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Comparing deliantra/server/common/object.C (file contents):
Revision 1.182 by root, Mon Aug 20 18:11:02 2007 UTC vs.
Revision 1.311 by root, Sat Jan 16 13:41:37 2010 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 (©) 2005,2006,2007,2008,2009,2010 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>
35 31
36#include <bitset> 32#include <bitset>
37 33
38int nrofallocobjects = 0; 34UUID UUID::cur;
39static UUID uuid; 35static uint64_t seq_next_save;
40const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
41 38
42objectvec objects; 39objectvec objects;
43activevec actives; 40activevec actives;
44 41
45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 42//+GPL
43
44short freearr_x[SIZEOFFREE] = {
45 0,
46 0, 1, 1, 1, 0, -1, -1, -1,
47 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 48 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
47}; 49};
48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 50short freearr_y[SIZEOFFREE] = {
51 0,
52 -1, -1, 0, 1, 1, 1, 0, -1,
53 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
49 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 54 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
50};
51int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
52 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
53}; 55};
54int freedir[SIZEOFFREE] = { 56int freedir[SIZEOFFREE] = {
55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 57 0,
58 1, 2, 3, 4, 5, 6, 7, 8,
59 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 60 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57}; 61};
58 62
63static int maxfree[SIZEOFFREE] = {
64 0,
65 9, 10, 13, 14, 17, 18, 21, 22,
66 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
67 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
68};
69
59static void 70static void
60write_uuid (void) 71write_uuid (uval64 skip, bool sync)
61{ 72{
62 char filename1[MAX_BUF], filename2[MAX_BUF]; 73 CALL_BEGIN (2);
63 74 CALL_ARG_SV (newSVval64 (skip));
64 sprintf (filename1, "%s/uuid", settings.localdir); 75 CALL_ARG_SV (boolSV (sync));
65 sprintf (filename2, "%s/uuid~", settings.localdir); 76 CALL_CALL ("cf::write_uuid", G_DISCARD);
66 77 CALL_END;
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78} 78}
79 79
80static void 80static void
81read_uuid (void) 81read_uuid ()
82{ 82{
83 char filename[MAX_BUF]; 83 char filename[MAX_BUF];
84 84
85 sprintf (filename, "%s/uuid", settings.localdir); 85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 seq_next_save = 0;
86 88
87 FILE *fp; 89 FILE *fp;
88 90
89 if (!(fp = fopen (filename, "r"))) 91 if (!(fp = fopen (filename, "r")))
90 { 92 {
91 if (errno == ENOENT) 93 if (errno == ENOENT)
92 { 94 {
93 LOG (llevInfo, "RESET uid to 1\n"); 95 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0; 96 UUID::cur.seq = 0;
95 write_uuid (); 97 write_uuid (UUID_GAP, true);
96 return; 98 return;
97 } 99 }
98 100
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1); 102 _exit (1);
101 } 103 }
102 104
103 int version; 105 char buf [UUID::MAX_LEN];
104 unsigned long long uid; 106 buf[0] = 0;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 107 fgets (buf, sizeof (buf), fp);
108
109 if (!UUID::cur.parse (buf))
106 { 110 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 111 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1); 112 _exit (1);
109 } 113 }
110 114
111 uuid.seq = uid; 115 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112 write_uuid (); 116
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 117 write_uuid (UUID_GAP, true);
114 fclose (fp); 118 fclose (fp);
115} 119}
116 120
117UUID 121UUID
118gen_uuid () 122UUID::gen ()
119{ 123{
120 UUID uid; 124 UUID uid;
121 125
122 uid.seq = ++uuid.seq; 126 uid.seq = ++cur.seq;
123 127
124 if (!(uuid.seq & (UUID_SKIP - 1))) 128 if (expect_false (cur.seq >= seq_next_save))
125 write_uuid (); 129 {
130 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
131 write_uuid (UUID_GAP, false);
132 }
133
126 134
127 return uid; 135 return uid;
128} 136}
129 137
130void 138void
131init_uuid () 139UUID::init ()
132{ 140{
133 read_uuid (); 141 read_uuid ();
134} 142}
135 143
144bool
145UUID::parse (const char *s)
146{
147 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
148 return false;
149
150 seq = 0;
151
152 while (*s != '>')
153 {
154 if (*s < '0')
155 return false;
156
157 // this gives nice branchless code with gcc
158 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
159 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
160
161 seq = (seq << 4) | digit;
162
163 ++s;
164 }
165
166 return true;
167}
168
169char *
170UUID::append (char *buf) const
171{
172 *buf++ = '<';
173 *buf++ = '1';
174 *buf++ = '.';
175
176 uint64_t seq = this->seq;
177 const int bits = 64;
178 char nz = 0;
179 static const char tohex [] = "0123456789abcdef";
180
181 // assert (len >= 3 + bits / 4 + 1 + 1);
182 for (int i = bits / 4; --i; )
183 {
184 uint8_t digit = seq >> (bits - 4);
185
186 *buf = tohex [digit];
187 nz |= digit;
188 buf += nz ? 1 : 0;
189 seq <<= 4;
190 }
191
192 // last digit is special - always emit
193 uint8_t digit = seq >> (bits - 4);
194 *buf++ = tohex [digit];
195
196 *buf++ = '>';
197
198 return buf;
199}
200
201char *
202UUID::c_str () const
203{
204 static char buf [MAX_LEN];
205 *append (buf) = 0;
206 return buf;
207}
208
136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 209/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int 210static bool
138compare_ob_value_lists_one (const object *wants, const object *has) 211compare_ob_value_lists_one (const object *wants, const object *has)
139{ 212{
140 key_value *wants_field;
141
142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 213 /* n-squared behaviour (see kv_get), but I'm hoping both
143 * objects with lists are rare, and lists stay short. If not, use a 214 * objects with lists are rare, and lists stay short. If not, use a
144 * different structure or at least keep the lists sorted... 215 * different structure or at least keep the lists sorted...
145 */ 216 */
146 217
147 /* For each field in wants, */ 218 /* For each field in wants, */
148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 219 for (key_value *kv = wants->key_values; kv; kv = kv->next)
149 { 220 if (has->kv_get (kv->key) != kv->value)
150 key_value *has_field; 221 return false;
151
152 /* Look for a field in has with the same key. */
153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
156 {
157 /* No field with that name. */
158 return FALSE;
159 }
160
161 /* Found the matching field. */
162 if (has_field->value != wants_field->value)
163 {
164 /* Values don't match, so this half of the comparison is false. */
165 return FALSE;
166 }
167
168 /* If we get here, we found a match. Now for the next field in wants. */
169 }
170 222
171 /* If we get here, every field in wants has a matching field in has. */ 223 /* If we get here, every field in wants has a matching field in has. */
172 return TRUE; 224 return true;
173} 225}
174 226
175/* Returns TRUE if ob1 has the same key_values as ob2. */ 227/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int 228static bool
177compare_ob_value_lists (const object *ob1, const object *ob2) 229compare_ob_value_lists (const object *ob1, const object *ob2)
178{ 230{
179 /* However, there may be fields in has which aren't partnered in wants, 231 /* However, there may be fields in has which aren't partnered in wants,
180 * so we need to run the comparison *twice*. :( 232 * so we need to run the comparison *twice*. :(
181 */ 233 */
182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 234 return compare_ob_value_lists_one (ob1, ob2)
235 && compare_ob_value_lists_one (ob2, ob1);
183} 236}
184 237
185/* Function examines the 2 objects given to it, and returns true if 238/* Function examines the 2 objects given to it, and returns true if
186 * they can be merged together. 239 * they can be merged together.
187 * 240 *
194 * Improvements made with merge: Better checking on potion, and also 247 * Improvements made with merge: Better checking on potion, and also
195 * check weight 248 * check weight
196 */ 249 */
197bool object::can_merge_slow (object *ob1, object *ob2) 250bool object::can_merge_slow (object *ob1, object *ob2)
198{ 251{
199 /* A couple quicksanity checks */ 252 /* A couple quick sanity checks */
200 if (ob1 == ob2 253 if (ob1 == ob2
201 || ob1->type != ob2->type 254 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value 255 || ob1->value != ob2->value
204 || ob1->name != ob2->name) 256 || ob1->name != ob2->name
257 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
205 return 0; 258 return 0;
206 259
207 //TODO: this ain't working well, use nicer and correct overflow check
208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 260 /* Do not merge objects if nrof would overflow, assume nrof
209 * value could not be stored in a sint32 (which unfortunately sometimes is 261 * is always 0 .. 2**31-1 */
210 * used to store nrof). 262 if (ob1->nrof > 0x7fffffff - ob2->nrof)
211 */
212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
213 return 0; 263 return 0;
214 264
215 /* If the objects have been identified, set the BEEN_APPLIED flag. 265 /* If the objects have been identified, set the BEEN_APPLIED flag.
216 * This is to the comparison of the flags below will be OK. We 266 * This is to the comparison of the flags below will be OK. We
217 * just can't ignore the been applied or identified flags, as they 267 * just can't ignore the been applied or identified flags, as they
218 * are not equal - just if it has been identified, the been_applied 268 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning. 269 * flags lose any meaning.
220 */ 270 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 271 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 272 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
223 273
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 274 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 275 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
226 276
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 277 if (ob1->arch->archname != ob2->arch->archname
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 278 || ob1->name != ob2->name
230 || ob1->title != ob2->title 279 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 280 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 281 || ob1->weight != ob2->weight
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
235 || ob1->attacktype != ob2->attacktype 282 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic 283 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying 284 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill 285 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value 286 || ob1->value != ob2->value
240 || ob1->animation_id != ob2->animation_id 287 || ob1->animation_id != ob2->animation_id
288 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
241 || ob1->client_type != ob2->client_type 289 || ob1->client_type != ob2->client_type
242 || ob1->materialname != ob2->materialname 290 || ob1->material != ob2->material
243 || ob1->lore != ob2->lore 291 || ob1->lore != ob2->lore
244 || ob1->subtype != ob2->subtype 292 || ob1->subtype != ob2->subtype
245 || ob1->move_type != ob2->move_type 293 || ob1->move_type != ob2->move_type
246 || ob1->move_block != ob2->move_block 294 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow 295 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on 296 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off 297 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow 298 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty) 299 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
300 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
301 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
252 return 0; 302 return 0;
253 303
304 if ((ob1->flag ^ ob2->flag)
305 .reset (FLAG_INV_LOCKED)
306 .reset (FLAG_REMOVED)
307 .any ())
308 return 0;
309
254 /* This is really a spellbook check - really, we should 310 /* This is really a spellbook check - we should in general
255 * check all objects in the inventory. 311 * not merge objects with real inventories, as splitting them
312 * is hard.
256 */ 313 */
257 if (ob1->inv || ob2->inv) 314 if (ob1->inv || ob2->inv)
258 { 315 {
259 /* if one object has inventory but the other doesn't, not equiv */ 316 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 317 return 0; /* inventories differ in length */
261 return 0;
262 318
263 /* Now check to see if the two inventory objects could merge */ 319 if (ob1->inv->below || ob2->inv->below)
320 return 0; /* more than one object in inv */
321
264 if (!object::can_merge (ob1->inv, ob2->inv)) 322 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 323 return 0; /* inventory objects differ */
266 324
267 /* inventory ok - still need to check rest of this object to see 325 /* inventory ok - still need to check rest of this object to see
268 * if it is valid. 326 * if it is valid.
