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Comparing deliantra/server/common/object.C (file contents):
Revision 1.91 by elmex, Tue Dec 26 10:51:52 2006 UTC vs.
Revision 1.368 by root, Wed Dec 5 19:03:26 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 (ecb_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 *
190 * Check nrof variable *before* calling can_merge() 271 * Check nrof variable *before* calling can_merge()
191 * 272 *
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 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 276bool object::can_merge_slow (object *ob1, object *ob2)
197{ 277{
198 /* A couple quicksanity checks */ 278 /* A couple quick sanity checks */
199 if (ob1 == ob2 279 if (ob1 == ob2
200 || ob1->type != ob2->type 280 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value 281 || ob1->value != ob2->value
203 || 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)
204 return 0; 285 return 0;
205 286
206 //TODO: this ain't working well, use nicer and correct overflow check
207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 287 /* Do not merge objects if nrof would overflow, assume nrof
208 * value could not be stored in a sint32 (which unfortunately sometimes is 288 * is always 0 .. 2**31-1 */
209 * used to store nrof). 289 if (ob1->nrof > 0x7fffffff - ob2->nrof)
210 */
211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
212 return 0; 290 return 0;
213 291
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 292 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * This is to the comparison of the flags below will be OK. We 293 * This is to the comparison of the flags below will be OK. We
216 * just can't ignore the been applied or identified flags, as they 294 * just can't ignore the been applied or identified flags, as they
217 * are not equal - just if it has been identified, the been_applied 295 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning. 296 * flags lose any meaning.
219 */ 297 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 298 if (ob1->flag [FLAG_IDENTIFIED])
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 299 ob1->set_flag (FLAG_BEEN_APPLIED);
222 300
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 301 if (ob2->flag [FLAG_IDENTIFIED])
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 302 ob2->set_flag (FLAG_BEEN_APPLIED);
225 303
226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 304 if (ob1->arch->archname != ob2->arch->archname
227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 305 || ob1->name != ob2->name
229 || ob1->title != ob2->title 306 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 307 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 308 || ob1->weight != ob2->weight
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
234 || ob1->attacktype != ob2->attacktype 309 || ob1->attacktype != ob2->attacktype
235 || ob1->magic != ob2->magic 310 || ob1->magic != ob2->magic
236 || ob1->slaying != ob2->slaying 311 || ob1->slaying != ob2->slaying
237 || ob1->skill != ob2->skill 312 || ob1->skill != ob2->skill
238 || ob1->value != ob2->value 313 || ob1->value != ob2->value
239 || 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
240 || ob1->client_type != ob2->client_type 316 || ob1->client_type != ob2->client_type
241 || ob1->materialname != ob2->materialname 317 || ob1->material != ob2->material
242 || ob1->lore != ob2->lore 318 || ob1->lore != ob2->lore
243 || ob1->subtype != ob2->subtype 319 || ob1->subtype != ob2->subtype
244 || ob1->move_type != ob2->move_type 320 || ob1->move_type != ob2->move_type
245 || ob1->move_block != ob2->move_block 321 || ob1->move_block != ob2->move_block
246 || ob1->move_allow != ob2->move_allow 322 || ob1->move_allow != ob2->move_allow
247 || ob1->move_on != ob2->move_on 323 || ob1->move_on != ob2->move_on
248 || ob1->move_off != ob2->move_off 324 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow 325 || ob1->move_slow != ob2->move_slow
250 || 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)))
251 return 0; 329 return 0;
252 330
331 if ((ob1->flag ^ ob2->flag)
332 .reset (FLAG_INV_LOCKED)
333 .reset (FLAG_REMOVED)
334 .any ())
335 return 0;
336
253 /* This is really a spellbook check - really, we should 337 /* This is really a spellbook check - we should in general
254 * check all objects in the inventory. 338 * not merge objects with real inventories, as splitting them
339 * is hard.
255 */ 340 */
256 if (ob1->inv || ob2->inv) 341 if (ob1->inv || ob2->inv)
257 { 342 {
258 /* if one object has inventory but the other doesn't, not equiv */ 343 if (!(ob1->inv && ob2->inv))
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 344 return 0; /* inventories differ in length */
260 return 0;
261 345
262 /* 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
263 if (!object::can_merge (ob1->inv, ob2->inv)) 349 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0; 350 return 0; /* inventory objects differ */
265 351
266 /* 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
267 * if it is valid. 353 * if it is valid.
268 */ 354 */
269 } 355 }
270 356
271 /* 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,
272 * 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
273 * some items equipped, and we don't want those to merge. 359 * some items equipped, and we don't want those to merge.
274 */ 360 */
275 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 361 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
276 return 0; 362 return 0;
277 363
278 /* 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
279 * 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
280 * check? 366 * check?
281 */ 367 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 368 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
283 return 0; 369 return 0;
284 370
285 switch (ob1->type) 371 switch (ob1->type)
286 { 372 {
287 case SCROLL: 373 case SCROLL:
288 if (ob1->level != ob2->level) 374 if (ob1->level != ob2->level)
289 return 0; 375 return 0;
290 break; 376 break;
291 } 377 }
292 378
293 if (ob1->key_values != NULL || ob2->key_values != NULL) 379 if (!ob1->kv.empty () || !ob2->kv.empty ())
294 { 380 {
295 /* At least one of these has key_values. */ 381 /* At least one of these has key_values. */
296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 382 if (ob1->kv.empty () != ob2->kv.empty ())
297 /* 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))
298 return 0; 386 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0;
301 } 387 }
302 388
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self) 389 if (ob1->self || ob2->self)
305 { 390 {
306 ob1->optimise (); 391 ob1->optimise ();
307 ob2->optimise (); 392 ob2->optimise ();
308 393
309 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)
310 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 }
311 } 408 }
312 409
313 /* Everything passes, must be OK. */ 410 /* Everything passes, must be OK. */
314 return 1; 411 return 1;
315} 412}
316 413
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
317/* 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/*
318 * sum_weight() is a recursive function which calculates the weight 487 * this is a recursive function which calculates the weight
319 * 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
320 * containers are carrying, and sums it up. 489 * containers are carrying, and sums it up.
321 */ 490 */
322long 491void
323sum_weight (object *op) 492object::update_weight ()
324{ 493{
325 long sum; 494 weight_t sum = 0;
326 object *inv;
327 495
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 496 for (object *op = inv; op; op = op->below)
329 {
330 if (inv->inv)
331 sum_weight (inv);
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
333 } 497 {
498 op->update_weight ();
334 499
335 if (op->type == CONTAINER && op->stats.Str) 500 sum += weight_adjust_for (this, op->total_weight ());
336 sum = (sum * (100 - op->stats.Str)) / 100; 501 }
337 502
338 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
339 op->carrying = sum; 509 carrying = sum;
340 510
341 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 }
342} 515}
343 516
344/** 517/*
345 * Return the outermost environment object for a given object. 518 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
346 */ 519 */
347
348object *
349object_get_env_recursive (object *op)
350{
351 while (op->env != NULL)
352 op = op->env;
353 return op;
354}
355
356/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array.
360 */
361
362char * 520char *
363dump_object (object *op) 521dump_object (object *op)
364{ 522{
365 if (!op) 523 if (!op)
366 return strdup ("[NULLOBJ]"); 524 return strdup ("[NULLOBJ]");
367 525
368 object_freezer freezer; 526 object_freezer freezer;
369 save_object (freezer, op, 1); 527 op->write (freezer);
370 return freezer.as_string (); 528 return freezer.as_string ();
371} 529}
372 530
373/* 531char *
374 * get_nearest_part(multi-object, object 2) returns the part of the 532object::as_string ()
375 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned.
377 */
378
379object *
380get_nearest_part (object *op, const object *pl)
381{ 533{
382 object *tmp, *closest; 534 return dump_object (this);
383 int last_dist, i;
384
385 if (op->more == NULL)
386 return op;
387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
388 if ((i = distance (tmp, pl)) < last_dist)
389 closest = tmp, last_dist = i;
390 return closest;
391} 535}
392 536
393/* 537/*
394 * 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.
395 */ 540 */
396
397object * 541object *
398find_object (tag_t i) 542find_object (tag_t i)
399{ 543{
400 for (object *op = object::first; op; op = op->next) 544 for_all_objects (op)
401 if (op->count == i) 545 if (op->count == i)
402 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;
403 562
404 return 0; 563 return 0;
405} 564}
406 565
407/* 566/*
408 * 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.
409 * Used only by the patch command, but not all that useful. 568 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 569 * Enables features like "patch <name-of-other-player> food 999"
411 */ 570 */
412
413object * 571object *
414find_object_name (const char *str) 572find_object_name (const char *str)
415{ 573{
416 shstr_cmp str_ (str); 574 shstr_cmp str_ (str);
417 object *op;
418 575
419 for (op = object::first; op != NULL; op = op->next) 576 if (str_)
577 for_all_objects (op)
420 if (op->name == str_) 578 if (op->name == str_)
421 break; 579 return op;
422 580
423 return op; 581 return 0;
424}
425
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430} 582}
431 583
432/* 584/*
433 * 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
434 * skill and experience objects. 586 * skill and experience objects.
587 * ACTUALLY NO! investigate! TODO
435 */ 588 */
436void 589void
437object::set_owner (object *owner) 590object::set_owner (object *owner)
438{ 591{
592 // allow objects which own objects
439 if (!owner) 593 if (owner)
440 return;
441
442 /* next line added to allow objects which own objects */
443 /* Add a check for ownercounts in here, as I got into an endless loop
444 * with the fireball owning a poison cloud which then owned the
445 * fireball. I believe that was caused by one of the objects getting
446 * freed and then another object replacing it. Since the ownercounts
447 * didn't match, this check is valid and I believe that cause is valid.
448 */
449 while (owner->owner) 594 while (owner->owner)
450 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 }
451 602
452 this->owner = owner; 603 this->owner = owner;
453}
454
455/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links.
457 */
458static void
459free_key_values (object *op)
460{
461 for (key_value *i = op->key_values; i != 0;)
462 {
463 key_value *next = i->next;
464 delete i;
465
466 i = next;
467 }
468
469 op->key_values = 0;
470} 604}
471 605
472/* 606/*
473 * copy_to first frees everything allocated by the dst object, 607 * copy_to first frees everything allocated by the dst object,
474 * and then copies the contents of itself into the second 608 * and then copies the contents of itself into the second
478 * will point at garbage. 612 * will point at garbage.
479 */ 613 */
480void 614void
481object::copy_to (object *dst) 615object::copy_to (object *dst)
482{ 616{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 617 dst->remove ();
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
485
486 *(object_copy *)dst = *this; 618 *(object_copy *)dst = *this;
487 619
488 if (is_freed) 620 // maybe move to object_copy?
489 SET_FLAG (dst, FLAG_FREED); 621 dst->kv = kv;
490 622
491 if (is_removed) 623 dst->flag [FLAG_REMOVED] = true;
492 SET_FLAG (dst, FLAG_REMOVED); 624 dst->activate ();
625}
493 626
494 if (speed < 0) 627void
495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0; 628object::instantiate ()
629{
630 if (!uuid.seq) // HACK
631 uuid = UUID::gen ();
496 632
497 /* Copy over key_values, if any. */ 633 // TODO: unclean state changes, should not be done in copy_to AND instantiate
498 if (key_values) 634 if (flag [FLAG_RANDOM_SPEED] && speed)
499 { 635 speed_left = - speed - rndm (); // TODO animation
500 key_value *tail = 0; 636 else
501 key_value *i; 637 speed_left = -1.;
502 638
503 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;
504 647
505 for (i = key_values; i; i = i->next) 648 attachable::instantiate ();
506 {
507 key_value *new_link = new key_value;
508
509 new_link->next = 0;
510 new_link->key = i->key;
511 new_link->value = i->value;
512
513 /* Try and be clever here, too. */
514 if (!dst->key_values)
515 {
516 dst->key_values = new_link;
517 tail = new_link;
518 }
519 else
520 {
521 tail->next = new_link;
522 tail = new_link;
523 }
524 }
525 }
526
527 dst->set_speed (dst->speed);
528} 649}
529 650
530object * 651object *
531object::clone () 652object::clone ()
532{ 653{
533 object *neu = create (); 654 object *neu = create ();
534 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
535 return neu; 662 return neu;
663}
664
665// update the anhimation frame of an object, but only if it has an animation
666// assigned and the frame number if within the animation.
667void object::update_anim_frame (int frame)
668{
669 if (ecb_expect_false (!has_anim () || frame >= anim_frames ()))
670 return;
671
672 set_anim_frame (frame);
673 update_object (this, UP_OBJ_FACE);
536} 674}
537 675
538/* 676/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 677 * If an object with the IS_TURNABLE() flag needs to be turned due
540 * to the closest player being on the other side, this function can 678 * to the closest player being on the other side, this function can
541 * be called to update the face variable, _and_ how it looks on the map. 679 * be called to update the face variable, _and_ how it looks on the map.
542 */ 680 */
543
544void 681void
545update_turn_face (object *op) 682update_turn_face (object *op)
546{ 683{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 684 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
548 return; 685 return;
549 SET_ANIMATION (op, op->direction); 686
550 update_object (op, UP_OBJ_FACE); 687 op->update_anim_frame (op->direction);
551} 688}
552 689
553/* 690/*
554 * Updates the speed of an object. If the speed changes from 0 to another 691 * Updates the speed of an object. If the speed changes from 0 to another
555 * value, or vice versa, then add/remove the object from the active list. 692 * value, or vice versa, then add/remove the object from the active list.
