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Comparing deliantra/server/common/object.C (file contents):
Revision 1.94 by root, Wed Dec 27 05:22:35 2006 UTC vs.
Revision 1.360 by root, Wed Nov 16 23:41:59 2016 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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 /* Not 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 weight_t
452weight_adjust_for (object *op, weight_t weight)
453{
454 if (op->type == CONTAINER)
455 weight -= weight * op->stats.Str / 100;
456
457 return weight;
458}
459
317/* 460/*
461 * subtracts, then adds, the specified weight to an object,
462 * and also updates how much the environment(s) is/are carrying.
463 */
464static void
465adjust_weight (object *op, weight_t sub, weight_t add)
466{
467 while (op)
468 {
469 weight_t carrying = (weight_t)op->carrying
470 - weight_adjust_for (op, sub)
471 + weight_adjust_for (op, add);
472
473 sub = op->carrying;
474 op->carrying = carrying;
475 add = op->carrying;
476
477 if (object *pl = op->visible_to ())
478 if (pl != op) // player is handled lazily
479 esrv_update_item (UPD_WEIGHT, pl, op);
480
481 op = op->env;
482 }
483}
484
485/*
318 * sum_weight() is a recursive function which calculates the weight 486 * this is a recursive function which calculates the weight
319 * an object is carrying. It goes through in figures out how much 487 * an object is carrying. It goes through op and figures out how much
320 * containers are carrying, and sums it up. 488 * containers are carrying, and sums it up.
321 */ 489 */
322long 490void
323sum_weight (object *op) 491object::update_weight ()
324{ 492{
325 long sum; 493 weight_t sum = 0;
326 object *inv;
327 494
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 495 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 } 496 {
497 op->update_weight ();
334 498
335 if (op->type == CONTAINER && op->stats.Str) 499 sum += weight_adjust_for (this, op->total_weight ());
336 sum = (sum * (100 - op->stats.Str)) / 100; 500 }
337 501
338 if (op->carrying != sum) 502 if (sum != carrying)
503 {
504 if (carrying != sum && carrying)//D
505 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
506 (long long)sum, (long long)carrying, debug_desc ());
507
339 op->carrying = sum; 508 carrying = sum;
340 509
341 return sum; 510 if (object *pl = visible_to ())
511 if (pl != this) // player is handled lazily
512 esrv_update_item (UPD_WEIGHT, pl, this);
513 }
342} 514}
343 515
344/** 516/*
345 * Return the outermost environment object for a given object. 517 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
346 */ 518 */
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 * 519char *
363dump_object (object *op) 520dump_object (object *op)
364{ 521{
365 if (!op) 522 if (!op)
366 return strdup ("[NULLOBJ]"); 523 return strdup ("[NULLOBJ]");
367 524
368 object_freezer freezer; 525 object_freezer freezer;
369 save_object (freezer, op, 1); 526 op->write (freezer);
370 return freezer.as_string (); 527 return freezer.as_string ();
371} 528}
372 529
373/* 530char *
374 * get_nearest_part(multi-object, object 2) returns the part of the 531object::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{ 532{
382 object *tmp, *closest; 533 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} 534}
392 535
393/* 536/*
394 * Returns the object which has the count-variable equal to the argument. 537 * Returns the object which has the count-variable equal to the argument.
538 * VERRRY slow.
395 */ 539 */
396
397object * 540object *
398find_object (tag_t i) 541find_object (tag_t i)
399{ 542{
400 for (object *op = object::first; op; op = op->next) 543 for_all_objects (op)
401 if (op->count == i) 544 if (op->count == i)
402 return op; 545 return op;
546
547 return 0;
548}
549
550/*
551 * Returns the object which has the uuid equal to the argument.
552 * MOAR VERRRY slow.
553 */
554
555object *
556find_object_uuid (UUID i)
557{
558 for_all_objects (op)
559 if (op->uuid == i)
560 return op;
403 561
404 return 0; 562 return 0;
405} 563}
406 564
407/* 565/*
408 * Returns the first object which has a name equal to the argument. 566 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 567 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 568 * Enables features like "patch <name-of-other-player> food 999"
411 */ 569 */
412
413object * 570object *
414find_object_name (const char *str) 571find_object_name (const char *str)
415{ 572{
416 shstr_cmp str_ (str); 573 shstr_cmp str_ (str);
417 object *op;
418 574
419 for (op = object::first; op != NULL; op = op->next) 575 if (str_)
576 for_all_objects (op)
420 if (op->name == str_) 577 if (op->name == str_)
421 break; 578 return op;
422 579
423 return op; 580 return 0;
424}
425
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430} 581}
431 582
432/* 583/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 584 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 585 * skill and experience objects.
586 * ACTUALLY NO! investigate! TODO
435 */ 587 */
436void 588void
437object::set_owner (object *owner) 589object::set_owner (object *owner)
438{ 590{
591 // allow objects which own objects
439 if (!owner) 592 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) 593 while (owner->owner)
450 owner = owner->owner; 594 owner = owner->owner;
595
596 if (flag [FLAG_FREED])
597 {
598 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
599 return;
600 }
451 601
452 this->owner = owner; 602 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} 603}
471 604
472/* 605/*
473 * copy_to first frees everything allocated by the dst object, 606 * copy_to first frees everything allocated by the dst object,
474 * and then copies the contents of itself into the second 607 * and then copies the contents of itself into the second
478 * will point at garbage. 611 * will point at garbage.
479 */ 612 */
480void 613void
481object::copy_to (object *dst) 614object::copy_to (object *dst)
482{ 615{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 616 dst->remove ();
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
485
486 *(object_copy *)dst = *this; 617 *(object_copy *)dst = *this;
487 618
488 if (is_freed) 619 // maybe move to object_copy?
489 SET_FLAG (dst, FLAG_FREED); 620 dst->kv = kv;
490 621
491 if (is_removed) 622 dst->flag [FLAG_REMOVED] = true;
492 SET_FLAG (dst, FLAG_REMOVED); 623 dst->activate ();
624}
493 625
494 if (speed < 0) 626void
495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0; 627object::instantiate ()
628{
629 if (!uuid.seq) // HACK
630 uuid = UUID::gen ();
496 631
497 /* Copy over key_values, if any. */ 632 // TODO: unclean state changes, should not be done in copy_to AND instantiate
498 if (key_values) 633 if (flag [FLAG_RANDOM_SPEED] && speed)
499 { 634 speed_left = - speed - rndm (); // TODO animation
500 key_value *tail = 0; 635 else
501 key_value *i; 636 speed_left = -1.;
502 637
503 dst->key_values = 0; 638 /* copy the body_info to the body_used - this is only really
639 * need for monsters, but doesn't hurt to do it for everything.
640 * by doing so, when a monster is created, it has good starting
641 * values for the body_used info, so when items are created
642 * for it, they can be properly equipped.
643 */
644 for (int i = NUM_BODY_LOCATIONS; i--; )
645 slot[i].used = slot[i].info;
504 646
505 for (i = key_values; i; i = i->next) 647 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} 648}
529 649
530object * 650object *
531object::clone () 651object::clone ()
532{ 652{
533 object *neu = create (); 653 object *neu = create ();
534 copy_to (neu); 654 copy_to (neu);
655
656 // TODO: unclean state changes, should not be done in clone AND instantiate
657 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
658 neu->speed_left = - neu->speed - rndm (); // TODO animation
659
660 neu->map = map; // not copied by copy_to
535 return neu; 661 return neu;
536} 662}
537 663
538/* 664/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 665 * 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 666 * 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. 667 * be called to update the face variable, _and_ how it looks on the map.
542 */ 668 */
543
544void 669void
545update_turn_face (object *op) 670update_turn_face (object *op)
546{ 671{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 672 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
548 return; 673 return;
674
549 SET_ANIMATION (op, op->direction); 675 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 676 update_object (op, UP_OBJ_FACE);
551} 677}
552 678
553/* 679/*
556 * This function needs to be called whenever the speed of an object changes. 682 * This function needs to be called whenever the speed of an object changes.
557 */ 683 */
558void 684void
559object::set_speed (float speed) 685object::set_speed (float speed)
560{ 686{
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; 687 this->speed = speed;
573 688
574 if (arch_init) 689 if (has_active_speed ())
575 return; 690 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 691 else
593 { 692 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} 693}
648 694
649/* 695/*
650 * update_object() updates the the map. 696 * update_object() updates the the map.
651 * It takes into account invisible objects (and represent squares covered 697 * It takes into account invisible objects (and represent squares covered
664 * UP_OBJ_FACE: only the objects face has changed. 710 * UP_OBJ_FACE: only the objects face has changed.
665 */ 711 */
666void 712void
667update_object (object *op, int action) 713update_object (object *op, int action)
668{ 714{
669 MoveType move_on, move_off, move_block, move_slow; 715 if (!op)
670
671 if (op == NULL)
672 { 716 {
673 /* this should never happen */ 717 /* this should never happen */
674 LOG (llevDebug, "update_object() called for NULL object.\n"); 718 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
675 return; 719 return;
676 } 720 }
677 721
678 if (op->env) 722 if (!op->is_on_map ())
679 { 723 {
680 /* Animation is currently handled by client, so nothing 724 /* Animation is currently handled by client, so nothing
681 * to do in this case. 725 * to do in this case.
682 */ 726 */
683 return; 727 return;
684 } 728 }
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;
691 729
692 /* make sure the object is within map boundaries */ 730 /* 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) 731 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
694 { 732 {
695 LOG (llevError, "update_object() called for object out of map!\n"); 733 LOG (llevError, "update_object() called for object out of map!\n");
699 return; 737 return;
700 } 738 }
701 739
702 mapspace &m = op->ms (); 740 mapspace &m = op->ms ();
703 741
704 if (m.flags_ & P_NEED_UPDATE) 742 if (!(m.flags_ & P_UPTODATE))
705 /* nop */; 743 m.update_up (); // nothing to do except copy up
706 else if (action == UP_OBJ_INSERT) 744 else if (action == UP_OBJ_INSERT)
707 { 745 {
746#if 0
708 // this is likely overkill, TODO: revisit (schmorp) 747 // this is likely overkill, TODO: revisit (schmorp)
709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 748 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
710 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 749 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
711 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 750 || (op->is_player () && !(m.flags_ & P_PLAYER))
712 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 751 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
713 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 752 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
714 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 753 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
715 || (m.move_on | op->move_on ) != m.move_on 754 || (m.move_on | op->move_on ) != m.move_on
716 || (m.move_off | op->move_off ) != m.move_off 755 || (m.move_off | op->move_off ) != m.move_off
717 || (m.move_slow | op->move_slow) != m.move_slow 756 || (m.move_slow | op->move_slow) != m.move_slow
718 /* This isn't perfect, but I don't expect a lot of objects to 757 /* This isn't perfect, but I don't expect a lot of objects to
719 * to have move_allow right now. 758 * have move_allow right now.
720 */ 759 */
721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 760 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
761 m.invalidate ();
762#else
722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 763 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
723 m.flags_ = P_NEED_UPDATE; 764 m.invalidate ();
765#endif
724 } 766 }
725 /* if the object is being removed, we can't make intelligent 767 /* if the object is being removed, we can't make intelligent
726 * decisions, because remove_ob can't really pass the object 768 * decisions, because remove_ob can't really pass the object
727 * that is being removed. 769 * that is being removed.
