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Comparing deliantra/server/common/object.C (file contents):
Revision 1.68 by root, Mon Dec 18 02:35:00 2006 UTC vs.
Revision 1.223 by root, Wed Apr 30 08:29:31 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
35#include <bitset> 32#include <bitset>
36 33
37int nrofallocobjects = 0; 34UUID UUID::cur;
38static UUID uuid; 35static uint64_t seq_next_save;
39const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
40 37
41object *active_objects; /* List of active objects that need to be processed */ 38objectvec objects;
39activevec actives;
42 40
43short 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,
44 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
45}; 46};
46short 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,
47 -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
48}; 52};
49int 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,
50 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
51}; 58};
52int freedir[SIZEOFFREE] = { 59int freedir[SIZEOFFREE] = {
53 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,
54 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
55}; 64};
56 65
57static void 66static void
58write_uuid (void) 67write_uuid (uval64 skip, bool sync)
59{ 68{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 69 CALL_BEGIN (2);
61 70 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 71 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 72 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 73 CALL_END;
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76} 74}
77 75
78static void 76static void
79read_uuid (void) 77read_uuid (void)
80{ 78{
81 char filename[MAX_BUF]; 79 char filename[MAX_BUF];
82 80
83 sprintf (filename, "%s/uuid", settings.localdir); 81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 seq_next_save = 0;
84 84
85 FILE *fp; 85 FILE *fp;
86 86
87 if (!(fp = fopen (filename, "r"))) 87 if (!(fp = fopen (filename, "r")))
88 { 88 {
89 if (errno == ENOENT) 89 if (errno == ENOENT)
90 { 90 {
91 LOG (llevInfo, "RESET uid to 1\n"); 91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 92 UUID::cur.seq = 0;
93 write_uuid (); 93 write_uuid (UUID_GAP, true);
94 return; 94 return;
95 } 95 }
96 96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 98 _exit (1);
99 } 99 }
100 100
101 int version; 101 UUID::BUF buf;
102 unsigned long long uid; 102 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 103 fgets (buf, sizeof (buf), fp);
104
105 if (!UUID::cur.parse (buf))
104 { 106 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 107 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 108 _exit (1);
107 } 109 }
108 110
109 uuid.seq = uid; 111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
110 write_uuid (); 112
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 113 write_uuid (UUID_GAP, true);
112 fclose (fp); 114 fclose (fp);
113} 115}
114 116
115UUID 117UUID
116gen_uuid () 118UUID::gen ()
117{ 119{
118 UUID uid; 120 UUID uid;
119 121
120 uid.seq = ++uuid.seq; 122 uid.seq = ++cur.seq;
121 123
122 if (!(uuid.seq & (UUID_SKIP - 1))) 124 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false);
128 }
129
124 130
125 return uid; 131 return uid;
126} 132}
127 133
128void 134void
129init_uuid () 135UUID::init ()
130{ 136{
131 read_uuid (); 137 read_uuid ();
132} 138}
133 139
134/* 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. */
135static int 141static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
137{ 143{
138 key_value *wants_field; 144 key_value *wants_field;
139 145
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 146 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
141 * objects with lists are rare, and lists stay short. If not, use a 147 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 148 * different structure or at least keep the lists sorted...
143 */ 149 */
144 150
145 /* For each field in wants, */ 151 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 152 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 153 {
148 key_value *has_field; 154 key_value *has_field;
149 155
150 /* Look for a field in has with the same key. */ 156 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 157 has_field = get_ob_key_link (has, wants_field->key);
152 158
153 if (has_field == NULL) 159 if (!has_field)
154 {
155 /* No field with that name. */ 160 return 0; /* No field with that name. */
156 return FALSE;
157 }
158 161
159 /* Found the matching field. */ 162 /* Found the matching field. */
160 if (has_field->value != wants_field->value) 163 if (has_field->value != wants_field->value)
161 {
162 /* Values don't match, so this half of the comparison is false. */ 164 return 0; /* Values don't match, so this half of the comparison is false. */
163 return FALSE;
164 }
165 165
166 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
167 } 167 }
168 168
169 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE; 170 return 1;
171} 171}
172 172
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 174static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 176{
177 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
179 */ 179 */
190 * Check nrof variable *before* calling can_merge() 190 * Check nrof variable *before* calling can_merge()
191 * 191 *
192 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
193 * check weight 193 * check weight
194 */ 194 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
197{ 196{
198 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
199 if (ob1 == ob2 198 if (ob1 == ob2
200 || ob1->type != ob2->type 199 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed 200 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value 201 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 202 || ob1->name != ob2->name)
204 return 0; 203 return 0;
205 204
206 //TODO: this ain't working well, use nicer and correct overflow check 205 /* Do not merge objects if nrof would overflow. First part checks
207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 206 * for unsigned overflow (2c), second part checks whether the result
208 * value could not be stored in a sint32 (which unfortunately sometimes is 207 * would fit into a 32 bit signed int, which is often used to hold
209 * used to store nrof). 208 * nrof values.
210 */ 209 */
211 if (ob1->nrof + ob2->nrof >= 1UL << 31) 210 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
212 return 0; 211 return 0;
213 212
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 213 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * This is to the comparison of the flags below will be OK. We 214 * This is to the comparison of the flags below will be OK. We
216 * just can't ignore the been applied or identified flags, as they 215 * just can't ignore the been applied or identified flags, as they
217 * are not equal - just if it has been identified, the been_applied 216 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning. 217 * flags lose any meaning.
219 */ 218 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 221
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 224
226 225 if (ob1->arch->name != ob2->arch->name
227 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 226 || ob1->name != ob2->name
230 || ob1->title != ob2->title 227 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 228 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 229 || ob1->weight != ob2->weight
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
235 || ob1->attacktype != ob2->attacktype 230 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic 231 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying 232 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill 233 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value 234 || ob1->value != ob2->value
246 || ob1->move_block != ob2->move_block 241 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow 242 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on 243 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off 244 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow 245 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty) 246 || ob1->move_slow_penalty != ob2->move_slow_penalty
247 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
252 return 0; 249 return 0;
253 250
251 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED)
255 .any ())
256 return 0;
257
254 /* This is really a spellbook check - really, we should 258 /* This is really a spellbook check - we should in general
255 * check all objects in the inventory. 259 * not merge objects with real inventories, as splitting them
260 * is hard.
256 */ 261 */
257 if (ob1->inv || ob2->inv) 262 if (ob1->inv || ob2->inv)
258 { 263 {
259 /* if one object has inventory but the other doesn't, not equiv */ 264 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 265 return 0; /* inventories differ in length */
261 return 0;
262 266
263 /* Now check to see if the two inventory objects could merge */ 267 if (ob1->inv->below || ob2->inv->below)
268 return 0; /* more than one object in inv */
269
264 if (!object::can_merge (ob1->inv, ob2->inv)) 270 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 271 return 0; /* inventory objects differ */
266 272
267 /* inventory ok - still need to check rest of this object to see 273 /* inventory ok - still need to check rest of this object to see
268 * if it is valid. 274 * if it is valid.
269 */ 275 */
270 } 276 }
278 284
279 /* Note sure why the following is the case - either the object has to 285 /* Note sure why the following is the case - either the object has to
280 * be animated or have a very low speed. Is this an attempted monster 286 * be animated or have a very low speed. Is this an attempted monster
281 * check? 287 * check?
282 */ 288 */
283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 289 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
284 return 0; 290 return 0;
285 291
286 switch (ob1->type) 292 switch (ob1->type)
287 { 293 {
288 case SCROLL: 294 case SCROLL:
289 if (ob1->level != ob2->level) 295 if (ob1->level != ob2->level)
290 return 0; 296 return 0;
291 break; 297 break;
292 } 298 }
293 299
294 if (ob1->key_values != NULL || ob2->key_values != NULL) 300 if (ob1->key_values || ob2->key_values)
295 { 301 {
296 /* At least one of these has key_values. */ 302 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 303 if ((!ob1->key_values) != (!ob2->key_values))
298 /* One has fields, but the other one doesn't. */ 304 return 0; /* One has fields, but the other one doesn't. */
305
306 if (!compare_ob_value_lists (ob1, ob2))
299 return 0; 307 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0;
302 } 308 }
303 309
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
306 { 311 {
307 ob1->optimise (); 312 ob1->optimise ();
308 ob2->optimise (); 313 ob2->optimise ();
309 314
310 if (ob1->self || ob2->self) 315 if (ob1->self || ob2->self)
316 {
317 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
318 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
319
320 if (k1 != k2)
311 return 0; 321 return 0;
322
323 if (k1 == 0)
324 return 1;
325
326 if (!cfperl_can_merge (ob1, ob2))
327 return 0;
328 }
312 } 329 }
313 330
314 /* Everything passes, must be OK. */ 331 /* Everything passes, must be OK. */
315 return 1; 332 return 1;
316} 333}
317 334
335// find player who can see this object
336object *
337object::visible_to () const
338{
339 if (client_visible () && !flag [FLAG_REMOVED])
340 {
341 // see if we are in a container of sorts
342 if (env)
343 {
344 // the player inventory itself is always visible
345 if (env->type == PLAYER)
346 return env;
347
348 // else a player could have our env open
349 object *envest = env->outer_env ();
350
351 // the player itself is always on a map, so we will find him here
352 // even if our inv is in a player.
353 if (envest->is_on_map ())
354 if (object *pl = envest->ms ().player ())
355 if (pl->container == env)
356 return pl;
357 }
358 else
359 {
360 // maybe there is a player standing on the same mapspace
361 // this will catch the case where "this" is a player
362 if (object *pl = ms ().player ())
363 if (!pl->container || this == pl->container)
364 return pl;
365 }
366 }
367
368 return 0;
369}
370
371// adjust weight per container type ("of holding")
372static sint32
373weight_adjust (object *op, sint32 weight)
374{
375 return op->type == CONTAINER
376 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
377 : weight;
378}
379
318/* 380/*
381 * adjust_weight(object, weight) adds the specified weight to an object,
382 * and also updates how much the environment(s) is/are carrying.
383 */
384static void
385adjust_weight (object *op, sint32 weight)
386{
387 while (op)
388 {
389 weight = weight_adjust (op, weight);
390
391 if (!weight)
392 return;
393
394 op->carrying += weight;
395
396 if (object *pl = op->visible_to ())
397 if (pl != op) // player is handled lazily
398 esrv_update_item (UPD_WEIGHT, pl, op);
399
400 op = op->env;
401 }
402}
403
404/*
319 * sum_weight() is a recursive function which calculates the weight 405 * this is a recursive function which calculates the weight
320 * an object is carrying. It goes through in figures out how much 406 * an object is carrying. It goes through op and figures out how much
321 * containers are carrying, and sums it up. 407 * containers are carrying, and sums it up.
322 */ 408 */
323long 409void
324sum_weight (object *op) 410object::update_weight ()
325{ 411{
326 long sum; 412 sint32 sum = 0;
327 object *inv;
328 413
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 414 for (object *op = inv; op; op = op->below)
330 { 415 {
331 if (inv->inv) 416 if (op->inv)
332 sum_weight (inv); 417 op->update_weight ();
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 418
419 sum += op->total_weight ();
420 }
421
422 sum = weight_adjust (this, sum);
423
424 if (sum != carrying)
334 } 425 {
335
336 if (op->type == CONTAINER && op->stats.Str)
337 sum = (sum * (100 - op->stats.Str)) / 100;
338
339 if (op->carrying != sum)
340 op->carrying = sum; 426 carrying = sum;
341 427
342 return sum; 428 if (object *pl = visible_to ())
429 if (pl != this) // player is handled lazily
430 esrv_update_item (UPD_WEIGHT, pl, this);
431 }
343} 432}
344 433
345/** 434/*
346 * Return the outermost environment object for a given object. 435 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
347 */ 436 */
348
349object *
350object_get_env_recursive (object *op)
351{
352 while (op->env != NULL)
353 op = op->env;
354 return op;
355}
356
357/*
358 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
359 * a better check. We basically keeping traversing up until we can't
360 * or find a player.
361 */
362
363object *
364is_player_inv (object *op)
365{
366 for (; op != NULL && op->type != PLAYER; op = op->env)
367 if (op->env == op)
368 op->env = NULL;
369 return op;
370}
371
372/*
373 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
374 * Some error messages.
375 * The result of the dump is stored in the static global errmsg array.
376 */
377
378char * 437char *
379dump_object (object *op) 438dump_object (object *op)
380{ 439{
381 if (!op) 440 if (!op)
382 return strdup ("[NULLOBJ]"); 441 return strdup ("[NULLOBJ]");
383 442
384 object_freezer freezer; 443 object_freezer freezer;
385 save_object (freezer, op, 3); 444 op->write (freezer);
386 return freezer.as_string (); 445 return freezer.as_string ();
387} 446}
388 447
389/* 448/*
390 * get_nearest_part(multi-object, object 2) returns the part of the 449 * get_nearest_part(multi-object, object 2) returns the part of the
391 * multi-object 1 which is closest to the second object. 450 * multi-object 1 which is closest to the second object.
392 * If it's not a multi-object, it is returned. 451 * If it's not a multi-object, it is returned.
393 */ 452 */
394
395object * 453object *
396get_nearest_part (object *op, const object *pl) 454get_nearest_part (object *op, const object *pl)
397{ 455{
398 object *tmp, *closest; 456 object *tmp, *closest;
399 int last_dist, i; 457 int last_dist, i;
400 458
401 if (op->more == NULL) 459 if (!op->more)
402 return op; 460 return op;
461
403 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 462 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
463 tmp;
464 tmp = tmp->more)
404 if ((i = distance (tmp, pl)) < last_dist) 465 if ((i = distance (tmp, pl)) < last_dist)
405 closest = tmp, last_dist = i; 466 closest = tmp, last_dist = i;
467
406 return closest; 468 return closest;
407} 469}
408 470
409/* 471/*
410 * Returns the object which has the count-variable equal to the argument. 472 * Returns the object which has the count-variable equal to the argument.
473 * VERRRY slow.
