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Comparing deliantra/server/common/object.C (file contents):
Revision 1.102 by root, Mon Jan 1 17:34:11 2007 UTC vs.
Revision 1.330 by root, Sun Apr 18 14:01:33 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 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
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 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>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 25#include <global.h>
28#include <stdio.h> 26#include <stdio.h>
29#include <sys/types.h> 27#include <sys/types.h>
30#include <sys/uio.h> 28#include <sys/uio.h>
31#include <object.h> 29#include <object.h>
32#include <funcpoint.h> 30#include <sproto.h>
33#include <loader.h>
34 31
35#include <bitset> 32#include <bitset>
36 33
37int nrofallocobjects = 0; 34UUID UUID::cur;
38static UUID uuid; 35static uint64_t seq_next_save;
39const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
40 38
41object *active_objects; /* List of active objects that need to be processed */ 39objectvec objects;
40activevec actives;
42 41
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
49
50short freearr_x[SIZEOFFREE] = {
51 0,
52 0, 1, 1, 1, 0, -1, -1, -1,
53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 54 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 55};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 56short freearr_y[SIZEOFFREE] = {
57 0,
58 -1, -1, 0, 1, 1, 1, 0, -1,
59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 60 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
48};
49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51}; 61};
52int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 63 0,
64 1, 2, 3, 4, 5, 6, 7, 8,
65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55}; 67};
56 68
69static int maxfree[SIZEOFFREE] = {
70 0,
71 9, 10, 13, 14, 17, 18, 21, 22,
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
74};
75
57static void 76static void
58write_uuid (void) 77write_uuid (uval64 skip, bool sync)
59{ 78{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 79 CALL_BEGIN (2);
61 80 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 81 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 82 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 83 CALL_END;
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76} 84}
77 85
78static void 86static void
79read_uuid (void) 87read_uuid ()
80{ 88{
81 char filename[MAX_BUF]; 89 char filename[MAX_BUF];
82 90
83 sprintf (filename, "%s/uuid", settings.localdir); 91 sprintf (filename, "%s/uuid", settings.localdir);
92
93 seq_next_save = 0;
84 94
85 FILE *fp; 95 FILE *fp;
86 96
87 if (!(fp = fopen (filename, "r"))) 97 if (!(fp = fopen (filename, "r")))
88 { 98 {
89 if (errno == ENOENT) 99 if (errno == ENOENT)
90 { 100 {
91 LOG (llevInfo, "RESET uid to 1\n"); 101 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 102 UUID::cur.seq = 0;
93 write_uuid (); 103 write_uuid (UUID_GAP, true);
94 return; 104 return;
95 } 105 }
96 106
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 107 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 108 _exit (1);
99 } 109 }
100 110
101 int version; 111 char buf [UUID::MAX_LEN];
102 unsigned long long uid; 112 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 113 fgets (buf, sizeof (buf), fp);
114
115 if (!UUID::cur.parse (buf))
104 { 116 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 117 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 118 _exit (1);
107 } 119 }
108 120
109 uuid.seq = uid; 121 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
110 write_uuid (); 122
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 123 write_uuid (UUID_GAP, true);
112 fclose (fp); 124 fclose (fp);
113} 125}
114 126
115UUID 127UUID
116gen_uuid () 128UUID::gen ()
117{ 129{
118 UUID uid; 130 UUID uid;
119 131
120 uid.seq = ++uuid.seq; 132 uid.seq = ++cur.seq;
121 133
122 if (!(uuid.seq & (UUID_SKIP - 1))) 134 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 135 {
136 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
137 write_uuid (UUID_GAP, false);
138 }
139
124 140
125 return uid; 141 return uid;
126} 142}
127 143
128void 144void
129init_uuid () 145UUID::init ()
130{ 146{
131 read_uuid (); 147 read_uuid ();
132} 148}
133 149
150bool
151UUID::parse (const char *s)
152{
153 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
154 return false;
155
156 seq = 0;
157
158 while (*s != '>')
159 {
160 if (*s < '0')
161 return false;
162
163 // this gives nice branchless code with gcc
164 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
165 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
166
167 seq = (seq << 4) | digit;
168
169 ++s;
170 }
171
172 return true;
173}
174
175char *
176UUID::append (char *buf) const
177{
178 *buf++ = '<';
179 *buf++ = '1';
180 *buf++ = '.';
181
182 uint64_t seq = this->seq;
183 const int bits = 64;
184 char nz = 0;
185 static const char tohex [] = "0123456789abcdef";
186
187 // assert (len >= 3 + bits / 4 + 1 + 1);
188 for (int i = bits / 4; --i; )
189 {
190 uint8_t digit = seq >> (bits - 4);
191
192 *buf = tohex [digit];
193 nz |= digit;
194 buf += nz ? 1 : 0;
195 seq <<= 4;
196 }
197
198 // last digit is special - always emit
199 uint8_t digit = seq >> (bits - 4);
200 *buf++ = tohex [digit];
201
202 *buf++ = '>';
203
204 return buf;
205}
206
207char *
208UUID::c_str () const
209{
210 static char buf [MAX_LEN];
211 *append (buf) = 0;
212 return buf;
213}
214
134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 215/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int 216static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 217compare_ob_value_lists_one (const object *wants, const object *has)
137{ 218{
138 key_value *wants_field;
139
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 219 /* n-squared behaviour (see kv_get), but I'm hoping both
141 * objects with lists are rare, and lists stay short. If not, use a 220 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 221 * different structure or at least keep the lists sorted...
143 */ 222 */
144 223
145 /* For each field in wants, */ 224 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 225 for (key_value *kv = wants->key_values; kv; kv = kv->next)
147 { 226 if (has->kv_get (kv->key) != kv->value)
148 key_value *has_field; 227 return false;
149
150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
154 {
155 /* No field with that name. */
156 return FALSE;
157 }
158
159 /* Found the matching field. */
160 if (has_field->value != wants_field->value)
161 {
162 /* Values don't match, so this half of the comparison is false. */
163 return FALSE;
164 }
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 228
169 /* If we get here, every field in wants has a matching field in has. */ 229 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE; 230 return true;
171} 231}
172 232
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 233/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 234static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 235compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 236{
177 /* However, there may be fields in has which aren't partnered in wants, 237 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 238 * so we need to run the comparison *twice*. :(
179 */ 239 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 240 return compare_ob_value_lists_one (ob1, ob2)
241 && compare_ob_value_lists_one (ob2, ob1);
181} 242}
182 243
183/* Function examines the 2 objects given to it, and returns true if 244/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 245 * they can be merged together.
185 * 246 *
192 * Improvements made with merge: Better checking on potion, and also 253 * Improvements made with merge: Better checking on potion, and also
193 * check weight 254 * check weight
194 */ 255 */
195bool object::can_merge_slow (object *ob1, object *ob2) 256bool object::can_merge_slow (object *ob1, object *ob2)
196{ 257{
197 /* A couple quicksanity checks */ 258 /* A couple quick sanity checks */
198 if (ob1 == ob2 259 if (ob1 == ob2
199 || ob1->type != ob2->type 260 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value 261 || ob1->value != ob2->value
202 || ob1->name != ob2->name) 262 || ob1->name != ob2->name
263 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
203 return 0; 264 return 0;
204 265
205 //TODO: this ain't working well, use nicer and correct overflow check
206 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 266 /* Do not merge objects if nrof would overflow, assume nrof
207 * value could not be stored in a sint32 (which unfortunately sometimes is 267 * is always 0 .. 2**31-1 */
208 * used to store nrof). 268 if (ob1->nrof > 0x7fffffff - ob2->nrof)
209 */
210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
211 return 0; 269 return 0;
212 270
213 /* If the objects have been identified, set the BEEN_APPLIED flag. 271 /* If the objects have been identified, set the BEEN_APPLIED flag.
214 * This is to the comparison of the flags below will be OK. We 272 * This is to the comparison of the flags below will be OK. We
215 * just can't ignore the been applied or identified flags, as they 273 * just can't ignore the been applied or identified flags, as they
216 * are not equal - just if it has been identified, the been_applied 274 * are not equal - just if it has been identified, the been_applied
217 * flags lose any meaning. 275 * flags lose any meaning.
218 */ 276 */
219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 277 if (ob1->flag [FLAG_IDENTIFIED])
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 278 ob1->set_flag (FLAG_BEEN_APPLIED);
221 279
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 280 if (ob2->flag [FLAG_IDENTIFIED])
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 281 ob2->set_flag (FLAG_BEEN_APPLIED);
224 282
225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 283 if (ob1->arch->archname != ob2->arch->archname
226 || ob1->arch != ob2->arch
227 || ob1->name != ob2->name 284 || ob1->name != ob2->name
228 || ob1->title != ob2->title 285 || ob1->title != ob2->title
229 || ob1->msg != ob2->msg 286 || ob1->msg != ob2->msg
230 || ob1->weight != ob2->weight 287 || ob1->weight != ob2->weight
231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
233 || ob1->attacktype != ob2->attacktype 288 || ob1->attacktype != ob2->attacktype
234 || ob1->magic != ob2->magic 289 || ob1->magic != ob2->magic
235 || ob1->slaying != ob2->slaying 290 || ob1->slaying != ob2->slaying
236 || ob1->skill != ob2->skill 291 || ob1->skill != ob2->skill
237 || ob1->value != ob2->value 292 || ob1->value != ob2->value
238 || ob1->animation_id != ob2->animation_id 293 || ob1->animation_id != ob2->animation_id
294 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
239 || ob1->client_type != ob2->client_type 295 || ob1->client_type != ob2->client_type
240 || ob1->materialname != ob2->materialname 296 || ob1->material != ob2->material
241 || ob1->lore != ob2->lore 297 || ob1->lore != ob2->lore
242 || ob1->subtype != ob2->subtype 298 || ob1->subtype != ob2->subtype
243 || ob1->move_type != ob2->move_type 299 || ob1->move_type != ob2->move_type
244 || ob1->move_block != ob2->move_block 300 || ob1->move_block != ob2->move_block
245 || ob1->move_allow != ob2->move_allow 301 || ob1->move_allow != ob2->move_allow
246 || ob1->move_on != ob2->move_on 302 || ob1->move_on != ob2->move_on
247 || ob1->move_off != ob2->move_off 303 || ob1->move_off != ob2->move_off
248 || ob1->move_slow != ob2->move_slow 304 || ob1->move_slow != ob2->move_slow
249 || ob1->move_slow_penalty != ob2->move_slow_penalty) 305 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
306 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
307 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
250 return 0; 308 return 0;
251 309
310 if ((ob1->flag ^ ob2->flag)
311 .reset (FLAG_INV_LOCKED)
312 .reset (FLAG_REMOVED)
313 .any ())
314 return 0;
315
252 /* This is really a spellbook check - really, we should 316 /* This is really a spellbook check - we should in general
253 * check all objects in the inventory. 317 * not merge objects with real inventories, as splitting them
318 * is hard.
254 */ 319 */
255 if (ob1->inv || ob2->inv) 320 if (ob1->inv || ob2->inv)
256 { 321 {
257 /* if one object has inventory but the other doesn't, not equiv */ 322 if (!(ob1->inv && ob2->inv))
258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 323 return 0; /* inventories differ in length */
259 return 0;
260 324
261 /* Now check to see if the two inventory objects could merge */ 325 if (ob1->inv->below || ob2->inv->below)
326 return 0; /* more than one object in inv */
327
262 if (!object::can_merge (ob1->inv, ob2->inv)) 328 if (!object::can_merge (ob1->inv, ob2->inv))
263 return 0; 329 return 0; /* inventory objects differ */
264 330
265 /* inventory ok - still need to check rest of this object to see 331 /* inventory ok - still need to check rest of this object to see
266 * if it is valid. 332 * if it is valid.
267 */ 333 */
268 } 334 }
269 335
270 /* Don't merge objects that are applied. With the new 'body' code, 336 /* Don't merge objects that are applied. With the new 'body' code,
271 * it is possible for most any character to have more than one of 337 * it is possible for most any character to have more than one of
272 * some items equipped, and we don't want those to merge. 338 * some items equipped, and we don't want those to merge.
273 */ 339 */
274 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 340 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
275 return 0; 341 return 0;
276 342
277 /* Note sure why the following is the case - either the object has to 343 /* Note sure why the following is the case - either the object has to
278 * be animated or have a very low speed. Is this an attempted monster 344 * be animated or have a very low speed. Is this an attempted monster
279 * check? 345 * check?
280 */ 346 */
281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 347 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
282 return 0; 348 return 0;
283 349
284 switch (ob1->type) 350 switch (ob1->type)
285 { 351 {
286 case SCROLL: 352 case SCROLL:
287 if (ob1->level != ob2->level) 353 if (ob1->level != ob2->level)
288 return 0; 354 return 0;
289 break; 355 break;
290 } 356 }
291 357
292 if (ob1->key_values != NULL || ob2->key_values != NULL) 358 if (ob1->key_values || ob2->key_values)
293 { 359 {
294 /* At least one of these has key_values. */ 360 /* At least one of these has key_values. */
295 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 361 if ((!ob1->key_values) != (!ob2->key_values))
296 /* One has fields, but the other one doesn't. */ 362 return 0; /* One has fields, but the other one doesn't. */
363
364 if (!compare_ob_value_lists (ob1, ob2))
297 return 0; 365 return 0;
298 else if (!compare_ob_value_lists (ob1, ob2))
299 return 0;
300 } 366 }
301 367
302 //TODO: generate an event or call into perl for additional checks
303 if (ob1->self || ob2->self) 368 if (ob1->self || ob2->self)
304 { 369 {
305 ob1->optimise (); 370 ob1->optimise ();
306 ob2->optimise (); 371 ob2->optimise ();
307 372
308 if (ob1->self || ob2->self) 373 if (ob1->self || ob2->self)
374 {
375 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
376 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
377
378 if (k1 != k2)
309 return 0; 379 return 0;
380
381 if (k1 == 0)
382 return 1;
383
384 if (!cfperl_can_merge (ob1, ob2))
385 return 0;
386 }
310 } 387 }
311 388
312 /* Everything passes, must be OK. */ 389 /* Everything passes, must be OK. */
313 return 1; 390 return 1;
314} 391}
315 392
393// find player who can see this object
394object *
395object::visible_to () const
396{
397 if (client_visible () && !flag [FLAG_REMOVED])
398 {
399 // see if we are in a container of sorts
400 if (env)
401 {
402 // the player inventory itself is always visible
403 if (env->is_player ())
404 return env;
405
406 // else a player could have our env open
407 object *envest = env->outer_env_or_self ();
408
409 // the player itself is always on a map, so we will find him here
410 // even if our inv is in a player.
