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Comparing deliantra/server/common/object.C (file contents):
Revision 1.136 by root, Thu Mar 15 14:23:02 2007 UTC vs.
Revision 1.319 by root, Sat Apr 3 02:29:40 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program 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 2 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, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28#include <global.h> 25#include <global.h>
29#include <stdio.h> 26#include <stdio.h>
30#include <sys/types.h> 27#include <sys/types.h>
31#include <sys/uio.h> 28#include <sys/uio.h>
32#include <object.h> 29#include <object.h>
33#include <funcpoint.h> 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. */
357
358 if (!compare_ob_value_lists (ob1, ob2))
299 return 0; 359 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0;
302 } 360 }
303 361
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 362 if (ob1->self || ob2->self)
306 { 363 {
307 ob1->optimise (); 364 ob1->optimise ();
308 ob2->optimise (); 365 ob2->optimise ();
309 366
310 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)
311 return 0; 373 return 0;
374
375 if (k1 == 0)
376 return 1;
377
378 if (!cfperl_can_merge (ob1, ob2))
379 return 0;
380 }
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 != NULL; 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 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 474
475 sum += op->total_weight ();
476 }
477
478 sum = weight_adjust_for (this, sum);
479
480 if (sum != carrying)
334 } 481 {
335
336 if (op->type == CONTAINER && op->stats.Str)
337 sum = (sum * (100 - op->stats.Str)) / 100;
338
339 if (op->carrying != sum)
340 op->carrying = sum; 482 carrying = sum;
341 483
342 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 }
343} 488}
344 489
345/** 490/*
346 * Return the outermost environment object for a given object. 491 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
347 */
348
349object *
350object_get_env_recursive (object *op)
351{
352 while (op->env != NULL)
353 op = op->env;
354 return op;
355}
356
357/*
358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
359 * Some error messages.
360 * The result of the dump is stored in the static global errmsg array.
361 */ 492 */
362char * 493char *
363dump_object (object *op) 494dump_object (object *op)
364{ 495{
365 if (!op) 496 if (!op)
368 object_freezer freezer; 499 object_freezer freezer;
369 op->write (freezer); 500 op->write (freezer);
370 return freezer.as_string (); 501 return freezer.as_string ();
371} 502}
372 503
373/* 504char *
374 * get_nearest_part(multi-object, object 2) returns the part of the 505object::as_string ()
375 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned.
377 */
378
379object *
380get_nearest_part (object *op, const object *pl)
381{ 506{
382 object *tmp, *closest; 507 return dump_object (this);
383 int last_dist, i;
384
385 if (op->more == NULL)
386 return op;
387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
388 if ((i = distance (tmp, pl)) < last_dist)
389 closest = tmp, last_dist = i;
390 return closest;
391} 508}
392 509
393/* 510/*
394 * Returns the object which has the count-variable equal to the argument. 511 * Returns the object which has the count-variable equal to the argument.
512 * VERRRY slow.
395 */ 513 */
396object * 514object *
397find_object (tag_t i) 515find_object (tag_t i)
398{ 516{
399 for_all_objects (op) 517 for_all_objects (op)
402 520
403 return 0; 521 return 0;
404} 522}
405 523
406/* 524/*
525 * Returns the object which has the uuid equal to the argument.
526 * MOAR VERRRY slow.
527 */
528
529object *
530find_object_uuid (UUID i)
531{
532 for_all_objects (op)
533 if (op->uuid == i)
534 return op;
535
536 return 0;
537}
538
539/*
407 * Returns the first object which has a name equal to the argument. 540 * Returns the first object which has a name equal to the argument.
408 * Used only by the patch command, but not all that useful. 541 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999" 542 * Enables features like "patch <name-of-other-player> food 999"
410 */ 543 */
411object * 544object *
412find_object_name (const char *str) 545find_object_name (const char *str)
413{ 546{
414 shstr_cmp str_ (str); 547 shstr_cmp str_ (str);
415 object *op;
416 548
549 if (str_)
417 for_all_objects (op) 550 for_all_objects (op)
418 if (op->name == str_) 551 if (op->name == str_)
419 break; 552 return op;
420 553
421 return op; 554 return 0;
422}
423
424void
425free_all_object_data ()
426{
427 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
428} 555}
429 556
430/* 557/*
431 * Sets the owner and sets the skill and exp pointers to owner's current 558 * Sets the owner and sets the skill and exp pointers to owner's current
432 * skill and experience objects. 559 * skill and experience objects.
560 * ACTUALLY NO! investigate! TODO
433 */ 561 */
434void 562void
435object::set_owner (object *owner) 563object::set_owner (object *owner)
436{ 564{
565 // allow objects which own objects
437 if (!owner) 566 if (owner)
438 return;
439
440 /* next line added to allow objects which own objects */
441 /* Add a check for ownercounts in here, as I got into an endless loop
442 * with the fireball owning a poison cloud which then owned the
443 * fireball. I believe that was caused by one of the objects getting
444 * freed and then another object replacing it. Since the ownercounts
445 * didn't match, this check is valid and I believe that cause is valid.
446 */
447 while (owner->owner) 567 while (owner->owner)
448 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 }
449 575
450 this->owner = owner; 576 this->owner = owner;
451} 577}
452 578
453/* Zero the key_values on op, decrementing the shared-string 579/* Zero the key_values on op, decrementing the shared-string
454 * refcounts and freeing the links. 580 * refcounts and freeing the links.
455 */ 581 */
456static void 582static void
457free_key_values (object *op) 583free_key_values (object *op)
458{ 584{
459 for (key_value *i = op->key_values; i != 0;) 585 for (key_value *i = op->key_values; i; )
460 { 586 {
461 key_value *next = i->next; 587 key_value *next = i->next;
462 delete i; 588 delete i;
463 589
464 i = next; 590 i = next;
476 * will point at garbage. 602 * will point at garbage.
477 */ 603 */
478void 604void
479object::copy_to (object *dst) 605object::copy_to (object *dst)
480{ 606{
481 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 607 dst->remove ();
482 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
483
484 *(object_copy *)dst = *this; 608 *(object_copy *)dst = *this;
485 609 dst->flag [FLAG_REMOVED] = true;
486 if (is_freed)
487 SET_FLAG (dst, FLAG_FREED);
488
489 if (is_removed)
490 SET_FLAG (dst, FLAG_REMOVED);
491
492 if (speed < 0)
493 dst->speed_left = speed_left - rndm ();
494 610
495 /* Copy over key_values, if any. */ 611 /* Copy over key_values, if any. */
496 if (key_values) 612 if (key_values)
497 { 613 {
498 key_value *tail = 0; 614 key_value *tail = 0;
499 key_value *i;
500
501 dst->key_values = 0; 615 dst->key_values = 0;
502 616
503 for (i = key_values; i; i = i->next) 617 for (key_value *i = key_values; i; i = i->next)
504 { 618 {
505 key_value *new_link = new key_value; 619 key_value *new_link = new key_value;
506 620
507 new_link->next = 0; 621 new_link->next = 0;
508 new_link->key = i->key; 622 new_link->key = i->key;
509 new_link->value = i->value; 623 new_link->value = i->value;
510 624
511 /* Try and be clever here, too. */ 625 /* Try and be clever here, too. */
512 if (!dst->key_values) 626 if (!dst->key_values)
513 { 627 {
520 tail = new_link; 634 tail = new_link;
521 } 635 }
522 } 636 }
523 } 637 }
524 638
525 dst->set_speed (dst->speed); 639 dst->activate ();
526} 640}
527 641
528void 642void
529object::instantiate () 643object::instantiate ()
530{ 644{
531 if (!uuid.seq) // HACK 645 if (!uuid.seq) // HACK
532 uuid = gen_uuid (); 646 uuid = UUID::gen ();
533 647
648 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
649 if (flag [FLAG_RANDOM_SPEED] && speed)
650 speed_left = - speed - rndm (); // TODO animation
651 else
534 speed_left = -0.1f; 652 speed_left = -1.;
653
535 /* copy the body_info to the body_used - this is only really 654 /* copy the body_info to the body_used - this is only really
536 * need for monsters, but doesn't hurt to do it for everything. 655 * need for monsters, but doesn't hurt to do it for everything.
537 * by doing so, when a monster is created, it has good starting 656 * by doing so, when a monster is created, it has good starting
538 * values for the body_used info, so when items are created 657 * values for the body_used info, so when items are created
539 * for it, they can be properly equipped. 658 * for it, they can be properly equipped.
540 */ 659 */
541 memcpy (body_used, body_info, sizeof (body_used)); 660 for (int i = NUM_BODY_LOCATIONS; i--; )
661 slot[i].used = slot[i].info;
542 662
543 attachable::instantiate (); 663 attachable::instantiate ();
544} 664}
545 665
546object * 666object *
547object::clone () 667object::clone ()
548{ 668{
549 object *neu = create (); 669 object *neu = create ();
550 copy_to (neu); 670 copy_to (neu);
671
672 // TODO: unclean state changes, should not be done in clone AND instantiate
673 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
674 neu->speed_left = - neu->speed - rndm (); // TODO animation
675
676 neu->map = map; // not copied by copy_to
551 return neu; 677 return neu;
552} 678}
553 679
554/* 680/*
555 * If an object with the IS_TURNABLE() flag needs to be turned due 681 * If an object with the IS_TURNABLE() flag needs to be turned due
572 * This function needs to be called whenever the speed of an object changes. 698 * This function needs to be called whenever the speed of an object changes.
573 */ 699 */
574void 700void
575object::set_speed (float speed) 701object::set_speed (float speed)
576{ 702{
577 if (flag [FLAG_FREED] && speed)
578 {
579 LOG (llevError, "Object %s is freed but has speed.\n", &name);
580 speed = 0;
581 }
582
583 this->speed = speed; 703 this->speed = speed;
584 704
585 if (has_active_speed ()) 705 if (has_active_speed ())
586 activate (); 706 activate ();
587 else 707 else
606 * UP_OBJ_FACE: only the objects face has changed. 726 * UP_OBJ_FACE: only the objects face has changed.
607 */ 727 */
608void 728void
609update_object (object *op, int action) 729update_object (object *op, int action)
610{ 730{
611 if (op == NULL) 731 if (!op)
612 { 732 {
613 /* this should never happen */ 733 /* this should never happen */
614 LOG (llevDebug, "update_object() called for NULL object.\n"); 734 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
615 return; 735 return;
616 } 736 }
617 737
618 if (op->env) 738 if (!op->is_on_map ())
619 { 739 {
620 /* Animation is currently handled by client, so nothing 740 /* Animation is currently handled by client, so nothing
621 * to do in this case. 741 * to do in this case.
