig_ob->env != NULL)
1484 sub_weight (orig_ob->env, orig_ob->weight * nr);
1485 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1486 {
1487 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1488 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1489 return NULL;
1490 }
1491 }
1492
1493 newob->nrof = nr;
1494
1495 return newob;
1496} 1567}
1497 1568
1569// check whether we can put this into the map, respect max_volume, max_items
1570bool
1571object::can_drop_at (maptile *m, int x, int y, object *originator)
1572{
1573 mapspace &ms = m->at (x, y);
1574
1575 int items = ms.items ();
1576
1577 if (!items // testing !items ensures we can drop at least one item
1578 || (items < m->max_items
1579 && ms.volume () < m->max_volume))
1580 return true;
1581
1582 if (originator && originator->is_player ())
1583 originator->contr->failmsg (format (
1584 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1585 query_name ()
1586 ));
1587
1588 return false;
1589}
1590
1498/* 1591/*
1499 * decrease_ob_nr(object, number) decreases a specified number from 1592 * decrease(object, number) decreases a specified number from
1500 * the amount of an object. If the amount reaches 0, the object 1593 * the amount of an object. If the amount reaches 0, the object
1501 * is subsequently removed and freed. 1594 * is subsequently removed and freed.
1502 * 1595 *
1503 * Return value: 'op' if something is left, NULL if the amount reached 0 1596 * Return value: 'op' if something is left, NULL if the amount reached 0
1504 */ 1597 */
1598bool
1599object::decrease (sint32 nr)
1600{
1601 if (!nr)
1602 return true;
1505 1603
1604 nr = min (nr, nrof);
1605
1606 if (nrof > nr)
1607 {
1608 nrof -= nr;
1609 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1610
1611 if (object *pl = visible_to ())
1612 esrv_update_item (UPD_NROF, pl, this);
1613
1614 return true;
1615 }
1616 else
1617 {
1618 destroy ();
1619 return false;
1620 }
1621}
1622
1623/*
1624 * split(ob,nr) splits up ob into two parts. The part which
1625 * is returned contains nr objects, and the remaining parts contains
1626 * the rest (or is removed and returned if that number is 0).
1627 * On failure, NULL is returned.
1628 */
1506object * 1629object *
1507decrease_ob_nr (object *op, uint32 i) 1630object::split (sint32 nr)
1508{ 1631{
1509 object *tmp; 1632 int have = number_of ();
1510 player *pl;
1511 1633
1512 if (i == 0) /* objects with op->nrof require this check */ 1634 if (have < nr)
1513 return op; 1635 return 0;
1514 1636 else if (have == nr)
1515 if (i > op->nrof)
1516 i = op->nrof;
1517
1518 if (QUERY_FLAG (op, FLAG_REMOVED))
1519 op->nrof -= i;
1520 else if (op->env)
1521 { 1637 {
1522 /* is this object in the players inventory, or sub container
1523 * therein?
1524 */
1525 tmp = op->in_player ();
1526 /* nope. Is this a container the player has opened?
1527 * If so, set tmp to that player.
1528 * IMO, searching through all the players will mostly
1529 * likely be quicker than following op->env to the map,
1530 * and then searching the map for a player.
1531 */
1532 if (!tmp)
1533 {
1534 for (pl = first_player; pl; pl = pl->next)
1535 if (pl->ob->container == op->env)
1536 {
1537 tmp = pl->ob;
1538 break;
1539 }
1540 }
1541
1542 if (i < op->nrof)
1543 {
1544 sub_weight (op->env, op->weight * i);
1545 op->nrof -= i;
1546 if (tmp)
1547 esrv_send_item (tmp, op);
1548 }
1549 else
1550 {
1551 op->remove (); 1638 remove ();
1552 op->nrof = 0; 1639 return this;
1553 if (tmp)
1554 esrv_del_item (tmp->contr, op->count);
1555 }
1556 } 1640 }
1557 else 1641 else
1558 { 1642 {
1559 object *above = op->above; 1643 decrease (nr);
1560 1644
1561 if (i < op->nrof) 1645 object *op = deep_clone ();
1562 op->nrof -= i; 1646 op->nrof = nr;
1563 else
1564 {
1565 op->remove ();
1566 op->nrof = 0;
1567 }
1568
1569 /* Since we just removed op, op->above is null */
1570 for (tmp = above; tmp; tmp = tmp->above)
1571 if (tmp->type == PLAYER)
1572 {
1573 if (op->nrof)
1574 esrv_send_item (tmp, op);
1575 else
1576 esrv_del_item (tmp->contr, op->count);
1577 }
1578 }
1579
1580 if (op->nrof)
1581 return op; 1647 return op;
1582 else
1583 {
1584 op->destroy ();
1585 return 0;
1586 }
1587}
1588
1589/*
1590 * add_weight(object, weight) adds the specified weight to an object,
1591 * and also updates how much the environment(s) is/are carrying.
1592 */
1593
1594void
1595add_weight (object *op, signed long weight)
1596{
1597 while (op != NULL)
1598 {
1599 if (op->type == CONTAINER)
1600 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1601
1602 op->carrying += weight;
1603 op = op->env;
1604 } 1648 }
1605} 1649}
1606 1650
1607object * 1651object *
1608insert_ob_in_ob (object *op, object *where) 1652insert_ob_in_ob (object *op, object *where)
1613 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1657 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1614 free (dump); 1658 free (dump);
1615 return op; 1659 return op;
1616 } 1660 }
1617 1661
1618 if (where->head) 1662 if (where->head_ () != where)
1619 { 1663 {
1620 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1664 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1621 where = where->head; 1665 where = where->head;
1622 } 1666 }
1623 1667
1624 return where->insert (op); 1668 return where->insert (op);
1625} 1669}
1630 * inside the object environment. 1674 * inside the object environment.
