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Comparing deliantra/server/common/object.C (file contents):
Revision 1.70 by root, Tue Dec 19 05:12:52 2006 UTC vs.
Revision 1.219 by root, Wed Apr 23 21:09:10 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 24#include <global.h>
28#include <stdio.h> 25#include <stdio.h>
29#include <sys/types.h> 26#include <sys/types.h>
30#include <sys/uio.h> 27#include <sys/uio.h>
31#include <object.h> 28#include <object.h>
32#include <funcpoint.h> 29#include <sproto.h>
33#include <loader.h> 30#include <loader.h>
34 31
35#include <bitset> 32#include <bitset>
36 33
37int nrofallocobjects = 0; 34UUID UUID::cur;
38static UUID uuid; 35static uint64_t seq_next_save;
39const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
40 37
41object *active_objects; /* List of active objects that need to be processed */ 38objectvec objects;
39activevec actives;
42 40
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 41short freearr_x[SIZEOFFREE] = {
42 0,
43 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 46};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 47short freearr_y[SIZEOFFREE] = {
48 0,
49 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
48}; 52};
49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51}; 58};
52int freedir[SIZEOFFREE] = { 59int freedir[SIZEOFFREE] = {
53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 60 0,
61 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55}; 64};
56 65
57static void 66static void
58write_uuid (void) 67write_uuid (uval64 skip, bool sync)
59{ 68{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 69 CALL_BEGIN (2);
61 70 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 71 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 72 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 73 CALL_END;
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76} 74}
77 75
78static void 76static void
79read_uuid (void) 77read_uuid (void)
80{ 78{
81 char filename[MAX_BUF]; 79 char filename[MAX_BUF];
82 80
83 sprintf (filename, "%s/uuid", settings.localdir); 81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 seq_next_save = 0;
84 84
85 FILE *fp; 85 FILE *fp;
86 86
87 if (!(fp = fopen (filename, "r"))) 87 if (!(fp = fopen (filename, "r")))
88 { 88 {
89 if (errno == ENOENT) 89 if (errno == ENOENT)
90 { 90 {
91 LOG (llevInfo, "RESET uid to 1\n"); 91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 92 UUID::cur.seq = 0;
93 write_uuid (); 93 write_uuid (UUID_GAP, true);
94 return; 94 return;
95 } 95 }
96 96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 98 _exit (1);
99 } 99 }
100 100
101 int version; 101 UUID::BUF buf;
102 unsigned long long uid; 102 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 103 fgets (buf, sizeof (buf), fp);
104
105 if (!UUID::cur.parse (buf))
104 { 106 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 107 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 108 _exit (1);
107 } 109 }
108 110
109 uuid.seq = uid; 111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
110 write_uuid (); 112
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 113 write_uuid (UUID_GAP, true);
112 fclose (fp); 114 fclose (fp);
113} 115}
114 116
115UUID 117UUID
116gen_uuid () 118UUID::gen ()
117{ 119{
118 UUID uid; 120 UUID uid;
119 121
120 uid.seq = ++uuid.seq; 122 uid.seq = ++cur.seq;
121 123
122 if (!(uuid.seq & (UUID_SKIP - 1))) 124 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false);
128 }
129
124 130
125 return uid; 131 return uid;
126} 132}
127 133
128void 134void
129init_uuid () 135UUID::init ()
130{ 136{
131 read_uuid (); 137 read_uuid ();
132} 138}
133 139
134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int 141static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
137{ 143{
138 key_value *wants_field; 144 key_value *wants_field;
139 145
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 146 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
141 * objects with lists are rare, and lists stay short. If not, use a 147 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 148 * different structure or at least keep the lists sorted...
143 */ 149 */
144 150
145 /* For each field in wants, */ 151 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 152 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 153 {
148 key_value *has_field; 154 key_value *has_field;
149 155
150 /* Look for a field in has with the same key. */ 156 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 157 has_field = get_ob_key_link (has, wants_field->key);
152 158
153 if (has_field == NULL) 159 if (!has_field)
154 {
155 /* No field with that name. */ 160 return 0; /* No field with that name. */
156 return FALSE;
157 }
158 161
159 /* Found the matching field. */ 162 /* Found the matching field. */
160 if (has_field->value != wants_field->value) 163 if (has_field->value != wants_field->value)
161 {
162 /* Values don't match, so this half of the comparison is false. */ 164 return 0; /* Values don't match, so this half of the comparison is false. */
163 return FALSE;
164 }
165 165
166 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
167 } 167 }
168 168
169 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE; 170 return 1;
171} 171}
172 172
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 174static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 176{
177 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
179 */ 179 */
190 * Check nrof variable *before* calling can_merge() 190 * Check nrof variable *before* calling can_merge()
191 * 191 *
192 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
193 * check weight 193 * check weight
194 */ 194 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
197{ 196{
198 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
199 if (ob1 == ob2 198 if (ob1 == ob2
200 || ob1->type != ob2->type 199 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed 200 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value 201 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 202 || ob1->name != ob2->name)
204 return 0; 203 return 0;
205 204
206 //TODO: this ain't working well, use nicer and correct overflow check 205 /* Do not merge objects if nrof would overflow. First part checks
207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 206 * for unsigned overflow (2c), second part checks whether the result
208 * value could not be stored in a sint32 (which unfortunately sometimes is 207 * would fit into a 32 bit signed int, which is often used to hold
209 * used to store nrof). 208 * nrof values.
210 */ 209 */
211 if (ob1->nrof + ob2->nrof >= 1UL << 31) 210 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
212 return 0; 211 return 0;
213 212
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 213 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * This is to the comparison of the flags below will be OK. We 214 * This is to the comparison of the flags below will be OK. We
216 * just can't ignore the been applied or identified flags, as they 215 * just can't ignore the been applied or identified flags, as they
217 * are not equal - just if it has been identified, the been_applied 216 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning. 217 * flags lose any meaning.
219 */ 218 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 221
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 224
226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 225 if (ob1->arch->name != ob2->arch->name
227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 226 || ob1->name != ob2->name
229 || ob1->title != ob2->title 227 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 228 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 229 || ob1->weight != ob2->weight
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
234 || ob1->attacktype != ob2->attacktype 230 || ob1->attacktype != ob2->attacktype
235 || ob1->magic != ob2->magic 231 || ob1->magic != ob2->magic
236 || ob1->slaying != ob2->slaying 232 || ob1->slaying != ob2->slaying
237 || ob1->skill != ob2->skill 233 || ob1->skill != ob2->skill
238 || ob1->value != ob2->value 234 || ob1->value != ob2->value
245 || ob1->move_block != ob2->move_block 241 || ob1->move_block != ob2->move_block
246 || ob1->move_allow != ob2->move_allow 242 || ob1->move_allow != ob2->move_allow
247 || ob1->move_on != ob2->move_on 243 || ob1->move_on != ob2->move_on
248 || ob1->move_off != ob2->move_off 244 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow 245 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty) 246 || ob1->move_slow_penalty != ob2->move_slow_penalty
247 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
251 return 0; 249 return 0;
252 250
251 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED)
255 .any ())
256 return 0;
257
253 /* This is really a spellbook check - really, we should 258 /* This is really a spellbook check - we should in general
254 * check all objects in the inventory. 259 * not merge objects with real inventories, as splitting them
260 * is hard.
255 */ 261 */
256 if (ob1->inv || ob2->inv) 262 if (ob1->inv || ob2->inv)
257 { 263 {
258 /* if one object has inventory but the other doesn't, not equiv */ 264 if (!(ob1->inv && ob2->inv))
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 265 return 0; /* inventories differ in length */
260 return 0;
261 266
262 /* Now check to see if the two inventory objects could merge */ 267 if (ob1->inv->below || ob2->inv->below)
268 return 0; /* more than one object in inv */
269
263 if (!object::can_merge (ob1->inv, ob2->inv)) 270 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0; 271 return 0; /* inventory objects differ */
265 272
266 /* inventory ok - still need to check rest of this object to see 273 /* inventory ok - still need to check rest of this object to see
267 * if it is valid. 274 * if it is valid.
268 */ 275 */
269 } 276 }
277 284
278 /* Note sure why the following is the case - either the object has to 285 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 286 * be animated or have a very low speed. Is this an attempted monster
280 * check? 287 * check?
281 */ 288 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 289 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 290 return 0;
284 291
285 switch (ob1->type) 292 switch (ob1->type)
286 { 293 {
287 case SCROLL: 294 case SCROLL:
288 if (ob1->level != ob2->level) 295 if (ob1->level != ob2->level)
289 return 0; 296 return 0;
290 break; 297 break;
291 } 298 }
292 299
293 if (ob1->key_values != NULL || ob2->key_values != NULL) 300 if (ob1->key_values || ob2->key_values)
294 { 301 {
295 /* At least one of these has key_values. */ 302 /* At least one of these has key_values. */
296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 303 if ((!ob1->key_values) != (!ob2->key_values))
297 /* One has fields, but the other one doesn't. */ 304 return 0; /* One has fields, but the other one doesn't. */
305
306 if (!compare_ob_value_lists (ob1, ob2))
298 return 0; 307 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0;
301 } 308 }
302 309
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
305 { 311 {
306 ob1->optimise (); 312 ob1->optimise ();
307 ob2->optimise (); 313 ob2->optimise ();
308 314
309 if (ob1->self || ob2->self) 315 if (ob1->self || ob2->self)
316 {
317 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
318 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
319
320 if (k1 != k2)
310 return 0; 321 return 0;
322
323 if (k1 == 0)
324 return 1;
325
326 if (!cfperl_can_merge (ob1, ob2))
327 return 0;
328 }
311 } 329 }
312 330
313 /* Everything passes, must be OK. */ 331 /* Everything passes, must be OK. */
314 return 1; 332 return 1;
315} 333}
316 334
335// find player who can see this object
336object *
337object::visible_to () const
338{
339 if (!flag [FLAG_REMOVED])
340 {
341 // see if we are in a container of sorts
342 if (env)
343 {
344 // the player inventory itself is always visible
345 if (env->type == PLAYER)
346 return env;
347
348 // else a player could have our env open
349 object *envest = env->outer_env ();
350
351 // the player itself is always on a map, so we will find him here
352 // even if our inv is in a player.
353 if (envest->is_on_map ())
354 if (object *pl = envest->ms ().player ())
355 if (pl->container == env)
356 return pl;
357 }
358 else
359 {
360 // maybe there is a player standing on the same mapspace
361 // this will catch the case where "this" is a player
362 if (object *pl = ms ().player ())
363 return pl;
364 }
365 }
366
367 return 0;
368}
369
370// adjust weight per container type ("of holding")
371static sint32
372weight_adjust (object *op, sint32 weight)
373{
374 return op->type == CONTAINER
375 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
376 : weight;
377}
378
317/* 379/*
380 * adjust_weight(object, weight) adds the specified weight to an object,
381 * and also updates how much the environment(s) is/are carrying.
382 */
383static void
384adjust_weight (object *op, sint32 weight)
385{
386 while (op)
387 {
388 weight = weight_adjust (op, weight);
389
390 if (!weight)
391 return;
392
393 op->carrying += weight;
394
395 if (object *pl = op->visible_to ())
396 if (pl != op) // player is handled lazily
397 esrv_update_item (UPD_WEIGHT, pl, op);
398
399 op = op->env;
400 }
401}
402
403/*
318 * sum_weight() is a recursive function which calculates the weight 404 * this is a recursive function which calculates the weight
319 * an object is carrying. It goes through in figures out how much 405 * an object is carrying. It goes through op and figures out how much
320 * containers are carrying, and sums it up. 406 * containers are carrying, and sums it up.
321 */ 407 */
322long 408void
323sum_weight (object *op) 409object::update_weight ()
324{ 410{
325 long sum; 411 sint32 sum = 0;
326 object *inv;
327 412
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 413 for (object *op = inv; op; op = op->below)
329 { 414 {
330 if (inv->inv) 415 if (op->inv)
331 sum_weight (inv); 416 op->update_weight ();
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 417
418 sum += op->total_weight ();
419 }
420
421 sum = weight_adjust (this, sum);
422
423 if (sum != carrying)
333 } 424 {
334
335 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100;
337
338 if (op->carrying != sum)
339 op->carrying = sum; 425 carrying = sum;
340 426
341 return sum; 427 if (object *pl = visible_to ())
428 if (pl != this) // player is handled lazily
429 esrv_update_item (UPD_WEIGHT, pl, this);
430 }
342} 431}
343 432
344/** 433/*
345 * Return the outermost environment object for a given object. 434 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
346 */ 435 */
347
348object *
349object_get_env_recursive (object *op)
350{
351 while (op->env != NULL)
352 op = op->env;
353 return op;
354}
355
356/*
357 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
358 * a better check. We basically keeping traversing up until we can't
359 * or find a player.
360 */
361
362object *
363is_player_inv (object *op)
364{
365 for (; op != NULL && op->type != PLAYER; op = op->env)
366 if (op->env == op)
367 op->env = NULL;
368 return op;
369}
370
371/*
372 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
373 * Some error messages.
374 * The result of the dump is stored in the static global errmsg array.
375 */
376
377char * 436char *
378dump_object (object *op) 437dump_object (object *op)
379{ 438{
380 if (!op) 439 if (!op)
381 return strdup ("[NULLOBJ]"); 440 return strdup ("[NULLOBJ]");
382 441
383 object_freezer freezer; 442 object_freezer freezer;
384 save_object (freezer, op, 3); 443 op->write (freezer);
385 return freezer.as_string (); 444 return freezer.as_string ();
386} 445}
387 446
388/* 447/*
389 * get_nearest_part(multi-object, object 2) returns the part of the 448 * get_nearest_part(multi-object, object 2) returns the part of the
390 * multi-object 1 which is closest to the second object. 449 * multi-object 1 which is closest to the second object.
391 * If it's not a multi-object, it is returned. 450 * If it's not a multi-object, it is returned.
