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Comparing deliantra/server/common/object.C (file contents):
Revision 1.207 by root, Sun Apr 20 23:25:09 2008 UTC vs.
Revision 1.343 by root, Sat Apr 23 04:56:46 2011 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23
24/* 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 24
28#include <global.h> 25#include <global.h>
29#include <stdio.h> 26#include <stdio.h>
30#include <sys/types.h> 27#include <sys/types.h>
31#include <sys/uio.h> 28#include <sys/uio.h>
32#include <object.h> 29#include <object.h>
33#include <funcpoint.h>
34#include <sproto.h> 30#include <sproto.h>
35#include <loader.h>
36 31
37#include <bitset> 32#include <bitset>
38 33
39UUID UUID::cur; 34UUID UUID::cur;
40static uint64_t seq_next_save; 35static uint64_t seq_next_save;
41static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
42 38
43objectvec objects; 39objectvec objects;
44activevec actives; 40activevec actives;
41
42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
45 49
46short freearr_x[SIZEOFFREE] = { 50short freearr_x[SIZEOFFREE] = {
47 0, 51 0,
48 0, 1, 1, 1, 0, -1, -1, -1, 52 0, 1, 1, 1, 0, -1, -1, -1,
49 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
53 0, 57 0,
54 -1, -1, 0, 1, 1, 1, 0, -1, 58 -1, -1, 0, 1, 1, 1, 0, -1,
55 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
56 -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
57}; 61};
58int maxfree[SIZEOFFREE] = {
59 0,
60 9, 10, 13, 14, 17, 18, 21, 22,
61 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
62 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
63};
64int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
65 0, 63 0,
66 1, 2, 3, 4, 5, 6, 7, 8, 64 1, 2, 3, 4, 5, 6, 7, 8,
67 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
68 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
69}; 67};
70 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
76const char *wall_suffix[16] = {
77 "0",
78 "1_3",
79 "1_4",
80 "2_1_2",
81 "1_2",
82 "2_2_4",
83 "2_2_1",
84 "3_1",
85 "1_1",
86 "2_2_3",
87 "2_2_2",
88 "3_3",
89 "2_1_1",
90 "3_4",
91 "3_2",
92 "4"
93};
94
71static void 95static void
72write_uuid (uval64 skip, bool sync) 96write_uuid (uval64 skip, bool sync)
73{ 97{
74 CALL_BEGIN (2); 98 CALL_BEGIN (2);
75 CALL_ARG_SV (newSVval64 (skip)); 99 CALL_ARG_SV (newSVval64 (skip));
77 CALL_CALL ("cf::write_uuid", G_DISCARD); 101 CALL_CALL ("cf::write_uuid", G_DISCARD);
78 CALL_END; 102 CALL_END;
79} 103}
80 104
81static void 105static void
82read_uuid (void) 106read_uuid ()
83{ 107{
84 char filename[MAX_BUF]; 108 char filename[MAX_BUF];
85 109
86 sprintf (filename, "%s/uuid", settings.localdir); 110 sprintf (filename, "%s/uuid", settings.localdir);
87 111
101 125
102 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 126 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
103 _exit (1); 127 _exit (1);
104 } 128 }
105 129
106 UUID::BUF buf; 130 char buf [UUID::MAX_LEN];
107 buf[0] = 0; 131 buf[0] = 0;
108 fgets (buf, sizeof (buf), fp); 132 fgets (buf, sizeof (buf), fp);
109 133
110 if (!UUID::cur.parse (buf)) 134 if (!UUID::cur.parse (buf))
111 { 135 {
138 162
139void 163void
140UUID::init () 164UUID::init ()
141{ 165{
142 read_uuid (); 166 read_uuid ();
167}
168
169bool
170UUID::parse (const char *s)
171{
172 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
173 return false;
174
175 seq = 0;
176
177 while (*s != '>')
178 {
179 if (*s < '0')
180 return false;
181
182 // this gives nice branchless code with gcc
183 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
184 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
185
186 seq = (seq << 4) | digit;
187
188 ++s;
189 }
190
191 return true;
192}
193
194char *
195UUID::append (char *buf) const
196{
197 *buf++ = '<';
198 *buf++ = '1';
199 *buf++ = '.';
200
201 uint64_t seq = this->seq;
202 const int bits = 64;
203 char nz = 0;
204 static const char tohex [] = "0123456789abcdef";
205
206 // assert (len >= 3 + bits / 4 + 1 + 1);
207 for (int i = bits / 4; --i; )
208 {
209 uint8_t digit = seq >> (bits - 4);
210
211 *buf = tohex [digit];
212 nz |= digit;
213 buf += nz ? 1 : 0;
214 seq <<= 4;
215 }
216
217 // last digit is special - always emit
218 uint8_t digit = seq >> (bits - 4);
219 *buf++ = tohex [digit];
220
221 *buf++ = '>';
222
223 return buf;
224}
225
226char *
227UUID::c_str () const
228{
229 static char buf [MAX_LEN];
230 *append (buf) = 0;
231 return buf;
143} 232}
144 233
145/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 234/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
146static bool 235static bool
147compare_ob_value_lists_one (const object *wants, const object *has) 236compare_ob_value_lists_one (const object *wants, const object *has)
148{ 237{
149 key_value *wants_field;
150
151 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 238 /* n-squared behaviour (see kv_get), but I'm hoping both
152 * objects with lists are rare, and lists stay short. If not, use a 239 * objects with lists are rare, and lists stay short. If not, use a
153 * different structure or at least keep the lists sorted... 240 * different structure or at least keep the lists sorted...
154 */ 241 */
155 242
156 /* For each field in wants, */ 243 /* For each field in wants, */
157 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 244 for (key_value *kv = wants->key_values; kv; kv = kv->next)
158 { 245 if (has->kv_get (kv->key) != kv->value)
159 key_value *has_field; 246 return false;
160
161 /* Look for a field in has with the same key. */
162 has_field = get_ob_key_link (has, wants_field->key);
163
164 if (!has_field)
165 return 0; /* No field with that name. */
166
167 /* Found the matching field. */
168 if (has_field->value != wants_field->value)
169 return 0; /* Values don't match, so this half of the comparison is false. */
170
171 /* If we get here, we found a match. Now for the next field in wants. */
172 }
173 247
174 /* If we get here, every field in wants has a matching field in has. */ 248 /* If we get here, every field in wants has a matching field in has. */
175 return 1; 249 return true;
176} 250}
177 251
178/* Returns TRUE if ob1 has the same key_values as ob2. */ 252/* Returns TRUE if ob1 has the same key_values as ob2. */
179static bool 253static bool
180compare_ob_value_lists (const object *ob1, const object *ob2) 254compare_ob_value_lists (const object *ob1, const object *ob2)
181{ 255{
182 /* However, there may be fields in has which aren't partnered in wants, 256 /* However, there may be fields in has which aren't partnered in wants,
183 * so we need to run the comparison *twice*. :( 257 * so we need to run the comparison *twice*. :(
184 */ 258 */
185 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 259 return compare_ob_value_lists_one (ob1, ob2)
260 && compare_ob_value_lists_one (ob2, ob1);
186} 261}
187 262
188/* Function examines the 2 objects given to it, and returns true if 263/* Function examines the 2 objects given to it, and returns true if
189 * they can be merged together. 264 * they can be merged together.
190 * 265 *
197 * Improvements made with merge: Better checking on potion, and also 272 * Improvements made with merge: Better checking on potion, and also
198 * check weight 273 * check weight
199 */ 274 */
200bool object::can_merge_slow (object *ob1, object *ob2) 275bool object::can_merge_slow (object *ob1, object *ob2)
201{ 276{
202 /* A couple quicksanity checks */ 277 /* A couple quick sanity checks */
203 if (ob1 == ob2 278 if (ob1 == ob2
204 || ob1->type != ob2->type 279 || ob1->type != ob2->type
205 || ob1->speed != ob2->speed
206 || ob1->value != ob2->value 280 || ob1->value != ob2->value
207 || ob1->name != ob2->name) 281 || ob1->name != ob2->name
282 || ob1->custom_name != ob2->custom_name
283 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
208 return 0; 284 return 0;
209 285
210 /* Do not merge objects if nrof would overflow. First part checks 286 /* Do not merge objects if nrof would overflow, assume nrof
211 * for unsigned overflow (2c), second part checks wether the result 287 * is always 0 .. 2**31-1 */
212 * would fit into a 32 bit signed int, which is often used to hold 288 if (ob1->nrof > 0x7fffffff - ob2->nrof)
213 * nrof values.
214 */
215 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
216 return 0; 289 return 0;
217 290
218 /* If the objects have been identified, set the BEEN_APPLIED flag. 291 /* If the objects have been identified, set the BEEN_APPLIED flag.
219 * This is to the comparison of the flags below will be OK. We 292 * This is to the comparison of the flags below will be OK. We
220 * just can't ignore the been applied or identified flags, as they 293 * just can't ignore the been applied or identified flags, as they
221 * are not equal - just if it has been identified, the been_applied 294 * are not equal - just if it has been identified, the been_applied
222 * flags lose any meaning. 295 * flags lose any meaning.
223 */ 296 */
224 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 297 if (ob1->flag [FLAG_IDENTIFIED])
225 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 298 ob1->set_flag (FLAG_BEEN_APPLIED);
226 299
227 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 300 if (ob2->flag [FLAG_IDENTIFIED])
228 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 301 ob2->set_flag (FLAG_BEEN_APPLIED);
229 302
230 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 303 if (ob1->arch->archname != ob2->arch->archname
231 || ob1->arch != ob2->arch
232 || ob1->name != ob2->name 304 || ob1->name != ob2->name
233 || ob1->title != ob2->title 305 || ob1->title != ob2->title
234 || ob1->msg != ob2->msg 306 || ob1->msg != ob2->msg
235 || ob1->weight != ob2->weight 307 || ob1->weight != ob2->weight
236 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 || ob1->attacktype != ob2->attacktype 308 || ob1->attacktype != ob2->attacktype
239 || ob1->magic != ob2->magic 309 || ob1->magic != ob2->magic
240 || ob1->slaying != ob2->slaying 310 || ob1->slaying != ob2->slaying
241 || ob1->skill != ob2->skill 311 || ob1->skill != ob2->skill
242 || ob1->value != ob2->value 312 || ob1->value != ob2->value
243 || ob1->animation_id != ob2->animation_id 313 || ob1->animation_id != ob2->animation_id
314 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
244 || ob1->client_type != ob2->client_type 315 || ob1->client_type != ob2->client_type
245 || ob1->materialname != ob2->materialname 316 || ob1->material != ob2->material
246 || ob1->lore != ob2->lore 317 || ob1->lore != ob2->lore
247 || ob1->subtype != ob2->subtype 318 || ob1->subtype != ob2->subtype
248 || ob1->move_type != ob2->move_type 319 || ob1->move_type != ob2->move_type
249 || ob1->move_block != ob2->move_block 320 || ob1->move_block != ob2->move_block
250 || ob1->move_allow != ob2->move_allow 321 || ob1->move_allow != ob2->move_allow
251 || ob1->move_on != ob2->move_on 322 || ob1->move_on != ob2->move_on
252 || ob1->move_off != ob2->move_off 323 || ob1->move_off != ob2->move_off
253 || ob1->move_slow != ob2->move_slow 324 || ob1->move_slow != ob2->move_slow
254 || ob1->move_slow_penalty != ob2->move_slow_penalty) 325 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
326 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
327 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
328 return 0;
329
330 if ((ob1->flag ^ ob2->flag)
331 .reset (FLAG_INV_LOCKED)
332 .reset (FLAG_REMOVED)
333 .any ())
255 return 0; 334 return 0;
256 335
257 /* This is really a spellbook check - we should in general 336 /* This is really a spellbook check - we should in general
258 * not merge objects with real inventories, as splitting them 337 * not merge objects with real inventories, as splitting them
259 * is hard. 338 * is hard.
276 355
277 /* Don't merge objects that are applied. With the new 'body' code, 356 /* Don't merge objects that are applied. With the new 'body' code,
278 * it is possible for most any character to have more than one of 357 * it is possible for most any character to have more than one of
279 * some items equipped, and we don't want those to merge. 358 * some items equipped, and we don't want those to merge.
280 */ 359 */
281 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 360 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
282 return 0; 361 return 0;
283 362
284 /* Note sure why the following is the case - either the object has to 363 /* Note sure why the following is the case - either the object has to
285 * be animated or have a very low speed. Is this an attempted monster 364 * be animated or have a very low speed. Is this an attempted monster
286 * check? 365 * check?
