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Comparing deliantra/server/common/object.C (file contents):
Revision 1.184 by root, Wed Aug 22 20:46:46 2007 UTC vs.
Revision 1.316 by root, Sun Mar 28 02:53:46 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 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 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 25#include <global.h>
28#include <stdio.h> 26#include <stdio.h>
29#include <sys/types.h> 27#include <sys/types.h>
30#include <sys/uio.h> 28#include <sys/uio.h>
31#include <object.h> 29#include <object.h>
32#include <funcpoint.h>
33#include <sproto.h> 30#include <sproto.h>
34#include <loader.h>
35 31
36#include <bitset> 32#include <bitset>
37 33
38int nrofallocobjects = 0; 34UUID UUID::cur;
39static UUID uuid; 35static uint64_t seq_next_save;
40const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
41 38
42objectvec objects; 39objectvec objects;
43activevec actives; 40activevec actives;
44 41
45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 42//+GPL
43
44short freearr_x[SIZEOFFREE] = {
45 0,
46 0, 1, 1, 1, 0, -1, -1, -1,
47 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 48 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
47}; 49};
48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 50short freearr_y[SIZEOFFREE] = {
51 0,
52 -1, -1, 0, 1, 1, 1, 0, -1,
53 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
49 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 54 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
50};
51int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
52 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
53}; 55};
54int freedir[SIZEOFFREE] = { 56int freedir[SIZEOFFREE] = {
55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 57 0,
58 1, 2, 3, 4, 5, 6, 7, 8,
59 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 60 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57}; 61};
58 62
63static int maxfree[SIZEOFFREE] = {
64 0,
65 9, 10, 13, 14, 17, 18, 21, 22,
66 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
67 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
68};
69
59static void 70static void
60write_uuid (void) 71write_uuid (uval64 skip, bool sync)
61{ 72{
62 char filename1[MAX_BUF], filename2[MAX_BUF]; 73 CALL_BEGIN (2);
63 74 CALL_ARG_SV (newSVval64 (skip));
64 sprintf (filename1, "%s/uuid", settings.localdir); 75 CALL_ARG_SV (boolSV (sync));
65 sprintf (filename2, "%s/uuid~", settings.localdir); 76 CALL_CALL ("cf::write_uuid", G_DISCARD);
66 77 CALL_END;
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78} 78}
79 79
80static void 80static void
81read_uuid (void) 81read_uuid ()
82{ 82{
83 char filename[MAX_BUF]; 83 char filename[MAX_BUF];
84 84
85 sprintf (filename, "%s/uuid", settings.localdir); 85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 seq_next_save = 0;
86 88
87 FILE *fp; 89 FILE *fp;
88 90
89 if (!(fp = fopen (filename, "r"))) 91 if (!(fp = fopen (filename, "r")))
90 { 92 {
91 if (errno == ENOENT) 93 if (errno == ENOENT)
92 { 94 {
93 LOG (llevInfo, "RESET uid to 1\n"); 95 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0; 96 UUID::cur.seq = 0;
95 write_uuid (); 97 write_uuid (UUID_GAP, true);
96 return; 98 return;
97 } 99 }
98 100
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1); 102 _exit (1);
101 } 103 }
102 104
103 int version; 105 char buf [UUID::MAX_LEN];
104 unsigned long long uid; 106 buf[0] = 0;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 107 fgets (buf, sizeof (buf), fp);
108
109 if (!UUID::cur.parse (buf))
106 { 110 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 111 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1); 112 _exit (1);
109 } 113 }
110 114
111 uuid.seq = uid; 115 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112 write_uuid (); 116
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 117 write_uuid (UUID_GAP, true);
114 fclose (fp); 118 fclose (fp);
115} 119}
116 120
117UUID 121UUID
118gen_uuid () 122UUID::gen ()
119{ 123{
120 UUID uid; 124 UUID uid;
121 125
122 uid.seq = ++uuid.seq; 126 uid.seq = ++cur.seq;
123 127
124 if (!(uuid.seq & (UUID_SKIP - 1))) 128 if (expect_false (cur.seq >= seq_next_save))
125 write_uuid (); 129 {
130 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
131 write_uuid (UUID_GAP, false);
132 }
133
126 134
127 return uid; 135 return uid;
128} 136}
129 137
130void 138void
131init_uuid () 139UUID::init ()
132{ 140{
133 read_uuid (); 141 read_uuid ();
134} 142}
135 143
144bool
145UUID::parse (const char *s)
146{
147 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
148 return false;
149
150 seq = 0;
151
152 while (*s != '>')
153 {
154 if (*s < '0')
155 return false;
156
157 // this gives nice branchless code with gcc
158 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
159 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
160
161 seq = (seq << 4) | digit;
162
163 ++s;
164 }
165
166 return true;
167}
168
169char *
170UUID::append (char *buf) const
171{
172 *buf++ = '<';
173 *buf++ = '1';
174 *buf++ = '.';
175
176 uint64_t seq = this->seq;
177 const int bits = 64;
178 char nz = 0;
179 static const char tohex [] = "0123456789abcdef";
180
181 // assert (len >= 3 + bits / 4 + 1 + 1);
182 for (int i = bits / 4; --i; )
183 {
184 uint8_t digit = seq >> (bits - 4);
185
186 *buf = tohex [digit];
187 nz |= digit;
188 buf += nz ? 1 : 0;
189 seq <<= 4;
190 }
191
192 // last digit is special - always emit
193 uint8_t digit = seq >> (bits - 4);
194 *buf++ = tohex [digit];
195
196 *buf++ = '>';
197
198 return buf;
199}
200
201char *
202UUID::c_str () const
203{
204 static char buf [MAX_LEN];
205 *append (buf) = 0;
206 return buf;
207}
208
136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 209/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int 210static bool
138compare_ob_value_lists_one (const object *wants, const object *has) 211compare_ob_value_lists_one (const object *wants, const object *has)
139{ 212{
140 key_value *wants_field;
141
142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 213 /* n-squared behaviour (see kv_get), but I'm hoping both
143 * objects with lists are rare, and lists stay short. If not, use a 214 * objects with lists are rare, and lists stay short. If not, use a
144 * different structure or at least keep the lists sorted... 215 * different structure or at least keep the lists sorted...
145 */ 216 */
146 217
147 /* For each field in wants, */ 218 /* For each field in wants, */
148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 219 for (key_value *kv = wants->key_values; kv; kv = kv->next)
149 { 220 if (has->kv_get (kv->key) != kv->value)
150 key_value *has_field; 221 return false;
151
152 /* Look for a field in has with the same key. */
153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
156 {
157 /* No field with that name. */
158 return FALSE;
159 }
160
161 /* Found the matching field. */
162 if (has_field->value != wants_field->value)
163 {
164 /* Values don't match, so this half of the comparison is false. */
165 return FALSE;
166 }
167
168 /* If we get here, we found a match. Now for the next field in wants. */
169 }
170 222
171 /* If we get here, every field in wants has a matching field in has. */ 223 /* If we get here, every field in wants has a matching field in has. */
172 return TRUE; 224 return true;
173} 225}
174 226
175/* Returns TRUE if ob1 has the same key_values as ob2. */ 227/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int 228static bool
177compare_ob_value_lists (const object *ob1, const object *ob2) 229compare_ob_value_lists (const object *ob1, const object *ob2)
178{ 230{
179 /* However, there may be fields in has which aren't partnered in wants, 231 /* However, there may be fields in has which aren't partnered in wants,
180 * so we need to run the comparison *twice*. :( 232 * so we need to run the comparison *twice*. :(
181 */ 233 */
182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 234 return compare_ob_value_lists_one (ob1, ob2)
235 && compare_ob_value_lists_one (ob2, ob1);
183} 236}
184 237
185/* Function examines the 2 objects given to it, and returns true if 238/* Function examines the 2 objects given to it, and returns true if
186 * they can be merged together. 239 * they can be merged together.
187 * 240 *
194 * Improvements made with merge: Better checking on potion, and also 247 * Improvements made with merge: Better checking on potion, and also
195 * check weight 248 * check weight
196 */ 249 */
197bool object::can_merge_slow (object *ob1, object *ob2) 250bool object::can_merge_slow (object *ob1, object *ob2)
198{ 251{
199 /* A couple quicksanity checks */ 252 /* A couple quick sanity checks */
200 if (ob1 == ob2 253 if (ob1 == ob2
201 || ob1->type != ob2->type 254 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value 255 || ob1->value != ob2->value
204 || ob1->name != ob2->name) 256 || ob1->name != ob2->name
257 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
205 return 0; 258 return 0;
206 259
207 //TODO: this ain't working well, use nicer and correct overflow check
208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 260 /* Do not merge objects if nrof would overflow, assume nrof
209 * value could not be stored in a sint32 (which unfortunately sometimes is 261 * is always 0 .. 2**31-1 */
210 * used to store nrof). 262 if (ob1->nrof > 0x7fffffff - ob2->nrof)
211 */
212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
213 return 0; 263 return 0;
214 264
215 /* If the objects have been identified, set the BEEN_APPLIED flag. 265 /* If the objects have been identified, set the BEEN_APPLIED flag.
216 * This is to the comparison of the flags below will be OK. We 266 * This is to the comparison of the flags below will be OK. We
217 * just can't ignore the been applied or identified flags, as they 267 * just can't ignore the been applied or identified flags, as they
218 * are not equal - just if it has been identified, the been_applied 268 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning. 269 * flags lose any meaning.
220 */ 270 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 271 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 272 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
223 273
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 274 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 275 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
226 276
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 277 if (ob1->arch->archname != ob2->arch->archname
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 278 || ob1->name != ob2->name
230 || ob1->title != ob2->title 279 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 280 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 281 || ob1->weight != ob2->weight
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
235 || ob1->attacktype != ob2->attacktype 282 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic 283 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying 284 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill 285 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value 286 || ob1->value != ob2->value
240 || ob1->animation_id != ob2->animation_id 287 || ob1->animation_id != ob2->animation_id
288 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
241 || ob1->client_type != ob2->client_type 289 || ob1->client_type != ob2->client_type
242 || ob1->materialname != ob2->materialname 290 || ob1->material != ob2->material
243 || ob1->lore != ob2->lore 291 || ob1->lore != ob2->lore
244 || ob1->subtype != ob2->subtype 292 || ob1->subtype != ob2->subtype
245 || ob1->move_type != ob2->move_type 293 || ob1->move_type != ob2->move_type
246 || ob1->move_block != ob2->move_block 294 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow 295 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on 296 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off 297 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow 298 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty) 299 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
300 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
301 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
252 return 0; 302 return 0;
253 303
304 if ((ob1->flag ^ ob2->flag)
305 .reset (FLAG_INV_LOCKED)
306 .reset (FLAG_REMOVED)
307 .any ())
308 return 0;
309
254 /* This is really a spellbook check - really, we should 310 /* This is really a spellbook check - we should in general
255 * check all objects in the inventory. 311 * not merge objects with real inventories, as splitting them
312 * is hard.
256 */ 313 */
257 if (ob1->inv || ob2->inv) 314 if (ob1->inv || ob2->inv)
258 { 315 {
259 /* if one object has inventory but the other doesn't, not equiv */ 316 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 317 return 0; /* inventories differ in length */
261 return 0;
262 318
263 /* Now check to see if the two inventory objects could merge */ 319 if (ob1->inv->below || ob2->inv->below)
320 return 0; /* more than one object in inv */
321
264 if (!object::can_merge (ob1->inv, ob2->inv)) 322 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 323 return 0; /* inventory objects differ */
266 324
267 /* inventory ok - still need to check rest of this object to see 325 /* inventory ok - still need to check rest of this object to see
268 * if it is valid. 326 * if it is valid.
