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Comparing deliantra/server/common/object.C (file contents):
Revision 1.161 by root, Wed Jun 13 21:09:39 2007 UTC vs.
Revision 1.314 by root, Fri Mar 26 00:59:20 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * under the terms of the GNU General Public License as published by the Free 9 * the terms of the Affero GNU General Public License as published by the
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * 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 along 18 * You should have received a copy of the Affero GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * and the GNU General Public License along with this program. If not, see
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * 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>
23 */ 23 */
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28#include <global.h> 25#include <global.h>
29#include <stdio.h> 26#include <stdio.h>
30#include <sys/types.h> 27#include <sys/types.h>
31#include <sys/uio.h> 28#include <sys/uio.h>
32#include <object.h> 29#include <object.h>
33#include <funcpoint.h>
34#include <sproto.h> 30#include <sproto.h>
35#include <loader.h>
36 31
37#include <bitset> 32#include <bitset>
38 33
39int nrofallocobjects = 0; 34UUID UUID::cur;
40static UUID uuid; 35static uint64_t seq_next_save;
41const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
42 38
43objectvec objects; 39objectvec objects;
44activevec actives; 40activevec actives;
45 41
46short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 42//+GPL
43
44short freearr_x[SIZEOFFREE] = {
45 0,
46 0, 1, 1, 1, 0, -1, -1, -1,
47 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
47 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 48 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
48}; 49};
49short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 50short freearr_y[SIZEOFFREE] = {
51 0,
52 -1, -1, 0, 1, 1, 1, 0, -1,
53 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
50 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 54 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
51};
52int 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,
53 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
54}; 55};
55int freedir[SIZEOFFREE] = { 56int freedir[SIZEOFFREE] = {
56 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 57 0,
58 1, 2, 3, 4, 5, 6, 7, 8,
59 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
57 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 60 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
58}; 61};
59 62
63static int maxfree[SIZEOFFREE] = {
64 0,
65 9, 10, 13, 14, 17, 18, 21, 22,
66 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
67 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
68};
69
60static void 70static void
61write_uuid (void) 71write_uuid (uval64 skip, bool sync)
62{ 72{
63 char filename1[MAX_BUF], filename2[MAX_BUF]; 73 CALL_BEGIN (2);
64 74 CALL_ARG_SV (newSVval64 (skip));
65 sprintf (filename1, "%s/uuid", settings.localdir); 75 CALL_ARG_SV (boolSV (sync));
66 sprintf (filename2, "%s/uuid~", settings.localdir); 76 CALL_CALL ("cf::write_uuid", G_DISCARD);
67 77 CALL_END;
68 FILE *fp;
69
70 if (!(fp = fopen (filename2, "w")))
71 {
72 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
73 return;
74 }
75
76 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
77 fclose (fp);
78 rename (filename2, filename1);
79} 78}
80 79
81static void 80static void
82read_uuid (void) 81read_uuid ()
83{ 82{
84 char filename[MAX_BUF]; 83 char filename[MAX_BUF];
85 84
86 sprintf (filename, "%s/uuid", settings.localdir); 85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 seq_next_save = 0;
87 88
88 FILE *fp; 89 FILE *fp;
89 90
90 if (!(fp = fopen (filename, "r"))) 91 if (!(fp = fopen (filename, "r")))
91 { 92 {
92 if (errno == ENOENT) 93 if (errno == ENOENT)
93 { 94 {
94 LOG (llevInfo, "RESET uid to 1\n"); 95 LOG (llevInfo, "RESET uid to 1\n");
95 uuid.seq = 0; 96 UUID::cur.seq = 0;
96 write_uuid (); 97 write_uuid (UUID_GAP, true);
97 return; 98 return;
98 } 99 }
99 100
100 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
101 _exit (1); 102 _exit (1);
102 } 103 }
103 104
104 int version; 105 char buf [UUID::MAX_LEN];
105 unsigned long long uid; 106 buf[0] = 0;
106 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 107 fgets (buf, sizeof (buf), fp);
108
109 if (!UUID::cur.parse (buf))
107 { 110 {
108 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 111 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
109 _exit (1); 112 _exit (1);
110 } 113 }
111 114
112 uuid.seq = uid; 115 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
113 write_uuid (); 116
114 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 117 write_uuid (UUID_GAP, true);
115 fclose (fp); 118 fclose (fp);
116} 119}
117 120
118UUID 121UUID
119gen_uuid () 122UUID::gen ()
120{ 123{
121 UUID uid; 124 UUID uid;
122 125
123 uid.seq = ++uuid.seq; 126 uid.seq = ++cur.seq;
124 127
125 if (!(uuid.seq & (UUID_SKIP - 1))) 128 if (expect_false (cur.seq >= seq_next_save))
126 write_uuid (); 129 {
130 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
131 write_uuid (UUID_GAP, false);
132 }
133
127 134
128 return uid; 135 return uid;
129} 136}
130 137
131void 138void
132init_uuid () 139UUID::init ()
133{ 140{
134 read_uuid (); 141 read_uuid ();
135} 142}
136 143
144bool
145UUID::parse (const char *s)
146{
147 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
148 return false;
149
150 seq = 0;
151
152 while (*s != '>')
153 {
154 if (*s < '0')
155 return false;
156
157 // this gives nice branchless code with gcc
158 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
159 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
160
161 seq = (seq << 4) | digit;
162
163 ++s;
164 }
165
166 return true;
167}
168
169char *
170UUID::append (char *buf) const
171{
172 *buf++ = '<';
173 *buf++ = '1';
174 *buf++ = '.';
175
176 uint64_t seq = this->seq;
177 const int bits = 64;
178 char nz = 0;
179 static const char tohex [] = "0123456789abcdef";
180
181 // assert (len >= 3 + bits / 4 + 1 + 1);
182 for (int i = bits / 4; --i; )
183 {
184 uint8_t digit = seq >> (bits - 4);
185
186 *buf = tohex [digit];
187 nz |= digit;
188 buf += nz ? 1 : 0;
189 seq <<= 4;
190 }
191
192 // last digit is special - always emit
193 uint8_t digit = seq >> (bits - 4);
194 *buf++ = tohex [digit];
195
196 *buf++ = '>';
197
198 return buf;
199}
200
201char *
202UUID::c_str () const
203{
204 static char buf [MAX_LEN];
205 *append (buf) = 0;
206 return buf;
207}
208
137/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 209/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
138static int 210static bool
139compare_ob_value_lists_one (const object *wants, const object *has) 211compare_ob_value_lists_one (const object *wants, const object *has)
140{ 212{
141 key_value *wants_field;
142
143 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 213 /* n-squared behaviour (see kv_get), but I'm hoping both
144 * objects with lists are rare, and lists stay short. If not, use a 214 * objects with lists are rare, and lists stay short. If not, use a
145 * different structure or at least keep the lists sorted... 215 * different structure or at least keep the lists sorted...
146 */ 216 */
147 217
148 /* For each field in wants, */ 218 /* For each field in wants, */
149 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 219 for (key_value *kv = wants->key_values; kv; kv = kv->next)
150 { 220 if (has->kv_get (kv->key) != kv->value)
151 key_value *has_field; 221 return false;
152
153 /* Look for a field in has with the same key. */
154 has_field = get_ob_key_link (has, wants_field->key);
155
156 if (has_field == NULL)
157 {
158 /* No field with that name. */
159 return FALSE;
160 }
161
162 /* Found the matching field. */
163 if (has_field->value != wants_field->value)
164 {
165 /* Values don't match, so this half of the comparison is false. */
166 return FALSE;
167 }
168
169 /* If we get here, we found a match. Now for the next field in wants. */
170 }
171 222
172 /* If we get here, every field in wants has a matching field in has. */ 223 /* If we get here, every field in wants has a matching field in has. */
173 return TRUE; 224 return true;
174} 225}
175 226
176/* Returns TRUE if ob1 has the same key_values as ob2. */ 227/* Returns TRUE if ob1 has the same key_values as ob2. */
177static int 228static bool
178compare_ob_value_lists (const object *ob1, const object *ob2) 229compare_ob_value_lists (const object *ob1, const object *ob2)
179{ 230{
180 /* However, there may be fields in has which aren't partnered in wants, 231 /* However, there may be fields in has which aren't partnered in wants,
181 * so we need to run the comparison *twice*. :( 232 * so we need to run the comparison *twice*. :(
182 */ 233 */
183 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 234 return compare_ob_value_lists_one (ob1, ob2)
235 && compare_ob_value_lists_one (ob2, ob1);
184} 236}
185 237
186/* Function examines the 2 objects given to it, and returns true if 238/* Function examines the 2 objects given to it, and returns true if
187 * they can be merged together. 239 * they can be merged together.
188 * 240 *
195 * Improvements made with merge: Better checking on potion, and also 247 * Improvements made with merge: Better checking on potion, and also
196 * check weight 248 * check weight
197 */ 249 */
198bool object::can_merge_slow (object *ob1, object *ob2) 250bool object::can_merge_slow (object *ob1, object *ob2)
199{ 251{
200 /* A couple quicksanity checks */ 252 /* A couple quick sanity checks */
201 if (ob1 == ob2 253 if (ob1 == ob2
202 || ob1->type != ob2->type 254 || ob1->type != ob2->type
203 || ob1->speed != ob2->speed
204 || ob1->value != ob2->value 255 || ob1->value != ob2->value
205 || ob1->name != ob2->name) 256 || ob1->name != ob2->name
257 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
206 return 0; 258 return 0;
207 259
208 //TODO: this ain't working well, use nicer and correct overflow check
209 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 260 /* Do not merge objects if nrof would overflow, assume nrof
210 * value could not be stored in a sint32 (which unfortunately sometimes is 261 * is always 0 .. 2**31-1 */
211 * used to store nrof). 262 if (ob1->nrof > 0x7fffffff - ob2->nrof)
212 */
213 if (ob1->nrof + ob2->nrof >= 1UL << 31)
214 return 0; 263 return 0;
215 264
216 /* If the objects have been identified, set the BEEN_APPLIED flag. 265 /* If the objects have been identified, set the BEEN_APPLIED flag.
217 * This is to the comparison of the flags below will be OK. We 266 * This is to the comparison of the flags below will be OK. We
218 * just can't ignore the been applied or identified flags, as they 267 * just can't ignore the been applied or identified flags, as they
219 * are not equal - just if it has been identified, the been_applied 268 * are not equal - just if it has been identified, the been_applied
220 * flags lose any meaning. 269 * flags lose any meaning.
221 */ 270 */
222 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 271 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
223 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 272 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
224 273
225 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 274 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
226 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 275 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
227 276
228 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 277 if (ob1->arch->archname != ob2->arch->archname
229 || ob1->arch != ob2->arch
230 || ob1->name != ob2->name 278 || ob1->name != ob2->name
231 || ob1->title != ob2->title 279 || ob1->title != ob2->title
232 || ob1->msg != ob2->msg 280 || ob1->msg != ob2->msg
233 || ob1->weight != ob2->weight 281 || ob1->weight != ob2->weight
234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
236 || ob1->attacktype != ob2->attacktype 282 || ob1->attacktype != ob2->attacktype
237 || ob1->magic != ob2->magic 283 || ob1->magic != ob2->magic
238 || ob1->slaying != ob2->slaying 284 || ob1->slaying != ob2->slaying
239 || ob1->skill != ob2->skill 285 || ob1->skill != ob2->skill
240 || ob1->value != ob2->value 286 || ob1->value != ob2->value
241 || ob1->animation_id != ob2->animation_id 287 || ob1->animation_id != ob2->animation_id
288 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
242 || ob1->client_type != ob2->client_type 289 || ob1->client_type != ob2->client_type
243 || ob1->materialname != ob2->materialname 290 || ob1->material != ob2->material
244 || ob1->lore != ob2->lore 291 || ob1->lore != ob2->lore
245 || ob1->subtype != ob2->subtype 292 || ob1->subtype != ob2->subtype
246 || ob1->move_type != ob2->move_type 293 || ob1->move_type != ob2->move_type
247 || ob1->move_block != ob2->move_block 294 || ob1->move_block != ob2->move_block
248 || ob1->move_allow != ob2->move_allow 295 || ob1->move_allow != ob2->move_allow
249 || ob1->move_on != ob2->move_on 296 || ob1->move_on != ob2->move_on
250 || ob1->move_off != ob2->move_off 297 || ob1->move_off != ob2->move_off
251 || ob1->move_slow != ob2->move_slow 298 || ob1->move_slow != ob2->move_slow
252 || ob1->move_slow_penalty != ob2->move_slow_penalty) 299 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
300 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
301 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
253 return 0; 302 return 0;
254 303
304 if ((ob1->flag ^ ob2->flag)
305 .reset (FLAG_INV_LOCKED)
306 .reset (FLAG_REMOVED)
307 .any ())
308 return 0;
309
255 /* This is really a spellbook check - really, we should 310 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 311 * not merge objects with real inventories, as splitting them
312 * is hard.
