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Comparing deliantra/server/common/object.C (file contents):
Revision 1.63 by root, Tue Dec 12 20:53:02 2006 UTC vs.
Revision 1.208 by root, Mon Apr 21 06:16:01 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 <funcpoint.h>
30#include <sproto.h>
33#include <loader.h> 31#include <loader.h>
34 32
35int nrofallocobjects = 0; 33#include <bitset>
36static UUID uuid; 34
35UUID UUID::cur;
36static uint64_t seq_next_save;
37const uint64 UUID_SKIP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38 38
39object *active_objects; /* List of active objects that need to be processed */ 39objectvec objects;
40activevec actives;
40 41
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, 42short freearr_x[SIZEOFFREE] = {
43 0,
44 0, 1, 1, 1, 0, -1, -1, -1,
45 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
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 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
43}; 47};
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, 48short freearr_y[SIZEOFFREE] = {
49 0,
50 -1, -1, 0, 1, 1, 1, 0, -1,
51 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
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 52 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
46}; 53};
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, 54int maxfree[SIZEOFFREE] = {
55 0,
56 9, 10, 13, 14, 17, 18, 21, 22,
57 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
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 58 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
49}; 59};
50int freedir[SIZEOFFREE] = { 60int 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, 61 0,
62 1, 2, 3, 4, 5, 6, 7, 8,
63 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
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 64 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53}; 65};
54 66
55static void 67static void
56write_uuid (void) 68write_uuid (uval64 skip, bool sync)
57{ 69{
58 char filename1[MAX_BUF], filename2[MAX_BUF]; 70 CALL_BEGIN (2);
59 71 CALL_ARG_SV (newSVval64 (skip));
60 sprintf (filename1, "%s/uuid", settings.localdir); 72 CALL_ARG_SV (boolSV (sync));
61 sprintf (filename2, "%s/uuid~", settings.localdir); 73 CALL_CALL ("cf::write_uuid", G_DISCARD);
62 74 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} 75}
75 76
76static void 77static void
77read_uuid (void) 78read_uuid (void)
78{ 79{
79 char filename[MAX_BUF]; 80 char filename[MAX_BUF];
80 81
81 sprintf (filename, "%s/uuid", settings.localdir); 82 sprintf (filename, "%s/uuid", settings.localdir);
83
84 seq_next_save = 0;
82 85
83 FILE *fp; 86 FILE *fp;
84 87
85 if (!(fp = fopen (filename, "r"))) 88 if (!(fp = fopen (filename, "r")))
86 { 89 {
87 if (errno == ENOENT) 90 if (errno == ENOENT)
88 { 91 {
89 LOG (llevInfo, "RESET uid to 1\n"); 92 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0; 93 UUID::cur.seq = 0;
91 write_uuid (); 94 write_uuid (UUID_GAP, true);
92 return; 95 return;
93 } 96 }
94 97
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1); 99 _exit (1);
97 } 100 }
98 101
99 int version; 102 UUID::BUF buf;
100 unsigned long long uid; 103 buf[0] = 0;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 104 fgets (buf, sizeof (buf), fp);
105
106 if (!UUID::cur.parse (buf))
102 { 107 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 108 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
104 _exit (1); 109 _exit (1);
105 } 110 }
106 111
107 uuid.seq = uid; 112 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
108 write_uuid (); 113
109 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 114 write_uuid (UUID_GAP, true);
110 fclose (fp); 115 fclose (fp);
111} 116}
112 117
113UUID 118UUID
114gen_uuid () 119UUID::gen ()
115{ 120{
116 UUID uid; 121 UUID uid;
117 122
118 uid.seq = ++uuid.seq; 123 uid.seq = ++cur.seq;
119 124
120 if (!(uuid.seq & (UUID_SKIP - 1))) 125 if (expect_false (cur.seq >= seq_next_save))
121 write_uuid (); 126 {
127 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
128 write_uuid (UUID_GAP, false);
129 }
130
122 131
123 return uid; 132 return uid;
124} 133}
125 134
126void 135void
127init_uuid () 136UUID::init ()
128{ 137{
129 read_uuid (); 138 read_uuid ();
130} 139}
131 140
132/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 141/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
133static int 142static bool
134compare_ob_value_lists_one (const object *wants, const object *has) 143compare_ob_value_lists_one (const object *wants, const object *has)
135{ 144{
136 key_value *wants_field; 145 key_value *wants_field;
137 146
138 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 147 /* 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 148 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted... 149 * different structure or at least keep the lists sorted...
141 */ 150 */
142 151
143 /* For each field in wants, */ 152 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 153 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
145 { 154 {
146 key_value *has_field; 155 key_value *has_field;
147 156
148 /* Look for a field in has with the same key. */ 157 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key); 158 has_field = get_ob_key_link (has, wants_field->key);
150 159
151 if (has_field == NULL) 160 if (!has_field)
152 {
153 /* No field with that name. */ 161 return 0; /* No field with that name. */
154 return FALSE;
155 }
156 162
157 /* Found the matching field. */ 163 /* Found the matching field. */
158 if (has_field->value != wants_field->value) 164 if (has_field->value != wants_field->value)
159 {
160 /* Values don't match, so this half of the comparison is false. */ 165 return 0; /* Values don't match, so this half of the comparison is false. */
161 return FALSE;
162 }
163 166
164 /* If we get here, we found a match. Now for the next field in wants. */ 167 /* If we get here, we found a match. Now for the next field in wants. */
165 } 168 }
166 169
167 /* If we get here, every field in wants has a matching field in has. */ 170 /* If we get here, every field in wants has a matching field in has. */
168 return TRUE; 171 return 1;
169} 172}
170 173
171/* Returns TRUE if ob1 has the same key_values as ob2. */ 174/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int 175static bool
173compare_ob_value_lists (const object *ob1, const object *ob2) 176compare_ob_value_lists (const object *ob1, const object *ob2)
174{ 177{
175 /* However, there may be fields in has which aren't partnered in wants, 178 /* However, there may be fields in has which aren't partnered in wants,
176 * so we need to run the comparison *twice*. :( 179 * so we need to run the comparison *twice*. :(
177 */ 180 */
183 * 186 *
184 * Note that this function appears a lot longer than the macro it 187 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 188 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 189 * reduce this to the same efficiency.
187 * 190 *
188 * Check nrof variable *before* calling CAN_MERGE() 191 * Check nrof variable *before* calling can_merge()
189 * 192 *
190 * Improvements made with merge: Better checking on potion, and also 193 * Improvements made with merge: Better checking on potion, and also
191 * check weight 194 * check weight
192 */ 195 */
193
194bool object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
195{ 197{
196 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
198 return 0; 204 return 0;
199 205
200 if (ob1->speed != ob2->speed) 206 /* Do not merge objects if nrof would overflow. First part checks
207 * for unsigned overflow (2c), second part checks whether the result
208 * would fit into a 32 bit signed int, which is often used to hold
209 * nrof values.
210 */
211 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
201 return 0; 212 return 0;
202 213
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. 214 /* 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 215 * 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 216 * 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 217 * are not equal - just if it has been identified, the been_applied
214 * flags lose any meaning. 218 * flags lose any meaning.
215 */ 219 */
216 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 222
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 225
222 226 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) || 227 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 228 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 229 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 230 || 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) || 231 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 232 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 233 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 234 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 235 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 236 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 237 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 238 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 239 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 240 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 241 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 242 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 243 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 244 || 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)) 245 || ob1->move_off != ob2->move_off
246 || ob1->move_slow != ob2->move_slow
247 || ob1->move_slow_penalty != ob2->move_slow_penalty
248 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
249 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
253 return 0; 250 return 0;
254 251
252 if ((ob1->flag ^ ob2->flag)
253 .reset (FLAG_INV_LOCKED)
254 .reset (FLAG_CLIENT_SENT)
255 .reset (FLAG_REMOVED)
256 .any ())
257 return 0;
258
255 /* This is really a spellbook check - really, we should 259 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 260 * not merge objects with real inventories, as splitting them
261 * is hard.
257 */ 262 */
258 if (ob1->inv || ob2->inv) 263 if (ob1->inv || ob2->inv)
259 { 264 {
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)) 265 if (!(ob1->inv && ob2->inv))
266 return 0; 266 return 0; /* inventories differ in length */
267
268 if (ob1->inv->below || ob2->inv->below)
269 return 0; /* more than one object in inv */
270
271 if (!object::can_merge (ob1->inv, ob2->inv))
272 return 0; /* inventory objects differ */
267 273
268 /* inventory ok - still need to check rest of this object to see 274 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 275 * if it is valid.
270 */ 276 */
271 } 277 }
279 285
280 /* Note sure why the following is the case - either the object has to 286 /* 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 287 * be animated or have a very low speed. Is this an attempted monster
282 * check? 288 * check?
283 */ 289 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 290 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0; 291 return 0;
286 292
287 switch (ob1->type) 293 switch (ob1->type)
288 { 294 {
289 case SCROLL: 295 case SCROLL:
290 if (ob1->level != ob2->level) 296 if (ob1->level != ob2->level)
291 return 0; 297 return 0;
292 break; 298 break;
293 } 299 }
294 300
295 if (ob1->key_values != NULL || ob2->key_values != NULL) 301 if (ob1->key_values || ob2->key_values)
296 { 302 {
297 /* At least one of these has key_values. */ 303 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 304 if ((!ob1->key_values) != (!ob2->key_values))
299 /* One has fields, but the other one doesn't. */ 305 return 0; /* One has fields, but the other one doesn't. */
306
307 if (!compare_ob_value_lists (ob1, ob2))
300 return 0; 308 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0;
303 } 309 }
304 310
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 311 if (ob1->self || ob2->self)
307 { 312 {
308 ob1->optimise (); 313 ob1->optimise ();
309 ob2->optimise (); 314 ob2->optimise ();
310 315
311 if (ob1->self || ob2->self) 316 if (ob1->self || ob2->self)
317 {
318 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
319 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
320
321 if (k1 != k2)
312 return 0; 322 return 0;
323
324 if (k1 == 0)
325 return 1;
326
327 if (!cfperl_can_merge (ob1, ob2))
328 return 0;
329 }
313 } 330 }
314 331
315 /* Everything passes, must be OK. */ 332 /* Everything passes, must be OK. */
316 return 1; 333 return 1;
317} 334}
318 335
336// adjust weight per container type ("of holding")
337static sint32
338weight_adjust (object *op, sint32 weight)
339{
340 return op->type == CONTAINER
341 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
342 : weight;
343}
344
319/* 345/*
346 * adjust_weight(object, weight) adds the specified weight to an object,
347 * and also updates how much the environment(s) is/are carrying.
348 */
349static void
350adjust_weight (object *op, sint32 weight)
351{
352 while (op)
353 {
354 weight = weight_adjust (op, weight);
355
356 op->carrying += weight;
357 op = op->env;
358 }
359}
360
361/*
320 * sum_weight() is a recursive function which calculates the weight 362 * this is a recursive function which calculates the weight
321 * an object is carrying. It goes through in figures out how much 363 * an object is carrying. It goes through op and figures out how much
322 * containers are carrying, and sums it up. 364 * containers are carrying, and sums it up.
323 */ 365 */
324long 366void
325sum_weight (object *op) 367object::update_weight ()
326{ 368{
327 long sum; 369 sint32 sum = 0;
328 object *inv;
329 370
330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 371 for (object *op = inv; op; op = op->below)
331 { 372 {
332 if (inv->inv) 373 if (op->inv)
333 sum_weight (inv); 374 op->update_weight ();
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
335 }
336 375
337 if (op->type == CONTAINER && op->stats.Str) 376 sum += op->total_weight ();
338 sum = (sum * (100 - op->stats.Str)) / 100; 377 }
339 378
340 if (op->carrying != sum) 379 carrying = weight_adjust (this, sum);
341 op->carrying = sum;
342
343 return sum;
344} 380}
345 381
346/** 382/*
347 * Return the outermost environment object for a given object. 383 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
348 */ 384 */
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 * 385char *
380dump_object (object *op) 386dump_object (object *op)
381{ 387{
382 if (!op) 388 if (!op)
383 return strdup ("[NULLOBJ]"); 389 return strdup ("[NULLOBJ]");
384 390
385 object_freezer freezer; 391 object_freezer freezer;
386 save_object (freezer, op, 3); 392 op->write (freezer);
387 return freezer.as_string (); 393 return freezer.as_string ();
388} 394}
389 395
390/* 396/*
391 * get_nearest_part(multi-object, object 2) returns the part of the 397 * get_nearest_part(multi-object, object 2) returns the part of the
392 * multi-object 1 which is closest to the second object. 398 * multi-object 1 which is closest to the second object.
393 * If it's not a multi-object, it is returned. 399 * If it's not a multi-object, it is returned.
394 */ 400 */
395
396object * 401object *
397get_nearest_part (object *op, const object *pl) 402get_nearest_part (object *op, const object *pl)
398{ 403{
399 object *tmp, *closest; 404 object *tmp, *closest;
400 int last_dist, i; 405 int last_dist, i;
401 406
402 if (op->more == NULL) 407 if (!op->more)
403 return op; 408 return op;
409
404 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 410 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
411 tmp;
412 tmp = tmp->more)
405 if ((i = distance (tmp, pl)) < last_dist) 413 if ((i = distance (tmp, pl)) < last_dist)
406 closest = tmp, last_dist = i; 414 closest = tmp, last_dist = i;
415
407 return closest; 416 return closest;
408} 417}
409 418
410/* 419/*
411 * Returns the object which has the count-variable equal to the argument. 420 * Returns the object which has the count-variable equal to the argument.
421 * VERRRY slow.
412 */ 422 */
413
414object * 423object *
415find_object (tag_t i) 424find_object (tag_t i)
416{ 425{
417 for (object *op = object::first; op; op = op->next) 426 for_all_objects (op)
418 if (op->count == i) 427 if (op->count == i)
419 return op; 428 return op;
420 429
421 return 0; 430 return 0;
422} 431}
423 432
424/* 433/*
425 * Returns the first object which has a name equal to the argument. 434 * Returns the first object which has a name equal to the argument.
