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Comparing deliantra/server/common/object.C (file contents):
Revision 1.141 by root, Sun Apr 29 21:44:34 2007 UTC vs.
Revision 1.311 by root, Sat Jan 16 13:41:37 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28#include <global.h> 25#include <global.h>
29#include <stdio.h> 26#include <stdio.h>
30#include <sys/types.h> 27#include <sys/types.h>
31#include <sys/uio.h> 28#include <sys/uio.h>
32#include <object.h> 29#include <object.h>
33#include <funcpoint.h> 30#include <sproto.h>
34#include <loader.h>
35 31
36#include <bitset> 32#include <bitset>
37 33
38int nrofallocobjects = 0; 34UUID UUID::cur;
39static UUID uuid; 35static uint64_t seq_next_save;
40const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
41 38
42objectvec objects; 39objectvec objects;
43activevec actives; 40activevec actives;
44 41
45short 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, 42//+GPL
43
44short freearr_x[SIZEOFFREE] = {
45 0,
46 0, 1, 1, 1, 0, -1, -1, -1,
47 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 48 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
47}; 49};
48short 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, 50short freearr_y[SIZEOFFREE] = {
51 0,
52 -1, -1, 0, 1, 1, 1, 0, -1,
53 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
49 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 54 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
50};
51int 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,
52 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
53}; 55};
54int freedir[SIZEOFFREE] = { 56int freedir[SIZEOFFREE] = {
55 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, 57 0,
58 1, 2, 3, 4, 5, 6, 7, 8,
59 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 60 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57}; 61};
58 62
63static int maxfree[SIZEOFFREE] = {
64 0,
65 9, 10, 13, 14, 17, 18, 21, 22,
66 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
67 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
68};
69
59static void 70static void
60write_uuid (void) 71write_uuid (uval64 skip, bool sync)
61{ 72{
62 char filename1[MAX_BUF], filename2[MAX_BUF]; 73 CALL_BEGIN (2);
63 74 CALL_ARG_SV (newSVval64 (skip));
64 sprintf (filename1, "%s/uuid", settings.localdir); 75 CALL_ARG_SV (boolSV (sync));
65 sprintf (filename2, "%s/uuid~", settings.localdir); 76 CALL_CALL ("cf::write_uuid", G_DISCARD);
66 77 CALL_END;
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78} 78}
79 79
80static void 80static void
81read_uuid (void) 81read_uuid ()
82{ 82{
83 char filename[MAX_BUF]; 83 char filename[MAX_BUF];
84 84
85 sprintf (filename, "%s/uuid", settings.localdir); 85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 seq_next_save = 0;
86 88
87 FILE *fp; 89 FILE *fp;
88 90
89 if (!(fp = fopen (filename, "r"))) 91 if (!(fp = fopen (filename, "r")))
90 { 92 {
91 if (errno == ENOENT) 93 if (errno == ENOENT)
92 { 94 {
93 LOG (llevInfo, "RESET uid to 1\n"); 95 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0; 96 UUID::cur.seq = 0;
95 write_uuid (); 97 write_uuid (UUID_GAP, true);
96 return; 98 return;
97 } 99 }
98 100
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1); 102 _exit (1);
101 } 103 }
102 104
103 int version; 105 char buf [UUID::MAX_LEN];
104 unsigned long long uid; 106 buf[0] = 0;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 107 fgets (buf, sizeof (buf), fp);
108
109 if (!UUID::cur.parse (buf))
106 { 110 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 111 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1); 112 _exit (1);
109 } 113 }
110 114
111 uuid.seq = uid; 115 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112 write_uuid (); 116
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 117 write_uuid (UUID_GAP, true);
114 fclose (fp); 118 fclose (fp);
115} 119}
116 120
117UUID 121UUID
118gen_uuid () 122UUID::gen ()
119{ 123{
120 UUID uid; 124 UUID uid;
121 125
122 uid.seq = ++uuid.seq; 126 uid.seq = ++cur.seq;
123 127
124 if (!(uuid.seq & (UUID_SKIP - 1))) 128 if (expect_false (cur.seq >= seq_next_save))
125 write_uuid (); 129 {
130 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
131 write_uuid (UUID_GAP, false);
132 }
133
126 134
127 return uid; 135 return uid;
128} 136}
129 137
130void 138void
131init_uuid () 139UUID::init ()
132{ 140{
133 read_uuid (); 141 read_uuid ();
134} 142}
135 143
144bool
145UUID::parse (const char *s)
146{
147 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
148 return false;
149
150 seq = 0;
151
152 while (*s != '>')
153 {
154 if (*s < '0')
155 return false;
156
157 // this gives nice branchless code with gcc
158 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
159 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
160
161 seq = (seq << 4) | digit;
162
163 ++s;
164 }
165
166 return true;
167}
168
169char *
170UUID::append (char *buf) const
171{
172 *buf++ = '<';
173 *buf++ = '1';
174 *buf++ = '.';
175
176 uint64_t seq = this->seq;
177 const int bits = 64;
178 char nz = 0;
179 static const char tohex [] = "0123456789abcdef";
180
181 // assert (len >= 3 + bits / 4 + 1 + 1);
182 for (int i = bits / 4; --i; )
183 {
184 uint8_t digit = seq >> (bits - 4);
185
186 *buf = tohex [digit];
187 nz |= digit;
188 buf += nz ? 1 : 0;
189 seq <<= 4;
190 }
191
192 // last digit is special - always emit
193 uint8_t digit = seq >> (bits - 4);
194 *buf++ = tohex [digit];
195
196 *buf++ = '>';
197
198 return buf;
199}
200
201char *
202UUID::c_str () const
203{
204 static char buf [MAX_LEN];
205 *append (buf) = 0;
206 return buf;
207}
208
136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 209/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int 210static bool
138compare_ob_value_lists_one (const object *wants, const object *has) 211compare_ob_value_lists_one (const object *wants, const object *has)
139{ 212{
140 key_value *wants_field;
141
142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 213 /* n-squared behaviour (see kv_get), but I'm hoping both
143 * objects with lists are rare, and lists stay short. If not, use a 214 * objects with lists are rare, and lists stay short. If not, use a
144 * different structure or at least keep the lists sorted... 215 * different structure or at least keep the lists sorted...
145 */ 216 */
146 217
147 /* For each field in wants, */ 218 /* For each field in wants, */
148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 219 for (key_value *kv = wants->key_values; kv; kv = kv->next)
149 { 220 if (has->kv_get (kv->key) != kv->value)
150 key_value *has_field; 221 return false;
151
152 /* Look for a field in has with the same key. */
153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
156 {
157 /* No field with that name. */
158 return FALSE;
159 }
160
161 /* Found the matching field. */
162 if (has_field->value != wants_field->value)
163 {
164 /* Values don't match, so this half of the comparison is false. */
165 return FALSE;
166 }
167
168 /* If we get here, we found a match. Now for the next field in wants. */
169 }
170 222
171 /* If we get here, every field in wants has a matching field in has. */ 223 /* If we get here, every field in wants has a matching field in has. */
172 return TRUE; 224 return true;
173} 225}
174 226
175/* Returns TRUE if ob1 has the same key_values as ob2. */ 227/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int 228static bool
177compare_ob_value_lists (const object *ob1, const object *ob2) 229compare_ob_value_lists (const object *ob1, const object *ob2)
178{ 230{
179 /* However, there may be fields in has which aren't partnered in wants, 231 /* However, there may be fields in has which aren't partnered in wants,
180 * so we need to run the comparison *twice*. :( 232 * so we need to run the comparison *twice*. :(
181 */ 233 */
182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 234 return compare_ob_value_lists_one (ob1, ob2)
235 && compare_ob_value_lists_one (ob2, ob1);
183} 236}
184 237
185/* Function examines the 2 objects given to it, and returns true if 238/* Function examines the 2 objects given to it, and returns true if
186 * they can be merged together. 239 * they can be merged together.
187 * 240 *
194 * Improvements made with merge: Better checking on potion, and also 247 * Improvements made with merge: Better checking on potion, and also
195 * check weight 248 * check weight
196 */ 249 */
197bool object::can_merge_slow (object *ob1, object *ob2) 250bool object::can_merge_slow (object *ob1, object *ob2)
198{ 251{
199 /* A couple quicksanity checks */ 252 /* A couple quick sanity checks */
200 if (ob1 == ob2 253 if (ob1 == ob2
201 || ob1->type != ob2->type 254 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value 255 || ob1->value != ob2->value
204 || ob1->name != ob2->name) 256 || ob1->name != ob2->name
257 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
205 return 0; 258 return 0;
206 259
207 //TODO: this ain't working well, use nicer and correct overflow check
208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 260 /* Do not merge objects if nrof would overflow, assume nrof
209 * value could not be stored in a sint32 (which unfortunately sometimes is 261 * is always 0 .. 2**31-1 */
210 * used to store nrof). 262 if (ob1->nrof > 0x7fffffff - ob2->nrof)
211 */
212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
213 return 0; 263 return 0;
214 264
215 /* If the objects have been identified, set the BEEN_APPLIED flag. 265 /* If the objects have been identified, set the BEEN_APPLIED flag.
216 * This is to the comparison of the flags below will be OK. We 266 * This is to the comparison of the flags below will be OK. We
217 * just can't ignore the been applied or identified flags, as they 267 * just can't ignore the been applied or identified flags, as they
218 * are not equal - just if it has been identified, the been_applied 268 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning. 269 * flags lose any meaning.
220 */ 270 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 271 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 272 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
223 273
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 274 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 275 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
226 276
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 277 if (ob1->arch->archname != ob2->arch->archname
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 278 || ob1->name != ob2->name
230 || ob1->title != ob2->title 279 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 280 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 281 || ob1->weight != ob2->weight
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
235 || ob1->attacktype != ob2->attacktype 282 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic 283 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying 284 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill 285 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value 286 || ob1->value != ob2->value
240 || ob1->animation_id != ob2->animation_id 287 || ob1->animation_id != ob2->animation_id
288 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
241 || ob1->client_type != ob2->client_type 289 || ob1->client_type != ob2->client_type
242 || ob1->materialname != ob2->materialname 290 || ob1->material != ob2->material
243 || ob1->lore != ob2->lore 291 || ob1->lore != ob2->lore
244 || ob1->subtype != ob2->subtype 292 || ob1->subtype != ob2->subtype
245 || ob1->move_type != ob2->move_type 293 || ob1->move_type != ob2->move_type
246 || ob1->move_block != ob2->move_block 294 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow 295 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on 296 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off 297 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow 298 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty) 299 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
300 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
301 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
252 return 0; 302 return 0;
253 303
304 if ((ob1->flag ^ ob2->flag)
305 .reset (FLAG_INV_LOCKED)
306 .reset (FLAG_REMOVED)
307 .any ())
308 return 0;
309
254 /* This is really a spellbook check - really, we should 310 /* This is really a spellbook check - we should in general
255 * check all objects in the inventory. 311 * not merge objects with real inventories, as splitting them
312 * is hard.
256 */ 313 */
257 if (ob1->inv || ob2->inv) 314 if (ob1->inv || ob2->inv)
258 { 315 {
259 /* if one object has inventory but the other doesn't, not equiv */ 316 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 317 return 0; /* inventories differ in length */
261 return 0;
262 318
263 /* Now check to see if the two inventory objects could merge */ 319 if (ob1->inv->below || ob2->inv->below)
320 return 0; /* more than one object in inv */
321
264 if (!object::can_merge (ob1->inv, ob2->inv)) 322 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 323 return 0; /* inventory objects differ */
266 324
267 /* inventory ok - still need to check rest of this object to see 325 /* inventory ok - still need to check rest of this object to see
268 * if it is valid. 326 * if it is valid.
