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Comparing deliantra/server/common/object.C (file contents):
Revision 1.58 by pippijn, Mon Dec 4 17:48:35 2006 UTC vs.
Revision 1.216 by root, Tue Apr 22 23:50:23 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 24#include <global.h>
28#include <stdio.h> 25#include <stdio.h>
29#include <sys/types.h> 26#include <sys/types.h>
30#include <sys/uio.h> 27#include <sys/uio.h>
31#include <object.h> 28#include <object.h>
32#include <funcpoint.h> 29#include <sproto.h>
33#include <loader.h> 30#include <loader.h>
34 31
35int nrofallocobjects = 0; 32#include <bitset>
36static UUID uuid; 33
34UUID UUID::cur;
35static uint64_t seq_next_save;
37const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
38 37
39object *active_objects; /* List of active objects that need to be processed */ 38objectvec objects;
39activevec actives;
40 40
41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 41short freearr_x[SIZEOFFREE] = {
42 0,
43 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
43}; 46};
44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 47short freearr_y[SIZEOFFREE] = {
48 0,
49 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
46}; 52};
47int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
48 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
49}; 58};
50int freedir[SIZEOFFREE] = { 59int freedir[SIZEOFFREE] = {
51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 60 0,
61 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53}; 64};
54 65
55static void 66static void
56write_uuid (void) 67write_uuid (uval64 skip, bool sync)
57{ 68{
58 char filename1[MAX_BUF], filename2[MAX_BUF]; 69 CALL_BEGIN (2);
59 70 CALL_ARG_SV (newSVval64 (skip));
60 sprintf (filename1, "%s/uuid", settings.localdir); 71 CALL_ARG_SV (boolSV (sync));
61 sprintf (filename2, "%s/uuid~", settings.localdir); 72 CALL_CALL ("cf::write_uuid", G_DISCARD);
62 73 CALL_END;
63 FILE *fp;
64
65 if (!(fp = fopen (filename2, "w")))
66 {
67 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68 return;
69 }
70
71 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72 fclose (fp);
73 rename (filename2, filename1);
74} 74}
75 75
76static void 76static void
77read_uuid (void) 77read_uuid (void)
78{ 78{
79 char filename[MAX_BUF]; 79 char filename[MAX_BUF];
80 80
81 sprintf (filename, "%s/uuid", settings.localdir); 81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 seq_next_save = 0;
82 84
83 FILE *fp; 85 FILE *fp;
84 86
85 if (!(fp = fopen (filename, "r"))) 87 if (!(fp = fopen (filename, "r")))
86 { 88 {
87 if (errno == ENOENT) 89 if (errno == ENOENT)
88 { 90 {
89 LOG (llevInfo, "RESET uid to 1\n"); 91 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0; 92 UUID::cur.seq = 0;
91 write_uuid (); 93 write_uuid (UUID_GAP, true);
92 return; 94 return;
93 } 95 }
94 96
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1); 98 _exit (1);
97 } 99 }
98 100
99 int version; 101 UUID::BUF buf;
100 unsigned long long uid; 102 buf[0] = 0;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 103 fgets (buf, sizeof (buf), fp);
104
105 if (!UUID::cur.parse (buf))
102 { 106 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 107 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
104 _exit (1); 108 _exit (1);
105 } 109 }
106 110
107 uuid.seq = uid;
108 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid); 111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112
113 write_uuid (UUID_GAP, true);
110 fclose (fp); 114 fclose (fp);
111} 115}
112 116
113UUID 117UUID
114gen_uuid () 118UUID::gen ()
115{ 119{
116 UUID uid; 120 UUID uid;
117 121
118 uid.seq = ++uuid.seq; 122 uid.seq = ++cur.seq;
119 123
120 if (!(uuid.seq & (UUID_SKIP - 1))) 124 if (expect_false (cur.seq >= seq_next_save))
121 write_uuid (); 125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false);
128 }
129
122 130
123 return uid; 131 return uid;
124} 132}
125 133
126void 134void
127init_uuid () 135UUID::init ()
128{ 136{
129 read_uuid (); 137 read_uuid ();
130} 138}
131 139
132/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
133static int 141static bool
134compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
135{ 143{
136 key_value *wants_field; 144 key_value *wants_field;
137 145
138 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 146 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
139 * objects with lists are rare, and lists stay short. If not, use a 147 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted... 148 * different structure or at least keep the lists sorted...
141 */ 149 */
142 150
143 /* For each field in wants, */ 151 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 152 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
145 { 153 {
146 key_value *has_field; 154 key_value *has_field;
147 155
148 /* Look for a field in has with the same key. */ 156 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key); 157 has_field = get_ob_key_link (has, wants_field->key);
150 158
151 if (has_field == NULL) 159 if (!has_field)
152 {
153 /* No field with that name. */ 160 return 0; /* No field with that name. */
154 return FALSE;
155 }
156 161
157 /* Found the matching field. */ 162 /* Found the matching field. */
158 if (has_field->value != wants_field->value) 163 if (has_field->value != wants_field->value)
159 {
160 /* Values don't match, so this half of the comparison is false. */ 164 return 0; /* Values don't match, so this half of the comparison is false. */
161 return FALSE;
162 }
163 165
164 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
165 } 167 }
166 168
167 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
168 return TRUE; 170 return 1;
169} 171}
170 172
171/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int 174static bool
173compare_ob_value_lists (const object *ob1, const object *ob2) 175compare_ob_value_lists (const object *ob1, const object *ob2)
174{ 176{
175 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
176 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
177 */ 179 */
183 * 185 *
184 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
187 * 189 *
188 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
189 * 191 *
190 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
191 * check weight 193 * check weight
192 */ 194 */
193
194bool object::can_merge (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
195{ 196{
196 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 198 if (ob1 == ob2
199 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value
202 || ob1->name != ob2->name)
198 return 0; 203 return 0;
199 204
200 if (ob1->speed != ob2->speed) 205 /* Do not merge objects if nrof would overflow. First part checks
206 * for unsigned overflow (2c), second part checks whether the result
207 * would fit into a 32 bit signed int, which is often used to hold
208 * nrof values.
209 */
210 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
201 return 0; 211 return 0;
202 212
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof).
206 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31)
208 return 0;
209
210 /* If the objects have been identified, set the BEEN_APPLIED flag. 213 /* If the objects have been identified, set the BEEN_APPLIED flag.
211 * This is to the comparison of the flags below will be OK. We 214 * This is to the comparison of the flags below will be OK. We
212 * just can't ignore the been applied or identified flags, as they 215 * just can't ignore the been applied or identified flags, as they
213 * are not equal - just if it has been identified, the been_applied 216 * are not equal - just if it has been identified, the been_applied
214 * flags lose any meaning. 217 * flags lose any meaning.
215 */ 218 */
216 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 221
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 224
222 225 if (ob1->arch->name != ob2->arch->name
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 226 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 227 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 228 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 229 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
238 (ob1->attacktype != ob2->attacktype) || 230 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 231 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 232 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 233 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 234 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 235 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 236 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 237 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 238 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 239 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 240 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 241 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 242 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 243 || ob1->move_on != ob2->move_on
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 244 || ob1->move_off != ob2->move_off
245 || ob1->move_slow != ob2->move_slow
246 || ob1->move_slow_penalty != ob2->move_slow_penalty
247 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
253 return 0; 249 return 0;
254 250
251 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED)
255 .any ())
256 return 0;
257
255 /* This is really a spellbook check - really, we should 258 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 259 * not merge objects with real inventories, as splitting them
260 * is hard.
257 */ 261 */
258 if (ob1->inv || ob2->inv) 262 if (ob1->inv || ob2->inv)
259 { 263 {
260 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0;
263
264 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!(ob1->inv && ob2->inv))
266 return 0; 265 return 0; /* inventories differ in length */
266
267 if (ob1->inv->below || ob2->inv->below)
268 return 0; /* more than one object in inv */
269
270 if (!object::can_merge (ob1->inv, ob2->inv))
271 return 0; /* inventory objects differ */
267 272
268 /* inventory ok - still need to check rest of this object to see 273 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 274 * if it is valid.
270 */ 275 */
271 } 276 }
279 284
280 /* Note sure why the following is the case - either the object has to 285 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster 286 * be animated or have a very low speed. Is this an attempted monster
282 * check? 287 * check?
283 */ 288 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 289 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0; 290 return 0;
286 291
287 switch (ob1->type) 292 switch (ob1->type)
288 { 293 {
289 case SCROLL: 294 case SCROLL:
290 if (ob1->level != ob2->level) 295 if (ob1->level != ob2->level)
291 return 0; 296 return 0;
292 break; 297 break;
293 } 298 }
294 299
295 if (ob1->key_values != NULL || ob2->key_values != NULL) 300 if (ob1->key_values || ob2->key_values)
296 { 301 {
297 /* At least one of these has key_values. */ 302 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 303 if ((!ob1->key_values) != (!ob2->key_values))
299 /* One has fields, but the other one doesn't. */ 304 return 0; /* One has fields, but the other one doesn't. */
305
306 if (!compare_ob_value_lists (ob1, ob2))
300 return 0; 307 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0;
303 } 308 }
304 309
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
307 { 311 {
308 ob1->optimise (); 312 ob1->optimise ();
309 ob2->optimise (); 313 ob2->optimise ();
310 314
311 if (ob1->self || ob2->self) 315 if (ob1->self || ob2->self)
316 {
317 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
318 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
319
320 if (k1 != k2)
312 return 0; 321 return 0;
322
323 if (k1 == 0)
324 return 1;
325
326 if (!cfperl_can_merge (ob1, ob2))
327 return 0;
328 }
313 } 329 }
314 330
315 /* Everything passes, must be OK. */ 331 /* Everything passes, must be OK. */
316 return 1; 332 return 1;
317} 333}
318 334
335// find player who can see this object
336object *
337object::visible_to () const
338{
339 if (!flag [FLAG_REMOVED])
340 {
341 // see if we are in a container of sorts
342 if (env)
343 {
344 // the player inventory itself is always visible
345 if (env->type == PLAYER)
346 return env;
347
348 // else a player could have our env open
349 object *envest = env->outer_env ();
350
351 // the player itself is always on a map, so we will find him here
352 // even if our inv is in a player.
353 if (envest->is_on_map ())
354 if (object *pl = envest->ms ().player ())
355 if (pl->container == env)
356 return pl;
357 }
358 else
359 {
360 // maybe there is a player standing on the same mapspace
361 // this will catch the case where "this" is a player
362 if (object *pl = ms ().player ())
363 return pl;
364 }
365 }
366
367 return 0;
368}
369
370// adjust weight per container type ("of holding")
371static sint32
372weight_adjust (object *op, sint32 weight)
373{
374 return op->type == CONTAINER
375 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
376 : weight;
377}
378
319/* 379/*
380 * adjust_weight(object, weight) adds the specified weight to an object,
381 * and also updates how much the environment(s) is/are carrying.
382 */
383static void
384adjust_weight (object *op, sint32 weight)
385{
386 while (op)
387 {
388 weight = weight_adjust (op, weight);
389
390 if (!weight)
391 return;
392
393 op->carrying += weight;
394
395 if (object *pl = op->visible_to ())
396 if (pl != op) // player is handled lazily
397 esrv_update_item (UPD_WEIGHT, pl, op);
398
399 op = op->env;
400 }
401}
402
403/*
320 * sum_weight() is a recursive function which calculates the weight 404 * this is a recursive function which calculates the weight
321 * an object is carrying. It goes through in figures out how much 405 * an object is carrying. It goes through op and figures out how much
322 * containers are carrying, and sums it up. 406 * containers are carrying, and sums it up.
323 */ 407 */
324long 408void
325sum_weight (object *op) 409object::update_weight ()
326{ 410{
327 long sum; 411 sint32 sum = 0;
328 object *inv;
329 412
330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 413 for (object *op = inv; op; op = op->below)
331 { 414 {
332 if (inv->inv) 415 if (op->inv)
333 sum_weight (inv); 416 op->update_weight ();
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 417
418 sum += op->total_weight ();
419 }
420
421 sum = weight_adjust (this, sum);
422
423 if (sum != carrying)
335 } 424 {
336
337 if (op->type == CONTAINER && op->stats.Str)
338 sum = (sum * (100 - op->stats.Str)) / 100;
339
340 if (op->carrying != sum)
341 op->carrying = sum; 425 carrying = sum;
342 426
343 return sum; 427 if (object *pl = visible_to ())
428 if (pl != this) // player is handled lazily
429 esrv_update_item (UPD_WEIGHT, pl, this);
430 }
344} 431}
345 432
346/** 433/*
347 * Return the outermost environment object for a given object. 434 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
348 */ 435 */
349
350object *
351object_get_env_recursive (object *op)
352{
353 while (op->env != NULL)
354 op = op->env;
355 return op;
356}
357
358/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op;
371}
372
373/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array.
377 */
378
379char * 436char *
380dump_object (object *op) 437dump_object (object *op)
381{ 438{
382 if (!op) 439 if (!op)
383 return strdup ("[NULLOBJ]"); 440 return strdup ("[NULLOBJ]");
384 441
385 object_freezer freezer; 442 object_freezer freezer;
386 save_object (freezer, op, 3); 443 op->write (freezer);
387 return freezer.as_string (); 444 return freezer.as_string ();
388} 445}
389 446
390/* 447/*
391 * get_nearest_part(multi-object, object 2) returns the part of the 448 * get_nearest_part(multi-object, object 2) returns the part of the
392 * multi-object 1 which is closest to the second object. 449 * multi-object 1 which is closest to the second object.
393 * If it's not a multi-object, it is returned. 450 * If it's not a multi-object, it is returned.
394 */ 451 */
395
396object * 452object *
397get_nearest_part (object *op, const object *pl) 453get_nearest_part (object *op, const object *pl)
398{ 454{
399 object *tmp, *closest; 455 object *tmp, *closest;
400 int last_dist, i; 456 int last_dist, i;
401 457
402 if (op->more == NULL) 458 if (!op->more)
403 return op; 459 return op;
460
404 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 461 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
462 tmp;
463 tmp = tmp->more)
405 if ((i = distance (tmp, pl)) < last_dist) 464 if ((i = distance (tmp, pl)) < last_dist)
406 closest = tmp, last_dist = i; 465 closest = tmp, last_dist = i;
466
407 return closest; 467 return closest;
408} 468}
409 469
410/* 470/*
411 * Returns the object which has the count-variable equal to the argument. 471 * Returns the object which has the count-variable equal to the argument.
