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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 1.218 by root, Wed Apr 23 07:25:54 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 24#include <global.h>
28#include <stdio.h> 25#include <stdio.h>
29#include <sys/types.h> 26#include <sys/types.h>
30#include <sys/uio.h> 27#include <sys/uio.h>
31#include <object.h> 28#include <object.h>
32#include <funcpoint.h> 29#include <sproto.h>
33#include <loader.h> 30#include <loader.h>
34 31
35int nrofallocobjects = 0; 32#include <bitset>
36static UUID uuid; 33
34UUID UUID::cur;
35static uint64_t seq_next_save;
37const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
38 37
39object *active_objects; /* List of active objects that need to be processed */ 38objectvec objects;
39activevec actives;
40 40
41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 41short freearr_x[SIZEOFFREE] = {
42 0,
43 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
43}; 46};
44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 47short freearr_y[SIZEOFFREE] = {
48 0,
49 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
46}; 52};
47int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
48 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
49}; 58};
50int freedir[SIZEOFFREE] = { 59int freedir[SIZEOFFREE] = {
51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 60 0,
61 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53}; 64};
54 65
55static void 66static void
56write_uuid (void) 67write_uuid (uval64 skip, bool sync)
57{ 68{
58 char filename1[MAX_BUF], filename2[MAX_BUF]; 69 CALL_BEGIN (2);
59 70 CALL_ARG_SV (newSVval64 (skip));
60 sprintf (filename1, "%s/uuid", settings.localdir); 71 CALL_ARG_SV (boolSV (sync));
61 sprintf (filename2, "%s/uuid~", settings.localdir); 72 CALL_CALL ("cf::write_uuid", G_DISCARD);
62 73 CALL_END;
63 FILE *fp;
64
65 if (!(fp = fopen (filename2, "w")))
66 {
67 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68 return;
69 }
70
71 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72 fclose (fp);
73 rename (filename2, filename1);
74} 74}
75 75
76static void 76static void
77read_uuid (void) 77read_uuid (void)
78{ 78{
79 char filename[MAX_BUF]; 79 char filename[MAX_BUF];
80 80
81 sprintf (filename, "%s/uuid", settings.localdir); 81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 seq_next_save = 0;
82 84
83 FILE *fp; 85 FILE *fp;
84 86
85 if (!(fp = fopen (filename, "r"))) 87 if (!(fp = fopen (filename, "r")))
86 { 88 {
87 if (errno == ENOENT) 89 if (errno == ENOENT)
88 { 90 {
89 LOG (llevInfo, "RESET uid to 1\n"); 91 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0; 92 UUID::cur.seq = 0;
91 write_uuid (); 93 write_uuid (UUID_GAP, true);
92 return; 94 return;
93 } 95 }
94 96
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1); 98 _exit (1);
97 } 99 }
98 100
99 int version; 101 UUID::BUF buf;
100 unsigned long long uid; 102 buf[0] = 0;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 103 fgets (buf, sizeof (buf), fp);
104
105 if (!UUID::cur.parse (buf))
102 { 106 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 107 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
104 _exit (1); 108 _exit (1);
105 } 109 }
106 110
107 uuid.seq = uid; 111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
108 write_uuid (); 112
109 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 113 write_uuid (UUID_GAP, true);
110 fclose (fp); 114 fclose (fp);
111} 115}
112 116
113UUID 117UUID
114gen_uuid () 118UUID::gen ()
115{ 119{
116 UUID uid; 120 UUID uid;
117 121
118 uid.seq = ++uuid.seq; 122 uid.seq = ++cur.seq;
119 123
120 if (!(uuid.seq & (UUID_SKIP - 1))) 124 if (expect_false (cur.seq >= seq_next_save))
121 write_uuid (); 125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false);
128 }
129
122 130
123 return uid; 131 return uid;
124} 132}
125 133
126void 134void
127init_uuid () 135UUID::init ()
128{ 136{
129 read_uuid (); 137 read_uuid ();
130} 138}
131 139
132/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
133static int 141static bool
134compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
135{ 143{
136 key_value *wants_field; 144 key_value *wants_field;
137 145
138 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 146 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
139 * objects with lists are rare, and lists stay short. If not, use a 147 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted... 148 * different structure or at least keep the lists sorted...
141 */ 149 */
142 150
143 /* For each field in wants, */ 151 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 152 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
145 { 153 {
146 key_value *has_field; 154 key_value *has_field;
147 155
148 /* Look for a field in has with the same key. */ 156 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key); 157 has_field = get_ob_key_link (has, wants_field->key);
150 158
151 if (has_field == NULL) 159 if (!has_field)
152 {
153 /* No field with that name. */ 160 return 0; /* No field with that name. */
154 return FALSE;
155 }
156 161
157 /* Found the matching field. */ 162 /* Found the matching field. */
158 if (has_field->value != wants_field->value) 163 if (has_field->value != wants_field->value)
159 {
160 /* Values don't match, so this half of the comparison is false. */ 164 return 0; /* Values don't match, so this half of the comparison is false. */
161 return FALSE;
162 }
163 165
164 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
165 } 167 }
166 168
167 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
168 return TRUE; 170 return 1;
169} 171}
170 172
171/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int 174static bool
173compare_ob_value_lists (const object *ob1, const object *ob2) 175compare_ob_value_lists (const object *ob1, const object *ob2)
174{ 176{
175 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
176 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
177 */ 179 */
183 * 185 *
184 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
187 * 189 *
188 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
189 * 191 *
190 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
191 * check weight 193 * check weight
192 */ 194 */
193
194bool object::can_merge (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
195{ 196{
196 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 198 if (ob1 == ob2
199 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value
202 || ob1->name != ob2->name)
198 return 0; 203 return 0;
199 204
200 if (ob1->speed != ob2->speed) 205 /* Do not merge objects if nrof would overflow. First part checks
206 * for unsigned overflow (2c), second part checks whether the result
207 * would fit into a 32 bit signed int, which is often used to hold
208 * nrof values.
209 */
210 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
201 return 0; 211 return 0;
202 212
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof).
206 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31)
208 return 0;
209
210 /* If the objects have been identified, set the BEEN_APPLIED flag. 213 /* If the objects have been identified, set the BEEN_APPLIED flag.
211 * This is to the comparison of the flags below will be OK. We 214 * This is to the comparison of the flags below will be OK. We
212 * just can't ignore the been applied or identified flags, as they 215 * just can't ignore the been applied or identified flags, as they
213 * are not equal - just if it has been identified, the been_applied 216 * are not equal - just if it has been identified, the been_applied
214 * flags lose any meaning. 217 * flags lose any meaning.
215 */ 218 */
216 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 221
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 224
222 225 if (ob1->arch->name != ob2->arch->name
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 226 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 227 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 228 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 229 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
238 (ob1->attacktype != ob2->attacktype) || 230 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 231 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 232 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 233 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 234 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 235 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 236 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 237 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 238 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 239 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 240 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 241 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 242 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 243 || ob1->move_on != ob2->move_on
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 244 || ob1->move_off != ob2->move_off
245 || ob1->move_slow != ob2->move_slow
246 || ob1->move_slow_penalty != ob2->move_slow_penalty
247 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
253 return 0; 249 return 0;
254 250
251 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED)
255 .any ())
256 return 0;
257
255 /* This is really a spellbook check - really, we should 258 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 259 * not merge objects with real inventories, as splitting them
260 * is hard.
257 */ 261 */
258 if (ob1->inv || ob2->inv) 262 if (ob1->inv || ob2->inv)
259 { 263 {
260 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0;
263
264 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!(ob1->inv && ob2->inv))
266 return 0; 265 return 0; /* inventories differ in length */
266
267 if (ob1->inv->below || ob2->inv->below)
268 return 0; /* more than one object in inv */
269
270 if (!object::can_merge (ob1->inv, ob2->inv))
271 return 0; /* inventory objects differ */
267 272
268 /* inventory ok - still need to check rest of this object to see 273 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 274 * if it is valid.
270 */ 275 */
271 } 276 }
279 284
280 /* Note sure why the following is the case - either the object has to 285 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster 286 * be animated or have a very low speed. Is this an attempted monster
282 * check? 287 * check?
283 */ 288 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 289 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0; 290 return 0;
286 291
287 switch (ob1->type) 292 switch (ob1->type)
288 { 293 {
289 case SCROLL: 294 case SCROLL:
290 if (ob1->level != ob2->level) 295 if (ob1->level != ob2->level)
291 return 0; 296 return 0;
292 break; 297 break;
293 } 298 }
294 299
295 if (ob1->key_values != NULL || ob2->key_values != NULL) 300 if (ob1->key_values || ob2->key_values)
296 { 301 {
297 /* At least one of these has key_values. */ 302 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 303 if ((!ob1->key_values) != (!ob2->key_values))
299 /* One has fields, but the other one doesn't. */ 304 return 0; /* One has fields, but the other one doesn't. */
305
306 if (!compare_ob_value_lists (ob1, ob2))
300 return 0; 307 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0;
303 } 308 }
304 309
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
307 { 311 {
308 ob1->optimise (); 312 ob1->optimise ();
309 ob2->optimise (); 313 ob2->optimise ();
310 314
311 if (ob1->self || ob2->self) 315 if (ob1->self || ob2->self)
316 {
317 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
318 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
319
320 if (k1 != k2)
312 return 0; 321 return 0;
322
323 if (k1 == 0)
324 return 1;
325
326 if (!cfperl_can_merge (ob1, ob2))
327 return 0;
328 }
313 } 329 }
314 330
315 /* Everything passes, must be OK. */ 331 /* Everything passes, must be OK. */
316 return 1; 332 return 1;
317} 333}
318 334
335// find player who can see this object
336object *
337object::visible_to () const
338{
339 if (!flag [FLAG_REMOVED])
340 {
341 // see if we are in a container of sorts
342 if (env)
343 {
344 // the player inventory itself is always visible
345 if (env->type == PLAYER)
346 return env;
347
348 // else a player could have our env open
349 object *envest = env->outer_env ();
350
351 // the player itself is always on a map, so we will find him here
352 // even if our inv is in a player.
353 if (envest->is_on_map ())
354 if (object *pl = envest->ms ().player ())
355 if (pl->container == env)
356 return pl;
357 }
358 else
359 {
360 // maybe there is a player standing on the same mapspace
361 // this will catch the case where "this" is a player
362 if (object *pl = ms ().player ())
363 return pl;
364 }
365 }
366
367 return 0;
368}
369
370// adjust weight per container type ("of holding")
371static sint32
372weight_adjust (object *op, sint32 weight)
373{
374 return op->type == CONTAINER
375 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
376 : weight;
377}
378
319/* 379/*
380 * adjust_weight(object, weight) adds the specified weight to an object,
381 * and also updates how much the environment(s) is/are carrying.
382 */
383static void
384adjust_weight (object *op, sint32 weight)
385{
386 while (op)
387 {
388 weight = weight_adjust (op, weight);
389
390 if (!weight)
391 return;
392
393 op->carrying += weight;
394
395 if (object *pl = op->visible_to ())
396 if (pl != op) // player is handled lazily
397 esrv_update_item (UPD_WEIGHT, pl, op);
398
399 op = op->env;
400 }
401}
402
403/*
320 * sum_weight() is a recursive function which calculates the weight 404 * this is a recursive function which calculates the weight
321 * an object is carrying. It goes through in figures out how much 405 * an object is carrying. It goes through op and figures out how much
322 * containers are carrying, and sums it up. 406 * containers are carrying, and sums it up.