269 */ 327 */
270 } 328 }
289 if (ob1->level != ob2->level) 347 if (ob1->level != ob2->level)
290 return 0; 348 return 0;
291 break; 349 break;
292 } 350 }
293 351
294 if (ob1->key_values != NULL || ob2->key_values != NULL) 352 if (ob1->key_values || ob2->key_values)
295 { 353 {
296 /* At least one of these has key_values. */ 354 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 355 if ((!ob1->key_values) != (!ob2->key_values))
298 /* One has fields, but the other one doesn't. */ 356 return 0; /* One has fields, but the other one doesn't. */
357
358 if (!compare_ob_value_lists (ob1, ob2))
299 return 0; 359 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0;
302 } 360 }
303 361
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 362 if (ob1->self || ob2->self)
306 { 363 {
307 ob1->optimise (); 364 ob1->optimise ();
308 ob2->optimise (); 365 ob2->optimise ();
309 366
310 if (ob1->self || ob2->self) 367 if (ob1->self || ob2->self)
368 {
369 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
370 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
371
372 if (k1 != k2)
311 return 0; 373 return 0;
374
375 if (k1 == 0)
376 return 1;
377
378 if (!cfperl_can_merge (ob1, ob2))
379 return 0;
380 }
312 } 381 }
313 382
314 /* Everything passes, must be OK. */ 383 /* Everything passes, must be OK. */
315 return 1; 384 return 1;
316} 385}
317 386
318void 387// find player who can see this object
319player::set_range (rangetype r) 388object *
389object::visible_to () const
320{ 390{
321 shoottype = r; 391 if (client_visible () && !flag [FLAG_REMOVED])
322} 392 {
393 // see if we are in a container of sorts
394 if (env)
395 {
396 // the player inventory itself is always visible
397 if (env->is_player ())
398 return env;
323 399
400 // else a player could have our env open
401 object *envest = env->outer_env_or_self ();
402
403 // the player itself is always on a map, so we will find him here
404 // even if our inv is in a player.
405 if (envest->is_on_map ())
406 if (object *pl = envest->ms ().player ())
407 if (pl->container_ () == env)
408 return pl;
409 }
410 else
411 {
412 // maybe there is a player standing on the same mapspace
413 // this will catch the case where "this" is a player
414 if (object *pl = ms ().player ())
415 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
416 || pl->container_ () == this)
417 return pl;
418 }
419 }
420
421 return 0;
422}
423
424// adjust weight per container type ("of holding")
425static sint32
426weight_adjust_for (object *op, sint32 weight)
427{
428 return op->type == CONTAINER
429 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
430 : weight;
431}
432
324/* 433/*
434 * adjust_weight(object, weight) adds the specified weight to an object,
435 * and also updates how much the environment(s) is/are carrying.
436 */
437static void
438adjust_weight (object *op, sint32 weight)
439{
440 while (op)
441 {
442 // adjust by actual difference to account for rounding errors
443 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
444 weight = weight_adjust_for (op, op->carrying)
445 - weight_adjust_for (op, op->carrying - weight);
446
447 if (!weight)
448 return;
449
450 op->carrying += weight;
451
452 if (object *pl = op->visible_to ())
453 if (pl != op) // player is handled lazily
454 esrv_update_item (UPD_WEIGHT, pl, op);
455
456 op = op->env;
457 }
458}
459
460/*
325 * sum_weight() is a recursive function which calculates the weight 461 * this is a recursive function which calculates the weight
326 * an object is carrying. It goes through in figures out how much 462 * an object is carrying. It goes through op and figures out how much
327 * containers are carrying, and sums it up. 463 * containers are carrying, and sums it up.
328 */ 464 */
329long 465void
330sum_weight (object *op) 466object::update_weight ()
331{ 467{
332 long sum; 468 sint32 sum = 0;
333 object *inv;
334 469
335 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 470 for (object *op = inv; op; op = op->below)
336 { 471 {
337 if (inv->inv) 472 if (op->inv)
338 sum_weight (inv); 473 op->update_weight ();
339 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 474
475 sum += op->total_weight ();
476 }
477
478 sum = weight_adjust_for (this, sum);
479
480 if (sum != carrying)
340 } 481 {
341
342 if (op->type == CONTAINER && op->stats.Str)
343 sum = (sum * (100 - op->stats.Str)) / 100;
344
345 if (op->carrying != sum)
346 op->carrying = sum; 482 carrying = sum;
347 483
348 return sum; 484 if (object *pl = visible_to ())
485 if (pl != this) // player is handled lazily
486 esrv_update_item (UPD_WEIGHT, pl, this);
487 }
349} 488}
350 489
351/** 490/*
352 * Return the outermost environment object for a given object. 491 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
353 */
354
355object *
356object_get_env_recursive (object *op)
357{
358 while (op->env != NULL)
359 op = op->env;
360 return op;
361}
362
363/*
364 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
365 * Some error messages.
366 * The result of the dump is stored in the static global errmsg array.
367 */ 492 */
368char * 493char *
369dump_object (object *op) 494dump_object (object *op)
370{ 495{
371 if (!op) 496 if (!op)
374 object_freezer freezer; 499 object_freezer freezer;
375 op->write (freezer); 500 op->write (freezer);
376 return freezer.as_string (); 501 return freezer.as_string ();
377} 502}
378 503
379/* 504char *
380 * get_nearest_part(multi-object, object 2) returns the part of the 505object::as_string ()
381 * multi-object 1 which is closest to the second object.
382 * If it's not a multi-object, it is returned.
383 */
384
385object *
386get_nearest_part (object *op, const object *pl)
387{ 506{
388 object *tmp, *closest; 507 return dump_object (this);
389 int last_dist, i;
390
391 if (op->more == NULL)
392 return op;
393 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
394 if ((i = distance (tmp, pl)) < last_dist)
395 closest = tmp, last_dist = i;
396 return closest;
397} 508}
398 509
399/* 510/*
400 * Returns the object which has the count-variable equal to the argument. 511 * Returns the object which has the count-variable equal to the argument.
512 * VERRRY slow.
401 */ 513 */
402object * 514object *
403find_object (tag_t i) 515find_object (tag_t i)
404{ 516{
405 for_all_objects (op) 517 for_all_objects (op)
416 */ 528 */
417object * 529object *
418find_object_name (const char *str) 530find_object_name (const char *str)
419{ 531{
420 shstr_cmp str_ (str); 532 shstr_cmp str_ (str);
421 object *op;
422 533
534 if (str_)
423 for_all_objects (op) 535 for_all_objects (op)
424 if (op->name == str_) 536 if (op->name == str_)
425 break; 537 return op;
426 538
427 return op; 539 return 0;
428}
429
430void
431free_all_object_data ()
432{
433 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
434} 540}
435 541
436/* 542/*
437 * Sets the owner and sets the skill and exp pointers to owner's current 543 * Sets the owner and sets the skill and exp pointers to owner's current
438 * skill and experience objects. 544 * skill and experience objects.
545 * ACTUALLY NO! investigate! TODO
439 */ 546 */
440void 547void
441object::set_owner (object *owner) 548object::set_owner (object *owner)
442{ 549{
550 // allow objects which own objects
443 if (!owner) 551 if (owner)
444 return;
445
446 /* next line added to allow objects which own objects */
447 /* Add a check for ownercounts in here, as I got into an endless loop
448 * with the fireball owning a poison cloud which then owned the
449 * fireball. I believe that was caused by one of the objects getting
450 * freed and then another object replacing it. Since the ownercounts
451 * didn't match, this check is valid and I believe that cause is valid.
452 */
453 while (owner->owner) 552 while (owner->owner)
454 owner = owner->owner; 553 owner = owner->owner;
554
555 if (flag [FLAG_FREED])
556 {
557 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
558 return;
559 }
455 560
456 this->owner = owner; 561 this->owner = owner;
562}
563
564int
565object::slottype () const
566{
567 if (type == SKILL)
568 {
569 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
570 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
571 }
572 else
573 {
574 if (slot [body_combat].info) return slot_combat;
575 if (slot [body_range ].info) return slot_ranged;
576 }
577
578 return slot_none;
579}
580
581bool
582object::change_weapon (object *ob)
583{
584 if (current_weapon == ob)
585 return true;
586
587 if (chosen_skill)
588 chosen_skill->flag [FLAG_APPLIED] = false;
589
590 current_weapon = ob;
591 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
592
593 if (chosen_skill)
594 chosen_skill->flag [FLAG_APPLIED] = true;
595
596 update_stats ();
597
598 if (ob)
599 {
600 // now check wether any body locations became invalid, in which case
601 // we cannot apply the weapon at the moment.
602 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
603 if (slot[i].used < 0)
604 {
605 current_weapon = chosen_skill = 0;
606 update_stats ();
607
608 new_draw_info_format (NDI_UNIQUE, 0, this,
609 "You try to balance all your items at once, "
610 "but the %s is just too much for your body. "
611 "[You need to unapply some items first - use the 'body' command to see "
612 "how many items you cna wera on a specific body part.]", &ob->name);
613 return false;
614 }
615
616 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
617 }
618 else
619 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
620
621 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
622 {
623 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
624 &name, ob->debug_desc ());
625 return false;
626 }
627
628 return true;
457} 629}
458 630
459/* Zero the key_values on op, decrementing the shared-string 631/* Zero the key_values on op, decrementing the shared-string
460 * refcounts and freeing the links. 632 * refcounts and freeing the links.
461 */ 633 */
471 } 643 }
472 644
473 op->key_values = 0; 645 op->key_values = 0;
474} 646}
475 647
476object & 648/*
477object::operator =(const object &src) 649 * copy_to first frees everything allocated by the dst object,
650 * and then copies the contents of itself into the second
651 * object, allocating what needs to be allocated. Basically, any
652 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
653 * if the first object is freed, the pointers in the new object
654 * will point at garbage.
655 */
656void
657object::copy_to (object *dst)
478{ 658{
479 bool is_freed = flag [FLAG_FREED]; 659 dst->remove ();
480 bool is_removed = flag [FLAG_REMOVED];
481
482 *(object_copy *)this = src; 660 *(object_copy *)dst = *this;
483
484 flag [FLAG_FREED] = is_freed;
485 flag [FLAG_REMOVED] = is_removed; 661 dst->flag [FLAG_REMOVED] = true;
486 662
487 /* Copy over key_values, if any. */ 663 /* Copy over key_values, if any. */
488 if (src.key_values) 664 if (key_values)
489 { 665 {
490 key_value *tail = 0; 666 key_value *tail = 0;
491 key_values = 0; 667 dst->key_values = 0;
492 668
493 for (key_value *i = src.key_values; i; i = i->next) 669 for (key_value *i = key_values; i; i = i->next)
494 { 670 {
495 key_value *new_link = new key_value; 671 key_value *new_link = new key_value;
496 672
497 new_link->next = 0; 673 new_link->next = 0;
498 new_link->key = i->key; 674 new_link->key = i->key;
499 new_link->value = i->value; 675 new_link->value = i->value;
500 676
501 /* Try and be clever here, too. */ 677 /* Try and be clever here, too. */
502 if (!key_values) 678 if (!dst->key_values)
503 { 679 {
504 key_values = new_link; 680 dst->key_values = new_link;
505 tail = new_link; 681 tail = new_link;
506 } 682 }
507 else 683 else
508 { 684 {
509 tail->next = new_link; 685 tail->next = new_link;
510 tail = new_link; 686 tail = new_link;
511 } 687 }
512 } 688 }
513 } 689 }
514}
515 690
516/* 691 dst->activate ();
517 * copy_to first frees everything allocated by the dst object,
518 * and then copies the contents of itself into the second
519 * object, allocating what needs to be allocated. Basically, any
520 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
521 * if the first object is freed, the pointers in the new object
522 * will point at garbage.
523 */
524void
525object::copy_to (object *dst)
526{
527 *dst = *this;
528
529 if (speed < 0)
530 dst->speed_left = speed_left - rndm ();
531
532 dst->set_speed (dst->speed);
533} 692}
534 693
535void 694void
536object::instantiate () 695object::instantiate ()
537{ 696{
538 if (!uuid.seq) // HACK 697 if (!uuid.seq) // HACK
539 uuid = gen_uuid (); 698 uuid = UUID::gen ();
540 699
700 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
701 if (flag [FLAG_RANDOM_SPEED] && speed)
702 speed_left = - speed - rndm (); // TODO animation
703 else
541 speed_left = -0.1f; 704 speed_left = -1.;
705
542 /* copy the body_info to the body_used - this is only really 706 /* copy the body_info to the body_used - this is only really
543 * need for monsters, but doesn't hurt to do it for everything. 707 * need for monsters, but doesn't hurt to do it for everything.
544 * by doing so, when a monster is created, it has good starting 708 * by doing so, when a monster is created, it has good starting
545 * values for the body_used info, so when items are created 709 * values for the body_used info, so when items are created
546 * for it, they can be properly equipped. 710 * for it, they can be properly equipped.
