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Comparing deliantra/server/common/object.C (file contents):
Revision 1.92 by root, Tue Dec 26 17:39:29 2006 UTC vs.
Revision 1.337 by root, Thu May 6 21:45:49 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
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> 30#include <sproto.h>
33#include <loader.h>
34 31
35#include <bitset> 32#include <bitset>
36 33
37int nrofallocobjects = 0; 34UUID UUID::cur;
38static UUID uuid; 35static uint64_t seq_next_save;
39const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
40 38
41object *active_objects; /* List of active objects that need to be processed */ 39objectvec objects;
40activevec actives;
42 41
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 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
49
50short freearr_x[SIZEOFFREE] = {
51 0,
52 0, 1, 1, 1, 0, -1, -1, -1,
53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 54 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 55};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 56short freearr_y[SIZEOFFREE] = {
57 0,
58 -1, -1, 0, 1, 1, 1, 0, -1,
59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
47 -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
48};
49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51}; 61};
52int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 63 0,
64 1, 2, 3, 4, 5, 6, 7, 8,
65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
54 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
55}; 67};
56 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
57static void 76static void
58write_uuid (void) 77write_uuid (uval64 skip, bool sync)
59{ 78{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 79 CALL_BEGIN (2);
61 80 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 81 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 82 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 83 CALL_END;
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76} 84}
77 85
78static void 86static void
79read_uuid (void) 87read_uuid ()
80{ 88{
81 char filename[MAX_BUF]; 89 char filename[MAX_BUF];
82 90
83 sprintf (filename, "%s/uuid", settings.localdir); 91 sprintf (filename, "%s/uuid", settings.localdir);
92
93 seq_next_save = 0;
84 94
85 FILE *fp; 95 FILE *fp;
86 96
87 if (!(fp = fopen (filename, "r"))) 97 if (!(fp = fopen (filename, "r")))
88 { 98 {
89 if (errno == ENOENT) 99 if (errno == ENOENT)
90 { 100 {
91 LOG (llevInfo, "RESET uid to 1\n"); 101 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 102 UUID::cur.seq = 0;
93 write_uuid (); 103 write_uuid (UUID_GAP, true);
94 return; 104 return;
95 } 105 }
96 106
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 107 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 108 _exit (1);
99 } 109 }
100 110
101 int version; 111 char buf [UUID::MAX_LEN];
102 unsigned long long uid; 112 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 113 fgets (buf, sizeof (buf), fp);
114
115 if (!UUID::cur.parse (buf))
104 { 116 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 117 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 118 _exit (1);
107 } 119 }
108 120
109 uuid.seq = uid; 121 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
110 write_uuid (); 122
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 123 write_uuid (UUID_GAP, true);
112 fclose (fp); 124 fclose (fp);
113} 125}
114 126
115UUID 127UUID
116gen_uuid () 128UUID::gen ()
117{ 129{
118 UUID uid; 130 UUID uid;
119 131
120 uid.seq = ++uuid.seq; 132 uid.seq = ++cur.seq;
121 133
122 if (!(uuid.seq & (UUID_SKIP - 1))) 134 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 135 {
136 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
137 write_uuid (UUID_GAP, false);
138 }
139
124 140
125 return uid; 141 return uid;
126} 142}
127 143
128void 144void
129init_uuid () 145UUID::init ()
130{ 146{
131 read_uuid (); 147 read_uuid ();
132} 148}
133 149
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;
213}
214
134/* 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. */
135static int 216static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 217compare_ob_value_lists_one (const object *wants, const object *has)
137{ 218{
138 key_value *wants_field;
139
140 /* 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
141 * 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
142 * different structure or at least keep the lists sorted... 221 * different structure or at least keep the lists sorted...
143 */ 222 */
144 223
145 /* For each field in wants, */ 224 /* For each field in wants, */
146 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)
147 { 226 if (has->kv_get (kv->key) != kv->value)
148 key_value *has_field; 227 return false;
149
150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
154 {
155 /* No field with that name. */
156 return FALSE;
157 }
158
159 /* Found the matching field. */
160 if (has_field->value != wants_field->value)
161 {
162 /* Values don't match, so this half of the comparison is false. */
163 return FALSE;
164 }
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 228
169 /* 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. */
170 return TRUE; 230 return true;
171} 231}
172 232
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 233/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 234static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 235compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 236{
177 /* 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,
178 * so we need to run the comparison *twice*. :( 238 * so we need to run the comparison *twice*. :(
179 */ 239 */
180 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);
181} 242}
182 243
183/* 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
184 * they can be merged together. 245 * they can be merged together.
185 * 246 *
190 * Check nrof variable *before* calling can_merge() 251 * Check nrof variable *before* calling can_merge()
191 * 252 *
192 * Improvements made with merge: Better checking on potion, and also 253 * Improvements made with merge: Better checking on potion, and also
193 * check weight 254 * check weight
194 */ 255 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 256bool object::can_merge_slow (object *ob1, object *ob2)
197{ 257{
198 /* A couple quicksanity checks */ 258 /* A couple quick sanity checks */
199 if (ob1 == ob2 259 if (ob1 == ob2
200 || ob1->type != ob2->type 260 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value 261 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 262 || ob1->name != ob2->name
263 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
204 return 0; 264 return 0;
205 265
206 //TODO: this ain't working well, use nicer and correct overflow check
207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 266 /* Do not merge objects if nrof would overflow, assume nrof
208 * value could not be stored in a sint32 (which unfortunately sometimes is 267 * is always 0 .. 2**31-1 */
209 * used to store nrof). 268 if (ob1->nrof > 0x7fffffff - ob2->nrof)
210 */
211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
212 return 0; 269 return 0;
213 270
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 271 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * 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
216 * 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
217 * 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
218 * flags lose any meaning. 275 * flags lose any meaning.
219 */ 276 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 277 if (ob1->flag [FLAG_IDENTIFIED])
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 278 ob1->set_flag (FLAG_BEEN_APPLIED);
222 279
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 280 if (ob2->flag [FLAG_IDENTIFIED])
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 281 ob2->set_flag (FLAG_BEEN_APPLIED);
225 282
226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 283 if (ob1->arch->archname != ob2->arch->archname
227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 284 || ob1->name != ob2->name
229 || ob1->title != ob2->title 285 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 286 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 287 || ob1->weight != ob2->weight
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
234 || ob1->attacktype != ob2->attacktype 288 || ob1->attacktype != ob2->attacktype
235 || ob1->magic != ob2->magic 289 || ob1->magic != ob2->magic
236 || ob1->slaying != ob2->slaying 290 || ob1->slaying != ob2->slaying
237 || ob1->skill != ob2->skill 291 || ob1->skill != ob2->skill
238 || ob1->value != ob2->value 292 || ob1->value != ob2->value
239 || 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
240 || ob1->client_type != ob2->client_type 295 || ob1->client_type != ob2->client_type
241 || ob1->materialname != ob2->materialname 296 || ob1->material != ob2->material
242 || ob1->lore != ob2->lore 297 || ob1->lore != ob2->lore
243 || ob1->subtype != ob2->subtype 298 || ob1->subtype != ob2->subtype
244 || ob1->move_type != ob2->move_type 299 || ob1->move_type != ob2->move_type
245 || ob1->move_block != ob2->move_block 300 || ob1->move_block != ob2->move_block
246 || ob1->move_allow != ob2->move_allow 301 || ob1->move_allow != ob2->move_allow
247 || ob1->move_on != ob2->move_on 302 || ob1->move_on != ob2->move_on
248 || ob1->move_off != ob2->move_off 303 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow 304 || ob1->move_slow != ob2->move_slow
250 || 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)))
251 return 0; 308 return 0;
252 309
310 if ((ob1->flag ^ ob2->flag)
311 .reset (FLAG_INV_LOCKED)
312 .reset (FLAG_REMOVED)
313 .any ())
314 return 0;
315
253 /* This is really a spellbook check - really, we should 316 /* This is really a spellbook check - we should in general
254 * check all objects in the inventory. 317 * not merge objects with real inventories, as splitting them
318 * is hard.
255 */ 319 */
256 if (ob1->inv || ob2->inv) 320 if (ob1->inv || ob2->inv)
257 { 321 {
258 /* if one object has inventory but the other doesn't, not equiv */ 322 if (!(ob1->inv && ob2->inv))
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 323 return 0; /* inventories differ in length */
260 return 0;
261 324
262 /* Now check to see if the two inventory objects could merge */ 325 if (ob1->inv->below || ob2->inv->below)
326 return 0; /* more than one object in inv */
327
263 if (!object::can_merge (ob1->inv, ob2->inv)) 328 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0; 329 return 0; /* inventory objects differ */
265 330
266 /* inventory ok - still need to check rest of this object to see 331 /* inventory ok - still need to check rest of this object to see
267 * if it is valid. 332 * if it is valid.
268 */ 333 */
269 } 334 }
270 335
271 /* 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,
272 * 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
273 * some items equipped, and we don't want those to merge. 338 * some items equipped, and we don't want those to merge.
274 */ 339 */
275 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 340 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
276 return 0; 341 return 0;
277 342
278 /* 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
279 * 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
280 * check? 345 * check?
281 */ 346 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 347 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
283 return 0; 348 return 0;
284 349
285 switch (ob1->type) 350 switch (ob1->type)
286 { 351 {
287 case SCROLL: 352 case SCROLL:
288 if (ob1->level != ob2->level) 353 if (ob1->level != ob2->level)
289 return 0; 354 return 0;
290 break; 355 break;
291 } 356 }
292 357
293 if (ob1->key_values != NULL || ob2->key_values != NULL) 358 if (ob1->key_values || ob2->key_values)
294 { 359 {
295 /* At least one of these has key_values. */ 360 /* At least one of these has key_values. */
296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 361 if ((!ob1->key_values) != (!ob2->key_values))
297 /* One has fields, but the other one doesn't. */ 362 return 0; /* One has fields, but the other one doesn't. */
363
364 if (!compare_ob_value_lists (ob1, ob2))
298 return 0; 365 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0;
301 } 366 }
302 367
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self) 368 if (ob1->self || ob2->self)
305 { 369 {
306 ob1->optimise (); 370 ob1->optimise ();
307 ob2->optimise (); 371 ob2->optimise ();
308 372
309 if (ob1->self || ob2->self) 373 if (ob1->self || ob2->self)
374 {
375 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
376 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
377
378 if (k1 != k2)
310 return 0; 379 return 0;
380
381 if (k1 == 0)
382 return 1;
383
384 if (!cfperl_can_merge (ob1, ob2))
385 return 0;
386 }
311 } 387 }
312 388
313 /* Everything passes, must be OK. */ 389 /* Everything passes, must be OK. */
314 return 1; 390 return 1;
315} 391}
316 392
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 uint32
432weight_adjust_for (object *op, uint32 weight)
433{
434 return op->type == CONTAINER
435 ? weight - weight * op->stats.Str / 100
436 : weight;
437}
438
317/* 439/*
440 * subtracts, then 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 sub, sint32 add)
445{
446 while (op)
447 {
448 sint32 ocarrying = op->carrying;
449
450 op->carrying -= weight_adjust_for (op, sub);
451 op->carrying += weight_adjust_for (op, add);
452
453 if (object *pl = op->visible_to ())
454 if (pl != op) // player is handled lazily
455 esrv_update_item (UPD_WEIGHT, pl, op);
456
457 sub = ocarrying;
458 add = op->carrying;
459
460 op = op->env;
461 }
462}
463
464/*
318 * sum_weight() is a recursive function which calculates the weight 465 * this is a recursive function which calculates the weight
319 * an object is carrying. It goes through in figures out how much 466 * an object is carrying. It goes through op and figures out how much
320 * containers are carrying, and sums it up. 467 * containers are carrying, and sums it up.
321 */ 468 */
322long 469void
323sum_weight (object *op) 470object::update_weight ()
324{ 471{
325 long sum; 472 sint32 sum = 0;
326 object *inv;
327 473
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 474 for (object *op = inv; op; op = op->below)
329 {
330 if (inv->inv)
331 sum_weight (inv);
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
333 } 475 {
476 op->update_weight ();
334 477
335 if (op->type == CONTAINER && op->stats.Str) 478 sum += weight_adjust_for (this, op->total_weight ());
336 sum = (sum * (100 - op->stats.Str)) / 100; 479 }
337 480
338 if (op->carrying != sum) 481 if (sum != carrying)
482 {
483 if (carrying != sum && carrying)//D
484 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
485 (long long)sum, (long long)carrying, debug_desc ());
486
339 op->carrying = sum; 487 carrying = sum;
340 488
341 return sum; 489 if (object *pl = visible_to ())
490 if (pl != this) // player is handled lazily
491 esrv_update_item (UPD_WEIGHT, pl, this);
492 }
342} 493}
343 494
344/** 495/*
345 * Return the outermost environment object for a given object. 496 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
346 */ 497 */
347
348object *
349object_get_env_recursive (object *op)
350{
351 while (op->env != NULL)
352 op = op->env;
353 return op;
354}
355
356/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array.
360 */
361
362char * 498char *
363dump_object (object *op) 499dump_object (object *op)
364{ 500{
365 if (!op) 501 if (!op)
366 return strdup ("[NULLOBJ]"); 502 return strdup ("[NULLOBJ]");
367 503
368 object_freezer freezer; 504 object_freezer freezer;
369 save_object (freezer, op, 1); 505 op->write (freezer);
370 return freezer.as_string (); 506 return freezer.as_string ();
371} 507}
372 508
373/* 509char *
374 * get_nearest_part(multi-object, object 2) returns the part of the 510object::as_string ()
375 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned.
377 */
378
379object *
380get_nearest_part (object *op, const object *pl)
381{ 511{
382 object *tmp, *closest; 512 return dump_object (this);
383 int last_dist, i;
384
385 if (op->more == NULL)
386 return op;
387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
388 if ((i = distance (tmp, pl)) < last_dist)
389 closest = tmp, last_dist = i;
390 return closest;
391} 513}
392 514
393/* 515/*
394 * Returns the object which has the count-variable equal to the argument. 516 * Returns the object which has the count-variable equal to the argument.