411 */ 474 */
412
413object * 475object *
414find_object (tag_t i) 476find_object (tag_t i)
415{ 477{
416 for (object *op = object::first; op; op = op->next) 478 for_all_objects (op)
417 if (op->count == i) 479 if (op->count == i)
418 return op; 480 return op;
419 481
420 return 0; 482 return 0;
421} 483}
422 484
423/* 485/*
424 * Returns the first object which has a name equal to the argument. 486 * Returns the first object which has a name equal to the argument.
425 * Used only by the patch command, but not all that useful. 487 * Used only by the patch command, but not all that useful.
426 * Enables features like "patch <name-of-other-player> food 999" 488 * Enables features like "patch <name-of-other-player> food 999"
427 */ 489 */
428
429object * 490object *
430find_object_name (const char *str) 491find_object_name (const char *str)
431{ 492{
432 shstr_cmp str_ (str); 493 shstr_cmp str_ (str);
433 object *op; 494 object *op;
434 495
435 for (op = object::first; op != NULL; op = op->next) 496 for_all_objects (op)
436 if (op->name == str_) 497 if (op->name == str_)
437 break; 498 break;
438 499
439 return op; 500 return op;
440} 501}
441 502
442void
443free_all_object_data ()
444{
445 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
446}
447
448/* 503/*
449 * Sets the owner and sets the skill and exp pointers to owner's current 504 * Sets the owner and sets the skill and exp pointers to owner's current
450 * skill and experience objects. 505 * skill and experience objects.
506 * ACTUALLY NO! investigate! TODO
451 */ 507 */
452void 508void
453object::set_owner (object *owner) 509object::set_owner (object *owner)
454{ 510{
511 // allow objects which own objects
455 if (!owner) 512 if (owner)
456 return;
457
458 /* next line added to allow objects which own objects */
459 /* Add a check for ownercounts in here, as I got into an endless loop
460 * with the fireball owning a poison cloud which then owned the
461 * fireball. I believe that was caused by one of the objects getting
462 * freed and then another object replacing it. Since the ownercounts
463 * didn't match, this check is valid and I believe that cause is valid.
464 */
465 while (owner->owner) 513 while (owner->owner)
466 owner = owner->owner; 514 owner = owner->owner;
515
516 if (flag [FLAG_FREED])
517 {
518 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
519 return;
520 }
467 521
468 this->owner = owner; 522 this->owner = owner;
523}
524
525int
526object::slottype () const
527{
528 if (type == SKILL)
529 {
530 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
531 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
532 }
533 else
534 {
535 if (slot [body_combat].info) return slot_combat;
536 if (slot [body_range ].info) return slot_ranged;
537 }
538
539 return slot_none;
540}
541
542bool
543object::change_weapon (object *ob)
544{
545 if (current_weapon == ob)
546 return true;
547
548 if (chosen_skill)
549 chosen_skill->flag [FLAG_APPLIED] = false;
550
551 current_weapon = ob;
552 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
553
554 if (chosen_skill)
555 chosen_skill->flag [FLAG_APPLIED] = true;
556
557 update_stats ();
558
559 if (ob)
560 {
561 // now check wether any body locations became invalid, in which case
562 // we cannot apply the weapon at the moment.
563 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
564 if (slot[i].used < 0)
565 {
566 current_weapon = chosen_skill = 0;
567 update_stats ();
568
569 new_draw_info_format (NDI_UNIQUE, 0, this,
570 "You try to balance all your items at once, "
571 "but the %s is just too much for your body. "
572 "[You need to unapply some items first.]", &ob->name);
573 return false;
574 }
575
576 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
577 }
578 else
579 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
580
581 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
582 {
583 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
584 &name, ob->debug_desc ());
585 return false;
586 }
587
588 return true;
469} 589}
470 590
471/* Zero the key_values on op, decrementing the shared-string 591/* Zero the key_values on op, decrementing the shared-string
472 * refcounts and freeing the links. 592 * refcounts and freeing the links.
473 */ 593 */
474static void 594static void
475free_key_values (object *op) 595free_key_values (object *op)
476{ 596{
477 for (key_value *i = op->key_values; i != 0;) 597 for (key_value *i = op->key_values; i; )
478 { 598 {
479 key_value *next = i->next; 599 key_value *next = i->next;
480 delete i; 600 delete i;
481 601
482 i = next; 602 i = next;
483 } 603 }
484 604
485 op->key_values = 0; 605 op->key_values = 0;
486} 606}
487 607
488void object::clear () 608object &
609object::operator =(const object &src)
489{ 610{
490 attachable_base::clear (); 611 bool is_freed = flag [FLAG_FREED];
612 bool is_removed = flag [FLAG_REMOVED];
491 613
492 free_key_values (this);
493
494 owner = 0;
495 name = 0;
496 name_pl = 0;
497 title = 0;
498 race = 0;
499 slaying = 0;
500 skill = 0;
501 msg = 0;
502 lore = 0;
503 custom_name = 0;
504 materialname = 0;
505 contr = 0;
506 below = 0;
507 above = 0;
508 inv = 0;
509 container = 0;
510 env = 0;
511 more = 0;
512 head = 0;
513 map = 0;
514 active_next = 0;
515 active_prev = 0;
516
517 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
518
519 SET_FLAG (this, FLAG_REMOVED);
520
521 /* What is not cleared is next, prev, and count */
522
523 expmul = 1.0;
524 face = blank_face;
525
526 if (settings.casting_time)
527 casting_time = -1;
528}
529
530/*
531 * copy_to first frees everything allocated by the dst object,
532 * and then copies the contents of itself into the second
533 * object, allocating what needs to be allocated. Basically, any
534 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
535 * if the first object is freed, the pointers in the new object
536 * will point at garbage.
537 */
538void
539object::copy_to (object *dst)
540{
541 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
542 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
543
544 *(object_copy *)dst = *this; 614 *(object_copy *)this = src;
545 *(object_pod *)dst = *this;
546 615
547 if (self || cb) 616 flag [FLAG_FREED] = is_freed;
548 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst)); 617 flag [FLAG_REMOVED] = is_removed;
549
550 if (is_freed)
551 SET_FLAG (dst, FLAG_FREED);
552
553 if (is_removed)
554 SET_FLAG (dst, FLAG_REMOVED);
555
556 if (speed < 0)
557 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
558 618
559 /* Copy over key_values, if any. */ 619 /* Copy over key_values, if any. */
560 if (key_values) 620 if (src.key_values)
561 { 621 {
562 key_value *tail = 0; 622 key_value *tail = 0;
563 key_value *i;
564
565 dst->key_values = 0; 623 key_values = 0;
566 624
567 for (i = key_values; i; i = i->next) 625 for (key_value *i = src.key_values; i; i = i->next)
568 { 626 {
569 key_value *new_link = new key_value; 627 key_value *new_link = new key_value;
570 628
571 new_link->next = 0; 629 new_link->next = 0;
572 new_link->key = i->key; 630 new_link->key = i->key;
573 new_link->value = i->value; 631 new_link->value = i->value;
574 632
575 /* Try and be clever here, too. */ 633 /* Try and be clever here, too. */
576 if (!dst->key_values) 634 if (!key_values)
577 { 635 {
578 dst->key_values = new_link; 636 key_values = new_link;
579 tail = new_link; 637 tail = new_link;
580 } 638 }
581 else 639 else
582 { 640 {
583 tail->next = new_link; 641 tail->next = new_link;
584 tail = new_link; 642 tail = new_link;
585 } 643 }
586 } 644 }
587 } 645 }
646}
588 647
589 update_ob_speed (dst); 648/*
649 * copy_to first frees everything allocated by the dst object,
650 * and then copies the contents of itself into the second
651 * object, allocating what needs to be allocated. Basically, any
652 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
653 * if the first object is freed, the pointers in the new object
654 * will point at garbage.
655 */
656void
657object::copy_to (object *dst)
658{
659 *dst = *this;
660
661 if (speed < 0)
662 dst->speed_left -= rndm ();
663
664 dst->set_speed (dst->speed);
665}
666
667void
668object::instantiate ()
669{
670 if (!uuid.seq) // HACK
671 uuid = UUID::gen ();
672
673 speed_left = -0.1f;
674 /* copy the body_info to the body_used - this is only really
675 * need for monsters, but doesn't hurt to do it for everything.
676 * by doing so, when a monster is created, it has good starting
677 * values for the body_used info, so when items are created
678 * for it, they can be properly equipped.
679 */
680 for (int i = NUM_BODY_LOCATIONS; i--; )
681 slot[i].used = slot[i].info;
682
683 attachable::instantiate ();
590} 684}
591 685
592object * 686object *
593object::clone () 687object::clone ()
594{ 688{
600/* 694/*
601 * If an object with the IS_TURNABLE() flag needs to be turned due 695 * If an object with the IS_TURNABLE() flag needs to be turned due
602 * to the closest player being on the other side, this function can 696 * to the closest player being on the other side, this function can
603 * be called to update the face variable, _and_ how it looks on the map. 697 * be called to update the face variable, _and_ how it looks on the map.
604 */ 698 */
605
606void 699void
607update_turn_face (object *op) 700update_turn_face (object *op)
608{ 701{
609 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 702 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
610 return; 703 return;
704
611 SET_ANIMATION (op, op->direction); 705 SET_ANIMATION (op, op->direction);
612 update_object (op, UP_OBJ_FACE); 706 update_object (op, UP_OBJ_FACE);
613} 707}
614 708
615/* 709/*
616 * Updates the speed of an object. If the speed changes from 0 to another 710 * Updates the speed of an object. If the speed changes from 0 to another
617 * value, or vice versa, then add/remove the object from the active list. 711 * value, or vice versa, then add/remove the object from the active list.
618 * This function needs to be called whenever the speed of an object changes. 712 * This function needs to be called whenever the speed of an object changes.
619 */ 713 */
620void 714void
621update_ob_speed (object *op) 715object::set_speed (float speed)
622{ 716{
623 extern int arch_init; 717 if (flag [FLAG_FREED] && speed)
624
625 /* No reason putting the archetypes objects on the speed list,
626 * since they never really need to be updated.
627 */
628
629 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
630 { 718 {
631 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 719 LOG (llevError, "Object %s is freed but has speed.\n", &name);
632#ifdef MANY_CORES
633 abort ();
634#else
635 op->speed = 0; 720 speed = 0;
636#endif
637 }
638
639 if (arch_init)
640 return;
641
642 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
643 { 721 }
644 /* If already on active list, don't do anything */
645 if (op->active_next || op->active_prev || op == active_objects)
646 return;
647 722
648 /* process_events() expects us to insert the object at the beginning 723 this->speed = speed;
649 * of the list. */
650 op->active_next = active_objects;
651 724
652 if (op->active_next != NULL) 725 if (has_active_speed ())
653 op->active_next->active_prev = op; 726 activate ();
654
655 active_objects = op;
656 }
657 else 727 else
658 { 728 deactivate ();
659 /* If not on the active list, nothing needs to be done */
660 if (!op->active_next && !op->active_prev && op != active_objects)
661 return;
662
663 if (op->active_prev == NULL)
664 {
665 active_objects = op->active_next;
666
667 if (op->active_next != NULL)
668 op->active_next->active_prev = NULL;
669 }
670 else
671 {
672 op->active_prev->active_next = op->active_next;
673
674 if (op->active_next)
675 op->active_next->active_prev = op->active_prev;
676 }
677
678 op->active_next = NULL;
679 op->active_prev = NULL;
680 }
681} 729}
682 730
683/* This function removes object 'op' from the list of active
684 * objects.
685 * This should only be used for style maps or other such
686 * reference maps where you don't want an object that isn't
687 * in play chewing up cpu time getting processed.
688 * The reverse of this is to call update_ob_speed, which
689 * will do the right thing based on the speed of the object.
690 */
691void
692remove_from_active_list (object *op)
693{
694 /* If not on the active list, nothing needs to be done */
695 if (!op->active_next && !op->active_prev && op != active_objects)
696 return;
697
698 if (op->active_prev == NULL)
699 {
700 active_objects = op->active_next;
701 if (op->active_next != NULL)
702 op->active_next->active_prev = NULL;
703 }
704 else
705 {
706 op->active_prev->active_next = op->active_next;
707 if (op->active_next)
708 op->active_next->active_prev = op->active_prev;
709 }
710 op->active_next = NULL;
711 op->active_prev = NULL;
712}
713
714/* 731/*
715 * update_object() updates the array which represents the map. 732 * update_object() updates the the map.
716 * It takes into account invisible objects (and represent squares covered 733 * It takes into account invisible objects (and represent squares covered
717 * by invisible objects by whatever is below them (unless it's another 734 * by invisible objects by whatever is below them (unless it's another
718 * invisible object, etc...) 735 * invisible object, etc...)
719 * If the object being updated is beneath a player, the look-window 736 * If the object being updated is beneath a player, the look-window
720 * of that player is updated (this might be a suboptimal way of 737 * of that player is updated (this might be a suboptimal way of
721 * updating that window, though, since update_object() is called _often_) 738 * updating that window, though, since update_object() is called _often_)
722 * 739 *
723 * action is a hint of what the caller believes need to be done. 740 * action is a hint of what the caller believes need to be done.
724 * For example, if the only thing that has changed is the face (due to
725 * an animation), we don't need to call update_position until that actually
726 * comes into view of a player. OTOH, many other things, like addition/removal
727 * of walls or living creatures may need us to update the flags now.
728 * current action are: 741 * current action are:
729 * UP_OBJ_INSERT: op was inserted 742 * UP_OBJ_INSERT: op was inserted
730 * UP_OBJ_REMOVE: op was removed 743 * UP_OBJ_REMOVE: op was removed
731 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 744 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
732 * as that is easier than trying to look at what may have changed. 745 * as that is easier than trying to look at what may have changed.
733 * UP_OBJ_FACE: only the objects face has changed. 746 * UP_OBJ_FACE: only the objects face has changed.
734 */ 747 */
735
736void 748void
737update_object (object *op, int action) 749update_object (object *op, int action)
738{ 750{
739 int update_now = 0, flags; 751 if (!op)
740 MoveType move_on, move_off, move_block, move_slow;
741
742 if (op == NULL)
743 { 752 {
744 /* this should never happen */ 753 /* this should never happen */
745 LOG (llevDebug, "update_object() called for NULL object.\n"); 754 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
746 return; 755 return;
747 } 756 }
748 757
749 if (op->env != NULL) 758 if (!op->is_on_map ())
750 { 759 {
751 /* Animation is currently handled by client, so nothing 760 /* Animation is currently handled by client, so nothing
752 * to do in this case. 761 * to do in this case.
