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Comparing deliantra/server/common/object.C (file contents):
Revision 1.173 by root, Sat Aug 4 22:23:47 2007 UTC vs.
Revision 1.301 by root, Mon Nov 9 18:47:56 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 25#include <global.h>
28#include <stdio.h> 26#include <stdio.h>
29#include <sys/types.h> 27#include <sys/types.h>
30#include <sys/uio.h> 28#include <sys/uio.h>
31#include <object.h> 29#include <object.h>
32#include <funcpoint.h>
33#include <sproto.h> 30#include <sproto.h>
34#include <loader.h> 31#include <loader.h>
35 32
36#include <bitset> 33#include <bitset>
37 34
38int nrofallocobjects = 0; 35UUID UUID::cur;
39static UUID uuid; 36static uint64_t seq_next_save;
40const uint64 UUID_SKIP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
41 39
42objectvec objects; 40objectvec objects;
43activevec actives; 41activevec actives;
44 42
45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 43//+GPL
44
45short freearr_x[SIZEOFFREE] = {
46 0,
47 0, 1, 1, 1, 0, -1, -1, -1,
48 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 49 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
47}; 50};
48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 51short freearr_y[SIZEOFFREE] = {
52 0,
53 -1, -1, 0, 1, 1, 1, 0, -1,
54 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
49 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 55 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
50};
51int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
52 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
53}; 56};
54int freedir[SIZEOFFREE] = { 57int freedir[SIZEOFFREE] = {
55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 58 0,
59 1, 2, 3, 4, 5, 6, 7, 8,
60 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 61 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57}; 62};
58 63
64static int maxfree[SIZEOFFREE] = {
65 0,
66 9, 10, 13, 14, 17, 18, 21, 22,
67 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
68 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
69};
70
59static void 71static void
60write_uuid (void) 72write_uuid (uval64 skip, bool sync)
61{ 73{
62 char filename1[MAX_BUF], filename2[MAX_BUF]; 74 CALL_BEGIN (2);
63 75 CALL_ARG_SV (newSVval64 (skip));
64 sprintf (filename1, "%s/uuid", settings.localdir); 76 CALL_ARG_SV (boolSV (sync));
65 sprintf (filename2, "%s/uuid~", settings.localdir); 77 CALL_CALL ("cf::write_uuid", G_DISCARD);
66 78 CALL_END;
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78} 79}
79 80
80static void 81static void
81read_uuid (void) 82read_uuid (void)
82{ 83{
83 char filename[MAX_BUF]; 84 char filename[MAX_BUF];
84 85
85 sprintf (filename, "%s/uuid", settings.localdir); 86 sprintf (filename, "%s/uuid", settings.localdir);
87
88 seq_next_save = 0;
86 89
87 FILE *fp; 90 FILE *fp;
88 91
89 if (!(fp = fopen (filename, "r"))) 92 if (!(fp = fopen (filename, "r")))
90 { 93 {
91 if (errno == ENOENT) 94 if (errno == ENOENT)
92 { 95 {
93 LOG (llevInfo, "RESET uid to 1\n"); 96 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0; 97 UUID::cur.seq = 0;
95 write_uuid (); 98 write_uuid (UUID_GAP, true);
96 return; 99 return;
97 } 100 }
98 101
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 102 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1); 103 _exit (1);
101 } 104 }
102 105
103 int version; 106 char buf [UUID::MAX_LEN];
104 unsigned long long uid; 107 buf[0] = 0;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 108 fgets (buf, sizeof (buf), fp);
109
110 if (!UUID::cur.parse (buf))
106 { 111 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 112 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1); 113 _exit (1);
109 } 114 }
110 115
111 uuid.seq = uid; 116 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112 write_uuid (); 117
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 118 write_uuid (UUID_GAP, true);
114 fclose (fp); 119 fclose (fp);
115} 120}
116 121
117UUID 122UUID
118gen_uuid () 123UUID::gen ()
119{ 124{
120 UUID uid; 125 UUID uid;
121 126
122 uid.seq = ++uuid.seq; 127 uid.seq = ++cur.seq;
123 128
124 if (!(uuid.seq & (UUID_SKIP - 1))) 129 if (expect_false (cur.seq >= seq_next_save))
125 write_uuid (); 130 {
131 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
132 write_uuid (UUID_GAP, false);
133 }
134
126 135
127 return uid; 136 return uid;
128} 137}
129 138
130void 139void
131init_uuid () 140UUID::init ()
132{ 141{
133 read_uuid (); 142 read_uuid ();
134} 143}
135 144
145bool
146UUID::parse (const char *s)
147{
148 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
149 return false;
150
151 seq = 0;
152
153 while (*s != '>')
154 {
155 if (*s < '0')
156 return false;
157
158 // this gives nice branchless code with gcc
159 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
160 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
161
162 seq = (seq << 4) | digit;
163
164 ++s;
165 }
166
167 return true;
168}
169
170char *
171UUID::append (char *buf) const
172{
173 *buf++ = '<';
174 *buf++ = '1';
175 *buf++ = '.';
176
177 uint64_t seq = this->seq;
178 const int bits = 64;
179 char nz = 0;
180 static const char tohex [] = "0123456789abcdef";
181
182 // assert (len >= 3 + bits / 4 + 1 + 1);
183 for (int i = bits / 4; --i; )
184 {
185 uint8_t digit = seq >> (bits - 4);
186
187 *buf = tohex [digit];
188 nz |= digit;
189 buf += nz ? 1 : 0;
190 seq <<= 4;
191 }
192
193 // last digit is special - always emit
194 uint8_t digit = seq >> (bits - 4);
195 *buf++ = tohex [digit];
196
197 *buf++ = '>';
198
199 return buf;
200}
201
202char *
203UUID::c_str () const
204{
205 static char buf [MAX_LEN];
206 *append (buf) = 0;
207 return buf;
208}
209
136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 210/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int 211static bool
138compare_ob_value_lists_one (const object *wants, const object *has) 212compare_ob_value_lists_one (const object *wants, const object *has)
139{ 213{
140 key_value *wants_field;
141
142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 214 /* n-squared behaviour (see kv_get), but I'm hoping both
143 * objects with lists are rare, and lists stay short. If not, use a 215 * objects with lists are rare, and lists stay short. If not, use a
144 * different structure or at least keep the lists sorted... 216 * different structure or at least keep the lists sorted...
145 */ 217 */
146 218
147 /* For each field in wants, */ 219 /* For each field in wants, */
148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 220 for (key_value *kv = wants->key_values; kv; kv = kv->next)
149 { 221 if (has->kv_get (kv->key) != kv->value)
150 key_value *has_field; 222 return false;
151
152 /* Look for a field in has with the same key. */
153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
156 {
157 /* No field with that name. */
158 return FALSE;
159 }
160
161 /* Found the matching field. */
162 if (has_field->value != wants_field->value)
163 {
164 /* Values don't match, so this half of the comparison is false. */
165 return FALSE;
166 }
167
168 /* If we get here, we found a match. Now for the next field in wants. */
169 }
170 223
171 /* If we get here, every field in wants has a matching field in has. */ 224 /* If we get here, every field in wants has a matching field in has. */
172 return TRUE; 225 return true;
173} 226}
174 227
175/* Returns TRUE if ob1 has the same key_values as ob2. */ 228/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int 229static bool
177compare_ob_value_lists (const object *ob1, const object *ob2) 230compare_ob_value_lists (const object *ob1, const object *ob2)
178{ 231{
179 /* However, there may be fields in has which aren't partnered in wants, 232 /* However, there may be fields in has which aren't partnered in wants,
180 * so we need to run the comparison *twice*. :( 233 * so we need to run the comparison *twice*. :(
181 */ 234 */
182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 235 return compare_ob_value_lists_one (ob1, ob2)
236 && compare_ob_value_lists_one (ob2, ob1);
183} 237}
184 238
185/* Function examines the 2 objects given to it, and returns true if 239/* Function examines the 2 objects given to it, and returns true if
186 * they can be merged together. 240 * they can be merged together.
187 * 241 *
197bool object::can_merge_slow (object *ob1, object *ob2) 251bool object::can_merge_slow (object *ob1, object *ob2)
198{ 252{
199 /* A couple quicksanity checks */ 253 /* A couple quicksanity checks */
200 if (ob1 == ob2 254 if (ob1 == ob2
201 || ob1->type != ob2->type 255 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed 256 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED
203 || ob1->value != ob2->value 257 || ob1->value != ob2->value
204 || ob1->name != ob2->name) 258 || ob1->name != ob2->name)
205 return 0; 259 return 0;
206 260
207 //TODO: this ain't working well, use nicer and correct overflow check
208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 261 /* Do not merge objects if nrof would overflow, assume nrof
209 * value could not be stored in a sint32 (which unfortunately sometimes is 262 * is always 0 .. 2**31-1 */
210 * used to store nrof). 263 if (ob1->nrof > 0x7fffffff - ob2->nrof)
211 */
212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
213 return 0; 264 return 0;
214 265
215 /* If the objects have been identified, set the BEEN_APPLIED flag. 266 /* If the objects have been identified, set the BEEN_APPLIED flag.
216 * This is to the comparison of the flags below will be OK. We 267 * This is to the comparison of the flags below will be OK. We
217 * just can't ignore the been applied or identified flags, as they 268 * just can't ignore the been applied or identified flags, as they
218 * are not equal - just if it has been identified, the been_applied 269 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning. 270 * flags lose any meaning.
220 */ 271 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 272 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 273 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
223 274
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 275 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 276 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
226 277
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 278 if (ob1->arch->archname != ob2->arch->archname
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 279 || ob1->name != ob2->name
230 || ob1->title != ob2->title 280 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 281 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 282 || ob1->weight != ob2->weight
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
235 || ob1->attacktype != ob2->attacktype 283 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic 284 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying 285 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill 286 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value 287 || ob1->value != ob2->value
240 || ob1->animation_id != ob2->animation_id 288 || ob1->animation_id != ob2->animation_id
289 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
241 || ob1->client_type != ob2->client_type 290 || ob1->client_type != ob2->client_type
242 || ob1->materialname != ob2->materialname 291 || ob1->materialname != ob2->materialname
243 || ob1->lore != ob2->lore 292 || ob1->lore != ob2->lore
244 || ob1->subtype != ob2->subtype 293 || ob1->subtype != ob2->subtype
245 || ob1->move_type != ob2->move_type 294 || ob1->move_type != ob2->move_type
246 || ob1->move_block != ob2->move_block 295 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow 296 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on 297 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off 298 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow 299 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty) 300 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
301 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
302 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
252 return 0; 303 return 0;
253 304
305 if ((ob1->flag ^ ob2->flag)
306 .reset (FLAG_INV_LOCKED)
307 .reset (FLAG_REMOVED)
308 .any ())
309 return 0;
310
254 /* This is really a spellbook check - really, we should 311 /* This is really a spellbook check - we should in general
255 * check all objects in the inventory. 312 * not merge objects with real inventories, as splitting them
313 * is hard.
256 */ 314 */
257 if (ob1->inv || ob2->inv) 315 if (ob1->inv || ob2->inv)
258 { 316 {
259 /* if one object has inventory but the other doesn't, not equiv */ 317 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 318 return 0; /* inventories differ in length */
261 return 0;
262 319
263 /* Now check to see if the two inventory objects could merge */ 320 if (ob1->inv->below || ob2->inv->below)
321 return 0; /* more than one object in inv */
322
264 if (!object::can_merge (ob1->inv, ob2->inv)) 323 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 324 return 0; /* inventory objects differ */
266 325
267 /* inventory ok - still need to check rest of this object to see 326 /* inventory ok - still need to check rest of this object to see
268 * if it is valid. 327 * if it is valid.
