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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 1.261 by root, Wed Oct 1 16:04:16 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;
139
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 144 /* n-squared behaviour (see kv_get), but I'm hoping both
141 * objects with lists are rare, and lists stay short. If not, use a 145 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 146 * different structure or at least keep the lists sorted...
143 */ 147 */
144 148
145 /* For each field in wants, */ 149 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 150 for (key_value *kv = wants->key_values; kv; kv = kv->next)
147 { 151 if (has->kv_get (kv->key) != kv->value)
148 key_value *has_field; 152 return false;
149
150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
154 {
155 /* No field with that name. */
156 return FALSE;
157 }
158
159 /* Found the matching field. */
160 if (has_field->value != wants_field->value)
161 {
162 /* Values don't match, so this half of the comparison is false. */
163 return FALSE;
164 }
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 153
169 /* If we get here, every field in wants has a matching field in has. */ 154 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE; 155 return true;
171} 156}
172 157
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 158/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 159static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 160compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 161{
177 /* However, there may be fields in has which aren't partnered in wants, 162 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 163 * so we need to run the comparison *twice*. :(
179 */ 164 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 165 return compare_ob_value_lists_one (ob1, ob2)
166 && compare_ob_value_lists_one (ob2, ob1);
181} 167}
182 168
183/* Function examines the 2 objects given to it, and returns true if 169/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 170 * they can be merged together.
185 * 171 *
190 * Check nrof variable *before* calling can_merge() 176 * Check nrof variable *before* calling can_merge()
191 * 177 *
192 * Improvements made with merge: Better checking on potion, and also 178 * Improvements made with merge: Better checking on potion, and also
193 * check weight 179 * check weight
194 */ 180 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 181bool object::can_merge_slow (object *ob1, object *ob2)
197{ 182{
198 /* A couple quicksanity checks */ 183 /* A couple quicksanity checks */
199 if (ob1 == ob2 184 if (ob1 == ob2
200 || ob1->type != ob2->type 185 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed 186 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value 187 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 188 || ob1->name != ob2->name)
204 return 0; 189 return 0;
205 190
206 //TODO: this ain't working well, use nicer and correct overflow check
207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 191 /* Do not merge objects if nrof would overflow, assume nrof
208 * value could not be stored in a sint32 (which unfortunately sometimes is 192 * is always 0 .. 2**31-1 */
209 * used to store nrof). 193 if (ob1->nrof > 0x7fffffff - ob2->nrof)
210 */
211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
212 return 0; 194 return 0;
213 195
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 196 /* 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 197 * 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 198 * 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 199 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning. 200 * flags lose any meaning.
219 */ 201 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 202 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 203 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 204
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 205 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 206 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 207
226 208 if (ob1->arch->archname != ob2->arch->archname
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 209 || ob1->name != ob2->name
230 || ob1->title != ob2->title 210 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 211 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 212 || 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 213 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic 214 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying 215 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill 216 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value 217 || ob1->value != ob2->value
240 || ob1->animation_id != ob2->animation_id 218 || ob1->animation_id != ob2->animation_id
219 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
241 || ob1->client_type != ob2->client_type 220 || ob1->client_type != ob2->client_type
242 || ob1->materialname != ob2->materialname 221 || ob1->materialname != ob2->materialname
243 || ob1->lore != ob2->lore 222 || ob1->lore != ob2->lore
244 || ob1->subtype != ob2->subtype 223 || ob1->subtype != ob2->subtype
245 || ob1->move_type != ob2->move_type 224 || ob1->move_type != ob2->move_type
246 || ob1->move_block != ob2->move_block 225 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow 226 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on 227 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off 228 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow 229 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty) 230 || ob1->move_slow_penalty != ob2->move_slow_penalty
231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
252 return 0; 233 return 0;
253 234
235 if ((ob1->flag ^ ob2->flag)
236 .reset (FLAG_INV_LOCKED)
237 .reset (FLAG_REMOVED)
238 .any ())
239 return 0;
240
254 /* This is really a spellbook check - really, we should 241 /* This is really a spellbook check - we should in general
255 * check all objects in the inventory. 242 * not merge objects with real inventories, as splitting them
243 * is hard.
256 */ 244 */
257 if (ob1->inv || ob2->inv) 245 if (ob1->inv || ob2->inv)
258 { 246 {
259 /* if one object has inventory but the other doesn't, not equiv */ 247 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 248 return 0; /* inventories differ in length */
261 return 0;
262 249
263 /* Now check to see if the two inventory objects could merge */ 250 if (ob1->inv->below || ob2->inv->below)
251 return 0; /* more than one object in inv */
252
264 if (!object::can_merge (ob1->inv, ob2->inv)) 253 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 254 return 0; /* inventory objects differ */
266 255
267 /* inventory ok - still need to check rest of this object to see 256 /* inventory ok - still need to check rest of this object to see
268 * if it is valid. 257 * if it is valid.
269 */ 258 */
270 } 259 }
278 267
279 /* Note sure why the following is the case - either the object has to 268 /* 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 269 * be animated or have a very low speed. Is this an attempted monster
281 * check? 270 * check?
282 */ 271 */
283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 272 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
284 return 0; 273 return 0;
285 274
286 switch (ob1->type) 275 switch (ob1->type)
287 { 276 {
288 case SCROLL: 277 case SCROLL:
289 if (ob1->level != ob2->level) 278 if (ob1->level != ob2->level)
290 return 0; 279 return 0;
291 break; 280 break;
292 } 281 }
293 282
294 if (ob1->key_values != NULL || ob2->key_values != NULL) 283 if (ob1->key_values || ob2->key_values)
295 { 284 {
296 /* At least one of these has key_values. */ 285 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 286 if ((!ob1->key_values) != (!ob2->key_values))
298 /* One has fields, but the other one doesn't. */ 287 return 0; /* One has fields, but the other one doesn't. */
288
289 if (!compare_ob_value_lists (ob1, ob2))
299 return 0; 290 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0;
302 } 291 }
303 292
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 293 if (ob1->self || ob2->self)
306 { 294 {
307 ob1->optimise (); 295 ob1->optimise ();
308 ob2->optimise (); 296 ob2->optimise ();
309 297
310 if (ob1->self || ob2->self) 298 if (ob1->self || ob2->self)
299 {
300 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
301 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
302
303 if (k1 != k2)
311 return 0; 304 return 0;
305
306 if (k1 == 0)
307 return 1;
308
309 if (!cfperl_can_merge (ob1, ob2))
310 return 0;
311 }
312 } 312 }
313 313
314 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
315 return 1; 315 return 1;
316} 316}
317 317
318// find player who can see this object
319object *
320object::visible_to () const
321{
322 if (client_visible () && !flag [FLAG_REMOVED])
323 {
324 // see if we are in a container of sorts
325 if (env)
326 {
327 // the player inventory itself is always visible
328 if (env->type == PLAYER)
329 return env;
330
331 // else a player could have our env open
332 object *envest = env->outer_env ();
333
334 // the player itself is always on a map, so we will find him here
335 // even if our inv is in a player.
336 if (envest->is_on_map ())
337 if (object *pl = envest->ms ().player ())
338 if (pl->container == env)
339 return pl;
340 }
341 else
342 {
343 // maybe there is a player standing on the same mapspace
344 // this will catch the case where "this" is a player
345 if (object *pl = ms ().player ())
346 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
347 || this == pl->container)
348 return pl;
349 }
350 }
351
352 return 0;
353}
354
355// adjust weight per container type ("of holding")
356static sint32
357weight_adjust_for (object *op, sint32 weight)
358{
359 return op->type == CONTAINER
360 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
361 : weight;
362}
363
318/* 364/*
365 * adjust_weight(object, weight) adds the specified weight to an object,
366 * and also updates how much the environment(s) is/are carrying.
367 */
368static void
369adjust_weight (object *op, sint32 weight)
370{
371 while (op)
372 {
373 // adjust by actual difference to account for rounding errors
374 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
375 weight = weight_adjust_for (op, op->carrying)
376 - weight_adjust_for (op, op->carrying - weight);
377
378 if (!weight)
379 return;
380
381 op->carrying += weight;
382
383 if (object *pl = op->visible_to ())
384 if (pl != op) // player is handled lazily
385 esrv_update_item (UPD_WEIGHT, pl, op);
386
387 op = op->env;
388 }
389}
390
391/*
319 * sum_weight() is a recursive function which calculates the weight 392 * this is a recursive function which calculates the weight
320 * an object is carrying. It goes through in figures out how much 393 * an object is carrying. It goes through op and figures out how much
321 * containers are carrying, and sums it up. 394 * containers are carrying, and sums it up.
322 */ 395 */
323long 396void
324sum_weight (object *op) 397object::update_weight ()
325{ 398{
326 long sum; 399 sint32 sum = 0;
327 object *inv;
328 400
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 401 for (object *op = inv; op; op = op->below)
330 { 402 {
331 if (inv->inv) 403 if (op->inv)
332 sum_weight (inv); 404 op->update_weight ();
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 405
406 sum += op->total_weight ();
407 }
408
409 sum = weight_adjust_for (this, sum);
410
411 if (sum != carrying)
334 } 412 {
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; 413 carrying = sum;
341 414
342 return sum; 415 if (object *pl = visible_to ())
416 if (pl != this) // player is handled lazily
417 esrv_update_item (UPD_WEIGHT, pl, this);
418 }
343} 419}
344 420
345/** 421/*
346 * Return the outermost environment object for a given object. 422 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
347 */ 423 */
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 * 424char *
379dump_object (object *op) 425dump_object (object *op)
380{ 426{
381 if (!op) 427 if (!op)
382 return strdup ("[NULLOBJ]"); 428 return strdup ("[NULLOBJ]");
383 429
384 object_freezer freezer; 430 object_freezer freezer;
385 save_object (freezer, op, 3); 431 op->write (freezer);
386 return freezer.as_string (); 432 return freezer.as_string ();
387} 433}
388 434
389/* 435/*
390 * get_nearest_part(multi-object, object 2) returns the part of the 436 * get_nearest_part(multi-object, object 2) returns the part of the
391 * multi-object 1 which is closest to the second object. 437 * multi-object 1 which is closest to the second object.
392 * If it's not a multi-object, it is returned. 438 * If it's not a multi-object, it is returned.
393 */ 439 */
394
395object * 440object *
396get_nearest_part (object *op, const object *pl) 441get_nearest_part (object *op, const object *pl)
397{ 442{
398 object *tmp, *closest; 443 object *tmp, *closest;
399 int last_dist, i; 444 int last_dist, i;
400 445
401 if (op->more == NULL) 446 if (!op->more)
402 return op; 447 return op;
448
403 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 449 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
450 tmp;
451 tmp = tmp->more)
404 if ((i = distance (tmp, pl)) < last_dist) 452 if ((i = distance (tmp, pl)) < last_dist)
405 closest = tmp, last_dist = i; 453 closest = tmp, last_dist = i;
454
406 return closest; 455 return closest;
407} 456}
408 457
409/* 458/*
410 * Returns the object which has the count-variable equal to the argument. 459 * Returns the object which has the count-variable equal to the argument.
460 * VERRRY slow.
411 */ 461 */
412
413object * 462object *
414find_object (tag_t i) 463find_object (tag_t i)
415{ 464{
416 for (object *op = object::first; op; op = op->next) 465 for_all_objects (op)
417 if (op->count == i) 466 if (op->count == i)
418 return op; 467 return op;
419 468
420 return 0; 469 return 0;
421} 470}
422 471
423/* 472/*
424 * Returns the first object which has a name equal to the argument. 473 * Returns the first object which has a name equal to the argument.