547 */ 711 */
548 memcpy (body_used, body_info, sizeof (body_used)); 712 for (int i = NUM_BODY_LOCATIONS; i--; )
713 slot[i].used = slot[i].info;
549 714
550 attachable::instantiate (); 715 attachable::instantiate ();
551} 716}
552 717
553object * 718object *
554object::clone () 719object::clone ()
555{ 720{
556 object *neu = create (); 721 object *neu = create ();
557 copy_to (neu); 722 copy_to (neu);
723
724 // TODO: unclean state changes, should not be done in clone AND instantiate
725 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
726 neu->speed_left = - neu->speed - rndm (); // TODO animation
727
728 neu->map = map; // not copied by copy_to
558 return neu; 729 return neu;
559} 730}
560 731
561/* 732/*
562 * If an object with the IS_TURNABLE() flag needs to be turned due 733 * If an object with the IS_TURNABLE() flag needs to be turned due
579 * This function needs to be called whenever the speed of an object changes. 750 * This function needs to be called whenever the speed of an object changes.
580 */ 751 */
581void 752void
582object::set_speed (float speed) 753object::set_speed (float speed)
583{ 754{
584 if (flag [FLAG_FREED] && speed)
585 {
586 LOG (llevError, "Object %s is freed but has speed.\n", &name);
587 speed = 0;
588 }
589
590 this->speed = speed; 755 this->speed = speed;
591 756
592 if (has_active_speed ()) 757 if (has_active_speed ())
593 activate (); 758 activate ();
594 else 759 else
613 * UP_OBJ_FACE: only the objects face has changed. 778 * UP_OBJ_FACE: only the objects face has changed.
614 */ 779 */
615void 780void
616update_object (object *op, int action) 781update_object (object *op, int action)
617{ 782{
618 if (op == NULL) 783 if (!op)
619 { 784 {
620 /* this should never happen */ 785 /* this should never happen */
621 LOG (llevDebug, "update_object() called for NULL object.\n"); 786 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
622 return; 787 return;
623 } 788 }
624 789
625 if (op->env) 790 if (!op->is_on_map ())
626 { 791 {
627 /* Animation is currently handled by client, so nothing 792 /* Animation is currently handled by client, so nothing
628 * to do in this case. 793 * to do in this case.
629 */ 794 */
630 return; 795 return;
631 } 796 }
632
633 /* If the map is saving, don't do anything as everything is
634 * going to get freed anyways.
635 */
636 if (!op->map || op->map->in_memory == MAP_SAVING)
637 return;
638 797
639 /* make sure the object is within map boundaries */ 798 /* make sure the object is within map boundaries */
640 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 799 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
641 { 800 {
642 LOG (llevError, "update_object() called for object out of map!\n"); 801 LOG (llevError, "update_object() called for object out of map!\n");
650 809
651 if (!(m.flags_ & P_UPTODATE)) 810 if (!(m.flags_ & P_UPTODATE))
652 /* nop */; 811 /* nop */;
653 else if (action == UP_OBJ_INSERT) 812 else if (action == UP_OBJ_INSERT)
654 { 813 {
814#if 0
655 // this is likely overkill, TODO: revisit (schmorp) 815 // this is likely overkill, TODO: revisit (schmorp)
656 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 816 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
657 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 817 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
658 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 818 || (op->is_player () && !(m.flags_ & P_PLAYER))
659 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 819 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
660 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 820 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
661 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 821 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
662 || (m.move_on | op->move_on ) != m.move_on 822 || (m.move_on | op->move_on ) != m.move_on
663 || (m.move_off | op->move_off ) != m.move_off 823 || (m.move_off | op->move_off ) != m.move_off
664 || (m.move_slow | op->move_slow) != m.move_slow 824 || (m.move_slow | op->move_slow) != m.move_slow
665 /* This isn't perfect, but I don't expect a lot of objects to 825 /* This isn't perfect, but I don't expect a lot of objects to
666 * to have move_allow right now. 826 * have move_allow right now.
667 */ 827 */
668 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 828 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
829 m.invalidate ();
830#else
669 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 831 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
670 m.flags_ = 0; 832 m.invalidate ();
833#endif
671 } 834 }
672 /* if the object is being removed, we can't make intelligent 835 /* if the object is being removed, we can't make intelligent
673 * decisions, because remove_ob can't really pass the object 836 * decisions, because remove_ob can't really pass the object
674 * that is being removed. 837 * that is being removed.
675 */ 838 */
676 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 839 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
677 m.flags_ = 0; 840 m.invalidate ();
678 else if (action == UP_OBJ_FACE) 841 else if (action == UP_OBJ_FACE)
679 /* Nothing to do for that case */ ; 842 /* Nothing to do for that case */ ;
680 else 843 else
681 LOG (llevError, "update_object called with invalid action: %d\n", action); 844 LOG (llevError, "update_object called with invalid action: %d\n", action);
682 845
686 849
687object::object () 850object::object ()
688{ 851{
689 SET_FLAG (this, FLAG_REMOVED); 852 SET_FLAG (this, FLAG_REMOVED);
690 853
691 expmul = 1.0; 854 //expmul = 1.0; declared const for the time being
692 face = blank_face; 855 face = blank_face;
856 material = MATERIAL_NULL;
693} 857}
694 858
695object::~object () 859object::~object ()
696{ 860{
697 unlink (); 861 unlink ();
702static int object_count; 866static int object_count;
703 867
704void object::link () 868void object::link ()
705{ 869{
706 assert (!index);//D 870 assert (!index);//D
707 uuid = gen_uuid (); 871 uuid = UUID::gen ();
708 count = ++object_count; 872 count = ++object_count;
709 873
710 refcnt_inc (); 874 refcnt_inc ();
711 objects.insert (this); 875 objects.insert (this);
712} 876}
726 /* If already on active list, don't do anything */ 890 /* If already on active list, don't do anything */
727 if (active) 891 if (active)
728 return; 892 return;
729 893
730 if (has_active_speed ()) 894 if (has_active_speed ())
895 {
896 if (flag [FLAG_FREED])
897 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
898
731 actives.insert (this); 899 actives.insert (this);
900 }
732} 901}
733 902
734void 903void
735object::activate_recursive () 904object::activate_recursive ()
736{ 905{
785object::destroy_inv (bool drop_to_ground) 954object::destroy_inv (bool drop_to_ground)
786{ 955{
787 // need to check first, because the checks below might segfault 956 // need to check first, because the checks below might segfault
788 // as we might be on an invalid mapspace and crossfire code 957 // as we might be on an invalid mapspace and crossfire code
789 // is too buggy to ensure that the inventory is empty. 958 // is too buggy to ensure that the inventory is empty.
790 // corollary: if you create arrows etc. with stuff in tis inventory, 959 // corollary: if you create arrows etc. with stuff in its inventory,
791 // cf will crash below with off-map x and y 960 // cf will crash below with off-map x and y
792 if (!inv) 961 if (!inv)
793 return; 962 return;
794 963
795 /* Only if the space blocks everything do we not process - 964 /* Only if the space blocks everything do we not process -
796 * if some form of movement is allowed, let objects 965 * if some form of movement is allowed, let objects
797 * drop on that space. 966 * drop on that space.
798 */ 967 */
799 if (!drop_to_ground 968 if (!drop_to_ground
800 || !map 969 || !map
801 || map->in_memory != MAP_IN_MEMORY 970 || map->in_memory != MAP_ACTIVE
802 || map->nodrop 971 || map->no_drop
803 || ms ().move_block == MOVE_ALL) 972 || ms ().move_block == MOVE_ALL)
804 { 973 {
805 while (inv) 974 while (inv)
806 {
807 inv->destroy_inv (drop_to_ground);
808 inv->destroy (); 975 inv->destroy ();
809 }
810 } 976 }
811 else 977 else
812 { /* Put objects in inventory onto this space */ 978 { /* Put objects in inventory onto this space */
813 while (inv) 979 while (inv)
814 { 980 {
832 object *op = new object; 998 object *op = new object;
833 op->link (); 999 op->link ();
834 return op; 1000 return op;
835} 1001}
836 1002
1003static struct freed_map : maptile
1004{
1005 freed_map ()
1006 {
1007 path = "<freed objects map>";
1008 name = "/internal/freed_objects_map";
1009 width = 3;
1010 height = 3;
1011 no_drop = 1;
1012 no_reset = 1;
1013
1014 alloc ();
1015 in_memory = MAP_ACTIVE;
1016 }
1017
1018 ~freed_map ()
1019 {
1020 destroy ();
1021 }
1022} freed_map; // freed objects are moved here to avoid crashes
1023
837void 1024void
838object::do_destroy () 1025object::do_destroy ()
839{ 1026{
840 attachable::do_destroy ();
841
842 if (flag [FLAG_IS_LINKED]) 1027 if (flag [FLAG_IS_LINKED])
843 remove_button_link (this); 1028 remove_link ();
844 1029
845 if (flag [FLAG_FRIENDLY]) 1030 if (flag [FLAG_FRIENDLY])
846 remove_friendly_object (this); 1031 remove_friendly_object (this);
847 1032
848 if (!flag [FLAG_REMOVED])
849 remove (); 1033 remove ();
850 1034
851 destroy_inv (true); 1035 attachable::do_destroy ();
852 1036
853 deactivate (); 1037 deactivate ();
854 unlink (); 1038 unlink ();
855 1039
856 flag [FLAG_FREED] = 1; 1040 flag [FLAG_FREED] = 1;
857 1041
858 // hack to ensure that freed objects still have a valid map 1042 // hack to ensure that freed objects still have a valid map
859 {
860 static maptile *freed_map; // freed objects are moved here to avoid crashes
861
862 if (!freed_map)
863 {
864 freed_map = new maptile;
865
866 freed_map->name = "/internal/freed_objects_map";
867 freed_map->width = 3;
868 freed_map->height = 3;
869
870 freed_map->alloc ();
871 freed_map->in_memory = MAP_IN_MEMORY;
872 }
873
874 map = freed_map; 1043 map = &freed_map;
875 x = 1; 1044 x = 1;
876 y = 1; 1045 y = 1;
877 }
878
879 head = 0;
880 1046
881 if (more) 1047 if (more)
882 { 1048 {
883 more->destroy (); 1049 more->destroy ();
884 more = 0; 1050 more = 0;
885 } 1051 }
886 1052
1053 head = 0;
1054
887 // clear those pointers that likely might have circular references to us 1055 // clear those pointers that likely might cause circular references
888 owner = 0; 1056 owner = 0;
889 enemy = 0; 1057 enemy = 0;
890 attacked_by = 0; 1058 attacked_by = 0;
1059 current_weapon = 0;
891} 1060}
892 1061
893void 1062void
894object::destroy (bool destroy_inventory) 1063object::destroy ()
895{ 1064{
896 if (destroyed ()) 1065 if (destroyed ())
897 return; 1066 return;
898 1067
899 if (destroy_inventory) 1068 if (!is_head () && !head->destroyed ())
1069 {
1070 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1071 head->destroy ();
1072 return;
1073 }
1074
900 destroy_inv (false); 1075 destroy_inv (false);
1076
1077 if (is_head ())
1078 if (sound_destroy)
1079 play_sound (sound_destroy);
1080 else if (flag [FLAG_MONSTER])
1081 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
901 1082
902 attachable::destroy (); 1083 attachable::destroy ();
903}
904
905/*
906 * sub_weight() recursively (outwards) subtracts a number from the
907 * weight of an object (and what is carried by it's environment(s)).
908 */
909void
910sub_weight (object *op, signed long weight)
911{
912 while (op != NULL)
913 {
914 if (op->type == CONTAINER)
915 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
916
917 op->carrying -= weight;
918 op = op->env;
919 }
920} 1084}
921 1085
922/* op->remove (): 1086/* op->remove ():
923 * This function removes the object op from the linked list of objects 1087 * This function removes the object op from the linked list of objects
924 * which it is currently tied to. When this function is done, the 1088 * which it is currently tied to. When this function is done, the
927 * the previous environment. 1091 * the previous environment.
928 */ 1092 */
929void 1093void
930object::do_remove () 1094object::do_remove ()
931{ 1095{
932 object *tmp, *last = 0; 1096 if (flag [FLAG_REMOVED])
933 object *otmp;
934
935 if (QUERY_FLAG (this, FLAG_REMOVED))
936 return; 1097 return;
937 1098
938 SET_FLAG (this, FLAG_REMOVED);
939 INVOKE_OBJECT (REMOVE, this); 1099 INVOKE_OBJECT (REMOVE, this);
1100
1101 flag [FLAG_REMOVED] = true;
940 1102
941 if (more) 1103 if (more)
942 more->remove (); 1104 more->remove ();
943 1105
944 /* 1106 /*
945 * In this case, the object to be removed is in someones 1107 * In this case, the object to be removed is in someones
946 * inventory. 1108 * inventory.
