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Comparing deliantra/server/common/object.C (file contents):
Revision 1.145 by root, Mon May 7 03:05:58 2007 UTC vs.
Revision 1.320 by root, Wed Apr 7 19:54:44 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 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; inv = inv->below) 470 for (object *op = inv; op; op = op->below)
330 { 471 {
331 if (inv->inv) 472 if (op->inv)
332 sum_weight (inv); 473 op->update_weight ();
333 474
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 475 sum += op->total_weight ();
476 }
477
478 sum = weight_adjust_for (this, sum);
479
480 if (sum != carrying)
335 } 481 {
336
337 if (op->type == CONTAINER && op->stats.Str)
338 sum = (sum * (100 - op->stats.Str)) / 100;
339
340 if (op->carrying != sum)
341 op->carrying = sum; 482 carrying = sum;
342 483
343 return sum; 484 if (object *pl = visible_to ())
485 if (pl != this) // player is handled lazily
486 esrv_update_item (UPD_WEIGHT, pl, this);
487 }
344} 488}
345 489
346/** 490/*
347 * Return the outermost environment object for a given object. 491 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
348 */
349
350object *
351object_get_env_recursive (object *op)
352{
353 while (op->env != NULL)
354 op = op->env;
355 return op;
356}
357
358/*
359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
360 * Some error messages.
361 * The result of the dump is stored in the static global errmsg array.
362 */ 492 */
363char * 493char *
364dump_object (object *op) 494dump_object (object *op)
365{ 495{
366 if (!op) 496 if (!op)
369 object_freezer freezer; 499 object_freezer freezer;
370 op->write (freezer); 500 op->write (freezer);
371 return freezer.as_string (); 501 return freezer.as_string ();
372} 502}
373 503
374/* 504char *
375 * get_nearest_part(multi-object, object 2) returns the part of the 505object::as_string ()
376 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned.
378 */
379
380object *
381get_nearest_part (object *op, const object *pl)
382{ 506{
383 object *tmp, *closest; 507 return dump_object (this);
384 int last_dist, i;
385
386 if (op->more == NULL)
387 return op;
388 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
389 if ((i = distance (tmp, pl)) < last_dist)
390 closest = tmp, last_dist = i;
391 return closest;
392} 508}
393 509
394/* 510/*
395 * Returns the object which has the count-variable equal to the argument. 511 * Returns the object which has the count-variable equal to the argument.
512 * VERRRY slow.
396 */ 513 */
397object * 514object *
398find_object (tag_t i) 515find_object (tag_t i)
399{ 516{
400 for_all_objects (op) 517 for_all_objects (op)
403 520
404 return 0; 521 return 0;
405} 522}
406 523
407/* 524/*
525 * Returns the object which has the uuid equal to the argument.
526 * MOAR VERRRY slow.
527 */
528
529object *
530find_object_uuid (UUID i)
531{
532 for_all_objects (op)
533 if (op->uuid == i)
534 return op;
535
536 return 0;
537}
538
539/*
408 * Returns the first object which has a name equal to the argument. 540 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 541 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 542 * Enables features like "patch <name-of-other-player> food 999"
411 */ 543 */
412object * 544object *
413find_object_name (const char *str) 545find_object_name (const char *str)
414{ 546{
415 shstr_cmp str_ (str); 547 shstr_cmp str_ (str);
416 object *op;
417 548
549 if (str_)
418 for_all_objects (op) 550 for_all_objects (op)
419 if (op->name == str_) 551 if (op->name == str_)
420 break; 552 return op;
421 553
422 return op; 554 return 0;
423}
424
425void
426free_all_object_data ()
427{
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429} 555}
430 556
431/* 557/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 558 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 559 * skill and experience objects.
560 * ACTUALLY NO! investigate! TODO
434 */ 561 */
435void 562void
436object::set_owner (object *owner) 563object::set_owner (object *owner)
437{ 564{
565 // allow objects which own objects
438 if (!owner) 566 if (owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner) 567 while (owner->owner)
449 owner = owner->owner; 568 owner = owner->owner;
569
570 if (flag [FLAG_FREED])
571 {
572 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
573 return;
574 }
450 575
451 this->owner = owner; 576 this->owner = owner;
452}
453
454void
455object::set_weapon (object *ob)
456{
457 if (current_weapon == ob)
458 return;
459
460 current_weapon = ob;
461 new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
462 update_stats ();
463} 577}
464 578
465/* Zero the key_values on op, decrementing the shared-string 579/* Zero the key_values on op, decrementing the shared-string
466 * refcounts and freeing the links. 580 * refcounts and freeing the links.
467 */ 581 */
477 } 591 }
478 592
479 op->key_values = 0; 593 op->key_values = 0;
480} 594}
481 595
482object & 596/*
483object::operator =(const object &src) 597 * copy_to first frees everything allocated by the dst object,
598 * and then copies the contents of itself into the second
599 * object, allocating what needs to be allocated. Basically, any
600 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
601 * if the first object is freed, the pointers in the new object
602 * will point at garbage.
603 */
604void
605object::copy_to (object *dst)
484{ 606{
485 bool is_freed = flag [FLAG_FREED]; 607 dst->remove ();
486 bool is_removed = flag [FLAG_REMOVED];
487
488 *(object_copy *)this = src; 608 *(object_copy *)dst = *this;
489
490 flag [FLAG_FREED] = is_freed;
491 flag [FLAG_REMOVED] = is_removed; 609 dst->flag [FLAG_REMOVED] = true;
492 610
493 /* Copy over key_values, if any. */ 611 /* Copy over key_values, if any. */
494 if (src.key_values) 612 if (key_values)
495 { 613 {
496 key_value *tail = 0; 614 key_value *tail = 0;
497 key_values = 0; 615 dst->key_values = 0;
498 616
499 for (key_value *i = src.key_values; i; i = i->next) 617 for (key_value *i = key_values; i; i = i->next)
500 { 618 {
501 key_value *new_link = new key_value; 619 key_value *new_link = new key_value;
502 620
503 new_link->next = 0; 621 new_link->next = 0;
504 new_link->key = i->key; 622 new_link->key = i->key;
505 new_link->value = i->value; 623 new_link->value = i->value;
506 624
507 /* Try and be clever here, too. */ 625 /* Try and be clever here, too. */
508 if (!key_values) 626 if (!dst->key_values)
509 { 627 {
510 key_values = new_link; 628 dst->key_values = new_link;
511 tail = new_link; 629 tail = new_link;
512 } 630 }
513 else 631 else
514 { 632 {
515 tail->next = new_link; 633 tail->next = new_link;
516 tail = new_link; 634 tail = new_link;
517 } 635 }
518 } 636 }
519 } 637 }
520}
521 638
522/* 639 dst->activate ();
523 * copy_to first frees everything allocated by the dst object,
524 * and then copies the contents of itself into the second
525 * object, allocating what needs to be allocated. Basically, any
526 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
527 * if the first object is freed, the pointers in the new object
528 * will point at garbage.
529 */
530void
531object::copy_to (object *dst)
532{
533 *dst = *this;
534
535 if (speed < 0)
536 dst->speed_left = speed_left - rndm ();
537
538 dst->set_speed (dst->speed);
539} 640}
540 641
541void 642void
542object::instantiate () 643object::instantiate ()
543{ 644{
544 if (!uuid.seq) // HACK 645 if (!uuid.seq) // HACK
545 uuid = gen_uuid (); 646 uuid = UUID::gen ();
546 647
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
547 speed_left = -0.1f; 652 speed_left = -1.;
653
548 /* 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
549 * 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.
550 * 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
551 * values for the body_used info, so when items are created 657 * values for the body_used info, so when items are created
552 * for it, they can be properly equipped. 658 * for it, they can be properly equipped.
560object * 666object *
561object::clone () 667object::clone ()
562{ 668{
563 object *neu = create (); 669 object *neu = create ();
564 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
565 return neu; 677 return neu;
566} 678}
567 679
568/* 680/*
569 * 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
586 * 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.
587 */ 699 */
588void 700void
589object::set_speed (float speed) 701object::set_speed (float speed)
590{ 702{
591 if (flag [FLAG_FREED] && speed)
592 {
593 LOG (llevError, "Object %s is freed but has speed.\n", &name);
594 speed = 0;
595 }
596
597 this->speed = speed; 703 this->speed = speed;
598 704
599 if (has_active_speed ()) 705 if (has_active_speed ())
600 activate (); 706 activate ();
601 else 707 else
620 * UP_OBJ_FACE: only the objects face has changed. 726 * UP_OBJ_FACE: only the objects face has changed.
621 */ 727 */
622void 728void
623update_object (object *op, int action) 729update_object (object *op, int action)
624{ 730{
625 if (op == NULL) 731 if (!op)
626 { 732 {
627 /* this should never happen */ 733 /* this should never happen */
628 LOG (llevDebug, "update_object() called for NULL object.\n"); 734 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
629 return; 735 return;
630 } 736 }
631 737
632 if (op->env) 738 if (!op->is_on_map ())
633 { 739 {
634 /* Animation is currently handled by client, so nothing 740 /* Animation is currently handled by client, so nothing
635 * to do in this case. 741 * to do in this case.
636 */ 742 */
637 return; 743 return;
638 } 744 }
639
640 /* If the map is saving, don't do anything as everything is
641 * going to get freed anyways.
642 */
643 if (!op->map || op->map->in_memory == MAP_SAVING)
644 return;
645 745
646 /* make sure the object is within map boundaries */ 746 /* make sure the object is within map boundaries */
647 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)
648 { 748 {
649 LOG (llevError, "update_object() called for object out of map!\n"); 749 LOG (llevError, "update_object() called for object out of map!\n");
657 757
658 if (!(m.flags_ & P_UPTODATE)) 758 if (!(m.flags_ & P_UPTODATE))
659 /* nop */; 759 /* nop */;
660 else if (action == UP_OBJ_INSERT) 760 else if (action == UP_OBJ_INSERT)
661 { 761 {
762#if 0
662 // this is likely overkill, TODO: revisit (schmorp) 763 // this is likely overkill, TODO: revisit (schmorp)
663 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 764 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
664 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 765 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
665 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 766 || (op->is_player () && !(m.flags_ & P_PLAYER))
666 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 767 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
667 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 768 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
668 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 769 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
669 || (m.move_on | op->move_on ) != m.move_on 770 || (m.move_on | op->move_on ) != m.move_on
670 || (m.move_off | op->move_off ) != m.move_off 771 || (m.move_off | op->move_off ) != m.move_off
671 || (m.move_slow | op->move_slow) != m.move_slow 772 || (m.move_slow | op->move_slow) != m.move_slow
672 /* 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
673 * to have move_allow right now. 774 * have move_allow right now.