426 * Used only by the patch command, but not all that useful. 435 * Used only by the patch command, but not all that useful.
427 * Enables features like "patch <name-of-other-player> food 999" 436 * Enables features like "patch <name-of-other-player> food 999"
428 */ 437 */
429
430object * 438object *
431find_object_name (const char *str) 439find_object_name (const char *str)
432{ 440{
433 shstr_cmp str_ (str); 441 shstr_cmp str_ (str);
434 object *op; 442 object *op;
435 443
436 for (op = object::first; op != NULL; op = op->next) 444 for_all_objects (op)
437 if (op->name == str_) 445 if (op->name == str_)
438 break; 446 break;
439 447
440 return op; 448 return op;
441} 449}
442 450
443void
444free_all_object_data ()
445{
446 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
447}
448
449/* 451/*
450 * Sets the owner and sets the skill and exp pointers to owner's current 452 * Sets the owner and sets the skill and exp pointers to owner's current
451 * skill and experience objects. 453 * skill and experience objects.
454 * ACTUALLY NO! investigate! TODO
452 */ 455 */
453void 456void
454object::set_owner (object *owner) 457object::set_owner (object *owner)
455{ 458{
459 // allow objects which own objects
456 if (!owner) 460 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) 461 while (owner->owner)
467 owner = owner->owner; 462 owner = owner->owner;
463
464 if (flag [FLAG_FREED])
465 {
466 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
467 return;
468 }
468 469
469 this->owner = owner; 470 this->owner = owner;
471}
472
473int
474object::slottype () const
475{
476 if (type == SKILL)
477 {
478 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
479 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
480 }
481 else
482 {
483 if (slot [body_combat].info) return slot_combat;
484 if (slot [body_range ].info) return slot_ranged;
485 }
486
487 return slot_none;
488}
489
490bool
491object::change_weapon (object *ob)
492{
493 if (current_weapon == ob)
494 return true;
495
496 if (chosen_skill)
497 chosen_skill->flag [FLAG_APPLIED] = false;
498
499 current_weapon = ob;
500 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
501
502 if (chosen_skill)
503 chosen_skill->flag [FLAG_APPLIED] = true;
504
505 update_stats ();
506
507 if (ob)
508 {
509 // now check wether any body locations became invalid, in which case
510 // we cannot apply the weapon at the moment.
511 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
512 if (slot[i].used < 0)
513 {
514 current_weapon = chosen_skill = 0;
515 update_stats ();
516
517 new_draw_info_format (NDI_UNIQUE, 0, this,
518 "You try to balance all your items at once, "
519 "but the %s is just too much for your body. "
520 "[You need to unapply some items first.]", &ob->name);
521 return false;
522 }
523
524 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
525 }
526 else
527 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
528
529 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
530 {
531 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
532 &name, ob->debug_desc ());
533 return false;
534 }
535
536 return true;
470} 537}
471 538
472/* Zero the key_values on op, decrementing the shared-string 539/* Zero the key_values on op, decrementing the shared-string
473 * refcounts and freeing the links. 540 * refcounts and freeing the links.
474 */ 541 */
475static void 542static void
476free_key_values (object *op) 543free_key_values (object *op)
477{ 544{
478 for (key_value *i = op->key_values; i != 0;) 545 for (key_value *i = op->key_values; i; )
479 { 546 {
480 key_value *next = i->next; 547 key_value *next = i->next;
481 delete i; 548 delete i;
482 549
483 i = next; 550 i = next;
484 } 551 }
485 552
486 op->key_values = 0; 553 op->key_values = 0;
487} 554}
488 555
489void object::clear () 556object &
557object::operator =(const object &src)
490{ 558{
491 attachable_base::clear (); 559 bool is_freed = flag [FLAG_FREED];
560 bool is_removed = flag [FLAG_REMOVED];
492 561
493 free_key_values (this); 562 *(object_copy *)this = src;
494 563
495 owner = 0; 564 flag [FLAG_FREED] = is_freed;
496 name = 0; 565 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
559 if (is_removed)
560 SET_FLAG (op, FLAG_REMOVED);
561
562 if (op2->speed < 0)
563 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
564 566
565 /* Copy over key_values, if any. */ 567 /* Copy over key_values, if any. */
566 if (op2->key_values) 568 if (src.key_values)
567 { 569 {
568 key_value *tail = 0; 570 key_value *tail = 0;
569 key_value *i;
570
571 op->key_values = 0; 571 key_values = 0;
572 572
573 for (i = op2->key_values; i; i = i->next) 573 for (key_value *i = src.key_values; i; i = i->next)
574 { 574 {
575 key_value *new_link = new key_value; 575 key_value *new_link = new key_value;
576 576
577 new_link->next = 0; 577 new_link->next = 0;
578 new_link->key = i->key; 578 new_link->key = i->key;
579 new_link->value = i->value; 579 new_link->value = i->value;
580 580
581 /* Try and be clever here, too. */ 581 /* Try and be clever here, too. */
582 if (!op->key_values) 582 if (!key_values)
583 { 583 {
584 op->key_values = new_link; 584 key_values = new_link;
585 tail = new_link; 585 tail = new_link;
586 } 586 }
587 else 587 else
588 { 588 {
589 tail->next = new_link; 589 tail->next = new_link;
590 tail = new_link; 590 tail = new_link;
591 } 591 }
592 } 592 }
593 } 593 }
594}
594 595
595 update_ob_speed (op); 596/*
597 * copy_to first frees everything allocated by the dst object,
598 * and then copies the contents of itself into the second
599 * object, allocating what needs to be allocated. Basically, any
600 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
601 * if the first object is freed, the pointers in the new object
602 * will point at garbage.
603 */
604void
605object::copy_to (object *dst)
606{
607 *dst = *this;
608
609 if (speed < 0)
610 dst->speed_left -= rndm ();
611
612 dst->set_speed (dst->speed);
613}
614
615void
616object::instantiate ()
617{
618 if (!uuid.seq) // HACK
619 uuid = UUID::gen ();
620
621 speed_left = -0.1f;
622 /* copy the body_info to the body_used - this is only really
623 * need for monsters, but doesn't hurt to do it for everything.
624 * by doing so, when a monster is created, it has good starting
625 * values for the body_used info, so when items are created
626 * for it, they can be properly equipped.
627 */
628 for (int i = NUM_BODY_LOCATIONS; i--; )
629 slot[i].used = slot[i].info;
630
631 attachable::instantiate ();
632}
633
634object *
635object::clone ()
636{
637 object *neu = create ();
638 copy_to (neu);
639 return neu;
596} 640}
597 641
598/* 642/*
599 * If an object with the IS_TURNABLE() flag needs to be turned due 643 * If an object with the IS_TURNABLE() flag needs to be turned due
600 * to the closest player being on the other side, this function can 644 * to the closest player being on the other side, this function can
601 * be called to update the face variable, _and_ how it looks on the map. 645 * be called to update the face variable, _and_ how it looks on the map.
602 */ 646 */
603
604void 647void
605update_turn_face (object *op) 648update_turn_face (object *op)
606{ 649{
607 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 650 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
608 return; 651 return;
652
609 SET_ANIMATION (op, op->direction); 653 SET_ANIMATION (op, op->direction);
610 update_object (op, UP_OBJ_FACE); 654 update_object (op, UP_OBJ_FACE);
611} 655}
612 656
613/* 657/*
614 * Updates the speed of an object. If the speed changes from 0 to another 658 * Updates the speed of an object. If the speed changes from 0 to another
615 * value, or vice versa, then add/remove the object from the active list. 659 * value, or vice versa, then add/remove the object from the active list.
616 * This function needs to be called whenever the speed of an object changes. 660 * This function needs to be called whenever the speed of an object changes.
617 */ 661 */
618void 662void
619update_ob_speed (object *op) 663object::set_speed (float speed)
620{ 664{
621 extern int arch_init; 665 if (flag [FLAG_FREED] && speed)
622
623 /* No reason putting the archetypes objects on the speed list,
624 * since they never really need to be updated.
625 */
626
627 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
628 { 666 {
629 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 667 LOG (llevError, "Object %s is freed but has speed.\n", &name);
630#ifdef MANY_CORES
631 abort ();
632#else
633 op->speed = 0; 668 speed = 0;
634#endif
635 }
636
637 if (arch_init)
638 return;
639
640 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
641 { 669 }
642 /* If already on active list, don't do anything */
643 if (op->active_next || op->active_prev || op == active_objects)
644 return;
645 670
646 /* process_events() expects us to insert the object at the beginning 671 this->speed = speed;
647 * of the list. */
648 op->active_next = active_objects;
649 672
650 if (op->active_next != NULL) 673 if (has_active_speed ())
651 op->active_next->active_prev = op; 674 activate ();
652
653 active_objects = op;
654 }
655 else 675 else
656 { 676 deactivate ();
657 /* If not on the active list, nothing needs to be done */
658 if (!op->active_next && !op->active_prev && op != active_objects)
659 return;
660
661 if (op->active_prev == NULL)
662 {
663 active_objects = op->active_next;
664
665 if (op->active_next != NULL)
666 op->active_next->active_prev = NULL;
667 }
668 else
669 {
670 op->active_prev->active_next = op->active_next;
671
672 if (op->active_next)
673 op->active_next->active_prev = op->active_prev;
674 }
675
676 op->active_next = NULL;
677 op->active_prev = NULL;
678 }
679} 677}
680 678
681/* This function removes object 'op' from the list of active
682 * objects.
683 * This should only be used for style maps or other such
684 * reference maps where you don't want an object that isn't
685 * in play chewing up cpu time getting processed.
686 * The reverse of this is to call update_ob_speed, which
687 * will do the right thing based on the speed of the object.
688 */
689void
690remove_from_active_list (object *op)
691{
692 /* If not on the active list, nothing needs to be done */
693 if (!op->active_next && !op->active_prev && op != active_objects)
694 return;
695
696 if (op->active_prev == NULL)
697 {
698 active_objects = op->active_next;
699 if (op->active_next != NULL)
700 op->active_next->active_prev = NULL;
701 }
702 else
703 {
704 op->active_prev->active_next = op->active_next;
705 if (op->active_next)
706 op->active_next->active_prev = op->active_prev;
707 }
708 op->active_next = NULL;
709 op->active_prev = NULL;
710}
711
712/* 679/*
713 * update_object() updates the array which represents the map. 680 * update_object() updates the the map.
714 * It takes into account invisible objects (and represent squares covered 681 * It takes into account invisible objects (and represent squares covered
715 * by invisible objects by whatever is below them (unless it's another 682 * by invisible objects by whatever is below them (unless it's another
716 * invisible object, etc...) 683 * invisible object, etc...)
717 * If the object being updated is beneath a player, the look-window 684 * If the object being updated is beneath a player, the look-window
718 * of that player is updated (this might be a suboptimal way of 685 * of that player is updated (this might be a suboptimal way of
719 * updating that window, though, since update_object() is called _often_) 686 * updating that window, though, since update_object() is called _often_)
720 * 687 *
721 * action is a hint of what the caller believes need to be done. 688 * action is a hint of what the caller believes need to be done.
722 * For example, if the only thing that has changed is the face (due to
723 * an animation), we don't need to call update_position until that actually
724 * comes into view of a player. OTOH, many other things, like addition/removal
725 * of walls or living creatures may need us to update the flags now.
726 * current action are: 689 * current action are:
727 * UP_OBJ_INSERT: op was inserted 690 * UP_OBJ_INSERT: op was inserted
728 * UP_OBJ_REMOVE: op was removed 691 * UP_OBJ_REMOVE: op was removed
729 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 692 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
730 * as that is easier than trying to look at what may have changed. 693 * as that is easier than trying to look at what may have changed.
731 * UP_OBJ_FACE: only the objects face has changed. 694 * UP_OBJ_FACE: only the objects face has changed.
732 */ 695 */
733
734void 696void
735update_object (object *op, int action) 697update_object (object *op, int action)
736{ 698{
737 int update_now = 0, flags;
738 MoveType move_on, move_off, move_block, move_slow;
739
740 if (op == NULL) 699 if (op == NULL)
741 { 700 {
742 /* this should never happen */ 701 /* this should never happen */
743 LOG (llevDebug, "update_object() called for NULL object.\n"); 702 LOG (llevDebug, "update_object() called for NULL object.\n");
744 return; 703 return;
745 } 704 }
746 705
747 if (op->env != NULL) 706 if (op->env)
748 { 707 {
749 /* Animation is currently handled by client, so nothing 708 /* Animation is currently handled by client, so nothing
750 * to do in this case. 709 * to do in this case.
751 */ 710 */
752 return; 711 return;
757 */ 716 */
758 if (!op->map || op->map->in_memory == MAP_SAVING) 717 if (!op->map || op->map->in_memory == MAP_SAVING)
759 return; 718 return;
760 719
761 /* make sure the object is within map boundaries */ 720 /* make sure the object is within map boundaries */
762 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 721 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
763 { 722 {
764 LOG (llevError, "update_object() called for object out of map!\n"); 723 LOG (llevError, "update_object() called for object out of map!\n");
765#ifdef MANY_CORES 724#ifdef MANY_CORES
766 abort (); 725 abort ();
767#endif 726#endif
768 return; 727 return;
769 } 728 }
770 729
771 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 730 mapspace &m = op->ms ();
772 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
773 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
774 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
775 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
776 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
777 731
732 if (!(m.flags_ & P_UPTODATE))
733 /* nop */;
778 if (action == UP_OBJ_INSERT) 734 else if (action == UP_OBJ_INSERT)
779 { 735 {
736 // this is likely overkill, TODO: revisit (schmorp)
780 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 737 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
781 update_now = 1;
782
783 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 738 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
784 update_now = 1; 739 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
785 740 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
741 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
786 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 742 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
787 update_now = 1;
788
789 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
790 update_now = 1;
791
792 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
793 update_now = 1;
794
795 if ((move_on | op->move_on) != move_on) 743 || (m.move_on | op->move_on ) != m.move_on
796 update_now = 1;
797
798 if ((move_off | op->move_off) != move_off) 744 || (m.move_off | op->move_off ) != m.move_off
799 update_now = 1; 745 || (m.move_slow | op->move_slow) != m.move_slow
800
801 /* This isn't perfect, but I don't expect a lot of objects to 746 /* This isn't perfect, but I don't expect a lot of objects to
802 * to have move_allow right now. 747 * to have move_allow right now.