269 */ 327 */
270 } 328 }
289 if (ob1->level != ob2->level) 347 if (ob1->level != ob2->level)
290 return 0; 348 return 0;
291 break; 349 break;
292 } 350 }
293 351
294 if (ob1->key_values != NULL || ob2->key_values != NULL) 352 if (ob1->key_values || ob2->key_values)
295 { 353 {
296 /* At least one of these has key_values. */ 354 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 355 if ((!ob1->key_values) != (!ob2->key_values))
298 /* One has fields, but the other one doesn't. */ 356 return 0; /* One has fields, but the other one doesn't. */
299 return 0; 357
300 else if (!compare_ob_value_lists (ob1, ob2)) 358 if (!compare_ob_value_lists (ob1, ob2))
301 return 0; 359 return 0;
302 } 360 }
303 361
304 if (ob1->self || ob2->self) 362 if (ob1->self || ob2->self)
305 { 363 {
306 ob1->optimise (); 364 ob1->optimise ();
307 ob2->optimise (); 365 ob2->optimise ();
308 366
309 if (ob1->self || ob2->self) 367 if (ob1->self || ob2->self)
368 {
369 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
370 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
371
372 if (k1 != k2)
373 return 0;
374
375 if (k1 == 0)
376 return 1;
377
310 if (!cfperl_can_merge (ob1, ob2)) 378 if (!cfperl_can_merge (ob1, ob2))
311 return 0; 379 return 0;
380 }
312 } 381 }
313 382
314 /* Everything passes, must be OK. */ 383 /* Everything passes, must be OK. */
315 return 1; 384 return 1;
316} 385}
317 386
387// find player who can see this object
388object *
389object::visible_to () const
390{
391 if (client_visible () && !flag [FLAG_REMOVED])
392 {
393 // see if we are in a container of sorts
394 if (env)
395 {
396 // the player inventory itself is always visible
397 if (env->is_player ())
398 return env;
399
400 // else a player could have our env open
401 object *envest = env->outer_env_or_self ();
402
403 // the player itself is always on a map, so we will find him here
404 // even if our inv is in a player.
405 if (envest->is_on_map ())
406 if (object *pl = envest->ms ().player ())
407 if (pl->container_ () == env)
408 return pl;
409 }
410 else
411 {
412 // maybe there is a player standing on the same mapspace
413 // this will catch the case where "this" is a player
414 if (object *pl = ms ().player ())
415 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
416 || pl->container_ () == this)
417 return pl;
418 }
419 }
420
421 return 0;
422}
423
424// adjust weight per container type ("of holding")
425static sint32
426weight_adjust_for (object *op, sint32 weight)
427{
428 return op->type == CONTAINER
429 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
430 : weight;
431}
432
318/* 433/*
434 * adjust_weight(object, weight) adds the specified weight to an object,
435 * and also updates how much the environment(s) is/are carrying.
436 */
437static void
438adjust_weight (object *op, sint32 weight)
439{
440 while (op)
441 {
442 // adjust by actual difference to account for rounding errors
443 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
444 weight = weight_adjust_for (op, op->carrying)
445 - weight_adjust_for (op, op->carrying - weight);
446
447 if (!weight)
448 return;
449
450 op->carrying += weight;
451
452 if (object *pl = op->visible_to ())
453 if (pl != op) // player is handled lazily
454 esrv_update_item (UPD_WEIGHT, pl, op);
455
456 op = op->env;
457 }
458}
459
460/*
319 * sum_weight() is a recursive function which calculates the weight 461 * this is a recursive function which calculates the weight
320 * an object is carrying. It goes through in figures out how much 462 * an object is carrying. It goes through op and figures out how much
321 * containers are carrying, and sums it up. 463 * containers are carrying, and sums it up.
322 */ 464 */
323long 465void
324sum_weight (object *op) 466object::update_weight ()
325{ 467{
326 long sum; 468 sint32 sum = 0;
327 object *inv;
328 469
329 for (sum = 0, inv = op->inv; inv; inv = inv->below) 470 for (object *op = inv; op; op = op->below)
330 { 471 {
331 if (inv->inv) 472 if (op->inv)
332 sum_weight (inv); 473 op->update_weight ();
333 474
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 475 sum += op->total_weight ();
476 }
477
478 sum = weight_adjust_for (this, sum);
479
480 if (sum != carrying)
335 } 481 {
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; 482 carrying = sum;
342 483
343 return sum; 484 if (object *pl = visible_to ())
485 if (pl != this) // player is handled lazily
486 esrv_update_item (UPD_WEIGHT, pl, this);
487 }
344} 488}
345 489
346/** 490/*
347 * Return the outermost environment object for a given object. 491 * 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 */ 492 */
363char * 493char *
364dump_object (object *op) 494dump_object (object *op)
365{ 495{
366 if (!op) 496 if (!op)
369 object_freezer freezer; 499 object_freezer freezer;
370 op->write (freezer); 500 op->write (freezer);
371 return freezer.as_string (); 501 return freezer.as_string ();
372} 502}
373 503
374/* 504char *
375 * get_nearest_part(multi-object, object 2) returns the part of the 505object::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{ 506{
383 object *tmp, *closest; 507 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} 508}
393 509
394/* 510/*
395 * Returns the object which has the count-variable equal to the argument. 511 * Returns the object which has the count-variable equal to the argument.
512 * VERRRY slow.
396 */ 513 */
397object * 514object *
398find_object (tag_t i) 515find_object (tag_t i)
399{ 516{
400 for_all_objects (op) 517 for_all_objects (op)
411 */ 528 */
412object * 529object *
413find_object_name (const char *str) 530find_object_name (const char *str)
414{ 531{
415 shstr_cmp str_ (str); 532 shstr_cmp str_ (str);
416 object *op;
417 533
534 if (str_)
418 for_all_objects (op) 535 for_all_objects (op)
419 if (op->name == str_) 536 if (op->name == str_)
420 break; 537 return op;
421 538
422 return op; 539 return 0;
423}
424
425void
426free_all_object_data ()
427{
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429} 540}
430 541
431/* 542/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 543 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 544 * skill and experience objects.
545 * ACTUALLY NO! investigate! TODO
434 */ 546 */
435void 547void
436object::set_owner (object *owner) 548object::set_owner (object *owner)
437{ 549{
550 // allow objects which own objects
438 if (!owner) 551 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) 552 while (owner->owner)
449 owner = owner->owner; 553 owner = owner->owner;
554
555 if (flag [FLAG_FREED])
556 {
557 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
558 return;
559 }
450 560
451 this->owner = owner; 561 this->owner = owner;
452} 562}
453 563
454int 564int
496 update_stats (); 606 update_stats ();
497 607
498 new_draw_info_format (NDI_UNIQUE, 0, this, 608 new_draw_info_format (NDI_UNIQUE, 0, this,
499 "You try to balance all your items at once, " 609 "You try to balance all your items at once, "
500 "but the %s is just too much for your body. " 610 "but the %s is just too much for your body. "
501 "[You need to unapply some items first.]", &ob->name); 611 "[You need to unapply some items first - use the 'body' command to see "
612 "how many items you cna wera on a specific body part.]", &ob->name);
502 return false; 613 return false;
503 } 614 }
504 615
505 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 616 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
506 } 617 }
532 } 643 }
533 644
534 op->key_values = 0; 645 op->key_values = 0;
535} 646}
536 647
537object & 648/*
538object::operator =(const object &src) 649 * copy_to first frees everything allocated by the dst object,
650 * and then copies the contents of itself into the second
651 * object, allocating what needs to be allocated. Basically, any
652 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
653 * if the first object is freed, the pointers in the new object
654 * will point at garbage.
655 */
656void
657object::copy_to (object *dst)
539{ 658{
540 bool is_freed = flag [FLAG_FREED]; 659 dst->remove ();
541 bool is_removed = flag [FLAG_REMOVED];
542
543 *(object_copy *)this = src; 660 *(object_copy *)dst = *this;
544
545 flag [FLAG_FREED] = is_freed;
546 flag [FLAG_REMOVED] = is_removed; 661 dst->flag [FLAG_REMOVED] = true;
547 662
548 /* Copy over key_values, if any. */ 663 /* Copy over key_values, if any. */
549 if (src.key_values) 664 if (key_values)
550 { 665 {
551 key_value *tail = 0; 666 key_value *tail = 0;
552 key_values = 0; 667 dst->key_values = 0;
553 668
554 for (key_value *i = src.key_values; i; i = i->next) 669 for (key_value *i = key_values; i; i = i->next)
555 { 670 {
556 key_value *new_link = new key_value; 671 key_value *new_link = new key_value;
557 672
558 new_link->next = 0; 673 new_link->next = 0;
559 new_link->key = i->key; 674 new_link->key = i->key;
560 new_link->value = i->value; 675 new_link->value = i->value;
561 676
562 /* Try and be clever here, too. */ 677 /* Try and be clever here, too. */
563 if (!key_values) 678 if (!dst->key_values)
564 { 679 {
565 key_values = new_link; 680 dst->key_values = new_link;
566 tail = new_link; 681 tail = new_link;
567 } 682 }
568 else 683 else
569 { 684 {
570 tail->next = new_link; 685 tail->next = new_link;
571 tail = new_link; 686 tail = new_link;
572 } 687 }
573 } 688 }
574 } 689 }
575}
576 690
577/* 691 dst->activate ();
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
590 if (speed < 0)
591 dst->speed_left = speed_left - rndm ();
592
593 dst->set_speed (dst->speed);
594} 692}
595 693
596void 694void
597object::instantiate () 695object::instantiate ()
598{ 696{
599 if (!uuid.seq) // HACK 697 if (!uuid.seq) // HACK
600 uuid = gen_uuid (); 698 uuid = UUID::gen ();
601 699
700 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
701 if (flag [FLAG_RANDOM_SPEED] && speed)
702 speed_left = - speed - rndm (); // TODO animation
703 else
602 speed_left = -0.1f; 704 speed_left = -1.;
705
603 /* copy the body_info to the body_used - this is only really 706 /* copy the body_info to the body_used - this is only really
604 * need for monsters, but doesn't hurt to do it for everything. 707 * need for monsters, but doesn't hurt to do it for everything.
605 * by doing so, when a monster is created, it has good starting 708 * by doing so, when a monster is created, it has good starting
606 * values for the body_used info, so when items are created 709 * values for the body_used info, so when items are created
607 * for it, they can be properly equipped. 710 * for it, they can be properly equipped.
615object * 718object *
616object::clone () 719object::clone ()
617{ 720{
618 object *neu = create (); 721 object *neu = create ();
619 copy_to (neu); 722 copy_to (neu);
723
724 // TODO: unclean state changes, should not be done in clone AND instantiate
725 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
726 neu->speed_left = - neu->speed - rndm (); // TODO animation
727
728 neu->map = map; // not copied by copy_to
620 return neu; 729 return neu;
621} 730}
622 731
623/* 732/*
624 * If an object with the IS_TURNABLE() flag needs to be turned due 733 * If an object with the IS_TURNABLE() flag needs to be turned due
641 * This function needs to be called whenever the speed of an object changes. 750 * This function needs to be called whenever the speed of an object changes.
