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Comparing deliantra/server/common/object.C (file contents):
Revision 1.76 by root, Thu Dec 21 01:33:49 2006 UTC vs.
Revision 1.307 by root, Sun Nov 29 10:55:18 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 ()
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->flags ^ ob2->flags).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;
467 } 644 }
468 645
469 op->key_values = 0; 646 op->key_values = 0;
470}
471
472void object::clear ()
473{
474 attachable_base::clear ();
475
476 free_key_values (this);
477
478 owner = 0;
479 name = 0;
480 name_pl = 0;
481 title = 0;
482 race = 0;
483 slaying = 0;
484 skill = 0;
485 msg = 0;
486 lore = 0;
487 custom_name = 0;
488 materialname = 0;
489 contr = 0;
490 below = 0;
491 above = 0;
492 inv = 0;
493 container = 0;
494 env = 0;
495 more = 0;
496 head = 0;
497 map = 0;
498 active_next = 0;
499 active_prev = 0;
500
501 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
502
503 SET_FLAG (this, FLAG_REMOVED);
504
505 /* What is not cleared is next, prev, and count */
506
507 expmul = 1.0;
508 face = blank_face;
509
510 if (settings.casting_time)
511 casting_time = -1;
512} 647}
513 648
514/* 649/*
515 * copy_to first frees everything allocated by the dst object, 650 * copy_to first frees everything allocated by the dst object,
516 * and then copies the contents of itself into the second 651 * and then copies the contents of itself into the second
520 * will point at garbage. 655 * will point at garbage.
521 */ 656 */
522void 657void
523object::copy_to (object *dst) 658object::copy_to (object *dst)
524{ 659{
525 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 660 dst->remove ();
526 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
527
528 *(object_copy *)dst = *this; 661 *(object_copy *)dst = *this;
529 *(object_pod *)dst = *this; 662 dst->flag [FLAG_REMOVED] = true;
530
531 if (self || cb)
532 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
533
534 if (is_freed)
535 SET_FLAG (dst, FLAG_FREED);
536
537 if (is_removed)
538 SET_FLAG (dst, FLAG_REMOVED);
539
540 if (speed < 0)
541 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
542 663
543 /* Copy over key_values, if any. */ 664 /* Copy over key_values, if any. */
544 if (key_values) 665 if (key_values)
545 { 666 {
546 key_value *tail = 0; 667 key_value *tail = 0;
547 key_value *i;
548
549 dst->key_values = 0; 668 dst->key_values = 0;
550 669
551 for (i = key_values; i; i = i->next) 670 for (key_value *i = key_values; i; i = i->next)
552 { 671 {
553 key_value *new_link = new key_value; 672 key_value *new_link = new key_value;
554 673
555 new_link->next = 0; 674 new_link->next = 0;
556 new_link->key = i->key; 675 new_link->key = i->key;
557 new_link->value = i->value; 676 new_link->value = i->value;
558 677
559 /* Try and be clever here, too. */ 678 /* Try and be clever here, too. */
560 if (!dst->key_values) 679 if (!dst->key_values)
561 { 680 {
568 tail = new_link; 687 tail = new_link;
569 } 688 }
570 } 689 }
571 } 690 }
572 691
573 update_ob_speed (dst); 692 dst->activate ();
693}
694
695void
696object::instantiate ()
697{
698 if (!uuid.seq) // HACK
699 uuid = UUID::gen ();
700
701 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
702 if (flag [FLAG_RANDOM_SPEED] && speed)
703 speed_left = -rndm (); // TODO animation
704 else
705 speed_left = -speed;
706
707 /* copy the body_info to the body_used - this is only really
708 * need for monsters, but doesn't hurt to do it for everything.
709 * by doing so, when a monster is created, it has good starting
710 * values for the body_used info, so when items are created
711 * for it, they can be properly equipped.
712 */
713 for (int i = NUM_BODY_LOCATIONS; i--; )
714 slot[i].used = slot[i].info;
715
716 attachable::instantiate ();
574} 717}
575 718
576object * 719object *
577object::clone () 720object::clone ()
578{ 721{
579 object *neu = create (); 722 object *neu = create ();
580 copy_to (neu); 723 copy_to (neu);
724
725 // TODO: unclean state changes, should not be done in clone AND instantiate
726 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
727 neu->speed_left = -rndm (); // TODO animation
728
729 neu->map = map; // not copied by copy_to
581 return neu; 730 return neu;
582} 731}
583 732
584/* 733/*
585 * If an object with the IS_TURNABLE() flag needs to be turned due 734 * If an object with the IS_TURNABLE() flag needs to be turned due
586 * to the closest player being on the other side, this function can 735 * to the closest player being on the other side, this function can
587 * be called to update the face variable, _and_ how it looks on the map. 736 * be called to update the face variable, _and_ how it looks on the map.
588 */ 737 */
589
590void 738void
591update_turn_face (object *op) 739update_turn_face (object *op)
592{ 740{
593 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 741 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
594 return; 742 return;
743
595 SET_ANIMATION (op, op->direction); 744 SET_ANIMATION (op, op->direction);
596 update_object (op, UP_OBJ_FACE); 745 update_object (op, UP_OBJ_FACE);
597} 746}
598 747
599/* 748/*
600 * Updates the speed of an object. If the speed changes from 0 to another 749 * Updates the speed of an object. If the speed changes from 0 to another
601 * value, or vice versa, then add/remove the object from the active list. 750 * value, or vice versa, then add/remove the object from the active list.
602 * This function needs to be called whenever the speed of an object changes. 751 * This function needs to be called whenever the speed of an object changes.
603 */ 752 */
604void 753void
605update_ob_speed (object *op) 754object::set_speed (float speed)
606{ 755{
607 extern int arch_init; 756 this->speed = speed;
608 757
609 /* No reason putting the archetypes objects on the speed list, 758 if (has_active_speed ())
610 * since they never really need to be updated. 759 activate ();
611 */
612
613 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
614 {
615 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
616#ifdef MANY_CORES
617 abort ();
618#else
619 op->speed = 0;
620#endif
621 }
622
623 if (arch_init)
624 return;
625
626 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
627 {
628 /* If already on active list, don't do anything */
629 if (op->active_next || op->active_prev || op == active_objects)
630 return;
631
632 /* process_events() expects us to insert the object at the beginning
633 * of the list. */
634 op->active_next = active_objects;
635
636 if (op->active_next != NULL)
637 op->active_next->active_prev = op;
638
639 active_objects = op;
640 }
641 else 760 else
642 { 761 deactivate ();
643 /* If not on the active list, nothing needs to be done */
644 if (!op->active_next && !op->active_prev && op != active_objects)
645 return;
646
647 if (op->active_prev == NULL)
648 {
649 active_objects = op->active_next;
650
651 if (op->active_next != NULL)
652 op->active_next->active_prev = NULL;
653 }
654 else
655 {
656 op->active_prev->active_next = op->active_next;
657
658 if (op->active_next)
659 op->active_next->active_prev = op->active_prev;
660 }
661
662 op->active_next = NULL;
663 op->active_prev = NULL;
664 }
665}
666
667/* This function removes object 'op' from the list of active
668 * objects.
669 * This should only be used for style maps or other such
670 * reference maps where you don't want an object that isn't
671 * in play chewing up cpu time getting processed.
672 * The reverse of this is to call update_ob_speed, which
673 * will do the right thing based on the speed of the object.
674 */
675void
676remove_from_active_list (object *op)
677{
678 /* If not on the active list, nothing needs to be done */
679 if (!op->active_next && !op->active_prev && op != active_objects)
680 return;
681
682 if (op->active_prev == NULL)
683 {
684 active_objects = op->active_next;
685 if (op->active_next != NULL)
686 op->active_next->active_prev = NULL;
687 }
688 else
689 {
690 op->active_prev->active_next = op->active_next;
691 if (op->active_next)
692 op->active_next->active_prev = op->active_prev;
693 }
694 op->active_next = NULL;
695 op->active_prev = NULL;
696} 762}
697 763
698/* 764/*
699 * update_object() updates the the map. 765 * update_object() updates the the map.
700 * It takes into account invisible objects (and represent squares covered 766 * It takes into account invisible objects (and represent squares covered
713 * UP_OBJ_FACE: only the objects face has changed. 779 * UP_OBJ_FACE: only the objects face has changed.
714 */ 780 */
715void 781void
716update_object (object *op, int action) 782update_object (object *op, int action)
717{ 783{
718 MoveType move_on, move_off, move_block, move_slow; 784 if (!op)
719
720 if (op == NULL)
721 { 785 {
722 /* this should never happen */ 786 /* this should never happen */
723 LOG (llevDebug, "update_object() called for NULL object.\n"); 787 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
724 return; 788 return;
725 } 789 }
726 790
727 if (op->env) 791 if (!op->is_on_map ())
728 { 792 {
729 /* Animation is currently handled by client, so nothing 793 /* Animation is currently handled by client, so nothing
730 * to do in this case. 794 * to do in this case.
731 */ 795 */
732 return; 796 return;
733 } 797 }
734 798
735 /* If the map is saving, don't do anything as everything is
736 * going to get freed anyways.
737 */
738 if (!op->map || op->map->in_memory == MAP_SAVING)
739 return;
740
741 /* make sure the object is within map boundaries */ 799 /* make sure the object is within map boundaries */
742 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 800 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
743 { 801 {
744 LOG (llevError, "update_object() called for object out of map!\n"); 802 LOG (llevError, "update_object() called for object out of map!\n");
745#ifdef MANY_CORES 803#ifdef MANY_CORES
746 abort (); 804 abort ();
747#endif 805#endif
748 return; 806 return;
749 } 807 }
750 808
751 mapspace &m = op->ms (); 809 mapspace &m = op->ms ();
752 810
753 if (m.flags_ & P_NEED_UPDATE) 811 if (!(m.flags_ & P_UPTODATE))
754 /* nop */; 812 /* nop */;
755 else if (action == UP_OBJ_INSERT) 813 else if (action == UP_OBJ_INSERT)
756 { 814 {
815#if 0
757 // this is likely overkill, TODO: revisit (schmorp) 816 // this is likely overkill, TODO: revisit (schmorp)
758 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 817 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
759 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 818 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
760 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 819 || (op->is_player () && !(m.flags_ & P_PLAYER))
761 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 820 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
762 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 821 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
763 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 822 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
764 || (m.move_on | op->move_on ) != m.move_on 823 || (m.move_on | op->move_on ) != m.move_on
765 || (m.move_off | op->move_off ) != m.move_off 824 || (m.move_off | op->move_off ) != m.move_off
766 || (m.move_slow | op->move_slow) != m.move_slow 825 || (m.move_slow | op->move_slow) != m.move_slow
767 /* This isn't perfect, but I don't expect a lot of objects to 826 /* This isn't perfect, but I don't expect a lot of objects to
768 * to have move_allow right now. 827 * have move_allow right now.
769 */ 828 */
770 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 829 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
830 m.invalidate ();
831#else
771 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 832 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
772 m.flags_ = P_NEED_UPDATE; 833 m.invalidate ();
834#endif
773 } 835 }
774 /* if the object is being removed, we can't make intelligent 836 /* if the object is being removed, we can't make intelligent
775 * decisions, because remove_ob can't really pass the object 837 * decisions, because remove_ob can't really pass the object
776 * that is being removed. 838 * that is being removed.