728 */ 770 */
729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 771 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
730 m.flags_ = P_NEED_UPDATE; 772 m.invalidate ();
731 else if (action == UP_OBJ_FACE) 773 else if (action == UP_OBJ_FACE)
732 /* Nothing to do for that case */ ; 774 m.update_up (); // nothing to do for that case, except copy up
733 else 775 else
734 LOG (llevError, "update_object called with invalid action: %d\n", action); 776 LOG (llevError, "update_object called with invalid action: %d\n", action);
735 777
736 if (op->more) 778 if (op->more)
737 update_object (op->more, action); 779 update_object (op->more, action);
738} 780}
739 781
740object::vector object::objects; // not yet used
741object *object::first;
742
743object::object () 782object::object ()
744{ 783{
745 SET_FLAG (this, FLAG_REMOVED); 784 this->set_flag (FLAG_REMOVED);
746 785
747 expmul = 1.0; 786 //expmul = 1.0; declared const for the time being
748 face = blank_face; 787 face = blank_face;
788 material = MATERIAL_NULL;
749} 789}
750 790
751object::~object () 791object::~object ()
752{ 792{
753 free_key_values (this); 793 unlink ();
794
795 kv.clear ();
754} 796}
755 797
756void object::link () 798void object::link ()
757{ 799{
758 count = ++ob_count; 800 assert (!index);//D
759 uuid = gen_uuid (); 801 uuid = UUID::gen ();
760 802
761 prev = 0; 803 refcnt_inc ();
762 next = object::first; 804 objects.insert (this);
763 805
764 if (object::first) 806 ++create_count;
765 object::first->prev = this;
766 807
767 object::first = this;
768} 808}
769 809
770void object::unlink () 810void object::unlink ()
771{ 811{
772 if (this == object::first) 812 if (!index)
773 object::first = next; 813 return;
774 814
775 /* Remove this object from the list of used objects */ 815 ++destroy_count;
776 if (prev) prev->next = next;
777 if (next) next->prev = prev;
778 816
779 prev = 0; 817 objects.erase (this);
780 next = 0; 818 refcnt_dec ();
819}
820
821void
822object::activate ()
823{
824 /* If already on active list, don't do anything */
825 if (active)
826 return;
827
828 if (has_active_speed ())
829 {
830 if (flag [FLAG_FREED])
831 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
832
833 actives.insert (this);
834 }
835}
836
837void
838object::activate_recursive ()
839{
840 activate ();
841
842 for (object *op = inv; op; op = op->below)
843 op->activate_recursive ();
844}
845
846/* This function removes object 'op' from the list of active
847 * objects.
848 * This should only be used for style maps or other such
849 * reference maps where you don't want an object that isn't
850 * in play chewing up cpu time getting processed.
851 * The reverse of this is to call update_ob_speed, which
852 * will do the right thing based on the speed of the object.
853 */
854void
855object::deactivate ()
856{
857 /* If not on the active list, nothing needs to be done */
858 if (!active)
859 return;
860
861 actives.erase (this);
862}
863
864void
865object::deactivate_recursive ()
866{
867 for (object *op = inv; op; op = op->below)
868 op->deactivate_recursive ();
869
870 deactivate ();
871}
872
873void
874object::set_flag_inv (int flag, int value)
875{
876 for (object *op = inv; op; op = op->below)
877 {
878 op->flag [flag] = value;
879 op->set_flag_inv (flag, value);
880 }
781} 881}
782 882
783/* 883/*
784 * Remove and free all objects in the inventory of the given object. 884 * Remove and free all objects in the inventory of the given object.
785 * object.c ? 885 * object.c ?
788object::destroy_inv (bool drop_to_ground) 888object::destroy_inv (bool drop_to_ground)
789{ 889{
790 // need to check first, because the checks below might segfault 890 // need to check first, because the checks below might segfault
791 // as we might be on an invalid mapspace and crossfire code 891 // as we might be on an invalid mapspace and crossfire code
792 // is too buggy to ensure that the inventory is empty. 892 // is too buggy to ensure that the inventory is empty.
793 // corollary: if you create arrows etc. with stuff in tis inventory, 893 // corollary: if you create arrows etc. with stuff in its inventory,
794 // cf will crash below with off-map x and y 894 // cf will crash below with off-map x and y
795 if (!inv) 895 if (!inv)
796 return; 896 return;
797 897
798 /* Only if the space blocks everything do we not process - 898 /* Only if the space blocks everything do we not process -
799 * if some form of movement is allowed, let objects 899 * if some form of movement is allowed, let objects
800 * drop on that space. 900 * drop on that space.
801 */ 901 */
802 if (!drop_to_ground 902 if (!drop_to_ground
803 || !map 903 || !map
804 || map->in_memory != MAP_IN_MEMORY 904 || !map->linkable ()
905 || map->no_drop
805 || map->at (x, y).move_block == MOVE_ALL) 906 || ms ().move_block == MOVE_ALL)
806 { 907 {
807 while (inv) 908 while (inv)
808 {
809 inv->destroy_inv (drop_to_ground);
810 inv->destroy (); 909 inv->destroy ();
811 }
812 } 910 }
813 else 911 else
814 { /* Put objects in inventory onto this space */ 912 { /* Put objects in inventory onto this space */
815 while (inv) 913 while (inv)
816 { 914 {
818 916
819 if (op->flag [FLAG_STARTEQUIP] 917 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP] 918 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE 919 || op->type == RUNE
822 || op->type == TRAP 920 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE]) 921 || op->flag [FLAG_IS_A_TEMPLATE]
922 || op->flag [FLAG_DESTROY_ON_DEATH])
824 op->destroy (); 923 op->destroy ();
825 else 924 else
826 map->insert (op, x, y); 925 map->insert (op, x, y);
827 } 926 }
828 } 927 }
829} 928}
830 929
930/*
931 * Remove and free all objects in the inventory of the given object.
932 * Unlike destroy_inv, this assumes the *this is destroyed as well
933 * well, so we can (and have to!) take shortcuts.
934 */
935void
936object::destroy_inv_fast ()
937{
938 while (object *op = inv)
939 {
940 // remove from object the fast way
941 op->flag [FLAG_REMOVED] = true;
942 op->env = 0;
943 if ((inv = inv->below))
944 inv->above = 0;
945
946 // then destroy
947 op->destroy ();
948 }
949}
950
951void
952object::freelist_free (int count)
953{
954 while (count-- && freelist)
955 {
956 freelist_item *next = freelist->next;
957 // count is being "destroyed"
958
959 sfree ((char *)freelist, sizeof (object));
960
961 freelist = next;
962 --free_count;
963 }
964}
965
966object *
831object *object::create () 967object::create ()
832{ 968{
833 object *op = new object; 969 object *op;
970
971 if (freelist)
972 {
973 freelist_item li = *freelist;
974 memset (freelist, 0, sizeof (object));
975
976 op = new (freelist) object;
977 op->count = li.count;
978
979 freelist = li.next;
980 --free_count;
981 }
982 else
983 {
984 void *ni = salloc0<char> (sizeof (object));
985
986 op = new(ni) object;
987
988 op->count = ++object_count;
989 }
990
834 op->link (); 991 op->link ();
992
835 return op; 993 return op;
836} 994}
837 995
838void 996void
997object::do_delete ()
998{
999 uint32_t count = this->count;
1000
1001 this->~object ();
1002
1003 freelist_item *li = (freelist_item *)this;
1004 li->next = freelist;
1005 li->count = count;
1006
1007 freelist = li;
1008 ++free_count;
1009}
1010
1011void
839object::do_destroy () 1012object::do_destroy ()
840{ 1013{
841 if (flag [FLAG_IS_LINKED]) 1014 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this); 1015 remove_link ();
843 1016
844 if (flag [FLAG_FRIENDLY]) 1017 if (flag [FLAG_FRIENDLY])
845 remove_friendly_object (this); 1018 remove_friendly_object (this);
846 1019
847 if (!flag [FLAG_REMOVED])
848 remove (); 1020 remove ();
849 1021
850 if (flag [FLAG_FREED]) 1022 attachable::do_destroy ();
851 return;
852 1023
853 set_speed (0); 1024 deactivate ();
1025 unlink ();
854 1026
855 flag [FLAG_FREED] = 1; 1027 flag [FLAG_FREED] = 1;
856 1028
857 attachable::do_destroy ();
858
859 destroy_inv (true);
860 unlink ();
861
862 // hack to ensure that freed objects still have a valid map 1029 // hack to ensure that freed objects still have a valid map
863 {
864 static maptile *freed_map; // freed objects are moved here to avoid crashes
865
866 if (!freed_map)
867 {
868 freed_map = new maptile;
869
870 freed_map->name = "/internal/freed_objects_map";
871 freed_map->width = 3;
872 freed_map->height = 3;
873
874 freed_map->allocate ();
875 }
876
877 map = freed_map; 1030 map = &freed_map;
878 x = 1; 1031 x = 1;
879 y = 1; 1032 y = 1;
880 }
881
882 head = 0;
883 1033
884 if (more) 1034 if (more)
885 { 1035 {
886 more->destroy (); 1036 more->destroy ();
887 more = 0; 1037 more = 0;
888 } 1038 }
889 1039
1040 head = 0;
1041
890 // clear those pointers that likely might have circular references to us 1042 // clear those pointers that likely might cause circular references
891 owner = 0; 1043 owner = 0;
892 enemy = 0; 1044 enemy = 0;
893 attacked_by = 0; 1045 attacked_by = 0;
894 1046 current_weapon = 0;
895 // only relevant for players(?), but make sure of it anyways
896 contr = 0;
897} 1047}
898 1048
899void 1049void
900object::destroy (bool destroy_inventory) 1050object::destroy ()
901{ 1051{
902 if (destroyed ()) 1052 if (destroyed ())
903 return; 1053 return;
904 1054
905 if (destroy_inventory) 1055 if (!is_head () && !head->destroyed ())
1056 {
1057 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1058 head->destroy ();
1059 return;
1060 }
1061
906 destroy_inv (false); 1062 destroy_inv_fast ();
1063
1064 if (is_head ())
1065 if (sound_destroy)
1066 play_sound (sound_destroy);
1067 else if (flag [FLAG_MONSTER])
1068 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
907 1069
908 attachable::destroy (); 1070 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} 1071}
927 1072
928/* op->remove (): 1073/* op->remove ():
929 * This function removes the object op from the linked list of objects 1074 * 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 1075 * which it is currently tied to. When this function is done, the
931 * object will have no environment. If the object previously had an 1076 * object will have no environment. If the object previously had an
932 * environment, the x and y coordinates will be updated to 1077 * environment, the x and y coordinates will be updated to
933 * the previous environment. 1078 * the previous environment.
934 * Beware: This function is called from the editor as well!
935 */ 1079 */
936void 1080void
937object::remove () 1081object::do_remove ()
938{ 1082{
939 object *tmp, *last = 0; 1083 if (flag [FLAG_REMOVED])
940 object *otmp;
941
942 if (QUERY_FLAG (this, FLAG_REMOVED))
943 return; 1084 return;
944 1085
945 SET_FLAG (this, FLAG_REMOVED);
946 INVOKE_OBJECT (REMOVE, this); 1086 INVOKE_OBJECT (REMOVE, this);
1087
1088 flag [FLAG_REMOVED] = true;
947 1089
948 if (more) 1090 if (more)
949 more->remove (); 1091 more->remove ();
950 1092
951 /* 1093 /*
952 * In this case, the object to be removed is in someones 1094 * In this case, the object to be removed is in someones
953 * inventory. 1095 * inventory.
