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Comparing deliantra/server/common/object.C (file contents):
Revision 1.179 by root, Wed Aug 15 04:57:48 2007 UTC vs.
Revision 1.304 by root, Tue Nov 10 16:29:20 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
965 if (is_head ()) 1071 if (is_head ())
966 if (sound_destroy) 1072 if (sound_destroy)
967 play_sound (sound_destroy); 1073 play_sound (sound_destroy);
968 else if (flag [FLAG_MONSTER]) 1074 else if (flag [FLAG_MONSTER])
969 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism 1075 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
970 1076
971 attachable::destroy (); 1077 attachable::destroy ();
972}
973
974/*
975 * sub_weight() recursively (outwards) subtracts a number from the
976 * weight of an object (and what is carried by it's environment(s)).
977 */
978void
979sub_weight (object *op, signed long weight)
980{
981 while (op != NULL)
982 {
983 if (op->type == CONTAINER)
984 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
985
986 op->carrying -= weight;
987 op = op->env;
988 }
989} 1078}
990 1079
991/* op->remove (): 1080/* op->remove ():
992 * 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
993 * 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
996 * the previous environment. 1085 * the previous environment.
997 */ 1086 */
998void 1087void
999object::do_remove () 1088object::do_remove ()
1000{ 1089{
1001 object *tmp, *last = 0; 1090 if (flag [FLAG_REMOVED])
1002 object *otmp;
1003
1004 if (QUERY_FLAG (this, FLAG_REMOVED))
1005 return; 1091 return;
1006 1092
1007 SET_FLAG (this, FLAG_REMOVED);
1008 INVOKE_OBJECT (REMOVE, this); 1093 INVOKE_OBJECT (REMOVE, this);
1094
1095 flag [FLAG_REMOVED] = true;
1009 1096
1010 if (more) 1097 if (more)
1011 more->remove (); 1098 more->remove ();
1012 1099
1013 /* 1100 /*
1014 * In this case, the object to be removed is in someones 1101 * In this case, the object to be removed is in someones
1015 * inventory. 1102 * inventory.
1016 */ 1103 */
1017 if (env) 1104 if (env)
1018 { 1105 {
1019 if (nrof) 1106 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1020 sub_weight (env, weight * nrof); 1107 if (object *pl = visible_to ())
1021 else 1108 esrv_del_item (pl->contr, count);
1022 sub_weight (env, weight + carrying); 1109 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1110
1111 adjust_weight (env, -total_weight ());
1112
1113 object *pl = in_player ();
1114
1115 /* we set up values so that it could be inserted into
1116 * the map, but we don't actually do that - it is up
1117 * to the caller to decide what we want to do.
1118 */
1119 map = env->map;
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;
1129 env = 0;
1023 1130
1024 /* NO_FIX_PLAYER is set when a great many changes are being 1131 /* NO_FIX_PLAYER is set when a great many changes are being
1025 * made to players inventory. If set, avoiding the call 1132 * made to players inventory. If set, avoiding the call
1026 * to save cpu time. 1133 * to save cpu time.
1027 */ 1134 */
1028 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1135 if (pl)
1136 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1137 {
1029 otmp->update_stats (); 1138 pl->update_stats ();
1030 1139
1031 if (above) 1140 if (glow_radius && pl->is_on_map ())
1032 above->below = below; 1141 update_all_los (pl->map, pl->x, pl->y);
1033 else 1142 }
1034 env->inv = below;
1035
1036 if (below)
1037 below->above = above;
1038
1039 /* we set up values so that it could be inserted into
1040 * the map, but we don't actually do that - it is up
1041 * to the caller to decide what we want to do.
1042 */
1043 x = env->x, y = env->y;
1044 map = env->map;
1045 above = 0, below = 0;
1046 env = 0;
1047 } 1143 }
1048 else if (map) 1144 else if (map)
1049 { 1145 {
1050 if (type == PLAYER)
1051 {
1052 // leaving a spot always closes any open container on the ground
1053 if (container && !container->env)
1054 // this causes spurious floorbox updates, but it ensures
1055 // that the CLOSE event is being sent.
1056 close_container ();
1057
1058 --map->players;
1059 map->touch ();
1060 }
1061
1062 map->dirty = true; 1146 map->dirty = true;
1063 mapspace &ms = this->ms (); 1147 mapspace &ms = this->ms ();
1064 1148
1149 if (object *pl = ms.player ())
1150 {
1151 if (is_player ())
1152 {
1153 if (!flag [FLAG_WIZPASS])
1154 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1155
1156 // leaving a spot always closes any open container on the ground
1157 if (container && !container->env)
1158 // this causes spurious floorbox updates, but it ensures
1159 // that the CLOSE event is being sent.
1160 close_container ();
1161
1162 --map->players;
1163 map->touch ();
1164 }
1165 else if (pl->container_ () == this)
1166 {
1167 // removing a container should close it
1168 close_container ();
1169 }
1170
1171 esrv_del_item (pl->contr, count);
1172 }
1173
1065 /* link the object above us */ 1174 /* link the object above us */
1066 if (above) 1175 // re-link, make sure compiler can easily use cmove
1067 above->below = below; 1176 *(above ? &above->below : &ms.top) = below;
1068 else 1177 *(below ? &below->above : &ms.bot) = above;
1069 ms.top = below; /* we were top, set new top */
1070
1071 /* Relink the object below us, if there is one */
1072 if (below)
1073 below->above = above;
1074 else
1075 {
1076 /* Nothing below, which means we need to relink map object for this space
1077 * use translated coordinates in case some oddness with map tiling is
1078 * evident
1079 */
1080 if (GET_MAP_OB (map, x, y) != this)
1081 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 ());
1082
1083 ms.bot = above; /* goes on above it. */
1084 }
1085 1178
1086 above = 0; 1179 above = 0;
1087 below = 0; 1180 below = 0;
1088 1181
1182 ms.invalidate ();
1183
1089 if (map->in_memory == MAP_SAVING) 1184 if (map->in_memory == MAP_SAVING)
1090 return; 1185 return;
1091 1186
1092 int check_walk_off = !flag [FLAG_NO_APPLY]; 1187 int check_walk_off = !flag [FLAG_NO_APPLY];
1093 1188
1094 if (object *pl = ms.player ()) 1189 if (object *pl = ms.player ())
1095 { 1190 {
1096 if (pl->container == this) 1191 if (pl->container_ () == this)
1097 /* If a container that the player is currently using somehow gets 1192 /* If a container that the player is currently using somehow gets
1098 * removed (most likely destroyed), update the player view 1193 * removed (most likely destroyed), update the player view
1099 * appropriately. 1194 * appropriately.
1100 */ 1195 */
1101 pl->close_container (); 1196 pl->close_container ();
1102 1197
1198 //TODO: the floorbox prev/next might need updating
1199 //esrv_del_item (pl->contr, count);
1200 //TODO: update floorbox to preserve ordering
1201 if (pl->contr->ns)
1103 pl->contr->ns->floorbox_update (); 1202 pl->contr->ns->floorbox_update ();
1104 } 1203 }
1105 1204
1205 if (check_walk_off)
1106 for (tmp = ms.bot; tmp; tmp = tmp->above) 1206 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1107 { 1207 {
1208 above = tmp->above;
1209
1108 /* No point updating the players look faces if he is the object 1210 /* No point updating the players look faces if he is the object
1109 * being removed. 1211 * being removed.