269 */ 327 */
270 } 328 }
289 if (ob1->level != ob2->level) 347 if (ob1->level != ob2->level)
290 return 0; 348 return 0;
291 break; 349 break;
292 } 350 }
293 351
294 if (ob1->key_values != NULL || ob2->key_values != NULL) 352 if (ob1->key_values || ob2->key_values)
295 { 353 {
296 /* At least one of these has key_values. */ 354 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 355 if ((!ob1->key_values) != (!ob2->key_values))
298 /* One has fields, but the other one doesn't. */ 356 return 0; /* One has fields, but the other one doesn't. */
299 return 0; 357
300 else if (!compare_ob_value_lists (ob1, ob2)) 358 if (!compare_ob_value_lists (ob1, ob2))
301 return 0; 359 return 0;
302 } 360 }
303 361
304 if (ob1->self || ob2->self) 362 if (ob1->self || ob2->self)
305 { 363 {
306 ob1->optimise (); 364 ob1->optimise ();
307 ob2->optimise (); 365 ob2->optimise ();
308 366
309 if (ob1->self || ob2->self) 367 if (ob1->self || ob2->self)
368 {
369 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
370 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
371
372 if (k1 != k2)
373 return 0;
374
375 if (k1 == 0)
376 return 1;
377
310 if (!cfperl_can_merge (ob1, ob2)) 378 if (!cfperl_can_merge (ob1, ob2))
311 return 0; 379 return 0;
380 }
312 } 381 }
313 382
314 /* Everything passes, must be OK. */ 383 /* Everything passes, must be OK. */
315 return 1; 384 return 1;
316} 385}
317 386
387// find player who can see this object
388object *
389object::visible_to () const
390{
391 if (client_visible () && !flag [FLAG_REMOVED])
392 {
393 // see if we are in a container of sorts
394 if (env)
395 {
396 // the player inventory itself is always visible
397 if (env->is_player ())
398 return env;
399
400 // else a player could have our env open
401 object *envest = env->outer_env_or_self ();
402
403 // the player itself is always on a map, so we will find him here
404 // even if our inv is in a player.
405 if (envest->is_on_map ())
406 if (object *pl = envest->ms ().player ())
407 if (pl->container_ () == env)
408 return pl;
409 }
410 else
411 {
412 // maybe there is a player standing on the same mapspace
413 // this will catch the case where "this" is a player
414 if (object *pl = ms ().player ())
415 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
416 || pl->container_ () == this)
417 return pl;
418 }
419 }
420
421 return 0;
422}
423
424// adjust weight per container type ("of holding")
425static sint32
426weight_adjust_for (object *op, sint32 weight)
427{
428 return op->type == CONTAINER
429 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
430 : weight;
431}
432
318/* 433/*
434 * adjust_weight(object, weight) adds the specified weight to an object,
435 * and also updates how much the environment(s) is/are carrying.
436 */
437static void
438adjust_weight (object *op, sint32 weight)
439{
440 while (op)
441 {
442 // adjust by actual difference to account for rounding errors
443 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
444 weight = weight_adjust_for (op, op->carrying)
445 - weight_adjust_for (op, op->carrying - weight);
446
447 if (!weight)
448 return;
449
450 op->carrying += weight;
451
452 if (object *pl = op->visible_to ())
453 if (pl != op) // player is handled lazily
454 esrv_update_item (UPD_WEIGHT, pl, op);
455
456 op = op->env;
457 }
458}
459
460/*
319 * sum_weight() is a recursive function which calculates the weight 461 * this is a recursive function which calculates the weight
320 * an object is carrying. It goes through in figures out how much 462 * an object is carrying. It goes through op and figures out how much
321 * containers are carrying, and sums it up. 463 * containers are carrying, and sums it up.
322 */ 464 */
323long 465void
324sum_weight (object *op) 466object::update_weight ()
325{ 467{
326 long sum; 468 sint32 sum = 0;
327 object *inv;
328 469
329 for (sum = 0, inv = op->inv; inv; inv = inv->below) 470 for (object *op = inv; op; op = op->below)
330 { 471 {
331 if (inv->inv) 472 if (op->inv)
332 sum_weight (inv); 473 op->update_weight ();
333 474
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 475 sum += op->total_weight ();
476 }
477
478 sum = weight_adjust_for (this, sum);
479
480 if (sum != carrying)
335 } 481 {
336
337 if (op->type == CONTAINER && op->stats.Str)
338 sum = (sum * (100 - op->stats.Str)) / 100;
339
340 if (op->carrying != sum)
341 op->carrying = sum; 482 carrying = sum;
342 483
343 return sum; 484 if (object *pl = visible_to ())
485 if (pl != this) // player is handled lazily
486 esrv_update_item (UPD_WEIGHT, pl, this);
487 }
344} 488}
345 489
346/** 490/*
347 * Return the outermost environment object for a given object. 491 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
348 */
349
350object *
351object_get_env_recursive (object *op)
352{
353 while (op->env != NULL)
354 op = op->env;
355 return op;
356}
357
358/*
359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
360 * Some error messages.
361 * The result of the dump is stored in the static global errmsg array.
362 */ 492 */
363char * 493char *
364dump_object (object *op) 494dump_object (object *op)
365{ 495{
366 if (!op) 496 if (!op)
369 object_freezer freezer; 499 object_freezer freezer;
370 op->write (freezer); 500 op->write (freezer);
371 return freezer.as_string (); 501 return freezer.as_string ();
372} 502}
373 503
374/* 504char *
375 * get_nearest_part(multi-object, object 2) returns the part of the 505object::as_string ()
376 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned.
378 */
379object *
380get_nearest_part (object *op, const object *pl)
381{ 506{
382 object *tmp, *closest; 507 return dump_object (this);
383 int last_dist, i;
384
385 if (op->more == NULL)
386 return op;
387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
388 if ((i = distance (tmp, pl)) < last_dist)
389 closest = tmp, last_dist = i;
390 return closest;
391} 508}
392 509
393/* 510/*
394 * 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.
395 */ 513 */
396object * 514object *
397find_object (tag_t i) 515find_object (tag_t i)
398{ 516{
399 for_all_objects (op) 517 for_all_objects (op)
402 520
403 return 0; 521 return 0;
404} 522}
405 523
406/* 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/*
407 * 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.
408 * Used only by the patch command, but not all that useful. 541 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999" 542 * Enables features like "patch <name-of-other-player> food 999"
410 */ 543 */
411object * 544object *
412find_object_name (const char *str) 545find_object_name (const char *str)
413{ 546{
414 shstr_cmp str_ (str); 547 shstr_cmp str_ (str);
415 object *op;
416 548
549 if (str_)
417 for_all_objects (op) 550 for_all_objects (op)
418 if (op->name == str_) 551 if (op->name == str_)
419 break; 552 return op;
420 553
421 return op; 554 return 0;
422}
423
424void
425free_all_object_data ()
426{
427 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
428} 555}
429 556
430/* 557/*
431 * 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
432 * skill and experience objects. 559 * skill and experience objects.
438 // allow objects which own objects 565 // allow objects which own objects
439 if (owner) 566 if (owner)
440 while (owner->owner) 567 while (owner->owner)
441 owner = owner->owner; 568 owner = owner->owner;
442 569
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 }
575
443 this->owner = owner; 576 this->owner = owner;
444} 577}
445 578
446int 579int
447object::slottype () const 580object::slottype () const
481 { 614 {
482 // now check wether any body locations became invalid, in which case 615 // now check wether any body locations became invalid, in which case
483 // we cannot apply the weapon at the moment. 616 // we cannot apply the weapon at the moment.
484 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i) 617 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
485 if (slot[i].used < 0) 618 if (slot[i].used < 0)
486 { 619 {
620 if (chosen_skill)
621 chosen_skill->flag [FLAG_APPLIED] = false;
622
487 current_weapon = chosen_skill = 0; 623 current_weapon = chosen_skill = 0;
488 update_stats (); 624 update_stats ();
489 625
490 new_draw_info_format (NDI_UNIQUE, 0, this, 626 new_draw_info_format (NDI_UNIQUE, 0, this,
491 "You try to balance all your items at once, " 627 "You try to balance all your items at once, "
492 "but the %s is just too much for your body. " 628 "but the %s is just too much for your body. "
493 "[You need to unapply some items first.]", &ob->name); 629 "[You need to unapply some items first - use the 'body' command to see "
630 "how many items you can wear on a specific body part.]", &ob->name);
494 return false; 631 return false;
495 } 632 }
496 633
497 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 634 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
498 } 635 }
524 } 661 }
525 662
526 op->key_values = 0; 663 op->key_values = 0;
527} 664}
528 665
529object & 666/*
530object::operator =(const object &src) 667 * copy_to first frees everything allocated by the dst object,
668 * and then copies the contents of itself into the second
669 * object, allocating what needs to be allocated. Basically, any
670 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
671 * if the first object is freed, the pointers in the new object
672 * will point at garbage.
673 */
674void
675object::copy_to (object *dst)
531{ 676{
532 bool is_freed = flag [FLAG_FREED]; 677 dst->remove ();
533 bool is_removed = flag [FLAG_REMOVED];
534
535 *(object_copy *)this = src; 678 *(object_copy *)dst = *this;
536
537 flag [FLAG_FREED] = is_freed;
538 flag [FLAG_REMOVED] = is_removed; 679 dst->flag [FLAG_REMOVED] = true;
539 680
540 /* Copy over key_values, if any. */ 681 /* Copy over key_values, if any. */
541 if (src.key_values) 682 if (key_values)
542 { 683 {
543 key_value *tail = 0; 684 key_value *tail = 0;
544 key_values = 0; 685 dst->key_values = 0;
545 686
546 for (key_value *i = src.key_values; i; i = i->next) 687 for (key_value *i = key_values; i; i = i->next)
547 { 688 {
548 key_value *new_link = new key_value; 689 key_value *new_link = new key_value;
549 690
550 new_link->next = 0; 691 new_link->next = 0;
551 new_link->key = i->key; 692 new_link->key = i->key;
552 new_link->value = i->value; 693 new_link->value = i->value;
553 694
554 /* Try and be clever here, too. */ 695 /* Try and be clever here, too. */
555 if (!key_values) 696 if (!dst->key_values)
556 { 697 {
557 key_values = new_link; 698 dst->key_values = new_link;
558 tail = new_link; 699 tail = new_link;
559 } 700 }
560 else 701 else
561 { 702 {
562 tail->next = new_link; 703 tail->next = new_link;
563 tail = new_link; 704 tail = new_link;
564 } 705 }
565 } 706 }
566 } 707 }
567}
568 708
569/* 709 dst->activate ();
570 * copy_to first frees everything allocated by the dst object,
571 * and then copies the contents of itself into the second
572 * object, allocating what needs to be allocated. Basically, any
573 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
574 * if the first object is freed, the pointers in the new object
575 * will point at garbage.
576 */
577void
578object::copy_to (object *dst)
579{
580 *dst = *this;
581
582 if (speed < 0)
583 dst->speed_left = speed_left - rndm ();
584
585 dst->set_speed (dst->speed);
586} 710}
587 711
588void 712void
589object::instantiate () 713object::instantiate ()
590{ 714{
591 if (!uuid.seq) // HACK 715 if (!uuid.seq) // HACK
592 uuid = gen_uuid (); 716 uuid = UUID::gen ();
593 717
718 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
719 if (flag [FLAG_RANDOM_SPEED] && speed)
720 speed_left = - speed - rndm (); // TODO animation
721 else
594 speed_left = -0.1f; 722 speed_left = -1.;
723
595 /* copy the body_info to the body_used - this is only really 724 /* copy the body_info to the body_used - this is only really
596 * need for monsters, but doesn't hurt to do it for everything. 725 * need for monsters, but doesn't hurt to do it for everything.
597 * by doing so, when a monster is created, it has good starting 726 * by doing so, when a monster is created, it has good starting
598 * values for the body_used info, so when items are created 727 * values for the body_used info, so when items are created
599 * for it, they can be properly equipped. 728 * for it, they can be properly equipped.