753 */ 762 */
754 return; 763 return;
755 } 764 }
756 765
757 /* If the map is saving, don't do anything as everything is
758 * going to get freed anyways.
759 */
760 if (!op->map || op->map->in_memory == MAP_SAVING)
761 return;
762
763 /* make sure the object is within map boundaries */ 766 /* make sure the object is within map boundaries */
764 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 767 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
765 { 768 {
766 LOG (llevError, "update_object() called for object out of map!\n"); 769 LOG (llevError, "update_object() called for object out of map!\n");
767#ifdef MANY_CORES 770#ifdef MANY_CORES
768 abort (); 771 abort ();
769#endif 772#endif
770 return; 773 return;
771 } 774 }
772 775
773 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 776 mapspace &m = op->ms ();
774 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
775 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
776 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
777 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
778 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
779 777
778 if (!(m.flags_ & P_UPTODATE))
779 /* nop */;
780 if (action == UP_OBJ_INSERT) 780 else if (action == UP_OBJ_INSERT)
781 { 781 {
782 // this is likely overkill, TODO: revisit (schmorp)
782 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 783 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
783 update_now = 1;
784
785 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 784 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
786 update_now = 1; 785 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
787 786 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
787 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
788 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 788 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
789 update_now = 1;
790
791 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
792 update_now = 1;
793
794 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
795 update_now = 1;
796
797 if ((move_on | op->move_on) != move_on) 789 || (m.move_on | op->move_on ) != m.move_on
798 update_now = 1;
799
800 if ((move_off | op->move_off) != move_off) 790 || (m.move_off | op->move_off ) != m.move_off
801 update_now = 1; 791 || (m.move_slow | op->move_slow) != m.move_slow
802
803 /* This isn't perfect, but I don't expect a lot of objects to 792 /* This isn't perfect, but I don't expect a lot of objects to
804 * to have move_allow right now. 793 * to have move_allow right now.
805 */ 794 */
806 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 795 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
807 update_now = 1; 796 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
808 797 m.flags_ = 0;
809 if ((move_slow | op->move_slow) != move_slow)
810 update_now = 1;
811 } 798 }
812
813 /* if the object is being removed, we can't make intelligent 799 /* if the object is being removed, we can't make intelligent
814 * decisions, because remove_ob can't really pass the object 800 * decisions, because remove_ob can't really pass the object
815 * that is being removed. 801 * that is being removed.
816 */ 802 */
817 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 803 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
818 update_now = 1; 804 m.flags_ = 0;
819 else if (action == UP_OBJ_FACE) 805 else if (action == UP_OBJ_FACE)
820 /* Nothing to do for that case */ ; 806 /* Nothing to do for that case */ ;
821 else 807 else
822 LOG (llevError, "update_object called with invalid action: %d\n", action); 808 LOG (llevError, "update_object called with invalid action: %d\n", action);
823 809
824 if (update_now)
825 {
826 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
827 update_position (op->map, op->x, op->y);
828 }
829
830 if (op->more != NULL) 810 if (op->more)
831 update_object (op->more, action); 811 update_object (op->more, action);
832}
833
834object::vector object::mortals;
835object::vector object::objects; // not yet used
836object *object::first;
837
838void object::free_mortals ()
839{
840 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
841 if ((*i)->refcnt)
842 ++i; // further delay freeing
843 else
844 {
845 delete *i;
846 mortals.erase (i);
847 }
848} 812}
849 813
850object::object () 814object::object ()
851{ 815{
852 SET_FLAG (this, FLAG_REMOVED); 816 SET_FLAG (this, FLAG_REMOVED);
855 face = blank_face; 819 face = blank_face;
856} 820}
857 821
858object::~object () 822object::~object ()
859{ 823{
824 unlink ();
825
860 free_key_values (this); 826 free_key_values (this);
861} 827}
862 828
829static int object_count;
830
863void object::link () 831void object::link ()
864{ 832{
833 assert (!index);//D
834 uuid = UUID::gen ();
865 count = ++ob_count; 835 count = ++object_count;
866 uuid = gen_uuid ();
867 836
868 prev = 0; 837 refcnt_inc ();
869 next = object::first; 838 objects.insert (this);
870
871 if (object::first)
872 object::first->prev = this;
873
874 object::first = this;
875} 839}
876 840
877void object::unlink () 841void object::unlink ()
878{ 842{
879 if (this == object::first) 843 if (!index)
880 object::first = next; 844 return;
881 845
882 /* Remove this object from the list of used objects */ 846 objects.erase (this);
883 if (prev) prev->next = next; 847 refcnt_dec ();
884 if (next) next->prev = prev; 848}
885 849
886 prev = 0; 850void
887 next = 0; 851object::activate ()
852{
853 /* If already on active list, don't do anything */
854 if (active)
855 return;
856
857 if (has_active_speed ())
858 actives.insert (this);
859}
860
861void
862object::activate_recursive ()
863{
864 activate ();
865
866 for (object *op = inv; op; op = op->below)
867 op->activate_recursive ();
868}
869
870/* This function removes object 'op' from the list of active
871 * objects.
872 * This should only be used for style maps or other such
873 * reference maps where you don't want an object that isn't
874 * in play chewing up cpu time getting processed.
875 * The reverse of this is to call update_ob_speed, which
876 * will do the right thing based on the speed of the object.
877 */
878void
879object::deactivate ()
880{
881 /* If not on the active list, nothing needs to be done */
882 if (!active)
883 return;
884
885 actives.erase (this);
886}
887
888void
889object::deactivate_recursive ()
890{
891 for (object *op = inv; op; op = op->below)
892 op->deactivate_recursive ();
893
894 deactivate ();
895}
896
897void
898object::set_flag_inv (int flag, int value)
899{
900 for (object *op = inv; op; op = op->below)
901 {
902 op->flag [flag] = value;
903 op->set_flag_inv (flag, value);
904 }
905}
906
907/*
908 * Remove and free all objects in the inventory of the given object.
909 * object.c ?
910 */
911void
912object::destroy_inv (bool drop_to_ground)
913{
914 // need to check first, because the checks below might segfault
915 // as we might be on an invalid mapspace and crossfire code
916 // is too buggy to ensure that the inventory is empty.
917 // corollary: if you create arrows etc. with stuff in its inventory,
918 // cf will crash below with off-map x and y
919 if (!inv)
920 return;
921
922 /* Only if the space blocks everything do we not process -
923 * if some form of movement is allowed, let objects
924 * drop on that space.
925 */
926 if (!drop_to_ground
927 || !map
928 || map->in_memory != MAP_ACTIVE
929 || map->nodrop
930 || ms ().move_block == MOVE_ALL)
931 {
932 while (inv)
933 {
934 inv->destroy_inv (false);
935 inv->destroy ();
936 }
937 }
938 else
939 { /* Put objects in inventory onto this space */
940 while (inv)
941 {
942 object *op = inv;
943
944 if (op->flag [FLAG_STARTEQUIP]
945 || op->flag [FLAG_NO_DROP]
946 || op->type == RUNE
947 || op->type == TRAP
948 || op->flag [FLAG_IS_A_TEMPLATE]
949 || op->flag [FLAG_DESTROY_ON_DEATH])
950 op->destroy (true);
951 else
952 map->insert (op, x, y);
953 }
954 }
888} 955}
889 956
890object *object::create () 957object *object::create ()
891{ 958{
892 object *op = new object; 959 object *op = new object;
893 op->link (); 960 op->link ();
894 return op; 961 return op;
895} 962}
896 963
897/* 964static struct freed_map : maptile
898 * free_object() frees everything allocated by an object, removes 965{
899 * it from the list of used objects, and puts it on the list of 966 freed_map ()
900 * free objects. The IS_FREED() flag is set in the object. 967 {
901 * The object must have been removed by remove_ob() first for 968 path = "<freed objects map>";
902 * this function to succeed. 969 name = "/internal/freed_objects_map";
903 * 970 width = 3;
904 * If destroy_inventory is set, free inventory as well. Else drop items in 971 height = 3;
905 * inventory to the ground. 972 nodrop = 1;
906 */ 973
974 alloc ();
975 in_memory = MAP_ACTIVE;
976 }
977} freed_map; // freed objects are moved here to avoid crashes
978
979void
980object::do_destroy ()
981{
982 if (flag [FLAG_IS_LINKED])
983 remove_button_link (this);
984
985 if (flag [FLAG_FRIENDLY])
986 remove_friendly_object (this);
987
988 remove ();
989
990 attachable::do_destroy ();
991
992 deactivate ();
993 unlink ();
994
995 flag [FLAG_FREED] = 1;
996
997 // hack to ensure that freed objects still have a valid map
998 map = &freed_map;
999 x = 1;
1000 y = 1;
1001
1002 if (more)
1003 {
1004 more->destroy ();
1005 more = 0;
1006 }
1007
1008 head = 0;
1009
1010 // clear those pointers that likely might cause circular references
1011 owner = 0;
1012 enemy = 0;
1013 attacked_by = 0;
1014 current_weapon = 0;
1015}
1016
1017void
907void object::destroy (bool destroy_inventory) 1018object::destroy (bool destroy_inventory)
908{ 1019{
909 if (QUERY_FLAG (this, FLAG_FREED)) 1020 if (destroyed ())
910 return; 1021 return;
911 1022
912 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 1023 if (!is_head () && !head->destroyed ())
913 remove_friendly_object (this);
914
915 if (!QUERY_FLAG (this, FLAG_REMOVED))
916 remove ();
917
918 SET_FLAG (this, FLAG_FREED);
919
920 if (more)
921 { 1024 {
1025 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
922 more->destroy (destroy_inventory); 1026 head->destroy (destroy_inventory);
923 more = 0; 1027 return;
924 }
925
926 if (inv)
927 {
928 /* Only if the space blocks everything do we not process -
929 * if some form of movement is allowed, let objects
930 * drop on that space.
931 */
932 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
933 {
934 object *op = inv;
935
936 while (op)
937 {
938 object *tmp = op->below;
939 op->destroy (destroy_inventory);
940 op = tmp;
941 }
942 }
943 else
944 { /* Put objects in inventory onto this space */
945 object *op = inv;
946
947 while (op)
948 {
949 object *tmp = op->below;
950
951 op->remove ();
952
953 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
954 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
955 op->destroy ();
956 else
957 {
958 op->x = x;
959 op->y = y;
960 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
961 }
962
963 op = tmp;
964 }
965 }
966 }
967
968 // hack to ensure that freed objects still have a valid map
969 {
970 static maptile *freed_map; // freed objects are moved here to avoid crashes
971
972 if (!freed_map)
973 {
974 freed_map = new maptile;
975
976 freed_map->name = "/internal/freed_objects_map";
977 freed_map->width = 3;
978 freed_map->height = 3;
979
980 freed_map->allocate ();
981 } 1028 }
982 1029
983 map = freed_map; 1030 destroy_inv (!destroy_inventory);
984 x = 1;
985 y = 1;
986 }
987 1031
988 // clear those pointers that likely might have circular references to us 1032 if (is_head ())
989 owner = 0; 1033 if (sound_destroy)
990 enemy = 0; 1034 play_sound (sound_destroy);
991 attacked_by = 0; 1035 else if (flag [FLAG_MONSTER])
1036 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
992 1037
993 // only relevant for players(?), but make sure of it anyways 1038 attachable::destroy ();
994 contr = 0;
995
996 /* Remove object from the active list */
997 speed = 0;
998 update_ob_speed (this);
999
1000 unlink ();
1001
1002 mortals.push_back (this);
1003}
1004
1005/*
1006 * sub_weight() recursively (outwards) subtracts a number from the
1007 * weight of an object (and what is carried by it's environment(s)).
1008 */
1009void
1010sub_weight (object *op, signed long weight)
1011{
1012 while (op != NULL)
1013 {
1014 if (op->type == CONTAINER)
1015 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1016
1017 op->carrying -= weight;
1018 op = op->env;
1019 }
1020} 1039}
1021 1040
1022/* op->remove (): 1041/* op->remove ():
1023 * This function removes the object op from the linked list of objects 1042 * This function removes the object op from the linked list of objects
1024 * which it is currently tied to. When this function is done, the 1043 * which it is currently tied to. When this function is done, the
1025 * object will have no environment. If the object previously had an 1044 * object will have no environment. If the object previously had an
1026 * environment, the x and y coordinates will be updated to 1045 * environment, the x and y coordinates will be updated to
1027 * the previous environment. 1046 * the previous environment.
1028 * Beware: This function is called from the editor as well!
1029 */ 1047 */
1030void 1048void
1031object::remove () 1049object::do_remove ()
1032{ 1050{
1033 object *tmp, *last = 0; 1051 object *tmp, *last = 0;
1034 object *otmp; 1052 object *otmp;
1035 1053
1036 int check_walk_off; 1054 if (flag [FLAG_REMOVED])
1037
1038 if (QUERY_FLAG (this, FLAG_REMOVED))
1039 return; 1055 return;
1040 1056
1041 SET_FLAG (this, FLAG_REMOVED); 1057 INVOKE_OBJECT (REMOVE, this);
1058
1059 flag [FLAG_REMOVED] = true;
1042 1060
1043 if (more) 1061 if (more)
1044 more->remove (); 1062 more->remove ();
1045 1063
1046 /* 1064 /*
1047 * In this case, the object to be removed is in someones 1065 * In this case, the object to be removed is in someones
1048 * inventory. 1066 * inventory.
1049 */ 1067 */
1050 if (env) 1068 if (env)
1051 { 1069 {
1070 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1071 if (object *pl = visible_to ())
1072 esrv_del_item (pl->contr, count);
1073 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1074
1075 adjust_weight (env, -total_weight ());
1076
1077 *(above ? &above->below : &env->inv) = below;
1078
1052 if (nrof) 1079 if (below)
1053 sub_weight (env, weight * nrof); 1080 below->above = above;
1054 else 1081
1055 sub_weight (env, weight + carrying); 1082 /* we set up values so that it could be inserted into
1083 * the map, but we don't actually do that - it is up
1084 * to the caller to decide what we want to do.