517 * VERRRY slow.
395 */ 518 */
396
397object * 519object *
398find_object (tag_t i) 520find_object (tag_t i)
399{ 521{
400 for (object *op = object::first; op; op = op->next) 522 for_all_objects (op)
401 if (op->count == i) 523 if (op->count == i)
402 return op; 524 return op;
525
526 return 0;
527}
528
529/*
530 * Returns the object which has the uuid equal to the argument.
531 * MOAR VERRRY slow.
532 */
533
534object *
535find_object_uuid (UUID i)
536{
537 for_all_objects (op)
538 if (op->uuid == i)
539 return op;
403 540
404 return 0; 541 return 0;
405} 542}
406 543
407/* 544/*
408 * Returns the first object which has a name equal to the argument. 545 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 546 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 547 * Enables features like "patch <name-of-other-player> food 999"
411 */ 548 */
412
413object * 549object *
414find_object_name (const char *str) 550find_object_name (const char *str)
415{ 551{
416 shstr_cmp str_ (str); 552 shstr_cmp str_ (str);
417 object *op;
418 553
419 for (op = object::first; op != NULL; op = op->next) 554 if (str_)
555 for_all_objects (op)
420 if (op->name == str_) 556 if (op->name == str_)
421 break; 557 return op;
422 558
423 return op; 559 return 0;
424}
425
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430} 560}
431 561
432/* 562/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 563 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 564 * skill and experience objects.
565 * ACTUALLY NO! investigate! TODO
435 */ 566 */
436void 567void
437object::set_owner (object *owner) 568object::set_owner (object *owner)
438{ 569{
570 // allow objects which own objects
439 if (!owner) 571 if (owner)
440 return;
441
442 /* next line added to allow objects which own objects */
443 /* Add a check for ownercounts in here, as I got into an endless loop
444 * with the fireball owning a poison cloud which then owned the
445 * fireball. I believe that was caused by one of the objects getting
446 * freed and then another object replacing it. Since the ownercounts
447 * didn't match, this check is valid and I believe that cause is valid.
448 */
449 while (owner->owner) 572 while (owner->owner)
450 owner = owner->owner; 573 owner = owner->owner;
574
575 if (flag [FLAG_FREED])
576 {
577 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
578 return;
579 }
451 580
452 this->owner = owner; 581 this->owner = owner;
453} 582}
454 583
455/* Zero the key_values on op, decrementing the shared-string 584/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 585 * refcounts and freeing the links.
457 */ 586 */
458static void 587static void
459free_key_values (object *op) 588free_key_values (object *op)
460{ 589{
461 for (key_value *i = op->key_values; i != 0;) 590 for (key_value *i = op->key_values; i; )
462 { 591 {
463 key_value *next = i->next; 592 key_value *next = i->next;
464 delete i; 593 delete i;
465 594
466 i = next; 595 i = next;
478 * will point at garbage. 607 * will point at garbage.
479 */ 608 */
480void 609void
481object::copy_to (object *dst) 610object::copy_to (object *dst)
482{ 611{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 612 dst->remove ();
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
485
486 *(object_copy *)dst = *this; 613 *(object_copy *)dst = *this;
487 614 dst->flag [FLAG_REMOVED] = true;
488 if (is_freed)
489 SET_FLAG (dst, FLAG_FREED);
490
491 if (is_removed)
492 SET_FLAG (dst, FLAG_REMOVED);
493
494 if (speed < 0)
495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
496 615
497 /* Copy over key_values, if any. */ 616 /* Copy over key_values, if any. */
498 if (key_values) 617 if (key_values)
499 { 618 {
500 key_value *tail = 0; 619 key_value *tail = 0;
501 key_value *i;
502
503 dst->key_values = 0; 620 dst->key_values = 0;
504 621
505 for (i = key_values; i; i = i->next) 622 for (key_value *i = key_values; i; i = i->next)
506 { 623 {
507 key_value *new_link = new key_value; 624 key_value *new_link = new key_value;
508 625
509 new_link->next = 0; 626 new_link->next = 0;
510 new_link->key = i->key; 627 new_link->key = i->key;
511 new_link->value = i->value; 628 new_link->value = i->value;
512 629
513 /* Try and be clever here, too. */ 630 /* Try and be clever here, too. */
514 if (!dst->key_values) 631 if (!dst->key_values)
515 { 632 {
522 tail = new_link; 639 tail = new_link;
523 } 640 }
524 } 641 }
525 } 642 }
526 643
527 dst->set_speed (dst->speed); 644 dst->activate ();
645}
646
647void
648object::instantiate ()
649{
650 if (!uuid.seq) // HACK
651 uuid = UUID::gen ();
652
653 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
654 if (flag [FLAG_RANDOM_SPEED] && speed)
655 speed_left = - speed - rndm (); // TODO animation
656 else
657 speed_left = -1.;
658
659 /* copy the body_info to the body_used - this is only really
660 * need for monsters, but doesn't hurt to do it for everything.
661 * by doing so, when a monster is created, it has good starting
662 * values for the body_used info, so when items are created
663 * for it, they can be properly equipped.
664 */
665 for (int i = NUM_BODY_LOCATIONS; i--; )
666 slot[i].used = slot[i].info;
667
668 attachable::instantiate ();
528} 669}
529 670
530object * 671object *
531object::clone () 672object::clone ()
532{ 673{
533 object *neu = create (); 674 object *neu = create ();
534 copy_to (neu); 675 copy_to (neu);
676
677 // TODO: unclean state changes, should not be done in clone AND instantiate
678 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
679 neu->speed_left = - neu->speed - rndm (); // TODO animation
680
681 neu->map = map; // not copied by copy_to
535 return neu; 682 return neu;
536} 683}
537 684
538/* 685/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 686 * If an object with the IS_TURNABLE() flag needs to be turned due
540 * to the closest player being on the other side, this function can 687 * to the closest player being on the other side, this function can
541 * be called to update the face variable, _and_ how it looks on the map. 688 * be called to update the face variable, _and_ how it looks on the map.
542 */ 689 */
543
544void 690void
545update_turn_face (object *op) 691update_turn_face (object *op)
546{ 692{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 693 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
548 return; 694 return;
695
549 SET_ANIMATION (op, op->direction); 696 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 697 update_object (op, UP_OBJ_FACE);
551} 698}
552 699
553/* 700/*
556 * This function needs to be called whenever the speed of an object changes. 703 * This function needs to be called whenever the speed of an object changes.
557 */ 704 */
558void 705void
559object::set_speed (float speed) 706object::set_speed (float speed)
560{ 707{
561 extern int arch_init;
562
563 /* No reason putting the archetypes objects on the speed list,
564 * since they never really need to be updated.
565 */
566 if (flag [FLAG_FREED] && speed)
567 {
568 LOG (llevError, "Object %s is freed but has speed.\n", &name);
569 speed = 0;
570 }
571
572 this->speed = speed; 708 this->speed = speed;
573 709
574 if (arch_init) 710 if (has_active_speed ())
575 return; 711 activate ();
576
577 if (FABS (speed) > MIN_ACTIVE_SPEED)
578 {
579 /* If already on active list, don't do anything */
580 if (active_next || active_prev || this == active_objects)
581 return;
582
583 /* process_events() expects us to insert the object at the beginning
584 * of the list. */
585 active_next = active_objects;
586
587 if (active_next)
588 active_next->active_prev = this;
589
590 active_objects = this;
591 }
592 else 712 else
593 { 713 deactivate ();
594 /* If not on the active list, nothing needs to be done */
595 if (!active_next && !active_prev && this != active_objects)
596 return;
597
598 if (!active_prev)
599 {
600 active_objects = active_next;
601
602 if (active_next)
603 active_next->active_prev = 0;
604 }
605 else
606 {
607 active_prev->active_next = active_next;
608
609 if (active_next)
610 active_next->active_prev = active_prev;
611 }
612
613 active_next = 0;
614 active_prev = 0;
615 }
616}
617
618/* This function removes object 'op' from the list of active
619 * objects.
620 * This should only be used for style maps or other such
621 * reference maps where you don't want an object that isn't
622 * in play chewing up cpu time getting processed.
623 * The reverse of this is to call update_ob_speed, which
624 * will do the right thing based on the speed of the object.
625 */
626void
627remove_from_active_list (object *op)
628{
629 /* If not on the active list, nothing needs to be done */
630 if (!op->active_next && !op->active_prev && op != active_objects)
631 return;
632
633 if (op->active_prev == NULL)
634 {
635 active_objects = op->active_next;
636 if (op->active_next != NULL)
637 op->active_next->active_prev = NULL;
638 }
639 else
640 {
641 op->active_prev->active_next = op->active_next;
642 if (op->active_next)
643 op->active_next->active_prev = op->active_prev;
644 }
645 op->active_next = NULL;
646 op->active_prev = NULL;
647} 714}
648 715
649/* 716/*
650 * update_object() updates the the map. 717 * update_object() updates the the map.
651 * It takes into account invisible objects (and represent squares covered 718 * It takes into account invisible objects (and represent squares covered
664 * UP_OBJ_FACE: only the objects face has changed. 731 * UP_OBJ_FACE: only the objects face has changed.
665 */ 732 */
666void 733void
667update_object (object *op, int action) 734update_object (object *op, int action)
668{ 735{
669 MoveType move_on, move_off, move_block, move_slow; 736 if (!op)
670
671 if (op == NULL)
672 { 737 {
673 /* this should never happen */ 738 /* this should never happen */
674 LOG (llevDebug, "update_object() called for NULL object.\n"); 739 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
675 return; 740 return;
676 } 741 }
677 742
678 if (op->env) 743 if (!op->is_on_map ())
679 { 744 {
680 /* Animation is currently handled by client, so nothing 745 /* Animation is currently handled by client, so nothing
681 * to do in this case. 746 * to do in this case.
682 */ 747 */
683 return; 748 return;
684 } 749 }
685
686 /* If the map is saving, don't do anything as everything is
687 * going to get freed anyways.
688 */
689 if (!op->map || op->map->in_memory == MAP_SAVING)
690 return;
691 750
692 /* make sure the object is within map boundaries */ 751 /* make sure the object is within map boundaries */
693 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 752 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
694 { 753 {
695 LOG (llevError, "update_object() called for object out of map!\n"); 754 LOG (llevError, "update_object() called for object out of map!\n");
699 return; 758 return;
700 } 759 }
701 760
702 mapspace &m = op->ms (); 761 mapspace &m = op->ms ();
703 762
704 if (m.flags_ & P_NEED_UPDATE) 763 if (!(m.flags_ & P_UPTODATE))
705 /* nop */; 764 /* nop */;
706 else if (action == UP_OBJ_INSERT) 765 else if (action == UP_OBJ_INSERT)
707 { 766 {
767#if 0
708 // this is likely overkill, TODO: revisit (schmorp) 768 // this is likely overkill, TODO: revisit (schmorp)
709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 769 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
710 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 770 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
711 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 771 || (op->is_player () && !(m.flags_ & P_PLAYER))
712 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 772 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
713 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 773 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
714 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 774 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
715 || (m.move_on | op->move_on ) != m.move_on 775 || (m.move_on | op->move_on ) != m.move_on
716 || (m.move_off | op->move_off ) != m.move_off 776 || (m.move_off | op->move_off ) != m.move_off
717 || (m.move_slow | op->move_slow) != m.move_slow 777 || (m.move_slow | op->move_slow) != m.move_slow
718 /* This isn't perfect, but I don't expect a lot of objects to 778 /* This isn't perfect, but I don't expect a lot of objects to
719 * to have move_allow right now. 779 * have move_allow right now.
720 */ 780 */
721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 781 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
782 m.invalidate ();
783#else
722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 784 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
723 m.flags_ = P_NEED_UPDATE; 785 m.invalidate ();
786#endif
724 } 787 }
725 /* if the object is being removed, we can't make intelligent 788 /* if the object is being removed, we can't make intelligent
726 * decisions, because remove_ob can't really pass the object 789 * decisions, because remove_ob can't really pass the object
727 * that is being removed. 790 * that is being removed.
728 */ 791 */
729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 792 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
730 m.flags_ = P_NEED_UPDATE; 793 m.invalidate ();
731 else if (action == UP_OBJ_FACE) 794 else if (action == UP_OBJ_FACE)
732 /* Nothing to do for that case */ ; 795 /* Nothing to do for that case */ ;
733 else 796 else
734 LOG (llevError, "update_object called with invalid action: %d\n", action); 797 LOG (llevError, "update_object called with invalid action: %d\n", action);
735 798
736 if (op->more) 799 if (op->more)
737 update_object (op->more, action); 800 update_object (op->more, action);
738} 801}
739 802
740object::vector object::objects; // not yet used
741object *object::first;
742
743object::object () 803object::object ()
744{ 804{
745 SET_FLAG (this, FLAG_REMOVED); 805 this->set_flag (FLAG_REMOVED);
746 806
747 expmul = 1.0; 807 //expmul = 1.0; declared const for the time being
748 face = blank_face; 808 face = blank_face;
809 material = MATERIAL_NULL;
749} 810}
750 811
751object::~object () 812object::~object ()
752{ 813{
814 unlink ();
815
753 free_key_values (this); 816 free_key_values (this);
754} 817}
755 818
756void object::link () 819void object::link ()
757{ 820{
758 count = ++ob_count; 821 assert (!index);//D
759 uuid = gen_uuid (); 822 uuid = UUID::gen ();
760 823
761 prev = 0; 824 refcnt_inc ();
762 next = object::first; 825 objects.insert (this);
763 826
764 if (object::first) 827 ++create_count;
765 object::first->prev = this;
766 828
767 object::first = this;
768} 829}
769 830
770void object::unlink () 831void object::unlink ()
771{ 832{
772 if (this == object::first) 833 if (!index)
773 object::first = next; 834 return;
774 835
775 /* Remove this object from the list of used objects */ 836 ++destroy_count;
776 if (prev) prev->next = next;
777 if (next) next->prev = prev;
778 837
779 prev = 0; 838 objects.erase (this);
780 next = 0; 839 refcnt_dec ();
840}
841
842void
843object::activate ()
844{
845 /* If already on active list, don't do anything */
846 if (active)
847 return;
848
849 if (has_active_speed ())
850 {
851 if (flag [FLAG_FREED])
852 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
853
854 actives.insert (this);
855 }
856}
857
858void
859object::activate_recursive ()
860{
861 activate ();
862
863 for (object *op = inv; op; op = op->below)
864 op->activate_recursive ();
865}
866
867/* This function removes object 'op' from the list of active
868 * objects.