392 */ 451 */
393
394object * 452object *
395get_nearest_part (object *op, const object *pl) 453get_nearest_part (object *op, const object *pl)
396{ 454{
397 object *tmp, *closest; 455 object *tmp, *closest;
398 int last_dist, i; 456 int last_dist, i;
399 457
400 if (op->more == NULL) 458 if (!op->more)
401 return op; 459 return op;
460
402 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 461 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
462 tmp;
463 tmp = tmp->more)
403 if ((i = distance (tmp, pl)) < last_dist) 464 if ((i = distance (tmp, pl)) < last_dist)
404 closest = tmp, last_dist = i; 465 closest = tmp, last_dist = i;
466
405 return closest; 467 return closest;
406} 468}
407 469
408/* 470/*
409 * Returns the object which has the count-variable equal to the argument. 471 * Returns the object which has the count-variable equal to the argument.
472 * VERRRY slow.
410 */ 473 */
411
412object * 474object *
413find_object (tag_t i) 475find_object (tag_t i)
414{ 476{
415 for (object *op = object::first; op; op = op->next) 477 for_all_objects (op)
416 if (op->count == i) 478 if (op->count == i)
417 return op; 479 return op;
418 480
419 return 0; 481 return 0;
420} 482}
421 483
422/* 484/*
423 * Returns the first object which has a name equal to the argument. 485 * Returns the first object which has a name equal to the argument.
424 * Used only by the patch command, but not all that useful. 486 * Used only by the patch command, but not all that useful.
425 * Enables features like "patch <name-of-other-player> food 999" 487 * Enables features like "patch <name-of-other-player> food 999"
426 */ 488 */
427
428object * 489object *
429find_object_name (const char *str) 490find_object_name (const char *str)
430{ 491{
431 shstr_cmp str_ (str); 492 shstr_cmp str_ (str);
432 object *op; 493 object *op;
433 494
434 for (op = object::first; op != NULL; op = op->next) 495 for_all_objects (op)
435 if (op->name == str_) 496 if (op->name == str_)
436 break; 497 break;
437 498
438 return op; 499 return op;
439} 500}
440 501
441void
442free_all_object_data ()
443{
444 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
445}
446
447/* 502/*
448 * Sets the owner and sets the skill and exp pointers to owner's current 503 * Sets the owner and sets the skill and exp pointers to owner's current
449 * skill and experience objects. 504 * skill and experience objects.
505 * ACTUALLY NO! investigate! TODO
450 */ 506 */
451void 507void
452object::set_owner (object *owner) 508object::set_owner (object *owner)
453{ 509{
510 // allow objects which own objects
454 if (!owner) 511 if (owner)
455 return;
456
457 /* next line added to allow objects which own objects */
458 /* Add a check for ownercounts in here, as I got into an endless loop
459 * with the fireball owning a poison cloud which then owned the
460 * fireball. I believe that was caused by one of the objects getting
461 * freed and then another object replacing it. Since the ownercounts
462 * didn't match, this check is valid and I believe that cause is valid.
463 */
464 while (owner->owner) 512 while (owner->owner)
465 owner = owner->owner; 513 owner = owner->owner;
514
515 if (flag [FLAG_FREED])
516 {
517 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
518 return;
519 }
466 520
467 this->owner = owner; 521 this->owner = owner;
522}
523
524int
525object::slottype () const
526{
527 if (type == SKILL)
528 {
529 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
530 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
531 }
532 else
533 {
534 if (slot [body_combat].info) return slot_combat;
535 if (slot [body_range ].info) return slot_ranged;
536 }
537
538 return slot_none;
539}
540
541bool
542object::change_weapon (object *ob)
543{
544 if (current_weapon == ob)
545 return true;
546
547 if (chosen_skill)
548 chosen_skill->flag [FLAG_APPLIED] = false;
549
550 current_weapon = ob;
551 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
552
553 if (chosen_skill)
554 chosen_skill->flag [FLAG_APPLIED] = true;
555
556 update_stats ();
557
558 if (ob)
559 {
560 // now check wether any body locations became invalid, in which case
561 // we cannot apply the weapon at the moment.
562 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
563 if (slot[i].used < 0)
564 {
565 current_weapon = chosen_skill = 0;
566 update_stats ();
567
568 new_draw_info_format (NDI_UNIQUE, 0, this,
569 "You try to balance all your items at once, "
570 "but the %s is just too much for your body. "
571 "[You need to unapply some items first.]", &ob->name);
572 return false;
573 }
574
575 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
576 }
577 else
578 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
579
580 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
581 {
582 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
583 &name, ob->debug_desc ());
584 return false;
585 }
586
587 return true;
468} 588}
469 589
470/* Zero the key_values on op, decrementing the shared-string 590/* Zero the key_values on op, decrementing the shared-string
471 * refcounts and freeing the links. 591 * refcounts and freeing the links.
472 */ 592 */
473static void 593static void
474free_key_values (object *op) 594free_key_values (object *op)
475{ 595{
476 for (key_value *i = op->key_values; i != 0;) 596 for (key_value *i = op->key_values; i; )
477 { 597 {
478 key_value *next = i->next; 598 key_value *next = i->next;
479 delete i; 599 delete i;
480 600
481 i = next; 601 i = next;
482 } 602 }
483 603
484 op->key_values = 0; 604 op->key_values = 0;
485} 605}
486 606
487void object::clear () 607object &
608object::operator =(const object &src)
488{ 609{
489 attachable_base::clear (); 610 bool is_freed = flag [FLAG_FREED];
611 bool is_removed = flag [FLAG_REMOVED];
490 612
491 free_key_values (this);
492
493 owner = 0;
494 name = 0;
495 name_pl = 0;
496 title = 0;
497 race = 0;
498 slaying = 0;
499 skill = 0;
500 msg = 0;
501 lore = 0;
502 custom_name = 0;
503 materialname = 0;
504 contr = 0;
505 below = 0;
506 above = 0;
507 inv = 0;
508 container = 0;
509 env = 0;
510 more = 0;
511 head = 0;
512 map = 0;
513 active_next = 0;
514 active_prev = 0;
515
516 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
517
518 SET_FLAG (this, FLAG_REMOVED);
519
520 /* What is not cleared is next, prev, and count */
521
522 expmul = 1.0;
523 face = blank_face;
524
525 if (settings.casting_time)
526 casting_time = -1;
527}
528
529/*
530 * copy_to first frees everything allocated by the dst object,
531 * and then copies the contents of itself into the second
532 * object, allocating what needs to be allocated. Basically, any
533 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
534 * if the first object is freed, the pointers in the new object
535 * will point at garbage.
536 */
537void
538object::copy_to (object *dst)
539{
540 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
541 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
542
543 *(object_copy *)dst = *this; 613 *(object_copy *)this = src;
544 *(object_pod *)dst = *this;
545 614
546 if (self || cb) 615 flag [FLAG_FREED] = is_freed;
547 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst)); 616 flag [FLAG_REMOVED] = is_removed;
548
549 if (is_freed)
550 SET_FLAG (dst, FLAG_FREED);
551
552 if (is_removed)
553 SET_FLAG (dst, FLAG_REMOVED);
554
555 if (speed < 0)
556 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
557 617
558 /* Copy over key_values, if any. */ 618 /* Copy over key_values, if any. */
559 if (key_values) 619 if (src.key_values)
560 { 620 {
561 key_value *tail = 0; 621 key_value *tail = 0;
562 key_value *i;
563
564 dst->key_values = 0; 622 key_values = 0;
565 623
566 for (i = key_values; i; i = i->next) 624 for (key_value *i = src.key_values; i; i = i->next)
567 { 625 {
568 key_value *new_link = new key_value; 626 key_value *new_link = new key_value;
569 627
570 new_link->next = 0; 628 new_link->next = 0;
571 new_link->key = i->key; 629 new_link->key = i->key;
572 new_link->value = i->value; 630 new_link->value = i->value;
573 631
574 /* Try and be clever here, too. */ 632 /* Try and be clever here, too. */
575 if (!dst->key_values) 633 if (!key_values)
576 { 634 {
577 dst->key_values = new_link; 635 key_values = new_link;
578 tail = new_link; 636 tail = new_link;
579 } 637 }
580 else 638 else
581 { 639 {
582 tail->next = new_link; 640 tail->next = new_link;
583 tail = new_link; 641 tail = new_link;
584 } 642 }
585 } 643 }
586 } 644 }
645}
587 646
588 update_ob_speed (dst); 647/*
648 * copy_to first frees everything allocated by the dst object,
649 * and then copies the contents of itself into the second
650 * object, allocating what needs to be allocated. Basically, any
651 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
652 * if the first object is freed, the pointers in the new object
653 * will point at garbage.
654 */
655void
656object::copy_to (object *dst)
657{
658 *dst = *this;
659
660 if (speed < 0)
661 dst->speed_left -= rndm ();
662
663 dst->set_speed (dst->speed);
664}
665
666void
667object::instantiate ()
668{
669 if (!uuid.seq) // HACK
670 uuid = UUID::gen ();
671
672 speed_left = -0.1f;
673 /* copy the body_info to the body_used - this is only really
674 * need for monsters, but doesn't hurt to do it for everything.
675 * by doing so, when a monster is created, it has good starting
676 * values for the body_used info, so when items are created
677 * for it, they can be properly equipped.
678 */
679 for (int i = NUM_BODY_LOCATIONS; i--; )
680 slot[i].used = slot[i].info;
681
682 attachable::instantiate ();
589} 683}
590 684
591object * 685object *
592object::clone () 686object::clone ()
593{ 687{
599/* 693/*
600 * If an object with the IS_TURNABLE() flag needs to be turned due 694 * If an object with the IS_TURNABLE() flag needs to be turned due
601 * to the closest player being on the other side, this function can 695 * to the closest player being on the other side, this function can
602 * be called to update the face variable, _and_ how it looks on the map. 696 * be called to update the face variable, _and_ how it looks on the map.
603 */ 697 */
604
605void 698void
606update_turn_face (object *op) 699update_turn_face (object *op)
607{ 700{
608 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 701 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
609 return; 702 return;
703
610 SET_ANIMATION (op, op->direction); 704 SET_ANIMATION (op, op->direction);
611 update_object (op, UP_OBJ_FACE); 705 update_object (op, UP_OBJ_FACE);
612} 706}
613 707
614/* 708/*
615 * Updates the speed of an object. If the speed changes from 0 to another 709 * Updates the speed of an object. If the speed changes from 0 to another
616 * value, or vice versa, then add/remove the object from the active list. 710 * value, or vice versa, then add/remove the object from the active list.
617 * This function needs to be called whenever the speed of an object changes. 711 * This function needs to be called whenever the speed of an object changes.
618 */ 712 */
619void 713void
620update_ob_speed (object *op) 714object::set_speed (float speed)
621{ 715{
622 extern int arch_init; 716 if (flag [FLAG_FREED] && speed)
623
624 /* No reason putting the archetypes objects on the speed list,
625 * since they never really need to be updated.
626 */
627
628 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
629 { 717 {
630 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 718 LOG (llevError, "Object %s is freed but has speed.\n", &name);
631#ifdef MANY_CORES
632 abort ();
633#else
634 op->speed = 0; 719 speed = 0;
635#endif
636 }
637
638 if (arch_init)
639 return;
640
641 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
642 { 720 }
643 /* If already on active list, don't do anything */
644 if (op->active_next || op->active_prev || op == active_objects)
645 return;
646 721
647 /* process_events() expects us to insert the object at the beginning 722 this->speed = speed;
648 * of the list. */
649 op->active_next = active_objects;
650 723
651 if (op->active_next != NULL) 724 if (has_active_speed ())
652 op->active_next->active_prev = op; 725 activate ();
653
654 active_objects = op;
655 }
656 else 726 else
657 { 727 deactivate ();
658 /* If not on the active list, nothing needs to be done */
659 if (!op->active_next && !op->active_prev && op != active_objects)
660 return;
661
662 if (op->active_prev == NULL)
663 {
664 active_objects = op->active_next;
665
666 if (op->active_next != NULL)
667 op->active_next->active_prev = NULL;
668 }
669 else
670 {
671 op->active_prev->active_next = op->active_next;
672
673 if (op->active_next)
674 op->active_next->active_prev = op->active_prev;
675 }
676
677 op->active_next = NULL;
678 op->active_prev = NULL;
679 }
680} 728}
681 729
682/* This function removes object 'op' from the list of active
683 * objects.
684 * This should only be used for style maps or other such
685 * reference maps where you don't want an object that isn't
686 * in play chewing up cpu time getting processed.
687 * The reverse of this is to call update_ob_speed, which
688 * will do the right thing based on the speed of the object.
689 */
690void
691remove_from_active_list (object *op)
692{
693 /* If not on the active list, nothing needs to be done */
694 if (!op->active_next && !op->active_prev && op != active_objects)
695 return;
696
697 if (op->active_prev == NULL)
698 {
699 active_objects = op->active_next;
700 if (op->active_next != NULL)
701 op->active_next->active_prev = NULL;
702 }
703 else
704 {
705 op->active_prev->active_next = op->active_next;
706 if (op->active_next)
707 op->active_next->active_prev = op->active_prev;
708 }
709 op->active_next = NULL;
710 op->active_prev = NULL;
711}
712
713/* 730/*
714 * update_object() updates the array which represents the map. 731 * update_object() updates the the map.
715 * It takes into account invisible objects (and represent squares covered 732 * It takes into account invisible objects (and represent squares covered
716 * by invisible objects by whatever is below them (unless it's another 733 * by invisible objects by whatever is below them (unless it's another
717 * invisible object, etc...) 734 * invisible object, etc...)
718 * If the object being updated is beneath a player, the look-window 735 * If the object being updated is beneath a player, the look-window
719 * of that player is updated (this might be a suboptimal way of 736 * of that player is updated (this might be a suboptimal way of
720 * updating that window, though, since update_object() is called _often_) 737 * updating that window, though, since update_object() is called _often_)
721 * 738 *
722 * action is a hint of what the caller believes need to be done. 739 * action is a hint of what the caller believes need to be done.
723 * For example, if the only thing that has changed is the face (due to
724 * an animation), we don't need to call update_position until that actually
725 * comes into view of a player. OTOH, many other things, like addition/removal
726 * of walls or living creatures may need us to update the flags now.
