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Comparing deliantra/server/common/object.C (file contents):
Revision 1.103 by root, Tue Jan 2 20:40:34 2007 UTC vs.
Revision 1.366 by root, Sat Nov 17 23:40:00 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * 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 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
6 8 *
7 This program is free software; you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 12 * option) any later version.
11 13 *
12 This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 17 * GNU General Public License for more details.
16 18 *
17 You should have received a copy of the GNU General Public License 19 * 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 20 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
20 22 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 24 */
23 25
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> 26#include <global.h>
28#include <stdio.h> 27#include <stdio.h>
29#include <sys/types.h> 28#include <sys/types.h>
30#include <sys/uio.h> 29#include <sys/uio.h>
31#include <object.h> 30#include <object.h>
32#include <funcpoint.h> 31#include <sproto.h>
33#include <loader.h>
34 32
35#include <bitset> 33#include <bitset>
36 34
37int nrofallocobjects = 0; 35UUID UUID::cur;
38static UUID uuid; 36static uint64_t seq_next_save;
39const uint64 UUID_SKIP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
40 39
41object *active_objects; /* List of active objects that need to be processed */ 40objectvec objects;
41activevec actives;
42 42
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, 43freelist_item *object::freelist;
44uint32_t object::object_count;
45uint32_t object::free_count;
46uint32_t object::create_count;
47uint32_t object::destroy_count;
48
49//+GPL
50
51int freearr_x[SIZEOFFREE] = {
52 0,
53 0, 1, 1, 1, 0, -1, -1, -1,
54 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 55 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}; 56};
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, 57int freearr_y[SIZEOFFREE] = {
58 0,
59 -1, -1, 0, 1, 1, 1, 0, -1,
60 -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 61 -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}; 62};
52int freedir[SIZEOFFREE] = { 63int 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, 64 0,
65 1, 2, 3, 4, 5, 6, 7, 8,
66 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
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 67 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55}; 68};
56 69
70static int maxfree[SIZEOFFREE] = {
71 0,
72 9, 10, 13, 14, 17, 18, 21, 22,
73 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
74 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
75};
76
77const char *wall_suffix[16] = {
78 "0",
79 "1_3",
80 "1_4",
81 "2_1_2",
82 "1_2",
83 "2_2_4",
84 "2_2_1",
85 "3_1",
86 "1_1",
87 "2_2_3",
88 "2_2_2",
89 "3_3",
90 "2_1_1",
91 "3_4",
92 "3_2",
93 "4"
94};
95
57static void 96static void
58write_uuid (void) 97write_uuid (uval64 skip, bool sync)
59{ 98{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 99 CALL_BEGIN (2);
61 100 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 101 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 102 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 103 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} 104}
77 105
78static void 106static void
79read_uuid (void) 107read_uuid ()
80{ 108{
81 char filename[MAX_BUF]; 109 char filename[MAX_BUF];
82 110
83 sprintf (filename, "%s/uuid", settings.localdir); 111 sprintf (filename, "%s/uuid", settings.localdir);
112
113 seq_next_save = 0;
84 114
85 FILE *fp; 115 FILE *fp;
86 116
87 if (!(fp = fopen (filename, "r"))) 117 if (!(fp = fopen (filename, "r")))
88 { 118 {
89 if (errno == ENOENT) 119 if (errno == ENOENT)
90 { 120 {
91 LOG (llevInfo, "RESET uid to 1\n"); 121 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 122 UUID::cur.seq = 0;
93 write_uuid (); 123 write_uuid (UUID_GAP, true);
94 return; 124 return;
95 } 125 }
96 126
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 127 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 128 _exit (1);
99 } 129 }
100 130
101 int version; 131 char buf [UUID::MAX_LEN];
102 unsigned long long uid; 132 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 133 fgets (buf, sizeof (buf), fp);
134
135 if (!UUID::cur.parse (buf))
104 { 136 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 137 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 138 _exit (1);
107 } 139 }
108 140
109 uuid.seq = uid; 141 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
110 write_uuid (); 142
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 143 write_uuid (UUID_GAP, true);
112 fclose (fp); 144 fclose (fp);
113} 145}
114 146
115UUID 147UUID
116gen_uuid () 148UUID::gen ()
117{ 149{
118 UUID uid; 150 UUID uid;
119 151
120 uid.seq = ++uuid.seq; 152 uid.seq = ++cur.seq;
121 153
122 if (!(uuid.seq & (UUID_SKIP - 1))) 154 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 155 {
156 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
157 write_uuid (UUID_GAP, false);
158 }
159
124 160
125 return uid; 161 return uid;
126} 162}
127 163
128void 164void
129init_uuid () 165UUID::init ()
130{ 166{
131 read_uuid (); 167 read_uuid ();
132} 168}
133 169
170bool
171UUID::parse (const char *s)
172{
173 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
174 return false;
175
176 seq = 0;
177
178 while (*s != '>')
179 {
180 if (*s < '0')
181 return false;
182
183 // this gives nice branchless code with gcc
184 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
185 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
186
187 seq = (seq << 4) | digit;
188
189 ++s;
190 }
191
192 return true;
193}
194
195char *
196UUID::append (char *buf) const
197{
198 *buf++ = '<';
199 *buf++ = '1';
200 *buf++ = '.';
201
202 uint64_t seq = this->seq;
203 const int bits = 64;
204 char nz = 0;
205 static const char tohex [] = "0123456789abcdef";
206
207 // assert (len >= 3 + bits / 4 + 1 + 1);
208 for (int i = bits / 4; --i; )
209 {
210 uint8_t digit = seq >> (bits - 4);
211
212 *buf = tohex [digit];
213 nz |= digit;
214 buf += nz ? 1 : 0;
215 seq <<= 4;
216 }
217
218 // last digit is special - always emit
219 uint8_t digit = seq >> (bits - 4);
220 *buf++ = tohex [digit];
221
222 *buf++ = '>';
223
224 return buf;
225}
226
227char *
228UUID::c_str () const
229{
230 static char buf [MAX_LEN];
231 *append (buf) = 0;
232 return buf;
233}
234
134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 235/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int 236static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 237compare_ob_value_lists_one (const object *wants, const object *has)
137{ 238{
138 key_value *wants_field;
139
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 239 /* 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 240 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 241 * different structure or at least keep the lists sorted...
143 */ 242 */
144 243
145 /* For each field in wants, */ 244 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 245 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
147 { 246 if (has->kv.get (kv->key) != kv->value)
148 key_value *has_field; 247 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 }
168 248
169 /* If we get here, every field in wants has a matching field in has. */ 249 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE; 250 return true;
171} 251}
172 252
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 253/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 254static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 255compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 256{
177 /* However, there may be fields in has which aren't partnered in wants, 257 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 258 * so we need to run the comparison *twice*. :(
179 */ 259 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 260 return compare_ob_value_lists_one (ob1, ob2)
261 && compare_ob_value_lists_one (ob2, ob1);
181} 262}
182 263
183/* Function examines the 2 objects given to it, and returns true if 264/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 265 * they can be merged together.
185 * 266 *
192 * Improvements made with merge: Better checking on potion, and also 273 * Improvements made with merge: Better checking on potion, and also
193 * check weight 274 * check weight
194 */ 275 */
195bool object::can_merge_slow (object *ob1, object *ob2) 276bool object::can_merge_slow (object *ob1, object *ob2)
196{ 277{
197 /* A couple quicksanity checks */ 278 /* A couple quick sanity checks */
198 if (ob1 == ob2 279 if (ob1 == ob2
199 || ob1->type != ob2->type 280 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value 281 || ob1->value != ob2->value
202 || ob1->name != ob2->name) 282 || ob1->name != ob2->name
283 || ob1->custom_name != ob2->custom_name
284 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
203 return 0; 285 return 0;
204 286
205 //TODO: this ain't working well, use nicer and correct overflow check
206 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 287 /* Do not merge objects if nrof would overflow, assume nrof
207 * value could not be stored in a sint32 (which unfortunately sometimes is 288 * is always 0 .. 2**31-1 */
208 * used to store nrof). 289 if (ob1->nrof > 0x7fffffff - ob2->nrof)
209 */
210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
211 return 0; 290 return 0;
212 291
213 /* If the objects have been identified, set the BEEN_APPLIED flag. 292 /* If the objects have been identified, set the BEEN_APPLIED flag.
214 * This is to the comparison of the flags below will be OK. We 293 * This is to the comparison of the flags below will be OK. We
215 * just can't ignore the been applied or identified flags, as they 294 * just can't ignore the been applied or identified flags, as they
216 * are not equal - just if it has been identified, the been_applied 295 * are not equal - just if it has been identified, the been_applied
217 * flags lose any meaning. 296 * flags lose any meaning.
218 */ 297 */
219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 298 if (ob1->flag [FLAG_IDENTIFIED])
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 299 ob1->set_flag (FLAG_BEEN_APPLIED);
221 300
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 301 if (ob2->flag [FLAG_IDENTIFIED])
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 302 ob2->set_flag (FLAG_BEEN_APPLIED);
224 303
225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 304 if (ob1->arch->archname != ob2->arch->archname
226 || ob1->arch != ob2->arch
227 || ob1->name != ob2->name 305 || ob1->name != ob2->name
228 || ob1->title != ob2->title 306 || ob1->title != ob2->title
229 || ob1->msg != ob2->msg 307 || ob1->msg != ob2->msg
230 || ob1->weight != ob2->weight 308 || ob1->weight != ob2->weight
231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
233 || ob1->attacktype != ob2->attacktype 309 || ob1->attacktype != ob2->attacktype
234 || ob1->magic != ob2->magic 310 || ob1->magic != ob2->magic
235 || ob1->slaying != ob2->slaying 311 || ob1->slaying != ob2->slaying
236 || ob1->skill != ob2->skill 312 || ob1->skill != ob2->skill
237 || ob1->value != ob2->value 313 || ob1->value != ob2->value
238 || ob1->animation_id != ob2->animation_id 314 || ob1->animation_id != ob2->animation_id
315 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
239 || ob1->client_type != ob2->client_type 316 || ob1->client_type != ob2->client_type
240 || ob1->materialname != ob2->materialname 317 || ob1->material != ob2->material
241 || ob1->lore != ob2->lore 318 || ob1->lore != ob2->lore
242 || ob1->subtype != ob2->subtype 319 || ob1->subtype != ob2->subtype
243 || ob1->move_type != ob2->move_type 320 || ob1->move_type != ob2->move_type
244 || ob1->move_block != ob2->move_block 321 || ob1->move_block != ob2->move_block
245 || ob1->move_allow != ob2->move_allow 322 || ob1->move_allow != ob2->move_allow
246 || ob1->move_on != ob2->move_on 323 || ob1->move_on != ob2->move_on
247 || ob1->move_off != ob2->move_off 324 || ob1->move_off != ob2->move_off
248 || ob1->move_slow != ob2->move_slow 325 || ob1->move_slow != ob2->move_slow
249 || ob1->move_slow_penalty != ob2->move_slow_penalty) 326 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
327 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
328 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
250 return 0; 329 return 0;
251 330
331 if ((ob1->flag ^ ob2->flag)
332 .reset (FLAG_INV_LOCKED)
333 .reset (FLAG_REMOVED)
334 .any ())
335 return 0;
336
252 /* This is really a spellbook check - really, we should 337 /* This is really a spellbook check - we should in general
253 * check all objects in the inventory. 338 * not merge objects with real inventories, as splitting them
339 * is hard.
254 */ 340 */
255 if (ob1->inv || ob2->inv) 341 if (ob1->inv || ob2->inv)
256 { 342 {
257 /* if one object has inventory but the other doesn't, not equiv */ 343 if (!(ob1->inv && ob2->inv))
258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 344 return 0; /* inventories differ in length */
259 return 0;
260 345
261 /* Now check to see if the two inventory objects could merge */ 346 if (ob1->inv->below || ob2->inv->below)
347 return 0; /* more than one object in inv */
348
262 if (!object::can_merge (ob1->inv, ob2->inv)) 349 if (!object::can_merge (ob1->inv, ob2->inv))
263 return 0; 350 return 0; /* inventory objects differ */
264 351
265 /* inventory ok - still need to check rest of this object to see 352 /* inventory ok - still need to check rest of this object to see
266 * if it is valid. 353 * if it is valid.
267 */ 354 */
268 } 355 }
269 356
270 /* Don't merge objects that are applied. With the new 'body' code, 357 /* Don't merge objects that are applied. With the new 'body' code,
271 * it is possible for most any character to have more than one of 358 * it is possible for most any character to have more than one of
272 * some items equipped, and we don't want those to merge. 359 * some items equipped, and we don't want those to merge.
273 */ 360 */
274 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 361 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
275 return 0; 362 return 0;
276 363
277 /* Note sure why the following is the case - either the object has to 364 /* Not sure why the following is the case - either the object has to
278 * be animated or have a very low speed. Is this an attempted monster 365 * be animated or have a very low speed. Is this an attempted monster
279 * check? 366 * check?
280 */ 367 */
281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 368 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
282 return 0; 369 return 0;
283 370
284 switch (ob1->type) 371 switch (ob1->type)
285 { 372 {
286 case SCROLL: 373 case SCROLL:
287 if (ob1->level != ob2->level) 374 if (ob1->level != ob2->level)
288 return 0; 375 return 0;
289 break; 376 break;
290 } 377 }
291 378
292 if (ob1->key_values != NULL || ob2->key_values != NULL) 379 if (!ob1->kv.empty () || !ob2->kv.empty ())
293 { 380 {
294 /* At least one of these has key_values. */ 381 /* At least one of these has key_values. */
295 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 382 if (ob1->kv.empty () != ob2->kv.empty ())
296 /* One has fields, but the other one doesn't. */ 383 return 0; /* One has fields, but the other one doesn't. */
384
385 if (!compare_ob_value_lists (ob1, ob2))
297 return 0; 386 return 0;
298 else if (!compare_ob_value_lists (ob1, ob2))
299 return 0;
300 } 387 }
301 388
302 //TODO: generate an event or call into perl for additional checks
303 if (ob1->self || ob2->self) 389 if (ob1->self || ob2->self)
304 { 390 {
305 ob1->optimise (); 391 ob1->optimise ();
306 ob2->optimise (); 392 ob2->optimise ();
307 393
308 if (ob1->self || ob2->self) 394 if (ob1->self || ob2->self)
395 {
396 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
397 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
398
399 if (k1 != k2)
309 return 0; 400 return 0;
401
402 if (k1 == 0)
403 return 1;
404
405 if (!cfperl_can_merge (ob1, ob2))
406 return 0;
407 }
310 } 408 }
311 409
312 /* Everything passes, must be OK. */ 410 /* Everything passes, must be OK. */
313 return 1; 411 return 1;
314} 412}
315 413
414// find player who can see this object
415object *
416object::visible_to () const
417{
418 if (client_visible () && !flag [FLAG_REMOVED])
419 {
420 // see if we are in a container of sorts
421 if (env)
422 {
423 // the player inventory itself is always visible
424 if (env->is_player ())
425 return env;
426
427 // else a player could have our env open
428 object *envest = env->outer_env_or_self ();
429
430 // the player itself is always on a map, so we will find him here
431 // even if our inv is in a player.
