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Comparing deliantra/server/common/object.C (file contents):
Revision 1.170 by root, Wed Aug 1 01:53:13 2007 UTC vs.
Revision 1.305 by root, Wed Nov 11 04:45:22 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 25#include <global.h>
28#include <stdio.h> 26#include <stdio.h>
29#include <sys/types.h> 27#include <sys/types.h>
30#include <sys/uio.h> 28#include <sys/uio.h>
31#include <object.h> 29#include <object.h>
32#include <funcpoint.h>
33#include <sproto.h> 30#include <sproto.h>
34#include <loader.h> 31#include <loader.h>
35 32
36#include <bitset> 33#include <bitset>
37 34
38int nrofallocobjects = 0; 35UUID UUID::cur;
39static UUID uuid; 36static uint64_t seq_next_save;
40const uint64 UUID_SKIP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
41 39
42objectvec objects; 40objectvec objects;
43activevec actives; 41activevec actives;
44 42
45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 43//+GPL
44
45short freearr_x[SIZEOFFREE] = {
46 0,
47 0, 1, 1, 1, 0, -1, -1, -1,
48 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 49 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
47}; 50};
48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 51short freearr_y[SIZEOFFREE] = {
52 0,
53 -1, -1, 0, 1, 1, 1, 0, -1,
54 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
49 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 55 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
50};
51int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
52 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
53}; 56};
54int freedir[SIZEOFFREE] = { 57int freedir[SIZEOFFREE] = {
55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 58 0,
59 1, 2, 3, 4, 5, 6, 7, 8,
60 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 61 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57}; 62};
58 63
64static int maxfree[SIZEOFFREE] = {
65 0,
66 9, 10, 13, 14, 17, 18, 21, 22,
67 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
68 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
69};
70
59static void 71static void
60write_uuid (void) 72write_uuid (uval64 skip, bool sync)
61{ 73{
62 char filename1[MAX_BUF], filename2[MAX_BUF]; 74 CALL_BEGIN (2);
63 75 CALL_ARG_SV (newSVval64 (skip));
64 sprintf (filename1, "%s/uuid", settings.localdir); 76 CALL_ARG_SV (boolSV (sync));
65 sprintf (filename2, "%s/uuid~", settings.localdir); 77 CALL_CALL ("cf::write_uuid", G_DISCARD);
66 78 CALL_END;
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78} 79}
79 80
80static void 81static void
81read_uuid (void) 82read_uuid (void)
82{ 83{
83 char filename[MAX_BUF]; 84 char filename[MAX_BUF];
84 85
85 sprintf (filename, "%s/uuid", settings.localdir); 86 sprintf (filename, "%s/uuid", settings.localdir);
87
88 seq_next_save = 0;
86 89
87 FILE *fp; 90 FILE *fp;
88 91
89 if (!(fp = fopen (filename, "r"))) 92 if (!(fp = fopen (filename, "r")))
90 { 93 {
91 if (errno == ENOENT) 94 if (errno == ENOENT)
92 { 95 {
93 LOG (llevInfo, "RESET uid to 1\n"); 96 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0; 97 UUID::cur.seq = 0;
95 write_uuid (); 98 write_uuid (UUID_GAP, true);
96 return; 99 return;
97 } 100 }
98 101
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 102 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1); 103 _exit (1);
101 } 104 }
102 105
103 int version; 106 char buf [UUID::MAX_LEN];
104 unsigned long long uid; 107 buf[0] = 0;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 108 fgets (buf, sizeof (buf), fp);
109
110 if (!UUID::cur.parse (buf))
106 { 111 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 112 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1); 113 _exit (1);
109 } 114 }
110 115
111 uuid.seq = uid; 116 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112 write_uuid (); 117
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 118 write_uuid (UUID_GAP, true);
114 fclose (fp); 119 fclose (fp);
115} 120}
116 121
117UUID 122UUID
118gen_uuid () 123UUID::gen ()
119{ 124{
120 UUID uid; 125 UUID uid;
121 126
122 uid.seq = ++uuid.seq; 127 uid.seq = ++cur.seq;
123 128
124 if (!(uuid.seq & (UUID_SKIP - 1))) 129 if (expect_false (cur.seq >= seq_next_save))
125 write_uuid (); 130 {
131 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
132 write_uuid (UUID_GAP, false);
133 }
134
126 135
127 return uid; 136 return uid;
128} 137}
129 138
130void 139void
131init_uuid () 140UUID::init ()
132{ 141{
133 read_uuid (); 142 read_uuid ();
134} 143}
135 144
145bool
146UUID::parse (const char *s)
147{
148 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
149 return false;
150
151 seq = 0;
152
153 while (*s != '>')
154 {
155 if (*s < '0')
156 return false;
157
158 // this gives nice branchless code with gcc
159 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
160 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
161
162 seq = (seq << 4) | digit;
163
164 ++s;
165 }
166
167 return true;
168}
169
170char *
171UUID::append (char *buf) const
172{
173 *buf++ = '<';
174 *buf++ = '1';
175 *buf++ = '.';
176
177 uint64_t seq = this->seq;
178 const int bits = 64;
179 char nz = 0;
180 static const char tohex [] = "0123456789abcdef";
181
182 // assert (len >= 3 + bits / 4 + 1 + 1);
183 for (int i = bits / 4; --i; )
184 {
185 uint8_t digit = seq >> (bits - 4);
186
187 *buf = tohex [digit];
188 nz |= digit;
189 buf += nz ? 1 : 0;
190 seq <<= 4;
191 }
192
193 // last digit is special - always emit
194 uint8_t digit = seq >> (bits - 4);
195 *buf++ = tohex [digit];
196
197 *buf++ = '>';
198
199 return buf;
200}
201
202char *
203UUID::c_str () const
204{
205 static char buf [MAX_LEN];
206 *append (buf) = 0;
207 return buf;
208}
209
136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 210/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int 211static bool
138compare_ob_value_lists_one (const object *wants, const object *has) 212compare_ob_value_lists_one (const object *wants, const object *has)
139{ 213{
140 key_value *wants_field;
141
142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 214 /* n-squared behaviour (see kv_get), but I'm hoping both
143 * objects with lists are rare, and lists stay short. If not, use a 215 * objects with lists are rare, and lists stay short. If not, use a
144 * different structure or at least keep the lists sorted... 216 * different structure or at least keep the lists sorted...
145 */ 217 */
146 218
147 /* For each field in wants, */ 219 /* For each field in wants, */
148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 220 for (key_value *kv = wants->key_values; kv; kv = kv->next)
149 { 221 if (has->kv_get (kv->key) != kv->value)
150 key_value *has_field; 222 return false;
151
152 /* Look for a field in has with the same key. */
153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
156 {
157 /* No field with that name. */
158 return FALSE;
159 }
160
161 /* Found the matching field. */
162 if (has_field->value != wants_field->value)
163 {
164 /* Values don't match, so this half of the comparison is false. */
165 return FALSE;
166 }
167
168 /* If we get here, we found a match. Now for the next field in wants. */
169 }
170 223
171 /* If we get here, every field in wants has a matching field in has. */ 224 /* If we get here, every field in wants has a matching field in has. */
172 return TRUE; 225 return true;
173} 226}
174 227
175/* Returns TRUE if ob1 has the same key_values as ob2. */ 228/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int 229static bool
177compare_ob_value_lists (const object *ob1, const object *ob2) 230compare_ob_value_lists (const object *ob1, const object *ob2)
178{ 231{
179 /* However, there may be fields in has which aren't partnered in wants, 232 /* However, there may be fields in has which aren't partnered in wants,
180 * so we need to run the comparison *twice*. :( 233 * so we need to run the comparison *twice*. :(
181 */ 234 */
182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 235 return compare_ob_value_lists_one (ob1, ob2)
236 && compare_ob_value_lists_one (ob2, ob1);
183} 237}
184 238
185/* Function examines the 2 objects given to it, and returns true if 239/* Function examines the 2 objects given to it, and returns true if
186 * they can be merged together. 240 * they can be merged together.
187 * 241 *
197bool object::can_merge_slow (object *ob1, object *ob2) 251bool object::can_merge_slow (object *ob1, object *ob2)
198{ 252{
199 /* A couple quicksanity checks */ 253 /* A couple quicksanity checks */
200 if (ob1 == ob2 254 if (ob1 == ob2
201 || ob1->type != ob2->type 255 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed 256 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED
203 || ob1->value != ob2->value 257 || ob1->value != ob2->value
204 || ob1->name != ob2->name) 258 || ob1->name != ob2->name)
205 return 0; 259 return 0;
206 260
207 //TODO: this ain't working well, use nicer and correct overflow check
208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 261 /* Do not merge objects if nrof would overflow, assume nrof
209 * value could not be stored in a sint32 (which unfortunately sometimes is 262 * is always 0 .. 2**31-1 */
210 * used to store nrof). 263 if (ob1->nrof > 0x7fffffff - ob2->nrof)
211 */
212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
213 return 0; 264 return 0;
214 265
215 /* If the objects have been identified, set the BEEN_APPLIED flag. 266 /* If the objects have been identified, set the BEEN_APPLIED flag.
216 * This is to the comparison of the flags below will be OK. We 267 * This is to the comparison of the flags below will be OK. We
217 * just can't ignore the been applied or identified flags, as they 268 * just can't ignore the been applied or identified flags, as they
218 * are not equal - just if it has been identified, the been_applied 269 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning. 270 * flags lose any meaning.
220 */ 271 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 272 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 273 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
223 274
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 275 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 276 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
226 277
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 278 if (ob1->arch->archname != ob2->arch->archname
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 279 || ob1->name != ob2->name
230 || ob1->title != ob2->title 280 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 281 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 282 || ob1->weight != ob2->weight
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
235 || ob1->attacktype != ob2->attacktype 283 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic 284 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying 285 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill 286 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value 287 || ob1->value != ob2->value
240 || ob1->animation_id != ob2->animation_id 288 || ob1->animation_id != ob2->animation_id
289 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
241 || ob1->client_type != ob2->client_type 290 || ob1->client_type != ob2->client_type
242 || ob1->materialname != ob2->materialname 291 || ob1->material != ob2->material
243 || ob1->lore != ob2->lore 292 || ob1->lore != ob2->lore
244 || ob1->subtype != ob2->subtype 293 || ob1->subtype != ob2->subtype
245 || ob1->move_type != ob2->move_type 294 || ob1->move_type != ob2->move_type
246 || ob1->move_block != ob2->move_block 295 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow 296 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on 297 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off 298 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow 299 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty) 300 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
301 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
302 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
252 return 0; 303 return 0;
253 304
305 if ((ob1->flag ^ ob2->flag)
306 .reset (FLAG_INV_LOCKED)
307 .reset (FLAG_REMOVED)
308 .any ())
309 return 0;
310
254 /* This is really a spellbook check - really, we should 311 /* This is really a spellbook check - we should in general
255 * check all objects in the inventory. 312 * not merge objects with real inventories, as splitting them
313 * is hard.
256 */ 314 */
257 if (ob1->inv || ob2->inv) 315 if (ob1->inv || ob2->inv)
258 { 316 {
259 /* if one object has inventory but the other doesn't, not equiv */ 317 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 318 return 0; /* inventories differ in length */
261 return 0;
262 319
263 /* Now check to see if the two inventory objects could merge */ 320 if (ob1->inv->below || ob2->inv->below)
321 return 0; /* more than one object in inv */
322
264 if (!object::can_merge (ob1->inv, ob2->inv)) 323 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 324 return 0; /* inventory objects differ */
266 325
267 /* inventory ok - still need to check rest of this object to see 326 /* inventory ok - still need to check rest of this object to see
268 * if it is valid. 327 * if it is valid.