642 */ 751 */
643void 752void
644object::set_speed (float speed) 753object::set_speed (float speed)
645{ 754{
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; 755 this->speed = speed;
653 756
654 if (has_active_speed ()) 757 if (has_active_speed ())
655 activate (); 758 activate ();
656 else 759 else
675 * UP_OBJ_FACE: only the objects face has changed. 778 * UP_OBJ_FACE: only the objects face has changed.
676 */ 779 */
677void 780void
678update_object (object *op, int action) 781update_object (object *op, int action)
679{ 782{
680 if (op == NULL) 783 if (!op)
681 { 784 {
682 /* this should never happen */ 785 /* this should never happen */
683 LOG (llevDebug, "update_object() called for NULL object.\n"); 786 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
684 return; 787 return;
685 } 788 }
686 789
687 if (op->env) 790 if (!op->is_on_map ())
688 { 791 {
689 /* Animation is currently handled by client, so nothing 792 /* Animation is currently handled by client, so nothing
690 * to do in this case. 793 * to do in this case.
691 */ 794 */
692 return; 795 return;
693 } 796 }
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;
700 797
701 /* make sure the object is within map boundaries */ 798 /* 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) 799 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
703 { 800 {
704 LOG (llevError, "update_object() called for object out of map!\n"); 801 LOG (llevError, "update_object() called for object out of map!\n");
712 809
713 if (!(m.flags_ & P_UPTODATE)) 810 if (!(m.flags_ & P_UPTODATE))
714 /* nop */; 811 /* nop */;
715 else if (action == UP_OBJ_INSERT) 812 else if (action == UP_OBJ_INSERT)
716 { 813 {
814#if 0
717 // this is likely overkill, TODO: revisit (schmorp) 815 // this is likely overkill, TODO: revisit (schmorp)
718 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 816 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
719 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 817 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
720 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 818 || (op->is_player () && !(m.flags_ & P_PLAYER))
721 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 819 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
722 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 820 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
723 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 821 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
724 || (m.move_on | op->move_on ) != m.move_on 822 || (m.move_on | op->move_on ) != m.move_on
725 || (m.move_off | op->move_off ) != m.move_off 823 || (m.move_off | op->move_off ) != m.move_off
726 || (m.move_slow | op->move_slow) != m.move_slow 824 || (m.move_slow | op->move_slow) != m.move_slow
727 /* This isn't perfect, but I don't expect a lot of objects to 825 /* This isn't perfect, but I don't expect a lot of objects to
728 * to have move_allow right now. 826 * have move_allow right now.
729 */ 827 */
730 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 828 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
829 m.invalidate ();
830#else
731 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 831 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
732 m.flags_ = 0; 832 m.invalidate ();
833#endif
733 } 834 }
734 /* if the object is being removed, we can't make intelligent 835 /* if the object is being removed, we can't make intelligent
735 * decisions, because remove_ob can't really pass the object 836 * decisions, because remove_ob can't really pass the object
736 * that is being removed. 837 * that is being removed.
737 */ 838 */
738 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 839 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
739 m.flags_ = 0; 840 m.invalidate ();
740 else if (action == UP_OBJ_FACE) 841 else if (action == UP_OBJ_FACE)
741 /* Nothing to do for that case */ ; 842 /* Nothing to do for that case */ ;
742 else 843 else
743 LOG (llevError, "update_object called with invalid action: %d\n", action); 844 LOG (llevError, "update_object called with invalid action: %d\n", action);
744 845
748 849
749object::object () 850object::object ()
750{ 851{
751 SET_FLAG (this, FLAG_REMOVED); 852 SET_FLAG (this, FLAG_REMOVED);
752 853
753 expmul = 1.0; 854 //expmul = 1.0; declared const for the time being
754 face = blank_face; 855 face = blank_face;
856 material = MATERIAL_NULL;
755} 857}
756 858
757object::~object () 859object::~object ()
758{ 860{
759 unlink (); 861 unlink ();
764static int object_count; 866static int object_count;
765 867
766void object::link () 868void object::link ()
767{ 869{
768 assert (!index);//D 870 assert (!index);//D
769 uuid = gen_uuid (); 871 uuid = UUID::gen ();
770 count = ++object_count; 872 count = ++object_count;
771 873
772 refcnt_inc (); 874 refcnt_inc ();
773 objects.insert (this); 875 objects.insert (this);
774} 876}
788 /* If already on active list, don't do anything */ 890 /* If already on active list, don't do anything */
789 if (active) 891 if (active)
790 return; 892 return;
791 893
792 if (has_active_speed ()) 894 if (has_active_speed ())
895 {
896 if (flag [FLAG_FREED])
897 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
898
793 actives.insert (this); 899 actives.insert (this);
900 }
794} 901}
795 902
796void 903void
797object::activate_recursive () 904object::activate_recursive ()
798{ 905{
847object::destroy_inv (bool drop_to_ground) 954object::destroy_inv (bool drop_to_ground)
848{ 955{
849 // need to check first, because the checks below might segfault 956 // need to check first, because the checks below might segfault
850 // as we might be on an invalid mapspace and crossfire code 957 // as we might be on an invalid mapspace and crossfire code
851 // is too buggy to ensure that the inventory is empty. 958 // is too buggy to ensure that the inventory is empty.
852 // corollary: if you create arrows etc. with stuff in tis inventory, 959 // corollary: if you create arrows etc. with stuff in its inventory,
853 // cf will crash below with off-map x and y 960 // cf will crash below with off-map x and y
854 if (!inv) 961 if (!inv)
855 return; 962 return;
856 963
857 /* Only if the space blocks everything do we not process - 964 /* Only if the space blocks everything do we not process -
858 * if some form of movement is allowed, let objects 965 * if some form of movement is allowed, let objects
859 * drop on that space. 966 * drop on that space.
860 */ 967 */
861 if (!drop_to_ground 968 if (!drop_to_ground
862 || !map 969 || !map
863 || map->in_memory != MAP_IN_MEMORY 970 || map->in_memory != MAP_ACTIVE
864 || map->nodrop 971 || map->no_drop
865 || ms ().move_block == MOVE_ALL) 972 || ms ().move_block == MOVE_ALL)
866 { 973 {
867 while (inv) 974 while (inv)
868 {
869 inv->destroy_inv (drop_to_ground);
870 inv->destroy (); 975 inv->destroy ();
871 }
872 } 976 }
873 else 977 else
874 { /* Put objects in inventory onto this space */ 978 { /* Put objects in inventory onto this space */
875 while (inv) 979 while (inv)
876 { 980 {
894 object *op = new object; 998 object *op = new object;
895 op->link (); 999 op->link ();
896 return op; 1000 return op;
897} 1001}
898 1002
1003static struct freed_map : maptile
1004{
1005 freed_map ()
1006 {
1007 path = "<freed objects map>";
1008 name = "/internal/freed_objects_map";
1009 width = 3;
1010 height = 3;
1011 no_drop = 1;
1012 no_reset = 1;
1013
1014 alloc ();
1015 in_memory = MAP_ACTIVE;
1016 }
1017
1018 ~freed_map ()
1019 {
1020 destroy ();
1021 }
1022} freed_map; // freed objects are moved here to avoid crashes
1023
899void 1024void
900object::do_destroy () 1025object::do_destroy ()
901{ 1026{
902 attachable::do_destroy ();
903
904 if (flag [FLAG_IS_LINKED]) 1027 if (flag [FLAG_IS_LINKED])
905 remove_button_link (this); 1028 remove_link ();
906 1029
907 if (flag [FLAG_FRIENDLY]) 1030 if (flag [FLAG_FRIENDLY])
908 remove_friendly_object (this); 1031 remove_friendly_object (this);
909 1032
910 if (!flag [FLAG_REMOVED])
911 remove (); 1033 remove ();
912 1034
913 destroy_inv (true); 1035 attachable::do_destroy ();
914 1036
915 deactivate (); 1037 deactivate ();
916 unlink (); 1038 unlink ();
917 1039
918 flag [FLAG_FREED] = 1; 1040 flag [FLAG_FREED] = 1;
919 1041
920 // hack to ensure that freed objects still have a valid map 1042 // 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; 1043 map = &freed_map;
937 x = 1; 1044 x = 1;
938 y = 1; 1045 y = 1;
939 }
940 1046
941 if (more) 1047 if (more)
942 { 1048 {
943 more->destroy (); 1049 more->destroy ();
944 more = 0; 1050 more = 0;
952 attacked_by = 0; 1058 attacked_by = 0;
953 current_weapon = 0; 1059 current_weapon = 0;
954} 1060}
955 1061
956void 1062void
957object::destroy (bool destroy_inventory) 1063object::destroy ()
958{ 1064{
959 if (destroyed ()) 1065 if (destroyed ())
960 return; 1066 return;
961 1067
962 if (destroy_inventory) 1068 if (!is_head () && !head->destroyed ())
1069 {
1070 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1071 head->destroy ();
1072 return;
1073 }
1074
963 destroy_inv (false); 1075 destroy_inv (false);
964 1076
965 if (is_head ()) 1077 if (is_head ())
966 if (sound_destroy) 1078 if (sound_destroy)
967 play_sound (sound_destroy); 1079 play_sound (sound_destroy);
968 else if (flag [FLAG_MONSTER]) 1080 else if (flag [FLAG_MONSTER])
969 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism 1081 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
970 1082
971 attachable::destroy (); 1083 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} 1084}
990 1085
991/* op->remove (): 1086/* op->remove ():
992 * This function removes the object op from the linked list of objects 1087 * This function removes the object op from the linked list of objects
993 * which it is currently tied to. When this function is done, the 1088 * which it is currently tied to. When this function is done, the
996 * the previous environment. 1091 * the previous environment.
997 */ 1092 */
998void 1093void
999object::do_remove () 1094object::do_remove ()
1000{ 1095{
1001 object *tmp, *last = 0; 1096 if (flag [FLAG_REMOVED])
1002 object *otmp;
1003
1004 if (QUERY_FLAG (this, FLAG_REMOVED))
1005 return; 1097 return;
1006 1098
1007 SET_FLAG (this, FLAG_REMOVED);
1008 INVOKE_OBJECT (REMOVE, this); 1099 INVOKE_OBJECT (REMOVE, this);
1100
1101 flag [FLAG_REMOVED] = true;
1009 1102
1010 if (more) 1103 if (more)
1011 more->remove (); 1104 more->remove ();
1012 1105
1013 /* 1106 /*
1014 * In this case, the object to be removed is in someones 1107 * In this case, the object to be removed is in someones
1015 * inventory. 1108 * inventory.
1016 */ 1109 */
1017 if (env) 1110 if (env)
1018 { 1111 {
1019 if (nrof) 1112 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1020 sub_weight (env, weight * nrof); 1113 if (object *pl = visible_to ())
1021 else 1114 esrv_del_item (pl->contr, count);
1022 sub_weight (env, weight + carrying); 1115 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1023 1116
1024 /* NO_FIX_PLAYER is set when a great many changes are being 1117 adjust_weight (env, -total_weight ());
1025 * made to players inventory. If set, avoiding the call
1026 * to save cpu time.