727 * current action are: 740 * current action are:
728 * UP_OBJ_INSERT: op was inserted 741 * UP_OBJ_INSERT: op was inserted
729 * UP_OBJ_REMOVE: op was removed 742 * UP_OBJ_REMOVE: op was removed
730 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 743 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
731 * as that is easier than trying to look at what may have changed. 744 * as that is easier than trying to look at what may have changed.
732 * UP_OBJ_FACE: only the objects face has changed. 745 * UP_OBJ_FACE: only the objects face has changed.
733 */ 746 */
734
735void 747void
736update_object (object *op, int action) 748update_object (object *op, int action)
737{ 749{
738 int update_now = 0, flags;
739 MoveType move_on, move_off, move_block, move_slow;
740
741 if (op == NULL) 750 if (op == NULL)
742 { 751 {
743 /* this should never happen */ 752 /* this should never happen */
744 LOG (llevDebug, "update_object() called for NULL object.\n"); 753 LOG (llevDebug, "update_object() called for NULL object.\n");
745 return; 754 return;
746 } 755 }
747 756
748 if (op->env != NULL) 757 if (op->env)
749 { 758 {
750 /* Animation is currently handled by client, so nothing 759 /* Animation is currently handled by client, so nothing
751 * to do in this case. 760 * to do in this case.
752 */ 761 */
753 return; 762 return;
758 */ 767 */
759 if (!op->map || op->map->in_memory == MAP_SAVING) 768 if (!op->map || op->map->in_memory == MAP_SAVING)
760 return; 769 return;
761 770
762 /* make sure the object is within map boundaries */ 771 /* make sure the object is within map boundaries */
763 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 772 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
764 { 773 {
765 LOG (llevError, "update_object() called for object out of map!\n"); 774 LOG (llevError, "update_object() called for object out of map!\n");
766#ifdef MANY_CORES 775#ifdef MANY_CORES
767 abort (); 776 abort ();
768#endif 777#endif
769 return; 778 return;
770 } 779 }
771 780
772 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 781 mapspace &m = op->ms ();
773 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
774 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
775 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
776 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
777 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
778 782
783 if (!(m.flags_ & P_UPTODATE))
784 /* nop */;
779 if (action == UP_OBJ_INSERT) 785 else if (action == UP_OBJ_INSERT)
780 { 786 {
787 // this is likely overkill, TODO: revisit (schmorp)
781 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 788 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
782 update_now = 1;
783
784 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 789 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
785 update_now = 1; 790 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
786 791 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
792 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
787 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 793 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
788 update_now = 1;
789
790 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
791 update_now = 1;
792
793 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
794 update_now = 1;
795
796 if ((move_on | op->move_on) != move_on) 794 || (m.move_on | op->move_on ) != m.move_on
797 update_now = 1;
798
799 if ((move_off | op->move_off) != move_off) 795 || (m.move_off | op->move_off ) != m.move_off
800 update_now = 1; 796 || (m.move_slow | op->move_slow) != m.move_slow
801
802 /* This isn't perfect, but I don't expect a lot of objects to 797 /* This isn't perfect, but I don't expect a lot of objects to
803 * to have move_allow right now. 798 * to have move_allow right now.
804 */ 799 */
805 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 800 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
806 update_now = 1; 801 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
807 802 m.flags_ = 0;
808 if ((move_slow | op->move_slow) != move_slow)
809 update_now = 1;
810 } 803 }
811
812 /* if the object is being removed, we can't make intelligent 804 /* if the object is being removed, we can't make intelligent
813 * decisions, because remove_ob can't really pass the object 805 * decisions, because remove_ob can't really pass the object
814 * that is being removed. 806 * that is being removed.
815 */ 807 */
816 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 808 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
817 update_now = 1; 809 m.flags_ = 0;
818 else if (action == UP_OBJ_FACE) 810 else if (action == UP_OBJ_FACE)
819 /* Nothing to do for that case */ ; 811 /* Nothing to do for that case */ ;
820 else 812 else
821 LOG (llevError, "update_object called with invalid action: %d\n", action); 813 LOG (llevError, "update_object called with invalid action: %d\n", action);
822 814
823 if (update_now)
824 {
825 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
826 update_position (op->map, op->x, op->y);
827 }
828
829 if (op->more != NULL) 815 if (op->more)
830 update_object (op->more, action); 816 update_object (op->more, action);
831}
832
833object::vector object::mortals;
834object::vector object::objects; // not yet used
835object *object::first;
836
837void object::free_mortals ()
838{
839 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
840 if ((*i)->refcnt)
841 ++i; // further delay freeing
842 else
843 {
844 delete *i;
845 mortals.erase (i);
846 }
847} 817}
848 818
849object::object () 819object::object ()
850{ 820{
851 SET_FLAG (this, FLAG_REMOVED); 821 SET_FLAG (this, FLAG_REMOVED);
854 face = blank_face; 824 face = blank_face;
855} 825}
856 826
857object::~object () 827object::~object ()
858{ 828{
829 unlink ();
830
859 free_key_values (this); 831 free_key_values (this);
860} 832}
861 833
834static int object_count;
835
862void object::link () 836void object::link ()
863{ 837{
838 assert (!index);//D
839 uuid = UUID::gen ();
864 count = ++ob_count; 840 count = ++object_count;
865 uuid = gen_uuid ();
866 841
867 prev = 0; 842 refcnt_inc ();
868 next = object::first; 843 objects.insert (this);
869
870 if (object::first)
871 object::first->prev = this;
872
873 object::first = this;
874} 844}
875 845
876void object::unlink () 846void object::unlink ()
877{ 847{
878 if (this == object::first) 848 if (!index)
879 object::first = next; 849 return;
880 850
881 /* Remove this object from the list of used objects */ 851 objects.erase (this);
882 if (prev) prev->next = next; 852 refcnt_dec ();
883 if (next) next->prev = prev; 853}
884 854
885 prev = 0; 855void
886 next = 0; 856object::activate ()
857{
858 /* If already on active list, don't do anything */
859 if (active)
860 return;
861
862 if (has_active_speed ())
863 actives.insert (this);
864}
865
866void
867object::activate_recursive ()
868{
869 activate ();
870
871 for (object *op = inv; op; op = op->below)
872 op->activate_recursive ();
873}
874
875/* This function removes object 'op' from the list of active
876 * objects.
877 * This should only be used for style maps or other such
878 * reference maps where you don't want an object that isn't
879 * in play chewing up cpu time getting processed.
880 * The reverse of this is to call update_ob_speed, which
881 * will do the right thing based on the speed of the object.
882 */
883void
884object::deactivate ()
885{
886 /* If not on the active list, nothing needs to be done */
887 if (!active)
888 return;
889
890 actives.erase (this);
891}
892
893void
894object::deactivate_recursive ()
895{
896 for (object *op = inv; op; op = op->below)
897 op->deactivate_recursive ();
898
899 deactivate ();
900}
901
902void
903object::set_flag_inv (int flag, int value)
904{
905 for (object *op = inv; op; op = op->below)
906 {
907 op->flag [flag] = value;
908 op->set_flag_inv (flag, value);
909 }
910}
911
912/*
913 * Remove and free all objects in the inventory of the given object.
914 * object.c ?
915 */
916void
917object::destroy_inv (bool drop_to_ground)
918{
919 // need to check first, because the checks below might segfault
920 // as we might be on an invalid mapspace and crossfire code
921 // is too buggy to ensure that the inventory is empty.
922 // corollary: if you create arrows etc. with stuff in its inventory,
923 // cf will crash below with off-map x and y
924 if (!inv)
925 return;
926
927 /* Only if the space blocks everything do we not process -
928 * if some form of movement is allowed, let objects
929 * drop on that space.
930 */
931 if (!drop_to_ground
932 || !map
933 || map->in_memory != MAP_ACTIVE
934 || map->nodrop
935 || ms ().move_block == MOVE_ALL)
936 {
937 while (inv)
938 {
939 inv->destroy_inv (false);
940 inv->destroy ();
941 }
942 }
943 else
944 { /* Put objects in inventory onto this space */
945 while (inv)
946 {
947 object *op = inv;
948
949 if (op->flag [FLAG_STARTEQUIP]
950 || op->flag [FLAG_NO_DROP]
951 || op->type == RUNE
952 || op->type == TRAP
953 || op->flag [FLAG_IS_A_TEMPLATE]
954 || op->flag [FLAG_DESTROY_ON_DEATH])
955 op->destroy (true);
956 else
957 map->insert (op, x, y);
958 }
959 }
887} 960}
888 961
889object *object::create () 962object *object::create ()
890{ 963{
891 object *op = new object; 964 object *op = new object;
892 op->link (); 965 op->link ();
893 return op; 966 return op;
894} 967}
895 968
896/* 969void
897 * free_object() frees everything allocated by an object, removes 970object::do_destroy ()
898 * it from the list of used objects, and puts it on the list of
899 * free objects. The IS_FREED() flag is set in the object.
900 * The object must have been removed by remove_ob() first for
901 * this function to succeed.
902 *
903 * If destroy_inventory is set, free inventory as well. Else drop items in
904 * inventory to the ground.
905 */
906void object::destroy (bool destroy_inventory)
907{ 971{
908 if (QUERY_FLAG (this, FLAG_FREED)) 972 if (flag [FLAG_IS_LINKED])
909 return; 973 remove_button_link (this);
910 974
911 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 975 if (flag [FLAG_FRIENDLY])
912 remove_friendly_object (this); 976 remove_friendly_object (this);
913 977
914 if (!QUERY_FLAG (this, FLAG_REMOVED))
915 remove (); 978 remove ();
916 979
917 SET_FLAG (this, FLAG_FREED); 980 attachable::do_destroy ();
918 981
919 if (more) 982 deactivate ();
920 { 983 unlink ();
921 more->destroy (destroy_inventory);
922 more = 0;
923 }
924 984
925 if (inv) 985 flag [FLAG_FREED] = 1;
926 {
927 /* Only if the space blocks everything do we not process -
928 * if some form of movement is allowed, let objects
929 * drop on that space.
930 */
931 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
932 {
933 object *op = inv;
934
935 while (op)
936 {
937 object *tmp = op->below;
938 op->destroy (destroy_inventory);
939 op = tmp;
940 }
941 }
942 else
943 { /* Put objects in inventory onto this space */
944 object *op = inv;
945
946 while (op)
947 {
948 object *tmp = op->below;
949
950 op->remove ();
951
952 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
953 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
954 op->destroy ();
955 else
956 {
957 op->x = x;
958 op->y = y;
959 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
960 }
961
962 op = tmp;
963 }
964 }
965 }
966 986
967 // hack to ensure that freed objects still have a valid map 987 // hack to ensure that freed objects still have a valid map
968 { 988 {
969 static maptile *freed_map; // freed objects are moved here to avoid crashes 989 static maptile *freed_map; // freed objects are moved here to avoid crashes
970 990
971 if (!freed_map) 991 if (!freed_map)
972 { 992 {
973 freed_map = new maptile; 993 freed_map = new maptile;
974 994
995 freed_map->path = "<freed objects map>";
975 freed_map->name = "/internal/freed_objects_map"; 996 freed_map->name = "/internal/freed_objects_map";
976 freed_map->width = 3; 997 freed_map->width = 3;
977 freed_map->height = 3; 998 freed_map->height = 3;
999 freed_map->nodrop = 1;
978 1000
979 freed_map->allocate (); 1001 freed_map->alloc ();
1002 freed_map->in_memory = MAP_ACTIVE;
980 } 1003 }
981 1004
982 map = freed_map; 1005 map = freed_map;
983 x = 1; 1006 x = 1;
984 y = 1; 1007 y = 1;
985 } 1008 }
986 1009
1010 if (more)
1011 {
1012 more->destroy ();
1013 more = 0;
1014 }
1015
1016 head = 0;
1017
987 // clear those pointers that likely might have circular references to us 1018 // clear those pointers that likely might cause circular references
988 owner = 0; 1019 owner = 0;
989 enemy = 0; 1020 enemy = 0;
990 attacked_by = 0; 1021 attacked_by = 0;
991 1022 current_weapon = 0;
992 // only relevant for players(?), but make sure of it anyways
993 contr = 0;
994
995 /* Remove object from the active list */
996 speed = 0;
997 update_ob_speed (this);
998
999 unlink ();
1000
1001 mortals.push_back (this);
1002} 1023}
1003 1024
1004/*
1005 * sub_weight() recursively (outwards) subtracts a number from the
1006 * weight of an object (and what is carried by it's environment(s)).
1007 */
1008void 1025void
1009sub_weight (object *op, signed long weight) 1026object::destroy (bool destroy_inventory)
1010{ 1027{
1011 while (op != NULL) 1028 if (destroyed ())
1012 { 1029 return;
1013 if (op->type == CONTAINER)
1014 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1015 1030
1016 op->carrying -= weight; 1031 if (!is_head () && !head->destroyed ())
1017 op = op->env;
1018 } 1032 {
1033 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1034 head->destroy (destroy_inventory);
1035 }
1036
1037 destroy_inv (!destroy_inventory);
1038
1039 if (is_head ())
1040 if (sound_destroy)
1041 play_sound (sound_destroy);
1042 else if (flag [FLAG_MONSTER])
1043 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1044
1045 attachable::destroy ();
1019} 1046}
1020 1047
1021/* op->remove (): 1048/* op->remove ():
1022 * This function removes the object op from the linked list of objects 1049 * This function removes the object op from the linked list of objects
1023 * which it is currently tied to. When this function is done, the 1050 * which it is currently tied to. When this function is done, the
1024 * object will have no environment. If the object previously had an 1051 * object will have no environment. If the object previously had an
1025 * environment, the x and y coordinates will be updated to 1052 * environment, the x and y coordinates will be updated to
1026 * the previous environment. 1053 * the previous environment.
1027 * Beware: This function is called from the editor as well!