269 */ 328 */
270 } 329 }
289 if (ob1->level != ob2->level) 348 if (ob1->level != ob2->level)
290 return 0; 349 return 0;
291 break; 350 break;
292 } 351 }
293 352
294 if (ob1->key_values != NULL || ob2->key_values != NULL) 353 if (ob1->key_values || ob2->key_values)
295 { 354 {
296 /* At least one of these has key_values. */ 355 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 356 if ((!ob1->key_values) != (!ob2->key_values))
298 /* One has fields, but the other one doesn't. */ 357 return 0; /* One has fields, but the other one doesn't. */
299 return 0; 358
300 else if (!compare_ob_value_lists (ob1, ob2)) 359 if (!compare_ob_value_lists (ob1, ob2))
301 return 0; 360 return 0;
302 } 361 }
303 362
304 if (ob1->self || ob2->self) 363 if (ob1->self || ob2->self)
305 { 364 {
306 ob1->optimise (); 365 ob1->optimise ();
307 ob2->optimise (); 366 ob2->optimise ();
308 367
309 if (ob1->self || ob2->self) 368 if (ob1->self || ob2->self)
369 {
370 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
371 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
372
373 if (k1 != k2)
374 return 0;
375
376 if (k1 == 0)
377 return 1;
378
310 if (!cfperl_can_merge (ob1, ob2)) 379 if (!cfperl_can_merge (ob1, ob2))
311 return 0; 380 return 0;
381 }
312 } 382 }
313 383
314 /* Everything passes, must be OK. */ 384 /* Everything passes, must be OK. */
315 return 1; 385 return 1;
316} 386}
317 387
388// find player who can see this object
389object *
390object::visible_to () const
391{
392 if (client_visible () && !flag [FLAG_REMOVED])
393 {
394 // see if we are in a container of sorts
395 if (env)
396 {
397 // the player inventory itself is always visible
398 if (env->is_player ())
399 return env;
400
401 // else a player could have our env open
402 object *envest = env->outer_env_or_self ();
403
404 // the player itself is always on a map, so we will find him here
405 // even if our inv is in a player.
406 if (envest->is_on_map ())
407 if (object *pl = envest->ms ().player ())
408 if (pl->container_ () == env)
409 return pl;
410 }
411 else
412 {
413 // maybe there is a player standing on the same mapspace
414 // this will catch the case where "this" is a player
415 if (object *pl = ms ().player ())
416 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
417 || pl->container_ () == this)
418 return pl;
419 }
420 }
421
422 return 0;
423}
424
425// adjust weight per container type ("of holding")
426static sint32
427weight_adjust_for (object *op, sint32 weight)
428{
429 return op->type == CONTAINER
430 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
431 : weight;
432}
433
318/* 434/*
435 * adjust_weight(object, weight) adds the specified weight to an object,
436 * and also updates how much the environment(s) is/are carrying.
437 */
438static void
439adjust_weight (object *op, sint32 weight)
440{
441 while (op)
442 {
443 // adjust by actual difference to account for rounding errors
444 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
445 weight = weight_adjust_for (op, op->carrying)
446 - weight_adjust_for (op, op->carrying - weight);
447
448 if (!weight)
449 return;
450
451 op->carrying += weight;
452
453 if (object *pl = op->visible_to ())
454 if (pl != op) // player is handled lazily
455 esrv_update_item (UPD_WEIGHT, pl, op);
456
457 op = op->env;
458 }
459}
460
461/*
319 * sum_weight() is a recursive function which calculates the weight 462 * this is a recursive function which calculates the weight
320 * an object is carrying. It goes through in figures out how much 463 * an object is carrying. It goes through op and figures out how much
321 * containers are carrying, and sums it up. 464 * containers are carrying, and sums it up.
322 */ 465 */
323long 466void
324sum_weight (object *op) 467object::update_weight ()
325{ 468{
326 long sum; 469 sint32 sum = 0;
327 object *inv;
328 470
329 for (sum = 0, inv = op->inv; inv; inv = inv->below) 471 for (object *op = inv; op; op = op->below)
330 { 472 {
331 if (inv->inv) 473 if (op->inv)
332 sum_weight (inv); 474 op->update_weight ();
333 475
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 476 sum += op->total_weight ();
477 }
478
479 sum = weight_adjust_for (this, sum);
480
481 if (sum != carrying)
335 } 482 {
336
337 if (op->type == CONTAINER && op->stats.Str)
338 sum = (sum * (100 - op->stats.Str)) / 100;
339
340 if (op->carrying != sum)
341 op->carrying = sum; 483 carrying = sum;
342 484
343 return sum; 485 if (object *pl = visible_to ())
486 if (pl != this) // player is handled lazily
487 esrv_update_item (UPD_WEIGHT, pl, this);
488 }
344} 489}
345 490
346/** 491/*
347 * Return the outermost environment object for a given object. 492 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
348 */
349
350object *
351object_get_env_recursive (object *op)
352{
353 while (op->env != NULL)
354 op = op->env;
355 return op;
356}
357
358/*
359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
360 * Some error messages.
361 * The result of the dump is stored in the static global errmsg array.
362 */ 493 */
363char * 494char *
364dump_object (object *op) 495dump_object (object *op)
365{ 496{
366 if (!op) 497 if (!op)
369 object_freezer freezer; 500 object_freezer freezer;
370 op->write (freezer); 501 op->write (freezer);
371 return freezer.as_string (); 502 return freezer.as_string ();
372} 503}
373 504
374/* 505char *
375 * get_nearest_part(multi-object, object 2) returns the part of the 506object::as_string ()
376 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned.
378 */
379
380object *
381get_nearest_part (object *op, const object *pl)
382{ 507{
383 object *tmp, *closest; 508 return dump_object (this);
384 int last_dist, i;
385
386 if (op->more == NULL)
387 return op;
388 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
389 if ((i = distance (tmp, pl)) < last_dist)
390 closest = tmp, last_dist = i;
391 return closest;
392} 509}
393 510
394/* 511/*
395 * Returns the object which has the count-variable equal to the argument. 512 * Returns the object which has the count-variable equal to the argument.
513 * VERRRY slow.
396 */ 514 */
397object * 515object *
398find_object (tag_t i) 516find_object (tag_t i)
399{ 517{
400 for_all_objects (op) 518 for_all_objects (op)
411 */ 529 */
412object * 530object *
413find_object_name (const char *str) 531find_object_name (const char *str)
414{ 532{
415 shstr_cmp str_ (str); 533 shstr_cmp str_ (str);
416 object *op;
417 534
535 if (str_)
418 for_all_objects (op) 536 for_all_objects (op)
419 if (op->name == str_) 537 if (op->name == str_)
420 break; 538 return op;
421 539
422 return op; 540 return 0;
423}
424
425void
426free_all_object_data ()
427{
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429} 541}
430 542
431/* 543/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 544 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 545 * skill and experience objects.
546 * ACTUALLY NO! investigate! TODO
434 */ 547 */
435void 548void
436object::set_owner (object *owner) 549object::set_owner (object *owner)
437{ 550{
551 // allow objects which own objects
438 if (!owner) 552 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) 553 while (owner->owner)
449 owner = owner->owner; 554 owner = owner->owner;
555
556 if (flag [FLAG_FREED])
557 {
558 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
559 return;
560 }
450 561
451 this->owner = owner; 562 this->owner = owner;
452} 563}
453 564
454int 565int
496 update_stats (); 607 update_stats ();
497 608
498 new_draw_info_format (NDI_UNIQUE, 0, this, 609 new_draw_info_format (NDI_UNIQUE, 0, this,
499 "You try to balance all your items at once, " 610 "You try to balance all your items at once, "
500 "but the %s is just too much for your body. " 611 "but the %s is just too much for your body. "
501 "[You need to unapply some items first.]", &ob->name); 612 "[You need to unapply some items first - use the 'body' command to see "
613 "how many items you cna wera on a specific body part.]", &ob->name);
502 return false; 614 return false;
503 } 615 }
504 616
505 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 617 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
506 } 618 }
532 } 644 }
533 645
534 op->key_values = 0; 646 op->key_values = 0;
535} 647}
536 648
537object & 649/*
538object::operator =(const object &src) 650 * copy_to first frees everything allocated by the dst object,
651 * and then copies the contents of itself into the second
652 * object, allocating what needs to be allocated. Basically, any
653 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
654 * if the first object is freed, the pointers in the new object
655 * will point at garbage.
656 */
657void
658object::copy_to (object *dst)
539{ 659{
540 bool is_freed = flag [FLAG_FREED]; 660 dst->remove ();
541 bool is_removed = flag [FLAG_REMOVED];
542
543 *(object_copy *)this = src; 661 *(object_copy *)dst = *this;
544
545 flag [FLAG_FREED] = is_freed;
546 flag [FLAG_REMOVED] = is_removed; 662 dst->flag [FLAG_REMOVED] = true;
547 663
548 /* Copy over key_values, if any. */ 664 /* Copy over key_values, if any. */
549 if (src.key_values) 665 if (key_values)
550 { 666 {
551 key_value *tail = 0; 667 key_value *tail = 0;
552 key_values = 0; 668 dst->key_values = 0;
553 669
554 for (key_value *i = src.key_values; i; i = i->next) 670 for (key_value *i = key_values; i; i = i->next)
555 { 671 {
556 key_value *new_link = new key_value; 672 key_value *new_link = new key_value;
557 673
558 new_link->next = 0; 674 new_link->next = 0;
559 new_link->key = i->key; 675 new_link->key = i->key;
560 new_link->value = i->value; 676 new_link->value = i->value;
561 677
562 /* Try and be clever here, too. */ 678 /* Try and be clever here, too. */
563 if (!key_values) 679 if (!dst->key_values)
564 { 680 {
565 key_values = new_link; 681 dst->key_values = new_link;
566 tail = new_link; 682 tail = new_link;
567 } 683 }
568 else 684 else
569 { 685 {
570 tail->next = new_link; 686 tail->next = new_link;
571 tail = new_link; 687 tail = new_link;
572 } 688 }
573 } 689 }
574 } 690 }
575}
576
577/*
578 * copy_to first frees everything allocated by the dst object,
579 * and then copies the contents of itself into the second
580 * object, allocating what needs to be allocated. Basically, any
581 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
582 * if the first object is freed, the pointers in the new object
583 * will point at garbage.
584 */
585void
586object::copy_to (object *dst)
587{
588 *dst = *this;
589 691
590 if (speed < 0) 692 if (speed < 0)
591 dst->speed_left = speed_left - rndm (); 693 dst->speed_left -= rndm ();
592 694
593 dst->set_speed (dst->speed); 695 dst->activate ();
594} 696}
595 697
596void 698void
597object::instantiate () 699object::instantiate ()
598{ 700{
599 if (!uuid.seq) // HACK 701 if (!uuid.seq) // HACK
600 uuid = gen_uuid (); 702 uuid = UUID::gen ();
601 703
602 speed_left = -0.1f; 704 speed_left = -0.1f;
603 /* copy the body_info to the body_used - this is only really 705 /* copy the body_info to the body_used - this is only really
604 * need for monsters, but doesn't hurt to do it for everything. 706 * need for monsters, but doesn't hurt to do it for everything.
605 * by doing so, when a monster is created, it has good starting 707 * by doing so, when a monster is created, it has good starting
615object * 717object *
616object::clone () 718object::clone ()
617{ 719{
618 object *neu = create (); 720 object *neu = create ();
619 copy_to (neu); 721 copy_to (neu);
722 neu->map = map; // not copied by copy_to
620 return neu; 723 return neu;
621} 724}
622 725
623/* 726/*
624 * If an object with the IS_TURNABLE() flag needs to be turned due 727 * If an object with the IS_TURNABLE() flag needs to be turned due
641 * This function needs to be called whenever the speed of an object changes. 744 * This function needs to be called whenever the speed of an object changes.