1085 */
1086 map = env->map;
1087 x = env->x;
1088 y = env->y;
1089 above = 0;
1090 below = 0;
1091 env = 0;
1056 1092
1057 /* NO_FIX_PLAYER is set when a great many changes are being 1093 /* NO_FIX_PLAYER is set when a great many changes are being
1058 * made to players inventory. If set, avoiding the call 1094 * made to players inventory. If set, avoiding the call
1059 * to save cpu time. 1095 * to save cpu time.
1060 */ 1096 */
1061 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1097 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1062 fix_player (otmp); 1098 otmp->update_stats ();
1063
1064 if (above != NULL)
1065 above->below = below;
1066 else
1067 env->inv = below;
1068
1069 if (below != NULL)
1070 below->above = above;
1071
1072 /* we set up values so that it could be inserted into
1073 * the map, but we don't actually do that - it is up
1074 * to the caller to decide what we want to do.
1075 */
1076 x = env->x, y = env->y;
1077 map = env->map;
1078 above = 0, below = 0;
1079 env = 0;
1080 } 1099 }
1081 else if (map) 1100 else if (map)
1082 { 1101 {
1083 /* Re did the following section of code - it looks like it had 1102 map->dirty = true;
1084 * lots of logic for things we no longer care about 1103 mapspace &ms = this->ms ();
1104
1105 if (object *pl = ms.player ())
1085 */ 1106 {
1107 if (type == PLAYER) // this == pl(!)
1108 {
1109 // leaving a spot always closes any open container on the ground
1110 if (container && !container->env)
1111 // this causes spurious floorbox updates, but it ensures
1112 // that the CLOSE event is being sent.
1113 close_container ();
1114
1115 --map->players;
1116 map->touch ();
1117 }
1118 else if (pl->container == this)
1119 {
1120 // removing a container should close it
1121 close_container ();
1122 }
1123
1124 esrv_del_item (pl->contr, count);
1125 }
1086 1126
1087 /* link the object above us */ 1127 /* link the object above us */
1088 if (above) 1128 if (above)
1089 above->below = below; 1129 above->below = below;
1090 else 1130 else
1091 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 1131 ms.top = below; /* we were top, set new top */
1092 1132
1093 /* Relink the object below us, if there is one */ 1133 /* Relink the object below us, if there is one */
1094 if (below) 1134 if (below)
1095 below->above = above; 1135 below->above = above;
1096 else 1136 else
1098 /* Nothing below, which means we need to relink map object for this space 1138 /* Nothing below, which means we need to relink map object for this space
1099 * use translated coordinates in case some oddness with map tiling is 1139 * use translated coordinates in case some oddness with map tiling is
1100 * evident 1140 * evident
1101 */ 1141 */
1102 if (GET_MAP_OB (map, x, y) != this) 1142 if (GET_MAP_OB (map, x, y) != this)
1103 {
1104 char *dump = dump_object (this);
1105 LOG (llevError,
1106 "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); 1143 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 ());
1107 free (dump);
1108 dump = dump_object (GET_MAP_OB (map, x, y));
1109 LOG (llevError, "%s\n", dump);
1110 free (dump);
1111 }
1112 1144
1113 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1145 ms.bot = above; /* goes on above it. */
1114 } 1146 }
1115 1147
1116 above = 0; 1148 above = 0;
1117 below = 0; 1149 below = 0;
1118 1150
1119 if (map->in_memory == MAP_SAVING) 1151 if (map->in_memory == MAP_SAVING)
1120 return; 1152 return;
1121 1153
1122 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1154 int check_walk_off = !flag [FLAG_NO_APPLY];
1123 1155
1156 if (object *pl = ms.player ())
1157 {
1158 if (pl->container == this)
1159 /* If a container that the player is currently using somehow gets
1160 * removed (most likely destroyed), update the player view
1161 * appropriately.
1162 */
1163 pl->close_container ();
1164
1165 //TODO: the floorbox prev/next might need updating
1166 esrv_del_item (pl->contr, count);
1167 }
1168
1124 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1169 for (tmp = ms.bot; tmp; tmp = tmp->above)
1125 { 1170 {
1126 /* No point updating the players look faces if he is the object 1171 /* No point updating the players look faces if he is the object
1127 * being removed. 1172 * being removed.
1128 */ 1173 */
1129 1174
1130 if (tmp->type == PLAYER && tmp != this)
1131 {
1132 /* If a container that the player is currently using somehow gets
1133 * removed (most likely destroyed), update the player view
1134 * appropriately.
1135 */
1136 if (tmp->container == this)
1137 {
1138 CLEAR_FLAG (this, FLAG_APPLIED);
1139 tmp->container = 0;
1140 }
1141
1142 tmp->contr->socket->update_look = 1;
1143 }
1144
1145 /* See if player moving off should effect something */ 1175 /* See if object moving off should effect something */
1146 if (check_walk_off 1176 if (check_walk_off
1147 && ((move_type & tmp->move_off) 1177 && ((move_type & tmp->move_off)
1148 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1178 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1149 { 1179 {
1150 move_apply (tmp, this, 0); 1180 move_apply (tmp, this, 0);
1151 1181
1152 if (destroyed ()) 1182 if (destroyed ())
1153 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1183 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1154 } 1184 }
1155 1185
1156 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1157
1158 if (tmp->above == tmp)
1159 tmp->above = 0;
1160
1161 last = tmp; 1186 last = tmp;
1162 } 1187 }
1163 1188
1164 /* last == NULL of there are no objects on this space */ 1189 /* last == NULL if there are no objects on this space */
1190 //TODO: this makes little sense, why only update the topmost object?
1165 if (!last) 1191 if (!last)
1166 { 1192 map->at (x, y).flags_ = 0;
1167 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1168 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1169 * those out anyways, and if there are any flags set right now, they won't
1170 * be correct anyways.
1171 */
1172 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1173 update_position (map, x, y);
1174 }
1175 else 1193 else
1176 update_object (last, UP_OBJ_REMOVE); 1194 update_object (last, UP_OBJ_REMOVE);
1177 1195
1178 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1196 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1179 update_all_los (map, x, y); 1197 update_all_los (map, x, y);
1180 } 1198 }
1181} 1199}
1182 1200
1183/* 1201/*
1192merge_ob (object *op, object *top) 1210merge_ob (object *op, object *top)
1193{ 1211{
1194 if (!op->nrof) 1212 if (!op->nrof)
1195 return 0; 1213 return 0;
1196 1214
1197 if (top == NULL) 1215 if (!top)
1198 for (top = op; top != NULL && top->above != NULL; top = top->above); 1216 for (top = op; top && top->above; top = top->above)
1217 ;
1199 1218
1200 for (; top != NULL; top = top->below) 1219 for (; top; top = top->below)
1201 {
1202 if (top == op)
1203 continue;
1204
1205 if (object::can_merge (op, top)) 1220 if (object::can_merge (op, top))
1206 { 1221 {
1207 top->nrof += op->nrof; 1222 top->nrof += op->nrof;
1208 1223
1209/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1224 if (object *pl = top->visible_to ())
1210 op->weight = 0; /* Don't want any adjustements now */ 1225 esrv_update_item (UPD_NROF, pl, top);
1226
1227 op->weight = 0; // cancel the addition above
1228 op->carrying = 0; // must be 0 already
1229
1211 op->destroy (); 1230 op->destroy (1);
1231
1212 return top; 1232 return top;
1213 } 1233 }
1214 }
1215 1234
1216 return 0; 1235 return 0;
1217} 1236}
1218 1237
1238void
1239object::expand_tail ()
1240{
1241 if (more)
1242 return;
1243
1244 object *prev = this;
1245
1246 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1247 {
1248 object *op = arch_to_object (at);
1249
1250 op->name = name;
1251 op->name_pl = name_pl;
1252 op->title = title;
1253
1254 op->head = this;
1255 prev->more = op;
1256
1257 prev = op;
1258 }
1259}
1260
1219/* 1261/*
1220 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1262 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1221 * job preparing multi-part monsters 1263 * job preparing multi-part monsters.
1222 */ 1264 */
1223object * 1265object *
1224insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1266insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1225{ 1267{
1226 object *tmp;
1227
1228 if (op->head)
1229 op = op->head;
1230
1231 for (tmp = op; tmp; tmp = tmp->more) 1268 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1232 { 1269 {
1233 tmp->x = x + tmp->arch->clone.x; 1270 tmp->x = x + tmp->arch->x;
1234 tmp->y = y + tmp->arch->clone.y; 1271 tmp->y = y + tmp->arch->y;
1235 } 1272 }
1236 1273
1237 return insert_ob_in_map (op, m, originator, flag); 1274 return insert_ob_in_map (op, m, originator, flag);
1238} 1275}
1239 1276
1255 * Return value: 1292 * Return value:
1256 * new object if 'op' was merged with other object 1293 * new object if 'op' was merged with other object
1257 * NULL if 'op' was destroyed 1294 * NULL if 'op' was destroyed
1258 * just 'op' otherwise 1295 * just 'op' otherwise
1259 */ 1296 */
1260
1261object * 1297object *
1262insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1298insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1263{ 1299{
1264 object *tmp, *top, *floor = NULL; 1300 assert (!op->flag [FLAG_FREED]);
1265 sint16 x, y;
1266 1301
1267 if (QUERY_FLAG (op, FLAG_FREED)) 1302 op->remove ();
1268 {
1269 LOG (llevError, "Trying to insert freed object!\n");
1270 return NULL;
1271 }
1272
1273 if (m == NULL)
1274 {
1275 char *dump = dump_object (op);
1276 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1277 free (dump);
1278 return op;
1279 }
1280
1281 if (out_of_map (m, op->x, op->y))
1282 {
1283 char *dump = dump_object (op);
1284 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1285#ifdef MANY_CORES
1286 /* Better to catch this here, as otherwise the next use of this object
1287 * is likely to cause a crash. Better to find out where it is getting
1288 * improperly inserted.
1289 */
1290 abort ();
1291#endif
1292 free (dump);
1293 return op;
1294 }
1295
1296 if (!QUERY_FLAG (op, FLAG_REMOVED))
1297 {
1298 char *dump = dump_object (op);
1299 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1300 free (dump);
1301 return op;
1302 }
1303
1304 if (op->more != NULL)
1305 {
1306 /* The part may be on a different map. */
1307
1308 object *more = op->more;
1309
1310 /* We really need the caller to normalize coordinates - if
1311 * we set the map, that doesn't work if the location is within
1312 * a map and this is straddling an edge. So only if coordinate
1313 * is clear wrong do we normalize it.
1314 */
1315 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1316 more->map = get_map_from_coord (m, &more->x, &more->y);
1317 else if (!more->map)
1318 {
1319 /* For backwards compatibility - when not dealing with tiled maps,
1320 * more->map should always point to the parent.
1321 */
1322 more->map = m;
1323 }
1324
1325 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1326 {
1327 if (!op->head)
1328 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1329
1330 return NULL;
1331 }
1332 }
1333
1334 CLEAR_FLAG (op, FLAG_REMOVED);
1335 1303
1336 /* Ideally, the caller figures this out. However, it complicates a lot 1304 /* Ideally, the caller figures this out. However, it complicates a lot
1337 * of areas of callers (eg, anything that uses find_free_spot would now 1305 * of areas of callers (eg, anything that uses find_free_spot would now
1338 * need extra work 1306 * need extra work
1339 */ 1307 */
1340 op->map = get_map_from_coord (m, &op->x, &op->y); 1308 if (!xy_normalise (m, op->x, op->y))
1341 x = op->x; 1309 {
1342 y = op->y; 1310 op->destroy (1);
1311 return 0;
1312 }
1313
1314 if (object *more = op->more)
1315 if (!insert_ob_in_map (more, m, originator, flag))
1316 return 0;
1317
1318 CLEAR_FLAG (op, FLAG_REMOVED);
1319
1320 op->map = m;
1321 mapspace &ms = op->ms ();
1343 1322
1344 /* this has to be done after we translate the coordinates. 1323 /* this has to be done after we translate the coordinates.
1345 */ 1324 */
1346 if (op->nrof && !(flag & INS_NO_MERGE)) 1325 if (op->nrof && !(flag & INS_NO_MERGE))
1347 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1326 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1348 if (object::can_merge (op, tmp)) 1327 if (object::can_merge (op, tmp))
1349 { 1328 {
1329 // TODO: we atcually want to update tmp, not op,
1330 // but some caller surely breaks when we return tmp
1331 // from here :/
1350 op->nrof += tmp->nrof; 1332 op->nrof += tmp->nrof;
1351 tmp->destroy (); 1333 tmp->destroy (1);
1352 } 1334 }
1353 1335
1354 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1336 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1355 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1337 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1356 1338
1369 op->below = originator->below; 1351 op->below = originator->below;
1370 1352
1371 if (op->below) 1353 if (op->below)
1372 op->below->above = op; 1354 op->below->above = op;
1373 else 1355 else
1374 SET_MAP_OB (op->map, op->x, op->y, op); 1356 ms.bot = op;
1375 1357
1376 /* since *below* originator, no need to update top */ 1358 /* since *below* originator, no need to update top */
1377 originator->below = op; 1359 originator->below = op;
1378 } 1360 }
1379 else 1361 else
1380 { 1362 {
1363 object *top, *floor = NULL;
1364
1365 top = ms.bot;
1366
1381 /* If there are other objects, then */ 1367 /* If there are other objects, then */
1382 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1368 if (top)
1383 { 1369 {
1384 object *last = NULL; 1370 object *last = 0;
1385 1371
1386 /* 1372 /*
1387 * If there are multiple objects on this space, we do some trickier handling. 1373 * If there are multiple objects on this space, we do some trickier handling.
1388 * We've already dealt with merging if appropriate. 1374 * We've already dealt with merging if appropriate.