411 if (envest->is_on_map ())
412 if (object *pl = envest->ms ().player ())
413 if (pl->container_ () == env)
414 return pl;
415 }
416 else
417 {
418 // maybe there is a player standing on the same mapspace
419 // this will catch the case where "this" is a player
420 if (object *pl = ms ().player ())
421 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
422 || pl->container_ () == this)
423 return pl;
424 }
425 }
426
427 return 0;
428}
429
430// adjust weight per container type ("of holding")
431static sint32
432weight_adjust_for (object *op, sint32 weight)
433{
434 return op->type == CONTAINER
435 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
436 : weight;
437}
438
316/* 439/*
440 * adjust_weight(object, weight) adds the specified weight to an object,
441 * and also updates how much the environment(s) is/are carrying.
442 */
443static void
444adjust_weight (object *op, sint32 weight)
445{
446 while (op)
447 {
448 // adjust by actual difference to account for rounding errors
449 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
450 weight = weight_adjust_for (op, op->carrying)
451 - weight_adjust_for (op, op->carrying - weight);
452
453 if (!weight)
454 return;
455
456 op->carrying += weight;
457
458 if (object *pl = op->visible_to ())
459 if (pl != op) // player is handled lazily
460 esrv_update_item (UPD_WEIGHT, pl, op);
461
462 op = op->env;
463 }
464}
465
466/*
317 * sum_weight() is a recursive function which calculates the weight 467 * this is a recursive function which calculates the weight
318 * an object is carrying. It goes through in figures out how much 468 * an object is carrying. It goes through op and figures out how much
319 * containers are carrying, and sums it up. 469 * containers are carrying, and sums it up.
320 */ 470 */
321long 471void
322sum_weight (object *op) 472object::update_weight ()
323{ 473{
324 long sum; 474 sint32 sum = 0;
325 object *inv;
326 475
327 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 476 for (object *op = inv; op; op = op->below)
328 { 477 {
329 if (inv->inv) 478 if (op->inv)
330 sum_weight (inv); 479 op->update_weight ();
331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 480
481 sum += op->total_weight ();
482 }
483
484 sum = weight_adjust_for (this, sum);
485
486 if (sum != carrying)
332 } 487 {
333
334 if (op->type == CONTAINER && op->stats.Str)
335 sum = (sum * (100 - op->stats.Str)) / 100;
336
337 if (op->carrying != sum) 488 if (carrying != sum)//D
489 LOG (llevDebug, "updating weight got %ld, expected %ld (%s)\n",
490 (long long)sum, (long long)carrying, debug_desc ());
491
338 op->carrying = sum; 492 carrying = sum;
339 493
340 return sum; 494 if (object *pl = visible_to ())
495 if (pl != this) // player is handled lazily
496 esrv_update_item (UPD_WEIGHT, pl, this);
497 }
341} 498}
342 499
343/** 500/*
344 * Return the outermost environment object for a given object. 501 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
345 */ 502 */
346
347object *
348object_get_env_recursive (object *op)
349{
350 while (op->env != NULL)
351 op = op->env;
352 return op;
353}
354
355/*
356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
357 * Some error messages.
358 * The result of the dump is stored in the static global errmsg array.
359 */
360
361char * 503char *
362dump_object (object *op) 504dump_object (object *op)
363{ 505{
364 if (!op) 506 if (!op)
365 return strdup ("[NULLOBJ]"); 507 return strdup ("[NULLOBJ]");
366 508
367 object_freezer freezer; 509 object_freezer freezer;
368 save_object (freezer, op, 1); 510 op->write (freezer);
369 return freezer.as_string (); 511 return freezer.as_string ();
370} 512}
371 513
372/* 514char *
373 * get_nearest_part(multi-object, object 2) returns the part of the 515object::as_string ()
374 * multi-object 1 which is closest to the second object.
375 * If it's not a multi-object, it is returned.
376 */
377
378object *
379get_nearest_part (object *op, const object *pl)
380{ 516{
381 object *tmp, *closest; 517 return dump_object (this);
382 int last_dist, i;
383
384 if (op->more == NULL)
385 return op;
386 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
387 if ((i = distance (tmp, pl)) < last_dist)
388 closest = tmp, last_dist = i;
389 return closest;
390} 518}
391 519
392/* 520/*
393 * Returns the object which has the count-variable equal to the argument. 521 * Returns the object which has the count-variable equal to the argument.
522 * VERRRY slow.
394 */ 523 */
395
396object * 524object *
397find_object (tag_t i) 525find_object (tag_t i)
398{ 526{
399 for (object *op = object::first; op; op = op->next) 527 for_all_objects (op)
400 if (op->count == i) 528 if (op->count == i)
401 return op; 529 return op;
530
531 return 0;
532}
533
534/*
535 * Returns the object which has the uuid equal to the argument.
536 * MOAR VERRRY slow.
537 */
538
539object *
540find_object_uuid (UUID i)
541{
542 for_all_objects (op)
543 if (op->uuid == i)
544 return op;
402 545
403 return 0; 546 return 0;
404} 547}
405 548
406/* 549/*
407 * Returns the first object which has a name equal to the argument. 550 * Returns the first object which has a name equal to the argument.
408 * Used only by the patch command, but not all that useful. 551 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999" 552 * Enables features like "patch <name-of-other-player> food 999"
410 */ 553 */
411
412object * 554object *
413find_object_name (const char *str) 555find_object_name (const char *str)
414{ 556{
415 shstr_cmp str_ (str); 557 shstr_cmp str_ (str);
416 object *op;
417 558
418 for (op = object::first; op != NULL; op = op->next) 559 if (str_)
560 for_all_objects (op)
419 if (op->name == str_) 561 if (op->name == str_)
420 break; 562 return op;
421 563
422 return op; 564 return 0;
423}
424
425void
426free_all_object_data ()
427{
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429} 565}
430 566
431/* 567/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 568 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 569 * skill and experience objects.
570 * ACTUALLY NO! investigate! TODO
434 */ 571 */
435void 572void
436object::set_owner (object *owner) 573object::set_owner (object *owner)
437{ 574{
575 // allow objects which own objects
438 if (!owner) 576 if (owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner) 577 while (owner->owner)
449 owner = owner->owner; 578 owner = owner->owner;
579
580 if (flag [FLAG_FREED])
581 {
582 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
583 return;
584 }
450 585
451 this->owner = owner; 586 this->owner = owner;
452} 587}
453 588
454/* Zero the key_values on op, decrementing the shared-string 589/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 590 * refcounts and freeing the links.
456 */ 591 */
457static void 592static void
458free_key_values (object *op) 593free_key_values (object *op)
459{ 594{
460 for (key_value *i = op->key_values; i != 0;) 595 for (key_value *i = op->key_values; i; )
461 { 596 {
462 key_value *next = i->next; 597 key_value *next = i->next;
463 delete i; 598 delete i;
464 599
465 i = next; 600 i = next;
477 * will point at garbage. 612 * will point at garbage.
478 */ 613 */
479void 614void
480object::copy_to (object *dst) 615object::copy_to (object *dst)
481{ 616{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 617 dst->remove ();
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
484
485 *(object_copy *)dst = *this; 618 *(object_copy *)dst = *this;
486 619 dst->flag [FLAG_REMOVED] = true;
487 if (is_freed)
488 SET_FLAG (dst, FLAG_FREED);
489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
493 if (speed < 0)
494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
495 620
496 /* Copy over key_values, if any. */ 621 /* Copy over key_values, if any. */
497 if (key_values) 622 if (key_values)
498 { 623 {
499 key_value *tail = 0; 624 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 625 dst->key_values = 0;
503 626
504 for (i = key_values; i; i = i->next) 627 for (key_value *i = key_values; i; i = i->next)
505 { 628 {
506 key_value *new_link = new key_value; 629 key_value *new_link = new key_value;
507 630
508 new_link->next = 0; 631 new_link->next = 0;
509 new_link->key = i->key; 632 new_link->key = i->key;
510 new_link->value = i->value; 633 new_link->value = i->value;
511 634
512 /* Try and be clever here, too. */ 635 /* Try and be clever here, too. */
513 if (!dst->key_values) 636 if (!dst->key_values)
514 { 637 {
521 tail = new_link; 644 tail = new_link;
522 } 645 }
523 } 646 }
524 } 647 }
525 648
526 dst->set_speed (dst->speed); 649 dst->activate ();
650}
651
652void
653object::instantiate ()
654{
655 if (!uuid.seq) // HACK
656 uuid = UUID::gen ();
657
658 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
659 if (flag [FLAG_RANDOM_SPEED] && speed)
660 speed_left = - speed - rndm (); // TODO animation
661 else
662 speed_left = -1.;
663
664 /* copy the body_info to the body_used - this is only really
665 * need for monsters, but doesn't hurt to do it for everything.
666 * by doing so, when a monster is created, it has good starting
667 * values for the body_used info, so when items are created
668 * for it, they can be properly equipped.
669 */
670 for (int i = NUM_BODY_LOCATIONS; i--; )
671 slot[i].used = slot[i].info;
672
673 attachable::instantiate ();
527} 674}
528 675
529object * 676object *
530object::clone () 677object::clone ()
531{ 678{
532 object *neu = create (); 679 object *neu = create ();
533 copy_to (neu); 680 copy_to (neu);
681
682 // TODO: unclean state changes, should not be done in clone AND instantiate
683 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
684 neu->speed_left = - neu->speed - rndm (); // TODO animation
685
686 neu->map = map; // not copied by copy_to
534 return neu; 687 return neu;
535} 688}
536 689
537/* 690/*
538 * If an object with the IS_TURNABLE() flag needs to be turned due 691 * If an object with the IS_TURNABLE() flag needs to be turned due
540 * be called to update the face variable, _and_ how it looks on the map. 693 * be called to update the face variable, _and_ how it looks on the map.
541 */ 694 */
542void 695void
543update_turn_face (object *op) 696update_turn_face (object *op)
544{ 697{
545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 698 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
546 return; 699 return;
547 700
548 SET_ANIMATION (op, op->direction); 701 SET_ANIMATION (op, op->direction);
549 update_object (op, UP_OBJ_FACE); 702 update_object (op, UP_OBJ_FACE);
550} 703}
555 * This function needs to be called whenever the speed of an object changes. 708 * This function needs to be called whenever the speed of an object changes.
556 */ 709 */
557void 710void
558object::set_speed (float speed) 711object::set_speed (float speed)
559{ 712{
560 if (flag [FLAG_FREED] && speed)
561 {
562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
563 speed = 0;
564 }
565
566 this->speed = speed; 713 this->speed = speed;
567 714
568 if (has_active_speed ()) 715 if (has_active_speed ())
569 activate (); 716 activate ();
570 else 717 else
589 * UP_OBJ_FACE: only the objects face has changed. 736 * UP_OBJ_FACE: only the objects face has changed.
590 */ 737 */
591void 738void
592update_object (object *op, int action) 739update_object (object *op, int action)
593{ 740{
594 MoveType move_on, move_off, move_block, move_slow; 741 if (!op)
595
596 if (op == NULL)
597 { 742 {
598 /* this should never happen */ 743 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 744 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
600 return; 745 return;
601 } 746 }
602 747
603 if (op->env) 748 if (!op->is_on_map ())
604 { 749 {
605 /* Animation is currently handled by client, so nothing 750 /* Animation is currently handled by client, so nothing
606 * to do in this case. 751 * to do in this case.
607 */ 752 */
608 return; 753 return;
609 } 754 }
610
611 /* If the map is saving, don't do anything as everything is
612 * going to get freed anyways.
613 */
614 if (!op->map || op->map->in_memory == MAP_SAVING)
615 return;
616 755
617 /* make sure the object is within map boundaries */ 756 /* make sure the object is within map boundaries */
618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 757 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
619 { 758 {
620 LOG (llevError, "update_object() called for object out of map!\n"); 759 LOG (llevError, "update_object() called for object out of map!\n");
628 767
629 if (!(m.flags_ & P_UPTODATE)) 768 if (!(m.flags_ & P_UPTODATE))
630 /* nop */; 769 /* nop */;
631 else if (action == UP_OBJ_INSERT) 770 else if (action == UP_OBJ_INSERT)
632 { 771 {
772#if 0
633 // this is likely overkill, TODO: revisit (schmorp) 773 // this is likely overkill, TODO: revisit (schmorp)
634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 774 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 775 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 776 || (op->is_player () && !(m.flags_ & P_PLAYER))
637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 777 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 778 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 779 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
640 || (m.move_on | op->move_on ) != m.move_on 780 || (m.move_on | op->move_on ) != m.move_on
641 || (m.move_off | op->move_off ) != m.move_off 781 || (m.move_off | op->move_off ) != m.move_off
642 || (m.move_slow | op->move_slow) != m.move_slow 782 || (m.move_slow | op->move_slow) != m.move_slow
643 /* This isn't perfect, but I don't expect a lot of objects to 783 /* This isn't perfect, but I don't expect a lot of objects to
644 * to have move_allow right now. 784 * have move_allow right now.
645 */ 785 */
646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 786 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
787 m.invalidate ();
788#else
647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 789 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
648 m.flags_ = 0; 790 m.invalidate ();
791#endif
649 } 792 }
650 /* if the object is being removed, we can't make intelligent 793 /* if the object is being removed, we can't make intelligent
651 * decisions, because remove_ob can't really pass the object 794 * decisions, because remove_ob can't really pass the object
652 * that is being removed. 795 * that is being removed.
