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Comparing deliantra/server/common/object.C (file contents):
Revision 1.64 by root, Tue Dec 12 21:39:56 2006 UTC vs.
Revision 1.221 by root, Thu Apr 24 12:06:01 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 24#include <global.h>
28#include <stdio.h> 25#include <stdio.h>
29#include <sys/types.h> 26#include <sys/types.h>
30#include <sys/uio.h> 27#include <sys/uio.h>
31#include <object.h> 28#include <object.h>
32#include <funcpoint.h> 29#include <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 (client_visible () && !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 if (!pl->container || this == pl->container)
364 return pl;
365 }
366 }
367
368 return 0;
369}
370
371// adjust weight per container type ("of holding")
372static sint32
373weight_adjust (object *op, sint32 weight)
374{
375 return op->type == CONTAINER
376 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
377 : weight;
378}
379
319/* 380/*
381 * adjust_weight(object, weight) adds the specified weight to an object,
382 * and also updates how much the environment(s) is/are carrying.
383 */
384static void
385adjust_weight (object *op, sint32 weight)
386{
387 while (op)
388 {
389 weight = weight_adjust (op, weight);
390
391 if (!weight)
392 return;
393
394 op->carrying += weight;
395
396 if (object *pl = op->visible_to ())
397 if (pl != op) // player is handled lazily
398 esrv_update_item (UPD_WEIGHT, pl, op);
399
400 op = op->env;
401 }
402}
403
404/*
320 * sum_weight() is a recursive function which calculates the weight 405 * this is a recursive function which calculates the weight
321 * an object is carrying. It goes through in figures out how much 406 * an object is carrying. It goes through op and figures out how much
322 * containers are carrying, and sums it up. 407 * containers are carrying, and sums it up.
323 */ 408 */
324long 409void
325sum_weight (object *op) 410object::update_weight ()
326{ 411{
327 long sum; 412 sint32 sum = 0;
328 object *inv;
329 413
330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 414 for (object *op = inv; op; op = op->below)
331 { 415 {
332 if (inv->inv) 416 if (op->inv)
333 sum_weight (inv); 417 op->update_weight ();
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 418
419 sum += op->total_weight ();
420 }
421
422 sum = weight_adjust (this, sum);
423
424 if (sum != carrying)
335 } 425 {
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; 426 carrying = sum;
342 427
343 return sum; 428 if (object *pl = visible_to ())
429 if (pl != this) // player is handled lazily
430 esrv_update_item (UPD_WEIGHT, pl, this);
431 }
344} 432}
345 433
346/** 434/*
347 * Return the outermost environment object for a given object. 435 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
348 */ 436 */
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 * 437char *
380dump_object (object *op) 438dump_object (object *op)
381{ 439{
382 if (!op) 440 if (!op)
383 return strdup ("[NULLOBJ]"); 441 return strdup ("[NULLOBJ]");
384 442
385 object_freezer freezer; 443 object_freezer freezer;
386 save_object (freezer, op, 3); 444 op->write (freezer);
387 return freezer.as_string (); 445 return freezer.as_string ();
388} 446}
389 447
390/* 448/*
391 * get_nearest_part(multi-object, object 2) returns the part of the 449 * get_nearest_part(multi-object, object 2) returns the part of the
392 * multi-object 1 which is closest to the second object. 450 * multi-object 1 which is closest to the second object.
393 * If it's not a multi-object, it is returned. 451 * If it's not a multi-object, it is returned.
394 */ 452 */
395
396object * 453object *
397get_nearest_part (object *op, const object *pl) 454get_nearest_part (object *op, const object *pl)
398{ 455{
399 object *tmp, *closest; 456 object *tmp, *closest;
400 int last_dist, i; 457 int last_dist, i;
401 458
402 if (op->more == NULL) 459 if (!op->more)
403 return op; 460 return op;
461
404 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 462 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
463 tmp;
464 tmp = tmp->more)
405 if ((i = distance (tmp, pl)) < last_dist) 465 if ((i = distance (tmp, pl)) < last_dist)
406 closest = tmp, last_dist = i; 466 closest = tmp, last_dist = i;
467
407 return closest; 468 return closest;
408} 469}
409 470
410/* 471/*
411 * Returns the object which has the count-variable equal to the argument. 472 * Returns the object which has the count-variable equal to the argument.
473 * VERRRY slow.
412 */ 474 */
413
414object * 475object *
415find_object (tag_t i) 476find_object (tag_t i)
416{ 477{
417 for (object *op = object::first; op; op = op->next) 478 for_all_objects (op)
418 if (op->count == i) 479 if (op->count == i)
419 return op; 480 return op;
420 481
421 return 0; 482 return 0;
422} 483}
423 484
424/* 485/*
425 * Returns the first object which has a name equal to the argument. 486 * Returns the first object which has a name equal to the argument.
426 * Used only by the patch command, but not all that useful. 487 * Used only by the patch command, but not all that useful.
427 * Enables features like "patch <name-of-other-player> food 999" 488 * Enables features like "patch <name-of-other-player> food 999"
428 */ 489 */
429
430object * 490object *
431find_object_name (const char *str) 491find_object_name (const char *str)
432{ 492{
433 shstr_cmp str_ (str); 493 shstr_cmp str_ (str);
434 object *op; 494 object *op;
435 495
436 for (op = object::first; op != NULL; op = op->next) 496 for_all_objects (op)
437 if (op->name == str_) 497 if (op->name == str_)
438 break; 498 break;
439 499
440 return op; 500 return op;
441} 501}
442 502
443void
444free_all_object_data ()
445{
446 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
447}
448
449/* 503/*
450 * Sets the owner and sets the skill and exp pointers to owner's current 504 * Sets the owner and sets the skill and exp pointers to owner's current
451 * skill and experience objects. 505 * skill and experience objects.
506 * ACTUALLY NO! investigate! TODO
452 */ 507 */
453void 508void
454object::set_owner (object *owner) 509object::set_owner (object *owner)
455{ 510{
511 // allow objects which own objects
456 if (!owner) 512 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) 513 while (owner->owner)
467 owner = owner->owner; 514 owner = owner->owner;
515
516 if (flag [FLAG_FREED])
517 {
518 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
519 return;
520 }
468 521
469 this->owner = owner; 522 this->owner = owner;
523}
524
525int
526object::slottype () const
527{
528 if (type == SKILL)
529 {
530 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
531 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
532 }
533 else
534 {
535 if (slot [body_combat].info) return slot_combat;
536 if (slot [body_range ].info) return slot_ranged;
537 }
538
539 return slot_none;
540}
541
542bool
543object::change_weapon (object *ob)
544{
545 if (current_weapon == ob)
546 return true;
547
548 if (chosen_skill)
549 chosen_skill->flag [FLAG_APPLIED] = false;
550
551 current_weapon = ob;
552 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
553
554 if (chosen_skill)
555 chosen_skill->flag [FLAG_APPLIED] = true;
556
557 update_stats ();
558
559 if (ob)
560 {
561 // now check wether any body locations became invalid, in which case
562 // we cannot apply the weapon at the moment.
563 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
564 if (slot[i].used < 0)
565 {
566 current_weapon = chosen_skill = 0;
567 update_stats ();
568
569 new_draw_info_format (NDI_UNIQUE, 0, this,
570 "You try to balance all your items at once, "
571 "but the %s is just too much for your body. "
572 "[You need to unapply some items first.]", &ob->name);
573 return false;
574 }
575
576 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
577 }
578 else
579 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
580
581 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
582 {
583 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
584 &name, ob->debug_desc ());
585 return false;
586 }
587
588 return true;
470} 589}
471 590
472/* Zero the key_values on op, decrementing the shared-string 591/* Zero the key_values on op, decrementing the shared-string
473 * refcounts and freeing the links. 592 * refcounts and freeing the links.
474 */ 593 */
475static void 594static void
476free_key_values (object *op) 595free_key_values (object *op)
477{ 596{
478 for (key_value *i = op->key_values; i != 0;) 597 for (key_value *i = op->key_values; i; )
479 { 598 {
480 key_value *next = i->next; 599 key_value *next = i->next;
481 delete i; 600 delete i;
482 601
483 i = next; 602 i = next;
484 } 603 }
485 604
486 op->key_values = 0; 605 op->key_values = 0;
487} 606}
488 607
489void object::clear () 608object &
609object::operator =(const object &src)
490{ 610{
491 attachable_base::clear (); 611 bool is_freed = flag [FLAG_FREED];
612 bool is_removed = flag [FLAG_REMOVED];
492 613
493 free_key_values (this);
494
495 owner = 0;
496 name = 0;
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
531/*
532 * copy_to first frees everything allocated by the dst object,
533 * and then copies the contents of itself into the second
534 * object, allocating what needs to be allocated. Basically, any
535 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
536 * if the first object is freed, the pointers in the new object
537 * will point at garbage.
538 */
539void
540object::copy_to (object *dst)
541{
542 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
543 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
544
545 *(object_copy *)dst = *this; 614 *(object_copy *)this = src;
546 *(object_pod *)dst = *this;
547 615
548 if (self || cb) 616 flag [FLAG_FREED] = is_freed;
549 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst)); 617 flag [FLAG_REMOVED] = is_removed;
550
551 if (is_freed)
552 SET_FLAG (dst, FLAG_FREED);
553
554 if (is_removed)
555 SET_FLAG (dst, FLAG_REMOVED);
556
557 if (speed < 0)
558 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
559 618
560 /* Copy over key_values, if any. */ 619 /* Copy over key_values, if any. */
561 if (key_values) 620 if (src.key_values)
562 { 621 {
563 key_value *tail = 0; 622 key_value *tail = 0;
564 key_value *i;
565
566 dst->key_values = 0; 623 key_values = 0;
567 624
568 for (i = key_values; i; i = i->next) 625 for (key_value *i = src.key_values; i; i = i->next)
569 { 626 {
570 key_value *new_link = new key_value; 627 key_value *new_link = new key_value;
571 628
572 new_link->next = 0; 629 new_link->next = 0;
573 new_link->key = i->key; 630 new_link->key = i->key;
574 new_link->value = i->value; 631 new_link->value = i->value;
575 632
576 /* Try and be clever here, too. */ 633 /* Try and be clever here, too. */
577 if (!dst->key_values) 634 if (!key_values)
578 { 635 {
579 dst->key_values = new_link; 636 key_values = new_link;
580 tail = new_link; 637 tail = new_link;
581 } 638 }
582 else 639 else
583 { 640 {
584 tail->next = new_link; 641 tail->next = new_link;
585 tail = new_link; 642 tail = new_link;
586 } 643 }
587 } 644 }
588 } 645 }
646}
589 647
590 update_ob_speed (dst); 648/*
649 * copy_to first frees everything allocated by the dst object,
650 * and then copies the contents of itself into the second
651 * object, allocating what needs to be allocated. Basically, any
652 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
653 * if the first object is freed, the pointers in the new object
654 * will point at garbage.
655 */
656void
657object::copy_to (object *dst)
658{
659 *dst = *this;
660
661 if (speed < 0)
662 dst->speed_left -= rndm ();
663
664 dst->set_speed (dst->speed);
665}
666
667void
668object::instantiate ()
669{
670 if (!uuid.seq) // HACK
671 uuid = UUID::gen ();
672
673 speed_left = -0.1f;
674 /* copy the body_info to the body_used - this is only really
675 * need for monsters, but doesn't hurt to do it for everything.
676 * by doing so, when a monster is created, it has good starting
677 * values for the body_used info, so when items are created
678 * for it, they can be properly equipped.
679 */
680 for (int i = NUM_BODY_LOCATIONS; i--; )
681 slot[i].used = slot[i].info;
682
683 attachable::instantiate ();
684}
685
686object *
687object::clone ()
688{
689 object *neu = create ();
690 copy_to (neu);
691 return neu;
591} 692}
592 693
593/* 694/*
594 * If an object with the IS_TURNABLE() flag needs to be turned due 695 * If an object with the IS_TURNABLE() flag needs to be turned due
595 * to the closest player being on the other side, this function can 696 * to the closest player being on the other side, this function can
596 * be called to update the face variable, _and_ how it looks on the map. 697 * be called to update the face variable, _and_ how it looks on the map.
597 */ 698 */
598
599void 699void
600update_turn_face (object *op) 700update_turn_face (object *op)
601{ 701{
602 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 702 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
603 return; 703 return;
704
604 SET_ANIMATION (op, op->direction); 705 SET_ANIMATION (op, op->direction);
605 update_object (op, UP_OBJ_FACE); 706 update_object (op, UP_OBJ_FACE);
606} 707}
607 708
608/* 709/*
609 * Updates the speed of an object. If the speed changes from 0 to another 710 * Updates the speed of an object. If the speed changes from 0 to another
610 * value, or vice versa, then add/remove the object from the active list. 711 * value, or vice versa, then add/remove the object from the active list.
