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Comparing deliantra/server/common/object.C (file contents):
Revision 1.87 by root, Tue Dec 26 08:54:59 2006 UTC vs.
Revision 1.344 by root, Sun May 1 13:18:23 2011 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 25#include <global.h>
28#include <stdio.h> 26#include <stdio.h>
29#include <sys/types.h> 27#include <sys/types.h>
30#include <sys/uio.h> 28#include <sys/uio.h>
31#include <object.h> 29#include <object.h>
32#include <funcpoint.h> 30#include <sproto.h>
33#include <loader.h>
34 31
35#include <bitset> 32#include <bitset>
36 33
37int nrofallocobjects = 0; 34UUID UUID::cur;
38static UUID uuid; 35static uint64_t seq_next_save;
39const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
40 38
41object *active_objects; /* List of active objects that need to be processed */ 39objectvec objects;
40activevec actives;
42 41
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
49
50short freearr_x[SIZEOFFREE] = {
51 0,
52 0, 1, 1, 1, 0, -1, -1, -1,
53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 54 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 55};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 56short freearr_y[SIZEOFFREE] = {
57 0,
58 -1, -1, 0, 1, 1, 1, 0, -1,
59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 60 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
48};
49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51}; 61};
52int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 63 0,
64 1, 2, 3, 4, 5, 6, 7, 8,
65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55}; 67};
56 68
69static int maxfree[SIZEOFFREE] = {
70 0,
71 9, 10, 13, 14, 17, 18, 21, 22,
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
74};
75
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
57static void 95static void
58write_uuid (void) 96write_uuid (uval64 skip, bool sync)
59{ 97{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 98 CALL_BEGIN (2);
61 99 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 100 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 101 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 102 CALL_END;
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76} 103}
77 104
78static void 105static void
79read_uuid (void) 106read_uuid ()
80{ 107{
81 char filename[MAX_BUF]; 108 char filename[MAX_BUF];
82 109
83 sprintf (filename, "%s/uuid", settings.localdir); 110 sprintf (filename, "%s/uuid", settings.localdir);
111
112 seq_next_save = 0;
84 113
85 FILE *fp; 114 FILE *fp;
86 115
87 if (!(fp = fopen (filename, "r"))) 116 if (!(fp = fopen (filename, "r")))
88 { 117 {
89 if (errno == ENOENT) 118 if (errno == ENOENT)
90 { 119 {
91 LOG (llevInfo, "RESET uid to 1\n"); 120 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 121 UUID::cur.seq = 0;
93 write_uuid (); 122 write_uuid (UUID_GAP, true);
94 return; 123 return;
95 } 124 }
96 125
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 126 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 127 _exit (1);
99 } 128 }
100 129
101 int version; 130 char buf [UUID::MAX_LEN];
102 unsigned long long uid; 131 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 132 fgets (buf, sizeof (buf), fp);
133
134 if (!UUID::cur.parse (buf))
104 { 135 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 136 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 137 _exit (1);
107 } 138 }
108 139
109 uuid.seq = uid; 140 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
110 write_uuid (); 141
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 142 write_uuid (UUID_GAP, true);
112 fclose (fp); 143 fclose (fp);
113} 144}
114 145
115UUID 146UUID
116gen_uuid () 147UUID::gen ()
117{ 148{
118 UUID uid; 149 UUID uid;
119 150
120 uid.seq = ++uuid.seq; 151 uid.seq = ++cur.seq;
121 152
122 if (!(uuid.seq & (UUID_SKIP - 1))) 153 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 154 {
155 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
156 write_uuid (UUID_GAP, false);
157 }
158
124 159
125 return uid; 160 return uid;
126} 161}
127 162
128void 163void
129init_uuid () 164UUID::init ()
130{ 165{
131 read_uuid (); 166 read_uuid ();
132} 167}
133 168
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;
232}
233
134/* 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. */
135static int 235static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 236compare_ob_value_lists_one (const object *wants, const object *has)
137{ 237{
138 key_value *wants_field;
139
140 /* 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
141 * 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
142 * different structure or at least keep the lists sorted... 240 * different structure or at least keep the lists sorted...
143 */ 241 */
144 242
145 /* For each field in wants, */ 243 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 244 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
147 { 245 if (has->kv.get (kv->key) != kv->value)
148 key_value *has_field; 246 return false;
149
150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
154 {
155 /* No field with that name. */
156 return FALSE;
157 }
158
159 /* Found the matching field. */
160 if (has_field->value != wants_field->value)
161 {
162 /* Values don't match, so this half of the comparison is false. */
163 return FALSE;
164 }
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 247
169 /* 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. */
170 return TRUE; 249 return true;
171} 250}
172 251
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 252/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 253static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 254compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 255{
177 /* 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,
178 * so we need to run the comparison *twice*. :( 257 * so we need to run the comparison *twice*. :(
179 */ 258 */
180 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);
181} 261}
182 262
183/* 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
184 * they can be merged together. 264 * they can be merged together.
185 * 265 *
190 * Check nrof variable *before* calling can_merge() 270 * Check nrof variable *before* calling can_merge()
191 * 271 *
192 * Improvements made with merge: Better checking on potion, and also 272 * Improvements made with merge: Better checking on potion, and also
193 * check weight 273 * check weight
194 */ 274 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 275bool object::can_merge_slow (object *ob1, object *ob2)
197{ 276{
198 /* A couple quicksanity checks */ 277 /* A couple quick sanity checks */
199 if (ob1 == ob2 278 if (ob1 == ob2
200 || ob1->type != ob2->type 279 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value 280 || ob1->value != ob2->value
203 || 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)
204 return 0; 284 return 0;
205 285
206 //TODO: this ain't working well, use nicer and correct overflow check
207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 286 /* Do not merge objects if nrof would overflow, assume nrof
208 * value could not be stored in a sint32 (which unfortunately sometimes is 287 * is always 0 .. 2**31-1 */
209 * used to store nrof). 288 if (ob1->nrof > 0x7fffffff - ob2->nrof)
210 */
211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
212 return 0; 289 return 0;
213 290
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 291 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * This is to the comparison of the flags below will be OK. We 292 * This is to the comparison of the flags below will be OK. We
216 * just can't ignore the been applied or identified flags, as they 293 * just can't ignore the been applied or identified flags, as they
217 * are not equal - just if it has been identified, the been_applied 294 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning. 295 * flags lose any meaning.
219 */ 296 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 297 if (ob1->flag [FLAG_IDENTIFIED])
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 298 ob1->set_flag (FLAG_BEEN_APPLIED);
222 299
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 300 if (ob2->flag [FLAG_IDENTIFIED])
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 301 ob2->set_flag (FLAG_BEEN_APPLIED);
225 302
226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 303 if (ob1->arch->archname != ob2->arch->archname
227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 304 || ob1->name != ob2->name
229 || ob1->title != ob2->title 305 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 306 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 307 || ob1->weight != ob2->weight
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
234 || ob1->attacktype != ob2->attacktype 308 || ob1->attacktype != ob2->attacktype
235 || ob1->magic != ob2->magic 309 || ob1->magic != ob2->magic
236 || ob1->slaying != ob2->slaying 310 || ob1->slaying != ob2->slaying
237 || ob1->skill != ob2->skill 311 || ob1->skill != ob2->skill
238 || ob1->value != ob2->value 312 || ob1->value != ob2->value
239 || 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
240 || ob1->client_type != ob2->client_type 315 || ob1->client_type != ob2->client_type
241 || ob1->materialname != ob2->materialname 316 || ob1->material != ob2->material
242 || ob1->lore != ob2->lore 317 || ob1->lore != ob2->lore
243 || ob1->subtype != ob2->subtype 318 || ob1->subtype != ob2->subtype
244 || ob1->move_type != ob2->move_type 319 || ob1->move_type != ob2->move_type
245 || ob1->move_block != ob2->move_block 320 || ob1->move_block != ob2->move_block
246 || ob1->move_allow != ob2->move_allow 321 || ob1->move_allow != ob2->move_allow
247 || ob1->move_on != ob2->move_on 322 || ob1->move_on != ob2->move_on
248 || ob1->move_off != ob2->move_off 323 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow 324 || ob1->move_slow != ob2->move_slow
250 || 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)))
251 return 0; 328 return 0;
252 329
330 if ((ob1->flag ^ ob2->flag)
331 .reset (FLAG_INV_LOCKED)
332 .reset (FLAG_REMOVED)
333 .any ())
334 return 0;
335
253 /* This is really a spellbook check - really, we should 336 /* This is really a spellbook check - we should in general
254 * check all objects in the inventory. 337 * not merge objects with real inventories, as splitting them
338 * is hard.
255 */ 339 */
256 if (ob1->inv || ob2->inv) 340 if (ob1->inv || ob2->inv)
257 { 341 {
258 /* if one object has inventory but the other doesn't, not equiv */ 342 if (!(ob1->inv && ob2->inv))
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 343 return 0; /* inventories differ in length */
260 return 0;
261 344
262 /* Now check to see if the two inventory objects could merge */ 345 if (ob1->inv->below || ob2->inv->below)
346 return 0; /* more than one object in inv */
347
263 if (!object::can_merge (ob1->inv, ob2->inv)) 348 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0; 349 return 0; /* inventory objects differ */
265 350
266 /* inventory ok - still need to check rest of this object to see 351 /* inventory ok - still need to check rest of this object to see
267 * if it is valid. 352 * if it is valid.
268 */ 353 */
269 } 354 }
270 355
271 /* 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,
272 * 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
273 * some items equipped, and we don't want those to merge. 358 * some items equipped, and we don't want those to merge.
274 */ 359 */
275 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 360 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
276 return 0; 361 return 0;
277 362
278 /* 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
279 * 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
280 * check? 365 * check?
281 */ 366 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 367 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
283 return 0; 368 return 0;
284 369
285 switch (ob1->type) 370 switch (ob1->type)
286 { 371 {
287 case SCROLL: 372 case SCROLL:
288 if (ob1->level != ob2->level) 373 if (ob1->level != ob2->level)
289 return 0; 374 return 0;
290 break; 375 break;
291 } 376 }
292 377
293 if (ob1->key_values != NULL || ob2->key_values != NULL) 378 if (!ob1->kv.empty () || !ob2->kv.empty ())
294 { 379 {
295 /* At least one of these has key_values. */ 380 /* At least one of these has key_values. */
296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 381 if (ob1->kv.empty () != ob2->kv.empty ())
297 /* One has fields, but the other one doesn't. */ 382 return 0; /* One has fields, but the other one doesn't. */
383
384 if (!compare_ob_value_lists (ob1, ob2))
298 return 0; 385 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0;
301 } 386 }
302 387
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self) 388 if (ob1->self || ob2->self)
305 { 389 {
306 ob1->optimise (); 390 ob1->optimise ();
307 ob2->optimise (); 391 ob2->optimise ();
308 392
309 if (ob1->self || ob2->self) 393 if (ob1->self || ob2->self)
394 {
395 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
396 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
397
398 if (k1 != k2)
310 return 0; 399 return 0;
400
401 if (k1 == 0)
402 return 1;
403
404 if (!cfperl_can_merge (ob1, ob2))
405 return 0;
406 }
311 } 407 }
312 408
313 /* Everything passes, must be OK. */ 409 /* Everything passes, must be OK. */
314 return 1; 410 return 1;
315} 411}
316 412
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")
451static uint32
452weight_adjust_for (object *op, uint32 weight)
453{
454 return op->type == CONTAINER
455 ? weight - weight * op->stats.Str / 100
456 : weight;
457}
458
317/* 459/*
460 * subtracts, then adds, the specified weight to an object,
461 * and also updates how much the environment(s) is/are carrying.
462 */
463static void
464adjust_weight (object *op, sint32 sub, sint32 add)
465{
466 while (op)
467 {
468 sint32 ocarrying = op->carrying;
469
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
480 op = op->env;
481 }
482}
483
484/*
318 * sum_weight() is a recursive function which calculates the weight 485 * this is a recursive function which calculates the weight
319 * an object is carrying. It goes through in figures out how much 486 * an object is carrying. It goes through op and figures out how much
320 * containers are carrying, and sums it up. 487 * containers are carrying, and sums it up.
321 */ 488 */
322long 489void
323sum_weight (object *op) 490object::update_weight ()
324{ 491{
325 long sum; 492 sint32 sum = 0;
326 object *inv;
327 493
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 494 for (object *op = inv; op; op = op->below)
329 {
330 if (inv->inv)
331 sum_weight (inv);
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
333 } 495 {
496 op->update_weight ();
334 497
335 if (op->type == CONTAINER && op->stats.Str) 498 sum += weight_adjust_for (this, op->total_weight ());
336 sum = (sum * (100 - op->stats.Str)) / 100; 499 }
337 500
338 if (op->carrying != sum) 501 if (sum != carrying)
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 ());
506
339 op->carrying = sum; 507 carrying = sum;
340 508
341 return sum; 509 if (object *pl = visible_to ())
510 if (pl != this) // player is handled lazily
511 esrv_update_item (UPD_WEIGHT, pl, this);
512 }
342} 513}
343 514
344/** 515/*
345 * Return the outermost environment object for a given object. 516 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
346 */ 517 */
347
348object *
349object_get_env_recursive (object *op)
350{
351 while (op->env != NULL)
352 op = op->env;
353 return op;
354}
355
356/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array.
360 */
361
362char * 518char *
363dump_object (object *op) 519dump_object (object *op)
364{ 520{
365 if (!op) 521 if (!op)
366 return strdup ("[NULLOBJ]"); 522 return strdup ("[NULLOBJ]");
367 523
368 object_freezer freezer; 524 object_freezer freezer;
369 save_object (freezer, op, 1); 525 op->write (freezer);
370 return freezer.as_string (); 526 return freezer.as_string ();
371} 527}
372 528
373/* 529char *
374 * get_nearest_part(multi-object, object 2) returns the part of the 530object::as_string ()
375 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned.
