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Comparing deliantra/server/common/object.C (file contents):
Revision 1.74 by root, Wed Dec 20 09:14:21 2006 UTC vs.
Revision 1.226 by root, Sat May 3 08:50:30 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 (client_visible () && !flag [FLAG_REMOVED])
340 {
341 // see if we are in a container of sorts
342 if (env)
343 {
344 // the player inventory itself is always visible
345 if (env->type == PLAYER)
346 return env;
347
348 // else a player could have our env open
349 object *envest = env->outer_env ();
350
351 // the player itself is always on a map, so we will find him here
352 // even if our inv is in a player.
353 if (envest->is_on_map ())
354 if (object *pl = envest->ms ().player ())
355 if (pl->container == env)
356 return pl;
357 }
358 else
359 {
360 // maybe there is a player standing on the same mapspace
361 // this will catch the case where "this" is a player
362 if (object *pl = ms ().player ())
363 if (!pl->container || this == pl->container)
364 return pl;
365 }
366 }
367
368 return 0;
369}
370
371// adjust weight per container type ("of holding")
372static sint32
373weight_adjust (object *op, sint32 weight)
374{
375 return op->type == CONTAINER
376 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
377 : weight;
378}
379
317/* 380/*
381 * adjust_weight(object, weight) adds the specified weight to an object,
382 * and also updates how much the environment(s) is/are carrying.
383 */
384static void
385adjust_weight (object *op, sint32 weight)
386{
387 while (op)
388 {
389 weight = weight_adjust (op, weight);
390
391 if (!weight)
392 return;
393
394 op->carrying += weight;
395
396 if (object *pl = op->visible_to ())
397 if (pl != op) // player is handled lazily
398 esrv_update_item (UPD_WEIGHT, pl, op);
399
400 op = op->env;
401 }
402}
403
404/*
318 * sum_weight() is a recursive function which calculates the weight 405 * this is a recursive function which calculates the weight
319 * an object is carrying. It goes through in figures out how much 406 * an object is carrying. It goes through op and figures out how much
320 * containers are carrying, and sums it up. 407 * containers are carrying, and sums it up.
321 */ 408 */
322long 409void
323sum_weight (object *op) 410object::update_weight ()
324{ 411{
325 long sum; 412 sint32 sum = 0;
326 object *inv;
327 413
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 414 for (object *op = inv; op; op = op->below)
329 { 415 {
330 if (inv->inv) 416 if (op->inv)
331 sum_weight (inv); 417 op->update_weight ();
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 418
419 sum += op->total_weight ();
420 }
421
422 sum = weight_adjust (this, sum);
423
424 if (sum != carrying)
333 } 425 {
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; 426 carrying = sum;
340 427
341 return sum; 428 if (object *pl = visible_to ())
429 if (pl != this) // player is handled lazily
430 esrv_update_item (UPD_WEIGHT, pl, this);
431 }
342} 432}
343 433
344/** 434/*
345 * Return the outermost environment object for a given object. 435 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
346 */ 436 */
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 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array.
360 */
361
362char * 437char *
363dump_object (object *op) 438dump_object (object *op)
364{ 439{
365 if (!op) 440 if (!op)
366 return strdup ("[NULLOBJ]"); 441 return strdup ("[NULLOBJ]");
367 442
368 object_freezer freezer; 443 object_freezer freezer;
369 save_object (freezer, op, 3); 444 op->write (freezer);
370 return freezer.as_string (); 445 return freezer.as_string ();
371} 446}
372 447
373/* 448/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 449 * get_nearest_part(multi-object, object 2) returns the part of the
375 * multi-object 1 which is closest to the second object. 450 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned. 451 * If it's not a multi-object, it is returned.
377 */ 452 */
378
379object * 453object *
380get_nearest_part (object *op, const object *pl) 454get_nearest_part (object *op, const object *pl)
381{ 455{
382 object *tmp, *closest; 456 object *tmp, *closest;
383 int last_dist, i; 457 int last_dist, i;
384 458
385 if (op->more == NULL) 459 if (!op->more)
386 return op; 460 return op;
461
387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 462 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
463 tmp;
464 tmp = tmp->more)
388 if ((i = distance (tmp, pl)) < last_dist) 465 if ((i = distance (tmp, pl)) < last_dist)
389 closest = tmp, last_dist = i; 466 closest = tmp, last_dist = i;
467
390 return closest; 468 return closest;
391} 469}
392 470
393/* 471/*
394 * Returns the object which has the count-variable equal to the argument. 472 * Returns the object which has the count-variable equal to the argument.
473 * VERRRY slow.
395 */ 474 */
396
397object * 475object *
398find_object (tag_t i) 476find_object (tag_t i)
399{ 477{
400 for (object *op = object::first; op; op = op->next) 478 for_all_objects (op)
401 if (op->count == i) 479 if (op->count == i)
402 return op; 480 return op;
403 481
404 return 0; 482 return 0;
405} 483}
406 484
407/* 485/*
408 * Returns the first object which has a name equal to the argument. 486 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 487 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 488 * Enables features like "patch <name-of-other-player> food 999"
411 */ 489 */
412
413object * 490object *
414find_object_name (const char *str) 491find_object_name (const char *str)
415{ 492{
416 shstr_cmp str_ (str); 493 shstr_cmp str_ (str);
417 object *op; 494 object *op;
418 495
419 for (op = object::first; op != NULL; op = op->next) 496 for_all_objects (op)
420 if (op->name == str_) 497 if (op->name == str_)
421 break; 498 break;
422 499
423 return op; 500 return op;
424} 501}
425 502
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430}
431
432/* 503/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 504 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 505 * skill and experience objects.
506 * ACTUALLY NO! investigate! TODO
435 */ 507 */
436void 508void
437object::set_owner (object *owner) 509object::set_owner (object *owner)
438{ 510{
511 // allow objects which own objects
439 if (!owner) 512 if (owner)
440 return;
441
442 /* next line added to allow objects which own objects */
443 /* Add a check for ownercounts in here, as I got into an endless loop
444 * with the fireball owning a poison cloud which then owned the
445 * fireball. I believe that was caused by one of the objects getting
446 * freed and then another object replacing it. Since the ownercounts
447 * didn't match, this check is valid and I believe that cause is valid.
448 */
449 while (owner->owner) 513 while (owner->owner)
450 owner = owner->owner; 514 owner = owner->owner;
515
516 if (flag [FLAG_FREED])
517 {
518 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
519 return;
520 }
451 521
452 this->owner = owner; 522 this->owner = owner;
523}
524
525int
526object::slottype () const
527{
528 if (type == SKILL)
529 {
530 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
531 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
532 }
533 else
534 {
535 if (slot [body_combat].info) return slot_combat;
536 if (slot [body_range ].info) return slot_ranged;
537 }
538
539 return slot_none;
540}
541
542bool
543object::change_weapon (object *ob)
544{
545 if (current_weapon == ob)
546 return true;
547
548 if (chosen_skill)
549 chosen_skill->flag [FLAG_APPLIED] = false;
550
551 current_weapon = ob;
552 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
553
554 if (chosen_skill)
555 chosen_skill->flag [FLAG_APPLIED] = true;
556
557 update_stats ();
558
559 if (ob)
560 {
561 // now check wether any body locations became invalid, in which case
562 // we cannot apply the weapon at the moment.
563 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
564 if (slot[i].used < 0)
565 {
566 current_weapon = chosen_skill = 0;
567 update_stats ();
568
569 new_draw_info_format (NDI_UNIQUE, 0, this,
570 "You try to balance all your items at once, "
571 "but the %s is just too much for your body. "
572 "[You need to unapply some items first.]", &ob->name);
573 return false;
574 }
575
576 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
577 }
578 else
579 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
580
581 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
582 {
583 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
584 &name, ob->debug_desc ());
585 return false;
586 }
587
588 return true;
453} 589}
454 590
455/* Zero the key_values on op, decrementing the shared-string 591/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 592 * refcounts and freeing the links.
457 */ 593 */
458static void 594static void
459free_key_values (object *op) 595free_key_values (object *op)
460{ 596{
461 for (key_value *i = op->key_values; i != 0;) 597 for (key_value *i = op->key_values; i; )
462 { 598 {
463 key_value *next = i->next; 599 key_value *next = i->next;
464 delete i; 600 delete i;
465 601
466 i = next; 602 i = next;
467 } 603 }
468 604
469 op->key_values = 0; 605 op->key_values = 0;
470} 606}
471 607
472void object::clear () 608object &
609object::operator =(const object &src)
473{ 610{
474 attachable_base::clear (); 611 remove ();
475 612
476 free_key_values (this);
477
478 owner = 0;
479 name = 0;
480 name_pl = 0;
481 title = 0;
482 race = 0;
483 slaying = 0;
484 skill = 0;
485 msg = 0;
486 lore = 0;
487 custom_name = 0;
488 materialname = 0;
489 contr = 0;
490 below = 0;
491 above = 0;
492 inv = 0;
493 container = 0;
494 env = 0;
495 more = 0;
496 head = 0;
497 map = 0;
498 active_next = 0;
499 active_prev = 0;
500
501 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
502
503 SET_FLAG (this, FLAG_REMOVED);
504
505 /* What is not cleared is next, prev, and count */
506
507 expmul = 1.0;
508 face = blank_face;
509
510 if (settings.casting_time)
511 casting_time = -1;
512}
513
514/*
515 * copy_to first frees everything allocated by the dst object,
516 * and then copies the contents of itself into the second
517 * object, allocating what needs to be allocated. Basically, any
518 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
519 * if the first object is freed, the pointers in the new object
520 * will point at garbage.
521 */
522void
523object::copy_to (object *dst)
524{
525 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
526 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
527
528 *(object_copy *)dst = *this; 613 *(object_copy *)this = src;
529 *(object_pod *)dst = *this;
530 614
531 if (self || cb) 615 flag [FLAG_REMOVED] = true;
532 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
533
534 if (is_freed)
535 SET_FLAG (dst, FLAG_FREED);
536
537 if (is_removed)
538 SET_FLAG (dst, FLAG_REMOVED);
539
540 if (speed < 0)
541 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
542 616
543 /* Copy over key_values, if any. */ 617 /* Copy over key_values, if any. */
544 if (key_values) 618 if (src.key_values)
545 { 619 {
546 key_value *tail = 0; 620 key_value *tail = 0;
547 key_value *i;
548
549 dst->key_values = 0; 621 key_values = 0;
550 622
551 for (i = key_values; i; i = i->next) 623 for (key_value *i = src.key_values; i; i = i->next)
552 { 624 {
553 key_value *new_link = new key_value; 625 key_value *new_link = new key_value;
554 626
555 new_link->next = 0; 627 new_link->next = 0;
556 new_link->key = i->key; 628 new_link->key = i->key;
557 new_link->value = i->value; 629 new_link->value = i->value;
558 630
559 /* Try and be clever here, too. */ 631 /* Try and be clever here, too. */
560 if (!dst->key_values) 632 if (!key_values)
561 { 633 {
562 dst->key_values = new_link; 634 key_values = new_link;
563 tail = new_link; 635 tail = new_link;
564 } 636 }
565 else 637 else
566 { 638 {
567 tail->next = new_link; 639 tail->next = new_link;
568 tail = new_link; 640 tail = new_link;
569 } 641 }
570 } 642 }
571 } 643 }
644}
572 645
573 update_ob_speed (dst); 646/*
647 * copy_to first frees everything allocated by the dst object,
648 * and then copies the contents of itself into the second
649 * object, allocating what needs to be allocated. Basically, any
650 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
651 * if the first object is freed, the pointers in the new object
652 * will point at garbage.
653 */
654void
655object::copy_to (object *dst)
656{
657 *dst = *this;
658
659 if (speed < 0)
660 dst->speed_left -= rndm ();
661
662 dst->set_speed (dst->speed);
663}
664
665void
666object::instantiate ()
667{
668 if (!uuid.seq) // HACK
669 uuid = UUID::gen ();
670
671 speed_left = -0.1f;
672 /* copy the body_info to the body_used - this is only really
673 * need for monsters, but doesn't hurt to do it for everything.
674 * by doing so, when a monster is created, it has good starting
675 * values for the body_used info, so when items are created
676 * for it, they can be properly equipped.
677 */
678 for (int i = NUM_BODY_LOCATIONS; i--; )
679 slot[i].used = slot[i].info;
680
681 attachable::instantiate ();
574} 682}
575 683
576object * 684object *
577object::clone () 685object::clone ()
578{ 686{
579 object *neu = create (); 687 object *neu = create ();
580 copy_to (neu); 688 copy_to (neu);
689 neu->map = map; // not copied by copy_to
581 return neu; 690 return neu;
582} 691}
583 692
584/* 693/*
585 * 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
586 * 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
587 * 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.