954 */ 1096 */
955 if (env) 1097 if (env)
956 { 1098 {
957 if (nrof) 1099 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
958 sub_weight (env, weight * nrof); 1100 if (object *pl = visible_to ())
959 else 1101 esrv_del_item (pl->contr, count);
960 sub_weight (env, weight + carrying); 1102 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
961 1103
962 /* NO_FIX_PLAYER is set when a great many changes are being 1104 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 1105
969 if (above != NULL) 1106 object *pl = in_player ();
970 above->below = below;
971 else
972 env->inv = below;
973
974 if (below != NULL)
975 below->above = above;
976 1107
977 /* we set up values so that it could be inserted into 1108 /* we set up values so that it could be inserted into
978 * the map, but we don't actually do that - it is up 1109 * the map, but we don't actually do that - it is up
979 * to the caller to decide what we want to do. 1110 * to the caller to decide what we want to do.
980 */ 1111 */
981 x = env->x, y = env->y;
982 map = env->map; 1112 map = env->map;
983 above = 0, below = 0; 1113 x = env->x;
984 env = 0; 1114 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 1115
992 /* link the object above us */ 1116 // make sure cmov optimisation is applicable
993 if (above) 1117 *(above ? &above->below : &env->inv) = below;
994 above->below = below; 1118 *(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 1119
1021 above = 0; 1120 above = 0;
1022 below = 0; 1121 below = 0;
1122 env = 0;
1023 1123
1024 if (map->in_memory == MAP_SAVING) 1124 if (pl && pl->is_player ())
1025 return; 1125 {
1126 if (expect_false (pl->contr->combat_ob == this))
1127 {
1128 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1129 pl->contr->combat_ob = 0;
1130 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1131 }
1132
1133 if (expect_false (pl->contr->ranged_ob == this))
1134 {
1135 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1136 pl->contr->ranged_ob = 0;
1137 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1138 }
1139
1140 pl->contr->queue_stats_update ();
1141
1142 if (expect_false (glow_radius) && pl->is_on_map ())
1143 update_all_los (pl->map, pl->x, pl->y);
1144 }
1145 }
1146 else if (map)
1147 {
1148 map->dirty = true;
1149 mapspace &ms = this->ms ();
1150
1151 if (object *pl = ms.player ())
1152 {
1153 if (is_player ())
1154 {
1155 if (!flag [FLAG_WIZPASS])
1156 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1157
1158 // leaving a spot always closes any open container on the ground
1159 if (container && !container->env)
1160 // this causes spurious floorbox updates, but it ensures
1161 // that the CLOSE event is being sent.
1162 close_container ();
1163
1164 --map->players;
1165 map->touch ();
1166 }
1167 else if (pl->container_ () == this)
1168 {
1169 // removing a container should close it
1170 close_container ();
1171 }
1172 else
1173 esrv_del_item (pl->contr, count);
1174 }
1175
1176 /* link the object above us */
1177 // re-link, make sure compiler can easily use cmove
1178 *(above ? &above->below : &ms.top) = below;
1179 *(below ? &below->above : &ms.bot) = above;
1180
1181 above = 0;
1182 below = 0;
1183
1184 ms.invalidate ();
1026 1185
1027 int check_walk_off = !flag [FLAG_NO_APPLY]; 1186 int check_walk_off = !flag [FLAG_NO_APPLY];
1028 1187
1029 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1188 if (object *pl = ms.player ())
1030 { 1189 {
1031 /* No point updating the players look faces if he is the object 1190 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 1191 /* If a container that the player is currently using somehow gets
1038 * removed (most likely destroyed), update the player view 1192 * removed (most likely destroyed), update the player view
1039 * appropriately. 1193 * appropriately.
1040 */ 1194 */
1041 if (tmp->container == this) 1195 pl->close_container ();
1042 {
1043 flag [FLAG_APPLIED] = 0;
1044 tmp->container = 0;
1045 }
1046 1196
1197 //TODO: the floorbox prev/next might need updating
1198 //esrv_del_item (pl->contr, count);
1199 //TODO: update floorbox to preserve ordering
1047 if (tmp->contr->ns) 1200 if (pl->contr->ns)
1048 tmp->contr->ns->floorbox_update (); 1201 pl->contr->ns->floorbox_update ();
1202 }
1203
1204 if (check_walk_off)
1205 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1206 {
1207 above = tmp->above;
1208
1209 /* No point updating the players look faces if he is the object
1210 * being removed.
1049 } 1211 */
1050 1212
1051 /* See if player moving off should effect something */ 1213 /* See if object moving off should effect something */
1052 if (check_walk_off
1053 && ((move_type & tmp->move_off) 1214 if ((move_type & tmp->move_off)
1054 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1215 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1055 {
1056 move_apply (tmp, this, 0); 1216 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 } 1217 }
1061 1218
1062 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1219 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); 1220 update_all_los (map, x, y);
1078 } 1221 }
1079} 1222}
1080 1223
1081/* 1224/*
1090merge_ob (object *op, object *top) 1233merge_ob (object *op, object *top)
1091{ 1234{
1092 if (!op->nrof) 1235 if (!op->nrof)
1093 return 0; 1236 return 0;
1094 1237
1095 if (top) 1238 if (!top)
1096 for (top = op; top && top->above; top = top->above) 1239 for (top = op; top && top->above; top = top->above)
1097 ; 1240 ;
1098 1241
1099 for (; top; top = top->below) 1242 for (; top; top = top->below)
1100 {
1101 if (top == op)
1102 continue;
1103
1104 if (object::can_merge (op, top)) 1243 if (object::can_merge (op, top))
1105 { 1244 {
1106 top->nrof += op->nrof; 1245 top->nrof += op->nrof;
1107 1246
1108/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1247 if (object *pl = top->visible_to ())
1109 op->weight = 0; /* Don't want any adjustements now */ 1248 esrv_update_item (UPD_NROF, pl, top);
1249
1250 op->weight = 0; // cancel the addition above
1251 op->carrying = 0; // must be 0 already
1252
1110 op->destroy (); 1253 op->destroy ();
1254
1111 return top; 1255 return top;
1112 } 1256 }
1113 }
1114 1257
1115 return 0; 1258 return 0;
1116} 1259}
1117 1260
1261void
1262object::expand_tail ()
1263{
1264 if (more)
1265 return;
1266
1267 object *prev = this;
1268
1269 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1270 {
1271 object *op = at->instance ();
1272
1273 op->name = name;
1274 op->name_pl = name_pl;
1275 op->title = title;
1276
1277 op->head = this;
1278 prev->more = op;
1279
1280 prev = op;
1281 }
1282}
1283
1118/* 1284/*
1119 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1285 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1120 * job preparing multi-part monsters 1286 * job preparing multi-part monsters.
1121 */ 1287 */
1122object * 1288object *
1123insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1289insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1124{ 1290{
1291 op->remove ();
1292
1125 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1293 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1126 { 1294 {
1127 tmp->x = x + tmp->arch->clone.x; 1295 tmp->x = x + tmp->arch->x;
1128 tmp->y = y + tmp->arch->clone.y; 1296 tmp->y = y + tmp->arch->y;
1129 } 1297 }
1130 1298
1131 return insert_ob_in_map (op, m, originator, flag); 1299 return insert_ob_in_map (op, m, originator, flag);
1132} 1300}
1133 1301
1146 * Passing 0 for flag gives proper default values, so flag really only needs 1314 * Passing 0 for flag gives proper default values, so flag really only needs
1147 * to be set if special handling is needed. 1315 * to be set if special handling is needed.
1148 * 1316 *
1149 * Return value: 1317 * Return value:
1150 * new object if 'op' was merged with other object 1318 * new object if 'op' was merged with other object
1151 * NULL if 'op' was destroyed 1319 * NULL if there was an error (destroyed, blocked etc.)
1152 * just 'op' otherwise 1320 * just 'op' otherwise
1153 */ 1321 */
1154object * 1322object *
1155insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1323insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1156{ 1324{
1157 object *tmp, *top, *floor = NULL; 1325 op->remove ();
1158 sint16 x, y;
1159 1326
1160 if (QUERY_FLAG (op, FLAG_FREED)) 1327 if (m == &freed_map)//D TODO: remove soon
1161 { 1328 {//D
1162 LOG (llevError, "Trying to insert freed object!\n"); 1329 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1163 return NULL;
1164 } 1330 }//D
1165
1166 if (m == NULL)
1167 {
1168 char *dump = dump_object (op);
1169 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1170 free (dump);
1171 return op;
1172 }
1173
1174 if (out_of_map (m, op->x, op->y))
1175 {
1176 char *dump = dump_object (op);
1177 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1178#ifdef MANY_CORES
1179 /* Better to catch this here, as otherwise the next use of this object
1180 * is likely to cause a crash. Better to find out where it is getting
1181 * improperly inserted.
1182 */
1183 abort ();
1184#endif
1185 free (dump);
1186 return op;
1187 }
1188
1189 if (!QUERY_FLAG (op, FLAG_REMOVED))
1190 {
1191 char *dump = dump_object (op);
1192 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1193 free (dump);
1194 return op;
1195 }
1196
1197 if (op->more)
1198 {
1199 /* The part may be on a different map. */
1200
1201 object *more = op->more;
1202
1203 /* We really need the caller to normalize coordinates - if
1204 * we set the map, that doesn't work if the location is within
1205 * a map and this is straddling an edge. So only if coordinate
1206 * is clear wrong do we normalize it.
1207 */
1208 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1209 more->map = get_map_from_coord (m, &more->x, &more->y);
1210 else if (!more->map)
1211 {
1212 /* For backwards compatibility - when not dealing with tiled maps,
1213 * more->map should always point to the parent.
1214 */
1215 more->map = m;
1216 }
1217
1218 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1219 {
1220 if (!op->head)
1221 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1222
1223 return 0;
1224 }
1225 }
1226
1227 CLEAR_FLAG (op, FLAG_REMOVED);
1228 1331
1229 /* Ideally, the caller figures this out. However, it complicates a lot 1332 /* Ideally, the caller figures this out. However, it complicates a lot
1230 * of areas of callers (eg, anything that uses find_free_spot would now 1333 * of areas of callers (eg, anything that uses find_free_spot would now
1231 * need extra work 1334 * need extra work
1232 */ 1335 */
1233 op->map = get_map_from_coord (m, &op->x, &op->y); 1336 maptile *newmap = m;
1234 x = op->x; 1337 if (!xy_normalise (newmap, op->x, op->y))
1235 y = op->y; 1338 {
1339 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1340 return 0;
1341 }
1342
1343 if (object *more = op->more)
1344 if (!insert_ob_in_map (more, m, originator, flag))
1345 return 0;
1346
1347 op->flag [FLAG_REMOVED] = false;
1348 op->env = 0;
1349 op->map = newmap;
1350
1351 mapspace &ms = op->ms ();
1236 1352
1237 /* this has to be done after we translate the coordinates. 1353 /* this has to be done after we translate the coordinates.