287 */ 366 */
288 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 367 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
289 return 0; 368 return 0;
290 369
291 switch (ob1->type) 370 switch (ob1->type)
292 { 371 {
293 case SCROLL: 372 case SCROLL:
298 377
299 if (ob1->key_values || ob2->key_values) 378 if (ob1->key_values || ob2->key_values)
300 { 379 {
301 /* At least one of these has key_values. */ 380 /* At least one of these has key_values. */
302 if ((!ob1->key_values) != (!ob2->key_values)) 381 if ((!ob1->key_values) != (!ob2->key_values))
303 /* One has fields, but the other one doesn't. */ 382 return 0; /* One has fields, but the other one doesn't. */
304 return 0; 383
305 else if (!compare_ob_value_lists (ob1, ob2)) 384 if (!compare_ob_value_lists (ob1, ob2))
306 return 0; 385 return 0;
307 } 386 }
308 387
309 if (ob1->self || ob2->self) 388 if (ob1->self || ob2->self)
310 { 389 {
316 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0; 395 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
317 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0; 396 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
318 397
319 if (k1 != k2) 398 if (k1 != k2)
320 return 0; 399 return 0;
400
321 else if (k1 == 0) 401 if (k1 == 0)
322 return 1; 402 return 1;
403
323 else if (!cfperl_can_merge (ob1, ob2)) 404 if (!cfperl_can_merge (ob1, ob2))
324 return 0; 405 return 0;
325 } 406 }
326 } 407 }
327 408
328 /* Everything passes, must be OK. */ 409 /* Everything passes, must be OK. */
329 return 1; 410 return 1;
330} 411}
331 412
413// find player who can see this object
414object *
415object::visible_to () const
416{
417 if (client_visible () && !flag [FLAG_REMOVED])
418 {
419 // see if we are in a container of sorts
420 if (env)
421 {
422 // the player inventory itself is always visible
423 if (env->is_player ())
424 return env;
425
426 // else a player could have our env open
427 object *envest = env->outer_env_or_self ();
428
429 // the player itself is always on a map, so we will find him here
430 // even if our inv is in a player.
431 if (envest->is_on_map ())
432 if (object *pl = envest->ms ().player ())
433 if (pl->container_ () == env)
434 return pl;
435 }
436 else
437 {
438 // maybe there is a player standing on the same mapspace
439 // this will catch the case where "this" is a player
440 if (object *pl = ms ().player ())
441 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
442 || pl->container_ () == this)
443 return pl;
444 }
445 }
446
447 return 0;
448}
449
450// adjust weight per container type ("of holding")
332static sint32 451static uint32
333weight_adjust (object *op, sint32 weight) 452weight_adjust_for (object *op, uint32 weight)
334{ 453{
335 return op->type == CONTAINER 454 return op->type == CONTAINER
336 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 455 ? weight - weight * op->stats.Str / 100
337 : weight; 456 : weight;
338} 457}
339 458
340/* 459/*
341 * add_weight(object, weight) adds the specified weight to an object, 460 * subtracts, then adds, the specified weight to an object,
342 * and also updates how much the environment(s) is/are carrying. 461 * and also updates how much the environment(s) is/are carrying.
343 */ 462 */
344static void 463static void
345add_weight (object *op, sint32 weight) 464adjust_weight (object *op, sint32 sub, sint32 add)
346{ 465{
347 while (op) 466 while (op)
348 { 467 {
349 weight = weight_adjust (op, weight); 468 sint32 ocarrying = op->carrying;
350 469
351 op->carrying += weight; 470 op->carrying -= weight_adjust_for (op, sub);
471 op->carrying += weight_adjust_for (op, add);
472
473 if (object *pl = op->visible_to ())
474 if (pl != op) // player is handled lazily
475 esrv_update_item (UPD_WEIGHT, pl, op);
476
477 sub = ocarrying;
478 add = op->carrying;
479
352 op = op->env; 480 op = op->env;
353 } 481 }
354}
355
356/*
357 * sub_weight() recursively (outwards) subtracts a number from the
358 * weight of an object (and what is carried by it's environment(s)).
359 */
360static void
361sub_weight (object *op, long weight)
362{
363 add_weight (op, -weight);
364} 482}
365 483
366/* 484/*
367 * this is a recursive function which calculates the weight 485 * this is a recursive function which calculates the weight
368 * an object is carrying. It goes through op and figures out how much 486 * an object is carrying. It goes through op and figures out how much
373{ 491{
374 sint32 sum = 0; 492 sint32 sum = 0;
375 493
376 for (object *op = inv; op; op = op->below) 494 for (object *op = inv; op; op = op->below)
377 { 495 {
378 if (op->inv)
379 op->update_weight (); 496 op->update_weight ();
380 497
381 sum += op->total_weight (); 498 sum += weight_adjust_for (this, op->total_weight ());
499 }
500
501 if (sum != carrying)
382 } 502 {
503 if (carrying != sum && carrying)//D
504 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
505 (long long)sum, (long long)carrying, debug_desc ());
383 506
384 carrying = weight_adjust (this, sum); 507 carrying = sum;
385}
386 508
509 if (object *pl = visible_to ())
510 if (pl != this) // player is handled lazily
511 esrv_update_item (UPD_WEIGHT, pl, this);
512 }
513}
514
387/* 515/*
388 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 516 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
389 * Some error messages.
390 * The result of the dump is stored in the static global errmsg array.
391 */ 517 */
392char * 518char *
393dump_object (object *op) 519dump_object (object *op)
394{ 520{
395 if (!op) 521 if (!op)
398 object_freezer freezer; 524 object_freezer freezer;
399 op->write (freezer); 525 op->write (freezer);
400 return freezer.as_string (); 526 return freezer.as_string ();
401} 527}
402 528
403/* 529char *
404 * get_nearest_part(multi-object, object 2) returns the part of the 530object::as_string ()
405 * multi-object 1 which is closest to the second object.
406 * If it's not a multi-object, it is returned.
407 */
408object *
409get_nearest_part (object *op, const object *pl)
410{ 531{
411 object *tmp, *closest; 532 return dump_object (this);
412 int last_dist, i;
413
414 if (op->more == NULL)
415 return op;
416 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
417 if ((i = distance (tmp, pl)) < last_dist)
418 closest = tmp, last_dist = i;
419 return closest;
420} 533}
421 534
422/* 535/*
423 * Returns the object which has the count-variable equal to the argument. 536 * Returns the object which has the count-variable equal to the argument.
537 * VERRRY slow.
424 */ 538 */
425object * 539object *
426find_object (tag_t i) 540find_object (tag_t i)
427{ 541{
428 for_all_objects (op) 542 for_all_objects (op)
431 545
432 return 0; 546 return 0;
433} 547}
434 548
435/* 549/*
550 * Returns the object which has the uuid equal to the argument.
551 * MOAR VERRRY slow.
552 */
553
554object *
555find_object_uuid (UUID i)
556{
557 for_all_objects (op)
558 if (op->uuid == i)
559 return op;
560
561 return 0;
562}
563
564/*
436 * Returns the first object which has a name equal to the argument. 565 * Returns the first object which has a name equal to the argument.
437 * Used only by the patch command, but not all that useful. 566 * Used only by the patch command, but not all that useful.
438 * Enables features like "patch <name-of-other-player> food 999" 567 * Enables features like "patch <name-of-other-player> food 999"
439 */ 568 */
440object * 569object *
441find_object_name (const char *str) 570find_object_name (const char *str)
442{ 571{
443 shstr_cmp str_ (str); 572 shstr_cmp str_ (str);
444 object *op;
445 573
574 if (str_)
446 for_all_objects (op) 575 for_all_objects (op)
447 if (op->name == str_) 576 if (op->name == str_)
448 break; 577 return op;
449 578
450 return op; 579 return 0;
451} 580}
452 581
453/* 582/*
454 * Sets the owner and sets the skill and exp pointers to owner's current 583 * Sets the owner and sets the skill and exp pointers to owner's current
455 * skill and experience objects. 584 * skill and experience objects.
470 } 599 }
471 600
472 this->owner = owner; 601 this->owner = owner;
473} 602}
474 603
475int
476object::slottype () const
477{
478 if (type == SKILL)
479 {
480 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
481 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
482 }
483 else
484 {
485 if (slot [body_combat].info) return slot_combat;
486 if (slot [body_range ].info) return slot_ranged;
487 }
488
489 return slot_none;
490}
491
492bool
493object::change_weapon (object *ob)
494{
495 if (current_weapon == ob)
496 return true;
497
498 if (chosen_skill)
499 chosen_skill->flag [FLAG_APPLIED] = false;
500
501 current_weapon = ob;
502 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
503
504 if (chosen_skill)
505 chosen_skill->flag [FLAG_APPLIED] = true;
506
507 update_stats ();
508
509 if (ob)
510 {
511 // now check wether any body locations became invalid, in which case
512 // we cannot apply the weapon at the moment.
513 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
514 if (slot[i].used < 0)
515 {
516 current_weapon = chosen_skill = 0;
517 update_stats ();
518
519 new_draw_info_format (NDI_UNIQUE, 0, this,
520 "You try to balance all your items at once, "
521 "but the %s is just too much for your body. "
522 "[You need to unapply some items first.]", &ob->name);
523 return false;
524 }
525
526 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
527 }
528 else
529 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
530
531 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
532 {
533 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
534 &name, ob->debug_desc ());
535 return false;
536 }
537
538 return true;
539}
540
541/* Zero the key_values on op, decrementing the shared-string 604/* Zero the key_values on op, decrementing the shared-string
542 * refcounts and freeing the links. 605 * refcounts and freeing the links.
543 */ 606 */
544static void 607static void
545free_key_values (object *op) 608free_key_values (object *op)
553 } 616 }
554 617
555 op->key_values = 0; 618 op->key_values = 0;
556} 619}
557 620
558object & 621/*
559object::operator =(const object &src) 622 * copy_to first frees everything allocated by the dst object,
623 * and then copies the contents of itself into the second
624 * object, allocating what needs to be allocated. Basically, any
625 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
626 * if the first object is freed, the pointers in the new object
627 * will point at garbage.
628 */
629void
630object::copy_to (object *dst)
560{ 631{
561 bool is_freed = flag [FLAG_FREED]; 632 dst->remove ();
562 bool is_removed = flag [FLAG_REMOVED];
563
564 *(object_copy *)this = src; 633 *(object_copy *)dst = *this;
565
566 flag [FLAG_FREED] = is_freed;
567 flag [FLAG_REMOVED] = is_removed; 634 dst->flag [FLAG_REMOVED] = true;
568 635
569 /* Copy over key_values, if any. */ 636 /* Copy over key_values, if any. */
570 if (src.key_values) 637 if (key_values)
571 { 638 {
572 key_value *tail = 0; 639 key_value *tail = 0;
573 key_values = 0; 640 dst->key_values = 0;
574 641
575 for (key_value *i = src.key_values; i; i = i->next) 642 for (key_value *i = key_values; i; i = i->next)
576 { 643 {
577 key_value *new_link = new key_value; 644 key_value *new_link = new key_value;
578 645
579 new_link->next = 0; 646 new_link->next = 0;
580 new_link->key = i->key; 647 new_link->key = i->key;
581 new_link->value = i->value; 648 new_link->value = i->value;
582 649
583 /* Try and be clever here, too. */ 650 /* Try and be clever here, too. */
584 if (!key_values) 651 if (!dst->key_values)
585 { 652 {
586 key_values = new_link; 653 dst->key_values = new_link;
587 tail = new_link; 654 tail = new_link;
588 } 655 }
589 else 656 else
590 { 657 {
591 tail->next = new_link; 658 tail->next = new_link;
592 tail = new_link; 659 tail = new_link;
593 } 660 }
594 } 661 }
595 } 662 }
596}
597 663
598/* 664 dst->activate ();
599 * copy_to first frees everything allocated by the dst object,
600 * and then copies the contents of itself into the second
601 * object, allocating what needs to be allocated. Basically, any
602 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
603 * if the first object is freed, the pointers in the new object
604 * will point at garbage.
605 */
606void
607object::copy_to (object *dst)
608{
609 *dst = *this;
610
611 if (speed < 0)
612 dst->speed_left -= rndm ();
613
614 dst->set_speed (dst->speed);
615} 665}
616 666
617void 667void
618object::instantiate () 668object::instantiate ()
619{ 669{
620 if (!uuid.seq) // HACK 670 if (!uuid.seq) // HACK
621 uuid = UUID::gen (); 671 uuid = UUID::gen ();
622 672
673 // TODO: unclean state changes, should not be done in copy_to AND instantiate
674 if (flag [FLAG_RANDOM_SPEED] && speed)
675 speed_left = - speed - rndm (); // TODO animation
676 else
623 speed_left = -0.1f; 677 speed_left = -1.;
678
624 /* copy the body_info to the body_used - this is only really 679 /* copy the body_info to the body_used - this is only really
625 * need for monsters, but doesn't hurt to do it for everything. 680 * need for monsters, but doesn't hurt to do it for everything.