622 */ 742 */
623 return; 743 return;
624 } 744 }
625
626 /* If the map is saving, don't do anything as everything is
627 * going to get freed anyways.
628 */
629 if (!op->map || op->map->in_memory == MAP_SAVING)
630 return;
631 745
632 /* make sure the object is within map boundaries */ 746 /* make sure the object is within map boundaries */
633 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 747 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
634 { 748 {
635 LOG (llevError, "update_object() called for object out of map!\n"); 749 LOG (llevError, "update_object() called for object out of map!\n");
643 757
644 if (!(m.flags_ & P_UPTODATE)) 758 if (!(m.flags_ & P_UPTODATE))
645 /* nop */; 759 /* nop */;
646 else if (action == UP_OBJ_INSERT) 760 else if (action == UP_OBJ_INSERT)
647 { 761 {
762#if 0
648 // this is likely overkill, TODO: revisit (schmorp) 763 // this is likely overkill, TODO: revisit (schmorp)
649 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 764 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
650 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 765 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
651 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 766 || (op->is_player () && !(m.flags_ & P_PLAYER))
652 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 767 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
653 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 768 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
654 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 769 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
655 || (m.move_on | op->move_on ) != m.move_on 770 || (m.move_on | op->move_on ) != m.move_on
656 || (m.move_off | op->move_off ) != m.move_off 771 || (m.move_off | op->move_off ) != m.move_off
657 || (m.move_slow | op->move_slow) != m.move_slow 772 || (m.move_slow | op->move_slow) != m.move_slow
658 /* This isn't perfect, but I don't expect a lot of objects to 773 /* This isn't perfect, but I don't expect a lot of objects to
659 * to have move_allow right now. 774 * have move_allow right now.
660 */ 775 */
661 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 776 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
777 m.invalidate ();
778#else
662 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 779 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
663 m.flags_ = 0; 780 m.invalidate ();
781#endif
664 } 782 }
665 /* if the object is being removed, we can't make intelligent 783 /* if the object is being removed, we can't make intelligent
666 * decisions, because remove_ob can't really pass the object 784 * decisions, because remove_ob can't really pass the object
667 * that is being removed. 785 * that is being removed.
668 */ 786 */
669 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 787 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
670 m.flags_ = 0; 788 m.invalidate ();
671 else if (action == UP_OBJ_FACE) 789 else if (action == UP_OBJ_FACE)
672 /* Nothing to do for that case */ ; 790 /* Nothing to do for that case */ ;
673 else 791 else
674 LOG (llevError, "update_object called with invalid action: %d\n", action); 792 LOG (llevError, "update_object called with invalid action: %d\n", action);
675 793
679 797
680object::object () 798object::object ()
681{ 799{
682 SET_FLAG (this, FLAG_REMOVED); 800 SET_FLAG (this, FLAG_REMOVED);
683 801
684 expmul = 1.0; 802 //expmul = 1.0; declared const for the time being
685 face = blank_face; 803 face = blank_face;
804 material = MATERIAL_NULL;
686} 805}
687 806
688object::~object () 807object::~object ()
689{ 808{
690 unlink (); 809 unlink ();
695static int object_count; 814static int object_count;
696 815
697void object::link () 816void object::link ()
698{ 817{
699 assert (!index);//D 818 assert (!index);//D
700 uuid = gen_uuid (); 819 uuid = UUID::gen ();
701 count = ++object_count; 820 count = ++object_count;
702 821
703 refcnt_inc (); 822 refcnt_inc ();
704 objects.insert (this); 823 objects.insert (this);
705} 824}
719 /* If already on active list, don't do anything */ 838 /* If already on active list, don't do anything */
720 if (active) 839 if (active)
721 return; 840 return;
722 841
723 if (has_active_speed ()) 842 if (has_active_speed ())
843 {
844 if (flag [FLAG_FREED])
845 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
846
724 actives.insert (this); 847 actives.insert (this);
848 }
725} 849}
726 850
727void 851void
728object::activate_recursive () 852object::activate_recursive ()
729{ 853{
778object::destroy_inv (bool drop_to_ground) 902object::destroy_inv (bool drop_to_ground)
779{ 903{
780 // need to check first, because the checks below might segfault 904 // need to check first, because the checks below might segfault
781 // as we might be on an invalid mapspace and crossfire code 905 // as we might be on an invalid mapspace and crossfire code
782 // is too buggy to ensure that the inventory is empty. 906 // is too buggy to ensure that the inventory is empty.
783 // corollary: if you create arrows etc. with stuff in tis inventory, 907 // corollary: if you create arrows etc. with stuff in its inventory,
784 // cf will crash below with off-map x and y 908 // cf will crash below with off-map x and y
785 if (!inv) 909 if (!inv)
786 return; 910 return;
787 911
788 /* Only if the space blocks everything do we not process - 912 /* Only if the space blocks everything do we not process -
789 * if some form of movement is allowed, let objects 913 * if some form of movement is allowed, let objects
790 * drop on that space. 914 * drop on that space.
791 */ 915 */
792 if (!drop_to_ground 916 if (!drop_to_ground
793 || !map 917 || !map
794 || map->in_memory != MAP_IN_MEMORY 918 || map->in_memory != MAP_ACTIVE
795 || map->nodrop 919 || map->no_drop
796 || ms ().move_block == MOVE_ALL) 920 || ms ().move_block == MOVE_ALL)
797 { 921 {
798 while (inv) 922 while (inv)
799 {
800 inv->destroy_inv (drop_to_ground);
801 inv->destroy (); 923 inv->destroy ();
802 }
803 } 924 }
804 else 925 else
805 { /* Put objects in inventory onto this space */ 926 { /* Put objects in inventory onto this space */
806 while (inv) 927 while (inv)
807 { 928 {
825 object *op = new object; 946 object *op = new object;
826 op->link (); 947 op->link ();
827 return op; 948 return op;
828} 949}
829 950
951static struct freed_map : maptile
952{
953 freed_map ()
954 {
955 path = "<freed objects map>";
956 name = "/internal/freed_objects_map";
957 width = 3;
958 height = 3;
959 no_drop = 1;
960 no_reset = 1;
961
962 alloc ();
963 in_memory = MAP_ACTIVE;
964 }
965
966 ~freed_map ()
967 {
968 destroy ();
969 }
970} freed_map; // freed objects are moved here to avoid crashes
971
830void 972void
831object::do_destroy () 973object::do_destroy ()
832{ 974{
975 if (flag [FLAG_IS_LINKED])
976 remove_link ();
977
978 if (flag [FLAG_FRIENDLY])
979 remove_friendly_object (this);
980
981 remove ();
982
833 attachable::do_destroy (); 983 attachable::do_destroy ();
834
835 if (flag [FLAG_IS_LINKED])
836 remove_button_link (this);
837
838 if (flag [FLAG_FRIENDLY])
839 {
840 remove_friendly_object (this);
841
842 if (type == GOLEM
843 && owner
844 && owner->type == PLAYER
845 && owner->contr->ranges[range_golem] == this)
846 owner->contr->ranges[range_golem] = 0;
847 }
848
849 if (!flag [FLAG_REMOVED])
850 remove ();
851
852 destroy_inv (true);
853 984
854 deactivate (); 985 deactivate ();
855 unlink (); 986 unlink ();
856 987
857 flag [FLAG_FREED] = 1; 988 flag [FLAG_FREED] = 1;
858 989
859 // hack to ensure that freed objects still have a valid map 990 // hack to ensure that freed objects still have a valid map
860 {
861 static maptile *freed_map; // freed objects are moved here to avoid crashes
862
863 if (!freed_map)
864 {
865 freed_map = new maptile;
866
867 freed_map->name = "/internal/freed_objects_map";
868 freed_map->width = 3;
869 freed_map->height = 3;
870
871 freed_map->alloc ();
872 freed_map->in_memory = MAP_IN_MEMORY;
873 }
874
875 map = freed_map; 991 map = &freed_map;
876 x = 1; 992 x = 1;
877 y = 1; 993 y = 1;
878 }
879
880 head = 0;
881 994
882 if (more) 995 if (more)
883 { 996 {
884 more->destroy (); 997 more->destroy ();
885 more = 0; 998 more = 0;
886 } 999 }
887 1000
1001 head = 0;
1002
888 // clear those pointers that likely might have circular references to us 1003 // clear those pointers that likely might cause circular references
889 owner = 0; 1004 owner = 0;
890 enemy = 0; 1005 enemy = 0;
891 attacked_by = 0; 1006 attacked_by = 0;
1007 current_weapon = 0;
892} 1008}
893 1009
894void 1010void
895object::destroy (bool destroy_inventory) 1011object::destroy ()
896{ 1012{
897 if (destroyed ()) 1013 if (destroyed ())
898 return; 1014 return;
899 1015
900 if (destroy_inventory) 1016 if (!is_head () && !head->destroyed ())
1017 {
1018 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1019 head->destroy ();
1020 return;
1021 }
1022
901 destroy_inv (false); 1023 destroy_inv (false);
1024
1025 if (is_head ())
1026 if (sound_destroy)
1027 play_sound (sound_destroy);
1028 else if (flag [FLAG_MONSTER])
1029 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
902 1030
903 attachable::destroy (); 1031 attachable::destroy ();
904}
905
906/*
907 * sub_weight() recursively (outwards) subtracts a number from the
908 * weight of an object (and what is carried by it's environment(s)).
909 */
910void
911sub_weight (object *op, signed long weight)
912{
913 while (op != NULL)
914 {
915 if (op->type == CONTAINER)
916 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
917
918 op->carrying -= weight;
919 op = op->env;
920 }
921} 1032}
922 1033
923/* op->remove (): 1034/* op->remove ():
924 * This function removes the object op from the linked list of objects 1035 * This function removes the object op from the linked list of objects
925 * which it is currently tied to. When this function is done, the 1036 * which it is currently tied to. When this function is done, the
928 * the previous environment. 1039 * the previous environment.
929 */ 1040 */
930void 1041void
931object::do_remove () 1042object::do_remove ()
932{ 1043{
933 object *tmp, *last = 0; 1044 if (flag [FLAG_REMOVED])
934 object *otmp;
935
936 if (QUERY_FLAG (this, FLAG_REMOVED))
937 return; 1045 return;
938 1046
939 SET_FLAG (this, FLAG_REMOVED);
940 INVOKE_OBJECT (REMOVE, this); 1047 INVOKE_OBJECT (REMOVE, this);
1048
1049 flag [FLAG_REMOVED] = true;
941 1050
942 if (more) 1051 if (more)
943 more->remove (); 1052 more->remove ();
944 1053
945 /* 1054 /*
946 * In this case, the object to be removed is in someones 1055 * In this case, the object to be removed is in someones
947 * inventory. 1056 * inventory.