377 */
378
379object *
380get_nearest_part (object *op, const object *pl)
381{ 531{
382 object *tmp, *closest; 532 return dump_object (this);
383 int last_dist, i;
384
385 if (op->more == NULL)
386 return op;
387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
388 if ((i = distance (tmp, pl)) < last_dist)
389 closest = tmp, last_dist = i;
390 return closest;
391} 533}
392 534
393/* 535/*
394 * 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.
395 */ 538 */
396
397object * 539object *
398find_object (tag_t i) 540find_object (tag_t i)
399{ 541{
400 for (object *op = object::first; op; op = op->next) 542 for_all_objects (op)
401 if (op->count == i) 543 if (op->count == i)
402 return op; 544 return op;
545
546 return 0;
547}
548
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;
403 560
404 return 0; 561 return 0;
405} 562}
406 563
407/* 564/*
408 * 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.
409 * Used only by the patch command, but not all that useful. 566 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 567 * Enables features like "patch <name-of-other-player> food 999"
411 */ 568 */
412
413object * 569object *
414find_object_name (const char *str) 570find_object_name (const char *str)
415{ 571{
416 shstr_cmp str_ (str); 572 shstr_cmp str_ (str);
417 object *op;
418 573
419 for (op = object::first; op != NULL; op = op->next) 574 if (str_)
575 for_all_objects (op)
420 if (op->name == str_) 576 if (op->name == str_)
421 break; 577 return op;
422 578
423 return op; 579 return 0;
424}
425
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430} 580}
431 581
432/* 582/*
433 * 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
434 * skill and experience objects. 584 * skill and experience objects.
585 * ACTUALLY NO! investigate! TODO
435 */ 586 */
436void 587void
437object::set_owner (object *owner) 588object::set_owner (object *owner)
438{ 589{
590 // allow objects which own objects
439 if (!owner) 591 if (owner)
440 return;
441
442 /* next line added to allow objects which own objects */
443 /* Add a check for ownercounts in here, as I got into an endless loop
444 * with the fireball owning a poison cloud which then owned the
445 * fireball. I believe that was caused by one of the objects getting
446 * freed and then another object replacing it. Since the ownercounts
447 * didn't match, this check is valid and I believe that cause is valid.
448 */
449 while (owner->owner) 592 while (owner->owner)
450 owner = owner->owner; 593 owner = owner->owner;
594
595 if (flag [FLAG_FREED])
596 {
597 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
598 return;
599 }
451 600
452 this->owner = owner; 601 this->owner = owner;
453}
454
455/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links.
457 */
458static void
459free_key_values (object *op)
460{
461 for (key_value *i = op->key_values; i != 0;)
462 {
463 key_value *next = i->next;
464 delete i;
465
466 i = next;
467 }
468
469 op->key_values = 0;
470} 602}
471 603
472/* 604/*
473 * copy_to first frees everything allocated by the dst object, 605 * copy_to first frees everything allocated by the dst object,
474 * and then copies the contents of itself into the second 606 * and then copies the contents of itself into the second
478 * will point at garbage. 610 * will point at garbage.
479 */ 611 */
480void 612void
481object::copy_to (object *dst) 613object::copy_to (object *dst)
482{ 614{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 615 dst->remove ();
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
485
486 *(object_copy *)dst = *this; 616 *(object_copy *)dst = *this;
487 617
488 if (is_freed) 618 // maybe move to object_copy?
489 SET_FLAG (dst, FLAG_FREED); 619 dst->kv = kv;
490 620
491 if (is_removed) 621 dst->flag [FLAG_REMOVED] = true;
492 SET_FLAG (dst, FLAG_REMOVED); 622 dst->activate ();
623}
493 624
494 if (speed < 0) 625void
495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0; 626object::instantiate ()
627{
628 if (!uuid.seq) // HACK
629 uuid = UUID::gen ();
496 630
497 /* Copy over key_values, if any. */ 631 // TODO: unclean state changes, should not be done in copy_to AND instantiate
498 if (key_values) 632 if (flag [FLAG_RANDOM_SPEED] && speed)
499 { 633 speed_left = - speed - rndm (); // TODO animation
500 key_value *tail = 0; 634 else
501 key_value *i; 635 speed_left = -1.;
502 636
503 dst->key_values = 0; 637 /* copy the body_info to the body_used - this is only really
638 * need for monsters, but doesn't hurt to do it for everything.
639 * by doing so, when a monster is created, it has good starting
640 * values for the body_used info, so when items are created
641 * for it, they can be properly equipped.
642 */
643 for (int i = NUM_BODY_LOCATIONS; i--; )
644 slot[i].used = slot[i].info;
504 645
505 for (i = key_values; i; i = i->next) 646 attachable::instantiate ();
506 {
507 key_value *new_link = new key_value;
508
509 new_link->next = 0;
510 new_link->key = i->key;
511 new_link->value = i->value;
512
513 /* Try and be clever here, too. */
514 if (!dst->key_values)
515 {
516 dst->key_values = new_link;
517 tail = new_link;
518 }
519 else
520 {
521 tail->next = new_link;
522 tail = new_link;
523 }
524 }
525 }
526
527 dst->set_speed (dst->speed);
528} 647}
529 648
530object * 649object *
531object::clone () 650object::clone ()
532{ 651{
533 object *neu = create (); 652 object *neu = create ();
534 copy_to (neu); 653 copy_to (neu);
654
655 // TODO: unclean state changes, should not be done in clone AND instantiate
656 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
657 neu->speed_left = - neu->speed - rndm (); // TODO animation
658
659 neu->map = map; // not copied by copy_to
535 return neu; 660 return neu;
536} 661}
537 662
538/* 663/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 664 * If an object with the IS_TURNABLE() flag needs to be turned due
540 * to the closest player being on the other side, this function can 665 * to the closest player being on the other side, this function can
541 * be called to update the face variable, _and_ how it looks on the map. 666 * be called to update the face variable, _and_ how it looks on the map.
542 */ 667 */
543
544void 668void
545update_turn_face (object *op) 669update_turn_face (object *op)
546{ 670{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 671 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
548 return; 672 return;
673
549 SET_ANIMATION (op, op->direction); 674 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 675 update_object (op, UP_OBJ_FACE);
551} 676}
552 677
553/* 678/*
556 * This function needs to be called whenever the speed of an object changes. 681 * This function needs to be called whenever the speed of an object changes.
557 */ 682 */
558void 683void
559object::set_speed (float speed) 684object::set_speed (float speed)
560{ 685{
561 extern int arch_init;
562
563 /* No reason putting the archetypes objects on the speed list,
564 * since they never really need to be updated.
565 */
566 if (flag [FLAG_FREED] && speed)
567 {
568 LOG (llevError, "Object %s is freed but has speed.\n", &name);
569 speed = 0;
570 }
571
572 this->speed = speed; 686 this->speed = speed;
573 687
574 if (arch_init) 688 if (has_active_speed ())
575 return; 689 activate ();
576
577 if (FABS (speed) > MIN_ACTIVE_SPEED)
578 {
579 /* If already on active list, don't do anything */
580 if (active_next || active_prev || this == active_objects)
581 return;
582
583 /* process_events() expects us to insert the object at the beginning
584 * of the list. */
585 active_next = active_objects;
586
587 if (active_next)
588 active_next->active_prev = this;
589
590 active_objects = this;
591 }
592 else 690 else
593 { 691 deactivate ();
594 /* If not on the active list, nothing needs to be done */
595 if (!active_next && !active_prev && this != active_objects)
596 return;
597
598 if (!active_prev)
599 {
600 active_objects = active_next;
601
602 if (active_next)
603 active_next->active_prev = 0;
604 }
605 else
606 {
607 active_prev->active_next = active_next;
608
609 if (active_next)
610 active_next->active_prev = active_prev;
611 }
612
613 active_next = 0;
614 active_prev = 0;
615 }
616}
617
618/* This function removes object 'op' from the list of active
619 * objects.
620 * This should only be used for style maps or other such
621 * reference maps where you don't want an object that isn't
622 * in play chewing up cpu time getting processed.
623 * The reverse of this is to call update_ob_speed, which
624 * will do the right thing based on the speed of the object.
625 */
626void
627remove_from_active_list (object *op)
628{
629 /* If not on the active list, nothing needs to be done */
630 if (!op->active_next && !op->active_prev && op != active_objects)
631 return;
632
633 if (op->active_prev == NULL)
634 {
635 active_objects = op->active_next;
636 if (op->active_next != NULL)
637 op->active_next->active_prev = NULL;
638 }
639 else
640 {
641 op->active_prev->active_next = op->active_next;
642 if (op->active_next)
643 op->active_next->active_prev = op->active_prev;
644 }
645 op->active_next = NULL;
646 op->active_prev = NULL;
647} 692}
648 693
649/* 694/*
650 * update_object() updates the the map. 695 * update_object() updates the the map.
651 * It takes into account invisible objects (and represent squares covered 696 * It takes into account invisible objects (and represent squares covered
664 * UP_OBJ_FACE: only the objects face has changed. 709 * UP_OBJ_FACE: only the objects face has changed.
665 */ 710 */
666void 711void
667update_object (object *op, int action) 712update_object (object *op, int action)
668{ 713{
669 MoveType move_on, move_off, move_block, move_slow; 714 if (!op)
670
671 if (op == NULL)
672 { 715 {
673 /* this should never happen */ 716 /* this should never happen */
674 LOG (llevDebug, "update_object() called for NULL object.\n"); 717 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
675 return; 718 return;
676 } 719 }
677 720
678 if (op->env) 721 if (!op->is_on_map ())
679 { 722 {
680 /* Animation is currently handled by client, so nothing 723 /* Animation is currently handled by client, so nothing
681 * to do in this case. 724 * to do in this case.
682 */ 725 */
683 return; 726 return;
684 } 727 }
685
686 /* If the map is saving, don't do anything as everything is
687 * going to get freed anyways.
688 */
689 if (!op->map || op->map->in_memory == MAP_SAVING)
690 return;
691 728
692 /* make sure the object is within map boundaries */ 729 /* make sure the object is within map boundaries */
693 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 730 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
694 { 731 {
695 LOG (llevError, "update_object() called for object out of map!\n"); 732 LOG (llevError, "update_object() called for object out of map!\n");
699 return; 736 return;
700 } 737 }
701 738
702 mapspace &m = op->ms (); 739 mapspace &m = op->ms ();
703 740
704 if (m.flags_ & P_NEED_UPDATE) 741 if (!(m.flags_ & P_UPTODATE))
705 /* nop */; 742 /* nop */;
706 else if (action == UP_OBJ_INSERT) 743 else if (action == UP_OBJ_INSERT)
707 { 744 {
745#if 0
708 // this is likely overkill, TODO: revisit (schmorp) 746 // this is likely overkill, TODO: revisit (schmorp)
709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 747 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
710 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 748 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
711 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 749 || (op->is_player () && !(m.flags_ & P_PLAYER))
712 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 750 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
713 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 751 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
714 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 752 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
715 || (m.move_on | op->move_on ) != m.move_on 753 || (m.move_on | op->move_on ) != m.move_on
716 || (m.move_off | op->move_off ) != m.move_off 754 || (m.move_off | op->move_off ) != m.move_off
717 || (m.move_slow | op->move_slow) != m.move_slow 755 || (m.move_slow | op->move_slow) != m.move_slow
718 /* This isn't perfect, but I don't expect a lot of objects to 756 /* This isn't perfect, but I don't expect a lot of objects to
719 * to have move_allow right now. 757 * have move_allow right now.
720 */ 758 */
721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 759 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
760 m.invalidate ();
761#else
722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 762 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
723 m.flags_ = P_NEED_UPDATE; 763 m.invalidate ();
764#endif
724 } 765 }
725 /* if the object is being removed, we can't make intelligent 766 /* if the object is being removed, we can't make intelligent
726 * decisions, because remove_ob can't really pass the object 767 * decisions, because remove_ob can't really pass the object
727 * that is being removed. 768 * that is being removed.
728 */ 769 */
729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 770 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
730 m.flags_ = P_NEED_UPDATE; 771 m.invalidate ();
731 else if (action == UP_OBJ_FACE) 772 else if (action == UP_OBJ_FACE)
732 /* Nothing to do for that case */ ; 773 /* Nothing to do for that case */ ;
733 else 774 else
734 LOG (llevError, "update_object called with invalid action: %d\n", action); 775 LOG (llevError, "update_object called with invalid action: %d\n", action);
735 776
736 if (op->more) 777 if (op->more)
737 update_object (op->more, action); 778 update_object (op->more, action);
738} 779}
739 780
740object::vector object::objects; // not yet used
741object *object::first;
742
743object::object () 781object::object ()
744{ 782{
745 SET_FLAG (this, FLAG_REMOVED); 783 this->set_flag (FLAG_REMOVED);
746 784
747 expmul = 1.0; 785 //expmul = 1.0; declared const for the time being
748 face = blank_face; 786 face = blank_face;
787 material = MATERIAL_NULL;
749} 788}
750 789
751object::~object () 790object::~object ()
752{ 791{
753 free_key_values (this); 792 unlink ();
793
794 kv.clear ();
754} 795}
755 796
756void object::link () 797void object::link ()
757{ 798{
758 count = ++ob_count; 799 assert (!index);//D
759 uuid = gen_uuid (); 800 uuid = UUID::gen ();
760 801
761 prev = 0; 802 refcnt_inc ();
762 next = object::first; 803 objects.insert (this);
763 804
764 if (object::first) 805 ++create_count;
765 object::first->prev = this;
766 806
767 object::first = this;
768} 807}
769 808
770void object::unlink () 809void object::unlink ()
771{ 810{
772 if (this == object::first) 811 if (!index)
773 object::first = next;
774
775 /* Remove this object from the list of used objects */
776 if (prev) prev->next = next;
777 if (next) next->prev = prev;
778
779 prev = 0;
780 next = 0;
781}
782
783object *object::create ()
784{
785 object *op = new object;
786 op->link ();
787 return op;
788}
789
790void
791object::do_destroy ()
792{
793 attachable::do_destroy ();
794
795 if (flag [FLAG_IS_LINKED])
796 remove_button_link (this);
797
798 if (flag [FLAG_FRIENDLY])
799 remove_friendly_object (this);
800
801 if (!flag [FLAG_REMOVED])
802 remove ();
803
804 if (flag [FLAG_FREED])
805 return; 812 return;
806 813
807 flag [FLAG_FREED] = 1; 814 ++destroy_count;
808 815
809 // hack to ensure that freed objects still have a valid map 816 objects.erase (this);
810 { 817 refcnt_dec ();
811 static maptile *freed_map; // freed objects are moved here to avoid crashes 818}
812 819
813 if (!freed_map) 820void
821object::activate ()
822{
823 /* If already on active list, don't do anything */
824 if (active)
825 return;
826
827 if (has_active_speed ())
814 { 828 {
815 freed_map = new maptile; 829 if (flag [FLAG_FREED])
830 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
816 831
817 freed_map->name = "/internal/freed_objects_map"; 832 actives.insert (this);
818 freed_map->width = 3;
819 freed_map->height = 3;
820
821 freed_map->allocate ();
822 } 833 }
834}
823 835
824 map = freed_map; 836void
825 x = 1; 837object::activate_recursive ()
826 y = 1; 838{
839 activate ();
840
841 for (object *op = inv; op; op = op->below)
842 op->activate_recursive ();
843}
844
845/* This function removes object 'op' from the list of active
846 * objects.