626 * by doing so, when a monster is created, it has good starting 681 * by doing so, when a monster is created, it has good starting
627 * values for the body_used info, so when items are created 682 * values for the body_used info, so when items are created
628 * for it, they can be properly equipped. 683 * for it, they can be properly equipped.
636object * 691object *
637object::clone () 692object::clone ()
638{ 693{
639 object *neu = create (); 694 object *neu = create ();
640 copy_to (neu); 695 copy_to (neu);
696
697 // TODO: unclean state changes, should not be done in clone AND instantiate
698 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
699 neu->speed_left = - neu->speed - rndm (); // TODO animation
700
701 neu->map = map; // not copied by copy_to
641 return neu; 702 return neu;
642} 703}
643 704
644/* 705/*
645 * If an object with the IS_TURNABLE() flag needs to be turned due 706 * If an object with the IS_TURNABLE() flag needs to be turned due
647 * be called to update the face variable, _and_ how it looks on the map. 708 * be called to update the face variable, _and_ how it looks on the map.
648 */ 709 */
649void 710void
650update_turn_face (object *op) 711update_turn_face (object *op)
651{ 712{
652 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 713 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
653 return; 714 return;
654 715
655 SET_ANIMATION (op, op->direction); 716 SET_ANIMATION (op, op->direction);
656 update_object (op, UP_OBJ_FACE); 717 update_object (op, UP_OBJ_FACE);
657} 718}
662 * This function needs to be called whenever the speed of an object changes. 723 * This function needs to be called whenever the speed of an object changes.
663 */ 724 */
664void 725void
665object::set_speed (float speed) 726object::set_speed (float speed)
666{ 727{
667 if (flag [FLAG_FREED] && speed)
668 {
669 LOG (llevError, "Object %s is freed but has speed.\n", &name);
670 speed = 0;
671 }
672
673 this->speed = speed; 728 this->speed = speed;
674 729
675 if (has_active_speed ()) 730 if (has_active_speed ())
676 activate (); 731 activate ();
677 else 732 else
696 * UP_OBJ_FACE: only the objects face has changed. 751 * UP_OBJ_FACE: only the objects face has changed.
697 */ 752 */
698void 753void
699update_object (object *op, int action) 754update_object (object *op, int action)
700{ 755{
701 if (op == NULL) 756 if (!op)
702 { 757 {
703 /* this should never happen */ 758 /* this should never happen */
704 LOG (llevDebug, "update_object() called for NULL object.\n"); 759 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
705 return; 760 return;
706 } 761 }
707 762
708 if (op->env) 763 if (!op->is_on_map ())
709 { 764 {
710 /* Animation is currently handled by client, so nothing 765 /* Animation is currently handled by client, so nothing
711 * to do in this case. 766 * to do in this case.
712 */ 767 */
713 return; 768 return;
714 } 769 }
715
716 /* If the map is saving, don't do anything as everything is
717 * going to get freed anyways.
718 */
719 if (!op->map || op->map->in_memory == MAP_SAVING)
720 return;
721 770
722 /* make sure the object is within map boundaries */ 771 /* make sure the object is within map boundaries */
723 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 772 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
724 { 773 {
725 LOG (llevError, "update_object() called for object out of map!\n"); 774 LOG (llevError, "update_object() called for object out of map!\n");
733 782
734 if (!(m.flags_ & P_UPTODATE)) 783 if (!(m.flags_ & P_UPTODATE))
735 /* nop */; 784 /* nop */;
736 else if (action == UP_OBJ_INSERT) 785 else if (action == UP_OBJ_INSERT)
737 { 786 {
787#if 0
738 // this is likely overkill, TODO: revisit (schmorp) 788 // this is likely overkill, TODO: revisit (schmorp)
739 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 789 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
740 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 790 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
741 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 791 || (op->is_player () && !(m.flags_ & P_PLAYER))
742 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 792 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
743 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 793 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
744 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 794 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
745 || (m.move_on | op->move_on ) != m.move_on 795 || (m.move_on | op->move_on ) != m.move_on
746 || (m.move_off | op->move_off ) != m.move_off 796 || (m.move_off | op->move_off ) != m.move_off
747 || (m.move_slow | op->move_slow) != m.move_slow 797 || (m.move_slow | op->move_slow) != m.move_slow
748 /* This isn't perfect, but I don't expect a lot of objects to 798 /* This isn't perfect, but I don't expect a lot of objects to
749 * to have move_allow right now. 799 * have move_allow right now.
750 */ 800 */
751 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 801 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
802 m.invalidate ();
803#else
752 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 804 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
753 m.flags_ = 0; 805 m.invalidate ();
806#endif
754 } 807 }
755 /* if the object is being removed, we can't make intelligent 808 /* if the object is being removed, we can't make intelligent
756 * decisions, because remove_ob can't really pass the object 809 * decisions, because remove_ob can't really pass the object
757 * that is being removed. 810 * that is being removed.
758 */ 811 */
759 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 812 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
760 m.flags_ = 0; 813 m.invalidate ();
761 else if (action == UP_OBJ_FACE) 814 else if (action == UP_OBJ_FACE)
762 /* Nothing to do for that case */ ; 815 /* Nothing to do for that case */ ;
763 else 816 else
764 LOG (llevError, "update_object called with invalid action: %d\n", action); 817 LOG (llevError, "update_object called with invalid action: %d\n", action);
765 818
767 update_object (op->more, action); 820 update_object (op->more, action);
768} 821}
769 822
770object::object () 823object::object ()
771{ 824{
772 SET_FLAG (this, FLAG_REMOVED); 825 this->set_flag (FLAG_REMOVED);
773 826
774 expmul = 1.0; 827 //expmul = 1.0; declared const for the time being
775 face = blank_face; 828 face = blank_face;
829 material = MATERIAL_NULL;
776} 830}
777 831
778object::~object () 832object::~object ()
779{ 833{
780 unlink (); 834 unlink ();
781 835
782 free_key_values (this); 836 free_key_values (this);
783} 837}
784
785static int object_count;
786 838
787void object::link () 839void object::link ()
788{ 840{
789 assert (!index);//D 841 assert (!index);//D
790 uuid = UUID::gen (); 842 uuid = UUID::gen ();
791 count = ++object_count;
792 843
793 refcnt_inc (); 844 refcnt_inc ();
794 objects.insert (this); 845 objects.insert (this);
846
847 ++create_count;
848
795} 849}
796 850
797void object::unlink () 851void object::unlink ()
798{ 852{
799 if (!index) 853 if (!index)
800 return; 854 return;
855
856 ++destroy_count;
801 857
802 objects.erase (this); 858 objects.erase (this);
803 refcnt_dec (); 859 refcnt_dec ();
804} 860}
805 861
809 /* If already on active list, don't do anything */ 865 /* If already on active list, don't do anything */
810 if (active) 866 if (active)
811 return; 867 return;
812 868
813 if (has_active_speed ()) 869 if (has_active_speed ())
870 {
871 if (flag [FLAG_FREED])
872 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
873
814 actives.insert (this); 874 actives.insert (this);
875 }
815} 876}
816 877
817void 878void
818object::activate_recursive () 879object::activate_recursive ()
819{ 880{
868object::destroy_inv (bool drop_to_ground) 929object::destroy_inv (bool drop_to_ground)
869{ 930{
870 // need to check first, because the checks below might segfault 931 // need to check first, because the checks below might segfault
871 // as we might be on an invalid mapspace and crossfire code 932 // as we might be on an invalid mapspace and crossfire code
872 // is too buggy to ensure that the inventory is empty. 933 // is too buggy to ensure that the inventory is empty.
873 // corollary: if you create arrows etc. with stuff in tis inventory, 934 // corollary: if you create arrows etc. with stuff in its inventory,
874 // cf will crash below with off-map x and y 935 // cf will crash below with off-map x and y
875 if (!inv) 936 if (!inv)
876 return; 937 return;
877 938
878 /* Only if the space blocks everything do we not process - 939 /* Only if the space blocks everything do we not process -
880 * drop on that space. 941 * drop on that space.
881 */ 942 */
882 if (!drop_to_ground 943 if (!drop_to_ground
883 || !map 944 || !map
884 || map->in_memory != MAP_ACTIVE 945 || map->in_memory != MAP_ACTIVE
885 || map->nodrop 946 || map->no_drop
886 || ms ().move_block == MOVE_ALL) 947 || ms ().move_block == MOVE_ALL)
887 { 948 {
888 while (inv) 949 while (inv)
889 {
890 inv->destroy_inv (drop_to_ground);
891 inv->destroy (); 950 inv->destroy ();
892 }
893 } 951 }
894 else 952 else
895 { /* Put objects in inventory onto this space */ 953 { /* Put objects in inventory onto this space */
896 while (inv) 954 while (inv)
897 { 955 {
908 map->insert (op, x, y); 966 map->insert (op, x, y);
909 } 967 }
910 } 968 }
911} 969}
912 970
971/*
972 * Remove and free all objects in the inventory of the given object.
973 * Unlike destroy_inv, this assumes the *this is destroyed as well
974 * well, so we can (and have to!) take shortcuts.
975 */
976void
977object::destroy_inv_fast ()
978{
979 while (object *op = inv)
980 {
981 // remove from object the fast way
982 op->flag [FLAG_REMOVED] = true;
983 op->env = 0;
984 if ((inv = inv->below))
985 inv->above = 0;
986
987 // then destroy
988 op->destroy ();
989 }
990}
991
992void
993object::freelist_free (int count)
994{
995 while (count-- && freelist)
996 {
997 freelist_item *next = freelist->next;
998 // count is being "destroyed"
999
1000 sfree ((char *)freelist, sizeof (object));
1001
1002 freelist = next;
1003 --free_count;
1004 }
1005}
1006
1007object *
913object *object::create () 1008object::create ()
914{ 1009{
915 object *op = new object; 1010 object *op;
1011
1012 if (freelist)
1013 {
1014 freelist_item li = *freelist;
1015 memset (freelist, 0, sizeof (object));
1016
1017 op = new (freelist) object;
1018 op->count = li.count;
1019
1020 freelist = li.next;
1021 --free_count;
1022 }
1023 else
1024 {
1025 void *ni = salloc0<char> (sizeof (object));
1026
1027 op = new(ni) object;
1028
1029 op->count = ++object_count;
1030 }
1031
916 op->link (); 1032 op->link ();
1033
917 return op; 1034 return op;
918} 1035}
919 1036
920void 1037void
1038object::do_delete ()
1039{
1040 uint32_t count = this->count;
1041
1042 this->~object ();
1043
1044 freelist_item *li = (freelist_item *)this;
1045 li->next = freelist;
1046 li->count = count;
1047
1048 freelist = li;
1049 ++free_count;
1050}
1051
1052static struct freed_map : maptile
1053{
1054 freed_map ()
1055 : maptile (3, 3)
1056 {
1057 path = "<freed objects map>";
1058 name = "/internal/freed_objects_map";
1059 no_drop = 1;
1060 no_reset = 1;
1061
1062 in_memory = MAP_ACTIVE;
1063 }
1064
1065 ~freed_map ()
1066 {
1067 destroy ();
1068 }
1069} freed_map; // freed objects are moved here to avoid crashes
1070
1071void
921object::do_destroy () 1072object::do_destroy ()
922{ 1073{
923 attachable::do_destroy ();
924
925 if (flag [FLAG_IS_LINKED]) 1074 if (flag [FLAG_IS_LINKED])
926 remove_button_link (this); 1075 remove_link ();
927 1076
928 if (flag [FLAG_FRIENDLY]) 1077 if (flag [FLAG_FRIENDLY])
929 remove_friendly_object (this); 1078 remove_friendly_object (this);
930 1079
931 if (!flag [FLAG_REMOVED])
932 remove (); 1080 remove ();
933 1081
934 destroy_inv (true); 1082 attachable::do_destroy ();
935 1083
936 deactivate (); 1084 deactivate ();
937 unlink (); 1085 unlink ();
938 1086
939 flag [FLAG_FREED] = 1; 1087 flag [FLAG_FREED] = 1;
940 1088
941 // hack to ensure that freed objects still have a valid map 1089 // hack to ensure that freed objects still have a valid map
942 {
943 static maptile *freed_map; // freed objects are moved here to avoid crashes
944
945 if (!freed_map)
946 {
947 freed_map = new maptile;
948
949 freed_map->path = "<freed objects map>";
950 freed_map->name = "/internal/freed_objects_map";
951 freed_map->width = 3;
952 freed_map->height = 3;
953 freed_map->nodrop = 1;
954
955 freed_map->alloc ();
956 freed_map->in_memory = MAP_ACTIVE;
957 }
958
959 map = freed_map; 1090 map = &freed_map;
960 x = 1; 1091 x = 1;
961 y = 1; 1092 y = 1;
962 }
963 1093
964 if (more) 1094 if (more)
965 { 1095 {
966 more->destroy (); 1096 more->destroy ();
967 more = 0; 1097 more = 0;
975 attacked_by = 0; 1105 attacked_by = 0;
976 current_weapon = 0; 1106 current_weapon = 0;
977} 1107}
978 1108
979void 1109void
980object::destroy (bool destroy_inventory) 1110object::destroy ()
981{ 1111{
982 if (destroyed ()) 1112 if (destroyed ())
983 return; 1113 return;
984 1114
985 if (destroy_inventory) 1115 if (!is_head () && !head->destroyed ())
1116 {
1117 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1118 head->destroy ();
1119 return;
1120 }
1121
986 destroy_inv (false); 1122 destroy_inv_fast ();
987 1123
988 if (is_head ()) 1124 if (is_head ())
989 if (sound_destroy) 1125 if (sound_destroy)
990 play_sound (sound_destroy); 1126 play_sound (sound_destroy);
991 else if (flag [FLAG_MONSTER]) 1127 else if (flag [FLAG_MONSTER])
1002 * the previous environment. 1138 * the previous environment.