948 */ 1057 */
949 if (env) 1058 if (env)
950 { 1059 {
951 if (nrof) 1060 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
952 sub_weight (env, weight * nrof); 1061 if (object *pl = visible_to ())
953 else 1062 esrv_del_item (pl->contr, count);
954 sub_weight (env, weight + carrying); 1063 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
955 1064
956 /* NO_FIX_PLAYER is set when a great many changes are being 1065 adjust_weight (env, -total_weight ());
957 * made to players inventory. If set, avoiding the call
958 * to save cpu time.
959 */
960 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
961 otmp->update_stats ();
962 1066
963 if (above) 1067 object *pl = in_player ();
964 above->below = below;
965 else
966 env->inv = below;
967
968 if (below)
969 below->above = above;
970 1068
971 /* we set up values so that it could be inserted into 1069 /* we set up values so that it could be inserted into
972 * the map, but we don't actually do that - it is up 1070 * the map, but we don't actually do that - it is up
973 * to the caller to decide what we want to do. 1071 * to the caller to decide what we want to do.
974 */ 1072 */
975 x = env->x, y = env->y;
976 map = env->map; 1073 map = env->map;
977 above = 0, below = 0; 1074 x = env->x;
1075 y = env->y;
1076
1077 // make sure cmov optimisation is applicable
1078 *(above ? &above->below : &env->inv) = below;
1079 *(below ? &below->above : &above ) = above; // &above is just a dummy
1080
1081 above = 0;
1082 below = 0;
978 env = 0; 1083 env = 0;
1084
1085 if (pl && pl->is_player ())
1086 {
1087 if (expect_false (pl->contr->combat_ob == this))
1088 {
1089 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1090 pl->contr->combat_ob = 0;
1091 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1092 }
1093
1094 if (expect_false (pl->contr->ranged_ob == this))
1095 {
1096 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1097 pl->contr->ranged_ob = 0;
1098 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1099 }
1100
1101 pl->contr->queue_stats_update ();
1102
1103 if (expect_false (glow_radius) && pl->is_on_map ())
1104 update_all_los (pl->map, pl->x, pl->y);
1105 }
979 } 1106 }
980 else if (map) 1107 else if (map)
981 { 1108 {
982 if (type == PLAYER)
983 {
984 // leaving a spot always closes any open container on the ground
985 if (container && !container->env)
986 // this causes spurious floorbox updates, but it ensures
987 // that the CLOSE event is being sent.
988 close_container ();
989
990 --map->players;
991 map->touch ();
992 }
993
994 map->dirty = true; 1109 map->dirty = true;
995 mapspace &ms = this->ms (); 1110 mapspace &ms = this->ms ();
996 1111
1112 if (object *pl = ms.player ())
1113 {
1114 if (is_player ())
1115 {
1116 if (!flag [FLAG_WIZPASS])
1117 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1118
1119 // leaving a spot always closes any open container on the ground
1120 if (container && !container->env)
1121 // this causes spurious floorbox updates, but it ensures
1122 // that the CLOSE event is being sent.
1123 close_container ();
1124
1125 --map->players;
1126 map->touch ();
1127 }
1128 else if (pl->container_ () == this)
1129 {
1130 // removing a container should close it
1131 close_container ();
1132 }
1133
1134 esrv_del_item (pl->contr, count);
1135 }
1136
997 /* link the object above us */ 1137 /* link the object above us */
998 if (above) 1138 // re-link, make sure compiler can easily use cmove
999 above->below = below; 1139 *(above ? &above->below : &ms.top) = below;
1000 else 1140 *(below ? &below->above : &ms.bot) = above;
1001 ms.top = below; /* we were top, set new top */
1002
1003 /* Relink the object below us, if there is one */
1004 if (below)
1005 below->above = above;
1006 else
1007 {
1008 /* Nothing below, which means we need to relink map object for this space
1009 * use translated coordinates in case some oddness with map tiling is
1010 * evident
1011 */
1012 if (GET_MAP_OB (map, x, y) != this)
1013 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 ());
1014
1015 ms.bot = above; /* goes on above it. */
1016 }
1017 1141
1018 above = 0; 1142 above = 0;
1019 below = 0; 1143 below = 0;
1020 1144
1145 ms.invalidate ();
1146
1021 if (map->in_memory == MAP_SAVING) 1147 if (map->in_memory == MAP_SAVING)
1022 return; 1148 return;
1023 1149
1024 int check_walk_off = !flag [FLAG_NO_APPLY]; 1150 int check_walk_off = !flag [FLAG_NO_APPLY];
1025 1151
1026 for (tmp = ms.bot; tmp; tmp = tmp->above) 1152 if (object *pl = ms.player ())
1027 { 1153 {
1028 /* No point updating the players look faces if he is the object 1154 if (pl->container_ () == this)
1029 * being removed.
1030 */
1031
1032 if (tmp->type == PLAYER && tmp != this)
1033 {
1034 /* If a container that the player is currently using somehow gets 1155 /* If a container that the player is currently using somehow gets
1035 * removed (most likely destroyed), update the player view 1156 * removed (most likely destroyed), update the player view
1036 * appropriately. 1157 * appropriately.
1037 */ 1158 */
1038 if (tmp->container == this) 1159 pl->close_container ();
1039 {
1040 flag [FLAG_APPLIED] = 0;
1041 tmp->container = 0;
1042 }
1043 1160
1161 //TODO: the floorbox prev/next might need updating
1162 //esrv_del_item (pl->contr, count);
1163 //TODO: update floorbox to preserve ordering
1044 if (tmp->contr->ns) 1164 if (pl->contr->ns)
1045 tmp->contr->ns->floorbox_update (); 1165 pl->contr->ns->floorbox_update ();
1166 }
1167
1168 if (check_walk_off)
1169 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1170 {
1171 above = tmp->above;
1172
1173 /* No point updating the players look faces if he is the object
1174 * being removed.
1046 } 1175 */
1047 1176
1048 /* See if object moving off should effect something */ 1177 /* See if object moving off should effect something */
1049 if (check_walk_off
1050 && ((move_type & tmp->move_off) 1178 if ((move_type & tmp->move_off)
1051 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1179 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1052 {
1053 move_apply (tmp, this, 0); 1180 move_apply (tmp, this, 0);
1054
1055 if (destroyed ())
1056 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1057 } 1181 }
1058 1182
1059 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1183 if (affects_los ())
1060 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1061 if (tmp->above == tmp)
1062 tmp->above = 0;
1063
1064 last = tmp;
1065 }
1066
1067 /* last == NULL if there are no objects on this space */
1068 //TODO: this makes little sense, why only update the topmost object?
1069 if (!last)
1070 map->at (x, y).flags_ = 0;
1071 else
1072 update_object (last, UP_OBJ_REMOVE);
1073
1074 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1075 update_all_los (map, x, y); 1184 update_all_los (map, x, y);
1076 } 1185 }
1077} 1186}
1078 1187
1079/* 1188/*
1088merge_ob (object *op, object *top) 1197merge_ob (object *op, object *top)
1089{ 1198{
1090 if (!op->nrof) 1199 if (!op->nrof)
1091 return 0; 1200 return 0;
1092 1201
1093 if (top) 1202 if (!top)
1094 for (top = op; top && top->above; top = top->above) 1203 for (top = op; top && top->above; top = top->above)
1095 ; 1204 ;
1096 1205
1097 for (; top; top = top->below) 1206 for (; top; top = top->below)
1098 {
1099 if (top == op)
1100 continue;
1101
1102 if (object::can_merge (op, top)) 1207 if (object::can_merge (op, top))
1103 { 1208 {
1104 top->nrof += op->nrof; 1209 top->nrof += op->nrof;
1105 1210
1106/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1211 if (object *pl = top->visible_to ())
1107 op->weight = 0; /* Don't want any adjustements now */ 1212 esrv_update_item (UPD_NROF, pl, top);
1213
1214 op->weight = 0; // cancel the addition above
1215 op->carrying = 0; // must be 0 already
1216
1108 op->destroy (); 1217 op->destroy ();
1218
1109 return top; 1219 return top;
1110 } 1220 }
1111 }
1112 1221
1113 return 0; 1222 return 0;
1223}
1224
1225void
1226object::expand_tail ()
1227{
1228 if (more)
1229 return;
1230
1231 object *prev = this;
1232
1233 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1234 {
1235 object *op = at->instance ();
1236
1237 op->name = name;
1238 op->name_pl = name_pl;
1239 op->title = title;
1240
1241 op->head = this;
1242 prev->more = op;
1243
1244 prev = op;
1245 }
1114} 1246}
1115 1247
1116/* 1248/*
1117 * same as insert_ob_in_map except it handles separate coordinates and does a clean 1249 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1118 * job preparing multi-part monsters. 1250 * job preparing multi-part monsters.
1119 */ 1251 */
1120object * 1252object *
1121insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1253insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1122{ 1254{
1255 op->remove ();
1256
1123 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1257 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1124 { 1258 {
1125 tmp->x = x + tmp->arch->clone.x; 1259 tmp->x = x + tmp->arch->x;
1126 tmp->y = y + tmp->arch->clone.y; 1260 tmp->y = y + tmp->arch->y;
1127 } 1261 }
1128 1262
1129 return insert_ob_in_map (op, m, originator, flag); 1263 return insert_ob_in_map (op, m, originator, flag);
1130} 1264}
1131 1265
1144 * Passing 0 for flag gives proper default values, so flag really only needs 1278 * Passing 0 for flag gives proper default values, so flag really only needs
1145 * to be set if special handling is needed. 1279 * to be set if special handling is needed.
1146 * 1280 *
1147 * Return value: 1281 * Return value:
1148 * new object if 'op' was merged with other object 1282 * new object if 'op' was merged with other object
1149 * NULL if 'op' was destroyed 1283 * NULL if there was an error (destroyed, blocked etc.)