472 * VERRRY slow.
412 */ 473 */
413
414object * 474object *
415find_object (tag_t i) 475find_object (tag_t i)
416{ 476{
417 for (object *op = object::first; op; op = op->next) 477 for_all_objects (op)
418 if (op->count == i) 478 if (op->count == i)
419 return op; 479 return op;
420 480
421 return 0; 481 return 0;
422} 482}
423 483
424/* 484/*
425 * Returns the first object which has a name equal to the argument. 485 * Returns the first object which has a name equal to the argument.
426 * Used only by the patch command, but not all that useful. 486 * Used only by the patch command, but not all that useful.
427 * Enables features like "patch <name-of-other-player> food 999" 487 * Enables features like "patch <name-of-other-player> food 999"
428 */ 488 */
429
430object * 489object *
431find_object_name (const char *str) 490find_object_name (const char *str)
432{ 491{
433 shstr_cmp str_ (str); 492 shstr_cmp str_ (str);
434 object *op; 493 object *op;
435 494
436 for (op = object::first; op != NULL; op = op->next) 495 for_all_objects (op)
437 if (op->name == str_) 496 if (op->name == str_)
438 break; 497 break;
439 498
440 return op; 499 return op;
441} 500}
442 501
443void
444free_all_object_data ()
445{
446 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
447}
448
449/* 502/*
450 * Sets the owner and sets the skill and exp pointers to owner's current 503 * Sets the owner and sets the skill and exp pointers to owner's current
451 * skill and experience objects. 504 * skill and experience objects.
505 * ACTUALLY NO! investigate! TODO
452 */ 506 */
453void 507void
454object::set_owner (object *owner) 508object::set_owner (object *owner)
455{ 509{
510 // allow objects which own objects
456 if (!owner) 511 if (owner)
457 return;
458
459 /* next line added to allow objects which own objects */
460 /* Add a check for ownercounts in here, as I got into an endless loop
461 * with the fireball owning a poison cloud which then owned the
462 * fireball. I believe that was caused by one of the objects getting
463 * freed and then another object replacing it. Since the ownercounts
464 * didn't match, this check is valid and I believe that cause is valid.
465 */
466 while (owner->owner) 512 while (owner->owner)
467 owner = owner->owner; 513 owner = owner->owner;
514
515 if (flag [FLAG_FREED])
516 {
517 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
518 return;
519 }
468 520
469 this->owner = owner; 521 this->owner = owner;
522}
523
524int
525object::slottype () const
526{
527 if (type == SKILL)
528 {
529 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
530 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
531 }
532 else
533 {
534 if (slot [body_combat].info) return slot_combat;
535 if (slot [body_range ].info) return slot_ranged;
536 }
537
538 return slot_none;
539}
540
541bool
542object::change_weapon (object *ob)
543{
544 if (current_weapon == ob)
545 return true;
546
547 if (chosen_skill)
548 chosen_skill->flag [FLAG_APPLIED] = false;
549
550 current_weapon = ob;
551 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
552
553 if (chosen_skill)
554 chosen_skill->flag [FLAG_APPLIED] = true;
555
556 update_stats ();
557
558 if (ob)
559 {
560 // now check wether any body locations became invalid, in which case
561 // we cannot apply the weapon at the moment.
562 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
563 if (slot[i].used < 0)
564 {
565 current_weapon = chosen_skill = 0;
566 update_stats ();
567
568 new_draw_info_format (NDI_UNIQUE, 0, this,
569 "You try to balance all your items at once, "
570 "but the %s is just too much for your body. "
571 "[You need to unapply some items first.]", &ob->name);
572 return false;
573 }
574
575 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
576 }
577 else
578 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
579
580 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
581 {
582 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
583 &name, ob->debug_desc ());
584 return false;
585 }
586
587 return true;
470} 588}
471 589
472/* Zero the key_values on op, decrementing the shared-string 590/* Zero the key_values on op, decrementing the shared-string
473 * refcounts and freeing the links. 591 * refcounts and freeing the links.
474 */ 592 */
475static void 593static void
476free_key_values (object *op) 594free_key_values (object *op)
477{ 595{
478 for (key_value *i = op->key_values; i != 0;) 596 for (key_value *i = op->key_values; i; )
479 { 597 {
480 key_value *next = i->next; 598 key_value *next = i->next;
481 delete i; 599 delete i;
482 600
483 i = next; 601 i = next;
484 } 602 }
485 603
486 op->key_values = 0; 604 op->key_values = 0;
487} 605}
488 606
489void object::clear () 607object &
608object::operator =(const object &src)
490{ 609{
491 attachable_base::clear (); 610 bool is_freed = flag [FLAG_FREED];
611 bool is_removed = flag [FLAG_REMOVED];
492 612
493 free_key_values (this); 613 *(object_copy *)this = src;
494 614
495 owner = 0; 615 flag [FLAG_FREED] = is_freed;
496 name = 0; 616 flag [FLAG_REMOVED] = is_removed;
497 name_pl = 0;
498 title = 0;
499 race = 0;
500 slaying = 0;
501 skill = 0;
502 msg = 0;
503 lore = 0;
504 custom_name = 0;
505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
517
518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
519
520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
529}
530
531void object::clone (object *destination)
532{
533 *(object_copy *)destination = *this;
534 *(object_pod *)destination = *this;
535
536 if (self || cb)
537 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
538}
539
540/*
541 * copy object first frees everything allocated by the second object,
542 * and then copies the contends of the first object into the second
543 * object, allocating what needs to be allocated. Basically, any
544 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
545 * if the first object is freed, the pointers in the new object
546 * will point at garbage.
547 */
548void
549copy_object (object *op2, object *op)
550{
551 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
553
554 op2->clone (op);
555
556 if (is_freed)
557 SET_FLAG (op, FLAG_FREED);
558 if (is_removed)
559 SET_FLAG (op, FLAG_REMOVED);
560
561 if (op2->speed < 0)
562 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
563 617
564 /* Copy over key_values, if any. */ 618 /* Copy over key_values, if any. */
565 if (op2->key_values) 619 if (src.key_values)
566 { 620 {
567 key_value *tail = 0; 621 key_value *tail = 0;
568 key_value *i;
569
570 op->key_values = 0; 622 key_values = 0;
571 623
572 for (i = op2->key_values; i; i = i->next) 624 for (key_value *i = src.key_values; i; i = i->next)
573 { 625 {
574 key_value *new_link = new key_value; 626 key_value *new_link = new key_value;
575 627
576 new_link->next = 0; 628 new_link->next = 0;
577 new_link->key = i->key; 629 new_link->key = i->key;
578 new_link->value = i->value; 630 new_link->value = i->value;
579 631
580 /* Try and be clever here, too. */ 632 /* Try and be clever here, too. */
581 if (!op->key_values) 633 if (!key_values)
582 { 634 {
583 op->key_values = new_link; 635 key_values = new_link;
584 tail = new_link; 636 tail = new_link;
585 } 637 }
586 else 638 else
587 { 639 {
588 tail->next = new_link; 640 tail->next = new_link;
589 tail = new_link; 641 tail = new_link;
590 } 642 }
591 } 643 }
592 } 644 }
645}
593 646
594 update_ob_speed (op); 647/*
648 * copy_to first frees everything allocated by the dst object,
649 * and then copies the contents of itself into the second
650 * object, allocating what needs to be allocated. Basically, any
651 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
652 * if the first object is freed, the pointers in the new object
653 * will point at garbage.
654 */
655void
656object::copy_to (object *dst)
657{
658 *dst = *this;
659
660 if (speed < 0)
661 dst->speed_left -= rndm ();
662
663 dst->set_speed (dst->speed);
664}
665
666void
667object::instantiate ()
668{
669 if (!uuid.seq) // HACK
670 uuid = UUID::gen ();
671
672 speed_left = -0.1f;
673 /* copy the body_info to the body_used - this is only really
674 * need for monsters, but doesn't hurt to do it for everything.
675 * by doing so, when a monster is created, it has good starting
676 * values for the body_used info, so when items are created
677 * for it, they can be properly equipped.
678 */
679 for (int i = NUM_BODY_LOCATIONS; i--; )
680 slot[i].used = slot[i].info;
681
682 attachable::instantiate ();
683}
684
685object *
686object::clone ()
687{
688 object *neu = create ();
689 copy_to (neu);
690 return neu;
595} 691}
596 692
597/* 693/*
598 * If an object with the IS_TURNABLE() flag needs to be turned due 694 * If an object with the IS_TURNABLE() flag needs to be turned due
599 * to the closest player being on the other side, this function can 695 * to the closest player being on the other side, this function can
600 * be called to update the face variable, _and_ how it looks on the map. 696 * be called to update the face variable, _and_ how it looks on the map.
601 */ 697 */
602
603void 698void
604update_turn_face (object *op) 699update_turn_face (object *op)
605{ 700{
606 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 701 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
607 return; 702 return;
703
608 SET_ANIMATION (op, op->direction); 704 SET_ANIMATION (op, op->direction);
609 update_object (op, UP_OBJ_FACE); 705 update_object (op, UP_OBJ_FACE);
610} 706}
611 707
612/* 708/*
613 * Updates the speed of an object. If the speed changes from 0 to another 709 * Updates the speed of an object. If the speed changes from 0 to another
614 * value, or vice versa, then add/remove the object from the active list. 710 * value, or vice versa, then add/remove the object from the active list.
615 * This function needs to be called whenever the speed of an object changes. 711 * This function needs to be called whenever the speed of an object changes.
616 */ 712 */
617void 713void
618update_ob_speed (object *op) 714object::set_speed (float speed)
619{ 715{
620 extern int arch_init; 716 if (flag [FLAG_FREED] && speed)
621
622 /* No reason putting the archetypes objects on the speed list,
623 * since they never really need to be updated.
624 */
625
626 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
627 { 717 {
628 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 718 LOG (llevError, "Object %s is freed but has speed.\n", &name);
629#ifdef MANY_CORES
630 abort ();
631#else
632 op->speed = 0; 719 speed = 0;
633#endif
634 }
635
636 if (arch_init)
637 return;
638
639 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
640 { 720 }
641 /* If already on active list, don't do anything */
642 if (op->active_next || op->active_prev || op == active_objects)
643 return;
644 721
645 /* process_events() expects us to insert the object at the beginning 722 this->speed = speed;
646 * of the list. */
647 op->active_next = active_objects;
648 723
649 if (op->active_next != NULL) 724 if (has_active_speed ())
650 op->active_next->active_prev = op; 725 activate ();
651
652 active_objects = op;
653 }
654 else 726 else
655 { 727 deactivate ();
656 /* If not on the active list, nothing needs to be done */
657 if (!op->active_next && !op->active_prev && op != active_objects)
658 return;
659
660 if (op->active_prev == NULL)
661 {
662 active_objects = op->active_next;
663
664 if (op->active_next != NULL)
665 op->active_next->active_prev = NULL;
666 }
667 else
668 {
669 op->active_prev->active_next = op->active_next;
670
671 if (op->active_next)
672 op->active_next->active_prev = op->active_prev;
673 }
674
675 op->active_next = NULL;
676 op->active_prev = NULL;
677 }
678} 728}
679 729
680/* This function removes object 'op' from the list of active
681 * objects.
682 * This should only be used for style maps or other such
683 * reference maps where you don't want an object that isn't
684 * in play chewing up cpu time getting processed.
685 * The reverse of this is to call update_ob_speed, which
686 * will do the right thing based on the speed of the object.
687 */
688void
689remove_from_active_list (object *op)
690{
691 /* If not on the active list, nothing needs to be done */
692 if (!op->active_next && !op->active_prev && op != active_objects)
693 return;
694
695 if (op->active_prev == NULL)
696 {
697 active_objects = op->active_next;
698 if (op->active_next != NULL)
699 op->active_next->active_prev = NULL;
700 }
701 else
702 {
703 op->active_prev->active_next = op->active_next;
704 if (op->active_next)
705 op->active_next->active_prev = op->active_prev;
706 }
707 op->active_next = NULL;
708 op->active_prev = NULL;
709}
710
711/* 730/*
712 * update_object() updates the array which represents the map. 731 * update_object() updates the the map.
713 * It takes into account invisible objects (and represent squares covered 732 * It takes into account invisible objects (and represent squares covered
714 * by invisible objects by whatever is below them (unless it's another 733 * by invisible objects by whatever is below them (unless it's another
715 * invisible object, etc...) 734 * invisible object, etc...)
716 * If the object being updated is beneath a player, the look-window 735 * If the object being updated is beneath a player, the look-window
717 * of that player is updated (this might be a suboptimal way of 736 * of that player is updated (this might be a suboptimal way of
718 * updating that window, though, since update_object() is called _often_) 737 * updating that window, though, since update_object() is called _often_)
719 * 738 *
720 * action is a hint of what the caller believes need to be done. 739 * action is a hint of what the caller believes need to be done.
721 * For example, if the only thing that has changed is the face (due to
722 * an animation), we don't need to call update_position until that actually
723 * comes into view of a player. OTOH, many other things, like addition/removal
724 * of walls or living creatures may need us to update the flags now.
725 * current action are: 740 * current action are:
726 * UP_OBJ_INSERT: op was inserted 741 * UP_OBJ_INSERT: op was inserted
727 * UP_OBJ_REMOVE: op was removed 742 * UP_OBJ_REMOVE: op was removed
728 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 743 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
729 * as that is easier than trying to look at what may have changed. 744 * as that is easier than trying to look at what may have changed.
730 * UP_OBJ_FACE: only the objects face has changed. 745 * UP_OBJ_FACE: only the objects face has changed.
731 */ 746 */
732
733void 747void
734update_object (object *op, int action) 748update_object (object *op, int action)
735{ 749{
736 int update_now = 0, flags;
737 MoveType move_on, move_off, move_block, move_slow;
738
739 if (op == NULL) 750 if (op == NULL)
740 { 751 {
741 /* this should never happen */ 752 /* this should never happen */
742 LOG (llevDebug, "update_object() called for NULL object.\n"); 753 LOG (llevDebug, "update_object() called for NULL object.\n");
743 return; 754 return;
744 } 755 }
745 756
746 if (op->env != NULL) 757 if (op->env)
747 { 758 {
748 /* Animation is currently handled by client, so nothing 759 /* Animation is currently handled by client, so nothing
749 * to do in this case. 760 * to do in this case.
