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Comparing deliantra/server/common/object.C (file contents):
Revision 1.206 by root, Tue Apr 15 14:21:04 2008 UTC vs.
Revision 1.330 by root, Sun Apr 18 14:01:33 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 25#include <global.h>
28#include <stdio.h> 26#include <stdio.h>
29#include <sys/types.h> 27#include <sys/types.h>
30#include <sys/uio.h> 28#include <sys/uio.h>
31#include <object.h> 29#include <object.h>
32#include <funcpoint.h>
33#include <sproto.h> 30#include <sproto.h>
34#include <loader.h>
35 31
36#include <bitset> 32#include <bitset>
37 33
38UUID UUID::cur; 34UUID UUID::cur;
39static uint64_t seq_next_save; 35static uint64_t seq_next_save;
40static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
41 38
42objectvec objects; 39objectvec objects;
43activevec actives; 40activevec actives;
41
42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
44 49
45short freearr_x[SIZEOFFREE] = { 50short freearr_x[SIZEOFFREE] = {
46 0, 51 0,
47 0, 1, 1, 1, 0, -1, -1, -1, 52 0, 1, 1, 1, 0, -1, -1, -1,
48 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
52 0, 57 0,
53 -1, -1, 0, 1, 1, 1, 0, -1, 58 -1, -1, 0, 1, 1, 1, 0, -1,
54 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
55 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 60 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
56}; 61};
57int maxfree[SIZEOFFREE] = {
58 0,
59 9, 10, 13, 14, 17, 18, 21, 22,
60 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
61 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
62};
63int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
64 0, 63 0,
65 1, 2, 3, 4, 5, 6, 7, 8, 64 1, 2, 3, 4, 5, 6, 7, 8,
66 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
67 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
68}; 67};
69 68
69static int maxfree[SIZEOFFREE] = {
70 0,
71 9, 10, 13, 14, 17, 18, 21, 22,
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
74};
75
70static void 76static void
71write_uuid (uval64 skip, bool sync) 77write_uuid (uval64 skip, bool sync)
72{ 78{
73 CALL_BEGIN (2); 79 CALL_BEGIN (2);
74 CALL_ARG_SV (newSVval64 (skip)); 80 CALL_ARG_SV (newSVval64 (skip));
76 CALL_CALL ("cf::write_uuid", G_DISCARD); 82 CALL_CALL ("cf::write_uuid", G_DISCARD);
77 CALL_END; 83 CALL_END;
78} 84}
79 85
80static void 86static void
81read_uuid (void) 87read_uuid ()
82{ 88{
83 char filename[MAX_BUF]; 89 char filename[MAX_BUF];
84 90
85 sprintf (filename, "%s/uuid", settings.localdir); 91 sprintf (filename, "%s/uuid", settings.localdir);
86 92
100 106
101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 107 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
102 _exit (1); 108 _exit (1);
103 } 109 }
104 110
105 UUID::BUF buf; 111 char buf [UUID::MAX_LEN];
106 buf[0] = 0; 112 buf[0] = 0;
107 fgets (buf, sizeof (buf), fp); 113 fgets (buf, sizeof (buf), fp);
108 114
109 if (!UUID::cur.parse (buf)) 115 if (!UUID::cur.parse (buf))
110 { 116 {
137 143
138void 144void
139UUID::init () 145UUID::init ()
140{ 146{
141 read_uuid (); 147 read_uuid ();
148}
149
150bool
151UUID::parse (const char *s)
152{
153 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
154 return false;
155
156 seq = 0;
157
158 while (*s != '>')
159 {
160 if (*s < '0')
161 return false;
162
163 // this gives nice branchless code with gcc
164 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
165 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
166
167 seq = (seq << 4) | digit;
168
169 ++s;
170 }
171
172 return true;
173}
174
175char *
176UUID::append (char *buf) const
177{
178 *buf++ = '<';
179 *buf++ = '1';
180 *buf++ = '.';
181
182 uint64_t seq = this->seq;
183 const int bits = 64;
184 char nz = 0;
185 static const char tohex [] = "0123456789abcdef";
186
187 // assert (len >= 3 + bits / 4 + 1 + 1);
188 for (int i = bits / 4; --i; )
189 {
190 uint8_t digit = seq >> (bits - 4);
191
192 *buf = tohex [digit];
193 nz |= digit;
194 buf += nz ? 1 : 0;
195 seq <<= 4;
196 }
197
198 // last digit is special - always emit
199 uint8_t digit = seq >> (bits - 4);
200 *buf++ = tohex [digit];
201
202 *buf++ = '>';
203
204 return buf;
205}
206
207char *
208UUID::c_str () const
209{
210 static char buf [MAX_LEN];
211 *append (buf) = 0;
212 return buf;
142} 213}
143 214
144/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 215/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
145static bool 216static bool
146compare_ob_value_lists_one (const object *wants, const object *has) 217compare_ob_value_lists_one (const object *wants, const object *has)
147{ 218{
148 key_value *wants_field;
149
150 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 219 /* n-squared behaviour (see kv_get), but I'm hoping both
151 * objects with lists are rare, and lists stay short. If not, use a 220 * objects with lists are rare, and lists stay short. If not, use a
152 * different structure or at least keep the lists sorted... 221 * different structure or at least keep the lists sorted...
153 */ 222 */
154 223
155 /* For each field in wants, */ 224 /* For each field in wants, */
156 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 225 for (key_value *kv = wants->key_values; kv; kv = kv->next)
157 { 226 if (has->kv_get (kv->key) != kv->value)
158 key_value *has_field; 227 return false;
159
160 /* Look for a field in has with the same key. */
161 has_field = get_ob_key_link (has, wants_field->key);
162
163 if (!has_field)
164 return 0; /* No field with that name. */
165
166 /* Found the matching field. */
167 if (has_field->value != wants_field->value)
168 return 0; /* Values don't match, so this half of the comparison is false. */
169
170 /* If we get here, we found a match. Now for the next field in wants. */
171 }
172 228
173 /* If we get here, every field in wants has a matching field in has. */ 229 /* If we get here, every field in wants has a matching field in has. */
174 return 1; 230 return true;
175} 231}
176 232
177/* Returns TRUE if ob1 has the same key_values as ob2. */ 233/* Returns TRUE if ob1 has the same key_values as ob2. */
178static bool 234static bool
179compare_ob_value_lists (const object *ob1, const object *ob2) 235compare_ob_value_lists (const object *ob1, const object *ob2)
180{ 236{
181 /* However, there may be fields in has which aren't partnered in wants, 237 /* However, there may be fields in has which aren't partnered in wants,
182 * so we need to run the comparison *twice*. :( 238 * so we need to run the comparison *twice*. :(
183 */ 239 */
184 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 240 return compare_ob_value_lists_one (ob1, ob2)
241 && compare_ob_value_lists_one (ob2, ob1);
185} 242}
186 243
187/* Function examines the 2 objects given to it, and returns true if 244/* Function examines the 2 objects given to it, and returns true if
188 * they can be merged together. 245 * they can be merged together.
189 * 246 *
196 * Improvements made with merge: Better checking on potion, and also 253 * Improvements made with merge: Better checking on potion, and also
197 * check weight 254 * check weight
198 */ 255 */
199bool object::can_merge_slow (object *ob1, object *ob2) 256bool object::can_merge_slow (object *ob1, object *ob2)
200{ 257{
201 /* A couple quicksanity checks */ 258 /* A couple quick sanity checks */
202 if (ob1 == ob2 259 if (ob1 == ob2
203 || ob1->type != ob2->type 260 || ob1->type != ob2->type
204 || ob1->speed != ob2->speed
205 || ob1->value != ob2->value 261 || ob1->value != ob2->value
206 || ob1->name != ob2->name) 262 || ob1->name != ob2->name
263 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
207 return 0; 264 return 0;
208 265
209 /* Do not merge objects if nrof would overflow. First part checks 266 /* Do not merge objects if nrof would overflow, assume nrof
210 * for unsigned overflow (2c), second part checks wether the result 267 * is always 0 .. 2**31-1 */
211 * would fit into a 32 bit signed int, which is often used to hold 268 if (ob1->nrof > 0x7fffffff - ob2->nrof)
212 * nrof values.
213 */
214 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
215 return 0; 269 return 0;
216 270
217 /* If the objects have been identified, set the BEEN_APPLIED flag. 271 /* If the objects have been identified, set the BEEN_APPLIED flag.
218 * This is to the comparison of the flags below will be OK. We 272 * This is to the comparison of the flags below will be OK. We
219 * just can't ignore the been applied or identified flags, as they 273 * just can't ignore the been applied or identified flags, as they
220 * are not equal - just if it has been identified, the been_applied 274 * are not equal - just if it has been identified, the been_applied
221 * flags lose any meaning. 275 * flags lose any meaning.
222 */ 276 */
223 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 277 if (ob1->flag [FLAG_IDENTIFIED])
224 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 278 ob1->set_flag (FLAG_BEEN_APPLIED);
225 279
226 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 280 if (ob2->flag [FLAG_IDENTIFIED])
227 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 281 ob2->set_flag (FLAG_BEEN_APPLIED);
228 282
229 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 283 if (ob1->arch->archname != ob2->arch->archname
230 || ob1->arch != ob2->arch
231 || ob1->name != ob2->name 284 || ob1->name != ob2->name
232 || ob1->title != ob2->title 285 || ob1->title != ob2->title
233 || ob1->msg != ob2->msg 286 || ob1->msg != ob2->msg
234 || ob1->weight != ob2->weight 287 || ob1->weight != ob2->weight
235 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
236 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
237 || ob1->attacktype != ob2->attacktype 288 || ob1->attacktype != ob2->attacktype
238 || ob1->magic != ob2->magic 289 || ob1->magic != ob2->magic
239 || ob1->slaying != ob2->slaying 290 || ob1->slaying != ob2->slaying
240 || ob1->skill != ob2->skill 291 || ob1->skill != ob2->skill
241 || ob1->value != ob2->value 292 || ob1->value != ob2->value
242 || ob1->animation_id != ob2->animation_id 293 || ob1->animation_id != ob2->animation_id
294 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
243 || ob1->client_type != ob2->client_type 295 || ob1->client_type != ob2->client_type
244 || ob1->materialname != ob2->materialname 296 || ob1->material != ob2->material
245 || ob1->lore != ob2->lore 297 || ob1->lore != ob2->lore
246 || ob1->subtype != ob2->subtype 298 || ob1->subtype != ob2->subtype
247 || ob1->move_type != ob2->move_type 299 || ob1->move_type != ob2->move_type
248 || ob1->move_block != ob2->move_block 300 || ob1->move_block != ob2->move_block
249 || ob1->move_allow != ob2->move_allow 301 || ob1->move_allow != ob2->move_allow
250 || ob1->move_on != ob2->move_on 302 || ob1->move_on != ob2->move_on
251 || ob1->move_off != ob2->move_off 303 || ob1->move_off != ob2->move_off
252 || ob1->move_slow != ob2->move_slow 304 || ob1->move_slow != ob2->move_slow
253 || ob1->move_slow_penalty != ob2->move_slow_penalty) 305 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
306 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
307 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
308 return 0;
309
310 if ((ob1->flag ^ ob2->flag)
311 .reset (FLAG_INV_LOCKED)
312 .reset (FLAG_REMOVED)
313 .any ())
254 return 0; 314 return 0;
255 315
256 /* This is really a spellbook check - we should in general 316 /* This is really a spellbook check - we should in general
257 * not merge objects with real inventories, as splitting them 317 * not merge objects with real inventories, as splitting them
258 * is hard. 318 * is hard.
275 335
276 /* Don't merge objects that are applied. With the new 'body' code, 336 /* Don't merge objects that are applied. With the new 'body' code,
277 * it is possible for most any character to have more than one of 337 * it is possible for most any character to have more than one of
278 * some items equipped, and we don't want those to merge. 338 * some items equipped, and we don't want those to merge.
279 */ 339 */
280 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 340 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
281 return 0; 341 return 0;
282 342
283 /* Note sure why the following is the case - either the object has to 343 /* Note sure why the following is the case - either the object has to
284 * be animated or have a very low speed. Is this an attempted monster 344 * be animated or have a very low speed. Is this an attempted monster
285 * check? 345 * check?