1027 */
1028 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1029 otmp->update_stats ();
1030 1118
1031 if (above) 1119 object *pl = in_player ();
1032 above->below = below;
1033 else
1034 env->inv = below;
1035
1036 if (below)
1037 below->above = above;
1038 1120
1039 /* we set up values so that it could be inserted into 1121 /* we set up values so that it could be inserted into
1040 * the map, but we don't actually do that - it is up 1122 * the map, but we don't actually do that - it is up
1041 * to the caller to decide what we want to do. 1123 * to the caller to decide what we want to do.
1042 */ 1124 */
1043 x = env->x, y = env->y;
1044 map = env->map; 1125 map = env->map;
1045 above = 0, below = 0; 1126 x = env->x;
1127 y = env->y;
1128
1129 // make sure cmov optimisation is applicable
1130 *(above ? &above->below : &env->inv) = below;
1131 *(below ? &below->above : &above ) = above; // &above is just a dummy
1132
1133 above = 0;
1134 below = 0;
1046 env = 0; 1135 env = 0;
1136
1137 if (pl && pl->is_player ())
1138 {
1139 pl->contr->queue_stats_update ();
1140
1141 if (glow_radius && pl->is_on_map ())
1142 update_all_los (pl->map, pl->x, pl->y);
1143 }
1047 } 1144 }
1048 else if (map) 1145 else if (map)
1049 { 1146 {
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; 1147 map->dirty = true;
1063 mapspace &ms = this->ms (); 1148 mapspace &ms = this->ms ();
1064 1149
1150 if (object *pl = ms.player ())
1151 {
1152 if (is_player ())
1153 {
1154 if (!flag [FLAG_WIZPASS])
1155 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1156
1157 // leaving a spot always closes any open container on the ground
1158 if (container && !container->env)
1159 // this causes spurious floorbox updates, but it ensures
1160 // that the CLOSE event is being sent.
1161 close_container ();
1162
1163 --map->players;
1164 map->touch ();
1165 }
1166 else if (pl->container_ () == this)
1167 {
1168 // removing a container should close it
1169 close_container ();
1170 }
1171
1172 esrv_del_item (pl->contr, count);
1173 }
1174
1065 /* link the object above us */ 1175 /* link the object above us */
1066 if (above) 1176 // re-link, make sure compiler can easily use cmove
1067 above->below = below; 1177 *(above ? &above->below : &ms.top) = below;
1068 else 1178 *(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 1179
1086 above = 0; 1180 above = 0;
1087 below = 0; 1181 below = 0;
1088 1182
1183 ms.invalidate ();
1184
1089 if (map->in_memory == MAP_SAVING) 1185 if (map->in_memory == MAP_SAVING)
1090 return; 1186 return;
1091 1187
1092 int check_walk_off = !flag [FLAG_NO_APPLY]; 1188 int check_walk_off = !flag [FLAG_NO_APPLY];
1093 1189
1094 if (object *pl = ms.player ()) 1190 if (object *pl = ms.player ())
1095 { 1191 {
1096 if (pl->container == this) 1192 if (pl->container_ () == this)
1097 /* If a container that the player is currently using somehow gets 1193 /* If a container that the player is currently using somehow gets
1098 * removed (most likely destroyed), update the player view 1194 * removed (most likely destroyed), update the player view
1099 * appropriately. 1195 * appropriately.
1100 */ 1196 */
1101 pl->close_container (); 1197 pl->close_container ();
1102 1198
1199 //TODO: the floorbox prev/next might need updating
1200 //esrv_del_item (pl->contr, count);
1201 //TODO: update floorbox to preserve ordering
1202 if (pl->contr->ns)
1103 pl->contr->ns->floorbox_update (); 1203 pl->contr->ns->floorbox_update ();
1104 } 1204 }
1105 1205
1206 if (check_walk_off)
1106 for (tmp = ms.bot; tmp; tmp = tmp->above) 1207 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1107 { 1208 {
1209 above = tmp->above;
1210
1108 /* No point updating the players look faces if he is the object 1211 /* No point updating the players look faces if he is the object
1109 * being removed. 1212 * being removed.
1110 */ 1213 */
1111 1214
1112 /* See if object moving off should effect something */ 1215 /* See if object moving off should effect something */
1113 if (check_walk_off
1114 && ((move_type & tmp->move_off) 1216 if ((move_type & tmp->move_off)
1115 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1217 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1116 {
1117 move_apply (tmp, this, 0); 1218 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 } 1219 }
1122 1220
1123 last = tmp; 1221 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); 1222 update_all_los (map, x, y);
1135 } 1223 }
1136} 1224}
1137 1225
1138/* 1226/*
1147merge_ob (object *op, object *top) 1235merge_ob (object *op, object *top)
1148{ 1236{
1149 if (!op->nrof) 1237 if (!op->nrof)
1150 return 0; 1238 return 0;
1151 1239
1152 if (top) 1240 if (!top)
1153 for (top = op; top && top->above; top = top->above) 1241 for (top = op; top && top->above; top = top->above)
1154 ; 1242 ;
1155 1243
1156 for (; top; top = top->below) 1244 for (; top; top = top->below)
1157 {
1158 if (top == op)
1159 continue;
1160
1161 if (object::can_merge (op, top)) 1245 if (object::can_merge (op, top))
1162 { 1246 {
1163 top->nrof += op->nrof; 1247 top->nrof += op->nrof;
1164 1248
1165/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1249 if (object *pl = top->visible_to ())
1166 op->weight = 0; /* Don't want any adjustements now */ 1250 esrv_update_item (UPD_NROF, pl, top);
1251
1252 op->weight = 0; // cancel the addition above
1253 op->carrying = 0; // must be 0 already
1254
1167 op->destroy (); 1255 op->destroy ();
1256
1168 return top; 1257 return top;
1169 } 1258 }
1170 }
1171 1259
1172 return 0; 1260 return 0;
1173} 1261}
1174 1262
1175void 1263void
1180 1268
1181 object *prev = this; 1269 object *prev = this;
1182 1270
1183 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1271 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1184 { 1272 {
1185 object *op = arch_to_object (at); 1273 object *op = at->instance ();
1186 1274
1187 op->name = name; 1275 op->name = name;
1188 op->name_pl = name_pl; 1276 op->name_pl = name_pl;
1189 op->title = title; 1277 op->title = title;
1190 1278
1200 * job preparing multi-part monsters. 1288 * job preparing multi-part monsters.
1201 */ 1289 */
1202object * 1290object *
1203insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1291insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1204{ 1292{
1293 op->remove ();
1294
1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1295 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1206 { 1296 {
1207 tmp->x = x + tmp->arch->x; 1297 tmp->x = x + tmp->arch->x;
1208 tmp->y = y + tmp->arch->y; 1298 tmp->y = y + tmp->arch->y;
1209 } 1299 }
1232 * just 'op' otherwise 1322 * just 'op' otherwise
1233 */ 1323 */
1234object * 1324object *
1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1325insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1236{ 1326{
1237 assert (!op->flag [FLAG_FREED]);
1238
1239 object *top, *floor = NULL;
1240
1241 op->remove (); 1327 op->remove ();
1242 1328
1243 if (out_of_map (m, op->x, op->y)) 1329 if (m == &freed_map)//D TODO: remove soon
1244 { 1330 {//D
1245 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ()); 1331 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
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 } 1332 }//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 1333
1262 /* Ideally, the caller figures this out. However, it complicates a lot 1334 /* 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 1335 * of areas of callers (eg, anything that uses find_free_spot would now
1264 * need extra work 1336 * need extra work
1265 */ 1337 */
1338 maptile *newmap = m;
1266 if (!xy_normalise (m, op->x, op->y)) 1339 if (!xy_normalise (newmap, op->x, op->y))
1340 {
1341 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1267 return 0; 1342 return 0;
1343 }
1268 1344
1345 if (object *more = op->more)
1346 if (!insert_ob_in_map (more, m, originator, flag))
1347 return 0;
1348
1349 op->flag [FLAG_REMOVED] = false;
1350 op->env = 0;
1269 op->map = m; 1351 op->map = newmap;
1352
1270 mapspace &ms = op->ms (); 1353 mapspace &ms = op->ms ();
1271 1354
1272 /* this has to be done after we translate the coordinates. 1355 /* this has to be done after we translate the coordinates.
1273 */ 1356 */
1274 if (op->nrof && !(flag & INS_NO_MERGE)) 1357 if (op->nrof && !(flag & INS_NO_MERGE))
1275 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1358 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1276 if (object::can_merge (op, tmp)) 1359 if (object::can_merge (op, tmp))
1277 { 1360 {
1361 // TODO: we actually want to update tmp, not op,
1362 // but some caller surely breaks when we return tmp
1363 // from here :/
1278 op->nrof += tmp->nrof; 1364 op->nrof += tmp->nrof;
1279 tmp->destroy (); 1365 tmp->destroy ();
1280 } 1366 }
1281 1367
1282 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1368 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1291 { 1377 {
1292 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1378 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1293 abort (); 1379 abort ();
1294 } 1380 }
1295 1381
1382 if (!originator->is_on_map ())
1383 {
1384 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1385 op->debug_desc (), originator->debug_desc ());
1386 abort ();
1387 }
1388
1296 op->above = originator; 1389 op->above = originator;
1297 op->below = originator->below; 1390 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; 1391 originator->below = op;
1392
1393 *(op->below ? &op->below->above : &ms.bot) = op;
1306 } 1394 }
1307 else 1395 else
1308 { 1396 {
1309 top = ms.bot; 1397 object *floor = 0;
1398 object *top = ms.top;
1310 1399
1311 /* If there are other objects, then */ 1400 /* If there are other objects, then */
1312 if ((!(flag & INS_MAP_LOAD)) && top) 1401 if (top)
1313 { 1402 {
1314 object *last = 0;
1315
1316 /* 1403 /*
1317 * If there are multiple objects on this space, we do some trickier handling. 1404 * If there are multiple objects on this space, we do some trickier handling.
1318 * We've already dealt with merging if appropriate. 1405 * We've already dealt with merging if appropriate.
1319 * Generally, we want to put the new object on top. But if 1406 * Generally, we want to put the new object on top. But if
1320 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1407 * 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 1410 * 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 1411 * 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 1412 * when lots of spells are cast in one area. Currently, it is presumed
1326 * that flying non pickable objects are spell objects. 1413 * that flying non pickable objects are spell objects.
1327 */ 1414 */
1328 for (top = ms.bot; top; top = top->above) 1415 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1329 { 1416 {
1330 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1417 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1331 floor = top; 1418 floor = tmp;
1332 1419
1333 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1420 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1334 { 1421 {
1335 /* We insert above top, so we want this object below this */ 1422 /* We insert above top, so we want this object below this */
1336 top = top->below; 1423 top = tmp->below;
1337 break; 1424 break;
1338 } 1425 }
1339 1426
1340 last = top; 1427 top = tmp;
1341 } 1428 }
1342
1343 /* Don't want top to be NULL, so set it to the last valid object */
1344 top = last;
1345 1429
1346 /* We let update_position deal with figuring out what the space 1430 /* We let update_position deal with figuring out what the space
1347 * looks like instead of lots of conditions here. 1431 * looks like instead of lots of conditions here.
1348 * makes things faster, and effectively the same result. 1432 * makes things faster, and effectively the same result.