611 * This function needs to be called whenever the speed of an object changes. 712 * This function needs to be called whenever the speed of an object changes.
612 */ 713 */
613void 714void
614update_ob_speed (object *op) 715object::set_speed (float speed)
615{ 716{
616 extern int arch_init; 717 if (flag [FLAG_FREED] && speed)
617
618 /* No reason putting the archetypes objects on the speed list,
619 * since they never really need to be updated.
620 */
621
622 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
623 { 718 {
624 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 719 LOG (llevError, "Object %s is freed but has speed.\n", &name);
625#ifdef MANY_CORES
626 abort ();
627#else
628 op->speed = 0; 720 speed = 0;
629#endif
630 }
631
632 if (arch_init)
633 return;
634
635 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
636 { 721 }
637 /* If already on active list, don't do anything */
638 if (op->active_next || op->active_prev || op == active_objects)
639 return;
640 722
641 /* process_events() expects us to insert the object at the beginning 723 this->speed = speed;
642 * of the list. */
643 op->active_next = active_objects;
644 724
645 if (op->active_next != NULL) 725 if (has_active_speed ())
646 op->active_next->active_prev = op; 726 activate ();
647
648 active_objects = op;
649 }
650 else 727 else
651 { 728 deactivate ();
652 /* If not on the active list, nothing needs to be done */
653 if (!op->active_next && !op->active_prev && op != active_objects)
654 return;
655
656 if (op->active_prev == NULL)
657 {
658 active_objects = op->active_next;
659
660 if (op->active_next != NULL)
661 op->active_next->active_prev = NULL;
662 }
663 else
664 {
665 op->active_prev->active_next = op->active_next;
666
667 if (op->active_next)
668 op->active_next->active_prev = op->active_prev;
669 }
670
671 op->active_next = NULL;
672 op->active_prev = NULL;
673 }
674} 729}
675 730
676/* This function removes object 'op' from the list of active
677 * objects.
678 * This should only be used for style maps or other such
679 * reference maps where you don't want an object that isn't
680 * in play chewing up cpu time getting processed.
681 * The reverse of this is to call update_ob_speed, which
682 * will do the right thing based on the speed of the object.
683 */
684void
685remove_from_active_list (object *op)
686{
687 /* If not on the active list, nothing needs to be done */
688 if (!op->active_next && !op->active_prev && op != active_objects)
689 return;
690
691 if (op->active_prev == NULL)
692 {
693 active_objects = op->active_next;
694 if (op->active_next != NULL)
695 op->active_next->active_prev = NULL;
696 }
697 else
698 {
699 op->active_prev->active_next = op->active_next;
700 if (op->active_next)
701 op->active_next->active_prev = op->active_prev;
702 }
703 op->active_next = NULL;
704 op->active_prev = NULL;
705}
706
707/* 731/*
708 * update_object() updates the array which represents the map. 732 * update_object() updates the the map.
709 * It takes into account invisible objects (and represent squares covered 733 * It takes into account invisible objects (and represent squares covered
710 * by invisible objects by whatever is below them (unless it's another 734 * by invisible objects by whatever is below them (unless it's another
711 * invisible object, etc...) 735 * invisible object, etc...)
712 * If the object being updated is beneath a player, the look-window 736 * If the object being updated is beneath a player, the look-window
713 * of that player is updated (this might be a suboptimal way of 737 * of that player is updated (this might be a suboptimal way of
714 * updating that window, though, since update_object() is called _often_) 738 * updating that window, though, since update_object() is called _often_)
715 * 739 *
716 * action is a hint of what the caller believes need to be done. 740 * action is a hint of what the caller believes need to be done.
717 * For example, if the only thing that has changed is the face (due to
718 * an animation), we don't need to call update_position until that actually
719 * comes into view of a player. OTOH, many other things, like addition/removal
720 * of walls or living creatures may need us to update the flags now.
721 * current action are: 741 * current action are:
722 * UP_OBJ_INSERT: op was inserted 742 * UP_OBJ_INSERT: op was inserted
723 * UP_OBJ_REMOVE: op was removed 743 * UP_OBJ_REMOVE: op was removed
724 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 744 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
725 * as that is easier than trying to look at what may have changed. 745 * as that is easier than trying to look at what may have changed.
726 * UP_OBJ_FACE: only the objects face has changed. 746 * UP_OBJ_FACE: only the objects face has changed.
727 */ 747 */
728
729void 748void
730update_object (object *op, int action) 749update_object (object *op, int action)
731{ 750{
732 int update_now = 0, flags;
733 MoveType move_on, move_off, move_block, move_slow;
734
735 if (op == NULL) 751 if (op == NULL)
736 { 752 {
737 /* this should never happen */ 753 /* this should never happen */
738 LOG (llevDebug, "update_object() called for NULL object.\n"); 754 LOG (llevDebug, "update_object() called for NULL object.\n");
739 return; 755 return;
740 } 756 }
741 757
742 if (op->env != NULL) 758 if (op->env)
743 { 759 {
744 /* Animation is currently handled by client, so nothing 760 /* Animation is currently handled by client, so nothing
745 * to do in this case. 761 * to do in this case.
746 */ 762 */
747 return; 763 return;
752 */ 768 */
753 if (!op->map || op->map->in_memory == MAP_SAVING) 769 if (!op->map || op->map->in_memory == MAP_SAVING)
754 return; 770 return;
755 771
756 /* make sure the object is within map boundaries */ 772 /* make sure the object is within map boundaries */
757 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 773 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
758 { 774 {
759 LOG (llevError, "update_object() called for object out of map!\n"); 775 LOG (llevError, "update_object() called for object out of map!\n");
760#ifdef MANY_CORES 776#ifdef MANY_CORES
761 abort (); 777 abort ();
762#endif 778#endif
763 return; 779 return;
764 } 780 }
765 781
766 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 782 mapspace &m = op->ms ();
767 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
768 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
769 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
770 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
771 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
772 783
784 if (!(m.flags_ & P_UPTODATE))
785 /* nop */;
773 if (action == UP_OBJ_INSERT) 786 else if (action == UP_OBJ_INSERT)
774 { 787 {
788 // this is likely overkill, TODO: revisit (schmorp)
775 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 789 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
776 update_now = 1;
777
778 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 790 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
779 update_now = 1; 791 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
780 792 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
793 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
781 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 794 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
782 update_now = 1;
783
784 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
785 update_now = 1;
786
787 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
788 update_now = 1;
789
790 if ((move_on | op->move_on) != move_on) 795 || (m.move_on | op->move_on ) != m.move_on
791 update_now = 1;
792
793 if ((move_off | op->move_off) != move_off) 796 || (m.move_off | op->move_off ) != m.move_off
794 update_now = 1; 797 || (m.move_slow | op->move_slow) != m.move_slow
795
796 /* This isn't perfect, but I don't expect a lot of objects to 798 /* This isn't perfect, but I don't expect a lot of objects to
797 * to have move_allow right now. 799 * to have move_allow right now.
798 */ 800 */
799 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 801 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
800 update_now = 1; 802 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
801 803 m.flags_ = 0;
802 if ((move_slow | op->move_slow) != move_slow)
803 update_now = 1;
804 } 804 }
805
806 /* if the object is being removed, we can't make intelligent 805 /* if the object is being removed, we can't make intelligent
807 * decisions, because remove_ob can't really pass the object 806 * decisions, because remove_ob can't really pass the object
808 * that is being removed. 807 * that is being removed.
809 */ 808 */
810 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 809 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
811 update_now = 1; 810 m.flags_ = 0;
812 else if (action == UP_OBJ_FACE) 811 else if (action == UP_OBJ_FACE)
813 /* Nothing to do for that case */ ; 812 /* Nothing to do for that case */ ;
814 else 813 else
815 LOG (llevError, "update_object called with invalid action: %d\n", action); 814 LOG (llevError, "update_object called with invalid action: %d\n", action);
816 815
817 if (update_now)
818 {
819 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
820 update_position (op->map, op->x, op->y);
821 }
822
823 if (op->more != NULL) 816 if (op->more)
824 update_object (op->more, action); 817 update_object (op->more, action);
825}
826
827object::vector object::mortals;
828object::vector object::objects; // not yet used
829object *object::first;
830
831void object::free_mortals ()
832{
833 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
834 if ((*i)->refcnt)
835 ++i; // further delay freeing
836 else
837 {
838 delete *i;
839 mortals.erase (i);
840 }
841} 818}
842 819
843object::object () 820object::object ()
844{ 821{
845 SET_FLAG (this, FLAG_REMOVED); 822 SET_FLAG (this, FLAG_REMOVED);
848 face = blank_face; 825 face = blank_face;
849} 826}
850 827
851object::~object () 828object::~object ()
852{ 829{
830 unlink ();
831
853 free_key_values (this); 832 free_key_values (this);
854} 833}
855 834
835static int object_count;
836
856void object::link () 837void object::link ()
857{ 838{
839 assert (!index);//D
840 uuid = UUID::gen ();
858 count = ++ob_count; 841 count = ++object_count;
859 uuid = gen_uuid ();
860 842
861 prev = 0; 843 refcnt_inc ();
862 next = object::first; 844 objects.insert (this);
863
864 if (object::first)
865 object::first->prev = this;
866
867 object::first = this;
868} 845}
869 846
870void object::unlink () 847void object::unlink ()
871{ 848{
872 if (this == object::first) 849 if (!index)
873 object::first = next; 850 return;
874 851
875 /* Remove this object from the list of used objects */ 852 objects.erase (this);
876 if (prev) prev->next = next; 853 refcnt_dec ();
877 if (next) next->prev = prev; 854}
878 855
879 prev = 0; 856void
880 next = 0; 857object::activate ()
858{
859 /* If already on active list, don't do anything */
860 if (active)
861 return;
862
863 if (has_active_speed ())
864 actives.insert (this);
865}
866
867void
868object::activate_recursive ()
869{
870 activate ();
871
872 for (object *op = inv; op; op = op->below)
873 op->activate_recursive ();
874}
875
876/* This function removes object 'op' from the list of active
877 * objects.
878 * This should only be used for style maps or other such
879 * reference maps where you don't want an object that isn't
880 * in play chewing up cpu time getting processed.
881 * The reverse of this is to call update_ob_speed, which
882 * will do the right thing based on the speed of the object.
883 */
884void
885object::deactivate ()
886{
887 /* If not on the active list, nothing needs to be done */
888 if (!active)
889 return;
890
891 actives.erase (this);
892}
893
894void
895object::deactivate_recursive ()
896{
897 for (object *op = inv; op; op = op->below)
898 op->deactivate_recursive ();
899
900 deactivate ();
901}
902
903void
904object::set_flag_inv (int flag, int value)
905{
906 for (object *op = inv; op; op = op->below)
907 {
908 op->flag [flag] = value;
909 op->set_flag_inv (flag, value);
910 }
911}
912
913/*
914 * Remove and free all objects in the inventory of the given object.
915 * object.c ?
916 */
917void
918object::destroy_inv (bool drop_to_ground)
919{
920 // need to check first, because the checks below might segfault
921 // as we might be on an invalid mapspace and crossfire code
922 // is too buggy to ensure that the inventory is empty.
923 // corollary: if you create arrows etc. with stuff in its inventory,
924 // cf will crash below with off-map x and y
925 if (!inv)
926 return;
927
928 /* Only if the space blocks everything do we not process -
929 * if some form of movement is allowed, let objects
930 * drop on that space.
931 */
932 if (!drop_to_ground
933 || !map
934 || map->in_memory != MAP_ACTIVE
935 || map->nodrop
936 || ms ().move_block == MOVE_ALL)
937 {
938 while (inv)
939 {
940 inv->destroy_inv (false);
941 inv->destroy ();
942 }
943 }
944 else
945 { /* Put objects in inventory onto this space */
946 while (inv)
947 {
948 object *op = inv;
949
950 if (op->flag [FLAG_STARTEQUIP]
951 || op->flag [FLAG_NO_DROP]
952 || op->type == RUNE
953 || op->type == TRAP
954 || op->flag [FLAG_IS_A_TEMPLATE]
955 || op->flag [FLAG_DESTROY_ON_DEATH])
956 op->destroy (true);
957 else
958 map->insert (op, x, y);
959 }
960 }
881} 961}
882 962
883object *object::create () 963object *object::create ()
884{ 964{
885 object *op = new object; 965 object *op = new object;
886 op->link (); 966 op->link ();
887 return op; 967 return op;
888} 968}
889 969
890/* 970void
891 * free_object() frees everything allocated by an object, removes 971object::do_destroy ()
892 * it from the list of used objects, and puts it on the list of
893 * free objects. The IS_FREED() flag is set in the object.
894 * The object must have been removed by remove_ob() first for
895 * this function to succeed.
896 *
897 * If destroy_inventory is set, free inventory as well. Else drop items in
898 * inventory to the ground.