1238 */ 1354 */
1239 if (op->nrof && !(flag & INS_NO_MERGE)) 1355 if (op->nrof && !(flag & INS_NO_MERGE))
1240 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1356 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1241 if (object::can_merge (op, tmp)) 1357 if (object::can_merge (op, tmp))
1242 { 1358 {
1359 // TODO: we actually want to update tmp, not op,
1360 // but some caller surely breaks when we return tmp
1361 // from here :/
1243 op->nrof += tmp->nrof; 1362 op->nrof += tmp->nrof;
1244 tmp->destroy (); 1363 tmp->destroy ();
1245 } 1364 }
1246 1365
1247 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1366 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1248 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1367 op->clr_flag (FLAG_INV_LOCKED);
1249 1368
1250 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1369 if (!op->flag [FLAG_ALIVE])
1251 CLEAR_FLAG (op, FLAG_NO_STEAL); 1370 op->clr_flag (FLAG_NO_STEAL);
1252 1371
1253 if (flag & INS_BELOW_ORIGINATOR) 1372 if (flag & INS_BELOW_ORIGINATOR)
1254 { 1373 {
1255 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1374 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1256 { 1375 {
1257 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1376 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1258 abort (); 1377 abort ();
1259 } 1378 }
1260 1379
1380 if (!originator->is_on_map ())
1381 {
1382 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1383 op->debug_desc (), originator->debug_desc ());
1384 abort ();
1385 }
1386
1261 op->above = originator; 1387 op->above = originator;
1262 op->below = originator->below; 1388 op->below = originator->below;
1263
1264 if (op->below)
1265 op->below->above = op;
1266 else
1267 op->ms ().bot = op;
1268
1269 /* since *below* originator, no need to update top */
1270 originator->below = op; 1389 originator->below = op;
1390
1391 *(op->below ? &op->below->above : &ms.bot) = op;
1271 } 1392 }
1272 else 1393 else
1273 { 1394 {
1395 object *floor = 0;
1396 object *top = ms.top;
1397
1274 /* If there are other objects, then */ 1398 /* If there are other objects, then */
1275 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1399 if (top)
1276 { 1400 {
1277 object *last = NULL;
1278
1279 /* 1401 /*
1280 * If there are multiple objects on this space, we do some trickier handling. 1402 * If there are multiple objects on this space, we do some trickier handling.
1281 * We've already dealt with merging if appropriate. 1403 * We've already dealt with merging if appropriate.
1282 * Generally, we want to put the new object on top. But if 1404 * Generally, we want to put the new object on top. But if
1283 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1405 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1286 * once we get to them. This reduces the need to traverse over all of 1408 * once we get to them. This reduces the need to traverse over all of
1287 * them when adding another one - this saves quite a bit of cpu time 1409 * them when adding another one - this saves quite a bit of cpu time
1288 * when lots of spells are cast in one area. Currently, it is presumed 1410 * when lots of spells are cast in one area. Currently, it is presumed
1289 * that flying non pickable objects are spell objects. 1411 * that flying non pickable objects are spell objects.
1290 */ 1412 */
1291 1413 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1292 while (top != NULL)
1293 { 1414 {
1294 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1415 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1295 floor = top; 1416 floor = tmp;
1296 1417
1297 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1418 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1298 { 1419 {
1299 /* We insert above top, so we want this object below this */ 1420 /* We insert above top, so we want this object below this */
1300 top = top->below; 1421 top = tmp->below;
1301 break; 1422 break;
1302 } 1423 }
1303 1424
1304 last = top;
1305 top = top->above; 1425 top = tmp;
1306 } 1426 }
1307
1308 /* Don't want top to be NULL, so set it to the last valid object */
1309 top = last;
1310 1427
1311 /* We let update_position deal with figuring out what the space 1428 /* We let update_position deal with figuring out what the space
1312 * looks like instead of lots of conditions here. 1429 * looks like instead of lots of conditions here.
1313 * makes things faster, and effectively the same result. 1430 * makes things faster, and effectively the same result.
1314 */ 1431 */
1315 1432
1316 /* Have object 'fall below' other objects that block view. 1433 /* Have object 'fall below' other objects that block view.
1317 * Unless those objects are exits, type 66 1434 * Unless those objects are exits.
1318 * If INS_ON_TOP is used, don't do this processing 1435 * If INS_ON_TOP is used, don't do this processing
1319 * Need to find the object that in fact blocks view, otherwise 1436 * Need to find the object that in fact blocks view, otherwise
1320 * stacking is a bit odd. 1437 * stacking is a bit odd.
1321 */ 1438 */
1322 if (!(flag & INS_ON_TOP) && 1439 if (!(flag & INS_ON_TOP)
1323 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1440 && ms.flags () & P_BLOCKSVIEW
1441 && (op->face && !faces [op->face].visibility))
1324 { 1442 {
1443 object *last;
1444
1325 for (last = top; last != floor; last = last->below) 1445 for (last = top; last != floor; last = last->below)
1326 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1446 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1327 break; 1447 break;
1448
1328 /* Check to see if we found the object that blocks view, 1449 /* Check to see if we found the object that blocks view,
1329 * and make sure we have a below pointer for it so that 1450 * and make sure we have a below pointer for it so that
1330 * we can get inserted below this one, which requires we 1451 * we can get inserted below this one, which requires we
1331 * set top to the object below us. 1452 * set top to the object below us.
1332 */ 1453 */
1333 if (last && last->below && last != floor) 1454 if (last && last->below && last != floor)
1334 top = last->below; 1455 top = last->below;
1335 } 1456 }
1336 } /* If objects on this space */ 1457 } /* If objects on this space */
1337 1458
1338 if (flag & INS_MAP_LOAD)
1339 top = GET_MAP_TOP (op->map, op->x, op->y);
1340
1341 if (flag & INS_ABOVE_FLOOR_ONLY) 1459 if (flag & INS_ABOVE_FLOOR_ONLY)
1342 top = floor; 1460 top = floor;
1343 1461
1344 /* Top is the object that our object (op) is going to get inserted above. 1462 // insert object above top, or bottom-most if top = 0
1345 */
1346
1347 /* First object on this space */
1348 if (!top) 1463 if (!top)
1349 { 1464 {
1350 op->above = GET_MAP_OB (op->map, op->x, op->y);
1351
1352 if (op->above)
1353 op->above->below = op;
1354
1355 op->below = NULL; 1465 op->below = 0;
1466 op->above = ms.bot;
1356 op->ms ().bot = op; 1467 ms.bot = op;
1468
1469 *(op->above ? &op->above->below : &ms.top) = op;
1357 } 1470 }
1358 else 1471 else
1359 { /* get inserted into the stack above top */ 1472 {
1360 op->above = top->above; 1473 op->above = top->above;
1361
1362 if (op->above)
1363 op->above->below = op; 1474 top->above = op;
1364 1475
1365 op->below = top; 1476 op->below = top;
1366 top->above = op; 1477 *(op->above ? &op->above->below : &ms.top) = op;
1367 } 1478 }
1479 }
1368 1480
1369 if (op->above == NULL) 1481 if (op->is_player ())
1370 op->ms ().top = op; 1482 {
1371 } /* else not INS_BELOW_ORIGINATOR */
1372
1373 if (op->type == PLAYER)
1374 op->contr->do_los = 1; 1483 op->contr->do_los = 1;
1484 ++op->map->players;
1485 op->map->touch ();
1486 }
1375 1487
1376 /* If we have a floor, we know the player, if any, will be above 1488 op->map->dirty = true;
1377 * it, so save a few ticks and start from there. 1489
1378 */
1379 if (!(flag & INS_MAP_LOAD))
1380 if (object *pl = op->ms ().player ()) 1490 if (object *pl = ms.player ())
1491 //TODO: the floorbox prev/next might need updating
1492 //esrv_send_item (pl, op);
1493 //TODO: update floorbox to preserve ordering
1381 if (pl->contr->ns) 1494 if (pl->contr->ns)
1382 pl->contr->ns->floorbox_update (); 1495 pl->contr->ns->floorbox_update ();
1383 1496
1384 /* If this object glows, it may affect lighting conditions that are 1497 /* If this object glows, it may affect lighting conditions that are
1385 * visible to others on this map. But update_all_los is really 1498 * visible to others on this map. But update_all_los is really
1386 * an inefficient way to do this, as it means los for all players 1499 * an inefficient way to do this, as it means los for all players
1387 * on the map will get recalculated. The players could very well 1500 * on the map will get recalculated. The players could very well
1388 * be far away from this change and not affected in any way - 1501 * be far away from this change and not affected in any way -
1389 * this should get redone to only look for players within range, 1502 * this should get redone to only look for players within range,
1390 * or just updating the P_NEED_UPDATE for spaces within this area 1503 * or just updating the P_UPTODATE for spaces within this area
1391 * of effect may be sufficient. 1504 * of effect may be sufficient.
1392 */ 1505 */
1393 if (op->map->darkness && (op->glow_radius != 0)) 1506 if (op->affects_los ())
1507 {
1508 op->ms ().invalidate ();
1394 update_all_los (op->map, op->x, op->y); 1509 update_all_los (op->map, op->x, op->y);
1510 }
1395 1511
1396 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1512 /* updates flags (blocked, alive, no magic, etc) for this map space */
1397 update_object (op, UP_OBJ_INSERT); 1513 update_object (op, UP_OBJ_INSERT);
1398 1514
1399 INVOKE_OBJECT (INSERT, op); 1515 INVOKE_OBJECT (INSERT, op);
1406 * blocked() and wall() work properly), and these flags are updated by 1522 * blocked() and wall() work properly), and these flags are updated by
1407 * update_object(). 1523 * update_object().
1408 */ 1524 */
1409 1525
1410 /* if this is not the head or flag has been passed, don't check walk on status */ 1526 /* if this is not the head or flag has been passed, don't check walk on status */
1411 if (!(flag & INS_NO_WALK_ON) && !op->head) 1527 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1412 { 1528 {
1413 if (check_move_on (op, originator)) 1529 if (check_move_on (op, originator, flag))
1414 return 0; 1530 return 0;
1415 1531
1416 /* If we are a multi part object, lets work our way through the check 1532 /* If we are a multi part object, let's work our way through the check
1417 * walk on's. 1533 * walk on's.
1418 */ 1534 */
1419 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1535 for (object *tmp = op->more; tmp; tmp = tmp->more)
1420 if (check_move_on (tmp, originator)) 1536 if (check_move_on (tmp, originator, flag))
1421 return 0; 1537 return 0;
1422 } 1538 }
1423 1539
1424 return op; 1540 return op;
1425} 1541}
1427/* this function inserts an object in the map, but if it 1543/* this function inserts an object in the map, but if it
1428 * finds an object of its own type, it'll remove that one first. 1544 * finds an object of its own type, it'll remove that one first.
1429 * op is the object to insert it under: supplies x and the map. 1545 * op is the object to insert it under: supplies x and the map.
1430 */ 1546 */
1431void 1547void
1432replace_insert_ob_in_map (const char *arch_string, object *op) 1548replace_insert_ob_in_map (shstr_tmp archname, object *op)
1433{ 1549{
1434 object *tmp, *tmp1;
1435
1436 /* first search for itself and remove any old instances */ 1550 /* first search for itself and remove any old instances */
1437 1551
1438 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1552 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1439 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1553 if (tmp->arch->archname == archname) /* same archetype */
1440 tmp->destroy (); 1554 tmp->destroy ();
1441 1555
1442 tmp1 = arch_to_object (archetype::find (arch_string)); 1556 object *tmp = archetype::find (archname)->instance ();
1443 1557
1444 tmp1->x = op->x; 1558 tmp->x = op->x;
1445 tmp1->y = op->y; 1559 tmp->y = op->y;
1560
1446 insert_ob_in_map (tmp1, op->map, op, 0); 1561 insert_ob_in_map (tmp, op->map, op, 0);
1447} 1562}
1448 1563
1449object * 1564object *
1450object::insert_at (object *where, object *originator, int flags) 1565object::insert_at (object *where, object *originator, int flags)
1451{ 1566{
1567 if (where->env)
1568 return where->env->insert (this);
1569 else
1452 where->map->insert (this, where->x, where->y, originator, flags); 1570 return where->map->insert (this, where->x, where->y, originator, flags);
1453} 1571}
1454 1572
1455/* 1573// check whether we can put this into the map, respect max_volume, max_items
1456 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1574bool
1457 * is returned contains nr objects, and the remaining parts contains 1575object::can_drop_at (maptile *m, int x, int y, object *originator)
1458 * the rest (or is removed and freed if that number is 0).
1459 * On failure, NULL is returned, and the reason put into the
1460 * global static errmsg array.