1150 * just 'op' otherwise 1284 * just 'op' otherwise
1151 */ 1285 */
1152object * 1286object *
1153insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1287insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1154{ 1288{
1155 object *tmp, *top, *floor = NULL;
1156
1157 if (QUERY_FLAG (op, FLAG_FREED))
1158 {
1159 LOG (llevError, "Trying to insert freed object!\n");
1160 return NULL;
1161 }
1162
1163 if (!QUERY_FLAG (op, FLAG_REMOVED))
1164 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1165
1166 op->remove (); 1289 op->remove ();
1167 1290
1168 if (!m) 1291 if (m == &freed_map)//D TODO: remove soon
1169 { 1292 {//D
1170 char *dump = dump_object (op); 1293 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1171 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1172 free (dump);
1173 return op;
1174 } 1294 }//D
1175
1176 if (out_of_map (m, op->x, op->y))
1177 {
1178 char *dump = dump_object (op);
1179 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1180#ifdef MANY_CORES
1181 /* Better to catch this here, as otherwise the next use of this object
1182 * is likely to cause a crash. Better to find out where it is getting
1183 * improperly inserted.
1184 */
1185 abort ();
1186#endif
1187 free (dump);
1188 return op;
1189 }
1190
1191 if (object *more = op->more)
1192 {
1193 if (!insert_ob_in_map (more, m, originator, flag))
1194 {
1195 if (!op->head)
1196 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1197
1198 return 0;
1199 }
1200 }
1201
1202 CLEAR_FLAG (op, FLAG_REMOVED);
1203 1295
1204 /* Ideally, the caller figures this out. However, it complicates a lot 1296 /* Ideally, the caller figures this out. However, it complicates a lot
1205 * of areas of callers (eg, anything that uses find_free_spot would now 1297 * of areas of callers (eg, anything that uses find_free_spot would now
1206 * need extra work 1298 * need extra work
1207 */ 1299 */
1300 maptile *newmap = m;
1208 if (!xy_normalise (m, op->x, op->y)) 1301 if (!xy_normalise (newmap, op->x, op->y))
1302 {
1303 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1209 return 0; 1304 return 0;
1305 }
1210 1306
1307 if (object *more = op->more)
1308 if (!insert_ob_in_map (more, m, originator, flag))
1309 return 0;
1310
1311 op->flag [FLAG_REMOVED] = false;
1312 op->env = 0;
1211 op->map = m; 1313 op->map = newmap;
1314
1212 mapspace &ms = op->ms (); 1315 mapspace &ms = op->ms ();
1213 1316
1214 /* this has to be done after we translate the coordinates. 1317 /* this has to be done after we translate the coordinates.
1215 */ 1318 */
1216 if (op->nrof && !(flag & INS_NO_MERGE)) 1319 if (op->nrof && !(flag & INS_NO_MERGE))
1217 for (tmp = ms.bot; tmp; tmp = tmp->above) 1320 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1218 if (object::can_merge (op, tmp)) 1321 if (object::can_merge (op, tmp))
1219 { 1322 {
1323 // TODO: we actually want to update tmp, not op,
1324 // but some caller surely breaks when we return tmp
1325 // from here :/
1220 op->nrof += tmp->nrof; 1326 op->nrof += tmp->nrof;
1221 tmp->destroy (); 1327 tmp->destroy ();
1222 } 1328 }
1223 1329
1224 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1330 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1233 { 1339 {
1234 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1340 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1235 abort (); 1341 abort ();
1236 } 1342 }
1237 1343
1344 if (!originator->is_on_map ())
1345 {
1346 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1347 op->debug_desc (), originator->debug_desc ());
1348 abort ();
1349 }
1350
1238 op->above = originator; 1351 op->above = originator;
1239 op->below = originator->below; 1352 op->below = originator->below;
1240
1241 if (op->below)
1242 op->below->above = op;
1243 else
1244 ms.bot = op;
1245
1246 /* since *below* originator, no need to update top */
1247 originator->below = op; 1353 originator->below = op;
1354
1355 *(op->below ? &op->below->above : &ms.bot) = op;
1248 } 1356 }
1249 else 1357 else
1250 { 1358 {
1251 top = ms.bot; 1359 object *floor = 0;
1360 object *top = ms.top;
1252 1361
1253 /* If there are other objects, then */ 1362 /* If there are other objects, then */
1254 if ((!(flag & INS_MAP_LOAD)) && top) 1363 if (top)
1255 { 1364 {
1256 object *last = 0;
1257
1258 /* 1365 /*
1259 * If there are multiple objects on this space, we do some trickier handling. 1366 * If there are multiple objects on this space, we do some trickier handling.
1260 * We've already dealt with merging if appropriate. 1367 * We've already dealt with merging if appropriate.
1261 * Generally, we want to put the new object on top. But if 1368 * Generally, we want to put the new object on top. But if
1262 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1369 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1265 * once we get to them. This reduces the need to traverse over all of 1372 * once we get to them. This reduces the need to traverse over all of
1266 * them when adding another one - this saves quite a bit of cpu time 1373 * them when adding another one - this saves quite a bit of cpu time
1267 * when lots of spells are cast in one area. Currently, it is presumed 1374 * when lots of spells are cast in one area. Currently, it is presumed
1268 * that flying non pickable objects are spell objects. 1375 * that flying non pickable objects are spell objects.
1269 */ 1376 */
1270 for (top = ms.bot; top; top = top->above) 1377 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1271 { 1378 {
1272 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1379 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1273 floor = top; 1380 floor = tmp;
1274 1381
1275 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1382 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1276 { 1383 {
1277 /* We insert above top, so we want this object below this */ 1384 /* We insert above top, so we want this object below this */
1278 top = top->below; 1385 top = tmp->below;
1279 break; 1386 break;
1280 } 1387 }
1281 1388
1282 last = top; 1389 top = tmp;
1283 } 1390 }
1284
1285 /* Don't want top to be NULL, so set it to the last valid object */
1286 top = last;
1287 1391
1288 /* We let update_position deal with figuring out what the space 1392 /* We let update_position deal with figuring out what the space
1289 * looks like instead of lots of conditions here. 1393 * looks like instead of lots of conditions here.
1290 * makes things faster, and effectively the same result. 1394 * makes things faster, and effectively the same result.
1291 */ 1395 */
1298 */ 1402 */
1299 if (!(flag & INS_ON_TOP) 1403 if (!(flag & INS_ON_TOP)
1300 && ms.flags () & P_BLOCKSVIEW 1404 && ms.flags () & P_BLOCKSVIEW
1301 && (op->face && !faces [op->face].visibility)) 1405 && (op->face && !faces [op->face].visibility))
1302 { 1406 {
1407 object *last;
1408
1303 for (last = top; last != floor; last = last->below) 1409 for (last = top; last != floor; last = last->below)
1304 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1410 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1305 break; 1411 break;
1306 1412
1307 /* Check to see if we found the object that blocks view, 1413 /* Check to see if we found the object that blocks view,
1312 if (last && last->below && last != floor) 1418 if (last && last->below && last != floor)
1313 top = last->below; 1419 top = last->below;
1314 } 1420 }
1315 } /* If objects on this space */ 1421 } /* If objects on this space */
1316 1422
1317 if (flag & INS_MAP_LOAD)
1318 top = ms.top;
1319
1320 if (flag & INS_ABOVE_FLOOR_ONLY) 1423 if (flag & INS_ABOVE_FLOOR_ONLY)
1321 top = floor; 1424 top = floor;
1322 1425
1323 /* Top is the object that our object (op) is going to get inserted above. 1426 // insert object above top, or bottom-most if top = 0
1324 */
1325
1326 /* First object on this space */
1327 if (!top) 1427 if (!top)
1328 { 1428 {
1429 op->below = 0;
1329 op->above = ms.bot; 1430 op->above = ms.bot;
1330
1331 if (op->above)
1332 op->above->below = op;
1333
1334 op->below = 0;
1335 ms.bot = op; 1431 ms.bot = op;
1432
1433 *(op->above ? &op->above->below : &ms.top) = op;
1336 } 1434 }
1337 else 1435 else
1338 { /* get inserted into the stack above top */ 1436 {
1339 op->above = top->above; 1437 op->above = top->above;
1340
1341 if (op->above)
1342 op->above->below = op; 1438 top->above = op;
1343 1439
1344 op->below = top; 1440 op->below = top;
1345 top->above = op; 1441 *(op->above ? &op->above->below : &ms.top) = op;
1346 } 1442 }
1443 }
1347 1444
1348 if (!op->above) 1445 if (op->is_player ())
1349 ms.top = op;
1350 } /* else not INS_BELOW_ORIGINATOR */
1351
1352 if (op->type == PLAYER)
1353 { 1446 {
1354 op->contr->do_los = 1; 1447 op->contr->do_los = 1;
1355 ++op->map->players; 1448 ++op->map->players;
1356 op->map->touch (); 1449 op->map->touch ();
1357 } 1450 }
1358 1451
1359 op->map->dirty = true; 1452 op->map->dirty = true;
1360 1453
1361 /* If we have a floor, we know the player, if any, will be above
1362 * it, so save a few ticks and start from there.
1363 */
1364 if (!(flag & INS_MAP_LOAD))
1365 if (object *pl = ms.player ()) 1454 if (object *pl = ms.player ())
1455 //TODO: the floorbox prev/next might need updating
1456 //esrv_send_item (pl, op);
1457 //TODO: update floorbox to preserve ordering
1366 if (pl->contr->ns) 1458 if (pl->contr->ns)
1367 pl->contr->ns->floorbox_update (); 1459 pl->contr->ns->floorbox_update ();
1368 1460
1369 /* If this object glows, it may affect lighting conditions that are 1461 /* If this object glows, it may affect lighting conditions that are
1370 * visible to others on this map. But update_all_los is really 1462 * visible to others on this map. But update_all_los is really
1371 * an inefficient way to do this, as it means los for all players 1463 * an inefficient way to do this, as it means los for all players
1372 * on the map will get recalculated. The players could very well 1464 * on the map will get recalculated. The players could very well
1373 * be far away from this change and not affected in any way - 1465 * be far away from this change and not affected in any way -
1374 * this should get redone to only look for players within range, 1466 * this should get redone to only look for players within range,
1375 * or just updating the P_UPTODATE for spaces within this area 1467 * or just updating the P_UPTODATE for spaces within this area
1376 * of effect may be sufficient. 1468 * of effect may be sufficient.
1377 */ 1469 */
1378 if (op->map->darkness && (op->glow_radius != 0)) 1470 if (op->affects_los ())
1471 {
1472 op->ms ().invalidate ();
1379 update_all_los (op->map, op->x, op->y); 1473 update_all_los (op->map, op->x, op->y);
1474 }
1380 1475
1381 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1476 /* updates flags (blocked, alive, no magic, etc) for this map space */
1382 update_object (op, UP_OBJ_INSERT); 1477 update_object (op, UP_OBJ_INSERT);
1383 1478
1384 INVOKE_OBJECT (INSERT, op); 1479 INVOKE_OBJECT (INSERT, op);
1391 * blocked() and wall() work properly), and these flags are updated by 1486 * blocked() and wall() work properly), and these flags are updated by
1392 * update_object(). 1487 * update_object().