1349 */ 1433 */
1356 */ 1440 */
1357 if (!(flag & INS_ON_TOP) 1441 if (!(flag & INS_ON_TOP)
1358 && ms.flags () & P_BLOCKSVIEW 1442 && ms.flags () & P_BLOCKSVIEW
1359 && (op->face && !faces [op->face].visibility)) 1443 && (op->face && !faces [op->face].visibility))
1360 { 1444 {
1445 object *last;
1446
1361 for (last = top; last != floor; last = last->below) 1447 for (last = top; last != floor; last = last->below)
1362 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1448 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1363 break; 1449 break;
1364 1450
1365 /* Check to see if we found the object that blocks view, 1451 /* Check to see if we found the object that blocks view,
1369 */ 1455 */
1370 if (last && last->below && last != floor) 1456 if (last && last->below && last != floor)
1371 top = last->below; 1457 top = last->below;
1372 } 1458 }
1373 } /* If objects on this space */ 1459 } /* If objects on this space */
1374 if (flag & INS_MAP_LOAD)
1375 top = ms.top;
1376 1460
1377 if (flag & INS_ABOVE_FLOOR_ONLY) 1461 if (flag & INS_ABOVE_FLOOR_ONLY)
1378 top = floor; 1462 top = floor;
1379 1463
1380 /* Top is the object that our object (op) is going to get inserted above. 1464 // insert object above top, or bottom-most if top = 0
1381 */
1382
1383 /* First object on this space */
1384 if (!top) 1465 if (!top)
1385 { 1466 {
1467 op->below = 0;
1386 op->above = ms.bot; 1468 op->above = ms.bot;
1387
1388 if (op->above)
1389 op->above->below = op;
1390
1391 op->below = 0;
1392 ms.bot = op; 1469 ms.bot = op;
1470
1471 *(op->above ? &op->above->below : &ms.top) = op;
1393 } 1472 }
1394 else 1473 else
1395 { /* get inserted into the stack above top */ 1474 {
1396 op->above = top->above; 1475 op->above = top->above;
1397
1398 if (op->above)
1399 op->above->below = op; 1476 top->above = op;
1400 1477
1401 op->below = top; 1478 op->below = top;
1402 top->above = op; 1479 *(op->above ? &op->above->below : &ms.top) = op;
1403 } 1480 }
1481 }
1404 1482
1405 if (!op->above) 1483 if (op->is_player ())
1406 ms.top = op;
1407 } /* else not INS_BELOW_ORIGINATOR */
1408
1409 if (op->type == PLAYER)
1410 { 1484 {
1411 op->contr->do_los = 1; 1485 op->contr->do_los = 1;
1412 ++op->map->players; 1486 ++op->map->players;
1413 op->map->touch (); 1487 op->map->touch ();
1414 } 1488 }
1415 1489
1416 op->map->dirty = true; 1490 op->map->dirty = true;
1417 1491
1418 if (!(flag & INS_MAP_LOAD))
1419 if (object *pl = ms.player ()) 1492 if (object *pl = ms.player ())
1493 //TODO: the floorbox prev/next might need updating
1494 //esrv_send_item (pl, op);
1495 //TODO: update floorbox to preserve ordering
1496 if (pl->contr->ns)
1420 pl->contr->ns->floorbox_update (); 1497 pl->contr->ns->floorbox_update ();
1421 1498
1422 /* If this object glows, it may affect lighting conditions that are 1499 /* If this object glows, it may affect lighting conditions that are
1423 * visible to others on this map. But update_all_los is really 1500 * visible to others on this map. But update_all_los is really
1424 * an inefficient way to do this, as it means los for all players 1501 * an inefficient way to do this, as it means los for all players
1426 * be far away from this change and not affected in any way - 1503 * be far away from this change and not affected in any way -
1427 * this should get redone to only look for players within range, 1504 * this should get redone to only look for players within range,
1428 * or just updating the P_UPTODATE for spaces within this area 1505 * or just updating the P_UPTODATE for spaces within this area
1429 * of effect may be sufficient. 1506 * of effect may be sufficient.
1430 */ 1507 */
1431 if (op->map->darkness && (op->glow_radius != 0)) 1508 if (op->affects_los ())
1509 {
1510 op->ms ().invalidate ();
1432 update_all_los (op->map, op->x, op->y); 1511 update_all_los (op->map, op->x, op->y);
1512 }
1433 1513
1434 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1514 /* updates flags (blocked, alive, no magic, etc) for this map space */
1435 update_object (op, UP_OBJ_INSERT); 1515 update_object (op, UP_OBJ_INSERT);
1436 1516
1437 INVOKE_OBJECT (INSERT, op); 1517 INVOKE_OBJECT (INSERT, op);
1444 * blocked() and wall() work properly), and these flags are updated by 1524 * blocked() and wall() work properly), and these flags are updated by
1445 * update_object(). 1525 * update_object().
1446 */ 1526 */
1447 1527
1448 /* if this is not the head or flag has been passed, don't check walk on status */ 1528 /* if this is not the head or flag has been passed, don't check walk on status */
1449 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1529 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1450 { 1530 {
1451 if (check_move_on (op, originator)) 1531 if (check_move_on (op, originator))
1452 return 0; 1532 return 0;
1453 1533
1454 /* If we are a multi part object, lets work our way through the check 1534 /* If we are a multi part object, lets work our way through the check
1465/* this function inserts an object in the map, but if it 1545/* this function inserts an object in the map, but if it
1466 * finds an object of its own type, it'll remove that one first. 1546 * finds an object of its own type, it'll remove that one first.
1467 * op is the object to insert it under: supplies x and the map. 1547 * op is the object to insert it under: supplies x and the map.
1468 */ 1548 */
1469void 1549void
1470replace_insert_ob_in_map (const char *arch_string, object *op) 1550replace_insert_ob_in_map (shstr_tmp archname, object *op)
1471{ 1551{
1472 object *tmp, *tmp1;
1473
1474 /* first search for itself and remove any old instances */ 1552 /* first search for itself and remove any old instances */
1475 1553
1476 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1554 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1477 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1555 if (tmp->arch->archname == archname) /* same archetype */
1478 tmp->destroy (); 1556 tmp->destroy ();
1479 1557
1480 tmp1 = arch_to_object (archetype::find (arch_string)); 1558 object *tmp = archetype::find (archname)->instance ();
1481 1559
1482 tmp1->x = op->x; 1560 tmp->x = op->x;
1483 tmp1->y = op->y; 1561 tmp->y = op->y;
1562
1484 insert_ob_in_map (tmp1, op->map, op, 0); 1563 insert_ob_in_map (tmp, op->map, op, 0);
1485} 1564}
1486 1565
1487object * 1566object *
1488object::insert_at (object *where, object *originator, int flags) 1567object::insert_at (object *where, object *originator, int flags)
1489{ 1568{
1569 if (where->env)
1570 return where->env->insert (this);
1571 else
1490 return where->map->insert (this, where->x, where->y, originator, flags); 1572 return where->map->insert (this, where->x, where->y, originator, flags);
1491} 1573}
1492 1574
1493/* 1575// check whether we can put this into the map, respect max_volume, max_items
1494 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1576bool
1495 * is returned contains nr objects, and the remaining parts contains 1577object::can_drop_at (maptile *m, int x, int y, object *originator)
1496 * the rest (or is removed and freed if that number is 0).
1497 * On failure, NULL is returned, and the reason put into the
1498 * global static errmsg array.
1499 */
1500object *
1501get_split_ob (object *orig_ob, uint32 nr)
1502{ 1578{
1503 object *newob; 1579 mapspace &ms = m->at (x, y);
1504 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1505 1580
1506 if (orig_ob->nrof < nr) 1581 int items = ms.items ();
1507 {
1508 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1509 return NULL;
1510 }
1511 1582
1512 newob = object_create_clone (orig_ob); 1583 if (!items // testing !items ensures we can drop at least one item
1584 || (items < m->max_items
1585 && ms.volume () < m->max_volume))
1586 return true;
1513 1587
1514 if ((orig_ob->nrof -= nr) < 1) 1588 if (originator && originator->is_player ())
1515 orig_ob->destroy (1); 1589 originator->contr->failmsg (format (
1516 else if (!is_removed) 1590 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1517 { 1591 query_name ()
1518 if (orig_ob->env != NULL) 1592 ));
1519 sub_weight (orig_ob->env, orig_ob->weight * nr);
1520 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1521 {
1522 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1523 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1524 return NULL;
1525 }
1526 }
1527 1593
1528 newob->nrof = nr; 1594 return false;
1529
1530 return newob;
1531} 1595}
1532 1596
1533/* 1597/*
1534 * decrease_ob_nr(object, number) decreases a specified number from 1598 * decrease(object, number) decreases a specified number from
1535 * the amount of an object. If the amount reaches 0, the object 1599 * the amount of an object. If the amount reaches 0, the object
1536 * is subsequently removed and freed. 1600 * is subsequently removed and freed.
1537 * 1601 *
1538 * Return value: 'op' if something is left, NULL if the amount reached 0 1602 * Return value: 'op' if something is left, NULL if the amount reached 0
1539 */ 1603 */
1604bool
1605object::decrease (sint32 nr)
1606{
1607 if (!nr)
1608 return true;
1609
1610 nr = min (nr, nrof);
1611
1612 if (nrof > nr)
1613 {
1614 nrof -= nr;
1615 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1616
1617 if (object *pl = visible_to ())
1618 esrv_update_item (UPD_NROF, pl, this);
1619
1620 return true;
1621 }
1622 else
1623 {
1624 destroy ();
1625 return false;
1626 }
1627}
1628
1629/*
1630 * split(ob,nr) splits up ob into two parts. The part which
1631 * is returned contains nr objects, and the remaining parts contains
1632 * the rest (or is removed and returned if that number is 0).
1633 * On failure, NULL is returned.
1634 */
1540object * 1635object *
1541decrease_ob_nr (object *op, uint32 i) 1636object::split (sint32 nr)
1542{ 1637{
1543 object *tmp; 1638 int have = number_of ();
1544 1639
1545 if (i == 0) /* objects with op->nrof require this check */ 1640 if (have < nr)
1546 return op; 1641 return 0;
1547 1642 else if (have == nr)
1548 if (i > op->nrof)
1549 i = op->nrof;
1550
1551 if (QUERY_FLAG (op, FLAG_REMOVED))
1552 op->nrof -= i;
1553 else if (op->env)
1554 { 1643 {
1555 /* is this object in the players inventory, or sub container
1556 * therein?
1557 */
1558 tmp = op->in_player ();
1559 /* nope. Is this a container the player has opened?
1560 * If so, set tmp to that player.
1561 * IMO, searching through all the players will mostly
1562 * likely be quicker than following op->env to the map,
1563 * and then searching the map for a player.