803 */ 748 */
804 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 749 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
805 update_now = 1; 750 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
806 751 m.flags_ = 0;
807 if ((move_slow | op->move_slow) != move_slow)
808 update_now = 1;
809 } 752 }
810
811 /* if the object is being removed, we can't make intelligent 753 /* if the object is being removed, we can't make intelligent
812 * decisions, because remove_ob can't really pass the object 754 * decisions, because remove_ob can't really pass the object
813 * that is being removed. 755 * that is being removed.
814 */ 756 */
815 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 757 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
816 update_now = 1; 758 m.flags_ = 0;
817 else if (action == UP_OBJ_FACE) 759 else if (action == UP_OBJ_FACE)
818 /* Nothing to do for that case */ ; 760 /* Nothing to do for that case */ ;
819 else 761 else
820 LOG (llevError, "update_object called with invalid action: %d\n", action); 762 LOG (llevError, "update_object called with invalid action: %d\n", action);
821 763
822 if (update_now)
823 {
824 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
825 update_position (op->map, op->x, op->y);
826 }
827
828 if (op->more != NULL) 764 if (op->more)
829 update_object (op->more, action); 765 update_object (op->more, action);
830}
831
832object::vector object::mortals;
833object::vector object::objects; // not yet used
834object *object::first;
835
836void object::free_mortals ()
837{
838 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
839 if ((*i)->refcnt)
840 ++i; // further delay freeing
841 else
842 {
843 delete *i;
844 mortals.erase (i);
845 }
846} 766}
847 767
848object::object () 768object::object ()
849{ 769{
850 SET_FLAG (this, FLAG_REMOVED); 770 SET_FLAG (this, FLAG_REMOVED);
853 face = blank_face; 773 face = blank_face;
854} 774}
855 775
856object::~object () 776object::~object ()
857{ 777{
778 unlink ();
779
858 free_key_values (this); 780 free_key_values (this);
859} 781}
860 782
783static int object_count;
784
861void object::link () 785void object::link ()
862{ 786{
787 assert (!index);//D
788 uuid = UUID::gen ();
863 count = ++ob_count; 789 count = ++object_count;
864 uuid = gen_uuid ();
865 790
866 prev = 0; 791 refcnt_inc ();
867 next = object::first; 792 objects.insert (this);
868
869 if (object::first)
870 object::first->prev = this;
871
872 object::first = this;
873} 793}
874 794
875void object::unlink () 795void object::unlink ()
876{ 796{
877 if (this == object::first) 797 if (!index)
878 object::first = next; 798 return;
879 799
880 /* Remove this object from the list of used objects */ 800 objects.erase (this);
881 if (prev) prev->next = next; 801 refcnt_dec ();
882 if (next) next->prev = prev; 802}
883 803
884 prev = 0; 804void
885 next = 0; 805object::activate ()
806{
807 /* If already on active list, don't do anything */
808 if (active)
809 return;
810
811 if (has_active_speed ())
812 actives.insert (this);
813}
814
815void
816object::activate_recursive ()
817{
818 activate ();
819
820 for (object *op = inv; op; op = op->below)
821 op->activate_recursive ();
822}
823
824/* This function removes object 'op' from the list of active
825 * objects.
826 * This should only be used for style maps or other such
827 * reference maps where you don't want an object that isn't
828 * in play chewing up cpu time getting processed.
829 * The reverse of this is to call update_ob_speed, which
830 * will do the right thing based on the speed of the object.
831 */
832void
833object::deactivate ()
834{
835 /* If not on the active list, nothing needs to be done */
836 if (!active)
837 return;
838
839 actives.erase (this);
840}
841
842void
843object::deactivate_recursive ()
844{
845 for (object *op = inv; op; op = op->below)
846 op->deactivate_recursive ();
847
848 deactivate ();
849}
850
851void
852object::set_flag_inv (int flag, int value)
853{
854 for (object *op = inv; op; op = op->below)
855 {
856 op->flag [flag] = value;
857 op->set_flag_inv (flag, value);
858 }
859}
860
861/*
862 * Remove and free all objects in the inventory of the given object.
863 * object.c ?
864 */
865void
866object::destroy_inv (bool drop_to_ground)
867{
868 // need to check first, because the checks below might segfault
869 // as we might be on an invalid mapspace and crossfire code
870 // is too buggy to ensure that the inventory is empty.
871 // corollary: if you create arrows etc. with stuff in tis inventory,
872 // cf will crash below with off-map x and y
873 if (!inv)
874 return;
875
876 /* Only if the space blocks everything do we not process -
877 * if some form of movement is allowed, let objects
878 * drop on that space.
879 */
880 if (!drop_to_ground
881 || !map
882 || map->in_memory != MAP_ACTIVE
883 || map->nodrop
884 || ms ().move_block == MOVE_ALL)
885 {
886 while (inv)
887 {
888 inv->destroy_inv (drop_to_ground);
889 inv->destroy ();
890 }
891 }
892 else
893 { /* Put objects in inventory onto this space */
894 while (inv)
895 {
896 object *op = inv;
897
898 if (op->flag [FLAG_STARTEQUIP]
899 || op->flag [FLAG_NO_DROP]
900 || op->type == RUNE
901 || op->type == TRAP
902 || op->flag [FLAG_IS_A_TEMPLATE]
903 || op->flag [FLAG_DESTROY_ON_DEATH])
904 op->destroy ();
905 else
906 map->insert (op, x, y);
907 }
908 }
886} 909}
887 910
888object *object::create () 911object *object::create ()
889{ 912{
890 object *op = new object; 913 object *op = new object;
891 op->link (); 914 op->link ();
892 return op; 915 return op;
893} 916}
894 917
895/* 918void
896 * free_object() frees everything allocated by an object, removes 919object::do_destroy ()
897 * it from the list of used objects, and puts it on the list of
898 * free objects. The IS_FREED() flag is set in the object.
899 * The object must have been removed by remove_ob() first for
900 * this function to succeed.
901 *
902 * If destroy_inventory is set, free inventory as well. Else drop items in
903 * inventory to the ground.
904 */
905void object::destroy (bool destroy_inventory)
906{ 920{
907 if (QUERY_FLAG (this, FLAG_FREED)) 921 attachable::do_destroy ();
908 return;
909 922
910 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 923 if (flag [FLAG_IS_LINKED])
924 remove_button_link (this);
925
926 if (flag [FLAG_FRIENDLY])
911 remove_friendly_object (this); 927 remove_friendly_object (this);
912 928
913 if (!QUERY_FLAG (this, FLAG_REMOVED)) 929 if (!flag [FLAG_REMOVED])
914 remove (); 930 remove ();
915 931
916 SET_FLAG (this, FLAG_FREED); 932 destroy_inv (true);
917 933
918 if (more) 934 deactivate ();
919 { 935 unlink ();
920 more->destroy (destroy_inventory);
921 more = 0;
922 }
923 936
924 if (inv) 937 flag [FLAG_FREED] = 1;
925 {
926 /* Only if the space blocks everything do we not process -
927 * if some form of movement is allowed, let objects
928 * drop on that space.
929 */
930 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
931 {
932 object *op = inv;
933
934 while (op)
935 {
936 object *tmp = op->below;
937 op->destroy (destroy_inventory);
938 op = tmp;
939 }
940 }
941 else
942 { /* Put objects in inventory onto this space */
943 object *op = inv;
944
945 while (op)
946 {
947 object *tmp = op->below;
948
949 op->remove ();
950
951 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
952 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
953 op->destroy (0);
954 else
955 {
956 op->x = x;
957 op->y = y;
958 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
959 }
960
961 op = tmp;
962 }
963 }
964 }
965 938
966 // hack to ensure that freed objects still have a valid map 939 // hack to ensure that freed objects still have a valid map
967 { 940 {
968 static maptile *freed_map; // freed objects are moved here to avoid crashes 941 static maptile *freed_map; // freed objects are moved here to avoid crashes
969 942
970 if (!freed_map) 943 if (!freed_map)
971 { 944 {
972 freed_map = new maptile; 945 freed_map = new maptile;
973 946
947 freed_map->path = "<freed objects map>";
974 freed_map->name = "/internal/freed_objects_map"; 948 freed_map->name = "/internal/freed_objects_map";
975 freed_map->width = 3; 949 freed_map->width = 3;
976 freed_map->height = 3; 950 freed_map->height = 3;
951 freed_map->nodrop = 1;
977 952
978 freed_map->allocate (); 953 freed_map->alloc ();
954 freed_map->in_memory = MAP_ACTIVE;
979 } 955 }
980 956
981 map = freed_map; 957 map = freed_map;
982 x = 1; 958 x = 1;
983 y = 1; 959 y = 1;
984 } 960 }
985 961
962 if (more)
963 {
964 more->destroy ();
965 more = 0;
966 }
967
968 head = 0;
969
986 // clear those pointers that likely might have circular references to us 970 // clear those pointers that likely might cause circular references
987 owner = 0; 971 owner = 0;
988 enemy = 0; 972 enemy = 0;
989 attacked_by = 0; 973 attacked_by = 0;
990 974 current_weapon = 0;
991 // only relevant for players(?), but make sure of it anyways
992 contr = 0;
993
994 /* Remove object from the active list */
995 speed = 0;
996 update_ob_speed (this);
997
998 unlink ();
999
1000 mortals.push_back (this);
1001} 975}
1002 976
1003/*
1004 * sub_weight() recursively (outwards) subtracts a number from the
1005 * weight of an object (and what is carried by it's environment(s)).
1006 */
1007void 977void
1008sub_weight (object *op, signed long weight) 978object::destroy (bool destroy_inventory)
1009{ 979{
1010 while (op != NULL) 980 if (destroyed ())
1011 { 981 return;
1012 if (op->type == CONTAINER)
1013 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1014 982
1015 op->carrying -= weight; 983 if (destroy_inventory)
1016 op = op->env; 984 destroy_inv (false);
1017 } 985
986 if (is_head ())
987 if (sound_destroy)
988 play_sound (sound_destroy);
989 else if (flag [FLAG_MONSTER])
990 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
991
992 attachable::destroy ();
1018} 993}
1019 994
1020/* op->remove (): 995/* op->remove ():
1021 * This function removes the object op from the linked list of objects 996 * This function removes the object op from the linked list of objects
1022 * which it is currently tied to. When this function is done, the 997 * which it is currently tied to. When this function is done, the
1023 * object will have no environment. If the object previously had an 998 * object will have no environment. If the object previously had an
1024 * environment, the x and y coordinates will be updated to 999 * environment, the x and y coordinates will be updated to
1025 * the previous environment. 1000 * the previous environment.
1026 * Beware: This function is called from the editor as well!
1027 */ 1001 */
1028void 1002void
1029object::remove () 1003object::do_remove ()
1030{ 1004{
1031 object *tmp, *last = 0; 1005 object *tmp, *last = 0;
1032 object *otmp; 1006 object *otmp;
1033 1007
1034 int check_walk_off;
1035
1036 if (QUERY_FLAG (this, FLAG_REMOVED)) 1008 if (QUERY_FLAG (this, FLAG_REMOVED))
1037 return; 1009 return;
1038 1010
1039 SET_FLAG (this, FLAG_REMOVED); 1011 SET_FLAG (this, FLAG_REMOVED);
1012 INVOKE_OBJECT (REMOVE, this);
1040 1013
1041 if (more) 1014 if (more)
1042 more->remove (); 1015 more->remove ();
1043 1016
1044 /* 1017 /*
1045 * In this case, the object to be removed is in someones 1018 * In this case, the object to be removed is in someones
1046 * inventory. 1019 * inventory.
1047 */ 1020 */
1048 if (env) 1021 if (env)
1049 { 1022 {
1023 adjust_weight (env, -total_weight ());
1024
1025 *(above ? &above->below : &env->inv) = below;
1026
1050 if (nrof) 1027 if (below)
1051 sub_weight (env, weight * nrof); 1028 below->above = above;
1052 else 1029
1053 sub_weight (env, weight + carrying); 1030 /* we set up values so that it could be inserted into
1031 * the map, but we don't actually do that - it is up
1032 * to the caller to decide what we want to do.
1033 */
1034 map = env->map;
1035 x = env->x;
1036 y = env->y;
1037 above = 0;
1038 below = 0;
1039 env = 0;
1054 1040
1055 /* NO_FIX_PLAYER is set when a great many changes are being 1041 /* NO_FIX_PLAYER is set when a great many changes are being
1056 * made to players inventory. If set, avoiding the call 1042 * made to players inventory. If set, avoiding the call
1057 * to save cpu time. 1043 * to save cpu time.
1058 */ 1044 */
1059 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1045 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1060 fix_player (otmp); 1046 otmp->update_stats ();
1061
1062 if (above != NULL)
1063 above->below = below;
1064 else
1065 env->inv = below;
1066
1067 if (below != NULL)
1068 below->above = above;
1069
1070 /* we set up values so that it could be inserted into
1071 * the map, but we don't actually do that - it is up
1072 * to the caller to decide what we want to do.
1073 */
1074 x = env->x, y = env->y;
1075 map = env->map;
1076 above = 0, below = 0;
1077 env = 0;
1078 } 1047 }
1079 else if (map) 1048 else if (map)
1080 { 1049 {
1081 /* Re did the following section of code - it looks like it had 1050 if (type == PLAYER)
1082 * lots of logic for things we no longer care about
1083 */ 1051 {
1052 // leaving a spot always closes any open container on the ground
1053 if (container && !container->env)
1054 // this causes spurious floorbox updates, but it ensures
1055 // that the CLOSE event is being sent.