777 */ 839 */
778 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 840 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
779 m.flags_ = P_NEED_UPDATE; 841 m.invalidate ();
780 else if (action == UP_OBJ_FACE) 842 else if (action == UP_OBJ_FACE)
781 /* Nothing to do for that case */ ; 843 /* Nothing to do for that case */ ;
782 else 844 else
783 LOG (llevError, "update_object called with invalid action: %d\n", action); 845 LOG (llevError, "update_object called with invalid action: %d\n", action);
784 846
785 if (op->more) 847 if (op->more)
786 update_object (op->more, action); 848 update_object (op->more, action);
787} 849}
788 850
789object::vector object::mortals;
790object::vector object::objects; // not yet used
791object *object::first;
792
793void object::free_mortals ()
794{
795 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
796 if ((*i)->refcnt)
797 ++i; // further delay freeing
798 else
799 {
800 delete *i;
801 mortals.erase (i);
802 }
803}
804
805object::object () 851object::object ()
806{ 852{
807 SET_FLAG (this, FLAG_REMOVED); 853 SET_FLAG (this, FLAG_REMOVED);
808 854
809 expmul = 1.0; 855 //expmul = 1.0; declared const for the time being
810 face = blank_face; 856 face = blank_face;
857 material = MATERIAL_NULL;
811} 858}
812 859
813object::~object () 860object::~object ()
814{ 861{
862 unlink ();
863
815 free_key_values (this); 864 free_key_values (this);
816} 865}
817 866
867static int object_count;
868
818void object::link () 869void object::link ()
819{ 870{
871 assert (!index);//D
872 uuid = UUID::gen ();
820 count = ++ob_count; 873 count = ++object_count;
821 uuid = gen_uuid ();
822 874
823 prev = 0; 875 refcnt_inc ();
824 next = object::first; 876 objects.insert (this);
825
826 if (object::first)
827 object::first->prev = this;
828
829 object::first = this;
830} 877}
831 878
832void object::unlink () 879void object::unlink ()
833{ 880{
834 if (this == object::first) 881 if (!index)
835 object::first = next; 882 return;
836 883
837 /* Remove this object from the list of used objects */ 884 objects.erase (this);
838 if (prev) prev->next = next; 885 refcnt_dec ();
839 if (next) next->prev = prev; 886}
840 887
841 prev = 0; 888void
842 next = 0; 889object::activate ()
890{
891 /* If already on active list, don't do anything */
892 if (active)
893 return;
894
895 if (has_active_speed ())
896 {
897 if (flag [FLAG_FREED])
898 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
899
900 actives.insert (this);
901 }
902}
903
904void
905object::activate_recursive ()
906{
907 activate ();
908
909 for (object *op = inv; op; op = op->below)
910 op->activate_recursive ();
911}
912
913/* This function removes object 'op' from the list of active
914 * objects.
915 * This should only be used for style maps or other such
916 * reference maps where you don't want an object that isn't
917 * in play chewing up cpu time getting processed.
918 * The reverse of this is to call update_ob_speed, which
919 * will do the right thing based on the speed of the object.
920 */
921void
922object::deactivate ()
923{
924 /* If not on the active list, nothing needs to be done */
925 if (!active)
926 return;
927
928 actives.erase (this);
929}
930
931void
932object::deactivate_recursive ()
933{
934 for (object *op = inv; op; op = op->below)
935 op->deactivate_recursive ();
936
937 deactivate ();
938}
939
940void
941object::set_flag_inv (int flag, int value)
942{
943 for (object *op = inv; op; op = op->below)
944 {
945 op->flag [flag] = value;
946 op->set_flag_inv (flag, value);
947 }
948}
949
950/*
951 * Remove and free all objects in the inventory of the given object.
952 * object.c ?
953 */
954void
955object::destroy_inv (bool drop_to_ground)
956{
957 // need to check first, because the checks below might segfault
958 // as we might be on an invalid mapspace and crossfire code
959 // is too buggy to ensure that the inventory is empty.
960 // corollary: if you create arrows etc. with stuff in its inventory,
961 // cf will crash below with off-map x and y
962 if (!inv)
963 return;
964
965 /* Only if the space blocks everything do we not process -
966 * if some form of movement is allowed, let objects
967 * drop on that space.
968 */
969 if (!drop_to_ground
970 || !map
971 || map->in_memory != MAP_ACTIVE
972 || map->no_drop
973 || ms ().move_block == MOVE_ALL)
974 {
975 while (inv)
976 inv->destroy ();
977 }
978 else
979 { /* Put objects in inventory onto this space */
980 while (inv)
981 {
982 object *op = inv;
983
984 if (op->flag [FLAG_STARTEQUIP]
985 || op->flag [FLAG_NO_DROP]
986 || op->type == RUNE
987 || op->type == TRAP
988 || op->flag [FLAG_IS_A_TEMPLATE]
989 || op->flag [FLAG_DESTROY_ON_DEATH])
990 op->destroy ();
991 else
992 map->insert (op, x, y);
993 }
994 }
843} 995}
844 996
845object *object::create () 997object *object::create ()
846{ 998{
847 object *op = new object; 999 object *op = new object;
848 op->link (); 1000 op->link ();
849 return op; 1001 return op;
850} 1002}
851 1003
852/* 1004static struct freed_map : maptile
853 * free_object() frees everything allocated by an object, removes
854 * it from the list of used objects, and puts it on the list of
855 * free objects. The IS_FREED() flag is set in the object.
856 * The object must have been removed by remove_ob() first for
857 * this function to succeed.
858 *
859 * If destroy_inventory is set, free inventory as well. Else drop items in
860 * inventory to the ground.
861 */
862void object::destroy (bool destroy_inventory)
863{ 1005{
864 if (QUERY_FLAG (this, FLAG_FREED)) 1006 freed_map ()
1007 {
1008 path = "<freed objects map>";
1009 name = "/internal/freed_objects_map";
1010 width = 3;
1011 height = 3;
1012 no_drop = 1;
1013 no_reset = 1;
1014
1015 alloc ();
1016 in_memory = MAP_ACTIVE;
1017 }
1018
1019 ~freed_map ()
1020 {
1021 destroy ();
1022 }
1023} freed_map; // freed objects are moved here to avoid crashes
1024
1025void
1026object::do_destroy ()
1027{
1028 if (flag [FLAG_IS_LINKED])
1029 remove_link ();
1030
1031 if (flag [FLAG_FRIENDLY])
1032 remove_friendly_object (this);
1033
1034 remove ();
1035
1036 attachable::do_destroy ();
1037
1038 deactivate ();
1039 unlink ();
1040
1041 flag [FLAG_FREED] = 1;
1042
1043 // hack to ensure that freed objects still have a valid map
1044 map = &freed_map;
1045 x = 1;
1046 y = 1;
1047
1048 if (more)
1049 {
1050 more->destroy ();
1051 more = 0;
1052 }
1053
1054 head = 0;
1055
1056 // clear those pointers that likely might cause circular references
1057 owner = 0;
1058 enemy = 0;
1059 attacked_by = 0;
1060 current_weapon = 0;
1061}
1062
1063void
1064object::destroy ()
1065{
1066 if (destroyed ())
865 return; 1067 return;
866 1068
867 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 1069 if (!is_head () && !head->destroyed ())
868 remove_friendly_object (this);
869
870 if (!QUERY_FLAG (this, FLAG_REMOVED))
871 remove ();
872
873 SET_FLAG (this, FLAG_FREED);
874
875 if (more)
876 {
877 more->destroy (destroy_inventory);
878 more = 0;
879 }
880
881 if (inv)
882 {
883 /* Only if the space blocks everything do we not process -
884 * if some form of movement is allowed, let objects
885 * drop on that space.
886 */
887 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
888 {
889 object *op = inv;
890
891 while (op)
892 {
893 object *tmp = op->below;
894 op->destroy (destroy_inventory);
895 op = tmp;
896 }
897 }
898 else
899 { /* Put objects in inventory onto this space */
900 object *op = inv;
901
902 while (op)
903 {
904 object *tmp = op->below;
905
906 op->remove ();
907
908 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
909 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
910 op->destroy ();
911 else
912 {
913 op->x = x;
914 op->y = y;
915 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
916 }
917
918 op = tmp;
919 }
920 }
921 }
922
923 // hack to ensure that freed objects still have a valid map
924 {
925 static maptile *freed_map; // freed objects are moved here to avoid crashes
926
927 if (!freed_map)
928 { 1070 {
929 freed_map = new maptile; 1071 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
930 1072 head->destroy ();
931 freed_map->name = "/internal/freed_objects_map"; 1073 return;
932 freed_map->width = 3;
933 freed_map->height = 3;
934
935 freed_map->allocate ();
936 } 1074 }
937 1075
938 map = freed_map; 1076 destroy_inv (false);
939 x = 1;
940 y = 1;
941 }
942 1077
943 // clear those pointers that likely might have circular references to us 1078 if (is_head ())
944 owner = 0; 1079 if (sound_destroy)
945 enemy = 0; 1080 play_sound (sound_destroy);
946 attacked_by = 0; 1081 else if (flag [FLAG_MONSTER])
1082 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
947 1083
948 // only relevant for players(?), but make sure of it anyways 1084 attachable::destroy ();
949 contr = 0;
950
951 /* Remove object from the active list */
952 speed = 0;
953 update_ob_speed (this);
954
955 unlink ();
956
957 mortals.push_back (this);
958}
959
960/*
961 * sub_weight() recursively (outwards) subtracts a number from the
962 * weight of an object (and what is carried by it's environment(s)).
963 */
964void
965sub_weight (object *op, signed long weight)
966{
967 while (op != NULL)
968 {
969 if (op->type == CONTAINER)
970 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
971
972 op->carrying -= weight;
973 op = op->env;
974 }
975} 1085}
976 1086
977/* op->remove (): 1087/* op->remove ():
978 * This function removes the object op from the linked list of objects 1088 * This function removes the object op from the linked list of objects
979 * which it is currently tied to. When this function is done, the 1089 * which it is currently tied to. When this function is done, the
980 * object will have no environment. If the object previously had an 1090 * object will have no environment. If the object previously had an
981 * environment, the x and y coordinates will be updated to 1091 * environment, the x and y coordinates will be updated to
982 * the previous environment. 1092 * the previous environment.
983 * Beware: This function is called from the editor as well!
984 */ 1093 */
985void 1094void
986object::remove () 1095object::do_remove ()
987{ 1096{
988 object *tmp, *last = 0; 1097 if (flag [FLAG_REMOVED])
989 object *otmp;
990
991 int check_walk_off;
992
993 if (QUERY_FLAG (this, FLAG_REMOVED))
994 return; 1098 return;
995 1099
996 SET_FLAG (this, FLAG_REMOVED); 1100 INVOKE_OBJECT (REMOVE, this);
1101
1102 flag [FLAG_REMOVED] = true;
997 1103
998 if (more) 1104 if (more)
999 more->remove (); 1105 more->remove ();
1000 1106
1001 /* 1107 /*
1002 * In this case, the object to be removed is in someones 1108 * In this case, the object to be removed is in someones
1003 * inventory. 1109 * inventory.
1004 */ 1110 */
1005 if (env) 1111 if (env)
1006 { 1112 {
1007 if (nrof) 1113 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1008 sub_weight (env, weight * nrof); 1114 if (object *pl = visible_to ())
1009 else 1115 esrv_del_item (pl->contr, count);
1010 sub_weight (env, weight + carrying); 1116 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1011 1117
1012 /* NO_FIX_PLAYER is set when a great many changes are being 1118 adjust_weight (env, -total_weight ());
1013 * made to players inventory. If set, avoiding the call
1014 * to save cpu time.
1015 */
1016 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1017 fix_player (otmp);
1018 1119
1019 if (above != NULL) 1120 object *pl = in_player ();
1020 above->below = below;
1021 else
1022 env->inv = below;
1023
1024 if (below != NULL)
1025 below->above = above;
1026 1121
1027 /* we set up values so that it could be inserted into 1122 /* we set up values so that it could be inserted into
1028 * the map, but we don't actually do that - it is up 1123 * the map, but we don't actually do that - it is up
1029 * to the caller to decide what we want to do. 1124 * to the caller to decide what we want to do.