1110 */ 1212 */
1111 1213
1112 /* See if object moving off should effect something */ 1214 /* See if object moving off should effect something */
1113 if (check_walk_off
1114 && ((move_type & tmp->move_off) 1215 if ((move_type & tmp->move_off)
1115 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1216 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1116 {
1117 move_apply (tmp, this, 0); 1217 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 } 1218 }
1122 1219
1123 last = tmp; 1220 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); 1221 update_all_los (map, x, y);
1135 } 1222 }
1136} 1223}
1137 1224
1138/* 1225/*
1147merge_ob (object *op, object *top) 1234merge_ob (object *op, object *top)
1148{ 1235{
1149 if (!op->nrof) 1236 if (!op->nrof)
1150 return 0; 1237 return 0;
1151 1238
1152 if (top) 1239 if (!top)
1153 for (top = op; top && top->above; top = top->above) 1240 for (top = op; top && top->above; top = top->above)
1154 ; 1241 ;
1155 1242
1156 for (; top; top = top->below) 1243 for (; top; top = top->below)
1157 {
1158 if (top == op)
1159 continue;
1160
1161 if (object::can_merge (op, top)) 1244 if (object::can_merge (op, top))
1162 { 1245 {
1163 top->nrof += op->nrof; 1246 top->nrof += op->nrof;
1164 1247
1165/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1248 if (object *pl = top->visible_to ())
1166 op->weight = 0; /* Don't want any adjustements now */ 1249 esrv_update_item (UPD_NROF, pl, top);
1250
1251 op->weight = 0; // cancel the addition above
1252 op->carrying = 0; // must be 0 already
1253
1167 op->destroy (); 1254 op->destroy ();
1255
1168 return top; 1256 return top;
1169 } 1257 }
1170 }
1171 1258
1172 return 0; 1259 return 0;
1173} 1260}
1174 1261
1175void 1262void
1200 * job preparing multi-part monsters. 1287 * job preparing multi-part monsters.
1201 */ 1288 */
1202object * 1289object *
1203insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1290insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1204{ 1291{
1292 op->remove ();
1293
1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1294 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1206 { 1295 {
1207 tmp->x = x + tmp->arch->x; 1296 tmp->x = x + tmp->arch->x;
1208 tmp->y = y + tmp->arch->y; 1297 tmp->y = y + tmp->arch->y;
1209 } 1298 }
1232 * just 'op' otherwise 1321 * just 'op' otherwise
1233 */ 1322 */
1234object * 1323object *
1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1324insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1236{ 1325{
1237 assert (!op->flag [FLAG_FREED]);
1238
1239 object *top, *floor = NULL;
1240
1241 op->remove (); 1326 op->remove ();
1242 1327
1243 if (out_of_map (m, op->x, op->y)) 1328 if (m == &freed_map)//D TODO: remove soon
1244 { 1329 {//D
1245 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ()); 1330 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1246#ifdef MANY_CORES
1247 /* Better to catch this here, as otherwise the next use of this object
1248 * is likely to cause a crash. Better to find out where it is getting
1249 * improperly inserted.
1250 */
1251 abort ();
1252#endif
1253 return op;
1254 } 1331 }//D
1255
1256 if (object *more = op->more)
1257 if (!insert_ob_in_map (more, m, originator, flag))
1258 return 0;
1259
1260 CLEAR_FLAG (op, FLAG_REMOVED);
1261 1332
1262 /* Ideally, the caller figures this out. However, it complicates a lot 1333 /* Ideally, the caller figures this out. However, it complicates a lot
1263 * of areas of callers (eg, anything that uses find_free_spot would now 1334 * of areas of callers (eg, anything that uses find_free_spot would now
1264 * need extra work 1335 * need extra work
1265 */ 1336 */
1337 maptile *newmap = m;
1266 if (!xy_normalise (m, op->x, op->y)) 1338 if (!xy_normalise (newmap, op->x, op->y))
1339 {
1340 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1267 return 0; 1341 return 0;
1342 }
1268 1343
1344 if (object *more = op->more)
1345 if (!insert_ob_in_map (more, m, originator, flag))
1346 return 0;
1347
1348 op->flag [FLAG_REMOVED] = false;
1349 op->env = 0;
1269 op->map = m; 1350 op->map = newmap;
1351
1270 mapspace &ms = op->ms (); 1352 mapspace &ms = op->ms ();
1271 1353
1272 /* this has to be done after we translate the coordinates. 1354 /* this has to be done after we translate the coordinates.
1273 */ 1355 */
1274 if (op->nrof && !(flag & INS_NO_MERGE)) 1356 if (op->nrof && !(flag & INS_NO_MERGE))
1275 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1357 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1276 if (object::can_merge (op, tmp)) 1358 if (object::can_merge (op, tmp))
1277 { 1359 {
1360 // TODO: we actually want to update tmp, not op,
1361 // but some caller surely breaks when we return tmp
1362 // from here :/
1278 op->nrof += tmp->nrof; 1363 op->nrof += tmp->nrof;
1279 tmp->destroy (); 1364 tmp->destroy ();
1280 } 1365 }
1281 1366
1282 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1367 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1291 { 1376 {
1292 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1377 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1293 abort (); 1378 abort ();
1294 } 1379 }
1295 1380
1381 if (!originator->is_on_map ())
1382 {
1383 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1384 op->debug_desc (), originator->debug_desc ());
1385 abort ();
1386 }
1387
1296 op->above = originator; 1388 op->above = originator;
1297 op->below = originator->below; 1389 op->below = originator->below;
1298
1299 if (op->below)
1300 op->below->above = op;
1301 else
1302 ms.bot = op;
1303
1304 /* since *below* originator, no need to update top */
1305 originator->below = op; 1390 originator->below = op;
1391
1392 *(op->below ? &op->below->above : &ms.bot) = op;
1306 } 1393 }
1307 else 1394 else
1308 { 1395 {
1309 top = ms.bot; 1396 object *floor = 0;
1397 object *top = ms.top;
1310 1398
1311 /* If there are other objects, then */ 1399 /* If there are other objects, then */
1312 if ((!(flag & INS_MAP_LOAD)) && top) 1400 if (top)
1313 { 1401 {
1314 object *last = 0;
1315
1316 /* 1402 /*
1317 * If there are multiple objects on this space, we do some trickier handling. 1403 * If there are multiple objects on this space, we do some trickier handling.
1318 * We've already dealt with merging if appropriate. 1404 * We've already dealt with merging if appropriate.
1319 * Generally, we want to put the new object on top. But if 1405 * Generally, we want to put the new object on top. But if
1320 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1406 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1323 * once we get to them. This reduces the need to traverse over all of 1409 * once we get to them. This reduces the need to traverse over all of
1324 * them when adding another one - this saves quite a bit of cpu time 1410 * them when adding another one - this saves quite a bit of cpu time
1325 * when lots of spells are cast in one area. Currently, it is presumed 1411 * when lots of spells are cast in one area. Currently, it is presumed
1326 * that flying non pickable objects are spell objects. 1412 * that flying non pickable objects are spell objects.
1327 */ 1413 */
1328 for (top = ms.bot; top; top = top->above) 1414 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1329 { 1415 {
1330 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1416 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1331 floor = top; 1417 floor = tmp;
1332 1418
1333 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1419 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1334 { 1420 {
1335 /* We insert above top, so we want this object below this */ 1421 /* We insert above top, so we want this object below this */
1336 top = top->below; 1422 top = tmp->below;
1337 break; 1423 break;
1338 } 1424 }
1339 1425
1340 last = top; 1426 top = tmp;
1341 } 1427 }
1342
1343 /* Don't want top to be NULL, so set it to the last valid object */
1344 top = last;
1345 1428
1346 /* We let update_position deal with figuring out what the space 1429 /* We let update_position deal with figuring out what the space
1347 * looks like instead of lots of conditions here. 1430 * looks like instead of lots of conditions here.