607object * 736object *
608object::clone () 737object::clone ()
609{ 738{
610 object *neu = create (); 739 object *neu = create ();
611 copy_to (neu); 740 copy_to (neu);
741
742 // TODO: unclean state changes, should not be done in clone AND instantiate
743 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
744 neu->speed_left = - neu->speed - rndm (); // TODO animation
745
746 neu->map = map; // not copied by copy_to
612 return neu; 747 return neu;
613} 748}
614 749
615/* 750/*
616 * If an object with the IS_TURNABLE() flag needs to be turned due 751 * If an object with the IS_TURNABLE() flag needs to be turned due
633 * This function needs to be called whenever the speed of an object changes. 768 * This function needs to be called whenever the speed of an object changes.
634 */ 769 */
635void 770void
636object::set_speed (float speed) 771object::set_speed (float speed)
637{ 772{
638 if (flag [FLAG_FREED] && speed)
639 {
640 LOG (llevError, "Object %s is freed but has speed.\n", &name);
641 speed = 0;
642 }
643
644 this->speed = speed; 773 this->speed = speed;
645 774
646 if (has_active_speed ()) 775 if (has_active_speed ())
647 activate (); 776 activate ();
648 else 777 else
667 * UP_OBJ_FACE: only the objects face has changed. 796 * UP_OBJ_FACE: only the objects face has changed.
668 */ 797 */
669void 798void
670update_object (object *op, int action) 799update_object (object *op, int action)
671{ 800{
672 if (op == NULL) 801 if (!op)
673 { 802 {
674 /* this should never happen */ 803 /* this should never happen */
675 LOG (llevDebug, "update_object() called for NULL object.\n"); 804 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
676 return; 805 return;
677 } 806 }
678 807
679 if (op->env) 808 if (!op->is_on_map ())
680 { 809 {
681 /* Animation is currently handled by client, so nothing 810 /* Animation is currently handled by client, so nothing
682 * to do in this case. 811 * to do in this case.
683 */ 812 */
684 return; 813 return;
685 } 814 }
686
687 /* If the map is saving, don't do anything as everything is
688 * going to get freed anyways.
689 */
690 if (!op->map || op->map->in_memory == MAP_SAVING)
691 return;
692 815
693 /* make sure the object is within map boundaries */ 816 /* make sure the object is within map boundaries */
694 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 817 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
695 { 818 {
696 LOG (llevError, "update_object() called for object out of map!\n"); 819 LOG (llevError, "update_object() called for object out of map!\n");
704 827
705 if (!(m.flags_ & P_UPTODATE)) 828 if (!(m.flags_ & P_UPTODATE))
706 /* nop */; 829 /* nop */;
707 else if (action == UP_OBJ_INSERT) 830 else if (action == UP_OBJ_INSERT)
708 { 831 {
832#if 0
709 // this is likely overkill, TODO: revisit (schmorp) 833 // this is likely overkill, TODO: revisit (schmorp)
710 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 834 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
711 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 835 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
712 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 836 || (op->is_player () && !(m.flags_ & P_PLAYER))
713 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 837 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
714 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 838 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
715 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 839 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
716 || (m.move_on | op->move_on ) != m.move_on 840 || (m.move_on | op->move_on ) != m.move_on
717 || (m.move_off | op->move_off ) != m.move_off 841 || (m.move_off | op->move_off ) != m.move_off
718 || (m.move_slow | op->move_slow) != m.move_slow 842 || (m.move_slow | op->move_slow) != m.move_slow
719 /* This isn't perfect, but I don't expect a lot of objects to 843 /* This isn't perfect, but I don't expect a lot of objects to
720 * to have move_allow right now. 844 * have move_allow right now.
721 */ 845 */
722 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 846 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
847 m.invalidate ();
848#else
723 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 849 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
724 m.flags_ = 0; 850 m.invalidate ();
851#endif
725 } 852 }
726 /* if the object is being removed, we can't make intelligent 853 /* if the object is being removed, we can't make intelligent
727 * decisions, because remove_ob can't really pass the object 854 * decisions, because remove_ob can't really pass the object
728 * that is being removed. 855 * that is being removed.
729 */ 856 */
730 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 857 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
731 m.flags_ = 0; 858 m.invalidate ();
732 else if (action == UP_OBJ_FACE) 859 else if (action == UP_OBJ_FACE)
733 /* Nothing to do for that case */ ; 860 /* Nothing to do for that case */ ;
734 else 861 else
735 LOG (llevError, "update_object called with invalid action: %d\n", action); 862 LOG (llevError, "update_object called with invalid action: %d\n", action);
736 863
740 867
741object::object () 868object::object ()
742{ 869{
743 SET_FLAG (this, FLAG_REMOVED); 870 SET_FLAG (this, FLAG_REMOVED);
744 871
745 expmul = 1.0; 872 //expmul = 1.0; declared const for the time being
746 face = blank_face; 873 face = blank_face;
874 material = MATERIAL_NULL;
747} 875}
748 876
749object::~object () 877object::~object ()
750{ 878{
751 unlink (); 879 unlink ();
756static int object_count; 884static int object_count;
757 885
758void object::link () 886void object::link ()
759{ 887{
760 assert (!index);//D 888 assert (!index);//D
761 uuid = gen_uuid (); 889 uuid = UUID::gen ();
762 count = ++object_count; 890 count = ++object_count;
763 891
764 refcnt_inc (); 892 refcnt_inc ();
765 objects.insert (this); 893 objects.insert (this);
766} 894}
780 /* If already on active list, don't do anything */ 908 /* If already on active list, don't do anything */
781 if (active) 909 if (active)
782 return; 910 return;
783 911
784 if (has_active_speed ()) 912 if (has_active_speed ())
913 {
914 if (flag [FLAG_FREED])
915 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
916
785 actives.insert (this); 917 actives.insert (this);
918 }
786} 919}
787 920
788void 921void
789object::activate_recursive () 922object::activate_recursive ()
790{ 923{
839object::destroy_inv (bool drop_to_ground) 972object::destroy_inv (bool drop_to_ground)
840{ 973{
841 // need to check first, because the checks below might segfault 974 // need to check first, because the checks below might segfault
842 // as we might be on an invalid mapspace and crossfire code 975 // as we might be on an invalid mapspace and crossfire code
843 // is too buggy to ensure that the inventory is empty. 976 // is too buggy to ensure that the inventory is empty.
844 // corollary: if you create arrows etc. with stuff in tis inventory, 977 // corollary: if you create arrows etc. with stuff in its inventory,
845 // cf will crash below with off-map x and y 978 // cf will crash below with off-map x and y
846 if (!inv) 979 if (!inv)
847 return; 980 return;
848 981
849 /* Only if the space blocks everything do we not process - 982 /* Only if the space blocks everything do we not process -
850 * if some form of movement is allowed, let objects 983 * if some form of movement is allowed, let objects
851 * drop on that space. 984 * drop on that space.
852 */ 985 */
853 if (!drop_to_ground 986 if (!drop_to_ground
854 || !map 987 || !map
855 || map->in_memory != MAP_IN_MEMORY 988 || map->in_memory != MAP_ACTIVE
856 || map->nodrop 989 || map->no_drop
857 || ms ().move_block == MOVE_ALL) 990 || ms ().move_block == MOVE_ALL)
858 { 991 {
859 while (inv) 992 while (inv)
860 {
861 inv->destroy_inv (drop_to_ground);
862 inv->destroy (); 993 inv->destroy ();
863 }
864 } 994 }
865 else 995 else
866 { /* Put objects in inventory onto this space */ 996 { /* Put objects in inventory onto this space */
867 while (inv) 997 while (inv)
868 { 998 {
886 object *op = new object; 1016 object *op = new object;
887 op->link (); 1017 op->link ();
888 return op; 1018 return op;
889} 1019}
890 1020
1021static struct freed_map : maptile
1022{
1023 freed_map ()
1024 {
1025 path = "<freed objects map>";
1026 name = "/internal/freed_objects_map";
1027 width = 3;
1028 height = 3;
1029 no_drop = 1;
1030 no_reset = 1;
1031
1032 alloc ();
1033 in_memory = MAP_ACTIVE;
1034 }
1035
1036 ~freed_map ()
1037 {
1038 destroy ();
1039 }
1040} freed_map; // freed objects are moved here to avoid crashes
1041
891void 1042void
892object::do_destroy () 1043object::do_destroy ()
893{ 1044{
894 attachable::do_destroy ();
895
896 if (flag [FLAG_IS_LINKED]) 1045 if (flag [FLAG_IS_LINKED])
897 remove_button_link (this); 1046 remove_link ();
898 1047
899 if (flag [FLAG_FRIENDLY]) 1048 if (flag [FLAG_FRIENDLY])
900 remove_friendly_object (this); 1049 remove_friendly_object (this);
901 1050
902 if (!flag [FLAG_REMOVED])
903 remove (); 1051 remove ();
904 1052
905 destroy_inv (true); 1053 attachable::do_destroy ();
906 1054
907 deactivate (); 1055 deactivate ();
908 unlink (); 1056 unlink ();
909 1057
910 flag [FLAG_FREED] = 1; 1058 flag [FLAG_FREED] = 1;
911 1059
912 // hack to ensure that freed objects still have a valid map 1060 // hack to ensure that freed objects still have a valid map
913 {
914 static maptile *freed_map; // freed objects are moved here to avoid crashes
915
916 if (!freed_map)
917 {
918 freed_map = new maptile;
919
920 freed_map->name = "/internal/freed_objects_map";
921 freed_map->width = 3;
922 freed_map->height = 3;
923
924 freed_map->alloc ();
925 freed_map->in_memory = MAP_IN_MEMORY;
926 }
927
928 map = freed_map; 1061 map = &freed_map;
929 x = 1; 1062 x = 1;
930 y = 1; 1063 y = 1;
931 }
932 1064
933 if (more) 1065 if (more)
934 { 1066 {
935 more->destroy (); 1067 more->destroy ();
936 more = 0; 1068 more = 0;
944 attacked_by = 0; 1076 attacked_by = 0;
945 current_weapon = 0; 1077 current_weapon = 0;
946} 1078}
947 1079
948void 1080void
949object::destroy (bool destroy_inventory) 1081object::destroy ()
950{ 1082{
951 if (destroyed ()) 1083 if (destroyed ())
952 return; 1084 return;
953 1085
954 if (destroy_inventory) 1086 if (!is_head () && !head->destroyed ())
1087 {
1088 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1089 head->destroy ();
1090 return;
1091 }
1092
955 destroy_inv (false); 1093 destroy_inv (false);
956 1094
957 if (is_head ()) 1095 if (is_head ())
958 if (sound_destroy) 1096 if (sound_destroy)
959 play_sound (sound_destroy); 1097 play_sound (sound_destroy);
960 else if (flag [FLAG_MONSTER]) 1098 else if (flag [FLAG_MONSTER])
961 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism 1099 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
962 1100
963 attachable::destroy (); 1101 attachable::destroy ();
964}
965
966/*
967 * sub_weight() recursively (outwards) subtracts a number from the
968 * weight of an object (and what is carried by it's environment(s)).
969 */
970void
971sub_weight (object *op, signed long weight)
972{
973 while (op != NULL)
974 {
975 if (op->type == CONTAINER)
976 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
977
978 op->carrying -= weight;
979 op = op->env;
980 }
981} 1102}
982 1103
983/* op->remove (): 1104/* op->remove ():
984 * This function removes the object op from the linked list of objects 1105 * This function removes the object op from the linked list of objects
985 * which it is currently tied to. When this function is done, the 1106 * which it is currently tied to. When this function is done, the
988 * the previous environment. 1109 * the previous environment.
989 */ 1110 */
990void 1111void
991object::do_remove () 1112object::do_remove ()
992{ 1113{
993 object *tmp, *last = 0; 1114 if (flag [FLAG_REMOVED])
994 object *otmp;
995
996 if (QUERY_FLAG (this, FLAG_REMOVED))
997 return; 1115 return;
998 1116
999 SET_FLAG (this, FLAG_REMOVED);
1000 INVOKE_OBJECT (REMOVE, this); 1117 INVOKE_OBJECT (REMOVE, this);
1118
1119 flag [FLAG_REMOVED] = true;
1001 1120
1002 if (more) 1121 if (more)
1003 more->remove (); 1122 more->remove ();
1004 1123
1005 /* 1124 /*
1006 * In this case, the object to be removed is in someones 1125 * In this case, the object to be removed is in someones
1007 * inventory. 1126 * inventory.