899 */
900void object::destroy (bool destroy_inventory)
901{ 972{
902 if (QUERY_FLAG (this, FLAG_FREED)) 973 if (flag [FLAG_IS_LINKED])
903 return; 974 remove_button_link (this);
904 975
905 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 976 if (flag [FLAG_FRIENDLY])
906 remove_friendly_object (this); 977 remove_friendly_object (this);
907 978
908 if (!QUERY_FLAG (this, FLAG_REMOVED))
909 remove (); 979 remove ();
910 980
911 SET_FLAG (this, FLAG_FREED); 981 attachable::do_destroy ();
912 982
913 if (more) 983 deactivate ();
914 { 984 unlink ();
915 more->destroy (destroy_inventory);
916 more = 0;
917 }
918 985
919 if (inv) 986 flag [FLAG_FREED] = 1;
920 {
921 /* Only if the space blocks everything do we not process -
922 * if some form of movement is allowed, let objects
923 * drop on that space.
924 */
925 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
926 {
927 object *op = inv;
928
929 while (op)
930 {
931 object *tmp = op->below;
932 op->destroy (destroy_inventory);
933 op = tmp;
934 }
935 }
936 else
937 { /* Put objects in inventory onto this space */
938 object *op = inv;
939
940 while (op)
941 {
942 object *tmp = op->below;
943
944 op->remove ();
945
946 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
947 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
948 op->destroy ();
949 else
950 {
951 op->x = x;
952 op->y = y;
953 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
954 }
955
956 op = tmp;
957 }
958 }
959 }
960 987
961 // hack to ensure that freed objects still have a valid map 988 // hack to ensure that freed objects still have a valid map
962 { 989 {
963 static maptile *freed_map; // freed objects are moved here to avoid crashes 990 static maptile *freed_map; // freed objects are moved here to avoid crashes
964 991
965 if (!freed_map) 992 if (!freed_map)
966 { 993 {
967 freed_map = new maptile; 994 freed_map = new maptile;
968 995
996 freed_map->path = "<freed objects map>";
969 freed_map->name = "/internal/freed_objects_map"; 997 freed_map->name = "/internal/freed_objects_map";
970 freed_map->width = 3; 998 freed_map->width = 3;
971 freed_map->height = 3; 999 freed_map->height = 3;
1000 freed_map->nodrop = 1;
972 1001
973 freed_map->allocate (); 1002 freed_map->alloc ();
1003 freed_map->in_memory = MAP_ACTIVE;
974 } 1004 }
975 1005
976 map = freed_map; 1006 map = freed_map;
977 x = 1; 1007 x = 1;
978 y = 1; 1008 y = 1;
979 } 1009 }
980 1010
1011 if (more)
1012 {
1013 more->destroy ();
1014 more = 0;
1015 }
1016
1017 head = 0;
1018
981 // clear those pointers that likely might have circular references to us 1019 // clear those pointers that likely might cause circular references
982 owner = 0; 1020 owner = 0;
983 enemy = 0; 1021 enemy = 0;
984 attacked_by = 0; 1022 attacked_by = 0;
985 1023 current_weapon = 0;
986 // only relevant for players(?), but make sure of it anyways
987 contr = 0;
988
989 /* Remove object from the active list */
990 speed = 0;
991 update_ob_speed (this);
992
993 unlink ();
994
995 mortals.push_back (this);
996} 1024}
997 1025
998/*
999 * sub_weight() recursively (outwards) subtracts a number from the
1000 * weight of an object (and what is carried by it's environment(s)).
1001 */
1002void 1026void
1003sub_weight (object *op, signed long weight) 1027object::destroy (bool destroy_inventory)
1004{ 1028{
1005 while (op != NULL) 1029 if (destroyed ())
1006 { 1030 return;
1007 if (op->type == CONTAINER)
1008 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1009 1031
1010 op->carrying -= weight; 1032 if (!is_head () && !head->destroyed ())
1011 op = op->env;
1012 } 1033 {
1034 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1035 head->destroy (destroy_inventory);
1036 }
1037
1038 destroy_inv (!destroy_inventory);
1039
1040 if (is_head ())
1041 if (sound_destroy)
1042 play_sound (sound_destroy);
1043 else if (flag [FLAG_MONSTER])
1044 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1045
1046 attachable::destroy ();
1013} 1047}
1014 1048
1015/* op->remove (): 1049/* op->remove ():
1016 * This function removes the object op from the linked list of objects 1050 * This function removes the object op from the linked list of objects
1017 * which it is currently tied to. When this function is done, the 1051 * which it is currently tied to. When this function is done, the
1018 * object will have no environment. If the object previously had an 1052 * object will have no environment. If the object previously had an
1019 * environment, the x and y coordinates will be updated to 1053 * environment, the x and y coordinates will be updated to
1020 * the previous environment. 1054 * the previous environment.
1021 * Beware: This function is called from the editor as well!
1022 */ 1055 */
1023void 1056void
1024object::remove () 1057object::do_remove ()
1025{ 1058{
1026 object *tmp, *last = 0; 1059 object *tmp, *last = 0;
1027 object *otmp; 1060 object *otmp;
1028 1061
1029 int check_walk_off; 1062 if (flag [FLAG_REMOVED])
1030
1031 if (QUERY_FLAG (this, FLAG_REMOVED))
1032 return; 1063 return;
1033 1064
1034 SET_FLAG (this, FLAG_REMOVED); 1065 INVOKE_OBJECT (REMOVE, this);
1066
1067 flag [FLAG_REMOVED] = true;
1035 1068
1036 if (more) 1069 if (more)
1037 more->remove (); 1070 more->remove ();
1038 1071
1039 /* 1072 /*
1040 * In this case, the object to be removed is in someones 1073 * In this case, the object to be removed is in someones
1041 * inventory. 1074 * inventory.
1042 */ 1075 */
1043 if (env) 1076 if (env)
1044 { 1077 {
1078 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1079 if (object *pl = visible_to ())
1080 esrv_del_item (pl->contr, count);
1081 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1082
1083 adjust_weight (env, -total_weight ());
1084
1085 *(above ? &above->below : &env->inv) = below;
1086
1045 if (nrof) 1087 if (below)
1046 sub_weight (env, weight * nrof); 1088 below->above = above;
1047 else 1089
1048 sub_weight (env, weight + carrying); 1090 /* we set up values so that it could be inserted into
1091 * the map, but we don't actually do that - it is up
1092 * to the caller to decide what we want to do.
1093 */
1094 map = env->map;
1095 x = env->x;
1096 y = env->y;
1097 above = 0;
1098 below = 0;
1099 env = 0;
1049 1100
1050 /* NO_FIX_PLAYER is set when a great many changes are being 1101 /* NO_FIX_PLAYER is set when a great many changes are being
1051 * made to players inventory. If set, avoiding the call 1102 * made to players inventory. If set, avoiding the call
1052 * to save cpu time. 1103 * to save cpu time.
1053 */ 1104 */
1054 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1105 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1055 fix_player (otmp); 1106 otmp->update_stats ();
1056
1057 if (above != NULL)
1058 above->below = below;
1059 else
1060 env->inv = below;
1061
1062 if (below != NULL)
1063 below->above = above;
1064
1065 /* we set up values so that it could be inserted into
1066 * the map, but we don't actually do that - it is up
1067 * to the caller to decide what we want to do.
1068 */
1069 x = env->x, y = env->y;
1070 map = env->map;
1071 above = 0, below = 0;
1072 env = 0;
1073 } 1107 }
1074 else if (map) 1108 else if (map)
1075 { 1109 {
1076 /* Re did the following section of code - it looks like it had 1110 map->dirty = true;
1077 * lots of logic for things we no longer care about 1111 mapspace &ms = this->ms ();
1112
1113 if (object *pl = ms.player ())
1078 */ 1114 {
1115 if (type == PLAYER) // this == pl(!)
1116 {
1117 // leaving a spot always closes any open container on the ground
1118 if (container && !container->env)
1119 // this causes spurious floorbox updates, but it ensures
1120 // that the CLOSE event is being sent.
1121 close_container ();
1122
1123 --map->players;
1124 map->touch ();
1125 }
1126 else if (pl->container == this)
1127 {
1128 // removing a container should close it
1129 close_container ();
1130 }
1131
1132 esrv_del_item (pl->contr, count);
1133 }
1079 1134
1080 /* link the object above us */ 1135 /* link the object above us */
1081 if (above) 1136 if (above)
1082 above->below = below; 1137 above->below = below;
1083 else 1138 else
1084 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 1139 ms.top = below; /* we were top, set new top */
1085 1140
1086 /* Relink the object below us, if there is one */ 1141 /* Relink the object below us, if there is one */
1087 if (below) 1142 if (below)
1088 below->above = above; 1143 below->above = above;
1089 else 1144 else
1091 /* Nothing below, which means we need to relink map object for this space 1146 /* Nothing below, which means we need to relink map object for this space
1092 * use translated coordinates in case some oddness with map tiling is 1147 * use translated coordinates in case some oddness with map tiling is
1093 * evident 1148 * evident
1094 */ 1149 */
1095 if (GET_MAP_OB (map, x, y) != this) 1150 if (GET_MAP_OB (map, x, y) != this)
1096 {
1097 char *dump = dump_object (this);
1098 LOG (llevError,
1099 "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); 1151 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 ());
1100 free (dump);
1101 dump = dump_object (GET_MAP_OB (map, x, y));
1102 LOG (llevError, "%s\n", dump);
1103 free (dump);
1104 }
1105 1152
1106 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1153 ms.bot = above; /* goes on above it. */
1107 } 1154 }
1108 1155
1109 above = 0; 1156 above = 0;
1110 below = 0; 1157 below = 0;
1111 1158
1112 if (map->in_memory == MAP_SAVING) 1159 if (map->in_memory == MAP_SAVING)
1113 return; 1160 return;
1114 1161
1115 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1162 int check_walk_off = !flag [FLAG_NO_APPLY];
1116 1163
1164 if (object *pl = ms.player ())
1165 {
1166 if (pl->container == this)
1167 /* If a container that the player is currently using somehow gets
1168 * removed (most likely destroyed), update the player view
1169 * appropriately.
1170 */
1171 pl->close_container ();
1172
1173 //TODO: the floorbox prev/next might need updating
1174 esrv_del_item (pl->contr, count);
1175 }
1176
1117 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1177 for (tmp = ms.bot; tmp; tmp = tmp->above)
1118 { 1178 {
1119 /* No point updating the players look faces if he is the object 1179 /* No point updating the players look faces if he is the object
1120 * being removed. 1180 * being removed.
1121 */ 1181 */
1122 1182
1123 if (tmp->type == PLAYER && tmp != this)
1124 {
1125 /* If a container that the player is currently using somehow gets
1126 * removed (most likely destroyed), update the player view
1127 * appropriately.
1128 */
1129 if (tmp->container == this)
1130 {
1131 CLEAR_FLAG (this, FLAG_APPLIED);
1132 tmp->container = 0;
1133 }
1134
1135 tmp->contr->socket.update_look = 1;
1136 }
1137
1138 /* See if player moving off should effect something */ 1183 /* See if object moving off should effect something */
1139 if (check_walk_off 1184 if (check_walk_off
1140 && ((move_type & tmp->move_off) 1185 && ((move_type & tmp->move_off)
1141 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1186 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1142 { 1187 {
1143 move_apply (tmp, this, 0); 1188 move_apply (tmp, this, 0);
1144 1189
1145 if (destroyed ()) 1190 if (destroyed ())
1146 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1191 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1147 } 1192 }
1148 1193
1149 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1150
1151 if (tmp->above == tmp)
1152 tmp->above = 0;
1153
1154 last = tmp; 1194 last = tmp;
1155 } 1195 }
1156 1196
1157 /* last == NULL of there are no objects on this space */ 1197 /* last == NULL if there are no objects on this space */
1198 //TODO: this makes little sense, why only update the topmost object?
1158 if (!last) 1199 if (!last)
1159 { 1200 map->at (x, y).flags_ = 0;
1160 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1161 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1162 * those out anyways, and if there are any flags set right now, they won't
1163 * be correct anyways.