556 * This function needs to be called whenever the speed of an object changes. 693 * This function needs to be called whenever the speed of an object changes.
557 */ 694 */
558void 695void
559object::set_speed (float speed) 696object::set_speed (float speed)
560{ 697{
561 extern int arch_init;
562
563 /* No reason putting the archetypes objects on the speed list,
564 * since they never really need to be updated.
565 */
566 if (flag [FLAG_FREED] && speed)
567 {
568 LOG (llevError, "Object %s is freed but has speed.\n", &name);
569 speed = 0;
570 }
571
572 this->speed = speed; 698 this->speed = speed;
573 699
574 if (arch_init) 700 if (has_active_speed ())
575 return; 701 activate ();
576
577 if (FABS (speed) > MIN_ACTIVE_SPEED)
578 {
579 /* If already on active list, don't do anything */
580 if (active_next || active_prev || this == active_objects)
581 return;
582
583 /* process_events() expects us to insert the object at the beginning
584 * of the list. */
585 active_next = active_objects;
586
587 if (active_next)
588 active_next->active_prev = this;
589
590 active_objects = this;
591 }
592 else 702 else
593 { 703 deactivate ();
594 /* If not on the active list, nothing needs to be done */
595 if (!active_next && !active_prev && this != active_objects)
596 return;
597
598 if (!active_prev)
599 {
600 active_objects = active_next;
601
602 if (active_next)
603 active_next->active_prev = 0;
604 }
605 else
606 {
607 active_prev->active_next = active_next;
608
609 if (active_next)
610 active_next->active_prev = active_prev;
611 }
612
613 active_next = 0;
614 active_prev = 0;
615 }
616} 704}
617 705
618/* This function removes object 'op' from the list of active
619 * objects.
620 * This should only be used for style maps or other such
621 * reference maps where you don't want an object that isn't
622 * in play chewing up cpu time getting processed.
623 * The reverse of this is to call update_ob_speed, which
624 * will do the right thing based on the speed of the object.
625 */
626void
627remove_from_active_list (object *op)
628{
629 /* If not on the active list, nothing needs to be done */
630 if (!op->active_next && !op->active_prev && op != active_objects)
631 return;
632
633 if (op->active_prev == NULL)
634 {
635 active_objects = op->active_next;
636 if (op->active_next != NULL)
637 op->active_next->active_prev = NULL;
638 }
639 else
640 {
641 op->active_prev->active_next = op->active_next;
642 if (op->active_next)
643 op->active_next->active_prev = op->active_prev;
644 }
645 op->active_next = NULL;
646 op->active_prev = NULL;
647}
648
649/* 706/*
650 * update_object() updates the the map. 707 * update_object() updates the map.
651 * It takes into account invisible objects (and represent squares covered 708 * It takes into account invisible objects (and represent squares covered
652 * by invisible objects by whatever is below them (unless it's another 709 * by invisible objects by whatever is below them (unless it's another
653 * invisible object, etc...) 710 * invisible object, etc...)
654 * If the object being updated is beneath a player, the look-window 711 * If the object being updated is beneath a player, the look-window
655 * of that player is updated (this might be a suboptimal way of 712 * of that player is updated (this might be a suboptimal way of
664 * UP_OBJ_FACE: only the objects face has changed. 721 * UP_OBJ_FACE: only the objects face has changed.
665 */ 722 */
666void 723void
667update_object (object *op, int action) 724update_object (object *op, int action)
668{ 725{
669 MoveType move_on, move_off, move_block, move_slow; 726 if (!op)
670
671 if (op == NULL)
672 { 727 {
673 /* this should never happen */ 728 /* this should never happen */
674 LOG (llevDebug, "update_object() called for NULL object.\n"); 729 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
675 return; 730 return;
676 } 731 }
677 732
678 if (op->env) 733 if (!op->is_on_map ())
679 { 734 {
680 /* Animation is currently handled by client, so nothing 735 /* Animation is currently handled by client, so nothing
681 * to do in this case. 736 * to do in this case.
682 */ 737 */
683 return; 738 return;
684 } 739 }
685
686 /* If the map is saving, don't do anything as everything is
687 * going to get freed anyways.
688 */
689 if (!op->map || op->map->in_memory == MAP_SAVING)
690 return;
691 740
692 /* make sure the object is within map boundaries */ 741 /* make sure the object is within map boundaries */
693 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 742 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
694 { 743 {
695 LOG (llevError, "update_object() called for object out of map!\n"); 744 LOG (llevError, "update_object() called for object out of map!\n");
699 return; 748 return;
700 } 749 }
701 750
702 mapspace &m = op->ms (); 751 mapspace &m = op->ms ();
703 752
704 if (m.flags_ & P_NEED_UPDATE) 753 if (!(m.flags_ & P_UPTODATE))
705 /* nop */; 754 m.update_up (); // nothing to do except copy up
706 else if (action == UP_OBJ_INSERT) 755 else if (action == UP_OBJ_INSERT)
707 { 756 {
757#if 0
708 // this is likely overkill, TODO: revisit (schmorp) 758 // this is likely overkill, TODO: revisit (schmorp)
709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 759 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
710 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 760 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
711 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 761 || (op->is_player () && !(m.flags_ & P_PLAYER))
712 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 762 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
713 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 763 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
714 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 764 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
715 || (m.move_on | op->move_on ) != m.move_on 765 || (m.move_on | op->move_on ) != m.move_on
716 || (m.move_off | op->move_off ) != m.move_off 766 || (m.move_off | op->move_off ) != m.move_off
717 || (m.move_slow | op->move_slow) != m.move_slow 767 || (m.move_slow | op->move_slow) != m.move_slow
718 /* This isn't perfect, but I don't expect a lot of objects to 768 /* This isn't perfect, but I don't expect a lot of objects to
719 * to have move_allow right now. 769 * have move_allow right now.
720 */ 770 */
721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 771 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
772 m.invalidate ();
773#else
722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 774 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
723 m.flags_ = P_NEED_UPDATE; 775 m.invalidate ();
776#endif
724 } 777 }
725 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
726 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
727 * that is being removed. 780 * that is being removed.
728 */ 781 */
729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
730 m.flags_ = P_NEED_UPDATE; 783 m.invalidate ();
731 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
732 /* Nothing to do for that case */ ; 785 m.update_up (); // nothing to do for that case, except copy up
733 else 786 else
734 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
735 788
736 if (op->more) 789 if (op->more)
737 update_object (op->more, action); 790 update_object (op->more, action);
738} 791}
739 792
740object::vector object::objects; // not yet used
741object *object::first;
742
743object::object () 793object::object ()
744{ 794{
745 SET_FLAG (this, FLAG_REMOVED); 795 this->set_flag (FLAG_REMOVED);
746 796
747 expmul = 1.0; 797 //expmul = 1.0; declared const for the time being
748 face = blank_face; 798 face = blank_face;
799 material = MATERIAL_NULL;
749} 800}
750 801
751object::~object () 802object::~object ()
752{ 803{
753 free_key_values (this); 804 unlink ();
805
806 kv.clear ();
754} 807}
755 808
756void object::link () 809void object::link ()
757{ 810{
758 count = ++ob_count; 811 assert (!index);//D
759 uuid = gen_uuid (); 812 uuid = UUID::gen ();
760 813
761 prev = 0; 814 refcnt_inc ();
762 next = object::first; 815 objects.insert (this);
763 816
764 if (object::first) 817 ++create_count;
765 object::first->prev = this;
766 818
767 object::first = this;
768} 819}
769 820
770void object::unlink () 821void object::unlink ()
771{ 822{
772 if (this == object::first) 823 if (!index)
773 object::first = next; 824 return;
774 825
775 /* Remove this object from the list of used objects */ 826 ++destroy_count;
776 if (prev) prev->next = next;
777 if (next) next->prev = prev;
778 827
779 prev = 0; 828 objects.erase (this);
780 next = 0; 829 refcnt_dec ();
830}
831
832void
833object::activate ()
834{
835 /* If already on active list, don't do anything */
836 if (active)
837 return;
838
839 if (has_active_speed ())
840 {
841 if (flag [FLAG_FREED])
842 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
843
844 actives.insert (this);
845 }
846}
847
848void
849object::activate_recursive ()
850{
851 activate ();
852
853 for (object *op = inv; op; op = op->below)
854 op->activate_recursive ();
855}
856
857/* This function removes object 'op' from the list of active
858 * objects.
859 * This should only be used for style maps or other such
860 * reference maps where you don't want an object that isn't
861 * in play chewing up cpu time getting processed.
862 * The reverse of this is to call update_ob_speed, which
863 * will do the right thing based on the speed of the object.
864 */
865void
866object::deactivate ()
867{
868 /* If not on the active list, nothing needs to be done */
869 if (!active)
870 return;
871
872 actives.erase (this);
873}
874
875void
876object::deactivate_recursive ()
877{
878 for (object *op = inv; op; op = op->below)
879 op->deactivate_recursive ();
880
881 deactivate ();
882}
883
884void
885object::set_flag_inv (int flag, int value)
886{
887 for (object *op = inv; op; op = op->below)
888 {
889 op->flag [flag] = value;
890 op->set_flag_inv (flag, value);
891 }
781} 892}
782 893
783/* 894/*
784 * Remove and free all objects in the inventory of the given object. 895 * Remove and free all objects in the inventory of the given object.
785 * object.c ? 896 * object.c ?
786 */ 897 */
787void 898void
788object::destroy_inv (bool drop_to_ground) 899object::destroy_inv (bool drop_to_ground)
789{ 900{
901 // need to check first, because the checks below might segfault
902 // as we might be on an invalid mapspace and crossfire code
903 // is too buggy to ensure that the inventory is empty.
904 // corollary: if you create arrows etc. with stuff in its inventory,
905 // cf will crash below with off-map x and y
906 if (!inv)
907 return;
908
790 /* Only if the space blocks everything do we not process - 909 /* Only if the space blocks everything do we not process -
791 * if some form of movement is allowed, let objects 910 * if some form of movement is allowed, let objects
792 * drop on that space. 911 * drop on that space.
793 */ 912 */
794 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) 913 if (!drop_to_ground
914 || !map
915 || !map->linkable ()
916 || map->no_drop
917 || ms ().move_block == MOVE_ALL)
795 { 918 {
796 while (inv) 919 while (inv)
797 inv->destroy (); 920 inv->destroy ();
798 } 921 }
799 else 922 else
804 927
805 if (op->flag [FLAG_STARTEQUIP] 928 if (op->flag [FLAG_STARTEQUIP]
806 || op->flag [FLAG_NO_DROP] 929 || op->flag [FLAG_NO_DROP]
807 || op->type == RUNE 930 || op->type == RUNE
808 || op->type == TRAP 931 || op->type == TRAP
809 || op->flag [FLAG_IS_A_TEMPLATE]) 932 || op->flag [FLAG_IS_A_TEMPLATE]
933 || op->flag [FLAG_DESTROY_ON_DEATH])
810 op->destroy (); 934 op->destroy ();
811 else 935 else
812 { 936 map->insert (op, x, y);
813 op->remove ();
814 op->x = x;
815 op->y = y;
816 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
817 }
818 } 937 }
819 } 938 }
820} 939}
821 940
941/*
942 * Remove and free all objects in the inventory of the given object.
943 * Unlike destroy_inv, this assumes the *this is destroyed as well
944 * well, so we can (and have to!) take shortcuts.