269 */ 328 */
270 } 329 }
289 if (ob1->level != ob2->level) 348 if (ob1->level != ob2->level)
290 return 0; 349 return 0;
291 break; 350 break;
292 } 351 }
293 352
294 if (ob1->key_values != NULL || ob2->key_values != NULL) 353 if (ob1->key_values || ob2->key_values)
295 { 354 {
296 /* At least one of these has key_values. */ 355 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 356 if ((!ob1->key_values) != (!ob2->key_values))
298 /* One has fields, but the other one doesn't. */ 357 return 0; /* One has fields, but the other one doesn't. */
299 return 0; 358
300 else if (!compare_ob_value_lists (ob1, ob2)) 359 if (!compare_ob_value_lists (ob1, ob2))
301 return 0; 360 return 0;
302 } 361 }
303 362
304 if (ob1->self || ob2->self) 363 if (ob1->self || ob2->self)
305 { 364 {
306 ob1->optimise (); 365 ob1->optimise ();
307 ob2->optimise (); 366 ob2->optimise ();
308 367
309 if (ob1->self || ob2->self) 368 if (ob1->self || ob2->self)
369 {
370 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
371 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
372
373 if (k1 != k2)
374 return 0;
375
376 if (k1 == 0)
377 return 1;
378
310 if (!cfperl_can_merge (ob1, ob2)) 379 if (!cfperl_can_merge (ob1, ob2))
311 return 0; 380 return 0;
381 }
312 } 382 }
313 383
314 /* Everything passes, must be OK. */ 384 /* Everything passes, must be OK. */
315 return 1; 385 return 1;
316} 386}
317 387
388// find player who can see this object
389object *
390object::visible_to () const
391{
392 if (client_visible () && !flag [FLAG_REMOVED])
393 {
394 // see if we are in a container of sorts
395 if (env)
396 {
397 // the player inventory itself is always visible
398 if (env->is_player ())
399 return env;
400
401 // else a player could have our env open
402 object *envest = env->outer_env_or_self ();
403
404 // the player itself is always on a map, so we will find him here
405 // even if our inv is in a player.
406 if (envest->is_on_map ())
407 if (object *pl = envest->ms ().player ())
408 if (pl->container_ () == env)
409 return pl;
410 }
411 else
412 {
413 // maybe there is a player standing on the same mapspace
414 // this will catch the case where "this" is a player
415 if (object *pl = ms ().player ())
416 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
417 || pl->container_ () == this)
418 return pl;
419 }
420 }
421
422 return 0;
423}
424
425// adjust weight per container type ("of holding")
426static sint32
427weight_adjust_for (object *op, sint32 weight)
428{
429 return op->type == CONTAINER
430 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
431 : weight;
432}
433
318/* 434/*
435 * adjust_weight(object, weight) adds the specified weight to an object,
436 * and also updates how much the environment(s) is/are carrying.
437 */
438static void
439adjust_weight (object *op, sint32 weight)
440{
441 while (op)
442 {
443 // adjust by actual difference to account for rounding errors
444 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
445 weight = weight_adjust_for (op, op->carrying)
446 - weight_adjust_for (op, op->carrying - weight);
447
448 if (!weight)
449 return;
450
451 op->carrying += weight;
452
453 if (object *pl = op->visible_to ())
454 if (pl != op) // player is handled lazily
455 esrv_update_item (UPD_WEIGHT, pl, op);
456
457 op = op->env;
458 }
459}
460
461/*
319 * sum_weight() is a recursive function which calculates the weight 462 * this is a recursive function which calculates the weight
320 * an object is carrying. It goes through in figures out how much 463 * an object is carrying. It goes through op and figures out how much
321 * containers are carrying, and sums it up. 464 * containers are carrying, and sums it up.
322 */ 465 */
323long 466void
324sum_weight (object *op) 467object::update_weight ()
325{ 468{
326 long sum; 469 sint32 sum = 0;
327 object *inv;
328 470
329 for (sum = 0, inv = op->inv; inv; inv = inv->below) 471 for (object *op = inv; op; op = op->below)
330 { 472 {
331 if (inv->inv) 473 if (op->inv)
332 sum_weight (inv); 474 op->update_weight ();
333 475
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 476 sum += op->total_weight ();
477 }
478
479 sum = weight_adjust_for (this, sum);
480
481 if (sum != carrying)
335 } 482 {
336
337 if (op->type == CONTAINER && op->stats.Str)
338 sum = (sum * (100 - op->stats.Str)) / 100;
339
340 if (op->carrying != sum)
341 op->carrying = sum; 483 carrying = sum;
342 484
343 return sum; 485 if (object *pl = visible_to ())
486 if (pl != this) // player is handled lazily
487 esrv_update_item (UPD_WEIGHT, pl, this);
488 }
344} 489}
345 490
346/** 491/*
347 * Return the outermost environment object for a given object. 492 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
348 */
349
350object *
351object_get_env_recursive (object *op)
352{
353 while (op->env != NULL)
354 op = op->env;
355 return op;
356}
357
358/*
359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
360 * Some error messages.
361 * The result of the dump is stored in the static global errmsg array.
362 */ 493 */
363char * 494char *
364dump_object (object *op) 495dump_object (object *op)
365{ 496{
366 if (!op) 497 if (!op)
369 object_freezer freezer; 500 object_freezer freezer;
370 op->write (freezer); 501 op->write (freezer);
371 return freezer.as_string (); 502 return freezer.as_string ();
372} 503}
373 504
374/* 505char *
375 * get_nearest_part(multi-object, object 2) returns the part of the 506object::as_string ()
376 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned.
378 */
379
380object *
381get_nearest_part (object *op, const object *pl)
382{ 507{
383 object *tmp, *closest; 508 return dump_object (this);
384 int last_dist, i;
385
386 if (op->more == NULL)
387 return op;
388 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
389 if ((i = distance (tmp, pl)) < last_dist)
390 closest = tmp, last_dist = i;
391 return closest;
392} 509}
393 510
394/* 511/*
395 * Returns the object which has the count-variable equal to the argument. 512 * Returns the object which has the count-variable equal to the argument.
513 * VERRRY slow.
396 */ 514 */
397object * 515object *
398find_object (tag_t i) 516find_object (tag_t i)
399{ 517{
400 for_all_objects (op) 518 for_all_objects (op)
411 */ 529 */
412object * 530object *
413find_object_name (const char *str) 531find_object_name (const char *str)
414{ 532{
415 shstr_cmp str_ (str); 533 shstr_cmp str_ (str);
416 object *op;
417 534
535 if (str_)
418 for_all_objects (op) 536 for_all_objects (op)
419 if (op->name == str_) 537 if (op->name == str_)
420 break; 538 return op;
421 539
422 return op; 540 return 0;
423}
424
425void
426free_all_object_data ()
427{
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429} 541}
430 542
431/* 543/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 544 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 545 * skill and experience objects.
546 * ACTUALLY NO! investigate! TODO
434 */ 547 */
435void 548void
436object::set_owner (object *owner) 549object::set_owner (object *owner)
437{ 550{
551 // allow objects which own objects
438 if (!owner) 552 if (owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner) 553 while (owner->owner)
449 owner = owner->owner; 554 owner = owner->owner;
555
556 if (flag [FLAG_FREED])
557 {
558 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
559 return;
560 }
450 561
451 this->owner = owner; 562 this->owner = owner;
452} 563}
453 564
454int 565int
496 update_stats (); 607 update_stats ();
497 608
498 new_draw_info_format (NDI_UNIQUE, 0, this, 609 new_draw_info_format (NDI_UNIQUE, 0, this,
499 "You try to balance all your items at once, " 610 "You try to balance all your items at once, "
500 "but the %s is just too much for your body. " 611 "but the %s is just too much for your body. "
501 "[You need to unapply some items first.]", &ob->name); 612 "[You need to unapply some items first - use the 'body' command to see "
613 "how many items you cna wera on a specific body part.]", &ob->name);
502 return false; 614 return false;
503 } 615 }
504 616
505 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 617 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
506 } 618 }
532 } 644 }
533 645
534 op->key_values = 0; 646 op->key_values = 0;
535} 647}
536 648
537object & 649/*
538object::operator =(const object &src) 650 * copy_to first frees everything allocated by the dst object,
651 * and then copies the contents of itself into the second
652 * object, allocating what needs to be allocated. Basically, any
653 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
654 * if the first object is freed, the pointers in the new object
655 * will point at garbage.
656 */
657void
658object::copy_to (object *dst)
539{ 659{
540 bool is_freed = flag [FLAG_FREED]; 660 dst->remove ();
541 bool is_removed = flag [FLAG_REMOVED];
542
543 *(object_copy *)this = src; 661 *(object_copy *)dst = *this;
544
545 flag [FLAG_FREED] = is_freed;
546 flag [FLAG_REMOVED] = is_removed; 662 dst->flag [FLAG_REMOVED] = true;
547 663
548 /* Copy over key_values, if any. */ 664 /* Copy over key_values, if any. */
549 if (src.key_values) 665 if (key_values)
550 { 666 {
551 key_value *tail = 0; 667 key_value *tail = 0;
552 key_values = 0; 668 dst->key_values = 0;
553 669
554 for (key_value *i = src.key_values; i; i = i->next) 670 for (key_value *i = key_values; i; i = i->next)
555 { 671 {
556 key_value *new_link = new key_value; 672 key_value *new_link = new key_value;
557 673
558 new_link->next = 0; 674 new_link->next = 0;
559 new_link->key = i->key; 675 new_link->key = i->key;
560 new_link->value = i->value; 676 new_link->value = i->value;
561 677
562 /* Try and be clever here, too. */ 678 /* Try and be clever here, too. */
563 if (!key_values) 679 if (!dst->key_values)
564 { 680 {
565 key_values = new_link; 681 dst->key_values = new_link;
566 tail = new_link; 682 tail = new_link;
567 } 683 }
568 else 684 else
569 { 685 {
570 tail->next = new_link; 686 tail->next = new_link;
571 tail = new_link; 687 tail = new_link;
572 } 688 }
573 } 689 }
574 } 690 }
575}
576
577/*
578 * copy_to first frees everything allocated by the dst object,
579 * and then copies the contents of itself into the second
580 * object, allocating what needs to be allocated. Basically, any
581 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
582 * if the first object is freed, the pointers in the new object
583 * will point at garbage.
584 */
585void
586object::copy_to (object *dst)
587{
588 *dst = *this;
589 691
590 if (speed < 0) 692 if (speed < 0)
591 dst->speed_left = speed_left - rndm (); 693 dst->speed_left -= rndm ();
592 694
593 dst->set_speed (dst->speed); 695 dst->activate ();
594} 696}
595 697
596void 698void
597object::instantiate () 699object::instantiate ()
598{ 700{
599 if (!uuid.seq) // HACK 701 if (!uuid.seq) // HACK
600 uuid = gen_uuid (); 702 uuid = UUID::gen ();
601 703
602 speed_left = -0.1f; 704 speed_left = -0.1f;
603 /* copy the body_info to the body_used - this is only really 705 /* copy the body_info to the body_used - this is only really
604 * need for monsters, but doesn't hurt to do it for everything. 706 * need for monsters, but doesn't hurt to do it for everything.