1631 * 1675 *
1632 * The function returns now pointer to inserted item, and return value can 1676 * The function returns now pointer to inserted item, and return value can
1633 * be != op, if items are merged. -Tero 1677 * be != op, if items are merged. -Tero
1634 */ 1678 */
1635
1636object * 1679object *
1637object::insert (object *op) 1680object::insert (object *op)
1638{ 1681{
1639 object *tmp, *otmp;
1640
1641 if (!QUERY_FLAG (op, FLAG_REMOVED))
1642 op->remove ();
1643
1644 if (op->more) 1682 if (op->more)
1645 { 1683 {
1646 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1684 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1647 return op; 1685 return op;
1648 } 1686 }
1649 1687
1650 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1688 op->remove ();
1651 CLEAR_FLAG (op, FLAG_REMOVED); 1689
1690 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1691
1652 if (op->nrof) 1692 if (op->nrof)
1653 {
1654 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1693 for (object *tmp = inv; tmp; tmp = tmp->below)
1655 if (object::can_merge (tmp, op)) 1694 if (object::can_merge (tmp, op))
1656 { 1695 {
1657 /* return the original object and remove inserted object 1696 /* return the original object and remove inserted object
1658 (client needs the original object) */ 1697 (client needs the original object) */
1659 tmp->nrof += op->nrof; 1698 tmp->nrof += op->nrof;
1660 /* Weight handling gets pretty funky. Since we are adding to 1699
1661 * tmp->nrof, we need to increase the weight. 1700 if (object *pl = tmp->visible_to ())
1662 */ 1701 esrv_update_item (UPD_NROF, pl, tmp);
1702
1663 add_weight (this, op->weight * op->nrof); 1703 adjust_weight (this, op->total_weight ());
1664 SET_FLAG (op, FLAG_REMOVED); 1704
1665 op->destroy (); /* free the inserted object */ 1705 op->destroy ();
1666 op = tmp; 1706 op = tmp;
1667 op->remove (); /* and fix old object's links */ 1707 goto inserted;
1668 CLEAR_FLAG (op, FLAG_REMOVED);
1669 break;
1670 } 1708 }
1671 1709
1672 /* I assume combined objects have no inventory 1710 op->owner = 0; // it's his/hers now. period.
1673 * We add the weight - this object could have just been removed
1674 * (if it was possible to merge). calling remove_ob will subtract
1675 * the weight, so we need to add it in again, since we actually do
1676 * the linking below
1677 */
1678 add_weight (this, op->weight * op->nrof);
1679 }
1680 else
1681 add_weight (this, (op->weight + op->carrying));
1682
1683 otmp = this->in_player ();
1684 if (otmp && otmp->contr)
1685 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1686 otmp->update_stats ();
1687
1688 op->map = 0; 1711 op->map = 0;
1689 op->env = this; 1712 op->x = 0;
1713 op->y = 0;
1714
1690 op->above = 0; 1715 op->above = 0;
1691 op->below = 0; 1716 op->below = inv;
1692 op->x = 0, op->y = 0; 1717 op->env = this;
1693 1718
1719 if (inv)
1720 inv->above = op;
1721
1722 inv = op;
1723
1724 op->flag [FLAG_REMOVED] = 0;
1725
1726 if (object *pl = op->visible_to ())
1727 esrv_send_item (pl, op);
1728
1729 adjust_weight (this, op->total_weight ());
1730
1731inserted:
1694 /* reset the light list and los of the players on the map */ 1732 /* reset the light list and los of the players on the map */
1695 if ((op->glow_radius != 0) && map) 1733 if (op->glow_radius && is_on_map ())
1696 { 1734 {
1697#ifdef DEBUG_LIGHTS 1735 update_stats ();
1698 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1699#endif /* DEBUG_LIGHTS */
1700 if (MAP_DARKNESS (map))
1701 update_all_los (map, x, y); 1736 update_all_los (map, x, y);
1702 }
1703
1704 /* Client has no idea of ordering so lets not bother ordering it here.
1705 * It sure simplifies this function...
1706 */
1707 if (!inv)
1708 inv = op;
1709 else
1710 { 1737 }
1711 op->below = inv; 1738 else if (is_player ())
1712 op->below->above = op; 1739 // if this is a player's inventory, update stats
1713 inv = op; 1740 contr->queue_stats_update ();
1714 } 1741
1742 INVOKE_OBJECT (INSERT, this);
1715 1743
1716 return op; 1744 return op;
1717} 1745}
1718 1746
1719/* 1747/*
1734 * 1762 *
1735 * MSW 2001-07-08: Check all objects on space, not just those below 1763 * MSW 2001-07-08: Check all objects on space, not just those below
1736 * object being inserted. insert_ob_in_map may not put new objects 1764 * object being inserted. insert_ob_in_map may not put new objects
1737 * on top. 1765 * on top.
1738 */ 1766 */
1739
1740int 1767int
1741check_move_on (object *op, object *originator) 1768check_move_on (object *op, object *originator)
1742{ 1769{
1770 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1771 return 0;
1772
1743 object *tmp; 1773 object *tmp;
1744 maptile *m = op->map; 1774 maptile *m = op->map;
1745 int x = op->x, y = op->y; 1775 int x = op->x, y = op->y;
1746 1776
1747 MoveType move_on, move_slow, move_block; 1777 mapspace &ms = m->at (x, y);
1748 1778
1749 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1779 ms.update ();
1750 return 0;
1751 1780
1752 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1781 MoveType move_on = ms.move_on;
1753 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1782 MoveType move_slow = ms.move_slow;
1754 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1783 MoveType move_block = ms.move_block;
1755 1784
1756 /* if nothing on this space will slow op down or be applied, 1785 /* if nothing on this space will slow op down or be applied,
1757 * no need to do checking below. have to make sure move_type 1786 * no need to do checking below. have to make sure move_type
1758 * is set, as lots of objects don't have it set - we treat that 1787 * is set, as lots of objects don't have it set - we treat that
1759 * as walking. 1788 * as walking.
1770 return 0; 1799 return 0;
1771 1800
1772 /* The objects have to be checked from top to bottom. 1801 /* The objects have to be checked from top to bottom.
1773 * Hence, we first go to the top: 1802 * Hence, we first go to the top:
1774 */ 1803 */
1775 1804 for (object *next, *tmp = ms.top; tmp; tmp = next)
1776 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1777 {
1778 /* Trim the search when we find the first other spell effect
1779 * this helps performance so that if a space has 50 spell objects,
1780 * we don't need to check all of them.
