ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.104 by root, Tue Jan 2 21:13:21 2007 UTC vs.
Revision 1.367 by root, Sun Nov 18 15:19:48 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
6 8 *
7 This program is free software; you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 12 * option) any later version.
11 13 *
12 This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 17 * GNU General Public License for more details.
16 18 *
17 You should have received a copy of the GNU General Public License 19 * 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 20 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
20 22 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 24 */
23 25
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> 26#include <global.h>
28#include <stdio.h> 27#include <stdio.h>
29#include <sys/types.h> 28#include <sys/types.h>
30#include <sys/uio.h> 29#include <sys/uio.h>
31#include <object.h> 30#include <object.h>
32#include <funcpoint.h> 31#include <sproto.h>
33#include <loader.h>
34 32
35#include <bitset> 33#include <bitset>
36 34
37int nrofallocobjects = 0; 35UUID UUID::cur;
38static UUID uuid; 36static uint64_t seq_next_save;
39const uint64 UUID_SKIP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
40 39
41object *active_objects; /* List of active objects that need to be processed */ 40objectvec objects;
41activevec actives;
42 42
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, 43freelist_item *object::freelist;
44uint32_t object::object_count;
45uint32_t object::free_count;
46uint32_t object::create_count;
47uint32_t object::destroy_count;
48
49//+GPL
50
51int freearr_x[SIZEOFFREE] = {
52 0,
53 0, 1, 1, 1, 0, -1, -1, -1,
54 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 55 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}; 56};
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, 57int freearr_y[SIZEOFFREE] = {
58 0,
59 -1, -1, 0, 1, 1, 1, 0, -1,
60 -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 61 -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}; 62};
52int freedir[SIZEOFFREE] = { 63int 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, 64 0,
65 1, 2, 3, 4, 5, 6, 7, 8,
66 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 67 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}; 68};
56 69
70static int maxfree[SIZEOFFREE] = {
71 0,
72 9, 10, 13, 14, 17, 18, 21, 22,
73 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
74 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
75};
76
77const char *wall_suffix[16] = {
78 "0",
79 "1_3",
80 "1_4",
81 "2_1_2",
82 "1_2",
83 "2_2_4",
84 "2_2_1",
85 "3_1",
86 "1_1",
87 "2_2_3",
88 "2_2_2",
89 "3_3",
90 "2_1_1",
91 "3_4",
92 "3_2",
93 "4"
94};
95
57static void 96static void
58write_uuid (void) 97write_uuid (uval64 skip, bool sync)
59{ 98{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 99 CALL_BEGIN (2);
61 100 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 101 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 102 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 103 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} 104}
77 105
78static void 106static void
79read_uuid (void) 107read_uuid ()
80{ 108{
81 char filename[MAX_BUF]; 109 char filename[MAX_BUF];
82 110
83 sprintf (filename, "%s/uuid", settings.localdir); 111 sprintf (filename, "%s/uuid", settings.localdir);
112
113 seq_next_save = 0;
84 114
85 FILE *fp; 115 FILE *fp;
86 116
87 if (!(fp = fopen (filename, "r"))) 117 if (!(fp = fopen (filename, "r")))
88 { 118 {
89 if (errno == ENOENT) 119 if (errno == ENOENT)
90 { 120 {
91 LOG (llevInfo, "RESET uid to 1\n"); 121 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 122 UUID::cur.seq = 0;
93 write_uuid (); 123 write_uuid (UUID_GAP, true);
94 return; 124 return;
95 } 125 }
96 126
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 127 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 128 _exit (1);
99 } 129 }
100 130
101 int version; 131 char buf [UUID::MAX_LEN];
102 unsigned long long uid; 132 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 133 fgets (buf, sizeof (buf), fp);
134
135 if (!UUID::cur.parse (buf))
104 { 136 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 137 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 138 _exit (1);
107 } 139 }
108 140
109 uuid.seq = uid; 141 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
110 write_uuid (); 142
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 143 write_uuid (UUID_GAP, true);
112 fclose (fp); 144 fclose (fp);
113} 145}
114 146
115UUID 147UUID
116gen_uuid () 148UUID::gen ()
117{ 149{
118 UUID uid; 150 UUID uid;
119 151
120 uid.seq = ++uuid.seq; 152 uid.seq = ++cur.seq;
121 153
122 if (!(uuid.seq & (UUID_SKIP - 1))) 154 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 155 {
156 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
157 write_uuid (UUID_GAP, false);
158 }
159
124 160
125 return uid; 161 return uid;
126} 162}
127 163
128void 164void
129init_uuid () 165UUID::init ()
130{ 166{
131 read_uuid (); 167 read_uuid ();
132} 168}
133 169
170bool
171UUID::parse (const char *s)
172{
173 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
174 return false;
175
176 seq = 0;
177
178 while (*s != '>')
179 {
180 if (*s < '0')
181 return false;
182
183 // this gives nice branchless code with gcc
184 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
185 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
186
187 seq = (seq << 4) | digit;
188
189 ++s;
190 }
191
192 return true;
193}
194
195char *
196UUID::append (char *buf) const
197{
198 *buf++ = '<';
199 *buf++ = '1';
200 *buf++ = '.';
201
202 uint64_t seq = this->seq;
203 const int bits = 64;
204 char nz = 0;
205 static const char tohex [] = "0123456789abcdef";
206
207 // assert (len >= 3 + bits / 4 + 1 + 1);
208 for (int i = bits / 4; --i; )
209 {
210 uint8_t digit = seq >> (bits - 4);
211
212 *buf = tohex [digit];
213 nz |= digit;
214 buf += nz ? 1 : 0;
215 seq <<= 4;
216 }
217
218 // last digit is special - always emit
219 uint8_t digit = seq >> (bits - 4);
220 *buf++ = tohex [digit];
221
222 *buf++ = '>';
223
224 return buf;
225}
226
227char *
228UUID::c_str () const
229{
230 static char buf [MAX_LEN];
231 *append (buf) = 0;
232 return buf;
233}
234
134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 235/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int 236static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 237compare_ob_value_lists_one (const object *wants, const object *has)
137{ 238{
138 key_value *wants_field;
139
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 239 /* 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 240 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 241 * different structure or at least keep the lists sorted...
143 */ 242 */
144 243
145 /* For each field in wants, */ 244 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 245 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
147 { 246 if (has->kv.get (kv->key) != kv->value)
148 key_value *has_field; 247 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 }
168 248
169 /* If we get here, every field in wants has a matching field in has. */ 249 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE; 250 return true;
171} 251}
172 252
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 253/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 254static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 255compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 256{
177 /* However, there may be fields in has which aren't partnered in wants, 257 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 258 * so we need to run the comparison *twice*. :(
179 */ 259 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 260 return compare_ob_value_lists_one (ob1, ob2)
261 && compare_ob_value_lists_one (ob2, ob1);
181} 262}
182 263
183/* Function examines the 2 objects given to it, and returns true if 264/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 265 * they can be merged together.
185 * 266 *
192 * Improvements made with merge: Better checking on potion, and also 273 * Improvements made with merge: Better checking on potion, and also
193 * check weight 274 * check weight
194 */ 275 */
195bool object::can_merge_slow (object *ob1, object *ob2) 276bool object::can_merge_slow (object *ob1, object *ob2)
196{ 277{
197 /* A couple quicksanity checks */ 278 /* A couple quick sanity checks */
198 if (ob1 == ob2 279 if (ob1 == ob2
199 || ob1->type != ob2->type 280 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value 281 || ob1->value != ob2->value
202 || ob1->name != ob2->name) 282 || ob1->name != ob2->name
283 || ob1->custom_name != ob2->custom_name
284 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
203 return 0; 285 return 0;
204 286
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 287 /* Do not merge objects if nrof would overflow, assume nrof
207 * value could not be stored in a sint32 (which unfortunately sometimes is 288 * is always 0 .. 2**31-1 */
208 * used to store nrof). 289 if (ob1->nrof > 0x7fffffff - ob2->nrof)
209 */
210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
211 return 0; 290 return 0;
212 291
213 /* If the objects have been identified, set the BEEN_APPLIED flag. 292 /* 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 293 * 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 294 * 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 295 * are not equal - just if it has been identified, the been_applied
217 * flags lose any meaning. 296 * flags lose any meaning.
218 */ 297 */
219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 298 if (ob1->flag [FLAG_IDENTIFIED])
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 299 ob1->set_flag (FLAG_BEEN_APPLIED);
221 300
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 301 if (ob2->flag [FLAG_IDENTIFIED])
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 302 ob2->set_flag (FLAG_BEEN_APPLIED);
224 303
225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 304 if (ob1->arch->archname != ob2->arch->archname
226 || ob1->arch != ob2->arch
227 || ob1->name != ob2->name 305 || ob1->name != ob2->name
228 || ob1->title != ob2->title 306 || ob1->title != ob2->title
229 || ob1->msg != ob2->msg 307 || ob1->msg != ob2->msg
230 || ob1->weight != ob2->weight 308 || 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 309 || ob1->attacktype != ob2->attacktype
234 || ob1->magic != ob2->magic 310 || ob1->magic != ob2->magic
235 || ob1->slaying != ob2->slaying 311 || ob1->slaying != ob2->slaying
236 || ob1->skill != ob2->skill 312 || ob1->skill != ob2->skill
237 || ob1->value != ob2->value 313 || ob1->value != ob2->value
238 || ob1->animation_id != ob2->animation_id 314 || ob1->animation_id != ob2->animation_id
315 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
239 || ob1->client_type != ob2->client_type 316 || ob1->client_type != ob2->client_type
240 || ob1->materialname != ob2->materialname 317 || ob1->material != ob2->material
241 || ob1->lore != ob2->lore 318 || ob1->lore != ob2->lore
242 || ob1->subtype != ob2->subtype 319 || ob1->subtype != ob2->subtype
243 || ob1->move_type != ob2->move_type 320 || ob1->move_type != ob2->move_type
244 || ob1->move_block != ob2->move_block 321 || ob1->move_block != ob2->move_block
245 || ob1->move_allow != ob2->move_allow 322 || ob1->move_allow != ob2->move_allow
246 || ob1->move_on != ob2->move_on 323 || ob1->move_on != ob2->move_on
247 || ob1->move_off != ob2->move_off 324 || ob1->move_off != ob2->move_off
248 || ob1->move_slow != ob2->move_slow 325 || ob1->move_slow != ob2->move_slow
249 || ob1->move_slow_penalty != ob2->move_slow_penalty) 326 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
327 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
328 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
250 return 0; 329 return 0;
251 330
331 if ((ob1->flag ^ ob2->flag)
332 .reset (FLAG_INV_LOCKED)
333 .reset (FLAG_REMOVED)
334 .any ())
335 return 0;
336
252 /* This is really a spellbook check - really, we should 337 /* This is really a spellbook check - we should in general
253 * check all objects in the inventory. 338 * not merge objects with real inventories, as splitting them
339 * is hard.
254 */ 340 */
255 if (ob1->inv || ob2->inv) 341 if (ob1->inv || ob2->inv)
256 { 342 {
257 /* if one object has inventory but the other doesn't, not equiv */ 343 if (!(ob1->inv && ob2->inv))
258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 344 return 0; /* inventories differ in length */
259 return 0;
260 345
261 /* Now check to see if the two inventory objects could merge */ 346 if (ob1->inv->below || ob2->inv->below)
347 return 0; /* more than one object in inv */
348
262 if (!object::can_merge (ob1->inv, ob2->inv)) 349 if (!object::can_merge (ob1->inv, ob2->inv))
263 return 0; 350 return 0; /* inventory objects differ */
264 351
265 /* inventory ok - still need to check rest of this object to see 352 /* inventory ok - still need to check rest of this object to see
266 * if it is valid. 353 * if it is valid.
267 */ 354 */
268 } 355 }
269 356
270 /* Don't merge objects that are applied. With the new 'body' code, 357 /* 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 358 * 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. 359 * some items equipped, and we don't want those to merge.
273 */ 360 */
274 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 361 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
275 return 0; 362 return 0;
276 363
277 /* Note sure why the following is the case - either the object has to 364 /* Not 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 365 * be animated or have a very low speed. Is this an attempted monster
279 * check? 366 * check?
280 */ 367 */
281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 368 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
282 return 0; 369 return 0;
283 370
284 switch (ob1->type) 371 switch (ob1->type)
285 { 372 {
286 case SCROLL: 373 case SCROLL:
287 if (ob1->level != ob2->level) 374 if (ob1->level != ob2->level)
288 return 0; 375 return 0;
289 break; 376 break;
290 } 377 }
291 378
292 if (ob1->key_values != NULL || ob2->key_values != NULL) 379 if (!ob1->kv.empty () || !ob2->kv.empty ())
293 { 380 {
294 /* At least one of these has key_values. */ 381 /* At least one of these has key_values. */
295 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 382 if (ob1->kv.empty () != ob2->kv.empty ())
296 /* One has fields, but the other one doesn't. */ 383 return 0; /* One has fields, but the other one doesn't. */
384
385 if (!compare_ob_value_lists (ob1, ob2))
297 return 0; 386 return 0;
298 else if (!compare_ob_value_lists (ob1, ob2))
299 return 0;
300 } 387 }
301 388
302 //TODO: generate an event or call into perl for additional checks
303 if (ob1->self || ob2->self) 389 if (ob1->self || ob2->self)
304 { 390 {
305 ob1->optimise (); 391 ob1->optimise ();
306 ob2->optimise (); 392 ob2->optimise ();
307 393
308 if (ob1->self || ob2->self) 394 if (ob1->self || ob2->self)
395 {
396 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
397 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
398
399 if (k1 != k2)
309 return 0; 400 return 0;
401
402 if (k1 == 0)
403 return 1;
404
405 if (!cfperl_can_merge (ob1, ob2))
406 return 0;
407 }
310 } 408 }
311 409
312 /* Everything passes, must be OK. */ 410 /* Everything passes, must be OK. */
313 return 1; 411 return 1;
314} 412}
315 413
414// find player who can see this object
415object *
416object::visible_to () const
417{
418 if (client_visible () && !flag [FLAG_REMOVED])
419 {
420 // see if we are in a container of sorts
421 if (env)
422 {
423 // the player inventory itself is always visible
424 if (env->is_player ())
425 return env;
426
427 // else a player could have our env open
428 object *envest = env->outer_env_or_self ();
429
430 // the player itself is always on a map, so we will find him here
431 // even if our inv is in a player.