869 * This should only be used for style maps or other such
870 * reference maps where you don't want an object that isn't
871 * in play chewing up cpu time getting processed.
872 * The reverse of this is to call update_ob_speed, which
873 * will do the right thing based on the speed of the object.
874 */
875void
876object::deactivate ()
877{
878 /* If not on the active list, nothing needs to be done */
879 if (!active)
880 return;
881
882 actives.erase (this);
883}
884
885void
886object::deactivate_recursive ()
887{
888 for (object *op = inv; op; op = op->below)
889 op->deactivate_recursive ();
890
891 deactivate ();
892}
893
894void
895object::set_flag_inv (int flag, int value)
896{
897 for (object *op = inv; op; op = op->below)
898 {
899 op->flag [flag] = value;
900 op->set_flag_inv (flag, value);
901 }
781} 902}
782 903
783/* 904/*
784 * Remove and free all objects in the inventory of the given object. 905 * Remove and free all objects in the inventory of the given object.
785 * object.c ? 906 * object.c ?
786 */ 907 */
787void 908void
788object::destroy_inv (bool drop_to_ground) 909object::destroy_inv (bool drop_to_ground)
789{ 910{
911 // need to check first, because the checks below might segfault
912 // as we might be on an invalid mapspace and crossfire code
913 // is too buggy to ensure that the inventory is empty.
914 // corollary: if you create arrows etc. with stuff in its inventory,
915 // cf will crash below with off-map x and y
916 if (!inv)
917 return;
918
790 /* Only if the space blocks everything do we not process - 919 /* Only if the space blocks everything do we not process -
791 * if some form of movement is allowed, let objects 920 * if some form of movement is allowed, let objects
792 * drop on that space. 921 * drop on that space.
793 */ 922 */
794 if (!drop_to_ground 923 if (!drop_to_ground
795 || !map 924 || !map
796 || map->in_memory != MAP_IN_MEMORY 925 || map->in_memory != MAP_ACTIVE
926 || map->no_drop
797 || map->at (x, y).move_block == MOVE_ALL) 927 || ms ().move_block == MOVE_ALL)
798 { 928 {
799 while (inv) 929 while (inv)
800 {
801 inv->destroy_inv (drop_to_ground);
802 inv->destroy (); 930 inv->destroy ();
803 }
804 } 931 }
805 else 932 else
806 { /* Put objects in inventory onto this space */ 933 { /* Put objects in inventory onto this space */
807 while (inv) 934 while (inv)
808 { 935 {
810 937
811 if (op->flag [FLAG_STARTEQUIP] 938 if (op->flag [FLAG_STARTEQUIP]
812 || op->flag [FLAG_NO_DROP] 939 || op->flag [FLAG_NO_DROP]
813 || op->type == RUNE 940 || op->type == RUNE
814 || op->type == TRAP 941 || op->type == TRAP
815 || op->flag [FLAG_IS_A_TEMPLATE]) 942 || op->flag [FLAG_IS_A_TEMPLATE]
943 || op->flag [FLAG_DESTROY_ON_DEATH])
816 op->destroy (); 944 op->destroy ();
817 else 945 else
818 { 946 map->insert (op, x, y);
819 op->remove ();
820 op->x = x;
821 op->y = y;
822 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
823 }
824 } 947 }
825 } 948 }
826} 949}
827 950
951/*
952 * Remove and free all objects in the inventory of the given object.
953 * Unlike destroy_inv, this assumes the *this is destroyed as well
954 * well, so we can (and have to!) take shortcuts.
955 */
956void
957object::destroy_inv_fast ()
958{
959 while (object *op = inv)
960 {
961 // remove from object the fast way
962 op->flag [FLAG_REMOVED] = true;
963 op->env = 0;
964 if ((inv = inv->below))
965 inv->above = 0;
966
967 // then destroy
968 op->destroy ();
969 }
970}
971
972void
973object::freelist_free (int count)
974{
975 while (count-- && freelist)
976 {
977 freelist_item *next = freelist->next;
978 // count is being "destroyed"
979
980 sfree ((char *)freelist, sizeof (object));
981
982 freelist = next;
983 --free_count;
984 }
985}
986
987object *
828object *object::create () 988object::create ()
829{ 989{
830 object *op = new object; 990 object *op;
991
992 if (freelist)
993 {
994 freelist_item li = *freelist;
995 memset (freelist, 0, sizeof (object));
996
997 op = new (freelist) object;
998 op->count = li.count;
999
1000 freelist = li.next;
1001 --free_count;
1002 }
1003 else
1004 {
1005 void *ni = salloc0<char> (sizeof (object));
1006
1007 op = new(ni) object;
1008
1009 op->count = ++object_count;
1010 }
1011
831 op->link (); 1012 op->link ();
1013
832 return op; 1014 return op;
833} 1015}
834 1016
835void 1017void
1018object::do_delete ()
1019{
1020 uint32_t count = this->count;
1021
1022 this->~object ();
1023
1024 freelist_item *li = (freelist_item *)this;
1025 li->next = freelist;
1026 li->count = count;
1027
1028 freelist = li;
1029 ++free_count;
1030}
1031
1032static struct freed_map : maptile
1033{
1034 freed_map ()
1035 : maptile (3, 3)
1036 {
1037 path = "<freed objects map>";
1038 name = "/internal/freed_objects_map";
1039 no_drop = 1;
1040 no_reset = 1;
1041
1042 in_memory = MAP_ACTIVE;
1043 }
1044
1045 ~freed_map ()
1046 {
1047 destroy ();
1048 }
1049} freed_map; // freed objects are moved here to avoid crashes
1050
1051void
836object::do_destroy () 1052object::do_destroy ()
837{ 1053{
838 if (flag [FLAG_IS_LINKED]) 1054 if (flag [FLAG_IS_LINKED])
839 remove_button_link (this); 1055 remove_link ();
840 1056
841 if (flag [FLAG_FRIENDLY]) 1057 if (flag [FLAG_FRIENDLY])
842 remove_friendly_object (this); 1058 remove_friendly_object (this);
843 1059
844 if (!flag [FLAG_REMOVED])
845 remove (); 1060 remove ();
846 1061
847 if (flag [FLAG_FREED]) 1062 attachable::do_destroy ();
848 return;
849 1063
850 set_speed (0); 1064 deactivate ();
1065 unlink ();
851 1066
852 flag [FLAG_FREED] = 1; 1067 flag [FLAG_FREED] = 1;
853 1068
854 attachable::do_destroy ();
855
856 destroy_inv (true);
857 unlink ();
858
859 // hack to ensure that freed objects still have a valid map 1069 // hack to ensure that freed objects still have a valid map
860 {
861 static maptile *freed_map; // freed objects are moved here to avoid crashes
862
863 if (!freed_map)
864 {
865 freed_map = new maptile;
866
867 freed_map->name = "/internal/freed_objects_map";
868 freed_map->width = 3;
869 freed_map->height = 3;
870
871 freed_map->allocate ();
872 }
873
874 map = freed_map; 1070 map = &freed_map;
875 x = 1; 1071 x = 1;
876 y = 1; 1072 y = 1;
877 }
878
879 head = 0;
880 1073
881 if (more) 1074 if (more)
882 { 1075 {
883 more->destroy (); 1076 more->destroy ();
884 more = 0; 1077 more = 0;
885 } 1078 }
886 1079
1080 head = 0;
1081
887 // clear those pointers that likely might have circular references to us 1082 // clear those pointers that likely might cause circular references
888 owner = 0; 1083 owner = 0;
889 enemy = 0; 1084 enemy = 0;
890 attacked_by = 0; 1085 attacked_by = 0;
891 1086 current_weapon = 0;
892 // only relevant for players(?), but make sure of it anyways
893 contr = 0;
894} 1087}
895 1088
896void 1089void
897object::destroy (bool destroy_inventory) 1090object::destroy ()
898{ 1091{
899 if (destroyed ()) 1092 if (destroyed ())
900 return; 1093 return;
901 1094
902 if (destroy_inventory) 1095 if (!is_head () && !head->destroyed ())
1096 {
1097 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1098 head->destroy ();
1099 return;
1100 }
1101
903 destroy_inv (false); 1102 destroy_inv_fast ();
1103
1104 if (is_head ())
1105 if (sound_destroy)
1106 play_sound (sound_destroy);
1107 else if (flag [FLAG_MONSTER])
1108 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
904 1109
905 attachable::destroy (); 1110 attachable::destroy ();
906}
907
908/*
909 * sub_weight() recursively (outwards) subtracts a number from the
910 * weight of an object (and what is carried by it's environment(s)).
911 */
912void
913sub_weight (object *op, signed long weight)
914{
915 while (op != NULL)
916 {
917 if (op->type == CONTAINER)
918 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
919
920 op->carrying -= weight;
921 op = op->env;
922 }
923} 1111}
924 1112
925/* op->remove (): 1113/* op->remove ():
926 * This function removes the object op from the linked list of objects 1114 * This function removes the object op from the linked list of objects
927 * which it is currently tied to. When this function is done, the 1115 * which it is currently tied to. When this function is done, the
928 * object will have no environment. If the object previously had an 1116 * object will have no environment. If the object previously had an
929 * environment, the x and y coordinates will be updated to 1117 * environment, the x and y coordinates will be updated to
930 * the previous environment. 1118 * the previous environment.
931 * Beware: This function is called from the editor as well!
932 */ 1119 */
933void 1120void
934object::remove () 1121object::do_remove ()
935{ 1122{
936 object *tmp, *last = 0; 1123 if (flag [FLAG_REMOVED])
937 object *otmp;
938
939 if (QUERY_FLAG (this, FLAG_REMOVED))
940 return; 1124 return;
941 1125
942 SET_FLAG (this, FLAG_REMOVED);
943 INVOKE_OBJECT (REMOVE, this); 1126 INVOKE_OBJECT (REMOVE, this);
1127
1128 flag [FLAG_REMOVED] = true;
944 1129
945 if (more) 1130 if (more)
946 more->remove (); 1131 more->remove ();
947 1132
948 /* 1133 /*
949 * In this case, the object to be removed is in someones 1134 * In this case, the object to be removed is in someones
950 * inventory. 1135 * inventory.
951 */ 1136 */
952 if (env) 1137 if (env)
953 { 1138 {
954 if (nrof) 1139 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
955 sub_weight (env, weight * nrof); 1140 if (object *pl = visible_to ())
956 else 1141 esrv_del_item (pl->contr, count);
957 sub_weight (env, weight + carrying); 1142 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
958 1143
959 /* NO_FIX_PLAYER is set when a great many changes are being 1144 adjust_weight (env, total_weight (), 0);
960 * made to players inventory. If set, avoiding the call
961 * to save cpu time.
962 */
963 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
964 otmp->update_stats ();
965 1145
966 if (above != NULL) 1146 object *pl = in_player ();
967 above->below = below;
968 else
969 env->inv = below;
970
971 if (below != NULL)
972 below->above = above;
973 1147
974 /* we set up values so that it could be inserted into 1148 /* we set up values so that it could be inserted into
975 * the map, but we don't actually do that - it is up 1149 * the map, but we don't actually do that - it is up
976 * to the caller to decide what we want to do. 1150 * to the caller to decide what we want to do.
977 */ 1151 */
978 x = env->x, y = env->y;
979 map = env->map; 1152 map = env->map;
980 above = 0, below = 0; 1153 x = env->x;
981 env = 0; 1154 y = env->y;
982 }
983 else if (map)
984 {
985 /* Re did the following section of code - it looks like it had
986 * lots of logic for things we no longer care about
987 */
988 1155
989 /* link the object above us */ 1156 // make sure cmov optimisation is applicable
990 if (above) 1157 *(above ? &above->below : &env->inv) = below;
991 above->below = below; 1158 *(below ? &below->above : &above ) = above; // &above is just a dummy
992 else
993 map->at (x, y).top = below; /* we were top, set new top */
994
995 /* Relink the object below us, if there is one */
996 if (below)
997 below->above = above;
998 else
999 {
1000 /* Nothing below, which means we need to relink map object for this space
1001 * use translated coordinates in case some oddness with map tiling is
1002 * evident
1003 */
1004 if (GET_MAP_OB (map, x, y) != this)
1005 {
1006 char *dump = dump_object (this);
1007 LOG (llevError,
1008 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1009 free (dump);
1010 dump = dump_object (GET_MAP_OB (map, x, y));
1011 LOG (llevError, "%s\n", dump);
1012 free (dump);
1013 }
1014
1015 map->at (x, y).bot = above; /* goes on above it. */
1016 }
1017 1159
1018 above = 0; 1160 above = 0;
1019 below = 0; 1161 below = 0;
1162 env = 0;
1163
1164 if (pl && pl->is_player ())
1165 {
1166 if (expect_false (pl->contr->combat_ob == this))
1167 {
1168 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1169 pl->contr->combat_ob = 0;
1170 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1171 }
1172
1173 if (expect_false (pl->contr->ranged_ob == this))
1174 {
1175 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1176 pl->contr->ranged_ob = 0;
1177 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1178 }
1179
1180 pl->contr->queue_stats_update ();
1181
1182 if (expect_false (glow_radius) && pl->is_on_map ())
1183 update_all_los (pl->map, pl->x, pl->y);
1184 }
1185 }
1186 else if (map)
1187 {
1188 map->dirty = true;
1189 mapspace &ms = this->ms ();
1190
1191 if (object *pl = ms.player ())
1192 {
1193 if (is_player ())
1194 {
1195 if (!flag [FLAG_WIZPASS])
1196 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1197
1198 // leaving a spot always closes any open container on the ground
1199 if (container && !container->env)
1200 // this causes spurious floorbox updates, but it ensures
1201 // that the CLOSE event is being sent.