425 * Used only by the patch command, but not all that useful. 474 * Used only by the patch command, but not all that useful.
426 * Enables features like "patch <name-of-other-player> food 999" 475 * Enables features like "patch <name-of-other-player> food 999"
427 */ 476 */
428
429object * 477object *
430find_object_name (const char *str) 478find_object_name (const char *str)
431{ 479{
432 shstr_cmp str_ (str); 480 shstr_cmp str_ (str);
433 object *op;
434 481
435 for (op = object::first; op != NULL; op = op->next) 482 if (str_)
483 for_all_objects (op)
436 if (op->name == str_) 484 if (op->name == str_)
437 break; 485 return op;
438 486
439 return op; 487 return 0;
440}
441
442void
443free_all_object_data ()
444{
445 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
446} 488}
447 489
448/* 490/*
449 * Sets the owner and sets the skill and exp pointers to owner's current 491 * Sets the owner and sets the skill and exp pointers to owner's current
450 * skill and experience objects. 492 * skill and experience objects.
493 * ACTUALLY NO! investigate! TODO
451 */ 494 */
452void 495void
453object::set_owner (object *owner) 496object::set_owner (object *owner)
454{ 497{
498 // allow objects which own objects
455 if (!owner) 499 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) 500 while (owner->owner)
466 owner = owner->owner; 501 owner = owner->owner;
502
503 if (flag [FLAG_FREED])
504 {
505 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
506 return;
507 }
467 508
468 this->owner = owner; 509 this->owner = owner;
510}
511
512int
513object::slottype () const
514{
515 if (type == SKILL)
516 {
517 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
518 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
519 }
520 else
521 {
522 if (slot [body_combat].info) return slot_combat;
523 if (slot [body_range ].info) return slot_ranged;
524 }
525
526 return slot_none;
527}
528
529bool
530object::change_weapon (object *ob)
531{
532 if (current_weapon == ob)
533 return true;
534
535 if (chosen_skill)
536 chosen_skill->flag [FLAG_APPLIED] = false;
537
538 current_weapon = ob;
539 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
540
541 if (chosen_skill)
542 chosen_skill->flag [FLAG_APPLIED] = true;
543
544 update_stats ();
545
546 if (ob)
547 {
548 // now check wether any body locations became invalid, in which case
549 // we cannot apply the weapon at the moment.
550 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
551 if (slot[i].used < 0)
552 {
553 current_weapon = chosen_skill = 0;
554 update_stats ();
555
556 new_draw_info_format (NDI_UNIQUE, 0, this,
557 "You try to balance all your items at once, "
558 "but the %s is just too much for your body. "
559 "[You need to unapply some items first.]", &ob->name);
560 return false;
561 }
562
563 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
564 }
565 else
566 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
567
568 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
569 {
570 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
571 &name, ob->debug_desc ());
572 return false;
573 }
574
575 return true;
469} 576}
470 577
471/* Zero the key_values on op, decrementing the shared-string 578/* Zero the key_values on op, decrementing the shared-string
472 * refcounts and freeing the links. 579 * refcounts and freeing the links.
473 */ 580 */
474static void 581static void
475free_key_values (object *op) 582free_key_values (object *op)
476{ 583{
477 for (key_value *i = op->key_values; i != 0;) 584 for (key_value *i = op->key_values; i; )
478 { 585 {
479 key_value *next = i->next; 586 key_value *next = i->next;
480 delete i; 587 delete i;
481 588
482 i = next; 589 i = next;
483 } 590 }
484 591
485 op->key_values = 0; 592 op->key_values = 0;
486}
487
488void object::clear ()
489{
490 attachable_base::clear ();
491
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} 593}
529 594
530/* 595/*
531 * copy_to first frees everything allocated by the dst object, 596 * copy_to first frees everything allocated by the dst object,
532 * and then copies the contents of itself into the second 597 * and then copies the contents of itself into the second
536 * will point at garbage. 601 * will point at garbage.
537 */ 602 */
538void 603void
539object::copy_to (object *dst) 604object::copy_to (object *dst)
540{ 605{
541 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 606 dst->remove ();
542 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
543
544 *(object_copy *)dst = *this; 607 *(object_copy *)dst = *this;
545 *(object_pod *)dst = *this; 608 dst->flag [FLAG_REMOVED] = true;
546
547 if (self || cb)
548 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
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;
558 609
559 /* Copy over key_values, if any. */ 610 /* Copy over key_values, if any. */
560 if (key_values) 611 if (key_values)
561 { 612 {
562 key_value *tail = 0; 613 key_value *tail = 0;
563 key_value *i;
564
565 dst->key_values = 0; 614 dst->key_values = 0;
566 615
567 for (i = key_values; i; i = i->next) 616 for (key_value *i = key_values; i; i = i->next)
568 { 617 {
569 key_value *new_link = new key_value; 618 key_value *new_link = new key_value;
570 619
571 new_link->next = 0; 620 new_link->next = 0;
572 new_link->key = i->key; 621 new_link->key = i->key;
573 new_link->value = i->value; 622 new_link->value = i->value;
574 623
575 /* Try and be clever here, too. */ 624 /* Try and be clever here, too. */
576 if (!dst->key_values) 625 if (!dst->key_values)
577 { 626 {
584 tail = new_link; 633 tail = new_link;
585 } 634 }
586 } 635 }
587 } 636 }
588 637
589 update_ob_speed (dst); 638 if (speed < 0)
639 dst->speed_left -= rndm ();
640
641 dst->activate ();
642}
643
644void
645object::instantiate ()
646{
647 if (!uuid.seq) // HACK
648 uuid = UUID::gen ();
649
650 speed_left = -0.1f;
651 /* copy the body_info to the body_used - this is only really
652 * need for monsters, but doesn't hurt to do it for everything.
653 * by doing so, when a monster is created, it has good starting
654 * values for the body_used info, so when items are created
655 * for it, they can be properly equipped.
656 */
657 for (int i = NUM_BODY_LOCATIONS; i--; )
658 slot[i].used = slot[i].info;
659
660 attachable::instantiate ();
590} 661}
591 662
592object * 663object *
593object::clone () 664object::clone ()
594{ 665{
595 object *neu = create (); 666 object *neu = create ();
596 copy_to (neu); 667 copy_to (neu);
668 neu->map = map; // not copied by copy_to
597 return neu; 669 return neu;
598} 670}
599 671
600/* 672/*
601 * If an object with the IS_TURNABLE() flag needs to be turned due 673 * 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 674 * 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. 675 * be called to update the face variable, _and_ how it looks on the map.
604 */ 676 */
605
606void 677void
607update_turn_face (object *op) 678update_turn_face (object *op)
608{ 679{
609 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 680 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
610 return; 681 return;
682
611 SET_ANIMATION (op, op->direction); 683 SET_ANIMATION (op, op->direction);
612 update_object (op, UP_OBJ_FACE); 684 update_object (op, UP_OBJ_FACE);
613} 685}
614 686
615/* 687/*
616 * Updates the speed of an object. If the speed changes from 0 to another 688 * 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. 689 * 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. 690 * This function needs to be called whenever the speed of an object changes.
619 */ 691 */
620void 692void
621update_ob_speed (object *op) 693object::set_speed (float speed)
622{ 694{
623 extern int arch_init; 695 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 { 696 {
631 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 697 LOG (llevError, "Object %s is freed but has speed.\n", &name);
632#ifdef MANY_CORES
633 abort ();
634#else
635 op->speed = 0; 698 speed = 0;
636#endif
637 }
638
639 if (arch_init)
640 return;
641
642 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
643 { 699 }
644 /* If already on active list, don't do anything */
645 if (op->active_next || op->active_prev || op == active_objects)
646 return;
647 700
648 /* process_events() expects us to insert the object at the beginning 701 this->speed = speed;
649 * of the list. */
650 op->active_next = active_objects;
651 702
652 if (op->active_next != NULL) 703 if (has_active_speed ())
653 op->active_next->active_prev = op; 704 activate ();
654
655 active_objects = op;
656 }
657 else 705 else
658 { 706 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} 707}
682 708
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/* 709/*
715 * update_object() updates the array which represents the map. 710 * update_object() updates the the map.
716 * It takes into account invisible objects (and represent squares covered 711 * It takes into account invisible objects (and represent squares covered
717 * by invisible objects by whatever is below them (unless it's another 712 * by invisible objects by whatever is below them (unless it's another
718 * invisible object, etc...) 713 * invisible object, etc...)
719 * If the object being updated is beneath a player, the look-window 714 * 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 715 * of that player is updated (this might be a suboptimal way of
721 * updating that window, though, since update_object() is called _often_) 716 * updating that window, though, since update_object() is called _often_)
722 * 717 *
723 * action is a hint of what the caller believes need to be done. 718 * 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: 719 * current action are:
729 * UP_OBJ_INSERT: op was inserted 720 * UP_OBJ_INSERT: op was inserted
730 * UP_OBJ_REMOVE: op was removed 721 * UP_OBJ_REMOVE: op was removed
731 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 722 * 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. 723 * as that is easier than trying to look at what may have changed.
733 * UP_OBJ_FACE: only the objects face has changed. 724 * UP_OBJ_FACE: only the objects face has changed.
734 */ 725 */
735
736void 726void
737update_object (object *op, int action) 727update_object (object *op, int action)
738{ 728{
739 int update_now = 0, flags; 729 if (!op)
740 MoveType move_on, move_off, move_block, move_slow;
741
742 if (op == NULL)
743 { 730 {
744 /* this should never happen */ 731 /* this should never happen */
745 LOG (llevDebug, "update_object() called for NULL object.\n"); 732 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
746 return; 733 return;
747 } 734 }
748 735
749 if (op->env != NULL) 736 if (!op->is_on_map ())
750 { 737 {
751 /* Animation is currently handled by client, so nothing 738 /* Animation is currently handled by client, so nothing
752 * to do in this case. 739 * to do in this case.
753 */ 740 */
754 return; 741 return;
755 } 742 }
756 743
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 */ 744 /* 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)) 745 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
765 { 746 {
766 LOG (llevError, "update_object() called for object out of map!\n"); 747 LOG (llevError, "update_object() called for object out of map!\n");
767#ifdef MANY_CORES 748#ifdef MANY_CORES
768 abort (); 749 abort ();
769#endif 750#endif
770 return; 751 return;
771 } 752 }
772 753
773 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 754 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);
779 755
756 if (!(m.flags_ & P_UPTODATE))
757 /* nop */;
780 if (action == UP_OBJ_INSERT) 758 else if (action == UP_OBJ_INSERT)
781 { 759 {
760 // this is likely overkill, TODO: revisit (schmorp)
782 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 761 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)) 762 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
786 update_now = 1; 763 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
787 764 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
765 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
788 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 766 || (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) 767 || (m.move_on | op->move_on ) != m.move_on
798 update_now = 1;
799
800 if ((move_off | op->move_off) != move_off) 768 || (m.move_off | op->move_off ) != m.move_off
801 update_now = 1; 769 || (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 770 /* This isn't perfect, but I don't expect a lot of objects to
804 * to have move_allow right now. 771 * have move_allow right now.
805 */ 772 */
806 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 773 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
807 update_now = 1; 774 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
808 775 m.flags_ = 0;
809 if ((move_slow | op->move_slow) != move_slow)
810 update_now = 1;
811 } 776 }
812
813 /* if the object is being removed, we can't make intelligent 777 /* if the object is being removed, we can't make intelligent
814 * decisions, because remove_ob can't really pass the object 778 * decisions, because remove_ob can't really pass the object
815 * that is being removed. 779 * that is being removed.