432 if (envest->is_on_map ())
433 if (object *pl = envest->ms ().player ())
434 if (pl->container_ () == env)
435 return pl;
436 }
437 else
438 {
439 // maybe there is a player standing on the same mapspace
440 // this will catch the case where "this" is a player
441 if (object *pl = ms ().player ())
442 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
443 || pl->container_ () == this)
444 return pl;
445 }
446 }
447
448 return 0;
449}
450
451// adjust weight per container type ("of holding")
452static weight_t
453weight_adjust_for (object *op, weight_t weight)
454{
455 if (op->type == CONTAINER)
456 weight -= weight * op->stats.Str / 100;
457
458 return weight;
459}
460
316/* 461/*
462 * subtracts, then adds, the specified weight to an object,
463 * and also updates how much the environment(s) is/are carrying.
464 */
465static void
466adjust_weight (object *op, weight_t sub, weight_t add)
467{
468 while (op)
469 {
470 weight_t carrying = (weight_t)op->carrying
471 - weight_adjust_for (op, sub)
472 + weight_adjust_for (op, add);
473
474 sub = op->carrying;
475 op->carrying = carrying;
476 add = op->carrying;
477
478 if (object *pl = op->visible_to ())
479 if (pl != op) // player is handled lazily
480 esrv_update_item (UPD_WEIGHT, pl, op);
481
482 op = op->env;
483 }
484}
485
486/*
317 * sum_weight() is a recursive function which calculates the weight 487 * this is a recursive function which calculates the weight
318 * an object is carrying. It goes through in figures out how much 488 * an object is carrying. It goes through op and figures out how much
319 * containers are carrying, and sums it up. 489 * containers are carrying, and sums it up.
320 */ 490 */
321long 491void
322sum_weight (object *op) 492object::update_weight ()
323{ 493{
324 long sum; 494 weight_t sum = 0;
325 object *inv;
326 495
327 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 496 for (object *op = inv; op; op = op->below)
328 {
329 if (inv->inv)
330 sum_weight (inv);
331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
332 } 497 {
498 op->update_weight ();
333 499
334 if (op->type == CONTAINER && op->stats.Str) 500 sum += weight_adjust_for (this, op->total_weight ());
335 sum = (sum * (100 - op->stats.Str)) / 100; 501 }
336 502
337 if (op->carrying != sum) 503 if (sum != carrying)
504 {
505 if (carrying != sum && carrying)//D
506 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
507 (long long)sum, (long long)carrying, debug_desc ());
508
338 op->carrying = sum; 509 carrying = sum;
339 510
340 return sum; 511 if (object *pl = visible_to ())
512 if (pl != this) // player is handled lazily
513 esrv_update_item (UPD_WEIGHT, pl, this);
514 }
341} 515}
342 516
343/** 517/*
344 * Return the outermost environment object for a given object. 518 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
345 */ 519 */
346
347object *
348object_get_env_recursive (object *op)
349{
350 while (op->env != NULL)
351 op = op->env;
352 return op;
353}
354
355/*
356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
357 * Some error messages.
358 * The result of the dump is stored in the static global errmsg array.
359 */
360
361char * 520char *
362dump_object (object *op) 521dump_object (object *op)
363{ 522{
364 if (!op) 523 if (!op)
365 return strdup ("[NULLOBJ]"); 524 return strdup ("[NULLOBJ]");
366 525
367 object_freezer freezer; 526 object_freezer freezer;
368 save_object (freezer, op, 1); 527 op->write (freezer);
369 return freezer.as_string (); 528 return freezer.as_string ();
370} 529}
371 530
372/* 531char *
373 * get_nearest_part(multi-object, object 2) returns the part of the 532object::as_string ()
374 * multi-object 1 which is closest to the second object.
375 * If it's not a multi-object, it is returned.
376 */
377
378object *
379get_nearest_part (object *op, const object *pl)
380{ 533{
381 object *tmp, *closest; 534 return dump_object (this);
382 int last_dist, i;
383
384 if (op->more == NULL)
385 return op;
386 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
387 if ((i = distance (tmp, pl)) < last_dist)
388 closest = tmp, last_dist = i;
389 return closest;
390} 535}
391 536
392/* 537/*
393 * Returns the object which has the count-variable equal to the argument. 538 * Returns the object which has the count-variable equal to the argument.
539 * VERRRY slow.
394 */ 540 */
395
396object * 541object *
397find_object (tag_t i) 542find_object (tag_t i)
398{ 543{
399 for (object *op = object::first; op; op = op->next) 544 for_all_objects (op)
400 if (op->count == i) 545 if (op->count == i)
401 return op; 546 return op;
547
548 return 0;
549}
550
551/*
552 * Returns the object which has the uuid equal to the argument.
553 * MOAR VERRRY slow.
554 */
555
556object *
557find_object_uuid (UUID i)
558{
559 for_all_objects (op)
560 if (op->uuid == i)
561 return op;
402 562
403 return 0; 563 return 0;
404} 564}
405 565
406/* 566/*
407 * Returns the first object which has a name equal to the argument. 567 * Returns the first object which has a name equal to the argument.
408 * Used only by the patch command, but not all that useful. 568 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999" 569 * Enables features like "patch <name-of-other-player> food 999"
410 */ 570 */
411
412object * 571object *
413find_object_name (const char *str) 572find_object_name (const char *str)
414{ 573{
415 shstr_cmp str_ (str); 574 shstr_cmp str_ (str);
416 object *op;
417 575
418 for (op = object::first; op != NULL; op = op->next) 576 if (str_)
577 for_all_objects (op)
419 if (op->name == str_) 578 if (op->name == str_)
420 break; 579 return op;
421 580
422 return op; 581 return 0;
423}
424
425void
426free_all_object_data ()
427{
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429} 582}
430 583
431/* 584/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 585 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 586 * skill and experience objects.
587 * ACTUALLY NO! investigate! TODO
434 */ 588 */
435void 589void
436object::set_owner (object *owner) 590object::set_owner (object *owner)
437{ 591{
592 // allow objects which own objects
438 if (!owner) 593 if (owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner) 594 while (owner->owner)
449 owner = owner->owner; 595 owner = owner->owner;
596
597 if (flag [FLAG_FREED])
598 {
599 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
600 return;
601 }
450 602
451 this->owner = owner; 603 this->owner = owner;
452}
453
454/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links.
456 */
457static void
458free_key_values (object *op)
459{
460 for (key_value *i = op->key_values; i != 0;)
461 {
462 key_value *next = i->next;
463 delete i;
464
465 i = next;
466 }
467
468 op->key_values = 0;
469} 604}
470 605
471/* 606/*
472 * copy_to first frees everything allocated by the dst object, 607 * copy_to first frees everything allocated by the dst object,
473 * and then copies the contents of itself into the second 608 * and then copies the contents of itself into the second
477 * will point at garbage. 612 * will point at garbage.
478 */ 613 */
479void 614void
480object::copy_to (object *dst) 615object::copy_to (object *dst)
481{ 616{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 617 dst->remove ();
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
484
485 *(object_copy *)dst = *this; 618 *(object_copy *)dst = *this;
486 619
487 if (is_freed) 620 // maybe move to object_copy?
488 SET_FLAG (dst, FLAG_FREED); 621 dst->kv = kv;
489 622
490 if (is_removed) 623 dst->flag [FLAG_REMOVED] = true;
491 SET_FLAG (dst, FLAG_REMOVED); 624 dst->activate ();
625}
492 626
493 if (speed < 0) 627void
494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0; 628object::instantiate ()
629{
630 if (!uuid.seq) // HACK
631 uuid = UUID::gen ();
495 632
496 /* Copy over key_values, if any. */ 633 // TODO: unclean state changes, should not be done in copy_to AND instantiate
497 if (key_values) 634 if (flag [FLAG_RANDOM_SPEED] && speed)
498 { 635 speed_left = - speed - rndm (); // TODO animation
499 key_value *tail = 0; 636 else
500 key_value *i; 637 speed_left = -1.;
501 638
502 dst->key_values = 0; 639 /* copy the body_info to the body_used - this is only really
640 * need for monsters, but doesn't hurt to do it for everything.
641 * by doing so, when a monster is created, it has good starting
642 * values for the body_used info, so when items are created
643 * for it, they can be properly equipped.
644 */
645 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
646 slot[i].used = slot[i].info;
503 647
504 for (i = key_values; i; i = i->next) 648 attachable::instantiate ();
505 {
506 key_value *new_link = new key_value;
507
508 new_link->next = 0;
509 new_link->key = i->key;
510 new_link->value = i->value;
511
512 /* Try and be clever here, too. */
513 if (!dst->key_values)
514 {
515 dst->key_values = new_link;
516 tail = new_link;
517 }
518 else
519 {
520 tail->next = new_link;
521 tail = new_link;
522 }
523 }
524 }
525
526 dst->set_speed (dst->speed);
527} 649}
528 650
529object * 651object *
530object::clone () 652object::clone ()
531{ 653{
532 object *neu = create (); 654 object *neu = create ();
533 copy_to (neu); 655 copy_to (neu);
656
657 // TODO: unclean state changes, should not be done in clone AND instantiate
658 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
659 neu->speed_left = - neu->speed - rndm (); // TODO animation
660
661 neu->map = map; // not copied by copy_to
534 return neu; 662 return neu;
535} 663}
536 664
537/* 665/*
538 * If an object with the IS_TURNABLE() flag needs to be turned due 666 * If an object with the IS_TURNABLE() flag needs to be turned due
540 * be called to update the face variable, _and_ how it looks on the map. 668 * be called to update the face variable, _and_ how it looks on the map.
541 */ 669 */
542void 670void
543update_turn_face (object *op) 671update_turn_face (object *op)
544{ 672{
545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 673 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
546 return; 674 return;
547 675
548 SET_ANIMATION (op, op->direction); 676 SET_ANIMATION (op, op->direction);
549 update_object (op, UP_OBJ_FACE); 677 update_object (op, UP_OBJ_FACE);
550} 678}
555 * This function needs to be called whenever the speed of an object changes. 683 * This function needs to be called whenever the speed of an object changes.
556 */ 684 */
557void 685void
558object::set_speed (float speed) 686object::set_speed (float speed)
559{ 687{
560 if (flag [FLAG_FREED] && speed)
561 {
562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
563 speed = 0;
564 }
565
566 this->speed = speed; 688 this->speed = speed;
567 689
568 if (has_active_speed ()) 690 if (has_active_speed ())
569 activate (); 691 activate ();
570 else 692 else
589 * UP_OBJ_FACE: only the objects face has changed. 711 * UP_OBJ_FACE: only the objects face has changed.
590 */ 712 */
591void 713void
592update_object (object *op, int action) 714update_object (object *op, int action)
593{ 715{
594 MoveType move_on, move_off, move_block, move_slow; 716 if (!op)
595
596 if (op == NULL)
597 { 717 {
598 /* this should never happen */ 718 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 719 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
600 return; 720 return;
601 } 721 }
602 722
603 if (op->env) 723 if (!op->is_on_map ())
604 { 724 {
605 /* Animation is currently handled by client, so nothing 725 /* Animation is currently handled by client, so nothing
606 * to do in this case. 726 * to do in this case.
607 */ 727 */
608 return; 728 return;
609 } 729 }
610
611 /* If the map is saving, don't do anything as everything is
612 * going to get freed anyways.
613 */
614 if (!op->map || op->map->in_memory == MAP_SAVING)
615 return;
616 730
617 /* make sure the object is within map boundaries */ 731 /* make sure the object is within map boundaries */
618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 732 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
619 { 733 {
620 LOG (llevError, "update_object() called for object out of map!\n"); 734 LOG (llevError, "update_object() called for object out of map!\n");
625 } 739 }
626 740
627 mapspace &m = op->ms (); 741 mapspace &m = op->ms ();
628 742
629 if (!(m.flags_ & P_UPTODATE)) 743 if (!(m.flags_ & P_UPTODATE))
630 /* nop */; 744 m.update_up (); // nothing to do except copy up
631 else if (action == UP_OBJ_INSERT) 745 else if (action == UP_OBJ_INSERT)
632 { 746 {
747#if 0
633 // this is likely overkill, TODO: revisit (schmorp) 748 // this is likely overkill, TODO: revisit (schmorp)
634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 749 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 750 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 751 || (op->is_player () && !(m.flags_ & P_PLAYER))
637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 752 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 753 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 754 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
640 || (m.move_on | op->move_on ) != m.move_on 755 || (m.move_on | op->move_on ) != m.move_on
641 || (m.move_off | op->move_off ) != m.move_off 756 || (m.move_off | op->move_off ) != m.move_off
642 || (m.move_slow | op->move_slow) != m.move_slow 757 || (m.move_slow | op->move_slow) != m.move_slow
643 /* This isn't perfect, but I don't expect a lot of objects to 758 /* This isn't perfect, but I don't expect a lot of objects to
644 * to have move_allow right now. 759 * have move_allow right now.
645 */ 760 */
646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 761 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
762 m.invalidate ();
763#else
647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 764 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
648 m.flags_ = 0; 765 m.invalidate ();
766#endif
649 } 767 }
650 /* if the object is being removed, we can't make intelligent 768 /* if the object is being removed, we can't make intelligent
651 * decisions, because remove_ob can't really pass the object 769 * decisions, because remove_ob can't really pass the object
652 * that is being removed. 770 * that is being removed.