1461 */
1462object *
1463get_split_ob (object *orig_ob, uint32 nr)
1464{ 1576{
1465 object *newob; 1577 mapspace &ms = m->at (x, y);
1466 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1467 1578
1468 if (orig_ob->nrof < nr) 1579 int items = ms.items ();
1469 {
1470 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1471 return NULL;
1472 }
1473 1580
1474 newob = object_create_clone (orig_ob); 1581 if (!items // testing !items ensures we can drop at least one item
1582 || (items < m->max_items
1583 && ms.volume () < m->max_volume))
1584 return true;
1475 1585
1476 if ((orig_ob->nrof -= nr) < 1) 1586 if (originator)
1477 orig_ob->destroy (1); 1587 originator->failmsgf (
1478 else if (!is_removed) 1588 "No matter how hard you try, you just cannot put the %s here! H<Try to remove some items from the floor first.>",
1479 { 1589 query_name ()
1480 if (orig_ob->env != NULL) 1590 );
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 1591
1490 newob->nrof = nr; 1592 return false;
1491
1492 return newob;
1493} 1593}
1494 1594
1495/* 1595/*
1496 * decrease_ob_nr(object, number) decreases a specified number from 1596 * decrease(object, number) decreases a specified number from
1497 * the amount of an object. If the amount reaches 0, the object 1597 * the amount of an object. If the amount reaches 0, the object
1498 * is subsequently removed and freed. 1598 * is subsequently removed and freed.
1499 * 1599 *
1500 * Return value: 'op' if something is left, NULL if the amount reached 0 1600 * Return value: 'op' if something is left, NULL if the amount reached 0
1501 */ 1601 */
1602bool
1603object::decrease (sint32 nr)
1604{
1605 if (!nr)
1606 return true;
1502 1607
1608 nr = min (nr, nrof);
1609
1610 if (nrof > nr)
1611 {
1612 weight_t oweight = total_weight ();
1613
1614 nrof -= nr;
1615
1616 if (object *pl = visible_to ())
1617 esrv_update_item (UPD_NROF, pl, this);
1618
1619 adjust_weight (env, oweight, total_weight ());
1620
1621 return true;
1622 }
1623 else
1624 {
1625 destroy ();
1626 return false;
1627 }
1628}
1629
1630/*
1631 * split(ob,nr) splits up ob into two parts. The part which
1632 * is returned contains nr objects, and the remaining parts contains
1633 * the rest (or is removed and returned if that number is 0).
1634 * On failure, NULL is returned.
1635 */
1503object * 1636object *
1504decrease_ob_nr (object *op, uint32 i) 1637object::split (sint32 nr)
1505{ 1638{
1506 object *tmp; 1639 int have = number_of ();
1507 1640
1508 if (i == 0) /* objects with op->nrof require this check */ 1641 if (have < nr)
1509 return op; 1642 return 0;
1510 1643 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 { 1644 {
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 (); 1645 remove ();
1546 op->nrof = 0; 1646 return this;
1547 if (tmp)
1548 esrv_del_item (tmp->contr, op->count);
1549 }
1550 } 1647 }
1551 else 1648 else
1552 { 1649 {
1553 object *above = op->above; 1650 decrease (nr);
1554 1651
1555 if (i < op->nrof) 1652 object *op = deep_clone ();
1556 op->nrof -= i; 1653 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; 1654 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 } 1655 }
1599} 1656}
1600 1657
1601object * 1658object *
1602insert_ob_in_ob (object *op, object *where) 1659insert_ob_in_ob (object *op, object *where)
1607 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1664 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1608 free (dump); 1665 free (dump);
1609 return op; 1666 return op;
1610 } 1667 }
1611 1668
1612 if (where->head) 1669 if (where->head_ () != where)
1613 { 1670 {
1614 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1671 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1615 where = where->head; 1672 where = where->head;
1616 } 1673 }
1617 1674
1618 return where->insert (op); 1675 return where->insert (op);
1619} 1676}
1624 * inside the object environment. 1681 * inside the object environment.
1625 * 1682 *
1626 * The function returns now pointer to inserted item, and return value can 1683 * The function returns now pointer to inserted item, and return value can
1627 * be != op, if items are merged. -Tero 1684 * be != op, if items are merged. -Tero
1628 */ 1685 */
1629
1630object * 1686object *
1631object::insert (object *op) 1687object::insert (object *op)
1632{ 1688{
1633 object *tmp, *otmp;
1634
1635 if (!QUERY_FLAG (op, FLAG_REMOVED))
1636 op->remove ();
1637
1638 if (op->more) 1689 if (op->more)
1639 { 1690 {
1640 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1691 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1641 return op; 1692 return op;
1642 } 1693 }
1643 1694
1644 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1695 op->remove ();
1645 CLEAR_FLAG (op, FLAG_REMOVED); 1696
1697 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1698
1646 if (op->nrof) 1699 if (op->nrof)
1647 {
1648 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1700 for (object *tmp = inv; tmp; tmp = tmp->below)
1649 if (object::can_merge (tmp, op)) 1701 if (object::can_merge (tmp, op))
1650 { 1702 {
1651 /* return the original object and remove inserted object 1703 /* return the original object and remove inserted object
1652 (client needs the original object) */ 1704 (client prefers the original object) */
1705
1706 // carrying must be 0 for mergable objects
1707 weight_t oweight = weight_t (tmp->weight) * tmp->nrof;
1708
1653 tmp->nrof += op->nrof; 1709 tmp->nrof += op->nrof;
1654 /* Weight handling gets pretty funky. Since we are adding to 1710
1655 * tmp->nrof, we need to increase the weight. 1711 if (object *pl = tmp->visible_to ())
1656 */ 1712 esrv_update_item (UPD_NROF, pl, tmp);
1713
1657 add_weight (this, op->weight * op->nrof); 1714 adjust_weight (this, oweight, weight_t (tmp->weight) * tmp->nrof);
1658 SET_FLAG (op, FLAG_REMOVED); 1715
1659 op->destroy (); /* free the inserted object */ 1716 op->destroy ();
1660 op = tmp; 1717 op = tmp;
1661 op->remove (); /* and fix old object's links */ 1718 goto inserted;
1662 CLEAR_FLAG (op, FLAG_REMOVED);
1663 break;
1664 } 1719 }
1665 1720
1666 /* I assume combined objects have no inventory 1721 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; 1722 op->map = 0;
1683 op->env = this; 1723 op->x = 0;
1724 op->y = 0;
1725
1684 op->above = 0; 1726 op->above = 0;
1685 op->below = 0; 1727 op->below = inv;
1686 op->x = 0, op->y = 0; 1728 op->env = this;
1687 1729
1730 if (inv)
1731 inv->above = op;
1732
1733 inv = op;
1734
1735 op->flag [FLAG_REMOVED] = 0;
1736
1737 if (object *pl = op->visible_to ())
1738 esrv_send_item (pl, op);
1739
1740 adjust_weight (this, 0, op->total_weight ());
1741
1742inserted:
1688 /* reset the light list and los of the players on the map */ 1743 /* reset the light list and los of the players on the map */
1689 if ((op->glow_radius != 0) && map) 1744 if (op->glow_radius && is_on_map ())
1690 { 1745 {
1691#ifdef DEBUG_LIGHTS 1746 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); 1747 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 { 1748 }
1705 op->below = inv; 1749 else if (is_player ())
1706 op->below->above = op; 1750 // if this is a player's inventory, update stats
1707 inv = op; 1751 contr->queue_stats_update ();
1708 }
1709 1752
1710 INVOKE_OBJECT (INSERT, this); 1753 INVOKE_OBJECT (INSERT, this);
1711 1754
1712 return op; 1755 return op;
1713} 1756}
1731 * MSW 2001-07-08: Check all objects on space, not just those below 1774 * 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 1775 * object being inserted. insert_ob_in_map may not put new objects
1733 * on top. 1776 * on top.
1734 */ 1777 */
1735int 1778int
1736check_move_on (object *op, object *originator) 1779check_move_on (object *op, object *originator, int flags)
1737{ 1780{
1781 if (op->flag [FLAG_NO_APPLY])
1782 return 0;
1783
1738 object *tmp; 1784 object *tmp;
1739 maptile *m = op->map; 1785 maptile *m = op->map;
1740 int x = op->x, y = op->y; 1786 int x = op->x, y = op->y;
1741 1787
1742 MoveType move_on, move_slow, move_block; 1788 mapspace &ms = m->at (x, y);
1743 1789
1744 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1790 ms.update ();
1745 return 0;
1746 1791
1747 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1792 MoveType move_on = ms.move_on;
1748 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1793 MoveType move_slow = ms.move_slow;
1749 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1794 MoveType move_block = ms.move_block;
1750 1795
1751 /* if nothing on this space will slow op down or be applied, 1796 /* if nothing on this space will slow op down or be applied,
1752 * no need to do checking below. have to make sure move_type 1797 * no need to do checking below. have to make sure move_type
1753 * is set, as lots of objects don't have it set - we treat that 1798 * is set, as lots of objects don't have it set - we treat that
1754 * as walking. 1799 * as walking.
1765 return 0; 1810 return 0;
1766 1811
1767 /* The objects have to be checked from top to bottom. 1812 /* The objects have to be checked from top to bottom.
1768 * Hence, we first go to the top: 1813 * Hence, we first go to the top:
1769 */ 1814 */
1770 1815 for (object *next, *tmp = ms.top; tmp; tmp = next)
1771 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1772 {
1773 /* Trim the search when we find the first other spell effect
1774 * this helps performance so that if a space has 50 spell objects,
1775 * we don't need to check all of them.
1776 */
1777 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1778 break;
1779 } 1816 {
1817 next = tmp->below;
1780 1818
1781 for (; tmp; tmp = tmp->below)
1782 {
1783 if (tmp == op) 1819 if (tmp == op)
1784 continue; /* Can't apply yourself */ 1820 continue; /* Can't apply yourself */
1785 1821
1786 /* Check to see if one of the movement types should be slowed down. 1822 /* Check to see if one of the movement types should be slowed down.
1787 * Second check makes sure that the movement types not being slowed 1823 * Second check makes sure that the movement types not being slowed
1788 * (~slow_move) is not blocked on this space - just because the 1824 * (~slow_move) is not blocked on this space - just because the
1789 * space doesn't slow down swimming (for example), if you can't actually 1825 * space doesn't slow down swimming (for example), if you can't actually
1790 * swim on that space, can't use it to avoid the penalty. 1826 * swim on that space, can't use it to avoid the penalty.
1791 */ 1827 */
1792 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1828 if (!op->flag [FLAG_WIZPASS])
1793 { 1829 {
1794 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1830 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1795 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1831 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1796 { 1832 {
1797
1798 float
1799 diff = tmp->move_slow_penalty * FABS (op->speed); 1833 float diff = tmp->move_slow_penalty * fabs (op->speed);
1800 1834
1801 if (op->type == PLAYER) 1835 if (op->is_player ())
1802 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1836 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1803 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1837 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1804 diff /= 4.0; 1838 diff /= 4.0;
1805 1839
1806 op->speed_left -= diff; 1840 op->speed_left -= diff;
1807 } 1841 }
1808 } 1842 }
1809 1843
1810 /* Basically same logic as above, except now for actual apply. */ 1844 /* Basically same logic as above, except now for actual apply. */
1811 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1845 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1812 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1846 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1813 { 1847 {
1848 if ((flags & INS_NO_AUTO_EXIT)
1849 && (tmp->type == EXIT || tmp->type == TELEPORTER
1850 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1851 continue;
1852
1814 move_apply (tmp, op, originator); 1853 move_apply (tmp, op, originator);
1815 1854
1816 if (op->destroyed ()) 1855 if (op->destroyed ())
1817 return 1; 1856 return 1;
1818 1857
1834 * The first matching object is returned, or NULL if none. 1873 * The first matching object is returned, or NULL if none.