1030 */ 1125 */
1031 x = env->x, y = env->y;
1032 map = env->map; 1126 map = env->map;
1033 above = 0, below = 0; 1127 x = env->x;
1034 env = 0; 1128 y = env->y;
1035 }
1036 else if (map)
1037 {
1038 /* Re did the following section of code - it looks like it had
1039 * lots of logic for things we no longer care about
1040 */
1041 1129
1042 /* link the object above us */ 1130 // make sure cmov optimisation is applicable
1043 if (above) 1131 *(above ? &above->below : &env->inv) = below;
1044 above->below = below; 1132 *(below ? &below->above : &above ) = above; // &above is just a dummy
1045 else
1046 map->at (x, y).top = below; /* we were top, set new top */
1047
1048 /* Relink the object below us, if there is one */
1049 if (below)
1050 below->above = above;
1051 else
1052 {
1053 /* Nothing below, which means we need to relink map object for this space
1054 * use translated coordinates in case some oddness with map tiling is
1055 * evident
1056 */
1057 if (GET_MAP_OB (map, x, y) != this)
1058 {
1059 char *dump = dump_object (this);
1060 LOG (llevError,
1061 "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);
1062 free (dump);
1063 dump = dump_object (GET_MAP_OB (map, x, y));
1064 LOG (llevError, "%s\n", dump);
1065 free (dump);
1066 }
1067
1068 map->at (x, y).bottom = above; /* goes on above it. */
1069 }
1070 1133
1071 above = 0; 1134 above = 0;
1072 below = 0; 1135 below = 0;
1136 env = 0;
1137
1138 if (pl && pl->is_player ())
1139 {
1140 pl->contr->queue_stats_update ();
1141
1142 if (glow_radius && pl->is_on_map ())
1143 update_all_los (pl->map, pl->x, pl->y);
1144 }
1145 }
1146 else if (map)
1147 {
1148 map->dirty = true;
1149 mapspace &ms = this->ms ();
1150
1151 if (object *pl = ms.player ())
1152 {
1153 if (is_player ())
1154 {
1155 if (!flag [FLAG_WIZPASS])
1156 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1157
1158 // leaving a spot always closes any open container on the ground
1159 if (container && !container->env)
1160 // this causes spurious floorbox updates, but it ensures
1161 // that the CLOSE event is being sent.
1162 close_container ();
1163
1164 --map->players;
1165 map->touch ();
1166 }
1167 else if (pl->container_ () == this)
1168 {
1169 // removing a container should close it
1170 close_container ();
1171 }
1172
1173 esrv_del_item (pl->contr, count);
1174 }
1175
1176 /* link the object above us */
1177 // re-link, make sure compiler can easily use cmove
1178 *(above ? &above->below : &ms.top) = below;
1179 *(below ? &below->above : &ms.bot) = above;
1180
1181 above = 0;
1182 below = 0;
1183
1184 ms.invalidate ();
1073 1185
1074 if (map->in_memory == MAP_SAVING) 1186 if (map->in_memory == MAP_SAVING)
1075 return; 1187 return;
1076 1188
1077 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1189 int check_walk_off = !flag [FLAG_NO_APPLY];
1078 1190
1079 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1191 if (object *pl = ms.player ())
1080 { 1192 {
1081 /* No point updating the players look faces if he is the object 1193 if (pl->container_ () == this)
1082 * being removed.
1083 */
1084
1085 if (tmp->type == PLAYER && tmp != this)
1086 {
1087 /* If a container that the player is currently using somehow gets 1194 /* If a container that the player is currently using somehow gets
1088 * removed (most likely destroyed), update the player view 1195 * removed (most likely destroyed), update the player view
1089 * appropriately. 1196 * appropriately.
1090 */ 1197 */
1091 if (tmp->container == this) 1198 pl->close_container ();
1092 {
1093 CLEAR_FLAG (this, FLAG_APPLIED);
1094 tmp->container = 0;
1095 }
1096 1199
1200 //TODO: the floorbox prev/next might need updating
1201 //esrv_del_item (pl->contr, count);
1202 //TODO: update floorbox to preserve ordering
1203 if (pl->contr->ns)
1097 tmp->contr->socket->floorbox_update (); 1204 pl->contr->ns->floorbox_update ();
1205 }
1206
1207 if (check_walk_off)
1208 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1209 {
1210 above = tmp->above;
1211
1212 /* No point updating the players look faces if he is the object
1213 * being removed.
1098 } 1214 */
1099 1215
1100 /* See if player moving off should effect something */ 1216 /* See if object moving off should effect something */
1101 if (check_walk_off
1102 && ((move_type & tmp->move_off) 1217 if ((move_type & tmp->move_off)
1103 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1218 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1104 {
1105 move_apply (tmp, this, 0); 1219 move_apply (tmp, this, 0);
1106
1107 if (destroyed ())
1108 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1109 } 1220 }
1110 1221
1111 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1222 if (affects_los ())
1112
1113 if (tmp->above == tmp)
1114 tmp->above = 0;
1115
1116 last = tmp;
1117 }
1118
1119 /* last == NULL of there are no objects on this space */
1120 if (!last)
1121 map->at (x, y).flags_ = P_NEED_UPDATE;
1122 else
1123 update_object (last, UP_OBJ_REMOVE);
1124
1125 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1126 update_all_los (map, x, y); 1223 update_all_los (map, x, y);
1127 } 1224 }
1128} 1225}
1129 1226
1130/* 1227/*
1139merge_ob (object *op, object *top) 1236merge_ob (object *op, object *top)
1140{ 1237{
1141 if (!op->nrof) 1238 if (!op->nrof)
1142 return 0; 1239 return 0;
1143 1240
1144 if (top == NULL) 1241 if (!top)
1145 for (top = op; top != NULL && top->above != NULL; top = top->above); 1242 for (top = op; top && top->above; top = top->above)
1243 ;
1146 1244
1147 for (; top != NULL; top = top->below) 1245 for (; top; top = top->below)
1148 {
1149 if (top == op)
1150 continue;
1151
1152 if (object::can_merge (op, top)) 1246 if (object::can_merge (op, top))
1153 { 1247 {
1154 top->nrof += op->nrof; 1248 top->nrof += op->nrof;
1155 1249
1156/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1250 if (object *pl = top->visible_to ())
1157 op->weight = 0; /* Don't want any adjustements now */ 1251 esrv_update_item (UPD_NROF, pl, top);
1252
1253 op->weight = 0; // cancel the addition above
1254 op->carrying = 0; // must be 0 already
1255
1158 op->destroy (); 1256 op->destroy ();
1257
1159 return top; 1258 return top;
1160 } 1259 }
1161 }
1162 1260
1163 return 0; 1261 return 0;
1164} 1262}
1165 1263
1264void
1265object::expand_tail ()
1266{
1267 if (more)
1268 return;
1269
1270 object *prev = this;
1271
1272 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1273 {
1274 object *op = arch_to_object (at);
1275
1276 op->name = name;
1277 op->name_pl = name_pl;
1278 op->title = title;
1279
1280 op->head = this;
1281 prev->more = op;
1282
1283 prev = op;
1284 }
1285}
1286
1166/* 1287/*
1167 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1288 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1168 * job preparing multi-part monsters 1289 * job preparing multi-part monsters.
1169 */ 1290 */
1170object * 1291object *
1171insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1292insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1172{ 1293{
1173 object *tmp; 1294 op->remove ();
1174 1295
1175 if (op->head)
1176 op = op->head;
1177
1178 for (tmp = op; tmp; tmp = tmp->more) 1296 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1179 { 1297 {
1180 tmp->x = x + tmp->arch->clone.x; 1298 tmp->x = x + tmp->arch->x;
1181 tmp->y = y + tmp->arch->clone.y; 1299 tmp->y = y + tmp->arch->y;
1182 } 1300 }
1183 1301
1184 return insert_ob_in_map (op, m, originator, flag); 1302 return insert_ob_in_map (op, m, originator, flag);
1185} 1303}
1186 1304
1202 * Return value: 1320 * Return value:
1203 * new object if 'op' was merged with other object 1321 * new object if 'op' was merged with other object
1204 * NULL if 'op' was destroyed 1322 * NULL if 'op' was destroyed
1205 * just 'op' otherwise 1323 * just 'op' otherwise
1206 */ 1324 */
1207
1208object * 1325object *
1209insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1326insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1210{ 1327{
1211 object *tmp, *top, *floor = NULL; 1328 op->remove ();
1212 sint16 x, y;
1213 1329
1214 if (QUERY_FLAG (op, FLAG_FREED)) 1330 if (m == &freed_map)//D TODO: remove soon
1215 { 1331 {//D
1216 LOG (llevError, "Trying to insert freed object!\n"); 1332 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1217 return NULL;
1218 } 1333 }//D
1219
1220 if (m == NULL)
1221 {
1222 char *dump = dump_object (op);
1223 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1224 free (dump);
1225 return op;
1226 }
1227
1228 if (out_of_map (m, op->x, op->y))
1229 {
1230 char *dump = dump_object (op);
1231 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1232#ifdef MANY_CORES
1233 /* Better to catch this here, as otherwise the next use of this object
1234 * is likely to cause a crash. Better to find out where it is getting
1235 * improperly inserted.
1236 */
1237 abort ();
1238#endif
1239 free (dump);
1240 return op;
1241 }
1242
1243 if (!QUERY_FLAG (op, FLAG_REMOVED))
1244 {
1245 char *dump = dump_object (op);
1246 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1247 free (dump);
1248 return op;
1249 }
1250
1251 if (op->more != NULL)
1252 {
1253 /* The part may be on a different map. */
1254
1255 object *more = op->more;
1256
1257 /* We really need the caller to normalize coordinates - if
1258 * we set the map, that doesn't work if the location is within
1259 * a map and this is straddling an edge. So only if coordinate
1260 * is clear wrong do we normalize it.
1261 */
1262 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1263 more->map = get_map_from_coord (m, &more->x, &more->y);
1264 else if (!more->map)
1265 {
1266 /* For backwards compatibility - when not dealing with tiled maps,
1267 * more->map should always point to the parent.
1268 */
1269 more->map = m;
1270 }
1271
1272 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1273 {
1274 if (!op->head)
1275 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1276
1277 return NULL;
1278 }
1279 }
1280
1281 CLEAR_FLAG (op, FLAG_REMOVED);
1282 1334
1283 /* Ideally, the caller figures this out. However, it complicates a lot 1335 /* Ideally, the caller figures this out. However, it complicates a lot
1284 * of areas of callers (eg, anything that uses find_free_spot would now 1336 * of areas of callers (eg, anything that uses find_free_spot would now
1285 * need extra work 1337 * need extra work
1286 */ 1338 */
1287 op->map = get_map_from_coord (m, &op->x, &op->y); 1339 maptile *newmap = m;
1288 x = op->x; 1340 if (!xy_normalise (newmap, op->x, op->y))
1289 y = op->y; 1341 {
1342 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1343 return 0;
1344 }
1345
1346 if (object *more = op->more)
1347 if (!insert_ob_in_map (more, m, originator, flag))
1348 return 0;
1349
1350 op->flag [FLAG_REMOVED] = false;
1351 op->env = 0;
1352 op->map = newmap;
1353
1354 mapspace &ms = op->ms ();
1290 1355
1291 /* this has to be done after we translate the coordinates. 1356 /* this has to be done after we translate the coordinates.
1292 */ 1357 */
1293 if (op->nrof && !(flag & INS_NO_MERGE)) 1358 if (op->nrof && !(flag & INS_NO_MERGE))
1294 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1359 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1295 if (object::can_merge (op, tmp)) 1360 if (object::can_merge (op, tmp))
1296 { 1361 {
1362 // TODO: we actually want to update tmp, not op,
1363 // but some caller surely breaks when we return tmp
1364 // from here :/
1297 op->nrof += tmp->nrof; 1365 op->nrof += tmp->nrof;
1298 tmp->destroy (); 1366 tmp->destroy ();
1299 } 1367 }
1300 1368
1301 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1369 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1310 { 1378 {
1311 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1379 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1312 abort (); 1380 abort ();
1313 } 1381 }
1314 1382
1383 if (!originator->is_on_map ())
1384 {
1385 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1386 op->debug_desc (), originator->debug_desc ());
1387 abort ();
1388 }
1389
1315 op->above = originator; 1390 op->above = originator;
1316 op->below = originator->below; 1391 op->below = originator->below;
1317
1318 if (op->below)
1319 op->below->above = op;
1320 else
1321 op->ms ().bottom = op;
1322
1323 /* since *below* originator, no need to update top */
1324 originator->below = op; 1392 originator->below = op;
1393
1394 *(op->below ? &op->below->above : &ms.bot) = op;
1325 } 1395 }
1326 else 1396 else
1327 { 1397 {
1398 object *floor = 0;
1399 object *top = ms.top;
1400
1328 /* If there are other objects, then */ 1401 /* If there are other objects, then */
1329 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1402 if (top)
1330 { 1403 {
1331 object *last = NULL;
1332
1333 /* 1404 /*
1334 * If there are multiple objects on this space, we do some trickier handling. 1405 * If there are multiple objects on this space, we do some trickier handling.