1781 */
1782 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1783 break;
1784 } 1805 {
1806 next = tmp->below;
1785 1807
1786 for (; tmp; tmp = tmp->below)
1787 {
1788 if (tmp == op) 1808 if (tmp == op)
1789 continue; /* Can't apply yourself */ 1809 continue; /* Can't apply yourself */
1790 1810
1791 /* Check to see if one of the movement types should be slowed down. 1811 /* Check to see if one of the movement types should be slowed down.
1792 * Second check makes sure that the movement types not being slowed 1812 * Second check makes sure that the movement types not being slowed
1797 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1817 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1798 { 1818 {
1799 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1819 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1800 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1820 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1801 { 1821 {
1802
1803 float
1804 diff = tmp->move_slow_penalty * FABS (op->speed); 1822 float diff = tmp->move_slow_penalty * fabs (op->speed);
1805 1823
1806 if (op->type == PLAYER) 1824 if (op->is_player ())
1807 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1825 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1808 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1826 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1809 diff /= 4.0; 1827 diff /= 4.0;
1810 1828
1811 op->speed_left -= diff; 1829 op->speed_left -= diff;
1812 } 1830 }
1813 } 1831 }
1836/* 1854/*
1837 * present_arch(arch, map, x, y) searches for any objects with 1855 * present_arch(arch, map, x, y) searches for any objects with
1838 * a matching archetype at the given map and coordinates. 1856 * a matching archetype at the given map and coordinates.
1839 * The first matching object is returned, or NULL if none. 1857 * The first matching object is returned, or NULL if none.
1840 */ 1858 */
1841
1842object * 1859object *
1843present_arch (const archetype *at, maptile *m, int x, int y) 1860present_arch (const archetype *at, maptile *m, int x, int y)
1844{ 1861{
1845 object *
1846 tmp;
1847
1848 if (m == NULL || out_of_map (m, x, y)) 1862 if (!m || out_of_map (m, x, y))
1849 { 1863 {
1850 LOG (llevError, "Present_arch called outside map.\n"); 1864 LOG (llevError, "Present_arch called outside map.\n");
1851 return NULL; 1865 return NULL;
1852 } 1866 }
1853 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1867
1854 if (tmp->arch == at) 1868 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1869 if (tmp->arch->archname == at->archname)
1855 return tmp; 1870 return tmp;
1871
1856 return NULL; 1872 return NULL;
1857} 1873}
1858 1874
1859/* 1875/*
1860 * present(type, map, x, y) searches for any objects with 1876 * present(type, map, x, y) searches for any objects with
1861 * a matching type variable at the given map and coordinates. 1877 * a matching type variable at the given map and coordinates.
1862 * The first matching object is returned, or NULL if none. 1878 * The first matching object is returned, or NULL if none.
1863 */ 1879 */
1864
1865object * 1880object *
1866present (unsigned char type, maptile *m, int x, int y) 1881present (unsigned char type, maptile *m, int x, int y)
1867{ 1882{
1868 object *
1869 tmp;
1870
1871 if (out_of_map (m, x, y)) 1883 if (out_of_map (m, x, y))
1872 { 1884 {
1873 LOG (llevError, "Present called outside map.\n"); 1885 LOG (llevError, "Present called outside map.\n");
1874 return NULL; 1886 return NULL;
1875 } 1887 }
1876 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1888
1889 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1877 if (tmp->type == type) 1890 if (tmp->type == type)
1878 return tmp; 1891 return tmp;
1892
1879 return NULL; 1893 return NULL;
1880} 1894}
1881 1895
1882/* 1896/*
1883 * present_in_ob(type, object) searches for any objects with 1897 * present_in_ob(type, object) searches for any objects with
1884 * a matching type variable in the inventory of the given object. 1898 * a matching type variable in the inventory of the given object.
1885 * The first matching object is returned, or NULL if none. 1899 * The first matching object is returned, or NULL if none.
1886 */ 1900 */
1887
1888object * 1901object *
1889present_in_ob (unsigned char type, const object *op) 1902present_in_ob (unsigned char type, const object *op)
1890{ 1903{
1891 object *
1892 tmp;
1893
1894 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1904 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1895 if (tmp->type == type) 1905 if (tmp->type == type)
1896 return tmp; 1906 return tmp;
1907
1897 return NULL; 1908 return NULL;
1898} 1909}
1899 1910
1900/* 1911/*
1901 * present_in_ob (type, str, object) searches for any objects with 1912 * present_in_ob (type, str, object) searches for any objects with
1909 * str is the string to match against. Note that we match against 1920 * str is the string to match against. Note that we match against
1910 * the object name, not the archetype name. this is so that the 1921 * the object name, not the archetype name. this is so that the
1911 * spell code can use one object type (force), but change it's name 1922 * spell code can use one object type (force), but change it's name
1912 * to be unique. 1923 * to be unique.
1913 */ 1924 */
1914
1915object * 1925object *
1916present_in_ob_by_name (int type, const char *str, const object *op) 1926present_in_ob_by_name (int type, const char *str, const object *op)
1917{ 1927{
1918 object *
1919 tmp;
1920
1921 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1928 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1922 {
1923 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1929 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1924 return tmp; 1930 return tmp;
1925 } 1931
1926 return NULL; 1932 return 0;
1927} 1933}
1928 1934
1929/* 1935/*
1930 * present_arch_in_ob(archetype, object) searches for any objects with 1936 * present_arch_in_ob(archetype, object) searches for any objects with
1931 * a matching archetype in the inventory of the given object. 1937 * a matching archetype in the inventory of the given object.
1932 * The first matching object is returned, or NULL if none. 1938 * The first matching object is returned, or NULL if none.