1202 close_container ();
1203
1204 --map->players;
1205 map->touch ();
1206 }
1207 else if (pl->container_ () == this)
1208 {
1209 // removing a container should close it
1210 close_container ();
1211 }
1212 else
1213 esrv_del_item (pl->contr, count);
1214 }
1215
1216 /* link the object above us */
1217 // re-link, make sure compiler can easily use cmove
1218 *(above ? &above->below : &ms.top) = below;
1219 *(below ? &below->above : &ms.bot) = above;
1220
1221 above = 0;
1222 below = 0;
1223
1224 ms.invalidate ();
1020 1225
1021 if (map->in_memory == MAP_SAVING) 1226 if (map->in_memory == MAP_SAVING)
1022 return; 1227 return;
1023 1228
1024 int check_walk_off = !flag [FLAG_NO_APPLY]; 1229 int check_walk_off = !flag [FLAG_NO_APPLY];
1025 1230
1026 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1231 if (object *pl = ms.player ())
1027 { 1232 {
1028 /* No point updating the players look faces if he is the object 1233 if (pl->container_ () == this)
1029 * being removed.
1030 */
1031
1032 if (tmp->type == PLAYER && tmp != this)
1033 {
1034 /* If a container that the player is currently using somehow gets 1234 /* If a container that the player is currently using somehow gets
1035 * removed (most likely destroyed), update the player view 1235 * removed (most likely destroyed), update the player view
1036 * appropriately. 1236 * appropriately.
1037 */ 1237 */
1038 if (tmp->container == this) 1238 pl->close_container ();
1039 {
1040 flag [FLAG_APPLIED] = 0;
1041 tmp->container = 0;
1042 }
1043 1239
1240 //TODO: the floorbox prev/next might need updating
1241 //esrv_del_item (pl->contr, count);
1242 //TODO: update floorbox to preserve ordering
1044 if (tmp->contr->ns) 1243 if (pl->contr->ns)
1045 tmp->contr->ns->floorbox_update (); 1244 pl->contr->ns->floorbox_update ();
1245 }
1246
1247 if (check_walk_off)
1248 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1249 {
1250 above = tmp->above;
1251
1252 /* No point updating the players look faces if he is the object
1253 * being removed.
1046 } 1254 */
1047 1255
1048 /* See if player moving off should effect something */ 1256 /* See if object moving off should effect something */
1049 if (check_walk_off
1050 && ((move_type & tmp->move_off) 1257 if ((move_type & tmp->move_off)
1051 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1258 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1052 {
1053 move_apply (tmp, this, 0); 1259 move_apply (tmp, this, 0);
1054
1055 if (destroyed ())
1056 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1057 } 1260 }
1058 1261
1059 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1262 if (affects_los ())
1060
1061 if (tmp->above == tmp)
1062 tmp->above = 0;
1063
1064 last = tmp;
1065 }
1066
1067 /* last == NULL of there are no objects on this space */
1068 if (!last)
1069 map->at (x, y).flags_ = P_NEED_UPDATE;
1070 else
1071 update_object (last, UP_OBJ_REMOVE);
1072
1073 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1074 update_all_los (map, x, y); 1263 update_all_los (map, x, y);
1075 } 1264 }
1076} 1265}
1077 1266
1078/* 1267/*
1087merge_ob (object *op, object *top) 1276merge_ob (object *op, object *top)
1088{ 1277{
1089 if (!op->nrof) 1278 if (!op->nrof)
1090 return 0; 1279 return 0;
1091 1280
1092 if (top) 1281 if (!top)
1093 for (top = op; top && top->above; top = top->above) 1282 for (top = op; top && top->above; top = top->above)
1094 ; 1283 ;
1095 1284
1096 for (; top; top = top->below) 1285 for (; top; top = top->below)
1097 {
1098 if (top == op)
1099 continue;
1100
1101 if (object::can_merge (op, top)) 1286 if (object::can_merge (op, top))
1102 { 1287 {
1103 top->nrof += op->nrof; 1288 top->nrof += op->nrof;
1104 1289
1105/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1290 if (object *pl = top->visible_to ())
1106 op->weight = 0; /* Don't want any adjustements now */ 1291 esrv_update_item (UPD_NROF, pl, top);
1292
1293 op->weight = 0; // cancel the addition above
1294 op->carrying = 0; // must be 0 already
1295
1107 op->destroy (); 1296 op->destroy ();
1297
1108 return top; 1298 return top;
1109 } 1299 }
1110 }
1111 1300
1112 return 0; 1301 return 0;
1113} 1302}
1114 1303
1304void
1305object::expand_tail ()
1306{
1307 if (more)
1308 return;
1309
1310 object *prev = this;
1311
1312 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1313 {
1314 object *op = at->instance ();
1315
1316 op->name = name;
1317 op->name_pl = name_pl;
1318 op->title = title;
1319
1320 op->head = this;
1321 prev->more = op;
1322
1323 prev = op;
1324 }
1325}
1326
1115/* 1327/*
1116 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1328 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1117 * job preparing multi-part monsters 1329 * job preparing multi-part monsters.
1118 */ 1330 */
1119object * 1331object *
1120insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1332insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1121{ 1333{
1122 object *tmp; 1334 op->remove ();
1123 1335
1124 if (op->head)
1125 op = op->head;
1126
1127 for (tmp = op; tmp; tmp = tmp->more) 1336 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1128 { 1337 {
1129 tmp->x = x + tmp->arch->clone.x; 1338 tmp->x = x + tmp->arch->x;
1130 tmp->y = y + tmp->arch->clone.y; 1339 tmp->y = y + tmp->arch->y;
1131 } 1340 }
1132 1341
1133 return insert_ob_in_map (op, m, originator, flag); 1342 return insert_ob_in_map (op, m, originator, flag);
1134} 1343}
1135 1344
1148 * Passing 0 for flag gives proper default values, so flag really only needs 1357 * Passing 0 for flag gives proper default values, so flag really only needs
1149 * to be set if special handling is needed. 1358 * to be set if special handling is needed.
1150 * 1359 *
1151 * Return value: 1360 * Return value:
1152 * new object if 'op' was merged with other object 1361 * new object if 'op' was merged with other object
1153 * NULL if 'op' was destroyed 1362 * NULL if there was an error (destroyed, blocked etc.)
1154 * just 'op' otherwise 1363 * just 'op' otherwise
1155 */ 1364 */
1156object * 1365object *
1157insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1366insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1158{ 1367{
1159 object *tmp, *top, *floor = NULL; 1368 op->remove ();
1160 sint16 x, y;
1161 1369
1162 if (QUERY_FLAG (op, FLAG_FREED)) 1370 if (m == &freed_map)//D TODO: remove soon
1163 { 1371 {//D
1164 LOG (llevError, "Trying to insert freed object!\n"); 1372 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1165 return NULL;
1166 } 1373 }//D
1167
1168 if (m == NULL)
1169 {
1170 char *dump = dump_object (op);
1171 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1172 free (dump);
1173 return op;
1174 }
1175
1176 if (out_of_map (m, op->x, op->y))
1177 {
1178 char *dump = dump_object (op);
1179 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1180#ifdef MANY_CORES
1181 /* Better to catch this here, as otherwise the next use of this object
1182 * is likely to cause a crash. Better to find out where it is getting
1183 * improperly inserted.
1184 */
1185 abort ();
1186#endif
1187 free (dump);
1188 return op;
1189 }
1190
1191 if (!QUERY_FLAG (op, FLAG_REMOVED))
1192 {
1193 char *dump = dump_object (op);
1194 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1195 free (dump);
1196 return op;
1197 }
1198
1199 if (op->more)
1200 {
1201 /* The part may be on a different map. */
1202
1203 object *more = op->more;
1204
1205 /* We really need the caller to normalize coordinates - if
1206 * we set the map, that doesn't work if the location is within
1207 * a map and this is straddling an edge. So only if coordinate
1208 * is clear wrong do we normalize it.
1209 */
1210 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1211 more->map = get_map_from_coord (m, &more->x, &more->y);
1212 else if (!more->map)
1213 {
1214 /* For backwards compatibility - when not dealing with tiled maps,
1215 * more->map should always point to the parent.
1216 */
1217 more->map = m;
1218 }
1219
1220 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1221 {
1222 if (!op->head)
1223 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1224
1225 return 0;
1226 }
1227 }
1228
1229 CLEAR_FLAG (op, FLAG_REMOVED);
1230 1374
1231 /* Ideally, the caller figures this out. However, it complicates a lot 1375 /* Ideally, the caller figures this out. However, it complicates a lot
1232 * of areas of callers (eg, anything that uses find_free_spot would now 1376 * of areas of callers (eg, anything that uses find_free_spot would now
1233 * need extra work 1377 * need extra work
1234 */ 1378 */
1235 op->map = get_map_from_coord (m, &op->x, &op->y); 1379 maptile *newmap = m;
1236 x = op->x; 1380 if (!xy_normalise (newmap, op->x, op->y))
1237 y = op->y; 1381 {
1382 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1383 return 0;
1384 }
1385
1386 if (object *more = op->more)
1387 if (!insert_ob_in_map (more, m, originator, flag))
1388 return 0;
1389
1390 op->flag [FLAG_REMOVED] = false;
1391 op->env = 0;
1392 op->map = newmap;
1393
1394 mapspace &ms = op->ms ();
1238 1395
1239 /* this has to be done after we translate the coordinates. 1396 /* this has to be done after we translate the coordinates.
1240 */ 1397 */
1241 if (op->nrof && !(flag & INS_NO_MERGE)) 1398 if (op->nrof && !(flag & INS_NO_MERGE))
1242 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1399 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1243 if (object::can_merge (op, tmp)) 1400 if (object::can_merge (op, tmp))
1244 { 1401 {
1402 // TODO: we actually want to update tmp, not op,
1403 // but some caller surely breaks when we return tmp
1404 // from here :/
1245 op->nrof += tmp->nrof; 1405 op->nrof += tmp->nrof;
1246 tmp->destroy (); 1406 tmp->destroy ();
1247 } 1407 }
1248 1408
1249 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1409 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1250 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1410 op->clr_flag (FLAG_INV_LOCKED);
1251 1411
1252 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1412 if (!op->flag [FLAG_ALIVE])
1253 CLEAR_FLAG (op, FLAG_NO_STEAL); 1413 op->clr_flag (FLAG_NO_STEAL);
1254 1414
1255 if (flag & INS_BELOW_ORIGINATOR) 1415 if (flag & INS_BELOW_ORIGINATOR)
1256 { 1416 {
1257 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1417 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1258 { 1418 {
1259 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1419 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1260 abort (); 1420 abort ();
1261 } 1421 }
1262 1422
1423 if (!originator->is_on_map ())
1424 {
1425 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1426 op->debug_desc (), originator->debug_desc ());
1427 abort ();
1428 }
1429
1263 op->above = originator; 1430 op->above = originator;
1264 op->below = originator->below; 1431 op->below = originator->below;
1265
1266 if (op->below)
1267 op->below->above = op;
1268 else
1269 op->ms ().bot = op;
1270
1271 /* since *below* originator, no need to update top */
1272 originator->below = op; 1432 originator->below = op;
1433
1434 *(op->below ? &op->below->above : &ms.bot) = op;
1273 } 1435 }
1274 else 1436 else
1275 { 1437 {
1438 object *floor = 0;
1439 object *top = ms.top;
1440
1276 /* If there are other objects, then */ 1441 /* If there are other objects, then */
1277 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1442 if (top)
1278 { 1443 {
1279 object *last = NULL;
1280
1281 /* 1444 /*
1282 * If there are multiple objects on this space, we do some trickier handling. 1445 * If there are multiple objects on this space, we do some trickier handling.
1283 * We've already dealt with merging if appropriate. 1446 * We've already dealt with merging if appropriate.
1284 * Generally, we want to put the new object on top. But if 1447 * Generally, we want to put the new object on top. But if
1285 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1448 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1288 * once we get to them. This reduces the need to traverse over all of 1451 * once we get to them. This reduces the need to traverse over all of
1289 * them when adding another one - this saves quite a bit of cpu time 1452 * them when adding another one - this saves quite a bit of cpu time
1290 * when lots of spells are cast in one area. Currently, it is presumed 1453 * when lots of spells are cast in one area. Currently, it is presumed
1291 * that flying non pickable objects are spell objects. 1454 * that flying non pickable objects are spell objects.
1292 */ 1455 */
1293 1456 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1294 while (top != NULL)
1295 { 1457 {
1296 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1458 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1297 floor = top; 1459 floor = tmp;
1298 1460
1299 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1461 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1300 { 1462 {
1301 /* We insert above top, so we want this object below this */ 1463 /* We insert above top, so we want this object below this */
1302 top = top->below; 1464 top = tmp->below;
1303 break; 1465 break;
1304 } 1466 }
1305 1467
1306 last = top;
1307 top = top->above; 1468 top = tmp;
1308 } 1469 }
1309
1310 /* Don't want top to be NULL, so set it to the last valid object */
1311 top = last;
1312 1470
1313 /* We let update_position deal with figuring out what the space 1471 /* We let update_position deal with figuring out what the space
1314 * looks like instead of lots of conditions here. 1472 * looks like instead of lots of conditions here.
1315 * makes things faster, and effectively the same result. 1473 * makes things faster, and effectively the same result.
1316 */ 1474 */
1317 1475
1318 /* Have object 'fall below' other objects that block view. 1476 /* Have object 'fall below' other objects that block view.
