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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 1.231 by root, Sun May 4 11:12:40 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;
137
138 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 144 /* n-squared behaviour (see kv_get), but I'm hoping both
139 * objects with lists are rare, and lists stay short. If not, use a 145 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted... 146 * different structure or at least keep the lists sorted...
141 */ 147 */
142 148
143 /* For each field in wants, */ 149 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 150 for (key_value *kv = wants->key_values; kv; kv = kv->next)
145 { 151 if (has->kv_get (kv->key) != kv->value)
146 key_value *has_field; 152 return false;
147
148 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key);
150
151 if (has_field == NULL)
152 {
153 /* No field with that name. */
154 return FALSE;
155 }
156
157 /* Found the matching field. */
158 if (has_field->value != wants_field->value)
159 {
160 /* Values don't match, so this half of the comparison is false. */
161 return FALSE;
162 }
163
164 /* If we get here, we found a match. Now for the next field in wants. */
165 }
166 153
167 /* If we get here, every field in wants has a matching field in has. */ 154 /* If we get here, every field in wants has a matching field in has. */
168 return TRUE; 155 return true;
169} 156}
170 157
171/* Returns TRUE if ob1 has the same key_values as ob2. */ 158/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int 159static bool
173compare_ob_value_lists (const object *ob1, const object *ob2) 160compare_ob_value_lists (const object *ob1, const object *ob2)
174{ 161{
175 /* However, there may be fields in has which aren't partnered in wants, 162 /* However, there may be fields in has which aren't partnered in wants,
176 * so we need to run the comparison *twice*. :( 163 * so we need to run the comparison *twice*. :(
177 */ 164 */
178 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 165 return compare_ob_value_lists_one (ob1, ob2)
166 && compare_ob_value_lists_one (ob2, ob1);
179} 167}
180 168
181/* Function examines the 2 objects given to it, and returns true if 169/* Function examines the 2 objects given to it, and returns true if
182 * they can be merged together. 170 * they can be merged together.
183 * 171 *
184 * Note that this function appears a lot longer than the macro it 172 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 173 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 174 * reduce this to the same efficiency.
187 * 175 *
188 * Check nrof variable *before* calling CAN_MERGE() 176 * Check nrof variable *before* calling can_merge()
189 * 177 *
190 * Improvements made with merge: Better checking on potion, and also 178 * Improvements made with merge: Better checking on potion, and also
191 * check weight 179 * check weight
192 */ 180 */
193
194bool object::can_merge (object *ob1, object *ob2) 181bool object::can_merge_slow (object *ob1, object *ob2)
195{ 182{
196 /* A couple quicksanity checks */ 183 /* A couple quicksanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 184 if (ob1 == ob2
185 || ob1->type != ob2->type
186 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value
188 || ob1->name != ob2->name)
198 return 0; 189 return 0;
199 190
200 if (ob1->speed != ob2->speed) 191 /* Do not merge objects if nrof would overflow. First part checks
192 * for unsigned overflow (2c), second part checks whether the result
193 * would fit into a 32 bit signed int, which is often used to hold
194 * nrof values.
195 */
196 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
201 return 0; 197 return 0;
202 198
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. 199 /* 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 200 * 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 201 * 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 202 * are not equal - just if it has been identified, the been_applied
214 * flags lose any meaning. 203 * flags lose any meaning.
215 */ 204 */
216 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 205 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 206 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 207
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 209 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 210
222 211 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) || 212 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 213 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 214 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 215 || 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) || 216 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 217 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 218 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 219 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 220 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 221 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 222 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 223 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 224 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 225 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 226 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 227 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 228 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 229 || 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)) 230 || ob1->move_off != ob2->move_off
231 || ob1->move_slow != ob2->move_slow
232 || ob1->move_slow_penalty != ob2->move_slow_penalty
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
253 return 0; 235 return 0;
254 236
237 if ((ob1->flag ^ ob2->flag)
238 .reset (FLAG_INV_LOCKED)
239 .reset (FLAG_CLIENT_SENT)
240 .reset (FLAG_REMOVED)
241 .any ())
242 return 0;
243
255 /* This is really a spellbook check - really, we should 244 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 245 * not merge objects with real inventories, as splitting them
246 * is hard.
257 */ 247 */
258 if (ob1->inv || ob2->inv) 248 if (ob1->inv || ob2->inv)
259 { 249 {
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)) 250 if (!(ob1->inv && ob2->inv))
266 return 0; 251 return 0; /* inventories differ in length */
252
253 if (ob1->inv->below || ob2->inv->below)
254 return 0; /* more than one object in inv */
255
256 if (!object::can_merge (ob1->inv, ob2->inv))
257 return 0; /* inventory objects differ */
267 258
268 /* inventory ok - still need to check rest of this object to see 259 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 260 * if it is valid.
270 */ 261 */
271 } 262 }
279 270
280 /* Note sure why the following is the case - either the object has to 271 /* 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 272 * be animated or have a very low speed. Is this an attempted monster
282 * check? 273 * check?
283 */ 274 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 275 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0; 276 return 0;
286 277
287 switch (ob1->type) 278 switch (ob1->type)
288 { 279 {
289 case SCROLL: 280 case SCROLL:
290 if (ob1->level != ob2->level) 281 if (ob1->level != ob2->level)
291 return 0; 282 return 0;
292 break; 283 break;
293 } 284 }
294 285
295 if (ob1->key_values != NULL || ob2->key_values != NULL) 286 if (ob1->key_values || ob2->key_values)
296 { 287 {
297 /* At least one of these has key_values. */ 288 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 289 if ((!ob1->key_values) != (!ob2->key_values))
299 /* One has fields, but the other one doesn't. */ 290 return 0; /* One has fields, but the other one doesn't. */
291
292 if (!compare_ob_value_lists (ob1, ob2))
300 return 0; 293 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0;
303 } 294 }
304 295
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 296 if (ob1->self || ob2->self)
307 { 297 {
308 ob1->optimise (); 298 ob1->optimise ();
309 ob2->optimise (); 299 ob2->optimise ();
310 300
311 if (ob1->self || ob2->self) 301 if (ob1->self || ob2->self)
302 {
303 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
304 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
305
306 if (k1 != k2)
312 return 0; 307 return 0;
308
309 if (k1 == 0)
310 return 1;
311
312 if (!cfperl_can_merge (ob1, ob2))
313 return 0;
314 }
313 } 315 }
314 316
315 /* Everything passes, must be OK. */ 317 /* Everything passes, must be OK. */
316 return 1; 318 return 1;
317} 319}
318 320
321// find player who can see this object
322object *
323object::visible_to () const
324{
325 if (client_visible () && !flag [FLAG_REMOVED])
326 {
327 // see if we are in a container of sorts
328 if (env)
329 {
330 // the player inventory itself is always visible
331 if (env->type == PLAYER)
332 return env;
333
334 // else a player could have our env open
335 object *envest = env->outer_env ();
336
337 // the player itself is always on a map, so we will find him here
338 // even if our inv is in a player.
339 if (envest->is_on_map ())
340 if (object *pl = envest->ms ().player ())
341 if (pl->container == env)
342 return pl;
343 }
344 else
345 {
346 // maybe there is a player standing on the same mapspace
347 // this will catch the case where "this" is a player
348 if (object *pl = ms ().player ())
349 if (!pl->container || this == pl->container)
350 return pl;
351 }
352 }
353
354 return 0;
355}
356
357// adjust weight per container type ("of holding")
358static sint32
359weight_adjust (object *op, sint32 weight)
360{
361 return op->type == CONTAINER
362 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
363 : weight;
364}
365
319/* 366/*
367 * adjust_weight(object, weight) adds the specified weight to an object,
368 * and also updates how much the environment(s) is/are carrying.
369 */
370static void
371adjust_weight (object *op, sint32 weight)
372{
373 while (op)
374 {
375 weight = weight_adjust (op, weight);
376
377 if (!weight)
378 return;
379
380 op->carrying += weight;
381
382 if (object *pl = op->visible_to ())
383 if (pl != op) // player is handled lazily
384 esrv_update_item (UPD_WEIGHT, pl, op);
385
386 op = op->env;
387 }
388}
389
390/*
320 * sum_weight() is a recursive function which calculates the weight 391 * this is a recursive function which calculates the weight
321 * an object is carrying. It goes through in figures out how much 392 * an object is carrying. It goes through op and figures out how much
322 * containers are carrying, and sums it up. 393 * containers are carrying, and sums it up.
323 */ 394 */
324long 395void
325sum_weight (object *op) 396object::update_weight ()
326{ 397{
327 long sum; 398 sint32 sum = 0;
328 object *inv;
329 399
330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 400 for (object *op = inv; op; op = op->below)
331 { 401 {
332 if (inv->inv) 402 if (op->inv)
333 sum_weight (inv); 403 op->update_weight ();
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 404
405 sum += op->total_weight ();
406 }
407
408 sum = weight_adjust (this, sum);
409
410 if (sum != carrying)
335 } 411 {
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; 412 carrying = sum;
342 413
343 return sum; 414 if (object *pl = visible_to ())
415 if (pl != this) // player is handled lazily
416 esrv_update_item (UPD_WEIGHT, pl, this);
417 }
344} 418}
345 419
346/** 420/*
347 * Return the outermost environment object for a given object. 421 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
348 */ 422 */
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 * 423char *
380dump_object (object *op) 424dump_object (object *op)
381{ 425{
382 if (!op) 426 if (!op)
383 return strdup ("[NULLOBJ]"); 427 return strdup ("[NULLOBJ]");
384 428
385 object_freezer freezer; 429 object_freezer freezer;
386 save_object (freezer, op, 3); 430 op->write (freezer);
387 return freezer.as_string (); 431 return freezer.as_string ();
388} 432}
389 433
390/* 434/*
391 * get_nearest_part(multi-object, object 2) returns the part of the 435 * get_nearest_part(multi-object, object 2) returns the part of the
392 * multi-object 1 which is closest to the second object. 436 * multi-object 1 which is closest to the second object.
393 * If it's not a multi-object, it is returned. 437 * If it's not a multi-object, it is returned.
394 */ 438 */
395
396object * 439object *
397get_nearest_part (object *op, const object *pl) 440get_nearest_part (object *op, const object *pl)
398{ 441{
399 object *tmp, *closest; 442 object *tmp, *closest;
400 int last_dist, i; 443 int last_dist, i;
401 444
402 if (op->more == NULL) 445 if (!op->more)
403 return op; 446 return op;
447
404 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 448 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
449 tmp;
450 tmp = tmp->more)
405 if ((i = distance (tmp, pl)) < last_dist) 451 if ((i = distance (tmp, pl)) < last_dist)
406 closest = tmp, last_dist = i; 452 closest = tmp, last_dist = i;
453
407 return closest; 454 return closest;
408} 455}
409 456
410/* 457/*
411 * Returns the object which has the count-variable equal to the argument. 458 * Returns the object which has the count-variable equal to the argument.
459 * VERRRY slow.
412 */ 460 */
413
414object * 461object *
415find_object (tag_t i) 462find_object (tag_t i)
416{ 463{
417 for (object *op = object::first; op; op = op->next) 464 for_all_objects (op)
418 if (op->count == i) 465 if (op->count == i)
419 return op; 466 return op;
420 467
421 return 0; 468 return 0;
422} 469}
423 470
424/* 471/*
425 * Returns the first object which has a name equal to the argument. 472 * Returns the first object which has a name equal to the argument.
426 * Used only by the patch command, but not all that useful. 473 * Used only by the patch command, but not all that useful.