642 */ 745 */
643void 746void
644object::set_speed (float speed) 747object::set_speed (float speed)
645{ 748{
646 if (flag [FLAG_FREED] && speed)
647 {
648 LOG (llevError, "Object %s is freed but has speed.\n", &name);
649 speed = 0;
650 }
651
652 this->speed = speed; 749 this->speed = speed;
653 750
654 if (has_active_speed ()) 751 if (has_active_speed ())
655 activate (); 752 activate ();
656 else 753 else
675 * UP_OBJ_FACE: only the objects face has changed. 772 * UP_OBJ_FACE: only the objects face has changed.
676 */ 773 */
677void 774void
678update_object (object *op, int action) 775update_object (object *op, int action)
679{ 776{
680 if (op == NULL) 777 if (!op)
681 { 778 {
682 /* this should never happen */ 779 /* this should never happen */
683 LOG (llevDebug, "update_object() called for NULL object.\n"); 780 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
684 return; 781 return;
685 } 782 }
686 783
687 if (op->env) 784 if (!op->is_on_map ())
688 { 785 {
689 /* Animation is currently handled by client, so nothing 786 /* Animation is currently handled by client, so nothing
690 * to do in this case. 787 * to do in this case.
691 */ 788 */
692 return; 789 return;
693 } 790 }
694
695 /* If the map is saving, don't do anything as everything is
696 * going to get freed anyways.
697 */
698 if (!op->map || op->map->in_memory == MAP_SAVING)
699 return;
700 791
701 /* make sure the object is within map boundaries */ 792 /* make sure the object is within map boundaries */
702 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 793 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
703 { 794 {
704 LOG (llevError, "update_object() called for object out of map!\n"); 795 LOG (llevError, "update_object() called for object out of map!\n");
712 803
713 if (!(m.flags_ & P_UPTODATE)) 804 if (!(m.flags_ & P_UPTODATE))
714 /* nop */; 805 /* nop */;
715 else if (action == UP_OBJ_INSERT) 806 else if (action == UP_OBJ_INSERT)
716 { 807 {
808#if 0
717 // this is likely overkill, TODO: revisit (schmorp) 809 // this is likely overkill, TODO: revisit (schmorp)
718 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 810 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
719 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 811 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
720 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 812 || (op->is_player () && !(m.flags_ & P_PLAYER))
721 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 813 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
722 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 814 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
723 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 815 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
724 || (m.move_on | op->move_on ) != m.move_on 816 || (m.move_on | op->move_on ) != m.move_on
725 || (m.move_off | op->move_off ) != m.move_off 817 || (m.move_off | op->move_off ) != m.move_off
726 || (m.move_slow | op->move_slow) != m.move_slow 818 || (m.move_slow | op->move_slow) != m.move_slow
727 /* This isn't perfect, but I don't expect a lot of objects to 819 /* This isn't perfect, but I don't expect a lot of objects to
728 * to have move_allow right now. 820 * have move_allow right now.
729 */ 821 */
730 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 822 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
823 m.invalidate ();
824#else
731 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 825 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
732 m.flags_ = 0; 826 m.invalidate ();
827#endif
733 } 828 }
734 /* if the object is being removed, we can't make intelligent 829 /* if the object is being removed, we can't make intelligent
735 * decisions, because remove_ob can't really pass the object 830 * decisions, because remove_ob can't really pass the object
736 * that is being removed. 831 * that is being removed.
737 */ 832 */
738 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 833 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
739 m.flags_ = 0; 834 m.invalidate ();
740 else if (action == UP_OBJ_FACE) 835 else if (action == UP_OBJ_FACE)
741 /* Nothing to do for that case */ ; 836 /* Nothing to do for that case */ ;
742 else 837 else
743 LOG (llevError, "update_object called with invalid action: %d\n", action); 838 LOG (llevError, "update_object called with invalid action: %d\n", action);
744 839
748 843
749object::object () 844object::object ()
750{ 845{
751 SET_FLAG (this, FLAG_REMOVED); 846 SET_FLAG (this, FLAG_REMOVED);
752 847
753 expmul = 1.0; 848 //expmul = 1.0; declared const for the time being
754 face = blank_face; 849 face = blank_face;
850 material = MATERIAL_NULL;
755} 851}
756 852
757object::~object () 853object::~object ()
758{ 854{
759 unlink (); 855 unlink ();
764static int object_count; 860static int object_count;
765 861
766void object::link () 862void object::link ()
767{ 863{
768 assert (!index);//D 864 assert (!index);//D
769 uuid = gen_uuid (); 865 uuid = UUID::gen ();
770 count = ++object_count; 866 count = ++object_count;
771 867
772 refcnt_inc (); 868 refcnt_inc ();
773 objects.insert (this); 869 objects.insert (this);
774} 870}
788 /* If already on active list, don't do anything */ 884 /* If already on active list, don't do anything */
789 if (active) 885 if (active)
790 return; 886 return;
791 887
792 if (has_active_speed ()) 888 if (has_active_speed ())
889 {
890 if (flag [FLAG_FREED])
891 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
892
793 actives.insert (this); 893 actives.insert (this);
894 }
794} 895}
795 896
796void 897void
797object::activate_recursive () 898object::activate_recursive ()
798{ 899{
847object::destroy_inv (bool drop_to_ground) 948object::destroy_inv (bool drop_to_ground)
848{ 949{
849 // need to check first, because the checks below might segfault 950 // need to check first, because the checks below might segfault
850 // as we might be on an invalid mapspace and crossfire code 951 // as we might be on an invalid mapspace and crossfire code
851 // is too buggy to ensure that the inventory is empty. 952 // is too buggy to ensure that the inventory is empty.
852 // corollary: if you create arrows etc. with stuff in tis inventory, 953 // corollary: if you create arrows etc. with stuff in its inventory,
853 // cf will crash below with off-map x and y 954 // cf will crash below with off-map x and y
854 if (!inv) 955 if (!inv)
855 return; 956 return;
856 957
857 /* Only if the space blocks everything do we not process - 958 /* Only if the space blocks everything do we not process -
858 * if some form of movement is allowed, let objects 959 * if some form of movement is allowed, let objects
859 * drop on that space. 960 * drop on that space.
860 */ 961 */
861 if (!drop_to_ground 962 if (!drop_to_ground
862 || !map 963 || !map
863 || map->in_memory != MAP_IN_MEMORY 964 || map->in_memory != MAP_ACTIVE
864 || map->nodrop 965 || map->no_drop
865 || ms ().move_block == MOVE_ALL) 966 || ms ().move_block == MOVE_ALL)
866 { 967 {
867 while (inv) 968 while (inv)
868 {
869 inv->destroy_inv (drop_to_ground);
870 inv->destroy (); 969 inv->destroy ();
871 }
872 } 970 }
873 else 971 else
874 { /* Put objects in inventory onto this space */ 972 { /* Put objects in inventory onto this space */
875 while (inv) 973 while (inv)
876 { 974 {
894 object *op = new object; 992 object *op = new object;
895 op->link (); 993 op->link ();
896 return op; 994 return op;
897} 995}
898 996
997static struct freed_map : maptile
998{
999 freed_map ()
1000 {
1001 path = "<freed objects map>";
1002 name = "/internal/freed_objects_map";
1003 width = 3;
1004 height = 3;
1005 no_drop = 1;
1006 no_reset = 1;
1007
1008 alloc ();
1009 in_memory = MAP_ACTIVE;
1010 }
1011
1012 ~freed_map ()
1013 {
1014 destroy ();
1015 }
1016} freed_map; // freed objects are moved here to avoid crashes
1017
899void 1018void
900object::do_destroy () 1019object::do_destroy ()
901{ 1020{
902 attachable::do_destroy ();
903
904 if (flag [FLAG_IS_LINKED]) 1021 if (flag [FLAG_IS_LINKED])
905 remove_button_link (this); 1022 remove_link ();
906 1023
907 if (flag [FLAG_FRIENDLY]) 1024 if (flag [FLAG_FRIENDLY])
908 remove_friendly_object (this); 1025 remove_friendly_object (this);
909 1026
910 if (!flag [FLAG_REMOVED])
911 remove (); 1027 remove ();
912 1028
913 destroy_inv (true); 1029 attachable::do_destroy ();
914 1030
915 deactivate (); 1031 deactivate ();
916 unlink (); 1032 unlink ();
917 1033
918 flag [FLAG_FREED] = 1; 1034 flag [FLAG_FREED] = 1;
919 1035
920 // hack to ensure that freed objects still have a valid map 1036 // hack to ensure that freed objects still have a valid map
921 {
922 static maptile *freed_map; // freed objects are moved here to avoid crashes
923
924 if (!freed_map)
925 {
926 freed_map = new maptile;
927
928 freed_map->name = "/internal/freed_objects_map";
929 freed_map->width = 3;
930 freed_map->height = 3;
931
932 freed_map->alloc ();
933 freed_map->in_memory = MAP_IN_MEMORY;
934 }
935
936 map = freed_map; 1037 map = &freed_map;
937 x = 1; 1038 x = 1;
938 y = 1; 1039 y = 1;
939 }
940 1040
941 if (more) 1041 if (more)
942 { 1042 {
943 more->destroy (); 1043 more->destroy ();
944 more = 0; 1044 more = 0;
952 attacked_by = 0; 1052 attacked_by = 0;
953 current_weapon = 0; 1053 current_weapon = 0;
954} 1054}
955 1055
956void 1056void
957object::destroy (bool destroy_inventory) 1057object::destroy ()
958{ 1058{
959 if (destroyed ()) 1059 if (destroyed ())
960 return; 1060 return;
961 1061
962 if (destroy_inventory) 1062 if (!is_head () && !head->destroyed ())
1063 {
1064 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1065 head->destroy ();
1066 return;
1067 }
1068
963 destroy_inv (false); 1069 destroy_inv (false);
964 1070
1071 if (is_head ())
1072 if (sound_destroy)
965 play_sound (sound_die); 1073 play_sound (sound_destroy);
1074 else if (flag [FLAG_MONSTER])
1075 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
966 1076
967 attachable::destroy (); 1077 attachable::destroy ();
968}
969
970/*
971 * sub_weight() recursively (outwards) subtracts a number from the
972 * weight of an object (and what is carried by it's environment(s)).
973 */
974void
975sub_weight (object *op, signed long weight)
976{
977 while (op != NULL)
978 {
979 if (op->type == CONTAINER)
980 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
981
982 op->carrying -= weight;
983 op = op->env;
984 }
985} 1078}
986 1079
987/* op->remove (): 1080/* op->remove ():
988 * This function removes the object op from the linked list of objects 1081 * This function removes the object op from the linked list of objects
989 * which it is currently tied to. When this function is done, the 1082 * which it is currently tied to. When this function is done, the
992 * the previous environment. 1085 * the previous environment.
993 */ 1086 */
994void 1087void
995object::do_remove () 1088object::do_remove ()
996{ 1089{
997 object *tmp, *last = 0; 1090 if (flag [FLAG_REMOVED])
998 object *otmp;
999
1000 if (QUERY_FLAG (this, FLAG_REMOVED))
1001 return; 1091 return;
1002 1092
1003 SET_FLAG (this, FLAG_REMOVED);
1004 INVOKE_OBJECT (REMOVE, this); 1093 INVOKE_OBJECT (REMOVE, this);
1094
1095 flag [FLAG_REMOVED] = true;
1005 1096
1006 if (more) 1097 if (more)
1007 more->remove (); 1098 more->remove ();
1008 1099
1009 /* 1100 /*
1010 * In this case, the object to be removed is in someones 1101 * In this case, the object to be removed is in someones
1011 * inventory. 1102 * inventory.