1319 * Unless those objects are exits, type 66 1477 * Unless those objects are exits.
1320 * If INS_ON_TOP is used, don't do this processing 1478 * If INS_ON_TOP is used, don't do this processing
1321 * Need to find the object that in fact blocks view, otherwise 1479 * Need to find the object that in fact blocks view, otherwise
1322 * stacking is a bit odd. 1480 * stacking is a bit odd.
1323 */ 1481 */
1324 if (!(flag & INS_ON_TOP) && 1482 if (!(flag & INS_ON_TOP)
1325 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1483 && ms.flags () & P_BLOCKSVIEW
1484 && (op->face && !faces [op->face].visibility))
1326 { 1485 {
1486 object *last;
1487
1327 for (last = top; last != floor; last = last->below) 1488 for (last = top; last != floor; last = last->below)
1328 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1489 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1329 break; 1490 break;
1491
1330 /* Check to see if we found the object that blocks view, 1492 /* Check to see if we found the object that blocks view,
1331 * and make sure we have a below pointer for it so that 1493 * and make sure we have a below pointer for it so that
1332 * we can get inserted below this one, which requires we 1494 * we can get inserted below this one, which requires we
1333 * set top to the object below us. 1495 * set top to the object below us.
1334 */ 1496 */
1335 if (last && last->below && last != floor) 1497 if (last && last->below && last != floor)
1336 top = last->below; 1498 top = last->below;
1337 } 1499 }
1338 } /* If objects on this space */ 1500 } /* If objects on this space */
1339 1501
1340 if (flag & INS_MAP_LOAD)
1341 top = GET_MAP_TOP (op->map, op->x, op->y);
1342
1343 if (flag & INS_ABOVE_FLOOR_ONLY) 1502 if (flag & INS_ABOVE_FLOOR_ONLY)
1344 top = floor; 1503 top = floor;
1345 1504
1346 /* Top is the object that our object (op) is going to get inserted above. 1505 // insert object above top, or bottom-most if top = 0
1347 */
1348
1349 /* First object on this space */
1350 if (!top) 1506 if (!top)
1351 { 1507 {
1352 op->above = GET_MAP_OB (op->map, op->x, op->y);
1353
1354 if (op->above)
1355 op->above->below = op;
1356
1357 op->below = NULL; 1508 op->below = 0;
1509 op->above = ms.bot;
1358 op->ms ().bot = op; 1510 ms.bot = op;
1511
1512 *(op->above ? &op->above->below : &ms.top) = op;
1359 } 1513 }
1360 else 1514 else
1361 { /* get inserted into the stack above top */ 1515 {
1362 op->above = top->above; 1516 op->above = top->above;
1363
1364 if (op->above)
1365 op->above->below = op; 1517 top->above = op;
1366 1518
1367 op->below = top; 1519 op->below = top;
1368 top->above = op; 1520 *(op->above ? &op->above->below : &ms.top) = op;
1369 } 1521 }
1522 }
1370 1523
1371 if (op->above == NULL) 1524 if (op->is_player ())
1372 op->ms ().top = op; 1525 {
1373 } /* else not INS_BELOW_ORIGINATOR */
1374
1375 if (op->type == PLAYER)
1376 op->contr->do_los = 1; 1526 op->contr->do_los = 1;
1527 ++op->map->players;
1528 op->map->touch ();
1529 }
1377 1530
1378 /* If we have a floor, we know the player, if any, will be above 1531 op->map->dirty = true;
1379 * it, so save a few ticks and start from there. 1532
1380 */
1381 if (!(flag & INS_MAP_LOAD))
1382 if (object *pl = op->ms ().player ()) 1533 if (object *pl = ms.player ())
1534 //TODO: the floorbox prev/next might need updating
1535 //esrv_send_item (pl, op);
1536 //TODO: update floorbox to preserve ordering
1383 if (pl->contr->ns) 1537 if (pl->contr->ns)
1384 pl->contr->ns->floorbox_update (); 1538 pl->contr->ns->floorbox_update ();
1385 1539
1386 /* If this object glows, it may affect lighting conditions that are 1540 /* If this object glows, it may affect lighting conditions that are
1387 * visible to others on this map. But update_all_los is really 1541 * visible to others on this map. But update_all_los is really
1388 * an inefficient way to do this, as it means los for all players 1542 * an inefficient way to do this, as it means los for all players
1389 * on the map will get recalculated. The players could very well 1543 * on the map will get recalculated. The players could very well
1390 * be far away from this change and not affected in any way - 1544 * be far away from this change and not affected in any way -
1391 * this should get redone to only look for players within range, 1545 * this should get redone to only look for players within range,
1392 * or just updating the P_NEED_UPDATE for spaces within this area 1546 * or just updating the P_UPTODATE for spaces within this area
1393 * of effect may be sufficient. 1547 * of effect may be sufficient.
1394 */ 1548 */
1395 if (op->map->darkness && (op->glow_radius != 0)) 1549 if (op->affects_los ())
1550 {
1551 op->ms ().invalidate ();
1396 update_all_los (op->map, op->x, op->y); 1552 update_all_los (op->map, op->x, op->y);
1553 }
1397 1554
1398 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1555 /* updates flags (blocked, alive, no magic, etc) for this map space */
1399 update_object (op, UP_OBJ_INSERT); 1556 update_object (op, UP_OBJ_INSERT);
1400 1557
1401 INVOKE_OBJECT (INSERT, op); 1558 INVOKE_OBJECT (INSERT, op);
1408 * blocked() and wall() work properly), and these flags are updated by 1565 * blocked() and wall() work properly), and these flags are updated by
1409 * update_object(). 1566 * update_object().
1410 */ 1567 */
1411 1568
1412 /* if this is not the head or flag has been passed, don't check walk on status */ 1569 /* if this is not the head or flag has been passed, don't check walk on status */
1413 if (!(flag & INS_NO_WALK_ON) && !op->head) 1570 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1414 { 1571 {
1415 if (check_move_on (op, originator)) 1572 if (check_move_on (op, originator, flag))
1416 return 0; 1573 return 0;
1417 1574
1418 /* If we are a multi part object, lets work our way through the check 1575 /* If we are a multi part object, let's work our way through the check
1419 * walk on's. 1576 * walk on's.
1420 */ 1577 */
1421 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1578 for (object *tmp = op->more; tmp; tmp = tmp->more)
1422 if (check_move_on (tmp, originator)) 1579 if (check_move_on (tmp, originator, flag))
1423 return 0; 1580 return 0;
1424 } 1581 }
1425 1582
1426 return op; 1583 return op;
1427} 1584}
1429/* this function inserts an object in the map, but if it 1586/* this function inserts an object in the map, but if it
1430 * finds an object of its own type, it'll remove that one first. 1587 * finds an object of its own type, it'll remove that one first.
1431 * op is the object to insert it under: supplies x and the map. 1588 * op is the object to insert it under: supplies x and the map.
1432 */ 1589 */
1433void 1590void
1434replace_insert_ob_in_map (const char *arch_string, object *op) 1591replace_insert_ob_in_map (shstr_tmp archname, object *op)
1435{ 1592{
1436 object *tmp, *tmp1;
1437
1438 /* first search for itself and remove any old instances */ 1593 /* first search for itself and remove any old instances */
1439 1594
1440 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1595 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1441 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1596 if (tmp->arch->archname == archname) /* same archetype */
1442 tmp->destroy (); 1597 tmp->destroy ();
1443 1598
1444 tmp1 = arch_to_object (archetype::find (arch_string)); 1599 object *tmp = archetype::find (archname)->instance ();
1445 1600
1446 tmp1->x = op->x; 1601 tmp->x = op->x;
1447 tmp1->y = op->y; 1602 tmp->y = op->y;
1603
1448 insert_ob_in_map (tmp1, op->map, op, 0); 1604 insert_ob_in_map (tmp, op->map, op, 0);
1449} 1605}
1450
1451/*
1452 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1453 * is returned contains nr objects, and the remaining parts contains
1454 * the rest (or is removed and freed if that number is 0).
1455 * On failure, NULL is returned, and the reason put into the
1456 * global static errmsg array.
1457 */
1458 1606
1459object * 1607object *
1460get_split_ob (object *orig_ob, uint32 nr) 1608object::insert_at (object *where, object *originator, int flags)
1461{ 1609{
1462 object *newob; 1610 if (where->env)
1463 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1611 return where->env->insert (this);
1464 1612 else
1465 if (orig_ob->nrof < nr) 1613 return where->map->insert (this, where->x, where->y, originator, flags);
1466 {
1467 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1468 return NULL;
1469 }
1470
1471 newob = object_create_clone (orig_ob);
1472
1473 if ((orig_ob->nrof -= nr) < 1)
1474 orig_ob->destroy (1);
1475 else if (!is_removed)
1476 {
1477 if (orig_ob->env != NULL)
1478 sub_weight (orig_ob->env, orig_ob->weight * nr);
1479 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1480 {
1481 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1482 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1483 return NULL;
1484 }
1485 }
1486
1487 newob->nrof = nr;
1488
1489 return newob;
1490} 1614}
1491 1615
1616// check whether we can put this into the map, respect max_volume, max_items
1617bool
1618object::can_drop_at (maptile *m, int x, int y, object *originator)
1619{
1620 mapspace &ms = m->at (x, y);
1621
1622 int items = ms.items ();
1623
1624 if (!items // testing !items ensures we can drop at least one item
1625 || (items < m->max_items
1626 && ms.volume () < m->max_volume))
1627 return true;
1628
1629 if (originator && originator->is_player ())
1630 originator->contr->failmsgf (
1631 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1632 query_name ()
1633 );
1634
1635 return false;
1636}
1637
1492/* 1638/*
1493 * decrease_ob_nr(object, number) decreases a specified number from 1639 * decrease(object, number) decreases a specified number from
1494 * the amount of an object. If the amount reaches 0, the object 1640 * the amount of an object. If the amount reaches 0, the object
1495 * is subsequently removed and freed. 1641 * is subsequently removed and freed.
1496 * 1642 *
1497 * Return value: 'op' if something is left, NULL if the amount reached 0 1643 * Return value: 'op' if something is left, NULL if the amount reached 0
1498 */ 1644 */
1645bool
1646object::decrease (sint32 nr)
1647{
1648 if (!nr)
1649 return true;
1499 1650
1651 nr = min (nr, nrof);
1652
1653 if (nrof > nr)
1654 {
1655 sint64 oweight = total_weight ();
1656
1657 nrof -= nr;
1658
1659 if (object *pl = visible_to ())
1660 esrv_update_item (UPD_NROF, pl, this);
1661
1662 adjust_weight (env, oweight, total_weight ());
1663
1664 return true;
1665 }
1666 else
1667 {
1668 destroy ();
1669 return false;
1670 }
1671}
1672
1673/*
1674 * split(ob,nr) splits up ob into two parts. The part which
1675 * is returned contains nr objects, and the remaining parts contains
1676 * the rest (or is removed and returned if that number is 0).
1677 * On failure, NULL is returned.
1678 */
1500object * 1679object *
1501decrease_ob_nr (object *op, uint32 i) 1680object::split (sint32 nr)
1502{ 1681{
1503 object *tmp; 1682 int have = number_of ();
1504 1683
1505 if (i == 0) /* objects with op->nrof require this check */ 1684 if (have < nr)
1506 return op; 1685 return 0;
1507 1686 else if (have == nr)
1508 if (i > op->nrof)
1509 i = op->nrof;
1510
1511 if (QUERY_FLAG (op, FLAG_REMOVED))
1512 op->nrof -= i;
1513 else if (op->env)
1514 { 1687 {
1515 /* is this object in the players inventory, or sub container
1516 * therein?
1517 */
1518 tmp = op->in_player ();
1519 /* nope. Is this a container the player has opened?
1520 * If so, set tmp to that player.
1521 * IMO, searching through all the players will mostly
1522 * likely be quicker than following op->env to the map,
1523 * and then searching the map for a player.
1524 */
1525 if (!tmp)
1526 for_all_players (pl)
1527 if (pl->ob->container == op->env)
1528 {
1529 tmp = pl->ob;
1530 break;
1531 }
1532
1533 if (i < op->nrof)
1534 {
1535 sub_weight (op->env, op->weight * i);
1536 op->nrof -= i;
1537 if (tmp)
1538 esrv_send_item (tmp, op);
1539 }
1540 else
1541 {
1542 op->remove (); 1688 remove ();
1543 op->nrof = 0; 1689 return this;
1544 if (tmp)
1545 esrv_del_item (tmp->contr, op->count);
1546 }
1547 } 1690 }
1548 else 1691 else
1549 { 1692 {
1550 object *above = op->above; 1693 decrease (nr);
1551 1694
1552 if (i < op->nrof) 1695 object *op = deep_clone ();
1553 op->nrof -= i; 1696 op->nrof = nr;
1554 else
1555 {
1556 op->remove ();
1557 op->nrof = 0;
1558 }
1559
1560 /* Since we just removed op, op->above is null */
1561 for (tmp = above; tmp; tmp = tmp->above)
1562 if (tmp->type == PLAYER)
1563 {
1564 if (op->nrof)
1565 esrv_send_item (tmp, op);
1566 else
1567 esrv_del_item (tmp->contr, op->count);
1568 }
1569 }
1570
1571 if (op->nrof)
1572 return op; 1697 return op;
1573 else
1574 {
1575 op->destroy ();
1576 return 0;
1577 }
1578}
1579
1580/*
1581 * add_weight(object, weight) adds the specified weight to an object,
1582 * and also updates how much the environment(s) is/are carrying.