427 * Enables features like "patch <name-of-other-player> food 999" 474 * Enables features like "patch <name-of-other-player> food 999"
428 */ 475 */
429
430object * 476object *
431find_object_name (const char *str) 477find_object_name (const char *str)
432{ 478{
433 shstr_cmp str_ (str); 479 shstr_cmp str_ (str);
434 object *op; 480 object *op;
435 481
436 for (op = object::first; op != NULL; op = op->next) 482 for_all_objects (op)
437 if (op->name == str_) 483 if (op->name == str_)
438 break; 484 break;
439 485
440 return op; 486 return op;
441} 487}
442 488
443void
444free_all_object_data ()
445{
446 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
447}
448
449/* 489/*
450 * Sets the owner and sets the skill and exp pointers to owner's current 490 * Sets the owner and sets the skill and exp pointers to owner's current
451 * skill and experience objects. 491 * skill and experience objects.
492 * ACTUALLY NO! investigate! TODO
452 */ 493 */
453void 494void
454object::set_owner (object *owner) 495object::set_owner (object *owner)
455{ 496{
497 // allow objects which own objects
456 if (!owner) 498 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) 499 while (owner->owner)
467 owner = owner->owner; 500 owner = owner->owner;
501
502 if (flag [FLAG_FREED])
503 {
504 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
505 return;
506 }
468 507
469 this->owner = owner; 508 this->owner = owner;
509}
510
511int
512object::slottype () const
513{
514 if (type == SKILL)
515 {
516 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
517 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
518 }
519 else
520 {
521 if (slot [body_combat].info) return slot_combat;
522 if (slot [body_range ].info) return slot_ranged;
523 }
524
525 return slot_none;
526}
527
528bool
529object::change_weapon (object *ob)
530{
531 if (current_weapon == ob)
532 return true;
533
534 if (chosen_skill)
535 chosen_skill->flag [FLAG_APPLIED] = false;
536
537 current_weapon = ob;
538 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
539
540 if (chosen_skill)
541 chosen_skill->flag [FLAG_APPLIED] = true;
542
543 update_stats ();
544
545 if (ob)
546 {
547 // now check wether any body locations became invalid, in which case
548 // we cannot apply the weapon at the moment.
549 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
550 if (slot[i].used < 0)
551 {
552 current_weapon = chosen_skill = 0;
553 update_stats ();
554
555 new_draw_info_format (NDI_UNIQUE, 0, this,
556 "You try to balance all your items at once, "
557 "but the %s is just too much for your body. "
558 "[You need to unapply some items first.]", &ob->name);
559 return false;
560 }
561
562 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
563 }
564 else
565 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
566
567 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
568 {
569 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
570 &name, ob->debug_desc ());
571 return false;
572 }
573
574 return true;
470} 575}
471 576
472/* Zero the key_values on op, decrementing the shared-string 577/* Zero the key_values on op, decrementing the shared-string
473 * refcounts and freeing the links. 578 * refcounts and freeing the links.
474 */ 579 */
475static void 580static void
476free_key_values (object *op) 581free_key_values (object *op)
477{ 582{
478 for (key_value *i = op->key_values; i != 0;) 583 for (key_value *i = op->key_values; i; )
479 { 584 {
480 key_value *next = i->next; 585 key_value *next = i->next;
481 delete i; 586 delete i;
482 587
483 i = next; 588 i = next;
484 } 589 }
485 590
486 op->key_values = 0; 591 op->key_values = 0;
487}
488
489void object::clear ()
490{
491 attachable_base::clear ();
492
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} 592}
530 593
531/* 594/*
532 * copy_to first frees everything allocated by the dst object, 595 * copy_to first frees everything allocated by the dst object,
533 * and then copies the contents of itself into the second 596 * and then copies the contents of itself into the second
537 * will point at garbage. 600 * will point at garbage.
538 */ 601 */
539void 602void
540object::copy_to (object *dst) 603object::copy_to (object *dst)
541{ 604{
542 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 605 dst->remove ();
543 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
544
545 *(object_copy *)dst = *this; 606 *(object_copy *)dst = *this;
546 *(object_pod *)dst = *this; 607 dst->flag [FLAG_REMOVED] = true;
547
548 if (self || cb)
549 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
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;
559 608
560 /* Copy over key_values, if any. */ 609 /* Copy over key_values, if any. */
561 if (key_values) 610 if (key_values)
562 { 611 {
563 key_value *tail = 0; 612 key_value *tail = 0;
564 key_value *i;
565
566 dst->key_values = 0; 613 dst->key_values = 0;
567 614
568 for (i = key_values; i; i = i->next) 615 for (key_value *i = key_values; i; i = i->next)
569 { 616 {
570 key_value *new_link = new key_value; 617 key_value *new_link = new key_value;
571 618
572 new_link->next = 0; 619 new_link->next = 0;
573 new_link->key = i->key; 620 new_link->key = i->key;
574 new_link->value = i->value; 621 new_link->value = i->value;
575 622
576 /* Try and be clever here, too. */ 623 /* Try and be clever here, too. */
577 if (!dst->key_values) 624 if (!dst->key_values)
578 { 625 {
585 tail = new_link; 632 tail = new_link;
586 } 633 }
587 } 634 }
588 } 635 }
589 636
590 update_ob_speed (dst); 637 if (speed < 0)
638 dst->speed_left -= rndm ();
639
640 dst->set_speed (dst->speed);
641}
642
643void
644object::instantiate ()
645{
646 if (!uuid.seq) // HACK
647 uuid = UUID::gen ();
648
649 speed_left = -0.1f;
650 /* copy the body_info to the body_used - this is only really
651 * need for monsters, but doesn't hurt to do it for everything.
652 * by doing so, when a monster is created, it has good starting
653 * values for the body_used info, so when items are created
654 * for it, they can be properly equipped.
655 */
656 for (int i = NUM_BODY_LOCATIONS; i--; )
657 slot[i].used = slot[i].info;
658
659 attachable::instantiate ();
660}
661
662object *
663object::clone ()
664{
665 object *neu = create ();
666 copy_to (neu);
667 neu->map = map; // not copied by copy_to
668 return neu;
591} 669}
592 670
593/* 671/*
594 * If an object with the IS_TURNABLE() flag needs to be turned due 672 * 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 673 * 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. 674 * be called to update the face variable, _and_ how it looks on the map.
597 */ 675 */
598
599void 676void
600update_turn_face (object *op) 677update_turn_face (object *op)
601{ 678{
602 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 679 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
603 return; 680 return;
681
604 SET_ANIMATION (op, op->direction); 682 SET_ANIMATION (op, op->direction);
605 update_object (op, UP_OBJ_FACE); 683 update_object (op, UP_OBJ_FACE);
606} 684}
607 685
608/* 686/*
609 * Updates the speed of an object. If the speed changes from 0 to another 687 * 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. 688 * 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. 689 * This function needs to be called whenever the speed of an object changes.
612 */ 690 */
613void 691void
614update_ob_speed (object *op) 692object::set_speed (float speed)
615{ 693{
616 extern int arch_init; 694 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 { 695 {
624 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 696 LOG (llevError, "Object %s is freed but has speed.\n", &name);
625#ifdef MANY_CORES
626 abort ();
627#else
628 op->speed = 0; 697 speed = 0;
629#endif
630 }
631
632 if (arch_init)
633 return;
634
635 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
636 { 698 }
637 /* If already on active list, don't do anything */
638 if (op->active_next || op->active_prev || op == active_objects)
639 return;
640 699
641 /* process_events() expects us to insert the object at the beginning 700 this->speed = speed;
642 * of the list. */
643 op->active_next = active_objects;
644 701
645 if (op->active_next != NULL) 702 if (has_active_speed ())
646 op->active_next->active_prev = op; 703 activate ();
647
648 active_objects = op;
649 }
650 else 704 else
651 { 705 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} 706}
675 707
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/* 708/*
708 * update_object() updates the array which represents the map. 709 * update_object() updates the the map.
709 * It takes into account invisible objects (and represent squares covered 710 * It takes into account invisible objects (and represent squares covered
710 * by invisible objects by whatever is below them (unless it's another 711 * by invisible objects by whatever is below them (unless it's another
711 * invisible object, etc...) 712 * invisible object, etc...)
712 * If the object being updated is beneath a player, the look-window 713 * 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 714 * of that player is updated (this might be a suboptimal way of
714 * updating that window, though, since update_object() is called _often_) 715 * updating that window, though, since update_object() is called _often_)
715 * 716 *
716 * action is a hint of what the caller believes need to be done. 717 * 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: 718 * current action are:
722 * UP_OBJ_INSERT: op was inserted 719 * UP_OBJ_INSERT: op was inserted
723 * UP_OBJ_REMOVE: op was removed 720 * UP_OBJ_REMOVE: op was removed
724 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 721 * 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. 722 * as that is easier than trying to look at what may have changed.
726 * UP_OBJ_FACE: only the objects face has changed. 723 * UP_OBJ_FACE: only the objects face has changed.
727 */ 724 */
728
729void 725void
730update_object (object *op, int action) 726update_object (object *op, int action)
731{ 727{
732 int update_now = 0, flags; 728 if (!op)
733 MoveType move_on, move_off, move_block, move_slow;
734
735 if (op == NULL)
736 { 729 {
737 /* this should never happen */ 730 /* this should never happen */
738 LOG (llevDebug, "update_object() called for NULL object.\n"); 731 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
739 return; 732 return;
740 } 733 }
741 734
742 if (op->env != NULL) 735 if (!op->is_on_map ())
743 { 736 {
744 /* Animation is currently handled by client, so nothing 737 /* Animation is currently handled by client, so nothing
745 * to do in this case. 738 * to do in this case.
746 */ 739 */
747 return; 740 return;
748 } 741 }
749 742
750 /* If the map is saving, don't do anything as everything is
751 * going to get freed anyways.
752 */
753 if (!op->map || op->map->in_memory == MAP_SAVING)
754 return;
755
756 /* make sure the object is within map boundaries */ 743 /* 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)) 744 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
758 { 745 {
759 LOG (llevError, "update_object() called for object out of map!\n"); 746 LOG (llevError, "update_object() called for object out of map!\n");
760#ifdef MANY_CORES 747#ifdef MANY_CORES
761 abort (); 748 abort ();
762#endif 749#endif
763 return; 750 return;
764 } 751 }
765 752
766 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 753 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);
772 754
755 if (!(m.flags_ & P_UPTODATE))
756 /* nop */;
773 if (action == UP_OBJ_INSERT) 757 else if (action == UP_OBJ_INSERT)
774 { 758 {
759 // this is likely overkill, TODO: revisit (schmorp)
775 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 760 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)) 761 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
779 update_now = 1; 762 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
780 763 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
764 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
781 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 765 || (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) 766 || (m.move_on | op->move_on ) != m.move_on
791 update_now = 1;
792
793 if ((move_off | op->move_off) != move_off) 767 || (m.move_off | op->move_off ) != m.move_off
794 update_now = 1; 768 || (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 769 /* This isn't perfect, but I don't expect a lot of objects to
797 * to have move_allow right now. 770 * to have move_allow right now.
798 */ 771 */
799 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 772 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
800 update_now = 1; 773 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
801 774 m.flags_ = 0;
802 if ((move_slow | op->move_slow) != move_slow)
803 update_now = 1;
804 } 775 }
805
806 /* if the object is being removed, we can't make intelligent 776 /* if the object is being removed, we can't make intelligent
807 * decisions, because remove_ob can't really pass the object 777 * decisions, because remove_ob can't really pass the object
808 * that is being removed. 778 * that is being removed.