653 */ 796 */
654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 797 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
655 m.flags_ = 0; 798 m.invalidate ();
656 else if (action == UP_OBJ_FACE) 799 else if (action == UP_OBJ_FACE)
657 /* Nothing to do for that case */ ; 800 /* Nothing to do for that case */ ;
658 else 801 else
659 LOG (llevError, "update_object called with invalid action: %d\n", action); 802 LOG (llevError, "update_object called with invalid action: %d\n", action);
660 803
661 if (op->more) 804 if (op->more)
662 update_object (op->more, action); 805 update_object (op->more, action);
663} 806}
664 807
665object *object::first;
666
667object::object () 808object::object ()
668{ 809{
669 SET_FLAG (this, FLAG_REMOVED); 810 this->set_flag (FLAG_REMOVED);
670 811
671 expmul = 1.0; 812 //expmul = 1.0; declared const for the time being
672 face = blank_face; 813 face = blank_face;
814 material = MATERIAL_NULL;
673} 815}
674 816
675object::~object () 817object::~object ()
676{ 818{
819 unlink ();
820
677 free_key_values (this); 821 free_key_values (this);
678} 822}
679 823
680void object::link () 824void object::link ()
681{ 825{
682 count = ++ob_count; 826 assert (!index);//D
683 uuid = gen_uuid (); 827 uuid = UUID::gen ();
684 828
685 prev = 0; 829 refcnt_inc ();
686 next = object::first; 830 objects.insert (this);
687 831
688 if (object::first) 832 ++create_count;
689 object::first->prev = this;
690 833
691 object::first = this;
692} 834}
693 835
694void object::unlink () 836void object::unlink ()
695{ 837{
696 if (this == object::first) 838 if (!index)
697 object::first = next; 839 return;
698 840
699 /* Remove this object from the list of used objects */ 841 ++destroy_count;
700 if (prev) prev->next = next;
701 if (next) next->prev = prev;
702 842
703 prev = 0; 843 objects.erase (this);
704 next = 0; 844 refcnt_dec ();
705}
706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711} 845}
712 846
713void 847void
714object::activate () 848object::activate ()
715{ 849{
716 /* If already on active list, don't do anything */ 850 /* If already on active list, don't do anything */
717 if (active ()) 851 if (active)
718 return; 852 return;
719 853
720 if (has_active_speed ()) 854 if (has_active_speed ())
721 { 855 {
722 /* process_events() expects us to insert the object at the beginning 856 if (flag [FLAG_FREED])
723 * of the list. */ 857 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
724 active_next = active_objects;
725 858
726 if (active_next) 859 actives.insert (this);
727 active_next->active_prev = this;
728
729 active_objects = this;
730 } 860 }
731} 861}
732 862
733void 863void
734object::activate_recursive () 864object::activate_recursive ()
735{ 865{
736 activate (); 866 activate ();
737 867
738 for (object *op = inv; op; op = op->above) 868 for (object *op = inv; op; op = op->below)
739 op->activate_recursive (); 869 op->activate_recursive ();
740} 870}
741 871
742/* This function removes object 'op' from the list of active 872/* This function removes object 'op' from the list of active
743 * objects. 873 * objects.
749 */ 879 */
750void 880void
751object::deactivate () 881object::deactivate ()
752{ 882{
753 /* If not on the active list, nothing needs to be done */ 883 /* If not on the active list, nothing needs to be done */
754 if (!active ()) 884 if (!active)
755 return; 885 return;
756 886
757 if (active_prev == 0) 887 actives.erase (this);
758 {
759 active_objects = active_next;
760 if (active_next)
761 active_next->active_prev = 0;
762 }
763 else
764 {
765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
769
770 active_next = 0;
771 active_prev = 0;
772} 888}
773 889
774void 890void
775object::deactivate_recursive () 891object::deactivate_recursive ()
776{ 892{
777 for (object *op = inv; op; op = op->above) 893 for (object *op = inv; op; op = op->below)
778 op->deactivate_recursive (); 894 op->deactivate_recursive ();
779 895
780 deactivate (); 896 deactivate ();
897}
898
899void
900object::set_flag_inv (int flag, int value)
901{
902 for (object *op = inv; op; op = op->below)
903 {
904 op->flag [flag] = value;
905 op->set_flag_inv (flag, value);
906 }
781} 907}
782 908
783/* 909/*
784 * Remove and free all objects in the inventory of the given object. 910 * Remove and free all objects in the inventory of the given object.
785 * object.c ? 911 * object.c ?
788object::destroy_inv (bool drop_to_ground) 914object::destroy_inv (bool drop_to_ground)
789{ 915{
790 // need to check first, because the checks below might segfault 916 // need to check first, because the checks below might segfault
791 // as we might be on an invalid mapspace and crossfire code 917 // as we might be on an invalid mapspace and crossfire code
792 // is too buggy to ensure that the inventory is empty. 918 // is too buggy to ensure that the inventory is empty.
793 // corollary: if you create arrows etc. with stuff in tis inventory, 919 // corollary: if you create arrows etc. with stuff in its inventory,
794 // cf will crash below with off-map x and y 920 // cf will crash below with off-map x and y
795 if (!inv) 921 if (!inv)
796 return; 922 return;
797 923
798 /* Only if the space blocks everything do we not process - 924 /* Only if the space blocks everything do we not process -
799 * if some form of movement is allowed, let objects 925 * if some form of movement is allowed, let objects
800 * drop on that space. 926 * drop on that space.
801 */ 927 */
802 if (!drop_to_ground 928 if (!drop_to_ground
803 || !map 929 || !map
804 || map->in_memory != MAP_IN_MEMORY 930 || map->in_memory != MAP_ACTIVE
931 || map->no_drop
805 || ms ().move_block == MOVE_ALL) 932 || ms ().move_block == MOVE_ALL)
806 { 933 {
807 while (inv) 934 while (inv)
808 {
809 inv->destroy_inv (drop_to_ground);
810 inv->destroy (); 935 inv->destroy ();
811 }
812 } 936 }
813 else 937 else
814 { /* Put objects in inventory onto this space */ 938 { /* Put objects in inventory onto this space */
815 while (inv) 939 while (inv)
816 { 940 {
818 942
819 if (op->flag [FLAG_STARTEQUIP] 943 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP] 944 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE 945 || op->type == RUNE
822 || op->type == TRAP 946 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE]) 947 || op->flag [FLAG_IS_A_TEMPLATE]
948 || op->flag [FLAG_DESTROY_ON_DEATH])
824 op->destroy (); 949 op->destroy ();
825 else 950 else
826 map->insert (op, x, y); 951 map->insert (op, x, y);
827 } 952 }
828 } 953 }
829} 954}
830 955
956/*
957 * Remove and free all objects in the inventory of the given object.
958 * Unlike destroy_inv, this assumes the *this is destroyed as well
959 * well, so we can (and have to!) take shortcuts.
960 */
961void
962object::destroy_inv_fast ()
963{
964 while (object *op = inv)
965 {
966 // remove from object the fast way
967 op->flag [FLAG_REMOVED] = true;
968 op->env = 0;
969 if ((inv = inv->below))
970 inv->above = 0;
971
972 // then destroy
973 op->destroy ();
974 }
975}
976
977void
978object::freelist_free (int count)
979{
980 while (count-- && freelist)
981 {
982 freelist_item *next = freelist->next;
983 // count is being "destroyed"
984
985 sfree ((char *)freelist, sizeof (object));
986
987 freelist = next;
988 --free_count;
989 }
990}
991
992object *
831object *object::create () 993object::create ()
832{ 994{
833 object *op = new object; 995 object *op;
996
997 if (freelist)
998 {
999 freelist_item li = *freelist;
1000 memset (freelist, 0, sizeof (object));
1001
1002 op = new (freelist) object;
1003 op->count = li.count;
1004
1005 freelist = li.next;
1006 --free_count;
1007 }
1008 else
1009 {
1010 void *ni = salloc0<char> (sizeof (object));
1011
1012 op = new(ni) object;
1013
1014 op->count = ++object_count;
1015 }
1016
834 op->link (); 1017 op->link ();
1018
835 return op; 1019 return op;
836} 1020}
837 1021
838void 1022void
1023object::do_delete ()
1024{
1025 uint32_t count = this->count;
1026
1027 this->~object ();
1028
1029 freelist_item *li = (freelist_item *)this;
1030 li->next = freelist;
1031 li->count = count;
1032
1033 freelist = li;
1034 ++free_count;
1035}
1036
1037static struct freed_map : maptile
1038{
1039 freed_map ()
1040 : maptile (3, 3)
1041 {
1042 path = "<freed objects map>";
1043 name = "/internal/freed_objects_map";
1044 no_drop = 1;
1045 no_reset = 1;
1046
1047 in_memory = MAP_ACTIVE;
1048 }
1049
1050 ~freed_map ()
1051 {
1052 destroy ();
1053 }
1054} freed_map; // freed objects are moved here to avoid crashes
1055
1056void
839object::do_destroy () 1057object::do_destroy ()
840{ 1058{
841 if (flag [FLAG_IS_LINKED]) 1059 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this); 1060 remove_link ();
843 1061
844 if (flag [FLAG_FRIENDLY]) 1062 if (flag [FLAG_FRIENDLY])
845 remove_friendly_object (this); 1063 remove_friendly_object (this);
846 1064
847 if (!flag [FLAG_REMOVED])
848 remove (); 1065 remove ();
849 1066
850 if (flag [FLAG_FREED]) 1067 attachable::do_destroy ();
851 return;
852 1068
853 set_speed (0); 1069 deactivate ();
1070 unlink ();
854 1071
855 flag [FLAG_FREED] = 1; 1072 flag [FLAG_FREED] = 1;
856 1073
857 attachable::do_destroy ();
858
859 destroy_inv (true);
860 unlink ();
861
862 // hack to ensure that freed objects still have a valid map 1074 // hack to ensure that freed objects still have a valid map
863 {
864 static maptile *freed_map; // freed objects are moved here to avoid crashes
865
866 if (!freed_map)
867 {
868 freed_map = new maptile;
869
870 freed_map->name = "/internal/freed_objects_map";
871 freed_map->width = 3;
872 freed_map->height = 3;
873
874 freed_map->alloc ();
875 }
876
877 map = freed_map; 1075 map = &freed_map;
878 x = 1; 1076 x = 1;
879 y = 1; 1077 y = 1;
880 }
881
882 head = 0;
883 1078
884 if (more) 1079 if (more)
885 { 1080 {
886 more->destroy (); 1081 more->destroy ();
887 more = 0; 1082 more = 0;
888 } 1083 }
889 1084
1085 head = 0;
1086
890 // clear those pointers that likely might have circular references to us 1087 // clear those pointers that likely might cause circular references
891 owner = 0; 1088 owner = 0;
892 enemy = 0; 1089 enemy = 0;
893 attacked_by = 0; 1090 attacked_by = 0;
894 1091 current_weapon = 0;
895 // only relevant for players(?), but make sure of it anyways
896 contr = 0;
897} 1092}
898 1093
899void 1094void
900object::destroy (bool destroy_inventory) 1095object::destroy ()
901{ 1096{
902 if (destroyed ()) 1097 if (destroyed ())
903 return; 1098 return;
904 1099
905 if (destroy_inventory) 1100 if (!is_head () && !head->destroyed ())
1101 {
1102 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1103 head->destroy ();
1104 return;
1105 }
1106
906 destroy_inv (false); 1107 destroy_inv_fast ();
1108
1109 if (is_head ())
1110 if (sound_destroy)
1111 play_sound (sound_destroy);
1112 else if (flag [FLAG_MONSTER])
1113 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
907 1114
908 attachable::destroy (); 1115 attachable::destroy ();
909}
910
911/*
912 * sub_weight() recursively (outwards) subtracts a number from the
913 * weight of an object (and what is carried by it's environment(s)).
914 */
915void
916sub_weight (object *op, signed long weight)
917{
918 while (op != NULL)
919 {
920 if (op->type == CONTAINER)
921 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
922
923 op->carrying -= weight;
924 op = op->env;
925 }
926} 1116}
927 1117
928/* op->remove (): 1118/* op->remove ():
929 * This function removes the object op from the linked list of objects 1119 * This function removes the object op from the linked list of objects
930 * which it is currently tied to. When this function is done, the 1120 * which it is currently tied to. When this function is done, the
931 * object will have no environment. If the object previously had an 1121 * object will have no environment. If the object previously had an
932 * environment, the x and y coordinates will be updated to 1122 * environment, the x and y coordinates will be updated to
933 * the previous environment. 1123 * the previous environment.
934 * Beware: This function is called from the editor as well!
935 */ 1124 */
936void 1125void
937object::remove () 1126object::do_remove ()
938{ 1127{
939 object *tmp, *last = 0; 1128 if (flag [FLAG_REMOVED])
940 object *otmp;
941
942 if (QUERY_FLAG (this, FLAG_REMOVED))
943 return; 1129 return;
944 1130
945 SET_FLAG (this, FLAG_REMOVED);
946 INVOKE_OBJECT (REMOVE, this); 1131 INVOKE_OBJECT (REMOVE, this);
1132
1133 flag [FLAG_REMOVED] = true;
947 1134
948 if (more) 1135 if (more)
949 more->remove (); 1136 more->remove ();
950 1137
951 /* 1138 /*
952 * In this case, the object to be removed is in someones 1139 * In this case, the object to be removed is in someones
953 * inventory. 1140 * inventory.
954 */ 1141 */
955 if (env) 1142 if (env)
956 { 1143 {
957 if (nrof) 1144 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
958 sub_weight (env, weight * nrof); 1145 if (object *pl = visible_to ())
959 else 1146 esrv_del_item (pl->contr, count);
960 sub_weight (env, weight + carrying); 1147 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
961 1148
962 /* NO_FIX_PLAYER is set when a great many changes are being 1149 adjust_weight (env, -total_weight ());
963 * made to players inventory. If set, avoiding the call
964 * to save cpu time.