1012 */ 1103 */
1013 if (env) 1104 if (env)
1014 { 1105 {
1015 if (nrof) 1106 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1016 sub_weight (env, weight * nrof); 1107 if (object *pl = visible_to ())
1017 else 1108 esrv_del_item (pl->contr, count);
1018 sub_weight (env, weight + carrying); 1109 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1019 1110
1020 /* NO_FIX_PLAYER is set when a great many changes are being 1111 adjust_weight (env, -total_weight ());
1021 * made to players inventory. If set, avoiding the call
1022 * to save cpu time.
1023 */
1024 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1025 otmp->update_stats ();
1026 1112
1027 if (above) 1113 object *pl = in_player ();
1028 above->below = below;
1029 else
1030 env->inv = below;
1031
1032 if (below)
1033 below->above = above;
1034 1114
1035 /* we set up values so that it could be inserted into 1115 /* we set up values so that it could be inserted into
1036 * the map, but we don't actually do that - it is up 1116 * the map, but we don't actually do that - it is up
1037 * to the caller to decide what we want to do. 1117 * to the caller to decide what we want to do.
1038 */ 1118 */
1039 x = env->x, y = env->y;
1040 map = env->map; 1119 map = env->map;
1041 above = 0, below = 0; 1120 x = env->x;
1121 y = env->y;
1122
1123 // make sure cmov optimisation is applicable
1124 *(above ? &above->below : &env->inv) = below;
1125 *(below ? &below->above : &above ) = above; // &above is just a dummy
1126
1127 above = 0;
1128 below = 0;
1042 env = 0; 1129 env = 0;
1130
1131 if (pl && pl->is_player ())
1132 {
1133 pl->contr->queue_stats_update ();
1134
1135 if (glow_radius && pl->is_on_map ())
1136 update_all_los (pl->map, pl->x, pl->y);
1137 }
1043 } 1138 }
1044 else if (map) 1139 else if (map)
1045 { 1140 {
1046 if (type == PLAYER)
1047 {
1048 // leaving a spot always closes any open container on the ground
1049 if (container && !container->env)
1050 // this causes spurious floorbox updates, but it ensures
1051 // that the CLOSE event is being sent.
1052 close_container ();
1053
1054 --map->players;
1055 map->touch ();
1056 }
1057
1058 map->dirty = true; 1141 map->dirty = true;
1059 mapspace &ms = this->ms (); 1142 mapspace &ms = this->ms ();
1060 1143
1144 if (object *pl = ms.player ())
1145 {
1146 if (is_player ())
1147 {
1148 if (!flag [FLAG_WIZPASS])
1149 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1150
1151 // leaving a spot always closes any open container on the ground
1152 if (container && !container->env)
1153 // this causes spurious floorbox updates, but it ensures
1154 // that the CLOSE event is being sent.
1155 close_container ();
1156
1157 --map->players;
1158 map->touch ();
1159 }
1160 else if (pl->container_ () == this)
1161 {
1162 // removing a container should close it
1163 close_container ();
1164 }
1165
1166 esrv_del_item (pl->contr, count);
1167 }
1168
1061 /* link the object above us */ 1169 /* link the object above us */
1062 if (above) 1170 // re-link, make sure compiler can easily use cmove
1063 above->below = below; 1171 *(above ? &above->below : &ms.top) = below;
1064 else 1172 *(below ? &below->above : &ms.bot) = above;
1065 ms.top = below; /* we were top, set new top */
1066
1067 /* Relink the object below us, if there is one */
1068 if (below)
1069 below->above = above;
1070 else
1071 {
1072 /* Nothing below, which means we need to relink map object for this space
1073 * use translated coordinates in case some oddness with map tiling is
1074 * evident
1075 */
1076 if (GET_MAP_OB (map, x, y) != this)
1077 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1078
1079 ms.bot = above; /* goes on above it. */
1080 }
1081 1173
1082 above = 0; 1174 above = 0;
1083 below = 0; 1175 below = 0;
1084 1176
1177 ms.invalidate ();
1178
1085 if (map->in_memory == MAP_SAVING) 1179 if (map->in_memory == MAP_SAVING)
1086 return; 1180 return;
1087 1181
1088 int check_walk_off = !flag [FLAG_NO_APPLY]; 1182 int check_walk_off = !flag [FLAG_NO_APPLY];
1089 1183
1090 for (tmp = ms.bot; tmp; tmp = tmp->above) 1184 if (object *pl = ms.player ())
1091 { 1185 {
1092 /* No point updating the players look faces if he is the object 1186 if (pl->container_ () == this)
1093 * being removed.
1094 */
1095
1096 if (tmp->type == PLAYER && tmp != this)
1097 {
1098 /* If a container that the player is currently using somehow gets 1187 /* If a container that the player is currently using somehow gets
1099 * removed (most likely destroyed), update the player view 1188 * removed (most likely destroyed), update the player view
1100 * appropriately. 1189 * appropriately.
1101 */ 1190 */
1102 if (tmp->container == this) 1191 pl->close_container ();
1103 {
1104 flag [FLAG_APPLIED] = 0;
1105 tmp->container = 0;
1106 }
1107 1192
1193 //TODO: the floorbox prev/next might need updating
1194 //esrv_del_item (pl->contr, count);
1195 //TODO: update floorbox to preserve ordering
1108 if (tmp->contr->ns) 1196 if (pl->contr->ns)
1109 tmp->contr->ns->floorbox_update (); 1197 pl->contr->ns->floorbox_update ();
1198 }
1199
1200 if (check_walk_off)
1201 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1202 {
1203 above = tmp->above;
1204
1205 /* No point updating the players look faces if he is the object
1206 * being removed.
1110 } 1207 */
1111 1208
1112 /* See if object moving off should effect something */ 1209 /* See if object moving off should effect something */
1113 if (check_walk_off
1114 && ((move_type & tmp->move_off) 1210 if ((move_type & tmp->move_off)
1115 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1211 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1116 {
1117 move_apply (tmp, this, 0); 1212 move_apply (tmp, this, 0);
1118
1119 if (destroyed ())
1120 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1121 } 1213 }
1122 1214
1123 last = tmp; 1215 if (affects_los ())
1124 }
1125
1126 /* last == NULL if there are no objects on this space */
1127 //TODO: this makes little sense, why only update the topmost object?
1128 if (!last)
1129 map->at (x, y).flags_ = 0;
1130 else
1131 update_object (last, UP_OBJ_REMOVE);
1132
1133 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1134 update_all_los (map, x, y); 1216 update_all_los (map, x, y);
1135 } 1217 }
1136} 1218}
1137 1219
1138/* 1220/*
1147merge_ob (object *op, object *top) 1229merge_ob (object *op, object *top)
1148{ 1230{
1149 if (!op->nrof) 1231 if (!op->nrof)
1150 return 0; 1232 return 0;
1151 1233
1152 if (top) 1234 if (!top)
1153 for (top = op; top && top->above; top = top->above) 1235 for (top = op; top && top->above; top = top->above)
1154 ; 1236 ;
1155 1237
1156 for (; top; top = top->below) 1238 for (; top; top = top->below)
1157 {
1158 if (top == op)
1159 continue;
1160
1161 if (object::can_merge (op, top)) 1239 if (object::can_merge (op, top))
1162 { 1240 {
1163 top->nrof += op->nrof; 1241 top->nrof += op->nrof;
1164 1242
1165/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1243 if (object *pl = top->visible_to ())
1166 op->weight = 0; /* Don't want any adjustements now */ 1244 esrv_update_item (UPD_NROF, pl, top);
1245
1246 op->weight = 0; // cancel the addition above
1247 op->carrying = 0; // must be 0 already
1248
1167 op->destroy (); 1249 op->destroy ();
1250
1168 return top; 1251 return top;
1169 } 1252 }
1170 }
1171 1253
1172 return 0; 1254 return 0;
1173} 1255}
1174 1256
1175void 1257void
1200 * job preparing multi-part monsters. 1282 * job preparing multi-part monsters.
1201 */ 1283 */
1202object * 1284object *
1203insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1285insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1204{ 1286{
1287 op->remove ();
1288
1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1289 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1206 { 1290 {
1207 tmp->x = x + tmp->arch->x; 1291 tmp->x = x + tmp->arch->x;
1208 tmp->y = y + tmp->arch->y; 1292 tmp->y = y + tmp->arch->y;
1209 } 1293 }
1232 * just 'op' otherwise 1316 * just 'op' otherwise
1233 */ 1317 */
1234object * 1318object *
1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1319insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1236{ 1320{
1237 assert (!op->flag [FLAG_FREED]);
1238
1239 object *top, *floor = NULL;
1240
1241 op->remove (); 1321 op->remove ();
1242 1322
1243#if 0 1323 if (m == &freed_map)//D TODO: remove soon
1244 if (!m->active != !op->active)
1245 if (m->active)
1246 op->activate_recursive ();
1247 else
1248 op->deactivate_recursive ();
1249#endif
1250
1251 if (out_of_map (m, op->x, op->y))
1252 { 1324 {//D
1253 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ()); 1325 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1254#ifdef MANY_CORES
1255 /* Better to catch this here, as otherwise the next use of this object
1256 * is likely to cause a crash. Better to find out where it is getting
1257 * improperly inserted.
1258 */
1259 abort ();
1260#endif
1261 return op;
1262 } 1326 }//D
1263
1264 if (object *more = op->more)
1265 if (!insert_ob_in_map (more, m, originator, flag))
1266 return 0;
1267
1268 CLEAR_FLAG (op, FLAG_REMOVED);
1269 1327
1270 /* Ideally, the caller figures this out. However, it complicates a lot 1328 /* Ideally, the caller figures this out. However, it complicates a lot
1271 * of areas of callers (eg, anything that uses find_free_spot would now 1329 * of areas of callers (eg, anything that uses find_free_spot would now
1272 * need extra work 1330 * need extra work
1273 */ 1331 */
1332 maptile *newmap = m;
1274 if (!xy_normalise (m, op->x, op->y)) 1333 if (!xy_normalise (newmap, op->x, op->y))
1334 {
1335 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1275 return 0; 1336 return 0;
1337 }
1276 1338
1339 if (object *more = op->more)
1340 if (!insert_ob_in_map (more, m, originator, flag))
1341 return 0;
1342
1343 op->flag [FLAG_REMOVED] = false;
1344 op->env = 0;
1277 op->map = m; 1345 op->map = newmap;
1346
1278 mapspace &ms = op->ms (); 1347 mapspace &ms = op->ms ();
1279 1348
1280 /* this has to be done after we translate the coordinates. 1349 /* this has to be done after we translate the coordinates.
1281 */ 1350 */
1282 if (op->nrof && !(flag & INS_NO_MERGE)) 1351 if (op->nrof && !(flag & INS_NO_MERGE))
1283 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1352 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1284 if (object::can_merge (op, tmp)) 1353 if (object::can_merge (op, tmp))
1285 { 1354 {
1355 // TODO: we actually want to update tmp, not op,
1356 // but some caller surely breaks when we return tmp
1357 // from here :/
1286 op->nrof += tmp->nrof; 1358 op->nrof += tmp->nrof;
1287 tmp->destroy (); 1359 tmp->destroy ();
1288 } 1360 }
1289 1361
1290 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1362 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1299 { 1371 {
1300 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1372 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1301 abort (); 1373 abort ();
1302 } 1374 }
1303 1375
1376 if (!originator->is_on_map ())
1377 {
1378 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1379 op->debug_desc (), originator->debug_desc ());
1380 abort ();
1381 }
1382
1304 op->above = originator; 1383 op->above = originator;
1305 op->below = originator->below; 1384 op->below = originator->below;
1306
1307 if (op->below)
1308 op->below->above = op;
1309 else
1310 ms.bot = op;
1311
1312 /* since *below* originator, no need to update top */
1313 originator->below = op; 1385 originator->below = op;
1386
1387 *(op->below ? &op->below->above : &ms.bot) = op;
1314 } 1388 }
1315 else 1389 else
1316 { 1390 {
1317 top = ms.bot; 1391 object *floor = 0;
1392 object *top = ms.top;
1318 1393
1319 /* If there are other objects, then */ 1394 /* If there are other objects, then */
1320 if ((!(flag & INS_MAP_LOAD)) && top) 1395 if (top)
1321 { 1396 {
1322 object *last = 0;
1323
1324 /* 1397 /*
1325 * If there are multiple objects on this space, we do some trickier handling. 1398 * If there are multiple objects on this space, we do some trickier handling.