1003 */ 1139 */
1004void 1140void
1005object::do_remove () 1141object::do_remove ()
1006{ 1142{
1007 object *tmp, *last = 0; 1143 if (flag [FLAG_REMOVED])
1008 object *otmp;
1009
1010 if (QUERY_FLAG (this, FLAG_REMOVED))
1011 return; 1144 return;
1012 1145
1013 SET_FLAG (this, FLAG_REMOVED);
1014 INVOKE_OBJECT (REMOVE, this); 1146 INVOKE_OBJECT (REMOVE, this);
1147
1148 flag [FLAG_REMOVED] = true;
1015 1149
1016 if (more) 1150 if (more)
1017 more->remove (); 1151 more->remove ();
1018 1152
1019 /* 1153 /*
1020 * In this case, the object to be removed is in someones 1154 * In this case, the object to be removed is in someones
1021 * inventory. 1155 * inventory.
1022 */ 1156 */
1023 if (env) 1157 if (env)
1024 { 1158 {
1025 if (nrof) 1159 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1026 sub_weight (env, weight * nrof); 1160 if (object *pl = visible_to ())
1027 else 1161 esrv_del_item (pl->contr, count);
1028 sub_weight (env, weight + carrying); 1162 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1029 1163
1030 /* NO_FIX_PLAYER is set when a great many changes are being 1164 adjust_weight (env, total_weight (), 0);
1031 * made to players inventory. If set, avoiding the call
1032 * to save cpu time.
1033 */
1034 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1035 otmp->update_stats ();
1036 1165
1037 if (above) 1166 object *pl = in_player ();
1038 above->below = below;
1039 else
1040 env->inv = below;
1041
1042 if (below)
1043 below->above = above;
1044 1167
1045 /* we set up values so that it could be inserted into 1168 /* we set up values so that it could be inserted into
1046 * the map, but we don't actually do that - it is up 1169 * the map, but we don't actually do that - it is up
1047 * to the caller to decide what we want to do. 1170 * to the caller to decide what we want to do.
1048 */ 1171 */
1049 x = env->x, y = env->y;
1050 map = env->map; 1172 map = env->map;
1051 above = 0, below = 0; 1173 x = env->x;
1174 y = env->y;
1175
1176 // make sure cmov optimisation is applicable
1177 *(above ? &above->below : &env->inv) = below;
1178 *(below ? &below->above : &above ) = above; // &above is just a dummy
1179
1180 above = 0;
1181 below = 0;
1052 env = 0; 1182 env = 0;
1183
1184 if (pl && pl->is_player ())
1185 {
1186 if (expect_false (pl->contr->combat_ob == this))
1187 {
1188 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1189 pl->contr->combat_ob = 0;
1190 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1191 }
1192
1193 if (expect_false (pl->contr->ranged_ob == this))
1194 {
1195 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1196 pl->contr->ranged_ob = 0;
1197 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1198 }
1199
1200 pl->contr->queue_stats_update ();
1201
1202 if (expect_false (glow_radius) && pl->is_on_map ())
1203 update_all_los (pl->map, pl->x, pl->y);
1204 }
1053 } 1205 }
1054 else if (map) 1206 else if (map)
1055 { 1207 {
1056 if (type == PLAYER)
1057 {
1058 // leaving a spot always closes any open container on the ground
1059 if (container && !container->env)
1060 // this causes spurious floorbox updates, but it ensures
1061 // that the CLOSE event is being sent.
1062 close_container ();
1063
1064 --map->players;
1065 map->touch ();
1066 }
1067
1068 map->dirty = true; 1208 map->dirty = true;
1069 mapspace &ms = this->ms (); 1209 mapspace &ms = this->ms ();
1070 1210
1211 if (object *pl = ms.player ())
1212 {
1213 if (is_player ())
1214 {
1215 if (!flag [FLAG_WIZPASS])
1216 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1217
1218 // leaving a spot always closes any open container on the ground
1219 if (container && !container->env)
1220 // this causes spurious floorbox updates, but it ensures
1221 // that the CLOSE event is being sent.
1222 close_container ();
1223
1224 --map->players;
1225 map->touch ();
1226 }
1227 else if (pl->container_ () == this)
1228 {
1229 // removing a container should close it
1230 close_container ();
1231 }
1232 else
1233 esrv_del_item (pl->contr, count);
1234 }
1235
1071 /* link the object above us */ 1236 /* link the object above us */
1072 if (above) 1237 // re-link, make sure compiler can easily use cmove
1073 above->below = below; 1238 *(above ? &above->below : &ms.top) = below;
1074 else 1239 *(below ? &below->above : &ms.bot) = above;
1075 ms.top = below; /* we were top, set new top */
1076
1077 /* Relink the object below us, if there is one */
1078 if (below)
1079 below->above = above;
1080 else
1081 {
1082 /* Nothing below, which means we need to relink map object for this space
1083 * use translated coordinates in case some oddness with map tiling is
1084 * evident
1085 */
1086 if (GET_MAP_OB (map, x, y) != this)
1087 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1088
1089 ms.bot = above; /* goes on above it. */
1090 }
1091 1240
1092 above = 0; 1241 above = 0;
1093 below = 0; 1242 below = 0;
1094 1243
1244 ms.invalidate ();
1245
1095 if (map->in_memory == MAP_SAVING) 1246 if (map->in_memory == MAP_SAVING)
1096 return; 1247 return;
1097 1248
1098 int check_walk_off = !flag [FLAG_NO_APPLY]; 1249 int check_walk_off = !flag [FLAG_NO_APPLY];
1099 1250
1100 if (object *pl = ms.player ()) 1251 if (object *pl = ms.player ())
1101 { 1252 {
1102 if (pl->container == this) 1253 if (pl->container_ () == this)
1103 /* If a container that the player is currently using somehow gets 1254 /* If a container that the player is currently using somehow gets
1104 * removed (most likely destroyed), update the player view 1255 * removed (most likely destroyed), update the player view
1105 * appropriately. 1256 * appropriately.
1106 */ 1257 */
1107 pl->close_container (); 1258 pl->close_container ();
1108 1259
1260 //TODO: the floorbox prev/next might need updating
1261 //esrv_del_item (pl->contr, count);
1262 //TODO: update floorbox to preserve ordering
1263 if (pl->contr->ns)
1109 pl->contr->ns->floorbox_update (); 1264 pl->contr->ns->floorbox_update ();
1110 } 1265 }
1111 1266
1267 if (check_walk_off)
1112 for (tmp = ms.bot; tmp; tmp = tmp->above) 1268 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1113 { 1269 {
1270 above = tmp->above;
1271
1114 /* No point updating the players look faces if he is the object 1272 /* No point updating the players look faces if he is the object
1115 * being removed. 1273 * being removed.
1116 */ 1274 */
1117 1275
1118 /* See if object moving off should effect something */ 1276 /* See if object moving off should effect something */
1119 if (check_walk_off
1120 && ((move_type & tmp->move_off) 1277 if ((move_type & tmp->move_off)
1121 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1278 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1122 {
1123 move_apply (tmp, this, 0); 1279 move_apply (tmp, this, 0);
1124
1125 if (destroyed ())
1126 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1127 } 1280 }
1128 1281
1129 last = tmp; 1282 if (affects_los ())
1130 }
1131
1132 /* last == NULL if there are no objects on this space */
1133 //TODO: this makes little sense, why only update the topmost object?
1134 if (!last)
1135 map->at (x, y).flags_ = 0;
1136 else
1137 update_object (last, UP_OBJ_REMOVE);
1138
1139 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1140 update_all_los (map, x, y); 1283 update_all_los (map, x, y);
1141 } 1284 }
1142} 1285}
1143 1286
1144/* 1287/*
1158 if (!top) 1301 if (!top)
1159 for (top = op; top && top->above; top = top->above) 1302 for (top = op; top && top->above; top = top->above)
1160 ; 1303 ;
1161 1304
1162 for (; top; top = top->below) 1305 for (; top; top = top->below)
1163 {
1164 if (top == op)
1165 continue;
1166
1167 if (object::can_merge (op, top)) 1306 if (object::can_merge (op, top))
1168 { 1307 {
1169 top->nrof += op->nrof; 1308 top->nrof += op->nrof;
1170 1309
1171/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1310 if (object *pl = top->visible_to ())
1172 op->weight = 0; /* Don't want any adjustements now */ 1311 esrv_update_item (UPD_NROF, pl, top);
1312
1313 op->weight = 0; // cancel the addition above
1314 op->carrying = 0; // must be 0 already
1315
1173 op->destroy (); 1316 op->destroy ();
1317
1174 return top; 1318 return top;
1175 } 1319 }
1176 }
1177 1320
1178 return 0; 1321 return 0;
1179} 1322}
1180 1323
1181void 1324void
1186 1329
1187 object *prev = this; 1330 object *prev = this;
1188 1331
1189 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1332 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1190 { 1333 {
1191 object *op = arch_to_object (at); 1334 object *op = at->instance ();
1192 1335
1193 op->name = name; 1336 op->name = name;
1194 op->name_pl = name_pl; 1337 op->name_pl = name_pl;
1195 op->title = title; 1338 op->title = title;
1196 1339
1206 * job preparing multi-part monsters. 1349 * job preparing multi-part monsters.
1207 */ 1350 */
1208object * 1351object *
1209insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1352insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1210{ 1353{
1354 op->remove ();
1355
1211 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1356 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1212 { 1357 {
1213 tmp->x = x + tmp->arch->x; 1358 tmp->x = x + tmp->arch->x;
1214 tmp->y = y + tmp->arch->y; 1359 tmp->y = y + tmp->arch->y;
1215 } 1360 }
1232 * Passing 0 for flag gives proper default values, so flag really only needs 1377 * Passing 0 for flag gives proper default values, so flag really only needs
1233 * to be set if special handling is needed. 1378 * to be set if special handling is needed.
1234 * 1379 *
1235 * Return value: 1380 * Return value:
1236 * new object if 'op' was merged with other object 1381 * new object if 'op' was merged with other object
1237 * NULL if 'op' was destroyed 1382 * NULL if there was an error (destroyed, blocked etc.)
1238 * just 'op' otherwise 1383 * just 'op' otherwise
1239 */ 1384 */
1240object * 1385object *
1241insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1386insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1242{ 1387{
1243 assert (!op->flag [FLAG_FREED]);
1244
1245 object *top, *floor = NULL;
1246
1247 op->remove (); 1388 op->remove ();
1389
1390 if (m == &freed_map)//D TODO: remove soon
1391 {//D
1392 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1393 }//D
1248 1394
1249 /* Ideally, the caller figures this out. However, it complicates a lot 1395 /* Ideally, the caller figures this out. However, it complicates a lot
1250 * of areas of callers (eg, anything that uses find_free_spot would now 1396 * of areas of callers (eg, anything that uses find_free_spot would now
1251 * need extra work 1397 * need extra work
1252 */ 1398 */
1399 maptile *newmap = m;
1253 if (!xy_normalise (m, op->x, op->y)) 1400 if (!xy_normalise (newmap, op->x, op->y))
1254 { 1401 {
1255 op->destroy (); 1402 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1256 return 0; 1403 return 0;
1257 } 1404 }
1258 1405
1259 if (object *more = op->more) 1406 if (object *more = op->more)
1260 if (!insert_ob_in_map (more, m, originator, flag)) 1407 if (!insert_ob_in_map (more, m, originator, flag))
1261 return 0; 1408 return 0;
1262 1409
1263 CLEAR_FLAG (op, FLAG_REMOVED); 1410 op->flag [FLAG_REMOVED] = false;
1264 1411 op->env = 0;
1265 op->map = m; 1412 op->map = newmap;
1413
1266 mapspace &ms = op->ms (); 1414 mapspace &ms = op->ms ();
1267 1415
1268 /* this has to be done after we translate the coordinates. 1416 /* this has to be done after we translate the coordinates.