674 */ 775 */
675 || ((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
676 || 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)
677 m.flags_ = 0; 780 m.invalidate ();
781#endif
678 } 782 }
679 /* if the object is being removed, we can't make intelligent 783 /* if the object is being removed, we can't make intelligent
680 * decisions, because remove_ob can't really pass the object 784 * decisions, because remove_ob can't really pass the object
681 * that is being removed. 785 * that is being removed.
682 */ 786 */
683 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 787 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
684 m.flags_ = 0; 788 m.invalidate ();
685 else if (action == UP_OBJ_FACE) 789 else if (action == UP_OBJ_FACE)
686 /* Nothing to do for that case */ ; 790 /* Nothing to do for that case */ ;
687 else 791 else
688 LOG (llevError, "update_object called with invalid action: %d\n", action); 792 LOG (llevError, "update_object called with invalid action: %d\n", action);
689 793
693 797
694object::object () 798object::object ()
695{ 799{
696 SET_FLAG (this, FLAG_REMOVED); 800 SET_FLAG (this, FLAG_REMOVED);
697 801
698 expmul = 1.0; 802 //expmul = 1.0; declared const for the time being
699 face = blank_face; 803 face = blank_face;
804 material = MATERIAL_NULL;
700} 805}
701 806
702object::~object () 807object::~object ()
703{ 808{
704 unlink (); 809 unlink ();
709static int object_count; 814static int object_count;
710 815
711void object::link () 816void object::link ()
712{ 817{
713 assert (!index);//D 818 assert (!index);//D
714 uuid = gen_uuid (); 819 uuid = UUID::gen ();
715 count = ++object_count; 820 count = ++object_count;
716 821
717 refcnt_inc (); 822 refcnt_inc ();
718 objects.insert (this); 823 objects.insert (this);
719} 824}
733 /* If already on active list, don't do anything */ 838 /* If already on active list, don't do anything */
734 if (active) 839 if (active)
735 return; 840 return;
736 841
737 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
738 actives.insert (this); 847 actives.insert (this);
848 }
739} 849}
740 850
741void 851void
742object::activate_recursive () 852object::activate_recursive ()
743{ 853{
792object::destroy_inv (bool drop_to_ground) 902object::destroy_inv (bool drop_to_ground)
793{ 903{
794 // need to check first, because the checks below might segfault 904 // need to check first, because the checks below might segfault
795 // as we might be on an invalid mapspace and crossfire code 905 // as we might be on an invalid mapspace and crossfire code
796 // is too buggy to ensure that the inventory is empty. 906 // is too buggy to ensure that the inventory is empty.
797 // corollary: if you create arrows etc. with stuff in tis inventory, 907 // corollary: if you create arrows etc. with stuff in its inventory,
798 // cf will crash below with off-map x and y 908 // cf will crash below with off-map x and y
799 if (!inv) 909 if (!inv)
800 return; 910 return;
801 911
802 /* Only if the space blocks everything do we not process - 912 /* Only if the space blocks everything do we not process -
803 * if some form of movement is allowed, let objects 913 * if some form of movement is allowed, let objects
804 * drop on that space. 914 * drop on that space.
805 */ 915 */
806 if (!drop_to_ground 916 if (!drop_to_ground
807 || !map 917 || !map
808 || map->in_memory != MAP_IN_MEMORY 918 || map->in_memory != MAP_ACTIVE
809 || map->nodrop 919 || map->no_drop
810 || ms ().move_block == MOVE_ALL) 920 || ms ().move_block == MOVE_ALL)
811 { 921 {
812 while (inv) 922 while (inv)
813 {
814 inv->destroy_inv (drop_to_ground);
815 inv->destroy (); 923 inv->destroy ();
816 }
817 } 924 }
818 else 925 else
819 { /* Put objects in inventory onto this space */ 926 { /* Put objects in inventory onto this space */
820 while (inv) 927 while (inv)
821 { 928 {
832 map->insert (op, x, y); 939 map->insert (op, x, y);
833 } 940 }
834 } 941 }
835} 942}
836 943
944/*
945 * Remove and free all objects in the inventory of the given object.
946 * Unlike destroy_inv, this assumes the *this is destroyed as well
947 * well, so we can (and have to!) take shortcuts.
948 */
949void
950object::destroy_inv_fast ()
951{
952 while (object *op = inv)
953 {
954 // remove from object the fast way
955 op->flag [FLAG_REMOVED] = true;
956 op->env = 0;
957 if ((inv = inv->below))
958 inv->above = 0;
959
960 // then destroy
961 op->destroy ();
962 }
963}
964
837object *object::create () 965object *object::create ()
838{ 966{
839 object *op = new object; 967 object *op = new object;
840 op->link (); 968 op->link ();
841 return op; 969 return op;
842} 970}
843 971
972static struct freed_map : maptile
973{
974 freed_map ()
975 {
976 path = "<freed objects map>";
977 name = "/internal/freed_objects_map";
978 width = 3;
979 height = 3;
980 no_drop = 1;
981 no_reset = 1;
982
983 alloc ();
984 in_memory = MAP_ACTIVE;
985 }
986
987 ~freed_map ()
988 {
989 destroy ();
990 }
991} freed_map; // freed objects are moved here to avoid crashes
992
844void 993void
845object::do_destroy () 994object::do_destroy ()
846{ 995{
847 attachable::do_destroy ();
848
849 if (flag [FLAG_IS_LINKED]) 996 if (flag [FLAG_IS_LINKED])
850 remove_button_link (this); 997 remove_link ();
851 998
852 if (flag [FLAG_FRIENDLY]) 999 if (flag [FLAG_FRIENDLY])
853 remove_friendly_object (this); 1000 remove_friendly_object (this);
854 1001
855 if (!flag [FLAG_REMOVED])
856 remove (); 1002 remove ();
857 1003
858 destroy_inv (true); 1004 attachable::do_destroy ();
859 1005
860 deactivate (); 1006 deactivate ();
861 unlink (); 1007 unlink ();
862 1008
863 flag [FLAG_FREED] = 1; 1009 flag [FLAG_FREED] = 1;
864 1010
865 // hack to ensure that freed objects still have a valid map 1011 // hack to ensure that freed objects still have a valid map
866 {
867 static maptile *freed_map; // freed objects are moved here to avoid crashes
868
869 if (!freed_map)
870 {
871 freed_map = new maptile;
872
873 freed_map->name = "/internal/freed_objects_map";
874 freed_map->width = 3;
875 freed_map->height = 3;
876
877 freed_map->alloc ();
878 freed_map->in_memory = MAP_IN_MEMORY;
879 }
880
881 map = freed_map; 1012 map = &freed_map;
882 x = 1; 1013 x = 1;
883 y = 1; 1014 y = 1;
884 }
885
886 head = 0;
887 1015
888 if (more) 1016 if (more)
889 { 1017 {
890 more->destroy (); 1018 more->destroy ();
891 more = 0; 1019 more = 0;
892 } 1020 }
893 1021
1022 head = 0;
1023
894 // clear those pointers that likely might have circular references to us 1024 // clear those pointers that likely might cause circular references
895 owner = 0; 1025 owner = 0;
896 enemy = 0; 1026 enemy = 0;
897 attacked_by = 0; 1027 attacked_by = 0;
1028 current_weapon = 0;
898} 1029}
899 1030
900void 1031void
901object::destroy (bool destroy_inventory) 1032object::destroy ()
902{ 1033{
903 if (destroyed ()) 1034 if (destroyed ())
904 return; 1035 return;
905 1036
906 if (destroy_inventory) 1037 if (!is_head () && !head->destroyed ())
1038 {
1039 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1040 head->destroy ();
1041 return;
1042 }
1043
907 destroy_inv (false); 1044 destroy_inv_fast ();
1045
1046 if (is_head ())
1047 if (sound_destroy)
1048 play_sound (sound_destroy);
1049 else if (flag [FLAG_MONSTER])
1050 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
908 1051
909 attachable::destroy (); 1052 attachable::destroy ();
910}
911
912/*
913 * sub_weight() recursively (outwards) subtracts a number from the
914 * weight of an object (and what is carried by it's environment(s)).
915 */
916void
917sub_weight (object *op, signed long weight)
918{
919 while (op != NULL)
920 {
921 if (op->type == CONTAINER)
922 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
923
924 op->carrying -= weight;
925 op = op->env;
926 }
927} 1053}
928 1054
929/* op->remove (): 1055/* op->remove ():
930 * This function removes the object op from the linked list of objects 1056 * This function removes the object op from the linked list of objects
931 * which it is currently tied to. When this function is done, the 1057 * which it is currently tied to. When this function is done, the
934 * the previous environment. 1060 * the previous environment.
935 */ 1061 */
936void 1062void
937object::do_remove () 1063object::do_remove ()
938{ 1064{
939 object *tmp, *last = 0; 1065 if (flag [FLAG_REMOVED])
940 object *otmp;
941
942 if (QUERY_FLAG (this, FLAG_REMOVED))
943 return; 1066 return;
944 1067
945 SET_FLAG (this, FLAG_REMOVED);
946 INVOKE_OBJECT (REMOVE, this); 1068 INVOKE_OBJECT (REMOVE, this);
1069
1070 flag [FLAG_REMOVED] = true;
947 1071
948 if (more) 1072 if (more)
949 more->remove (); 1073 more->remove ();
950 1074
951 /* 1075 /*
952 * In this case, the object to be removed is in someones 1076 * In this case, the object to be removed is in someones
953 * inventory. 1077 * inventory.
954 */ 1078 */
955 if (env) 1079 if (env)
956 { 1080 {
957 if (nrof) 1081 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
958 sub_weight (env, weight * nrof); 1082 if (object *pl = visible_to ())
959 else 1083 esrv_del_item (pl->contr, count);
960 sub_weight (env, weight + carrying); 1084 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
961 1085
962 /* NO_FIX_PLAYER is set when a great many changes are being 1086 adjust_weight (env, -total_weight ());
963 * made to players inventory. If set, avoiding the call
964 * to save cpu time.