1583 */
1584
1585void
1586add_weight (object *op, signed long weight)
1587{
1588 while (op != NULL)
1589 {
1590 if (op->type == CONTAINER)
1591 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1592
1593 op->carrying += weight;
1594 op = op->env;
1595 } 1698 }
1596} 1699}
1597 1700
1598object * 1701object *
1599insert_ob_in_ob (object *op, object *where) 1702insert_ob_in_ob (object *op, object *where)
1604 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1707 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1605 free (dump); 1708 free (dump);
1606 return op; 1709 return op;
1607 } 1710 }
1608 1711
1609 if (where->head) 1712 if (where->head_ () != where)
1610 { 1713 {
1611 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1714 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1612 where = where->head; 1715 where = where->head;
1613 } 1716 }
1614 1717
1615 return where->insert (op); 1718 return where->insert (op);
1616} 1719}
1621 * inside the object environment. 1724 * inside the object environment.
1622 * 1725 *
1623 * The function returns now pointer to inserted item, and return value can 1726 * The function returns now pointer to inserted item, and return value can
1624 * be != op, if items are merged. -Tero 1727 * be != op, if items are merged. -Tero
1625 */ 1728 */
1626
1627object * 1729object *
1628object::insert (object *op) 1730object::insert (object *op)
1629{ 1731{
1630 object *tmp, *otmp;
1631
1632 if (!QUERY_FLAG (op, FLAG_REMOVED))
1633 op->remove ();
1634
1635 if (op->more) 1732 if (op->more)
1636 { 1733 {
1637 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1734 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1638 return op; 1735 return op;
1639 } 1736 }
1640 1737
1641 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1738 op->remove ();
1642 CLEAR_FLAG (op, FLAG_REMOVED); 1739
1740 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1741
1643 if (op->nrof) 1742 if (op->nrof)
1644 {
1645 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1743 for (object *tmp = inv; tmp; tmp = tmp->below)
1646 if (object::can_merge (tmp, op)) 1744 if (object::can_merge (tmp, op))
1647 { 1745 {
1648 /* return the original object and remove inserted object 1746 /* return the original object and remove inserted object
1649 (client needs the original object) */ 1747 (client prefers the original object) */
1748
1749 // carring must be 0 for mergable objects
1750 sint64 oweight = tmp->weight * tmp->nrof;
1751
1650 tmp->nrof += op->nrof; 1752 tmp->nrof += op->nrof;
1651 /* Weight handling gets pretty funky. Since we are adding to 1753
1652 * tmp->nrof, we need to increase the weight. 1754 if (object *pl = tmp->visible_to ())
1653 */ 1755 esrv_update_item (UPD_NROF, pl, tmp);
1756
1654 add_weight (this, op->weight * op->nrof); 1757 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1655 SET_FLAG (op, FLAG_REMOVED); 1758
1656 op->destroy (); /* free the inserted object */ 1759 op->destroy ();
1657 op = tmp; 1760 op = tmp;
1658 op->remove (); /* and fix old object's links */ 1761 goto inserted;
1659 CLEAR_FLAG (op, FLAG_REMOVED);
1660 break;
1661 } 1762 }
1662 1763
1663 /* I assume combined objects have no inventory 1764 op->owner = 0; // it's his/hers now. period.
1664 * We add the weight - this object could have just been removed
1665 * (if it was possible to merge). calling remove_ob will subtract
1666 * the weight, so we need to add it in again, since we actually do
1667 * the linking below
1668 */
1669 add_weight (this, op->weight * op->nrof);
1670 }
1671 else
1672 add_weight (this, (op->weight + op->carrying));
1673
1674 otmp = this->in_player ();
1675 if (otmp && otmp->contr)
1676 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1677 otmp->update_stats ();
1678
1679 op->map = 0; 1765 op->map = 0;
1680 op->env = this; 1766 op->x = 0;
1767 op->y = 0;
1768
1681 op->above = 0; 1769 op->above = 0;
1682 op->below = 0; 1770 op->below = inv;
1683 op->x = 0, op->y = 0; 1771 op->env = this;
1684 1772
1773 if (inv)
1774 inv->above = op;
1775
1776 inv = op;
1777
1778 op->flag [FLAG_REMOVED] = 0;
1779
1780 if (object *pl = op->visible_to ())
1781 esrv_send_item (pl, op);
1782
1783 adjust_weight (this, 0, op->total_weight ());
1784
1785inserted:
1685 /* reset the light list and los of the players on the map */ 1786 /* reset the light list and los of the players on the map */
1686 if ((op->glow_radius != 0) && map) 1787 if (op->glow_radius && is_on_map ())
1687 { 1788 {
1688#ifdef DEBUG_LIGHTS 1789 update_stats ();
1689 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1690#endif /* DEBUG_LIGHTS */
1691 if (map->darkness)
1692 update_all_los (map, x, y); 1790 update_all_los (map, x, y);
1693 }
1694
1695 /* Client has no idea of ordering so lets not bother ordering it here.
1696 * It sure simplifies this function...
1697 */
1698 if (!inv)
1699 inv = op;
1700 else
1701 { 1791 }
1702 op->below = inv; 1792 else if (is_player ())
1703 op->below->above = op; 1793 // if this is a player's inventory, update stats
1704 inv = op; 1794 contr->queue_stats_update ();
1705 }
1706 1795
1707 INVOKE_OBJECT (INSERT, this); 1796 INVOKE_OBJECT (INSERT, this);
1708 1797
1709 return op; 1798 return op;
1710} 1799}
1727 * 1816 *
1728 * MSW 2001-07-08: Check all objects on space, not just those below 1817 * MSW 2001-07-08: Check all objects on space, not just those below
1729 * object being inserted. insert_ob_in_map may not put new objects 1818 * object being inserted. insert_ob_in_map may not put new objects
1730 * on top. 1819 * on top.
1731 */ 1820 */
1732
1733int 1821int
1734check_move_on (object *op, object *originator) 1822check_move_on (object *op, object *originator, int flags)
1735{ 1823{
1824 if (op->flag [FLAG_NO_APPLY])
1825 return 0;
1826
1736 object *tmp; 1827 object *tmp;
1737 maptile *m = op->map; 1828 maptile *m = op->map;
1738 int x = op->x, y = op->y; 1829 int x = op->x, y = op->y;
1739 1830
1740 MoveType move_on, move_slow, move_block; 1831 mapspace &ms = m->at (x, y);
1741 1832
1742 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1833 ms.update ();
1743 return 0;
1744 1834
1745 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1835 MoveType move_on = ms.move_on;
1746 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1836 MoveType move_slow = ms.move_slow;
1747 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1837 MoveType move_block = ms.move_block;
1748 1838
1749 /* if nothing on this space will slow op down or be applied, 1839 /* if nothing on this space will slow op down or be applied,
1750 * no need to do checking below. have to make sure move_type 1840 * no need to do checking below. have to make sure move_type
1751 * is set, as lots of objects don't have it set - we treat that 1841 * is set, as lots of objects don't have it set - we treat that
1752 * as walking. 1842 * as walking.
1763 return 0; 1853 return 0;
1764 1854
1765 /* The objects have to be checked from top to bottom. 1855 /* The objects have to be checked from top to bottom.
1766 * Hence, we first go to the top: 1856 * Hence, we first go to the top:
1767 */ 1857 */
1768 1858 for (object *next, *tmp = ms.top; tmp; tmp = next)
1769 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1770 {
1771 /* Trim the search when we find the first other spell effect
1772 * this helps performance so that if a space has 50 spell objects,
1773 * we don't need to check all of them.
1774 */
1775 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1776 break;
1777 } 1859 {
1860 next = tmp->below;
1778 1861
1779 for (; tmp; tmp = tmp->below)
1780 {
1781 if (tmp == op) 1862 if (tmp == op)
1782 continue; /* Can't apply yourself */ 1863 continue; /* Can't apply yourself */
1783 1864
1784 /* Check to see if one of the movement types should be slowed down. 1865 /* Check to see if one of the movement types should be slowed down.
1785 * Second check makes sure that the movement types not being slowed 1866 * Second check makes sure that the movement types not being slowed
1786 * (~slow_move) is not blocked on this space - just because the 1867 * (~slow_move) is not blocked on this space - just because the
1787 * space doesn't slow down swimming (for example), if you can't actually 1868 * space doesn't slow down swimming (for example), if you can't actually
1788 * swim on that space, can't use it to avoid the penalty. 1869 * swim on that space, can't use it to avoid the penalty.
1789 */ 1870 */
1790 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1871 if (!op->flag [FLAG_WIZPASS])
1791 { 1872 {
1792 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1873 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1793 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1874 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1794 { 1875 {
1795
1796 float
1797 diff = tmp->move_slow_penalty * FABS (op->speed); 1876 float diff = tmp->move_slow_penalty * fabs (op->speed);
1798 1877
1799 if (op->type == PLAYER) 1878 if (op->is_player ())
1800 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1879 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1801 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1880 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1802 diff /= 4.0; 1881 diff /= 4.0;
1803 1882
1804 op->speed_left -= diff; 1883 op->speed_left -= diff;
1805 } 1884 }
1806 } 1885 }
1807 1886
1808 /* Basically same logic as above, except now for actual apply. */ 1887 /* Basically same logic as above, except now for actual apply. */
1809 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1888 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1810 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1889 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1811 { 1890 {
1891 if ((flags & INS_NO_AUTO_EXIT)
1892 && (tmp->type == EXIT || tmp->type == TELEPORTER
1893 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1894 continue;
1895
1812 move_apply (tmp, op, originator); 1896 move_apply (tmp, op, originator);
1813 1897
1814 if (op->destroyed ()) 1898 if (op->destroyed ())
1815 return 1; 1899 return 1;
1816 1900
1832 * The first matching object is returned, or NULL if none. 1916 * The first matching object is returned, or NULL if none.
1833 */ 1917 */
1834object * 1918object *
1835present_arch (const archetype *at, maptile *m, int x, int y) 1919present_arch (const archetype *at, maptile *m, int x, int y)
1836{ 1920{
1837 if (m == NULL || out_of_map (m, x, y)) 1921 if (!m || out_of_map (m, x, y))
1838 { 1922 {
1839 LOG (llevError, "Present_arch called outside map.\n"); 1923 LOG (llevError, "Present_arch called outside map.\n");
1840 return NULL; 1924 return NULL;
1841 } 1925 }
1842 1926
1843 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1927 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1844 if (tmp->arch == at) 1928 if (tmp->arch->archname == at->archname)
1845 return tmp; 1929 return tmp;
1846 1930
1847 return NULL; 1931 return NULL;
1848} 1932}
1849 1933
1859 { 1943 {
1860 LOG (llevError, "Present called outside map.\n"); 1944 LOG (llevError, "Present called outside map.\n");
1861 return NULL; 1945 return NULL;
1862 } 1946 }
1863 1947
1864 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1948 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1865 if (tmp->type == type) 1949 if (tmp->type == type)
1866 return tmp; 1950 return tmp;
1867 1951
1868 return NULL; 1952 return NULL;
1869} 1953}
1913 * The first matching object is returned, or NULL if none. 1997 * The first matching object is returned, or NULL if none.
1914 */ 1998 */
1915object * 1999object *
1916present_arch_in_ob (const archetype *at, const object *op) 2000present_arch_in_ob (const archetype *at, const object *op)
1917{ 2001{
1918 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2002 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1919 if (tmp->arch == at) 2003 if (tmp->arch->archname == at->archname)
1920 return tmp; 2004 return tmp;
1921 2005
1922 return NULL; 2006 return NULL;
1923} 2007}
1924 2008
1926 * activate recursively a flag on an object inventory 2010 * activate recursively a flag on an object inventory
1927 */ 2011 */
1928void 2012void
1929flag_inv (object *op, int flag) 2013flag_inv (object *op, int flag)
1930{ 2014{
1931 if (op->inv)
1932 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2015 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1933 { 2016 {
1934 SET_FLAG (tmp, flag); 2017 tmp->set_flag (flag);
1935 flag_inv (tmp, flag); 2018 flag_inv (tmp, flag);
1936 } 2019 }
1937} 2020}
1938 2021
1939/* 2022/*
1940 * deactivate recursively a flag on an object inventory 2023 * deactivate recursively a flag on an object inventory
1941 */ 2024 */
1942void 2025void
1943unflag_inv (object *op, int flag) 2026unflag_inv (object *op, int flag)
1944{ 2027{
1945 if (op->inv)
1946 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2028 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1947 { 2029 {
1948 CLEAR_FLAG (tmp, flag); 2030 tmp->clr_flag (flag);
1949 unflag_inv (tmp, flag); 2031 unflag_inv (tmp, flag);
1950 } 2032 }
1951}
1952
1953/*
1954 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1955 * all it's inventory (recursively).
1956 * If checksums are used, a player will get set_cheat called for
1957 * him/her-self and all object carried by a call to this function.
1958 */
1959void
1960set_cheat (object *op)
1961{
1962 SET_FLAG (op, FLAG_WAS_WIZ);
1963 flag_inv (op, FLAG_WAS_WIZ);
1964} 2033}
1965 2034
1966/* 2035/*
1967 * find_free_spot(object, map, x, y, start, stop) will search for 2036 * find_free_spot(object, map, x, y, start, stop) will search for
1968 * a spot at the given map and coordinates which will be able to contain 2037 * a spot at the given map and coordinates which will be able to contain
1970 * to search (see the freearr_x/y[] definition). 2039 * to search (see the freearr_x/y[] definition).
1971 * It returns a random choice among the alternatives found. 2040 * It returns a random choice among the alternatives found.
1972 * start and stop are where to start relative to the free_arr array (1,9 2041 * start and stop are where to start relative to the free_arr array (1,9
1973 * does all 4 immediate directions). This returns the index into the 2042 * does all 4 immediate directions). This returns the index into the
1974 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2043 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1975 * Note - this only checks to see if there is space for the head of the
1976 * object - if it is a multispace object, this should be called for all
1977 * pieces.
1978 * Note2: This function does correctly handle tiled maps, but does not 2044 * Note: This function does correctly handle tiled maps, but does not
1979 * inform the caller. However, insert_ob_in_map will update as 2045 * inform the caller. However, insert_ob_in_map will update as
1980 * necessary, so the caller shouldn't need to do any special work. 2046 * necessary, so the caller shouldn't need to do any special work.