432 if (envest->is_on_map ())
433 if (object *pl = envest->ms ().player ())
434 if (pl->container_ () == env)
435 return pl;
436 }
437 else
438 {
439 // maybe there is a player standing on the same mapspace
440 // this will catch the case where "this" is a player
441 if (object *pl = ms ().player ())
442 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
443 || pl->container_ () == this)
444 return pl;
445 }
446 }
447
448 return 0;
449}
450
451// adjust weight per container type ("of holding")
452static weight_t
453weight_adjust_for (object *op, weight_t weight)
454{
455 if (op->type == CONTAINER)
456 weight -= weight * op->stats.Str / 100;
457
458 return weight;
459}
460
316/* 461/*
462 * subtracts, then adds, the specified weight to an object,
463 * and also updates how much the environment(s) is/are carrying.
464 */
465static void
466adjust_weight (object *op, weight_t sub, weight_t add)
467{
468 while (op)
469 {
470 weight_t carrying = (weight_t)op->carrying
471 - weight_adjust_for (op, sub)
472 + weight_adjust_for (op, add);
473
474 sub = op->carrying;
475 op->carrying = carrying;
476 add = op->carrying;
477
478 if (object *pl = op->visible_to ())
479 if (pl != op) // player is handled lazily
480 esrv_update_item (UPD_WEIGHT, pl, op);
481
482 op = op->env;
483 }
484}
485
486/*
317 * sum_weight() is a recursive function which calculates the weight 487 * this is a recursive function which calculates the weight
318 * an object is carrying. It goes through in figures out how much 488 * an object is carrying. It goes through op and figures out how much
319 * containers are carrying, and sums it up. 489 * containers are carrying, and sums it up.
320 */ 490 */
321long 491void
322sum_weight (object *op) 492object::update_weight ()
323{ 493{
324 long sum; 494 weight_t sum = 0;
325 object *inv;
326 495
327 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 496 for (object *op = inv; op; op = op->below)
328 {
329 if (inv->inv)
330 sum_weight (inv);
331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
332 } 497 {
498 op->update_weight ();
333 499
334 if (op->type == CONTAINER && op->stats.Str) 500 sum += weight_adjust_for (this, op->total_weight ());
335 sum = (sum * (100 - op->stats.Str)) / 100; 501 }
336 502
337 if (op->carrying != sum) 503 if (sum != carrying)
504 {
505 if (carrying != sum && carrying)//D
506 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
507 (long long)sum, (long long)carrying, debug_desc ());
508
338 op->carrying = sum; 509 carrying = sum;
339 510
340 return sum; 511 if (object *pl = visible_to ())
512 if (pl != this) // player is handled lazily
513 esrv_update_item (UPD_WEIGHT, pl, this);
514 }
341} 515}
342 516
343/** 517/*
344 * Return the outermost environment object for a given object. 518 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
345 */ 519 */
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 * 520char *
362dump_object (object *op) 521dump_object (object *op)
363{ 522{
364 if (!op) 523 if (!op)
365 return strdup ("[NULLOBJ]"); 524 return strdup ("[NULLOBJ]");
366 525
367 object_freezer freezer; 526 object_freezer freezer;
368 save_object (freezer, op, 1); 527 op->write (freezer);
369 return freezer.as_string (); 528 return freezer.as_string ();
370} 529}
371 530
372/* 531char *
373 * get_nearest_part(multi-object, object 2) returns the part of the 532object::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{ 533{
381 object *tmp, *closest; 534 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} 535}
391 536
392/* 537/*
393 * Returns the object which has the count-variable equal to the argument. 538 * Returns the object which has the count-variable equal to the argument.
539 * VERRRY slow.
394 */ 540 */
395
396object * 541object *
397find_object (tag_t i) 542find_object (tag_t i)
398{ 543{
399 for (object *op = object::first; op; op = op->next) 544 for_all_objects (op)
400 if (op->count == i) 545 if (op->count == i)
401 return op; 546 return op;
547
548 return 0;
549}
550
551/*
552 * Returns the object which has the uuid equal to the argument.
553 * MOAR VERRRY slow.
554 */
555
556object *
557find_object_uuid (UUID i)
558{
559 for_all_objects (op)
560 if (op->uuid == i)
561 return op;
402 562
403 return 0; 563 return 0;
404} 564}
405 565
406/* 566/*
407 * Returns the first object which has a name equal to the argument. 567 * Returns the first object which has a name equal to the argument.
408 * Used only by the patch command, but not all that useful. 568 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999" 569 * Enables features like "patch <name-of-other-player> food 999"
410 */ 570 */
411
412object * 571object *
413find_object_name (const char *str) 572find_object_name (const char *str)
414{ 573{
415 shstr_cmp str_ (str); 574 shstr_cmp str_ (str);
416 object *op;
417 575
418 for (op = object::first; op != NULL; op = op->next) 576 if (str_)
577 for_all_objects (op)
419 if (op->name == str_) 578 if (op->name == str_)
420 break; 579 return op;
421 580
422 return op; 581 return 0;
423}
424
425void
426free_all_object_data ()
427{
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429} 582}
430 583
431/* 584/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 585 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 586 * skill and experience objects.
587 * ACTUALLY NO! investigate! TODO
434 */ 588 */
435void 589void
436object::set_owner (object *owner) 590object::set_owner (object *owner)
437{ 591{
592 // allow objects which own objects
438 if (!owner) 593 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) 594 while (owner->owner)
449 owner = owner->owner; 595 owner = owner->owner;
596
597 if (flag [FLAG_FREED])
598 {
599 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
600 return;
601 }
450 602
451 this->owner = owner; 603 this->owner = owner;
452}
453
454/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links.
456 */
457static void
458free_key_values (object *op)
459{
460 for (key_value *i = op->key_values; i != 0;)
461 {
462 key_value *next = i->next;
463 delete i;
464
465 i = next;
466 }
467
468 op->key_values = 0;
469} 604}
470 605
471/* 606/*
472 * copy_to first frees everything allocated by the dst object, 607 * copy_to first frees everything allocated by the dst object,
473 * and then copies the contents of itself into the second 608 * and then copies the contents of itself into the second
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
487 if (is_freed) 620 // maybe move to object_copy?
488 SET_FLAG (dst, FLAG_FREED); 621 dst->kv = kv;
489 622
490 if (is_removed) 623 dst->flag [FLAG_REMOVED] = true;
491 SET_FLAG (dst, FLAG_REMOVED); 624 dst->activate ();
625}
492 626
493 if (speed < 0) 627void
494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0; 628object::instantiate ()
629{
630 if (!uuid.seq) // HACK
631 uuid = UUID::gen ();
495 632
496 /* Copy over key_values, if any. */ 633 // TODO: unclean state changes, should not be done in copy_to AND instantiate
497 if (key_values) 634 if (flag [FLAG_RANDOM_SPEED] && speed)
498 { 635 speed_left = - speed - rndm (); // TODO animation
499 key_value *tail = 0; 636 else
500 key_value *i; 637 speed_left = -1.;
501 638
502 dst->key_values = 0; 639 /* copy the body_info to the body_used - this is only really
640 * need for monsters, but doesn't hurt to do it for everything.
641 * by doing so, when a monster is created, it has good starting
642 * values for the body_used info, so when items are created
643 * for it, they can be properly equipped.
644 */
645 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
646 slot[i].used = slot[i].info;
503 647
504 for (i = key_values; i; i = i->next) 648 attachable::instantiate ();
505 {
506 key_value *new_link = new key_value;
507
508 new_link->next = 0;
509 new_link->key = i->key;
510 new_link->value = i->value;
511
512 /* Try and be clever here, too. */
513 if (!dst->key_values)
514 {
515 dst->key_values = new_link;
516 tail = new_link;
517 }
518 else
519 {
520 tail->next = new_link;
521 tail = new_link;
522 }
523 }
524 }
525
526 dst->set_speed (dst->speed);
527} 649}
528 650
529object * 651object *
530object::clone () 652object::clone ()
531{ 653{
532 object *neu = create (); 654 object *neu = create ();
533 copy_to (neu); 655 copy_to (neu);
656
657 // TODO: unclean state changes, should not be done in clone AND instantiate
658 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
659 neu->speed_left = - neu->speed - rndm (); // TODO animation
660
661 neu->map = map; // not copied by copy_to
534 return neu; 662 return neu;
663}
664
665// update the anhimation frame of an object, but only if it has an animation
666// assigned and the frame number if within the animation.
667void object::update_anim_frame (int frame)
668{
669 if (ecb_expect_false (!has_anim () || frame >= anim_frames ()))
670 return;
671
672 set_anim_frame (frame);
673 update_object (this, UP_OBJ_FACE);
535} 674}
536 675
537/* 676/*
538 * If an object with the IS_TURNABLE() flag needs to be turned due 677 * If an object with the IS_TURNABLE() flag needs to be turned due
539 * to the closest player being on the other side, this function can 678 * to the closest player being on the other side, this function can
540 * be called to update the face variable, _and_ how it looks on the map. 679 * be called to update the face variable, _and_ how it looks on the map.
541 */ 680 */
542void 681void
543update_turn_face (object *op) 682update_turn_face (object *op)
544{ 683{
545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 684 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
546 return; 685 return;
547 686
548 SET_ANIMATION (op, op->direction); 687 op->update_anim_frame (op->direction);
549 update_object (op, UP_OBJ_FACE);
550} 688}
551 689
552/* 690/*
553 * Updates the speed of an object. If the speed changes from 0 to another 691 * Updates the speed of an object. If the speed changes from 0 to another
554 * value, or vice versa, then add/remove the object from the active list. 692 * value, or vice versa, then add/remove the object from the active list.
555 * This function needs to be called whenever the speed of an object changes. 693 * This function needs to be called whenever the speed of an object changes.
556 */ 694 */
557void 695void
558object::set_speed (float speed) 696object::set_speed (float speed)
559{ 697{
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; 698 this->speed = speed;
567 699
568 if (has_active_speed ()) 700 if (has_active_speed ())
569 activate (); 701 activate ();
570 else 702 else
571 deactivate (); 703 deactivate ();
572} 704}
573 705
574/* 706/*
575 * update_object() updates the the map. 707 * update_object() updates the map.
576 * It takes into account invisible objects (and represent squares covered 708 * It takes into account invisible objects (and represent squares covered
577 * by invisible objects by whatever is below them (unless it's another 709 * by invisible objects by whatever is below them (unless it's another
578 * invisible object, etc...) 710 * invisible object, etc...)
579 * If the object being updated is beneath a player, the look-window 711 * If the object being updated is beneath a player, the look-window
580 * of that player is updated (this might be a suboptimal way of 712 * of that player is updated (this might be a suboptimal way of
589 * UP_OBJ_FACE: only the objects face has changed. 721 * UP_OBJ_FACE: only the objects face has changed.
590 */ 722 */
591void 723void
592update_object (object *op, int action) 724update_object (object *op, int action)
593{ 725{
594 MoveType move_on, move_off, move_block, move_slow; 726 if (!op)
595
596 if (op == NULL)
597 { 727 {
598 /* this should never happen */ 728 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 729 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
600 return; 730 return;
601 } 731 }
602 732
603 if (op->env) 733 if (!op->is_on_map ())
604 { 734 {
605 /* Animation is currently handled by client, so nothing 735 /* Animation is currently handled by client, so nothing
606 * to do in this case. 736 * to do in this case.
607 */ 737 */
608 return; 738 return;
609 } 739 }
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;
616 740
617 /* make sure the object is within map boundaries */ 741 /* 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) 742 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
619 { 743 {
620 LOG (llevError, "update_object() called for object out of map!\n"); 744 LOG (llevError, "update_object() called for object out of map!\n");
625 } 749 }
626 750
627 mapspace &m = op->ms (); 751 mapspace &m = op->ms ();
628 752
629 if (!(m.flags_ & P_UPTODATE)) 753 if (!(m.flags_ & P_UPTODATE))
630 /* nop */; 754 m.update_up (); // nothing to do except copy up
631 else if (action == UP_OBJ_INSERT) 755 else if (action == UP_OBJ_INSERT)
632 { 756 {
757#if 0
633 // this is likely overkill, TODO: revisit (schmorp) 758 // this is likely overkill, TODO: revisit (schmorp)
634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 759 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 760 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 761 || (op->is_player () && !(m.flags_ & P_PLAYER))
637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 762 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 763 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 764 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
640 || (m.move_on | op->move_on ) != m.move_on 765 || (m.move_on | op->move_on ) != m.move_on
641 || (m.move_off | op->move_off ) != m.move_off 766 || (m.move_off | op->move_off ) != m.move_off
642 || (m.move_slow | op->move_slow) != m.move_slow 767 || (m.move_slow | op->move_slow) != m.move_slow
643 /* This isn't perfect, but I don't expect a lot of objects to 768 /* This isn't perfect, but I don't expect a lot of objects to
644 * to have move_allow right now. 769 * have move_allow right now.
645 */ 770 */
646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 771 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
772 m.invalidate ();
773#else
647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 774 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
648 m.flags_ = 0; 775 m.invalidate ();
776#endif
649 } 777 }
650 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
651 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
652 * that is being removed. 780 * that is being removed.