1008 */ 1127 */
1009 if (env) 1128 if (env)
1010 { 1129 {
1011 if (nrof) 1130 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1012 sub_weight (env, weight * nrof); 1131 if (object *pl = visible_to ())
1013 else 1132 esrv_del_item (pl->contr, count);
1014 sub_weight (env, weight + carrying); 1133 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1015 1134
1016 /* NO_FIX_PLAYER is set when a great many changes are being 1135 adjust_weight (env, -total_weight ());
1017 * made to players inventory. If set, avoiding the call
1018 * to save cpu time.
1019 */
1020 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1021 otmp->update_stats ();
1022 1136
1023 if (above) 1137 object *pl = in_player ();
1024 above->below = below;
1025 else
1026 env->inv = below;
1027
1028 if (below)
1029 below->above = above;
1030 1138
1031 /* we set up values so that it could be inserted into 1139 /* we set up values so that it could be inserted into
1032 * the map, but we don't actually do that - it is up 1140 * the map, but we don't actually do that - it is up
1033 * to the caller to decide what we want to do. 1141 * to the caller to decide what we want to do.
1034 */ 1142 */
1035 x = env->x, y = env->y;
1036 map = env->map; 1143 map = env->map;
1037 above = 0, below = 0; 1144 x = env->x;
1145 y = env->y;
1146
1147 // make sure cmov optimisation is applicable
1148 *(above ? &above->below : &env->inv) = below;
1149 *(below ? &below->above : &above ) = above; // &above is just a dummy
1150
1151 above = 0;
1152 below = 0;
1038 env = 0; 1153 env = 0;
1154
1155 if (pl && pl->is_player ())
1156 {
1157 pl->contr->queue_stats_update ();
1158
1159 if (glow_radius && pl->is_on_map ())
1160 update_all_los (pl->map, pl->x, pl->y);
1161 }
1039 } 1162 }
1040 else if (map) 1163 else if (map)
1041 { 1164 {
1042 if (type == PLAYER)
1043 {
1044 // leaving a spot always closes any open container on the ground
1045 if (container && !container->env)
1046 // this causes spurious floorbox updates, but it ensures
1047 // that the CLOSE event is being sent.
1048 close_container ();
1049
1050 --map->players;
1051 map->touch ();
1052 }
1053
1054 map->dirty = true; 1165 map->dirty = true;
1055 mapspace &ms = this->ms (); 1166 mapspace &ms = this->ms ();
1056 1167
1168 if (object *pl = ms.player ())
1169 {
1170 if (is_player ())
1171 {
1172 if (!flag [FLAG_WIZPASS])
1173 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1174
1175 // leaving a spot always closes any open container on the ground
1176 if (container && !container->env)
1177 // this causes spurious floorbox updates, but it ensures
1178 // that the CLOSE event is being sent.
1179 close_container ();
1180
1181 --map->players;
1182 map->touch ();
1183 }
1184 else if (pl->container_ () == this)
1185 {
1186 // removing a container should close it
1187 close_container ();
1188 }
1189
1190 esrv_del_item (pl->contr, count);
1191 }
1192
1057 /* link the object above us */ 1193 /* link the object above us */
1058 if (above) 1194 // re-link, make sure compiler can easily use cmove
1059 above->below = below; 1195 *(above ? &above->below : &ms.top) = below;
1060 else 1196 *(below ? &below->above : &ms.bot) = above;
1061 ms.top = below; /* we were top, set new top */
1062
1063 /* Relink the object below us, if there is one */
1064 if (below)
1065 below->above = above;
1066 else
1067 {
1068 /* Nothing below, which means we need to relink map object for this space
1069 * use translated coordinates in case some oddness with map tiling is
1070 * evident
1071 */
1072 if (GET_MAP_OB (map, x, y) != this)
1073 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 ());
1074
1075 ms.bot = above; /* goes on above it. */
1076 }
1077 1197
1078 above = 0; 1198 above = 0;
1079 below = 0; 1199 below = 0;
1080 1200
1201 ms.invalidate ();
1202
1081 if (map->in_memory == MAP_SAVING) 1203 if (map->in_memory == MAP_SAVING)
1082 return; 1204 return;
1083 1205
1084 int check_walk_off = !flag [FLAG_NO_APPLY]; 1206 int check_walk_off = !flag [FLAG_NO_APPLY];
1085 1207
1086 if (object *pl = ms.player ()) 1208 if (object *pl = ms.player ())
1087 { 1209 {
1088 if (pl->container == this) 1210 if (pl->container_ () == this)
1089 /* If a container that the player is currently using somehow gets 1211 /* If a container that the player is currently using somehow gets
1090 * removed (most likely destroyed), update the player view 1212 * removed (most likely destroyed), update the player view
1091 * appropriately. 1213 * appropriately.
1092 */ 1214 */
1093 pl->close_container (); 1215 pl->close_container ();
1094 1216
1217 //TODO: the floorbox prev/next might need updating
1218 //esrv_del_item (pl->contr, count);
1219 //TODO: update floorbox to preserve ordering
1220 if (pl->contr->ns)
1095 pl->contr->ns->floorbox_update (); 1221 pl->contr->ns->floorbox_update ();
1096 } 1222 }
1097 1223
1224 if (check_walk_off)
1098 for (tmp = ms.bot; tmp; tmp = tmp->above) 1225 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1099 { 1226 {
1227 above = tmp->above;
1228
1100 /* No point updating the players look faces if he is the object 1229 /* No point updating the players look faces if he is the object
1101 * being removed. 1230 * being removed.
1102 */ 1231 */
1103 1232
1104 /* See if object moving off should effect something */ 1233 /* See if object moving off should effect something */
1105 if (check_walk_off
1106 && ((move_type & tmp->move_off) 1234 if ((move_type & tmp->move_off)
1107 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1235 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1108 {
1109 move_apply (tmp, this, 0); 1236 move_apply (tmp, this, 0);
1110
1111 if (destroyed ())
1112 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1113 } 1237 }
1114 1238
1115 last = tmp; 1239 if (affects_los ())
1116 }
1117
1118 /* last == NULL if there are no objects on this space */
1119 //TODO: this makes little sense, why only update the topmost object?
1120 if (!last)
1121 map->at (x, y).flags_ = 0;
1122 else
1123 update_object (last, UP_OBJ_REMOVE);
1124
1125 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1126 update_all_los (map, x, y); 1240 update_all_los (map, x, y);
1127 } 1241 }
1128} 1242}
1129 1243
1130/* 1244/*
1139merge_ob (object *op, object *top) 1253merge_ob (object *op, object *top)
1140{ 1254{
1141 if (!op->nrof) 1255 if (!op->nrof)
1142 return 0; 1256 return 0;
1143 1257
1144 if (top) 1258 if (!top)
1145 for (top = op; top && top->above; top = top->above) 1259 for (top = op; top && top->above; top = top->above)
1146 ; 1260 ;
1147 1261
1148 for (; top; top = top->below) 1262 for (; top; top = top->below)
1149 {
1150 if (top == op)
1151 continue;
1152
1153 if (object::can_merge (op, top)) 1263 if (object::can_merge (op, top))
1154 { 1264 {
1155 top->nrof += op->nrof; 1265 top->nrof += op->nrof;
1156 1266
1157/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1267 if (object *pl = top->visible_to ())
1158 op->weight = 0; /* Don't want any adjustements now */ 1268 esrv_update_item (UPD_NROF, pl, top);
1269
1270 op->weight = 0; // cancel the addition above
1271 op->carrying = 0; // must be 0 already
1272
1159 op->destroy (); 1273 op->destroy ();
1274
1160 return top; 1275 return top;
1161 } 1276 }
1162 }
1163 1277
1164 return 0; 1278 return 0;
1165} 1279}
1166 1280
1167void 1281void
1172 1286
1173 object *prev = this; 1287 object *prev = this;
1174 1288
1175 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1289 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1176 { 1290 {
1177 object *op = arch_to_object (at); 1291 object *op = at->instance ();
1178 1292
1179 op->name = name; 1293 op->name = name;
1180 op->name_pl = name_pl; 1294 op->name_pl = name_pl;
1181 op->title = title; 1295 op->title = title;
1182 1296
1192 * job preparing multi-part monsters. 1306 * job preparing multi-part monsters.
1193 */ 1307 */
1194object * 1308object *
1195insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1309insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1196{ 1310{
1311 op->remove ();
1312
1197 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1313 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1198 { 1314 {
1199 tmp->x = x + tmp->arch->x; 1315 tmp->x = x + tmp->arch->x;
1200 tmp->y = y + tmp->arch->y; 1316 tmp->y = y + tmp->arch->y;
1201 } 1317 }
1218 * Passing 0 for flag gives proper default values, so flag really only needs 1334 * Passing 0 for flag gives proper default values, so flag really only needs
1219 * to be set if special handling is needed. 1335 * to be set if special handling is needed.
1220 * 1336 *
1221 * Return value: 1337 * Return value:
1222 * new object if 'op' was merged with other object 1338 * new object if 'op' was merged with other object
1223 * NULL if 'op' was destroyed 1339 * NULL if there was an error (destroyed, blocked etc.)
1224 * just 'op' otherwise 1340 * just 'op' otherwise
1225 */ 1341 */
1226object * 1342object *
1227insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1343insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1228{ 1344{
1229 assert (!op->flag [FLAG_FREED]);
1230
1231 object *top, *floor = NULL;
1232
1233 op->remove (); 1345 op->remove ();
1234 1346
1235 if (out_of_map (m, op->x, op->y)) 1347 if (m == &freed_map)//D TODO: remove soon
1236 { 1348 {//D
1237 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ()); 1349 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1238#ifdef MANY_CORES
1239 /* Better to catch this here, as otherwise the next use of this object
1240 * is likely to cause a crash. Better to find out where it is getting
1241 * improperly inserted.
1242 */
1243 abort ();
1244#endif
1245 return op;
1246 } 1350 }//D
1247
1248 if (object *more = op->more)
1249 if (!insert_ob_in_map (more, m, originator, flag))
1250 return 0;
1251
1252 CLEAR_FLAG (op, FLAG_REMOVED);
1253 1351
1254 /* Ideally, the caller figures this out. However, it complicates a lot 1352 /* Ideally, the caller figures this out. However, it complicates a lot
1255 * of areas of callers (eg, anything that uses find_free_spot would now 1353 * of areas of callers (eg, anything that uses find_free_spot would now
1256 * need extra work 1354 * need extra work
1257 */ 1355 */
1356 maptile *newmap = m;
1258 if (!xy_normalise (m, op->x, op->y)) 1357 if (!xy_normalise (newmap, op->x, op->y))
1358 {
1359 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1259 return 0; 1360 return 0;
1361 }
1260 1362
1363 if (object *more = op->more)
1364 if (!insert_ob_in_map (more, m, originator, flag))
1365 return 0;
1366
1367 op->flag [FLAG_REMOVED] = false;
1368 op->env = 0;
1261 op->map = m; 1369 op->map = newmap;
1370
1262 mapspace &ms = op->ms (); 1371 mapspace &ms = op->ms ();
1263 1372
1264 /* this has to be done after we translate the coordinates. 1373 /* this has to be done after we translate the coordinates.