605 * by doing so, when a monster is created, it has good starting 707 * by doing so, when a monster is created, it has good starting
615object * 717object *
616object::clone () 718object::clone ()
617{ 719{
618 object *neu = create (); 720 object *neu = create ();
619 copy_to (neu); 721 copy_to (neu);
722 neu->map = map; // not copied by copy_to
620 return neu; 723 return neu;
621} 724}
622 725
623/* 726/*
624 * If an object with the IS_TURNABLE() flag needs to be turned due 727 * If an object with the IS_TURNABLE() flag needs to be turned due
641 * This function needs to be called whenever the speed of an object changes. 744 * This function needs to be called whenever the speed of an object changes.
642 */ 745 */
643void 746void
644object::set_speed (float speed) 747object::set_speed (float speed)
645{ 748{
646 if (flag [FLAG_FREED] && speed)
647 {
648 LOG (llevError, "Object %s is freed but has speed.\n", &name);
649 speed = 0;
650 }
651
652 this->speed = speed; 749 this->speed = speed;
653 750
654 if (has_active_speed ()) 751 if (has_active_speed ())
655 activate (); 752 activate ();
656 else 753 else
675 * UP_OBJ_FACE: only the objects face has changed. 772 * UP_OBJ_FACE: only the objects face has changed.
676 */ 773 */
677void 774void
678update_object (object *op, int action) 775update_object (object *op, int action)
679{ 776{
680 if (op == NULL) 777 if (!op)
681 { 778 {
682 /* this should never happen */ 779 /* this should never happen */
683 LOG (llevDebug, "update_object() called for NULL object.\n"); 780 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
684 return; 781 return;
685 } 782 }
686 783
687 if (op->env) 784 if (!op->is_on_map ())
688 { 785 {
689 /* Animation is currently handled by client, so nothing 786 /* Animation is currently handled by client, so nothing
690 * to do in this case. 787 * to do in this case.
691 */ 788 */
692 return; 789 return;
693 } 790 }
694
695 /* If the map is saving, don't do anything as everything is
696 * going to get freed anyways.
697 */
698 if (!op->map || op->map->in_memory == MAP_SAVING)
699 return;
700 791
701 /* make sure the object is within map boundaries */ 792 /* make sure the object is within map boundaries */
702 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 793 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
703 { 794 {
704 LOG (llevError, "update_object() called for object out of map!\n"); 795 LOG (llevError, "update_object() called for object out of map!\n");
712 803
713 if (!(m.flags_ & P_UPTODATE)) 804 if (!(m.flags_ & P_UPTODATE))
714 /* nop */; 805 /* nop */;
715 else if (action == UP_OBJ_INSERT) 806 else if (action == UP_OBJ_INSERT)
716 { 807 {
808#if 0
717 // this is likely overkill, TODO: revisit (schmorp) 809 // this is likely overkill, TODO: revisit (schmorp)
718 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 810 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
719 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 811 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
720 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 812 || (op->is_player () && !(m.flags_ & P_PLAYER))
721 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 813 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
722 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 814 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
723 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 815 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
724 || (m.move_on | op->move_on ) != m.move_on 816 || (m.move_on | op->move_on ) != m.move_on
725 || (m.move_off | op->move_off ) != m.move_off 817 || (m.move_off | op->move_off ) != m.move_off
726 || (m.move_slow | op->move_slow) != m.move_slow 818 || (m.move_slow | op->move_slow) != m.move_slow
727 /* This isn't perfect, but I don't expect a lot of objects to 819 /* This isn't perfect, but I don't expect a lot of objects to
728 * to have move_allow right now. 820 * have move_allow right now.
729 */ 821 */
730 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 822 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
823 m.invalidate ();
824#else
731 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 825 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
732 m.flags_ = 0; 826 m.invalidate ();
827#endif
733 } 828 }
734 /* if the object is being removed, we can't make intelligent 829 /* if the object is being removed, we can't make intelligent
735 * decisions, because remove_ob can't really pass the object 830 * decisions, because remove_ob can't really pass the object
736 * that is being removed. 831 * that is being removed.
737 */ 832 */
738 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 833 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
739 m.flags_ = 0; 834 m.invalidate ();
740 else if (action == UP_OBJ_FACE) 835 else if (action == UP_OBJ_FACE)
741 /* Nothing to do for that case */ ; 836 /* Nothing to do for that case */ ;
742 else 837 else
743 LOG (llevError, "update_object called with invalid action: %d\n", action); 838 LOG (llevError, "update_object called with invalid action: %d\n", action);
744 839
748 843
749object::object () 844object::object ()
750{ 845{
751 SET_FLAG (this, FLAG_REMOVED); 846 SET_FLAG (this, FLAG_REMOVED);
752 847
753 expmul = 1.0; 848 //expmul = 1.0; declared const for the time being
754 face = blank_face; 849 face = blank_face;
755} 850}
756 851
757object::~object () 852object::~object ()
758{ 853{
764static int object_count; 859static int object_count;
765 860
766void object::link () 861void object::link ()
767{ 862{
768 assert (!index);//D 863 assert (!index);//D
769 uuid = gen_uuid (); 864 uuid = UUID::gen ();
770 count = ++object_count; 865 count = ++object_count;
771 866
772 refcnt_inc (); 867 refcnt_inc ();
773 objects.insert (this); 868 objects.insert (this);
774} 869}
788 /* If already on active list, don't do anything */ 883 /* If already on active list, don't do anything */
789 if (active) 884 if (active)
790 return; 885 return;
791 886
792 if (has_active_speed ()) 887 if (has_active_speed ())
888 {
889 if (flag [FLAG_FREED])
890 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
891
793 actives.insert (this); 892 actives.insert (this);
893 }
794} 894}
795 895
796void 896void
797object::activate_recursive () 897object::activate_recursive ()
798{ 898{
847object::destroy_inv (bool drop_to_ground) 947object::destroy_inv (bool drop_to_ground)
848{ 948{
849 // need to check first, because the checks below might segfault 949 // need to check first, because the checks below might segfault
850 // as we might be on an invalid mapspace and crossfire code 950 // as we might be on an invalid mapspace and crossfire code
851 // is too buggy to ensure that the inventory is empty. 951 // is too buggy to ensure that the inventory is empty.
852 // corollary: if you create arrows etc. with stuff in tis inventory, 952 // corollary: if you create arrows etc. with stuff in its inventory,
853 // cf will crash below with off-map x and y 953 // cf will crash below with off-map x and y
854 if (!inv) 954 if (!inv)
855 return; 955 return;
856 956
857 /* Only if the space blocks everything do we not process - 957 /* Only if the space blocks everything do we not process -
858 * if some form of movement is allowed, let objects 958 * if some form of movement is allowed, let objects
859 * drop on that space. 959 * drop on that space.
860 */ 960 */
861 if (!drop_to_ground 961 if (!drop_to_ground
862 || !map 962 || !map
863 || map->in_memory != MAP_IN_MEMORY 963 || map->in_memory != MAP_ACTIVE
864 || map->nodrop 964 || map->no_drop
865 || ms ().move_block == MOVE_ALL) 965 || ms ().move_block == MOVE_ALL)
866 { 966 {
867 while (inv) 967 while (inv)
868 {
869 inv->destroy_inv (drop_to_ground);
870 inv->destroy (); 968 inv->destroy ();
871 }
872 } 969 }
873 else 970 else
874 { /* Put objects in inventory onto this space */ 971 { /* Put objects in inventory onto this space */
875 while (inv) 972 while (inv)
876 { 973 {
894 object *op = new object; 991 object *op = new object;
895 op->link (); 992 op->link ();
896 return op; 993 return op;
897} 994}
898 995
996static struct freed_map : maptile
997{
998 freed_map ()
999 {
1000 path = "<freed objects map>";
1001 name = "/internal/freed_objects_map";
1002 width = 3;
1003 height = 3;
1004 no_drop = 1;
1005 no_reset = 1;
1006
1007 alloc ();
1008 in_memory = MAP_ACTIVE;
1009 }
1010
1011 ~freed_map ()
1012 {
1013 destroy ();
1014 }
1015} freed_map; // freed objects are moved here to avoid crashes
1016
899void 1017void
900object::do_destroy () 1018object::do_destroy ()
901{ 1019{
902 attachable::do_destroy ();
903
904 if (flag [FLAG_IS_LINKED]) 1020 if (flag [FLAG_IS_LINKED])
905 remove_button_link (this); 1021 remove_link ();
906 1022
907 if (flag [FLAG_FRIENDLY]) 1023 if (flag [FLAG_FRIENDLY])
908 remove_friendly_object (this); 1024 remove_friendly_object (this);
909 1025
910 if (!flag [FLAG_REMOVED])
911 remove (); 1026 remove ();
912 1027
913 destroy_inv (true); 1028 attachable::do_destroy ();
914 1029
915 deactivate (); 1030 deactivate ();
916 unlink (); 1031 unlink ();
917 1032
918 flag [FLAG_FREED] = 1; 1033 flag [FLAG_FREED] = 1;
919 1034
920 // hack to ensure that freed objects still have a valid map 1035 // 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; 1036 map = &freed_map;
937 x = 1; 1037 x = 1;
938 y = 1; 1038 y = 1;
939 }
940 1039
941 if (more) 1040 if (more)
942 { 1041 {
943 more->destroy (); 1042 more->destroy ();
944 more = 0; 1043 more = 0;
952 attacked_by = 0; 1051 attacked_by = 0;
953 current_weapon = 0; 1052 current_weapon = 0;
954} 1053}
955 1054
956void 1055void
957object::destroy (bool destroy_inventory) 1056object::destroy ()
958{ 1057{
959 if (destroyed ()) 1058 if (destroyed ())
960 return; 1059 return;
961 1060
962 if (destroy_inventory) 1061 if (!is_head () && !head->destroyed ())
1062 {
1063 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1064 head->destroy ();
1065 return;
1066 }
1067
963 destroy_inv (false); 1068 destroy_inv (false);
964 1069
965 if (is_head ()) 1070 if (is_head ())
966 if (sound_destroy) 1071 if (sound_destroy)
967 play_sound (sound_destroy); 1072 play_sound (sound_destroy);
968 else if (flag [FLAG_MONSTER]) 1073 else if (flag [FLAG_MONSTER])
969 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism 1074 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
970 1075
971 attachable::destroy (); 1076 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} 1077}
990 1078
991/* op->remove (): 1079/* op->remove ():
992 * This function removes the object op from the linked list of objects 1080 * 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 1081 * which it is currently tied to. When this function is done, the
996 * the previous environment. 1084 * the previous environment.
997 */ 1085 */
998void 1086void
999object::do_remove () 1087object::do_remove ()
1000{ 1088{
1001 object *tmp, *last = 0; 1089 if (flag [FLAG_REMOVED])
1002 object *otmp;
1003
1004 if (QUERY_FLAG (this, FLAG_REMOVED))
1005 return; 1090 return;
1006 1091
1007 SET_FLAG (this, FLAG_REMOVED);
1008 INVOKE_OBJECT (REMOVE, this); 1092 INVOKE_OBJECT (REMOVE, this);
1093
1094 flag [FLAG_REMOVED] = true;
1009 1095
1010 if (more) 1096 if (more)
1011 more->remove (); 1097 more->remove ();
1012 1098
1013 /* 1099 /*
1014 * In this case, the object to be removed is in someones 1100 * In this case, the object to be removed is in someones
1015 * inventory. 1101 * inventory.