1564 */
1565 if (!tmp)
1566 for_all_players (pl)
1567 if (pl->ob->container == op->env)
1568 {
1569 tmp = pl->ob;
1570 break;
1571 }
1572
1573 if (i < op->nrof)
1574 {
1575 sub_weight (op->env, op->weight * i);
1576 op->nrof -= i;
1577 if (tmp)
1578 esrv_send_item (tmp, op);
1579 }
1580 else
1581 {
1582 op->remove (); 1644 remove ();
1583 op->nrof = 0; 1645 return this;
1584 if (tmp)
1585 esrv_del_item (tmp->contr, op->count);
1586 }
1587 } 1646 }
1588 else 1647 else
1589 { 1648 {
1590 object *above = op->above; 1649 decrease (nr);
1591 1650
1592 if (i < op->nrof) 1651 object *op = deep_clone ();
1593 op->nrof -= i; 1652 op->nrof = nr;
1594 else
1595 {
1596 op->remove ();
1597 op->nrof = 0;
1598 }
1599
1600 /* Since we just removed op, op->above is null */
1601 for (tmp = above; tmp; tmp = tmp->above)
1602 if (tmp->type == PLAYER)
1603 {
1604 if (op->nrof)
1605 esrv_send_item (tmp, op);
1606 else
1607 esrv_del_item (tmp->contr, op->count);
1608 }
1609 }
1610
1611 if (op->nrof)
1612 return op; 1653 return op;
1613 else
1614 {
1615 op->destroy ();
1616 return 0;
1617 }
1618}
1619
1620/*
1621 * add_weight(object, weight) adds the specified weight to an object,
1622 * and also updates how much the environment(s) is/are carrying.
1623 */
1624void
1625add_weight (object *op, signed long weight)
1626{
1627 while (op != NULL)
1628 {
1629 if (op->type == CONTAINER)
1630 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1631
1632 op->carrying += weight;
1633 op = op->env;
1634 } 1654 }
1635} 1655}
1636 1656
1637object * 1657object *
1638insert_ob_in_ob (object *op, object *where) 1658insert_ob_in_ob (object *op, object *where)
1663 * be != op, if items are merged. -Tero 1683 * be != op, if items are merged. -Tero
1664 */ 1684 */
1665object * 1685object *
1666object::insert (object *op) 1686object::insert (object *op)
1667{ 1687{
1668 if (!QUERY_FLAG (op, FLAG_REMOVED))
1669 op->remove ();
1670
1671 if (op->more) 1688 if (op->more)
1672 { 1689 {
1673 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1690 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1674 return op; 1691 return op;
1675 } 1692 }
1676 1693
1677 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1694 op->remove ();
1678 CLEAR_FLAG (op, FLAG_REMOVED); 1695
1696 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1679 1697
1680 if (op->nrof) 1698 if (op->nrof)
1681 {
1682 for (object *tmp = inv; tmp; tmp = tmp->below) 1699 for (object *tmp = inv; tmp; tmp = tmp->below)
1683 if (object::can_merge (tmp, op)) 1700 if (object::can_merge (tmp, op))
1684 { 1701 {
1685 /* return the original object and remove inserted object 1702 /* return the original object and remove inserted object
1686 (client needs the original object) */ 1703 (client needs the original object) */
1687 tmp->nrof += op->nrof; 1704 tmp->nrof += op->nrof;
1688 /* Weight handling gets pretty funky. Since we are adding to 1705
1689 * tmp->nrof, we need to increase the weight. 1706 if (object *pl = tmp->visible_to ())
1690 */ 1707 esrv_update_item (UPD_NROF, pl, tmp);
1708
1691 add_weight (this, op->weight * op->nrof); 1709 adjust_weight (this, op->total_weight ());
1692 SET_FLAG (op, FLAG_REMOVED); 1710
1693 op->destroy (); /* free the inserted object */ 1711 op->destroy ();
1694 op = tmp; 1712 op = tmp;
1695 op->remove (); /* and fix old object's links */ 1713 goto inserted;
1696 CLEAR_FLAG (op, FLAG_REMOVED);
1697 break;
1698 } 1714 }
1699 1715
1700 /* I assume combined objects have no inventory
1701 * We add the weight - this object could have just been removed
1702 * (if it was possible to merge). calling remove_ob will subtract
1703 * the weight, so we need to add it in again, since we actually do
1704 * the linking below
1705 */
1706 add_weight (this, op->weight * op->nrof);
1707 }
1708 else
1709 add_weight (this, (op->weight + op->carrying));
1710
1711 if (object *otmp = this->in_player ())
1712 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1713 otmp->update_stats ();
1714
1715 op->owner = 0; // its his/hers now. period. 1716 op->owner = 0; // it's his/hers now. period.
1716 op->map = 0; 1717 op->map = 0;
1718 op->x = 0;
1719 op->y = 0;
1720
1721 op->above = 0;
1722 op->below = inv;
1717 op->env = this; 1723 op->env = this;
1718 op->above = 0;
1719 op->below = 0;
1720 op->x = op->y = 0;
1721 1724
1725 if (inv)
1726 inv->above = op;
1727
1728 inv = op;
1729
1730 op->flag [FLAG_REMOVED] = 0;
1731
1732 if (object *pl = op->visible_to ())
1733 esrv_send_item (pl, op);
1734
1735 adjust_weight (this, op->total_weight ());
1736
1737inserted:
1722 /* reset the light list and los of the players on the map */ 1738 /* reset the light list and los of the players on the map */
1723 if (op->glow_radius && map) 1739 if (op->glow_radius && is_on_map ())
1724 { 1740 {
1725#ifdef DEBUG_LIGHTS 1741 update_stats ();
1726 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1727#endif /* DEBUG_LIGHTS */
1728 if (map->darkness)
1729 update_all_los (map, x, y); 1742 update_all_los (map, x, y);
1730 }
1731
1732 /* Client has no idea of ordering so lets not bother ordering it here.
1733 * It sure simplifies this function...
1734 */
1735 if (!inv)
1736 inv = op;
1737 else
1738 { 1743 }
1739 op->below = inv; 1744 else if (is_player ())
1740 op->below->above = op; 1745 // if this is a player's inventory, update stats
1741 inv = op; 1746 contr->queue_stats_update ();
1742 }
1743 1747
1744 INVOKE_OBJECT (INSERT, this); 1748 INVOKE_OBJECT (INSERT, this);
1745 1749
1746 return op; 1750 return op;
1747} 1751}
1767 * on top. 1771 * on top.
1768 */ 1772 */
1769int 1773int
1770check_move_on (object *op, object *originator) 1774check_move_on (object *op, object *originator)
1771{ 1775{
1776 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1777 return 0;
1778
1772 object *tmp; 1779 object *tmp;
1773 maptile *m = op->map; 1780 maptile *m = op->map;
1774 int x = op->x, y = op->y; 1781 int x = op->x, y = op->y;
1775 1782
1776 MoveType move_on, move_slow, move_block; 1783 mapspace &ms = m->at (x, y);
1777 1784
1778 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1785 ms.update ();
1779 return 0;
1780 1786
1781 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1787 MoveType move_on = ms.move_on;
1782 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1788 MoveType move_slow = ms.move_slow;
1783 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1789 MoveType move_block = ms.move_block;
1784 1790
1785 /* if nothing on this space will slow op down or be applied, 1791 /* if nothing on this space will slow op down or be applied,
1786 * no need to do checking below. have to make sure move_type 1792 * no need to do checking below. have to make sure move_type
1787 * is set, as lots of objects don't have it set - we treat that 1793 * is set, as lots of objects don't have it set - we treat that
1788 * as walking. 1794 * as walking.
1799 return 0; 1805 return 0;
1800 1806
1801 /* The objects have to be checked from top to bottom. 1807 /* The objects have to be checked from top to bottom.
1802 * Hence, we first go to the top: 1808 * Hence, we first go to the top:
1803 */ 1809 */
1804 1810 for (object *next, *tmp = ms.top; tmp; tmp = next)
1805 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1806 {
1807 /* Trim the search when we find the first other spell effect
1808 * this helps performance so that if a space has 50 spell objects,
1809 * we don't need to check all of them.
1810 */
1811 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1812 break;
1813 } 1811 {
1812 next = tmp->below;
1814 1813
1815 for (; tmp; tmp = tmp->below)
1816 {
1817 if (tmp == op) 1814 if (tmp == op)
1818 continue; /* Can't apply yourself */ 1815 continue; /* Can't apply yourself */
1819 1816
1820 /* Check to see if one of the movement types should be slowed down. 1817 /* Check to see if one of the movement types should be slowed down.
1821 * Second check makes sure that the movement types not being slowed 1818 * Second check makes sure that the movement types not being slowed
1826 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1823 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1827 { 1824 {
1828 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1825 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1829 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1826 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1830 { 1827 {
1831
1832 float
1833 diff = tmp->move_slow_penalty * fabs (op->speed); 1828 float diff = tmp->move_slow_penalty * fabs (op->speed);
1834 1829
1835 if (op->type == PLAYER) 1830 if (op->is_player ())
1836 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1831 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1837 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1832 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1838 diff /= 4.0; 1833 diff /= 4.0;
1839 1834
1840 op->speed_left -= diff; 1835 op->speed_left -= diff;
1841 } 1836 }
1842 } 1837 }
1875 LOG (llevError, "Present_arch called outside map.\n"); 1870 LOG (llevError, "Present_arch called outside map.\n");
1876 return NULL; 1871 return NULL;
1877 } 1872 }
1878 1873
1879 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1874 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1880 if (tmp->arch == at) 1875 if (tmp->arch->archname == at->archname)
1881 return tmp; 1876 return tmp;
1882 1877
1883 return NULL; 1878 return NULL;
1884} 1879}
1885 1880
1949 * The first matching object is returned, or NULL if none. 1944 * The first matching object is returned, or NULL if none.
1950 */ 1945 */
1951object * 1946object *
1952present_arch_in_ob (const archetype *at, const object *op) 1947present_arch_in_ob (const archetype *at, const object *op)
1953{ 1948{
1954 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1949 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1955 if (tmp->arch == at) 1950 if (tmp->arch->archname == at->archname)
1956 return tmp; 1951 return tmp;
1957 1952
1958 return NULL; 1953 return NULL;
1959} 1954}
1960 1955
1962 * activate recursively a flag on an object inventory 1957 * activate recursively a flag on an object inventory
1963 */ 1958 */
1964void 1959void
1965flag_inv (object *op, int flag) 1960flag_inv (object *op, int flag)
1966{ 1961{
1967 if (op->inv)
1968 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1962 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1969 { 1963 {
1970 SET_FLAG (tmp, flag); 1964 SET_FLAG (tmp, flag);
1971 flag_inv (tmp, flag); 1965 flag_inv (tmp, flag);
1972 } 1966 }
1973} 1967}
1974 1968
1975/* 1969/*
1976 * deactivate recursively a flag on an object inventory 1970 * deactivate recursively a flag on an object inventory
1977 */ 1971 */
1978void 1972void
1979unflag_inv (object *op, int flag) 1973unflag_inv (object *op, int flag)
1980{ 1974{
1981 if (op->inv)
1982 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1975 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1983 { 1976 {
1984 CLEAR_FLAG (tmp, flag); 1977 CLEAR_FLAG (tmp, flag);
1985 unflag_inv (tmp, flag); 1978 unflag_inv (tmp, flag);
1986 } 1979 }
1987} 1980}
1988 1981
1989/* 1982/*
1990 * find_free_spot(object, map, x, y, start, stop) will search for 1983 * find_free_spot(object, map, x, y, start, stop) will search for
1991 * a spot at the given map and coordinates which will be able to contain 1984 * a spot at the given map and coordinates which will be able to contain
1993 * to search (see the freearr_x/y[] definition). 1986 * to search (see the freearr_x/y[] definition).