816 */ 780 */
817 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 781 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
818 update_now = 1; 782 m.flags_ = 0;
819 else if (action == UP_OBJ_FACE) 783 else if (action == UP_OBJ_FACE)
820 /* Nothing to do for that case */ ; 784 /* Nothing to do for that case */ ;
821 else 785 else
822 LOG (llevError, "update_object called with invalid action: %d\n", action); 786 LOG (llevError, "update_object called with invalid action: %d\n", action);
823 787
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) 788 if (op->more)
831 update_object (op->more, action); 789 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} 790}
849 791
850object::object () 792object::object ()
851{ 793{
852 SET_FLAG (this, FLAG_REMOVED); 794 SET_FLAG (this, FLAG_REMOVED);
855 face = blank_face; 797 face = blank_face;
856} 798}
857 799
858object::~object () 800object::~object ()
859{ 801{
802 unlink ();
803
860 free_key_values (this); 804 free_key_values (this);
861} 805}
862 806
807static int object_count;
808
863void object::link () 809void object::link ()
864{ 810{
811 assert (!index);//D
812 uuid = UUID::gen ();
865 count = ++ob_count; 813 count = ++object_count;
866 uuid = gen_uuid ();
867 814
868 prev = 0; 815 refcnt_inc ();
869 next = object::first; 816 objects.insert (this);
870
871 if (object::first)
872 object::first->prev = this;
873
874 object::first = this;
875} 817}
876 818
877void object::unlink () 819void object::unlink ()
878{ 820{
879 if (this == object::first) 821 if (!index)
880 object::first = next; 822 return;
881 823
882 /* Remove this object from the list of used objects */ 824 objects.erase (this);
883 if (prev) prev->next = next; 825 refcnt_dec ();
884 if (next) next->prev = prev; 826}
885 827
886 prev = 0; 828void
887 next = 0; 829object::activate ()
830{
831 /* If already on active list, don't do anything */
832 if (active)
833 return;
834
835 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
836 if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
837
838 if (has_active_speed ())
839 actives.insert (this);
840}
841
842void
843object::activate_recursive ()
844{
845 activate ();
846
847 for (object *op = inv; op; op = op->below)
848 op->activate_recursive ();
849}
850
851/* This function removes object 'op' from the list of active
852 * objects.
853 * This should only be used for style maps or other such
854 * reference maps where you don't want an object that isn't
855 * in play chewing up cpu time getting processed.
856 * The reverse of this is to call update_ob_speed, which
857 * will do the right thing based on the speed of the object.
858 */
859void
860object::deactivate ()
861{
862 /* If not on the active list, nothing needs to be done */
863 if (!active)
864 return;
865
866 actives.erase (this);
867}
868
869void
870object::deactivate_recursive ()
871{
872 for (object *op = inv; op; op = op->below)
873 op->deactivate_recursive ();
874
875 deactivate ();
876}
877
878void
879object::set_flag_inv (int flag, int value)
880{
881 for (object *op = inv; op; op = op->below)
882 {
883 op->flag [flag] = value;
884 op->set_flag_inv (flag, value);
885 }
886}
887
888/*
889 * Remove and free all objects in the inventory of the given object.
890 * object.c ?
891 */
892void
893object::destroy_inv (bool drop_to_ground)
894{
895 // need to check first, because the checks below might segfault
896 // as we might be on an invalid mapspace and crossfire code
897 // is too buggy to ensure that the inventory is empty.
898 // corollary: if you create arrows etc. with stuff in its inventory,
899 // cf will crash below with off-map x and y
900 if (!inv)
901 return;
902
903 /* Only if the space blocks everything do we not process -
904 * if some form of movement is allowed, let objects
905 * drop on that space.
906 */
907 if (!drop_to_ground
908 || !map
909 || map->in_memory != MAP_ACTIVE
910 || map->no_drop
911 || ms ().move_block == MOVE_ALL)
912 {
913 while (inv)
914 inv->destroy ();
915 }
916 else
917 { /* Put objects in inventory onto this space */
918 while (inv)
919 {
920 object *op = inv;
921
922 if (op->flag [FLAG_STARTEQUIP]
923 || op->flag [FLAG_NO_DROP]
924 || op->type == RUNE
925 || op->type == TRAP
926 || op->flag [FLAG_IS_A_TEMPLATE]
927 || op->flag [FLAG_DESTROY_ON_DEATH])
928 op->destroy ();
929 else
930 map->insert (op, x, y);
931 }
932 }
888} 933}
889 934
890object *object::create () 935object *object::create ()
891{ 936{
892 object *op = new object; 937 object *op = new object;
893 op->link (); 938 op->link ();
894 return op; 939 return op;
895} 940}
896 941
897/* 942static struct freed_map : maptile
898 * free_object() frees everything allocated by an object, removes
899 * it from the list of used objects, and puts it on the list of
900 * free objects. The IS_FREED() flag is set in the object.
901 * The object must have been removed by remove_ob() first for
902 * this function to succeed.
903 *
904 * If destroy_inventory is set, free inventory as well. Else drop items in
905 * inventory to the ground.
906 */
907void object::destroy (bool destroy_inventory)
908{ 943{
909 if (QUERY_FLAG (this, FLAG_FREED)) 944 freed_map ()
945 {
946 path = "<freed objects map>";
947 name = "/internal/freed_objects_map";
948 width = 3;
949 height = 3;
950 no_drop = 1;
951 no_reset = 1;
952
953 alloc ();
954 in_memory = MAP_ACTIVE;
955 }
956
957 ~freed_map ()
958 {
959 destroy ();
960 }
961} freed_map; // freed objects are moved here to avoid crashes
962
963void
964object::do_destroy ()
965{
966 if (flag [FLAG_IS_LINKED])
967 remove_button_link (this);
968
969 if (flag [FLAG_FRIENDLY])
970 remove_friendly_object (this);
971
972 remove ();
973
974 attachable::do_destroy ();
975
976 deactivate ();
977 unlink ();
978
979 flag [FLAG_FREED] = 1;
980
981 // hack to ensure that freed objects still have a valid map
982 map = &freed_map;
983 x = 1;
984 y = 1;
985
986 if (more)
987 {
988 more->destroy ();
989 more = 0;
990 }
991
992 head = 0;
993
994 // clear those pointers that likely might cause circular references
995 owner = 0;
996 enemy = 0;
997 attacked_by = 0;
998 current_weapon = 0;
999}
1000
1001void
1002object::destroy ()
1003{
1004 if (destroyed ())
910 return; 1005 return;
911 1006
912 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 1007 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 {
922 more->destroy (destroy_inventory);
923 more = 0;
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 { 1008 {
974 freed_map = new maptile; 1009 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
975 1010 head->destroy ();
976 freed_map->name = "/internal/freed_objects_map"; 1011 return;
977 freed_map->width = 3;
978 freed_map->height = 3;
979
980 freed_map->allocate ();
981 } 1012 }
982 1013
983 map = freed_map; 1014 destroy_inv (false);
984 x = 1;
985 y = 1;
986 }
987 1015
988 // clear those pointers that likely might have circular references to us 1016 if (is_head ())
989 owner = 0; 1017 if (sound_destroy)
990 enemy = 0; 1018 play_sound (sound_destroy);
991 attacked_by = 0; 1019 else if (flag [FLAG_MONSTER])
1020 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
992 1021
993 // only relevant for players(?), but make sure of it anyways 1022 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} 1023}
1021 1024
1022/* op->remove (): 1025/* op->remove ():
1023 * This function removes the object op from the linked list of objects 1026 * 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 1027 * which it is currently tied to. When this function is done, the
1025 * object will have no environment. If the object previously had an 1028 * object will have no environment. If the object previously had an
1026 * environment, the x and y coordinates will be updated to 1029 * environment, the x and y coordinates will be updated to
1027 * the previous environment. 1030 * the previous environment.
1028 * Beware: This function is called from the editor as well!
1029 */ 1031 */
1030void 1032void
1031object::remove () 1033object::do_remove ()
1032{ 1034{
1033 object *tmp, *last = 0; 1035 object *tmp, *last = 0;
1034 object *otmp; 1036 object *otmp;
1035 1037
1036 int check_walk_off; 1038 if (flag [FLAG_REMOVED])
1037
1038 if (QUERY_FLAG (this, FLAG_REMOVED))
1039 return; 1039 return;
1040 1040
1041 SET_FLAG (this, FLAG_REMOVED); 1041 INVOKE_OBJECT (REMOVE, this);
1042
1043 flag [FLAG_REMOVED] = true;
1042 1044
1043 if (more) 1045 if (more)
1044 more->remove (); 1046 more->remove ();
1045 1047
1046 /* 1048 /*
1047 * In this case, the object to be removed is in someones 1049 * In this case, the object to be removed is in someones
1048 * inventory. 1050 * inventory.
1049 */ 1051 */
1050 if (env) 1052 if (env)
1051 { 1053 {
1052 if (nrof) 1054 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1053 sub_weight (env, weight * nrof); 1055 if (object *pl = visible_to ())
1054 else 1056 esrv_del_item (pl->contr, count);
1055 sub_weight (env, weight + carrying); 1057 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1058
1059 adjust_weight (env, -total_weight ());
1060
1061 /* we set up values so that it could be inserted into
1062 * the map, but we don't actually do that - it is up
1063 * to the caller to decide what we want to do.
1064 */
1065 map = env->map;
1066 x = env->x;
1067 y = env->y;
1068
1069 // make sure cmov optimisation is applicable
1070 *(above ? &above->below : &env->inv) = below;
1071 *(below ? &below->above : &above ) = above; // &above is just a dummy
1072
1073 above = 0;
1074 below = 0;
1075 env = 0;
1056 1076
1057 /* NO_FIX_PLAYER is set when a great many changes are being 1077 /* NO_FIX_PLAYER is set when a great many changes are being
1058 * made to players inventory. If set, avoiding the call 1078 * made to players inventory. If set, avoiding the call
1059 * to save cpu time. 1079 * to save cpu time.
1060 */ 1080 */
1061 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1081 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1062 fix_player (otmp); 1082 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 } 1083 }
1081 else if (map) 1084 else if (map)
1082 { 1085 {
1083 /* Re did the following section of code - it looks like it had 1086 map->dirty = true;
1084 * lots of logic for things we no longer care about 1087 mapspace &ms = this->ms ();
1088
1089 if (object *pl = ms.player ())
1085 */ 1090 {
1091 if (type == PLAYER) // this == pl(!)
1092 {
1093 // leaving a spot always closes any open container on the ground
1094 if (container && !container->env)
1095 // this causes spurious floorbox updates, but it ensures
1096 // that the CLOSE event is being sent.