1393 */ 1488 */
1394 1489
1395 /* if this is not the head or flag has been passed, don't check walk on status */ 1490 /* if this is not the head or flag has been passed, don't check walk on status */
1396 if (!(flag & INS_NO_WALK_ON) && !op->head) 1491 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1397 { 1492 {
1398 if (check_move_on (op, originator)) 1493 if (check_move_on (op, originator))
1399 return 0; 1494 return 0;
1400 1495
1401 /* If we are a multi part object, lets work our way through the check 1496 /* If we are a multi part object, lets work our way through the check
1402 * walk on's. 1497 * walk on's.
1403 */ 1498 */
1404 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1499 for (object *tmp = op->more; tmp; tmp = tmp->more)
1405 if (check_move_on (tmp, originator)) 1500 if (check_move_on (tmp, originator))
1406 return 0; 1501 return 0;
1407 } 1502 }
1408 1503
1409 return op; 1504 return op;
1412/* this function inserts an object in the map, but if it 1507/* this function inserts an object in the map, but if it
1413 * finds an object of its own type, it'll remove that one first. 1508 * finds an object of its own type, it'll remove that one first.
1414 * op is the object to insert it under: supplies x and the map. 1509 * op is the object to insert it under: supplies x and the map.
1415 */ 1510 */
1416void 1511void
1417replace_insert_ob_in_map (const char *arch_string, object *op) 1512replace_insert_ob_in_map (shstr_tmp archname, object *op)
1418{ 1513{
1419 object *tmp, *tmp1;
1420
1421 /* first search for itself and remove any old instances */ 1514 /* first search for itself and remove any old instances */
1422 1515
1423 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1516 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1424 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1517 if (tmp->arch->archname == archname) /* same archetype */
1425 tmp->destroy (); 1518 tmp->destroy ();
1426 1519
1427 tmp1 = arch_to_object (archetype::find (arch_string)); 1520 object *tmp = archetype::find (archname)->instance ();
1428 1521
1429 tmp1->x = op->x; 1522 tmp->x = op->x;
1430 tmp1->y = op->y; 1523 tmp->y = op->y;
1524
1431 insert_ob_in_map (tmp1, op->map, op, 0); 1525 insert_ob_in_map (tmp, op->map, op, 0);
1432} 1526}
1433 1527
1434// XXX: function not returning object*
1435object * 1528object *
1436object::insert_at (object *where, object *originator, int flags) 1529object::insert_at (object *where, object *originator, int flags)
1437{ 1530{
1531 if (where->env)
1532 return where->env->insert (this);
1533 else
1438 where->map->insert (this, where->x, where->y, originator, flags); 1534 return where->map->insert (this, where->x, where->y, originator, flags);
1439} 1535}
1440 1536
1441/* 1537// check whether we can put this into the map, respect max_volume, max_items
1442 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1538bool
1443 * is returned contains nr objects, and the remaining parts contains 1539object::can_drop_at (maptile *m, int x, int y, object *originator)
1444 * the rest (or is removed and freed if that number is 0).
1445 * On failure, NULL is returned, and the reason put into the
1446 * global static errmsg array.
1447 */
1448object *
1449get_split_ob (object *orig_ob, uint32 nr)
1450{ 1540{
1451 object *newob; 1541 mapspace &ms = m->at (x, y);
1452 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1453 1542
1454 if (orig_ob->nrof < nr) 1543 int items = ms.items ();
1455 {
1456 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1457 return NULL;
1458 }
1459 1544
1460 newob = object_create_clone (orig_ob); 1545 if (!items // testing !items ensures we can drop at least one item
1546 || (items < m->max_items
1547 && ms.volume () < m->max_volume))
1548 return true;
1461 1549
1462 if ((orig_ob->nrof -= nr) < 1) 1550 if (originator && originator->is_player ())
1463 orig_ob->destroy (1); 1551 originator->contr->failmsg (format (
1464 else if (!is_removed) 1552 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1465 { 1553 query_name ()
1466 if (orig_ob->env != NULL) 1554 ));
1467 sub_weight (orig_ob->env, orig_ob->weight * nr);
1468 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1469 {
1470 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1471 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1472 return NULL;
1473 }
1474 }
1475 1555
1476 newob->nrof = nr; 1556 return false;
1477
1478 return newob;
1479} 1557}
1480 1558
1481/* 1559/*
1482 * decrease_ob_nr(object, number) decreases a specified number from 1560 * decrease(object, number) decreases a specified number from
1483 * the amount of an object. If the amount reaches 0, the object 1561 * the amount of an object. If the amount reaches 0, the object
1484 * is subsequently removed and freed. 1562 * is subsequently removed and freed.
1485 * 1563 *
1486 * Return value: 'op' if something is left, NULL if the amount reached 0 1564 * Return value: 'op' if something is left, NULL if the amount reached 0
1487 */ 1565 */
1566bool
1567object::decrease (sint32 nr)
1568{
1569 if (!nr)
1570 return true;
1488 1571
1572 nr = min (nr, nrof);
1573
1574 if (nrof > nr)
1575 {
1576 nrof -= nr;
1577 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1578
1579 if (object *pl = visible_to ())
1580 esrv_update_item (UPD_NROF, pl, this);
1581
1582 return true;
1583 }
1584 else
1585 {
1586 destroy ();
1587 return false;
1588 }
1589}
1590
1591/*
1592 * split(ob,nr) splits up ob into two parts. The part which
1593 * is returned contains nr objects, and the remaining parts contains
1594 * the rest (or is removed and returned if that number is 0).
1595 * On failure, NULL is returned.
1596 */
1489object * 1597object *
1490decrease_ob_nr (object *op, uint32 i) 1598object::split (sint32 nr)
1491{ 1599{
1492 object *tmp; 1600 int have = number_of ();
1493 1601
1494 if (i == 0) /* objects with op->nrof require this check */ 1602 if (have < nr)
1495 return op; 1603 return 0;
1496 1604 else if (have == nr)
1497 if (i > op->nrof)
1498 i = op->nrof;
1499
1500 if (QUERY_FLAG (op, FLAG_REMOVED))
1501 op->nrof -= i;
1502 else if (op->env)
1503 { 1605 {
1504 /* is this object in the players inventory, or sub container
1505 * therein?
1506 */
1507 tmp = op->in_player ();
1508 /* nope. Is this a container the player has opened?
1509 * If so, set tmp to that player.
1510 * IMO, searching through all the players will mostly
1511 * likely be quicker than following op->env to the map,
1512 * and then searching the map for a player.
1513 */
1514 if (!tmp)
1515 for_all_players (pl)
1516 if (pl->ob->container == op->env)
1517 {
1518 tmp = pl->ob;
1519 break;
1520 }
1521
1522 if (i < op->nrof)
1523 {
1524 sub_weight (op->env, op->weight * i);
1525 op->nrof -= i;
1526 if (tmp)
1527 esrv_send_item (tmp, op);
1528 }
1529 else
1530 {
1531 op->remove (); 1606 remove ();
1532 op->nrof = 0; 1607 return this;
1533 if (tmp)
1534 esrv_del_item (tmp->contr, op->count);
1535 }
1536 } 1608 }
1537 else 1609 else
1538 { 1610 {
1539 object *above = op->above; 1611 decrease (nr);
1540 1612
1541 if (i < op->nrof) 1613 object *op = deep_clone ();
1542 op->nrof -= i; 1614 op->nrof = nr;
1543 else
1544 {
1545 op->remove ();
1546 op->nrof = 0;
1547 }
1548
1549 /* Since we just removed op, op->above is null */
1550 for (tmp = above; tmp; tmp = tmp->above)
1551 if (tmp->type == PLAYER)
1552 {
1553 if (op->nrof)
1554 esrv_send_item (tmp, op);
1555 else
1556 esrv_del_item (tmp->contr, op->count);
1557 }
1558 }
1559
1560 if (op->nrof)
1561 return op; 1615 return op;
1562 else
1563 {
1564 op->destroy ();
1565 return 0;
1566 }
1567}
1568
1569/*
1570 * add_weight(object, weight) adds the specified weight to an object,
1571 * and also updates how much the environment(s) is/are carrying.
1572 */
1573
1574void
1575add_weight (object *op, signed long weight)
1576{
1577 while (op != NULL)
1578 {
1579 if (op->type == CONTAINER)
1580 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1581
1582 op->carrying += weight;
1583 op = op->env;
1584 } 1616 }
1585} 1617}
1586 1618
1587object * 1619object *
1588insert_ob_in_ob (object *op, object *where) 1620insert_ob_in_ob (object *op, object *where)
1593 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1625 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1594 free (dump); 1626 free (dump);
1595 return op; 1627 return op;
1596 } 1628 }
1597 1629
1598 if (where->head) 1630 if (where->head_ () != where)
1599 { 1631 {
1600 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1632 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1601 where = where->head; 1633 where = where->head;
1602 } 1634 }
1603 1635
1604 return where->insert (op); 1636 return where->insert (op);
1605} 1637}
1610 * inside the object environment. 1642 * inside the object environment.
1611 * 1643 *
1612 * The function returns now pointer to inserted item, and return value can 1644 * The function returns now pointer to inserted item, and return value can
1613 * be != op, if items are merged. -Tero 1645 * be != op, if items are merged. -Tero
1614 */ 1646 */
1615
1616object * 1647object *
1617object::insert (object *op) 1648object::insert (object *op)
1618{ 1649{
1619 object *tmp, *otmp;
1620
1621 if (!QUERY_FLAG (op, FLAG_REMOVED))
1622 op->remove ();
1623
1624 if (op->more) 1650 if (op->more)
1625 { 1651 {
1626 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1652 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1627 return op; 1653 return op;
1628 } 1654 }
1629 1655
1630 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1656 op->remove ();
1631 CLEAR_FLAG (op, FLAG_REMOVED); 1657
1658 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1659
1632 if (op->nrof) 1660 if (op->nrof)
1633 {
1634 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1661 for (object *tmp = inv; tmp; tmp = tmp->below)
1635 if (object::can_merge (tmp, op)) 1662 if (object::can_merge (tmp, op))
1636 { 1663 {
1637 /* return the original object and remove inserted object 1664 /* return the original object and remove inserted object
1638 (client needs the original object) */ 1665 (client needs the original object) */
1639 tmp->nrof += op->nrof; 1666 tmp->nrof += op->nrof;
1640 /* Weight handling gets pretty funky. Since we are adding to 1667
1641 * tmp->nrof, we need to increase the weight. 1668 if (object *pl = tmp->visible_to ())
1642 */ 1669 esrv_update_item (UPD_NROF, pl, tmp);
1670
1643 add_weight (this, op->weight * op->nrof); 1671 adjust_weight (this, op->total_weight ());
1644 SET_FLAG (op, FLAG_REMOVED); 1672
1645 op->destroy (); /* free the inserted object */ 1673 op->destroy ();
1646 op = tmp; 1674 op = tmp;
1647 op->remove (); /* and fix old object's links */ 1675 goto inserted;
1648 CLEAR_FLAG (op, FLAG_REMOVED);
1649 break;
1650 } 1676 }
1651 1677
1652 /* I assume combined objects have no inventory 1678 op->owner = 0; // it's his/hers now. period.