257 */ 313 */
258 if (ob1->inv || ob2->inv) 314 if (ob1->inv || ob2->inv)
259 { 315 {
260 /* if one object has inventory but the other doesn't, not equiv */ 316 if (!(ob1->inv && ob2->inv))
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 317 return 0; /* inventories differ in length */
262 return 0;
263 318
264 /* Now check to see if the two inventory objects could merge */ 319 if (ob1->inv->below || ob2->inv->below)
320 return 0; /* more than one object in inv */
321
265 if (!object::can_merge (ob1->inv, ob2->inv)) 322 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 323 return 0; /* inventory objects differ */
267 324
268 /* inventory ok - still need to check rest of this object to see 325 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 326 * if it is valid.
270 */ 327 */
271 } 328 }
290 if (ob1->level != ob2->level) 347 if (ob1->level != ob2->level)
291 return 0; 348 return 0;
292 break; 349 break;
293 } 350 }
294 351
295 if (ob1->key_values != NULL || ob2->key_values != NULL) 352 if (ob1->key_values || ob2->key_values)
296 { 353 {
297 /* At least one of these has key_values. */ 354 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 355 if ((!ob1->key_values) != (!ob2->key_values))
299 /* One has fields, but the other one doesn't. */ 356 return 0; /* One has fields, but the other one doesn't. */
357
358 if (!compare_ob_value_lists (ob1, ob2))
300 return 0; 359 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0;
303 } 360 }
304 361
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 362 if (ob1->self || ob2->self)
307 { 363 {
308 ob1->optimise (); 364 ob1->optimise ();
309 ob2->optimise (); 365 ob2->optimise ();
310 366
311 if (ob1->self || ob2->self) 367 if (ob1->self || ob2->self)
368 {
369 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
370 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
371
372 if (k1 != k2)
312 return 0; 373 return 0;
374
375 if (k1 == 0)
376 return 1;
377
378 if (!cfperl_can_merge (ob1, ob2))
379 return 0;
380 }
313 } 381 }
314 382
315 /* Everything passes, must be OK. */ 383 /* Everything passes, must be OK. */
316 return 1; 384 return 1;
317} 385}
318 386
387// find player who can see this object
388object *
389object::visible_to () const
390{
391 if (client_visible () && !flag [FLAG_REMOVED])
392 {
393 // see if we are in a container of sorts
394 if (env)
395 {
396 // the player inventory itself is always visible
397 if (env->is_player ())
398 return env;
399
400 // else a player could have our env open
401 object *envest = env->outer_env_or_self ();
402
403 // the player itself is always on a map, so we will find him here
404 // even if our inv is in a player.
405 if (envest->is_on_map ())
406 if (object *pl = envest->ms ().player ())
407 if (pl->container_ () == env)
408 return pl;
409 }
410 else
411 {
412 // maybe there is a player standing on the same mapspace
413 // this will catch the case where "this" is a player
414 if (object *pl = ms ().player ())
415 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
416 || pl->container_ () == this)
417 return pl;
418 }
419 }
420
421 return 0;
422}
423
424// adjust weight per container type ("of holding")
425static sint32
426weight_adjust_for (object *op, sint32 weight)
427{
428 return op->type == CONTAINER
429 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
430 : weight;
431}
432
319/* 433/*
434 * adjust_weight(object, weight) adds the specified weight to an object,
435 * and also updates how much the environment(s) is/are carrying.
436 */
437static void
438adjust_weight (object *op, sint32 weight)
439{
440 while (op)
441 {
442 // adjust by actual difference to account for rounding errors
443 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
444 weight = weight_adjust_for (op, op->carrying)
445 - weight_adjust_for (op, op->carrying - weight);
446
447 if (!weight)
448 return;
449
450 op->carrying += weight;
451
452 if (object *pl = op->visible_to ())
453 if (pl != op) // player is handled lazily
454 esrv_update_item (UPD_WEIGHT, pl, op);
455
456 op = op->env;
457 }
458}
459
460/*
320 * sum_weight() is a recursive function which calculates the weight 461 * this is a recursive function which calculates the weight
321 * an object is carrying. It goes through in figures out how much 462 * an object is carrying. It goes through op and figures out how much
322 * containers are carrying, and sums it up. 463 * containers are carrying, and sums it up.
323 */ 464 */
324long 465void
325sum_weight (object *op) 466object::update_weight ()
326{ 467{
327 long sum; 468 sint32 sum = 0;
328 object *inv;
329 469
330 for (sum = 0, inv = op->inv; inv; inv = inv->below) 470 for (object *op = inv; op; op = op->below)
331 { 471 {
332 if (inv->inv) 472 if (op->inv)
333 sum_weight (inv); 473 op->update_weight ();
334 474
335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 475 sum += op->total_weight ();
476 }
477
478 sum = weight_adjust_for (this, sum);
479
480 if (sum != carrying)
336 } 481 {
337
338 if (op->type == CONTAINER && op->stats.Str)
339 sum = (sum * (100 - op->stats.Str)) / 100;
340
341 if (op->carrying != sum)
342 op->carrying = sum; 482 carrying = sum;
343 483
344 return sum; 484 if (object *pl = visible_to ())
485 if (pl != this) // player is handled lazily
486 esrv_update_item (UPD_WEIGHT, pl, this);
487 }
345} 488}
346 489
347/** 490/*
348 * Return the outermost environment object for a given object. 491 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
349 */
350
351object *
352object_get_env_recursive (object *op)
353{
354 while (op->env != NULL)
355 op = op->env;
356 return op;
357}
358
359/*
360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
361 * Some error messages.
362 * The result of the dump is stored in the static global errmsg array.
363 */ 492 */
364char * 493char *
365dump_object (object *op) 494dump_object (object *op)
366{ 495{
367 if (!op) 496 if (!op)
370 object_freezer freezer; 499 object_freezer freezer;
371 op->write (freezer); 500 op->write (freezer);
372 return freezer.as_string (); 501 return freezer.as_string ();
373} 502}
374 503
375/* 504char *
376 * get_nearest_part(multi-object, object 2) returns the part of the 505object::as_string ()
377 * multi-object 1 which is closest to the second object.
378 * If it's not a multi-object, it is returned.
379 */
380
381object *
382get_nearest_part (object *op, const object *pl)
383{ 506{
384 object *tmp, *closest; 507 return dump_object (this);
385 int last_dist, i;
386
387 if (op->more == NULL)
388 return op;
389 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
390 if ((i = distance (tmp, pl)) < last_dist)
391 closest = tmp, last_dist = i;
392 return closest;
393} 508}
394 509
395/* 510/*
396 * Returns the object which has the count-variable equal to the argument. 511 * Returns the object which has the count-variable equal to the argument.
512 * VERRRY slow.
397 */ 513 */
398object * 514object *
399find_object (tag_t i) 515find_object (tag_t i)
400{ 516{
401 for_all_objects (op) 517 for_all_objects (op)
404 520
405 return 0; 521 return 0;
406} 522}
407 523
408/* 524/*
525 * Returns the object which has the uuid equal to the argument.
526 * MOAR VERRRY slow.
527 */
528
529object *
530find_object_uuid (UUID i)
531{
532 for_all_objects (op)
533 if (op->uuid == i)
534 return op;
535
536 return 0;
537}
538
539/*
409 * Returns the first object which has a name equal to the argument. 540 * Returns the first object which has a name equal to the argument.
410 * Used only by the patch command, but not all that useful. 541 * Used only by the patch command, but not all that useful.
411 * Enables features like "patch <name-of-other-player> food 999" 542 * Enables features like "patch <name-of-other-player> food 999"
412 */ 543 */
413object * 544object *
414find_object_name (const char *str) 545find_object_name (const char *str)
415{ 546{
416 shstr_cmp str_ (str); 547 shstr_cmp str_ (str);
417 object *op;
418 548
549 if (str_)
419 for_all_objects (op) 550 for_all_objects (op)
420 if (op->name == str_) 551 if (op->name == str_)
421 break; 552 return op;
422 553
423 return op; 554 return 0;
424}
425
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430} 555}
431 556
432/* 557/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 558 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 559 * skill and experience objects.
560 * ACTUALLY NO! investigate! TODO
435 */ 561 */
436void 562void
437object::set_owner (object *owner) 563object::set_owner (object *owner)
438{ 564{
565 // allow objects which own objects
439 if (!owner) 566 if (owner)
440 return;
441
442 /* next line added to allow objects which own objects */
443 /* Add a check for ownercounts in here, as I got into an endless loop
444 * with the fireball owning a poison cloud which then owned the
445 * fireball. I believe that was caused by one of the objects getting
446 * freed and then another object replacing it. Since the ownercounts
447 * didn't match, this check is valid and I believe that cause is valid.
448 */
449 while (owner->owner) 567 while (owner->owner)
450 owner = owner->owner; 568 owner = owner->owner;
569
570 if (flag [FLAG_FREED])
571 {
572 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
573 return;
574 }
451 575
452 this->owner = owner; 576 this->owner = owner;
453} 577}
454 578
455int 579int
497 update_stats (); 621 update_stats ();
498 622
499 new_draw_info_format (NDI_UNIQUE, 0, this, 623 new_draw_info_format (NDI_UNIQUE, 0, this,
500 "You try to balance all your items at once, " 624 "You try to balance all your items at once, "
501 "but the %s is just too much for your body. " 625 "but the %s is just too much for your body. "
502 "[You need to unapply some items first.]", &ob->name); 626 "[You need to unapply some items first - use the 'body' command to see "
627 "how many items you cna wera on a specific body part.]", &ob->name);
503 return false; 628 return false;
504 } 629 }
505 630
506 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 631 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
507 } 632 }
533 } 658 }
534 659
535 op->key_values = 0; 660 op->key_values = 0;
536} 661}
537 662
538object & 663/*
539object::operator =(const object &src) 664 * copy_to first frees everything allocated by the dst object,
665 * and then copies the contents of itself into the second
666 * object, allocating what needs to be allocated. Basically, any
667 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
668 * if the first object is freed, the pointers in the new object
669 * will point at garbage.
670 */
671void
672object::copy_to (object *dst)
540{ 673{
541 bool is_freed = flag [FLAG_FREED]; 674 dst->remove ();
542 bool is_removed = flag [FLAG_REMOVED];
543
544 *(object_copy *)this = src; 675 *(object_copy *)dst = *this;
545
546 flag [FLAG_FREED] = is_freed;
547 flag [FLAG_REMOVED] = is_removed; 676 dst->flag [FLAG_REMOVED] = true;
548 677
549 /* Copy over key_values, if any. */ 678 /* Copy over key_values, if any. */
550 if (src.key_values) 679 if (key_values)
551 { 680 {
552 key_value *tail = 0; 681 key_value *tail = 0;
553 key_values = 0; 682 dst->key_values = 0;
554 683
555 for (key_value *i = src.key_values; i; i = i->next) 684 for (key_value *i = key_values; i; i = i->next)
556 { 685 {
557 key_value *new_link = new key_value; 686 key_value *new_link = new key_value;
558 687
559 new_link->next = 0; 688 new_link->next = 0;
560 new_link->key = i->key; 689 new_link->key = i->key;
561 new_link->value = i->value; 690 new_link->value = i->value;
562 691
563 /* Try and be clever here, too. */ 692 /* Try and be clever here, too. */
564 if (!key_values) 693 if (!dst->key_values)
565 { 694 {
566 key_values = new_link; 695 dst->key_values = new_link;
567 tail = new_link; 696 tail = new_link;
568 } 697 }
569 else 698 else
570 { 699 {
571 tail->next = new_link; 700 tail->next = new_link;
572 tail = new_link; 701 tail = new_link;
573 } 702 }
574 } 703 }
575 } 704 }
576}
577 705
578/* 706 dst->activate ();
579 * copy_to first frees everything allocated by the dst object,
580 * and then copies the contents of itself into the second
581 * object, allocating what needs to be allocated. Basically, any
582 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
583 * if the first object is freed, the pointers in the new object
584 * will point at garbage.