323 */ 407 */
324long 408void
325sum_weight (object *op) 409object::update_weight ()
326{ 410{
327 long sum; 411 sint32 sum = 0;
328 object *inv;
329 412
330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 413 for (object *op = inv; op; op = op->below)
331 { 414 {
332 if (inv->inv) 415 if (op->inv)
333 sum_weight (inv); 416 op->update_weight ();
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 417
418 sum += op->total_weight ();
419 }
420
421 sum = weight_adjust (this, sum);
422
423 if (sum != carrying)
335 } 424 {
336
337 if (op->type == CONTAINER && op->stats.Str)
338 sum = (sum * (100 - op->stats.Str)) / 100;
339
340 if (op->carrying != sum)
341 op->carrying = sum; 425 carrying = sum;
342 426
343 return sum; 427 if (object *pl = visible_to ())
428 if (pl != this) // player is handled lazily
429 esrv_update_item (UPD_WEIGHT, pl, this);
430 }
344} 431}
345 432
346/** 433/*
347 * Return the outermost environment object for a given object. 434 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
348 */ 435 */
349
350object *
351object_get_env_recursive (object *op)
352{
353 while (op->env != NULL)
354 op = op->env;
355 return op;
356}
357
358/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op;
371}
372
373/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array.
377 */
378
379char * 436char *
380dump_object (object *op) 437dump_object (object *op)
381{ 438{
382 if (!op) 439 if (!op)
383 return strdup ("[NULLOBJ]"); 440 return strdup ("[NULLOBJ]");
384 441
385 object_freezer freezer; 442 object_freezer freezer;
386 save_object (freezer, op, 3); 443 op->write (freezer);
387 return freezer.as_string (); 444 return freezer.as_string ();
388} 445}
389 446
390/* 447/*
391 * get_nearest_part(multi-object, object 2) returns the part of the 448 * get_nearest_part(multi-object, object 2) returns the part of the
392 * multi-object 1 which is closest to the second object. 449 * multi-object 1 which is closest to the second object.
393 * If it's not a multi-object, it is returned. 450 * If it's not a multi-object, it is returned.
394 */ 451 */
395
396object * 452object *
397get_nearest_part (object *op, const object *pl) 453get_nearest_part (object *op, const object *pl)
398{ 454{
399 object *tmp, *closest; 455 object *tmp, *closest;
400 int last_dist, i; 456 int last_dist, i;
401 457
402 if (op->more == NULL) 458 if (!op->more)
403 return op; 459 return op;
460
404 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 461 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
462 tmp;
463 tmp = tmp->more)
405 if ((i = distance (tmp, pl)) < last_dist) 464 if ((i = distance (tmp, pl)) < last_dist)
406 closest = tmp, last_dist = i; 465 closest = tmp, last_dist = i;
466
407 return closest; 467 return closest;
408} 468}
409 469
410/* 470/*
411 * Returns the object which has the count-variable equal to the argument. 471 * Returns the object which has the count-variable equal to the argument.
472 * VERRRY slow.
412 */ 473 */
413
414object * 474object *
415find_object (tag_t i) 475find_object (tag_t i)
416{ 476{
417 for (object *op = object::first; op; op = op->next) 477 for_all_objects (op)
418 if (op->count == i) 478 if (op->count == i)
419 return op; 479 return op;
420 480
421 return 0; 481 return 0;
422} 482}
423 483
424/* 484/*
425 * Returns the first object which has a name equal to the argument. 485 * Returns the first object which has a name equal to the argument.
426 * Used only by the patch command, but not all that useful. 486 * Used only by the patch command, but not all that useful.
427 * Enables features like "patch <name-of-other-player> food 999" 487 * Enables features like "patch <name-of-other-player> food 999"
428 */ 488 */
429
430object * 489object *
431find_object_name (const char *str) 490find_object_name (const char *str)
432{ 491{
433 shstr_cmp str_ (str); 492 shstr_cmp str_ (str);
434 object *op; 493 object *op;
435 494
436 for (op = object::first; op != NULL; op = op->next) 495 for_all_objects (op)
437 if (op->name == str_) 496 if (op->name == str_)
438 break; 497 break;
439 498
440 return op; 499 return op;
441} 500}
442 501
443void
444free_all_object_data ()
445{
446 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
447}
448
449/* 502/*
450 * Sets the owner and sets the skill and exp pointers to owner's current 503 * Sets the owner and sets the skill and exp pointers to owner's current
451 * skill and experience objects. 504 * skill and experience objects.
505 * ACTUALLY NO! investigate! TODO
452 */ 506 */
453void 507void
454object::set_owner (object *owner) 508object::set_owner (object *owner)
455{ 509{
510 // allow objects which own objects
456 if (!owner) 511 if (owner)
457 return;
458
459 /* next line added to allow objects which own objects */
460 /* Add a check for ownercounts in here, as I got into an endless loop
461 * with the fireball owning a poison cloud which then owned the
462 * fireball. I believe that was caused by one of the objects getting
463 * freed and then another object replacing it. Since the ownercounts
464 * didn't match, this check is valid and I believe that cause is valid.
465 */
466 while (owner->owner) 512 while (owner->owner)
467 owner = owner->owner; 513 owner = owner->owner;
514
515 if (flag [FLAG_FREED])
516 {
517 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
518 return;
519 }
468 520
469 this->owner = owner; 521 this->owner = owner;
522}
523
524int
525object::slottype () const
526{
527 if (type == SKILL)
528 {
529 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
530 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
531 }
532 else
533 {
534 if (slot [body_combat].info) return slot_combat;
535 if (slot [body_range ].info) return slot_ranged;
536 }
537
538 return slot_none;
539}
540
541bool
542object::change_weapon (object *ob)
543{
544 if (current_weapon == ob)
545 return true;
546
547 if (chosen_skill)
548 chosen_skill->flag [FLAG_APPLIED] = false;
549
550 current_weapon = ob;
551 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
552
553 if (chosen_skill)
554 chosen_skill->flag [FLAG_APPLIED] = true;
555
556 update_stats ();
557
558 if (ob)
559 {
560 // now check wether any body locations became invalid, in which case
561 // we cannot apply the weapon at the moment.
562 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
563 if (slot[i].used < 0)
564 {
565 current_weapon = chosen_skill = 0;
566 update_stats ();
567
568 new_draw_info_format (NDI_UNIQUE, 0, this,
569 "You try to balance all your items at once, "
570 "but the %s is just too much for your body. "
571 "[You need to unapply some items first.]", &ob->name);
572 return false;
573 }
574
575 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
576 }
577 else
578 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
579
580 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
581 {
582 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
583 &name, ob->debug_desc ());
584 return false;
585 }
586
587 return true;
470} 588}
471 589
472/* Zero the key_values on op, decrementing the shared-string 590/* Zero the key_values on op, decrementing the shared-string
473 * refcounts and freeing the links. 591 * refcounts and freeing the links.
474 */ 592 */
475static void 593static void
476free_key_values (object *op) 594free_key_values (object *op)
477{ 595{
478 for (key_value *i = op->key_values; i != 0;) 596 for (key_value *i = op->key_values; i; )
479 { 597 {
480 key_value *next = i->next; 598 key_value *next = i->next;
481 delete i; 599 delete i;
482 600
483 i = next; 601 i = next;
484 } 602 }
485 603
486 op->key_values = 0; 604 op->key_values = 0;
487} 605}
488 606
489void object::clear () 607object &
608object::operator =(const object &src)
490{ 609{
491 attachable_base::clear (); 610 bool is_freed = flag [FLAG_FREED];
611 bool is_removed = flag [FLAG_REMOVED];
492 612
493 free_key_values (this); 613 *(object_copy *)this = src;
494 614
495 owner = 0; 615 flag [FLAG_FREED] = is_freed;
496 name = 0; 616 flag [FLAG_REMOVED] = is_removed;
497 name_pl = 0;
498 title = 0;
499 race = 0;
500 slaying = 0;
501 skill = 0;
502 msg = 0;
503 lore = 0;
504 custom_name = 0;
505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
517
518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
519
520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
529}
530
531void object::clone (object *destination)
532{
533 *(object_copy *)destination = *this;
534 *(object_pod *)destination = *this;
535
536 if (self || cb)
537 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
538}
539
540/*
541 * copy object first frees everything allocated by the second object,
542 * and then copies the contends of the first object into the second
543 * object, allocating what needs to be allocated. Basically, any
544 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
545 * if the first object is freed, the pointers in the new object
546 * will point at garbage.
547 */
548void
549copy_object (object *op2, object *op)
550{
551 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
553
554 op2->clone (op);
555
556 if (is_freed)
557 SET_FLAG (op, FLAG_FREED);
558
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;
564 617
565 /* Copy over key_values, if any. */ 618 /* Copy over key_values, if any. */
566 if (op2->key_values) 619 if (src.key_values)
567 { 620 {
568 key_value *tail = 0; 621 key_value *tail = 0;
569 key_value *i;
570
571 op->key_values = 0; 622 key_values = 0;
572 623
573 for (i = op2->key_values; i; i = i->next) 624 for (key_value *i = src.key_values; i; i = i->next)
574 { 625 {
575 key_value *new_link = new key_value; 626 key_value *new_link = new key_value;
576 627
577 new_link->next = 0; 628 new_link->next = 0;
578 new_link->key = i->key; 629 new_link->key = i->key;
579 new_link->value = i->value; 630 new_link->value = i->value;
580 631
581 /* Try and be clever here, too. */ 632 /* Try and be clever here, too. */
582 if (!op->key_values) 633 if (!key_values)
583 { 634 {
584 op->key_values = new_link; 635 key_values = new_link;
585 tail = new_link; 636 tail = new_link;
586 } 637 }
587 else 638 else
588 { 639 {
589 tail->next = new_link; 640 tail->next = new_link;
590 tail = new_link; 641 tail = new_link;
591 } 642 }
592 } 643 }
593 } 644 }
645}
594 646
595 update_ob_speed (op); 647/*
648 * copy_to first frees everything allocated by the dst object,
649 * and then copies the contents of itself into the second
650 * object, allocating what needs to be allocated. Basically, any
651 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
652 * if the first object is freed, the pointers in the new object
653 * will point at garbage.
654 */
655void
656object::copy_to (object *dst)
657{
658 *dst = *this;
659
660 if (speed < 0)
661 dst->speed_left -= rndm ();
662
663 dst->set_speed (dst->speed);
664}
665
666void
667object::instantiate ()
668{
669 if (!uuid.seq) // HACK
670 uuid = UUID::gen ();
671
672 speed_left = -0.1f;
673 /* copy the body_info to the body_used - this is only really
674 * need for monsters, but doesn't hurt to do it for everything.
675 * by doing so, when a monster is created, it has good starting
676 * values for the body_used info, so when items are created
677 * for it, they can be properly equipped.
678 */
679 for (int i = NUM_BODY_LOCATIONS; i--; )
680 slot[i].used = slot[i].info;
681
682 attachable::instantiate ();
683}
684
685object *
686object::clone ()
687{
688 object *neu = create ();
689 copy_to (neu);
690 return neu;
596} 691}
597 692
598/* 693/*
599 * If an object with the IS_TURNABLE() flag needs to be turned due 694 * If an object with the IS_TURNABLE() flag needs to be turned due
600 * to the closest player being on the other side, this function can 695 * to the closest player being on the other side, this function can
601 * be called to update the face variable, _and_ how it looks on the map. 696 * be called to update the face variable, _and_ how it looks on the map.
602 */ 697 */
603
604void 698void
605update_turn_face (object *op) 699update_turn_face (object *op)
606{ 700{
607 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 701 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
608 return; 702 return;
703
609 SET_ANIMATION (op, op->direction); 704 SET_ANIMATION (op, op->direction);
610 update_object (op, UP_OBJ_FACE); 705 update_object (op, UP_OBJ_FACE);
611} 706}
612 707
613/* 708/*
614 * Updates the speed of an object. If the speed changes from 0 to another 709 * Updates the speed of an object. If the speed changes from 0 to another
615 * value, or vice versa, then add/remove the object from the active list. 710 * value, or vice versa, then add/remove the object from the active list.
616 * This function needs to be called whenever the speed of an object changes. 711 * This function needs to be called whenever the speed of an object changes.