945 */
946void
947object::destroy_inv_fast ()
948{
949 while (object *op = inv)
950 {
951 // remove from object the fast way
952 op->flag [FLAG_REMOVED] = true;
953 op->env = 0;
954 if ((inv = inv->below))
955 inv->above = 0;
956
957 // then destroy
958 op->destroy ();
959 }
960}
961
962void
963object::freelist_free (int count)
964{
965 while (count-- && freelist)
966 {
967 freelist_item *next = freelist->next;
968 // count is being "destroyed"
969
970 sfree ((char *)freelist, sizeof (object));
971
972 freelist = next;
973 --free_count;
974 }
975}
976
977object *
822object *object::create () 978object::create ()
823{ 979{
824 object *op = new object; 980 object *op;
981
982 if (freelist)
983 {
984 freelist_item li = *freelist;
985 memset (freelist, 0, sizeof (object));
986
987 op = new (freelist) object;
988 op->count = li.count;
989
990 freelist = li.next;
991 --free_count;
992 }
993 else
994 {
995 void *ni = salloc0<char> (sizeof (object));
996
997 op = new(ni) object;
998
999 op->count = ++object_count;
1000 }
1001
825 op->link (); 1002 op->link ();
1003
826 return op; 1004 return op;
827} 1005}
828 1006
829void 1007void
1008object::do_delete ()
1009{
1010 uint32_t count = this->count;
1011
1012 this->~object ();
1013
1014 freelist_item *li = (freelist_item *)this;
1015 li->next = freelist;
1016 li->count = count;
1017
1018 freelist = li;
1019 ++free_count;
1020}
1021
1022void
830object::do_destroy () 1023object::do_destroy ()
831{ 1024{
832 if (flag [FLAG_IS_LINKED]) 1025 if (flag [FLAG_IS_LINKED])
833 remove_button_link (this); 1026 remove_link ();
834 1027
835 if (flag [FLAG_FRIENDLY]) 1028 if (flag [FLAG_FRIENDLY])
836 remove_friendly_object (this); 1029 remove_friendly_object (this);
837 1030
838 if (!flag [FLAG_REMOVED])
839 remove (); 1031 remove ();
840 1032
841 if (flag [FLAG_FREED]) 1033 attachable::do_destroy ();
842 return; 1034
1035 deactivate ();
1036 unlink ();
843 1037
844 flag [FLAG_FREED] = 1; 1038 flag [FLAG_FREED] = 1;
845 1039
846 attachable::do_destroy ();
847
848 destroy_inv (true);
849 set_speed (0);
850 unlink ();
851
852 // hack to ensure that freed objects still have a valid map 1040 // hack to ensure that freed objects still have a valid map
853 {
854 static maptile *freed_map; // freed objects are moved here to avoid crashes
855
856 if (!freed_map)
857 {
858 freed_map = new maptile;
859
860 freed_map->name = "/internal/freed_objects_map";
861 freed_map->width = 3;
862 freed_map->height = 3;
863
864 freed_map->allocate ();
865 }
866
867 map = freed_map; 1041 map = &freed_map;
868 x = 1; 1042 x = 1;
869 y = 1; 1043 y = 1;
870 }
871
872 head = 0;
873 1044
874 if (more) 1045 if (more)
875 { 1046 {
876 more->destroy (); 1047 more->destroy ();
877 more = 0; 1048 more = 0;
878 } 1049 }
879 1050
1051 head = 0;
1052
880 // clear those pointers that likely might have circular references to us 1053 // clear those pointers that likely might cause circular references
881 owner = 0; 1054 owner = 0;
882 enemy = 0; 1055 enemy = 0;
883 attacked_by = 0; 1056 attacked_by = 0;
884 1057 current_weapon = 0;
885 // only relevant for players(?), but make sure of it anyways
886 contr = 0;
887} 1058}
888 1059
889void 1060void
890object::destroy (bool destroy_inventory) 1061object::destroy ()
891{ 1062{
892 if (destroyed ()) 1063 if (destroyed ())
893 return; 1064 return;
894 1065
895 if (destroy_inventory) 1066 if (!is_head () && !head->destroyed ())
1067 {
1068 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1069 head->destroy ();
1070 return;
1071 }
1072
896 destroy_inv (false); 1073 destroy_inv_fast ();
1074
1075 if (is_head ())
1076 if (sound_destroy)
1077 play_sound (sound_destroy);
1078 else if (flag [FLAG_MONSTER])
1079 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
897 1080
898 attachable::destroy (); 1081 attachable::destroy ();
899}
900
901/*
902 * sub_weight() recursively (outwards) subtracts a number from the
903 * weight of an object (and what is carried by it's environment(s)).
904 */
905void
906sub_weight (object *op, signed long weight)
907{
908 while (op != NULL)
909 {
910 if (op->type == CONTAINER)
911 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
912
913 op->carrying -= weight;
914 op = op->env;
915 }
916} 1082}
917 1083
918/* op->remove (): 1084/* op->remove ():
919 * This function removes the object op from the linked list of objects 1085 * This function removes the object op from the linked list of objects
920 * which it is currently tied to. When this function is done, the 1086 * which it is currently tied to. When this function is done, the
921 * object will have no environment. If the object previously had an 1087 * object will have no environment. If the object previously had an
922 * environment, the x and y coordinates will be updated to 1088 * environment, the x and y coordinates will be updated to
923 * the previous environment. 1089 * the previous environment.
924 * Beware: This function is called from the editor as well!
925 */ 1090 */
926void 1091void
927object::remove () 1092object::do_remove ()
928{ 1093{
929 object *tmp, *last = 0; 1094 if (flag [FLAG_REMOVED])
930 object *otmp;
931
932 if (QUERY_FLAG (this, FLAG_REMOVED))
933 return; 1095 return;
934 1096
935 SET_FLAG (this, FLAG_REMOVED);
936 INVOKE_OBJECT (REMOVE, this); 1097 INVOKE_OBJECT (REMOVE, this);
1098
1099 flag [FLAG_REMOVED] = true;
937 1100
938 if (more) 1101 if (more)
939 more->remove (); 1102 more->remove ();
940 1103
941 /* 1104 /*
942 * In this case, the object to be removed is in someones 1105 * In this case, the object to be removed is in someones
943 * inventory. 1106 * inventory.
944 */ 1107 */
945 if (env) 1108 if (env)
946 { 1109 {
947 if (nrof) 1110 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
948 sub_weight (env, weight * nrof); 1111 if (object *pl = visible_to ())
949 else 1112 esrv_del_item (pl->contr, count);
950 sub_weight (env, weight + carrying); 1113 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
951 1114
952 /* NO_FIX_PLAYER is set when a great many changes are being 1115 adjust_weight (env, total_weight (), 0);
953 * made to players inventory. If set, avoiding the call
954 * to save cpu time.
955 */
956 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
957 otmp->update_stats ();
958 1116
959 if (above != NULL) 1117 object *pl = in_player ();
960 above->below = below;
961 else
962 env->inv = below;
963
964 if (below != NULL)
965 below->above = above;
966 1118
967 /* we set up values so that it could be inserted into 1119 /* we set up values so that it could be inserted into
968 * the map, but we don't actually do that - it is up 1120 * the map, but we don't actually do that - it is up
969 * to the caller to decide what we want to do. 1121 * to the caller to decide what we want to do.
970 */ 1122 */
971 x = env->x, y = env->y;
972 map = env->map; 1123 map = env->map;
973 above = 0, below = 0; 1124 x = env->x;
974 env = 0; 1125 y = env->y;
975 }
976 else if (map)
977 {
978 /* Re did the following section of code - it looks like it had
979 * lots of logic for things we no longer care about
980 */
981 1126
982 /* link the object above us */ 1127 // make sure cmov optimisation is applicable
983 if (above) 1128 *(above ? &above->below : &env->inv) = below;
984 above->below = below; 1129 *(below ? &below->above : &above ) = above; // &above is just a dummy
985 else
986 map->at (x, y).top = below; /* we were top, set new top */
987
988 /* Relink the object below us, if there is one */
989 if (below)
990 below->above = above;
991 else
992 {
993 /* Nothing below, which means we need to relink map object for this space
994 * use translated coordinates in case some oddness with map tiling is
995 * evident
996 */
997 if (GET_MAP_OB (map, x, y) != this)
998 {
999 char *dump = dump_object (this);
1000 LOG (llevError,
1001 "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);
1002 free (dump);
1003 dump = dump_object (GET_MAP_OB (map, x, y));
1004 LOG (llevError, "%s\n", dump);
1005 free (dump);
1006 }
1007
1008 map->at (x, y).bot = above; /* goes on above it. */
1009 }
1010 1130
1011 above = 0; 1131 above = 0;
1012 below = 0; 1132 below = 0;
1133 env = 0;
1013 1134
1014 if (map->in_memory == MAP_SAVING) 1135 if (pl && pl->is_player ())
1015 return; 1136 {
1137 if (ecb_expect_false (pl->contr->combat_ob == this))
1138 {
1139 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1140 pl->contr->combat_ob = 0;
1141 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1142 }
1143
1144 if (ecb_expect_false (pl->contr->ranged_ob == this))
1145 {
1146 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1147 pl->contr->ranged_ob = 0;
1148 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1149 }
1150
1151 pl->contr->queue_stats_update ();
1152
1153 if (ecb_expect_false (glow_radius) && pl->is_on_map ())
1154 update_all_los (pl->map, pl->x, pl->y);
1155 }
1156 }
1157 else if (map)
1158 {
1159 map->dirty = true;
1160 mapspace &ms = this->ms ();
1161
1162 if (object *pl = ms.player ())
1163 {
1164 if (is_player ())
1165 {
1166 if (!flag [FLAG_WIZPASS])
1167 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1168
1169 // leaving a spot always closes any open container on the ground
1170 if (container && !container->env)
1171 // this causes spurious floorbox updates, but it ensures
1172 // that the CLOSE event is being sent.
1173 close_container ();
1174
1175 --map->players;
1176 map->touch ();
1177 }
1178 else if (pl->container_ () == this)
1179 {
1180 // removing a container should close it
1181 close_container ();
1182 }
1183 else
1184 esrv_del_item (pl->contr, count);
1185 }
1186
1187 /* link the object above us */
1188 // re-link, make sure compiler can easily use cmove
1189 *(above ? &above->below : &ms.top) = below;
1190 *(below ? &below->above : &ms.bot) = above;
1191
1192 above = 0;
1193 below = 0;
1194
1195 ms.invalidate ();
1016 1196
1017 int check_walk_off = !flag [FLAG_NO_APPLY]; 1197 int check_walk_off = !flag [FLAG_NO_APPLY];
1018 1198
1019 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1199 if (object *pl = ms.player ())
1020 { 1200 {
1021 /* No point updating the players look faces if he is the object 1201 if (pl->container_ () == this)
1022 * being removed.
1023 */
1024
1025 if (tmp->type == PLAYER && tmp != this)
1026 {
1027 /* If a container that the player is currently using somehow gets 1202 /* If a container that the player is currently using somehow gets
1028 * removed (most likely destroyed), update the player view 1203 * removed (most likely destroyed), update the player view
1029 * appropriately. 1204 * appropriately.
1030 */ 1205 */
1031 if (tmp->container == this) 1206 pl->close_container ();
1032 {
1033 flag [FLAG_APPLIED] = 0;
1034 tmp->container = 0;
1035 }
1036 1207
1208 //TODO: the floorbox prev/next might need updating
1209 //esrv_del_item (pl->contr, count);
1210 //TODO: update floorbox to preserve ordering
1037 if (tmp->contr->ns) 1211 if (pl->contr->ns)
1038 tmp->contr->ns->floorbox_update (); 1212 pl->contr->ns->floorbox_update ();
1213 }
1214
1215 if (check_walk_off)
1216 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1217 {
1218 above = tmp->above;
1219
1220 /* No point updating the players look faces if he is the object
1221 * being removed.
1039 } 1222 */
1040 1223
1041 /* See if player moving off should effect something */ 1224 /* See if object moving off should effect something */
1042 if (check_walk_off
1043 && ((move_type & tmp->move_off) 1225 if ((move_type & tmp->move_off)
1044 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1226 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1045 {
1046 move_apply (tmp, this, 0); 1227 move_apply (tmp, this, 0);
1047
1048 if (destroyed ())
1049 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1050 } 1228 }
1051 1229
1052 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1230 if (affects_los ())
1053
1054 if (tmp->above == tmp)
1055 tmp->above = 0;
1056
1057 last = tmp;
1058 }
1059
1060 /* last == NULL of there are no objects on this space */
1061 if (!last)
1062 map->at (x, y).flags_ = P_NEED_UPDATE;
1063 else
1064 update_object (last, UP_OBJ_REMOVE);
1065
1066 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1067 update_all_los (map, x, y); 1231 update_all_los (map, x, y);
1068 } 1232 }
1069} 1233}
1070 1234
1071/* 1235/*
1080merge_ob (object *op, object *top) 1244merge_ob (object *op, object *top)
1081{ 1245{
1082 if (!op->nrof) 1246 if (!op->nrof)
1083 return 0; 1247 return 0;
1084 1248
1085 if (top) 1249 if (!top)
1086 for (top = op; top && top->above; top = top->above) 1250 for (top = op; top && top->above; top = top->above)
1087 ; 1251 ;
1088 1252
1089 for (; top; top = top->below) 1253 for (; top; top = top->below)
1090 {
1091 if (top == op)
1092 continue;
1093
1094 if (object::can_merge (op, top)) 1254 if (object::can_merge (op, top))
1095 { 1255 {
1096 top->nrof += op->nrof; 1256 top->nrof += op->nrof;
1097 1257
1098/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1258 if (object *pl = top->visible_to ())
1099 op->weight = 0; /* Don't want any adjustements now */ 1259 esrv_update_item (UPD_NROF, pl, top);
1260
1261 op->weight = 0; // cancel the addition above
1262 op->carrying = 0; // must be 0 already
1263
1100 op->destroy (); 1264 op->destroy ();
1265
1101 return top; 1266 return top;
1102 } 1267 }
1103 }
1104 1268
1105 return 0; 1269 return 0;
1106} 1270}
1107 1271
1272void
1273object::expand_tail ()
1274{
1275 if (more)
1276 return;
1277
1278 object *prev = this;
1279
1280 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1281 {
1282 object *op = at->instance ();
1283
1284 op->name = name;
1285 op->name_pl = name_pl;
1286 op->title = title;
1287
1288 op->head = this;
1289 prev->more = op;
1290
1291 prev = op;
1292 }
1293}
1294
1108/* 1295/*
1109 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1296 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1110 * job preparing multi-part monsters 1297 * job preparing multi-part monsters.
1111 */ 1298 */
1112object * 1299object *
1113insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1300insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1114{ 1301{
1115 object *tmp; 1302 op->remove ();
1116 1303
1117 if (op->head)
1118 op = op->head;
1119
1120 for (tmp = op; tmp; tmp = tmp->more) 1304 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1121 { 1305 {
1122 tmp->x = x + tmp->arch->clone.x; 1306 tmp->x = x + tmp->arch->x;
1123 tmp->y = y + tmp->arch->clone.y; 1307 tmp->y = y + tmp->arch->y;
1124 } 1308 }
1125 1309
1126 return insert_ob_in_map (op, m, originator, flag); 1310 return insert_ob_in_map (op, m, originator, flag);
1127} 1311}
1128 1312
1141 * Passing 0 for flag gives proper default values, so flag really only needs 1325 * Passing 0 for flag gives proper default values, so flag really only needs
1142 * to be set if special handling is needed. 1326 * to be set if special handling is needed.