1981 * Note - updated to take an object instead of archetype - this is necessary 2047 * Note - updated to take an object instead of archetype - this is necessary
1982 * because arch_blocked (now ob_blocked) needs to know the movement type 2048 * because arch_blocked (now ob_blocked) needs to know the movement type
1983 * to know if the space in question will block the object. We can't use 2049 * to know if the space in question will block the object. We can't use
1985 * customized, changed states, etc. 2051 * customized, changed states, etc.
1986 */ 2052 */
1987int 2053int
1988find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2054find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1989{ 2055{
2056 int altern[SIZEOFFREE];
1990 int index = 0, flag; 2057 int index = 0, flag;
1991 int altern[SIZEOFFREE];
1992 2058
1993 for (int i = start; i < stop; i++) 2059 for (int i = start; i < stop; i++)
1994 { 2060 {
1995 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2061 mapxy pos (m, x, y); pos.move (i);
1996 if (!flag) 2062
2063 if (!pos.normalise ())
2064 continue;
2065
2066 mapspace &ms = *pos;
2067
2068 if (ms.flags () & P_IS_ALIVE)
2069 continue;
2070
2071 /* However, often
2072 * ob doesn't have any move type (when used to place exits)
2073 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2074 */
2075 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2076 {
1997 altern [index++] = i; 2077 altern [index++] = i;
2078 continue;
2079 }
1998 2080
1999 /* Basically, if we find a wall on a space, we cut down the search size. 2081 /* Basically, if we find a wall on a space, we cut down the search size.
2000 * In this way, we won't return spaces that are on another side of a wall. 2082 * In this way, we won't return spaces that are on another side of a wall.
2001 * This mostly work, but it cuts down the search size in all directions - 2083 * This mostly work, but it cuts down the search size in all directions -
2002 * if the space being examined only has a wall to the north and empty 2084 * if the space being examined only has a wall to the north and empty
2003 * spaces in all the other directions, this will reduce the search space 2085 * spaces in all the other directions, this will reduce the search space
2004 * to only the spaces immediately surrounding the target area, and 2086 * to only the spaces immediately surrounding the target area, and
2005 * won't look 2 spaces south of the target space. 2087 * won't look 2 spaces south of the target space.
2006 */ 2088 */
2007 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2089 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2090 {
2008 stop = maxfree[i]; 2091 stop = maxfree[i];
2092 continue;
2093 }
2094
2095 /* Note it is intentional that we check ob - the movement type of the
2096 * head of the object should correspond for the entire object.
2097 */
2098 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2099 continue;
2100
2101 if (ob->blocked (pos.m, pos.x, pos.y))
2102 continue;
2103
2104 altern [index++] = i;
2009 } 2105 }
2010 2106
2011 if (!index) 2107 if (!index)
2012 return -1; 2108 return -1;
2013 2109
2014 return altern[RANDOM () % index]; 2110 return altern [rndm (index)];
2015} 2111}
2016 2112
2017/* 2113/*
2018 * find_first_free_spot(archetype, maptile, x, y) works like 2114 * find_first_free_spot(archetype, maptile, x, y) works like
2019 * find_free_spot(), but it will search max number of squares. 2115 * find_free_spot(), but it will search max number of squares.
2022 */ 2118 */
2023int 2119int
2024find_first_free_spot (const object *ob, maptile *m, int x, int y) 2120find_first_free_spot (const object *ob, maptile *m, int x, int y)
2025{ 2121{
2026 for (int i = 0; i < SIZEOFFREE; i++) 2122 for (int i = 0; i < SIZEOFFREE; i++)
2027 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2123 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2028 return i; 2124 return i;
2029 2125
2030 return -1; 2126 return -1;
2031} 2127}
2032 2128
2040{ 2136{
2041 arr += begin; 2137 arr += begin;
2042 end -= begin; 2138 end -= begin;
2043 2139
2044 while (--end) 2140 while (--end)
2045 swap (arr [end], arr [RANDOM () % (end + 1)]); 2141 swap (arr [end], arr [rndm (end + 1)]);
2046} 2142}
2047 2143
2048/* new function to make monster searching more efficient, and effective! 2144/* new function to make monster searching more efficient, and effective!
2049 * This basically returns a randomized array (in the passed pointer) of 2145 * This basically returns a randomized array (in the passed pointer) of
2050 * the spaces to find monsters. In this way, it won't always look for 2146 * the spaces to find monsters. In this way, it won't always look for
2078 * there is capable of. 2174 * there is capable of.
2079 */ 2175 */
2080int 2176int
2081find_dir (maptile *m, int x, int y, object *exclude) 2177find_dir (maptile *m, int x, int y, object *exclude)
2082{ 2178{
2083 int i, max = SIZEOFFREE, mflags; 2179 int max = SIZEOFFREE, mflags;
2084
2085 sint16 nx, ny;
2086 object *tmp;
2087 maptile *mp;
2088
2089 MoveType blocked, move_type; 2180 MoveType move_type;
2090 2181
2091 if (exclude && exclude->head) 2182 if (exclude && exclude->head_ () != exclude)
2092 { 2183 {
2093 exclude = exclude->head; 2184 exclude = exclude->head;
2094 move_type = exclude->move_type; 2185 move_type = exclude->move_type;
2095 } 2186 }
2096 else 2187 else
2097 { 2188 {
2098 /* If we don't have anything, presume it can use all movement types. */ 2189 /* If we don't have anything, presume it can use all movement types. */
2099 move_type = MOVE_ALL; 2190 move_type = MOVE_ALL;
2100 } 2191 }
2101 2192
2102 for (i = 1; i < max; i++) 2193 for (int i = 1; i < max; i++)
2103 { 2194 {
2104 mp = m; 2195 mapxy pos (m, x, y);
2105 nx = x + freearr_x[i]; 2196 pos.move (i);
2106 ny = y + freearr_y[i];
2107 2197
2108 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2198 if (!pos.normalise ())
2109
2110 if (mflags & P_OUT_OF_MAP)
2111 max = maxfree[i]; 2199 max = maxfree[i];
2112 else 2200 else
2113 { 2201 {
2114 mapspace &ms = mp->at (nx, ny); 2202 mapspace &ms = *pos;
2115 2203
2116 blocked = ms.move_block;
2117
2118 if ((move_type & blocked) == move_type) 2204 if ((move_type & ms.move_block) == move_type)
2119 max = maxfree[i]; 2205 max = maxfree [i];
2120 else if (mflags & P_IS_ALIVE) 2206 else if (ms.flags () & P_IS_ALIVE)
2121 { 2207 {
2122 for (tmp = ms.bot; tmp; tmp = tmp->above) 2208 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2123 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2209 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2124 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2210 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2125 break;
2126
2127 if (tmp)
2128 return freedir[i]; 2211 return freedir [i];
2129 } 2212 }
2130 } 2213 }
2131 } 2214 }
2132 2215
2133 return 0; 2216 return 0;
2142{ 2225{
2143 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2226 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2144} 2227}
2145 2228
2146/* 2229/*
2147 * find_dir_2(delta-x,delta-y) will return a direction in which 2230 * find_dir_2(delta-x,delta-y) will return a direction value
2148 * an object which has subtracted the x and y coordinates of another 2231 * for running into direct [dx, dy].
2149 * object, needs to travel toward it. 2232 * (the opposite of crossfire's find_dir_2!)
2150 */ 2233 */
2151int 2234int
2152find_dir_2 (int x, int y) 2235find_dir_2 (int x, int y)
2153{ 2236{
2237#if 1 // new algorithm
2238 // this works by putting x, y into 16 sectors, which
2239 // are not equal sized, but are a better approximation
2240 // then the old algorithm, and then using a mapping
2241 // table to map it into a direction value.
2242 // basically, it maps these comparisons to each bit
2243 // bit #3: x < 0
2244 // bit #2: y < 0
2245 // bit #1: x > y
2246 // bit #0: x > 2y
2247
2248 static const uint8 dir[16] = {
2249 4, 5, 4, 3,
2250 2, 1, 2, 3,
2251 6, 5, 6, 7,
2252 8, 1, 8, 7,
2253 };
2254 int sector = 0;
2255
2256 // this is a bit ugly, but more likely to result in branchless code
2257 sector |= x < 0 ? 8 : 0;
2258 x = x < 0 ? -x : x; // abs
2259
2260 sector |= y < 0 ? 4 : 0;
2261 y = y < 0 ? -y : y; // abs
2262
2263 if (x > y)
2264 {
2265 sector |= 2;
2266
2267 if (x > y * 2)
2268 sector |= 1;
2269 }
2270 else
2271 {
2272 if (y > x * 2)
2273 sector |= 1;
2274 else if (!y)
2275 return 0; // x == 0 here
2276 }
2277
2278 return dir [sector];
2279#else // old algorithm
2154 int q; 2280 int q;
2155 2281
2156 if (y) 2282 if (y)
2157 q = x * 100 / y; 2283 q = 128 * x / y;
2158 else if (x) 2284 else if (x)
2159 q = -300 * x; 2285 q = -512 * x; // to make it > 309
2160 else 2286 else
2161 return 0; 2287 return 0;
2162 2288
2163 if (y > 0) 2289 if (y > 0)
2164 { 2290 {
2165 if (q < -242) 2291 if (q < -309) return 7;
2292 if (q < -52) return 6;
2293 if (q < 52) return 5;
2294 if (q < 309) return 4;
2295
2166 return 3; 2296 return 3;
2167 if (q < -41) 2297 }
2168 return 2; 2298 else
2169 if (q < 41) 2299 {
2170 return 1; 2300 if (q < -309) return 3;
2171 if (q < 242) 2301 if (q < -52) return 2;
2172 return 8; 2302 if (q < 52) return 1;
2303 if (q < 309) return 8;
2304
2173 return 7; 2305 return 7;
2174 } 2306 }
2175 2307#endif
2176 if (q < -242)
2177 return 7;
2178 if (q < -41)
2179 return 6;
2180 if (q < 41)
2181 return 5;
2182 if (q < 242)
2183 return 4;
2184
2185 return 3;
2186}
2187
2188/*
2189 * absdir(int): Returns a number between 1 and 8, which represent
2190 * the "absolute" direction of a number (it actually takes care of
2191 * "overflow" in previous calculations of a direction).
2192 */
2193
2194int
2195absdir (int d)
2196{
2197 while (d < 1)
2198 d += 8;
2199
2200 while (d > 8)
2201 d -= 8;
2202
2203 return d;
2204} 2308}
2205 2309
2206/* 2310/*
2207 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2311 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2208 * between two directions (which are expected to be absolute (see absdir()) 2312 * between two directions (which are expected to be absolute (see absdir())
2209 */ 2313 */
2210
2211int 2314int
2212dirdiff (int dir1, int dir2) 2315dirdiff (int dir1, int dir2)
2213{ 2316{
2214 int d;
2215
2216 d = abs (dir1 - dir2); 2317 int d = abs (dir1 - dir2);
2217 if (d > 4)
2218 d = 8 - d;
2219 2318
2220 return d; 2319 return d > 4 ? 8 - d : d;
2221} 2320}
2222 2321
2223/* peterm: 2322/* peterm:
2224 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2323 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2225 * Basically, this is a table of directions, and what directions 2324 * Basically, this is a table of directions, and what directions
2227 * This basically means that if direction is 15, then it could either go 2326 * This basically means that if direction is 15, then it could either go
2228 * direction 4, 14, or 16 to get back to where we are. 2327 * direction 4, 14, or 16 to get back to where we are.
2229 * Moved from spell_util.c to object.c with the other related direction 2328 * Moved from spell_util.c to object.c with the other related direction
2230 * functions. 2329 * functions.
2231 */ 2330 */
2232int reduction_dir[SIZEOFFREE][3] = { 2331static const int reduction_dir[SIZEOFFREE][3] = {
2233 {0, 0, 0}, /* 0 */ 2332 {0, 0, 0}, /* 0 */
2234 {0, 0, 0}, /* 1 */ 2333 {0, 0, 0}, /* 1 */
2235 {0, 0, 0}, /* 2 */ 2334 {0, 0, 0}, /* 2 */
2236 {0, 0, 0}, /* 3 */ 2335 {0, 0, 0}, /* 3 */
2237 {0, 0, 0}, /* 4 */ 2336 {0, 0, 0}, /* 4 */
2328 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2427 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2329 * core dumps if they do. 2428 * core dumps if they do.