965 */
966 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
967 otmp->update_stats ();
968 1087
969 if (above) 1088 object *pl = in_player ();
970 above->below = below;
971 else
972 env->inv = below;
973
974 if (below)
975 below->above = above;
976 1089
977 /* we set up values so that it could be inserted into 1090 /* we set up values so that it could be inserted into
978 * the map, but we don't actually do that - it is up 1091 * the map, but we don't actually do that - it is up
979 * to the caller to decide what we want to do. 1092 * to the caller to decide what we want to do.
980 */ 1093 */
981 x = env->x, y = env->y;
982 map = env->map; 1094 map = env->map;
983 above = 0, below = 0; 1095 x = env->x;
1096 y = env->y;
1097
1098 // make sure cmov optimisation is applicable
1099 *(above ? &above->below : &env->inv) = below;
1100 *(below ? &below->above : &above ) = above; // &above is just a dummy
1101
1102 above = 0;
1103 below = 0;
984 env = 0; 1104 env = 0;
1105
1106 if (pl && pl->is_player ())
1107 {
1108 if (expect_false (pl->contr->combat_ob == this))
1109 {
1110 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1111 pl->contr->combat_ob = 0;
1112 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1113 }
1114
1115 if (expect_false (pl->contr->ranged_ob == this))
1116 {
1117 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1118 pl->contr->ranged_ob = 0;
1119 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1120 }
1121
1122 pl->contr->queue_stats_update ();
1123
1124 if (expect_false (glow_radius) && pl->is_on_map ())
1125 update_all_los (pl->map, pl->x, pl->y);
1126 }
985 } 1127 }
986 else if (map) 1128 else if (map)
987 { 1129 {
988 if (type == PLAYER)
989 {
990 // leaving a spot always closes any open container on the ground
991 if (container && !container->env)
992 // this causes spurious floorbox updates, but it ensures
993 // that the CLOSE event is being sent.
994 close_container ();
995
996 --map->players;
997 map->touch ();
998 }
999
1000 map->dirty = true; 1130 map->dirty = true;
1001 mapspace &ms = this->ms (); 1131 mapspace &ms = this->ms ();
1002 1132
1133 if (object *pl = ms.player ())
1134 {
1135 if (is_player ())
1136 {
1137 if (!flag [FLAG_WIZPASS])
1138 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1139
1140 // leaving a spot always closes any open container on the ground
1141 if (container && !container->env)
1142 // this causes spurious floorbox updates, but it ensures
1143 // that the CLOSE event is being sent.
1144 close_container ();
1145
1146 --map->players;
1147 map->touch ();
1148 }
1149 else if (pl->container_ () == this)
1150 {
1151 // removing a container should close it
1152 close_container ();
1153 }
1154
1155 esrv_del_item (pl->contr, count);
1156 }
1157
1003 /* link the object above us */ 1158 /* link the object above us */
1004 if (above) 1159 // re-link, make sure compiler can easily use cmove
1005 above->below = below; 1160 *(above ? &above->below : &ms.top) = below;
1006 else 1161 *(below ? &below->above : &ms.bot) = above;
1007 ms.top = below; /* we were top, set new top */
1008
1009 /* Relink the object below us, if there is one */
1010 if (below)
1011 below->above = above;
1012 else
1013 {
1014 /* Nothing below, which means we need to relink map object for this space
1015 * use translated coordinates in case some oddness with map tiling is
1016 * evident
1017 */
1018 if (GET_MAP_OB (map, x, y) != this)
1019 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 ());
1020
1021 ms.bot = above; /* goes on above it. */
1022 }
1023 1162
1024 above = 0; 1163 above = 0;
1025 below = 0; 1164 below = 0;
1026 1165
1166 ms.invalidate ();
1167
1027 if (map->in_memory == MAP_SAVING) 1168 if (map->in_memory == MAP_SAVING)
1028 return; 1169 return;
1029 1170
1030 int check_walk_off = !flag [FLAG_NO_APPLY]; 1171 int check_walk_off = !flag [FLAG_NO_APPLY];
1031 1172
1032 for (tmp = ms.bot; tmp; tmp = tmp->above) 1173 if (object *pl = ms.player ())
1033 { 1174 {
1034 /* No point updating the players look faces if he is the object 1175 if (pl->container_ () == this)
1035 * being removed.
1036 */
1037
1038 if (tmp->type == PLAYER && tmp != this)
1039 {
1040 /* If a container that the player is currently using somehow gets 1176 /* If a container that the player is currently using somehow gets
1041 * removed (most likely destroyed), update the player view 1177 * removed (most likely destroyed), update the player view
1042 * appropriately. 1178 * appropriately.
1043 */ 1179 */
1044 if (tmp->container == this) 1180 pl->close_container ();
1045 {
1046 flag [FLAG_APPLIED] = 0;
1047 tmp->container = 0;
1048 }
1049 1181
1182 //TODO: the floorbox prev/next might need updating
1183 //esrv_del_item (pl->contr, count);
1184 //TODO: update floorbox to preserve ordering
1050 if (tmp->contr->ns) 1185 if (pl->contr->ns)
1051 tmp->contr->ns->floorbox_update (); 1186 pl->contr->ns->floorbox_update ();
1187 }
1188
1189 if (check_walk_off)
1190 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1191 {
1192 above = tmp->above;
1193
1194 /* No point updating the players look faces if he is the object
1195 * being removed.
1052 } 1196 */
1053 1197
1054 /* See if object moving off should effect something */ 1198 /* See if object moving off should effect something */
1055 if (check_walk_off
1056 && ((move_type & tmp->move_off) 1199 if ((move_type & tmp->move_off)
1057 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1200 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1058 {
1059 move_apply (tmp, this, 0); 1201 move_apply (tmp, this, 0);
1060
1061 if (destroyed ())
1062 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1063 } 1202 }
1064 1203
1065 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1204 if (affects_los ())
1066 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1067 if (tmp->above == tmp)
1068 tmp->above = 0;
1069
1070 last = tmp;
1071 }
1072
1073 /* last == NULL if there are no objects on this space */
1074 //TODO: this makes little sense, why only update the topmost object?
1075 if (!last)
1076 map->at (x, y).flags_ = 0;
1077 else
1078 update_object (last, UP_OBJ_REMOVE);
1079
1080 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1081 update_all_los (map, x, y); 1205 update_all_los (map, x, y);
1082 } 1206 }
1083} 1207}
1084 1208
1085/* 1209/*
1094merge_ob (object *op, object *top) 1218merge_ob (object *op, object *top)
1095{ 1219{
1096 if (!op->nrof) 1220 if (!op->nrof)
1097 return 0; 1221 return 0;
1098 1222
1099 if (top) 1223 if (!top)
1100 for (top = op; top && top->above; top = top->above) 1224 for (top = op; top && top->above; top = top->above)
1101 ; 1225 ;
1102 1226
1103 for (; top; top = top->below) 1227 for (; top; top = top->below)
1104 {
1105 if (top == op)
1106 continue;
1107
1108 if (object::can_merge (op, top)) 1228 if (object::can_merge (op, top))
1109 { 1229 {
1110 top->nrof += op->nrof; 1230 top->nrof += op->nrof;
1111 1231
1112/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1232 if (object *pl = top->visible_to ())
1113 op->weight = 0; /* Don't want any adjustements now */ 1233 esrv_update_item (UPD_NROF, pl, top);
1234
1235 op->weight = 0; // cancel the addition above
1236 op->carrying = 0; // must be 0 already
1237
1114 op->destroy (); 1238 op->destroy ();
1239
1115 return top; 1240 return top;
1116 } 1241 }
1117 }
1118 1242
1119 return 0; 1243 return 0;
1120} 1244}
1121 1245
1122void 1246void
1125 if (more) 1249 if (more)
1126 return; 1250 return;
1127 1251
1128 object *prev = this; 1252 object *prev = this;
1129 1253
1130 for (archetype *at = arch->more; at; at = at->more) 1254 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1131 { 1255 {
1132 object *op = arch_to_object (at); 1256 object *op = at->instance ();
1133 1257
1134 op->name = name; 1258 op->name = name;
1135 op->name_pl = name_pl; 1259 op->name_pl = name_pl;
1136 op->title = title; 1260 op->title = title;
1137 1261
1147 * job preparing multi-part monsters. 1271 * job preparing multi-part monsters.
1148 */ 1272 */
1149object * 1273object *
1150insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1274insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1151{ 1275{
1276 op->remove ();
1277
1152 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1278 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1153 { 1279 {
1154 tmp->x = x + tmp->arch->clone.x; 1280 tmp->x = x + tmp->arch->x;
1155 tmp->y = y + tmp->arch->clone.y; 1281 tmp->y = y + tmp->arch->y;
1156 } 1282 }
1157 1283
1158 return insert_ob_in_map (op, m, originator, flag); 1284 return insert_ob_in_map (op, m, originator, flag);
1159} 1285}
1160 1286
1173 * Passing 0 for flag gives proper default values, so flag really only needs 1299 * Passing 0 for flag gives proper default values, so flag really only needs
1174 * to be set if special handling is needed. 1300 * to be set if special handling is needed.
1175 * 1301 *
1176 * Return value: 1302 * Return value:
1177 * new object if 'op' was merged with other object 1303 * new object if 'op' was merged with other object
1178 * NULL if 'op' was destroyed 1304 * NULL if there was an error (destroyed, blocked etc.)
1179 * just 'op' otherwise 1305 * just 'op' otherwise
1180 */ 1306 */
1181object * 1307object *
1182insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1308insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1183{ 1309{
1184 assert (!op->flag [FLAG_FREED]);
1185
1186 object *tmp, *top, *floor = NULL;
1187
1188 op->remove (); 1310 op->remove ();
1189 1311
1190#if 0 1312 if (m == &freed_map)//D TODO: remove soon
1191 if (!m->active != !op->active)
1192 if (m->active)
1193 op->activate_recursive ();
1194 else
1195 op->deactivate_recursive ();
1196#endif
1197
1198 if (out_of_map (m, op->x, op->y))
1199 { 1313 {//D
1200 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ()); 1314 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1201#ifdef MANY_CORES
1202 /* Better to catch this here, as otherwise the next use of this object
1203 * is likely to cause a crash. Better to find out where it is getting
1204 * improperly inserted.