1164 */
1165 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1166 update_position (map, x, y);
1167 }
1168 else 1201 else
1169 update_object (last, UP_OBJ_REMOVE); 1202 update_object (last, UP_OBJ_REMOVE);
1170 1203
1171 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1204 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1172 update_all_los (map, x, y); 1205 update_all_los (map, x, y);
1173 } 1206 }
1174} 1207}
1175 1208
1176/* 1209/*
1185merge_ob (object *op, object *top) 1218merge_ob (object *op, object *top)
1186{ 1219{
1187 if (!op->nrof) 1220 if (!op->nrof)
1188 return 0; 1221 return 0;
1189 1222
1190 if (top == NULL) 1223 if (!top)
1191 for (top = op; top != NULL && top->above != NULL; top = top->above); 1224 for (top = op; top && top->above; top = top->above)
1225 ;
1192 1226
1193 for (; top != NULL; top = top->below) 1227 for (; top; top = top->below)
1194 { 1228 if (object::can_merge (op, top))
1195 if (top == op)
1196 continue;
1197 if (CAN_MERGE (op, top))
1198 { 1229 {
1199 top->nrof += op->nrof; 1230 top->nrof += op->nrof;
1200 1231
1201/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1232 if (object *pl = top->visible_to ())
1202 op->weight = 0; /* Don't want any adjustements now */ 1233 esrv_update_item (UPD_NROF, pl, top);
1234
1235 op->weight = 0; // cancel the addition above
1236 op->carrying = 0; // must be 0 already
1237
1203 op->destroy (); 1238 op->destroy (1);
1239
1204 return top; 1240 return top;
1205 } 1241 }
1206 }
1207 1242
1208 return 0; 1243 return 0;
1209} 1244}
1210 1245
1246void
1247object::expand_tail ()
1248{
1249 if (more)
1250 return;
1251
1252 object *prev = this;
1253
1254 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1255 {
1256 object *op = arch_to_object (at);
1257
1258 op->name = name;
1259 op->name_pl = name_pl;
1260 op->title = title;
1261
1262 op->head = this;
1263 prev->more = op;
1264
1265 prev = op;
1266 }
1267}
1268
1211/* 1269/*
1212 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1270 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1213 * job preparing multi-part monsters 1271 * job preparing multi-part monsters.
1214 */ 1272 */
1215object * 1273object *
1216insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1274insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1217{ 1275{
1218 object *tmp;
1219
1220 if (op->head)
1221 op = op->head;
1222
1223 for (tmp = op; tmp; tmp = tmp->more) 1276 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1224 { 1277 {
1225 tmp->x = x + tmp->arch->clone.x; 1278 tmp->x = x + tmp->arch->x;
1226 tmp->y = y + tmp->arch->clone.y; 1279 tmp->y = y + tmp->arch->y;
1227 } 1280 }
1228 1281
1229 return insert_ob_in_map (op, m, originator, flag); 1282 return insert_ob_in_map (op, m, originator, flag);
1230} 1283}
1231 1284
1247 * Return value: 1300 * Return value:
1248 * new object if 'op' was merged with other object 1301 * new object if 'op' was merged with other object
1249 * NULL if 'op' was destroyed 1302 * NULL if 'op' was destroyed
1250 * just 'op' otherwise 1303 * just 'op' otherwise
1251 */ 1304 */
1252
1253object * 1305object *
1254insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1306insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1255{ 1307{
1256 object *tmp, *top, *floor = NULL; 1308 assert (!op->flag [FLAG_FREED]);
1257 sint16 x, y;
1258 1309
1259 if (QUERY_FLAG (op, FLAG_FREED)) 1310 op->remove ();
1260 {
1261 LOG (llevError, "Trying to insert freed object!\n");
1262 return NULL;
1263 }
1264
1265 if (m == NULL)
1266 {
1267 char *dump = dump_object (op);
1268 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1269 free (dump);
1270 return op;
1271 }
1272
1273 if (out_of_map (m, op->x, op->y))
1274 {
1275 char *dump = dump_object (op);
1276 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1277#ifdef MANY_CORES
1278 /* Better to catch this here, as otherwise the next use of this object
1279 * is likely to cause a crash. Better to find out where it is getting
1280 * improperly inserted.
1281 */
1282 abort ();
1283#endif
1284 free (dump);
1285 return op;
1286 }
1287
1288 if (!QUERY_FLAG (op, FLAG_REMOVED))
1289 {
1290 char *dump = dump_object (op);
1291 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1292 free (dump);
1293 return op;
1294 }
1295
1296 if (op->more != NULL)
1297 {
1298 /* The part may be on a different map. */
1299
1300 object *more = op->more;
1301
1302 /* We really need the caller to normalize coordinates - if
1303 * we set the map, that doesn't work if the location is within
1304 * a map and this is straddling an edge. So only if coordinate
1305 * is clear wrong do we normalize it.
1306 */
1307 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1308 more->map = get_map_from_coord (m, &more->x, &more->y);
1309 else if (!more->map)
1310 {
1311 /* For backwards compatibility - when not dealing with tiled maps,
1312 * more->map should always point to the parent.
1313 */
1314 more->map = m;
1315 }
1316
1317 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1318 {
1319 if (!op->head)
1320 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1321
1322 return NULL;
1323 }
1324 }
1325
1326 CLEAR_FLAG (op, FLAG_REMOVED);
1327 1311
1328 /* Ideally, the caller figures this out. However, it complicates a lot 1312 /* Ideally, the caller figures this out. However, it complicates a lot
1329 * of areas of callers (eg, anything that uses find_free_spot would now 1313 * of areas of callers (eg, anything that uses find_free_spot would now
1330 * need extra work 1314 * need extra work
1331 */ 1315 */
1332 op->map = get_map_from_coord (m, &op->x, &op->y); 1316 if (!xy_normalise (m, op->x, op->y))
1333 x = op->x; 1317 {
1334 y = op->y; 1318 op->destroy (1);
1319 return 0;
1320 }
1321
1322 if (object *more = op->more)
1323 if (!insert_ob_in_map (more, m, originator, flag))
1324 return 0;
1325
1326 CLEAR_FLAG (op, FLAG_REMOVED);
1327
1328 op->map = m;
1329 mapspace &ms = op->ms ();
1335 1330
1336 /* this has to be done after we translate the coordinates. 1331 /* this has to be done after we translate the coordinates.
1337 */ 1332 */
1338 if (op->nrof && !(flag & INS_NO_MERGE)) 1333 if (op->nrof && !(flag & INS_NO_MERGE))
1339 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1334 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1340 if (CAN_MERGE (op, tmp)) 1335 if (object::can_merge (op, tmp))
1341 { 1336 {
1337 // TODO: we atcually want to update tmp, not op,
1338 // but some caller surely breaks when we return tmp
1339 // from here :/
1342 op->nrof += tmp->nrof; 1340 op->nrof += tmp->nrof;
1343 tmp->destroy (); 1341 tmp->destroy (1);
1344 } 1342 }
1345 1343
1346 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1344 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1347 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1345 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1348 1346
1361 op->below = originator->below; 1359 op->below = originator->below;
1362 1360
1363 if (op->below) 1361 if (op->below)
1364 op->below->above = op; 1362 op->below->above = op;
1365 else 1363 else
1366 SET_MAP_OB (op->map, op->x, op->y, op); 1364 ms.bot = op;
1367 1365
1368 /* since *below* originator, no need to update top */ 1366 /* since *below* originator, no need to update top */
1369 originator->below = op; 1367 originator->below = op;
1370 } 1368 }
1371 else 1369 else
1372 { 1370 {
1371 object *top, *floor = NULL;
1372
1373 top = ms.bot;
1374
1373 /* If there are other objects, then */ 1375 /* If there are other objects, then */
1374 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1376 if (top)
1375 { 1377 {
1376 object *last = NULL; 1378 object *last = 0;
1377 1379
1378 /* 1380 /*
1379 * If there are multiple objects on this space, we do some trickier handling. 1381 * If there are multiple objects on this space, we do some trickier handling.
1380 * We've already dealt with merging if appropriate. 1382 * We've already dealt with merging if appropriate.
1381 * Generally, we want to put the new object on top. But if 1383 * Generally, we want to put the new object on top. But if
1385 * once we get to them. This reduces the need to traverse over all of 1387 * once we get to them. This reduces the need to traverse over all of
1386 * them when adding another one - this saves quite a bit of cpu time 1388 * them when adding another one - this saves quite a bit of cpu time
1387 * when lots of spells are cast in one area. Currently, it is presumed 1389 * when lots of spells are cast in one area. Currently, it is presumed
1388 * that flying non pickable objects are spell objects. 1390 * that flying non pickable objects are spell objects.
1389 */ 1391 */
1390 1392 for (top = ms.bot; top; top = top->above)
1391 while (top != NULL)
1392 { 1393 {
1393 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1394 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1394 floor = top; 1395 floor = top;
1395 1396
1396 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1397 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1399 top = top->below; 1400 top = top->below;
1400 break; 1401 break;
1401 } 1402 }
1402 1403
1403 last = top; 1404 last = top;
1404 top = top->above;
1405 } 1405 }
1406 1406
1407 /* Don't want top to be NULL, so set it to the last valid object */ 1407 /* Don't want top to be NULL, so set it to the last valid object */
1408 top = last; 1408 top = last;
1409 1409
1411 * looks like instead of lots of conditions here. 1411 * looks like instead of lots of conditions here.
1412 * makes things faster, and effectively the same result. 1412 * makes things faster, and effectively the same result.
1413 */ 1413 */
1414 1414
1415 /* Have object 'fall below' other objects that block view. 1415 /* Have object 'fall below' other objects that block view.
1416 * Unless those objects are exits, type 66 1416 * Unless those objects are exits.
1417 * If INS_ON_TOP is used, don't do this processing 1417 * If INS_ON_TOP is used, don't do this processing
1418 * Need to find the object that in fact blocks view, otherwise 1418 * Need to find the object that in fact blocks view, otherwise
1419 * stacking is a bit odd. 1419 * stacking is a bit odd.
1420 */ 1420 */
1421 if (!(flag & INS_ON_TOP) && 1421 if (!(flag & INS_ON_TOP)
1422 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1422 && ms.flags () & P_BLOCKSVIEW
1423 && (op->face && !faces [op->face].visibility))
1423 { 1424 {
1424 for (last = top; last != floor; last = last->below) 1425 for (last = top; last != floor; last = last->below)
1425 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1426 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1426 break; 1427 break;
1428
1427 /* Check to see if we found the object that blocks view, 1429 /* Check to see if we found the object that blocks view,
1428 * and make sure we have a below pointer for it so that 1430 * and make sure we have a below pointer for it so that
1429 * we can get inserted below this one, which requires we 1431 * we can get inserted below this one, which requires we
1430 * set top to the object below us. 1432 * set top to the object below us.
1431 */ 1433 */
1432 if (last && last->below && last != floor) 1434 if (last && last->below && last != floor)
1433 top = last->below; 1435 top = last->below;
1434 } 1436 }
1435 } /* If objects on this space */ 1437 } /* If objects on this space */
1436 1438
1437 if (flag & INS_MAP_LOAD)
1438 top = GET_MAP_TOP (op->map, op->x, op->y);
1439
1440 if (flag & INS_ABOVE_FLOOR_ONLY) 1439 if (flag & INS_ABOVE_FLOOR_ONLY)
1441 top = floor; 1440 top = floor;
1442 1441
1443 /* Top is the object that our object (op) is going to get inserted above. 1442 /* Top is the object that our object (op) is going to get inserted above.
1444 */ 1443 */
1445 1444
1446 /* First object on this space */ 1445 /* First object on this space */
1447 if (!top) 1446 if (!top)
1448 { 1447 {
1449 op->above = GET_MAP_OB (op->map, op->x, op->y); 1448 op->above = ms.bot;
1450 1449
1451 if (op->above) 1450 if (op->above)
1452 op->above->below = op; 1451 op->above->below = op;
1453 1452
1454 op->below = NULL; 1453 op->below = 0;
1455 SET_MAP_OB (op->map, op->x, op->y, op); 1454 ms.bot = op;
1456 } 1455 }
1457 else 1456 else
1458 { /* get inserted into the stack above top */ 1457 { /* get inserted into the stack above top */
1459 op->above = top->above; 1458 op->above = top->above;
1460 1459
1463 1462
1464 op->below = top; 1463 op->below = top;
1465 top->above = op; 1464 top->above = op;
1466 } 1465 }
1467 1466
1468 if (op->above == NULL) 1467 if (!op->above)
1469 SET_MAP_TOP (op->map, op->x, op->y, op); 1468 ms.top = op;
1470 } /* else not INS_BELOW_ORIGINATOR */ 1469 } /* else not INS_BELOW_ORIGINATOR */
1471 1470
1472 if (op->type == PLAYER) 1471 if (op->type == PLAYER)
1472 {
1473 op->contr->do_los = 1; 1473 op->contr->do_los = 1;
1474 ++op->map->players;
1475 op->map->touch ();
1476 }
1474 1477
1475 /* If we have a floor, we know the player, if any, will be above 1478 op->map->dirty = true;
1476 * it, so save a few ticks and start from there. 1479
1477 */ 1480 if (object *pl = ms.player ())
1478 if (!(flag & INS_MAP_LOAD)) 1481 //TODO: the floorbox prev/next might need updating
1479 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1482 esrv_send_item (pl, op);
1480 if (tmp->type == PLAYER)
1481 tmp->contr->socket.update_look = 1;
1482 1483
1483 /* If this object glows, it may affect lighting conditions that are 1484 /* If this object glows, it may affect lighting conditions that are
1484 * visible to others on this map. But update_all_los is really 1485 * visible to others on this map. But update_all_los is really
1485 * an inefficient way to do this, as it means los for all players 1486 * an inefficient way to do this, as it means los for all players
1486 * on the map will get recalculated. The players could very well 1487 * on the map will get recalculated. The players could very well
1487 * be far away from this change and not affected in any way - 1488 * be far away from this change and not affected in any way -
1488 * this should get redone to only look for players within range, 1489 * this should get redone to only look for players within range,
1489 * or just updating the P_NEED_UPDATE for spaces within this area 1490 * or just updating the P_UPTODATE for spaces within this area
1490 * of effect may be sufficient. 1491 * of effect may be sufficient.