588 */ 697 */
589
590void 698void
591update_turn_face (object *op) 699update_turn_face (object *op)
592{ 700{
593 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 701 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
594 return; 702 return;
703
595 SET_ANIMATION (op, op->direction); 704 SET_ANIMATION (op, op->direction);
596 update_object (op, UP_OBJ_FACE); 705 update_object (op, UP_OBJ_FACE);
597} 706}
598 707
599/* 708/*
600 * 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
601 * 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.
602 * 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.
603 */ 712 */
604void 713void
605update_ob_speed (object *op) 714object::set_speed (float speed)
606{ 715{
607 extern int arch_init; 716 if (flag [FLAG_FREED] && speed)
608
609 /* No reason putting the archetypes objects on the speed list,
610 * since they never really need to be updated.
611 */
612
613 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
614 { 717 {
615 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 718 LOG (llevError, "Object %s is freed but has speed.\n", &name);
616#ifdef MANY_CORES
617 abort ();
618#else
619 op->speed = 0; 719 speed = 0;
620#endif
621 }
622
623 if (arch_init)
624 return;
625
626 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
627 { 720 }
628 /* If already on active list, don't do anything */
629 if (op->active_next || op->active_prev || op == active_objects)
630 return;
631 721
632 /* process_events() expects us to insert the object at the beginning 722 this->speed = speed;
633 * of the list. */
634 op->active_next = active_objects;
635 723
636 if (op->active_next != NULL) 724 if (has_active_speed ())
637 op->active_next->active_prev = op; 725 activate ();
638
639 active_objects = op;
640 }
641 else 726 else
642 { 727 deactivate ();
643 /* If not on the active list, nothing needs to be done */
644 if (!op->active_next && !op->active_prev && op != active_objects)
645 return;
646
647 if (op->active_prev == NULL)
648 {
649 active_objects = op->active_next;
650
651 if (op->active_next != NULL)
652 op->active_next->active_prev = NULL;
653 }
654 else
655 {
656 op->active_prev->active_next = op->active_next;
657
658 if (op->active_next)
659 op->active_next->active_prev = op->active_prev;
660 }
661
662 op->active_next = NULL;
663 op->active_prev = NULL;
664 }
665} 728}
666 729
667/* This function removes object 'op' from the list of active
668 * objects.
669 * This should only be used for style maps or other such
670 * reference maps where you don't want an object that isn't
671 * in play chewing up cpu time getting processed.
672 * The reverse of this is to call update_ob_speed, which
673 * will do the right thing based on the speed of the object.
674 */
675void
676remove_from_active_list (object *op)
677{
678 /* If not on the active list, nothing needs to be done */
679 if (!op->active_next && !op->active_prev && op != active_objects)
680 return;
681
682 if (op->active_prev == NULL)
683 {
684 active_objects = op->active_next;
685 if (op->active_next != NULL)
686 op->active_next->active_prev = NULL;
687 }
688 else
689 {
690 op->active_prev->active_next = op->active_next;
691 if (op->active_next)
692 op->active_next->active_prev = op->active_prev;
693 }
694 op->active_next = NULL;
695 op->active_prev = NULL;
696}
697
698/* 730/*
699 * update_object() updates the array which represents the map. 731 * update_object() updates the the map.
700 * It takes into account invisible objects (and represent squares covered 732 * It takes into account invisible objects (and represent squares covered
701 * 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
702 * invisible object, etc...) 734 * invisible object, etc...)
703 * 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
704 * 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
705 * updating that window, though, since update_object() is called _often_) 737 * updating that window, though, since update_object() is called _often_)
706 * 738 *
707 * 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.
708 * For example, if the only thing that has changed is the face (due to
709 * an animation), we don't need to call update_position until that actually
710 * comes into view of a player. OTOH, many other things, like addition/removal
711 * of walls or living creatures may need us to update the flags now.
712 * current action are: 740 * current action are:
713 * UP_OBJ_INSERT: op was inserted 741 * UP_OBJ_INSERT: op was inserted
714 * UP_OBJ_REMOVE: op was removed 742 * UP_OBJ_REMOVE: op was removed
715 * 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
716 * 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.
717 * UP_OBJ_FACE: only the objects face has changed. 745 * UP_OBJ_FACE: only the objects face has changed.
718 */ 746 */
719
720void 747void
721update_object (object *op, int action) 748update_object (object *op, int action)
722{ 749{
723 int update_now = 0, flags; 750 if (!op)
724 MoveType move_on, move_off, move_block, move_slow;
725
726 if (op == NULL)
727 { 751 {
728 /* this should never happen */ 752 /* this should never happen */
729 LOG (llevDebug, "update_object() called for NULL object.\n"); 753 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
730 return; 754 return;
731 } 755 }
732 756
733 if (op->env != NULL) 757 if (!op->is_on_map ())
734 { 758 {
735 /* Animation is currently handled by client, so nothing 759 /* Animation is currently handled by client, so nothing
736 * to do in this case. 760 * to do in this case.
737 */ 761 */
738 return; 762 return;
739 } 763 }
740 764
741 /* If the map is saving, don't do anything as everything is
742 * going to get freed anyways.
743 */
744 if (!op->map || op->map->in_memory == MAP_SAVING)
745 return;
746
747 /* make sure the object is within map boundaries */ 765 /* make sure the object is within map boundaries */
748 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 766 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
749 { 767 {
750 LOG (llevError, "update_object() called for object out of map!\n"); 768 LOG (llevError, "update_object() called for object out of map!\n");
751#ifdef MANY_CORES 769#ifdef MANY_CORES
752 abort (); 770 abort ();
753#endif 771#endif
754 return; 772 return;
755 } 773 }
756 774
757 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 775 mapspace &m = op->ms ();
758 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
759 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
760 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
761 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
762 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
763 776
777 if (!(m.flags_ & P_UPTODATE))
778 /* nop */;
764 if (action == UP_OBJ_INSERT) 779 else if (action == UP_OBJ_INSERT)
765 { 780 {
781 // this is likely overkill, TODO: revisit (schmorp)
766 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 782 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
767 update_now = 1;
768
769 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 783 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
770 update_now = 1; 784 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
771 785 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
786 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
772 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 787 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
773 update_now = 1;
774
775 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
776 update_now = 1;
777
778 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
779 update_now = 1;
780
781 if ((move_on | op->move_on) != move_on) 788 || (m.move_on | op->move_on ) != m.move_on
782 update_now = 1;
783
784 if ((move_off | op->move_off) != move_off) 789 || (m.move_off | op->move_off ) != m.move_off
785 update_now = 1; 790 || (m.move_slow | op->move_slow) != m.move_slow
786
787 /* This isn't perfect, but I don't expect a lot of objects to 791 /* This isn't perfect, but I don't expect a lot of objects to
788 * to have move_allow right now. 792 * to have move_allow right now.
789 */ 793 */
790 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 794 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
791 update_now = 1; 795 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
792 796 m.flags_ = 0;
793 if ((move_slow | op->move_slow) != move_slow)
794 update_now = 1;
795 } 797 }
796
797 /* if the object is being removed, we can't make intelligent 798 /* if the object is being removed, we can't make intelligent
798 * decisions, because remove_ob can't really pass the object 799 * decisions, because remove_ob can't really pass the object
799 * that is being removed. 800 * that is being removed.
800 */ 801 */
801 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 802 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
802 update_now = 1; 803 m.flags_ = 0;
803 else if (action == UP_OBJ_FACE) 804 else if (action == UP_OBJ_FACE)
804 /* Nothing to do for that case */ ; 805 /* Nothing to do for that case */ ;
805 else 806 else
806 LOG (llevError, "update_object called with invalid action: %d\n", action); 807 LOG (llevError, "update_object called with invalid action: %d\n", action);
807 808
808 if (update_now)
809 {
810 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
811 update_position (op->map, op->x, op->y);
812 }
813
814 if (op->more != NULL) 809 if (op->more)
815 update_object (op->more, action); 810 update_object (op->more, action);
816}
817
818object::vector object::mortals;
819object::vector object::objects; // not yet used
820object *object::first;
821
822void object::free_mortals ()
823{
824 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
825 if ((*i)->refcnt)
826 ++i; // further delay freeing
827 else
828 {
829 delete *i;
830 mortals.erase (i);
831 }
832} 811}
833 812
834object::object () 813object::object ()
835{ 814{
836 SET_FLAG (this, FLAG_REMOVED); 815 SET_FLAG (this, FLAG_REMOVED);
839 face = blank_face; 818 face = blank_face;
840} 819}
841 820
842object::~object () 821object::~object ()
843{ 822{
823 unlink ();
824
844 free_key_values (this); 825 free_key_values (this);
845} 826}
846 827
828static int object_count;
829
847void object::link () 830void object::link ()
848{ 831{
832 assert (!index);//D
833 uuid = UUID::gen ();
849 count = ++ob_count; 834 count = ++object_count;
850 uuid = gen_uuid ();
851 835
852 prev = 0; 836 refcnt_inc ();
853 next = object::first; 837 objects.insert (this);
854
855 if (object::first)
856 object::first->prev = this;
857
858 object::first = this;
859} 838}
860 839
861void object::unlink () 840void object::unlink ()
862{ 841{
863 if (this == object::first) 842 if (!index)
864 object::first = next; 843 return;
865 844
866 /* Remove this object from the list of used objects */ 845 objects.erase (this);
867 if (prev) prev->next = next; 846 refcnt_dec ();
868 if (next) next->prev = prev; 847}
869 848
870 prev = 0; 849void
871 next = 0; 850object::activate ()
851{
852 /* If already on active list, don't do anything */
853 if (active)
854 return;
855
856 if (has_active_speed ())
857 actives.insert (this);
858}
859
860void
861object::activate_recursive ()
862{
863 activate ();
864
865 for (object *op = inv; op; op = op->below)
866 op->activate_recursive ();
867}
868
869/* This function removes object 'op' from the list of active
870 * objects.
871 * This should only be used for style maps or other such
872 * reference maps where you don't want an object that isn't
873 * in play chewing up cpu time getting processed.
874 * The reverse of this is to call update_ob_speed, which
875 * will do the right thing based on the speed of the object.
876 */
877void
878object::deactivate ()
879{
880 /* If not on the active list, nothing needs to be done */
881 if (!active)
882 return;
883
884 actives.erase (this);
885}
886
887void
888object::deactivate_recursive ()
889{
890 for (object *op = inv; op; op = op->below)
891 op->deactivate_recursive ();
892
893 deactivate ();
894}
895
896void
897object::set_flag_inv (int flag, int value)
898{
899 for (object *op = inv; op; op = op->below)
900 {
901 op->flag [flag] = value;
902 op->set_flag_inv (flag, value);
903 }
904}
905
906/*
907 * Remove and free all objects in the inventory of the given object.
908 * object.c ?
909 */
910void
911object::destroy_inv (bool drop_to_ground)
912{
913 // need to check first, because the checks below might segfault
914 // as we might be on an invalid mapspace and crossfire code
915 // is too buggy to ensure that the inventory is empty.
916 // corollary: if you create arrows etc. with stuff in its inventory,
917 // cf will crash below with off-map x and y
918 if (!inv)
919 return;
920
921 /* Only if the space blocks everything do we not process -
922 * if some form of movement is allowed, let objects
923 * drop on that space.