947 */ 1109 */
948 if (env) 1110 if (env)
949 { 1111 {
950 if (nrof) 1112 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
951 sub_weight (env, weight * nrof); 1113 if (object *pl = visible_to ())
952 else 1114 esrv_del_item (pl->contr, count);
953 sub_weight (env, weight + carrying); 1115 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
954 1116
955 /* NO_FIX_PLAYER is set when a great many changes are being 1117 adjust_weight (env, -total_weight ());
956 * made to players inventory. If set, avoiding the call
957 * to save cpu time.
958 */
959 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
960 otmp->update_stats ();
961 1118
962 if (above) 1119 object *pl = in_player ();
963 above->below = below;
964 else
965 env->inv = below;
966
967 if (below)
968 below->above = above;
969 1120
970 /* we set up values so that it could be inserted into 1121 /* we set up values so that it could be inserted into
971 * the map, but we don't actually do that - it is up 1122 * the map, but we don't actually do that - it is up
972 * to the caller to decide what we want to do. 1123 * to the caller to decide what we want to do.
973 */ 1124 */
974 x = env->x, y = env->y;
975 map = env->map; 1125 map = env->map;
976 above = 0, below = 0; 1126 x = env->x;
1127 y = env->y;
1128
1129 // make sure cmov optimisation is applicable
1130 *(above ? &above->below : &env->inv) = below;
1131 *(below ? &below->above : &above ) = above; // &above is just a dummy
1132
1133 above = 0;
1134 below = 0;
977 env = 0; 1135 env = 0;
1136
1137 if (pl && pl->is_player ())
1138 {
1139 pl->contr->queue_stats_update ();
1140
1141 if (glow_radius && pl->is_on_map ())
1142 update_all_los (pl->map, pl->x, pl->y);
1143 }
978 } 1144 }
979 else if (map) 1145 else if (map)
980 { 1146 {
981 if (type == PLAYER)
982 {
983 // leaving a spot always closes any open container on the ground
984 if (container && !container->env)
985 // this causes spurious floorbox updates, but it ensures
986 // that the CLOSE event is being sent.
987 close_container ();
988
989 --map->players;
990 map->touch ();
991 }
992
993 map->dirty = true; 1147 map->dirty = true;
994 mapspace &ms = this->ms (); 1148 mapspace &ms = this->ms ();
995 1149
1150 if (object *pl = ms.player ())
1151 {
1152 if (is_player ())
1153 {
1154 if (!flag [FLAG_WIZPASS])
1155 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1156
1157 // leaving a spot always closes any open container on the ground
1158 if (container && !container->env)
1159 // this causes spurious floorbox updates, but it ensures
1160 // that the CLOSE event is being sent.
1161 close_container ();
1162
1163 --map->players;
1164 map->touch ();
1165 }
1166 else if (pl->container_ () == this)
1167 {
1168 // removing a container should close it
1169 close_container ();
1170 }
1171
1172 esrv_del_item (pl->contr, count);
1173 }
1174
996 /* link the object above us */ 1175 /* link the object above us */
997 if (above) 1176 // re-link, make sure compiler can easily use cmove
998 above->below = below; 1177 *(above ? &above->below : &ms.top) = below;
999 else 1178 *(below ? &below->above : &ms.bot) = above;
1000 ms.top = below; /* we were top, set new top */
1001
1002 /* Relink the object below us, if there is one */
1003 if (below)
1004 below->above = above;
1005 else
1006 {
1007 /* Nothing below, which means we need to relink map object for this space
1008 * use translated coordinates in case some oddness with map tiling is
1009 * evident
1010 */
1011 if (GET_MAP_OB (map, x, y) != this)
1012 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 ());
1013
1014 ms.bot = above; /* goes on above it. */
1015 }
1016 1179
1017 above = 0; 1180 above = 0;
1018 below = 0; 1181 below = 0;
1019 1182
1183 ms.invalidate ();
1184
1020 if (map->in_memory == MAP_SAVING) 1185 if (map->in_memory == MAP_SAVING)
1021 return; 1186 return;
1022 1187
1023 int check_walk_off = !flag [FLAG_NO_APPLY]; 1188 int check_walk_off = !flag [FLAG_NO_APPLY];
1024 1189
1025 for (tmp = ms.bot; tmp; tmp = tmp->above) 1190 if (object *pl = ms.player ())
1026 { 1191 {
1027 /* No point updating the players look faces if he is the object 1192 if (pl->container_ () == this)
1028 * being removed.
1029 */
1030
1031 if (tmp->type == PLAYER && tmp != this)
1032 {
1033 /* If a container that the player is currently using somehow gets 1193 /* If a container that the player is currently using somehow gets
1034 * removed (most likely destroyed), update the player view 1194 * removed (most likely destroyed), update the player view
1035 * appropriately. 1195 * appropriately.
1036 */ 1196 */
1037 if (tmp->container == this) 1197 pl->close_container ();
1038 {
1039 flag [FLAG_APPLIED] = 0;
1040 tmp->container = 0;
1041 }
1042 1198
1199 //TODO: the floorbox prev/next might need updating
1200 //esrv_del_item (pl->contr, count);
1201 //TODO: update floorbox to preserve ordering
1043 if (tmp->contr->ns) 1202 if (pl->contr->ns)
1044 tmp->contr->ns->floorbox_update (); 1203 pl->contr->ns->floorbox_update ();
1204 }
1205
1206 if (check_walk_off)
1207 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1208 {
1209 above = tmp->above;
1210
1211 /* No point updating the players look faces if he is the object
1212 * being removed.
1045 } 1213 */
1046 1214
1047 /* See if object moving off should effect something */ 1215 /* See if object moving off should effect something */
1048 if (check_walk_off
1049 && ((move_type & tmp->move_off) 1216 if ((move_type & tmp->move_off)
1050 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1217 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1051 {
1052 move_apply (tmp, this, 0); 1218 move_apply (tmp, this, 0);
1053
1054 if (destroyed ())
1055 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1056 } 1219 }
1057 1220
1058 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1221 if (affects_los ())
1059 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1060 if (tmp->above == tmp)
1061 tmp->above = 0;
1062
1063 last = tmp;
1064 }
1065
1066 /* last == NULL if there are no objects on this space */
1067 //TODO: this makes little sense, why only update the topmost object?
1068 if (!last)
1069 map->at (x, y).flags_ = 0;
1070 else
1071 update_object (last, UP_OBJ_REMOVE);
1072
1073 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1074 update_all_los (map, x, y); 1222 update_all_los (map, x, y);
1075 } 1223 }
1076} 1224}
1077 1225
1078/* 1226/*
1087merge_ob (object *op, object *top) 1235merge_ob (object *op, object *top)
1088{ 1236{
1089 if (!op->nrof) 1237 if (!op->nrof)
1090 return 0; 1238 return 0;
1091 1239
1092 if (top) 1240 if (!top)
1093 for (top = op; top && top->above; top = top->above) 1241 for (top = op; top && top->above; top = top->above)
1094 ; 1242 ;
1095 1243
1096 for (; top; top = top->below) 1244 for (; top; top = top->below)
1097 {
1098 if (top == op)
1099 continue;
1100
1101 if (object::can_merge (op, top)) 1245 if (object::can_merge (op, top))
1102 { 1246 {
1103 top->nrof += op->nrof; 1247 top->nrof += op->nrof;
1104 1248
1105/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1249 if (object *pl = top->visible_to ())
1106 op->weight = 0; /* Don't want any adjustements now */ 1250 esrv_update_item (UPD_NROF, pl, top);
1251
1252 op->weight = 0; // cancel the addition above
1253 op->carrying = 0; // must be 0 already
1254
1107 op->destroy (); 1255 op->destroy ();
1256
1108 return top; 1257 return top;
1109 } 1258 }
1110 }
1111 1259
1112 return 0; 1260 return 0;
1113} 1261}
1114 1262
1115void 1263void
1118 if (more) 1266 if (more)
1119 return; 1267 return;
1120 1268
1121 object *prev = this; 1269 object *prev = this;
1122 1270
1123 for (archetype *at = arch->more; at; at = at->more) 1271 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1124 { 1272 {
1125 object *op = arch_to_object (at); 1273 object *op = at->instance ();
1126 1274
1127 op->name = name; 1275 op->name = name;
1128 op->name_pl = name_pl; 1276 op->name_pl = name_pl;
1129 op->title = title; 1277 op->title = title;
1130 1278
1140 * job preparing multi-part monsters. 1288 * job preparing multi-part monsters.
1141 */ 1289 */
1142object * 1290object *
1143insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1291insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1144{ 1292{
1293 op->remove ();
1294
1145 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1295 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1146 { 1296 {
1147 tmp->x = x + tmp->arch->clone.x; 1297 tmp->x = x + tmp->arch->x;
1148 tmp->y = y + tmp->arch->clone.y; 1298 tmp->y = y + tmp->arch->y;
1149 } 1299 }
1150 1300
1151 return insert_ob_in_map (op, m, originator, flag); 1301 return insert_ob_in_map (op, m, originator, flag);
1152} 1302}
1153 1303
1172 * just 'op' otherwise 1322 * just 'op' otherwise
1173 */ 1323 */
1174object * 1324object *
1175insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1325insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1176{ 1326{
1177 assert (!op->flag [FLAG_FREED]);
1178
1179 object *tmp, *top, *floor = NULL;
1180
1181 op->remove (); 1327 op->remove ();
1182 1328
1183#if 0 1329 if (m == &freed_map)//D TODO: remove soon
1184 if (!m->active != !op->active)
1185 if (m->active)
1186 op->activate_recursive ();
1187 else
1188 op->deactivate_recursive ();
1189#endif
1190
1191 if (out_of_map (m, op->x, op->y))
1192 { 1330 {//D
1193 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ()); 1331 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1194#ifdef MANY_CORES
1195 /* Better to catch this here, as otherwise the next use of this object
1196 * is likely to cause a crash. Better to find out where it is getting
1197 * improperly inserted.
1198 */
1199 abort ();
1200#endif
1201 return op;
1202 } 1332 }//D
1203
1204 if (object *more = op->more)
1205 {
1206 if (!insert_ob_in_map (more, m, originator, flag))
1207 {
1208 if (!op->head)
1209 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1210
1211 return 0;
1212 }
1213 }
1214
1215 CLEAR_FLAG (op, FLAG_REMOVED);
1216 1333
1217 /* Ideally, the caller figures this out. However, it complicates a lot 1334 /* Ideally, the caller figures this out. However, it complicates a lot
1218 * of areas of callers (eg, anything that uses find_free_spot would now 1335 * of areas of callers (eg, anything that uses find_free_spot would now
1219 * need extra work 1336 * need extra work
1220 */ 1337 */
1338 maptile *newmap = m;
1221 if (!xy_normalise (m, op->x, op->y)) 1339 if (!xy_normalise (newmap, op->x, op->y))
1340 {
1341 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1222 return 0; 1342 return 0;
1343 }
1223 1344
1345 if (object *more = op->more)
1346 if (!insert_ob_in_map (more, m, originator, flag))
1347 return 0;
1348
1349 op->flag [FLAG_REMOVED] = false;
1350 op->env = 0;
1224 op->map = m; 1351 op->map = newmap;
1352
1225 mapspace &ms = op->ms (); 1353 mapspace &ms = op->ms ();
1226 1354
1227 /* this has to be done after we translate the coordinates. 1355 /* this has to be done after we translate the coordinates.