585 */
586void
587object::copy_to (object *dst)
588{
589 *dst = *this;
590
591 if (speed < 0)
592 dst->speed_left = speed_left - rndm ();
593
594 dst->set_speed (dst->speed);
595} 707}
596 708
597void 709void
598object::instantiate () 710object::instantiate ()
599{ 711{
600 if (!uuid.seq) // HACK 712 if (!uuid.seq) // HACK
601 uuid = gen_uuid (); 713 uuid = UUID::gen ();
602 714
715 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
716 if (flag [FLAG_RANDOM_SPEED] && speed)
717 speed_left = - speed - rndm (); // TODO animation
718 else
603 speed_left = -0.1f; 719 speed_left = -1.;
720
604 /* copy the body_info to the body_used - this is only really 721 /* copy the body_info to the body_used - this is only really
605 * need for monsters, but doesn't hurt to do it for everything. 722 * need for monsters, but doesn't hurt to do it for everything.
606 * by doing so, when a monster is created, it has good starting 723 * by doing so, when a monster is created, it has good starting
607 * values for the body_used info, so when items are created 724 * values for the body_used info, so when items are created
608 * for it, they can be properly equipped. 725 * for it, they can be properly equipped.
616object * 733object *
617object::clone () 734object::clone ()
618{ 735{
619 object *neu = create (); 736 object *neu = create ();
620 copy_to (neu); 737 copy_to (neu);
738
739 // TODO: unclean state changes, should not be done in clone AND instantiate
740 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
741 neu->speed_left = - neu->speed - rndm (); // TODO animation
742
743 neu->map = map; // not copied by copy_to
621 return neu; 744 return neu;
622} 745}
623 746
624/* 747/*
625 * If an object with the IS_TURNABLE() flag needs to be turned due 748 * If an object with the IS_TURNABLE() flag needs to be turned due
642 * This function needs to be called whenever the speed of an object changes. 765 * This function needs to be called whenever the speed of an object changes.
643 */ 766 */
644void 767void
645object::set_speed (float speed) 768object::set_speed (float speed)
646{ 769{
647 if (flag [FLAG_FREED] && speed)
648 {
649 LOG (llevError, "Object %s is freed but has speed.\n", &name);
650 speed = 0;
651 }
652
653 this->speed = speed; 770 this->speed = speed;
654 771
655 if (has_active_speed ()) 772 if (has_active_speed ())
656 activate (); 773 activate ();
657 else 774 else
676 * UP_OBJ_FACE: only the objects face has changed. 793 * UP_OBJ_FACE: only the objects face has changed.
677 */ 794 */
678void 795void
679update_object (object *op, int action) 796update_object (object *op, int action)
680{ 797{
681 if (op == NULL) 798 if (!op)
682 { 799 {
683 /* this should never happen */ 800 /* this should never happen */
684 LOG (llevDebug, "update_object() called for NULL object.\n"); 801 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
685 return; 802 return;
686 } 803 }
687 804
688 if (op->env) 805 if (!op->is_on_map ())
689 { 806 {
690 /* Animation is currently handled by client, so nothing 807 /* Animation is currently handled by client, so nothing
691 * to do in this case. 808 * to do in this case.
692 */ 809 */
693 return; 810 return;
694 } 811 }
695
696 /* If the map is saving, don't do anything as everything is
697 * going to get freed anyways.
698 */
699 if (!op->map || op->map->in_memory == MAP_SAVING)
700 return;
701 812
702 /* make sure the object is within map boundaries */ 813 /* make sure the object is within map boundaries */
703 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 814 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
704 { 815 {
705 LOG (llevError, "update_object() called for object out of map!\n"); 816 LOG (llevError, "update_object() called for object out of map!\n");
713 824
714 if (!(m.flags_ & P_UPTODATE)) 825 if (!(m.flags_ & P_UPTODATE))
715 /* nop */; 826 /* nop */;
716 else if (action == UP_OBJ_INSERT) 827 else if (action == UP_OBJ_INSERT)
717 { 828 {
829#if 0
718 // this is likely overkill, TODO: revisit (schmorp) 830 // this is likely overkill, TODO: revisit (schmorp)
719 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 831 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
720 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 832 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
721 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 833 || (op->is_player () && !(m.flags_ & P_PLAYER))
722 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 834 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
723 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 835 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
724 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 836 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
725 || (m.move_on | op->move_on ) != m.move_on 837 || (m.move_on | op->move_on ) != m.move_on
726 || (m.move_off | op->move_off ) != m.move_off 838 || (m.move_off | op->move_off ) != m.move_off
727 || (m.move_slow | op->move_slow) != m.move_slow 839 || (m.move_slow | op->move_slow) != m.move_slow
728 /* This isn't perfect, but I don't expect a lot of objects to 840 /* This isn't perfect, but I don't expect a lot of objects to
729 * to have move_allow right now. 841 * have move_allow right now.
730 */ 842 */
731 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 843 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
844 m.invalidate ();
845#else
732 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 846 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
733 m.flags_ = 0; 847 m.invalidate ();
848#endif
734 } 849 }
735 /* if the object is being removed, we can't make intelligent 850 /* if the object is being removed, we can't make intelligent
736 * decisions, because remove_ob can't really pass the object 851 * decisions, because remove_ob can't really pass the object
737 * that is being removed. 852 * that is being removed.
738 */ 853 */
739 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 854 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
740 m.flags_ = 0; 855 m.invalidate ();
741 else if (action == UP_OBJ_FACE) 856 else if (action == UP_OBJ_FACE)
742 /* Nothing to do for that case */ ; 857 /* Nothing to do for that case */ ;
743 else 858 else
744 LOG (llevError, "update_object called with invalid action: %d\n", action); 859 LOG (llevError, "update_object called with invalid action: %d\n", action);
745 860
749 864
750object::object () 865object::object ()
751{ 866{
752 SET_FLAG (this, FLAG_REMOVED); 867 SET_FLAG (this, FLAG_REMOVED);
753 868
754 expmul = 1.0; 869 //expmul = 1.0; declared const for the time being
755 face = blank_face; 870 face = blank_face;
871 material = MATERIAL_NULL;
756} 872}
757 873
758object::~object () 874object::~object ()
759{ 875{
760 unlink (); 876 unlink ();
765static int object_count; 881static int object_count;
766 882
767void object::link () 883void object::link ()
768{ 884{
769 assert (!index);//D 885 assert (!index);//D
770 uuid = gen_uuid (); 886 uuid = UUID::gen ();
771 count = ++object_count; 887 count = ++object_count;
772 888
773 refcnt_inc (); 889 refcnt_inc ();
774 objects.insert (this); 890 objects.insert (this);
775} 891}
789 /* If already on active list, don't do anything */ 905 /* If already on active list, don't do anything */
790 if (active) 906 if (active)
791 return; 907 return;
792 908
793 if (has_active_speed ()) 909 if (has_active_speed ())
910 {
911 if (flag [FLAG_FREED])
912 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
913
794 actives.insert (this); 914 actives.insert (this);
915 }
795} 916}
796 917
797void 918void
798object::activate_recursive () 919object::activate_recursive ()
799{ 920{
848object::destroy_inv (bool drop_to_ground) 969object::destroy_inv (bool drop_to_ground)
849{ 970{
850 // need to check first, because the checks below might segfault 971 // need to check first, because the checks below might segfault
851 // as we might be on an invalid mapspace and crossfire code 972 // as we might be on an invalid mapspace and crossfire code
852 // is too buggy to ensure that the inventory is empty. 973 // is too buggy to ensure that the inventory is empty.
853 // corollary: if you create arrows etc. with stuff in tis inventory, 974 // corollary: if you create arrows etc. with stuff in its inventory,
854 // cf will crash below with off-map x and y 975 // cf will crash below with off-map x and y
855 if (!inv) 976 if (!inv)
856 return; 977 return;
857 978
858 /* Only if the space blocks everything do we not process - 979 /* Only if the space blocks everything do we not process -
859 * if some form of movement is allowed, let objects 980 * if some form of movement is allowed, let objects
860 * drop on that space. 981 * drop on that space.
861 */ 982 */
862 if (!drop_to_ground 983 if (!drop_to_ground
863 || !map 984 || !map
864 || map->in_memory != MAP_IN_MEMORY 985 || map->in_memory != MAP_ACTIVE
865 || map->nodrop 986 || map->no_drop
866 || ms ().move_block == MOVE_ALL) 987 || ms ().move_block == MOVE_ALL)
867 { 988 {
868 while (inv) 989 while (inv)
869 {
870 inv->destroy_inv (drop_to_ground);
871 inv->destroy (); 990 inv->destroy ();
872 }
873 } 991 }
874 else 992 else
875 { /* Put objects in inventory onto this space */ 993 { /* Put objects in inventory onto this space */
876 while (inv) 994 while (inv)
877 { 995 {
895 object *op = new object; 1013 object *op = new object;
896 op->link (); 1014 op->link ();
897 return op; 1015 return op;
898} 1016}
899 1017
1018static struct freed_map : maptile
1019{
1020 freed_map ()
1021 {
1022 path = "<freed objects map>";
1023 name = "/internal/freed_objects_map";
1024 width = 3;
1025 height = 3;
1026 no_drop = 1;
1027 no_reset = 1;
1028
1029 alloc ();
1030 in_memory = MAP_ACTIVE;
1031 }
1032
1033 ~freed_map ()
1034 {
1035 destroy ();
1036 }
1037} freed_map; // freed objects are moved here to avoid crashes
1038
900void 1039void
901object::do_destroy () 1040object::do_destroy ()
902{ 1041{
903 attachable::do_destroy ();
904
905 if (flag [FLAG_IS_LINKED]) 1042 if (flag [FLAG_IS_LINKED])
906 remove_button_link (this); 1043 remove_link ();
907 1044
908 if (flag [FLAG_FRIENDLY]) 1045 if (flag [FLAG_FRIENDLY])
909 remove_friendly_object (this); 1046 remove_friendly_object (this);
910 1047
911 if (!flag [FLAG_REMOVED])
912 remove (); 1048 remove ();
913 1049
914 destroy_inv (true); 1050 attachable::do_destroy ();
915 1051
916 deactivate (); 1052 deactivate ();
917 unlink (); 1053 unlink ();
918 1054
919 flag [FLAG_FREED] = 1; 1055 flag [FLAG_FREED] = 1;
920 1056
921 // hack to ensure that freed objects still have a valid map 1057 // hack to ensure that freed objects still have a valid map
922 {
923 static maptile *freed_map; // freed objects are moved here to avoid crashes
924
925 if (!freed_map)
926 {
927 freed_map = new maptile;
928
929 freed_map->name = "/internal/freed_objects_map";
930 freed_map->width = 3;
931 freed_map->height = 3;
932
933 freed_map->alloc ();
934 freed_map->in_memory = MAP_IN_MEMORY;
935 }
936
937 map = freed_map; 1058 map = &freed_map;
938 x = 1; 1059 x = 1;
939 y = 1; 1060 y = 1;
940 }
941
942 head = 0;
943 1061
944 if (more) 1062 if (more)
945 { 1063 {
946 more->destroy (); 1064 more->destroy ();
947 more = 0; 1065 more = 0;
948 } 1066 }
949 1067
1068 head = 0;
1069
950 // clear those pointers that likely might have circular references to us 1070 // clear those pointers that likely might cause circular references
951 owner = 0; 1071 owner = 0;
952 enemy = 0; 1072 enemy = 0;
953 attacked_by = 0; 1073 attacked_by = 0;
1074 current_weapon = 0;
954} 1075}
955 1076
956void 1077void
957object::destroy (bool destroy_inventory) 1078object::destroy ()
958{ 1079{
959 if (destroyed ()) 1080 if (destroyed ())
960 return; 1081 return;
961 1082
962 if (destroy_inventory) 1083 if (!is_head () && !head->destroyed ())
1084 {
1085 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1086 head->destroy ();
1087 return;
1088 }
1089
963 destroy_inv (false); 1090 destroy_inv (false);
1091
1092 if (is_head ())
1093 if (sound_destroy)
1094 play_sound (sound_destroy);
1095 else if (flag [FLAG_MONSTER])
1096 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
964 1097
965 attachable::destroy (); 1098 attachable::destroy ();
966}
967
968/*
969 * sub_weight() recursively (outwards) subtracts a number from the
970 * weight of an object (and what is carried by it's environment(s)).