1205 */
1206 abort ();
1207#endif
1208 return op;
1209 } 1315 }//D
1210
1211 if (object *more = op->more)
1212 {
1213 if (!insert_ob_in_map (more, m, originator, flag))
1214 {
1215 if (!op->head)
1216 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1217
1218 return 0;
1219 }
1220 }
1221
1222 CLEAR_FLAG (op, FLAG_REMOVED);
1223 1316
1224 /* Ideally, the caller figures this out. However, it complicates a lot 1317 /* Ideally, the caller figures this out. However, it complicates a lot
1225 * of areas of callers (eg, anything that uses find_free_spot would now 1318 * of areas of callers (eg, anything that uses find_free_spot would now
1226 * need extra work 1319 * need extra work
1227 */ 1320 */
1321 maptile *newmap = m;
1228 if (!xy_normalise (m, op->x, op->y)) 1322 if (!xy_normalise (newmap, op->x, op->y))
1323 {
1324 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1229 return 0; 1325 return 0;
1326 }
1230 1327
1328 if (object *more = op->more)
1329 if (!insert_ob_in_map (more, m, originator, flag))
1330 return 0;
1331
1332 op->flag [FLAG_REMOVED] = false;
1333 op->env = 0;
1231 op->map = m; 1334 op->map = newmap;
1335
1232 mapspace &ms = op->ms (); 1336 mapspace &ms = op->ms ();
1233 1337
1234 /* this has to be done after we translate the coordinates. 1338 /* this has to be done after we translate the coordinates.
1235 */ 1339 */
1236 if (op->nrof && !(flag & INS_NO_MERGE)) 1340 if (op->nrof && !(flag & INS_NO_MERGE))
1237 for (tmp = ms.bot; tmp; tmp = tmp->above) 1341 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1238 if (object::can_merge (op, tmp)) 1342 if (object::can_merge (op, tmp))
1239 { 1343 {
1344 // TODO: we actually want to update tmp, not op,
1345 // but some caller surely breaks when we return tmp
1346 // from here :/
1240 op->nrof += tmp->nrof; 1347 op->nrof += tmp->nrof;
1241 tmp->destroy (); 1348 tmp->destroy ();
1242 } 1349 }
1243 1350
1244 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1351 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1253 { 1360 {
1254 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1361 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1255 abort (); 1362 abort ();
1256 } 1363 }
1257 1364
1365 if (!originator->is_on_map ())
1366 {
1367 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1368 op->debug_desc (), originator->debug_desc ());
1369 abort ();
1370 }
1371
1258 op->above = originator; 1372 op->above = originator;
1259 op->below = originator->below; 1373 op->below = originator->below;
1260
1261 if (op->below)
1262 op->below->above = op;
1263 else
1264 ms.bot = op;
1265
1266 /* since *below* originator, no need to update top */
1267 originator->below = op; 1374 originator->below = op;
1375
1376 *(op->below ? &op->below->above : &ms.bot) = op;
1268 } 1377 }
1269 else 1378 else
1270 { 1379 {
1271 top = ms.bot; 1380 object *floor = 0;
1381 object *top = ms.top;
1272 1382
1273 /* If there are other objects, then */ 1383 /* If there are other objects, then */
1274 if ((!(flag & INS_MAP_LOAD)) && top) 1384 if (top)
1275 { 1385 {
1276 object *last = 0;
1277
1278 /* 1386 /*
1279 * If there are multiple objects on this space, we do some trickier handling. 1387 * If there are multiple objects on this space, we do some trickier handling.
1280 * We've already dealt with merging if appropriate. 1388 * We've already dealt with merging if appropriate.
1281 * Generally, we want to put the new object on top. But if 1389 * Generally, we want to put the new object on top. But if
1282 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1390 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1285 * once we get to them. This reduces the need to traverse over all of 1393 * once we get to them. This reduces the need to traverse over all of
1286 * them when adding another one - this saves quite a bit of cpu time 1394 * them when adding another one - this saves quite a bit of cpu time
1287 * when lots of spells are cast in one area. Currently, it is presumed 1395 * when lots of spells are cast in one area. Currently, it is presumed
1288 * that flying non pickable objects are spell objects. 1396 * that flying non pickable objects are spell objects.
1289 */ 1397 */
1290 for (top = ms.bot; top; top = top->above) 1398 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1291 { 1399 {
1292 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1400 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1293 floor = top; 1401 floor = tmp;
1294 1402
1295 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1403 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1296 { 1404 {
1297 /* We insert above top, so we want this object below this */ 1405 /* We insert above top, so we want this object below this */
1298 top = top->below; 1406 top = tmp->below;
1299 break; 1407 break;
1300 } 1408 }
1301 1409
1302 last = top; 1410 top = tmp;
1303 } 1411 }
1304
1305 /* Don't want top to be NULL, so set it to the last valid object */
1306 top = last;
1307 1412
1308 /* We let update_position deal with figuring out what the space 1413 /* We let update_position deal with figuring out what the space
1309 * looks like instead of lots of conditions here. 1414 * looks like instead of lots of conditions here.
1310 * makes things faster, and effectively the same result. 1415 * makes things faster, and effectively the same result.
1311 */ 1416 */
1318 */ 1423 */
1319 if (!(flag & INS_ON_TOP) 1424 if (!(flag & INS_ON_TOP)
1320 && ms.flags () & P_BLOCKSVIEW 1425 && ms.flags () & P_BLOCKSVIEW
1321 && (op->face && !faces [op->face].visibility)) 1426 && (op->face && !faces [op->face].visibility))
1322 { 1427 {
1428 object *last;
1429
1323 for (last = top; last != floor; last = last->below) 1430 for (last = top; last != floor; last = last->below)
1324 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1431 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1325 break; 1432 break;
1326 1433
1327 /* Check to see if we found the object that blocks view, 1434 /* Check to see if we found the object that blocks view,
1332 if (last && last->below && last != floor) 1439 if (last && last->below && last != floor)
1333 top = last->below; 1440 top = last->below;
1334 } 1441 }
1335 } /* If objects on this space */ 1442 } /* If objects on this space */
1336 1443
1337 if (flag & INS_MAP_LOAD)
1338 top = ms.top;
1339
1340 if (flag & INS_ABOVE_FLOOR_ONLY) 1444 if (flag & INS_ABOVE_FLOOR_ONLY)
1341 top = floor; 1445 top = floor;
1342 1446
1343 /* Top is the object that our object (op) is going to get inserted above. 1447 // insert object above top, or bottom-most if top = 0
1344 */
1345
1346 /* First object on this space */
1347 if (!top) 1448 if (!top)
1348 { 1449 {
1450 op->below = 0;
1349 op->above = ms.bot; 1451 op->above = ms.bot;
1350
1351 if (op->above)
1352 op->above->below = op;
1353
1354 op->below = 0;
1355 ms.bot = op; 1452 ms.bot = op;
1453
1454 *(op->above ? &op->above->below : &ms.top) = op;
1356 } 1455 }
1357 else 1456 else
1358 { /* get inserted into the stack above top */ 1457 {
1359 op->above = top->above; 1458 op->above = top->above;
1360
1361 if (op->above)
1362 op->above->below = op; 1459 top->above = op;
1363 1460
1364 op->below = top; 1461 op->below = top;
1365 top->above = op; 1462 *(op->above ? &op->above->below : &ms.top) = op;
1366 } 1463 }
1464 }
1367 1465
1368 if (!op->above) 1466 if (op->is_player ())
1369 ms.top = op;
1370 } /* else not INS_BELOW_ORIGINATOR */
1371
1372 if (op->type == PLAYER)
1373 { 1467 {
1374 op->contr->do_los = 1; 1468 op->contr->do_los = 1;
1375 ++op->map->players; 1469 ++op->map->players;
1376 op->map->touch (); 1470 op->map->touch ();
1377 } 1471 }
1378 1472
1379 op->map->dirty = true; 1473 op->map->dirty = true;
1380 1474
1381 /* If we have a floor, we know the player, if any, will be above
1382 * it, so save a few ticks and start from there.
1383 */
1384 if (!(flag & INS_MAP_LOAD))
1385 if (object *pl = ms.player ()) 1475 if (object *pl = ms.player ())
1476 //TODO: the floorbox prev/next might need updating
1477 //esrv_send_item (pl, op);
1478 //TODO: update floorbox to preserve ordering
1386 if (pl->contr->ns) 1479 if (pl->contr->ns)
1387 pl->contr->ns->floorbox_update (); 1480 pl->contr->ns->floorbox_update ();
1388 1481
1389 /* If this object glows, it may affect lighting conditions that are 1482 /* If this object glows, it may affect lighting conditions that are
1390 * visible to others on this map. But update_all_los is really 1483 * visible to others on this map. But update_all_los is really
1391 * an inefficient way to do this, as it means los for all players 1484 * an inefficient way to do this, as it means los for all players
1392 * on the map will get recalculated. The players could very well 1485 * on the map will get recalculated. The players could very well
1393 * be far away from this change and not affected in any way - 1486 * be far away from this change and not affected in any way -
1394 * this should get redone to only look for players within range, 1487 * this should get redone to only look for players within range,
1395 * or just updating the P_UPTODATE for spaces within this area 1488 * or just updating the P_UPTODATE for spaces within this area
1396 * of effect may be sufficient. 1489 * of effect may be sufficient.
1397 */ 1490 */
1398 if (op->map->darkness && (op->glow_radius != 0)) 1491 if (op->affects_los ())
1492 {
1493 op->ms ().invalidate ();
1399 update_all_los (op->map, op->x, op->y); 1494 update_all_los (op->map, op->x, op->y);
1495 }
1400 1496
1401 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1497 /* updates flags (blocked, alive, no magic, etc) for this map space */
1402 update_object (op, UP_OBJ_INSERT); 1498 update_object (op, UP_OBJ_INSERT);
1403 1499
1404 INVOKE_OBJECT (INSERT, op); 1500 INVOKE_OBJECT (INSERT, op);
1411 * blocked() and wall() work properly), and these flags are updated by 1507 * blocked() and wall() work properly), and these flags are updated by
1412 * update_object(). 1508 * update_object().