1653 * We add the weight - this object could have just been removed
1654 * (if it was possible to merge). calling remove_ob will subtract
1655 * the weight, so we need to add it in again, since we actually do
1656 * the linking below
1657 */
1658 add_weight (this, op->weight * op->nrof);
1659 }
1660 else
1661 add_weight (this, (op->weight + op->carrying));
1662
1663 otmp = this->in_player ();
1664 if (otmp && otmp->contr)
1665 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1666 otmp->update_stats ();
1667
1668 op->map = 0; 1679 op->map = 0;
1669 op->env = this; 1680 op->x = 0;
1681 op->y = 0;
1682
1670 op->above = 0; 1683 op->above = 0;
1671 op->below = 0; 1684 op->below = inv;
1672 op->x = 0, op->y = 0; 1685 op->env = this;
1673 1686
1687 if (inv)
1688 inv->above = op;
1689
1690 inv = op;
1691
1692 op->flag [FLAG_REMOVED] = 0;
1693
1694 if (object *pl = op->visible_to ())
1695 esrv_send_item (pl, op);
1696
1697 adjust_weight (this, op->total_weight ());
1698
1699inserted:
1674 /* reset the light list and los of the players on the map */ 1700 /* reset the light list and los of the players on the map */
1675 if ((op->glow_radius != 0) && map) 1701 if (op->glow_radius && is_on_map ())
1676 { 1702 {
1677#ifdef DEBUG_LIGHTS 1703 update_stats ();
1678 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1679#endif /* DEBUG_LIGHTS */
1680 if (map->darkness)
1681 update_all_los (map, x, y); 1704 update_all_los (map, x, y);
1682 }
1683
1684 /* Client has no idea of ordering so lets not bother ordering it here.
1685 * It sure simplifies this function...
1686 */
1687 if (!inv)
1688 inv = op;
1689 else
1690 { 1705 }
1691 op->below = inv; 1706 else if (is_player ())
1692 op->below->above = op; 1707 // if this is a player's inventory, update stats
1693 inv = op; 1708 contr->queue_stats_update ();
1694 }
1695 1709
1696 INVOKE_OBJECT (INSERT, this); 1710 INVOKE_OBJECT (INSERT, this);
1697 1711
1698 return op; 1712 return op;
1699} 1713}
1719 * on top. 1733 * on top.
1720 */ 1734 */
1721int 1735int
1722check_move_on (object *op, object *originator) 1736check_move_on (object *op, object *originator)
1723{ 1737{
1738 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1739 return 0;
1740
1724 object *tmp; 1741 object *tmp;
1725 maptile *m = op->map; 1742 maptile *m = op->map;
1726 int x = op->x, y = op->y; 1743 int x = op->x, y = op->y;
1727 1744
1728 MoveType move_on, move_slow, move_block; 1745 mapspace &ms = m->at (x, y);
1729 1746
1730 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1747 ms.update ();
1731 return 0;
1732 1748
1733 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1749 MoveType move_on = ms.move_on;
1734 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1750 MoveType move_slow = ms.move_slow;
1735 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1751 MoveType move_block = ms.move_block;
1736 1752
1737 /* if nothing on this space will slow op down or be applied, 1753 /* if nothing on this space will slow op down or be applied,
1738 * no need to do checking below. have to make sure move_type 1754 * no need to do checking below. have to make sure move_type
1739 * is set, as lots of objects don't have it set - we treat that 1755 * is set, as lots of objects don't have it set - we treat that
1740 * as walking. 1756 * as walking.
1751 return 0; 1767 return 0;
1752 1768
1753 /* The objects have to be checked from top to bottom. 1769 /* The objects have to be checked from top to bottom.
1754 * Hence, we first go to the top: 1770 * Hence, we first go to the top:
1755 */ 1771 */
1756 1772 for (object *next, *tmp = ms.top; tmp; tmp = next)
1757 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1758 {
1759 /* Trim the search when we find the first other spell effect
1760 * this helps performance so that if a space has 50 spell objects,
1761 * we don't need to check all of them.
1762 */
1763 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1764 break;
1765 } 1773 {
1774 next = tmp->below;
1766 1775
1767 for (; tmp; tmp = tmp->below)
1768 {
1769 if (tmp == op) 1776 if (tmp == op)
1770 continue; /* Can't apply yourself */ 1777 continue; /* Can't apply yourself */
1771 1778
1772 /* Check to see if one of the movement types should be slowed down. 1779 /* Check to see if one of the movement types should be slowed down.
1773 * Second check makes sure that the movement types not being slowed 1780 * Second check makes sure that the movement types not being slowed
1778 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1785 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1779 { 1786 {
1780 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1787 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1781 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1788 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1782 { 1789 {
1783
1784 float
1785 diff = tmp->move_slow_penalty * fabs (op->speed); 1790 float diff = tmp->move_slow_penalty * fabs (op->speed);
1786 1791
1787 if (op->type == PLAYER) 1792 if (op->is_player ())
1788 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1793 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1789 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1794 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1790 diff /= 4.0; 1795 diff /= 4.0;
1791 1796
1792 op->speed_left -= diff; 1797 op->speed_left -= diff;
1793 } 1798 }
1794 } 1799 }
1827 LOG (llevError, "Present_arch called outside map.\n"); 1832 LOG (llevError, "Present_arch called outside map.\n");
1828 return NULL; 1833 return NULL;
1829 } 1834 }
1830 1835
1831 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1836 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1832 if (tmp->arch == at) 1837 if (tmp->arch->archname == at->archname)
1833 return tmp; 1838 return tmp;
1834 1839
1835 return NULL; 1840 return NULL;
1836} 1841}
1837 1842
1901 * The first matching object is returned, or NULL if none. 1906 * The first matching object is returned, or NULL if none.
1902 */ 1907 */
1903object * 1908object *
1904present_arch_in_ob (const archetype *at, const object *op) 1909present_arch_in_ob (const archetype *at, const object *op)
1905{ 1910{
1906 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1911 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1907 if (tmp->arch == at) 1912 if (tmp->arch->archname == at->archname)
1908 return tmp; 1913 return tmp;
1909 1914
1910 return NULL; 1915 return NULL;
1911} 1916}
1912 1917
1914 * activate recursively a flag on an object inventory 1919 * activate recursively a flag on an object inventory
1915 */ 1920 */
1916void 1921void
1917flag_inv (object *op, int flag) 1922flag_inv (object *op, int flag)
1918{ 1923{
1919 if (op->inv)
1920 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1924 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1921 { 1925 {
1922 SET_FLAG (tmp, flag); 1926 SET_FLAG (tmp, flag);
1923 flag_inv (tmp, flag); 1927 flag_inv (tmp, flag);
1924 } 1928 }
1925} 1929}
1926 1930
1927/* 1931/*
1928 * deactivate recursively a flag on an object inventory 1932 * deactivate recursively a flag on an object inventory
1929 */ 1933 */
1930void 1934void
1931unflag_inv (object *op, int flag) 1935unflag_inv (object *op, int flag)
1932{ 1936{
1933 if (op->inv)
1934 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1937 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1935 { 1938 {
1936 CLEAR_FLAG (tmp, flag); 1939 CLEAR_FLAG (tmp, flag);
1937 unflag_inv (tmp, flag); 1940 unflag_inv (tmp, flag);
1938 } 1941 }
1939}
1940
1941/*
1942 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1943 * all it's inventory (recursively).
1944 * If checksums are used, a player will get set_cheat called for
1945 * him/her-self and all object carried by a call to this function.
1946 */
1947void
1948set_cheat (object *op)
1949{
1950 SET_FLAG (op, FLAG_WAS_WIZ);
1951 flag_inv (op, FLAG_WAS_WIZ);
1952} 1942}
1953 1943
1954/* 1944/*
1955 * find_free_spot(object, map, x, y, start, stop) will search for 1945 * find_free_spot(object, map, x, y, start, stop) will search for
1956 * a spot at the given map and coordinates which will be able to contain 1946 * a spot at the given map and coordinates which will be able to contain
1958 * to search (see the freearr_x/y[] definition). 1948 * to search (see the freearr_x/y[] definition).
1959 * It returns a random choice among the alternatives found. 1949 * It returns a random choice among the alternatives found.
1960 * start and stop are where to start relative to the free_arr array (1,9 1950 * start and stop are where to start relative to the free_arr array (1,9
1961 * does all 4 immediate directions). This returns the index into the 1951 * does all 4 immediate directions). This returns the index into the
1962 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1952 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1963 * Note - this only checks to see if there is space for the head of the
1964 * object - if it is a multispace object, this should be called for all
1965 * pieces.
1966 * Note2: This function does correctly handle tiled maps, but does not 1953 * Note: This function does correctly handle tiled maps, but does not
1967 * inform the caller. However, insert_ob_in_map will update as 1954 * inform the caller. However, insert_ob_in_map will update as
1968 * necessary, so the caller shouldn't need to do any special work. 1955 * necessary, so the caller shouldn't need to do any special work.
1969 * Note - updated to take an object instead of archetype - this is necessary 1956 * Note - updated to take an object instead of archetype - this is necessary
1970 * because arch_blocked (now ob_blocked) needs to know the movement type 1957 * because arch_blocked (now ob_blocked) needs to know the movement type
1971 * to know if the space in question will block the object. We can't use 1958 * to know if the space in question will block the object. We can't use
1973 * customized, changed states, etc. 1960 * customized, changed states, etc.