971 */
972void
973sub_weight (object *op, signed long weight)
974{
975 while (op != NULL)
976 {
977 if (op->type == CONTAINER)
978 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
979
980 op->carrying -= weight;
981 op = op->env;
982 }
983} 1099}
984 1100
985/* op->remove (): 1101/* op->remove ():
986 * This function removes the object op from the linked list of objects 1102 * This function removes the object op from the linked list of objects
987 * which it is currently tied to. When this function is done, the 1103 * which it is currently tied to. When this function is done, the
990 * the previous environment. 1106 * the previous environment.
991 */ 1107 */
992void 1108void
993object::do_remove () 1109object::do_remove ()
994{ 1110{
995 object *tmp, *last = 0; 1111 if (flag [FLAG_REMOVED])
996 object *otmp;
997
998 if (QUERY_FLAG (this, FLAG_REMOVED))
999 return; 1112 return;
1000 1113
1001 SET_FLAG (this, FLAG_REMOVED);
1002 INVOKE_OBJECT (REMOVE, this); 1114 INVOKE_OBJECT (REMOVE, this);
1115
1116 flag [FLAG_REMOVED] = true;
1003 1117
1004 if (more) 1118 if (more)
1005 more->remove (); 1119 more->remove ();
1006 1120
1007 /* 1121 /*
1008 * In this case, the object to be removed is in someones 1122 * In this case, the object to be removed is in someones
1009 * inventory. 1123 * inventory.
1010 */ 1124 */
1011 if (env) 1125 if (env)
1012 { 1126 {
1013 if (nrof) 1127 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1014 sub_weight (env, weight * nrof); 1128 if (object *pl = visible_to ())
1015 else 1129 esrv_del_item (pl->contr, count);
1016 sub_weight (env, weight + carrying); 1130 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1017 1131
1018 /* NO_FIX_PLAYER is set when a great many changes are being 1132 adjust_weight (env, -total_weight ());
1019 * made to players inventory. If set, avoiding the call
1020 * to save cpu time.
1021 */
1022 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1023 otmp->update_stats ();
1024 1133
1025 if (above) 1134 object *pl = in_player ();
1026 above->below = below;
1027 else
1028 env->inv = below;
1029
1030 if (below)
1031 below->above = above;
1032 1135
1033 /* we set up values so that it could be inserted into 1136 /* we set up values so that it could be inserted into
1034 * the map, but we don't actually do that - it is up 1137 * the map, but we don't actually do that - it is up
1035 * to the caller to decide what we want to do. 1138 * to the caller to decide what we want to do.
1036 */ 1139 */
1037 x = env->x, y = env->y;
1038 map = env->map; 1140 map = env->map;
1039 above = 0, below = 0; 1141 x = env->x;
1142 y = env->y;
1143
1144 // make sure cmov optimisation is applicable
1145 *(above ? &above->below : &env->inv) = below;
1146 *(below ? &below->above : &above ) = above; // &above is just a dummy
1147
1148 above = 0;
1149 below = 0;
1040 env = 0; 1150 env = 0;
1151
1152 if (pl && pl->is_player ())
1153 {
1154 pl->contr->queue_stats_update ();
1155
1156 if (glow_radius && pl->is_on_map ())
1157 update_all_los (pl->map, pl->x, pl->y);
1158 }
1041 } 1159 }
1042 else if (map) 1160 else if (map)
1043 { 1161 {
1044 if (type == PLAYER)
1045 {
1046 // leaving a spot always closes any open container on the ground
1047 if (container && !container->env)
1048 // this causes spurious floorbox updates, but it ensures
1049 // that the CLOSE event is being sent.
1050 close_container ();
1051
1052 --map->players;
1053 map->touch ();
1054 }
1055
1056 map->dirty = true; 1162 map->dirty = true;
1057 mapspace &ms = this->ms (); 1163 mapspace &ms = this->ms ();
1058 1164
1165 if (object *pl = ms.player ())
1166 {
1167 if (is_player ())
1168 {
1169 if (!flag [FLAG_WIZPASS])
1170 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1171
1172 // leaving a spot always closes any open container on the ground
1173 if (container && !container->env)
1174 // this causes spurious floorbox updates, but it ensures
1175 // that the CLOSE event is being sent.
1176 close_container ();
1177
1178 --map->players;
1179 map->touch ();
1180 }
1181 else if (pl->container_ () == this)
1182 {
1183 // removing a container should close it
1184 close_container ();
1185 }
1186
1187 esrv_del_item (pl->contr, count);
1188 }
1189
1059 /* link the object above us */ 1190 /* link the object above us */
1060 if (above) 1191 // re-link, make sure compiler can easily use cmove
1061 above->below = below; 1192 *(above ? &above->below : &ms.top) = below;
1062 else 1193 *(below ? &below->above : &ms.bot) = above;
1063 ms.top = below; /* we were top, set new top */
1064
1065 /* Relink the object below us, if there is one */
1066 if (below)
1067 below->above = above;
1068 else
1069 {
1070 /* Nothing below, which means we need to relink map object for this space
1071 * use translated coordinates in case some oddness with map tiling is
1072 * evident
1073 */
1074 if (GET_MAP_OB (map, x, y) != this)
1075 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 ());
1076
1077 ms.bot = above; /* goes on above it. */
1078 }
1079 1194
1080 above = 0; 1195 above = 0;
1081 below = 0; 1196 below = 0;
1082 1197
1198 ms.invalidate ();
1199
1083 if (map->in_memory == MAP_SAVING) 1200 if (map->in_memory == MAP_SAVING)
1084 return; 1201 return;
1085 1202
1086 int check_walk_off = !flag [FLAG_NO_APPLY]; 1203 int check_walk_off = !flag [FLAG_NO_APPLY];
1087 1204
1088 for (tmp = ms.bot; tmp; tmp = tmp->above) 1205 if (object *pl = ms.player ())
1089 { 1206 {
1090 /* No point updating the players look faces if he is the object 1207 if (pl->container_ () == this)
1091 * being removed.
1092 */
1093
1094 if (tmp->type == PLAYER && tmp != this)
1095 {
1096 /* If a container that the player is currently using somehow gets 1208 /* If a container that the player is currently using somehow gets
1097 * removed (most likely destroyed), update the player view 1209 * removed (most likely destroyed), update the player view
1098 * appropriately. 1210 * appropriately.
1099 */ 1211 */
1100 if (tmp->container == this) 1212 pl->close_container ();
1101 {
1102 flag [FLAG_APPLIED] = 0;
1103 tmp->container = 0;
1104 }
1105 1213
1214 //TODO: the floorbox prev/next might need updating
1215 //esrv_del_item (pl->contr, count);
1216 //TODO: update floorbox to preserve ordering
1106 if (tmp->contr->ns) 1217 if (pl->contr->ns)
1107 tmp->contr->ns->floorbox_update (); 1218 pl->contr->ns->floorbox_update ();
1219 }
1220
1221 if (check_walk_off)
1222 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1223 {
1224 above = tmp->above;
1225
1226 /* No point updating the players look faces if he is the object
1227 * being removed.
1108 } 1228 */
1109 1229
1110 /* See if object moving off should effect something */ 1230 /* See if object moving off should effect something */
1111 if (check_walk_off
1112 && ((move_type & tmp->move_off) 1231 if ((move_type & tmp->move_off)
1113 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1232 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1114 {
1115 move_apply (tmp, this, 0); 1233 move_apply (tmp, this, 0);
1116
1117 if (destroyed ())
1118 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1119 } 1234 }
1120 1235
1121 last = tmp; 1236 if (affects_los ())
1122 }
1123
1124 /* last == NULL if there are no objects on this space */
1125 //TODO: this makes little sense, why only update the topmost object?
1126 if (!last)
1127 map->at (x, y).flags_ = 0;
1128 else
1129 update_object (last, UP_OBJ_REMOVE);
1130
1131 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1132 update_all_los (map, x, y); 1237 update_all_los (map, x, y);
1133 } 1238 }
1134} 1239}
1135 1240
1136/* 1241/*
1145merge_ob (object *op, object *top) 1250merge_ob (object *op, object *top)
1146{ 1251{
1147 if (!op->nrof) 1252 if (!op->nrof)
1148 return 0; 1253 return 0;
1149 1254
1150 if (top) 1255 if (!top)
1151 for (top = op; top && top->above; top = top->above) 1256 for (top = op; top && top->above; top = top->above)
1152 ; 1257 ;
1153 1258
1154 for (; top; top = top->below) 1259 for (; top; top = top->below)
1155 {
1156 if (top == op)
1157 continue;
1158
1159 if (object::can_merge (op, top)) 1260 if (object::can_merge (op, top))
1160 { 1261 {
1161 top->nrof += op->nrof; 1262 top->nrof += op->nrof;
1162 1263
1163/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1264 if (object *pl = top->visible_to ())
1164 op->weight = 0; /* Don't want any adjustements now */ 1265 esrv_update_item (UPD_NROF, pl, top);
1266
1267 op->weight = 0; // cancel the addition above
1268 op->carrying = 0; // must be 0 already
1269
1165 op->destroy (); 1270 op->destroy ();
1271
1166 return top; 1272 return top;
1167 } 1273 }
1168 }
1169 1274
1170 return 0; 1275 return 0;
1171} 1276}
1172 1277
1173void 1278void
1178 1283
1179 object *prev = this; 1284 object *prev = this;
1180 1285
1181 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1286 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1182 { 1287 {
1183 object *op = arch_to_object (at); 1288 object *op = at->instance ();
1184 1289
1185 op->name = name; 1290 op->name = name;
1186 op->name_pl = name_pl; 1291 op->name_pl = name_pl;
1187 op->title = title; 1292 op->title = title;
1188 1293
1198 * job preparing multi-part monsters. 1303 * job preparing multi-part monsters.
1199 */ 1304 */
1200object * 1305object *
1201insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1306insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1202{ 1307{
1308 op->remove ();
1309
1203 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1310 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1204 { 1311 {
1205 tmp->x = x + tmp->arch->x; 1312 tmp->x = x + tmp->arch->x;
1206 tmp->y = y + tmp->arch->y; 1313 tmp->y = y + tmp->arch->y;
1207 } 1314 }
1224 * Passing 0 for flag gives proper default values, so flag really only needs 1331 * Passing 0 for flag gives proper default values, so flag really only needs
1225 * to be set if special handling is needed. 1332 * to be set if special handling is needed.
1226 * 1333 *
1227 * Return value: 1334 * Return value:
1228 * new object if 'op' was merged with other object 1335 * new object if 'op' was merged with other object
1229 * NULL if 'op' was destroyed 1336 * NULL if there was an error (destroyed, blocked etc.)
1230 * just 'op' otherwise 1337 * just 'op' otherwise
1231 */ 1338 */
1232object * 1339object *
1233insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1340insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1234{ 1341{
1235 assert (!op->flag [FLAG_FREED]);
1236
1237 object *top, *floor = NULL;
1238
1239 op->remove (); 1342 op->remove ();
1240 1343
1241#if 0 1344 if (m == &freed_map)//D TODO: remove soon
1242 if (!m->active != !op->active)
1243 if (m->active)
1244 op->activate_recursive ();
1245 else
1246 op->deactivate_recursive ();
1247#endif
1248
1249 if (out_of_map (m, op->x, op->y))
1250 { 1345 {//D
1251 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ()); 1346 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1252#ifdef MANY_CORES
1253 /* Better to catch this here, as otherwise the next use of this object
1254 * is likely to cause a crash. Better to find out where it is getting
1255 * improperly inserted.