1056 close_container ();
1057
1058 --map->players;
1059 map->touch ();
1060 }
1061
1062 map->dirty = true;
1063 mapspace &ms = this->ms ();
1084 1064
1085 /* link the object above us */ 1065 /* link the object above us */
1086 if (above) 1066 if (above)
1087 above->below = below; 1067 above->below = below;
1088 else 1068 else
1089 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 1069 ms.top = below; /* we were top, set new top */
1090 1070
1091 /* Relink the object below us, if there is one */ 1071 /* Relink the object below us, if there is one */
1092 if (below) 1072 if (below)
1093 below->above = above; 1073 below->above = above;
1094 else 1074 else
1096 /* Nothing below, which means we need to relink map object for this space 1076 /* Nothing below, which means we need to relink map object for this space
1097 * use translated coordinates in case some oddness with map tiling is 1077 * use translated coordinates in case some oddness with map tiling is
1098 * evident 1078 * evident
1099 */ 1079 */
1100 if (GET_MAP_OB (map, x, y) != this) 1080 if (GET_MAP_OB (map, x, y) != this)
1101 {
1102 char *dump = dump_object (this);
1103 LOG (llevError,
1104 "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); 1081 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 ());
1105 free (dump);
1106 dump = dump_object (GET_MAP_OB (map, x, y));
1107 LOG (llevError, "%s\n", dump);
1108 free (dump);
1109 }
1110 1082
1111 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1083 ms.bot = above; /* goes on above it. */
1112 } 1084 }
1113 1085
1114 above = 0; 1086 above = 0;
1115 below = 0; 1087 below = 0;
1116 1088
1117 if (map->in_memory == MAP_SAVING) 1089 if (map->in_memory == MAP_SAVING)
1118 return; 1090 return;
1119 1091
1120 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1092 int check_walk_off = !flag [FLAG_NO_APPLY];
1121 1093
1094 if (object *pl = ms.player ())
1095 {
1096 if (pl->container == this)
1097 /* If a container that the player is currently using somehow gets
1098 * removed (most likely destroyed), update the player view
1099 * appropriately.
1100 */
1101 pl->close_container ();
1102
1103 pl->contr->ns->floorbox_update ();
1104 }
1105
1122 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1106 for (tmp = ms.bot; tmp; tmp = tmp->above)
1123 { 1107 {
1124 /* No point updating the players look faces if he is the object 1108 /* No point updating the players look faces if he is the object
1125 * being removed. 1109 * being removed.
1126 */ 1110 */
1127 1111
1128 if (tmp->type == PLAYER && tmp != this)
1129 {
1130 /* If a container that the player is currently using somehow gets
1131 * removed (most likely destroyed), update the player view
1132 * appropriately.
1133 */
1134 if (tmp->container == this)
1135 {
1136 CLEAR_FLAG (this, FLAG_APPLIED);
1137 tmp->container = 0;
1138 }
1139
1140 tmp->contr->socket.update_look = 1;
1141 }
1142
1143 /* See if player moving off should effect something */ 1112 /* See if object moving off should effect something */
1144 if (check_walk_off 1113 if (check_walk_off
1145 && ((move_type & tmp->move_off) 1114 && ((move_type & tmp->move_off)
1146 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1115 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1147 { 1116 {
1148 move_apply (tmp, this, 0); 1117 move_apply (tmp, this, 0);
1149 1118
1150 if (destroyed ()) 1119 if (destroyed ())
1151 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1120 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1152 } 1121 }
1153 1122
1154 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1155
1156 if (tmp->above == tmp)
1157 tmp->above = 0;
1158
1159 last = tmp; 1123 last = tmp;
1160 } 1124 }
1161 1125
1162 /* last == NULL of there are no objects on this space */ 1126 /* last == NULL if there are no objects on this space */
1127 //TODO: this makes little sense, why only update the topmost object?
1163 if (!last) 1128 if (!last)
1164 { 1129 map->at (x, y).flags_ = 0;
1165 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1166 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1167 * those out anyways, and if there are any flags set right now, they won't
1168 * be correct anyways.
1169 */
1170 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1171 update_position (map, x, y);
1172 }
1173 else 1130 else
1174 update_object (last, UP_OBJ_REMOVE); 1131 update_object (last, UP_OBJ_REMOVE);
1175 1132
1176 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1133 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1177 update_all_los (map, x, y); 1134 update_all_los (map, x, y);
1178 } 1135 }
1179} 1136}
1180 1137
1181/* 1138/*
1190merge_ob (object *op, object *top) 1147merge_ob (object *op, object *top)
1191{ 1148{
1192 if (!op->nrof) 1149 if (!op->nrof)
1193 return 0; 1150 return 0;
1194 1151
1195 if (top == NULL) 1152 if (!top)
1196 for (top = op; top != NULL && top->above != NULL; top = top->above); 1153 for (top = op; top && top->above; top = top->above)
1154 ;
1197 1155
1198 for (; top != NULL; top = top->below) 1156 for (; top; top = top->below)
1199 { 1157 {
1200 if (top == op) 1158 if (top == op)
1201 continue; 1159 continue;
1202 if (CAN_MERGE (op, top)) 1160
1161 if (object::can_merge (op, top))
1203 { 1162 {
1204 top->nrof += op->nrof; 1163 top->nrof += op->nrof;
1205 1164
1206/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1165/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1207 op->weight = 0; /* Don't want any adjustements now */ 1166 op->weight = 0; /* Don't want any adjustements now */
1208 op->remove ();
1209 op->destroy (0); 1167 op->destroy ();
1210 return top; 1168 return top;
1211 } 1169 }
1212 } 1170 }
1213 1171
1214 return 0; 1172 return 0;
1215} 1173}
1216 1174
1175void
1176object::expand_tail ()
1177{
1178 if (more)
1179 return;
1180
1181 object *prev = this;
1182
1183 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1184 {
1185 object *op = arch_to_object (at);
1186
1187 op->name = name;
1188 op->name_pl = name_pl;
1189 op->title = title;
1190
1191 op->head = this;
1192 prev->more = op;
1193
1194 prev = op;
1195 }
1196}
1197
1217/* 1198/*
1218 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1199 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1219 * job preparing multi-part monsters 1200 * job preparing multi-part monsters.
1220 */ 1201 */
1221object * 1202object *
1222insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1203insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1223{ 1204{
1224 object *tmp;
1225
1226 if (op->head)
1227 op = op->head;
1228
1229 for (tmp = op; tmp; tmp = tmp->more) 1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1230 { 1206 {
1231 tmp->x = x + tmp->arch->clone.x; 1207 tmp->x = x + tmp->arch->x;
1232 tmp->y = y + tmp->arch->clone.y; 1208 tmp->y = y + tmp->arch->y;
1233 } 1209 }
1234 1210
1235 return insert_ob_in_map (op, m, originator, flag); 1211 return insert_ob_in_map (op, m, originator, flag);
1236} 1212}
1237 1213
1253 * Return value: 1229 * Return value:
1254 * new object if 'op' was merged with other object 1230 * new object if 'op' was merged with other object
1255 * NULL if 'op' was destroyed 1231 * NULL if 'op' was destroyed
1256 * just 'op' otherwise 1232 * just 'op' otherwise
1257 */ 1233 */
1258
1259object * 1234object *
1260insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1261{ 1236{
1237 assert (!op->flag [FLAG_FREED]);
1238
1262 object *tmp, *top, *floor = NULL; 1239 object *top, *floor = NULL;
1263 sint16 x, y;
1264 1240
1265 if (QUERY_FLAG (op, FLAG_FREED)) 1241 op->remove ();
1266 {
1267 LOG (llevError, "Trying to insert freed object!\n");
1268 return NULL;
1269 }
1270
1271 if (m == NULL)
1272 {
1273 char *dump = dump_object (op);
1274 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1275 free (dump);
1276 return op;
1277 }
1278
1279 if (out_of_map (m, op->x, op->y))
1280 {
1281 char *dump = dump_object (op);
1282 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1283#ifdef MANY_CORES
1284 /* Better to catch this here, as otherwise the next use of this object
1285 * is likely to cause a crash. Better to find out where it is getting
1286 * improperly inserted.
1287 */
1288 abort ();
1289#endif
1290 free (dump);
1291 return op;
1292 }
1293
1294 if (!QUERY_FLAG (op, FLAG_REMOVED))
1295 {
1296 char *dump = dump_object (op);
1297 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1298 free (dump);
1299 return op;
1300 }
1301
1302 if (op->more != NULL)
1303 {
1304 /* The part may be on a different map. */
1305
1306 object *more = op->more;
1307
1308 /* We really need the caller to normalize coordinates - if
1309 * we set the map, that doesn't work if the location is within
1310 * a map and this is straddling an edge. So only if coordinate
1311 * is clear wrong do we normalize it.
1312 */
1313 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1314 more->map = get_map_from_coord (m, &more->x, &more->y);
1315 else if (!more->map)
1316 {
1317 /* For backwards compatibility - when not dealing with tiled maps,
1318 * more->map should always point to the parent.
1319 */
1320 more->map = m;
1321 }
1322
1323 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1324 {
1325 if (!op->head)
1326 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1327
1328 return NULL;
1329 }
1330 }
1331
1332 CLEAR_FLAG (op, FLAG_REMOVED);
1333 1242
1334 /* Ideally, the caller figures this out. However, it complicates a lot 1243 /* Ideally, the caller figures this out. However, it complicates a lot
1335 * of areas of callers (eg, anything that uses find_free_spot would now 1244 * of areas of callers (eg, anything that uses find_free_spot would now
1336 * need extra work 1245 * need extra work
1337 */ 1246 */
1338 op->map = get_map_from_coord (m, &op->x, &op->y); 1247 if (!xy_normalise (m, op->x, op->y))
1339 x = op->x; 1248 {
1340 y = op->y; 1249 op->destroy ();
1250 return 0;
1251 }
1252
1253 if (object *more = op->more)
1254 if (!insert_ob_in_map (more, m, originator, flag))
1255 return 0;
1256
1257 CLEAR_FLAG (op, FLAG_REMOVED);
1258
1259 op->map = m;
1260 mapspace &ms = op->ms ();
1341 1261
1342 /* this has to be done after we translate the coordinates. 1262 /* this has to be done after we translate the coordinates.
1343 */ 1263 */
1344 if (op->nrof && !(flag & INS_NO_MERGE)) 1264 if (op->nrof && !(flag & INS_NO_MERGE))
1345 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1265 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1346 if (CAN_MERGE (op, tmp)) 1266 if (object::can_merge (op, tmp))
1347 { 1267 {
1348 op->nrof += tmp->nrof; 1268 op->nrof += tmp->nrof;
1349 tmp->remove ();
1350 tmp->destroy (0); 1269 tmp->destroy (1);
1351 } 1270 }
1352 1271
1353 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1272 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1354 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1273 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1355 1274
1368 op->below = originator->below; 1287 op->below = originator->below;
1369 1288
1370 if (op->below) 1289 if (op->below)
1371 op->below->above = op; 1290 op->below->above = op;
1372 else 1291 else
1373 SET_MAP_OB (op->map, op->x, op->y, op); 1292 ms.bot = op;
1374 1293
1375 /* since *below* originator, no need to update top */ 1294 /* since *below* originator, no need to update top */
1376 originator->below = op; 1295 originator->below = op;
1377 } 1296 }
1378 else 1297 else
1379 { 1298 {
1299 top = ms.bot;
1300
1380 /* If there are other objects, then */ 1301 /* If there are other objects, then */
1381 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1302 if (top)
1382 { 1303 {
1383 object *last = NULL; 1304 object *last = 0;
1384 1305
1385 /* 1306 /*
1386 * If there are multiple objects on this space, we do some trickier handling. 1307 * If there are multiple objects on this space, we do some trickier handling.
1387 * We've already dealt with merging if appropriate. 1308 * We've already dealt with merging if appropriate.
1388 * Generally, we want to put the new object on top. But if 1309 * Generally, we want to put the new object on top. But if
1392 * once we get to them. This reduces the need to traverse over all of 1313 * once we get to them. This reduces the need to traverse over all of
1393 * them when adding another one - this saves quite a bit of cpu time 1314 * them when adding another one - this saves quite a bit of cpu time
1394 * when lots of spells are cast in one area. Currently, it is presumed 1315 * when lots of spells are cast in one area. Currently, it is presumed
1395 * that flying non pickable objects are spell objects. 1316 * that flying non pickable objects are spell objects.
1396 */ 1317 */
1397 1318 for (top = ms.bot; top; top = top->above)
1398 while (top != NULL)
1399 { 1319 {
1400 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1320 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1401 floor = top; 1321 floor = top;
1402 1322
1403 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1323 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1406 top = top->below; 1326 top = top->below;
1407 break; 1327 break;
1408 } 1328 }
1409 1329
1410 last = top; 1330 last = top;
1411 top = top->above;
1412 } 1331 }
1413 1332
1414 /* Don't want top to be NULL, so set it to the last valid object */ 1333 /* Don't want top to be NULL, so set it to the last valid object */
1415 top = last; 1334 top = last;
1416 1335
1418 * looks like instead of lots of conditions here. 1337 * looks like instead of lots of conditions here.
1419 * makes things faster, and effectively the same result. 1338 * makes things faster, and effectively the same result.
1420 */ 1339 */
1421 1340
1422 /* Have object 'fall below' other objects that block view. 1341 /* Have object 'fall below' other objects that block view.
1423 * Unless those objects are exits, type 66 1342 * Unless those objects are exits.
1424 * If INS_ON_TOP is used, don't do this processing 1343 * If INS_ON_TOP is used, don't do this processing
1425 * Need to find the object that in fact blocks view, otherwise 1344 * Need to find the object that in fact blocks view, otherwise
1426 * stacking is a bit odd. 1345 * stacking is a bit odd.