1326 * We've already dealt with merging if appropriate. 1399 * We've already dealt with merging if appropriate.
1327 * Generally, we want to put the new object on top. But if 1400 * Generally, we want to put the new object on top. But if
1328 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1401 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1331 * once we get to them. This reduces the need to traverse over all of 1404 * once we get to them. This reduces the need to traverse over all of
1332 * them when adding another one - this saves quite a bit of cpu time 1405 * them when adding another one - this saves quite a bit of cpu time
1333 * when lots of spells are cast in one area. Currently, it is presumed 1406 * when lots of spells are cast in one area. Currently, it is presumed
1334 * that flying non pickable objects are spell objects. 1407 * that flying non pickable objects are spell objects.
1335 */ 1408 */
1336 for (top = ms.bot; top; top = top->above) 1409 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1337 { 1410 {
1338 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1411 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1339 floor = top; 1412 floor = tmp;
1340 1413
1341 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1414 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1342 { 1415 {
1343 /* We insert above top, so we want this object below this */ 1416 /* We insert above top, so we want this object below this */
1344 top = top->below; 1417 top = tmp->below;
1345 break; 1418 break;
1346 } 1419 }
1347 1420
1348 last = top; 1421 top = tmp;
1349 } 1422 }
1350
1351 /* Don't want top to be NULL, so set it to the last valid object */
1352 top = last;
1353 1423
1354 /* We let update_position deal with figuring out what the space 1424 /* We let update_position deal with figuring out what the space
1355 * looks like instead of lots of conditions here. 1425 * looks like instead of lots of conditions here.
1356 * makes things faster, and effectively the same result. 1426 * makes things faster, and effectively the same result.
1357 */ 1427 */
1364 */ 1434 */
1365 if (!(flag & INS_ON_TOP) 1435 if (!(flag & INS_ON_TOP)
1366 && ms.flags () & P_BLOCKSVIEW 1436 && ms.flags () & P_BLOCKSVIEW
1367 && (op->face && !faces [op->face].visibility)) 1437 && (op->face && !faces [op->face].visibility))
1368 { 1438 {
1439 object *last;
1440
1369 for (last = top; last != floor; last = last->below) 1441 for (last = top; last != floor; last = last->below)
1370 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1442 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1371 break; 1443 break;
1372 1444
1373 /* Check to see if we found the object that blocks view, 1445 /* Check to see if we found the object that blocks view,
1377 */ 1449 */
1378 if (last && last->below && last != floor) 1450 if (last && last->below && last != floor)
1379 top = last->below; 1451 top = last->below;
1380 } 1452 }
1381 } /* If objects on this space */ 1453 } /* If objects on this space */
1382 if (flag & INS_MAP_LOAD)
1383 top = ms.top;
1384 1454
1385 if (flag & INS_ABOVE_FLOOR_ONLY) 1455 if (flag & INS_ABOVE_FLOOR_ONLY)
1386 top = floor; 1456 top = floor;
1387 1457
1388 /* Top is the object that our object (op) is going to get inserted above. 1458 // insert object above top, or bottom-most if top = 0
1389 */
1390
1391 /* First object on this space */
1392 if (!top) 1459 if (!top)
1393 { 1460 {
1461 op->below = 0;
1394 op->above = ms.bot; 1462 op->above = ms.bot;
1395
1396 if (op->above)
1397 op->above->below = op;
1398
1399 op->below = 0;
1400 ms.bot = op; 1463 ms.bot = op;
1464
1465 *(op->above ? &op->above->below : &ms.top) = op;
1401 } 1466 }
1402 else 1467 else
1403 { /* get inserted into the stack above top */ 1468 {
1404 op->above = top->above; 1469 op->above = top->above;
1405
1406 if (op->above)
1407 op->above->below = op; 1470 top->above = op;
1408 1471
1409 op->below = top; 1472 op->below = top;
1410 top->above = op; 1473 *(op->above ? &op->above->below : &ms.top) = op;
1411 } 1474 }
1475 }
1412 1476
1413 if (!op->above) 1477 if (op->is_player ())
1414 ms.top = op;
1415 } /* else not INS_BELOW_ORIGINATOR */
1416
1417 if (op->type == PLAYER)
1418 { 1478 {
1419 op->contr->do_los = 1; 1479 op->contr->do_los = 1;
1420 ++op->map->players; 1480 ++op->map->players;
1421 op->map->touch (); 1481 op->map->touch ();
1422 } 1482 }
1423 1483
1424 op->map->dirty = true; 1484 op->map->dirty = true;
1425 1485
1426 /* If we have a floor, we know the player, if any, will be above
1427 * it, so save a few ticks and start from there.
1428 */
1429 if (!(flag & INS_MAP_LOAD))
1430 if (object *pl = ms.player ()) 1486 if (object *pl = ms.player ())
1487 //TODO: the floorbox prev/next might need updating
1488 //esrv_send_item (pl, op);
1489 //TODO: update floorbox to preserve ordering
1431 if (pl->contr->ns) 1490 if (pl->contr->ns)
1432 pl->contr->ns->floorbox_update (); 1491 pl->contr->ns->floorbox_update ();
1433 1492
1434 /* If this object glows, it may affect lighting conditions that are 1493 /* If this object glows, it may affect lighting conditions that are
1435 * visible to others on this map. But update_all_los is really 1494 * visible to others on this map. But update_all_los is really
1436 * an inefficient way to do this, as it means los for all players 1495 * an inefficient way to do this, as it means los for all players
1437 * on the map will get recalculated. The players could very well 1496 * on the map will get recalculated. The players could very well
1438 * be far away from this change and not affected in any way - 1497 * be far away from this change and not affected in any way -
1439 * this should get redone to only look for players within range, 1498 * this should get redone to only look for players within range,
1440 * or just updating the P_UPTODATE for spaces within this area 1499 * or just updating the P_UPTODATE for spaces within this area
1441 * of effect may be sufficient. 1500 * of effect may be sufficient.
1442 */ 1501 */
1443 if (op->map->darkness && (op->glow_radius != 0)) 1502 if (op->affects_los ())
1503 {
1504 op->ms ().invalidate ();
1444 update_all_los (op->map, op->x, op->y); 1505 update_all_los (op->map, op->x, op->y);
1506 }
1445 1507
1446 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1508 /* updates flags (blocked, alive, no magic, etc) for this map space */
1447 update_object (op, UP_OBJ_INSERT); 1509 update_object (op, UP_OBJ_INSERT);
1448 1510
1449 INVOKE_OBJECT (INSERT, op); 1511 INVOKE_OBJECT (INSERT, op);
1456 * blocked() and wall() work properly), and these flags are updated by 1518 * blocked() and wall() work properly), and these flags are updated by
1457 * update_object(). 1519 * update_object().
1458 */ 1520 */
1459 1521
1460 /* if this is not the head or flag has been passed, don't check walk on status */ 1522 /* if this is not the head or flag has been passed, don't check walk on status */
1461 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1523 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1462 { 1524 {
1463 if (check_move_on (op, originator)) 1525 if (check_move_on (op, originator))
1464 return 0; 1526 return 0;
1465 1527
1466 /* If we are a multi part object, lets work our way through the check 1528 /* If we are a multi part object, lets work our way through the check
1477/* this function inserts an object in the map, but if it 1539/* this function inserts an object in the map, but if it
1478 * finds an object of its own type, it'll remove that one first. 1540 * finds an object of its own type, it'll remove that one first.
1479 * op is the object to insert it under: supplies x and the map. 1541 * op is the object to insert it under: supplies x and the map.
1480 */ 1542 */
1481void 1543void
1482replace_insert_ob_in_map (const char *arch_string, object *op) 1544replace_insert_ob_in_map (shstr_tmp archname, object *op)
1483{ 1545{
1484 object *tmp, *tmp1;
1485
1486 /* first search for itself and remove any old instances */ 1546 /* first search for itself and remove any old instances */
1487 1547
1488 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1548 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1489 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1549 if (tmp->arch->archname == archname) /* same archetype */
1490 tmp->destroy (); 1550 tmp->destroy ();
1491 1551
1492 tmp1 = arch_to_object (archetype::find (arch_string)); 1552 object *tmp = arch_to_object (archetype::find (archname));
1493 1553
1494 tmp1->x = op->x; 1554 tmp->x = op->x;
1495 tmp1->y = op->y; 1555 tmp->y = op->y;
1556
1496 insert_ob_in_map (tmp1, op->map, op, 0); 1557 insert_ob_in_map (tmp, op->map, op, 0);
1497} 1558}
1498 1559
1499object * 1560object *
1500object::insert_at (object *where, object *originator, int flags) 1561object::insert_at (object *where, object *originator, int flags)
1501{ 1562{
1563 if (where->env)
1564 return where->env->insert (this);
1565 else
1502 return where->map->insert (this, where->x, where->y, originator, flags); 1566 return where->map->insert (this, where->x, where->y, originator, flags);
1503} 1567}
1504 1568
1505/* 1569// check whether we can put this into the map, respect max_volume, max_items
1506 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1570bool
1507 * is returned contains nr objects, and the remaining parts contains 1571object::can_drop_at (maptile *m, int x, int y, object *originator)
1508 * the rest (or is removed and freed if that number is 0).
1509 * On failure, NULL is returned, and the reason put into the
1510 * global static errmsg array.
1511 */
1512object *
1513get_split_ob (object *orig_ob, uint32 nr)
1514{ 1572{
1515 object *newob; 1573 mapspace &ms = m->at (x, y);
1516 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1517 1574
1518 if (orig_ob->nrof < nr) 1575 int items = ms.items ();
1519 {
1520 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1521 return NULL;
1522 }
1523 1576
1524 newob = object_create_clone (orig_ob); 1577 if (!items // testing !items ensures we can drop at least one item
1578 || (items < m->max_items
1579 && ms.volume () < m->max_volume))
1580 return true;
1525 1581
1526 if ((orig_ob->nrof -= nr) < 1) 1582 if (originator && originator->is_player ())
1527 orig_ob->destroy (1); 1583 originator->contr->failmsg (format (
1528 else if (!is_removed) 1584 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1529 { 1585 query_name ()
1530 if (orig_ob->env != NULL) 1586 ));
1531 sub_weight (orig_ob->env, orig_ob->weight * nr);
1532 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1533 {
1534 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1535 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1536 return NULL;
1537 }
1538 }
1539 1587
1540 newob->nrof = nr; 1588 return false;
1541
1542 return newob;
1543} 1589}
1544 1590
1545/* 1591/*
1546 * decrease_ob_nr(object, number) decreases a specified number from 1592 * decrease(object, number) decreases a specified number from
1547 * the amount of an object. If the amount reaches 0, the object 1593 * the amount of an object. If the amount reaches 0, the object
1548 * is subsequently removed and freed. 1594 * is subsequently removed and freed.