1413 */ 1509 */
1414 1510
1415 /* if this is not the head or flag has been passed, don't check walk on status */ 1511 /* if this is not the head or flag has been passed, don't check walk on status */
1416 if (!(flag & INS_NO_WALK_ON) && !op->head) 1512 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1417 { 1513 {
1418 if (check_move_on (op, originator)) 1514 if (check_move_on (op, originator))
1419 return 0; 1515 return 0;
1420 1516
1421 /* If we are a multi part object, lets work our way through the check 1517 /* If we are a multi part object, lets work our way through the check
1422 * walk on's. 1518 * walk on's.
1423 */ 1519 */
1424 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1520 for (object *tmp = op->more; tmp; tmp = tmp->more)
1425 if (check_move_on (tmp, originator)) 1521 if (check_move_on (tmp, originator))
1426 return 0; 1522 return 0;
1427 } 1523 }
1428 1524
1429 return op; 1525 return op;
1432/* this function inserts an object in the map, but if it 1528/* this function inserts an object in the map, but if it
1433 * finds an object of its own type, it'll remove that one first. 1529 * finds an object of its own type, it'll remove that one first.
1434 * op is the object to insert it under: supplies x and the map. 1530 * op is the object to insert it under: supplies x and the map.
1435 */ 1531 */
1436void 1532void
1437replace_insert_ob_in_map (const char *arch_string, object *op) 1533replace_insert_ob_in_map (shstr_tmp archname, object *op)
1438{ 1534{
1439 object *tmp, *tmp1;
1440
1441 /* first search for itself and remove any old instances */ 1535 /* first search for itself and remove any old instances */
1442 1536
1443 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1537 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1444 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1538 if (tmp->arch->archname == archname) /* same archetype */
1445 tmp->destroy (); 1539 tmp->destroy ();
1446 1540
1447 tmp1 = arch_to_object (archetype::find (arch_string)); 1541 object *tmp = archetype::find (archname)->instance ();
1448 1542
1449 tmp1->x = op->x; 1543 tmp->x = op->x;
1450 tmp1->y = op->y; 1544 tmp->y = op->y;
1545
1451 insert_ob_in_map (tmp1, op->map, op, 0); 1546 insert_ob_in_map (tmp, op->map, op, 0);
1452} 1547}
1453 1548
1454object * 1549object *
1455object::insert_at (object *where, object *originator, int flags) 1550object::insert_at (object *where, object *originator, int flags)
1456{ 1551{
1552 if (where->env)
1553 return where->env->insert (this);
1554 else
1457 return where->map->insert (this, where->x, where->y, originator, flags); 1555 return where->map->insert (this, where->x, where->y, originator, flags);
1458} 1556}
1459 1557
1460/* 1558// check whether we can put this into the map, respect max_volume, max_items
1461 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1559bool
1462 * is returned contains nr objects, and the remaining parts contains 1560object::can_drop_at (maptile *m, int x, int y, object *originator)
1463 * the rest (or is removed and freed if that number is 0).
1464 * On failure, NULL is returned, and the reason put into the
1465 * global static errmsg array.
1466 */
1467object *
1468get_split_ob (object *orig_ob, uint32 nr)
1469{ 1561{
1470 object *newob; 1562 mapspace &ms = m->at (x, y);
1471 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1472 1563
1473 if (orig_ob->nrof < nr) 1564 int items = ms.items ();
1474 {
1475 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1476 return NULL;
1477 }
1478 1565
1479 newob = object_create_clone (orig_ob); 1566 if (!items // testing !items ensures we can drop at least one item
1567 || (items < m->max_items
1568 && ms.volume () < m->max_volume))
1569 return true;
1480 1570
1481 if ((orig_ob->nrof -= nr) < 1) 1571 if (originator && originator->is_player ())
1482 orig_ob->destroy (1); 1572 originator->contr->failmsg (format (
1483 else if (!is_removed) 1573 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1484 { 1574 query_name ()
1485 if (orig_ob->env != NULL) 1575 ));
1486 sub_weight (orig_ob->env, orig_ob->weight * nr);
1487 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1488 {
1489 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1490 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1491 return NULL;
1492 }
1493 }
1494 1576
1495 newob->nrof = nr; 1577 return false;
1496
1497 return newob;
1498} 1578}
1499 1579
1500/* 1580/*
1501 * decrease_ob_nr(object, number) decreases a specified number from 1581 * decrease(object, number) decreases a specified number from
1502 * the amount of an object. If the amount reaches 0, the object 1582 * the amount of an object. If the amount reaches 0, the object
1503 * is subsequently removed and freed. 1583 * is subsequently removed and freed.
1504 * 1584 *
1505 * Return value: 'op' if something is left, NULL if the amount reached 0 1585 * Return value: 'op' if something is left, NULL if the amount reached 0
1506 */ 1586 */
1587bool
1588object::decrease (sint32 nr)
1589{
1590 if (!nr)
1591 return true;
1592
1593 nr = min (nr, nrof);
1594
1595 if (nrof > nr)
1596 {
1597 nrof -= nr;
1598 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1599
1600 if (object *pl = visible_to ())
1601 esrv_update_item (UPD_NROF, pl, this);
1602
1603 return true;
1604 }
1605 else
1606 {
1607 destroy ();
1608 return false;
1609 }
1610}
1611
1612/*
1613 * split(ob,nr) splits up ob into two parts. The part which
1614 * is returned contains nr objects, and the remaining parts contains
1615 * the rest (or is removed and returned if that number is 0).
1616 * On failure, NULL is returned.
1617 */
1507object * 1618object *
1508decrease_ob_nr (object *op, uint32 i) 1619object::split (sint32 nr)
1509{ 1620{
1510 object *tmp; 1621 int have = number_of ();
1511 1622
1512 if (i == 0) /* objects with op->nrof require this check */ 1623 if (have < nr)
1513 return op; 1624 return 0;
1514 1625 else if (have == nr)
1515 if (i > op->nrof)
1516 i = op->nrof;
1517
1518 if (QUERY_FLAG (op, FLAG_REMOVED))
1519 op->nrof -= i;
1520 else if (op->env)
1521 { 1626 {
1522 /* is this object in the players inventory, or sub container
1523 * therein?
1524 */
1525 tmp = op->in_player ();
1526 /* nope. Is this a container the player has opened?
1527 * If so, set tmp to that player.
1528 * IMO, searching through all the players will mostly
1529 * likely be quicker than following op->env to the map,
1530 * and then searching the map for a player.
1531 */
1532 if (!tmp)
1533 for_all_players (pl)
1534 if (pl->ob->container == op->env)
1535 {
1536 tmp = pl->ob;
1537 break;
1538 }
1539
1540 if (i < op->nrof)
1541 {
1542 sub_weight (op->env, op->weight * i);
1543 op->nrof -= i;
1544 if (tmp)
1545 esrv_send_item (tmp, op);
1546 }
1547 else
1548 {
1549 op->remove (); 1627 remove ();
1550 op->nrof = 0; 1628 return this;
1551 if (tmp)
1552 esrv_del_item (tmp->contr, op->count);
1553 }
1554 } 1629 }
1555 else 1630 else
1556 { 1631 {
1557 object *above = op->above; 1632 decrease (nr);
1558 1633
1559 if (i < op->nrof) 1634 object *op = deep_clone ();
1560 op->nrof -= i; 1635 op->nrof = nr;
1561 else
1562 {
1563 op->remove ();
1564 op->nrof = 0;
1565 }
1566
1567 /* Since we just removed op, op->above is null */
1568 for (tmp = above; tmp; tmp = tmp->above)
1569 if (tmp->type == PLAYER)
1570 {
1571 if (op->nrof)
1572 esrv_send_item (tmp, op);
1573 else
1574 esrv_del_item (tmp->contr, op->count);
1575 }
1576 }
1577
1578 if (op->nrof)
1579 return op; 1636 return op;
1580 else
1581 {
1582 op->destroy ();
1583 return 0;
1584 }
1585}
1586
1587/*
1588 * add_weight(object, weight) adds the specified weight to an object,
1589 * and also updates how much the environment(s) is/are carrying.
1590 */
1591void
1592add_weight (object *op, signed long weight)
1593{
1594 while (op != NULL)
1595 {
1596 if (op->type == CONTAINER)
1597 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1598
1599 op->carrying += weight;
1600 op = op->env;
1601 } 1637 }
1602} 1638}
1603 1639
1604object * 1640object *
1605insert_ob_in_ob (object *op, object *where) 1641insert_ob_in_ob (object *op, object *where)
1610 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1646 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1611 free (dump); 1647 free (dump);
1612 return op; 1648 return op;
1613 } 1649 }
1614 1650
1615 if (where->head) 1651 if (where->head_ () != where)
1616 { 1652 {
1617 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1653 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1618 where = where->head; 1654 where = where->head;
1619 } 1655 }
1620 1656
1621 return where->insert (op); 1657 return where->insert (op);
1622} 1658}
1630 * be != op, if items are merged. -Tero 1666 * be != op, if items are merged. -Tero
1631 */ 1667 */
1632object * 1668object *
1633object::insert (object *op) 1669object::insert (object *op)
1634{ 1670{
1635 object *tmp, *otmp;
1636
1637 if (!QUERY_FLAG (op, FLAG_REMOVED))
1638 op->remove ();
1639
1640 if (op->more) 1671 if (op->more)
1641 { 1672 {
1642 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1673 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1643 return op; 1674 return op;
1644 } 1675 }
1645 1676
1646 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1677 op->remove ();
1647 CLEAR_FLAG (op, FLAG_REMOVED); 1678
1679 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1680
1648 if (op->nrof) 1681 if (op->nrof)
1649 {
1650 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1682 for (object *tmp = inv; tmp; tmp = tmp->below)
1651 if (object::can_merge (tmp, op)) 1683 if (object::can_merge (tmp, op))
1652 { 1684 {
1653 /* return the original object and remove inserted object 1685 /* return the original object and remove inserted object
1654 (client needs the original object) */ 1686 (client needs the original object) */
1655 tmp->nrof += op->nrof; 1687 tmp->nrof += op->nrof;
1656 /* Weight handling gets pretty funky. Since we are adding to 1688
1657 * tmp->nrof, we need to increase the weight. 1689 if (object *pl = tmp->visible_to ())
1658 */ 1690 esrv_update_item (UPD_NROF, pl, tmp);
1691
1659 add_weight (this, op->weight * op->nrof); 1692 adjust_weight (this, op->total_weight ());
1660 SET_FLAG (op, FLAG_REMOVED); 1693
1661 op->destroy (); /* free the inserted object */ 1694 op->destroy ();
1662 op = tmp; 1695 op = tmp;
1663 op->remove (); /* and fix old object's links */ 1696 goto inserted;
1664 CLEAR_FLAG (op, FLAG_REMOVED);
1665 break;
1666 } 1697 }
1667 1698
1668 /* I assume combined objects have no inventory 1699 op->owner = 0; // it's his/hers now. period.