653 */ 781 */
654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
655 m.flags_ = 0; 783 m.invalidate ();
656 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
657 /* Nothing to do for that case */ ; 785 m.update_up (); // nothing to do for that case, except copy up
658 else 786 else
659 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
660 788
661 if (op->more) 789 if (op->more)
662 update_object (op->more, action); 790 update_object (op->more, action);
663} 791}
664 792
665object *object::first;
666
667object::object () 793object::object ()
668{ 794{
669 SET_FLAG (this, FLAG_REMOVED); 795 this->set_flag (FLAG_REMOVED);
670 796
671 expmul = 1.0; 797 //expmul = 1.0; declared const for the time being
672 face = blank_face; 798 face = blank_face;
799 material = MATERIAL_NULL;
673} 800}
674 801
675object::~object () 802object::~object ()
676{ 803{
677 free_key_values (this); 804 unlink ();
805
806 kv.clear ();
678} 807}
679 808
680void object::link () 809void object::link ()
681{ 810{
682 count = ++ob_count; 811 assert (!index);//D
683 uuid = gen_uuid (); 812 uuid = UUID::gen ();
684 813
685 prev = 0; 814 refcnt_inc ();
686 next = object::first; 815 objects.insert (this);
687 816
688 if (object::first) 817 ++create_count;
689 object::first->prev = this;
690 818
691 object::first = this;
692} 819}
693 820
694void object::unlink () 821void object::unlink ()
695{ 822{
696 if (this == object::first) 823 if (!index)
697 object::first = next; 824 return;
698 825
699 /* Remove this object from the list of used objects */ 826 ++destroy_count;
700 if (prev) prev->next = next;
701 if (next) next->prev = prev;
702 827
703 prev = 0; 828 objects.erase (this);
704 next = 0; 829 refcnt_dec ();
705}
706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711} 830}
712 831
713void 832void
714object::activate () 833object::activate ()
715{ 834{
716 /* If already on active list, don't do anything */ 835 /* If already on active list, don't do anything */
717 if (active ()) 836 if (active)
718 return; 837 return;
719 838
720 if (has_active_speed ()) 839 if (has_active_speed ())
721 { 840 {
722 /* process_events() expects us to insert the object at the beginning 841 if (flag [FLAG_FREED])
723 * of the list. */ 842 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
724 active_next = active_objects;
725 843
726 if (active_next) 844 actives.insert (this);
727 active_next->active_prev = this;
728
729 active_objects = this;
730 } 845 }
731} 846}
732 847
733void 848void
734object::activate_recursive () 849object::activate_recursive ()
739 op->activate_recursive (); 854 op->activate_recursive ();
740} 855}
741 856
742/* This function removes object 'op' from the list of active 857/* This function removes object 'op' from the list of active
743 * objects. 858 * objects.
744 * This should only be used for style maps or other such 859 * This should only be used for style maps or other such
745 * reference maps where you don't want an object that isn't 860 * reference maps where you don't want an object that isn't
746 * in play chewing up cpu time getting processed. 861 * in play chewing up cpu time getting processed.
747 * The reverse of this is to call update_ob_speed, which 862 * The reverse of this is to call update_ob_speed, which
748 * will do the right thing based on the speed of the object. 863 * will do the right thing based on the speed of the object.
749 */ 864 */
750void 865void
751object::deactivate () 866object::deactivate ()
752{ 867{
753 /* If not on the active list, nothing needs to be done */ 868 /* If not on the active list, nothing needs to be done */
754 if (!active ()) 869 if (!active)
755 return; 870 return;
756 871
757 if (active_prev == 0) 872 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} 873}
773 874
774void 875void
775object::deactivate_recursive () 876object::deactivate_recursive ()
776{ 877{
777 for (object *op = inv; op; op = op->below) 878 for (object *op = inv; op; op = op->below)
778 op->deactivate_recursive (); 879 op->deactivate_recursive ();
779 880
780 deactivate (); 881 deactivate ();
882}
883
884void
885object::set_flag_inv (int flag, int value)
886{
887 for (object *op = inv; op; op = op->below)
888 {
889 op->flag [flag] = value;
890 op->set_flag_inv (flag, value);
891 }
781} 892}
782 893
783/* 894/*
784 * Remove and free all objects in the inventory of the given object. 895 * Remove and free all objects in the inventory of the given object.
785 * object.c ? 896 * object.c ?
788object::destroy_inv (bool drop_to_ground) 899object::destroy_inv (bool drop_to_ground)
789{ 900{
790 // need to check first, because the checks below might segfault 901 // need to check first, because the checks below might segfault
791 // as we might be on an invalid mapspace and crossfire code 902 // as we might be on an invalid mapspace and crossfire code
792 // is too buggy to ensure that the inventory is empty. 903 // is too buggy to ensure that the inventory is empty.
793 // corollary: if you create arrows etc. with stuff in tis inventory, 904 // corollary: if you create arrows etc. with stuff in its inventory,
794 // cf will crash below with off-map x and y 905 // cf will crash below with off-map x and y
795 if (!inv) 906 if (!inv)
796 return; 907 return;
797 908
798 /* Only if the space blocks everything do we not process - 909 /* Only if the space blocks everything do we not process -
799 * if some form of movement is allowed, let objects 910 * if some form of movement is allowed, let objects
800 * drop on that space. 911 * drop on that space.
801 */ 912 */
802 if (!drop_to_ground 913 if (!drop_to_ground
803 || !map 914 || !map
804 || map->in_memory != MAP_IN_MEMORY 915 || !map->linkable ()
916 || map->no_drop
805 || ms ().move_block == MOVE_ALL) 917 || ms ().move_block == MOVE_ALL)
806 { 918 {
807 while (inv) 919 while (inv)
808 {
809 inv->destroy_inv (drop_to_ground);
810 inv->destroy (); 920 inv->destroy ();
811 }
812 } 921 }
813 else 922 else
814 { /* Put objects in inventory onto this space */ 923 { /* Put objects in inventory onto this space */
815 while (inv) 924 while (inv)
816 { 925 {
818 927
819 if (op->flag [FLAG_STARTEQUIP] 928 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP] 929 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE 930 || op->type == RUNE
822 || op->type == TRAP 931 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE]) 932 || op->flag [FLAG_IS_A_TEMPLATE]
933 || op->flag [FLAG_DESTROY_ON_DEATH])
824 op->destroy (); 934 op->destroy ();
825 else 935 else
826 map->insert (op, x, y); 936 map->insert (op, x, y);
827 } 937 }
828 } 938 }
829} 939}
830 940
941/*
942 * Remove and free all objects in the inventory of the given object.
943 * Unlike destroy_inv, this assumes the *this is destroyed as well
944 * well, so we can (and have to!) take shortcuts.
945 */
946void
947object::destroy_inv_fast ()
948{
949 while (object *op = inv)
950 {
951 // remove from object the fast way
952 op->flag [FLAG_REMOVED] = true;
953 op->env = 0;
954 if ((inv = inv->below))
955 inv->above = 0;
956
957 // then destroy
958 op->destroy ();
959 }
960}
961
962void
963object::freelist_free (int count)
964{
965 while (count-- && freelist)
966 {
967 freelist_item *next = freelist->next;
968 // count is being "destroyed"
969
970 sfree ((char *)freelist, sizeof (object));
971
972 freelist = next;
973 --free_count;
974 }
975}
976
977object *
831object *object::create () 978object::create ()
832{ 979{
833 object *op = new object; 980 object *op;
981
982 if (freelist)
983 {
984 freelist_item li = *freelist;
985 memset (freelist, 0, sizeof (object));
986
987 op = new (freelist) object;
988 op->count = li.count;
989
990 freelist = li.next;
991 --free_count;
992 }
993 else
994 {
995 void *ni = salloc0<char> (sizeof (object));
996
997 op = new(ni) object;
998
999 op->count = ++object_count;
1000 }
1001
834 op->link (); 1002 op->link ();
1003
835 return op; 1004 return op;
836} 1005}
837 1006
838void 1007void
1008object::do_delete ()
1009{
1010 uint32_t count = this->count;
1011
1012 this->~object ();
1013
1014 freelist_item *li = (freelist_item *)this;
1015 li->next = freelist;
1016 li->count = count;
1017
1018 freelist = li;
1019 ++free_count;
1020}
1021
1022void
839object::do_destroy () 1023object::do_destroy ()
840{ 1024{
841 if (flag [FLAG_IS_LINKED]) 1025 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this); 1026 remove_link ();
843 1027
844 if (flag [FLAG_FRIENDLY]) 1028 if (flag [FLAG_FRIENDLY])
845 remove_friendly_object (this); 1029 remove_friendly_object (this);
846 1030
847 if (!flag [FLAG_REMOVED])
848 remove (); 1031 remove ();
849 1032
850 if (flag [FLAG_FREED]) 1033 attachable::do_destroy ();
851 return;
852 1034
853 set_speed (0); 1035 deactivate ();
1036 unlink ();
854 1037
855 flag [FLAG_FREED] = 1; 1038 flag [FLAG_FREED] = 1;
856 1039
857 attachable::do_destroy ();
858
859 destroy_inv (true);
860 unlink ();
861
862 // hack to ensure that freed objects still have a valid map 1040 // 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 freed_map->in_memory = MAP_IN_MEMORY;
876 }
877
878 map = freed_map; 1041 map = &freed_map;
879 x = 1; 1042 x = 1;
880 y = 1; 1043 y = 1;
881 }
882
883 head = 0;
884 1044
885 if (more) 1045 if (more)
886 { 1046 {
887 more->destroy (); 1047 more->destroy ();
888 more = 0; 1048 more = 0;
889 } 1049 }
890 1050
1051 head = 0;
1052
891 // clear those pointers that likely might have circular references to us 1053 // clear those pointers that likely might cause circular references
892 owner = 0; 1054 owner = 0;
893 enemy = 0; 1055 enemy = 0;
894 attacked_by = 0; 1056 attacked_by = 0;
895 1057 current_weapon = 0;
896 // only relevant for players(?), but make sure of it anyways
897 contr = 0;
898} 1058}
899 1059
900void 1060void
901object::destroy (bool destroy_inventory) 1061object::destroy ()
902{ 1062{
903 if (destroyed ()) 1063 if (destroyed ())
904 return; 1064 return;
905 1065
906 if (destroy_inventory) 1066 if (!is_head () && !head->destroyed ())
1067 {
1068 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1069 head->destroy ();
1070 return;
1071 }
1072
907 destroy_inv (false); 1073 destroy_inv_fast ();
1074
1075 if (is_head ())
1076 if (sound_destroy)
1077 play_sound (sound_destroy);
1078 else if (flag [FLAG_MONSTER])
1079 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
908 1080
909 attachable::destroy (); 1081 attachable::destroy ();
910}
911
912/*
913 * sub_weight() recursively (outwards) subtracts a number from the
914 * weight of an object (and what is carried by it's environment(s)).
915 */
916void
917sub_weight (object *op, signed long weight)
918{
919 while (op != NULL)
920 {
921 if (op->type == CONTAINER)
922 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
923
924 op->carrying -= weight;
925 op = op->env;
926 }
927} 1082}
928 1083
929/* op->remove (): 1084/* op->remove ():
930 * This function removes the object op from the linked list of objects 1085 * This function removes the object op from the linked list of objects
931 * which it is currently tied to. When this function is done, the 1086 * which it is currently tied to. When this function is done, the
932 * object will have no environment. If the object previously had an 1087 * object will have no environment. If the object previously had an
933 * environment, the x and y coordinates will be updated to 1088 * environment, the x and y coordinates will be updated to
934 * the previous environment. 1089 * the previous environment.
935 * Beware: This function is called from the editor as well!
936 */ 1090 */
937void 1091void
938object::remove () 1092object::do_remove ()
939{ 1093{
940 object *tmp, *last = 0; 1094 if (flag [FLAG_REMOVED])
941 object *otmp;
942
943 if (QUERY_FLAG (this, FLAG_REMOVED))
944 return; 1095 return;
945 1096
946 SET_FLAG (this, FLAG_REMOVED);
947 INVOKE_OBJECT (REMOVE, this); 1097 INVOKE_OBJECT (REMOVE, this);
1098
1099 flag [FLAG_REMOVED] = true;
948 1100
949 if (more) 1101 if (more)
950 more->remove (); 1102 more->remove ();
951 1103
952 /* 1104 /*
953 * In this case, the object to be removed is in someones 1105 * In this case, the object to be removed is in someones
954 * inventory. 1106 * inventory.
955 */ 1107 */
956 if (env) 1108 if (env)
957 { 1109 {
958 if (nrof) 1110 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
959 sub_weight (env, weight * nrof); 1111 if (object *pl = visible_to ())
960 else 1112 esrv_del_item (pl->contr, count);
961 sub_weight (env, weight + carrying); 1113 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
962 1114
963 /* NO_FIX_PLAYER is set when a great many changes are being 1115 adjust_weight (env, total_weight (), 0);
964 * made to players inventory. If set, avoiding the call
965 * to save cpu time.
966 */
967 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
968 otmp->update_stats ();
969 1116
970 if (above) 1117 object *pl = in_player ();
971 above->below = below;
972 else
973 env->inv = below;
974
975 if (below)
976 below->above = above;
977 1118
978 /* we set up values so that it could be inserted into 1119 /* we set up values so that it could be inserted into
979 * the map, but we don't actually do that - it is up 1120 * the map, but we don't actually do that - it is up
980 * to the caller to decide what we want to do. 1121 * to the caller to decide what we want to do.
981 */ 1122 */
982 x = env->x, y = env->y;
983 map = env->map; 1123 map = env->map;
984 above = 0, below = 0; 1124 x = env->x;
985 env = 0; 1125 y = env->y;
986 }
987 else if (map)
988 {
989 if (type == PLAYER)
990 {
991 --map->players;
992 map->touch ();
993 }
994 1126
995 map->dirty = true; 1127 // make sure cmov optimisation is applicable
996 1128 *(above ? &above->below : &env->inv) = below;
997 /* link the object above us */ 1129 *(below ? &below->above : &above ) = above; // &above is just a dummy
998 if (above)
999 above->below = below;
1000 else
1001 map->at (x, y).top = below; /* we were top, set new top */
1002
1003 /* Relink the object below us, if there is one */
1004 if (below)
1005 below->above = above;
1006 else
1007 {
1008 /* Nothing below, which means we need to relink map object for this space
1009 * use translated coordinates in case some oddness with map tiling is
1010 * evident
1011 */
1012 if (GET_MAP_OB (map, x, y) != this)
1013 {
1014 char *dump = dump_object (this);
1015 LOG (llevError,
1016 "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);
1017 free (dump);
1018 dump = dump_object (GET_MAP_OB (map, x, y));
1019 LOG (llevError, "%s\n", dump);
1020 free (dump);
1021 }
1022
1023 map->at (x, y).bot = above; /* goes on above it. */
1024 }
1025 1130
1026 above = 0; 1131 above = 0;
1027 below = 0; 1132 below = 0;
1133 env = 0;
1028 1134
1029 if (map->in_memory == MAP_SAVING) 1135 if (pl && pl->is_player ())
1030 return; 1136 {
1137 if (expect_false (pl->contr->combat_ob == this))
1138 {
1139 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1140 pl->contr->combat_ob = 0;
1141 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1142 }
1143
1144 if (expect_false (pl->contr->ranged_ob == this))
1145 {
1146 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1147 pl->contr->ranged_ob = 0;
1148 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1149 }
1150
1151 pl->contr->queue_stats_update ();
1152
1153 if (expect_false (glow_radius) && pl->is_on_map ())
1154 update_all_los (pl->map, pl->x, pl->y);
1155 }
1156 }
1157 else if (map)
1158 {
1159 map->dirty = true;
1160 mapspace &ms = this->ms ();
1161
1162 if (object *pl = ms.player ())
1163 {
1164 if (is_player ())
1165 {
1166 if (!flag [FLAG_WIZPASS])
1167 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1168
1169 // leaving a spot always closes any open container on the ground
1170 if (container && !container->env)
1171 // this causes spurious floorbox updates, but it ensures
1172 // that the CLOSE event is being sent.