1143 * 1327 *
1144 * Return value: 1328 * Return value:
1145 * new object if 'op' was merged with other object 1329 * new object if 'op' was merged with other object
1146 * NULL if 'op' was destroyed 1330 * NULL if there was an error (destroyed, blocked etc.)
1147 * just 'op' otherwise 1331 * just 'op' otherwise
1148 */ 1332 */
1149object * 1333object *
1150insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1334insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1151{ 1335{
1152 object *tmp, *top, *floor = NULL; 1336 op->remove ();
1153 sint16 x, y;
1154 1337
1155 if (QUERY_FLAG (op, FLAG_FREED)) 1338 if (m == &freed_map)//D TODO: remove soon
1156 { 1339 {//D
1157 LOG (llevError, "Trying to insert freed object!\n"); 1340 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1158 return NULL;
1159 } 1341 }//D
1160
1161 if (m == NULL)
1162 {
1163 char *dump = dump_object (op);
1164 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1165 free (dump);
1166 return op;
1167 }
1168
1169 if (out_of_map (m, op->x, op->y))
1170 {
1171 char *dump = dump_object (op);
1172 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1173#ifdef MANY_CORES
1174 /* Better to catch this here, as otherwise the next use of this object
1175 * is likely to cause a crash. Better to find out where it is getting
1176 * improperly inserted.
1177 */
1178 abort ();
1179#endif
1180 free (dump);
1181 return op;
1182 }
1183
1184 if (!QUERY_FLAG (op, FLAG_REMOVED))
1185 {
1186 char *dump = dump_object (op);
1187 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1188 free (dump);
1189 return op;
1190 }
1191
1192 if (op->more)
1193 {
1194 /* The part may be on a different map. */
1195
1196 object *more = op->more;
1197
1198 /* We really need the caller to normalize coordinates - if
1199 * we set the map, that doesn't work if the location is within
1200 * a map and this is straddling an edge. So only if coordinate
1201 * is clear wrong do we normalize it.
1202 */
1203 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1204 more->map = get_map_from_coord (m, &more->x, &more->y);
1205 else if (!more->map)
1206 {
1207 /* For backwards compatibility - when not dealing with tiled maps,
1208 * more->map should always point to the parent.
1209 */
1210 more->map = m;
1211 }
1212
1213 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1214 {
1215 if (!op->head)
1216 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1217
1218 return 0;
1219 }
1220 }
1221
1222 CLEAR_FLAG (op, FLAG_REMOVED);
1223 1342
1224 /* Ideally, the caller figures this out. However, it complicates a lot 1343 /* Ideally, the caller figures this out. However, it complicates a lot
1225 * of areas of callers (eg, anything that uses find_free_spot would now 1344 * of areas of callers (eg, anything that uses find_free_spot would now
1226 * need extra work 1345 * need extra work
1227 */ 1346 */
1228 op->map = get_map_from_coord (m, &op->x, &op->y); 1347 maptile *newmap = m;
1229 x = op->x; 1348 if (!xy_normalise (newmap, op->x, op->y))
1230 y = op->y; 1349 {
1350 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1351 return 0;
1352 }
1353
1354 if (object *more = op->more)
1355 if (!insert_ob_in_map (more, m, originator, flag))
1356 return 0;
1357
1358 op->flag [FLAG_REMOVED] = false;
1359 op->env = 0;
1360 op->map = newmap;
1361
1362 mapspace &ms = op->ms ();
1231 1363
1232 /* this has to be done after we translate the coordinates. 1364 /* this has to be done after we translate the coordinates.
1233 */ 1365 */
1234 if (op->nrof && !(flag & INS_NO_MERGE)) 1366 if (op->nrof && !(flag & INS_NO_MERGE))
1235 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1367 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1236 if (object::can_merge (op, tmp)) 1368 if (object::can_merge (op, tmp))
1237 { 1369 {
1370 // TODO: we actually want to update tmp, not op,
1371 // but some caller surely breaks when we return tmp
1372 // from here :/
1238 op->nrof += tmp->nrof; 1373 op->nrof += tmp->nrof;
1239 tmp->destroy (); 1374 tmp->destroy ();
1240 } 1375 }
1241 1376
1242 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1377 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1243 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1378 op->clr_flag (FLAG_INV_LOCKED);
1244 1379
1245 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1380 if (!op->flag [FLAG_ALIVE])
1246 CLEAR_FLAG (op, FLAG_NO_STEAL); 1381 op->clr_flag (FLAG_NO_STEAL);
1247 1382
1248 if (flag & INS_BELOW_ORIGINATOR) 1383 if (flag & INS_BELOW_ORIGINATOR)
1249 { 1384 {
1250 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1385 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1251 { 1386 {
1252 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1387 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1253 abort (); 1388 abort ();
1254 } 1389 }
1255 1390
1391 if (!originator->is_on_map ())
1392 {
1393 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1394 op->debug_desc (), originator->debug_desc ());
1395 abort ();
1396 }
1397
1256 op->above = originator; 1398 op->above = originator;
1257 op->below = originator->below; 1399 op->below = originator->below;
1258
1259 if (op->below)
1260 op->below->above = op;
1261 else
1262 op->ms ().bot = op;
1263
1264 /* since *below* originator, no need to update top */
1265 originator->below = op; 1400 originator->below = op;
1401
1402 *(op->below ? &op->below->above : &ms.bot) = op;
1266 } 1403 }
1267 else 1404 else
1268 { 1405 {
1406 object *floor = 0;
1407 object *top = ms.top;
1408
1269 /* If there are other objects, then */ 1409 /* If there are other objects, then */
1270 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1410 if (top)
1271 { 1411 {
1272 object *last = NULL;
1273
1274 /* 1412 /*
1275 * If there are multiple objects on this space, we do some trickier handling. 1413 * If there are multiple objects on this space, we do some trickier handling.
1276 * We've already dealt with merging if appropriate. 1414 * We've already dealt with merging if appropriate.
1277 * Generally, we want to put the new object on top. But if 1415 * Generally, we want to put the new object on top. But if
1278 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1416 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1279 * floor, we want to insert above that and no further. 1417 * floor, we want to insert above that and no further.
1280 * Also, if there are spell objects on this space, we stop processing 1418 * Also, if there are spell objects on this space, we stop processing
1281 * once we get to them. This reduces the need to traverse over all of 1419 * once we get to them. This reduces the need to traverse over all of
1282 * them when adding another one - this saves quite a bit of cpu time 1420 * them when adding another one - this saves quite a bit of cpu time
1283 * when lots of spells are cast in one area. Currently, it is presumed 1421 * when lots of spells are cast in one area. Currently, it is presumed
1284 * that flying non pickable objects are spell objects. 1422 * that flying non pickable objects are spell objects.
1285 */ 1423 */
1286 1424 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1287 while (top != NULL)
1288 { 1425 {
1289 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1426 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1290 floor = top; 1427 floor = tmp;
1291 1428
1292 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1429 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1293 { 1430 {
1294 /* We insert above top, so we want this object below this */ 1431 /* We insert above top, so we want this object below this */
1295 top = top->below; 1432 top = tmp->below;
1296 break; 1433 break;
1297 } 1434 }
1298 1435
1299 last = top;
1300 top = top->above; 1436 top = tmp;
1301 } 1437 }
1302
1303 /* Don't want top to be NULL, so set it to the last valid object */
1304 top = last;
1305 1438
1306 /* We let update_position deal with figuring out what the space 1439 /* We let update_position deal with figuring out what the space
1307 * looks like instead of lots of conditions here. 1440 * looks like instead of lots of conditions here.
1308 * makes things faster, and effectively the same result. 1441 * makes things faster, and effectively the same result.
1309 */ 1442 */
1310 1443
1311 /* Have object 'fall below' other objects that block view. 1444 /* Have object 'fall below' other objects that block view.
1312 * Unless those objects are exits, type 66 1445 * Unless those objects are exits.
1313 * If INS_ON_TOP is used, don't do this processing 1446 * If INS_ON_TOP is used, don't do this processing
1314 * Need to find the object that in fact blocks view, otherwise 1447 * Need to find the object that in fact blocks view, otherwise
1315 * stacking is a bit odd. 1448 * stacking is a bit odd.
1316 */ 1449 */
1317 if (!(flag & INS_ON_TOP) && 1450 if (!(flag & INS_ON_TOP)
1318 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1451 && ms.flags () & P_BLOCKSVIEW
1452 && (op->face && !faces [op->face].visibility))
1319 { 1453 {
1454 object *last;
1455
1320 for (last = top; last != floor; last = last->below) 1456 for (last = top; last != floor; last = last->below)
1321 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1457 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1322 break; 1458 break;
1459
1323 /* Check to see if we found the object that blocks view, 1460 /* Check to see if we found the object that blocks view,
1324 * and make sure we have a below pointer for it so that 1461 * and make sure we have a below pointer for it so that
1325 * we can get inserted below this one, which requires we 1462 * we can get inserted below this one, which requires we
1326 * set top to the object below us. 1463 * set top to the object below us.
1327 */ 1464 */
1328 if (last && last->below && last != floor) 1465 if (last && last->below && last != floor)
1329 top = last->below; 1466 top = last->below;
1330 } 1467 }
1331 } /* If objects on this space */ 1468 } /* If objects on this space */
1332 1469
1333 if (flag & INS_MAP_LOAD)
1334 top = GET_MAP_TOP (op->map, op->x, op->y);
1335
1336 if (flag & INS_ABOVE_FLOOR_ONLY) 1470 if (flag & INS_ABOVE_FLOOR_ONLY)
1337 top = floor; 1471 top = floor;
1338 1472
1339 /* Top is the object that our object (op) is going to get inserted above. 1473 // insert object above top, or bottom-most if top = 0
1340 */
1341
1342 /* First object on this space */
1343 if (!top) 1474 if (!top)
1344 { 1475 {
1345 op->above = GET_MAP_OB (op->map, op->x, op->y);
1346
1347 if (op->above)
1348 op->above->below = op;
1349
1350 op->below = NULL; 1476 op->below = 0;
1477 op->above = ms.bot;
1351 op->ms ().bot = op; 1478 ms.bot = op;
1479
1480 *(op->above ? &op->above->below : &ms.top) = op;
1352 } 1481 }
1353 else 1482 else
1354 { /* get inserted into the stack above top */ 1483 {
1355 op->above = top->above; 1484 op->above = top->above;
1356
1357 if (op->above)
1358 op->above->below = op; 1485 top->above = op;
1359 1486
1360 op->below = top; 1487 op->below = top;
1361 top->above = op; 1488 *(op->above ? &op->above->below : &ms.top) = op;
1362 } 1489 }
1490 }
1363 1491
1364 if (op->above == NULL) 1492 if (op->is_player ())
1365 op->ms ().top = op; 1493 {
1366 } /* else not INS_BELOW_ORIGINATOR */
1367
1368 if (op->type == PLAYER)
1369 op->contr->do_los = 1; 1494 op->contr->do_los = 1;
1495 ++op->map->players;
1496 op->map->touch ();
1497 }
1370 1498
1371 /* If we have a floor, we know the player, if any, will be above 1499 op->map->dirty = true;
1372 * it, so save a few ticks and start from there. 1500
1373 */
1374 if (!(flag & INS_MAP_LOAD))
1375 if (object *pl = op->ms ().player ()) 1501 if (object *pl = ms.player ())
1502 //TODO: the floorbox prev/next might need updating
1503 //esrv_send_item (pl, op);
1504 //TODO: update floorbox to preserve ordering
1376 if (pl->contr->ns) 1505 if (pl->contr->ns)
1377 pl->contr->ns->floorbox_update (); 1506 pl->contr->ns->floorbox_update ();
1378 1507
1379 /* If this object glows, it may affect lighting conditions that are 1508 /* If this object glows, it may affect lighting conditions that are
1380 * visible to others on this map. But update_all_los is really 1509 * visible to others on this map. But update_all_los is really
1381 * an inefficient way to do this, as it means los for all players 1510 * an inefficient way to do this, as it means los for all players
1382 * on the map will get recalculated. The players could very well 1511 * on the map will get recalculated. The players could very well
1383 * be far away from this change and not affected in any way - 1512 * be far away from this change and not affected in any way -
1384 * this should get redone to only look for players within range, 1513 * this should get redone to only look for players within range,
1385 * or just updating the P_NEED_UPDATE for spaces within this area 1514 * or just updating the P_UPTODATE for spaces within this area
1386 * of effect may be sufficient. 1515 * of effect may be sufficient.
1387 */ 1516 */
1388 if (op->map->darkness && (op->glow_radius != 0)) 1517 if (op->affects_los ())
1518 {
1519 op->ms ().invalidate ();
1389 update_all_los (op->map, op->x, op->y); 1520 update_all_los (op->map, op->x, op->y);
1521 }
1390 1522
1391 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1523 /* updates flags (blocked, alive, no magic, etc) for this map space */
1392 update_object (op, UP_OBJ_INSERT); 1524 update_object (op, UP_OBJ_INSERT);
1393 1525
1394 INVOKE_OBJECT (INSERT, op); 1526 INVOKE_OBJECT (INSERT, op);
1401 * blocked() and wall() work properly), and these flags are updated by 1533 * blocked() and wall() work properly), and these flags are updated by
1402 * update_object(). 1534 * update_object().