965 */
966 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
967 otmp->update_stats ();
968 1150
969 if (above) 1151 object *pl = in_player ();
970 above->below = below;
971 else
972 env->inv = below;
973
974 if (below)
975 below->above = above;
976 1152
977 /* we set up values so that it could be inserted into 1153 /* we set up values so that it could be inserted into
978 * the map, but we don't actually do that - it is up 1154 * the map, but we don't actually do that - it is up
979 * to the caller to decide what we want to do. 1155 * to the caller to decide what we want to do.
980 */ 1156 */
981 x = env->x, y = env->y;
982 map = env->map; 1157 map = env->map;
983 above = 0, below = 0; 1158 x = env->x;
984 env = 0; 1159 y = env->y;
985 }
986 else if (map)
987 {
988 if (type == PLAYER)
989 {
990 --map->players;
991 map->touch ();
992 }
993 1160
994 map->dirty = true; 1161 // make sure cmov optimisation is applicable
995 1162 *(above ? &above->below : &env->inv) = below;
996 /* link the object above us */ 1163 *(below ? &below->above : &above ) = above; // &above is just a dummy
997 if (above)
998 above->below = below;
999 else
1000 map->at (x, y).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 {
1013 char *dump = dump_object (this);
1014 LOG (llevError,
1015 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1016 free (dump);
1017 dump = dump_object (GET_MAP_OB (map, x, y));
1018 LOG (llevError, "%s\n", dump);
1019 free (dump);
1020 }
1021
1022 map->at (x, y).bot = above; /* goes on above it. */
1023 }
1024 1164
1025 above = 0; 1165 above = 0;
1026 below = 0; 1166 below = 0;
1167 env = 0;
1168
1169 if (pl && pl->is_player ())
1170 {
1171 if (expect_false (pl->contr->combat_ob == this))
1172 {
1173 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1174 pl->contr->combat_ob = 0;
1175 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1176 }
1177
1178 if (expect_false (pl->contr->ranged_ob == this))
1179 {
1180 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1181 pl->contr->ranged_ob = 0;
1182 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1183 }
1184
1185 pl->contr->queue_stats_update ();
1186
1187 if (expect_false (glow_radius) && pl->is_on_map ())
1188 update_all_los (pl->map, pl->x, pl->y);
1189 }
1190 }
1191 else if (map)
1192 {
1193 map->dirty = true;
1194 mapspace &ms = this->ms ();
1195
1196 if (object *pl = ms.player ())
1197 {
1198 if (is_player ())
1199 {
1200 if (!flag [FLAG_WIZPASS])
1201 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1202
1203 // leaving a spot always closes any open container on the ground
1204 if (container && !container->env)
1205 // this causes spurious floorbox updates, but it ensures
1206 // that the CLOSE event is being sent.
1207 close_container ();
1208
1209 --map->players;
1210 map->touch ();
1211 }
1212 else if (pl->container_ () == this)
1213 {
1214 // removing a container should close it
1215 close_container ();
1216 }
1217 else
1218 esrv_del_item (pl->contr, count);
1219 }
1220
1221 /* link the object above us */
1222 // re-link, make sure compiler can easily use cmove
1223 *(above ? &above->below : &ms.top) = below;
1224 *(below ? &below->above : &ms.bot) = above;
1225
1226 above = 0;
1227 below = 0;
1228
1229 ms.invalidate ();
1027 1230
1028 if (map->in_memory == MAP_SAVING) 1231 if (map->in_memory == MAP_SAVING)
1029 return; 1232 return;
1030 1233
1031 int check_walk_off = !flag [FLAG_NO_APPLY]; 1234 int check_walk_off = !flag [FLAG_NO_APPLY];
1032 1235
1033 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1236 if (object *pl = ms.player ())
1034 { 1237 {
1035 /* No point updating the players look faces if he is the object 1238 if (pl->container_ () == this)
1036 * being removed.
1037 */
1038
1039 if (tmp->type == PLAYER && tmp != this)
1040 {
1041 /* If a container that the player is currently using somehow gets 1239 /* If a container that the player is currently using somehow gets
1042 * removed (most likely destroyed), update the player view 1240 * removed (most likely destroyed), update the player view
1043 * appropriately. 1241 * appropriately.
1044 */ 1242 */
1045 if (tmp->container == this) 1243 pl->close_container ();
1046 {
1047 flag [FLAG_APPLIED] = 0;
1048 tmp->container = 0;
1049 }
1050 1244
1245 //TODO: the floorbox prev/next might need updating
1246 //esrv_del_item (pl->contr, count);
1247 //TODO: update floorbox to preserve ordering
1051 if (tmp->contr->ns) 1248 if (pl->contr->ns)
1052 tmp->contr->ns->floorbox_update (); 1249 pl->contr->ns->floorbox_update ();
1250 }
1251
1252 if (check_walk_off)
1253 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1254 {
1255 above = tmp->above;
1256
1257 /* No point updating the players look faces if he is the object
1258 * being removed.
1053 } 1259 */
1054 1260
1055 /* See if object moving off should effect something */ 1261 /* See if object moving off should effect something */
1056 if (check_walk_off
1057 && ((move_type & tmp->move_off) 1262 if ((move_type & tmp->move_off)
1058 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1263 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1059 {
1060 move_apply (tmp, this, 0); 1264 move_apply (tmp, this, 0);
1061
1062 if (destroyed ())
1063 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1064 } 1265 }
1065 1266
1066 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1267 if (affects_los ())
1067 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1068 if (tmp->above == tmp)
1069 tmp->above = 0;
1070
1071 last = tmp;
1072 }
1073
1074 /* last == NULL if there are no objects on this space */
1075 //TODO: this makes little sense, why only update the topmost object?
1076 if (!last)
1077 map->at (x, y).flags_ = 0;
1078 else
1079 update_object (last, UP_OBJ_REMOVE);
1080
1081 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1082 update_all_los (map, x, y); 1268 update_all_los (map, x, y);
1083 } 1269 }
1084} 1270}
1085 1271
1086/* 1272/*
1095merge_ob (object *op, object *top) 1281merge_ob (object *op, object *top)
1096{ 1282{
1097 if (!op->nrof) 1283 if (!op->nrof)
1098 return 0; 1284 return 0;
1099 1285
1100 if (top) 1286 if (!top)
1101 for (top = op; top && top->above; top = top->above) 1287 for (top = op; top && top->above; top = top->above)
1102 ; 1288 ;
1103 1289
1104 for (; top; top = top->below) 1290 for (; top; top = top->below)
1105 {
1106 if (top == op)
1107 continue;
1108
1109 if (object::can_merge (op, top)) 1291 if (object::can_merge (op, top))
1110 { 1292 {
1111 top->nrof += op->nrof; 1293 top->nrof += op->nrof;
1112 1294
1113/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1295 if (object *pl = top->visible_to ())
1114 op->weight = 0; /* Don't want any adjustements now */ 1296 esrv_update_item (UPD_NROF, pl, top);
1297
1298 op->weight = 0; // cancel the addition above
1299 op->carrying = 0; // must be 0 already
1300
1115 op->destroy (); 1301 op->destroy ();
1302
1116 return top; 1303 return top;
1117 } 1304 }
1118 }
1119 1305
1120 return 0; 1306 return 0;
1121} 1307}
1122 1308
1309void
1310object::expand_tail ()
1311{
1312 if (more)
1313 return;
1314
1315 object *prev = this;
1316
1317 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1318 {
1319 object *op = at->instance ();
1320
1321 op->name = name;
1322 op->name_pl = name_pl;
1323 op->title = title;
1324
1325 op->head = this;
1326 prev->more = op;
1327
1328 prev = op;
1329 }
1330}
1331
1123/* 1332/*
1124 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1333 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1125 * job preparing multi-part monsters 1334 * job preparing multi-part monsters.
1126 */ 1335 */
1127object * 1336object *
1128insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1337insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1129{ 1338{
1339 op->remove ();
1340
1130 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1341 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1131 { 1342 {
1132 tmp->x = x + tmp->arch->clone.x; 1343 tmp->x = x + tmp->arch->x;
1133 tmp->y = y + tmp->arch->clone.y; 1344 tmp->y = y + tmp->arch->y;
1134 } 1345 }
1135 1346
1136 return insert_ob_in_map (op, m, originator, flag); 1347 return insert_ob_in_map (op, m, originator, flag);
1137} 1348}
1138 1349
1151 * Passing 0 for flag gives proper default values, so flag really only needs 1362 * Passing 0 for flag gives proper default values, so flag really only needs
1152 * to be set if special handling is needed. 1363 * to be set if special handling is needed.
1153 * 1364 *
1154 * Return value: 1365 * Return value:
1155 * new object if 'op' was merged with other object 1366 * new object if 'op' was merged with other object
1156 * NULL if 'op' was destroyed 1367 * NULL if there was an error (destroyed, blocked etc.)
1157 * just 'op' otherwise 1368 * just 'op' otherwise
1158 */ 1369 */
1159object * 1370object *
1160insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1371insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1161{ 1372{
1162 object *tmp, *top, *floor = NULL; 1373 op->remove ();
1163 sint16 x, y;
1164 1374
1165 if (QUERY_FLAG (op, FLAG_FREED)) 1375 if (m == &freed_map)//D TODO: remove soon
1166 { 1376 {//D
1167 LOG (llevError, "Trying to insert freed object!\n"); 1377 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1168 return NULL;
1169 } 1378 }//D
1170
1171 if (!m)
1172 {
1173 char *dump = dump_object (op);
1174 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1175 free (dump);
1176 return op;
1177 }
1178
1179 if (out_of_map (m, op->x, op->y))
1180 {
1181 char *dump = dump_object (op);
1182 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1183#ifdef MANY_CORES
1184 /* Better to catch this here, as otherwise the next use of this object
1185 * is likely to cause a crash. Better to find out where it is getting
1186 * improperly inserted.
1187 */
1188 abort ();
1189#endif
1190 free (dump);
1191 return op;
1192 }
1193
1194 if (!QUERY_FLAG (op, FLAG_REMOVED))
1195 {
1196 char *dump = dump_object (op);
1197 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1198 free (dump);
1199 return op;
1200 }
1201
1202 if (op->more)
1203 {
1204 /* The part may be on a different map. */
1205
1206 object *more = op->more;
1207
1208 /* We really need the caller to normalize coordinates - if
1209 * we set the map, that doesn't work if the location is within
1210 * a map and this is straddling an edge. So only if coordinate
1211 * is clear wrong do we normalize it.
1212 */
1213 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1214 more->map = get_map_from_coord (m, &more->x, &more->y);
1215 else if (!more->map)
1216 {
1217 /* For backwards compatibility - when not dealing with tiled maps,
1218 * more->map should always point to the parent.
1219 */
1220 more->map = m;
1221 }
1222
1223 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1224 {
1225 if (!op->head)
1226 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1227
1228 return 0;
1229 }
1230 }
1231
1232 CLEAR_FLAG (op, FLAG_REMOVED);
1233 1379
1234 /* Ideally, the caller figures this out. However, it complicates a lot 1380 /* Ideally, the caller figures this out. However, it complicates a lot
1235 * of areas of callers (eg, anything that uses find_free_spot would now 1381 * of areas of callers (eg, anything that uses find_free_spot would now
1236 * need extra work 1382 * need extra work
1237 */ 1383 */
1238 op->map = get_map_from_coord (m, &op->x, &op->y); 1384 maptile *newmap = m;
1239 x = op->x; 1385 if (!xy_normalise (newmap, op->x, op->y))
1240 y = op->y; 1386 {
1387 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1388 return 0;
1389 }
1390
1391 if (object *more = op->more)
1392 if (!insert_ob_in_map (more, m, originator, flag))
1393 return 0;
1394
1395 op->flag [FLAG_REMOVED] = false;
1396 op->env = 0;
1397 op->map = newmap;
1398
1399 mapspace &ms = op->ms ();
1241 1400
1242 /* this has to be done after we translate the coordinates. 1401 /* this has to be done after we translate the coordinates.
1243 */ 1402 */
1244 if (op->nrof && !(flag & INS_NO_MERGE)) 1403 if (op->nrof && !(flag & INS_NO_MERGE))
1245 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1404 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1246 if (object::can_merge (op, tmp)) 1405 if (object::can_merge (op, tmp))
1247 { 1406 {
1407 // TODO: we actually want to update tmp, not op,
1408 // but some caller surely breaks when we return tmp
1409 // from here :/
1248 op->nrof += tmp->nrof; 1410 op->nrof += tmp->nrof;
1249 tmp->destroy (); 1411 tmp->destroy ();
1250 } 1412 }
1251 1413
1252 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1414 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1253 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1415 op->clr_flag (FLAG_INV_LOCKED);
1254 1416
1255 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1417 if (!op->flag [FLAG_ALIVE])
1256 CLEAR_FLAG (op, FLAG_NO_STEAL); 1418 op->clr_flag (FLAG_NO_STEAL);
1257 1419
1258 if (flag & INS_BELOW_ORIGINATOR) 1420 if (flag & INS_BELOW_ORIGINATOR)
1259 { 1421 {
1260 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1422 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1261 { 1423 {
1262 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1424 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1263 abort (); 1425 abort ();
1264 } 1426 }
1265 1427
1428 if (!originator->is_on_map ())
1429 {
1430 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1431 op->debug_desc (), originator->debug_desc ());
1432 abort ();
1433 }
1434
1266 op->above = originator; 1435 op->above = originator;
1267 op->below = originator->below; 1436 op->below = originator->below;
1268
1269 if (op->below)
1270 op->below->above = op;
1271 else
1272 op->ms ().bot = op;
1273
1274 /* since *below* originator, no need to update top */
1275 originator->below = op; 1437 originator->below = op;
1438
1439 *(op->below ? &op->below->above : &ms.bot) = op;
1276 } 1440 }
1277 else 1441 else
1278 { 1442 {
1443 object *floor = 0;
1444 object *top = ms.top;
1445
1279 /* If there are other objects, then */ 1446 /* If there are other objects, then */
1280 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1447 if (top)
1281 { 1448 {
1282 object *last = 0;
1283
1284 /* 1449 /*
1285 * If there are multiple objects on this space, we do some trickier handling. 1450 * If there are multiple objects on this space, we do some trickier handling.
