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Comparing deliantra/server/common/object.C (file contents):
Revision 1.175 by root, Fri Aug 10 01:47:52 2007 UTC vs.
Revision 1.318 by root, Sat Apr 3 02:27:24 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 */
379
380object *
381get_nearest_part (object *op, const object *pl)
382{ 506{
383 object *tmp, *closest; 507 return dump_object (this);
384 int last_dist, i;
385
386 if (op->more == NULL)
387 return op;
388 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
389 if ((i = distance (tmp, pl)) < last_dist)
390 closest = tmp, last_dist = i;
391 return closest;
392} 508}
393 509
394/* 510/*
395 * Returns the object which has the count-variable equal to the argument. 511 * Returns the object which has the count-variable equal to the argument.
512 * VERRRY slow.
396 */ 513 */
397object * 514object *
398find_object (tag_t i) 515find_object (tag_t i)
399{ 516{
400 for_all_objects (op) 517 for_all_objects (op)
403 520
404 return 0; 521 return 0;
405} 522}
406 523
407/* 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/*
408 * 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.
409 * Used only by the patch command, but not all that useful. 541 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 542 * Enables features like "patch <name-of-other-player> food 999"
411 */ 543 */
412object * 544object *
413find_object_name (const char *str) 545find_object_name (const char *str)
414{ 546{
415 shstr_cmp str_ (str); 547 shstr_cmp str_ (str);
416 object *op;
417 548
549 if (str_)
418 for_all_objects (op) 550 for_all_objects (op)
419 if (op->name == str_) 551 if (op->name == str_)
420 break; 552 return op;
421 553
422 return op; 554 return 0;
423}
424
425void
426free_all_object_data ()
427{
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429} 555}
430 556
431/* 557/*
432 * 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
433 * skill and experience objects. 559 * skill and experience objects.
560 * ACTUALLY NO! investigate! TODO
434 */ 561 */
435void 562void
436object::set_owner (object *owner) 563object::set_owner (object *owner)
437{ 564{
565 // allow objects which own objects
438 if (!owner) 566 if (owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner) 567 while (owner->owner)
449 owner = owner->owner; 568 owner = owner->owner;
569
570 if (flag [FLAG_FREED])
571 {
572 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
573 return;
574 }
450 575
451 this->owner = owner; 576 this->owner = owner;
452} 577}
453 578
454int 579int
466 } 591 }
467 592
468 return slot_none; 593 return slot_none;
469} 594}
470 595
471bool
472object::change_weapon (object *ob)
473{
474 if (current_weapon == ob)
475 return true;
476
477 if (chosen_skill)
478 chosen_skill->flag [FLAG_APPLIED] = false;
479
480 current_weapon = ob;
481 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
482
483 if (chosen_skill)
484 chosen_skill->flag [FLAG_APPLIED] = true;
485
486 update_stats ();
487
488 if (ob)
489 {
490 // now check wether any body locations became invalid, in which case
491 // we cannot apply the weapon at the moment.
492 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
493 if (slot[i].used < 0)
494 {
495 current_weapon = chosen_skill = 0;
496 update_stats ();
497
498 new_draw_info_format (NDI_UNIQUE, 0, this,
499 "You try to balance all your items at once, "
500 "but the %s is just too much for your body. "
501 "[You need to unapply some items first.]", &ob->name);
502 return false;
503 }
504
505 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
506 }
507 else
508 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
509
510 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
511 {
512 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
513 &name, ob->debug_desc ());
514 return false;
515 }
516
517 return true;
518}
519
520/* Zero the key_values on op, decrementing the shared-string 596/* Zero the key_values on op, decrementing the shared-string
521 * refcounts and freeing the links. 597 * refcounts and freeing the links.
522 */ 598 */
523static void 599static void
524free_key_values (object *op) 600free_key_values (object *op)
532 } 608 }
533 609
534 op->key_values = 0; 610 op->key_values = 0;
535} 611}
536 612
537object & 613/*
538object::operator =(const object &src) 614 * copy_to first frees everything allocated by the dst object,
615 * and then copies the contents of itself into the second
616 * object, allocating what needs to be allocated. Basically, any
617 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
618 * if the first object is freed, the pointers in the new object
619 * will point at garbage.
620 */
621void
622object::copy_to (object *dst)
539{ 623{
540 bool is_freed = flag [FLAG_FREED]; 624 dst->remove ();
541 bool is_removed = flag [FLAG_REMOVED];
542
543 *(object_copy *)this = src; 625 *(object_copy *)dst = *this;
544
545 flag [FLAG_FREED] = is_freed;
546 flag [FLAG_REMOVED] = is_removed; 626 dst->flag [FLAG_REMOVED] = true;
547 627
548 /* Copy over key_values, if any. */ 628 /* Copy over key_values, if any. */
549 if (src.key_values) 629 if (key_values)
550 { 630 {
551 key_value *tail = 0; 631 key_value *tail = 0;
552 key_values = 0; 632 dst->key_values = 0;
553 633
554 for (key_value *i = src.key_values; i; i = i->next) 634 for (key_value *i = key_values; i; i = i->next)
555 { 635 {
556 key_value *new_link = new key_value; 636 key_value *new_link = new key_value;
557 637
558 new_link->next = 0; 638 new_link->next = 0;
559 new_link->key = i->key; 639 new_link->key = i->key;
560 new_link->value = i->value; 640 new_link->value = i->value;
561 641
562 /* Try and be clever here, too. */ 642 /* Try and be clever here, too. */
563 if (!key_values) 643 if (!dst->key_values)
564 { 644 {
565 key_values = new_link; 645 dst->key_values = new_link;
566 tail = new_link; 646 tail = new_link;
567 } 647 }
568 else 648 else
569 { 649 {
570 tail->next = new_link; 650 tail->next = new_link;
571 tail = new_link; 651 tail = new_link;
572 } 652 }
573 } 653 }
574 } 654 }
575}
576 655
577/* 656 dst->activate ();
578 * copy_to first frees everything allocated by the dst object,
579 * and then copies the contents of itself into the second
580 * object, allocating what needs to be allocated. Basically, any
581 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
582 * if the first object is freed, the pointers in the new object
583 * will point at garbage.
584 */
585void
586object::copy_to (object *dst)
587{
588 *dst = *this;
589
590 if (speed < 0)
591 dst->speed_left = speed_left - rndm ();
592
593 dst->set_speed (dst->speed);
594} 657}
595 658
596void 659void
597object::instantiate () 660object::instantiate ()
598{ 661{
599 if (!uuid.seq) // HACK 662 if (!uuid.seq) // HACK
600 uuid = gen_uuid (); 663 uuid = UUID::gen ();
601 664
665 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
666 if (flag [FLAG_RANDOM_SPEED] && speed)
667 speed_left = - speed - rndm (); // TODO animation
668 else
602 speed_left = -0.1f; 669 speed_left = -1.;
670
603 /* copy the body_info to the body_used - this is only really 671 /* copy the body_info to the body_used - this is only really
604 * need for monsters, but doesn't hurt to do it for everything. 672 * need for monsters, but doesn't hurt to do it for everything.
605 * by doing so, when a monster is created, it has good starting 673 * by doing so, when a monster is created, it has good starting
606 * values for the body_used info, so when items are created 674 * values for the body_used info, so when items are created
607 * for it, they can be properly equipped. 675 * for it, they can be properly equipped.
615object * 683object *
616object::clone () 684object::clone ()
617{ 685{
618 object *neu = create (); 686 object *neu = create ();
619 copy_to (neu); 687 copy_to (neu);
688
689 // TODO: unclean state changes, should not be done in clone AND instantiate
690 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
691 neu->speed_left = - neu->speed - rndm (); // TODO animation
692
693 neu->map = map; // not copied by copy_to
620 return neu; 694 return neu;
621} 695}
622 696
623/* 697/*
624 * If an object with the IS_TURNABLE() flag needs to be turned due 698 * If an object with the IS_TURNABLE() flag needs to be turned due
641 * This function needs to be called whenever the speed of an object changes. 715 * This function needs to be called whenever the speed of an object changes.
642 */ 716 */
643void 717void
644object::set_speed (float speed) 718object::set_speed (float speed)
645{ 719{
646 if (flag [FLAG_FREED] && speed)
647 {
648 LOG (llevError, "Object %s is freed but has speed.\n", &name);
649 speed = 0;
650 }
651
652 this->speed = speed; 720 this->speed = speed;
653 721
654 if (has_active_speed ()) 722 if (has_active_speed ())
655 activate (); 723 activate ();
656 else 724 else
675 * UP_OBJ_FACE: only the objects face has changed. 743 * UP_OBJ_FACE: only the objects face has changed.
676 */ 744 */
677void 745void
678update_object (object *op, int action) 746update_object (object *op, int action)
679{ 747{
680 if (op == NULL) 748 if (!op)
681 { 749 {
682 /* this should never happen */ 750 /* this should never happen */
683 LOG (llevDebug, "update_object() called for NULL object.\n"); 751 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
684 return; 752 return;
685 } 753 }
686 754
687 if (op->env) 755 if (!op->is_on_map ())
688 { 756 {
689 /* Animation is currently handled by client, so nothing 757 /* Animation is currently handled by client, so nothing
690 * to do in this case. 758 * to do in this case.
691 */ 759 */
692 return; 760 return;
693 } 761 }
694
695 /* If the map is saving, don't do anything as everything is
696 * going to get freed anyways.