653 */ 771 */
654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 772 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
655 m.flags_ = 0; 773 m.invalidate ();
656 else if (action == UP_OBJ_FACE) 774 else if (action == UP_OBJ_FACE)
657 /* Nothing to do for that case */ ; 775 m.update_up (); // nothing to do for that case, except copy up
658 else 776 else
659 LOG (llevError, "update_object called with invalid action: %d\n", action); 777 LOG (llevError, "update_object called with invalid action: %d\n", action);
660 778
661 if (op->more) 779 if (op->more)
662 update_object (op->more, action); 780 update_object (op->more, action);
663} 781}
664 782
665object *object::first;
666
667object::object () 783object::object ()
668{ 784{
669 SET_FLAG (this, FLAG_REMOVED); 785 this->set_flag (FLAG_REMOVED);
670 786
671 expmul = 1.0; 787 //expmul = 1.0; declared const for the time being
672 face = blank_face; 788 face = blank_face;
789 material = MATERIAL_NULL;
673} 790}
674 791
675object::~object () 792object::~object ()
676{ 793{
677 free_key_values (this); 794 unlink ();
795
796 kv.clear ();
678} 797}
679 798
680void object::link () 799void object::link ()
681{ 800{
682 count = ++ob_count; 801 assert (!index);//D
683 uuid = gen_uuid (); 802 uuid = UUID::gen ();
684 803
685 prev = 0; 804 refcnt_inc ();
686 next = object::first; 805 objects.insert (this);
687 806
688 if (object::first) 807 ++create_count;
689 object::first->prev = this;
690 808
691 object::first = this;
692} 809}
693 810
694void object::unlink () 811void object::unlink ()
695{ 812{
696 if (this == object::first) 813 if (!index)
697 object::first = next; 814 return;
698 815
699 /* Remove this object from the list of used objects */ 816 ++destroy_count;
700 if (prev) prev->next = next;
701 if (next) next->prev = prev;
702 817
703 prev = 0; 818 objects.erase (this);
704 next = 0; 819 refcnt_dec ();
705}
706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711} 820}
712 821
713void 822void
714object::activate () 823object::activate ()
715{ 824{
716 /* If already on active list, don't do anything */ 825 /* If already on active list, don't do anything */
717 if (active ()) 826 if (active)
718 return; 827 return;
719 828
720 if (has_active_speed ()) 829 if (has_active_speed ())
721 { 830 {
722 /* process_events() expects us to insert the object at the beginning 831 if (flag [FLAG_FREED])
723 * of the list. */ 832 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
724 active_next = active_objects;
725 833
726 if (active_next) 834 actives.insert (this);
727 active_next->active_prev = this;
728
729 active_objects = this;
730 } 835 }
731} 836}
732 837
733void 838void
734object::activate_recursive () 839object::activate_recursive ()
735{ 840{
736 activate (); 841 activate ();
737 842
738 for (object *op = inv; op; op = op->above) 843 for (object *op = inv; op; op = op->below)
739 op->activate_recursive (); 844 op->activate_recursive ();
740} 845}
741 846
742/* This function removes object 'op' from the list of active 847/* This function removes object 'op' from the list of active
743 * objects. 848 * objects.
744 * This should only be used for style maps or other such 849 * This should only be used for style maps or other such
745 * reference maps where you don't want an object that isn't 850 * reference maps where you don't want an object that isn't
746 * in play chewing up cpu time getting processed. 851 * in play chewing up cpu time getting processed.
747 * The reverse of this is to call update_ob_speed, which 852 * The reverse of this is to call update_ob_speed, which
748 * will do the right thing based on the speed of the object. 853 * will do the right thing based on the speed of the object.
749 */ 854 */
750void 855void
751object::deactivate () 856object::deactivate ()
752{ 857{
753 /* If not on the active list, nothing needs to be done */ 858 /* If not on the active list, nothing needs to be done */
754 if (!active ()) 859 if (!active)
755 return; 860 return;
756 861
757 if (active_prev == 0) 862 actives.erase (this);
758 {
759 active_objects = active_next;
760 if (active_next)
761 active_next->active_prev = 0;
762 }
763 else
764 {
765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
769
770 active_next = 0;
771 active_prev = 0;
772} 863}
773 864
774void 865void
775object::deactivate_recursive () 866object::deactivate_recursive ()
776{ 867{
777 for (object *op = inv; op; op = op->above) 868 for (object *op = inv; op; op = op->below)
778 op->deactivate_recursive (); 869 op->deactivate_recursive ();
779 870
780 deactivate (); 871 deactivate ();
872}
873
874void
875object::set_flag_inv (int flag, int value)
876{
877 for (object *op = inv; op; op = op->below)
878 {
879 op->flag [flag] = value;
880 op->set_flag_inv (flag, value);
881 }
781} 882}
782 883
783/* 884/*
784 * Remove and free all objects in the inventory of the given object. 885 * Remove and free all objects in the inventory of the given object.
785 * object.c ? 886 * object.c ?
788object::destroy_inv (bool drop_to_ground) 889object::destroy_inv (bool drop_to_ground)
789{ 890{
790 // need to check first, because the checks below might segfault 891 // need to check first, because the checks below might segfault
791 // as we might be on an invalid mapspace and crossfire code 892 // as we might be on an invalid mapspace and crossfire code
792 // is too buggy to ensure that the inventory is empty. 893 // is too buggy to ensure that the inventory is empty.
793 // corollary: if you create arrows etc. with stuff in tis inventory, 894 // corollary: if you create arrows etc. with stuff in its inventory,
794 // cf will crash below with off-map x and y 895 // cf will crash below with off-map x and y
795 if (!inv) 896 if (!inv)
796 return; 897 return;
797 898
798 /* Only if the space blocks everything do we not process - 899 /* Only if the space blocks everything do we not process -
799 * if some form of movement is allowed, let objects 900 * if some form of movement is allowed, let objects
800 * drop on that space. 901 * drop on that space.
801 */ 902 */
802 if (!drop_to_ground 903 if (!drop_to_ground
803 || !map 904 || !map
804 || map->in_memory != MAP_IN_MEMORY 905 || !map->linkable ()
906 || map->no_drop
805 || ms ().move_block == MOVE_ALL) 907 || ms ().move_block == MOVE_ALL)
806 { 908 {
807 while (inv) 909 while (inv)
808 {
809 inv->destroy_inv (drop_to_ground);
810 inv->destroy (); 910 inv->destroy ();
811 }
812 } 911 }
813 else 912 else
814 { /* Put objects in inventory onto this space */ 913 { /* Put objects in inventory onto this space */
815 while (inv) 914 while (inv)
816 { 915 {
818 917
819 if (op->flag [FLAG_STARTEQUIP] 918 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP] 919 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE 920 || op->type == RUNE
822 || op->type == TRAP 921 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE]) 922 || op->flag [FLAG_IS_A_TEMPLATE]
923 || op->flag [FLAG_DESTROY_ON_DEATH])
824 op->destroy (); 924 op->destroy ();
825 else 925 else
826 map->insert (op, x, y); 926 map->insert (op, x, y);
827 } 927 }
828 } 928 }
829} 929}
830 930
931/*
932 * Remove and free all objects in the inventory of the given object.
933 * Unlike destroy_inv, this assumes the *this is destroyed as well
934 * well, so we can (and have to!) take shortcuts.
935 */
936void
937object::destroy_inv_fast ()
938{
939 while (object *op = inv)
940 {
941 // remove from object the fast way
942 op->flag [FLAG_REMOVED] = true;
943 op->env = 0;
944 if ((inv = inv->below))
945 inv->above = 0;
946
947 // then destroy
948 op->destroy ();
949 }
950}
951
952void
953object::freelist_free (int count)
954{
955 while (count-- && freelist)
956 {
957 freelist_item *next = freelist->next;
958 // count is being "destroyed"
959
960 sfree ((char *)freelist, sizeof (object));
961
962 freelist = next;
963 --free_count;
964 }
965}
966
967object *
831object *object::create () 968object::create ()
832{ 969{
833 object *op = new object; 970 object *op;
971
972 if (freelist)
973 {
974 freelist_item li = *freelist;
975 memset (freelist, 0, sizeof (object));
976
977 op = new (freelist) object;
978 op->count = li.count;
979
980 freelist = li.next;
981 --free_count;
982 }
983 else
984 {
985 void *ni = salloc0<char> (sizeof (object));
986
987 op = new(ni) object;
988
989 op->count = ++object_count;
990 }
991
834 op->link (); 992 op->link ();
993
835 return op; 994 return op;
836} 995}
837 996
838void 997void
998object::do_delete ()
999{
1000 uint32_t count = this->count;
1001
1002 this->~object ();
1003
1004 freelist_item *li = (freelist_item *)this;
1005 li->next = freelist;
1006 li->count = count;
1007
1008 freelist = li;
1009 ++free_count;
1010}
1011
1012void
839object::do_destroy () 1013object::do_destroy ()
840{ 1014{
841 if (flag [FLAG_IS_LINKED]) 1015 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this); 1016 remove_link ();
843 1017
844 if (flag [FLAG_FRIENDLY]) 1018 if (flag [FLAG_FRIENDLY])
845 remove_friendly_object (this); 1019 remove_friendly_object (this);
846 1020
847 if (!flag [FLAG_REMOVED])
848 remove (); 1021 remove ();
849 1022
850 if (flag [FLAG_FREED]) 1023 attachable::do_destroy ();
851 return;
852 1024
853 set_speed (0); 1025 deactivate ();
1026 unlink ();
854 1027
855 flag [FLAG_FREED] = 1; 1028 flag [FLAG_FREED] = 1;
856 1029
857 attachable::do_destroy ();
858
859 destroy_inv (true);
860 unlink ();
861
862 // hack to ensure that freed objects still have a valid map 1030 // 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->alloc ();
875 freed_map->in_memory = MAP_IN_MEMORY;
876 }
877
878 map = freed_map; 1031 map = &freed_map;
879 x = 1; 1032 x = 1;
880 y = 1; 1033 y = 1;
881 }
882
883 head = 0;
884 1034
885 if (more) 1035 if (more)
886 { 1036 {
887 more->destroy (); 1037 more->destroy ();
888 more = 0; 1038 more = 0;
889 } 1039 }
890 1040
1041 head = 0;
1042
891 // clear those pointers that likely might have circular references to us 1043 // clear those pointers that likely might cause circular references
892 owner = 0; 1044 owner = 0;
893 enemy = 0; 1045 enemy = 0;
894 attacked_by = 0; 1046 attacked_by = 0;
895 1047 current_weapon = 0;
896 // only relevant for players(?), but make sure of it anyways
897 contr = 0;
898} 1048}
899 1049
900void 1050void
901object::destroy (bool destroy_inventory) 1051object::destroy ()
902{ 1052{
903 if (destroyed ()) 1053 if (destroyed ())
904 return; 1054 return;
905 1055
906 if (destroy_inventory) 1056 if (!is_head () && !head->destroyed ())
1057 {
1058 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1059 head->destroy ();
1060 return;
1061 }
1062
907 destroy_inv (false); 1063 destroy_inv_fast ();
1064
1065 if (is_head ())
1066 if (sound_destroy)
1067 play_sound (sound_destroy);
1068 else if (flag [FLAG_MONSTER])
1069 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
908 1070
909 attachable::destroy (); 1071 attachable::destroy ();
910}
911
912/*
913 * sub_weight() recursively (outwards) subtracts a number from the
914 * weight of an object (and what is carried by it's environment(s)).
915 */
916void
917sub_weight (object *op, signed long weight)
918{
919 while (op != NULL)
920 {
921 if (op->type == CONTAINER)
922 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
923
924 op->carrying -= weight;
925 op = op->env;
926 }
927} 1072}
928 1073
929/* op->remove (): 1074/* op->remove ():
930 * This function removes the object op from the linked list of objects 1075 * This function removes the object op from the linked list of objects
931 * which it is currently tied to. When this function is done, the 1076 * which it is currently tied to. When this function is done, the
932 * object will have no environment. If the object previously had an 1077 * object will have no environment. If the object previously had an
933 * environment, the x and y coordinates will be updated to 1078 * environment, the x and y coordinates will be updated to
934 * the previous environment. 1079 * the previous environment.
935 * Beware: This function is called from the editor as well!
936 */ 1080 */
937void 1081void
938object::remove () 1082object::do_remove ()
939{ 1083{
940 object *tmp, *last = 0; 1084 if (flag [FLAG_REMOVED])
941 object *otmp;
942
943 if (QUERY_FLAG (this, FLAG_REMOVED))
944 return; 1085 return;
945 1086
946 SET_FLAG (this, FLAG_REMOVED);
947 INVOKE_OBJECT (REMOVE, this); 1087 INVOKE_OBJECT (REMOVE, this);
1088
1089 flag [FLAG_REMOVED] = true;
948 1090
949 if (more) 1091 if (more)
950 more->remove (); 1092 more->remove ();
951 1093
952 /* 1094 /*
953 * In this case, the object to be removed is in someones 1095 * In this case, the object to be removed is in someones
954 * inventory. 1096 * inventory.
955 */ 1097 */
956 if (env) 1098 if (env)
957 { 1099 {
958 if (nrof) 1100 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
959 sub_weight (env, weight * nrof); 1101 if (object *pl = visible_to ())
960 else 1102 esrv_del_item (pl->contr, count);
961 sub_weight (env, weight + carrying); 1103 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
962 1104
963 /* NO_FIX_PLAYER is set when a great many changes are being 1105 adjust_weight (env, total_weight (), 0);
964 * made to players inventory. If set, avoiding the call
965 * to save cpu time.
966 */
967 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
968 otmp->update_stats ();
969 1106
970 if (above) 1107 object *pl = in_player ();
971 above->below = below;
972 else
973 env->inv = below;
974
975 if (below)
976 below->above = above;
977 1108
978 /* we set up values so that it could be inserted into 1109 /* we set up values so that it could be inserted into
979 * the map, but we don't actually do that - it is up 1110 * the map, but we don't actually do that - it is up
980 * to the caller to decide what we want to do. 1111 * to the caller to decide what we want to do.
981 */ 1112 */
982 x = env->x, y = env->y;
983 map = env->map; 1113 map = env->map;
984 above = 0, below = 0; 1114 x = env->x;
985 env = 0; 1115 y = env->y;
986 }
987 else if (map)
988 {
989 if (type == PLAYER)
990 {
991 --map->players;
992 map->touch ();
993 }
994 1116
995 map->dirty = true; 1117 // make sure cmov optimisation is applicable
996 1118 *(above ? &above->below : &env->inv) = below;
997 /* link the object above us */ 1119 *(below ? &below->above : &above ) = above; // &above is just a dummy
998 if (above)
999 above->below = below;
1000 else
1001 map->at (x, y).top = below; /* we were top, set new top */
1002
1003 /* Relink the object below us, if there is one */
1004 if (below)
1005 below->above = above;
1006 else
1007 {
1008 /* Nothing below, which means we need to relink map object for this space
1009 * use translated coordinates in case some oddness with map tiling is
1010 * evident
1011 */
1012 if (GET_MAP_OB (map, x, y) != this)
1013 {
1014 char *dump = dump_object (this);
1015 LOG (llevError,
1016 "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);
1017 free (dump);
1018 dump = dump_object (GET_MAP_OB (map, x, y));
1019 LOG (llevError, "%s\n", dump);
1020 free (dump);
1021 }
1022
1023 map->at (x, y).bot = above; /* goes on above it. */
1024 }
1025 1120
1026 above = 0; 1121 above = 0;
1027 below = 0; 1122 below = 0;
1123 env = 0;
1028 1124
1029 if (map->in_memory == MAP_SAVING) 1125 if (pl && pl->is_player ())
1030 return; 1126 {
1127 if (expect_false (pl->contr->combat_ob == this))
1128 {
1129 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1130 pl->contr->combat_ob = 0;
1131 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1132 }
1133
1134 if (expect_false (pl->contr->ranged_ob == this))
1135 {
1136 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1137 pl->contr->ranged_ob = 0;
1138 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1139 }
1140
1141 pl->contr->queue_stats_update ();
1142
1143 if (expect_false (glow_radius) && pl->is_on_map ())
1144 update_all_los (pl->map, pl->x, pl->y);
1145 }
1146 }
1147 else if (map)
1148 {
1149 map->dirty = true;
1150 mapspace &ms = this->ms ();
1151
1152 if (object *pl = ms.player ())
1153 {
1154 if (is_player ())
1155 {
1156 if (!flag [FLAG_WIZPASS])
1157 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1158
1159 // leaving a spot always closes any open container on the ground
1160 if (container && !container->env)
1161 // this causes spurious floorbox updates, but it ensures
1162 // that the CLOSE event is being sent.