1974 */ 1961 */
1975int 1962int
1976find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1963find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1977{ 1964{
1965 int altern[SIZEOFFREE];
1978 int index = 0, flag; 1966 int index = 0, flag;
1979 int altern[SIZEOFFREE];
1980 1967
1981 for (int i = start; i < stop; i++) 1968 for (int i = start; i < stop; i++)
1982 { 1969 {
1983 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1970 mapxy pos (m, x, y); pos.move (i);
1984 if (!flag) 1971
1972 if (!pos.normalise ())
1973 continue;
1974
1975 mapspace &ms = *pos;
1976
1977 if (ms.flags () & P_IS_ALIVE)
1978 continue;
1979
1980 /* However, often
1981 * ob doesn't have any move type (when used to place exits)
1982 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1983 */
1984 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1985 {
1985 altern [index++] = i; 1986 altern [index++] = i;
1987 continue;
1988 }
1986 1989
1987 /* Basically, if we find a wall on a space, we cut down the search size. 1990 /* Basically, if we find a wall on a space, we cut down the search size.
1988 * In this way, we won't return spaces that are on another side of a wall. 1991 * In this way, we won't return spaces that are on another side of a wall.
1989 * This mostly work, but it cuts down the search size in all directions - 1992 * This mostly work, but it cuts down the search size in all directions -
1990 * if the space being examined only has a wall to the north and empty 1993 * if the space being examined only has a wall to the north and empty
1991 * spaces in all the other directions, this will reduce the search space 1994 * spaces in all the other directions, this will reduce the search space
1992 * to only the spaces immediately surrounding the target area, and 1995 * to only the spaces immediately surrounding the target area, and
1993 * won't look 2 spaces south of the target space. 1996 * won't look 2 spaces south of the target space.
1994 */ 1997 */
1995 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1998 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1999 {
1996 stop = maxfree[i]; 2000 stop = maxfree[i];
2001 continue;
2002 }
2003
2004 /* Note it is intentional that we check ob - the movement type of the
2005 * head of the object should correspond for the entire object.
2006 */
2007 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2008 continue;
2009
2010 if (ob->blocked (pos.m, pos.x, pos.y))
2011 continue;
2012
2013 altern [index++] = i;
1997 } 2014 }
1998 2015
1999 if (!index) 2016 if (!index)
2000 return -1; 2017 return -1;
2001 2018
2010 */ 2027 */
2011int 2028int
2012find_first_free_spot (const object *ob, maptile *m, int x, int y) 2029find_first_free_spot (const object *ob, maptile *m, int x, int y)
2013{ 2030{
2014 for (int i = 0; i < SIZEOFFREE; i++) 2031 for (int i = 0; i < SIZEOFFREE; i++)
2015 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2032 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2016 return i; 2033 return i;
2017 2034
2018 return -1; 2035 return -1;
2019} 2036}
2020 2037
2066 * there is capable of. 2083 * there is capable of.
2067 */ 2084 */
2068int 2085int
2069find_dir (maptile *m, int x, int y, object *exclude) 2086find_dir (maptile *m, int x, int y, object *exclude)
2070{ 2087{
2071 int i, max = SIZEOFFREE, mflags; 2088 int max = SIZEOFFREE, mflags;
2072
2073 sint16 nx, ny;
2074 object *tmp;
2075 maptile *mp;
2076
2077 MoveType blocked, move_type; 2089 MoveType move_type;
2078 2090
2079 if (exclude && exclude->head) 2091 if (exclude && exclude->head_ () != exclude)
2080 { 2092 {
2081 exclude = exclude->head; 2093 exclude = exclude->head;
2082 move_type = exclude->move_type; 2094 move_type = exclude->move_type;
2083 } 2095 }
2084 else 2096 else
2085 { 2097 {
2086 /* If we don't have anything, presume it can use all movement types. */ 2098 /* If we don't have anything, presume it can use all movement types. */
2087 move_type = MOVE_ALL; 2099 move_type = MOVE_ALL;
2088 } 2100 }
2089 2101
2090 for (i = 1; i < max; i++) 2102 for (int i = 1; i < max; i++)
2091 { 2103 {
2092 mp = m; 2104 mapxy pos (m, x, y);
2093 nx = x + freearr_x[i]; 2105 pos.move (i);
2094 ny = y + freearr_y[i];
2095 2106
2096 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2107 if (!pos.normalise ())
2097
2098 if (mflags & P_OUT_OF_MAP)
2099 max = maxfree[i]; 2108 max = maxfree[i];
2100 else 2109 else
2101 { 2110 {
2102 mapspace &ms = mp->at (nx, ny); 2111 mapspace &ms = *pos;
2103 2112
2104 blocked = ms.move_block;
2105
2106 if ((move_type & blocked) == move_type) 2113 if ((move_type & ms.move_block) == move_type)
2107 max = maxfree[i]; 2114 max = maxfree [i];
2108 else if (mflags & P_IS_ALIVE) 2115 else if (ms.flags () & P_IS_ALIVE)
2109 { 2116 {
2110 for (tmp = ms.bot; tmp; tmp = tmp->above) 2117 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2111 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2118 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2112 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2119 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2113 break;
2114
2115 if (tmp)
2116 return freedir[i]; 2120 return freedir [i];
2117 } 2121 }
2118 } 2122 }
2119 } 2123 }
2120 2124
2121 return 0; 2125 return 0;
2196 * This basically means that if direction is 15, then it could either go 2200 * This basically means that if direction is 15, then it could either go
2197 * direction 4, 14, or 16 to get back to where we are. 2201 * direction 4, 14, or 16 to get back to where we are.
2198 * Moved from spell_util.c to object.c with the other related direction 2202 * Moved from spell_util.c to object.c with the other related direction
2199 * functions. 2203 * functions.
2200 */ 2204 */
2201int reduction_dir[SIZEOFFREE][3] = { 2205static const int reduction_dir[SIZEOFFREE][3] = {
2202 {0, 0, 0}, /* 0 */ 2206 {0, 0, 0}, /* 0 */
2203 {0, 0, 0}, /* 1 */ 2207 {0, 0, 0}, /* 1 */
2204 {0, 0, 0}, /* 2 */ 2208 {0, 0, 0}, /* 2 */
2205 {0, 0, 0}, /* 3 */ 2209 {0, 0, 0}, /* 3 */
2206 {0, 0, 0}, /* 4 */ 2210 {0, 0, 0}, /* 4 */
2297 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2301 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2298 * core dumps if they do. 2302 * core dumps if they do.
2299 * 2303 *
2300 * Add a check so we can't pick up invisible objects (0.93.8) 2304 * Add a check so we can't pick up invisible objects (0.93.8)
2301 */ 2305 */
2302
2303int 2306int
2304can_pick (const object *who, const object *item) 2307can_pick (const object *who, const object *item)
2305{ 2308{
2306 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2309 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2307 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2310 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2308 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2311 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2309} 2312}
2310 2313
2311/* 2314/*
2312 * create clone from object to another 2315 * create clone from object to another
2313 */ 2316 */
2314object * 2317object *
2315object_create_clone (object *asrc) 2318object::deep_clone ()
2316{ 2319{
2317 object *dst = 0, *tmp, *src, *part, *prev, *item; 2320 assert (("deep_clone called on non-head object", is_head ()));
2318 2321
2319 if (!asrc) 2322 object *dst = clone ();
2320 return 0;
2321 2323
2322 src = asrc; 2324 object *prev = dst;
2323 if (src->head)
2324 src = src->head;
2325
2326 prev = 0;
2327 for (part = src; part; part = part->more) 2325 for (object *part = this->more; part; part = part->more)
2328 { 2326 {
2329 tmp = part->clone (); 2327 object *tmp = part->clone ();
2330 tmp->x -= src->x;
2331 tmp->y -= src->y;
2332
2333 if (!part->head)
2334 {
2335 dst = tmp;
2336 tmp->head = 0;
2337 }
2338 else
2339 tmp->head = dst; 2328 tmp->head = dst;
2340
2341 tmp->more = 0;
2342
2343 if (prev)
2344 prev->more = tmp; 2329 prev->more = tmp;
2345
2346 prev = tmp; 2330 prev = tmp;
2347 } 2331 }
2348 2332
2349 for (item = src->inv; item; item = item->below) 2333 for (object *item = inv; item; item = item->below)
2350 insert_ob_in_ob (object_create_clone (item), dst); 2334 insert_ob_in_ob (item->deep_clone (), dst);
2351 2335
2352 return dst; 2336 return dst;
2353} 2337}
2354 2338
2355/* This returns the first object in who's inventory that 2339/* This returns the first object in who's inventory that
2364 return tmp; 2348 return tmp;
2365 2349
2366 return 0; 2350 return 0;
2367} 2351}
2368 2352
2369/* If ob has a field named key, return the link from the list, 2353shstr_tmp
2370 * otherwise return NULL. 2354object::kv_get (shstr_tmp key) const
2371 *
2372 * key must be a passed in shared string - otherwise, this won't
2373 * do the desired thing.
2374 */
2375key_value *
2376get_ob_key_link (const object *ob, const char *key)
2377{ 2355{
2378 for (key_value *link = ob->key_values; link; link = link->next) 2356 for (key_value *kv = key_values; kv; kv = kv->next)
2379 if (link->key == key) 2357 if (kv->key == key)
2380 return link;
2381
2382 return 0;
2383}
2384
2385/*
2386 * Returns the value of op has an extra_field for key, or NULL.
2387 *
2388 * The argument doesn't need to be a shared string.
2389 *
2390 * The returned string is shared.
2391 */
2392const char *
2393get_ob_key_value (const object *op, const char *const key)
2394{
2395 key_value *link;
2396 shstr_cmp canonical_key (key);
2397
2398 if (!canonical_key)
2399 {
2400 /* 1. There being a field named key on any object
2401 * implies there'd be a shared string to find.
2402 * 2. Since there isn't, no object has this field.
2403 * 3. Therefore, *this* object doesn't have this field.
2404 */
2405 return 0;
2406 }
2407
2408 /* This is copied from get_ob_key_link() above -
2409 * only 4 lines, and saves the function call overhead.
2410 */
2411 for (link = op->key_values; link; link = link->next)
2412 if (link->key == canonical_key)
2413 return link->value; 2358 return kv->value;
2414 2359
2415 return 0; 2360 return shstr ();
2416} 2361}
2417 2362
2418/* 2363void
2419 * Updates the canonical_key in op to value. 2364object::kv_set (shstr_tmp key, shstr_tmp value)
2420 *
2421 * canonical_key is a shared string (value doesn't have to be).
2422 *
2423 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2424 * keys.
2425 *
2426 * Returns TRUE on success.