1016 */ 1102 */
1017 if (env) 1103 if (env)
1018 { 1104 {
1019 if (nrof) 1105 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1020 sub_weight (env, weight * nrof); 1106 if (object *pl = visible_to ())
1021 else 1107 esrv_del_item (pl->contr, count);
1022 sub_weight (env, weight + carrying); 1108 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1109
1110 adjust_weight (env, -total_weight ());
1111
1112 object *pl = in_player ();
1113
1114 /* we set up values so that it could be inserted into
1115 * the map, but we don't actually do that - it is up
1116 * to the caller to decide what we want to do.
1117 */
1118 map = env->map;
1119 x = env->x;
1120 y = env->y;
1121
1122 // make sure cmov optimisation is applicable
1123 *(above ? &above->below : &env->inv) = below;
1124 *(below ? &below->above : &above ) = above; // &above is just a dummy
1125
1126 above = 0;
1127 below = 0;
1128 env = 0;
1023 1129
1024 /* NO_FIX_PLAYER is set when a great many changes are being 1130 /* NO_FIX_PLAYER is set when a great many changes are being
1025 * made to players inventory. If set, avoiding the call 1131 * made to players inventory. If set, avoiding the call
1026 * to save cpu time. 1132 * to save cpu time.
1027 */ 1133 */
1028 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1134 if (pl)
1135 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1136 {
1029 otmp->update_stats (); 1137 pl->update_stats ();
1030 1138
1031 if (above) 1139 if (glow_radius && pl->is_on_map ())
1032 above->below = below; 1140 update_all_los (pl->map, pl->x, pl->y);
1033 else 1141 }
1034 env->inv = below;
1035
1036 if (below)
1037 below->above = above;
1038
1039 /* we set up values so that it could be inserted into
1040 * the map, but we don't actually do that - it is up
1041 * to the caller to decide what we want to do.
1042 */
1043 x = env->x, y = env->y;
1044 map = env->map;
1045 above = 0, below = 0;
1046 env = 0;
1047 } 1142 }
1048 else if (map) 1143 else if (map)
1049 { 1144 {
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; 1145 map->dirty = true;
1063 mapspace &ms = this->ms (); 1146 mapspace &ms = this->ms ();
1064 1147
1148 if (object *pl = ms.player ())
1149 {
1150 if (is_player ())
1151 {
1152 if (!flag [FLAG_WIZPASS])
1153 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1154
1155 // leaving a spot always closes any open container on the ground
1156 if (container && !container->env)
1157 // this causes spurious floorbox updates, but it ensures
1158 // that the CLOSE event is being sent.
1159 close_container ();
1160
1161 --map->players;
1162 map->touch ();
1163 }
1164 else if (pl->container_ () == this)
1165 {
1166 // removing a container should close it
1167 close_container ();
1168 }
1169
1170 esrv_del_item (pl->contr, count);
1171 }
1172
1065 /* link the object above us */ 1173 /* link the object above us */
1066 if (above) 1174 // re-link, make sure compiler can easily use cmove
1067 above->below = below; 1175 *(above ? &above->below : &ms.top) = below;
1068 else 1176 *(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 1177
1086 above = 0; 1178 above = 0;
1087 below = 0; 1179 below = 0;
1088 1180
1181 ms.invalidate ();
1182
1089 if (map->in_memory == MAP_SAVING) 1183 if (map->in_memory == MAP_SAVING)
1090 return; 1184 return;
1091 1185
1092 int check_walk_off = !flag [FLAG_NO_APPLY]; 1186 int check_walk_off = !flag [FLAG_NO_APPLY];
1093 1187
1094 for (tmp = ms.bot; tmp; tmp = tmp->above) 1188 if (object *pl = ms.player ())
1095 { 1189 {
1096 /* No point updating the players look faces if he is the object 1190 if (pl->container_ () == this)
1097 * being removed.
1098 */
1099
1100 if (tmp->type == PLAYER && tmp != this)
1101 {
1102 /* If a container that the player is currently using somehow gets 1191 /* If a container that the player is currently using somehow gets
1103 * removed (most likely destroyed), update the player view 1192 * removed (most likely destroyed), update the player view
1104 * appropriately. 1193 * appropriately.
1105 */ 1194 */
1106 if (tmp->container == this) 1195 pl->close_container ();
1107 {
1108 flag [FLAG_APPLIED] = 0;
1109 tmp->container = 0;
1110 }
1111 1196
1197 //TODO: the floorbox prev/next might need updating
1198 //esrv_del_item (pl->contr, count);
1199 //TODO: update floorbox to preserve ordering
1112 if (tmp->contr->ns) 1200 if (pl->contr->ns)
1113 tmp->contr->ns->floorbox_update (); 1201 pl->contr->ns->floorbox_update ();
1202 }
1203
1204 if (check_walk_off)
1205 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1206 {
1207 above = tmp->above;
1208
1209 /* No point updating the players look faces if he is the object
1210 * being removed.
1114 } 1211 */
1115 1212
1116 /* See if object moving off should effect something */ 1213 /* See if object moving off should effect something */
1117 if (check_walk_off
1118 && ((move_type & tmp->move_off) 1214 if ((move_type & tmp->move_off)
1119 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1215 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1120 {
1121 move_apply (tmp, this, 0); 1216 move_apply (tmp, this, 0);
1122
1123 if (destroyed ())
1124 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1125 } 1217 }
1126 1218
1127 last = tmp; 1219 if (affects_los ())
1128 }
1129
1130 /* last == NULL if there are no objects on this space */
1131 //TODO: this makes little sense, why only update the topmost object?
1132 if (!last)
1133 map->at (x, y).flags_ = 0;
1134 else
1135 update_object (last, UP_OBJ_REMOVE);
1136
1137 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1138 update_all_los (map, x, y); 1220 update_all_los (map, x, y);
1139 } 1221 }
1140} 1222}
1141 1223
1142/* 1224/*
1151merge_ob (object *op, object *top) 1233merge_ob (object *op, object *top)
1152{ 1234{
1153 if (!op->nrof) 1235 if (!op->nrof)
1154 return 0; 1236 return 0;
1155 1237
1156 if (top) 1238 if (!top)
1157 for (top = op; top && top->above; top = top->above) 1239 for (top = op; top && top->above; top = top->above)
1158 ; 1240 ;
1159 1241
1160 for (; top; top = top->below) 1242 for (; top; top = top->below)
1161 {
1162 if (top == op)
1163 continue;
1164
1165 if (object::can_merge (op, top)) 1243 if (object::can_merge (op, top))
1166 { 1244 {
1167 top->nrof += op->nrof; 1245 top->nrof += op->nrof;
1168 1246
1169/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1247 if (object *pl = top->visible_to ())
1170 op->weight = 0; /* Don't want any adjustements now */ 1248 esrv_update_item (UPD_NROF, pl, top);
1249
1250 op->weight = 0; // cancel the addition above
1251 op->carrying = 0; // must be 0 already
1252
1171 op->destroy (); 1253 op->destroy ();
1254
1172 return top; 1255 return top;
1173 } 1256 }
1174 }
1175 1257
1176 return 0; 1258 return 0;
1177} 1259}
1178 1260
1179void 1261void
1204 * job preparing multi-part monsters. 1286 * job preparing multi-part monsters.
1205 */ 1287 */
1206object * 1288object *
1207insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1289insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1208{ 1290{
1291 op->remove ();
1292
1209 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1293 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1210 { 1294 {
1211 tmp->x = x + tmp->arch->x; 1295 tmp->x = x + tmp->arch->x;
1212 tmp->y = y + tmp->arch->y; 1296 tmp->y = y + tmp->arch->y;
1213 } 1297 }
1236 * just 'op' otherwise 1320 * just 'op' otherwise
1237 */ 1321 */
1238object * 1322object *
1239insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1323insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1240{ 1324{
1241 assert (!op->flag [FLAG_FREED]);
1242
1243 object *top, *floor = NULL;
1244
1245 op->remove (); 1325 op->remove ();
1246 1326
1247#if 0 1327 if (m == &freed_map)//D TODO: remove soon
1248 if (!m->active != !op->active)
1249 if (m->active)
1250 op->activate_recursive ();
1251 else
1252 op->deactivate_recursive ();
1253#endif
1254
1255 if (out_of_map (m, op->x, op->y))
1256 { 1328 {//D
1257 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ()); 1329 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1258#ifdef MANY_CORES
1259 /* Better to catch this here, as otherwise the next use of this object
1260 * is likely to cause a crash. Better to find out where it is getting
1261 * improperly inserted.
1262 */
1263 abort ();
1264#endif
1265 return op;
1266 } 1330 }//D
1267
1268 if (object *more = op->more)
1269 if (!insert_ob_in_map (more, m, originator, flag))
1270 return 0;
1271
1272 CLEAR_FLAG (op, FLAG_REMOVED);
1273 1331
1274 /* Ideally, the caller figures this out. However, it complicates a lot 1332 /* Ideally, the caller figures this out. However, it complicates a lot
1275 * of areas of callers (eg, anything that uses find_free_spot would now 1333 * of areas of callers (eg, anything that uses find_free_spot would now
1276 * need extra work 1334 * need extra work
1277 */ 1335 */
1336 maptile *newmap = m;
1278 if (!xy_normalise (m, op->x, op->y)) 1337 if (!xy_normalise (newmap, op->x, op->y))
1338 {
1339 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1279 return 0; 1340 return 0;
1341 }
1280 1342
1343 if (object *more = op->more)
1344 if (!insert_ob_in_map (more, m, originator, flag))
1345 return 0;
1346
1347 op->flag [FLAG_REMOVED] = false;
1348 op->env = 0;
1281 op->map = m; 1349 op->map = newmap;
1350
1282 mapspace &ms = op->ms (); 1351 mapspace &ms = op->ms ();
1283 1352
1284 /* this has to be done after we translate the coordinates. 1353 /* this has to be done after we translate the coordinates.
1285 */ 1354 */
1286 if (op->nrof && !(flag & INS_NO_MERGE)) 1355 if (op->nrof && !(flag & INS_NO_MERGE))
1287 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1356 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1288 if (object::can_merge (op, tmp)) 1357 if (object::can_merge (op, tmp))
1289 { 1358 {
1359 // TODO: we actually want to update tmp, not op,
1360 // but some caller surely breaks when we return tmp
1361 // from here :/
1290 op->nrof += tmp->nrof; 1362 op->nrof += tmp->nrof;
1291 tmp->destroy (); 1363 tmp->destroy ();
1292 } 1364 }
1293 1365
1294 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1366 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1303 { 1375 {
1304 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1376 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1305 abort (); 1377 abort ();
1306 } 1378 }
1307 1379
1380 if (!originator->is_on_map ())
1381 {
1382 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1383 op->debug_desc (), originator->debug_desc ());
1384 abort ();
1385 }
1386
1308 op->above = originator; 1387 op->above = originator;
1309 op->below = originator->below; 1388 op->below = originator->below;
1310
1311 if (op->below)
1312 op->below->above = op;
1313 else
1314 ms.bot = op;
1315
1316 /* since *below* originator, no need to update top */
1317 originator->below = op; 1389 originator->below = op;
1390
1391 *(op->below ? &op->below->above : &ms.bot) = op;
1318 } 1392 }
1319 else 1393 else
1320 { 1394 {
1321 top = ms.bot; 1395 object *floor = 0;
1396 object *top = ms.top;
1322 1397
1323 /* If there are other objects, then */ 1398 /* If there are other objects, then */
1324 if ((!(flag & INS_MAP_LOAD)) && top) 1399 if (top)
1325 { 1400 {
1326 object *last = 0;
1327
1328 /* 1401 /*
1329 * If there are multiple objects on this space, we do some trickier handling. 1402 * If there are multiple objects on this space, we do some trickier handling.