1286 * We've already dealt with merging if appropriate. 1451 * We've already dealt with merging if appropriate.
1287 * Generally, we want to put the new object on top. But if 1452 * Generally, we want to put the new object on top. But if
1288 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1453 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1291 * once we get to them. This reduces the need to traverse over all of 1456 * once we get to them. This reduces the need to traverse over all of
1292 * them when adding another one - this saves quite a bit of cpu time 1457 * them when adding another one - this saves quite a bit of cpu time
1293 * when lots of spells are cast in one area. Currently, it is presumed 1458 * when lots of spells are cast in one area. Currently, it is presumed
1294 * that flying non pickable objects are spell objects. 1459 * that flying non pickable objects are spell objects.
1295 */ 1460 */
1296 while (top) 1461 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1297 { 1462 {
1298 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1463 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1299 floor = top; 1464 floor = tmp;
1300 1465
1301 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1466 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1302 { 1467 {
1303 /* We insert above top, so we want this object below this */ 1468 /* We insert above top, so we want this object below this */
1304 top = top->below; 1469 top = tmp->below;
1305 break; 1470 break;
1306 } 1471 }
1307 1472
1308 last = top;
1309 top = top->above; 1473 top = tmp;
1310 } 1474 }
1311
1312 /* Don't want top to be NULL, so set it to the last valid object */
1313 top = last;
1314 1475
1315 /* We let update_position deal with figuring out what the space 1476 /* We let update_position deal with figuring out what the space
1316 * looks like instead of lots of conditions here. 1477 * looks like instead of lots of conditions here.
1317 * makes things faster, and effectively the same result. 1478 * makes things faster, and effectively the same result.
1318 */ 1479 */
1319 1480
1320 /* Have object 'fall below' other objects that block view. 1481 /* Have object 'fall below' other objects that block view.
1321 * Unless those objects are exits, type 66 1482 * Unless those objects are exits.
1322 * If INS_ON_TOP is used, don't do this processing 1483 * If INS_ON_TOP is used, don't do this processing
1323 * Need to find the object that in fact blocks view, otherwise 1484 * Need to find the object that in fact blocks view, otherwise
1324 * stacking is a bit odd. 1485 * stacking is a bit odd.
1325 */ 1486 */
1326 if (!(flag & INS_ON_TOP) && 1487 if (!(flag & INS_ON_TOP)
1327 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1488 && ms.flags () & P_BLOCKSVIEW
1489 && (op->face && !faces [op->face].visibility))
1328 { 1490 {
1491 object *last;
1492
1329 for (last = top; last != floor; last = last->below) 1493 for (last = top; last != floor; last = last->below)
1330 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1494 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1331 break; 1495 break;
1496
1332 /* Check to see if we found the object that blocks view, 1497 /* Check to see if we found the object that blocks view,
1333 * and make sure we have a below pointer for it so that 1498 * and make sure we have a below pointer for it so that
1334 * we can get inserted below this one, which requires we 1499 * we can get inserted below this one, which requires we
1335 * set top to the object below us. 1500 * set top to the object below us.
1336 */ 1501 */
1337 if (last && last->below && last != floor) 1502 if (last && last->below && last != floor)
1338 top = last->below; 1503 top = last->below;
1339 } 1504 }
1340 } /* If objects on this space */ 1505 } /* If objects on this space */
1341 1506
1342 if (flag & INS_MAP_LOAD)
1343 top = GET_MAP_TOP (op->map, op->x, op->y);
1344
1345 if (flag & INS_ABOVE_FLOOR_ONLY) 1507 if (flag & INS_ABOVE_FLOOR_ONLY)
1346 top = floor; 1508 top = floor;
1347 1509
1348 /* Top is the object that our object (op) is going to get inserted above. 1510 // insert object above top, or bottom-most if top = 0
1349 */
1350
1351 /* First object on this space */
1352 if (!top) 1511 if (!top)
1353 { 1512 {
1354 op->above = GET_MAP_OB (op->map, op->x, op->y);
1355
1356 if (op->above)
1357 op->above->below = op;
1358
1359 op->below = 0; 1513 op->below = 0;
1514 op->above = ms.bot;
1360 op->ms ().bot = op; 1515 ms.bot = op;
1516
1517 *(op->above ? &op->above->below : &ms.top) = op;
1361 } 1518 }
1362 else 1519 else
1363 { /* get inserted into the stack above top */ 1520 {
1364 op->above = top->above; 1521 op->above = top->above;
1365
1366 if (op->above)
1367 op->above->below = op; 1522 top->above = op;
1368 1523
1369 op->below = top; 1524 op->below = top;
1370 top->above = op; 1525 *(op->above ? &op->above->below : &ms.top) = op;
1371 } 1526 }
1527 }
1372 1528
1373 if (!op->above) 1529 if (op->is_player ())
1374 op->ms ().top = op;
1375 } /* else not INS_BELOW_ORIGINATOR */
1376
1377 if (op->type == PLAYER)
1378 { 1530 {
1379 op->contr->do_los = 1; 1531 op->contr->do_los = 1;
1380 ++op->map->players; 1532 ++op->map->players;
1381 op->map->touch (); 1533 op->map->touch ();
1382 } 1534 }
1383 1535
1384 op->map->dirty = true; 1536 op->map->dirty = true;
1385 1537
1386 /* If we have a floor, we know the player, if any, will be above
1387 * it, so save a few ticks and start from there.
1388 */
1389 if (!(flag & INS_MAP_LOAD))
1390 if (object *pl = op->ms ().player ()) 1538 if (object *pl = ms.player ())
1539 //TODO: the floorbox prev/next might need updating
1540 //esrv_send_item (pl, op);
1541 //TODO: update floorbox to preserve ordering
1391 if (pl->contr->ns) 1542 if (pl->contr->ns)
1392 pl->contr->ns->floorbox_update (); 1543 pl->contr->ns->floorbox_update ();
1393 1544
1394 /* If this object glows, it may affect lighting conditions that are 1545 /* If this object glows, it may affect lighting conditions that are
1395 * visible to others on this map. But update_all_los is really 1546 * visible to others on this map. But update_all_los is really
1396 * an inefficient way to do this, as it means los for all players 1547 * an inefficient way to do this, as it means los for all players
1397 * on the map will get recalculated. The players could very well 1548 * on the map will get recalculated. The players could very well
1398 * be far away from this change and not affected in any way - 1549 * be far away from this change and not affected in any way -
1399 * this should get redone to only look for players within range, 1550 * this should get redone to only look for players within range,
1400 * or just updating the P_UPTODATE for spaces within this area 1551 * or just updating the P_UPTODATE for spaces within this area
1401 * of effect may be sufficient. 1552 * of effect may be sufficient.
1402 */ 1553 */
1403 if (op->map->darkness && (op->glow_radius != 0)) 1554 if (op->affects_los ())
1555 {
1556 op->ms ().invalidate ();
1404 update_all_los (op->map, op->x, op->y); 1557 update_all_los (op->map, op->x, op->y);
1558 }
1405 1559
1406 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1560 /* updates flags (blocked, alive, no magic, etc) for this map space */
1407 update_object (op, UP_OBJ_INSERT); 1561 update_object (op, UP_OBJ_INSERT);
1408 1562
1409 INVOKE_OBJECT (INSERT, op); 1563 INVOKE_OBJECT (INSERT, op);
1416 * blocked() and wall() work properly), and these flags are updated by 1570 * blocked() and wall() work properly), and these flags are updated by
1417 * update_object(). 1571 * update_object().
1418 */ 1572 */
1419 1573
1420 /* if this is not the head or flag has been passed, don't check walk on status */ 1574 /* if this is not the head or flag has been passed, don't check walk on status */
1421 if (!(flag & INS_NO_WALK_ON) && !op->head) 1575 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1422 { 1576 {
1423 if (check_move_on (op, originator)) 1577 if (check_move_on (op, originator))
1424 return 0; 1578 return 0;
1425 1579
1426 /* If we are a multi part object, lets work our way through the check 1580 /* If we are a multi part object, lets work our way through the check
1427 * walk on's. 1581 * walk on's.
1428 */ 1582 */
1429 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1583 for (object *tmp = op->more; tmp; tmp = tmp->more)
1430 if (check_move_on (tmp, originator)) 1584 if (check_move_on (tmp, originator))
1431 return 0; 1585 return 0;
1432 } 1586 }
1433 1587
1434 return op; 1588 return op;
1437/* this function inserts an object in the map, but if it 1591/* this function inserts an object in the map, but if it
1438 * finds an object of its own type, it'll remove that one first. 1592 * finds an object of its own type, it'll remove that one first.
1439 * op is the object to insert it under: supplies x and the map. 1593 * op is the object to insert it under: supplies x and the map.
1440 */ 1594 */
1441void 1595void
1442replace_insert_ob_in_map (const char *arch_string, object *op) 1596replace_insert_ob_in_map (shstr_tmp archname, object *op)
1443{ 1597{
1444 object *tmp, *tmp1;
1445
1446 /* first search for itself and remove any old instances */ 1598 /* first search for itself and remove any old instances */
1447 1599
1448 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1600 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1449 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1601 if (tmp->arch->archname == archname) /* same archetype */
1450 tmp->destroy (); 1602 tmp->destroy ();
1451 1603
1452 tmp1 = arch_to_object (archetype::find (arch_string)); 1604 object *tmp = archetype::find (archname)->instance ();
1453 1605
1454 tmp1->x = op->x; 1606 tmp->x = op->x;
1455 tmp1->y = op->y; 1607 tmp->y = op->y;
1608
1456 insert_ob_in_map (tmp1, op->map, op, 0); 1609 insert_ob_in_map (tmp, op->map, op, 0);
1457} 1610}
1458 1611
1459object * 1612object *
1460object::insert_at (object *where, object *originator, int flags) 1613object::insert_at (object *where, object *originator, int flags)
1461{ 1614{
1615 if (where->env)
1616 return where->env->insert (this);
1617 else
1462 where->map->insert (this, where->x, where->y, originator, flags); 1618 return where->map->insert (this, where->x, where->y, originator, flags);
1463} 1619}
1464 1620
1465/* 1621// check whether we can put this into the map, respect max_volume, max_items
1466 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1622bool
1467 * is returned contains nr objects, and the remaining parts contains 1623object::can_drop_at (maptile *m, int x, int y, object *originator)
1468 * the rest (or is removed and freed if that number is 0).
1469 * On failure, NULL is returned, and the reason put into the
1470 * global static errmsg array.
1471 */
1472object *
1473get_split_ob (object *orig_ob, uint32 nr)
1474{ 1624{
1475 object *newob; 1625 mapspace &ms = m->at (x, y);
1476 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1477 1626
1478 if (orig_ob->nrof < nr) 1627 int items = ms.items ();
1479 {
1480 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1481 return NULL;
1482 }
1483 1628
1484 newob = object_create_clone (orig_ob); 1629 if (!items // testing !items ensures we can drop at least one item
1630 || (items < m->max_items
1631 && ms.volume () < m->max_volume))
1632 return true;
1485 1633
1486 if ((orig_ob->nrof -= nr) < 1) 1634 if (originator && originator->is_player ())
1487 orig_ob->destroy (1); 1635 originator->contr->failmsgf (
1488 else if (!is_removed) 1636 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1489 { 1637 query_name ()
1490 if (orig_ob->env != NULL) 1638 );
1491 sub_weight (orig_ob->env, orig_ob->weight * nr);
1492 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1493 {
1494 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1495 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1496 return NULL;
1497 }
1498 }
1499 1639
1500 newob->nrof = nr; 1640 return false;
1501
1502 return newob;
1503} 1641}
1504 1642
1505/* 1643/*
1506 * decrease_ob_nr(object, number) decreases a specified number from 1644 * decrease(object, number) decreases a specified number from
1507 * the amount of an object. If the amount reaches 0, the object 1645 * the amount of an object. If the amount reaches 0, the object
1508 * is subsequently removed and freed. 1646 * is subsequently removed and freed.
1509 * 1647 *
1510 * Return value: 'op' if something is left, NULL if the amount reached 0 1648 * Return value: 'op' if something is left, NULL if the amount reached 0
1511 */ 1649 */
1650bool
1651object::decrease (sint32 nr)
1652{
1653 if (!nr)
1654 return true;
1512 1655
1656 nr = min (nr, nrof);
1657
1658 if (nrof > nr)
1659 {
1660 nrof -= nr;
1661 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1662
1663 if (object *pl = visible_to ())
1664 esrv_update_item (UPD_NROF, pl, this);
1665
1666 return true;
1667 }
1668 else
1669 {
1670 destroy ();
1671 return false;
1672 }
1673}
1674
1675/*
1676 * split(ob,nr) splits up ob into two parts. The part which
1677 * is returned contains nr objects, and the remaining parts contains
1678 * the rest (or is removed and returned if that number is 0).
1679 * On failure, NULL is returned.
1680 */
1513object * 1681object *
1514decrease_ob_nr (object *op, uint32 i) 1682object::split (sint32 nr)
1515{ 1683{
1516 object *tmp; 1684 int have = number_of ();
1517 1685
1518 if (i == 0) /* objects with op->nrof require this check */ 1686 if (have < nr)
1519 return op; 1687 return 0;
1520 1688 else if (have == nr)
1521 if (i > op->nrof)
1522 i = op->nrof;
1523
1524 if (QUERY_FLAG (op, FLAG_REMOVED))
1525 op->nrof -= i;
1526 else if (op->env)
1527 { 1689 {
1528 /* is this object in the players inventory, or sub container
1529 * therein?
1530 */
1531 tmp = op->in_player ();
1532 /* nope. Is this a container the player has opened?
1533 * If so, set tmp to that player.
1534 * IMO, searching through all the players will mostly
1535 * likely be quicker than following op->env to the map,
1536 * and then searching the map for a player.