1228 */ 1356 */
1229 if (op->nrof && !(flag & INS_NO_MERGE)) 1357 if (op->nrof && !(flag & INS_NO_MERGE))
1230 for (tmp = ms.bot; tmp; tmp = tmp->above) 1358 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1231 if (object::can_merge (op, tmp)) 1359 if (object::can_merge (op, tmp))
1232 { 1360 {
1361 // TODO: we actually want to update tmp, not op,
1362 // but some caller surely breaks when we return tmp
1363 // from here :/
1233 op->nrof += tmp->nrof; 1364 op->nrof += tmp->nrof;
1234 tmp->destroy (); 1365 tmp->destroy ();
1235 } 1366 }
1236 1367
1237 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1368 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1246 { 1377 {
1247 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1378 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1248 abort (); 1379 abort ();
1249 } 1380 }
1250 1381
1382 if (!originator->is_on_map ())
1383 {
1384 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1385 op->debug_desc (), originator->debug_desc ());
1386 abort ();
1387 }
1388
1251 op->above = originator; 1389 op->above = originator;
1252 op->below = originator->below; 1390 op->below = originator->below;
1253
1254 if (op->below)
1255 op->below->above = op;
1256 else
1257 ms.bot = op;
1258
1259 /* since *below* originator, no need to update top */
1260 originator->below = op; 1391 originator->below = op;
1392
1393 *(op->below ? &op->below->above : &ms.bot) = op;
1261 } 1394 }
1262 else 1395 else
1263 { 1396 {
1264 top = ms.bot; 1397 object *floor = 0;
1398 object *top = ms.top;
1265 1399
1266 /* If there are other objects, then */ 1400 /* If there are other objects, then */
1267 if ((!(flag & INS_MAP_LOAD)) && top) 1401 if (top)
1268 { 1402 {
1269 object *last = 0;
1270
1271 /* 1403 /*
1272 * If there are multiple objects on this space, we do some trickier handling. 1404 * If there are multiple objects on this space, we do some trickier handling.
1273 * We've already dealt with merging if appropriate. 1405 * We've already dealt with merging if appropriate.
1274 * Generally, we want to put the new object on top. But if 1406 * Generally, we want to put the new object on top. But if
1275 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1407 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1278 * once we get to them. This reduces the need to traverse over all of 1410 * once we get to them. This reduces the need to traverse over all of
1279 * them when adding another one - this saves quite a bit of cpu time 1411 * them when adding another one - this saves quite a bit of cpu time
1280 * when lots of spells are cast in one area. Currently, it is presumed 1412 * when lots of spells are cast in one area. Currently, it is presumed
1281 * that flying non pickable objects are spell objects. 1413 * that flying non pickable objects are spell objects.
1282 */ 1414 */
1283 for (top = ms.bot; top; top = top->above) 1415 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1284 { 1416 {
1285 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1417 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1286 floor = top; 1418 floor = tmp;
1287 1419
1288 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1420 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1289 { 1421 {
1290 /* We insert above top, so we want this object below this */ 1422 /* We insert above top, so we want this object below this */
1291 top = top->below; 1423 top = tmp->below;
1292 break; 1424 break;
1293 } 1425 }
1294 1426
1295 last = top; 1427 top = tmp;
1296 } 1428 }
1297
1298 /* Don't want top to be NULL, so set it to the last valid object */
1299 top = last;
1300 1429
1301 /* We let update_position deal with figuring out what the space 1430 /* We let update_position deal with figuring out what the space
1302 * looks like instead of lots of conditions here. 1431 * looks like instead of lots of conditions here.
1303 * makes things faster, and effectively the same result. 1432 * makes things faster, and effectively the same result.
1304 */ 1433 */
1311 */ 1440 */
1312 if (!(flag & INS_ON_TOP) 1441 if (!(flag & INS_ON_TOP)
1313 && ms.flags () & P_BLOCKSVIEW 1442 && ms.flags () & P_BLOCKSVIEW
1314 && (op->face && !faces [op->face].visibility)) 1443 && (op->face && !faces [op->face].visibility))
1315 { 1444 {
1445 object *last;
1446
1316 for (last = top; last != floor; last = last->below) 1447 for (last = top; last != floor; last = last->below)
1317 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1448 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1318 break; 1449 break;
1319 1450
1320 /* Check to see if we found the object that blocks view, 1451 /* Check to see if we found the object that blocks view,
1325 if (last && last->below && last != floor) 1456 if (last && last->below && last != floor)
1326 top = last->below; 1457 top = last->below;
1327 } 1458 }
1328 } /* If objects on this space */ 1459 } /* If objects on this space */
1329 1460
1330 if (flag & INS_MAP_LOAD)
1331 top = ms.top;
1332
1333 if (flag & INS_ABOVE_FLOOR_ONLY) 1461 if (flag & INS_ABOVE_FLOOR_ONLY)
1334 top = floor; 1462 top = floor;
1335 1463
1336 /* Top is the object that our object (op) is going to get inserted above. 1464 // insert object above top, or bottom-most if top = 0
1337 */
1338
1339 /* First object on this space */
1340 if (!top) 1465 if (!top)
1341 { 1466 {
1467 op->below = 0;
1342 op->above = ms.bot; 1468 op->above = ms.bot;
1343
1344 if (op->above)
1345 op->above->below = op;
1346
1347 op->below = 0;
1348 ms.bot = op; 1469 ms.bot = op;
1470
1471 *(op->above ? &op->above->below : &ms.top) = op;
1349 } 1472 }
1350 else 1473 else
1351 { /* get inserted into the stack above top */ 1474 {
1352 op->above = top->above; 1475 op->above = top->above;
1353
1354 if (op->above)
1355 op->above->below = op; 1476 top->above = op;
1356 1477
1357 op->below = top; 1478 op->below = top;
1358 top->above = op; 1479 *(op->above ? &op->above->below : &ms.top) = op;
1359 } 1480 }
1481 }
1360 1482
1361 if (!op->above) 1483 if (op->is_player ())
1362 ms.top = op;
1363 } /* else not INS_BELOW_ORIGINATOR */
1364
1365 if (op->type == PLAYER)
1366 { 1484 {
1367 op->contr->do_los = 1; 1485 op->contr->do_los = 1;
1368 ++op->map->players; 1486 ++op->map->players;
1369 op->map->touch (); 1487 op->map->touch ();
1370 } 1488 }
1371 1489
1372 op->map->dirty = true; 1490 op->map->dirty = true;
1373 1491
1374 /* If we have a floor, we know the player, if any, will be above
1375 * it, so save a few ticks and start from there.
1376 */
1377 if (!(flag & INS_MAP_LOAD))
1378 if (object *pl = ms.player ()) 1492 if (object *pl = ms.player ())
1493 //TODO: the floorbox prev/next might need updating
1494 //esrv_send_item (pl, op);
1495 //TODO: update floorbox to preserve ordering
1379 if (pl->contr->ns) 1496 if (pl->contr->ns)
1380 pl->contr->ns->floorbox_update (); 1497 pl->contr->ns->floorbox_update ();
1381 1498
1382 /* If this object glows, it may affect lighting conditions that are 1499 /* If this object glows, it may affect lighting conditions that are
1383 * visible to others on this map. But update_all_los is really 1500 * visible to others on this map. But update_all_los is really
1384 * an inefficient way to do this, as it means los for all players 1501 * an inefficient way to do this, as it means los for all players
1385 * on the map will get recalculated. The players could very well 1502 * on the map will get recalculated. The players could very well
1386 * be far away from this change and not affected in any way - 1503 * be far away from this change and not affected in any way -
1387 * this should get redone to only look for players within range, 1504 * this should get redone to only look for players within range,
1388 * or just updating the P_UPTODATE for spaces within this area 1505 * or just updating the P_UPTODATE for spaces within this area
1389 * of effect may be sufficient. 1506 * of effect may be sufficient.
1390 */ 1507 */
1391 if (op->map->darkness && (op->glow_radius != 0)) 1508 if (op->affects_los ())
1509 {
1510 op->ms ().invalidate ();
1392 update_all_los (op->map, op->x, op->y); 1511 update_all_los (op->map, op->x, op->y);
1512 }
1393 1513
1394 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1514 /* updates flags (blocked, alive, no magic, etc) for this map space */
1395 update_object (op, UP_OBJ_INSERT); 1515 update_object (op, UP_OBJ_INSERT);
1396 1516
1397 INVOKE_OBJECT (INSERT, op); 1517 INVOKE_OBJECT (INSERT, op);
1404 * blocked() and wall() work properly), and these flags are updated by 1524 * blocked() and wall() work properly), and these flags are updated by
1405 * update_object(). 1525 * update_object().
1406 */ 1526 */
1407 1527
1408 /* if this is not the head or flag has been passed, don't check walk on status */ 1528 /* if this is not the head or flag has been passed, don't check walk on status */
1409 if (!(flag & INS_NO_WALK_ON) && !op->head) 1529 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1410 { 1530 {
1411 if (check_move_on (op, originator)) 1531 if (check_move_on (op, originator))
1412 return 0; 1532 return 0;
1413 1533
1414 /* If we are a multi part object, lets work our way through the check 1534 /* If we are a multi part object, lets work our way through the check
1415 * walk on's. 1535 * walk on's.
1416 */ 1536 */
1417 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1537 for (object *tmp = op->more; tmp; tmp = tmp->more)
1418 if (check_move_on (tmp, originator)) 1538 if (check_move_on (tmp, originator))
1419 return 0; 1539 return 0;
1420 } 1540 }
1421 1541
1422 return op; 1542 return op;
1425/* this function inserts an object in the map, but if it 1545/* this function inserts an object in the map, but if it
1426 * finds an object of its own type, it'll remove that one first. 1546 * finds an object of its own type, it'll remove that one first.
1427 * op is the object to insert it under: supplies x and the map. 1547 * op is the object to insert it under: supplies x and the map.
1428 */ 1548 */
1429void 1549void
1430replace_insert_ob_in_map (const char *arch_string, object *op) 1550replace_insert_ob_in_map (shstr_tmp archname, object *op)
1431{ 1551{
1432 object *tmp, *tmp1;
1433
1434 /* first search for itself and remove any old instances */ 1552 /* first search for itself and remove any old instances */
1435 1553
1436 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1554 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1437 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1555 if (tmp->arch->archname == archname) /* same archetype */
1438 tmp->destroy (); 1556 tmp->destroy ();
1439 1557
1440 tmp1 = arch_to_object (archetype::find (arch_string)); 1558 object *tmp = archetype::find (archname)->instance ();
1441 1559
1442 tmp1->x = op->x; 1560 tmp->x = op->x;
1443 tmp1->y = op->y; 1561 tmp->y = op->y;
1562
1444 insert_ob_in_map (tmp1, op->map, op, 0); 1563 insert_ob_in_map (tmp, op->map, op, 0);
1445} 1564}
1446 1565
1447object * 1566object *
1448object::insert_at (object *where, object *originator, int flags) 1567object::insert_at (object *where, object *originator, int flags)
1449{ 1568{
1569 if (where->env)
1570 return where->env->insert (this);
1571 else
1450 return where->map->insert (this, where->x, where->y, originator, flags); 1572 return where->map->insert (this, where->x, where->y, originator, flags);
1451} 1573}
1452 1574
1453/* 1575// check whether we can put this into the map, respect max_volume, max_items
1454 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1576bool
1455 * is returned contains nr objects, and the remaining parts contains 1577object::can_drop_at (maptile *m, int x, int y, object *originator)
1456 * the rest (or is removed and freed if that number is 0).
1457 * On failure, NULL is returned, and the reason put into the
1458 * global static errmsg array.
1459 */
1460object *
1461get_split_ob (object *orig_ob, uint32 nr)
1462{ 1578{
1463 object *newob; 1579 mapspace &ms = m->at (x, y);
1464 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1465 1580
1466 if (orig_ob->nrof < nr) 1581 int items = ms.items ();
1467 {
1468 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1469 return NULL;
1470 }
1471 1582
1472 newob = object_create_clone (orig_ob); 1583 if (!items // testing !items ensures we can drop at least one item
1584 || (items < m->max_items
1585 && ms.volume () < m->max_volume))
1586 return true;
1473 1587
1474 if ((orig_ob->nrof -= nr) < 1) 1588 if (originator && originator->is_player ())
1475 orig_ob->destroy (1); 1589 originator->contr->failmsg (format (
1476 else if (!is_removed) 1590 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1477 { 1591 query_name ()
1478 if (orig_ob->env != NULL) 1592 ));
1479 sub_weight (orig_ob->env, orig_ob->weight * nr);
1480 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1481 {
1482 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1483 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1484 return NULL;
1485 }
1486 }
1487 1593
1488 newob->nrof = nr; 1594 return false;
1489
1490 return newob;
1491} 1595}
1492 1596
1493/* 1597/*
1494 * decrease_ob_nr(object, number) decreases a specified number from 1598 * decrease(object, number) decreases a specified number from
1495 * the amount of an object. If the amount reaches 0, the object 1599 * the amount of an object. If the amount reaches 0, the object
1496 * is subsequently removed and freed. 1600 * is subsequently removed and freed.