1330 * We've already dealt with merging if appropriate. 1403 * We've already dealt with merging if appropriate.
1331 * Generally, we want to put the new object on top. But if 1404 * Generally, we want to put the new object on top. But if
1332 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1405 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1335 * once we get to them. This reduces the need to traverse over all of 1408 * once we get to them. This reduces the need to traverse over all of
1336 * them when adding another one - this saves quite a bit of cpu time 1409 * them when adding another one - this saves quite a bit of cpu time
1337 * when lots of spells are cast in one area. Currently, it is presumed 1410 * when lots of spells are cast in one area. Currently, it is presumed
1338 * that flying non pickable objects are spell objects. 1411 * that flying non pickable objects are spell objects.
1339 */ 1412 */
1340 for (top = ms.bot; top; top = top->above) 1413 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1341 { 1414 {
1342 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1415 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1343 floor = top; 1416 floor = tmp;
1344 1417
1345 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1418 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1346 { 1419 {
1347 /* We insert above top, so we want this object below this */ 1420 /* We insert above top, so we want this object below this */
1348 top = top->below; 1421 top = tmp->below;
1349 break; 1422 break;
1350 } 1423 }
1351 1424
1352 last = top; 1425 top = tmp;
1353 } 1426 }
1354
1355 /* Don't want top to be NULL, so set it to the last valid object */
1356 top = last;
1357 1427
1358 /* We let update_position deal with figuring out what the space 1428 /* We let update_position deal with figuring out what the space
1359 * looks like instead of lots of conditions here. 1429 * looks like instead of lots of conditions here.
1360 * makes things faster, and effectively the same result. 1430 * makes things faster, and effectively the same result.
1361 */ 1431 */
1368 */ 1438 */
1369 if (!(flag & INS_ON_TOP) 1439 if (!(flag & INS_ON_TOP)
1370 && ms.flags () & P_BLOCKSVIEW 1440 && ms.flags () & P_BLOCKSVIEW
1371 && (op->face && !faces [op->face].visibility)) 1441 && (op->face && !faces [op->face].visibility))
1372 { 1442 {
1443 object *last;
1444
1373 for (last = top; last != floor; last = last->below) 1445 for (last = top; last != floor; last = last->below)
1374 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1446 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1375 break; 1447 break;
1376 1448
1377 /* Check to see if we found the object that blocks view, 1449 /* Check to see if we found the object that blocks view,
1381 */ 1453 */
1382 if (last && last->below && last != floor) 1454 if (last && last->below && last != floor)
1383 top = last->below; 1455 top = last->below;
1384 } 1456 }
1385 } /* If objects on this space */ 1457 } /* If objects on this space */
1386 if (flag & INS_MAP_LOAD)
1387 top = ms.top;
1388 1458
1389 if (flag & INS_ABOVE_FLOOR_ONLY) 1459 if (flag & INS_ABOVE_FLOOR_ONLY)
1390 top = floor; 1460 top = floor;
1391 1461
1392 /* Top is the object that our object (op) is going to get inserted above. 1462 // insert object above top, or bottom-most if top = 0
1393 */
1394
1395 /* First object on this space */
1396 if (!top) 1463 if (!top)
1397 { 1464 {
1465 op->below = 0;
1398 op->above = ms.bot; 1466 op->above = ms.bot;
1399
1400 if (op->above)
1401 op->above->below = op;
1402
1403 op->below = 0;
1404 ms.bot = op; 1467 ms.bot = op;
1468
1469 *(op->above ? &op->above->below : &ms.top) = op;
1405 } 1470 }
1406 else 1471 else
1407 { /* get inserted into the stack above top */ 1472 {
1408 op->above = top->above; 1473 op->above = top->above;
1409
1410 if (op->above)
1411 op->above->below = op; 1474 top->above = op;
1412 1475
1413 op->below = top; 1476 op->below = top;
1414 top->above = op; 1477 *(op->above ? &op->above->below : &ms.top) = op;
1415 } 1478 }
1479 }
1416 1480
1417 if (!op->above) 1481 if (op->is_player ())
1418 ms.top = op;
1419 } /* else not INS_BELOW_ORIGINATOR */
1420
1421 if (op->type == PLAYER)
1422 { 1482 {
1423 op->contr->do_los = 1; 1483 op->contr->do_los = 1;
1424 ++op->map->players; 1484 ++op->map->players;
1425 op->map->touch (); 1485 op->map->touch ();
1426 } 1486 }
1427 1487
1428 op->map->dirty = true; 1488 op->map->dirty = true;
1429 1489
1430 /* If we have a floor, we know the player, if any, will be above
1431 * it, so save a few ticks and start from there.
1432 */
1433 if (!(flag & INS_MAP_LOAD))
1434 if (object *pl = ms.player ()) 1490 if (object *pl = ms.player ())
1491 //TODO: the floorbox prev/next might need updating
1492 //esrv_send_item (pl, op);
1493 //TODO: update floorbox to preserve ordering
1435 if (pl->contr->ns) 1494 if (pl->contr->ns)
1436 pl->contr->ns->floorbox_update (); 1495 pl->contr->ns->floorbox_update ();
1437 1496
1438 /* If this object glows, it may affect lighting conditions that are 1497 /* If this object glows, it may affect lighting conditions that are
1439 * visible to others on this map. But update_all_los is really 1498 * visible to others on this map. But update_all_los is really
1440 * an inefficient way to do this, as it means los for all players 1499 * an inefficient way to do this, as it means los for all players
1441 * on the map will get recalculated. The players could very well 1500 * on the map will get recalculated. The players could very well
1442 * be far away from this change and not affected in any way - 1501 * be far away from this change and not affected in any way -
1443 * this should get redone to only look for players within range, 1502 * this should get redone to only look for players within range,
1444 * or just updating the P_UPTODATE for spaces within this area 1503 * or just updating the P_UPTODATE for spaces within this area
1445 * of effect may be sufficient. 1504 * of effect may be sufficient.
1446 */ 1505 */
1447 if (op->map->darkness && (op->glow_radius != 0)) 1506 if (op->affects_los ())
1507 {
1508 op->ms ().invalidate ();
1448 update_all_los (op->map, op->x, op->y); 1509 update_all_los (op->map, op->x, op->y);
1510 }
1449 1511
1450 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1512 /* updates flags (blocked, alive, no magic, etc) for this map space */
1451 update_object (op, UP_OBJ_INSERT); 1513 update_object (op, UP_OBJ_INSERT);
1452 1514
1453 INVOKE_OBJECT (INSERT, op); 1515 INVOKE_OBJECT (INSERT, op);
1460 * blocked() and wall() work properly), and these flags are updated by 1522 * blocked() and wall() work properly), and these flags are updated by
1461 * update_object(). 1523 * update_object().
1462 */ 1524 */
1463 1525
1464 /* if this is not the head or flag has been passed, don't check walk on status */ 1526 /* if this is not the head or flag has been passed, don't check walk on status */
1465 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1527 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1466 { 1528 {
1467 if (check_move_on (op, originator)) 1529 if (check_move_on (op, originator))
1468 return 0; 1530 return 0;
1469 1531
1470 /* If we are a multi part object, lets work our way through the check 1532 /* If we are a multi part object, lets work our way through the check
1481/* this function inserts an object in the map, but if it 1543/* this function inserts an object in the map, but if it
1482 * finds an object of its own type, it'll remove that one first. 1544 * finds an object of its own type, it'll remove that one first.
1483 * op is the object to insert it under: supplies x and the map. 1545 * op is the object to insert it under: supplies x and the map.
1484 */ 1546 */
1485void 1547void
1486replace_insert_ob_in_map (const char *arch_string, object *op) 1548replace_insert_ob_in_map (shstr_tmp archname, object *op)
1487{ 1549{
1488 object *tmp, *tmp1;
1489
1490 /* first search for itself and remove any old instances */ 1550 /* first search for itself and remove any old instances */
1491 1551
1492 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1552 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1493 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1553 if (tmp->arch->archname == archname) /* same archetype */
1494 tmp->destroy (); 1554 tmp->destroy ();
1495 1555
1496 tmp1 = arch_to_object (archetype::find (arch_string)); 1556 object *tmp = arch_to_object (archetype::find (archname));
1497 1557
1498 tmp1->x = op->x; 1558 tmp->x = op->x;
1499 tmp1->y = op->y; 1559 tmp->y = op->y;
1560
1500 insert_ob_in_map (tmp1, op->map, op, 0); 1561 insert_ob_in_map (tmp, op->map, op, 0);
1501} 1562}
1502 1563
1503object * 1564object *
1504object::insert_at (object *where, object *originator, int flags) 1565object::insert_at (object *where, object *originator, int flags)
1505{ 1566{
1567 if (where->env)
1568 return where->env->insert (this);
1569 else
1506 return where->map->insert (this, where->x, where->y, originator, flags); 1570 return where->map->insert (this, where->x, where->y, originator, flags);
1507} 1571}
1508 1572
1509/* 1573// check whether we can put this into the map, respect max_volume, max_items
1510 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1574bool
1511 * is returned contains nr objects, and the remaining parts contains 1575object::can_drop_at (maptile *m, int x, int y, object *originator)
1512 * the rest (or is removed and freed if that number is 0).
1513 * On failure, NULL is returned, and the reason put into the
1514 * global static errmsg array.
1515 */
1516object *
1517get_split_ob (object *orig_ob, uint32 nr)
1518{ 1576{
1519 object *newob; 1577 mapspace &ms = m->at (x, y);
1520 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1521 1578
1522 if (orig_ob->nrof < nr) 1579 int items = ms.items ();
1523 {
1524 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1525 return NULL;
1526 }
1527 1580
1528 newob = object_create_clone (orig_ob); 1581 if (!items // testing !items ensures we can drop at least one item
1582 || (items < m->max_items
1583 && ms.volume () < m->max_volume))
1584 return true;
1529 1585
1530 if ((orig_ob->nrof -= nr) < 1) 1586 if (originator && originator->is_player ())
1531 orig_ob->destroy (1); 1587 originator->contr->failmsg (format (
1532 else if (!is_removed) 1588 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1533 { 1589 query_name ()
1534 if (orig_ob->env != NULL) 1590 ));
1535 sub_weight (orig_ob->env, orig_ob->weight * nr);
1536 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1537 {
1538 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1539 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1540 return NULL;
1541 }
1542 }
1543 1591
1544 newob->nrof = nr; 1592 return false;
1545
1546 return newob;
1547} 1593}
1548 1594
1549/* 1595/*
1550 * decrease_ob_nr(object, number) decreases a specified number from 1596 * decrease(object, number) decreases a specified number from
1551 * the amount of an object. If the amount reaches 0, the object 1597 * the amount of an object. If the amount reaches 0, the object
1552 * is subsequently removed and freed. 1598 * is subsequently removed and freed.