1163 close_container ();
1164
1165 --map->players;
1166 map->touch ();
1167 }
1168 else if (pl->container_ () == this)
1169 {
1170 // removing a container should close it
1171 close_container ();
1172 }
1173 else
1174 esrv_del_item (pl->contr, count);
1175 }
1176
1177 /* link the object above us */
1178 // re-link, make sure compiler can easily use cmove
1179 *(above ? &above->below : &ms.top) = below;
1180 *(below ? &below->above : &ms.bot) = above;
1181
1182 above = 0;
1183 below = 0;
1184
1185 ms.invalidate ();
1031 1186
1032 int check_walk_off = !flag [FLAG_NO_APPLY]; 1187 int check_walk_off = !flag [FLAG_NO_APPLY];
1033 1188
1034 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1189 if (object *pl = ms.player ())
1035 { 1190 {
1036 /* No point updating the players look faces if he is the object 1191 if (pl->container_ () == this)
1037 * being removed.
1038 */
1039
1040 if (tmp->type == PLAYER && tmp != this)
1041 {
1042 /* If a container that the player is currently using somehow gets 1192 /* If a container that the player is currently using somehow gets
1043 * removed (most likely destroyed), update the player view 1193 * removed (most likely destroyed), update the player view
1044 * appropriately. 1194 * appropriately.
1045 */ 1195 */
1046 if (tmp->container == this) 1196 pl->close_container ();
1047 {
1048 flag [FLAG_APPLIED] = 0;
1049 tmp->container = 0;
1050 }
1051 1197
1198 //TODO: the floorbox prev/next might need updating
1199 //esrv_del_item (pl->contr, count);
1200 //TODO: update floorbox to preserve ordering
1052 if (tmp->contr->ns) 1201 if (pl->contr->ns)
1053 tmp->contr->ns->floorbox_update (); 1202 pl->contr->ns->floorbox_update ();
1203 }
1204
1205 if (check_walk_off)
1206 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1207 {
1208 above = tmp->above;
1209
1210 /* No point updating the players look faces if he is the object
1211 * being removed.
1054 } 1212 */
1055 1213
1056 /* See if object moving off should effect something */ 1214 /* See if object moving off should effect something */
1057 if (check_walk_off
1058 && ((move_type & tmp->move_off) 1215 if ((move_type & tmp->move_off)
1059 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1216 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1060 {
1061 move_apply (tmp, this, 0); 1217 move_apply (tmp, this, 0);
1062
1063 if (destroyed ())
1064 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1065 } 1218 }
1066 1219
1067 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1220 if (affects_los ())
1068 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1069 if (tmp->above == tmp)
1070 tmp->above = 0;
1071
1072 last = tmp;
1073 }
1074
1075 /* last == NULL if there are no objects on this space */
1076 //TODO: this makes little sense, why only update the topmost object?
1077 if (!last)
1078 map->at (x, y).flags_ = 0;
1079 else
1080 update_object (last, UP_OBJ_REMOVE);
1081
1082 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1083 update_all_los (map, x, y); 1221 update_all_los (map, x, y);
1084 } 1222 }
1085} 1223}
1086 1224
1087/* 1225/*
1096merge_ob (object *op, object *top) 1234merge_ob (object *op, object *top)
1097{ 1235{
1098 if (!op->nrof) 1236 if (!op->nrof)
1099 return 0; 1237 return 0;
1100 1238
1101 if (top) 1239 if (!top)
1102 for (top = op; top && top->above; top = top->above) 1240 for (top = op; top && top->above; top = top->above)
1103 ; 1241 ;
1104 1242
1105 for (; top; top = top->below) 1243 for (; top; top = top->below)
1106 {
1107 if (top == op)
1108 continue;
1109
1110 if (object::can_merge (op, top)) 1244 if (object::can_merge (op, top))
1111 { 1245 {
1112 top->nrof += op->nrof; 1246 top->nrof += op->nrof;
1113 1247
1114/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1248 if (object *pl = top->visible_to ())
1115 op->weight = 0; /* Don't want any adjustements now */ 1249 esrv_update_item (UPD_NROF, pl, top);
1250
1251 op->weight = 0; // cancel the addition above
1252 op->carrying = 0; // must be 0 already
1253
1116 op->destroy (); 1254 op->destroy ();
1255
1117 return top; 1256 return top;
1118 } 1257 }
1119 }
1120 1258
1121 return 0; 1259 return 0;
1122} 1260}
1123 1261
1262void
1263object::expand_tail ()
1264{
1265 if (more)
1266 return;
1267
1268 object *prev = this;
1269
1270 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1271 {
1272 object *op = at->instance ();
1273
1274 op->name = name;
1275 op->name_pl = name_pl;
1276 op->title = title;
1277
1278 op->head = this;
1279 prev->more = op;
1280
1281 prev = op;
1282 }
1283}
1284
1124/* 1285/*
1125 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1286 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1126 * job preparing multi-part monsters 1287 * job preparing multi-part monsters.
1127 */ 1288 */
1128object * 1289object *
1129insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1290insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1130{ 1291{
1292 op->remove ();
1293
1131 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1294 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1132 { 1295 {
1133 tmp->x = x + tmp->arch->clone.x; 1296 tmp->x = x + tmp->arch->x;
1134 tmp->y = y + tmp->arch->clone.y; 1297 tmp->y = y + tmp->arch->y;
1135 } 1298 }
1136 1299
1137 return insert_ob_in_map (op, m, originator, flag); 1300 return insert_ob_in_map (op, m, originator, flag);
1138} 1301}
1139 1302
1152 * Passing 0 for flag gives proper default values, so flag really only needs 1315 * Passing 0 for flag gives proper default values, so flag really only needs
1153 * to be set if special handling is needed. 1316 * to be set if special handling is needed.
1154 * 1317 *
1155 * Return value: 1318 * Return value:
1156 * new object if 'op' was merged with other object 1319 * new object if 'op' was merged with other object
1157 * NULL if 'op' was destroyed 1320 * NULL if there was an error (destroyed, blocked etc.)
1158 * just 'op' otherwise 1321 * just 'op' otherwise
1159 */ 1322 */
1160object * 1323object *
1161insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1324insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1162{ 1325{
1163 object *tmp, *top, *floor = NULL; 1326 op->remove ();
1164 sint16 x, y;
1165 1327
1166 if (QUERY_FLAG (op, FLAG_FREED)) 1328 if (m == &freed_map)//D TODO: remove soon
1167 { 1329 {//D
1168 LOG (llevError, "Trying to insert freed object!\n"); 1330 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1169 return NULL;
1170 } 1331 }//D
1171
1172 if (!m)
1173 {
1174 char *dump = dump_object (op);
1175 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1176 free (dump);
1177 return op;
1178 }
1179
1180 if (out_of_map (m, op->x, op->y))
1181 {
1182 char *dump = dump_object (op);
1183 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1184#ifdef MANY_CORES
1185 /* Better to catch this here, as otherwise the next use of this object
1186 * is likely to cause a crash. Better to find out where it is getting
1187 * improperly inserted.
1188 */
1189 abort ();
1190#endif
1191 free (dump);
1192 return op;
1193 }
1194
1195 if (!QUERY_FLAG (op, FLAG_REMOVED))
1196 {
1197 char *dump = dump_object (op);
1198 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1199 free (dump);
1200 return op;
1201 }
1202
1203 if (op->more)
1204 {
1205 /* The part may be on a different map. */
1206
1207 object *more = op->more;
1208
1209 /* We really need the caller to normalize coordinates - if
1210 * we set the map, that doesn't work if the location is within
1211 * a map and this is straddling an edge. So only if coordinate
1212 * is clear wrong do we normalize it.
1213 */
1214 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1215 more->map = get_map_from_coord (m, &more->x, &more->y);
1216 else if (!more->map)
1217 {
1218 /* For backwards compatibility - when not dealing with tiled maps,
1219 * more->map should always point to the parent.
1220 */
1221 more->map = m;
1222 }
1223
1224 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1225 {
1226 if (!op->head)
1227 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1228
1229 return 0;
1230 }
1231 }
1232
1233 CLEAR_FLAG (op, FLAG_REMOVED);
1234 1332
1235 /* Ideally, the caller figures this out. However, it complicates a lot 1333 /* Ideally, the caller figures this out. However, it complicates a lot
1236 * of areas of callers (eg, anything that uses find_free_spot would now 1334 * of areas of callers (eg, anything that uses find_free_spot would now
1237 * need extra work 1335 * need extra work
1238 */ 1336 */
1239 op->map = get_map_from_coord (m, &op->x, &op->y); 1337 maptile *newmap = m;
1240 x = op->x; 1338 if (!xy_normalise (newmap, op->x, op->y))
1241 y = op->y; 1339 {
1340 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1341 return 0;
1342 }
1343
1344 if (object *more = op->more)
1345 if (!insert_ob_in_map (more, m, originator, flag))
1346 return 0;
1347
1348 op->flag [FLAG_REMOVED] = false;
1349 op->env = 0;
1350 op->map = newmap;
1351
1352 mapspace &ms = op->ms ();
1242 1353
1243 /* this has to be done after we translate the coordinates. 1354 /* this has to be done after we translate the coordinates.
1244 */ 1355 */
1245 if (op->nrof && !(flag & INS_NO_MERGE)) 1356 if (op->nrof && !(flag & INS_NO_MERGE))
1246 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1357 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1247 if (object::can_merge (op, tmp)) 1358 if (object::can_merge (op, tmp))
1248 { 1359 {
1360 // TODO: we actually want to update tmp, not op,
1361 // but some caller surely breaks when we return tmp
1362 // from here :/
1249 op->nrof += tmp->nrof; 1363 op->nrof += tmp->nrof;
1250 tmp->destroy (); 1364 tmp->destroy ();
1251 } 1365 }
1252 1366
1253 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1367 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1254 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1368 op->clr_flag (FLAG_INV_LOCKED);
1255 1369
1256 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1370 if (!op->flag [FLAG_ALIVE])
1257 CLEAR_FLAG (op, FLAG_NO_STEAL); 1371 op->clr_flag (FLAG_NO_STEAL);
1258 1372
1259 if (flag & INS_BELOW_ORIGINATOR) 1373 if (flag & INS_BELOW_ORIGINATOR)
1260 { 1374 {
1261 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1375 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1262 { 1376 {
1263 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1377 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1264 abort (); 1378 abort ();
1265 } 1379 }
1266 1380
1381 if (!originator->is_on_map ())
1382 {
1383 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1384 op->debug_desc (), originator->debug_desc ());
1385 abort ();
1386 }
1387
1267 op->above = originator; 1388 op->above = originator;
1268 op->below = originator->below; 1389 op->below = originator->below;
1269
1270 if (op->below)
1271 op->below->above = op;
1272 else
1273 op->ms ().bot = op;
1274
1275 /* since *below* originator, no need to update top */
1276 originator->below = op; 1390 originator->below = op;
1391
1392 *(op->below ? &op->below->above : &ms.bot) = op;
1277 } 1393 }
1278 else 1394 else
1279 { 1395 {
1396 object *floor = 0;
1397 object *top = ms.top;
1398
1280 /* If there are other objects, then */ 1399 /* If there are other objects, then */
1281 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1400 if (top)
1282 { 1401 {
1283 object *last = 0;
1284
1285 /* 1402 /*
1286 * If there are multiple objects on this space, we do some trickier handling. 1403 * If there are multiple objects on this space, we do some trickier handling.
1287 * We've already dealt with merging if appropriate. 1404 * We've already dealt with merging if appropriate.
1288 * Generally, we want to put the new object on top. But if 1405 * Generally, we want to put the new object on top. But if
1289 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1406 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1290 * floor, we want to insert above that and no further. 1407 * floor, we want to insert above that and no further.
1291 * Also, if there are spell objects on this space, we stop processing 1408 * Also, if there are spell objects on this space, we stop processing
1292 * once we get to them. This reduces the need to traverse over all of 1409 * once we get to them. This reduces the need to traverse over all of
1293 * them when adding another one - this saves quite a bit of cpu time 1410 * them when adding another one - this saves quite a bit of cpu time
1294 * when lots of spells are cast in one area. Currently, it is presumed 1411 * when lots of spells are cast in one area. Currently, it is presumed
1295 * that flying non pickable objects are spell objects. 1412 * that flying non pickable objects are spell objects.
1296 */ 1413 */
1297 while (top) 1414 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1298 { 1415 {
1299 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1416 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1300 floor = top; 1417 floor = tmp;
1301 1418
1302 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1419 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1303 { 1420 {
1304 /* We insert above top, so we want this object below this */ 1421 /* We insert above top, so we want this object below this */
1305 top = top->below; 1422 top = tmp->below;
1306 break; 1423 break;
1307 } 1424 }
1308 1425
1309 last = top;
1310 top = top->above; 1426 top = tmp;
1311 } 1427 }
1312
1313 /* Don't want top to be NULL, so set it to the last valid object */
1314 top = last;
1315 1428
1316 /* We let update_position deal with figuring out what the space 1429 /* We let update_position deal with figuring out what the space
1317 * looks like instead of lots of conditions here. 1430 * looks like instead of lots of conditions here.
1318 * makes things faster, and effectively the same result. 1431 * makes things faster, and effectively the same result.
1319 */ 1432 */
1320 1433
1321 /* Have object 'fall below' other objects that block view. 1434 /* Have object 'fall below' other objects that block view.
1322 * Unless those objects are exits, type 66 1435 * Unless those objects are exits.
1323 * If INS_ON_TOP is used, don't do this processing 1436 * If INS_ON_TOP is used, don't do this processing
1324 * Need to find the object that in fact blocks view, otherwise 1437 * Need to find the object that in fact blocks view, otherwise
1325 * stacking is a bit odd. 1438 * stacking is a bit odd.