1256 */
1257 abort ();
1258#endif
1259 return op;
1260 } 1347 }//D
1261
1262 if (object *more = op->more)
1263 if (!insert_ob_in_map (more, m, originator, flag))
1264 return 0;
1265
1266 CLEAR_FLAG (op, FLAG_REMOVED);
1267 1348
1268 /* Ideally, the caller figures this out. However, it complicates a lot 1349 /* Ideally, the caller figures this out. However, it complicates a lot
1269 * of areas of callers (eg, anything that uses find_free_spot would now 1350 * of areas of callers (eg, anything that uses find_free_spot would now
1270 * need extra work 1351 * need extra work
1271 */ 1352 */
1353 maptile *newmap = m;
1272 if (!xy_normalise (m, op->x, op->y)) 1354 if (!xy_normalise (newmap, op->x, op->y))
1355 {
1356 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1273 return 0; 1357 return 0;
1358 }
1274 1359
1360 if (object *more = op->more)
1361 if (!insert_ob_in_map (more, m, originator, flag))
1362 return 0;
1363
1364 op->flag [FLAG_REMOVED] = false;
1365 op->env = 0;
1275 op->map = m; 1366 op->map = newmap;
1367
1276 mapspace &ms = op->ms (); 1368 mapspace &ms = op->ms ();
1277 1369
1278 /* this has to be done after we translate the coordinates. 1370 /* this has to be done after we translate the coordinates.
1279 */ 1371 */
1280 if (op->nrof && !(flag & INS_NO_MERGE)) 1372 if (op->nrof && !(flag & INS_NO_MERGE))
1281 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1373 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1282 if (object::can_merge (op, tmp)) 1374 if (object::can_merge (op, tmp))
1283 { 1375 {
1376 // TODO: we actually want to update tmp, not op,
1377 // but some caller surely breaks when we return tmp
1378 // from here :/
1284 op->nrof += tmp->nrof; 1379 op->nrof += tmp->nrof;
1285 tmp->destroy (); 1380 tmp->destroy ();
1286 } 1381 }
1287 1382
1288 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1383 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1297 { 1392 {
1298 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1393 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1299 abort (); 1394 abort ();
1300 } 1395 }
1301 1396
1397 if (!originator->is_on_map ())
1398 {
1399 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1400 op->debug_desc (), originator->debug_desc ());
1401 abort ();
1402 }
1403
1302 op->above = originator; 1404 op->above = originator;
1303 op->below = originator->below; 1405 op->below = originator->below;
1304
1305 if (op->below)
1306 op->below->above = op;
1307 else
1308 ms.bot = op;
1309
1310 /* since *below* originator, no need to update top */
1311 originator->below = op; 1406 originator->below = op;
1407
1408 *(op->below ? &op->below->above : &ms.bot) = op;
1312 } 1409 }
1313 else 1410 else
1314 { 1411 {
1315 top = ms.bot; 1412 object *floor = 0;
1413 object *top = ms.top;
1316 1414
1317 /* If there are other objects, then */ 1415 /* If there are other objects, then */
1318 if ((!(flag & INS_MAP_LOAD)) && top) 1416 if (top)
1319 { 1417 {
1320 object *last = 0;
1321
1322 /* 1418 /*
1323 * If there are multiple objects on this space, we do some trickier handling. 1419 * If there are multiple objects on this space, we do some trickier handling.
1324 * We've already dealt with merging if appropriate. 1420 * We've already dealt with merging if appropriate.
1325 * Generally, we want to put the new object on top. But if 1421 * Generally, we want to put the new object on top. But if
1326 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1422 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1329 * once we get to them. This reduces the need to traverse over all of 1425 * once we get to them. This reduces the need to traverse over all of
1330 * them when adding another one - this saves quite a bit of cpu time 1426 * them when adding another one - this saves quite a bit of cpu time
1331 * when lots of spells are cast in one area. Currently, it is presumed 1427 * when lots of spells are cast in one area. Currently, it is presumed
1332 * that flying non pickable objects are spell objects. 1428 * that flying non pickable objects are spell objects.
1333 */ 1429 */
1334 for (top = ms.bot; top; top = top->above) 1430 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1335 { 1431 {
1336 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1432 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1337 floor = top; 1433 floor = tmp;
1338 1434
1339 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1435 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1340 { 1436 {
1341 /* We insert above top, so we want this object below this */ 1437 /* We insert above top, so we want this object below this */
1342 top = top->below; 1438 top = tmp->below;
1343 break; 1439 break;
1344 } 1440 }
1345 1441
1346 last = top; 1442 top = tmp;
1347 } 1443 }
1348
1349 /* Don't want top to be NULL, so set it to the last valid object */
1350 top = last;
1351 1444
1352 /* We let update_position deal with figuring out what the space 1445 /* We let update_position deal with figuring out what the space
1353 * looks like instead of lots of conditions here. 1446 * looks like instead of lots of conditions here.
1354 * makes things faster, and effectively the same result. 1447 * makes things faster, and effectively the same result.
1355 */ 1448 */
1362 */ 1455 */
1363 if (!(flag & INS_ON_TOP) 1456 if (!(flag & INS_ON_TOP)
1364 && ms.flags () & P_BLOCKSVIEW 1457 && ms.flags () & P_BLOCKSVIEW
1365 && (op->face && !faces [op->face].visibility)) 1458 && (op->face && !faces [op->face].visibility))
1366 { 1459 {
1460 object *last;
1461
1367 for (last = top; last != floor; last = last->below) 1462 for (last = top; last != floor; last = last->below)
1368 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1463 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1369 break; 1464 break;
1370 1465
1371 /* Check to see if we found the object that blocks view, 1466 /* Check to see if we found the object that blocks view,
1376 if (last && last->below && last != floor) 1471 if (last && last->below && last != floor)
1377 top = last->below; 1472 top = last->below;
1378 } 1473 }
1379 } /* If objects on this space */ 1474 } /* If objects on this space */
1380 1475
1381 if (flag & INS_MAP_LOAD)
1382 top = ms.top;
1383
1384 if (flag & INS_ABOVE_FLOOR_ONLY) 1476 if (flag & INS_ABOVE_FLOOR_ONLY)
1385 top = floor; 1477 top = floor;
1386 1478
1387 /* Top is the object that our object (op) is going to get inserted above. 1479 // insert object above top, or bottom-most if top = 0
1388 */
1389
1390 /* First object on this space */
1391 if (!top) 1480 if (!top)
1392 { 1481 {
1482 op->below = 0;
1393 op->above = ms.bot; 1483 op->above = ms.bot;
1394
1395 if (op->above)
1396 op->above->below = op;
1397
1398 op->below = 0;
1399 ms.bot = op; 1484 ms.bot = op;
1485
1486 *(op->above ? &op->above->below : &ms.top) = op;
1400 } 1487 }
1401 else 1488 else
1402 { /* get inserted into the stack above top */ 1489 {
1403 op->above = top->above; 1490 op->above = top->above;
1404
1405 if (op->above)
1406 op->above->below = op; 1491 top->above = op;
1407 1492
1408 op->below = top; 1493 op->below = top;
1409 top->above = op; 1494 *(op->above ? &op->above->below : &ms.top) = op;
1410 } 1495 }
1496 }
1411 1497
1412 if (!op->above) 1498 if (op->is_player ())
1413 ms.top = op;
1414 } /* else not INS_BELOW_ORIGINATOR */
1415
1416 if (op->type == PLAYER)
1417 { 1499 {
1418 op->contr->do_los = 1; 1500 op->contr->do_los = 1;
1419 ++op->map->players; 1501 ++op->map->players;
1420 op->map->touch (); 1502 op->map->touch ();
1421 } 1503 }
1422 1504
1423 op->map->dirty = true; 1505 op->map->dirty = true;
1424 1506
1425 /* If we have a floor, we know the player, if any, will be above
1426 * it, so save a few ticks and start from there.
1427 */
1428 if (!(flag & INS_MAP_LOAD))
1429 if (object *pl = ms.player ()) 1507 if (object *pl = ms.player ())
1508 //TODO: the floorbox prev/next might need updating
1509 //esrv_send_item (pl, op);
1510 //TODO: update floorbox to preserve ordering
1430 if (pl->contr->ns) 1511 if (pl->contr->ns)
1431 pl->contr->ns->floorbox_update (); 1512 pl->contr->ns->floorbox_update ();
1432 1513
1433 /* If this object glows, it may affect lighting conditions that are 1514 /* If this object glows, it may affect lighting conditions that are
1434 * visible to others on this map. But update_all_los is really 1515 * visible to others on this map. But update_all_los is really
1435 * an inefficient way to do this, as it means los for all players 1516 * an inefficient way to do this, as it means los for all players
1436 * on the map will get recalculated. The players could very well 1517 * on the map will get recalculated. The players could very well
1437 * be far away from this change and not affected in any way - 1518 * be far away from this change and not affected in any way -
1438 * this should get redone to only look for players within range, 1519 * this should get redone to only look for players within range,
1439 * or just updating the P_UPTODATE for spaces within this area 1520 * or just updating the P_UPTODATE for spaces within this area
1440 * of effect may be sufficient. 1521 * of effect may be sufficient.
1441 */ 1522 */
1442 if (op->map->darkness && (op->glow_radius != 0)) 1523 if (op->affects_los ())
1524 {
1525 op->ms ().invalidate ();
1443 update_all_los (op->map, op->x, op->y); 1526 update_all_los (op->map, op->x, op->y);
1527 }
1444 1528
1445 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1529 /* updates flags (blocked, alive, no magic, etc) for this map space */
1446 update_object (op, UP_OBJ_INSERT); 1530 update_object (op, UP_OBJ_INSERT);
1447 1531
1448 INVOKE_OBJECT (INSERT, op); 1532 INVOKE_OBJECT (INSERT, op);
1455 * blocked() and wall() work properly), and these flags are updated by 1539 * blocked() and wall() work properly), and these flags are updated by
1456 * update_object(). 1540 * update_object().
1457 */ 1541 */
1458 1542
1459 /* if this is not the head or flag has been passed, don't check walk on status */ 1543 /* if this is not the head or flag has been passed, don't check walk on status */
1460 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1544 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1461 { 1545 {
1462 if (check_move_on (op, originator)) 1546 if (check_move_on (op, originator))
1463 return 0; 1547 return 0;
1464 1548
1465 /* If we are a multi part object, lets work our way through the check 1549 /* If we are a multi part object, lets work our way through the check
1476/* this function inserts an object in the map, but if it 1560/* this function inserts an object in the map, but if it
1477 * finds an object of its own type, it'll remove that one first. 1561 * finds an object of its own type, it'll remove that one first.
1478 * op is the object to insert it under: supplies x and the map. 1562 * op is the object to insert it under: supplies x and the map.
1479 */ 1563 */
1480void 1564void
1481replace_insert_ob_in_map (const char *arch_string, object *op) 1565replace_insert_ob_in_map (shstr_tmp archname, object *op)
1482{ 1566{
1483 object *tmp, *tmp1;
1484
1485 /* first search for itself and remove any old instances */ 1567 /* first search for itself and remove any old instances */
1486 1568
1487 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1569 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1488 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1570 if (tmp->arch->archname == archname) /* same archetype */
1489 tmp->destroy (); 1571 tmp->destroy ();
1490 1572
1491 tmp1 = arch_to_object (archetype::find (arch_string)); 1573 object *tmp = archetype::find (archname)->instance ();
1492 1574
1493 tmp1->x = op->x; 1575 tmp->x = op->x;
1494 tmp1->y = op->y; 1576 tmp->y = op->y;
1577
1495 insert_ob_in_map (tmp1, op->map, op, 0); 1578 insert_ob_in_map (tmp, op->map, op, 0);
1496} 1579}
1497 1580
1498object * 1581object *
1499object::insert_at (object *where, object *originator, int flags) 1582object::insert_at (object *where, object *originator, int flags)
1500{ 1583{
1584 if (where->env)
1585 return where->env->insert (this);
1586 else
1501 return where->map->insert (this, where->x, where->y, originator, flags); 1587 return where->map->insert (this, where->x, where->y, originator, flags);
1502} 1588}
1503 1589
1504/* 1590// check whether we can put this into the map, respect max_volume, max_items
1505 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1591bool
1506 * is returned contains nr objects, and the remaining parts contains 1592object::can_drop_at (maptile *m, int x, int y, object *originator)
1507 * the rest (or is removed and freed if that number is 0).
1508 * On failure, NULL is returned, and the reason put into the
1509 * global static errmsg array.