1497 * 1601 *
1498 * Return value: 'op' if something is left, NULL if the amount reached 0 1602 * Return value: 'op' if something is left, NULL if the amount reached 0
1499 */ 1603 */
1604bool
1605object::decrease (sint32 nr)
1606{
1607 if (!nr)
1608 return true;
1609
1610 nr = min (nr, nrof);
1611
1612 if (nrof > nr)
1613 {
1614 nrof -= nr;
1615 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1616
1617 if (object *pl = visible_to ())
1618 esrv_update_item (UPD_NROF, pl, this);
1619
1620 return true;
1621 }
1622 else
1623 {
1624 destroy ();
1625 return false;
1626 }
1627}
1628
1629/*
1630 * split(ob,nr) splits up ob into two parts. The part which
1631 * is returned contains nr objects, and the remaining parts contains
1632 * the rest (or is removed and returned if that number is 0).
1633 * On failure, NULL is returned.
1634 */
1500object * 1635object *
1501decrease_ob_nr (object *op, uint32 i) 1636object::split (sint32 nr)
1502{ 1637{
1503 object *tmp; 1638 int have = number_of ();
1504 1639
1505 if (i == 0) /* objects with op->nrof require this check */ 1640 if (have < nr)
1506 return op; 1641 return 0;
1507 1642 else if (have == nr)
1508 if (i > op->nrof)
1509 i = op->nrof;
1510
1511 if (QUERY_FLAG (op, FLAG_REMOVED))
1512 op->nrof -= i;
1513 else if (op->env)
1514 { 1643 {
1515 /* is this object in the players inventory, or sub container
1516 * therein?
1517 */
1518 tmp = op->in_player ();
1519 /* nope. Is this a container the player has opened?
1520 * If so, set tmp to that player.
1521 * IMO, searching through all the players will mostly
1522 * likely be quicker than following op->env to the map,
1523 * and then searching the map for a player.
1524 */
1525 if (!tmp)
1526 for_all_players (pl)
1527 if (pl->ob->container == op->env)
1528 {
1529 tmp = pl->ob;
1530 break;
1531 }
1532
1533 if (i < op->nrof)
1534 {
1535 sub_weight (op->env, op->weight * i);
1536 op->nrof -= i;
1537 if (tmp)
1538 esrv_send_item (tmp, op);
1539 }
1540 else
1541 {
1542 op->remove (); 1644 remove ();
1543 op->nrof = 0; 1645 return this;
1544 if (tmp)
1545 esrv_del_item (tmp->contr, op->count);
1546 }
1547 } 1646 }
1548 else 1647 else
1549 { 1648 {
1550 object *above = op->above; 1649 decrease (nr);
1551 1650
1552 if (i < op->nrof) 1651 object *op = deep_clone ();
1553 op->nrof -= i; 1652 op->nrof = nr;
1554 else
1555 {
1556 op->remove ();
1557 op->nrof = 0;
1558 }
1559
1560 /* Since we just removed op, op->above is null */
1561 for (tmp = above; tmp; tmp = tmp->above)
1562 if (tmp->type == PLAYER)
1563 {
1564 if (op->nrof)
1565 esrv_send_item (tmp, op);
1566 else
1567 esrv_del_item (tmp->contr, op->count);
1568 }
1569 }
1570
1571 if (op->nrof)
1572 return op; 1653 return op;
1573 else
1574 {
1575 op->destroy ();
1576 return 0;
1577 }
1578}
1579
1580/*
1581 * add_weight(object, weight) adds the specified weight to an object,
1582 * and also updates how much the environment(s) is/are carrying.
1583 */
1584void
1585add_weight (object *op, signed long weight)
1586{
1587 while (op != NULL)
1588 {
1589 if (op->type == CONTAINER)
1590 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1591
1592 op->carrying += weight;
1593 op = op->env;
1594 } 1654 }
1595} 1655}
1596 1656
1597object * 1657object *
1598insert_ob_in_ob (object *op, object *where) 1658insert_ob_in_ob (object *op, object *where)
1603 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1663 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1604 free (dump); 1664 free (dump);
1605 return op; 1665 return op;
1606 } 1666 }
1607 1667
1608 if (where->head) 1668 if (where->head_ () != where)
1609 { 1669 {
1610 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1670 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1611 where = where->head; 1671 where = where->head;
1612 } 1672 }
1613 1673
1614 return where->insert (op); 1674 return where->insert (op);
1615} 1675}
1623 * be != op, if items are merged. -Tero 1683 * be != op, if items are merged. -Tero
1624 */ 1684 */
1625object * 1685object *
1626object::insert (object *op) 1686object::insert (object *op)
1627{ 1687{
1628 object *tmp, *otmp;
1629
1630 if (!QUERY_FLAG (op, FLAG_REMOVED))
1631 op->remove ();
1632
1633 if (op->more) 1688 if (op->more)
1634 { 1689 {
1635 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1690 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1636 return op; 1691 return op;
1637 } 1692 }
1638 1693
1639 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1694 op->remove ();
1640 CLEAR_FLAG (op, FLAG_REMOVED); 1695
1696 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1697
1641 if (op->nrof) 1698 if (op->nrof)
1642 {
1643 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1699 for (object *tmp = inv; tmp; tmp = tmp->below)
1644 if (object::can_merge (tmp, op)) 1700 if (object::can_merge (tmp, op))
1645 { 1701 {
1646 /* return the original object and remove inserted object 1702 /* return the original object and remove inserted object
1647 (client needs the original object) */ 1703 (client needs the original object) */
1648 tmp->nrof += op->nrof; 1704 tmp->nrof += op->nrof;
1649 /* Weight handling gets pretty funky. Since we are adding to 1705
1650 * tmp->nrof, we need to increase the weight. 1706 if (object *pl = tmp->visible_to ())
1651 */ 1707 esrv_update_item (UPD_NROF, pl, tmp);
1708
1652 add_weight (this, op->weight * op->nrof); 1709 adjust_weight (this, op->total_weight ());
1653 SET_FLAG (op, FLAG_REMOVED); 1710
1654 op->destroy (); /* free the inserted object */ 1711 op->destroy ();
1655 op = tmp; 1712 op = tmp;
1656 op->remove (); /* and fix old object's links */ 1713 goto inserted;
1657 CLEAR_FLAG (op, FLAG_REMOVED);
1658 break;
1659 } 1714 }
1660 1715
1661 /* I assume combined objects have no inventory 1716 op->owner = 0; // it's his/hers now. period.
1662 * We add the weight - this object could have just been removed
1663 * (if it was possible to merge). calling remove_ob will subtract
1664 * the weight, so we need to add it in again, since we actually do
1665 * the linking below
1666 */
1667 add_weight (this, op->weight * op->nrof);
1668 }
1669 else
1670 add_weight (this, (op->weight + op->carrying));
1671
1672 otmp = this->in_player ();
1673 if (otmp && otmp->contr)
1674 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1675 otmp->update_stats ();
1676
1677 op->map = 0; 1717 op->map = 0;
1678 op->env = this; 1718 op->x = 0;
1719 op->y = 0;
1720
1679 op->above = 0; 1721 op->above = 0;
1680 op->below = 0; 1722 op->below = inv;
1681 op->x = 0, op->y = 0; 1723 op->env = this;
1682 1724
1725 if (inv)
1726 inv->above = op;
1727
1728 inv = op;
1729
1730 op->flag [FLAG_REMOVED] = 0;
1731
1732 if (object *pl = op->visible_to ())
1733 esrv_send_item (pl, op);
1734
1735 adjust_weight (this, op->total_weight ());
1736
1737inserted:
1683 /* reset the light list and los of the players on the map */ 1738 /* reset the light list and los of the players on the map */
1684 if ((op->glow_radius != 0) && map) 1739 if (op->glow_radius && is_on_map ())
1685 { 1740 {
1686#ifdef DEBUG_LIGHTS 1741 update_stats ();
1687 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1688#endif /* DEBUG_LIGHTS */
1689 if (map->darkness)
1690 update_all_los (map, x, y); 1742 update_all_los (map, x, y);
1691 }
1692
1693 /* Client has no idea of ordering so lets not bother ordering it here.
1694 * It sure simplifies this function...
1695 */
1696 if (!inv)
1697 inv = op;
1698 else
1699 { 1743 }
1700 op->below = inv; 1744 else if (is_player ())
1701 op->below->above = op; 1745 // if this is a player's inventory, update stats
1702 inv = op; 1746 contr->queue_stats_update ();
1703 }
1704 1747
1705 INVOKE_OBJECT (INSERT, this); 1748 INVOKE_OBJECT (INSERT, this);
1706 1749
1707 return op; 1750 return op;
1708} 1751}
1728 * on top. 1771 * on top.
1729 */ 1772 */
1730int 1773int
1731check_move_on (object *op, object *originator) 1774check_move_on (object *op, object *originator)
1732{ 1775{
1776 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1777 return 0;
1778
1733 object *tmp; 1779 object *tmp;
1734 maptile *m = op->map; 1780 maptile *m = op->map;
1735 int x = op->x, y = op->y; 1781 int x = op->x, y = op->y;
1736 1782
1737 MoveType move_on, move_slow, move_block; 1783 mapspace &ms = m->at (x, y);
1738 1784
1739 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1785 ms.update ();
1740 return 0;
1741 1786
1742 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1787 MoveType move_on = ms.move_on;
1743 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1788 MoveType move_slow = ms.move_slow;
1744 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1789 MoveType move_block = ms.move_block;
1745 1790
1746 /* if nothing on this space will slow op down or be applied, 1791 /* if nothing on this space will slow op down or be applied,
1747 * no need to do checking below. have to make sure move_type 1792 * no need to do checking below. have to make sure move_type
1748 * is set, as lots of objects don't have it set - we treat that 1793 * is set, as lots of objects don't have it set - we treat that
1749 * as walking. 1794 * as walking.
1760 return 0; 1805 return 0;
1761 1806
1762 /* The objects have to be checked from top to bottom. 1807 /* The objects have to be checked from top to bottom.
1763 * Hence, we first go to the top: 1808 * Hence, we first go to the top:
1764 */ 1809 */
1765 1810 for (object *next, *tmp = ms.top; tmp; tmp = next)
1766 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1767 {
1768 /* Trim the search when we find the first other spell effect
1769 * this helps performance so that if a space has 50 spell objects,
1770 * we don't need to check all of them.
1771 */
1772 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1773 break;
1774 } 1811 {
1812 next = tmp->below;
1775 1813
1776 for (; tmp; tmp = tmp->below)
1777 {
1778 if (tmp == op) 1814 if (tmp == op)
1779 continue; /* Can't apply yourself */ 1815 continue; /* Can't apply yourself */
1780 1816
1781 /* Check to see if one of the movement types should be slowed down. 1817 /* Check to see if one of the movement types should be slowed down.
1782 * Second check makes sure that the movement types not being slowed 1818 * Second check makes sure that the movement types not being slowed
1787 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1823 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1788 { 1824 {
1789 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1825 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1790 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1826 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1791 { 1827 {
1792
1793 float
1794 diff = tmp->move_slow_penalty * fabs (op->speed); 1828 float diff = tmp->move_slow_penalty * fabs (op->speed);
1795 1829
1796 if (op->type == PLAYER) 1830 if (op->is_player ())
1797 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1831 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1798 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1832 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1799 diff /= 4.0; 1833 diff /= 4.0;
1800 1834
1801 op->speed_left -= diff; 1835 op->speed_left -= diff;
1802 } 1836 }
1803 } 1837 }
1836 LOG (llevError, "Present_arch called outside map.\n"); 1870 LOG (llevError, "Present_arch called outside map.\n");
1837 return NULL; 1871 return NULL;
1838 } 1872 }
1839 1873
1840 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1874 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1841 if (tmp->arch == at) 1875 if (tmp->arch->archname == at->archname)
1842 return tmp; 1876 return tmp;
1843 1877
1844 return NULL; 1878 return NULL;
1845} 1879}
1846 1880
1910 * The first matching object is returned, or NULL if none. 1944 * The first matching object is returned, or NULL if none.