809 */ 779 */
810 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 780 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
811 update_now = 1; 781 m.flags_ = 0;
812 else if (action == UP_OBJ_FACE) 782 else if (action == UP_OBJ_FACE)
813 /* Nothing to do for that case */ ; 783 /* Nothing to do for that case */ ;
814 else 784 else
815 LOG (llevError, "update_object called with invalid action: %d\n", action); 785 LOG (llevError, "update_object called with invalid action: %d\n", action);
816 786
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) 787 if (op->more)
824 update_object (op->more, action); 788 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} 789}
842 790
843object::object () 791object::object ()
844{ 792{
845 SET_FLAG (this, FLAG_REMOVED); 793 SET_FLAG (this, FLAG_REMOVED);
848 face = blank_face; 796 face = blank_face;
849} 797}
850 798
851object::~object () 799object::~object ()
852{ 800{
801 unlink ();
802
853 free_key_values (this); 803 free_key_values (this);
854} 804}
855 805
806static int object_count;
807
856void object::link () 808void object::link ()
857{ 809{
810 assert (!index);//D
811 uuid = UUID::gen ();
858 count = ++ob_count; 812 count = ++object_count;
859 uuid = gen_uuid ();
860 813
861 prev = 0; 814 refcnt_inc ();
862 next = object::first; 815 objects.insert (this);
863
864 if (object::first)
865 object::first->prev = this;
866
867 object::first = this;
868} 816}
869 817
870void object::unlink () 818void object::unlink ()
871{ 819{
872 if (this == object::first) 820 if (!index)
873 object::first = next; 821 return;
874 822
875 /* Remove this object from the list of used objects */ 823 objects.erase (this);
876 if (prev) prev->next = next; 824 refcnt_dec ();
877 if (next) next->prev = prev; 825}
878 826
879 prev = 0; 827void
880 next = 0; 828object::activate ()
829{
830 /* If already on active list, don't do anything */
831 if (active)
832 return;
833
834 if (has_active_speed ())
835 actives.insert (this);
836}
837
838void
839object::activate_recursive ()
840{
841 activate ();
842
843 for (object *op = inv; op; op = op->below)
844 op->activate_recursive ();
845}
846
847/* This function removes object 'op' from the list of active
848 * objects.
849 * This should only be used for style maps or other such
850 * reference maps where you don't want an object that isn't
851 * in play chewing up cpu time getting processed.
852 * The reverse of this is to call update_ob_speed, which
853 * will do the right thing based on the speed of the object.
854 */
855void
856object::deactivate ()
857{
858 /* If not on the active list, nothing needs to be done */
859 if (!active)
860 return;
861
862 actives.erase (this);
863}
864
865void
866object::deactivate_recursive ()
867{
868 for (object *op = inv; op; op = op->below)
869 op->deactivate_recursive ();
870
871 deactivate ();
872}
873
874void
875object::set_flag_inv (int flag, int value)
876{
877 for (object *op = inv; op; op = op->below)
878 {
879 op->flag [flag] = value;
880 op->set_flag_inv (flag, value);
881 }
882}
883
884/*
885 * Remove and free all objects in the inventory of the given object.
886 * object.c ?
887 */
888void
889object::destroy_inv (bool drop_to_ground)
890{
891 // need to check first, because the checks below might segfault
892 // as we might be on an invalid mapspace and crossfire code
893 // is too buggy to ensure that the inventory is empty.
894 // corollary: if you create arrows etc. with stuff in its inventory,
895 // cf will crash below with off-map x and y
896 if (!inv)
897 return;
898
899 /* Only if the space blocks everything do we not process -
900 * if some form of movement is allowed, let objects
901 * drop on that space.
902 */
903 if (!drop_to_ground
904 || !map
905 || map->in_memory != MAP_ACTIVE
906 || map->nodrop
907 || ms ().move_block == MOVE_ALL)
908 {
909 while (inv)
910 {
911 inv->destroy_inv (false);
912 inv->destroy ();
913 }
914 }
915 else
916 { /* Put objects in inventory onto this space */
917 while (inv)
918 {
919 object *op = inv;
920
921 if (op->flag [FLAG_STARTEQUIP]
922 || op->flag [FLAG_NO_DROP]
923 || op->type == RUNE
924 || op->type == TRAP
925 || op->flag [FLAG_IS_A_TEMPLATE]
926 || op->flag [FLAG_DESTROY_ON_DEATH])
927 op->destroy (true);
928 else
929 map->insert (op, x, y);
930 }
931 }
881} 932}
882 933
883object *object::create () 934object *object::create ()
884{ 935{
885 object *op = new object; 936 object *op = new object;
886 op->link (); 937 op->link ();
887 return op; 938 return op;
888} 939}
889 940
890/* 941static struct freed_map : maptile
891 * free_object() frees everything allocated by an object, removes 942{
892 * it from the list of used objects, and puts it on the list of 943 freed_map ()
893 * free objects. The IS_FREED() flag is set in the object. 944 {
894 * The object must have been removed by remove_ob() first for 945 path = "<freed objects map>";
895 * this function to succeed. 946 name = "/internal/freed_objects_map";
896 * 947 width = 3;
897 * If destroy_inventory is set, free inventory as well. Else drop items in 948 height = 3;
898 * inventory to the ground. 949 nodrop = 1;
899 */ 950
951 alloc ();
952 in_memory = MAP_ACTIVE;
953 }
954
955 ~freed_map ()
956 {
957 destroy ();
958 }
959} freed_map; // freed objects are moved here to avoid crashes
960
961void
962object::do_destroy ()
963{
964 if (flag [FLAG_IS_LINKED])
965 remove_button_link (this);
966
967 if (flag [FLAG_FRIENDLY])
968 remove_friendly_object (this);
969
970 remove ();
971
972 attachable::do_destroy ();
973
974 deactivate ();
975 unlink ();
976
977 flag [FLAG_FREED] = 1;
978
979 // hack to ensure that freed objects still have a valid map
980 map = &freed_map;
981 x = 1;
982 y = 1;
983
984 if (more)
985 {
986 more->destroy ();
987 more = 0;
988 }
989
990 head = 0;
991
992 // clear those pointers that likely might cause circular references
993 owner = 0;
994 enemy = 0;
995 attacked_by = 0;
996 current_weapon = 0;
997}
998
999void
900void object::destroy (bool destroy_inventory) 1000object::destroy (bool destroy_inventory)
901{ 1001{
902 if (QUERY_FLAG (this, FLAG_FREED)) 1002 if (destroyed ())
903 return; 1003 return;
904 1004
905 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 1005 if (!is_head () && !head->destroyed ())
906 remove_friendly_object (this);
907
908 if (!QUERY_FLAG (this, FLAG_REMOVED))
909 remove ();
910
911 SET_FLAG (this, FLAG_FREED);
912
913 if (more)
914 { 1006 {
1007 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
915 more->destroy (destroy_inventory); 1008 head->destroy (destroy_inventory);
916 more = 0; 1009 return;
917 }
918
919 if (inv)
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
961 // hack to ensure that freed objects still have a valid map
962 {
963 static maptile *freed_map; // freed objects are moved here to avoid crashes
964
965 if (!freed_map)
966 {
967 freed_map = new maptile;
968
969 freed_map->name = "/internal/freed_objects_map";
970 freed_map->width = 3;
971 freed_map->height = 3;
972
973 freed_map->allocate ();
974 } 1010 }
975 1011
976 map = freed_map; 1012 destroy_inv (!destroy_inventory);
977 x = 1;
978 y = 1;
979 }
980 1013
981 // clear those pointers that likely might have circular references to us 1014 if (is_head ())
982 owner = 0; 1015 if (sound_destroy)
983 enemy = 0; 1016 play_sound (sound_destroy);
984 attacked_by = 0; 1017 else if (flag [FLAG_MONSTER])
1018 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
985 1019
986 // only relevant for players(?), but make sure of it anyways 1020 attachable::destroy ();
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}
997
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
1003sub_weight (object *op, signed long weight)
1004{
1005 while (op != NULL)
1006 {
1007 if (op->type == CONTAINER)
1008 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1009
1010 op->carrying -= weight;
1011 op = op->env;
1012 }
1013} 1021}
1014 1022
1015/* op->remove (): 1023/* op->remove ():
1016 * This function removes the object op from the linked list of objects 1024 * 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 1025 * which it is currently tied to. When this function is done, the
1018 * object will have no environment. If the object previously had an 1026 * object will have no environment. If the object previously had an
1019 * environment, the x and y coordinates will be updated to 1027 * environment, the x and y coordinates will be updated to
1020 * the previous environment. 1028 * the previous environment.
1021 * Beware: This function is called from the editor as well!
1022 */ 1029 */
1023void 1030void
1024object::remove () 1031object::do_remove ()
1025{ 1032{
1026 object *tmp, *last = 0; 1033 object *tmp, *last = 0;
1027 object *otmp; 1034 object *otmp;
1028 1035
1029 int check_walk_off; 1036 if (flag [FLAG_REMOVED])
1030
1031 if (QUERY_FLAG (this, FLAG_REMOVED))
1032 return; 1037 return;
1033 1038
1034 SET_FLAG (this, FLAG_REMOVED); 1039 INVOKE_OBJECT (REMOVE, this);
1040
1041 flag [FLAG_REMOVED] = true;
1035 1042
1036 if (more) 1043 if (more)
1037 more->remove (); 1044 more->remove ();
1038 1045
1039 /* 1046 /*
1040 * In this case, the object to be removed is in someones 1047 * In this case, the object to be removed is in someones
1041 * inventory. 1048 * inventory.
1042 */ 1049 */
1043 if (env) 1050 if (env)
1044 { 1051 {
1052 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1053 if (object *pl = visible_to ())
1054 esrv_del_item (pl->contr, count);
1055 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1056
1057 adjust_weight (env, -total_weight ());
1058
1059 *(above ? &above->below : &env->inv) = below;
1060
1045 if (nrof) 1061 if (below)
1046 sub_weight (env, weight * nrof); 1062 below->above = above;
1047 else 1063
1048 sub_weight (env, weight + carrying); 1064 /* we set up values so that it could be inserted into
1065 * the map, but we don't actually do that - it is up
1066 * to the caller to decide what we want to do.
1067 */
1068 map = env->map;
1069 x = env->x;
1070 y = env->y;
1071 above = 0;
1072 below = 0;
1073 env = 0;
1049 1074
1050 /* NO_FIX_PLAYER is set when a great many changes are being 1075 /* NO_FIX_PLAYER is set when a great many changes are being
1051 * made to players inventory. If set, avoiding the call 1076 * made to players inventory. If set, avoiding the call
1052 * to save cpu time. 1077 * to save cpu time.
1053 */ 1078 */
1054 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1079 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1055 fix_player (otmp); 1080 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 } 1081 }
1074 else if (map) 1082 else if (map)
1075 { 1083 {
1076 /* Re did the following section of code - it looks like it had 1084 map->dirty = true;
1077 * lots of logic for things we no longer care about 1085 mapspace &ms = this->ms ();
1086
1087 if (object *pl = ms.player ())
1078 */ 1088 {
1089 if (type == PLAYER) // this == pl(!)
1090 {
1091 // leaving a spot always closes any open container on the ground
1092 if (container && !container->env)
1093 // this causes spurious floorbox updates, but it ensures
1094 // that the CLOSE event is being sent.