1669 * We add the weight - this object could have just been removed
1670 * (if it was possible to merge). calling remove_ob will subtract
1671 * the weight, so we need to add it in again, since we actually do
1672 * the linking below
1673 */
1674 add_weight (this, op->weight * op->nrof);
1675 }
1676 else
1677 add_weight (this, (op->weight + op->carrying));
1678
1679 otmp = this->in_player ();
1680 if (otmp && otmp->contr)
1681 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1682 otmp->update_stats ();
1683
1684 op->map = 0; 1700 op->map = 0;
1685 op->env = this; 1701 op->x = 0;
1702 op->y = 0;
1703
1686 op->above = 0; 1704 op->above = 0;
1687 op->below = 0; 1705 op->below = inv;
1688 op->x = 0, op->y = 0; 1706 op->env = this;
1689 1707
1708 if (inv)
1709 inv->above = op;
1710
1711 inv = op;
1712
1713 op->flag [FLAG_REMOVED] = 0;
1714
1715 if (object *pl = op->visible_to ())
1716 esrv_send_item (pl, op);
1717
1718 adjust_weight (this, op->total_weight ());
1719
1720inserted:
1690 /* reset the light list and los of the players on the map */ 1721 /* reset the light list and los of the players on the map */
1691 if ((op->glow_radius != 0) && map) 1722 if (op->glow_radius && is_on_map ())
1692 { 1723 {
1693#ifdef DEBUG_LIGHTS 1724 update_stats ();
1694 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1695#endif /* DEBUG_LIGHTS */
1696 if (map->darkness)
1697 update_all_los (map, x, y); 1725 update_all_los (map, x, y);
1698 }
1699
1700 /* Client has no idea of ordering so lets not bother ordering it here.
1701 * It sure simplifies this function...
1702 */
1703 if (!inv)
1704 inv = op;
1705 else
1706 { 1726 }
1707 op->below = inv; 1727 else if (is_player ())
1708 op->below->above = op; 1728 // if this is a player's inventory, update stats
1709 inv = op; 1729 contr->queue_stats_update ();
1710 }
1711 1730
1712 INVOKE_OBJECT (INSERT, this); 1731 INVOKE_OBJECT (INSERT, this);
1713 1732
1714 return op; 1733 return op;
1715} 1734}
1735 * on top. 1754 * on top.
1736 */ 1755 */
1737int 1756int
1738check_move_on (object *op, object *originator) 1757check_move_on (object *op, object *originator)
1739{ 1758{
1759 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1760 return 0;
1761
1740 object *tmp; 1762 object *tmp;
1741 maptile *m = op->map; 1763 maptile *m = op->map;
1742 int x = op->x, y = op->y; 1764 int x = op->x, y = op->y;
1743 1765
1744 MoveType move_on, move_slow, move_block; 1766 mapspace &ms = m->at (x, y);
1745 1767
1746 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1768 ms.update ();
1747 return 0;
1748 1769
1749 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1770 MoveType move_on = ms.move_on;
1750 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1771 MoveType move_slow = ms.move_slow;
1751 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1772 MoveType move_block = ms.move_block;
1752 1773
1753 /* if nothing on this space will slow op down or be applied, 1774 /* if nothing on this space will slow op down or be applied,
1754 * no need to do checking below. have to make sure move_type 1775 * no need to do checking below. have to make sure move_type
1755 * is set, as lots of objects don't have it set - we treat that 1776 * is set, as lots of objects don't have it set - we treat that
1756 * as walking. 1777 * as walking.
1767 return 0; 1788 return 0;
1768 1789
1769 /* The objects have to be checked from top to bottom. 1790 /* The objects have to be checked from top to bottom.
1770 * Hence, we first go to the top: 1791 * Hence, we first go to the top:
1771 */ 1792 */
1772 1793 for (object *next, *tmp = ms.top; tmp; tmp = next)
1773 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1774 {
1775 /* Trim the search when we find the first other spell effect
1776 * this helps performance so that if a space has 50 spell objects,
1777 * we don't need to check all of them.
1778 */
1779 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1780 break;
1781 } 1794 {
1795 next = tmp->below;
1782 1796
1783 for (; tmp; tmp = tmp->below)
1784 {
1785 if (tmp == op) 1797 if (tmp == op)
1786 continue; /* Can't apply yourself */ 1798 continue; /* Can't apply yourself */
1787 1799
1788 /* Check to see if one of the movement types should be slowed down. 1800 /* Check to see if one of the movement types should be slowed down.
1789 * Second check makes sure that the movement types not being slowed 1801 * Second check makes sure that the movement types not being slowed
1794 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1806 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1795 { 1807 {
1796 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1808 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1797 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1809 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1798 { 1810 {
1799
1800 float
1801 diff = tmp->move_slow_penalty * fabs (op->speed); 1811 float diff = tmp->move_slow_penalty * fabs (op->speed);
1802 1812
1803 if (op->type == PLAYER) 1813 if (op->is_player ())
1804 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1814 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1805 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1815 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1806 diff /= 4.0; 1816 diff /= 4.0;
1807 1817
1808 op->speed_left -= diff; 1818 op->speed_left -= diff;
1809 } 1819 }
1810 } 1820 }
1843 LOG (llevError, "Present_arch called outside map.\n"); 1853 LOG (llevError, "Present_arch called outside map.\n");
1844 return NULL; 1854 return NULL;
1845 } 1855 }
1846 1856
1847 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1857 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1848 if (tmp->arch == at) 1858 if (tmp->arch->archname == at->archname)
1849 return tmp; 1859 return tmp;
1850 1860
1851 return NULL; 1861 return NULL;
1852} 1862}
1853 1863
1917 * The first matching object is returned, or NULL if none. 1927 * The first matching object is returned, or NULL if none.
1918 */ 1928 */
1919object * 1929object *
1920present_arch_in_ob (const archetype *at, const object *op) 1930present_arch_in_ob (const archetype *at, const object *op)
1921{ 1931{
1922 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1932 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1923 if (tmp->arch == at) 1933 if (tmp->arch->archname == at->archname)
1924 return tmp; 1934 return tmp;
1925 1935
1926 return NULL; 1936 return NULL;
1927} 1937}
1928 1938
1930 * activate recursively a flag on an object inventory 1940 * activate recursively a flag on an object inventory
1931 */ 1941 */
1932void 1942void
1933flag_inv (object *op, int flag) 1943flag_inv (object *op, int flag)
1934{ 1944{
1935 if (op->inv)
1936 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1945 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1937 { 1946 {
1938 SET_FLAG (tmp, flag); 1947 SET_FLAG (tmp, flag);
1939 flag_inv (tmp, flag); 1948 flag_inv (tmp, flag);
1940 } 1949 }
1941} 1950}
1942 1951
1943/* 1952/*
1944 * deactivate recursively a flag on an object inventory 1953 * deactivate recursively a flag on an object inventory
1945 */ 1954 */
1946void 1955void
1947unflag_inv (object *op, int flag) 1956unflag_inv (object *op, int flag)
1948{ 1957{
1949 if (op->inv)
1950 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1958 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1951 { 1959 {
1952 CLEAR_FLAG (tmp, flag); 1960 CLEAR_FLAG (tmp, flag);
1953 unflag_inv (tmp, flag); 1961 unflag_inv (tmp, flag);
1954 } 1962 }
1955}
1956
1957/*
1958 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1959 * all it's inventory (recursively).
1960 * If checksums are used, a player will get set_cheat called for
1961 * him/her-self and all object carried by a call to this function.
1962 */
1963void
1964set_cheat (object *op)
1965{
1966 SET_FLAG (op, FLAG_WAS_WIZ);
1967 flag_inv (op, FLAG_WAS_WIZ);
1968} 1963}
1969 1964
1970/* 1965/*
1971 * find_free_spot(object, map, x, y, start, stop) will search for 1966 * find_free_spot(object, map, x, y, start, stop) will search for
1972 * a spot at the given map and coordinates which will be able to contain 1967 * a spot at the given map and coordinates which will be able to contain
1974 * to search (see the freearr_x/y[] definition). 1969 * to search (see the freearr_x/y[] definition).
1975 * It returns a random choice among the alternatives found. 1970 * It returns a random choice among the alternatives found.
1976 * start and stop are where to start relative to the free_arr array (1,9 1971 * start and stop are where to start relative to the free_arr array (1,9
1977 * does all 4 immediate directions). This returns the index into the 1972 * does all 4 immediate directions). This returns the index into the
1978 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1973 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1979 * Note - this only checks to see if there is space for the head of the
1980 * object - if it is a multispace object, this should be called for all
1981 * pieces.
1982 * Note2: This function does correctly handle tiled maps, but does not 1974 * Note: This function does correctly handle tiled maps, but does not
1983 * inform the caller. However, insert_ob_in_map will update as 1975 * inform the caller. However, insert_ob_in_map will update as
1984 * necessary, so the caller shouldn't need to do any special work. 1976 * necessary, so the caller shouldn't need to do any special work.
1985 * Note - updated to take an object instead of archetype - this is necessary 1977 * Note - updated to take an object instead of archetype - this is necessary
1986 * because arch_blocked (now ob_blocked) needs to know the movement type 1978 * because arch_blocked (now ob_blocked) needs to know the movement type
1987 * to know if the space in question will block the object. We can't use 1979 * to know if the space in question will block the object. We can't use
1989 * customized, changed states, etc. 1981 * customized, changed states, etc.