847 * This should only be used for style maps or other such
848 * reference maps where you don't want an object that isn't
849 * in play chewing up cpu time getting processed.
850 * The reverse of this is to call update_ob_speed, which
851 * will do the right thing based on the speed of the object.
852 */
853void
854object::deactivate ()
855{
856 /* If not on the active list, nothing needs to be done */
857 if (!active)
858 return;
859
860 actives.erase (this);
861}
862
863void
864object::deactivate_recursive ()
865{
866 for (object *op = inv; op; op = op->below)
867 op->deactivate_recursive ();
868
869 deactivate ();
870}
871
872void
873object::set_flag_inv (int flag, int value)
874{
875 for (object *op = inv; op; op = op->below)
876 {
877 op->flag [flag] = value;
878 op->set_flag_inv (flag, value);
827 } 879 }
828
829 more = 0;
830 head = 0;
831 inv = 0;
832
833 // clear those pointers that likely might have circular references to us
834 owner = 0;
835 enemy = 0;
836 attacked_by = 0;
837
838 // only relevant for players(?), but make sure of it anyways
839 contr = 0;
840
841 /* Remove object from the active list */
842 set_speed (0);
843
844 unlink ();
845} 880}
846 881
847/* 882/*
848 * Remove and free all objects in the inventory of the given object. 883 * Remove and free all objects in the inventory of the given object.
849 * object.c ? 884 * object.c ?
850 */ 885 */
851void 886void
852object::destroy_inv (bool drop_to_ground) 887object::destroy_inv (bool drop_to_ground)
853{ 888{
889 // need to check first, because the checks below might segfault
890 // as we might be on an invalid mapspace and crossfire code
891 // is too buggy to ensure that the inventory is empty.
892 // corollary: if you create arrows etc. with stuff in its inventory,
893 // cf will crash below with off-map x and y
854 if (!inv) 894 if (!inv)
855 return; 895 return;
856 896
857 /* Only if the space blocks everything do we not process - 897 /* Only if the space blocks everything do we not process -
858 * if some form of movement is allowed, let objects 898 * if some form of movement is allowed, let objects
859 * drop on that space. 899 * drop on that space.
860 */ 900 */
861 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) 901 if (!drop_to_ground
902 || !map
903 || map->in_memory != MAP_ACTIVE
904 || map->no_drop
905 || ms ().move_block == MOVE_ALL)
862 { 906 {
863 while (inv) 907 while (inv)
864 {
865 inv->destroy_inv (drop_to_ground);
866 inv->destroy (); 908 inv->destroy ();
867 }
868 } 909 }
869 else 910 else
870 { /* Put objects in inventory onto this space */ 911 { /* Put objects in inventory onto this space */
871 while (inv) 912 while (inv)
872 { 913 {
874 915
875 if (op->flag [FLAG_STARTEQUIP] 916 if (op->flag [FLAG_STARTEQUIP]
876 || op->flag [FLAG_NO_DROP] 917 || op->flag [FLAG_NO_DROP]
877 || op->type == RUNE 918 || op->type == RUNE
878 || op->type == TRAP 919 || op->type == TRAP
879 || op->flag [FLAG_IS_A_TEMPLATE]) 920 || op->flag [FLAG_IS_A_TEMPLATE]
921 || op->flag [FLAG_DESTROY_ON_DEATH])
880 op->destroy (); 922 op->destroy ();
881 else 923 else
882 { 924 map->insert (op, x, y);
883 op->remove ();
884 op->x = x;
885 op->y = y;
886 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
887 }
888 } 925 }
889 } 926 }
890} 927}
891 928
929/*
930 * Remove and free all objects in the inventory of the given object.
931 * Unlike destroy_inv, this assumes the *this is destroyed as well
932 * well, so we can (and have to!) take shortcuts.
933 */
892void 934void
893object::destroy (bool destroy_inventory) 935object::destroy_inv_fast ()
936{
937 while (object *op = inv)
938 {
939 // remove from object the fast way
940 op->flag [FLAG_REMOVED] = true;
941 op->env = 0;
942 if ((inv = inv->below))
943 inv->above = 0;
944
945 // then destroy
946 op->destroy ();
947 }
948}
949
950void
951object::freelist_free (int count)
952{
953 while (count-- && freelist)
954 {
955 freelist_item *next = freelist->next;
956 // count is being "destroyed"
957
958 sfree ((char *)freelist, sizeof (object));
959
960 freelist = next;
961 --free_count;
962 }
963}
964
965object *
966object::create ()
967{
968 object *op;
969
970 if (freelist)
971 {
972 freelist_item li = *freelist;
973 memset (freelist, 0, sizeof (object));
974
975 op = new (freelist) object;
976 op->count = li.count;
977
978 freelist = li.next;
979 --free_count;
980 }
981 else
982 {
983 void *ni = salloc0<char> (sizeof (object));
984
985 op = new(ni) object;
986
987 op->count = ++object_count;
988 }
989
990 op->link ();
991
992 return op;
993}
994
995void
996object::do_delete ()
997{
998 uint32_t count = this->count;
999
1000 this->~object ();
1001
1002 freelist_item *li = (freelist_item *)this;
1003 li->next = freelist;
1004 li->count = count;
1005
1006 freelist = li;
1007 ++free_count;
1008}
1009
1010static struct freed_map : maptile
1011{
1012 freed_map ()
1013 : maptile (3, 3)
1014 {
1015 path = "<freed objects map>";
1016 name = "/internal/freed_objects_map";
1017 no_drop = 1;
1018 no_reset = 1;
1019
1020 in_memory = MAP_ACTIVE;
1021 }
1022
1023 ~freed_map ()
1024 {
1025 destroy ();
1026 }
1027} freed_map; // freed objects are moved here to avoid crashes
1028
1029void
1030object::do_destroy ()
1031{
1032 if (flag [FLAG_IS_LINKED])
1033 remove_link ();
1034
1035 if (flag [FLAG_FRIENDLY])
1036 remove_friendly_object (this);
1037
1038 remove ();
1039
1040 attachable::do_destroy ();
1041
1042 deactivate ();
1043 unlink ();
1044
1045 flag [FLAG_FREED] = 1;
1046
1047 // hack to ensure that freed objects still have a valid map
1048 map = &freed_map;
1049 x = 1;
1050 y = 1;
1051
1052 if (more)
1053 {
1054 more->destroy ();
1055 more = 0;
1056 }
1057
1058 head = 0;
1059
1060 // clear those pointers that likely might cause circular references
1061 owner = 0;
1062 enemy = 0;
1063 attacked_by = 0;
1064 current_weapon = 0;
1065}
1066
1067void
1068object::destroy ()
894{ 1069{
895 if (destroyed ()) 1070 if (destroyed ())
896 return; 1071 return;
897 1072
898 if (more) 1073 if (!is_head () && !head->destroyed ())
899 {
900 //TODO: non-head objects must not have inventory
901 more->destroy (destroy_inventory);
902 more = 0;
903 } 1074 {
1075 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1076 head->destroy ();
1077 return;
1078 }
904 1079
905 if (destroy_inventory)
906 destroy_inv (true); 1080 destroy_inv_fast ();
1081
1082 if (is_head ())
1083 if (sound_destroy)
1084 play_sound (sound_destroy);
1085 else if (flag [FLAG_MONSTER])
1086 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
907 1087
908 attachable::destroy (); 1088 attachable::destroy ();
909}
910
911/*
912 * sub_weight() recursively (outwards) subtracts a number from the
913 * weight of an object (and what is carried by it's environment(s)).
914 */
915void
916sub_weight (object *op, signed long weight)
917{
918 while (op != NULL)
919 {
920 if (op->type == CONTAINER)
921 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
922
923 op->carrying -= weight;
924 op = op->env;
925 }
926} 1089}
927 1090
928/* op->remove (): 1091/* op->remove ():
929 * This function removes the object op from the linked list of objects 1092 * This function removes the object op from the linked list of objects
930 * which it is currently tied to. When this function is done, the 1093 * which it is currently tied to. When this function is done, the
931 * object will have no environment. If the object previously had an 1094 * object will have no environment. If the object previously had an
932 * environment, the x and y coordinates will be updated to 1095 * environment, the x and y coordinates will be updated to
933 * the previous environment. 1096 * the previous environment.
934 * Beware: This function is called from the editor as well!
935 */ 1097 */
936void 1098void
937object::remove () 1099object::do_remove ()
938{ 1100{
939 object *tmp, *last = 0; 1101 if (flag [FLAG_REMOVED])
940 object *otmp;
941
942 if (QUERY_FLAG (this, FLAG_REMOVED))
943 return; 1102 return;
944 1103
945 SET_FLAG (this, FLAG_REMOVED);
946 INVOKE_OBJECT (REMOVE, this); 1104 INVOKE_OBJECT (REMOVE, this);
1105
1106 flag [FLAG_REMOVED] = true;
947 1107
948 if (more) 1108 if (more)
949 more->remove (); 1109 more->remove ();
950 1110
951 /* 1111 /*
952 * In this case, the object to be removed is in someones 1112 * In this case, the object to be removed is in someones
953 * inventory. 1113 * inventory.
954 */ 1114 */
955 if (env) 1115 if (env)
956 { 1116 {
957 if (nrof) 1117 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
958 sub_weight (env, weight * nrof); 1118 if (object *pl = visible_to ())
959 else 1119 esrv_del_item (pl->contr, count);
960 sub_weight (env, weight + carrying); 1120 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
961 1121
962 /* NO_FIX_PLAYER is set when a great many changes are being 1122 adjust_weight (env, total_weight (), 0);
963 * made to players inventory. If set, avoiding the call
964 * to save cpu time.
965 */
966 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
967 otmp->update_stats ();
968 1123
969 if (above != NULL) 1124 object *pl = in_player ();
970 above->below = below;
971 else
972 env->inv = below;
973
974 if (below != NULL)
975 below->above = above;
976 1125
977 /* we set up values so that it could be inserted into 1126 /* we set up values so that it could be inserted into
978 * the map, but we don't actually do that - it is up 1127 * the map, but we don't actually do that - it is up
979 * to the caller to decide what we want to do. 1128 * to the caller to decide what we want to do.
980 */ 1129 */
981 x = env->x, y = env->y;
982 map = env->map; 1130 map = env->map;
983 above = 0, below = 0; 1131 x = env->x;
984 env = 0; 1132 y = env->y;
985 }
986 else if (map)
987 {
988 /* Re did the following section of code - it looks like it had
989 * lots of logic for things we no longer care about
990 */
991 1133
992 /* link the object above us */ 1134 // make sure cmov optimisation is applicable
993 if (above) 1135 *(above ? &above->below : &env->inv) = below;
994 above->below = below; 1136 *(below ? &below->above : &above ) = above; // &above is just a dummy
995 else
996 map->at (x, y).top = below; /* we were top, set new top */
997
998 /* Relink the object below us, if there is one */
999 if (below)
1000 below->above = above;
1001 else
1002 {
1003 /* Nothing below, which means we need to relink map object for this space
1004 * use translated coordinates in case some oddness with map tiling is
1005 * evident
1006 */
1007 if (GET_MAP_OB (map, x, y) != this)
1008 {
1009 char *dump = dump_object (this);
1010 LOG (llevError,
1011 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1012 free (dump);
1013 dump = dump_object (GET_MAP_OB (map, x, y));
1014 LOG (llevError, "%s\n", dump);
1015 free (dump);
1016 }
1017
1018 map->at (x, y).bot = above; /* goes on above it. */
1019 }
1020 1137
1021 above = 0; 1138 above = 0;
1022 below = 0; 1139 below = 0;
1140 env = 0;
1141
1142 if (pl && pl->is_player ())
1143 {
1144 if (expect_false (pl->contr->combat_ob == this))
1145 {
1146 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1147 pl->contr->combat_ob = 0;
1148 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1149 }
1150
1151 if (expect_false (pl->contr->ranged_ob == this))
1152 {
1153 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1154 pl->contr->ranged_ob = 0;
1155 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1156 }
1157
1158 pl->contr->queue_stats_update ();
1159
1160 if (expect_false (glow_radius) && pl->is_on_map ())
1161 update_all_los (pl->map, pl->x, pl->y);
1162 }
1163 }
1164 else if (map)
1165 {
1166 map->dirty = true;
1167 mapspace &ms = this->ms ();
1168
1169 if (object *pl = ms.player ())
1170 {
1171 if (is_player ())
1172 {
1173 if (!flag [FLAG_WIZPASS])
1174 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1175
1176 // leaving a spot always closes any open container on the ground
1177 if (container && !container->env)
1178 // this causes spurious floorbox updates, but it ensures
1179 // that the CLOSE event is being sent.