1269 */ 1417 */
1270 if (op->nrof && !(flag & INS_NO_MERGE)) 1418 if (op->nrof && !(flag & INS_NO_MERGE))
1271 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1419 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1272 if (object::can_merge (op, tmp)) 1420 if (object::can_merge (op, tmp))
1273 { 1421 {
1422 // TODO: we actually want to update tmp, not op,
1423 // but some caller surely breaks when we return tmp
1424 // from here :/
1274 op->nrof += tmp->nrof; 1425 op->nrof += tmp->nrof;
1275 tmp->destroy (); 1426 tmp->destroy ();
1276 } 1427 }
1277 1428
1278 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1429 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1279 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1430 op->clr_flag (FLAG_INV_LOCKED);
1280 1431
1281 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1432 if (!op->flag [FLAG_ALIVE])
1282 CLEAR_FLAG (op, FLAG_NO_STEAL); 1433 op->clr_flag (FLAG_NO_STEAL);
1283 1434
1284 if (flag & INS_BELOW_ORIGINATOR) 1435 if (flag & INS_BELOW_ORIGINATOR)
1285 { 1436 {
1286 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1437 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1287 { 1438 {
1288 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1439 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1289 abort (); 1440 abort ();
1290 } 1441 }
1291 1442
1443 if (!originator->is_on_map ())
1444 {
1445 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1446 op->debug_desc (), originator->debug_desc ());
1447 abort ();
1448 }
1449
1292 op->above = originator; 1450 op->above = originator;
1293 op->below = originator->below; 1451 op->below = originator->below;
1294
1295 if (op->below)
1296 op->below->above = op;
1297 else
1298 ms.bot = op;
1299
1300 /* since *below* originator, no need to update top */
1301 originator->below = op; 1452 originator->below = op;
1453
1454 *(op->below ? &op->below->above : &ms.bot) = op;
1302 } 1455 }
1303 else 1456 else
1304 { 1457 {
1305 top = ms.bot; 1458 object *floor = 0;
1459 object *top = ms.top;
1306 1460
1307 /* If there are other objects, then */ 1461 /* If there are other objects, then */
1308 if (top) 1462 if (top)
1309 { 1463 {
1310 object *last = 0;
1311
1312 /* 1464 /*
1313 * If there are multiple objects on this space, we do some trickier handling. 1465 * If there are multiple objects on this space, we do some trickier handling.
1314 * We've already dealt with merging if appropriate. 1466 * We've already dealt with merging if appropriate.
1315 * Generally, we want to put the new object on top. But if 1467 * Generally, we want to put the new object on top. But if
1316 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1468 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1319 * once we get to them. This reduces the need to traverse over all of 1471 * once we get to them. This reduces the need to traverse over all of
1320 * them when adding another one - this saves quite a bit of cpu time 1472 * them when adding another one - this saves quite a bit of cpu time
1321 * when lots of spells are cast in one area. Currently, it is presumed 1473 * when lots of spells are cast in one area. Currently, it is presumed
1322 * that flying non pickable objects are spell objects. 1474 * that flying non pickable objects are spell objects.
1323 */ 1475 */
1324 for (top = ms.bot; top; top = top->above) 1476 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1325 { 1477 {
1326 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1478 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1327 floor = top; 1479 floor = tmp;
1328 1480
1329 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1481 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1330 { 1482 {
1331 /* We insert above top, so we want this object below this */ 1483 /* We insert above top, so we want this object below this */
1332 top = top->below; 1484 top = tmp->below;
1333 break; 1485 break;
1334 } 1486 }
1335 1487
1336 last = top; 1488 top = tmp;
1337 } 1489 }
1338
1339 /* Don't want top to be NULL, so set it to the last valid object */
1340 top = last;
1341 1490
1342 /* We let update_position deal with figuring out what the space 1491 /* We let update_position deal with figuring out what the space
1343 * looks like instead of lots of conditions here. 1492 * looks like instead of lots of conditions here.
1344 * makes things faster, and effectively the same result. 1493 * makes things faster, and effectively the same result.
1345 */ 1494 */
1352 */ 1501 */
1353 if (!(flag & INS_ON_TOP) 1502 if (!(flag & INS_ON_TOP)
1354 && ms.flags () & P_BLOCKSVIEW 1503 && ms.flags () & P_BLOCKSVIEW
1355 && (op->face && !faces [op->face].visibility)) 1504 && (op->face && !faces [op->face].visibility))
1356 { 1505 {
1506 object *last;
1507
1357 for (last = top; last != floor; last = last->below) 1508 for (last = top; last != floor; last = last->below)
1358 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1509 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1359 break; 1510 break;
1360 1511
1361 /* Check to see if we found the object that blocks view, 1512 /* Check to see if we found the object that blocks view,
1362 * and make sure we have a below pointer for it so that 1513 * and make sure we have a below pointer for it so that
1363 * we can get inserted below this one, which requires we 1514 * we can get inserted below this one, which requires we
1369 } /* If objects on this space */ 1520 } /* If objects on this space */
1370 1521
1371 if (flag & INS_ABOVE_FLOOR_ONLY) 1522 if (flag & INS_ABOVE_FLOOR_ONLY)
1372 top = floor; 1523 top = floor;
1373 1524
1374 /* Top is the object that our object (op) is going to get inserted above. 1525 // insert object above top, or bottom-most if top = 0
1375 */
1376
1377 /* First object on this space */
1378 if (!top) 1526 if (!top)
1379 { 1527 {
1528 op->below = 0;
1380 op->above = ms.bot; 1529 op->above = ms.bot;
1381
1382 if (op->above)
1383 op->above->below = op;
1384
1385 op->below = 0;
1386 ms.bot = op; 1530 ms.bot = op;
1531
1532 *(op->above ? &op->above->below : &ms.top) = op;
1387 } 1533 }
1388 else 1534 else
1389 { /* get inserted into the stack above top */ 1535 {
1390 op->above = top->above; 1536 op->above = top->above;
1391
1392 if (op->above)
1393 op->above->below = op; 1537 top->above = op;
1394 1538
1395 op->below = top; 1539 op->below = top;
1396 top->above = op; 1540 *(op->above ? &op->above->below : &ms.top) = op;
1397 } 1541 }
1542 }
1398 1543
1399 if (!op->above) 1544 if (op->is_player ())
1400 ms.top = op;
1401 } /* else not INS_BELOW_ORIGINATOR */
1402
1403 if (op->type == PLAYER)
1404 { 1545 {
1405 op->contr->do_los = 1; 1546 op->contr->do_los = 1;
1406 ++op->map->players; 1547 ++op->map->players;
1407 op->map->touch (); 1548 op->map->touch ();
1408 } 1549 }
1409 1550
1410 op->map->dirty = true; 1551 op->map->dirty = true;
1411 1552
1412 if (object *pl = ms.player ()) 1553 if (object *pl = ms.player ())
1554 //TODO: the floorbox prev/next might need updating
1555 //esrv_send_item (pl, op);
1556 //TODO: update floorbox to preserve ordering
1557 if (pl->contr->ns)
1413 pl->contr->ns->floorbox_update (); 1558 pl->contr->ns->floorbox_update ();
1414 1559
1415 /* If this object glows, it may affect lighting conditions that are 1560 /* If this object glows, it may affect lighting conditions that are
1416 * visible to others on this map. But update_all_los is really 1561 * visible to others on this map. But update_all_los is really
1417 * an inefficient way to do this, as it means los for all players 1562 * an inefficient way to do this, as it means los for all players
1418 * on the map will get recalculated. The players could very well 1563 * on the map will get recalculated. The players could very well
1419 * be far away from this change and not affected in any way - 1564 * be far away from this change and not affected in any way -
1420 * this should get redone to only look for players within range, 1565 * this should get redone to only look for players within range,
1421 * or just updating the P_UPTODATE for spaces within this area 1566 * or just updating the P_UPTODATE for spaces within this area
1422 * of effect may be sufficient. 1567 * of effect may be sufficient.
1423 */ 1568 */
1424 if (op->map->darkness && (op->glow_radius != 0)) 1569 if (op->affects_los ())
1570 {
1571 op->ms ().invalidate ();
1425 update_all_los (op->map, op->x, op->y); 1572 update_all_los (op->map, op->x, op->y);
1573 }
1426 1574
1427 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1575 /* updates flags (blocked, alive, no magic, etc) for this map space */
1428 update_object (op, UP_OBJ_INSERT); 1576 update_object (op, UP_OBJ_INSERT);
1429 1577
1430 INVOKE_OBJECT (INSERT, op); 1578 INVOKE_OBJECT (INSERT, op);
1437 * blocked() and wall() work properly), and these flags are updated by 1585 * blocked() and wall() work properly), and these flags are updated by
1438 * update_object(). 1586 * update_object().
1439 */ 1587 */
1440 1588
1441 /* if this is not the head or flag has been passed, don't check walk on status */ 1589 /* if this is not the head or flag has been passed, don't check walk on status */
1442 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1590 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1443 { 1591 {
1444 if (check_move_on (op, originator)) 1592 if (check_move_on (op, originator, flag))
1445 return 0; 1593 return 0;
1446 1594
1447 /* If we are a multi part object, lets work our way through the check 1595 /* If we are a multi part object, let's work our way through the check
1448 * walk on's. 1596 * walk on's.
1449 */ 1597 */
1450 for (object *tmp = op->more; tmp; tmp = tmp->more) 1598 for (object *tmp = op->more; tmp; tmp = tmp->more)
1451 if (check_move_on (tmp, originator)) 1599 if (check_move_on (tmp, originator, flag))
1452 return 0; 1600 return 0;
1453 } 1601 }
1454 1602
1455 return op; 1603 return op;
1456} 1604}
1458/* this function inserts an object in the map, but if it 1606/* this function inserts an object in the map, but if it
1459 * finds an object of its own type, it'll remove that one first. 1607 * finds an object of its own type, it'll remove that one first.
1460 * op is the object to insert it under: supplies x and the map. 1608 * op is the object to insert it under: supplies x and the map.
1461 */ 1609 */
1462void 1610void
1463replace_insert_ob_in_map (const char *arch_string, object *op) 1611replace_insert_ob_in_map (shstr_tmp archname, object *op)
1464{ 1612{
1465 object *tmp, *tmp1;
1466
1467 /* first search for itself and remove any old instances */ 1613 /* first search for itself and remove any old instances */
1468 1614
1469 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1615 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1470 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1616 if (tmp->arch->archname == archname) /* same archetype */
1471 tmp->destroy (); 1617 tmp->destroy ();
1472 1618
1473 tmp1 = arch_to_object (archetype::find (arch_string)); 1619 object *tmp = archetype::find (archname)->instance ();
1474 1620
1475 tmp1->x = op->x; 1621 tmp->x = op->x;
1476 tmp1->y = op->y; 1622 tmp->y = op->y;
1623
1477 insert_ob_in_map (tmp1, op->map, op, 0); 1624 insert_ob_in_map (tmp, op->map, op, 0);
1478} 1625}
1479 1626
1480object * 1627object *
1481object::insert_at (object *where, object *originator, int flags) 1628object::insert_at (object *where, object *originator, int flags)
1482{ 1629{
1484 return where->env->insert (this); 1631 return where->env->insert (this);
1485 else 1632 else
1486 return where->map->insert (this, where->x, where->y, originator, flags); 1633 return where->map->insert (this, where->x, where->y, originator, flags);
1487} 1634}
1488 1635
1489/* 1636// check whether we can put this into the map, respect max_volume, max_items
1490 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1637bool
1491 * is returned contains nr objects, and the remaining parts contains 1638object::can_drop_at (maptile *m, int x, int y, object *originator)
1492 * the rest (or is removed and freed if that number is 0).
1493 * On failure, NULL is returned, and the reason put into the
1494 * global static errmsg array.
1495 */
1496object *
1497get_split_ob (object *orig_ob, uint32 nr)
1498{ 1639{
1499 object *newob; 1640 mapspace &ms = m->at (x, y);
1500 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1501 1641
1502 if (orig_ob->nrof < nr) 1642 int items = ms.items ();
1503 {
1504 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1505 return NULL;
1506 }
1507 1643
1508 newob = object_create_clone (orig_ob); 1644 if (!items // testing !items ensures we can drop at least one item
1645 || (items < m->max_items
1646 && ms.volume () < m->max_volume))
1647 return true;
1509 1648
1510 if ((orig_ob->nrof -= nr) < 1) 1649 if (originator && originator->is_player ())
1511 orig_ob->destroy (1); 1650 originator->contr->failmsgf (
1512 else if (!is_removed) 1651 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1513 { 1652 query_name ()
1514 if (orig_ob->env != NULL) 1653 );
1515 sub_weight (orig_ob->env, orig_ob->weight * nr);
1516 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_ACTIVE)
1517 {
1518 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1519 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1520 return NULL;
1521 }
1522 }
1523 1654
1524 newob->nrof = nr; 1655 return false;
1525
1526 return newob;
1527} 1656}
1528 1657
1529/* 1658/*
1530 * decrease_ob_nr(object, number) decreases a specified number from 1659 * decrease(object, number) decreases a specified number from
1531 * the amount of an object. If the amount reaches 0, the object 1660 * the amount of an object. If the amount reaches 0, the object
1532 * is subsequently removed and freed. 1661 * is subsequently removed and freed.