1389 * Generally, we want to put the new object on top. But if 1375 * Generally, we want to put the new object on top. But if
1393 * once we get to them. This reduces the need to traverse over all of 1379 * once we get to them. This reduces the need to traverse over all of
1394 * them when adding another one - this saves quite a bit of cpu time 1380 * them when adding another one - this saves quite a bit of cpu time
1395 * when lots of spells are cast in one area. Currently, it is presumed 1381 * when lots of spells are cast in one area. Currently, it is presumed
1396 * that flying non pickable objects are spell objects. 1382 * that flying non pickable objects are spell objects.
1397 */ 1383 */
1398 1384 for (top = ms.bot; top; top = top->above)
1399 while (top != NULL)
1400 { 1385 {
1401 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1386 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1402 floor = top; 1387 floor = top;
1403 1388
1404 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1389 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1407 top = top->below; 1392 top = top->below;
1408 break; 1393 break;
1409 } 1394 }
1410 1395
1411 last = top; 1396 last = top;
1412 top = top->above;
1413 } 1397 }
1414 1398
1415 /* Don't want top to be NULL, so set it to the last valid object */ 1399 /* Don't want top to be NULL, so set it to the last valid object */
1416 top = last; 1400 top = last;
1417 1401
1419 * looks like instead of lots of conditions here. 1403 * looks like instead of lots of conditions here.
1420 * makes things faster, and effectively the same result. 1404 * makes things faster, and effectively the same result.
1421 */ 1405 */
1422 1406
1423 /* Have object 'fall below' other objects that block view. 1407 /* Have object 'fall below' other objects that block view.
1424 * Unless those objects are exits, type 66 1408 * Unless those objects are exits.
1425 * If INS_ON_TOP is used, don't do this processing 1409 * If INS_ON_TOP is used, don't do this processing
1426 * Need to find the object that in fact blocks view, otherwise 1410 * Need to find the object that in fact blocks view, otherwise
1427 * stacking is a bit odd. 1411 * stacking is a bit odd.
1428 */ 1412 */
1429 if (!(flag & INS_ON_TOP) && 1413 if (!(flag & INS_ON_TOP)
1430 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1414 && ms.flags () & P_BLOCKSVIEW
1415 && (op->face && !faces [op->face].visibility))
1431 { 1416 {
1432 for (last = top; last != floor; last = last->below) 1417 for (last = top; last != floor; last = last->below)
1433 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1418 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1434 break; 1419 break;
1420
1435 /* Check to see if we found the object that blocks view, 1421 /* Check to see if we found the object that blocks view,
1436 * and make sure we have a below pointer for it so that 1422 * and make sure we have a below pointer for it so that
1437 * we can get inserted below this one, which requires we 1423 * we can get inserted below this one, which requires we
1438 * set top to the object below us. 1424 * set top to the object below us.
1439 */ 1425 */
1440 if (last && last->below && last != floor) 1426 if (last && last->below && last != floor)
1441 top = last->below; 1427 top = last->below;
1442 } 1428 }
1443 } /* If objects on this space */ 1429 } /* If objects on this space */
1444 1430
1445 if (flag & INS_MAP_LOAD)
1446 top = GET_MAP_TOP (op->map, op->x, op->y);
1447
1448 if (flag & INS_ABOVE_FLOOR_ONLY) 1431 if (flag & INS_ABOVE_FLOOR_ONLY)
1449 top = floor; 1432 top = floor;
1450 1433
1451 /* Top is the object that our object (op) is going to get inserted above. 1434 /* Top is the object that our object (op) is going to get inserted above.
1452 */ 1435 */
1453 1436
1454 /* First object on this space */ 1437 /* First object on this space */
1455 if (!top) 1438 if (!top)
1456 { 1439 {
1457 op->above = GET_MAP_OB (op->map, op->x, op->y); 1440 op->above = ms.bot;
1458 1441
1459 if (op->above) 1442 if (op->above)
1460 op->above->below = op; 1443 op->above->below = op;
1461 1444
1462 op->below = NULL; 1445 op->below = 0;
1463 SET_MAP_OB (op->map, op->x, op->y, op); 1446 ms.bot = op;
1464 } 1447 }
1465 else 1448 else
1466 { /* get inserted into the stack above top */ 1449 { /* get inserted into the stack above top */
1467 op->above = top->above; 1450 op->above = top->above;
1468 1451
1471 1454
1472 op->below = top; 1455 op->below = top;
1473 top->above = op; 1456 top->above = op;
1474 } 1457 }
1475 1458
1476 if (op->above == NULL) 1459 if (!op->above)
1477 SET_MAP_TOP (op->map, op->x, op->y, op); 1460 ms.top = op;
1478 } /* else not INS_BELOW_ORIGINATOR */ 1461 } /* else not INS_BELOW_ORIGINATOR */
1479 1462
1480 if (op->type == PLAYER) 1463 if (op->type == PLAYER)
1464 {
1481 op->contr->do_los = 1; 1465 op->contr->do_los = 1;
1466 ++op->map->players;
1467 op->map->touch ();
1468 }
1482 1469
1483 /* If we have a floor, we know the player, if any, will be above 1470 op->map->dirty = true;
1484 * it, so save a few ticks and start from there. 1471
1485 */ 1472 if (object *pl = ms.player ())
1486 if (!(flag & INS_MAP_LOAD)) 1473 //TODO: the floorbox prev/next might need updating
1487 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1474 esrv_send_item (pl, op);
1488 if (tmp->type == PLAYER)
1489 tmp->contr->socket->update_look = 1;
1490 1475
1491 /* If this object glows, it may affect lighting conditions that are 1476 /* If this object glows, it may affect lighting conditions that are
1492 * visible to others on this map. But update_all_los is really 1477 * visible to others on this map. But update_all_los is really
1493 * an inefficient way to do this, as it means los for all players 1478 * an inefficient way to do this, as it means los for all players
1494 * on the map will get recalculated. The players could very well 1479 * on the map will get recalculated. The players could very well
1495 * be far away from this change and not affected in any way - 1480 * be far away from this change and not affected in any way -
1496 * this should get redone to only look for players within range, 1481 * this should get redone to only look for players within range,
1497 * or just updating the P_NEED_UPDATE for spaces within this area 1482 * or just updating the P_UPTODATE for spaces within this area
1498 * of effect may be sufficient. 1483 * of effect may be sufficient.
1499 */ 1484 */
1500 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1485 if (op->map->darkness && (op->glow_radius != 0))
1501 update_all_los (op->map, op->x, op->y); 1486 update_all_los (op->map, op->x, op->y);
1502 1487
1503 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1488 /* updates flags (blocked, alive, no magic, etc) for this map space */
1504 update_object (op, UP_OBJ_INSERT); 1489 update_object (op, UP_OBJ_INSERT);
1505 1490
1491 INVOKE_OBJECT (INSERT, op);
1492
1506 /* Don't know if moving this to the end will break anything. However, 1493 /* Don't know if moving this to the end will break anything. However,
1507 * we want to have update_look set above before calling this. 1494 * we want to have floorbox_update called before calling this.
1508 * 1495 *
1509 * check_move_on() must be after this because code called from 1496 * check_move_on() must be after this because code called from
1510 * check_move_on() depends on correct map flags (so functions like 1497 * check_move_on() depends on correct map flags (so functions like
1511 * blocked() and wall() work properly), and these flags are updated by 1498 * blocked() and wall() work properly), and these flags are updated by
1512 * update_object(). 1499 * update_object().
1513 */ 1500 */
1514 1501
1515 /* if this is not the head or flag has been passed, don't check walk on status */ 1502 /* if this is not the head or flag has been passed, don't check walk on status */
1516 if (!(flag & INS_NO_WALK_ON) && !op->head) 1503 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1517 { 1504 {
1518 if (check_move_on (op, originator)) 1505 if (check_move_on (op, originator))
1519 return NULL; 1506 return 0;
1520 1507
1521 /* If we are a multi part object, lets work our way through the check 1508 /* If we are a multi part object, lets work our way through the check
1522 * walk on's. 1509 * walk on's.
1523 */ 1510 */
1524 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1511 for (object *tmp = op->more; tmp; tmp = tmp->more)
1525 if (check_move_on (tmp, originator)) 1512 if (check_move_on (tmp, originator))
1526 return NULL; 1513 return 0;
1527 } 1514 }
1528 1515
1529 return op; 1516 return op;
1530} 1517}
1531 1518
1532/* this function inserts an object in the map, but if it 1519/* this function inserts an object in the map, but if it
1533 * finds an object of its own type, it'll remove that one first. 1520 * finds an object of its own type, it'll remove that one first.
1534 * op is the object to insert it under: supplies x and the map. 1521 * op is the object to insert it under: supplies x and the map.
1535 */ 1522 */
1536void 1523void
1537replace_insert_ob_in_map (const char *arch_string, object *op) 1524replace_insert_ob_in_map (const char *arch_string, object *op)
1538{ 1525{
1539 object *
1540 tmp;
1541 object *
1542 tmp1;
1543
1544 /* first search for itself and remove any old instances */ 1526 /* first search for itself and remove any old instances */
1545 1527
1546 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1528 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1547 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1529 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1548 tmp->destroy (); 1530 tmp->destroy (1);
1549 1531
1550 tmp1 = arch_to_object (archetype::find (arch_string)); 1532 object *tmp = arch_to_object (archetype::find (arch_string));
1551 1533
1552 tmp1->x = op->x; 1534 tmp->x = op->x;
1553 tmp1->y = op->y; 1535 tmp->y = op->y;
1536
1554 insert_ob_in_map (tmp1, op->map, op, 0); 1537 insert_ob_in_map (tmp, op->map, op, 0);
1555} 1538}
1556
1557/*
1558 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1559 * is returned contains nr objects, and the remaining parts contains
1560 * the rest (or is removed and freed if that number is 0).
1561 * On failure, NULL is returned, and the reason put into the
1562 * global static errmsg array.
1563 */
1564 1539
1565object * 1540object *
1566get_split_ob (object *orig_ob, uint32 nr) 1541object::insert_at (object *where, object *originator, int flags)
1567{ 1542{
1568 object *newob; 1543 if (where->env)
1569 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1544 return where->env->insert (this);
1570 1545 else
1571 if (orig_ob->nrof < nr) 1546 return where->map->insert (this, where->x, where->y, originator, flags);
1572 {
1573 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1574 return NULL;
1575 }
1576
1577 newob = object_create_clone (orig_ob);
1578
1579 if ((orig_ob->nrof -= nr) < 1)
1580 orig_ob->destroy (1);
1581 else if (!is_removed)
1582 {
1583 if (orig_ob->env != NULL)
1584 sub_weight (orig_ob->env, orig_ob->weight * nr);
1585 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1586 {
1587 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1588 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1589 return NULL;
1590 }
1591 }
1592
1593 newob->nrof = nr;
1594
1595 return newob;
1596} 1547}
1597 1548
1598/* 1549/*
1599 * decrease_ob_nr(object, number) decreases a specified number from 1550 * decrease(object, number) decreases a specified number from
1600 * the amount of an object. If the amount reaches 0, the object 1551 * the amount of an object. If the amount reaches 0, the object
1601 * is subsequently removed and freed. 1552 * is subsequently removed and freed.
1602 * 1553 *
1603 * Return value: 'op' if something is left, NULL if the amount reached 0 1554 * Return value: 'op' if something is left, NULL if the amount reached 0
1604 */ 1555 */
1556bool
1557object::decrease (sint32 nr)
1558{
1559 if (!nr)
1560 return true;
1605 1561
1562 nr = min (nr, nrof);
1563
1564 nrof -= nr;
1565
1566 if (nrof)
1567 {
1568 adjust_weight (env, -weight * nr); // carrying == 0
1569
1570 if (object *pl = visible_to ())
1571 esrv_update_item (UPD_NROF, pl, this);
1572
1573 return true;
1574 }
1575 else
1576 {
1577 destroy (1);
1578 return false;
1579 }
1580}
1581
1582/*
1583 * split(ob,nr) splits up ob into two parts. The part which
1584 * is returned contains nr objects, and the remaining parts contains
1585 * the rest (or is removed and returned if that number is 0).
1586 * On failure, NULL is returned.
1587 */
1606object * 1588object *
1607decrease_ob_nr (object *op, uint32 i) 1589object::split (sint32 nr)
1608{ 1590{
1609 object *tmp; 1591 int have = number_of ();
1610 player *pl;
1611 1592
1612 if (i == 0) /* objects with op->nrof require this check */ 1593 if (have < nr)
1613 return op; 1594 return 0;
1614 1595 else if (have == nr)
1615 if (i > op->nrof)
1616 i = op->nrof;
1617
1618 if (QUERY_FLAG (op, FLAG_REMOVED))
1619 op->nrof -= i;
1620 else if (op->env != NULL)
1621 { 1596 {
1622 /* is this object in the players inventory, or sub container
1623 * therein?
1624 */
1625 tmp = is_player_inv (op->env);
1626 /* nope. Is this a container the player has opened?
1627 * If so, set tmp to that player.
1628 * IMO, searching through all the players will mostly
1629 * likely be quicker than following op->env to the map,
1630 * and then searching the map for a player.
1631 */
1632 if (!tmp)
1633 {
1634 for (pl = first_player; pl; pl = pl->next)
1635 if (pl->ob->container == op->env)
1636 break;
1637 if (pl)
1638 tmp = pl->ob;
1639 else
1640 tmp = NULL;
1641 }
1642
1643 if (i < op->nrof)
1644 {
1645 sub_weight (op->env, op->weight * i);
1646 op->nrof -= i;
1647 if (tmp)
1648 {
1649 esrv_send_item (tmp, op);
1650 }
1651 }
1652 else
1653 {
1654 op->remove (); 1597 remove ();
1655 op->nrof = 0; 1598 return this;
1656 if (tmp)
1657 {
1658 esrv_del_item (tmp->contr, op->count);
1659 }
1660 }
1661 } 1599 }
1662 else 1600 else
1663 { 1601 {
1664 object *above = op->above; 1602 decrease (nr);
1665 1603
1666 if (i < op->nrof) 1604 object *op = object_create_clone (this);
1667 op->nrof -= i; 1605 op->nrof = nr;
1668 else
1669 {
1670 op->remove ();
1671 op->nrof = 0;
1672 }
1673
1674 /* Since we just removed op, op->above is null */
1675 for (tmp = above; tmp != NULL; tmp = tmp->above)
1676 if (tmp->type == PLAYER)
1677 {
1678 if (op->nrof)
1679 esrv_send_item (tmp, op);
1680 else
1681 esrv_del_item (tmp->contr, op->count);
1682 }
1683 }
1684
1685 if (op->nrof)
1686 return op; 1606 return op;
1687 else
1688 {
1689 op->destroy ();
1690 return NULL;
1691 }
1692}
1693
1694/*
1695 * add_weight(object, weight) adds the specified weight to an object,
1696 * and also updates how much the environment(s) is/are carrying.