286 */ 346 */
287 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 347 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
288 return 0; 348 return 0;
289 349
290 switch (ob1->type) 350 switch (ob1->type)
291 { 351 {
292 case SCROLL: 352 case SCROLL:
297 357
298 if (ob1->key_values || ob2->key_values) 358 if (ob1->key_values || ob2->key_values)
299 { 359 {
300 /* At least one of these has key_values. */ 360 /* At least one of these has key_values. */
301 if ((!ob1->key_values) != (!ob2->key_values)) 361 if ((!ob1->key_values) != (!ob2->key_values))
302 /* One has fields, but the other one doesn't. */ 362 return 0; /* One has fields, but the other one doesn't. */
303 return 0; 363
304 else if (!compare_ob_value_lists (ob1, ob2)) 364 if (!compare_ob_value_lists (ob1, ob2))
305 return 0; 365 return 0;
306 } 366 }
307 367
308 if (ob1->self || ob2->self) 368 if (ob1->self || ob2->self)
309 { 369 {
315 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0; 375 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
316 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0; 376 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
317 377
318 if (k1 != k2) 378 if (k1 != k2)
319 return 0; 379 return 0;
380
320 else if (k1 == 0) 381 if (k1 == 0)
321 return 1; 382 return 1;
383
322 else if (!cfperl_can_merge (ob1, ob2)) 384 if (!cfperl_can_merge (ob1, ob2))
323 return 0; 385 return 0;
324 } 386 }
325 } 387 }
326 388
327 /* Everything passes, must be OK. */ 389 /* Everything passes, must be OK. */
328 return 1; 390 return 1;
329} 391}
330 392
393// find player who can see this object
394object *
395object::visible_to () const
396{
397 if (client_visible () && !flag [FLAG_REMOVED])
398 {
399 // see if we are in a container of sorts
400 if (env)
401 {
402 // the player inventory itself is always visible
403 if (env->is_player ())
404 return env;
405
406 // else a player could have our env open
407 object *envest = env->outer_env_or_self ();
408
409 // the player itself is always on a map, so we will find him here
410 // even if our inv is in a player.
411 if (envest->is_on_map ())
412 if (object *pl = envest->ms ().player ())
413 if (pl->container_ () == env)
414 return pl;
415 }
416 else
417 {
418 // maybe there is a player standing on the same mapspace
419 // this will catch the case where "this" is a player
420 if (object *pl = ms ().player ())
421 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
422 || pl->container_ () == this)
423 return pl;
424 }
425 }
426
427 return 0;
428}
429
430// adjust weight per container type ("of holding")
431static sint32
432weight_adjust_for (object *op, sint32 weight)
433{
434 return op->type == CONTAINER
435 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
436 : weight;
437}
438
331/* 439/*
440 * adjust_weight(object, weight) adds the specified weight to an object,
441 * and also updates how much the environment(s) is/are carrying.
442 */
443static void
444adjust_weight (object *op, sint32 weight)
445{
446 while (op)
447 {
448 // adjust by actual difference to account for rounding errors
449 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
450 weight = weight_adjust_for (op, op->carrying)
451 - weight_adjust_for (op, op->carrying - weight);
452
453 if (!weight)
454 return;
455
456 op->carrying += weight;
457
458 if (object *pl = op->visible_to ())
459 if (pl != op) // player is handled lazily
460 esrv_update_item (UPD_WEIGHT, pl, op);
461
462 op = op->env;
463 }
464}
465
466/*
332 * sum_weight() is a recursive function which calculates the weight 467 * this is a recursive function which calculates the weight
333 * an object is carrying. It goes through in figures out how much 468 * an object is carrying. It goes through op and figures out how much
334 * containers are carrying, and sums it up. 469 * containers are carrying, and sums it up.
335 */ 470 */
336long 471void
337sum_weight (object *op) 472object::update_weight ()
338{ 473{
339 long sum; 474 sint32 sum = 0;
340 object *inv;
341 475
342 for (sum = 0, inv = op->inv; inv; inv = inv->below) 476 for (object *op = inv; op; op = op->below)
343 { 477 {
344 if (inv->inv) 478 if (op->inv)
345 sum_weight (inv); 479 op->update_weight ();
346 480
347 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 481 sum += op->total_weight ();
482 }
483
484 sum = weight_adjust_for (this, sum);
485
486 if (sum != carrying)
348 } 487 {
349
350 if (op->type == CONTAINER && op->stats.Str)
351 sum = (sum * (100 - op->stats.Str)) / 100;
352
353 if (op->carrying != sum) 488 if (carrying != sum)//D
489 LOG (llevDebug, "updating weight got %ld, expected %ld (%s)\n",
490 (long long)sum, (long long)carrying, debug_desc ());
491
354 op->carrying = sum; 492 carrying = sum;
355 493
356 return sum; 494 if (object *pl = visible_to ())
495 if (pl != this) // player is handled lazily
496 esrv_update_item (UPD_WEIGHT, pl, this);
497 }
357} 498}
358 499
359/** 500/*
360 * Return the outermost environment object for a given object. 501 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
361 */
362
363object *
364object_get_env_recursive (object *op)
365{
366 while (op->env != NULL)
367 op = op->env;
368 return op;
369}
370
371/*
372 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
373 * Some error messages.
374 * The result of the dump is stored in the static global errmsg array.
375 */ 502 */
376char * 503char *
377dump_object (object *op) 504dump_object (object *op)
378{ 505{
379 if (!op) 506 if (!op)
382 object_freezer freezer; 509 object_freezer freezer;
383 op->write (freezer); 510 op->write (freezer);
384 return freezer.as_string (); 511 return freezer.as_string ();
385} 512}
386 513
387/* 514char *
388 * get_nearest_part(multi-object, object 2) returns the part of the 515object::as_string ()
389 * multi-object 1 which is closest to the second object.
390 * If it's not a multi-object, it is returned.
391 */
392object *
393get_nearest_part (object *op, const object *pl)
394{ 516{
395 object *tmp, *closest; 517 return dump_object (this);
396 int last_dist, i;
397
398 if (op->more == NULL)
399 return op;
400 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
401 if ((i = distance (tmp, pl)) < last_dist)
402 closest = tmp, last_dist = i;
403 return closest;
404} 518}
405 519
406/* 520/*
407 * Returns the object which has the count-variable equal to the argument. 521 * Returns the object which has the count-variable equal to the argument.
522 * VERRRY slow.
408 */ 523 */
409object * 524object *
410find_object (tag_t i) 525find_object (tag_t i)
411{ 526{
412 for_all_objects (op) 527 for_all_objects (op)
415 530
416 return 0; 531 return 0;
417} 532}
418 533
419/* 534/*
535 * Returns the object which has the uuid equal to the argument.
536 * MOAR VERRRY slow.
537 */
538
539object *
540find_object_uuid (UUID i)
541{
542 for_all_objects (op)
543 if (op->uuid == i)
544 return op;
545
546 return 0;
547}
548
549/*
420 * Returns the first object which has a name equal to the argument. 550 * Returns the first object which has a name equal to the argument.
421 * Used only by the patch command, but not all that useful. 551 * Used only by the patch command, but not all that useful.
422 * Enables features like "patch <name-of-other-player> food 999" 552 * Enables features like "patch <name-of-other-player> food 999"
423 */ 553 */
424object * 554object *
425find_object_name (const char *str) 555find_object_name (const char *str)
426{ 556{
427 shstr_cmp str_ (str); 557 shstr_cmp str_ (str);
428 object *op;
429 558
559 if (str_)
430 for_all_objects (op) 560 for_all_objects (op)
431 if (op->name == str_) 561 if (op->name == str_)
432 break; 562 return op;
433 563
434 return op; 564 return 0;
435} 565}
436 566
437/* 567/*
438 * Sets the owner and sets the skill and exp pointers to owner's current 568 * Sets the owner and sets the skill and exp pointers to owner's current
439 * skill and experience objects. 569 * skill and experience objects.
454 } 584 }
455 585
456 this->owner = owner; 586 this->owner = owner;
457} 587}
458 588
459int
460object::slottype () const
461{
462 if (type == SKILL)
463 {
464 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
465 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
466 }
467 else
468 {
469 if (slot [body_combat].info) return slot_combat;
470 if (slot [body_range ].info) return slot_ranged;
471 }
472
473 return slot_none;
474}
475
476bool
477object::change_weapon (object *ob)
478{
479 if (current_weapon == ob)
480 return true;
481
482 if (chosen_skill)
483 chosen_skill->flag [FLAG_APPLIED] = false;
484
485 current_weapon = ob;
486 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
487
488 if (chosen_skill)
489 chosen_skill->flag [FLAG_APPLIED] = true;
490
491 update_stats ();
492
493 if (ob)
494 {
495 // now check wether any body locations became invalid, in which case
496 // we cannot apply the weapon at the moment.
497 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
498 if (slot[i].used < 0)
499 {
500 current_weapon = chosen_skill = 0;
501 update_stats ();
502
503 new_draw_info_format (NDI_UNIQUE, 0, this,
504 "You try to balance all your items at once, "
505 "but the %s is just too much for your body. "
506 "[You need to unapply some items first.]", &ob->name);
507 return false;
508 }
509
510 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
511 }
512 else
513 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
514
515 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
516 {
517 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
518 &name, ob->debug_desc ());
519 return false;
520 }
521
522 return true;
523}
524
525/* Zero the key_values on op, decrementing the shared-string 589/* Zero the key_values on op, decrementing the shared-string
526 * refcounts and freeing the links. 590 * refcounts and freeing the links.
527 */ 591 */
528static void 592static void
529free_key_values (object *op) 593free_key_values (object *op)
537 } 601 }
538 602
539 op->key_values = 0; 603 op->key_values = 0;
540} 604}
541 605
542object & 606/*
543object::operator =(const object &src) 607 * copy_to first frees everything allocated by the dst object,
608 * and then copies the contents of itself into the second
609 * object, allocating what needs to be allocated. Basically, any
610 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
611 * if the first object is freed, the pointers in the new object
612 * will point at garbage.
613 */
614void
615object::copy_to (object *dst)
544{ 616{
545 bool is_freed = flag [FLAG_FREED]; 617 dst->remove ();
546 bool is_removed = flag [FLAG_REMOVED];
547
548 *(object_copy *)this = src; 618 *(object_copy *)dst = *this;
549
550 flag [FLAG_FREED] = is_freed;
551 flag [FLAG_REMOVED] = is_removed; 619 dst->flag [FLAG_REMOVED] = true;
552 620
553 /* Copy over key_values, if any. */ 621 /* Copy over key_values, if any. */
554 if (src.key_values) 622 if (key_values)
555 { 623 {
556 key_value *tail = 0; 624 key_value *tail = 0;
557 key_values = 0; 625 dst->key_values = 0;
558 626
559 for (key_value *i = src.key_values; i; i = i->next) 627 for (key_value *i = key_values; i; i = i->next)
560 { 628 {
561 key_value *new_link = new key_value; 629 key_value *new_link = new key_value;
562 630
563 new_link->next = 0; 631 new_link->next = 0;
564 new_link->key = i->key; 632 new_link->key = i->key;
565 new_link->value = i->value; 633 new_link->value = i->value;
566 634
567 /* Try and be clever here, too. */ 635 /* Try and be clever here, too. */
568 if (!key_values) 636 if (!dst->key_values)
569 { 637 {
570 key_values = new_link; 638 dst->key_values = new_link;
571 tail = new_link; 639 tail = new_link;
572 } 640 }
573 else 641 else
574 { 642 {
575 tail->next = new_link; 643 tail->next = new_link;
576 tail = new_link; 644 tail = new_link;
577 } 645 }
578 } 646 }
579 } 647 }
580}
581 648
582/* 649 dst->activate ();
583 * copy_to first frees everything allocated by the dst object,
584 * and then copies the contents of itself into the second
585 * object, allocating what needs to be allocated. Basically, any
586 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
587 * if the first object is freed, the pointers in the new object
588 * will point at garbage.
589 */
590void
591object::copy_to (object *dst)
592{
593 *dst = *this;
594
595 if (speed < 0)
596 dst->speed_left -= rndm ();
597
598 dst->set_speed (dst->speed);
599} 650}
600 651
601void 652void
602object::instantiate () 653object::instantiate ()
603{ 654{
604 if (!uuid.seq) // HACK 655 if (!uuid.seq) // HACK
605 uuid = UUID::gen (); 656 uuid = UUID::gen ();
606 657
658 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
659 if (flag [FLAG_RANDOM_SPEED] && speed)
660 speed_left = - speed - rndm (); // TODO animation
661 else
607 speed_left = -0.1f; 662 speed_left = -1.;
663
608 /* copy the body_info to the body_used - this is only really 664 /* copy the body_info to the body_used - this is only really
609 * need for monsters, but doesn't hurt to do it for everything. 665 * need for monsters, but doesn't hurt to do it for everything.
610 * by doing so, when a monster is created, it has good starting 666 * by doing so, when a monster is created, it has good starting
611 * values for the body_used info, so when items are created 667 * values for the body_used info, so when items are created
612 * for it, they can be properly equipped. 668 * for it, they can be properly equipped.