1097 close_container ();
1098
1099 --map->players;
1100 map->touch ();
1101 }
1102 else if (pl->container == this)
1103 {
1104 // removing a container should close it
1105 close_container ();
1106 }
1107
1108 esrv_del_item (pl->contr, count);
1109 }
1086 1110
1087 /* link the object above us */ 1111 /* link the object above us */
1088 if (above) 1112 // re-link, make sure compiler can easily use cmove
1089 above->below = below; 1113 *(above ? &above->below : &ms.top) = below;
1090 else 1114 *(below ? &below->above : &ms.bot) = above;
1091 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */
1092
1093 /* Relink the object below us, if there is one */
1094 if (below)
1095 below->above = above;
1096 else
1097 {
1098 /* 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
1100 * evident
1101 */
1102 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);
1107 free (dump);
1108 dump = dump_object (GET_MAP_OB (map, x, y));
1109 LOG (llevError, "%s\n", dump);
1110 free (dump);
1111 }
1112
1113 SET_MAP_OB (map, x, y, above); /* goes on above it. */
1114 }
1115 1115
1116 above = 0; 1116 above = 0;
1117 below = 0; 1117 below = 0;
1118 1118
1119 ms.flags_ = 0;
1120
1119 if (map->in_memory == MAP_SAVING) 1121 if (map->in_memory == MAP_SAVING)
1120 return; 1122 return;
1121 1123
1122 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1124 int check_walk_off = !flag [FLAG_NO_APPLY];
1123 1125
1126 if (object *pl = ms.player ())
1127 {
1128 if (pl->container == this)
1129 /* If a container that the player is currently using somehow gets
1130 * removed (most likely destroyed), update the player view
1131 * appropriately.
1132 */
1133 pl->close_container ();
1134
1135 //TODO: the floorbox prev/next might need updating
1136 //esrv_del_item (pl->contr, count);
1137 //TODO: update floorbox to preserve ordering
1138 if (pl->contr->ns)
1139 pl->contr->ns->floorbox_update ();
1140 }
1141
1124 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1142 for (tmp = ms.bot; tmp; tmp = tmp->above)
1125 { 1143 {
1126 /* No point updating the players look faces if he is the object 1144 /* No point updating the players look faces if he is the object
1127 * being removed. 1145 * being removed.
1128 */ 1146 */
1129 1147
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 */ 1148 /* See if object moving off should effect something */
1146 if (check_walk_off 1149 if (check_walk_off
1147 && ((move_type & tmp->move_off) 1150 && ((move_type & tmp->move_off)
1148 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1151 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1149 { 1152 {
1150 move_apply (tmp, this, 0); 1153 move_apply (tmp, this, 0);
1151 1154
1152 if (destroyed ()) 1155 if (destroyed ())
1153 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1156 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1154 } 1157 }
1155 1158
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; 1159 last = tmp;
1162 } 1160 }
1163 1161
1164 /* last == NULL of there are no objects on this space */
1165 if (!last)
1166 {
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
1176 update_object (last, UP_OBJ_REMOVE);
1177
1178 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1162 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1179 update_all_los (map, x, y); 1163 update_all_los (map, x, y);
1180 } 1164 }
1181} 1165}
1182 1166
1183/* 1167/*
1192merge_ob (object *op, object *top) 1176merge_ob (object *op, object *top)
1193{ 1177{
1194 if (!op->nrof) 1178 if (!op->nrof)
1195 return 0; 1179 return 0;
1196 1180
1197 if (top == NULL) 1181 if (!top)
1198 for (top = op; top != NULL && top->above != NULL; top = top->above); 1182 for (top = op; top && top->above; top = top->above)
1183 ;
1199 1184
1200 for (; top != NULL; top = top->below) 1185 for (; top; top = top->below)
1201 {
1202 if (top == op)
1203 continue;
1204
1205 if (object::can_merge (op, top)) 1186 if (object::can_merge (op, top))
1206 { 1187 {
1207 top->nrof += op->nrof; 1188 top->nrof += op->nrof;
1208 1189
1209/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1190 if (object *pl = top->visible_to ())
1210 op->weight = 0; /* Don't want any adjustements now */ 1191 esrv_update_item (UPD_NROF, pl, top);
1192
1193 op->weight = 0; // cancel the addition above
1194 op->carrying = 0; // must be 0 already
1195
1211 op->destroy (); 1196 op->destroy ();
1197
1212 return top; 1198 return top;
1213 } 1199 }
1214 }
1215 1200
1216 return 0; 1201 return 0;
1217} 1202}
1218 1203
1204void
1205object::expand_tail ()
1206{
1207 if (more)
1208 return;
1209
1210 object *prev = this;
1211
1212 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1213 {
1214 object *op = arch_to_object (at);
1215
1216 op->name = name;
1217 op->name_pl = name_pl;
1218 op->title = title;
1219
1220 op->head = this;
1221 prev->more = op;
1222
1223 prev = op;
1224 }
1225}
1226
1219/* 1227/*
1220 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1228 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1221 * job preparing multi-part monsters 1229 * job preparing multi-part monsters.
1222 */ 1230 */
1223object * 1231object *
1224insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1232insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1225{ 1233{
1226 object *tmp; 1234 op->remove ();
1227 1235
1228 if (op->head)
1229 op = op->head;
1230
1231 for (tmp = op; tmp; tmp = tmp->more) 1236 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1232 { 1237 {
1233 tmp->x = x + tmp->arch->clone.x; 1238 tmp->x = x + tmp->arch->x;
1234 tmp->y = y + tmp->arch->clone.y; 1239 tmp->y = y + tmp->arch->y;
1235 } 1240 }
1236 1241
1237 return insert_ob_in_map (op, m, originator, flag); 1242 return insert_ob_in_map (op, m, originator, flag);
1238} 1243}
1239 1244
1255 * Return value: 1260 * Return value:
1256 * new object if 'op' was merged with other object 1261 * new object if 'op' was merged with other object
1257 * NULL if 'op' was destroyed 1262 * NULL if 'op' was destroyed
1258 * just 'op' otherwise 1263 * just 'op' otherwise
1259 */ 1264 */
1260
1261object * 1265object *
1262insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1266insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1263{ 1267{
1264 object *tmp, *top, *floor = NULL; 1268 op->remove ();
1265 sint16 x, y;
1266 1269
1267 if (QUERY_FLAG (op, FLAG_FREED)) 1270 if (m == &freed_map)//D TODO: remove soon
1268 { 1271 {//D
1269 LOG (llevError, "Trying to insert freed object!\n"); 1272 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1270 return NULL;
1271 } 1273 }//D
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 1274
1336 /* Ideally, the caller figures this out. However, it complicates a lot 1275 /* 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 1276 * of areas of callers (eg, anything that uses find_free_spot would now
1338 * need extra work 1277 * need extra work
1339 */ 1278 */
1340 op->map = get_map_from_coord (m, &op->x, &op->y); 1279 if (!xy_normalise (m, op->x, op->y))
1341 x = op->x; 1280 {
1342 y = op->y; 1281 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1282 return 0;
1283 }
1284
1285 if (object *more = op->more)
1286 if (!insert_ob_in_map (more, m, originator, flag))
1287 return 0;
1288
1289 CLEAR_FLAG (op, FLAG_REMOVED);
1290
1291 op->map = m;
1292 mapspace &ms = op->ms ();
1343 1293
1344 /* this has to be done after we translate the coordinates. 1294 /* this has to be done after we translate the coordinates.
1345 */ 1295 */
1346 if (op->nrof && !(flag & INS_NO_MERGE)) 1296 if (op->nrof && !(flag & INS_NO_MERGE))
1347 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1297 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1348 if (object::can_merge (op, tmp)) 1298 if (object::can_merge (op, tmp))
1349 { 1299 {
1300 // TODO: we actually want to update tmp, not op,
1301 // but some caller surely breaks when we return tmp
1302 // from here :/
1350 op->nrof += tmp->nrof; 1303 op->nrof += tmp->nrof;
1351 tmp->destroy (); 1304 tmp->destroy ();
1352 } 1305 }
1353 1306
1354 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1307 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1363 { 1316 {
1364 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1317 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1365 abort (); 1318 abort ();
1366 } 1319 }
1367 1320
1321 if (!originator->is_on_map ())
1322 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1323 op->debug_desc (), originator->debug_desc ());
1324
1368 op->above = originator; 1325 op->above = originator;
1369 op->below = originator->below; 1326 op->below = originator->below;
1370
1371 if (op->below)
1372 op->below->above = op;
1373 else
1374 SET_MAP_OB (op->map, op->x, op->y, op);
1375
1376 /* since *below* originator, no need to update top */
1377 originator->below = op; 1327 originator->below = op;
1328
1329 *(op->below ? &op->below->above : &ms.bot) = op;
1378 } 1330 }
1379 else 1331 else
1380 { 1332 {
1333 object *floor = 0;
1334 object *top = ms.top;
1335
1381 /* If there are other objects, then */ 1336 /* If there are other objects, then */
1382 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1337 if (top)
1383 { 1338 {
1384 object *last = NULL;
1385
1386 /* 1339 /*
1387 * If there are multiple objects on this space, we do some trickier handling. 1340 * If there are multiple objects on this space, we do some trickier handling.
1388 * We've already dealt with merging if appropriate. 1341 * We've already dealt with merging if appropriate.
1389 * Generally, we want to put the new object on top. But if 1342 * Generally, we want to put the new object on top. But if
1390 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1343 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1393 * once we get to them. This reduces the need to traverse over all of 1346 * 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 1347 * 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 1348 * when lots of spells are cast in one area. Currently, it is presumed
1396 * that flying non pickable objects are spell objects. 1349 * that flying non pickable objects are spell objects.
1397 */ 1350 */
1398 1351 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1399 while (top != NULL)
1400 { 1352 {
1401 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1353 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1402 floor = top; 1354 floor = tmp;
1403 1355
1404 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1356 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1405 { 1357 {
1406 /* We insert above top, so we want this object below this */ 1358 /* We insert above top, so we want this object below this */
1407 top = top->below; 1359 top = tmp->below;
1408 break; 1360 break;
1409 } 1361 }
1410 1362
1411 last = top;
1412 top = top->above; 1363 top = tmp;
1413 } 1364 }
1414
1415 /* Don't want top to be NULL, so set it to the last valid object */
1416 top = last;
1417 1365
1418 /* We let update_position deal with figuring out what the space 1366 /* We let update_position deal with figuring out what the space
1419 * looks like instead of lots of conditions here. 1367 * looks like instead of lots of conditions here.
1420 * makes things faster, and effectively the same result. 1368 * makes things faster, and effectively the same result.
1421 */ 1369 */
1422 1370
1423 /* Have object 'fall below' other objects that block view. 1371 /* Have object 'fall below' other objects that block view.
1424 * Unless those objects are exits, type 66 1372 * Unless those objects are exits.
1425 * If INS_ON_TOP is used, don't do this processing 1373 * If INS_ON_TOP is used, don't do this processing
1426 * Need to find the object that in fact blocks view, otherwise 1374 * Need to find the object that in fact blocks view, otherwise
1427 * stacking is a bit odd. 1375 * stacking is a bit odd.
1428 */ 1376 */
1429 if (!(flag & INS_ON_TOP) && 1377 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)) 1378 && ms.flags () & P_BLOCKSVIEW
1379 && (op->face && !faces [op->face].visibility))
1431 { 1380 {
1381 object *last;
1382
1432 for (last = top; last != floor; last = last->below) 1383 for (last = top; last != floor; last = last->below)
1433 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1384 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1434 break; 1385 break;
1386
1435 /* Check to see if we found the object that blocks view, 1387 /* Check to see if we found the object that blocks view,
1436 * and make sure we have a below pointer for it so that 1388 * and make sure we have a below pointer for it so that
1437 * we can get inserted below this one, which requires we 1389 * we can get inserted below this one, which requires we
1438 * set top to the object below us. 1390 * set top to the object below us.