1348 * makes things faster, and effectively the same result. 1431 * makes things faster, and effectively the same result.
1349 */ 1432 */
1356 */ 1439 */
1357 if (!(flag & INS_ON_TOP) 1440 if (!(flag & INS_ON_TOP)
1358 && ms.flags () & P_BLOCKSVIEW 1441 && ms.flags () & P_BLOCKSVIEW
1359 && (op->face && !faces [op->face].visibility)) 1442 && (op->face && !faces [op->face].visibility))
1360 { 1443 {
1444 object *last;
1445
1361 for (last = top; last != floor; last = last->below) 1446 for (last = top; last != floor; last = last->below)
1362 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1447 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1363 break; 1448 break;
1364 1449
1365 /* Check to see if we found the object that blocks view, 1450 /* Check to see if we found the object that blocks view,
1369 */ 1454 */
1370 if (last && last->below && last != floor) 1455 if (last && last->below && last != floor)
1371 top = last->below; 1456 top = last->below;
1372 } 1457 }
1373 } /* If objects on this space */ 1458 } /* If objects on this space */
1374 if (flag & INS_MAP_LOAD)
1375 top = ms.top;
1376 1459
1377 if (flag & INS_ABOVE_FLOOR_ONLY) 1460 if (flag & INS_ABOVE_FLOOR_ONLY)
1378 top = floor; 1461 top = floor;
1379 1462
1380 /* Top is the object that our object (op) is going to get inserted above. 1463 // insert object above top, or bottom-most if top = 0
1381 */
1382
1383 /* First object on this space */
1384 if (!top) 1464 if (!top)
1385 { 1465 {
1466 op->below = 0;
1386 op->above = ms.bot; 1467 op->above = ms.bot;
1387
1388 if (op->above)
1389 op->above->below = op;
1390
1391 op->below = 0;
1392 ms.bot = op; 1468 ms.bot = op;
1469
1470 *(op->above ? &op->above->below : &ms.top) = op;
1393 } 1471 }
1394 else 1472 else
1395 { /* get inserted into the stack above top */ 1473 {
1396 op->above = top->above; 1474 op->above = top->above;
1397
1398 if (op->above)
1399 op->above->below = op; 1475 top->above = op;
1400 1476
1401 op->below = top; 1477 op->below = top;
1402 top->above = op; 1478 *(op->above ? &op->above->below : &ms.top) = op;
1403 } 1479 }
1480 }
1404 1481
1405 if (!op->above) 1482 if (op->is_player ())
1406 ms.top = op;
1407 } /* else not INS_BELOW_ORIGINATOR */
1408
1409 if (op->type == PLAYER)
1410 { 1483 {
1411 op->contr->do_los = 1; 1484 op->contr->do_los = 1;
1412 ++op->map->players; 1485 ++op->map->players;
1413 op->map->touch (); 1486 op->map->touch ();
1414 } 1487 }
1415 1488
1416 op->map->dirty = true; 1489 op->map->dirty = true;
1417 1490
1418 /* If we have a floor, we know the player, if any, will be above
1419 * it, so save a few ticks and start from there.
1420 */
1421 if (!(flag & INS_MAP_LOAD))
1422 if (object *pl = ms.player ()) 1491 if (object *pl = ms.player ())
1492 //TODO: the floorbox prev/next might need updating
1493 //esrv_send_item (pl, op);
1494 //TODO: update floorbox to preserve ordering
1495 if (pl->contr->ns)
1423 pl->contr->ns->floorbox_update (); 1496 pl->contr->ns->floorbox_update ();
1424 1497
1425 /* If this object glows, it may affect lighting conditions that are 1498 /* If this object glows, it may affect lighting conditions that are
1426 * visible to others on this map. But update_all_los is really 1499 * visible to others on this map. But update_all_los is really
1427 * an inefficient way to do this, as it means los for all players 1500 * an inefficient way to do this, as it means los for all players
1429 * be far away from this change and not affected in any way - 1502 * be far away from this change and not affected in any way -
1430 * this should get redone to only look for players within range, 1503 * this should get redone to only look for players within range,
1431 * or just updating the P_UPTODATE for spaces within this area 1504 * or just updating the P_UPTODATE for spaces within this area
1432 * of effect may be sufficient. 1505 * of effect may be sufficient.
1433 */ 1506 */
1434 if (op->map->darkness && (op->glow_radius != 0)) 1507 if (op->affects_los ())
1508 {
1509 op->ms ().invalidate ();
1435 update_all_los (op->map, op->x, op->y); 1510 update_all_los (op->map, op->x, op->y);
1511 }
1436 1512
1437 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1513 /* updates flags (blocked, alive, no magic, etc) for this map space */
1438 update_object (op, UP_OBJ_INSERT); 1514 update_object (op, UP_OBJ_INSERT);
1439 1515
1440 INVOKE_OBJECT (INSERT, op); 1516 INVOKE_OBJECT (INSERT, op);
1447 * blocked() and wall() work properly), and these flags are updated by 1523 * blocked() and wall() work properly), and these flags are updated by
1448 * update_object(). 1524 * update_object().
1449 */ 1525 */
1450 1526
1451 /* if this is not the head or flag has been passed, don't check walk on status */ 1527 /* if this is not the head or flag has been passed, don't check walk on status */
1452 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1528 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1453 { 1529 {
1454 if (check_move_on (op, originator)) 1530 if (check_move_on (op, originator))
1455 return 0; 1531 return 0;
1456 1532
1457 /* If we are a multi part object, lets work our way through the check 1533 /* If we are a multi part object, lets work our way through the check
1468/* this function inserts an object in the map, but if it 1544/* this function inserts an object in the map, but if it
1469 * finds an object of its own type, it'll remove that one first. 1545 * finds an object of its own type, it'll remove that one first.
1470 * op is the object to insert it under: supplies x and the map. 1546 * op is the object to insert it under: supplies x and the map.
1471 */ 1547 */
1472void 1548void
1473replace_insert_ob_in_map (const char *arch_string, object *op) 1549replace_insert_ob_in_map (shstr_tmp archname, object *op)
1474{ 1550{
1475 object *tmp, *tmp1;
1476
1477 /* first search for itself and remove any old instances */ 1551 /* first search for itself and remove any old instances */
1478 1552
1479 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1553 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1480 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1554 if (tmp->arch->archname == archname) /* same archetype */
1481 tmp->destroy (); 1555 tmp->destroy ();
1482 1556
1483 tmp1 = arch_to_object (archetype::find (arch_string)); 1557 object *tmp = arch_to_object (archetype::find (archname));
1484 1558
1485 tmp1->x = op->x; 1559 tmp->x = op->x;
1486 tmp1->y = op->y; 1560 tmp->y = op->y;
1561
1487 insert_ob_in_map (tmp1, op->map, op, 0); 1562 insert_ob_in_map (tmp, op->map, op, 0);
1488} 1563}
1489 1564
1490object * 1565object *
1491object::insert_at (object *where, object *originator, int flags) 1566object::insert_at (object *where, object *originator, int flags)
1492{ 1567{
1568 if (where->env)
1569 return where->env->insert (this);
1570 else
1493 return where->map->insert (this, where->x, where->y, originator, flags); 1571 return where->map->insert (this, where->x, where->y, originator, flags);
1494} 1572}
1495 1573
1496/* 1574// check whether we can put this into the map, respect max_volume, max_items
1497 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1575bool
1498 * is returned contains nr objects, and the remaining parts contains 1576object::can_drop_at (maptile *m, int x, int y, object *originator)
1499 * the rest (or is removed and freed if that number is 0).