1028 */ 1054 */
1029void 1055void
1030object::remove () 1056object::do_remove ()
1031{ 1057{
1032 object *tmp, *last = 0; 1058 object *tmp, *last = 0;
1033 object *otmp; 1059 object *otmp;
1034 1060
1035 int check_walk_off; 1061 if (flag [FLAG_REMOVED])
1036
1037 if (QUERY_FLAG (this, FLAG_REMOVED))
1038 return; 1062 return;
1039 1063
1040 SET_FLAG (this, FLAG_REMOVED); 1064 INVOKE_OBJECT (REMOVE, this);
1065
1066 if (object *pl = visible_to ())
1067 esrv_del_item (pl->contr, count);
1068
1069 flag [FLAG_REMOVED] = true;
1041 1070
1042 if (more) 1071 if (more)
1043 more->remove (); 1072 more->remove ();
1044 1073
1045 /* 1074 /*
1046 * In this case, the object to be removed is in someones 1075 * In this case, the object to be removed is in someones
1047 * inventory. 1076 * inventory.
1048 */ 1077 */
1049 if (env) 1078 if (env)
1050 { 1079 {
1080 adjust_weight (env, -total_weight ());
1081
1082 *(above ? &above->below : &env->inv) = below;
1083
1051 if (nrof) 1084 if (below)
1052 sub_weight (env, weight * nrof); 1085 below->above = above;
1053 else 1086
1054 sub_weight (env, weight + carrying); 1087 /* we set up values so that it could be inserted into
1088 * the map, but we don't actually do that - it is up
1089 * to the caller to decide what we want to do.
1090 */
1091 map = env->map;
1092 x = env->x;
1093 y = env->y;
1094 above = 0;
1095 below = 0;
1096 env = 0;
1055 1097
1056 /* NO_FIX_PLAYER is set when a great many changes are being 1098 /* NO_FIX_PLAYER is set when a great many changes are being
1057 * made to players inventory. If set, avoiding the call 1099 * made to players inventory. If set, avoiding the call
1058 * to save cpu time. 1100 * to save cpu time.
1059 */ 1101 */
1060 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1102 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1061 fix_player (otmp); 1103 otmp->update_stats ();
1062
1063 if (above != NULL)
1064 above->below = below;
1065 else
1066 env->inv = below;
1067
1068 if (below != NULL)
1069 below->above = above;
1070
1071 /* we set up values so that it could be inserted into
1072 * the map, but we don't actually do that - it is up
1073 * to the caller to decide what we want to do.
1074 */
1075 x = env->x, y = env->y;
1076 map = env->map;
1077 above = 0, below = 0;
1078 env = 0;
1079 } 1104 }
1080 else if (map) 1105 else if (map)
1081 { 1106 {
1082 /* Re did the following section of code - it looks like it had 1107 if (type == PLAYER)
1083 * lots of logic for things we no longer care about
1084 */ 1108 {
1109 // leaving a spot always closes any open container on the ground
1110 if (container && !container->env)
1111 // this causes spurious floorbox updates, but it ensures
1112 // that the CLOSE event is being sent.
1113 close_container ();
1114
1115 --map->players;
1116 map->touch ();
1117 }
1118
1119 map->dirty = true;
1120 mapspace &ms = this->ms ();
1085 1121
1086 /* link the object above us */ 1122 /* link the object above us */
1087 if (above) 1123 if (above)
1088 above->below = below; 1124 above->below = below;
1089 else 1125 else
1090 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 1126 ms.top = below; /* we were top, set new top */
1091 1127
1092 /* Relink the object below us, if there is one */ 1128 /* Relink the object below us, if there is one */
1093 if (below) 1129 if (below)
1094 below->above = above; 1130 below->above = above;
1095 else 1131 else
1097 /* Nothing below, which means we need to relink map object for this space 1133 /* Nothing below, which means we need to relink map object for this space
1098 * use translated coordinates in case some oddness with map tiling is 1134 * use translated coordinates in case some oddness with map tiling is
1099 * evident 1135 * evident
1100 */ 1136 */
1101 if (GET_MAP_OB (map, x, y) != this) 1137 if (GET_MAP_OB (map, x, y) != this)
1102 {
1103 char *dump = dump_object (this);
1104 LOG (llevError,
1105 "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); 1138 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1106 free (dump);
1107 dump = dump_object (GET_MAP_OB (map, x, y));
1108 LOG (llevError, "%s\n", dump);
1109 free (dump);
1110 }
1111 1139
1112 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1140 ms.bot = above; /* goes on above it. */
1113 } 1141 }
1114 1142
1115 above = 0; 1143 above = 0;
1116 below = 0; 1144 below = 0;
1117 1145
1118 if (map->in_memory == MAP_SAVING) 1146 if (map->in_memory == MAP_SAVING)
1119 return; 1147 return;
1120 1148
1121 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1149 int check_walk_off = !flag [FLAG_NO_APPLY];
1122 1150
1151 if (object *pl = ms.player ())
1152 {
1153 if (pl->container == this)
1154 /* If a container that the player is currently using somehow gets
1155 * removed (most likely destroyed), update the player view
1156 * appropriately.
1157 */
1158 pl->close_container ();
1159
1160 //TODO: the floorbox prev/next might need updating
1161 esrv_del_item (pl->contr, count);
1162 }
1163
1123 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1164 for (tmp = ms.bot; tmp; tmp = tmp->above)
1124 { 1165 {
1125 /* No point updating the players look faces if he is the object 1166 /* No point updating the players look faces if he is the object
1126 * being removed. 1167 * being removed.
1127 */ 1168 */
1128 1169
1129 if (tmp->type == PLAYER && tmp != this)
1130 {
1131 /* If a container that the player is currently using somehow gets
1132 * removed (most likely destroyed), update the player view
1133 * appropriately.
1134 */
1135 if (tmp->container == this)
1136 {
1137 CLEAR_FLAG (this, FLAG_APPLIED);
1138 tmp->container = 0;
1139 }
1140
1141 tmp->contr->socket->floorbox_update ();
1142 }
1143
1144 /* See if player moving off should effect something */ 1170 /* See if object moving off should effect something */
1145 if (check_walk_off 1171 if (check_walk_off
1146 && ((move_type & tmp->move_off) 1172 && ((move_type & tmp->move_off)
1147 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1173 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1148 { 1174 {
1149 move_apply (tmp, this, 0); 1175 move_apply (tmp, this, 0);
1150 1176
1151 if (destroyed ()) 1177 if (destroyed ())
1152 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1178 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1153 } 1179 }
1154 1180
1155 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1156
1157 if (tmp->above == tmp)
1158 tmp->above = 0;
1159
1160 last = tmp; 1181 last = tmp;
1161 } 1182 }
1162 1183
1163 /* last == NULL of there are no objects on this space */ 1184 /* last == NULL if there are no objects on this space */
1185 //TODO: this makes little sense, why only update the topmost object?
1164 if (!last) 1186 if (!last)
1165 { 1187 map->at (x, y).flags_ = 0;
1166 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1167 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1168 * those out anyways, and if there are any flags set right now, they won't
1169 * be correct anyways.
1170 */
1171 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1172 update_position (map, x, y);
1173 }
1174 else 1188 else
1175 update_object (last, UP_OBJ_REMOVE); 1189 update_object (last, UP_OBJ_REMOVE);
1176 1190
1177 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1191 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1178 update_all_los (map, x, y); 1192 update_all_los (map, x, y);
1179 } 1193 }
1180} 1194}
1181 1195
1182/* 1196/*
1191merge_ob (object *op, object *top) 1205merge_ob (object *op, object *top)
1192{ 1206{
1193 if (!op->nrof) 1207 if (!op->nrof)
1194 return 0; 1208 return 0;
1195 1209
1196 if (top == NULL) 1210 if (!top)
1197 for (top = op; top != NULL && top->above != NULL; top = top->above); 1211 for (top = op; top && top->above; top = top->above)
1212 ;
1198 1213
1199 for (; top != NULL; top = top->below) 1214 for (; top; top = top->below)
1200 {
1201 if (top == op)
1202 continue;
1203
1204 if (object::can_merge (op, top)) 1215 if (object::can_merge (op, top))
1205 { 1216 {
1206 top->nrof += op->nrof; 1217 top->nrof += op->nrof;
1207 1218
1208/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1219 if (object *pl = top->visible_to ())
1209 op->weight = 0; /* Don't want any adjustements now */ 1220 esrv_update_item (UPD_NROF, pl, top);
1221
1222 op->weight = 0; // cancel the addition above
1223 op->carrying = 0; // must be 0 already
1224
1210 op->destroy (); 1225 op->destroy (1);
1226
1211 return top; 1227 return top;
1212 } 1228 }
1213 }
1214 1229
1215 return 0; 1230 return 0;
1216} 1231}
1217 1232
1233void
1234object::expand_tail ()
1235{
1236 if (more)
1237 return;
1238
1239 object *prev = this;
1240
1241 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1242 {
1243 object *op = arch_to_object (at);
1244
1245 op->name = name;
1246 op->name_pl = name_pl;
1247 op->title = title;
1248
1249 op->head = this;
1250 prev->more = op;
1251
1252 prev = op;
1253 }
1254}
1255
1218/* 1256/*
1219 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1257 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1220 * job preparing multi-part monsters 1258 * job preparing multi-part monsters.
1221 */ 1259 */
1222object * 1260object *
1223insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1261insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1224{ 1262{
1225 object *tmp;
1226
1227 if (op->head)
1228 op = op->head;
1229
1230 for (tmp = op; tmp; tmp = tmp->more) 1263 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1231 { 1264 {
1232 tmp->x = x + tmp->arch->clone.x; 1265 tmp->x = x + tmp->arch->x;
1233 tmp->y = y + tmp->arch->clone.y; 1266 tmp->y = y + tmp->arch->y;
1234 } 1267 }
1235 1268
1236 return insert_ob_in_map (op, m, originator, flag); 1269 return insert_ob_in_map (op, m, originator, flag);
1237} 1270}
1238 1271
1254 * Return value: 1287 * Return value:
1255 * new object if 'op' was merged with other object 1288 * new object if 'op' was merged with other object
1256 * NULL if 'op' was destroyed 1289 * NULL if 'op' was destroyed
1257 * just 'op' otherwise 1290 * just 'op' otherwise
1258 */ 1291 */
1259
1260object * 1292object *
1261insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1293insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1262{ 1294{
1263 object *tmp, *top, *floor = NULL; 1295 assert (!op->flag [FLAG_FREED]);
1264 sint16 x, y;
1265 1296
1266 if (QUERY_FLAG (op, FLAG_FREED)) 1297 op->remove ();
1267 {
1268 LOG (llevError, "Trying to insert freed object!\n");
1269 return NULL;
1270 }
1271
1272 if (m == NULL)
1273 {
1274 char *dump = dump_object (op);
1275 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1276 free (dump);
1277 return op;
1278 }
1279
1280 if (out_of_map (m, op->x, op->y))
1281 {
1282 char *dump = dump_object (op);
1283 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1284#ifdef MANY_CORES
1285 /* Better to catch this here, as otherwise the next use of this object
1286 * is likely to cause a crash. Better to find out where it is getting
1287 * improperly inserted.
1288 */
1289 abort ();
1290#endif
1291 free (dump);
1292 return op;
1293 }
1294
1295 if (!QUERY_FLAG (op, FLAG_REMOVED))
1296 {
1297 char *dump = dump_object (op);
1298 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1299 free (dump);
1300 return op;
1301 }
1302
1303 if (op->more != NULL)
1304 {
1305 /* The part may be on a different map. */
1306
1307 object *more = op->more;
1308
1309 /* We really need the caller to normalize coordinates - if
1310 * we set the map, that doesn't work if the location is within
1311 * a map and this is straddling an edge. So only if coordinate
1312 * is clear wrong do we normalize it.
1313 */
1314 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1315 more->map = get_map_from_coord (m, &more->x, &more->y);
1316 else if (!more->map)
1317 {
1318 /* For backwards compatibility - when not dealing with tiled maps,
1319 * more->map should always point to the parent.
1320 */
1321 more->map = m;
1322 }
1323
1324 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1325 {
1326 if (!op->head)
1327 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1328
1329 return NULL;
1330 }
1331 }
1332
1333 CLEAR_FLAG (op, FLAG_REMOVED);
1334 1298
1335 /* Ideally, the caller figures this out. However, it complicates a lot 1299 /* Ideally, the caller figures this out. However, it complicates a lot
1336 * of areas of callers (eg, anything that uses find_free_spot would now 1300 * of areas of callers (eg, anything that uses find_free_spot would now
1337 * need extra work 1301 * need extra work
1338 */ 1302 */
1339 op->map = get_map_from_coord (m, &op->x, &op->y); 1303 if (!xy_normalise (m, op->x, op->y))
1340 x = op->x; 1304 {
1341 y = op->y; 1305 op->destroy (1);
1306 return 0;
1307 }
1308
1309 if (object *more = op->more)
1310 if (!insert_ob_in_map (more, m, originator, flag))
1311 return 0;
1312
1313 CLEAR_FLAG (op, FLAG_REMOVED);
1314
1315 op->map = m;
1316 mapspace &ms = op->ms ();
1342 1317
1343 /* this has to be done after we translate the coordinates. 1318 /* this has to be done after we translate the coordinates.
1344 */ 1319 */
1345 if (op->nrof && !(flag & INS_NO_MERGE)) 1320 if (op->nrof && !(flag & INS_NO_MERGE))
1346 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1321 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1347 if (object::can_merge (op, tmp)) 1322 if (object::can_merge (op, tmp))
1348 { 1323 {
1324 // TODO: we atcually want to update tmp, not op,
1325 // but some caller surely breaks when we return tmp
1326 // from here :/
1349 op->nrof += tmp->nrof; 1327 op->nrof += tmp->nrof;
1350 tmp->destroy (); 1328 tmp->destroy (1);
1351 } 1329 }
1352 1330
1353 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1331 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1354 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1332 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1355 1333
1368 op->below = originator->below; 1346 op->below = originator->below;
1369 1347
1370 if (op->below) 1348 if (op->below)
1371 op->below->above = op; 1349 op->below->above = op;
1372 else 1350 else
1373 SET_MAP_OB (op->map, op->x, op->y, op); 1351 ms.bot = op;
1374 1352
1375 /* since *below* originator, no need to update top */ 1353 /* since *below* originator, no need to update top */
1376 originator->below = op; 1354 originator->below = op;
1377 } 1355 }
1378 else 1356 else
1379 { 1357 {
1358 object *top, *floor = NULL;
1359
1360 top = ms.bot;
1361
1380 /* If there are other objects, then */ 1362 /* If there are other objects, then */
1381 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1363 if (top)
1382 { 1364 {
1383 object *last = NULL; 1365 object *last = 0;
1384 1366
1385 /* 1367 /*
1386 * If there are multiple objects on this space, we do some trickier handling. 1368 * If there are multiple objects on this space, we do some trickier handling.