1549 * 1595 *
1550 * Return value: 'op' if something is left, NULL if the amount reached 0 1596 * Return value: 'op' if something is left, NULL if the amount reached 0
1551 */ 1597 */
1598bool
1599object::decrease (sint32 nr)
1600{
1601 if (!nr)
1602 return true;
1603
1604 nr = min (nr, nrof);
1605
1606 if (nrof > nr)
1607 {
1608 nrof -= nr;
1609 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1610
1611 if (object *pl = visible_to ())
1612 esrv_update_item (UPD_NROF, pl, this);
1613
1614 return true;
1615 }
1616 else
1617 {
1618 destroy ();
1619 return false;
1620 }
1621}
1622
1623/*
1624 * split(ob,nr) splits up ob into two parts. The part which
1625 * is returned contains nr objects, and the remaining parts contains
1626 * the rest (or is removed and returned if that number is 0).
1627 * On failure, NULL is returned.
1628 */
1552object * 1629object *
1553decrease_ob_nr (object *op, uint32 i) 1630object::split (sint32 nr)
1554{ 1631{
1555 object *tmp; 1632 int have = number_of ();
1556 1633
1557 if (i == 0) /* objects with op->nrof require this check */ 1634 if (have < nr)
1558 return op; 1635 return 0;
1559 1636 else if (have == nr)
1560 if (i > op->nrof)
1561 i = op->nrof;
1562
1563 if (QUERY_FLAG (op, FLAG_REMOVED))
1564 op->nrof -= i;
1565 else if (op->env)
1566 { 1637 {
1567 /* is this object in the players inventory, or sub container
1568 * therein?
1569 */
1570 tmp = op->in_player ();
1571 /* nope. Is this a container the player has opened?
1572 * If so, set tmp to that player.
1573 * IMO, searching through all the players will mostly
1574 * likely be quicker than following op->env to the map,
1575 * and then searching the map for a player.
1576 */
1577 if (!tmp)
1578 for_all_players (pl)
1579 if (pl->ob->container == op->env)
1580 {
1581 tmp = pl->ob;
1582 break;
1583 }
1584
1585 if (i < op->nrof)
1586 {
1587 sub_weight (op->env, op->weight * i);
1588 op->nrof -= i;
1589 if (tmp)
1590 esrv_send_item (tmp, op);
1591 }
1592 else
1593 {
1594 op->remove (); 1638 remove ();
1595 op->nrof = 0; 1639 return this;
1596 if (tmp)
1597 esrv_del_item (tmp->contr, op->count);
1598 }
1599 } 1640 }
1600 else 1641 else
1601 { 1642 {
1602 object *above = op->above; 1643 decrease (nr);
1603 1644
1604 if (i < op->nrof) 1645 object *op = deep_clone ();
1605 op->nrof -= i; 1646 op->nrof = nr;
1606 else
1607 {
1608 op->remove ();
1609 op->nrof = 0;
1610 }
1611
1612 /* Since we just removed op, op->above is null */
1613 for (tmp = above; tmp; tmp = tmp->above)
1614 if (tmp->type == PLAYER)
1615 {
1616 if (op->nrof)
1617 esrv_send_item (tmp, op);
1618 else
1619 esrv_del_item (tmp->contr, op->count);
1620 }
1621 }
1622
1623 if (op->nrof)
1624 return op; 1647 return op;
1625 else
1626 {
1627 op->destroy ();
1628 return 0;
1629 }
1630}
1631
1632/*
1633 * add_weight(object, weight) adds the specified weight to an object,
1634 * and also updates how much the environment(s) is/are carrying.
1635 */
1636void
1637add_weight (object *op, signed long weight)
1638{
1639 while (op != NULL)
1640 {
1641 if (op->type == CONTAINER)
1642 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1643
1644 op->carrying += weight;
1645 op = op->env;
1646 } 1648 }
1647} 1649}
1648 1650
1649object * 1651object *
1650insert_ob_in_ob (object *op, object *where) 1652insert_ob_in_ob (object *op, object *where)
1675 * be != op, if items are merged. -Tero 1677 * be != op, if items are merged. -Tero
1676 */ 1678 */
1677object * 1679object *
1678object::insert (object *op) 1680object::insert (object *op)
1679{ 1681{
1680 object *tmp, *otmp;
1681
1682 if (!QUERY_FLAG (op, FLAG_REMOVED))
1683 op->remove ();
1684
1685 if (op->more) 1682 if (op->more)
1686 { 1683 {
1687 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1684 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1688 return op; 1685 return op;
1689 } 1686 }
1690 1687
1691 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1688 op->remove ();
1692 CLEAR_FLAG (op, FLAG_REMOVED); 1689
1690 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1691
1693 if (op->nrof) 1692 if (op->nrof)
1694 {
1695 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1693 for (object *tmp = inv; tmp; tmp = tmp->below)
1696 if (object::can_merge (tmp, op)) 1694 if (object::can_merge (tmp, op))
1697 { 1695 {
1698 /* return the original object and remove inserted object 1696 /* return the original object and remove inserted object
1699 (client needs the original object) */ 1697 (client needs the original object) */
1700 tmp->nrof += op->nrof; 1698 tmp->nrof += op->nrof;
1701 /* Weight handling gets pretty funky. Since we are adding to 1699
1702 * tmp->nrof, we need to increase the weight. 1700 if (object *pl = tmp->visible_to ())
1703 */ 1701 esrv_update_item (UPD_NROF, pl, tmp);
1702
1704 add_weight (this, op->weight * op->nrof); 1703 adjust_weight (this, op->total_weight ());
1705 SET_FLAG (op, FLAG_REMOVED); 1704
1706 op->destroy (); /* free the inserted object */ 1705 op->destroy ();
1707 op = tmp; 1706 op = tmp;
1708 op->remove (); /* and fix old object's links */ 1707 goto inserted;
1709 CLEAR_FLAG (op, FLAG_REMOVED);
1710 break;
1711 } 1708 }
1712 1709
1713 /* I assume combined objects have no inventory 1710 op->owner = 0; // it's his/hers now. period.
1714 * We add the weight - this object could have just been removed
1715 * (if it was possible to merge). calling remove_ob will subtract
1716 * the weight, so we need to add it in again, since we actually do
1717 * the linking below
1718 */
1719 add_weight (this, op->weight * op->nrof);
1720 }
1721 else
1722 add_weight (this, (op->weight + op->carrying));
1723
1724 otmp = this->in_player ();
1725 if (otmp && otmp->contr)
1726 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1727 otmp->update_stats ();
1728
1729 op->map = 0; 1711 op->map = 0;
1730 op->env = this; 1712 op->x = 0;
1713 op->y = 0;
1714
1731 op->above = 0; 1715 op->above = 0;
1732 op->below = 0; 1716 op->below = inv;
1733 op->x = 0, op->y = 0; 1717 op->env = this;
1734 1718
1719 if (inv)
1720 inv->above = op;
1721
1722 inv = op;
1723
1724 op->flag [FLAG_REMOVED] = 0;
1725
1726 if (object *pl = op->visible_to ())
1727 esrv_send_item (pl, op);
1728
1729 adjust_weight (this, op->total_weight ());
1730
1731inserted:
1735 /* reset the light list and los of the players on the map */ 1732 /* reset the light list and los of the players on the map */
1736 if ((op->glow_radius != 0) && map) 1733 if (op->glow_radius && is_on_map ())
1737 { 1734 {
1738#ifdef DEBUG_LIGHTS 1735 update_stats ();
1739 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1740#endif /* DEBUG_LIGHTS */
1741 if (map->darkness)
1742 update_all_los (map, x, y); 1736 update_all_los (map, x, y);
1743 }
1744
1745 /* Client has no idea of ordering so lets not bother ordering it here.
1746 * It sure simplifies this function...
1747 */
1748 if (!inv)
1749 inv = op;
1750 else
1751 { 1737 }
1752 op->below = inv; 1738 else if (is_player ())
1753 op->below->above = op; 1739 // if this is a player's inventory, update stats
1754 inv = op; 1740 contr->queue_stats_update ();
1755 }
1756 1741
1757 INVOKE_OBJECT (INSERT, this); 1742 INVOKE_OBJECT (INSERT, this);
1758 1743
1759 return op; 1744 return op;
1760} 1745}
1780 * on top. 1765 * on top.
1781 */ 1766 */
1782int 1767int
1783check_move_on (object *op, object *originator) 1768check_move_on (object *op, object *originator)
1784{ 1769{
1770 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1771 return 0;
1772
1785 object *tmp; 1773 object *tmp;
1786 maptile *m = op->map; 1774 maptile *m = op->map;
1787 int x = op->x, y = op->y; 1775 int x = op->x, y = op->y;
1788 1776
1789 MoveType move_on, move_slow, move_block; 1777 mapspace &ms = m->at (x, y);
1790 1778
1791 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1779 ms.update ();
1792 return 0;
1793 1780
1794 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1781 MoveType move_on = ms.move_on;
1795 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1782 MoveType move_slow = ms.move_slow;
1796 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1783 MoveType move_block = ms.move_block;
1797 1784
1798 /* if nothing on this space will slow op down or be applied, 1785 /* if nothing on this space will slow op down or be applied,
1799 * no need to do checking below. have to make sure move_type 1786 * no need to do checking below. have to make sure move_type
1800 * is set, as lots of objects don't have it set - we treat that 1787 * is set, as lots of objects don't have it set - we treat that
1801 * as walking. 1788 * as walking.
1812 return 0; 1799 return 0;
1813 1800
1814 /* The objects have to be checked from top to bottom. 1801 /* The objects have to be checked from top to bottom.
1815 * Hence, we first go to the top: 1802 * Hence, we first go to the top:
1816 */ 1803 */
1817 1804 for (object *next, *tmp = ms.top; tmp; tmp = next)
1818 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1819 {
1820 /* Trim the search when we find the first other spell effect
1821 * this helps performance so that if a space has 50 spell objects,
1822 * we don't need to check all of them.
1823 */
1824 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1825 break;
1826 } 1805 {
1806 next = tmp->below;
1827 1807
1828 for (; tmp; tmp = tmp->below)
1829 {
1830 if (tmp == op) 1808 if (tmp == op)
1831 continue; /* Can't apply yourself */ 1809 continue; /* Can't apply yourself */
1832 1810
1833 /* Check to see if one of the movement types should be slowed down. 1811 /* Check to see if one of the movement types should be slowed down.
1834 * Second check makes sure that the movement types not being slowed 1812 * Second check makes sure that the movement types not being slowed
1839 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1817 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1840 { 1818 {
1841 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1819 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1842 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1820 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1843 { 1821 {
1844
1845 float
1846 diff = tmp->move_slow_penalty * fabs (op->speed); 1822 float diff = tmp->move_slow_penalty * fabs (op->speed);
1847 1823
1848 if (op->type == PLAYER) 1824 if (op->is_player ())
1849 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1825 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1850 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1826 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1851 diff /= 4.0; 1827 diff /= 4.0;
1852 1828
1853 op->speed_left -= diff; 1829 op->speed_left -= diff;
1854 } 1830 }
1855 } 1831 }
1888 LOG (llevError, "Present_arch called outside map.\n"); 1864 LOG (llevError, "Present_arch called outside map.\n");
1889 return NULL; 1865 return NULL;
1890 } 1866 }
1891 1867
1892 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1868 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1893 if (tmp->arch == at) 1869 if (tmp->arch->archname == at->archname)
1894 return tmp; 1870 return tmp;
1895 1871
1896 return NULL; 1872 return NULL;
1897} 1873}
1898 1874
1962 * The first matching object is returned, or NULL if none. 1938 * The first matching object is returned, or NULL if none.
