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Comparing deliantra/server/common/object.C (file contents):
Revision 1.81 by root, Sat Dec 23 13:56:25 2006 UTC vs.
Revision 1.324 by root, Mon Apr 12 05:22:37 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 25#include <global.h>
28#include <stdio.h> 26#include <stdio.h>
29#include <sys/types.h> 27#include <sys/types.h>
30#include <sys/uio.h> 28#include <sys/uio.h>
31#include <object.h> 29#include <object.h>
32#include <funcpoint.h> 30#include <sproto.h>
33#include <loader.h>
34 31
35#include <bitset> 32#include <bitset>
36 33
37int nrofallocobjects = 0; 34UUID UUID::cur;
38static UUID uuid; 35static uint64_t seq_next_save;
39const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
40 38
41object *active_objects; /* List of active objects that need to be processed */ 39objectvec objects;
40activevec actives;
42 41
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
49
50short freearr_x[SIZEOFFREE] = {
51 0,
52 0, 1, 1, 1, 0, -1, -1, -1,
53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 54 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 55};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 56short freearr_y[SIZEOFFREE] = {
57 0,
58 -1, -1, 0, 1, 1, 1, 0, -1,
59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 60 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
48};
49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51}; 61};
52int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 63 0,
64 1, 2, 3, 4, 5, 6, 7, 8,
65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55}; 67};
56 68
69static int maxfree[SIZEOFFREE] = {
70 0,
71 9, 10, 13, 14, 17, 18, 21, 22,
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
74};
75
57static void 76static void
58write_uuid (void) 77write_uuid (uval64 skip, bool sync)
59{ 78{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 79 CALL_BEGIN (2);
61 80 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 81 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 82 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 83 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} 84}
77 85
78static void 86static void
79read_uuid (void) 87read_uuid ()
80{ 88{
81 char filename[MAX_BUF]; 89 char filename[MAX_BUF];
82 90
83 sprintf (filename, "%s/uuid", settings.localdir); 91 sprintf (filename, "%s/uuid", settings.localdir);
92
93 seq_next_save = 0;
84 94
85 FILE *fp; 95 FILE *fp;
86 96
87 if (!(fp = fopen (filename, "r"))) 97 if (!(fp = fopen (filename, "r")))
88 { 98 {
89 if (errno == ENOENT) 99 if (errno == ENOENT)
90 { 100 {
91 LOG (llevInfo, "RESET uid to 1\n"); 101 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 102 UUID::cur.seq = 0;
93 write_uuid (); 103 write_uuid (UUID_GAP, true);
94 return; 104 return;
95 } 105 }
96 106
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 107 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 108 _exit (1);
99 } 109 }
100 110
101 int version; 111 char buf [UUID::MAX_LEN];
102 unsigned long long uid; 112 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 113 fgets (buf, sizeof (buf), fp);
114
115 if (!UUID::cur.parse (buf))
104 { 116 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 117 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 118 _exit (1);
107 } 119 }
108 120
109 uuid.seq = uid; 121 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
110 write_uuid (); 122
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 123 write_uuid (UUID_GAP, true);
112 fclose (fp); 124 fclose (fp);
113} 125}
114 126
115UUID 127UUID
116gen_uuid () 128UUID::gen ()
117{ 129{
118 UUID uid; 130 UUID uid;
119 131
120 uid.seq = ++uuid.seq; 132 uid.seq = ++cur.seq;
121 133
122 if (!(uuid.seq & (UUID_SKIP - 1))) 134 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 135 {
136 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
137 write_uuid (UUID_GAP, false);
138 }
139
124 140
125 return uid; 141 return uid;
126} 142}
127 143
128void 144void
129init_uuid () 145UUID::init ()
130{ 146{
131 read_uuid (); 147 read_uuid ();
132} 148}
133 149
150bool
151UUID::parse (const char *s)
152{
153 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
154 return false;
155
156 seq = 0;
157
158 while (*s != '>')
159 {
160 if (*s < '0')
161 return false;
162
163 // this gives nice branchless code with gcc
164 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
165 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
166
167 seq = (seq << 4) | digit;
168
169 ++s;
170 }
171
172 return true;
173}
174
175char *
176UUID::append (char *buf) const
177{
178 *buf++ = '<';
179 *buf++ = '1';
180 *buf++ = '.';
181
182 uint64_t seq = this->seq;
183 const int bits = 64;
184 char nz = 0;
185 static const char tohex [] = "0123456789abcdef";
186
187 // assert (len >= 3 + bits / 4 + 1 + 1);
188 for (int i = bits / 4; --i; )
189 {
190 uint8_t digit = seq >> (bits - 4);
191
192 *buf = tohex [digit];
193 nz |= digit;
194 buf += nz ? 1 : 0;
195 seq <<= 4;
196 }
197
198 // last digit is special - always emit
199 uint8_t digit = seq >> (bits - 4);
200 *buf++ = tohex [digit];
201
202 *buf++ = '>';
203
204 return buf;
205}
206
207char *
208UUID::c_str () const
209{
210 static char buf [MAX_LEN];
211 *append (buf) = 0;
212 return buf;
213}
214
134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 215/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int 216static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 217compare_ob_value_lists_one (const object *wants, const object *has)
137{ 218{
138 key_value *wants_field;
139
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 219 /* 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 220 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 221 * different structure or at least keep the lists sorted...
143 */ 222 */
144 223
145 /* For each field in wants, */ 224 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 225 for (key_value *kv = wants->key_values; kv; kv = kv->next)
147 { 226 if (has->kv_get (kv->key) != kv->value)
148 key_value *has_field; 227 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 }
168 228
169 /* If we get here, every field in wants has a matching field in has. */ 229 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE; 230 return true;
171} 231}
172 232
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 233/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 234static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 235compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 236{
177 /* However, there may be fields in has which aren't partnered in wants, 237 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 238 * so we need to run the comparison *twice*. :(
179 */ 239 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 240 return compare_ob_value_lists_one (ob1, ob2)
241 && compare_ob_value_lists_one (ob2, ob1);
181} 242}
182 243
183/* Function examines the 2 objects given to it, and returns true if 244/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 245 * they can be merged together.
185 * 246 *
190 * Check nrof variable *before* calling can_merge() 251 * Check nrof variable *before* calling can_merge()
191 * 252 *
192 * Improvements made with merge: Better checking on potion, and also 253 * Improvements made with merge: Better checking on potion, and also
193 * check weight 254 * check weight
194 */ 255 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 256bool object::can_merge_slow (object *ob1, object *ob2)
197{ 257{
198 /* A couple quicksanity checks */ 258 /* A couple quick sanity checks */
199 if (ob1 == ob2 259 if (ob1 == ob2
200 || ob1->type != ob2->type 260 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value 261 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 262 || ob1->name != ob2->name
263 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
204 return 0; 264 return 0;
205 265
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 266 /* Do not merge objects if nrof would overflow, assume nrof
208 * value could not be stored in a sint32 (which unfortunately sometimes is 267 * is always 0 .. 2**31-1 */
209 * used to store nrof). 268 if (ob1->nrof > 0x7fffffff - ob2->nrof)
210 */
211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
212 return 0; 269 return 0;
213 270
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 271 /* 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 272 * 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 273 * 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 274 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning. 275 * flags lose any meaning.
219 */ 276 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 277 if (ob1->flag [FLAG_IDENTIFIED])
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 278 ob1->set_flag (FLAG_BEEN_APPLIED);
222 279
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 280 if (ob2->flag [FLAG_IDENTIFIED])
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 281 ob2->set_flag (FLAG_BEEN_APPLIED);
225 282
226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 283 if (ob1->arch->archname != ob2->arch->archname
227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 284 || ob1->name != ob2->name
229 || ob1->title != ob2->title 285 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 286 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 287 || 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 288 || ob1->attacktype != ob2->attacktype
235 || ob1->magic != ob2->magic 289 || ob1->magic != ob2->magic
236 || ob1->slaying != ob2->slaying 290 || ob1->slaying != ob2->slaying
237 || ob1->skill != ob2->skill 291 || ob1->skill != ob2->skill
238 || ob1->value != ob2->value 292 || ob1->value != ob2->value
239 || ob1->animation_id != ob2->animation_id 293 || ob1->animation_id != ob2->animation_id
294 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
240 || ob1->client_type != ob2->client_type 295 || ob1->client_type != ob2->client_type
241 || ob1->materialname != ob2->materialname 296 || ob1->material != ob2->material
242 || ob1->lore != ob2->lore 297 || ob1->lore != ob2->lore
243 || ob1->subtype != ob2->subtype 298 || ob1->subtype != ob2->subtype
244 || ob1->move_type != ob2->move_type 299 || ob1->move_type != ob2->move_type
245 || ob1->move_block != ob2->move_block 300 || ob1->move_block != ob2->move_block
246 || ob1->move_allow != ob2->move_allow 301 || ob1->move_allow != ob2->move_allow
247 || ob1->move_on != ob2->move_on 302 || ob1->move_on != ob2->move_on
248 || ob1->move_off != ob2->move_off 303 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow 304 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty) 305 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
306 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
307 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
251 return 0; 308 return 0;
252 309
310 if ((ob1->flag ^ ob2->flag)
311 .reset (FLAG_INV_LOCKED)
312 .reset (FLAG_REMOVED)
313 .any ())
314 return 0;
315
253 /* This is really a spellbook check - really, we should 316 /* This is really a spellbook check - we should in general
254 * check all objects in the inventory. 317 * not merge objects with real inventories, as splitting them
318 * is hard.
255 */ 319 */
256 if (ob1->inv || ob2->inv) 320 if (ob1->inv || ob2->inv)
257 { 321 {
258 /* if one object has inventory but the other doesn't, not equiv */ 322 if (!(ob1->inv && ob2->inv))
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 323 return 0; /* inventories differ in length */
260 return 0;
261 324
262 /* Now check to see if the two inventory objects could merge */ 325 if (ob1->inv->below || ob2->inv->below)
326 return 0; /* more than one object in inv */
327
263 if (!object::can_merge (ob1->inv, ob2->inv)) 328 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0; 329 return 0; /* inventory objects differ */
265 330
266 /* inventory ok - still need to check rest of this object to see 331 /* inventory ok - still need to check rest of this object to see
267 * if it is valid. 332 * if it is valid.
268 */ 333 */
269 } 334 }
270 335
271 /* Don't merge objects that are applied. With the new 'body' code, 336 /* 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 337 * 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. 338 * some items equipped, and we don't want those to merge.
274 */ 339 */
275 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 340 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
276 return 0; 341 return 0;
277 342
278 /* Note sure why the following is the case - either the object has to 343 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 344 * be animated or have a very low speed. Is this an attempted monster
280 * check? 345 * check?
281 */ 346 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 347 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
283 return 0; 348 return 0;
284 349
285 switch (ob1->type) 350 switch (ob1->type)
286 { 351 {
287 case SCROLL: 352 case SCROLL:
288 if (ob1->level != ob2->level) 353 if (ob1->level != ob2->level)
289 return 0; 354 return 0;
290 break; 355 break;
291 } 356 }
292 357
293 if (ob1->key_values != NULL || ob2->key_values != NULL) 358 if (ob1->key_values || ob2->key_values)
294 { 359 {
295 /* At least one of these has key_values. */ 360 /* At least one of these has key_values. */
296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 361 if ((!ob1->key_values) != (!ob2->key_values))
297 /* One has fields, but the other one doesn't. */ 362 return 0; /* One has fields, but the other one doesn't. */
363
364 if (!compare_ob_value_lists (ob1, ob2))
298 return 0; 365 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0;
301 } 366 }
302 367
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self) 368 if (ob1->self || ob2->self)
305 { 369 {
306 ob1->optimise (); 370 ob1->optimise ();
307 ob2->optimise (); 371 ob2->optimise ();
308 372
309 if (ob1->self || ob2->self) 373 if (ob1->self || ob2->self)
374 {
375 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
376 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
377
378 if (k1 != k2)
310 return 0; 379 return 0;
380
381 if (k1 == 0)
382 return 1;
383
384 if (!cfperl_can_merge (ob1, ob2))
385 return 0;
386 }
311 } 387 }
312 388
313 /* Everything passes, must be OK. */ 389 /* Everything passes, must be OK. */
314 return 1; 390 return 1;
315} 391}
316 392
393// find player who can see this object
394object *
395object::visible_to () const
396{
397 if (client_visible () && !flag [FLAG_REMOVED])
398 {
399 // see if we are in a container of sorts
400 if (env)
401 {
402 // the player inventory itself is always visible
403 if (env->is_player ())
404 return env;
405
406 // else a player could have our env open
407 object *envest = env->outer_env_or_self ();
408
409 // the player itself is always on a map, so we will find him here
410 // even if our inv is in a player.
411 if (envest->is_on_map ())
412 if (object *pl = envest->ms ().player ())
413 if (pl->container_ () == env)
414 return pl;
415 }
416 else
417 {
418 // maybe there is a player standing on the same mapspace
419 // this will catch the case where "this" is a player
420 if (object *pl = ms ().player ())
421 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
422 || pl->container_ () == this)
423 return pl;
424 }
425 }
426
427 return 0;
428}
429
430// adjust weight per container type ("of holding")
431static sint32
432weight_adjust_for (object *op, sint32 weight)
433{
434 return op->type == CONTAINER
435 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
436 : weight;
437}
438
317/* 439/*
440 * adjust_weight(object, weight) adds the specified weight to an object,
441 * and also updates how much the environment(s) is/are carrying.
442 */
443static void
444adjust_weight (object *op, sint32 weight)
445{
446 while (op)
447 {
448 // adjust by actual difference to account for rounding errors
449 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
450 weight = weight_adjust_for (op, op->carrying)
451 - weight_adjust_for (op, op->carrying - weight);
452
453 if (!weight)
454 return;
455
456 op->carrying += weight;
457
458 if (object *pl = op->visible_to ())
459 if (pl != op) // player is handled lazily
460 esrv_update_item (UPD_WEIGHT, pl, op);
461
462 op = op->env;
463 }
464}
465
466/*
318 * sum_weight() is a recursive function which calculates the weight 467 * this is a recursive function which calculates the weight
319 * an object is carrying. It goes through in figures out how much 468 * an object is carrying. It goes through op and figures out how much
320 * containers are carrying, and sums it up. 469 * containers are carrying, and sums it up.