1500 * On failure, NULL is returned, and the reason put into the
1501 * global static errmsg array.
1502 */
1503object *
1504get_split_ob (object *orig_ob, uint32 nr)
1505{ 1577{
1506 object *newob; 1578 mapspace &ms = m->at (x, y);
1507 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1508 1579
1509 if (orig_ob->nrof < nr) 1580 int items = ms.items ();
1510 {
1511 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1512 return NULL;
1513 }
1514 1581
1515 newob = object_create_clone (orig_ob); 1582 if (!items // testing !items ensures we can drop at least one item
1583 || (items < m->max_items
1584 && ms.volume () < m->max_volume))
1585 return true;
1516 1586
1517 if ((orig_ob->nrof -= nr) < 1) 1587 if (originator && originator->is_player ())
1518 orig_ob->destroy (1); 1588 originator->contr->failmsg (format (
1519 else if (!is_removed) 1589 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1520 { 1590 query_name ()
1521 if (orig_ob->env != NULL) 1591 ));
1522 sub_weight (orig_ob->env, orig_ob->weight * nr);
1523 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1524 {
1525 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1526 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1527 return NULL;
1528 }
1529 }
1530 1592
1531 newob->nrof = nr; 1593 return false;
1532
1533 return newob;
1534} 1594}
1535 1595
1536/* 1596/*
1537 * decrease_ob_nr(object, number) decreases a specified number from 1597 * decrease(object, number) decreases a specified number from
1538 * the amount of an object. If the amount reaches 0, the object 1598 * the amount of an object. If the amount reaches 0, the object
1539 * is subsequently removed and freed. 1599 * is subsequently removed and freed.
1540 * 1600 *
1541 * Return value: 'op' if something is left, NULL if the amount reached 0 1601 * Return value: 'op' if something is left, NULL if the amount reached 0
1542 */ 1602 */
1603bool
1604object::decrease (sint32 nr)
1605{
1606 if (!nr)
1607 return true;
1608
1609 nr = min (nr, nrof);
1610
1611 if (nrof > nr)
1612 {
1613 nrof -= nr;
1614 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1615
1616 if (object *pl = visible_to ())
1617 esrv_update_item (UPD_NROF, pl, this);
1618
1619 return true;
1620 }
1621 else
1622 {
1623 destroy ();
1624 return false;
1625 }
1626}
1627
1628/*
1629 * split(ob,nr) splits up ob into two parts. The part which
1630 * is returned contains nr objects, and the remaining parts contains
1631 * the rest (or is removed and returned if that number is 0).
1632 * On failure, NULL is returned.
1633 */
1543object * 1634object *
1544decrease_ob_nr (object *op, uint32 i) 1635object::split (sint32 nr)
1545{ 1636{
1546 object *tmp; 1637 int have = number_of ();
1547 1638
1548 if (i == 0) /* objects with op->nrof require this check */ 1639 if (have < nr)
1549 return op; 1640 return 0;
1550 1641 else if (have == nr)
1551 if (i > op->nrof)
1552 i = op->nrof;
1553
1554 if (QUERY_FLAG (op, FLAG_REMOVED))
1555 op->nrof -= i;
1556 else if (op->env)
1557 { 1642 {
1558 /* is this object in the players inventory, or sub container
1559 * therein?
1560 */
1561 tmp = op->in_player ();
1562 /* nope. Is this a container the player has opened?
1563 * If so, set tmp to that player.
1564 * IMO, searching through all the players will mostly
1565 * likely be quicker than following op->env to the map,
1566 * and then searching the map for a player.
1567 */
1568 if (!tmp)
1569 for_all_players (pl)
1570 if (pl->ob->container == op->env)
1571 {
1572 tmp = pl->ob;
1573 break;
1574 }
1575
1576 if (i < op->nrof)
1577 {
1578 sub_weight (op->env, op->weight * i);
1579 op->nrof -= i;
1580 if (tmp)
1581 esrv_send_item (tmp, op);
1582 }
1583 else
1584 {
1585 op->remove (); 1643 remove ();
1586 op->nrof = 0; 1644 return this;
1587 if (tmp)
1588 esrv_del_item (tmp->contr, op->count);
1589 }
1590 } 1645 }
1591 else 1646 else
1592 { 1647 {
1593 object *above = op->above; 1648 decrease (nr);
1594 1649
1595 if (i < op->nrof) 1650 object *op = deep_clone ();
1596 op->nrof -= i; 1651 op->nrof = nr;
1597 else
1598 {
1599 op->remove ();
1600 op->nrof = 0;
1601 }
1602
1603 /* Since we just removed op, op->above is null */
1604 for (tmp = above; tmp; tmp = tmp->above)
1605 if (tmp->type == PLAYER)
1606 {
1607 if (op->nrof)
1608 esrv_send_item (tmp, op);
1609 else
1610 esrv_del_item (tmp->contr, op->count);
1611 }
1612 }
1613
1614 if (op->nrof)
1615 return op; 1652 return op;
1616 else
1617 {
1618 op->destroy ();
1619 return 0;
1620 }
1621}
1622
1623/*
1624 * add_weight(object, weight) adds the specified weight to an object,
1625 * and also updates how much the environment(s) is/are carrying.
1626 */
1627void
1628add_weight (object *op, signed long weight)
1629{
1630 while (op != NULL)
1631 {
1632 if (op->type == CONTAINER)
1633 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1634
1635 op->carrying += weight;
1636 op = op->env;
1637 } 1653 }
1638} 1654}
1639 1655
1640object * 1656object *
1641insert_ob_in_ob (object *op, object *where) 1657insert_ob_in_ob (object *op, object *where)
1666 * be != op, if items are merged. -Tero 1682 * be != op, if items are merged. -Tero
1667 */ 1683 */
1668object * 1684object *
1669object::insert (object *op) 1685object::insert (object *op)
1670{ 1686{
1671 object *tmp, *otmp;
1672
1673 if (!QUERY_FLAG (op, FLAG_REMOVED))
1674 op->remove ();
1675
1676 if (op->more) 1687 if (op->more)
1677 { 1688 {
1678 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1689 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1679 return op; 1690 return op;
1680 } 1691 }
1681 1692
1682 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1693 op->remove ();
1683 CLEAR_FLAG (op, FLAG_REMOVED); 1694
1695 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1696
1684 if (op->nrof) 1697 if (op->nrof)
1685 {
1686 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1698 for (object *tmp = inv; tmp; tmp = tmp->below)
1687 if (object::can_merge (tmp, op)) 1699 if (object::can_merge (tmp, op))
1688 { 1700 {
1689 /* return the original object and remove inserted object 1701 /* return the original object and remove inserted object
1690 (client needs the original object) */ 1702 (client needs the original object) */
1691 tmp->nrof += op->nrof; 1703 tmp->nrof += op->nrof;
1692 /* Weight handling gets pretty funky. Since we are adding to 1704
1693 * tmp->nrof, we need to increase the weight. 1705 if (object *pl = tmp->visible_to ())
1694 */ 1706 esrv_update_item (UPD_NROF, pl, tmp);
1707
1695 add_weight (this, op->weight * op->nrof); 1708 adjust_weight (this, op->total_weight ());
1696 SET_FLAG (op, FLAG_REMOVED); 1709
1697 op->destroy (); /* free the inserted object */ 1710 op->destroy ();
1698 op = tmp; 1711 op = tmp;
1699 op->remove (); /* and fix old object's links */ 1712 goto inserted;
1700 CLEAR_FLAG (op, FLAG_REMOVED);
1701 break;
1702 } 1713 }
1703 1714
1704 /* I assume combined objects have no inventory 1715 op->owner = 0; // it's his/hers now. period.