924 */
925 if (!drop_to_ground
926 || !map
927 || map->in_memory != MAP_ACTIVE
928 || map->nodrop
929 || ms ().move_block == MOVE_ALL)
930 {
931 while (inv)
932 {
933 inv->destroy_inv (false);
934 inv->destroy ();
935 }
936 }
937 else
938 { /* Put objects in inventory onto this space */
939 while (inv)
940 {
941 object *op = inv;
942
943 if (op->flag [FLAG_STARTEQUIP]
944 || op->flag [FLAG_NO_DROP]
945 || op->type == RUNE
946 || op->type == TRAP
947 || op->flag [FLAG_IS_A_TEMPLATE]
948 || op->flag [FLAG_DESTROY_ON_DEATH])
949 op->destroy (true);
950 else
951 map->insert (op, x, y);
952 }
953 }
872} 954}
873 955
874object *object::create () 956object *object::create ()
875{ 957{
876 object *op = new object; 958 object *op = new object;
877 op->link (); 959 op->link ();
878 return op; 960 return op;
879} 961}
880 962
881/* 963static struct freed_map : maptile
882 * free_object() frees everything allocated by an object, removes 964{
883 * it from the list of used objects, and puts it on the list of 965 freed_map ()
884 * free objects. The IS_FREED() flag is set in the object. 966 {
885 * The object must have been removed by remove_ob() first for 967 path = "<freed objects map>";
886 * this function to succeed. 968 name = "/internal/freed_objects_map";
887 * 969 width = 3;
888 * If destroy_inventory is set, free inventory as well. Else drop items in 970 height = 3;
889 * inventory to the ground. 971 nodrop = 1;
890 */ 972
973 alloc ();
974 in_memory = MAP_ACTIVE;
975 }
976} freed_map; // freed objects are moved here to avoid crashes
977
978void
979object::do_destroy ()
980{
981 if (flag [FLAG_IS_LINKED])
982 remove_button_link (this);
983
984 if (flag [FLAG_FRIENDLY])
985 remove_friendly_object (this);
986
987 remove ();
988
989 attachable::do_destroy ();
990
991 deactivate ();
992 unlink ();
993
994 flag [FLAG_FREED] = 1;
995
996 // hack to ensure that freed objects still have a valid map
997 map = &freed_map;
998 x = 1;
999 y = 1;
1000
1001 if (more)
1002 {
1003 more->destroy ();
1004 more = 0;
1005 }
1006
1007 head = 0;
1008
1009 // clear those pointers that likely might cause circular references
1010 owner = 0;
1011 enemy = 0;
1012 attacked_by = 0;
1013 current_weapon = 0;
1014}
1015
1016void
891void object::destroy (bool destroy_inventory) 1017object::destroy (bool destroy_inventory)
892{ 1018{
893 if (QUERY_FLAG (this, FLAG_FREED)) 1019 if (destroyed ())
894 return; 1020 return;
895 1021
896 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 1022 if (!is_head () && !head->destroyed ())
897 remove_friendly_object (this);
898
899 if (!QUERY_FLAG (this, FLAG_REMOVED))
900 remove ();
901
902 SET_FLAG (this, FLAG_FREED);
903
904 if (more)
905 { 1023 {
1024 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
906 more->destroy (destroy_inventory); 1025 head->destroy (destroy_inventory);
907 more = 0; 1026 return;
908 }
909
910 if (inv)
911 {
912 /* Only if the space blocks everything do we not process -
913 * if some form of movement is allowed, let objects
914 * drop on that space.
915 */
916 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
917 {
918 object *op = inv;
919
920 while (op)
921 {
922 object *tmp = op->below;
923 op->destroy (destroy_inventory);
924 op = tmp;
925 }
926 }
927 else
928 { /* Put objects in inventory onto this space */
929 object *op = inv;
930
931 while (op)
932 {
933 object *tmp = op->below;
934
935 op->remove ();
936
937 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
938 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
939 op->destroy ();
940 else
941 {
942 op->x = x;
943 op->y = y;
944 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
945 }
946
947 op = tmp;
948 }
949 }
950 }
951
952 // hack to ensure that freed objects still have a valid map
953 {
954 static maptile *freed_map; // freed objects are moved here to avoid crashes
955
956 if (!freed_map)
957 {
958 freed_map = new maptile;
959
960 freed_map->name = "/internal/freed_objects_map";
961 freed_map->width = 3;
962 freed_map->height = 3;
963
964 freed_map->allocate ();
965 } 1027 }
966 1028
967 map = freed_map; 1029 destroy_inv (!destroy_inventory);
968 x = 1;
969 y = 1;
970 }
971 1030
972 // clear those pointers that likely might have circular references to us 1031 if (is_head ())
973 owner = 0; 1032 if (sound_destroy)
974 enemy = 0; 1033 play_sound (sound_destroy);
975 attacked_by = 0; 1034 else if (flag [FLAG_MONSTER])
1035 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
976 1036
977 // only relevant for players(?), but make sure of it anyways 1037 attachable::destroy ();
978 contr = 0;
979
980 /* Remove object from the active list */
981 speed = 0;
982 update_ob_speed (this);
983
984 unlink ();
985
986 mortals.push_back (this);
987}
988
989/*
990 * sub_weight() recursively (outwards) subtracts a number from the
991 * weight of an object (and what is carried by it's environment(s)).
992 */
993void
994sub_weight (object *op, signed long weight)
995{
996 while (op != NULL)
997 {
998 if (op->type == CONTAINER)
999 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1000
1001 op->carrying -= weight;
1002 op = op->env;
1003 }
1004} 1038}
1005 1039
1006/* op->remove (): 1040/* op->remove ():
1007 * This function removes the object op from the linked list of objects 1041 * This function removes the object op from the linked list of objects
1008 * which it is currently tied to. When this function is done, the 1042 * which it is currently tied to. When this function is done, the
1009 * object will have no environment. If the object previously had an 1043 * object will have no environment. If the object previously had an
1010 * environment, the x and y coordinates will be updated to 1044 * environment, the x and y coordinates will be updated to
1011 * the previous environment. 1045 * the previous environment.
1012 * Beware: This function is called from the editor as well!
1013 */ 1046 */
1014void 1047void
1015object::remove () 1048object::do_remove ()
1016{ 1049{
1017 object *tmp, *last = 0; 1050 object *tmp, *last = 0;
1018 object *otmp; 1051 object *otmp;
1019 1052
1020 int check_walk_off; 1053 if (flag [FLAG_REMOVED])
1021
1022 if (QUERY_FLAG (this, FLAG_REMOVED))
1023 return; 1054 return;
1024 1055
1025 SET_FLAG (this, FLAG_REMOVED); 1056 INVOKE_OBJECT (REMOVE, this);
1057
1058 flag [FLAG_REMOVED] = true;
1026 1059
1027 if (more) 1060 if (more)
1028 more->remove (); 1061 more->remove ();
1029 1062
1030 /* 1063 /*
1031 * In this case, the object to be removed is in someones 1064 * In this case, the object to be removed is in someones
1032 * inventory. 1065 * inventory.
1033 */ 1066 */
1034 if (env) 1067 if (env)
1035 { 1068 {
1069 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1070 if (object *pl = visible_to ())
1071 esrv_del_item (pl->contr, count);
1072 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1073
1074 adjust_weight (env, -total_weight ());
1075
1076 *(above ? &above->below : &env->inv) = below;
1077
1036 if (nrof) 1078 if (below)
1037 sub_weight (env, weight * nrof); 1079 below->above = above;
1038 else 1080
1039 sub_weight (env, weight + carrying); 1081 /* we set up values so that it could be inserted into
1082 * the map, but we don't actually do that - it is up
1083 * to the caller to decide what we want to do.
1084 */
1085 map = env->map;
1086 x = env->x;
1087 y = env->y;
1088 above = 0;
1089 below = 0;
1090 env = 0;
1040 1091
1041 /* NO_FIX_PLAYER is set when a great many changes are being 1092 /* NO_FIX_PLAYER is set when a great many changes are being
1042 * made to players inventory. If set, avoiding the call 1093 * made to players inventory. If set, avoiding the call
1043 * to save cpu time. 1094 * to save cpu time.
1044 */ 1095 */
1045 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1096 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1046 fix_player (otmp); 1097 otmp->update_stats ();
1047
1048 if (above != NULL)
1049 above->below = below;
1050 else
1051 env->inv = below;
1052
1053 if (below != NULL)
1054 below->above = above;
1055
1056 /* we set up values so that it could be inserted into
1057 * the map, but we don't actually do that - it is up
1058 * to the caller to decide what we want to do.
1059 */
1060 x = env->x, y = env->y;
1061 map = env->map;
1062 above = 0, below = 0;
1063 env = 0;
1064 } 1098 }
1065 else if (map) 1099 else if (map)
1066 { 1100 {
1067 /* Re did the following section of code - it looks like it had 1101 map->dirty = true;
1068 * lots of logic for things we no longer care about 1102 mapspace &ms = this->ms ();
1103
1104 if (object *pl = ms.player ())
1069 */ 1105 {
1106 if (type == PLAYER) // this == pl(!)
1107 {
1108 // leaving a spot always closes any open container on the ground
1109 if (container && !container->env)
1110 // this causes spurious floorbox updates, but it ensures
1111 // that the CLOSE event is being sent.
1112 close_container ();
1113
1114 --map->players;
1115 map->touch ();
1116 }
1117 else if (pl->container == this)
1118 {
1119 // removing a container should close it
1120 close_container ();
1121 }
1122
1123 esrv_del_item (pl->contr, count);
1124 }
1070 1125
1071 /* link the object above us */ 1126 /* link the object above us */
1072 if (above) 1127 if (above)
1073 above->below = below; 1128 above->below = below;
1074 else 1129 else
1075 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 1130 ms.top = below; /* we were top, set new top */
1076 1131
1077 /* Relink the object below us, if there is one */ 1132 /* Relink the object below us, if there is one */
1078 if (below) 1133 if (below)
1079 below->above = above; 1134 below->above = above;
1080 else 1135 else
1082 /* Nothing below, which means we need to relink map object for this space 1137 /* Nothing below, which means we need to relink map object for this space
1083 * use translated coordinates in case some oddness with map tiling is 1138 * use translated coordinates in case some oddness with map tiling is
1084 * evident 1139 * evident
1085 */ 1140 */
1086 if (GET_MAP_OB (map, x, y) != this) 1141 if (GET_MAP_OB (map, x, y) != this)
1087 {
1088 char *dump = dump_object (this);
1089 LOG (llevError,
1090 "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); 1142 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 ());
1091 free (dump);
1092 dump = dump_object (GET_MAP_OB (map, x, y));
1093 LOG (llevError, "%s\n", dump);
1094 free (dump);
1095 }
1096 1143
1097 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1144 ms.bot = above; /* goes on above it. */
1098 } 1145 }
1099 1146
1100 above = 0; 1147 above = 0;
1101 below = 0; 1148 below = 0;
1102 1149
1103 if (map->in_memory == MAP_SAVING) 1150 if (map->in_memory == MAP_SAVING)
1104 return; 1151 return;
1105 1152
1106 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1153 int check_walk_off = !flag [FLAG_NO_APPLY];
1107 1154
1155 if (object *pl = ms.player ())
1156 {
1157 if (pl->container == this)
1158 /* If a container that the player is currently using somehow gets
1159 * removed (most likely destroyed), update the player view
1160 * appropriately.
1161 */
1162 pl->close_container ();
1163
1164 //TODO: the floorbox prev/next might need updating
1165 //esrv_del_item (pl->contr, count);
1166 //TODO: update floorbox to preserve ordering
1167 if (pl->contr->ns)
1168 pl->contr->ns->floorbox_update ();
1169 }
1170
1108 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1171 for (tmp = ms.bot; tmp; tmp = tmp->above)
1109 { 1172 {
1110 /* No point updating the players look faces if he is the object 1173 /* No point updating the players look faces if he is the object
1111 * being removed. 1174 * being removed.
1112 */ 1175 */
1113 1176
1114 if (tmp->type == PLAYER && tmp != this)
1115 {
1116 /* If a container that the player is currently using somehow gets
1117 * removed (most likely destroyed), update the player view
1118 * appropriately.
1119 */
1120 if (tmp->container == this)
1121 {
1122 CLEAR_FLAG (this, FLAG_APPLIED);
1123 tmp->container = 0;
1124 }
1125
1126 tmp->contr->socket->floorbox_update ();
1127 }
1128
1129 /* See if player moving off should effect something */ 1177 /* See if object moving off should effect something */
1130 if (check_walk_off 1178 if (check_walk_off
1131 && ((move_type & tmp->move_off) 1179 && ((move_type & tmp->move_off)
1132 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1180 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1133 { 1181 {
1134 move_apply (tmp, this, 0); 1182 move_apply (tmp, this, 0);
1135 1183
1136 if (destroyed ()) 1184 if (destroyed ())
1137 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1185 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1138 } 1186 }
1139 1187
1140 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1141
1142 if (tmp->above == tmp)
1143 tmp->above = 0;
1144
1145 last = tmp; 1188 last = tmp;
1146 } 1189 }
1147 1190
1148 /* last == NULL of there are no objects on this space */ 1191 /* last == NULL if there are no objects on this space */
1192 //TODO: this makes little sense, why only update the topmost object?
1149 if (!last) 1193 if (!last)
1150 { 1194 map->at (x, y).flags_ = 0;
1151 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1152 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1153 * those out anyways, and if there are any flags set right now, they won't
1154 * be correct anyways.