321 */ 470 */
322long 471void
323sum_weight (object *op) 472object::update_weight ()
324{ 473{
325 long sum; 474 sint32 sum = 0;
326 object *inv;
327 475
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 476 for (object *op = inv; op; op = op->below)
329 { 477 {
330 if (inv->inv) 478 if (op->inv)
331 sum_weight (inv); 479 op->update_weight ();
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 480
481 sum += op->total_weight ();
482 }
483
484 sum = weight_adjust_for (this, sum);
485
486 if (sum != carrying)
333 } 487 {
334
335 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100;
337
338 if (op->carrying != sum)
339 op->carrying = sum; 488 carrying = sum;
340 489
341 return sum; 490 if (object *pl = visible_to ())
491 if (pl != this) // player is handled lazily
492 esrv_update_item (UPD_WEIGHT, pl, this);
493 }
342} 494}
343 495
344/** 496/*
345 * Return the outermost environment object for a given object. 497 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
346 */ 498 */
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 * 499char *
363dump_object (object *op) 500dump_object (object *op)
364{ 501{
365 if (!op) 502 if (!op)
366 return strdup ("[NULLOBJ]"); 503 return strdup ("[NULLOBJ]");
367 504
368 object_freezer freezer; 505 object_freezer freezer;
369 save_object (freezer, op, 3); 506 op->write (freezer);
370 return freezer.as_string (); 507 return freezer.as_string ();
371} 508}
372 509
373/* 510char *
374 * get_nearest_part(multi-object, object 2) returns the part of the 511object::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{ 512{
382 object *tmp, *closest; 513 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} 514}
392 515
393/* 516/*
394 * Returns the object which has the count-variable equal to the argument. 517 * Returns the object which has the count-variable equal to the argument.
518 * VERRRY slow.
395 */ 519 */
396
397object * 520object *
398find_object (tag_t i) 521find_object (tag_t i)
399{ 522{
400 for (object *op = object::first; op; op = op->next) 523 for_all_objects (op)
401 if (op->count == i) 524 if (op->count == i)
402 return op; 525 return op;
526
527 return 0;
528}
529
530/*
531 * Returns the object which has the uuid equal to the argument.
532 * MOAR VERRRY slow.
533 */
534
535object *
536find_object_uuid (UUID i)
537{
538 for_all_objects (op)
539 if (op->uuid == i)
540 return op;
403 541
404 return 0; 542 return 0;
405} 543}
406 544
407/* 545/*
408 * Returns the first object which has a name equal to the argument. 546 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 547 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 548 * Enables features like "patch <name-of-other-player> food 999"
411 */ 549 */
412
413object * 550object *
414find_object_name (const char *str) 551find_object_name (const char *str)
415{ 552{
416 shstr_cmp str_ (str); 553 shstr_cmp str_ (str);
417 object *op;
418 554
419 for (op = object::first; op != NULL; op = op->next) 555 if (str_)
556 for_all_objects (op)
420 if (op->name == str_) 557 if (op->name == str_)
421 break; 558 return op;
422 559
423 return op; 560 return 0;
424}
425
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430} 561}
431 562
432/* 563/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 564 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 565 * skill and experience objects.
566 * ACTUALLY NO! investigate! TODO
435 */ 567 */
436void 568void
437object::set_owner (object *owner) 569object::set_owner (object *owner)
438{ 570{
571 // allow objects which own objects
439 if (!owner) 572 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) 573 while (owner->owner)
450 owner = owner->owner; 574 owner = owner->owner;
575
576 if (flag [FLAG_FREED])
577 {
578 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
579 return;
580 }
451 581
452 this->owner = owner; 582 this->owner = owner;
453} 583}
454 584
455/* Zero the key_values on op, decrementing the shared-string 585/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 586 * refcounts and freeing the links.
457 */ 587 */
458static void 588static void
459free_key_values (object *op) 589free_key_values (object *op)
460{ 590{
461 for (key_value *i = op->key_values; i != 0;) 591 for (key_value *i = op->key_values; i; )
462 { 592 {
463 key_value *next = i->next; 593 key_value *next = i->next;
464 delete i; 594 delete i;
465 595
466 i = next; 596 i = next;
478 * will point at garbage. 608 * will point at garbage.
479 */ 609 */
480void 610void
481object::copy_to (object *dst) 611object::copy_to (object *dst)
482{ 612{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 613 dst->remove ();
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
485
486 *(object_copy *)dst = *this; 614 *(object_copy *)dst = *this;
487 615 dst->flag [FLAG_REMOVED] = true;
488 if (self || cb)
489 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
490
491 if (is_freed)
492 SET_FLAG (dst, FLAG_FREED);
493
494 if (is_removed)
495 SET_FLAG (dst, FLAG_REMOVED);
496
497 if (speed < 0)
498 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
499 616
500 /* Copy over key_values, if any. */ 617 /* Copy over key_values, if any. */
501 if (key_values) 618 if (key_values)
502 { 619 {
503 key_value *tail = 0; 620 key_value *tail = 0;
504 key_value *i;
505
506 dst->key_values = 0; 621 dst->key_values = 0;
507 622
508 for (i = key_values; i; i = i->next) 623 for (key_value *i = key_values; i; i = i->next)
509 { 624 {
510 key_value *new_link = new key_value; 625 key_value *new_link = new key_value;
511 626
512 new_link->next = 0; 627 new_link->next = 0;
513 new_link->key = i->key; 628 new_link->key = i->key;
514 new_link->value = i->value; 629 new_link->value = i->value;
515 630
516 /* Try and be clever here, too. */ 631 /* Try and be clever here, too. */
517 if (!dst->key_values) 632 if (!dst->key_values)
518 { 633 {
525 tail = new_link; 640 tail = new_link;
526 } 641 }
527 } 642 }
528 } 643 }
529 644
530 update_ob_speed (dst); 645 dst->activate ();
646}
647
648void
649object::instantiate ()
650{
651 if (!uuid.seq) // HACK
652 uuid = UUID::gen ();
653
654 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
655 if (flag [FLAG_RANDOM_SPEED] && speed)
656 speed_left = - speed - rndm (); // TODO animation
657 else
658 speed_left = -1.;
659
660 /* copy the body_info to the body_used - this is only really
661 * need for monsters, but doesn't hurt to do it for everything.
662 * by doing so, when a monster is created, it has good starting
663 * values for the body_used info, so when items are created
664 * for it, they can be properly equipped.
665 */
666 for (int i = NUM_BODY_LOCATIONS; i--; )
667 slot[i].used = slot[i].info;
668
669 attachable::instantiate ();
531} 670}
532 671
533object * 672object *
534object::clone () 673object::clone ()
535{ 674{
536 object *neu = create (); 675 object *neu = create ();
537 copy_to (neu); 676 copy_to (neu);
677
678 // TODO: unclean state changes, should not be done in clone AND instantiate
679 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
680 neu->speed_left = - neu->speed - rndm (); // TODO animation
681
682 neu->map = map; // not copied by copy_to
538 return neu; 683 return neu;
539} 684}
540 685
541/* 686/*
542 * If an object with the IS_TURNABLE() flag needs to be turned due 687 * If an object with the IS_TURNABLE() flag needs to be turned due
543 * to the closest player being on the other side, this function can 688 * to the closest player being on the other side, this function can
544 * be called to update the face variable, _and_ how it looks on the map. 689 * be called to update the face variable, _and_ how it looks on the map.
545 */ 690 */
546
547void 691void
548update_turn_face (object *op) 692update_turn_face (object *op)
549{ 693{
550 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 694 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
551 return; 695 return;
696
552 SET_ANIMATION (op, op->direction); 697 SET_ANIMATION (op, op->direction);
553 update_object (op, UP_OBJ_FACE); 698 update_object (op, UP_OBJ_FACE);
554} 699}
555 700
556/* 701/*
557 * Updates the speed of an object. If the speed changes from 0 to another 702 * Updates the speed of an object. If the speed changes from 0 to another
558 * value, or vice versa, then add/remove the object from the active list. 703 * value, or vice versa, then add/remove the object from the active list.
559 * This function needs to be called whenever the speed of an object changes. 704 * This function needs to be called whenever the speed of an object changes.
560 */ 705 */
561void 706void
562update_ob_speed (object *op) 707object::set_speed (float speed)
563{ 708{
564 extern int arch_init; 709 this->speed = speed;
565 710
566 /* No reason putting the archetypes objects on the speed list, 711 if (has_active_speed ())
567 * since they never really need to be updated. 712 activate ();
568 */
569
570 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
571 {
572 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
573#ifdef MANY_CORES
574 abort ();
575#else
576 op->speed = 0;
577#endif
578 }
579
580 if (arch_init)
581 return;
582
583 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
584 {
585 /* If already on active list, don't do anything */
586 if (op->active_next || op->active_prev || op == active_objects)
587 return;
588
589 /* process_events() expects us to insert the object at the beginning
590 * of the list. */
591 op->active_next = active_objects;
592
593 if (op->active_next != NULL)
594 op->active_next->active_prev = op;
595
596 active_objects = op;
597 }
598 else 713 else
599 { 714 deactivate ();
600 /* If not on the active list, nothing needs to be done */
601 if (!op->active_next && !op->active_prev && op != active_objects)
602 return;
603
604 if (op->active_prev == NULL)
605 {
606 active_objects = op->active_next;
607
608 if (op->active_next != NULL)
609 op->active_next->active_prev = NULL;
610 }
611 else
612 {
613 op->active_prev->active_next = op->active_next;
614
615 if (op->active_next)
616 op->active_next->active_prev = op->active_prev;
617 }
618
619 op->active_next = NULL;
620 op->active_prev = NULL;
621 }
622}
623
624/* This function removes object 'op' from the list of active
625 * objects.
626 * This should only be used for style maps or other such
627 * reference maps where you don't want an object that isn't
628 * in play chewing up cpu time getting processed.
629 * The reverse of this is to call update_ob_speed, which
630 * will do the right thing based on the speed of the object.
631 */
632void
633remove_from_active_list (object *op)
634{
635 /* If not on the active list, nothing needs to be done */
636 if (!op->active_next && !op->active_prev && op != active_objects)
637 return;
638
639 if (op->active_prev == NULL)
640 {
641 active_objects = op->active_next;
642 if (op->active_next != NULL)
643 op->active_next->active_prev = NULL;
644 }
645 else
646 {
647 op->active_prev->active_next = op->active_next;
648 if (op->active_next)
649 op->active_next->active_prev = op->active_prev;
650 }
651 op->active_next = NULL;
652 op->active_prev = NULL;
653} 715}
654 716
655/* 717/*
656 * update_object() updates the the map. 718 * update_object() updates the the map.
657 * It takes into account invisible objects (and represent squares covered 719 * It takes into account invisible objects (and represent squares covered
670 * UP_OBJ_FACE: only the objects face has changed. 732 * UP_OBJ_FACE: only the objects face has changed.
671 */ 733 */
672void 734void
673update_object (object *op, int action) 735update_object (object *op, int action)
674{ 736{
675 MoveType move_on, move_off, move_block, move_slow; 737 if (!op)
676
677 if (op == NULL)
678 { 738 {
679 /* this should never happen */ 739 /* this should never happen */
680 LOG (llevDebug, "update_object() called for NULL object.\n"); 740 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
681 return; 741 return;
682 } 742 }
683 743
684 if (op->env) 744 if (!op->is_on_map ())
685 { 745 {
686 /* Animation is currently handled by client, so nothing 746 /* Animation is currently handled by client, so nothing
687 * to do in this case. 747 * to do in this case.
688 */ 748 */
689 return; 749 return;
690 } 750 }
691 751
692 /* If the map is saving, don't do anything as everything is
693 * going to get freed anyways.
694 */
695 if (!op->map || op->map->in_memory == MAP_SAVING)
696 return;
697
698 /* make sure the object is within map boundaries */ 752 /* make sure the object is within map boundaries */
699 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 753 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
700 { 754 {
701 LOG (llevError, "update_object() called for object out of map!\n"); 755 LOG (llevError, "update_object() called for object out of map!\n");
702#ifdef MANY_CORES 756#ifdef MANY_CORES
703 abort (); 757 abort ();
704#endif 758#endif
705 return; 759 return;
706 } 760 }
707 761
708 mapspace &m = op->ms (); 762 mapspace &m = op->ms ();
709 763
710 if (m.flags_ & P_NEED_UPDATE) 764 if (!(m.flags_ & P_UPTODATE))
711 /* nop */; 765 /* nop */;
712 else if (action == UP_OBJ_INSERT) 766 else if (action == UP_OBJ_INSERT)
713 { 767 {
768#if 0
714 // this is likely overkill, TODO: revisit (schmorp) 769 // this is likely overkill, TODO: revisit (schmorp)
715 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 770 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
716 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 771 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
717 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 772 || (op->is_player () && !(m.flags_ & P_PLAYER))
718 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 773 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
719 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 774 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
720 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 775 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
721 || (m.move_on | op->move_on ) != m.move_on 776 || (m.move_on | op->move_on ) != m.move_on
722 || (m.move_off | op->move_off ) != m.move_off 777 || (m.move_off | op->move_off ) != m.move_off
723 || (m.move_slow | op->move_slow) != m.move_slow 778 || (m.move_slow | op->move_slow) != m.move_slow
724 /* This isn't perfect, but I don't expect a lot of objects to 779 /* This isn't perfect, but I don't expect a lot of objects to
725 * to have move_allow right now. 780 * have move_allow right now.
726 */ 781 */
727 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 782 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
783 m.invalidate ();
784#else
728 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 785 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
729 m.flags_ = P_NEED_UPDATE; 786 m.invalidate ();
787#endif
730 } 788 }
731 /* if the object is being removed, we can't make intelligent 789 /* if the object is being removed, we can't make intelligent
732 * decisions, because remove_ob can't really pass the object 790 * decisions, because remove_ob can't really pass the object
733 * that is being removed. 791 * that is being removed.