617 */ 712 */
618void 713void
619update_ob_speed (object *op) 714object::set_speed (float speed)
620{ 715{
621 extern int arch_init; 716 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 { 717 {
629 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 718 LOG (llevError, "Object %s is freed but has speed.\n", &name);
630#ifdef MANY_CORES
631 abort ();
632#else
633 op->speed = 0; 719 speed = 0;
634#endif
635 }
636
637 if (arch_init)
638 return;
639
640 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
641 { 720 }
642 /* If already on active list, don't do anything */
643 if (op->active_next || op->active_prev || op == active_objects)
644 return;
645 721
646 /* process_events() expects us to insert the object at the beginning 722 this->speed = speed;
647 * of the list. */
648 op->active_next = active_objects;
649 723
650 if (op->active_next != NULL) 724 if (has_active_speed ())
651 op->active_next->active_prev = op; 725 activate ();
652
653 active_objects = op;
654 }
655 else 726 else
656 { 727 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} 728}
680 729
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/* 730/*
713 * update_object() updates the array which represents the map. 731 * update_object() updates the the map.
714 * It takes into account invisible objects (and represent squares covered 732 * It takes into account invisible objects (and represent squares covered
715 * by invisible objects by whatever is below them (unless it's another 733 * by invisible objects by whatever is below them (unless it's another
716 * invisible object, etc...) 734 * invisible object, etc...)
717 * If the object being updated is beneath a player, the look-window 735 * If the object being updated is beneath a player, the look-window
718 * of that player is updated (this might be a suboptimal way of 736 * of that player is updated (this might be a suboptimal way of
719 * updating that window, though, since update_object() is called _often_) 737 * updating that window, though, since update_object() is called _often_)
720 * 738 *
721 * action is a hint of what the caller believes need to be done. 739 * action is a hint of what the caller believes need to be done.
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: 740 * current action are:
727 * UP_OBJ_INSERT: op was inserted 741 * UP_OBJ_INSERT: op was inserted
728 * UP_OBJ_REMOVE: op was removed 742 * UP_OBJ_REMOVE: op was removed
729 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 743 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
730 * as that is easier than trying to look at what may have changed. 744 * as that is easier than trying to look at what may have changed.
731 * UP_OBJ_FACE: only the objects face has changed. 745 * UP_OBJ_FACE: only the objects face has changed.
732 */ 746 */
733
734void 747void
735update_object (object *op, int action) 748update_object (object *op, int action)
736{ 749{
737 int update_now = 0, flags;
738 MoveType move_on, move_off, move_block, move_slow;
739
740 if (op == NULL) 750 if (op == NULL)
741 { 751 {
742 /* this should never happen */ 752 /* this should never happen */
743 LOG (llevDebug, "update_object() called for NULL object.\n"); 753 LOG (llevDebug, "update_object() called for NULL object.\n");
744 return; 754 return;
745 } 755 }
746 756
747 if (op->env != NULL) 757 if (op->env)
748 { 758 {
749 /* Animation is currently handled by client, so nothing 759 /* Animation is currently handled by client, so nothing
750 * to do in this case. 760 * to do in this case.
751 */ 761 */
752 return; 762 return;
757 */ 767 */
758 if (!op->map || op->map->in_memory == MAP_SAVING) 768 if (!op->map || op->map->in_memory == MAP_SAVING)
759 return; 769 return;
760 770
761 /* make sure the object is within map boundaries */ 771 /* 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)) 772 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
763 { 773 {
764 LOG (llevError, "update_object() called for object out of map!\n"); 774 LOG (llevError, "update_object() called for object out of map!\n");
765#ifdef MANY_CORES 775#ifdef MANY_CORES
766 abort (); 776 abort ();
767#endif 777#endif
768 return; 778 return;
769 } 779 }
770 780
771 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 781 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);
777 782
783 if (!(m.flags_ & P_UPTODATE))
784 /* nop */;
778 if (action == UP_OBJ_INSERT) 785 else if (action == UP_OBJ_INSERT)
779 { 786 {
787 // this is likely overkill, TODO: revisit (schmorp)
780 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 788 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)) 789 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
784 update_now = 1; 790 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
785 791 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
792 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
786 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 793 || (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) 794 || (m.move_on | op->move_on ) != m.move_on
796 update_now = 1;
797
798 if ((move_off | op->move_off) != move_off) 795 || (m.move_off | op->move_off ) != m.move_off
799 update_now = 1; 796 || (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 797 /* This isn't perfect, but I don't expect a lot of objects to
802 * to have move_allow right now. 798 * to have move_allow right now.
803 */ 799 */
804 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 800 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
805 update_now = 1; 801 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
806 802 m.flags_ = 0;
807 if ((move_slow | op->move_slow) != move_slow)
808 update_now = 1;
809 } 803 }
810
811 /* if the object is being removed, we can't make intelligent 804 /* if the object is being removed, we can't make intelligent
812 * decisions, because remove_ob can't really pass the object 805 * decisions, because remove_ob can't really pass the object
813 * that is being removed. 806 * that is being removed.
814 */ 807 */
815 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 808 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
816 update_now = 1; 809 m.flags_ = 0;
817 else if (action == UP_OBJ_FACE) 810 else if (action == UP_OBJ_FACE)
818 /* Nothing to do for that case */ ; 811 /* Nothing to do for that case */ ;
819 else 812 else
820 LOG (llevError, "update_object called with invalid action: %d\n", action); 813 LOG (llevError, "update_object called with invalid action: %d\n", action);
821 814
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) 815 if (op->more)
829 update_object (op->more, action); 816 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} 817}
847 818
848object::object () 819object::object ()
849{ 820{
850 SET_FLAG (this, FLAG_REMOVED); 821 SET_FLAG (this, FLAG_REMOVED);
853 face = blank_face; 824 face = blank_face;
854} 825}
855 826
856object::~object () 827object::~object ()
857{ 828{
829 unlink ();
830
858 free_key_values (this); 831 free_key_values (this);
859} 832}
860 833
834static int object_count;
835
861void object::link () 836void object::link ()
862{ 837{
838 assert (!index);//D
839 uuid = UUID::gen ();
863 count = ++ob_count; 840 count = ++object_count;
864 uuid = gen_uuid ();
865 841
866 prev = 0; 842 refcnt_inc ();
867 next = object::first; 843 objects.insert (this);
868
869 if (object::first)
870 object::first->prev = this;
871
872 object::first = this;
873} 844}
874 845
875void object::unlink () 846void object::unlink ()
876{ 847{
877 if (this == object::first) 848 if (!index)
878 object::first = next; 849 return;
879 850
880 /* Remove this object from the list of used objects */ 851 objects.erase (this);
881 if (prev) prev->next = next; 852 refcnt_dec ();
882 if (next) next->prev = prev; 853}
883 854
884 prev = 0; 855void
885 next = 0; 856object::activate ()
857{
858 /* If already on active list, don't do anything */
859 if (active)
860 return;
861
862 if (has_active_speed ())
863 actives.insert (this);
864}
865
866void
867object::activate_recursive ()
868{
869 activate ();
870
871 for (object *op = inv; op; op = op->below)
872 op->activate_recursive ();
873}
874
875/* This function removes object 'op' from the list of active
876 * objects.
877 * This should only be used for style maps or other such
878 * reference maps where you don't want an object that isn't
879 * in play chewing up cpu time getting processed.
880 * The reverse of this is to call update_ob_speed, which
881 * will do the right thing based on the speed of the object.
882 */
883void
884object::deactivate ()
885{
886 /* If not on the active list, nothing needs to be done */
887 if (!active)
888 return;
889
890 actives.erase (this);
891}
892
893void
894object::deactivate_recursive ()
895{
896 for (object *op = inv; op; op = op->below)
897 op->deactivate_recursive ();
898
899 deactivate ();
900}
901
902void
903object::set_flag_inv (int flag, int value)
904{
905 for (object *op = inv; op; op = op->below)
906 {
907 op->flag [flag] = value;
908 op->set_flag_inv (flag, value);
909 }
910}
911
912/*
913 * Remove and free all objects in the inventory of the given object.
914 * object.c ?
915 */
916void
917object::destroy_inv (bool drop_to_ground)
918{
919 // need to check first, because the checks below might segfault
920 // as we might be on an invalid mapspace and crossfire code
921 // is too buggy to ensure that the inventory is empty.
922 // corollary: if you create arrows etc. with stuff in its inventory,
923 // cf will crash below with off-map x and y
924 if (!inv)
925 return;
926
927 /* Only if the space blocks everything do we not process -
928 * if some form of movement is allowed, let objects
929 * drop on that space.
930 */
931 if (!drop_to_ground
932 || !map
933 || map->in_memory != MAP_ACTIVE
934 || map->nodrop
935 || ms ().move_block == MOVE_ALL)
936 {
937 while (inv)
938 {
939 inv->destroy_inv (false);
940 inv->destroy ();
941 }
942 }
943 else
944 { /* Put objects in inventory onto this space */
945 while (inv)
946 {
947 object *op = inv;
948
949 if (op->flag [FLAG_STARTEQUIP]
950 || op->flag [FLAG_NO_DROP]
951 || op->type == RUNE
952 || op->type == TRAP
953 || op->flag [FLAG_IS_A_TEMPLATE]
954 || op->flag [FLAG_DESTROY_ON_DEATH])
955 op->destroy (true);
956 else
957 map->insert (op, x, y);
958 }
959 }
886} 960}
887 961
888object *object::create () 962object *object::create ()
889{ 963{
890 object *op = new object; 964 object *op = new object;
891 op->link (); 965 op->link ();
892 return op; 966 return op;
893} 967}
894 968
895/* 969void
896 * free_object() frees everything allocated by an object, removes 970object::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{ 971{
907 if (QUERY_FLAG (this, FLAG_FREED)) 972 if (flag [FLAG_IS_LINKED])
908 return; 973 remove_button_link (this);
909 974
910 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 975 if (flag [FLAG_FRIENDLY])
911 remove_friendly_object (this); 976 remove_friendly_object (this);
912 977
913 if (!QUERY_FLAG (this, FLAG_REMOVED))
914 remove (); 978 remove ();
915 979
916 SET_FLAG (this, FLAG_FREED); 980 attachable::do_destroy ();
917 981
918 if (more) 982 deactivate ();
919 { 983 unlink ();
920 more->destroy (destroy_inventory);
921 more = 0;
922 }
923 984
924 if (inv) 985 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 }
965 986
966 // hack to ensure that freed objects still have a valid map 987 // hack to ensure that freed objects still have a valid map
967 { 988 {
968 static maptile *freed_map; // freed objects are moved here to avoid crashes 989 static maptile *freed_map; // freed objects are moved here to avoid crashes
969 990
970 if (!freed_map) 991 if (!freed_map)
971 { 992 {
972 freed_map = new maptile; 993 freed_map = new maptile;
973 994
995 freed_map->path = "<freed objects map>";
974 freed_map->name = "/internal/freed_objects_map"; 996 freed_map->name = "/internal/freed_objects_map";
975 freed_map->width = 3; 997 freed_map->width = 3;
976 freed_map->height = 3; 998 freed_map->height = 3;
999 freed_map->nodrop = 1;
977 1000
978 freed_map->allocate (); 1001 freed_map->alloc ();
1002 freed_map->in_memory = MAP_ACTIVE;
979 } 1003 }
980 1004
981 map = freed_map; 1005 map = freed_map;
982 x = 1; 1006 x = 1;
983 y = 1; 1007 y = 1;
984 } 1008 }
985 1009
1010 if (more)
1011 {
1012 more->destroy ();
1013 more = 0;
1014 }
1015
1016 head = 0;
1017
986 // clear those pointers that likely might have circular references to us 1018 // clear those pointers that likely might cause circular references
987 owner = 0; 1019 owner = 0;
988 enemy = 0; 1020 enemy = 0;
989 attacked_by = 0; 1021 attacked_by = 0;
990 1022 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} 1023}
1002 1024
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 1025void
1008sub_weight (object *op, signed long weight) 1026object::destroy (bool destroy_inventory)
1009{ 1027{
1010 while (op != NULL) 1028 if (destroyed ())
1011 { 1029 return;
1012 if (op->type == CONTAINER)
1013 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1014 1030
1015 op->carrying -= weight; 1031 destroy_inv (!destroy_inventory);
1016 op = op->env; 1032
1017 } 1033 if (is_head ())
1034 if (sound_destroy)
1035 play_sound (sound_destroy);
1036 else if (flag [FLAG_MONSTER])
1037 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1038
1039 attachable::destroy ();
1018} 1040}
1019 1041
1020/* op->remove (): 1042/* op->remove ():
1021 * This function removes the object op from the linked list of objects 1043 * 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 1044 * which it is currently tied to. When this function is done, the
1023 * object will have no environment. If the object previously had an 1045 * object will have no environment. If the object previously had an
1024 * environment, the x and y coordinates will be updated to 1046 * environment, the x and y coordinates will be updated to
1025 * the previous environment. 1047 * the previous environment.