1705 * We add the weight - this object could have just been removed
1706 * (if it was possible to merge). calling remove_ob will subtract
1707 * the weight, so we need to add it in again, since we actually do
1708 * the linking below
1709 */
1710 add_weight (this, op->weight * op->nrof);
1711 }
1712 else
1713 add_weight (this, (op->weight + op->carrying));
1714
1715 otmp = this->in_player ();
1716 if (otmp && otmp->contr)
1717 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1718 otmp->update_stats ();
1719
1720 op->map = 0; 1716 op->map = 0;
1721 op->env = this; 1717 op->x = 0;
1718 op->y = 0;
1719
1722 op->above = 0; 1720 op->above = 0;
1723 op->below = 0; 1721 op->below = inv;
1724 op->x = 0, op->y = 0; 1722 op->env = this;
1725 1723
1724 if (inv)
1725 inv->above = op;
1726
1727 inv = op;
1728
1729 op->flag [FLAG_REMOVED] = 0;
1730
1731 if (object *pl = op->visible_to ())
1732 esrv_send_item (pl, op);
1733
1734 adjust_weight (this, op->total_weight ());
1735
1736inserted:
1726 /* reset the light list and los of the players on the map */ 1737 /* reset the light list and los of the players on the map */
1727 if ((op->glow_radius != 0) && map) 1738 if (op->glow_radius && is_on_map ())
1728 { 1739 {
1729#ifdef DEBUG_LIGHTS 1740 update_stats ();
1730 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1731#endif /* DEBUG_LIGHTS */
1732 if (map->darkness)
1733 update_all_los (map, x, y); 1741 update_all_los (map, x, y);
1734 }
1735
1736 /* Client has no idea of ordering so lets not bother ordering it here.
1737 * It sure simplifies this function...
1738 */
1739 if (!inv)
1740 inv = op;
1741 else
1742 { 1742 }
1743 op->below = inv; 1743 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1744 op->below->above = op; 1744 // if this is a player's inventory, update stats
1745 inv = op; 1745 update_stats ();
1746 }
1747 1746
1748 INVOKE_OBJECT (INSERT, this); 1747 INVOKE_OBJECT (INSERT, this);
1749 1748
1750 return op; 1749 return op;
1751} 1750}
1771 * on top. 1770 * on top.
1772 */ 1771 */
1773int 1772int
1774check_move_on (object *op, object *originator) 1773check_move_on (object *op, object *originator)
1775{ 1774{
1775 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1776 return 0;
1777
1776 object *tmp; 1778 object *tmp;
1777 maptile *m = op->map; 1779 maptile *m = op->map;
1778 int x = op->x, y = op->y; 1780 int x = op->x, y = op->y;
1779 1781
1780 MoveType move_on, move_slow, move_block; 1782 mapspace &ms = m->at (x, y);
1781 1783
1782 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1784 ms.update ();
1783 return 0;
1784 1785
1785 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1786 MoveType move_on = ms.move_on;
1786 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1787 MoveType move_slow = ms.move_slow;
1787 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1788 MoveType move_block = ms.move_block;
1788 1789
1789 /* if nothing on this space will slow op down or be applied, 1790 /* if nothing on this space will slow op down or be applied,
1790 * no need to do checking below. have to make sure move_type 1791 * no need to do checking below. have to make sure move_type
1791 * is set, as lots of objects don't have it set - we treat that 1792 * is set, as lots of objects don't have it set - we treat that
1792 * as walking. 1793 * as walking.
1803 return 0; 1804 return 0;
1804 1805
1805 /* The objects have to be checked from top to bottom. 1806 /* The objects have to be checked from top to bottom.
1806 * Hence, we first go to the top: 1807 * Hence, we first go to the top:
1807 */ 1808 */
1808 1809 for (object *next, *tmp = ms.top; tmp; tmp = next)
1809 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1810 {
1811 /* Trim the search when we find the first other spell effect
1812 * this helps performance so that if a space has 50 spell objects,
1813 * we don't need to check all of them.
1814 */
1815 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1816 break;
1817 } 1810 {
1811 next = tmp->below;
1818 1812
1819 for (; tmp; tmp = tmp->below)
1820 {
1821 if (tmp == op) 1813 if (tmp == op)
1822 continue; /* Can't apply yourself */ 1814 continue; /* Can't apply yourself */
1823 1815
1824 /* Check to see if one of the movement types should be slowed down. 1816 /* Check to see if one of the movement types should be slowed down.
1825 * Second check makes sure that the movement types not being slowed 1817 * Second check makes sure that the movement types not being slowed
1830 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1822 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1831 { 1823 {
1832 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1824 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1833 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1825 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1834 { 1826 {
1835
1836 float
1837 diff = tmp->move_slow_penalty * fabs (op->speed); 1827 float diff = tmp->move_slow_penalty * fabs (op->speed);
1838 1828
1839 if (op->type == PLAYER) 1829 if (op->is_player ())
1840 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1830 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1841 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1831 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1842 diff /= 4.0; 1832 diff /= 4.0;
1843 1833
1844 op->speed_left -= diff; 1834 op->speed_left -= diff;
1845 } 1835 }
1846 } 1836 }
1879 LOG (llevError, "Present_arch called outside map.\n"); 1869 LOG (llevError, "Present_arch called outside map.\n");
1880 return NULL; 1870 return NULL;
1881 } 1871 }
1882 1872
1883 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1873 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1884 if (tmp->arch == at) 1874 if (tmp->arch->archname == at->archname)
1885 return tmp; 1875 return tmp;
1886 1876
1887 return NULL; 1877 return NULL;
1888} 1878}
1889 1879
1953 * The first matching object is returned, or NULL if none. 1943 * The first matching object is returned, or NULL if none.
1954 */ 1944 */
1955object * 1945object *
1956present_arch_in_ob (const archetype *at, const object *op) 1946present_arch_in_ob (const archetype *at, const object *op)
1957{ 1947{
1958 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1948 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1959 if (tmp->arch == at) 1949 if (tmp->arch->archname == at->archname)
1960 return tmp; 1950 return tmp;
1961 1951
1962 return NULL; 1952 return NULL;
1963} 1953}
1964 1954
1966 * activate recursively a flag on an object inventory 1956 * activate recursively a flag on an object inventory
1967 */ 1957 */
1968void 1958void
1969flag_inv (object *op, int flag) 1959flag_inv (object *op, int flag)
1970{ 1960{
1971 if (op->inv)
1972 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1961 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1973 { 1962 {
1974 SET_FLAG (tmp, flag); 1963 SET_FLAG (tmp, flag);
1975 flag_inv (tmp, flag); 1964 flag_inv (tmp, flag);
1976 } 1965 }
1977} 1966}
1978 1967
1979/* 1968/*
1980 * deactivate recursively a flag on an object inventory 1969 * deactivate recursively a flag on an object inventory
1981 */ 1970 */
1982void 1971void
1983unflag_inv (object *op, int flag) 1972unflag_inv (object *op, int flag)
1984{ 1973{
1985 if (op->inv)
1986 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1974 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1987 { 1975 {
1988 CLEAR_FLAG (tmp, flag); 1976 CLEAR_FLAG (tmp, flag);
1989 unflag_inv (tmp, flag); 1977 unflag_inv (tmp, flag);
1990 } 1978 }
1991} 1979}
1992 1980
1993/* 1981/*
1994 * find_free_spot(object, map, x, y, start, stop) will search for 1982 * find_free_spot(object, map, x, y, start, stop) will search for
1995 * a spot at the given map and coordinates which will be able to contain 1983 * a spot at the given map and coordinates which will be able to contain
1997 * to search (see the freearr_x/y[] definition). 1985 * to search (see the freearr_x/y[] definition).