1095 close_container ();
1096
1097 --map->players;
1098 map->touch ();
1099 }
1100 else if (pl->container == this)
1101 {
1102 // removing a container should close it
1103 close_container ();
1104 }
1105
1106 esrv_del_item (pl->contr, count);
1107 }
1079 1108
1080 /* link the object above us */ 1109 /* link the object above us */
1081 if (above) 1110 if (above)
1082 above->below = below; 1111 above->below = below;
1083 else 1112 else
1084 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 1113 ms.top = below; /* we were top, set new top */
1085 1114
1086 /* Relink the object below us, if there is one */ 1115 /* Relink the object below us, if there is one */
1087 if (below) 1116 if (below)
1088 below->above = above; 1117 below->above = above;
1089 else 1118 else
1091 /* Nothing below, which means we need to relink map object for this space 1120 /* 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 1121 * use translated coordinates in case some oddness with map tiling is
1093 * evident 1122 * evident
1094 */ 1123 */
1095 if (GET_MAP_OB (map, x, y) != this) 1124 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); 1125 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 1126
1106 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1127 ms.bot = above; /* goes on above it. */
1107 } 1128 }
1108 1129
1109 above = 0; 1130 above = 0;
1110 below = 0; 1131 below = 0;
1111 1132
1112 if (map->in_memory == MAP_SAVING) 1133 if (map->in_memory == MAP_SAVING)
1113 return; 1134 return;
1114 1135
1115 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1136 int check_walk_off = !flag [FLAG_NO_APPLY];
1116 1137
1138 if (object *pl = ms.player ())
1139 {
1140 if (pl->container == this)
1141 /* If a container that the player is currently using somehow gets
1142 * removed (most likely destroyed), update the player view
1143 * appropriately.
1144 */
1145 pl->close_container ();
1146
1147 //TODO: the floorbox prev/next might need updating
1148 //esrv_del_item (pl->contr, count);
1149 //TODO: update floorbox to preserve ordering
1150 if (pl->contr->ns)
1151 pl->contr->ns->floorbox_update ();
1152 }
1153
1117 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1154 for (tmp = ms.bot; tmp; tmp = tmp->above)
1118 { 1155 {
1119 /* No point updating the players look faces if he is the object 1156 /* No point updating the players look faces if he is the object
1120 * being removed. 1157 * being removed.
1121 */ 1158 */
1122 1159
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 */ 1160 /* See if object moving off should effect something */
1139 if (check_walk_off 1161 if (check_walk_off
1140 && ((move_type & tmp->move_off) 1162 && ((move_type & tmp->move_off)
1141 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1163 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1142 { 1164 {
1143 move_apply (tmp, this, 0); 1165 move_apply (tmp, this, 0);
1144 1166
1145 if (destroyed ()) 1167 if (destroyed ())
1146 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1168 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1147 } 1169 }
1148 1170
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; 1171 last = tmp;
1155 } 1172 }
1156 1173
1157 /* last == NULL of there are no objects on this space */ 1174 /* last == NULL if there are no objects on this space */
1175 //TODO: this makes little sense, why only update the topmost object?
1158 if (!last) 1176 if (!last)
1159 { 1177 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 1178 else
1169 update_object (last, UP_OBJ_REMOVE); 1179 update_object (last, UP_OBJ_REMOVE);
1170 1180
1171 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1181 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1172 update_all_los (map, x, y); 1182 update_all_los (map, x, y);
1173 } 1183 }
1174} 1184}
1175 1185
1176/* 1186/*
1185merge_ob (object *op, object *top) 1195merge_ob (object *op, object *top)
1186{ 1196{
1187 if (!op->nrof) 1197 if (!op->nrof)
1188 return 0; 1198 return 0;
1189 1199
1190 if (top == NULL) 1200 if (!top)
1191 for (top = op; top != NULL && top->above != NULL; top = top->above); 1201 for (top = op; top && top->above; top = top->above)
1202 ;
1192 1203
1193 for (; top != NULL; top = top->below) 1204 for (; top; top = top->below)
1194 { 1205 if (object::can_merge (op, top))
1195 if (top == op)
1196 continue;
1197 if (CAN_MERGE (op, top))
1198 { 1206 {
1199 top->nrof += op->nrof; 1207 top->nrof += op->nrof;
1200 1208
1201/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1209 if (object *pl = top->visible_to ())
1202 op->weight = 0; /* Don't want any adjustements now */ 1210 esrv_update_item (UPD_NROF, pl, top);
1211
1212 op->weight = 0; // cancel the addition above
1213 op->carrying = 0; // must be 0 already
1214
1203 op->destroy (); 1215 op->destroy (1);
1216
1204 return top; 1217 return top;
1205 } 1218 }
1206 }
1207 1219
1208 return 0; 1220 return 0;
1209} 1221}
1210 1222
1223void
1224object::expand_tail ()
1225{
1226 if (more)
1227 return;
1228
1229 object *prev = this;
1230
1231 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1232 {
1233 object *op = arch_to_object (at);
1234
1235 op->name = name;
1236 op->name_pl = name_pl;
1237 op->title = title;
1238
1239 op->head = this;
1240 prev->more = op;
1241
1242 prev = op;
1243 }
1244}
1245
1211/* 1246/*
1212 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1247 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1213 * job preparing multi-part monsters 1248 * job preparing multi-part monsters.
1214 */ 1249 */
1215object * 1250object *
1216insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1251insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1217{ 1252{
1218 object *tmp;
1219
1220 if (op->head)
1221 op = op->head;
1222
1223 for (tmp = op; tmp; tmp = tmp->more) 1253 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1224 { 1254 {
1225 tmp->x = x + tmp->arch->clone.x; 1255 tmp->x = x + tmp->arch->x;
1226 tmp->y = y + tmp->arch->clone.y; 1256 tmp->y = y + tmp->arch->y;
1227 } 1257 }
1228 1258
1229 return insert_ob_in_map (op, m, originator, flag); 1259 return insert_ob_in_map (op, m, originator, flag);
1230} 1260}
1231 1261
1247 * Return value: 1277 * Return value:
1248 * new object if 'op' was merged with other object 1278 * new object if 'op' was merged with other object
1249 * NULL if 'op' was destroyed 1279 * NULL if 'op' was destroyed
1250 * just 'op' otherwise 1280 * just 'op' otherwise
1251 */ 1281 */
1252
1253object * 1282object *
1254insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1283insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1255{ 1284{
1256 object *tmp, *top, *floor = NULL; 1285 assert (!op->flag [FLAG_FREED]);
1257 sint16 x, y;
1258 1286
1259 if (QUERY_FLAG (op, FLAG_FREED)) 1287 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 1288
1328 /* Ideally, the caller figures this out. However, it complicates a lot 1289 /* 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 1290 * of areas of callers (eg, anything that uses find_free_spot would now
1330 * need extra work 1291 * need extra work
1331 */ 1292 */
1332 op->map = get_map_from_coord (m, &op->x, &op->y); 1293 if (!xy_normalise (m, op->x, op->y))
1333 x = op->x; 1294 {
1334 y = op->y; 1295 op->destroy (1);
1296 return 0;
1297 }
1298
1299 if (object *more = op->more)
1300 if (!insert_ob_in_map (more, m, originator, flag))
1301 return 0;
1302
1303 CLEAR_FLAG (op, FLAG_REMOVED);
1304
1305 op->map = m;
1306 mapspace &ms = op->ms ();
1335 1307
1336 /* this has to be done after we translate the coordinates. 1308 /* this has to be done after we translate the coordinates.
1337 */ 1309 */
1338 if (op->nrof && !(flag & INS_NO_MERGE)) 1310 if (op->nrof && !(flag & INS_NO_MERGE))
1339 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1311 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1340 if (CAN_MERGE (op, tmp)) 1312 if (object::can_merge (op, tmp))
1341 { 1313 {
1314 // TODO: we atcually want to update tmp, not op,
1315 // but some caller surely breaks when we return tmp
1316 // from here :/
1342 op->nrof += tmp->nrof; 1317 op->nrof += tmp->nrof;
1343 tmp->destroy (); 1318 tmp->destroy (1);
1344 } 1319 }
1345 1320
1346 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1321 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1347 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1322 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1348 1323
1361 op->below = originator->below; 1336 op->below = originator->below;
1362 1337
1363 if (op->below) 1338 if (op->below)
1364 op->below->above = op; 1339 op->below->above = op;
1365 else 1340 else
1366 SET_MAP_OB (op->map, op->x, op->y, op); 1341 ms.bot = op;
1367 1342
1368 /* since *below* originator, no need to update top */ 1343 /* since *below* originator, no need to update top */
1369 originator->below = op; 1344 originator->below = op;
1370 } 1345 }
1371 else 1346 else
1372 { 1347 {
1348 object *top, *floor = NULL;
1349
1350 top = ms.bot;
1351
1373 /* If there are other objects, then */ 1352 /* If there are other objects, then */
1374 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1353 if (top)
1375 { 1354 {
1376 object *last = NULL; 1355 object *last = 0;
1377 1356
1378 /* 1357 /*
1379 * If there are multiple objects on this space, we do some trickier handling. 1358 * If there are multiple objects on this space, we do some trickier handling.
1380 * We've already dealt with merging if appropriate. 1359 * We've already dealt with merging if appropriate.
1381 * Generally, we want to put the new object on top. But if 1360 * 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 1364 * 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 1365 * 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 1366 * when lots of spells are cast in one area. Currently, it is presumed
1388 * that flying non pickable objects are spell objects. 1367 * that flying non pickable objects are spell objects.
1389 */ 1368 */
1390 1369 for (top = ms.bot; top; top = top->above)
1391 while (top != NULL)
1392 { 1370 {
1393 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1371 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1394 floor = top; 1372 floor = top;
1395 1373
1396 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1374 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; 1377 top = top->below;
1400 break; 1378 break;
1401 } 1379 }
1402 1380
1403 last = top; 1381 last = top;
1404 top = top->above;
1405 } 1382 }
1406 1383
1407 /* Don't want top to be NULL, so set it to the last valid object */ 1384 /* Don't want top to be NULL, so set it to the last valid object */
1408 top = last; 1385 top = last;
1409 1386
1411 * looks like instead of lots of conditions here. 1388 * looks like instead of lots of conditions here.
1412 * makes things faster, and effectively the same result. 1389 * makes things faster, and effectively the same result.
1413 */ 1390 */
1414 1391
1415 /* Have object 'fall below' other objects that block view. 1392 /* Have object 'fall below' other objects that block view.
1416 * Unless those objects are exits, type 66 1393 * Unless those objects are exits.
1417 * If INS_ON_TOP is used, don't do this processing 1394 * If INS_ON_TOP is used, don't do this processing
1418 * Need to find the object that in fact blocks view, otherwise 1395 * Need to find the object that in fact blocks view, otherwise
1419 * stacking is a bit odd. 1396 * stacking is a bit odd.
1420 */ 1397 */
1421 if (!(flag & INS_ON_TOP) && 1398 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)) 1399 && ms.flags () & P_BLOCKSVIEW
1400 && (op->face && !faces [op->face].visibility))
1423 { 1401 {
1424 for (last = top; last != floor; last = last->below) 1402 for (last = top; last != floor; last = last->below)
1425 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1403 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1426 break; 1404 break;
1405
1427 /* Check to see if we found the object that blocks view, 1406 /* Check to see if we found the object that blocks view,
1428 * and make sure we have a below pointer for it so that 1407 * and make sure we have a below pointer for it so that
1429 * we can get inserted below this one, which requires we 1408 * we can get inserted below this one, which requires we
1430 * set top to the object below us. 1409 * set top to the object below us.