1026 * Beware: This function is called from the editor as well!
1027 */ 1048 */
1028void 1049void
1029object::remove () 1050object::do_remove ()
1030{ 1051{
1031 object *tmp, *last = 0; 1052 object *tmp, *last = 0;
1032 object *otmp; 1053 object *otmp;
1033 1054
1034 int check_walk_off; 1055 if (flag [FLAG_REMOVED])
1035
1036 if (QUERY_FLAG (this, FLAG_REMOVED))
1037 return; 1056 return;
1038 1057
1039 SET_FLAG (this, FLAG_REMOVED); 1058 INVOKE_OBJECT (REMOVE, this);
1059
1060 if (object *pl = visible_to ())
1061 esrv_del_item (pl->contr, count);
1062
1063 flag [FLAG_REMOVED] = true;
1040 1064
1041 if (more) 1065 if (more)
1042 more->remove (); 1066 more->remove ();
1043 1067
1044 /* 1068 /*
1045 * In this case, the object to be removed is in someones 1069 * In this case, the object to be removed is in someones
1046 * inventory. 1070 * inventory.
1047 */ 1071 */
1048 if (env) 1072 if (env)
1049 { 1073 {
1074 adjust_weight (env, -total_weight ());
1075
1076 *(above ? &above->below : &env->inv) = below;
1077
1050 if (nrof) 1078 if (below)
1051 sub_weight (env, weight * nrof); 1079 below->above = above;
1052 else 1080
1053 sub_weight (env, weight + carrying); 1081 /* we set up values so that it could be inserted into
1082 * the map, but we don't actually do that - it is up
1083 * to the caller to decide what we want to do.
1084 */
1085 map = env->map;
1086 x = env->x;
1087 y = env->y;
1088 above = 0;
1089 below = 0;
1090 env = 0;
1054 1091
1055 /* NO_FIX_PLAYER is set when a great many changes are being 1092 /* NO_FIX_PLAYER is set when a great many changes are being
1056 * made to players inventory. If set, avoiding the call 1093 * made to players inventory. If set, avoiding the call
1057 * to save cpu time. 1094 * to save cpu time.
1058 */ 1095 */
1059 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1096 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1060 fix_player (otmp); 1097 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 } 1098 }
1079 else if (map) 1099 else if (map)
1080 { 1100 {
1081 /* Re did the following section of code - it looks like it had 1101 if (type == PLAYER)
1082 * lots of logic for things we no longer care about
1083 */ 1102 {
1103 // leaving a spot always closes any open container on the ground
1104 if (container && !container->env)
1105 // this causes spurious floorbox updates, but it ensures
1106 // that the CLOSE event is being sent.
1107 close_container ();
1108
1109 --map->players;
1110 map->touch ();
1111 }
1112
1113 map->dirty = true;
1114 mapspace &ms = this->ms ();
1084 1115
1085 /* link the object above us */ 1116 /* link the object above us */
1086 if (above) 1117 if (above)
1087 above->below = below; 1118 above->below = below;
1088 else 1119 else
1089 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 1120 ms.top = below; /* we were top, set new top */
1090 1121
1091 /* Relink the object below us, if there is one */ 1122 /* Relink the object below us, if there is one */
1092 if (below) 1123 if (below)
1093 below->above = above; 1124 below->above = above;
1094 else 1125 else
1096 /* Nothing below, which means we need to relink map object for this space 1127 /* 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 1128 * use translated coordinates in case some oddness with map tiling is
1098 * evident 1129 * evident
1099 */ 1130 */
1100 if (GET_MAP_OB (map, x, y) != this) 1131 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); 1132 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 1133
1111 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1134 ms.bot = above; /* goes on above it. */
1112 } 1135 }
1113 1136
1114 above = 0; 1137 above = 0;
1115 below = 0; 1138 below = 0;
1116 1139
1117 if (map->in_memory == MAP_SAVING) 1140 if (map->in_memory == MAP_SAVING)
1118 return; 1141 return;
1119 1142
1120 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1143 int check_walk_off = !flag [FLAG_NO_APPLY];
1121 1144
1145 if (object *pl = ms.player ())
1146 {
1147 if (pl->container == this)
1148 /* If a container that the player is currently using somehow gets
1149 * removed (most likely destroyed), update the player view
1150 * appropriately.
1151 */
1152 pl->close_container ();
1153
1154 //TODO: the floorbox prev/next might need updating
1155 esrv_del_item (pl->contr, count);
1156 }
1157
1122 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1158 for (tmp = ms.bot; tmp; tmp = tmp->above)
1123 { 1159 {
1124 /* No point updating the players look faces if he is the object 1160 /* No point updating the players look faces if he is the object
1125 * being removed. 1161 * being removed.
1126 */ 1162 */
1127 1163
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 */ 1164 /* See if object moving off should effect something */
1144 if (check_walk_off 1165 if (check_walk_off
1145 && ((move_type & tmp->move_off) 1166 && ((move_type & tmp->move_off)
1146 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1167 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1147 { 1168 {
1148 move_apply (tmp, this, 0); 1169 move_apply (tmp, this, 0);
1149 1170
1150 if (destroyed ()) 1171 if (destroyed ())
1151 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1172 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1152 } 1173 }
1153 1174
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; 1175 last = tmp;
1160 } 1176 }
1161 1177
1162 /* last == NULL of there are no objects on this space */ 1178 /* last == NULL if there are no objects on this space */
1179 //TODO: this makes little sense, why only update the topmost object?
1163 if (!last) 1180 if (!last)
1164 { 1181 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 1182 else
1174 update_object (last, UP_OBJ_REMOVE); 1183 update_object (last, UP_OBJ_REMOVE);
1175 1184
1176 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1185 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1177 update_all_los (map, x, y); 1186 update_all_los (map, x, y);
1178 } 1187 }
1179} 1188}
1180 1189
1181/* 1190/*
1190merge_ob (object *op, object *top) 1199merge_ob (object *op, object *top)
1191{ 1200{
1192 if (!op->nrof) 1201 if (!op->nrof)
1193 return 0; 1202 return 0;
1194 1203
1195 if (top == NULL) 1204 if (!top)
1196 for (top = op; top != NULL && top->above != NULL; top = top->above); 1205 for (top = op; top && top->above; top = top->above)
1206 ;
1197 1207
1198 for (; top != NULL; top = top->below) 1208 for (; top; top = top->below)
1199 { 1209 if (object::can_merge (op, top))
1200 if (top == op)
1201 continue;
1202 if (CAN_MERGE (op, top))
1203 { 1210 {
1204 top->nrof += op->nrof; 1211 top->nrof += op->nrof;
1205 1212
1206/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1213 if (object *pl = top->visible_to ())
1207 op->weight = 0; /* Don't want any adjustements now */ 1214 esrv_update_item (UPD_NROF, pl, top);
1208 op->remove (); 1215
1216 op->weight = 0; // cancel the addition above
1217 op->carrying = 0; // must be 0 already
1218
1209 op->destroy (0); 1219 op->destroy (1);
1220
1210 return top; 1221 return top;
1211 } 1222 }
1212 }
1213 1223
1214 return 0; 1224 return 0;
1215} 1225}
1216 1226
1227void
1228object::expand_tail ()
1229{
1230 if (more)
1231 return;
1232
1233 object *prev = this;
1234
1235 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1236 {
1237 object *op = arch_to_object (at);
1238
1239 op->name = name;
1240 op->name_pl = name_pl;
1241 op->title = title;
1242
1243 op->head = this;
1244 prev->more = op;
1245
1246 prev = op;
1247 }
1248}
1249
1217/* 1250/*
1218 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1251 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1219 * job preparing multi-part monsters 1252 * job preparing multi-part monsters.
1220 */ 1253 */
1221object * 1254object *
1222insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1255insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1223{ 1256{
1224 object *tmp;
1225
1226 if (op->head)
1227 op = op->head;
1228
1229 for (tmp = op; tmp; tmp = tmp->more) 1257 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1230 { 1258 {
1231 tmp->x = x + tmp->arch->clone.x; 1259 tmp->x = x + tmp->arch->x;
1232 tmp->y = y + tmp->arch->clone.y; 1260 tmp->y = y + tmp->arch->y;
1233 } 1261 }
1234 1262
1235 return insert_ob_in_map (op, m, originator, flag); 1263 return insert_ob_in_map (op, m, originator, flag);
1236} 1264}
1237 1265
1253 * Return value: 1281 * Return value:
1254 * new object if 'op' was merged with other object 1282 * new object if 'op' was merged with other object
1255 * NULL if 'op' was destroyed 1283 * NULL if 'op' was destroyed
1256 * just 'op' otherwise 1284 * just 'op' otherwise
1257 */ 1285 */
1258
1259object * 1286object *
1260insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1287insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1261{ 1288{
1262 object *tmp, *top, *floor = NULL; 1289 assert (!op->flag [FLAG_FREED]);
1263 sint16 x, y;
1264 1290
1265 if (QUERY_FLAG (op, FLAG_FREED)) 1291 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 1292
1334 /* Ideally, the caller figures this out. However, it complicates a lot 1293 /* 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 1294 * of areas of callers (eg, anything that uses find_free_spot would now
1336 * need extra work 1295 * need extra work
1337 */ 1296 */
1338 op->map = get_map_from_coord (m, &op->x, &op->y); 1297 if (!xy_normalise (m, op->x, op->y))
1339 x = op->x; 1298 {
1340 y = op->y; 1299 op->destroy (1);
1300 return 0;
1301 }
1302
1303 if (object *more = op->more)
1304 if (!insert_ob_in_map (more, m, originator, flag))
1305 return 0;
1306
1307 CLEAR_FLAG (op, FLAG_REMOVED);
1308
1309 op->map = m;
1310 mapspace &ms = op->ms ();
1341 1311
1342 /* this has to be done after we translate the coordinates. 1312 /* this has to be done after we translate the coordinates.
1343 */ 1313 */
1344 if (op->nrof && !(flag & INS_NO_MERGE)) 1314 if (op->nrof && !(flag & INS_NO_MERGE))
1345 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1315 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1346 if (CAN_MERGE (op, tmp)) 1316 if (object::can_merge (op, tmp))
1347 { 1317 {
1318 // TODO: we atcually want to update tmp, not op,
1319 // but some caller surely breaks when we return tmp
1320 // from here :/
1348 op->nrof += tmp->nrof; 1321 op->nrof += tmp->nrof;
1349 tmp->remove ();
1350 tmp->destroy (0); 1322 tmp->destroy (1);
1351 } 1323 }
1352 1324
1353 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1325 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1354 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1326 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1355 1327
1368 op->below = originator->below; 1340 op->below = originator->below;
1369 1341
1370 if (op->below) 1342 if (op->below)
1371 op->below->above = op; 1343 op->below->above = op;
1372 else 1344 else
1373 SET_MAP_OB (op->map, op->x, op->y, op); 1345 ms.bot = op;
1374 1346
1375 /* since *below* originator, no need to update top */ 1347 /* since *below* originator, no need to update top */
1376 originator->below = op; 1348 originator->below = op;
1377 } 1349 }
1378 else 1350 else
1379 { 1351 {
1352 object *top, *floor = NULL;
1353
1354 top = ms.bot;
1355
1380 /* If there are other objects, then */ 1356 /* If there are other objects, then */
1381 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1357 if (top)
1382 { 1358 {
1383 object *last = NULL; 1359 object *last = 0;
1384 1360
1385 /* 1361 /*
1386 * If there are multiple objects on this space, we do some trickier handling. 1362 * If there are multiple objects on this space, we do some trickier handling.