1553 * 1599 *
1554 * Return value: 'op' if something is left, NULL if the amount reached 0 1600 * Return value: 'op' if something is left, NULL if the amount reached 0
1555 */ 1601 */
1602bool
1603object::decrease (sint32 nr)
1604{
1605 if (!nr)
1606 return true;
1607
1608 nr = min (nr, nrof);
1609
1610 if (nrof > nr)
1611 {
1612 nrof -= nr;
1613 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1614
1615 if (object *pl = visible_to ())
1616 esrv_update_item (UPD_NROF, pl, this);
1617
1618 return true;
1619 }
1620 else
1621 {
1622 destroy ();
1623 return false;
1624 }
1625}
1626
1627/*
1628 * split(ob,nr) splits up ob into two parts. The part which
1629 * is returned contains nr objects, and the remaining parts contains
1630 * the rest (or is removed and returned if that number is 0).
1631 * On failure, NULL is returned.
1632 */
1556object * 1633object *
1557decrease_ob_nr (object *op, uint32 i) 1634object::split (sint32 nr)
1558{ 1635{
1559 object *tmp; 1636 int have = number_of ();
1560 1637
1561 if (i == 0) /* objects with op->nrof require this check */ 1638 if (have < nr)
1562 return op; 1639 return 0;
1563 1640 else if (have == nr)
1564 if (i > op->nrof)
1565 i = op->nrof;
1566
1567 if (QUERY_FLAG (op, FLAG_REMOVED))
1568 op->nrof -= i;
1569 else if (op->env)
1570 { 1641 {
1571 /* is this object in the players inventory, or sub container
1572 * therein?
1573 */
1574 tmp = op->in_player ();
1575 /* nope. Is this a container the player has opened?
1576 * If so, set tmp to that player.
1577 * IMO, searching through all the players will mostly
1578 * likely be quicker than following op->env to the map,
1579 * and then searching the map for a player.
1580 */
1581 if (!tmp)
1582 for_all_players (pl)
1583 if (pl->ob->container == op->env)
1584 {
1585 tmp = pl->ob;
1586 break;
1587 }
1588
1589 if (i < op->nrof)
1590 {
1591 sub_weight (op->env, op->weight * i);
1592 op->nrof -= i;
1593 if (tmp)
1594 esrv_send_item (tmp, op);
1595 }
1596 else
1597 {
1598 op->remove (); 1642 remove ();
1599 op->nrof = 0; 1643 return this;
1600 if (tmp)
1601 esrv_del_item (tmp->contr, op->count);
1602 }
1603 } 1644 }
1604 else 1645 else
1605 { 1646 {
1606 object *above = op->above; 1647 decrease (nr);
1607 1648
1608 if (i < op->nrof) 1649 object *op = deep_clone ();
1609 op->nrof -= i; 1650 op->nrof = nr;
1610 else
1611 {
1612 op->remove ();
1613 op->nrof = 0;
1614 }
1615
1616 /* Since we just removed op, op->above is null */
1617 for (tmp = above; tmp; tmp = tmp->above)
1618 if (tmp->type == PLAYER)
1619 {
1620 if (op->nrof)
1621 esrv_send_item (tmp, op);
1622 else
1623 esrv_del_item (tmp->contr, op->count);
1624 }
1625 }
1626
1627 if (op->nrof)
1628 return op; 1651 return op;
1629 else
1630 {
1631 op->destroy ();
1632 return 0;
1633 }
1634}
1635
1636/*
1637 * add_weight(object, weight) adds the specified weight to an object,
1638 * and also updates how much the environment(s) is/are carrying.
1639 */
1640void
1641add_weight (object *op, signed long weight)
1642{
1643 while (op != NULL)
1644 {
1645 if (op->type == CONTAINER)
1646 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1647
1648 op->carrying += weight;
1649 op = op->env;
1650 } 1652 }
1651} 1653}
1652 1654
1653object * 1655object *
1654insert_ob_in_ob (object *op, object *where) 1656insert_ob_in_ob (object *op, object *where)
1679 * be != op, if items are merged. -Tero 1681 * be != op, if items are merged. -Tero
1680 */ 1682 */
1681object * 1683object *
1682object::insert (object *op) 1684object::insert (object *op)
1683{ 1685{
1684 object *tmp, *otmp;
1685
1686 if (!QUERY_FLAG (op, FLAG_REMOVED))
1687 op->remove ();
1688
1689 if (op->more) 1686 if (op->more)
1690 { 1687 {
1691 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1688 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1692 return op; 1689 return op;
1693 } 1690 }
1694 1691
1695 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1692 op->remove ();
1696 CLEAR_FLAG (op, FLAG_REMOVED); 1693
1694 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1695
1697 if (op->nrof) 1696 if (op->nrof)
1698 {
1699 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1697 for (object *tmp = inv; tmp; tmp = tmp->below)
1700 if (object::can_merge (tmp, op)) 1698 if (object::can_merge (tmp, op))
1701 { 1699 {
1702 /* return the original object and remove inserted object 1700 /* return the original object and remove inserted object
1703 (client needs the original object) */ 1701 (client needs the original object) */
1704 tmp->nrof += op->nrof; 1702 tmp->nrof += op->nrof;
1705 /* Weight handling gets pretty funky. Since we are adding to 1703
1706 * tmp->nrof, we need to increase the weight. 1704 if (object *pl = tmp->visible_to ())
1707 */ 1705 esrv_update_item (UPD_NROF, pl, tmp);
1706
1708 add_weight (this, op->weight * op->nrof); 1707 adjust_weight (this, op->total_weight ());
1709 SET_FLAG (op, FLAG_REMOVED); 1708
1710 op->destroy (); /* free the inserted object */ 1709 op->destroy ();
1711 op = tmp; 1710 op = tmp;
1712 op->remove (); /* and fix old object's links */ 1711 goto inserted;
1713 CLEAR_FLAG (op, FLAG_REMOVED);
1714 break;
1715 } 1712 }
1716 1713
1717 /* I assume combined objects have no inventory 1714 op->owner = 0; // it's his/hers now. period.
1718 * We add the weight - this object could have just been removed
1719 * (if it was possible to merge). calling remove_ob will subtract
1720 * the weight, so we need to add it in again, since we actually do
1721 * the linking below
1722 */
1723 add_weight (this, op->weight * op->nrof);
1724 }
1725 else
1726 add_weight (this, (op->weight + op->carrying));
1727
1728 otmp = this->in_player ();
1729 if (otmp && otmp->contr)
1730 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1731 otmp->update_stats ();
1732
1733 op->map = 0; 1715 op->map = 0;
1734 op->env = this; 1716 op->x = 0;
1717 op->y = 0;
1718
1735 op->above = 0; 1719 op->above = 0;
1736 op->below = 0; 1720 op->below = inv;
1737 op->x = 0, op->y = 0; 1721 op->env = this;
1738 1722
1723 if (inv)
1724 inv->above = op;
1725
1726 inv = op;
1727
1728 op->flag [FLAG_REMOVED] = 0;
1729
1730 if (object *pl = op->visible_to ())
1731 esrv_send_item (pl, op);
1732
1733 adjust_weight (this, op->total_weight ());
1734
1735inserted:
1739 /* reset the light list and los of the players on the map */ 1736 /* reset the light list and los of the players on the map */
1740 if ((op->glow_radius != 0) && map) 1737 if (op->glow_radius && is_on_map ())
1741 { 1738 {
1742#ifdef DEBUG_LIGHTS 1739 update_stats ();
1743 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1744#endif /* DEBUG_LIGHTS */
1745 if (map->darkness)
1746 update_all_los (map, x, y); 1740 update_all_los (map, x, y);
1747 }
1748
1749 /* Client has no idea of ordering so lets not bother ordering it here.
1750 * It sure simplifies this function...
1751 */
1752 if (!inv)
1753 inv = op;
1754 else
1755 { 1741 }
1756 op->below = inv; 1742 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1757 op->below->above = op; 1743 // if this is a player's inventory, update stats
1758 inv = op; 1744 update_stats ();
1759 }
1760 1745
1761 INVOKE_OBJECT (INSERT, this); 1746 INVOKE_OBJECT (INSERT, this);
1762 1747
1763 return op; 1748 return op;
1764} 1749}
1784 * on top. 1769 * on top.
1785 */ 1770 */
1786int 1771int
1787check_move_on (object *op, object *originator) 1772check_move_on (object *op, object *originator)
1788{ 1773{
1774 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1775 return 0;
1776
1789 object *tmp; 1777 object *tmp;
1790 maptile *m = op->map; 1778 maptile *m = op->map;
1791 int x = op->x, y = op->y; 1779 int x = op->x, y = op->y;
1792 1780
1793 MoveType move_on, move_slow, move_block; 1781 mapspace &ms = m->at (x, y);
1794 1782
1795 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1783 ms.update ();
1796 return 0;
1797 1784
1798 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1785 MoveType move_on = ms.move_on;
1799 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1786 MoveType move_slow = ms.move_slow;
1800 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1787 MoveType move_block = ms.move_block;
1801 1788
1802 /* if nothing on this space will slow op down or be applied, 1789 /* if nothing on this space will slow op down or be applied,
1803 * no need to do checking below. have to make sure move_type 1790 * no need to do checking below. have to make sure move_type
1804 * is set, as lots of objects don't have it set - we treat that 1791 * is set, as lots of objects don't have it set - we treat that
1805 * as walking. 1792 * as walking.
1816 return 0; 1803 return 0;
1817 1804
1818 /* The objects have to be checked from top to bottom. 1805 /* The objects have to be checked from top to bottom.
1819 * Hence, we first go to the top: 1806 * Hence, we first go to the top:
1820 */ 1807 */
1821 1808 for (object *next, *tmp = ms.top; tmp; tmp = next)
1822 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1823 {
1824 /* Trim the search when we find the first other spell effect
1825 * this helps performance so that if a space has 50 spell objects,
1826 * we don't need to check all of them.
1827 */
1828 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1829 break;
1830 } 1809 {
1810 next = tmp->below;
1831 1811
1832 for (; tmp; tmp = tmp->below)
1833 {
1834 if (tmp == op) 1812 if (tmp == op)
1835 continue; /* Can't apply yourself */ 1813 continue; /* Can't apply yourself */
1836 1814
1837 /* Check to see if one of the movement types should be slowed down. 1815 /* Check to see if one of the movement types should be slowed down.
1838 * Second check makes sure that the movement types not being slowed 1816 * Second check makes sure that the movement types not being slowed
1843 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1821 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1844 { 1822 {
1845 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1823 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1846 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1824 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1847 { 1825 {
1848
1849 float
1850 diff = tmp->move_slow_penalty * fabs (op->speed); 1826 float diff = tmp->move_slow_penalty * fabs (op->speed);
1851 1827
1852 if (op->type == PLAYER) 1828 if (op->is_player ())
1853 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1829 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1854 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1830 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1855 diff /= 4.0; 1831 diff /= 4.0;
1856 1832
1857 op->speed_left -= diff; 1833 op->speed_left -= diff;
1858 } 1834 }
1859 } 1835 }
1892 LOG (llevError, "Present_arch called outside map.\n"); 1868 LOG (llevError, "Present_arch called outside map.\n");
1893 return NULL; 1869 return NULL;
1894 } 1870 }
1895 1871
1896 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1872 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1897 if (tmp->arch == at) 1873 if (tmp->arch->archname == at->archname)
1898 return tmp; 1874 return tmp;
1899 1875
1900 return NULL; 1876 return NULL;
1901} 1877}
1902 1878
1966 * The first matching object is returned, or NULL if none. 1942 * The first matching object is returned, or NULL if none.