1491 */ 1492 */
1492 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1493 if (op->map->darkness && (op->glow_radius != 0))
1493 update_all_los (op->map, op->x, op->y); 1494 update_all_los (op->map, op->x, op->y);
1494 1495
1495 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1496 /* updates flags (blocked, alive, no magic, etc) for this map space */
1496 update_object (op, UP_OBJ_INSERT); 1497 update_object (op, UP_OBJ_INSERT);
1497 1498
1499 INVOKE_OBJECT (INSERT, op);
1500
1498 /* Don't know if moving this to the end will break anything. However, 1501 /* Don't know if moving this to the end will break anything. However,
1499 * we want to have update_look set above before calling this. 1502 * we want to have floorbox_update called before calling this.
1500 * 1503 *
1501 * check_move_on() must be after this because code called from 1504 * check_move_on() must be after this because code called from
1502 * check_move_on() depends on correct map flags (so functions like 1505 * check_move_on() depends on correct map flags (so functions like
1503 * blocked() and wall() work properly), and these flags are updated by 1506 * blocked() and wall() work properly), and these flags are updated by
1504 * update_object(). 1507 * update_object().
1505 */ 1508 */
1506 1509
1507 /* if this is not the head or flag has been passed, don't check walk on status */ 1510 /* if this is not the head or flag has been passed, don't check walk on status */
1508 if (!(flag & INS_NO_WALK_ON) && !op->head) 1511 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1509 { 1512 {
1510 if (check_move_on (op, originator)) 1513 if (check_move_on (op, originator))
1511 return NULL; 1514 return 0;
1512 1515
1513 /* If we are a multi part object, lets work our way through the check 1516 /* If we are a multi part object, lets work our way through the check
1514 * walk on's. 1517 * walk on's.
1515 */ 1518 */
1516 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1519 for (object *tmp = op->more; tmp; tmp = tmp->more)
1517 if (check_move_on (tmp, originator)) 1520 if (check_move_on (tmp, originator))
1518 return NULL; 1521 return 0;
1519 } 1522 }
1520 1523
1521 return op; 1524 return op;
1522} 1525}
1523 1526
1524/* this function inserts an object in the map, but if it 1527/* this function inserts an object in the map, but if it
1525 * finds an object of its own type, it'll remove that one first. 1528 * finds an object of its own type, it'll remove that one first.
1526 * op is the object to insert it under: supplies x and the map. 1529 * op is the object to insert it under: supplies x and the map.
1527 */ 1530 */
1528void 1531void
1529replace_insert_ob_in_map (const char *arch_string, object *op) 1532replace_insert_ob_in_map (const char *arch_string, object *op)
1530{ 1533{
1531 object *
1532 tmp;
1533 object *
1534 tmp1;
1535
1536 /* first search for itself and remove any old instances */ 1534 /* first search for itself and remove any old instances */
1537 1535
1538 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1536 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1539 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1537 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1540 tmp->destroy (); 1538 tmp->destroy (1);
1541 1539
1542 tmp1 = arch_to_object (archetype::find (arch_string)); 1540 object *tmp = arch_to_object (archetype::find (arch_string));
1543 1541
1544 tmp1->x = op->x; 1542 tmp->x = op->x;
1545 tmp1->y = op->y; 1543 tmp->y = op->y;
1544
1546 insert_ob_in_map (tmp1, op->map, op, 0); 1545 insert_ob_in_map (tmp, op->map, op, 0);
1547} 1546}
1548
1549/*
1550 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1551 * is returned contains nr objects, and the remaining parts contains
1552 * the rest (or is removed and freed if that number is 0).
1553 * On failure, NULL is returned, and the reason put into the
1554 * global static errmsg array.
1555 */
1556 1547
1557object * 1548object *
1558get_split_ob (object *orig_ob, uint32 nr) 1549object::insert_at (object *where, object *originator, int flags)
1559{ 1550{
1560 object *newob; 1551 if (where->env)
1561 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1552 return where->env->insert (this);
1562 1553 else
1563 if (orig_ob->nrof < nr) 1554 return where->map->insert (this, where->x, where->y, originator, flags);
1564 {
1565 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1566 return NULL;
1567 }
1568
1569 newob = object_create_clone (orig_ob);
1570
1571 if ((orig_ob->nrof -= nr) < 1)
1572 orig_ob->destroy (1);
1573 else if (!is_removed)
1574 {
1575 if (orig_ob->env != NULL)
1576 sub_weight (orig_ob->env, orig_ob->weight * nr);
1577 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1578 {
1579 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1580 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1581 return NULL;
1582 }
1583 }
1584
1585 newob->nrof = nr;
1586
1587 return newob;
1588} 1555}
1589 1556
1590/* 1557/*
1591 * decrease_ob_nr(object, number) decreases a specified number from 1558 * decrease(object, number) decreases a specified number from
1592 * the amount of an object. If the amount reaches 0, the object 1559 * the amount of an object. If the amount reaches 0, the object
1593 * is subsequently removed and freed. 1560 * is subsequently removed and freed.
1594 * 1561 *
1595 * Return value: 'op' if something is left, NULL if the amount reached 0 1562 * Return value: 'op' if something is left, NULL if the amount reached 0
1596 */ 1563 */
1564bool
1565object::decrease (sint32 nr)
1566{
1567 if (!nr)
1568 return true;
1597 1569
1570 nr = min (nr, nrof);
1571
1572 nrof -= nr;
1573
1574 if (nrof)
1575 {
1576 adjust_weight (env, -weight * nr); // carrying == 0
1577
1578 if (object *pl = visible_to ())
1579 esrv_update_item (UPD_NROF, pl, this);
1580
1581 return true;
1582 }
1583 else
1584 {
1585 destroy (1);
1586 return false;
1587 }
1588}
1589
1590/*
1591 * split(ob,nr) splits up ob into two parts. The part which
1592 * is returned contains nr objects, and the remaining parts contains
1593 * the rest (or is removed and returned if that number is 0).
1594 * On failure, NULL is returned.
1595 */
1598object * 1596object *
1599decrease_ob_nr (object *op, uint32 i) 1597object::split (sint32 nr)
1600{ 1598{
1601 object *tmp; 1599 int have = number_of ();
1602 player *pl;
1603 1600
1604 if (i == 0) /* objects with op->nrof require this check */ 1601 if (have < nr)
1605 return op; 1602 return 0;
1606 1603 else if (have == nr)
1607 if (i > op->nrof)
1608 i = op->nrof;
1609
1610 if (QUERY_FLAG (op, FLAG_REMOVED))
1611 op->nrof -= i;
1612 else if (op->env != NULL)
1613 { 1604 {
1614 /* is this object in the players inventory, or sub container
1615 * therein?
1616 */
1617 tmp = is_player_inv (op->env);
1618 /* nope. Is this a container the player has opened?
1619 * If so, set tmp to that player.
1620 * IMO, searching through all the players will mostly
1621 * likely be quicker than following op->env to the map,
1622 * and then searching the map for a player.
1623 */
1624 if (!tmp)
1625 {
1626 for (pl = first_player; pl; pl = pl->next)
1627 if (pl->ob->container == op->env)
1628 break;
1629 if (pl)
1630 tmp = pl->ob;
1631 else
1632 tmp = NULL;
1633 }
1634
1635 if (i < op->nrof)
1636 {
1637 sub_weight (op->env, op->weight * i);
1638 op->nrof -= i;
1639 if (tmp)
1640 {
1641 esrv_send_item (tmp, op);
1642 }
1643 }
1644 else
1645 {
1646 op->remove (); 1605 remove ();
1647 op->nrof = 0; 1606 return this;
1648 if (tmp)
1649 {
1650 esrv_del_item (tmp->contr, op->count);
1651 }
1652 }
1653 } 1607 }
1654 else 1608 else
1655 { 1609 {
1656 object *above = op->above; 1610 decrease (nr);
1657 1611
1658 if (i < op->nrof) 1612 object *op = object_create_clone (this);
1659 op->nrof -= i; 1613 op->nrof = nr;
1660 else
1661 {
1662 op->remove ();
1663 op->nrof = 0;
1664 }
1665
1666 /* Since we just removed op, op->above is null */
1667 for (tmp = above; tmp != NULL; tmp = tmp->above)
1668 if (tmp->type == PLAYER)
1669 {
1670 if (op->nrof)
1671 esrv_send_item (tmp, op);
1672 else
1673 esrv_del_item (tmp->contr, op->count);
1674 }
1675 }
1676
1677 if (op->nrof)
1678 return op; 1614 return op;
1679 else
1680 {
1681 op->destroy ();
1682 return NULL;
1683 }
1684}
1685
1686/*
1687 * add_weight(object, weight) adds the specified weight to an object,
1688 * and also updates how much the environment(s) is/are carrying.
1689 */
1690
1691void
1692add_weight (object *op, signed long weight)
1693{
1694 while (op != NULL)
1695 {
1696 if (op->type == CONTAINER)
1697 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1698
1699 op->carrying += weight;
1700 op = op->env;
1701 } 1615 }
1702} 1616}
1703 1617
1704object * 1618object *
1705insert_ob_in_ob (object *op, object *where) 1619insert_ob_in_ob (object *op, object *where)
1710 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1624 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1711 free (dump); 1625 free (dump);
1712 return op; 1626 return op;
1713 } 1627 }
1714 1628
1715 if (where->head) 1629 if (where->head_ () != where)
1716 { 1630 {
1717 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1631 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1718 where = where->head; 1632 where = where->head;
1719 } 1633 }
1720 1634
1721 return where->insert (op); 1635 return where->insert (op);
1722} 1636}
1727 * inside the object environment. 1641 * inside the object environment.
1728 * 1642 *
1729 * The function returns now pointer to inserted item, and return value can 1643 * The function returns now pointer to inserted item, and return value can
1730 * be != op, if items are merged. -Tero 1644 * be != op, if items are merged. -Tero
1731 */ 1645 */
1732
1733object * 1646object *
1734object::insert (object *op) 1647object::insert (object *op)
1735{ 1648{
1736 object *tmp, *otmp;
1737
1738 if (!QUERY_FLAG (op, FLAG_REMOVED))
1739 op->remove ();
1740
1741 if (op->more) 1649 if (op->more)
1742 { 1650 {
1743 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1651 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1744 return op; 1652 return op;
1745 } 1653 }
1746 1654
1747 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1655 op->remove ();
1748 CLEAR_FLAG (op, FLAG_REMOVED); 1656
1657 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1658
1749 if (op->nrof) 1659 if (op->nrof)
1750 {
1751 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1660 for (object *tmp = inv; tmp; tmp = tmp->below)
1752 if (CAN_MERGE (tmp, op)) 1661 if (object::can_merge (tmp, op))
1753 { 1662 {
1754 /* return the original object and remove inserted object 1663 /* return the original object and remove inserted object
1755 (client needs the original object) */ 1664 (client needs the original object) */
1756 tmp->nrof += op->nrof; 1665 tmp->nrof += op->nrof;
1757 /* Weight handling gets pretty funky. Since we are adding to 1666
1758 * tmp->nrof, we need to increase the weight. 1667 if (object *pl = tmp->visible_to ())
1759 */ 1668 esrv_update_item (UPD_NROF, pl, tmp);
1669
1760 add_weight (this, op->weight * op->nrof); 1670 adjust_weight (this, op->total_weight ());
1761 SET_FLAG (op, FLAG_REMOVED); 1671
1762 op->destroy (); /* free the inserted object */ 1672 op->destroy (1);
1763 op = tmp; 1673 op = tmp;
1764 op->remove (); /* and fix old object's links */ 1674 goto inserted;
1765 CLEAR_FLAG (op, FLAG_REMOVED);
1766 break;
1767 } 1675 }
1768 1676
1769 /* I assume combined objects have no inventory 1677 op->owner = 0; // it's his/hers now. period.