1173 close_container ();
1174
1175 --map->players;
1176 map->touch ();
1177 }
1178 else if (pl->container_ () == this)
1179 {
1180 // removing a container should close it
1181 close_container ();
1182 }
1183 else
1184 esrv_del_item (pl->contr, count);
1185 }
1186
1187 /* link the object above us */
1188 // re-link, make sure compiler can easily use cmove
1189 *(above ? &above->below : &ms.top) = below;
1190 *(below ? &below->above : &ms.bot) = above;
1191
1192 above = 0;
1193 below = 0;
1194
1195 ms.invalidate ();
1031 1196
1032 int check_walk_off = !flag [FLAG_NO_APPLY]; 1197 int check_walk_off = !flag [FLAG_NO_APPLY];
1033 1198
1034 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1199 if (object *pl = ms.player ())
1035 { 1200 {
1036 /* No point updating the players look faces if he is the object 1201 if (pl->container_ () == this)
1037 * being removed.
1038 */
1039
1040 if (tmp->type == PLAYER && tmp != this)
1041 {
1042 /* If a container that the player is currently using somehow gets 1202 /* If a container that the player is currently using somehow gets
1043 * removed (most likely destroyed), update the player view 1203 * removed (most likely destroyed), update the player view
1044 * appropriately. 1204 * appropriately.
1045 */ 1205 */
1046 if (tmp->container == this) 1206 pl->close_container ();
1047 {
1048 flag [FLAG_APPLIED] = 0;
1049 tmp->container = 0;
1050 }
1051 1207
1208 //TODO: the floorbox prev/next might need updating
1209 //esrv_del_item (pl->contr, count);
1210 //TODO: update floorbox to preserve ordering
1052 if (tmp->contr->ns) 1211 if (pl->contr->ns)
1053 tmp->contr->ns->floorbox_update (); 1212 pl->contr->ns->floorbox_update ();
1213 }
1214
1215 if (check_walk_off)
1216 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1217 {
1218 above = tmp->above;
1219
1220 /* No point updating the players look faces if he is the object
1221 * being removed.
1054 } 1222 */
1055 1223
1056 /* See if object moving off should effect something */ 1224 /* See if object moving off should effect something */
1057 if (check_walk_off
1058 && ((move_type & tmp->move_off) 1225 if ((move_type & tmp->move_off)
1059 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1226 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1060 {
1061 move_apply (tmp, this, 0); 1227 move_apply (tmp, this, 0);
1062
1063 if (destroyed ())
1064 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1065 } 1228 }
1066 1229
1067 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1230 if (affects_los ())
1068 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1069 if (tmp->above == tmp)
1070 tmp->above = 0;
1071
1072 last = tmp;
1073 }
1074
1075 /* last == NULL if there are no objects on this space */
1076 //TODO: this makes little sense, why only update the topmost object?
1077 if (!last)
1078 map->at (x, y).flags_ = 0;
1079 else
1080 update_object (last, UP_OBJ_REMOVE);
1081
1082 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1083 update_all_los (map, x, y); 1231 update_all_los (map, x, y);
1084 } 1232 }
1085} 1233}
1086 1234
1087/* 1235/*
1096merge_ob (object *op, object *top) 1244merge_ob (object *op, object *top)
1097{ 1245{
1098 if (!op->nrof) 1246 if (!op->nrof)
1099 return 0; 1247 return 0;
1100 1248
1101 if (top) 1249 if (!top)
1102 for (top = op; top && top->above; top = top->above) 1250 for (top = op; top && top->above; top = top->above)
1103 ; 1251 ;
1104 1252
1105 for (; top; top = top->below) 1253 for (; top; top = top->below)
1106 {
1107 if (top == op)
1108 continue;
1109
1110 if (object::can_merge (op, top)) 1254 if (object::can_merge (op, top))
1111 { 1255 {
1112 top->nrof += op->nrof; 1256 top->nrof += op->nrof;
1113 1257
1114/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1258 if (object *pl = top->visible_to ())
1115 op->weight = 0; /* Don't want any adjustements now */ 1259 esrv_update_item (UPD_NROF, pl, top);
1260
1261 op->weight = 0; // cancel the addition above
1262 op->carrying = 0; // must be 0 already
1263
1116 op->destroy (); 1264 op->destroy ();
1265
1117 return top; 1266 return top;
1118 } 1267 }
1119 }
1120 1268
1121 return 0; 1269 return 0;
1122} 1270}
1123 1271
1272void
1273object::expand_tail ()
1274{
1275 if (more)
1276 return;
1277
1278 object *prev = this;
1279
1280 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1281 {
1282 object *op = at->instance ();
1283
1284 op->name = name;
1285 op->name_pl = name_pl;
1286 op->title = title;
1287
1288 op->head = this;
1289 prev->more = op;
1290
1291 prev = op;
1292 }
1293}
1294
1124/* 1295/*
1125 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1296 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1126 * job preparing multi-part monsters 1297 * job preparing multi-part monsters.
1127 */ 1298 */
1128object * 1299object *
1129insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1300insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1130{ 1301{
1302 op->remove ();
1303
1131 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1304 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1132 { 1305 {
1133 tmp->x = x + tmp->arch->clone.x; 1306 tmp->x = x + tmp->arch->x;
1134 tmp->y = y + tmp->arch->clone.y; 1307 tmp->y = y + tmp->arch->y;
1135 } 1308 }
1136 1309
1137 return insert_ob_in_map (op, m, originator, flag); 1310 return insert_ob_in_map (op, m, originator, flag);
1138} 1311}
1139 1312
1152 * Passing 0 for flag gives proper default values, so flag really only needs 1325 * Passing 0 for flag gives proper default values, so flag really only needs
1153 * to be set if special handling is needed. 1326 * to be set if special handling is needed.
1154 * 1327 *
1155 * Return value: 1328 * Return value:
1156 * new object if 'op' was merged with other object 1329 * new object if 'op' was merged with other object
1157 * NULL if 'op' was destroyed 1330 * NULL if there was an error (destroyed, blocked etc.)
1158 * just 'op' otherwise 1331 * just 'op' otherwise
1159 */ 1332 */
1160object * 1333object *
1161insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1334insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1162{ 1335{
1163 object *tmp, *top, *floor = NULL; 1336 op->remove ();
1164 sint16 x, y;
1165 1337
1166 if (QUERY_FLAG (op, FLAG_FREED)) 1338 if (m == &freed_map)//D TODO: remove soon
1167 { 1339 {//D
1168 LOG (llevError, "Trying to insert freed object!\n"); 1340 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1169 return NULL;
1170 } 1341 }//D
1171
1172 if (!m)
1173 {
1174 char *dump = dump_object (op);
1175 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1176 free (dump);
1177 return op;
1178 }
1179
1180 if (out_of_map (m, op->x, op->y))
1181 {
1182 char *dump = dump_object (op);
1183 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1184#ifdef MANY_CORES
1185 /* Better to catch this here, as otherwise the next use of this object
1186 * is likely to cause a crash. Better to find out where it is getting
1187 * improperly inserted.
1188 */
1189 abort ();
1190#endif
1191 free (dump);
1192 return op;
1193 }
1194
1195 if (!QUERY_FLAG (op, FLAG_REMOVED))
1196 {
1197 char *dump = dump_object (op);
1198 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1199 free (dump);
1200 return op;
1201 }
1202
1203 if (op->more)
1204 {
1205 /* The part may be on a different map. */
1206
1207 object *more = op->more;
1208
1209 /* We really need the caller to normalize coordinates - if
1210 * we set the map, that doesn't work if the location is within
1211 * a map and this is straddling an edge. So only if coordinate
1212 * is clear wrong do we normalize it.
1213 */
1214 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1215 more->map = get_map_from_coord (m, &more->x, &more->y);
1216 else if (!more->map)
1217 {
1218 /* For backwards compatibility - when not dealing with tiled maps,
1219 * more->map should always point to the parent.
1220 */
1221 more->map = m;
1222 }
1223
1224 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1225 {
1226 if (!op->head)
1227 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1228
1229 return 0;
1230 }
1231 }
1232
1233 CLEAR_FLAG (op, FLAG_REMOVED);
1234 1342
1235 /* Ideally, the caller figures this out. However, it complicates a lot 1343 /* Ideally, the caller figures this out. However, it complicates a lot
1236 * of areas of callers (eg, anything that uses find_free_spot would now 1344 * of areas of callers (eg, anything that uses find_free_spot would now
1237 * need extra work 1345 * need extra work
1238 */ 1346 */
1239 op->map = get_map_from_coord (m, &op->x, &op->y); 1347 maptile *newmap = m;
1240 x = op->x; 1348 if (!xy_normalise (newmap, op->x, op->y))
1241 y = op->y; 1349 {
1350 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1351 return 0;
1352 }
1353
1354 if (object *more = op->more)
1355 if (!insert_ob_in_map (more, m, originator, flag))
1356 return 0;
1357
1358 op->flag [FLAG_REMOVED] = false;
1359 op->env = 0;
1360 op->map = newmap;
1361
1362 mapspace &ms = op->ms ();
1242 1363
1243 /* this has to be done after we translate the coordinates. 1364 /* this has to be done after we translate the coordinates.
1244 */ 1365 */
1245 if (op->nrof && !(flag & INS_NO_MERGE)) 1366 if (op->nrof && !(flag & INS_NO_MERGE))
1246 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1367 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1247 if (object::can_merge (op, tmp)) 1368 if (object::can_merge (op, tmp))
1248 { 1369 {
1370 // TODO: we actually want to update tmp, not op,
1371 // but some caller surely breaks when we return tmp
1372 // from here :/
1249 op->nrof += tmp->nrof; 1373 op->nrof += tmp->nrof;
1250 tmp->destroy (); 1374 tmp->destroy ();
1251 } 1375 }
1252 1376
1253 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1377 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1254 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1378 op->clr_flag (FLAG_INV_LOCKED);
1255 1379
1256 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1380 if (!op->flag [FLAG_ALIVE])
1257 CLEAR_FLAG (op, FLAG_NO_STEAL); 1381 op->clr_flag (FLAG_NO_STEAL);
1258 1382
1259 if (flag & INS_BELOW_ORIGINATOR) 1383 if (flag & INS_BELOW_ORIGINATOR)
1260 { 1384 {
1261 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1385 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1262 { 1386 {
1263 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1387 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1264 abort (); 1388 abort ();
1265 } 1389 }
1266 1390
1391 if (!originator->is_on_map ())
1392 {
1393 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1394 op->debug_desc (), originator->debug_desc ());
1395 abort ();
1396 }
1397
1267 op->above = originator; 1398 op->above = originator;
1268 op->below = originator->below; 1399 op->below = originator->below;
1269
1270 if (op->below)
1271 op->below->above = op;
1272 else
1273 op->ms ().bot = op;
1274
1275 /* since *below* originator, no need to update top */
1276 originator->below = op; 1400 originator->below = op;
1401
1402 *(op->below ? &op->below->above : &ms.bot) = op;
1277 } 1403 }
1278 else 1404 else
1279 { 1405 {
1406 object *floor = 0;
1407 object *top = ms.top;
1408
1280 /* If there are other objects, then */ 1409 /* If there are other objects, then */
1281 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1410 if (top)
1282 { 1411 {
1283 object *last = 0;
1284
1285 /* 1412 /*
1286 * If there are multiple objects on this space, we do some trickier handling. 1413 * If there are multiple objects on this space, we do some trickier handling.
1287 * We've already dealt with merging if appropriate. 1414 * We've already dealt with merging if appropriate.
1288 * Generally, we want to put the new object on top. But if 1415 * Generally, we want to put the new object on top. But if
1289 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1416 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1290 * floor, we want to insert above that and no further. 1417 * floor, we want to insert above that and no further.
1291 * Also, if there are spell objects on this space, we stop processing 1418 * Also, if there are spell objects on this space, we stop processing
1292 * once we get to them. This reduces the need to traverse over all of 1419 * once we get to them. This reduces the need to traverse over all of
1293 * them when adding another one - this saves quite a bit of cpu time 1420 * them when adding another one - this saves quite a bit of cpu time
1294 * when lots of spells are cast in one area. Currently, it is presumed 1421 * when lots of spells are cast in one area. Currently, it is presumed
1295 * that flying non pickable objects are spell objects. 1422 * that flying non pickable objects are spell objects.
1296 */ 1423 */
1297 while (top) 1424 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1298 { 1425 {
1299 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1426 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1300 floor = top; 1427 floor = tmp;
1301 1428
1302 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1429 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1303 { 1430 {
1304 /* We insert above top, so we want this object below this */ 1431 /* We insert above top, so we want this object below this */
1305 top = top->below; 1432 top = tmp->below;
1306 break; 1433 break;
1307 } 1434 }
1308 1435
1309 last = top;
1310 top = top->above; 1436 top = tmp;
1311 } 1437 }
1312
1313 /* Don't want top to be NULL, so set it to the last valid object */
1314 top = last;
1315 1438
1316 /* We let update_position deal with figuring out what the space 1439 /* We let update_position deal with figuring out what the space
1317 * looks like instead of lots of conditions here. 1440 * looks like instead of lots of conditions here.
1318 * makes things faster, and effectively the same result. 1441 * makes things faster, and effectively the same result.
1319 */ 1442 */
1320 1443
1321 /* Have object 'fall below' other objects that block view. 1444 /* Have object 'fall below' other objects that block view.
1322 * Unless those objects are exits, type 66 1445 * Unless those objects are exits.
1323 * If INS_ON_TOP is used, don't do this processing 1446 * If INS_ON_TOP is used, don't do this processing
1324 * Need to find the object that in fact blocks view, otherwise 1447 * Need to find the object that in fact blocks view, otherwise
1325 * stacking is a bit odd. 1448 * stacking is a bit odd.