1967 */ 1943 */
1968object * 1944object *
1969present_arch_in_ob (const archetype *at, const object *op) 1945present_arch_in_ob (const archetype *at, const object *op)
1970{ 1946{
1971 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1947 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1972 if (tmp->arch == at) 1948 if (tmp->arch->archname == at->archname)
1973 return tmp; 1949 return tmp;
1974 1950
1975 return NULL; 1951 return NULL;
1976} 1952}
1977 1953
1979 * activate recursively a flag on an object inventory 1955 * activate recursively a flag on an object inventory
1980 */ 1956 */
1981void 1957void
1982flag_inv (object *op, int flag) 1958flag_inv (object *op, int flag)
1983{ 1959{
1984 if (op->inv)
1985 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1960 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1986 { 1961 {
1987 SET_FLAG (tmp, flag); 1962 SET_FLAG (tmp, flag);
1988 flag_inv (tmp, flag); 1963 flag_inv (tmp, flag);
1989 } 1964 }
1990} 1965}
1991 1966
1992/* 1967/*
1993 * deactivate recursively a flag on an object inventory 1968 * deactivate recursively a flag on an object inventory
1994 */ 1969 */
1995void 1970void
1996unflag_inv (object *op, int flag) 1971unflag_inv (object *op, int flag)
1997{ 1972{
1998 if (op->inv)
1999 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1973 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2000 { 1974 {
2001 CLEAR_FLAG (tmp, flag); 1975 CLEAR_FLAG (tmp, flag);
2002 unflag_inv (tmp, flag); 1976 unflag_inv (tmp, flag);
2003 } 1977 }
2004} 1978}
2005 1979
2006/* 1980/*
2007 * find_free_spot(object, map, x, y, start, stop) will search for 1981 * find_free_spot(object, map, x, y, start, stop) will search for
2008 * a spot at the given map and coordinates which will be able to contain 1982 * a spot at the given map and coordinates which will be able to contain
2010 * to search (see the freearr_x/y[] definition). 1984 * to search (see the freearr_x/y[] definition).
2011 * It returns a random choice among the alternatives found. 1985 * It returns a random choice among the alternatives found.
2012 * start and stop are where to start relative to the free_arr array (1,9 1986 * start and stop are where to start relative to the free_arr array (1,9
2013 * does all 4 immediate directions). This returns the index into the 1987 * does all 4 immediate directions). This returns the index into the
2014 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1988 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2015 * Note - this only checks to see if there is space for the head of the
2016 * object - if it is a multispace object, this should be called for all
2017 * pieces.
2018 * Note2: This function does correctly handle tiled maps, but does not 1989 * Note: This function does correctly handle tiled maps, but does not
2019 * inform the caller. However, insert_ob_in_map will update as 1990 * inform the caller. However, insert_ob_in_map will update as
2020 * necessary, so the caller shouldn't need to do any special work. 1991 * necessary, so the caller shouldn't need to do any special work.
2021 * Note - updated to take an object instead of archetype - this is necessary 1992 * Note - updated to take an object instead of archetype - this is necessary
2022 * because arch_blocked (now ob_blocked) needs to know the movement type 1993 * because arch_blocked (now ob_blocked) needs to know the movement type
2023 * to know if the space in question will block the object. We can't use 1994 * to know if the space in question will block the object. We can't use
2025 * customized, changed states, etc. 1996 * customized, changed states, etc.
2026 */ 1997 */
2027int 1998int
2028find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1999find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2029{ 2000{
2001 int altern[SIZEOFFREE];
2030 int index = 0, flag; 2002 int index = 0, flag;
2031 int altern[SIZEOFFREE];
2032 2003
2033 for (int i = start; i < stop; i++) 2004 for (int i = start; i < stop; i++)
2034 { 2005 {
2035 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2006 mapxy pos (m, x, y); pos.move (i);
2036 if (!flag) 2007
2008 if (!pos.normalise ())
2009 continue;
2010
2011 mapspace &ms = *pos;
2012
2013 if (ms.flags () & P_IS_ALIVE)
2014 continue;
2015
2016 /* However, often
2017 * ob doesn't have any move type (when used to place exits)
2018 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2019 */
2020 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2021 {
2037 altern [index++] = i; 2022 altern [index++] = i;
2023 continue;
2024 }
2038 2025
2039 /* Basically, if we find a wall on a space, we cut down the search size. 2026 /* Basically, if we find a wall on a space, we cut down the search size.
2040 * In this way, we won't return spaces that are on another side of a wall. 2027 * In this way, we won't return spaces that are on another side of a wall.
2041 * This mostly work, but it cuts down the search size in all directions - 2028 * This mostly work, but it cuts down the search size in all directions -
2042 * if the space being examined only has a wall to the north and empty 2029 * if the space being examined only has a wall to the north and empty
2043 * spaces in all the other directions, this will reduce the search space 2030 * spaces in all the other directions, this will reduce the search space
2044 * to only the spaces immediately surrounding the target area, and 2031 * to only the spaces immediately surrounding the target area, and
2045 * won't look 2 spaces south of the target space. 2032 * won't look 2 spaces south of the target space.
2046 */ 2033 */
2047 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2034 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2035 {
2048 stop = maxfree[i]; 2036 stop = maxfree[i];
2037 continue;
2038 }
2039
2040 /* Note it is intentional that we check ob - the movement type of the
2041 * head of the object should correspond for the entire object.
2042 */
2043 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2044 continue;
2045
2046 if (ob->blocked (pos.m, pos.x, pos.y))
2047 continue;
2048
2049 altern [index++] = i;
2049 } 2050 }
2050 2051
2051 if (!index) 2052 if (!index)
2052 return -1; 2053 return -1;
2053 2054
2062 */ 2063 */
2063int 2064int
2064find_first_free_spot (const object *ob, maptile *m, int x, int y) 2065find_first_free_spot (const object *ob, maptile *m, int x, int y)
2065{ 2066{
2066 for (int i = 0; i < SIZEOFFREE; i++) 2067 for (int i = 0; i < SIZEOFFREE; i++)
2067 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2068 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2068 return i; 2069 return i;
2069 2070
2070 return -1; 2071 return -1;
2071} 2072}
2072 2073
2118 * there is capable of. 2119 * there is capable of.
2119 */ 2120 */
2120int 2121int
2121find_dir (maptile *m, int x, int y, object *exclude) 2122find_dir (maptile *m, int x, int y, object *exclude)
2122{ 2123{
2123 int i, max = SIZEOFFREE, mflags; 2124 int max = SIZEOFFREE, mflags;
2124
2125 sint16 nx, ny;
2126 object *tmp;
2127 maptile *mp;
2128
2129 MoveType blocked, move_type; 2125 MoveType move_type;
2130 2126
2131 if (exclude && exclude->head_ () != exclude) 2127 if (exclude && exclude->head_ () != exclude)
2132 { 2128 {
2133 exclude = exclude->head; 2129 exclude = exclude->head;
2134 move_type = exclude->move_type; 2130 move_type = exclude->move_type;
2137 { 2133 {
2138 /* If we don't have anything, presume it can use all movement types. */ 2134 /* If we don't have anything, presume it can use all movement types. */
2139 move_type = MOVE_ALL; 2135 move_type = MOVE_ALL;
2140 } 2136 }
2141 2137
2142 for (i = 1; i < max; i++) 2138 for (int i = 1; i < max; i++)
2143 { 2139 {
2144 mp = m; 2140 mapxy pos (m, x, y);
2145 nx = x + freearr_x[i]; 2141 pos.move (i);
2146 ny = y + freearr_y[i];
2147 2142
2148 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2143 if (!pos.normalise ())
2149
2150 if (mflags & P_OUT_OF_MAP)
2151 max = maxfree[i]; 2144 max = maxfree[i];
2152 else 2145 else
2153 { 2146 {
2154 mapspace &ms = mp->at (nx, ny); 2147 mapspace &ms = *pos;
2155 2148
2156 blocked = ms.move_block;
2157
2158 if ((move_type & blocked) == move_type) 2149 if ((move_type & ms.move_block) == move_type)
2159 max = maxfree[i]; 2150 max = maxfree [i];
2160 else if (mflags & P_IS_ALIVE) 2151 else if (ms.flags () & P_IS_ALIVE)
2161 { 2152 {
2162 for (tmp = ms.bot; tmp; tmp = tmp->above) 2153 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2163 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2154 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2164 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2155 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2165 break;
2166
2167 if (tmp)
2168 return freedir[i]; 2156 return freedir [i];
2169 } 2157 }
2170 } 2158 }
2171 } 2159 }
2172 2160
2173 return 0; 2161 return 0;
2248 * This basically means that if direction is 15, then it could either go 2236 * This basically means that if direction is 15, then it could either go
2249 * direction 4, 14, or 16 to get back to where we are. 2237 * direction 4, 14, or 16 to get back to where we are.
2250 * Moved from spell_util.c to object.c with the other related direction 2238 * Moved from spell_util.c to object.c with the other related direction
2251 * functions. 2239 * functions.
2252 */ 2240 */
2253int reduction_dir[SIZEOFFREE][3] = { 2241static const int reduction_dir[SIZEOFFREE][3] = {
2254 {0, 0, 0}, /* 0 */ 2242 {0, 0, 0}, /* 0 */
2255 {0, 0, 0}, /* 1 */ 2243 {0, 0, 0}, /* 1 */
2256 {0, 0, 0}, /* 2 */ 2244 {0, 0, 0}, /* 2 */
2257 {0, 0, 0}, /* 3 */ 2245 {0, 0, 0}, /* 3 */
2258 {0, 0, 0}, /* 4 */ 2246 {0, 0, 0}, /* 4 */
2349 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2337 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2350 * core dumps if they do. 2338 * core dumps if they do.
2351 * 2339 *
2352 * Add a check so we can't pick up invisible objects (0.93.8) 2340 * Add a check so we can't pick up invisible objects (0.93.8)
2353 */ 2341 */
2354
2355int 2342int
2356can_pick (const object *who, const object *item) 2343can_pick (const object *who, const object *item)
2357{ 2344{
2358 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2345 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2359 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2346 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2360 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2347 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2361} 2348}
2362 2349
2363/* 2350/*
2364 * create clone from object to another 2351 * create clone from object to another
2365 */ 2352 */
2366object * 2353object *
2367object_create_clone (object *asrc) 2354object::deep_clone ()
2368{ 2355{
2369 object *dst = 0, *tmp, *src, *prev, *item; 2356 assert (("deep_clone called on non-head object", is_head ()));
2370 2357
2371 if (!asrc) 2358 object *dst = clone ();
2372 return 0;
2373 2359
2374 src = asrc->head_ (); 2360 object *prev = dst;
2375
2376 prev = 0;
2377 for (object *part = src; part; part = part->more) 2361 for (object *part = this->more; part; part = part->more)
2378 { 2362 {
2379 tmp = part->clone (); 2363 object *tmp = part->clone ();
2380 tmp->x -= src->x;
2381 tmp->y -= src->y;
2382
2383 if (!part->head)
2384 {
2385 dst = tmp;
2386 tmp->head = 0;
2387 }
2388 else
2389 tmp->head = dst; 2364 tmp->head = dst;
2390
2391 tmp->more = 0;
2392
2393 if (prev)
2394 prev->more = tmp; 2365 prev->more = tmp;
2395
2396 prev = tmp; 2366 prev = tmp;
2397 } 2367 }
2398 2368
2399 for (item = src->inv; item; item = item->below) 2369 for (object *item = inv; item; item = item->below)
2400 insert_ob_in_ob (object_create_clone (item), dst); 2370 insert_ob_in_ob (item->deep_clone (), dst);
2401 2371
2402 return dst; 2372 return dst;
2403} 2373}
2404 2374
2405/* This returns the first object in who's inventory that 2375/* This returns the first object in who's inventory that
2414 return tmp; 2384 return tmp;
2415 2385
2416 return 0; 2386 return 0;
2417} 2387}
2418 2388
2419/* If ob has a field named key, return the link from the list, 2389shstr_tmp
2420 * otherwise return NULL. 2390object::kv_get (shstr_tmp key) const
2421 *
2422 * key must be a passed in shared string - otherwise, this won't
2423 * do the desired thing.