1933 */ 1939 */
1934
1935object * 1940object *
1936present_arch_in_ob (const archetype *at, const object *op) 1941present_arch_in_ob (const archetype *at, const object *op)
1937{ 1942{
1938 object *
1939 tmp;
1940
1941 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1943 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1942 if (tmp->arch == at) 1944 if (tmp->arch->archname == at->archname)
1943 return tmp; 1945 return tmp;
1946
1944 return NULL; 1947 return NULL;
1945} 1948}
1946 1949
1947/* 1950/*
1948 * activate recursively a flag on an object inventory 1951 * activate recursively a flag on an object inventory
1949 */ 1952 */
1950void 1953void
1951flag_inv (object *op, int flag) 1954flag_inv (object *op, int flag)
1952{ 1955{
1953 object *
1954 tmp;
1955
1956 if (op->inv)
1957 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1956 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1958 { 1957 {
1959 SET_FLAG (tmp, flag); 1958 SET_FLAG (tmp, flag);
1960 flag_inv (tmp, flag); 1959 flag_inv (tmp, flag);
1961 } 1960 }
1962} /* 1961}
1962
1963/*
1963 * desactivate recursively a flag on an object inventory 1964 * deactivate recursively a flag on an object inventory
1964 */ 1965 */
1965void 1966void
1966unflag_inv (object *op, int flag) 1967unflag_inv (object *op, int flag)
1967{ 1968{
1968 object *
1969 tmp;
1970
1971 if (op->inv)
1972 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1969 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1973 { 1970 {
1974 CLEAR_FLAG (tmp, flag); 1971 CLEAR_FLAG (tmp, flag);
1975 unflag_inv (tmp, flag); 1972 unflag_inv (tmp, flag);
1976 } 1973 }
1977}
1978
1979/*
1980 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1981 * all it's inventory (recursively).
1982 * If checksums are used, a player will get set_cheat called for
1983 * him/her-self and all object carried by a call to this function.
1984 */
1985
1986void
1987set_cheat (object *op)
1988{
1989 SET_FLAG (op, FLAG_WAS_WIZ);
1990 flag_inv (op, FLAG_WAS_WIZ);
1991} 1974}
1992 1975
1993/* 1976/*
1994 * find_free_spot(object, map, x, y, start, stop) will search for 1977 * find_free_spot(object, map, x, y, start, stop) will search for
1995 * a spot at the given map and coordinates which will be able to contain 1978 * a spot at the given map and coordinates which will be able to contain
1997 * to search (see the freearr_x/y[] definition). 1980 * to search (see the freearr_x/y[] definition).
1998 * It returns a random choice among the alternatives found. 1981 * It returns a random choice among the alternatives found.
1999 * start and stop are where to start relative to the free_arr array (1,9 1982 * start and stop are where to start relative to the free_arr array (1,9
2000 * does all 4 immediate directions). This returns the index into the 1983 * does all 4 immediate directions). This returns the index into the
2001 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1984 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2002 * Note - this only checks to see if there is space for the head of the
2003 * object - if it is a multispace object, this should be called for all
2004 * pieces.
2005 * Note2: This function does correctly handle tiled maps, but does not 1985 * Note: This function does correctly handle tiled maps, but does not
2006 * inform the caller. However, insert_ob_in_map will update as 1986 * inform the caller. However, insert_ob_in_map will update as
2007 * necessary, so the caller shouldn't need to do any special work. 1987 * necessary, so the caller shouldn't need to do any special work.
2008 * Note - updated to take an object instead of archetype - this is necessary 1988 * Note - updated to take an object instead of archetype - this is necessary
2009 * because arch_blocked (now ob_blocked) needs to know the movement type 1989 * because arch_blocked (now ob_blocked) needs to know the movement type
2010 * to know if the space in question will block the object. We can't use 1990 * to know if the space in question will block the object. We can't use
2011 * the archetype because that isn't correct if the monster has been 1991 * the archetype because that isn't correct if the monster has been
2012 * customized, changed states, etc. 1992 * customized, changed states, etc.
2013 */ 1993 */
2014
2015int 1994int
2016find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1995find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2017{ 1996{
2018 int
2019 i,
2020 index = 0, flag;
2021 static int
2022 altern[SIZEOFFREE]; 1997 int altern[SIZEOFFREE];
1998 int index = 0, flag;
2023 1999
2024 for (i = start; i < stop; i++) 2000 for (int i = start; i < stop; i++)
2025 { 2001 {
2026 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2002 mapxy pos (m, x, y); pos.move (i);
2027 if (!flag) 2003
2004 if (!pos.normalise ())
2005 continue;
2006
2007 mapspace &ms = *pos;
2008
2009 if (ms.flags () & P_IS_ALIVE)
2010 continue;
2011
2012 /* However, often
2013 * ob doesn't have any move type (when used to place exits)
2014 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2015 */
2016 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2017 {
2028 altern[index++] = i; 2018 altern [index++] = i;
2019 continue;
2020 }
2029 2021
2030 /* Basically, if we find a wall on a space, we cut down the search size. 2022 /* Basically, if we find a wall on a space, we cut down the search size.
2031 * In this way, we won't return spaces that are on another side of a wall. 2023 * In this way, we won't return spaces that are on another side of a wall.
2032 * This mostly work, but it cuts down the search size in all directions - 2024 * This mostly work, but it cuts down the search size in all directions -
2033 * if the space being examined only has a wall to the north and empty 2025 * if the space being examined only has a wall to the north and empty
2034 * spaces in all the other directions, this will reduce the search space 2026 * spaces in all the other directions, this will reduce the search space
2035 * to only the spaces immediately surrounding the target area, and 2027 * to only the spaces immediately surrounding the target area, and
2036 * won't look 2 spaces south of the target space. 2028 * won't look 2 spaces south of the target space.
2037 */ 2029 */
2038 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2030 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2031 {
2039 stop = maxfree[i]; 2032 stop = maxfree[i];
2033 continue;
2034 }
2035
2036 /* Note it is intentional that we check ob - the movement type of the
2037 * head of the object should correspond for the entire object.
2038 */
2039 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2040 continue;
2041
2042 if (ob->blocked (pos.m, pos.x, pos.y))
2043 continue;
2044
2045 altern [index++] = i;
2040 } 2046 }
2041 2047
2042 if (!index) 2048 if (!index)
2043 return -1; 2049 return -1;
2044 2050
2045 return altern[RANDOM () % index]; 2051 return altern [rndm (index)];
2046} 2052}
2047 2053
2048/* 2054/*
2049 * find_first_free_spot(archetype, maptile, x, y) works like 2055 * find_first_free_spot(archetype, maptile, x, y) works like
2050 * find_free_spot(), but it will search max number of squares. 2056 * find_free_spot(), but it will search max number of squares.