1835 */ 1874 */
1836object * 1875object *
1837present_arch (const archetype *at, maptile *m, int x, int y) 1876present_arch (const archetype *at, maptile *m, int x, int y)
1838{ 1877{
1839 if (m == NULL || out_of_map (m, x, y)) 1878 if (!m || out_of_map (m, x, y))
1840 { 1879 {
1841 LOG (llevError, "Present_arch called outside map.\n"); 1880 LOG (llevError, "Present_arch called outside map.\n");
1842 return NULL; 1881 return NULL;
1843 } 1882 }
1844 1883
1845 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1884 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1846 if (tmp->arch == at) 1885 if (tmp->arch->archname == at->archname)
1847 return tmp; 1886 return tmp;
1848 1887
1849 return NULL; 1888 return NULL;
1850} 1889}
1851 1890
1861 { 1900 {
1862 LOG (llevError, "Present called outside map.\n"); 1901 LOG (llevError, "Present called outside map.\n");
1863 return NULL; 1902 return NULL;
1864 } 1903 }
1865 1904
1866 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)
1867 if (tmp->type == type) 1906 if (tmp->type == type)
1868 return tmp; 1907 return tmp;
1869 1908
1870 return NULL; 1909 return NULL;
1871} 1910}
1915 * The first matching object is returned, or NULL if none. 1954 * The first matching object is returned, or NULL if none.
1916 */ 1955 */
1917object * 1956object *
1918present_arch_in_ob (const archetype *at, const object *op) 1957present_arch_in_ob (const archetype *at, const object *op)
1919{ 1958{
1920 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1959 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1921 if (tmp->arch == at) 1960 if (tmp->arch->archname == at->archname)
1922 return tmp; 1961 return tmp;
1923 1962
1924 return NULL; 1963 return NULL;
1925} 1964}
1926 1965
1928 * activate recursively a flag on an object inventory 1967 * activate recursively a flag on an object inventory
1929 */ 1968 */
1930void 1969void
1931flag_inv (object *op, int flag) 1970flag_inv (object *op, int flag)
1932{ 1971{
1933 if (op->inv)
1934 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1972 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1935 { 1973 {
1936 SET_FLAG (tmp, flag); 1974 tmp->set_flag (flag);
1937 flag_inv (tmp, flag); 1975 flag_inv (tmp, flag);
1938 } 1976 }
1939} 1977}
1940 1978
1941/* 1979/*
1942 * deactivate recursively a flag on an object inventory 1980 * deactivate recursively a flag on an object inventory
1943 */ 1981 */
1944void 1982void
1945unflag_inv (object *op, int flag) 1983unflag_inv (object *op, int flag)
1946{ 1984{
1947 if (op->inv)
1948 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1985 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1949 { 1986 {
1950 CLEAR_FLAG (tmp, flag); 1987 tmp->clr_flag (flag);
1951 unflag_inv (tmp, flag); 1988 unflag_inv (tmp, flag);
1952 } 1989 }
1953}
1954
1955/*
1956 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1957 * all it's inventory (recursively).
1958 * If checksums are used, a player will get set_cheat called for
1959 * him/her-self and all object carried by a call to this function.
1960 */
1961void
1962set_cheat (object *op)
1963{
1964 SET_FLAG (op, FLAG_WAS_WIZ);
1965 flag_inv (op, FLAG_WAS_WIZ);
1966} 1990}
1967 1991
1968/* 1992/*
1969 * find_free_spot(object, map, x, y, start, stop) will search for 1993 * find_free_spot(object, map, x, y, start, stop) will search for
1970 * a spot at the given map and coordinates which will be able to contain 1994 * a spot at the given map and coordinates which will be able to contain
1972 * to search (see the freearr_x/y[] definition). 1996 * to search (see the freearr_x/y[] definition).
1973 * It returns a random choice among the alternatives found. 1997 * It returns a random choice among the alternatives found.
1974 * start and stop are where to start relative to the free_arr array (1,9 1998 * start and stop are where to start relative to the free_arr array (1,9
1975 * does all 4 immediate directions). This returns the index into the 1999 * does all 4 immediate directions). This returns the index into the
1976 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2000 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1977 * Note - this only checks to see if there is space for the head of the
1978 * object - if it is a multispace object, this should be called for all
1979 * pieces.
1980 * Note2: This function does correctly handle tiled maps, but does not 2001 * Note: This function does correctly handle tiled maps, but does not
1981 * inform the caller. However, insert_ob_in_map will update as 2002 * inform the caller. However, insert_ob_in_map will update as
1982 * necessary, so the caller shouldn't need to do any special work. 2003 * necessary, so the caller shouldn't need to do any special work.
1983 * Note - updated to take an object instead of archetype - this is necessary 2004 * Note - updated to take an object instead of archetype - this is necessary
1984 * because arch_blocked (now ob_blocked) needs to know the movement type 2005 * because arch_blocked (now ob_blocked) needs to know the movement type
1985 * to know if the space in question will block the object. We can't use 2006 * to know if the space in question will block the object. We can't use
1987 * customized, changed states, etc. 2008 * customized, changed states, etc.
1988 */ 2009 */
1989int 2010int
1990find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2011find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1991{ 2012{
1992 int index = 0, flag;
1993 int altern[SIZEOFFREE]; 2013 int altern[SIZEOFFREE];
2014 int index = 0;
1994 2015
1995 for (int i = start; i < stop; i++) 2016 for (int i = start; i < stop; i++)
1996 { 2017 {
1997 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2018 mapxy pos (m, x, y); pos.move (i);
1998 if (!flag) 2019
2020 if (!pos.normalise ())
2021 continue;
2022
2023 mapspace &ms = *pos;
2024
2025 if (ms.flags () & P_IS_ALIVE)
2026 continue;
2027
2028 /* However, often
2029 * ob doesn't have any move type (when used to place exits)
2030 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2031 */
2032 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2033 {
1999 altern [index++] = i; 2034 altern [index++] = i;
2035 continue;
2036 }
2000 2037
2001 /* Basically, if we find a wall on a space, we cut down the search size. 2038 /* Basically, if we find a wall on a space, we cut down the search size.
2002 * In this way, we won't return spaces that are on another side of a wall. 2039 * In this way, we won't return spaces that are on another side of a wall.
2003 * This mostly work, but it cuts down the search size in all directions - 2040 * This mostly work, but it cuts down the search size in all directions -
2004 * if the space being examined only has a wall to the north and empty 2041 * if the space being examined only has a wall to the north and empty
2005 * spaces in all the other directions, this will reduce the search space 2042 * spaces in all the other directions, this will reduce the search space
2006 * to only the spaces immediately surrounding the target area, and 2043 * to only the spaces immediately surrounding the target area, and
2007 * won't look 2 spaces south of the target space. 2044 * won't look 2 spaces south of the target space.
2008 */ 2045 */
2009 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2046 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2047 {
2010 stop = maxfree[i]; 2048 stop = maxfree[i];
2049 continue;
2050 }
2051
2052 /* Note it is intentional that we check ob - the movement type of the
2053 * head of the object should correspond for the entire object.
2054 */
2055 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2056 continue;
2057
2058 if (ob->blocked (pos.m, pos.x, pos.y))
2059 continue;
2060
2061 altern [index++] = i;
2011 } 2062 }
2012 2063
2013 if (!index) 2064 if (!index)
2014 return -1; 2065 return -1;
2015 2066
2016 return altern[RANDOM () % index]; 2067 return altern [rndm (index)];
2017} 2068}
2018 2069
2019/* 2070/*
2020 * find_first_free_spot(archetype, maptile, x, y) works like 2071 * find_first_free_spot(archetype, maptile, x, y) works like
2021 * find_free_spot(), but it will search max number of squares. 2072 * find_free_spot(), but it will search max number of squares.
2024 */ 2075 */
2025int 2076int
2026find_first_free_spot (const object *ob, maptile *m, int x, int y) 2077find_first_free_spot (const object *ob, maptile *m, int x, int y)
2027{ 2078{
2028 for (int i = 0; i < SIZEOFFREE; i++) 2079 for (int i = 0; i < SIZEOFFREE; i++)
2029 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2080 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2030 return i; 2081 return i;
2031 2082
2032 return -1; 2083 return -1;
2033} 2084}
2034 2085
2042{ 2093{
2043 arr += begin; 2094 arr += begin;
2044 end -= begin; 2095 end -= begin;
2045 2096
2046 while (--end) 2097 while (--end)
2047 swap (arr [end], arr [RANDOM () % (end + 1)]); 2098 swap (arr [end], arr [rndm (end + 1)]);
2048} 2099}
2049 2100
2050/* new function to make monster searching more efficient, and effective! 2101/* new function to make monster searching more efficient, and effective!
2051 * This basically returns a randomized array (in the passed pointer) of 2102 * This basically returns a randomized array (in the passed pointer) of
2052 * the spaces to find monsters. In this way, it won't always look for 2103 * the spaces to find monsters. In this way, it won't always look for
2080 * there is capable of. 2131 * there is capable of.
2081 */ 2132 */
2082int 2133int
2083find_dir (maptile *m, int x, int y, object *exclude) 2134find_dir (maptile *m, int x, int y, object *exclude)
2084{ 2135{
2085 int i, max = SIZEOFFREE, mflags; 2136 int max = SIZEOFFREE;
2086
2087 sint16 nx, ny;
2088 object *tmp;
2089 maptile *mp;
2090
2091 MoveType blocked, move_type; 2137 MoveType move_type;
2092 2138
2093 if (exclude && exclude->head) 2139 if (exclude && exclude->head_ () != exclude)
2094 { 2140 {
2095 exclude = exclude->head; 2141 exclude = exclude->head;
2096 move_type = exclude->move_type; 2142 move_type = exclude->move_type;
2097 } 2143 }
2098 else 2144 else
2099 { 2145 {
2100 /* If we don't have anything, presume it can use all movement types. */ 2146 /* If we don't have anything, presume it can use all movement types. */
2101 move_type = MOVE_ALL; 2147 move_type = MOVE_ALL;
2102 } 2148 }
2103 2149
2104 for (i = 1; i < max; i++) 2150 for (int i = 1; i < max; i++)
2105 { 2151 {
2106 mp = m; 2152 mapxy pos (m, x, y);
2107 nx = x + freearr_x[i]; 2153 pos.move (i);
2108 ny = y + freearr_y[i];
2109 2154
2110 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2155 if (!pos.normalise ())
2111
2112 if (mflags & P_OUT_OF_MAP)
2113 max = maxfree[i]; 2156 max = maxfree[i];
2114 else 2157 else
2115 { 2158 {
2116 mapspace &ms = mp->at (nx, ny); 2159 mapspace &ms = *pos;
2117 2160
2118 blocked = ms.move_block;
2119
2120 if ((move_type & blocked) == move_type) 2161 if ((move_type & ms.move_block) == move_type)
2121 max = maxfree[i]; 2162 max = maxfree [i];
2122 else if (mflags & P_IS_ALIVE) 2163 else if (ms.flags () & P_IS_ALIVE)
2123 { 2164 {
2124 for (tmp = ms.bot; tmp; tmp = tmp->above) 2165 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2125 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2166 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2126 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2167 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2127 break;
2128
2129 if (tmp)
2130 return freedir[i]; 2168 return freedir [i];
2131 } 2169 }
2132 } 2170 }
2133 } 2171 }
2134 2172
2135 return 0; 2173 return 0;
2144{ 2182{
2145 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2183 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2146} 2184}
2147 2185
2148/* 2186/*
2149 * find_dir_2(delta-x,delta-y) will return a direction in which 2187 * find_dir_2(delta-x,delta-y) will return a direction value
2150 * an object which has subtracted the x and y coordinates of another 2188 * for running into direct [dx, dy].