734 */ 792 */
735 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 793 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
736 m.flags_ = P_NEED_UPDATE; 794 m.invalidate ();
737 else if (action == UP_OBJ_FACE) 795 else if (action == UP_OBJ_FACE)
738 /* Nothing to do for that case */ ; 796 /* Nothing to do for that case */ ;
739 else 797 else
740 LOG (llevError, "update_object called with invalid action: %d\n", action); 798 LOG (llevError, "update_object called with invalid action: %d\n", action);
741 799
742 if (op->more) 800 if (op->more)
743 update_object (op->more, action); 801 update_object (op->more, action);
744} 802}
745 803
746object::vector object::mortals;
747object::vector object::objects; // not yet used
748object *object::first;
749
750void object::free_mortals ()
751{
752 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
753 if ((*i)->refcnt)
754 ++i; // further delay freeing
755 else
756 {
757 delete *i;
758 mortals.erase (i);
759 }
760}
761
762object::object () 804object::object ()
763{ 805{
764 SET_FLAG (this, FLAG_REMOVED); 806 this->set_flag (FLAG_REMOVED);
765 807
766 expmul = 1.0; 808 //expmul = 1.0; declared const for the time being
767 face = blank_face; 809 face = blank_face;
810 material = MATERIAL_NULL;
768} 811}
769 812
770object::~object () 813object::~object ()
771{ 814{
815 unlink ();
816
772 free_key_values (this); 817 free_key_values (this);
773} 818}
774 819
775void object::link () 820void object::link ()
776{ 821{
777 count = ++ob_count; 822 assert (!index);//D
778 uuid = gen_uuid (); 823 uuid = UUID::gen ();
779 824
780 prev = 0; 825 refcnt_inc ();
781 next = object::first; 826 objects.insert (this);
782 827
783 if (object::first) 828 ++create_count;
784 object::first->prev = this;
785 829
786 object::first = this;
787} 830}
788 831
789void object::unlink () 832void object::unlink ()
790{ 833{
791 if (this == object::first) 834 if (!index)
792 object::first = next;
793
794 /* Remove this object from the list of used objects */
795 if (prev) prev->next = next;
796 if (next) next->prev = prev;
797
798 prev = 0;
799 next = 0;
800}
801
802object *object::create ()
803{
804 object *op = new object;
805 op->link ();
806 return op;
807}
808
809/*
810 * free_object() frees everything allocated by an object, removes
811 * it from the list of used objects, and puts it on the list of
812 * free objects. The IS_FREED() flag is set in the object.
813 * The object must have been removed by remove_ob() first for
814 * this function to succeed.
815 *
816 * If destroy_inventory is set, free inventory as well. Else drop items in
817 * inventory to the ground.
818 */
819void object::destroy (bool destroy_inventory)
820{
821 if (QUERY_FLAG (this, FLAG_FREED))
822 return; 835 return;
823 836
824 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 837 ++destroy_count;
825 remove_friendly_object (this);
826 838
827 if (!QUERY_FLAG (this, FLAG_REMOVED)) 839 objects.erase (this);
828 remove (); 840 refcnt_dec ();
841}
829 842
830 SET_FLAG (this, FLAG_FREED); 843void
844object::activate ()
845{
846 /* If already on active list, don't do anything */
847 if (active)
848 return;
831 849
832 if (more) 850 if (has_active_speed ())
833 {
834 more->destroy (destroy_inventory);
835 more = 0;
836 } 851 {
852 if (flag [FLAG_FREED])
853 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
837 854
855 actives.insert (this);
856 }
857}
858
859void
860object::activate_recursive ()
861{
862 activate ();
863
864 for (object *op = inv; op; op = op->below)
865 op->activate_recursive ();
866}
867
868/* This function removes object 'op' from the list of active
869 * objects.
870 * This should only be used for style maps or other such
871 * reference maps where you don't want an object that isn't
872 * in play chewing up cpu time getting processed.
873 * The reverse of this is to call update_ob_speed, which
874 * will do the right thing based on the speed of the object.
875 */
876void
877object::deactivate ()
878{
879 /* If not on the active list, nothing needs to be done */
880 if (!active)
881 return;
882
883 actives.erase (this);
884}
885
886void
887object::deactivate_recursive ()
888{
889 for (object *op = inv; op; op = op->below)
890 op->deactivate_recursive ();
891
892 deactivate ();
893}
894
895void
896object::set_flag_inv (int flag, int value)
897{
898 for (object *op = inv; op; op = op->below)
899 {
900 op->flag [flag] = value;
901 op->set_flag_inv (flag, value);
902 }
903}
904
905/*
906 * Remove and free all objects in the inventory of the given object.
907 * object.c ?
908 */
909void
910object::destroy_inv (bool drop_to_ground)
911{
912 // need to check first, because the checks below might segfault
913 // as we might be on an invalid mapspace and crossfire code
914 // is too buggy to ensure that the inventory is empty.
915 // corollary: if you create arrows etc. with stuff in its inventory,
916 // cf will crash below with off-map x and y
838 if (inv) 917 if (!inv)
839 { 918 return;
919
840 /* Only if the space blocks everything do we not process - 920 /* Only if the space blocks everything do we not process -
841 * if some form of movement is allowed, let objects 921 * if some form of movement is allowed, let objects
842 * drop on that space. 922 * drop on that space.
843 */ 923 */
844 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) 924 if (!drop_to_ground
925 || !map
926 || map->in_memory != MAP_ACTIVE
927 || map->no_drop
928 || ms ().move_block == MOVE_ALL)
929 {
930 while (inv)
931 inv->destroy ();
932 }
933 else
934 { /* Put objects in inventory onto this space */
935 while (inv)
845 { 936 {
846 object *op = inv; 937 object *op = inv;
847 938
848 while (op) 939 if (op->flag [FLAG_STARTEQUIP]
849 { 940 || op->flag [FLAG_NO_DROP]
850 object *tmp = op->below; 941 || op->type == RUNE
851 op->destroy (destroy_inventory); 942 || op->type == TRAP
852 op = tmp; 943 || op->flag [FLAG_IS_A_TEMPLATE]
853 } 944 || op->flag [FLAG_DESTROY_ON_DEATH])
945 op->destroy ();
946 else
947 map->insert (op, x, y);
854 } 948 }
855 else 949 }
856 { /* Put objects in inventory onto this space */ 950}
857 object *op = inv;
858 951
859 while (op) 952/*
860 { 953 * Remove and free all objects in the inventory of the given object.
861 object *tmp = op->below; 954 * Unlike destroy_inv, this assumes the *this is destroyed as well
955 * well, so we can (and have to!) take shortcuts.
956 */
957void
958object::destroy_inv_fast ()
959{
960 while (object *op = inv)
961 {
962 // remove from object the fast way
963 op->flag [FLAG_REMOVED] = true;
964 op->env = 0;
965 if ((inv = inv->below))
966 inv->above = 0;
862 967
863 op->remove (); 968 // then destroy
864
865 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
866 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
867 op->destroy (); 969 op->destroy ();
868 else 970 }
869 { 971}
870 op->x = x;
871 op->y = y;
872 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
873 }
874 972
875 op = tmp; 973void
876 } 974object::freelist_free (int count)
877 } 975{
976 while (count-- && freelist)
878 } 977 {
978 freelist_item *next = freelist->next;
979 // count is being "destroyed"
980
981 sfree ((char *)freelist, sizeof (object));
982
983 freelist = next;
984 --free_count;
985 }
986}
987
988object *
989object::create ()
990{
991 object *op;
992
993 if (freelist)
994 {
995 freelist_item li = *freelist;
996 memset (freelist, 0, sizeof (object));
997
998 op = new (freelist) object;
999 op->count = li.count;
1000
1001 freelist = li.next;
1002 --free_count;
1003 }
1004 else
1005 {
1006 void *ni = salloc0<char> (sizeof (object));
1007
1008 op = new(ni) object;
1009
1010 op->count = ++object_count;
1011 }
1012
1013 op->link ();
1014
1015 return op;
1016}
1017
1018void
1019object::do_delete ()
1020{
1021 uint32_t count = this->count;
1022
1023 this->~object ();
1024
1025 freelist_item *li = (freelist_item *)this;
1026 li->next = freelist;
1027 li->count = count;
1028
1029 freelist = li;
1030 ++free_count;
1031}
1032
1033static struct freed_map : maptile
1034{
1035 freed_map ()
1036 {
1037 path = "<freed objects map>";
1038 name = "/internal/freed_objects_map";
1039 width = 3;
1040 height = 3;
1041 no_drop = 1;
1042 no_reset = 1;
1043
1044 alloc ();
1045 in_memory = MAP_ACTIVE;
1046 }
1047
1048 ~freed_map ()
1049 {
1050 destroy ();
1051 }
1052} freed_map; // freed objects are moved here to avoid crashes
1053
1054void
1055object::do_destroy ()
1056{
1057 if (flag [FLAG_IS_LINKED])
1058 remove_link ();
1059
1060 if (flag [FLAG_FRIENDLY])
1061 remove_friendly_object (this);
1062
1063 remove ();
1064
1065 attachable::do_destroy ();
1066
1067 deactivate ();
1068 unlink ();
1069
1070 flag [FLAG_FREED] = 1;
879 1071
880 // hack to ensure that freed objects still have a valid map 1072 // hack to ensure that freed objects still have a valid map
881 {
882 static maptile *freed_map; // freed objects are moved here to avoid crashes
883
884 if (!freed_map)
885 {
886 freed_map = new maptile;
887
888 freed_map->name = "/internal/freed_objects_map";
889 freed_map->width = 3;
890 freed_map->height = 3;
891
892 freed_map->allocate ();
893 }
894
895 map = freed_map; 1073 map = &freed_map;
896 x = 1; 1074 x = 1;
897 y = 1; 1075 y = 1;
1076
1077 if (more)
1078 {
1079 more->destroy ();
1080 more = 0;
898 } 1081 }
899 1082
1083 head = 0;
1084
900 // clear those pointers that likely might have circular references to us 1085 // clear those pointers that likely might cause circular references
901 owner = 0; 1086 owner = 0;
902 enemy = 0; 1087 enemy = 0;
903 attacked_by = 0; 1088 attacked_by = 0;
904 1089 current_weapon = 0;
905 // only relevant for players(?), but make sure of it anyways
906 contr = 0;
907
908 /* Remove object from the active list */
909 speed = 0;
910 update_ob_speed (this);
911
912 unlink ();
913
914 mortals.push_back (this);
915} 1090}
916 1091
917/*
918 * sub_weight() recursively (outwards) subtracts a number from the
919 * weight of an object (and what is carried by it's environment(s)).
920 */
921void 1092void
922sub_weight (object *op, signed long weight) 1093object::destroy ()
923{ 1094{
924 while (op != NULL) 1095 if (destroyed ())
925 { 1096 return;
926 if (op->type == CONTAINER)
927 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
928 1097
929 op->carrying -= weight; 1098 if (!is_head () && !head->destroyed ())
930 op = op->env;
931 } 1099 {
1100 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1101 head->destroy ();
1102 return;
1103 }
1104
1105 destroy_inv_fast ();
1106
1107 if (is_head ())
1108 if (sound_destroy)
1109 play_sound (sound_destroy);
1110 else if (flag [FLAG_MONSTER])
1111 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1112
1113 attachable::destroy ();
932} 1114}
933 1115
934/* op->remove (): 1116/* op->remove ():
935 * This function removes the object op from the linked list of objects 1117 * This function removes the object op from the linked list of objects
936 * which it is currently tied to. When this function is done, the 1118 * which it is currently tied to. When this function is done, the
937 * object will have no environment. If the object previously had an 1119 * object will have no environment. If the object previously had an
938 * environment, the x and y coordinates will be updated to 1120 * environment, the x and y coordinates will be updated to
939 * the previous environment. 1121 * the previous environment.
940 * Beware: This function is called from the editor as well!
941 */ 1122 */
942void 1123void
943object::remove () 1124object::do_remove ()
944{ 1125{
945 object *tmp, *last = 0; 1126 if (flag [FLAG_REMOVED])
946 object *otmp;
947
948 int check_walk_off;
949
950 if (QUERY_FLAG (this, FLAG_REMOVED))
951 return; 1127 return;
952 1128
953 SET_FLAG (this, FLAG_REMOVED); 1129 INVOKE_OBJECT (REMOVE, this);
1130
1131 flag [FLAG_REMOVED] = true;
954 1132
955 if (more) 1133 if (more)
956 more->remove (); 1134 more->remove ();
957 1135
958 /* 1136 /*
959 * In this case, the object to be removed is in someones 1137 * In this case, the object to be removed is in someones
960 * inventory. 1138 * inventory.
961 */ 1139 */
962 if (env) 1140 if (env)
963 { 1141 {
964 if (nrof) 1142 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
965 sub_weight (env, weight * nrof); 1143 if (object *pl = visible_to ())
966 else 1144 esrv_del_item (pl->contr, count);
967 sub_weight (env, weight + carrying); 1145 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
968 1146
969 /* NO_FIX_PLAYER is set when a great many changes are being 1147 adjust_weight (env, -total_weight ());
970 * made to players inventory. If set, avoiding the call
971 * to save cpu time.
972 */
973 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
974 otmp->update_stats ();
975 1148
976 if (above != NULL) 1149 object *pl = in_player ();
977 above->below = below;
978 else
979 env->inv = below;
980
981 if (below != NULL)
982 below->above = above;
983 1150
984 /* we set up values so that it could be inserted into 1151 /* we set up values so that it could be inserted into
985 * the map, but we don't actually do that - it is up 1152 * the map, but we don't actually do that - it is up
986 * to the caller to decide what we want to do. 1153 * to the caller to decide what we want to do.
987 */ 1154 */
988 x = env->x, y = env->y;
989 map = env->map; 1155 map = env->map;
990 above = 0, below = 0; 1156 x = env->x;
991 env = 0; 1157 y = env->y;
992 }
993 else if (map)
994 {
995 /* Re did the following section of code - it looks like it had
996 * lots of logic for things we no longer care about
997 */
998 1158
999 /* link the object above us */ 1159 // make sure cmov optimisation is applicable
1000 if (above) 1160 *(above ? &above->below : &env->inv) = below;
1001 above->below = below; 1161 *(below ? &below->above : &above ) = above; // &above is just a dummy
1002 else
1003 map->at (x, y).top = below; /* we were top, set new top */
1004
1005 /* Relink the object below us, if there is one */
1006 if (below)
1007 below->above = above;
1008 else
1009 {
1010 /* Nothing below, which means we need to relink map object for this space
1011 * use translated coordinates in case some oddness with map tiling is
1012 * evident
1013 */
1014 if (GET_MAP_OB (map, x, y) != this)
1015 {
1016 char *dump = dump_object (this);
1017 LOG (llevError,
1018 "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);
1019 free (dump);
1020 dump = dump_object (GET_MAP_OB (map, x, y));
1021 LOG (llevError, "%s\n", dump);
1022 free (dump);
1023 }
1024
1025 map->at (x, y).bottom = above; /* goes on above it. */
1026 }
1027 1162
1028 above = 0; 1163 above = 0;
1029 below = 0; 1164 below = 0;
1165 env = 0;
1166
1167 if (pl && pl->is_player ())
1168 {
1169 if (expect_false (pl->contr->combat_ob == this))
1170 {
1171 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1172 pl->contr->combat_ob = 0;
1173 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1174 }
1175
1176 if (expect_false (pl->contr->ranged_ob == this))
1177 {
1178 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1179 pl->contr->ranged_ob = 0;
1180 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1181 }
1182
1183 pl->contr->queue_stats_update ();
1184
1185 if (expect_false (glow_radius) && pl->is_on_map ())
1186 update_all_los (pl->map, pl->x, pl->y);
1187 }
1188 }
1189 else if (map)
1190 {
1191 map->dirty = true;
1192 mapspace &ms = this->ms ();
1193
1194 if (object *pl = ms.player ())
1195 {
1196 if (is_player ())
1197 {
1198 if (!flag [FLAG_WIZPASS])
1199 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1200
1201 // leaving a spot always closes any open container on the ground
1202 if (container && !container->env)
1203 // this causes spurious floorbox updates, but it ensures
1204 // that the CLOSE event is being sent.