1335 * We've already dealt with merging if appropriate. 1406 * We've already dealt with merging if appropriate.
1336 * Generally, we want to put the new object on top. But if 1407 * Generally, we want to put the new object on top. But if
1337 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1408 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1340 * once we get to them. This reduces the need to traverse over all of 1411 * once we get to them. This reduces the need to traverse over all of
1341 * them when adding another one - this saves quite a bit of cpu time 1412 * them when adding another one - this saves quite a bit of cpu time
1342 * when lots of spells are cast in one area. Currently, it is presumed 1413 * when lots of spells are cast in one area. Currently, it is presumed
1343 * that flying non pickable objects are spell objects. 1414 * that flying non pickable objects are spell objects.
1344 */ 1415 */
1345 1416 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1346 while (top != NULL)
1347 { 1417 {
1348 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1418 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1349 floor = top; 1419 floor = tmp;
1350 1420
1351 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1421 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1352 { 1422 {
1353 /* We insert above top, so we want this object below this */ 1423 /* We insert above top, so we want this object below this */
1354 top = top->below; 1424 top = tmp->below;
1355 break; 1425 break;
1356 } 1426 }
1357 1427
1358 last = top;
1359 top = top->above; 1428 top = tmp;
1360 } 1429 }
1361
1362 /* Don't want top to be NULL, so set it to the last valid object */
1363 top = last;
1364 1430
1365 /* We let update_position deal with figuring out what the space 1431 /* We let update_position deal with figuring out what the space
1366 * looks like instead of lots of conditions here. 1432 * looks like instead of lots of conditions here.
1367 * makes things faster, and effectively the same result. 1433 * makes things faster, and effectively the same result.
1368 */ 1434 */
1369 1435
1370 /* Have object 'fall below' other objects that block view. 1436 /* Have object 'fall below' other objects that block view.
1371 * Unless those objects are exits, type 66 1437 * Unless those objects are exits.
1372 * If INS_ON_TOP is used, don't do this processing 1438 * If INS_ON_TOP is used, don't do this processing
1373 * Need to find the object that in fact blocks view, otherwise 1439 * Need to find the object that in fact blocks view, otherwise
1374 * stacking is a bit odd. 1440 * stacking is a bit odd.
1375 */ 1441 */
1376 if (!(flag & INS_ON_TOP) && 1442 if (!(flag & INS_ON_TOP)
1377 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1443 && ms.flags () & P_BLOCKSVIEW
1444 && (op->face && !faces [op->face].visibility))
1378 { 1445 {
1446 object *last;
1447
1379 for (last = top; last != floor; last = last->below) 1448 for (last = top; last != floor; last = last->below)
1380 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1449 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1381 break; 1450 break;
1451
1382 /* Check to see if we found the object that blocks view, 1452 /* Check to see if we found the object that blocks view,
1383 * and make sure we have a below pointer for it so that 1453 * and make sure we have a below pointer for it so that
1384 * we can get inserted below this one, which requires we 1454 * we can get inserted below this one, which requires we
1385 * set top to the object below us. 1455 * set top to the object below us.
1386 */ 1456 */
1387 if (last && last->below && last != floor) 1457 if (last && last->below && last != floor)
1388 top = last->below; 1458 top = last->below;
1389 } 1459 }
1390 } /* If objects on this space */ 1460 } /* If objects on this space */
1391 1461
1392 if (flag & INS_MAP_LOAD)
1393 top = GET_MAP_TOP (op->map, op->x, op->y);
1394
1395 if (flag & INS_ABOVE_FLOOR_ONLY) 1462 if (flag & INS_ABOVE_FLOOR_ONLY)
1396 top = floor; 1463 top = floor;
1397 1464
1398 /* Top is the object that our object (op) is going to get inserted above. 1465 // insert object above top, or bottom-most if top = 0
1399 */
1400
1401 /* First object on this space */
1402 if (!top) 1466 if (!top)
1403 { 1467 {
1404 op->above = GET_MAP_OB (op->map, op->x, op->y);
1405
1406 if (op->above)
1407 op->above->below = op;
1408
1409 op->below = NULL; 1468 op->below = 0;
1469 op->above = ms.bot;
1410 op->ms ().bottom = op; 1470 ms.bot = op;
1471
1472 *(op->above ? &op->above->below : &ms.top) = op;
1411 } 1473 }
1412 else 1474 else
1413 { /* get inserted into the stack above top */ 1475 {
1414 op->above = top->above; 1476 op->above = top->above;
1415
1416 if (op->above)
1417 op->above->below = op; 1477 top->above = op;
1418 1478
1419 op->below = top; 1479 op->below = top;
1420 top->above = op; 1480 *(op->above ? &op->above->below : &ms.top) = op;
1421 } 1481 }
1482 }
1422 1483
1423 if (op->above == NULL) 1484 if (op->is_player ())
1424 op->ms ().top = op; 1485 {
1425 } /* else not INS_BELOW_ORIGINATOR */
1426
1427 if (op->type == PLAYER)
1428 op->contr->do_los = 1; 1486 op->contr->do_los = 1;
1487 ++op->map->players;
1488 op->map->touch ();
1489 }
1429 1490
1430 /* If we have a floor, we know the player, if any, will be above 1491 op->map->dirty = true;
1431 * it, so save a few ticks and start from there. 1492
1432 */
1433 if (!(flag & INS_MAP_LOAD))
1434 if (object *pl = op->ms ().player ()) 1493 if (object *pl = ms.player ())
1494 //TODO: the floorbox prev/next might need updating
1495 //esrv_send_item (pl, op);
1496 //TODO: update floorbox to preserve ordering
1497 if (pl->contr->ns)
1435 pl->contr->socket->floorbox_update (); 1498 pl->contr->ns->floorbox_update ();
1436 1499
1437 /* If this object glows, it may affect lighting conditions that are 1500 /* If this object glows, it may affect lighting conditions that are
1438 * visible to others on this map. But update_all_los is really 1501 * visible to others on this map. But update_all_los is really
1439 * an inefficient way to do this, as it means los for all players 1502 * an inefficient way to do this, as it means los for all players
1440 * on the map will get recalculated. The players could very well 1503 * on the map will get recalculated. The players could very well
1441 * be far away from this change and not affected in any way - 1504 * be far away from this change and not affected in any way -
1442 * this should get redone to only look for players within range, 1505 * this should get redone to only look for players within range,
1443 * or just updating the P_NEED_UPDATE for spaces within this area 1506 * or just updating the P_UPTODATE for spaces within this area
1444 * of effect may be sufficient. 1507 * of effect may be sufficient.
1445 */ 1508 */
1446 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1509 if (op->affects_los ())
1510 {
1511 op->ms ().invalidate ();
1447 update_all_los (op->map, op->x, op->y); 1512 update_all_los (op->map, op->x, op->y);
1513 }
1448 1514
1449 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1515 /* updates flags (blocked, alive, no magic, etc) for this map space */
1450 update_object (op, UP_OBJ_INSERT); 1516 update_object (op, UP_OBJ_INSERT);
1517
1518 INVOKE_OBJECT (INSERT, op);
1451 1519
1452 /* Don't know if moving this to the end will break anything. However, 1520 /* Don't know if moving this to the end will break anything. However,
1453 * we want to have floorbox_update called before calling this. 1521 * we want to have floorbox_update called before calling this.
1454 * 1522 *
1455 * check_move_on() must be after this because code called from 1523 * check_move_on() must be after this because code called from
1457 * blocked() and wall() work properly), and these flags are updated by 1525 * blocked() and wall() work properly), and these flags are updated by
1458 * update_object(). 1526 * update_object().
1459 */ 1527 */
1460 1528
1461 /* if this is not the head or flag has been passed, don't check walk on status */ 1529 /* if this is not the head or flag has been passed, don't check walk on status */
1462 if (!(flag & INS_NO_WALK_ON) && !op->head) 1530 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1463 { 1531 {
1464 if (check_move_on (op, originator)) 1532 if (check_move_on (op, originator))
1465 return NULL; 1533 return 0;
1466 1534
1467 /* If we are a multi part object, lets work our way through the check 1535 /* If we are a multi part object, lets work our way through the check
1468 * walk on's. 1536 * walk on's.
1469 */ 1537 */
1470 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1538 for (object *tmp = op->more; tmp; tmp = tmp->more)
1471 if (check_move_on (tmp, originator)) 1539 if (check_move_on (tmp, originator))
1472 return NULL; 1540 return 0;
1473 } 1541 }
1474 1542
1475 return op; 1543 return op;
1476} 1544}
1477 1545
1478/* this function inserts an object in the map, but if it 1546/* this function inserts an object in the map, but if it
1479 * finds an object of its own type, it'll remove that one first. 1547 * finds an object of its own type, it'll remove that one first.
1480 * op is the object to insert it under: supplies x and the map. 1548 * op is the object to insert it under: supplies x and the map.
1481 */ 1549 */
1482void 1550void
1483replace_insert_ob_in_map (const char *arch_string, object *op) 1551replace_insert_ob_in_map (shstr_tmp archname, object *op)
1484{ 1552{
1485 object *tmp, *tmp1;
1486
1487 /* first search for itself and remove any old instances */ 1553 /* first search for itself and remove any old instances */
1488 1554
1489 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1555 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1490 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1556 if (tmp->arch->archname == archname) /* same archetype */
1491 tmp->destroy (); 1557 tmp->destroy ();
1492 1558
1493 tmp1 = arch_to_object (archetype::find (arch_string)); 1559 object *tmp = arch_to_object (archetype::find (archname));
1494 1560
1495 tmp1->x = op->x; 1561 tmp->x = op->x;
1496 tmp1->y = op->y; 1562 tmp->y = op->y;
1563
1497 insert_ob_in_map (tmp1, op->map, op, 0); 1564 insert_ob_in_map (tmp, op->map, op, 0);
1498} 1565}
1499
1500/*
1501 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1502 * is returned contains nr objects, and the remaining parts contains
1503 * the rest (or is removed and freed if that number is 0).
1504 * On failure, NULL is returned, and the reason put into the
1505 * global static errmsg array.
1506 */
1507 1566
1508object * 1567object *
1509get_split_ob (object *orig_ob, uint32 nr) 1568object::insert_at (object *where, object *originator, int flags)
1510{ 1569{
1511 object *newob; 1570 if (where->env)
1512 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1571 return where->env->insert (this);
1513 1572 else
1514 if (orig_ob->nrof < nr) 1573 return where->map->insert (this, where->x, where->y, originator, flags);
1515 {
1516 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1517 return NULL;
1518 }
1519
1520 newob = object_create_clone (orig_ob);
1521
1522 if ((orig_ob->nrof -= nr) < 1)
1523 orig_ob->destroy (1);
1524 else if (!is_removed)
1525 {
1526 if (orig_ob->env != NULL)
1527 sub_weight (orig_ob->env, orig_ob->weight * nr);
1528 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1529 {
1530 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1531 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1532 return NULL;
1533 }
1534 }
1535
1536 newob->nrof = nr;
1537
1538 return newob;
1539} 1574}
1540 1575
1576// check whether we can put this into the map, respect max_volume, max_items
1577bool
1578object::can_drop_at (maptile *m, int x, int y, object *originator)
1579{
1580 mapspace &ms = m->at (x, y);
1581
1582 int items = ms.items ();
1583
1584 if (!items // testing !items ensures we can drop at least one item
1585 || (items < m->max_items
1586 && ms.volume () < m->max_volume))
1587 return true;
1588
1589 if (originator && originator->is_player ())
1590 originator->contr->failmsg (format (
1591 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1592 query_name ()
1593 ));
1594
1595 return false;
1596}
1597
1541/* 1598/*
1542 * decrease_ob_nr(object, number) decreases a specified number from 1599 * decrease(object, number) decreases a specified number from
1543 * the amount of an object. If the amount reaches 0, the object 1600 * the amount of an object. If the amount reaches 0, the object
1544 * is subsequently removed and freed. 1601 * is subsequently removed and freed.