1990 */ 1982 */
1991int 1983int
1992find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1984find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1993{ 1985{
1986 int altern[SIZEOFFREE];
1994 int index = 0, flag; 1987 int index = 0, flag;
1995 int altern[SIZEOFFREE];
1996 1988
1997 for (int i = start; i < stop; i++) 1989 for (int i = start; i < stop; i++)
1998 { 1990 {
1999 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1991 mapxy pos (m, x, y); pos.move (i);
2000 if (!flag) 1992
1993 if (!pos.normalise ())
1994 continue;
1995
1996 mapspace &ms = *pos;
1997
1998 if (ms.flags () & P_IS_ALIVE)
1999 continue;
2000
2001 /* However, often
2002 * ob doesn't have any move type (when used to place exits)
2003 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2004 */
2005 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2006 {
2001 altern [index++] = i; 2007 altern [index++] = i;
2008 continue;
2009 }
2002 2010
2003 /* Basically, if we find a wall on a space, we cut down the search size. 2011 /* Basically, if we find a wall on a space, we cut down the search size.
2004 * In this way, we won't return spaces that are on another side of a wall. 2012 * In this way, we won't return spaces that are on another side of a wall.
2005 * This mostly work, but it cuts down the search size in all directions - 2013 * This mostly work, but it cuts down the search size in all directions -
2006 * if the space being examined only has a wall to the north and empty 2014 * if the space being examined only has a wall to the north and empty
2007 * spaces in all the other directions, this will reduce the search space 2015 * spaces in all the other directions, this will reduce the search space
2008 * to only the spaces immediately surrounding the target area, and 2016 * to only the spaces immediately surrounding the target area, and
2009 * won't look 2 spaces south of the target space. 2017 * won't look 2 spaces south of the target space.
2010 */ 2018 */
2011 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2019 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2020 {
2012 stop = maxfree[i]; 2021 stop = maxfree[i];
2022 continue;
2023 }
2024
2025 /* Note it is intentional that we check ob - the movement type of the
2026 * head of the object should correspond for the entire object.
2027 */
2028 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2029 continue;
2030
2031 if (ob->blocked (pos.m, pos.x, pos.y))
2032 continue;
2033
2034 altern [index++] = i;
2013 } 2035 }
2014 2036
2015 if (!index) 2037 if (!index)
2016 return -1; 2038 return -1;
2017 2039
2026 */ 2048 */
2027int 2049int
2028find_first_free_spot (const object *ob, maptile *m, int x, int y) 2050find_first_free_spot (const object *ob, maptile *m, int x, int y)
2029{ 2051{
2030 for (int i = 0; i < SIZEOFFREE; i++) 2052 for (int i = 0; i < SIZEOFFREE; i++)
2031 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2053 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2032 return i; 2054 return i;
2033 2055
2034 return -1; 2056 return -1;
2035} 2057}
2036 2058
2082 * there is capable of. 2104 * there is capable of.
2083 */ 2105 */
2084int 2106int
2085find_dir (maptile *m, int x, int y, object *exclude) 2107find_dir (maptile *m, int x, int y, object *exclude)
2086{ 2108{
2087 int i, max = SIZEOFFREE, mflags; 2109 int max = SIZEOFFREE, mflags;
2088
2089 sint16 nx, ny;
2090 object *tmp;
2091 maptile *mp;
2092
2093 MoveType blocked, move_type; 2110 MoveType move_type;
2094 2111
2095 if (exclude && exclude->head) 2112 if (exclude && exclude->head_ () != exclude)
2096 { 2113 {
2097 exclude = exclude->head; 2114 exclude = exclude->head;
2098 move_type = exclude->move_type; 2115 move_type = exclude->move_type;
2099 } 2116 }
2100 else 2117 else
2101 { 2118 {
2102 /* If we don't have anything, presume it can use all movement types. */ 2119 /* If we don't have anything, presume it can use all movement types. */
2103 move_type = MOVE_ALL; 2120 move_type = MOVE_ALL;
2104 } 2121 }
2105 2122
2106 for (i = 1; i < max; i++) 2123 for (int i = 1; i < max; i++)
2107 { 2124 {
2108 mp = m; 2125 mapxy pos (m, x, y);
2109 nx = x + freearr_x[i]; 2126 pos.move (i);
2110 ny = y + freearr_y[i];
2111 2127
2112 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2128 if (!pos.normalise ())
2113
2114 if (mflags & P_OUT_OF_MAP)
2115 max = maxfree[i]; 2129 max = maxfree[i];
2116 else 2130 else
2117 { 2131 {
2118 mapspace &ms = mp->at (nx, ny); 2132 mapspace &ms = *pos;
2119 2133
2120 blocked = ms.move_block;
2121
2122 if ((move_type & blocked) == move_type) 2134 if ((move_type & ms.move_block) == move_type)
2123 max = maxfree[i]; 2135 max = maxfree [i];
2124 else if (mflags & P_IS_ALIVE) 2136 else if (ms.flags () & P_IS_ALIVE)
2125 { 2137 {
2126 for (tmp = ms.bot; tmp; tmp = tmp->above) 2138 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2127 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2139 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2128 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2140 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2129 break;
2130
2131 if (tmp)
2132 return freedir[i]; 2141 return freedir [i];
2133 } 2142 }
2134 } 2143 }
2135 } 2144 }
2136 2145
2137 return 0; 2146 return 0;
2212 * This basically means that if direction is 15, then it could either go 2221 * This basically means that if direction is 15, then it could either go
2213 * direction 4, 14, or 16 to get back to where we are. 2222 * direction 4, 14, or 16 to get back to where we are.
2214 * Moved from spell_util.c to object.c with the other related direction 2223 * Moved from spell_util.c to object.c with the other related direction
2215 * functions. 2224 * functions.
2216 */ 2225 */
2217int reduction_dir[SIZEOFFREE][3] = { 2226static const int reduction_dir[SIZEOFFREE][3] = {
2218 {0, 0, 0}, /* 0 */ 2227 {0, 0, 0}, /* 0 */
2219 {0, 0, 0}, /* 1 */ 2228 {0, 0, 0}, /* 1 */
2220 {0, 0, 0}, /* 2 */ 2229 {0, 0, 0}, /* 2 */
2221 {0, 0, 0}, /* 3 */ 2230 {0, 0, 0}, /* 3 */
2222 {0, 0, 0}, /* 4 */ 2231 {0, 0, 0}, /* 4 */
2313 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2322 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2314 * core dumps if they do. 2323 * core dumps if they do.
2315 * 2324 *
2316 * Add a check so we can't pick up invisible objects (0.93.8) 2325 * Add a check so we can't pick up invisible objects (0.93.8)
2317 */ 2326 */
2318
2319int 2327int
2320can_pick (const object *who, const object *item) 2328can_pick (const object *who, const object *item)
2321{ 2329{
2322 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2330 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2323 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2331 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2324 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2332 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2325} 2333}
2326 2334
2327/* 2335/*
2328 * create clone from object to another 2336 * create clone from object to another
2329 */ 2337 */
2330object * 2338object *
2331object_create_clone (object *asrc) 2339object::deep_clone ()
2332{ 2340{
2333 object *dst = 0, *tmp, *src, *part, *prev, *item; 2341 assert (("deep_clone called on non-head object", is_head ()));
2334 2342
2335 if (!asrc) 2343 object *dst = clone ();
2336 return 0;
2337 2344
2338 src = asrc; 2345 object *prev = dst;
2339 if (src->head)
2340 src = src->head;
2341
2342 prev = 0;
2343 for (part = src; part; part = part->more) 2346 for (object *part = this->more; part; part = part->more)
2344 { 2347 {
2345 tmp = part->clone (); 2348 object *tmp = part->clone ();
2346 tmp->x -= src->x;
2347 tmp->y -= src->y;
2348
2349 if (!part->head)
2350 {
2351 dst = tmp;
2352 tmp->head = 0;
2353 }
2354 else
2355 tmp->head = dst; 2349 tmp->head = dst;
2356
2357 tmp->more = 0;
2358
2359 if (prev)
2360 prev->more = tmp; 2350 prev->more = tmp;
2361
2362 prev = tmp; 2351 prev = tmp;
2363 } 2352 }
2364 2353
2365 for (item = src->inv; item; item = item->below) 2354 for (object *item = inv; item; item = item->below)
2366 insert_ob_in_ob (object_create_clone (item), dst); 2355 insert_ob_in_ob (item->deep_clone (), dst);
2367 2356
2368 return dst; 2357 return dst;
2369} 2358}
2370 2359
2371/* This returns the first object in who's inventory that 2360/* This returns the first object in who's inventory that
2380 return tmp; 2369 return tmp;
2381 2370
2382 return 0; 2371 return 0;
2383} 2372}
2384 2373
2385/* If ob has a field named key, return the link from the list, 2374shstr_tmp
2386 * otherwise return NULL. 2375object::kv_get (shstr_tmp key) const
2387 *
2388 * key must be a passed in shared string - otherwise, this won't
2389 * do the desired thing.
2390 */
2391key_value *
2392get_ob_key_link (const object *ob, const char *key)
2393{ 2376{
2394 for (key_value *link = ob->key_values; link; link = link->next) 2377 for (key_value *kv = key_values; kv; kv = kv->next)
2395 if (link->key == key) 2378 if (kv->key == key)
2396 return link;
2397
2398 return 0;
2399}
2400
2401/*
2402 * Returns the value of op has an extra_field for key, or NULL.
2403 *
2404 * The argument doesn't need to be a shared string.
2405 *
2406 * The returned string is shared.
2407 */
2408const char *
2409get_ob_key_value (const object *op, const char *const key)
2410{
2411 key_value *link;
2412 shstr_cmp canonical_key (key);
2413
2414 if (!canonical_key)
2415 {
2416 /* 1. There being a field named key on any object
2417 * implies there'd be a shared string to find.
2418 * 2. Since there isn't, no object has this field.
2419 * 3. Therefore, *this* object doesn't have this field.
2420 */
2421 return 0;
2422 }
2423
2424 /* This is copied from get_ob_key_link() above -
2425 * only 4 lines, and saves the function call overhead.
2426 */
2427 for (link = op->key_values; link; link = link->next)
2428 if (link->key == canonical_key)
2429 return link->value; 2379 return kv->value;
2430 2380
2431 return 0; 2381 return shstr ();
2432} 2382}
2433 2383
2434/* 2384void
2435 * Updates the canonical_key in op to value. 2385object::kv_set (shstr_tmp key, shstr_tmp value)
2436 *
2437 * canonical_key is a shared string (value doesn't have to be).
2438 *
2439 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2440 * keys.
2441 *
2442 * Returns TRUE on success.