1431 */ 1410 */
1432 if (last && last->below && last != floor) 1411 if (last && last->below && last != floor)
1433 top = last->below; 1412 top = last->below;
1434 } 1413 }
1435 } /* If objects on this space */ 1414 } /* If objects on this space */
1436 1415
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) 1416 if (flag & INS_ABOVE_FLOOR_ONLY)
1441 top = floor; 1417 top = floor;
1442 1418
1443 /* Top is the object that our object (op) is going to get inserted above. 1419 /* Top is the object that our object (op) is going to get inserted above.
1444 */ 1420 */
1445 1421
1446 /* First object on this space */ 1422 /* First object on this space */
1447 if (!top) 1423 if (!top)
1448 { 1424 {
1449 op->above = GET_MAP_OB (op->map, op->x, op->y); 1425 op->above = ms.bot;
1450 1426
1451 if (op->above) 1427 if (op->above)
1452 op->above->below = op; 1428 op->above->below = op;
1453 1429
1454 op->below = NULL; 1430 op->below = 0;
1455 SET_MAP_OB (op->map, op->x, op->y, op); 1431 ms.bot = op;
1456 } 1432 }
1457 else 1433 else
1458 { /* get inserted into the stack above top */ 1434 { /* get inserted into the stack above top */
1459 op->above = top->above; 1435 op->above = top->above;
1460 1436
1463 1439
1464 op->below = top; 1440 op->below = top;
1465 top->above = op; 1441 top->above = op;
1466 } 1442 }
1467 1443
1468 if (op->above == NULL) 1444 if (!op->above)
1469 SET_MAP_TOP (op->map, op->x, op->y, op); 1445 ms.top = op;
1470 } /* else not INS_BELOW_ORIGINATOR */ 1446 } /* else not INS_BELOW_ORIGINATOR */
1471 1447
1472 if (op->type == PLAYER) 1448 if (op->type == PLAYER)
1449 {
1473 op->contr->do_los = 1; 1450 op->contr->do_los = 1;
1451 ++op->map->players;
1452 op->map->touch ();
1453 }
1474 1454
1475 /* If we have a floor, we know the player, if any, will be above 1455 op->map->dirty = true;
1476 * it, so save a few ticks and start from there. 1456
1477 */ 1457 if (object *pl = ms.player ())
1478 if (!(flag & INS_MAP_LOAD)) 1458 //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) 1459 //esrv_send_item (pl, op);
1480 if (tmp->type == PLAYER) 1460 //TODO: update floorbox to preserve ordering
1481 tmp->contr->socket.update_look = 1; 1461 if (pl->contr->ns)
1462 pl->contr->ns->floorbox_update ();
1482 1463
1483 /* If this object glows, it may affect lighting conditions that are 1464 /* If this object glows, it may affect lighting conditions that are
1484 * visible to others on this map. But update_all_los is really 1465 * 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 1466 * 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 1467 * on the map will get recalculated. The players could very well
1487 * be far away from this change and not affected in any way - 1468 * be far away from this change and not affected in any way -
1488 * this should get redone to only look for players within range, 1469 * this should get redone to only look for players within range,
1489 * or just updating the P_NEED_UPDATE for spaces within this area 1470 * or just updating the P_UPTODATE for spaces within this area
1490 * of effect may be sufficient. 1471 * of effect may be sufficient.
1491 */ 1472 */
1492 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1473 if (op->map->darkness && (op->glow_radius != 0))
1493 update_all_los (op->map, op->x, op->y); 1474 update_all_los (op->map, op->x, op->y);
1494 1475
1495 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1476 /* updates flags (blocked, alive, no magic, etc) for this map space */
1496 update_object (op, UP_OBJ_INSERT); 1477 update_object (op, UP_OBJ_INSERT);
1497 1478
1479 INVOKE_OBJECT (INSERT, op);
1480
1498 /* Don't know if moving this to the end will break anything. However, 1481 /* 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. 1482 * we want to have floorbox_update called before calling this.
1500 * 1483 *
1501 * check_move_on() must be after this because code called from 1484 * check_move_on() must be after this because code called from
1502 * check_move_on() depends on correct map flags (so functions like 1485 * check_move_on() depends on correct map flags (so functions like
1503 * blocked() and wall() work properly), and these flags are updated by 1486 * blocked() and wall() work properly), and these flags are updated by
1504 * update_object(). 1487 * update_object().
1505 */ 1488 */
1506 1489
1507 /* if this is not the head or flag has been passed, don't check walk on status */ 1490 /* 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) 1491 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1509 { 1492 {
1510 if (check_move_on (op, originator)) 1493 if (check_move_on (op, originator))
1511 return NULL; 1494 return 0;
1512 1495
1513 /* If we are a multi part object, lets work our way through the check 1496 /* If we are a multi part object, lets work our way through the check
1514 * walk on's. 1497 * walk on's.
1515 */ 1498 */
1516 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1499 for (object *tmp = op->more; tmp; tmp = tmp->more)
1517 if (check_move_on (tmp, originator)) 1500 if (check_move_on (tmp, originator))
1518 return NULL; 1501 return 0;
1519 } 1502 }
1520 1503
1521 return op; 1504 return op;
1522} 1505}
1523 1506
1524/* this function inserts an object in the map, but if it 1507/* 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. 1508 * 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. 1509 * op is the object to insert it under: supplies x and the map.
1527 */ 1510 */
1528void 1511void
1529replace_insert_ob_in_map (const char *arch_string, object *op) 1512replace_insert_ob_in_map (const char *arch_string, object *op)
1530{ 1513{
1531 object *
1532 tmp;
1533 object *
1534 tmp1;
1535
1536 /* first search for itself and remove any old instances */ 1514 /* first search for itself and remove any old instances */
1537 1515
1538 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1516 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1539 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1517 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1540 tmp->destroy (); 1518 tmp->destroy (1);
1541 1519
1542 tmp1 = arch_to_object (archetype::find (arch_string)); 1520 object *tmp = arch_to_object (archetype::find (arch_string));
1543 1521
1544 tmp1->x = op->x; 1522 tmp->x = op->x;
1545 tmp1->y = op->y; 1523 tmp->y = op->y;
1524
1546 insert_ob_in_map (tmp1, op->map, op, 0); 1525 insert_ob_in_map (tmp, op->map, op, 0);
1547} 1526}
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 1527
1557object * 1528object *
1558get_split_ob (object *orig_ob, uint32 nr) 1529object::insert_at (object *where, object *originator, int flags)
1559{ 1530{
1560 object *newob; 1531 if (where->env)
1561 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1532 return where->env->insert (this);
1562 1533 else
1563 if (orig_ob->nrof < nr) 1534 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} 1535}
1589 1536
1590/* 1537/*
1591 * decrease_ob_nr(object, number) decreases a specified number from 1538 * decrease(object, number) decreases a specified number from
1592 * the amount of an object. If the amount reaches 0, the object 1539 * the amount of an object. If the amount reaches 0, the object
1593 * is subsequently removed and freed. 1540 * is subsequently removed and freed.
1594 * 1541 *
1595 * Return value: 'op' if something is left, NULL if the amount reached 0 1542 * Return value: 'op' if something is left, NULL if the amount reached 0
1596 */ 1543 */
1544bool
1545object::decrease (sint32 nr)
1546{
1547 if (!nr)
1548 return true;
1597 1549
1550 nr = min (nr, nrof);
1551
1552 nrof -= nr;
1553
1554 if (nrof)
1555 {
1556 adjust_weight (env, -weight * nr); // carrying == 0
1557
1558 if (object *pl = visible_to ())
1559 esrv_update_item (UPD_NROF, pl, this);
1560
1561 return true;
1562 }
1563 else
1564 {
1565 destroy (1);
1566 return false;
1567 }
1568}
1569
1570/*
1571 * split(ob,nr) splits up ob into two parts. The part which
1572 * is returned contains nr objects, and the remaining parts contains
1573 * the rest (or is removed and returned if that number is 0).
1574 * On failure, NULL is returned.
1575 */
1598object * 1576object *
1599decrease_ob_nr (object *op, uint32 i) 1577object::split (sint32 nr)
1600{ 1578{
1601 object *tmp; 1579 int have = number_of ();
1602 player *pl;
1603 1580
1604 if (i == 0) /* objects with op->nrof require this check */ 1581 if (have < nr)
1605 return op; 1582 return 0;
1606 1583 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 { 1584 {
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 (); 1585 remove ();
1647 op->nrof = 0; 1586 return this;
1648 if (tmp)
1649 {
1650 esrv_del_item (tmp->contr, op->count);
1651 }
1652 }
1653 } 1587 }
1654 else 1588 else
1655 { 1589 {
1656 object *above = op->above; 1590 decrease (nr);
1657 1591
1658 if (i < op->nrof) 1592 object *op = deep_clone ();
1659 op->nrof -= i; 1593 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; 1594 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 } 1595 }
1702} 1596}
1703 1597
1704object * 1598object *
1705insert_ob_in_ob (object *op, object *where) 1599insert_ob_in_ob (object *op, object *where)
1710 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1604 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1711 free (dump); 1605 free (dump);
1712 return op; 1606 return op;
1713 } 1607 }
1714 1608
1715 if (where->head) 1609 if (where->head_ () != where)
1716 { 1610 {
1717 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1611 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1718 where = where->head; 1612 where = where->head;
1719 } 1613 }
1720 1614
1721 return where->insert (op); 1615 return where->insert (op);
1722} 1616}
1727 * inside the object environment. 1621 * inside the object environment.
1728 * 1622 *
1729 * The function returns now pointer to inserted item, and return value can 1623 * The function returns now pointer to inserted item, and return value can
1730 * be != op, if items are merged. -Tero 1624 * be != op, if items are merged. -Tero
1731 */ 1625 */
1732
1733object * 1626object *
1734object::insert (object *op) 1627object::insert (object *op)
1735{ 1628{
1736 object *tmp, *otmp;
1737
1738 if (!QUERY_FLAG (op, FLAG_REMOVED))
1739 op->remove ();
1740
1741 if (op->more) 1629 if (op->more)
1742 { 1630 {
1743 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1631 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1744 return op; 1632 return op;
1745 } 1633 }
1746 1634
1747 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1635 op->remove ();
1748 CLEAR_FLAG (op, FLAG_REMOVED); 1636
1637 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1638
1749 if (op->nrof) 1639 if (op->nrof)
1750 {
1751 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1640 for (object *tmp = inv; tmp; tmp = tmp->below)
1752 if (CAN_MERGE (tmp, op)) 1641 if (object::can_merge (tmp, op))
1753 { 1642 {
1754 /* return the original object and remove inserted object 1643 /* return the original object and remove inserted object
1755 (client needs the original object) */ 1644 (client needs the original object) */
1756 tmp->nrof += op->nrof; 1645 tmp->nrof += op->nrof;
1757 /* Weight handling gets pretty funky. Since we are adding to 1646
1758 * tmp->nrof, we need to increase the weight. 1647 if (object *pl = tmp->visible_to ())
1759 */ 1648 esrv_update_item (UPD_NROF, pl, tmp);
1649
1760 add_weight (this, op->weight * op->nrof); 1650 adjust_weight (this, op->total_weight ());
1761 SET_FLAG (op, FLAG_REMOVED); 1651
1762 op->destroy (); /* free the inserted object */ 1652 op->destroy (1);
1763 op = tmp; 1653 op = tmp;
1764 op->remove (); /* and fix old object's links */ 1654 goto inserted;
1765 CLEAR_FLAG (op, FLAG_REMOVED);
1766 break;
1767 } 1655 }
1768 1656
1769 /* I assume combined objects have no inventory 1657 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; 1658 op->map = 0;
1659 op->x = 0;
1660 op->y = 0;
1661
1662 op->above = 0;
1663 op->below = inv;
1786 op->env = this; 1664 op->env = this;
1787 op->above = NULL;
1788 op->below = NULL;
1789 op->x = 0, op->y = 0;
1790 1665
1666 if (inv)
1667 inv->above = op;
1668
1669 inv = op;
1670
1671 op->flag [FLAG_REMOVED] = 0;
1672
1673 if (object *pl = op->visible_to ())
1674 esrv_send_item (pl, op);
1675
1676 adjust_weight (this, op->total_weight ());
1677
1678inserted:
1791 /* reset the light list and los of the players on the map */ 1679 /* reset the light list and los of the players on the map */
1792 if ((op->glow_radius != 0) && map) 1680 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); 1681 update_all_los (map, x, y);
1799 }
1800 1682
1801 /* Client has no idea of ordering so lets not bother ordering it here. 1683 // if this is a player's inventory, update stats
1802 * It sure simplifies this function... 1684 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1803 */ 1685 update_stats ();
1804 if (!inv) 1686
1805 inv = op; 1687 INVOKE_OBJECT (INSERT, this);
1806 else
1807 {
1808 op->below = inv;
1809 op->below->above = op;
1810 inv = op;
1811 }
1812 1688
1813 return op; 1689 return op;
1814} 1690}
1815 1691
1816/* 1692/*
1831 * 1707 *
1832 * MSW 2001-07-08: Check all objects on space, not just those below 1708 * 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 1709 * object being inserted. insert_ob_in_map may not put new objects
1834 * on top. 1710 * on top.