697 */
698 if (!op->map || op->map->in_memory == MAP_SAVING)
699 return;
700 762
701 /* make sure the object is within map boundaries */ 763 /* make sure the object is within map boundaries */
702 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 764 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
703 { 765 {
704 LOG (llevError, "update_object() called for object out of map!\n"); 766 LOG (llevError, "update_object() called for object out of map!\n");
712 774
713 if (!(m.flags_ & P_UPTODATE)) 775 if (!(m.flags_ & P_UPTODATE))
714 /* nop */; 776 /* nop */;
715 else if (action == UP_OBJ_INSERT) 777 else if (action == UP_OBJ_INSERT)
716 { 778 {
779#if 0
717 // this is likely overkill, TODO: revisit (schmorp) 780 // this is likely overkill, TODO: revisit (schmorp)
718 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 781 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
719 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 782 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
720 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 783 || (op->is_player () && !(m.flags_ & P_PLAYER))
721 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 784 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
722 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 785 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
723 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 786 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
724 || (m.move_on | op->move_on ) != m.move_on 787 || (m.move_on | op->move_on ) != m.move_on
725 || (m.move_off | op->move_off ) != m.move_off 788 || (m.move_off | op->move_off ) != m.move_off
726 || (m.move_slow | op->move_slow) != m.move_slow 789 || (m.move_slow | op->move_slow) != m.move_slow
727 /* This isn't perfect, but I don't expect a lot of objects to 790 /* This isn't perfect, but I don't expect a lot of objects to
728 * to have move_allow right now. 791 * have move_allow right now.
729 */ 792 */
730 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 793 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
794 m.invalidate ();
795#else
731 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 796 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
732 m.flags_ = 0; 797 m.invalidate ();
798#endif
733 } 799 }
734 /* if the object is being removed, we can't make intelligent 800 /* if the object is being removed, we can't make intelligent
735 * decisions, because remove_ob can't really pass the object 801 * decisions, because remove_ob can't really pass the object
736 * that is being removed. 802 * that is being removed.
737 */ 803 */
738 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 804 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
739 m.flags_ = 0; 805 m.invalidate ();
740 else if (action == UP_OBJ_FACE) 806 else if (action == UP_OBJ_FACE)
741 /* Nothing to do for that case */ ; 807 /* Nothing to do for that case */ ;
742 else 808 else
743 LOG (llevError, "update_object called with invalid action: %d\n", action); 809 LOG (llevError, "update_object called with invalid action: %d\n", action);
744 810
748 814
749object::object () 815object::object ()
750{ 816{
751 SET_FLAG (this, FLAG_REMOVED); 817 SET_FLAG (this, FLAG_REMOVED);
752 818
753 expmul = 1.0; 819 //expmul = 1.0; declared const for the time being
754 face = blank_face; 820 face = blank_face;
821 material = MATERIAL_NULL;
755} 822}
756 823
757object::~object () 824object::~object ()
758{ 825{
759 unlink (); 826 unlink ();
764static int object_count; 831static int object_count;
765 832
766void object::link () 833void object::link ()
767{ 834{
768 assert (!index);//D 835 assert (!index);//D
769 uuid = gen_uuid (); 836 uuid = UUID::gen ();
770 count = ++object_count; 837 count = ++object_count;
771 838
772 refcnt_inc (); 839 refcnt_inc ();
773 objects.insert (this); 840 objects.insert (this);
774} 841}
788 /* If already on active list, don't do anything */ 855 /* If already on active list, don't do anything */
789 if (active) 856 if (active)
790 return; 857 return;
791 858
792 if (has_active_speed ()) 859 if (has_active_speed ())
860 {
861 if (flag [FLAG_FREED])
862 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
863
793 actives.insert (this); 864 actives.insert (this);
865 }
794} 866}
795 867
796void 868void
797object::activate_recursive () 869object::activate_recursive ()
798{ 870{
847object::destroy_inv (bool drop_to_ground) 919object::destroy_inv (bool drop_to_ground)
848{ 920{
849 // need to check first, because the checks below might segfault 921 // need to check first, because the checks below might segfault
850 // as we might be on an invalid mapspace and crossfire code 922 // as we might be on an invalid mapspace and crossfire code
851 // is too buggy to ensure that the inventory is empty. 923 // is too buggy to ensure that the inventory is empty.
852 // corollary: if you create arrows etc. with stuff in tis inventory, 924 // corollary: if you create arrows etc. with stuff in its inventory,
853 // cf will crash below with off-map x and y 925 // cf will crash below with off-map x and y
854 if (!inv) 926 if (!inv)
855 return; 927 return;
856 928
857 /* Only if the space blocks everything do we not process - 929 /* Only if the space blocks everything do we not process -
858 * if some form of movement is allowed, let objects 930 * if some form of movement is allowed, let objects
859 * drop on that space. 931 * drop on that space.
860 */ 932 */
861 if (!drop_to_ground 933 if (!drop_to_ground
862 || !map 934 || !map
863 || map->in_memory != MAP_IN_MEMORY 935 || map->in_memory != MAP_ACTIVE
864 || map->nodrop 936 || map->no_drop
865 || ms ().move_block == MOVE_ALL) 937 || ms ().move_block == MOVE_ALL)
866 { 938 {
867 while (inv) 939 while (inv)
868 {
869 inv->destroy_inv (drop_to_ground);
870 inv->destroy (); 940 inv->destroy ();
871 }
872 } 941 }
873 else 942 else
874 { /* Put objects in inventory onto this space */ 943 { /* Put objects in inventory onto this space */
875 while (inv) 944 while (inv)
876 { 945 {
894 object *op = new object; 963 object *op = new object;
895 op->link (); 964 op->link ();
896 return op; 965 return op;
897} 966}
898 967
968static struct freed_map : maptile
969{
970 freed_map ()
971 {
972 path = "<freed objects map>";
973 name = "/internal/freed_objects_map";
974 width = 3;
975 height = 3;
976 no_drop = 1;
977 no_reset = 1;
978
979 alloc ();
980 in_memory = MAP_ACTIVE;
981 }
982
983 ~freed_map ()
984 {
985 destroy ();
986 }
987} freed_map; // freed objects are moved here to avoid crashes
988
899void 989void
900object::do_destroy () 990object::do_destroy ()
901{ 991{
902 attachable::do_destroy ();
903
904 if (flag [FLAG_IS_LINKED]) 992 if (flag [FLAG_IS_LINKED])
905 remove_button_link (this); 993 remove_link ();
906 994
907 if (flag [FLAG_FRIENDLY]) 995 if (flag [FLAG_FRIENDLY])
908 remove_friendly_object (this); 996 remove_friendly_object (this);
909 997
910 if (!flag [FLAG_REMOVED])
911 remove (); 998 remove ();
912 999
913 destroy_inv (true); 1000 attachable::do_destroy ();
914 1001
915 deactivate (); 1002 deactivate ();
916 unlink (); 1003 unlink ();
917 1004
918 flag [FLAG_FREED] = 1; 1005 flag [FLAG_FREED] = 1;
919 1006
920 // hack to ensure that freed objects still have a valid map 1007 // hack to ensure that freed objects still have a valid map
921 {
922 static maptile *freed_map; // freed objects are moved here to avoid crashes
923
924 if (!freed_map)
925 {
926 freed_map = new maptile;
927
928 freed_map->name = "/internal/freed_objects_map";
929 freed_map->width = 3;
930 freed_map->height = 3;
931
932 freed_map->alloc ();
933 freed_map->in_memory = MAP_IN_MEMORY;
934 }
935
936 map = freed_map; 1008 map = &freed_map;
937 x = 1; 1009 x = 1;
938 y = 1; 1010 y = 1;
939 }
940 1011
941 if (more) 1012 if (more)
942 { 1013 {
943 more->destroy (); 1014 more->destroy ();
944 more = 0; 1015 more = 0;
952 attacked_by = 0; 1023 attacked_by = 0;
953 current_weapon = 0; 1024 current_weapon = 0;
954} 1025}
955 1026
956void 1027void
957object::destroy (bool destroy_inventory) 1028object::destroy ()
958{ 1029{
959 if (destroyed ()) 1030 if (destroyed ())
960 return; 1031 return;
961 1032
962 if (destroy_inventory) 1033 if (!is_head () && !head->destroyed ())
1034 {
1035 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1036 head->destroy ();
1037 return;
1038 }
1039
963 destroy_inv (false); 1040 destroy_inv (false);
964 1041
965 if (is_head ()) 1042 if (is_head ())
966 if (sound_destroy) 1043 if (sound_destroy)
967 play_sound (sound_destroy); 1044 play_sound (sound_destroy);
968 else if (flag [FLAG_MONSTER]) 1045 else if (flag [FLAG_MONSTER])
969 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism 1046 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
970 1047
971 attachable::destroy (); 1048 attachable::destroy ();
972}
973
974/*
975 * sub_weight() recursively (outwards) subtracts a number from the
976 * weight of an object (and what is carried by it's environment(s)).
977 */
978void
979sub_weight (object *op, signed long weight)
980{
981 while (op != NULL)
982 {
983 if (op->type == CONTAINER)
984 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
985
986 op->carrying -= weight;
987 op = op->env;
988 }
989} 1049}
990 1050
991/* op->remove (): 1051/* op->remove ():
992 * This function removes the object op from the linked list of objects 1052 * This function removes the object op from the linked list of objects
993 * which it is currently tied to. When this function is done, the 1053 * which it is currently tied to. When this function is done, the
996 * the previous environment. 1056 * the previous environment.
997 */ 1057 */
998void 1058void
999object::do_remove () 1059object::do_remove ()
1000{ 1060{
1001 object *tmp, *last = 0; 1061 if (flag [FLAG_REMOVED])
1002 object *otmp;
1003
1004 if (QUERY_FLAG (this, FLAG_REMOVED))
1005 return; 1062 return;
1006 1063
1007 SET_FLAG (this, FLAG_REMOVED);
1008 INVOKE_OBJECT (REMOVE, this); 1064 INVOKE_OBJECT (REMOVE, this);
1065
1066 flag [FLAG_REMOVED] = true;
1009 1067
1010 if (more) 1068 if (more)
1011 more->remove (); 1069 more->remove ();
1012 1070
1013 /* 1071 /*
1014 * In this case, the object to be removed is in someones 1072 * In this case, the object to be removed is in someones
1015 * inventory. 1073 * inventory.
1016 */ 1074 */
1017 if (env) 1075 if (env)
1018 { 1076 {
1019 if (nrof) 1077 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1020 sub_weight (env, weight * nrof); 1078 if (object *pl = visible_to ())
1021 else 1079 esrv_del_item (pl->contr, count);
1022 sub_weight (env, weight + carrying); 1080 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1023 1081
1024 /* NO_FIX_PLAYER is set when a great many changes are being 1082 adjust_weight (env, -total_weight ());
1025 * made to players inventory. If set, avoiding the call
1026 * to save cpu time.