2330 * 2429 *
2331 * Add a check so we can't pick up invisible objects (0.93.8) 2430 * Add a check so we can't pick up invisible objects (0.93.8)
2332 */ 2431 */
2333
2334int 2432int
2335can_pick (const object *who, const object *item) 2433can_pick (const object *who, const object *item)
2336{ 2434{
2337 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2435 return /*who->flag [FLAG_WIZ]|| */
2338 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2436 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2339 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2437 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2340} 2438}
2341 2439
2342/* 2440/*
2343 * create clone from object to another 2441 * create clone from object to another
2344 */ 2442 */
2345object * 2443object *
2346object_create_clone (object *asrc) 2444object::deep_clone ()
2347{ 2445{
2348 object *dst = 0, *tmp, *src, *part, *prev, *item; 2446 assert (("deep_clone called on non-head object", is_head ()));
2349 2447
2350 if (!asrc) 2448 object *dst = clone ();
2351 return 0;
2352 2449
2353 src = asrc; 2450 object *prev = dst;
2354 if (src->head)
2355 src = src->head;
2356
2357 prev = 0;
2358 for (part = src; part; part = part->more) 2451 for (object *part = this->more; part; part = part->more)
2359 { 2452 {
2360 tmp = part->clone (); 2453 object *tmp = part->clone ();
2361 tmp->x -= src->x;
2362 tmp->y -= src->y;
2363
2364 if (!part->head)
2365 {
2366 dst = tmp;
2367 tmp->head = 0;
2368 }
2369 else
2370 tmp->head = dst; 2454 tmp->head = dst;
2371
2372 tmp->more = 0;
2373
2374 if (prev)
2375 prev->more = tmp; 2455 prev->more = tmp;
2376
2377 prev = tmp; 2456 prev = tmp;
2378 } 2457 }
2379 2458
2380 for (item = src->inv; item; item = item->below) 2459 for (object *item = inv; item; item = item->below)
2381 insert_ob_in_ob (object_create_clone (item), dst); 2460 insert_ob_in_ob (item->deep_clone (), dst);
2382 2461
2383 return dst; 2462 return dst;
2384}
2385
2386/* GROS - Creates an object using a string representing its content. */
2387/* Basically, we save the content of the string to a temp file, then call */
2388/* load_object on it. I admit it is a highly inefficient way to make things, */
2389/* but it was simple to make and allows reusing the load_object function. */
2390/* Remember not to use load_object_str in a time-critical situation. */
2391/* Also remember that multiparts objects are not supported for now. */
2392object *
2393load_object_str (const char *obstr)
2394{
2395 object *op;
2396 char filename[MAX_BUF];
2397
2398 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2399
2400 FILE *tempfile = fopen (filename, "w");
2401
2402 if (tempfile == NULL)
2403 {
2404 LOG (llevError, "Error - Unable to access load object temp file\n");
2405 return NULL;
2406 }
2407
2408 fprintf (tempfile, obstr);
2409 fclose (tempfile);
2410
2411 op = object::create ();
2412
2413 object_thawer thawer (filename);
2414
2415 if (thawer)
2416 load_object (thawer, op, 0);
2417
2418 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2419 CLEAR_FLAG (op, FLAG_REMOVED);
2420
2421 return op;
2422} 2463}
2423 2464
2424/* This returns the first object in who's inventory that 2465/* This returns the first object in who's inventory that
2425 * has the same type and subtype match. 2466 * has the same type and subtype match.
2426 * returns NULL if no match. 2467 * returns NULL if no match.
2433 return tmp; 2474 return tmp;
2434 2475
2435 return 0; 2476 return 0;
2436} 2477}
2437 2478
2438/* If ob has a field named key, return the link from the list, 2479shstr_tmp
2439 * otherwise return NULL. 2480object::kv_get (shstr_tmp key) const
2440 *
2441 * key must be a passed in shared string - otherwise, this won't
2442 * do the desired thing.
2443 */
2444key_value *
2445get_ob_key_link (const object *ob, const char *key)
2446{ 2481{
2447 for (key_value *link = ob->key_values; link; link = link->next) 2482 for (key_value *kv = key_values; kv; kv = kv->next)
2448 if (link->key == key) 2483 if (kv->key == key)
2449 return link;
2450
2451 return 0;
2452}
2453
2454/*
2455 * Returns the value of op has an extra_field for key, or NULL.
2456 *
2457 * The argument doesn't need to be a shared string.
2458 *
2459 * The returned string is shared.
2460 */
2461const char *
2462get_ob_key_value (const object *op, const char *const key)
2463{
2464 key_value *link;
2465 shstr_cmp canonical_key (key);
2466
2467 if (!canonical_key)
2468 {
2469 /* 1. There being a field named key on any object
2470 * implies there'd be a shared string to find.
2471 * 2. Since there isn't, no object has this field.
2472 * 3. Therefore, *this* object doesn't have this field.
2473 */
2474 return 0;
2475 }
2476
2477 /* This is copied from get_ob_key_link() above -
2478 * only 4 lines, and saves the function call overhead.
2479 */
2480 for (link = op->key_values; link; link = link->next)
2481 if (link->key == canonical_key)
2482 return link->value; 2484 return kv->value;
2483 2485
2484 return 0; 2486 return shstr ();
2485} 2487}
2486 2488
2487 2489void
2488/* 2490object::kv_set (shstr_tmp key, shstr_tmp value)
2489 * Updates the canonical_key in op to value.
2490 *
2491 * canonical_key is a shared string (value doesn't have to be).
2492 *
2493 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2494 * keys.
2495 *
2496 * Returns TRUE on success.
2497 */
2498int
2499set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2500{ 2491{
2501 key_value *field = NULL, *last = NULL; 2492 for (key_value *kv = key_values; kv; kv = kv->next)
2502 2493 if (kv->key == key)
2503 for (field = op->key_values; field != NULL; field = field->next)
2504 {
2505 if (field->key != canonical_key)
2506 { 2494 {
2507 last = field; 2495 kv->value = value;
2508 continue; 2496 return;
2509 } 2497 }
2510 2498
2511 if (value) 2499 key_value *kv = new key_value;
2512 field->value = value; 2500
2513 else 2501 kv->next = key_values;
2502 kv->key = key;
2503 kv->value = value;
2504
2505 key_values = kv;
2506}
2507
2508void
2509object::kv_del (shstr_tmp key)
2510{
2511 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2512 if ((*kvp)->key == key)
2514 { 2513 {
2515 /* Basically, if the archetype has this key set, 2514 key_value *kv = *kvp;
2516 * we need to store the null value so when we save 2515 *kvp = (*kvp)->next;
2517 * it, we save the empty value so that when we load, 2516 delete kv;
2518 * we get this value back again. 2517 return;
2519 */
2520 if (get_ob_key_link (&op->arch->clone, canonical_key))
2521 field->value = 0;
2522 else
2523 {
2524 if (last)
2525 last->next = field->next;
2526 else
2527 op->key_values = field->next;
2528
2529 delete field;
2530 }
2531 } 2518 }
2532 return TRUE;
2533 }
2534 /* IF we get here, key doesn't exist */
2535
2536 /* No field, we'll have to add it. */
2537
2538 if (!add_key)
2539 return FALSE;
2540
2541 /* There isn't any good reason to store a null
2542 * value in the key/value list. If the archetype has
2543 * this key, then we should also have it, so shouldn't
2544 * be here. If user wants to store empty strings,
2545 * should pass in ""
2546 */
2547 if (value == NULL)
2548 return TRUE;
2549
2550 field = new key_value;
2551
2552 field->key = canonical_key;
2553 field->value = value;
2554 /* Usual prepend-addition. */
2555 field->next = op->key_values;
2556 op->key_values = field;
2557
2558 return TRUE;
2559}
2560
2561/*
2562 * Updates the key in op to value.
2563 *
2564 * If add_key is FALSE, this will only update existing keys,
2565 * and not add new ones.
2566 * In general, should be little reason FALSE is ever passed in for add_key
2567 *
2568 * Returns TRUE on success.
2569 */
2570int
2571set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2572{
2573 shstr key_ (key);
2574
2575 return set_ob_key_value_s (op, key_, value, add_key);
2576} 2519}
2577 2520
2578object::depth_iterator::depth_iterator (object *container) 2521object::depth_iterator::depth_iterator (object *container)
2579: iterator_base (container) 2522: iterator_base (container)
2580{ 2523{
2594 } 2537 }
2595 else 2538 else
2596 item = item->env; 2539 item = item->env;
2597} 2540}
2598 2541
2542const char *
2543object::flag_desc (char *desc, int len) const
2544{
2545 char *p = desc;
2546 bool first = true;
2547
2548 *p = 0;
2549
2550 for (int i = 0; i < NUM_FLAGS; i++)
2551 {
2552 if (len <= 10) // magic constant!
2553 {
2554 snprintf (p, len, ",...");
2555 break;
2556 }
2557
2558 if (flag [i])
2559 {
2560 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2561 len -= cnt;
2562 p += cnt;
2563 first = false;
2564 }
2565 }
2566
2567 return desc;
2568}
2569
2599// return a suitable string describing an objetc in enough detail to find it 2570// return a suitable string describing an object in enough detail to find it
2600const char * 2571const char *
2601object::debug_desc (char *info) const 2572object::debug_desc (char *info) const
2602{ 2573{
2574 char flagdesc[512];
2603 char info2[256 * 3]; 2575 char info2[256 * 4];
2604 char *p = info; 2576 char *p = info;
2605 2577
2606 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2578 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2607 count, 2579 count,
2580 uuid.c_str (),
2608 &name, 2581 &name,
2609 title ? " " : "", 2582 title ? ",title:\"" : "",
2610 title ? (const char *)title : ""); 2583 title ? (const char *)title : "",
2584 title ? "\"" : "",
2585 flag_desc (flagdesc, 512), type);
2611 2586
2612 if (env) 2587 if (!flag[FLAG_REMOVED] && env)
2613 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2588 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2614 2589
2615 if (map) 2590 if (map)
2616 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2591 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2617 2592
2618 return info; 2593 return info;
2619} 2594}
2620 2595
2621const char * 2596const char *
2622object::debug_desc () const 2597object::debug_desc () const
2623{ 2598{
2624 static char info[256 * 3]; 2599 static char info[3][256 * 4];
2600 static int info_idx;
2601
2625 return debug_desc (info); 2602 return debug_desc (info [++info_idx % 3]);
2626} 2603}
2627 2604
2605struct region *
2606object::region () const
2607{
2608 return map ? map->region (x, y)
2609 : region::default_region ();
2610}
2611
2612void
2613object::open_container (object *new_container)
2614{
2615 if (container == new_container)
2616 return;
2617
2618 object *old_container = container;
2619
2620 if (old_container)
2621 {
2622 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2623 return;
2624
2625#if 0
2626 // remove the "Close old_container" object.
2627 if (object *closer = old_container->inv)
2628 if (closer->type == CLOSE_CON)
2629 closer->destroy ();
2630#endif
2631
2632 // make sure the container is available
2633 esrv_send_item (this, old_container);
2634
2635 old_container->flag [FLAG_APPLIED] = false;
2636 container = 0;
2637
2638 // client needs item update to make it work, client bug requires this to be separate
2639 esrv_update_item (UPD_FLAGS, this, old_container);
2640
2641 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2642 play_sound (sound_find ("chest_close"));
2643 }
2644
2645 if (new_container)
2646 {
2647 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2648 return;
2649
2650 // TODO: this does not seem to serve any purpose anymore?
2651#if 0
2652 // insert the "Close Container" object.
2653 if (archetype *closer = new_container->other_arch)
2654 {
2655 object *closer = new_container->other_arch->instance ();
2656 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2657 new_container->insert (closer);
2658 }
2659#endif
2660
2661 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2662
2663 // make sure the container is available, client bug requires this to be separate
2664 esrv_send_item (this, new_container);
2665
2666 new_container->flag [FLAG_APPLIED] = true;
2667 container = new_container;
2668
2669 // client needs flag change
2670 esrv_update_item (UPD_FLAGS, this, new_container);
2671 esrv_send_inventory (this, new_container);
2672 play_sound (sound_find ("chest_open"));
2673 }
2674// else if (!old_container->env && contr && contr->ns)
2675// contr->ns->floorbox_reset ();
2676}
2677
2678object *
2679object::force_find (shstr_tmp name)
2680{
2681 /* cycle through his inventory to look for the MARK we want to
2682 * place
2683 */
2684 for (object *tmp = inv; tmp; tmp = tmp->below)
2685 if (tmp->type == FORCE && tmp->slaying == name)
2686 return splay (tmp);
2687
2688 return 0;
2689}
2690
2691//-GPL
2692
2693void
2694object::force_set_timer (int duration)
2695{
2696 this->duration = 1;
2697 this->speed_left = -1.f;
2698
2699 this->set_speed (duration ? 1.f / duration : 0.f);
2700}
2701
2702object *
2703object::force_add (shstr_tmp name, int duration)
2704{
2705 if (object *force = force_find (name))
2706 force->destroy ();
2707
2708 object *force = get_archetype (FORCE_NAME);
2709
2710 force->slaying = name;
2711 force->force_set_timer (duration);
2712 force->flag [FLAG_APPLIED] = true;
2713
2714 return insert (force);
2715}
2716
2717void
2718object::play_sound (faceidx sound) const
2719{
2720 if (!sound)
2721 return;
2722
2723 if (is_on_map ())
2724 map->play_sound (sound, x, y);
2725 else if (object *pl = in_player ())
2726 pl->contr->play_sound (sound);
2727}
2728
2729void
2730object::say_msg (const char *msg) const
2731{
2732 if (is_on_map ())
2733 map->say_msg (msg, x, y);
2734 else if (object *pl = in_player ())
2735 pl->contr->play_sound (sound);
2736}
2737
2738void
2739object::make_noise ()
2740{
2741 // we do not model noise in the map, so instead put
2742 // a temporary light into the noise source
2743 // could use the map instead, but that's less reliable for our
2744 // goal, which is to make invisibility a bit harder to exploit
2745
2746 // currently only works sensibly for players
2747 if (!is_player ())
2748 return;
2749
2750 // find old force, or create new one
2751 object *force = force_find (shstr_noise_force);
2752
2753 if (force)
2754 force->speed_left = -1.f; // patch old speed up
2755 else
2756 {
2757 force = archetype::get (shstr_noise_force);
2758
2759 force->slaying = shstr_noise_force;
2760 force->stats.food = 1;
2761 force->speed_left = -1.f;
2762
2763 force->set_speed (1.f / 4.f);
2764 force->flag [FLAG_IS_USED_UP] = true;
2765 force->flag [FLAG_APPLIED] = true;
2766
2767 insert (force);
2768 }
2769}
2770
2771void object::change_move_type (MoveType mt)
2772{
2773 if (move_type == mt)
2774 return;
2775
2776 if (is_on_map ())
2777 {
2778 // we are on the map, so handle move_on/off effects
2779 remove ();
2780 move_type = mt;
2781 map->insert (this, x, y, this);
2782 }
2783 else
2784 move_type = mt;
2785}
2786
2787/* object should be a player.
2788 * we return the object the player has marked with the 'mark' command
2789 * below. If no match is found (or object has changed), we return
2790 * NULL. We leave it up to the calling function to print messages if
2791 * nothing is found.
2792 */
2793object *
2794object::mark () const
2795{
2796 if (contr && contr->mark && contr->mark->env == this)
2797 return contr->mark;
2798 else
2799 return 0;
2800}
2801

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