1835 */ 1711 */
1836
1837int 1712int
1838check_move_on (object *op, object *originator) 1713check_move_on (object *op, object *originator)
1839{ 1714{
1840 object *tmp; 1715 object *tmp;
1841 maptile *m = op->map; 1716 maptile *m = op->map;
1868 1743
1869 /* The objects have to be checked from top to bottom. 1744 /* The objects have to be checked from top to bottom.
1870 * Hence, we first go to the top: 1745 * Hence, we first go to the top:
1871 */ 1746 */
1872 1747
1873 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1748 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1874 { 1749 {
1875 /* Trim the search when we find the first other spell effect 1750 /* Trim the search when we find the first other spell effect
1876 * this helps performance so that if a space has 50 spell objects, 1751 * this helps performance so that if a space has 50 spell objects,
1877 * we don't need to check all of them. 1752 * we don't need to check all of them.
1878 */ 1753 */
1896 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1771 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)) 1772 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1898 { 1773 {
1899 1774
1900 float 1775 float
1901 diff = tmp->move_slow_penalty * FABS (op->speed); 1776 diff = tmp->move_slow_penalty * fabs (op->speed);
1902 1777
1903 if (op->type == PLAYER) 1778 if (op->type == PLAYER)
1904 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1779 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))) 1780 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1906 diff /= 4.0; 1781 diff /= 4.0;
1933/* 1808/*
1934 * present_arch(arch, map, x, y) searches for any objects with 1809 * present_arch(arch, map, x, y) searches for any objects with
1935 * a matching archetype at the given map and coordinates. 1810 * a matching archetype at the given map and coordinates.
1936 * The first matching object is returned, or NULL if none. 1811 * The first matching object is returned, or NULL if none.
1937 */ 1812 */
1938
1939object * 1813object *
1940present_arch (const archetype *at, maptile *m, int x, int y) 1814present_arch (const archetype *at, maptile *m, int x, int y)
1941{ 1815{
1942 object *
1943 tmp;
1944
1945 if (m == NULL || out_of_map (m, x, y)) 1816 if (!m || out_of_map (m, x, y))
1946 { 1817 {
1947 LOG (llevError, "Present_arch called outside map.\n"); 1818 LOG (llevError, "Present_arch called outside map.\n");
1948 return NULL; 1819 return NULL;
1949 } 1820 }
1950 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1821
1951 if (tmp->arch == at) 1822 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1823 if (tmp->arch->archname == at->archname)
1952 return tmp; 1824 return tmp;
1825
1953 return NULL; 1826 return NULL;
1954} 1827}
1955 1828
1956/* 1829/*
1957 * present(type, map, x, y) searches for any objects with 1830 * present(type, map, x, y) searches for any objects with
1958 * a matching type variable at the given map and coordinates. 1831 * a matching type variable at the given map and coordinates.
1959 * The first matching object is returned, or NULL if none. 1832 * The first matching object is returned, or NULL if none.
1960 */ 1833 */
1961
1962object * 1834object *
1963present (unsigned char type, maptile *m, int x, int y) 1835present (unsigned char type, maptile *m, int x, int y)
1964{ 1836{
1965 object *
1966 tmp;
1967
1968 if (out_of_map (m, x, y)) 1837 if (out_of_map (m, x, y))
1969 { 1838 {
1970 LOG (llevError, "Present called outside map.\n"); 1839 LOG (llevError, "Present called outside map.\n");
1971 return NULL; 1840 return NULL;
1972 } 1841 }
1973 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1842
1843 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1974 if (tmp->type == type) 1844 if (tmp->type == type)
1975 return tmp; 1845 return tmp;
1846
1976 return NULL; 1847 return NULL;
1977} 1848}
1978 1849
1979/* 1850/*
1980 * present_in_ob(type, object) searches for any objects with 1851 * present_in_ob(type, object) searches for any objects with
1981 * a matching type variable in the inventory of the given object. 1852 * a matching type variable in the inventory of the given object.
1982 * The first matching object is returned, or NULL if none. 1853 * The first matching object is returned, or NULL if none.
1983 */ 1854 */
1984
1985object * 1855object *
1986present_in_ob (unsigned char type, const object *op) 1856present_in_ob (unsigned char type, const object *op)
1987{ 1857{
1988 object *
1989 tmp;
1990
1991 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1858 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1992 if (tmp->type == type) 1859 if (tmp->type == type)
1993 return tmp; 1860 return tmp;
1861
1994 return NULL; 1862 return NULL;
1995} 1863}
1996 1864
1997/* 1865/*
1998 * present_in_ob (type, str, object) searches for any objects with 1866 * present_in_ob (type, str, object) searches for any objects with
2006 * str is the string to match against. Note that we match against 1874 * 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 1875 * 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 1876 * spell code can use one object type (force), but change it's name
2009 * to be unique. 1877 * to be unique.
2010 */ 1878 */
2011
2012object * 1879object *
2013present_in_ob_by_name (int type, const char *str, const object *op) 1880present_in_ob_by_name (int type, const char *str, const object *op)
2014{ 1881{
2015 object *
2016 tmp;
2017
2018 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1882 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2019 {
2020 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1883 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2021 return tmp; 1884 return tmp;
2022 } 1885
2023 return NULL; 1886 return 0;
2024} 1887}
2025 1888
2026/* 1889/*
2027 * present_arch_in_ob(archetype, object) searches for any objects with 1890 * present_arch_in_ob(archetype, object) searches for any objects with
2028 * a matching archetype in the inventory of the given object. 1891 * a matching archetype in the inventory of the given object.
2029 * The first matching object is returned, or NULL if none. 1892 * The first matching object is returned, or NULL if none.
2030 */ 1893 */
2031
2032object * 1894object *
2033present_arch_in_ob (const archetype *at, const object *op) 1895present_arch_in_ob (const archetype *at, const object *op)
2034{ 1896{
2035 object *
2036 tmp;
2037
2038 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1897 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2039 if (tmp->arch == at) 1898 if (tmp->arch->archname == at->archname)
2040 return tmp; 1899 return tmp;
1900
2041 return NULL; 1901 return NULL;
2042} 1902}
2043 1903
2044/* 1904/*
2045 * activate recursively a flag on an object inventory 1905 * activate recursively a flag on an object inventory
2046 */ 1906 */
2047void 1907void
2048flag_inv (object *op, int flag) 1908flag_inv (object *op, int flag)
2049{ 1909{
2050 object *
2051 tmp;
2052
2053 if (op->inv)
2054 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1910 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2055 { 1911 {
2056 SET_FLAG (tmp, flag); 1912 SET_FLAG (tmp, flag);
2057 flag_inv (tmp, flag); 1913 flag_inv (tmp, flag);
2058 } 1914 }
2059} /* 1915}
1916
1917/*
2060 * desactivate recursively a flag on an object inventory 1918 * deactivate recursively a flag on an object inventory
2061 */ 1919 */
2062void 1920void
2063unflag_inv (object *op, int flag) 1921unflag_inv (object *op, int flag)
2064{ 1922{
2065 object *
2066 tmp;
2067
2068 if (op->inv)
2069 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1923 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2070 { 1924 {
2071 CLEAR_FLAG (tmp, flag); 1925 CLEAR_FLAG (tmp, flag);
2072 unflag_inv (tmp, flag); 1926 unflag_inv (tmp, flag);
2073 } 1927 }
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} 1928}
2089 1929
2090/* 1930/*
2091 * find_free_spot(object, map, x, y, start, stop) will search for 1931 * 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 1932 * a spot at the given map and coordinates which will be able to contain
2094 * to search (see the freearr_x/y[] definition). 1934 * to search (see the freearr_x/y[] definition).
2095 * It returns a random choice among the alternatives found. 1935 * 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 1936 * 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 1937 * 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) 1938 * 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 1939 * Note: This function does correctly handle tiled maps, but does not
2103 * inform the caller. However, insert_ob_in_map will update as 1940 * inform the caller. However, insert_ob_in_map will update as
2104 * necessary, so the caller shouldn't need to do any special work. 1941 * 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 1942 * 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 1943 * 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 1944 * 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 1945 * the archetype because that isn't correct if the monster has been
2109 * customized, changed states, etc. 1946 * customized, changed states, etc.
2110 */ 1947 */
2111
2112int 1948int
2113find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1949find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2114{ 1950{
2115 int
2116 i,
2117 index = 0, flag;
2118 static int
2119 altern[SIZEOFFREE]; 1951 int altern[SIZEOFFREE];
1952 int index = 0, flag;
2120 1953
2121 for (i = start; i < stop; i++) 1954 for (int i = start; i < stop; i++)
2122 { 1955 {
2123 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1956 mapxy pos (m, x, y); pos.move (i);
2124 if (!flag) 1957
1958 if (!pos.normalise ())
1959 continue;
1960
1961 mapspace &ms = *pos;
1962
1963 if (ms.flags () & P_IS_ALIVE)
1964 continue;
1965
1966 /* However, often
1967 * ob doesn't have any move type (when used to place exits)
1968 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1969 */
1970 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1971 {
2125 altern[index++] = i; 1972 altern [index++] = i;
1973 continue;
1974 }
2126 1975
2127 /* Basically, if we find a wall on a space, we cut down the search size. 1976 /* 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. 1977 * 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 - 1978 * 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 1979 * 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 1980 * spaces in all the other directions, this will reduce the search space
2132 * to only the spaces immediately surrounding the target area, and 1981 * to only the spaces immediately surrounding the target area, and
2133 * won't look 2 spaces south of the target space. 1982 * won't look 2 spaces south of the target space.
2134 */ 1983 */
2135 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1984 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1985 {
2136 stop = maxfree[i]; 1986 stop = maxfree[i];
1987 continue;
1988 }
1989
1990 /* Note it is intentional that we check ob - the movement type of the
1991 * head of the object should correspond for the entire object.