2051 * But it will return the first available spot, not a random choice. 2057 * But it will return the first available spot, not a random choice.
2052 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2058 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2053 */ 2059 */
2054
2055int 2060int
2056find_first_free_spot (const object *ob, maptile *m, int x, int y) 2061find_first_free_spot (const object *ob, maptile *m, int x, int y)
2057{ 2062{
2058 int
2059 i;
2060
2061 for (i = 0; i < SIZEOFFREE; i++) 2063 for (int i = 0; i < SIZEOFFREE; i++)
2062 {
2063 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2064 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2064 return i; 2065 return i;
2065 } 2066
2066 return -1; 2067 return -1;
2067} 2068}
2068 2069
2069/* 2070/*
2070 * The function permute(arr, begin, end) randomly reorders the array 2071 * The function permute(arr, begin, end) randomly reorders the array
2071 * arr[begin..end-1]. 2072 * arr[begin..end-1].
2073 * now uses a fisher-yates shuffle, old permute was broken
2072 */ 2074 */
2073static void 2075static void
2074permute (int *arr, int begin, int end) 2076permute (int *arr, int begin, int end)
2075{ 2077{
2076 int 2078 arr += begin;
2077 i,
2078 j,
2079 tmp,
2080 len;
2081
2082 len = end - begin; 2079 end -= begin;
2083 for (i = begin; i < end; i++)
2084 {
2085 j = begin + RANDOM () % len;
2086 2080
2087 tmp = arr[i]; 2081 while (--end)
2088 arr[i] = arr[j]; 2082 swap (arr [end], arr [rndm (end + 1)]);
2089 arr[j] = tmp;
2090 }
2091} 2083}
2092 2084
2093/* new function to make monster searching more efficient, and effective! 2085/* new function to make monster searching more efficient, and effective!
2094 * This basically returns a randomized array (in the passed pointer) of 2086 * This basically returns a randomized array (in the passed pointer) of
2095 * the spaces to find monsters. In this way, it won't always look for 2087 * the spaces to find monsters. In this way, it won't always look for
2098 * the 3x3 area will be searched, just not in a predictable order. 2090 * the 3x3 area will be searched, just not in a predictable order.
2099 */ 2091 */
2100void 2092void
2101get_search_arr (int *search_arr) 2093get_search_arr (int *search_arr)
2102{ 2094{
2103 int 2095 int i;
2104 i;
2105 2096
2106 for (i = 0; i < SIZEOFFREE; i++) 2097 for (i = 0; i < SIZEOFFREE; i++)
2107 {
2108 search_arr[i] = i; 2098 search_arr[i] = i;
2109 }
2110 2099
2111 permute (search_arr, 1, SIZEOFFREE1 + 1); 2100 permute (search_arr, 1, SIZEOFFREE1 + 1);
2112 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2101 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2113 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2102 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2114} 2103}
2123 * Perhaps incorrectly, but I'm making the assumption that exclude 2112 * Perhaps incorrectly, but I'm making the assumption that exclude
2124 * is actually want is going to try and move there. We need this info 2113 * is actually want is going to try and move there. We need this info
2125 * because we have to know what movement the thing looking to move 2114 * because we have to know what movement the thing looking to move
2126 * there is capable of. 2115 * there is capable of.
2127 */ 2116 */
2128
2129int 2117int
2130find_dir (maptile *m, int x, int y, object *exclude) 2118find_dir (maptile *m, int x, int y, object *exclude)
2131{ 2119{
2132 int
2133 i,
2134 max = SIZEOFFREE, mflags; 2120 int max = SIZEOFFREE, mflags;
2135
2136 sint16 nx, ny;
2137 object *
2138 tmp;
2139 maptile *
2140 mp;
2141
2142 MoveType blocked, move_type; 2121 MoveType move_type;
2143 2122
2144 if (exclude && exclude->head) 2123 if (exclude && exclude->head_ () != exclude)
2145 { 2124 {
2146 exclude = exclude->head; 2125 exclude = exclude->head;
2147 move_type = exclude->move_type; 2126 move_type = exclude->move_type;
2148 } 2127 }
2149 else 2128 else
2150 { 2129 {
2151 /* If we don't have anything, presume it can use all movement types. */ 2130 /* If we don't have anything, presume it can use all movement types. */
2152 move_type = MOVE_ALL; 2131 move_type = MOVE_ALL;
2153 } 2132 }
2154 2133
2155 for (i = 1; i < max; i++) 2134 for (int i = 1; i < max; i++)
2156 { 2135 {
2157 mp = m; 2136 mapxy pos (m, x, y);
2158 nx = x + freearr_x[i]; 2137 pos.move (i);
2159 ny = y + freearr_y[i];
2160 2138
2161 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2139 if (!pos.normalise ())
2162
2163 if (mflags & P_OUT_OF_MAP)
2164 max = maxfree[i]; 2140 max = maxfree[i];
2165 else 2141 else
2166 { 2142 {
2167 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2143 mapspace &ms = *pos;
2168 2144
2169 if ((move_type & blocked) == move_type) 2145 if ((move_type & ms.move_block) == move_type)
2170 max = maxfree[i]; 2146 max = maxfree [i];
2171 else if (mflags & P_IS_ALIVE) 2147 else if (ms.flags () & P_IS_ALIVE)
2172 { 2148 {
2173 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above) 2149 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2174 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2150 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2175 break; 2151 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2176
2177 if (tmp)
2178 return freedir[i]; 2152 return freedir [i];
2179 } 2153 }
2180 } 2154 }
2181 } 2155 }
2182 2156
2183 return 0; 2157 return 0;
2185 2159
2186/* 2160/*
2187 * distance(object 1, object 2) will return the square of the 2161 * distance(object 1, object 2) will return the square of the
2188 * distance between the two given objects. 2162 * distance between the two given objects.