1545 * 1602 *
1546 * Return value: 'op' if something is left, NULL if the amount reached 0 1603 * Return value: 'op' if something is left, NULL if the amount reached 0
1547 */ 1604 */
1605bool
1606object::decrease (sint32 nr)
1607{
1608 if (!nr)
1609 return true;
1548 1610
1611 nr = min (nr, nrof);
1612
1613 if (nrof > nr)
1614 {
1615 nrof -= nr;
1616 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1617
1618 if (object *pl = visible_to ())
1619 esrv_update_item (UPD_NROF, pl, this);
1620
1621 return true;
1622 }
1623 else
1624 {
1625 destroy ();
1626 return false;
1627 }
1628}
1629
1630/*
1631 * split(ob,nr) splits up ob into two parts. The part which
1632 * is returned contains nr objects, and the remaining parts contains
1633 * the rest (or is removed and returned if that number is 0).
1634 * On failure, NULL is returned.
1635 */
1549object * 1636object *
1550decrease_ob_nr (object *op, uint32 i) 1637object::split (sint32 nr)
1551{ 1638{
1552 object *tmp; 1639 int have = number_of ();
1553 player *pl;
1554 1640
1555 if (i == 0) /* objects with op->nrof require this check */ 1641 if (have < nr)
1556 return op; 1642 return 0;
1557 1643 else if (have == nr)
1558 if (i > op->nrof)
1559 i = op->nrof;
1560
1561 if (QUERY_FLAG (op, FLAG_REMOVED))
1562 op->nrof -= i;
1563 else if (op->env)
1564 { 1644 {
1565 /* is this object in the players inventory, or sub container
1566 * therein?
1567 */
1568 tmp = op->in_player ();
1569 /* nope. Is this a container the player has opened?
1570 * If so, set tmp to that player.
1571 * IMO, searching through all the players will mostly
1572 * likely be quicker than following op->env to the map,
1573 * and then searching the map for a player.
1574 */
1575 if (!tmp)
1576 {
1577 for (pl = first_player; pl; pl = pl->next)
1578 if (pl->ob->container == op->env)
1579 {
1580 tmp = pl->ob;
1581 break;
1582 }
1583 }
1584
1585 if (i < op->nrof)
1586 {
1587 sub_weight (op->env, op->weight * i);
1588 op->nrof -= i;
1589 if (tmp)
1590 esrv_send_item (tmp, op);
1591 }
1592 else
1593 {
1594 op->remove (); 1645 remove ();
1595 op->nrof = 0; 1646 return this;
1596 if (tmp)
1597 esrv_del_item (tmp->contr, op->count);
1598 }
1599 } 1647 }
1600 else 1648 else
1601 { 1649 {
1602 object *above = op->above; 1650 decrease (nr);
1603 1651
1604 if (i < op->nrof) 1652 object *op = deep_clone ();
1605 op->nrof -= i; 1653 op->nrof = nr;
1606 else
1607 {
1608 op->remove ();
1609 op->nrof = 0;
1610 }
1611
1612 /* Since we just removed op, op->above is null */
1613 for (tmp = above; tmp; tmp = tmp->above)
1614 if (tmp->type == PLAYER)
1615 {
1616 if (op->nrof)
1617 esrv_send_item (tmp, op);
1618 else
1619 esrv_del_item (tmp->contr, op->count);
1620 }
1621 }
1622
1623 if (op->nrof)
1624 return op; 1654 return op;
1625 else
1626 {
1627 op->destroy ();
1628 return 0;
1629 }
1630}
1631
1632/*
1633 * add_weight(object, weight) adds the specified weight to an object,
1634 * and also updates how much the environment(s) is/are carrying.
1635 */
1636
1637void
1638add_weight (object *op, signed long weight)
1639{
1640 while (op != NULL)
1641 {
1642 if (op->type == CONTAINER)
1643 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1644
1645 op->carrying += weight;
1646 op = op->env;
1647 } 1655 }
1648} 1656}
1649 1657
1650object * 1658object *
1651insert_ob_in_ob (object *op, object *where) 1659insert_ob_in_ob (object *op, object *where)
1656 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1664 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1657 free (dump); 1665 free (dump);
1658 return op; 1666 return op;
1659 } 1667 }
1660 1668
1661 if (where->head) 1669 if (where->head_ () != where)
1662 { 1670 {
1663 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1671 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1664 where = where->head; 1672 where = where->head;
1665 } 1673 }
1666 1674
1667 return where->insert (op); 1675 return where->insert (op);
1668} 1676}
1673 * inside the object environment. 1681 * inside the object environment.
1674 * 1682 *
1675 * The function returns now pointer to inserted item, and return value can 1683 * The function returns now pointer to inserted item, and return value can
1676 * be != op, if items are merged. -Tero 1684 * be != op, if items are merged. -Tero
1677 */ 1685 */
1678
1679object * 1686object *
1680object::insert (object *op) 1687object::insert (object *op)
1681{ 1688{
1682 object *tmp, *otmp;
1683
1684 if (!QUERY_FLAG (op, FLAG_REMOVED))
1685 op->remove ();
1686
1687 if (op->more) 1689 if (op->more)
1688 { 1690 {
1689 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1691 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1690 return op; 1692 return op;
1691 } 1693 }
1692 1694
1693 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1695 op->remove ();
1694 CLEAR_FLAG (op, FLAG_REMOVED); 1696
1697 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1698
1695 if (op->nrof) 1699 if (op->nrof)
1696 {
1697 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1700 for (object *tmp = inv; tmp; tmp = tmp->below)
1698 if (object::can_merge (tmp, op)) 1701 if (object::can_merge (tmp, op))
1699 { 1702 {
1700 /* return the original object and remove inserted object 1703 /* return the original object and remove inserted object
1701 (client needs the original object) */ 1704 (client needs the original object) */
1702 tmp->nrof += op->nrof; 1705 tmp->nrof += op->nrof;
1703 /* Weight handling gets pretty funky. Since we are adding to 1706
1704 * tmp->nrof, we need to increase the weight. 1707 if (object *pl = tmp->visible_to ())
1705 */ 1708 esrv_update_item (UPD_NROF, pl, tmp);
1709
1706 add_weight (this, op->weight * op->nrof); 1710 adjust_weight (this, op->total_weight ());
1707 SET_FLAG (op, FLAG_REMOVED); 1711
1708 op->destroy (); /* free the inserted object */ 1712 op->destroy ();
1709 op = tmp; 1713 op = tmp;
1710 op->remove (); /* and fix old object's links */ 1714 goto inserted;
1711 CLEAR_FLAG (op, FLAG_REMOVED);
1712 break;
1713 } 1715 }
1714 1716
1715 /* I assume combined objects have no inventory 1717 op->owner = 0; // it's his/hers now. period.
1716 * We add the weight - this object could have just been removed
1717 * (if it was possible to merge). calling remove_ob will subtract
1718 * the weight, so we need to add it in again, since we actually do
1719 * the linking below
1720 */
1721 add_weight (this, op->weight * op->nrof);
1722 }
1723 else
1724 add_weight (this, (op->weight + op->carrying));
1725
1726 otmp = this->in_player ();
1727 if (otmp && otmp->contr)
1728 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1729 fix_player (otmp);
1730
1731 op->map = 0; 1718 op->map = 0;
1732 op->env = this; 1719 op->x = 0;
1720 op->y = 0;
1721
1733 op->above = 0; 1722 op->above = 0;
1734 op->below = 0; 1723 op->below = inv;
1735 op->x = 0, op->y = 0; 1724 op->env = this;
1736 1725
1726 if (inv)
1727 inv->above = op;
1728
1729 inv = op;
1730
1731 op->flag [FLAG_REMOVED] = 0;
1732
1733 if (object *pl = op->visible_to ())
1734 esrv_send_item (pl, op);
1735
1736 adjust_weight (this, op->total_weight ());
1737
1738inserted:
1737 /* reset the light list and los of the players on the map */ 1739 /* reset the light list and los of the players on the map */
1738 if ((op->glow_radius != 0) && map) 1740 if (op->glow_radius && is_on_map ())
1739 { 1741 {
1740#ifdef DEBUG_LIGHTS 1742 update_stats ();
1741 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1742#endif /* DEBUG_LIGHTS */
1743 if (MAP_DARKNESS (map))
1744 update_all_los (map, x, y); 1743 update_all_los (map, x, y);
1745 }
1746
1747 /* Client has no idea of ordering so lets not bother ordering it here.
1748 * It sure simplifies this function...
1749 */
1750 if (!inv)
1751 inv = op;
1752 else
1753 { 1744 }
1754 op->below = inv; 1745 else if (is_player ())
1755 op->below->above = op; 1746 // if this is a player's inventory, update stats
1756 inv = op; 1747 contr->queue_stats_update ();
1757 } 1748
1749 INVOKE_OBJECT (INSERT, this);
1758 1750
1759 return op; 1751 return op;
1760} 1752}
1761 1753
1762/* 1754/*
1777 * 1769 *
1778 * MSW 2001-07-08: Check all objects on space, not just those below 1770 * MSW 2001-07-08: Check all objects on space, not just those below
1779 * object being inserted. insert_ob_in_map may not put new objects 1771 * object being inserted. insert_ob_in_map may not put new objects
1780 * on top. 1772 * on top.
1781 */ 1773 */
1782
1783int 1774int
1784check_move_on (object *op, object *originator) 1775check_move_on (object *op, object *originator)
1785{ 1776{
1777 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1778 return 0;
1779
1786 object *tmp; 1780 object *tmp;
1787 maptile *m = op->map; 1781 maptile *m = op->map;
1788 int x = op->x, y = op->y; 1782 int x = op->x, y = op->y;
1789 1783
1790 MoveType move_on, move_slow, move_block; 1784 mapspace &ms = m->at (x, y);
1791 1785
1792 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1786 ms.update ();
1793 return 0;
1794 1787
1795 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1788 MoveType move_on = ms.move_on;
1796 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1789 MoveType move_slow = ms.move_slow;
1797 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1790 MoveType move_block = ms.move_block;
1798 1791
1799 /* if nothing on this space will slow op down or be applied, 1792 /* if nothing on this space will slow op down or be applied,
1800 * no need to do checking below. have to make sure move_type 1793 * no need to do checking below. have to make sure move_type
1801 * is set, as lots of objects don't have it set - we treat that 1794 * is set, as lots of objects don't have it set - we treat that
1802 * as walking. 1795 * as walking.
1813 return 0; 1806 return 0;
1814 1807
1815 /* The objects have to be checked from top to bottom. 1808 /* The objects have to be checked from top to bottom.
1816 * Hence, we first go to the top: 1809 * Hence, we first go to the top:
1817 */ 1810 */
1818 1811 for (object *next, *tmp = ms.top; tmp; tmp = next)
1819 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1820 {
1821 /* Trim the search when we find the first other spell effect
1822 * this helps performance so that if a space has 50 spell objects,
1823 * we don't need to check all of them.
1824 */
1825 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1826 break;
1827 } 1812 {
1813 next = tmp->below;
1828 1814
1829 for (; tmp; tmp = tmp->below)
1830 {
1831 if (tmp == op) 1815 if (tmp == op)
1832 continue; /* Can't apply yourself */ 1816 continue; /* Can't apply yourself */
1833 1817
1834 /* Check to see if one of the movement types should be slowed down. 1818 /* Check to see if one of the movement types should be slowed down.