2151 * object, needs to travel toward it. 2189 * (the opposite of crossfire's find_dir_2!)
2152 */ 2190 */
2153int 2191int
2154find_dir_2 (int x, int y) 2192find_dir_2 (int x, int y)
2155{ 2193{
2194#if 1 // new algorithm
2195 // this works by putting x, y into 16 sectors, which
2196 // are not equal sized, but are a better approximation
2197 // then the old algorithm, and then using a mapping
2198 // table to map it into a direction value.
2199 // basically, it maps these comparisons to each bit
2200 // bit #3: x < 0
2201 // bit #2: y < 0
2202 // bit #1: x > y
2203 // bit #0: x > 2y
2204
2205 static const uint8 dir[16] = {
2206 4, 5, 4, 3,
2207 2, 1, 2, 3,
2208 6, 5, 6, 7,
2209 8, 1, 8, 7,
2210 };
2211 int sector = 0;
2212
2213 // this is a bit ugly, but more likely to result in branchless code
2214 sector |= x < 0 ? 8 : 0;
2215 x = x < 0 ? -x : x; // abs
2216
2217 sector |= y < 0 ? 4 : 0;
2218 y = y < 0 ? -y : y; // abs
2219
2220 if (x > y)
2221 {
2222 sector |= 2;
2223
2224 if (x > y * 2)
2225 sector |= 1;
2226 }
2227 else
2228 {
2229 if (y > x * 2)
2230 sector |= 1;
2231 else if (!y)
2232 return 0; // x == 0 here
2233 }
2234
2235 return dir [sector];
2236#else // old algorithm
2156 int q; 2237 int q;
2157 2238
2158 if (y) 2239 if (y)
2159 q = x * 100 / y; 2240 q = 128 * x / y;
2160 else if (x) 2241 else if (x)
2161 q = -300 * x; 2242 q = -512 * x; // to make it > 309
2162 else 2243 else
2163 return 0; 2244 return 0;
2164 2245
2165 if (y > 0) 2246 if (y > 0)
2166 { 2247 {
2167 if (q < -242) 2248 if (q < -309) return 7;
2249 if (q < -52) return 6;
2250 if (q < 52) return 5;
2251 if (q < 309) return 4;
2252
2168 return 3; 2253 return 3;
2169 if (q < -41) 2254 }
2170 return 2; 2255 else
2171 if (q < 41) 2256 {
2172 return 1; 2257 if (q < -309) return 3;
2173 if (q < 242) 2258 if (q < -52) return 2;
2174 return 8; 2259 if (q < 52) return 1;
2260 if (q < 309) return 8;
2261
2175 return 7; 2262 return 7;
2176 } 2263 }
2177 2264#endif
2178 if (q < -242)
2179 return 7;
2180 if (q < -41)
2181 return 6;
2182 if (q < 41)
2183 return 5;
2184 if (q < 242)
2185 return 4;
2186
2187 return 3;
2188}
2189
2190/*
2191 * absdir(int): Returns a number between 1 and 8, which represent
2192 * the "absolute" direction of a number (it actually takes care of
2193 * "overflow" in previous calculations of a direction).
2194 */
2195
2196int
2197absdir (int d)
2198{
2199 while (d < 1)
2200 d += 8;
2201
2202 while (d > 8)
2203 d -= 8;
2204
2205 return d;
2206} 2265}
2207 2266
2208/* 2267/*
2209 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2268 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2210 * between two directions (which are expected to be absolute (see absdir()) 2269 * between two directions (which are expected to be absolute (see absdir())
2211 */ 2270 */
2212
2213int 2271int
2214dirdiff (int dir1, int dir2) 2272dirdiff (int dir1, int dir2)
2215{ 2273{
2216 int d;
2217
2218 d = abs (dir1 - dir2); 2274 int d = abs (dir1 - dir2);
2219 if (d > 4)
2220 d = 8 - d;
2221 2275
2222 return d; 2276 return d > 4 ? 8 - d : d;
2223} 2277}
2224 2278
2225/* peterm: 2279/* peterm:
2226 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2280 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2227 * Basically, this is a table of directions, and what directions 2281 * Basically, this is a table of directions, and what directions
2229 * This basically means that if direction is 15, then it could either go 2283 * This basically means that if direction is 15, then it could either go
2230 * direction 4, 14, or 16 to get back to where we are. 2284 * direction 4, 14, or 16 to get back to where we are.
2231 * Moved from spell_util.c to object.c with the other related direction 2285 * Moved from spell_util.c to object.c with the other related direction
2232 * functions. 2286 * functions.
2233 */ 2287 */
2234int reduction_dir[SIZEOFFREE][3] = { 2288static const int reduction_dir[SIZEOFFREE][3] = {
2235 {0, 0, 0}, /* 0 */ 2289 {0, 0, 0}, /* 0 */
2236 {0, 0, 0}, /* 1 */ 2290 {0, 0, 0}, /* 1 */
2237 {0, 0, 0}, /* 2 */ 2291 {0, 0, 0}, /* 2 */
2238 {0, 0, 0}, /* 3 */ 2292 {0, 0, 0}, /* 3 */
2239 {0, 0, 0}, /* 4 */ 2293 {0, 0, 0}, /* 4 */
2330 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2384 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2331 * core dumps if they do. 2385 * core dumps if they do.
2332 * 2386 *
2333 * Add a check so we can't pick up invisible objects (0.93.8) 2387 * Add a check so we can't pick up invisible objects (0.93.8)
2334 */ 2388 */
2335
2336int 2389int
2337can_pick (const object *who, const object *item) 2390can_pick (const object *who, const object *item)
2338{ 2391{
2339 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2392 return /*who->flag [FLAG_WIZ]|| */
2340 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2393 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2341 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2394 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2342} 2395}
2396
2397//-GPL
2343 2398
2344/* 2399/*
2345 * create clone from object to another 2400 * create clone from object to another
2346 */ 2401 */
2347object * 2402object *
2348object_create_clone (object *asrc) 2403object::deep_clone ()
2349{ 2404{
2350 object *dst = 0, *tmp, *src, *part, *prev, *item; 2405 assert (("deep_clone called on non-head object", is_head ()));
2351 2406
2352 if (!asrc) 2407 object *dst = clone ();
2353 return 0;
2354 2408
2355 src = asrc; 2409 object *prev = dst;
2356 if (src->head)
2357 src = src->head;
2358
2359 prev = 0;
2360 for (part = src; part; part = part->more) 2410 for (object *part = this->more; part; part = part->more)
2361 { 2411 {
2362 tmp = part->clone (); 2412 object *tmp = part->clone ();
2363 tmp->x -= src->x;
2364 tmp->y -= src->y;
2365
2366 if (!part->head)
2367 {
2368 dst = tmp;
2369 tmp->head = 0;
2370 }
2371 else
2372 tmp->head = dst; 2413 tmp->head = dst;
2373
2374 tmp->more = 0;
2375
2376 if (prev)
2377 prev->more = tmp; 2414 prev->more = tmp;
2378
2379 prev = tmp; 2415 prev = tmp;
2380 } 2416 }
2381 2417
2382 for (item = src->inv; item; item = item->below) 2418 for (object *item = inv; item; item = item->below)
2383 insert_ob_in_ob (object_create_clone (item), dst); 2419 insert_ob_in_ob (item->deep_clone (), dst);
2384 2420
2385 return dst; 2421 return dst;
2386}
2387
2388/* GROS - Creates an object using a string representing its content. */
2389/* Basically, we save the content of the string to a temp file, then call */
2390/* load_object on it. I admit it is a highly inefficient way to make things, */
2391/* but it was simple to make and allows reusing the load_object function. */
2392/* Remember not to use load_object_str in a time-critical situation. */
2393/* Also remember that multiparts objects are not supported for now. */
2394object *
2395load_object_str (const char *obstr)
2396{
2397 object *op;
2398 char filename[MAX_BUF];
2399
2400 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2401
2402 FILE *tempfile = fopen (filename, "w");
2403
2404 if (tempfile == NULL)
2405 {
2406 LOG (llevError, "Error - Unable to access load object temp file\n");
2407 return NULL;
2408 }
2409
2410 fprintf (tempfile, obstr);
2411 fclose (tempfile);
2412
2413 op = object::create ();
2414
2415 object_thawer thawer (filename);
2416
2417 if (thawer)
2418 load_object (thawer, op, 0);
2419
2420 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2421 CLEAR_FLAG (op, FLAG_REMOVED);
2422
2423 return op;
2424} 2422}
2425 2423
2426/* This returns the first object in who's inventory that 2424/* This returns the first object in who's inventory that
2427 * has the same type and subtype match. 2425 * has the same type and subtype match.
2428 * returns NULL if no match. 2426 * returns NULL if no match.
2435 return tmp; 2433 return tmp;
2436 2434
2437 return 0; 2435 return 0;
2438} 2436}
2439 2437
2440/* If ob has a field named key, return the link from the list, 2438/* Zero the key_values on op, decrementing the shared-string
2441 * otherwise return NULL. 2439 * refcounts and freeing the links.
2442 * 2440 */
2443 * key must be a passed in shared string - otherwise, this won't 2441void
2444 * do the desired thing. 2442key_values::clear ()
2445 */
2446key_value *
2447get_ob_key_link (const object *ob, const char *key)
2448{ 2443{
2449 for (key_value *link = ob->key_values; link; link = link->next) 2444 for (key_value *kvp = first; kvp; )
2445 {
2446 key_value *next = kvp->next;
2447 delete kvp;
2448 kvp = next;
2449 }
2450
2451 first = 0;
2452}
2453
2454shstr_tmp
2455key_values::get (shstr_tmp key) const
2456{
2457 for (key_value *kv = first; kv; kv = kv->next)
2450 if (link->key == key) 2458 if (kv->key == key)
2451 return link;
2452
2453 return 0;
2454}
2455
2456/*
2457 * Returns the value of op has an extra_field for key, or NULL.
2458 *
2459 * The argument doesn't need to be a shared string.
2460 *
2461 * The returned string is shared.
2462 */
2463const char *
2464get_ob_key_value (const object *op, const char *const key)
2465{
2466 key_value *link;
2467 shstr_cmp canonical_key (key);
2468
2469 if (!canonical_key)
2470 {
2471 /* 1. There being a field named key on any object
2472 * implies there'd be a shared string to find.
2473 * 2. Since there isn't, no object has this field.
2474 * 3. Therefore, *this* object doesn't have this field.
2475 */
2476 return 0;
2477 }
2478
2479 /* This is copied from get_ob_key_link() above -
2480 * only 4 lines, and saves the function call overhead.
2481 */
2482 for (link = op->key_values; link; link = link->next)
2483 if (link->key == canonical_key)
2484 return link->value; 2459 return kv->value;
2485 2460
2486 return 0; 2461 return shstr ();
2487} 2462}
2488 2463
2489 2464void
2490/* 2465key_values::add (shstr_tmp key, shstr_tmp value)
2491 * Updates the canonical_key in op to value.
2492 *
2493 * canonical_key is a shared string (value doesn't have to be).
2494 *
2495 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2496 * keys.
2497 *
2498 * Returns TRUE on success.