750 */ 761 */
751 return; 762 return;
756 */ 767 */
757 if (!op->map || op->map->in_memory == MAP_SAVING) 768 if (!op->map || op->map->in_memory == MAP_SAVING)
758 return; 769 return;
759 770
760 /* make sure the object is within map boundaries */ 771 /* make sure the object is within map boundaries */
761 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 772 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
762 { 773 {
763 LOG (llevError, "update_object() called for object out of map!\n"); 774 LOG (llevError, "update_object() called for object out of map!\n");
764#ifdef MANY_CORES 775#ifdef MANY_CORES
765 abort (); 776 abort ();
766#endif 777#endif
767 return; 778 return;
768 } 779 }
769 780
770 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 781 mapspace &m = op->ms ();
771 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
772 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
773 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
774 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
775 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
776 782
783 if (!(m.flags_ & P_UPTODATE))
784 /* nop */;
777 if (action == UP_OBJ_INSERT) 785 else if (action == UP_OBJ_INSERT)
778 { 786 {
787 // this is likely overkill, TODO: revisit (schmorp)
779 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 788 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
780 update_now = 1;
781
782 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 789 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
783 update_now = 1; 790 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
784 791 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
792 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
785 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 793 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
786 update_now = 1;
787
788 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
789 update_now = 1;
790
791 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
792 update_now = 1;
793
794 if ((move_on | op->move_on) != move_on) 794 || (m.move_on | op->move_on ) != m.move_on
795 update_now = 1;
796
797 if ((move_off | op->move_off) != move_off) 795 || (m.move_off | op->move_off ) != m.move_off
798 update_now = 1; 796 || (m.move_slow | op->move_slow) != m.move_slow
799
800 /* This isn't perfect, but I don't expect a lot of objects to 797 /* This isn't perfect, but I don't expect a lot of objects to
801 * to have move_allow right now. 798 * to have move_allow right now.
802 */ 799 */
803 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 800 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
804 update_now = 1; 801 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
805 802 m.flags_ = 0;
806 if ((move_slow | op->move_slow) != move_slow)
807 update_now = 1;
808 } 803 }
809 /* if the object is being removed, we can't make intelligent 804 /* if the object is being removed, we can't make intelligent
810 * decisions, because remove_ob can't really pass the object 805 * decisions, because remove_ob can't really pass the object
811 * that is being removed. 806 * that is being removed.
812 */ 807 */
813 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 808 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
814 update_now = 1; 809 m.flags_ = 0;
815 else if (action == UP_OBJ_FACE) 810 else if (action == UP_OBJ_FACE)
816 /* Nothing to do for that case */ ; 811 /* Nothing to do for that case */ ;
817 else 812 else
818 LOG (llevError, "update_object called with invalid action: %d\n", action); 813 LOG (llevError, "update_object called with invalid action: %d\n", action);
819 814
820 if (update_now)
821 {
822 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
823 update_position (op->map, op->x, op->y);
824 }
825
826 if (op->more != NULL) 815 if (op->more)
827 update_object (op->more, action); 816 update_object (op->more, action);
828}
829
830object::vector object::mortals;
831object::vector object::objects; // not yet used
832object *object::first;
833
834void object::free_mortals ()
835{
836 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
837 if ((*i)->refcnt)
838 ++i; // further delay freeing
839 else
840 {
841 delete *i;
842 mortals.erase (i);
843 }
844} 817}
845 818
846object::object () 819object::object ()
847{ 820{
848 SET_FLAG (this, FLAG_REMOVED); 821 SET_FLAG (this, FLAG_REMOVED);
851 face = blank_face; 824 face = blank_face;
852} 825}
853 826
854object::~object () 827object::~object ()
855{ 828{
829 unlink ();
830
856 free_key_values (this); 831 free_key_values (this);
857} 832}
858 833
834static int object_count;
835
859void object::link () 836void object::link ()
860{ 837{
838 assert (!index);//D
839 uuid = UUID::gen ();
861 count = ++ob_count; 840 count = ++object_count;
862 uuid = gen_uuid ();
863 841
864 prev = 0; 842 refcnt_inc ();
865 next = object::first; 843 objects.insert (this);
866
867 if (object::first)
868 object::first->prev = this;
869
870 object::first = this;
871} 844}
872 845
873void object::unlink () 846void object::unlink ()
874{ 847{
875 if (this == object::first) 848 if (!index)
876 object::first = next; 849 return;
877 850
878 /* Remove this object from the list of used objects */ 851 objects.erase (this);
879 if (prev) prev->next = next; 852 refcnt_dec ();
880 if (next) next->prev = prev; 853}
881 854
882 prev = 0; 855void
883 next = 0; 856object::activate ()
857{
858 /* If already on active list, don't do anything */
859 if (active)
860 return;
861
862 if (has_active_speed ())
863 actives.insert (this);
864}
865
866void
867object::activate_recursive ()
868{
869 activate ();
870
871 for (object *op = inv; op; op = op->below)
872 op->activate_recursive ();
873}
874
875/* This function removes object 'op' from the list of active
876 * objects.
877 * This should only be used for style maps or other such
878 * reference maps where you don't want an object that isn't
879 * in play chewing up cpu time getting processed.
880 * The reverse of this is to call update_ob_speed, which
881 * will do the right thing based on the speed of the object.
882 */
883void
884object::deactivate ()
885{
886 /* If not on the active list, nothing needs to be done */
887 if (!active)
888 return;
889
890 actives.erase (this);
891}
892
893void
894object::deactivate_recursive ()
895{
896 for (object *op = inv; op; op = op->below)
897 op->deactivate_recursive ();
898
899 deactivate ();
900}
901
902void
903object::set_flag_inv (int flag, int value)
904{
905 for (object *op = inv; op; op = op->below)
906 {
907 op->flag [flag] = value;
908 op->set_flag_inv (flag, value);
909 }
910}
911
912/*
913 * Remove and free all objects in the inventory of the given object.
914 * object.c ?
915 */
916void
917object::destroy_inv (bool drop_to_ground)
918{
919 // need to check first, because the checks below might segfault
920 // as we might be on an invalid mapspace and crossfire code
921 // is too buggy to ensure that the inventory is empty.
922 // corollary: if you create arrows etc. with stuff in tis inventory,
923 // cf will crash below with off-map x and y
924 if (!inv)
925 return;
926
927 /* Only if the space blocks everything do we not process -
928 * if some form of movement is allowed, let objects
929 * drop on that space.
930 */
931 if (!drop_to_ground
932 || !map
933 || map->in_memory != MAP_ACTIVE
934 || map->nodrop
935 || ms ().move_block == MOVE_ALL)
936 {
937 while (inv)
938 {
939 inv->destroy_inv (drop_to_ground);
940 inv->destroy ();
941 }
942 }
943 else
944 { /* Put objects in inventory onto this space */
945 while (inv)
946 {
947 object *op = inv;
948
949 if (op->flag [FLAG_STARTEQUIP]
950 || op->flag [FLAG_NO_DROP]
951 || op->type == RUNE
952 || op->type == TRAP
953 || op->flag [FLAG_IS_A_TEMPLATE]
954 || op->flag [FLAG_DESTROY_ON_DEATH])
955 op->destroy ();
956 else
957 map->insert (op, x, y);
958 }
959 }
884} 960}
885 961
886object *object::create () 962object *object::create ()
887{ 963{
888 object *op = new object; 964 object *op = new object;
889 op->link (); 965 op->link ();
890 return op; 966 return op;
891} 967}
892 968
893/* 969void
894 * free_object() frees everything allocated by an object, removes 970object::do_destroy ()
895 * it from the list of used objects, and puts it on the list of
896 * free objects. The IS_FREED() flag is set in the object.
897 * The object must have been removed by remove_ob() first for
898 * this function to succeed.
899 *
900 * If destroy_inventory is set, free inventory as well. Else drop items in
901 * inventory to the ground.
902 */
903void object::destroy (bool destroy_inventory)
904{ 971{
905 if (QUERY_FLAG (this, FLAG_FREED)) 972 if (flag [FLAG_IS_LINKED])
906 return; 973 remove_button_link (this);
907 974
908 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 975 if (flag [FLAG_FRIENDLY])
909 remove_friendly_object (this); 976 remove_friendly_object (this);
910 977
911 if (!QUERY_FLAG (this, FLAG_REMOVED)) 978 remove ();
912 remove_ob (this);
913 979
914 SET_FLAG (this, FLAG_FREED); 980 attachable::do_destroy ();
915 981
916 if (more) 982 destroy_inv (true);
917 {
918 more->destroy (destroy_inventory);
919 more = 0;
920 }
921 983
922 if (inv) 984 deactivate ();
923 { 985 unlink ();
924 /* Only if the space blocks everything do we not process -
925 * if some form of movement is allowed, let objects
926 * drop on that space.
927 */
928 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
929 {
930 object *op = inv;
931 986
932 while (op) 987 flag [FLAG_FREED] = 1;
933 {
934 object *tmp = op->below;
935 op->destroy (destroy_inventory);
936 op = tmp;
937 }
938 }
939 else
940 { /* Put objects in inventory onto this space */
941 object *op = inv;
942
943 while (op)
944 {
945 object *tmp = op->below;
946
947 remove_ob (op);
948
949 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
950 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
951 free_object (op);
952 else
953 {
954 op->x = x;
955 op->y = y;
956 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
957 }
958
959 op = tmp;
960 }
961 }
962 }
963 988
964 // hack to ensure that freed objects still have a valid map 989 // hack to ensure that freed objects still have a valid map
965 { 990 {
966 static maptile *freed_map; // freed objects are moved here to avoid crashes 991 static maptile *freed_map; // freed objects are moved here to avoid crashes
967 992
968 if (!freed_map) 993 if (!freed_map)
969 { 994 {
970 freed_map = new maptile; 995 freed_map = new maptile;
971 996
997 freed_map->path = "<freed objects map>";
972 freed_map->name = "/internal/freed_objects_map"; 998 freed_map->name = "/internal/freed_objects_map";
973 freed_map->width = 3; 999 freed_map->width = 3;
974 freed_map->height = 3; 1000 freed_map->height = 3;
1001 freed_map->nodrop = 1;
975 1002
976 freed_map->allocate (); 1003 freed_map->alloc ();
1004 freed_map->in_memory = MAP_ACTIVE;
977 } 1005 }
978 1006
979 map = freed_map; 1007 map = freed_map;
980 x = 1; 1008 x = 1;
981 y = 1; 1009 y = 1;
982 } 1010 }
983 1011
1012 if (more)
1013 {
1014 more->destroy ();
1015 more = 0;
1016 }
1017
1018 head = 0;
1019
984 // clear those pointers that likely might have circular references to us 1020 // clear those pointers that likely might cause circular references
985 owner = 0; 1021 owner = 0;
986 enemy = 0; 1022 enemy = 0;
987 attacked_by = 0; 1023 attacked_by = 0;
988 1024 current_weapon = 0;
989 // only relevant for players(?), but make sure of it anyways
990 contr = 0;
991
992 /* Remove object from the active list */
993 speed = 0;
994 update_ob_speed (this);
995
996 unlink ();
997
998 mortals.push_back (this);
999} 1025}
1000
1001/*
1002 * sub_weight() recursively (outwards) subtracts a number from the
1003 * weight of an object (and what is carried by it's environment(s)).
1004 */
1005 1026
1006void 1027void
1007sub_weight (object *op, signed long weight) 1028object::destroy (bool destroy_inventory)
1008{ 1029{
1009 while (op != NULL) 1030 if (destroyed ())
1010 { 1031 return;
1011 if (op->type == CONTAINER)
1012 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1013 1032
1014 op->carrying -= weight; 1033 if (destroy_inventory)
1015 op = op->env; 1034 destroy_inv (false);
1016 }
1017}
1018 1035
1019/* remove_ob(op): 1036 if (is_head ())
1037 if (sound_destroy)
1038 play_sound (sound_destroy);
1039 else if (flag [FLAG_MONSTER])
1040 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1041
1042 attachable::destroy ();
1043}
1044
1045/* op->remove ():
1020 * This function removes the object op from the linked list of objects 1046 * This function removes the object op from the linked list of objects
1021 * which it is currently tied to. When this function is done, the 1047 * which it is currently tied to. When this function is done, the
1022 * object will have no environment. If the object previously had an 1048 * object will have no environment. If the object previously had an
1023 * environment, the x and y coordinates will be updated to 1049 * environment, the x and y coordinates will be updated to
1024 * the previous environment. 1050 * the previous environment.
1025 * Beware: This function is called from the editor as well!
1026 */ 1051 */
1027
1028void 1052void
1029remove_ob (object *op) 1053object::do_remove ()
1030{ 1054{
1031 object *tmp, *last = 0; 1055 object *tmp, *last = 0;
1032 object *otmp; 1056 object *otmp;
1033 1057
1034 int check_walk_off; 1058 if (flag [FLAG_REMOVED])
1035 maptile *m;
1036
1037 sint16 x, y;
1038
1039 if (QUERY_FLAG (op, FLAG_REMOVED))
1040 return; 1059 return;
1041 1060
1042 SET_FLAG (op, FLAG_REMOVED); 1061 INVOKE_OBJECT (REMOVE, this);
1043 1062
1044 if (op->more != NULL) 1063 if (object *pl = visible_to ())
1045 remove_ob (op->more); 1064 esrv_del_item (pl->contr, count);
1065
1066 flag [FLAG_REMOVED] = true;
1067
1068 if (more)
1069 more->remove ();
1046 1070
1047 /* 1071 /*
1048 * In this case, the object to be removed is in someones 1072 * In this case, the object to be removed is in someones
1049 * inventory. 1073 * inventory.
1050 */ 1074 */
1051 if (op->env != NULL) 1075 if (env)
1052 { 1076 {
1053 if (op->nrof) 1077 adjust_weight (env, -total_weight ());
1054 sub_weight (op->env, op->weight * op->nrof); 1078
1055 else 1079 *(above ? &above->below : &env->inv) = below;
1056 sub_weight (op->env, op->weight + op->carrying); 1080
1081 if (below)
1082 below->above = above;
1083
1084 /* we set up values so that it could be inserted into
1085 * the map, but we don't actually do that - it is up
1086 * to the caller to decide what we want to do.