1963 */ 1939 */
1964object * 1940object *
1965present_arch_in_ob (const archetype *at, const object *op) 1941present_arch_in_ob (const archetype *at, const object *op)
1966{ 1942{
1967 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1943 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1968 if (tmp->arch == at) 1944 if (tmp->arch->archname == at->archname)
1969 return tmp; 1945 return tmp;
1970 1946
1971 return NULL; 1947 return NULL;
1972} 1948}
1973 1949
1975 * activate recursively a flag on an object inventory 1951 * activate recursively a flag on an object inventory
1976 */ 1952 */
1977void 1953void
1978flag_inv (object *op, int flag) 1954flag_inv (object *op, int flag)
1979{ 1955{
1980 if (op->inv)
1981 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1956 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1982 { 1957 {
1983 SET_FLAG (tmp, flag); 1958 SET_FLAG (tmp, flag);
1984 flag_inv (tmp, flag); 1959 flag_inv (tmp, flag);
1985 } 1960 }
1986} 1961}
1987 1962
1988/* 1963/*
1989 * deactivate recursively a flag on an object inventory 1964 * deactivate recursively a flag on an object inventory
1990 */ 1965 */
1991void 1966void
1992unflag_inv (object *op, int flag) 1967unflag_inv (object *op, int flag)
1993{ 1968{
1994 if (op->inv)
1995 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1969 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1996 { 1970 {
1997 CLEAR_FLAG (tmp, flag); 1971 CLEAR_FLAG (tmp, flag);
1998 unflag_inv (tmp, flag); 1972 unflag_inv (tmp, flag);
1999 } 1973 }
2000} 1974}
2001 1975
2002/* 1976/*
2003 * find_free_spot(object, map, x, y, start, stop) will search for 1977 * find_free_spot(object, map, x, y, start, stop) will search for
2004 * a spot at the given map and coordinates which will be able to contain 1978 * a spot at the given map and coordinates which will be able to contain
2006 * to search (see the freearr_x/y[] definition). 1980 * to search (see the freearr_x/y[] definition).
2007 * It returns a random choice among the alternatives found. 1981 * It returns a random choice among the alternatives found.
2008 * start and stop are where to start relative to the free_arr array (1,9 1982 * start and stop are where to start relative to the free_arr array (1,9
2009 * does all 4 immediate directions). This returns the index into the 1983 * does all 4 immediate directions). This returns the index into the
2010 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1984 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2011 * Note - this only checks to see if there is space for the head of the
2012 * object - if it is a multispace object, this should be called for all
2013 * pieces.
2014 * Note2: This function does correctly handle tiled maps, but does not 1985 * Note: This function does correctly handle tiled maps, but does not
2015 * inform the caller. However, insert_ob_in_map will update as 1986 * inform the caller. However, insert_ob_in_map will update as
2016 * necessary, so the caller shouldn't need to do any special work. 1987 * necessary, so the caller shouldn't need to do any special work.
2017 * Note - updated to take an object instead of archetype - this is necessary 1988 * Note - updated to take an object instead of archetype - this is necessary
2018 * because arch_blocked (now ob_blocked) needs to know the movement type 1989 * because arch_blocked (now ob_blocked) needs to know the movement type
2019 * to know if the space in question will block the object. We can't use 1990 * to know if the space in question will block the object. We can't use
2021 * customized, changed states, etc. 1992 * customized, changed states, etc.
2022 */ 1993 */
2023int 1994int
2024find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1995find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2025{ 1996{
1997 int altern[SIZEOFFREE];
2026 int index = 0, flag; 1998 int index = 0, flag;
2027 int altern[SIZEOFFREE];
2028 1999
2029 for (int i = start; i < stop; i++) 2000 for (int i = start; i < stop; i++)
2030 { 2001 {
2031 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2002 mapxy pos (m, x, y); pos.move (i);
2032 if (!flag) 2003
2004 if (!pos.normalise ())
2005 continue;
2006
2007 mapspace &ms = *pos;
2008
2009 if (ms.flags () & P_IS_ALIVE)
2010 continue;
2011
2012 /* However, often
2013 * ob doesn't have any move type (when used to place exits)
2014 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2015 */
2016 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2017 {
2033 altern [index++] = i; 2018 altern [index++] = i;
2019 continue;
2020 }
2034 2021
2035 /* Basically, if we find a wall on a space, we cut down the search size. 2022 /* Basically, if we find a wall on a space, we cut down the search size.
2036 * In this way, we won't return spaces that are on another side of a wall. 2023 * In this way, we won't return spaces that are on another side of a wall.
2037 * This mostly work, but it cuts down the search size in all directions - 2024 * This mostly work, but it cuts down the search size in all directions -
2038 * if the space being examined only has a wall to the north and empty 2025 * if the space being examined only has a wall to the north and empty
2039 * spaces in all the other directions, this will reduce the search space 2026 * spaces in all the other directions, this will reduce the search space
2040 * to only the spaces immediately surrounding the target area, and 2027 * to only the spaces immediately surrounding the target area, and
2041 * won't look 2 spaces south of the target space. 2028 * won't look 2 spaces south of the target space.
2042 */ 2029 */
2043 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2030 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2031 {
2044 stop = maxfree[i]; 2032 stop = maxfree[i];
2033 continue;
2034 }
2035
2036 /* Note it is intentional that we check ob - the movement type of the
2037 * head of the object should correspond for the entire object.
2038 */
2039 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2040 continue;
2041
2042 if (ob->blocked (pos.m, pos.x, pos.y))
2043 continue;
2044
2045 altern [index++] = i;
2045 } 2046 }
2046 2047
2047 if (!index) 2048 if (!index)
2048 return -1; 2049 return -1;
2049 2050
2058 */ 2059 */
2059int 2060int
2060find_first_free_spot (const object *ob, maptile *m, int x, int y) 2061find_first_free_spot (const object *ob, maptile *m, int x, int y)
2061{ 2062{
2062 for (int i = 0; i < SIZEOFFREE; i++) 2063 for (int i = 0; i < SIZEOFFREE; i++)
2063 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2064 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2064 return i; 2065 return i;
2065 2066
2066 return -1; 2067 return -1;
2067} 2068}
2068 2069
2114 * there is capable of. 2115 * there is capable of.
2115 */ 2116 */
2116int 2117int
2117find_dir (maptile *m, int x, int y, object *exclude) 2118find_dir (maptile *m, int x, int y, object *exclude)
2118{ 2119{
2119 int i, max = SIZEOFFREE, mflags; 2120 int max = SIZEOFFREE, mflags;
2120
2121 sint16 nx, ny;
2122 object *tmp;
2123 maptile *mp;
2124
2125 MoveType blocked, move_type; 2121 MoveType move_type;
2126 2122
2127 if (exclude && exclude->head_ () != exclude) 2123 if (exclude && exclude->head_ () != exclude)
2128 { 2124 {
2129 exclude = exclude->head; 2125 exclude = exclude->head;
2130 move_type = exclude->move_type; 2126 move_type = exclude->move_type;
2133 { 2129 {
2134 /* If we don't have anything, presume it can use all movement types. */ 2130 /* If we don't have anything, presume it can use all movement types. */
2135 move_type = MOVE_ALL; 2131 move_type = MOVE_ALL;
2136 } 2132 }
2137 2133
2138 for (i = 1; i < max; i++) 2134 for (int i = 1; i < max; i++)
2139 { 2135 {
2140 mp = m; 2136 mapxy pos (m, x, y);
2141 nx = x + freearr_x[i]; 2137 pos.move (i);
2142 ny = y + freearr_y[i];
2143 2138
2144 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2139 if (!pos.normalise ())
2145
2146 if (mflags & P_OUT_OF_MAP)
2147 max = maxfree[i]; 2140 max = maxfree[i];
2148 else 2141 else
2149 { 2142 {
2150 mapspace &ms = mp->at (nx, ny); 2143 mapspace &ms = *pos;
2151 2144
2152 blocked = ms.move_block;
2153
2154 if ((move_type & blocked) == move_type) 2145 if ((move_type & ms.move_block) == move_type)
2155 max = maxfree[i]; 2146 max = maxfree [i];
2156 else if (mflags & P_IS_ALIVE) 2147 else if (ms.flags () & P_IS_ALIVE)
2157 { 2148 {
2158 for (tmp = ms.bot; tmp; tmp = tmp->above) 2149 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2159 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2150 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2160 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2151 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2161 break;
2162
2163 if (tmp)
2164 return freedir[i]; 2152 return freedir [i];
2165 } 2153 }
2166 } 2154 }
2167 } 2155 }
2168 2156
2169 return 0; 2157 return 0;
2244 * This basically means that if direction is 15, then it could either go 2232 * This basically means that if direction is 15, then it could either go
2245 * direction 4, 14, or 16 to get back to where we are. 2233 * direction 4, 14, or 16 to get back to where we are.
2246 * Moved from spell_util.c to object.c with the other related direction 2234 * Moved from spell_util.c to object.c with the other related direction
2247 * functions. 2235 * functions.
2248 */ 2236 */
2249int reduction_dir[SIZEOFFREE][3] = { 2237static const int reduction_dir[SIZEOFFREE][3] = {
2250 {0, 0, 0}, /* 0 */ 2238 {0, 0, 0}, /* 0 */
2251 {0, 0, 0}, /* 1 */ 2239 {0, 0, 0}, /* 1 */
2252 {0, 0, 0}, /* 2 */ 2240 {0, 0, 0}, /* 2 */
2253 {0, 0, 0}, /* 3 */ 2241 {0, 0, 0}, /* 3 */
2254 {0, 0, 0}, /* 4 */ 2242 {0, 0, 0}, /* 4 */
2345 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2333 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2346 * core dumps if they do. 2334 * core dumps if they do.
2347 * 2335 *
2348 * Add a check so we can't pick up invisible objects (0.93.8) 2336 * Add a check so we can't pick up invisible objects (0.93.8)
2349 */ 2337 */
2350
2351int 2338int
2352can_pick (const object *who, const object *item) 2339can_pick (const object *who, const object *item)
2353{ 2340{
2354 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2341 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2355 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2342 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2356 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2343 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2357} 2344}
2358 2345
2359/* 2346/*
2360 * create clone from object to another 2347 * create clone from object to another
2361 */ 2348 */
2362object * 2349object *
2363object_create_clone (object *asrc) 2350object::deep_clone ()
2364{ 2351{
2365 object *dst = 0, *tmp, *src, *prev, *item; 2352 assert (("deep_clone called on non-head object", is_head ()));
2366 2353
2367 if (!asrc) 2354 object *dst = clone ();
2368 return 0;
2369 2355
2370 src = asrc->head_ (); 2356 object *prev = dst;
2371
2372 prev = 0;
2373 for (object *part = src; part; part = part->more) 2357 for (object *part = this->more; part; part = part->more)
2374 { 2358 {
2375 tmp = part->clone (); 2359 object *tmp = part->clone ();
2376 tmp->x -= src->x;
2377 tmp->y -= src->y;
2378
2379 if (!part->head)
2380 {
2381 dst = tmp;
2382 tmp->head = 0;
2383 }
2384 else
2385 tmp->head = dst; 2360 tmp->head = dst;
2386
2387 tmp->more = 0;
2388
2389 if (prev)
2390 prev->more = tmp; 2361 prev->more = tmp;
2391
2392 prev = tmp; 2362 prev = tmp;
2393 } 2363 }
2394 2364
2395 for (item = src->inv; item; item = item->below) 2365 for (object *item = inv; item; item = item->below)
2396 insert_ob_in_ob (object_create_clone (item), dst); 2366 insert_ob_in_ob (item->deep_clone (), dst);
2397 2367
2398 return dst; 2368 return dst;
2399} 2369}
2400 2370
2401/* This returns the first object in who's inventory that 2371/* This returns the first object in who's inventory that
2410 return tmp; 2380 return tmp;
2411 2381
2412 return 0; 2382 return 0;
2413} 2383}
2414 2384
2415/* If ob has a field named key, return the link from the list, 2385shstr_tmp
2416 * otherwise return NULL. 2386object::kv_get (shstr_tmp key) const
2417 *
2418 * key must be a passed in shared string - otherwise, this won't
2419 * do the desired thing.