620object * 676object *
621object::clone () 677object::clone ()
622{ 678{
623 object *neu = create (); 679 object *neu = create ();
624 copy_to (neu); 680 copy_to (neu);
681
682 // TODO: unclean state changes, should not be done in clone AND instantiate
683 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
684 neu->speed_left = - neu->speed - rndm (); // TODO animation
685
686 neu->map = map; // not copied by copy_to
625 return neu; 687 return neu;
626} 688}
627 689
628/* 690/*
629 * If an object with the IS_TURNABLE() flag needs to be turned due 691 * If an object with the IS_TURNABLE() flag needs to be turned due
631 * be called to update the face variable, _and_ how it looks on the map. 693 * be called to update the face variable, _and_ how it looks on the map.
632 */ 694 */
633void 695void
634update_turn_face (object *op) 696update_turn_face (object *op)
635{ 697{
636 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 698 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
637 return; 699 return;
638 700
639 SET_ANIMATION (op, op->direction); 701 SET_ANIMATION (op, op->direction);
640 update_object (op, UP_OBJ_FACE); 702 update_object (op, UP_OBJ_FACE);
641} 703}
646 * This function needs to be called whenever the speed of an object changes. 708 * This function needs to be called whenever the speed of an object changes.
647 */ 709 */
648void 710void
649object::set_speed (float speed) 711object::set_speed (float speed)
650{ 712{
651 if (flag [FLAG_FREED] && speed)
652 {
653 LOG (llevError, "Object %s is freed but has speed.\n", &name);
654 speed = 0;
655 }
656
657 this->speed = speed; 713 this->speed = speed;
658 714
659 if (has_active_speed ()) 715 if (has_active_speed ())
660 activate (); 716 activate ();
661 else 717 else
680 * UP_OBJ_FACE: only the objects face has changed. 736 * UP_OBJ_FACE: only the objects face has changed.
681 */ 737 */
682void 738void
683update_object (object *op, int action) 739update_object (object *op, int action)
684{ 740{
685 if (op == NULL) 741 if (!op)
686 { 742 {
687 /* this should never happen */ 743 /* this should never happen */
688 LOG (llevDebug, "update_object() called for NULL object.\n"); 744 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
689 return; 745 return;
690 } 746 }
691 747
692 if (op->env) 748 if (!op->is_on_map ())
693 { 749 {
694 /* Animation is currently handled by client, so nothing 750 /* Animation is currently handled by client, so nothing
695 * to do in this case. 751 * to do in this case.
696 */ 752 */
697 return; 753 return;
698 } 754 }
699
700 /* If the map is saving, don't do anything as everything is
701 * going to get freed anyways.
702 */
703 if (!op->map || op->map->in_memory == MAP_SAVING)
704 return;
705 755
706 /* make sure the object is within map boundaries */ 756 /* make sure the object is within map boundaries */
707 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 757 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
708 { 758 {
709 LOG (llevError, "update_object() called for object out of map!\n"); 759 LOG (llevError, "update_object() called for object out of map!\n");
717 767
718 if (!(m.flags_ & P_UPTODATE)) 768 if (!(m.flags_ & P_UPTODATE))
719 /* nop */; 769 /* nop */;
720 else if (action == UP_OBJ_INSERT) 770 else if (action == UP_OBJ_INSERT)
721 { 771 {
772#if 0
722 // this is likely overkill, TODO: revisit (schmorp) 773 // this is likely overkill, TODO: revisit (schmorp)
723 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 774 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
724 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 775 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
725 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 776 || (op->is_player () && !(m.flags_ & P_PLAYER))
726 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 777 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
727 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 778 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
728 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 779 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
729 || (m.move_on | op->move_on ) != m.move_on 780 || (m.move_on | op->move_on ) != m.move_on
730 || (m.move_off | op->move_off ) != m.move_off 781 || (m.move_off | op->move_off ) != m.move_off
731 || (m.move_slow | op->move_slow) != m.move_slow 782 || (m.move_slow | op->move_slow) != m.move_slow
732 /* This isn't perfect, but I don't expect a lot of objects to 783 /* This isn't perfect, but I don't expect a lot of objects to
733 * to have move_allow right now. 784 * have move_allow right now.
734 */ 785 */
735 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 786 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
787 m.invalidate ();
788#else
736 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 789 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
737 m.flags_ = 0; 790 m.invalidate ();
791#endif
738 } 792 }
739 /* if the object is being removed, we can't make intelligent 793 /* if the object is being removed, we can't make intelligent
740 * decisions, because remove_ob can't really pass the object 794 * decisions, because remove_ob can't really pass the object
741 * that is being removed. 795 * that is being removed.
742 */ 796 */
743 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 797 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
744 m.flags_ = 0; 798 m.invalidate ();
745 else if (action == UP_OBJ_FACE) 799 else if (action == UP_OBJ_FACE)
746 /* Nothing to do for that case */ ; 800 /* Nothing to do for that case */ ;
747 else 801 else
748 LOG (llevError, "update_object called with invalid action: %d\n", action); 802 LOG (llevError, "update_object called with invalid action: %d\n", action);
749 803
751 update_object (op->more, action); 805 update_object (op->more, action);
752} 806}
753 807
754object::object () 808object::object ()
755{ 809{
756 SET_FLAG (this, FLAG_REMOVED); 810 this->set_flag (FLAG_REMOVED);
757 811
758 expmul = 1.0; 812 //expmul = 1.0; declared const for the time being
759 face = blank_face; 813 face = blank_face;
814 material = MATERIAL_NULL;
760} 815}
761 816
762object::~object () 817object::~object ()
763{ 818{
764 unlink (); 819 unlink ();
765 820
766 free_key_values (this); 821 free_key_values (this);
767} 822}
768
769static int object_count;
770 823
771void object::link () 824void object::link ()
772{ 825{
773 assert (!index);//D 826 assert (!index);//D
774 uuid = UUID::gen (); 827 uuid = UUID::gen ();
775 count = ++object_count;
776 828
777 refcnt_inc (); 829 refcnt_inc ();
778 objects.insert (this); 830 objects.insert (this);
831
832 ++create_count;
833
779} 834}
780 835
781void object::unlink () 836void object::unlink ()
782{ 837{
783 if (!index) 838 if (!index)
784 return; 839 return;
840
841 ++destroy_count;
785 842
786 objects.erase (this); 843 objects.erase (this);
787 refcnt_dec (); 844 refcnt_dec ();
788} 845}
789 846
793 /* If already on active list, don't do anything */ 850 /* If already on active list, don't do anything */
794 if (active) 851 if (active)
795 return; 852 return;
796 853
797 if (has_active_speed ()) 854 if (has_active_speed ())
855 {
856 if (flag [FLAG_FREED])
857 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
858
798 actives.insert (this); 859 actives.insert (this);
860 }
799} 861}
800 862
801void 863void
802object::activate_recursive () 864object::activate_recursive ()
803{ 865{
852object::destroy_inv (bool drop_to_ground) 914object::destroy_inv (bool drop_to_ground)
853{ 915{
854 // need to check first, because the checks below might segfault 916 // need to check first, because the checks below might segfault
855 // as we might be on an invalid mapspace and crossfire code 917 // as we might be on an invalid mapspace and crossfire code
856 // is too buggy to ensure that the inventory is empty. 918 // is too buggy to ensure that the inventory is empty.
857 // corollary: if you create arrows etc. with stuff in tis inventory, 919 // corollary: if you create arrows etc. with stuff in its inventory,
858 // cf will crash below with off-map x and y 920 // cf will crash below with off-map x and y
859 if (!inv) 921 if (!inv)
860 return; 922 return;
861 923
862 /* Only if the space blocks everything do we not process - 924 /* Only if the space blocks everything do we not process -
864 * drop on that space. 926 * drop on that space.
865 */ 927 */
866 if (!drop_to_ground 928 if (!drop_to_ground
867 || !map 929 || !map
868 || map->in_memory != MAP_ACTIVE 930 || map->in_memory != MAP_ACTIVE
869 || map->nodrop 931 || map->no_drop
870 || ms ().move_block == MOVE_ALL) 932 || ms ().move_block == MOVE_ALL)
871 { 933 {
872 while (inv) 934 while (inv)
873 {
874 inv->destroy_inv (drop_to_ground);
875 inv->destroy (); 935 inv->destroy ();
876 }
877 } 936 }
878 else 937 else
879 { /* Put objects in inventory onto this space */ 938 { /* Put objects in inventory onto this space */
880 while (inv) 939 while (inv)
881 { 940 {
892 map->insert (op, x, y); 951 map->insert (op, x, y);
893 } 952 }
894 } 953 }
895} 954}
896 955
956/*
957 * Remove and free all objects in the inventory of the given object.
958 * Unlike destroy_inv, this assumes the *this is destroyed as well
959 * well, so we can (and have to!) take shortcuts.
960 */
961void
962object::destroy_inv_fast ()
963{
964 while (object *op = inv)
965 {
966 // remove from object the fast way
967 op->flag [FLAG_REMOVED] = true;
968 op->env = 0;
969 if ((inv = inv->below))
970 inv->above = 0;
971
972 // then destroy
973 op->destroy ();
974 }
975}
976
977void
978object::freelist_free (int count)
979{
980 while (count-- && freelist)
981 {
982 freelist_item *next = freelist->next;
983 // count is being "destroyed"
984
985 sfree ((char *)freelist, sizeof (object));
986
987 freelist = next;
988 --free_count;
989 }
990}
991
992object *
897object *object::create () 993object::create ()
898{ 994{
899 object *op = new object; 995 object *op;
996
997 if (freelist)
998 {
999 freelist_item li = *freelist;
1000 memset (freelist, 0, sizeof (object));
1001
1002 op = new (freelist) object;
1003 op->count = li.count;
1004
1005 freelist = li.next;
1006 --free_count;
1007 }
1008 else
1009 {
1010 void *ni = salloc0<char> (sizeof (object));
1011
1012 op = new(ni) object;
1013
1014 op->count = ++object_count;
1015 }
1016
900 op->link (); 1017 op->link ();
1018
901 return op; 1019 return op;
902} 1020}
903 1021
904void 1022void
1023object::do_delete ()
1024{
1025 uint32_t count = this->count;
1026
1027 this->~object ();
1028
1029 freelist_item *li = (freelist_item *)this;
1030 li->next = freelist;
1031 li->count = count;
1032
1033 freelist = li;
1034 ++free_count;
1035}
1036
1037static struct freed_map : maptile
1038{
1039 freed_map ()
1040 : maptile (3, 3)
1041 {
1042 path = "<freed objects map>";
1043 name = "/internal/freed_objects_map";
1044 no_drop = 1;
1045 no_reset = 1;
1046
1047 in_memory = MAP_ACTIVE;
1048 }
1049
1050 ~freed_map ()
1051 {
1052 destroy ();
1053 }
1054} freed_map; // freed objects are moved here to avoid crashes
1055
1056void
905object::do_destroy () 1057object::do_destroy ()
906{ 1058{
907 attachable::do_destroy ();
908
909 if (flag [FLAG_IS_LINKED]) 1059 if (flag [FLAG_IS_LINKED])
910 remove_button_link (this); 1060 remove_link ();
911 1061
912 if (flag [FLAG_FRIENDLY]) 1062 if (flag [FLAG_FRIENDLY])
913 remove_friendly_object (this); 1063 remove_friendly_object (this);
914 1064
915 if (!flag [FLAG_REMOVED])
916 remove (); 1065 remove ();
917 1066
918 destroy_inv (true); 1067 attachable::do_destroy ();
919 1068
920 deactivate (); 1069 deactivate ();
921 unlink (); 1070 unlink ();
922 1071
923 flag [FLAG_FREED] = 1; 1072 flag [FLAG_FREED] = 1;
924 1073
925 // hack to ensure that freed objects still have a valid map 1074 // hack to ensure that freed objects still have a valid map
926 {
927 static maptile *freed_map; // freed objects are moved here to avoid crashes
928
929 if (!freed_map)
930 {
931 freed_map = new maptile;
932
933 freed_map->path = "<freed objects map>";
934 freed_map->name = "/internal/freed_objects_map";
935 freed_map->width = 3;
936 freed_map->height = 3;
937 freed_map->nodrop = 1;
938
939 freed_map->alloc ();
940 freed_map->in_memory = MAP_ACTIVE;
941 }
942
943 map = freed_map; 1075 map = &freed_map;
944 x = 1; 1076 x = 1;
945 y = 1; 1077 y = 1;
946 }
947 1078
948 if (more) 1079 if (more)
949 { 1080 {
950 more->destroy (); 1081 more->destroy ();
951 more = 0; 1082 more = 0;
959 attacked_by = 0; 1090 attacked_by = 0;
960 current_weapon = 0; 1091 current_weapon = 0;
961} 1092}
962 1093
963void 1094void
964object::destroy (bool destroy_inventory) 1095object::destroy ()
965{ 1096{
966 if (destroyed ()) 1097 if (destroyed ())
967 return; 1098 return;
968 1099
969 if (destroy_inventory) 1100 if (!is_head () && !head->destroyed ())
1101 {
1102 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1103 head->destroy ();
1104 return;
1105 }
1106
970 destroy_inv (false); 1107 destroy_inv_fast ();
971 1108
972 if (is_head ()) 1109 if (is_head ())
973 if (sound_destroy) 1110 if (sound_destroy)
974 play_sound (sound_destroy); 1111 play_sound (sound_destroy);
975 else if (flag [FLAG_MONSTER]) 1112 else if (flag [FLAG_MONSTER])
976 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism 1113 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
977 1114
978 attachable::destroy (); 1115 attachable::destroy ();
979}
980
981/*
982 * sub_weight() recursively (outwards) subtracts a number from the
983 * weight of an object (and what is carried by it's environment(s)).