1205 close_container ();
1206
1207 --map->players;
1208 map->touch ();
1209 }
1210 else if (pl->container_ () == this)
1211 {
1212 // removing a container should close it
1213 close_container ();
1214 }
1215 else
1216 esrv_del_item (pl->contr, count);
1217 }
1218
1219 /* link the object above us */
1220 // re-link, make sure compiler can easily use cmove
1221 *(above ? &above->below : &ms.top) = below;
1222 *(below ? &below->above : &ms.bot) = above;
1223
1224 above = 0;
1225 below = 0;
1226
1227 ms.invalidate ();
1030 1228
1031 if (map->in_memory == MAP_SAVING) 1229 if (map->in_memory == MAP_SAVING)
1032 return; 1230 return;
1033 1231
1034 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1232 int check_walk_off = !flag [FLAG_NO_APPLY];
1035 1233
1036 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1234 if (object *pl = ms.player ())
1037 { 1235 {
1038 /* No point updating the players look faces if he is the object 1236 if (pl->container_ () == this)
1039 * being removed.
1040 */
1041
1042 if (tmp->type == PLAYER && tmp != this)
1043 {
1044 /* If a container that the player is currently using somehow gets 1237 /* If a container that the player is currently using somehow gets
1045 * removed (most likely destroyed), update the player view 1238 * removed (most likely destroyed), update the player view
1046 * appropriately. 1239 * appropriately.
1047 */ 1240 */
1048 if (tmp->container == this) 1241 pl->close_container ();
1049 {
1050 CLEAR_FLAG (this, FLAG_APPLIED);
1051 tmp->container = 0;
1052 }
1053 1242
1243 //TODO: the floorbox prev/next might need updating
1244 //esrv_del_item (pl->contr, count);
1245 //TODO: update floorbox to preserve ordering
1246 if (pl->contr->ns)
1054 tmp->contr->ns->floorbox_update (); 1247 pl->contr->ns->floorbox_update ();
1248 }
1249
1250 if (check_walk_off)
1251 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1252 {
1253 above = tmp->above;
1254
1255 /* No point updating the players look faces if he is the object
1256 * being removed.
1055 } 1257 */
1056 1258
1057 /* See if player moving off should effect something */ 1259 /* See if object moving off should effect something */
1058 if (check_walk_off
1059 && ((move_type & tmp->move_off) 1260 if ((move_type & tmp->move_off)
1060 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1261 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1061 {
1062 move_apply (tmp, this, 0); 1262 move_apply (tmp, this, 0);
1063
1064 if (destroyed ())
1065 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1066 } 1263 }
1067 1264
1068 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1265 if (affects_los ())
1069
1070 if (tmp->above == tmp)
1071 tmp->above = 0;
1072
1073 last = tmp;
1074 }
1075
1076 /* last == NULL of there are no objects on this space */
1077 if (!last)
1078 map->at (x, y).flags_ = P_NEED_UPDATE;
1079 else
1080 update_object (last, UP_OBJ_REMOVE);
1081
1082 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1083 update_all_los (map, x, y); 1266 update_all_los (map, x, y);
1084 } 1267 }
1085} 1268}
1086 1269
1087/* 1270/*
1096merge_ob (object *op, object *top) 1279merge_ob (object *op, object *top)
1097{ 1280{
1098 if (!op->nrof) 1281 if (!op->nrof)
1099 return 0; 1282 return 0;
1100 1283
1101 if (top == NULL) 1284 if (!top)
1102 for (top = op; top != NULL && top->above != NULL; top = top->above); 1285 for (top = op; top && top->above; top = top->above)
1286 ;
1103 1287
1104 for (; top != NULL; top = top->below) 1288 for (; top; top = top->below)
1105 {
1106 if (top == op)
1107 continue;
1108
1109 if (object::can_merge (op, top)) 1289 if (object::can_merge (op, top))
1110 { 1290 {
1111 top->nrof += op->nrof; 1291 top->nrof += op->nrof;
1112 1292
1113/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1293 if (object *pl = top->visible_to ())
1114 op->weight = 0; /* Don't want any adjustements now */ 1294 esrv_update_item (UPD_NROF, pl, top);
1295
1296 op->weight = 0; // cancel the addition above
1297 op->carrying = 0; // must be 0 already
1298
1115 op->destroy (); 1299 op->destroy ();
1300
1116 return top; 1301 return top;
1117 } 1302 }
1118 }
1119 1303
1120 return 0; 1304 return 0;
1121} 1305}
1122 1306
1307void
1308object::expand_tail ()
1309{
1310 if (more)
1311 return;
1312
1313 object *prev = this;
1314
1315 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1316 {
1317 object *op = at->instance ();
1318
1319 op->name = name;
1320 op->name_pl = name_pl;
1321 op->title = title;
1322
1323 op->head = this;
1324 prev->more = op;
1325
1326 prev = op;
1327 }
1328}
1329
1123/* 1330/*
1124 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1331 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1125 * job preparing multi-part monsters 1332 * job preparing multi-part monsters.
1126 */ 1333 */
1127object * 1334object *
1128insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1335insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1129{ 1336{
1130 object *tmp; 1337 op->remove ();
1131 1338
1132 if (op->head)
1133 op = op->head;
1134
1135 for (tmp = op; tmp; tmp = tmp->more) 1339 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1136 { 1340 {
1137 tmp->x = x + tmp->arch->clone.x; 1341 tmp->x = x + tmp->arch->x;
1138 tmp->y = y + tmp->arch->clone.y; 1342 tmp->y = y + tmp->arch->y;
1139 } 1343 }
1140 1344
1141 return insert_ob_in_map (op, m, originator, flag); 1345 return insert_ob_in_map (op, m, originator, flag);
1142} 1346}
1143 1347
1156 * Passing 0 for flag gives proper default values, so flag really only needs 1360 * Passing 0 for flag gives proper default values, so flag really only needs
1157 * to be set if special handling is needed. 1361 * to be set if special handling is needed.
1158 * 1362 *
1159 * Return value: 1363 * Return value:
1160 * new object if 'op' was merged with other object 1364 * new object if 'op' was merged with other object
1161 * NULL if 'op' was destroyed 1365 * NULL if there was an error (destroyed, blocked etc.)
1162 * just 'op' otherwise 1366 * just 'op' otherwise
1163 */ 1367 */
1164
1165object * 1368object *
1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1369insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1167{ 1370{
1168 object *tmp, *top, *floor = NULL; 1371 op->remove ();
1169 sint16 x, y;
1170 1372
1171 if (QUERY_FLAG (op, FLAG_FREED)) 1373 if (m == &freed_map)//D TODO: remove soon
1172 { 1374 {//D
1173 LOG (llevError, "Trying to insert freed object!\n"); 1375 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1174 return NULL;
1175 } 1376 }//D
1176
1177 if (m == NULL)
1178 {
1179 char *dump = dump_object (op);
1180 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1181 free (dump);
1182 return op;
1183 }
1184
1185 if (out_of_map (m, op->x, op->y))
1186 {
1187 char *dump = dump_object (op);
1188 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1189#ifdef MANY_CORES
1190 /* Better to catch this here, as otherwise the next use of this object
1191 * is likely to cause a crash. Better to find out where it is getting
1192 * improperly inserted.
1193 */
1194 abort ();
1195#endif
1196 free (dump);
1197 return op;
1198 }
1199
1200 if (!QUERY_FLAG (op, FLAG_REMOVED))
1201 {
1202 char *dump = dump_object (op);
1203 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1204 free (dump);
1205 return op;
1206 }
1207
1208 if (op->more != NULL)
1209 {
1210 /* The part may be on a different map. */
1211
1212 object *more = op->more;
1213
1214 /* We really need the caller to normalize coordinates - if
1215 * we set the map, that doesn't work if the location is within
1216 * a map and this is straddling an edge. So only if coordinate
1217 * is clear wrong do we normalize it.
1218 */
1219 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1220 more->map = get_map_from_coord (m, &more->x, &more->y);
1221 else if (!more->map)
1222 {
1223 /* For backwards compatibility - when not dealing with tiled maps,
1224 * more->map should always point to the parent.
1225 */
1226 more->map = m;
1227 }
1228
1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1230 {
1231 if (!op->head)
1232 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1233
1234 return NULL;
1235 }
1236 }
1237
1238 CLEAR_FLAG (op, FLAG_REMOVED);
1239 1377
1240 /* Ideally, the caller figures this out. However, it complicates a lot 1378 /* Ideally, the caller figures this out. However, it complicates a lot
1241 * of areas of callers (eg, anything that uses find_free_spot would now 1379 * of areas of callers (eg, anything that uses find_free_spot would now
1242 * need extra work 1380 * need extra work
1243 */ 1381 */
1244 op->map = get_map_from_coord (m, &op->x, &op->y); 1382 maptile *newmap = m;
1245 x = op->x; 1383 if (!xy_normalise (newmap, op->x, op->y))
1246 y = op->y; 1384 {
1385 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1386 return 0;
1387 }
1388
1389 if (object *more = op->more)
1390 if (!insert_ob_in_map (more, m, originator, flag))
1391 return 0;
1392
1393 op->flag [FLAG_REMOVED] = false;
1394 op->env = 0;
1395 op->map = newmap;
1396
1397 mapspace &ms = op->ms ();
1247 1398
1248 /* this has to be done after we translate the coordinates. 1399 /* this has to be done after we translate the coordinates.
1249 */ 1400 */
1250 if (op->nrof && !(flag & INS_NO_MERGE)) 1401 if (op->nrof && !(flag & INS_NO_MERGE))
1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1402 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1252 if (object::can_merge (op, tmp)) 1403 if (object::can_merge (op, tmp))
1253 { 1404 {
1405 // TODO: we actually want to update tmp, not op,
1406 // but some caller surely breaks when we return tmp
1407 // from here :/
1254 op->nrof += tmp->nrof; 1408 op->nrof += tmp->nrof;
1255 tmp->destroy (); 1409 tmp->destroy ();
1256 } 1410 }
1257 1411
1258 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1412 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1259 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1413 op->clr_flag (FLAG_INV_LOCKED);
1260 1414
1261 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1415 if (!op->flag [FLAG_ALIVE])
1262 CLEAR_FLAG (op, FLAG_NO_STEAL); 1416 op->clr_flag (FLAG_NO_STEAL);
1263 1417
1264 if (flag & INS_BELOW_ORIGINATOR) 1418 if (flag & INS_BELOW_ORIGINATOR)
1265 { 1419 {
1266 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1420 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1267 { 1421 {
1268 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1422 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1269 abort (); 1423 abort ();
1270 } 1424 }
1271 1425
1426 if (!originator->is_on_map ())
1427 {
1428 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1429 op->debug_desc (), originator->debug_desc ());
1430 abort ();
1431 }
1432
1272 op->above = originator; 1433 op->above = originator;
1273 op->below = originator->below; 1434 op->below = originator->below;
1274
1275 if (op->below)
1276 op->below->above = op;
1277 else
1278 op->ms ().bottom = op;
1279
1280 /* since *below* originator, no need to update top */
1281 originator->below = op; 1435 originator->below = op;
1436
1437 *(op->below ? &op->below->above : &ms.bot) = op;
1282 } 1438 }
1283 else 1439 else
1284 { 1440 {
1441 object *floor = 0;
1442 object *top = ms.top;
1443
1285 /* If there are other objects, then */ 1444 /* If there are other objects, then */
1286 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1445 if (top)
1287 { 1446 {
1288 object *last = NULL;
1289
1290 /* 1447 /*
1291 * If there are multiple objects on this space, we do some trickier handling. 1448 * If there are multiple objects on this space, we do some trickier handling.
1292 * We've already dealt with merging if appropriate. 1449 * We've already dealt with merging if appropriate.
1293 * Generally, we want to put the new object on top. But if 1450 * Generally, we want to put the new object on top. But if
1294 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1451 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1297 * once we get to them. This reduces the need to traverse over all of 1454 * once we get to them. This reduces the need to traverse over all of
1298 * them when adding another one - this saves quite a bit of cpu time 1455 * them when adding another one - this saves quite a bit of cpu time
1299 * when lots of spells are cast in one area. Currently, it is presumed 1456 * when lots of spells are cast in one area. Currently, it is presumed
1300 * that flying non pickable objects are spell objects. 1457 * that flying non pickable objects are spell objects.
1301 */ 1458 */
1302 1459 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1303 while (top != NULL)
1304 { 1460 {
1305 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1461 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1306 floor = top; 1462 floor = tmp;
1307 1463
1308 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1464 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1309 { 1465 {
1310 /* We insert above top, so we want this object below this */ 1466 /* We insert above top, so we want this object below this */
1311 top = top->below; 1467 top = tmp->below;
1312 break; 1468 break;
1313 } 1469 }
1314 1470
1315 last = top;
1316 top = top->above; 1471 top = tmp;
1317 } 1472 }
1318
1319 /* Don't want top to be NULL, so set it to the last valid object */
1320 top = last;
1321 1473
1322 /* We let update_position deal with figuring out what the space 1474 /* We let update_position deal with figuring out what the space
1323 * looks like instead of lots of conditions here. 1475 * looks like instead of lots of conditions here.
1324 * makes things faster, and effectively the same result. 1476 * makes things faster, and effectively the same result.
1325 */ 1477 */
1326 1478
1327 /* Have object 'fall below' other objects that block view. 1479 /* Have object 'fall below' other objects that block view.
1328 * Unless those objects are exits, type 66 1480 * Unless those objects are exits.