1180 close_container ();
1181
1182 --map->players;
1183 map->touch ();
1184 }
1185 else if (pl->container_ () == this)
1186 {
1187 // removing a container should close it
1188 close_container ();
1189 }
1190 else
1191 esrv_del_item (pl->contr, count);
1192 }
1193
1194 /* link the object above us */
1195 // re-link, make sure compiler can easily use cmove
1196 *(above ? &above->below : &ms.top) = below;
1197 *(below ? &below->above : &ms.bot) = above;
1198
1199 above = 0;
1200 below = 0;
1201
1202 ms.invalidate ();
1023 1203
1024 if (map->in_memory == MAP_SAVING) 1204 if (map->in_memory == MAP_SAVING)
1025 return; 1205 return;
1026 1206
1027 int check_walk_off = !flag [FLAG_NO_APPLY]; 1207 int check_walk_off = !flag [FLAG_NO_APPLY];
1028 1208
1029 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1209 if (object *pl = ms.player ())
1030 { 1210 {
1031 /* No point updating the players look faces if he is the object 1211 if (pl->container_ () == this)
1032 * being removed.
1033 */
1034
1035 if (tmp->type == PLAYER && tmp != this)
1036 {
1037 /* If a container that the player is currently using somehow gets 1212 /* If a container that the player is currently using somehow gets
1038 * removed (most likely destroyed), update the player view 1213 * removed (most likely destroyed), update the player view
1039 * appropriately. 1214 * appropriately.
1040 */ 1215 */
1041 if (tmp->container == this) 1216 pl->close_container ();
1042 {
1043 flag [FLAG_APPLIED] = 0;
1044 tmp->container = 0;
1045 }
1046 1217
1218 //TODO: the floorbox prev/next might need updating
1219 //esrv_del_item (pl->contr, count);
1220 //TODO: update floorbox to preserve ordering
1047 if (tmp->contr->ns) 1221 if (pl->contr->ns)
1048 tmp->contr->ns->floorbox_update (); 1222 pl->contr->ns->floorbox_update ();
1223 }
1224
1225 if (check_walk_off)
1226 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1227 {
1228 above = tmp->above;
1229
1230 /* No point updating the players look faces if he is the object
1231 * being removed.
1049 } 1232 */
1050 1233
1051 /* See if player moving off should effect something */ 1234 /* See if object moving off should effect something */
1052 if (check_walk_off
1053 && ((move_type & tmp->move_off) 1235 if ((move_type & tmp->move_off)
1054 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1236 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1055 {
1056 move_apply (tmp, this, 0); 1237 move_apply (tmp, this, 0);
1057
1058 if (destroyed ())
1059 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1060 } 1238 }
1061 1239
1062 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1240 if (affects_los ())
1063
1064 if (tmp->above == tmp)
1065 tmp->above = 0;
1066
1067 last = tmp;
1068 }
1069
1070 /* last == NULL of there are no objects on this space */
1071 if (!last)
1072 map->at (x, y).flags_ = P_NEED_UPDATE;
1073 else
1074 update_object (last, UP_OBJ_REMOVE);
1075
1076 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1077 update_all_los (map, x, y); 1241 update_all_los (map, x, y);
1078 } 1242 }
1079} 1243}
1080 1244
1081/* 1245/*
1090merge_ob (object *op, object *top) 1254merge_ob (object *op, object *top)
1091{ 1255{
1092 if (!op->nrof) 1256 if (!op->nrof)
1093 return 0; 1257 return 0;
1094 1258
1095 if (top) 1259 if (!top)
1096 for (top = op; top && top->above; top = top->above) 1260 for (top = op; top && top->above; top = top->above)
1097 ; 1261 ;
1098 1262
1099 for (; top; top = top->below) 1263 for (; top; top = top->below)
1100 {
1101 if (top == op)
1102 continue;
1103
1104 if (object::can_merge (op, top)) 1264 if (object::can_merge (op, top))
1105 { 1265 {
1106 top->nrof += op->nrof; 1266 top->nrof += op->nrof;
1107 1267
1108/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1268 if (object *pl = top->visible_to ())
1109 op->weight = 0; /* Don't want any adjustements now */ 1269 esrv_update_item (UPD_NROF, pl, top);
1270
1271 op->weight = 0; // cancel the addition above
1272 op->carrying = 0; // must be 0 already
1273
1110 op->destroy (); 1274 op->destroy ();
1275
1111 return top; 1276 return top;
1112 } 1277 }
1113 }
1114 1278
1115 return 0; 1279 return 0;
1116} 1280}
1117 1281
1282void
1283object::expand_tail ()
1284{
1285 if (more)
1286 return;
1287
1288 object *prev = this;
1289
1290 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1291 {
1292 object *op = at->instance ();
1293
1294 op->name = name;
1295 op->name_pl = name_pl;
1296 op->title = title;
1297
1298 op->head = this;
1299 prev->more = op;
1300
1301 prev = op;
1302 }
1303}
1304
1118/* 1305/*
1119 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1306 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1120 * job preparing multi-part monsters 1307 * job preparing multi-part monsters.
1121 */ 1308 */
1122object * 1309object *
1123insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1310insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1124{ 1311{
1125 object *tmp; 1312 op->remove ();
1126 1313
1127 if (op->head)
1128 op = op->head;
1129
1130 for (tmp = op; tmp; tmp = tmp->more) 1314 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1131 { 1315 {
1132 tmp->x = x + tmp->arch->clone.x; 1316 tmp->x = x + tmp->arch->x;
1133 tmp->y = y + tmp->arch->clone.y; 1317 tmp->y = y + tmp->arch->y;
1134 } 1318 }
1135 1319
1136 return insert_ob_in_map (op, m, originator, flag); 1320 return insert_ob_in_map (op, m, originator, flag);
1137} 1321}
1138 1322
1151 * Passing 0 for flag gives proper default values, so flag really only needs 1335 * Passing 0 for flag gives proper default values, so flag really only needs
1152 * to be set if special handling is needed. 1336 * to be set if special handling is needed.
1153 * 1337 *
1154 * Return value: 1338 * Return value:
1155 * new object if 'op' was merged with other object 1339 * new object if 'op' was merged with other object
1156 * NULL if 'op' was destroyed 1340 * NULL if there was an error (destroyed, blocked etc.)
1157 * just 'op' otherwise 1341 * just 'op' otherwise
1158 */ 1342 */
1159object * 1343object *
1160insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1344insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1161{ 1345{
1162 object *tmp, *top, *floor = NULL; 1346 op->remove ();
1163 sint16 x, y;
1164 1347
1165 if (QUERY_FLAG (op, FLAG_FREED)) 1348 if (m == &freed_map)//D TODO: remove soon
1166 { 1349 {//D
1167 LOG (llevError, "Trying to insert freed object!\n"); 1350 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1168 return NULL;
1169 } 1351 }//D
1170
1171 if (m == NULL)
1172 {
1173 char *dump = dump_object (op);
1174 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1175 free (dump);
1176 return op;
1177 }
1178
1179 if (out_of_map (m, op->x, op->y))
1180 {
1181 char *dump = dump_object (op);
1182 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1183#ifdef MANY_CORES
1184 /* Better to catch this here, as otherwise the next use of this object
1185 * is likely to cause a crash. Better to find out where it is getting
1186 * improperly inserted.
1187 */
1188 abort ();
1189#endif
1190 free (dump);
1191 return op;
1192 }
1193
1194 if (!QUERY_FLAG (op, FLAG_REMOVED))
1195 {
1196 char *dump = dump_object (op);
1197 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1198 free (dump);
1199 return op;
1200 }
1201
1202 if (op->more)
1203 {
1204 /* The part may be on a different map. */
1205
1206 object *more = op->more;
1207
1208 /* We really need the caller to normalize coordinates - if
1209 * we set the map, that doesn't work if the location is within
1210 * a map and this is straddling an edge. So only if coordinate
1211 * is clear wrong do we normalize it.
1212 */
1213 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1214 more->map = get_map_from_coord (m, &more->x, &more->y);
1215 else if (!more->map)
1216 {
1217 /* For backwards compatibility - when not dealing with tiled maps,
1218 * more->map should always point to the parent.
1219 */
1220 more->map = m;
1221 }
1222
1223 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1224 {
1225 if (!op->head)
1226 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1227
1228 return 0;
1229 }
1230 }
1231
1232 CLEAR_FLAG (op, FLAG_REMOVED);
1233 1352
1234 /* Ideally, the caller figures this out. However, it complicates a lot 1353 /* Ideally, the caller figures this out. However, it complicates a lot
1235 * of areas of callers (eg, anything that uses find_free_spot would now 1354 * of areas of callers (eg, anything that uses find_free_spot would now
1236 * need extra work 1355 * need extra work
1237 */ 1356 */
1238 op->map = get_map_from_coord (m, &op->x, &op->y); 1357 maptile *newmap = m;
1239 x = op->x; 1358 if (!xy_normalise (newmap, op->x, op->y))
1240 y = op->y; 1359 {
1360 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1361 return 0;
1362 }
1363
1364 if (object *more = op->more)
1365 if (!insert_ob_in_map (more, m, originator, flag))
1366 return 0;
1367
1368 op->flag [FLAG_REMOVED] = false;
1369 op->env = 0;
1370 op->map = newmap;
1371
1372 mapspace &ms = op->ms ();
1241 1373
1242 /* this has to be done after we translate the coordinates. 1374 /* this has to be done after we translate the coordinates.
1243 */ 1375 */
1244 if (op->nrof && !(flag & INS_NO_MERGE)) 1376 if (op->nrof && !(flag & INS_NO_MERGE))
1245 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1377 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1246 if (object::can_merge (op, tmp)) 1378 if (object::can_merge (op, tmp))
1247 { 1379 {
1380 // TODO: we actually want to update tmp, not op,
1381 // but some caller surely breaks when we return tmp
1382 // from here :/
1248 op->nrof += tmp->nrof; 1383 op->nrof += tmp->nrof;
1249 tmp->destroy (); 1384 tmp->destroy ();
1250 } 1385 }
1251 1386
1252 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1387 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1253 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1388 op->clr_flag (FLAG_INV_LOCKED);
1254 1389
1255 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1390 if (!op->flag [FLAG_ALIVE])
1256 CLEAR_FLAG (op, FLAG_NO_STEAL); 1391 op->clr_flag (FLAG_NO_STEAL);
1257 1392
1258 if (flag & INS_BELOW_ORIGINATOR) 1393 if (flag & INS_BELOW_ORIGINATOR)
1259 { 1394 {
1260 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1395 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1261 { 1396 {
1262 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1397 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1263 abort (); 1398 abort ();
1264 } 1399 }
1265 1400
1401 if (!originator->is_on_map ())
1402 {
1403 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1404 op->debug_desc (), originator->debug_desc ());
1405 abort ();
1406 }
1407
1266 op->above = originator; 1408 op->above = originator;
1267 op->below = originator->below; 1409 op->below = originator->below;
1268
1269 if (op->below)
1270 op->below->above = op;
1271 else
1272 op->ms ().bot = op;
1273
1274 /* since *below* originator, no need to update top */
1275 originator->below = op; 1410 originator->below = op;
1411
1412 *(op->below ? &op->below->above : &ms.bot) = op;
1276 } 1413 }
1277 else 1414 else
1278 { 1415 {
1416 object *floor = 0;
1417 object *top = ms.top;
1418
1279 /* If there are other objects, then */ 1419 /* If there are other objects, then */
1280 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1420 if (top)
1281 { 1421 {
1282 object *last = NULL;
1283
1284 /* 1422 /*
1285 * If there are multiple objects on this space, we do some trickier handling. 1423 * If there are multiple objects on this space, we do some trickier handling.
1286 * We've already dealt with merging if appropriate. 1424 * We've already dealt with merging if appropriate.
1287 * Generally, we want to put the new object on top. But if 1425 * Generally, we want to put the new object on top. But if
1288 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1426 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1291 * once we get to them. This reduces the need to traverse over all of 1429 * once we get to them. This reduces the need to traverse over all of
1292 * them when adding another one - this saves quite a bit of cpu time 1430 * them when adding another one - this saves quite a bit of cpu time
1293 * when lots of spells are cast in one area. Currently, it is presumed 1431 * when lots of spells are cast in one area. Currently, it is presumed
1294 * that flying non pickable objects are spell objects. 1432 * that flying non pickable objects are spell objects.
1295 */ 1433 */
1296 1434 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1297 while (top != NULL)
1298 { 1435 {
1299 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1436 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1300 floor = top; 1437 floor = tmp;
1301 1438
1302 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1439 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1303 { 1440 {
1304 /* We insert above top, so we want this object below this */ 1441 /* We insert above top, so we want this object below this */
1305 top = top->below; 1442 top = tmp->below;
1306 break; 1443 break;
1307 } 1444 }
1308 1445
1309 last = top;
1310 top = top->above; 1446 top = tmp;
1311 } 1447 }
1312
1313 /* Don't want top to be NULL, so set it to the last valid object */
1314 top = last;
1315 1448
1316 /* We let update_position deal with figuring out what the space 1449 /* We let update_position deal with figuring out what the space
1317 * looks like instead of lots of conditions here. 1450 * looks like instead of lots of conditions here.
1318 * makes things faster, and effectively the same result. 1451 * makes things faster, and effectively the same result.
1319 */ 1452 */
1320 1453
1321 /* Have object 'fall below' other objects that block view. 1454 /* Have object 'fall below' other objects that block view.
1322 * Unless those objects are exits, type 66 1455 * Unless those objects are exits.
1323 * If INS_ON_TOP is used, don't do this processing 1456 * If INS_ON_TOP is used, don't do this processing
1324 * Need to find the object that in fact blocks view, otherwise 1457 * Need to find the object that in fact blocks view, otherwise
1325 * stacking is a bit odd. 1458 * stacking is a bit odd.