1510 */
1511object *
1512get_split_ob (object *orig_ob, uint32 nr)
1513{ 1593{
1514 object *newob; 1594 mapspace &ms = m->at (x, y);
1515 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1516 1595
1517 if (orig_ob->nrof < nr) 1596 int items = ms.items ();
1518 {
1519 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1520 return NULL;
1521 }
1522 1597
1523 newob = object_create_clone (orig_ob); 1598 if (!items // testing !items ensures we can drop at least one item
1599 || (items < m->max_items
1600 && ms.volume () < m->max_volume))
1601 return true;
1524 1602
1525 if ((orig_ob->nrof -= nr) < 1) 1603 if (originator && originator->is_player ())
1526 orig_ob->destroy (1); 1604 originator->contr->failmsg (format (
1527 else if (!is_removed) 1605 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1528 { 1606 query_name ()
1529 if (orig_ob->env != NULL) 1607 ));
1530 sub_weight (orig_ob->env, orig_ob->weight * nr);
1531 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1532 {
1533 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1534 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1535 return NULL;
1536 }
1537 }
1538 1608
1539 newob->nrof = nr; 1609 return false;
1540
1541 return newob;
1542} 1610}
1543 1611
1544/* 1612/*
1545 * decrease_ob_nr(object, number) decreases a specified number from 1613 * decrease(object, number) decreases a specified number from
1546 * the amount of an object. If the amount reaches 0, the object 1614 * the amount of an object. If the amount reaches 0, the object
1547 * is subsequently removed and freed. 1615 * is subsequently removed and freed.
1548 * 1616 *
1549 * Return value: 'op' if something is left, NULL if the amount reached 0 1617 * Return value: 'op' if something is left, NULL if the amount reached 0
1550 */ 1618 */
1619bool
1620object::decrease (sint32 nr)
1621{
1622 if (!nr)
1623 return true;
1624
1625 nr = min (nr, nrof);
1626
1627 if (nrof > nr)
1628 {
1629 nrof -= nr;
1630 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1631
1632 if (object *pl = visible_to ())
1633 esrv_update_item (UPD_NROF, pl, this);
1634
1635 return true;
1636 }
1637 else
1638 {
1639 destroy ();
1640 return false;
1641 }
1642}
1643
1644/*
1645 * split(ob,nr) splits up ob into two parts. The part which
1646 * is returned contains nr objects, and the remaining parts contains
1647 * the rest (or is removed and returned if that number is 0).
1648 * On failure, NULL is returned.
1649 */
1551object * 1650object *
1552decrease_ob_nr (object *op, uint32 i) 1651object::split (sint32 nr)
1553{ 1652{
1554 object *tmp; 1653 int have = number_of ();
1555 1654
1556 if (i == 0) /* objects with op->nrof require this check */ 1655 if (have < nr)
1557 return op; 1656 return 0;
1558 1657 else if (have == nr)
1559 if (i > op->nrof)
1560 i = op->nrof;
1561
1562 if (QUERY_FLAG (op, FLAG_REMOVED))
1563 op->nrof -= i;
1564 else if (op->env)
1565 { 1658 {
1566 /* is this object in the players inventory, or sub container
1567 * therein?
1568 */
1569 tmp = op->in_player ();
1570 /* nope. Is this a container the player has opened?
1571 * If so, set tmp to that player.
1572 * IMO, searching through all the players will mostly
1573 * likely be quicker than following op->env to the map,
1574 * and then searching the map for a player.
1575 */
1576 if (!tmp)
1577 for_all_players (pl)
1578 if (pl->ob->container == op->env)
1579 {
1580 tmp = pl->ob;
1581 break;
1582 }
1583
1584 if (i < op->nrof)
1585 {
1586 sub_weight (op->env, op->weight * i);
1587 op->nrof -= i;
1588 if (tmp)
1589 esrv_send_item (tmp, op);
1590 }
1591 else
1592 {
1593 op->remove (); 1659 remove ();
1594 op->nrof = 0; 1660 return this;
1595 if (tmp)
1596 esrv_del_item (tmp->contr, op->count);
1597 }
1598 } 1661 }
1599 else 1662 else
1600 { 1663 {
1601 object *above = op->above; 1664 decrease (nr);
1602 1665
1603 if (i < op->nrof) 1666 object *op = deep_clone ();
1604 op->nrof -= i; 1667 op->nrof = nr;
1605 else
1606 {
1607 op->remove ();
1608 op->nrof = 0;
1609 }
1610
1611 /* Since we just removed op, op->above is null */
1612 for (tmp = above; tmp; tmp = tmp->above)
1613 if (tmp->type == PLAYER)
1614 {
1615 if (op->nrof)
1616 esrv_send_item (tmp, op);
1617 else
1618 esrv_del_item (tmp->contr, op->count);
1619 }
1620 }
1621
1622 if (op->nrof)
1623 return op; 1668 return op;
1624 else
1625 {
1626 op->destroy ();
1627 return 0;
1628 }
1629}
1630
1631/*
1632 * add_weight(object, weight) adds the specified weight to an object,
1633 * and also updates how much the environment(s) is/are carrying.
1634 */
1635void
1636add_weight (object *op, signed long weight)
1637{
1638 while (op != NULL)
1639 {
1640 if (op->type == CONTAINER)
1641 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1642
1643 op->carrying += weight;
1644 op = op->env;
1645 } 1669 }
1646} 1670}
1647 1671
1648object * 1672object *
1649insert_ob_in_ob (object *op, object *where) 1673insert_ob_in_ob (object *op, object *where)
1674 * be != op, if items are merged. -Tero 1698 * be != op, if items are merged. -Tero
1675 */ 1699 */
1676object * 1700object *
1677object::insert (object *op) 1701object::insert (object *op)
1678{ 1702{
1679 object *tmp, *otmp;
1680
1681 if (!QUERY_FLAG (op, FLAG_REMOVED))
1682 op->remove ();
1683
1684 if (op->more) 1703 if (op->more)
1685 { 1704 {
1686 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1705 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1687 return op; 1706 return op;
1688 } 1707 }
1689 1708
1690 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1709 op->remove ();
1691 CLEAR_FLAG (op, FLAG_REMOVED); 1710
1711 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1712
1692 if (op->nrof) 1713 if (op->nrof)
1693 {
1694 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1714 for (object *tmp = inv; tmp; tmp = tmp->below)
1695 if (object::can_merge (tmp, op)) 1715 if (object::can_merge (tmp, op))
1696 { 1716 {
1697 /* return the original object and remove inserted object 1717 /* return the original object and remove inserted object
1698 (client needs the original object) */ 1718 (client needs the original object) */
1699 tmp->nrof += op->nrof; 1719 tmp->nrof += op->nrof;
1700 /* Weight handling gets pretty funky. Since we are adding to 1720
1701 * tmp->nrof, we need to increase the weight. 1721 if (object *pl = tmp->visible_to ())
1702 */ 1722 esrv_update_item (UPD_NROF, pl, tmp);
1723
1703 add_weight (this, op->weight * op->nrof); 1724 adjust_weight (this, op->total_weight ());
1704 SET_FLAG (op, FLAG_REMOVED); 1725
1705 op->destroy (); /* free the inserted object */ 1726 op->destroy ();
1706 op = tmp; 1727 op = tmp;
1707 op->remove (); /* and fix old object's links */ 1728 goto inserted;
1708 CLEAR_FLAG (op, FLAG_REMOVED);
1709 break;
1710 } 1729 }
1711 1730
1712 /* I assume combined objects have no inventory 1731 op->owner = 0; // it's his/hers now. period.
1713 * We add the weight - this object could have just been removed
1714 * (if it was possible to merge). calling remove_ob will subtract
1715 * the weight, so we need to add it in again, since we actually do
1716 * the linking below
1717 */
1718 add_weight (this, op->weight * op->nrof);
1719 }
1720 else
1721 add_weight (this, (op->weight + op->carrying));
1722
1723 otmp = this->in_player ();
1724 if (otmp && otmp->contr)
1725 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1726 otmp->update_stats ();
1727
1728 op->map = 0; 1732 op->map = 0;
1729 op->env = this; 1733 op->x = 0;
1734 op->y = 0;
1735
1730 op->above = 0; 1736 op->above = 0;
1731 op->below = 0; 1737 op->below = inv;
1732 op->x = 0, op->y = 0; 1738 op->env = this;
1733 1739
1740 if (inv)
1741 inv->above = op;
1742
1743 inv = op;
1744
1745 op->flag [FLAG_REMOVED] = 0;
1746
1747 if (object *pl = op->visible_to ())
1748 esrv_send_item (pl, op);
1749
1750 adjust_weight (this, op->total_weight ());
1751
1752inserted:
1734 /* reset the light list and los of the players on the map */ 1753 /* reset the light list and los of the players on the map */
1735 if ((op->glow_radius != 0) && map) 1754 if (op->glow_radius && is_on_map ())
1736 { 1755 {
1737#ifdef DEBUG_LIGHTS 1756 update_stats ();
1738 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1739#endif /* DEBUG_LIGHTS */
1740 if (map->darkness)
1741 update_all_los (map, x, y); 1757 update_all_los (map, x, y);
1742 }
1743
1744 /* Client has no idea of ordering so lets not bother ordering it here.
1745 * It sure simplifies this function...
1746 */
1747 if (!inv)
1748 inv = op;
1749 else
1750 { 1758 }
1751 op->below = inv; 1759 else if (is_player ())
1752 op->below->above = op; 1760 // if this is a player's inventory, update stats
1753 inv = op; 1761 contr->queue_stats_update ();
1754 }
1755 1762
1756 INVOKE_OBJECT (INSERT, this); 1763 INVOKE_OBJECT (INSERT, this);
1757 1764
1758 return op; 1765 return op;
1759} 1766}
1779 * on top. 1786 * on top.
1780 */ 1787 */
1781int 1788int
1782check_move_on (object *op, object *originator) 1789check_move_on (object *op, object *originator)
1783{ 1790{
1791 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1792 return 0;
1793
1784 object *tmp; 1794 object *tmp;
1785 maptile *m = op->map; 1795 maptile *m = op->map;
1786 int x = op->x, y = op->y; 1796 int x = op->x, y = op->y;
1787 1797
1788 MoveType move_on, move_slow, move_block; 1798 mapspace &ms = m->at (x, y);
1789 1799
1790 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1800 ms.update ();
1791 return 0;
1792 1801
1793 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1802 MoveType move_on = ms.move_on;
1794 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1803 MoveType move_slow = ms.move_slow;
1795 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1804 MoveType move_block = ms.move_block;
1796 1805
1797 /* if nothing on this space will slow op down or be applied, 1806 /* if nothing on this space will slow op down or be applied,
1798 * no need to do checking below. have to make sure move_type 1807 * no need to do checking below. have to make sure move_type
1799 * is set, as lots of objects don't have it set - we treat that 1808 * is set, as lots of objects don't have it set - we treat that
1800 * as walking. 1809 * as walking.
1811 return 0; 1820 return 0;
1812 1821
1813 /* The objects have to be checked from top to bottom. 1822 /* The objects have to be checked from top to bottom.
1814 * Hence, we first go to the top: 1823 * Hence, we first go to the top:
1815 */ 1824 */
1816 1825 for (object *next, *tmp = ms.top; tmp; tmp = next)
1817 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1818 {
1819 /* Trim the search when we find the first other spell effect
1820 * this helps performance so that if a space has 50 spell objects,
1821 * we don't need to check all of them.
1822 */
1823 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1824 break;
1825 } 1826 {
1827 next = tmp->below;
1826 1828
1827 for (; tmp; tmp = tmp->below)
1828 {
1829 if (tmp == op) 1829 if (tmp == op)
1830 continue; /* Can't apply yourself */ 1830 continue; /* Can't apply yourself */
1831 1831
1832 /* Check to see if one of the movement types should be slowed down. 1832 /* Check to see if one of the movement types should be slowed down.
1833 * Second check makes sure that the movement types not being slowed 1833 * Second check makes sure that the movement types not being slowed
1838 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1838 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1839 { 1839 {
1840 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1840 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1841 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1841 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1842 { 1842 {
1843
1844 float
1845 diff = tmp->move_slow_penalty * fabs (op->speed); 1843 float diff = tmp->move_slow_penalty * fabs (op->speed);
1846 1844
1847 if (op->type == PLAYER) 1845 if (op->is_player ())
1848 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1846 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1849 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1847 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1850 diff /= 4.0; 1848 diff /= 4.0;
1851 1849
1852 op->speed_left -= diff; 1850 op->speed_left -= diff;
1853 } 1851 }
1854 } 1852 }
1887 LOG (llevError, "Present_arch called outside map.\n"); 1885 LOG (llevError, "Present_arch called outside map.\n");
1888 return NULL; 1886 return NULL;
1889 } 1887 }
1890 1888
1891 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1889 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1892 if (tmp->arch == at) 1890 if (tmp->arch->archname == at->archname)
1893 return tmp; 1891 return tmp;
1894 1892
1895 return NULL; 1893 return NULL;
1896} 1894}
1897 1895
1961 * The first matching object is returned, or NULL if none. 1959 * The first matching object is returned, or NULL if none.