1265 */ 1374 */
1266 if (op->nrof && !(flag & INS_NO_MERGE)) 1375 if (op->nrof && !(flag & INS_NO_MERGE))
1267 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1376 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1268 if (object::can_merge (op, tmp)) 1377 if (object::can_merge (op, tmp))
1269 { 1378 {
1379 // TODO: we actually want to update tmp, not op,
1380 // but some caller surely breaks when we return tmp
1381 // from here :/
1270 op->nrof += tmp->nrof; 1382 op->nrof += tmp->nrof;
1271 tmp->destroy (); 1383 tmp->destroy ();
1272 } 1384 }
1273 1385
1274 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1386 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1283 { 1395 {
1284 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1396 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1285 abort (); 1397 abort ();
1286 } 1398 }
1287 1399
1400 if (!originator->is_on_map ())
1401 {
1402 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1403 op->debug_desc (), originator->debug_desc ());
1404 abort ();
1405 }
1406
1288 op->above = originator; 1407 op->above = originator;
1289 op->below = originator->below; 1408 op->below = originator->below;
1290
1291 if (op->below)
1292 op->below->above = op;
1293 else
1294 ms.bot = op;
1295
1296 /* since *below* originator, no need to update top */
1297 originator->below = op; 1409 originator->below = op;
1410
1411 *(op->below ? &op->below->above : &ms.bot) = op;
1298 } 1412 }
1299 else 1413 else
1300 { 1414 {
1301 top = ms.bot; 1415 object *floor = 0;
1416 object *top = ms.top;
1302 1417
1303 /* If there are other objects, then */ 1418 /* If there are other objects, then */
1304 if ((!(flag & INS_MAP_LOAD)) && top) 1419 if (top)
1305 { 1420 {
1306 object *last = 0;
1307
1308 /* 1421 /*
1309 * If there are multiple objects on this space, we do some trickier handling. 1422 * If there are multiple objects on this space, we do some trickier handling.
1310 * We've already dealt with merging if appropriate. 1423 * We've already dealt with merging if appropriate.
1311 * Generally, we want to put the new object on top. But if 1424 * Generally, we want to put the new object on top. But if
1312 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1425 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1315 * once we get to them. This reduces the need to traverse over all of 1428 * once we get to them. This reduces the need to traverse over all of
1316 * them when adding another one - this saves quite a bit of cpu time 1429 * them when adding another one - this saves quite a bit of cpu time
1317 * when lots of spells are cast in one area. Currently, it is presumed 1430 * when lots of spells are cast in one area. Currently, it is presumed
1318 * that flying non pickable objects are spell objects. 1431 * that flying non pickable objects are spell objects.
1319 */ 1432 */
1320 for (top = ms.bot; top; top = top->above) 1433 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1321 { 1434 {
1322 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1435 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1323 floor = top; 1436 floor = tmp;
1324 1437
1325 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1438 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1326 { 1439 {
1327 /* We insert above top, so we want this object below this */ 1440 /* We insert above top, so we want this object below this */
1328 top = top->below; 1441 top = tmp->below;
1329 break; 1442 break;
1330 } 1443 }
1331 1444
1332 last = top; 1445 top = tmp;
1333 } 1446 }
1334
1335 /* Don't want top to be NULL, so set it to the last valid object */
1336 top = last;
1337 1447
1338 /* We let update_position deal with figuring out what the space 1448 /* We let update_position deal with figuring out what the space
1339 * looks like instead of lots of conditions here. 1449 * looks like instead of lots of conditions here.
1340 * makes things faster, and effectively the same result. 1450 * makes things faster, and effectively the same result.
1341 */ 1451 */
1348 */ 1458 */
1349 if (!(flag & INS_ON_TOP) 1459 if (!(flag & INS_ON_TOP)
1350 && ms.flags () & P_BLOCKSVIEW 1460 && ms.flags () & P_BLOCKSVIEW
1351 && (op->face && !faces [op->face].visibility)) 1461 && (op->face && !faces [op->face].visibility))
1352 { 1462 {
1463 object *last;
1464
1353 for (last = top; last != floor; last = last->below) 1465 for (last = top; last != floor; last = last->below)
1354 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1466 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1355 break; 1467 break;
1356 1468
1357 /* Check to see if we found the object that blocks view, 1469 /* Check to see if we found the object that blocks view,
1361 */ 1473 */
1362 if (last && last->below && last != floor) 1474 if (last && last->below && last != floor)
1363 top = last->below; 1475 top = last->below;
1364 } 1476 }
1365 } /* If objects on this space */ 1477 } /* If objects on this space */
1366 if (flag & INS_MAP_LOAD)
1367 top = ms.top;
1368 1478
1369 if (flag & INS_ABOVE_FLOOR_ONLY) 1479 if (flag & INS_ABOVE_FLOOR_ONLY)
1370 top = floor; 1480 top = floor;
1371 1481
1372 /* Top is the object that our object (op) is going to get inserted above. 1482 // insert object above top, or bottom-most if top = 0
1373 */
1374
1375 /* First object on this space */
1376 if (!top) 1483 if (!top)
1377 { 1484 {
1485 op->below = 0;
1378 op->above = ms.bot; 1486 op->above = ms.bot;
1379
1380 if (op->above)
1381 op->above->below = op;
1382
1383 op->below = 0;
1384 ms.bot = op; 1487 ms.bot = op;
1488
1489 *(op->above ? &op->above->below : &ms.top) = op;
1385 } 1490 }
1386 else 1491 else
1387 { /* get inserted into the stack above top */ 1492 {
1388 op->above = top->above; 1493 op->above = top->above;
1389
1390 if (op->above)
1391 op->above->below = op; 1494 top->above = op;
1392 1495
1393 op->below = top; 1496 op->below = top;
1394 top->above = op; 1497 *(op->above ? &op->above->below : &ms.top) = op;
1395 } 1498 }
1499 }
1396 1500
1397 if (!op->above) 1501 if (op->is_player ())
1398 ms.top = op;
1399 } /* else not INS_BELOW_ORIGINATOR */
1400
1401 if (op->type == PLAYER)
1402 { 1502 {
1403 op->contr->do_los = 1; 1503 op->contr->do_los = 1;
1404 ++op->map->players; 1504 ++op->map->players;
1405 op->map->touch (); 1505 op->map->touch ();
1406 } 1506 }
1407 1507
1408 op->map->dirty = true; 1508 op->map->dirty = true;
1409 1509
1410 if (!(flag & INS_MAP_LOAD))
1411 if (object *pl = ms.player ()) 1510 if (object *pl = ms.player ())
1511 //TODO: the floorbox prev/next might need updating
1512 //esrv_send_item (pl, op);
1513 //TODO: update floorbox to preserve ordering
1514 if (pl->contr->ns)
1412 pl->contr->ns->floorbox_update (); 1515 pl->contr->ns->floorbox_update ();
1413 1516
1414 /* If this object glows, it may affect lighting conditions that are 1517 /* If this object glows, it may affect lighting conditions that are
1415 * visible to others on this map. But update_all_los is really 1518 * visible to others on this map. But update_all_los is really
1416 * an inefficient way to do this, as it means los for all players 1519 * an inefficient way to do this, as it means los for all players
1418 * be far away from this change and not affected in any way - 1521 * be far away from this change and not affected in any way -
1419 * this should get redone to only look for players within range, 1522 * this should get redone to only look for players within range,
1420 * or just updating the P_UPTODATE for spaces within this area 1523 * or just updating the P_UPTODATE for spaces within this area
1421 * of effect may be sufficient. 1524 * of effect may be sufficient.
1422 */ 1525 */
1423 if (op->map->darkness && (op->glow_radius != 0)) 1526 if (op->affects_los ())
1527 {
1528 op->ms ().invalidate ();
1424 update_all_los (op->map, op->x, op->y); 1529 update_all_los (op->map, op->x, op->y);
1530 }
1425 1531
1426 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1532 /* updates flags (blocked, alive, no magic, etc) for this map space */
1427 update_object (op, UP_OBJ_INSERT); 1533 update_object (op, UP_OBJ_INSERT);
1428 1534
1429 INVOKE_OBJECT (INSERT, op); 1535 INVOKE_OBJECT (INSERT, op);
1436 * blocked() and wall() work properly), and these flags are updated by 1542 * blocked() and wall() work properly), and these flags are updated by
1437 * update_object(). 1543 * update_object().
1438 */ 1544 */
1439 1545
1440 /* if this is not the head or flag has been passed, don't check walk on status */ 1546 /* if this is not the head or flag has been passed, don't check walk on status */
1441 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1547 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1442 { 1548 {
1443 if (check_move_on (op, originator)) 1549 if (check_move_on (op, originator))
1444 return 0; 1550 return 0;
1445 1551
1446 /* If we are a multi part object, lets work our way through the check 1552 /* If we are a multi part object, lets work our way through the check
1457/* this function inserts an object in the map, but if it 1563/* this function inserts an object in the map, but if it
1458 * finds an object of its own type, it'll remove that one first. 1564 * finds an object of its own type, it'll remove that one first.
1459 * op is the object to insert it under: supplies x and the map. 1565 * op is the object to insert it under: supplies x and the map.
1460 */ 1566 */
1461void 1567void
1462replace_insert_ob_in_map (const char *arch_string, object *op) 1568replace_insert_ob_in_map (shstr_tmp archname, object *op)
1463{ 1569{
1464 object *tmp, *tmp1;
1465
1466 /* first search for itself and remove any old instances */ 1570 /* first search for itself and remove any old instances */
1467 1571
1468 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1572 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1469 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1573 if (tmp->arch->archname == archname) /* same archetype */
1470 tmp->destroy (); 1574 tmp->destroy ();
1471 1575
1472 tmp1 = arch_to_object (archetype::find (arch_string)); 1576 object *tmp = archetype::find (archname)->instance ();
1473 1577
1474 tmp1->x = op->x; 1578 tmp->x = op->x;
1475 tmp1->y = op->y; 1579 tmp->y = op->y;
1580
1476 insert_ob_in_map (tmp1, op->map, op, 0); 1581 insert_ob_in_map (tmp, op->map, op, 0);
1477} 1582}
1478 1583
1479object * 1584object *
1480object::insert_at (object *where, object *originator, int flags) 1585object::insert_at (object *where, object *originator, int flags)
1481{ 1586{
1587 if (where->env)
1588 return where->env->insert (this);
1589 else
1482 return where->map->insert (this, where->x, where->y, originator, flags); 1590 return where->map->insert (this, where->x, where->y, originator, flags);
1483} 1591}
1484 1592
1485/* 1593// check whether we can put this into the map, respect max_volume, max_items
1486 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1594bool
1487 * is returned contains nr objects, and the remaining parts contains 1595object::can_drop_at (maptile *m, int x, int y, object *originator)
1488 * the rest (or is removed and freed if that number is 0).
1489 * On failure, NULL is returned, and the reason put into the
1490 * global static errmsg array.
1491 */
1492object *
1493get_split_ob (object *orig_ob, uint32 nr)
1494{ 1596{
1495 object *newob; 1597 mapspace &ms = m->at (x, y);
1496 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1497 1598
1498 if (orig_ob->nrof < nr) 1599 int items = ms.items ();
1499 {
1500 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1501 return NULL;
1502 }
1503 1600
1504 newob = object_create_clone (orig_ob); 1601 if (!items // testing !items ensures we can drop at least one item
1602 || (items < m->max_items
1603 && ms.volume () < m->max_volume))
1604 return true;
1505 1605
1506 if ((orig_ob->nrof -= nr) < 1) 1606 if (originator && originator->is_player ())
1507 orig_ob->destroy (1); 1607 originator->contr->failmsg (format (
1508 else if (!is_removed) 1608 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1509 { 1609 query_name ()
1510 if (orig_ob->env != NULL) 1610 ));
1511 sub_weight (orig_ob->env, orig_ob->weight * nr);
1512 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1513 {
1514 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1515 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1516 return NULL;
1517 }
1518 }
1519 1611
1520 newob->nrof = nr; 1612 return false;
1521
1522 return newob;
1523} 1613}
1524 1614
1525/* 1615/*
1526 * decrease_ob_nr(object, number) decreases a specified number from 1616 * decrease(object, number) decreases a specified number from
1527 * the amount of an object. If the amount reaches 0, the object 1617 * the amount of an object. If the amount reaches 0, the object
1528 * is subsequently removed and freed. 1618 * is subsequently removed and freed.