1326 */ 1459 */
1327 if (!(flag & INS_ON_TOP) && 1460 if (!(flag & INS_ON_TOP)
1328 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1461 && ms.flags () & P_BLOCKSVIEW
1462 && (op->face && !faces [op->face].visibility))
1329 { 1463 {
1464 object *last;
1465
1330 for (last = top; last != floor; last = last->below) 1466 for (last = top; last != floor; last = last->below)
1331 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1467 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1332 break; 1468 break;
1469
1333 /* Check to see if we found the object that blocks view, 1470 /* Check to see if we found the object that blocks view,
1334 * and make sure we have a below pointer for it so that 1471 * and make sure we have a below pointer for it so that
1335 * we can get inserted below this one, which requires we 1472 * we can get inserted below this one, which requires we
1336 * set top to the object below us. 1473 * set top to the object below us.
1337 */ 1474 */
1338 if (last && last->below && last != floor) 1475 if (last && last->below && last != floor)
1339 top = last->below; 1476 top = last->below;
1340 } 1477 }
1341 } /* If objects on this space */ 1478 } /* If objects on this space */
1342 1479
1343 if (flag & INS_MAP_LOAD)
1344 top = GET_MAP_TOP (op->map, op->x, op->y);
1345
1346 if (flag & INS_ABOVE_FLOOR_ONLY) 1480 if (flag & INS_ABOVE_FLOOR_ONLY)
1347 top = floor; 1481 top = floor;
1348 1482
1349 /* Top is the object that our object (op) is going to get inserted above. 1483 // insert object above top, or bottom-most if top = 0
1350 */
1351
1352 /* First object on this space */
1353 if (!top) 1484 if (!top)
1354 { 1485 {
1355 op->above = GET_MAP_OB (op->map, op->x, op->y);
1356
1357 if (op->above)
1358 op->above->below = op;
1359
1360 op->below = NULL; 1486 op->below = 0;
1487 op->above = ms.bot;
1361 op->ms ().bot = op; 1488 ms.bot = op;
1489
1490 *(op->above ? &op->above->below : &ms.top) = op;
1362 } 1491 }
1363 else 1492 else
1364 { /* get inserted into the stack above top */ 1493 {
1365 op->above = top->above; 1494 op->above = top->above;
1366
1367 if (op->above)
1368 op->above->below = op; 1495 top->above = op;
1369 1496
1370 op->below = top; 1497 op->below = top;
1371 top->above = op; 1498 *(op->above ? &op->above->below : &ms.top) = op;
1372 } 1499 }
1500 }
1373 1501
1374 if (op->above == NULL) 1502 if (op->is_player ())
1375 op->ms ().top = op; 1503 {
1376 } /* else not INS_BELOW_ORIGINATOR */
1377
1378 if (op->type == PLAYER)
1379 op->contr->do_los = 1; 1504 op->contr->do_los = 1;
1505 ++op->map->players;
1506 op->map->touch ();
1507 }
1380 1508
1381 /* If we have a floor, we know the player, if any, will be above 1509 op->map->dirty = true;
1382 * it, so save a few ticks and start from there. 1510
1383 */
1384 if (!(flag & INS_MAP_LOAD))
1385 if (object *pl = op->ms ().player ()) 1511 if (object *pl = ms.player ())
1512 //TODO: the floorbox prev/next might need updating
1513 //esrv_send_item (pl, op);
1514 //TODO: update floorbox to preserve ordering
1386 if (pl->contr->ns) 1515 if (pl->contr->ns)
1387 pl->contr->ns->floorbox_update (); 1516 pl->contr->ns->floorbox_update ();
1388 1517
1389 /* If this object glows, it may affect lighting conditions that are 1518 /* If this object glows, it may affect lighting conditions that are
1390 * visible to others on this map. But update_all_los is really 1519 * visible to others on this map. But update_all_los is really
1391 * an inefficient way to do this, as it means los for all players 1520 * an inefficient way to do this, as it means los for all players
1392 * on the map will get recalculated. The players could very well 1521 * on the map will get recalculated. The players could very well
1393 * be far away from this change and not affected in any way - 1522 * be far away from this change and not affected in any way -
1394 * this should get redone to only look for players within range, 1523 * this should get redone to only look for players within range,
1395 * or just updating the P_NEED_UPDATE for spaces within this area 1524 * or just updating the P_UPTODATE for spaces within this area
1396 * of effect may be sufficient. 1525 * of effect may be sufficient.
1397 */ 1526 */
1398 if (op->map->darkness && (op->glow_radius != 0)) 1527 if (op->affects_los ())
1528 {
1529 op->ms ().invalidate ();
1399 update_all_los (op->map, op->x, op->y); 1530 update_all_los (op->map, op->x, op->y);
1531 }
1400 1532
1401 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1533 /* updates flags (blocked, alive, no magic, etc) for this map space */
1402 update_object (op, UP_OBJ_INSERT); 1534 update_object (op, UP_OBJ_INSERT);
1403 1535
1404 INVOKE_OBJECT (INSERT, op); 1536 INVOKE_OBJECT (INSERT, op);
1411 * blocked() and wall() work properly), and these flags are updated by 1543 * blocked() and wall() work properly), and these flags are updated by
1412 * update_object(). 1544 * update_object().
1413 */ 1545 */
1414 1546
1415 /* if this is not the head or flag has been passed, don't check walk on status */ 1547 /* if this is not the head or flag has been passed, don't check walk on status */
1416 if (!(flag & INS_NO_WALK_ON) && !op->head) 1548 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1417 { 1549 {
1418 if (check_move_on (op, originator)) 1550 if (check_move_on (op, originator, flag))
1419 return 0; 1551 return 0;
1420 1552
1421 /* If we are a multi part object, lets work our way through the check 1553 /* If we are a multi part object, let's work our way through the check
1422 * walk on's. 1554 * walk on's.
1423 */ 1555 */
1424 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1556 for (object *tmp = op->more; tmp; tmp = tmp->more)
1425 if (check_move_on (tmp, originator)) 1557 if (check_move_on (tmp, originator, flag))
1426 return 0; 1558 return 0;
1427 } 1559 }
1428 1560
1429 return op; 1561 return op;
1430} 1562}
1432/* this function inserts an object in the map, but if it 1564/* this function inserts an object in the map, but if it
1433 * finds an object of its own type, it'll remove that one first. 1565 * finds an object of its own type, it'll remove that one first.
1434 * op is the object to insert it under: supplies x and the map. 1566 * op is the object to insert it under: supplies x and the map.
1435 */ 1567 */
1436void 1568void
1437replace_insert_ob_in_map (const char *arch_string, object *op) 1569replace_insert_ob_in_map (shstr_tmp archname, object *op)
1438{ 1570{
1439 object *tmp, *tmp1;
1440
1441 /* first search for itself and remove any old instances */ 1571 /* first search for itself and remove any old instances */
1442 1572
1443 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1573 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1444 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1574 if (tmp->arch->archname == archname) /* same archetype */
1445 tmp->destroy (); 1575 tmp->destroy ();
1446 1576
1447 tmp1 = arch_to_object (archetype::find (arch_string)); 1577 object *tmp = archetype::find (archname)->instance ();
1448 1578
1449 tmp1->x = op->x; 1579 tmp->x = op->x;
1450 tmp1->y = op->y; 1580 tmp->y = op->y;
1581
1451 insert_ob_in_map (tmp1, op->map, op, 0); 1582 insert_ob_in_map (tmp, op->map, op, 0);
1452} 1583}
1453
1454/*
1455 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1456 * is returned contains nr objects, and the remaining parts contains
1457 * the rest (or is removed and freed if that number is 0).
1458 * On failure, NULL is returned, and the reason put into the
1459 * global static errmsg array.
1460 */
1461 1584
1462object * 1585object *
1463get_split_ob (object *orig_ob, uint32 nr) 1586object::insert_at (object *where, object *originator, int flags)
1464{ 1587{
1465 object *newob; 1588 if (where->env)
1466 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1589 return where->env->insert (this);
1467 1590 else
1468 if (orig_ob->nrof < nr) 1591 return where->map->insert (this, where->x, where->y, originator, flags);
1469 {
1470 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1471 return NULL;
1472 }
1473
1474 newob = object_create_clone (orig_ob);
1475
1476 if ((orig_ob->nrof -= nr) < 1)
1477 orig_ob->destroy (1);
1478 else if (!is_removed)
1479 {
1480 if (orig_ob->env != NULL)
1481 sub_weight (orig_ob->env, orig_ob->weight * nr);
1482 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1483 {
1484 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1485 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1486 return NULL;
1487 }
1488 }
1489
1490 newob->nrof = nr;
1491
1492 return newob;
1493} 1592}
1494 1593
1594// check whether we can put this into the map, respect max_volume, max_items
1595bool
1596object::can_drop_at (maptile *m, int x, int y, object *originator)
1597{
1598 mapspace &ms = m->at (x, y);
1599
1600 int items = ms.items ();
1601
1602 if (!items // testing !items ensures we can drop at least one item
1603 || (items < m->max_items
1604 && ms.volume () < m->max_volume))
1605 return true;
1606
1607 if (originator && originator->is_player ())
1608 originator->contr->failmsgf (
1609 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1610 query_name ()
1611 );
1612
1613 return false;
1614}
1615
1495/* 1616/*
1496 * decrease_ob_nr(object, number) decreases a specified number from 1617 * decrease(object, number) decreases a specified number from
1497 * the amount of an object. If the amount reaches 0, the object 1618 * the amount of an object. If the amount reaches 0, the object
1498 * is subsequently removed and freed. 1619 * is subsequently removed and freed.
1499 * 1620 *
1500 * Return value: 'op' if something is left, NULL if the amount reached 0 1621 * Return value: 'op' if something is left, NULL if the amount reached 0
1501 */ 1622 */
1623bool
1624object::decrease (sint32 nr)
1625{
1626 if (!nr)
1627 return true;
1502 1628
1629 nr = min (nr, nrof);
1630
1631 if (nrof > nr)
1632 {
1633 sint64 oweight = total_weight ();
1634
1635 nrof -= nr;
1636
1637 if (object *pl = visible_to ())
1638 esrv_update_item (UPD_NROF, pl, this);
1639
1640 adjust_weight (env, oweight, total_weight ());
1641
1642 return true;
1643 }
1644 else
1645 {
1646 destroy ();
1647 return false;
1648 }
1649}
1650
1651/*
1652 * split(ob,nr) splits up ob into two parts. The part which
1653 * is returned contains nr objects, and the remaining parts contains
1654 * the rest (or is removed and returned if that number is 0).
1655 * On failure, NULL is returned.
1656 */
1503object * 1657object *
1504decrease_ob_nr (object *op, uint32 i) 1658object::split (sint32 nr)
1505{ 1659{
1506 object *tmp; 1660 int have = number_of ();
1507 1661
1508 if (i == 0) /* objects with op->nrof require this check */ 1662 if (have < nr)
1509 return op; 1663 return 0;
1510 1664 else if (have == nr)
1511 if (i > op->nrof)
1512 i = op->nrof;
1513
1514 if (QUERY_FLAG (op, FLAG_REMOVED))
1515 op->nrof -= i;
1516 else if (op->env)
1517 { 1665 {
1518 /* is this object in the players inventory, or sub container
1519 * therein?
1520 */
1521 tmp = op->in_player ();
1522 /* nope. Is this a container the player has opened?
1523 * If so, set tmp to that player.
1524 * IMO, searching through all the players will mostly
1525 * likely be quicker than following op->env to the map,
1526 * and then searching the map for a player.
1527 */
1528 if (!tmp)
1529 for_all_players (pl)
1530 if (pl->ob->container == op->env)
1531 {
1532 tmp = pl->ob;
1533 break;
1534 }
1535
1536 if (i < op->nrof)
1537 {
1538 sub_weight (op->env, op->weight * i);
1539 op->nrof -= i;
1540 if (tmp)
1541 esrv_send_item (tmp, op);
1542 }
1543 else
1544 {
1545 op->remove (); 1666 remove ();
1546 op->nrof = 0; 1667 return this;
1547 if (tmp)
1548 esrv_del_item (tmp->contr, op->count);
1549 }
1550 } 1668 }
1551 else 1669 else
1552 { 1670 {
1553 object *above = op->above; 1671 decrease (nr);
1554 1672
1555 if (i < op->nrof) 1673 object *op = deep_clone ();
1556 op->nrof -= i; 1674 op->nrof = nr;
1557 else
1558 {
1559 op->remove ();
1560 op->nrof = 0;
1561 }
1562
1563 /* Since we just removed op, op->above is null */
1564 for (tmp = above; tmp; tmp = tmp->above)
1565 if (tmp->type == PLAYER)
1566 {
1567 if (op->nrof)
1568 esrv_send_item (tmp, op);
1569 else
1570 esrv_del_item (tmp->contr, op->count);
1571 }
1572 }
1573
1574 if (op->nrof)
1575 return op; 1675 return op;
1576 else
1577 {
1578 op->destroy ();
1579 return 0;
1580 }
1581}
1582
1583/*
1584 * add_weight(object, weight) adds the specified weight to an object,
1585 * and also updates how much the environment(s) is/are carrying.
1586 */
1587
1588void
1589add_weight (object *op, signed long weight)
1590{
1591 while (op != NULL)
1592 {
1593 if (op->type == CONTAINER)
1594 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1595
1596 op->carrying += weight;
1597 op = op->env;
1598 } 1676 }
1599} 1677}
1600 1678
1601object * 1679object *
1602insert_ob_in_ob (object *op, object *where) 1680insert_ob_in_ob (object *op, object *where)
1607 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1685 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1608 free (dump); 1686 free (dump);
1609 return op; 1687 return op;
1610 } 1688 }
1611 1689
1612 if (where->head) 1690 if (where->head_ () != where)
1613 { 1691 {
1614 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1692 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1615 where = where->head; 1693 where = where->head;
1616 } 1694 }
1617 1695
1618 return where->insert (op); 1696 return where->insert (op);
1619} 1697}
1624 * inside the object environment. 1702 * inside the object environment.