1155 */
1156 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1157 update_position (map, x, y);
1158 }
1159 else 1195 else
1160 update_object (last, UP_OBJ_REMOVE); 1196 update_object (last, UP_OBJ_REMOVE);
1161 1197
1162 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1198 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1163 update_all_los (map, x, y); 1199 update_all_los (map, x, y);
1164 } 1200 }
1165} 1201}
1166 1202
1167/* 1203/*
1176merge_ob (object *op, object *top) 1212merge_ob (object *op, object *top)
1177{ 1213{
1178 if (!op->nrof) 1214 if (!op->nrof)
1179 return 0; 1215 return 0;
1180 1216
1181 if (top == NULL) 1217 if (!top)
1182 for (top = op; top != NULL && top->above != NULL; top = top->above); 1218 for (top = op; top && top->above; top = top->above)
1219 ;
1183 1220
1184 for (; top != NULL; top = top->below) 1221 for (; top; top = top->below)
1185 {
1186 if (top == op)
1187 continue;
1188
1189 if (object::can_merge (op, top)) 1222 if (object::can_merge (op, top))
1190 { 1223 {
1191 top->nrof += op->nrof; 1224 top->nrof += op->nrof;
1192 1225
1193/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1226 if (object *pl = top->visible_to ())
1194 op->weight = 0; /* Don't want any adjustements now */ 1227 esrv_update_item (UPD_NROF, pl, top);
1228
1229 op->weight = 0; // cancel the addition above
1230 op->carrying = 0; // must be 0 already
1231
1195 op->destroy (); 1232 op->destroy (1);
1233
1196 return top; 1234 return top;
1197 } 1235 }
1198 }
1199 1236
1200 return 0; 1237 return 0;
1201} 1238}
1202 1239
1240void
1241object::expand_tail ()
1242{
1243 if (more)
1244 return;
1245
1246 object *prev = this;
1247
1248 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1249 {
1250 object *op = arch_to_object (at);
1251
1252 op->name = name;
1253 op->name_pl = name_pl;
1254 op->title = title;
1255
1256 op->head = this;
1257 prev->more = op;
1258
1259 prev = op;
1260 }
1261}
1262
1203/* 1263/*
1204 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1264 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1205 * job preparing multi-part monsters 1265 * job preparing multi-part monsters.
1206 */ 1266 */
1207object * 1267object *
1208insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1268insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1209{ 1269{
1210 object *tmp;
1211
1212 if (op->head)
1213 op = op->head;
1214
1215 for (tmp = op; tmp; tmp = tmp->more) 1270 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1216 { 1271 {
1217 tmp->x = x + tmp->arch->clone.x; 1272 tmp->x = x + tmp->arch->x;
1218 tmp->y = y + tmp->arch->clone.y; 1273 tmp->y = y + tmp->arch->y;
1219 } 1274 }
1220 1275
1221 return insert_ob_in_map (op, m, originator, flag); 1276 return insert_ob_in_map (op, m, originator, flag);
1222} 1277}
1223 1278
1239 * Return value: 1294 * Return value:
1240 * new object if 'op' was merged with other object 1295 * new object if 'op' was merged with other object
1241 * NULL if 'op' was destroyed 1296 * NULL if 'op' was destroyed
1242 * just 'op' otherwise 1297 * just 'op' otherwise
1243 */ 1298 */
1244
1245object * 1299object *
1246insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1300insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1247{ 1301{
1248 object *tmp, *top, *floor = NULL; 1302 assert (!op->flag [FLAG_FREED]);
1249 sint16 x, y;
1250 1303
1251 if (QUERY_FLAG (op, FLAG_FREED)) 1304 op->remove ();
1252 {
1253 LOG (llevError, "Trying to insert freed object!\n");
1254 return NULL;
1255 }
1256
1257 if (m == NULL)
1258 {
1259 char *dump = dump_object (op);
1260 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1261 free (dump);
1262 return op;
1263 }
1264
1265 if (out_of_map (m, op->x, op->y))
1266 {
1267 char *dump = dump_object (op);
1268 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1269#ifdef MANY_CORES
1270 /* Better to catch this here, as otherwise the next use of this object
1271 * is likely to cause a crash. Better to find out where it is getting
1272 * improperly inserted.
1273 */
1274 abort ();
1275#endif
1276 free (dump);
1277 return op;
1278 }
1279
1280 if (!QUERY_FLAG (op, FLAG_REMOVED))
1281 {
1282 char *dump = dump_object (op);
1283 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1284 free (dump);
1285 return op;
1286 }
1287
1288 if (op->more != NULL)
1289 {
1290 /* The part may be on a different map. */
1291
1292 object *more = op->more;
1293
1294 /* We really need the caller to normalize coordinates - if
1295 * we set the map, that doesn't work if the location is within
1296 * a map and this is straddling an edge. So only if coordinate
1297 * is clear wrong do we normalize it.
1298 */
1299 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1300 more->map = get_map_from_coord (m, &more->x, &more->y);
1301 else if (!more->map)
1302 {
1303 /* For backwards compatibility - when not dealing with tiled maps,
1304 * more->map should always point to the parent.
1305 */
1306 more->map = m;
1307 }
1308
1309 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1310 {
1311 if (!op->head)
1312 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1313
1314 return NULL;
1315 }
1316 }
1317
1318 CLEAR_FLAG (op, FLAG_REMOVED);
1319 1305
1320 /* Ideally, the caller figures this out. However, it complicates a lot 1306 /* Ideally, the caller figures this out. However, it complicates a lot
1321 * of areas of callers (eg, anything that uses find_free_spot would now 1307 * of areas of callers (eg, anything that uses find_free_spot would now
1322 * need extra work 1308 * need extra work
1323 */ 1309 */
1324 op->map = get_map_from_coord (m, &op->x, &op->y); 1310 if (!xy_normalise (m, op->x, op->y))
1325 x = op->x; 1311 {
1326 y = op->y; 1312 op->destroy (1);
1313 return 0;
1314 }
1315
1316 if (object *more = op->more)
1317 if (!insert_ob_in_map (more, m, originator, flag))
1318 return 0;
1319
1320 CLEAR_FLAG (op, FLAG_REMOVED);
1321
1322 op->map = m;
1323 mapspace &ms = op->ms ();
1327 1324
1328 /* this has to be done after we translate the coordinates. 1325 /* this has to be done after we translate the coordinates.
1329 */ 1326 */
1330 if (op->nrof && !(flag & INS_NO_MERGE)) 1327 if (op->nrof && !(flag & INS_NO_MERGE))
1331 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1328 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1332 if (object::can_merge (op, tmp)) 1329 if (object::can_merge (op, tmp))
1333 { 1330 {
1331 // TODO: we atcually want to update tmp, not op,
1332 // but some caller surely breaks when we return tmp
1333 // from here :/
1334 op->nrof += tmp->nrof; 1334 op->nrof += tmp->nrof;
1335 tmp->destroy (); 1335 tmp->destroy (1);
1336 } 1336 }
1337 1337
1338 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1338 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1339 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1339 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1340 1340
1353 op->below = originator->below; 1353 op->below = originator->below;
1354 1354
1355 if (op->below) 1355 if (op->below)
1356 op->below->above = op; 1356 op->below->above = op;
1357 else 1357 else
1358 SET_MAP_OB (op->map, op->x, op->y, op); 1358 ms.bot = op;
1359 1359
1360 /* since *below* originator, no need to update top */ 1360 /* since *below* originator, no need to update top */
1361 originator->below = op; 1361 originator->below = op;
1362 } 1362 }
1363 else 1363 else
1364 { 1364 {
1365 object *top, *floor = NULL;
1366
1367 top = ms.bot;
1368
1365 /* If there are other objects, then */ 1369 /* If there are other objects, then */
1366 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1370 if (top)
1367 { 1371 {
1368 object *last = NULL; 1372 object *last = 0;
1369 1373
1370 /* 1374 /*
1371 * If there are multiple objects on this space, we do some trickier handling. 1375 * If there are multiple objects on this space, we do some trickier handling.
1372 * We've already dealt with merging if appropriate. 1376 * We've already dealt with merging if appropriate.
1373 * Generally, we want to put the new object on top. But if 1377 * Generally, we want to put the new object on top. But if
1377 * once we get to them. This reduces the need to traverse over all of 1381 * once we get to them. This reduces the need to traverse over all of
1378 * them when adding another one - this saves quite a bit of cpu time 1382 * them when adding another one - this saves quite a bit of cpu time
1379 * when lots of spells are cast in one area. Currently, it is presumed 1383 * when lots of spells are cast in one area. Currently, it is presumed
1380 * that flying non pickable objects are spell objects. 1384 * that flying non pickable objects are spell objects.
1381 */ 1385 */
1382 1386 for (top = ms.bot; top; top = top->above)
1383 while (top != NULL)
1384 { 1387 {
1385 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1388 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1386 floor = top; 1389 floor = top;
1387 1390
1388 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1391 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1391 top = top->below; 1394 top = top->below;
1392 break; 1395 break;
1393 } 1396 }
1394 1397
1395 last = top; 1398 last = top;
1396 top = top->above;
1397 } 1399 }
1398 1400
1399 /* Don't want top to be NULL, so set it to the last valid object */ 1401 /* Don't want top to be NULL, so set it to the last valid object */
1400 top = last; 1402 top = last;
1401 1403
1403 * looks like instead of lots of conditions here. 1405 * looks like instead of lots of conditions here.
1404 * makes things faster, and effectively the same result. 1406 * makes things faster, and effectively the same result.
1405 */ 1407 */
1406 1408
1407 /* Have object 'fall below' other objects that block view. 1409 /* Have object 'fall below' other objects that block view.
1408 * Unless those objects are exits, type 66 1410 * Unless those objects are exits.
1409 * If INS_ON_TOP is used, don't do this processing 1411 * If INS_ON_TOP is used, don't do this processing
1410 * Need to find the object that in fact blocks view, otherwise 1412 * Need to find the object that in fact blocks view, otherwise
1411 * stacking is a bit odd. 1413 * stacking is a bit odd.
1412 */ 1414 */
1413 if (!(flag & INS_ON_TOP) && 1415 if (!(flag & INS_ON_TOP)
1414 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1416 && ms.flags () & P_BLOCKSVIEW
1417 && (op->face && !faces [op->face].visibility))
1415 { 1418 {
1416 for (last = top; last != floor; last = last->below) 1419 for (last = top; last != floor; last = last->below)
1417 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1420 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1418 break; 1421 break;
1422
1419 /* Check to see if we found the object that blocks view, 1423 /* Check to see if we found the object that blocks view,
1420 * and make sure we have a below pointer for it so that 1424 * and make sure we have a below pointer for it so that
1421 * we can get inserted below this one, which requires we 1425 * we can get inserted below this one, which requires we
1422 * set top to the object below us. 1426 * set top to the object below us.
1423 */ 1427 */
1424 if (last && last->below && last != floor) 1428 if (last && last->below && last != floor)
1425 top = last->below; 1429 top = last->below;
1426 } 1430 }
1427 } /* If objects on this space */ 1431 } /* If objects on this space */
1428 1432
1429 if (flag & INS_MAP_LOAD)
1430 top = GET_MAP_TOP (op->map, op->x, op->y);
1431
1432 if (flag & INS_ABOVE_FLOOR_ONLY) 1433 if (flag & INS_ABOVE_FLOOR_ONLY)
1433 top = floor; 1434 top = floor;
1434 1435
1435 /* Top is the object that our object (op) is going to get inserted above. 1436 /* Top is the object that our object (op) is going to get inserted above.
1436 */ 1437 */
1437 1438
1438 /* First object on this space */ 1439 /* First object on this space */
1439 if (!top) 1440 if (!top)
1440 { 1441 {
1441 op->above = GET_MAP_OB (op->map, op->x, op->y); 1442 op->above = ms.bot;
1442 1443
1443 if (op->above) 1444 if (op->above)
1444 op->above->below = op; 1445 op->above->below = op;
1445 1446
1446 op->below = NULL; 1447 op->below = 0;
1447 SET_MAP_OB (op->map, op->x, op->y, op); 1448 ms.bot = op;
1448 } 1449 }
1449 else 1450 else
1450 { /* get inserted into the stack above top */ 1451 { /* get inserted into the stack above top */
1451 op->above = top->above; 1452 op->above = top->above;
1452 1453
1455 1456
1456 op->below = top; 1457 op->below = top;
1457 top->above = op; 1458 top->above = op;
1458 } 1459 }
1459 1460
1460 if (op->above == NULL) 1461 if (!op->above)
1461 SET_MAP_TOP (op->map, op->x, op->y, op); 1462 ms.top = op;
1462 } /* else not INS_BELOW_ORIGINATOR */ 1463 } /* else not INS_BELOW_ORIGINATOR */
1463 1464
1464 if (op->type == PLAYER) 1465 if (op->type == PLAYER)
1466 {
1465 op->contr->do_los = 1; 1467 op->contr->do_los = 1;
1468 ++op->map->players;
1469 op->map->touch ();
1470 }
1466 1471
1467 /* If we have a floor, we know the player, if any, will be above 1472 op->map->dirty = true;
1468 * it, so save a few ticks and start from there. 1473
1469 */ 1474 if (object *pl = ms.player ())
1470 if (!(flag & INS_MAP_LOAD)) 1475 //TODO: the floorbox prev/next might need updating
1471 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1476 //esrv_send_item (pl, op);
1472 if (tmp->type == PLAYER) 1477 //TODO: update floorbox to preserve ordering
1478 if (pl->contr->ns)
1473 tmp->contr->socket->floorbox_update (); 1479 pl->contr->ns->floorbox_update ();
1474 1480
1475 /* If this object glows, it may affect lighting conditions that are 1481 /* If this object glows, it may affect lighting conditions that are
1476 * visible to others on this map. But update_all_los is really 1482 * visible to others on this map. But update_all_los is really
1477 * an inefficient way to do this, as it means los for all players 1483 * an inefficient way to do this, as it means los for all players
1478 * on the map will get recalculated. The players could very well 1484 * on the map will get recalculated. The players could very well
1479 * be far away from this change and not affected in any way - 1485 * be far away from this change and not affected in any way -
1480 * this should get redone to only look for players within range, 1486 * this should get redone to only look for players within range,
1481 * or just updating the P_NEED_UPDATE for spaces within this area 1487 * or just updating the P_UPTODATE for spaces within this area
1482 * of effect may be sufficient. 1488 * of effect may be sufficient.