1439 */ 1391 */
1440 if (last && last->below && last != floor) 1392 if (last && last->below && last != floor)
1441 top = last->below; 1393 top = last->below;
1442 } 1394 }
1443 } /* If objects on this space */ 1395 } /* If objects on this space */
1444 1396
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) 1397 if (flag & INS_ABOVE_FLOOR_ONLY)
1449 top = floor; 1398 top = floor;
1450 1399
1451 /* Top is the object that our object (op) is going to get inserted above. 1400 // insert object above top, or bottom-most if top = 0
1452 */
1453
1454 /* First object on this space */
1455 if (!top) 1401 if (!top)
1456 { 1402 {
1457 op->above = GET_MAP_OB (op->map, op->x, op->y);
1458
1459 if (op->above)
1460 op->above->below = op;
1461
1462 op->below = NULL; 1403 op->below = 0;
1463 SET_MAP_OB (op->map, op->x, op->y, op); 1404 op->above = ms.bot;
1405 ms.bot = op;
1406
1407 *(op->above ? &op->above->below : &ms.top) = op;
1464 } 1408 }
1465 else 1409 else
1466 { /* get inserted into the stack above top */ 1410 {
1467 op->above = top->above; 1411 op->above = top->above;
1468
1469 if (op->above)
1470 op->above->below = op; 1412 top->above = op;
1471 1413
1472 op->below = top; 1414 op->below = top;
1473 top->above = op; 1415 *(op->above ? &op->above->below : &ms.top) = op;
1474 } 1416 }
1475 1417 }
1476 if (op->above == NULL)
1477 SET_MAP_TOP (op->map, op->x, op->y, op);
1478 } /* else not INS_BELOW_ORIGINATOR */
1479 1418
1480 if (op->type == PLAYER) 1419 if (op->type == PLAYER)
1420 {
1481 op->contr->do_los = 1; 1421 op->contr->do_los = 1;
1422 ++op->map->players;
1423 op->map->touch ();
1424 }
1482 1425
1483 /* If we have a floor, we know the player, if any, will be above 1426 op->map->dirty = true;
1484 * it, so save a few ticks and start from there. 1427
1485 */ 1428 if (object *pl = ms.player ())
1486 if (!(flag & INS_MAP_LOAD)) 1429 //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) 1430 //esrv_send_item (pl, op);
1488 if (tmp->type == PLAYER) 1431 //TODO: update floorbox to preserve ordering
1489 tmp->contr->socket->update_look = 1; 1432 if (pl->contr->ns)
1433 pl->contr->ns->floorbox_update ();
1490 1434
1491 /* If this object glows, it may affect lighting conditions that are 1435 /* If this object glows, it may affect lighting conditions that are
1492 * visible to others on this map. But update_all_los is really 1436 * 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 1437 * 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 1438 * on the map will get recalculated. The players could very well
1495 * be far away from this change and not affected in any way - 1439 * be far away from this change and not affected in any way -
1496 * this should get redone to only look for players within range, 1440 * this should get redone to only look for players within range,
1497 * or just updating the P_NEED_UPDATE for spaces within this area 1441 * or just updating the P_UPTODATE for spaces within this area
1498 * of effect may be sufficient. 1442 * of effect may be sufficient.
1499 */ 1443 */
1500 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1444 if (op->map->darkness && (op->glow_radius != 0))
1501 update_all_los (op->map, op->x, op->y); 1445 update_all_los (op->map, op->x, op->y);
1502 1446
1503 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1447 /* updates flags (blocked, alive, no magic, etc) for this map space */
1504 update_object (op, UP_OBJ_INSERT); 1448 update_object (op, UP_OBJ_INSERT);
1505 1449
1450 INVOKE_OBJECT (INSERT, op);
1451
1506 /* Don't know if moving this to the end will break anything. However, 1452 /* 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. 1453 * we want to have floorbox_update called before calling this.
1508 * 1454 *
1509 * check_move_on() must be after this because code called from 1455 * check_move_on() must be after this because code called from
1510 * check_move_on() depends on correct map flags (so functions like 1456 * check_move_on() depends on correct map flags (so functions like
1511 * blocked() and wall() work properly), and these flags are updated by 1457 * blocked() and wall() work properly), and these flags are updated by
1512 * update_object(). 1458 * update_object().
1513 */ 1459 */
1514 1460
1515 /* if this is not the head or flag has been passed, don't check walk on status */ 1461 /* 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) 1462 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1517 { 1463 {
1518 if (check_move_on (op, originator)) 1464 if (check_move_on (op, originator))
1519 return NULL; 1465 return 0;
1520 1466
1521 /* If we are a multi part object, lets work our way through the check 1467 /* If we are a multi part object, lets work our way through the check
1522 * walk on's. 1468 * walk on's.
1523 */ 1469 */
1524 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1470 for (object *tmp = op->more; tmp; tmp = tmp->more)
1525 if (check_move_on (tmp, originator)) 1471 if (check_move_on (tmp, originator))
1526 return NULL; 1472 return 0;
1527 } 1473 }
1528 1474
1529 return op; 1475 return op;
1530} 1476}
1531 1477
1532/* this function inserts an object in the map, but if it 1478/* 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. 1479 * 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. 1480 * op is the object to insert it under: supplies x and the map.
1535 */ 1481 */
1536void 1482void
1537replace_insert_ob_in_map (const char *arch_string, object *op) 1483replace_insert_ob_in_map (const char *arch_string, object *op)
1538{ 1484{
1539 object *
1540 tmp;
1541 object *
1542 tmp1;
1543
1544 /* first search for itself and remove any old instances */ 1485 /* first search for itself and remove any old instances */
1545 1486
1546 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1487 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1547 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1488 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1548 tmp->destroy (); 1489 tmp->destroy ();
1549 1490
1550 tmp1 = arch_to_object (archetype::find (arch_string)); 1491 object *tmp = arch_to_object (archetype::find (arch_string));
1551 1492
1552 tmp1->x = op->x; 1493 tmp->x = op->x;
1553 tmp1->y = op->y; 1494 tmp->y = op->y;
1495
1554 insert_ob_in_map (tmp1, op->map, op, 0); 1496 insert_ob_in_map (tmp, op->map, op, 0);
1555} 1497}
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 1498
1565object * 1499object *
1566get_split_ob (object *orig_ob, uint32 nr) 1500object::insert_at (object *where, object *originator, int flags)
1567{ 1501{
1568 object *newob; 1502 if (where->env)
1569 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1503 return where->env->insert (this);
1570 1504 else
1571 if (orig_ob->nrof < nr) 1505 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} 1506}
1597 1507
1598/* 1508/*
1599 * decrease_ob_nr(object, number) decreases a specified number from 1509 * decrease(object, number) decreases a specified number from
1600 * the amount of an object. If the amount reaches 0, the object 1510 * the amount of an object. If the amount reaches 0, the object
1601 * is subsequently removed and freed. 1511 * is subsequently removed and freed.
1602 * 1512 *
1603 * Return value: 'op' if something is left, NULL if the amount reached 0 1513 * Return value: 'op' if something is left, NULL if the amount reached 0
1604 */ 1514 */
1515bool
1516object::decrease (sint32 nr)
1517{
1518 if (!nr)
1519 return true;
1605 1520
1521 nr = min (nr, nrof);
1522
1523 if (nrof > nr)
1524 {
1525 nrof -= nr;
1526 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1527
1528 if (object *pl = visible_to ())
1529 esrv_update_item (UPD_NROF, pl, this);
1530
1531 return true;
1532 }
1533 else
1534 {
1535 destroy ();
1536 return false;
1537 }
1538}
1539
1540/*
1541 * split(ob,nr) splits up ob into two parts. The part which
1542 * is returned contains nr objects, and the remaining parts contains
1543 * the rest (or is removed and returned if that number is 0).
1544 * On failure, NULL is returned.
1545 */
1606object * 1546object *
1607decrease_ob_nr (object *op, uint32 i) 1547object::split (sint32 nr)
1608{ 1548{
1609 object *tmp; 1549 int have = number_of ();
1610 player *pl;
1611 1550
1612 if (i == 0) /* objects with op->nrof require this check */ 1551 if (have < nr)
1613 return op; 1552 return 0;
1614 1553 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 { 1554 {
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 (); 1555 remove ();
1655 op->nrof = 0; 1556 return this;
1656 if (tmp)
1657 {
1658 esrv_del_item (tmp->contr, op->count);
1659 }
1660 }
1661 } 1557 }
1662 else 1558 else
1663 { 1559 {
1664 object *above = op->above; 1560 decrease (nr);
1665 1561
1666 if (i < op->nrof) 1562 object *op = deep_clone ();
1667 op->nrof -= i; 1563 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; 1564 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 } 1565 }
1710} 1566}
1711 1567
1712object * 1568object *
1713insert_ob_in_ob (object *op, object *where) 1569insert_ob_in_ob (object *op, object *where)
1718 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1574 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1719 free (dump); 1575 free (dump);
1720 return op; 1576 return op;
1721 } 1577 }
1722 1578
1723 if (where->head) 1579 if (where->head_ () != where)
1724 { 1580 {
1725 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1581 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1726 where = where->head; 1582 where = where->head;
1727 } 1583 }
1728 1584
1729 return where->insert (op); 1585 return where->insert (op);
1730} 1586}
1735 * inside the object environment. 1591 * inside the object environment.
1736 * 1592 *
1737 * The function returns now pointer to inserted item, and return value can 1593 * The function returns now pointer to inserted item, and return value can
1738 * be != op, if items are merged. -Tero 1594 * be != op, if items are merged. -Tero
1739 */ 1595 */
1740
1741object * 1596object *
1742object::insert (object *op) 1597object::insert (object *op)
1743{ 1598{
1744 object *tmp, *otmp;
1745
1746 if (!QUERY_FLAG (op, FLAG_REMOVED))
1747 op->remove ();
1748
1749 if (op->more) 1599 if (op->more)
1750 { 1600 {
1751 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1601 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1752 return op; 1602 return op;
1753 } 1603 }
1754 1604
1755 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1605 op->remove ();
1756 CLEAR_FLAG (op, FLAG_REMOVED); 1606
1607 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1608
1757 if (op->nrof) 1609 if (op->nrof)
1758 {
1759 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1610 for (object *tmp = inv; tmp; tmp = tmp->below)
1760 if (object::can_merge (tmp, op)) 1611 if (object::can_merge (tmp, op))
1761 { 1612 {
1762 /* return the original object and remove inserted object 1613 /* return the original object and remove inserted object
1763 (client needs the original object) */ 1614 (client needs the original object) */
1764 tmp->nrof += op->nrof; 1615 tmp->nrof += op->nrof;
1765 /* Weight handling gets pretty funky. Since we are adding to 1616
1766 * tmp->nrof, we need to increase the weight. 1617 if (object *pl = tmp->visible_to ())
1767 */ 1618 esrv_update_item (UPD_NROF, pl, tmp);
1619
1768 add_weight (this, op->weight * op->nrof); 1620 adjust_weight (this, op->total_weight ());
1769 SET_FLAG (op, FLAG_REMOVED); 1621
1770 op->destroy (); /* free the inserted object */ 1622 op->destroy ();
1771 op = tmp; 1623 op = tmp;
1772 op->remove (); /* and fix old object's links */ 1624 goto inserted;
1773 CLEAR_FLAG (op, FLAG_REMOVED);
1774 break;
1775 } 1625 }
1776 1626
1777 /* I assume combined objects have no inventory 1627 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; 1628 op->map = 0;
1629 op->x = 0;
1630 op->y = 0;
1631
1632 op->above = 0;
1633 op->below = inv;
1794 op->env = this; 1634 op->env = this;
1795 op->above = NULL;
1796 op->below = NULL;
1797 op->x = 0, op->y = 0;
1798 1635
1636 if (inv)
1637 inv->above = op;
1638
1639 inv = op;
1640
1641 op->flag [FLAG_REMOVED] = 0;
1642
1643 if (object *pl = op->visible_to ())
1644 esrv_send_item (pl, op);
1645
1646 adjust_weight (this, op->total_weight ());
1647
1648inserted:
1799 /* reset the light list and los of the players on the map */ 1649 /* reset the light list and los of the players on the map */
1800 if ((op->glow_radius != 0) && map) 1650 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); 1651 update_all_los (map, x, y);
1807 }
1808 1652
1809 /* Client has no idea of ordering so lets not bother ordering it here. 1653 // if this is a player's inventory, update stats
1810 * It sure simplifies this function... 1654 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1811 */ 1655 update_stats ();
1812 if (!inv) 1656
1813 inv = op; 1657 INVOKE_OBJECT (INSERT, this);
1814 else
1815 {
1816 op->below = inv;
1817 op->below->above = op;
1818 inv = op;
1819 }
1820 1658
1821 return op; 1659 return op;
1822} 1660}
1823 1661
1824/* 1662/*
1839 * 1677 *
1840 * MSW 2001-07-08: Check all objects on space, not just those below 1678 * 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 1679 * object being inserted. insert_ob_in_map may not put new objects
1842 * on top. 1680 * on top.