1994 * It returns a random choice among the alternatives found. 1987 * It returns a random choice among the alternatives found.
1995 * start and stop are where to start relative to the free_arr array (1,9 1988 * start and stop are where to start relative to the free_arr array (1,9
1996 * does all 4 immediate directions). This returns the index into the 1989 * does all 4 immediate directions). This returns the index into the
1997 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1990 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1998 * Note - this only checks to see if there is space for the head of the
1999 * object - if it is a multispace object, this should be called for all
2000 * pieces.
2001 * Note2: This function does correctly handle tiled maps, but does not 1991 * Note: This function does correctly handle tiled maps, but does not
2002 * inform the caller. However, insert_ob_in_map will update as 1992 * inform the caller. However, insert_ob_in_map will update as
2003 * necessary, so the caller shouldn't need to do any special work. 1993 * necessary, so the caller shouldn't need to do any special work.
2004 * Note - updated to take an object instead of archetype - this is necessary 1994 * Note - updated to take an object instead of archetype - this is necessary
2005 * because arch_blocked (now ob_blocked) needs to know the movement type 1995 * because arch_blocked (now ob_blocked) needs to know the movement type
2006 * to know if the space in question will block the object. We can't use 1996 * to know if the space in question will block the object. We can't use
2008 * customized, changed states, etc. 1998 * customized, changed states, etc.
2009 */ 1999 */
2010int 2000int
2011find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2001find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2012{ 2002{
2003 int altern[SIZEOFFREE];
2013 int index = 0, flag; 2004 int index = 0, flag;
2014 int altern[SIZEOFFREE];
2015 2005
2016 for (int i = start; i < stop; i++) 2006 for (int i = start; i < stop; i++)
2017 { 2007 {
2018 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2008 mapxy pos (m, x, y); pos.move (i);
2019 if (!flag) 2009
2010 if (!pos.normalise ())
2011 continue;
2012
2013 mapspace &ms = *pos;
2014
2015 if (ms.flags () & P_IS_ALIVE)
2016 continue;
2017
2018 /* However, often
2019 * ob doesn't have any move type (when used to place exits)
2020 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2021 */
2022 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2023 {
2020 altern [index++] = i; 2024 altern [index++] = i;
2025 continue;
2026 }
2021 2027
2022 /* Basically, if we find a wall on a space, we cut down the search size. 2028 /* Basically, if we find a wall on a space, we cut down the search size.
2023 * In this way, we won't return spaces that are on another side of a wall. 2029 * In this way, we won't return spaces that are on another side of a wall.
2024 * This mostly work, but it cuts down the search size in all directions - 2030 * This mostly work, but it cuts down the search size in all directions -
2025 * if the space being examined only has a wall to the north and empty 2031 * if the space being examined only has a wall to the north and empty
2026 * spaces in all the other directions, this will reduce the search space 2032 * spaces in all the other directions, this will reduce the search space
2027 * to only the spaces immediately surrounding the target area, and 2033 * to only the spaces immediately surrounding the target area, and
2028 * won't look 2 spaces south of the target space. 2034 * won't look 2 spaces south of the target space.
2029 */ 2035 */
2030 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2036 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2037 {
2031 stop = maxfree[i]; 2038 stop = maxfree[i];
2039 continue;
2040 }
2041
2042 /* Note it is intentional that we check ob - the movement type of the
2043 * head of the object should correspond for the entire object.
2044 */
2045 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2046 continue;
2047
2048 if (ob->blocked (pos.m, pos.x, pos.y))
2049 continue;
2050
2051 altern [index++] = i;
2032 } 2052 }
2033 2053
2034 if (!index) 2054 if (!index)
2035 return -1; 2055 return -1;
2036 2056
2045 */ 2065 */
2046int 2066int
2047find_first_free_spot (const object *ob, maptile *m, int x, int y) 2067find_first_free_spot (const object *ob, maptile *m, int x, int y)
2048{ 2068{
2049 for (int i = 0; i < SIZEOFFREE; i++) 2069 for (int i = 0; i < SIZEOFFREE; i++)
2050 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2070 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2051 return i; 2071 return i;
2052 2072
2053 return -1; 2073 return -1;
2054} 2074}
2055 2075
2101 * there is capable of. 2121 * there is capable of.
2102 */ 2122 */
2103int 2123int
2104find_dir (maptile *m, int x, int y, object *exclude) 2124find_dir (maptile *m, int x, int y, object *exclude)
2105{ 2125{
2106 int i, max = SIZEOFFREE, mflags; 2126 int max = SIZEOFFREE, mflags;
2107
2108 sint16 nx, ny;
2109 object *tmp;
2110 maptile *mp;
2111
2112 MoveType blocked, move_type; 2127 MoveType move_type;
2113 2128
2114 if (exclude && exclude->head_ () != exclude) 2129 if (exclude && exclude->head_ () != exclude)
2115 { 2130 {
2116 exclude = exclude->head; 2131 exclude = exclude->head;
2117 move_type = exclude->move_type; 2132 move_type = exclude->move_type;
2120 { 2135 {
2121 /* If we don't have anything, presume it can use all movement types. */ 2136 /* If we don't have anything, presume it can use all movement types. */
2122 move_type = MOVE_ALL; 2137 move_type = MOVE_ALL;
2123 } 2138 }
2124 2139
2125 for (i = 1; i < max; i++) 2140 for (int i = 1; i < max; i++)
2126 { 2141 {
2127 mp = m; 2142 mapxy pos (m, x, y);
2128 nx = x + freearr_x[i]; 2143 pos.move (i);
2129 ny = y + freearr_y[i];
2130 2144
2131 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2145 if (!pos.normalise ())
2132
2133 if (mflags & P_OUT_OF_MAP)
2134 max = maxfree[i]; 2146 max = maxfree[i];
2135 else 2147 else
2136 { 2148 {
2137 mapspace &ms = mp->at (nx, ny); 2149 mapspace &ms = *pos;
2138 2150
2139 blocked = ms.move_block;
2140
2141 if ((move_type & blocked) == move_type) 2151 if ((move_type & ms.move_block) == move_type)
2142 max = maxfree[i]; 2152 max = maxfree [i];
2143 else if (mflags & P_IS_ALIVE) 2153 else if (ms.flags () & P_IS_ALIVE)
2144 { 2154 {
2145 for (tmp = ms.bot; tmp; tmp = tmp->above) 2155 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2146 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2156 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2147 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2157 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2148 break;
2149
2150 if (tmp)
2151 return freedir[i]; 2158 return freedir [i];
2152 } 2159 }
2153 } 2160 }
2154 } 2161 }
2155 2162
2156 return 0; 2163 return 0;
2231 * This basically means that if direction is 15, then it could either go 2238 * This basically means that if direction is 15, then it could either go
2232 * direction 4, 14, or 16 to get back to where we are. 2239 * direction 4, 14, or 16 to get back to where we are.
2233 * Moved from spell_util.c to object.c with the other related direction 2240 * Moved from spell_util.c to object.c with the other related direction
2234 * functions. 2241 * functions.
2235 */ 2242 */
2236int reduction_dir[SIZEOFFREE][3] = { 2243static const int reduction_dir[SIZEOFFREE][3] = {
2237 {0, 0, 0}, /* 0 */ 2244 {0, 0, 0}, /* 0 */
2238 {0, 0, 0}, /* 1 */ 2245 {0, 0, 0}, /* 1 */
2239 {0, 0, 0}, /* 2 */ 2246 {0, 0, 0}, /* 2 */
2240 {0, 0, 0}, /* 3 */ 2247 {0, 0, 0}, /* 3 */
2241 {0, 0, 0}, /* 4 */ 2248 {0, 0, 0}, /* 4 */
2337int 2344int
2338can_pick (const object *who, const object *item) 2345can_pick (const object *who, const object *item)
2339{ 2346{
2340 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2347 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2341 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2348 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2342 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2349 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2343} 2350}
2344 2351
2345/* 2352/*
2346 * create clone from object to another 2353 * create clone from object to another
2347 */ 2354 */
2348object * 2355object *
2349object_create_clone (object *asrc) 2356object::deep_clone ()
2350{ 2357{
2351 object *dst = 0, *tmp, *src, *prev, *item; 2358 assert (("deep_clone called on non-head object", is_head ()));
2352 2359
2353 if (!asrc) 2360 object *dst = clone ();
2354 return 0;
2355 2361
2356 src = asrc->head_ (); 2362 object *prev = dst;
2357
2358 prev = 0;
2359 for (object *part = src; part; part = part->more) 2363 for (object *part = this->more; part; part = part->more)
2360 { 2364 {
2361 tmp = part->clone (); 2365 object *tmp = part->clone ();
2362 tmp->x -= src->x;
2363 tmp->y -= src->y;
2364
2365 if (!part->head)
2366 {
2367 dst = tmp;
2368 tmp->head = 0;
2369 }
2370 else
2371 tmp->head = dst; 2366 tmp->head = dst;
2372
2373 tmp->more = 0;
2374
2375 if (prev)
2376 prev->more = tmp; 2367 prev->more = tmp;
2377
2378 prev = tmp; 2368 prev = tmp;
2379 } 2369 }
2380 2370
2381 for (item = src->inv; item; item = item->below) 2371 for (object *item = inv; item; item = item->below)
2382 insert_ob_in_ob (object_create_clone (item), dst); 2372 insert_ob_in_ob (item->deep_clone (), dst);
2383 2373
2384 return dst; 2374 return dst;
2385} 2375}
2386 2376
2387/* This returns the first object in who's inventory that 2377/* This returns the first object in who's inventory that
2396 return tmp; 2386 return tmp;
2397 2387
2398 return 0; 2388 return 0;
2399} 2389}
2400 2390
2401/* If ob has a field named key, return the link from the list, 2391shstr_tmp
2402 * otherwise return NULL. 2392object::kv_get (shstr_tmp key) const
2403 *
2404 * key must be a passed in shared string - otherwise, this won't
2405 * do the desired thing.
2406 */
2407key_value *
2408get_ob_key_link (const object *ob, const char *key)
2409{ 2393{
2410 for (key_value *link = ob->key_values; link; link = link->next) 2394 for (key_value *kv = key_values; kv; kv = kv->next)
2411 if (link->key == key) 2395 if (kv->key == key)
2412 return link;
2413
2414 return 0;
2415}
2416
2417/*
2418 * Returns the value of op has an extra_field for key, or NULL.
2419 *
2420 * The argument doesn't need to be a shared string.
2421 *
2422 * The returned string is shared.
2423 */
2424const char *
2425get_ob_key_value (const object *op, const char *const key)
2426{
2427 key_value *link;
2428 shstr_cmp canonical_key (key);
2429
2430 if (!canonical_key)
2431 {
2432 /* 1. There being a field named key on any object
2433 * implies there'd be a shared string to find.
2434 * 2. Since there isn't, no object has this field.
2435 * 3. Therefore, *this* object doesn't have this field.
2436 */
2437 return 0;
2438 }
2439
2440 /* This is copied from get_ob_key_link() above -
2441 * only 4 lines, and saves the function call overhead.