1483 */ 1489 */
1484 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1490 if (op->map->darkness && (op->glow_radius != 0))
1485 update_all_los (op->map, op->x, op->y); 1491 update_all_los (op->map, op->x, op->y);
1486 1492
1487 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1493 /* updates flags (blocked, alive, no magic, etc) for this map space */
1488 update_object (op, UP_OBJ_INSERT); 1494 update_object (op, UP_OBJ_INSERT);
1495
1496 INVOKE_OBJECT (INSERT, op);
1489 1497
1490 /* Don't know if moving this to the end will break anything. However, 1498 /* Don't know if moving this to the end will break anything. However,
1491 * we want to have floorbox_update called before calling this. 1499 * we want to have floorbox_update called before calling this.
1492 * 1500 *
1493 * check_move_on() must be after this because code called from 1501 * check_move_on() must be after this because code called from
1495 * blocked() and wall() work properly), and these flags are updated by 1503 * blocked() and wall() work properly), and these flags are updated by
1496 * update_object(). 1504 * update_object().
1497 */ 1505 */
1498 1506
1499 /* if this is not the head or flag has been passed, don't check walk on status */ 1507 /* if this is not the head or flag has been passed, don't check walk on status */
1500 if (!(flag & INS_NO_WALK_ON) && !op->head) 1508 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1501 { 1509 {
1502 if (check_move_on (op, originator)) 1510 if (check_move_on (op, originator))
1503 return NULL; 1511 return 0;
1504 1512
1505 /* If we are a multi part object, lets work our way through the check 1513 /* If we are a multi part object, lets work our way through the check
1506 * walk on's. 1514 * walk on's.
1507 */ 1515 */
1508 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1516 for (object *tmp = op->more; tmp; tmp = tmp->more)
1509 if (check_move_on (tmp, originator)) 1517 if (check_move_on (tmp, originator))
1510 return NULL; 1518 return 0;
1511 } 1519 }
1512 1520
1513 return op; 1521 return op;
1514} 1522}
1515 1523
1516/* this function inserts an object in the map, but if it 1524/* this function inserts an object in the map, but if it
1517 * finds an object of its own type, it'll remove that one first. 1525 * finds an object of its own type, it'll remove that one first.
1518 * op is the object to insert it under: supplies x and the map. 1526 * op is the object to insert it under: supplies x and the map.
1519 */ 1527 */
1520void 1528void
1521replace_insert_ob_in_map (const char *arch_string, object *op) 1529replace_insert_ob_in_map (const char *arch_string, object *op)
1522{ 1530{
1523 object *
1524 tmp;
1525 object *
1526 tmp1;
1527
1528 /* first search for itself and remove any old instances */ 1531 /* first search for itself and remove any old instances */
1529 1532
1530 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1533 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1531 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1534 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1532 tmp->destroy (); 1535 tmp->destroy (1);
1533 1536
1534 tmp1 = arch_to_object (archetype::find (arch_string)); 1537 object *tmp = arch_to_object (archetype::find (arch_string));
1535 1538
1536 tmp1->x = op->x; 1539 tmp->x = op->x;
1537 tmp1->y = op->y; 1540 tmp->y = op->y;
1541
1538 insert_ob_in_map (tmp1, op->map, op, 0); 1542 insert_ob_in_map (tmp, op->map, op, 0);
1539} 1543}
1540
1541/*
1542 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1543 * is returned contains nr objects, and the remaining parts contains
1544 * the rest (or is removed and freed if that number is 0).
1545 * On failure, NULL is returned, and the reason put into the
1546 * global static errmsg array.
1547 */
1548 1544
1549object * 1545object *
1550get_split_ob (object *orig_ob, uint32 nr) 1546object::insert_at (object *where, object *originator, int flags)
1551{ 1547{
1552 object *newob; 1548 if (where->env)
1553 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1549 return where->env->insert (this);
1554 1550 else
1555 if (orig_ob->nrof < nr) 1551 return where->map->insert (this, where->x, where->y, originator, flags);
1556 {
1557 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1558 return NULL;
1559 }
1560
1561 newob = object_create_clone (orig_ob);
1562
1563 if ((orig_ob->nrof -= nr) < 1)
1564 orig_ob->destroy (1);
1565 else if (!is_removed)
1566 {
1567 if (orig_ob->env != NULL)
1568 sub_weight (orig_ob->env, orig_ob->weight * nr);
1569 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1570 {
1571 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1572 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1573 return NULL;
1574 }
1575 }
1576
1577 newob->nrof = nr;
1578
1579 return newob;
1580} 1552}
1581 1553
1582/* 1554/*
1583 * decrease_ob_nr(object, number) decreases a specified number from 1555 * decrease(object, number) decreases a specified number from
1584 * the amount of an object. If the amount reaches 0, the object 1556 * the amount of an object. If the amount reaches 0, the object
1585 * is subsequently removed and freed. 1557 * is subsequently removed and freed.
1586 * 1558 *
1587 * Return value: 'op' if something is left, NULL if the amount reached 0 1559 * Return value: 'op' if something is left, NULL if the amount reached 0
1588 */ 1560 */
1561bool
1562object::decrease (sint32 nr)
1563{
1564 if (!nr)
1565 return true;
1589 1566
1567 nr = min (nr, nrof);
1568
1569 nrof -= nr;
1570
1571 if (nrof)
1572 {
1573 adjust_weight (env, -weight * nr); // carrying == 0
1574
1575 if (object *pl = visible_to ())
1576 esrv_update_item (UPD_NROF, pl, this);
1577
1578 return true;
1579 }
1580 else
1581 {
1582 destroy (1);
1583 return false;
1584 }
1585}
1586
1587/*
1588 * split(ob,nr) splits up ob into two parts. The part which
1589 * is returned contains nr objects, and the remaining parts contains
1590 * the rest (or is removed and returned if that number is 0).
1591 * On failure, NULL is returned.
1592 */
1590object * 1593object *
1591decrease_ob_nr (object *op, uint32 i) 1594object::split (sint32 nr)
1592{ 1595{
1593 object *tmp; 1596 int have = number_of ();
1594 player *pl;
1595 1597
1596 if (i == 0) /* objects with op->nrof require this check */ 1598 if (have < nr)
1597 return op; 1599 return 0;
1598 1600 else if (have == nr)
1599 if (i > op->nrof)
1600 i = op->nrof;
1601
1602 if (QUERY_FLAG (op, FLAG_REMOVED))
1603 op->nrof -= i;
1604 else if (op->env)
1605 { 1601 {
1606 /* is this object in the players inventory, or sub container
1607 * therein?
1608 */
1609 tmp = op->in_player ();
1610 /* nope. Is this a container the player has opened?
1611 * If so, set tmp to that player.
1612 * IMO, searching through all the players will mostly
1613 * likely be quicker than following op->env to the map,
1614 * and then searching the map for a player.
1615 */
1616 if (!tmp)
1617 {
1618 for (pl = first_player; pl; pl = pl->next)
1619 if (pl->ob->container == op->env)
1620 {
1621 tmp = pl->ob;
1622 break;
1623 }
1624 }
1625
1626 if (i < op->nrof)
1627 {
1628 sub_weight (op->env, op->weight * i);
1629 op->nrof -= i;
1630 if (tmp)
1631 esrv_send_item (tmp, op);
1632 }
1633 else
1634 {
1635 op->remove (); 1602 remove ();
1636 op->nrof = 0; 1603 return this;
1637 if (tmp)
1638 esrv_del_item (tmp->contr, op->count);
1639 }
1640 } 1604 }
1641 else 1605 else
1642 { 1606 {
1643 object *above = op->above; 1607 decrease (nr);
1644 1608
1645 if (i < op->nrof) 1609 object *op = object_create_clone (this);
1646 op->nrof -= i; 1610 op->nrof = nr;
1647 else
1648 {
1649 op->remove ();
1650 op->nrof = 0;
1651 }
1652
1653 /* Since we just removed op, op->above is null */
1654 for (tmp = above; tmp; tmp = tmp->above)
1655 if (tmp->type == PLAYER)
1656 {
1657 if (op->nrof)
1658 esrv_send_item (tmp, op);
1659 else
1660 esrv_del_item (tmp->contr, op->count);
1661 }
1662 }
1663
1664 if (op->nrof)
1665 return op; 1611 return op;
1666 else
1667 {
1668 op->destroy ();
1669 return 0;
1670 }
1671}
1672
1673/*
1674 * add_weight(object, weight) adds the specified weight to an object,
1675 * and also updates how much the environment(s) is/are carrying.
1676 */
1677
1678void
1679add_weight (object *op, signed long weight)
1680{
1681 while (op != NULL)
1682 {
1683 if (op->type == CONTAINER)
1684 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1685
1686 op->carrying += weight;
1687 op = op->env;
1688 } 1612 }
1689} 1613}
1690 1614
1691object * 1615object *
1692insert_ob_in_ob (object *op, object *where) 1616insert_ob_in_ob (object *op, object *where)
1697 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1621 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1698 free (dump); 1622 free (dump);
1699 return op; 1623 return op;
1700 } 1624 }
1701 1625
1702 if (where->head) 1626 if (where->head_ () != where)
1703 { 1627 {
1704 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1628 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1705 where = where->head; 1629 where = where->head;
1706 } 1630 }
1707 1631
1708 return where->insert (op); 1632 return where->insert (op);
1709} 1633}
1714 * inside the object environment. 1638 * inside the object environment.
1715 * 1639 *
1716 * The function returns now pointer to inserted item, and return value can 1640 * The function returns now pointer to inserted item, and return value can
1717 * be != op, if items are merged. -Tero 1641 * be != op, if items are merged. -Tero
1718 */ 1642 */
1719
1720object * 1643object *
1721object::insert (object *op) 1644object::insert (object *op)
1722{ 1645{
1723 object *tmp, *otmp;
1724
1725 if (!QUERY_FLAG (op, FLAG_REMOVED))
1726 op->remove ();
1727
1728 if (op->more) 1646 if (op->more)
1729 { 1647 {
1730 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1648 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1731 return op; 1649 return op;
1732 } 1650 }
1733 1651
1734 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1652 op->remove ();
1735 CLEAR_FLAG (op, FLAG_REMOVED); 1653
1654 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1655
1736 if (op->nrof) 1656 if (op->nrof)
1737 {
1738 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1657 for (object *tmp = inv; tmp; tmp = tmp->below)
1739 if (object::can_merge (tmp, op)) 1658 if (object::can_merge (tmp, op))
1740 { 1659 {
1741 /* return the original object and remove inserted object 1660 /* return the original object and remove inserted object
1742 (client needs the original object) */ 1661 (client needs the original object) */
1743 tmp->nrof += op->nrof; 1662 tmp->nrof += op->nrof;
1744 /* Weight handling gets pretty funky. Since we are adding to 1663
1745 * tmp->nrof, we need to increase the weight. 1664 if (object *pl = tmp->visible_to ())
1746 */ 1665 esrv_update_item (UPD_NROF, pl, tmp);
1666
1747 add_weight (this, op->weight * op->nrof); 1667 adjust_weight (this, op->total_weight ());
1748 SET_FLAG (op, FLAG_REMOVED); 1668
1749 op->destroy (); /* free the inserted object */ 1669 op->destroy (1);
1750 op = tmp; 1670 op = tmp;
1751 op->remove (); /* and fix old object's links */ 1671 goto inserted;
1752 CLEAR_FLAG (op, FLAG_REMOVED);
1753 break;
1754 } 1672 }
1755 1673
1756 /* I assume combined objects have no inventory 1674 op->owner = 0; // it's his/hers now. period.