1427 */ 1346 */
1428 if (!(flag & INS_ON_TOP) && 1347 if (!(flag & INS_ON_TOP)
1429 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1348 && ms.flags () & P_BLOCKSVIEW
1349 && (op->face && !faces [op->face].visibility))
1430 { 1350 {
1431 for (last = top; last != floor; last = last->below) 1351 for (last = top; last != floor; last = last->below)
1432 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1352 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1433 break; 1353 break;
1354
1434 /* Check to see if we found the object that blocks view, 1355 /* Check to see if we found the object that blocks view,
1435 * and make sure we have a below pointer for it so that 1356 * and make sure we have a below pointer for it so that
1436 * we can get inserted below this one, which requires we 1357 * we can get inserted below this one, which requires we
1437 * set top to the object below us. 1358 * set top to the object below us.
1438 */ 1359 */
1439 if (last && last->below && last != floor) 1360 if (last && last->below && last != floor)
1440 top = last->below; 1361 top = last->below;
1441 } 1362 }
1442 } /* If objects on this space */ 1363 } /* If objects on this space */
1443 1364
1444 if (flag & INS_MAP_LOAD)
1445 top = GET_MAP_TOP (op->map, op->x, op->y);
1446
1447 if (flag & INS_ABOVE_FLOOR_ONLY) 1365 if (flag & INS_ABOVE_FLOOR_ONLY)
1448 top = floor; 1366 top = floor;
1449 1367
1450 /* Top is the object that our object (op) is going to get inserted above. 1368 /* Top is the object that our object (op) is going to get inserted above.
1451 */ 1369 */
1452 1370
1453 /* First object on this space */ 1371 /* First object on this space */
1454 if (!top) 1372 if (!top)
1455 { 1373 {
1456 op->above = GET_MAP_OB (op->map, op->x, op->y); 1374 op->above = ms.bot;
1457 1375
1458 if (op->above) 1376 if (op->above)
1459 op->above->below = op; 1377 op->above->below = op;
1460 1378
1461 op->below = NULL; 1379 op->below = 0;
1462 SET_MAP_OB (op->map, op->x, op->y, op); 1380 ms.bot = op;
1463 } 1381 }
1464 else 1382 else
1465 { /* get inserted into the stack above top */ 1383 { /* get inserted into the stack above top */
1466 op->above = top->above; 1384 op->above = top->above;
1467 1385
1470 1388
1471 op->below = top; 1389 op->below = top;
1472 top->above = op; 1390 top->above = op;
1473 } 1391 }
1474 1392
1475 if (op->above == NULL) 1393 if (!op->above)
1476 SET_MAP_TOP (op->map, op->x, op->y, op); 1394 ms.top = op;
1477 } /* else not INS_BELOW_ORIGINATOR */ 1395 } /* else not INS_BELOW_ORIGINATOR */
1478 1396
1479 if (op->type == PLAYER) 1397 if (op->type == PLAYER)
1398 {
1480 op->contr->do_los = 1; 1399 op->contr->do_los = 1;
1400 ++op->map->players;
1401 op->map->touch ();
1402 }
1481 1403
1482 /* If we have a floor, we know the player, if any, will be above 1404 op->map->dirty = true;
1483 * it, so save a few ticks and start from there. 1405
1484 */ 1406 if (object *pl = ms.player ())
1485 if (!(flag & INS_MAP_LOAD)) 1407 pl->contr->ns->floorbox_update ();
1486 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1487 if (tmp->type == PLAYER)
1488 tmp->contr->socket.update_look = 1;
1489 1408
1490 /* If this object glows, it may affect lighting conditions that are 1409 /* If this object glows, it may affect lighting conditions that are
1491 * visible to others on this map. But update_all_los is really 1410 * visible to others on this map. But update_all_los is really
1492 * an inefficient way to do this, as it means los for all players 1411 * an inefficient way to do this, as it means los for all players
1493 * on the map will get recalculated. The players could very well 1412 * on the map will get recalculated. The players could very well
1494 * be far away from this change and not affected in any way - 1413 * be far away from this change and not affected in any way -
1495 * this should get redone to only look for players within range, 1414 * this should get redone to only look for players within range,
1496 * or just updating the P_NEED_UPDATE for spaces within this area 1415 * or just updating the P_UPTODATE for spaces within this area
1497 * of effect may be sufficient. 1416 * of effect may be sufficient.
1498 */ 1417 */
1499 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1418 if (op->map->darkness && (op->glow_radius != 0))
1500 update_all_los (op->map, op->x, op->y); 1419 update_all_los (op->map, op->x, op->y);
1501 1420
1502 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1421 /* updates flags (blocked, alive, no magic, etc) for this map space */
1503 update_object (op, UP_OBJ_INSERT); 1422 update_object (op, UP_OBJ_INSERT);
1504 1423
1424 INVOKE_OBJECT (INSERT, op);
1425
1505 /* Don't know if moving this to the end will break anything. However, 1426 /* Don't know if moving this to the end will break anything. However,
1506 * we want to have update_look set above before calling this. 1427 * we want to have floorbox_update called before calling this.
1507 * 1428 *
1508 * check_move_on() must be after this because code called from 1429 * check_move_on() must be after this because code called from
1509 * check_move_on() depends on correct map flags (so functions like 1430 * check_move_on() depends on correct map flags (so functions like
1510 * blocked() and wall() work properly), and these flags are updated by 1431 * blocked() and wall() work properly), and these flags are updated by
1511 * update_object(). 1432 * update_object().
1512 */ 1433 */
1513 1434
1514 /* if this is not the head or flag has been passed, don't check walk on status */ 1435 /* if this is not the head or flag has been passed, don't check walk on status */
1515 if (!(flag & INS_NO_WALK_ON) && !op->head) 1436 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1516 { 1437 {
1517 if (check_move_on (op, originator)) 1438 if (check_move_on (op, originator))
1518 return NULL; 1439 return 0;
1519 1440
1520 /* If we are a multi part object, lets work our way through the check 1441 /* If we are a multi part object, lets work our way through the check
1521 * walk on's. 1442 * walk on's.
1522 */ 1443 */
1523 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1444 for (object *tmp = op->more; tmp; tmp = tmp->more)
1524 if (check_move_on (tmp, originator)) 1445 if (check_move_on (tmp, originator))
1525 return NULL; 1446 return 0;
1526 } 1447 }
1527 1448
1528 return op; 1449 return op;
1529} 1450}
1530 1451
1531/* this function inserts an object in the map, but if it 1452/* this function inserts an object in the map, but if it
1532 * finds an object of its own type, it'll remove that one first. 1453 * finds an object of its own type, it'll remove that one first.
1533 * op is the object to insert it under: supplies x and the map. 1454 * op is the object to insert it under: supplies x and the map.
1534 */ 1455 */
1535void 1456void
1536replace_insert_ob_in_map (const char *arch_string, object *op) 1457replace_insert_ob_in_map (const char *arch_string, object *op)
1537{ 1458{
1538 object *
1539 tmp;
1540 object *
1541 tmp1;
1542
1543 /* first search for itself and remove any old instances */ 1459 /* first search for itself and remove any old instances */
1544 1460
1545 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1461 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1546 {
1547 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1462 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1548 {
1549 tmp->remove ();
1550 tmp->destroy (0); 1463 tmp->destroy (1);
1551 }
1552 }
1553 1464
1554 tmp1 = arch_to_object (archetype::find (arch_string)); 1465 object *tmp = arch_to_object (archetype::find (arch_string));
1555 1466
1556 tmp1->x = op->x; 1467 tmp->x = op->x;
1557 tmp1->y = op->y; 1468 tmp->y = op->y;
1469
1558 insert_ob_in_map (tmp1, op->map, op, 0); 1470 insert_ob_in_map (tmp, op->map, op, 0);
1471}
1472
1473object *
1474object::insert_at (object *where, object *originator, int flags)
1475{
1476 if (where->env)
1477 return where->env->insert (this);
1478 else
1479 return where->map->insert (this, where->x, where->y, originator, flags);
1559} 1480}
1560 1481
1561/* 1482/*
1562 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1483 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1563 * is returned contains nr objects, and the remaining parts contains 1484 * is returned contains nr objects, and the remaining parts contains
1564 * the rest (or is removed and freed if that number is 0). 1485 * the rest (or is removed and freed if that number is 0).
1565 * On failure, NULL is returned, and the reason put into the 1486 * On failure, NULL is returned, and the reason put into the
1566 * global static errmsg array. 1487 * global static errmsg array.
1567 */ 1488 */
1489object *
1490object::split_nr (sint32 nr)
1491{
1492 if (nrof < nr)
1493 return 0;
1494 else if (nrof == nr)
1495 {
1496 remove ();
1497 return this;
1498 }
1499 else
1500 {
1501 decrease_nr (nr);
1568 1502
1503 object *op = object_create_clone (this);
1504 op->nrof = nr;
1505 return op;
1506 }
1507}
1508
1509//TODO: remove, but semantics differs from split_nr
1569object * 1510object *
1570get_split_ob (object *orig_ob, uint32 nr) 1511get_split_ob (object *orig_ob, uint32 nr)
1571{ 1512{
1572 object *
1573 newob;
1574 int
1575 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1576
1577 if (orig_ob->nrof < nr) 1513 if (orig_ob->nrof < nr)
1578 { 1514 {
1579 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1515 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1580 return NULL; 1516 return 0;
1581 }
1582
1583 newob = object_create_clone (orig_ob);
1584
1585 if ((orig_ob->nrof -= nr) < 1)
1586 orig_ob->destroy (1);
1587 else if (!is_removed)
1588 { 1517 }
1589 if (orig_ob->env != NULL) 1518
1590 sub_weight (orig_ob->env, orig_ob->weight * nr); 1519 return orig_ob->split_nr (nr);
1591 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1520}
1521
1522// find player who can see this object
1523static object *
1524visible_to (object *op)
1525{
1526 if (!op->flag [FLAG_REMOVED])
1527 {
1528 // see if we are in a container of sorts
1529 if (object *env = op->env)
1592 { 1530 {
1593 strcpy (errmsg, "Tried to split object whose map is not in memory."); 1531 // the player inventory itself is always visible
1594 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n"); 1532 if (env->type == PLAYER)
1595 return NULL; 1533 return env;
1534
1535 // else a player could have our env open
1536 env = env->outer_env ();
1537
1538 // the player itself is always on a map, so we will find him here
1539 // even if our inv is in a player.
1540 if (env->is_on_map ())
1541 if (object *pl = env->ms ().player ())
1542 if (pl->container == op->env)
1543 return pl;
1596 } 1544 }
1545 else
1546 {
1547 // maybe there is a player standing on the same mapspace
1548 if (object *pl = env->ms ().player ())
1549 return pl;
1550 }
1597 } 1551 }
1598 1552
1599 newob->nrof = nr;
1600
1601 return newob; 1553 return 0;
1602} 1554}
1603 1555
1604/* 1556/*
1605 * decrease_ob_nr(object, number) decreases a specified number from 1557 * decrease_ob_nr(object, number) decreases a specified number from
1606 * the amount of an object. If the amount reaches 0, the object 1558 * the amount of an object. If the amount reaches 0, the object
1607 * is subsequently removed and freed. 1559 * is subsequently removed and freed.
1608 * 1560 *
1609 * Return value: 'op' if something is left, NULL if the amount reached 0 1561 * Return value: 'op' if something is left, NULL if the amount reached 0
1610 */ 1562 */
1563bool
1564object::decrease_nr (sint32 nr)
1565{
1566 nr = min (nr, nrof);
1611 1567
1568 if (!nr)
1569 return 1;
1570
1571 nrof -= nr;
1572
1573 object *visible = visible_to (this);
1574
1575 if (nrof)
1576 {
1577 adjust_weight (env, -weight * nr); // carrying == 0
1578
1579 if (visible)
1580 esrv_send_item (visible, this);
1581
1582 return 1;
1583 }
1584 else
1585 {
1586 if (visible)
1587 esrv_del_item (visible->contr, count);
1588
1589 this->destroy (1);
1590 return 0;
1591 }
1592}
1593
1594//TODO: remove
1612object * 1595object *
1613decrease_ob_nr (object *op, uint32 i) 1596decrease_ob_nr (object *op, uint32 i)
1614{ 1597{
1615 object *tmp; 1598 return op->decrease_nr (i) ? op : 0;
1616 player *pl;
1617
1618 if (i == 0) /* objects with op->nrof require this check */
1619 return op;
1620
1621 if (i > op->nrof)
1622 i = op->nrof;
1623
1624 if (QUERY_FLAG (op, FLAG_REMOVED))
1625 op->nrof -= i;
1626 else if (op->env != NULL)
1627 {
1628 /* is this object in the players inventory, or sub container
1629 * therein?
1630 */
1631 tmp = is_player_inv (op->env);
1632 /* nope. Is this a container the player has opened?
1633 * If so, set tmp to that player.
1634 * IMO, searching through all the players will mostly
1635 * likely be quicker than following op->env to the map,
1636 * and then searching the map for a player.
1637 */
1638 if (!tmp)
1639 {
1640 for (pl = first_player; pl; pl = pl->next)
1641 if (pl->ob->container == op->env)
1642 break;
1643 if (pl)
1644 tmp = pl->ob;
1645 else
1646 tmp = NULL;
1647 }
1648
1649 if (i < op->nrof)
1650 {
1651 sub_weight (op->env, op->weight * i);
1652 op->nrof -= i;
1653 if (tmp)
1654 {
1655 esrv_send_item (tmp, op);
1656 }
1657 }
1658 else
1659 {
1660 op->remove ();
1661 op->nrof = 0;
1662 if (tmp)
1663 {
1664 esrv_del_item (tmp->contr, op->count);
1665 }
1666 }
1667 }
1668 else
1669 {
1670 object *above = op->above;
1671
1672 if (i < op->nrof)
1673 op->nrof -= i;
1674 else
1675 {
1676 op->remove ();
1677 op->nrof = 0;
1678 }
1679
1680 /* Since we just removed op, op->above is null */
1681 for (tmp = above; tmp != NULL; tmp = tmp->above)
1682 if (tmp->type == PLAYER)
1683 {
1684 if (op->nrof)
1685 esrv_send_item (tmp, op);
1686 else
1687 esrv_del_item (tmp->contr, op->count);
1688 }
1689 }
1690
1691 if (op->nrof)
1692 return op;
1693 else
1694 {
1695 op->destroy (0);
1696 return NULL;
1697 }
1698}
1699
1700/*
1701 * add_weight(object, weight) adds the specified weight to an object,
1702 * and also updates how much the environment(s) is/are carrying.