984 */
985void
986sub_weight (object *op, signed long weight)
987{
988 while (op != NULL)
989 {
990 if (op->type == CONTAINER)
991 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
992
993 op->carrying -= weight;
994 op = op->env;
995 }
996} 1116}
997 1117
998/* op->remove (): 1118/* op->remove ():
999 * This function removes the object op from the linked list of objects 1119 * This function removes the object op from the linked list of objects
1000 * which it is currently tied to. When this function is done, the 1120 * which it is currently tied to. When this function is done, the
1003 * the previous environment. 1123 * the previous environment.
1004 */ 1124 */
1005void 1125void
1006object::do_remove () 1126object::do_remove ()
1007{ 1127{
1008 object *tmp, *last = 0; 1128 if (flag [FLAG_REMOVED])
1009 object *otmp;
1010
1011 if (QUERY_FLAG (this, FLAG_REMOVED))
1012 return; 1129 return;
1013 1130
1014 SET_FLAG (this, FLAG_REMOVED);
1015 INVOKE_OBJECT (REMOVE, this); 1131 INVOKE_OBJECT (REMOVE, this);
1132
1133 flag [FLAG_REMOVED] = true;
1016 1134
1017 if (more) 1135 if (more)
1018 more->remove (); 1136 more->remove ();
1019 1137
1020 /* 1138 /*
1021 * In this case, the object to be removed is in someones 1139 * In this case, the object to be removed is in someones
1022 * inventory. 1140 * inventory.
1023 */ 1141 */
1024 if (env) 1142 if (env)
1025 { 1143 {
1026 if (nrof) 1144 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1027 sub_weight (env, weight * nrof); 1145 if (object *pl = visible_to ())
1028 else 1146 esrv_del_item (pl->contr, count);
1029 sub_weight (env, weight + carrying); 1147 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1030 1148
1031 /* NO_FIX_PLAYER is set when a great many changes are being 1149 adjust_weight (env, -total_weight ());
1032 * made to players inventory. If set, avoiding the call
1033 * to save cpu time.
1034 */
1035 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1036 otmp->update_stats ();
1037 1150
1038 if (above) 1151 object *pl = in_player ();
1039 above->below = below;
1040 else
1041 env->inv = below;
1042
1043 if (below)
1044 below->above = above;
1045 1152
1046 /* we set up values so that it could be inserted into 1153 /* we set up values so that it could be inserted into
1047 * the map, but we don't actually do that - it is up 1154 * the map, but we don't actually do that - it is up
1048 * to the caller to decide what we want to do. 1155 * to the caller to decide what we want to do.
1049 */ 1156 */
1050 x = env->x, y = env->y;
1051 map = env->map; 1157 map = env->map;
1052 above = 0, below = 0; 1158 x = env->x;
1159 y = env->y;
1160
1161 // make sure cmov optimisation is applicable
1162 *(above ? &above->below : &env->inv) = below;
1163 *(below ? &below->above : &above ) = above; // &above is just a dummy
1164
1165 above = 0;
1166 below = 0;
1053 env = 0; 1167 env = 0;
1168
1169 if (pl && pl->is_player ())
1170 {
1171 if (expect_false (pl->contr->combat_ob == this))
1172 {
1173 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1174 pl->contr->combat_ob = 0;
1175 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1176 }
1177
1178 if (expect_false (pl->contr->ranged_ob == this))
1179 {
1180 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1181 pl->contr->ranged_ob = 0;
1182 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1183 }
1184
1185 pl->contr->queue_stats_update ();
1186
1187 if (expect_false (glow_radius) && pl->is_on_map ())
1188 update_all_los (pl->map, pl->x, pl->y);
1189 }
1054 } 1190 }
1055 else if (map) 1191 else if (map)
1056 { 1192 {
1057 if (type == PLAYER)
1058 {
1059 // leaving a spot always closes any open container on the ground
1060 if (container && !container->env)
1061 // this causes spurious floorbox updates, but it ensures
1062 // that the CLOSE event is being sent.
1063 close_container ();
1064
1065 --map->players;
1066 map->touch ();
1067 }
1068
1069 map->dirty = true; 1193 map->dirty = true;
1070 mapspace &ms = this->ms (); 1194 mapspace &ms = this->ms ();
1071 1195
1196 if (object *pl = ms.player ())
1197 {
1198 if (is_player ())
1199 {
1200 if (!flag [FLAG_WIZPASS])
1201 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1202
1203 // leaving a spot always closes any open container on the ground
1204 if (container && !container->env)
1205 // this causes spurious floorbox updates, but it ensures
1206 // that the CLOSE event is being sent.
1207 close_container ();
1208
1209 --map->players;
1210 map->touch ();
1211 }
1212 else if (pl->container_ () == this)
1213 {
1214 // removing a container should close it
1215 close_container ();
1216 }
1217 else
1218 esrv_del_item (pl->contr, count);
1219 }
1220
1072 /* link the object above us */ 1221 /* link the object above us */
1073 if (above) 1222 // re-link, make sure compiler can easily use cmove
1074 above->below = below; 1223 *(above ? &above->below : &ms.top) = below;
1075 else 1224 *(below ? &below->above : &ms.bot) = above;
1076 ms.top = below; /* we were top, set new top */
1077
1078 /* Relink the object below us, if there is one */
1079 if (below)
1080 below->above = above;
1081 else
1082 {
1083 /* Nothing below, which means we need to relink map object for this space
1084 * use translated coordinates in case some oddness with map tiling is
1085 * evident
1086 */
1087 if (GET_MAP_OB (map, x, y) != this)
1088 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 ());
1089
1090 ms.bot = above; /* goes on above it. */
1091 }
1092 1225
1093 above = 0; 1226 above = 0;
1094 below = 0; 1227 below = 0;
1095 1228
1229 ms.invalidate ();
1230
1096 if (map->in_memory == MAP_SAVING) 1231 if (map->in_memory == MAP_SAVING)
1097 return; 1232 return;
1098 1233
1099 int check_walk_off = !flag [FLAG_NO_APPLY]; 1234 int check_walk_off = !flag [FLAG_NO_APPLY];
1100 1235
1101 if (object *pl = ms.player ()) 1236 if (object *pl = ms.player ())
1102 { 1237 {
1103 if (pl->container == this) 1238 if (pl->container_ () == this)
1104 /* If a container that the player is currently using somehow gets 1239 /* If a container that the player is currently using somehow gets
1105 * removed (most likely destroyed), update the player view 1240 * removed (most likely destroyed), update the player view
1106 * appropriately. 1241 * appropriately.
1107 */ 1242 */
1108 pl->close_container (); 1243 pl->close_container ();
1109 1244
1245 //TODO: the floorbox prev/next might need updating
1246 //esrv_del_item (pl->contr, count);
1247 //TODO: update floorbox to preserve ordering
1248 if (pl->contr->ns)
1110 pl->contr->ns->floorbox_update (); 1249 pl->contr->ns->floorbox_update ();
1111 } 1250 }
1112 1251
1252 if (check_walk_off)
1113 for (tmp = ms.bot; tmp; tmp = tmp->above) 1253 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1114 { 1254 {
1255 above = tmp->above;
1256
1115 /* No point updating the players look faces if he is the object 1257 /* No point updating the players look faces if he is the object
1116 * being removed. 1258 * being removed.
1117 */ 1259 */
1118 1260
1119 /* See if object moving off should effect something */ 1261 /* See if object moving off should effect something */
1120 if (check_walk_off
1121 && ((move_type & tmp->move_off) 1262 if ((move_type & tmp->move_off)
1122 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1263 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1123 {
1124 move_apply (tmp, this, 0); 1264 move_apply (tmp, this, 0);
1125
1126 if (destroyed ())
1127 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1128 } 1265 }
1129 1266
1130 last = tmp; 1267 if (affects_los ())
1131 }
1132
1133 /* last == NULL if there are no objects on this space */
1134 //TODO: this makes little sense, why only update the topmost object?
1135 if (!last)
1136 map->at (x, y).flags_ = 0;
1137 else
1138 update_object (last, UP_OBJ_REMOVE);
1139
1140 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1141 update_all_los (map, x, y); 1268 update_all_los (map, x, y);
1142 } 1269 }
1143} 1270}
1144 1271
1145/* 1272/*
1159 if (!top) 1286 if (!top)
1160 for (top = op; top && top->above; top = top->above) 1287 for (top = op; top && top->above; top = top->above)
1161 ; 1288 ;
1162 1289
1163 for (; top; top = top->below) 1290 for (; top; top = top->below)
1164 {
1165 if (top == op)
1166 continue;
1167
1168 if (object::can_merge (op, top)) 1291 if (object::can_merge (op, top))
1169 { 1292 {
1170 top->nrof += op->nrof; 1293 top->nrof += op->nrof;
1171 1294
1172/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1295 if (object *pl = top->visible_to ())
1173 op->weight = 0; /* Don't want any adjustements now */ 1296 esrv_update_item (UPD_NROF, pl, top);
1297
1298 op->weight = 0; // cancel the addition above
1299 op->carrying = 0; // must be 0 already
1300
1174 op->destroy (); 1301 op->destroy ();
1302
1175 return top; 1303 return top;
1176 } 1304 }
1177 }
1178 1305
1179 return 0; 1306 return 0;
1180} 1307}
1181 1308
1182void 1309void
1187 1314
1188 object *prev = this; 1315 object *prev = this;
1189 1316
1190 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1317 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1191 { 1318 {
1192 object *op = arch_to_object (at); 1319 object *op = at->instance ();
1193 1320
1194 op->name = name; 1321 op->name = name;
1195 op->name_pl = name_pl; 1322 op->name_pl = name_pl;
1196 op->title = title; 1323 op->title = title;
1197 1324
1207 * job preparing multi-part monsters. 1334 * job preparing multi-part monsters.
1208 */ 1335 */
1209object * 1336object *
1210insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1337insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1211{ 1338{
1339 op->remove ();
1340
1212 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1341 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1213 { 1342 {
1214 tmp->x = x + tmp->arch->x; 1343 tmp->x = x + tmp->arch->x;
1215 tmp->y = y + tmp->arch->y; 1344 tmp->y = y + tmp->arch->y;
1216 } 1345 }
1233 * Passing 0 for flag gives proper default values, so flag really only needs 1362 * Passing 0 for flag gives proper default values, so flag really only needs
1234 * to be set if special handling is needed. 1363 * to be set if special handling is needed.
1235 * 1364 *
1236 * Return value: 1365 * Return value:
1237 * new object if 'op' was merged with other object 1366 * new object if 'op' was merged with other object
1238 * NULL if 'op' was destroyed 1367 * NULL if there was an error (destroyed, blocked etc.)
1239 * just 'op' otherwise 1368 * just 'op' otherwise
1240 */ 1369 */
1241object * 1370object *
1242insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1371insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1243{ 1372{
1244 assert (!op->flag [FLAG_FREED]);
1245
1246 object *top, *floor = NULL;
1247
1248 op->remove (); 1373 op->remove ();
1374
1375 if (m == &freed_map)//D TODO: remove soon
1376 {//D
1377 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1378 }//D
1249 1379
1250 /* Ideally, the caller figures this out. However, it complicates a lot 1380 /* Ideally, the caller figures this out. However, it complicates a lot
1251 * of areas of callers (eg, anything that uses find_free_spot would now 1381 * of areas of callers (eg, anything that uses find_free_spot would now
1252 * need extra work 1382 * need extra work
1253 */ 1383 */
1384 maptile *newmap = m;
1254 if (!xy_normalise (m, op->x, op->y)) 1385 if (!xy_normalise (newmap, op->x, op->y))
1255 { 1386 {
1256 op->destroy (); 1387 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1257 return 0; 1388 return 0;
1258 } 1389 }
1259 1390
1260 if (object *more = op->more) 1391 if (object *more = op->more)
1261 if (!insert_ob_in_map (more, m, originator, flag)) 1392 if (!insert_ob_in_map (more, m, originator, flag))
1262 return 0; 1393 return 0;
1263 1394
1264 CLEAR_FLAG (op, FLAG_REMOVED); 1395 op->flag [FLAG_REMOVED] = false;
1265 1396 op->env = 0;
1266 op->map = m; 1397 op->map = newmap;
1398
1267 mapspace &ms = op->ms (); 1399 mapspace &ms = op->ms ();
1268 1400
1269 /* this has to be done after we translate the coordinates. 1401 /* this has to be done after we translate the coordinates.