1387 * We've already dealt with merging if appropriate. 1369 * We've already dealt with merging if appropriate.
1388 * Generally, we want to put the new object on top. But if 1370 * Generally, we want to put the new object on top. But if
1392 * once we get to them. This reduces the need to traverse over all of 1374 * once we get to them. This reduces the need to traverse over all of
1393 * them when adding another one - this saves quite a bit of cpu time 1375 * them when adding another one - this saves quite a bit of cpu time
1394 * when lots of spells are cast in one area. Currently, it is presumed 1376 * when lots of spells are cast in one area. Currently, it is presumed
1395 * that flying non pickable objects are spell objects. 1377 * that flying non pickable objects are spell objects.
1396 */ 1378 */
1397 1379 for (top = ms.bot; top; top = top->above)
1398 while (top != NULL)
1399 { 1380 {
1400 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1381 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1401 floor = top; 1382 floor = top;
1402 1383
1403 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1384 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1406 top = top->below; 1387 top = top->below;
1407 break; 1388 break;
1408 } 1389 }
1409 1390
1410 last = top; 1391 last = top;
1411 top = top->above;
1412 } 1392 }
1413 1393
1414 /* Don't want top to be NULL, so set it to the last valid object */ 1394 /* Don't want top to be NULL, so set it to the last valid object */
1415 top = last; 1395 top = last;
1416 1396
1418 * looks like instead of lots of conditions here. 1398 * looks like instead of lots of conditions here.
1419 * makes things faster, and effectively the same result. 1399 * makes things faster, and effectively the same result.
1420 */ 1400 */
1421 1401
1422 /* Have object 'fall below' other objects that block view. 1402 /* Have object 'fall below' other objects that block view.
1423 * Unless those objects are exits, type 66 1403 * Unless those objects are exits.
1424 * If INS_ON_TOP is used, don't do this processing 1404 * If INS_ON_TOP is used, don't do this processing
1425 * Need to find the object that in fact blocks view, otherwise 1405 * Need to find the object that in fact blocks view, otherwise
1426 * stacking is a bit odd. 1406 * stacking is a bit odd.
1427 */ 1407 */
1428 if (!(flag & INS_ON_TOP) && 1408 if (!(flag & INS_ON_TOP)
1429 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1409 && ms.flags () & P_BLOCKSVIEW
1410 && (op->face && !faces [op->face].visibility))
1430 { 1411 {
1431 for (last = top; last != floor; last = last->below) 1412 for (last = top; last != floor; last = last->below)
1432 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1413 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1433 break; 1414 break;
1415
1434 /* Check to see if we found the object that blocks view, 1416 /* Check to see if we found the object that blocks view,
1435 * and make sure we have a below pointer for it so that 1417 * and make sure we have a below pointer for it so that
1436 * we can get inserted below this one, which requires we 1418 * we can get inserted below this one, which requires we
1437 * set top to the object below us. 1419 * set top to the object below us.
1438 */ 1420 */
1439 if (last && last->below && last != floor) 1421 if (last && last->below && last != floor)
1440 top = last->below; 1422 top = last->below;
1441 } 1423 }
1442 } /* If objects on this space */ 1424 } /* If objects on this space */
1443 1425
1444 if (flag & INS_MAP_LOAD)
1445 top = GET_MAP_TOP (op->map, op->x, op->y);
1446
1447 if (flag & INS_ABOVE_FLOOR_ONLY) 1426 if (flag & INS_ABOVE_FLOOR_ONLY)
1448 top = floor; 1427 top = floor;
1449 1428
1450 /* Top is the object that our object (op) is going to get inserted above. 1429 /* Top is the object that our object (op) is going to get inserted above.
1451 */ 1430 */
1452 1431
1453 /* First object on this space */ 1432 /* First object on this space */
1454 if (!top) 1433 if (!top)
1455 { 1434 {
1456 op->above = GET_MAP_OB (op->map, op->x, op->y); 1435 op->above = ms.bot;
1457 1436
1458 if (op->above) 1437 if (op->above)
1459 op->above->below = op; 1438 op->above->below = op;
1460 1439
1461 op->below = NULL; 1440 op->below = 0;
1462 SET_MAP_OB (op->map, op->x, op->y, op); 1441 ms.bot = op;
1463 } 1442 }
1464 else 1443 else
1465 { /* get inserted into the stack above top */ 1444 { /* get inserted into the stack above top */
1466 op->above = top->above; 1445 op->above = top->above;
1467 1446
1470 1449
1471 op->below = top; 1450 op->below = top;
1472 top->above = op; 1451 top->above = op;
1473 } 1452 }
1474 1453
1475 if (op->above == NULL) 1454 if (!op->above)
1476 SET_MAP_TOP (op->map, op->x, op->y, op); 1455 ms.top = op;
1477 } /* else not INS_BELOW_ORIGINATOR */ 1456 } /* else not INS_BELOW_ORIGINATOR */
1478 1457
1479 if (op->type == PLAYER) 1458 if (op->type == PLAYER)
1459 {
1480 op->contr->do_los = 1; 1460 op->contr->do_los = 1;
1461 ++op->map->players;
1462 op->map->touch ();
1463 }
1481 1464
1482 /* If we have a floor, we know the player, if any, will be above 1465 op->map->dirty = true;
1483 * it, so save a few ticks and start from there. 1466
1484 */ 1467 if (object *pl = ms.player ())
1485 if (!(flag & INS_MAP_LOAD)) 1468 //TODO: the floorbox prev/next might need updating
1486 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1469 esrv_send_item (pl, op);
1487 if (tmp->type == PLAYER)
1488 tmp->contr->socket->floorbox_update ();
1489 1470
1490 /* If this object glows, it may affect lighting conditions that are 1471 /* If this object glows, it may affect lighting conditions that are
1491 * visible to others on this map. But update_all_los is really 1472 * visible to others on this map. But update_all_los is really
1492 * an inefficient way to do this, as it means los for all players 1473 * an inefficient way to do this, as it means los for all players
1493 * on the map will get recalculated. The players could very well 1474 * on the map will get recalculated. The players could very well
1494 * be far away from this change and not affected in any way - 1475 * be far away from this change and not affected in any way -
1495 * this should get redone to only look for players within range, 1476 * this should get redone to only look for players within range,
1496 * or just updating the P_NEED_UPDATE for spaces within this area 1477 * or just updating the P_UPTODATE for spaces within this area
1497 * of effect may be sufficient. 1478 * of effect may be sufficient.
1498 */ 1479 */
1499 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1480 if (op->map->darkness && (op->glow_radius != 0))
1500 update_all_los (op->map, op->x, op->y); 1481 update_all_los (op->map, op->x, op->y);
1501 1482
1502 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1483 /* updates flags (blocked, alive, no magic, etc) for this map space */
1503 update_object (op, UP_OBJ_INSERT); 1484 update_object (op, UP_OBJ_INSERT);
1485
1486 INVOKE_OBJECT (INSERT, op);
1504 1487
1505 /* Don't know if moving this to the end will break anything. However, 1488 /* Don't know if moving this to the end will break anything. However,
1506 * we want to have floorbox_update called before calling this. 1489 * we want to have floorbox_update called before calling this.
1507 * 1490 *
1508 * check_move_on() must be after this because code called from 1491 * check_move_on() must be after this because code called from
1510 * blocked() and wall() work properly), and these flags are updated by 1493 * blocked() and wall() work properly), and these flags are updated by
1511 * update_object(). 1494 * update_object().
1512 */ 1495 */
1513 1496
1514 /* if this is not the head or flag has been passed, don't check walk on status */ 1497 /* if this is not the head or flag has been passed, don't check walk on status */
1515 if (!(flag & INS_NO_WALK_ON) && !op->head) 1498 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1516 { 1499 {
1517 if (check_move_on (op, originator)) 1500 if (check_move_on (op, originator))
1518 return NULL; 1501 return 0;
1519 1502
1520 /* If we are a multi part object, lets work our way through the check 1503 /* If we are a multi part object, lets work our way through the check
1521 * walk on's. 1504 * walk on's.
1522 */ 1505 */
1523 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1506 for (object *tmp = op->more; tmp; tmp = tmp->more)
1524 if (check_move_on (tmp, originator)) 1507 if (check_move_on (tmp, originator))
1525 return NULL; 1508 return 0;
1526 } 1509 }
1527 1510
1528 return op; 1511 return op;
1529} 1512}
1530 1513
1531/* this function inserts an object in the map, but if it 1514/* this function inserts an object in the map, but if it
1532 * finds an object of its own type, it'll remove that one first. 1515 * finds an object of its own type, it'll remove that one first.
1533 * op is the object to insert it under: supplies x and the map. 1516 * op is the object to insert it under: supplies x and the map.
1534 */ 1517 */
1535void 1518void
1536replace_insert_ob_in_map (const char *arch_string, object *op) 1519replace_insert_ob_in_map (const char *arch_string, object *op)
1537{ 1520{
1538 object *
1539 tmp;
1540 object *
1541 tmp1;
1542
1543 /* first search for itself and remove any old instances */ 1521 /* first search for itself and remove any old instances */
1544 1522
1545 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1523 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1546 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1524 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1547 tmp->destroy (); 1525 tmp->destroy (1);
1548 1526
1549 tmp1 = arch_to_object (archetype::find (arch_string)); 1527 object *tmp = arch_to_object (archetype::find (arch_string));
1550 1528
1551 tmp1->x = op->x; 1529 tmp->x = op->x;
1552 tmp1->y = op->y; 1530 tmp->y = op->y;
1531
1553 insert_ob_in_map (tmp1, op->map, op, 0); 1532 insert_ob_in_map (tmp, op->map, op, 0);
1554} 1533}
1555
1556/*
1557 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1558 * is returned contains nr objects, and the remaining parts contains
1559 * the rest (or is removed and freed if that number is 0).
1560 * On failure, NULL is returned, and the reason put into the
1561 * global static errmsg array.
1562 */
1563 1534
1564object * 1535object *
1565get_split_ob (object *orig_ob, uint32 nr) 1536object::insert_at (object *where, object *originator, int flags)
1566{ 1537{
1567 object *newob; 1538 if (where->env)
1568 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1539 return where->env->insert (this);
1569 1540 else
1570 if (orig_ob->nrof < nr) 1541 return where->map->insert (this, where->x, where->y, originator, flags);
1571 {
1572 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1573 return NULL;
1574 }
1575
1576 newob = object_create_clone (orig_ob);
1577
1578 if ((orig_ob->nrof -= nr) < 1)
1579 orig_ob->destroy (1);
1580 else if (!is_removed)
1581 {
1582 if (orig_ob->env != NULL)
1583 sub_weight (orig_ob->env, orig_ob->weight * nr);
1584 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1585 {
1586 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1587 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1588 return NULL;
1589 }
1590 }
1591
1592 newob->nrof = nr;
1593
1594 return newob;
1595} 1542}
1596 1543
1597/* 1544/*
1598 * decrease_ob_nr(object, number) decreases a specified number from 1545 * decrease(object, number) decreases a specified number from
1599 * the amount of an object. If the amount reaches 0, the object 1546 * the amount of an object. If the amount reaches 0, the object
1600 * is subsequently removed and freed. 1547 * is subsequently removed and freed.
1601 * 1548 *
1602 * Return value: 'op' if something is left, NULL if the amount reached 0 1549 * Return value: 'op' if something is left, NULL if the amount reached 0
1603 */ 1550 */
1551bool
1552object::decrease (sint32 nr)
1553{
1554 if (!nr)
1555 return true;
1604 1556
1557 nr = min (nr, nrof);
1558
1559 nrof -= nr;
1560
1561 if (nrof)
1562 {
1563 adjust_weight (env, -weight * nr); // carrying == 0
1564
1565 if (object *pl = visible_to ())
1566 esrv_update_item (UPD_NROF, pl, this);
1567
1568 return true;
1569 }
1570 else
1571 {
1572 destroy (1);
1573 return false;
1574 }
1575}
1576
1577/*
1578 * split(ob,nr) splits up ob into two parts. The part which
1579 * is returned contains nr objects, and the remaining parts contains
1580 * the rest (or is removed and returned if that number is 0).
1581 * On failure, NULL is returned.
1582 */
1605object * 1583object *
1606decrease_ob_nr (object *op, uint32 i) 1584object::split (sint32 nr)
1607{ 1585{
1608 object *tmp; 1586 int have = number_of ();
1609 player *pl;
1610 1587
1611 if (i == 0) /* objects with op->nrof require this check */ 1588 if (have < nr)
1612 return op; 1589 return 0;
1613 1590 else if (have == nr)
1614 if (i > op->nrof)
1615 i = op->nrof;
1616
1617 if (QUERY_FLAG (op, FLAG_REMOVED))
1618 op->nrof -= i;
1619 else if (op->env != NULL)
1620 { 1591 {
1621 /* is this object in the players inventory, or sub container
1622 * therein?
1623 */
1624 tmp = is_player_inv (op->env);
1625 /* nope. Is this a container the player has opened?
1626 * If so, set tmp to that player.
1627 * IMO, searching through all the players will mostly
1628 * likely be quicker than following op->env to the map,
1629 * and then searching the map for a player.