1998 * It returns a random choice among the alternatives found. 1986 * It returns a random choice among the alternatives found.
1999 * start and stop are where to start relative to the free_arr array (1,9 1987 * start and stop are where to start relative to the free_arr array (1,9
2000 * does all 4 immediate directions). This returns the index into the 1988 * does all 4 immediate directions). This returns the index into the
2001 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1989 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2002 * Note - this only checks to see if there is space for the head of the
2003 * object - if it is a multispace object, this should be called for all
2004 * pieces.
2005 * Note2: This function does correctly handle tiled maps, but does not 1990 * Note: This function does correctly handle tiled maps, but does not
2006 * inform the caller. However, insert_ob_in_map will update as 1991 * inform the caller. However, insert_ob_in_map will update as
2007 * necessary, so the caller shouldn't need to do any special work. 1992 * necessary, so the caller shouldn't need to do any special work.
2008 * Note - updated to take an object instead of archetype - this is necessary 1993 * Note - updated to take an object instead of archetype - this is necessary
2009 * because arch_blocked (now ob_blocked) needs to know the movement type 1994 * because arch_blocked (now ob_blocked) needs to know the movement type
2010 * to know if the space in question will block the object. We can't use 1995 * to know if the space in question will block the object. We can't use
2012 * customized, changed states, etc. 1997 * customized, changed states, etc.
2013 */ 1998 */
2014int 1999int
2015find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2000find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2016{ 2001{
2002 int altern[SIZEOFFREE];
2017 int index = 0, flag; 2003 int index = 0, flag;
2018 int altern[SIZEOFFREE];
2019 2004
2020 for (int i = start; i < stop; i++) 2005 for (int i = start; i < stop; i++)
2021 { 2006 {
2022 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2007 mapxy pos (m, x, y); pos.move (i);
2023 if (!flag) 2008
2009 if (!pos.normalise ())
2010 continue;
2011
2012 mapspace &ms = *pos;
2013
2014 if (ms.flags () & P_IS_ALIVE)
2015 continue;
2016
2017 /* However, often
2018 * ob doesn't have any move type (when used to place exits)
2019 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2020 */
2021 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2022 {
2024 altern [index++] = i; 2023 altern [index++] = i;
2024 continue;
2025 }
2025 2026
2026 /* Basically, if we find a wall on a space, we cut down the search size. 2027 /* Basically, if we find a wall on a space, we cut down the search size.
2027 * In this way, we won't return spaces that are on another side of a wall. 2028 * In this way, we won't return spaces that are on another side of a wall.
2028 * This mostly work, but it cuts down the search size in all directions - 2029 * This mostly work, but it cuts down the search size in all directions -
2029 * if the space being examined only has a wall to the north and empty 2030 * if the space being examined only has a wall to the north and empty
2030 * spaces in all the other directions, this will reduce the search space 2031 * spaces in all the other directions, this will reduce the search space
2031 * to only the spaces immediately surrounding the target area, and 2032 * to only the spaces immediately surrounding the target area, and
2032 * won't look 2 spaces south of the target space. 2033 * won't look 2 spaces south of the target space.
2033 */ 2034 */
2034 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2035 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2036 {
2035 stop = maxfree[i]; 2037 stop = maxfree[i];
2038 continue;
2039 }
2040
2041 /* Note it is intentional that we check ob - the movement type of the
2042 * head of the object should correspond for the entire object.
2043 */
2044 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2045 continue;
2046
2047 if (ob->blocked (pos.m, pos.x, pos.y))
2048 continue;
2049
2050 altern [index++] = i;
2036 } 2051 }
2037 2052
2038 if (!index) 2053 if (!index)
2039 return -1; 2054 return -1;
2040 2055
2049 */ 2064 */
2050int 2065int
2051find_first_free_spot (const object *ob, maptile *m, int x, int y) 2066find_first_free_spot (const object *ob, maptile *m, int x, int y)
2052{ 2067{
2053 for (int i = 0; i < SIZEOFFREE; i++) 2068 for (int i = 0; i < SIZEOFFREE; i++)
2054 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2069 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2055 return i; 2070 return i;
2056 2071
2057 return -1; 2072 return -1;
2058} 2073}
2059 2074
2105 * there is capable of. 2120 * there is capable of.
2106 */ 2121 */
2107int 2122int
2108find_dir (maptile *m, int x, int y, object *exclude) 2123find_dir (maptile *m, int x, int y, object *exclude)
2109{ 2124{
2110 int i, max = SIZEOFFREE, mflags; 2125 int max = SIZEOFFREE, mflags;
2111
2112 sint16 nx, ny;
2113 object *tmp;
2114 maptile *mp;
2115
2116 MoveType blocked, move_type; 2126 MoveType move_type;
2117 2127
2118 if (exclude && exclude->head_ () != exclude) 2128 if (exclude && exclude->head_ () != exclude)
2119 { 2129 {
2120 exclude = exclude->head; 2130 exclude = exclude->head;
2121 move_type = exclude->move_type; 2131 move_type = exclude->move_type;
2124 { 2134 {
2125 /* If we don't have anything, presume it can use all movement types. */ 2135 /* If we don't have anything, presume it can use all movement types. */
2126 move_type = MOVE_ALL; 2136 move_type = MOVE_ALL;
2127 } 2137 }
2128 2138
2129 for (i = 1; i < max; i++) 2139 for (int i = 1; i < max; i++)
2130 { 2140 {
2131 mp = m; 2141 mapxy pos (m, x, y);
2132 nx = x + freearr_x[i]; 2142 pos.move (i);
2133 ny = y + freearr_y[i];
2134 2143
2135 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2144 if (!pos.normalise ())
2136
2137 if (mflags & P_OUT_OF_MAP)
2138 max = maxfree[i]; 2145 max = maxfree[i];
2139 else 2146 else
2140 { 2147 {
2141 mapspace &ms = mp->at (nx, ny); 2148 mapspace &ms = *pos;
2142 2149
2143 blocked = ms.move_block;
2144
2145 if ((move_type & blocked) == move_type) 2150 if ((move_type & ms.move_block) == move_type)
2146 max = maxfree[i]; 2151 max = maxfree [i];
2147 else if (mflags & P_IS_ALIVE) 2152 else if (ms.flags () & P_IS_ALIVE)
2148 { 2153 {
2149 for (tmp = ms.bot; tmp; tmp = tmp->above) 2154 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2150 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2155 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2151 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2156 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2152 break;
2153
2154 if (tmp)
2155 return freedir[i]; 2157 return freedir [i];
2156 } 2158 }
2157 } 2159 }
2158 } 2160 }
2159 2161
2160 return 0; 2162 return 0;
2235 * This basically means that if direction is 15, then it could either go 2237 * This basically means that if direction is 15, then it could either go
2236 * direction 4, 14, or 16 to get back to where we are. 2238 * direction 4, 14, or 16 to get back to where we are.
2237 * Moved from spell_util.c to object.c with the other related direction 2239 * Moved from spell_util.c to object.c with the other related direction
2238 * functions. 2240 * functions.