1533 * 1662 *
1534 * Return value: 'op' if something is left, NULL if the amount reached 0 1663 * Return value: 'op' if something is left, NULL if the amount reached 0
1535 */ 1664 */
1665bool
1666object::decrease (sint32 nr)
1667{
1668 if (!nr)
1669 return true;
1670
1671 nr = min (nr, nrof);
1672
1673 if (nrof > nr)
1674 {
1675 sint64 oweight = total_weight ();
1676
1677 nrof -= nr;
1678
1679 if (object *pl = visible_to ())
1680 esrv_update_item (UPD_NROF, pl, this);
1681
1682 adjust_weight (env, oweight, total_weight ());
1683
1684 return true;
1685 }
1686 else
1687 {
1688 destroy ();
1689 return false;
1690 }
1691}
1692
1693/*
1694 * split(ob,nr) splits up ob into two parts. The part which
1695 * is returned contains nr objects, and the remaining parts contains
1696 * the rest (or is removed and returned if that number is 0).
1697 * On failure, NULL is returned.
1698 */
1536object * 1699object *
1537decrease_ob_nr (object *op, uint32 i) 1700object::split (sint32 nr)
1538{ 1701{
1539 object *tmp; 1702 int have = number_of ();
1540 1703
1541 if (i == 0) /* objects with op->nrof require this check */ 1704 if (have < nr)
1542 return op; 1705 return 0;
1543 1706 else if (have == nr)
1544 if (i > op->nrof)
1545 i = op->nrof;
1546
1547 if (QUERY_FLAG (op, FLAG_REMOVED))
1548 op->nrof -= i;
1549 else if (op->env)
1550 { 1707 {
1551 /* is this object in the players inventory, or sub container
1552 * therein?
1553 */
1554 tmp = op->in_player ();
1555 /* nope. Is this a container the player has opened?
1556 * If so, set tmp to that player.
1557 * IMO, searching through all the players will mostly
1558 * likely be quicker than following op->env to the map,
1559 * and then searching the map for a player.
1560 */
1561 if (!tmp)
1562 for_all_players (pl)
1563 if (pl->ob->container == op->env)
1564 {
1565 tmp = pl->ob;
1566 break;
1567 }
1568
1569 if (i < op->nrof)
1570 {
1571 sub_weight (op->env, op->weight * i);
1572 op->nrof -= i;
1573 if (tmp)
1574 esrv_send_item (tmp, op);
1575 }
1576 else
1577 {
1578 op->remove (); 1708 remove ();
1579 op->nrof = 0; 1709 return this;
1580 if (tmp)
1581 esrv_del_item (tmp->contr, op->count);
1582 }
1583 } 1710 }
1584 else 1711 else
1585 { 1712 {
1586 object *above = op->above; 1713 decrease (nr);
1587 1714
1588 if (i < op->nrof) 1715 object *op = deep_clone ();
1589 op->nrof -= i; 1716 op->nrof = nr;
1590 else
1591 {
1592 op->remove ();
1593 op->nrof = 0;
1594 }
1595
1596 /* Since we just removed op, op->above is null */
1597 for (tmp = above; tmp; tmp = tmp->above)
1598 if (tmp->type == PLAYER)
1599 {
1600 if (op->nrof)
1601 esrv_send_item (tmp, op);
1602 else
1603 esrv_del_item (tmp->contr, op->count);
1604 }
1605 }
1606
1607 if (op->nrof)
1608 return op; 1717 return op;
1609 else
1610 {
1611 op->destroy ();
1612 return 0;
1613 } 1718 }
1614} 1719}
1615 1720
1616object * 1721object *
1617insert_ob_in_ob (object *op, object *where) 1722insert_ob_in_ob (object *op, object *where)
1642 * be != op, if items are merged. -Tero 1747 * be != op, if items are merged. -Tero
1643 */ 1748 */
1644object * 1749object *
1645object::insert (object *op) 1750object::insert (object *op)
1646{ 1751{
1647 if (!QUERY_FLAG (op, FLAG_REMOVED))
1648 op->remove ();
1649
1650 if (op->more) 1752 if (op->more)
1651 { 1753 {
1652 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1754 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1653 return op; 1755 return op;
1654 } 1756 }
1655 1757
1656 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1758 op->remove ();
1657 CLEAR_FLAG (op, FLAG_REMOVED); 1759
1760 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1658 1761
1659 if (op->nrof) 1762 if (op->nrof)
1660 {
1661 for (object *tmp = inv; tmp; tmp = tmp->below) 1763 for (object *tmp = inv; tmp; tmp = tmp->below)
1662 if (object::can_merge (tmp, op)) 1764 if (object::can_merge (tmp, op))
1663 { 1765 {
1664 /* return the original object and remove inserted object 1766 /* return the original object and remove inserted object
1665 (client needs the original object) */ 1767 (client prefers the original object) */
1768
1769 // carring must be 0 for mergable objects
1770 sint64 oweight = tmp->weight * tmp->nrof;
1771
1666 tmp->nrof += op->nrof; 1772 tmp->nrof += op->nrof;
1667 /* Weight handling gets pretty funky. Since we are adding to 1773
1668 * tmp->nrof, we need to increase the weight. 1774 if (object *pl = tmp->visible_to ())
1669 */ 1775 esrv_update_item (UPD_NROF, pl, tmp);
1776
1670 add_weight (this, op->weight * op->nrof); 1777 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1671 SET_FLAG (op, FLAG_REMOVED); 1778
1672 op->destroy (); /* free the inserted object */ 1779 op->destroy ();
1673 op = tmp; 1780 op = tmp;
1674 op->remove (); /* and fix old object's links */ 1781 goto inserted;
1675 CLEAR_FLAG (op, FLAG_REMOVED);
1676 break;
1677 } 1782 }
1678 1783
1679 /* I assume combined objects have no inventory
1680 * We add the weight - this object could have just been removed
1681 * (if it was possible to merge). calling remove_ob will subtract
1682 * the weight, so we need to add it in again, since we actually do
1683 * the linking below
1684 */
1685 add_weight (this, op->weight * op->nrof);
1686 }
1687 else
1688 add_weight (this, (op->weight + op->carrying));
1689
1690 if (object *otmp = this->in_player ())
1691 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1692 otmp->update_stats ();
1693
1694 op->owner = 0; // its his/hers now. period. 1784 op->owner = 0; // it's his/hers now. period.
1695 op->map = 0; 1785 op->map = 0;
1786 op->x = 0;
1787 op->y = 0;
1788
1789 op->above = 0;
1790 op->below = inv;
1696 op->env = this; 1791 op->env = this;
1697 op->above = 0;
1698 op->below = 0;
1699 op->x = op->y = 0;
1700 1792
1793 if (inv)
1794 inv->above = op;
1795
1796 inv = op;
1797
1798 op->flag [FLAG_REMOVED] = 0;
1799
1800 if (object *pl = op->visible_to ())
1801 esrv_send_item (pl, op);
1802
1803 adjust_weight (this, 0, op->total_weight ());
1804
1805inserted:
1701 /* reset the light list and los of the players on the map */ 1806 /* reset the light list and los of the players on the map */
1702 if (op->glow_radius && map) 1807 if (op->glow_radius && is_on_map ())
1703 { 1808 {
1704#ifdef DEBUG_LIGHTS 1809 update_stats ();
1705 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1706#endif /* DEBUG_LIGHTS */
1707 if (map->darkness)
1708 update_all_los (map, x, y); 1810 update_all_los (map, x, y);
1709 }
1710
1711 /* Client has no idea of ordering so lets not bother ordering it here.
1712 * It sure simplifies this function...
1713 */
1714 if (!inv)
1715 inv = op;
1716 else
1717 { 1811 }
1718 op->below = inv; 1812 else if (is_player ())
1719 op->below->above = op; 1813 // if this is a player's inventory, update stats
1720 inv = op; 1814 contr->queue_stats_update ();
1721 }
1722 1815
1723 INVOKE_OBJECT (INSERT, this); 1816 INVOKE_OBJECT (INSERT, this);
1724 1817
1725 return op; 1818 return op;
1726} 1819}
1744 * MSW 2001-07-08: Check all objects on space, not just those below 1837 * MSW 2001-07-08: Check all objects on space, not just those below
1745 * object being inserted. insert_ob_in_map may not put new objects 1838 * object being inserted. insert_ob_in_map may not put new objects
1746 * on top. 1839 * on top.
1747 */ 1840 */
1748int 1841int
1749check_move_on (object *op, object *originator) 1842check_move_on (object *op, object *originator, int flags)
1750{ 1843{
1844 if (op->flag [FLAG_NO_APPLY])
1845 return 0;
1846
1751 object *tmp; 1847 object *tmp;
1752 maptile *m = op->map; 1848 maptile *m = op->map;
1753 int x = op->x, y = op->y; 1849 int x = op->x, y = op->y;
1754 1850
1755 MoveType move_on, move_slow, move_block; 1851 mapspace &ms = m->at (x, y);
1756 1852
1757 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1853 ms.update ();
1758 return 0;
1759 1854
1760 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1855 MoveType move_on = ms.move_on;
1761 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1856 MoveType move_slow = ms.move_slow;
1762 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1857 MoveType move_block = ms.move_block;
1763 1858
1764 /* if nothing on this space will slow op down or be applied, 1859 /* if nothing on this space will slow op down or be applied,
1765 * no need to do checking below. have to make sure move_type 1860 * no need to do checking below. have to make sure move_type
1766 * is set, as lots of objects don't have it set - we treat that 1861 * is set, as lots of objects don't have it set - we treat that
1767 * as walking. 1862 * as walking.
1778 return 0; 1873 return 0;
1779 1874
1780 /* The objects have to be checked from top to bottom. 1875 /* The objects have to be checked from top to bottom.
1781 * Hence, we first go to the top: 1876 * Hence, we first go to the top:
1782 */ 1877 */
1783 1878 for (object *next, *tmp = ms.top; tmp; tmp = next)
1784 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1785 {
1786 /* Trim the search when we find the first other spell effect
1787 * this helps performance so that if a space has 50 spell objects,
1788 * we don't need to check all of them.
1789 */
1790 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1791 break;
1792 } 1879 {
1880 next = tmp->below;
1793 1881
1794 for (; tmp; tmp = tmp->below)
1795 {
1796 if (tmp == op) 1882 if (tmp == op)
1797 continue; /* Can't apply yourself */ 1883 continue; /* Can't apply yourself */
1798 1884
1799 /* Check to see if one of the movement types should be slowed down. 1885 /* Check to see if one of the movement types should be slowed down.
1800 * Second check makes sure that the movement types not being slowed 1886 * Second check makes sure that the movement types not being slowed
1801 * (~slow_move) is not blocked on this space - just because the 1887 * (~slow_move) is not blocked on this space - just because the
1802 * space doesn't slow down swimming (for example), if you can't actually 1888 * space doesn't slow down swimming (for example), if you can't actually
1803 * swim on that space, can't use it to avoid the penalty. 1889 * swim on that space, can't use it to avoid the penalty.
1804 */ 1890 */
1805 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1891 if (!op->flag [FLAG_WIZPASS])
1806 { 1892 {
1807 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1893 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1808 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1894 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1809 { 1895 {
1810
1811 float
1812 diff = tmp->move_slow_penalty * fabs (op->speed); 1896 float diff = tmp->move_slow_penalty * fabs (op->speed);
1813 1897
1814 if (op->type == PLAYER) 1898 if (op->is_player ())
1815 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1899 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1816 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1900 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1817 diff /= 4.0; 1901 diff /= 4.0;
1818 1902
1819 op->speed_left -= diff; 1903 op->speed_left -= diff;
1820 } 1904 }
1821 } 1905 }
1822 1906
1823 /* Basically same logic as above, except now for actual apply. */ 1907 /* Basically same logic as above, except now for actual apply. */
1824 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1908 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1825 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1909 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1826 { 1910 {
1911 if ((flags & INS_NO_AUTO_EXIT)
1912 && (tmp->type == EXIT || tmp->type == TELEPORTER
1913 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1914 continue;
1915
1827 move_apply (tmp, op, originator); 1916 move_apply (tmp, op, originator);
1828 1917
1829 if (op->destroyed ()) 1918 if (op->destroyed ())
1830 return 1; 1919 return 1;
1831 1920
1854 LOG (llevError, "Present_arch called outside map.\n"); 1943 LOG (llevError, "Present_arch called outside map.\n");
1855 return NULL; 1944 return NULL;
1856 } 1945 }
1857 1946
1858 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1947 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1859 if (tmp->arch == at) 1948 if (tmp->arch->archname == at->archname)
1860 return tmp; 1949 return tmp;
1861 1950
1862 return NULL; 1951 return NULL;
1863} 1952}
1864 1953
1928 * The first matching object is returned, or NULL if none. 2017 * The first matching object is returned, or NULL if none.