2442 */
2443 for (link = op->key_values; link; link = link->next)
2444 if (link->key == canonical_key)
2445 return link->value; 2396 return kv->value;
2446 2397
2447 return 0; 2398 return shstr ();
2448} 2399}
2449 2400
2450/* 2401void
2451 * Updates the canonical_key in op to value. 2402object::kv_set (shstr_tmp key, shstr_tmp value)
2452 *
2453 * canonical_key is a shared string (value doesn't have to be).
2454 *
2455 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2456 * keys.
2457 *
2458 * Returns TRUE on success.
2459 */
2460int
2461set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2462{ 2403{
2463 key_value *field = NULL, *last = NULL; 2404 for (key_value *kv = key_values; kv; kv = kv->next)
2464 2405 if (kv->key == key)
2465 for (field = op->key_values; field != NULL; field = field->next)
2466 {
2467 if (field->key != canonical_key)
2468 { 2406 {
2469 last = field; 2407 kv->value = value;
2470 continue; 2408 return;
2471 } 2409 }
2472 2410
2473 if (value) 2411 key_value *kv = new key_value;
2474 field->value = value; 2412
2475 else 2413 kv->next = key_values;
2414 kv->key = key;
2415 kv->value = value;
2416
2417 key_values = kv;
2418}
2419
2420void
2421object::kv_del (shstr_tmp key)
2422{
2423 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2424 if ((*kvp)->key == key)
2476 { 2425 {
2477 /* Basically, if the archetype has this key set, 2426 key_value *kv = *kvp;
2478 * we need to store the null value so when we save 2427 *kvp = (*kvp)->next;
2479 * it, we save the empty value so that when we load, 2428 delete kv;
2480 * we get this value back again. 2429 return;
2481 */
2482 if (get_ob_key_link (op->arch, canonical_key))
2483 field->value = 0;
2484 else
2485 {
2486 if (last)
2487 last->next = field->next;
2488 else
2489 op->key_values = field->next;
2490
2491 delete field;
2492 }
2493 } 2430 }
2494 return TRUE;
2495 }
2496 /* IF we get here, key doesn't exist */
2497
2498 /* No field, we'll have to add it. */
2499
2500 if (!add_key)
2501 return FALSE;
2502
2503 /* There isn't any good reason to store a null
2504 * value in the key/value list. If the archetype has
2505 * this key, then we should also have it, so shouldn't
2506 * be here. If user wants to store empty strings,
2507 * should pass in ""
2508 */
2509 if (value == NULL)
2510 return TRUE;
2511
2512 field = new key_value;
2513
2514 field->key = canonical_key;
2515 field->value = value;
2516 /* Usual prepend-addition. */
2517 field->next = op->key_values;
2518 op->key_values = field;
2519
2520 return TRUE;
2521}
2522
2523/*
2524 * Updates the key in op to value.
2525 *
2526 * If add_key is FALSE, this will only update existing keys,
2527 * and not add new ones.
2528 * In general, should be little reason FALSE is ever passed in for add_key
2529 *
2530 * Returns TRUE on success.
2531 */
2532int
2533set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2534{
2535 shstr key_ (key);
2536
2537 return set_ob_key_value_s (op, key_, value, add_key);
2538} 2431}
2539 2432
2540object::depth_iterator::depth_iterator (object *container) 2433object::depth_iterator::depth_iterator (object *container)
2541: iterator_base (container) 2434: iterator_base (container)
2542{ 2435{
2592{ 2485{
2593 char flagdesc[512]; 2486 char flagdesc[512];
2594 char info2[256 * 4]; 2487 char info2[256 * 4];
2595 char *p = info; 2488 char *p = info;
2596 2489
2597 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2490 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2598 count, uuid.seq, 2491 count,
2492 uuid.c_str (),
2599 &name, 2493 &name,
2600 title ? "\",title:\"" : "", 2494 title ? ",title:\"" : "",
2601 title ? (const char *)title : "", 2495 title ? (const char *)title : "",
2496 title ? "\"" : "",
2602 flag_desc (flagdesc, 512), type); 2497 flag_desc (flagdesc, 512), type);
2603 2498
2604 if (!this->flag[FLAG_REMOVED] && env) 2499 if (!flag[FLAG_REMOVED] && env)
2605 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2500 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2606 2501
2607 if (map) 2502 if (map)
2608 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2503 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2609 2504
2624{ 2519{
2625 return map ? map->region (x, y) 2520 return map ? map->region (x, y)
2626 : region::default_region (); 2521 : region::default_region ();
2627} 2522}
2628 2523
2629const materialtype_t *
2630object::dominant_material () const
2631{
2632 if (materialtype_t *mt = name_to_material (materialname))
2633 return mt;
2634
2635 return name_to_material (shstr_unknown);
2636}
2637
2638void 2524void
2639object::open_container (object *new_container) 2525object::open_container (object *new_container)
2640{ 2526{
2641 if (container == new_container) 2527 if (container == new_container)
2642 return; 2528 return;
2643 2529
2644 if (object *old_container = container) 2530 object *old_container = container;
2531
2532 if (old_container)
2645 { 2533 {
2646 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2534 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2647 return; 2535 return;
2648 2536
2649#if 0 2537#if 0
2651 if (object *closer = old_container->inv) 2539 if (object *closer = old_container->inv)
2652 if (closer->type == CLOSE_CON) 2540 if (closer->type == CLOSE_CON)
2653 closer->destroy (); 2541 closer->destroy ();
2654#endif 2542#endif
2655 2543
2544 // make sure the container is available
2545 esrv_send_item (this, old_container);
2546
2656 old_container->flag [FLAG_APPLIED] = 0; 2547 old_container->flag [FLAG_APPLIED] = false;
2657 container = 0; 2548 container = 0;
2658 2549
2550 // client needs item update to make it work, client bug requires this to be separate
2659 esrv_update_item (UPD_FLAGS, this, old_container); 2551 esrv_update_item (UPD_FLAGS, this, old_container);
2552
2660 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2553 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2661 play_sound (sound_find ("chest_close")); 2554 play_sound (sound_find ("chest_close"));
2662 } 2555 }
2663 2556
2664 if (new_container) 2557 if (new_container)
2665 { 2558 {
2669 // TODO: this does not seem to serve any purpose anymore? 2562 // TODO: this does not seem to serve any purpose anymore?
2670#if 0 2563#if 0
2671 // insert the "Close Container" object. 2564 // insert the "Close Container" object.
2672 if (archetype *closer = new_container->other_arch) 2565 if (archetype *closer = new_container->other_arch)
2673 { 2566 {
2674 object *closer = arch_to_object (new_container->other_arch); 2567 object *closer = new_container->other_arch->instance ();
2675 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2568 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2676 new_container->insert (closer); 2569 new_container->insert (closer);
2677 } 2570 }
2678#endif 2571#endif
2679 2572
2680 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2573 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2681 2574
2575 // make sure the container is available, client bug requires this to be separate
2576 esrv_send_item (this, new_container);
2577
2682 new_container->flag [FLAG_APPLIED] = 1; 2578 new_container->flag [FLAG_APPLIED] = true;
2683 container = new_container; 2579 container = new_container;
2684 2580
2581 // client needs flag change
2685 esrv_update_item (UPD_FLAGS, this, new_container); 2582 esrv_update_item (UPD_FLAGS, this, new_container);
2686 esrv_send_inventory (this, new_container); 2583 esrv_send_inventory (this, new_container);
2687 play_sound (sound_find ("chest_open")); 2584 play_sound (sound_find ("chest_open"));
2688 } 2585 }
2586// else if (!old_container->env && contr && contr->ns)
2587// contr->ns->floorbox_reset ();
2689} 2588}
2690 2589
2691object * 2590object *
2692object::force_find (const shstr name) 2591object::force_find (shstr_tmp name)
2693{ 2592{
2694 /* cycle through his inventory to look for the MARK we want to 2593 /* cycle through his inventory to look for the MARK we want to
2695 * place 2594 * place
2696 */ 2595 */
2697 for (object *tmp = inv; tmp; tmp = tmp->below) 2596 for (object *tmp = inv; tmp; tmp = tmp->below)
2699 return splay (tmp); 2598 return splay (tmp);
2700 2599
2701 return 0; 2600 return 0;
2702} 2601}
2703 2602
2603//-GPL
2604
2704void 2605void
2606object::force_set_timer (int duration)
2607{
2608 this->duration = 1;
2609 this->speed_left = -1.f;
2610
2611 this->set_speed (duration ? 1.f / duration : 0.f);
2612}
2613
2614object *
2705object::force_add (const shstr name, int duration) 2615object::force_add (shstr_tmp name, int duration)
2706{ 2616{
2707 if (object *force = force_find (name)) 2617 if (object *force = force_find (name))
2708 force->destroy (); 2618 force->destroy ();
2709 2619
2710 object *force = get_archetype (FORCE_NAME); 2620 object *force = get_archetype (FORCE_NAME);
2711 2621
2712 force->slaying = name; 2622 force->slaying = name;
2713 force->stats.food = 1; 2623 force->force_set_timer (duration);
2714 force->speed_left = -1.f;
2715
2716 force->set_speed (duration ? 1.f / duration : 0.f);
2717 force->flag [FLAG_IS_USED_UP] = true;
2718 force->flag [FLAG_APPLIED] = true; 2624 force->flag [FLAG_APPLIED] = true;
2719 2625
2720 insert (force); 2626 return insert (force);
2721} 2627}
2722 2628
2723void 2629void
2724object::play_sound (faceidx sound) const 2630object::play_sound (faceidx sound) const
2725{ 2631{
2726 if (!sound) 2632 if (!sound)
2727 return; 2633 return;
2728 2634
2729 if (flag [FLAG_REMOVED]) 2635 if (is_on_map ())
2636 map->play_sound (sound, x, y);
2637 else if (object *pl = in_player ())
2638 pl->contr->play_sound (sound);
2639}
2640
2641void
2642object::say_msg (const char *msg) const
2643{
2644 if (is_on_map ())
2645 map->say_msg (msg, x, y);
2646 else if (object *pl = in_player ())
2647 pl->contr->play_sound (sound);
2648}
2649
2650void
2651object::make_noise ()
2652{
2653 // we do not model noise in the map, so instead put
2654 // a temporary light into the noise source
2655 // could use the map instead, but that's less reliable for our
2656 // goal, which is to make invisibility a bit harder to exploit
2657
2658 // currently only works sensibly for players
2659 if (!is_player ())
2730 return; 2660 return;
2731 2661
2732 if (env) 2662 // find old force, or create new one
2733 { 2663 object *force = force_find (shstr_noise_force);
2734 if (object *pl = in_player ()) 2664
2735 pl->contr->play_sound (sound); 2665 if (force)
2736 } 2666 force->speed_left = -1.f; // patch old speed up
2737 else 2667 else
2738 map->play_sound (sound, x, y); 2668 {
2739} 2669 force = archetype::get (shstr_noise_force);
2740 2670
2671 force->slaying = shstr_noise_force;
2672 force->stats.food = 1;
2673 force->speed_left = -1.f;
2674
2675 force->set_speed (1.f / 4.f);
2676 force->flag [FLAG_IS_USED_UP] = true;
2677 force->flag [FLAG_APPLIED] = true;
2678
2679 insert (force);
2680 }
2681}
2682

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