1087 */
1088 map = env->map;
1089 x = env->x;
1090 y = env->y;
1091 above = 0;
1092 below = 0;
1093 env = 0;
1057 1094
1058 /* NO_FIX_PLAYER is set when a great many changes are being 1095 /* NO_FIX_PLAYER is set when a great many changes are being
1059 * made to players inventory. If set, avoiding the call 1096 * made to players inventory. If set, avoiding the call
1060 * to save cpu time. 1097 * to save cpu time.
1061 */ 1098 */
1062 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1099 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1063 fix_player (otmp); 1100 otmp->update_stats ();
1101 }
1102 else if (map)
1103 {
1104 if (type == PLAYER)
1105 {
1106 // leaving a spot always closes any open container on the ground
1107 if (container && !container->env)
1108 // this causes spurious floorbox updates, but it ensures
1109 // that the CLOSE event is being sent.
1110 close_container ();
1064 1111
1065 if (op->above != NULL) 1112 --map->players;
1113 map->touch ();
1114 }
1115
1116 map->dirty = true;
1117 mapspace &ms = this->ms ();
1118
1119 /* link the object above us */
1120 if (above)
1066 op->above->below = op->below; 1121 above->below = below;
1067 else 1122 else
1068 op->env->inv = op->below;
1069
1070 if (op->below != NULL)
1071 op->below->above = op->above;
1072
1073 /* we set up values so that it could be inserted into
1074 * the map, but we don't actually do that - it is up
1075 * to the caller to decide what we want to do.
1076 */
1077 op->x = op->env->x, op->y = op->env->y;
1078 op->map = op->env->map;
1079 op->above = NULL, op->below = NULL;
1080 op->env = NULL;
1081 }
1082 else if (op->map)
1083 {
1084 x = op->x;
1085 y = op->y;
1086 m = get_map_from_coord (op->map, &x, &y);
1087
1088 if (!m)
1089 {
1090 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1091 op->map->path, op->x, op->y);
1092 /* in old days, we used to set x and y to 0 and continue.
1093 * it seems if we get into this case, something is probablye
1094 * screwed up and should be fixed.
1095 */
1096 abort ();
1097 }
1098
1099 if (op->map != m)
1100 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1101 op->map->path, m->path, op->x, op->y, x, y);
1102
1103 /* Re did the following section of code - it looks like it had
1104 * lots of logic for things we no longer care about
1105 */
1106
1107 /* link the object above us */
1108 if (op->above)
1109 op->above->below = op->below;
1110 else
1111 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1123 ms.top = below; /* we were top, set new top */
1112 1124
1113 /* Relink the object below us, if there is one */ 1125 /* Relink the object below us, if there is one */
1114 if (op->below) 1126 if (below)
1115 op->below->above = op->above; 1127 below->above = above;
1116 else 1128 else
1117 { 1129 {
1118 /* Nothing below, which means we need to relink map object for this space 1130 /* Nothing below, which means we need to relink map object for this space
1119 * use translated coordinates in case some oddness with map tiling is 1131 * use translated coordinates in case some oddness with map tiling is
1120 * evident 1132 * evident
1121 */ 1133 */
1122 if (GET_MAP_OB (m, x, y) != op) 1134 if (GET_MAP_OB (map, x, y) != this)
1123 {
1124 char *dump = dump_object (op);
1125 LOG (llevError,
1126 "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); 1135 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1127 free (dump);
1128 dump = dump_object (GET_MAP_OB (m, x, y));
1129 LOG (llevError, "%s\n", dump);
1130 free (dump);
1131 }
1132 1136
1133 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1137 ms.bot = above; /* goes on above it. */
1134 } 1138 }
1135 1139
1136 op->above = 0; 1140 above = 0;
1137 op->below = 0; 1141 below = 0;
1138 1142
1139 if (op->map->in_memory == MAP_SAVING) 1143 if (map->in_memory == MAP_SAVING)
1140 return; 1144 return;
1141 1145
1142 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY); 1146 int check_walk_off = !flag [FLAG_NO_APPLY];
1143 1147
1144 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1148 if (object *pl = ms.player ())
1149 {
1150 if (pl->container == this)
1151 /* If a container that the player is currently using somehow gets
1152 * removed (most likely destroyed), update the player view
1153 * appropriately.
1154 */
1155 pl->close_container ();
1156
1157 pl->contr->ns->floorbox_update ();
1158 }
1159
1160 for (tmp = ms.bot; tmp; tmp = tmp->above)
1145 { 1161 {
1146 /* No point updating the players look faces if he is the object 1162 /* No point updating the players look faces if he is the object
1147 * being removed. 1163 * being removed.
1148 */ 1164 */
1149 1165
1150 if (tmp->type == PLAYER && tmp != op) 1166 /* See if object moving off should effect something */
1167 if (check_walk_off
1168 && ((move_type & tmp->move_off)
1169 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1151 { 1170 {
1152 /* If a container that the player is currently using somehow gets
1153 * removed (most likely destroyed), update the player view
1154 * appropriately.
1155 */
1156 if (tmp->container == op)
1157 {
1158 CLEAR_FLAG (op, FLAG_APPLIED);
1159 tmp->container = NULL;
1160 }
1161
1162 tmp->contr->socket.update_look = 1;
1163 }
1164
1165 /* See if player moving off should effect something */
1166 if (check_walk_off
1167 && ((op->move_type & tmp->move_off)
1168 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1169 {
1170 move_apply (tmp, op, NULL); 1171 move_apply (tmp, this, 0);
1171 1172
1172 if (op->destroyed ()) 1173 if (destroyed ())
1173 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1174 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1174 } 1175 }
1175 1176
1176 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1177
1178 if (tmp->above == tmp)
1179 tmp->above = NULL;
1180
1181 last = tmp; 1177 last = tmp;
1182 } 1178 }
1183 1179
1184 /* last == NULL of there are no objects on this space */ 1180 /* last == NULL if there are no objects on this space */
1181 //TODO: this makes little sense, why only update the topmost object?
1185 if (last == NULL) 1182 if (!last)
1186 { 1183 map->at (x, y).flags_ = 0;
1187 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1188 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1189 * those out anyways, and if there are any flags set right now, they won't
1190 * be correct anyways.
1191 */
1192 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1193 update_position (op->map, op->x, op->y);
1194 }
1195 else 1184 else
1196 update_object (last, UP_OBJ_REMOVE); 1185 update_object (last, UP_OBJ_REMOVE);
1197 1186
1198 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1187 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1199 update_all_los (op->map, op->x, op->y); 1188 update_all_los (map, x, y);
1200 } 1189 }
1201} 1190}
1202 1191
1203/* 1192/*
1204 * merge_ob(op,top): 1193 * merge_ob(op,top):
1212merge_ob (object *op, object *top) 1201merge_ob (object *op, object *top)
1213{ 1202{
1214 if (!op->nrof) 1203 if (!op->nrof)
1215 return 0; 1204 return 0;
1216 1205
1217 if (top == NULL) 1206 if (!top)
1218 for (top = op; top != NULL && top->above != NULL; top = top->above); 1207 for (top = op; top && top->above; top = top->above)
1208 ;
1219 1209
1220 for (; top != NULL; top = top->below) 1210 for (; top; top = top->below)
1221 { 1211 if (object::can_merge (op, top))
1222 if (top == op)
1223 continue;
1224 if (CAN_MERGE (op, top))
1225 { 1212 {
1226 top->nrof += op->nrof; 1213 top->nrof += op->nrof;
1227 1214
1228/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1215 if (object *pl = top->visible_to ())
1229 op->weight = 0; /* Don't want any adjustements now */ 1216 esrv_update_item (UPD_NROF, pl, top);
1230 remove_ob (op); 1217
1231 free_object (op); 1218 op->weight = 0; // cancel the addition above
1219 op->carrying = 0; // must be 0 already
1220
1221 op->destroy (1);
1222
1232 return top; 1223 return top;
1233 } 1224 }
1234 }
1235 1225
1236 return 0; 1226 return 0;
1237} 1227}
1238 1228
1229void
1230object::expand_tail ()
1231{
1232 if (more)
1233 return;
1234
1235 object *prev = this;
1236
1237 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1238 {
1239 object *op = arch_to_object (at);
1240
1241 op->name = name;
1242 op->name_pl = name_pl;
1243 op->title = title;
1244
1245 op->head = this;
1246 prev->more = op;
1247
1248 prev = op;
1249 }
1250}
1251
1239/* 1252/*
1240 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1253 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1241 * job preparing multi-part monsters 1254 * job preparing multi-part monsters.
1242 */ 1255 */
1243object * 1256object *
1244insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1257insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1245{ 1258{
1246 object *tmp;
1247
1248 if (op->head)
1249 op = op->head;
1250
1251 for (tmp = op; tmp; tmp = tmp->more) 1259 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1252 { 1260 {
1253 tmp->x = x + tmp->arch->clone.x; 1261 tmp->x = x + tmp->arch->x;
1254 tmp->y = y + tmp->arch->clone.y; 1262 tmp->y = y + tmp->arch->y;
1255 } 1263 }
1256 1264
1257 return insert_ob_in_map (op, m, originator, flag); 1265 return insert_ob_in_map (op, m, originator, flag);
1258} 1266}
1259 1267
1275 * Return value: 1283 * Return value:
1276 * new object if 'op' was merged with other object 1284 * new object if 'op' was merged with other object
1277 * NULL if 'op' was destroyed 1285 * NULL if 'op' was destroyed
1278 * just 'op' otherwise 1286 * just 'op' otherwise
1279 */ 1287 */
1280
1281object * 1288object *
1282insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1289insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1283{ 1290{
1291 assert (!op->flag [FLAG_FREED]);
1292
1284 object *tmp, *top, *floor = NULL; 1293 object *top, *floor = NULL;
1285 sint16 x, y;
1286 1294
1287 if (QUERY_FLAG (op, FLAG_FREED)) 1295 op->remove ();
1288 {
1289 LOG (llevError, "Trying to insert freed object!\n");
1290 return NULL;
1291 }
1292
1293 if (m == NULL)
1294 {
1295 char *dump = dump_object (op);
1296 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1297 free (dump);
1298 return op;
1299 }
1300
1301 if (out_of_map (m, op->x, op->y))
1302 {
1303 char *dump = dump_object (op);
1304 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1305#ifdef MANY_CORES
1306 /* Better to catch this here, as otherwise the next use of this object
1307 * is likely to cause a crash. Better to find out where it is getting
1308 * improperly inserted.
1309 */
1310 abort ();
1311#endif
1312 free (dump);
1313 return op;
1314 }
1315
1316 if (!QUERY_FLAG (op, FLAG_REMOVED))
1317 {
1318 char *dump = dump_object (op);
1319 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1320 free (dump);
1321 return op;
1322 }
1323
1324 if (op->more != NULL)
1325 {
1326 /* The part may be on a different map. */
1327
1328 object *more = op->more;
1329
1330 /* We really need the caller to normalize coordinates - if
1331 * we set the map, that doesn't work if the location is within
1332 * a map and this is straddling an edge. So only if coordinate
1333 * is clear wrong do we normalize it.
1334 */
1335 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1336 more->map = get_map_from_coord (m, &more->x, &more->y);
1337 else if (!more->map)
1338 {
1339 /* For backwards compatibility - when not dealing with tiled maps,
1340 * more->map should always point to the parent.
1341 */
1342 more->map = m;
1343 }
1344
1345 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1346 {
1347 if (!op->head)
1348 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1349
1350 return NULL;
1351 }
1352 }
1353
1354 CLEAR_FLAG (op, FLAG_REMOVED);
1355 1296
1356 /* Ideally, the caller figures this out. However, it complicates a lot 1297 /* Ideally, the caller figures this out. However, it complicates a lot
1357 * of areas of callers (eg, anything that uses find_free_spot would now 1298 * of areas of callers (eg, anything that uses find_free_spot would now
1358 * need extra work 1299 * need extra work
1359 */ 1300 */
1360 op->map = get_map_from_coord (m, &op->x, &op->y); 1301 if (!xy_normalise (m, op->x, op->y))
1361 x = op->x; 1302 {
1362 y = op->y; 1303 op->destroy ();
1304 return 0;
1305 }
1306
1307 if (object *more = op->more)
1308 if (!insert_ob_in_map (more, m, originator, flag))
1309 return 0;
1310
1311 CLEAR_FLAG (op, FLAG_REMOVED);
1312
1313 op->map = m;
1314 mapspace &ms = op->ms ();
1363 1315
1364 /* this has to be done after we translate the coordinates. 1316 /* this has to be done after we translate the coordinates.
1365 */ 1317 */
1366 if (op->nrof && !(flag & INS_NO_MERGE)) 1318 if (op->nrof && !(flag & INS_NO_MERGE))
1367 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1319 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1368 if (CAN_MERGE (op, tmp)) 1320 if (object::can_merge (op, tmp))
1369 { 1321 {
1370 op->nrof += tmp->nrof; 1322 op->nrof += tmp->nrof;
1371 remove_ob (tmp); 1323 tmp->destroy (1);
1372 free_object (tmp);
1373 } 1324 }
1374 1325
1375 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1326 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1376 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1327 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1377 1328
1390 op->below = originator->below; 1341 op->below = originator->below;
1391 1342
1392 if (op->below) 1343 if (op->below)
1393 op->below->above = op; 1344 op->below->above = op;
1394 else 1345 else
1395 SET_MAP_OB (op->map, op->x, op->y, op); 1346 ms.bot = op;
1396 1347
1397 /* since *below* originator, no need to update top */ 1348 /* since *below* originator, no need to update top */
1398 originator->below = op; 1349 originator->below = op;
1399 } 1350 }
1400 else 1351 else
1401 { 1352 {
1353 top = ms.bot;
1354
1402 /* If there are other objects, then */ 1355 /* If there are other objects, then */
1403 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1356 if (top)
1404 { 1357 {
1405 object *last = NULL; 1358 object *last = 0;
1406 1359
1407 /* 1360 /*
1408 * If there are multiple objects on this space, we do some trickier handling. 1361 * If there are multiple objects on this space, we do some trickier handling.
1409 * We've already dealt with merging if appropriate. 1362 * We've already dealt with merging if appropriate.