1929 */ 2018 */
1930object * 2019object *
1931present_arch_in_ob (const archetype *at, const object *op) 2020present_arch_in_ob (const archetype *at, const object *op)
1932{ 2021{
1933 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2022 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1934 if (tmp->arch == at) 2023 if (tmp->arch->archname == at->archname)
1935 return tmp; 2024 return tmp;
1936 2025
1937 return NULL; 2026 return NULL;
1938} 2027}
1939 2028
1943void 2032void
1944flag_inv (object *op, int flag) 2033flag_inv (object *op, int flag)
1945{ 2034{
1946 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2035 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1947 { 2036 {
1948 SET_FLAG (tmp, flag); 2037 tmp->set_flag (flag);
1949 flag_inv (tmp, flag); 2038 flag_inv (tmp, flag);
1950 } 2039 }
1951} 2040}
1952 2041
1953/* 2042/*
1956void 2045void
1957unflag_inv (object *op, int flag) 2046unflag_inv (object *op, int flag)
1958{ 2047{
1959 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2048 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1960 { 2049 {
1961 CLEAR_FLAG (tmp, flag); 2050 tmp->clr_flag (flag);
1962 unflag_inv (tmp, flag); 2051 unflag_inv (tmp, flag);
1963 } 2052 }
1964} 2053}
1965 2054
1966/* 2055/*
2027 * head of the object should correspond for the entire object. 2116 * head of the object should correspond for the entire object.
2028 */ 2117 */
2029 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2118 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2030 continue; 2119 continue;
2031 2120
2032 if (ob->blocked (m, pos.x, pos.y)) 2121 if (ob->blocked (pos.m, pos.x, pos.y))
2033 continue; 2122 continue;
2034 2123
2035 altern [index++] = i; 2124 altern [index++] = i;
2036 } 2125 }
2037 2126
2105 * there is capable of. 2194 * there is capable of.
2106 */ 2195 */
2107int 2196int
2108find_dir (maptile *m, int x, int y, object *exclude) 2197find_dir (maptile *m, int x, int y, object *exclude)
2109{ 2198{
2110 int i, max = SIZEOFFREE, mflags; 2199 int max = SIZEOFFREE, mflags;
2111
2112 sint16 nx, ny;
2113 object *tmp;
2114 maptile *mp;
2115
2116 MoveType blocked, move_type; 2200 MoveType move_type;
2117 2201
2118 if (exclude && exclude->head_ () != exclude) 2202 if (exclude && exclude->head_ () != exclude)
2119 { 2203 {
2120 exclude = exclude->head; 2204 exclude = exclude->head;
2121 move_type = exclude->move_type; 2205 move_type = exclude->move_type;
2124 { 2208 {
2125 /* If we don't have anything, presume it can use all movement types. */ 2209 /* If we don't have anything, presume it can use all movement types. */
2126 move_type = MOVE_ALL; 2210 move_type = MOVE_ALL;
2127 } 2211 }
2128 2212
2129 for (i = 1; i < max; i++) 2213 for (int i = 1; i < max; i++)
2130 { 2214 {
2131 mp = m; 2215 mapxy pos (m, x, y);
2132 nx = x + freearr_x[i]; 2216 pos.move (i);
2133 ny = y + freearr_y[i];
2134 2217
2135 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2218 if (!pos.normalise ())
2136
2137 if (mflags & P_OUT_OF_MAP)
2138 max = maxfree[i]; 2219 max = maxfree[i];
2139 else 2220 else
2140 { 2221 {
2141 mapspace &ms = mp->at (nx, ny); 2222 mapspace &ms = *pos;
2142 2223
2143 blocked = ms.move_block;
2144
2145 if ((move_type & blocked) == move_type) 2224 if ((move_type & ms.move_block) == move_type)
2146 max = maxfree[i]; 2225 max = maxfree [i];
2147 else if (mflags & P_IS_ALIVE) 2226 else if (ms.flags () & P_IS_ALIVE)
2148 { 2227 {
2149 for (tmp = ms.bot; tmp; tmp = tmp->above) 2228 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2150 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2229 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2151 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2230 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2152 break;
2153
2154 if (tmp)
2155 return freedir[i]; 2231 return freedir [i];
2156 } 2232 }
2157 } 2233 }
2158 } 2234 }
2159 2235
2160 return 0; 2236 return 0;
2169{ 2245{
2170 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2246 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2171} 2247}
2172 2248
2173/* 2249/*
2174 * find_dir_2(delta-x,delta-y) will return a direction in which 2250 * find_dir_2(delta-x,delta-y) will return a direction value
2175 * an object which has subtracted the x and y coordinates of another 2251 * for running into direct [dx, dy].
2176 * object, needs to travel toward it. 2252 * (the opposite of crossfire's find_dir_2!)
2177 */ 2253 */
2178int 2254int
2179find_dir_2 (int x, int y) 2255find_dir_2 (int x, int y)
2180{ 2256{
2257#if 1 // new algorithm
2258 // this works by putting x, y into 16 sectors, which
2259 // are not equal sized, but are a better approximation
2260 // then the old algorithm, and then using a mapping
2261 // table to map it into a direction value.
2262 // basically, it maps these comparisons to each bit
2263 // bit #3: x < 0
2264 // bit #2: y < 0
2265 // bit #1: x > y
2266 // bit #0: x > 2y
2267
2268 static const uint8 dir[16] = {
2269 4, 5, 4, 3,
2270 2, 1, 2, 3,
2271 6, 5, 6, 7,
2272 8, 1, 8, 7,
2273 };
2274 int sector = 0;
2275
2276 // this is a bit ugly, but more likely to result in branchless code
2277 sector |= x < 0 ? 8 : 0;
2278 x = x < 0 ? -x : x; // abs
2279
2280 sector |= y < 0 ? 4 : 0;
2281 y = y < 0 ? -y : y; // abs
2282
2283 if (x > y)
2284 {
2285 sector |= 2;
2286
2287 if (x > y * 2)
2288 sector |= 1;
2289 }
2290 else
2291 {
2292 if (y > x * 2)
2293 sector |= 1;
2294 else if (!y)
2295 return 0; // x == 0 here
2296 }
2297
2298 return dir [sector];
2299#else // old algorithm
2181 int q; 2300 int q;
2182 2301
2183 if (y) 2302 if (y)
2184 q = x * 100 / y; 2303 q = 128 * x / y;
2185 else if (x) 2304 else if (x)
2186 q = -300 * x; 2305 q = -512 * x; // to make it > 309
2187 else 2306 else
2188 return 0; 2307 return 0;
2189 2308
2190 if (y > 0) 2309 if (y > 0)
2191 { 2310 {
2192 if (q < -242) 2311 if (q < -309) return 7;
2312 if (q < -52) return 6;
2313 if (q < 52) return 5;
2314 if (q < 309) return 4;
2315
2193 return 3; 2316 return 3;
2194 if (q < -41) 2317 }
2195 return 2; 2318 else
2196 if (q < 41) 2319 {
2197 return 1; 2320 if (q < -309) return 3;
2198 if (q < 242) 2321 if (q < -52) return 2;
2199 return 8; 2322 if (q < 52) return 1;
2323 if (q < 309) return 8;
2324
2200 return 7; 2325 return 7;
2201 } 2326 }
2202 2327#endif
2203 if (q < -242)
2204 return 7;
2205 if (q < -41)
2206 return 6;
2207 if (q < 41)
2208 return 5;
2209 if (q < 242)
2210 return 4;
2211
2212 return 3;
2213} 2328}
2214 2329
2215/* 2330/*
2216 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2331 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2217 * between two directions (which are expected to be absolute (see absdir()) 2332 * between two directions (which are expected to be absolute (see absdir())
2218 */ 2333 */
2219int 2334int
2220dirdiff (int dir1, int dir2) 2335dirdiff (int dir1, int dir2)
2221{ 2336{
2222 int d;
2223
2224 d = abs (dir1 - dir2); 2337 int d = abs (dir1 - dir2);
2225 if (d > 4)
2226 d = 8 - d;
2227 2338
2228 return d; 2339 return d > 4 ? 8 - d : d;
2229} 2340}
2230 2341
2231/* peterm: 2342/* peterm:
2232 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2343 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2233 * Basically, this is a table of directions, and what directions 2344 * Basically, this is a table of directions, and what directions
2235 * This basically means that if direction is 15, then it could either go 2346 * This basically means that if direction is 15, then it could either go
2236 * direction 4, 14, or 16 to get back to where we are. 2347 * direction 4, 14, or 16 to get back to where we are.
2237 * Moved from spell_util.c to object.c with the other related direction 2348 * Moved from spell_util.c to object.c with the other related direction
2238 * functions. 2349 * functions.
2239 */ 2350 */
2240int reduction_dir[SIZEOFFREE][3] = { 2351static const int reduction_dir[SIZEOFFREE][3] = {
2241 {0, 0, 0}, /* 0 */ 2352 {0, 0, 0}, /* 0 */
2242 {0, 0, 0}, /* 1 */ 2353 {0, 0, 0}, /* 1 */
2243 {0, 0, 0}, /* 2 */ 2354 {0, 0, 0}, /* 2 */
2244 {0, 0, 0}, /* 3 */ 2355 {0, 0, 0}, /* 3 */
2245 {0, 0, 0}, /* 4 */ 2356 {0, 0, 0}, /* 4 */
2339 * Add a check so we can't pick up invisible objects (0.93.8) 2450 * Add a check so we can't pick up invisible objects (0.93.8)
2340 */ 2451 */
2341int 2452int
2342can_pick (const object *who, const object *item) 2453can_pick (const object *who, const object *item)
2343{ 2454{
2344 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2455 return /*who->flag [FLAG_WIZ]|| */
2345 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2456 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2346 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2457 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2347} 2458}
2348 2459
2349/* 2460/*
2350 * create clone from object to another 2461 * create clone from object to another
2351 */ 2462 */
2352object * 2463object *
2353object_create_clone (object *asrc) 2464object::deep_clone ()
2354{ 2465{
2355 object *dst = 0, *tmp, *src, *prev, *item; 2466 assert (("deep_clone called on non-head object", is_head ()));
2356 2467
2357 if (!asrc) 2468 object *dst = clone ();
2358 return 0;
2359 2469
2360 src = asrc->head_ (); 2470 object *prev = dst;
2361
2362 prev = 0;
2363 for (object *part = src; part; part = part->more) 2471 for (object *part = this->more; part; part = part->more)
2364 { 2472 {
2365 tmp = part->clone (); 2473 object *tmp = part->clone ();
2366 tmp->x -= src->x;
2367 tmp->y -= src->y;
2368
2369 if (!part->head)
2370 {
2371 dst = tmp;
2372 tmp->head = 0;
2373 }
2374 else
2375 tmp->head = dst; 2474 tmp->head = dst;
2376
2377 tmp->more = 0;
2378
2379 if (prev)
2380 prev->more = tmp; 2475 prev->more = tmp;
2381
2382 prev = tmp; 2476 prev = tmp;
2383 } 2477 }
2384 2478
2385 for (item = src->inv; item; item = item->below) 2479 for (object *item = inv; item; item = item->below)
2386 insert_ob_in_ob (object_create_clone (item), dst); 2480 insert_ob_in_ob (item->deep_clone (), dst);
2387 2481
2388 return dst; 2482 return dst;
2389} 2483}
2390 2484
2391/* This returns the first object in who's inventory that 2485/* This returns the first object in who's inventory that
2400 return tmp; 2494 return tmp;
2401 2495
2402 return 0; 2496 return 0;
2403} 2497}
2404 2498
2405/* If ob has a field named key, return the link from the list, 2499shstr_tmp
2406 * otherwise return NULL. 2500object::kv_get (shstr_tmp key) const
2407 *
2408 * key must be a passed in shared string - otherwise, this won't
2409 * do the desired thing.
2410 */
2411key_value *
2412get_ob_key_link (const object *ob, const char *key)
2413{ 2501{
2414 for (key_value *link = ob->key_values; link; link = link->next) 2502 for (key_value *kv = key_values; kv; kv = kv->next)
2415 if (link->key == key) 2503 if (kv->key == key)
2416 return link;
2417
2418 return 0;
2419}
2420
2421/*
2422 * Returns the value of op has an extra_field for key, or NULL.
2423 *
2424 * The argument doesn't need to be a shared string.
2425 *
2426 * The returned string is shared.