1757 * We add the weight - this object could have just been removed
1758 * (if it was possible to merge). calling remove_ob will subtract
1759 * the weight, so we need to add it in again, since we actually do
1760 * the linking below
1761 */
1762 add_weight (this, op->weight * op->nrof);
1763 }
1764 else
1765 add_weight (this, (op->weight + op->carrying));
1766
1767 otmp = this->in_player ();
1768 if (otmp && otmp->contr)
1769 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1770 fix_player (otmp);
1771
1772 op->map = 0; 1675 op->map = 0;
1773 op->env = this; 1676 op->x = 0;
1677 op->y = 0;
1678
1774 op->above = 0; 1679 op->above = 0;
1775 op->below = 0; 1680 op->below = inv;
1776 op->x = 0, op->y = 0; 1681 op->env = this;
1777 1682
1683 if (inv)
1684 inv->above = op;
1685
1686 inv = op;
1687
1688 op->flag [FLAG_REMOVED] = 0;
1689
1690 if (object *pl = op->visible_to ())
1691 esrv_send_item (pl, op);
1692
1693 adjust_weight (this, op->total_weight ());
1694
1695inserted:
1778 /* reset the light list and los of the players on the map */ 1696 /* reset the light list and los of the players on the map */
1779 if ((op->glow_radius != 0) && map) 1697 if (op->glow_radius && map && map->darkness)
1780 {
1781#ifdef DEBUG_LIGHTS
1782 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1783#endif /* DEBUG_LIGHTS */
1784 if (MAP_DARKNESS (map))
1785 update_all_los (map, x, y); 1698 update_all_los (map, x, y);
1786 }
1787 1699
1788 /* Client has no idea of ordering so lets not bother ordering it here. 1700 // if this is a player's inventory, update stats
1789 * It sure simplifies this function... 1701 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1790 */ 1702 update_stats ();
1791 if (!inv) 1703
1792 inv = op; 1704 INVOKE_OBJECT (INSERT, this);
1793 else
1794 {
1795 op->below = inv;
1796 op->below->above = op;
1797 inv = op;
1798 }
1799 1705
1800 return op; 1706 return op;
1801} 1707}
1802 1708
1803/* 1709/*
1818 * 1724 *
1819 * MSW 2001-07-08: Check all objects on space, not just those below 1725 * MSW 2001-07-08: Check all objects on space, not just those below
1820 * object being inserted. insert_ob_in_map may not put new objects 1726 * object being inserted. insert_ob_in_map may not put new objects
1821 * on top. 1727 * on top.
1822 */ 1728 */
1823
1824int 1729int
1825check_move_on (object *op, object *originator) 1730check_move_on (object *op, object *originator)
1826{ 1731{
1827 object *tmp; 1732 object *tmp;
1828 maptile *m = op->map; 1733 maptile *m = op->map;
1855 1760
1856 /* The objects have to be checked from top to bottom. 1761 /* The objects have to be checked from top to bottom.
1857 * Hence, we first go to the top: 1762 * Hence, we first go to the top:
1858 */ 1763 */
1859 1764
1860 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1765 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1861 { 1766 {
1862 /* Trim the search when we find the first other spell effect 1767 /* Trim the search when we find the first other spell effect
1863 * this helps performance so that if a space has 50 spell objects, 1768 * this helps performance so that if a space has 50 spell objects,
1864 * we don't need to check all of them. 1769 * we don't need to check all of them.
1865 */ 1770 */
1883 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1788 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1884 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1789 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1885 { 1790 {
1886 1791
1887 float 1792 float
1888 diff = tmp->move_slow_penalty * FABS (op->speed); 1793 diff = tmp->move_slow_penalty * fabs (op->speed);
1889 1794
1890 if (op->type == PLAYER) 1795 if (op->type == PLAYER)
1891 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1796 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1892 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1797 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1893 diff /= 4.0; 1798 diff /= 4.0;
1920/* 1825/*
1921 * present_arch(arch, map, x, y) searches for any objects with 1826 * present_arch(arch, map, x, y) searches for any objects with
1922 * a matching archetype at the given map and coordinates. 1827 * a matching archetype at the given map and coordinates.
1923 * The first matching object is returned, or NULL if none. 1828 * The first matching object is returned, or NULL if none.
1924 */ 1829 */
1925
1926object * 1830object *
1927present_arch (const archetype *at, maptile *m, int x, int y) 1831present_arch (const archetype *at, maptile *m, int x, int y)
1928{ 1832{
1929 object *
1930 tmp;
1931
1932 if (m == NULL || out_of_map (m, x, y)) 1833 if (!m || out_of_map (m, x, y))
1933 { 1834 {
1934 LOG (llevError, "Present_arch called outside map.\n"); 1835 LOG (llevError, "Present_arch called outside map.\n");
1935 return NULL; 1836 return NULL;
1936 } 1837 }
1937 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1838
1839 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1938 if (tmp->arch == at) 1840 if (tmp->arch == at)
1939 return tmp; 1841 return tmp;
1842
1940 return NULL; 1843 return NULL;
1941} 1844}
1942 1845
1943/* 1846/*
1944 * present(type, map, x, y) searches for any objects with 1847 * present(type, map, x, y) searches for any objects with
1945 * a matching type variable at the given map and coordinates. 1848 * a matching type variable at the given map and coordinates.
1946 * The first matching object is returned, or NULL if none. 1849 * The first matching object is returned, or NULL if none.
1947 */ 1850 */
1948
1949object * 1851object *
1950present (unsigned char type, maptile *m, int x, int y) 1852present (unsigned char type, maptile *m, int x, int y)
1951{ 1853{
1952 object *
1953 tmp;
1954
1955 if (out_of_map (m, x, y)) 1854 if (out_of_map (m, x, y))
1956 { 1855 {
1957 LOG (llevError, "Present called outside map.\n"); 1856 LOG (llevError, "Present called outside map.\n");
1958 return NULL; 1857 return NULL;
1959 } 1858 }
1960 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1859
1860 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1961 if (tmp->type == type) 1861 if (tmp->type == type)
1962 return tmp; 1862 return tmp;
1863
1963 return NULL; 1864 return NULL;
1964} 1865}
1965 1866
1966/* 1867/*
1967 * present_in_ob(type, object) searches for any objects with 1868 * present_in_ob(type, object) searches for any objects with
1968 * a matching type variable in the inventory of the given object. 1869 * a matching type variable in the inventory of the given object.
1969 * The first matching object is returned, or NULL if none. 1870 * The first matching object is returned, or NULL if none.
1970 */ 1871 */
1971
1972object * 1872object *
1973present_in_ob (unsigned char type, const object *op) 1873present_in_ob (unsigned char type, const object *op)
1974{ 1874{
1975 object *
1976 tmp;
1977
1978 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1875 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1979 if (tmp->type == type) 1876 if (tmp->type == type)
1980 return tmp; 1877 return tmp;
1878
1981 return NULL; 1879 return NULL;
1982} 1880}
1983 1881
1984/* 1882/*
1985 * present_in_ob (type, str, object) searches for any objects with 1883 * present_in_ob (type, str, object) searches for any objects with
1993 * str is the string to match against. Note that we match against 1891 * str is the string to match against. Note that we match against
1994 * the object name, not the archetype name. this is so that the 1892 * the object name, not the archetype name. this is so that the
1995 * spell code can use one object type (force), but change it's name 1893 * spell code can use one object type (force), but change it's name
1996 * to be unique. 1894 * to be unique.
1997 */ 1895 */
1998
1999object * 1896object *
2000present_in_ob_by_name (int type, const char *str, const object *op) 1897present_in_ob_by_name (int type, const char *str, const object *op)
2001{ 1898{
2002 object *
2003 tmp;
2004
2005 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1899 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2006 {
2007 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1900 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2008 return tmp; 1901 return tmp;
2009 } 1902
2010 return NULL; 1903 return 0;
2011} 1904}
2012 1905
2013/* 1906/*
2014 * present_arch_in_ob(archetype, object) searches for any objects with 1907 * present_arch_in_ob(archetype, object) searches for any objects with
2015 * a matching archetype in the inventory of the given object. 1908 * a matching archetype in the inventory of the given object.
2016 * The first matching object is returned, or NULL if none. 1909 * The first matching object is returned, or NULL if none.
2017 */ 1910 */
2018
2019object * 1911object *
2020present_arch_in_ob (const archetype *at, const object *op) 1912present_arch_in_ob (const archetype *at, const object *op)
2021{ 1913{
2022 object *
2023 tmp;
2024
2025 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1914 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2026 if (tmp->arch == at) 1915 if (tmp->arch == at)
2027 return tmp; 1916 return tmp;
1917
2028 return NULL; 1918 return NULL;
2029} 1919}
2030 1920
2031/* 1921/*
2032 * activate recursively a flag on an object inventory 1922 * activate recursively a flag on an object inventory
2033 */ 1923 */
2034void 1924void
2035flag_inv (object *op, int flag) 1925flag_inv (object *op, int flag)
2036{ 1926{
2037 object *
2038 tmp;
2039
2040 if (op->inv)
2041 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1927 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2042 { 1928 {
2043 SET_FLAG (tmp, flag); 1929 SET_FLAG (tmp, flag);
2044 flag_inv (tmp, flag); 1930 flag_inv (tmp, flag);
2045 } 1931 }
2046} /* 1932}
1933
1934/*
2047 * desactivate recursively a flag on an object inventory 1935 * deactivate recursively a flag on an object inventory
2048 */ 1936 */
2049void 1937void
2050unflag_inv (object *op, int flag) 1938unflag_inv (object *op, int flag)
2051{ 1939{
2052 object *
2053 tmp;
2054
2055 if (op->inv)
2056 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1940 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2057 { 1941 {
2058 CLEAR_FLAG (tmp, flag); 1942 CLEAR_FLAG (tmp, flag);
2059 unflag_inv (tmp, flag); 1943 unflag_inv (tmp, flag);
2060 } 1944 }
2061}
2062
2063/*
2064 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2065 * all it's inventory (recursively).
2066 * If checksums are used, a player will get set_cheat called for
2067 * him/her-self and all object carried by a call to this function.
2068 */
2069
2070void
2071set_cheat (object *op)
2072{
2073 SET_FLAG (op, FLAG_WAS_WIZ);
2074 flag_inv (op, FLAG_WAS_WIZ);
2075} 1945}
2076 1946
2077/* 1947/*
2078 * find_free_spot(object, map, x, y, start, stop) will search for 1948 * find_free_spot(object, map, x, y, start, stop) will search for
2079 * a spot at the given map and coordinates which will be able to contain 1949 * a spot at the given map and coordinates which will be able to contain
2081 * to search (see the freearr_x/y[] definition). 1951 * to search (see the freearr_x/y[] definition).
2082 * It returns a random choice among the alternatives found. 1952 * It returns a random choice among the alternatives found.
2083 * start and stop are where to start relative to the free_arr array (1,9 1953 * start and stop are where to start relative to the free_arr array (1,9
2084 * does all 4 immediate directions). This returns the index into the 1954 * does all 4 immediate directions). This returns the index into the
2085 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1955 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2086 * Note - this only checks to see if there is space for the head of the
2087 * object - if it is a multispace object, this should be called for all
2088 * pieces.
2089 * Note2: This function does correctly handle tiled maps, but does not 1956 * Note: This function does correctly handle tiled maps, but does not
2090 * inform the caller. However, insert_ob_in_map will update as 1957 * inform the caller. However, insert_ob_in_map will update as
2091 * necessary, so the caller shouldn't need to do any special work. 1958 * necessary, so the caller shouldn't need to do any special work.
2092 * Note - updated to take an object instead of archetype - this is necessary 1959 * Note - updated to take an object instead of archetype - this is necessary
2093 * because arch_blocked (now ob_blocked) needs to know the movement type 1960 * because arch_blocked (now ob_blocked) needs to know the movement type
2094 * to know if the space in question will block the object. We can't use 1961 * to know if the space in question will block the object. We can't use
2095 * the archetype because that isn't correct if the monster has been 1962 * the archetype because that isn't correct if the monster has been
2096 * customized, changed states, etc. 1963 * customized, changed states, etc.
2097 */ 1964 */
2098
2099int 1965int
2100find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1966find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2101{ 1967{
2102 int
2103 i,
2104 index = 0, flag;
2105 static int
2106 altern[SIZEOFFREE]; 1968 int altern[SIZEOFFREE];
1969 int index = 0, flag;
2107 1970
2108 for (i = start; i < stop; i++) 1971 for (int i = start; i < stop; i++)
2109 { 1972 {
2110 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1973 mapxy pos (m, x, y); pos.move (i);
2111 if (!flag) 1974
1975 if (!pos.normalise ())
1976 continue;
1977
1978 mapspace &ms = *pos;
1979
1980 if (ms.flags () & P_IS_ALIVE)
1981 continue;
1982
1983 /* However, often
1984 * ob doesn't have any move type (when used to place exits)
1985 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1986 */
1987 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1988 {
2112 altern[index++] = i; 1989 altern [index++] = i;
1990 continue;
1991 }
2113 1992
2114 /* Basically, if we find a wall on a space, we cut down the search size. 1993 /* Basically, if we find a wall on a space, we cut down the search size.
2115 * In this way, we won't return spaces that are on another side of a wall. 1994 * In this way, we won't return spaces that are on another side of a wall.