1326 */ 1439 */
1327 if (!(flag & INS_ON_TOP) && 1440 if (!(flag & INS_ON_TOP)
1328 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1441 && ms.flags () & P_BLOCKSVIEW
1442 && (op->face && !faces [op->face].visibility))
1329 { 1443 {
1444 object *last;
1445
1330 for (last = top; last != floor; last = last->below) 1446 for (last = top; last != floor; last = last->below)
1331 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1447 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1332 break; 1448 break;
1449
1333 /* Check to see if we found the object that blocks view, 1450 /* Check to see if we found the object that blocks view,
1334 * and make sure we have a below pointer for it so that 1451 * and make sure we have a below pointer for it so that
1335 * we can get inserted below this one, which requires we 1452 * we can get inserted below this one, which requires we
1336 * set top to the object below us. 1453 * set top to the object below us.
1337 */ 1454 */
1338 if (last && last->below && last != floor) 1455 if (last && last->below && last != floor)
1339 top = last->below; 1456 top = last->below;
1340 } 1457 }
1341 } /* If objects on this space */ 1458 } /* If objects on this space */
1342 1459
1343 if (flag & INS_MAP_LOAD)
1344 top = GET_MAP_TOP (op->map, op->x, op->y);
1345
1346 if (flag & INS_ABOVE_FLOOR_ONLY) 1460 if (flag & INS_ABOVE_FLOOR_ONLY)
1347 top = floor; 1461 top = floor;
1348 1462
1349 /* Top is the object that our object (op) is going to get inserted above. 1463 // insert object above top, or bottom-most if top = 0
1350 */
1351
1352 /* First object on this space */
1353 if (!top) 1464 if (!top)
1354 { 1465 {
1355 op->above = GET_MAP_OB (op->map, op->x, op->y);
1356
1357 if (op->above)
1358 op->above->below = op;
1359
1360 op->below = 0; 1466 op->below = 0;
1467 op->above = ms.bot;
1361 op->ms ().bot = op; 1468 ms.bot = op;
1469
1470 *(op->above ? &op->above->below : &ms.top) = op;
1362 } 1471 }
1363 else 1472 else
1364 { /* get inserted into the stack above top */ 1473 {
1365 op->above = top->above; 1474 op->above = top->above;
1366
1367 if (op->above)
1368 op->above->below = op; 1475 top->above = op;
1369 1476
1370 op->below = top; 1477 op->below = top;
1371 top->above = op; 1478 *(op->above ? &op->above->below : &ms.top) = op;
1372 } 1479 }
1480 }
1373 1481
1374 if (!op->above) 1482 if (op->is_player ())
1375 op->ms ().top = op;
1376 } /* else not INS_BELOW_ORIGINATOR */
1377
1378 if (op->type == PLAYER)
1379 { 1483 {
1380 op->contr->do_los = 1; 1484 op->contr->do_los = 1;
1381 ++op->map->players; 1485 ++op->map->players;
1382 op->map->touch (); 1486 op->map->touch ();
1383 } 1487 }
1384 1488
1385 op->map->dirty = true; 1489 op->map->dirty = true;
1386 1490
1387 /* If we have a floor, we know the player, if any, will be above
1388 * it, so save a few ticks and start from there.
1389 */
1390 if (!(flag & INS_MAP_LOAD))
1391 if (object *pl = op->ms ().player ()) 1491 if (object *pl = ms.player ())
1492 //TODO: the floorbox prev/next might need updating
1493 //esrv_send_item (pl, op);
1494 //TODO: update floorbox to preserve ordering
1392 if (pl->contr->ns) 1495 if (pl->contr->ns)
1393 pl->contr->ns->floorbox_update (); 1496 pl->contr->ns->floorbox_update ();
1394 1497
1395 /* If this object glows, it may affect lighting conditions that are 1498 /* If this object glows, it may affect lighting conditions that are
1396 * visible to others on this map. But update_all_los is really 1499 * visible to others on this map. But update_all_los is really
1397 * an inefficient way to do this, as it means los for all players 1500 * an inefficient way to do this, as it means los for all players
1398 * on the map will get recalculated. The players could very well 1501 * on the map will get recalculated. The players could very well
1399 * be far away from this change and not affected in any way - 1502 * be far away from this change and not affected in any way -
1400 * this should get redone to only look for players within range, 1503 * this should get redone to only look for players within range,
1401 * or just updating the P_UPTODATE for spaces within this area 1504 * or just updating the P_UPTODATE for spaces within this area
1402 * of effect may be sufficient. 1505 * of effect may be sufficient.
1403 */ 1506 */
1404 if (op->map->darkness && (op->glow_radius != 0)) 1507 if (op->affects_los ())
1508 {
1509 op->ms ().invalidate ();
1405 update_all_los (op->map, op->x, op->y); 1510 update_all_los (op->map, op->x, op->y);
1511 }
1406 1512
1407 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1513 /* updates flags (blocked, alive, no magic, etc) for this map space */
1408 update_object (op, UP_OBJ_INSERT); 1514 update_object (op, UP_OBJ_INSERT);
1409 1515
1410 INVOKE_OBJECT (INSERT, op); 1516 INVOKE_OBJECT (INSERT, op);
1417 * blocked() and wall() work properly), and these flags are updated by 1523 * blocked() and wall() work properly), and these flags are updated by
1418 * update_object(). 1524 * update_object().
1419 */ 1525 */
1420 1526
1421 /* if this is not the head or flag has been passed, don't check walk on status */ 1527 /* if this is not the head or flag has been passed, don't check walk on status */
1422 if (!(flag & INS_NO_WALK_ON) && !op->head) 1528 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1423 { 1529 {
1424 if (check_move_on (op, originator)) 1530 if (check_move_on (op, originator, flag))
1425 return 0; 1531 return 0;
1426 1532
1427 /* If we are a multi part object, lets work our way through the check 1533 /* If we are a multi part object, let's work our way through the check
1428 * walk on's. 1534 * walk on's.
1429 */ 1535 */
1430 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1536 for (object *tmp = op->more; tmp; tmp = tmp->more)
1431 if (check_move_on (tmp, originator)) 1537 if (check_move_on (tmp, originator, flag))
1432 return 0; 1538 return 0;
1433 } 1539 }
1434 1540
1435 return op; 1541 return op;
1436} 1542}
1437 1543
1438/* this function inserts an object in the map, but if it 1544/* this function inserts an object in the map, but if it
1439 * finds an object of its own type, it'll remove that one first. 1545 * finds an object of its own type, it'll remove that one first.
1440 * op is the object to insert it under: supplies x and the map. 1546 * op is the object to insert it under: supplies x and the map.
1441 */ 1547 */
1442void 1548void
1443replace_insert_ob_in_map (const char *arch_string, object *op) 1549replace_insert_ob_in_map (shstr_tmp archname, object *op)
1444{ 1550{
1445 object *tmp, *tmp1;
1446
1447 /* first search for itself and remove any old instances */ 1551 /* first search for itself and remove any old instances */
1448 1552
1449 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1553 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1450 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1554 if (tmp->arch->archname == archname) /* same archetype */
1451 tmp->destroy (); 1555 tmp->destroy ();
1452 1556
1453 tmp1 = arch_to_object (archetype::find (arch_string)); 1557 object *tmp = archetype::find (archname)->instance ();
1454 1558
1455 tmp1->x = op->x; 1559 tmp->x = op->x;
1456 tmp1->y = op->y; 1560 tmp->y = op->y;
1561
1457 insert_ob_in_map (tmp1, op->map, op, 0); 1562 insert_ob_in_map (tmp, op->map, op, 0);
1458} 1563}
1459 1564
1460object * 1565object *
1461object::insert_at (object *where, object *originator, int flags) 1566object::insert_at (object *where, object *originator, int flags)
1462{ 1567{
1568 if (where->env)
1569 return where->env->insert (this);
1570 else
1463 where->map->insert (this, where->x, where->y, originator, flags); 1571 return where->map->insert (this, where->x, where->y, originator, flags);
1464} 1572}
1465 1573
1466/* 1574// check whether we can put this into the map, respect max_volume, max_items
1467 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1575bool
1468 * is returned contains nr objects, and the remaining parts contains 1576object::can_drop_at (maptile *m, int x, int y, object *originator)
1469 * the rest (or is removed and freed if that number is 0).
1470 * On failure, NULL is returned, and the reason put into the
1471 * global static errmsg array.
1472 */
1473object *
1474get_split_ob (object *orig_ob, uint32 nr)
1475{ 1577{
1476 object *newob; 1578 mapspace &ms = m->at (x, y);
1477 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1478 1579
1479 if (orig_ob->nrof < nr) 1580 int items = ms.items ();
1480 {
1481 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1482 return NULL;
1483 }
1484 1581
1485 newob = object_create_clone (orig_ob); 1582 if (!items // testing !items ensures we can drop at least one item
1583 || (items < m->max_items
1584 && ms.volume () < m->max_volume))
1585 return true;
1486 1586
1487 if ((orig_ob->nrof -= nr) < 1) 1587 if (originator)
1488 orig_ob->destroy (1); 1588 originator->failmsgf (
1489 else if (!is_removed) 1589 "No matter how hard you try, you just cannot put the %s here! H<Try to remove some items from the floor first.>",
1490 { 1590 query_name ()
1491 if (orig_ob->env != NULL) 1591 );
1492 sub_weight (orig_ob->env, orig_ob->weight * nr);
1493 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1494 {
1495 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1496 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1497 return NULL;
1498 }
1499 }
1500 1592
1501 newob->nrof = nr; 1593 return false;
1502
1503 return newob;
1504} 1594}
1505 1595
1506/* 1596/*
1507 * decrease_ob_nr(object, number) decreases a specified number from 1597 * decrease(object, number) decreases a specified number from
1508 * the amount of an object. If the amount reaches 0, the object 1598 * the amount of an object. If the amount reaches 0, the object
1509 * is subsequently removed and freed. 1599 * is subsequently removed and freed.
1510 * 1600 *
1511 * Return value: 'op' if something is left, NULL if the amount reached 0 1601 * Return value: 'op' if something is left, NULL if the amount reached 0
1512 */ 1602 */
1603bool
1604object::decrease (sint32 nr)
1605{
1606 if (!nr)
1607 return true;
1513 1608
1609 nr = min (nr, nrof);
1610
1611 if (nrof > nr)
1612 {
1613 weight_t oweight = total_weight ();
1614
1615 nrof -= nr;
1616
1617 if (object *pl = visible_to ())
1618 esrv_update_item (UPD_NROF, pl, this);
1619
1620 adjust_weight (env, oweight, total_weight ());
1621
1622 return true;
1623 }
1624 else
1625 {
1626 destroy ();
1627 return false;
1628 }
1629}
1630
1631/*
1632 * split(ob,nr) splits up ob into two parts. The part which
1633 * is returned contains nr objects, and the remaining parts contains
1634 * the rest (or is removed and returned if that number is 0).
1635 * On failure, NULL is returned.
1636 */
1514object * 1637object *
1515decrease_ob_nr (object *op, uint32 i) 1638object::split (sint32 nr)
1516{ 1639{
1517 object *tmp; 1640 int have = number_of ();
1518 1641
1519 if (i == 0) /* objects with op->nrof require this check */ 1642 if (have < nr)
1520 return op; 1643 return 0;
1521 1644 else if (have == nr)
1522 if (i > op->nrof)
1523 i = op->nrof;
1524
1525 if (QUERY_FLAG (op, FLAG_REMOVED))
1526 op->nrof -= i;
1527 else if (op->env)
1528 { 1645 {
1529 /* is this object in the players inventory, or sub container
1530 * therein?
1531 */
1532 tmp = op->in_player ();
1533 /* nope. Is this a container the player has opened?
1534 * If so, set tmp to that player.
1535 * IMO, searching through all the players will mostly
1536 * likely be quicker than following op->env to the map,
1537 * and then searching the map for a player.
1538 */
1539 if (!tmp)
1540 for_all_players (pl)
1541 if (pl->ob->container == op->env)
1542 {
1543 tmp = pl->ob;
1544 break;
1545 }
1546
1547 if (i < op->nrof)
1548 {
1549 sub_weight (op->env, op->weight * i);
1550 op->nrof -= i;
1551 if (tmp)
1552 esrv_send_item (tmp, op);
1553 }
1554 else
1555 {
1556 op->remove (); 1646 remove ();
1557 op->nrof = 0; 1647 return this;
1558 if (tmp)
1559 esrv_del_item (tmp->contr, op->count);
1560 }
1561 } 1648 }
1562 else 1649 else
1563 { 1650 {
1564 object *above = op->above; 1651 decrease (nr);
1565 1652
1566 if (i < op->nrof) 1653 object *op = deep_clone ();
1567 op->nrof -= i; 1654 op->nrof = nr;
1568 else
1569 {
1570 op->remove ();
1571 op->nrof = 0;
1572 }
1573
1574 /* Since we just removed op, op->above is null */
1575 for (tmp = above; tmp; tmp = tmp->above)
1576 if (tmp->type == PLAYER)
1577 {
1578 if (op->nrof)
1579 esrv_send_item (tmp, op);
1580 else
1581 esrv_del_item (tmp->contr, op->count);
1582 }
1583 }
1584
1585 if (op->nrof)
1586 return op; 1655 return op;
1587 else
1588 {
1589 op->destroy ();
1590 return 0;
1591 }
1592}
1593
1594/*
1595 * add_weight(object, weight) adds the specified weight to an object,
1596 * and also updates how much the environment(s) is/are carrying.
1597 */
1598
1599void
1600add_weight (object *op, signed long weight)
1601{
1602 while (op != NULL)
1603 {
1604 if (op->type == CONTAINER)
1605 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1606
1607 op->carrying += weight;
1608 op = op->env;
1609 } 1656 }
1610} 1657}
1611 1658
1612object * 1659object *
1613insert_ob_in_ob (object *op, object *where) 1660insert_ob_in_ob (object *op, object *where)
1618 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1665 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1619 free (dump); 1666 free (dump);
1620 return op; 1667 return op;
1621 } 1668 }
1622 1669
1623 if (where->head) 1670 if (where->head_ () != where)
1624 { 1671 {
1625 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1672 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1626 where = where->head; 1673 where = where->head;
1627 } 1674 }
1628 1675
1629 return where->insert (op); 1676 return where->insert (op);
1630} 1677}
1632/* 1679/*
1633 * env->insert (op) 1680 * env->insert (op)
1634 * This function inserts the object op in the linked list 1681 * This function inserts the object op in the linked list
1635 * inside the object environment. 1682 * inside the object environment.