1329 * If INS_ON_TOP is used, don't do this processing 1481 * If INS_ON_TOP is used, don't do this processing
1330 * Need to find the object that in fact blocks view, otherwise 1482 * Need to find the object that in fact blocks view, otherwise
1331 * stacking is a bit odd. 1483 * stacking is a bit odd.
1332 */ 1484 */
1333 if (!(flag & INS_ON_TOP) && 1485 if (!(flag & INS_ON_TOP)
1334 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1486 && ms.flags () & P_BLOCKSVIEW
1487 && (op->face && !faces [op->face].visibility))
1335 { 1488 {
1489 object *last;
1490
1336 for (last = top; last != floor; last = last->below) 1491 for (last = top; last != floor; last = last->below)
1337 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1492 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1338 break; 1493 break;
1494
1339 /* Check to see if we found the object that blocks view, 1495 /* Check to see if we found the object that blocks view,
1340 * and make sure we have a below pointer for it so that 1496 * and make sure we have a below pointer for it so that
1341 * we can get inserted below this one, which requires we 1497 * we can get inserted below this one, which requires we
1342 * set top to the object below us. 1498 * set top to the object below us.
1343 */ 1499 */
1344 if (last && last->below && last != floor) 1500 if (last && last->below && last != floor)
1345 top = last->below; 1501 top = last->below;
1346 } 1502 }
1347 } /* If objects on this space */ 1503 } /* If objects on this space */
1348 1504
1349 if (flag & INS_MAP_LOAD)
1350 top = GET_MAP_TOP (op->map, op->x, op->y);
1351
1352 if (flag & INS_ABOVE_FLOOR_ONLY) 1505 if (flag & INS_ABOVE_FLOOR_ONLY)
1353 top = floor; 1506 top = floor;
1354 1507
1355 /* Top is the object that our object (op) is going to get inserted above. 1508 // insert object above top, or bottom-most if top = 0
1356 */
1357
1358 /* First object on this space */
1359 if (!top) 1509 if (!top)
1360 { 1510 {
1361 op->above = GET_MAP_OB (op->map, op->x, op->y);
1362
1363 if (op->above)
1364 op->above->below = op;
1365
1366 op->below = NULL; 1511 op->below = 0;
1512 op->above = ms.bot;
1367 op->ms ().bottom = op; 1513 ms.bot = op;
1514
1515 *(op->above ? &op->above->below : &ms.top) = op;
1368 } 1516 }
1369 else 1517 else
1370 { /* get inserted into the stack above top */ 1518 {
1371 op->above = top->above; 1519 op->above = top->above;
1372
1373 if (op->above)
1374 op->above->below = op; 1520 top->above = op;
1375 1521
1376 op->below = top; 1522 op->below = top;
1377 top->above = op; 1523 *(op->above ? &op->above->below : &ms.top) = op;
1378 } 1524 }
1525 }
1379 1526
1380 if (op->above == NULL) 1527 if (op->is_player ())
1381 op->ms ().top = op; 1528 {
1382 } /* else not INS_BELOW_ORIGINATOR */
1383
1384 if (op->type == PLAYER)
1385 op->contr->do_los = 1; 1529 op->contr->do_los = 1;
1530 ++op->map->players;
1531 op->map->touch ();
1532 }
1386 1533
1387 /* If we have a floor, we know the player, if any, will be above 1534 op->map->dirty = true;
1388 * it, so save a few ticks and start from there. 1535
1389 */
1390 if (!(flag & INS_MAP_LOAD))
1391 if (object *pl = op->ms ().player ()) 1536 if (object *pl = ms.player ())
1537 //TODO: the floorbox prev/next might need updating
1538 //esrv_send_item (pl, op);
1539 //TODO: update floorbox to preserve ordering
1540 if (pl->contr->ns)
1392 pl->contr->ns->floorbox_update (); 1541 pl->contr->ns->floorbox_update ();
1393 1542
1394 /* If this object glows, it may affect lighting conditions that are 1543 /* If this object glows, it may affect lighting conditions that are
1395 * visible to others on this map. But update_all_los is really 1544 * visible to others on this map. But update_all_los is really
1396 * an inefficient way to do this, as it means los for all players 1545 * an inefficient way to do this, as it means los for all players
1397 * on the map will get recalculated. The players could very well 1546 * on the map will get recalculated. The players could very well
1398 * be far away from this change and not affected in any way - 1547 * be far away from this change and not affected in any way -
1399 * this should get redone to only look for players within range, 1548 * this should get redone to only look for players within range,
1400 * or just updating the P_NEED_UPDATE for spaces within this area 1549 * or just updating the P_UPTODATE for spaces within this area
1401 * of effect may be sufficient. 1550 * of effect may be sufficient.
1402 */ 1551 */
1403 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1552 if (op->affects_los ())
1553 {
1554 op->ms ().invalidate ();
1404 update_all_los (op->map, op->x, op->y); 1555 update_all_los (op->map, op->x, op->y);
1556 }
1405 1557
1406 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1558 /* updates flags (blocked, alive, no magic, etc) for this map space */
1407 update_object (op, UP_OBJ_INSERT); 1559 update_object (op, UP_OBJ_INSERT);
1560
1561 INVOKE_OBJECT (INSERT, op);
1408 1562
1409 /* Don't know if moving this to the end will break anything. However, 1563 /* Don't know if moving this to the end will break anything. However,
1410 * we want to have floorbox_update called before calling this. 1564 * we want to have floorbox_update called before calling this.
1411 * 1565 *
1412 * check_move_on() must be after this because code called from 1566 * check_move_on() must be after this because code called from
1414 * blocked() and wall() work properly), and these flags are updated by 1568 * blocked() and wall() work properly), and these flags are updated by
1415 * update_object(). 1569 * update_object().
1416 */ 1570 */
1417 1571
1418 /* if this is not the head or flag has been passed, don't check walk on status */ 1572 /* if this is not the head or flag has been passed, don't check walk on status */
1419 if (!(flag & INS_NO_WALK_ON) && !op->head) 1573 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1420 { 1574 {
1421 if (check_move_on (op, originator)) 1575 if (check_move_on (op, originator))
1422 return NULL; 1576 return 0;
1423 1577
1424 /* If we are a multi part object, lets work our way through the check 1578 /* If we are a multi part object, lets work our way through the check
1425 * walk on's. 1579 * walk on's.
1426 */ 1580 */
1427 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1581 for (object *tmp = op->more; tmp; tmp = tmp->more)
1428 if (check_move_on (tmp, originator)) 1582 if (check_move_on (tmp, originator))
1429 return NULL; 1583 return 0;
1430 } 1584 }
1431 1585
1432 return op; 1586 return op;
1433} 1587}
1434 1588
1435/* this function inserts an object in the map, but if it 1589/* this function inserts an object in the map, but if it
1436 * finds an object of its own type, it'll remove that one first. 1590 * finds an object of its own type, it'll remove that one first.
1437 * op is the object to insert it under: supplies x and the map. 1591 * op is the object to insert it under: supplies x and the map.
1438 */ 1592 */
1439void 1593void
1440replace_insert_ob_in_map (const char *arch_string, object *op) 1594replace_insert_ob_in_map (shstr_tmp archname, object *op)
1441{ 1595{
1442 object *tmp, *tmp1;
1443
1444 /* first search for itself and remove any old instances */ 1596 /* first search for itself and remove any old instances */
1445 1597
1446 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1598 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1447 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1599 if (tmp->arch->archname == archname) /* same archetype */
1448 tmp->destroy (); 1600 tmp->destroy ();
1449 1601
1450 tmp1 = arch_to_object (archetype::find (arch_string)); 1602 object *tmp = archetype::find (archname)->instance ();
1451 1603
1452 tmp1->x = op->x; 1604 tmp->x = op->x;
1453 tmp1->y = op->y; 1605 tmp->y = op->y;
1606
1454 insert_ob_in_map (tmp1, op->map, op, 0); 1607 insert_ob_in_map (tmp, op->map, op, 0);
1455} 1608}
1456
1457/*
1458 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1459 * is returned contains nr objects, and the remaining parts contains
1460 * the rest (or is removed and freed if that number is 0).
1461 * On failure, NULL is returned, and the reason put into the
1462 * global static errmsg array.
1463 */
1464 1609
1465object * 1610object *
1466get_split_ob (object *orig_ob, uint32 nr) 1611object::insert_at (object *where, object *originator, int flags)
1467{ 1612{
1468 object *newob; 1613 if (where->env)
1469 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1614 return where->env->insert (this);
1470 1615 else
1471 if (orig_ob->nrof < nr) 1616 return where->map->insert (this, where->x, where->y, originator, flags);
1472 {
1473 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1474 return NULL;
1475 }
1476
1477 newob = object_create_clone (orig_ob);
1478
1479 if ((orig_ob->nrof -= nr) < 1)
1480 orig_ob->destroy (1);
1481 else if (!is_removed)
1482 {
1483 if (orig_ob->env != NULL)
1484 sub_weight (orig_ob->env, orig_ob->weight * nr);
1485 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1486 {
1487 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1488 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1489 return NULL;
1490 }
1491 }
1492
1493 newob->nrof = nr;
1494
1495 return newob;
1496} 1617}
1497 1618
1619// check whether we can put this into the map, respect max_volume, max_items
1620bool
1621object::can_drop_at (maptile *m, int x, int y, object *originator)
1622{
1623 mapspace &ms = m->at (x, y);
1624
1625 int items = ms.items ();
1626
1627 if (!items // testing !items ensures we can drop at least one item
1628 || (items < m->max_items
1629 && ms.volume () < m->max_volume))
1630 return true;
1631
1632 if (originator && originator->is_player ())
1633 originator->contr->failmsgf (
1634 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1635 query_name ()
1636 );
1637
1638 return false;
1639}
1640
1498/* 1641/*
1499 * decrease_ob_nr(object, number) decreases a specified number from 1642 * decrease(object, number) decreases a specified number from
1500 * the amount of an object. If the amount reaches 0, the object 1643 * the amount of an object. If the amount reaches 0, the object
1501 * is subsequently removed and freed. 1644 * is subsequently removed and freed.
1502 * 1645 *
1503 * Return value: 'op' if something is left, NULL if the amount reached 0 1646 * Return value: 'op' if something is left, NULL if the amount reached 0
1504 */ 1647 */
1648bool
1649object::decrease (sint32 nr)
1650{
1651 if (!nr)
1652 return true;
1505 1653
1654 nr = min (nr, nrof);
1655
1656 if (nrof > nr)
1657 {
1658 nrof -= nr;
1659 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1660
1661 if (object *pl = visible_to ())
1662 esrv_update_item (UPD_NROF, pl, this);
1663
1664 return true;
1665 }
1666 else
1667 {
1668 destroy ();
1669 return false;
1670 }
1671}
1672
1673/*
1674 * split(ob,nr) splits up ob into two parts. The part which
1675 * is returned contains nr objects, and the remaining parts contains
1676 * the rest (or is removed and returned if that number is 0).
1677 * On failure, NULL is returned.
1678 */
1506object * 1679object *
1507decrease_ob_nr (object *op, uint32 i) 1680object::split (sint32 nr)
1508{ 1681{
1509 object *tmp; 1682 int have = number_of ();
1510 1683
1511 if (i == 0) /* objects with op->nrof require this check */ 1684 if (have < nr)
1512 return op; 1685 return 0;
1513 1686 else if (have == nr)
1514 if (i > op->nrof)
1515 i = op->nrof;
1516
1517 if (QUERY_FLAG (op, FLAG_REMOVED))
1518 op->nrof -= i;
1519 else if (op->env)
1520 { 1687 {
1521 /* is this object in the players inventory, or sub container
1522 * therein?
1523 */
1524 tmp = op->in_player ();
1525 /* nope. Is this a container the player has opened?
1526 * If so, set tmp to that player.
1527 * IMO, searching through all the players will mostly
1528 * likely be quicker than following op->env to the map,
1529 * and then searching the map for a player.
1530 */
1531 if (!tmp)
1532 for_all_players (pl)
1533 if (pl->ob->container == op->env)
1534 {
1535 tmp = pl->ob;
1536 break;
1537 }
1538
1539 if (i < op->nrof)
1540 {
1541 sub_weight (op->env, op->weight * i);
1542 op->nrof -= i;
1543 if (tmp)
1544 esrv_send_item (tmp, op);
1545 }
1546 else
1547 {
1548 op->remove (); 1688 remove ();
1549 op->nrof = 0; 1689 return this;
1550 if (tmp)
1551 esrv_del_item (tmp->contr, op->count);
1552 }
1553 } 1690 }
1554 else 1691 else
1555 { 1692 {
1556 object *above = op->above; 1693 decrease (nr);
1557 1694
1558 if (i < op->nrof) 1695 object *op = deep_clone ();
1559 op->nrof -= i; 1696 op->nrof = nr;
1560 else
1561 {
1562 op->remove ();
1563 op->nrof = 0;
1564 }
1565
1566 /* Since we just removed op, op->above is null */
1567 for (tmp = above; tmp; tmp = tmp->above)
1568 if (tmp->type == PLAYER)
1569 {
1570 if (op->nrof)
1571 esrv_send_item (tmp, op);
1572 else
1573 esrv_del_item (tmp->contr, op->count);
1574 }
1575 }
1576
1577 if (op->nrof)
1578 return op; 1697 return op;
1579 else
1580 {
1581 op->destroy ();
1582 return 0;
1583 }
1584}
1585
1586/*
1587 * add_weight(object, weight) adds the specified weight to an object,
1588 * and also updates how much the environment(s) is/are carrying.
1589 */
1590
1591void
1592add_weight (object *op, signed long weight)
1593{
1594 while (op != NULL)
1595 {
1596 if (op->type == CONTAINER)
1597 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1598
1599 op->carrying += weight;
1600 op = op->env;
1601 } 1698 }
1602} 1699}
1603 1700
1604object * 1701object *
1605insert_ob_in_ob (object *op, object *where) 1702insert_ob_in_ob (object *op, object *where)
1610 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1707 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1611 free (dump); 1708 free (dump);
1612 return op; 1709 return op;
1613 } 1710 }
1614 1711
1615 if (where->head) 1712 if (where->head_ () != where)
1616 { 1713 {
1617 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1714 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1618 where = where->head; 1715 where = where->head;
1619 } 1716 }
1620 1717
1621 return where->insert (op); 1718 return where->insert (op);
1622} 1719}
1627 * inside the object environment. 1724 * inside the object environment.