2116 * This mostly work, but it cuts down the search size in all directions - 1995 * This mostly work, but it cuts down the search size in all directions -
2117 * if the space being examined only has a wall to the north and empty 1996 * if the space being examined only has a wall to the north and empty
2118 * spaces in all the other directions, this will reduce the search space 1997 * spaces in all the other directions, this will reduce the search space
2119 * to only the spaces immediately surrounding the target area, and 1998 * to only the spaces immediately surrounding the target area, and
2120 * won't look 2 spaces south of the target space. 1999 * won't look 2 spaces south of the target space.
2121 */ 2000 */
2122 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2001 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2002 {
2123 stop = maxfree[i]; 2003 stop = maxfree[i];
2004 continue;
2005 }
2006
2007 /* Note it is intentional that we check ob - the movement type of the
2008 * head of the object should correspond for the entire object.
2009 */
2010 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2011 continue;
2012
2013 if (ob->blocked (m, pos.x, pos.y))
2014 continue;
2015
2016 altern [index++] = i;
2124 } 2017 }
2125 2018
2126 if (!index) 2019 if (!index)
2127 return -1; 2020 return -1;
2128 2021
2129 return altern[RANDOM () % index]; 2022 return altern [rndm (index)];
2130} 2023}
2131 2024
2132/* 2025/*
2133 * find_first_free_spot(archetype, maptile, x, y) works like 2026 * find_first_free_spot(archetype, maptile, x, y) works like
2134 * find_free_spot(), but it will search max number of squares. 2027 * find_free_spot(), but it will search max number of squares.
2135 * But it will return the first available spot, not a random choice. 2028 * But it will return the first available spot, not a random choice.
2136 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2029 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2137 */ 2030 */
2138
2139int 2031int
2140find_first_free_spot (const object *ob, maptile *m, int x, int y) 2032find_first_free_spot (const object *ob, maptile *m, int x, int y)
2141{ 2033{
2142 int
2143 i;
2144
2145 for (i = 0; i < SIZEOFFREE; i++) 2034 for (int i = 0; i < SIZEOFFREE; i++)
2146 {
2147 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2035 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2148 return i; 2036 return i;
2149 } 2037
2150 return -1; 2038 return -1;
2151} 2039}
2152 2040
2153/* 2041/*
2154 * The function permute(arr, begin, end) randomly reorders the array 2042 * The function permute(arr, begin, end) randomly reorders the array
2155 * arr[begin..end-1]. 2043 * arr[begin..end-1].
2044 * now uses a fisher-yates shuffle, old permute was broken
2156 */ 2045 */
2157static void 2046static void
2158permute (int *arr, int begin, int end) 2047permute (int *arr, int begin, int end)
2159{ 2048{
2160 int 2049 arr += begin;
2161 i,
2162 j,
2163 tmp,
2164 len;
2165
2166 len = end - begin; 2050 end -= begin;
2167 for (i = begin; i < end; i++)
2168 {
2169 j = begin + RANDOM () % len;
2170 2051
2171 tmp = arr[i]; 2052 while (--end)
2172 arr[i] = arr[j]; 2053 swap (arr [end], arr [rndm (end + 1)]);
2173 arr[j] = tmp;
2174 }
2175} 2054}
2176 2055
2177/* new function to make monster searching more efficient, and effective! 2056/* new function to make monster searching more efficient, and effective!
2178 * This basically returns a randomized array (in the passed pointer) of 2057 * This basically returns a randomized array (in the passed pointer) of
2179 * the spaces to find monsters. In this way, it won't always look for 2058 * the spaces to find monsters. In this way, it won't always look for
2182 * the 3x3 area will be searched, just not in a predictable order. 2061 * the 3x3 area will be searched, just not in a predictable order.
2183 */ 2062 */
2184void 2063void
2185get_search_arr (int *search_arr) 2064get_search_arr (int *search_arr)
2186{ 2065{
2187 int 2066 int i;
2188 i;
2189 2067
2190 for (i = 0; i < SIZEOFFREE; i++) 2068 for (i = 0; i < SIZEOFFREE; i++)
2191 {
2192 search_arr[i] = i; 2069 search_arr[i] = i;
2193 }
2194 2070
2195 permute (search_arr, 1, SIZEOFFREE1 + 1); 2071 permute (search_arr, 1, SIZEOFFREE1 + 1);
2196 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2072 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2197 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2073 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2198} 2074}
2207 * Perhaps incorrectly, but I'm making the assumption that exclude 2083 * Perhaps incorrectly, but I'm making the assumption that exclude
2208 * is actually want is going to try and move there. We need this info 2084 * is actually want is going to try and move there. We need this info
2209 * because we have to know what movement the thing looking to move 2085 * because we have to know what movement the thing looking to move
2210 * there is capable of. 2086 * there is capable of.
2211 */ 2087 */
2212
2213int 2088int
2214find_dir (maptile *m, int x, int y, object *exclude) 2089find_dir (maptile *m, int x, int y, object *exclude)
2215{ 2090{
2216 int
2217 i,
2218 max = SIZEOFFREE, mflags; 2091 int i, max = SIZEOFFREE, mflags;
2219 2092
2220 sint16 nx, ny; 2093 sint16 nx, ny;
2221 object * 2094 object *tmp;
2222 tmp;
2223 maptile * 2095 maptile *mp;
2224 mp;
2225 2096
2226 MoveType blocked, move_type; 2097 MoveType blocked, move_type;
2227 2098
2228 if (exclude && exclude->head) 2099 if (exclude && exclude->head_ () != exclude)
2229 { 2100 {
2230 exclude = exclude->head; 2101 exclude = exclude->head;
2231 move_type = exclude->move_type; 2102 move_type = exclude->move_type;
2232 } 2103 }
2233 else 2104 else
2241 mp = m; 2112 mp = m;
2242 nx = x + freearr_x[i]; 2113 nx = x + freearr_x[i];
2243 ny = y + freearr_y[i]; 2114 ny = y + freearr_y[i];
2244 2115
2245 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2116 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2117
2246 if (mflags & P_OUT_OF_MAP) 2118 if (mflags & P_OUT_OF_MAP)
2247 {
2248 max = maxfree[i]; 2119 max = maxfree[i];
2249 }
2250 else 2120 else
2251 { 2121 {
2252 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2122 mapspace &ms = mp->at (nx, ny);
2123
2124 blocked = ms.move_block;
2253 2125
2254 if ((move_type & blocked) == move_type) 2126 if ((move_type & blocked) == move_type)
2255 {
2256 max = maxfree[i]; 2127 max = maxfree[i];
2257 }
2258 else if (mflags & P_IS_ALIVE) 2128 else if (mflags & P_IS_ALIVE)
2259 { 2129 {
2260 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2130 for (tmp = ms.bot; tmp; tmp = tmp->above)
2261 { 2131 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2262 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2132 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2263 {
2264 break; 2133 break;
2265 } 2134
2266 }
2267 if (tmp) 2135 if (tmp)
2268 {
2269 return freedir[i]; 2136 return freedir[i];
2270 }
2271 } 2137 }
2272 } 2138 }
2273 } 2139 }
2140
2274 return 0; 2141 return 0;
2275} 2142}
2276 2143
2277/* 2144/*
2278 * distance(object 1, object 2) will return the square of the 2145 * distance(object 1, object 2) will return the square of the
2279 * distance between the two given objects. 2146 * distance between the two given objects.
2280 */ 2147 */
2281
2282int 2148int
2283distance (const object *ob1, const object *ob2) 2149distance (const object *ob1, const object *ob2)
2284{ 2150{
2285 int
2286 i;
2287
2288 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2151 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2289 return i;
2290} 2152}
2291 2153
2292/* 2154/*
2293 * find_dir_2(delta-x,delta-y) will return a direction in which 2155 * find_dir_2(delta-x,delta-y) will return a direction in which
2294 * an object which has subtracted the x and y coordinates of another 2156 * an object which has subtracted the x and y coordinates of another
2295 * object, needs to travel toward it. 2157 * object, needs to travel toward it.
2296 */ 2158 */
2297
2298int 2159int
2299find_dir_2 (int x, int y) 2160find_dir_2 (int x, int y)
2300{ 2161{
2301 int 2162 int q;
2302 q;
2303 2163
2304 if (y) 2164 if (y)
2305 q = x * 100 / y; 2165 q = x * 100 / y;
2306 else if (x) 2166 else if (x)
2307 q = -300 * x; 2167 q = -300 * x;
2332 2192
2333 return 3; 2193 return 3;
2334} 2194}
2335 2195
2336/* 2196/*
2337 * absdir(int): Returns a number between 1 and 8, which represent
2338 * the "absolute" direction of a number (it actually takes care of
2339 * "overflow" in previous calculations of a direction).
2340 */
2341
2342int
2343absdir (int d)
2344{
2345 while (d < 1)
2346 d += 8;
2347 while (d > 8)
2348 d -= 8;
2349 return d;
2350}
2351
2352/*
2353 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2197 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2354 * between two directions (which are expected to be absolute (see absdir()) 2198 * between two directions (which are expected to be absolute (see absdir())
2355 */ 2199 */
2356
2357int 2200int
2358dirdiff (int dir1, int dir2) 2201dirdiff (int dir1, int dir2)
2359{ 2202{
2360 int 2203 int d;
2361 d;
2362 2204
2363 d = abs (dir1 - dir2); 2205 d = abs (dir1 - dir2);
2364 if (d > 4) 2206 if (d > 4)
2365 d = 8 - d; 2207 d = 8 - d;
2208
2366 return d; 2209 return d;
2367} 2210}
2368 2211
2369/* peterm: 2212/* peterm:
2370 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2213 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2373 * This basically means that if direction is 15, then it could either go 2216 * This basically means that if direction is 15, then it could either go
2374 * direction 4, 14, or 16 to get back to where we are. 2217 * direction 4, 14, or 16 to get back to where we are.
2375 * Moved from spell_util.c to object.c with the other related direction 2218 * Moved from spell_util.c to object.c with the other related direction
2376 * functions. 2219 * functions.
2377 */ 2220 */
2378
2379int
2380 reduction_dir[SIZEOFFREE][3] = { 2221int reduction_dir[SIZEOFFREE][3] = {
2381 {0, 0, 0}, /* 0 */ 2222 {0, 0, 0}, /* 0 */
2382 {0, 0, 0}, /* 1 */ 2223 {0, 0, 0}, /* 1 */
2383 {0, 0, 0}, /* 2 */ 2224 {0, 0, 0}, /* 2 */
2384 {0, 0, 0}, /* 3 */ 2225 {0, 0, 0}, /* 3 */
2385 {0, 0, 0}, /* 4 */ 2226 {0, 0, 0}, /* 4 */
2433 * find a path to that monster that we found. If not, 2274 * find a path to that monster that we found. If not,
2434 * we don't bother going toward it. Returns 1 if we 2275 * we don't bother going toward it. Returns 1 if we
2435 * can see a direct way to get it 2276 * can see a direct way to get it
2436 * Modified to be map tile aware -.MSW 2277 * Modified to be map tile aware -.MSW
2437 */ 2278 */
2438
2439
2440int 2279int
2441can_see_monsterP (maptile *m, int x, int y, int dir) 2280can_see_monsterP (maptile *m, int x, int y, int dir)
2442{ 2281{
2443 sint16 dx, dy; 2282 sint16 dx, dy;
2444 int
2445 mflags; 2283 int mflags;
2446 2284
2447 if (dir < 0) 2285 if (dir < 0)
2448 return 0; /* exit condition: invalid direction */ 2286 return 0; /* exit condition: invalid direction */
2449 2287
2450 dx = x + freearr_x[dir]; 2288 dx = x + freearr_x[dir];
2463 return 0; 2301 return 0;
2464 2302
2465 /* yes, can see. */ 2303 /* yes, can see. */
2466 if (dir < 9) 2304 if (dir < 9)
2467 return 1; 2305 return 1;
2306
2468 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2307 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2469 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2308 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2309 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2470} 2310}
2471
2472
2473 2311
2474/* 2312/*
2475 * can_pick(picker, item): finds out if an object is possible to be 2313 * can_pick(picker, item): finds out if an object is possible to be
2476 * picked up by the picker. Returnes 1 if it can be 2314 * picked up by the picker. Returnes 1 if it can be
2477 * picked up, otherwise 0. 2315 * picked up, otherwise 0.
2479 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2317 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2480 * core dumps if they do. 2318 * core dumps if they do.