1992 */
1993 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1994 continue;
1995
1996 if (ob->blocked (m, pos.x, pos.y))
1997 continue;
1998
1999 altern [index++] = i;
2137 } 2000 }
2001
2138 if (!index) 2002 if (!index)
2139 return -1; 2003 return -1;
2004
2140 return altern[RANDOM () % index]; 2005 return altern [rndm (index)];
2141} 2006}
2142 2007
2143/* 2008/*
2144 * find_first_free_spot(archetype, maptile, x, y) works like 2009 * find_first_free_spot(archetype, maptile, x, y) works like
2145 * find_free_spot(), but it will search max number of squares. 2010 * find_free_spot(), but it will search max number of squares.
2146 * But it will return the first available spot, not a random choice. 2011 * 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. 2012 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2148 */ 2013 */
2149
2150int 2014int
2151find_first_free_spot (const object *ob, maptile *m, int x, int y) 2015find_first_free_spot (const object *ob, maptile *m, int x, int y)
2152{ 2016{
2153 int
2154 i;
2155
2156 for (i = 0; i < SIZEOFFREE; i++) 2017 for (int i = 0; i < SIZEOFFREE; i++)
2157 {
2158 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2018 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2159 return i; 2019 return i;
2160 } 2020
2161 return -1; 2021 return -1;
2162} 2022}
2163 2023
2164/* 2024/*
2165 * The function permute(arr, begin, end) randomly reorders the array 2025 * The function permute(arr, begin, end) randomly reorders the array
2166 * arr[begin..end-1]. 2026 * arr[begin..end-1].
2027 * now uses a fisher-yates shuffle, old permute was broken
2167 */ 2028 */
2168static void 2029static void
2169permute (int *arr, int begin, int end) 2030permute (int *arr, int begin, int end)
2170{ 2031{
2171 int 2032 arr += begin;
2172 i,
2173 j,
2174 tmp,
2175 len;
2176
2177 len = end - begin; 2033 end -= begin;
2178 for (i = begin; i < end; i++)
2179 {
2180 j = begin + RANDOM () % len;
2181 2034
2182 tmp = arr[i]; 2035 while (--end)
2183 arr[i] = arr[j]; 2036 swap (arr [end], arr [rndm (end + 1)]);
2184 arr[j] = tmp;
2185 }
2186} 2037}
2187 2038
2188/* new function to make monster searching more efficient, and effective! 2039/* new function to make monster searching more efficient, and effective!
2189 * This basically returns a randomized array (in the passed pointer) of 2040 * 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 2041 * 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. 2044 * the 3x3 area will be searched, just not in a predictable order.
2194 */ 2045 */
2195void 2046void
2196get_search_arr (int *search_arr) 2047get_search_arr (int *search_arr)
2197{ 2048{
2198 int 2049 int i;
2199 i;
2200 2050
2201 for (i = 0; i < SIZEOFFREE; i++) 2051 for (i = 0; i < SIZEOFFREE; i++)
2202 {
2203 search_arr[i] = i; 2052 search_arr[i] = i;
2204 }
2205 2053
2206 permute (search_arr, 1, SIZEOFFREE1 + 1); 2054 permute (search_arr, 1, SIZEOFFREE1 + 1);
2207 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2055 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2208 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2056 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2209} 2057}
2218 * Perhaps incorrectly, but I'm making the assumption that exclude 2066 * 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 2067 * 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 2068 * because we have to know what movement the thing looking to move
2221 * there is capable of. 2069 * there is capable of.
2222 */ 2070 */
2223
2224int 2071int
2225find_dir (maptile *m, int x, int y, object *exclude) 2072find_dir (maptile *m, int x, int y, object *exclude)
2226{ 2073{
2227 int
2228 i,
2229 max = SIZEOFFREE, mflags; 2074 int i, max = SIZEOFFREE, mflags;
2230 2075
2231 sint16 nx, ny; 2076 sint16 nx, ny;
2232 object * 2077 object *tmp;
2233 tmp;
2234 maptile * 2078 maptile *mp;
2235 mp;
2236 2079
2237 MoveType blocked, move_type; 2080 MoveType blocked, move_type;
2238 2081
2239 if (exclude && exclude->head) 2082 if (exclude && exclude->head_ () != exclude)
2240 { 2083 {
2241 exclude = exclude->head; 2084 exclude = exclude->head;
2242 move_type = exclude->move_type; 2085 move_type = exclude->move_type;
2243 } 2086 }
2244 else 2087 else
2252 mp = m; 2095 mp = m;
2253 nx = x + freearr_x[i]; 2096 nx = x + freearr_x[i];
2254 ny = y + freearr_y[i]; 2097 ny = y + freearr_y[i];
2255 2098
2256 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2099 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2100
2257 if (mflags & P_OUT_OF_MAP) 2101 if (mflags & P_OUT_OF_MAP)
2258 {
2259 max = maxfree[i]; 2102 max = maxfree[i];
2260 }
2261 else 2103 else
2262 { 2104 {
2263 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2105 mapspace &ms = mp->at (nx, ny);
2106
2107 blocked = ms.move_block;
2264 2108
2265 if ((move_type & blocked) == move_type) 2109 if ((move_type & blocked) == move_type)
2266 {
2267 max = maxfree[i]; 2110 max = maxfree[i];
2268 }
2269 else if (mflags & P_IS_ALIVE) 2111 else if (mflags & P_IS_ALIVE)
2270 { 2112 {
2271 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2113 for (tmp = ms.bot; tmp; tmp = tmp->above)
2272 { 2114 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))) 2115 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2274 {
2275 break; 2116 break;
2276 } 2117
2277 }
2278 if (tmp) 2118 if (tmp)
2279 {
2280 return freedir[i]; 2119 return freedir[i];
2281 }
2282 } 2120 }
2283 } 2121 }
2284 } 2122 }
2123
2285 return 0; 2124 return 0;
2286} 2125}
2287 2126
2288/* 2127/*
2289 * distance(object 1, object 2) will return the square of the 2128 * distance(object 1, object 2) will return the square of the
2290 * distance between the two given objects. 2129 * distance between the two given objects.
2291 */ 2130 */
2292
2293int 2131int
2294distance (const object *ob1, const object *ob2) 2132distance (const object *ob1, const object *ob2)
2295{ 2133{
2296 int
2297 i;
2298
2299 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2134 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2300 return i;
2301} 2135}
2302 2136
2303/* 2137/*
2304 * find_dir_2(delta-x,delta-y) will return a direction in which 2138 * 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 2139 * an object which has subtracted the x and y coordinates of another
2306 * object, needs to travel toward it. 2140 * object, needs to travel toward it.
2307 */ 2141 */
2308
2309int 2142int
2310find_dir_2 (int x, int y) 2143find_dir_2 (int x, int y)
2311{ 2144{
2312 int 2145 int q;
2313 q;
2314 2146
2315 if (y) 2147 if (y)
2316 q = x * 100 / y; 2148 q = x * 100 / y;
2317 else if (x) 2149 else if (x)
2318 q = -300 * x; 2150 q = -300 * x;
2343 2175
2344 return 3; 2176 return 3;
2345} 2177}
2346 2178
2347/* 2179/*
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 2180 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2365 * between two directions (which are expected to be absolute (see absdir()) 2181 * between two directions (which are expected to be absolute (see absdir())
2366 */ 2182 */
2367
2368int 2183int
2369dirdiff (int dir1, int dir2) 2184dirdiff (int dir1, int dir2)
2370{ 2185{
2371 int 2186 int d;
2372 d;
2373 2187
2374 d = abs (dir1 - dir2); 2188 d = abs (dir1 - dir2);
2375 if (d > 4) 2189 if (d > 4)
2376 d = 8 - d; 2190 d = 8 - d;
2191
2377 return d; 2192 return d;
2378} 2193}
2379 2194
2380/* peterm: 2195/* peterm:
2381 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2196 * 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 2199 * 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. 2200 * 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 2201 * Moved from spell_util.c to object.c with the other related direction
2387 * functions. 2202 * functions.
2388 */ 2203 */
2389
2390int
2391 reduction_dir[SIZEOFFREE][3] = { 2204int reduction_dir[SIZEOFFREE][3] = {
2392 {0, 0, 0}, /* 0 */ 2205 {0, 0, 0}, /* 0 */
2393 {0, 0, 0}, /* 1 */ 2206 {0, 0, 0}, /* 1 */
2394 {0, 0, 0}, /* 2 */ 2207 {0, 0, 0}, /* 2 */
2395 {0, 0, 0}, /* 3 */ 2208 {0, 0, 0}, /* 3 */
2396 {0, 0, 0}, /* 4 */ 2209 {0, 0, 0}, /* 4 */
2444 * find a path to that monster that we found. If not, 2257 * find a path to that monster that we found. If not,
2445 * we don't bother going toward it. Returns 1 if we 2258 * we don't bother going toward it. Returns 1 if we
2446 * can see a direct way to get it 2259 * can see a direct way to get it
2447 * Modified to be map tile aware -.MSW 2260 * Modified to be map tile aware -.MSW
2448 */ 2261 */
2449
2450
2451int 2262int
2452can_see_monsterP (maptile *m, int x, int y, int dir) 2263can_see_monsterP (maptile *m, int x, int y, int dir)
2453{ 2264{
2454 sint16 dx, dy; 2265 sint16 dx, dy;
2455 int
2456 mflags; 2266 int mflags;
2457 2267
2458 if (dir < 0) 2268 if (dir < 0)
2459 return 0; /* exit condition: invalid direction */ 2269 return 0; /* exit condition: invalid direction */
2460 2270
2461 dx = x + freearr_x[dir]; 2271 dx = x + freearr_x[dir];
2474 return 0; 2284 return 0;
2475 2285
2476 /* yes, can see. */ 2286 /* yes, can see. */
2477 if (dir < 9) 2287 if (dir < 9)
2478 return 1; 2288 return 1;
2289
2479 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2290 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]); 2291 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2292 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2481} 2293}
2482
2483
2484 2294
2485/* 2295/*
2486 * can_pick(picker, item): finds out if an object is possible to be 2296 * 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 2297 * picked up by the picker. Returnes 1 if it can be
2488 * picked up, otherwise 0. 2298 * picked up, otherwise 0.
2490 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2300 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2491 * core dumps if they do. 2301 * core dumps if they do.
2492 * 2302 *
2493 * Add a check so we can't pick up invisible objects (0.93.8) 2303 * Add a check so we can't pick up invisible objects (0.93.8)
2494 */ 2304 */
2495
2496int 2305int
2497can_pick (const object *who, const object *item) 2306can_pick (const object *who, const object *item)
2498{ 2307{
2499 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2308 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2500 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2309 (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)); 2310 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2502} 2311}
2503 2312
2504
2505/* 2313/*
2506 * create clone from object to another 2314 * create clone from object to another
2507 */ 2315 */
2508object * 2316object *
2509object_create_clone (object *asrc) 2317object::deep_clone ()
2510{ 2318{
2511 object *dst = 0, *tmp, *src, *part, *prev, *item; 2319 assert (("deep_clone called on non-head object", is_head ()));
2512 2320
2513 if (!asrc) 2321 object *dst = clone ();
2514 return 0;
2515 2322
2516 src = asrc; 2323 object *prev = dst;
2517 if (src->head)
2518 src = src->head;
2519
2520 prev = 0;
2521 for (part = src; part; part = part->more) 2324 for (object *part = this->more; part; part = part->more)
2522 { 2325 {
2523 tmp = object::create (); 2326 object *tmp = part->clone ();
2524 part->copy_to (tmp);
2525 tmp->x -= src->x;
2526 tmp->y -= src->y;
2527
2528 if (!part->head)
2529 {
2530 dst = tmp;
2531 tmp->head = 0;
2532 }
2533 else
2534 {
2535 tmp->head = dst; 2327 tmp->head = dst;
2536 }
2537
2538 tmp->more = 0;
2539
2540 if (prev)
2541 prev->more = tmp; 2328 prev->more = tmp;
2542
2543 prev = tmp; 2329 prev = tmp;
2544 } 2330 }
2545 2331
2546 for (item = src->inv; item; item = item->below) 2332 for (object *item = inv; item; item = item->below)
2547 insert_ob_in_ob (object_create_clone (item), dst); 2333 insert_ob_in_ob (item->deep_clone (), dst);
2548 2334
2549 return dst; 2335 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} 2336}
2590 2337
2591/* This returns the first object in who's inventory that 2338/* This returns the first object in who's inventory that
2592 * has the same type and subtype match. 2339 * has the same type and subtype match.