1403 */ 1535 */
1404 1536
1405 /* if this is not the head or flag has been passed, don't check walk on status */ 1537 /* if this is not the head or flag has been passed, don't check walk on status */
1406 if (!(flag & INS_NO_WALK_ON) && !op->head) 1538 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1407 { 1539 {
1408 if (check_move_on (op, originator)) 1540 if (check_move_on (op, originator, flag))
1409 return 0; 1541 return 0;
1410 1542
1411 /* If we are a multi part object, lets work our way through the check 1543 /* If we are a multi part object, let's work our way through the check
1412 * walk on's. 1544 * walk on's.
1413 */ 1545 */
1414 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1546 for (object *tmp = op->more; tmp; tmp = tmp->more)
1415 if (check_move_on (tmp, originator)) 1547 if (check_move_on (tmp, originator, flag))
1416 return 0; 1548 return 0;
1417 } 1549 }
1418 1550
1419 return op; 1551 return op;
1420} 1552}
1421 1553
1422/* this function inserts an object in the map, but if it 1554/* this function inserts an object in the map, but if it
1423 * finds an object of its own type, it'll remove that one first. 1555 * finds an object of its own type, it'll remove that one first.
1424 * op is the object to insert it under: supplies x and the map. 1556 * op is the object to insert it under: supplies x and the map.
1425 */ 1557 */
1426void 1558void
1427replace_insert_ob_in_map (const char *arch_string, object *op) 1559replace_insert_ob_in_map (shstr_tmp archname, object *op)
1428{ 1560{
1429 object *tmp, *tmp1;
1430
1431 /* first search for itself and remove any old instances */ 1561 /* first search for itself and remove any old instances */
1432 1562
1433 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1563 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1434 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1564 if (tmp->arch->archname == archname) /* same archetype */
1435 tmp->destroy (); 1565 tmp->destroy ();
1436 1566
1437 tmp1 = arch_to_object (archetype::find (arch_string)); 1567 object *tmp = archetype::find (archname)->instance ();
1438 1568
1439 tmp1->x = op->x; 1569 tmp->x = op->x;
1440 tmp1->y = op->y; 1570 tmp->y = op->y;
1571
1441 insert_ob_in_map (tmp1, op->map, op, 0); 1572 insert_ob_in_map (tmp, op->map, op, 0);
1442} 1573}
1443
1444/*
1445 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1446 * is returned contains nr objects, and the remaining parts contains
1447 * the rest (or is removed and freed if that number is 0).
1448 * On failure, NULL is returned, and the reason put into the
1449 * global static errmsg array.
1450 */
1451 1574
1452object * 1575object *
1453get_split_ob (object *orig_ob, uint32 nr) 1576object::insert_at (object *where, object *originator, int flags)
1454{ 1577{
1455 object *newob; 1578 if (where->env)
1456 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1579 return where->env->insert (this);
1457 1580 else
1458 if (orig_ob->nrof < nr) 1581 return where->map->insert (this, where->x, where->y, originator, flags);
1459 {
1460 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1461 return NULL;
1462 }
1463
1464 newob = object_create_clone (orig_ob);
1465
1466 if ((orig_ob->nrof -= nr) < 1)
1467 orig_ob->destroy (1);
1468 else if (!is_removed)
1469 {
1470 if (orig_ob->env != NULL)
1471 sub_weight (orig_ob->env, orig_ob->weight * nr);
1472 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1473 {
1474 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1475 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1476 return NULL;
1477 }
1478 }
1479
1480 newob->nrof = nr;
1481
1482 return newob;
1483} 1582}
1484 1583
1584// check whether we can put this into the map, respect max_volume, max_items
1585bool
1586object::can_drop_at (maptile *m, int x, int y, object *originator)
1587{
1588 mapspace &ms = m->at (x, y);
1589
1590 int items = ms.items ();
1591
1592 if (!items // testing !items ensures we can drop at least one item
1593 || (items < m->max_items
1594 && ms.volume () < m->max_volume))
1595 return true;
1596
1597 if (originator)
1598 originator->failmsgf (
1599 "No matter how hard you try, you just cannot put the %s here! H<Try to remove some items from the floor first.>",
1600 query_name ()
1601 );
1602
1603 return false;
1604}
1605
1485/* 1606/*
1486 * decrease_ob_nr(object, number) decreases a specified number from 1607 * decrease(object, number) decreases a specified number from
1487 * the amount of an object. If the amount reaches 0, the object 1608 * the amount of an object. If the amount reaches 0, the object
1488 * is subsequently removed and freed. 1609 * is subsequently removed and freed.
1489 * 1610 *
1490 * Return value: 'op' if something is left, NULL if the amount reached 0 1611 * Return value: 'op' if something is left, NULL if the amount reached 0
1491 */ 1612 */
1613bool
1614object::decrease (sint32 nr)
1615{
1616 if (!nr)
1617 return true;
1492 1618
1619 nr = min (nr, nrof);
1620
1621 if (nrof > nr)
1622 {
1623 weight_t oweight = total_weight ();
1624
1625 nrof -= nr;
1626
1627 if (object *pl = visible_to ())
1628 esrv_update_item (UPD_NROF, pl, this);
1629
1630 adjust_weight (env, oweight, total_weight ());
1631
1632 return true;
1633 }
1634 else
1635 {
1636 destroy ();
1637 return false;
1638 }
1639}
1640
1641/*
1642 * split(ob,nr) splits up ob into two parts. The part which
1643 * is returned contains nr objects, and the remaining parts contains
1644 * the rest (or is removed and returned if that number is 0).
1645 * On failure, NULL is returned.
1646 */
1493object * 1647object *
1494decrease_ob_nr (object *op, uint32 i) 1648object::split (sint32 nr)
1495{ 1649{
1496 object *tmp; 1650 int have = number_of ();
1497 1651
1498 if (i == 0) /* objects with op->nrof require this check */ 1652 if (have < nr)
1499 return op; 1653 return 0;
1500 1654 else if (have == nr)
1501 if (i > op->nrof)
1502 i = op->nrof;
1503
1504 if (QUERY_FLAG (op, FLAG_REMOVED))
1505 op->nrof -= i;
1506 else if (op->env)
1507 { 1655 {
1508 /* is this object in the players inventory, or sub container
1509 * therein?
1510 */
1511 tmp = op->in_player ();
1512 /* nope. Is this a container the player has opened?
1513 * If so, set tmp to that player.
1514 * IMO, searching through all the players will mostly
1515 * likely be quicker than following op->env to the map,
1516 * and then searching the map for a player.
1517 */
1518 if (!tmp)
1519 for_all_players (pl)
1520 if (pl->ob->container == op->env)
1521 {
1522 tmp = pl->ob;
1523 break;
1524 }
1525
1526 if (i < op->nrof)
1527 {
1528 sub_weight (op->env, op->weight * i);
1529 op->nrof -= i;
1530 if (tmp)
1531 esrv_send_item (tmp, op);
1532 }
1533 else
1534 {
1535 op->remove (); 1656 remove ();
1536 op->nrof = 0; 1657 return this;
1537 if (tmp)
1538 esrv_del_item (tmp->contr, op->count);
1539 }
1540 } 1658 }
1541 else 1659 else
1542 { 1660 {
1543 object *above = op->above; 1661 decrease (nr);
1544 1662
1545 if (i < op->nrof) 1663 object *op = deep_clone ();
1546 op->nrof -= i; 1664 op->nrof = nr;
1547 else
1548 {
1549 op->remove ();
1550 op->nrof = 0;
1551 }
1552
1553 /* Since we just removed op, op->above is null */
1554 for (tmp = above; tmp; tmp = tmp->above)
1555 if (tmp->type == PLAYER)
1556 {
1557 if (op->nrof)
1558 esrv_send_item (tmp, op);
1559 else
1560 esrv_del_item (tmp->contr, op->count);
1561 }
1562 }
1563
1564 if (op->nrof)
1565 return op; 1665 return op;
1566 else
1567 {
1568 op->destroy ();
1569 return 0;
1570 }
1571}
1572
1573/*
1574 * add_weight(object, weight) adds the specified weight to an object,
1575 * and also updates how much the environment(s) is/are carrying.
1576 */
1577
1578void
1579add_weight (object *op, signed long weight)
1580{
1581 while (op != NULL)
1582 {
1583 if (op->type == CONTAINER)
1584 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1585
1586 op->carrying += weight;
1587 op = op->env;
1588 } 1666 }
1589} 1667}
1590 1668
1591object * 1669object *
1592insert_ob_in_ob (object *op, object *where) 1670insert_ob_in_ob (object *op, object *where)
1597 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1675 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1598 free (dump); 1676 free (dump);
1599 return op; 1677 return op;
1600 } 1678 }
1601 1679
1602 if (where->head) 1680 if (where->head_ () != where)
1603 { 1681 {
1604 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1682 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1605 where = where->head; 1683 where = where->head;
1606 } 1684 }
1607 1685
1608 return where->insert (op); 1686 return where->insert (op);
1609} 1687}
1611/* 1689/*
1612 * env->insert (op) 1690 * env->insert (op)
1613 * This function inserts the object op in the linked list 1691 * This function inserts the object op in the linked list
1614 * inside the object environment. 1692 * inside the object environment.
1615 * 1693 *
1616 * The function returns now pointer to inserted item, and return value can 1694 * The function returns now pointer to inserted item, and return value can
1617 * be != op, if items are merged. -Tero 1695 * be != op, if items are merged. -Tero
1618 */ 1696 */
1619
1620object * 1697object *
1621object::insert (object *op) 1698object::insert (object *op)
1622{ 1699{
1623 object *tmp, *otmp;
1624
1625 if (!QUERY_FLAG (op, FLAG_REMOVED))
1626 op->remove ();
1627
1628 if (op->more) 1700 if (op->more)
1629 { 1701 {
1630 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1702 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1631 return op; 1703 return op;
1632 } 1704 }
1633 1705
1634 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1706 op->remove ();
1635 CLEAR_FLAG (op, FLAG_REMOVED); 1707
1708 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1709
1636 if (op->nrof) 1710 if (op->nrof)
1637 {
1638 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1711 for (object *tmp = inv; tmp; tmp = tmp->below)
1639 if (object::can_merge (tmp, op)) 1712 if (object::can_merge (tmp, op))
1640 { 1713 {
1641 /* return the original object and remove inserted object 1714 /* return the original object and remove inserted object
1642 (client needs the original object) */ 1715 (client prefers the original object) */
1716
1717 // carrying must be 0 for mergable objects
1718 weight_t oweight = weight_t (tmp->weight) * tmp->nrof;
1719
1643 tmp->nrof += op->nrof; 1720 tmp->nrof += op->nrof;
1644 /* Weight handling gets pretty funky. Since we are adding to 1721
1645 * tmp->nrof, we need to increase the weight. 1722 if (object *pl = tmp->visible_to ())
1646 */ 1723 esrv_update_item (UPD_NROF, pl, tmp);
1724
1647 add_weight (this, op->weight * op->nrof); 1725 adjust_weight (this, oweight, weight_t (tmp->weight) * tmp->nrof);
1648 SET_FLAG (op, FLAG_REMOVED); 1726
1649 op->destroy (); /* free the inserted object */ 1727 op->destroy ();
1650 op = tmp; 1728 op = tmp;
1651 op->remove (); /* and fix old object's links */ 1729 goto inserted;
1652 CLEAR_FLAG (op, FLAG_REMOVED);
1653 break;
1654 } 1730 }
1655 1731
1656 /* I assume combined objects have no inventory 1732 op->owner = 0; // it's his/hers now. period.
1657 * We add the weight - this object could have just been removed
1658 * (if it was possible to merge). calling remove_ob will subtract
1659 * the weight, so we need to add it in again, since we actually do
1660 * the linking below
1661 */
1662 add_weight (this, op->weight * op->nrof);
1663 }
1664 else
1665 add_weight (this, (op->weight + op->carrying));
1666
1667 otmp = this->in_player ();
1668 if (otmp && otmp->contr)
1669 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1670 otmp->update_stats ();
1671
1672 op->map = 0; 1733 op->map = 0;
1673 op->env = this; 1734 op->x = 0;
1735 op->y = 0;
1736
1674 op->above = 0; 1737 op->above = 0;
1675 op->below = 0; 1738 op->below = inv;
1676 op->x = 0, op->y = 0; 1739 op->env = this;
1677 1740
1741 if (inv)
1742 inv->above = op;
1743
1744 inv = op;
1745
1746 op->flag [FLAG_REMOVED] = 0;
1747
1748 if (object *pl = op->visible_to ())
1749 esrv_send_item (pl, op);
1750
1751 adjust_weight (this, 0, op->total_weight ());
1752
1753inserted:
1678 /* reset the light list and los of the players on the map */ 1754 /* reset the light list and los of the players on the map */
1679 if ((op->glow_radius != 0) && map) 1755 if (op->glow_radius && is_on_map ())
1680 { 1756 {
1681#ifdef DEBUG_LIGHTS 1757 update_stats ();
1682 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1683#endif /* DEBUG_LIGHTS */
1684 if (map->darkness)
1685 update_all_los (map, x, y); 1758 update_all_los (map, x, y);
1686 }
1687
1688 /* Client has no idea of ordering so lets not bother ordering it here.
1689 * It sure simplifies this function...