1529 * 1619 *
1530 * Return value: 'op' if something is left, NULL if the amount reached 0 1620 * Return value: 'op' if something is left, NULL if the amount reached 0
1531 */ 1621 */
1622bool
1623object::decrease (sint32 nr)
1624{
1625 if (!nr)
1626 return true;
1627
1628 nr = min (nr, nrof);
1629
1630 if (nrof > nr)
1631 {
1632 nrof -= nr;
1633 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1634
1635 if (object *pl = visible_to ())
1636 esrv_update_item (UPD_NROF, pl, this);
1637
1638 return true;
1639 }
1640 else
1641 {
1642 destroy ();
1643 return false;
1644 }
1645}
1646
1647/*
1648 * split(ob,nr) splits up ob into two parts. The part which
1649 * is returned contains nr objects, and the remaining parts contains
1650 * the rest (or is removed and returned if that number is 0).
1651 * On failure, NULL is returned.
1652 */
1532object * 1653object *
1533decrease_ob_nr (object *op, uint32 i) 1654object::split (sint32 nr)
1534{ 1655{
1535 object *tmp; 1656 int have = number_of ();
1536 1657
1537 if (i == 0) /* objects with op->nrof require this check */ 1658 if (have < nr)
1538 return op; 1659 return 0;
1539 1660 else if (have == nr)
1540 if (i > op->nrof)
1541 i = op->nrof;
1542
1543 if (QUERY_FLAG (op, FLAG_REMOVED))
1544 op->nrof -= i;
1545 else if (op->env)
1546 { 1661 {
1547 /* is this object in the players inventory, or sub container
1548 * therein?
1549 */
1550 tmp = op->in_player ();
1551 /* nope. Is this a container the player has opened?
1552 * If so, set tmp to that player.
1553 * IMO, searching through all the players will mostly
1554 * likely be quicker than following op->env to the map,
1555 * and then searching the map for a player.
1556 */
1557 if (!tmp)
1558 for_all_players (pl)
1559 if (pl->ob->container == op->env)
1560 {
1561 tmp = pl->ob;
1562 break;
1563 }
1564
1565 if (i < op->nrof)
1566 {
1567 sub_weight (op->env, op->weight * i);
1568 op->nrof -= i;
1569 if (tmp)
1570 esrv_send_item (tmp, op);
1571 }
1572 else
1573 {
1574 op->remove (); 1662 remove ();
1575 op->nrof = 0; 1663 return this;
1576 if (tmp)
1577 esrv_del_item (tmp->contr, op->count);
1578 }
1579 } 1664 }
1580 else 1665 else
1581 { 1666 {
1582 object *above = op->above; 1667 decrease (nr);
1583 1668
1584 if (i < op->nrof) 1669 object *op = deep_clone ();
1585 op->nrof -= i; 1670 op->nrof = nr;
1586 else
1587 {
1588 op->remove ();
1589 op->nrof = 0;
1590 }
1591
1592 /* Since we just removed op, op->above is null */
1593 for (tmp = above; tmp; tmp = tmp->above)
1594 if (tmp->type == PLAYER)
1595 {
1596 if (op->nrof)
1597 esrv_send_item (tmp, op);
1598 else
1599 esrv_del_item (tmp->contr, op->count);
1600 }
1601 }
1602
1603 if (op->nrof)
1604 return op; 1671 return op;
1605 else
1606 {
1607 op->destroy ();
1608 return 0;
1609 }
1610}
1611
1612/*
1613 * add_weight(object, weight) adds the specified weight to an object,
1614 * and also updates how much the environment(s) is/are carrying.
1615 */
1616void
1617add_weight (object *op, signed long weight)
1618{
1619 while (op != NULL)
1620 {
1621 if (op->type == CONTAINER)
1622 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1623
1624 op->carrying += weight;
1625 op = op->env;
1626 } 1672 }
1627} 1673}
1628 1674
1629object * 1675object *
1630insert_ob_in_ob (object *op, object *where) 1676insert_ob_in_ob (object *op, object *where)
1655 * be != op, if items are merged. -Tero 1701 * be != op, if items are merged. -Tero
1656 */ 1702 */
1657object * 1703object *
1658object::insert (object *op) 1704object::insert (object *op)
1659{ 1705{
1660 if (!QUERY_FLAG (op, FLAG_REMOVED))
1661 op->remove ();
1662
1663 if (op->more) 1706 if (op->more)
1664 { 1707 {
1665 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1708 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1666 return op; 1709 return op;
1667 } 1710 }
1668 1711
1669 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1712 op->remove ();
1670 CLEAR_FLAG (op, FLAG_REMOVED); 1713
1714 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1671 1715
1672 if (op->nrof) 1716 if (op->nrof)
1673 {
1674 for (object *tmp = inv; tmp; tmp = tmp->below) 1717 for (object *tmp = inv; tmp; tmp = tmp->below)
1675 if (object::can_merge (tmp, op)) 1718 if (object::can_merge (tmp, op))
1676 { 1719 {
1677 /* return the original object and remove inserted object 1720 /* return the original object and remove inserted object
1678 (client needs the original object) */ 1721 (client needs the original object) */
1679 tmp->nrof += op->nrof; 1722 tmp->nrof += op->nrof;
1680 /* Weight handling gets pretty funky. Since we are adding to 1723
1681 * tmp->nrof, we need to increase the weight. 1724 if (object *pl = tmp->visible_to ())
1682 */ 1725 esrv_update_item (UPD_NROF, pl, tmp);
1726
1683 add_weight (this, op->weight * op->nrof); 1727 adjust_weight (this, op->total_weight ());
1684 SET_FLAG (op, FLAG_REMOVED); 1728
1685 op->destroy (); /* free the inserted object */ 1729 op->destroy ();
1686 op = tmp; 1730 op = tmp;
1687 op->remove (); /* and fix old object's links */ 1731 goto inserted;
1688 CLEAR_FLAG (op, FLAG_REMOVED);
1689 break;
1690 } 1732 }
1691 1733
1692 /* I assume combined objects have no inventory
1693 * We add the weight - this object could have just been removed
1694 * (if it was possible to merge). calling remove_ob will subtract
1695 * the weight, so we need to add it in again, since we actually do
1696 * the linking below
1697 */
1698 add_weight (this, op->weight * op->nrof);
1699 }
1700 else
1701 add_weight (this, (op->weight + op->carrying));
1702
1703 if (object *otmp = this->in_player ())
1704 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1705 otmp->update_stats ();
1706
1707 op->owner = 0; // its his/hers now. period. 1734 op->owner = 0; // it's his/hers now. period.
1708 op->map = 0; 1735 op->map = 0;
1736 op->x = 0;
1737 op->y = 0;
1738
1739 op->above = 0;
1740 op->below = inv;
1709 op->env = this; 1741 op->env = this;
1710 op->above = 0;
1711 op->below = 0;
1712 op->x = op->y = 0;
1713 1742
1743 if (inv)
1744 inv->above = op;
1745
1746 inv = op;
1747
1748 op->flag [FLAG_REMOVED] = 0;
1749
1750 if (object *pl = op->visible_to ())
1751 esrv_send_item (pl, op);
1752
1753 adjust_weight (this, op->total_weight ());
1754
1755inserted:
1714 /* reset the light list and los of the players on the map */ 1756 /* reset the light list and los of the players on the map */
1715 if (op->glow_radius && map) 1757 if (op->glow_radius && is_on_map ())
1716 { 1758 {
1717#ifdef DEBUG_LIGHTS 1759 update_stats ();
1718 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1719#endif /* DEBUG_LIGHTS */
1720 if (map->darkness)
1721 update_all_los (map, x, y); 1760 update_all_los (map, x, y);
1722 }
1723
1724 /* Client has no idea of ordering so lets not bother ordering it here.
1725 * It sure simplifies this function...
1726 */
1727 if (!inv)
1728 inv = op;
1729 else
1730 { 1761 }
1731 op->below = inv; 1762 else if (is_player ())
1732 op->below->above = op; 1763 // if this is a player's inventory, update stats
1733 inv = op; 1764 contr->queue_stats_update ();
1734 }
1735 1765
1736 INVOKE_OBJECT (INSERT, this); 1766 INVOKE_OBJECT (INSERT, this);
1737 1767
1738 return op; 1768 return op;
1739} 1769}
1759 * on top. 1789 * on top.
1760 */ 1790 */
1761int 1791int
1762check_move_on (object *op, object *originator) 1792check_move_on (object *op, object *originator)
1763{ 1793{
1794 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1795 return 0;
1796
1764 object *tmp; 1797 object *tmp;
1765 maptile *m = op->map; 1798 maptile *m = op->map;
1766 int x = op->x, y = op->y; 1799 int x = op->x, y = op->y;
1767 1800
1768 MoveType move_on, move_slow, move_block; 1801 mapspace &ms = m->at (x, y);
1769 1802
1770 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1803 ms.update ();
1771 return 0;
1772 1804
1773 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1805 MoveType move_on = ms.move_on;
1774 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1806 MoveType move_slow = ms.move_slow;
1775 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1807 MoveType move_block = ms.move_block;
1776 1808
1777 /* if nothing on this space will slow op down or be applied, 1809 /* if nothing on this space will slow op down or be applied,
1778 * no need to do checking below. have to make sure move_type 1810 * no need to do checking below. have to make sure move_type
1779 * is set, as lots of objects don't have it set - we treat that 1811 * is set, as lots of objects don't have it set - we treat that
1780 * as walking. 1812 * as walking.
1791 return 0; 1823 return 0;
1792 1824
1793 /* The objects have to be checked from top to bottom. 1825 /* The objects have to be checked from top to bottom.
1794 * Hence, we first go to the top: 1826 * Hence, we first go to the top:
1795 */ 1827 */
1796 1828 for (object *next, *tmp = ms.top; tmp; tmp = next)
1797 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1798 {
1799 /* Trim the search when we find the first other spell effect
1800 * this helps performance so that if a space has 50 spell objects,
1801 * we don't need to check all of them.
1802 */
1803 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1804 break;
1805 } 1829 {
1830 next = tmp->below;
1806 1831
1807 for (; tmp; tmp = tmp->below)
1808 {
1809 if (tmp == op) 1832 if (tmp == op)
1810 continue; /* Can't apply yourself */ 1833 continue; /* Can't apply yourself */
1811 1834
1812 /* Check to see if one of the movement types should be slowed down. 1835 /* Check to see if one of the movement types should be slowed down.
1813 * Second check makes sure that the movement types not being slowed 1836 * Second check makes sure that the movement types not being slowed
1818 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1841 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1819 { 1842 {
1820 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1843 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1821 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1844 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1822 { 1845 {
1823
1824 float
1825 diff = tmp->move_slow_penalty * fabs (op->speed); 1846 float diff = tmp->move_slow_penalty * fabs (op->speed);
1826 1847
1827 if (op->type == PLAYER) 1848 if (op->is_player ())
1828 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1849 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1829 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1850 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1830 diff /= 4.0; 1851 diff /= 4.0;
1831 1852
1832 op->speed_left -= diff; 1853 op->speed_left -= diff;
1833 } 1854 }
1834 } 1855 }
1867 LOG (llevError, "Present_arch called outside map.\n"); 1888 LOG (llevError, "Present_arch called outside map.\n");
1868 return NULL; 1889 return NULL;
1869 } 1890 }
1870 1891
1871 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1892 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1872 if (tmp->arch == at) 1893 if (tmp->arch->archname == at->archname)
1873 return tmp; 1894 return tmp;
1874 1895
1875 return NULL; 1896 return NULL;
1876} 1897}
1877 1898
1941 * The first matching object is returned, or NULL if none. 1962 * The first matching object is returned, or NULL if none.