1630 */
1631 if (!tmp)
1632 {
1633 for (pl = first_player; pl; pl = pl->next)
1634 if (pl->ob->container == op->env)
1635 break;
1636 if (pl)
1637 tmp = pl->ob;
1638 else
1639 tmp = NULL;
1640 }
1641
1642 if (i < op->nrof)
1643 {
1644 sub_weight (op->env, op->weight * i);
1645 op->nrof -= i;
1646 if (tmp)
1647 {
1648 esrv_send_item (tmp, op);
1649 }
1650 }
1651 else
1652 {
1653 op->remove (); 1592 remove ();
1654 op->nrof = 0; 1593 return this;
1655 if (tmp)
1656 {
1657 esrv_del_item (tmp->contr, op->count);
1658 }
1659 }
1660 } 1594 }
1661 else 1595 else
1662 { 1596 {
1663 object *above = op->above; 1597 decrease (nr);
1664 1598
1665 if (i < op->nrof) 1599 object *op = object_create_clone (this);
1666 op->nrof -= i; 1600 op->nrof = nr;
1667 else
1668 {
1669 op->remove ();
1670 op->nrof = 0;
1671 }
1672
1673 /* Since we just removed op, op->above is null */
1674 for (tmp = above; tmp != NULL; tmp = tmp->above)
1675 if (tmp->type == PLAYER)
1676 {
1677 if (op->nrof)
1678 esrv_send_item (tmp, op);
1679 else
1680 esrv_del_item (tmp->contr, op->count);
1681 }
1682 }
1683
1684 if (op->nrof)
1685 return op; 1601 return op;
1686 else
1687 {
1688 op->destroy ();
1689 return NULL;
1690 }
1691}
1692
1693/*
1694 * add_weight(object, weight) adds the specified weight to an object,
1695 * and also updates how much the environment(s) is/are carrying.
1696 */
1697
1698void
1699add_weight (object *op, signed long weight)
1700{
1701 while (op != NULL)
1702 {
1703 if (op->type == CONTAINER)
1704 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1705
1706 op->carrying += weight;
1707 op = op->env;
1708 } 1602 }
1709} 1603}
1710 1604
1711object * 1605object *
1712insert_ob_in_ob (object *op, object *where) 1606insert_ob_in_ob (object *op, object *where)
1717 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1611 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1718 free (dump); 1612 free (dump);
1719 return op; 1613 return op;
1720 } 1614 }
1721 1615
1722 if (where->head) 1616 if (where->head_ () != where)
1723 { 1617 {
1724 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1618 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1725 where = where->head; 1619 where = where->head;
1726 } 1620 }
1727 1621
1728 return where->insert (op); 1622 return where->insert (op);
1729} 1623}
1734 * inside the object environment. 1628 * inside the object environment.
1735 * 1629 *
1736 * The function returns now pointer to inserted item, and return value can 1630 * The function returns now pointer to inserted item, and return value can
1737 * be != op, if items are merged. -Tero 1631 * be != op, if items are merged. -Tero
1738 */ 1632 */
1739
1740object * 1633object *
1741object::insert (object *op) 1634object::insert (object *op)
1742{ 1635{
1743 object *tmp, *otmp;
1744
1745 if (!QUERY_FLAG (op, FLAG_REMOVED))
1746 op->remove ();
1747
1748 if (op->more) 1636 if (op->more)
1749 { 1637 {
1750 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1638 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1751 return op; 1639 return op;
1752 } 1640 }
1753 1641
1754 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1642 op->remove ();
1755 CLEAR_FLAG (op, FLAG_REMOVED); 1643
1644 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1645
1756 if (op->nrof) 1646 if (op->nrof)
1757 {
1758 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1647 for (object *tmp = inv; tmp; tmp = tmp->below)
1759 if (object::can_merge (tmp, op)) 1648 if (object::can_merge (tmp, op))
1760 { 1649 {
1761 /* return the original object and remove inserted object 1650 /* return the original object and remove inserted object
1762 (client needs the original object) */ 1651 (client needs the original object) */
1763 tmp->nrof += op->nrof; 1652 tmp->nrof += op->nrof;
1764 /* Weight handling gets pretty funky. Since we are adding to 1653
1765 * tmp->nrof, we need to increase the weight. 1654 if (object *pl = tmp->visible_to ())
1766 */ 1655 esrv_update_item (UPD_NROF, pl, tmp);
1656
1767 add_weight (this, op->weight * op->nrof); 1657 adjust_weight (this, op->total_weight ());
1768 SET_FLAG (op, FLAG_REMOVED); 1658
1769 op->destroy (); /* free the inserted object */ 1659 op->destroy (1);
1770 op = tmp; 1660 op = tmp;
1771 op->remove (); /* and fix old object's links */ 1661 goto inserted;
1772 CLEAR_FLAG (op, FLAG_REMOVED);
1773 break;
1774 } 1662 }
1775 1663
1776 /* I assume combined objects have no inventory 1664 op->owner = 0; // it's his/hers now. period.
1777 * We add the weight - this object could have just been removed
1778 * (if it was possible to merge). calling remove_ob will subtract
1779 * the weight, so we need to add it in again, since we actually do
1780 * the linking below
1781 */
1782 add_weight (this, op->weight * op->nrof);
1783 }
1784 else
1785 add_weight (this, (op->weight + op->carrying));
1786
1787 otmp = is_player_inv (this);
1788 if (otmp && otmp->contr)
1789 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1790 fix_player (otmp);
1791
1792 op->map = NULL; 1665 op->map = 0;
1666 op->x = 0;
1667 op->y = 0;
1668
1669 op->above = 0;
1670 op->below = inv;
1793 op->env = this; 1671 op->env = this;
1794 op->above = NULL;
1795 op->below = NULL;
1796 op->x = 0, op->y = 0;
1797 1672
1673 if (inv)
1674 inv->above = op;
1675
1676 inv = op;
1677
1678 op->flag [FLAG_REMOVED] = 0;
1679
1680 if (object *pl = op->visible_to ())
1681 esrv_send_item (pl, op);
1682
1683 adjust_weight (this, op->total_weight ());
1684
1685inserted:
1798 /* reset the light list and los of the players on the map */ 1686 /* reset the light list and los of the players on the map */
1799 if ((op->glow_radius != 0) && map) 1687 if (op->glow_radius && map && map->darkness)
1800 {
1801#ifdef DEBUG_LIGHTS
1802 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1803#endif /* DEBUG_LIGHTS */
1804 if (MAP_DARKNESS (map))
1805 update_all_los (map, x, y); 1688 update_all_los (map, x, y);
1806 }
1807 1689
1808 /* Client has no idea of ordering so lets not bother ordering it here. 1690 // if this is a player's inventory, update stats
1809 * It sure simplifies this function... 1691 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1810 */ 1692 update_stats ();
1811 if (!inv) 1693
1812 inv = op; 1694 INVOKE_OBJECT (INSERT, this);
1813 else
1814 {
1815 op->below = inv;
1816 op->below->above = op;
1817 inv = op;
1818 }
1819 1695
1820 return op; 1696 return op;
1821} 1697}
1822 1698
1823/* 1699/*
1838 * 1714 *
1839 * MSW 2001-07-08: Check all objects on space, not just those below 1715 * MSW 2001-07-08: Check all objects on space, not just those below
1840 * object being inserted. insert_ob_in_map may not put new objects 1716 * object being inserted. insert_ob_in_map may not put new objects
1841 * on top. 1717 * on top.
1842 */ 1718 */
1843
1844int 1719int
1845check_move_on (object *op, object *originator) 1720check_move_on (object *op, object *originator)
1846{ 1721{
1847 object *tmp; 1722 object *tmp;
1848 maptile *m = op->map; 1723 maptile *m = op->map;
1875 1750
1876 /* The objects have to be checked from top to bottom. 1751 /* The objects have to be checked from top to bottom.
1877 * Hence, we first go to the top: 1752 * Hence, we first go to the top:
1878 */ 1753 */
1879 1754
1880 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1755 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1881 { 1756 {
1882 /* Trim the search when we find the first other spell effect 1757 /* Trim the search when we find the first other spell effect
1883 * this helps performance so that if a space has 50 spell objects, 1758 * this helps performance so that if a space has 50 spell objects,
1884 * we don't need to check all of them. 1759 * we don't need to check all of them.
1885 */ 1760 */
1903 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1778 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1904 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1779 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1905 { 1780 {
1906 1781
1907 float 1782 float
1908 diff = tmp->move_slow_penalty * FABS (op->speed); 1783 diff = tmp->move_slow_penalty * fabs (op->speed);
1909 1784
1910 if (op->type == PLAYER) 1785 if (op->type == PLAYER)
1911 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1786 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1912 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1787 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1913 diff /= 4.0; 1788 diff /= 4.0;
1940/* 1815/*
1941 * present_arch(arch, map, x, y) searches for any objects with 1816 * present_arch(arch, map, x, y) searches for any objects with
1942 * a matching archetype at the given map and coordinates. 1817 * a matching archetype at the given map and coordinates.
1943 * The first matching object is returned, or NULL if none. 1818 * The first matching object is returned, or NULL if none.
1944 */ 1819 */
1945
1946object * 1820object *
1947present_arch (const archetype *at, maptile *m, int x, int y) 1821present_arch (const archetype *at, maptile *m, int x, int y)
1948{ 1822{
1949 object *
1950 tmp;
1951
1952 if (m == NULL || out_of_map (m, x, y)) 1823 if (!m || out_of_map (m, x, y))
1953 { 1824 {
1954 LOG (llevError, "Present_arch called outside map.\n"); 1825 LOG (llevError, "Present_arch called outside map.\n");
1955 return NULL; 1826 return NULL;
1956 } 1827 }
1957 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1828
1829 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1958 if (tmp->arch == at) 1830 if (tmp->arch == at)
1959 return tmp; 1831 return tmp;
1832
1960 return NULL; 1833 return NULL;
1961} 1834}
1962 1835
1963/* 1836/*
1964 * present(type, map, x, y) searches for any objects with 1837 * present(type, map, x, y) searches for any objects with
1965 * a matching type variable at the given map and coordinates. 1838 * a matching type variable at the given map and coordinates.
1966 * The first matching object is returned, or NULL if none. 1839 * The first matching object is returned, or NULL if none.
1967 */ 1840 */
1968
1969object * 1841object *
1970present (unsigned char type, maptile *m, int x, int y) 1842present (unsigned char type, maptile *m, int x, int y)
1971{ 1843{
1972 object *
1973 tmp;
1974
1975 if (out_of_map (m, x, y)) 1844 if (out_of_map (m, x, y))
1976 { 1845 {
1977 LOG (llevError, "Present called outside map.\n"); 1846 LOG (llevError, "Present called outside map.\n");
1978 return NULL; 1847 return NULL;
1979 } 1848 }
1980 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1849
1850 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1981 if (tmp->type == type) 1851 if (tmp->type == type)
1982 return tmp; 1852 return tmp;
1853
1983 return NULL; 1854 return NULL;
1984} 1855}
1985 1856
1986/* 1857/*
1987 * present_in_ob(type, object) searches for any objects with 1858 * present_in_ob(type, object) searches for any objects with
1988 * a matching type variable in the inventory of the given object. 1859 * a matching type variable in the inventory of the given object.
1989 * The first matching object is returned, or NULL if none. 1860 * The first matching object is returned, or NULL if none.
1990 */ 1861 */
1991
1992object * 1862object *
1993present_in_ob (unsigned char type, const object *op) 1863present_in_ob (unsigned char type, const object *op)
1994{ 1864{
1995 object *
1996 tmp;
1997
1998 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1865 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1999 if (tmp->type == type) 1866 if (tmp->type == type)
2000 return tmp; 1867 return tmp;
1868
2001 return NULL; 1869 return NULL;
2002} 1870}
2003 1871
2004/* 1872/*
2005 * present_in_ob (type, str, object) searches for any objects with 1873 * present_in_ob (type, str, object) searches for any objects with
2013 * str is the string to match against. Note that we match against 1881 * str is the string to match against. Note that we match against
2014 * the object name, not the archetype name. this is so that the 1882 * the object name, not the archetype name. this is so that the
2015 * spell code can use one object type (force), but change it's name 1883 * spell code can use one object type (force), but change it's name
2016 * to be unique. 1884 * to be unique.
2017 */ 1885 */
2018
2019object * 1886object *
2020present_in_ob_by_name (int type, const char *str, const object *op) 1887present_in_ob_by_name (int type, const char *str, const object *op)
2021{ 1888{
2022 object *
2023 tmp;
2024
2025 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1889 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2026 {
2027 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1890 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2028 return tmp; 1891 return tmp;
2029 } 1892
2030 return NULL; 1893 return 0;
2031} 1894}
2032 1895
2033/* 1896/*
2034 * present_arch_in_ob(archetype, object) searches for any objects with 1897 * present_arch_in_ob(archetype, object) searches for any objects with
2035 * a matching archetype in the inventory of the given object. 1898 * a matching archetype in the inventory of the given object.
2036 * The first matching object is returned, or NULL if none. 1899 * The first matching object is returned, or NULL if none.
2037 */ 1900 */
2038
2039object * 1901object *
2040present_arch_in_ob (const archetype *at, const object *op) 1902present_arch_in_ob (const archetype *at, const object *op)
2041{ 1903{
2042 object *
2043 tmp;
2044
2045 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1904 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2046 if (tmp->arch == at) 1905 if (tmp->arch == at)
2047 return tmp; 1906 return tmp;
1907
2048 return NULL; 1908 return NULL;
2049} 1909}
2050 1910
2051/* 1911/*
2052 * activate recursively a flag on an object inventory 1912 * activate recursively a flag on an object inventory
2053 */ 1913 */
2054void 1914void
2055flag_inv (object *op, int flag) 1915flag_inv (object *op, int flag)
2056{ 1916{
2057 object *
2058 tmp;
2059
2060 if (op->inv)
2061 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1917 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2062 { 1918 {
2063 SET_FLAG (tmp, flag); 1919 SET_FLAG (tmp, flag);
2064 flag_inv (tmp, flag); 1920 flag_inv (tmp, flag);
2065 } 1921 }
2066} /* 1922}
1923
1924/*
2067 * desactivate recursively a flag on an object inventory 1925 * deactivate recursively a flag on an object inventory
2068 */ 1926 */
2069void 1927void
2070unflag_inv (object *op, int flag) 1928unflag_inv (object *op, int flag)
2071{ 1929{
2072 object *
2073 tmp;
2074
2075 if (op->inv)
2076 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1930 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2077 { 1931 {
2078 CLEAR_FLAG (tmp, flag); 1932 CLEAR_FLAG (tmp, flag);
2079 unflag_inv (tmp, flag); 1933 unflag_inv (tmp, flag);
2080 } 1934 }
2081}
2082
2083/*
2084 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2085 * all it's inventory (recursively).