1636 * 1683 *
1637 * The function returns now pointer to inserted item, and return value can 1684 * The function returns now pointer to inserted item, and return value can
1638 * be != op, if items are merged. -Tero 1685 * be != op, if items are merged. -Tero
1639 */ 1686 */
1640
1641object * 1687object *
1642object::insert (object *op) 1688object::insert (object *op)
1643{ 1689{
1644 object *tmp, *otmp;
1645
1646 if (!QUERY_FLAG (op, FLAG_REMOVED))
1647 op->remove ();
1648
1649 if (op->more) 1690 if (op->more)
1650 { 1691 {
1651 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1692 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1652 return op; 1693 return op;
1653 } 1694 }
1654 1695
1655 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1696 op->remove ();
1656 CLEAR_FLAG (op, FLAG_REMOVED); 1697
1698 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1699
1657 if (op->nrof) 1700 if (op->nrof)
1658 {
1659 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1701 for (object *tmp = inv; tmp; tmp = tmp->below)
1660 if (object::can_merge (tmp, op)) 1702 if (object::can_merge (tmp, op))
1661 { 1703 {
1662 /* return the original object and remove inserted object 1704 /* return the original object and remove inserted object
1663 (client needs the original object) */ 1705 (client prefers the original object) */
1706
1707 // carrying must be 0 for mergable objects
1708 weight_t oweight = weight_t (tmp->weight) * tmp->nrof;
1709
1664 tmp->nrof += op->nrof; 1710 tmp->nrof += op->nrof;
1665 /* Weight handling gets pretty funky. Since we are adding to 1711
1666 * tmp->nrof, we need to increase the weight. 1712 if (object *pl = tmp->visible_to ())
1667 */ 1713 esrv_update_item (UPD_NROF, pl, tmp);
1714
1668 add_weight (this, op->weight * op->nrof); 1715 adjust_weight (this, oweight, weight_t (tmp->weight) * tmp->nrof);
1669 SET_FLAG (op, FLAG_REMOVED); 1716
1670 op->destroy (); /* free the inserted object */ 1717 op->destroy ();
1671 op = tmp; 1718 op = tmp;
1672 op->remove (); /* and fix old object's links */ 1719 goto inserted;
1673 CLEAR_FLAG (op, FLAG_REMOVED);
1674 break;
1675 } 1720 }
1676 1721
1677 /* I assume combined objects have no inventory 1722 op->owner = 0; // it's his/hers now. period.
1678 * We add the weight - this object could have just been removed
1679 * (if it was possible to merge). calling remove_ob will subtract
1680 * the weight, so we need to add it in again, since we actually do
1681 * the linking below
1682 */
1683 add_weight (this, op->weight * op->nrof);
1684 }
1685 else
1686 add_weight (this, (op->weight + op->carrying));
1687
1688 otmp = this->in_player ();
1689 if (otmp && otmp->contr)
1690 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1691 otmp->update_stats ();
1692
1693 op->map = 0; 1723 op->map = 0;
1694 op->env = this; 1724 op->x = 0;
1725 op->y = 0;
1726
1695 op->above = 0; 1727 op->above = 0;
1696 op->below = 0; 1728 op->below = inv;
1697 op->x = 0, op->y = 0; 1729 op->env = this;
1698 1730
1731 if (inv)
1732 inv->above = op;
1733
1734 inv = op;
1735
1736 op->flag [FLAG_REMOVED] = 0;
1737
1738 if (object *pl = op->visible_to ())
1739 esrv_send_item (pl, op);
1740
1741 adjust_weight (this, 0, op->total_weight ());
1742
1743inserted:
1699 /* reset the light list and los of the players on the map */ 1744 /* reset the light list and los of the players on the map */
1700 if ((op->glow_radius != 0) && map) 1745 if (op->glow_radius && is_on_map ())
1701 { 1746 {
1702#ifdef DEBUG_LIGHTS 1747 update_stats ();
1703 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1704#endif /* DEBUG_LIGHTS */
1705 if (map->darkness)
1706 update_all_los (map, x, y); 1748 update_all_los (map, x, y);
1707 }
1708
1709 /* Client has no idea of ordering so lets not bother ordering it here.
1710 * It sure simplifies this function...
1711 */
1712 if (!inv)
1713 inv = op;
1714 else
1715 { 1749 }
1716 op->below = inv; 1750 else if (is_player ())
1717 op->below->above = op; 1751 // if this is a player's inventory, update stats
1718 inv = op; 1752 contr->queue_stats_update ();
1719 }
1720 1753
1721 INVOKE_OBJECT (INSERT, this); 1754 INVOKE_OBJECT (INSERT, this);
1722 1755
1723 return op; 1756 return op;
1724} 1757}
1742 * MSW 2001-07-08: Check all objects on space, not just those below 1775 * MSW 2001-07-08: Check all objects on space, not just those below
1743 * object being inserted. insert_ob_in_map may not put new objects 1776 * object being inserted. insert_ob_in_map may not put new objects
1744 * on top. 1777 * on top.
1745 */ 1778 */
1746int 1779int
1747check_move_on (object *op, object *originator) 1780check_move_on (object *op, object *originator, int flags)
1748{ 1781{
1782 if (op->flag [FLAG_NO_APPLY])
1783 return 0;
1784
1749 object *tmp; 1785 object *tmp;
1750 maptile *m = op->map; 1786 maptile *m = op->map;
1751 int x = op->x, y = op->y; 1787 int x = op->x, y = op->y;
1752 1788
1753 MoveType move_on, move_slow, move_block; 1789 mapspace &ms = m->at (x, y);
1754 1790
1755 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1791 ms.update ();
1756 return 0;
1757 1792
1758 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1793 MoveType move_on = ms.move_on;
1759 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1794 MoveType move_slow = ms.move_slow;
1760 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1795 MoveType move_block = ms.move_block;
1761 1796
1762 /* if nothing on this space will slow op down or be applied, 1797 /* if nothing on this space will slow op down or be applied,
1763 * no need to do checking below. have to make sure move_type 1798 * no need to do checking below. have to make sure move_type
1764 * is set, as lots of objects don't have it set - we treat that 1799 * is set, as lots of objects don't have it set - we treat that
1765 * as walking. 1800 * as walking.
1774 */ 1809 */
1775 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0) 1810 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1776 return 0; 1811 return 0;
1777 1812
1778 /* The objects have to be checked from top to bottom. 1813 /* The objects have to be checked from top to bottom.
1779 * Hence, we first go to the top: 1814 * Hence, we first go to the top:
1780 */ 1815 */
1781 1816 for (object *next, *tmp = ms.top; tmp; tmp = next)
1782 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1783 {
1784 /* Trim the search when we find the first other spell effect
1785 * this helps performance so that if a space has 50 spell objects,
1786 * we don't need to check all of them.
1787 */
1788 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1789 break;
1790 } 1817 {
1818 next = tmp->below;
1791 1819
1792 for (; tmp; tmp = tmp->below)
1793 {
1794 if (tmp == op) 1820 if (tmp == op)
1795 continue; /* Can't apply yourself */ 1821 continue; /* Can't apply yourself */
1796 1822
1797 /* Check to see if one of the movement types should be slowed down. 1823 /* Check to see if one of the movement types should be slowed down.
1798 * Second check makes sure that the movement types not being slowed 1824 * Second check makes sure that the movement types not being slowed
1799 * (~slow_move) is not blocked on this space - just because the 1825 * (~slow_move) is not blocked on this space - just because the
1800 * space doesn't slow down swimming (for example), if you can't actually 1826 * space doesn't slow down swimming (for example), if you can't actually
1801 * swim on that space, can't use it to avoid the penalty. 1827 * swim on that space, can't use it to avoid the penalty.
1802 */ 1828 */
1803 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1829 if (!op->flag [FLAG_WIZPASS])
1804 { 1830 {
1805 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1831 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1806 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1832 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1807 { 1833 {
1808
1809 float
1810 diff = tmp->move_slow_penalty * FABS (op->speed); 1834 float diff = tmp->move_slow_penalty * fabs (op->speed);
1811 1835
1812 if (op->type == PLAYER) 1836 if (op->is_player ())
1813 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1837 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1814 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1838 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1815 diff /= 4.0; 1839 diff /= 4.0;
1816 1840
1817 op->speed_left -= diff; 1841 op->speed_left -= diff;
1818 } 1842 }
1819 } 1843 }
1820 1844
1821 /* Basically same logic as above, except now for actual apply. */ 1845 /* Basically same logic as above, except now for actual apply. */
1822 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1846 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1823 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1847 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1824 { 1848 {
1849 if ((flags & INS_NO_AUTO_EXIT)
1850 && (tmp->type == EXIT || tmp->type == TELEPORTER
1851 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1852 continue;
1853
1825 move_apply (tmp, op, originator); 1854 move_apply (tmp, op, originator);
1826 1855
1827 if (op->destroyed ()) 1856 if (op->destroyed ())
1828 return 1; 1857 return 1;
1829 1858
1845 * The first matching object is returned, or NULL if none. 1874 * The first matching object is returned, or NULL if none.
1846 */ 1875 */
1847object * 1876object *
1848present_arch (const archetype *at, maptile *m, int x, int y) 1877present_arch (const archetype *at, maptile *m, int x, int y)
1849{ 1878{
1850 if (m == NULL || out_of_map (m, x, y)) 1879 if (!m || out_of_map (m, x, y))
1851 { 1880 {
1852 LOG (llevError, "Present_arch called outside map.\n"); 1881 LOG (llevError, "Present_arch called outside map.\n");
1853 return NULL; 1882 return NULL;
1854 } 1883 }
1855 1884
1856 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1885 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1857 if (tmp->arch == at) 1886 if (tmp->arch->archname == at->archname)
1858 return tmp; 1887 return tmp;
1859 1888
1860 return NULL; 1889 return NULL;
1861} 1890}
1862 1891
1872 { 1901 {
1873 LOG (llevError, "Present called outside map.\n"); 1902 LOG (llevError, "Present called outside map.\n");
1874 return NULL; 1903 return NULL;
1875 } 1904 }
1876 1905
1877 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1906 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1878 if (tmp->type == type) 1907 if (tmp->type == type)
1879 return tmp; 1908 return tmp;
1880 1909
1881 return NULL; 1910 return NULL;
1882} 1911}
1926 * The first matching object is returned, or NULL if none. 1955 * The first matching object is returned, or NULL if none.
1927 */ 1956 */
1928object * 1957object *
1929present_arch_in_ob (const archetype *at, const object *op) 1958present_arch_in_ob (const archetype *at, const object *op)
1930{ 1959{
1931 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1960 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1932 if (tmp->arch == at) 1961 if (tmp->arch->archname == at->archname)
1933 return tmp; 1962 return tmp;
1934 1963
1935 return NULL; 1964 return NULL;
1936} 1965}
1937 1966
1939 * activate recursively a flag on an object inventory 1968 * activate recursively a flag on an object inventory
1940 */ 1969 */
1941void 1970void
1942flag_inv (object *op, int flag) 1971flag_inv (object *op, int flag)
1943{ 1972{
1944 if (op->inv)
1945 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1973 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1946 { 1974 {
1947 SET_FLAG (tmp, flag); 1975 tmp->set_flag (flag);
1948 flag_inv (tmp, flag); 1976 flag_inv (tmp, flag);
1949 } 1977 }
1950} 1978}
1951 1979
1952/* 1980/*
1953 * deactivate recursively a flag on an object inventory 1981 * deactivate recursively a flag on an object inventory
1954 */ 1982 */
1955void 1983void
1956unflag_inv (object *op, int flag) 1984unflag_inv (object *op, int flag)
1957{ 1985{
1958 if (op->inv)
1959 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1986 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1960 { 1987 {
1961 CLEAR_FLAG (tmp, flag); 1988 tmp->clr_flag (flag);
1962 unflag_inv (tmp, flag); 1989 unflag_inv (tmp, flag);
1963 } 1990 }
1964}
1965
1966/*
1967 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1968 * all it's inventory (recursively).
1969 * If checksums are used, a player will get set_cheat called for
1970 * him/her-self and all object carried by a call to this function.
1971 */
1972void
1973set_cheat (object *op)
1974{
1975 SET_FLAG (op, FLAG_WAS_WIZ);
1976 flag_inv (op, FLAG_WAS_WIZ);
1977} 1991}
1978 1992
1979/* 1993/*
1980 * find_free_spot(object, map, x, y, start, stop) will search for 1994 * find_free_spot(object, map, x, y, start, stop) will search for
1981 * a spot at the given map and coordinates which will be able to contain 1995 * a spot at the given map and coordinates which will be able to contain
1983 * to search (see the freearr_x/y[] definition). 1997 * to search (see the freearr_x/y[] definition).
1984 * It returns a random choice among the alternatives found. 1998 * It returns a random choice among the alternatives found.
1985 * start and stop are where to start relative to the free_arr array (1,9 1999 * start and stop are where to start relative to the free_arr array (1,9
1986 * does all 4 immediate directions). This returns the index into the 2000 * does all 4 immediate directions). This returns the index into the
1987 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2001 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1988 * Note - this only checks to see if there is space for the head of the
1989 * object - if it is a multispace object, this should be called for all
1990 * pieces.
1991 * Note2: This function does correctly handle tiled maps, but does not 2002 * Note: This function does correctly handle tiled maps, but does not
1992 * inform the caller. However, insert_ob_in_map will update as 2003 * inform the caller. However, insert_ob_in_map will update as
1993 * necessary, so the caller shouldn't need to do any special work. 2004 * necessary, so the caller shouldn't need to do any special work.
1994 * Note - updated to take an object instead of archetype - this is necessary 2005 * Note - updated to take an object instead of archetype - this is necessary
1995 * because arch_blocked (now ob_blocked) needs to know the movement type 2006 * because arch_blocked (now ob_blocked) needs to know the movement type
1996 * to know if the space in question will block the object. We can't use 2007 * to know if the space in question will block the object. We can't use
1997 * the archetype because that isn't correct if the monster has been 2008 * the archetype because that isn't correct if the monster has been
1998 * customized, changed states, etc. 2009 * customized, changed states, etc.
1999 */ 2010 */
2000int 2011int
2001find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2012find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2002{ 2013{
2003 int index = 0, flag;
2004 int altern[SIZEOFFREE]; 2014 int altern[SIZEOFFREE];
2015 int index = 0;
2005 2016
2006 for (int i = start; i < stop; i++) 2017 for (int i = start; i < stop; i++)
2007 { 2018 {
2008 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2019 mapxy pos (m, x, y); pos.move (i);
2009 if (!flag) 2020
2021 if (!pos.normalise ())
2022 continue;
2023
2024 mapspace &ms = *pos;
2025
2026 if (ms.flags () & P_IS_ALIVE)
2027 continue;
2028
2029 /* However, often
2030 * ob doesn't have any move type (when used to place exits)
2031 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2032 */
2033 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2034 {
2010 altern [index++] = i; 2035 altern [index++] = i;
2036 continue;
2037 }
2011 2038
2012 /* Basically, if we find a wall on a space, we cut down the search size. 2039 /* Basically, if we find a wall on a space, we cut down the search size.