1625 * 1703 *
1626 * The function returns now pointer to inserted item, and return value can 1704 * The function returns now pointer to inserted item, and return value can
1627 * be != op, if items are merged. -Tero 1705 * be != op, if items are merged. -Tero
1628 */ 1706 */
1629
1630object * 1707object *
1631object::insert (object *op) 1708object::insert (object *op)
1632{ 1709{
1633 object *tmp, *otmp;
1634
1635 if (!QUERY_FLAG (op, FLAG_REMOVED))
1636 op->remove ();
1637
1638 if (op->more) 1710 if (op->more)
1639 { 1711 {
1640 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1712 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1641 return op; 1713 return op;
1642 } 1714 }
1643 1715
1644 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1716 op->remove ();
1645 CLEAR_FLAG (op, FLAG_REMOVED); 1717
1718 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1719
1646 if (op->nrof) 1720 if (op->nrof)
1647 {
1648 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1721 for (object *tmp = inv; tmp; tmp = tmp->below)
1649 if (object::can_merge (tmp, op)) 1722 if (object::can_merge (tmp, op))
1650 { 1723 {
1651 /* return the original object and remove inserted object 1724 /* return the original object and remove inserted object
1652 (client needs the original object) */ 1725 (client prefers the original object) */
1726
1727 // carring must be 0 for mergable objects
1728 sint64 oweight = tmp->weight * tmp->nrof;
1729
1653 tmp->nrof += op->nrof; 1730 tmp->nrof += op->nrof;
1654 /* Weight handling gets pretty funky. Since we are adding to 1731
1655 * tmp->nrof, we need to increase the weight. 1732 if (object *pl = tmp->visible_to ())
1656 */ 1733 esrv_update_item (UPD_NROF, pl, tmp);
1734
1657 add_weight (this, op->weight * op->nrof); 1735 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1658 SET_FLAG (op, FLAG_REMOVED); 1736
1659 op->destroy (); /* free the inserted object */ 1737 op->destroy ();
1660 op = tmp; 1738 op = tmp;
1661 op->remove (); /* and fix old object's links */ 1739 goto inserted;
1662 CLEAR_FLAG (op, FLAG_REMOVED);
1663 break;
1664 } 1740 }
1665 1741
1666 /* I assume combined objects have no inventory 1742 op->owner = 0; // it's his/hers now. period.
1667 * We add the weight - this object could have just been removed
1668 * (if it was possible to merge). calling remove_ob will subtract
1669 * the weight, so we need to add it in again, since we actually do
1670 * the linking below
1671 */
1672 add_weight (this, op->weight * op->nrof);
1673 }
1674 else
1675 add_weight (this, (op->weight + op->carrying));
1676
1677 otmp = this->in_player ();
1678 if (otmp && otmp->contr)
1679 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1680 otmp->update_stats ();
1681
1682 op->map = 0; 1743 op->map = 0;
1683 op->env = this; 1744 op->x = 0;
1745 op->y = 0;
1746
1684 op->above = 0; 1747 op->above = 0;
1685 op->below = 0; 1748 op->below = inv;
1686 op->x = 0, op->y = 0; 1749 op->env = this;
1687 1750
1751 if (inv)
1752 inv->above = op;
1753
1754 inv = op;
1755
1756 op->flag [FLAG_REMOVED] = 0;
1757
1758 if (object *pl = op->visible_to ())
1759 esrv_send_item (pl, op);
1760
1761 adjust_weight (this, 0, op->total_weight ());
1762
1763inserted:
1688 /* reset the light list and los of the players on the map */ 1764 /* reset the light list and los of the players on the map */
1689 if ((op->glow_radius != 0) && map) 1765 if (op->glow_radius && is_on_map ())
1690 { 1766 {
1691#ifdef DEBUG_LIGHTS 1767 update_stats ();
1692 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1693#endif /* DEBUG_LIGHTS */
1694 if (map->darkness)
1695 update_all_los (map, x, y); 1768 update_all_los (map, x, y);
1696 }
1697
1698 /* Client has no idea of ordering so lets not bother ordering it here.
1699 * It sure simplifies this function...
1700 */
1701 if (!inv)
1702 inv = op;
1703 else
1704 { 1769 }
1705 op->below = inv; 1770 else if (is_player ())
1706 op->below->above = op; 1771 // if this is a player's inventory, update stats
1707 inv = op; 1772 contr->queue_stats_update ();
1708 }
1709 1773
1710 INVOKE_OBJECT (INSERT, this); 1774 INVOKE_OBJECT (INSERT, this);
1711 1775
1712 return op; 1776 return op;
1713} 1777}
1730 * 1794 *
1731 * MSW 2001-07-08: Check all objects on space, not just those below 1795 * MSW 2001-07-08: Check all objects on space, not just those below
1732 * object being inserted. insert_ob_in_map may not put new objects 1796 * object being inserted. insert_ob_in_map may not put new objects
1733 * on top. 1797 * on top.
1734 */ 1798 */
1735
1736int 1799int
1737check_move_on (object *op, object *originator) 1800check_move_on (object *op, object *originator, int flags)
1738{ 1801{
1802 if (op->flag [FLAG_NO_APPLY])
1803 return 0;
1804
1739 object *tmp; 1805 object *tmp;
1740 maptile *m = op->map; 1806 maptile *m = op->map;
1741 int x = op->x, y = op->y; 1807 int x = op->x, y = op->y;
1742 1808
1743 MoveType move_on, move_slow, move_block; 1809 mapspace &ms = m->at (x, y);
1744 1810
1745 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1811 ms.update ();
1746 return 0;
1747 1812
1748 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1813 MoveType move_on = ms.move_on;
1749 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1814 MoveType move_slow = ms.move_slow;
1750 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1815 MoveType move_block = ms.move_block;
1751 1816
1752 /* if nothing on this space will slow op down or be applied, 1817 /* if nothing on this space will slow op down or be applied,
1753 * no need to do checking below. have to make sure move_type 1818 * no need to do checking below. have to make sure move_type
1754 * is set, as lots of objects don't have it set - we treat that 1819 * is set, as lots of objects don't have it set - we treat that
1755 * as walking. 1820 * as walking.
1766 return 0; 1831 return 0;
1767 1832
1768 /* The objects have to be checked from top to bottom. 1833 /* The objects have to be checked from top to bottom.
1769 * Hence, we first go to the top: 1834 * Hence, we first go to the top:
1770 */ 1835 */
1771 1836 for (object *next, *tmp = ms.top; tmp; tmp = next)
1772 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1773 {
1774 /* Trim the search when we find the first other spell effect
1775 * this helps performance so that if a space has 50 spell objects,
1776 * we don't need to check all of them.
1777 */
1778 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1779 break;
1780 } 1837 {
1838 next = tmp->below;
1781 1839
1782 for (; tmp; tmp = tmp->below)
1783 {
1784 if (tmp == op) 1840 if (tmp == op)
1785 continue; /* Can't apply yourself */ 1841 continue; /* Can't apply yourself */
1786 1842
1787 /* Check to see if one of the movement types should be slowed down. 1843 /* Check to see if one of the movement types should be slowed down.
1788 * Second check makes sure that the movement types not being slowed 1844 * Second check makes sure that the movement types not being slowed
1789 * (~slow_move) is not blocked on this space - just because the 1845 * (~slow_move) is not blocked on this space - just because the
1790 * space doesn't slow down swimming (for example), if you can't actually 1846 * space doesn't slow down swimming (for example), if you can't actually
1791 * swim on that space, can't use it to avoid the penalty. 1847 * swim on that space, can't use it to avoid the penalty.
1792 */ 1848 */
1793 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1849 if (!op->flag [FLAG_WIZPASS])
1794 { 1850 {
1795 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1851 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1796 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1852 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1797 { 1853 {
1798
1799 float
1800 diff = tmp->move_slow_penalty * FABS (op->speed); 1854 float diff = tmp->move_slow_penalty * fabs (op->speed);
1801 1855
1802 if (op->type == PLAYER) 1856 if (op->is_player ())
1803 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1857 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1804 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1858 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1805 diff /= 4.0; 1859 diff /= 4.0;
1806 1860
1807 op->speed_left -= diff; 1861 op->speed_left -= diff;
1808 } 1862 }
1809 } 1863 }
1810 1864
1811 /* Basically same logic as above, except now for actual apply. */ 1865 /* Basically same logic as above, except now for actual apply. */
1812 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1866 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1813 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1867 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1814 { 1868 {
1869 if ((flags & INS_NO_AUTO_EXIT)
1870 && (tmp->type == EXIT || tmp->type == TELEPORTER
1871 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1872 continue;
1873
1815 move_apply (tmp, op, originator); 1874 move_apply (tmp, op, originator);
1816 1875
1817 if (op->destroyed ()) 1876 if (op->destroyed ())
1818 return 1; 1877 return 1;
1819 1878
1835 * The first matching object is returned, or NULL if none. 1894 * The first matching object is returned, or NULL if none.
1836 */ 1895 */
1837object * 1896object *
1838present_arch (const archetype *at, maptile *m, int x, int y) 1897present_arch (const archetype *at, maptile *m, int x, int y)
1839{ 1898{
1840 if (m == NULL || out_of_map (m, x, y)) 1899 if (!m || out_of_map (m, x, y))
1841 { 1900 {
1842 LOG (llevError, "Present_arch called outside map.\n"); 1901 LOG (llevError, "Present_arch called outside map.\n");
1843 return NULL; 1902 return NULL;
1844 } 1903 }
1845 1904
1846 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1905 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1847 if (tmp->arch == at) 1906 if (tmp->arch->archname == at->archname)
1848 return tmp; 1907 return tmp;
1849 1908
1850 return NULL; 1909 return NULL;
1851} 1910}
1852 1911
1862 { 1921 {
1863 LOG (llevError, "Present called outside map.\n"); 1922 LOG (llevError, "Present called outside map.\n");
1864 return NULL; 1923 return NULL;
1865 } 1924 }
1866 1925
1867 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1926 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1868 if (tmp->type == type) 1927 if (tmp->type == type)
1869 return tmp; 1928 return tmp;
1870 1929
1871 return NULL; 1930 return NULL;
1872} 1931}
1916 * The first matching object is returned, or NULL if none. 1975 * The first matching object is returned, or NULL if none.
1917 */ 1976 */
1918object * 1977object *
1919present_arch_in_ob (const archetype *at, const object *op) 1978present_arch_in_ob (const archetype *at, const object *op)
1920{ 1979{
1921 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1980 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1922 if (tmp->arch == at) 1981 if (tmp->arch->archname == at->archname)
1923 return tmp; 1982 return tmp;
1924 1983
1925 return NULL; 1984 return NULL;
1926} 1985}
1927 1986
1929 * activate recursively a flag on an object inventory 1988 * activate recursively a flag on an object inventory
1930 */ 1989 */
1931void 1990void
1932flag_inv (object *op, int flag) 1991flag_inv (object *op, int flag)
1933{ 1992{
1934 if (op->inv)
1935 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1993 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1936 { 1994 {
1937 SET_FLAG (tmp, flag); 1995 tmp->set_flag (flag);
1938 flag_inv (tmp, flag); 1996 flag_inv (tmp, flag);
1939 } 1997 }
1940} 1998}
1941 1999
1942/* 2000/*
1943 * deactivate recursively a flag on an object inventory 2001 * deactivate recursively a flag on an object inventory
1944 */ 2002 */
1945void 2003void
1946unflag_inv (object *op, int flag) 2004unflag_inv (object *op, int flag)
1947{ 2005{
1948 if (op->inv)
1949 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2006 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1950 { 2007 {
1951 CLEAR_FLAG (tmp, flag); 2008 tmp->clr_flag (flag);
1952 unflag_inv (tmp, flag); 2009 unflag_inv (tmp, flag);
1953 } 2010 }
1954}
1955
1956/*
1957 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1958 * all it's inventory (recursively).
1959 * If checksums are used, a player will get set_cheat called for
1960 * him/her-self and all object carried by a call to this function.
1961 */
1962void
1963set_cheat (object *op)
1964{
1965 SET_FLAG (op, FLAG_WAS_WIZ);
1966 flag_inv (op, FLAG_WAS_WIZ);
1967} 2011}
1968 2012
1969/* 2013/*
1970 * find_free_spot(object, map, x, y, start, stop) will search for 2014 * find_free_spot(object, map, x, y, start, stop) will search for
1971 * a spot at the given map and coordinates which will be able to contain 2015 * a spot at the given map and coordinates which will be able to contain
1973 * to search (see the freearr_x/y[] definition). 2017 * to search (see the freearr_x/y[] definition).
1974 * It returns a random choice among the alternatives found. 2018 * It returns a random choice among the alternatives found.
1975 * start and stop are where to start relative to the free_arr array (1,9 2019 * start and stop are where to start relative to the free_arr array (1,9
1976 * does all 4 immediate directions). This returns the index into the 2020 * does all 4 immediate directions). This returns the index into the
1977 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2021 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1978 * Note - this only checks to see if there is space for the head of the
1979 * object - if it is a multispace object, this should be called for all
1980 * pieces.
1981 * Note2: This function does correctly handle tiled maps, but does not 2022 * Note: This function does correctly handle tiled maps, but does not
1982 * inform the caller. However, insert_ob_in_map will update as 2023 * inform the caller. However, insert_ob_in_map will update as
1983 * necessary, so the caller shouldn't need to do any special work. 2024 * necessary, so the caller shouldn't need to do any special work.
1984 * Note - updated to take an object instead of archetype - this is necessary 2025 * Note - updated to take an object instead of archetype - this is necessary
1985 * because arch_blocked (now ob_blocked) needs to know the movement type 2026 * because arch_blocked (now ob_blocked) needs to know the movement type
1986 * to know if the space in question will block the object. We can't use 2027 * to know if the space in question will block the object. We can't use
1988 * customized, changed states, etc. 2029 * customized, changed states, etc.
1989 */ 2030 */
1990int 2031int
1991find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2032find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1992{ 2033{
2034 int altern[SIZEOFFREE];
1993 int index = 0, flag; 2035 int index = 0, flag;
1994 int altern[SIZEOFFREE];
1995 2036
1996 for (int i = start; i < stop; i++) 2037 for (int i = start; i < stop; i++)
1997 { 2038 {
1998 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2039 mapxy pos (m, x, y); pos.move (i);
1999 if (!flag) 2040
2041 if (!pos.normalise ())
2042 continue;
2043
2044 mapspace &ms = *pos;
2045
2046 if (ms.flags () & P_IS_ALIVE)
2047 continue;
2048
2049 /* However, often
2050 * ob doesn't have any move type (when used to place exits)
2051 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2052 */
2053 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2054 {
2000 altern [index++] = i; 2055 altern [index++] = i;
2056 continue;
2057 }
2001 2058
2002 /* Basically, if we find a wall on a space, we cut down the search size. 2059 /* Basically, if we find a wall on a space, we cut down the search size.