1027 */
1028 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1029 otmp->update_stats ();
1030 1083
1031 if (above) 1084 object *pl = in_player ();
1032 above->below = below;
1033 else
1034 env->inv = below;
1035
1036 if (below)
1037 below->above = above;
1038 1085
1039 /* we set up values so that it could be inserted into 1086 /* we set up values so that it could be inserted into
1040 * the map, but we don't actually do that - it is up 1087 * the map, but we don't actually do that - it is up
1041 * to the caller to decide what we want to do. 1088 * to the caller to decide what we want to do.
1042 */ 1089 */
1043 x = env->x, y = env->y;
1044 map = env->map; 1090 map = env->map;
1045 above = 0, below = 0; 1091 x = env->x;
1092 y = env->y;
1093
1094 // make sure cmov optimisation is applicable
1095 *(above ? &above->below : &env->inv) = below;
1096 *(below ? &below->above : &above ) = above; // &above is just a dummy
1097
1098 above = 0;
1099 below = 0;
1046 env = 0; 1100 env = 0;
1101
1102 if (pl && pl->is_player ())
1103 {
1104 if (expect_false (pl->contr->combat_ob == this))
1105 {
1106 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1107 pl->contr->combat_ob = 0;
1108 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1109 }
1110
1111 if (expect_false (pl->contr->ranged_ob == this))
1112 {
1113 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1114 pl->contr->ranged_ob = 0;
1115 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1116 }
1117
1118 pl->contr->queue_stats_update ();
1119
1120 if (expect_false (glow_radius) && pl->is_on_map ())
1121 update_all_los (pl->map, pl->x, pl->y);
1122 }
1047 } 1123 }
1048 else if (map) 1124 else if (map)
1049 { 1125 {
1050 if (type == PLAYER)
1051 {
1052 // leaving a spot always closes any open container on the ground
1053 if (container && !container->env)
1054 // this causes spurious floorbox updates, but it ensures
1055 // that the CLOSE event is being sent.
1056 close_container ();
1057
1058 --map->players;
1059 map->touch ();
1060 }
1061
1062 map->dirty = true; 1126 map->dirty = true;
1063 mapspace &ms = this->ms (); 1127 mapspace &ms = this->ms ();
1064 1128
1129 if (object *pl = ms.player ())
1130 {
1131 if (is_player ())
1132 {
1133 if (!flag [FLAG_WIZPASS])
1134 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1135
1136 // leaving a spot always closes any open container on the ground
1137 if (container && !container->env)
1138 // this causes spurious floorbox updates, but it ensures
1139 // that the CLOSE event is being sent.
1140 close_container ();
1141
1142 --map->players;
1143 map->touch ();
1144 }
1145 else if (pl->container_ () == this)
1146 {
1147 // removing a container should close it
1148 close_container ();
1149 }
1150
1151 esrv_del_item (pl->contr, count);
1152 }
1153
1065 /* link the object above us */ 1154 /* link the object above us */
1066 if (above) 1155 // re-link, make sure compiler can easily use cmove
1067 above->below = below; 1156 *(above ? &above->below : &ms.top) = below;
1068 else 1157 *(below ? &below->above : &ms.bot) = above;
1069 ms.top = below; /* we were top, set new top */
1070
1071 /* Relink the object below us, if there is one */
1072 if (below)
1073 below->above = above;
1074 else
1075 {
1076 /* Nothing below, which means we need to relink map object for this space
1077 * use translated coordinates in case some oddness with map tiling is
1078 * evident
1079 */
1080 if (GET_MAP_OB (map, x, y) != this)
1081 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1082
1083 ms.bot = above; /* goes on above it. */
1084 }
1085 1158
1086 above = 0; 1159 above = 0;
1087 below = 0; 1160 below = 0;
1088 1161
1162 ms.invalidate ();
1163
1089 if (map->in_memory == MAP_SAVING) 1164 if (map->in_memory == MAP_SAVING)
1090 return; 1165 return;
1091 1166
1092 int check_walk_off = !flag [FLAG_NO_APPLY]; 1167 int check_walk_off = !flag [FLAG_NO_APPLY];
1093 1168
1094 if (object *pl = ms.player ()) 1169 if (object *pl = ms.player ())
1095 { 1170 {
1096 if (pl->container == this) 1171 if (pl->container_ () == this)
1097 /* If a container that the player is currently using somehow gets 1172 /* If a container that the player is currently using somehow gets
1098 * removed (most likely destroyed), update the player view 1173 * removed (most likely destroyed), update the player view
1099 * appropriately. 1174 * appropriately.
1100 */ 1175 */
1101 pl->close_container (); 1176 pl->close_container ();
1102 1177
1178 //TODO: the floorbox prev/next might need updating
1179 //esrv_del_item (pl->contr, count);
1180 //TODO: update floorbox to preserve ordering
1181 if (pl->contr->ns)
1103 pl->contr->ns->floorbox_update (); 1182 pl->contr->ns->floorbox_update ();
1104 } 1183 }
1105 1184
1185 if (check_walk_off)
1106 for (tmp = ms.bot; tmp; tmp = tmp->above) 1186 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1107 { 1187 {
1188 above = tmp->above;
1189
1108 /* No point updating the players look faces if he is the object 1190 /* No point updating the players look faces if he is the object
1109 * being removed. 1191 * being removed.
1110 */ 1192 */
1111 1193
1112 /* See if object moving off should effect something */ 1194 /* See if object moving off should effect something */
1113 if (check_walk_off
1114 && ((move_type & tmp->move_off) 1195 if ((move_type & tmp->move_off)
1115 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1196 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1116 {
1117 move_apply (tmp, this, 0); 1197 move_apply (tmp, this, 0);
1118
1119 if (destroyed ())
1120 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1121 } 1198 }
1122 1199
1123 last = tmp; 1200 if (affects_los ())
1124 }
1125
1126 /* last == NULL if there are no objects on this space */
1127 //TODO: this makes little sense, why only update the topmost object?
1128 if (!last)
1129 map->at (x, y).flags_ = 0;
1130 else
1131 update_object (last, UP_OBJ_REMOVE);
1132
1133 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1134 update_all_los (map, x, y); 1201 update_all_los (map, x, y);
1135 } 1202 }
1136} 1203}
1137 1204
1138/* 1205/*
1147merge_ob (object *op, object *top) 1214merge_ob (object *op, object *top)
1148{ 1215{
1149 if (!op->nrof) 1216 if (!op->nrof)
1150 return 0; 1217 return 0;
1151 1218
1152 if (top) 1219 if (!top)
1153 for (top = op; top && top->above; top = top->above) 1220 for (top = op; top && top->above; top = top->above)
1154 ; 1221 ;
1155 1222
1156 for (; top; top = top->below) 1223 for (; top; top = top->below)
1157 {
1158 if (top == op)
1159 continue;
1160
1161 if (object::can_merge (op, top)) 1224 if (object::can_merge (op, top))
1162 { 1225 {
1163 top->nrof += op->nrof; 1226 top->nrof += op->nrof;
1164 1227
1165/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1228 if (object *pl = top->visible_to ())
1166 op->weight = 0; /* Don't want any adjustements now */ 1229 esrv_update_item (UPD_NROF, pl, top);
1230
1231 op->weight = 0; // cancel the addition above
1232 op->carrying = 0; // must be 0 already
1233
1167 op->destroy (); 1234 op->destroy ();
1235
1168 return top; 1236 return top;
1169 } 1237 }
1170 }
1171 1238
1172 return 0; 1239 return 0;
1173} 1240}
1174 1241
1175void 1242void
1180 1247
1181 object *prev = this; 1248 object *prev = this;
1182 1249
1183 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1250 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1184 { 1251 {
1185 object *op = arch_to_object (at); 1252 object *op = at->instance ();
1186 1253
1187 op->name = name; 1254 op->name = name;
1188 op->name_pl = name_pl; 1255 op->name_pl = name_pl;
1189 op->title = title; 1256 op->title = title;
1190 1257
1200 * job preparing multi-part monsters. 1267 * job preparing multi-part monsters.
1201 */ 1268 */
1202object * 1269object *
1203insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1270insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1204{ 1271{
1272 op->remove ();
1273
1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1274 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1206 { 1275 {
1207 tmp->x = x + tmp->arch->x; 1276 tmp->x = x + tmp->arch->x;
1208 tmp->y = y + tmp->arch->y; 1277 tmp->y = y + tmp->arch->y;
1209 } 1278 }
1226 * Passing 0 for flag gives proper default values, so flag really only needs 1295 * Passing 0 for flag gives proper default values, so flag really only needs
1227 * to be set if special handling is needed. 1296 * to be set if special handling is needed.
1228 * 1297 *
1229 * Return value: 1298 * Return value:
1230 * new object if 'op' was merged with other object 1299 * new object if 'op' was merged with other object
1231 * NULL if 'op' was destroyed 1300 * NULL if there was an error (destroyed, blocked etc.)
1232 * just 'op' otherwise 1301 * just 'op' otherwise
1233 */ 1302 */
1234object * 1303object *
1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1304insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1236{ 1305{
1237 assert (!op->flag [FLAG_FREED]);
1238
1239 object *top, *floor = NULL;
1240
1241 op->remove (); 1306 op->remove ();
1242 1307
1243#if 0 1308 if (m == &freed_map)//D TODO: remove soon
1244 if (!m->active != !op->active)
1245 if (m->active)
1246 op->activate_recursive ();
1247 else
1248 op->deactivate_recursive ();
1249#endif
1250
1251 if (out_of_map (m, op->x, op->y))
1252 { 1309 {//D
1253 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ()); 1310 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1254#ifdef MANY_CORES
1255 /* Better to catch this here, as otherwise the next use of this object
1256 * is likely to cause a crash. Better to find out where it is getting
1257 * improperly inserted.