1835 * Second check makes sure that the movement types not being slowed 1819 * Second check makes sure that the movement types not being slowed
1840 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1824 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1841 { 1825 {
1842 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1826 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1843 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1827 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1844 { 1828 {
1845
1846 float
1847 diff = tmp->move_slow_penalty * FABS (op->speed); 1829 float diff = tmp->move_slow_penalty * fabs (op->speed);
1848 1830
1849 if (op->type == PLAYER) 1831 if (op->is_player ())
1850 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1832 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1851 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1833 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1852 diff /= 4.0; 1834 diff /= 4.0;
1853 1835
1854 op->speed_left -= diff; 1836 op->speed_left -= diff;
1855 } 1837 }
1856 } 1838 }
1879/* 1861/*
1880 * present_arch(arch, map, x, y) searches for any objects with 1862 * present_arch(arch, map, x, y) searches for any objects with
1881 * a matching archetype at the given map and coordinates. 1863 * a matching archetype at the given map and coordinates.
1882 * The first matching object is returned, or NULL if none. 1864 * The first matching object is returned, or NULL if none.
1883 */ 1865 */
1884
1885object * 1866object *
1886present_arch (const archetype *at, maptile *m, int x, int y) 1867present_arch (const archetype *at, maptile *m, int x, int y)
1887{ 1868{
1888 object *
1889 tmp;
1890
1891 if (m == NULL || out_of_map (m, x, y)) 1869 if (!m || out_of_map (m, x, y))
1892 { 1870 {
1893 LOG (llevError, "Present_arch called outside map.\n"); 1871 LOG (llevError, "Present_arch called outside map.\n");
1894 return NULL; 1872 return NULL;
1895 } 1873 }
1896 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1874
1897 if (tmp->arch == at) 1875 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1876 if (tmp->arch->archname == at->archname)
1898 return tmp; 1877 return tmp;
1878
1899 return NULL; 1879 return NULL;
1900} 1880}
1901 1881
1902/* 1882/*
1903 * present(type, map, x, y) searches for any objects with 1883 * present(type, map, x, y) searches for any objects with
1904 * a matching type variable at the given map and coordinates. 1884 * a matching type variable at the given map and coordinates.
1905 * The first matching object is returned, or NULL if none. 1885 * The first matching object is returned, or NULL if none.
1906 */ 1886 */
1907
1908object * 1887object *
1909present (unsigned char type, maptile *m, int x, int y) 1888present (unsigned char type, maptile *m, int x, int y)
1910{ 1889{
1911 object *
1912 tmp;
1913
1914 if (out_of_map (m, x, y)) 1890 if (out_of_map (m, x, y))
1915 { 1891 {
1916 LOG (llevError, "Present called outside map.\n"); 1892 LOG (llevError, "Present called outside map.\n");
1917 return NULL; 1893 return NULL;
1918 } 1894 }
1919 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1895
1896 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1920 if (tmp->type == type) 1897 if (tmp->type == type)
1921 return tmp; 1898 return tmp;
1899
1922 return NULL; 1900 return NULL;
1923} 1901}
1924 1902
1925/* 1903/*
1926 * present_in_ob(type, object) searches for any objects with 1904 * present_in_ob(type, object) searches for any objects with
1927 * a matching type variable in the inventory of the given object. 1905 * a matching type variable in the inventory of the given object.
1928 * The first matching object is returned, or NULL if none. 1906 * The first matching object is returned, or NULL if none.
1929 */ 1907 */
1930
1931object * 1908object *
1932present_in_ob (unsigned char type, const object *op) 1909present_in_ob (unsigned char type, const object *op)
1933{ 1910{
1934 object *
1935 tmp;
1936
1937 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1911 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1938 if (tmp->type == type) 1912 if (tmp->type == type)
1939 return tmp; 1913 return tmp;
1914
1940 return NULL; 1915 return NULL;
1941} 1916}
1942 1917
1943/* 1918/*
1944 * present_in_ob (type, str, object) searches for any objects with 1919 * present_in_ob (type, str, object) searches for any objects with
1952 * str is the string to match against. Note that we match against 1927 * str is the string to match against. Note that we match against
1953 * the object name, not the archetype name. this is so that the 1928 * the object name, not the archetype name. this is so that the
1954 * spell code can use one object type (force), but change it's name 1929 * spell code can use one object type (force), but change it's name
1955 * to be unique. 1930 * to be unique.
1956 */ 1931 */
1957
1958object * 1932object *
1959present_in_ob_by_name (int type, const char *str, const object *op) 1933present_in_ob_by_name (int type, const char *str, const object *op)
1960{ 1934{
1961 object *
1962 tmp;
1963
1964 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1935 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1965 {
1966 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1936 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1967 return tmp; 1937 return tmp;
1968 } 1938
1969 return NULL; 1939 return 0;
1970} 1940}
1971 1941
1972/* 1942/*
1973 * present_arch_in_ob(archetype, object) searches for any objects with 1943 * present_arch_in_ob(archetype, object) searches for any objects with
1974 * a matching archetype in the inventory of the given object. 1944 * a matching archetype in the inventory of the given object.
1975 * The first matching object is returned, or NULL if none. 1945 * The first matching object is returned, or NULL if none.
1976 */ 1946 */
1977
1978object * 1947object *
1979present_arch_in_ob (const archetype *at, const object *op) 1948present_arch_in_ob (const archetype *at, const object *op)
1980{ 1949{
1981 object *
1982 tmp;
1983
1984 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1950 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1985 if (tmp->arch == at) 1951 if (tmp->arch->archname == at->archname)
1986 return tmp; 1952 return tmp;
1953
1987 return NULL; 1954 return NULL;
1988} 1955}
1989 1956
1990/* 1957/*
1991 * activate recursively a flag on an object inventory 1958 * activate recursively a flag on an object inventory
1992 */ 1959 */
1993void 1960void
1994flag_inv (object *op, int flag) 1961flag_inv (object *op, int flag)
1995{ 1962{
1996 object *
1997 tmp;
1998
1999 if (op->inv)
2000 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1963 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2001 { 1964 {
2002 SET_FLAG (tmp, flag); 1965 SET_FLAG (tmp, flag);
2003 flag_inv (tmp, flag); 1966 flag_inv (tmp, flag);
2004 } 1967 }
2005} /* 1968}
1969
1970/*
2006 * desactivate recursively a flag on an object inventory 1971 * deactivate recursively a flag on an object inventory
2007 */ 1972 */
2008void 1973void
2009unflag_inv (object *op, int flag) 1974unflag_inv (object *op, int flag)
2010{ 1975{
2011 object *
2012 tmp;
2013
2014 if (op->inv)
2015 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1976 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2016 { 1977 {
2017 CLEAR_FLAG (tmp, flag); 1978 CLEAR_FLAG (tmp, flag);
2018 unflag_inv (tmp, flag); 1979 unflag_inv (tmp, flag);
2019 } 1980 }
2020}
2021
2022/*
2023 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2024 * all it's inventory (recursively).
2025 * If checksums are used, a player will get set_cheat called for
2026 * him/her-self and all object carried by a call to this function.
2027 */
2028
2029void
2030set_cheat (object *op)
2031{
2032 SET_FLAG (op, FLAG_WAS_WIZ);
2033 flag_inv (op, FLAG_WAS_WIZ);
2034} 1981}
2035 1982
2036/* 1983/*
2037 * find_free_spot(object, map, x, y, start, stop) will search for 1984 * find_free_spot(object, map, x, y, start, stop) will search for
2038 * a spot at the given map and coordinates which will be able to contain 1985 * a spot at the given map and coordinates which will be able to contain
2040 * to search (see the freearr_x/y[] definition). 1987 * to search (see the freearr_x/y[] definition).
2041 * It returns a random choice among the alternatives found. 1988 * It returns a random choice among the alternatives found.
2042 * start and stop are where to start relative to the free_arr array (1,9 1989 * start and stop are where to start relative to the free_arr array (1,9
2043 * does all 4 immediate directions). This returns the index into the 1990 * does all 4 immediate directions). This returns the index into the
2044 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1991 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2045 * Note - this only checks to see if there is space for the head of the
2046 * object - if it is a multispace object, this should be called for all
2047 * pieces.
2048 * Note2: This function does correctly handle tiled maps, but does not 1992 * Note: This function does correctly handle tiled maps, but does not
2049 * inform the caller. However, insert_ob_in_map will update as 1993 * inform the caller. However, insert_ob_in_map will update as
2050 * necessary, so the caller shouldn't need to do any special work. 1994 * necessary, so the caller shouldn't need to do any special work.
2051 * Note - updated to take an object instead of archetype - this is necessary 1995 * Note - updated to take an object instead of archetype - this is necessary
2052 * because arch_blocked (now ob_blocked) needs to know the movement type 1996 * because arch_blocked (now ob_blocked) needs to know the movement type
2053 * to know if the space in question will block the object. We can't use 1997 * to know if the space in question will block the object. We can't use
2054 * the archetype because that isn't correct if the monster has been 1998 * the archetype because that isn't correct if the monster has been
2055 * customized, changed states, etc. 1999 * customized, changed states, etc.
2056 */ 2000 */
2057
2058int 2001int
2059find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2002find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2060{ 2003{
2061 int
2062 i,
2063 index = 0, flag;
2064 static int
2065 altern[SIZEOFFREE]; 2004 int altern[SIZEOFFREE];
2005 int index = 0, flag;
2066 2006
2067 for (i = start; i < stop; i++) 2007 for (int i = start; i < stop; i++)
2068 { 2008 {
2069 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2009 mapxy pos (m, x, y); pos.move (i);
2070 if (!flag) 2010
2011 if (!pos.normalise ())
2012 continue;
2013
2014 mapspace &ms = *pos;
2015
2016 if (ms.flags () & P_IS_ALIVE)
2017 continue;
2018
2019 /* However, often
2020 * ob doesn't have any move type (when used to place exits)
2021 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2022 */
2023 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2024 {
2071 altern[index++] = i; 2025 altern [index++] = i;
2026 continue;
2027 }
2072 2028
2073 /* Basically, if we find a wall on a space, we cut down the search size. 2029 /* Basically, if we find a wall on a space, we cut down the search size.
2074 * In this way, we won't return spaces that are on another side of a wall. 2030 * In this way, we won't return spaces that are on another side of a wall.
2075 * This mostly work, but it cuts down the search size in all directions - 2031 * This mostly work, but it cuts down the search size in all directions -
2076 * if the space being examined only has a wall to the north and empty 2032 * if the space being examined only has a wall to the north and empty
2077 * spaces in all the other directions, this will reduce the search space 2033 * spaces in all the other directions, this will reduce the search space
2078 * to only the spaces immediately surrounding the target area, and 2034 * to only the spaces immediately surrounding the target area, and
2079 * won't look 2 spaces south of the target space. 2035 * won't look 2 spaces south of the target space.
2080 */ 2036 */
2081 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2037 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2038 {
2082 stop = maxfree[i]; 2039 stop = maxfree[i];
2040 continue;
2041 }
2042
2043 /* Note it is intentional that we check ob - the movement type of the
2044 * head of the object should correspond for the entire object.
2045 */
2046 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2047 continue;
2048
2049 if (ob->blocked (pos.m, pos.x, pos.y))
2050 continue;
2051
2052 altern [index++] = i;
2083 } 2053 }
2084 2054
2085 if (!index) 2055 if (!index)
2086 return -1; 2056 return -1;
2087 2057
2088 return altern[RANDOM () % index]; 2058 return altern [rndm (index)];
2089} 2059}
2090 2060
2091/* 2061/*
2092 * find_first_free_spot(archetype, maptile, x, y) works like 2062 * find_first_free_spot(archetype, maptile, x, y) works like
2093 * find_free_spot(), but it will search max number of squares. 2063 * find_free_spot(), but it will search max number of squares.
2094 * But it will return the first available spot, not a random choice. 2064 * But it will return the first available spot, not a random choice.