1410 * Generally, we want to put the new object on top. But if 1363 * Generally, we want to put the new object on top. But if
1414 * once we get to them. This reduces the need to traverse over all of 1367 * once we get to them. This reduces the need to traverse over all of
1415 * them when adding another one - this saves quite a bit of cpu time 1368 * them when adding another one - this saves quite a bit of cpu time
1416 * when lots of spells are cast in one area. Currently, it is presumed 1369 * when lots of spells are cast in one area. Currently, it is presumed
1417 * that flying non pickable objects are spell objects. 1370 * that flying non pickable objects are spell objects.
1418 */ 1371 */
1419 1372 for (top = ms.bot; top; top = top->above)
1420 while (top != NULL)
1421 { 1373 {
1422 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1374 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1423 floor = top; 1375 floor = top;
1424 1376
1425 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1377 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1428 top = top->below; 1380 top = top->below;
1429 break; 1381 break;
1430 } 1382 }
1431 1383
1432 last = top; 1384 last = top;
1433 top = top->above;
1434 } 1385 }
1435 1386
1436 /* Don't want top to be NULL, so set it to the last valid object */ 1387 /* Don't want top to be NULL, so set it to the last valid object */
1437 top = last; 1388 top = last;
1438 1389
1440 * looks like instead of lots of conditions here. 1391 * looks like instead of lots of conditions here.
1441 * makes things faster, and effectively the same result. 1392 * makes things faster, and effectively the same result.
1442 */ 1393 */
1443 1394
1444 /* Have object 'fall below' other objects that block view. 1395 /* Have object 'fall below' other objects that block view.
1445 * Unless those objects are exits, type 66 1396 * Unless those objects are exits.
1446 * If INS_ON_TOP is used, don't do this processing 1397 * If INS_ON_TOP is used, don't do this processing
1447 * Need to find the object that in fact blocks view, otherwise 1398 * Need to find the object that in fact blocks view, otherwise
1448 * stacking is a bit odd. 1399 * stacking is a bit odd.
1449 */ 1400 */
1450 if (!(flag & INS_ON_TOP) && 1401 if (!(flag & INS_ON_TOP)
1451 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1402 && ms.flags () & P_BLOCKSVIEW
1403 && (op->face && !faces [op->face].visibility))
1452 { 1404 {
1453 for (last = top; last != floor; last = last->below) 1405 for (last = top; last != floor; last = last->below)
1454 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1406 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1455 break; 1407 break;
1408
1456 /* Check to see if we found the object that blocks view, 1409 /* Check to see if we found the object that blocks view,
1457 * and make sure we have a below pointer for it so that 1410 * and make sure we have a below pointer for it so that
1458 * we can get inserted below this one, which requires we 1411 * we can get inserted below this one, which requires we
1459 * set top to the object below us. 1412 * set top to the object below us.
1460 */ 1413 */
1461 if (last && last->below && last != floor) 1414 if (last && last->below && last != floor)
1462 top = last->below; 1415 top = last->below;
1463 } 1416 }
1464 } /* If objects on this space */ 1417 } /* If objects on this space */
1465 1418
1466 if (flag & INS_MAP_LOAD)
1467 top = GET_MAP_TOP (op->map, op->x, op->y);
1468
1469 if (flag & INS_ABOVE_FLOOR_ONLY) 1419 if (flag & INS_ABOVE_FLOOR_ONLY)
1470 top = floor; 1420 top = floor;
1471 1421
1472 /* Top is the object that our object (op) is going to get inserted above. 1422 /* Top is the object that our object (op) is going to get inserted above.
1473 */ 1423 */
1474 1424
1475 /* First object on this space */ 1425 /* First object on this space */
1476 if (!top) 1426 if (!top)
1477 { 1427 {
1478 op->above = GET_MAP_OB (op->map, op->x, op->y); 1428 op->above = ms.bot;
1479 1429
1480 if (op->above) 1430 if (op->above)
1481 op->above->below = op; 1431 op->above->below = op;
1482 1432
1483 op->below = NULL; 1433 op->below = 0;
1484 SET_MAP_OB (op->map, op->x, op->y, op); 1434 ms.bot = op;
1485 } 1435 }
1486 else 1436 else
1487 { /* get inserted into the stack above top */ 1437 { /* get inserted into the stack above top */
1488 op->above = top->above; 1438 op->above = top->above;
1489 1439
1492 1442
1493 op->below = top; 1443 op->below = top;
1494 top->above = op; 1444 top->above = op;
1495 } 1445 }
1496 1446
1497 if (op->above == NULL) 1447 if (!op->above)
1498 SET_MAP_TOP (op->map, op->x, op->y, op); 1448 ms.top = op;
1499 } /* else not INS_BELOW_ORIGINATOR */ 1449 } /* else not INS_BELOW_ORIGINATOR */
1500 1450
1501 if (op->type == PLAYER) 1451 if (op->type == PLAYER)
1452 {
1502 op->contr->do_los = 1; 1453 op->contr->do_los = 1;
1454 ++op->map->players;
1455 op->map->touch ();
1456 }
1503 1457
1504 /* If we have a floor, we know the player, if any, will be above 1458 op->map->dirty = true;
1505 * it, so save a few ticks and start from there. 1459
1506 */ 1460 if (object *pl = ms.player ())
1507 if (!(flag & INS_MAP_LOAD)) 1461 pl->contr->ns->floorbox_update ();
1508 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1509 if (tmp->type == PLAYER)
1510 tmp->contr->socket.update_look = 1;
1511 1462
1512 /* If this object glows, it may affect lighting conditions that are 1463 /* If this object glows, it may affect lighting conditions that are
1513 * visible to others on this map. But update_all_los is really 1464 * visible to others on this map. But update_all_los is really
1514 * an inefficient way to do this, as it means los for all players 1465 * an inefficient way to do this, as it means los for all players
1515 * on the map will get recalculated. The players could very well 1466 * on the map will get recalculated. The players could very well
1516 * be far away from this change and not affected in any way - 1467 * be far away from this change and not affected in any way -
1517 * this should get redone to only look for players within range, 1468 * this should get redone to only look for players within range,
1518 * or just updating the P_NEED_UPDATE for spaces within this area 1469 * or just updating the P_UPTODATE for spaces within this area
1519 * of effect may be sufficient. 1470 * of effect may be sufficient.
1520 */ 1471 */
1521 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1472 if (op->map->darkness && (op->glow_radius != 0))
1522 update_all_los (op->map, op->x, op->y); 1473 update_all_los (op->map, op->x, op->y);
1523 1474
1524 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1475 /* updates flags (blocked, alive, no magic, etc) for this map space */
1525 update_object (op, UP_OBJ_INSERT); 1476 update_object (op, UP_OBJ_INSERT);
1526 1477
1478 INVOKE_OBJECT (INSERT, op);
1479
1527 /* Don't know if moving this to the end will break anything. However, 1480 /* Don't know if moving this to the end will break anything. However,
1528 * we want to have update_look set above before calling this. 1481 * we want to have floorbox_update called before calling this.
1529 * 1482 *
1530 * check_move_on() must be after this because code called from 1483 * check_move_on() must be after this because code called from
1531 * check_move_on() depends on correct map flags (so functions like 1484 * check_move_on() depends on correct map flags (so functions like
1532 * blocked() and wall() work properly), and these flags are updated by 1485 * blocked() and wall() work properly), and these flags are updated by
1533 * update_object(). 1486 * update_object().
1534 */ 1487 */
1535 1488
1536 /* if this is not the head or flag has been passed, don't check walk on status */ 1489 /* if this is not the head or flag has been passed, don't check walk on status */
1537 if (!(flag & INS_NO_WALK_ON) && !op->head) 1490 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1538 { 1491 {
1539 if (check_move_on (op, originator)) 1492 if (check_move_on (op, originator))
1540 return NULL; 1493 return 0;
1541 1494
1542 /* If we are a multi part object, lets work our way through the check 1495 /* If we are a multi part object, lets work our way through the check
1543 * walk on's. 1496 * walk on's.
1544 */ 1497 */
1545 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1498 for (object *tmp = op->more; tmp; tmp = tmp->more)
1546 if (check_move_on (tmp, originator)) 1499 if (check_move_on (tmp, originator))
1547 return NULL; 1500 return 0;
1548 } 1501 }
1549 1502
1550 return op; 1503 return op;
1551} 1504}
1552 1505
1553/* this function inserts an object in the map, but if it 1506/* this function inserts an object in the map, but if it
1554 * finds an object of its own type, it'll remove that one first. 1507 * finds an object of its own type, it'll remove that one first.
1555 * op is the object to insert it under: supplies x and the map. 1508 * op is the object to insert it under: supplies x and the map.
1556 */ 1509 */
1557void 1510void
1558replace_insert_ob_in_map (const char *arch_string, object *op) 1511replace_insert_ob_in_map (const char *arch_string, object *op)
1559{ 1512{
1560 object *
1561 tmp;
1562 object *
1563 tmp1;
1564
1565 /* first search for itself and remove any old instances */ 1513 /* first search for itself and remove any old instances */
1566 1514
1567 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1515 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1568 {
1569 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1516 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1570 { 1517 tmp->destroy (1);
1571 remove_ob (tmp);
1572 free_object (tmp);
1573 }
1574 }
1575 1518
1576 tmp1 = arch_to_object (archetype::find (arch_string)); 1519 object *tmp = arch_to_object (archetype::find (arch_string));
1577 1520
1578 tmp1->x = op->x; 1521 tmp->x = op->x;
1579 tmp1->y = op->y; 1522 tmp->y = op->y;
1523
1580 insert_ob_in_map (tmp1, op->map, op, 0); 1524 insert_ob_in_map (tmp, op->map, op, 0);
1581} 1525}
1582
1583/*
1584 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1585 * is returned contains nr objects, and the remaining parts contains
1586 * the rest (or is removed and freed if that number is 0).
1587 * On failure, NULL is returned, and the reason put into the
1588 * global static errmsg array.
1589 */
1590 1526
1591object * 1527object *
1592get_split_ob (object *orig_ob, uint32 nr) 1528object::insert_at (object *where, object *originator, int flags)
1593{ 1529{
1594 object * 1530 if (where->env)
1595 newob; 1531 return where->env->insert (this);
1596 int 1532 else
1597 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1533 return where->map->insert (this, where->x, where->y, originator, flags);
1598
1599 if (orig_ob->nrof < nr)
1600 {
1601 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1602 return NULL;
1603 }
1604
1605 newob = object_create_clone (orig_ob);
1606
1607 if ((orig_ob->nrof -= nr) < 1)
1608 {
1609 if (!is_removed)
1610 remove_ob (orig_ob);
1611 free_object2 (orig_ob, 1);
1612 }
1613 else if (!is_removed)
1614 {
1615 if (orig_ob->env != NULL)
1616 sub_weight (orig_ob->env, orig_ob->weight * nr);
1617 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1618 {
1619 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1620 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1621 return NULL;
1622 }
1623 }
1624
1625 newob->nrof = nr;
1626
1627 return newob;
1628} 1534}
1629 1535
1630/* 1536/*
1631 * decrease_ob_nr(object, number) decreases a specified number from 1537 * decrease(object, number) decreases a specified number from
1632 * the amount of an object. If the amount reaches 0, the object 1538 * the amount of an object. If the amount reaches 0, the object
1633 * is subsequently removed and freed. 1539 * is subsequently removed and freed.
1634 * 1540 *
1635 * Return value: 'op' if something is left, NULL if the amount reached 0 1541 * Return value: 'op' if something is left, NULL if the amount reached 0
1636 */ 1542 */
1543bool
1544object::decrease (sint32 nr)
1545{
1546 if (!nr)
1547 return true;
1637 1548
1549 nr = min (nr, nrof);
1550
1551 nrof -= nr;
1552
1553 if (nrof)
1554 {
1555 adjust_weight (env, -weight * nr); // carrying == 0
1556
1557 if (object *pl = visible_to ())
1558 esrv_update_item (UPD_NROF, pl, this);
1559
1560 return true;
1561 }
1562 else
1563 {
1564 destroy (1);
1565 return false;
1566 }
1567}
1568
1569/*
1570 * split(ob,nr) splits up ob into two parts. The part which
1571 * is returned contains nr objects, and the remaining parts contains
1572 * the rest (or is removed and returned if that number is 0).
1573 * On failure, NULL is returned.
1574 */
1638object * 1575object *
1639decrease_ob_nr (object *op, uint32 i) 1576object::split (sint32 nr)
1640{ 1577{
1641 object *tmp; 1578 int have = number_of ();
1642 player *pl;
1643 1579
1644 if (i == 0) /* objects with op->nrof require this check */ 1580 if (have < nr)
1645 return op; 1581 return 0;
1646 1582 else if (have == nr)
1647 if (i > op->nrof)
1648 i = op->nrof;
1649
1650 if (QUERY_FLAG (op, FLAG_REMOVED))
1651 op->nrof -= i;
1652 else if (op->env != NULL)
1653 { 1583 {
1654 /* is this object in the players inventory, or sub container
1655 * therein?
1656 */
1657 tmp = is_player_inv (op->env);
1658 /* nope. Is this a container the player has opened?
1659 * If so, set tmp to that player.
1660 * IMO, searching through all the players will mostly
1661 * likely be quicker than following op->env to the map,
1662 * and then searching the map for a player.
1663 */
1664 if (!tmp)
1665 {
1666 for (pl = first_player; pl; pl = pl->next)
1667 if (pl->ob->container == op->env)
1668 break;
1669 if (pl)
1670 tmp = pl->ob;
1671 else
1672 tmp = NULL;
1673 }
1674
1675 if (i < op->nrof)
1676 {
1677 sub_weight (op->env, op->weight * i);
1678 op->nrof -= i;
1679 if (tmp)
1680 {
1681 esrv_send_item (tmp, op);
1682 }
1683 }
1684 else
1685 {
1686 remove_ob (op); 1584 remove ();
1687 op->nrof = 0; 1585 return this;
1688 if (tmp)
1689 {
1690 esrv_del_item (tmp->contr, op->count);
1691 }
1692 }
1693 } 1586 }
1694 else 1587 else
1695 { 1588 {
1696 object *above = op->above; 1589 decrease (nr);
1697 1590
1698 if (i < op->nrof) 1591 object *op = object_create_clone (this);
1699 op->nrof -= i; 1592 op->nrof = nr;
1700 else
1701 {
1702 remove_ob (op);
1703 op->nrof = 0;
1704 }
1705
1706 /* Since we just removed op, op->above is null */
1707 for (tmp = above; tmp != NULL; tmp = tmp->above)
1708 if (tmp->type == PLAYER)
1709 {
1710 if (op->nrof)
1711 esrv_send_item (tmp, op);
1712 else
1713 esrv_del_item (tmp->contr, op->count);
1714 }
1715 }
1716
1717 if (op->nrof)
1718 return op; 1593 return op;
1719 else
1720 { 1594 }
1721 free_object (op);
1722 return NULL;
1723 }
1724} 1595}
1725
1726/*
1727 * add_weight(object, weight) adds the specified weight to an object,
1728 * and also updates how much the environment(s) is/are carrying.