1628 * 1725 *
1629 * The function returns now pointer to inserted item, and return value can 1726 * The function returns now pointer to inserted item, and return value can
1630 * be != op, if items are merged. -Tero 1727 * be != op, if items are merged. -Tero
1631 */ 1728 */
1632
1633object * 1729object *
1634object::insert (object *op) 1730object::insert (object *op)
1635{ 1731{
1636 object *tmp, *otmp;
1637
1638 if (!QUERY_FLAG (op, FLAG_REMOVED))
1639 op->remove ();
1640
1641 if (op->more) 1732 if (op->more)
1642 { 1733 {
1643 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1734 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1644 return op; 1735 return op;
1645 } 1736 }
1646 1737
1647 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1738 op->remove ();
1648 CLEAR_FLAG (op, FLAG_REMOVED); 1739
1740 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1741
1649 if (op->nrof) 1742 if (op->nrof)
1650 {
1651 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1743 for (object *tmp = inv; tmp; tmp = tmp->below)
1652 if (object::can_merge (tmp, op)) 1744 if (object::can_merge (tmp, op))
1653 { 1745 {
1654 /* return the original object and remove inserted object 1746 /* return the original object and remove inserted object
1655 (client needs the original object) */ 1747 (client needs the original object) */
1656 tmp->nrof += op->nrof; 1748 tmp->nrof += op->nrof;
1657 /* Weight handling gets pretty funky. Since we are adding to 1749
1658 * tmp->nrof, we need to increase the weight. 1750 if (object *pl = tmp->visible_to ())
1659 */ 1751 esrv_update_item (UPD_NROF, pl, tmp);
1752
1660 add_weight (this, op->weight * op->nrof); 1753 adjust_weight (this, op->total_weight ());
1661 SET_FLAG (op, FLAG_REMOVED); 1754
1662 op->destroy (); /* free the inserted object */ 1755 op->destroy ();
1663 op = tmp; 1756 op = tmp;
1664 op->remove (); /* and fix old object's links */ 1757 goto inserted;
1665 CLEAR_FLAG (op, FLAG_REMOVED);
1666 break;
1667 } 1758 }
1668 1759
1669 /* I assume combined objects have no inventory 1760 op->owner = 0; // it's his/hers now. period.
1670 * We add the weight - this object could have just been removed
1671 * (if it was possible to merge). calling remove_ob will subtract
1672 * the weight, so we need to add it in again, since we actually do
1673 * the linking below
1674 */
1675 add_weight (this, op->weight * op->nrof);
1676 }
1677 else
1678 add_weight (this, (op->weight + op->carrying));
1679
1680 otmp = this->in_player ();
1681 if (otmp && otmp->contr)
1682 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1683 otmp->update_stats ();
1684
1685 op->map = 0; 1761 op->map = 0;
1686 op->env = this; 1762 op->x = 0;
1763 op->y = 0;
1764
1687 op->above = 0; 1765 op->above = 0;
1688 op->below = 0; 1766 op->below = inv;
1689 op->x = 0, op->y = 0; 1767 op->env = this;
1690 1768
1769 if (inv)
1770 inv->above = op;
1771
1772 inv = op;
1773
1774 op->flag [FLAG_REMOVED] = 0;
1775
1776 if (object *pl = op->visible_to ())
1777 esrv_send_item (pl, op);
1778
1779 adjust_weight (this, op->total_weight ());
1780
1781inserted:
1691 /* reset the light list and los of the players on the map */ 1782 /* reset the light list and los of the players on the map */
1692 if ((op->glow_radius != 0) && map) 1783 if (op->glow_radius && is_on_map ())
1693 { 1784 {
1694#ifdef DEBUG_LIGHTS 1785 update_stats ();
1695 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1696#endif /* DEBUG_LIGHTS */
1697 if (MAP_DARKNESS (map))
1698 update_all_los (map, x, y); 1786 update_all_los (map, x, y);
1699 }
1700
1701 /* Client has no idea of ordering so lets not bother ordering it here.
1702 * It sure simplifies this function...
1703 */
1704 if (!inv)
1705 inv = op;
1706 else
1707 { 1787 }
1708 op->below = inv; 1788 else if (is_player ())
1709 op->below->above = op; 1789 // if this is a player's inventory, update stats
1710 inv = op; 1790 contr->queue_stats_update ();
1711 } 1791
1792 INVOKE_OBJECT (INSERT, this);
1712 1793
1713 return op; 1794 return op;
1714} 1795}
1715 1796
1716/* 1797/*
1731 * 1812 *
1732 * MSW 2001-07-08: Check all objects on space, not just those below 1813 * MSW 2001-07-08: Check all objects on space, not just those below
1733 * object being inserted. insert_ob_in_map may not put new objects 1814 * object being inserted. insert_ob_in_map may not put new objects
1734 * on top. 1815 * on top.
1735 */ 1816 */
1736
1737int 1817int
1738check_move_on (object *op, object *originator) 1818check_move_on (object *op, object *originator)
1739{ 1819{
1820 if (op->flag [FLAG_NO_APPLY])
1821 return 0;
1822
1740 object *tmp; 1823 object *tmp;
1741 maptile *m = op->map; 1824 maptile *m = op->map;
1742 int x = op->x, y = op->y; 1825 int x = op->x, y = op->y;
1743 1826
1744 MoveType move_on, move_slow, move_block; 1827 mapspace &ms = m->at (x, y);
1745 1828
1746 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1829 ms.update ();
1747 return 0;
1748 1830
1749 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1831 MoveType move_on = ms.move_on;
1750 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1832 MoveType move_slow = ms.move_slow;
1751 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1833 MoveType move_block = ms.move_block;
1752 1834
1753 /* if nothing on this space will slow op down or be applied, 1835 /* if nothing on this space will slow op down or be applied,
1754 * no need to do checking below. have to make sure move_type 1836 * no need to do checking below. have to make sure move_type
1755 * is set, as lots of objects don't have it set - we treat that 1837 * is set, as lots of objects don't have it set - we treat that
1756 * as walking. 1838 * as walking.
1767 return 0; 1849 return 0;
1768 1850
1769 /* The objects have to be checked from top to bottom. 1851 /* The objects have to be checked from top to bottom.
1770 * Hence, we first go to the top: 1852 * Hence, we first go to the top:
1771 */ 1853 */
1772 1854 for (object *next, *tmp = ms.top; tmp; tmp = next)
1773 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1774 {
1775 /* Trim the search when we find the first other spell effect
1776 * this helps performance so that if a space has 50 spell objects,
1777 * we don't need to check all of them.
1778 */
1779 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1780 break;
1781 } 1855 {
1856 next = tmp->below;
1782 1857
1783 for (; tmp; tmp = tmp->below)
1784 {
1785 if (tmp == op) 1858 if (tmp == op)
1786 continue; /* Can't apply yourself */ 1859 continue; /* Can't apply yourself */
1787 1860
1788 /* Check to see if one of the movement types should be slowed down. 1861 /* Check to see if one of the movement types should be slowed down.
1789 * Second check makes sure that the movement types not being slowed 1862 * Second check makes sure that the movement types not being slowed
1790 * (~slow_move) is not blocked on this space - just because the 1863 * (~slow_move) is not blocked on this space - just because the
1791 * space doesn't slow down swimming (for example), if you can't actually 1864 * space doesn't slow down swimming (for example), if you can't actually
1792 * swim on that space, can't use it to avoid the penalty. 1865 * swim on that space, can't use it to avoid the penalty.
1793 */ 1866 */
1794 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1867 if (!op->flag [FLAG_WIZPASS])
1795 { 1868 {
1796 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1869 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1797 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1870 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1798 { 1871 {
1799
1800 float
1801 diff = tmp->move_slow_penalty * FABS (op->speed); 1872 float diff = tmp->move_slow_penalty * fabs (op->speed);
1802 1873
1803 if (op->type == PLAYER) 1874 if (op->is_player ())
1804 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1875 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1805 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1876 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1806 diff /= 4.0; 1877 diff /= 4.0;
1807 1878
1808 op->speed_left -= diff; 1879 op->speed_left -= diff;
1809 } 1880 }
1810 } 1881 }
1833/* 1904/*
1834 * present_arch(arch, map, x, y) searches for any objects with 1905 * present_arch(arch, map, x, y) searches for any objects with
1835 * a matching archetype at the given map and coordinates. 1906 * a matching archetype at the given map and coordinates.
1836 * The first matching object is returned, or NULL if none. 1907 * The first matching object is returned, or NULL if none.
1837 */ 1908 */
1838
1839object * 1909object *
1840present_arch (const archetype *at, maptile *m, int x, int y) 1910present_arch (const archetype *at, maptile *m, int x, int y)
1841{ 1911{
1842 object *
1843 tmp;
1844
1845 if (m == NULL || out_of_map (m, x, y)) 1912 if (!m || out_of_map (m, x, y))
1846 { 1913 {
1847 LOG (llevError, "Present_arch called outside map.\n"); 1914 LOG (llevError, "Present_arch called outside map.\n");
1848 return NULL; 1915 return NULL;
1849 } 1916 }
1850 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1917
1851 if (tmp->arch == at) 1918 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1919 if (tmp->arch->archname == at->archname)
1852 return tmp; 1920 return tmp;
1921
1853 return NULL; 1922 return NULL;
1854} 1923}
1855 1924
1856/* 1925/*
1857 * present(type, map, x, y) searches for any objects with 1926 * present(type, map, x, y) searches for any objects with
1858 * a matching type variable at the given map and coordinates. 1927 * a matching type variable at the given map and coordinates.
1859 * The first matching object is returned, or NULL if none. 1928 * The first matching object is returned, or NULL if none.
1860 */ 1929 */
1861
1862object * 1930object *
1863present (unsigned char type, maptile *m, int x, int y) 1931present (unsigned char type, maptile *m, int x, int y)
1864{ 1932{
1865 object *
1866 tmp;
1867
1868 if (out_of_map (m, x, y)) 1933 if (out_of_map (m, x, y))
1869 { 1934 {
1870 LOG (llevError, "Present called outside map.\n"); 1935 LOG (llevError, "Present called outside map.\n");
1871 return NULL; 1936 return NULL;
1872 } 1937 }
1873 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1938
1939 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1874 if (tmp->type == type) 1940 if (tmp->type == type)
1875 return tmp; 1941 return tmp;
1942
1876 return NULL; 1943 return NULL;
1877} 1944}
1878 1945
1879/* 1946/*
1880 * present_in_ob(type, object) searches for any objects with 1947 * present_in_ob(type, object) searches for any objects with
1881 * a matching type variable in the inventory of the given object. 1948 * a matching type variable in the inventory of the given object.
1882 * The first matching object is returned, or NULL if none. 1949 * The first matching object is returned, or NULL if none.
1883 */ 1950 */
1884
1885object * 1951object *
1886present_in_ob (unsigned char type, const object *op) 1952present_in_ob (unsigned char type, const object *op)
1887{ 1953{
1888 object *
1889 tmp;
1890
1891 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1954 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1892 if (tmp->type == type) 1955 if (tmp->type == type)
1893 return tmp; 1956 return tmp;
1957
1894 return NULL; 1958 return NULL;
1895} 1959}
1896 1960
1897/* 1961/*
1898 * present_in_ob (type, str, object) searches for any objects with 1962 * present_in_ob (type, str, object) searches for any objects with
1906 * str is the string to match against. Note that we match against 1970 * str is the string to match against. Note that we match against
1907 * the object name, not the archetype name. this is so that the 1971 * the object name, not the archetype name. this is so that the
1908 * spell code can use one object type (force), but change it's name 1972 * spell code can use one object type (force), but change it's name
1909 * to be unique. 1973 * to be unique.
1910 */ 1974 */
1911
1912object * 1975object *
1913present_in_ob_by_name (int type, const char *str, const object *op) 1976present_in_ob_by_name (int type, const char *str, const object *op)
1914{ 1977{
1915 object *
1916 tmp;
1917
1918 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1978 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1919 {
1920 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1979 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1921 return tmp; 1980 return tmp;
1922 } 1981
1923 return NULL; 1982 return 0;
1924} 1983}
1925 1984
1926/* 1985/*
1927 * present_arch_in_ob(archetype, object) searches for any objects with 1986 * present_arch_in_ob(archetype, object) searches for any objects with
1928 * a matching archetype in the inventory of the given object. 1987 * a matching archetype in the inventory of the given object.
1929 * The first matching object is returned, or NULL if none. 1988 * The first matching object is returned, or NULL if none.
1930 */ 1989 */
1931
1932object * 1990object *
1933present_arch_in_ob (const archetype *at, const object *op) 1991present_arch_in_ob (const archetype *at, const object *op)
1934{ 1992{
1935 object *
1936 tmp;
1937
1938 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1993 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1939 if (tmp->arch == at) 1994 if (tmp->arch->archname == at->archname)
1940 return tmp; 1995 return tmp;
1996
1941 return NULL; 1997 return NULL;
1942} 1998}
1943 1999
1944/* 2000/*
1945 * activate recursively a flag on an object inventory 2001 * activate recursively a flag on an object inventory
1946 */ 2002 */
1947void 2003void
1948flag_inv (object *op, int flag) 2004flag_inv (object *op, int flag)
1949{ 2005{
1950 object *
1951 tmp;
1952
1953 if (op->inv)
1954 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2006 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1955 { 2007 {
1956 SET_FLAG (tmp, flag); 2008 tmp->set_flag (flag);
1957 flag_inv (tmp, flag); 2009 flag_inv (tmp, flag);
1958 } 2010 }
1959} /* 2011}
2012
2013/*
1960 * desactivate recursively a flag on an object inventory 2014 * deactivate recursively a flag on an object inventory
1961 */ 2015 */
1962void 2016void
1963unflag_inv (object *op, int flag) 2017unflag_inv (object *op, int flag)
1964{ 2018{
1965 object *
1966 tmp;
1967
1968 if (op->inv)
1969 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2019 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1970 { 2020 {
1971 CLEAR_FLAG (tmp, flag); 2021 tmp->clr_flag (flag);
1972 unflag_inv (tmp, flag); 2022 unflag_inv (tmp, flag);
1973 } 2023 }
1974}
1975
1976/*
1977 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1978 * all it's inventory (recursively).
1979 * If checksums are used, a player will get set_cheat called for
1980 * him/her-self and all object carried by a call to this function.