1387 * We've already dealt with merging if appropriate. 1363 * We've already dealt with merging if appropriate.
1388 * Generally, we want to put the new object on top. But if 1364 * 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 1368 * 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 1369 * 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 1370 * when lots of spells are cast in one area. Currently, it is presumed
1395 * that flying non pickable objects are spell objects. 1371 * that flying non pickable objects are spell objects.
1396 */ 1372 */
1397 1373 for (top = ms.bot; top; top = top->above)
1398 while (top != NULL)
1399 { 1374 {
1400 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1375 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1401 floor = top; 1376 floor = top;
1402 1377
1403 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1378 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; 1381 top = top->below;
1407 break; 1382 break;
1408 } 1383 }
1409 1384
1410 last = top; 1385 last = top;
1411 top = top->above;
1412 } 1386 }
1413 1387
1414 /* Don't want top to be NULL, so set it to the last valid object */ 1388 /* Don't want top to be NULL, so set it to the last valid object */
1415 top = last; 1389 top = last;
1416 1390
1418 * looks like instead of lots of conditions here. 1392 * looks like instead of lots of conditions here.
1419 * makes things faster, and effectively the same result. 1393 * makes things faster, and effectively the same result.
1420 */ 1394 */
1421 1395
1422 /* Have object 'fall below' other objects that block view. 1396 /* Have object 'fall below' other objects that block view.
1423 * Unless those objects are exits, type 66 1397 * Unless those objects are exits.
1424 * If INS_ON_TOP is used, don't do this processing 1398 * If INS_ON_TOP is used, don't do this processing
1425 * Need to find the object that in fact blocks view, otherwise 1399 * Need to find the object that in fact blocks view, otherwise
1426 * stacking is a bit odd. 1400 * stacking is a bit odd.
1427 */ 1401 */
1428 if (!(flag & INS_ON_TOP) && 1402 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)) 1403 && ms.flags () & P_BLOCKSVIEW
1404 && (op->face && !faces [op->face].visibility))
1430 { 1405 {
1431 for (last = top; last != floor; last = last->below) 1406 for (last = top; last != floor; last = last->below)
1432 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1407 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1433 break; 1408 break;
1409
1434 /* Check to see if we found the object that blocks view, 1410 /* Check to see if we found the object that blocks view,
1435 * and make sure we have a below pointer for it so that 1411 * and make sure we have a below pointer for it so that
1436 * we can get inserted below this one, which requires we 1412 * we can get inserted below this one, which requires we
1437 * set top to the object below us. 1413 * set top to the object below us.
1438 */ 1414 */
1439 if (last && last->below && last != floor) 1415 if (last && last->below && last != floor)
1440 top = last->below; 1416 top = last->below;
1441 } 1417 }
1442 } /* If objects on this space */ 1418 } /* If objects on this space */
1443 1419
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) 1420 if (flag & INS_ABOVE_FLOOR_ONLY)
1448 top = floor; 1421 top = floor;
1449 1422
1450 /* Top is the object that our object (op) is going to get inserted above. 1423 /* Top is the object that our object (op) is going to get inserted above.
1451 */ 1424 */
1452 1425
1453 /* First object on this space */ 1426 /* First object on this space */
1454 if (!top) 1427 if (!top)
1455 { 1428 {
1456 op->above = GET_MAP_OB (op->map, op->x, op->y); 1429 op->above = ms.bot;
1457 1430
1458 if (op->above) 1431 if (op->above)
1459 op->above->below = op; 1432 op->above->below = op;
1460 1433
1461 op->below = NULL; 1434 op->below = 0;
1462 SET_MAP_OB (op->map, op->x, op->y, op); 1435 ms.bot = op;
1463 } 1436 }
1464 else 1437 else
1465 { /* get inserted into the stack above top */ 1438 { /* get inserted into the stack above top */
1466 op->above = top->above; 1439 op->above = top->above;
1467 1440
1470 1443
1471 op->below = top; 1444 op->below = top;
1472 top->above = op; 1445 top->above = op;
1473 } 1446 }
1474 1447
1475 if (op->above == NULL) 1448 if (!op->above)
1476 SET_MAP_TOP (op->map, op->x, op->y, op); 1449 ms.top = op;
1477 } /* else not INS_BELOW_ORIGINATOR */ 1450 } /* else not INS_BELOW_ORIGINATOR */
1478 1451
1479 if (op->type == PLAYER) 1452 if (op->type == PLAYER)
1453 {
1480 op->contr->do_los = 1; 1454 op->contr->do_los = 1;
1455 ++op->map->players;
1456 op->map->touch ();
1457 }
1481 1458
1482 /* If we have a floor, we know the player, if any, will be above 1459 op->map->dirty = true;
1483 * it, so save a few ticks and start from there. 1460
1484 */ 1461 if (object *pl = ms.player ())
1485 if (!(flag & INS_MAP_LOAD)) 1462 //TODO: the floorbox prev/next might need updating
1486 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1463 esrv_send_item (pl, op);
1487 if (tmp->type == PLAYER)
1488 tmp->contr->socket.update_look = 1;
1489 1464
1490 /* If this object glows, it may affect lighting conditions that are 1465 /* If this object glows, it may affect lighting conditions that are
1491 * visible to others on this map. But update_all_los is really 1466 * 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 1467 * 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 1468 * on the map will get recalculated. The players could very well
1494 * be far away from this change and not affected in any way - 1469 * be far away from this change and not affected in any way -
1495 * this should get redone to only look for players within range, 1470 * this should get redone to only look for players within range,
1496 * or just updating the P_NEED_UPDATE for spaces within this area 1471 * or just updating the P_UPTODATE for spaces within this area
1497 * of effect may be sufficient. 1472 * of effect may be sufficient.
1498 */ 1473 */
1499 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1474 if (op->map->darkness && (op->glow_radius != 0))
1500 update_all_los (op->map, op->x, op->y); 1475 update_all_los (op->map, op->x, op->y);
1501 1476
1502 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1477 /* updates flags (blocked, alive, no magic, etc) for this map space */
1503 update_object (op, UP_OBJ_INSERT); 1478 update_object (op, UP_OBJ_INSERT);
1504 1479
1480 INVOKE_OBJECT (INSERT, op);
1481
1505 /* Don't know if moving this to the end will break anything. However, 1482 /* 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. 1483 * we want to have floorbox_update called before calling this.
1507 * 1484 *
1508 * check_move_on() must be after this because code called from 1485 * check_move_on() must be after this because code called from
1509 * check_move_on() depends on correct map flags (so functions like 1486 * check_move_on() depends on correct map flags (so functions like
1510 * blocked() and wall() work properly), and these flags are updated by 1487 * blocked() and wall() work properly), and these flags are updated by
1511 * update_object(). 1488 * update_object().
1512 */ 1489 */
1513 1490
1514 /* if this is not the head or flag has been passed, don't check walk on status */ 1491 /* 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) 1492 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1516 { 1493 {
1517 if (check_move_on (op, originator)) 1494 if (check_move_on (op, originator))
1518 return NULL; 1495 return 0;
1519 1496
1520 /* If we are a multi part object, lets work our way through the check 1497 /* If we are a multi part object, lets work our way through the check
1521 * walk on's. 1498 * walk on's.
1522 */ 1499 */
1523 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1500 for (object *tmp = op->more; tmp; tmp = tmp->more)
1524 if (check_move_on (tmp, originator)) 1501 if (check_move_on (tmp, originator))
1525 return NULL; 1502 return 0;
1526 } 1503 }
1527 1504
1528 return op; 1505 return op;
1529} 1506}
1530 1507
1531/* this function inserts an object in the map, but if it 1508/* 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. 1509 * 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. 1510 * op is the object to insert it under: supplies x and the map.
1534 */ 1511 */
1535void 1512void
1536replace_insert_ob_in_map (const char *arch_string, object *op) 1513replace_insert_ob_in_map (const char *arch_string, object *op)
1537{ 1514{
1538 object *
1539 tmp;
1540 object *
1541 tmp1;
1542
1543 /* first search for itself and remove any old instances */ 1515 /* first search for itself and remove any old instances */
1544 1516
1545 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1517 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1546 {
1547 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1518 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1548 {
1549 tmp->remove ();
1550 tmp->destroy (0); 1519 tmp->destroy (1);
1551 }
1552 }
1553 1520
1554 tmp1 = arch_to_object (archetype::find (arch_string)); 1521 object *tmp = arch_to_object (archetype::find (arch_string));
1555 1522
1556 tmp1->x = op->x; 1523 tmp->x = op->x;
1557 tmp1->y = op->y; 1524 tmp->y = op->y;
1525
1558 insert_ob_in_map (tmp1, op->map, op, 0); 1526 insert_ob_in_map (tmp, op->map, op, 0);
1559} 1527}
1560
1561/*
1562 * 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
1564 * the rest (or is removed and freed if that number is 0).
1565 * On failure, NULL is returned, and the reason put into the
1566 * global static errmsg array.
1567 */
1568 1528
1569object * 1529object *
1570get_split_ob (object *orig_ob, uint32 nr) 1530object::insert_at (object *where, object *originator, int flags)
1571{ 1531{
1572 object * 1532 if (where->env)
1573 newob; 1533 return where->env->insert (this);
1574 int 1534 else
1575 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1535 return where->map->insert (this, where->x, where->y, originator, flags);
1576
1577 if (orig_ob->nrof < nr)
1578 {
1579 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1580 return NULL;
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 {
1589 if (orig_ob->env != NULL)
1590 sub_weight (orig_ob->env, orig_ob->weight * nr);
1591 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1592 {
1593 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1594 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1595 return NULL;
1596 }
1597 }
1598
1599 newob->nrof = nr;
1600
1601 return newob;
1602} 1536}
1603 1537
1604/* 1538/*
1605 * decrease_ob_nr(object, number) decreases a specified number from 1539 * decrease(object, number) decreases a specified number from
1606 * the amount of an object. If the amount reaches 0, the object 1540 * the amount of an object. If the amount reaches 0, the object
1607 * is subsequently removed and freed. 1541 * is subsequently removed and freed.
1608 * 1542 *
1609 * Return value: 'op' if something is left, NULL if the amount reached 0 1543 * Return value: 'op' if something is left, NULL if the amount reached 0
1610 */ 1544 */
1545bool
1546object::decrease (sint32 nr)
1547{
1548 if (!nr)
1549 return true;
1611 1550
1551 nr = min (nr, nrof);
1552
1553 nrof -= nr;
1554
1555 if (nrof)
1556 {
1557 adjust_weight (env, -weight * nr); // carrying == 0
1558
1559 if (object *pl = visible_to ())
1560 esrv_update_item (UPD_NROF, pl, this);
1561
1562 return true;
1563 }
1564 else
1565 {
1566 destroy (1);
1567 return false;
1568 }
1569}
1570
1571/*
1572 * split(ob,nr) splits up ob into two parts. The part which
1573 * is returned contains nr objects, and the remaining parts contains
1574 * the rest (or is removed and returned if that number is 0).
1575 * On failure, NULL is returned.
1576 */
1612object * 1577object *
1613decrease_ob_nr (object *op, uint32 i) 1578object::split (sint32 nr)
1614{ 1579{
1615 object *tmp; 1580 int have = number_of ();
1616 player *pl;
1617 1581
1618 if (i == 0) /* objects with op->nrof require this check */ 1582 if (have < nr)
1619 return op; 1583 return 0;
1620 1584 else if (have == nr)
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 { 1585 {
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 (); 1586 remove ();
1661 op->nrof = 0; 1587 return this;
1662 if (tmp)
1663 {
1664 esrv_del_item (tmp->contr, op->count);
1665 }
1666 }
1667 } 1588 }
1668 else 1589 else
1669 { 1590 {
1670 object *above = op->above; 1591 decrease (nr);
1671 1592
1672 if (i < op->nrof) 1593 object *op = object_create_clone (this);
1673 op->nrof -= i; 1594 op->nrof = nr;
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; 1595 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 } 1596 }
1716} 1597}
1717 1598
1718object * 1599object *
1719insert_ob_in_ob (object *op, object *where) 1600insert_ob_in_ob (object *op, object *where)
1724 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1605 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1725 free (dump); 1606 free (dump);
1726 return op; 1607 return op;
1727 } 1608 }
1728 1609
1729 if (where->head) 1610 if (where->head_ () != where)
1730 { 1611 {
1731 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1612 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1732 where = where->head; 1613 where = where->head;
1733 } 1614 }
1734 1615
1735 return where->insert (op); 1616 return where->insert (op);
1736} 1617}
1741 * inside the object environment. 1622 * inside the object environment.