1690 */
1691 if (!inv)
1692 inv = op;
1693 else
1694 { 1759 }
1695 op->below = inv; 1760 else if (is_player ())
1696 op->below->above = op; 1761 // if this is a player's inventory, update stats
1697 inv = op; 1762 contr->queue_stats_update ();
1698 }
1699 1763
1700 INVOKE_OBJECT (INSERT, this); 1764 INVOKE_OBJECT (INSERT, this);
1701 1765
1702 return op; 1766 return op;
1703} 1767}
1720 * 1784 *
1721 * MSW 2001-07-08: Check all objects on space, not just those below 1785 * MSW 2001-07-08: Check all objects on space, not just those below
1722 * object being inserted. insert_ob_in_map may not put new objects 1786 * object being inserted. insert_ob_in_map may not put new objects
1723 * on top. 1787 * on top.
1724 */ 1788 */
1725
1726int 1789int
1727check_move_on (object *op, object *originator) 1790check_move_on (object *op, object *originator, int flags)
1728{ 1791{
1792 if (op->flag [FLAG_NO_APPLY])
1793 return 0;
1794
1729 object *tmp; 1795 object *tmp;
1730 maptile *m = op->map; 1796 maptile *m = op->map;
1731 int x = op->x, y = op->y; 1797 int x = op->x, y = op->y;
1732 1798
1733 MoveType move_on, move_slow, move_block; 1799 mapspace &ms = m->at (x, y);
1734 1800
1735 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1801 ms.update ();
1736 return 0;
1737 1802
1738 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1803 MoveType move_on = ms.move_on;
1739 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1804 MoveType move_slow = ms.move_slow;
1740 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1805 MoveType move_block = ms.move_block;
1741 1806
1742 /* if nothing on this space will slow op down or be applied, 1807 /* if nothing on this space will slow op down or be applied,
1743 * no need to do checking below. have to make sure move_type 1808 * no need to do checking below. have to make sure move_type
1744 * is set, as lots of objects don't have it set - we treat that 1809 * is set, as lots of objects don't have it set - we treat that
1745 * as walking. 1810 * as walking.
1754 */ 1819 */
1755 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0) 1820 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1756 return 0; 1821 return 0;
1757 1822
1758 /* The objects have to be checked from top to bottom. 1823 /* The objects have to be checked from top to bottom.
1759 * Hence, we first go to the top: 1824 * Hence, we first go to the top:
1760 */ 1825 */
1761 1826 for (object *next, *tmp = ms.top; tmp; tmp = next)
1762 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1763 {
1764 /* Trim the search when we find the first other spell effect
1765 * this helps performance so that if a space has 50 spell objects,
1766 * we don't need to check all of them.
1767 */
1768 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1769 break;
1770 } 1827 {
1828 next = tmp->below;
1771 1829
1772 for (; tmp; tmp = tmp->below)
1773 {
1774 if (tmp == op) 1830 if (tmp == op)
1775 continue; /* Can't apply yourself */ 1831 continue; /* Can't apply yourself */
1776 1832
1777 /* Check to see if one of the movement types should be slowed down. 1833 /* Check to see if one of the movement types should be slowed down.
1778 * Second check makes sure that the movement types not being slowed 1834 * Second check makes sure that the movement types not being slowed
1779 * (~slow_move) is not blocked on this space - just because the 1835 * (~slow_move) is not blocked on this space - just because the
1780 * space doesn't slow down swimming (for example), if you can't actually 1836 * space doesn't slow down swimming (for example), if you can't actually
1781 * swim on that space, can't use it to avoid the penalty. 1837 * swim on that space, can't use it to avoid the penalty.
1782 */ 1838 */
1783 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1839 if (!op->flag [FLAG_WIZPASS])
1784 { 1840 {
1785 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1841 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1786 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1842 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1787 { 1843 {
1788
1789 float
1790 diff = tmp->move_slow_penalty * FABS (op->speed); 1844 float diff = tmp->move_slow_penalty * fabs (op->speed);
1791 1845
1792 if (op->type == PLAYER) 1846 if (op->is_player ())
1793 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1847 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1794 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1848 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1795 diff /= 4.0; 1849 diff /= 4.0;
1796 1850
1797 op->speed_left -= diff; 1851 op->speed_left -= diff;
1798 } 1852 }
1799 } 1853 }
1800 1854
1801 /* Basically same logic as above, except now for actual apply. */ 1855 /* Basically same logic as above, except now for actual apply. */
1802 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1856 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1803 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1857 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1804 { 1858 {
1859 if ((flags & INS_NO_AUTO_EXIT)
1860 && (tmp->type == EXIT || tmp->type == TELEPORTER
1861 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1862 continue;
1863
1805 move_apply (tmp, op, originator); 1864 move_apply (tmp, op, originator);
1806 1865
1807 if (op->destroyed ()) 1866 if (op->destroyed ())
1808 return 1; 1867 return 1;
1809 1868
1825 * The first matching object is returned, or NULL if none. 1884 * The first matching object is returned, or NULL if none.
1826 */ 1885 */
1827object * 1886object *
1828present_arch (const archetype *at, maptile *m, int x, int y) 1887present_arch (const archetype *at, maptile *m, int x, int y)
1829{ 1888{
1830 if (m == NULL || out_of_map (m, x, y)) 1889 if (!m || out_of_map (m, x, y))
1831 { 1890 {
1832 LOG (llevError, "Present_arch called outside map.\n"); 1891 LOG (llevError, "Present_arch called outside map.\n");
1833 return NULL; 1892 return NULL;
1834 } 1893 }
1835 1894
1836 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1895 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1837 if (tmp->arch == at) 1896 if (tmp->arch->archname == at->archname)
1838 return tmp; 1897 return tmp;
1839 1898
1840 return NULL; 1899 return NULL;
1841} 1900}
1842 1901
1852 { 1911 {
1853 LOG (llevError, "Present called outside map.\n"); 1912 LOG (llevError, "Present called outside map.\n");
1854 return NULL; 1913 return NULL;
1855 } 1914 }
1856 1915
1857 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1916 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1858 if (tmp->type == type) 1917 if (tmp->type == type)
1859 return tmp; 1918 return tmp;
1860 1919
1861 return NULL; 1920 return NULL;
1862} 1921}
1906 * The first matching object is returned, or NULL if none. 1965 * The first matching object is returned, or NULL if none.
1907 */ 1966 */
1908object * 1967object *
1909present_arch_in_ob (const archetype *at, const object *op) 1968present_arch_in_ob (const archetype *at, const object *op)
1910{ 1969{
1911 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1970 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1912 if (tmp->arch == at) 1971 if (tmp->arch->archname == at->archname)
1913 return tmp; 1972 return tmp;
1914 1973
1915 return NULL; 1974 return NULL;
1916} 1975}
1917 1976
1919 * activate recursively a flag on an object inventory 1978 * activate recursively a flag on an object inventory
1920 */ 1979 */
1921void 1980void
1922flag_inv (object *op, int flag) 1981flag_inv (object *op, int flag)
1923{ 1982{
1924 if (op->inv)
1925 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1983 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1926 { 1984 {
1927 SET_FLAG (tmp, flag); 1985 tmp->set_flag (flag);
1928 flag_inv (tmp, flag); 1986 flag_inv (tmp, flag);
1929 } 1987 }
1930} 1988}
1931 1989
1932/* 1990/*
1933 * deactivate recursively a flag on an object inventory 1991 * deactivate recursively a flag on an object inventory
1934 */ 1992 */
1935void 1993void
1936unflag_inv (object *op, int flag) 1994unflag_inv (object *op, int flag)
1937{ 1995{
1938 if (op->inv)
1939 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1996 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1940 { 1997 {
1941 CLEAR_FLAG (tmp, flag); 1998 tmp->clr_flag (flag);
1942 unflag_inv (tmp, flag); 1999 unflag_inv (tmp, flag);
1943 } 2000 }
1944}
1945
1946/*
1947 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1948 * all it's inventory (recursively).
1949 * If checksums are used, a player will get set_cheat called for
1950 * him/her-self and all object carried by a call to this function.
1951 */
1952void
1953set_cheat (object *op)
1954{
1955 SET_FLAG (op, FLAG_WAS_WIZ);
1956 flag_inv (op, FLAG_WAS_WIZ);
1957} 2001}
1958 2002
1959/* 2003/*
1960 * find_free_spot(object, map, x, y, start, stop) will search for 2004 * find_free_spot(object, map, x, y, start, stop) will search for
1961 * a spot at the given map and coordinates which will be able to contain 2005 * a spot at the given map and coordinates which will be able to contain
1963 * to search (see the freearr_x/y[] definition). 2007 * to search (see the freearr_x/y[] definition).
1964 * It returns a random choice among the alternatives found. 2008 * It returns a random choice among the alternatives found.
1965 * start and stop are where to start relative to the free_arr array (1,9 2009 * start and stop are where to start relative to the free_arr array (1,9
1966 * does all 4 immediate directions). This returns the index into the 2010 * does all 4 immediate directions). This returns the index into the
1967 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2011 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1968 * Note - this only checks to see if there is space for the head of the
1969 * object - if it is a multispace object, this should be called for all
1970 * pieces.
1971 * Note2: This function does correctly handle tiled maps, but does not 2012 * Note: This function does correctly handle tiled maps, but does not
1972 * inform the caller. However, insert_ob_in_map will update as 2013 * inform the caller. However, insert_ob_in_map will update as
1973 * necessary, so the caller shouldn't need to do any special work. 2014 * necessary, so the caller shouldn't need to do any special work.
1974 * Note - updated to take an object instead of archetype - this is necessary 2015 * Note - updated to take an object instead of archetype - this is necessary
1975 * because arch_blocked (now ob_blocked) needs to know the movement type 2016 * because arch_blocked (now ob_blocked) needs to know the movement type
1976 * to know if the space in question will block the object. We can't use 2017 * to know if the space in question will block the object. We can't use
1977 * the archetype because that isn't correct if the monster has been 2018 * the archetype because that isn't correct if the monster has been
1978 * customized, changed states, etc. 2019 * customized, changed states, etc.
1979 */ 2020 */
1980int 2021int
1981find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2022find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1982{ 2023{
1983 int index = 0, flag;
1984 int altern[SIZEOFFREE]; 2024 int altern[SIZEOFFREE];
2025 int index = 0;
1985 2026
1986 for (int i = start; i < stop; i++) 2027 for (int i = start; i < stop; i++)
1987 { 2028 {
1988 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2029 mapxy pos (m, x, y); pos.move (i);
1989 if (!flag) 2030
2031 if (!pos.normalise ())
2032 continue;
2033
2034 mapspace &ms = *pos;
2035
2036 if (ms.flags () & P_IS_ALIVE)
2037 continue;
2038
2039 /* However, often
2040 * ob doesn't have any move type (when used to place exits)
2041 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2042 */
2043 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2044 {
1990 altern [index++] = i; 2045 altern [index++] = i;
2046 continue;
2047 }
1991 2048
1992 /* Basically, if we find a wall on a space, we cut down the search size. 2049 /* Basically, if we find a wall on a space, we cut down the search size.
1993 * In this way, we won't return spaces that are on another side of a wall. 2050 * In this way, we won't return spaces that are on another side of a wall.
1994 * This mostly work, but it cuts down the search size in all directions - 2051 * This mostly work, but it cuts down the search size in all directions -
1995 * if the space being examined only has a wall to the north and empty 2052 * if the space being examined only has a wall to the north and empty
1996 * spaces in all the other directions, this will reduce the search space 2053 * spaces in all the other directions, this will reduce the search space
1997 * to only the spaces immediately surrounding the target area, and 2054 * to only the spaces immediately surrounding the target area, and
1998 * won't look 2 spaces south of the target space. 2055 * won't look 2 spaces south of the target space.
1999 */ 2056 */
2000 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2057 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2058 {
2001 stop = maxfree[i]; 2059 stop = maxfree[i];
2060 continue;
2061 }
2062
2063 /* Note it is intentional that we check ob - the movement type of the
2064 * head of the object should correspond for the entire object.
2065 */
2066 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2067 continue;
2068
2069 if (ob->blocked (pos.m, pos.x, pos.y))
2070 continue;
2071
2072 altern [index++] = i;
2002 } 2073 }
2003 2074
2004 if (!index) 2075 if (!index)
2005 return -1; 2076 return -1;
2006 2077
2007 return altern[RANDOM () % index]; 2078 return altern [rndm (index)];
2008} 2079}
2009 2080
2010/* 2081/*
2011 * find_first_free_spot(archetype, maptile, x, y) works like 2082 * find_first_free_spot(archetype, maptile, x, y) works like
2012 * find_free_spot(), but it will search max number of squares. 2083 * find_free_spot(), but it will search max number of squares.
2015 */ 2086 */
2016int 2087int
2017find_first_free_spot (const object *ob, maptile *m, int x, int y) 2088find_first_free_spot (const object *ob, maptile *m, int x, int y)
2018{ 2089{
2019 for (int i = 0; i < SIZEOFFREE; i++) 2090 for (int i = 0; i < SIZEOFFREE; i++)
2020 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2091 if (!ob->blocked (m, x + DIRX (i), y + DIRY (i)))
2021 return i; 2092 return i;
2022 2093
2023 return -1; 2094 return -1;
2024} 2095}
2025 2096
2033{ 2104{
2034 arr += begin; 2105 arr += begin;
2035 end -= begin; 2106 end -= begin;
2036 2107
2037 while (--end) 2108 while (--end)
2038 swap (arr [end], arr [RANDOM () % (end + 1)]); 2109 swap (arr [end], arr [rndm (end + 1)]);
2039} 2110}
2040 2111
2041/* new function to make monster searching more efficient, and effective! 2112/* new function to make monster searching more efficient, and effective!