1697 */
1698
1699void
1700add_weight (object *op, signed long weight)
1701{
1702 while (op != NULL)
1703 {
1704 if (op->type == CONTAINER)
1705 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1706
1707 op->carrying += weight;
1708 op = op->env;
1709 } 1607 }
1710} 1608}
1711 1609
1712object * 1610object *
1713insert_ob_in_ob (object *op, object *where) 1611insert_ob_in_ob (object *op, object *where)
1718 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1616 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1719 free (dump); 1617 free (dump);
1720 return op; 1618 return op;
1721 } 1619 }
1722 1620
1723 if (where->head) 1621 if (where->head_ () != where)
1724 { 1622 {
1725 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1623 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1726 where = where->head; 1624 where = where->head;
1727 } 1625 }
1728 1626
1729 return where->insert (op); 1627 return where->insert (op);
1730} 1628}
1735 * inside the object environment. 1633 * inside the object environment.
1736 * 1634 *
1737 * The function returns now pointer to inserted item, and return value can 1635 * The function returns now pointer to inserted item, and return value can
1738 * be != op, if items are merged. -Tero 1636 * be != op, if items are merged. -Tero
1739 */ 1637 */
1740
1741object * 1638object *
1742object::insert (object *op) 1639object::insert (object *op)
1743{ 1640{
1744 object *tmp, *otmp;
1745
1746 if (!QUERY_FLAG (op, FLAG_REMOVED))
1747 op->remove ();
1748
1749 if (op->more) 1641 if (op->more)
1750 { 1642 {
1751 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1643 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1752 return op; 1644 return op;
1753 } 1645 }
1754 1646
1755 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1647 op->remove ();
1756 CLEAR_FLAG (op, FLAG_REMOVED); 1648
1649 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1650
1757 if (op->nrof) 1651 if (op->nrof)
1758 {
1759 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1652 for (object *tmp = inv; tmp; tmp = tmp->below)
1760 if (object::can_merge (tmp, op)) 1653 if (object::can_merge (tmp, op))
1761 { 1654 {
1762 /* return the original object and remove inserted object 1655 /* return the original object and remove inserted object
1763 (client needs the original object) */ 1656 (client needs the original object) */
1764 tmp->nrof += op->nrof; 1657 tmp->nrof += op->nrof;
1765 /* Weight handling gets pretty funky. Since we are adding to 1658
1766 * tmp->nrof, we need to increase the weight. 1659 if (object *pl = tmp->visible_to ())
1767 */ 1660 esrv_update_item (UPD_NROF, pl, tmp);
1661
1768 add_weight (this, op->weight * op->nrof); 1662 adjust_weight (this, op->total_weight ());
1769 SET_FLAG (op, FLAG_REMOVED); 1663
1770 op->destroy (); /* free the inserted object */ 1664 op->destroy (1);
1771 op = tmp; 1665 op = tmp;
1772 op->remove (); /* and fix old object's links */ 1666 goto inserted;
1773 CLEAR_FLAG (op, FLAG_REMOVED);
1774 break;
1775 } 1667 }
1776 1668
1777 /* I assume combined objects have no inventory 1669 op->owner = 0; // it's his/hers now. period.
1778 * We add the weight - this object could have just been removed
1779 * (if it was possible to merge). calling remove_ob will subtract
1780 * the weight, so we need to add it in again, since we actually do
1781 * the linking below
1782 */
1783 add_weight (this, op->weight * op->nrof);
1784 }
1785 else
1786 add_weight (this, (op->weight + op->carrying));
1787
1788 otmp = is_player_inv (this);
1789 if (otmp && otmp->contr)
1790 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1791 fix_player (otmp);
1792
1793 op->map = NULL; 1670 op->map = 0;
1671 op->x = 0;
1672 op->y = 0;
1673
1674 op->above = 0;
1675 op->below = inv;
1794 op->env = this; 1676 op->env = this;
1795 op->above = NULL;
1796 op->below = NULL;
1797 op->x = 0, op->y = 0;
1798 1677
1678 if (inv)
1679 inv->above = op;
1680
1681 inv = op;
1682
1683 op->flag [FLAG_REMOVED] = 0;
1684
1685 if (object *pl = op->visible_to ())
1686 esrv_send_item (pl, op);
1687
1688 adjust_weight (this, op->total_weight ());
1689
1690inserted:
1799 /* reset the light list and los of the players on the map */ 1691 /* reset the light list and los of the players on the map */
1800 if ((op->glow_radius != 0) && map) 1692 if (op->glow_radius && map && map->darkness)
1801 {
1802#ifdef DEBUG_LIGHTS
1803 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1804#endif /* DEBUG_LIGHTS */
1805 if (MAP_DARKNESS (map))
1806 update_all_los (map, x, y); 1693 update_all_los (map, x, y);
1807 }
1808 1694
1809 /* Client has no idea of ordering so lets not bother ordering it here. 1695 // if this is a player's inventory, update stats
1810 * It sure simplifies this function... 1696 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1811 */ 1697 update_stats ();
1812 if (!inv) 1698
1813 inv = op; 1699 INVOKE_OBJECT (INSERT, this);
1814 else
1815 {
1816 op->below = inv;
1817 op->below->above = op;
1818 inv = op;
1819 }
1820 1700
1821 return op; 1701 return op;
1822} 1702}
1823 1703
1824/* 1704/*
1839 * 1719 *
1840 * MSW 2001-07-08: Check all objects on space, not just those below 1720 * MSW 2001-07-08: Check all objects on space, not just those below
1841 * object being inserted. insert_ob_in_map may not put new objects 1721 * object being inserted. insert_ob_in_map may not put new objects
1842 * on top. 1722 * on top.
1843 */ 1723 */
1844
1845int 1724int
1846check_move_on (object *op, object *originator) 1725check_move_on (object *op, object *originator)
1847{ 1726{
1848 object *tmp; 1727 object *tmp;
1849 maptile *m = op->map; 1728 maptile *m = op->map;
1876 1755
1877 /* The objects have to be checked from top to bottom. 1756 /* The objects have to be checked from top to bottom.
1878 * Hence, we first go to the top: 1757 * Hence, we first go to the top:
1879 */ 1758 */
1880 1759
1881 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1760 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1882 { 1761 {
1883 /* Trim the search when we find the first other spell effect 1762 /* Trim the search when we find the first other spell effect
1884 * this helps performance so that if a space has 50 spell objects, 1763 * this helps performance so that if a space has 50 spell objects,
1885 * we don't need to check all of them. 1764 * we don't need to check all of them.
1886 */ 1765 */
1904 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1783 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1905 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1784 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1906 { 1785 {
1907 1786
1908 float 1787 float
1909 diff = tmp->move_slow_penalty * FABS (op->speed); 1788 diff = tmp->move_slow_penalty * fabs (op->speed);
1910 1789
1911 if (op->type == PLAYER) 1790 if (op->type == PLAYER)
1912 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1791 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1913 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1792 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1914 diff /= 4.0; 1793 diff /= 4.0;
1941/* 1820/*
1942 * present_arch(arch, map, x, y) searches for any objects with 1821 * present_arch(arch, map, x, y) searches for any objects with
1943 * a matching archetype at the given map and coordinates. 1822 * a matching archetype at the given map and coordinates.
1944 * The first matching object is returned, or NULL if none. 1823 * The first matching object is returned, or NULL if none.
1945 */ 1824 */
1946
1947object * 1825object *
1948present_arch (const archetype *at, maptile *m, int x, int y) 1826present_arch (const archetype *at, maptile *m, int x, int y)
1949{ 1827{
1950 object *
1951 tmp;
1952
1953 if (m == NULL || out_of_map (m, x, y)) 1828 if (!m || out_of_map (m, x, y))
1954 { 1829 {
1955 LOG (llevError, "Present_arch called outside map.\n"); 1830 LOG (llevError, "Present_arch called outside map.\n");
1956 return NULL; 1831 return NULL;
1957 } 1832 }
1958 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1833
1834 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1959 if (tmp->arch == at) 1835 if (tmp->arch == at)
1960 return tmp; 1836 return tmp;
1837
1961 return NULL; 1838 return NULL;
1962} 1839}
1963 1840
1964/* 1841/*
1965 * present(type, map, x, y) searches for any objects with 1842 * present(type, map, x, y) searches for any objects with
1966 * a matching type variable at the given map and coordinates. 1843 * a matching type variable at the given map and coordinates.
1967 * The first matching object is returned, or NULL if none. 1844 * The first matching object is returned, or NULL if none.
1968 */ 1845 */
1969
1970object * 1846object *
1971present (unsigned char type, maptile *m, int x, int y) 1847present (unsigned char type, maptile *m, int x, int y)
1972{ 1848{
1973 object *
1974 tmp;
1975
1976 if (out_of_map (m, x, y)) 1849 if (out_of_map (m, x, y))
1977 { 1850 {
1978 LOG (llevError, "Present called outside map.\n"); 1851 LOG (llevError, "Present called outside map.\n");
1979 return NULL; 1852 return NULL;
1980 } 1853 }
1981 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1854
1855 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1982 if (tmp->type == type) 1856 if (tmp->type == type)
1983 return tmp; 1857 return tmp;
1858
1984 return NULL; 1859 return NULL;
1985} 1860}
1986 1861
1987/* 1862/*
1988 * present_in_ob(type, object) searches for any objects with 1863 * present_in_ob(type, object) searches for any objects with
1989 * a matching type variable in the inventory of the given object. 1864 * a matching type variable in the inventory of the given object.
1990 * The first matching object is returned, or NULL if none. 1865 * The first matching object is returned, or NULL if none.
1991 */ 1866 */
1992
1993object * 1867object *
1994present_in_ob (unsigned char type, const object *op) 1868present_in_ob (unsigned char type, const object *op)
1995{ 1869{
1996 object *
1997 tmp;
1998
1999 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1870 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2000 if (tmp->type == type) 1871 if (tmp->type == type)
2001 return tmp; 1872 return tmp;
1873
2002 return NULL; 1874 return NULL;
2003} 1875}
2004 1876
2005/* 1877/*
2006 * present_in_ob (type, str, object) searches for any objects with 1878 * present_in_ob (type, str, object) searches for any objects with
2014 * str is the string to match against. Note that we match against 1886 * str is the string to match against. Note that we match against
2015 * the object name, not the archetype name. this is so that the 1887 * the object name, not the archetype name. this is so that the
2016 * spell code can use one object type (force), but change it's name 1888 * spell code can use one object type (force), but change it's name
2017 * to be unique. 1889 * to be unique.
2018 */ 1890 */
2019
2020object * 1891object *
2021present_in_ob_by_name (int type, const char *str, const object *op) 1892present_in_ob_by_name (int type, const char *str, const object *op)
2022{ 1893{
2023 object *
2024 tmp;
2025
2026 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1894 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2027 {
2028 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1895 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2029 return tmp; 1896 return tmp;
2030 } 1897
2031 return NULL; 1898 return 0;
2032} 1899}
2033 1900
2034/* 1901/*
2035 * present_arch_in_ob(archetype, object) searches for any objects with 1902 * present_arch_in_ob(archetype, object) searches for any objects with
2036 * a matching archetype in the inventory of the given object. 1903 * a matching archetype in the inventory of the given object.
2037 * The first matching object is returned, or NULL if none. 1904 * The first matching object is returned, or NULL if none.
2038 */ 1905 */
2039
2040object * 1906object *
2041present_arch_in_ob (const archetype *at, const object *op) 1907present_arch_in_ob (const archetype *at, const object *op)
2042{ 1908{
2043 object *
2044 tmp;
2045
2046 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1909 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2047 if (tmp->arch == at) 1910 if (tmp->arch == at)
2048 return tmp; 1911 return tmp;
1912
2049 return NULL; 1913 return NULL;
2050} 1914}
2051 1915
2052/* 1916/*
2053 * activate recursively a flag on an object inventory 1917 * activate recursively a flag on an object inventory
2054 */ 1918 */
2055void 1919void
2056flag_inv (object *op, int flag) 1920flag_inv (object *op, int flag)
2057{ 1921{
2058 object *
2059 tmp;
2060
2061 if (op->inv)
2062 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1922 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2063 { 1923 {
2064 SET_FLAG (tmp, flag); 1924 SET_FLAG (tmp, flag);
2065 flag_inv (tmp, flag); 1925 flag_inv (tmp, flag);
2066 } 1926 }
2067} /* 1927}
1928
1929/*
2068 * desactivate recursively a flag on an object inventory 1930 * deactivate recursively a flag on an object inventory
2069 */ 1931 */
2070void 1932void
2071unflag_inv (object *op, int flag) 1933unflag_inv (object *op, int flag)
2072{ 1934{
2073 object *
2074 tmp;
2075
2076 if (op->inv)
2077 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1935 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2078 { 1936 {
2079 CLEAR_FLAG (tmp, flag); 1937 CLEAR_FLAG (tmp, flag);
2080 unflag_inv (tmp, flag); 1938 unflag_inv (tmp, flag);
2081 } 1939 }
2082}
2083
2084/*
2085 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2086 * all it's inventory (recursively).
2087 * If checksums are used, a player will get set_cheat called for
2088 * him/her-self and all object carried by a call to this function.
2089 */
2090
2091void
2092set_cheat (object *op)
2093{
2094 SET_FLAG (op, FLAG_WAS_WIZ);
2095 flag_inv (op, FLAG_WAS_WIZ);
2096} 1940}
2097 1941
2098/* 1942/*
2099 * find_free_spot(object, map, x, y, start, stop) will search for 1943 * find_free_spot(object, map, x, y, start, stop) will search for
2100 * a spot at the given map and coordinates which will be able to contain 1944 * a spot at the given map and coordinates which will be able to contain
2102 * to search (see the freearr_x/y[] definition). 1946 * to search (see the freearr_x/y[] definition).