1537 */
1538 if (!tmp)
1539 for_all_players (pl)
1540 if (pl->ob->container == op->env)
1541 {
1542 tmp = pl->ob;
1543 break;
1544 }
1545
1546 if (i < op->nrof)
1547 {
1548 sub_weight (op->env, op->weight * i);
1549 op->nrof -= i;
1550 if (tmp)
1551 esrv_send_item (tmp, op);
1552 }
1553 else
1554 {
1555 op->remove (); 1690 remove ();
1556 op->nrof = 0; 1691 return this;
1557 if (tmp)
1558 esrv_del_item (tmp->contr, op->count);
1559 }
1560 } 1692 }
1561 else 1693 else
1562 { 1694 {
1563 object *above = op->above; 1695 decrease (nr);
1564 1696
1565 if (i < op->nrof) 1697 object *op = deep_clone ();
1566 op->nrof -= i; 1698 op->nrof = nr;
1567 else
1568 {
1569 op->remove ();
1570 op->nrof = 0;
1571 }
1572
1573 /* Since we just removed op, op->above is null */
1574 for (tmp = above; tmp; tmp = tmp->above)
1575 if (tmp->type == PLAYER)
1576 {
1577 if (op->nrof)
1578 esrv_send_item (tmp, op);
1579 else
1580 esrv_del_item (tmp->contr, op->count);
1581 }
1582 }
1583
1584 if (op->nrof)
1585 return op; 1699 return op;
1586 else
1587 {
1588 op->destroy ();
1589 return 0;
1590 }
1591}
1592
1593/*
1594 * add_weight(object, weight) adds the specified weight to an object,
1595 * and also updates how much the environment(s) is/are carrying.
1596 */
1597
1598void
1599add_weight (object *op, signed long weight)
1600{
1601 while (op != NULL)
1602 {
1603 if (op->type == CONTAINER)
1604 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1605
1606 op->carrying += weight;
1607 op = op->env;
1608 } 1700 }
1609} 1701}
1610 1702
1611object * 1703object *
1612insert_ob_in_ob (object *op, object *where) 1704insert_ob_in_ob (object *op, object *where)
1617 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1709 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1618 free (dump); 1710 free (dump);
1619 return op; 1711 return op;
1620 } 1712 }
1621 1713
1622 if (where->head) 1714 if (where->head_ () != where)
1623 { 1715 {
1624 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1716 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1625 where = where->head; 1717 where = where->head;
1626 } 1718 }
1627 1719
1628 return where->insert (op); 1720 return where->insert (op);
1629} 1721}
1634 * inside the object environment. 1726 * inside the object environment.
1635 * 1727 *
1636 * The function returns now pointer to inserted item, and return value can 1728 * The function returns now pointer to inserted item, and return value can
1637 * be != op, if items are merged. -Tero 1729 * be != op, if items are merged. -Tero
1638 */ 1730 */
1639
1640object * 1731object *
1641object::insert (object *op) 1732object::insert (object *op)
1642{ 1733{
1643 object *tmp, *otmp;
1644
1645 if (!QUERY_FLAG (op, FLAG_REMOVED))
1646 op->remove ();
1647
1648 if (op->more) 1734 if (op->more)
1649 { 1735 {
1650 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1736 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1651 return op; 1737 return op;
1652 } 1738 }
1653 1739
1654 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1740 op->remove ();
1655 CLEAR_FLAG (op, FLAG_REMOVED); 1741
1742 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1743
1656 if (op->nrof) 1744 if (op->nrof)
1657 {
1658 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1745 for (object *tmp = inv; tmp; tmp = tmp->below)
1659 if (object::can_merge (tmp, op)) 1746 if (object::can_merge (tmp, op))
1660 { 1747 {
1661 /* return the original object and remove inserted object 1748 /* return the original object and remove inserted object
1662 (client needs the original object) */ 1749 (client needs the original object) */
1663 tmp->nrof += op->nrof; 1750 tmp->nrof += op->nrof;
1664 /* Weight handling gets pretty funky. Since we are adding to 1751
1665 * tmp->nrof, we need to increase the weight. 1752 if (object *pl = tmp->visible_to ())
1666 */ 1753 esrv_update_item (UPD_NROF, pl, tmp);
1754
1667 add_weight (this, op->weight * op->nrof); 1755 adjust_weight (this, op->total_weight ());
1668 SET_FLAG (op, FLAG_REMOVED); 1756
1669 op->destroy (); /* free the inserted object */ 1757 op->destroy ();
1670 op = tmp; 1758 op = tmp;
1671 op->remove (); /* and fix old object's links */ 1759 goto inserted;
1672 CLEAR_FLAG (op, FLAG_REMOVED);
1673 break;
1674 } 1760 }
1675 1761
1676 /* I assume combined objects have no inventory 1762 op->owner = 0; // it's his/hers now. period.
1677 * We add the weight - this object could have just been removed
1678 * (if it was possible to merge). calling remove_ob will subtract
1679 * the weight, so we need to add it in again, since we actually do
1680 * the linking below
1681 */
1682 add_weight (this, op->weight * op->nrof);
1683 }
1684 else
1685 add_weight (this, (op->weight + op->carrying));
1686
1687 otmp = this->in_player ();
1688 if (otmp && otmp->contr)
1689 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1690 otmp->update_stats ();
1691
1692 op->map = 0; 1763 op->map = 0;
1693 op->env = this; 1764 op->x = 0;
1765 op->y = 0;
1766
1694 op->above = 0; 1767 op->above = 0;
1695 op->below = 0; 1768 op->below = inv;
1696 op->x = 0, op->y = 0; 1769 op->env = this;
1697 1770
1771 if (inv)
1772 inv->above = op;
1773
1774 inv = op;
1775
1776 op->flag [FLAG_REMOVED] = 0;
1777
1778 if (object *pl = op->visible_to ())
1779 esrv_send_item (pl, op);
1780
1781 adjust_weight (this, op->total_weight ());
1782
1783inserted:
1698 /* reset the light list and los of the players on the map */ 1784 /* reset the light list and los of the players on the map */
1699 if ((op->glow_radius != 0) && map) 1785 if (op->glow_radius && is_on_map ())
1700 { 1786 {
1701#ifdef DEBUG_LIGHTS 1787 update_stats ();
1702 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1703#endif /* DEBUG_LIGHTS */
1704 if (map->darkness)
1705 update_all_los (map, x, y); 1788 update_all_los (map, x, y);
1706 }
1707
1708 /* Client has no idea of ordering so lets not bother ordering it here.
1709 * It sure simplifies this function...
1710 */
1711 if (!inv)
1712 inv = op;
1713 else
1714 { 1789 }
1715 op->below = inv; 1790 else if (is_player ())
1716 op->below->above = op; 1791 // if this is a player's inventory, update stats
1717 inv = op; 1792 contr->queue_stats_update ();
1718 }
1719 1793
1720 INVOKE_OBJECT (INSERT, this); 1794 INVOKE_OBJECT (INSERT, this);
1721 1795
1722 return op; 1796 return op;
1723} 1797}
1743 * on top. 1817 * on top.
1744 */ 1818 */
1745int 1819int
1746check_move_on (object *op, object *originator) 1820check_move_on (object *op, object *originator)
1747{ 1821{
1822 if (op->flag [FLAG_NO_APPLY])
1823 return 0;
1824
1748 object *tmp; 1825 object *tmp;
1749 maptile *m = op->map; 1826 maptile *m = op->map;
1750 int x = op->x, y = op->y; 1827 int x = op->x, y = op->y;
1751 1828
1752 MoveType move_on, move_slow, move_block; 1829 mapspace &ms = m->at (x, y);
1753 1830
1754 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1831 ms.update ();
1755 return 0;
1756 1832
1757 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1833 MoveType move_on = ms.move_on;
1758 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1834 MoveType move_slow = ms.move_slow;
1759 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1835 MoveType move_block = ms.move_block;
1760 1836
1761 /* if nothing on this space will slow op down or be applied, 1837 /* if nothing on this space will slow op down or be applied,
1762 * no need to do checking below. have to make sure move_type 1838 * no need to do checking below. have to make sure move_type
1763 * is set, as lots of objects don't have it set - we treat that 1839 * is set, as lots of objects don't have it set - we treat that
1764 * as walking. 1840 * as walking.
1775 return 0; 1851 return 0;
1776 1852
1777 /* The objects have to be checked from top to bottom. 1853 /* The objects have to be checked from top to bottom.
1778 * Hence, we first go to the top: 1854 * Hence, we first go to the top:
1779 */ 1855 */
1780 1856 for (object *next, *tmp = ms.top; tmp; tmp = next)
1781 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1782 {
1783 /* Trim the search when we find the first other spell effect
1784 * this helps performance so that if a space has 50 spell objects,
1785 * we don't need to check all of them.
1786 */
1787 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1788 break;
1789 } 1857 {
1858 next = tmp->below;
1790 1859
1791 for (; tmp; tmp = tmp->below)
1792 {
1793 if (tmp == op) 1860 if (tmp == op)
1794 continue; /* Can't apply yourself */ 1861 continue; /* Can't apply yourself */
1795 1862
1796 /* Check to see if one of the movement types should be slowed down. 1863 /* Check to see if one of the movement types should be slowed down.
1797 * Second check makes sure that the movement types not being slowed 1864 * Second check makes sure that the movement types not being slowed
1798 * (~slow_move) is not blocked on this space - just because the 1865 * (~slow_move) is not blocked on this space - just because the
1799 * space doesn't slow down swimming (for example), if you can't actually 1866 * space doesn't slow down swimming (for example), if you can't actually
1800 * swim on that space, can't use it to avoid the penalty. 1867 * swim on that space, can't use it to avoid the penalty.
1801 */ 1868 */
1802 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1869 if (!op->flag [FLAG_WIZPASS])
1803 { 1870 {
1804 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1871 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1805 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1872 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1806 { 1873 {
1807
1808 float
1809 diff = tmp->move_slow_penalty * FABS (op->speed); 1874 float diff = tmp->move_slow_penalty * fabs (op->speed);
1810 1875
1811 if (op->type == PLAYER) 1876 if (op->is_player ())
1812 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1877 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1813 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1878 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1814 diff /= 4.0; 1879 diff /= 4.0;
1815 1880
1816 op->speed_left -= diff; 1881 op->speed_left -= diff;
1817 } 1882 }
1818 } 1883 }
1844 * The first matching object is returned, or NULL if none. 1909 * The first matching object is returned, or NULL if none.
1845 */ 1910 */
1846object * 1911object *
1847present_arch (const archetype *at, maptile *m, int x, int y) 1912present_arch (const archetype *at, maptile *m, int x, int y)
1848{ 1913{
1849 if (m == NULL || out_of_map (m, x, y)) 1914 if (!m || out_of_map (m, x, y))
1850 { 1915 {
1851 LOG (llevError, "Present_arch called outside map.\n"); 1916 LOG (llevError, "Present_arch called outside map.\n");
1852 return NULL; 1917 return NULL;
1853 } 1918 }
1854 1919
1855 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1920 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1856 if (tmp->arch == at) 1921 if (tmp->arch->archname == at->archname)
1857 return tmp; 1922 return tmp;
1858 1923
1859 return NULL; 1924 return NULL;
1860} 1925}
1861 1926
1871 { 1936 {
1872 LOG (llevError, "Present called outside map.\n"); 1937 LOG (llevError, "Present called outside map.\n");
1873 return NULL; 1938 return NULL;
1874 } 1939 }
1875 1940
1876 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1941 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1877 if (tmp->type == type) 1942 if (tmp->type == type)
1878 return tmp; 1943 return tmp;
1879 1944
1880 return NULL; 1945 return NULL;
1881} 1946}
1925 * The first matching object is returned, or NULL if none. 1990 * The first matching object is returned, or NULL if none.
1926 */ 1991 */
1927object * 1992object *
1928present_arch_in_ob (const archetype *at, const object *op) 1993present_arch_in_ob (const archetype *at, const object *op)
1929{ 1994{
1930 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1995 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1931 if (tmp->arch == at) 1996 if (tmp->arch->archname == at->archname)
1932 return tmp; 1997 return tmp;
1933 1998
1934 return NULL; 1999 return NULL;
1935} 2000}
1936 2001
1938 * activate recursively a flag on an object inventory 2003 * activate recursively a flag on an object inventory
1939 */ 2004 */
1940void 2005void
1941flag_inv (object *op, int flag) 2006flag_inv (object *op, int flag)
1942{ 2007{
1943 if (op->inv)
1944 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2008 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1945 { 2009 {
1946 SET_FLAG (tmp, flag); 2010 tmp->set_flag (flag);
1947 flag_inv (tmp, flag); 2011 flag_inv (tmp, flag);
1948 } 2012 }
1949} 2013}
1950 2014
1951/* 2015/*
1952 * deactivate recursively a flag on an object inventory 2016 * deactivate recursively a flag on an object inventory
1953 */ 2017 */
1954void 2018void
1955unflag_inv (object *op, int flag) 2019unflag_inv (object *op, int flag)
1956{ 2020{
1957 if (op->inv)
1958 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2021 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1959 { 2022 {
1960 CLEAR_FLAG (tmp, flag); 2023 tmp->clr_flag (flag);
1961 unflag_inv (tmp, flag); 2024 unflag_inv (tmp, flag);
1962 } 2025 }
1963}
1964
1965/*
1966 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1967 * all it's inventory (recursively).
1968 * If checksums are used, a player will get set_cheat called for
1969 * him/her-self and all object carried by a call to this function.
1970 */
1971void
1972set_cheat (object *op)
1973{
1974 SET_FLAG (op, FLAG_WAS_WIZ);
1975 flag_inv (op, FLAG_WAS_WIZ);
1976} 2026}
1977 2027
1978/* 2028/*
1979 * find_free_spot(object, map, x, y, start, stop) will search for 2029 * find_free_spot(object, map, x, y, start, stop) will search for
1980 * a spot at the given map and coordinates which will be able to contain 2030 * a spot at the given map and coordinates which will be able to contain
1982 * to search (see the freearr_x/y[] definition). 2032 * to search (see the freearr_x/y[] definition).