1770 * We add the weight - this object could have just been removed
1771 * (if it was possible to merge). calling remove_ob will subtract
1772 * the weight, so we need to add it in again, since we actually do
1773 * the linking below
1774 */
1775 add_weight (this, op->weight * op->nrof);
1776 }
1777 else
1778 add_weight (this, (op->weight + op->carrying));
1779
1780 otmp = is_player_inv (this);
1781 if (otmp && otmp->contr)
1782 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1783 fix_player (otmp);
1784
1785 op->map = NULL; 1678 op->map = 0;
1679 op->x = 0;
1680 op->y = 0;
1681
1682 op->above = 0;
1683 op->below = inv;
1786 op->env = this; 1684 op->env = this;
1787 op->above = NULL;
1788 op->below = NULL;
1789 op->x = 0, op->y = 0;
1790 1685
1686 if (inv)
1687 inv->above = op;
1688
1689 inv = op;
1690
1691 op->flag [FLAG_REMOVED] = 0;
1692
1693 if (object *pl = op->visible_to ())
1694 esrv_send_item (pl, op);
1695
1696 adjust_weight (this, op->total_weight ());
1697
1698inserted:
1791 /* reset the light list and los of the players on the map */ 1699 /* reset the light list and los of the players on the map */
1792 if ((op->glow_radius != 0) && map) 1700 if (op->glow_radius && map && map->darkness)
1793 {
1794#ifdef DEBUG_LIGHTS
1795 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1796#endif /* DEBUG_LIGHTS */
1797 if (MAP_DARKNESS (map))
1798 update_all_los (map, x, y); 1701 update_all_los (map, x, y);
1799 }
1800 1702
1801 /* Client has no idea of ordering so lets not bother ordering it here. 1703 // if this is a player's inventory, update stats
1802 * It sure simplifies this function... 1704 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1803 */ 1705 update_stats ();
1804 if (!inv) 1706
1805 inv = op; 1707 INVOKE_OBJECT (INSERT, this);
1806 else
1807 {
1808 op->below = inv;
1809 op->below->above = op;
1810 inv = op;
1811 }
1812 1708
1813 return op; 1709 return op;
1814} 1710}
1815 1711
1816/* 1712/*
1831 * 1727 *
1832 * MSW 2001-07-08: Check all objects on space, not just those below 1728 * MSW 2001-07-08: Check all objects on space, not just those below
1833 * object being inserted. insert_ob_in_map may not put new objects 1729 * object being inserted. insert_ob_in_map may not put new objects
1834 * on top. 1730 * on top.
1835 */ 1731 */
1836
1837int 1732int
1838check_move_on (object *op, object *originator) 1733check_move_on (object *op, object *originator)
1839{ 1734{
1840 object *tmp; 1735 object *tmp;
1841 maptile *m = op->map; 1736 maptile *m = op->map;
1868 1763
1869 /* The objects have to be checked from top to bottom. 1764 /* The objects have to be checked from top to bottom.
1870 * Hence, we first go to the top: 1765 * Hence, we first go to the top:
1871 */ 1766 */
1872 1767
1873 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1768 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1874 { 1769 {
1875 /* Trim the search when we find the first other spell effect 1770 /* Trim the search when we find the first other spell effect
1876 * this helps performance so that if a space has 50 spell objects, 1771 * this helps performance so that if a space has 50 spell objects,
1877 * we don't need to check all of them. 1772 * we don't need to check all of them.
1878 */ 1773 */
1896 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1791 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1897 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1792 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1898 { 1793 {
1899 1794
1900 float 1795 float
1901 diff = tmp->move_slow_penalty * FABS (op->speed); 1796 diff = tmp->move_slow_penalty * fabs (op->speed);
1902 1797
1903 if (op->type == PLAYER) 1798 if (op->type == PLAYER)
1904 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1799 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1905 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1800 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1906 diff /= 4.0; 1801 diff /= 4.0;
1933/* 1828/*
1934 * present_arch(arch, map, x, y) searches for any objects with 1829 * present_arch(arch, map, x, y) searches for any objects with
1935 * a matching archetype at the given map and coordinates. 1830 * a matching archetype at the given map and coordinates.
1936 * The first matching object is returned, or NULL if none. 1831 * The first matching object is returned, or NULL if none.
1937 */ 1832 */
1938
1939object * 1833object *
1940present_arch (const archetype *at, maptile *m, int x, int y) 1834present_arch (const archetype *at, maptile *m, int x, int y)
1941{ 1835{
1942 object *
1943 tmp;
1944
1945 if (m == NULL || out_of_map (m, x, y)) 1836 if (!m || out_of_map (m, x, y))
1946 { 1837 {
1947 LOG (llevError, "Present_arch called outside map.\n"); 1838 LOG (llevError, "Present_arch called outside map.\n");
1948 return NULL; 1839 return NULL;
1949 } 1840 }
1950 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1841
1842 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1951 if (tmp->arch == at) 1843 if (tmp->arch == at)
1952 return tmp; 1844 return tmp;
1845
1953 return NULL; 1846 return NULL;
1954} 1847}
1955 1848
1956/* 1849/*
1957 * present(type, map, x, y) searches for any objects with 1850 * present(type, map, x, y) searches for any objects with
1958 * a matching type variable at the given map and coordinates. 1851 * a matching type variable at the given map and coordinates.
1959 * The first matching object is returned, or NULL if none. 1852 * The first matching object is returned, or NULL if none.
1960 */ 1853 */
1961
1962object * 1854object *
1963present (unsigned char type, maptile *m, int x, int y) 1855present (unsigned char type, maptile *m, int x, int y)
1964{ 1856{
1965 object *
1966 tmp;
1967
1968 if (out_of_map (m, x, y)) 1857 if (out_of_map (m, x, y))
1969 { 1858 {
1970 LOG (llevError, "Present called outside map.\n"); 1859 LOG (llevError, "Present called outside map.\n");
1971 return NULL; 1860 return NULL;
1972 } 1861 }
1973 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1862
1863 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1974 if (tmp->type == type) 1864 if (tmp->type == type)
1975 return tmp; 1865 return tmp;
1866
1976 return NULL; 1867 return NULL;
1977} 1868}
1978 1869
1979/* 1870/*
1980 * present_in_ob(type, object) searches for any objects with 1871 * present_in_ob(type, object) searches for any objects with
1981 * a matching type variable in the inventory of the given object. 1872 * a matching type variable in the inventory of the given object.
1982 * The first matching object is returned, or NULL if none. 1873 * The first matching object is returned, or NULL if none.
1983 */ 1874 */
1984
1985object * 1875object *
1986present_in_ob (unsigned char type, const object *op) 1876present_in_ob (unsigned char type, const object *op)
1987{ 1877{
1988 object *
1989 tmp;
1990
1991 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1878 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1992 if (tmp->type == type) 1879 if (tmp->type == type)
1993 return tmp; 1880 return tmp;
1881
1994 return NULL; 1882 return NULL;
1995} 1883}
1996 1884
1997/* 1885/*
1998 * present_in_ob (type, str, object) searches for any objects with 1886 * present_in_ob (type, str, object) searches for any objects with
2006 * str is the string to match against. Note that we match against 1894 * str is the string to match against. Note that we match against
2007 * the object name, not the archetype name. this is so that the 1895 * the object name, not the archetype name. this is so that the
2008 * spell code can use one object type (force), but change it's name 1896 * spell code can use one object type (force), but change it's name
2009 * to be unique. 1897 * to be unique.
2010 */ 1898 */
2011
2012object * 1899object *
2013present_in_ob_by_name (int type, const char *str, const object *op) 1900present_in_ob_by_name (int type, const char *str, const object *op)
2014{ 1901{
2015 object *
2016 tmp;
2017
2018 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1902 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2019 {
2020 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1903 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2021 return tmp; 1904 return tmp;
2022 } 1905
2023 return NULL; 1906 return 0;
2024} 1907}
2025 1908
2026/* 1909/*
2027 * present_arch_in_ob(archetype, object) searches for any objects with 1910 * present_arch_in_ob(archetype, object) searches for any objects with
2028 * a matching archetype in the inventory of the given object. 1911 * a matching archetype in the inventory of the given object.
2029 * The first matching object is returned, or NULL if none. 1912 * The first matching object is returned, or NULL if none.
2030 */ 1913 */
2031
2032object * 1914object *
2033present_arch_in_ob (const archetype *at, const object *op) 1915present_arch_in_ob (const archetype *at, const object *op)
2034{ 1916{
2035 object *
2036 tmp;
2037
2038 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1917 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2039 if (tmp->arch == at) 1918 if (tmp->arch == at)
2040 return tmp; 1919 return tmp;
1920
2041 return NULL; 1921 return NULL;
2042} 1922}
2043 1923
2044/* 1924/*
2045 * activate recursively a flag on an object inventory 1925 * activate recursively a flag on an object inventory
2046 */ 1926 */
2047void 1927void
2048flag_inv (object *op, int flag) 1928flag_inv (object *op, int flag)
2049{ 1929{
2050 object *
2051 tmp;
2052
2053 if (op->inv)
2054 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1930 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2055 { 1931 {
2056 SET_FLAG (tmp, flag); 1932 SET_FLAG (tmp, flag);
2057 flag_inv (tmp, flag); 1933 flag_inv (tmp, flag);
2058 } 1934 }
2059} /* 1935}
1936
1937/*
2060 * desactivate recursively a flag on an object inventory 1938 * deactivate recursively a flag on an object inventory
2061 */ 1939 */
2062void 1940void
2063unflag_inv (object *op, int flag) 1941unflag_inv (object *op, int flag)
2064{ 1942{
2065 object *
2066 tmp;
2067
2068 if (op->inv)
2069 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1943 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2070 { 1944 {
2071 CLEAR_FLAG (tmp, flag); 1945 CLEAR_FLAG (tmp, flag);
2072 unflag_inv (tmp, flag); 1946 unflag_inv (tmp, flag);
2073 } 1947 }
2074}
2075
2076/*
2077 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2078 * all it's inventory (recursively).
2079 * If checksums are used, a player will get set_cheat called for
2080 * him/her-self and all object carried by a call to this function.
2081 */
2082
2083void
2084set_cheat (object *op)
2085{
2086 SET_FLAG (op, FLAG_WAS_WIZ);
2087 flag_inv (op, FLAG_WAS_WIZ);
2088} 1948}
2089 1949
2090/* 1950/*
2091 * find_free_spot(object, map, x, y, start, stop) will search for 1951 * find_free_spot(object, map, x, y, start, stop) will search for
2092 * a spot at the given map and coordinates which will be able to contain 1952 * a spot at the given map and coordinates which will be able to contain
2094 * to search (see the freearr_x/y[] definition). 1954 * to search (see the freearr_x/y[] definition).
2095 * It returns a random choice among the alternatives found. 1955 * It returns a random choice among the alternatives found.
2096 * start and stop are where to start relative to the free_arr array (1,9 1956 * start and stop are where to start relative to the free_arr array (1,9
2097 * does all 4 immediate directions). This returns the index into the 1957 * does all 4 immediate directions). This returns the index into the
2098 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1958 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2099 * Note - this only checks to see if there is space for the head of the
2100 * object - if it is a multispace object, this should be called for all
2101 * pieces.
2102 * Note2: This function does correctly handle tiled maps, but does not 1959 * Note: This function does correctly handle tiled maps, but does not
2103 * inform the caller. However, insert_ob_in_map will update as 1960 * inform the caller. However, insert_ob_in_map will update as
2104 * necessary, so the caller shouldn't need to do any special work. 1961 * necessary, so the caller shouldn't need to do any special work.
2105 * Note - updated to take an object instead of archetype - this is necessary 1962 * Note - updated to take an object instead of archetype - this is necessary
2106 * because arch_blocked (now ob_blocked) needs to know the movement type 1963 * because arch_blocked (now ob_blocked) needs to know the movement type
2107 * to know if the space in question will block the object. We can't use 1964 * to know if the space in question will block the object. We can't use
2108 * the archetype because that isn't correct if the monster has been 1965 * the archetype because that isn't correct if the monster has been
2109 * customized, changed states, etc. 1966 * customized, changed states, etc.
2110 */ 1967 */
2111
2112int 1968int
2113find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1969find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2114{ 1970{
2115 int
2116 i,
2117 index = 0, flag;
2118 static int
2119 altern[SIZEOFFREE]; 1971 int altern[SIZEOFFREE];
1972 int index = 0, flag;
2120 1973
2121 for (i = start; i < stop; i++) 1974 for (int i = start; i < stop; i++)
2122 { 1975 {
2123 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1976 mapxy pos (m, x, y); pos.move (i);
2124 if (!flag) 1977
1978 if (!pos.normalise ())
1979 continue;
1980
1981 mapspace &ms = *pos;
1982
1983 if (ms.flags () & P_IS_ALIVE)
1984 continue;
1985
1986 /* However, often
1987 * ob doesn't have any move type (when used to place exits)
1988 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1989 */
1990 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1991 {
2125 altern[index++] = i; 1992 altern [index++] = i;
1993 continue;
1994 }
2126 1995
2127 /* Basically, if we find a wall on a space, we cut down the search size. 1996 /* Basically, if we find a wall on a space, we cut down the search size.