1703 */
1704
1705void
1706add_weight (object *op, signed long weight)
1707{
1708 while (op != NULL)
1709 {
1710 if (op->type == CONTAINER)
1711 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1712
1713 op->carrying += weight;
1714 op = op->env;
1715 }
1716} 1599}
1717 1600
1718object * 1601object *
1719insert_ob_in_ob (object *op, object *where) 1602insert_ob_in_ob (object *op, object *where)
1720{ 1603{
1724 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1607 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1725 free (dump); 1608 free (dump);
1726 return op; 1609 return op;
1727 } 1610 }
1728 1611
1729 if (where->head) 1612 if (where->head_ () != where)
1730 { 1613 {
1731 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1614 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1732 where = where->head; 1615 where = where->head;
1733 } 1616 }
1734 1617
1735 return where->insert (op); 1618 return where->insert (op);
1736} 1619}
1741 * inside the object environment. 1624 * inside the object environment.
1742 * 1625 *
1743 * The function returns now pointer to inserted item, and return value can 1626 * The function returns now pointer to inserted item, and return value can
1744 * be != op, if items are merged. -Tero 1627 * be != op, if items are merged. -Tero
1745 */ 1628 */
1746
1747object * 1629object *
1748object::insert (object *op) 1630object::insert (object *op)
1749{ 1631{
1750 object *tmp, *otmp;
1751
1752 if (!QUERY_FLAG (op, FLAG_REMOVED))
1753 op->remove ();
1754
1755 if (op->more) 1632 if (op->more)
1756 { 1633 {
1757 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1634 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1758 return op; 1635 return op;
1759 } 1636 }
1760 1637
1761 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1638 op->remove ();
1762 CLEAR_FLAG (op, FLAG_REMOVED); 1639
1640 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1641
1763 if (op->nrof) 1642 if (op->nrof)
1764 {
1765 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1643 for (object *tmp = inv; tmp; tmp = tmp->below)
1766 if (CAN_MERGE (tmp, op)) 1644 if (object::can_merge (tmp, op))
1767 { 1645 {
1768 /* return the original object and remove inserted object 1646 /* return the original object and remove inserted object
1769 (client needs the original object) */ 1647 (client needs the original object) */
1770 tmp->nrof += op->nrof; 1648 tmp->nrof += op->nrof;
1771 /* Weight handling gets pretty funky. Since we are adding to 1649 op->destroy (1);
1772 * tmp->nrof, we need to increase the weight.
1773 */
1774 add_weight (this, op->weight * op->nrof);
1775 SET_FLAG (op, FLAG_REMOVED);
1776 op->destroy (); /* free the inserted object */
1777 op = tmp; 1650 op = tmp;
1778 op->remove (); /* and fix old object's links */ 1651 goto inserted;
1779 CLEAR_FLAG (op, FLAG_REMOVED);
1780 break;
1781 } 1652 }
1782 1653
1783 /* I assume combined objects have no inventory 1654 op->owner = 0; // it's his/hers now. period.
1784 * We add the weight - this object could have just been removed
1785 * (if it was possible to merge). calling remove_ob will subtract
1786 * the weight, so we need to add it in again, since we actually do
1787 * the linking below
1788 */
1789 add_weight (this, op->weight * op->nrof);
1790 }
1791 else
1792 add_weight (this, (op->weight + op->carrying));
1793
1794 otmp = is_player_inv (this);
1795 if (otmp && otmp->contr)
1796 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1797 fix_player (otmp);
1798
1799 op->map = NULL; 1655 op->map = 0;
1656 op->x = 0;
1657 op->y = 0;
1658
1659 op->above = 0;
1660 op->below = inv;
1800 op->env = this; 1661 op->env = this;
1801 op->above = NULL;
1802 op->below = NULL;
1803 op->x = 0, op->y = 0;
1804 1662
1663 if (inv)
1664 inv->above = op;
1665
1666 inv = op;
1667
1668 op->flag [FLAG_REMOVED] = 0;
1669
1670 adjust_weight (this, op->total_weight ());
1671
1672inserted:
1805 /* reset the light list and los of the players on the map */ 1673 /* reset the light list and los of the players on the map */
1806 if ((op->glow_radius != 0) && map) 1674 if (op->glow_radius && map && map->darkness)
1807 {
1808#ifdef DEBUG_LIGHTS
1809 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1810#endif /* DEBUG_LIGHTS */
1811 if (MAP_DARKNESS (map))
1812 update_all_los (map, x, y); 1675 update_all_los (map, x, y);
1813 }
1814 1676
1815 /* Client has no idea of ordering so lets not bother ordering it here. 1677 if (object *otmp = in_player ())
1816 * It sure simplifies this function... 1678 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1817 */ 1679 otmp->update_stats ();
1818 if (!inv) 1680
1819 inv = op; 1681 INVOKE_OBJECT (INSERT, this);
1820 else
1821 {
1822 op->below = inv;
1823 op->below->above = op;
1824 inv = op;
1825 }
1826 1682
1827 return op; 1683 return op;
1828} 1684}
1829 1685
1830/* 1686/*
1845 * 1701 *
1846 * MSW 2001-07-08: Check all objects on space, not just those below 1702 * MSW 2001-07-08: Check all objects on space, not just those below
1847 * object being inserted. insert_ob_in_map may not put new objects 1703 * object being inserted. insert_ob_in_map may not put new objects
1848 * on top. 1704 * on top.
1849 */ 1705 */
1850
1851int 1706int
1852check_move_on (object *op, object *originator) 1707check_move_on (object *op, object *originator)
1853{ 1708{
1854 object *tmp; 1709 object *tmp;
1855 maptile *m = op->map; 1710 maptile *m = op->map;
1882 1737
1883 /* The objects have to be checked from top to bottom. 1738 /* The objects have to be checked from top to bottom.
1884 * Hence, we first go to the top: 1739 * Hence, we first go to the top:
1885 */ 1740 */
1886 1741
1887 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1742 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1888 { 1743 {
1889 /* Trim the search when we find the first other spell effect 1744 /* Trim the search when we find the first other spell effect
1890 * this helps performance so that if a space has 50 spell objects, 1745 * this helps performance so that if a space has 50 spell objects,
1891 * we don't need to check all of them. 1746 * we don't need to check all of them.
1892 */ 1747 */
1910 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1765 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1911 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1766 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1912 { 1767 {
1913 1768
1914 float 1769 float
1915 diff = tmp->move_slow_penalty * FABS (op->speed); 1770 diff = tmp->move_slow_penalty * fabs (op->speed);
1916 1771
1917 if (op->type == PLAYER) 1772 if (op->type == PLAYER)
1918 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1773 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1919 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1774 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1920 diff /= 4.0; 1775 diff /= 4.0;
1947/* 1802/*
1948 * present_arch(arch, map, x, y) searches for any objects with 1803 * present_arch(arch, map, x, y) searches for any objects with
1949 * a matching archetype at the given map and coordinates. 1804 * a matching archetype at the given map and coordinates.
1950 * The first matching object is returned, or NULL if none. 1805 * The first matching object is returned, or NULL if none.
1951 */ 1806 */
1952
1953object * 1807object *
1954present_arch (const archetype *at, maptile *m, int x, int y) 1808present_arch (const archetype *at, maptile *m, int x, int y)
1955{ 1809{
1956 object *
1957 tmp;
1958
1959 if (m == NULL || out_of_map (m, x, y)) 1810 if (!m || out_of_map (m, x, y))
1960 { 1811 {
1961 LOG (llevError, "Present_arch called outside map.\n"); 1812 LOG (llevError, "Present_arch called outside map.\n");
1962 return NULL; 1813 return NULL;
1963 } 1814 }
1964 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1815
1816 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1965 if (tmp->arch == at) 1817 if (tmp->arch == at)
1966 return tmp; 1818 return tmp;
1819
1967 return NULL; 1820 return NULL;
1968} 1821}
1969 1822
1970/* 1823/*
1971 * present(type, map, x, y) searches for any objects with 1824 * present(type, map, x, y) searches for any objects with
1972 * a matching type variable at the given map and coordinates. 1825 * a matching type variable at the given map and coordinates.
1973 * The first matching object is returned, or NULL if none. 1826 * The first matching object is returned, or NULL if none.
1974 */ 1827 */
1975
1976object * 1828object *
1977present (unsigned char type, maptile *m, int x, int y) 1829present (unsigned char type, maptile *m, int x, int y)
1978{ 1830{
1979 object *
1980 tmp;
1981
1982 if (out_of_map (m, x, y)) 1831 if (out_of_map (m, x, y))
1983 { 1832 {
1984 LOG (llevError, "Present called outside map.\n"); 1833 LOG (llevError, "Present called outside map.\n");
1985 return NULL; 1834 return NULL;
1986 } 1835 }
1987 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1836
1837 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1988 if (tmp->type == type) 1838 if (tmp->type == type)
1989 return tmp; 1839 return tmp;
1840
1990 return NULL; 1841 return NULL;
1991} 1842}
1992 1843
1993/* 1844/*
1994 * present_in_ob(type, object) searches for any objects with 1845 * present_in_ob(type, object) searches for any objects with
1995 * a matching type variable in the inventory of the given object. 1846 * a matching type variable in the inventory of the given object.
1996 * The first matching object is returned, or NULL if none. 1847 * The first matching object is returned, or NULL if none.
1997 */ 1848 */
1998
1999object * 1849object *
2000present_in_ob (unsigned char type, const object *op) 1850present_in_ob (unsigned char type, const object *op)
2001{ 1851{
2002 object *
2003 tmp;
2004
2005 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1852 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2006 if (tmp->type == type) 1853 if (tmp->type == type)
2007 return tmp; 1854 return tmp;
1855
2008 return NULL; 1856 return NULL;
2009} 1857}
2010 1858
2011/* 1859/*
2012 * present_in_ob (type, str, object) searches for any objects with 1860 * present_in_ob (type, str, object) searches for any objects with
2020 * str is the string to match against. Note that we match against 1868 * str is the string to match against. Note that we match against
2021 * the object name, not the archetype name. this is so that the 1869 * the object name, not the archetype name. this is so that the
2022 * spell code can use one object type (force), but change it's name 1870 * spell code can use one object type (force), but change it's name
2023 * to be unique. 1871 * to be unique.
2024 */ 1872 */
2025
2026object * 1873object *
2027present_in_ob_by_name (int type, const char *str, const object *op) 1874present_in_ob_by_name (int type, const char *str, const object *op)
2028{ 1875{
2029 object *
2030 tmp;
2031
2032 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1876 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2033 {
2034 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1877 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2035 return tmp; 1878 return tmp;
2036 } 1879
2037 return NULL; 1880 return 0;
2038} 1881}
2039 1882
2040/* 1883/*
2041 * present_arch_in_ob(archetype, object) searches for any objects with 1884 * present_arch_in_ob(archetype, object) searches for any objects with
2042 * a matching archetype in the inventory of the given object. 1885 * a matching archetype in the inventory of the given object.
2043 * The first matching object is returned, or NULL if none. 1886 * The first matching object is returned, or NULL if none.
2044 */ 1887 */
2045
2046object * 1888object *
2047present_arch_in_ob (const archetype *at, const object *op) 1889present_arch_in_ob (const archetype *at, const object *op)
2048{ 1890{
2049 object *
2050 tmp;
2051
2052 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1891 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2053 if (tmp->arch == at) 1892 if (tmp->arch == at)
2054 return tmp; 1893 return tmp;
1894
2055 return NULL; 1895 return NULL;
2056} 1896}
2057 1897
2058/* 1898/*
2059 * activate recursively a flag on an object inventory 1899 * activate recursively a flag on an object inventory
2060 */ 1900 */
2061void 1901void
2062flag_inv (object *op, int flag) 1902flag_inv (object *op, int flag)
2063{ 1903{
2064 object *
2065 tmp;
2066
2067 if (op->inv)
2068 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1904 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2069 { 1905 {
2070 SET_FLAG (tmp, flag); 1906 SET_FLAG (tmp, flag);
2071 flag_inv (tmp, flag); 1907 flag_inv (tmp, flag);
2072 } 1908 }
2073} /* 1909}
1910
1911/*
2074 * desactivate recursively a flag on an object inventory 1912 * deactivate recursively a flag on an object inventory
2075 */ 1913 */
2076void 1914void
2077unflag_inv (object *op, int flag) 1915unflag_inv (object *op, int flag)
2078{ 1916{
2079 object *
2080 tmp;
2081
2082 if (op->inv)
2083 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1917 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2084 { 1918 {
2085 CLEAR_FLAG (tmp, flag); 1919 CLEAR_FLAG (tmp, flag);
2086 unflag_inv (tmp, flag); 1920 unflag_inv (tmp, flag);
2087 } 1921 }
2088}
2089
2090/*
2091 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2092 * all it's inventory (recursively).
2093 * If checksums are used, a player will get set_cheat called for
2094 * him/her-self and all object carried by a call to this function.
2095 */
2096
2097void
2098set_cheat (object *op)
2099{
2100 SET_FLAG (op, FLAG_WAS_WIZ);
2101 flag_inv (op, FLAG_WAS_WIZ);
2102} 1922}
2103 1923
2104/* 1924/*
2105 * find_free_spot(object, map, x, y, start, stop) will search for 1925 * find_free_spot(object, map, x, y, start, stop) will search for
2106 * a spot at the given map and coordinates which will be able to contain 1926 * a spot at the given map and coordinates which will be able to contain
2108 * to search (see the freearr_x/y[] definition). 1928 * to search (see the freearr_x/y[] definition).