1742 * 1623 *
1743 * The function returns now pointer to inserted item, and return value can 1624 * The function returns now pointer to inserted item, and return value can
1744 * be != op, if items are merged. -Tero 1625 * be != op, if items are merged. -Tero
1745 */ 1626 */
1746
1747object * 1627object *
1748object::insert (object *op) 1628object::insert (object *op)
1749{ 1629{
1750 object *tmp, *otmp;
1751
1752 if (!QUERY_FLAG (op, FLAG_REMOVED))
1753 op->remove ();
1754
1755 if (op->more) 1630 if (op->more)
1756 { 1631 {
1757 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1632 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1758 return op; 1633 return op;
1759 } 1634 }
1760 1635
1761 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1636 op->remove ();
1762 CLEAR_FLAG (op, FLAG_REMOVED); 1637
1638 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1639
1763 if (op->nrof) 1640 if (op->nrof)
1764 {
1765 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1641 for (object *tmp = inv; tmp; tmp = tmp->below)
1766 if (CAN_MERGE (tmp, op)) 1642 if (object::can_merge (tmp, op))
1767 { 1643 {
1768 /* return the original object and remove inserted object 1644 /* return the original object and remove inserted object
1769 (client needs the original object) */ 1645 (client needs the original object) */
1770 tmp->nrof += op->nrof; 1646 tmp->nrof += op->nrof;
1771 /* Weight handling gets pretty funky. Since we are adding to 1647
1772 * tmp->nrof, we need to increase the weight. 1648 if (object *pl = tmp->visible_to ())
1773 */ 1649 esrv_update_item (UPD_NROF, pl, tmp);
1650
1774 add_weight (this, op->weight * op->nrof); 1651 adjust_weight (this, op->total_weight ());
1775 SET_FLAG (op, FLAG_REMOVED); 1652
1776 op->destroy (); /* free the inserted object */ 1653 op->destroy (1);
1777 op = tmp; 1654 op = tmp;
1778 op->remove (); /* and fix old object's links */ 1655 goto inserted;
1779 CLEAR_FLAG (op, FLAG_REMOVED);
1780 break;
1781 } 1656 }
1782 1657
1783 /* I assume combined objects have no inventory 1658 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; 1659 op->map = 0;
1660 op->x = 0;
1661 op->y = 0;
1662
1663 op->above = 0;
1664 op->below = inv;
1800 op->env = this; 1665 op->env = this;
1801 op->above = NULL;
1802 op->below = NULL;
1803 op->x = 0, op->y = 0;
1804 1666
1667 if (inv)
1668 inv->above = op;
1669
1670 inv = op;
1671
1672 op->flag [FLAG_REMOVED] = 0;
1673
1674 if (object *pl = op->visible_to ())
1675 esrv_send_item (pl, op);
1676
1677 adjust_weight (this, op->total_weight ());
1678
1679inserted:
1805 /* reset the light list and los of the players on the map */ 1680 /* reset the light list and los of the players on the map */
1806 if ((op->glow_radius != 0) && map) 1681 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); 1682 update_all_los (map, x, y);
1813 }
1814 1683
1815 /* Client has no idea of ordering so lets not bother ordering it here. 1684 // if this is a player's inventory, update stats
1816 * It sure simplifies this function... 1685 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1817 */ 1686 update_stats ();
1818 if (!inv) 1687
1819 inv = op; 1688 INVOKE_OBJECT (INSERT, this);
1820 else
1821 {
1822 op->below = inv;
1823 op->below->above = op;
1824 inv = op;
1825 }
1826 1689
1827 return op; 1690 return op;
1828} 1691}
1829 1692
1830/* 1693/*
1845 * 1708 *
1846 * MSW 2001-07-08: Check all objects on space, not just those below 1709 * 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 1710 * object being inserted. insert_ob_in_map may not put new objects
1848 * on top. 1711 * on top.
1849 */ 1712 */
1850
1851int 1713int
1852check_move_on (object *op, object *originator) 1714check_move_on (object *op, object *originator)
1853{ 1715{
1854 object *tmp; 1716 object *tmp;
1855 maptile *m = op->map; 1717 maptile *m = op->map;
1882 1744
1883 /* The objects have to be checked from top to bottom. 1745 /* The objects have to be checked from top to bottom.
1884 * Hence, we first go to the top: 1746 * Hence, we first go to the top:
1885 */ 1747 */
1886 1748
1887 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1749 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1888 { 1750 {
1889 /* Trim the search when we find the first other spell effect 1751 /* Trim the search when we find the first other spell effect
1890 * this helps performance so that if a space has 50 spell objects, 1752 * this helps performance so that if a space has 50 spell objects,
1891 * we don't need to check all of them. 1753 * we don't need to check all of them.
1892 */ 1754 */
1910 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1772 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)) 1773 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1912 { 1774 {
1913 1775
1914 float 1776 float
1915 diff = tmp->move_slow_penalty * FABS (op->speed); 1777 diff = tmp->move_slow_penalty * fabs (op->speed);
1916 1778
1917 if (op->type == PLAYER) 1779 if (op->type == PLAYER)
1918 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1780 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))) 1781 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1920 diff /= 4.0; 1782 diff /= 4.0;
1947/* 1809/*
1948 * present_arch(arch, map, x, y) searches for any objects with 1810 * present_arch(arch, map, x, y) searches for any objects with
1949 * a matching archetype at the given map and coordinates. 1811 * a matching archetype at the given map and coordinates.
1950 * The first matching object is returned, or NULL if none. 1812 * The first matching object is returned, or NULL if none.
1951 */ 1813 */
1952
1953object * 1814object *
1954present_arch (const archetype *at, maptile *m, int x, int y) 1815present_arch (const archetype *at, maptile *m, int x, int y)
1955{ 1816{
1956 object *
1957 tmp;
1958
1959 if (m == NULL || out_of_map (m, x, y)) 1817 if (!m || out_of_map (m, x, y))
1960 { 1818 {
1961 LOG (llevError, "Present_arch called outside map.\n"); 1819 LOG (llevError, "Present_arch called outside map.\n");
1962 return NULL; 1820 return NULL;
1963 } 1821 }
1964 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1822
1823 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1965 if (tmp->arch == at) 1824 if (tmp->arch == at)
1966 return tmp; 1825 return tmp;
1826
1967 return NULL; 1827 return NULL;
1968} 1828}
1969 1829
1970/* 1830/*
1971 * present(type, map, x, y) searches for any objects with 1831 * present(type, map, x, y) searches for any objects with
1972 * a matching type variable at the given map and coordinates. 1832 * a matching type variable at the given map and coordinates.
1973 * The first matching object is returned, or NULL if none. 1833 * The first matching object is returned, or NULL if none.
1974 */ 1834 */
1975
1976object * 1835object *
1977present (unsigned char type, maptile *m, int x, int y) 1836present (unsigned char type, maptile *m, int x, int y)
1978{ 1837{
1979 object *
1980 tmp;
1981
1982 if (out_of_map (m, x, y)) 1838 if (out_of_map (m, x, y))
1983 { 1839 {
1984 LOG (llevError, "Present called outside map.\n"); 1840 LOG (llevError, "Present called outside map.\n");
1985 return NULL; 1841 return NULL;
1986 } 1842 }
1987 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1843
1844 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1988 if (tmp->type == type) 1845 if (tmp->type == type)
1989 return tmp; 1846 return tmp;
1847
1990 return NULL; 1848 return NULL;
1991} 1849}
1992 1850
1993/* 1851/*
1994 * present_in_ob(type, object) searches for any objects with 1852 * present_in_ob(type, object) searches for any objects with
1995 * a matching type variable in the inventory of the given object. 1853 * a matching type variable in the inventory of the given object.
1996 * The first matching object is returned, or NULL if none. 1854 * The first matching object is returned, or NULL if none.
1997 */ 1855 */
1998
1999object * 1856object *
2000present_in_ob (unsigned char type, const object *op) 1857present_in_ob (unsigned char type, const object *op)
2001{ 1858{
2002 object *
2003 tmp;
2004
2005 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1859 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2006 if (tmp->type == type) 1860 if (tmp->type == type)
2007 return tmp; 1861 return tmp;
1862
2008 return NULL; 1863 return NULL;
2009} 1864}
2010 1865
2011/* 1866/*
2012 * present_in_ob (type, str, object) searches for any objects with 1867 * present_in_ob (type, str, object) searches for any objects with
2020 * str is the string to match against. Note that we match against 1875 * 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 1876 * 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 1877 * spell code can use one object type (force), but change it's name
2023 * to be unique. 1878 * to be unique.
2024 */ 1879 */
2025
2026object * 1880object *
2027present_in_ob_by_name (int type, const char *str, const object *op) 1881present_in_ob_by_name (int type, const char *str, const object *op)
2028{ 1882{
2029 object *
2030 tmp;
2031
2032 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1883 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2033 {
2034 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1884 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2035 return tmp; 1885 return tmp;
2036 } 1886
2037 return NULL; 1887 return 0;
2038} 1888}
2039 1889
2040/* 1890/*
2041 * present_arch_in_ob(archetype, object) searches for any objects with 1891 * present_arch_in_ob(archetype, object) searches for any objects with
2042 * a matching archetype in the inventory of the given object. 1892 * a matching archetype in the inventory of the given object.
2043 * The first matching object is returned, or NULL if none. 1893 * The first matching object is returned, or NULL if none.
2044 */ 1894 */
2045
2046object * 1895object *
2047present_arch_in_ob (const archetype *at, const object *op) 1896present_arch_in_ob (const archetype *at, const object *op)
2048{ 1897{
2049 object *
2050 tmp;
2051
2052 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1898 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2053 if (tmp->arch == at) 1899 if (tmp->arch == at)
2054 return tmp; 1900 return tmp;
1901
2055 return NULL; 1902 return NULL;
2056} 1903}
2057 1904
2058/* 1905/*
2059 * activate recursively a flag on an object inventory 1906 * activate recursively a flag on an object inventory
2060 */ 1907 */
2061void 1908void
2062flag_inv (object *op, int flag) 1909flag_inv (object *op, int flag)
2063{ 1910{
2064 object *
2065 tmp;
2066
2067 if (op->inv)
2068 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1911 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2069 { 1912 {
2070 SET_FLAG (tmp, flag); 1913 SET_FLAG (tmp, flag);
2071 flag_inv (tmp, flag); 1914 flag_inv (tmp, flag);
2072 } 1915 }
2073} /* 1916}
1917
1918/*
2074 * desactivate recursively a flag on an object inventory 1919 * deactivate recursively a flag on an object inventory
2075 */ 1920 */
2076void 1921void
2077unflag_inv (object *op, int flag) 1922unflag_inv (object *op, int flag)
2078{ 1923{
2079 object *
2080 tmp;
2081
2082 if (op->inv)
2083 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1924 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2084 { 1925 {
2085 CLEAR_FLAG (tmp, flag); 1926 CLEAR_FLAG (tmp, flag);
2086 unflag_inv (tmp, flag); 1927 unflag_inv (tmp, flag);
2087 } 1928 }
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} 1929}
2103 1930
2104/* 1931/*
2105 * find_free_spot(object, map, x, y, start, stop) will search for 1932 * 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 1933 * a spot at the given map and coordinates which will be able to contain
2108 * to search (see the freearr_x/y[] definition). 1935 * to search (see the freearr_x/y[] definition).