1729 */
1730
1731void
1732add_weight (object *op, signed long weight)
1733{
1734 while (op != NULL)
1735 {
1736 if (op->type == CONTAINER)
1737 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1738
1739 op->carrying += weight;
1740 op = op->env;
1741 }
1742}
1743
1744/*
1745 * insert_ob_in_ob(op,environment):
1746 * This function inserts the object op in the linked list
1747 * inside the object environment.
1748 *
1749 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1750 * the inventory at the last position or next to other objects of the same
1751 * type.
1752 * Frank: Now sorted by type, archetype and magic!
1753 *
1754 * The function returns now pointer to inserted item, and return value can
1755 * be != op, if items are merged. -Tero
1756 */
1757 1596
1758object * 1597object *
1759insert_ob_in_ob (object *op, object *where) 1598insert_ob_in_ob (object *op, object *where)
1760{ 1599{
1761 object * 1600 if (!where)
1762 tmp, *
1763 otmp;
1764
1765 if (!QUERY_FLAG (op, FLAG_REMOVED))
1766 {
1767 char *dump = dump_object (op);
1768 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1769 free (dump);
1770 return op;
1771 }
1772
1773 if (where == NULL)
1774 { 1601 {
1775 char *dump = dump_object (op); 1602 char *dump = dump_object (op);
1776 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1603 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1777 free (dump); 1604 free (dump);
1778 return op; 1605 return op;
1779 } 1606 }
1780 1607
1781 if (where->head) 1608 if (where->head_ () != where)
1782 { 1609 {
1783 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n"); 1610 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1784 where = where->head; 1611 where = where->head;
1785 } 1612 }
1786 1613
1614 return where->insert (op);
1615}
1616
1617/*
1618 * env->insert (op)
1619 * This function inserts the object op in the linked list
1620 * inside the object environment.
1621 *
1622 * The function returns now pointer to inserted item, and return value can
1623 * be != op, if items are merged. -Tero
1624 */
1625object *
1626object::insert (object *op)
1627{
1787 if (op->more) 1628 if (op->more)
1788 { 1629 {
1789 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1630 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1790 return op; 1631 return op;
1791 } 1632 }
1792 1633
1793 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1634 op->remove ();
1794 CLEAR_FLAG (op, FLAG_REMOVED); 1635
1636 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1637
1795 if (op->nrof) 1638 if (op->nrof)
1796 {
1797 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1639 for (object *tmp = inv; tmp; tmp = tmp->below)
1798 if (CAN_MERGE (tmp, op)) 1640 if (object::can_merge (tmp, op))
1799 { 1641 {
1800 /* return the original object and remove inserted object 1642 /* return the original object and remove inserted object
1801 (client needs the original object) */ 1643 (client needs the original object) */
1802 tmp->nrof += op->nrof; 1644 tmp->nrof += op->nrof;
1803 /* Weight handling gets pretty funky. Since we are adding to 1645
1804 * tmp->nrof, we need to increase the weight. 1646 if (object *pl = tmp->visible_to ())
1805 */ 1647 esrv_update_item (UPD_NROF, pl, tmp);
1806 add_weight (where, op->weight * op->nrof); 1648
1807 SET_FLAG (op, FLAG_REMOVED); 1649 adjust_weight (this, op->total_weight ());
1808 free_object (op); /* free the inserted object */ 1650
1651 op->destroy (1);
1809 op = tmp; 1652 op = tmp;
1810 remove_ob (op); /* and fix old object's links */ 1653 goto inserted;
1811 CLEAR_FLAG (op, FLAG_REMOVED);
1812 break;
1813 } 1654 }
1814 1655
1815 /* I assume combined objects have no inventory 1656 op->owner = 0; // it's his/hers now. period.
1816 * We add the weight - this object could have just been removed
1817 * (if it was possible to merge). calling remove_ob will subtract
1818 * the weight, so we need to add it in again, since we actually do
1819 * the linking below
1820 */
1821 add_weight (where, op->weight * op->nrof);
1822 }
1823 else
1824 add_weight (where, (op->weight + op->carrying));
1825
1826 otmp = is_player_inv (where);
1827 if (otmp && otmp->contr != NULL)
1828 {
1829 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1830 fix_player (otmp);
1831 }
1832
1833 op->map = NULL; 1657 op->map = 0;
1834 op->env = where; 1658 op->x = 0;
1659 op->y = 0;
1660
1835 op->above = NULL; 1661 op->above = 0;
1836 op->below = NULL; 1662 op->below = inv;
1837 op->x = 0, op->y = 0; 1663 op->env = this;
1838 1664
1665 if (inv)
1666 inv->above = op;
1667
1668 inv = op;
1669
1670 op->flag [FLAG_REMOVED] = 0;
1671
1672 if (object *pl = op->visible_to ())
1673 esrv_send_item (pl, op);
1674
1675 adjust_weight (this, op->total_weight ());
1676
1677inserted:
1839 /* reset the light list and los of the players on the map */ 1678 /* reset the light list and los of the players on the map */
1840 if ((op->glow_radius != 0) && where->map) 1679 if (op->glow_radius && map && map->darkness)
1841 { 1680 update_all_los (map, x, y);
1842#ifdef DEBUG_LIGHTS
1843 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1844#endif /* DEBUG_LIGHTS */
1845 if (MAP_DARKNESS (where->map))
1846 update_all_los (where->map, where->x, where->y);
1847 }
1848 1681
1849 /* Client has no idea of ordering so lets not bother ordering it here. 1682 // if this is a player's inventory, update stats
1850 * It sure simplifies this function... 1683 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1851 */ 1684 update_stats ();
1852 if (where->inv == NULL) 1685
1853 where->inv = op; 1686 INVOKE_OBJECT (INSERT, this);
1854 else 1687
1855 {
1856 op->below = where->inv;
1857 op->below->above = op;
1858 where->inv = op;
1859 }
1860 return op; 1688 return op;
1861} 1689}
1862 1690
1863/* 1691/*
1864 * Checks if any objects has a move_type that matches objects 1692 * Checks if any objects has a move_type that matches objects
1878 * 1706 *
1879 * MSW 2001-07-08: Check all objects on space, not just those below 1707 * MSW 2001-07-08: Check all objects on space, not just those below
1880 * object being inserted. insert_ob_in_map may not put new objects 1708 * object being inserted. insert_ob_in_map may not put new objects
1881 * on top. 1709 * on top.
1882 */ 1710 */
1883
1884int 1711int
1885check_move_on (object *op, object *originator) 1712check_move_on (object *op, object *originator)
1886{ 1713{
1887 object *tmp; 1714 object *tmp;
1888 maptile *m = op->map; 1715 maptile *m = op->map;
1915 1742
1916 /* The objects have to be checked from top to bottom. 1743 /* The objects have to be checked from top to bottom.
1917 * Hence, we first go to the top: 1744 * Hence, we first go to the top:
1918 */ 1745 */
1919 1746
1920 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1747 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1921 { 1748 {
1922 /* Trim the search when we find the first other spell effect 1749 /* Trim the search when we find the first other spell effect
1923 * this helps performance so that if a space has 50 spell objects, 1750 * this helps performance so that if a space has 50 spell objects,
1924 * we don't need to check all of them. 1751 * we don't need to check all of them.
1925 */ 1752 */
1943 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1770 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1944 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1771 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1945 { 1772 {
1946 1773
1947 float 1774 float
1948 diff = tmp->move_slow_penalty * FABS (op->speed); 1775 diff = tmp->move_slow_penalty * fabs (op->speed);
1949 1776
1950 if (op->type == PLAYER) 1777 if (op->type == PLAYER)
1951 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1778 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1952 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1779 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1953 diff /= 4.0; 1780 diff /= 4.0;
1980/* 1807/*
1981 * present_arch(arch, map, x, y) searches for any objects with 1808 * present_arch(arch, map, x, y) searches for any objects with
1982 * a matching archetype at the given map and coordinates. 1809 * a matching archetype at the given map and coordinates.
1983 * The first matching object is returned, or NULL if none. 1810 * The first matching object is returned, or NULL if none.
1984 */ 1811 */
1985
1986object * 1812object *
1987present_arch (const archetype *at, maptile *m, int x, int y) 1813present_arch (const archetype *at, maptile *m, int x, int y)
1988{ 1814{
1989 object *
1990 tmp;
1991
1992 if (m == NULL || out_of_map (m, x, y)) 1815 if (!m || out_of_map (m, x, y))
1993 { 1816 {
1994 LOG (llevError, "Present_arch called outside map.\n"); 1817 LOG (llevError, "Present_arch called outside map.\n");
1995 return NULL; 1818 return NULL;
1996 } 1819 }
1997 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1820
1821 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1998 if (tmp->arch == at) 1822 if (tmp->arch == at)
1999 return tmp; 1823 return tmp;
1824
2000 return NULL; 1825 return NULL;
2001} 1826}
2002 1827
2003/* 1828/*
2004 * present(type, map, x, y) searches for any objects with 1829 * present(type, map, x, y) searches for any objects with
2005 * a matching type variable at the given map and coordinates. 1830 * a matching type variable at the given map and coordinates.
2006 * The first matching object is returned, or NULL if none. 1831 * The first matching object is returned, or NULL if none.
2007 */ 1832 */
2008
2009object * 1833object *
2010present (unsigned char type, maptile *m, int x, int y) 1834present (unsigned char type, maptile *m, int x, int y)
2011{ 1835{
2012 object *
2013 tmp;
2014
2015 if (out_of_map (m, x, y)) 1836 if (out_of_map (m, x, y))
2016 { 1837 {
2017 LOG (llevError, "Present called outside map.\n"); 1838 LOG (llevError, "Present called outside map.\n");
2018 return NULL; 1839 return NULL;
2019 } 1840 }
2020 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1841
1842 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2021 if (tmp->type == type) 1843 if (tmp->type == type)
2022 return tmp; 1844 return tmp;
1845
2023 return NULL; 1846 return NULL;
2024} 1847}
2025 1848
2026/* 1849/*
2027 * present_in_ob(type, object) searches for any objects with 1850 * present_in_ob(type, object) searches for any objects with
2028 * a matching type variable in the inventory of the given object. 1851 * a matching type variable in the inventory of the given object.
2029 * The first matching object is returned, or NULL if none. 1852 * The first matching object is returned, or NULL if none.
2030 */ 1853 */
2031
2032object * 1854object *
2033present_in_ob (unsigned char type, const object *op) 1855present_in_ob (unsigned char type, const object *op)
2034{ 1856{
2035 object *
2036 tmp;
2037
2038 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1857 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2039 if (tmp->type == type) 1858 if (tmp->type == type)
2040 return tmp; 1859 return tmp;
1860
2041 return NULL; 1861 return NULL;
2042} 1862}
2043 1863
2044/* 1864/*
2045 * present_in_ob (type, str, object) searches for any objects with 1865 * present_in_ob (type, str, object) searches for any objects with
2053 * str is the string to match against. Note that we match against 1873 * str is the string to match against. Note that we match against
2054 * the object name, not the archetype name. this is so that the 1874 * the object name, not the archetype name. this is so that the
2055 * spell code can use one object type (force), but change it's name 1875 * spell code can use one object type (force), but change it's name
2056 * to be unique. 1876 * to be unique.
2057 */ 1877 */
2058
2059object * 1878object *
2060present_in_ob_by_name (int type, const char *str, const object *op) 1879present_in_ob_by_name (int type, const char *str, const object *op)
2061{ 1880{
2062 object *
2063 tmp;
2064
2065 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1881 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2066 {
2067 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1882 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2068 return tmp; 1883 return tmp;
2069 } 1884
2070 return NULL; 1885 return 0;
2071} 1886}
2072 1887
2073/* 1888/*
2074 * present_arch_in_ob(archetype, object) searches for any objects with 1889 * present_arch_in_ob(archetype, object) searches for any objects with
2075 * a matching archetype in the inventory of the given object. 1890 * a matching archetype in the inventory of the given object.
2076 * The first matching object is returned, or NULL if none. 1891 * The first matching object is returned, or NULL if none.
2077 */ 1892 */
2078
2079object * 1893object *
2080present_arch_in_ob (const archetype *at, const object *op) 1894present_arch_in_ob (const archetype *at, const object *op)
2081{ 1895{
2082 object *
2083 tmp;
2084
2085 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1896 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2086 if (tmp->arch == at) 1897 if (tmp->arch == at)
2087 return tmp; 1898 return tmp;
1899
2088 return NULL; 1900 return NULL;
2089} 1901}
2090 1902
2091/* 1903/*
2092 * activate recursively a flag on an object inventory 1904 * activate recursively a flag on an object inventory
2093 */ 1905 */
2094void 1906void
2095flag_inv (object *op, int flag) 1907flag_inv (object *op, int flag)
2096{ 1908{
2097 object *
2098 tmp;
2099
2100 if (op->inv)
2101 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1909 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2102 { 1910 {
2103 SET_FLAG (tmp, flag); 1911 SET_FLAG (tmp, flag);
2104 flag_inv (tmp, flag); 1912 flag_inv (tmp, flag);
2105 } 1913 }
2106} /* 1914}
1915
1916/*
2107 * desactivate recursively a flag on an object inventory 1917 * deactivate recursively a flag on an object inventory
2108 */ 1918 */
2109void 1919void
2110unflag_inv (object *op, int flag) 1920unflag_inv (object *op, int flag)
2111{ 1921{
2112 object *
2113 tmp;
2114
2115 if (op->inv)
2116 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1922 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2117 { 1923 {
2118 CLEAR_FLAG (tmp, flag); 1924 CLEAR_FLAG (tmp, flag);
2119 unflag_inv (tmp, flag); 1925 unflag_inv (tmp, flag);
2120 } 1926 }
2121}
2122
2123/*
2124 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2125 * all it's inventory (recursively).