2003 * In this way, we won't return spaces that are on another side of a wall. 2060 * In this way, we won't return spaces that are on another side of a wall.
2004 * This mostly work, but it cuts down the search size in all directions - 2061 * This mostly work, but it cuts down the search size in all directions -
2005 * if the space being examined only has a wall to the north and empty 2062 * if the space being examined only has a wall to the north and empty
2006 * spaces in all the other directions, this will reduce the search space 2063 * spaces in all the other directions, this will reduce the search space
2007 * to only the spaces immediately surrounding the target area, and 2064 * to only the spaces immediately surrounding the target area, and
2008 * won't look 2 spaces south of the target space. 2065 * won't look 2 spaces south of the target space.
2009 */ 2066 */
2010 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2067 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2068 {
2011 stop = maxfree[i]; 2069 stop = maxfree[i];
2070 continue;
2071 }
2072
2073 /* Note it is intentional that we check ob - the movement type of the
2074 * head of the object should correspond for the entire object.
2075 */
2076 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2077 continue;
2078
2079 if (ob->blocked (pos.m, pos.x, pos.y))
2080 continue;
2081
2082 altern [index++] = i;
2012 } 2083 }
2013 2084
2014 if (!index) 2085 if (!index)
2015 return -1; 2086 return -1;
2016 2087
2017 return altern[RANDOM () % index]; 2088 return altern [rndm (index)];
2018} 2089}
2019 2090
2020/* 2091/*
2021 * find_first_free_spot(archetype, maptile, x, y) works like 2092 * find_first_free_spot(archetype, maptile, x, y) works like
2022 * find_free_spot(), but it will search max number of squares. 2093 * find_free_spot(), but it will search max number of squares.
2025 */ 2096 */
2026int 2097int
2027find_first_free_spot (const object *ob, maptile *m, int x, int y) 2098find_first_free_spot (const object *ob, maptile *m, int x, int y)
2028{ 2099{
2029 for (int i = 0; i < SIZEOFFREE; i++) 2100 for (int i = 0; i < SIZEOFFREE; i++)
2030 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2101 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2031 return i; 2102 return i;
2032 2103
2033 return -1; 2104 return -1;
2034} 2105}
2035 2106
2043{ 2114{
2044 arr += begin; 2115 arr += begin;
2045 end -= begin; 2116 end -= begin;
2046 2117
2047 while (--end) 2118 while (--end)
2048 swap (arr [end], arr [RANDOM () % (end + 1)]); 2119 swap (arr [end], arr [rndm (end + 1)]);
2049} 2120}
2050 2121
2051/* new function to make monster searching more efficient, and effective! 2122/* new function to make monster searching more efficient, and effective!
2052 * This basically returns a randomized array (in the passed pointer) of 2123 * This basically returns a randomized array (in the passed pointer) of
2053 * the spaces to find monsters. In this way, it won't always look for 2124 * the spaces to find monsters. In this way, it won't always look for
2081 * there is capable of. 2152 * there is capable of.
2082 */ 2153 */
2083int 2154int
2084find_dir (maptile *m, int x, int y, object *exclude) 2155find_dir (maptile *m, int x, int y, object *exclude)
2085{ 2156{
2086 int i, max = SIZEOFFREE, mflags; 2157 int max = SIZEOFFREE, mflags;
2087
2088 sint16 nx, ny;
2089 object *tmp;
2090 maptile *mp;
2091
2092 MoveType blocked, move_type; 2158 MoveType move_type;
2093 2159
2094 if (exclude && exclude->head) 2160 if (exclude && exclude->head_ () != exclude)
2095 { 2161 {
2096 exclude = exclude->head; 2162 exclude = exclude->head;
2097 move_type = exclude->move_type; 2163 move_type = exclude->move_type;
2098 } 2164 }
2099 else 2165 else
2100 { 2166 {
2101 /* If we don't have anything, presume it can use all movement types. */ 2167 /* If we don't have anything, presume it can use all movement types. */
2102 move_type = MOVE_ALL; 2168 move_type = MOVE_ALL;
2103 } 2169 }
2104 2170
2105 for (i = 1; i < max; i++) 2171 for (int i = 1; i < max; i++)
2106 { 2172 {
2107 mp = m; 2173 mapxy pos (m, x, y);
2108 nx = x + freearr_x[i]; 2174 pos.move (i);
2109 ny = y + freearr_y[i];
2110 2175
2111 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2176 if (!pos.normalise ())
2112
2113 if (mflags & P_OUT_OF_MAP)
2114 max = maxfree[i]; 2177 max = maxfree[i];
2115 else 2178 else
2116 { 2179 {
2117 mapspace &ms = mp->at (nx, ny); 2180 mapspace &ms = *pos;
2118 2181
2119 blocked = ms.move_block;
2120
2121 if ((move_type & blocked) == move_type) 2182 if ((move_type & ms.move_block) == move_type)
2122 max = maxfree[i]; 2183 max = maxfree [i];
2123 else if (mflags & P_IS_ALIVE) 2184 else if (ms.flags () & P_IS_ALIVE)
2124 { 2185 {
2125 for (tmp = ms.bot; tmp; tmp = tmp->above) 2186 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2126 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2187 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2127 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2188 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2128 break;
2129
2130 if (tmp)
2131 return freedir[i]; 2189 return freedir [i];
2132 } 2190 }
2133 } 2191 }
2134 } 2192 }
2135 2193
2136 return 0; 2194 return 0;
2145{ 2203{
2146 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2204 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2147} 2205}
2148 2206
2149/* 2207/*
2150 * find_dir_2(delta-x,delta-y) will return a direction in which 2208 * find_dir_2(delta-x,delta-y) will return a direction value
2151 * an object which has subtracted the x and y coordinates of another 2209 * for running into direct [dx, dy].
2152 * object, needs to travel toward it. 2210 * (the opposite of crossfire's find_dir_2!)
2153 */ 2211 */
2154int 2212int
2155find_dir_2 (int x, int y) 2213find_dir_2 (int x, int y)
2156{ 2214{
2215#if 1 // new algorithm
2216 // this works by putting x, y into 16 sectors, which
2217 // are not equal sized, but are a better approximation
2218 // then the old algorithm, and then using a mapping
2219 // table to map it into a direction value.
2220 // basically, it maps these comparisons to each bit
2221 // bit #3: x < 0
2222 // bit #2: y < 0
2223 // bit #1: x > y
2224 // bit #0: x > 2y
2225
2226 static const uint8 dir[16] = {
2227 4, 5, 4, 3,
2228 2, 1, 2, 3,
2229 6, 5, 6, 7,
2230 8, 1, 8, 7,
2231 };
2232 int sector = 0;
2233
2234 // this is a bit ugly, but more likely to result in branchless code
2235 sector |= x < 0 ? 8 : 0;
2236 x = x < 0 ? -x : x; // abs
2237
2238 sector |= y < 0 ? 4 : 0;
2239 y = y < 0 ? -y : y; // abs
2240
2241 if (x > y)
2242 {
2243 sector |= 2;
2244
2245 if (x > y * 2)
2246 sector |= 1;
2247 }
2248 else
2249 {
2250 if (y > x * 2)
2251 sector |= 1;
2252 else if (!y)
2253 return 0; // x == 0 here
2254 }
2255
2256 return dir [sector];
2257#else // old algorithm
2157 int q; 2258 int q;
2158 2259
2159 if (y) 2260 if (y)
2160 q = x * 100 / y; 2261 q = 128 * x / y;
2161 else if (x) 2262 else if (x)
2162 q = -300 * x; 2263 q = -512 * x; // to make it > 309
2163 else 2264 else
2164 return 0; 2265 return 0;
2165 2266
2166 if (y > 0) 2267 if (y > 0)
2167 { 2268 {
2168 if (q < -242) 2269 if (q < -309) return 7;
2270 if (q < -52) return 6;
2271 if (q < 52) return 5;
2272 if (q < 309) return 4;
2273
2169 return 3; 2274 return 3;
2170 if (q < -41) 2275 }
2171 return 2; 2276 else
2172 if (q < 41) 2277 {
2173 return 1; 2278 if (q < -309) return 3;
2174 if (q < 242) 2279 if (q < -52) return 2;
2175 return 8; 2280 if (q < 52) return 1;
2281 if (q < 309) return 8;
2282
2176 return 7; 2283 return 7;
2177 } 2284 }
2178 2285#endif
2179 if (q < -242)
2180 return 7;
2181 if (q < -41)
2182 return 6;
2183 if (q < 41)
2184 return 5;
2185 if (q < 242)
2186 return 4;
2187
2188 return 3;
2189}
2190
2191/*
2192 * absdir(int): Returns a number between 1 and 8, which represent
2193 * the "absolute" direction of a number (it actually takes care of
2194 * "overflow" in previous calculations of a direction).
2195 */
2196
2197int
2198absdir (int d)
2199{
2200 while (d < 1)
2201 d += 8;
2202
2203 while (d > 8)
2204 d -= 8;
2205
2206 return d;
2207} 2286}
2208 2287
2209/* 2288/*
2210 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2289 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2211 * between two directions (which are expected to be absolute (see absdir()) 2290 * between two directions (which are expected to be absolute (see absdir())
2212 */ 2291 */
2213
2214int 2292int
2215dirdiff (int dir1, int dir2) 2293dirdiff (int dir1, int dir2)
2216{ 2294{
2217 int d;
2218
2219 d = abs (dir1 - dir2); 2295 int d = abs (dir1 - dir2);
2220 if (d > 4)
2221 d = 8 - d;
2222 2296
2223 return d; 2297 return d > 4 ? 8 - d : d;
2224} 2298}
2225 2299
2226/* peterm: 2300/* peterm:
2227 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2301 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2228 * Basically, this is a table of directions, and what directions 2302 * Basically, this is a table of directions, and what directions
2230 * This basically means that if direction is 15, then it could either go 2304 * This basically means that if direction is 15, then it could either go
2231 * direction 4, 14, or 16 to get back to where we are. 2305 * direction 4, 14, or 16 to get back to where we are.
2232 * Moved from spell_util.c to object.c with the other related direction 2306 * Moved from spell_util.c to object.c with the other related direction
2233 * functions. 2307 * functions.
2234 */ 2308 */
2235int reduction_dir[SIZEOFFREE][3] = { 2309static const int reduction_dir[SIZEOFFREE][3] = {
2236 {0, 0, 0}, /* 0 */ 2310 {0, 0, 0}, /* 0 */
2237 {0, 0, 0}, /* 1 */ 2311 {0, 0, 0}, /* 1 */
2238 {0, 0, 0}, /* 2 */ 2312 {0, 0, 0}, /* 2 */
2239 {0, 0, 0}, /* 3 */ 2313 {0, 0, 0}, /* 3 */
2240 {0, 0, 0}, /* 4 */ 2314 {0, 0, 0}, /* 4 */
2331 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2405 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2332 * core dumps if they do. 2406 * core dumps if they do.
2333 * 2407 *
2334 * Add a check so we can't pick up invisible objects (0.93.8) 2408 * Add a check so we can't pick up invisible objects (0.93.8)
2335 */ 2409 */
2336
2337int 2410int
2338can_pick (const object *who, const object *item) 2411can_pick (const object *who, const object *item)
2339{ 2412{
2340 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2413 return /*who->flag [FLAG_WIZ]|| */
2341 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2414 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2342 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2415 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2343} 2416}
2344 2417
2345/* 2418/*
2346 * create clone from object to another 2419 * create clone from object to another
2347 */ 2420 */
2348object * 2421object *
2349object_create_clone (object *asrc) 2422object::deep_clone ()
2350{ 2423{
2351 object *dst = 0, *tmp, *src, *part, *prev, *item; 2424 assert (("deep_clone called on non-head object", is_head ()));
2352 2425
2353 if (!asrc) 2426 object *dst = clone ();
2354 return 0;
2355 2427
2356 src = asrc; 2428 object *prev = dst;
2357 if (src->head)
2358 src = src->head;
2359
2360 prev = 0;
2361 for (part = src; part; part = part->more) 2429 for (object *part = this->more; part; part = part->more)
2362 { 2430 {
2363 tmp = part->clone (); 2431 object *tmp = part->clone ();
2364 tmp->x -= src->x;
2365 tmp->y -= src->y;
2366
2367 if (!part->head)
2368 {
2369 dst = tmp;
2370 tmp->head = 0;
2371 }
2372 else
2373 tmp->head = dst; 2432 tmp->head = dst;
2374
2375 tmp->more = 0;
2376
2377 if (prev)
2378 prev->more = tmp; 2433 prev->more = tmp;
2379
2380 prev = tmp; 2434 prev = tmp;
2381 } 2435 }
2382 2436
2383 for (item = src->inv; item; item = item->below) 2437 for (object *item = inv; item; item = item->below)
2384 insert_ob_in_ob (object_create_clone (item), dst); 2438 insert_ob_in_ob (item->deep_clone (), dst);
2385 2439
2386 return dst; 2440 return dst;
2387}
2388
2389/* GROS - Creates an object using a string representing its content. */
2390/* Basically, we save the content of the string to a temp file, then call */
2391/* load_object on it. I admit it is a highly inefficient way to make things, */
2392/* but it was simple to make and allows reusing the load_object function. */
2393/* Remember not to use load_object_str in a time-critical situation. */
2394/* Also remember that multiparts objects are not supported for now. */
2395object *
2396load_object_str (const char *obstr)
2397{
2398 object *op;
2399 char filename[MAX_BUF];
2400
2401 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2402
2403 FILE *tempfile = fopen (filename, "w");
2404
2405 if (tempfile == NULL)
2406 {
2407 LOG (llevError, "Error - Unable to access load object temp file\n");
2408 return NULL;
2409 }
2410
2411 fprintf (tempfile, obstr);
2412 fclose (tempfile);
2413
2414 op = object::create ();
2415
2416 object_thawer thawer (filename);
2417
2418 if (thawer)
2419 load_object (thawer, op, 0);
2420
2421 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2422 CLEAR_FLAG (op, FLAG_REMOVED);
2423
2424 return op;
2425} 2441}
2426 2442
2427/* This returns the first object in who's inventory that 2443/* This returns the first object in who's inventory that
2428 * has the same type and subtype match. 2444 * has the same type and subtype match.