1981 */
1982
1983void
1984set_cheat (object *op)
1985{
1986 SET_FLAG (op, FLAG_WAS_WIZ);
1987 flag_inv (op, FLAG_WAS_WIZ);
1988} 2024}
1989 2025
1990/* 2026/*
1991 * find_free_spot(object, map, x, y, start, stop) will search for 2027 * find_free_spot(object, map, x, y, start, stop) will search for
1992 * a spot at the given map and coordinates which will be able to contain 2028 * a spot at the given map and coordinates which will be able to contain
1994 * to search (see the freearr_x/y[] definition). 2030 * to search (see the freearr_x/y[] definition).
1995 * It returns a random choice among the alternatives found. 2031 * It returns a random choice among the alternatives found.
1996 * start and stop are where to start relative to the free_arr array (1,9 2032 * start and stop are where to start relative to the free_arr array (1,9
1997 * does all 4 immediate directions). This returns the index into the 2033 * does all 4 immediate directions). This returns the index into the
1998 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2034 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1999 * Note - this only checks to see if there is space for the head of the
2000 * object - if it is a multispace object, this should be called for all
2001 * pieces.
2002 * Note2: This function does correctly handle tiled maps, but does not 2035 * Note: This function does correctly handle tiled maps, but does not
2003 * inform the caller. However, insert_ob_in_map will update as 2036 * inform the caller. However, insert_ob_in_map will update as
2004 * necessary, so the caller shouldn't need to do any special work. 2037 * necessary, so the caller shouldn't need to do any special work.
2005 * Note - updated to take an object instead of archetype - this is necessary 2038 * Note - updated to take an object instead of archetype - this is necessary
2006 * because arch_blocked (now ob_blocked) needs to know the movement type 2039 * because arch_blocked (now ob_blocked) needs to know the movement type
2007 * to know if the space in question will block the object. We can't use 2040 * to know if the space in question will block the object. We can't use
2008 * the archetype because that isn't correct if the monster has been 2041 * the archetype because that isn't correct if the monster has been
2009 * customized, changed states, etc. 2042 * customized, changed states, etc.
2010 */ 2043 */
2011
2012int 2044int
2013find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2045find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2014{ 2046{
2015 int
2016 i,
2017 index = 0, flag;
2018 static int
2019 altern[SIZEOFFREE]; 2047 int altern[SIZEOFFREE];
2048 int index = 0, flag;
2020 2049
2021 for (i = start; i < stop; i++) 2050 for (int i = start; i < stop; i++)
2022 { 2051 {
2023 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2052 mapxy pos (m, x, y); pos.move (i);
2024 if (!flag) 2053
2054 if (!pos.normalise ())
2055 continue;
2056
2057 mapspace &ms = *pos;
2058
2059 if (ms.flags () & P_IS_ALIVE)
2060 continue;
2061
2062 /* However, often
2063 * ob doesn't have any move type (when used to place exits)
2064 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2065 */
2066 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2067 {
2025 altern[index++] = i; 2068 altern [index++] = i;
2069 continue;
2070 }
2026 2071
2027 /* Basically, if we find a wall on a space, we cut down the search size. 2072 /* Basically, if we find a wall on a space, we cut down the search size.
2028 * In this way, we won't return spaces that are on another side of a wall. 2073 * In this way, we won't return spaces that are on another side of a wall.
2029 * This mostly work, but it cuts down the search size in all directions - 2074 * This mostly work, but it cuts down the search size in all directions -
2030 * if the space being examined only has a wall to the north and empty 2075 * if the space being examined only has a wall to the north and empty
2031 * spaces in all the other directions, this will reduce the search space 2076 * spaces in all the other directions, this will reduce the search space
2032 * to only the spaces immediately surrounding the target area, and 2077 * to only the spaces immediately surrounding the target area, and
2033 * won't look 2 spaces south of the target space. 2078 * won't look 2 spaces south of the target space.
2034 */ 2079 */
2035 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2080 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2081 {
2036 stop = maxfree[i]; 2082 stop = maxfree[i];
2083 continue;
2084 }
2085
2086 /* Note it is intentional that we check ob - the movement type of the
2087 * head of the object should correspond for the entire object.
2088 */
2089 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2090 continue;
2091
2092 if (ob->blocked (pos.m, pos.x, pos.y))
2093 continue;
2094
2095 altern [index++] = i;
2037 } 2096 }
2038 2097
2039 if (!index) 2098 if (!index)
2040 return -1; 2099 return -1;
2041 2100
2042 return altern[RANDOM () % index]; 2101 return altern [rndm (index)];
2043} 2102}
2044 2103
2045/* 2104/*
2046 * find_first_free_spot(archetype, maptile, x, y) works like 2105 * find_first_free_spot(archetype, maptile, x, y) works like
2047 * find_free_spot(), but it will search max number of squares. 2106 * find_free_spot(), but it will search max number of squares.
2048 * But it will return the first available spot, not a random choice. 2107 * But it will return the first available spot, not a random choice.
2049 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2108 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2050 */ 2109 */
2051
2052int 2110int
2053find_first_free_spot (const object *ob, maptile *m, int x, int y) 2111find_first_free_spot (const object *ob, maptile *m, int x, int y)
2054{ 2112{
2055 int
2056 i;
2057
2058 for (i = 0; i < SIZEOFFREE; i++) 2113 for (int i = 0; i < SIZEOFFREE; i++)
2059 {
2060 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2114 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2061 return i; 2115 return i;
2062 } 2116
2063 return -1; 2117 return -1;
2064} 2118}
2065 2119
2066/* 2120/*
2067 * The function permute(arr, begin, end) randomly reorders the array 2121 * The function permute(arr, begin, end) randomly reorders the array
2068 * arr[begin..end-1]. 2122 * arr[begin..end-1].
2123 * now uses a fisher-yates shuffle, old permute was broken
2069 */ 2124 */
2070static void 2125static void
2071permute (int *arr, int begin, int end) 2126permute (int *arr, int begin, int end)
2072{ 2127{
2073 int 2128 arr += begin;
2074 i,
2075 j,
2076 tmp,
2077 len;
2078
2079 len = end - begin; 2129 end -= begin;
2080 for (i = begin; i < end; i++)
2081 {
2082 j = begin + RANDOM () % len;
2083 2130
2084 tmp = arr[i]; 2131 while (--end)
2085 arr[i] = arr[j]; 2132 swap (arr [end], arr [rndm (end + 1)]);
2086 arr[j] = tmp;
2087 }
2088} 2133}
2089 2134
2090/* new function to make monster searching more efficient, and effective! 2135/* new function to make monster searching more efficient, and effective!
2091 * This basically returns a randomized array (in the passed pointer) of 2136 * This basically returns a randomized array (in the passed pointer) of
2092 * the spaces to find monsters. In this way, it won't always look for 2137 * the spaces to find monsters. In this way, it won't always look for
2095 * the 3x3 area will be searched, just not in a predictable order. 2140 * the 3x3 area will be searched, just not in a predictable order.
2096 */ 2141 */
2097void 2142void
2098get_search_arr (int *search_arr) 2143get_search_arr (int *search_arr)
2099{ 2144{
2100 int 2145 int i;
2101 i;
2102 2146
2103 for (i = 0; i < SIZEOFFREE; i++) 2147 for (i = 0; i < SIZEOFFREE; i++)
2104 {
2105 search_arr[i] = i; 2148 search_arr[i] = i;
2106 }
2107 2149
2108 permute (search_arr, 1, SIZEOFFREE1 + 1); 2150 permute (search_arr, 1, SIZEOFFREE1 + 1);
2109 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2151 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2110 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2152 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2111} 2153}
2120 * Perhaps incorrectly, but I'm making the assumption that exclude 2162 * Perhaps incorrectly, but I'm making the assumption that exclude
2121 * is actually want is going to try and move there. We need this info 2163 * is actually want is going to try and move there. We need this info
2122 * because we have to know what movement the thing looking to move 2164 * because we have to know what movement the thing looking to move
2123 * there is capable of. 2165 * there is capable of.
2124 */ 2166 */
2125
2126int 2167int
2127find_dir (maptile *m, int x, int y, object *exclude) 2168find_dir (maptile *m, int x, int y, object *exclude)
2128{ 2169{
2129 int
2130 i,
2131 max = SIZEOFFREE, mflags; 2170 int max = SIZEOFFREE, mflags;
2132
2133 sint16 nx, ny;
2134 object *
2135 tmp;
2136 maptile *
2137 mp;
2138
2139 MoveType blocked, move_type; 2171 MoveType move_type;
2140 2172
2141 if (exclude && exclude->head) 2173 if (exclude && exclude->head_ () != exclude)
2142 { 2174 {
2143 exclude = exclude->head; 2175 exclude = exclude->head;
2144 move_type = exclude->move_type; 2176 move_type = exclude->move_type;
2145 } 2177 }
2146 else 2178 else
2147 { 2179 {
2148 /* If we don't have anything, presume it can use all movement types. */ 2180 /* If we don't have anything, presume it can use all movement types. */
2149 move_type = MOVE_ALL; 2181 move_type = MOVE_ALL;
2150 } 2182 }
2151 2183
2152 for (i = 1; i < max; i++) 2184 for (int i = 1; i < max; i++)
2153 { 2185 {
2154 mp = m; 2186 mapxy pos (m, x, y);
2155 nx = x + freearr_x[i]; 2187 pos.move (i);
2156 ny = y + freearr_y[i];
2157 2188
2158 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2189 if (!pos.normalise ())
2159
2160 if (mflags & P_OUT_OF_MAP)
2161 max = maxfree[i]; 2190 max = maxfree[i];
2162 else 2191 else
2163 { 2192 {
2164 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2193 mapspace &ms = *pos;
2165 2194
2166 if ((move_type & blocked) == move_type) 2195 if ((move_type & ms.move_block) == move_type)
2167 max = maxfree[i]; 2196 max = maxfree [i];
2168 else if (mflags & P_IS_ALIVE) 2197 else if (ms.flags () & P_IS_ALIVE)
2169 { 2198 {
2170 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above) 2199 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2171 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2200 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2172 break; 2201 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2173
2174 if (tmp)
2175 return freedir[i]; 2202 return freedir [i];
2176 } 2203 }
2177 } 2204 }
2178 } 2205 }
2179 2206
2180 return 0; 2207 return 0;
2182 2209
2183/* 2210/*
2184 * distance(object 1, object 2) will return the square of the 2211 * distance(object 1, object 2) will return the square of the
2185 * distance between the two given objects. 2212 * distance between the two given objects.
2186 */ 2213 */
2187
2188int 2214int
2189distance (const object *ob1, const object *ob2) 2215distance (const object *ob1, const object *ob2)
2190{ 2216{
2191 int i;
2192
2193 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2217 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2194 return i;
2195} 2218}
2196 2219
2197/* 2220/*
2198 * find_dir_2(delta-x,delta-y) will return a direction in which 2221 * find_dir_2(delta-x,delta-y) will return a direction in which
2199 * an object which has subtracted the x and y coordinates of another 2222 * an object which has subtracted the x and y coordinates of another
2200 * object, needs to travel toward it. 2223 * object, needs to travel toward it.
2201 */ 2224 */
2202
2203int 2225int
2204find_dir_2 (int x, int y) 2226find_dir_2 (int x, int y)
2205{ 2227{
2206 int q; 2228 int q;
2207 2229
2236 2258
2237 return 3; 2259 return 3;
2238} 2260}
2239 2261
2240/* 2262/*
2241 * absdir(int): Returns a number between 1 and 8, which represent
2242 * the "absolute" direction of a number (it actually takes care of
2243 * "overflow" in previous calculations of a direction).
2244 */
2245
2246int
2247absdir (int d)
2248{
2249 while (d < 1)
2250 d += 8;
2251 while (d > 8)
2252 d -= 8;
2253 return d;
2254}
2255
2256/*
2257 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2263 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2258 * between two directions (which are expected to be absolute (see absdir()) 2264 * between two directions (which are expected to be absolute (see absdir())
2259 */ 2265 */
2260
2261int 2266int
2262dirdiff (int dir1, int dir2) 2267dirdiff (int dir1, int dir2)
2263{ 2268{
2264 int 2269 int d;
2265 d;
2266 2270
2267 d = abs (dir1 - dir2); 2271 d = abs (dir1 - dir2);
2268 if (d > 4) 2272 if (d > 4)
2269 d = 8 - d; 2273 d = 8 - d;
2274
2270 return d; 2275 return d;
2271} 2276}
2272 2277
2273/* peterm: 2278/* peterm:
2274 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2279 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2277 * This basically means that if direction is 15, then it could either go 2282 * This basically means that if direction is 15, then it could either go
2278 * direction 4, 14, or 16 to get back to where we are. 2283 * direction 4, 14, or 16 to get back to where we are.
2279 * Moved from spell_util.c to object.c with the other related direction 2284 * Moved from spell_util.c to object.c with the other related direction
2280 * functions. 2285 * functions.
2281 */ 2286 */
2282
2283int
2284 reduction_dir[SIZEOFFREE][3] = { 2287static const int reduction_dir[SIZEOFFREE][3] = {
2285 {0, 0, 0}, /* 0 */ 2288 {0, 0, 0}, /* 0 */
2286 {0, 0, 0}, /* 1 */ 2289 {0, 0, 0}, /* 1 */
2287 {0, 0, 0}, /* 2 */ 2290 {0, 0, 0}, /* 2 */
2288 {0, 0, 0}, /* 3 */ 2291 {0, 0, 0}, /* 3 */
2289 {0, 0, 0}, /* 4 */ 2292 {0, 0, 0}, /* 4 */
2380 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2383 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2381 * core dumps if they do. 2384 * core dumps if they do.