1270 */ 1402 */
1271 if (op->nrof && !(flag & INS_NO_MERGE)) 1403 if (op->nrof && !(flag & INS_NO_MERGE))
1272 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1404 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1273 if (object::can_merge (op, tmp)) 1405 if (object::can_merge (op, tmp))
1274 { 1406 {
1407 // TODO: we actually want to update tmp, not op,
1408 // but some caller surely breaks when we return tmp
1409 // from here :/
1275 op->nrof += tmp->nrof; 1410 op->nrof += tmp->nrof;
1276 tmp->destroy (); 1411 tmp->destroy ();
1277 } 1412 }
1278 1413
1279 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1414 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1280 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1415 op->clr_flag (FLAG_INV_LOCKED);
1281 1416
1282 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1417 if (!op->flag [FLAG_ALIVE])
1283 CLEAR_FLAG (op, FLAG_NO_STEAL); 1418 op->clr_flag (FLAG_NO_STEAL);
1284 1419
1285 if (flag & INS_BELOW_ORIGINATOR) 1420 if (flag & INS_BELOW_ORIGINATOR)
1286 { 1421 {
1287 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1422 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1288 { 1423 {
1289 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1424 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1290 abort (); 1425 abort ();
1291 } 1426 }
1292 1427
1428 if (!originator->is_on_map ())
1429 {
1430 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1431 op->debug_desc (), originator->debug_desc ());
1432 abort ();
1433 }
1434
1293 op->above = originator; 1435 op->above = originator;
1294 op->below = originator->below; 1436 op->below = originator->below;
1295
1296 if (op->below)
1297 op->below->above = op;
1298 else
1299 ms.bot = op;
1300
1301 /* since *below* originator, no need to update top */
1302 originator->below = op; 1437 originator->below = op;
1438
1439 *(op->below ? &op->below->above : &ms.bot) = op;
1303 } 1440 }
1304 else 1441 else
1305 { 1442 {
1306 top = ms.bot; 1443 object *floor = 0;
1444 object *top = ms.top;
1307 1445
1308 /* If there are other objects, then */ 1446 /* If there are other objects, then */
1309 if (top) 1447 if (top)
1310 { 1448 {
1311 object *last = 0;
1312
1313 /* 1449 /*
1314 * If there are multiple objects on this space, we do some trickier handling. 1450 * If there are multiple objects on this space, we do some trickier handling.
1315 * We've already dealt with merging if appropriate. 1451 * We've already dealt with merging if appropriate.
1316 * Generally, we want to put the new object on top. But if 1452 * Generally, we want to put the new object on top. But if
1317 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1453 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1320 * once we get to them. This reduces the need to traverse over all of 1456 * once we get to them. This reduces the need to traverse over all of
1321 * them when adding another one - this saves quite a bit of cpu time 1457 * them when adding another one - this saves quite a bit of cpu time
1322 * when lots of spells are cast in one area. Currently, it is presumed 1458 * when lots of spells are cast in one area. Currently, it is presumed
1323 * that flying non pickable objects are spell objects. 1459 * that flying non pickable objects are spell objects.
1324 */ 1460 */
1325 for (top = ms.bot; top; top = top->above) 1461 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1326 { 1462 {
1327 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1463 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1328 floor = top; 1464 floor = tmp;
1329 1465
1330 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1466 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1331 { 1467 {
1332 /* We insert above top, so we want this object below this */ 1468 /* We insert above top, so we want this object below this */
1333 top = top->below; 1469 top = tmp->below;
1334 break; 1470 break;
1335 } 1471 }
1336 1472
1337 last = top; 1473 top = tmp;
1338 } 1474 }
1339
1340 /* Don't want top to be NULL, so set it to the last valid object */
1341 top = last;
1342 1475
1343 /* We let update_position deal with figuring out what the space 1476 /* We let update_position deal with figuring out what the space
1344 * looks like instead of lots of conditions here. 1477 * looks like instead of lots of conditions here.
1345 * makes things faster, and effectively the same result. 1478 * makes things faster, and effectively the same result.
1346 */ 1479 */
1353 */ 1486 */
1354 if (!(flag & INS_ON_TOP) 1487 if (!(flag & INS_ON_TOP)
1355 && ms.flags () & P_BLOCKSVIEW 1488 && ms.flags () & P_BLOCKSVIEW
1356 && (op->face && !faces [op->face].visibility)) 1489 && (op->face && !faces [op->face].visibility))
1357 { 1490 {
1491 object *last;
1492
1358 for (last = top; last != floor; last = last->below) 1493 for (last = top; last != floor; last = last->below)
1359 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1494 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1360 break; 1495 break;
1361 1496
1362 /* Check to see if we found the object that blocks view, 1497 /* Check to see if we found the object that blocks view,
1363 * and make sure we have a below pointer for it so that 1498 * and make sure we have a below pointer for it so that
1364 * we can get inserted below this one, which requires we 1499 * we can get inserted below this one, which requires we
1370 } /* If objects on this space */ 1505 } /* If objects on this space */
1371 1506
1372 if (flag & INS_ABOVE_FLOOR_ONLY) 1507 if (flag & INS_ABOVE_FLOOR_ONLY)
1373 top = floor; 1508 top = floor;
1374 1509
1375 /* Top is the object that our object (op) is going to get inserted above. 1510 // insert object above top, or bottom-most if top = 0
1376 */
1377
1378 /* First object on this space */
1379 if (!top) 1511 if (!top)
1380 { 1512 {
1513 op->below = 0;
1381 op->above = ms.bot; 1514 op->above = ms.bot;
1382
1383 if (op->above)
1384 op->above->below = op;
1385
1386 op->below = 0;
1387 ms.bot = op; 1515 ms.bot = op;
1516
1517 *(op->above ? &op->above->below : &ms.top) = op;
1388 } 1518 }
1389 else 1519 else
1390 { /* get inserted into the stack above top */ 1520 {
1391 op->above = top->above; 1521 op->above = top->above;
1392
1393 if (op->above)
1394 op->above->below = op; 1522 top->above = op;
1395 1523
1396 op->below = top; 1524 op->below = top;
1397 top->above = op; 1525 *(op->above ? &op->above->below : &ms.top) = op;
1398 } 1526 }
1527 }
1399 1528
1400 if (!op->above) 1529 if (op->is_player ())
1401 ms.top = op;
1402 } /* else not INS_BELOW_ORIGINATOR */
1403
1404 if (op->type == PLAYER)
1405 { 1530 {
1406 op->contr->do_los = 1; 1531 op->contr->do_los = 1;
1407 ++op->map->players; 1532 ++op->map->players;
1408 op->map->touch (); 1533 op->map->touch ();
1409 } 1534 }
1410 1535
1411 op->map->dirty = true; 1536 op->map->dirty = true;
1412 1537
1413 if (object *pl = ms.player ()) 1538 if (object *pl = ms.player ())
1539 //TODO: the floorbox prev/next might need updating
1540 //esrv_send_item (pl, op);
1541 //TODO: update floorbox to preserve ordering
1542 if (pl->contr->ns)
1414 pl->contr->ns->floorbox_update (); 1543 pl->contr->ns->floorbox_update ();
1415 1544
1416 /* If this object glows, it may affect lighting conditions that are 1545 /* If this object glows, it may affect lighting conditions that are
1417 * visible to others on this map. But update_all_los is really 1546 * visible to others on this map. But update_all_los is really
1418 * an inefficient way to do this, as it means los for all players 1547 * an inefficient way to do this, as it means los for all players
1419 * on the map will get recalculated. The players could very well 1548 * on the map will get recalculated. The players could very well
1420 * be far away from this change and not affected in any way - 1549 * be far away from this change and not affected in any way -
1421 * this should get redone to only look for players within range, 1550 * this should get redone to only look for players within range,
1422 * or just updating the P_UPTODATE for spaces within this area 1551 * or just updating the P_UPTODATE for spaces within this area
1423 * of effect may be sufficient. 1552 * of effect may be sufficient.
1424 */ 1553 */
1425 if (op->map->darkness && (op->glow_radius != 0)) 1554 if (op->affects_los ())
1555 {
1556 op->ms ().invalidate ();
1426 update_all_los (op->map, op->x, op->y); 1557 update_all_los (op->map, op->x, op->y);
1558 }
1427 1559
1428 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1560 /* updates flags (blocked, alive, no magic, etc) for this map space */
1429 update_object (op, UP_OBJ_INSERT); 1561 update_object (op, UP_OBJ_INSERT);
1430 1562
1431 INVOKE_OBJECT (INSERT, op); 1563 INVOKE_OBJECT (INSERT, op);
1438 * blocked() and wall() work properly), and these flags are updated by 1570 * blocked() and wall() work properly), and these flags are updated by
1439 * update_object(). 1571 * update_object().
1440 */ 1572 */
1441 1573
1442 /* if this is not the head or flag has been passed, don't check walk on status */ 1574 /* if this is not the head or flag has been passed, don't check walk on status */
1443 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1575 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1444 { 1576 {
1445 if (check_move_on (op, originator)) 1577 if (check_move_on (op, originator))
1446 return 0; 1578 return 0;
1447 1579
1448 /* If we are a multi part object, lets work our way through the check 1580 /* If we are a multi part object, lets work our way through the check
1459/* this function inserts an object in the map, but if it 1591/* this function inserts an object in the map, but if it
1460 * finds an object of its own type, it'll remove that one first. 1592 * finds an object of its own type, it'll remove that one first.
1461 * op is the object to insert it under: supplies x and the map. 1593 * op is the object to insert it under: supplies x and the map.
1462 */ 1594 */
1463void 1595void
1464replace_insert_ob_in_map (const char *arch_string, object *op) 1596replace_insert_ob_in_map (shstr_tmp archname, object *op)
1465{ 1597{
1466 object *tmp, *tmp1;
1467
1468 /* first search for itself and remove any old instances */ 1598 /* first search for itself and remove any old instances */
1469 1599
1470 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1600 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1471 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1601 if (tmp->arch->archname == archname) /* same archetype */
1472 tmp->destroy (); 1602 tmp->destroy ();
1473 1603
1474 tmp1 = arch_to_object (archetype::find (arch_string)); 1604 object *tmp = archetype::find (archname)->instance ();
1475 1605
1476 tmp1->x = op->x; 1606 tmp->x = op->x;
1477 tmp1->y = op->y; 1607 tmp->y = op->y;
1608
1478 insert_ob_in_map (tmp1, op->map, op, 0); 1609 insert_ob_in_map (tmp, op->map, op, 0);
1479} 1610}
1480 1611
1481object * 1612object *
1482object::insert_at (object *where, object *originator, int flags) 1613object::insert_at (object *where, object *originator, int flags)
1483{ 1614{
1485 return where->env->insert (this); 1616 return where->env->insert (this);
1486 else 1617 else
1487 return where->map->insert (this, where->x, where->y, originator, flags); 1618 return where->map->insert (this, where->x, where->y, originator, flags);
1488} 1619}
1489 1620
1490/* 1621// check whether we can put this into the map, respect max_volume, max_items
1491 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1622bool
1492 * is returned contains nr objects, and the remaining parts contains 1623object::can_drop_at (maptile *m, int x, int y, object *originator)
1493 * the rest (or is removed and freed if that number is 0).
1494 * On failure, NULL is returned, and the reason put into the
1495 * global static errmsg array.