2429 * returns NULL if no match. 2445 * returns NULL if no match.
2436 return tmp; 2452 return tmp;
2437 2453
2438 return 0; 2454 return 0;
2439} 2455}
2440 2456
2441/* If ob has a field named key, return the link from the list, 2457/* Zero the key_values on op, decrementing the shared-string
2442 * otherwise return NULL. 2458 * refcounts and freeing the links.
2443 * 2459 */
2444 * key must be a passed in shared string - otherwise, this won't 2460void
2445 * do the desired thing. 2461key_values::clear ()
2446 */
2447key_value *
2448get_ob_key_link (const object *ob, const char *key)
2449{ 2462{
2450 for (key_value *link = ob->key_values; link; link = link->next) 2463 for (key_value *kvp = first; kvp; )
2464 {
2465 key_value *next = kvp->next;
2466 delete kvp;
2467 kvp = next;
2468 }
2469
2470 first = 0;
2471}
2472
2473shstr_tmp
2474key_values::get (shstr_tmp key) const
2475{
2476 for (key_value *kv = first; kv; kv = kv->next)
2451 if (link->key == key) 2477 if (kv->key == key)
2452 return link;
2453
2454 return 0;
2455}
2456
2457/*
2458 * Returns the value of op has an extra_field for key, or NULL.
2459 *
2460 * The argument doesn't need to be a shared string.
2461 *
2462 * The returned string is shared.
2463 */
2464const char *
2465get_ob_key_value (const object *op, const char *const key)
2466{
2467 key_value *link;
2468 shstr_cmp canonical_key (key);
2469
2470 if (!canonical_key)
2471 {
2472 /* 1. There being a field named key on any object
2473 * implies there'd be a shared string to find.
2474 * 2. Since there isn't, no object has this field.
2475 * 3. Therefore, *this* object doesn't have this field.
2476 */
2477 return 0;
2478 }
2479
2480 /* This is copied from get_ob_key_link() above -
2481 * only 4 lines, and saves the function call overhead.
2482 */
2483 for (link = op->key_values; link; link = link->next)
2484 if (link->key == canonical_key)
2485 return link->value; 2478 return kv->value;
2486 2479
2487 return 0; 2480 return shstr ();
2488} 2481}
2489 2482
2490 2483void
2491/* 2484key_values::add (shstr_tmp key, shstr_tmp value)
2492 * Updates the canonical_key in op to value.
2493 *
2494 * canonical_key is a shared string (value doesn't have to be).
2495 *
2496 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2497 * keys.
2498 *
2499 * Returns TRUE on success.
2500 */
2501int
2502set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2503{ 2485{
2504 key_value *field = NULL, *last = NULL; 2486 key_value *kv = new key_value;
2505 2487
2506 for (field = op->key_values; field != NULL; field = field->next) 2488 kv->next = first;
2507 { 2489 kv->key = key;
2508 if (field->key != canonical_key) 2490 kv->value = value;
2491
2492 first = kv;
2493}
2494
2495void
2496key_values::set (shstr_tmp key, shstr_tmp value)
2497{
2498 for (key_value *kv = first; kv; kv = kv->next)
2499 if (kv->key == key)
2509 { 2500 {
2510 last = field; 2501 kv->value = value;
2511 continue; 2502 return;
2512 } 2503 }
2513 2504
2514 if (value) 2505 add (key, value);
2515 field->value = value; 2506}
2516 else 2507
2508void
2509key_values::del (shstr_tmp key)
2510{
2511 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2512 if ((*kvp)->key == key)
2517 { 2513 {
2518 /* Basically, if the archetype has this key set, 2514 key_value *kv = *kvp;
2519 * we need to store the null value so when we save 2515 *kvp = (*kvp)->next;
2520 * it, we save the empty value so that when we load, 2516 delete kv;
2521 * we get this value back again. 2517 return;
2522 */
2523 if (get_ob_key_link (&op->arch->clone, canonical_key))
2524 field->value = 0;
2525 else
2526 {
2527 if (last)
2528 last->next = field->next;
2529 else
2530 op->key_values = field->next;
2531
2532 delete field;
2533 }
2534 } 2518 }
2535 return TRUE; 2519}
2520
2521void
2522key_values::reverse ()
2523{
2524 key_value *prev = 0;
2525 key_value *head = first;
2526
2527 while (head)
2536 } 2528 {
2537 /* IF we get here, key doesn't exist */ 2529 key_value *node = head;
2530 head = head->next;
2531 node->next = prev;
2532 prev = node;
2533 }
2538 2534
2539 /* No field, we'll have to add it. */ 2535 first = prev;
2540
2541 if (!add_key)
2542 return FALSE;
2543
2544 /* There isn't any good reason to store a null
2545 * value in the key/value list. If the archetype has
2546 * this key, then we should also have it, so shouldn't
2547 * be here. If user wants to store empty strings,
2548 * should pass in ""
2549 */
2550 if (value == NULL)
2551 return TRUE;
2552
2553 field = new key_value;
2554
2555 field->key = canonical_key;
2556 field->value = value;
2557 /* Usual prepend-addition. */
2558 field->next = op->key_values;
2559 op->key_values = field;
2560
2561 return TRUE;
2562} 2536}
2563 2537
2564/* 2538key_values &
2565 * Updates the key in op to value. 2539key_values::operator =(const key_values &kv)
2566 *
2567 * If add_key is FALSE, this will only update existing keys,
2568 * and not add new ones.
2569 * In general, should be little reason FALSE is ever passed in for add_key
2570 *
2571 * Returns TRUE on success.
2572 */
2573int
2574set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2575{ 2540{
2576 shstr key_ (key); 2541 clear ();
2577 2542
2578 return set_ob_key_value_s (op, key_, value, add_key); 2543 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2544 add (kvp->key, kvp->value);
2545
2546 reverse ();
2579} 2547}
2580 2548
2581object::depth_iterator::depth_iterator (object *container) 2549object::depth_iterator::depth_iterator (object *container)
2582: iterator_base (container) 2550: iterator_base (container)
2583{ 2551{
2597 } 2565 }
2598 else 2566 else
2599 item = item->env; 2567 item = item->env;
2600} 2568}
2601 2569
2570const char *
2571object::flag_desc (char *desc, int len) const
2572{
2573 char *p = desc;
2574 bool first = true;
2575
2576 *p = 0;
2577
2578 for (int i = 0; i < NUM_FLAGS; i++)
2579 {
2580 if (len <= 10) // magic constant!
2581 {
2582 snprintf (p, len, ",...");
2583 break;
2584 }
2585
2586 if (flag [i])
2587 {
2588 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2589 len -= cnt;
2590 p += cnt;
2591 first = false;
2592 }
2593 }
2594
2595 return desc;
2596}
2597
2602// return a suitable string describing an objetc in enough detail to find it 2598// return a suitable string describing an object in enough detail to find it
2603const char * 2599const char *
2604object::debug_desc (char *info) const 2600object::debug_desc (char *info) const
2605{ 2601{
2602 char flagdesc[512];
2606 char info2[256 * 3]; 2603 char info2[256 * 4];
2607 char *p = info; 2604 char *p = info;
2608 2605
2609 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2606 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2610 count, 2607 count,
2608 uuid.c_str (),
2611 &name, 2609 &name,
2612 title ? " " : "", 2610 title ? ",title:\"" : "",
2613 title ? (const char *)title : ""); 2611 title ? (const char *)title : "",
2612 title ? "\"" : "",
2613 flag_desc (flagdesc, 512), type);
2614 2614
2615 if (env) 2615 if (!flag[FLAG_REMOVED] && env)
2616 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2616 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2617 2617
2618 if (map) 2618 if (map)
2619 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2619 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2620 2620
2621 return info; 2621 return info;
2622} 2622}
2623 2623
2624const char * 2624const char *
2625object::debug_desc () const 2625object::debug_desc () const
2626{ 2626{
2627 static char info[256 * 3]; 2627 static char info[3][256 * 4];
2628 static int info_idx;
2629
2628 return debug_desc (info); 2630 return debug_desc (info [++info_idx % 3]);
2629} 2631}
2630 2632
2633struct region *
2634object::region () const
2635{
2636 return map ? map->region (x, y)
2637 : region::default_region ();
2638}
2639
2640void
2641object::open_container (object *new_container)
2642{
2643 if (container == new_container)
2644 return;
2645
2646 object *old_container = container;
2647
2648 if (old_container)
2649 {
2650 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2651 return;
2652
2653#if 0
2654 // remove the "Close old_container" object.
2655 if (object *closer = old_container->inv)
2656 if (closer->type == CLOSE_CON)
2657 closer->destroy ();
2658#endif
2659
2660 // make sure the container is available
2661 esrv_send_item (this, old_container);
2662
2663 old_container->flag [FLAG_APPLIED] = false;
2664 container = 0;
2665
2666 // client needs item update to make it work, client bug requires this to be separate
2667 esrv_update_item (UPD_FLAGS, this, old_container);
2668
2669 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2670 play_sound (sound_find ("chest_close"));
2671 }
2672
2673 if (new_container)
2674 {
2675 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2676 return;
2677
2678 // TODO: this does not seem to serve any purpose anymore?
2679#if 0
2680 // insert the "Close Container" object.
2681 if (archetype *closer = new_container->other_arch)
2682 {
2683 object *closer = new_container->other_arch->instance ();
2684 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2685 new_container->insert (closer);
2686 }
2687#endif
2688
2689 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2690
2691 // make sure the container is available, client bug requires this to be separate
2692 esrv_send_item (this, new_container);
2693
2694 new_container->flag [FLAG_APPLIED] = true;
2695 container = new_container;
2696
2697 // client needs flag change
2698 esrv_update_item (UPD_FLAGS, this, new_container);
2699 esrv_send_inventory (this, new_container);
2700 play_sound (sound_find ("chest_open"));
2701 }
2702// else if (!old_container->env && contr && contr->ns)
2703// contr->ns->floorbox_reset ();
2704}
2705
2706object *
2707object::force_find (shstr_tmp name)
2708{
2709 /* cycle through his inventory to look for the MARK we want to
2710 * place
2711 */
2712 for (object *tmp = inv; tmp; tmp = tmp->below)
2713 if (tmp->type == FORCE && tmp->slaying == name)
2714 return splay (tmp);
2715
2716 return 0;
2717}
2718
2719//-GPL
2720
2721void
2722object::force_set_timer (int duration)
2723{
2724 this->duration = 1;
2725 this->speed_left = -1.f;
2726
2727 this->set_speed (duration ? 1.f / duration : 0.f);
2728}
2729
2730object *
2731object::force_add (shstr_tmp name, int duration)
2732{
2733 if (object *force = force_find (name))
2734 force->destroy ();
2735
2736 object *force = get_archetype (FORCE_NAME);
2737
2738 force->slaying = name;
2739 force->force_set_timer (duration);
2740 force->flag [FLAG_APPLIED] = true;
2741
2742 return insert (force);
2743}
2744
2745void
2746object::play_sound (faceidx sound) const
2747{
2748 if (!sound)
2749 return;
2750
2751 if (is_on_map ())
2752 map->play_sound (sound, x, y);
2753 else if (object *pl = in_player ())
2754 pl->contr->play_sound (sound);
2755}
2756
2757void
2758object::say_msg (const char *msg) const
2759{
2760 if (is_on_map ())
2761 map->say_msg (msg, x, y);
2762 else if (object *pl = in_player ())
2763 pl->contr->play_sound (sound);
2764}
2765
2766void
2767object::make_noise ()
2768{
2769 // we do not model noise in the map, so instead put
2770 // a temporary light into the noise source
2771 // could use the map instead, but that's less reliable for our
2772 // goal, which is to make invisibility a bit harder to exploit
2773
2774 // currently only works sensibly for players
2775 if (!is_player ())
2776 return;
2777
2778 // find old force, or create new one
2779 object *force = force_find (shstr_noise_force);
2780
2781 if (force)
2782 force->speed_left = -1.f; // patch old speed up
2783 else
2784 {
2785 force = archetype::get (shstr_noise_force);
2786
2787 force->slaying = shstr_noise_force;
2788 force->stats.food = 1;
2789 force->speed_left = -1.f;
2790
2791 force->set_speed (1.f / 4.f);
2792 force->flag [FLAG_IS_USED_UP] = true;
2793 force->flag [FLAG_APPLIED] = true;
2794
2795 insert (force);
2796 }
2797}
2798
2799void object::change_move_type (MoveType mt)
2800{
2801 if (move_type == mt)
2802 return;
2803
2804 if (is_on_map ())
2805 {
2806 // we are on the map, so handle move_on/off effects
2807 remove ();
2808 move_type = mt;
2809 map->insert (this, x, y, this);
2810 }
2811 else
2812 move_type = mt;
2813}
2814
2815/* object should be a player.
2816 * we return the object the player has marked with the 'mark' command
2817 * below. If no match is found (or object has changed), we return
2818 * NULL. We leave it up to the calling function to print messages if
2819 * nothing is found.
2820 */
2821object *
2822object::mark () const
2823{
2824 if (contr && contr->mark && contr->mark->env == this)
2825 return contr->mark;
2826 else
2827 return 0;
2828}
2829
2830// put marked object first in the inventory
2831// this is used by identify-like spells so players can influence
2832// the order a bit.
2833void
2834object::splay_marked ()
2835{
2836 if (object *marked = mark ())
2837 splay (marked);
2838}
2839

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