2109 * It returns a random choice among the alternatives found. 1936 * 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 1937 * 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 1938 * 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) 1939 * 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 1940 * Note: This function does correctly handle tiled maps, but does not
2117 * inform the caller. However, insert_ob_in_map will update as 1941 * inform the caller. However, insert_ob_in_map will update as
2118 * necessary, so the caller shouldn't need to do any special work. 1942 * 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 1943 * 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 1944 * 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 1945 * 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 1946 * the archetype because that isn't correct if the monster has been
2123 * customized, changed states, etc. 1947 * customized, changed states, etc.
2124 */ 1948 */
2125
2126int 1949int
2127find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1950find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2128{ 1951{
2129 int
2130 i,
2131 index = 0, flag;
2132 static int
2133 altern[SIZEOFFREE]; 1952 int altern[SIZEOFFREE];
1953 int index = 0, flag;
2134 1954
2135 for (i = start; i < stop; i++) 1955 for (int i = start; i < stop; i++)
2136 { 1956 {
2137 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1957 mapxy pos (m, x, y); pos.move (i);
2138 if (!flag) 1958
1959 if (!pos.normalise ())
1960 continue;
1961
1962 mapspace &ms = *pos;
1963
1964 if (ms.flags () & P_IS_ALIVE)
1965 continue;
1966
1967 /* However, often
1968 * ob doesn't have any move type (when used to place exits)
1969 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1970 */
1971 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1972 {
2139 altern[index++] = i; 1973 altern [index++] = i;
1974 continue;
1975 }
2140 1976
2141 /* Basically, if we find a wall on a space, we cut down the search size. 1977 /* 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. 1978 * 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 - 1979 * 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 1980 * 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 1981 * spaces in all the other directions, this will reduce the search space
2146 * to only the spaces immediately surrounding the target area, and 1982 * to only the spaces immediately surrounding the target area, and
2147 * won't look 2 spaces south of the target space. 1983 * won't look 2 spaces south of the target space.
2148 */ 1984 */
2149 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1985 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1986 {
2150 stop = maxfree[i]; 1987 stop = maxfree[i];
1988 continue;
1989 }
1990
1991 /* Note it is intentional that we check ob - the movement type of the
1992 * head of the object should correspond for the entire object.
1993 */
1994 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1995 continue;
1996
1997 if (ob->blocked (m, pos.x, pos.y))
1998 continue;
1999
2000 altern [index++] = i;
2151 } 2001 }
2002
2152 if (!index) 2003 if (!index)
2153 return -1; 2004 return -1;
2005
2154 return altern[RANDOM () % index]; 2006 return altern [rndm (index)];
2155} 2007}
2156 2008
2157/* 2009/*
2158 * find_first_free_spot(archetype, maptile, x, y) works like 2010 * find_first_free_spot(archetype, maptile, x, y) works like
2159 * find_free_spot(), but it will search max number of squares. 2011 * find_free_spot(), but it will search max number of squares.
2160 * But it will return the first available spot, not a random choice. 2012 * 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. 2013 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2162 */ 2014 */
2163
2164int 2015int
2165find_first_free_spot (const object *ob, maptile *m, int x, int y) 2016find_first_free_spot (const object *ob, maptile *m, int x, int y)
2166{ 2017{
2167 int
2168 i;
2169
2170 for (i = 0; i < SIZEOFFREE; i++) 2018 for (int i = 0; i < SIZEOFFREE; i++)
2171 {
2172 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2019 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2173 return i; 2020 return i;
2174 } 2021
2175 return -1; 2022 return -1;
2176} 2023}
2177 2024
2178/* 2025/*
2179 * The function permute(arr, begin, end) randomly reorders the array 2026 * The function permute(arr, begin, end) randomly reorders the array
2180 * arr[begin..end-1]. 2027 * arr[begin..end-1].
2028 * now uses a fisher-yates shuffle, old permute was broken
2181 */ 2029 */
2182static void 2030static void
2183permute (int *arr, int begin, int end) 2031permute (int *arr, int begin, int end)
2184{ 2032{
2185 int 2033 arr += begin;
2186 i,
2187 j,
2188 tmp,
2189 len;
2190
2191 len = end - begin; 2034 end -= begin;
2192 for (i = begin; i < end; i++)
2193 {
2194 j = begin + RANDOM () % len;
2195 2035
2196 tmp = arr[i]; 2036 while (--end)
2197 arr[i] = arr[j]; 2037 swap (arr [end], arr [rndm (end + 1)]);
2198 arr[j] = tmp;
2199 }
2200} 2038}
2201 2039
2202/* new function to make monster searching more efficient, and effective! 2040/* new function to make monster searching more efficient, and effective!
2203 * This basically returns a randomized array (in the passed pointer) of 2041 * 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 2042 * 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. 2045 * the 3x3 area will be searched, just not in a predictable order.
2208 */ 2046 */
2209void 2047void
2210get_search_arr (int *search_arr) 2048get_search_arr (int *search_arr)
2211{ 2049{
2212 int 2050 int i;
2213 i;
2214 2051
2215 for (i = 0; i < SIZEOFFREE; i++) 2052 for (i = 0; i < SIZEOFFREE; i++)
2216 {
2217 search_arr[i] = i; 2053 search_arr[i] = i;
2218 }
2219 2054
2220 permute (search_arr, 1, SIZEOFFREE1 + 1); 2055 permute (search_arr, 1, SIZEOFFREE1 + 1);
2221 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2056 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2222 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2057 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2223} 2058}
2232 * Perhaps incorrectly, but I'm making the assumption that exclude 2067 * 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 2068 * 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 2069 * because we have to know what movement the thing looking to move
2235 * there is capable of. 2070 * there is capable of.
2236 */ 2071 */
2237
2238int 2072int
2239find_dir (maptile *m, int x, int y, object *exclude) 2073find_dir (maptile *m, int x, int y, object *exclude)
2240{ 2074{
2241 int
2242 i,
2243 max = SIZEOFFREE, mflags; 2075 int i, max = SIZEOFFREE, mflags;
2244 2076
2245 sint16 nx, ny; 2077 sint16 nx, ny;
2246 object * 2078 object *tmp;
2247 tmp;
2248 maptile * 2079 maptile *mp;
2249 mp;
2250 2080
2251 MoveType blocked, move_type; 2081 MoveType blocked, move_type;
2252 2082
2253 if (exclude && exclude->head) 2083 if (exclude && exclude->head_ () != exclude)
2254 { 2084 {
2255 exclude = exclude->head; 2085 exclude = exclude->head;
2256 move_type = exclude->move_type; 2086 move_type = exclude->move_type;
2257 } 2087 }
2258 else 2088 else
2266 mp = m; 2096 mp = m;
2267 nx = x + freearr_x[i]; 2097 nx = x + freearr_x[i];
2268 ny = y + freearr_y[i]; 2098 ny = y + freearr_y[i];
2269 2099
2270 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2100 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2101
2271 if (mflags & P_OUT_OF_MAP) 2102 if (mflags & P_OUT_OF_MAP)
2272 {
2273 max = maxfree[i]; 2103 max = maxfree[i];
2274 }
2275 else 2104 else
2276 { 2105 {
2277 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2106 mapspace &ms = mp->at (nx, ny);
2107
2108 blocked = ms.move_block;
2278 2109
2279 if ((move_type & blocked) == move_type) 2110 if ((move_type & blocked) == move_type)
2280 {
2281 max = maxfree[i]; 2111 max = maxfree[i];
2282 }
2283 else if (mflags & P_IS_ALIVE) 2112 else if (mflags & P_IS_ALIVE)
2284 { 2113 {
2285 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2114 for (tmp = ms.bot; tmp; tmp = tmp->above)
2286 { 2115 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))) 2116 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2288 {
2289 break; 2117 break;
2290 } 2118
2291 }
2292 if (tmp) 2119 if (tmp)
2293 {
2294 return freedir[i]; 2120 return freedir[i];
2295 }
2296 } 2121 }
2297 } 2122 }
2298 } 2123 }
2124
2299 return 0; 2125 return 0;
2300} 2126}
2301 2127
2302/* 2128/*
2303 * distance(object 1, object 2) will return the square of the 2129 * distance(object 1, object 2) will return the square of the
2304 * distance between the two given objects. 2130 * distance between the two given objects.
2305 */ 2131 */
2306
2307int 2132int
2308distance (const object *ob1, const object *ob2) 2133distance (const object *ob1, const object *ob2)
2309{ 2134{
2310 int
2311 i;
2312
2313 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2135 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2314 return i;
2315} 2136}
2316 2137
2317/* 2138/*
2318 * find_dir_2(delta-x,delta-y) will return a direction in which 2139 * 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 2140 * an object which has subtracted the x and y coordinates of another
2320 * object, needs to travel toward it. 2141 * object, needs to travel toward it.
2321 */ 2142 */
2322
2323int 2143int
2324find_dir_2 (int x, int y) 2144find_dir_2 (int x, int y)
2325{ 2145{
2326 int 2146 int q;
2327 q;
2328 2147
2329 if (y) 2148 if (y)
2330 q = x * 100 / y; 2149 q = x * 100 / y;
2331 else if (x) 2150 else if (x)
2332 q = -300 * x; 2151 q = -300 * x;
2357 2176
2358 return 3; 2177 return 3;
2359} 2178}
2360 2179
2361/* 2180/*
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 2181 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2379 * between two directions (which are expected to be absolute (see absdir()) 2182 * between two directions (which are expected to be absolute (see absdir())
2380 */ 2183 */
2381
2382int 2184int
2383dirdiff (int dir1, int dir2) 2185dirdiff (int dir1, int dir2)
2384{ 2186{
2385 int 2187 int d;
2386 d;
2387 2188
2388 d = abs (dir1 - dir2); 2189 d = abs (dir1 - dir2);
2389 if (d > 4) 2190 if (d > 4)
2390 d = 8 - d; 2191 d = 8 - d;
2192
2391 return d; 2193 return d;
2392} 2194}
2393 2195
2394/* peterm: 2196/* peterm:
2395 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2197 * 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 2200 * 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. 2201 * 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 2202 * Moved from spell_util.c to object.c with the other related direction
2401 * functions. 2203 * functions.
2402 */ 2204 */
2403
2404int
2405 reduction_dir[SIZEOFFREE][3] = { 2205int reduction_dir[SIZEOFFREE][3] = {
2406 {0, 0, 0}, /* 0 */ 2206 {0, 0, 0}, /* 0 */
2407 {0, 0, 0}, /* 1 */ 2207 {0, 0, 0}, /* 1 */
2408 {0, 0, 0}, /* 2 */ 2208 {0, 0, 0}, /* 2 */
2409 {0, 0, 0}, /* 3 */ 2209 {0, 0, 0}, /* 3 */
2410 {0, 0, 0}, /* 4 */ 2210 {0, 0, 0}, /* 4 */
2458 * find a path to that monster that we found. If not, 2258 * find a path to that monster that we found. If not,
2459 * we don't bother going toward it. Returns 1 if we 2259 * we don't bother going toward it. Returns 1 if we
2460 * can see a direct way to get it 2260 * can see a direct way to get it
2461 * Modified to be map tile aware -.MSW 2261 * Modified to be map tile aware -.MSW
2462 */ 2262 */
2463
2464
2465int 2263int
2466can_see_monsterP (maptile *m, int x, int y, int dir) 2264can_see_monsterP (maptile *m, int x, int y, int dir)
2467{ 2265{
2468 sint16 dx, dy; 2266 sint16 dx, dy;
2469 int
2470 mflags; 2267 int mflags;
2471 2268
2472 if (dir < 0) 2269 if (dir < 0)
2473 return 0; /* exit condition: invalid direction */ 2270 return 0; /* exit condition: invalid direction */
2474 2271
2475 dx = x + freearr_x[dir]; 2272 dx = x + freearr_x[dir];
2488 return 0; 2285 return 0;
2489 2286
2490 /* yes, can see. */ 2287 /* yes, can see. */
2491 if (dir < 9) 2288 if (dir < 9)
2492 return 1; 2289 return 1;
2290
2493 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2291 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]); 2292 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2293 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2495} 2294}
2496
2497
2498 2295
2499/* 2296/*
2500 * can_pick(picker, item): finds out if an object is possible to be 2297 * 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 2298 * picked up by the picker. Returnes 1 if it can be
2502 * picked up, otherwise 0. 2299 * picked up, otherwise 0.