2420 */
2421key_value *
2422get_ob_key_link (const object *ob, const char *key)
2423{ 2387{
2424 for (key_value *link = ob->key_values; link; link = link->next) 2388 for (key_value *kv = key_values; kv; kv = kv->next)
2425 if (link->key == key) 2389 if (kv->key == key)
2426 return link;
2427
2428 return 0;
2429}
2430
2431/*
2432 * Returns the value of op has an extra_field for key, or NULL.
2433 *
2434 * The argument doesn't need to be a shared string.
2435 *
2436 * The returned string is shared.
2437 */
2438const char *
2439get_ob_key_value (const object *op, const char *const key)
2440{
2441 key_value *link;
2442 shstr_cmp canonical_key (key);
2443
2444 if (!canonical_key)
2445 {
2446 /* 1. There being a field named key on any object
2447 * implies there'd be a shared string to find.
2448 * 2. Since there isn't, no object has this field.
2449 * 3. Therefore, *this* object doesn't have this field.
2450 */
2451 return 0;
2452 }
2453
2454 /* This is copied from get_ob_key_link() above -
2455 * only 4 lines, and saves the function call overhead.
2456 */
2457 for (link = op->key_values; link; link = link->next)
2458 if (link->key == canonical_key)
2459 return link->value; 2390 return kv->value;
2460 2391
2461 return 0; 2392 return shstr ();
2462} 2393}
2463 2394
2464/* 2395void
2465 * Updates the canonical_key in op to value. 2396object::kv_set (shstr_tmp key, shstr_tmp value)
2466 *
2467 * canonical_key is a shared string (value doesn't have to be).
2468 *
2469 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2470 * keys.
2471 *
2472 * Returns TRUE on success.
2473 */
2474int
2475set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2476{ 2397{
2477 key_value *field = NULL, *last = NULL; 2398 for (key_value *kv = key_values; kv; kv = kv->next)
2478 2399 if (kv->key == key)
2479 for (field = op->key_values; field != NULL; field = field->next)
2480 {
2481 if (field->key != canonical_key)
2482 { 2400 {
2483 last = field; 2401 kv->value = value;
2484 continue; 2402 return;
2485 } 2403 }
2486 2404
2487 if (value) 2405 key_value *kv = new key_value;
2488 field->value = value; 2406
2489 else 2407 kv->next = key_values;
2408 kv->key = key;
2409 kv->value = value;
2410
2411 key_values = kv;
2412}
2413
2414void
2415object::kv_del (shstr_tmp key)
2416{
2417 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2418 if ((*kvp)->key == key)
2490 { 2419 {
2491 /* Basically, if the archetype has this key set, 2420 key_value *kv = *kvp;
2492 * we need to store the null value so when we save 2421 *kvp = (*kvp)->next;
2493 * it, we save the empty value so that when we load, 2422 delete kv;
2494 * we get this value back again. 2423 return;
2495 */
2496 if (get_ob_key_link (op->arch, canonical_key))
2497 field->value = 0;
2498 else
2499 {
2500 if (last)
2501 last->next = field->next;
2502 else
2503 op->key_values = field->next;
2504
2505 delete field;
2506 }
2507 } 2424 }
2508 return TRUE;
2509 }
2510 /* IF we get here, key doesn't exist */
2511
2512 /* No field, we'll have to add it. */
2513
2514 if (!add_key)
2515 return FALSE;
2516
2517 /* There isn't any good reason to store a null
2518 * value in the key/value list. If the archetype has
2519 * this key, then we should also have it, so shouldn't
2520 * be here. If user wants to store empty strings,
2521 * should pass in ""
2522 */
2523 if (value == NULL)
2524 return TRUE;
2525
2526 field = new key_value;
2527
2528 field->key = canonical_key;
2529 field->value = value;
2530 /* Usual prepend-addition. */
2531 field->next = op->key_values;
2532 op->key_values = field;
2533
2534 return TRUE;
2535}
2536
2537/*
2538 * Updates the key in op to value.
2539 *
2540 * If add_key is FALSE, this will only update existing keys,
2541 * and not add new ones.
2542 * In general, should be little reason FALSE is ever passed in for add_key
2543 *
2544 * Returns TRUE on success.
2545 */
2546int
2547set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2548{
2549 shstr key_ (key);
2550
2551 return set_ob_key_value_s (op, key_, value, add_key);
2552} 2425}
2553 2426
2554object::depth_iterator::depth_iterator (object *container) 2427object::depth_iterator::depth_iterator (object *container)
2555: iterator_base (container) 2428: iterator_base (container)
2556{ 2429{
2606{ 2479{
2607 char flagdesc[512]; 2480 char flagdesc[512];
2608 char info2[256 * 4]; 2481 char info2[256 * 4];
2609 char *p = info; 2482 char *p = info;
2610 2483
2611 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2484 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2612 count, uuid.seq, 2485 count,
2486 uuid.c_str (),
2613 &name, 2487 &name,
2614 title ? "\",title:\"" : "", 2488 title ? ",title:\"" : "",
2615 title ? (const char *)title : "", 2489 title ? (const char *)title : "",
2490 title ? "\"" : "",
2616 flag_desc (flagdesc, 512), type); 2491 flag_desc (flagdesc, 512), type);
2617 2492
2618 if (env) 2493 if (!flag[FLAG_REMOVED] && env)
2619 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2494 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2620 2495
2621 if (map) 2496 if (map)
2622 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2497 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2623 2498
2638{ 2513{
2639 return map ? map->region (x, y) 2514 return map ? map->region (x, y)
2640 : region::default_region (); 2515 : region::default_region ();
2641} 2516}
2642 2517
2643const materialtype_t *
2644object::dominant_material () const
2645{
2646 if (materialtype_t *mt = name_to_material (materialname))
2647 return mt;
2648
2649 return name_to_material (shstr_unknown);
2650}
2651
2652void 2518void
2653object::open_container (object *new_container) 2519object::open_container (object *new_container)
2654{ 2520{
2655 if (container == new_container) 2521 if (container == new_container)
2656 return; 2522 return;
2657 2523
2658 if (object *old_container = container) 2524 object *old_container = container;
2525
2526 if (old_container)
2659 { 2527 {
2660 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2528 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2661 return; 2529 return;
2662 2530
2663#if 0 2531#if 0
2665 if (object *closer = old_container->inv) 2533 if (object *closer = old_container->inv)
2666 if (closer->type == CLOSE_CON) 2534 if (closer->type == CLOSE_CON)
2667 closer->destroy (); 2535 closer->destroy ();
2668#endif 2536#endif
2669 2537
2538 // make sure the container is available
2539 esrv_send_item (this, old_container);
2540
2670 old_container->flag [FLAG_APPLIED] = 0; 2541 old_container->flag [FLAG_APPLIED] = false;
2671 container = 0; 2542 container = 0;
2672 2543
2544 // client needs item update to make it work, client bug requires this to be separate
2673 esrv_update_item (UPD_FLAGS, this, old_container); 2545 esrv_update_item (UPD_FLAGS, this, old_container);
2546
2674 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2547 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2548 play_sound (sound_find ("chest_close"));
2675 } 2549 }
2676 2550
2677 if (new_container) 2551 if (new_container)
2678 { 2552 {
2679 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2553 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2688 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2562 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2689 new_container->insert (closer); 2563 new_container->insert (closer);
2690 } 2564 }
2691#endif 2565#endif
2692 2566
2693 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2567 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2694 2568
2569 // make sure the container is available, client bug requires this to be separate
2570 esrv_send_item (this, new_container);
2571
2695 new_container->flag [FLAG_APPLIED] = 1; 2572 new_container->flag [FLAG_APPLIED] = true;
2696 container = new_container; 2573 container = new_container;
2697 2574
2575 // client needs flag change
2698 esrv_update_item (UPD_FLAGS, this, new_container); 2576 esrv_update_item (UPD_FLAGS, this, new_container);
2699 esrv_send_inventory (this, new_container); 2577 esrv_send_inventory (this, new_container);
2578 play_sound (sound_find ("chest_open"));
2700 } 2579 }
2580// else if (!old_container->env && contr && contr->ns)
2581// contr->ns->floorbox_reset ();
2701} 2582}
2702 2583
2703object * 2584object *
2704object::force_find (const shstr name) 2585object::force_find (shstr_tmp name)
2705{ 2586{
2706 /* cycle through his inventory to look for the MARK we want to 2587 /* cycle through his inventory to look for the MARK we want to
2707 * place 2588 * place
2708 */ 2589 */
2709 for (object *tmp = inv; tmp; tmp = tmp->below) 2590 for (object *tmp = inv; tmp; tmp = tmp->below)
2711 return splay (tmp); 2592 return splay (tmp);
2712 2593
2713 return 0; 2594 return 0;
2714} 2595}
2715 2596
2597//-GPL
2598
2716void 2599void
2600object::force_set_timer (int duration)
2601{
2602 this->duration = 1;
2603 this->speed_left = -1.f;
2604
2605 this->set_speed (duration ? 1.f / duration : 0.f);
2606}
2607
2608object *
2717object::force_add (const shstr name, int duration) 2609object::force_add (shstr_tmp name, int duration)
2718{ 2610{
2719 if (object *force = force_find (name)) 2611 if (object *force = force_find (name))
2720 force->destroy (); 2612 force->destroy ();
2721 2613
2722 object *force = get_archetype (FORCE_NAME); 2614 object *force = get_archetype (FORCE_NAME);
2723 2615
2724 force->slaying = name; 2616 force->slaying = name;
2725 force->stats.food = 1; 2617 force->force_set_timer (duration);
2726 force->speed_left = -1.f;
2727
2728 force->set_speed (duration ? 1.f / duration : 0.f);
2729 force->flag [FLAG_IS_USED_UP] = true;
2730 force->flag [FLAG_APPLIED] = true; 2618 force->flag [FLAG_APPLIED] = true;
2731 2619
2620 return insert (force);
2621}
2622
2623void
2624object::play_sound (faceidx sound) const
2625{
2626 if (!sound)
2627 return;
2628
2629 if (is_on_map ())
2630 map->play_sound (sound, x, y);
2631 else if (object *pl = in_player ())
2632 pl->contr->play_sound (sound);
2633}
2634
2635void
2636object::say_msg (const char *msg) const
2637{
2638 if (is_on_map ())
2639 map->say_msg (msg, x, y);
2640 else if (object *pl = in_player ())
2641 pl->contr->play_sound (sound);
2642}
2643
2644void
2645object::make_noise ()
2646{
2647 // we do not model noise in the map, so instead put
2648 // a temporary light into the noise source
2649 // could use the map instead, but that's less reliable for our
2650 // goal, which is to make invisibility a bit harder to exploit
2651
2652 // currently only works sensibly for players
2653 if (!is_player ())
2654 return;
2655
2656 // find old force, or create new one
2657 object *force = force_find (shstr_noise_force);
2658
2659 if (force)
2660 force->speed_left = -1.f; // patch old speed up
2661 else
2662 {
2663 force = archetype::get (shstr_noise_force);
2664
2665 force->slaying = shstr_noise_force;
2666 force->stats.food = 1;
2667 force->speed_left = -1.f;
2668
2669 force->set_speed (1.f / 4.f);
2670 force->flag [FLAG_IS_USED_UP] = true;
2671 force->flag [FLAG_APPLIED] = true;
2672
2732 insert (force); 2673 insert (force);
2674 }
2733} 2675}
2734 2676

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