2013 * In this way, we won't return spaces that are on another side of a wall. 2040 * In this way, we won't return spaces that are on another side of a wall.
2014 * This mostly work, but it cuts down the search size in all directions - 2041 * This mostly work, but it cuts down the search size in all directions -
2015 * if the space being examined only has a wall to the north and empty 2042 * if the space being examined only has a wall to the north and empty
2016 * spaces in all the other directions, this will reduce the search space 2043 * spaces in all the other directions, this will reduce the search space
2017 * to only the spaces immediately surrounding the target area, and 2044 * to only the spaces immediately surrounding the target area, and
2018 * won't look 2 spaces south of the target space. 2045 * won't look 2 spaces south of the target space.
2019 */ 2046 */
2020 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2047 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2048 {
2021 stop = maxfree[i]; 2049 stop = maxfree[i];
2050 continue;
2051 }
2052
2053 /* Note it is intentional that we check ob - the movement type of the
2054 * head of the object should correspond for the entire object.
2055 */
2056 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2057 continue;
2058
2059 if (ob->blocked (pos.m, pos.x, pos.y))
2060 continue;
2061
2062 altern [index++] = i;
2022 } 2063 }
2023 2064
2024 if (!index) 2065 if (!index)
2025 return -1; 2066 return -1;
2026 2067
2027 return altern[RANDOM () % index]; 2068 return altern [rndm (index)];
2028} 2069}
2029 2070
2030/* 2071/*
2031 * find_first_free_spot(archetype, maptile, x, y) works like 2072 * find_first_free_spot(archetype, maptile, x, y) works like
2032 * find_free_spot(), but it will search max number of squares. 2073 * find_free_spot(), but it will search max number of squares.
2035 */ 2076 */
2036int 2077int
2037find_first_free_spot (const object *ob, maptile *m, int x, int y) 2078find_first_free_spot (const object *ob, maptile *m, int x, int y)
2038{ 2079{
2039 for (int i = 0; i < SIZEOFFREE; i++) 2080 for (int i = 0; i < SIZEOFFREE; i++)
2040 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2081 if (!ob->blocked (m, x + DIRX (i), y + DIRY (i)))
2041 return i; 2082 return i;
2042 2083
2043 return -1; 2084 return -1;
2044} 2085}
2045 2086
2053{ 2094{
2054 arr += begin; 2095 arr += begin;
2055 end -= begin; 2096 end -= begin;
2056 2097
2057 while (--end) 2098 while (--end)
2058 swap (arr [end], arr [RANDOM () % (end + 1)]); 2099 swap (arr [end], arr [rndm (end + 1)]);
2059} 2100}
2060 2101
2061/* new function to make monster searching more efficient, and effective! 2102/* new function to make monster searching more efficient, and effective!
2062 * This basically returns a randomized array (in the passed pointer) of 2103 * This basically returns a randomized array (in the passed pointer) of
2063 * the spaces to find monsters. In this way, it won't always look for 2104 * the spaces to find monsters. In this way, it won't always look for
2064 * monsters to the north first. However, the size of the array passed 2105 * monsters to the north first. However, the size of the array passed
2065 * covers all the spaces, so within that size, all the spaces within 2106 * covers all the spaces, so within that size, all the spaces within
2066 * the 3x3 area will be searched, just not in a predictable order. 2107 * the 3x3 area will be searched, just not in a predictable order.
2091 * there is capable of. 2132 * there is capable of.
2092 */ 2133 */
2093int 2134int
2094find_dir (maptile *m, int x, int y, object *exclude) 2135find_dir (maptile *m, int x, int y, object *exclude)
2095{ 2136{
2096 int i, max = SIZEOFFREE, mflags; 2137 int max = SIZEOFFREE;
2097
2098 sint16 nx, ny;
2099 object *tmp;
2100 maptile *mp;
2101
2102 MoveType blocked, move_type; 2138 MoveType move_type;
2103 2139
2104 if (exclude && exclude->head) 2140 if (exclude && exclude->head_ () != exclude)
2105 { 2141 {
2106 exclude = exclude->head; 2142 exclude = exclude->head;
2107 move_type = exclude->move_type; 2143 move_type = exclude->move_type;
2108 } 2144 }
2109 else 2145 else
2110 { 2146 {
2111 /* If we don't have anything, presume it can use all movement types. */ 2147 /* If we don't have anything, presume it can use all movement types. */
2112 move_type = MOVE_ALL; 2148 move_type = MOVE_ALL;
2113 } 2149 }
2114 2150
2115 for (i = 1; i < max; i++) 2151 for (int i = 1; i < max; i++)
2116 { 2152 {
2117 mp = m; 2153 mapxy pos (m, x, y);
2118 nx = x + freearr_x[i]; 2154 pos.move (i);
2119 ny = y + freearr_y[i];
2120 2155
2121 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2156 if (!pos.normalise ())
2122
2123 if (mflags & P_OUT_OF_MAP)
2124 max = maxfree[i]; 2157 max = maxfree[i];
2125 else 2158 else
2126 { 2159 {
2127 mapspace &ms = mp->at (nx, ny); 2160 mapspace &ms = *pos;
2128 2161
2129 blocked = ms.move_block;
2130
2131 if ((move_type & blocked) == move_type) 2162 if ((move_type & ms.move_block) == move_type)
2132 max = maxfree[i]; 2163 max = maxfree [i];
2133 else if (mflags & P_IS_ALIVE) 2164 else if (ms.flags () & P_IS_ALIVE)
2134 { 2165 {
2135 for (tmp = ms.bot; tmp; tmp = tmp->above) 2166 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2136 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2167 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2137 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2168 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2138 break;
2139
2140 if (tmp)
2141 return freedir[i]; 2169 return freedir [i];
2142 } 2170 }
2143 } 2171 }
2144 } 2172 }
2145 2173
2146 return 0; 2174 return 0;
2155{ 2183{
2156 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2184 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2157} 2185}
2158 2186
2159/* 2187/*
2160 * find_dir_2(delta-x,delta-y) will return a direction in which 2188 * find_dir_2(delta-x,delta-y) will return a direction value
2161 * an object which has subtracted the x and y coordinates of another 2189 * for running into direct [dx, dy].
2162 * object, needs to travel toward it. 2190 * (the opposite of crossfire's find_dir_2!)
2163 */ 2191 */
2164int 2192int
2165find_dir_2 (int x, int y) 2193find_dir_2 (int x, int y)
2166{ 2194{
2195#if 1 // new algorithm
2196 // this works by putting x, y into 16 sectors, which
2197 // are not equal sized, but are a better approximation
2198 // then the old algorithm, and then using a mapping
2199 // table to map it into a direction value.
2200 // basically, it maps these comparisons to each bit
2201 // bit #3: x < 0
2202 // bit #2: y < 0
2203 // bit #1: x > y
2204 // bit #0: x > 2y
2205
2206 static const uint8 dir[16] = {
2207 4, 5, 4, 3,
2208 2, 1, 2, 3,
2209 6, 5, 6, 7,
2210 8, 1, 8, 7,
2211 };
2212 int sector = 0;
2213
2214 // this is a bit ugly, but more likely to result in branchless code
2215 sector |= x < 0 ? 8 : 0;
2216 x = x < 0 ? -x : x; // abs
2217
2218 sector |= y < 0 ? 4 : 0;
2219 y = y < 0 ? -y : y; // abs
2220
2221 if (x > y)
2222 {
2223 sector |= 2;
2224
2225 if (x > y * 2)
2226 sector |= 1;
2227 }
2228 else
2229 {
2230 if (y > x * 2)
2231 sector |= 1;
2232 else if (!y)
2233 return 0; // x == 0 here
2234 }
2235
2236 return dir [sector];
2237#else // old algorithm
2167 int q; 2238 int q;
2168 2239
2169 if (y) 2240 if (y)
2170 q = x * 100 / y; 2241 q = 128 * x / y;
2171 else if (x) 2242 else if (x)
2172 q = -300 * x; 2243 q = -512 * x; // to make it > 309
2173 else 2244 else
2174 return 0; 2245 return 0;
2175 2246
2176 if (y > 0) 2247 if (y > 0)
2177 { 2248 {
2178 if (q < -242) 2249 if (q < -309) return 7;
2250 if (q < -52) return 6;
2251 if (q < 52) return 5;
2252 if (q < 309) return 4;
2253
2179 return 3; 2254 return 3;
2180 if (q < -41) 2255 }
2181 return 2; 2256 else
2182 if (q < 41) 2257 {
2183 return 1; 2258 if (q < -309) return 3;
2184 if (q < 242) 2259 if (q < -52) return 2;
2185 return 8; 2260 if (q < 52) return 1;
2261 if (q < 309) return 8;
2262
2186 return 7; 2263 return 7;
2187 } 2264 }
2188 2265#endif
2189 if (q < -242)
2190 return 7;
2191 if (q < -41)
2192 return 6;
2193 if (q < 41)
2194 return 5;
2195 if (q < 242)
2196 return 4;
2197
2198 return 3;
2199}
2200
2201/*
2202 * absdir(int): Returns a number between 1 and 8, which represent
2203 * the "absolute" direction of a number (it actually takes care of
2204 * "overflow" in previous calculations of a direction).
2205 */
2206
2207int
2208absdir (int d)
2209{
2210 while (d < 1)
2211 d += 8;
2212
2213 while (d > 8)
2214 d -= 8;
2215
2216 return d;
2217} 2266}
2218 2267
2219/* 2268/*
2220 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2269 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2221 * between two directions (which are expected to be absolute (see absdir()) 2270 * between two directions (which are expected to be absolute (see absdir())
2222 */ 2271 */
2223
2224int 2272int
2225dirdiff (int dir1, int dir2) 2273dirdiff (int dir1, int dir2)
2226{ 2274{
2227 int d;
2228
2229 d = abs (dir1 - dir2); 2275 int d = abs (dir1 - dir2);
2230 if (d > 4)
2231 d = 8 - d;
2232 2276
2233 return d; 2277 return d > 4 ? 8 - d : d;
2234} 2278}
2235 2279
2236/* peterm: 2280/* peterm:
2237 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2281 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2238 * Basically, this is a table of directions, and what directions 2282 * Basically, this is a table of directions, and what directions
2240 * This basically means that if direction is 15, then it could either go 2284 * This basically means that if direction is 15, then it could either go
2241 * direction 4, 14, or 16 to get back to where we are. 2285 * direction 4, 14, or 16 to get back to where we are.
2242 * Moved from spell_util.c to object.c with the other related direction 2286 * Moved from spell_util.c to object.c with the other related direction
2243 * functions. 2287 * functions.
2244 */ 2288 */
2245int reduction_dir[SIZEOFFREE][3] = { 2289static const int reduction_dir[SIZEOFFREE][3] = {
2246 {0, 0, 0}, /* 0 */ 2290 {0, 0, 0}, /* 0 */
2247 {0, 0, 0}, /* 1 */ 2291 {0, 0, 0}, /* 1 */
2248 {0, 0, 0}, /* 2 */ 2292 {0, 0, 0}, /* 2 */
2249 {0, 0, 0}, /* 3 */ 2293 {0, 0, 0}, /* 3 */
2250 {0, 0, 0}, /* 4 */ 2294 {0, 0, 0}, /* 4 */
2307 int mflags; 2351 int mflags;
2308 2352
2309 if (dir < 0) 2353 if (dir < 0)
2310 return 0; /* exit condition: invalid direction */ 2354 return 0; /* exit condition: invalid direction */
2311 2355
2312 dx = x + freearr_x[dir]; 2356 dx = x + DIRX (dir);
2313 dy = y + freearr_y[dir]; 2357 dy = y + DIRY (dir);
2314 2358
2315 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy); 2359 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2316 2360
2317 /* This functional arguably was incorrect before - it was 2361 /* This functional arguably was incorrect before - it was
2318 * checking for P_WALL - that was basically seeing if 2362 * checking for P_WALL - that was basically seeing if
2341 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2385 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2342 * core dumps if they do. 2386 * core dumps if they do.
2343 * 2387 *
2344 * Add a check so we can't pick up invisible objects (0.93.8) 2388 * Add a check so we can't pick up invisible objects (0.93.8)
2345 */ 2389 */
2346
2347int 2390int
2348can_pick (const object *who, const object *item) 2391can_pick (const object *who, const object *item)
2349{ 2392{
2350 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2393 return /*who->flag [FLAG_WIZ]|| */
2351 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2394 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2352 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2395 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2353} 2396}
2397
2398//-GPL
2354 2399
2355/* 2400/*
2356 * create clone from object to another 2401 * create clone from object to another
2357 */ 2402 */
2358object * 2403object *
2359object_create_clone (object *asrc) 2404object::deep_clone ()
2360{ 2405{
2361 object *dst = 0, *tmp, *src, *part, *prev, *item; 2406 assert (("deep_clone called on non-head object", is_head ()));
2362 2407
2363 if (!asrc) 2408 object *dst = clone ();
2364 return 0;
2365 2409
2366 src = asrc; 2410 object *prev = dst;
2367 if (src->head)
2368 src = src->head;
2369
2370 prev = 0;
2371 for (part = src; part; part = part->more) 2411 for (object *part = this->more; part; part = part->more)
2372 { 2412 {
2373 tmp = part->clone (); 2413 object *tmp = part->clone ();
2374 tmp->x -= src->x;
2375 tmp->y -= src->y;
2376
2377 if (!part->head)
2378 {
2379 dst = tmp;
2380 tmp->head = 0;
2381 }
2382 else
2383 tmp->head = dst; 2414 tmp->head = dst;
2384
2385 tmp->more = 0;
2386
2387 if (prev)
2388 prev->more = tmp; 2415 prev->more = tmp;
2389
2390 prev = tmp; 2416 prev = tmp;
2391 } 2417 }
2392 2418
2393 for (item = src->inv; item; item = item->below) 2419 for (object *item = inv; item; item = item->below)
2394 insert_ob_in_ob (object_create_clone (item), dst); 2420 insert_ob_in_ob (item->deep_clone (), dst);
2395 2421
2396 return dst; 2422 return dst;
2397}
2398
2399/* GROS - Creates an object using a string representing its content. */
2400/* Basically, we save the content of the string to a temp file, then call */
2401/* load_object on it. I admit it is a highly inefficient way to make things, */
2402/* but it was simple to make and allows reusing the load_object function. */
2403/* Remember not to use load_object_str in a time-critical situation. */
2404/* Also remember that multiparts objects are not supported for now. */
2405object *
2406load_object_str (const char *obstr)
2407{
2408 object *op;
2409 char filename[MAX_BUF];
2410
2411 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2412
2413 FILE *tempfile = fopen (filename, "w");
2414
2415 if (tempfile == NULL)
2416 {
2417 LOG (llevError, "Error - Unable to access load object temp file\n");
2418 return NULL;
2419 }
2420
2421 fprintf (tempfile, obstr);
2422 fclose (tempfile);
2423
2424 op = object::create ();
2425
2426 object_thawer thawer (filename);
2427
2428 if (thawer)
2429 load_object (thawer, op, 0);
2430
2431 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2432 CLEAR_FLAG (op, FLAG_REMOVED);
2433
2434 return op;
2435} 2423}
2436 2424
2437/* This returns the first object in who's inventory that 2425/* This returns the first object in who's inventory that
2438 * has the same type and subtype match. 2426 * has the same type and subtype match.