2499 */
2500int
2501set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2502{ 2466{
2503 key_value *field = NULL, *last = NULL; 2467 key_value *kv = new key_value;
2504 2468
2505 for (field = op->key_values; field != NULL; field = field->next) 2469 kv->next = first;
2506 { 2470 kv->key = key;
2507 if (field->key != canonical_key) 2471 kv->value = value;
2472
2473 first = kv;
2474}
2475
2476void
2477key_values::set (shstr_tmp key, shstr_tmp value)
2478{
2479 for (key_value *kv = first; kv; kv = kv->next)
2480 if (kv->key == key)
2508 { 2481 {
2509 last = field; 2482 kv->value = value;
2510 continue; 2483 return;
2511 } 2484 }
2512 2485
2513 if (value) 2486 add (key, value);
2514 field->value = value; 2487}
2515 else 2488
2489void
2490key_values::del (shstr_tmp key)
2491{
2492 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2493 if ((*kvp)->key == key)
2516 { 2494 {
2517 /* Basically, if the archetype has this key set, 2495 key_value *kv = *kvp;
2518 * we need to store the null value so when we save 2496 *kvp = (*kvp)->next;
2519 * it, we save the empty value so that when we load, 2497 delete kv;
2520 * we get this value back again. 2498 return;
2521 */
2522 if (get_ob_key_link (&op->arch->clone, canonical_key))
2523 field->value = 0;
2524 else
2525 {
2526 if (last)
2527 last->next = field->next;
2528 else
2529 op->key_values = field->next;
2530
2531 delete field;
2532 }
2533 } 2499 }
2534 return TRUE; 2500}
2501
2502void
2503key_values::reverse ()
2504{
2505 key_value *prev = 0;
2506 key_value *head = first;
2507
2508 while (head)
2535 } 2509 {
2536 /* IF we get here, key doesn't exist */ 2510 key_value *node = head;
2511 head = head->next;
2512 node->next = prev;
2513 prev = node;
2514 }
2537 2515
2538 /* No field, we'll have to add it. */ 2516 first = prev;
2539
2540 if (!add_key)
2541 return FALSE;
2542
2543 /* There isn't any good reason to store a null
2544 * value in the key/value list. If the archetype has
2545 * this key, then we should also have it, so shouldn't
2546 * be here. If user wants to store empty strings,
2547 * should pass in ""
2548 */
2549 if (value == NULL)
2550 return TRUE;
2551
2552 field = new key_value;
2553
2554 field->key = canonical_key;
2555 field->value = value;
2556 /* Usual prepend-addition. */
2557 field->next = op->key_values;
2558 op->key_values = field;
2559
2560 return TRUE;
2561} 2517}
2562 2518
2563/* 2519key_values &
2564 * Updates the key in op to value. 2520key_values::operator =(const key_values &kv)
2565 *
2566 * If add_key is FALSE, this will only update existing keys,
2567 * and not add new ones.
2568 * In general, should be little reason FALSE is ever passed in for add_key
2569 *
2570 * Returns TRUE on success.
2571 */
2572int
2573set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2574{ 2521{
2575 shstr key_ (key); 2522 clear ();
2576 2523
2577 return set_ob_key_value_s (op, key_, value, add_key); 2524 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2525 add (kvp->key, kvp->value);
2526
2527 reverse ();
2578} 2528}
2579 2529
2580object::depth_iterator::depth_iterator (object *container) 2530object::depth_iterator::depth_iterator (object *container)
2581: iterator_base (container) 2531: iterator_base (container)
2582{ 2532{
2596 } 2546 }
2597 else 2547 else
2598 item = item->env; 2548 item = item->env;
2599} 2549}
2600 2550
2551const char *
2552object::flag_desc (char *desc, int len) const
2553{
2554 char *p = desc;
2555 bool first = true;
2556
2557 *p = 0;
2558
2559 for (int i = 0; i < NUM_FLAGS; i++)
2560 {
2561 if (len <= 10) // magic constant!
2562 {
2563 snprintf (p, len, ",...");
2564 break;
2565 }
2566
2567 if (flag [i])
2568 {
2569 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2570 len -= cnt;
2571 p += cnt;
2572 first = false;
2573 }
2574 }
2575
2576 return desc;
2577}
2578
2601// return a suitable string describing an objetc in enough detail to find it 2579// return a suitable string describing an object in enough detail to find it
2602const char * 2580const char *
2603object::debug_desc (char *info) const 2581object::debug_desc (char *info) const
2604{ 2582{
2583 char flagdesc[512];
2605 char info2[256 * 3]; 2584 char info2[256 * 4];
2606 char *p = info; 2585 char *p = info;
2607 2586
2608 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2587 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2609 count, 2588 count,
2589 uuid.c_str (),
2610 &name, 2590 &name,
2611 title ? " " : "", 2591 title ? ",title:\"" : "",
2612 title ? (const char *)title : ""); 2592 title ? (const char *)title : "",
2593 title ? "\"" : "",
2594 flag_desc (flagdesc, 512), type);
2613 2595
2614 if (env) 2596 if (!flag[FLAG_REMOVED] && env)
2615 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2597 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2616 2598
2617 if (map) 2599 if (map)
2618 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2600 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2619 2601
2620 return info; 2602 return info;
2621} 2603}
2622 2604
2623const char * 2605const char *
2624object::debug_desc () const 2606object::debug_desc () const
2625{ 2607{
2626 static char info[256 * 3]; 2608 static char info[3][256 * 4];
2609 static int info_idx;
2610
2627 return debug_desc (info); 2611 return debug_desc (info [++info_idx % 3]);
2628} 2612}
2629 2613
2614struct region *
2615object::region () const
2616{
2617 return map ? map->region (x, y)
2618 : region::default_region ();
2619}
2620
2621//+GPL
2622
2623void
2624object::open_container (object *new_container)
2625{
2626 if (container == new_container)
2627 return;
2628
2629 object *old_container = container;
2630
2631 if (old_container)
2632 {
2633 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2634 return;
2635
2636#if 0
2637 // remove the "Close old_container" object.
2638 if (object *closer = old_container->inv)
2639 if (closer->type == CLOSE_CON)
2640 closer->destroy ();
2641#endif
2642
2643 // make sure the container is available
2644 esrv_send_item (this, old_container);
2645
2646 old_container->flag [FLAG_APPLIED] = false;
2647 container = 0;
2648
2649 // client needs item update to make it work, client bug requires this to be separate
2650 esrv_update_item (UPD_FLAGS, this, old_container);
2651
2652 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2653 play_sound (sound_find ("chest_close"));
2654 }
2655
2656 if (new_container)
2657 {
2658 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2659 return;
2660
2661 // TODO: this does not seem to serve any purpose anymore?
2662#if 0
2663 // insert the "Close Container" object.
2664 if (archetype *closer = new_container->other_arch)
2665 {
2666 object *closer = new_container->other_arch->instance ();
2667 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2668 new_container->insert (closer);
2669 }
2670#endif
2671
2672 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2673
2674 // make sure the container is available, client bug requires this to be separate
2675 esrv_send_item (this, new_container);
2676
2677 new_container->flag [FLAG_APPLIED] = true;
2678 container = new_container;
2679
2680 // client needs flag change
2681 esrv_update_item (UPD_FLAGS, this, new_container);
2682 esrv_send_inventory (this, new_container);
2683 play_sound (sound_find ("chest_open"));
2684 }
2685// else if (!old_container->env && contr && contr->ns)
2686// contr->ns->floorbox_reset ();
2687}
2688
2689//-GPL
2690
2691// prefetch some flat area around the player
2692static void
2693prefetch_surrounding_area (object *op, maptile *map, int range)
2694{
2695 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2696 op->x - range , op->y - range ,
2697 op->x + range + 1, op->y + range + 1);
2698 rect->m;
2699 ++rect)
2700 {
2701 rect->m->touch ();
2702 rect->m->activate ();
2703 }
2704}
2705
2706// prefetch a generous area around the player, also up and down
2707void
2708object::prefetch_surrounding_maps ()
2709{
2710 prefetch_surrounding_area (this, map, 40);
2711
2712 if (maptile *m = map->tile_available (TILE_DOWN))
2713 prefetch_surrounding_area (this, m, 20);
2714
2715 if (maptile *m = map->tile_available (TILE_UP))
2716 prefetch_surrounding_area (this, m, 20);
2717}
2718
2719//+GPL
2720
2721object *
2722object::force_find (shstr_tmp name)
2723{
2724 /* cycle through his inventory to look for the MARK we want to
2725 * place
2726 */
2727 for (object *tmp = inv; tmp; tmp = tmp->below)
2728 if (tmp->type == FORCE && tmp->slaying == name)
2729 return splay (tmp);
2730
2731 return 0;
2732}
2733
2734void
2735object::force_set_timer (int duration)
2736{
2737 this->duration = 1;
2738 this->speed_left = -1.f;
2739
2740 this->set_speed (duration ? 1.f / duration : 0.f);
2741}
2742
2743object *
2744object::force_add (shstr_tmp name, int duration)
2745{
2746 if (object *force = force_find (name))
2747 force->destroy ();
2748
2749 object *force = archetype::get (FORCE_NAME);
2750
2751 force->slaying = name;
2752 force->force_set_timer (duration);
2753 force->flag [FLAG_APPLIED] = true;
2754
2755 return insert (force);
2756}
2757
2758void
2759object::play_sound (faceidx sound) const
2760{
2761 if (!sound)
2762 return;
2763
2764 if (is_on_map ())
2765 map->play_sound (sound, x, y);
2766 else if (object *pl = in_player ())
2767 pl->contr->play_sound (sound);
2768}
2769
2770void
2771object::say_msg (const char *msg) const
2772{
2773 if (is_on_map ())
2774 map->say_msg (msg, x, y);
2775 else if (object *pl = in_player ())
2776 pl->contr->play_sound (sound);
2777}
2778
2779void
2780object::make_noise ()
2781{
2782 // we do not model noise in the map, so instead put
2783 // a temporary light into the noise source
2784 // could use the map instead, but that's less reliable for our
2785 // goal, which is to make invisibility a bit harder to exploit
2786
2787 // currently only works sensibly for players
2788 if (!is_player ())
2789 return;
2790
2791 // find old force, or create new one
2792 object *force = force_find (shstr_noise_force);
2793
2794 if (force)
2795 force->speed_left = -1.f; // patch old speed up
2796 else
2797 {
2798 force = archetype::get (shstr_noise_force);
2799
2800 force->slaying = shstr_noise_force;
2801 force->stats.food = 1;
2802 force->speed_left = -1.f;
2803
2804 force->set_speed (1.f / 4.f);
2805 force->flag [FLAG_IS_USED_UP] = true;
2806 force->flag [FLAG_APPLIED] = true;
2807
2808 insert (force);
2809 }
2810}
2811
2812void object::change_move_type (MoveType mt)
2813{
2814 if (move_type == mt)
2815 return;
2816
2817 if (is_on_map ())
2818 {
2819 // we are on the map, so handle move_on/off effects
2820 remove ();
2821 move_type = mt;
2822 map->insert (this, x, y, this);
2823 }
2824 else
2825 move_type = mt;
2826}
2827
2828/* object should be a player.
2829 * we return the object the player has marked with the 'mark' command
2830 * below. If no match is found (or object has changed), we return
2831 * NULL. We leave it up to the calling function to print messages if
2832 * nothing is found.
2833 */
2834object *
2835object::mark () const
2836{
2837 if (contr && contr->mark && contr->mark->env == this)
2838 return contr->mark;
2839 else
2840 return 0;
2841}
2842
2843// put marked object first in the inventory
2844// this is used by identify-like spells so players can influence
2845// the order a bit.
2846void
2847object::splay_marked ()
2848{
2849 if (object *marked = mark ())
2850 splay (marked);
2851}
2852

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