2427 */
2428int
2429set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2430{ 2365{
2431 key_value *field = NULL, *last = NULL; 2366 for (key_value *kv = key_values; kv; kv = kv->next)
2432 2367 if (kv->key == key)
2433 for (field = op->key_values; field != NULL; field = field->next)
2434 {
2435 if (field->key != canonical_key)
2436 { 2368 {
2437 last = field; 2369 kv->value = value;
2438 continue; 2370 return;
2439 } 2371 }
2440 2372
2441 if (value) 2373 key_value *kv = new key_value;
2442 field->value = value; 2374
2443 else 2375 kv->next = key_values;
2376 kv->key = key;
2377 kv->value = value;
2378
2379 key_values = kv;
2380}
2381
2382void
2383object::kv_del (shstr_tmp key)
2384{
2385 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2386 if ((*kvp)->key == key)
2444 { 2387 {
2445 /* Basically, if the archetype has this key set, 2388 key_value *kv = *kvp;
2446 * we need to store the null value so when we save 2389 *kvp = (*kvp)->next;
2447 * it, we save the empty value so that when we load, 2390 delete kv;
2448 * we get this value back again. 2391 return;
2449 */
2450 if (get_ob_key_link (&op->arch->clone, canonical_key))
2451 field->value = 0;
2452 else
2453 {
2454 if (last)
2455 last->next = field->next;
2456 else
2457 op->key_values = field->next;
2458
2459 delete field;
2460 }
2461 } 2392 }
2462 return TRUE;
2463 }
2464 /* IF we get here, key doesn't exist */
2465
2466 /* No field, we'll have to add it. */
2467
2468 if (!add_key)
2469 return FALSE;
2470
2471 /* There isn't any good reason to store a null
2472 * value in the key/value list. If the archetype has
2473 * this key, then we should also have it, so shouldn't
2474 * be here. If user wants to store empty strings,
2475 * should pass in ""
2476 */
2477 if (value == NULL)
2478 return TRUE;
2479
2480 field = new key_value;
2481
2482 field->key = canonical_key;
2483 field->value = value;
2484 /* Usual prepend-addition. */
2485 field->next = op->key_values;
2486 op->key_values = field;
2487
2488 return TRUE;
2489}
2490
2491/*
2492 * Updates the key in op to value.
2493 *
2494 * If add_key is FALSE, this will only update existing keys,
2495 * and not add new ones.
2496 * In general, should be little reason FALSE is ever passed in for add_key
2497 *
2498 * Returns TRUE on success.
2499 */
2500int
2501set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2502{
2503 shstr key_ (key);
2504
2505 return set_ob_key_value_s (op, key_, value, add_key);
2506} 2393}
2507 2394
2508object::depth_iterator::depth_iterator (object *container) 2395object::depth_iterator::depth_iterator (object *container)
2509: iterator_base (container) 2396: iterator_base (container)
2510{ 2397{
2523 item = item->inv; 2410 item = item->inv;
2524 } 2411 }
2525 else 2412 else
2526 item = item->env; 2413 item = item->env;
2527} 2414}
2528
2529 2415
2530const char * 2416const char *
2531object::flag_desc (char *desc, int len) const 2417object::flag_desc (char *desc, int len) const
2532{ 2418{
2533 char *p = desc; 2419 char *p = desc;
2561{ 2447{
2562 char flagdesc[512]; 2448 char flagdesc[512];
2563 char info2[256 * 4]; 2449 char info2[256 * 4];
2564 char *p = info; 2450 char *p = info;
2565 2451
2566 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2452 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2567 count, uuid.seq, 2453 count,
2454 uuid.c_str (),
2568 &name, 2455 &name,
2569 title ? "\",title:\"" : "", 2456 title ? ",title:\"" : "",
2570 title ? (const char *)title : "", 2457 title ? (const char *)title : "",
2458 title ? "\"" : "",
2571 flag_desc (flagdesc, 512), type); 2459 flag_desc (flagdesc, 512), type);
2572 2460
2573 if (env) 2461 if (!flag[FLAG_REMOVED] && env)
2574 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2462 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2575 2463
2576 if (map) 2464 if (map)
2577 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2465 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2578 2466
2580} 2468}
2581 2469
2582const char * 2470const char *
2583object::debug_desc () const 2471object::debug_desc () const
2584{ 2472{
2585 static char info[256 * 4]; 2473 static char info[3][256 * 4];
2474 static int info_idx;
2475
2586 return debug_desc (info); 2476 return debug_desc (info [++info_idx % 3]);
2587}
2588
2589const char *
2590object::debug_desc2 () const
2591{
2592 static char info[256 * 4];
2593 return debug_desc (info);
2594} 2477}
2595 2478
2596struct region * 2479struct region *
2597object::region () const 2480object::region () const
2598{ 2481{
2599 return map ? map->region (x, y) 2482 return map ? map->region (x, y)
2600 : region::default_region (); 2483 : region::default_region ();
2601} 2484}
2602 2485
2603const materialtype_t *
2604object::dominant_material () const
2605{
2606 if (materialtype_t *mat = name_to_material (materialname))
2607 return mat;
2608
2609 // omfg this is slow, this has to be temporary :)
2610 shstr unknown ("unknown");
2611
2612 return name_to_material (unknown);
2613}
2614
2615void 2486void
2616object::open_container (object *new_container) 2487object::open_container (object *new_container)
2617{ 2488{
2618 if (container == new_container) 2489 if (container == new_container)
2619 return; 2490 return;
2620 2491
2621 if (object *old_container = container) 2492 object *old_container = container;
2493
2494 if (old_container)
2622 { 2495 {
2623 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2496 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2624 return; 2497 return;
2625 2498
2626#if 0 2499#if 0
2628 if (object *closer = old_container->inv) 2501 if (object *closer = old_container->inv)
2629 if (closer->type == CLOSE_CON) 2502 if (closer->type == CLOSE_CON)
2630 closer->destroy (); 2503 closer->destroy ();
2631#endif 2504#endif
2632 2505
2506 // make sure the container is available
2507 esrv_send_item (this, old_container);
2508
2633 old_container->flag [FLAG_APPLIED] = 0; 2509 old_container->flag [FLAG_APPLIED] = false;
2634 container = 0; 2510 container = 0;
2635 2511
2512 // client needs item update to make it work, client bug requires this to be separate
2636 esrv_update_item (UPD_FLAGS, this, old_container); 2513 esrv_update_item (UPD_FLAGS, this, old_container);
2514
2637 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2515 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2516 play_sound (sound_find ("chest_close"));
2638 } 2517 }
2639 2518
2640 if (new_container) 2519 if (new_container)
2641 { 2520 {
2642 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2521 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2645 // TODO: this does not seem to serve any purpose anymore? 2524 // TODO: this does not seem to serve any purpose anymore?
2646#if 0 2525#if 0
2647 // insert the "Close Container" object. 2526 // insert the "Close Container" object.
2648 if (archetype *closer = new_container->other_arch) 2527 if (archetype *closer = new_container->other_arch)
2649 { 2528 {
2650 object *closer = arch_to_object (new_container->other_arch); 2529 object *closer = new_container->other_arch->instance ();
2651 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2530 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2652 new_container->insert (closer); 2531 new_container->insert (closer);
2653 } 2532 }
2654#endif 2533#endif
2655 2534
2656 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2535 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2657 2536
2537 // make sure the container is available, client bug requires this to be separate
2538 esrv_send_item (this, new_container);
2539
2658 new_container->flag [FLAG_APPLIED] = 1; 2540 new_container->flag [FLAG_APPLIED] = true;
2659 container = new_container; 2541 container = new_container;
2660 2542
2543 // client needs flag change
2661 esrv_update_item (UPD_FLAGS, this, new_container); 2544 esrv_update_item (UPD_FLAGS, this, new_container);
2662 esrv_send_inventory (this, new_container); 2545 esrv_send_inventory (this, new_container);
2546 play_sound (sound_find ("chest_open"));
2547 }
2548// else if (!old_container->env && contr && contr->ns)
2549// contr->ns->floorbox_reset ();
2550}
2551
2552object *
2553object::force_find (shstr_tmp name)
2554{
2555 /* cycle through his inventory to look for the MARK we want to
2556 * place
2557 */
2558 for (object *tmp = inv; tmp; tmp = tmp->below)
2559 if (tmp->type == FORCE && tmp->slaying == name)
2560 return splay (tmp);
2561
2562 return 0;
2563}
2564
2565//-GPL
2566
2567void
2568object::force_set_timer (int duration)
2569{
2570 this->duration = 1;
2571 this->speed_left = -1.f;
2572
2573 this->set_speed (duration ? 1.f / duration : 0.f);
2574}
2575
2576object *
2577object::force_add (shstr_tmp name, int duration)
2578{
2579 if (object *force = force_find (name))
2580 force->destroy ();
2581
2582 object *force = get_archetype (FORCE_NAME);
2583
2584 force->slaying = name;
2585 force->force_set_timer (duration);
2586 force->flag [FLAG_APPLIED] = true;
2587
2588 return insert (force);
2589}
2590
2591void
2592object::play_sound (faceidx sound) const
2593{
2594 if (!sound)
2595 return;
2596
2597 if (is_on_map ())
2598 map->play_sound (sound, x, y);
2599 else if (object *pl = in_player ())
2600 pl->contr->play_sound (sound);
2601}
2602
2603void
2604object::say_msg (const char *msg) const
2605{
2606 if (is_on_map ())
2607 map->say_msg (msg, x, y);
2608 else if (object *pl = in_player ())
2609 pl->contr->play_sound (sound);
2610}
2611
2612void
2613object::make_noise ()
2614{
2615 // we do not model noise in the map, so instead put
2616 // a temporary light into the noise source
2617 // could use the map instead, but that's less reliable for our
2618 // goal, which is to make invisibility a bit harder to exploit
2619
2620 // currently only works sensibly for players
2621 if (!is_player ())
2622 return;
2623
2624 // find old force, or create new one
2625 object *force = force_find (shstr_noise_force);
2626
2627 if (force)
2628 force->speed_left = -1.f; // patch old speed up
2629 else
2663 } 2630 {
2664} 2631 force = archetype::get (shstr_noise_force);
2665 2632
2633 force->slaying = shstr_noise_force;
2634 force->stats.food = 1;
2635 force->speed_left = -1.f;
2666 2636
2637 force->set_speed (1.f / 4.f);
2638 force->flag [FLAG_IS_USED_UP] = true;
2639 force->flag [FLAG_APPLIED] = true;
2640
2641 insert (force);
2642 }
2643}
2644
2645void object::change_move_type (MoveType mt)
2646{
2647 if (move_type == mt)
2648 return;
2649
2650 if (is_on_map ())
2651 {
2652 // we are on the map, so handle move_on/off effects
2653 remove ();
2654 move_type = mt;
2655 map->insert (this, x, y, this);
2656 }
2657 else
2658 move_type = mt;
2659}
2660

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