2128 * In this way, we won't return spaces that are on another side of a wall. 1997 * In this way, we won't return spaces that are on another side of a wall.
2129 * This mostly work, but it cuts down the search size in all directions - 1998 * This mostly work, but it cuts down the search size in all directions -
2130 * if the space being examined only has a wall to the north and empty 1999 * if the space being examined only has a wall to the north and empty
2131 * spaces in all the other directions, this will reduce the search space 2000 * spaces in all the other directions, this will reduce the search space
2132 * to only the spaces immediately surrounding the target area, and 2001 * to only the spaces immediately surrounding the target area, and
2133 * won't look 2 spaces south of the target space. 2002 * won't look 2 spaces south of the target space.
2134 */ 2003 */
2135 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2004 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2005 {
2136 stop = maxfree[i]; 2006 stop = maxfree[i];
2007 continue;
2008 }
2009
2010 /* Note it is intentional that we check ob - the movement type of the
2011 * head of the object should correspond for the entire object.
2012 */
2013 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2014 continue;
2015
2016 if (ob->blocked (m, pos.x, pos.y))
2017 continue;
2018
2019 altern [index++] = i;
2137 } 2020 }
2021
2138 if (!index) 2022 if (!index)
2139 return -1; 2023 return -1;
2024
2140 return altern[RANDOM () % index]; 2025 return altern [rndm (index)];
2141} 2026}
2142 2027
2143/* 2028/*
2144 * find_first_free_spot(archetype, maptile, x, y) works like 2029 * find_first_free_spot(archetype, maptile, x, y) works like
2145 * find_free_spot(), but it will search max number of squares. 2030 * find_free_spot(), but it will search max number of squares.
2146 * But it will return the first available spot, not a random choice. 2031 * But it will return the first available spot, not a random choice.
2147 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2032 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2148 */ 2033 */
2149
2150int 2034int
2151find_first_free_spot (const object *ob, maptile *m, int x, int y) 2035find_first_free_spot (const object *ob, maptile *m, int x, int y)
2152{ 2036{
2153 int
2154 i;
2155
2156 for (i = 0; i < SIZEOFFREE; i++) 2037 for (int i = 0; i < SIZEOFFREE; i++)
2157 {
2158 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2038 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2159 return i; 2039 return i;
2160 } 2040
2161 return -1; 2041 return -1;
2162} 2042}
2163 2043
2164/* 2044/*
2165 * The function permute(arr, begin, end) randomly reorders the array 2045 * The function permute(arr, begin, end) randomly reorders the array
2166 * arr[begin..end-1]. 2046 * arr[begin..end-1].
2047 * now uses a fisher-yates shuffle, old permute was broken
2167 */ 2048 */
2168static void 2049static void
2169permute (int *arr, int begin, int end) 2050permute (int *arr, int begin, int end)
2170{ 2051{
2171 int 2052 arr += begin;
2172 i,
2173 j,
2174 tmp,
2175 len;
2176
2177 len = end - begin; 2053 end -= begin;
2178 for (i = begin; i < end; i++)
2179 {
2180 j = begin + RANDOM () % len;
2181 2054
2182 tmp = arr[i]; 2055 while (--end)
2183 arr[i] = arr[j]; 2056 swap (arr [end], arr [rndm (end + 1)]);
2184 arr[j] = tmp;
2185 }
2186} 2057}
2187 2058
2188/* new function to make monster searching more efficient, and effective! 2059/* new function to make monster searching more efficient, and effective!
2189 * This basically returns a randomized array (in the passed pointer) of 2060 * This basically returns a randomized array (in the passed pointer) of
2190 * the spaces to find monsters. In this way, it won't always look for 2061 * the spaces to find monsters. In this way, it won't always look for
2193 * the 3x3 area will be searched, just not in a predictable order. 2064 * the 3x3 area will be searched, just not in a predictable order.
2194 */ 2065 */
2195void 2066void
2196get_search_arr (int *search_arr) 2067get_search_arr (int *search_arr)
2197{ 2068{
2198 int 2069 int i;
2199 i;
2200 2070
2201 for (i = 0; i < SIZEOFFREE; i++) 2071 for (i = 0; i < SIZEOFFREE; i++)
2202 {
2203 search_arr[i] = i; 2072 search_arr[i] = i;
2204 }
2205 2073
2206 permute (search_arr, 1, SIZEOFFREE1 + 1); 2074 permute (search_arr, 1, SIZEOFFREE1 + 1);
2207 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2075 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2208 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2076 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2209} 2077}
2218 * Perhaps incorrectly, but I'm making the assumption that exclude 2086 * Perhaps incorrectly, but I'm making the assumption that exclude
2219 * is actually want is going to try and move there. We need this info 2087 * is actually want is going to try and move there. We need this info
2220 * because we have to know what movement the thing looking to move 2088 * because we have to know what movement the thing looking to move
2221 * there is capable of. 2089 * there is capable of.
2222 */ 2090 */
2223
2224int 2091int
2225find_dir (maptile *m, int x, int y, object *exclude) 2092find_dir (maptile *m, int x, int y, object *exclude)
2226{ 2093{
2227 int
2228 i,
2229 max = SIZEOFFREE, mflags; 2094 int i, max = SIZEOFFREE, mflags;
2230 2095
2231 sint16 nx, ny; 2096 sint16 nx, ny;
2232 object * 2097 object *tmp;
2233 tmp;
2234 maptile * 2098 maptile *mp;
2235 mp;
2236 2099
2237 MoveType blocked, move_type; 2100 MoveType blocked, move_type;
2238 2101
2239 if (exclude && exclude->head) 2102 if (exclude && exclude->head_ () != exclude)
2240 { 2103 {
2241 exclude = exclude->head; 2104 exclude = exclude->head;
2242 move_type = exclude->move_type; 2105 move_type = exclude->move_type;
2243 } 2106 }
2244 else 2107 else
2252 mp = m; 2115 mp = m;
2253 nx = x + freearr_x[i]; 2116 nx = x + freearr_x[i];
2254 ny = y + freearr_y[i]; 2117 ny = y + freearr_y[i];
2255 2118
2256 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2119 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2120
2257 if (mflags & P_OUT_OF_MAP) 2121 if (mflags & P_OUT_OF_MAP)
2258 {
2259 max = maxfree[i]; 2122 max = maxfree[i];
2260 }
2261 else 2123 else
2262 { 2124 {
2263 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2125 mapspace &ms = mp->at (nx, ny);
2126
2127 blocked = ms.move_block;
2264 2128
2265 if ((move_type & blocked) == move_type) 2129 if ((move_type & blocked) == move_type)
2266 {
2267 max = maxfree[i]; 2130 max = maxfree[i];
2268 }
2269 else if (mflags & P_IS_ALIVE) 2131 else if (mflags & P_IS_ALIVE)
2270 { 2132 {
2271 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2133 for (tmp = ms.bot; tmp; tmp = tmp->above)
2272 { 2134 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2273 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2135 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2274 {
2275 break; 2136 break;
2276 } 2137
2277 }
2278 if (tmp) 2138 if (tmp)
2279 {
2280 return freedir[i]; 2139 return freedir[i];
2281 }
2282 } 2140 }
2283 } 2141 }
2284 } 2142 }
2143
2285 return 0; 2144 return 0;
2286} 2145}
2287 2146
2288/* 2147/*
2289 * distance(object 1, object 2) will return the square of the 2148 * distance(object 1, object 2) will return the square of the
2290 * distance between the two given objects. 2149 * distance between the two given objects.
2291 */ 2150 */
2292
2293int 2151int
2294distance (const object *ob1, const object *ob2) 2152distance (const object *ob1, const object *ob2)
2295{ 2153{
2296 int
2297 i;
2298
2299 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2154 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2300 return i;
2301} 2155}
2302 2156
2303/* 2157/*
2304 * find_dir_2(delta-x,delta-y) will return a direction in which 2158 * find_dir_2(delta-x,delta-y) will return a direction in which
2305 * an object which has subtracted the x and y coordinates of another 2159 * an object which has subtracted the x and y coordinates of another
2306 * object, needs to travel toward it. 2160 * object, needs to travel toward it.
2307 */ 2161 */
2308
2309int 2162int
2310find_dir_2 (int x, int y) 2163find_dir_2 (int x, int y)
2311{ 2164{
2312 int 2165 int q;
2313 q;
2314 2166
2315 if (y) 2167 if (y)
2316 q = x * 100 / y; 2168 q = x * 100 / y;
2317 else if (x) 2169 else if (x)
2318 q = -300 * x; 2170 q = -300 * x;
2343 2195
2344 return 3; 2196 return 3;
2345} 2197}
2346 2198
2347/* 2199/*
2348 * absdir(int): Returns a number between 1 and 8, which represent
2349 * the "absolute" direction of a number (it actually takes care of
2350 * "overflow" in previous calculations of a direction).
2351 */
2352
2353int
2354absdir (int d)
2355{
2356 while (d < 1)
2357 d += 8;
2358 while (d > 8)
2359 d -= 8;
2360 return d;
2361}
2362
2363/*
2364 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2200 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2365 * between two directions (which are expected to be absolute (see absdir()) 2201 * between two directions (which are expected to be absolute (see absdir())
2366 */ 2202 */
2367
2368int 2203int
2369dirdiff (int dir1, int dir2) 2204dirdiff (int dir1, int dir2)
2370{ 2205{
2371 int 2206 int d;
2372 d;
2373 2207
2374 d = abs (dir1 - dir2); 2208 d = abs (dir1 - dir2);
2375 if (d > 4) 2209 if (d > 4)
2376 d = 8 - d; 2210 d = 8 - d;
2211
2377 return d; 2212 return d;
2378} 2213}
2379 2214
2380/* peterm: 2215/* peterm:
2381 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2216 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2384 * This basically means that if direction is 15, then it could either go 2219 * This basically means that if direction is 15, then it could either go
2385 * direction 4, 14, or 16 to get back to where we are. 2220 * direction 4, 14, or 16 to get back to where we are.
2386 * Moved from spell_util.c to object.c with the other related direction 2221 * Moved from spell_util.c to object.c with the other related direction
2387 * functions. 2222 * functions.
2388 */ 2223 */
2389
2390int
2391 reduction_dir[SIZEOFFREE][3] = { 2224int reduction_dir[SIZEOFFREE][3] = {
2392 {0, 0, 0}, /* 0 */ 2225 {0, 0, 0}, /* 0 */
2393 {0, 0, 0}, /* 1 */ 2226 {0, 0, 0}, /* 1 */
2394 {0, 0, 0}, /* 2 */ 2227 {0, 0, 0}, /* 2 */
2395 {0, 0, 0}, /* 3 */ 2228 {0, 0, 0}, /* 3 */
2396 {0, 0, 0}, /* 4 */ 2229 {0, 0, 0}, /* 4 */
2444 * find a path to that monster that we found. If not, 2277 * find a path to that monster that we found. If not,
2445 * we don't bother going toward it. Returns 1 if we 2278 * we don't bother going toward it. Returns 1 if we
2446 * can see a direct way to get it 2279 * can see a direct way to get it
2447 * Modified to be map tile aware -.MSW 2280 * Modified to be map tile aware -.MSW
2448 */ 2281 */
2449
2450
2451int 2282int
2452can_see_monsterP (maptile *m, int x, int y, int dir) 2283can_see_monsterP (maptile *m, int x, int y, int dir)
2453{ 2284{
2454 sint16 dx, dy; 2285 sint16 dx, dy;
2455 int
2456 mflags; 2286 int mflags;
2457 2287
2458 if (dir < 0) 2288 if (dir < 0)
2459 return 0; /* exit condition: invalid direction */ 2289 return 0; /* exit condition: invalid direction */
2460 2290
2461 dx = x + freearr_x[dir]; 2291 dx = x + freearr_x[dir];
2474 return 0; 2304 return 0;
2475 2305
2476 /* yes, can see. */ 2306 /* yes, can see. */
2477 if (dir < 9) 2307 if (dir < 9)
2478 return 1; 2308 return 1;
2309
2479 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2310 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2480 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2311 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2312 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2481} 2313}
2482
2483
2484 2314
2485/* 2315/*
2486 * can_pick(picker, item): finds out if an object is possible to be 2316 * can_pick(picker, item): finds out if an object is possible to be
2487 * picked up by the picker. Returnes 1 if it can be 2317 * picked up by the picker. Returnes 1 if it can be
2488 * picked up, otherwise 0. 2318 * picked up, otherwise 0.
2490 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2320 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2491 * core dumps if they do. 2321 * core dumps if they do.