2443 */
2444int
2445set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2446{ 2386{
2447 key_value *field = NULL, *last = NULL; 2387 for (key_value *kv = key_values; kv; kv = kv->next)
2448 2388 if (kv->key == key)
2449 for (field = op->key_values; field != NULL; field = field->next)
2450 {
2451 if (field->key != canonical_key)
2452 { 2389 {
2453 last = field; 2390 kv->value = value;
2454 continue; 2391 return;
2455 } 2392 }
2456 2393
2457 if (value) 2394 key_value *kv = new key_value;
2458 field->value = value; 2395
2459 else 2396 kv->next = key_values;
2397 kv->key = key;
2398 kv->value = value;
2399
2400 key_values = kv;
2401}
2402
2403void
2404object::kv_del (shstr_tmp key)
2405{
2406 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2407 if ((*kvp)->key == key)
2460 { 2408 {
2461 /* Basically, if the archetype has this key set, 2409 key_value *kv = *kvp;
2462 * we need to store the null value so when we save 2410 *kvp = (*kvp)->next;
2463 * it, we save the empty value so that when we load, 2411 delete kv;
2464 * we get this value back again. 2412 return;
2465 */
2466 if (get_ob_key_link (&op->arch->clone, canonical_key))
2467 field->value = 0;
2468 else
2469 {
2470 if (last)
2471 last->next = field->next;
2472 else
2473 op->key_values = field->next;
2474
2475 delete field;
2476 }
2477 } 2413 }
2478 return TRUE;
2479 }
2480 /* IF we get here, key doesn't exist */
2481
2482 /* No field, we'll have to add it. */
2483
2484 if (!add_key)
2485 return FALSE;
2486
2487 /* There isn't any good reason to store a null
2488 * value in the key/value list. If the archetype has
2489 * this key, then we should also have it, so shouldn't
2490 * be here. If user wants to store empty strings,
2491 * should pass in ""
2492 */
2493 if (value == NULL)
2494 return TRUE;
2495
2496 field = new key_value;
2497
2498 field->key = canonical_key;
2499 field->value = value;
2500 /* Usual prepend-addition. */
2501 field->next = op->key_values;
2502 op->key_values = field;
2503
2504 return TRUE;
2505}
2506
2507/*
2508 * Updates the key in op to value.
2509 *
2510 * If add_key is FALSE, this will only update existing keys,
2511 * and not add new ones.
2512 * In general, should be little reason FALSE is ever passed in for add_key
2513 *
2514 * Returns TRUE on success.
2515 */
2516int
2517set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2518{
2519 shstr key_ (key);
2520
2521 return set_ob_key_value_s (op, key_, value, add_key);
2522} 2414}
2523 2415
2524object::depth_iterator::depth_iterator (object *container) 2416object::depth_iterator::depth_iterator (object *container)
2525: iterator_base (container) 2417: iterator_base (container)
2526{ 2418{
2539 item = item->inv; 2431 item = item->inv;
2540 } 2432 }
2541 else 2433 else
2542 item = item->env; 2434 item = item->env;
2543} 2435}
2544
2545 2436
2546const char * 2437const char *
2547object::flag_desc (char *desc, int len) const 2438object::flag_desc (char *desc, int len) const
2548{ 2439{
2549 char *p = desc; 2440 char *p = desc;
2577{ 2468{
2578 char flagdesc[512]; 2469 char flagdesc[512];
2579 char info2[256 * 4]; 2470 char info2[256 * 4];
2580 char *p = info; 2471 char *p = info;
2581 2472
2582 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2473 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2583 count, uuid.seq, 2474 count,
2475 uuid.c_str (),
2584 &name, 2476 &name,
2585 title ? "\",title:\"" : "", 2477 title ? ",title:\"" : "",
2586 title ? (const char *)title : "", 2478 title ? (const char *)title : "",
2479 title ? "\"" : "",
2587 flag_desc (flagdesc, 512), type); 2480 flag_desc (flagdesc, 512), type);
2588 2481
2589 if (env) 2482 if (!flag[FLAG_REMOVED] && env)
2590 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2483 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2591 2484
2592 if (map) 2485 if (map)
2593 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2486 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2594 2487
2609{ 2502{
2610 return map ? map->region (x, y) 2503 return map ? map->region (x, y)
2611 : region::default_region (); 2504 : region::default_region ();
2612} 2505}
2613 2506
2614const materialtype_t *
2615object::dominant_material () const
2616{
2617 if (materialtype_t *mat = name_to_material (materialname))
2618 return mat;
2619
2620 // omfg this is slow, this has to be temporary :)
2621 shstr unknown ("unknown");
2622
2623 return name_to_material (unknown);
2624}
2625
2626void 2507void
2627object::open_container (object *new_container) 2508object::open_container (object *new_container)
2628{ 2509{
2629 if (container == new_container) 2510 if (container == new_container)
2630 return; 2511 return;
2631 2512
2632 if (object *old_container = container) 2513 object *old_container = container;
2514
2515 if (old_container)
2633 { 2516 {
2634 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2517 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2635 return; 2518 return;
2636 2519
2637#if 0 2520#if 0
2639 if (object *closer = old_container->inv) 2522 if (object *closer = old_container->inv)
2640 if (closer->type == CLOSE_CON) 2523 if (closer->type == CLOSE_CON)
2641 closer->destroy (); 2524 closer->destroy ();
2642#endif 2525#endif
2643 2526
2527 // make sure the container is available
2528 esrv_send_item (this, old_container);
2529
2644 old_container->flag [FLAG_APPLIED] = 0; 2530 old_container->flag [FLAG_APPLIED] = false;
2645 container = 0; 2531 container = 0;
2646 2532
2533 // client needs item update to make it work, client bug requires this to be separate
2647 esrv_update_item (UPD_FLAGS, this, old_container); 2534 esrv_update_item (UPD_FLAGS, this, old_container);
2535
2648 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2536 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2537 play_sound (sound_find ("chest_close"));
2649 } 2538 }
2650 2539
2651 if (new_container) 2540 if (new_container)
2652 { 2541 {
2653 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2542 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2656 // TODO: this does not seem to serve any purpose anymore? 2545 // TODO: this does not seem to serve any purpose anymore?
2657#if 0 2546#if 0
2658 // insert the "Close Container" object. 2547 // insert the "Close Container" object.
2659 if (archetype *closer = new_container->other_arch) 2548 if (archetype *closer = new_container->other_arch)
2660 { 2549 {
2661 object *closer = arch_to_object (new_container->other_arch); 2550 object *closer = new_container->other_arch->instance ();
2662 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2551 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2663 new_container->insert (closer); 2552 new_container->insert (closer);
2664 } 2553 }
2665#endif 2554#endif
2666 2555
2667 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2556 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2668 2557
2558 // make sure the container is available, client bug requires this to be separate
2559 esrv_send_item (this, new_container);
2560
2669 new_container->flag [FLAG_APPLIED] = 1; 2561 new_container->flag [FLAG_APPLIED] = true;
2670 container = new_container; 2562 container = new_container;
2671 2563
2564 // client needs flag change
2672 esrv_update_item (UPD_FLAGS, this, new_container); 2565 esrv_update_item (UPD_FLAGS, this, new_container);
2673 esrv_send_inventory (this, new_container); 2566 esrv_send_inventory (this, new_container);
2567 play_sound (sound_find ("chest_open"));
2568 }
2569// else if (!old_container->env && contr && contr->ns)
2570// contr->ns->floorbox_reset ();
2571}
2572
2573object *
2574object::force_find (shstr_tmp name)
2575{
2576 /* cycle through his inventory to look for the MARK we want to
2577 * place
2578 */
2579 for (object *tmp = inv; tmp; tmp = tmp->below)
2580 if (tmp->type == FORCE && tmp->slaying == name)
2581 return splay (tmp);
2582
2583 return 0;
2584}
2585
2586//-GPL
2587
2588void
2589object::force_set_timer (int duration)
2590{
2591 this->duration = 1;
2592 this->speed_left = -1.f;
2593
2594 this->set_speed (duration ? 1.f / duration : 0.f);
2595}
2596
2597object *
2598object::force_add (shstr_tmp name, int duration)
2599{
2600 if (object *force = force_find (name))
2601 force->destroy ();
2602
2603 object *force = get_archetype (FORCE_NAME);
2604
2605 force->slaying = name;
2606 force->force_set_timer (duration);
2607 force->flag [FLAG_APPLIED] = true;
2608
2609 return insert (force);
2610}
2611
2612void
2613object::play_sound (faceidx sound) const
2614{
2615 if (!sound)
2616 return;
2617
2618 if (is_on_map ())
2619 map->play_sound (sound, x, y);
2620 else if (object *pl = in_player ())
2621 pl->contr->play_sound (sound);
2622}
2623
2624void
2625object::say_msg (const char *msg) const
2626{
2627 if (is_on_map ())
2628 map->say_msg (msg, x, y);
2629 else if (object *pl = in_player ())
2630 pl->contr->play_sound (sound);
2631}
2632
2633void
2634object::make_noise ()
2635{
2636 // we do not model noise in the map, so instead put
2637 // a temporary light into the noise source
2638 // could use the map instead, but that's less reliable for our
2639 // goal, which is to make invisibility a bit harder to exploit
2640
2641 // currently only works sensibly for players
2642 if (!is_player ())
2643 return;
2644
2645 // find old force, or create new one
2646 object *force = force_find (shstr_noise_force);
2647
2648 if (force)
2649 force->speed_left = -1.f; // patch old speed up
2650 else
2674 } 2651 {
2675} 2652 force = archetype::get (shstr_noise_force);
2676 2653
2654 force->slaying = shstr_noise_force;
2655 force->stats.food = 1;
2656 force->speed_left = -1.f;
2677 2657
2658 force->set_speed (1.f / 4.f);
2659 force->flag [FLAG_IS_USED_UP] = true;
2660 force->flag [FLAG_APPLIED] = true;
2661
2662 insert (force);
2663 }
2664}
2665
2666void object::change_move_type (MoveType mt)
2667{
2668 if (move_type == mt)
2669 return;
2670
2671 if (is_on_map ())
2672 {
2673 // we are on the map, so handle move_on/off effects
2674 remove ();
2675 move_type = mt;
2676 map->insert (this, x, y, this);
2677 }
2678 else
2679 move_type = mt;
2680}
2681

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