2424 */
2425key_value *
2426get_ob_key_link (const object *ob, const char *key)
2427{ 2391{
2428 for (key_value *link = ob->key_values; link; link = link->next) 2392 for (key_value *kv = key_values; kv; kv = kv->next)
2429 if (link->key == key) 2393 if (kv->key == key)
2430 return link;
2431
2432 return 0;
2433}
2434
2435/*
2436 * Returns the value of op has an extra_field for key, or NULL.
2437 *
2438 * The argument doesn't need to be a shared string.
2439 *
2440 * The returned string is shared.
2441 */
2442const char *
2443get_ob_key_value (const object *op, const char *const key)
2444{
2445 key_value *link;
2446 shstr_cmp canonical_key (key);
2447
2448 if (!canonical_key)
2449 {
2450 /* 1. There being a field named key on any object
2451 * implies there'd be a shared string to find.
2452 * 2. Since there isn't, no object has this field.
2453 * 3. Therefore, *this* object doesn't have this field.
2454 */
2455 return 0;
2456 }
2457
2458 /* This is copied from get_ob_key_link() above -
2459 * only 4 lines, and saves the function call overhead.
2460 */
2461 for (link = op->key_values; link; link = link->next)
2462 if (link->key == canonical_key)
2463 return link->value; 2394 return kv->value;
2464 2395
2465 return 0; 2396 return shstr ();
2466} 2397}
2467 2398
2468/* 2399void
2469 * Updates the canonical_key in op to value. 2400object::kv_set (shstr_tmp key, shstr_tmp value)
2470 *
2471 * canonical_key is a shared string (value doesn't have to be).
2472 *
2473 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2474 * keys.
2475 *
2476 * Returns TRUE on success.
2477 */
2478int
2479set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2480{ 2401{
2481 key_value *field = NULL, *last = NULL; 2402 for (key_value *kv = key_values; kv; kv = kv->next)
2482 2403 if (kv->key == key)
2483 for (field = op->key_values; field != NULL; field = field->next)
2484 {
2485 if (field->key != canonical_key)
2486 { 2404 {
2487 last = field; 2405 kv->value = value;
2488 continue; 2406 return;
2489 } 2407 }
2490 2408
2491 if (value) 2409 key_value *kv = new key_value;
2492 field->value = value; 2410
2493 else 2411 kv->next = key_values;
2412 kv->key = key;
2413 kv->value = value;
2414
2415 key_values = kv;
2416}
2417
2418void
2419object::kv_del (shstr_tmp key)
2420{
2421 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2422 if ((*kvp)->key == key)
2494 { 2423 {
2495 /* Basically, if the archetype has this key set, 2424 key_value *kv = *kvp;
2496 * we need to store the null value so when we save 2425 *kvp = (*kvp)->next;
2497 * it, we save the empty value so that when we load, 2426 delete kv;
2498 * we get this value back again. 2427 return;
2499 */
2500 if (get_ob_key_link (op->arch, canonical_key))
2501 field->value = 0;
2502 else
2503 {
2504 if (last)
2505 last->next = field->next;
2506 else
2507 op->key_values = field->next;
2508
2509 delete field;
2510 }
2511 } 2428 }
2512 return TRUE;
2513 }
2514 /* IF we get here, key doesn't exist */
2515
2516 /* No field, we'll have to add it. */
2517
2518 if (!add_key)
2519 return FALSE;
2520
2521 /* There isn't any good reason to store a null
2522 * value in the key/value list. If the archetype has
2523 * this key, then we should also have it, so shouldn't
2524 * be here. If user wants to store empty strings,
2525 * should pass in ""
2526 */
2527 if (value == NULL)
2528 return TRUE;
2529
2530 field = new key_value;
2531
2532 field->key = canonical_key;
2533 field->value = value;
2534 /* Usual prepend-addition. */
2535 field->next = op->key_values;
2536 op->key_values = field;
2537
2538 return TRUE;
2539}
2540
2541/*
2542 * Updates the key in op to value.
2543 *
2544 * If add_key is FALSE, this will only update existing keys,
2545 * and not add new ones.
2546 * In general, should be little reason FALSE is ever passed in for add_key
2547 *
2548 * Returns TRUE on success.
2549 */
2550int
2551set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2552{
2553 shstr key_ (key);
2554
2555 return set_ob_key_value_s (op, key_, value, add_key);
2556} 2429}
2557 2430
2558object::depth_iterator::depth_iterator (object *container) 2431object::depth_iterator::depth_iterator (object *container)
2559: iterator_base (container) 2432: iterator_base (container)
2560{ 2433{
2610{ 2483{
2611 char flagdesc[512]; 2484 char flagdesc[512];
2612 char info2[256 * 4]; 2485 char info2[256 * 4];
2613 char *p = info; 2486 char *p = info;
2614 2487
2615 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2488 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2616 count, uuid.seq, 2489 count,
2490 uuid.c_str (),
2617 &name, 2491 &name,
2618 title ? "\",title:\"" : "", 2492 title ? ",title:\"" : "",
2619 title ? (const char *)title : "", 2493 title ? (const char *)title : "",
2494 title ? "\"" : "",
2620 flag_desc (flagdesc, 512), type); 2495 flag_desc (flagdesc, 512), type);
2621 2496
2622 if (env) 2497 if (!flag[FLAG_REMOVED] && env)
2623 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2498 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2624 2499
2625 if (map) 2500 if (map)
2626 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2501 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2627 2502
2657object::open_container (object *new_container) 2532object::open_container (object *new_container)
2658{ 2533{
2659 if (container == new_container) 2534 if (container == new_container)
2660 return; 2535 return;
2661 2536
2662 if (object *old_container = container) 2537 object *old_container = container;
2538
2539 if (old_container)
2663 { 2540 {
2664 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2541 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2665 return; 2542 return;
2666 2543
2667#if 0 2544#if 0
2669 if (object *closer = old_container->inv) 2546 if (object *closer = old_container->inv)
2670 if (closer->type == CLOSE_CON) 2547 if (closer->type == CLOSE_CON)
2671 closer->destroy (); 2548 closer->destroy ();
2672#endif 2549#endif
2673 2550
2551 // make sure the container is available
2552 esrv_send_item (this, old_container);
2553
2674 old_container->flag [FLAG_APPLIED] = 0; 2554 old_container->flag [FLAG_APPLIED] = false;
2675 container = 0; 2555 container = 0;
2676 2556
2557 // client needs item update to make it work, client bug requires this to be separate
2677 esrv_update_item (UPD_FLAGS, this, old_container); 2558 esrv_update_item (UPD_FLAGS, this, old_container);
2559
2678 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2560 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2561 play_sound (sound_find ("chest_close"));
2679 } 2562 }
2680 2563
2681 if (new_container) 2564 if (new_container)
2682 { 2565 {
2683 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2566 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2692 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2575 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2693 new_container->insert (closer); 2576 new_container->insert (closer);
2694 } 2577 }
2695#endif 2578#endif
2696 2579
2697 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2580 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2698 2581
2582 // make sure the container is available, client bug requires this to be separate
2583 esrv_send_item (this, new_container);
2584
2699 new_container->flag [FLAG_APPLIED] = 1; 2585 new_container->flag [FLAG_APPLIED] = true;
2700 container = new_container; 2586 container = new_container;
2701 2587
2588 // client needs flag change
2702 esrv_update_item (UPD_FLAGS, this, new_container); 2589 esrv_update_item (UPD_FLAGS, this, new_container);
2703 esrv_send_inventory (this, new_container); 2590 esrv_send_inventory (this, new_container);
2591 play_sound (sound_find ("chest_open"));
2704 } 2592 }
2593// else if (!old_container->env && contr && contr->ns)
2594// contr->ns->floorbox_reset ();
2705} 2595}
2706 2596
2707object * 2597object *
2708object::force_find (const shstr name) 2598object::force_find (shstr_tmp name)
2709{ 2599{
2710 /* cycle through his inventory to look for the MARK we want to 2600 /* cycle through his inventory to look for the MARK we want to
2711 * place 2601 * place
2712 */ 2602 */
2713 for (object *tmp = inv; tmp; tmp = tmp->below) 2603 for (object *tmp = inv; tmp; tmp = tmp->below)
2715 return splay (tmp); 2605 return splay (tmp);
2716 2606
2717 return 0; 2607 return 0;
2718} 2608}
2719 2609
2610//-GPL
2611
2720void 2612void
2613object::force_set_timer (int duration)
2614{
2615 this->duration = 1;
2616 this->speed_left = -1.f;
2617
2618 this->set_speed (duration ? 1.f / duration : 0.f);
2619}
2620
2621object *
2721object::force_add (const shstr name, int duration) 2622object::force_add (shstr_tmp name, int duration)
2722{ 2623{
2723 if (object *force = force_find (name)) 2624 if (object *force = force_find (name))
2724 force->destroy (); 2625 force->destroy ();
2725 2626
2726 object *force = get_archetype (FORCE_NAME); 2627 object *force = get_archetype (FORCE_NAME);
2727 2628
2728 force->slaying = name; 2629 force->slaying = name;
2729 force->stats.food = 1; 2630 force->force_set_timer (duration);
2730 force->speed_left = -1.f;
2731
2732 force->set_speed (duration ? 1.f / duration : 0.f);
2733 force->flag [FLAG_IS_USED_UP] = true;
2734 force->flag [FLAG_APPLIED] = true; 2631 force->flag [FLAG_APPLIED] = true;
2735 2632
2633 return insert (force);
2634}
2635
2636void
2637object::play_sound (faceidx sound) const
2638{
2639 if (!sound)
2640 return;
2641
2642 if (is_on_map ())
2643 map->play_sound (sound, x, y);
2644 else if (object *pl = in_player ())
2645 pl->contr->play_sound (sound);
2646}
2647
2648void
2649object::say_msg (const char *msg) const
2650{
2651 if (is_on_map ())
2652 map->say_msg (msg, x, y);
2653 else if (object *pl = in_player ())
2654 pl->contr->play_sound (sound);
2655}
2656
2657void
2658object::make_noise ()
2659{
2660 // we do not model noise in the map, so instead put
2661 // a temporary light into the noise source
2662 // could use the map instead, but that's less reliable for our
2663 // goal, which is to make invisibility a bit harder to exploit
2664
2665 // currently only works sensibly for players
2666 if (!is_player ())
2667 return;
2668
2669 // find old force, or create new one
2670 object *force = force_find (shstr_noise_force);
2671
2672 if (force)
2673 force->speed_left = -1.f; // patch old speed up
2674 else
2675 {
2676 force = archetype::get (shstr_noise_force);
2677
2678 force->slaying = shstr_noise_force;
2679 force->stats.food = 1;
2680 force->speed_left = -1.f;
2681
2682 force->set_speed (1.f / 4.f);
2683 force->flag [FLAG_IS_USED_UP] = true;
2684 force->flag [FLAG_APPLIED] = true;
2685
2736 insert (force); 2686 insert (force);
2687 }
2737} 2688}
2738 2689

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