2126 * If checksums are used, a player will get set_cheat called for
2127 * him/her-self and all object carried by a call to this function.
2128 */
2129
2130void
2131set_cheat (object *op)
2132{
2133 SET_FLAG (op, FLAG_WAS_WIZ);
2134 flag_inv (op, FLAG_WAS_WIZ);
2135} 1927}
2136 1928
2137/* 1929/*
2138 * find_free_spot(object, map, x, y, start, stop) will search for 1930 * find_free_spot(object, map, x, y, start, stop) will search for
2139 * a spot at the given map and coordinates which will be able to contain 1931 * a spot at the given map and coordinates which will be able to contain
2141 * to search (see the freearr_x/y[] definition). 1933 * to search (see the freearr_x/y[] definition).
2142 * It returns a random choice among the alternatives found. 1934 * It returns a random choice among the alternatives found.
2143 * start and stop are where to start relative to the free_arr array (1,9 1935 * start and stop are where to start relative to the free_arr array (1,9
2144 * does all 4 immediate directions). This returns the index into the 1936 * does all 4 immediate directions). This returns the index into the
2145 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1937 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2146 * Note - this only checks to see if there is space for the head of the
2147 * object - if it is a multispace object, this should be called for all
2148 * pieces.
2149 * Note2: This function does correctly handle tiled maps, but does not 1938 * Note: This function does correctly handle tiled maps, but does not
2150 * inform the caller. However, insert_ob_in_map will update as 1939 * inform the caller. However, insert_ob_in_map will update as
2151 * necessary, so the caller shouldn't need to do any special work. 1940 * necessary, so the caller shouldn't need to do any special work.
2152 * Note - updated to take an object instead of archetype - this is necessary 1941 * Note - updated to take an object instead of archetype - this is necessary
2153 * because arch_blocked (now ob_blocked) needs to know the movement type 1942 * because arch_blocked (now ob_blocked) needs to know the movement type
2154 * to know if the space in question will block the object. We can't use 1943 * to know if the space in question will block the object. We can't use
2155 * the archetype because that isn't correct if the monster has been 1944 * the archetype because that isn't correct if the monster has been
2156 * customized, changed states, etc. 1945 * customized, changed states, etc.
2157 */ 1946 */
2158
2159int 1947int
2160find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1948find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2161{ 1949{
2162 int
2163 i,
2164 index = 0, flag;
2165 static int
2166 altern[SIZEOFFREE]; 1950 int altern[SIZEOFFREE];
1951 int index = 0, flag;
2167 1952
2168 for (i = start; i < stop; i++) 1953 for (int i = start; i < stop; i++)
2169 { 1954 {
2170 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1955 mapxy pos (m, x, y); pos.move (i);
2171 if (!flag) 1956
1957 if (!pos.normalise ())
1958 continue;
1959
1960 mapspace &ms = *pos;
1961
1962 if (ms.flags () & P_IS_ALIVE)
1963 continue;
1964
1965 /* However, often
1966 * ob doesn't have any move type (when used to place exits)
1967 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1968 */
1969 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1970 {
2172 altern[index++] = i; 1971 altern [index++] = i;
1972 continue;
1973 }
2173 1974
2174 /* Basically, if we find a wall on a space, we cut down the search size. 1975 /* Basically, if we find a wall on a space, we cut down the search size.
2175 * In this way, we won't return spaces that are on another side of a wall. 1976 * In this way, we won't return spaces that are on another side of a wall.
2176 * This mostly work, but it cuts down the search size in all directions - 1977 * This mostly work, but it cuts down the search size in all directions -
2177 * if the space being examined only has a wall to the north and empty 1978 * if the space being examined only has a wall to the north and empty
2178 * spaces in all the other directions, this will reduce the search space 1979 * spaces in all the other directions, this will reduce the search space
2179 * to only the spaces immediately surrounding the target area, and 1980 * to only the spaces immediately surrounding the target area, and
2180 * won't look 2 spaces south of the target space. 1981 * won't look 2 spaces south of the target space.
2181 */ 1982 */
2182 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1983 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1984 {
2183 stop = maxfree[i]; 1985 stop = maxfree[i];
1986 continue;
1987 }
1988
1989 /* Note it is intentional that we check ob - the movement type of the
1990 * head of the object should correspond for the entire object.
1991 */
1992 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1993 continue;
1994
1995 if (ob->blocked (m, pos.x, pos.y))
1996 continue;
1997
1998 altern [index++] = i;
2184 } 1999 }
2000
2185 if (!index) 2001 if (!index)
2186 return -1; 2002 return -1;
2003
2187 return altern[RANDOM () % index]; 2004 return altern [rndm (index)];
2188} 2005}
2189 2006
2190/* 2007/*
2191 * find_first_free_spot(archetype, maptile, x, y) works like 2008 * find_first_free_spot(archetype, maptile, x, y) works like
2192 * find_free_spot(), but it will search max number of squares. 2009 * find_free_spot(), but it will search max number of squares.
2193 * But it will return the first available spot, not a random choice. 2010 * But it will return the first available spot, not a random choice.
2194 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2011 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2195 */ 2012 */
2196
2197int 2013int
2198find_first_free_spot (const object *ob, maptile *m, int x, int y) 2014find_first_free_spot (const object *ob, maptile *m, int x, int y)
2199{ 2015{
2200 int
2201 i;
2202
2203 for (i = 0; i < SIZEOFFREE; i++) 2016 for (int i = 0; i < SIZEOFFREE; i++)
2204 {
2205 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2017 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2206 return i; 2018 return i;
2207 } 2019
2208 return -1; 2020 return -1;
2209} 2021}
2210 2022
2211/* 2023/*
2212 * The function permute(arr, begin, end) randomly reorders the array 2024 * The function permute(arr, begin, end) randomly reorders the array
2213 * arr[begin..end-1]. 2025 * arr[begin..end-1].
2026 * now uses a fisher-yates shuffle, old permute was broken
2214 */ 2027 */
2215static void 2028static void
2216permute (int *arr, int begin, int end) 2029permute (int *arr, int begin, int end)
2217{ 2030{
2218 int 2031 arr += begin;
2219 i,
2220 j,
2221 tmp,
2222 len;
2223
2224 len = end - begin; 2032 end -= begin;
2225 for (i = begin; i < end; i++)
2226 {
2227 j = begin + RANDOM () % len;
2228 2033
2229 tmp = arr[i]; 2034 while (--end)
2230 arr[i] = arr[j]; 2035 swap (arr [end], arr [rndm (end + 1)]);
2231 arr[j] = tmp;
2232 }
2233} 2036}
2234 2037
2235/* new function to make monster searching more efficient, and effective! 2038/* new function to make monster searching more efficient, and effective!
2236 * This basically returns a randomized array (in the passed pointer) of 2039 * This basically returns a randomized array (in the passed pointer) of
2237 * the spaces to find monsters. In this way, it won't always look for 2040 * the spaces to find monsters. In this way, it won't always look for
2240 * the 3x3 area will be searched, just not in a predictable order. 2043 * the 3x3 area will be searched, just not in a predictable order.
2241 */ 2044 */
2242void 2045void
2243get_search_arr (int *search_arr) 2046get_search_arr (int *search_arr)
2244{ 2047{
2245 int 2048 int i;
2246 i;
2247 2049
2248 for (i = 0; i < SIZEOFFREE; i++) 2050 for (i = 0; i < SIZEOFFREE; i++)
2249 {
2250 search_arr[i] = i; 2051 search_arr[i] = i;
2251 }
2252 2052
2253 permute (search_arr, 1, SIZEOFFREE1 + 1); 2053 permute (search_arr, 1, SIZEOFFREE1 + 1);
2254 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2054 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2255 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2055 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2256} 2056}
2265 * Perhaps incorrectly, but I'm making the assumption that exclude 2065 * Perhaps incorrectly, but I'm making the assumption that exclude
2266 * is actually want is going to try and move there. We need this info 2066 * is actually want is going to try and move there. We need this info
2267 * because we have to know what movement the thing looking to move 2067 * because we have to know what movement the thing looking to move
2268 * there is capable of. 2068 * there is capable of.
2269 */ 2069 */
2270
2271int 2070int
2272find_dir (maptile *m, int x, int y, object *exclude) 2071find_dir (maptile *m, int x, int y, object *exclude)
2273{ 2072{
2274 int
2275 i,
2276 max = SIZEOFFREE, mflags; 2073 int i, max = SIZEOFFREE, mflags;
2277 2074
2278 sint16 nx, ny; 2075 sint16 nx, ny;
2279 object * 2076 object *tmp;
2280 tmp;
2281 maptile * 2077 maptile *mp;
2282 mp;
2283 2078
2284 MoveType blocked, move_type; 2079 MoveType blocked, move_type;
2285 2080
2286 if (exclude && exclude->head) 2081 if (exclude && exclude->head_ () != exclude)
2287 { 2082 {
2288 exclude = exclude->head; 2083 exclude = exclude->head;
2289 move_type = exclude->move_type; 2084 move_type = exclude->move_type;
2290 } 2085 }
2291 else 2086 else
2299 mp = m; 2094 mp = m;
2300 nx = x + freearr_x[i]; 2095 nx = x + freearr_x[i];
2301 ny = y + freearr_y[i]; 2096 ny = y + freearr_y[i];
2302 2097
2303 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2098 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2099
2304 if (mflags & P_OUT_OF_MAP) 2100 if (mflags & P_OUT_OF_MAP)
2305 {
2306 max = maxfree[i]; 2101 max = maxfree[i];
2307 }
2308 else 2102 else
2309 { 2103 {
2310 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2104 mapspace &ms = mp->at (nx, ny);
2105
2106 blocked = ms.move_block;
2311 2107
2312 if ((move_type & blocked) == move_type) 2108 if ((move_type & blocked) == move_type)
2313 {
2314 max = maxfree[i]; 2109 max = maxfree[i];
2315 }
2316 else if (mflags & P_IS_ALIVE) 2110 else if (mflags & P_IS_ALIVE)
2317 { 2111 {
2318 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2112 for (tmp = ms.bot; tmp; tmp = tmp->above)
2319 { 2113 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2320 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2114 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2321 {
2322 break; 2115 break;
2323 } 2116
2324 }
2325 if (tmp) 2117 if (tmp)
2326 {
2327 return freedir[i]; 2118 return freedir[i];
2328 }
2329 } 2119 }
2330 } 2120 }
2331 } 2121 }
2122
2332 return 0; 2123 return 0;
2333} 2124}
2334 2125
2335/* 2126/*
2336 * distance(object 1, object 2) will return the square of the 2127 * distance(object 1, object 2) will return the square of the
2337 * distance between the two given objects. 2128 * distance between the two given objects.
2338 */ 2129 */
2339
2340int 2130int
2341distance (const object *ob1, const object *ob2) 2131distance (const object *ob1, const object *ob2)
2342{ 2132{
2343 int
2344 i;
2345
2346 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2133 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2347 return i;
2348} 2134}
2349 2135
2350/* 2136/*
2351 * find_dir_2(delta-x,delta-y) will return a direction in which 2137 * find_dir_2(delta-x,delta-y) will return a direction in which
2352 * an object which has subtracted the x and y coordinates of another 2138 * an object which has subtracted the x and y coordinates of another
2353 * object, needs to travel toward it. 2139 * object, needs to travel toward it.
2354 */ 2140 */
2355
2356int 2141int
2357find_dir_2 (int x, int y) 2142find_dir_2 (int x, int y)
2358{ 2143{
2359 int 2144 int q;
2360 q;
2361 2145
2362 if (y) 2146 if (y)
2363 q = x * 100 / y; 2147 q = x * 100 / y;
2364 else if (x) 2148 else if (x)
2365 q = -300 * x; 2149 q = -300 * x;
2390 2174
2391 return 3; 2175 return 3;
2392} 2176}
2393 2177
2394/* 2178/*
2395 * absdir(int): Returns a number between 1 and 8, which represent
2396 * the "absolute" direction of a number (it actually takes care of
2397 * "overflow" in previous calculations of a direction).
2398 */
2399
2400int
2401absdir (int d)
2402{
2403 while (d < 1)
2404 d += 8;
2405 while (d > 8)
2406 d -= 8;
2407 return d;
2408}
2409
2410/*
2411 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2179 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2412 * between two directions (which are expected to be absolute (see absdir()) 2180 * between two directions (which are expected to be absolute (see absdir())
2413 */ 2181 */
2414
2415int 2182int
2416dirdiff (int dir1, int dir2) 2183dirdiff (int dir1, int dir2)
2417{ 2184{
2418 int 2185 int d;
2419 d;
2420 2186
2421 d = abs (dir1 - dir2); 2187 d = abs (dir1 - dir2);
2422 if (d > 4) 2188 if (d > 4)
2423 d = 8 - d; 2189 d = 8 - d;
2190
2424 return d; 2191 return d;
2425} 2192}
2426 2193
2427/* peterm: 2194/* peterm:
2428 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2195 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2431 * This basically means that if direction is 15, then it could either go 2198 * This basically means that if direction is 15, then it could either go
2432 * direction 4, 14, or 16 to get back to where we are. 2199 * direction 4, 14, or 16 to get back to where we are.
2433 * Moved from spell_util.c to object.c with the other related direction 2200 * Moved from spell_util.c to object.c with the other related direction
2434 * functions. 2201 * functions.