1911 */ 1945 */
1912object * 1946object *
1913present_arch_in_ob (const archetype *at, const object *op) 1947present_arch_in_ob (const archetype *at, const object *op)
1914{ 1948{
1915 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1949 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1916 if (tmp->arch == at) 1950 if (tmp->arch->archname == at->archname)
1917 return tmp; 1951 return tmp;
1918 1952
1919 return NULL; 1953 return NULL;
1920} 1954}
1921 1955
1923 * activate recursively a flag on an object inventory 1957 * activate recursively a flag on an object inventory
1924 */ 1958 */
1925void 1959void
1926flag_inv (object *op, int flag) 1960flag_inv (object *op, int flag)
1927{ 1961{
1928 if (op->inv)
1929 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1962 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1930 { 1963 {
1931 SET_FLAG (tmp, flag); 1964 SET_FLAG (tmp, flag);
1932 flag_inv (tmp, flag); 1965 flag_inv (tmp, flag);
1933 } 1966 }
1934} 1967}
1935 1968
1936/* 1969/*
1937 * deactivate recursively a flag on an object inventory 1970 * deactivate recursively a flag on an object inventory
1938 */ 1971 */
1939void 1972void
1940unflag_inv (object *op, int flag) 1973unflag_inv (object *op, int flag)
1941{ 1974{
1942 if (op->inv)
1943 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1975 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1944 { 1976 {
1945 CLEAR_FLAG (tmp, flag); 1977 CLEAR_FLAG (tmp, flag);
1946 unflag_inv (tmp, flag); 1978 unflag_inv (tmp, flag);
1947 } 1979 }
1948}
1949
1950/*
1951 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1952 * all it's inventory (recursively).
1953 * If checksums are used, a player will get set_cheat called for
1954 * him/her-self and all object carried by a call to this function.
1955 */
1956void
1957set_cheat (object *op)
1958{
1959 SET_FLAG (op, FLAG_WAS_WIZ);
1960 flag_inv (op, FLAG_WAS_WIZ);
1961} 1980}
1962 1981
1963/* 1982/*
1964 * find_free_spot(object, map, x, y, start, stop) will search for 1983 * find_free_spot(object, map, x, y, start, stop) will search for
1965 * a spot at the given map and coordinates which will be able to contain 1984 * a spot at the given map and coordinates which will be able to contain
1967 * to search (see the freearr_x/y[] definition). 1986 * to search (see the freearr_x/y[] definition).
1968 * It returns a random choice among the alternatives found. 1987 * It returns a random choice among the alternatives found.
1969 * start and stop are where to start relative to the free_arr array (1,9 1988 * start and stop are where to start relative to the free_arr array (1,9
1970 * does all 4 immediate directions). This returns the index into the 1989 * does all 4 immediate directions). This returns the index into the
1971 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1990 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1972 * Note - this only checks to see if there is space for the head of the
1973 * object - if it is a multispace object, this should be called for all
1974 * pieces.
1975 * Note2: This function does correctly handle tiled maps, but does not 1991 * Note: This function does correctly handle tiled maps, but does not
1976 * inform the caller. However, insert_ob_in_map will update as 1992 * inform the caller. However, insert_ob_in_map will update as
1977 * necessary, so the caller shouldn't need to do any special work. 1993 * necessary, so the caller shouldn't need to do any special work.
1978 * Note - updated to take an object instead of archetype - this is necessary 1994 * Note - updated to take an object instead of archetype - this is necessary
1979 * because arch_blocked (now ob_blocked) needs to know the movement type 1995 * because arch_blocked (now ob_blocked) needs to know the movement type
1980 * to know if the space in question will block the object. We can't use 1996 * to know if the space in question will block the object. We can't use
1982 * customized, changed states, etc. 1998 * customized, changed states, etc.
1983 */ 1999 */
1984int 2000int
1985find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2001find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1986{ 2002{
2003 int altern[SIZEOFFREE];
1987 int index = 0, flag; 2004 int index = 0, flag;
1988 int altern[SIZEOFFREE];
1989 2005
1990 for (int i = start; i < stop; i++) 2006 for (int i = start; i < stop; i++)
1991 { 2007 {
1992 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2008 mapxy pos (m, x, y); pos.move (i);
1993 if (!flag) 2009
2010 if (!pos.normalise ())
2011 continue;
2012
2013 mapspace &ms = *pos;
2014
2015 if (ms.flags () & P_IS_ALIVE)
2016 continue;
2017
2018 /* However, often
2019 * ob doesn't have any move type (when used to place exits)
2020 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2021 */
2022 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2023 {
1994 altern [index++] = i; 2024 altern [index++] = i;
2025 continue;
2026 }
1995 2027
1996 /* Basically, if we find a wall on a space, we cut down the search size. 2028 /* Basically, if we find a wall on a space, we cut down the search size.
1997 * In this way, we won't return spaces that are on another side of a wall. 2029 * In this way, we won't return spaces that are on another side of a wall.
1998 * This mostly work, but it cuts down the search size in all directions - 2030 * This mostly work, but it cuts down the search size in all directions -
1999 * if the space being examined only has a wall to the north and empty 2031 * if the space being examined only has a wall to the north and empty
2000 * spaces in all the other directions, this will reduce the search space 2032 * spaces in all the other directions, this will reduce the search space
2001 * to only the spaces immediately surrounding the target area, and 2033 * to only the spaces immediately surrounding the target area, and
2002 * won't look 2 spaces south of the target space. 2034 * won't look 2 spaces south of the target space.
2003 */ 2035 */
2004 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2036 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2037 {
2005 stop = maxfree[i]; 2038 stop = maxfree[i];
2039 continue;
2040 }
2041
2042 /* Note it is intentional that we check ob - the movement type of the
2043 * head of the object should correspond for the entire object.
2044 */
2045 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2046 continue;
2047
2048 if (ob->blocked (pos.m, pos.x, pos.y))
2049 continue;
2050
2051 altern [index++] = i;
2006 } 2052 }
2007 2053
2008 if (!index) 2054 if (!index)
2009 return -1; 2055 return -1;
2010 2056
2019 */ 2065 */
2020int 2066int
2021find_first_free_spot (const object *ob, maptile *m, int x, int y) 2067find_first_free_spot (const object *ob, maptile *m, int x, int y)
2022{ 2068{
2023 for (int i = 0; i < SIZEOFFREE; i++) 2069 for (int i = 0; i < SIZEOFFREE; i++)
2024 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2070 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2025 return i; 2071 return i;
2026 2072
2027 return -1; 2073 return -1;
2028} 2074}
2029 2075
2075 * there is capable of. 2121 * there is capable of.
2076 */ 2122 */
2077int 2123int
2078find_dir (maptile *m, int x, int y, object *exclude) 2124find_dir (maptile *m, int x, int y, object *exclude)
2079{ 2125{
2080 int i, max = SIZEOFFREE, mflags; 2126 int max = SIZEOFFREE, mflags;
2081
2082 sint16 nx, ny;
2083 object *tmp;
2084 maptile *mp;
2085
2086 MoveType blocked, move_type; 2127 MoveType move_type;
2087 2128
2088 if (exclude && exclude->head) 2129 if (exclude && exclude->head_ () != exclude)
2089 { 2130 {
2090 exclude = exclude->head; 2131 exclude = exclude->head;
2091 move_type = exclude->move_type; 2132 move_type = exclude->move_type;
2092 } 2133 }
2093 else 2134 else
2094 { 2135 {
2095 /* If we don't have anything, presume it can use all movement types. */ 2136 /* If we don't have anything, presume it can use all movement types. */
2096 move_type = MOVE_ALL; 2137 move_type = MOVE_ALL;
2097 } 2138 }
2098 2139
2099 for (i = 1; i < max; i++) 2140 for (int i = 1; i < max; i++)
2100 { 2141 {
2101 mp = m; 2142 mapxy pos (m, x, y);
2102 nx = x + freearr_x[i]; 2143 pos.move (i);
2103 ny = y + freearr_y[i];
2104 2144
2105 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2145 if (!pos.normalise ())
2106
2107 if (mflags & P_OUT_OF_MAP)
2108 max = maxfree[i]; 2146 max = maxfree[i];
2109 else 2147 else
2110 { 2148 {
2111 mapspace &ms = mp->at (nx, ny); 2149 mapspace &ms = *pos;
2112 2150
2113 blocked = ms.move_block;
2114
2115 if ((move_type & blocked) == move_type) 2151 if ((move_type & ms.move_block) == move_type)
2116 max = maxfree[i]; 2152 max = maxfree [i];
2117 else if (mflags & P_IS_ALIVE) 2153 else if (ms.flags () & P_IS_ALIVE)
2118 { 2154 {
2119 for (tmp = ms.bot; tmp; tmp = tmp->above) 2155 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2120 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2156 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2121 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2157 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2122 break;
2123
2124 if (tmp)
2125 return freedir[i]; 2158 return freedir [i];
2126 } 2159 }
2127 } 2160 }
2128 } 2161 }
2129 2162
2130 return 0; 2163 return 0;
2205 * This basically means that if direction is 15, then it could either go 2238 * This basically means that if direction is 15, then it could either go
2206 * direction 4, 14, or 16 to get back to where we are. 2239 * direction 4, 14, or 16 to get back to where we are.
2207 * Moved from spell_util.c to object.c with the other related direction 2240 * Moved from spell_util.c to object.c with the other related direction
2208 * functions. 2241 * functions.
2209 */ 2242 */
2210int reduction_dir[SIZEOFFREE][3] = { 2243static const int reduction_dir[SIZEOFFREE][3] = {
2211 {0, 0, 0}, /* 0 */ 2244 {0, 0, 0}, /* 0 */
2212 {0, 0, 0}, /* 1 */ 2245 {0, 0, 0}, /* 1 */
2213 {0, 0, 0}, /* 2 */ 2246 {0, 0, 0}, /* 2 */
2214 {0, 0, 0}, /* 3 */ 2247 {0, 0, 0}, /* 3 */
2215 {0, 0, 0}, /* 4 */ 2248 {0, 0, 0}, /* 4 */
2306 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2339 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2307 * core dumps if they do. 2340 * core dumps if they do.
2308 * 2341 *
2309 * Add a check so we can't pick up invisible objects (0.93.8) 2342 * Add a check so we can't pick up invisible objects (0.93.8)
2310 */ 2343 */
2311
2312int 2344int
2313can_pick (const object *who, const object *item) 2345can_pick (const object *who, const object *item)
2314{ 2346{
2315 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2347 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2316 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2348 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2317 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2349 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2318} 2350}
2319 2351
2320/* 2352/*
2321 * create clone from object to another 2353 * create clone from object to another
2322 */ 2354 */
2323object * 2355object *
2324object_create_clone (object *asrc) 2356object::deep_clone ()
2325{ 2357{
2326 object *dst = 0, *tmp, *src, *part, *prev, *item; 2358 assert (("deep_clone called on non-head object", is_head ()));
2327 2359
2328 if (!asrc) 2360 object *dst = clone ();
2329 return 0;
2330 2361
2331 src = asrc; 2362 object *prev = dst;
2332 if (src->head)
2333 src = src->head;
2334
2335 prev = 0;
2336 for (part = src; part; part = part->more) 2363 for (object *part = this->more; part; part = part->more)
2337 { 2364 {
2338 tmp = part->clone (); 2365 object *tmp = part->clone ();
2339 tmp->x -= src->x;
2340 tmp->y -= src->y;
2341
2342 if (!part->head)
2343 {
2344 dst = tmp;
2345 tmp->head = 0;
2346 }
2347 else
2348 tmp->head = dst; 2366 tmp->head = dst;
2349
2350 tmp->more = 0;
2351
2352 if (prev)
2353 prev->more = tmp; 2367 prev->more = tmp;
2354
2355 prev = tmp; 2368 prev = tmp;
2356 } 2369 }
2357 2370
2358 for (item = src->inv; item; item = item->below) 2371 for (object *item = inv; item; item = item->below)
2359 insert_ob_in_ob (object_create_clone (item), dst); 2372 insert_ob_in_ob (item->deep_clone (), dst);
2360 2373
2361 return dst; 2374 return dst;
2362} 2375}
2363 2376
2364/* This returns the first object in who's inventory that 2377/* This returns the first object in who's inventory that
2373 return tmp; 2386 return tmp;
2374 2387
2375 return 0; 2388 return 0;
2376} 2389}
2377 2390
2378/* If ob has a field named key, return the link from the list, 2391shstr_tmp
2379 * otherwise return NULL. 2392object::kv_get (shstr_tmp key) const
2380 *
2381 * key must be a passed in shared string - otherwise, this won't
2382 * do the desired thing.