2042 * This basically returns a randomized array (in the passed pointer) of 2113 * This basically returns a randomized array (in the passed pointer) of
2043 * the spaces to find monsters. In this way, it won't always look for 2114 * the spaces to find monsters. In this way, it won't always look for
2044 * monsters to the north first. However, the size of the array passed 2115 * monsters to the north first. However, the size of the array passed
2045 * covers all the spaces, so within that size, all the spaces within 2116 * covers all the spaces, so within that size, all the spaces within
2046 * the 3x3 area will be searched, just not in a predictable order. 2117 * the 3x3 area will be searched, just not in a predictable order.
2071 * there is capable of. 2142 * there is capable of.
2072 */ 2143 */
2073int 2144int
2074find_dir (maptile *m, int x, int y, object *exclude) 2145find_dir (maptile *m, int x, int y, object *exclude)
2075{ 2146{
2076 int i, max = SIZEOFFREE, mflags; 2147 int max = SIZEOFFREE;
2077
2078 sint16 nx, ny;
2079 object *tmp;
2080 maptile *mp;
2081
2082 MoveType blocked, move_type; 2148 MoveType move_type;
2083 2149
2084 if (exclude && exclude->head) 2150 if (exclude && exclude->head_ () != exclude)
2085 { 2151 {
2086 exclude = exclude->head; 2152 exclude = exclude->head;
2087 move_type = exclude->move_type; 2153 move_type = exclude->move_type;
2088 } 2154 }
2089 else 2155 else
2090 { 2156 {
2091 /* If we don't have anything, presume it can use all movement types. */ 2157 /* If we don't have anything, presume it can use all movement types. */
2092 move_type = MOVE_ALL; 2158 move_type = MOVE_ALL;
2093 } 2159 }
2094 2160
2095 for (i = 1; i < max; i++) 2161 for (int i = 1; i < max; i++)
2096 { 2162 {
2097 mp = m; 2163 mapxy pos (m, x, y);
2098 nx = x + freearr_x[i]; 2164 pos.move (i);
2099 ny = y + freearr_y[i];
2100 2165
2101 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2166 if (!pos.normalise ())
2102
2103 if (mflags & P_OUT_OF_MAP)
2104 max = maxfree[i]; 2167 max = maxfree[i];
2105 else 2168 else
2106 { 2169 {
2107 mapspace &ms = mp->at (nx, ny); 2170 mapspace &ms = *pos;
2108 2171
2109 blocked = ms.move_block;
2110
2111 if ((move_type & blocked) == move_type) 2172 if ((move_type & ms.move_block) == move_type)
2112 max = maxfree[i]; 2173 max = maxfree [i];
2113 else if (mflags & P_IS_ALIVE) 2174 else if (ms.flags () & P_IS_ALIVE)
2114 { 2175 {
2115 for (tmp = ms.bot; tmp; tmp = tmp->above) 2176 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2116 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2177 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2117 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2178 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2118 break;
2119
2120 if (tmp)
2121 return freedir[i]; 2179 return freedir [i];
2122 } 2180 }
2123 } 2181 }
2124 } 2182 }
2125 2183
2126 return 0; 2184 return 0;
2135{ 2193{
2136 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2194 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2137} 2195}
2138 2196
2139/* 2197/*
2140 * find_dir_2(delta-x,delta-y) will return a direction in which 2198 * find_dir_2(delta-x,delta-y) will return a direction value
2141 * an object which has subtracted the x and y coordinates of another 2199 * for running into direct [dx, dy].
2142 * object, needs to travel toward it. 2200 * (the opposite of crossfire's find_dir_2!)
2143 */ 2201 */
2144int 2202int
2145find_dir_2 (int x, int y) 2203find_dir_2 (int x, int y)
2146{ 2204{
2205#if 1 // new algorithm
2206 // this works by putting x, y into 16 sectors, which
2207 // are not equal sized, but are a better approximation
2208 // then the old algorithm, and then using a mapping
2209 // table to map it into a direction value.
2210 // basically, it maps these comparisons to each bit
2211 // bit #3: x < 0
2212 // bit #2: y < 0
2213 // bit #1: x > y
2214 // bit #0: x > 2y
2215
2216 static const uint8 dir[16] = {
2217 4, 5, 4, 3,
2218 2, 1, 2, 3,
2219 6, 5, 6, 7,
2220 8, 1, 8, 7,
2221 };
2222 int sector = 0;
2223
2224 // this is a bit ugly, but more likely to result in branchless code
2225 sector |= x < 0 ? 8 : 0;
2226 x = x < 0 ? -x : x; // abs
2227
2228 sector |= y < 0 ? 4 : 0;
2229 y = y < 0 ? -y : y; // abs
2230
2231 if (x > y)
2232 {
2233 sector |= 2;
2234
2235 if (x > y * 2)
2236 sector |= 1;
2237 }
2238 else
2239 {
2240 if (y > x * 2)
2241 sector |= 1;
2242 else if (!y)
2243 return 0; // x == 0 here
2244 }
2245
2246 return dir [sector];
2247#else // old algorithm
2147 int q; 2248 int q;
2148 2249
2149 if (y) 2250 if (y)
2150 q = x * 100 / y; 2251 q = 128 * x / y;
2151 else if (x) 2252 else if (x)
2152 q = -300 * x; 2253 q = -512 * x; // to make it > 309
2153 else 2254 else
2154 return 0; 2255 return 0;
2155 2256
2156 if (y > 0) 2257 if (y > 0)
2157 { 2258 {
2158 if (q < -242) 2259 if (q < -309) return 7;
2260 if (q < -52) return 6;
2261 if (q < 52) return 5;
2262 if (q < 309) return 4;
2263
2159 return 3; 2264 return 3;
2160 if (q < -41) 2265 }
2161 return 2; 2266 else
2162 if (q < 41) 2267 {
2163 return 1; 2268 if (q < -309) return 3;
2164 if (q < 242) 2269 if (q < -52) return 2;
2165 return 8; 2270 if (q < 52) return 1;
2271 if (q < 309) return 8;
2272
2166 return 7; 2273 return 7;
2167 } 2274 }
2168 2275#endif
2169 if (q < -242)
2170 return 7;
2171 if (q < -41)
2172 return 6;
2173 if (q < 41)
2174 return 5;
2175 if (q < 242)
2176 return 4;
2177
2178 return 3;
2179}
2180
2181/*
2182 * absdir(int): Returns a number between 1 and 8, which represent
2183 * the "absolute" direction of a number (it actually takes care of
2184 * "overflow" in previous calculations of a direction).
2185 */
2186
2187int
2188absdir (int d)
2189{
2190 while (d < 1)
2191 d += 8;
2192
2193 while (d > 8)
2194 d -= 8;
2195
2196 return d;
2197} 2276}
2198 2277
2199/* 2278/*
2200 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2279 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2201 * between two directions (which are expected to be absolute (see absdir()) 2280 * between two directions (which are expected to be absolute (see absdir())
2202 */ 2281 */
2203
2204int 2282int
2205dirdiff (int dir1, int dir2) 2283dirdiff (int dir1, int dir2)
2206{ 2284{
2207 int d;
2208
2209 d = abs (dir1 - dir2); 2285 int d = abs (dir1 - dir2);
2210 if (d > 4)
2211 d = 8 - d;
2212 2286
2213 return d; 2287 return d > 4 ? 8 - d : d;
2214} 2288}
2215 2289
2216/* peterm: 2290/* peterm:
2217 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2291 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2218 * Basically, this is a table of directions, and what directions 2292 * Basically, this is a table of directions, and what directions
2220 * This basically means that if direction is 15, then it could either go 2294 * This basically means that if direction is 15, then it could either go
2221 * direction 4, 14, or 16 to get back to where we are. 2295 * direction 4, 14, or 16 to get back to where we are.
2222 * Moved from spell_util.c to object.c with the other related direction 2296 * Moved from spell_util.c to object.c with the other related direction
2223 * functions. 2297 * functions.
2224 */ 2298 */
2225int reduction_dir[SIZEOFFREE][3] = { 2299static const int reduction_dir[SIZEOFFREE][3] = {
2226 {0, 0, 0}, /* 0 */ 2300 {0, 0, 0}, /* 0 */
2227 {0, 0, 0}, /* 1 */ 2301 {0, 0, 0}, /* 1 */
2228 {0, 0, 0}, /* 2 */ 2302 {0, 0, 0}, /* 2 */
2229 {0, 0, 0}, /* 3 */ 2303 {0, 0, 0}, /* 3 */
2230 {0, 0, 0}, /* 4 */ 2304 {0, 0, 0}, /* 4 */
2287 int mflags; 2361 int mflags;
2288 2362
2289 if (dir < 0) 2363 if (dir < 0)
2290 return 0; /* exit condition: invalid direction */ 2364 return 0; /* exit condition: invalid direction */
2291 2365
2292 dx = x + freearr_x[dir]; 2366 dx = x + DIRX (dir);
2293 dy = y + freearr_y[dir]; 2367 dy = y + DIRY (dir);
2294 2368
2295 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy); 2369 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2296 2370
2297 /* This functional arguably was incorrect before - it was 2371 /* This functional arguably was incorrect before - it was
2298 * checking for P_WALL - that was basically seeing if 2372 * checking for P_WALL - that was basically seeing if
2321 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2395 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2322 * core dumps if they do. 2396 * core dumps if they do.
2323 * 2397 *
2324 * Add a check so we can't pick up invisible objects (0.93.8) 2398 * Add a check so we can't pick up invisible objects (0.93.8)
2325 */ 2399 */
2326
2327int 2400int
2328can_pick (const object *who, const object *item) 2401can_pick (const object *who, const object *item)
2329{ 2402{
2330 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2403 return /*who->flag [FLAG_WIZ]|| */
2331 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2404 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2332 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2405 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2333} 2406}
2407
2408//-GPL
2334 2409
2335/* 2410/*
2336 * create clone from object to another 2411 * create clone from object to another
2337 */ 2412 */
2338object * 2413object *
2339object_create_clone (object *asrc) 2414object::deep_clone ()
2340{ 2415{
2341 object *dst = 0, *tmp, *src, *part, *prev, *item; 2416 assert (("deep_clone called on non-head object", is_head ()));
2342 2417
2343 if (!asrc) 2418 object *dst = clone ();
2344 return 0;
2345 2419
2346 src = asrc; 2420 object *prev = dst;
2347 if (src->head)
2348 src = src->head;
2349
2350 prev = 0;
2351 for (part = src; part; part = part->more) 2421 for (object *part = this->more; part; part = part->more)
2352 { 2422 {
2353 tmp = part->clone (); 2423 object *tmp = part->clone ();
2354 tmp->x -= src->x;
2355 tmp->y -= src->y;
2356
2357 if (!part->head)
2358 {
2359 dst = tmp;
2360 tmp->head = 0;
2361 }
2362 else
2363 tmp->head = dst; 2424 tmp->head = dst;
2364
2365 tmp->more = 0;
2366
2367 if (prev)
2368 prev->more = tmp; 2425 prev->more = tmp;
2369
2370 prev = tmp; 2426 prev = tmp;
2371 } 2427 }
2372 2428
2373 for (item = src->inv; item; item = item->below) 2429 for (object *item = inv; item; item = item->below)
2374 insert_ob_in_ob (object_create_clone (item), dst); 2430 insert_ob_in_ob (item->deep_clone (), dst);
2375 2431
2376 return dst; 2432 return dst;
2377}
2378
2379/* GROS - Creates an object using a string representing its content. */
2380/* Basically, we save the content of the string to a temp file, then call */
2381/* load_object on it. I admit it is a highly inefficient way to make things, */
2382/* but it was simple to make and allows reusing the load_object function. */
2383/* Remember not to use load_object_str in a time-critical situation. */
2384/* Also remember that multiparts objects are not supported for now. */
2385object *
2386load_object_str (const char *obstr)
2387{
2388 object *op;
2389 char filename[MAX_BUF];
2390
2391 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2392
2393 FILE *tempfile = fopen (filename, "w");
2394
2395 if (tempfile == NULL)
2396 {
2397 LOG (llevError, "Error - Unable to access load object temp file\n");
2398 return NULL;
2399 }
2400
2401 fprintf (tempfile, obstr);
2402 fclose (tempfile);
2403
2404 op = object::create ();
2405
2406 object_thawer thawer (filename);
2407
2408 if (thawer)
2409 load_object (thawer, op, 0);
2410
2411 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2412 CLEAR_FLAG (op, FLAG_REMOVED);
2413
2414 return op;
2415} 2433}
2416 2434
2417/* This returns the first object in who's inventory that 2435/* This returns the first object in who's inventory that
2418 * has the same type and subtype match. 2436 * has the same type and subtype match.
2419 * returns NULL if no match. 2437 * returns NULL if no match.
2426 return tmp; 2444 return tmp;
2427 2445
2428 return 0; 2446 return 0;
2429} 2447}
2430 2448
2431/* If ob has a field named key, return the link from the list, 2449/* Zero the key_values on op, decrementing the shared-string
2432 * otherwise return NULL. 2450 * refcounts and freeing the links.