2239 */ 2241 */
2240int reduction_dir[SIZEOFFREE][3] = { 2242static const int reduction_dir[SIZEOFFREE][3] = {
2241 {0, 0, 0}, /* 0 */ 2243 {0, 0, 0}, /* 0 */
2242 {0, 0, 0}, /* 1 */ 2244 {0, 0, 0}, /* 1 */
2243 {0, 0, 0}, /* 2 */ 2245 {0, 0, 0}, /* 2 */
2244 {0, 0, 0}, /* 3 */ 2246 {0, 0, 0}, /* 3 */
2245 {0, 0, 0}, /* 4 */ 2247 {0, 0, 0}, /* 4 */
2341int 2343int
2342can_pick (const object *who, const object *item) 2344can_pick (const object *who, const object *item)
2343{ 2345{
2344 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2346 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2345 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2347 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2346 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2348 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2347} 2349}
2348 2350
2349/* 2351/*
2350 * create clone from object to another 2352 * create clone from object to another
2351 */ 2353 */
2352object * 2354object *
2353object_create_clone (object *asrc) 2355object::deep_clone ()
2354{ 2356{
2355 object *dst = 0, *tmp, *src, *prev, *item; 2357 assert (("deep_clone called on non-head object", is_head ()));
2356 2358
2357 if (!asrc) 2359 object *dst = clone ();
2358 return 0;
2359 2360
2360 src = asrc->head_ (); 2361 object *prev = dst;
2361
2362 prev = 0;
2363 for (object *part = src; part; part = part->more) 2362 for (object *part = this->more; part; part = part->more)
2364 { 2363 {
2365 tmp = part->clone (); 2364 object *tmp = part->clone ();
2366 tmp->x -= src->x;
2367 tmp->y -= src->y;
2368
2369 if (!part->head)
2370 {
2371 dst = tmp;
2372 tmp->head = 0;
2373 }
2374 else
2375 tmp->head = dst; 2365 tmp->head = dst;
2376
2377 tmp->more = 0;
2378
2379 if (prev)
2380 prev->more = tmp; 2366 prev->more = tmp;
2381
2382 prev = tmp; 2367 prev = tmp;
2383 } 2368 }
2384 2369
2385 for (item = src->inv; item; item = item->below) 2370 for (object *item = inv; item; item = item->below)
2386 insert_ob_in_ob (object_create_clone (item), dst); 2371 insert_ob_in_ob (item->deep_clone (), dst);
2387 2372
2388 return dst; 2373 return dst;
2389} 2374}
2390 2375
2391/* This returns the first object in who's inventory that 2376/* This returns the first object in who's inventory that
2400 return tmp; 2385 return tmp;
2401 2386
2402 return 0; 2387 return 0;
2403} 2388}
2404 2389
2405/* If ob has a field named key, return the link from the list, 2390shstr_tmp
2406 * otherwise return NULL. 2391object::kv_get (shstr_tmp key) const
2407 *
2408 * key must be a passed in shared string - otherwise, this won't
2409 * do the desired thing.
2410 */
2411key_value *
2412get_ob_key_link (const object *ob, const char *key)
2413{ 2392{
2414 for (key_value *link = ob->key_values; link; link = link->next) 2393 for (key_value *kv = key_values; kv; kv = kv->next)
2415 if (link->key == key) 2394 if (kv->key == key)
2416 return link;
2417
2418 return 0;
2419}
2420
2421/*
2422 * Returns the value of op has an extra_field for key, or NULL.
2423 *
2424 * The argument doesn't need to be a shared string.
2425 *
2426 * The returned string is shared.
2427 */
2428const char *
2429get_ob_key_value (const object *op, const char *const key)
2430{
2431 key_value *link;
2432 shstr_cmp canonical_key (key);
2433
2434 if (!canonical_key)
2435 {
2436 /* 1. There being a field named key on any object
2437 * implies there'd be a shared string to find.
2438 * 2. Since there isn't, no object has this field.
2439 * 3. Therefore, *this* object doesn't have this field.
2440 */
2441 return 0;
2442 }
2443
2444 /* This is copied from get_ob_key_link() above -
2445 * only 4 lines, and saves the function call overhead.
2446 */
2447 for (link = op->key_values; link; link = link->next)
2448 if (link->key == canonical_key)
2449 return link->value; 2395 return kv->value;
2450 2396
2451 return 0; 2397 return shstr ();
2452} 2398}
2453 2399
2454/* 2400void
2455 * Updates the canonical_key in op to value. 2401object::kv_set (shstr_tmp key, shstr_tmp value)
2456 *
2457 * canonical_key is a shared string (value doesn't have to be).
2458 *
2459 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2460 * keys.
2461 *
2462 * Returns TRUE on success.
2463 */
2464int
2465set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2466{ 2402{
2467 key_value *field = NULL, *last = NULL; 2403 for (key_value *kv = key_values; kv; kv = kv->next)
2468 2404 if (kv->key == key)
2469 for (field = op->key_values; field != NULL; field = field->next)
2470 {
2471 if (field->key != canonical_key)
2472 { 2405 {
2473 last = field; 2406 kv->value = value;
2474 continue; 2407 return;
2475 } 2408 }
2476 2409
2477 if (value) 2410 key_value *kv = new key_value;
2478 field->value = value; 2411
2479 else 2412 kv->next = key_values;
2413 kv->key = key;
2414 kv->value = value;
2415
2416 key_values = kv;
2417}
2418
2419void
2420object::kv_del (shstr_tmp key)
2421{
2422 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2423 if ((*kvp)->key == key)
2480 { 2424 {
2481 /* Basically, if the archetype has this key set, 2425 key_value *kv = *kvp;
2482 * we need to store the null value so when we save 2426 *kvp = (*kvp)->next;
2483 * it, we save the empty value so that when we load, 2427 delete kv;
2484 * we get this value back again. 2428 return;
2485 */
2486 if (get_ob_key_link (op->arch, canonical_key))
2487 field->value = 0;
2488 else
2489 {
2490 if (last)
2491 last->next = field->next;
2492 else
2493 op->key_values = field->next;
2494
2495 delete field;
2496 }
2497 } 2429 }
2498 return TRUE;
2499 }
2500 /* IF we get here, key doesn't exist */
2501
2502 /* No field, we'll have to add it. */
2503
2504 if (!add_key)
2505 return FALSE;
2506
2507 /* There isn't any good reason to store a null
2508 * value in the key/value list. If the archetype has
2509 * this key, then we should also have it, so shouldn't
2510 * be here. If user wants to store empty strings,
2511 * should pass in ""
2512 */
2513 if (value == NULL)
2514 return TRUE;
2515
2516 field = new key_value;
2517
2518 field->key = canonical_key;
2519 field->value = value;
2520 /* Usual prepend-addition. */
2521 field->next = op->key_values;
2522 op->key_values = field;
2523
2524 return TRUE;
2525}
2526
2527/*
2528 * Updates the key in op to value.
2529 *
2530 * If add_key is FALSE, this will only update existing keys,
2531 * and not add new ones.
2532 * In general, should be little reason FALSE is ever passed in for add_key
2533 *
2534 * Returns TRUE on success.