2383 */
2384key_value *
2385get_ob_key_link (const object *ob, const char *key)
2386{ 2393{
2387 for (key_value *link = ob->key_values; link; link = link->next) 2394 for (key_value *kv = key_values; kv; kv = kv->next)
2388 if (link->key == key) 2395 if (kv->key == key)
2389 return link;
2390
2391 return 0;
2392}
2393
2394/*
2395 * Returns the value of op has an extra_field for key, or NULL.
2396 *
2397 * The argument doesn't need to be a shared string.
2398 *
2399 * The returned string is shared.
2400 */
2401const char *
2402get_ob_key_value (const object *op, const char *const key)
2403{
2404 key_value *link;
2405 shstr_cmp canonical_key (key);
2406
2407 if (!canonical_key)
2408 {
2409 /* 1. There being a field named key on any object
2410 * implies there'd be a shared string to find.
2411 * 2. Since there isn't, no object has this field.
2412 * 3. Therefore, *this* object doesn't have this field.
2413 */
2414 return 0;
2415 }
2416
2417 /* This is copied from get_ob_key_link() above -
2418 * only 4 lines, and saves the function call overhead.
2419 */
2420 for (link = op->key_values; link; link = link->next)
2421 if (link->key == canonical_key)
2422 return link->value; 2396 return kv->value;
2423 2397
2424 return 0; 2398 return shstr ();
2425} 2399}
2426 2400
2427/* 2401void
2428 * Updates the canonical_key in op to value. 2402object::kv_set (shstr_tmp key, shstr_tmp value)
2429 *
2430 * canonical_key is a shared string (value doesn't have to be).
2431 *
2432 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2433 * keys.
2434 *
2435 * Returns TRUE on success.
2436 */
2437int
2438set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2439{ 2403{
2440 key_value *field = NULL, *last = NULL; 2404 for (key_value *kv = key_values; kv; kv = kv->next)
2441 2405 if (kv->key == key)
2442 for (field = op->key_values; field != NULL; field = field->next)
2443 {
2444 if (field->key != canonical_key)
2445 { 2406 {
2446 last = field; 2407 kv->value = value;
2447 continue; 2408 return;
2448 } 2409 }
2449 2410
2450 if (value) 2411 key_value *kv = new key_value;
2451 field->value = value; 2412
2452 else 2413 kv->next = key_values;
2414 kv->key = key;
2415 kv->value = value;
2416
2417 key_values = kv;
2418}
2419
2420void
2421object::kv_del (shstr_tmp key)
2422{
2423 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2424 if ((*kvp)->key == key)
2453 { 2425 {
2454 /* Basically, if the archetype has this key set, 2426 key_value *kv = *kvp;
2455 * we need to store the null value so when we save 2427 *kvp = (*kvp)->next;
2456 * it, we save the empty value so that when we load, 2428 delete kv;
2457 * we get this value back again. 2429 return;
2458 */
2459 if (get_ob_key_link (&op->arch->clone, canonical_key))
2460 field->value = 0;
2461 else
2462 {
2463 if (last)
2464 last->next = field->next;
2465 else
2466 op->key_values = field->next;
2467
2468 delete field;
2469 }
2470 } 2430 }
2471 return TRUE;
2472 }
2473 /* IF we get here, key doesn't exist */
2474
2475 /* No field, we'll have to add it. */
2476
2477 if (!add_key)
2478 return FALSE;
2479
2480 /* There isn't any good reason to store a null
2481 * value in the key/value list. If the archetype has
2482 * this key, then we should also have it, so shouldn't
2483 * be here. If user wants to store empty strings,
2484 * should pass in ""
2485 */
2486 if (value == NULL)
2487 return TRUE;
2488
2489 field = new key_value;
2490
2491 field->key = canonical_key;
2492 field->value = value;
2493 /* Usual prepend-addition. */
2494 field->next = op->key_values;
2495 op->key_values = field;
2496
2497 return TRUE;
2498}
2499
2500/*
2501 * Updates the key in op to value.
2502 *
2503 * If add_key is FALSE, this will only update existing keys,
2504 * and not add new ones.
2505 * In general, should be little reason FALSE is ever passed in for add_key
2506 *
2507 * Returns TRUE on success.
2508 */
2509int
2510set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2511{
2512 shstr key_ (key);
2513
2514 return set_ob_key_value_s (op, key_, value, add_key);
2515} 2431}
2516 2432
2517object::depth_iterator::depth_iterator (object *container) 2433object::depth_iterator::depth_iterator (object *container)
2518: iterator_base (container) 2434: iterator_base (container)
2519{ 2435{
2532 item = item->inv; 2448 item = item->inv;
2533 } 2449 }
2534 else 2450 else
2535 item = item->env; 2451 item = item->env;
2536} 2452}
2537
2538 2453
2539const char * 2454const char *
2540object::flag_desc (char *desc, int len) const 2455object::flag_desc (char *desc, int len) const
2541{ 2456{
2542 char *p = desc; 2457 char *p = desc;
2570{ 2485{
2571 char flagdesc[512]; 2486 char flagdesc[512];
2572 char info2[256 * 4]; 2487 char info2[256 * 4];
2573 char *p = info; 2488 char *p = info;
2574 2489
2575 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2490 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2576 count, uuid.seq, 2491 count,
2492 uuid.c_str (),
2577 &name, 2493 &name,
2578 title ? "\",title:\"" : "", 2494 title ? ",title:\"" : "",
2579 title ? (const char *)title : "", 2495 title ? (const char *)title : "",
2496 title ? "\"" : "",
2580 flag_desc (flagdesc, 512), type); 2497 flag_desc (flagdesc, 512), type);
2581 2498
2582 if (env) 2499 if (!flag[FLAG_REMOVED] && env)
2583 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2500 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2584 2501
2585 if (map) 2502 if (map)
2586 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2503 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2587 2504
2589} 2506}
2590 2507
2591const char * 2508const char *
2592object::debug_desc () const 2509object::debug_desc () const
2593{ 2510{
2594 static char info[256 * 4]; 2511 static char info[3][256 * 4];
2512 static int info_idx;
2513
2595 return debug_desc (info); 2514 return debug_desc (info [++info_idx % 3]);
2596}
2597
2598const char *
2599object::debug_desc2 () const
2600{
2601 static char info[256 * 4];
2602 return debug_desc (info);
2603} 2515}
2604 2516
2605struct region * 2517struct region *
2606object::region () const 2518object::region () const
2607{ 2519{
2608 return map ? map->region (x, y) 2520 return map ? map->region (x, y)
2609 : region::default_region (); 2521 : region::default_region ();
2610} 2522}
2611 2523
2612const materialtype_t *
2613object::dominant_material () const
2614{
2615 if (materialtype_t *mat = name_to_material (materialname))
2616 return mat;
2617
2618 // omfg this is slow, this has to be temporary :)
2619 shstr unknown ("unknown");
2620
2621 return name_to_material (unknown);
2622}
2623
2624void 2524void
2625object::open_container (object *new_container) 2525object::open_container (object *new_container)
2626{ 2526{
2627 if (container == new_container) 2527 if (container == new_container)
2628 return; 2528 return;
2629 2529
2630 if (object *old_container = container) 2530 object *old_container = container;
2531
2532 if (old_container)
2631 { 2533 {
2632 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2534 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2633 return; 2535 return;
2634 2536
2635#if 0 2537#if 0
2637 if (object *closer = old_container->inv) 2539 if (object *closer = old_container->inv)
2638 if (closer->type == CLOSE_CON) 2540 if (closer->type == CLOSE_CON)
2639 closer->destroy (); 2541 closer->destroy ();
2640#endif 2542#endif
2641 2543
2544 // make sure the container is available
2545 esrv_send_item (this, old_container);
2546
2642 old_container->flag [FLAG_APPLIED] = 0; 2547 old_container->flag [FLAG_APPLIED] = false;
2643 container = 0; 2548 container = 0;
2644 2549
2550 // client needs item update to make it work, client bug requires this to be separate
2645 esrv_update_item (UPD_FLAGS, this, old_container); 2551 esrv_update_item (UPD_FLAGS, this, old_container);
2552
2646 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2553 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2554 play_sound (sound_find ("chest_close"));
2647 } 2555 }
2648 2556
2649 if (new_container) 2557 if (new_container)
2650 { 2558 {
2651 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2559 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2654 // TODO: this does not seem to serve any purpose anymore? 2562 // TODO: this does not seem to serve any purpose anymore?
2655#if 0 2563#if 0
2656 // insert the "Close Container" object. 2564 // insert the "Close Container" object.
2657 if (archetype *closer = new_container->other_arch) 2565 if (archetype *closer = new_container->other_arch)
2658 { 2566 {
2659 object *closer = arch_to_object (new_container->other_arch); 2567 object *closer = new_container->other_arch->instance ();
2660 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2568 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2661 new_container->insert (closer); 2569 new_container->insert (closer);
2662 } 2570 }
2663#endif 2571#endif
2664 2572
2665 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2573 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2666 2574
2575 // make sure the container is available, client bug requires this to be separate
2576 esrv_send_item (this, new_container);
2577
2667 new_container->flag [FLAG_APPLIED] = 1; 2578 new_container->flag [FLAG_APPLIED] = true;
2668 container = new_container; 2579 container = new_container;
2669 2580
2581 // client needs flag change
2670 esrv_update_item (UPD_FLAGS, this, new_container); 2582 esrv_update_item (UPD_FLAGS, this, new_container);
2671 esrv_send_inventory (this, new_container); 2583 esrv_send_inventory (this, new_container);
2584 play_sound (sound_find ("chest_open"));
2585 }
2586// else if (!old_container->env && contr && contr->ns)
2587// contr->ns->floorbox_reset ();
2588}
2589
2590object *
2591object::force_find (shstr_tmp name)
2592{
2593 /* cycle through his inventory to look for the MARK we want to
2594 * place
2595 */
2596 for (object *tmp = inv; tmp; tmp = tmp->below)
2597 if (tmp->type == FORCE && tmp->slaying == name)
2598 return splay (tmp);
2599
2600 return 0;
2601}
2602
2603//-GPL
2604
2605void
2606object::force_set_timer (int duration)
2607{
2608 this->duration = 1;
2609 this->speed_left = -1.f;
2610
2611 this->set_speed (duration ? 1.f / duration : 0.f);
2612}
2613
2614object *
2615object::force_add (shstr_tmp name, int duration)
2616{
2617 if (object *force = force_find (name))
2618 force->destroy ();
2619
2620 object *force = get_archetype (FORCE_NAME);
2621
2622 force->slaying = name;
2623 force->force_set_timer (duration);
2624 force->flag [FLAG_APPLIED] = true;
2625
2626 return insert (force);
2627}
2628
2629void
2630object::play_sound (faceidx sound) const
2631{
2632 if (!sound)
2633 return;
2634
2635 if (is_on_map ())
2636 map->play_sound (sound, x, y);
2637 else if (object *pl = in_player ())
2638 pl->contr->play_sound (sound);
2639}
2640
2641void
2642object::say_msg (const char *msg) const
2643{
2644 if (is_on_map ())
2645 map->say_msg (msg, x, y);
2646 else if (object *pl = in_player ())
2647 pl->contr->play_sound (sound);
2648}
2649
2650void
2651object::make_noise ()
2652{
2653 // we do not model noise in the map, so instead put
2654 // a temporary light into the noise source
2655 // could use the map instead, but that's less reliable for our
2656 // goal, which is to make invisibility a bit harder to exploit
2657
2658 // currently only works sensibly for players
2659 if (!is_player ())
2660 return;
2661
2662 // find old force, or create new one
2663 object *force = force_find (shstr_noise_force);
2664
2665 if (force)
2666 force->speed_left = -1.f; // patch old speed up
2667 else
2672 } 2668 {
2673} 2669 force = archetype::get (shstr_noise_force);
2674 2670
2671 force->slaying = shstr_noise_force;
2672 force->stats.food = 1;
2673 force->speed_left = -1.f;
2675 2674
2675 force->set_speed (1.f / 4.f);
2676 force->flag [FLAG_IS_USED_UP] = true;
2677 force->flag [FLAG_APPLIED] = true;
2678
2679 insert (force);
2680 }
2681}
2682

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