2439 * returns NULL if no match. 2427 * returns NULL if no match.
2446 return tmp; 2434 return tmp;
2447 2435
2448 return 0; 2436 return 0;
2449} 2437}
2450 2438
2451/* If ob has a field named key, return the link from the list, 2439/* Zero the key_values on op, decrementing the shared-string
2452 * otherwise return NULL. 2440 * refcounts and freeing the links.
2453 * 2441 */
2454 * key must be a passed in shared string - otherwise, this won't 2442void
2455 * do the desired thing. 2443key_values::clear ()
2456 */
2457key_value *
2458get_ob_key_link (const object *ob, const char *key)
2459{ 2444{
2460 for (key_value *link = ob->key_values; link; link = link->next) 2445 for (key_value *kvp = first; kvp; )
2446 {
2447 key_value *next = kvp->next;
2448 delete kvp;
2449 kvp = next;
2450 }
2451
2452 first = 0;
2453}
2454
2455shstr_tmp
2456key_values::get (shstr_tmp key) const
2457{
2458 for (key_value *kv = first; kv; kv = kv->next)
2461 if (link->key == key) 2459 if (kv->key == key)
2462 return link;
2463
2464 return 0;
2465}
2466
2467/*
2468 * Returns the value of op has an extra_field for key, or NULL.
2469 *
2470 * The argument doesn't need to be a shared string.
2471 *
2472 * The returned string is shared.
2473 */
2474const char *
2475get_ob_key_value (const object *op, const char *const key)
2476{
2477 key_value *link;
2478 shstr_cmp canonical_key (key);
2479
2480 if (!canonical_key)
2481 {
2482 /* 1. There being a field named key on any object
2483 * implies there'd be a shared string to find.
2484 * 2. Since there isn't, no object has this field.
2485 * 3. Therefore, *this* object doesn't have this field.
2486 */
2487 return 0;
2488 }
2489
2490 /* This is copied from get_ob_key_link() above -
2491 * only 4 lines, and saves the function call overhead.
2492 */
2493 for (link = op->key_values; link; link = link->next)
2494 if (link->key == canonical_key)
2495 return link->value; 2460 return kv->value;
2496 2461
2497 return 0; 2462 return shstr ();
2498} 2463}
2499 2464
2500 2465void
2501/* 2466key_values::add (shstr_tmp key, shstr_tmp value)
2502 * Updates the canonical_key in op to value.
2503 *
2504 * canonical_key is a shared string (value doesn't have to be).
2505 *
2506 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2507 * keys.
2508 *
2509 * Returns TRUE on success.
2510 */
2511int
2512set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2513{ 2467{
2514 key_value *field = NULL, *last = NULL; 2468 key_value *kv = new key_value;
2515 2469
2516 for (field = op->key_values; field != NULL; field = field->next) 2470 kv->next = first;
2517 { 2471 kv->key = key;
2518 if (field->key != canonical_key) 2472 kv->value = value;
2473
2474 first = kv;
2475}
2476
2477void
2478key_values::set (shstr_tmp key, shstr_tmp value)
2479{
2480 for (key_value *kv = first; kv; kv = kv->next)
2481 if (kv->key == key)
2519 { 2482 {
2520 last = field; 2483 kv->value = value;
2521 continue; 2484 return;
2522 } 2485 }
2523 2486
2524 if (value) 2487 add (key, value);
2525 field->value = value; 2488}
2526 else 2489
2490void
2491key_values::del (shstr_tmp key)
2492{
2493 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2494 if ((*kvp)->key == key)
2527 { 2495 {
2528 /* Basically, if the archetype has this key set, 2496 key_value *kv = *kvp;
2529 * we need to store the null value so when we save 2497 *kvp = (*kvp)->next;
2530 * it, we save the empty value so that when we load, 2498 delete kv;
2531 * we get this value back again. 2499 return;
2532 */
2533 if (get_ob_key_link (&op->arch->clone, canonical_key))
2534 field->value = 0;
2535 else
2536 {
2537 if (last)
2538 last->next = field->next;
2539 else
2540 op->key_values = field->next;
2541
2542 delete field;
2543 }
2544 } 2500 }
2545 return TRUE; 2501}
2502
2503void
2504key_values::reverse ()
2505{
2506 key_value *prev = 0;
2507 key_value *head = first;
2508
2509 while (head)
2546 } 2510 {
2547 /* IF we get here, key doesn't exist */ 2511 key_value *node = head;
2512 head = head->next;
2513 node->next = prev;
2514 prev = node;
2515 }
2548 2516
2549 /* No field, we'll have to add it. */ 2517 first = prev;
2550
2551 if (!add_key)
2552 return FALSE;
2553
2554 /* There isn't any good reason to store a null
2555 * value in the key/value list. If the archetype has
2556 * this key, then we should also have it, so shouldn't
2557 * be here. If user wants to store empty strings,
2558 * should pass in ""
2559 */
2560 if (value == NULL)
2561 return TRUE;
2562
2563 field = new key_value;
2564
2565 field->key = canonical_key;
2566 field->value = value;
2567 /* Usual prepend-addition. */
2568 field->next = op->key_values;
2569 op->key_values = field;
2570
2571 return TRUE;
2572} 2518}
2573 2519
2574/* 2520key_values &
2575 * Updates the key in op to value. 2521key_values::operator =(const key_values &kv)
2576 *
2577 * If add_key is FALSE, this will only update existing keys,
2578 * and not add new ones.
2579 * In general, should be little reason FALSE is ever passed in for add_key
2580 *
2581 * Returns TRUE on success.
2582 */
2583int
2584set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2585{ 2522{
2586 shstr key_ (key); 2523 clear ();
2587 2524
2588 return set_ob_key_value_s (op, key_, value, add_key); 2525 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2526 add (kvp->key, kvp->value);
2527
2528 reverse ();
2589} 2529}
2590 2530
2591object::depth_iterator::depth_iterator (object *container) 2531object::depth_iterator::depth_iterator (object *container)
2592: iterator_base (container) 2532: iterator_base (container)
2593{ 2533{
2606 item = item->inv; 2546 item = item->inv;
2607 } 2547 }
2608 else 2548 else
2609 item = item->env; 2549 item = item->env;
2610} 2550}
2611
2612 2551
2613const char * 2552const char *
2614object::flag_desc (char *desc, int len) const 2553object::flag_desc (char *desc, int len) const
2615{ 2554{
2616 char *p = desc; 2555 char *p = desc;
2644{ 2583{
2645 char flagdesc[512]; 2584 char flagdesc[512];
2646 char info2[256 * 4]; 2585 char info2[256 * 4];
2647 char *p = info; 2586 char *p = info;
2648 2587
2649 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2588 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2650 count, uuid.seq, 2589 count,
2590 uuid.c_str (),
2651 &name, 2591 &name,
2652 title ? "\",title:" : "", 2592 title ? ",title:\"" : "",
2653 title ? (const char *)title : "", 2593 title ? (const char *)title : "",
2594 title ? "\"" : "",
2654 flag_desc (flagdesc, 512), type); 2595 flag_desc (flagdesc, 512), type);
2655 2596
2656 if (env) 2597 if (!flag[FLAG_REMOVED] && env)
2657 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2598 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2658 2599
2659 if (map) 2600 if (map)
2660 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2601 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2661 2602
2663} 2604}
2664 2605
2665const char * 2606const char *
2666object::debug_desc () const 2607object::debug_desc () const
2667{ 2608{
2668 static char info[256 * 4]; 2609 static char info[3][256 * 4];
2610 static int info_idx;
2611
2669 return debug_desc (info); 2612 return debug_desc (info [++info_idx % 3]);
2670} 2613}
2671 2614
2615struct region *
2616object::region () const
2617{
2618 return map ? map->region (x, y)
2619 : region::default_region ();
2620}
2621
2622//+GPL
2623
2624void
2625object::open_container (object *new_container)
2626{
2627 if (container == new_container)
2628 return;
2629
2630 object *old_container = container;
2631
2632 if (old_container)
2633 {
2634 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2635 return;
2636
2637#if 0
2638 // remove the "Close old_container" object.
2639 if (object *closer = old_container->inv)
2640 if (closer->type == CLOSE_CON)
2641 closer->destroy ();
2642#endif
2643
2644 // make sure the container is available
2645 esrv_send_item (this, old_container);
2646
2647 old_container->flag [FLAG_APPLIED] = false;
2648 container = 0;
2649
2650 // client needs item update to make it work, client bug requires this to be separate
2651 esrv_update_item (UPD_FLAGS, this, old_container);
2652
2653 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2654 play_sound (sound_find ("chest_close"));
2655 }
2656
2657 if (new_container)
2658 {
2659 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2660 return;
2661
2662 // TODO: this does not seem to serve any purpose anymore?
2663#if 0
2664 // insert the "Close Container" object.
2665 if (archetype *closer = new_container->other_arch)
2666 {
2667 object *closer = new_container->other_arch->instance ();
2668 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2669 new_container->insert (closer);
2670 }
2671#endif
2672
2673 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2674
2675 // make sure the container is available, client bug requires this to be separate
2676 esrv_send_item (this, new_container);
2677
2678 new_container->flag [FLAG_APPLIED] = true;
2679 container = new_container;
2680
2681 // client needs flag change
2682 esrv_update_item (UPD_FLAGS, this, new_container);
2683 esrv_send_inventory (this, new_container);
2684 play_sound (sound_find ("chest_open"));
2685 }
2686// else if (!old_container->env && contr && contr->ns)
2687// contr->ns->floorbox_reset ();
2688}
2689
2690//-GPL
2691
2692// prefetch some flat area around the player
2693static void
2694prefetch_surrounding_area (object *op, maptile *map, int range)
2695{
2696 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2697 op->x - range , op->y - range ,
2698 op->x + range + 1, op->y + range + 1);
2699 rect->m;
2700 ++rect)
2701 {
2702 rect->m->touch ();
2703 rect->m->activate ();
2704 }
2705}
2706
2707// prefetch a generous area around the player, also up and down
2708void
2709object::prefetch_surrounding_maps ()
2710{
2711 prefetch_surrounding_area (this, map, 40);
2712
2713 if (maptile *m = map->tile_available (TILE_DOWN))
2714 prefetch_surrounding_area (this, m, 20);
2715
2716 if (maptile *m = map->tile_available (TILE_UP))
2717 prefetch_surrounding_area (this, m, 20);
2718}
2719
2720//+GPL
2721
2722object *
2723object::force_find (shstr_tmp name)
2724{
2725 /* cycle through his inventory to look for the MARK we want to
2726 * place
2727 */
2728 for (object *tmp = inv; tmp; tmp = tmp->below)
2729 if (tmp->type == FORCE && tmp->slaying == name)
2730 return splay (tmp);
2731
2732 return 0;
2733}
2734
2735void
2736object::force_set_timer (int duration)
2737{
2738 this->duration = 1;
2739 this->speed_left = -1.f;
2740
2741 this->set_speed (duration ? 1.f / duration : 0.f);
2742}
2743
2744object *
2745object::force_add (shstr_tmp name, int duration)
2746{
2747 if (object *force = force_find (name))
2748 force->destroy ();
2749
2750 object *force = archetype::get (FORCE_NAME);
2751
2752 force->slaying = name;
2753 force->force_set_timer (duration);
2754 force->flag [FLAG_APPLIED] = true;
2755
2756 return insert (force);
2757}
2758
2759void
2760object::play_sound (faceidx sound) const
2761{
2762 if (!sound)
2763 return;
2764
2765 if (is_on_map ())
2766 map->play_sound (sound, x, y);
2767 else if (object *pl = in_player ())
2768 pl->contr->play_sound (sound);
2769}
2770
2771void
2772object::say_msg (const char *msg) const
2773{
2774 if (is_on_map ())
2775 map->say_msg (msg, x, y);
2776 else if (object *pl = in_player ())
2777 pl->contr->play_sound (sound);
2778}
2779
2780void
2781object::make_noise ()
2782{
2783 // we do not model noise in the map, so instead put
2784 // a temporary light into the noise source
2785 // could use the map instead, but that's less reliable for our
2786 // goal, which is to make invisibility a bit harder to exploit
2787
2788 // currently only works sensibly for players
2789 if (!is_player ())
2790 return;
2791
2792 // find old force, or create new one
2793 object *force = force_find (shstr_noise_force);
2794
2795 if (force)
2796 force->speed_left = -1.f; // patch old speed up
2797 else
2798 {
2799 force = archetype::get (shstr_noise_force);
2800
2801 force->slaying = shstr_noise_force;
2802 force->stats.food = 1;
2803 force->speed_left = -1.f;
2804
2805 force->set_speed (1.f / 4.f);
2806 force->flag [FLAG_IS_USED_UP] = true;
2807 force->flag [FLAG_APPLIED] = true;
2808
2809 insert (force);
2810 }
2811}
2812
2813void object::change_move_type (MoveType mt)
2814{
2815 if (move_type == mt)
2816 return;
2817
2818 if (is_on_map ())
2819 {
2820 // we are on the map, so handle move_on/off effects
2821 remove ();
2822 move_type = mt;
2823 map->insert (this, x, y, this);
2824 }
2825 else
2826 move_type = mt;
2827}
2828
2829/* object should be a player.
2830 * we return the object the player has marked with the 'mark' command
2831 * below. If no match is found (or object has changed), we return
2832 * NULL. We leave it up to the calling function to print messages if
2833 * nothing is found.
2834 */
2835object *
2836object::mark () const
2837{
2838 if (contr && contr->mark && contr->mark->env == this)
2839 return contr->mark;
2840 else
2841 return 0;
2842}
2843
2844// put marked object first in the inventory
2845// this is used by identify-like spells so players can influence
2846// the order a bit.
2847void
2848object::splay_marked ()
2849{
2850 if (object *marked = mark ())
2851 splay (marked);
2852}
2853

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