1326 */ 1449 */
1327 if (!(flag & INS_ON_TOP) && 1450 if (!(flag & INS_ON_TOP)
1328 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1451 && ms.flags () & P_BLOCKSVIEW
1452 && (op->face && !faces [op->face].visibility))
1329 { 1453 {
1454 object *last;
1455
1330 for (last = top; last != floor; last = last->below) 1456 for (last = top; last != floor; last = last->below)
1331 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1457 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1332 break; 1458 break;
1459
1333 /* Check to see if we found the object that blocks view, 1460 /* Check to see if we found the object that blocks view,
1334 * and make sure we have a below pointer for it so that 1461 * and make sure we have a below pointer for it so that
1335 * we can get inserted below this one, which requires we 1462 * we can get inserted below this one, which requires we
1336 * set top to the object below us. 1463 * set top to the object below us.
1337 */ 1464 */
1338 if (last && last->below && last != floor) 1465 if (last && last->below && last != floor)
1339 top = last->below; 1466 top = last->below;
1340 } 1467 }
1341 } /* If objects on this space */ 1468 } /* If objects on this space */
1342 1469
1343 if (flag & INS_MAP_LOAD)
1344 top = GET_MAP_TOP (op->map, op->x, op->y);
1345
1346 if (flag & INS_ABOVE_FLOOR_ONLY) 1470 if (flag & INS_ABOVE_FLOOR_ONLY)
1347 top = floor; 1471 top = floor;
1348 1472
1349 /* Top is the object that our object (op) is going to get inserted above. 1473 // insert object above top, or bottom-most if top = 0
1350 */
1351
1352 /* First object on this space */
1353 if (!top) 1474 if (!top)
1354 { 1475 {
1355 op->above = GET_MAP_OB (op->map, op->x, op->y);
1356
1357 if (op->above)
1358 op->above->below = op;
1359
1360 op->below = 0; 1476 op->below = 0;
1477 op->above = ms.bot;
1361 op->ms ().bot = op; 1478 ms.bot = op;
1479
1480 *(op->above ? &op->above->below : &ms.top) = op;
1362 } 1481 }
1363 else 1482 else
1364 { /* get inserted into the stack above top */ 1483 {
1365 op->above = top->above; 1484 op->above = top->above;
1366
1367 if (op->above)
1368 op->above->below = op; 1485 top->above = op;
1369 1486
1370 op->below = top; 1487 op->below = top;
1371 top->above = op; 1488 *(op->above ? &op->above->below : &ms.top) = op;
1372 } 1489 }
1490 }
1373 1491
1374 if (!op->above) 1492 if (op->is_player ())
1375 op->ms ().top = op;
1376 } /* else not INS_BELOW_ORIGINATOR */
1377
1378 if (op->type == PLAYER)
1379 { 1493 {
1380 op->contr->do_los = 1; 1494 op->contr->do_los = 1;
1381 ++op->map->players; 1495 ++op->map->players;
1382 op->map->touch (); 1496 op->map->touch ();
1383 } 1497 }
1384 1498
1385 op->map->dirty = true; 1499 op->map->dirty = true;
1386 1500
1387 /* If we have a floor, we know the player, if any, will be above
1388 * it, so save a few ticks and start from there.
1389 */
1390 if (!(flag & INS_MAP_LOAD))
1391 if (object *pl = op->ms ().player ()) 1501 if (object *pl = ms.player ())
1502 //TODO: the floorbox prev/next might need updating
1503 //esrv_send_item (pl, op);
1504 //TODO: update floorbox to preserve ordering
1392 if (pl->contr->ns) 1505 if (pl->contr->ns)
1393 pl->contr->ns->floorbox_update (); 1506 pl->contr->ns->floorbox_update ();
1394 1507
1395 /* If this object glows, it may affect lighting conditions that are 1508 /* If this object glows, it may affect lighting conditions that are
1396 * visible to others on this map. But update_all_los is really 1509 * visible to others on this map. But update_all_los is really
1397 * an inefficient way to do this, as it means los for all players 1510 * an inefficient way to do this, as it means los for all players
1398 * on the map will get recalculated. The players could very well 1511 * on the map will get recalculated. The players could very well
1399 * be far away from this change and not affected in any way - 1512 * be far away from this change and not affected in any way -
1400 * this should get redone to only look for players within range, 1513 * this should get redone to only look for players within range,
1401 * or just updating the P_UPTODATE for spaces within this area 1514 * or just updating the P_UPTODATE for spaces within this area
1402 * of effect may be sufficient. 1515 * of effect may be sufficient.
1403 */ 1516 */
1404 if (op->map->darkness && (op->glow_radius != 0)) 1517 if (op->affects_los ())
1518 {
1519 op->ms ().invalidate ();
1405 update_all_los (op->map, op->x, op->y); 1520 update_all_los (op->map, op->x, op->y);
1521 }
1406 1522
1407 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1523 /* updates flags (blocked, alive, no magic, etc) for this map space */
1408 update_object (op, UP_OBJ_INSERT); 1524 update_object (op, UP_OBJ_INSERT);
1409 1525
1410 INVOKE_OBJECT (INSERT, op); 1526 INVOKE_OBJECT (INSERT, op);
1417 * blocked() and wall() work properly), and these flags are updated by 1533 * blocked() and wall() work properly), and these flags are updated by
1418 * update_object(). 1534 * update_object().
1419 */ 1535 */
1420 1536
1421 /* if this is not the head or flag has been passed, don't check walk on status */ 1537 /* if this is not the head or flag has been passed, don't check walk on status */
1422 if (!(flag & INS_NO_WALK_ON) && !op->head) 1538 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1423 { 1539 {
1424 if (check_move_on (op, originator)) 1540 if (check_move_on (op, originator, flag))
1425 return 0; 1541 return 0;
1426 1542
1427 /* If we are a multi part object, lets work our way through the check 1543 /* If we are a multi part object, let's work our way through the check
1428 * walk on's. 1544 * walk on's.
1429 */ 1545 */
1430 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1546 for (object *tmp = op->more; tmp; tmp = tmp->more)
1431 if (check_move_on (tmp, originator)) 1547 if (check_move_on (tmp, originator, flag))
1432 return 0; 1548 return 0;
1433 } 1549 }
1434 1550
1435 return op; 1551 return op;
1436} 1552}
1437 1553
1438/* this function inserts an object in the map, but if it 1554/* this function inserts an object in the map, but if it
1439 * finds an object of its own type, it'll remove that one first. 1555 * finds an object of its own type, it'll remove that one first.
1440 * op is the object to insert it under: supplies x and the map. 1556 * op is the object to insert it under: supplies x and the map.
1441 */ 1557 */
1442void 1558void
1443replace_insert_ob_in_map (const char *arch_string, object *op) 1559replace_insert_ob_in_map (shstr_tmp archname, object *op)
1444{ 1560{
1445 object *tmp, *tmp1;
1446
1447 /* first search for itself and remove any old instances */ 1561 /* first search for itself and remove any old instances */
1448 1562
1449 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1563 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1450 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1564 if (tmp->arch->archname == archname) /* same archetype */
1451 tmp->destroy (); 1565 tmp->destroy ();
1452 1566
1453 tmp1 = arch_to_object (archetype::find (arch_string)); 1567 object *tmp = archetype::find (archname)->instance ();
1454 1568
1455 tmp1->x = op->x; 1569 tmp->x = op->x;
1456 tmp1->y = op->y; 1570 tmp->y = op->y;
1571
1457 insert_ob_in_map (tmp1, op->map, op, 0); 1572 insert_ob_in_map (tmp, op->map, op, 0);
1458} 1573}
1459 1574
1460object * 1575object *
1461object::insert_at (object *where, object *originator, int flags) 1576object::insert_at (object *where, object *originator, int flags)
1462{ 1577{
1578 if (where->env)
1579 return where->env->insert (this);
1580 else
1463 where->map->insert (this, where->x, where->y, originator, flags); 1581 return where->map->insert (this, where->x, where->y, originator, flags);
1464} 1582}
1465 1583
1466/* 1584// check whether we can put this into the map, respect max_volume, max_items
1467 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1585bool
1468 * is returned contains nr objects, and the remaining parts contains 1586object::can_drop_at (maptile *m, int x, int y, object *originator)
1469 * the rest (or is removed and freed if that number is 0).
1470 * On failure, NULL is returned, and the reason put into the
1471 * global static errmsg array.
1472 */
1473object *
1474get_split_ob (object *orig_ob, uint32 nr)
1475{ 1587{
1476 object *newob; 1588 mapspace &ms = m->at (x, y);
1477 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1478 1589
1479 if (orig_ob->nrof < nr) 1590 int items = ms.items ();
1480 {
1481 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1482 return NULL;
1483 }
1484 1591
1485 newob = object_create_clone (orig_ob); 1592 if (!items // testing !items ensures we can drop at least one item
1593 || (items < m->max_items
1594 && ms.volume () < m->max_volume))
1595 return true;
1486 1596
1487 if ((orig_ob->nrof -= nr) < 1) 1597 if (originator)
1488 orig_ob->destroy (1); 1598 originator->failmsgf (
1489 else if (!is_removed) 1599 "No matter how hard you try, you just cannot put the %s here! H<Try to remove some items from the floor first.>",
1490 { 1600 query_name ()
1491 if (orig_ob->env != NULL) 1601 );
1492 sub_weight (orig_ob->env, orig_ob->weight * nr);
1493 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1494 {
1495 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1496 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1497 return NULL;
1498 }
1499 }
1500 1602
1501 newob->nrof = nr; 1603 return false;
1502
1503 return newob;
1504} 1604}
1505 1605
1506/* 1606/*
1507 * decrease_ob_nr(object, number) decreases a specified number from 1607 * decrease(object, number) decreases a specified number from
1508 * the amount of an object. If the amount reaches 0, the object 1608 * the amount of an object. If the amount reaches 0, the object
1509 * is subsequently removed and freed. 1609 * is subsequently removed and freed.
1510 * 1610 *
1511 * Return value: 'op' if something is left, NULL if the amount reached 0 1611 * Return value: 'op' if something is left, NULL if the amount reached 0
1512 */ 1612 */
1613bool
1614object::decrease (sint32 nr)
1615{
1616 if (!nr)
1617 return true;
1513 1618
1619 nr = min (nr, nrof);
1620
1621 if (nrof > nr)
1622 {
1623 weight_t oweight = total_weight ();
1624
1625 nrof -= nr;
1626
1627 if (object *pl = visible_to ())
1628 esrv_update_item (UPD_NROF, pl, this);
1629
1630 adjust_weight (env, oweight, total_weight ());
1631
1632 return true;
1633 }
1634 else
1635 {
1636 destroy ();
1637 return false;
1638 }
1639}
1640
1641/*
1642 * split(ob,nr) splits up ob into two parts. The part which
1643 * is returned contains nr objects, and the remaining parts contains
1644 * the rest (or is removed and returned if that number is 0).
1645 * On failure, NULL is returned.
1646 */
1514object * 1647object *
1515decrease_ob_nr (object *op, uint32 i) 1648object::split (sint32 nr)
1516{ 1649{
1517 object *tmp; 1650 int have = number_of ();
1518 1651
1519 if (i == 0) /* objects with op->nrof require this check */ 1652 if (have < nr)
1520 return op; 1653 return 0;
1521 1654 else if (have == nr)
1522 if (i > op->nrof)
1523 i = op->nrof;
1524
1525 if (QUERY_FLAG (op, FLAG_REMOVED))
1526 op->nrof -= i;
1527 else if (op->env)
1528 { 1655 {
1529 /* is this object in the players inventory, or sub container
1530 * therein?
1531 */
1532 tmp = op->in_player ();
1533 /* nope. Is this a container the player has opened?
1534 * If so, set tmp to that player.
1535 * IMO, searching through all the players will mostly
1536 * likely be quicker than following op->env to the map,
1537 * and then searching the map for a player.
1538 */
1539 if (!tmp)
1540 for_all_players (pl)
1541 if (pl->ob->container == op->env)
1542 {
1543 tmp = pl->ob;
1544 break;
1545 }
1546
1547 if (i < op->nrof)
1548 {
1549 sub_weight (op->env, op->weight * i);
1550 op->nrof -= i;
1551 if (tmp)
1552 esrv_send_item (tmp, op);
1553 }
1554 else
1555 {
1556 op->remove (); 1656 remove ();
1557 op->nrof = 0; 1657 return this;
1558 if (tmp)
1559 esrv_del_item (tmp->contr, op->count);
1560 }
1561 } 1658 }
1562 else 1659 else
1563 { 1660 {
1564 object *above = op->above; 1661 decrease (nr);
1565 1662
1566 if (i < op->nrof) 1663 object *op = deep_clone ();
1567 op->nrof -= i; 1664 op->nrof = nr;
1568 else
1569 {
1570 op->remove ();
1571 op->nrof = 0;
1572 }
1573
1574 /* Since we just removed op, op->above is null */
1575 for (tmp = above; tmp; tmp = tmp->above)
1576 if (tmp->type == PLAYER)
1577 {
1578 if (op->nrof)
1579 esrv_send_item (tmp, op);
1580 else
1581 esrv_del_item (tmp->contr, op->count);
1582 }
1583 }
1584
1585 if (op->nrof)
1586 return op; 1665 return op;
1587 else
1588 {
1589 op->destroy ();
1590 return 0;
1591 }
1592}
1593
1594/*
1595 * add_weight(object, weight) adds the specified weight to an object,
1596 * and also updates how much the environment(s) is/are carrying.
1597 */
1598
1599void
1600add_weight (object *op, signed long weight)
1601{
1602 while (op != NULL)
1603 {
1604 if (op->type == CONTAINER)
1605 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1606
1607 op->carrying += weight;
1608 op = op->env;
1609 } 1666 }
1610} 1667}
1611 1668
1612object * 1669object *
1613insert_ob_in_ob (object *op, object *where) 1670insert_ob_in_ob (object *op, object *where)
1618 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1675 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1619 free (dump); 1676 free (dump);
1620 return op; 1677 return op;
1621 } 1678 }
1622 1679
1623 if (where->head) 1680 if (where->head_ () != where)
1624 { 1681 {
1625 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1682 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1626 where = where->head; 1683 where = where->head;
1627 } 1684 }
1628 1685
1629 return where->insert (op); 1686 return where->insert (op);
1630} 1687}
1632/* 1689/*
1633 * env->insert (op) 1690 * env->insert (op)
1634 * This function inserts the object op in the linked list 1691 * This function inserts the object op in the linked list
1635 * inside the object environment. 1692 * inside the object environment.