2504 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2301 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2505 * core dumps if they do. 2302 * core dumps if they do.
2506 * 2303 *
2507 * Add a check so we can't pick up invisible objects (0.93.8) 2304 * Add a check so we can't pick up invisible objects (0.93.8)
2508 */ 2305 */
2509
2510int 2306int
2511can_pick (const object *who, const object *item) 2307can_pick (const object *who, const object *item)
2512{ 2308{
2513 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2309 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2514 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2310 (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)); 2311 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2516} 2312}
2517 2313
2518
2519/* 2314/*
2520 * create clone from object to another 2315 * create clone from object to another
2521 */ 2316 */
2522object * 2317object *
2523object_create_clone (object *asrc) 2318object_create_clone (object *asrc)
2524{ 2319{
2525 object *dst = 0, *tmp, *src, *part, *prev, *item; 2320 object *dst = 0, *tmp, *src, *prev, *item;
2526 2321
2527 if (!asrc) 2322 if (!asrc)
2528 return 0; 2323 return 0;
2529 2324
2530 src = asrc;
2531 if (src->head)
2532 src = src->head; 2325 src = asrc->head_ ();
2533 2326
2534 prev = 0; 2327 prev = 0;
2535 for (part = src; part; part = part->more) 2328 for (object *part = src; part; part = part->more)
2536 { 2329 {
2537 tmp = get_object (); 2330 tmp = part->clone ();
2538 copy_object (part, tmp);
2539 tmp->x -= src->x; 2331 tmp->x -= src->x;
2540 tmp->y -= src->y; 2332 tmp->y -= src->y;
2541 2333
2542 if (!part->head) 2334 if (!part->head)
2543 { 2335 {
2544 dst = tmp; 2336 dst = tmp;
2545 tmp->head = 0; 2337 tmp->head = 0;
2546 } 2338 }
2547 else 2339 else
2548 {
2549 tmp->head = dst; 2340 tmp->head = dst;
2550 }
2551 2341
2552 tmp->more = 0; 2342 tmp->more = 0;
2553 2343
2554 if (prev) 2344 if (prev)
2555 prev->more = tmp; 2345 prev->more = tmp;
2559 2349
2560 for (item = src->inv; item; item = item->below) 2350 for (item = src->inv; item; item = item->below)
2561 insert_ob_in_ob (object_create_clone (item), dst); 2351 insert_ob_in_ob (object_create_clone (item), dst);
2562 2352
2563 return dst; 2353 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} 2354}
2604 2355
2605/* This returns the first object in who's inventory that 2356/* This returns the first object in who's inventory that
2606 * has the same type and subtype match. 2357 * has the same type and subtype match.
2607 * returns NULL if no match. 2358 * returns NULL if no match.
2608 */ 2359 */
2609object * 2360object *
2610find_obj_by_type_subtype (const object *who, int type, int subtype) 2361find_obj_by_type_subtype (const object *who, int type, int subtype)
2611{ 2362{
2612 object *tmp;
2613
2614 for (tmp = who->inv; tmp; tmp = tmp->below) 2363 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2615 if (tmp->type == type && tmp->subtype == subtype) 2364 if (tmp->type == type && tmp->subtype == subtype)
2616 return tmp; 2365 return tmp;
2617 2366
2618 return NULL; 2367 return 0;
2619} 2368}
2620 2369
2621/* If ob has a field named key, return the link from the list, 2370/* If ob has a field named key, return the link from the list,
2622 * otherwise return NULL. 2371 * otherwise return NULL.
2623 * 2372 *
2625 * do the desired thing. 2374 * do the desired thing.
2626 */ 2375 */
2627key_value * 2376key_value *
2628get_ob_key_link (const object *ob, const char *key) 2377get_ob_key_link (const object *ob, const char *key)
2629{ 2378{
2630 key_value *link;
2631
2632 for (link = ob->key_values; link != NULL; link = link->next) 2379 for (key_value *link = ob->key_values; link; link = link->next)
2633 if (link->key == key) 2380 if (link->key == key)
2634 return link; 2381 return link;
2635 2382
2636 return NULL; 2383 return 0;
2637} 2384}
2638 2385
2639/* 2386/*
2640 * Returns the value of op has an extra_field for key, or NULL. 2387 * Returns the value of op has an extra_field for key, or NULL.
2641 * 2388 *
2666 if (link->key == canonical_key) 2413 if (link->key == canonical_key)
2667 return link->value; 2414 return link->value;
2668 2415
2669 return 0; 2416 return 0;
2670} 2417}
2671
2672 2418
2673/* 2419/*
2674 * Updates the canonical_key in op to value. 2420 * Updates the canonical_key in op to value.
2675 * 2421 *
2676 * canonical_key is a shared string (value doesn't have to be). 2422 * canonical_key is a shared string (value doesn't have to be).
2681 * Returns TRUE on success. 2427 * Returns TRUE on success.
2682 */ 2428 */
2683int 2429int
2684set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2430set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2685{ 2431{
2686 key_value *
2687 field = NULL, *last = NULL; 2432 key_value *field = NULL, *last = NULL;
2688 2433
2689 for (field = op->key_values; field != NULL; field = field->next) 2434 for (field = op->key_values; field != NULL; field = field->next)
2690 { 2435 {
2691 if (field->key != canonical_key) 2436 if (field->key != canonical_key)
2692 { 2437 {
2701 /* Basically, if the archetype has this key set, 2446 /* Basically, if the archetype has this key set,
2702 * we need to store the null value so when we save 2447 * we need to store the null value so when we save
2703 * it, we save the empty value so that when we load, 2448 * it, we save the empty value so that when we load,
2704 * we get this value back again. 2449 * we get this value back again.
2705 */ 2450 */
2706 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2451 if (get_ob_key_link (op->arch, canonical_key))
2707 field->value = 0; 2452 field->value = 0;
2708 else 2453 else
2709 { 2454 {
2710 if (last) 2455 if (last)
2711 last->next = field->next; 2456 last->next = field->next;
2720 /* IF we get here, key doesn't exist */ 2465 /* IF we get here, key doesn't exist */
2721 2466
2722 /* No field, we'll have to add it. */ 2467 /* No field, we'll have to add it. */
2723 2468
2724 if (!add_key) 2469 if (!add_key)
2725 {
2726 return FALSE; 2470 return FALSE;
2727 } 2471
2728 /* There isn't any good reason to store a null 2472 /* There isn't any good reason to store a null
2729 * value in the key/value list. If the archetype has 2473 * value in the key/value list. If the archetype has
2730 * this key, then we should also have it, so shouldn't 2474 * this key, then we should also have it, so shouldn't
2731 * be here. If user wants to store empty strings, 2475 * be here. If user wants to store empty strings,
2732 * should pass in "" 2476 * should pass in ""
2781 } 2525 }
2782 else 2526 else
2783 item = item->env; 2527 item = item->env;
2784} 2528}
2785 2529
2530const char *
2531object::flag_desc (char *desc, int len) const
2532{
2533 char *p = desc;
2534 bool first = true;
2535
2536 *p = 0;
2537
2538 for (int i = 0; i < NUM_FLAGS; i++)
2539 {
2540 if (len <= 10) // magic constant!
2541 {
2542 snprintf (p, len, ",...");
2543 break;
2544 }
2545
2546 if (flag [i])
2547 {
2548 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2549 len -= cnt;
2550 p += cnt;
2551 first = false;
2552 }
2553 }
2554
2555 return desc;
2556}
2557
2786// return a suitable string describing an objetc in enough detail to find it 2558// return a suitable string describing an object in enough detail to find it
2787const char * 2559const char *
2788object::debug_desc (char *info) const 2560object::debug_desc (char *info) const
2789{ 2561{
2562 char flagdesc[512];
2790 char info2[256 * 3]; 2563 char info2[256 * 4];
2791 char *p = info; 2564 char *p = info;
2792 2565
2793 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2566 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2794 count, 2567 count,
2568 uuid.c_str (),
2795 &name, 2569 &name,
2796 title ? " " : "", 2570 title ? "\",title:\"" : "",
2797 title ? (const char *)title : ""); 2571 title ? (const char *)title : "",
2572 flag_desc (flagdesc, 512), type);
2798 2573
2799 if (env) 2574 if (!flag[FLAG_REMOVED] && env)
2800 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2575 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2801 2576
2802 if (map) 2577 if (map)
2803 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2578 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2804 2579
2805 return info; 2580 return info;
2806} 2581}
2807 2582
2808const char * 2583const char *
2809object::debug_desc () const 2584object::debug_desc () const
2810{ 2585{
2811 static char info[256 * 3]; 2586 static char info[3][256 * 4];
2587 static int info_idx;
2588
2812 return debug_desc (info); 2589 return debug_desc (info [++info_idx % 3]);
2813} 2590}
2814 2591
2592struct region *
2593object::region () const
2594{
2595 return map ? map->region (x, y)
2596 : region::default_region ();
2597}
2598
2599const materialtype_t *
2600object::dominant_material () const
2601{
2602 if (materialtype_t *mt = name_to_material (materialname))
2603 return mt;
2604
2605 return name_to_material (shstr_unknown);
2606}
2607
2608void
2609object::open_container (object *new_container)
2610{
2611 if (container == new_container)
2612 return;
2613
2614 if (object *old_container = container)
2615 {
2616 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2617 return;
2618
2619#if 0
2620 // remove the "Close old_container" object.
2621 if (object *closer = old_container->inv)
2622 if (closer->type == CLOSE_CON)
2623 closer->destroy ();
2624#endif
2625
2626 old_container->flag [FLAG_APPLIED] = false;
2627 container = 0;
2628
2629 esrv_update_item (UPD_FLAGS, this, old_container);
2630 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2631 play_sound (sound_find ("chest_close"));
2632 }
2633
2634 if (new_container)
2635 {
2636 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2637 return;
2638
2639 // TODO: this does not seem to serve any purpose anymore?
2640#if 0
2641 // insert the "Close Container" object.
2642 if (archetype *closer = new_container->other_arch)
2643 {
2644 object *closer = arch_to_object (new_container->other_arch);
2645 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2646 new_container->insert (closer);
2647 }
2648#endif
2649
2650 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2651
2652 new_container->flag [FLAG_APPLIED] = true;
2653 container = new_container;
2654
2655 esrv_update_item (UPD_FLAGS, this, new_container);
2656 esrv_send_inventory (this, new_container);
2657 play_sound (sound_find ("chest_open"));
2658 }
2659}
2660
2661object *
2662object::force_find (const shstr name)
2663{
2664 /* cycle through his inventory to look for the MARK we want to
2665 * place
2666 */
2667 for (object *tmp = inv; tmp; tmp = tmp->below)
2668 if (tmp->type == FORCE && tmp->slaying == name)
2669 return splay (tmp);
2670
2671 return 0;
2672}
2673
2674void
2675object::force_add (const shstr name, int duration)
2676{
2677 if (object *force = force_find (name))
2678 force->destroy ();
2679
2680 object *force = get_archetype (FORCE_NAME);
2681
2682 force->slaying = name;
2683 force->stats.food = 1;
2684 force->speed_left = -1.f;
2685
2686 force->set_speed (duration ? 1.f / duration : 0.f);
2687 force->flag [FLAG_IS_USED_UP] = true;
2688 force->flag [FLAG_APPLIED] = true;
2689
2690 insert (force);
2691}
2692
2693void
2694object::play_sound (faceidx sound)
2695{
2696 if (!sound)
2697 return;
2698
2699 if (flag [FLAG_REMOVED])
2700 return;
2701
2702 if (env)
2703 {
2704 if (object *pl = in_player ())
2705 pl->contr->play_sound (sound);
2706 }
2707 else
2708 map->play_sound (sound, x, y);
2709}
2710

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