1496 */
1497object *
1498get_split_ob (object *orig_ob, uint32 nr)
1499{ 1624{
1500 object *newob; 1625 mapspace &ms = m->at (x, y);
1501 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1502 1626
1503 if (orig_ob->nrof < nr) 1627 int items = ms.items ();
1504 {
1505 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1506 return NULL;
1507 }
1508 1628
1509 newob = object_create_clone (orig_ob); 1629 if (!items // testing !items ensures we can drop at least one item
1630 || (items < m->max_items
1631 && ms.volume () < m->max_volume))
1632 return true;
1510 1633
1511 if ((orig_ob->nrof -= nr) < 1) 1634 if (originator && originator->is_player ())
1512 orig_ob->destroy (1); 1635 originator->contr->failmsgf (
1513 else if (!is_removed) 1636 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1514 { 1637 query_name ()
1515 if (orig_ob->env != NULL) 1638 );
1516 sub_weight (orig_ob->env, orig_ob->weight * nr);
1517 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_ACTIVE)
1518 {
1519 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1520 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1521 return NULL;
1522 }
1523 }
1524 1639
1525 newob->nrof = nr; 1640 return false;
1526
1527 return newob;
1528} 1641}
1529 1642
1530/* 1643/*
1531 * decrease_ob_nr(object, number) decreases a specified number from 1644 * decrease(object, number) decreases a specified number from
1532 * the amount of an object. If the amount reaches 0, the object 1645 * the amount of an object. If the amount reaches 0, the object
1533 * is subsequently removed and freed. 1646 * is subsequently removed and freed.
1534 * 1647 *
1535 * Return value: 'op' if something is left, NULL if the amount reached 0 1648 * Return value: 'op' if something is left, NULL if the amount reached 0
1536 */ 1649 */
1650bool
1651object::decrease (sint32 nr)
1652{
1653 if (!nr)
1654 return true;
1655
1656 nr = min (nr, nrof);
1657
1658 if (nrof > nr)
1659 {
1660 nrof -= nr;
1661 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1662
1663 if (object *pl = visible_to ())
1664 esrv_update_item (UPD_NROF, pl, this);
1665
1666 return true;
1667 }
1668 else
1669 {
1670 destroy ();
1671 return false;
1672 }
1673}
1674
1675/*
1676 * split(ob,nr) splits up ob into two parts. The part which
1677 * is returned contains nr objects, and the remaining parts contains
1678 * the rest (or is removed and returned if that number is 0).
1679 * On failure, NULL is returned.
1680 */
1537object * 1681object *
1538decrease_ob_nr (object *op, uint32 i) 1682object::split (sint32 nr)
1539{ 1683{
1540 object *tmp; 1684 int have = number_of ();
1541 1685
1542 if (i == 0) /* objects with op->nrof require this check */ 1686 if (have < nr)
1543 return op; 1687 return 0;
1544 1688 else if (have == nr)
1545 if (i > op->nrof)
1546 i = op->nrof;
1547
1548 if (QUERY_FLAG (op, FLAG_REMOVED))
1549 op->nrof -= i;
1550 else if (op->env)
1551 { 1689 {
1552 /* is this object in the players inventory, or sub container
1553 * therein?
1554 */
1555 tmp = op->in_player ();
1556 /* nope. Is this a container the player has opened?
1557 * If so, set tmp to that player.
1558 * IMO, searching through all the players will mostly
1559 * likely be quicker than following op->env to the map,
1560 * and then searching the map for a player.
1561 */
1562 if (!tmp)
1563 for_all_players (pl)
1564 if (pl->ob->container == op->env)
1565 {
1566 tmp = pl->ob;
1567 break;
1568 }
1569
1570 if (i < op->nrof)
1571 {
1572 sub_weight (op->env, op->weight * i);
1573 op->nrof -= i;
1574 if (tmp)
1575 esrv_send_item (tmp, op);
1576 }
1577 else
1578 {
1579 op->remove (); 1690 remove ();
1580 op->nrof = 0; 1691 return this;
1581 if (tmp)
1582 esrv_del_item (tmp->contr, op->count);
1583 }
1584 } 1692 }
1585 else 1693 else
1586 { 1694 {
1587 object *above = op->above; 1695 decrease (nr);
1588 1696
1589 if (i < op->nrof) 1697 object *op = deep_clone ();
1590 op->nrof -= i; 1698 op->nrof = nr;
1591 else
1592 {
1593 op->remove ();
1594 op->nrof = 0;
1595 }
1596
1597 /* Since we just removed op, op->above is null */
1598 for (tmp = above; tmp; tmp = tmp->above)
1599 if (tmp->type == PLAYER)
1600 {
1601 if (op->nrof)
1602 esrv_send_item (tmp, op);
1603 else
1604 esrv_del_item (tmp->contr, op->count);
1605 }
1606 }
1607
1608 if (op->nrof)
1609 return op; 1699 return op;
1610 else
1611 {
1612 op->destroy ();
1613 return 0;
1614 }
1615}
1616
1617/*
1618 * add_weight(object, weight) adds the specified weight to an object,
1619 * and also updates how much the environment(s) is/are carrying.
1620 */
1621void
1622add_weight (object *op, signed long weight)
1623{
1624 while (op != NULL)
1625 {
1626 if (op->type == CONTAINER)
1627 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1628
1629 op->carrying += weight;
1630 op = op->env;
1631 } 1700 }
1632} 1701}
1633 1702
1634object * 1703object *
1635insert_ob_in_ob (object *op, object *where) 1704insert_ob_in_ob (object *op, object *where)
1660 * be != op, if items are merged. -Tero 1729 * be != op, if items are merged. -Tero
1661 */ 1730 */
1662object * 1731object *
1663object::insert (object *op) 1732object::insert (object *op)
1664{ 1733{
1665 if (!QUERY_FLAG (op, FLAG_REMOVED))
1666 op->remove ();
1667
1668 if (op->more) 1734 if (op->more)
1669 { 1735 {
1670 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1736 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1671 return op; 1737 return op;
1672 } 1738 }
1673 1739
1674 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1740 op->remove ();
1675 CLEAR_FLAG (op, FLAG_REMOVED); 1741
1742 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1676 1743
1677 if (op->nrof) 1744 if (op->nrof)
1678 {
1679 for (object *tmp = inv; tmp; tmp = tmp->below) 1745 for (object *tmp = inv; tmp; tmp = tmp->below)
1680 if (object::can_merge (tmp, op)) 1746 if (object::can_merge (tmp, op))
1681 { 1747 {
1682 /* return the original object and remove inserted object 1748 /* return the original object and remove inserted object
1683 (client needs the original object) */ 1749 (client needs the original object) */
1684 tmp->nrof += op->nrof; 1750 tmp->nrof += op->nrof;
1685 /* Weight handling gets pretty funky. Since we are adding to 1751
1686 * tmp->nrof, we need to increase the weight. 1752 if (object *pl = tmp->visible_to ())
1687 */ 1753 esrv_update_item (UPD_NROF, pl, tmp);
1754
1688 add_weight (this, op->weight * op->nrof); 1755 adjust_weight (this, op->total_weight ());
1689 SET_FLAG (op, FLAG_REMOVED); 1756
1690 op->destroy (); /* free the inserted object */ 1757 op->destroy ();
1691 op = tmp; 1758 op = tmp;
1692 op->remove (); /* and fix old object's links */ 1759 goto inserted;
1693 CLEAR_FLAG (op, FLAG_REMOVED);
1694 break;
1695 } 1760 }
1696 1761
1697 /* I assume combined objects have no inventory
1698 * We add the weight - this object could have just been removed
1699 * (if it was possible to merge). calling remove_ob will subtract
1700 * the weight, so we need to add it in again, since we actually do
1701 * the linking below
1702 */
1703 add_weight (this, op->weight * op->nrof);
1704 }
1705 else
1706 add_weight (this, (op->weight + op->carrying));
1707
1708 if (object *otmp = this->in_player ())
1709 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1710 otmp->update_stats ();
1711
1712 op->owner = 0; // its his/hers now. period. 1762 op->owner = 0; // it's his/hers now. period.
1713 op->map = 0; 1763 op->map = 0;
1764 op->x = 0;
1765 op->y = 0;
1766
1767 op->above = 0;
1768 op->below = inv;
1714 op->env = this; 1769 op->env = this;
1715 op->above = 0;
1716 op->below = 0;
1717 op->x = op->y = 0;
1718 1770
1771 if (inv)
1772 inv->above = op;
1773
1774 inv = op;
1775
1776 op->flag [FLAG_REMOVED] = 0;
1777
1778 if (object *pl = op->visible_to ())
1779 esrv_send_item (pl, op);
1780
1781 adjust_weight (this, op->total_weight ());
1782
1783inserted:
1719 /* reset the light list and los of the players on the map */ 1784 /* reset the light list and los of the players on the map */
1720 if (op->glow_radius && map) 1785 if (op->glow_radius && is_on_map ())
1721 { 1786 {
1722#ifdef DEBUG_LIGHTS 1787 update_stats ();
1723 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1724#endif /* DEBUG_LIGHTS */
1725 if (map->darkness)
1726 update_all_los (map, x, y); 1788 update_all_los (map, x, y);
1727 }
1728
1729 /* Client has no idea of ordering so lets not bother ordering it here.
1730 * It sure simplifies this function...
1731 */
1732 if (!inv)
1733 inv = op;
1734 else
1735 { 1789 }
1736 op->below = inv; 1790 else if (is_player ())
1737 op->below->above = op; 1791 // if this is a player's inventory, update stats
1738 inv = op; 1792 contr->queue_stats_update ();
1739 }
1740 1793
1741 INVOKE_OBJECT (INSERT, this); 1794 INVOKE_OBJECT (INSERT, this);
1742 1795
1743 return op; 1796 return op;
1744} 1797}
1764 * on top. 1817 * on top.
1765 */ 1818 */
1766int 1819int
1767check_move_on (object *op, object *originator) 1820check_move_on (object *op, object *originator)
1768{ 1821{
1822 if (op->flag [FLAG_NO_APPLY])
1823 return 0;
1824
1769 object *tmp; 1825 object *tmp;
1770 maptile *m = op->map; 1826 maptile *m = op->map;
1771 int x = op->x, y = op->y; 1827 int x = op->x, y = op->y;
1772 1828
1773 MoveType move_on, move_slow, move_block; 1829 mapspace &ms = m->at (x, y);
1774 1830
1775 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1831 ms.update ();
1776 return 0;
1777 1832
1778 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1833 MoveType move_on = ms.move_on;
1779 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1834 MoveType move_slow = ms.move_slow;
1780 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1835 MoveType move_block = ms.move_block;
1781 1836
1782 /* if nothing on this space will slow op down or be applied, 1837 /* if nothing on this space will slow op down or be applied,
1783 * no need to do checking below. have to make sure move_type 1838 * no need to do checking below. have to make sure move_type
1784 * is set, as lots of objects don't have it set - we treat that 1839 * is set, as lots of objects don't have it set - we treat that
1785 * as walking. 1840 * as walking.
1796 return 0; 1851 return 0;
1797 1852
1798 /* The objects have to be checked from top to bottom. 1853 /* The objects have to be checked from top to bottom.
1799 * Hence, we first go to the top: 1854 * Hence, we first go to the top:
1800 */ 1855 */
1801 1856 for (object *next, *tmp = ms.top; tmp; tmp = next)
1802 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1803 {
1804 /* Trim the search when we find the first other spell effect
1805 * this helps performance so that if a space has 50 spell objects,
1806 * we don't need to check all of them.
1807 */
1808 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1809 break;
1810 } 1857 {
1858 next = tmp->below;
1811 1859
1812 for (; tmp; tmp = tmp->below)
1813 {
1814 if (tmp == op) 1860 if (tmp == op)
1815 continue; /* Can't apply yourself */ 1861 continue; /* Can't apply yourself */
1816 1862
1817 /* Check to see if one of the movement types should be slowed down. 1863 /* Check to see if one of the movement types should be slowed down.
1818 * Second check makes sure that the movement types not being slowed 1864 * Second check makes sure that the movement types not being slowed
1819 * (~slow_move) is not blocked on this space - just because the 1865 * (~slow_move) is not blocked on this space - just because the
1820 * space doesn't slow down swimming (for example), if you can't actually 1866 * space doesn't slow down swimming (for example), if you can't actually
1821 * swim on that space, can't use it to avoid the penalty. 1867 * swim on that space, can't use it to avoid the penalty.
1822 */ 1868 */
1823 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1869 if (!op->flag [FLAG_WIZPASS])
1824 { 1870 {
1825 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1871 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1826 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1872 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1827 { 1873 {
1828
1829 float
1830 diff = tmp->move_slow_penalty * fabs (op->speed); 1874 float diff = tmp->move_slow_penalty * fabs (op->speed);
1831 1875
1832 if (op->type == PLAYER) 1876 if (op->is_player ())
1833 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1877 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1834 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1878 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1835 diff /= 4.0; 1879 diff /= 4.0;
1836 1880
1837 op->speed_left -= diff; 1881 op->speed_left -= diff;
1838 } 1882 }
1839 } 1883 }
1872 LOG (llevError, "Present_arch called outside map.\n"); 1916 LOG (llevError, "Present_arch called outside map.\n");
1873 return NULL; 1917 return NULL;
1874 } 1918 }
1875 1919
1876 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1920 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1877 if (tmp->arch == at) 1921 if (tmp->arch->archname == at->archname)
1878 return tmp; 1922 return tmp;
1879 1923
1880 return NULL; 1924 return NULL;
1881} 1925}
1882 1926
1946 * The first matching object is returned, or NULL if none. 1990 * The first matching object is returned, or NULL if none.