1983 * It returns a random choice among the alternatives found. 2033 * It returns a random choice among the alternatives found.
1984 * start and stop are where to start relative to the free_arr array (1,9 2034 * start and stop are where to start relative to the free_arr array (1,9
1985 * does all 4 immediate directions). This returns the index into the 2035 * does all 4 immediate directions). This returns the index into the
1986 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2036 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1987 * Note - this only checks to see if there is space for the head of the
1988 * object - if it is a multispace object, this should be called for all
1989 * pieces.
1990 * Note2: This function does correctly handle tiled maps, but does not 2037 * Note: This function does correctly handle tiled maps, but does not
1991 * inform the caller. However, insert_ob_in_map will update as 2038 * inform the caller. However, insert_ob_in_map will update as
1992 * necessary, so the caller shouldn't need to do any special work. 2039 * necessary, so the caller shouldn't need to do any special work.
1993 * Note - updated to take an object instead of archetype - this is necessary 2040 * Note - updated to take an object instead of archetype - this is necessary
1994 * because arch_blocked (now ob_blocked) needs to know the movement type 2041 * because arch_blocked (now ob_blocked) needs to know the movement type
1995 * to know if the space in question will block the object. We can't use 2042 * to know if the space in question will block the object. We can't use
1997 * customized, changed states, etc. 2044 * customized, changed states, etc.
1998 */ 2045 */
1999int 2046int
2000find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2047find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2001{ 2048{
2049 int altern[SIZEOFFREE];
2002 int index = 0, flag; 2050 int index = 0, flag;
2003 int altern[SIZEOFFREE];
2004 2051
2005 for (int i = start; i < stop; i++) 2052 for (int i = start; i < stop; i++)
2006 { 2053 {
2007 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2054 mapxy pos (m, x, y); pos.move (i);
2008 if (!flag) 2055
2056 if (!pos.normalise ())
2057 continue;
2058
2059 mapspace &ms = *pos;
2060
2061 if (ms.flags () & P_IS_ALIVE)
2062 continue;
2063
2064 /* However, often
2065 * ob doesn't have any move type (when used to place exits)
2066 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2067 */
2068 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2069 {
2009 altern [index++] = i; 2070 altern [index++] = i;
2071 continue;
2072 }
2010 2073
2011 /* Basically, if we find a wall on a space, we cut down the search size. 2074 /* Basically, if we find a wall on a space, we cut down the search size.
2012 * In this way, we won't return spaces that are on another side of a wall. 2075 * In this way, we won't return spaces that are on another side of a wall.
2013 * This mostly work, but it cuts down the search size in all directions - 2076 * This mostly work, but it cuts down the search size in all directions -
2014 * if the space being examined only has a wall to the north and empty 2077 * if the space being examined only has a wall to the north and empty
2015 * spaces in all the other directions, this will reduce the search space 2078 * spaces in all the other directions, this will reduce the search space
2016 * to only the spaces immediately surrounding the target area, and 2079 * to only the spaces immediately surrounding the target area, and
2017 * won't look 2 spaces south of the target space. 2080 * won't look 2 spaces south of the target space.
2018 */ 2081 */
2019 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2082 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2083 {
2020 stop = maxfree[i]; 2084 stop = maxfree[i];
2085 continue;
2086 }
2087
2088 /* Note it is intentional that we check ob - the movement type of the
2089 * head of the object should correspond for the entire object.
2090 */
2091 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2092 continue;
2093
2094 if (ob->blocked (pos.m, pos.x, pos.y))
2095 continue;
2096
2097 altern [index++] = i;
2021 } 2098 }
2022 2099
2023 if (!index) 2100 if (!index)
2024 return -1; 2101 return -1;
2025 2102
2026 return altern[RANDOM () % index]; 2103 return altern [rndm (index)];
2027} 2104}
2028 2105
2029/* 2106/*
2030 * find_first_free_spot(archetype, maptile, x, y) works like 2107 * find_first_free_spot(archetype, maptile, x, y) works like
2031 * find_free_spot(), but it will search max number of squares. 2108 * find_free_spot(), but it will search max number of squares.
2034 */ 2111 */
2035int 2112int
2036find_first_free_spot (const object *ob, maptile *m, int x, int y) 2113find_first_free_spot (const object *ob, maptile *m, int x, int y)
2037{ 2114{
2038 for (int i = 0; i < SIZEOFFREE; i++) 2115 for (int i = 0; i < SIZEOFFREE; i++)
2039 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2116 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2040 return i; 2117 return i;
2041 2118
2042 return -1; 2119 return -1;
2043} 2120}
2044 2121
2052{ 2129{
2053 arr += begin; 2130 arr += begin;
2054 end -= begin; 2131 end -= begin;
2055 2132
2056 while (--end) 2133 while (--end)
2057 swap (arr [end], arr [RANDOM () % (end + 1)]); 2134 swap (arr [end], arr [rndm (end + 1)]);
2058} 2135}
2059 2136
2060/* new function to make monster searching more efficient, and effective! 2137/* new function to make monster searching more efficient, and effective!
2061 * This basically returns a randomized array (in the passed pointer) of 2138 * This basically returns a randomized array (in the passed pointer) of
2062 * the spaces to find monsters. In this way, it won't always look for 2139 * the spaces to find monsters. In this way, it won't always look for
2090 * there is capable of. 2167 * there is capable of.
2091 */ 2168 */
2092int 2169int
2093find_dir (maptile *m, int x, int y, object *exclude) 2170find_dir (maptile *m, int x, int y, object *exclude)
2094{ 2171{
2095 int i, max = SIZEOFFREE, mflags; 2172 int max = SIZEOFFREE, mflags;
2096
2097 sint16 nx, ny;
2098 object *tmp;
2099 maptile *mp;
2100
2101 MoveType blocked, move_type; 2173 MoveType move_type;
2102 2174
2103 if (exclude && exclude->head) 2175 if (exclude && exclude->head_ () != exclude)
2104 { 2176 {
2105 exclude = exclude->head; 2177 exclude = exclude->head;
2106 move_type = exclude->move_type; 2178 move_type = exclude->move_type;
2107 } 2179 }
2108 else 2180 else
2109 { 2181 {
2110 /* If we don't have anything, presume it can use all movement types. */ 2182 /* If we don't have anything, presume it can use all movement types. */
2111 move_type = MOVE_ALL; 2183 move_type = MOVE_ALL;
2112 } 2184 }
2113 2185
2114 for (i = 1; i < max; i++) 2186 for (int i = 1; i < max; i++)
2115 { 2187 {
2116 mp = m; 2188 mapxy pos (m, x, y);
2117 nx = x + freearr_x[i]; 2189 pos.move (i);
2118 ny = y + freearr_y[i];
2119 2190
2120 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2191 if (!pos.normalise ())
2121
2122 if (mflags & P_OUT_OF_MAP)
2123 max = maxfree[i]; 2192 max = maxfree[i];
2124 else 2193 else
2125 { 2194 {
2126 mapspace &ms = mp->at (nx, ny); 2195 mapspace &ms = *pos;
2127 2196
2128 blocked = ms.move_block;
2129
2130 if ((move_type & blocked) == move_type) 2197 if ((move_type & ms.move_block) == move_type)
2131 max = maxfree[i]; 2198 max = maxfree [i];
2132 else if (mflags & P_IS_ALIVE) 2199 else if (ms.flags () & P_IS_ALIVE)
2133 { 2200 {
2134 for (tmp = ms.bot; tmp; tmp = tmp->above) 2201 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2135 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2202 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2136 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2203 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2137 break;
2138
2139 if (tmp)
2140 return freedir[i]; 2204 return freedir [i];
2141 } 2205 }
2142 } 2206 }
2143 } 2207 }
2144 2208
2145 return 0; 2209 return 0;
2154{ 2218{
2155 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2219 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2156} 2220}
2157 2221
2158/* 2222/*
2159 * find_dir_2(delta-x,delta-y) will return a direction in which 2223 * find_dir_2(delta-x,delta-y) will return a direction value
2160 * an object which has subtracted the x and y coordinates of another 2224 * for running into direct [dx, dy].
2161 * object, needs to travel toward it. 2225 * (the opposite of crossfire's find_dir_2!)
2162 */ 2226 */
2163int 2227int
2164find_dir_2 (int x, int y) 2228find_dir_2 (int x, int y)
2165{ 2229{
2230#if 1 // new algorithm
2231 // this works by putting x, y into 16 sectors, which
2232 // are not equal sized, but are a better approximation
2233 // then the old algorithm, and then using a mapping
2234 // table to map it into a direction value.
2235
2236 static const uint8 dir[16] = {
2237 4, 5, 4, 3,
2238 2, 1, 2, 3,
2239 6, 5, 6, 7,
2240 8, 1, 8, 7,
2241 };
2242 int sector = 0;
2243
2244 // this is a bit ugly, but more likely to result in branchless code
2245 sector |= x < 0 ? 8 : 0;
2246 x = x < 0 ? -x : x; // abs
2247
2248 sector |= y < 0 ? 4 : 0;
2249 y = y < 0 ? -y : y; // abs
2250
2251 if (x > y)
2252 {
2253 sector |= 2;
2254
2255 if (x > y * 2)
2256 sector |= 1;
2257 }
2258 else
2259 {
2260 if (y > x * 2)
2261 sector |= 1;
2262 else if (!y)
2263 return 0; // x == 0 here
2264 }
2265
2266 return dir [sector];
2267#else // old algorithm
2166 int q; 2268 int q;
2167 2269
2168 if (y) 2270 if (y)
2169 q = x * 100 / y; 2271 q = 128 * x / y;
2170 else if (x) 2272 else if (x)
2171 q = -300 * x; 2273 q = -512 * x; // to make it > 309
2172 else 2274 else
2173 return 0; 2275 return 0;
2174 2276
2175 if (y > 0) 2277 if (y > 0)
2176 { 2278 {
2177 if (q < -242) 2279 if (q < -309) return 7;
2280 if (q < -52) return 6;
2281 if (q < 52) return 5;
2282 if (q < 309) return 4;
2283
2178 return 3; 2284 return 3;
2179 if (q < -41) 2285 }
2180 return 2; 2286 else
2181 if (q < 41) 2287 {
2182 return 1; 2288 if (q < -309) return 3;
2183 if (q < 242) 2289 if (q < -52) return 2;
2184 return 8; 2290 if (q < 52) return 1;
2291 if (q < 309) return 8;
2292
2185 return 7; 2293 return 7;
2186 } 2294 }
2187 2295#endif
2188 if (q < -242)
2189 return 7;
2190 if (q < -41)
2191 return 6;
2192 if (q < 41)
2193 return 5;
2194 if (q < 242)
2195 return 4;
2196
2197 return 3;
2198}
2199
2200/*
2201 * absdir(int): Returns a number between 1 and 8, which represent
2202 * the "absolute" direction of a number (it actually takes care of
2203 * "overflow" in previous calculations of a direction).
2204 */
2205
2206int
2207absdir (int d)
2208{
2209 while (d < 1)
2210 d += 8;
2211
2212 while (d > 8)
2213 d -= 8;
2214
2215 return d;
2216} 2296}
2217 2297
2218/* 2298/*
2219 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2299 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2220 * between two directions (which are expected to be absolute (see absdir()) 2300 * between two directions (which are expected to be absolute (see absdir())
2221 */ 2301 */
2222
2223int 2302int
2224dirdiff (int dir1, int dir2) 2303dirdiff (int dir1, int dir2)
2225{ 2304{
2226 int d;
2227
2228 d = abs (dir1 - dir2); 2305 int d = abs (dir1 - dir2);
2229 if (d > 4)
2230 d = 8 - d;
2231 2306
2232 return d; 2307 return d > 4 ? 8 - d : d;
2233} 2308}
2234 2309
2235/* peterm: 2310/* peterm:
2236 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2311 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2237 * Basically, this is a table of directions, and what directions 2312 * Basically, this is a table of directions, and what directions
2239 * This basically means that if direction is 15, then it could either go 2314 * This basically means that if direction is 15, then it could either go
2240 * direction 4, 14, or 16 to get back to where we are. 2315 * direction 4, 14, or 16 to get back to where we are.
2241 * Moved from spell_util.c to object.c with the other related direction 2316 * Moved from spell_util.c to object.c with the other related direction
2242 * functions. 2317 * functions.
2243 */ 2318 */
2244int reduction_dir[SIZEOFFREE][3] = { 2319static const int reduction_dir[SIZEOFFREE][3] = {
2245 {0, 0, 0}, /* 0 */ 2320 {0, 0, 0}, /* 0 */
2246 {0, 0, 0}, /* 1 */ 2321 {0, 0, 0}, /* 1 */
2247 {0, 0, 0}, /* 2 */ 2322 {0, 0, 0}, /* 2 */
2248 {0, 0, 0}, /* 3 */ 2323 {0, 0, 0}, /* 3 */
2249 {0, 0, 0}, /* 4 */ 2324 {0, 0, 0}, /* 4 */
2340 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2415 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2341 * core dumps if they do. 2416 * core dumps if they do.