2095 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2065 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2096 */ 2066 */
2097
2098int 2067int
2099find_first_free_spot (const object *ob, maptile *m, int x, int y) 2068find_first_free_spot (const object *ob, maptile *m, int x, int y)
2100{ 2069{
2101 int
2102 i;
2103
2104 for (i = 0; i < SIZEOFFREE; i++) 2070 for (int i = 0; i < SIZEOFFREE; i++)
2105 {
2106 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2071 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2107 return i; 2072 return i;
2108 } 2073
2109 return -1; 2074 return -1;
2110} 2075}
2111 2076
2112/* 2077/*
2113 * The function permute(arr, begin, end) randomly reorders the array 2078 * The function permute(arr, begin, end) randomly reorders the array
2114 * arr[begin..end-1]. 2079 * arr[begin..end-1].
2080 * now uses a fisher-yates shuffle, old permute was broken
2115 */ 2081 */
2116static void 2082static void
2117permute (int *arr, int begin, int end) 2083permute (int *arr, int begin, int end)
2118{ 2084{
2119 int 2085 arr += begin;
2120 i,
2121 j,
2122 tmp,
2123 len;
2124
2125 len = end - begin; 2086 end -= begin;
2126 for (i = begin; i < end; i++)
2127 {
2128 j = begin + RANDOM () % len;
2129 2087
2130 tmp = arr[i]; 2088 while (--end)
2131 arr[i] = arr[j]; 2089 swap (arr [end], arr [rndm (end + 1)]);
2132 arr[j] = tmp;
2133 }
2134} 2090}
2135 2091
2136/* new function to make monster searching more efficient, and effective! 2092/* new function to make monster searching more efficient, and effective!
2137 * This basically returns a randomized array (in the passed pointer) of 2093 * This basically returns a randomized array (in the passed pointer) of
2138 * the spaces to find monsters. In this way, it won't always look for 2094 * the spaces to find monsters. In this way, it won't always look for
2141 * the 3x3 area will be searched, just not in a predictable order. 2097 * the 3x3 area will be searched, just not in a predictable order.
2142 */ 2098 */
2143void 2099void
2144get_search_arr (int *search_arr) 2100get_search_arr (int *search_arr)
2145{ 2101{
2146 int 2102 int i;
2147 i;
2148 2103
2149 for (i = 0; i < SIZEOFFREE; i++) 2104 for (i = 0; i < SIZEOFFREE; i++)
2150 {
2151 search_arr[i] = i; 2105 search_arr[i] = i;
2152 }
2153 2106
2154 permute (search_arr, 1, SIZEOFFREE1 + 1); 2107 permute (search_arr, 1, SIZEOFFREE1 + 1);
2155 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2108 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2156 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2109 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2157} 2110}
2166 * Perhaps incorrectly, but I'm making the assumption that exclude 2119 * Perhaps incorrectly, but I'm making the assumption that exclude
2167 * is actually want is going to try and move there. We need this info 2120 * is actually want is going to try and move there. We need this info
2168 * because we have to know what movement the thing looking to move 2121 * because we have to know what movement the thing looking to move
2169 * there is capable of. 2122 * there is capable of.
2170 */ 2123 */
2171
2172int 2124int
2173find_dir (maptile *m, int x, int y, object *exclude) 2125find_dir (maptile *m, int x, int y, object *exclude)
2174{ 2126{
2175 int
2176 i,
2177 max = SIZEOFFREE, mflags; 2127 int max = SIZEOFFREE, mflags;
2178
2179 sint16 nx, ny;
2180 object *
2181 tmp;
2182 maptile *
2183 mp;
2184
2185 MoveType blocked, move_type; 2128 MoveType move_type;
2186 2129
2187 if (exclude && exclude->head) 2130 if (exclude && exclude->head_ () != exclude)
2188 { 2131 {
2189 exclude = exclude->head; 2132 exclude = exclude->head;
2190 move_type = exclude->move_type; 2133 move_type = exclude->move_type;
2191 } 2134 }
2192 else 2135 else
2193 { 2136 {
2194 /* If we don't have anything, presume it can use all movement types. */ 2137 /* If we don't have anything, presume it can use all movement types. */
2195 move_type = MOVE_ALL; 2138 move_type = MOVE_ALL;
2196 } 2139 }
2197 2140
2198 for (i = 1; i < max; i++) 2141 for (int i = 1; i < max; i++)
2199 { 2142 {
2200 mp = m; 2143 mapxy pos (m, x, y);
2201 nx = x + freearr_x[i]; 2144 pos.move (i);
2202 ny = y + freearr_y[i];
2203 2145
2204 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2146 if (!pos.normalise ())
2205
2206 if (mflags & P_OUT_OF_MAP)
2207 max = maxfree[i]; 2147 max = maxfree[i];
2208 else 2148 else
2209 { 2149 {
2210 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2150 mapspace &ms = *pos;
2211 2151
2212 if ((move_type & blocked) == move_type) 2152 if ((move_type & ms.move_block) == move_type)
2213 max = maxfree[i]; 2153 max = maxfree [i];
2214 else if (mflags & P_IS_ALIVE) 2154 else if (ms.flags () & P_IS_ALIVE)
2215 { 2155 {
2216 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above) 2156 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2217 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2157 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2218 break; 2158 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2219
2220 if (tmp)
2221 return freedir[i]; 2159 return freedir [i];
2222 } 2160 }
2223 } 2161 }
2224 } 2162 }
2225 2163
2226 return 0; 2164 return 0;
2228 2166
2229/* 2167/*
2230 * distance(object 1, object 2) will return the square of the 2168 * distance(object 1, object 2) will return the square of the
2231 * distance between the two given objects. 2169 * distance between the two given objects.
2232 */ 2170 */
2233
2234int 2171int
2235distance (const object *ob1, const object *ob2) 2172distance (const object *ob1, const object *ob2)
2236{ 2173{
2237 int i;
2238
2239 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2174 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2240 return i;
2241} 2175}
2242 2176
2243/* 2177/*
2244 * find_dir_2(delta-x,delta-y) will return a direction in which 2178 * find_dir_2(delta-x,delta-y) will return a direction in which
2245 * an object which has subtracted the x and y coordinates of another 2179 * an object which has subtracted the x and y coordinates of another
2246 * object, needs to travel toward it. 2180 * object, needs to travel toward it.
2247 */ 2181 */
2248
2249int 2182int
2250find_dir_2 (int x, int y) 2183find_dir_2 (int x, int y)
2251{ 2184{
2252 int q; 2185 int q;
2253 2186
2282 2215
2283 return 3; 2216 return 3;
2284} 2217}
2285 2218
2286/* 2219/*
2287 * absdir(int): Returns a number between 1 and 8, which represent
2288 * the "absolute" direction of a number (it actually takes care of
2289 * "overflow" in previous calculations of a direction).
2290 */
2291
2292int
2293absdir (int d)
2294{
2295 while (d < 1)
2296 d += 8;
2297 while (d > 8)
2298 d -= 8;
2299 return d;
2300}
2301
2302/*
2303 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2220 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2304 * between two directions (which are expected to be absolute (see absdir()) 2221 * between two directions (which are expected to be absolute (see absdir())
2305 */ 2222 */
2306
2307int 2223int
2308dirdiff (int dir1, int dir2) 2224dirdiff (int dir1, int dir2)
2309{ 2225{
2310 int 2226 int d;
2311 d;
2312 2227
2313 d = abs (dir1 - dir2); 2228 d = abs (dir1 - dir2);
2314 if (d > 4) 2229 if (d > 4)
2315 d = 8 - d; 2230 d = 8 - d;
2231
2316 return d; 2232 return d;
2317} 2233}
2318 2234
2319/* peterm: 2235/* peterm:
2320 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2236 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2323 * This basically means that if direction is 15, then it could either go 2239 * This basically means that if direction is 15, then it could either go
2324 * direction 4, 14, or 16 to get back to where we are. 2240 * direction 4, 14, or 16 to get back to where we are.
2325 * Moved from spell_util.c to object.c with the other related direction 2241 * Moved from spell_util.c to object.c with the other related direction
2326 * functions. 2242 * functions.
2327 */ 2243 */
2328
2329int
2330 reduction_dir[SIZEOFFREE][3] = { 2244static const int reduction_dir[SIZEOFFREE][3] = {
2331 {0, 0, 0}, /* 0 */ 2245 {0, 0, 0}, /* 0 */
2332 {0, 0, 0}, /* 1 */ 2246 {0, 0, 0}, /* 1 */
2333 {0, 0, 0}, /* 2 */ 2247 {0, 0, 0}, /* 2 */
2334 {0, 0, 0}, /* 3 */ 2248 {0, 0, 0}, /* 3 */
2335 {0, 0, 0}, /* 4 */ 2249 {0, 0, 0}, /* 4 */
2426 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2340 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2427 * core dumps if they do. 2341 * core dumps if they do.
2428 * 2342 *
2429 * Add a check so we can't pick up invisible objects (0.93.8) 2343 * Add a check so we can't pick up invisible objects (0.93.8)
2430 */ 2344 */
2431
2432int 2345int
2433can_pick (const object *who, const object *item) 2346can_pick (const object *who, const object *item)
2434{ 2347{
2435 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2348 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2436 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2349 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2437 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2350 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2438} 2351}
2439 2352
2440/* 2353/*
2441 * create clone from object to another 2354 * create clone from object to another
2442 */ 2355 */
2443object * 2356object *
2444object_create_clone (object *asrc) 2357object::deep_clone ()
2445{ 2358{
2446 object *dst = 0, *tmp, *src, *part, *prev, *item; 2359 assert (("deep_clone called on non-head object", is_head ()));
2447 2360
2448 if (!asrc) 2361 object *dst = clone ();
2449 return 0;
2450 2362
2451 src = asrc; 2363 object *prev = dst;
2452 if (src->head)
2453 src = src->head;
2454
2455 prev = 0;
2456 for (part = src; part; part = part->more) 2364 for (object *part = this->more; part; part = part->more)
2457 { 2365 {
2458 tmp = part->clone (); 2366 object *tmp = part->clone ();
2459 tmp->x -= src->x;
2460 tmp->y -= src->y;
2461
2462 if (!part->head)
2463 {
2464 dst = tmp;
2465 tmp->head = 0;
2466 }
2467 else
2468 tmp->head = dst; 2367 tmp->head = dst;
2469
2470 tmp->more = 0;
2471
2472 if (prev)
2473 prev->more = tmp; 2368 prev->more = tmp;
2474
2475 prev = tmp; 2369 prev = tmp;
2476 } 2370 }
2477 2371
2478 for (item = src->inv; item; item = item->below) 2372 for (object *item = inv; item; item = item->below)
2479 insert_ob_in_ob (object_create_clone (item), dst); 2373 insert_ob_in_ob (item->deep_clone (), dst);
2480 2374
2481 return dst; 2375 return dst;
2482}
2483
2484/* GROS - Creates an object using a string representing its content. */
2485/* Basically, we save the content of the string to a temp file, then call */
2486/* load_object on it. I admit it is a highly inefficient way to make things, */
2487/* but it was simple to make and allows reusing the load_object function. */
2488/* Remember not to use load_object_str in a time-critical situation. */
2489/* Also remember that multiparts objects are not supported for now. */
2490
2491object *
2492load_object_str (const char *obstr)
2493{
2494 object *op;
2495 char filename[MAX_BUF];
2496
2497 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2498
2499 FILE *tempfile = fopen (filename, "w");
2500
2501 if (tempfile == NULL)
2502 {
2503 LOG (llevError, "Error - Unable to access load object temp file\n");
2504 return NULL;
2505 }
2506
2507 fprintf (tempfile, obstr);
2508 fclose (tempfile);
2509
2510 op = object::create ();
2511
2512 object_thawer thawer (filename);
2513
2514 if (thawer)
2515 load_object (thawer, op, 0);
2516
2517 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2518 CLEAR_FLAG (op, FLAG_REMOVED);
2519
2520 return op;
2521} 2376}
2522 2377
2523/* This returns the first object in who's inventory that 2378/* This returns the first object in who's inventory that
2524 * has the same type and subtype match. 2379 * has the same type and subtype match.