1942 */ 1963 */
1943object * 1964object *
1944present_arch_in_ob (const archetype *at, const object *op) 1965present_arch_in_ob (const archetype *at, const object *op)
1945{ 1966{
1946 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1967 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1947 if (tmp->arch == at) 1968 if (tmp->arch->archname == at->archname)
1948 return tmp; 1969 return tmp;
1949 1970
1950 return NULL; 1971 return NULL;
1951} 1972}
1952 1973
1954 * activate recursively a flag on an object inventory 1975 * activate recursively a flag on an object inventory
1955 */ 1976 */
1956void 1977void
1957flag_inv (object *op, int flag) 1978flag_inv (object *op, int flag)
1958{ 1979{
1959 if (op->inv)
1960 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1980 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1961 { 1981 {
1962 SET_FLAG (tmp, flag); 1982 SET_FLAG (tmp, flag);
1963 flag_inv (tmp, flag); 1983 flag_inv (tmp, flag);
1964 } 1984 }
1965} 1985}
1966 1986
1967/* 1987/*
1968 * deactivate recursively a flag on an object inventory 1988 * deactivate recursively a flag on an object inventory
1969 */ 1989 */
1970void 1990void
1971unflag_inv (object *op, int flag) 1991unflag_inv (object *op, int flag)
1972{ 1992{
1973 if (op->inv)
1974 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1993 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1975 { 1994 {
1976 CLEAR_FLAG (tmp, flag); 1995 CLEAR_FLAG (tmp, flag);
1977 unflag_inv (tmp, flag); 1996 unflag_inv (tmp, flag);
1978 } 1997 }
1979} 1998}
1980 1999
1981/* 2000/*
1982 * find_free_spot(object, map, x, y, start, stop) will search for 2001 * find_free_spot(object, map, x, y, start, stop) will search for
1983 * a spot at the given map and coordinates which will be able to contain 2002 * a spot at the given map and coordinates which will be able to contain
1985 * to search (see the freearr_x/y[] definition). 2004 * to search (see the freearr_x/y[] definition).
1986 * It returns a random choice among the alternatives found. 2005 * It returns a random choice among the alternatives found.
1987 * start and stop are where to start relative to the free_arr array (1,9 2006 * start and stop are where to start relative to the free_arr array (1,9
1988 * does all 4 immediate directions). This returns the index into the 2007 * does all 4 immediate directions). This returns the index into the
1989 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2008 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1990 * Note - this only checks to see if there is space for the head of the
1991 * object - if it is a multispace object, this should be called for all
1992 * pieces.
1993 * Note2: This function does correctly handle tiled maps, but does not 2009 * Note: This function does correctly handle tiled maps, but does not
1994 * inform the caller. However, insert_ob_in_map will update as 2010 * inform the caller. However, insert_ob_in_map will update as
1995 * necessary, so the caller shouldn't need to do any special work. 2011 * necessary, so the caller shouldn't need to do any special work.
1996 * Note - updated to take an object instead of archetype - this is necessary 2012 * Note - updated to take an object instead of archetype - this is necessary
1997 * because arch_blocked (now ob_blocked) needs to know the movement type 2013 * because arch_blocked (now ob_blocked) needs to know the movement type
1998 * to know if the space in question will block the object. We can't use 2014 * to know if the space in question will block the object. We can't use
2000 * customized, changed states, etc. 2016 * customized, changed states, etc.
2001 */ 2017 */
2002int 2018int
2003find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2019find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2004{ 2020{
2021 int altern[SIZEOFFREE];
2005 int index = 0, flag; 2022 int index = 0, flag;
2006 int altern[SIZEOFFREE];
2007 2023
2008 for (int i = start; i < stop; i++) 2024 for (int i = start; i < stop; i++)
2009 { 2025 {
2010 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2026 mapxy pos (m, x, y); pos.move (i);
2011 if (!flag) 2027
2028 if (!pos.normalise ())
2029 continue;
2030
2031 mapspace &ms = *pos;
2032
2033 if (ms.flags () & P_IS_ALIVE)
2034 continue;
2035
2036 /* However, often
2037 * ob doesn't have any move type (when used to place exits)
2038 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2039 */
2040 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2041 {
2012 altern [index++] = i; 2042 altern [index++] = i;
2043 continue;
2044 }
2013 2045
2014 /* Basically, if we find a wall on a space, we cut down the search size. 2046 /* Basically, if we find a wall on a space, we cut down the search size.
2015 * In this way, we won't return spaces that are on another side of a wall. 2047 * In this way, we won't return spaces that are on another side of a wall.
2016 * This mostly work, but it cuts down the search size in all directions - 2048 * This mostly work, but it cuts down the search size in all directions -
2017 * if the space being examined only has a wall to the north and empty 2049 * if the space being examined only has a wall to the north and empty
2018 * spaces in all the other directions, this will reduce the search space 2050 * spaces in all the other directions, this will reduce the search space
2019 * to only the spaces immediately surrounding the target area, and 2051 * to only the spaces immediately surrounding the target area, and
2020 * won't look 2 spaces south of the target space. 2052 * won't look 2 spaces south of the target space.
2021 */ 2053 */
2022 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2054 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2055 {
2023 stop = maxfree[i]; 2056 stop = maxfree[i];
2057 continue;
2058 }
2059
2060 /* Note it is intentional that we check ob - the movement type of the
2061 * head of the object should correspond for the entire object.
2062 */
2063 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2064 continue;
2065
2066 if (ob->blocked (pos.m, pos.x, pos.y))
2067 continue;
2068
2069 altern [index++] = i;
2024 } 2070 }
2025 2071
2026 if (!index) 2072 if (!index)
2027 return -1; 2073 return -1;
2028 2074
2037 */ 2083 */
2038int 2084int
2039find_first_free_spot (const object *ob, maptile *m, int x, int y) 2085find_first_free_spot (const object *ob, maptile *m, int x, int y)
2040{ 2086{
2041 for (int i = 0; i < SIZEOFFREE; i++) 2087 for (int i = 0; i < SIZEOFFREE; i++)
2042 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2088 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2043 return i; 2089 return i;
2044 2090
2045 return -1; 2091 return -1;
2046} 2092}
2047 2093
2093 * there is capable of. 2139 * there is capable of.
2094 */ 2140 */
2095int 2141int
2096find_dir (maptile *m, int x, int y, object *exclude) 2142find_dir (maptile *m, int x, int y, object *exclude)
2097{ 2143{
2098 int i, max = SIZEOFFREE, mflags; 2144 int max = SIZEOFFREE, mflags;
2099
2100 sint16 nx, ny;
2101 object *tmp;
2102 maptile *mp;
2103
2104 MoveType blocked, move_type; 2145 MoveType move_type;
2105 2146
2106 if (exclude && exclude->head_ () != exclude) 2147 if (exclude && exclude->head_ () != exclude)
2107 { 2148 {
2108 exclude = exclude->head; 2149 exclude = exclude->head;
2109 move_type = exclude->move_type; 2150 move_type = exclude->move_type;
2112 { 2153 {
2113 /* If we don't have anything, presume it can use all movement types. */ 2154 /* If we don't have anything, presume it can use all movement types. */
2114 move_type = MOVE_ALL; 2155 move_type = MOVE_ALL;
2115 } 2156 }
2116 2157
2117 for (i = 1; i < max; i++) 2158 for (int i = 1; i < max; i++)
2118 { 2159 {
2119 mp = m; 2160 mapxy pos (m, x, y);
2120 nx = x + freearr_x[i]; 2161 pos.move (i);
2121 ny = y + freearr_y[i];
2122 2162
2123 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2163 if (!pos.normalise ())
2124
2125 if (mflags & P_OUT_OF_MAP)
2126 max = maxfree[i]; 2164 max = maxfree[i];
2127 else 2165 else
2128 { 2166 {
2129 mapspace &ms = mp->at (nx, ny); 2167 mapspace &ms = *pos;
2130 2168
2131 blocked = ms.move_block;
2132
2133 if ((move_type & blocked) == move_type) 2169 if ((move_type & ms.move_block) == move_type)
2134 max = maxfree[i]; 2170 max = maxfree [i];
2135 else if (mflags & P_IS_ALIVE) 2171 else if (ms.flags () & P_IS_ALIVE)
2136 { 2172 {
2137 for (tmp = ms.bot; tmp; tmp = tmp->above) 2173 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2138 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2174 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2139 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2175 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2140 break;
2141
2142 if (tmp)
2143 return freedir[i]; 2176 return freedir [i];
2144 } 2177 }
2145 } 2178 }
2146 } 2179 }
2147 2180
2148 return 0; 2181 return 0;
2223 * This basically means that if direction is 15, then it could either go 2256 * This basically means that if direction is 15, then it could either go
2224 * direction 4, 14, or 16 to get back to where we are. 2257 * direction 4, 14, or 16 to get back to where we are.
2225 * Moved from spell_util.c to object.c with the other related direction 2258 * Moved from spell_util.c to object.c with the other related direction
2226 * functions. 2259 * functions.
2227 */ 2260 */
2228int reduction_dir[SIZEOFFREE][3] = { 2261static const int reduction_dir[SIZEOFFREE][3] = {
2229 {0, 0, 0}, /* 0 */ 2262 {0, 0, 0}, /* 0 */
2230 {0, 0, 0}, /* 1 */ 2263 {0, 0, 0}, /* 1 */
2231 {0, 0, 0}, /* 2 */ 2264 {0, 0, 0}, /* 2 */
2232 {0, 0, 0}, /* 3 */ 2265 {0, 0, 0}, /* 3 */
2233 {0, 0, 0}, /* 4 */ 2266 {0, 0, 0}, /* 4 */
2329int 2362int
2330can_pick (const object *who, const object *item) 2363can_pick (const object *who, const object *item)
2331{ 2364{
2332 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2365 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2333 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2366 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2334 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2367 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2335} 2368}
2336 2369
2337/* 2370/*
2338 * create clone from object to another 2371 * create clone from object to another
2339 */ 2372 */
2340object * 2373object *
2341object_create_clone (object *asrc) 2374object::deep_clone ()
2342{ 2375{
2343 object *dst = 0, *tmp, *src, *prev, *item; 2376 assert (("deep_clone called on non-head object", is_head ()));
2344 2377
2345 if (!asrc) 2378 object *dst = clone ();
2346 return 0;
2347 2379
2348 src = asrc->head_ (); 2380 object *prev = dst;
2349
2350 prev = 0;
2351 for (object *part = src; part; part = part->more) 2381 for (object *part = this->more; part; part = part->more)
2352 { 2382 {
2353 tmp = part->clone (); 2383 object *tmp = part->clone ();
2354 tmp->x -= src->x;
2355 tmp->y -= src->y;
2356
2357 if (!part->head)
2358 {
2359 dst = tmp;
2360 tmp->head = 0;
2361 }
2362 else
2363 tmp->head = dst; 2384 tmp->head = dst;
2364
2365 tmp->more = 0;
2366
2367 if (prev)
2368 prev->more = tmp; 2385 prev->more = tmp;
2369
2370 prev = tmp; 2386 prev = tmp;
2371 } 2387 }
2372 2388
2373 for (item = src->inv; item; item = item->below) 2389 for (object *item = inv; item; item = item->below)
2374 insert_ob_in_ob (object_create_clone (item), dst); 2390 insert_ob_in_ob (item->deep_clone (), dst);
2375 2391
2376 return dst; 2392 return dst;
2377} 2393}
2378 2394
2379/* This returns the first object in who's inventory that 2395/* This returns the first object in who's inventory that
2388 return tmp; 2404 return tmp;
2389 2405
2390 return 0; 2406 return 0;
2391} 2407}
2392 2408
2393/* If ob has a field named key, return the link from the list, 2409shstr_tmp
2394 * otherwise return NULL. 2410object::kv_get (shstr_tmp key) const
2395 *
2396 * key must be a passed in shared string - otherwise, this won't
2397 * do the desired thing.
2398 */
2399key_value *
2400get_ob_key_link (const object *ob, const char *key)
2401{ 2411{
2402 for (key_value *link = ob->key_values; link; link = link->next) 2412 for (key_value *kv = key_values; kv; kv = kv->next)
2403 if (link->key == key) 2413 if (kv->key == key)
2404 return link;
2405
2406 return 0;
2407}
2408
2409/*
2410 * Returns the value of op has an extra_field for key, or NULL.
2411 *
2412 * The argument doesn't need to be a shared string.
2413 *
2414 * The returned string is shared.
2415 */
2416const char *
2417get_ob_key_value (const object *op, const char *const key)
2418{
2419 key_value *link;
2420 shstr_cmp canonical_key (key);
2421
2422 if (!canonical_key)
2423 {
2424 /* 1. There being a field named key on any object
2425 * implies there'd be a shared string to find.