2382 * 2385 *
2383 * Add a check so we can't pick up invisible objects (0.93.8) 2386 * Add a check so we can't pick up invisible objects (0.93.8)
2384 */ 2387 */
2385
2386int 2388int
2387can_pick (const object *who, const object *item) 2389can_pick (const object *who, const object *item)
2388{ 2390{
2389 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2391 return /*who->flag [FLAG_WIZ]|| */
2390 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2392 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2391 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2393 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2392} 2394}
2393 2395
2394/* 2396/*
2395 * create clone from object to another 2397 * create clone from object to another
2396 */ 2398 */
2397object * 2399object *
2398object_create_clone (object *asrc) 2400object::deep_clone ()
2399{ 2401{
2400 object *dst = 0, *tmp, *src, *part, *prev, *item; 2402 assert (("deep_clone called on non-head object", is_head ()));
2401 2403
2402 if (!asrc) 2404 object *dst = clone ();
2403 return 0;
2404 2405
2405 src = asrc; 2406 object *prev = dst;
2406 if (src->head)
2407 src = src->head;
2408
2409 prev = 0;
2410 for (part = src; part; part = part->more) 2407 for (object *part = this->more; part; part = part->more)
2411 { 2408 {
2412 tmp = part->clone (); 2409 object *tmp = part->clone ();
2413 tmp->x -= src->x;
2414 tmp->y -= src->y;
2415
2416 if (!part->head)
2417 {
2418 dst = tmp;
2419 tmp->head = 0;
2420 }
2421 else
2422 tmp->head = dst; 2410 tmp->head = dst;
2423
2424 tmp->more = 0;
2425
2426 if (prev)
2427 prev->more = tmp; 2411 prev->more = tmp;
2428
2429 prev = tmp; 2412 prev = tmp;
2430 } 2413 }
2431 2414
2432 for (item = src->inv; item; item = item->below) 2415 for (object *item = inv; item; item = item->below)
2433 insert_ob_in_ob (object_create_clone (item), dst); 2416 insert_ob_in_ob (item->deep_clone (), dst);
2434 2417
2435 return dst; 2418 return dst;
2436}
2437
2438/* GROS - Creates an object using a string representing its content. */
2439/* Basically, we save the content of the string to a temp file, then call */
2440/* load_object on it. I admit it is a highly inefficient way to make things, */
2441/* but it was simple to make and allows reusing the load_object function. */
2442/* Remember not to use load_object_str in a time-critical situation. */
2443/* Also remember that multiparts objects are not supported for now. */
2444
2445object *
2446load_object_str (const char *obstr)
2447{
2448 object *op;
2449 char filename[MAX_BUF];
2450
2451 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2452
2453 FILE *tempfile = fopen (filename, "w");
2454
2455 if (tempfile == NULL)
2456 {
2457 LOG (llevError, "Error - Unable to access load object temp file\n");
2458 return NULL;
2459 }
2460
2461 fprintf (tempfile, obstr);
2462 fclose (tempfile);
2463
2464 op = object::create ();
2465
2466 object_thawer thawer (filename);
2467
2468 if (thawer)
2469 load_object (thawer, op, 0);
2470
2471 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2472 CLEAR_FLAG (op, FLAG_REMOVED);
2473
2474 return op;
2475} 2419}
2476 2420
2477/* This returns the first object in who's inventory that 2421/* This returns the first object in who's inventory that
2478 * has the same type and subtype match. 2422 * has the same type and subtype match.
2479 * returns NULL if no match. 2423 * returns NULL if no match.
2480 */ 2424 */
2481object * 2425object *
2482find_obj_by_type_subtype (const object *who, int type, int subtype) 2426find_obj_by_type_subtype (const object *who, int type, int subtype)
2483{ 2427{
2484 object *tmp;
2485
2486 for (tmp = who->inv; tmp; tmp = tmp->below) 2428 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2487 if (tmp->type == type && tmp->subtype == subtype) 2429 if (tmp->type == type && tmp->subtype == subtype)
2488 return tmp; 2430 return tmp;
2489 2431
2490 return NULL;
2491}
2492
2493/* If ob has a field named key, return the link from the list,
2494 * otherwise return NULL.
2495 *
2496 * key must be a passed in shared string - otherwise, this won't
2497 * do the desired thing.
2498 */
2499key_value *
2500get_ob_key_link (const object *ob, const char *key)
2501{
2502 key_value *link;
2503
2504 for (link = ob->key_values; link != NULL; link = link->next)
2505 if (link->key == key)
2506 return link;
2507
2508 return NULL;
2509}
2510
2511/*
2512 * Returns the value of op has an extra_field for key, or NULL.
2513 *
2514 * The argument doesn't need to be a shared string.
2515 *
2516 * The returned string is shared.
2517 */
2518const char *
2519get_ob_key_value (const object *op, const char *const key)
2520{
2521 key_value *link;
2522 shstr_cmp canonical_key (key);
2523
2524 if (!canonical_key)
2525 {
2526 /* 1. There being a field named key on any object
2527 * implies there'd be a shared string to find.
2528 * 2. Since there isn't, no object has this field.
2529 * 3. Therefore, *this* object doesn't have this field.
2530 */
2531 return 0;
2532 }
2533
2534 /* This is copied from get_ob_key_link() above -
2535 * only 4 lines, and saves the function call overhead.
2536 */
2537 for (link = op->key_values; link; link = link->next)
2538 if (link->key == canonical_key)
2539 return link->value;
2540
2541 return 0; 2432 return 0;
2542} 2433}
2543 2434
2544 2435shstr_tmp
2545/* 2436object::kv_get (shstr_tmp key) const
2546 * Updates the canonical_key in op to value.
2547 *
2548 * canonical_key is a shared string (value doesn't have to be).
2549 *
2550 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2551 * keys.
2552 *
2553 * Returns TRUE on success.
2554 */
2555int
2556set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2557{ 2437{
2558 key_value * 2438 for (key_value *kv = key_values; kv; kv = kv->next)
2559 field = NULL, *last = NULL; 2439 if (kv->key == key)
2440 return kv->value;
2560 2441
2561 for (field = op->key_values; field != NULL; field = field->next) 2442 return shstr ();
2562 { 2443}
2563 if (field->key != canonical_key) 2444
2445void
2446object::kv_set (shstr_tmp key, shstr_tmp value)
2447{
2448 for (key_value *kv = key_values; kv; kv = kv->next)
2449 if (kv->key == key)
2564 { 2450 {
2565 last = field; 2451 kv->value = value;
2566 continue; 2452 return;
2567 } 2453 }
2568 2454
2569 if (value) 2455 key_value *kv = new key_value;
2570 field->value = value; 2456
2571 else 2457 kv->next = key_values;
2458 kv->key = key;
2459 kv->value = value;
2460
2461 key_values = kv;
2462}
2463
2464void
2465object::kv_del (shstr_tmp key)
2466{
2467 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2468 if ((*kvp)->key == key)
2572 { 2469 {
2573 /* Basically, if the archetype has this key set, 2470 key_value *kv = *kvp;
2574 * we need to store the null value so when we save 2471 *kvp = (*kvp)->next;
2575 * it, we save the empty value so that when we load, 2472 delete kv;
2576 * we get this value back again. 2473 return;
2577 */
2578 if (get_ob_key_link (&op->arch->clone, canonical_key))
2579 field->value = 0;
2580 else
2581 {
2582 if (last)
2583 last->next = field->next;
2584 else
2585 op->key_values = field->next;
2586
2587 delete field;
2588 }
2589 } 2474 }
2590 return TRUE;
2591 }
2592 /* IF we get here, key doesn't exist */
2593
2594 /* No field, we'll have to add it. */
2595
2596 if (!add_key)
2597 {
2598 return FALSE;
2599 }
2600 /* There isn't any good reason to store a null
2601 * value in the key/value list. If the archetype has
2602 * this key, then we should also have it, so shouldn't
2603 * be here. If user wants to store empty strings,
2604 * should pass in ""
2605 */
2606 if (value == NULL)
2607 return TRUE;
2608
2609 field = new key_value;
2610
2611 field->key = canonical_key;
2612 field->value = value;
2613 /* Usual prepend-addition. */
2614 field->next = op->key_values;
2615 op->key_values = field;
2616
2617 return TRUE;
2618}
2619
2620/*
2621 * Updates the key in op to value.
2622 *
2623 * If add_key is FALSE, this will only update existing keys,
2624 * and not add new ones.
2625 * In general, should be little reason FALSE is ever passed in for add_key
2626 *
2627 * Returns TRUE on success.
2628 */
2629int
2630set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2631{
2632 shstr key_ (key);
2633
2634 return set_ob_key_value_s (op, key_, value, add_key);
2635} 2475}
2636 2476
2637object::depth_iterator::depth_iterator (object *container) 2477object::depth_iterator::depth_iterator (object *container)
2638: iterator_base (container) 2478: iterator_base (container)
2639{ 2479{
2653 } 2493 }
2654 else 2494 else
2655 item = item->env; 2495 item = item->env;
2656} 2496}
2657 2497
2498const char *
2499object::flag_desc (char *desc, int len) const
2500{
2501 char *p = desc;
2502 bool first = true;
2503
2504 *p = 0;
2505
2506 for (int i = 0; i < NUM_FLAGS; i++)
2507 {
2508 if (len <= 10) // magic constant!
2509 {
2510 snprintf (p, len, ",...");
2511 break;
2512 }
2513
2514 if (flag [i])
2515 {
2516 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2517 len -= cnt;
2518 p += cnt;
2519 first = false;
2520 }
2521 }
2522
2523 return desc;
2524}
2525
2658// return a suitable string describing an objetc in enough detail to find it 2526// return a suitable string describing an object in enough detail to find it
2659const char * 2527const char *
2660object::debug_desc (char *info) const 2528object::debug_desc (char *info) const
2661{ 2529{
2530 char flagdesc[512];
2662 char info2[256 * 3]; 2531 char info2[256 * 4];
2663 char *p = info; 2532 char *p = info;
2664 2533
2665 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2534 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2666 count, 2535 count,
2536 uuid.c_str (),
2667 &name, 2537 &name,
2668 title ? " " : "", 2538 title ? ",title:\"" : "",
2669 title ? (const char *)title : ""); 2539 title ? (const char *)title : "",
2540 title ? "\"" : "",
2541 flag_desc (flagdesc, 512), type);
2670 2542
2671 if (env) 2543 if (!flag[FLAG_REMOVED] && env)
2672 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2544 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2673 2545
2674 if (map) 2546 if (map)
2675 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2547 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2676 2548
2677 return info; 2549 return info;
2678} 2550}
2679 2551
2680const char * 2552const char *
2681object::debug_desc () const 2553object::debug_desc () const
2682{ 2554{
2683 static char info[256 * 3]; 2555 static char info[3][256 * 4];
2556 static int info_idx;
2557
2684 return debug_desc (info); 2558 return debug_desc (info [++info_idx % 3]);
2685} 2559}
2686 2560
2561struct region *
2562object::region () const
2563{
2564 return map ? map->region (x, y)
2565 : region::default_region ();
2566}
2567
2568void
2569object::open_container (object *new_container)
2570{
2571 if (container == new_container)
2572 return;
2573
2574 object *old_container = container;
2575
2576 if (old_container)
2577 {
2578 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2579 return;
2580
2581#if 0
2582 // remove the "Close old_container" object.
2583 if (object *closer = old_container->inv)
2584 if (closer->type == CLOSE_CON)
2585 closer->destroy ();
2586#endif
2587
2588 // make sure the container is available
2589 esrv_send_item (this, old_container);
2590
2591 old_container->flag [FLAG_APPLIED] = false;
2592 container = 0;
2593
2594 // client needs item update to make it work, client bug requires this to be separate
2595 esrv_update_item (UPD_FLAGS, this, old_container);
2596
2597 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2598 play_sound (sound_find ("chest_close"));
2599 }
2600
2601 if (new_container)
2602 {
2603 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2604 return;
2605
2606 // TODO: this does not seem to serve any purpose anymore?
2607#if 0
2608 // insert the "Close Container" object.
2609 if (archetype *closer = new_container->other_arch)
2610 {
2611 object *closer = new_container->other_arch->instance ();
2612 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2613 new_container->insert (closer);
2614 }
2615#endif
2616
2617 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2618
2619 // make sure the container is available, client bug requires this to be separate
2620 esrv_send_item (this, new_container);
2621
2622 new_container->flag [FLAG_APPLIED] = true;
2623 container = new_container;
2624
2625 // client needs flag change
2626 esrv_update_item (UPD_FLAGS, this, new_container);
2627 esrv_send_inventory (this, new_container);
2628 play_sound (sound_find ("chest_open"));
2629 }
2630// else if (!old_container->env && contr && contr->ns)
2631// contr->ns->floorbox_reset ();
2632}
2633
2634object *
2635object::force_find (shstr_tmp name)
2636{
2637 /* cycle through his inventory to look for the MARK we want to
2638 * place
2639 */
2640 for (object *tmp = inv; tmp; tmp = tmp->below)
2641 if (tmp->type == FORCE && tmp->slaying == name)
2642 return splay (tmp);
2643
2644 return 0;
2645}
2646
2647//-GPL
2648
2649void
2650object::force_set_timer (int duration)
2651{
2652 this->duration = 1;
2653 this->speed_left = -1.f;
2654
2655 this->set_speed (duration ? 1.f / duration : 0.f);
2656}
2657
2658object *
2659object::force_add (shstr_tmp name, int duration)
2660{
2661 if (object *force = force_find (name))
2662 force->destroy ();
2663
2664 object *force = get_archetype (FORCE_NAME);
2665
2666 force->slaying = name;
2667 force->force_set_timer (duration);
2668 force->flag [FLAG_APPLIED] = true;
2669
2670 return insert (force);
2671}
2672
2673void
2674object::play_sound (faceidx sound) const
2675{
2676 if (!sound)
2677 return;
2678
2679 if (is_on_map ())
2680 map->play_sound (sound, x, y);
2681 else if (object *pl = in_player ())
2682 pl->contr->play_sound (sound);
2683}
2684
2685void
2686object::say_msg (const char *msg) const
2687{
2688 if (is_on_map ())
2689 map->say_msg (msg, x, y);
2690 else if (object *pl = in_player ())
2691 pl->contr->play_sound (sound);
2692}
2693
2694void
2695object::make_noise ()
2696{
2697 // we do not model noise in the map, so instead put
2698 // a temporary light into the noise source
2699 // could use the map instead, but that's less reliable for our
2700 // goal, which is to make invisibility a bit harder to exploit
2701
2702 // currently only works sensibly for players
2703 if (!is_player ())
2704 return;
2705
2706 // find old force, or create new one
2707 object *force = force_find (shstr_noise_force);
2708
2709 if (force)
2710 force->speed_left = -1.f; // patch old speed up
2711 else
2712 {
2713 force = archetype::get (shstr_noise_force);
2714
2715 force->slaying = shstr_noise_force;
2716 force->stats.food = 1;
2717 force->speed_left = -1.f;
2718
2719 force->set_speed (1.f / 4.f);
2720 force->flag [FLAG_IS_USED_UP] = true;
2721 force->flag [FLAG_APPLIED] = true;
2722
2723 insert (force);
2724 }
2725}
2726
2727void object::change_move_type (MoveType mt)
2728{
2729 if (move_type == mt)
2730 return;
2731
2732 if (is_on_map ())
2733 {
2734 // we are on the map, so handle move_on/off effects
2735 remove ();
2736 move_type = mt;
2737 map->insert (this, x, y, this);
2738 }
2739 else
2740 move_type = mt;
2741}
2742

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