2109 * It returns a random choice among the alternatives found. 1929 * It returns a random choice among the alternatives found.
2110 * start and stop are where to start relative to the free_arr array (1,9 1930 * start and stop are where to start relative to the free_arr array (1,9
2111 * does all 4 immediate directions). This returns the index into the 1931 * does all 4 immediate directions). This returns the index into the
2112 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1932 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2113 * Note - this only checks to see if there is space for the head of the
2114 * object - if it is a multispace object, this should be called for all
2115 * pieces.
2116 * Note2: This function does correctly handle tiled maps, but does not 1933 * Note: This function does correctly handle tiled maps, but does not
2117 * inform the caller. However, insert_ob_in_map will update as 1934 * inform the caller. However, insert_ob_in_map will update as
2118 * necessary, so the caller shouldn't need to do any special work. 1935 * necessary, so the caller shouldn't need to do any special work.
2119 * Note - updated to take an object instead of archetype - this is necessary 1936 * Note - updated to take an object instead of archetype - this is necessary
2120 * because arch_blocked (now ob_blocked) needs to know the movement type 1937 * because arch_blocked (now ob_blocked) needs to know the movement type
2121 * to know if the space in question will block the object. We can't use 1938 * to know if the space in question will block the object. We can't use
2122 * the archetype because that isn't correct if the monster has been 1939 * the archetype because that isn't correct if the monster has been
2123 * customized, changed states, etc. 1940 * customized, changed states, etc.
2124 */ 1941 */
2125
2126int 1942int
2127find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1943find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2128{ 1944{
2129 int
2130 i,
2131 index = 0, flag;
2132 static int
2133 altern[SIZEOFFREE]; 1945 int altern[SIZEOFFREE];
1946 int index = 0, flag;
2134 1947
2135 for (i = start; i < stop; i++) 1948 for (int i = start; i < stop; i++)
2136 { 1949 {
2137 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1950 mapxy pos (m, x, y); pos.move (i);
2138 if (!flag) 1951
1952 if (!pos.normalise ())
1953 continue;
1954
1955 mapspace &ms = *pos;
1956
1957 if (ms.flags () & P_IS_ALIVE)
1958 continue;
1959
1960 /* However, often
1961 * ob doesn't have any move type (when used to place exits)
1962 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1963 */
1964 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1965 {
2139 altern[index++] = i; 1966 altern [index++] = i;
1967 continue;
1968 }
2140 1969
2141 /* Basically, if we find a wall on a space, we cut down the search size. 1970 /* Basically, if we find a wall on a space, we cut down the search size.
2142 * In this way, we won't return spaces that are on another side of a wall. 1971 * In this way, we won't return spaces that are on another side of a wall.
2143 * This mostly work, but it cuts down the search size in all directions - 1972 * This mostly work, but it cuts down the search size in all directions -
2144 * if the space being examined only has a wall to the north and empty 1973 * if the space being examined only has a wall to the north and empty
2145 * spaces in all the other directions, this will reduce the search space 1974 * spaces in all the other directions, this will reduce the search space
2146 * to only the spaces immediately surrounding the target area, and 1975 * to only the spaces immediately surrounding the target area, and
2147 * won't look 2 spaces south of the target space. 1976 * won't look 2 spaces south of the target space.
2148 */ 1977 */
2149 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1978 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1979 {
2150 stop = maxfree[i]; 1980 stop = maxfree[i];
1981 continue;
1982 }
1983
1984 /* Note it is intentional that we check ob - the movement type of the
1985 * head of the object should correspond for the entire object.
1986 */
1987 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1988 continue;
1989
1990 if (ob->blocked (m, pos.x, pos.y))
1991 continue;
1992
1993 altern [index++] = i;
2151 } 1994 }
1995
2152 if (!index) 1996 if (!index)
2153 return -1; 1997 return -1;
1998
2154 return altern[RANDOM () % index]; 1999 return altern [rndm (index)];
2155} 2000}
2156 2001
2157/* 2002/*
2158 * find_first_free_spot(archetype, maptile, x, y) works like 2003 * find_first_free_spot(archetype, maptile, x, y) works like
2159 * find_free_spot(), but it will search max number of squares. 2004 * find_free_spot(), but it will search max number of squares.
2160 * But it will return the first available spot, not a random choice. 2005 * But it will return the first available spot, not a random choice.
2161 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2006 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2162 */ 2007 */
2163
2164int 2008int
2165find_first_free_spot (const object *ob, maptile *m, int x, int y) 2009find_first_free_spot (const object *ob, maptile *m, int x, int y)
2166{ 2010{
2167 int
2168 i;
2169
2170 for (i = 0; i < SIZEOFFREE; i++) 2011 for (int i = 0; i < SIZEOFFREE; i++)
2171 {
2172 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2012 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2173 return i; 2013 return i;
2174 } 2014
2175 return -1; 2015 return -1;
2176} 2016}
2177 2017
2178/* 2018/*
2179 * The function permute(arr, begin, end) randomly reorders the array 2019 * The function permute(arr, begin, end) randomly reorders the array
2180 * arr[begin..end-1]. 2020 * arr[begin..end-1].
2021 * now uses a fisher-yates shuffle, old permute was broken
2181 */ 2022 */
2182static void 2023static void
2183permute (int *arr, int begin, int end) 2024permute (int *arr, int begin, int end)
2184{ 2025{
2185 int 2026 arr += begin;
2186 i,
2187 j,
2188 tmp,
2189 len;
2190
2191 len = end - begin; 2027 end -= begin;
2192 for (i = begin; i < end; i++)
2193 {
2194 j = begin + RANDOM () % len;
2195 2028
2196 tmp = arr[i]; 2029 while (--end)
2197 arr[i] = arr[j]; 2030 swap (arr [end], arr [rndm (end + 1)]);
2198 arr[j] = tmp;
2199 }
2200} 2031}
2201 2032
2202/* new function to make monster searching more efficient, and effective! 2033/* new function to make monster searching more efficient, and effective!
2203 * This basically returns a randomized array (in the passed pointer) of 2034 * This basically returns a randomized array (in the passed pointer) of
2204 * the spaces to find monsters. In this way, it won't always look for 2035 * the spaces to find monsters. In this way, it won't always look for
2207 * the 3x3 area will be searched, just not in a predictable order. 2038 * the 3x3 area will be searched, just not in a predictable order.
2208 */ 2039 */
2209void 2040void
2210get_search_arr (int *search_arr) 2041get_search_arr (int *search_arr)
2211{ 2042{
2212 int 2043 int i;
2213 i;
2214 2044
2215 for (i = 0; i < SIZEOFFREE; i++) 2045 for (i = 0; i < SIZEOFFREE; i++)
2216 {
2217 search_arr[i] = i; 2046 search_arr[i] = i;
2218 }
2219 2047
2220 permute (search_arr, 1, SIZEOFFREE1 + 1); 2048 permute (search_arr, 1, SIZEOFFREE1 + 1);
2221 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2049 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2222 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2050 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2223} 2051}
2232 * Perhaps incorrectly, but I'm making the assumption that exclude 2060 * Perhaps incorrectly, but I'm making the assumption that exclude
2233 * is actually want is going to try and move there. We need this info 2061 * is actually want is going to try and move there. We need this info
2234 * because we have to know what movement the thing looking to move 2062 * because we have to know what movement the thing looking to move
2235 * there is capable of. 2063 * there is capable of.
2236 */ 2064 */
2237
2238int 2065int
2239find_dir (maptile *m, int x, int y, object *exclude) 2066find_dir (maptile *m, int x, int y, object *exclude)
2240{ 2067{
2241 int
2242 i,
2243 max = SIZEOFFREE, mflags; 2068 int i, max = SIZEOFFREE, mflags;
2244 2069
2245 sint16 nx, ny; 2070 sint16 nx, ny;
2246 object * 2071 object *tmp;
2247 tmp;
2248 maptile * 2072 maptile *mp;
2249 mp;
2250 2073
2251 MoveType blocked, move_type; 2074 MoveType blocked, move_type;
2252 2075
2253 if (exclude && exclude->head) 2076 if (exclude && exclude->head_ () != exclude)
2254 { 2077 {
2255 exclude = exclude->head; 2078 exclude = exclude->head;
2256 move_type = exclude->move_type; 2079 move_type = exclude->move_type;
2257 } 2080 }
2258 else 2081 else
2266 mp = m; 2089 mp = m;
2267 nx = x + freearr_x[i]; 2090 nx = x + freearr_x[i];
2268 ny = y + freearr_y[i]; 2091 ny = y + freearr_y[i];
2269 2092
2270 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2093 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2094
2271 if (mflags & P_OUT_OF_MAP) 2095 if (mflags & P_OUT_OF_MAP)
2272 {
2273 max = maxfree[i]; 2096 max = maxfree[i];
2274 }
2275 else 2097 else
2276 { 2098 {
2277 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2099 mapspace &ms = mp->at (nx, ny);
2100
2101 blocked = ms.move_block;
2278 2102
2279 if ((move_type & blocked) == move_type) 2103 if ((move_type & blocked) == move_type)
2280 {
2281 max = maxfree[i]; 2104 max = maxfree[i];
2282 }
2283 else if (mflags & P_IS_ALIVE) 2105 else if (mflags & P_IS_ALIVE)
2284 { 2106 {
2285 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2107 for (tmp = ms.bot; tmp; tmp = tmp->above)
2286 { 2108 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2287 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2109 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2288 {
2289 break; 2110 break;
2290 } 2111
2291 }
2292 if (tmp) 2112 if (tmp)
2293 {
2294 return freedir[i]; 2113 return freedir[i];
2295 }
2296 } 2114 }
2297 } 2115 }
2298 } 2116 }
2117
2299 return 0; 2118 return 0;
2300} 2119}
2301 2120
2302/* 2121/*
2303 * distance(object 1, object 2) will return the square of the 2122 * distance(object 1, object 2) will return the square of the
2304 * distance between the two given objects. 2123 * distance between the two given objects.
2305 */ 2124 */
2306
2307int 2125int
2308distance (const object *ob1, const object *ob2) 2126distance (const object *ob1, const object *ob2)
2309{ 2127{
2310 int
2311 i;
2312
2313 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2128 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2314 return i;
2315} 2129}
2316 2130
2317/* 2131/*
2318 * find_dir_2(delta-x,delta-y) will return a direction in which 2132 * find_dir_2(delta-x,delta-y) will return a direction in which
2319 * an object which has subtracted the x and y coordinates of another 2133 * an object which has subtracted the x and y coordinates of another
2320 * object, needs to travel toward it. 2134 * object, needs to travel toward it.
2321 */ 2135 */
2322
2323int 2136int
2324find_dir_2 (int x, int y) 2137find_dir_2 (int x, int y)
2325{ 2138{
2326 int 2139 int q;
2327 q;
2328 2140
2329 if (y) 2141 if (y)
2330 q = x * 100 / y; 2142 q = x * 100 / y;
2331 else if (x) 2143 else if (x)
2332 q = -300 * x; 2144 q = -300 * x;
2357 2169
2358 return 3; 2170 return 3;
2359} 2171}
2360 2172
2361/* 2173/*
2362 * absdir(int): Returns a number between 1 and 8, which represent
2363 * the "absolute" direction of a number (it actually takes care of
2364 * "overflow" in previous calculations of a direction).
2365 */
2366
2367int
2368absdir (int d)
2369{
2370 while (d < 1)
2371 d += 8;
2372 while (d > 8)
2373 d -= 8;
2374 return d;
2375}
2376
2377/*
2378 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2174 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2379 * between two directions (which are expected to be absolute (see absdir()) 2175 * between two directions (which are expected to be absolute (see absdir())
2380 */ 2176 */
2381
2382int 2177int
2383dirdiff (int dir1, int dir2) 2178dirdiff (int dir1, int dir2)
2384{ 2179{
2385 int 2180 int d;
2386 d;
2387 2181
2388 d = abs (dir1 - dir2); 2182 d = abs (dir1 - dir2);
2389 if (d > 4) 2183 if (d > 4)
2390 d = 8 - d; 2184 d = 8 - d;
2185
2391 return d; 2186 return d;
2392} 2187}
2393 2188
2394/* peterm: 2189/* peterm:
2395 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2190 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2398 * This basically means that if direction is 15, then it could either go 2193 * This basically means that if direction is 15, then it could either go
2399 * direction 4, 14, or 16 to get back to where we are. 2194 * direction 4, 14, or 16 to get back to where we are.
2400 * Moved from spell_util.c to object.c with the other related direction 2195 * Moved from spell_util.c to object.c with the other related direction
2401 * functions. 2196 * functions.
2402 */ 2197 */
2403
2404int
2405 reduction_dir[SIZEOFFREE][3] = { 2198int reduction_dir[SIZEOFFREE][3] = {
2406 {0, 0, 0}, /* 0 */ 2199 {0, 0, 0}, /* 0 */
2407 {0, 0, 0}, /* 1 */ 2200 {0, 0, 0}, /* 1 */
2408 {0, 0, 0}, /* 2 */ 2201 {0, 0, 0}, /* 2 */
2409 {0, 0, 0}, /* 3 */ 2202 {0, 0, 0}, /* 3 */
2410 {0, 0, 0}, /* 4 */ 2203 {0, 0, 0}, /* 4 */
2458 * find a path to that monster that we found. If not, 2251 * find a path to that monster that we found. If not,
2459 * we don't bother going toward it. Returns 1 if we 2252 * we don't bother going toward it. Returns 1 if we
2460 * can see a direct way to get it 2253 * can see a direct way to get it
2461 * Modified to be map tile aware -.MSW 2254 * Modified to be map tile aware -.MSW
2462 */ 2255 */
2463
2464
2465int 2256int
2466can_see_monsterP (maptile *m, int x, int y, int dir) 2257can_see_monsterP (maptile *m, int x, int y, int dir)
2467{ 2258{
2468 sint16 dx, dy; 2259 sint16 dx, dy;
2469 int
2470 mflags; 2260 int mflags;
2471 2261
2472 if (dir < 0) 2262 if (dir < 0)
2473 return 0; /* exit condition: invalid direction */ 2263 return 0; /* exit condition: invalid direction */
2474 2264
2475 dx = x + freearr_x[dir]; 2265 dx = x + freearr_x[dir];
2488 return 0; 2278 return 0;
2489 2279
2490 /* yes, can see. */ 2280 /* yes, can see. */
2491 if (dir < 9) 2281 if (dir < 9)
2492 return 1; 2282 return 1;
2283
2493 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2284 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2494 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2285 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2286 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2495} 2287}
2496
2497
2498 2288
2499/* 2289/*
2500 * can_pick(picker, item): finds out if an object is possible to be 2290 * can_pick(picker, item): finds out if an object is possible to be
2501 * picked up by the picker. Returnes 1 if it can be 2291 * picked up by the picker. Returnes 1 if it can be
2502 * picked up, otherwise 0. 2292 * picked up, otherwise 0.