1843 */ 1681 */
1844
1845int 1682int
1846check_move_on (object *op, object *originator) 1683check_move_on (object *op, object *originator)
1847{ 1684{
1848 object *tmp; 1685 object *tmp;
1849 maptile *m = op->map; 1686 maptile *m = op->map;
1876 1713
1877 /* The objects have to be checked from top to bottom. 1714 /* The objects have to be checked from top to bottom.
1878 * Hence, we first go to the top: 1715 * Hence, we first go to the top:
1879 */ 1716 */
1880 1717
1881 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1718 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1882 { 1719 {
1883 /* Trim the search when we find the first other spell effect 1720 /* Trim the search when we find the first other spell effect
1884 * this helps performance so that if a space has 50 spell objects, 1721 * this helps performance so that if a space has 50 spell objects,
1885 * we don't need to check all of them. 1722 * we don't need to check all of them.
1886 */ 1723 */
1904 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1741 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)) 1742 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1906 { 1743 {
1907 1744
1908 float 1745 float
1909 diff = tmp->move_slow_penalty * FABS (op->speed); 1746 diff = tmp->move_slow_penalty * fabs (op->speed);
1910 1747
1911 if (op->type == PLAYER) 1748 if (op->type == PLAYER)
1912 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1749 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))) 1750 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1914 diff /= 4.0; 1751 diff /= 4.0;
1941/* 1778/*
1942 * present_arch(arch, map, x, y) searches for any objects with 1779 * present_arch(arch, map, x, y) searches for any objects with
1943 * a matching archetype at the given map and coordinates. 1780 * a matching archetype at the given map and coordinates.
1944 * The first matching object is returned, or NULL if none. 1781 * The first matching object is returned, or NULL if none.
1945 */ 1782 */
1946
1947object * 1783object *
1948present_arch (const archetype *at, maptile *m, int x, int y) 1784present_arch (const archetype *at, maptile *m, int x, int y)
1949{ 1785{
1950 object *
1951 tmp;
1952
1953 if (m == NULL || out_of_map (m, x, y)) 1786 if (!m || out_of_map (m, x, y))
1954 { 1787 {
1955 LOG (llevError, "Present_arch called outside map.\n"); 1788 LOG (llevError, "Present_arch called outside map.\n");
1956 return NULL; 1789 return NULL;
1957 } 1790 }
1958 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1791
1959 if (tmp->arch == at) 1792 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1793 if (tmp->arch->archname == at->archname)
1960 return tmp; 1794 return tmp;
1795
1961 return NULL; 1796 return NULL;
1962} 1797}
1963 1798
1964/* 1799/*
1965 * present(type, map, x, y) searches for any objects with 1800 * present(type, map, x, y) searches for any objects with
1966 * a matching type variable at the given map and coordinates. 1801 * a matching type variable at the given map and coordinates.
1967 * The first matching object is returned, or NULL if none. 1802 * The first matching object is returned, or NULL if none.
1968 */ 1803 */
1969
1970object * 1804object *
1971present (unsigned char type, maptile *m, int x, int y) 1805present (unsigned char type, maptile *m, int x, int y)
1972{ 1806{
1973 object *
1974 tmp;
1975
1976 if (out_of_map (m, x, y)) 1807 if (out_of_map (m, x, y))
1977 { 1808 {
1978 LOG (llevError, "Present called outside map.\n"); 1809 LOG (llevError, "Present called outside map.\n");
1979 return NULL; 1810 return NULL;
1980 } 1811 }
1981 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1812
1813 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1982 if (tmp->type == type) 1814 if (tmp->type == type)
1983 return tmp; 1815 return tmp;
1816
1984 return NULL; 1817 return NULL;
1985} 1818}
1986 1819
1987/* 1820/*
1988 * present_in_ob(type, object) searches for any objects with 1821 * present_in_ob(type, object) searches for any objects with
1989 * a matching type variable in the inventory of the given object. 1822 * a matching type variable in the inventory of the given object.
1990 * The first matching object is returned, or NULL if none. 1823 * The first matching object is returned, or NULL if none.
1991 */ 1824 */
1992
1993object * 1825object *
1994present_in_ob (unsigned char type, const object *op) 1826present_in_ob (unsigned char type, const object *op)
1995{ 1827{
1996 object *
1997 tmp;
1998
1999 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1828 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2000 if (tmp->type == type) 1829 if (tmp->type == type)
2001 return tmp; 1830 return tmp;
1831
2002 return NULL; 1832 return NULL;
2003} 1833}
2004 1834
2005/* 1835/*
2006 * present_in_ob (type, str, object) searches for any objects with 1836 * present_in_ob (type, str, object) searches for any objects with
2014 * str is the string to match against. Note that we match against 1844 * 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 1845 * 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 1846 * spell code can use one object type (force), but change it's name
2017 * to be unique. 1847 * to be unique.
2018 */ 1848 */
2019
2020object * 1849object *
2021present_in_ob_by_name (int type, const char *str, const object *op) 1850present_in_ob_by_name (int type, const char *str, const object *op)
2022{ 1851{
2023 object *
2024 tmp;
2025
2026 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1852 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2027 {
2028 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1853 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2029 return tmp; 1854 return tmp;
2030 } 1855
2031 return NULL; 1856 return 0;
2032} 1857}
2033 1858
2034/* 1859/*
2035 * present_arch_in_ob(archetype, object) searches for any objects with 1860 * present_arch_in_ob(archetype, object) searches for any objects with
2036 * a matching archetype in the inventory of the given object. 1861 * a matching archetype in the inventory of the given object.
2037 * The first matching object is returned, or NULL if none. 1862 * The first matching object is returned, or NULL if none.
2038 */ 1863 */
2039
2040object * 1864object *
2041present_arch_in_ob (const archetype *at, const object *op) 1865present_arch_in_ob (const archetype *at, const object *op)
2042{ 1866{
2043 object *
2044 tmp;
2045
2046 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1867 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2047 if (tmp->arch == at) 1868 if (tmp->arch->archname == at->archname)
2048 return tmp; 1869 return tmp;
1870
2049 return NULL; 1871 return NULL;
2050} 1872}
2051 1873
2052/* 1874/*
2053 * activate recursively a flag on an object inventory 1875 * activate recursively a flag on an object inventory
2054 */ 1876 */
2055void 1877void
2056flag_inv (object *op, int flag) 1878flag_inv (object *op, int flag)
2057{ 1879{
2058 object *
2059 tmp;
2060
2061 if (op->inv)
2062 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1880 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2063 { 1881 {
2064 SET_FLAG (tmp, flag); 1882 SET_FLAG (tmp, flag);
2065 flag_inv (tmp, flag); 1883 flag_inv (tmp, flag);
2066 } 1884 }
2067} /* 1885}
1886
1887/*
2068 * desactivate recursively a flag on an object inventory 1888 * deactivate recursively a flag on an object inventory
2069 */ 1889 */
2070void 1890void
2071unflag_inv (object *op, int flag) 1891unflag_inv (object *op, int flag)
2072{ 1892{
2073 object *
2074 tmp;
2075
2076 if (op->inv)
2077 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1893 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2078 { 1894 {
2079 CLEAR_FLAG (tmp, flag); 1895 CLEAR_FLAG (tmp, flag);
2080 unflag_inv (tmp, flag); 1896 unflag_inv (tmp, flag);
2081 } 1897 }
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} 1898}
2097 1899
2098/* 1900/*
2099 * find_free_spot(object, map, x, y, start, stop) will search for 1901 * 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 1902 * a spot at the given map and coordinates which will be able to contain
2102 * to search (see the freearr_x/y[] definition). 1904 * to search (see the freearr_x/y[] definition).
2103 * It returns a random choice among the alternatives found. 1905 * 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 1906 * 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 1907 * 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) 1908 * 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 1909 * Note: This function does correctly handle tiled maps, but does not
2111 * inform the caller. However, insert_ob_in_map will update as 1910 * inform the caller. However, insert_ob_in_map will update as
2112 * necessary, so the caller shouldn't need to do any special work. 1911 * 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 1912 * 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 1913 * 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 1914 * 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 1915 * the archetype because that isn't correct if the monster has been
2117 * customized, changed states, etc. 1916 * customized, changed states, etc.
2118 */ 1917 */
2119
2120int 1918int
2121find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1919find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2122{ 1920{
2123 int
2124 i,
2125 index = 0, flag;
2126 static int
2127 altern[SIZEOFFREE]; 1921 int altern[SIZEOFFREE];
1922 int index = 0, flag;
2128 1923
2129 for (i = start; i < stop; i++) 1924 for (int i = start; i < stop; i++)
2130 { 1925 {
2131 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1926 mapxy pos (m, x, y); pos.move (i);
2132 if (!flag) 1927
1928 if (!pos.normalise ())
1929 continue;
1930
1931 mapspace &ms = *pos;
1932
1933 if (ms.flags () & P_IS_ALIVE)
1934 continue;
1935
1936 /* However, often
1937 * ob doesn't have any move type (when used to place exits)
1938 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1939 */
1940 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1941 {
2133 altern[index++] = i; 1942 altern [index++] = i;
1943 continue;
1944 }
2134 1945
2135 /* Basically, if we find a wall on a space, we cut down the search size. 1946 /* 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. 1947 * 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 - 1948 * 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 1949 * 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 1950 * spaces in all the other directions, this will reduce the search space
2140 * to only the spaces immediately surrounding the target area, and 1951 * to only the spaces immediately surrounding the target area, and
2141 * won't look 2 spaces south of the target space. 1952 * won't look 2 spaces south of the target space.
2142 */ 1953 */
2143 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1954 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1955 {
2144 stop = maxfree[i]; 1956 stop = maxfree[i];
1957 continue;
1958 }
1959
1960 /* Note it is intentional that we check ob - the movement type of the
1961 * head of the object should correspond for the entire object.
1962 */
1963 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1964 continue;
1965
1966 if (ob->blocked (m, pos.x, pos.y))
1967 continue;
1968
1969 altern [index++] = i;
2145 } 1970 }
1971
2146 if (!index) 1972 if (!index)
2147 return -1; 1973 return -1;
1974
2148 return altern[RANDOM () % index]; 1975 return altern [rndm (index)];
2149} 1976}
2150 1977
2151/* 1978/*
2152 * find_first_free_spot(archetype, maptile, x, y) works like 1979 * find_first_free_spot(archetype, maptile, x, y) works like
2153 * find_free_spot(), but it will search max number of squares. 1980 * find_free_spot(), but it will search max number of squares.