1947 */ 1991 */
1948object * 1992object *
1949present_arch_in_ob (const archetype *at, const object *op) 1993present_arch_in_ob (const archetype *at, const object *op)
1950{ 1994{
1951 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1995 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1952 if (tmp->arch == at) 1996 if (tmp->arch->archname == at->archname)
1953 return tmp; 1997 return tmp;
1954 1998
1955 return NULL; 1999 return NULL;
1956} 2000}
1957 2001
1961void 2005void
1962flag_inv (object *op, int flag) 2006flag_inv (object *op, int flag)
1963{ 2007{
1964 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2008 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1965 { 2009 {
1966 SET_FLAG (tmp, flag); 2010 tmp->set_flag (flag);
1967 flag_inv (tmp, flag); 2011 flag_inv (tmp, flag);
1968 } 2012 }
1969} 2013}
1970 2014
1971/* 2015/*
1974void 2018void
1975unflag_inv (object *op, int flag) 2019unflag_inv (object *op, int flag)
1976{ 2020{
1977 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2021 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1978 { 2022 {
1979 CLEAR_FLAG (tmp, flag); 2023 tmp->clr_flag (flag);
1980 unflag_inv (tmp, flag); 2024 unflag_inv (tmp, flag);
1981 } 2025 }
1982} 2026}
1983 2027
1984/* 2028/*
2045 * head of the object should correspond for the entire object. 2089 * head of the object should correspond for the entire object.
2046 */ 2090 */
2047 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2091 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2048 continue; 2092 continue;
2049 2093
2050 if (ob->blocked (m, pos.x, pos.y)) 2094 if (ob->blocked (pos.m, pos.x, pos.y))
2051 continue; 2095 continue;
2052 2096
2053 altern [index++] = i; 2097 altern [index++] = i;
2054 } 2098 }
2055 2099
2123 * there is capable of. 2167 * there is capable of.
2124 */ 2168 */
2125int 2169int
2126find_dir (maptile *m, int x, int y, object *exclude) 2170find_dir (maptile *m, int x, int y, object *exclude)
2127{ 2171{
2128 int i, max = SIZEOFFREE, mflags; 2172 int max = SIZEOFFREE, mflags;
2129
2130 sint16 nx, ny;
2131 object *tmp;
2132 maptile *mp;
2133
2134 MoveType blocked, move_type; 2173 MoveType move_type;
2135 2174
2136 if (exclude && exclude->head_ () != exclude) 2175 if (exclude && exclude->head_ () != exclude)
2137 { 2176 {
2138 exclude = exclude->head; 2177 exclude = exclude->head;
2139 move_type = exclude->move_type; 2178 move_type = exclude->move_type;
2142 { 2181 {
2143 /* If we don't have anything, presume it can use all movement types. */ 2182 /* If we don't have anything, presume it can use all movement types. */
2144 move_type = MOVE_ALL; 2183 move_type = MOVE_ALL;
2145 } 2184 }
2146 2185
2147 for (i = 1; i < max; i++) 2186 for (int i = 1; i < max; i++)
2148 { 2187 {
2149 mp = m; 2188 mapxy pos (m, x, y);
2150 nx = x + freearr_x[i]; 2189 pos.move (i);
2151 ny = y + freearr_y[i];
2152 2190
2153 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2191 if (!pos.normalise ())
2154
2155 if (mflags & P_OUT_OF_MAP)
2156 max = maxfree[i]; 2192 max = maxfree[i];
2157 else 2193 else
2158 { 2194 {
2159 mapspace &ms = mp->at (nx, ny); 2195 mapspace &ms = *pos;
2160 2196
2161 blocked = ms.move_block;
2162
2163 if ((move_type & blocked) == move_type) 2197 if ((move_type & ms.move_block) == move_type)
2164 max = maxfree[i]; 2198 max = maxfree [i];
2165 else if (mflags & P_IS_ALIVE) 2199 else if (ms.flags () & P_IS_ALIVE)
2166 { 2200 {
2167 for (tmp = ms.bot; tmp; tmp = tmp->above) 2201 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2168 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2202 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2169 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2203 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2170 break;
2171
2172 if (tmp)
2173 return freedir[i]; 2204 return freedir [i];
2174 } 2205 }
2175 } 2206 }
2176 } 2207 }
2177 2208
2178 return 0; 2209 return 0;
2187{ 2218{
2188 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2219 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2189} 2220}
2190 2221
2191/* 2222/*
2192 * find_dir_2(delta-x,delta-y) will return a direction in which 2223 * find_dir_2(delta-x,delta-y) will return a direction value
2193 * an object which has subtracted the x and y coordinates of another 2224 * for running into direct [dx, dy].
2194 * object, needs to travel toward it. 2225 * (the opposite of crossfire's find_dir_2!)
2195 */ 2226 */
2196int 2227int
2197find_dir_2 (int x, int y) 2228find_dir_2 (int x, int y)
2198{ 2229{
2230#if 1 // new algorithm
2231 // this works by putting x, y into 16 sectors, which
2232 // are not equal sized, but are a better approximation
2233 // then the old algorithm, and then using a mapping
2234 // table to map it into a direction value.
2235
2236 static const uint8 dir[16] = {
2237 4, 5, 4, 3,
2238 2, 1, 2, 3,
2239 6, 5, 6, 7,
2240 8, 1, 8, 7,
2241 };
2242 int sector = 0;
2243
2244 // this is a bit ugly, but more likely to result in branchless code
2245 sector |= x < 0 ? 8 : 0;
2246 x = x < 0 ? -x : x; // abs
2247
2248 sector |= y < 0 ? 4 : 0;
2249 y = y < 0 ? -y : y; // abs
2250
2251 if (x > y)
2252 {
2253 sector |= 2;
2254
2255 if (x > y * 2)
2256 sector |= 1;
2257 }
2258 else
2259 {
2260 if (y > x * 2)
2261 sector |= 1;
2262 else if (!y)
2263 return 0; // x == 0 here
2264 }
2265
2266 return dir [sector];
2267#else // old algorithm
2199 int q; 2268 int q;
2200 2269
2201 if (y) 2270 if (y)
2202 q = x * 100 / y; 2271 q = 128 * x / y;
2203 else if (x) 2272 else if (x)
2204 q = -300 * x; 2273 q = -512 * x; // to make it > 309
2205 else 2274 else
2206 return 0; 2275 return 0;
2207 2276
2208 if (y > 0) 2277 if (y > 0)
2209 { 2278 {
2210 if (q < -242) 2279 if (q < -309) return 7;
2280 if (q < -52) return 6;
2281 if (q < 52) return 5;
2282 if (q < 309) return 4;
2283
2211 return 3; 2284 return 3;
2212 if (q < -41) 2285 }
2213 return 2; 2286 else
2214 if (q < 41) 2287 {
2215 return 1; 2288 if (q < -309) return 3;
2216 if (q < 242) 2289 if (q < -52) return 2;
2217 return 8; 2290 if (q < 52) return 1;
2291 if (q < 309) return 8;
2292
2218 return 7; 2293 return 7;
2219 } 2294 }
2220 2295#endif
2221 if (q < -242)
2222 return 7;
2223 if (q < -41)
2224 return 6;
2225 if (q < 41)
2226 return 5;
2227 if (q < 242)
2228 return 4;
2229
2230 return 3;
2231} 2296}
2232 2297
2233/* 2298/*
2234 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2299 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2235 * between two directions (which are expected to be absolute (see absdir()) 2300 * between two directions (which are expected to be absolute (see absdir())
2236 */ 2301 */
2237int 2302int
2238dirdiff (int dir1, int dir2) 2303dirdiff (int dir1, int dir2)
2239{ 2304{
2240 int d;
2241
2242 d = abs (dir1 - dir2); 2305 int d = abs (dir1 - dir2);
2243 if (d > 4)
2244 d = 8 - d;
2245 2306
2246 return d; 2307 return d > 4 ? 8 - d : d;
2247} 2308}
2248 2309
2249/* peterm: 2310/* peterm:
2250 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2311 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2251 * Basically, this is a table of directions, and what directions 2312 * Basically, this is a table of directions, and what directions
2253 * This basically means that if direction is 15, then it could either go 2314 * This basically means that if direction is 15, then it could either go
2254 * direction 4, 14, or 16 to get back to where we are. 2315 * direction 4, 14, or 16 to get back to where we are.
2255 * Moved from spell_util.c to object.c with the other related direction 2316 * Moved from spell_util.c to object.c with the other related direction
2256 * functions. 2317 * functions.
2257 */ 2318 */
2258int reduction_dir[SIZEOFFREE][3] = { 2319static const int reduction_dir[SIZEOFFREE][3] = {
2259 {0, 0, 0}, /* 0 */ 2320 {0, 0, 0}, /* 0 */
2260 {0, 0, 0}, /* 1 */ 2321 {0, 0, 0}, /* 1 */
2261 {0, 0, 0}, /* 2 */ 2322 {0, 0, 0}, /* 2 */
2262 {0, 0, 0}, /* 3 */ 2323 {0, 0, 0}, /* 3 */
2263 {0, 0, 0}, /* 4 */ 2324 {0, 0, 0}, /* 4 */
2357 * Add a check so we can't pick up invisible objects (0.93.8) 2418 * Add a check so we can't pick up invisible objects (0.93.8)
2358 */ 2419 */
2359int 2420int
2360can_pick (const object *who, const object *item) 2421can_pick (const object *who, const object *item)
2361{ 2422{
2362 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2423 return /*who->flag [FLAG_WIZ]|| */
2363 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2424 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2364 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2425 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2365} 2426}
2366 2427
2367/* 2428/*
2368 * create clone from object to another 2429 * create clone from object to another
2369 */ 2430 */
2370object * 2431object *
2371object_create_clone (object *asrc) 2432object::deep_clone ()
2372{ 2433{
2373 object *dst = 0, *tmp, *src, *prev, *item; 2434 assert (("deep_clone called on non-head object", is_head ()));
2374 2435
2375 if (!asrc) 2436 object *dst = clone ();
2376 return 0;
2377 2437
2378 src = asrc->head_ (); 2438 object *prev = dst;
2379
2380 prev = 0;
2381 for (object *part = src; part; part = part->more) 2439 for (object *part = this->more; part; part = part->more)
2382 { 2440 {
2383 tmp = part->clone (); 2441 object *tmp = part->clone ();
2384 tmp->x -= src->x;
2385 tmp->y -= src->y;
2386
2387 if (!part->head)
2388 {
2389 dst = tmp;
2390 tmp->head = 0;
2391 }
2392 else
2393 tmp->head = dst; 2442 tmp->head = dst;
2394
2395 tmp->more = 0;
2396
2397 if (prev)
2398 prev->more = tmp; 2443 prev->more = tmp;
2399
2400 prev = tmp; 2444 prev = tmp;
2401 } 2445 }
2402 2446
2403 for (item = src->inv; item; item = item->below) 2447 for (object *item = inv; item; item = item->below)
2404 insert_ob_in_ob (object_create_clone (item), dst); 2448 insert_ob_in_ob (item->deep_clone (), dst);
2405 2449
2406 return dst; 2450 return dst;
2407} 2451}
2408 2452
2409/* This returns the first object in who's inventory that 2453/* This returns the first object in who's inventory that
2418 return tmp; 2462 return tmp;
2419 2463
2420 return 0; 2464 return 0;
2421} 2465}
2422 2466
2423/* If ob has a field named key, return the link from the list, 2467shstr_tmp
2424 * otherwise return NULL. 2468object::kv_get (shstr_tmp key) const
2425 *
2426 * key must be a passed in shared string - otherwise, this won't
2427 * do the desired thing.
2428 */
2429key_value *
2430get_ob_key_link (const object *ob, const char *key)
2431{ 2469{
2432 for (key_value *link = ob->key_values; link; link = link->next) 2470 for (key_value *kv = key_values; kv; kv = kv->next)
2433 if (link->key == key) 2471 if (kv->key == key)
2434 return link;
2435
2436 return 0;
2437}
2438
2439/*
2440 * Returns the value of op has an extra_field for key, or NULL.
2441 *
2442 * The argument doesn't need to be a shared string.