2342 * 2417 *
2343 * Add a check so we can't pick up invisible objects (0.93.8) 2418 * Add a check so we can't pick up invisible objects (0.93.8)
2344 */ 2419 */
2345
2346int 2420int
2347can_pick (const object *who, const object *item) 2421can_pick (const object *who, const object *item)
2348{ 2422{
2349 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2423 return /*who->flag [FLAG_WIZ]|| */
2350 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2424 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2351 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2425 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2352} 2426}
2353 2427
2354/* 2428/*
2355 * create clone from object to another 2429 * create clone from object to another
2356 */ 2430 */
2357object * 2431object *
2358object_create_clone (object *asrc) 2432object::deep_clone ()
2359{ 2433{
2360 object *dst = 0, *tmp, *src, *part, *prev, *item; 2434 assert (("deep_clone called on non-head object", is_head ()));
2361 2435
2362 if (!asrc) 2436 object *dst = clone ();
2363 return 0;
2364 2437
2365 src = asrc; 2438 object *prev = dst;
2366 if (src->head)
2367 src = src->head;
2368
2369 prev = 0;
2370 for (part = src; part; part = part->more) 2439 for (object *part = this->more; part; part = part->more)
2371 { 2440 {
2372 tmp = part->clone (); 2441 object *tmp = part->clone ();
2373 tmp->x -= src->x;
2374 tmp->y -= src->y;
2375
2376 if (!part->head)
2377 {
2378 dst = tmp;
2379 tmp->head = 0;
2380 }
2381 else
2382 tmp->head = dst; 2442 tmp->head = dst;
2383
2384 tmp->more = 0;
2385
2386 if (prev)
2387 prev->more = tmp; 2443 prev->more = tmp;
2388
2389 prev = tmp; 2444 prev = tmp;
2390 } 2445 }
2391 2446
2392 for (item = src->inv; item; item = item->below) 2447 for (object *item = inv; item; item = item->below)
2393 insert_ob_in_ob (object_create_clone (item), dst); 2448 insert_ob_in_ob (item->deep_clone (), dst);
2394 2449
2395 return dst; 2450 return dst;
2396}
2397
2398/* GROS - Creates an object using a string representing its content. */
2399/* Basically, we save the content of the string to a temp file, then call */
2400/* load_object on it. I admit it is a highly inefficient way to make things, */
2401/* but it was simple to make and allows reusing the load_object function. */
2402/* Remember not to use load_object_str in a time-critical situation. */
2403/* Also remember that multiparts objects are not supported for now. */
2404object *
2405load_object_str (const char *obstr)
2406{
2407 object *op;
2408 char filename[MAX_BUF];
2409
2410 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2411
2412 FILE *tempfile = fopen (filename, "w");
2413
2414 if (tempfile == NULL)
2415 {
2416 LOG (llevError, "Error - Unable to access load object temp file\n");
2417 return NULL;
2418 }
2419
2420 fprintf (tempfile, obstr);
2421 fclose (tempfile);
2422
2423 op = object::create ();
2424
2425 object_thawer thawer (filename);
2426
2427 if (thawer)
2428 load_object (thawer, op, 0);
2429
2430 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2431 CLEAR_FLAG (op, FLAG_REMOVED);
2432
2433 return op;
2434} 2451}
2435 2452
2436/* This returns the first object in who's inventory that 2453/* This returns the first object in who's inventory that
2437 * has the same type and subtype match. 2454 * has the same type and subtype match.
2438 * returns NULL if no match. 2455 * returns NULL if no match.
2445 return tmp; 2462 return tmp;
2446 2463
2447 return 0; 2464 return 0;
2448} 2465}
2449 2466
2450/* If ob has a field named key, return the link from the list, 2467shstr_tmp
2451 * otherwise return NULL. 2468object::kv_get (shstr_tmp key) const
2452 *
2453 * key must be a passed in shared string - otherwise, this won't
2454 * do the desired thing.
2455 */
2456key_value *
2457get_ob_key_link (const object *ob, const char *key)
2458{ 2469{
2459 for (key_value *link = ob->key_values; link; link = link->next) 2470 for (key_value *kv = key_values; kv; kv = kv->next)
2460 if (link->key == key) 2471 if (kv->key == key)
2461 return link;
2462
2463 return 0;
2464}
2465
2466/*
2467 * Returns the value of op has an extra_field for key, or NULL.
2468 *
2469 * The argument doesn't need to be a shared string.
2470 *
2471 * The returned string is shared.
2472 */
2473const char *
2474get_ob_key_value (const object *op, const char *const key)
2475{
2476 key_value *link;
2477 shstr_cmp canonical_key (key);
2478
2479 if (!canonical_key)
2480 {
2481 /* 1. There being a field named key on any object
2482 * implies there'd be a shared string to find.
2483 * 2. Since there isn't, no object has this field.
2484 * 3. Therefore, *this* object doesn't have this field.
2485 */
2486 return 0;
2487 }
2488
2489 /* This is copied from get_ob_key_link() above -
2490 * only 4 lines, and saves the function call overhead.
2491 */
2492 for (link = op->key_values; link; link = link->next)
2493 if (link->key == canonical_key)
2494 return link->value; 2472 return kv->value;
2495 2473
2496 return 0; 2474 return shstr ();
2497} 2475}
2498 2476
2499 2477void
2500/* 2478object::kv_set (shstr_tmp key, shstr_tmp value)
2501 * Updates the canonical_key in op to value.
2502 *
2503 * canonical_key is a shared string (value doesn't have to be).
2504 *
2505 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2506 * keys.
2507 *
2508 * Returns TRUE on success.
2509 */
2510int
2511set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2512{ 2479{
2513 key_value *field = NULL, *last = NULL; 2480 for (key_value *kv = key_values; kv; kv = kv->next)
2514 2481 if (kv->key == key)
2515 for (field = op->key_values; field != NULL; field = field->next)
2516 {
2517 if (field->key != canonical_key)
2518 { 2482 {
2519 last = field; 2483 kv->value = value;
2520 continue; 2484 return;
2521 } 2485 }
2522 2486
2523 if (value) 2487 key_value *kv = new key_value;
2524 field->value = value; 2488
2525 else 2489 kv->next = key_values;
2490 kv->key = key;
2491 kv->value = value;
2492
2493 key_values = kv;
2494}
2495
2496void
2497object::kv_del (shstr_tmp key)
2498{
2499 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2500 if ((*kvp)->key == key)
2526 { 2501 {
2527 /* Basically, if the archetype has this key set, 2502 key_value *kv = *kvp;
2528 * we need to store the null value so when we save 2503 *kvp = (*kvp)->next;
2529 * it, we save the empty value so that when we load, 2504 delete kv;
2530 * we get this value back again. 2505 return;
2531 */
2532 if (get_ob_key_link (&op->arch->clone, canonical_key))
2533 field->value = 0;
2534 else
2535 {
2536 if (last)
2537 last->next = field->next;
2538 else
2539 op->key_values = field->next;
2540
2541 delete field;
2542 }
2543 } 2506 }
2544 return TRUE;
2545 }
2546 /* IF we get here, key doesn't exist */
2547
2548 /* No field, we'll have to add it. */
2549
2550 if (!add_key)
2551 return FALSE;
2552
2553 /* There isn't any good reason to store a null
2554 * value in the key/value list. If the archetype has
2555 * this key, then we should also have it, so shouldn't
2556 * be here. If user wants to store empty strings,
2557 * should pass in ""
2558 */
2559 if (value == NULL)
2560 return TRUE;
2561
2562 field = new key_value;
2563
2564 field->key = canonical_key;
2565 field->value = value;
2566 /* Usual prepend-addition. */
2567 field->next = op->key_values;
2568 op->key_values = field;
2569
2570 return TRUE;
2571}
2572
2573/*
2574 * Updates the key in op to value.
2575 *
2576 * If add_key is FALSE, this will only update existing keys,
2577 * and not add new ones.
2578 * In general, should be little reason FALSE is ever passed in for add_key
2579 *
2580 * Returns TRUE on success.
2581 */
2582int
2583set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2584{
2585 shstr key_ (key);
2586
2587 return set_ob_key_value_s (op, key_, value, add_key);
2588} 2507}
2589 2508
2590object::depth_iterator::depth_iterator (object *container) 2509object::depth_iterator::depth_iterator (object *container)
2591: iterator_base (container) 2510: iterator_base (container)
2592{ 2511{
2605 item = item->inv; 2524 item = item->inv;
2606 } 2525 }
2607 else 2526 else
2608 item = item->env; 2527 item = item->env;
2609} 2528}
2610
2611 2529
2612const char * 2530const char *
2613object::flag_desc (char *desc, int len) const 2531object::flag_desc (char *desc, int len) const
2614{ 2532{
2615 char *p = desc; 2533 char *p = desc;
2643{ 2561{
2644 char flagdesc[512]; 2562 char flagdesc[512];
2645 char info2[256 * 4]; 2563 char info2[256 * 4];
2646 char *p = info; 2564 char *p = info;
2647 2565
2648 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2566 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2649 count, uuid.seq, 2567 count,
2568 uuid.c_str (),
2650 &name, 2569 &name,
2651 title ? "\",title:" : "", 2570 title ? ",title:\"" : "",
2652 title ? (const char *)title : "", 2571 title ? (const char *)title : "",
2572 title ? "\"" : "",
2653 flag_desc (flagdesc, 512), type); 2573 flag_desc (flagdesc, 512), type);
2654 2574
2655 if (env) 2575 if (!flag[FLAG_REMOVED] && env)
2656 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2576 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2657 2577
2658 if (map) 2578 if (map)
2659 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2579 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2660 2580
2662} 2582}
2663 2583
2664const char * 2584const char *
2665object::debug_desc () const 2585object::debug_desc () const
2666{ 2586{
2667 static char info[256 * 4]; 2587 static char info[3][256 * 4];
2588 static int info_idx;
2589
2668 return debug_desc (info); 2590 return debug_desc (info [++info_idx % 3]);
2669} 2591}
2670 2592
2593struct region *
2594object::region () const
2595{
2596 return map ? map->region (x, y)
2597 : region::default_region ();
2598}
2599
2600void
2601object::open_container (object *new_container)
2602{
2603 if (container == new_container)
2604 return;
2605
2606 object *old_container = container;
2607
2608 if (old_container)
2609 {
2610 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2611 return;
2612
2613#if 0
2614 // remove the "Close old_container" object.
2615 if (object *closer = old_container->inv)
2616 if (closer->type == CLOSE_CON)
2617 closer->destroy ();
2618#endif
2619
2620 // make sure the container is available
2621 esrv_send_item (this, old_container);
2622
2623 old_container->flag [FLAG_APPLIED] = false;
2624 container = 0;
2625
2626 // client needs item update to make it work, client bug requires this to be separate
2627 esrv_update_item (UPD_FLAGS, this, old_container);
2628
2629 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2630 play_sound (sound_find ("chest_close"));
2631 }
2632
2633 if (new_container)
2634 {
2635 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2636 return;
2637
2638 // TODO: this does not seem to serve any purpose anymore?
2639#if 0
2640 // insert the "Close Container" object.
2641 if (archetype *closer = new_container->other_arch)
2642 {
2643 object *closer = new_container->other_arch->instance ();
2644 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2645 new_container->insert (closer);
2646 }
2647#endif
2648
2649 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2650
2651 // make sure the container is available, client bug requires this to be separate
2652 esrv_send_item (this, new_container);
2653
2654 new_container->flag [FLAG_APPLIED] = true;
2655 container = new_container;
2656
2657 // client needs flag change
2658 esrv_update_item (UPD_FLAGS, this, new_container);
2659 esrv_send_inventory (this, new_container);
2660 play_sound (sound_find ("chest_open"));
2661 }
2662// else if (!old_container->env && contr && contr->ns)
2663// contr->ns->floorbox_reset ();
2664}
2665
2666object *
2667object::force_find (shstr_tmp name)
2668{
2669 /* cycle through his inventory to look for the MARK we want to
2670 * place
2671 */
2672 for (object *tmp = inv; tmp; tmp = tmp->below)
2673 if (tmp->type == FORCE && tmp->slaying == name)
2674 return splay (tmp);
2675
2676 return 0;
2677}
2678
2679//-GPL
2680
2681void
2682object::force_set_timer (int duration)
2683{
2684 this->duration = 1;
2685 this->speed_left = -1.f;
2686
2687 this->set_speed (duration ? 1.f / duration : 0.f);
2688}
2689
2690object *
2691object::force_add (shstr_tmp name, int duration)
2692{
2693 if (object *force = force_find (name))
2694 force->destroy ();
2695
2696 object *force = get_archetype (FORCE_NAME);
2697
2698 force->slaying = name;
2699 force->force_set_timer (duration);
2700 force->flag [FLAG_APPLIED] = true;
2701
2702 return insert (force);
2703}
2704
2705void
2706object::play_sound (faceidx sound) const
2707{
2708 if (!sound)
2709 return;
2710
2711 if (is_on_map ())
2712 map->play_sound (sound, x, y);
2713 else if (object *pl = in_player ())
2714 pl->contr->play_sound (sound);
2715}
2716
2717void
2718object::say_msg (const char *msg) const
2719{
2720 if (is_on_map ())
2721 map->say_msg (msg, x, y);
2722 else if (object *pl = in_player ())
2723 pl->contr->play_sound (sound);
2724}
2725
2726void
2727object::make_noise ()
2728{
2729 // we do not model noise in the map, so instead put
2730 // a temporary light into the noise source
2731 // could use the map instead, but that's less reliable for our
2732 // goal, which is to make invisibility a bit harder to exploit
2733
2734 // currently only works sensibly for players
2735 if (!is_player ())
2736 return;
2737
2738 // find old force, or create new one
2739 object *force = force_find (shstr_noise_force);
2740
2741 if (force)
2742 force->speed_left = -1.f; // patch old speed up
2743 else
2744 {
2745 force = archetype::get (shstr_noise_force);
2746
2747 force->slaying = shstr_noise_force;
2748 force->stats.food = 1;
2749 force->speed_left = -1.f;
2750
2751 force->set_speed (1.f / 4.f);
2752 force->flag [FLAG_IS_USED_UP] = true;
2753 force->flag [FLAG_APPLIED] = true;
2754
2755 insert (force);
2756 }
2757}
2758
2759void object::change_move_type (MoveType mt)
2760{
2761 if (move_type == mt)
2762 return;
2763
2764 if (is_on_map ())
2765 {
2766 // we are on the map, so handle move_on/off effects
2767 remove ();
2768 move_type = mt;
2769 map->insert (this, x, y, this);
2770 }
2771 else
2772 move_type = mt;
2773}
2774
2775/* object should be a player.
2776 * we return the object the player has marked with the 'mark' command
2777 * below. If no match is found (or object has changed), we return
2778 * NULL. We leave it up to the calling function to print messages if
2779 * nothing is found.
2780 */
2781object *
2782object::mark () const
2783{
2784 if (contr && contr->mark && contr->mark->env == this)
2785 return contr->mark;
2786 else
2787 return 0;
2788}
2789

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