2103 * It returns a random choice among the alternatives found. 1947 * It returns a random choice among the alternatives found.
2104 * start and stop are where to start relative to the free_arr array (1,9 1948 * start and stop are where to start relative to the free_arr array (1,9
2105 * does all 4 immediate directions). This returns the index into the 1949 * does all 4 immediate directions). This returns the index into the
2106 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1950 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2107 * Note - this only checks to see if there is space for the head of the
2108 * object - if it is a multispace object, this should be called for all
2109 * pieces.
2110 * Note2: This function does correctly handle tiled maps, but does not 1951 * Note: This function does correctly handle tiled maps, but does not
2111 * inform the caller. However, insert_ob_in_map will update as 1952 * inform the caller. However, insert_ob_in_map will update as
2112 * necessary, so the caller shouldn't need to do any special work. 1953 * necessary, so the caller shouldn't need to do any special work.
2113 * Note - updated to take an object instead of archetype - this is necessary 1954 * Note - updated to take an object instead of archetype - this is necessary
2114 * because arch_blocked (now ob_blocked) needs to know the movement type 1955 * because arch_blocked (now ob_blocked) needs to know the movement type
2115 * to know if the space in question will block the object. We can't use 1956 * to know if the space in question will block the object. We can't use
2116 * the archetype because that isn't correct if the monster has been 1957 * the archetype because that isn't correct if the monster has been
2117 * customized, changed states, etc. 1958 * customized, changed states, etc.
2118 */ 1959 */
2119
2120int 1960int
2121find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1961find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2122{ 1962{
2123 int
2124 i,
2125 index = 0, flag;
2126 static int
2127 altern[SIZEOFFREE]; 1963 int altern[SIZEOFFREE];
1964 int index = 0, flag;
2128 1965
2129 for (i = start; i < stop; i++) 1966 for (int i = start; i < stop; i++)
2130 { 1967 {
2131 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1968 mapxy pos (m, x, y); pos.move (i);
2132 if (!flag) 1969
1970 if (!pos.normalise ())
1971 continue;
1972
1973 mapspace &ms = *pos;
1974
1975 if (ms.flags () & P_IS_ALIVE)
1976 continue;
1977
1978 /* However, often
1979 * ob doesn't have any move type (when used to place exits)
1980 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1981 */
1982 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1983 {
2133 altern[index++] = i; 1984 altern [index++] = i;
1985 continue;
1986 }
2134 1987
2135 /* Basically, if we find a wall on a space, we cut down the search size. 1988 /* Basically, if we find a wall on a space, we cut down the search size.
2136 * In this way, we won't return spaces that are on another side of a wall. 1989 * In this way, we won't return spaces that are on another side of a wall.
2137 * This mostly work, but it cuts down the search size in all directions - 1990 * This mostly work, but it cuts down the search size in all directions -
2138 * if the space being examined only has a wall to the north and empty 1991 * if the space being examined only has a wall to the north and empty
2139 * spaces in all the other directions, this will reduce the search space 1992 * spaces in all the other directions, this will reduce the search space
2140 * to only the spaces immediately surrounding the target area, and 1993 * to only the spaces immediately surrounding the target area, and
2141 * won't look 2 spaces south of the target space. 1994 * won't look 2 spaces south of the target space.
2142 */ 1995 */
2143 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1996 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1997 {
2144 stop = maxfree[i]; 1998 stop = maxfree[i];
1999 continue;
2000 }
2001
2002 /* Note it is intentional that we check ob - the movement type of the
2003 * head of the object should correspond for the entire object.
2004 */
2005 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2006 continue;
2007
2008 if (ob->blocked (m, pos.x, pos.y))
2009 continue;
2010
2011 altern [index++] = i;
2145 } 2012 }
2013
2146 if (!index) 2014 if (!index)
2147 return -1; 2015 return -1;
2016
2148 return altern[RANDOM () % index]; 2017 return altern [rndm (index)];
2149} 2018}
2150 2019
2151/* 2020/*
2152 * find_first_free_spot(archetype, maptile, x, y) works like 2021 * find_first_free_spot(archetype, maptile, x, y) works like
2153 * find_free_spot(), but it will search max number of squares. 2022 * find_free_spot(), but it will search max number of squares.
2154 * But it will return the first available spot, not a random choice. 2023 * But it will return the first available spot, not a random choice.
2155 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2024 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2156 */ 2025 */
2157
2158int 2026int
2159find_first_free_spot (const object *ob, maptile *m, int x, int y) 2027find_first_free_spot (const object *ob, maptile *m, int x, int y)
2160{ 2028{
2161 int
2162 i;
2163
2164 for (i = 0; i < SIZEOFFREE; i++) 2029 for (int i = 0; i < SIZEOFFREE; i++)
2165 {
2166 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2030 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2167 return i; 2031 return i;
2168 } 2032
2169 return -1; 2033 return -1;
2170} 2034}
2171 2035
2172/* 2036/*
2173 * The function permute(arr, begin, end) randomly reorders the array 2037 * The function permute(arr, begin, end) randomly reorders the array
2174 * arr[begin..end-1]. 2038 * arr[begin..end-1].
2039 * now uses a fisher-yates shuffle, old permute was broken
2175 */ 2040 */
2176static void 2041static void
2177permute (int *arr, int begin, int end) 2042permute (int *arr, int begin, int end)
2178{ 2043{
2179 int 2044 arr += begin;
2180 i,
2181 j,
2182 tmp,
2183 len;
2184
2185 len = end - begin; 2045 end -= begin;
2186 for (i = begin; i < end; i++)
2187 {
2188 j = begin + RANDOM () % len;
2189 2046
2190 tmp = arr[i]; 2047 while (--end)
2191 arr[i] = arr[j]; 2048 swap (arr [end], arr [rndm (end + 1)]);
2192 arr[j] = tmp;
2193 }
2194} 2049}
2195 2050
2196/* new function to make monster searching more efficient, and effective! 2051/* new function to make monster searching more efficient, and effective!
2197 * This basically returns a randomized array (in the passed pointer) of 2052 * This basically returns a randomized array (in the passed pointer) of
2198 * the spaces to find monsters. In this way, it won't always look for 2053 * the spaces to find monsters. In this way, it won't always look for
2201 * the 3x3 area will be searched, just not in a predictable order. 2056 * the 3x3 area will be searched, just not in a predictable order.
2202 */ 2057 */
2203void 2058void
2204get_search_arr (int *search_arr) 2059get_search_arr (int *search_arr)
2205{ 2060{
2206 int 2061 int i;
2207 i;
2208 2062
2209 for (i = 0; i < SIZEOFFREE; i++) 2063 for (i = 0; i < SIZEOFFREE; i++)
2210 {
2211 search_arr[i] = i; 2064 search_arr[i] = i;
2212 }
2213 2065
2214 permute (search_arr, 1, SIZEOFFREE1 + 1); 2066 permute (search_arr, 1, SIZEOFFREE1 + 1);
2215 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2067 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2216 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2068 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2217} 2069}
2226 * Perhaps incorrectly, but I'm making the assumption that exclude 2078 * Perhaps incorrectly, but I'm making the assumption that exclude
2227 * is actually want is going to try and move there. We need this info 2079 * is actually want is going to try and move there. We need this info
2228 * because we have to know what movement the thing looking to move 2080 * because we have to know what movement the thing looking to move
2229 * there is capable of. 2081 * there is capable of.
2230 */ 2082 */
2231
2232int 2083int
2233find_dir (maptile *m, int x, int y, object *exclude) 2084find_dir (maptile *m, int x, int y, object *exclude)
2234{ 2085{
2235 int
2236 i,
2237 max = SIZEOFFREE, mflags; 2086 int i, max = SIZEOFFREE, mflags;
2238 2087
2239 sint16 nx, ny; 2088 sint16 nx, ny;
2240 object * 2089 object *tmp;
2241 tmp;
2242 maptile * 2090 maptile *mp;
2243 mp;
2244 2091
2245 MoveType blocked, move_type; 2092 MoveType blocked, move_type;
2246 2093
2247 if (exclude && exclude->head) 2094 if (exclude && exclude->head_ () != exclude)
2248 { 2095 {
2249 exclude = exclude->head; 2096 exclude = exclude->head;
2250 move_type = exclude->move_type; 2097 move_type = exclude->move_type;
2251 } 2098 }
2252 else 2099 else
2260 mp = m; 2107 mp = m;
2261 nx = x + freearr_x[i]; 2108 nx = x + freearr_x[i];
2262 ny = y + freearr_y[i]; 2109 ny = y + freearr_y[i];
2263 2110
2264 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2111 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2112
2265 if (mflags & P_OUT_OF_MAP) 2113 if (mflags & P_OUT_OF_MAP)
2266 {
2267 max = maxfree[i]; 2114 max = maxfree[i];
2268 }
2269 else 2115 else
2270 { 2116 {
2271 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2117 mapspace &ms = mp->at (nx, ny);
2118
2119 blocked = ms.move_block;
2272 2120
2273 if ((move_type & blocked) == move_type) 2121 if ((move_type & blocked) == move_type)
2274 {
2275 max = maxfree[i]; 2122 max = maxfree[i];
2276 }
2277 else if (mflags & P_IS_ALIVE) 2123 else if (mflags & P_IS_ALIVE)
2278 { 2124 {
2279 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2125 for (tmp = ms.bot; tmp; tmp = tmp->above)
2280 { 2126 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2281 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2127 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2282 {
2283 break; 2128 break;
2284 } 2129
2285 }
2286 if (tmp) 2130 if (tmp)
2287 {
2288 return freedir[i]; 2131 return freedir[i];
2289 }
2290 } 2132 }
2291 } 2133 }
2292 } 2134 }
2135
2293 return 0; 2136 return 0;
2294} 2137}
2295 2138
2296/* 2139/*
2297 * distance(object 1, object 2) will return the square of the 2140 * distance(object 1, object 2) will return the square of the
2298 * distance between the two given objects. 2141 * distance between the two given objects.
2299 */ 2142 */
2300
2301int 2143int
2302distance (const object *ob1, const object *ob2) 2144distance (const object *ob1, const object *ob2)
2303{ 2145{
2304 int
2305 i;
2306
2307 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2146 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2308 return i;
2309} 2147}
2310 2148
2311/* 2149/*
2312 * find_dir_2(delta-x,delta-y) will return a direction in which 2150 * find_dir_2(delta-x,delta-y) will return a direction in which
2313 * an object which has subtracted the x and y coordinates of another 2151 * an object which has subtracted the x and y coordinates of another
2314 * object, needs to travel toward it. 2152 * object, needs to travel toward it.
2315 */ 2153 */
2316
2317int 2154int
2318find_dir_2 (int x, int y) 2155find_dir_2 (int x, int y)
2319{ 2156{
2320 int 2157 int q;
2321 q;
2322 2158
2323 if (y) 2159 if (y)
2324 q = x * 100 / y; 2160 q = x * 100 / y;
2325 else if (x) 2161 else if (x)
2326 q = -300 * x; 2162 q = -300 * x;
2351 2187
2352 return 3; 2188 return 3;
2353} 2189}
2354 2190
2355/* 2191/*
2356 * absdir(int): Returns a number between 1 and 8, which represent
2357 * the "absolute" direction of a number (it actually takes care of
2358 * "overflow" in previous calculations of a direction).
2359 */
2360
2361int
2362absdir (int d)
2363{
2364 while (d < 1)
2365 d += 8;
2366 while (d > 8)
2367 d -= 8;
2368 return d;
2369}
2370
2371/*
2372 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2192 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2373 * between two directions (which are expected to be absolute (see absdir()) 2193 * between two directions (which are expected to be absolute (see absdir())
2374 */ 2194 */
2375
2376int 2195int
2377dirdiff (int dir1, int dir2) 2196dirdiff (int dir1, int dir2)
2378{ 2197{
2379 int 2198 int d;
2380 d;
2381 2199
2382 d = abs (dir1 - dir2); 2200 d = abs (dir1 - dir2);
2383 if (d > 4) 2201 if (d > 4)
2384 d = 8 - d; 2202 d = 8 - d;
2203
2385 return d; 2204 return d;
2386} 2205}
2387 2206
2388/* peterm: 2207/* peterm:
2389 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2208 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2392 * This basically means that if direction is 15, then it could either go 2211 * This basically means that if direction is 15, then it could either go
2393 * direction 4, 14, or 16 to get back to where we are. 2212 * direction 4, 14, or 16 to get back to where we are.
2394 * Moved from spell_util.c to object.c with the other related direction 2213 * Moved from spell_util.c to object.c with the other related direction
2395 * functions. 2214 * functions.
2396 */ 2215 */
2397
2398int
2399 reduction_dir[SIZEOFFREE][3] = { 2216int reduction_dir[SIZEOFFREE][3] = {
2400 {0, 0, 0}, /* 0 */ 2217 {0, 0, 0}, /* 0 */
2401 {0, 0, 0}, /* 1 */ 2218 {0, 0, 0}, /* 1 */
2402 {0, 0, 0}, /* 2 */ 2219 {0, 0, 0}, /* 2 */
2403 {0, 0, 0}, /* 3 */ 2220 {0, 0, 0}, /* 3 */
2404 {0, 0, 0}, /* 4 */ 2221 {0, 0, 0}, /* 4 */
2452 * find a path to that monster that we found. If not, 2269 * find a path to that monster that we found. If not,
2453 * we don't bother going toward it. Returns 1 if we 2270 * we don't bother going toward it. Returns 1 if we
2454 * can see a direct way to get it 2271 * can see a direct way to get it
2455 * Modified to be map tile aware -.MSW 2272 * Modified to be map tile aware -.MSW
2456 */ 2273 */
2457
2458
2459int 2274int
2460can_see_monsterP (maptile *m, int x, int y, int dir) 2275can_see_monsterP (maptile *m, int x, int y, int dir)
2461{ 2276{
2462 sint16 dx, dy; 2277 sint16 dx, dy;
2463 int
2464 mflags; 2278 int mflags;
2465 2279
2466 if (dir < 0) 2280 if (dir < 0)
2467 return 0; /* exit condition: invalid direction */ 2281 return 0; /* exit condition: invalid direction */
2468 2282
2469 dx = x + freearr_x[dir]; 2283 dx = x + freearr_x[dir];
2482 return 0; 2296 return 0;
2483 2297
2484 /* yes, can see. */ 2298 /* yes, can see. */
2485 if (dir < 9) 2299 if (dir < 9)
2486 return 1; 2300 return 1;
2301
2487 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2302 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2488 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2303 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2304 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2489} 2305}
2490
2491
2492 2306
2493/* 2307/*
2494 * can_pick(picker, item): finds out if an object is possible to be 2308 * can_pick(picker, item): finds out if an object is possible to be
2495 * picked up by the picker. Returnes 1 if it can be 2309 * picked up by the picker. Returnes 1 if it can be
2496 * picked up, otherwise 0. 2310 * picked up, otherwise 0.