2086 * If checksums are used, a player will get set_cheat called for
2087 * him/her-self and all object carried by a call to this function.
2088 */
2089
2090void
2091set_cheat (object *op)
2092{
2093 SET_FLAG (op, FLAG_WAS_WIZ);
2094 flag_inv (op, FLAG_WAS_WIZ);
2095} 1935}
2096 1936
2097/* 1937/*
2098 * find_free_spot(object, map, x, y, start, stop) will search for 1938 * find_free_spot(object, map, x, y, start, stop) will search for
2099 * a spot at the given map and coordinates which will be able to contain 1939 * a spot at the given map and coordinates which will be able to contain
2101 * to search (see the freearr_x/y[] definition). 1941 * to search (see the freearr_x/y[] definition).
2102 * It returns a random choice among the alternatives found. 1942 * It returns a random choice among the alternatives found.
2103 * start and stop are where to start relative to the free_arr array (1,9 1943 * start and stop are where to start relative to the free_arr array (1,9
2104 * does all 4 immediate directions). This returns the index into the 1944 * does all 4 immediate directions). This returns the index into the
2105 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1945 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2106 * Note - this only checks to see if there is space for the head of the
2107 * object - if it is a multispace object, this should be called for all
2108 * pieces.
2109 * Note2: This function does correctly handle tiled maps, but does not 1946 * Note: This function does correctly handle tiled maps, but does not
2110 * inform the caller. However, insert_ob_in_map will update as 1947 * inform the caller. However, insert_ob_in_map will update as
2111 * necessary, so the caller shouldn't need to do any special work. 1948 * necessary, so the caller shouldn't need to do any special work.
2112 * Note - updated to take an object instead of archetype - this is necessary 1949 * Note - updated to take an object instead of archetype - this is necessary
2113 * because arch_blocked (now ob_blocked) needs to know the movement type 1950 * because arch_blocked (now ob_blocked) needs to know the movement type
2114 * to know if the space in question will block the object. We can't use 1951 * to know if the space in question will block the object. We can't use
2115 * the archetype because that isn't correct if the monster has been 1952 * the archetype because that isn't correct if the monster has been
2116 * customized, changed states, etc. 1953 * customized, changed states, etc.
2117 */ 1954 */
2118
2119int 1955int
2120find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1956find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2121{ 1957{
2122 int
2123 i,
2124 index = 0, flag;
2125 static int
2126 altern[SIZEOFFREE]; 1958 int altern[SIZEOFFREE];
1959 int index = 0, flag;
2127 1960
2128 for (i = start; i < stop; i++) 1961 for (int i = start; i < stop; i++)
2129 { 1962 {
2130 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1963 mapxy pos (m, x, y); pos.move (i);
2131 if (!flag) 1964
1965 if (!pos.normalise ())
1966 continue;
1967
1968 mapspace &ms = *pos;
1969
1970 if (ms.flags () & P_IS_ALIVE)
1971 continue;
1972
1973 /* However, often
1974 * ob doesn't have any move type (when used to place exits)
1975 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1976 */
1977 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1978 {
2132 altern[index++] = i; 1979 altern [index++] = i;
1980 continue;
1981 }
2133 1982
2134 /* Basically, if we find a wall on a space, we cut down the search size. 1983 /* Basically, if we find a wall on a space, we cut down the search size.
2135 * In this way, we won't return spaces that are on another side of a wall. 1984 * In this way, we won't return spaces that are on another side of a wall.
2136 * This mostly work, but it cuts down the search size in all directions - 1985 * This mostly work, but it cuts down the search size in all directions -
2137 * if the space being examined only has a wall to the north and empty 1986 * if the space being examined only has a wall to the north and empty
2138 * spaces in all the other directions, this will reduce the search space 1987 * spaces in all the other directions, this will reduce the search space
2139 * to only the spaces immediately surrounding the target area, and 1988 * to only the spaces immediately surrounding the target area, and
2140 * won't look 2 spaces south of the target space. 1989 * won't look 2 spaces south of the target space.
2141 */ 1990 */
2142 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1991 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1992 {
2143 stop = maxfree[i]; 1993 stop = maxfree[i];
1994 continue;
1995 }
1996
1997 /* Note it is intentional that we check ob - the movement type of the
1998 * head of the object should correspond for the entire object.
1999 */
2000 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2001 continue;
2002
2003 if (ob->blocked (m, pos.x, pos.y))
2004 continue;
2005
2006 altern [index++] = i;
2144 } 2007 }
2008
2145 if (!index) 2009 if (!index)
2146 return -1; 2010 return -1;
2011
2147 return altern[RANDOM () % index]; 2012 return altern [rndm (index)];
2148} 2013}
2149 2014
2150/* 2015/*
2151 * find_first_free_spot(archetype, maptile, x, y) works like 2016 * find_first_free_spot(archetype, maptile, x, y) works like
2152 * find_free_spot(), but it will search max number of squares. 2017 * find_free_spot(), but it will search max number of squares.
2153 * But it will return the first available spot, not a random choice. 2018 * But it will return the first available spot, not a random choice.
2154 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2019 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2155 */ 2020 */
2156
2157int 2021int
2158find_first_free_spot (const object *ob, maptile *m, int x, int y) 2022find_first_free_spot (const object *ob, maptile *m, int x, int y)
2159{ 2023{
2160 int
2161 i;
2162
2163 for (i = 0; i < SIZEOFFREE; i++) 2024 for (int i = 0; i < SIZEOFFREE; i++)
2164 {
2165 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2025 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2166 return i; 2026 return i;
2167 } 2027
2168 return -1; 2028 return -1;
2169} 2029}
2170 2030
2171/* 2031/*
2172 * The function permute(arr, begin, end) randomly reorders the array 2032 * The function permute(arr, begin, end) randomly reorders the array
2173 * arr[begin..end-1]. 2033 * arr[begin..end-1].
2034 * now uses a fisher-yates shuffle, old permute was broken
2174 */ 2035 */
2175static void 2036static void
2176permute (int *arr, int begin, int end) 2037permute (int *arr, int begin, int end)
2177{ 2038{
2178 int 2039 arr += begin;
2179 i,
2180 j,
2181 tmp,
2182 len;
2183
2184 len = end - begin; 2040 end -= begin;
2185 for (i = begin; i < end; i++)
2186 {
2187 j = begin + RANDOM () % len;
2188 2041
2189 tmp = arr[i]; 2042 while (--end)
2190 arr[i] = arr[j]; 2043 swap (arr [end], arr [rndm (end + 1)]);
2191 arr[j] = tmp;
2192 }
2193} 2044}
2194 2045
2195/* new function to make monster searching more efficient, and effective! 2046/* new function to make monster searching more efficient, and effective!
2196 * This basically returns a randomized array (in the passed pointer) of 2047 * This basically returns a randomized array (in the passed pointer) of
2197 * the spaces to find monsters. In this way, it won't always look for 2048 * the spaces to find monsters. In this way, it won't always look for
2200 * the 3x3 area will be searched, just not in a predictable order. 2051 * the 3x3 area will be searched, just not in a predictable order.
2201 */ 2052 */
2202void 2053void
2203get_search_arr (int *search_arr) 2054get_search_arr (int *search_arr)
2204{ 2055{
2205 int 2056 int i;
2206 i;
2207 2057
2208 for (i = 0; i < SIZEOFFREE; i++) 2058 for (i = 0; i < SIZEOFFREE; i++)
2209 {
2210 search_arr[i] = i; 2059 search_arr[i] = i;
2211 }
2212 2060
2213 permute (search_arr, 1, SIZEOFFREE1 + 1); 2061 permute (search_arr, 1, SIZEOFFREE1 + 1);
2214 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2062 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2215 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2063 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2216} 2064}
2225 * Perhaps incorrectly, but I'm making the assumption that exclude 2073 * Perhaps incorrectly, but I'm making the assumption that exclude
2226 * is actually want is going to try and move there. We need this info 2074 * is actually want is going to try and move there. We need this info
2227 * because we have to know what movement the thing looking to move 2075 * because we have to know what movement the thing looking to move
2228 * there is capable of. 2076 * there is capable of.
2229 */ 2077 */
2230
2231int 2078int
2232find_dir (maptile *m, int x, int y, object *exclude) 2079find_dir (maptile *m, int x, int y, object *exclude)
2233{ 2080{
2234 int
2235 i,
2236 max = SIZEOFFREE, mflags; 2081 int i, max = SIZEOFFREE, mflags;
2237 2082
2238 sint16 nx, ny; 2083 sint16 nx, ny;
2239 object * 2084 object *tmp;
2240 tmp;
2241 maptile * 2085 maptile *mp;
2242 mp;
2243 2086
2244 MoveType blocked, move_type; 2087 MoveType blocked, move_type;
2245 2088
2246 if (exclude && exclude->head) 2089 if (exclude && exclude->head_ () != exclude)
2247 { 2090 {
2248 exclude = exclude->head; 2091 exclude = exclude->head;
2249 move_type = exclude->move_type; 2092 move_type = exclude->move_type;
2250 } 2093 }
2251 else 2094 else
2259 mp = m; 2102 mp = m;
2260 nx = x + freearr_x[i]; 2103 nx = x + freearr_x[i];
2261 ny = y + freearr_y[i]; 2104 ny = y + freearr_y[i];
2262 2105
2263 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2106 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2107
2264 if (mflags & P_OUT_OF_MAP) 2108 if (mflags & P_OUT_OF_MAP)
2265 {
2266 max = maxfree[i]; 2109 max = maxfree[i];
2267 }
2268 else 2110 else
2269 { 2111 {
2270 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2112 mapspace &ms = mp->at (nx, ny);
2113
2114 blocked = ms.move_block;
2271 2115
2272 if ((move_type & blocked) == move_type) 2116 if ((move_type & blocked) == move_type)
2273 {
2274 max = maxfree[i]; 2117 max = maxfree[i];
2275 }
2276 else if (mflags & P_IS_ALIVE) 2118 else if (mflags & P_IS_ALIVE)
2277 { 2119 {
2278 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2120 for (tmp = ms.bot; tmp; tmp = tmp->above)
2279 { 2121 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2280 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2122 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2281 {
2282 break; 2123 break;
2283 } 2124
2284 }
2285 if (tmp) 2125 if (tmp)
2286 {
2287 return freedir[i]; 2126 return freedir[i];
2288 }
2289 } 2127 }
2290 } 2128 }
2291 } 2129 }
2130
2292 return 0; 2131 return 0;
2293} 2132}
2294 2133
2295/* 2134/*
2296 * distance(object 1, object 2) will return the square of the 2135 * distance(object 1, object 2) will return the square of the
2297 * distance between the two given objects. 2136 * distance between the two given objects.
2298 */ 2137 */
2299
2300int 2138int
2301distance (const object *ob1, const object *ob2) 2139distance (const object *ob1, const object *ob2)
2302{ 2140{
2303 int
2304 i;
2305
2306 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2141 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2307 return i;
2308} 2142}
2309 2143
2310/* 2144/*
2311 * find_dir_2(delta-x,delta-y) will return a direction in which 2145 * find_dir_2(delta-x,delta-y) will return a direction in which
2312 * an object which has subtracted the x and y coordinates of another 2146 * an object which has subtracted the x and y coordinates of another
2313 * object, needs to travel toward it. 2147 * object, needs to travel toward it.
2314 */ 2148 */
2315
2316int 2149int
2317find_dir_2 (int x, int y) 2150find_dir_2 (int x, int y)
2318{ 2151{
2319 int 2152 int q;
2320 q;
2321 2153
2322 if (y) 2154 if (y)
2323 q = x * 100 / y; 2155 q = x * 100 / y;
2324 else if (x) 2156 else if (x)
2325 q = -300 * x; 2157 q = -300 * x;
2350 2182
2351 return 3; 2183 return 3;
2352} 2184}
2353 2185
2354/* 2186/*
2355 * absdir(int): Returns a number between 1 and 8, which represent
2356 * the "absolute" direction of a number (it actually takes care of
2357 * "overflow" in previous calculations of a direction).
2358 */
2359
2360int
2361absdir (int d)
2362{
2363 while (d < 1)
2364 d += 8;
2365 while (d > 8)
2366 d -= 8;
2367 return d;
2368}
2369
2370/*
2371 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2187 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2372 * between two directions (which are expected to be absolute (see absdir()) 2188 * between two directions (which are expected to be absolute (see absdir())
2373 */ 2189 */
2374
2375int 2190int
2376dirdiff (int dir1, int dir2) 2191dirdiff (int dir1, int dir2)
2377{ 2192{
2378 int 2193 int d;
2379 d;
2380 2194
2381 d = abs (dir1 - dir2); 2195 d = abs (dir1 - dir2);
2382 if (d > 4) 2196 if (d > 4)
2383 d = 8 - d; 2197 d = 8 - d;
2198
2384 return d; 2199 return d;
2385} 2200}
2386 2201
2387/* peterm: 2202/* peterm:
2388 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2203 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2391 * This basically means that if direction is 15, then it could either go 2206 * This basically means that if direction is 15, then it could either go
2392 * direction 4, 14, or 16 to get back to where we are. 2207 * direction 4, 14, or 16 to get back to where we are.
2393 * Moved from spell_util.c to object.c with the other related direction 2208 * Moved from spell_util.c to object.c with the other related direction
2394 * functions. 2209 * functions.