2427 */
2428const char *
2429get_ob_key_value (const object *op, const char *const key)
2430{
2431 key_value *link;
2432 shstr_cmp canonical_key (key);
2433
2434 if (!canonical_key)
2435 {
2436 /* 1. There being a field named key on any object
2437 * implies there'd be a shared string to find.
2438 * 2. Since there isn't, no object has this field.
2439 * 3. Therefore, *this* object doesn't have this field.
2440 */
2441 return 0;
2442 }
2443
2444 /* This is copied from get_ob_key_link() above -
2445 * only 4 lines, and saves the function call overhead.
2446 */
2447 for (link = op->key_values; link; link = link->next)
2448 if (link->key == canonical_key)
2449 return link->value; 2504 return kv->value;
2450 2505
2451 return 0; 2506 return shstr ();
2452} 2507}
2453 2508
2454/* 2509void
2455 * Updates the canonical_key in op to value. 2510object::kv_set (shstr_tmp key, shstr_tmp value)
2456 *
2457 * canonical_key is a shared string (value doesn't have to be).
2458 *
2459 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2460 * keys.
2461 *
2462 * Returns TRUE on success.
2463 */
2464int
2465set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2466{ 2511{
2467 key_value *field = NULL, *last = NULL; 2512 for (key_value *kv = key_values; kv; kv = kv->next)
2468 2513 if (kv->key == key)
2469 for (field = op->key_values; field != NULL; field = field->next)
2470 {
2471 if (field->key != canonical_key)
2472 { 2514 {
2473 last = field; 2515 kv->value = value;
2474 continue; 2516 return;
2475 } 2517 }
2476 2518
2477 if (value) 2519 key_value *kv = new key_value;
2478 field->value = value; 2520
2479 else 2521 kv->next = key_values;
2522 kv->key = key;
2523 kv->value = value;
2524
2525 key_values = kv;
2526}
2527
2528void
2529object::kv_del (shstr_tmp key)
2530{
2531 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2532 if ((*kvp)->key == key)
2480 { 2533 {
2481 /* Basically, if the archetype has this key set, 2534 key_value *kv = *kvp;
2482 * we need to store the null value so when we save 2535 *kvp = (*kvp)->next;
2483 * it, we save the empty value so that when we load, 2536 delete kv;
2484 * we get this value back again. 2537 return;
2485 */
2486 if (get_ob_key_link (op->arch, canonical_key))
2487 field->value = 0;
2488 else
2489 {
2490 if (last)
2491 last->next = field->next;
2492 else
2493 op->key_values = field->next;
2494
2495 delete field;
2496 }
2497 } 2538 }
2498 return TRUE;
2499 }
2500 /* IF we get here, key doesn't exist */
2501
2502 /* No field, we'll have to add it. */
2503
2504 if (!add_key)
2505 return FALSE;
2506
2507 /* There isn't any good reason to store a null
2508 * value in the key/value list. If the archetype has
2509 * this key, then we should also have it, so shouldn't
2510 * be here. If user wants to store empty strings,
2511 * should pass in ""
2512 */
2513 if (value == NULL)
2514 return TRUE;
2515
2516 field = new key_value;
2517
2518 field->key = canonical_key;
2519 field->value = value;
2520 /* Usual prepend-addition. */
2521 field->next = op->key_values;
2522 op->key_values = field;
2523
2524 return TRUE;
2525}
2526
2527/*
2528 * Updates the key in op to value.
2529 *
2530 * If add_key is FALSE, this will only update existing keys,
2531 * and not add new ones.
2532 * In general, should be little reason FALSE is ever passed in for add_key
2533 *
2534 * Returns TRUE on success.
2535 */
2536int
2537set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2538{
2539 shstr key_ (key);
2540
2541 return set_ob_key_value_s (op, key_, value, add_key);
2542} 2539}
2543 2540
2544object::depth_iterator::depth_iterator (object *container) 2541object::depth_iterator::depth_iterator (object *container)
2545: iterator_base (container) 2542: iterator_base (container)
2546{ 2543{
2596{ 2593{
2597 char flagdesc[512]; 2594 char flagdesc[512];
2598 char info2[256 * 4]; 2595 char info2[256 * 4];
2599 char *p = info; 2596 char *p = info;
2600 2597
2601 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2598 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2602 count, 2599 count,
2603 uuid.c_str (), 2600 uuid.c_str (),
2604 &name, 2601 &name,
2605 title ? "\",title:\"" : "", 2602 title ? ",title:\"" : "",
2606 title ? (const char *)title : "", 2603 title ? (const char *)title : "",
2604 title ? "\"" : "",
2607 flag_desc (flagdesc, 512), type); 2605 flag_desc (flagdesc, 512), type);
2608 2606
2609 if (!this->flag[FLAG_REMOVED] && env) 2607 if (!flag[FLAG_REMOVED] && env)
2610 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2608 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2611 2609
2612 if (map) 2610 if (map)
2613 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2611 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2614 2612
2629{ 2627{
2630 return map ? map->region (x, y) 2628 return map ? map->region (x, y)
2631 : region::default_region (); 2629 : region::default_region ();
2632} 2630}
2633 2631
2634const materialtype_t *
2635object::dominant_material () const
2636{
2637 if (materialtype_t *mt = name_to_material (materialname))
2638 return mt;
2639
2640 return name_to_material (shstr_unknown);
2641}
2642
2643void 2632void
2644object::open_container (object *new_container) 2633object::open_container (object *new_container)
2645{ 2634{
2646 if (container == new_container) 2635 if (container == new_container)
2647 return; 2636 return;
2648 2637
2649 if (object *old_container = container) 2638 object *old_container = container;
2639
2640 if (old_container)
2650 { 2641 {
2651 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2642 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2652 return; 2643 return;
2653 2644
2654#if 0 2645#if 0
2656 if (object *closer = old_container->inv) 2647 if (object *closer = old_container->inv)
2657 if (closer->type == CLOSE_CON) 2648 if (closer->type == CLOSE_CON)
2658 closer->destroy (); 2649 closer->destroy ();
2659#endif 2650#endif
2660 2651
2652 // make sure the container is available
2653 esrv_send_item (this, old_container);
2654
2661 old_container->flag [FLAG_APPLIED] = 0; 2655 old_container->flag [FLAG_APPLIED] = false;
2662 container = 0; 2656 container = 0;
2663 2657
2658 // client needs item update to make it work, client bug requires this to be separate
2664 esrv_update_item (UPD_FLAGS, this, old_container); 2659 esrv_update_item (UPD_FLAGS, this, old_container);
2660
2665 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2661 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2666 play_sound (sound_find ("chest_close")); 2662 play_sound (sound_find ("chest_close"));
2667 } 2663 }
2668 2664
2669 if (new_container) 2665 if (new_container)
2670 { 2666 {
2674 // TODO: this does not seem to serve any purpose anymore? 2670 // TODO: this does not seem to serve any purpose anymore?
2675#if 0 2671#if 0
2676 // insert the "Close Container" object. 2672 // insert the "Close Container" object.
2677 if (archetype *closer = new_container->other_arch) 2673 if (archetype *closer = new_container->other_arch)
2678 { 2674 {
2679 object *closer = arch_to_object (new_container->other_arch); 2675 object *closer = new_container->other_arch->instance ();
2680 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2676 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2681 new_container->insert (closer); 2677 new_container->insert (closer);
2682 } 2678 }
2683#endif 2679#endif
2684 2680
2685 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2681 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2686 2682
2683 // make sure the container is available, client bug requires this to be separate
2684 esrv_send_item (this, new_container);
2685
2687 new_container->flag [FLAG_APPLIED] = 1; 2686 new_container->flag [FLAG_APPLIED] = true;
2688 container = new_container; 2687 container = new_container;
2689 2688
2689 // client needs flag change
2690 esrv_update_item (UPD_FLAGS, this, new_container); 2690 esrv_update_item (UPD_FLAGS, this, new_container);
2691 esrv_send_inventory (this, new_container); 2691 esrv_send_inventory (this, new_container);
2692 play_sound (sound_find ("chest_open")); 2692 play_sound (sound_find ("chest_open"));
2693 } 2693 }
2694// else if (!old_container->env && contr && contr->ns)
2695// contr->ns->floorbox_reset ();
2694} 2696}
2695 2697
2696object * 2698object *
2697object::force_find (const shstr name) 2699object::force_find (shstr_tmp name)
2698{ 2700{
2699 /* cycle through his inventory to look for the MARK we want to 2701 /* cycle through his inventory to look for the MARK we want to
2700 * place 2702 * place
2701 */ 2703 */
2702 for (object *tmp = inv; tmp; tmp = tmp->below) 2704 for (object *tmp = inv; tmp; tmp = tmp->below)
2704 return splay (tmp); 2706 return splay (tmp);
2705 2707
2706 return 0; 2708 return 0;
2707} 2709}
2708 2710
2711//-GPL
2712
2709void 2713void
2714object::force_set_timer (int duration)
2715{
2716 this->duration = 1;
2717 this->speed_left = -1.f;
2718
2719 this->set_speed (duration ? 1.f / duration : 0.f);
2720}
2721
2722object *
2710object::force_add (const shstr name, int duration) 2723object::force_add (shstr_tmp name, int duration)
2711{ 2724{
2712 if (object *force = force_find (name)) 2725 if (object *force = force_find (name))
2713 force->destroy (); 2726 force->destroy ();
2714 2727
2715 object *force = get_archetype (FORCE_NAME); 2728 object *force = get_archetype (FORCE_NAME);
2716 2729
2717 force->slaying = name; 2730 force->slaying = name;
2718 force->stats.food = 1; 2731 force->force_set_timer (duration);
2719 force->speed_left = -1.f;
2720
2721 force->set_speed (duration ? 1.f / duration : 0.f);
2722 force->flag [FLAG_IS_USED_UP] = true;
2723 force->flag [FLAG_APPLIED] = true; 2732 force->flag [FLAG_APPLIED] = true;
2724 2733
2725 insert (force); 2734 return insert (force);
2726} 2735}
2727 2736
2728void 2737void
2729object::play_sound (faceidx sound) const 2738object::play_sound (faceidx sound) const
2730{ 2739{
2731 if (!sound) 2740 if (!sound)
2732 return; 2741 return;
2733 2742
2734 if (flag [FLAG_REMOVED]) 2743 if (is_on_map ())
2744 map->play_sound (sound, x, y);
2745 else if (object *pl = in_player ())
2746 pl->contr->play_sound (sound);
2747}
2748
2749void
2750object::say_msg (const char *msg) const
2751{
2752 if (is_on_map ())
2753 map->say_msg (msg, x, y);
2754 else if (object *pl = in_player ())
2755 pl->contr->play_sound (sound);
2756}
2757
2758void
2759object::make_noise ()
2760{
2761 // we do not model noise in the map, so instead put
2762 // a temporary light into the noise source
2763 // could use the map instead, but that's less reliable for our
2764 // goal, which is to make invisibility a bit harder to exploit
2765
2766 // currently only works sensibly for players
2767 if (!is_player ())
2735 return; 2768 return;
2736 2769
2737 if (env) 2770 // find old force, or create new one
2738 { 2771 object *force = force_find (shstr_noise_force);
2739 if (object *pl = in_player ()) 2772
2740 pl->contr->play_sound (sound); 2773 if (force)
2741 } 2774 force->speed_left = -1.f; // patch old speed up
2742 else 2775 else
2743 map->play_sound (sound, x, y); 2776 {
2744} 2777 force = archetype::get (shstr_noise_force);
2745 2778
2779 force->slaying = shstr_noise_force;
2780 force->stats.food = 1;
2781 force->speed_left = -1.f;
2782
2783 force->set_speed (1.f / 4.f);
2784 force->flag [FLAG_IS_USED_UP] = true;
2785 force->flag [FLAG_APPLIED] = true;
2786
2787 insert (force);
2788 }
2789}
2790
2791void object::change_move_type (MoveType mt)
2792{
2793 if (move_type == mt)
2794 return;
2795
2796 if (is_on_map ())
2797 {
2798 // we are on the map, so handle move_on/off effects
2799 remove ();
2800 move_type = mt;
2801 map->insert (this, x, y, this);
2802 }
2803 else
2804 move_type = mt;
2805}
2806
2807/* object should be a player.
2808 * we return the object the player has marked with the 'mark' command
2809 * below. If no match is found (or object has changed), we return
2810 * NULL. We leave it up to the calling function to print messages if
2811 * nothing is found.
2812 */
2813object *
2814object::mark () const
2815{
2816 if (contr && contr->mark && contr->mark->env == this)
2817 return contr->mark;
2818 else
2819 return 0;
2820}
2821
2822// put marked object first in the inventory
2823// this is used by identify-like spells so players can influence
2824// the order a bit.
2825void
2826object::splay_marked ()
2827{
2828 if (object *marked = mark ())
2829 splay (marked);
2830}
2831

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