2426 * 2. Since there isn't, no object has this field.
2427 * 3. Therefore, *this* object doesn't have this field.
2428 */
2429 return 0;
2430 }
2431
2432 /* This is copied from get_ob_key_link() above -
2433 * only 4 lines, and saves the function call overhead.
2434 */
2435 for (link = op->key_values; link; link = link->next)
2436 if (link->key == canonical_key)
2437 return link->value; 2414 return kv->value;
2438 2415
2439 return 0; 2416 return shstr ();
2440} 2417}
2441 2418
2442/* 2419void
2443 * Updates the canonical_key in op to value. 2420object::kv_set (shstr_tmp key, shstr_tmp value)
2444 *
2445 * canonical_key is a shared string (value doesn't have to be).
2446 *
2447 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2448 * keys.
2449 *
2450 * Returns TRUE on success.
2451 */
2452int
2453set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2454{ 2421{
2455 key_value *field = NULL, *last = NULL; 2422 for (key_value *kv = key_values; kv; kv = kv->next)
2456 2423 if (kv->key == key)
2457 for (field = op->key_values; field != NULL; field = field->next)
2458 {
2459 if (field->key != canonical_key)
2460 { 2424 {
2461 last = field; 2425 kv->value = value;
2462 continue; 2426 return;
2463 } 2427 }
2464 2428
2465 if (value) 2429 key_value *kv = new key_value;
2466 field->value = value; 2430
2467 else 2431 kv->next = key_values;
2432 kv->key = key;
2433 kv->value = value;
2434
2435 key_values = kv;
2436}
2437
2438void
2439object::kv_del (shstr_tmp key)
2440{
2441 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2442 if ((*kvp)->key == key)
2468 { 2443 {
2469 /* Basically, if the archetype has this key set, 2444 key_value *kv = *kvp;
2470 * we need to store the null value so when we save 2445 *kvp = (*kvp)->next;
2471 * it, we save the empty value so that when we load, 2446 delete kv;
2472 * we get this value back again. 2447 return;
2473 */
2474 if (get_ob_key_link (op->arch, canonical_key))
2475 field->value = 0;
2476 else
2477 {
2478 if (last)
2479 last->next = field->next;
2480 else
2481 op->key_values = field->next;
2482
2483 delete field;
2484 }
2485 } 2448 }
2486 return TRUE;
2487 }
2488 /* IF we get here, key doesn't exist */
2489
2490 /* No field, we'll have to add it. */
2491
2492 if (!add_key)
2493 return FALSE;
2494
2495 /* There isn't any good reason to store a null
2496 * value in the key/value list. If the archetype has
2497 * this key, then we should also have it, so shouldn't
2498 * be here. If user wants to store empty strings,
2499 * should pass in ""
2500 */
2501 if (value == NULL)
2502 return TRUE;
2503
2504 field = new key_value;
2505
2506 field->key = canonical_key;
2507 field->value = value;
2508 /* Usual prepend-addition. */
2509 field->next = op->key_values;
2510 op->key_values = field;
2511
2512 return TRUE;
2513}
2514
2515/*
2516 * Updates the key in op to value.
2517 *
2518 * If add_key is FALSE, this will only update existing keys,
2519 * and not add new ones.
2520 * In general, should be little reason FALSE is ever passed in for add_key
2521 *
2522 * Returns TRUE on success.
2523 */
2524int
2525set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2526{
2527 shstr key_ (key);
2528
2529 return set_ob_key_value_s (op, key_, value, add_key);
2530} 2449}
2531 2450
2532object::depth_iterator::depth_iterator (object *container) 2451object::depth_iterator::depth_iterator (object *container)
2533: iterator_base (container) 2452: iterator_base (container)
2534{ 2453{
2584{ 2503{
2585 char flagdesc[512]; 2504 char flagdesc[512];
2586 char info2[256 * 4]; 2505 char info2[256 * 4];
2587 char *p = info; 2506 char *p = info;
2588 2507
2589 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2508 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2590 count, uuid.seq, 2509 count,
2510 uuid.c_str (),
2591 &name, 2511 &name,
2592 title ? "\",title:\"" : "", 2512 title ? ",title:\"" : "",
2593 title ? (const char *)title : "", 2513 title ? (const char *)title : "",
2514 title ? "\"" : "",
2594 flag_desc (flagdesc, 512), type); 2515 flag_desc (flagdesc, 512), type);
2595 2516
2596 if (!this->flag[FLAG_REMOVED] && env) 2517 if (!flag[FLAG_REMOVED] && env)
2597 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2518 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2598 2519
2599 if (map) 2520 if (map)
2600 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2521 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2601 2522
2616{ 2537{
2617 return map ? map->region (x, y) 2538 return map ? map->region (x, y)
2618 : region::default_region (); 2539 : region::default_region ();
2619} 2540}
2620 2541
2621const materialtype_t *
2622object::dominant_material () const
2623{
2624 if (materialtype_t *mt = name_to_material (materialname))
2625 return mt;
2626
2627 return name_to_material (shstr_unknown);
2628}
2629
2630void 2542void
2631object::open_container (object *new_container) 2543object::open_container (object *new_container)
2632{ 2544{
2633 if (container == new_container) 2545 if (container == new_container)
2634 return; 2546 return;
2635 2547
2636 if (object *old_container = container) 2548 object *old_container = container;
2549
2550 if (old_container)
2637 { 2551 {
2638 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2552 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2639 return; 2553 return;
2640 2554
2641#if 0 2555#if 0
2643 if (object *closer = old_container->inv) 2557 if (object *closer = old_container->inv)
2644 if (closer->type == CLOSE_CON) 2558 if (closer->type == CLOSE_CON)
2645 closer->destroy (); 2559 closer->destroy ();
2646#endif 2560#endif
2647 2561
2562 // make sure the container is available
2563 esrv_send_item (this, old_container);
2564
2648 old_container->flag [FLAG_APPLIED] = 0; 2565 old_container->flag [FLAG_APPLIED] = false;
2649 container = 0; 2566 container = 0;
2650 2567
2568 // client needs item update to make it work, client bug requires this to be separate
2651 esrv_update_item (UPD_FLAGS, this, old_container); 2569 esrv_update_item (UPD_FLAGS, this, old_container);
2570
2652 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2571 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2653 play_sound (sound_find ("chest_close")); 2572 play_sound (sound_find ("chest_close"));
2654 } 2573 }
2655 2574
2656 if (new_container) 2575 if (new_container)
2657 { 2576 {
2661 // TODO: this does not seem to serve any purpose anymore? 2580 // TODO: this does not seem to serve any purpose anymore?
2662#if 0 2581#if 0
2663 // insert the "Close Container" object. 2582 // insert the "Close Container" object.
2664 if (archetype *closer = new_container->other_arch) 2583 if (archetype *closer = new_container->other_arch)
2665 { 2584 {
2666 object *closer = arch_to_object (new_container->other_arch); 2585 object *closer = new_container->other_arch->instance ();
2667 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2586 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2668 new_container->insert (closer); 2587 new_container->insert (closer);
2669 } 2588 }
2670#endif 2589#endif
2671 2590
2672 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2591 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2673 2592
2593 // make sure the container is available, client bug requires this to be separate
2594 esrv_send_item (this, new_container);
2595
2674 new_container->flag [FLAG_APPLIED] = 1; 2596 new_container->flag [FLAG_APPLIED] = true;
2675 container = new_container; 2597 container = new_container;
2676 2598
2599 // client needs flag change
2677 esrv_update_item (UPD_FLAGS, this, new_container); 2600 esrv_update_item (UPD_FLAGS, this, new_container);
2678 esrv_send_inventory (this, new_container); 2601 esrv_send_inventory (this, new_container);
2679 play_sound (sound_find ("chest_open")); 2602 play_sound (sound_find ("chest_open"));
2680 } 2603 }
2604// else if (!old_container->env && contr && contr->ns)
2605// contr->ns->floorbox_reset ();
2681} 2606}
2682 2607
2683object * 2608object *
2684object::force_find (const shstr name) 2609object::force_find (shstr_tmp name)
2685{ 2610{
2686 /* cycle through his inventory to look for the MARK we want to 2611 /* cycle through his inventory to look for the MARK we want to
2687 * place 2612 * place
2688 */ 2613 */
2689 for (object *tmp = inv; tmp; tmp = tmp->below) 2614 for (object *tmp = inv; tmp; tmp = tmp->below)
2691 return splay (tmp); 2616 return splay (tmp);
2692 2617
2693 return 0; 2618 return 0;
2694} 2619}
2695 2620
2621//-GPL
2622
2696void 2623void
2624object::force_set_timer (int duration)
2625{
2626 this->duration = 1;
2627 this->speed_left = -1.f;
2628
2629 this->set_speed (duration ? 1.f / duration : 0.f);
2630}
2631
2632object *
2697object::force_add (const shstr name, int duration) 2633object::force_add (shstr_tmp name, int duration)
2698{ 2634{
2699 if (object *force = force_find (name)) 2635 if (object *force = force_find (name))
2700 force->destroy (); 2636 force->destroy ();
2701 2637
2702 object *force = get_archetype (FORCE_NAME); 2638 object *force = get_archetype (FORCE_NAME);
2703 2639
2704 force->slaying = name; 2640 force->slaying = name;
2705 force->stats.food = 1; 2641 force->force_set_timer (duration);
2706 force->speed_left = -1.f;
2707
2708 force->set_speed (duration ? 1.f / duration : 0.f);
2709 force->flag [FLAG_IS_USED_UP] = true;
2710 force->flag [FLAG_APPLIED] = true; 2642 force->flag [FLAG_APPLIED] = true;
2711 2643
2712 insert (force); 2644 return insert (force);
2713} 2645}
2714 2646
2715void 2647void
2716object::play_sound (faceidx sound) const 2648object::play_sound (faceidx sound) const
2717{ 2649{
2718 if (!sound) 2650 if (!sound)
2719 return; 2651 return;
2720 2652
2721 if (flag [FLAG_REMOVED]) 2653 if (is_on_map ())
2654 map->play_sound (sound, x, y);
2655 else if (object *pl = in_player ())
2656 pl->contr->play_sound (sound);
2657}
2658
2659void
2660object::say_msg (const char *msg) const
2661{
2662 if (is_on_map ())
2663 map->say_msg (msg, x, y);
2664 else if (object *pl = in_player ())
2665 pl->contr->play_sound (sound);
2666}
2667
2668void
2669object::make_noise ()
2670{
2671 // we do not model noise in the map, so instead put
2672 // a temporary light into the noise source
2673 // could use the map instead, but that's less reliable for our
2674 // goal, which is to make invisibility a bit harder to exploit
2675
2676 // currently only works sensibly for players
2677 if (!is_player ())
2722 return; 2678 return;
2723 2679
2724 if (env) 2680 // find old force, or create new one
2725 { 2681 object *force = force_find (shstr_noise_force);
2726 if (object *pl = in_player ()) 2682
2727 pl->contr->play_sound (sound); 2683 if (force)
2728 } 2684 force->speed_left = -1.f; // patch old speed up
2729 else 2685 else
2730 map->play_sound (sound, x, y); 2686 {
2731} 2687 force = archetype::get (shstr_noise_force);
2732 2688
2689 force->slaying = shstr_noise_force;
2690 force->stats.food = 1;
2691 force->speed_left = -1.f;
2692
2693 force->set_speed (1.f / 4.f);
2694 force->flag [FLAG_IS_USED_UP] = true;
2695 force->flag [FLAG_APPLIED] = true;
2696
2697 insert (force);
2698 }
2699}
2700
2701void object::change_move_type (MoveType mt)
2702{
2703 if (move_type == mt)
2704 return;
2705
2706 if (is_on_map ())
2707 {
2708 // we are on the map, so handle move_on/off effects
2709 remove ();
2710 move_type = mt;
2711 map->insert (this, x, y, this);
2712 }
2713 else
2714 move_type = mt;
2715}
2716

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