2433 * 2451 */
2434 * key must be a passed in shared string - otherwise, this won't 2452void
2435 * do the desired thing. 2453key_values::clear ()
2436 */
2437key_value *
2438get_ob_key_link (const object *ob, const char *key)
2439{ 2454{
2440 for (key_value *link = ob->key_values; link; link = link->next) 2455 for (key_value *kvp = first; kvp; )
2456 {
2457 key_value *next = kvp->next;
2458 delete kvp;
2459 kvp = next;
2460 }
2461
2462 first = 0;
2463}
2464
2465shstr_tmp
2466key_values::get (shstr_tmp key) const
2467{
2468 for (key_value *kv = first; kv; kv = kv->next)
2441 if (link->key == key) 2469 if (kv->key == key)
2442 return link;
2443
2444 return 0;
2445}
2446
2447/*
2448 * Returns the value of op has an extra_field for key, or NULL.
2449 *
2450 * The argument doesn't need to be a shared string.
2451 *
2452 * The returned string is shared.
2453 */
2454const char *
2455get_ob_key_value (const object *op, const char *const key)
2456{
2457 key_value *link;
2458 shstr_cmp canonical_key (key);
2459
2460 if (!canonical_key)
2461 {
2462 /* 1. There being a field named key on any object
2463 * implies there'd be a shared string to find.
2464 * 2. Since there isn't, no object has this field.
2465 * 3. Therefore, *this* object doesn't have this field.
2466 */
2467 return 0;
2468 }
2469
2470 /* This is copied from get_ob_key_link() above -
2471 * only 4 lines, and saves the function call overhead.
2472 */
2473 for (link = op->key_values; link; link = link->next)
2474 if (link->key == canonical_key)
2475 return link->value; 2470 return kv->value;
2476 2471
2477 return 0; 2472 return shstr ();
2478} 2473}
2479 2474
2480 2475void
2481/* 2476key_values::add (shstr_tmp key, shstr_tmp value)
2482 * Updates the canonical_key in op to value.
2483 *
2484 * canonical_key is a shared string (value doesn't have to be).
2485 *
2486 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2487 * keys.
2488 *
2489 * Returns TRUE on success.
2490 */
2491int
2492set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2493{ 2477{
2494 key_value *field = NULL, *last = NULL; 2478 key_value *kv = new key_value;
2495 2479
2496 for (field = op->key_values; field != NULL; field = field->next) 2480 kv->next = first;
2497 { 2481 kv->key = key;
2498 if (field->key != canonical_key) 2482 kv->value = value;
2483
2484 first = kv;
2485}
2486
2487void
2488key_values::set (shstr_tmp key, shstr_tmp value)
2489{
2490 for (key_value *kv = first; kv; kv = kv->next)
2491 if (kv->key == key)
2499 { 2492 {
2500 last = field; 2493 kv->value = value;
2501 continue; 2494 return;
2502 } 2495 }
2503 2496
2504 if (value) 2497 add (key, value);
2505 field->value = value; 2498}
2506 else 2499
2500void
2501key_values::del (shstr_tmp key)
2502{
2503 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2504 if ((*kvp)->key == key)
2507 { 2505 {
2508 /* Basically, if the archetype has this key set, 2506 key_value *kv = *kvp;
2509 * we need to store the null value so when we save 2507 *kvp = (*kvp)->next;
2510 * it, we save the empty value so that when we load, 2508 delete kv;
2511 * we get this value back again. 2509 return;
2512 */
2513 if (get_ob_key_link (&op->arch->clone, canonical_key))
2514 field->value = 0;
2515 else
2516 {
2517 if (last)
2518 last->next = field->next;
2519 else
2520 op->key_values = field->next;
2521
2522 delete field;
2523 }
2524 } 2510 }
2525 return TRUE; 2511}
2512
2513void
2514key_values::reverse ()
2515{
2516 key_value *prev = 0;
2517 key_value *head = first;
2518
2519 while (head)
2526 } 2520 {
2527 /* IF we get here, key doesn't exist */ 2521 key_value *node = head;
2522 head = head->next;
2523 node->next = prev;
2524 prev = node;
2525 }
2528 2526
2529 /* No field, we'll have to add it. */ 2527 first = prev;
2530
2531 if (!add_key)
2532 return FALSE;
2533
2534 /* There isn't any good reason to store a null
2535 * value in the key/value list. If the archetype has
2536 * this key, then we should also have it, so shouldn't
2537 * be here. If user wants to store empty strings,
2538 * should pass in ""
2539 */
2540 if (value == NULL)
2541 return TRUE;
2542
2543 field = new key_value;
2544
2545 field->key = canonical_key;
2546 field->value = value;
2547 /* Usual prepend-addition. */
2548 field->next = op->key_values;
2549 op->key_values = field;
2550
2551 return TRUE;
2552} 2528}
2553 2529
2554/* 2530key_values &
2555 * Updates the key in op to value. 2531key_values::operator =(const key_values &kv)
2556 *
2557 * If add_key is FALSE, this will only update existing keys,
2558 * and not add new ones.
2559 * In general, should be little reason FALSE is ever passed in for add_key
2560 *
2561 * Returns TRUE on success.
2562 */
2563int
2564set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2565{ 2532{
2566 shstr key_ (key); 2533 clear ();
2567 2534
2568 return set_ob_key_value_s (op, key_, value, add_key); 2535 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2536 add (kvp->key, kvp->value);
2537
2538 reverse ();
2539
2540 return *this;
2569} 2541}
2570 2542
2571object::depth_iterator::depth_iterator (object *container) 2543object::depth_iterator::depth_iterator (object *container)
2572: iterator_base (container) 2544: iterator_base (container)
2573{ 2545{
2587 } 2559 }
2588 else 2560 else
2589 item = item->env; 2561 item = item->env;
2590} 2562}
2591 2563
2564const char *
2565object::flag_desc (char *desc, int len) const
2566{
2567 char *p = desc;
2568 bool first = true;
2569
2570 *p = 0;
2571
2572 for (int i = 0; i < NUM_FLAGS; i++)
2573 {
2574 if (len <= 10) // magic constant!
2575 {
2576 snprintf (p, len, ",...");
2577 break;
2578 }
2579
2580 if (flag [i])
2581 {
2582 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2583 len -= cnt;
2584 p += cnt;
2585 first = false;
2586 }
2587 }
2588
2589 return desc;
2590}
2591
2592// return a suitable string describing an objetc in enough detail to find it 2592// return a suitable string describing an object in enough detail to find it
2593const char * 2593const char *
2594object::debug_desc (char *info) const 2594object::debug_desc (char *info) const
2595{ 2595{
2596 char flagdesc[512];
2596 char info2[256 * 3]; 2597 char info2[256 * 4];
2597 char *p = info; 2598 char *p = info;
2598 2599
2599 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2600 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2600 count, 2601 count,
2602 uuid.c_str (),
2601 &name, 2603 &name,
2602 title ? " " : "", 2604 title ? ",title:\"" : "",
2603 title ? (const char *)title : ""); 2605 title ? (const char *)title : "",
2606 title ? "\"" : "",
2607 flag_desc (flagdesc, 512), type);
2604 2608
2605 if (env) 2609 if (!flag[FLAG_REMOVED] && env)
2606 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2610 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2607 2611
2608 if (map) 2612 if (map)
2609 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2613 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2610 2614
2611 return info; 2615 return info;
2612} 2616}
2613 2617
2614const char * 2618const char *
2615object::debug_desc () const 2619object::debug_desc () const
2616{ 2620{
2617 static char info[256 * 3]; 2621 static char info[3][256 * 4];
2622 static int info_idx;
2623
2618 return debug_desc (info); 2624 return debug_desc (info [++info_idx % 3]);
2619} 2625}
2620 2626
2627struct region *
2628object::region () const
2629{
2630 return map ? map->region (x, y)
2631 : region::default_region ();
2632}
2633
2634//+GPL
2635
2636void
2637object::open_container (object *new_container)
2638{
2639 if (container == new_container)
2640 return;
2641
2642 object *old_container = container;
2643
2644 if (old_container)
2645 {
2646 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2647 return;
2648
2649#if 0
2650 // remove the "Close old_container" object.
2651 if (object *closer = old_container->inv)
2652 if (closer->type == CLOSE_CON)
2653 closer->destroy ();
2654#endif
2655
2656 // make sure the container is available
2657 esrv_send_item (this, old_container);
2658
2659 old_container->flag [FLAG_APPLIED] = false;
2660 container = 0;
2661
2662 // client needs item update to make it work, client bug requires this to be separate
2663 esrv_update_item (UPD_FLAGS, this, old_container);
2664
2665 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2666 play_sound (sound_find ("chest_close"));
2667 }
2668
2669 if (new_container)
2670 {
2671 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2672 return;
2673
2674 // TODO: this does not seem to serve any purpose anymore?
2675#if 0
2676 // insert the "Close Container" object.
2677 if (archetype *closer = new_container->other_arch)
2678 {
2679 object *closer = new_container->other_arch->instance ();
2680 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2681 new_container->insert (closer);
2682 }
2683#endif
2684
2685 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2686
2687 // make sure the container is available, client bug requires this to be separate
2688 esrv_send_item (this, new_container);
2689
2690 new_container->flag [FLAG_APPLIED] = true;
2691 container = new_container;
2692
2693 // client needs flag change
2694 esrv_update_item (UPD_FLAGS, this, new_container);
2695 esrv_send_inventory (this, new_container);
2696 play_sound (sound_find ("chest_open"));
2697 }
2698// else if (!old_container->env && contr && contr->ns)
2699// contr->ns->floorbox_reset ();
2700}
2701
2702//-GPL
2703
2704// prefetch some flat area around the player
2705static void
2706prefetch_surrounding_area (object *op, maptile *map, int range)
2707{
2708 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2709 op->x - range , op->y - range ,
2710 op->x + range + 1, op->y + range + 1);
2711 rect->m;
2712 ++rect)
2713 {
2714 rect->m->touch ();
2715 rect->m->activate ();
2716 }
2717}
2718
2719// prefetch a generous area around the player, also up and down
2720void
2721object::prefetch_surrounding_maps ()
2722{
2723 prefetch_surrounding_area (this, map, 40);
2724
2725 if (maptile *m = map->tile_available (TILE_DOWN))
2726 prefetch_surrounding_area (this, m, 20);
2727
2728 if (maptile *m = map->tile_available (TILE_UP))
2729 prefetch_surrounding_area (this, m, 20);
2730}
2731
2732//+GPL
2733
2734object *
2735object::force_find (shstr_tmp name)
2736{
2737 /* cycle through his inventory to look for the MARK we want to
2738 * place
2739 */
2740 for (object *tmp = inv; tmp; tmp = tmp->below)
2741 if (tmp->type == FORCE && tmp->slaying == name)
2742 return splay (tmp);
2743
2744 return 0;
2745}
2746
2747void
2748object::force_set_timer (int duration)
2749{
2750 this->duration = 1;
2751 this->speed_left = -1.f;
2752
2753 this->set_speed (duration ? 1.f / duration : 0.f);
2754}
2755
2756object *
2757object::force_add (shstr_tmp name, int duration)
2758{
2759 if (object *force = force_find (name))
2760 force->destroy ();
2761
2762 object *force = archetype::get (FORCE_NAME);
2763
2764 force->slaying = name;
2765 force->force_set_timer (duration);
2766 force->flag [FLAG_APPLIED] = true;
2767
2768 return insert (force);
2769}
2770
2771void
2772object::play_sound (faceidx sound) const
2773{
2774 if (!sound)
2775 return;
2776
2777 if (is_on_map ())
2778 map->play_sound (sound, x, y);
2779 else if (object *pl = in_player ())
2780 pl->contr->play_sound (sound);
2781}
2782
2783void
2784object::say_msg (const char *msg) const
2785{
2786 if (is_on_map ())
2787 map->say_msg (msg, x, y);
2788 else if (object *pl = in_player ())
2789 pl->contr->play_sound (sound);
2790}
2791
2792void
2793object::make_noise ()
2794{
2795 // we do not model noise in the map, so instead put
2796 // a temporary light into the noise source
2797 // could use the map instead, but that's less reliable for our
2798 // goal, which is to make invisibility a bit harder to exploit
2799
2800 // currently only works sensibly for players
2801 if (!is_player ())
2802 return;
2803
2804 // find old force, or create new one
2805 object *force = force_find (shstr_noise_force);
2806
2807 if (force)
2808 force->speed_left = -1.f; // patch old speed up
2809 else
2810 {
2811 force = archetype::get (shstr_noise_force);
2812
2813 force->slaying = shstr_noise_force;
2814 force->stats.food = 1;
2815 force->speed_left = -1.f;
2816
2817 force->set_speed (1.f / 4.f);
2818 force->flag [FLAG_IS_USED_UP] = true;
2819 force->flag [FLAG_APPLIED] = true;
2820
2821 insert (force);
2822 }
2823}
2824
2825void object::change_move_type (MoveType mt)
2826{
2827 if (move_type == mt)
2828 return;
2829
2830 if (is_on_map ())
2831 {
2832 // we are on the map, so handle move_on/off effects
2833 remove ();
2834 move_type = mt;
2835 map->insert (this, x, y, this);
2836 }
2837 else
2838 move_type = mt;
2839}
2840
2841/* object should be a player.
2842 * we return the object the player has marked with the 'mark' command
2843 * below. If no match is found (or object has changed), we return
2844 * NULL. We leave it up to the calling function to print messages if
2845 * nothing is found.
2846 */
2847object *
2848object::mark () const
2849{
2850 if (contr && contr->mark && contr->mark->env == this)
2851 return contr->mark;
2852 else
2853 return 0;
2854}
2855
2856// put marked object first in the inventory
2857// this is used by identify-like spells so players can influence
2858// the order a bit.
2859void
2860object::splay_marked ()
2861{
2862 if (object *marked = mark ())
2863 splay (marked);
2864}
2865

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