2535 */
2536int
2537set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2538{
2539 shstr key_ (key);
2540
2541 return set_ob_key_value_s (op, key_, value, add_key);
2542} 2430}
2543 2431
2544object::depth_iterator::depth_iterator (object *container) 2432object::depth_iterator::depth_iterator (object *container)
2545: iterator_base (container) 2433: iterator_base (container)
2546{ 2434{
2596{ 2484{
2597 char flagdesc[512]; 2485 char flagdesc[512];
2598 char info2[256 * 4]; 2486 char info2[256 * 4];
2599 char *p = info; 2487 char *p = info;
2600 2488
2601 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2489 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2602 count, uuid.seq, 2490 count,
2491 uuid.c_str (),
2603 &name, 2492 &name,
2604 title ? "\",title:\"" : "", 2493 title ? ",title:\"" : "",
2605 title ? (const char *)title : "", 2494 title ? (const char *)title : "",
2495 title ? "\"" : "",
2606 flag_desc (flagdesc, 512), type); 2496 flag_desc (flagdesc, 512), type);
2607 2497
2608 if (env) 2498 if (!flag[FLAG_REMOVED] && env)
2609 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2499 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2610 2500
2611 if (map) 2501 if (map)
2612 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2502 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2613 2503
2628{ 2518{
2629 return map ? map->region (x, y) 2519 return map ? map->region (x, y)
2630 : region::default_region (); 2520 : region::default_region ();
2631} 2521}
2632 2522
2633const materialtype_t *
2634object::dominant_material () const
2635{
2636 if (materialtype_t *mt = name_to_material (materialname))
2637 return mt;
2638
2639 return name_to_material (shstr_unknown);
2640}
2641
2642void 2523void
2643object::open_container (object *new_container) 2524object::open_container (object *new_container)
2644{ 2525{
2645 if (container == new_container) 2526 if (container == new_container)
2646 return; 2527 return;
2647 2528
2648 if (object *old_container = container) 2529 object *old_container = container;
2530
2531 if (old_container)
2649 { 2532 {
2650 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2533 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2651 return; 2534 return;
2652 2535
2653#if 0 2536#if 0
2655 if (object *closer = old_container->inv) 2538 if (object *closer = old_container->inv)
2656 if (closer->type == CLOSE_CON) 2539 if (closer->type == CLOSE_CON)
2657 closer->destroy (); 2540 closer->destroy ();
2658#endif 2541#endif
2659 2542
2543 // make sure the container is available
2544 esrv_send_item (this, old_container);
2545
2660 old_container->flag [FLAG_APPLIED] = 0; 2546 old_container->flag [FLAG_APPLIED] = false;
2661 container = 0; 2547 container = 0;
2662 2548
2549 // client needs item update to make it work, client bug requires this to be separate
2663 esrv_update_item (UPD_FLAGS, this, old_container); 2550 esrv_update_item (UPD_FLAGS, this, old_container);
2551
2664 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2552 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2665 play_sound (sound_find ("chest_close")); 2553 play_sound (sound_find ("chest_close"));
2666 } 2554 }
2667 2555
2668 if (new_container) 2556 if (new_container)
2669 { 2557 {
2679 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2567 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2680 new_container->insert (closer); 2568 new_container->insert (closer);
2681 } 2569 }
2682#endif 2570#endif
2683 2571
2684 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2572 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2685 2573
2574 // make sure the container is available, client bug requires this to be separate
2575 esrv_send_item (this, new_container);
2576
2686 new_container->flag [FLAG_APPLIED] = 1; 2577 new_container->flag [FLAG_APPLIED] = true;
2687 container = new_container; 2578 container = new_container;
2688 2579
2580 // client needs flag change
2689 esrv_update_item (UPD_FLAGS, this, new_container); 2581 esrv_update_item (UPD_FLAGS, this, new_container);
2690 esrv_send_inventory (this, new_container); 2582 esrv_send_inventory (this, new_container);
2691 play_sound (sound_find ("chest_open")); 2583 play_sound (sound_find ("chest_open"));
2692 } 2584 }
2585// else if (!old_container->env && contr && contr->ns)
2586// contr->ns->floorbox_reset ();
2693} 2587}
2694 2588
2695object * 2589object *
2696object::force_find (const shstr name) 2590object::force_find (shstr_tmp name)
2697{ 2591{
2698 /* cycle through his inventory to look for the MARK we want to 2592 /* cycle through his inventory to look for the MARK we want to
2699 * place 2593 * place
2700 */ 2594 */
2701 for (object *tmp = inv; tmp; tmp = tmp->below) 2595 for (object *tmp = inv; tmp; tmp = tmp->below)
2703 return splay (tmp); 2597 return splay (tmp);
2704 2598
2705 return 0; 2599 return 0;
2706} 2600}
2707 2601
2602//-GPL
2603
2708void 2604void
2605object::force_set_timer (int duration)
2606{
2607 this->duration = 1;
2608 this->speed_left = -1.f;
2609
2610 this->set_speed (duration ? 1.f / duration : 0.f);
2611}
2612
2613object *
2709object::force_add (const shstr name, int duration) 2614object::force_add (shstr_tmp name, int duration)
2710{ 2615{
2711 if (object *force = force_find (name)) 2616 if (object *force = force_find (name))
2712 force->destroy (); 2617 force->destroy ();
2713 2618
2714 object *force = get_archetype (FORCE_NAME); 2619 object *force = get_archetype (FORCE_NAME);
2715 2620
2716 force->slaying = name; 2621 force->slaying = name;
2717 force->stats.food = 1; 2622 force->force_set_timer (duration);
2718 force->speed_left = -1.f;
2719
2720 force->set_speed (duration ? 1.f / duration : 0.f);
2721 force->flag [FLAG_IS_USED_UP] = true;
2722 force->flag [FLAG_APPLIED] = true; 2623 force->flag [FLAG_APPLIED] = true;
2723 2624
2724 insert (force); 2625 return insert (force);
2725} 2626}
2726 2627
2727void 2628void
2728object::play_sound (faceidx sound) const 2629object::play_sound (faceidx sound) const
2729{ 2630{
2730 if (!sound) 2631 if (!sound)
2731 return; 2632 return;
2732 2633
2733 if (flag [FLAG_REMOVED]) 2634 if (is_on_map ())
2635 map->play_sound (sound, x, y);
2636 else if (object *pl = in_player ())
2637 pl->contr->play_sound (sound);
2638}
2639
2640void
2641object::say_msg (const char *msg) const
2642{
2643 if (is_on_map ())
2644 map->say_msg (msg, x, y);
2645 else if (object *pl = in_player ())
2646 pl->contr->play_sound (sound);
2647}
2648
2649void
2650object::make_noise ()
2651{
2652 // we do not model noise in the map, so instead put
2653 // a temporary light into the noise source
2654 // could use the map instead, but that's less reliable for our
2655 // goal, which is to make invisibility a bit harder to exploit
2656
2657 // currently only works sensibly for players
2658 if (!is_player ())
2734 return; 2659 return;
2735 2660
2736 if (env) 2661 // find old force, or create new one
2737 { 2662 object *force = force_find (shstr_noise_force);
2738 if (object *pl = in_player ()) 2663
2739 pl->contr->play_sound (sound); 2664 if (force)
2740 } 2665 force->speed_left = -1.f; // patch old speed up
2741 else 2666 else
2742 map->play_sound (sound, x, y); 2667 {
2743} 2668 force = archetype::get (shstr_noise_force);
2744 2669
2670 force->slaying = shstr_noise_force;
2671 force->stats.food = 1;
2672 force->speed_left = -1.f;
2673
2674 force->set_speed (1.f / 4.f);
2675 force->flag [FLAG_IS_USED_UP] = true;
2676 force->flag [FLAG_APPLIED] = true;
2677
2678 insert (force);
2679 }
2680}
2681

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