2504 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2294 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2505 * core dumps if they do. 2295 * core dumps if they do.
2506 * 2296 *
2507 * Add a check so we can't pick up invisible objects (0.93.8) 2297 * Add a check so we can't pick up invisible objects (0.93.8)
2508 */ 2298 */
2509
2510int 2299int
2511can_pick (const object *who, const object *item) 2300can_pick (const object *who, const object *item)
2512{ 2301{
2513 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2302 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2514 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2303 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2515 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2304 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2516} 2305}
2517 2306
2518
2519/* 2307/*
2520 * create clone from object to another 2308 * create clone from object to another
2521 */ 2309 */
2522object * 2310object *
2523object_create_clone (object *asrc) 2311object_create_clone (object *asrc)
2524{ 2312{
2525 object *dst = 0, *tmp, *src, *part, *prev, *item; 2313 object *dst = 0, *tmp, *src, *prev, *item;
2526 2314
2527 if (!asrc) 2315 if (!asrc)
2528 return 0; 2316 return 0;
2529 2317
2530 src = asrc;
2531 if (src->head)
2532 src = src->head; 2318 src = asrc->head_ ();
2533 2319
2534 prev = 0; 2320 prev = 0;
2535 for (part = src; part; part = part->more) 2321 for (object *part = src; part; part = part->more)
2536 { 2322 {
2537 tmp = get_object (); 2323 tmp = part->clone ();
2538 copy_object (part, tmp);
2539 tmp->x -= src->x; 2324 tmp->x -= src->x;
2540 tmp->y -= src->y; 2325 tmp->y -= src->y;
2541 2326
2542 if (!part->head) 2327 if (!part->head)
2543 { 2328 {
2544 dst = tmp; 2329 dst = tmp;
2545 tmp->head = 0; 2330 tmp->head = 0;
2546 } 2331 }
2547 else 2332 else
2548 {
2549 tmp->head = dst; 2333 tmp->head = dst;
2550 }
2551 2334
2552 tmp->more = 0; 2335 tmp->more = 0;
2553 2336
2554 if (prev) 2337 if (prev)
2555 prev->more = tmp; 2338 prev->more = tmp;
2559 2342
2560 for (item = src->inv; item; item = item->below) 2343 for (item = src->inv; item; item = item->below)
2561 insert_ob_in_ob (object_create_clone (item), dst); 2344 insert_ob_in_ob (object_create_clone (item), dst);
2562 2345
2563 return dst; 2346 return dst;
2564}
2565
2566/* GROS - Creates an object using a string representing its content. */
2567/* Basically, we save the content of the string to a temp file, then call */
2568/* load_object on it. I admit it is a highly inefficient way to make things, */
2569/* but it was simple to make and allows reusing the load_object function. */
2570/* Remember not to use load_object_str in a time-critical situation. */
2571/* Also remember that multiparts objects are not supported for now. */
2572
2573object *
2574load_object_str (const char *obstr)
2575{
2576 object *op;
2577 char filename[MAX_BUF];
2578
2579 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2580
2581 FILE *tempfile = fopen (filename, "w");
2582
2583 if (tempfile == NULL)
2584 {
2585 LOG (llevError, "Error - Unable to access load object temp file\n");
2586 return NULL;
2587 }
2588
2589 fprintf (tempfile, obstr);
2590 fclose (tempfile);
2591
2592 op = get_object ();
2593
2594 object_thawer thawer (filename);
2595
2596 if (thawer)
2597 load_object (thawer, op, 0);
2598
2599 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2600 CLEAR_FLAG (op, FLAG_REMOVED);
2601
2602 return op;
2603} 2347}
2604 2348
2605/* This returns the first object in who's inventory that 2349/* This returns the first object in who's inventory that
2606 * has the same type and subtype match. 2350 * has the same type and subtype match.
2607 * returns NULL if no match. 2351 * returns NULL if no match.
2608 */ 2352 */
2609object * 2353object *
2610find_obj_by_type_subtype (const object *who, int type, int subtype) 2354find_obj_by_type_subtype (const object *who, int type, int subtype)
2611{ 2355{
2612 object *tmp;
2613
2614 for (tmp = who->inv; tmp; tmp = tmp->below) 2356 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2615 if (tmp->type == type && tmp->subtype == subtype) 2357 if (tmp->type == type && tmp->subtype == subtype)
2616 return tmp; 2358 return tmp;
2617 2359
2618 return NULL; 2360 return 0;
2619} 2361}
2620 2362
2621/* If ob has a field named key, return the link from the list, 2363/* If ob has a field named key, return the link from the list,
2622 * otherwise return NULL. 2364 * otherwise return NULL.
2623 * 2365 *
2625 * do the desired thing. 2367 * do the desired thing.
2626 */ 2368 */
2627key_value * 2369key_value *
2628get_ob_key_link (const object *ob, const char *key) 2370get_ob_key_link (const object *ob, const char *key)
2629{ 2371{
2630 key_value *link;
2631
2632 for (link = ob->key_values; link != NULL; link = link->next) 2372 for (key_value *link = ob->key_values; link; link = link->next)
2633 if (link->key == key) 2373 if (link->key == key)
2634 return link; 2374 return link;
2635 2375
2636 return NULL; 2376 return 0;
2637} 2377}
2638 2378
2639/* 2379/*
2640 * Returns the value of op has an extra_field for key, or NULL. 2380 * Returns the value of op has an extra_field for key, or NULL.
2641 * 2381 *
2666 if (link->key == canonical_key) 2406 if (link->key == canonical_key)
2667 return link->value; 2407 return link->value;
2668 2408
2669 return 0; 2409 return 0;
2670} 2410}
2671
2672 2411
2673/* 2412/*
2674 * Updates the canonical_key in op to value. 2413 * Updates the canonical_key in op to value.
2675 * 2414 *
2676 * canonical_key is a shared string (value doesn't have to be). 2415 * canonical_key is a shared string (value doesn't have to be).
2681 * Returns TRUE on success. 2420 * Returns TRUE on success.
2682 */ 2421 */
2683int 2422int
2684set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2423set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2685{ 2424{
2686 key_value *
2687 field = NULL, *last = NULL; 2425 key_value *field = NULL, *last = NULL;
2688 2426
2689 for (field = op->key_values; field != NULL; field = field->next) 2427 for (field = op->key_values; field != NULL; field = field->next)
2690 { 2428 {
2691 if (field->key != canonical_key) 2429 if (field->key != canonical_key)
2692 { 2430 {
2701 /* Basically, if the archetype has this key set, 2439 /* Basically, if the archetype has this key set,
2702 * we need to store the null value so when we save 2440 * we need to store the null value so when we save
2703 * it, we save the empty value so that when we load, 2441 * it, we save the empty value so that when we load,
2704 * we get this value back again. 2442 * we get this value back again.
2705 */ 2443 */
2706 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2444 if (get_ob_key_link (op->arch, canonical_key))
2707 field->value = 0; 2445 field->value = 0;
2708 else 2446 else
2709 { 2447 {
2710 if (last) 2448 if (last)
2711 last->next = field->next; 2449 last->next = field->next;
2720 /* IF we get here, key doesn't exist */ 2458 /* IF we get here, key doesn't exist */
2721 2459
2722 /* No field, we'll have to add it. */ 2460 /* No field, we'll have to add it. */
2723 2461
2724 if (!add_key) 2462 if (!add_key)
2725 {
2726 return FALSE; 2463 return FALSE;
2727 } 2464
2728 /* There isn't any good reason to store a null 2465 /* There isn't any good reason to store a null
2729 * value in the key/value list. If the archetype has 2466 * value in the key/value list. If the archetype has
2730 * this key, then we should also have it, so shouldn't 2467 * this key, then we should also have it, so shouldn't
2731 * be here. If user wants to store empty strings, 2468 * be here. If user wants to store empty strings,
2732 * should pass in "" 2469 * should pass in ""
2781 } 2518 }
2782 else 2519 else
2783 item = item->env; 2520 item = item->env;
2784} 2521}
2785 2522
2523const char *
2524object::flag_desc (char *desc, int len) const
2525{
2526 char *p = desc;
2527 bool first = true;
2528
2529 *p = 0;
2530
2531 for (int i = 0; i < NUM_FLAGS; i++)
2532 {
2533 if (len <= 10) // magic constant!
2534 {
2535 snprintf (p, len, ",...");
2536 break;
2537 }
2538
2539 if (flag [i])
2540 {
2541 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2542 len -= cnt;
2543 p += cnt;
2544 first = false;
2545 }
2546 }
2547
2548 return desc;
2549}
2550
2786// return a suitable string describing an objetc in enough detail to find it 2551// return a suitable string describing an object in enough detail to find it
2787const char * 2552const char *
2788object::debug_desc (char *info) const 2553object::debug_desc (char *info) const
2789{ 2554{
2555 char flagdesc[512];
2790 char info2[256 * 3]; 2556 char info2[256 * 4];
2791 char *p = info; 2557 char *p = info;
2792 2558
2793 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2559 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2794 count, 2560 count,
2561 uuid.c_str (),
2795 &name, 2562 &name,
2796 title ? " " : "", 2563 title ? "\",title:\"" : "",
2797 title ? (const char *)title : ""); 2564 title ? (const char *)title : "",
2565 flag_desc (flagdesc, 512), type);
2798 2566
2799 if (env) 2567 if (!this->flag[FLAG_REMOVED] && env)
2800 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2568 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2801 2569
2802 if (map) 2570 if (map)
2803 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2571 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2804 2572
2805 return info; 2573 return info;
2806} 2574}
2807 2575
2808const char * 2576const char *
2809object::debug_desc () const 2577object::debug_desc () const
2810{ 2578{
2811 static char info[256 * 3]; 2579 static char info[3][256 * 4];
2580 static int info_idx;
2581
2812 return debug_desc (info); 2582 return debug_desc (info [++info_idx % 3]);
2813} 2583}
2814 2584
2585struct region *
2586object::region () const
2587{
2588 return map ? map->region (x, y)
2589 : region::default_region ();
2590}
2591
2592const materialtype_t *
2593object::dominant_material () const
2594{
2595 if (materialtype_t *mt = name_to_material (materialname))
2596 return mt;
2597
2598 return name_to_material (shstr_unknown);
2599}
2600
2601void
2602object::open_container (object *new_container)
2603{
2604 if (container == new_container)
2605 return;
2606
2607 if (object *old_container = container)
2608 {
2609 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2610 return;
2611
2612#if 0
2613 // remove the "Close old_container" object.
2614 if (object *closer = old_container->inv)
2615 if (closer->type == CLOSE_CON)
2616 closer->destroy ();
2617#endif
2618
2619 old_container->flag [FLAG_APPLIED] = 0;
2620 container = 0;
2621
2622 esrv_update_item (UPD_FLAGS, this, old_container);
2623 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2624 play_sound (sound_find ("chest_close"));
2625 }
2626
2627 if (new_container)
2628 {
2629 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2630 return;
2631
2632 // TODO: this does not seem to serve any purpose anymore?
2633#if 0
2634 // insert the "Close Container" object.
2635 if (archetype *closer = new_container->other_arch)
2636 {
2637 object *closer = arch_to_object (new_container->other_arch);
2638 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2639 new_container->insert (closer);
2640 }
2641#endif
2642
2643 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2644
2645 new_container->flag [FLAG_APPLIED] = 1;
2646 container = new_container;
2647
2648 esrv_update_item (UPD_FLAGS, this, new_container);
2649 esrv_send_inventory (this, new_container);
2650 play_sound (sound_find ("chest_open"));
2651 }
2652}
2653
2654object *
2655object::force_find (const shstr name)
2656{
2657 /* cycle through his inventory to look for the MARK we want to
2658 * place
2659 */
2660 for (object *tmp = inv; tmp; tmp = tmp->below)
2661 if (tmp->type == FORCE && tmp->slaying == name)
2662 return splay (tmp);
2663
2664 return 0;
2665}
2666
2667void
2668object::force_add (const shstr name, int duration)
2669{
2670 if (object *force = force_find (name))
2671 force->destroy ();
2672
2673 object *force = get_archetype (FORCE_NAME);
2674
2675 force->slaying = name;
2676 force->stats.food = 1;
2677 force->speed_left = -1.f;
2678
2679 force->set_speed (duration ? 1.f / duration : 0.f);
2680 force->flag [FLAG_IS_USED_UP] = true;
2681 force->flag [FLAG_APPLIED] = true;
2682
2683 insert (force);
2684}
2685
2686void
2687object::play_sound (faceidx sound)
2688{
2689 if (!sound)
2690 return;
2691
2692 if (flag [FLAG_REMOVED])
2693 return;
2694
2695 if (env)
2696 {
2697 if (object *pl = in_player ())
2698 pl->contr->play_sound (sound);
2699 }
2700 else
2701 map->play_sound (sound, x, y);
2702}
2703

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