1962 */ 1960 */
1963object * 1961object *
1964present_arch_in_ob (const archetype *at, const object *op) 1962present_arch_in_ob (const archetype *at, const object *op)
1965{ 1963{
1966 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1964 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1967 if (tmp->arch == at) 1965 if (tmp->arch->archname == at->archname)
1968 return tmp; 1966 return tmp;
1969 1967
1970 return NULL; 1968 return NULL;
1971} 1969}
1972 1970
1974 * activate recursively a flag on an object inventory 1972 * activate recursively a flag on an object inventory
1975 */ 1973 */
1976void 1974void
1977flag_inv (object *op, int flag) 1975flag_inv (object *op, int flag)
1978{ 1976{
1979 if (op->inv)
1980 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1977 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1981 { 1978 {
1982 SET_FLAG (tmp, flag); 1979 SET_FLAG (tmp, flag);
1983 flag_inv (tmp, flag); 1980 flag_inv (tmp, flag);
1984 } 1981 }
1985} 1982}
1986 1983
1987/* 1984/*
1988 * deactivate recursively a flag on an object inventory 1985 * deactivate recursively a flag on an object inventory
1989 */ 1986 */
1990void 1987void
1991unflag_inv (object *op, int flag) 1988unflag_inv (object *op, int flag)
1992{ 1989{
1993 if (op->inv)
1994 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1990 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1995 { 1991 {
1996 CLEAR_FLAG (tmp, flag); 1992 CLEAR_FLAG (tmp, flag);
1997 unflag_inv (tmp, flag); 1993 unflag_inv (tmp, flag);
1998 } 1994 }
1999} 1995}
2000 1996
2001/* 1997/*
2002 * find_free_spot(object, map, x, y, start, stop) will search for 1998 * find_free_spot(object, map, x, y, start, stop) will search for
2003 * a spot at the given map and coordinates which will be able to contain 1999 * a spot at the given map and coordinates which will be able to contain
2005 * to search (see the freearr_x/y[] definition). 2001 * to search (see the freearr_x/y[] definition).
2006 * It returns a random choice among the alternatives found. 2002 * It returns a random choice among the alternatives found.
2007 * start and stop are where to start relative to the free_arr array (1,9 2003 * start and stop are where to start relative to the free_arr array (1,9
2008 * does all 4 immediate directions). This returns the index into the 2004 * does all 4 immediate directions). This returns the index into the
2009 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2005 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2010 * Note - this only checks to see if there is space for the head of the
2011 * object - if it is a multispace object, this should be called for all
2012 * pieces.
2013 * Note2: This function does correctly handle tiled maps, but does not 2006 * Note: This function does correctly handle tiled maps, but does not
2014 * inform the caller. However, insert_ob_in_map will update as 2007 * inform the caller. However, insert_ob_in_map will update as
2015 * necessary, so the caller shouldn't need to do any special work. 2008 * necessary, so the caller shouldn't need to do any special work.
2016 * Note - updated to take an object instead of archetype - this is necessary 2009 * Note - updated to take an object instead of archetype - this is necessary
2017 * because arch_blocked (now ob_blocked) needs to know the movement type 2010 * because arch_blocked (now ob_blocked) needs to know the movement type
2018 * to know if the space in question will block the object. We can't use 2011 * to know if the space in question will block the object. We can't use
2020 * customized, changed states, etc. 2013 * customized, changed states, etc.
2021 */ 2014 */
2022int 2015int
2023find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2016find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2024{ 2017{
2018 int altern[SIZEOFFREE];
2025 int index = 0, flag; 2019 int index = 0, flag;
2026 int altern[SIZEOFFREE];
2027 2020
2028 for (int i = start; i < stop; i++) 2021 for (int i = start; i < stop; i++)
2029 { 2022 {
2030 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2023 mapxy pos (m, x, y); pos.move (i);
2031 if (!flag) 2024
2025 if (!pos.normalise ())
2026 continue;
2027
2028 mapspace &ms = *pos;
2029
2030 if (ms.flags () & P_IS_ALIVE)
2031 continue;
2032
2033 /* However, often
2034 * ob doesn't have any move type (when used to place exits)
2035 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2036 */
2037 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2038 {
2032 altern [index++] = i; 2039 altern [index++] = i;
2040 continue;
2041 }
2033 2042
2034 /* Basically, if we find a wall on a space, we cut down the search size. 2043 /* Basically, if we find a wall on a space, we cut down the search size.
2035 * In this way, we won't return spaces that are on another side of a wall. 2044 * In this way, we won't return spaces that are on another side of a wall.
2036 * This mostly work, but it cuts down the search size in all directions - 2045 * This mostly work, but it cuts down the search size in all directions -
2037 * if the space being examined only has a wall to the north and empty 2046 * if the space being examined only has a wall to the north and empty
2038 * spaces in all the other directions, this will reduce the search space 2047 * spaces in all the other directions, this will reduce the search space
2039 * to only the spaces immediately surrounding the target area, and 2048 * to only the spaces immediately surrounding the target area, and
2040 * won't look 2 spaces south of the target space. 2049 * won't look 2 spaces south of the target space.
2041 */ 2050 */
2042 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2051 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2052 {
2043 stop = maxfree[i]; 2053 stop = maxfree[i];
2054 continue;
2055 }
2056
2057 /* Note it is intentional that we check ob - the movement type of the
2058 * head of the object should correspond for the entire object.
2059 */
2060 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2061 continue;
2062
2063 if (ob->blocked (pos.m, pos.x, pos.y))
2064 continue;
2065
2066 altern [index++] = i;
2044 } 2067 }
2045 2068
2046 if (!index) 2069 if (!index)
2047 return -1; 2070 return -1;
2048 2071
2057 */ 2080 */
2058int 2081int
2059find_first_free_spot (const object *ob, maptile *m, int x, int y) 2082find_first_free_spot (const object *ob, maptile *m, int x, int y)
2060{ 2083{
2061 for (int i = 0; i < SIZEOFFREE; i++) 2084 for (int i = 0; i < SIZEOFFREE; i++)
2062 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2085 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2063 return i; 2086 return i;
2064 2087
2065 return -1; 2088 return -1;
2066} 2089}
2067 2090
2113 * there is capable of. 2136 * there is capable of.
2114 */ 2137 */
2115int 2138int
2116find_dir (maptile *m, int x, int y, object *exclude) 2139find_dir (maptile *m, int x, int y, object *exclude)
2117{ 2140{
2118 int i, max = SIZEOFFREE, mflags; 2141 int max = SIZEOFFREE, mflags;
2119
2120 sint16 nx, ny;
2121 object *tmp;
2122 maptile *mp;
2123
2124 MoveType blocked, move_type; 2142 MoveType move_type;
2125 2143
2126 if (exclude && exclude->head_ () != exclude) 2144 if (exclude && exclude->head_ () != exclude)
2127 { 2145 {
2128 exclude = exclude->head; 2146 exclude = exclude->head;
2129 move_type = exclude->move_type; 2147 move_type = exclude->move_type;
2132 { 2150 {
2133 /* If we don't have anything, presume it can use all movement types. */ 2151 /* If we don't have anything, presume it can use all movement types. */
2134 move_type = MOVE_ALL; 2152 move_type = MOVE_ALL;
2135 } 2153 }
2136 2154
2137 for (i = 1; i < max; i++) 2155 for (int i = 1; i < max; i++)
2138 { 2156 {
2139 mp = m; 2157 mapxy pos (m, x, y);
2140 nx = x + freearr_x[i]; 2158 pos.move (i);
2141 ny = y + freearr_y[i];
2142 2159
2143 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2160 if (!pos.normalise ())
2144
2145 if (mflags & P_OUT_OF_MAP)
2146 max = maxfree[i]; 2161 max = maxfree[i];
2147 else 2162 else
2148 { 2163 {
2149 mapspace &ms = mp->at (nx, ny); 2164 mapspace &ms = *pos;
2150 2165
2151 blocked = ms.move_block;
2152
2153 if ((move_type & blocked) == move_type) 2166 if ((move_type & ms.move_block) == move_type)
2154 max = maxfree[i]; 2167 max = maxfree [i];
2155 else if (mflags & P_IS_ALIVE) 2168 else if (ms.flags () & P_IS_ALIVE)
2156 { 2169 {
2157 for (tmp = ms.bot; tmp; tmp = tmp->above) 2170 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2158 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2171 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2159 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2172 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2160 break;
2161
2162 if (tmp)
2163 return freedir[i]; 2173 return freedir [i];
2164 } 2174 }
2165 } 2175 }
2166 } 2176 }
2167 2177
2168 return 0; 2178 return 0;
2243 * This basically means that if direction is 15, then it could either go 2253 * This basically means that if direction is 15, then it could either go
2244 * direction 4, 14, or 16 to get back to where we are. 2254 * direction 4, 14, or 16 to get back to where we are.
2245 * Moved from spell_util.c to object.c with the other related direction 2255 * Moved from spell_util.c to object.c with the other related direction
2246 * functions. 2256 * functions.
2247 */ 2257 */
2248int reduction_dir[SIZEOFFREE][3] = { 2258static const int reduction_dir[SIZEOFFREE][3] = {
2249 {0, 0, 0}, /* 0 */ 2259 {0, 0, 0}, /* 0 */
2250 {0, 0, 0}, /* 1 */ 2260 {0, 0, 0}, /* 1 */
2251 {0, 0, 0}, /* 2 */ 2261 {0, 0, 0}, /* 2 */
2252 {0, 0, 0}, /* 3 */ 2262 {0, 0, 0}, /* 3 */
2253 {0, 0, 0}, /* 4 */ 2263 {0, 0, 0}, /* 4 */
2344 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2354 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2345 * core dumps if they do. 2355 * core dumps if they do.
2346 * 2356 *
2347 * Add a check so we can't pick up invisible objects (0.93.8) 2357 * Add a check so we can't pick up invisible objects (0.93.8)
2348 */ 2358 */
2349
2350int 2359int
2351can_pick (const object *who, const object *item) 2360can_pick (const object *who, const object *item)
2352{ 2361{
2353 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2362 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2354 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2363 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2355 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2364 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2356} 2365}
2357 2366
2358/* 2367/*
2359 * create clone from object to another 2368 * create clone from object to another
2360 */ 2369 */
2361object * 2370object *
2362object_create_clone (object *asrc) 2371object::deep_clone ()
2363{ 2372{
2364 object *dst = 0, *tmp, *src, *prev, *item; 2373 assert (("deep_clone called on non-head object", is_head ()));
2365 2374
2366 if (!asrc) 2375 object *dst = clone ();
2367 return 0;
2368 2376
2369 src = asrc->head_ (); 2377 object *prev = dst;
2370
2371 prev = 0;
2372 for (object *part = src; part; part = part->more) 2378 for (object *part = this->more; part; part = part->more)
2373 { 2379 {
2374 tmp = part->clone (); 2380 object *tmp = part->clone ();
2375 tmp->x -= src->x;
2376 tmp->y -= src->y;
2377
2378 if (!part->head)
2379 {
2380 dst = tmp;
2381 tmp->head = 0;
2382 }
2383 else
2384 tmp->head = dst; 2381 tmp->head = dst;
2385
2386 tmp->more = 0;
2387
2388 if (prev)
2389 prev->more = tmp; 2382 prev->more = tmp;
2390
2391 prev = tmp; 2383 prev = tmp;
2392 } 2384 }
2393 2385
2394 for (item = src->inv; item; item = item->below) 2386 for (object *item = inv; item; item = item->below)
2395 insert_ob_in_ob (object_create_clone (item), dst); 2387 insert_ob_in_ob (item->deep_clone (), dst);
2396 2388
2397 return dst; 2389 return dst;
2398} 2390}
2399 2391
2400/* This returns the first object in who's inventory that 2392/* This returns the first object in who's inventory that
2409 return tmp; 2401 return tmp;
2410 2402
2411 return 0; 2403 return 0;
2412} 2404}
2413 2405
2414/* If ob has a field named key, return the link from the list, 2406shstr_tmp
2415 * otherwise return NULL. 2407object::kv_get (shstr_tmp key) const
2416 *
2417 * key must be a passed in shared string - otherwise, this won't
2418 * do the desired thing.