1258 */
1259 abort ();
1260#endif
1261 return op;
1262 } 1311 }//D
1263
1264 if (object *more = op->more)
1265 if (!insert_ob_in_map (more, m, originator, flag))
1266 return 0;
1267
1268 CLEAR_FLAG (op, FLAG_REMOVED);
1269 1312
1270 /* Ideally, the caller figures this out. However, it complicates a lot 1313 /* Ideally, the caller figures this out. However, it complicates a lot
1271 * of areas of callers (eg, anything that uses find_free_spot would now 1314 * of areas of callers (eg, anything that uses find_free_spot would now
1272 * need extra work 1315 * need extra work
1273 */ 1316 */
1317 maptile *newmap = m;
1274 if (!xy_normalise (m, op->x, op->y)) 1318 if (!xy_normalise (newmap, op->x, op->y))
1319 {
1320 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1275 return 0; 1321 return 0;
1322 }
1276 1323
1324 if (object *more = op->more)
1325 if (!insert_ob_in_map (more, m, originator, flag))
1326 return 0;
1327
1328 op->flag [FLAG_REMOVED] = false;
1329 op->env = 0;
1277 op->map = m; 1330 op->map = newmap;
1331
1278 mapspace &ms = op->ms (); 1332 mapspace &ms = op->ms ();
1279 1333
1280 /* this has to be done after we translate the coordinates. 1334 /* this has to be done after we translate the coordinates.
1281 */ 1335 */
1282 if (op->nrof && !(flag & INS_NO_MERGE)) 1336 if (op->nrof && !(flag & INS_NO_MERGE))
1283 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1337 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1284 if (object::can_merge (op, tmp)) 1338 if (object::can_merge (op, tmp))
1285 { 1339 {
1340 // TODO: we actually want to update tmp, not op,
1341 // but some caller surely breaks when we return tmp
1342 // from here :/
1286 op->nrof += tmp->nrof; 1343 op->nrof += tmp->nrof;
1287 tmp->destroy (); 1344 tmp->destroy ();
1288 } 1345 }
1289 1346
1290 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1347 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1299 { 1356 {
1300 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1357 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1301 abort (); 1358 abort ();
1302 } 1359 }
1303 1360
1361 if (!originator->is_on_map ())
1362 {
1363 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1364 op->debug_desc (), originator->debug_desc ());
1365 abort ();
1366 }
1367
1304 op->above = originator; 1368 op->above = originator;
1305 op->below = originator->below; 1369 op->below = originator->below;
1306
1307 if (op->below)
1308 op->below->above = op;
1309 else
1310 ms.bot = op;
1311
1312 /* since *below* originator, no need to update top */
1313 originator->below = op; 1370 originator->below = op;
1371
1372 *(op->below ? &op->below->above : &ms.bot) = op;
1314 } 1373 }
1315 else 1374 else
1316 { 1375 {
1317 top = ms.bot; 1376 object *floor = 0;
1377 object *top = ms.top;
1318 1378
1319 /* If there are other objects, then */ 1379 /* If there are other objects, then */
1320 if ((!(flag & INS_MAP_LOAD)) && top) 1380 if (top)
1321 { 1381 {
1322 object *last = 0;
1323
1324 /* 1382 /*
1325 * If there are multiple objects on this space, we do some trickier handling. 1383 * If there are multiple objects on this space, we do some trickier handling.
1326 * We've already dealt with merging if appropriate. 1384 * We've already dealt with merging if appropriate.
1327 * Generally, we want to put the new object on top. But if 1385 * Generally, we want to put the new object on top. But if
1328 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1386 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1331 * once we get to them. This reduces the need to traverse over all of 1389 * once we get to them. This reduces the need to traverse over all of
1332 * them when adding another one - this saves quite a bit of cpu time 1390 * them when adding another one - this saves quite a bit of cpu time
1333 * when lots of spells are cast in one area. Currently, it is presumed 1391 * when lots of spells are cast in one area. Currently, it is presumed
1334 * that flying non pickable objects are spell objects. 1392 * that flying non pickable objects are spell objects.
1335 */ 1393 */
1336 for (top = ms.bot; top; top = top->above) 1394 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1337 { 1395 {
1338 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1396 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1339 floor = top; 1397 floor = tmp;
1340 1398
1341 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1399 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1342 { 1400 {
1343 /* We insert above top, so we want this object below this */ 1401 /* We insert above top, so we want this object below this */
1344 top = top->below; 1402 top = tmp->below;
1345 break; 1403 break;
1346 } 1404 }
1347 1405
1348 last = top; 1406 top = tmp;
1349 } 1407 }
1350
1351 /* Don't want top to be NULL, so set it to the last valid object */
1352 top = last;
1353 1408
1354 /* We let update_position deal with figuring out what the space 1409 /* We let update_position deal with figuring out what the space
1355 * looks like instead of lots of conditions here. 1410 * looks like instead of lots of conditions here.
1356 * makes things faster, and effectively the same result. 1411 * makes things faster, and effectively the same result.
1357 */ 1412 */
1364 */ 1419 */
1365 if (!(flag & INS_ON_TOP) 1420 if (!(flag & INS_ON_TOP)
1366 && ms.flags () & P_BLOCKSVIEW 1421 && ms.flags () & P_BLOCKSVIEW
1367 && (op->face && !faces [op->face].visibility)) 1422 && (op->face && !faces [op->face].visibility))
1368 { 1423 {
1424 object *last;
1425
1369 for (last = top; last != floor; last = last->below) 1426 for (last = top; last != floor; last = last->below)
1370 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1427 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1371 break; 1428 break;
1372 1429
1373 /* Check to see if we found the object that blocks view, 1430 /* Check to see if we found the object that blocks view,
1377 */ 1434 */
1378 if (last && last->below && last != floor) 1435 if (last && last->below && last != floor)
1379 top = last->below; 1436 top = last->below;
1380 } 1437 }
1381 } /* If objects on this space */ 1438 } /* If objects on this space */
1382 if (flag & INS_MAP_LOAD)
1383 top = ms.top;
1384 1439
1385 if (flag & INS_ABOVE_FLOOR_ONLY) 1440 if (flag & INS_ABOVE_FLOOR_ONLY)
1386 top = floor; 1441 top = floor;
1387 1442
1388 /* Top is the object that our object (op) is going to get inserted above. 1443 // insert object above top, or bottom-most if top = 0
1389 */
1390
1391 /* First object on this space */
1392 if (!top) 1444 if (!top)
1393 { 1445 {
1446 op->below = 0;
1394 op->above = ms.bot; 1447 op->above = ms.bot;
1395
1396 if (op->above)
1397 op->above->below = op;
1398
1399 op->below = 0;
1400 ms.bot = op; 1448 ms.bot = op;
1449
1450 *(op->above ? &op->above->below : &ms.top) = op;
1401 } 1451 }
1402 else 1452 else
1403 { /* get inserted into the stack above top */ 1453 {
1404 op->above = top->above; 1454 op->above = top->above;
1405
1406 if (op->above)
1407 op->above->below = op; 1455 top->above = op;
1408 1456
1409 op->below = top; 1457 op->below = top;
1410 top->above = op; 1458 *(op->above ? &op->above->below : &ms.top) = op;
1411 } 1459 }
1460 }
1412 1461
1413 if (!op->above) 1462 if (op->is_player ())
1414 ms.top = op;
1415 } /* else not INS_BELOW_ORIGINATOR */
1416
1417 if (op->type == PLAYER)
1418 { 1463 {
1419 op->contr->do_los = 1; 1464 op->contr->do_los = 1;
1420 ++op->map->players; 1465 ++op->map->players;
1421 op->map->touch (); 1466 op->map->touch ();
1422 } 1467 }
1423 1468
1424 op->map->dirty = true; 1469 op->map->dirty = true;
1425 1470
1426 /* If we have a floor, we know the player, if any, will be above
1427 * it, so save a few ticks and start from there.
1428 */
1429 if (!(flag & INS_MAP_LOAD))
1430 if (object *pl = ms.player ()) 1471 if (object *pl = ms.player ())
1472 //TODO: the floorbox prev/next might need updating
1473 //esrv_send_item (pl, op);
1474 //TODO: update floorbox to preserve ordering
1475 if (pl->contr->ns)
1431 pl->contr->ns->floorbox_update (); 1476 pl->contr->ns->floorbox_update ();
1432 1477
1433 /* If this object glows, it may affect lighting conditions that are 1478 /* If this object glows, it may affect lighting conditions that are
1434 * visible to others on this map. But update_all_los is really 1479 * visible to others on this map. But update_all_los is really
1435 * an inefficient way to do this, as it means los for all players 1480 * an inefficient way to do this, as it means los for all players
1437 * be far away from this change and not affected in any way - 1482 * be far away from this change and not affected in any way -
1438 * this should get redone to only look for players within range, 1483 * this should get redone to only look for players within range,
1439 * or just updating the P_UPTODATE for spaces within this area 1484 * or just updating the P_UPTODATE for spaces within this area
1440 * of effect may be sufficient. 1485 * of effect may be sufficient.
1441 */ 1486 */
1442 if (op->map->darkness && (op->glow_radius != 0)) 1487 if (op->affects_los ())
1488 {
1489 op->ms ().invalidate ();
1443 update_all_los (op->map, op->x, op->y); 1490 update_all_los (op->map, op->x, op->y);
1491 }
1444 1492
1445 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1493 /* updates flags (blocked, alive, no magic, etc) for this map space */
1446 update_object (op, UP_OBJ_INSERT); 1494 update_object (op, UP_OBJ_INSERT);
1447 1495
1448 INVOKE_OBJECT (INSERT, op); 1496 INVOKE_OBJECT (INSERT, op);
1455 * blocked() and wall() work properly), and these flags are updated by 1503 * blocked() and wall() work properly), and these flags are updated by
1456 * update_object(). 1504 * update_object().