2189 */ 2163 */
2190
2191int 2164int
2192distance (const object *ob1, const object *ob2) 2165distance (const object *ob1, const object *ob2)
2193{ 2166{
2194 int i;
2195
2196 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2167 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2197 return i;
2198} 2168}
2199 2169
2200/* 2170/*
2201 * find_dir_2(delta-x,delta-y) will return a direction in which 2171 * find_dir_2(delta-x,delta-y) will return a direction in which
2202 * an object which has subtracted the x and y coordinates of another 2172 * an object which has subtracted the x and y coordinates of another
2203 * object, needs to travel toward it. 2173 * object, needs to travel toward it.
2204 */ 2174 */
2205
2206int 2175int
2207find_dir_2 (int x, int y) 2176find_dir_2 (int x, int y)
2208{ 2177{
2209 int q; 2178 int q;
2210 2179
2239 2208
2240 return 3; 2209 return 3;
2241} 2210}
2242 2211
2243/* 2212/*
2244 * absdir(int): Returns a number between 1 and 8, which represent
2245 * the "absolute" direction of a number (it actually takes care of
2246 * "overflow" in previous calculations of a direction).
2247 */
2248
2249int
2250absdir (int d)
2251{
2252 while (d < 1)
2253 d += 8;
2254 while (d > 8)
2255 d -= 8;
2256 return d;
2257}
2258
2259/*
2260 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2213 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2261 * between two directions (which are expected to be absolute (see absdir()) 2214 * between two directions (which are expected to be absolute (see absdir())
2262 */ 2215 */
2263
2264int 2216int
2265dirdiff (int dir1, int dir2) 2217dirdiff (int dir1, int dir2)
2266{ 2218{
2267 int 2219 int d;
2268 d;
2269 2220
2270 d = abs (dir1 - dir2); 2221 d = abs (dir1 - dir2);
2271 if (d > 4) 2222 if (d > 4)
2272 d = 8 - d; 2223 d = 8 - d;
2224
2273 return d; 2225 return d;
2274} 2226}
2275 2227
2276/* peterm: 2228/* peterm:
2277 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2229 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2280 * This basically means that if direction is 15, then it could either go 2232 * This basically means that if direction is 15, then it could either go
2281 * direction 4, 14, or 16 to get back to where we are. 2233 * direction 4, 14, or 16 to get back to where we are.
2282 * Moved from spell_util.c to object.c with the other related direction 2234 * Moved from spell_util.c to object.c with the other related direction
2283 * functions. 2235 * functions.
2284 */ 2236 */
2285
2286int
2287 reduction_dir[SIZEOFFREE][3] = { 2237static const int reduction_dir[SIZEOFFREE][3] = {
2288 {0, 0, 0}, /* 0 */ 2238 {0, 0, 0}, /* 0 */
2289 {0, 0, 0}, /* 1 */ 2239 {0, 0, 0}, /* 1 */
2290 {0, 0, 0}, /* 2 */ 2240 {0, 0, 0}, /* 2 */
2291 {0, 0, 0}, /* 3 */ 2241 {0, 0, 0}, /* 3 */
2292 {0, 0, 0}, /* 4 */ 2242 {0, 0, 0}, /* 4 */
2383 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2333 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2384 * core dumps if they do. 2334 * core dumps if they do.
2385 * 2335 *
2386 * Add a check so we can't pick up invisible objects (0.93.8) 2336 * Add a check so we can't pick up invisible objects (0.93.8)
2387 */ 2337 */
2388
2389int 2338int
2390can_pick (const object *who, const object *item) 2339can_pick (const object *who, const object *item)
2391{ 2340{
2392 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2341 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2393 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2342 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2394 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2343 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2395} 2344}
2396 2345
2397/* 2346/*
2398 * create clone from object to another 2347 * create clone from object to another
2399 */ 2348 */
2400object * 2349object *
2401object_create_clone (object *asrc) 2350object::deep_clone ()
2402{ 2351{
2403 object *dst = 0, *tmp, *src, *part, *prev, *item; 2352 assert (("deep_clone called on non-head object", is_head ()));
2404 2353
2405 if (!asrc) 2354 object *dst = clone ();
2406 return 0;
2407 2355
2408 src = asrc; 2356 object *prev = dst;
2409 if (src->head)
2410 src = src->head;
2411
2412 prev = 0;
2413 for (part = src; part; part = part->more) 2357 for (object *part = this->more; part; part = part->more)
2414 { 2358 {
2415 tmp = part->clone (); 2359 object *tmp = part->clone ();
2416 tmp->x -= src->x;
2417 tmp->y -= src->y;
2418
2419 if (!part->head)
2420 {
2421 dst = tmp;
2422 tmp->head = 0;
2423 }
2424 else
2425 tmp->head = dst; 2360 tmp->head = dst;
2426
2427 tmp->more = 0;
2428
2429 if (prev)
2430 prev->more = tmp; 2361 prev->more = tmp;
2431
2432 prev = tmp; 2362 prev = tmp;
2433 } 2363 }
2434 2364
2435 for (item = src->inv; item; item = item->below) 2365 for (object *item = inv; item; item = item->below)
2436 insert_ob_in_ob (object_create_clone (item), dst); 2366 insert_ob_in_ob (item->deep_clone (), dst);
2437 2367
2438 return dst; 2368 return dst;
2439}
2440
2441/* GROS - Creates an object using a string representing its content. */
2442/* Basically, we save the content of the string to a temp file, then call */
2443/* load_object on it. I admit it is a highly inefficient way to make things, */
2444/* but it was simple to make and allows reusing the load_object function. */
2445/* Remember not to use load_object_str in a time-critical situation. */
2446/* Also remember that multiparts objects are not supported for now. */
2447
2448object *
2449load_object_str (const char *obstr)
2450{
2451 object *op;
2452 char filename[MAX_BUF];
2453
2454 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2455
2456 FILE *tempfile = fopen (filename, "w");
2457
2458 if (tempfile == NULL)
2459 {
2460 LOG (llevError, "Error - Unable to access load object temp file\n");
2461 return NULL;
2462 }
2463
2464 fprintf (tempfile, obstr);
2465 fclose (tempfile);
2466
2467 op = object::create ();
2468
2469 object_thawer thawer (filename);
2470
2471 if (thawer)
2472 load_object (thawer, op, 0);
2473
2474 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2475 CLEAR_FLAG (op, FLAG_REMOVED);
2476
2477 return op;
2478} 2369}
2479 2370
2480/* This returns the first object in who's inventory that 2371/* This returns the first object in who's inventory that
2481 * has the same type and subtype match. 2372 * has the same type and subtype match.