2435 */ 2202 */
2436
2437int
2438 reduction_dir[SIZEOFFREE][3] = { 2203int reduction_dir[SIZEOFFREE][3] = {
2439 {0, 0, 0}, /* 0 */ 2204 {0, 0, 0}, /* 0 */
2440 {0, 0, 0}, /* 1 */ 2205 {0, 0, 0}, /* 1 */
2441 {0, 0, 0}, /* 2 */ 2206 {0, 0, 0}, /* 2 */
2442 {0, 0, 0}, /* 3 */ 2207 {0, 0, 0}, /* 3 */
2443 {0, 0, 0}, /* 4 */ 2208 {0, 0, 0}, /* 4 */
2491 * find a path to that monster that we found. If not, 2256 * find a path to that monster that we found. If not,
2492 * we don't bother going toward it. Returns 1 if we 2257 * we don't bother going toward it. Returns 1 if we
2493 * can see a direct way to get it 2258 * can see a direct way to get it
2494 * Modified to be map tile aware -.MSW 2259 * Modified to be map tile aware -.MSW
2495 */ 2260 */
2496
2497
2498int 2261int
2499can_see_monsterP (maptile *m, int x, int y, int dir) 2262can_see_monsterP (maptile *m, int x, int y, int dir)
2500{ 2263{
2501 sint16 dx, dy; 2264 sint16 dx, dy;
2502 int
2503 mflags; 2265 int mflags;
2504 2266
2505 if (dir < 0) 2267 if (dir < 0)
2506 return 0; /* exit condition: invalid direction */ 2268 return 0; /* exit condition: invalid direction */
2507 2269
2508 dx = x + freearr_x[dir]; 2270 dx = x + freearr_x[dir];
2521 return 0; 2283 return 0;
2522 2284
2523 /* yes, can see. */ 2285 /* yes, can see. */
2524 if (dir < 9) 2286 if (dir < 9)
2525 return 1; 2287 return 1;
2288
2526 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2289 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2527 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2290 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2291 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2528} 2292}
2529
2530
2531 2293
2532/* 2294/*
2533 * can_pick(picker, item): finds out if an object is possible to be 2295 * can_pick(picker, item): finds out if an object is possible to be
2534 * picked up by the picker. Returnes 1 if it can be 2296 * picked up by the picker. Returnes 1 if it can be
2535 * picked up, otherwise 0. 2297 * picked up, otherwise 0.
2537 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2299 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2538 * core dumps if they do. 2300 * core dumps if they do.
2539 * 2301 *
2540 * Add a check so we can't pick up invisible objects (0.93.8) 2302 * Add a check so we can't pick up invisible objects (0.93.8)
2541 */ 2303 */
2542
2543int 2304int
2544can_pick (const object *who, const object *item) 2305can_pick (const object *who, const object *item)
2545{ 2306{
2546 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2307 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2547 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2308 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2548 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2309 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2549} 2310}
2550 2311
2551
2552/* 2312/*
2553 * create clone from object to another 2313 * create clone from object to another
2554 */ 2314 */
2555object * 2315object *
2556object_create_clone (object *asrc) 2316object_create_clone (object *asrc)
2557{ 2317{
2558 object *
2559 dst = NULL, *tmp, *src, *part, *prev, *item; 2318 object *dst = 0, *tmp, *src, *prev, *item;
2560 2319
2561 if (!asrc) 2320 if (!asrc)
2562 return NULL; 2321 return 0;
2563 src = asrc; 2322
2564 if (src->head)
2565 src = src->head; 2323 src = asrc->head_ ();
2566 2324
2567 prev = NULL; 2325 prev = 0;
2568 for (part = src; part; part = part->more) 2326 for (object *part = src; part; part = part->more)
2569 { 2327 {
2570 tmp = get_object (); 2328 tmp = part->clone ();
2571 copy_object (part, tmp);
2572 tmp->x -= src->x; 2329 tmp->x -= src->x;
2573 tmp->y -= src->y; 2330 tmp->y -= src->y;
2331
2574 if (!part->head) 2332 if (!part->head)
2575 { 2333 {
2576 dst = tmp; 2334 dst = tmp;
2577 tmp->head = NULL; 2335 tmp->head = 0;
2578 } 2336 }
2579 else 2337 else
2580 {
2581 tmp->head = dst; 2338 tmp->head = dst;
2582 } 2339
2583 tmp->more = NULL; 2340 tmp->more = 0;
2341
2584 if (prev) 2342 if (prev)
2585 prev->more = tmp; 2343 prev->more = tmp;
2344
2586 prev = tmp; 2345 prev = tmp;
2587 } 2346 }
2588 2347
2589 for (item = src->inv; item; item = item->below) 2348 for (item = src->inv; item; item = item->below)
2590 insert_ob_in_ob (object_create_clone (item), dst); 2349 insert_ob_in_ob (object_create_clone (item), dst);
2591 2350
2592 return dst; 2351 return dst;
2593}
2594
2595/* GROS - Creates an object using a string representing its content. */
2596/* Basically, we save the content of the string to a temp file, then call */
2597/* load_object on it. I admit it is a highly inefficient way to make things, */
2598/* but it was simple to make and allows reusing the load_object function. */
2599/* Remember not to use load_object_str in a time-critical situation. */
2600/* Also remember that multiparts objects are not supported for now. */
2601
2602object *
2603load_object_str (const char *obstr)
2604{
2605 object *op;
2606 char filename[MAX_BUF];
2607
2608 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2609
2610 FILE *tempfile = fopen (filename, "w");
2611
2612 if (tempfile == NULL)
2613 {
2614 LOG (llevError, "Error - Unable to access load object temp file\n");
2615 return NULL;
2616 }
2617
2618 fprintf (tempfile, obstr);
2619 fclose (tempfile);
2620
2621 op = get_object ();
2622
2623 object_thawer thawer (filename);
2624
2625 if (thawer)
2626 load_object (thawer, op, 0);
2627
2628 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2629 CLEAR_FLAG (op, FLAG_REMOVED);
2630
2631 return op;
2632} 2352}
2633 2353
2634/* This returns the first object in who's inventory that 2354/* This returns the first object in who's inventory that
2635 * has the same type and subtype match. 2355 * has the same type and subtype match.
2636 * returns NULL if no match. 2356 * returns NULL if no match.
2637 */ 2357 */
2638object * 2358object *
2639find_obj_by_type_subtype (const object *who, int type, int subtype) 2359find_obj_by_type_subtype (const object *who, int type, int subtype)
2640{ 2360{
2641 object *tmp;
2642
2643 for (tmp = who->inv; tmp; tmp = tmp->below) 2361 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2644 if (tmp->type == type && tmp->subtype == subtype) 2362 if (tmp->type == type && tmp->subtype == subtype)
2645 return tmp; 2363 return tmp;
2646 2364
2647 return NULL; 2365 return 0;
2648} 2366}
2649 2367
2650/* If ob has a field named key, return the link from the list, 2368/* If ob has a field named key, return the link from the list,
2651 * otherwise return NULL. 2369 * otherwise return NULL.
2652 * 2370 *
2654 * do the desired thing. 2372 * do the desired thing.
2655 */ 2373 */
2656key_value * 2374key_value *
2657get_ob_key_link (const object *ob, const char *key) 2375get_ob_key_link (const object *ob, const char *key)
2658{ 2376{
2659 key_value *link;
2660
2661 for (link = ob->key_values; link != NULL; link = link->next) 2377 for (key_value *link = ob->key_values; link; link = link->next)
2662 if (link->key == key) 2378 if (link->key == key)
2663 return link; 2379 return link;
2664 2380
2665 return NULL; 2381 return 0;
2666} 2382}
2667 2383
2668/* 2384/*
2669 * Returns the value of op has an extra_field for key, or NULL. 2385 * Returns the value of op has an extra_field for key, or NULL.
2670 * 2386 *
2695 if (link->key == canonical_key) 2411 if (link->key == canonical_key)
2696 return link->value; 2412 return link->value;
2697 2413
2698 return 0; 2414 return 0;
2699} 2415}
2700
2701 2416
2702/* 2417/*
2703 * Updates the canonical_key in op to value. 2418 * Updates the canonical_key in op to value.
2704 * 2419 *
2705 * canonical_key is a shared string (value doesn't have to be). 2420 * canonical_key is a shared string (value doesn't have to be).
2710 * Returns TRUE on success. 2425 * Returns TRUE on success.
2711 */ 2426 */
2712int 2427int
2713set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2428set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2714{ 2429{
2715 key_value *
2716 field = NULL, *last = NULL; 2430 key_value *field = NULL, *last = NULL;
2717 2431
2718 for (field = op->key_values; field != NULL; field = field->next) 2432 for (field = op->key_values; field != NULL; field = field->next)
2719 { 2433 {
2720 if (field->key != canonical_key) 2434 if (field->key != canonical_key)
2721 { 2435 {
2730 /* Basically, if the archetype has this key set, 2444 /* Basically, if the archetype has this key set,
2731 * we need to store the null value so when we save 2445 * we need to store the null value so when we save
2732 * it, we save the empty value so that when we load, 2446 * it, we save the empty value so that when we load,
2733 * we get this value back again. 2447 * we get this value back again.
2734 */ 2448 */
2735 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2449 if (get_ob_key_link (op->arch, canonical_key))
2736 field->value = 0; 2450 field->value = 0;
2737 else 2451 else
2738 { 2452 {
2739 if (last) 2453 if (last)
2740 last->next = field->next; 2454 last->next = field->next;
2749 /* IF we get here, key doesn't exist */ 2463 /* IF we get here, key doesn't exist */
2750 2464
2751 /* No field, we'll have to add it. */ 2465 /* No field, we'll have to add it. */
2752 2466
2753 if (!add_key) 2467 if (!add_key)
2754 {
2755 return FALSE; 2468 return FALSE;
2756 } 2469
2757 /* There isn't any good reason to store a null 2470 /* There isn't any good reason to store a null
2758 * value in the key/value list. If the archetype has 2471 * value in the key/value list. If the archetype has
2759 * this key, then we should also have it, so shouldn't 2472 * this key, then we should also have it, so shouldn't
2760 * be here. If user wants to store empty strings, 2473 * be here. If user wants to store empty strings,
2761 * should pass in "" 2474 * should pass in ""
2810 } 2523 }
2811 else 2524 else
2812 item = item->env; 2525 item = item->env;
2813} 2526}
2814 2527
2528const char *
2529object::flag_desc (char *desc, int len) const
2530{
2531 char *p = desc;
2532 bool first = true;
2533
2534 *p = 0;
2535
2536 for (int i = 0; i < NUM_FLAGS; i++)
2537 {
2538 if (len <= 10) // magic constant!
2539 {
2540 snprintf (p, len, ",...");
2541 break;
2542 }
2543
2544 if (flag [i])
2545 {
2546 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2547 len -= cnt;
2548 p += cnt;
2549 first = false;
2550 }
2551 }
2552
2553 return desc;
2554}
2555
2815// return a suitable string describing an objetc in enough detail to find it 2556// return a suitable string describing an object in enough detail to find it
2816const char * 2557const char *
2817object::debug_desc (char *info) const 2558object::debug_desc (char *info) const
2818{ 2559{
2560 char flagdesc[512];
2819 char info2[256 * 3]; 2561 char info2[256 * 4];
2820 char *p = info; 2562 char *p = info;
2821 2563
2822 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2564 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2823 count, 2565 count,
2566 uuid.c_str (),
2824 &name, 2567 &name,
2825 title ? " " : "", 2568 title ? "\",title:\"" : "",
2826 title ? (const char *)title : ""); 2569 title ? (const char *)title : "",
2570 flag_desc (flagdesc, 512), type);
2827 2571
2828 if (env) 2572 if (!this->flag[FLAG_REMOVED] && env)
2829 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2573 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2830 2574
2831 if (map) 2575 if (map)
2832 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2576 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2833 2577
2834 return info; 2578 return info;
2835} 2579}
2836 2580
2837const char * 2581const char *
2838object::debug_desc () const 2582object::debug_desc () const
2839{ 2583{
2840 static char info[256 * 3]; 2584 static char info[3][256 * 4];
2585 static int info_idx;
2586
2841 return debug_desc (info); 2587 return debug_desc (info [++info_idx % 3]);
2842} 2588}
2843 2589
2590struct region *
2591object::region () const
2592{
2593 return map ? map->region (x, y)
2594 : region::default_region ();
2595}
2596
2597const materialtype_t *
2598object::dominant_material () const
2599{
2600 if (materialtype_t *mt = name_to_material (materialname))
2601 return mt;
2602
2603 return name_to_material (shstr_unknown);
2604}
2605
2606void
2607object::open_container (object *new_container)
2608{
2609 if (container == new_container)
2610 return;
2611
2612 if (object *old_container = container)
2613 {
2614 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2615 return;
2616
2617#if 0
2618 // remove the "Close old_container" object.
2619 if (object *closer = old_container->inv)
2620 if (closer->type == CLOSE_CON)
2621 closer->destroy ();
2622#endif
2623
2624 old_container->flag [FLAG_APPLIED] = false;
2625 container = 0;
2626
2627 esrv_update_item (UPD_FLAGS, this, old_container);
2628 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2629 play_sound (sound_find ("chest_close"));
2630 }
2631
2632 if (new_container)
2633 {
2634 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2635 return;
2636
2637 // TODO: this does not seem to serve any purpose anymore?
2638#if 0
2639 // insert the "Close Container" object.
2640 if (archetype *closer = new_container->other_arch)
2641 {
2642 object *closer = arch_to_object (new_container->other_arch);
2643 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2644 new_container->insert (closer);
2645 }
2646#endif
2647
2648 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2649
2650 new_container->flag [FLAG_APPLIED] = true;
2651 container = new_container;
2652
2653 esrv_update_item (UPD_FLAGS, this, new_container);
2654 esrv_send_inventory (this, new_container);
2655 play_sound (sound_find ("chest_open"));
2656 }
2657}
2658
2659object *
2660object::force_find (const shstr name)
2661{
2662 /* cycle through his inventory to look for the MARK we want to
2663 * place
2664 */
2665 for (object *tmp = inv; tmp; tmp = tmp->below)
2666 if (tmp->type == FORCE && tmp->slaying == name)
2667 return splay (tmp);
2668
2669 return 0;
2670}
2671
2672void
2673object::force_add (const shstr name, int duration)
2674{
2675 if (object *force = force_find (name))
2676 force->destroy ();
2677
2678 object *force = get_archetype (FORCE_NAME);
2679
2680 force->slaying = name;
2681 force->stats.food = 1;
2682 force->speed_left = -1.f;
2683
2684 force->set_speed (duration ? 1.f / duration : 0.f);
2685 force->flag [FLAG_IS_USED_UP] = true;
2686 force->flag [FLAG_APPLIED] = true;
2687
2688 insert (force);
2689}
2690
2691void
2692object::play_sound (faceidx sound)
2693{
2694 if (!sound)
2695 return;
2696
2697 if (flag [FLAG_REMOVED])
2698 return;
2699
2700 if (env)
2701 {
2702 if (object *pl = in_player ())
2703 pl->contr->play_sound (sound);
2704 }
2705 else
2706 map->play_sound (sound, x, y);
2707}
2708

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