2525 * returns NULL if no match. 2380 * returns NULL if no match.
2526 */ 2381 */
2527object * 2382object *
2528find_obj_by_type_subtype (const object *who, int type, int subtype) 2383find_obj_by_type_subtype (const object *who, int type, int subtype)
2529{ 2384{
2530 object *tmp;
2531
2532 for (tmp = who->inv; tmp; tmp = tmp->below) 2385 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2533 if (tmp->type == type && tmp->subtype == subtype) 2386 if (tmp->type == type && tmp->subtype == subtype)
2534 return tmp; 2387 return tmp;
2535 2388
2536 return NULL;
2537}
2538
2539/* If ob has a field named key, return the link from the list,
2540 * otherwise return NULL.
2541 *
2542 * key must be a passed in shared string - otherwise, this won't
2543 * do the desired thing.
2544 */
2545key_value *
2546get_ob_key_link (const object *ob, const char *key)
2547{
2548 key_value *link;
2549
2550 for (link = ob->key_values; link != NULL; link = link->next)
2551 if (link->key == key)
2552 return link;
2553
2554 return NULL;
2555}
2556
2557/*
2558 * Returns the value of op has an extra_field for key, or NULL.
2559 *
2560 * The argument doesn't need to be a shared string.
2561 *
2562 * The returned string is shared.
2563 */
2564const char *
2565get_ob_key_value (const object *op, const char *const key)
2566{
2567 key_value *link;
2568 shstr_cmp canonical_key (key);
2569
2570 if (!canonical_key)
2571 {
2572 /* 1. There being a field named key on any object
2573 * implies there'd be a shared string to find.
2574 * 2. Since there isn't, no object has this field.
2575 * 3. Therefore, *this* object doesn't have this field.
2576 */
2577 return 0;
2578 }
2579
2580 /* This is copied from get_ob_key_link() above -
2581 * only 4 lines, and saves the function call overhead.
2582 */
2583 for (link = op->key_values; link; link = link->next)
2584 if (link->key == canonical_key)
2585 return link->value;
2586
2587 return 0; 2389 return 0;
2588} 2390}
2589 2391
2590 2392shstr_tmp
2591/* 2393object::kv_get (shstr_tmp key) const
2592 * Updates the canonical_key in op to value.
2593 *
2594 * canonical_key is a shared string (value doesn't have to be).
2595 *
2596 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2597 * keys.
2598 *
2599 * Returns TRUE on success.
2600 */
2601int
2602set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2603{ 2394{
2604 key_value * 2395 for (key_value *kv = key_values; kv; kv = kv->next)
2605 field = NULL, *last = NULL; 2396 if (kv->key == key)
2397 return kv->value;
2606 2398
2607 for (field = op->key_values; field != NULL; field = field->next) 2399 return shstr ();
2608 { 2400}
2609 if (field->key != canonical_key) 2401
2402void
2403object::kv_set (shstr_tmp key, shstr_tmp value)
2404{
2405 for (key_value *kv = key_values; kv; kv = kv->next)
2406 if (kv->key == key)
2610 { 2407 {
2611 last = field; 2408 kv->value = value;
2612 continue; 2409 return;
2613 } 2410 }
2614 2411
2615 if (value) 2412 key_value *kv = new key_value;
2616 field->value = value; 2413
2617 else 2414 kv->next = key_values;
2415 kv->key = key;
2416 kv->value = value;
2417
2418 key_values = kv;
2419}
2420
2421void
2422object::kv_del (shstr_tmp key)
2423{
2424 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2425 if ((*kvp)->key == key)
2618 { 2426 {
2619 /* Basically, if the archetype has this key set, 2427 key_value *kv = *kvp;
2620 * we need to store the null value so when we save 2428 *kvp = (*kvp)->next;
2621 * it, we save the empty value so that when we load, 2429 delete kv;
2622 * we get this value back again. 2430 return;
2623 */
2624 if (get_ob_key_link (&op->arch->clone, canonical_key))
2625 field->value = 0;
2626 else
2627 {
2628 if (last)
2629 last->next = field->next;
2630 else
2631 op->key_values = field->next;
2632
2633 delete field;
2634 }
2635 } 2431 }
2636 return TRUE;
2637 }
2638 /* IF we get here, key doesn't exist */
2639
2640 /* No field, we'll have to add it. */
2641
2642 if (!add_key)
2643 {
2644 return FALSE;
2645 }
2646 /* There isn't any good reason to store a null
2647 * value in the key/value list. If the archetype has
2648 * this key, then we should also have it, so shouldn't
2649 * be here. If user wants to store empty strings,
2650 * should pass in ""
2651 */
2652 if (value == NULL)
2653 return TRUE;
2654
2655 field = new key_value;
2656
2657 field->key = canonical_key;
2658 field->value = value;
2659 /* Usual prepend-addition. */
2660 field->next = op->key_values;
2661 op->key_values = field;
2662
2663 return TRUE;
2664}
2665
2666/*
2667 * Updates the key in op to value.
2668 *
2669 * If add_key is FALSE, this will only update existing keys,
2670 * and not add new ones.
2671 * In general, should be little reason FALSE is ever passed in for add_key
2672 *
2673 * Returns TRUE on success.
2674 */
2675int
2676set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2677{
2678 shstr key_ (key);
2679
2680 return set_ob_key_value_s (op, key_, value, add_key);
2681} 2432}
2682 2433
2683object::depth_iterator::depth_iterator (object *container) 2434object::depth_iterator::depth_iterator (object *container)
2684: iterator_base (container) 2435: iterator_base (container)
2685{ 2436{
2699 } 2450 }
2700 else 2451 else
2701 item = item->env; 2452 item = item->env;
2702} 2453}
2703 2454
2455const char *
2456object::flag_desc (char *desc, int len) const
2457{
2458 char *p = desc;
2459 bool first = true;
2460
2461 *p = 0;
2462
2463 for (int i = 0; i < NUM_FLAGS; i++)
2464 {
2465 if (len <= 10) // magic constant!
2466 {
2467 snprintf (p, len, ",...");
2468 break;
2469 }
2470
2471 if (flag [i])
2472 {
2473 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2474 len -= cnt;
2475 p += cnt;
2476 first = false;
2477 }
2478 }
2479
2480 return desc;
2481}
2482
2704// return a suitable string describing an objetc in enough detail to find it 2483// return a suitable string describing an object in enough detail to find it
2705const char * 2484const char *
2706object::debug_desc (char *info) const 2485object::debug_desc (char *info) const
2707{ 2486{
2487 char flagdesc[512];
2708 char info2[256 * 3]; 2488 char info2[256 * 4];
2709 char *p = info; 2489 char *p = info;
2710 2490
2711 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2491 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2712 count, 2492 count,
2493 uuid.c_str (),
2713 &name, 2494 &name,
2714 title ? " " : "", 2495 title ? ",title:\"" : "",
2715 title ? (const char *)title : ""); 2496 title ? (const char *)title : "",
2497 title ? "\"" : "",
2498 flag_desc (flagdesc, 512), type);
2716 2499
2717 if (env) 2500 if (!flag[FLAG_REMOVED] && env)
2718 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2501 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2719 2502
2720 if (map) 2503 if (map)
2721 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2504 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2722 2505
2723 return info; 2506 return info;
2724} 2507}
2725 2508
2726const char * 2509const char *
2727object::debug_desc () const 2510object::debug_desc () const
2728{ 2511{
2729 static char info[256 * 3]; 2512 static char info[3][256 * 4];
2513 static int info_idx;
2514
2730 return debug_desc (info); 2515 return debug_desc (info [++info_idx % 3]);
2731} 2516}
2732 2517
2518struct region *
2519object::region () const
2520{
2521 return map ? map->region (x, y)
2522 : region::default_region ();
2523}
2524
2525void
2526object::open_container (object *new_container)
2527{
2528 if (container == new_container)
2529 return;
2530
2531 object *old_container = container;
2532
2533 if (old_container)
2534 {
2535 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2536 return;
2537
2538#if 0
2539 // remove the "Close old_container" object.
2540 if (object *closer = old_container->inv)
2541 if (closer->type == CLOSE_CON)
2542 closer->destroy ();
2543#endif
2544
2545 // make sure the container is available
2546 esrv_send_item (this, old_container);
2547
2548 old_container->flag [FLAG_APPLIED] = false;
2549 container = 0;
2550
2551 // client needs item update to make it work, client bug requires this to be separate
2552 esrv_update_item (UPD_FLAGS, this, old_container);
2553
2554 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2555 play_sound (sound_find ("chest_close"));
2556 }
2557
2558 if (new_container)
2559 {
2560 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2561 return;
2562
2563 // TODO: this does not seem to serve any purpose anymore?
2564#if 0
2565 // insert the "Close Container" object.
2566 if (archetype *closer = new_container->other_arch)
2567 {
2568 object *closer = arch_to_object (new_container->other_arch);
2569 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2570 new_container->insert (closer);
2571 }
2572#endif
2573
2574 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2575
2576 // make sure the container is available, client bug requires this to be separate
2577 esrv_send_item (this, new_container);
2578
2579 new_container->flag [FLAG_APPLIED] = true;
2580 container = new_container;
2581
2582 // client needs flag change
2583 esrv_update_item (UPD_FLAGS, this, new_container);
2584 esrv_send_inventory (this, new_container);
2585 play_sound (sound_find ("chest_open"));
2586 }
2587// else if (!old_container->env && contr && contr->ns)
2588// contr->ns->floorbox_reset ();
2589}
2590
2591object *
2592object::force_find (shstr_tmp name)
2593{
2594 /* cycle through his inventory to look for the MARK we want to
2595 * place
2596 */
2597 for (object *tmp = inv; tmp; tmp = tmp->below)
2598 if (tmp->type == FORCE && tmp->slaying == name)
2599 return splay (tmp);
2600
2601 return 0;
2602}
2603
2604//-GPL
2605
2606void
2607object::force_set_timer (int duration)
2608{
2609 this->duration = 1;
2610 this->speed_left = -1.f;
2611
2612 this->set_speed (duration ? 1.f / duration : 0.f);
2613}
2614
2615object *
2616object::force_add (shstr_tmp name, int duration)
2617{
2618 if (object *force = force_find (name))
2619 force->destroy ();
2620
2621 object *force = get_archetype (FORCE_NAME);
2622
2623 force->slaying = name;
2624 force->force_set_timer (duration);
2625 force->flag [FLAG_APPLIED] = true;
2626
2627 return insert (force);
2628}
2629
2630void
2631object::play_sound (faceidx sound) const
2632{
2633 if (!sound)
2634 return;
2635
2636 if (is_on_map ())
2637 map->play_sound (sound, x, y);
2638 else if (object *pl = in_player ())
2639 pl->contr->play_sound (sound);
2640}
2641
2642void
2643object::say_msg (const char *msg) const
2644{
2645 if (is_on_map ())
2646 map->say_msg (msg, x, y);
2647 else if (object *pl = in_player ())
2648 pl->contr->play_sound (sound);
2649}
2650
2651void
2652object::make_noise ()
2653{
2654 // we do not model noise in the map, so instead put
2655 // a temporary light into the noise source
2656 // could use the map instead, but that's less reliable for our
2657 // goal, which is to make invisibility a bit harder to exploit
2658
2659 // currently only works sensibly for players
2660 if (!is_player ())
2661 return;
2662
2663 // find old force, or create new one
2664 object *force = force_find (shstr_noise_force);
2665
2666 if (force)
2667 force->speed_left = -1.f; // patch old speed up
2668 else
2669 {
2670 force = archetype::get (shstr_noise_force);
2671
2672 force->slaying = shstr_noise_force;
2673 force->stats.food = 1;
2674 force->speed_left = -1.f;
2675
2676 force->set_speed (1.f / 4.f);
2677 force->flag [FLAG_IS_USED_UP] = true;
2678 force->flag [FLAG_APPLIED] = true;
2679
2680 insert (force);
2681 }
2682}
2683

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