2593 * returns NULL if no match. 2340 * returns NULL if no match.
2594 */ 2341 */
2595object * 2342object *
2596find_obj_by_type_subtype (const object *who, int type, int subtype) 2343find_obj_by_type_subtype (const object *who, int type, int subtype)
2597{ 2344{
2598 object *tmp;
2599
2600 for (tmp = who->inv; tmp; tmp = tmp->below) 2345 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2601 if (tmp->type == type && tmp->subtype == subtype) 2346 if (tmp->type == type && tmp->subtype == subtype)
2602 return tmp; 2347 return tmp;
2603 2348
2604 return NULL;
2605}
2606
2607/* If ob has a field named key, return the link from the list,
2608 * otherwise return NULL.
2609 *
2610 * key must be a passed in shared string - otherwise, this won't
2611 * do the desired thing.
2612 */
2613key_value *
2614get_ob_key_link (const object *ob, const char *key)
2615{
2616 key_value *link;
2617
2618 for (link = ob->key_values; link != NULL; link = link->next)
2619 if (link->key == key)
2620 return link;
2621
2622 return NULL;
2623}
2624
2625/*
2626 * Returns the value of op has an extra_field for key, or NULL.
2627 *
2628 * The argument doesn't need to be a shared string.
2629 *
2630 * The returned string is shared.
2631 */
2632const char *
2633get_ob_key_value (const object *op, const char *const key)
2634{
2635 key_value *link;
2636 shstr_cmp canonical_key (key);
2637
2638 if (!canonical_key)
2639 {
2640 /* 1. There being a field named key on any object
2641 * implies there'd be a shared string to find.
2642 * 2. Since there isn't, no object has this field.
2643 * 3. Therefore, *this* object doesn't have this field.
2644 */
2645 return 0;
2646 }
2647
2648 /* This is copied from get_ob_key_link() above -
2649 * only 4 lines, and saves the function call overhead.
2650 */
2651 for (link = op->key_values; link; link = link->next)
2652 if (link->key == canonical_key)
2653 return link->value;
2654
2655 return 0; 2349 return 0;
2656} 2350}
2657 2351
2658 2352const shstr &
2659/* 2353object::kv_get (const shstr &key) const
2660 * Updates the canonical_key in op to value.
2661 *
2662 * canonical_key is a shared string (value doesn't have to be).
2663 *
2664 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2665 * keys.
2666 *
2667 * Returns TRUE on success.
2668 */
2669int
2670set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2671{ 2354{
2672 key_value * 2355 for (key_value *kv = key_values; kv; kv = kv->next)
2673 field = NULL, *last = NULL; 2356 if (kv->key == key)
2357 return kv->value;
2674 2358
2675 for (field = op->key_values; field != NULL; field = field->next) 2359 return shstr_null;
2676 { 2360}
2677 if (field->key != canonical_key) 2361
2362void
2363object::kv_set (const shstr &key, const shstr &value)
2364{
2365 for (key_value *kv = key_values; kv; kv = kv->next)
2366 if (kv->key == key)
2678 { 2367 {
2679 last = field; 2368 kv->value = value;
2680 continue; 2369 return;
2681 } 2370 }
2682 2371
2683 if (value) 2372 key_value *kv = new key_value;
2684 field->value = value; 2373
2685 else 2374 kv->next = key_values;
2375 kv->key = key;
2376 kv->value = value;
2377
2378 key_values = kv;
2379}
2380
2381void
2382object::kv_del (const shstr &key)
2383{
2384 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2385 if ((*kvp)->key == key)
2686 { 2386 {
2687 /* Basically, if the archetype has this key set, 2387 key_value *kv = *kvp;
2688 * we need to store the null value so when we save 2388 *kvp = (*kvp)->next;
2689 * it, we save the empty value so that when we load, 2389 delete kv;
2690 * we get this value back again. 2390 return;
2691 */
2692 if (get_ob_key_link (&op->arch->clone, canonical_key))
2693 field->value = 0;
2694 else
2695 {
2696 if (last)
2697 last->next = field->next;
2698 else
2699 op->key_values = field->next;
2700
2701 delete field;
2702 }
2703 } 2391 }
2704 return TRUE;
2705 }
2706 /* IF we get here, key doesn't exist */
2707
2708 /* No field, we'll have to add it. */
2709
2710 if (!add_key)
2711 {
2712 return FALSE;
2713 }
2714 /* There isn't any good reason to store a null
2715 * value in the key/value list. If the archetype has
2716 * this key, then we should also have it, so shouldn't
2717 * be here. If user wants to store empty strings,
2718 * should pass in ""
2719 */
2720 if (value == NULL)
2721 return TRUE;
2722
2723 field = new key_value;
2724
2725 field->key = canonical_key;
2726 field->value = value;
2727 /* Usual prepend-addition. */
2728 field->next = op->key_values;
2729 op->key_values = field;
2730
2731 return TRUE;
2732}
2733
2734/*
2735 * Updates the key in op to value.
2736 *
2737 * If add_key is FALSE, this will only update existing keys,
2738 * and not add new ones.
2739 * In general, should be little reason FALSE is ever passed in for add_key
2740 *
2741 * Returns TRUE on success.
2742 */
2743int
2744set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2745{
2746 shstr key_ (key);
2747
2748 return set_ob_key_value_s (op, key_, value, add_key);
2749} 2392}
2750 2393
2751object::depth_iterator::depth_iterator (object *container) 2394object::depth_iterator::depth_iterator (object *container)
2752: iterator_base (container) 2395: iterator_base (container)
2753{ 2396{
2767 } 2410 }
2768 else 2411 else
2769 item = item->env; 2412 item = item->env;
2770} 2413}
2771 2414
2415const char *
2416object::flag_desc (char *desc, int len) const
2417{
2418 char *p = desc;
2419 bool first = true;
2420
2421 *p = 0;
2422
2423 for (int i = 0; i < NUM_FLAGS; i++)
2424 {
2425 if (len <= 10) // magic constant!
2426 {
2427 snprintf (p, len, ",...");
2428 break;
2429 }
2430
2431 if (flag [i])
2432 {
2433 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2434 len -= cnt;
2435 p += cnt;
2436 first = false;
2437 }
2438 }
2439
2440 return desc;
2441}
2442
2772// return a suitable string describing an objetc in enough detail to find it 2443// return a suitable string describing an object in enough detail to find it
2773const char * 2444const char *
2774object::debug_desc (char *info) const 2445object::debug_desc (char *info) const
2775{ 2446{
2447 char flagdesc[512];
2776 char info2[256 * 3]; 2448 char info2[256 * 4];
2777 char *p = info; 2449 char *p = info;
2778 2450
2779 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2451 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2780 count, 2452 count,
2453 uuid.c_str (),
2781 &name, 2454 &name,
2782 title ? " " : "", 2455 title ? "\",title:\"" : "",
2783 title ? (const char *)title : ""); 2456 title ? (const char *)title : "",
2457 flag_desc (flagdesc, 512), type);
2784 2458
2785 if (env) 2459 if (!flag[FLAG_REMOVED] && env)
2786 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2460 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2787 2461
2788 if (map) 2462 if (map)
2789 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2463 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2790 2464
2791 return info; 2465 return info;
2792} 2466}
2793 2467
2794const char * 2468const char *
2795object::debug_desc () const 2469object::debug_desc () const
2796{ 2470{
2797 static char info[256 * 3]; 2471 static char info[3][256 * 4];
2472 static int info_idx;
2473
2798 return debug_desc (info); 2474 return debug_desc (info [++info_idx % 3]);
2799} 2475}
2800 2476
2477struct region *
2478object::region () const
2479{
2480 return map ? map->region (x, y)
2481 : region::default_region ();
2482}
2483
2484const materialtype_t *
2485object::dominant_material () const
2486{
2487 if (materialtype_t *mt = name_to_material (materialname))
2488 return mt;
2489
2490 return name_to_material (shstr_unknown);
2491}
2492
2493void
2494object::open_container (object *new_container)
2495{
2496 if (container == new_container)
2497 return;
2498
2499 object *old_container = container;
2500
2501 if (old_container)
2502 {
2503 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2504 return;
2505
2506#if 0
2507 // remove the "Close old_container" object.
2508 if (object *closer = old_container->inv)
2509 if (closer->type == CLOSE_CON)
2510 closer->destroy ();
2511#endif
2512
2513 // make sure the container is available
2514 esrv_send_item (this, old_container);
2515
2516 old_container->flag [FLAG_APPLIED] = false;
2517 container = 0;
2518
2519 // client needs item update to make it work, client bug requires this to be separate
2520 esrv_update_item (UPD_FLAGS, this, old_container);
2521
2522 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2523 play_sound (sound_find ("chest_close"));
2524 }
2525
2526 if (new_container)
2527 {
2528 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2529 return;
2530
2531 // TODO: this does not seem to serve any purpose anymore?
2532#if 0
2533 // insert the "Close Container" object.
2534 if (archetype *closer = new_container->other_arch)
2535 {
2536 object *closer = arch_to_object (new_container->other_arch);
2537 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2538 new_container->insert (closer);
2539 }
2540#endif
2541
2542 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2543
2544 // make sure the container is available, client bug requires this to be separate
2545 esrv_send_item (this, new_container);
2546
2547 new_container->flag [FLAG_APPLIED] = true;
2548 container = new_container;
2549
2550 // client needs flag change
2551 esrv_update_item (UPD_FLAGS, this, new_container);
2552 esrv_send_inventory (this, new_container);
2553 play_sound (sound_find ("chest_open"));
2554 }
2555// else if (!old_container->env && contr && contr->ns)
2556// contr->ns->floorbox_reset ();
2557}
2558
2559object *
2560object::force_find (const shstr name)
2561{
2562 /* cycle through his inventory to look for the MARK we want to
2563 * place
2564 */
2565 for (object *tmp = inv; tmp; tmp = tmp->below)
2566 if (tmp->type == FORCE && tmp->slaying == name)
2567 return splay (tmp);
2568
2569 return 0;
2570}
2571
2572void
2573object::force_add (const shstr name, int duration)
2574{
2575 if (object *force = force_find (name))
2576 force->destroy ();
2577
2578 object *force = get_archetype (FORCE_NAME);
2579
2580 force->slaying = name;
2581 force->stats.food = 1;
2582 force->speed_left = -1.f;
2583
2584 force->set_speed (duration ? 1.f / duration : 0.f);
2585 force->flag [FLAG_IS_USED_UP] = true;
2586 force->flag [FLAG_APPLIED] = true;
2587
2588 insert (force);
2589}
2590
2591void
2592object::play_sound (faceidx sound)
2593{
2594 if (!sound)
2595 return;
2596
2597 if (flag [FLAG_REMOVED])
2598 return;
2599
2600 if (env)
2601 {
2602 if (object *pl = in_player ())
2603 pl->contr->play_sound (sound);
2604 }
2605 else
2606 map->play_sound (sound, x, y);
2607}
2608

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