2498 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2312 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2499 * core dumps if they do. 2313 * core dumps if they do.
2500 * 2314 *
2501 * Add a check so we can't pick up invisible objects (0.93.8) 2315 * Add a check so we can't pick up invisible objects (0.93.8)
2502 */ 2316 */
2503
2504int 2317int
2505can_pick (const object *who, const object *item) 2318can_pick (const object *who, const object *item)
2506{ 2319{
2507 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2320 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2508 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2321 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2509 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2322 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2510} 2323}
2511 2324
2512
2513/* 2325/*
2514 * create clone from object to another 2326 * create clone from object to another
2515 */ 2327 */
2516object * 2328object *
2517object_create_clone (object *asrc) 2329object_create_clone (object *asrc)
2518{ 2330{
2519 object *dst = 0, *tmp, *src, *part, *prev, *item; 2331 object *dst = 0, *tmp, *src, *prev, *item;
2520 2332
2521 if (!asrc) 2333 if (!asrc)
2522 return 0; 2334 return 0;
2523 2335
2524 src = asrc;
2525 if (src->head)
2526 src = src->head; 2336 src = asrc->head_ ();
2527 2337
2528 prev = 0; 2338 prev = 0;
2529 for (part = src; part; part = part->more) 2339 for (object *part = src; part; part = part->more)
2530 { 2340 {
2531 tmp = part->clone (); 2341 tmp = part->clone ();
2532 tmp->x -= src->x; 2342 tmp->x -= src->x;
2533 tmp->y -= src->y; 2343 tmp->y -= src->y;
2534 2344
2536 { 2346 {
2537 dst = tmp; 2347 dst = tmp;
2538 tmp->head = 0; 2348 tmp->head = 0;
2539 } 2349 }
2540 else 2350 else
2541 {
2542 tmp->head = dst; 2351 tmp->head = dst;
2543 }
2544 2352
2545 tmp->more = 0; 2353 tmp->more = 0;
2546 2354
2547 if (prev) 2355 if (prev)
2548 prev->more = tmp; 2356 prev->more = tmp;
2552 2360
2553 for (item = src->inv; item; item = item->below) 2361 for (item = src->inv; item; item = item->below)
2554 insert_ob_in_ob (object_create_clone (item), dst); 2362 insert_ob_in_ob (object_create_clone (item), dst);
2555 2363
2556 return dst; 2364 return dst;
2557}
2558
2559/* GROS - Creates an object using a string representing its content. */
2560/* Basically, we save the content of the string to a temp file, then call */
2561/* load_object on it. I admit it is a highly inefficient way to make things, */
2562/* but it was simple to make and allows reusing the load_object function. */
2563/* Remember not to use load_object_str in a time-critical situation. */
2564/* Also remember that multiparts objects are not supported for now. */
2565
2566object *
2567load_object_str (const char *obstr)
2568{
2569 object *op;
2570 char filename[MAX_BUF];
2571
2572 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2573
2574 FILE *tempfile = fopen (filename, "w");
2575
2576 if (tempfile == NULL)
2577 {
2578 LOG (llevError, "Error - Unable to access load object temp file\n");
2579 return NULL;
2580 }
2581
2582 fprintf (tempfile, obstr);
2583 fclose (tempfile);
2584
2585 op = object::create ();
2586
2587 object_thawer thawer (filename);
2588
2589 if (thawer)
2590 load_object (thawer, op, 0);
2591
2592 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2593 CLEAR_FLAG (op, FLAG_REMOVED);
2594
2595 return op;
2596} 2365}
2597 2366
2598/* This returns the first object in who's inventory that 2367/* This returns the first object in who's inventory that
2599 * has the same type and subtype match. 2368 * has the same type and subtype match.
2600 * returns NULL if no match. 2369 * returns NULL if no match.
2601 */ 2370 */
2602object * 2371object *
2603find_obj_by_type_subtype (const object *who, int type, int subtype) 2372find_obj_by_type_subtype (const object *who, int type, int subtype)
2604{ 2373{
2605 object *tmp;
2606
2607 for (tmp = who->inv; tmp; tmp = tmp->below) 2374 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2608 if (tmp->type == type && tmp->subtype == subtype) 2375 if (tmp->type == type && tmp->subtype == subtype)
2609 return tmp; 2376 return tmp;
2610 2377
2611 return NULL; 2378 return 0;
2612} 2379}
2613 2380
2614/* If ob has a field named key, return the link from the list, 2381/* If ob has a field named key, return the link from the list,
2615 * otherwise return NULL. 2382 * otherwise return NULL.
2616 * 2383 *
2618 * do the desired thing. 2385 * do the desired thing.
2619 */ 2386 */
2620key_value * 2387key_value *
2621get_ob_key_link (const object *ob, const char *key) 2388get_ob_key_link (const object *ob, const char *key)
2622{ 2389{
2623 key_value *link;
2624
2625 for (link = ob->key_values; link != NULL; link = link->next) 2390 for (key_value *link = ob->key_values; link; link = link->next)
2626 if (link->key == key) 2391 if (link->key == key)
2627 return link; 2392 return link;
2628 2393
2629 return NULL; 2394 return 0;
2630} 2395}
2631 2396
2632/* 2397/*
2633 * Returns the value of op has an extra_field for key, or NULL. 2398 * Returns the value of op has an extra_field for key, or NULL.
2634 * 2399 *
2659 if (link->key == canonical_key) 2424 if (link->key == canonical_key)
2660 return link->value; 2425 return link->value;
2661 2426
2662 return 0; 2427 return 0;
2663} 2428}
2664
2665 2429
2666/* 2430/*
2667 * Updates the canonical_key in op to value. 2431 * Updates the canonical_key in op to value.
2668 * 2432 *
2669 * canonical_key is a shared string (value doesn't have to be). 2433 * canonical_key is a shared string (value doesn't have to be).
2674 * Returns TRUE on success. 2438 * Returns TRUE on success.
2675 */ 2439 */
2676int 2440int
2677set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2441set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2678{ 2442{
2679 key_value *
2680 field = NULL, *last = NULL; 2443 key_value *field = NULL, *last = NULL;
2681 2444
2682 for (field = op->key_values; field != NULL; field = field->next) 2445 for (field = op->key_values; field != NULL; field = field->next)
2683 { 2446 {
2684 if (field->key != canonical_key) 2447 if (field->key != canonical_key)
2685 { 2448 {
2694 /* Basically, if the archetype has this key set, 2457 /* Basically, if the archetype has this key set,
2695 * we need to store the null value so when we save 2458 * we need to store the null value so when we save
2696 * it, we save the empty value so that when we load, 2459 * it, we save the empty value so that when we load,
2697 * we get this value back again. 2460 * we get this value back again.
2698 */ 2461 */
2699 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2462 if (get_ob_key_link (op->arch, canonical_key))
2700 field->value = 0; 2463 field->value = 0;
2701 else 2464 else
2702 { 2465 {
2703 if (last) 2466 if (last)
2704 last->next = field->next; 2467 last->next = field->next;
2713 /* IF we get here, key doesn't exist */ 2476 /* IF we get here, key doesn't exist */
2714 2477
2715 /* No field, we'll have to add it. */ 2478 /* No field, we'll have to add it. */
2716 2479
2717 if (!add_key) 2480 if (!add_key)
2718 {
2719 return FALSE; 2481 return FALSE;
2720 } 2482
2721 /* There isn't any good reason to store a null 2483 /* There isn't any good reason to store a null
2722 * value in the key/value list. If the archetype has 2484 * value in the key/value list. If the archetype has
2723 * this key, then we should also have it, so shouldn't 2485 * this key, then we should also have it, so shouldn't
2724 * be here. If user wants to store empty strings, 2486 * be here. If user wants to store empty strings,
2725 * should pass in "" 2487 * should pass in ""
2774 } 2536 }
2775 else 2537 else
2776 item = item->env; 2538 item = item->env;
2777} 2539}
2778 2540
2541const char *
2542object::flag_desc (char *desc, int len) const
2543{
2544 char *p = desc;
2545 bool first = true;
2546
2547 *p = 0;
2548
2549 for (int i = 0; i < NUM_FLAGS; i++)
2550 {
2551 if (len <= 10) // magic constant!
2552 {
2553 snprintf (p, len, ",...");
2554 break;
2555 }
2556
2557 if (flag [i])
2558 {
2559 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2560 len -= cnt;
2561 p += cnt;
2562 first = false;
2563 }
2564 }
2565
2566 return desc;
2567}
2568
2779// return a suitable string describing an objetc in enough detail to find it 2569// return a suitable string describing an object in enough detail to find it
2780const char * 2570const char *
2781object::debug_desc (char *info) const 2571object::debug_desc (char *info) const
2782{ 2572{
2573 char flagdesc[512];
2783 char info2[256 * 3]; 2574 char info2[256 * 4];
2784 char *p = info; 2575 char *p = info;
2785 2576
2786 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2577 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2787 count, 2578 count,
2579 uuid.c_str (),
2788 &name, 2580 &name,
2789 title ? " " : "", 2581 title ? "\",title:\"" : "",
2790 title ? (const char *)title : ""); 2582 title ? (const char *)title : "",
2583 flag_desc (flagdesc, 512), type);
2791 2584
2792 if (env) 2585 if (!flag[FLAG_REMOVED] && env)
2793 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2586 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2794 2587
2795 if (map) 2588 if (map)
2796 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2589 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2797 2590
2798 return info; 2591 return info;
2799} 2592}
2800 2593
2801const char * 2594const char *
2802object::debug_desc () const 2595object::debug_desc () const
2803{ 2596{
2804 static char info[256 * 3]; 2597 static char info[3][256 * 4];
2598 static int info_idx;
2599
2805 return debug_desc (info); 2600 return debug_desc (info [++info_idx % 3]);
2806} 2601}
2807 2602
2603struct region *
2604object::region () const
2605{
2606 return map ? map->region (x, y)
2607 : region::default_region ();
2608}
2609
2610const materialtype_t *
2611object::dominant_material () const
2612{
2613 if (materialtype_t *mt = name_to_material (materialname))
2614 return mt;
2615
2616 return name_to_material (shstr_unknown);
2617}
2618
2619void
2620object::open_container (object *new_container)
2621{
2622 if (container == new_container)
2623 return;
2624
2625 object *old_container = container;
2626
2627 if (old_container)
2628 {
2629 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2630 return;
2631
2632#if 0
2633 // remove the "Close old_container" object.
2634 if (object *closer = old_container->inv)
2635 if (closer->type == CLOSE_CON)
2636 closer->destroy ();
2637#endif
2638
2639 // make sure the container is available
2640 esrv_send_item (this, old_container);
2641
2642 old_container->flag [FLAG_APPLIED] = false;
2643 container = 0;
2644
2645 // client needs item update to make it work, client bug requires this to be separate
2646 esrv_update_item (UPD_FLAGS, this, old_container);
2647
2648 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2649 play_sound (sound_find ("chest_close"));
2650 }
2651
2652 if (new_container)
2653 {
2654 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2655 return;
2656
2657 // TODO: this does not seem to serve any purpose anymore?
2658#if 0
2659 // insert the "Close Container" object.
2660 if (archetype *closer = new_container->other_arch)
2661 {
2662 object *closer = arch_to_object (new_container->other_arch);
2663 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2664 new_container->insert (closer);
2665 }
2666#endif
2667
2668 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2669
2670 // make sure the container is available, client bug requires this to be separate
2671 esrv_send_item (this, new_container);
2672
2673 new_container->flag [FLAG_APPLIED] = true;
2674 container = new_container;
2675
2676 // client needs flag change
2677 esrv_update_item (UPD_FLAGS, this, new_container);
2678 esrv_send_inventory (this, new_container);
2679 play_sound (sound_find ("chest_open"));
2680 }
2681// else if (!old_container->env && contr && contr->ns)
2682// contr->ns->floorbox_reset ();
2683}
2684
2685object *
2686object::force_find (const shstr name)
2687{
2688 /* cycle through his inventory to look for the MARK we want to
2689 * place
2690 */
2691 for (object *tmp = inv; tmp; tmp = tmp->below)
2692 if (tmp->type == FORCE && tmp->slaying == name)
2693 return splay (tmp);
2694
2695 return 0;
2696}
2697
2698void
2699object::force_add (const shstr name, int duration)
2700{
2701 if (object *force = force_find (name))
2702 force->destroy ();
2703
2704 object *force = get_archetype (FORCE_NAME);
2705
2706 force->slaying = name;
2707 force->stats.food = 1;
2708 force->speed_left = -1.f;
2709
2710 force->set_speed (duration ? 1.f / duration : 0.f);
2711 force->flag [FLAG_IS_USED_UP] = true;
2712 force->flag [FLAG_APPLIED] = true;
2713
2714 insert (force);
2715}
2716
2717void
2718object::play_sound (faceidx sound)
2719{
2720 if (!sound)
2721 return;
2722
2723 if (flag [FLAG_REMOVED])
2724 return;
2725
2726 if (env)
2727 {
2728 if (object *pl = in_player ())
2729 pl->contr->play_sound (sound);
2730 }
2731 else
2732 map->play_sound (sound, x, y);
2733}
2734

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