1457 */ 1505 */
1458 1506
1459 /* if this is not the head or flag has been passed, don't check walk on status */ 1507 /* if this is not the head or flag has been passed, don't check walk on status */
1460 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1508 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1461 { 1509 {
1462 if (check_move_on (op, originator)) 1510 if (check_move_on (op, originator))
1463 return 0; 1511 return 0;
1464 1512
1465 /* If we are a multi part object, lets work our way through the check 1513 /* If we are a multi part object, lets work our way through the check
1476/* this function inserts an object in the map, but if it 1524/* this function inserts an object in the map, but if it
1477 * finds an object of its own type, it'll remove that one first. 1525 * finds an object of its own type, it'll remove that one first.
1478 * op is the object to insert it under: supplies x and the map. 1526 * op is the object to insert it under: supplies x and the map.
1479 */ 1527 */
1480void 1528void
1481replace_insert_ob_in_map (const char *arch_string, object *op) 1529replace_insert_ob_in_map (shstr_tmp archname, object *op)
1482{ 1530{
1483 object *tmp, *tmp1;
1484
1485 /* first search for itself and remove any old instances */ 1531 /* first search for itself and remove any old instances */
1486 1532
1487 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1533 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1488 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1534 if (tmp->arch->archname == archname) /* same archetype */
1489 tmp->destroy (); 1535 tmp->destroy ();
1490 1536
1491 tmp1 = arch_to_object (archetype::find (arch_string)); 1537 object *tmp = archetype::find (archname)->instance ();
1492 1538
1493 tmp1->x = op->x; 1539 tmp->x = op->x;
1494 tmp1->y = op->y; 1540 tmp->y = op->y;
1541
1495 insert_ob_in_map (tmp1, op->map, op, 0); 1542 insert_ob_in_map (tmp, op->map, op, 0);
1496} 1543}
1497 1544
1498object * 1545object *
1499object::insert_at (object *where, object *originator, int flags) 1546object::insert_at (object *where, object *originator, int flags)
1500{ 1547{
1548 if (where->env)
1549 return where->env->insert (this);
1550 else
1501 return where->map->insert (this, where->x, where->y, originator, flags); 1551 return where->map->insert (this, where->x, where->y, originator, flags);
1502} 1552}
1503 1553
1504/* 1554// check whether we can put this into the map, respect max_volume, max_items
1505 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1555bool
1506 * is returned contains nr objects, and the remaining parts contains 1556object::can_drop_at (maptile *m, int x, int y, object *originator)
1507 * the rest (or is removed and freed if that number is 0).
1508 * On failure, NULL is returned, and the reason put into the
1509 * global static errmsg array.
1510 */
1511object *
1512get_split_ob (object *orig_ob, uint32 nr)
1513{ 1557{
1514 object *newob; 1558 mapspace &ms = m->at (x, y);
1515 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1516 1559
1517 if (orig_ob->nrof < nr) 1560 int items = ms.items ();
1518 {
1519 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1520 return NULL;
1521 }
1522 1561
1523 newob = object_create_clone (orig_ob); 1562 if (!items // testing !items ensures we can drop at least one item
1563 || (items < m->max_items
1564 && ms.volume () < m->max_volume))
1565 return true;
1524 1566
1525 if ((orig_ob->nrof -= nr) < 1) 1567 if (originator && originator->is_player ())
1526 orig_ob->destroy (1); 1568 originator->contr->failmsg (format (
1527 else if (!is_removed) 1569 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1528 { 1570 query_name ()
1529 if (orig_ob->env != NULL) 1571 ));
1530 sub_weight (orig_ob->env, orig_ob->weight * nr);
1531 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1532 {
1533 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1534 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1535 return NULL;
1536 }
1537 }
1538 1572
1539 newob->nrof = nr; 1573 return false;
1540
1541 return newob;
1542} 1574}
1543 1575
1544/* 1576/*
1545 * decrease_ob_nr(object, number) decreases a specified number from 1577 * decrease(object, number) decreases a specified number from
1546 * the amount of an object. If the amount reaches 0, the object 1578 * the amount of an object. If the amount reaches 0, the object
1547 * is subsequently removed and freed. 1579 * is subsequently removed and freed.
1548 * 1580 *
1549 * Return value: 'op' if something is left, NULL if the amount reached 0 1581 * Return value: 'op' if something is left, NULL if the amount reached 0
1550 */ 1582 */
1583bool
1584object::decrease (sint32 nr)
1585{
1586 if (!nr)
1587 return true;
1588
1589 nr = min (nr, nrof);
1590
1591 if (nrof > nr)
1592 {
1593 nrof -= nr;
1594 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1595
1596 if (object *pl = visible_to ())
1597 esrv_update_item (UPD_NROF, pl, this);
1598
1599 return true;
1600 }
1601 else
1602 {
1603 destroy ();
1604 return false;
1605 }
1606}
1607
1608/*
1609 * split(ob,nr) splits up ob into two parts. The part which
1610 * is returned contains nr objects, and the remaining parts contains
1611 * the rest (or is removed and returned if that number is 0).
1612 * On failure, NULL is returned.
1613 */
1551object * 1614object *
1552decrease_ob_nr (object *op, uint32 i) 1615object::split (sint32 nr)
1553{ 1616{
1554 object *tmp; 1617 int have = number_of ();
1555 1618
1556 if (i == 0) /* objects with op->nrof require this check */ 1619 if (have < nr)
1557 return op; 1620 return 0;
1558 1621 else if (have == nr)
1559 if (i > op->nrof)
1560 i = op->nrof;
1561
1562 if (QUERY_FLAG (op, FLAG_REMOVED))
1563 op->nrof -= i;
1564 else if (op->env)
1565 { 1622 {
1566 /* is this object in the players inventory, or sub container
1567 * therein?
1568 */
1569 tmp = op->in_player ();
1570 /* nope. Is this a container the player has opened?
1571 * If so, set tmp to that player.
1572 * IMO, searching through all the players will mostly
1573 * likely be quicker than following op->env to the map,
1574 * and then searching the map for a player.
1575 */
1576 if (!tmp)
1577 for_all_players (pl)
1578 if (pl->ob->container == op->env)
1579 {
1580 tmp = pl->ob;
1581 break;
1582 }
1583
1584 if (i < op->nrof)
1585 {
1586 sub_weight (op->env, op->weight * i);
1587 op->nrof -= i;
1588 if (tmp)
1589 esrv_send_item (tmp, op);
1590 }
1591 else
1592 {
1593 op->remove (); 1623 remove ();
1594 op->nrof = 0; 1624 return this;
1595 if (tmp)
1596 esrv_del_item (tmp->contr, op->count);
1597 }
1598 } 1625 }
1599 else 1626 else
1600 { 1627 {
1601 object *above = op->above; 1628 decrease (nr);
1602 1629
1603 if (i < op->nrof) 1630 object *op = deep_clone ();
1604 op->nrof -= i; 1631 op->nrof = nr;
1605 else
1606 {
1607 op->remove ();
1608 op->nrof = 0;
1609 }
1610
1611 /* Since we just removed op, op->above is null */
1612 for (tmp = above; tmp; tmp = tmp->above)
1613 if (tmp->type == PLAYER)
1614 {
1615 if (op->nrof)
1616 esrv_send_item (tmp, op);
1617 else
1618 esrv_del_item (tmp->contr, op->count);
1619 }
1620 }
1621
1622 if (op->nrof)
1623 return op; 1632 return op;
1624 else
1625 {
1626 op->destroy ();
1627 return 0;
1628 }
1629}
1630
1631/*
1632 * add_weight(object, weight) adds the specified weight to an object,
1633 * and also updates how much the environment(s) is/are carrying.
1634 */
1635void
1636add_weight (object *op, signed long weight)
1637{
1638 while (op != NULL)
1639 {
1640 if (op->type == CONTAINER)
1641 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1642
1643 op->carrying += weight;
1644 op = op->env;
1645 } 1633 }
1646} 1634}
1647 1635
1648object * 1636object *
1649insert_ob_in_ob (object *op, object *where) 1637insert_ob_in_ob (object *op, object *where)
1674 * be != op, if items are merged. -Tero 1662 * be != op, if items are merged. -Tero
1675 */ 1663 */
1676object * 1664object *
1677object::insert (object *op) 1665object::insert (object *op)
1678{ 1666{
1679 object *tmp, *otmp;
1680
1681 if (!QUERY_FLAG (op, FLAG_REMOVED))
1682 op->remove ();
1683
1684 if (op->more) 1667 if (op->more)
1685 { 1668 {
1686 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1669 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1687 return op; 1670 return op;
1688 } 1671 }
1689 1672
1690 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1673 op->remove ();
1691 CLEAR_FLAG (op, FLAG_REMOVED); 1674
1675 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1676
1692 if (op->nrof) 1677 if (op->nrof)
1693 {
1694 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1678 for (object *tmp = inv; tmp; tmp = tmp->below)
1695 if (object::can_merge (tmp, op)) 1679 if (object::can_merge (tmp, op))
1696 { 1680 {
1697 /* return the original object and remove inserted object 1681 /* return the original object and remove inserted object
1698 (client needs the original object) */ 1682 (client needs the original object) */
1699 tmp->nrof += op->nrof; 1683 tmp->nrof += op->nrof;
1700 /* Weight handling gets pretty funky. Since we are adding to 1684
1701 * tmp->nrof, we need to increase the weight. 1685 if (object *pl = tmp->visible_to ())
1702 */ 1686 esrv_update_item (UPD_NROF, pl, tmp);
1687
1703 add_weight (this, op->weight * op->nrof); 1688 adjust_weight (this, op->total_weight ());
1704 SET_FLAG (op, FLAG_REMOVED); 1689
1705 op->destroy (); /* free the inserted object */ 1690 op->destroy ();
1706 op = tmp; 1691 op = tmp;
1707 op->remove (); /* and fix old object's links */ 1692 goto inserted;
1708 CLEAR_FLAG (op, FLAG_REMOVED);
1709 break;
1710 } 1693 }
1711 1694
1712 /* I assume combined objects have no inventory 1695 op->owner = 0; // it's his/hers now. period.