2481 * 2319 *
2482 * Add a check so we can't pick up invisible objects (0.93.8) 2320 * Add a check so we can't pick up invisible objects (0.93.8)
2483 */ 2321 */
2484
2485int 2322int
2486can_pick (const object *who, const object *item) 2323can_pick (const object *who, const object *item)
2487{ 2324{
2488 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2325 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2489 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2326 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2490 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2327 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2491} 2328}
2492 2329
2493
2494/* 2330/*
2495 * create clone from object to another 2331 * create clone from object to another
2496 */ 2332 */
2497object * 2333object *
2498object_create_clone (object *asrc) 2334object_create_clone (object *asrc)
2499{ 2335{
2500 object *dst = 0, *tmp, *src, *part, *prev, *item; 2336 object *dst = 0;
2501 2337
2502 if (!asrc) 2338 if (!asrc)
2503 return 0; 2339 return 0;
2504 2340
2505 src = asrc; 2341 object *src = asrc->head_ ();
2506 if (src->head)
2507 src = src->head;
2508 2342
2509 prev = 0; 2343 object *prev = 0;
2510 for (part = src; part; part = part->more) 2344 for (object *part = src; part; part = part->more)
2511 { 2345 {
2512 tmp = part->clone (); 2346 object *tmp = part->clone ();
2347
2513 tmp->x -= src->x; 2348 tmp->x -= src->x;
2514 tmp->y -= src->y; 2349 tmp->y -= src->y;
2515 2350
2516 if (!part->head) 2351 if (!part->head)
2517 { 2352 {
2518 dst = tmp; 2353 dst = tmp;
2519 tmp->head = 0; 2354 tmp->head = 0;
2520 } 2355 }
2521 else 2356 else
2522 {
2523 tmp->head = dst; 2357 tmp->head = dst;
2524 }
2525 2358
2526 tmp->more = 0; 2359 tmp->more = 0;
2527 2360
2528 if (prev) 2361 if (prev)
2529 prev->more = tmp; 2362 prev->more = tmp;
2530 2363
2531 prev = tmp; 2364 prev = tmp;
2532 } 2365 }
2533 2366
2534 for (item = src->inv; item; item = item->below) 2367 for (object *item = src->inv; item; item = item->below)
2535 insert_ob_in_ob (object_create_clone (item), dst); 2368 insert_ob_in_ob (object_create_clone (item), dst);
2536 2369
2537 return dst; 2370 return dst;
2538}
2539
2540/* GROS - Creates an object using a string representing its content. */
2541/* Basically, we save the content of the string to a temp file, then call */
2542/* load_object on it. I admit it is a highly inefficient way to make things, */
2543/* but it was simple to make and allows reusing the load_object function. */
2544/* Remember not to use load_object_str in a time-critical situation. */
2545/* Also remember that multiparts objects are not supported for now. */
2546
2547object *
2548load_object_str (const char *obstr)
2549{
2550 object *op;
2551 char filename[MAX_BUF];
2552
2553 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2554
2555 FILE *tempfile = fopen (filename, "w");
2556
2557 if (tempfile == NULL)
2558 {
2559 LOG (llevError, "Error - Unable to access load object temp file\n");
2560 return NULL;
2561 }
2562
2563 fprintf (tempfile, obstr);
2564 fclose (tempfile);
2565
2566 op = object::create ();
2567
2568 object_thawer thawer (filename);
2569
2570 if (thawer)
2571 load_object (thawer, op, 0);
2572
2573 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2574 CLEAR_FLAG (op, FLAG_REMOVED);
2575
2576 return op;
2577} 2371}
2578 2372
2579/* This returns the first object in who's inventory that 2373/* This returns the first object in who's inventory that
2580 * has the same type and subtype match. 2374 * has the same type and subtype match.
2581 * returns NULL if no match. 2375 * returns NULL if no match.
2582 */ 2376 */
2583object * 2377object *
2584find_obj_by_type_subtype (const object *who, int type, int subtype) 2378find_obj_by_type_subtype (const object *who, int type, int subtype)
2585{ 2379{
2586 object *tmp;
2587
2588 for (tmp = who->inv; tmp; tmp = tmp->below) 2380 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2589 if (tmp->type == type && tmp->subtype == subtype) 2381 if (tmp->type == type && tmp->subtype == subtype)
2590 return tmp; 2382 return tmp;
2591 2383
2592 return NULL; 2384 return 0;
2593} 2385}
2594 2386
2595/* If ob has a field named key, return the link from the list, 2387/* If ob has a field named key, return the link from the list,
2596 * otherwise return NULL. 2388 * otherwise return NULL.
2597 * 2389 *
2599 * do the desired thing. 2391 * do the desired thing.
2600 */ 2392 */
2601key_value * 2393key_value *
2602get_ob_key_link (const object *ob, const char *key) 2394get_ob_key_link (const object *ob, const char *key)
2603{ 2395{
2604 key_value *link;
2605
2606 for (link = ob->key_values; link != NULL; link = link->next) 2396 for (key_value *link = ob->key_values; link; link = link->next)
2607 if (link->key == key) 2397 if (link->key == key)
2608 return link; 2398 return link;
2609 2399
2610 return NULL; 2400 return 0;
2611} 2401}
2612 2402
2613/* 2403/*
2614 * Returns the value of op has an extra_field for key, or NULL. 2404 * Returns the value of op has an extra_field for key, or NULL.
2615 * 2405 *
2640 if (link->key == canonical_key) 2430 if (link->key == canonical_key)
2641 return link->value; 2431 return link->value;
2642 2432
2643 return 0; 2433 return 0;
2644} 2434}
2645
2646 2435
2647/* 2436/*
2648 * Updates the canonical_key in op to value. 2437 * Updates the canonical_key in op to value.
2649 * 2438 *
2650 * canonical_key is a shared string (value doesn't have to be). 2439 * canonical_key is a shared string (value doesn't have to be).
2655 * Returns TRUE on success. 2444 * Returns TRUE on success.
2656 */ 2445 */
2657int 2446int
2658set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2447set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2659{ 2448{
2660 key_value *
2661 field = NULL, *last = NULL; 2449 key_value *field = NULL, *last = NULL;
2662 2450
2663 for (field = op->key_values; field != NULL; field = field->next) 2451 for (field = op->key_values; field != NULL; field = field->next)
2664 { 2452 {
2665 if (field->key != canonical_key) 2453 if (field->key != canonical_key)
2666 { 2454 {
2675 /* Basically, if the archetype has this key set, 2463 /* Basically, if the archetype has this key set,
2676 * we need to store the null value so when we save 2464 * we need to store the null value so when we save
2677 * it, we save the empty value so that when we load, 2465 * it, we save the empty value so that when we load,
2678 * we get this value back again. 2466 * we get this value back again.
2679 */ 2467 */
2680 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2468 if (get_ob_key_link (op->arch, canonical_key))
2681 field->value = 0; 2469 field->value = 0;
2682 else 2470 else
2683 { 2471 {
2684 if (last) 2472 if (last)
2685 last->next = field->next; 2473 last->next = field->next;
2694 /* IF we get here, key doesn't exist */ 2482 /* IF we get here, key doesn't exist */
2695 2483
2696 /* No field, we'll have to add it. */ 2484 /* No field, we'll have to add it. */
2697 2485
2698 if (!add_key) 2486 if (!add_key)
2699 {
2700 return FALSE; 2487 return FALSE;
2701 } 2488
2702 /* There isn't any good reason to store a null 2489 /* There isn't any good reason to store a null
2703 * value in the key/value list. If the archetype has 2490 * value in the key/value list. If the archetype has
2704 * this key, then we should also have it, so shouldn't 2491 * this key, then we should also have it, so shouldn't
2705 * be here. If user wants to store empty strings, 2492 * be here. If user wants to store empty strings,
2706 * should pass in "" 2493 * should pass in ""
2755 } 2542 }
2756 else 2543 else
2757 item = item->env; 2544 item = item->env;
2758} 2545}
2759 2546
2547const char *
2548object::flag_desc (char *desc, int len) const
2549{
2550 char *p = desc;
2551 bool first = true;
2552
2553 *p = 0;
2554
2555 for (int i = 0; i < NUM_FLAGS; i++)
2556 {
2557 if (len <= 10) // magic constant!
2558 {
2559 snprintf (p, len, ",...");
2560 break;
2561 }
2562
2563 if (flag [i])
2564 {
2565 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2566 len -= cnt;
2567 p += cnt;
2568 first = false;
2569 }
2570 }
2571
2572 return desc;
2573}
2574
2760// return a suitable string describing an objetc in enough detail to find it 2575// return a suitable string describing an object in enough detail to find it
2761const char * 2576const char *
2762object::debug_desc (char *info) const 2577object::debug_desc (char *info) const
2763{ 2578{
2579 char flagdesc[512];
2764 char info2[256 * 3]; 2580 char info2[256 * 4];
2765 char *p = info; 2581 char *p = info;
2766 2582
2767 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2583 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2768 count, 2584 count,
2585 uuid.c_str (),
2769 &name, 2586 &name,
2770 title ? " " : "", 2587 title ? "\",title:\"" : "",
2771 title ? (const char *)title : ""); 2588 title ? (const char *)title : "",
2589 flag_desc (flagdesc, 512), type);
2772 2590
2773 if (env) 2591 if (!flag[FLAG_REMOVED] && env)
2774 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2592 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2775 2593
2776 if (map) 2594 if (map)
2777 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2595 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2778 2596
2779 return info; 2597 return info;
2780} 2598}
2781 2599
2782const char * 2600const char *
2783object::debug_desc () const 2601object::debug_desc () const
2784{ 2602{
2785 static char info[256 * 3]; 2603 static char info[3][256 * 4];
2604 static int info_idx;
2605
2786 return debug_desc (info); 2606 return debug_desc (info [++info_idx % 3]);
2787} 2607}
2788 2608
2609struct region *
2610object::region () const
2611{
2612 return map ? map->region (x, y)
2613 : region::default_region ();
2614}
2615
2616const materialtype_t *
2617object::dominant_material () const
2618{
2619 if (materialtype_t *mt = name_to_material (materialname))
2620 return mt;
2621
2622 return name_to_material (shstr_unknown);
2623}
2624
2625void
2626object::open_container (object *new_container)
2627{
2628 if (container == new_container)
2629 return;
2630
2631 object *old_container = container;
2632
2633 if (old_container)
2634 {
2635 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2636 return;
2637
2638#if 0
2639 // remove the "Close old_container" object.
2640 if (object *closer = old_container->inv)
2641 if (closer->type == CLOSE_CON)
2642 closer->destroy ();
2643#endif
2644
2645 // make sure the container is available
2646 esrv_send_item (this, old_container);
2647
2648 old_container->flag [FLAG_APPLIED] = false;
2649 container = 0;
2650
2651 // client needs item update to make it work, client bug requires this to be separate
2652 esrv_update_item (UPD_FLAGS, this, old_container);
2653
2654 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2655 play_sound (sound_find ("chest_close"));
2656 }
2657
2658 if (new_container)
2659 {
2660 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2661 return;
2662
2663 // TODO: this does not seem to serve any purpose anymore?
2664#if 0
2665 // insert the "Close Container" object.
2666 if (archetype *closer = new_container->other_arch)
2667 {
2668 object *closer = arch_to_object (new_container->other_arch);
2669 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2670 new_container->insert (closer);
2671 }
2672#endif
2673
2674 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2675
2676 // make sure the container is available, client bug requires this to be separate
2677 esrv_send_item (this, new_container);
2678
2679 new_container->flag [FLAG_APPLIED] = true;
2680 container = new_container;
2681
2682 // client needs flag change
2683 esrv_update_item (UPD_FLAGS, this, new_container);
2684 esrv_send_inventory (this, new_container);
2685 play_sound (sound_find ("chest_open"));
2686 }
2687// else if (!old_container->env && contr && contr->ns)
2688// contr->ns->floorbox_reset ();
2689}
2690
2691object *
2692object::force_find (const shstr name)
2693{
2694 /* cycle through his inventory to look for the MARK we want to
2695 * place
2696 */
2697 for (object *tmp = inv; tmp; tmp = tmp->below)
2698 if (tmp->type == FORCE && tmp->slaying == name)
2699 return splay (tmp);
2700
2701 return 0;
2702}
2703
2704void
2705object::force_add (const shstr name, int duration)
2706{
2707 if (object *force = force_find (name))
2708 force->destroy ();
2709
2710 object *force = get_archetype (FORCE_NAME);
2711
2712 force->slaying = name;
2713 force->stats.food = 1;
2714 force->speed_left = -1.f;
2715
2716 force->set_speed (duration ? 1.f / duration : 0.f);
2717 force->flag [FLAG_IS_USED_UP] = true;
2718 force->flag [FLAG_APPLIED] = true;
2719
2720 insert (force);
2721}
2722
2723void
2724object::play_sound (faceidx sound)
2725{
2726 if (!sound)
2727 return;
2728
2729 if (flag [FLAG_REMOVED])
2730 return;
2731
2732 if (env)
2733 {
2734 if (object *pl = in_player ())
2735 pl->contr->play_sound (sound);
2736 }
2737 else
2738 map->play_sound (sound, x, y);
2739}
2740

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