2154 * But it will return the first available spot, not a random choice. 1981 * 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. 1982 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2156 */ 1983 */
2157
2158int 1984int
2159find_first_free_spot (const object *ob, maptile *m, int x, int y) 1985find_first_free_spot (const object *ob, maptile *m, int x, int y)
2160{ 1986{
2161 int
2162 i;
2163
2164 for (i = 0; i < SIZEOFFREE; i++) 1987 for (int i = 0; i < SIZEOFFREE; i++)
2165 {
2166 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 1988 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2167 return i; 1989 return i;
2168 } 1990
2169 return -1; 1991 return -1;
2170} 1992}
2171 1993
2172/* 1994/*
2173 * The function permute(arr, begin, end) randomly reorders the array 1995 * The function permute(arr, begin, end) randomly reorders the array
2174 * arr[begin..end-1]. 1996 * arr[begin..end-1].
1997 * now uses a fisher-yates shuffle, old permute was broken
2175 */ 1998 */
2176static void 1999static void
2177permute (int *arr, int begin, int end) 2000permute (int *arr, int begin, int end)
2178{ 2001{
2179 int 2002 arr += begin;
2180 i,
2181 j,
2182 tmp,
2183 len;
2184
2185 len = end - begin; 2003 end -= begin;
2186 for (i = begin; i < end; i++)
2187 {
2188 j = begin + RANDOM () % len;
2189 2004
2190 tmp = arr[i]; 2005 while (--end)
2191 arr[i] = arr[j]; 2006 swap (arr [end], arr [rndm (end + 1)]);
2192 arr[j] = tmp;
2193 }
2194} 2007}
2195 2008
2196/* new function to make monster searching more efficient, and effective! 2009/* new function to make monster searching more efficient, and effective!
2197 * This basically returns a randomized array (in the passed pointer) of 2010 * 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 2011 * 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. 2014 * the 3x3 area will be searched, just not in a predictable order.
2202 */ 2015 */
2203void 2016void
2204get_search_arr (int *search_arr) 2017get_search_arr (int *search_arr)
2205{ 2018{
2206 int 2019 int i;
2207 i;
2208 2020
2209 for (i = 0; i < SIZEOFFREE; i++) 2021 for (i = 0; i < SIZEOFFREE; i++)
2210 {
2211 search_arr[i] = i; 2022 search_arr[i] = i;
2212 }
2213 2023
2214 permute (search_arr, 1, SIZEOFFREE1 + 1); 2024 permute (search_arr, 1, SIZEOFFREE1 + 1);
2215 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2025 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2216 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2026 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2217} 2027}
2226 * Perhaps incorrectly, but I'm making the assumption that exclude 2036 * 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 2037 * 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 2038 * because we have to know what movement the thing looking to move
2229 * there is capable of. 2039 * there is capable of.
2230 */ 2040 */
2231
2232int 2041int
2233find_dir (maptile *m, int x, int y, object *exclude) 2042find_dir (maptile *m, int x, int y, object *exclude)
2234{ 2043{
2235 int
2236 i,
2237 max = SIZEOFFREE, mflags; 2044 int i, max = SIZEOFFREE, mflags;
2238 2045
2239 sint16 nx, ny; 2046 sint16 nx, ny;
2240 object * 2047 object *tmp;
2241 tmp;
2242 maptile * 2048 maptile *mp;
2243 mp;
2244 2049
2245 MoveType blocked, move_type; 2050 MoveType blocked, move_type;
2246 2051
2247 if (exclude && exclude->head) 2052 if (exclude && exclude->head_ () != exclude)
2248 { 2053 {
2249 exclude = exclude->head; 2054 exclude = exclude->head;
2250 move_type = exclude->move_type; 2055 move_type = exclude->move_type;
2251 } 2056 }
2252 else 2057 else
2260 mp = m; 2065 mp = m;
2261 nx = x + freearr_x[i]; 2066 nx = x + freearr_x[i];
2262 ny = y + freearr_y[i]; 2067 ny = y + freearr_y[i];
2263 2068
2264 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2069 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2070
2265 if (mflags & P_OUT_OF_MAP) 2071 if (mflags & P_OUT_OF_MAP)
2266 {
2267 max = maxfree[i]; 2072 max = maxfree[i];
2268 }
2269 else 2073 else
2270 { 2074 {
2271 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2075 mapspace &ms = mp->at (nx, ny);
2076
2077 blocked = ms.move_block;
2272 2078
2273 if ((move_type & blocked) == move_type) 2079 if ((move_type & blocked) == move_type)
2274 {
2275 max = maxfree[i]; 2080 max = maxfree[i];
2276 }
2277 else if (mflags & P_IS_ALIVE) 2081 else if (mflags & P_IS_ALIVE)
2278 { 2082 {
2279 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2083 for (tmp = ms.bot; tmp; tmp = tmp->above)
2280 { 2084 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))) 2085 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2282 {
2283 break; 2086 break;
2284 } 2087
2285 }
2286 if (tmp) 2088 if (tmp)
2287 {
2288 return freedir[i]; 2089 return freedir[i];
2289 }
2290 } 2090 }
2291 } 2091 }
2292 } 2092 }
2093
2293 return 0; 2094 return 0;
2294} 2095}
2295 2096
2296/* 2097/*
2297 * distance(object 1, object 2) will return the square of the 2098 * distance(object 1, object 2) will return the square of the
2298 * distance between the two given objects. 2099 * distance between the two given objects.
2299 */ 2100 */
2300
2301int 2101int
2302distance (const object *ob1, const object *ob2) 2102distance (const object *ob1, const object *ob2)
2303{ 2103{
2304 int
2305 i;
2306
2307 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2104 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2308 return i;
2309} 2105}
2310 2106
2311/* 2107/*
2312 * find_dir_2(delta-x,delta-y) will return a direction in which 2108 * 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 2109 * an object which has subtracted the x and y coordinates of another
2314 * object, needs to travel toward it. 2110 * object, needs to travel toward it.
2315 */ 2111 */
2316
2317int 2112int
2318find_dir_2 (int x, int y) 2113find_dir_2 (int x, int y)
2319{ 2114{
2320 int 2115 int q;
2321 q;
2322 2116
2323 if (y) 2117 if (y)
2324 q = x * 100 / y; 2118 q = x * 100 / y;
2325 else if (x) 2119 else if (x)
2326 q = -300 * x; 2120 q = -300 * x;
2351 2145
2352 return 3; 2146 return 3;
2353} 2147}
2354 2148
2355/* 2149/*
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 2150 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2373 * between two directions (which are expected to be absolute (see absdir()) 2151 * between two directions (which are expected to be absolute (see absdir())
2374 */ 2152 */
2375
2376int 2153int
2377dirdiff (int dir1, int dir2) 2154dirdiff (int dir1, int dir2)
2378{ 2155{
2379 int 2156 int d;
2380 d;
2381 2157
2382 d = abs (dir1 - dir2); 2158 d = abs (dir1 - dir2);
2383 if (d > 4) 2159 if (d > 4)
2384 d = 8 - d; 2160 d = 8 - d;
2161
2385 return d; 2162 return d;
2386} 2163}
2387 2164
2388/* peterm: 2165/* peterm:
2389 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2166 * 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 2169 * 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. 2170 * 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 2171 * Moved from spell_util.c to object.c with the other related direction
2395 * functions. 2172 * functions.
2396 */ 2173 */
2397
2398int
2399 reduction_dir[SIZEOFFREE][3] = { 2174int reduction_dir[SIZEOFFREE][3] = {
2400 {0, 0, 0}, /* 0 */ 2175 {0, 0, 0}, /* 0 */
2401 {0, 0, 0}, /* 1 */ 2176 {0, 0, 0}, /* 1 */
2402 {0, 0, 0}, /* 2 */ 2177 {0, 0, 0}, /* 2 */
2403 {0, 0, 0}, /* 3 */ 2178 {0, 0, 0}, /* 3 */
2404 {0, 0, 0}, /* 4 */ 2179 {0, 0, 0}, /* 4 */
2452 * find a path to that monster that we found. If not, 2227 * find a path to that monster that we found. If not,
2453 * we don't bother going toward it. Returns 1 if we 2228 * we don't bother going toward it. Returns 1 if we
2454 * can see a direct way to get it 2229 * can see a direct way to get it
2455 * Modified to be map tile aware -.MSW 2230 * Modified to be map tile aware -.MSW
2456 */ 2231 */
2457
2458
2459int 2232int
2460can_see_monsterP (maptile *m, int x, int y, int dir) 2233can_see_monsterP (maptile *m, int x, int y, int dir)
2461{ 2234{
2462 sint16 dx, dy; 2235 sint16 dx, dy;
2463 int
2464 mflags; 2236 int mflags;
2465 2237
2466 if (dir < 0) 2238 if (dir < 0)
2467 return 0; /* exit condition: invalid direction */ 2239 return 0; /* exit condition: invalid direction */
2468 2240
2469 dx = x + freearr_x[dir]; 2241 dx = x + freearr_x[dir];
2482 return 0; 2254 return 0;
2483 2255
2484 /* yes, can see. */ 2256 /* yes, can see. */
2485 if (dir < 9) 2257 if (dir < 9)
2486 return 1; 2258 return 1;
2259
2487 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2260 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]); 2261 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2262 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2489} 2263}
2490
2491
2492 2264
2493/* 2265/*
2494 * can_pick(picker, item): finds out if an object is possible to be 2266 * 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 2267 * picked up by the picker. Returnes 1 if it can be
2496 * picked up, otherwise 0. 2268 * picked up, otherwise 0.
2498 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2270 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2499 * core dumps if they do. 2271 * core dumps if they do.
2500 * 2272 *
2501 * Add a check so we can't pick up invisible objects (0.93.8) 2273 * Add a check so we can't pick up invisible objects (0.93.8)
2502 */ 2274 */
2503
2504int 2275int
2505can_pick (const object *who, const object *item) 2276can_pick (const object *who, const object *item)
2506{ 2277{
2507 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2278 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2508 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2279 (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)); 2280 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2510} 2281}
2511 2282
2512
2513/* 2283/*
2514 * create clone from object to another 2284 * create clone from object to another
2515 */ 2285 */
2516object * 2286object *
2517object_create_clone (object *asrc) 2287object::deep_clone ()
2518{ 2288{
2519 object *dst = 0, *tmp, *src, *part, *prev, *item; 2289 assert (("deep_clone called on non-head object", is_head ()));
2520 2290
2521 if (!asrc) 2291 object *dst = clone ();
2522 return 0;
2523 2292
2524 src = asrc; 2293 object *prev = dst;
2525 if (src->head)
2526 src = src->head;
2527
2528 prev = 0;
2529 for (part = src; part; part = part->more) 2294 for (object *part = this->more; part; part = part->more)
2530 { 2295 {
2531 tmp = part->clone (); 2296 object *tmp = part->clone ();
2532 tmp->x -= src->x;
2533 tmp->y -= src->y;
2534
2535 if (!part->head)
2536 {
2537 dst = tmp;
2538 tmp->head = 0;
2539 }
2540 else
2541 {
2542 tmp->head = dst; 2297 tmp->head = dst;
2543 }
2544
2545 tmp->more = 0;
2546
2547 if (prev)
2548 prev->more = tmp; 2298 prev->more = tmp;
2549
2550 prev = tmp; 2299 prev = tmp;
2551 } 2300 }
2552 2301
2553 for (item = src->inv; item; item = item->below) 2302 for (object *item = inv; item; item = item->below)
2554 insert_ob_in_ob (object_create_clone (item), dst); 2303 insert_ob_in_ob (item->deep_clone (), dst);
2555 2304
2556 return dst; 2305 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} 2306}
2597 2307
2598/* This returns the first object in who's inventory that 2308/* This returns the first object in who's inventory that
2599 * has the same type and subtype match. 2309 * has the same type and subtype match.