1713 * We add the weight - this object could have just been removed
1714 * (if it was possible to merge). calling remove_ob will subtract
1715 * the weight, so we need to add it in again, since we actually do
1716 * the linking below
1717 */
1718 add_weight (this, op->weight * op->nrof);
1719 }
1720 else
1721 add_weight (this, (op->weight + op->carrying));
1722
1723 otmp = this->in_player ();
1724 if (otmp && otmp->contr)
1725 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1726 otmp->update_stats ();
1727
1728 op->map = 0; 1696 op->map = 0;
1729 op->env = this; 1697 op->x = 0;
1698 op->y = 0;
1699
1730 op->above = 0; 1700 op->above = 0;
1731 op->below = 0; 1701 op->below = inv;
1732 op->x = 0, op->y = 0; 1702 op->env = this;
1733 1703
1704 if (inv)
1705 inv->above = op;
1706
1707 inv = op;
1708
1709 op->flag [FLAG_REMOVED] = 0;
1710
1711 if (object *pl = op->visible_to ())
1712 esrv_send_item (pl, op);
1713
1714 adjust_weight (this, op->total_weight ());
1715
1716inserted:
1734 /* reset the light list and los of the players on the map */ 1717 /* reset the light list and los of the players on the map */
1735 if ((op->glow_radius != 0) && map) 1718 if (op->glow_radius && is_on_map ())
1736 { 1719 {
1737#ifdef DEBUG_LIGHTS 1720 update_stats ();
1738 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1739#endif /* DEBUG_LIGHTS */
1740 if (map->darkness)
1741 update_all_los (map, x, y); 1721 update_all_los (map, x, y);
1742 }
1743
1744 /* Client has no idea of ordering so lets not bother ordering it here.
1745 * It sure simplifies this function...
1746 */
1747 if (!inv)
1748 inv = op;
1749 else
1750 { 1722 }
1751 op->below = inv; 1723 else if (is_player ())
1752 op->below->above = op; 1724 // if this is a player's inventory, update stats
1753 inv = op; 1725 contr->queue_stats_update ();
1754 }
1755 1726
1756 INVOKE_OBJECT (INSERT, this); 1727 INVOKE_OBJECT (INSERT, this);
1757 1728
1758 return op; 1729 return op;
1759} 1730}
1779 * on top. 1750 * on top.
1780 */ 1751 */
1781int 1752int
1782check_move_on (object *op, object *originator) 1753check_move_on (object *op, object *originator)
1783{ 1754{
1755 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1756 return 0;
1757
1784 object *tmp; 1758 object *tmp;
1785 maptile *m = op->map; 1759 maptile *m = op->map;
1786 int x = op->x, y = op->y; 1760 int x = op->x, y = op->y;
1787 1761
1788 MoveType move_on, move_slow, move_block; 1762 mapspace &ms = m->at (x, y);
1789 1763
1790 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1764 ms.update ();
1791 return 0;
1792 1765
1793 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1766 MoveType move_on = ms.move_on;
1794 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1767 MoveType move_slow = ms.move_slow;
1795 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1768 MoveType move_block = ms.move_block;
1796 1769
1797 /* if nothing on this space will slow op down or be applied, 1770 /* if nothing on this space will slow op down or be applied,
1798 * no need to do checking below. have to make sure move_type 1771 * no need to do checking below. have to make sure move_type
1799 * is set, as lots of objects don't have it set - we treat that 1772 * is set, as lots of objects don't have it set - we treat that
1800 * as walking. 1773 * as walking.
1811 return 0; 1784 return 0;
1812 1785
1813 /* The objects have to be checked from top to bottom. 1786 /* The objects have to be checked from top to bottom.
1814 * Hence, we first go to the top: 1787 * Hence, we first go to the top:
1815 */ 1788 */
1816 1789 for (object *next, *tmp = ms.top; tmp; tmp = next)
1817 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1818 {
1819 /* Trim the search when we find the first other spell effect
1820 * this helps performance so that if a space has 50 spell objects,
1821 * we don't need to check all of them.
1822 */
1823 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1824 break;
1825 } 1790 {
1791 next = tmp->below;
1826 1792
1827 for (; tmp; tmp = tmp->below)
1828 {
1829 if (tmp == op) 1793 if (tmp == op)
1830 continue; /* Can't apply yourself */ 1794 continue; /* Can't apply yourself */
1831 1795
1832 /* Check to see if one of the movement types should be slowed down. 1796 /* Check to see if one of the movement types should be slowed down.
1833 * Second check makes sure that the movement types not being slowed 1797 * Second check makes sure that the movement types not being slowed
1838 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1802 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1839 { 1803 {
1840 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1804 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1841 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1805 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1842 { 1806 {
1843
1844 float
1845 diff = tmp->move_slow_penalty * fabs (op->speed); 1807 float diff = tmp->move_slow_penalty * fabs (op->speed);
1846 1808
1847 if (op->type == PLAYER) 1809 if (op->is_player ())
1848 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1810 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1849 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1811 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1850 diff /= 4.0; 1812 diff /= 4.0;
1851 1813
1852 op->speed_left -= diff; 1814 op->speed_left -= diff;
1853 } 1815 }
1854 } 1816 }
1887 LOG (llevError, "Present_arch called outside map.\n"); 1849 LOG (llevError, "Present_arch called outside map.\n");
1888 return NULL; 1850 return NULL;
1889 } 1851 }
1890 1852
1891 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1853 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1892 if (tmp->arch == at) 1854 if (tmp->arch->archname == at->archname)
1893 return tmp; 1855 return tmp;
1894 1856
1895 return NULL; 1857 return NULL;
1896} 1858}
1897 1859
1961 * The first matching object is returned, or NULL if none. 1923 * The first matching object is returned, or NULL if none.
1962 */ 1924 */
1963object * 1925object *
1964present_arch_in_ob (const archetype *at, const object *op) 1926present_arch_in_ob (const archetype *at, const object *op)
1965{ 1927{
1966 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1928 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1967 if (tmp->arch == at) 1929 if (tmp->arch->archname == at->archname)
1968 return tmp; 1930 return tmp;
1969 1931
1970 return NULL; 1932 return NULL;
1971} 1933}
1972 1934
1974 * activate recursively a flag on an object inventory 1936 * activate recursively a flag on an object inventory
1975 */ 1937 */
1976void 1938void
1977flag_inv (object *op, int flag) 1939flag_inv (object *op, int flag)
1978{ 1940{
1979 if (op->inv)
1980 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1941 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1981 { 1942 {
1982 SET_FLAG (tmp, flag); 1943 SET_FLAG (tmp, flag);
1983 flag_inv (tmp, flag); 1944 flag_inv (tmp, flag);
1984 } 1945 }
1985} 1946}
1986 1947
1987/* 1948/*
1988 * deactivate recursively a flag on an object inventory 1949 * deactivate recursively a flag on an object inventory
1989 */ 1950 */
1990void 1951void
1991unflag_inv (object *op, int flag) 1952unflag_inv (object *op, int flag)
1992{ 1953{
1993 if (op->inv)
1994 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1954 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1995 { 1955 {
1996 CLEAR_FLAG (tmp, flag); 1956 CLEAR_FLAG (tmp, flag);
1997 unflag_inv (tmp, flag); 1957 unflag_inv (tmp, flag);
1998 } 1958 }
1999} 1959}
2000 1960
2001/* 1961/*
2002 * find_free_spot(object, map, x, y, start, stop) will search for 1962 * find_free_spot(object, map, x, y, start, stop) will search for
2003 * a spot at the given map and coordinates which will be able to contain 1963 * a spot at the given map and coordinates which will be able to contain
2005 * to search (see the freearr_x/y[] definition). 1965 * to search (see the freearr_x/y[] definition).
2006 * It returns a random choice among the alternatives found. 1966 * It returns a random choice among the alternatives found.
2007 * start and stop are where to start relative to the free_arr array (1,9 1967 * start and stop are where to start relative to the free_arr array (1,9
2008 * does all 4 immediate directions). This returns the index into the 1968 * does all 4 immediate directions). This returns the index into the
2009 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1969 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2010 * Note - this only checks to see if there is space for the head of the
2011 * object - if it is a multispace object, this should be called for all
2012 * pieces.
2013 * Note2: This function does correctly handle tiled maps, but does not 1970 * Note: This function does correctly handle tiled maps, but does not
2014 * inform the caller. However, insert_ob_in_map will update as 1971 * inform the caller. However, insert_ob_in_map will update as
2015 * necessary, so the caller shouldn't need to do any special work. 1972 * necessary, so the caller shouldn't need to do any special work.
2016 * Note - updated to take an object instead of archetype - this is necessary 1973 * Note - updated to take an object instead of archetype - this is necessary
2017 * because arch_blocked (now ob_blocked) needs to know the movement type 1974 * because arch_blocked (now ob_blocked) needs to know the movement type
2018 * to know if the space in question will block the object. We can't use 1975 * to know if the space in question will block the object. We can't use
2020 * customized, changed states, etc. 1977 * customized, changed states, etc.
2021 */ 1978 */
2022int 1979int
2023find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1980find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2024{ 1981{
1982 int altern[SIZEOFFREE];
2025 int index = 0, flag; 1983 int index = 0, flag;
2026 int altern[SIZEOFFREE];
2027 1984
2028 for (int i = start; i < stop; i++) 1985 for (int i = start; i < stop; i++)
2029 { 1986 {
2030 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1987 mapxy pos (m, x, y); pos.move (i);
2031 if (!flag) 1988
1989 if (!pos.normalise ())
1990 continue;
1991
1992 mapspace &ms = *pos;
1993
1994 if (ms.flags () & P_IS_ALIVE)
1995 continue;
1996
1997 /* However, often
1998 * ob doesn't have any move type (when used to place exits)
1999 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2000 */
2001 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2002 {
2032 altern [index++] = i; 2003 altern [index++] = i;
2004 continue;
2005 }
2033 2006
2034 /* Basically, if we find a wall on a space, we cut down the search size. 2007 /* Basically, if we find a wall on a space, we cut down the search size.
2035 * In this way, we won't return spaces that are on another side of a wall. 2008 * In this way, we won't return spaces that are on another side of a wall.