1636 * 1693 *
1637 * The function returns now pointer to inserted item, and return value can 1694 * The function returns now pointer to inserted item, and return value can
1638 * be != op, if items are merged. -Tero 1695 * be != op, if items are merged. -Tero
1639 */ 1696 */
1640
1641object * 1697object *
1642object::insert (object *op) 1698object::insert (object *op)
1643{ 1699{
1644 object *tmp, *otmp;
1645
1646 if (!QUERY_FLAG (op, FLAG_REMOVED))
1647 op->remove ();
1648
1649 if (op->more) 1700 if (op->more)
1650 { 1701 {
1651 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1702 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1652 return op; 1703 return op;
1653 } 1704 }
1654 1705
1655 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1706 op->remove ();
1656 CLEAR_FLAG (op, FLAG_REMOVED); 1707
1708 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1709
1657 if (op->nrof) 1710 if (op->nrof)
1658 {
1659 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1711 for (object *tmp = inv; tmp; tmp = tmp->below)
1660 if (object::can_merge (tmp, op)) 1712 if (object::can_merge (tmp, op))
1661 { 1713 {
1662 /* return the original object and remove inserted object 1714 /* return the original object and remove inserted object
1663 (client needs the original object) */ 1715 (client prefers the original object) */
1716
1717 // carrying must be 0 for mergable objects
1718 weight_t oweight = weight_t (tmp->weight) * tmp->nrof;
1719
1664 tmp->nrof += op->nrof; 1720 tmp->nrof += op->nrof;
1665 /* Weight handling gets pretty funky. Since we are adding to 1721
1666 * tmp->nrof, we need to increase the weight. 1722 if (object *pl = tmp->visible_to ())
1667 */ 1723 esrv_update_item (UPD_NROF, pl, tmp);
1724
1668 add_weight (this, op->weight * op->nrof); 1725 adjust_weight (this, oweight, weight_t (tmp->weight) * tmp->nrof);
1669 SET_FLAG (op, FLAG_REMOVED); 1726
1670 op->destroy (); /* free the inserted object */ 1727 op->destroy ();
1671 op = tmp; 1728 op = tmp;
1672 op->remove (); /* and fix old object's links */ 1729 goto inserted;
1673 CLEAR_FLAG (op, FLAG_REMOVED);
1674 break;
1675 } 1730 }
1676 1731
1677 /* I assume combined objects have no inventory 1732 op->owner = 0; // it's his/hers now. period.
1678 * We add the weight - this object could have just been removed
1679 * (if it was possible to merge). calling remove_ob will subtract
1680 * the weight, so we need to add it in again, since we actually do
1681 * the linking below
1682 */
1683 add_weight (this, op->weight * op->nrof);
1684 }
1685 else
1686 add_weight (this, (op->weight + op->carrying));
1687
1688 otmp = this->in_player ();
1689 if (otmp && otmp->contr)
1690 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1691 otmp->update_stats ();
1692
1693 op->map = 0; 1733 op->map = 0;
1694 op->env = this; 1734 op->x = 0;
1735 op->y = 0;
1736
1695 op->above = 0; 1737 op->above = 0;
1696 op->below = 0; 1738 op->below = inv;
1697 op->x = 0, op->y = 0; 1739 op->env = this;
1698 1740
1741 if (inv)
1742 inv->above = op;
1743
1744 inv = op;
1745
1746 op->flag [FLAG_REMOVED] = 0;
1747
1748 if (object *pl = op->visible_to ())
1749 esrv_send_item (pl, op);
1750
1751 adjust_weight (this, 0, op->total_weight ());
1752
1753inserted:
1699 /* reset the light list and los of the players on the map */ 1754 /* reset the light list and los of the players on the map */
1700 if ((op->glow_radius != 0) && map) 1755 if (op->glow_radius && is_on_map ())
1701 { 1756 {
1702#ifdef DEBUG_LIGHTS 1757 update_stats ();
1703 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1704#endif /* DEBUG_LIGHTS */
1705 if (map->darkness)
1706 update_all_los (map, x, y); 1758 update_all_los (map, x, y);
1707 }
1708
1709 /* Client has no idea of ordering so lets not bother ordering it here.
1710 * It sure simplifies this function...
1711 */
1712 if (!inv)
1713 inv = op;
1714 else
1715 { 1759 }
1716 op->below = inv; 1760 else if (is_player ())
1717 op->below->above = op; 1761 // if this is a player's inventory, update stats
1718 inv = op; 1762 contr->queue_stats_update ();
1719 }
1720 1763
1721 INVOKE_OBJECT (INSERT, this); 1764 INVOKE_OBJECT (INSERT, this);
1722 1765
1723 return op; 1766 return op;
1724} 1767}
1742 * MSW 2001-07-08: Check all objects on space, not just those below 1785 * MSW 2001-07-08: Check all objects on space, not just those below
1743 * object being inserted. insert_ob_in_map may not put new objects 1786 * object being inserted. insert_ob_in_map may not put new objects
1744 * on top. 1787 * on top.
1745 */ 1788 */
1746int 1789int
1747check_move_on (object *op, object *originator) 1790check_move_on (object *op, object *originator, int flags)
1748{ 1791{
1792 if (op->flag [FLAG_NO_APPLY])
1793 return 0;
1794
1749 object *tmp; 1795 object *tmp;
1750 maptile *m = op->map; 1796 maptile *m = op->map;
1751 int x = op->x, y = op->y; 1797 int x = op->x, y = op->y;
1752 1798
1753 MoveType move_on, move_slow, move_block; 1799 mapspace &ms = m->at (x, y);
1754 1800
1755 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1801 ms.update ();
1756 return 0;
1757 1802
1758 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1803 MoveType move_on = ms.move_on;
1759 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1804 MoveType move_slow = ms.move_slow;
1760 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1805 MoveType move_block = ms.move_block;
1761 1806
1762 /* if nothing on this space will slow op down or be applied, 1807 /* if nothing on this space will slow op down or be applied,
1763 * no need to do checking below. have to make sure move_type 1808 * no need to do checking below. have to make sure move_type
1764 * is set, as lots of objects don't have it set - we treat that 1809 * is set, as lots of objects don't have it set - we treat that
1765 * as walking. 1810 * as walking.
1774 */ 1819 */
1775 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0) 1820 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1776 return 0; 1821 return 0;
1777 1822
1778 /* The objects have to be checked from top to bottom. 1823 /* The objects have to be checked from top to bottom.
1779 * Hence, we first go to the top: 1824 * Hence, we first go to the top:
1780 */ 1825 */
1781 1826 for (object *next, *tmp = ms.top; tmp; tmp = next)
1782 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1783 {
1784 /* Trim the search when we find the first other spell effect
1785 * this helps performance so that if a space has 50 spell objects,
1786 * we don't need to check all of them.
1787 */
1788 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1789 break;
1790 } 1827 {
1828 next = tmp->below;
1791 1829
1792 for (; tmp; tmp = tmp->below)
1793 {
1794 if (tmp == op) 1830 if (tmp == op)
1795 continue; /* Can't apply yourself */ 1831 continue; /* Can't apply yourself */
1796 1832
1797 /* Check to see if one of the movement types should be slowed down. 1833 /* Check to see if one of the movement types should be slowed down.
1798 * Second check makes sure that the movement types not being slowed 1834 * Second check makes sure that the movement types not being slowed
1799 * (~slow_move) is not blocked on this space - just because the 1835 * (~slow_move) is not blocked on this space - just because the
1800 * space doesn't slow down swimming (for example), if you can't actually 1836 * space doesn't slow down swimming (for example), if you can't actually
1801 * swim on that space, can't use it to avoid the penalty. 1837 * swim on that space, can't use it to avoid the penalty.
1802 */ 1838 */
1803 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1839 if (!op->flag [FLAG_WIZPASS])
1804 { 1840 {
1805 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1841 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1806 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1842 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1807 { 1843 {
1808
1809 float
1810 diff = tmp->move_slow_penalty * FABS (op->speed); 1844 float diff = tmp->move_slow_penalty * fabs (op->speed);
1811 1845
1812 if (op->type == PLAYER) 1846 if (op->is_player ())
1813 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1847 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1814 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1848 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1815 diff /= 4.0; 1849 diff /= 4.0;
1816 1850
1817 op->speed_left -= diff; 1851 op->speed_left -= diff;
1818 } 1852 }
1819 } 1853 }
1820 1854
1821 /* Basically same logic as above, except now for actual apply. */ 1855 /* Basically same logic as above, except now for actual apply. */
1822 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1856 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1823 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1857 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1824 { 1858 {
1859 if ((flags & INS_NO_AUTO_EXIT)
1860 && (tmp->type == EXIT || tmp->type == TELEPORTER
1861 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1862 continue;
1863
1825 move_apply (tmp, op, originator); 1864 move_apply (tmp, op, originator);
1826 1865
1827 if (op->destroyed ()) 1866 if (op->destroyed ())
1828 return 1; 1867 return 1;
1829 1868
1852 LOG (llevError, "Present_arch called outside map.\n"); 1891 LOG (llevError, "Present_arch called outside map.\n");
1853 return NULL; 1892 return NULL;
1854 } 1893 }
1855 1894
1856 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1895 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1857 if (tmp->arch == at) 1896 if (tmp->arch->archname == at->archname)
1858 return tmp; 1897 return tmp;
1859 1898
1860 return NULL; 1899 return NULL;
1861} 1900}
1862 1901
1926 * The first matching object is returned, or NULL if none. 1965 * The first matching object is returned, or NULL if none.
1927 */ 1966 */
1928object * 1967object *
1929present_arch_in_ob (const archetype *at, const object *op) 1968present_arch_in_ob (const archetype *at, const object *op)
1930{ 1969{
1931 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1970 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1932 if (tmp->arch == at) 1971 if (tmp->arch->archname == at->archname)
1933 return tmp; 1972 return tmp;
1934 1973
1935 return NULL; 1974 return NULL;
1936} 1975}
1937 1976
1939 * activate recursively a flag on an object inventory 1978 * activate recursively a flag on an object inventory
1940 */ 1979 */
1941void 1980void
1942flag_inv (object *op, int flag) 1981flag_inv (object *op, int flag)
1943{ 1982{
1944 if (op->inv)
1945 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1983 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1946 { 1984 {
1947 SET_FLAG (tmp, flag); 1985 tmp->set_flag (flag);
1948 flag_inv (tmp, flag); 1986 flag_inv (tmp, flag);
1949 } 1987 }
1950} 1988}
1951 1989
1952/* 1990/*
1953 * deactivate recursively a flag on an object inventory 1991 * deactivate recursively a flag on an object inventory
1954 */ 1992 */
1955void 1993void
1956unflag_inv (object *op, int flag) 1994unflag_inv (object *op, int flag)
1957{ 1995{
1958 if (op->inv)
1959 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1996 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1960 { 1997 {
1961 CLEAR_FLAG (tmp, flag); 1998 tmp->clr_flag (flag);
1962 unflag_inv (tmp, flag); 1999 unflag_inv (tmp, flag);
1963 } 2000 }
1964}
1965
1966/*
1967 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1968 * all it's inventory (recursively).
1969 * If checksums are used, a player will get set_cheat called for
1970 * him/her-self and all object carried by a call to this function.
1971 */
1972void
1973set_cheat (object *op)
1974{
1975 SET_FLAG (op, FLAG_WAS_WIZ);
1976 flag_inv (op, FLAG_WAS_WIZ);
1977} 2001}
1978 2002
1979/* 2003/*
1980 * find_free_spot(object, map, x, y, start, stop) will search for 2004 * find_free_spot(object, map, x, y, start, stop) will search for
1981 * a spot at the given map and coordinates which will be able to contain 2005 * a spot at the given map and coordinates which will be able to contain
1983 * to search (see the freearr_x/y[] definition). 2007 * to search (see the freearr_x/y[] definition).
1984 * It returns a random choice among the alternatives found. 2008 * It returns a random choice among the alternatives found.
1985 * start and stop are where to start relative to the free_arr array (1,9 2009 * start and stop are where to start relative to the free_arr array (1,9
1986 * does all 4 immediate directions). This returns the index into the 2010 * does all 4 immediate directions). This returns the index into the
1987 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2011 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1988 * Note - this only checks to see if there is space for the head of the
1989 * object - if it is a multispace object, this should be called for all
1990 * pieces.
1991 * Note2: This function does correctly handle tiled maps, but does not 2012 * Note: This function does correctly handle tiled maps, but does not
1992 * inform the caller. However, insert_ob_in_map will update as 2013 * inform the caller. However, insert_ob_in_map will update as
1993 * necessary, so the caller shouldn't need to do any special work. 2014 * necessary, so the caller shouldn't need to do any special work.
1994 * Note - updated to take an object instead of archetype - this is necessary 2015 * Note - updated to take an object instead of archetype - this is necessary
1995 * because arch_blocked (now ob_blocked) needs to know the movement type 2016 * because arch_blocked (now ob_blocked) needs to know the movement type
1996 * to know if the space in question will block the object. We can't use 2017 * to know if the space in question will block the object. We can't use
1997 * the archetype because that isn't correct if the monster has been 2018 * the archetype because that isn't correct if the monster has been
1998 * customized, changed states, etc. 2019 * customized, changed states, etc.
1999 */ 2020 */
2000int 2021int
2001find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2022find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2002{ 2023{
2003 int index = 0, flag;
2004 int altern[SIZEOFFREE]; 2024 int altern[SIZEOFFREE];
2025 int index = 0;
2005 2026
2006 for (int i = start; i < stop; i++) 2027 for (int i = start; i < stop; i++)
2007 { 2028 {
2008 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2029 mapxy pos (m, x, y); pos.move (i);
2009 if (!flag) 2030
2031 if (!pos.normalise ())
2032 continue;
2033
2034 mapspace &ms = *pos;
2035
2036 if (ms.flags () & P_IS_ALIVE)
2037 continue;
2038
2039 /* However, often
2040 * ob doesn't have any move type (when used to place exits)
2041 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2042 */
2043 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2044 {
2010 altern [index++] = i; 2045 altern [index++] = i;
2046 continue;
2047 }
2011 2048
2012 /* Basically, if we find a wall on a space, we cut down the search size. 2049 /* Basically, if we find a wall on a space, we cut down the search size.
2013 * In this way, we won't return spaces that are on another side of a wall. 2050 * In this way, we won't return spaces that are on another side of a wall.