2419 */
2420key_value *
2421get_ob_key_link (const object *ob, const char *key)
2422{ 2408{
2423 for (key_value *link = ob->key_values; link; link = link->next) 2409 for (key_value *kv = key_values; kv; kv = kv->next)
2424 if (link->key == key) 2410 if (kv->key == key)
2425 return link;
2426
2427 return 0;
2428}
2429
2430/*
2431 * Returns the value of op has an extra_field for key, or NULL.
2432 *
2433 * The argument doesn't need to be a shared string.
2434 *
2435 * The returned string is shared.
2436 */
2437const char *
2438get_ob_key_value (const object *op, const char *const key)
2439{
2440 key_value *link;
2441 shstr_cmp canonical_key (key);
2442
2443 if (!canonical_key)
2444 {
2445 /* 1. There being a field named key on any object
2446 * implies there'd be a shared string to find.
2447 * 2. Since there isn't, no object has this field.
2448 * 3. Therefore, *this* object doesn't have this field.
2449 */
2450 return 0;
2451 }
2452
2453 /* This is copied from get_ob_key_link() above -
2454 * only 4 lines, and saves the function call overhead.
2455 */
2456 for (link = op->key_values; link; link = link->next)
2457 if (link->key == canonical_key)
2458 return link->value; 2411 return kv->value;
2459 2412
2460 return 0; 2413 return shstr ();
2461} 2414}
2462 2415
2463/* 2416void
2464 * Updates the canonical_key in op to value. 2417object::kv_set (shstr_tmp key, shstr_tmp value)
2465 *
2466 * canonical_key is a shared string (value doesn't have to be).
2467 *
2468 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2469 * keys.
2470 *
2471 * Returns TRUE on success.
2472 */
2473int
2474set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2475{ 2418{
2476 key_value *field = NULL, *last = NULL; 2419 for (key_value *kv = key_values; kv; kv = kv->next)
2477 2420 if (kv->key == key)
2478 for (field = op->key_values; field != NULL; field = field->next)
2479 {
2480 if (field->key != canonical_key)
2481 { 2421 {
2482 last = field; 2422 kv->value = value;
2483 continue; 2423 return;
2484 } 2424 }
2485 2425
2486 if (value) 2426 key_value *kv = new key_value;
2487 field->value = value; 2427
2488 else 2428 kv->next = key_values;
2429 kv->key = key;
2430 kv->value = value;
2431
2432 key_values = kv;
2433}
2434
2435void
2436object::kv_del (shstr_tmp key)
2437{
2438 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2439 if ((*kvp)->key == key)
2489 { 2440 {
2490 /* Basically, if the archetype has this key set, 2441 key_value *kv = *kvp;
2491 * we need to store the null value so when we save 2442 *kvp = (*kvp)->next;
2492 * it, we save the empty value so that when we load, 2443 delete kv;
2493 * we get this value back again. 2444 return;
2494 */
2495 if (get_ob_key_link (op->arch, canonical_key))
2496 field->value = 0;
2497 else
2498 {
2499 if (last)
2500 last->next = field->next;
2501 else
2502 op->key_values = field->next;
2503
2504 delete field;
2505 }
2506 } 2445 }
2507 return TRUE;
2508 }
2509 /* IF we get here, key doesn't exist */
2510
2511 /* No field, we'll have to add it. */
2512
2513 if (!add_key)
2514 return FALSE;
2515
2516 /* There isn't any good reason to store a null
2517 * value in the key/value list. If the archetype has
2518 * this key, then we should also have it, so shouldn't
2519 * be here. If user wants to store empty strings,
2520 * should pass in ""
2521 */
2522 if (value == NULL)
2523 return TRUE;
2524
2525 field = new key_value;
2526
2527 field->key = canonical_key;
2528 field->value = value;
2529 /* Usual prepend-addition. */
2530 field->next = op->key_values;
2531 op->key_values = field;
2532
2533 return TRUE;
2534}
2535
2536/*
2537 * Updates the key in op to value.
2538 *
2539 * If add_key is FALSE, this will only update existing keys,
2540 * and not add new ones.
2541 * In general, should be little reason FALSE is ever passed in for add_key
2542 *
2543 * Returns TRUE on success.
2544 */
2545int
2546set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2547{
2548 shstr key_ (key);
2549
2550 return set_ob_key_value_s (op, key_, value, add_key);
2551} 2446}
2552 2447
2553object::depth_iterator::depth_iterator (object *container) 2448object::depth_iterator::depth_iterator (object *container)
2554: iterator_base (container) 2449: iterator_base (container)
2555{ 2450{
2568 item = item->inv; 2463 item = item->inv;
2569 } 2464 }
2570 else 2465 else
2571 item = item->env; 2466 item = item->env;
2572} 2467}
2573
2574 2468
2575const char * 2469const char *
2576object::flag_desc (char *desc, int len) const 2470object::flag_desc (char *desc, int len) const
2577{ 2471{
2578 char *p = desc; 2472 char *p = desc;
2606{ 2500{
2607 char flagdesc[512]; 2501 char flagdesc[512];
2608 char info2[256 * 4]; 2502 char info2[256 * 4];
2609 char *p = info; 2503 char *p = info;
2610 2504
2611 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2505 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2612 count, uuid.seq, 2506 count,
2507 uuid.c_str (),
2613 &name, 2508 &name,
2614 title ? "\",title:\"" : "", 2509 title ? ",title:\"" : "",
2615 title ? (const char *)title : "", 2510 title ? (const char *)title : "",
2511 title ? "\"" : "",
2616 flag_desc (flagdesc, 512), type); 2512 flag_desc (flagdesc, 512), type);
2617 2513
2618 if (env) 2514 if (!flag[FLAG_REMOVED] && env)
2619 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2515 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2620 2516
2621 if (map) 2517 if (map)
2622 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2518 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2623 2519
2638{ 2534{
2639 return map ? map->region (x, y) 2535 return map ? map->region (x, y)
2640 : region::default_region (); 2536 : region::default_region ();
2641} 2537}
2642 2538
2643const materialtype_t *
2644object::dominant_material () const
2645{
2646 if (materialtype_t *mat = name_to_material (materialname))
2647 return mat;
2648
2649 // omfg this is slow, this has to be temporary :)
2650 shstr unknown ("unknown");
2651
2652 return name_to_material (unknown);
2653}
2654
2655void 2539void
2656object::open_container (object *new_container) 2540object::open_container (object *new_container)
2657{ 2541{
2658 if (container == new_container) 2542 if (container == new_container)
2659 return; 2543 return;
2660 2544
2661 if (object *old_container = container) 2545 object *old_container = container;
2546
2547 if (old_container)
2662 { 2548 {
2663 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2549 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2664 return; 2550 return;
2665 2551
2666#if 0 2552#if 0
2668 if (object *closer = old_container->inv) 2554 if (object *closer = old_container->inv)
2669 if (closer->type == CLOSE_CON) 2555 if (closer->type == CLOSE_CON)
2670 closer->destroy (); 2556 closer->destroy ();
2671#endif 2557#endif
2672 2558
2559 // make sure the container is available
2560 esrv_send_item (this, old_container);
2561
2673 old_container->flag [FLAG_APPLIED] = 0; 2562 old_container->flag [FLAG_APPLIED] = false;
2674 container = 0; 2563 container = 0;
2675 2564
2565 // client needs item update to make it work, client bug requires this to be separate
2676 esrv_update_item (UPD_FLAGS, this, old_container); 2566 esrv_update_item (UPD_FLAGS, this, old_container);
2567
2677 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2568 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2569 play_sound (sound_find ("chest_close"));
2678 } 2570 }
2679 2571
2680 if (new_container) 2572 if (new_container)
2681 { 2573 {
2682 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2574 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2685 // TODO: this does not seem to serve any purpose anymore? 2577 // TODO: this does not seem to serve any purpose anymore?
2686#if 0 2578#if 0
2687 // insert the "Close Container" object. 2579 // insert the "Close Container" object.
2688 if (archetype *closer = new_container->other_arch) 2580 if (archetype *closer = new_container->other_arch)
2689 { 2581 {
2690 object *closer = arch_to_object (new_container->other_arch); 2582 object *closer = new_container->other_arch->instance ();
2691 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2583 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2692 new_container->insert (closer); 2584 new_container->insert (closer);
2693 } 2585 }
2694#endif 2586#endif
2695 2587
2696 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2588 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2697 2589
2590 // make sure the container is available, client bug requires this to be separate
2591 esrv_send_item (this, new_container);
2592
2698 new_container->flag [FLAG_APPLIED] = 1; 2593 new_container->flag [FLAG_APPLIED] = true;
2699 container = new_container; 2594 container = new_container;
2700 2595
2596 // client needs flag change
2701 esrv_update_item (UPD_FLAGS, this, new_container); 2597 esrv_update_item (UPD_FLAGS, this, new_container);
2702 esrv_send_inventory (this, new_container); 2598 esrv_send_inventory (this, new_container);
2599 play_sound (sound_find ("chest_open"));
2600 }
2601// else if (!old_container->env && contr && contr->ns)
2602// contr->ns->floorbox_reset ();
2603}
2604
2605object *
2606object::force_find (shstr_tmp name)
2607{
2608 /* cycle through his inventory to look for the MARK we want to
2609 * place
2610 */
2611 for (object *tmp = inv; tmp; tmp = tmp->below)
2612 if (tmp->type == FORCE && tmp->slaying == name)
2613 return splay (tmp);
2614
2615 return 0;
2616}
2617
2618//-GPL
2619
2620void
2621object::force_set_timer (int duration)
2622{
2623 this->duration = 1;
2624 this->speed_left = -1.f;
2625
2626 this->set_speed (duration ? 1.f / duration : 0.f);
2627}
2628
2629object *
2630object::force_add (shstr_tmp name, int duration)
2631{
2632 if (object *force = force_find (name))
2633 force->destroy ();
2634
2635 object *force = get_archetype (FORCE_NAME);
2636
2637 force->slaying = name;
2638 force->force_set_timer (duration);
2639 force->flag [FLAG_APPLIED] = true;
2640
2641 return insert (force);
2642}
2643
2644void
2645object::play_sound (faceidx sound) const
2646{
2647 if (!sound)
2648 return;
2649
2650 if (is_on_map ())
2651 map->play_sound (sound, x, y);
2652 else if (object *pl = in_player ())
2653 pl->contr->play_sound (sound);
2654}
2655
2656void
2657object::say_msg (const char *msg) const
2658{
2659 if (is_on_map ())
2660 map->say_msg (msg, x, y);
2661 else if (object *pl = in_player ())
2662 pl->contr->play_sound (sound);
2663}
2664
2665void
2666object::make_noise ()
2667{
2668 // we do not model noise in the map, so instead put
2669 // a temporary light into the noise source
2670 // could use the map instead, but that's less reliable for our
2671 // goal, which is to make invisibility a bit harder to exploit
2672
2673 // currently only works sensibly for players
2674 if (!is_player ())
2675 return;
2676
2677 // find old force, or create new one
2678 object *force = force_find (shstr_noise_force);
2679
2680 if (force)
2681 force->speed_left = -1.f; // patch old speed up
2682 else
2703 } 2683 {
2704} 2684 force = archetype::get (shstr_noise_force);
2705 2685
2686 force->slaying = shstr_noise_force;
2687 force->stats.food = 1;
2688 force->speed_left = -1.f;
2706 2689
2690 force->set_speed (1.f / 4.f);
2691 force->flag [FLAG_IS_USED_UP] = true;
2692 force->flag [FLAG_APPLIED] = true;
2693
2694 insert (force);
2695 }
2696}
2697
2698void object::change_move_type (MoveType mt)
2699{
2700 if (move_type == mt)
2701 return;
2702
2703 if (is_on_map ())
2704 {
2705 // we are on the map, so handle move_on/off effects
2706 remove ();
2707 move_type = mt;
2708 map->insert (this, x, y, this);
2709 }
2710 else
2711 move_type = mt;
2712}
2713

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