2036 * This mostly work, but it cuts down the search size in all directions - 2009 * This mostly work, but it cuts down the search size in all directions -
2037 * if the space being examined only has a wall to the north and empty 2010 * if the space being examined only has a wall to the north and empty
2038 * spaces in all the other directions, this will reduce the search space 2011 * spaces in all the other directions, this will reduce the search space
2039 * to only the spaces immediately surrounding the target area, and 2012 * to only the spaces immediately surrounding the target area, and
2040 * won't look 2 spaces south of the target space. 2013 * won't look 2 spaces south of the target space.
2041 */ 2014 */
2042 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2015 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2016 {
2043 stop = maxfree[i]; 2017 stop = maxfree[i];
2018 continue;
2019 }
2020
2021 /* Note it is intentional that we check ob - the movement type of the
2022 * head of the object should correspond for the entire object.
2023 */
2024 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2025 continue;
2026
2027 if (ob->blocked (pos.m, pos.x, pos.y))
2028 continue;
2029
2030 altern [index++] = i;
2044 } 2031 }
2045 2032
2046 if (!index) 2033 if (!index)
2047 return -1; 2034 return -1;
2048 2035
2057 */ 2044 */
2058int 2045int
2059find_first_free_spot (const object *ob, maptile *m, int x, int y) 2046find_first_free_spot (const object *ob, maptile *m, int x, int y)
2060{ 2047{
2061 for (int i = 0; i < SIZEOFFREE; i++) 2048 for (int i = 0; i < SIZEOFFREE; i++)
2062 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2049 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2063 return i; 2050 return i;
2064 2051
2065 return -1; 2052 return -1;
2066} 2053}
2067 2054
2113 * there is capable of. 2100 * there is capable of.
2114 */ 2101 */
2115int 2102int
2116find_dir (maptile *m, int x, int y, object *exclude) 2103find_dir (maptile *m, int x, int y, object *exclude)
2117{ 2104{
2118 int i, max = SIZEOFFREE, mflags; 2105 int max = SIZEOFFREE, mflags;
2119
2120 sint16 nx, ny;
2121 object *tmp;
2122 maptile *mp;
2123
2124 MoveType blocked, move_type; 2106 MoveType move_type;
2125 2107
2126 if (exclude && exclude->head_ () != exclude) 2108 if (exclude && exclude->head_ () != exclude)
2127 { 2109 {
2128 exclude = exclude->head; 2110 exclude = exclude->head;
2129 move_type = exclude->move_type; 2111 move_type = exclude->move_type;
2132 { 2114 {
2133 /* If we don't have anything, presume it can use all movement types. */ 2115 /* If we don't have anything, presume it can use all movement types. */
2134 move_type = MOVE_ALL; 2116 move_type = MOVE_ALL;
2135 } 2117 }
2136 2118
2137 for (i = 1; i < max; i++) 2119 for (int i = 1; i < max; i++)
2138 { 2120 {
2139 mp = m; 2121 mapxy pos (m, x, y);
2140 nx = x + freearr_x[i]; 2122 pos.move (i);
2141 ny = y + freearr_y[i];
2142 2123
2143 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2124 if (!pos.normalise ())
2144
2145 if (mflags & P_OUT_OF_MAP)
2146 max = maxfree[i]; 2125 max = maxfree[i];
2147 else 2126 else
2148 { 2127 {
2149 mapspace &ms = mp->at (nx, ny); 2128 mapspace &ms = *pos;
2150 2129
2151 blocked = ms.move_block;
2152
2153 if ((move_type & blocked) == move_type) 2130 if ((move_type & ms.move_block) == move_type)
2154 max = maxfree[i]; 2131 max = maxfree [i];
2155 else if (mflags & P_IS_ALIVE) 2132 else if (ms.flags () & P_IS_ALIVE)
2156 { 2133 {
2157 for (tmp = ms.bot; tmp; tmp = tmp->above) 2134 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2158 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2135 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2159 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2136 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2160 break;
2161
2162 if (tmp)
2163 return freedir[i]; 2137 return freedir [i];
2164 } 2138 }
2165 } 2139 }
2166 } 2140 }
2167 2141
2168 return 0; 2142 return 0;
2243 * This basically means that if direction is 15, then it could either go 2217 * This basically means that if direction is 15, then it could either go
2244 * direction 4, 14, or 16 to get back to where we are. 2218 * direction 4, 14, or 16 to get back to where we are.
2245 * Moved from spell_util.c to object.c with the other related direction 2219 * Moved from spell_util.c to object.c with the other related direction
2246 * functions. 2220 * functions.
2247 */ 2221 */
2248int reduction_dir[SIZEOFFREE][3] = { 2222static const int reduction_dir[SIZEOFFREE][3] = {
2249 {0, 0, 0}, /* 0 */ 2223 {0, 0, 0}, /* 0 */
2250 {0, 0, 0}, /* 1 */ 2224 {0, 0, 0}, /* 1 */
2251 {0, 0, 0}, /* 2 */ 2225 {0, 0, 0}, /* 2 */
2252 {0, 0, 0}, /* 3 */ 2226 {0, 0, 0}, /* 3 */
2253 {0, 0, 0}, /* 4 */ 2227 {0, 0, 0}, /* 4 */
2344 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2318 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2345 * core dumps if they do. 2319 * core dumps if they do.
2346 * 2320 *
2347 * Add a check so we can't pick up invisible objects (0.93.8) 2321 * Add a check so we can't pick up invisible objects (0.93.8)
2348 */ 2322 */
2349
2350int 2323int
2351can_pick (const object *who, const object *item) 2324can_pick (const object *who, const object *item)
2352{ 2325{
2353 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2326 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2354 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2327 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2355 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2328 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2356} 2329}
2357 2330
2358/* 2331/*
2359 * create clone from object to another 2332 * create clone from object to another
2360 */ 2333 */
2361object * 2334object *
2362object_create_clone (object *asrc) 2335object::deep_clone ()
2363{ 2336{
2364 object *dst = 0, *tmp, *src, *prev, *item; 2337 assert (("deep_clone called on non-head object", is_head ()));
2365 2338
2366 if (!asrc) 2339 object *dst = clone ();
2367 return 0;
2368 2340
2369 src = asrc->head_ (); 2341 object *prev = dst;
2370
2371 prev = 0;
2372 for (object *part = src; part; part = part->more) 2342 for (object *part = this->more; part; part = part->more)
2373 { 2343 {
2374 tmp = part->clone (); 2344 object *tmp = part->clone ();
2375 tmp->x -= src->x;
2376 tmp->y -= src->y;
2377
2378 if (!part->head)
2379 {
2380 dst = tmp;
2381 tmp->head = 0;
2382 }
2383 else
2384 tmp->head = dst; 2345 tmp->head = dst;
2385
2386 tmp->more = 0;
2387
2388 if (prev)
2389 prev->more = tmp; 2346 prev->more = tmp;
2390
2391 prev = tmp; 2347 prev = tmp;
2392 } 2348 }
2393 2349
2394 for (item = src->inv; item; item = item->below) 2350 for (object *item = inv; item; item = item->below)
2395 insert_ob_in_ob (object_create_clone (item), dst); 2351 insert_ob_in_ob (item->deep_clone (), dst);
2396 2352
2397 return dst; 2353 return dst;
2398} 2354}
2399 2355
2400/* This returns the first object in who's inventory that 2356/* This returns the first object in who's inventory that
2409 return tmp; 2365 return tmp;
2410 2366
2411 return 0; 2367 return 0;
2412} 2368}
2413 2369
2414/* If ob has a field named key, return the link from the list, 2370shstr_tmp
2415 * otherwise return NULL. 2371object::kv_get (shstr_tmp key) const
2416 *
2417 * key must be a passed in shared string - otherwise, this won't
2418 * do the desired thing.
2419 */
2420key_value *
2421get_ob_key_link (const object *ob, const char *key)
2422{ 2372{
2423 for (key_value *link = ob->key_values; link; link = link->next) 2373 for (key_value *kv = key_values; kv; kv = kv->next)
2424 if (link->key == key) 2374 if (kv->key == key)
2425 return link;
2426
2427 return 0;
2428}
2429
2430/*
2431 * Returns the value of op has an extra_field for key, or NULL.
2432 *
2433 * The argument doesn't need to be a shared string.
2434 *
2435 * The returned string is shared.
2436 */
2437const char *
2438get_ob_key_value (const object *op, const char *const key)
2439{
2440 key_value *link;
2441 shstr_cmp canonical_key (key);
2442
2443 if (!canonical_key)
2444 {
2445 /* 1. There being a field named key on any object
2446 * implies there'd be a shared string to find.
2447 * 2. Since there isn't, no object has this field.
2448 * 3. Therefore, *this* object doesn't have this field.
2449 */
2450 return 0;
2451 }
2452
2453 /* This is copied from get_ob_key_link() above -
2454 * only 4 lines, and saves the function call overhead.
2455 */
2456 for (link = op->key_values; link; link = link->next)
2457 if (link->key == canonical_key)
2458 return link->value; 2375 return kv->value;
2459 2376
2460 return 0; 2377 return shstr ();
2461} 2378}
2462 2379
2463/* 2380void
2464 * Updates the canonical_key in op to value. 2381object::kv_set (shstr_tmp key, shstr_tmp value)
2465 *
2466 * canonical_key is a shared string (value doesn't have to be).
2467 *
2468 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2469 * keys.
2470 *
2471 * Returns TRUE on success.