2482 * returns NULL if no match. 2373 * returns NULL if no match.
2483 */ 2374 */
2484object * 2375object *
2485find_obj_by_type_subtype (const object *who, int type, int subtype) 2376find_obj_by_type_subtype (const object *who, int type, int subtype)
2486{ 2377{
2487 object *tmp;
2488
2489 for (tmp = who->inv; tmp; tmp = tmp->below) 2378 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2490 if (tmp->type == type && tmp->subtype == subtype) 2379 if (tmp->type == type && tmp->subtype == subtype)
2491 return tmp; 2380 return tmp;
2492 2381
2493 return NULL;
2494}
2495
2496/* If ob has a field named key, return the link from the list,
2497 * otherwise return NULL.
2498 *
2499 * key must be a passed in shared string - otherwise, this won't
2500 * do the desired thing.
2501 */
2502key_value *
2503get_ob_key_link (const object *ob, const char *key)
2504{
2505 key_value *link;
2506
2507 for (link = ob->key_values; link != NULL; link = link->next)
2508 if (link->key == key)
2509 return link;
2510
2511 return NULL;
2512}
2513
2514/*
2515 * Returns the value of op has an extra_field for key, or NULL.
2516 *
2517 * The argument doesn't need to be a shared string.
2518 *
2519 * The returned string is shared.
2520 */
2521const char *
2522get_ob_key_value (const object *op, const char *const key)
2523{
2524 key_value *link;
2525 shstr_cmp canonical_key (key);
2526
2527 if (!canonical_key)
2528 {
2529 /* 1. There being a field named key on any object
2530 * implies there'd be a shared string to find.
2531 * 2. Since there isn't, no object has this field.
2532 * 3. Therefore, *this* object doesn't have this field.
2533 */
2534 return 0;
2535 }
2536
2537 /* This is copied from get_ob_key_link() above -
2538 * only 4 lines, and saves the function call overhead.
2539 */
2540 for (link = op->key_values; link; link = link->next)
2541 if (link->key == canonical_key)
2542 return link->value;
2543
2544 return 0; 2382 return 0;
2545} 2383}
2546 2384
2547 2385shstr_tmp
2548/* 2386object::kv_get (shstr_tmp key) const
2549 * Updates the canonical_key in op to value.
2550 *
2551 * canonical_key is a shared string (value doesn't have to be).
2552 *
2553 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2554 * keys.
2555 *
2556 * Returns TRUE on success.
2557 */
2558int
2559set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2560{ 2387{
2561 key_value * 2388 for (key_value *kv = key_values; kv; kv = kv->next)
2562 field = NULL, *last = NULL; 2389 if (kv->key == key)
2390 return kv->value;
2563 2391
2564 for (field = op->key_values; field != NULL; field = field->next) 2392 return shstr ();
2565 { 2393}
2566 if (field->key != canonical_key) 2394
2395void
2396object::kv_set (shstr_tmp key, shstr_tmp value)
2397{
2398 for (key_value *kv = key_values; kv; kv = kv->next)
2399 if (kv->key == key)
2567 { 2400 {
2568 last = field; 2401 kv->value = value;
2569 continue; 2402 return;
2570 } 2403 }
2571 2404
2572 if (value) 2405 key_value *kv = new key_value;
2573 field->value = value; 2406
2574 else 2407 kv->next = key_values;
2408 kv->key = key;
2409 kv->value = value;
2410
2411 key_values = kv;
2412}
2413
2414void
2415object::kv_del (shstr_tmp key)
2416{
2417 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2418 if ((*kvp)->key == key)
2575 { 2419 {
2576 /* Basically, if the archetype has this key set, 2420 key_value *kv = *kvp;
2577 * we need to store the null value so when we save 2421 *kvp = (*kvp)->next;
2578 * it, we save the empty value so that when we load, 2422 delete kv;
2579 * we get this value back again. 2423 return;
2580 */
2581 if (get_ob_key_link (&op->arch->clone, canonical_key))
2582 field->value = 0;
2583 else
2584 {
2585 if (last)
2586 last->next = field->next;
2587 else
2588 op->key_values = field->next;
2589
2590 delete field;
2591 }
2592 } 2424 }
2593 return TRUE;
2594 }
2595 /* IF we get here, key doesn't exist */
2596
2597 /* No field, we'll have to add it. */
2598
2599 if (!add_key)
2600 {
2601 return FALSE;
2602 }
2603 /* There isn't any good reason to store a null
2604 * value in the key/value list. If the archetype has
2605 * this key, then we should also have it, so shouldn't
2606 * be here. If user wants to store empty strings,
2607 * should pass in ""
2608 */
2609 if (value == NULL)
2610 return TRUE;
2611
2612 field = new key_value;
2613
2614 field->key = canonical_key;
2615 field->value = value;
2616 /* Usual prepend-addition. */
2617 field->next = op->key_values;
2618 op->key_values = field;
2619
2620 return TRUE;
2621}
2622
2623/*
2624 * Updates the key in op to value.
2625 *
2626 * If add_key is FALSE, this will only update existing keys,
2627 * and not add new ones.
2628 * In general, should be little reason FALSE is ever passed in for add_key
2629 *
2630 * Returns TRUE on success.
2631 */
2632int
2633set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2634{
2635 shstr key_ (key);
2636
2637 return set_ob_key_value_s (op, key_, value, add_key);
2638} 2425}
2639 2426
2640object::depth_iterator::depth_iterator (object *container) 2427object::depth_iterator::depth_iterator (object *container)
2641: iterator_base (container) 2428: iterator_base (container)
2642{ 2429{
2656 } 2443 }
2657 else 2444 else
2658 item = item->env; 2445 item = item->env;
2659} 2446}
2660 2447
2448const char *
2449object::flag_desc (char *desc, int len) const
2450{
2451 char *p = desc;
2452 bool first = true;
2453
2454 *p = 0;
2455
2456 for (int i = 0; i < NUM_FLAGS; i++)
2457 {
2458 if (len <= 10) // magic constant!