2395 */ 2210 */
2396
2397int
2398 reduction_dir[SIZEOFFREE][3] = { 2211int reduction_dir[SIZEOFFREE][3] = {
2399 {0, 0, 0}, /* 0 */ 2212 {0, 0, 0}, /* 0 */
2400 {0, 0, 0}, /* 1 */ 2213 {0, 0, 0}, /* 1 */
2401 {0, 0, 0}, /* 2 */ 2214 {0, 0, 0}, /* 2 */
2402 {0, 0, 0}, /* 3 */ 2215 {0, 0, 0}, /* 3 */
2403 {0, 0, 0}, /* 4 */ 2216 {0, 0, 0}, /* 4 */
2451 * find a path to that monster that we found. If not, 2264 * find a path to that monster that we found. If not,
2452 * we don't bother going toward it. Returns 1 if we 2265 * we don't bother going toward it. Returns 1 if we
2453 * can see a direct way to get it 2266 * can see a direct way to get it
2454 * Modified to be map tile aware -.MSW 2267 * Modified to be map tile aware -.MSW
2455 */ 2268 */
2456
2457
2458int 2269int
2459can_see_monsterP (maptile *m, int x, int y, int dir) 2270can_see_monsterP (maptile *m, int x, int y, int dir)
2460{ 2271{
2461 sint16 dx, dy; 2272 sint16 dx, dy;
2462 int
2463 mflags; 2273 int mflags;
2464 2274
2465 if (dir < 0) 2275 if (dir < 0)
2466 return 0; /* exit condition: invalid direction */ 2276 return 0; /* exit condition: invalid direction */
2467 2277
2468 dx = x + freearr_x[dir]; 2278 dx = x + freearr_x[dir];
2481 return 0; 2291 return 0;
2482 2292
2483 /* yes, can see. */ 2293 /* yes, can see. */
2484 if (dir < 9) 2294 if (dir < 9)
2485 return 1; 2295 return 1;
2296
2486 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2297 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2487 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2298 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2299 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2488} 2300}
2489
2490
2491 2301
2492/* 2302/*
2493 * can_pick(picker, item): finds out if an object is possible to be 2303 * can_pick(picker, item): finds out if an object is possible to be
2494 * picked up by the picker. Returnes 1 if it can be 2304 * picked up by the picker. Returnes 1 if it can be
2495 * picked up, otherwise 0. 2305 * picked up, otherwise 0.
2497 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2307 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2498 * core dumps if they do. 2308 * core dumps if they do.
2499 * 2309 *
2500 * Add a check so we can't pick up invisible objects (0.93.8) 2310 * Add a check so we can't pick up invisible objects (0.93.8)
2501 */ 2311 */
2502
2503int 2312int
2504can_pick (const object *who, const object *item) 2313can_pick (const object *who, const object *item)
2505{ 2314{
2506 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2315 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2507 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2316 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2508 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2317 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2509} 2318}
2510 2319
2511
2512/* 2320/*
2513 * create clone from object to another 2321 * create clone from object to another
2514 */ 2322 */
2515object * 2323object *
2516object_create_clone (object *asrc) 2324object_create_clone (object *asrc)
2517{ 2325{
2518 object *dst = 0, *tmp, *src, *part, *prev, *item; 2326 object *dst = 0, *tmp, *src, *prev, *item;
2519 2327
2520 if (!asrc) 2328 if (!asrc)
2521 return 0; 2329 return 0;
2522 2330
2523 src = asrc;
2524 if (src->head)
2525 src = src->head; 2331 src = asrc->head_ ();
2526 2332
2527 prev = 0; 2333 prev = 0;
2528 for (part = src; part; part = part->more) 2334 for (object *part = src; part; part = part->more)
2529 { 2335 {
2530 tmp = part->clone (); 2336 tmp = part->clone ();
2531 tmp->x -= src->x; 2337 tmp->x -= src->x;
2532 tmp->y -= src->y; 2338 tmp->y -= src->y;
2533 2339
2535 { 2341 {
2536 dst = tmp; 2342 dst = tmp;
2537 tmp->head = 0; 2343 tmp->head = 0;
2538 } 2344 }
2539 else 2345 else
2540 {
2541 tmp->head = dst; 2346 tmp->head = dst;
2542 }
2543 2347
2544 tmp->more = 0; 2348 tmp->more = 0;
2545 2349
2546 if (prev) 2350 if (prev)
2547 prev->more = tmp; 2351 prev->more = tmp;
2551 2355
2552 for (item = src->inv; item; item = item->below) 2356 for (item = src->inv; item; item = item->below)
2553 insert_ob_in_ob (object_create_clone (item), dst); 2357 insert_ob_in_ob (object_create_clone (item), dst);
2554 2358
2555 return dst; 2359 return dst;
2556}
2557
2558/* GROS - Creates an object using a string representing its content. */
2559/* Basically, we save the content of the string to a temp file, then call */
2560/* load_object on it. I admit it is a highly inefficient way to make things, */
2561/* but it was simple to make and allows reusing the load_object function. */
2562/* Remember not to use load_object_str in a time-critical situation. */
2563/* Also remember that multiparts objects are not supported for now. */
2564
2565object *
2566load_object_str (const char *obstr)
2567{
2568 object *op;
2569 char filename[MAX_BUF];
2570
2571 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2572
2573 FILE *tempfile = fopen (filename, "w");
2574
2575 if (tempfile == NULL)
2576 {
2577 LOG (llevError, "Error - Unable to access load object temp file\n");
2578 return NULL;
2579 }
2580
2581 fprintf (tempfile, obstr);
2582 fclose (tempfile);
2583
2584 op = object::create ();
2585
2586 object_thawer thawer (filename);
2587
2588 if (thawer)
2589 load_object (thawer, op, 0);
2590
2591 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2592 CLEAR_FLAG (op, FLAG_REMOVED);
2593
2594 return op;
2595} 2360}
2596 2361
2597/* This returns the first object in who's inventory that 2362/* This returns the first object in who's inventory that
2598 * has the same type and subtype match. 2363 * has the same type and subtype match.
2599 * returns NULL if no match. 2364 * returns NULL if no match.
2600 */ 2365 */
2601object * 2366object *
2602find_obj_by_type_subtype (const object *who, int type, int subtype) 2367find_obj_by_type_subtype (const object *who, int type, int subtype)
2603{ 2368{
2604 object *tmp;
2605
2606 for (tmp = who->inv; tmp; tmp = tmp->below) 2369 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2607 if (tmp->type == type && tmp->subtype == subtype) 2370 if (tmp->type == type && tmp->subtype == subtype)
2608 return tmp; 2371 return tmp;
2609 2372
2610 return NULL; 2373 return 0;
2611} 2374}
2612 2375
2613/* If ob has a field named key, return the link from the list, 2376/* If ob has a field named key, return the link from the list,
2614 * otherwise return NULL. 2377 * otherwise return NULL.
2615 * 2378 *
2617 * do the desired thing. 2380 * do the desired thing.
2618 */ 2381 */
2619key_value * 2382key_value *
2620get_ob_key_link (const object *ob, const char *key) 2383get_ob_key_link (const object *ob, const char *key)
2621{ 2384{
2622 key_value *link;
2623
2624 for (link = ob->key_values; link != NULL; link = link->next) 2385 for (key_value *link = ob->key_values; link; link = link->next)
2625 if (link->key == key) 2386 if (link->key == key)
2626 return link; 2387 return link;
2627 2388
2628 return NULL; 2389 return 0;
2629} 2390}
2630 2391
2631/* 2392/*
2632 * Returns the value of op has an extra_field for key, or NULL. 2393 * Returns the value of op has an extra_field for key, or NULL.
2633 * 2394 *
2658 if (link->key == canonical_key) 2419 if (link->key == canonical_key)
2659 return link->value; 2420 return link->value;
2660 2421
2661 return 0; 2422 return 0;
2662} 2423}
2663
2664 2424
2665/* 2425/*
2666 * Updates the canonical_key in op to value. 2426 * Updates the canonical_key in op to value.
2667 * 2427 *
2668 * canonical_key is a shared string (value doesn't have to be). 2428 * canonical_key is a shared string (value doesn't have to be).
2673 * Returns TRUE on success. 2433 * Returns TRUE on success.
2674 */ 2434 */
2675int 2435int
2676set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2436set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2677{ 2437{
2678 key_value *
2679 field = NULL, *last = NULL; 2438 key_value *field = NULL, *last = NULL;
2680 2439
2681 for (field = op->key_values; field != NULL; field = field->next) 2440 for (field = op->key_values; field != NULL; field = field->next)
2682 { 2441 {
2683 if (field->key != canonical_key) 2442 if (field->key != canonical_key)
2684 { 2443 {
2693 /* Basically, if the archetype has this key set, 2452 /* Basically, if the archetype has this key set,
2694 * we need to store the null value so when we save 2453 * we need to store the null value so when we save
2695 * it, we save the empty value so that when we load, 2454 * it, we save the empty value so that when we load,
2696 * we get this value back again. 2455 * we get this value back again.
2697 */ 2456 */
2698 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2457 if (get_ob_key_link (op->arch, canonical_key))
2699 field->value = 0; 2458 field->value = 0;
2700 else 2459 else
2701 { 2460 {
2702 if (last) 2461 if (last)
2703 last->next = field->next; 2462 last->next = field->next;
2712 /* IF we get here, key doesn't exist */ 2471 /* IF we get here, key doesn't exist */
2713 2472
2714 /* No field, we'll have to add it. */ 2473 /* No field, we'll have to add it. */
2715 2474
2716 if (!add_key) 2475 if (!add_key)
2717 {
2718 return FALSE; 2476 return FALSE;
2719 } 2477
2720 /* There isn't any good reason to store a null 2478 /* There isn't any good reason to store a null
2721 * value in the key/value list. If the archetype has 2479 * value in the key/value list. If the archetype has
2722 * this key, then we should also have it, so shouldn't 2480 * this key, then we should also have it, so shouldn't
2723 * be here. If user wants to store empty strings, 2481 * be here. If user wants to store empty strings,
2724 * should pass in "" 2482 * should pass in ""
2773 } 2531 }
2774 else 2532 else
2775 item = item->env; 2533 item = item->env;
2776} 2534}
2777 2535
2536const char *
2537object::flag_desc (char *desc, int len) const
2538{
2539 char *p = desc;
2540 bool first = true;
2541
2542 *p = 0;
2543
2544 for (int i = 0; i < NUM_FLAGS; i++)
2545 {
2546 if (len <= 10) // magic constant!
2547 {
2548 snprintf (p, len, ",...");
2549 break;
2550 }
2551
2552 if (flag [i])
2553 {
2554 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2555 len -= cnt;
2556 p += cnt;
2557 first = false;
2558 }
2559 }
2560
2561 return desc;
2562}
2563
2778// return a suitable string describing an objetc in enough detail to find it 2564// return a suitable string describing an object in enough detail to find it
2779const char * 2565const char *
2780object::debug_desc (char *info) const 2566object::debug_desc (char *info) const
2781{ 2567{
2568 char flagdesc[512];
2782 char info2[256 * 3]; 2569 char info2[256 * 4];
2783 char *p = info; 2570 char *p = info;
2784 2571
2785 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2572 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2786 count, 2573 count,
2574 uuid.c_str (),
2787 &name, 2575 &name,
2788 title ? " " : "", 2576 title ? "\",title:\"" : "",
2789 title ? (const char *)title : ""); 2577 title ? (const char *)title : "",
2578 flag_desc (flagdesc, 512), type);
2790 2579
2791 if (env) 2580 if (!flag[FLAG_REMOVED] && env)
2792 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2581 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2793 2582
2794 if (map) 2583 if (map)
2795 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2584 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2796 2585
2797 return info; 2586 return info;
2798} 2587}
2799 2588
2800const char * 2589const char *
2801object::debug_desc () const 2590object::debug_desc () const
2802{ 2591{
2803 static char info[256 * 3]; 2592 static char info[3][256 * 4];
2593 static int info_idx;
2594
2804 return debug_desc (info); 2595 return debug_desc (info [++info_idx % 3]);
2805} 2596}
2806 2597
2598struct region *
2599object::region () const
2600{
2601 return map ? map->region (x, y)
2602 : region::default_region ();
2603}
2604
2605const materialtype_t *
2606object::dominant_material () const
2607{
2608 if (materialtype_t *mt = name_to_material (materialname))
2609 return mt;
2610
2611 return name_to_material (shstr_unknown);
2612}
2613
2614void
2615object::open_container (object *new_container)
2616{
2617 if (container == new_container)
2618 return;
2619
2620 if (object *old_container = container)
2621 {
2622 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2623 return;
2624
2625#if 0
2626 // remove the "Close old_container" object.
2627 if (object *closer = old_container->inv)
2628 if (closer->type == CLOSE_CON)
2629 closer->destroy ();
2630#endif
2631
2632 old_container->flag [FLAG_APPLIED] = false;
2633 container = 0;
2634
2635 esrv_update_item (UPD_FLAGS, this, old_container);
2636 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2637 play_sound (sound_find ("chest_close"));
2638 }
2639
2640 if (new_container)
2641 {
2642 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2643 return;
2644
2645 // TODO: this does not seem to serve any purpose anymore?
2646#if 0
2647 // insert the "Close Container" object.
2648 if (archetype *closer = new_container->other_arch)
2649 {
2650 object *closer = arch_to_object (new_container->other_arch);
2651 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2652 new_container->insert (closer);
2653 }
2654#endif
2655
2656 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2657
2658 new_container->flag [FLAG_APPLIED] = true;
2659 container = new_container;
2660
2661 esrv_update_item (UPD_FLAGS, this, new_container);
2662 esrv_send_inventory (this, new_container);
2663 play_sound (sound_find ("chest_open"));
2664 }
2665}
2666
2667object *
2668object::force_find (const shstr name)
2669{
2670 /* cycle through his inventory to look for the MARK we want to
2671 * place
2672 */
2673 for (object *tmp = inv; tmp; tmp = tmp->below)
2674 if (tmp->type == FORCE && tmp->slaying == name)
2675 return splay (tmp);
2676
2677 return 0;
2678}
2679
2680void
2681object::force_add (const shstr name, int duration)
2682{
2683 if (object *force = force_find (name))
2684 force->destroy ();
2685
2686 object *force = get_archetype (FORCE_NAME);
2687
2688 force->slaying = name;
2689 force->stats.food = 1;
2690 force->speed_left = -1.f;
2691
2692 force->set_speed (duration ? 1.f / duration : 0.f);
2693 force->flag [FLAG_IS_USED_UP] = true;
2694 force->flag [FLAG_APPLIED] = true;
2695
2696 insert (force);
2697}
2698
2699void
2700object::play_sound (faceidx sound)
2701{
2702 if (!sound)
2703 return;
2704
2705 if (flag [FLAG_REMOVED])
2706 return;
2707
2708 if (env)
2709 {
2710 if (object *pl = in_player ())
2711 pl->contr->play_sound (sound);
2712 }
2713 else
2714 map->play_sound (sound, x, y);
2715}
2716

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