2600 * returns NULL if no match. 2310 * returns NULL if no match.
2601 */ 2311 */
2602object * 2312object *
2603find_obj_by_type_subtype (const object *who, int type, int subtype) 2313find_obj_by_type_subtype (const object *who, int type, int subtype)
2604{ 2314{
2605 object *tmp;
2606
2607 for (tmp = who->inv; tmp; tmp = tmp->below) 2315 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2608 if (tmp->type == type && tmp->subtype == subtype) 2316 if (tmp->type == type && tmp->subtype == subtype)
2609 return tmp; 2317 return tmp;
2610 2318
2611 return NULL;
2612}
2613
2614/* If ob has a field named key, return the link from the list,
2615 * otherwise return NULL.
2616 *
2617 * key must be a passed in shared string - otherwise, this won't
2618 * do the desired thing.
2619 */
2620key_value *
2621get_ob_key_link (const object *ob, const char *key)
2622{
2623 key_value *link;
2624
2625 for (link = ob->key_values; link != NULL; link = link->next)
2626 if (link->key == key)
2627 return link;
2628
2629 return NULL;
2630}
2631
2632/*
2633 * Returns the value of op has an extra_field for key, or NULL.
2634 *
2635 * The argument doesn't need to be a shared string.
2636 *
2637 * The returned string is shared.
2638 */
2639const char *
2640get_ob_key_value (const object *op, const char *const key)
2641{
2642 key_value *link;
2643 shstr_cmp canonical_key (key);
2644
2645 if (!canonical_key)
2646 {
2647 /* 1. There being a field named key on any object
2648 * implies there'd be a shared string to find.
2649 * 2. Since there isn't, no object has this field.
2650 * 3. Therefore, *this* object doesn't have this field.
2651 */
2652 return 0;
2653 }
2654
2655 /* This is copied from get_ob_key_link() above -
2656 * only 4 lines, and saves the function call overhead.
2657 */
2658 for (link = op->key_values; link; link = link->next)
2659 if (link->key == canonical_key)
2660 return link->value;
2661
2662 return 0; 2319 return 0;
2663} 2320}
2664 2321
2665 2322const shstr &
2666/* 2323object::kv_get (const shstr &key) const
2667 * Updates the canonical_key in op to value.
2668 *
2669 * canonical_key is a shared string (value doesn't have to be).
2670 *
2671 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2672 * keys.
2673 *
2674 * Returns TRUE on success.
2675 */
2676int
2677set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2678{ 2324{
2679 key_value * 2325 for (key_value *kv = key_values; kv; kv = kv->next)
2680 field = NULL, *last = NULL; 2326 if (kv->key == key)
2327 return kv->value;
2681 2328
2682 for (field = op->key_values; field != NULL; field = field->next) 2329 return shstr_null;
2683 { 2330}
2684 if (field->key != canonical_key) 2331
2332void
2333object::kv_set (const shstr &key, const shstr &value)
2334{
2335 for (key_value *kv = key_values; kv; kv = kv->next)
2336 if (kv->key == key)
2685 { 2337 {
2686 last = field; 2338 kv->value = value;
2687 continue; 2339 return;
2688 } 2340 }
2689 2341
2690 if (value) 2342 key_value *kv = new key_value;
2691 field->value = value; 2343
2692 else 2344 kv->next = key_values;
2345 kv->key = key;
2346 kv->value = value;
2347
2348 key_values = kv;
2349}
2350
2351void
2352object::kv_del (const shstr &key)
2353{
2354 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2355 if ((*kvp)->key == key)
2693 { 2356 {
2694 /* Basically, if the archetype has this key set, 2357 key_value *kv = *kvp;
2695 * we need to store the null value so when we save 2358 *kvp = (*kvp)->next;
2696 * it, we save the empty value so that when we load, 2359 delete kv;
2697 * we get this value back again. 2360 return;
2698 */
2699 if (get_ob_key_link (&op->arch->clone, canonical_key))
2700 field->value = 0;
2701 else
2702 {
2703 if (last)
2704 last->next = field->next;
2705 else
2706 op->key_values = field->next;
2707
2708 delete field;
2709 }
2710 } 2361 }
2711 return TRUE;
2712 }
2713 /* IF we get here, key doesn't exist */
2714
2715 /* No field, we'll have to add it. */
2716
2717 if (!add_key)
2718 {
2719 return FALSE;
2720 }
2721 /* There isn't any good reason to store a null
2722 * value in the key/value list. If the archetype has
2723 * this key, then we should also have it, so shouldn't
2724 * be here. If user wants to store empty strings,
2725 * should pass in ""
2726 */
2727 if (value == NULL)
2728 return TRUE;
2729
2730 field = new key_value;
2731
2732 field->key = canonical_key;
2733 field->value = value;
2734 /* Usual prepend-addition. */
2735 field->next = op->key_values;
2736 op->key_values = field;
2737
2738 return TRUE;
2739}
2740
2741/*
2742 * Updates the key in op to value.
2743 *
2744 * If add_key is FALSE, this will only update existing keys,
2745 * and not add new ones.
2746 * In general, should be little reason FALSE is ever passed in for add_key
2747 *
2748 * Returns TRUE on success.
2749 */
2750int
2751set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2752{
2753 shstr key_ (key);
2754
2755 return set_ob_key_value_s (op, key_, value, add_key);
2756} 2362}
2757 2363
2758object::depth_iterator::depth_iterator (object *container) 2364object::depth_iterator::depth_iterator (object *container)
2759: iterator_base (container) 2365: iterator_base (container)
2760{ 2366{
2774 } 2380 }
2775 else 2381 else
2776 item = item->env; 2382 item = item->env;
2777} 2383}
2778 2384
2385const char *
2386object::flag_desc (char *desc, int len) const
2387{
2388 char *p = desc;
2389 bool first = true;
2390
2391 *p = 0;
2392
2393 for (int i = 0; i < NUM_FLAGS; i++)
2394 {
2395 if (len <= 10) // magic constant!
2396 {
2397 snprintf (p, len, ",...");
2398 break;
2399 }
2400
2401 if (flag [i])
2402 {
2403 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2404 len -= cnt;
2405 p += cnt;
2406 first = false;
2407 }
2408 }
2409
2410 return desc;
2411}
2412
2779// return a suitable string describing an objetc in enough detail to find it 2413// return a suitable string describing an object in enough detail to find it
2780const char * 2414const char *
2781object::debug_desc (char *info) const 2415object::debug_desc (char *info) const
2782{ 2416{
2417 char flagdesc[512];
2783 char info2[256 * 3]; 2418 char info2[256 * 4];
2784 char *p = info; 2419 char *p = info;
2785 2420
2786 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2421 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2787 count, 2422 count,
2423 uuid.c_str (),
2788 &name, 2424 &name,
2789 title ? " " : "", 2425 title ? ",title:\"" : "",
2790 title ? (const char *)title : ""); 2426 title ? (const char *)title : "",
2427 title ? "\"" : "",
2428 flag_desc (flagdesc, 512), type);
2791 2429
2792 if (env) 2430 if (!flag[FLAG_REMOVED] && env)
2793 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2431 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2794 2432
2795 if (map) 2433 if (map)
2796 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2434 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2797 2435
2798 return info; 2436 return info;
2799} 2437}
2800 2438
2801const char * 2439const char *
2802object::debug_desc () const 2440object::debug_desc () const
2803{ 2441{
2804 static char info[256 * 3]; 2442 static char info[3][256 * 4];
2443 static int info_idx;
2444
2805 return debug_desc (info); 2445 return debug_desc (info [++info_idx % 3]);
2806} 2446}
2807 2447
2448struct region *
2449object::region () const
2450{
2451 return map ? map->region (x, y)
2452 : region::default_region ();
2453}
2454
2455const materialtype_t *
2456object::dominant_material () const
2457{
2458 if (materialtype_t *mt = name_to_material (materialname))
2459 return mt;
2460
2461 return name_to_material (shstr_unknown);
2462}
2463
2464void
2465object::open_container (object *new_container)
2466{
2467 if (container == new_container)
2468 return;
2469
2470 object *old_container = container;
2471
2472 if (old_container)
2473 {
2474 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2475 return;
2476
2477#if 0
2478 // remove the "Close old_container" object.
2479 if (object *closer = old_container->inv)
2480 if (closer->type == CLOSE_CON)
2481 closer->destroy ();
2482#endif
2483
2484 // make sure the container is available
2485 esrv_send_item (this, old_container);
2486
2487 old_container->flag [FLAG_APPLIED] = false;
2488 container = 0;
2489
2490 // client needs item update to make it work, client bug requires this to be separate
2491 esrv_update_item (UPD_FLAGS, this, old_container);
2492
2493 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2494 play_sound (sound_find ("chest_close"));
2495 }
2496
2497 if (new_container)
2498 {
2499 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2500 return;
2501
2502 // TODO: this does not seem to serve any purpose anymore?
2503#if 0
2504 // insert the "Close Container" object.
2505 if (archetype *closer = new_container->other_arch)
2506 {
2507 object *closer = arch_to_object (new_container->other_arch);
2508 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2509 new_container->insert (closer);
2510 }
2511#endif
2512
2513 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2514
2515 // make sure the container is available, client bug requires this to be separate
2516 esrv_send_item (this, new_container);
2517
2518 new_container->flag [FLAG_APPLIED] = true;
2519 container = new_container;
2520
2521 // client needs flag change
2522 esrv_update_item (UPD_FLAGS, this, new_container);
2523 esrv_send_inventory (this, new_container);
2524 play_sound (sound_find ("chest_open"));
2525 }
2526// else if (!old_container->env && contr && contr->ns)
2527// contr->ns->floorbox_reset ();
2528}
2529
2530object *
2531object::force_find (const shstr name)
2532{
2533 /* cycle through his inventory to look for the MARK we want to
2534 * place
2535 */
2536 for (object *tmp = inv; tmp; tmp = tmp->below)
2537 if (tmp->type == FORCE && tmp->slaying == name)
2538 return splay (tmp);
2539
2540 return 0;
2541}
2542
2543void
2544object::force_add (const shstr name, int duration)
2545{
2546 if (object *force = force_find (name))
2547 force->destroy ();
2548
2549 object *force = get_archetype (FORCE_NAME);
2550
2551 force->slaying = name;
2552 force->stats.food = 1;
2553 force->speed_left = -1.f;
2554
2555 force->set_speed (duration ? 1.f / duration : 0.f);
2556 force->flag [FLAG_IS_USED_UP] = true;
2557 force->flag [FLAG_APPLIED] = true;
2558
2559 insert (force);
2560}
2561
2562void
2563object::play_sound (faceidx sound)
2564{
2565 if (!sound)
2566 return;
2567
2568 if (flag [FLAG_REMOVED])
2569 return;
2570
2571 if (env)
2572 {
2573 if (object *pl = in_player ())
2574 pl->contr->play_sound (sound);
2575 }
2576 else
2577 map->play_sound (sound, x, y);
2578}
2579

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