2472 */
2473int
2474set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2475{ 2382{
2476 key_value *field = NULL, *last = NULL; 2383 for (key_value *kv = key_values; kv; kv = kv->next)
2477 2384 if (kv->key == key)
2478 for (field = op->key_values; field != NULL; field = field->next)
2479 {
2480 if (field->key != canonical_key)
2481 { 2385 {
2482 last = field; 2386 kv->value = value;
2483 continue; 2387 return;
2484 } 2388 }
2485 2389
2486 if (value) 2390 key_value *kv = new key_value;
2487 field->value = value; 2391
2488 else 2392 kv->next = key_values;
2393 kv->key = key;
2394 kv->value = value;
2395
2396 key_values = kv;
2397}
2398
2399void
2400object::kv_del (shstr_tmp key)
2401{
2402 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2403 if ((*kvp)->key == key)
2489 { 2404 {
2490 /* Basically, if the archetype has this key set, 2405 key_value *kv = *kvp;
2491 * we need to store the null value so when we save 2406 *kvp = (*kvp)->next;
2492 * it, we save the empty value so that when we load, 2407 delete kv;
2493 * we get this value back again. 2408 return;
2494 */
2495 if (get_ob_key_link (op->arch, canonical_key))
2496 field->value = 0;
2497 else
2498 {
2499 if (last)
2500 last->next = field->next;
2501 else
2502 op->key_values = field->next;
2503
2504 delete field;
2505 }
2506 } 2409 }
2507 return TRUE;
2508 }
2509 /* IF we get here, key doesn't exist */
2510
2511 /* No field, we'll have to add it. */
2512
2513 if (!add_key)
2514 return FALSE;
2515
2516 /* There isn't any good reason to store a null
2517 * value in the key/value list. If the archetype has
2518 * this key, then we should also have it, so shouldn't
2519 * be here. If user wants to store empty strings,
2520 * should pass in ""
2521 */
2522 if (value == NULL)
2523 return TRUE;
2524
2525 field = new key_value;
2526
2527 field->key = canonical_key;
2528 field->value = value;
2529 /* Usual prepend-addition. */
2530 field->next = op->key_values;
2531 op->key_values = field;
2532
2533 return TRUE;
2534}
2535
2536/*
2537 * Updates the key in op to value.
2538 *
2539 * If add_key is FALSE, this will only update existing keys,
2540 * and not add new ones.
2541 * In general, should be little reason FALSE is ever passed in for add_key
2542 *
2543 * Returns TRUE on success.
2544 */
2545int
2546set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2547{
2548 shstr key_ (key);
2549
2550 return set_ob_key_value_s (op, key_, value, add_key);
2551} 2410}
2552 2411
2553object::depth_iterator::depth_iterator (object *container) 2412object::depth_iterator::depth_iterator (object *container)
2554: iterator_base (container) 2413: iterator_base (container)
2555{ 2414{
2605{ 2464{
2606 char flagdesc[512]; 2465 char flagdesc[512];
2607 char info2[256 * 4]; 2466 char info2[256 * 4];
2608 char *p = info; 2467 char *p = info;
2609 2468
2610 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2469 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2611 count, uuid.seq, 2470 count,
2471 uuid.c_str (),
2612 &name, 2472 &name,
2613 title ? "\",title:\"" : "", 2473 title ? ",title:\"" : "",
2614 title ? (const char *)title : "", 2474 title ? (const char *)title : "",
2475 title ? "\"" : "",
2615 flag_desc (flagdesc, 512), type); 2476 flag_desc (flagdesc, 512), type);
2616 2477
2617 if (env) 2478 if (!flag[FLAG_REMOVED] && env)
2618 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2479 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2619 2480
2620 if (map) 2481 if (map)
2621 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2482 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2622 2483
2637{ 2498{
2638 return map ? map->region (x, y) 2499 return map ? map->region (x, y)
2639 : region::default_region (); 2500 : region::default_region ();
2640} 2501}
2641 2502
2642const materialtype_t *
2643object::dominant_material () const
2644{
2645 if (materialtype_t *mt = name_to_material (materialname))
2646 return mt;
2647
2648 return name_to_material (shstr_unknown);
2649}
2650
2651void 2503void
2652object::open_container (object *new_container) 2504object::open_container (object *new_container)
2653{ 2505{
2654 if (container == new_container) 2506 if (container == new_container)
2655 return; 2507 return;
2656 2508
2657 if (object *old_container = container) 2509 object *old_container = container;
2510
2511 if (old_container)
2658 { 2512 {
2659 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2513 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2660 return; 2514 return;
2661 2515
2662#if 0 2516#if 0
2664 if (object *closer = old_container->inv) 2518 if (object *closer = old_container->inv)
2665 if (closer->type == CLOSE_CON) 2519 if (closer->type == CLOSE_CON)
2666 closer->destroy (); 2520 closer->destroy ();
2667#endif 2521#endif
2668 2522
2523 // make sure the container is available
2524 esrv_send_item (this, old_container);
2525
2669 old_container->flag [FLAG_APPLIED] = 0; 2526 old_container->flag [FLAG_APPLIED] = false;
2670 container = 0; 2527 container = 0;
2671 2528
2529 // client needs item update to make it work, client bug requires this to be separate
2672 esrv_update_item (UPD_FLAGS, this, old_container); 2530 esrv_update_item (UPD_FLAGS, this, old_container);
2531
2673 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2532 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2533 play_sound (sound_find ("chest_close"));
2674 } 2534 }
2675 2535
2676 if (new_container) 2536 if (new_container)
2677 { 2537 {
2678 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2538 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2681 // TODO: this does not seem to serve any purpose anymore? 2541 // TODO: this does not seem to serve any purpose anymore?
2682#if 0 2542#if 0
2683 // insert the "Close Container" object. 2543 // insert the "Close Container" object.
2684 if (archetype *closer = new_container->other_arch) 2544 if (archetype *closer = new_container->other_arch)
2685 { 2545 {
2686 object *closer = arch_to_object (new_container->other_arch); 2546 object *closer = new_container->other_arch->instance ();
2687 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2547 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2688 new_container->insert (closer); 2548 new_container->insert (closer);
2689 } 2549 }
2690#endif 2550#endif
2691 2551
2692 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2552 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2693 2553
2554 // make sure the container is available, client bug requires this to be separate
2555 esrv_send_item (this, new_container);
2556
2694 new_container->flag [FLAG_APPLIED] = 1; 2557 new_container->flag [FLAG_APPLIED] = true;
2695 container = new_container; 2558 container = new_container;
2696 2559
2560 // client needs flag change
2697 esrv_update_item (UPD_FLAGS, this, new_container); 2561 esrv_update_item (UPD_FLAGS, this, new_container);
2698 esrv_send_inventory (this, new_container); 2562 esrv_send_inventory (this, new_container);
2563 play_sound (sound_find ("chest_open"));
2699 } 2564 }
2565// else if (!old_container->env && contr && contr->ns)
2566// contr->ns->floorbox_reset ();
2700} 2567}
2701 2568
2702object * 2569object *
2703object::force_find (const shstr name) 2570object::force_find (shstr_tmp name)
2704{ 2571{
2705 /* cycle through his inventory to look for the MARK we want to 2572 /* cycle through his inventory to look for the MARK we want to
2706 * place 2573 * place
2707 */ 2574 */
2708 for (object *tmp = inv; tmp; tmp = tmp->below) 2575 for (object *tmp = inv; tmp; tmp = tmp->below)
2710 return splay (tmp); 2577 return splay (tmp);
2711 2578
2712 return 0; 2579 return 0;
2713} 2580}
2714 2581
2582//-GPL
2583
2715void 2584void
2585object::force_set_timer (int duration)
2586{
2587 this->duration = 1;
2588 this->speed_left = -1.f;
2589
2590 this->set_speed (duration ? 1.f / duration : 0.f);
2591}
2592
2593object *
2716object::force_add (const shstr name, int duration) 2594object::force_add (shstr_tmp name, int duration)
2717{ 2595{
2718 if (object *force = force_find (name)) 2596 if (object *force = force_find (name))
2719 force->destroy (); 2597 force->destroy ();
2720 2598
2721 object *force = get_archetype (FORCE_NAME); 2599 object *force = get_archetype (FORCE_NAME);
2722 2600
2723 force->slaying = name; 2601 force->slaying = name;
2724 force->stats.food = 1; 2602 force->force_set_timer (duration);
2725 force->speed_left = -1.f;
2726
2727 force->set_speed (duration ? 1.f / duration : 0.f);
2728 force->flag [FLAG_IS_USED_UP] = true;
2729 force->flag [FLAG_APPLIED] = true; 2603 force->flag [FLAG_APPLIED] = true;
2730 2604
2605 return insert (force);
2606}
2607
2608void
2609object::play_sound (faceidx sound) const
2610{
2611 if (!sound)
2612 return;
2613
2614 if (is_on_map ())
2615 map->play_sound (sound, x, y);
2616 else if (object *pl = in_player ())
2617 pl->contr->play_sound (sound);
2618}
2619
2620void
2621object::say_msg (const char *msg) const
2622{
2623 if (is_on_map ())
2624 map->say_msg (msg, x, y);
2625 else if (object *pl = in_player ())
2626 pl->contr->play_sound (sound);
2627}
2628
2629void
2630object::make_noise ()
2631{
2632 // we do not model noise in the map, so instead put
2633 // a temporary light into the noise source
2634 // could use the map instead, but that's less reliable for our
2635 // goal, which is to make invisibility a bit harder to exploit
2636
2637 // currently only works sensibly for players
2638 if (!is_player ())
2639 return;
2640
2641 // find old force, or create new one
2642 object *force = force_find (shstr_noise_force);
2643
2644 if (force)
2645 force->speed_left = -1.f; // patch old speed up
2646 else
2647 {
2648 force = archetype::get (shstr_noise_force);
2649
2650 force->slaying = shstr_noise_force;
2651 force->stats.food = 1;
2652 force->speed_left = -1.f;
2653
2654 force->set_speed (1.f / 4.f);
2655 force->flag [FLAG_IS_USED_UP] = true;
2656 force->flag [FLAG_APPLIED] = true;
2657
2731 insert (force); 2658 insert (force);
2659 }
2732} 2660}
2733 2661
2662void object::change_move_type (MoveType mt)
2663{
2664 if (move_type == mt)
2665 return;
2666
2667 if (is_on_map ())
2668 {
2669 // we are on the map, so handle move_on/off effects
2670 remove ();
2671 move_type = mt;
2672 map->insert (this, x, y, this);
2673 }
2674 else
2675 move_type = mt;
2676}
2677

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