2492 * 2322 *
2493 * Add a check so we can't pick up invisible objects (0.93.8) 2323 * Add a check so we can't pick up invisible objects (0.93.8)
2494 */ 2324 */
2495
2496int 2325int
2497can_pick (const object *who, const object *item) 2326can_pick (const object *who, const object *item)
2498{ 2327{
2499 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2328 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2500 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2329 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2501 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2330 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2502} 2331}
2503 2332
2504
2505/* 2333/*
2506 * create clone from object to another 2334 * create clone from object to another
2507 */ 2335 */
2508object * 2336object *
2509object_create_clone (object *asrc) 2337object_create_clone (object *asrc)
2510{ 2338{
2511 object *dst = 0, *tmp, *src, *part, *prev, *item; 2339 object *dst = 0, *tmp, *src, *prev, *item;
2512 2340
2513 if (!asrc) 2341 if (!asrc)
2514 return 0; 2342 return 0;
2515 2343
2516 src = asrc;
2517 if (src->head)
2518 src = src->head; 2344 src = asrc->head_ ();
2519 2345
2520 prev = 0; 2346 prev = 0;
2521 for (part = src; part; part = part->more) 2347 for (object *part = src; part; part = part->more)
2522 { 2348 {
2523 tmp = object::create (); 2349 tmp = part->clone ();
2524 part->copy_to (tmp);
2525 tmp->x -= src->x; 2350 tmp->x -= src->x;
2526 tmp->y -= src->y; 2351 tmp->y -= src->y;
2527 2352
2528 if (!part->head) 2353 if (!part->head)
2529 { 2354 {
2530 dst = tmp; 2355 dst = tmp;
2531 tmp->head = 0; 2356 tmp->head = 0;
2532 } 2357 }
2533 else 2358 else
2534 {
2535 tmp->head = dst; 2359 tmp->head = dst;
2536 }
2537 2360
2538 tmp->more = 0; 2361 tmp->more = 0;
2539 2362
2540 if (prev) 2363 if (prev)
2541 prev->more = tmp; 2364 prev->more = tmp;
2545 2368
2546 for (item = src->inv; item; item = item->below) 2369 for (item = src->inv; item; item = item->below)
2547 insert_ob_in_ob (object_create_clone (item), dst); 2370 insert_ob_in_ob (object_create_clone (item), dst);
2548 2371
2549 return dst; 2372 return dst;
2550}
2551
2552/* GROS - Creates an object using a string representing its content. */
2553/* Basically, we save the content of the string to a temp file, then call */
2554/* load_object on it. I admit it is a highly inefficient way to make things, */
2555/* but it was simple to make and allows reusing the load_object function. */
2556/* Remember not to use load_object_str in a time-critical situation. */
2557/* Also remember that multiparts objects are not supported for now. */
2558
2559object *
2560load_object_str (const char *obstr)
2561{
2562 object *op;
2563 char filename[MAX_BUF];
2564
2565 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2566
2567 FILE *tempfile = fopen (filename, "w");
2568
2569 if (tempfile == NULL)
2570 {
2571 LOG (llevError, "Error - Unable to access load object temp file\n");
2572 return NULL;
2573 }
2574
2575 fprintf (tempfile, obstr);
2576 fclose (tempfile);
2577
2578 op = object::create ();
2579
2580 object_thawer thawer (filename);
2581
2582 if (thawer)
2583 load_object (thawer, op, 0);
2584
2585 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2586 CLEAR_FLAG (op, FLAG_REMOVED);
2587
2588 return op;
2589} 2373}
2590 2374
2591/* This returns the first object in who's inventory that 2375/* This returns the first object in who's inventory that
2592 * has the same type and subtype match. 2376 * has the same type and subtype match.
2593 * returns NULL if no match. 2377 * returns NULL if no match.
2594 */ 2378 */
2595object * 2379object *
2596find_obj_by_type_subtype (const object *who, int type, int subtype) 2380find_obj_by_type_subtype (const object *who, int type, int subtype)
2597{ 2381{
2598 object *tmp;
2599
2600 for (tmp = who->inv; tmp; tmp = tmp->below) 2382 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2601 if (tmp->type == type && tmp->subtype == subtype) 2383 if (tmp->type == type && tmp->subtype == subtype)
2602 return tmp; 2384 return tmp;
2603 2385
2604 return NULL; 2386 return 0;
2605} 2387}
2606 2388
2607/* If ob has a field named key, return the link from the list, 2389/* If ob has a field named key, return the link from the list,
2608 * otherwise return NULL. 2390 * otherwise return NULL.
2609 * 2391 *
2611 * do the desired thing. 2393 * do the desired thing.
2612 */ 2394 */
2613key_value * 2395key_value *
2614get_ob_key_link (const object *ob, const char *key) 2396get_ob_key_link (const object *ob, const char *key)
2615{ 2397{
2616 key_value *link;
2617
2618 for (link = ob->key_values; link != NULL; link = link->next) 2398 for (key_value *link = ob->key_values; link; link = link->next)
2619 if (link->key == key) 2399 if (link->key == key)
2620 return link; 2400 return link;
2621 2401
2622 return NULL; 2402 return 0;
2623} 2403}
2624 2404
2625/* 2405/*
2626 * Returns the value of op has an extra_field for key, or NULL. 2406 * Returns the value of op has an extra_field for key, or NULL.
2627 * 2407 *
2652 if (link->key == canonical_key) 2432 if (link->key == canonical_key)
2653 return link->value; 2433 return link->value;
2654 2434
2655 return 0; 2435 return 0;
2656} 2436}
2657
2658 2437
2659/* 2438/*
2660 * Updates the canonical_key in op to value. 2439 * Updates the canonical_key in op to value.
2661 * 2440 *
2662 * canonical_key is a shared string (value doesn't have to be). 2441 * canonical_key is a shared string (value doesn't have to be).
2667 * Returns TRUE on success. 2446 * Returns TRUE on success.
2668 */ 2447 */
2669int 2448int
2670set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2449set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2671{ 2450{
2672 key_value *
2673 field = NULL, *last = NULL; 2451 key_value *field = NULL, *last = NULL;
2674 2452
2675 for (field = op->key_values; field != NULL; field = field->next) 2453 for (field = op->key_values; field != NULL; field = field->next)
2676 { 2454 {
2677 if (field->key != canonical_key) 2455 if (field->key != canonical_key)
2678 { 2456 {
2687 /* Basically, if the archetype has this key set, 2465 /* Basically, if the archetype has this key set,
2688 * we need to store the null value so when we save 2466 * we need to store the null value so when we save
2689 * it, we save the empty value so that when we load, 2467 * it, we save the empty value so that when we load,
2690 * we get this value back again. 2468 * we get this value back again.
2691 */ 2469 */
2692 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2470 if (get_ob_key_link (op->arch, canonical_key))
2693 field->value = 0; 2471 field->value = 0;
2694 else 2472 else
2695 { 2473 {
2696 if (last) 2474 if (last)
2697 last->next = field->next; 2475 last->next = field->next;
2706 /* IF we get here, key doesn't exist */ 2484 /* IF we get here, key doesn't exist */
2707 2485
2708 /* No field, we'll have to add it. */ 2486 /* No field, we'll have to add it. */
2709 2487
2710 if (!add_key) 2488 if (!add_key)
2711 {
2712 return FALSE; 2489 return FALSE;
2713 } 2490
2714 /* There isn't any good reason to store a null 2491 /* There isn't any good reason to store a null
2715 * value in the key/value list. If the archetype has 2492 * value in the key/value list. If the archetype has
2716 * this key, then we should also have it, so shouldn't 2493 * this key, then we should also have it, so shouldn't
2717 * be here. If user wants to store empty strings, 2494 * be here. If user wants to store empty strings,
2718 * should pass in "" 2495 * should pass in ""
2767 } 2544 }
2768 else 2545 else
2769 item = item->env; 2546 item = item->env;
2770} 2547}
2771 2548
2549const char *
2550object::flag_desc (char *desc, int len) const
2551{
2552 char *p = desc;
2553 bool first = true;
2554
2555 *p = 0;
2556
2557 for (int i = 0; i < NUM_FLAGS; i++)
2558 {
2559 if (len <= 10) // magic constant!
2560 {
2561 snprintf (p, len, ",...");
2562 break;
2563 }
2564
2565 if (flag [i])
2566 {
2567 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2568 len -= cnt;
2569 p += cnt;
2570 first = false;
2571 }
2572 }
2573
2574 return desc;
2575}
2576
2772// return a suitable string describing an objetc in enough detail to find it 2577// return a suitable string describing an object in enough detail to find it
2773const char * 2578const char *
2774object::debug_desc (char *info) const 2579object::debug_desc (char *info) const
2775{ 2580{
2581 char flagdesc[512];
2776 char info2[256 * 3]; 2582 char info2[256 * 4];
2777 char *p = info; 2583 char *p = info;
2778 2584
2779 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2585 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2780 count, 2586 count,
2587 uuid.c_str (),
2781 &name, 2588 &name,
2782 title ? " " : "", 2589 title ? "\",title:\"" : "",
2783 title ? (const char *)title : ""); 2590 title ? (const char *)title : "",
2591 flag_desc (flagdesc, 512), type);
2784 2592
2785 if (env) 2593 if (!flag[FLAG_REMOVED] && env)
2786 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2594 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2787 2595
2788 if (map) 2596 if (map)
2789 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2597 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2790 2598
2791 return info; 2599 return info;
2792} 2600}
2793 2601
2794const char * 2602const char *
2795object::debug_desc () const 2603object::debug_desc () const
2796{ 2604{
2797 static char info[256 * 3]; 2605 static char info[3][256 * 4];
2606 static int info_idx;
2607
2798 return debug_desc (info); 2608 return debug_desc (info [++info_idx % 3]);
2799} 2609}
2800 2610
2611struct region *
2612object::region () const
2613{
2614 return map ? map->region (x, y)
2615 : region::default_region ();
2616}
2617
2618const materialtype_t *
2619object::dominant_material () const
2620{
2621 if (materialtype_t *mt = name_to_material (materialname))
2622 return mt;
2623
2624 return name_to_material (shstr_unknown);
2625}
2626
2627void
2628object::open_container (object *new_container)
2629{
2630 if (container == new_container)
2631 return;
2632
2633 object *old_container = container;
2634
2635 if (old_container)
2636 {
2637 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2638 return;
2639
2640#if 0
2641 // remove the "Close old_container" object.
2642 if (object *closer = old_container->inv)
2643 if (closer->type == CLOSE_CON)
2644 closer->destroy ();
2645#endif
2646
2647 // make sure the container is available
2648 esrv_send_item (this, old_container);
2649
2650 old_container->flag [FLAG_APPLIED] = false;
2651 container = 0;
2652
2653 // client needs item update to make it work, client bug requires this to be separate
2654 esrv_update_item (UPD_FLAGS, this, old_container);
2655
2656 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2657 play_sound (sound_find ("chest_close"));
2658 }
2659
2660 if (new_container)
2661 {
2662 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2663 return;
2664
2665 // TODO: this does not seem to serve any purpose anymore?
2666#if 0
2667 // insert the "Close Container" object.
2668 if (archetype *closer = new_container->other_arch)
2669 {
2670 object *closer = arch_to_object (new_container->other_arch);
2671 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2672 new_container->insert (closer);
2673 }
2674#endif
2675
2676 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2677
2678 // make sure the container is available, client bug requires this to be separate
2679 esrv_send_item (this, new_container);
2680
2681 new_container->flag [FLAG_APPLIED] = true;
2682 container = new_container;
2683
2684 // client needs flag change
2685 esrv_update_item (UPD_FLAGS, this, new_container);
2686 esrv_send_inventory (this, new_container);
2687 play_sound (sound_find ("chest_open"));
2688 }
2689// else if (!old_container->env && contr && contr->ns)
2690// contr->ns->floorbox_reset ();
2691}
2692
2693object *
2694object::force_find (const shstr name)
2695{
2696 /* cycle through his inventory to look for the MARK we want to
2697 * place
2698 */
2699 for (object *tmp = inv; tmp; tmp = tmp->below)
2700 if (tmp->type == FORCE && tmp->slaying == name)
2701 return splay (tmp);
2702
2703 return 0;
2704}
2705
2706void
2707object::force_add (const shstr name, int duration)
2708{
2709 if (object *force = force_find (name))
2710 force->destroy ();
2711
2712 object *force = get_archetype (FORCE_NAME);
2713
2714 force->slaying = name;
2715 force->stats.food = 1;
2716 force->speed_left = -1.f;
2717
2718 force->set_speed (duration ? 1.f / duration : 0.f);
2719 force->flag [FLAG_IS_USED_UP] = true;
2720 force->flag [FLAG_APPLIED] = true;
2721
2722 insert (force);
2723}
2724
2725void
2726object::play_sound (faceidx sound)
2727{
2728 if (!sound)
2729 return;
2730
2731 if (flag [FLAG_REMOVED])
2732 return;
2733
2734 if (env)
2735 {
2736 if (object *pl = in_player ())
2737 pl->contr->play_sound (sound);
2738 }
2739 else
2740 map->play_sound (sound, x, y);
2741}
2742

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