2443 *
2444 * The returned string is shared.
2445 */
2446const char *
2447get_ob_key_value (const object *op, const char *const key)
2448{
2449 key_value *link;
2450 shstr_cmp canonical_key (key);
2451
2452 if (!canonical_key)
2453 {
2454 /* 1. There being a field named key on any object
2455 * implies there'd be a shared string to find.
2456 * 2. Since there isn't, no object has this field.
2457 * 3. Therefore, *this* object doesn't have this field.
2458 */
2459 return 0;
2460 }
2461
2462 /* This is copied from get_ob_key_link() above -
2463 * only 4 lines, and saves the function call overhead.
2464 */
2465 for (link = op->key_values; link; link = link->next)
2466 if (link->key == canonical_key)
2467 return link->value; 2472 return kv->value;
2468 2473
2469 return 0; 2474 return shstr ();
2470} 2475}
2471 2476
2472/* 2477void
2473 * Updates the canonical_key in op to value. 2478object::kv_set (shstr_tmp key, shstr_tmp value)
2474 *
2475 * canonical_key is a shared string (value doesn't have to be).
2476 *
2477 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2478 * keys.
2479 *
2480 * Returns TRUE on success.
2481 */
2482int
2483set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2484{ 2479{
2485 key_value *field = NULL, *last = NULL; 2480 for (key_value *kv = key_values; kv; kv = kv->next)
2486 2481 if (kv->key == key)
2487 for (field = op->key_values; field != NULL; field = field->next)
2488 {
2489 if (field->key != canonical_key)
2490 { 2482 {
2491 last = field; 2483 kv->value = value;
2492 continue; 2484 return;
2493 } 2485 }
2494 2486
2495 if (value) 2487 key_value *kv = new key_value;
2496 field->value = value; 2488
2497 else 2489 kv->next = key_values;
2490 kv->key = key;
2491 kv->value = value;
2492
2493 key_values = kv;
2494}
2495
2496void
2497object::kv_del (shstr_tmp key)
2498{
2499 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2500 if ((*kvp)->key == key)
2498 { 2501 {
2499 /* Basically, if the archetype has this key set, 2502 key_value *kv = *kvp;
2500 * we need to store the null value so when we save 2503 *kvp = (*kvp)->next;
2501 * it, we save the empty value so that when we load, 2504 delete kv;
2502 * we get this value back again. 2505 return;
2503 */
2504 if (get_ob_key_link (op->arch, canonical_key))
2505 field->value = 0;
2506 else
2507 {
2508 if (last)
2509 last->next = field->next;
2510 else
2511 op->key_values = field->next;
2512
2513 delete field;
2514 }
2515 } 2506 }
2516 return TRUE;
2517 }
2518 /* IF we get here, key doesn't exist */
2519
2520 /* No field, we'll have to add it. */
2521
2522 if (!add_key)
2523 return FALSE;
2524
2525 /* There isn't any good reason to store a null
2526 * value in the key/value list. If the archetype has
2527 * this key, then we should also have it, so shouldn't
2528 * be here. If user wants to store empty strings,
2529 * should pass in ""
2530 */
2531 if (value == NULL)
2532 return TRUE;
2533
2534 field = new key_value;
2535
2536 field->key = canonical_key;
2537 field->value = value;
2538 /* Usual prepend-addition. */
2539 field->next = op->key_values;
2540 op->key_values = field;
2541
2542 return TRUE;
2543}
2544
2545/*
2546 * Updates the key in op to value.
2547 *
2548 * If add_key is FALSE, this will only update existing keys,
2549 * and not add new ones.
2550 * In general, should be little reason FALSE is ever passed in for add_key
2551 *
2552 * Returns TRUE on success.
2553 */
2554int
2555set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2556{
2557 shstr key_ (key);
2558
2559 return set_ob_key_value_s (op, key_, value, add_key);
2560} 2507}
2561 2508
2562object::depth_iterator::depth_iterator (object *container) 2509object::depth_iterator::depth_iterator (object *container)
2563: iterator_base (container) 2510: iterator_base (container)
2564{ 2511{
2614{ 2561{
2615 char flagdesc[512]; 2562 char flagdesc[512];
2616 char info2[256 * 4]; 2563 char info2[256 * 4];
2617 char *p = info; 2564 char *p = info;
2618 2565
2619 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2566 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2620 count, 2567 count,
2621 uuid.c_str (), 2568 uuid.c_str (),
2622 &name, 2569 &name,
2623 title ? "\",title:\"" : "", 2570 title ? ",title:\"" : "",
2624 title ? (const char *)title : "", 2571 title ? (const char *)title : "",
2572 title ? "\"" : "",
2625 flag_desc (flagdesc, 512), type); 2573 flag_desc (flagdesc, 512), type);
2626 2574
2627 if (!this->flag[FLAG_REMOVED] && env) 2575 if (!flag[FLAG_REMOVED] && env)
2628 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2576 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2629 2577
2630 if (map) 2578 if (map)
2631 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2579 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2632 2580
2647{ 2595{
2648 return map ? map->region (x, y) 2596 return map ? map->region (x, y)
2649 : region::default_region (); 2597 : region::default_region ();
2650} 2598}
2651 2599
2652const materialtype_t *
2653object::dominant_material () const
2654{
2655 if (materialtype_t *mt = name_to_material (materialname))
2656 return mt;
2657
2658 return name_to_material (shstr_unknown);
2659}
2660
2661void 2600void
2662object::open_container (object *new_container) 2601object::open_container (object *new_container)
2663{ 2602{
2664 if (container == new_container) 2603 if (container == new_container)
2665 return; 2604 return;
2666 2605
2667 if (object *old_container = container) 2606 object *old_container = container;
2607
2608 if (old_container)
2668 { 2609 {
2669 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2610 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2670 return; 2611 return;
2671 2612
2672#if 0 2613#if 0
2674 if (object *closer = old_container->inv) 2615 if (object *closer = old_container->inv)
2675 if (closer->type == CLOSE_CON) 2616 if (closer->type == CLOSE_CON)
2676 closer->destroy (); 2617 closer->destroy ();
2677#endif 2618#endif
2678 2619
2620 // make sure the container is available
2621 esrv_send_item (this, old_container);
2622
2679 old_container->flag [FLAG_APPLIED] = 0; 2623 old_container->flag [FLAG_APPLIED] = false;
2680 container = 0; 2624 container = 0;
2681 2625
2626 // client needs item update to make it work, client bug requires this to be separate
2682 esrv_update_item (UPD_FLAGS, this, old_container); 2627 esrv_update_item (UPD_FLAGS, this, old_container);
2628
2683 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2629 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2684 play_sound (sound_find ("chest_close")); 2630 play_sound (sound_find ("chest_close"));
2685 } 2631 }
2686 2632
2687 if (new_container) 2633 if (new_container)
2688 { 2634 {
2692 // TODO: this does not seem to serve any purpose anymore? 2638 // TODO: this does not seem to serve any purpose anymore?
2693#if 0 2639#if 0
2694 // insert the "Close Container" object. 2640 // insert the "Close Container" object.
2695 if (archetype *closer = new_container->other_arch) 2641 if (archetype *closer = new_container->other_arch)
2696 { 2642 {
2697 object *closer = arch_to_object (new_container->other_arch); 2643 object *closer = new_container->other_arch->instance ();
2698 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2644 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2699 new_container->insert (closer); 2645 new_container->insert (closer);
2700 } 2646 }
2701#endif 2647#endif
2702 2648
2703 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2649 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2704 2650
2651 // make sure the container is available, client bug requires this to be separate
2652 esrv_send_item (this, new_container);
2653
2705 new_container->flag [FLAG_APPLIED] = 1; 2654 new_container->flag [FLAG_APPLIED] = true;
2706 container = new_container; 2655 container = new_container;
2707 2656
2657 // client needs flag change
2708 esrv_update_item (UPD_FLAGS, this, new_container); 2658 esrv_update_item (UPD_FLAGS, this, new_container);
2709 esrv_send_inventory (this, new_container); 2659 esrv_send_inventory (this, new_container);
2710 play_sound (sound_find ("chest_open")); 2660 play_sound (sound_find ("chest_open"));
2711 } 2661 }
2662// else if (!old_container->env && contr && contr->ns)
2663// contr->ns->floorbox_reset ();
2712} 2664}
2713 2665
2714object * 2666object *
2715object::force_find (const shstr name) 2667object::force_find (shstr_tmp name)
2716{ 2668{
2717 /* cycle through his inventory to look for the MARK we want to 2669 /* cycle through his inventory to look for the MARK we want to
2718 * place 2670 * place
2719 */ 2671 */
2720 for (object *tmp = inv; tmp; tmp = tmp->below) 2672 for (object *tmp = inv; tmp; tmp = tmp->below)
2722 return splay (tmp); 2674 return splay (tmp);
2723 2675
2724 return 0; 2676 return 0;
2725} 2677}
2726 2678
2679//-GPL
2680
2727void 2681void
2682object::force_set_timer (int duration)
2683{
2684 this->duration = 1;
2685 this->speed_left = -1.f;
2686
2687 this->set_speed (duration ? 1.f / duration : 0.f);
2688}
2689
2690object *
2728object::force_add (const shstr name, int duration) 2691object::force_add (shstr_tmp name, int duration)
2729{ 2692{
2730 if (object *force = force_find (name)) 2693 if (object *force = force_find (name))
2731 force->destroy (); 2694 force->destroy ();
2732 2695
2733 object *force = get_archetype (FORCE_NAME); 2696 object *force = get_archetype (FORCE_NAME);
2734 2697
2735 force->slaying = name; 2698 force->slaying = name;
2736 force->stats.food = 1; 2699 force->force_set_timer (duration);
2737 force->speed_left = -1.f;
2738
2739 force->set_speed (duration ? 1.f / duration : 0.f);
2740 force->flag [FLAG_IS_USED_UP] = true;
2741 force->flag [FLAG_APPLIED] = true; 2700 force->flag [FLAG_APPLIED] = true;
2742 2701
2743 insert (force); 2702 return insert (force);
2744} 2703}
2745 2704
2746void 2705void
2747object::play_sound (faceidx sound) const 2706object::play_sound (faceidx sound) const
2748{ 2707{
2749 if (!sound) 2708 if (!sound)
2750 return; 2709 return;
2751 2710
2752 if (flag [FLAG_REMOVED]) 2711 if (is_on_map ())
2712 map->play_sound (sound, x, y);
2713 else if (object *pl = in_player ())
2714 pl->contr->play_sound (sound);
2715}
2716
2717void
2718object::say_msg (const char *msg) const
2719{
2720 if (is_on_map ())
2721 map->say_msg (msg, x, y);
2722 else if (object *pl = in_player ())
2723 pl->contr->play_sound (sound);
2724}
2725
2726void
2727object::make_noise ()
2728{
2729 // we do not model noise in the map, so instead put
2730 // a temporary light into the noise source
2731 // could use the map instead, but that's less reliable for our
2732 // goal, which is to make invisibility a bit harder to exploit
2733
2734 // currently only works sensibly for players
2735 if (!is_player ())
2753 return; 2736 return;
2754 2737
2755 if (env) 2738 // find old force, or create new one
2756 { 2739 object *force = force_find (shstr_noise_force);
2757 if (object *pl = in_player ()) 2740
2758 pl->contr->play_sound (sound); 2741 if (force)
2759 } 2742 force->speed_left = -1.f; // patch old speed up
2760 else 2743 else
2761 map->play_sound (sound, x, y); 2744 {
2762} 2745 force = archetype::get (shstr_noise_force);
2763 2746
2747 force->slaying = shstr_noise_force;
2748 force->stats.food = 1;
2749 force->speed_left = -1.f;
2750
2751 force->set_speed (1.f / 4.f);
2752 force->flag [FLAG_IS_USED_UP] = true;
2753 force->flag [FLAG_APPLIED] = true;
2754
2755 insert (force);
2756 }
2757}
2758
2759void object::change_move_type (MoveType mt)
2760{
2761 if (move_type == mt)
2762 return;
2763
2764 if (is_on_map ())
2765 {
2766 // we are on the map, so handle move_on/off effects
2767 remove ();
2768 move_type = mt;
2769 map->insert (this, x, y, this);
2770 }
2771 else
2772 move_type = mt;
2773}
2774
2775/* object should be a player.
2776 * we return the object the player has marked with the 'mark' command
2777 * below. If no match is found (or object has changed), we return
2778 * NULL. We leave it up to the calling function to print messages if
2779 * nothing is found.
2780 */
2781object *
2782object::mark () const
2783{
2784 if (contr && contr->mark && contr->mark->env == this)
2785 return contr->mark;
2786 else
2787 return 0;
2788}
2789

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