2014 * This mostly work, but it cuts down the search size in all directions - 2051 * This mostly work, but it cuts down the search size in all directions -
2015 * if the space being examined only has a wall to the north and empty 2052 * if the space being examined only has a wall to the north and empty
2016 * spaces in all the other directions, this will reduce the search space 2053 * spaces in all the other directions, this will reduce the search space
2017 * to only the spaces immediately surrounding the target area, and 2054 * to only the spaces immediately surrounding the target area, and
2018 * won't look 2 spaces south of the target space. 2055 * won't look 2 spaces south of the target space.
2019 */ 2056 */
2020 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2057 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2058 {
2021 stop = maxfree[i]; 2059 stop = maxfree[i];
2060 continue;
2061 }
2062
2063 /* Note it is intentional that we check ob - the movement type of the
2064 * head of the object should correspond for the entire object.
2065 */
2066 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2067 continue;
2068
2069 if (ob->blocked (pos.m, pos.x, pos.y))
2070 continue;
2071
2072 altern [index++] = i;
2022 } 2073 }
2023 2074
2024 if (!index) 2075 if (!index)
2025 return -1; 2076 return -1;
2026 2077
2027 return altern[RANDOM () % index]; 2078 return altern [rndm (index)];
2028} 2079}
2029 2080
2030/* 2081/*
2031 * find_first_free_spot(archetype, maptile, x, y) works like 2082 * find_first_free_spot(archetype, maptile, x, y) works like
2032 * find_free_spot(), but it will search max number of squares. 2083 * find_free_spot(), but it will search max number of squares.
2035 */ 2086 */
2036int 2087int
2037find_first_free_spot (const object *ob, maptile *m, int x, int y) 2088find_first_free_spot (const object *ob, maptile *m, int x, int y)
2038{ 2089{
2039 for (int i = 0; i < SIZEOFFREE; i++) 2090 for (int i = 0; i < SIZEOFFREE; i++)
2040 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2091 if (!ob->blocked (m, x + DIRX (i), y + DIRY (i)))
2041 return i; 2092 return i;
2042 2093
2043 return -1; 2094 return -1;
2044} 2095}
2045 2096
2053{ 2104{
2054 arr += begin; 2105 arr += begin;
2055 end -= begin; 2106 end -= begin;
2056 2107
2057 while (--end) 2108 while (--end)
2058 swap (arr [end], arr [RANDOM () % (end + 1)]); 2109 swap (arr [end], arr [rndm (end + 1)]);
2059} 2110}
2060 2111
2061/* new function to make monster searching more efficient, and effective! 2112/* new function to make monster searching more efficient, and effective!
2062 * This basically returns a randomized array (in the passed pointer) of 2113 * This basically returns a randomized array (in the passed pointer) of
2063 * the spaces to find monsters. In this way, it won't always look for 2114 * the spaces to find monsters. In this way, it won't always look for
2064 * monsters to the north first. However, the size of the array passed 2115 * monsters to the north first. However, the size of the array passed
2065 * covers all the spaces, so within that size, all the spaces within 2116 * covers all the spaces, so within that size, all the spaces within
2066 * the 3x3 area will be searched, just not in a predictable order. 2117 * the 3x3 area will be searched, just not in a predictable order.
2091 * there is capable of. 2142 * there is capable of.
2092 */ 2143 */
2093int 2144int
2094find_dir (maptile *m, int x, int y, object *exclude) 2145find_dir (maptile *m, int x, int y, object *exclude)
2095{ 2146{
2096 int i, max = SIZEOFFREE, mflags; 2147 int max = SIZEOFFREE;
2097
2098 sint16 nx, ny;
2099 object *tmp;
2100 maptile *mp;
2101
2102 MoveType blocked, move_type; 2148 MoveType move_type;
2103 2149
2104 if (exclude && exclude->head) 2150 if (exclude && exclude->head_ () != exclude)
2105 { 2151 {
2106 exclude = exclude->head; 2152 exclude = exclude->head;
2107 move_type = exclude->move_type; 2153 move_type = exclude->move_type;
2108 } 2154 }
2109 else 2155 else
2110 { 2156 {
2111 /* If we don't have anything, presume it can use all movement types. */ 2157 /* If we don't have anything, presume it can use all movement types. */
2112 move_type = MOVE_ALL; 2158 move_type = MOVE_ALL;
2113 } 2159 }
2114 2160
2115 for (i = 1; i < max; i++) 2161 for (int i = 1; i < max; i++)
2116 { 2162 {
2117 mp = m; 2163 mapxy pos (m, x, y);
2118 nx = x + freearr_x[i]; 2164 pos.move (i);
2119 ny = y + freearr_y[i];
2120 2165
2121 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2166 if (!pos.normalise ())
2122
2123 if (mflags & P_OUT_OF_MAP)
2124 max = maxfree[i]; 2167 max = maxfree[i];
2125 else 2168 else
2126 { 2169 {
2127 mapspace &ms = mp->at (nx, ny); 2170 mapspace &ms = *pos;
2128 2171
2129 blocked = ms.move_block;
2130
2131 if ((move_type & blocked) == move_type) 2172 if ((move_type & ms.move_block) == move_type)
2132 max = maxfree[i]; 2173 max = maxfree [i];
2133 else if (mflags & P_IS_ALIVE) 2174 else if (ms.flags () & P_IS_ALIVE)
2134 { 2175 {
2135 for (tmp = ms.bot; tmp; tmp = tmp->above) 2176 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2136 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2177 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2137 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2178 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2138 break;
2139
2140 if (tmp)
2141 return freedir[i]; 2179 return freedir [i];
2142 } 2180 }
2143 } 2181 }
2144 } 2182 }
2145 2183
2146 return 0; 2184 return 0;
2155{ 2193{
2156 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2194 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2157} 2195}
2158 2196
2159/* 2197/*
2160 * find_dir_2(delta-x,delta-y) will return a direction in which 2198 * find_dir_2(delta-x,delta-y) will return a direction value
2161 * an object which has subtracted the x and y coordinates of another 2199 * for running into direct [dx, dy].
2162 * object, needs to travel toward it. 2200 * (the opposite of crossfire's find_dir_2!)
2163 */ 2201 */
2164int 2202int
2165find_dir_2 (int x, int y) 2203find_dir_2 (int x, int y)
2166{ 2204{
2205#if 1 // new algorithm
2206 // this works by putting x, y into 16 sectors, which
2207 // are not equal sized, but are a better approximation
2208 // then the old algorithm, and then using a mapping
2209 // table to map it into a direction value.
2210 // basically, it maps these comparisons to each bit
2211 // bit #3: x < 0
2212 // bit #2: y < 0
2213 // bit #1: x > y
2214 // bit #0: x > 2y
2215
2216 static const uint8 dir[16] = {
2217 4, 5, 4, 3,
2218 2, 1, 2, 3,
2219 6, 5, 6, 7,
2220 8, 1, 8, 7,
2221 };
2222 int sector = 0;
2223
2224 // this is a bit ugly, but more likely to result in branchless code
2225 sector |= x < 0 ? 8 : 0;
2226 x = x < 0 ? -x : x; // abs
2227
2228 sector |= y < 0 ? 4 : 0;
2229 y = y < 0 ? -y : y; // abs
2230
2231 if (x > y)
2232 {
2233 sector |= 2;
2234
2235 if (x > y * 2)
2236 sector |= 1;
2237 }
2238 else
2239 {
2240 if (y > x * 2)
2241 sector |= 1;
2242 else if (!y)
2243 return 0; // x == 0 here
2244 }
2245
2246 return dir [sector];
2247#else // old algorithm
2167 int q; 2248 int q;
2168 2249
2169 if (y) 2250 if (y)
2170 q = x * 100 / y; 2251 q = 128 * x / y;
2171 else if (x) 2252 else if (x)
2172 q = -300 * x; 2253 q = -512 * x; // to make it > 309
2173 else 2254 else
2174 return 0; 2255 return 0;
2175 2256
2176 if (y > 0) 2257 if (y > 0)
2177 { 2258 {
2178 if (q < -242) 2259 if (q < -309) return 7;
2260 if (q < -52) return 6;
2261 if (q < 52) return 5;
2262 if (q < 309) return 4;
2263
2179 return 3; 2264 return 3;
2180 if (q < -41) 2265 }
2181 return 2; 2266 else
2182 if (q < 41) 2267 {
2183 return 1; 2268 if (q < -309) return 3;
2184 if (q < 242) 2269 if (q < -52) return 2;
2185 return 8; 2270 if (q < 52) return 1;
2271 if (q < 309) return 8;
2272
2186 return 7; 2273 return 7;
2187 } 2274 }
2188 2275#endif
2189 if (q < -242)
2190 return 7;
2191 if (q < -41)
2192 return 6;
2193 if (q < 41)
2194 return 5;
2195 if (q < 242)
2196 return 4;
2197
2198 return 3;
2199}
2200
2201/*
2202 * absdir(int): Returns a number between 1 and 8, which represent
2203 * the "absolute" direction of a number (it actually takes care of
2204 * "overflow" in previous calculations of a direction).
2205 */
2206
2207int
2208absdir (int d)
2209{
2210 while (d < 1)
2211 d += 8;
2212
2213 while (d > 8)
2214 d -= 8;
2215
2216 return d;
2217} 2276}
2218 2277
2219/* 2278/*
2220 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2279 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2221 * between two directions (which are expected to be absolute (see absdir()) 2280 * between two directions (which are expected to be absolute (see absdir())
2222 */ 2281 */
2223
2224int 2282int
2225dirdiff (int dir1, int dir2) 2283dirdiff (int dir1, int dir2)
2226{ 2284{
2227 int d;
2228
2229 d = abs (dir1 - dir2); 2285 int d = abs (dir1 - dir2);
2230 if (d > 4)
2231 d = 8 - d;
2232 2286
2233 return d; 2287 return d > 4 ? 8 - d : d;
2234} 2288}
2235 2289
2236/* peterm: 2290/* peterm:
2237 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2291 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2238 * Basically, this is a table of directions, and what directions 2292 * Basically, this is a table of directions, and what directions
2240 * This basically means that if direction is 15, then it could either go 2294 * This basically means that if direction is 15, then it could either go
2241 * direction 4, 14, or 16 to get back to where we are. 2295 * direction 4, 14, or 16 to get back to where we are.
2242 * Moved from spell_util.c to object.c with the other related direction 2296 * Moved from spell_util.c to object.c with the other related direction
2243 * functions. 2297 * functions.
2244 */ 2298 */
2245int reduction_dir[SIZEOFFREE][3] = { 2299static const int reduction_dir[SIZEOFFREE][3] = {
2246 {0, 0, 0}, /* 0 */ 2300 {0, 0, 0}, /* 0 */
2247 {0, 0, 0}, /* 1 */ 2301 {0, 0, 0}, /* 1 */
2248 {0, 0, 0}, /* 2 */ 2302 {0, 0, 0}, /* 2 */
2249 {0, 0, 0}, /* 3 */ 2303 {0, 0, 0}, /* 3 */
2250 {0, 0, 0}, /* 4 */ 2304 {0, 0, 0}, /* 4 */
2307 int mflags; 2361 int mflags;
2308 2362
2309 if (dir < 0) 2363 if (dir < 0)
2310 return 0; /* exit condition: invalid direction */ 2364 return 0; /* exit condition: invalid direction */
2311 2365
2312 dx = x + freearr_x[dir]; 2366 dx = x + DIRX (dir);
2313 dy = y + freearr_y[dir]; 2367 dy = y + DIRY (dir);
2314 2368
2315 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy); 2369 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2316 2370
2317 /* This functional arguably was incorrect before - it was 2371 /* This functional arguably was incorrect before - it was
2318 * checking for P_WALL - that was basically seeing if 2372 * checking for P_WALL - that was basically seeing if
2341 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2395 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2342 * core dumps if they do. 2396 * core dumps if they do.
2343 * 2397 *
2344 * Add a check so we can't pick up invisible objects (0.93.8) 2398 * Add a check so we can't pick up invisible objects (0.93.8)
2345 */ 2399 */
2346
2347int 2400int
2348can_pick (const object *who, const object *item) 2401can_pick (const object *who, const object *item)
2349{ 2402{
2350 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2403 return /*who->flag [FLAG_WIZ]|| */
2351 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2404 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2352 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2405 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2353} 2406}
2407
2408//-GPL
2354 2409
2355/* 2410/*
2356 * create clone from object to another 2411 * create clone from object to another
2357 */ 2412 */
2358object * 2413object *
2359object_create_clone (object *asrc) 2414object::deep_clone ()
2360{ 2415{
2361 object *dst = 0, *tmp, *src, *part, *prev, *item; 2416 assert (("deep_clone called on non-head object", is_head ()));
2362 2417
2363 if (!asrc) 2418 object *dst = clone ();
2364 return 0;
2365 2419
2366 src = asrc; 2420 object *prev = dst;
2367 if (src->head)
2368 src = src->head;
2369
2370 prev = 0;
2371 for (part = src; part; part = part->more) 2421 for (object *part = this->more; part; part = part->more)
2372 { 2422 {
2373 tmp = part->clone (); 2423 object *tmp = part->clone ();
2374 tmp->x -= src->x;
2375 tmp->y -= src->y;
2376
2377 if (!part->head)
2378 {
2379 dst = tmp;
2380 tmp->head = 0;
2381 }
2382 else
2383 tmp->head = dst; 2424 tmp->head = dst;
2384
2385 tmp->more = 0;
2386
2387 if (prev)
2388 prev->more = tmp; 2425 prev->more = tmp;
2389
2390 prev = tmp; 2426 prev = tmp;
2391 } 2427 }
2392 2428
2393 for (item = src->inv; item; item = item->below) 2429 for (object *item = inv; item; item = item->below)
2394 insert_ob_in_ob (object_create_clone (item), dst); 2430 insert_ob_in_ob (item->deep_clone (), dst);
2395 2431
2396 return dst; 2432 return dst;
2397}
2398
2399/* GROS - Creates an object using a string representing its content. */
2400/* Basically, we save the content of the string to a temp file, then call */
2401/* load_object on it. I admit it is a highly inefficient way to make things, */
2402/* but it was simple to make and allows reusing the load_object function. */
2403/* Remember not to use load_object_str in a time-critical situation. */
2404/* Also remember that multiparts objects are not supported for now. */
2405object *
2406load_object_str (const char *obstr)
2407{
2408 object *op;
2409 char filename[MAX_BUF];
2410
2411 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2412
2413 FILE *tempfile = fopen (filename, "w");
2414
2415 if (tempfile == NULL)
2416 {
2417 LOG (llevError, "Error - Unable to access load object temp file\n");
2418 return NULL;
2419 }
2420
2421 fprintf (tempfile, obstr);
2422 fclose (tempfile);
2423
2424 op = object::create ();
2425
2426 object_thawer thawer (filename);
2427
2428 if (thawer)
2429 load_object (thawer, op, 0);
2430
2431 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2432 CLEAR_FLAG (op, FLAG_REMOVED);
2433
2434 return op;
2435} 2433}
2436 2434
2437/* This returns the first object in who's inventory that 2435/* This returns the first object in who's inventory that
2438 * has the same type and subtype match. 2436 * has the same type and subtype match.