2459 {
2460 snprintf (p, len, ",...");
2461 break;
2462 }
2463
2464 if (flag [i])
2465 {
2466 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2467 len -= cnt;
2468 p += cnt;
2469 first = false;
2470 }
2471 }
2472
2473 return desc;
2474}
2475
2661// return a suitable string describing an objetc in enough detail to find it 2476// return a suitable string describing an object in enough detail to find it
2662const char * 2477const char *
2663object::debug_desc (char *info) const 2478object::debug_desc (char *info) const
2664{ 2479{
2480 char flagdesc[512];
2665 char info2[256 * 3]; 2481 char info2[256 * 4];
2666 char *p = info; 2482 char *p = info;
2667 2483
2668 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2484 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2669 count, 2485 count,
2486 uuid.c_str (),
2670 &name, 2487 &name,
2671 title ? " " : "", 2488 title ? ",title:\"" : "",
2672 title ? (const char *)title : ""); 2489 title ? (const char *)title : "",
2490 title ? "\"" : "",
2491 flag_desc (flagdesc, 512), type);
2673 2492
2674 if (env) 2493 if (!flag[FLAG_REMOVED] && env)
2675 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2494 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2676 2495
2677 if (map) 2496 if (map)
2678 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2497 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2679 2498
2680 return info; 2499 return info;
2681} 2500}
2682 2501
2683const char * 2502const char *
2684object::debug_desc () const 2503object::debug_desc () const
2685{ 2504{
2686 static char info[256 * 3]; 2505 static char info[3][256 * 4];
2506 static int info_idx;
2507
2687 return debug_desc (info); 2508 return debug_desc (info [++info_idx % 3]);
2688} 2509}
2689 2510
2511struct region *
2512object::region () const
2513{
2514 return map ? map->region (x, y)
2515 : region::default_region ();
2516}
2517
2518void
2519object::open_container (object *new_container)
2520{
2521 if (container == new_container)
2522 return;
2523
2524 object *old_container = container;
2525
2526 if (old_container)
2527 {
2528 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2529 return;
2530
2531#if 0
2532 // remove the "Close old_container" object.
2533 if (object *closer = old_container->inv)
2534 if (closer->type == CLOSE_CON)
2535 closer->destroy ();
2536#endif
2537
2538 // make sure the container is available
2539 esrv_send_item (this, old_container);
2540
2541 old_container->flag [FLAG_APPLIED] = false;
2542 container = 0;
2543
2544 // client needs item update to make it work, client bug requires this to be separate
2545 esrv_update_item (UPD_FLAGS, this, old_container);
2546
2547 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2548 play_sound (sound_find ("chest_close"));
2549 }
2550
2551 if (new_container)
2552 {
2553 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2554 return;
2555
2556 // TODO: this does not seem to serve any purpose anymore?
2557#if 0
2558 // insert the "Close Container" object.
2559 if (archetype *closer = new_container->other_arch)
2560 {
2561 object *closer = arch_to_object (new_container->other_arch);
2562 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2563 new_container->insert (closer);
2564 }
2565#endif
2566
2567 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2568
2569 // make sure the container is available, client bug requires this to be separate
2570 esrv_send_item (this, new_container);
2571
2572 new_container->flag [FLAG_APPLIED] = true;
2573 container = new_container;
2574
2575 // client needs flag change
2576 esrv_update_item (UPD_FLAGS, this, new_container);
2577 esrv_send_inventory (this, new_container);
2578 play_sound (sound_find ("chest_open"));
2579 }
2580// else if (!old_container->env && contr && contr->ns)
2581// contr->ns->floorbox_reset ();
2582}
2583
2584object *
2585object::force_find (shstr_tmp name)
2586{
2587 /* cycle through his inventory to look for the MARK we want to
2588 * place
2589 */
2590 for (object *tmp = inv; tmp; tmp = tmp->below)
2591 if (tmp->type == FORCE && tmp->slaying == name)
2592 return splay (tmp);
2593
2594 return 0;
2595}
2596
2597//-GPL
2598
2599void
2600object::force_set_timer (int duration)
2601{
2602 this->duration = 1;
2603 this->speed_left = -1.f;
2604
2605 this->set_speed (duration ? 1.f / duration : 0.f);
2606}
2607
2608object *
2609object::force_add (shstr_tmp name, int duration)
2610{
2611 if (object *force = force_find (name))
2612 force->destroy ();
2613
2614 object *force = get_archetype (FORCE_NAME);
2615
2616 force->slaying = name;
2617 force->force_set_timer (duration);
2618 force->flag [FLAG_APPLIED] = true;
2619
2620 return insert (force);
2621}
2622
2623void
2624object::play_sound (faceidx sound) const
2625{
2626 if (!sound)
2627 return;
2628
2629 if (is_on_map ())
2630 map->play_sound (sound, x, y);
2631 else if (object *pl = in_player ())
2632 pl->contr->play_sound (sound);
2633}
2634
2635void
2636object::say_msg (const char *msg) const
2637{
2638 if (is_on_map ())
2639 map->say_msg (msg, x, y);
2640 else if (object *pl = in_player ())
2641 pl->contr->play_sound (sound);
2642}
2643
2644void
2645object::make_noise ()
2646{
2647 // we do not model noise in the map, so instead put
2648 // a temporary light into the noise source
2649 // could use the map instead, but that's less reliable for our
2650 // goal, which is to make invisibility a bit harder to exploit
2651
2652 // currently only works sensibly for players
2653 if (!is_player ())
2654 return;
2655
2656 // find old force, or create new one
2657 object *force = force_find (shstr_noise_force);
2658
2659 if (force)
2660 force->speed_left = -1.f; // patch old speed up
2661 else
2662 {
2663 force = archetype::get (shstr_noise_force);
2664
2665 force->slaying = shstr_noise_force;
2666 force->stats.food = 1;
2667 force->speed_left = -1.f;
2668
2669 force->set_speed (1.f / 4.f);
2670 force->flag [FLAG_IS_USED_UP] = true;
2671 force->flag [FLAG_APPLIED] = true;
2672
2673 insert (force);
2674 }
2675}
2676

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