2439 * returns NULL if no match. 2437 * returns NULL if no match.
2446 return tmp; 2444 return tmp;
2447 2445
2448 return 0; 2446 return 0;
2449} 2447}
2450 2448
2451/* If ob has a field named key, return the link from the list, 2449/* Zero the key_values on op, decrementing the shared-string
2452 * otherwise return NULL. 2450 * refcounts and freeing the links.
2453 * 2451 */
2454 * key must be a passed in shared string - otherwise, this won't 2452void
2455 * do the desired thing. 2453key_values::clear ()
2456 */
2457key_value *
2458get_ob_key_link (const object *ob, const char *key)
2459{ 2454{
2460 for (key_value *link = ob->key_values; link; link = link->next) 2455 for (key_value *kvp = first; kvp; )
2456 {
2457 key_value *next = kvp->next;
2458 delete kvp;
2459 kvp = next;
2460 }
2461
2462 first = 0;
2463}
2464
2465shstr_tmp
2466key_values::get (shstr_tmp key) const
2467{
2468 for (key_value *kv = first; kv; kv = kv->next)
2461 if (link->key == key) 2469 if (kv->key == key)
2462 return link;
2463
2464 return 0;
2465}
2466
2467/*
2468 * Returns the value of op has an extra_field for key, or NULL.
2469 *
2470 * The argument doesn't need to be a shared string.
2471 *
2472 * The returned string is shared.
2473 */
2474const char *
2475get_ob_key_value (const object *op, const char *const key)
2476{
2477 key_value *link;
2478 shstr_cmp canonical_key (key);
2479
2480 if (!canonical_key)
2481 {
2482 /* 1. There being a field named key on any object
2483 * implies there'd be a shared string to find.
2484 * 2. Since there isn't, no object has this field.
2485 * 3. Therefore, *this* object doesn't have this field.
2486 */
2487 return 0;
2488 }
2489
2490 /* This is copied from get_ob_key_link() above -
2491 * only 4 lines, and saves the function call overhead.
2492 */
2493 for (link = op->key_values; link; link = link->next)
2494 if (link->key == canonical_key)
2495 return link->value; 2470 return kv->value;
2496 2471
2497 return 0; 2472 return shstr ();
2498} 2473}
2499 2474
2500 2475void
2501/* 2476key_values::add (shstr_tmp key, shstr_tmp value)
2502 * Updates the canonical_key in op to value.
2503 *
2504 * canonical_key is a shared string (value doesn't have to be).
2505 *
2506 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2507 * keys.
2508 *
2509 * Returns TRUE on success.
2510 */
2511int
2512set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2513{ 2477{
2514 key_value *field = NULL, *last = NULL; 2478 key_value *kv = new key_value;
2515 2479
2516 for (field = op->key_values; field != NULL; field = field->next) 2480 kv->next = first;
2517 { 2481 kv->key = key;
2518 if (field->key != canonical_key) 2482 kv->value = value;
2483
2484 first = kv;
2485}
2486
2487void
2488key_values::set (shstr_tmp key, shstr_tmp value)
2489{
2490 for (key_value *kv = first; kv; kv = kv->next)
2491 if (kv->key == key)
2519 { 2492 {
2520 last = field; 2493 kv->value = value;
2521 continue; 2494 return;
2522 } 2495 }
2523 2496
2524 if (value) 2497 add (key, value);
2525 field->value = value; 2498}
2526 else 2499
2500void
2501key_values::del (shstr_tmp key)
2502{
2503 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2504 if ((*kvp)->key == key)
2527 { 2505 {
2528 /* Basically, if the archetype has this key set, 2506 key_value *kv = *kvp;
2529 * we need to store the null value so when we save 2507 *kvp = (*kvp)->next;
2530 * it, we save the empty value so that when we load, 2508 delete kv;
2531 * we get this value back again. 2509 return;
2532 */
2533 if (get_ob_key_link (&op->arch->clone, canonical_key))
2534 field->value = 0;
2535 else
2536 {
2537 if (last)
2538 last->next = field->next;
2539 else
2540 op->key_values = field->next;
2541
2542 delete field;
2543 }
2544 } 2510 }
2545 return TRUE; 2511}
2512
2513void
2514key_values::reverse ()
2515{
2516 key_value *prev = 0;
2517 key_value *head = first;
2518
2519 while (head)
2546 } 2520 {
2547 /* IF we get here, key doesn't exist */ 2521 key_value *node = head;
2522 head = head->next;
2523 node->next = prev;
2524 prev = node;
2525 }
2548 2526
2549 /* No field, we'll have to add it. */ 2527 first = prev;
2550
2551 if (!add_key)
2552 return FALSE;
2553
2554 /* There isn't any good reason to store a null
2555 * value in the key/value list. If the archetype has
2556 * this key, then we should also have it, so shouldn't
2557 * be here. If user wants to store empty strings,
2558 * should pass in ""
2559 */
2560 if (value == NULL)
2561 return TRUE;
2562
2563 field = new key_value;
2564
2565 field->key = canonical_key;
2566 field->value = value;
2567 /* Usual prepend-addition. */
2568 field->next = op->key_values;
2569 op->key_values = field;
2570
2571 return TRUE;
2572} 2528}
2573 2529
2574/* 2530key_values &
2575 * Updates the key in op to value. 2531key_values::operator =(const key_values &kv)
2576 *
2577 * If add_key is FALSE, this will only update existing keys,
2578 * and not add new ones.
2579 * In general, should be little reason FALSE is ever passed in for add_key
2580 *
2581 * Returns TRUE on success.
2582 */
2583int
2584set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2585{ 2532{
2586 shstr key_ (key); 2533 clear ();
2587 2534
2588 return set_ob_key_value_s (op, key_, value, add_key); 2535 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2536 add (kvp->key, kvp->value);
2537
2538 reverse ();
2589} 2539}
2590 2540
2591object::depth_iterator::depth_iterator (object *container) 2541object::depth_iterator::depth_iterator (object *container)
2592: iterator_base (container) 2542: iterator_base (container)
2593{ 2543{
2606 item = item->inv; 2556 item = item->inv;
2607 } 2557 }
2608 else 2558 else
2609 item = item->env; 2559 item = item->env;
2610} 2560}
2611
2612 2561
2613const char * 2562const char *
2614object::flag_desc (char *desc, int len) const 2563object::flag_desc (char *desc, int len) const
2615{ 2564{
2616 char *p = desc; 2565 char *p = desc;
2644{ 2593{
2645 char flagdesc[512]; 2594 char flagdesc[512];
2646 char info2[256 * 4]; 2595 char info2[256 * 4];
2647 char *p = info; 2596 char *p = info;
2648 2597
2649 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2598 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2650 count, uuid.seq, 2599 count,
2600 uuid.c_str (),
2651 &name, 2601 &name,
2652 title ? "\",title:" : "", 2602 title ? ",title:\"" : "",
2653 title ? (const char *)title : "", 2603 title ? (const char *)title : "",
2604 title ? "\"" : "",
2654 flag_desc (flagdesc, 512), type); 2605 flag_desc (flagdesc, 512), type);
2655 2606
2656 if (env) 2607 if (!flag[FLAG_REMOVED] && env)
2657 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2608 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2658 2609
2659 if (map) 2610 if (map)
2660 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2611 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2661 2612
2663} 2614}
2664 2615
2665const char * 2616const char *
2666object::debug_desc () const 2617object::debug_desc () const
2667{ 2618{
2668 static char info[256 * 4]; 2619 static char info[3][256 * 4];
2620 static int info_idx;
2621
2669 return debug_desc (info); 2622 return debug_desc (info [++info_idx % 3]);
2670} 2623}
2671 2624
2625struct region *
2626object::region () const
2627{
2628 return map ? map->region (x, y)
2629 : region::default_region ();
2630}
2631
2632//+GPL
2633
2634void
2635object::open_container (object *new_container)
2636{
2637 if (container == new_container)
2638 return;
2639
2640 object *old_container = container;
2641
2642 if (old_container)
2643 {
2644 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2645 return;
2646
2647#if 0
2648 // remove the "Close old_container" object.
2649 if (object *closer = old_container->inv)
2650 if (closer->type == CLOSE_CON)
2651 closer->destroy ();
2652#endif
2653
2654 // make sure the container is available
2655 esrv_send_item (this, old_container);
2656
2657 old_container->flag [FLAG_APPLIED] = false;
2658 container = 0;
2659
2660 // client needs item update to make it work, client bug requires this to be separate
2661 esrv_update_item (UPD_FLAGS, this, old_container);
2662
2663 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2664 play_sound (sound_find ("chest_close"));
2665 }
2666
2667 if (new_container)
2668 {
2669 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2670 return;
2671
2672 // TODO: this does not seem to serve any purpose anymore?
2673#if 0
2674 // insert the "Close Container" object.
2675 if (archetype *closer = new_container->other_arch)
2676 {
2677 object *closer = new_container->other_arch->instance ();
2678 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2679 new_container->insert (closer);
2680 }
2681#endif
2682
2683 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2684
2685 // make sure the container is available, client bug requires this to be separate
2686 esrv_send_item (this, new_container);
2687
2688 new_container->flag [FLAG_APPLIED] = true;
2689 container = new_container;
2690
2691 // client needs flag change
2692 esrv_update_item (UPD_FLAGS, this, new_container);
2693 esrv_send_inventory (this, new_container);
2694 play_sound (sound_find ("chest_open"));
2695 }
2696// else if (!old_container->env && contr && contr->ns)
2697// contr->ns->floorbox_reset ();
2698}
2699
2700//-GPL
2701
2702// prefetch some flat area around the player
2703static void
2704prefetch_surrounding_area (object *op, maptile *map, int range)
2705{
2706 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2707 op->x - range , op->y - range ,
2708 op->x + range + 1, op->y + range + 1);
2709 rect->m;
2710 ++rect)
2711 {
2712 rect->m->touch ();
2713 rect->m->activate ();
2714 }
2715}
2716
2717// prefetch a generous area around the player, also up and down
2718void
2719object::prefetch_surrounding_maps ()
2720{
2721 prefetch_surrounding_area (this, map, 40);
2722
2723 if (maptile *m = map->tile_available (TILE_DOWN))
2724 prefetch_surrounding_area (this, m, 20);
2725
2726 if (maptile *m = map->tile_available (TILE_UP))
2727 prefetch_surrounding_area (this, m, 20);
2728}
2729
2730//+GPL
2731
2732object *
2733object::force_find (shstr_tmp name)
2734{
2735 /* cycle through his inventory to look for the MARK we want to
2736 * place
2737 */
2738 for (object *tmp = inv; tmp; tmp = tmp->below)
2739 if (tmp->type == FORCE && tmp->slaying == name)
2740 return splay (tmp);
2741
2742 return 0;
2743}
2744
2745void
2746object::force_set_timer (int duration)
2747{
2748 this->duration = 1;
2749 this->speed_left = -1.f;
2750
2751 this->set_speed (duration ? 1.f / duration : 0.f);
2752}
2753
2754object *
2755object::force_add (shstr_tmp name, int duration)
2756{
2757 if (object *force = force_find (name))
2758 force->destroy ();
2759
2760 object *force = archetype::get (FORCE_NAME);
2761
2762 force->slaying = name;
2763 force->force_set_timer (duration);
2764 force->flag [FLAG_APPLIED] = true;
2765
2766 return insert (force);
2767}
2768
2769void
2770object::play_sound (faceidx sound) const
2771{
2772 if (!sound)
2773 return;
2774
2775 if (is_on_map ())
2776 map->play_sound (sound, x, y);
2777 else if (object *pl = in_player ())
2778 pl->contr->play_sound (sound);
2779}
2780
2781void
2782object::say_msg (const char *msg) const
2783{
2784 if (is_on_map ())
2785 map->say_msg (msg, x, y);
2786 else if (object *pl = in_player ())
2787 pl->contr->play_sound (sound);
2788}
2789
2790void
2791object::make_noise ()
2792{
2793 // we do not model noise in the map, so instead put
2794 // a temporary light into the noise source
2795 // could use the map instead, but that's less reliable for our
2796 // goal, which is to make invisibility a bit harder to exploit
2797
2798 // currently only works sensibly for players
2799 if (!is_player ())
2800 return;
2801
2802 // find old force, or create new one
2803 object *force = force_find (shstr_noise_force);
2804
2805 if (force)
2806 force->speed_left = -1.f; // patch old speed up
2807 else
2808 {
2809 force = archetype::get (shstr_noise_force);
2810
2811 force->slaying = shstr_noise_force;
2812 force->stats.food = 1;
2813 force->speed_left = -1.f;
2814
2815 force->set_speed (1.f / 4.f);
2816 force->flag [FLAG_IS_USED_UP] = true;
2817 force->flag [FLAG_APPLIED] = true;
2818
2819 insert (force);
2820 }
2821}
2822
2823void object::change_move_type (MoveType mt)
2824{
2825 if (move_type == mt)
2826 return;
2827
2828 if (is_on_map ())
2829 {
2830 // we are on the map, so handle move_on/off effects
2831 remove ();
2832 move_type = mt;
2833 map->insert (this, x, y, this);
2834 }
2835 else
2836 move_type = mt;
2837}
2838
2839/* object should be a player.
2840 * we return the object the player has marked with the 'mark' command
2841 * below. If no match is found (or object has changed), we return
2842 * NULL. We leave it up to the calling function to print messages if
2843 * nothing is found.
2844 */
2845object *
2846object::mark () const
2847{
2848 if (contr && contr->mark && contr->mark->env == this)
2849 return contr->mark;
2850 else
2851 return 0;
2852}
2853
2854// put marked object first in the inventory
2855// this is used by identify-like spells so players can influence
2856// the order a bit.
2857void
2858object::splay_marked ()
2859{
2860 if (object *marked = mark ())
2861 splay (marked);
2862}
2863

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines