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Comparing deliantra/server/common/object.C (file contents):
Revision 1.82 by root, Mon Dec 25 11:25:49 2006 UTC vs.
Revision 1.342 by sf-kernelpanic, Sun Apr 10 20:30:53 2011 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 25#include <global.h>
28#include <stdio.h> 26#include <stdio.h>
29#include <sys/types.h> 27#include <sys/types.h>
30#include <sys/uio.h> 28#include <sys/uio.h>
31#include <object.h> 29#include <object.h>
32#include <funcpoint.h> 30#include <sproto.h>
33#include <loader.h>
34 31
35#include <bitset> 32#include <bitset>
36 33
37int nrofallocobjects = 0; 34UUID UUID::cur;
38static UUID uuid; 35static uint64_t seq_next_save;
39const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
40 38
41object *active_objects; /* List of active objects that need to be processed */ 39objectvec objects;
40activevec actives;
42 41
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
49
50short freearr_x[SIZEOFFREE] = {
51 0,
52 0, 1, 1, 1, 0, -1, -1, -1,
53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 54 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 55};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 56short freearr_y[SIZEOFFREE] = {
57 0,
58 -1, -1, 0, 1, 1, 1, 0, -1,
59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 60 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
48};
49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51}; 61};
52int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 63 0,
64 1, 2, 3, 4, 5, 6, 7, 8,
65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55}; 67};
56 68
69static int maxfree[SIZEOFFREE] = {
70 0,
71 9, 10, 13, 14, 17, 18, 21, 22,
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
74};
75
76const char *wall_suffix[16] = {
77 "0",
78 "1_3",
79 "1_4",
80 "2_1_2",
81 "1_2",
82 "2_2_4",
83 "2_2_1",
84 "3_1",
85 "1_1",
86 "2_2_3",
87 "2_2_2",
88 "3_3",
89 "2_1_1",
90 "3_4",
91 "3_2",
92 "4"
93};
94
57static void 95static void
58write_uuid (void) 96write_uuid (uval64 skip, bool sync)
59{ 97{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 98 CALL_BEGIN (2);
61 99 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 100 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 101 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 102 CALL_END;
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76} 103}
77 104
78static void 105static void
79read_uuid (void) 106read_uuid ()
80{ 107{
81 char filename[MAX_BUF]; 108 char filename[MAX_BUF];
82 109
83 sprintf (filename, "%s/uuid", settings.localdir); 110 sprintf (filename, "%s/uuid", settings.localdir);
111
112 seq_next_save = 0;
84 113
85 FILE *fp; 114 FILE *fp;
86 115
87 if (!(fp = fopen (filename, "r"))) 116 if (!(fp = fopen (filename, "r")))
88 { 117 {
89 if (errno == ENOENT) 118 if (errno == ENOENT)
90 { 119 {
91 LOG (llevInfo, "RESET uid to 1\n"); 120 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 121 UUID::cur.seq = 0;
93 write_uuid (); 122 write_uuid (UUID_GAP, true);
94 return; 123 return;
95 } 124 }
96 125
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 126 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 127 _exit (1);
99 } 128 }
100 129
101 int version; 130 char buf [UUID::MAX_LEN];
102 unsigned long long uid; 131 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 132 fgets (buf, sizeof (buf), fp);
133
134 if (!UUID::cur.parse (buf))
104 { 135 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 136 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 137 _exit (1);
107 } 138 }
108 139
109 uuid.seq = uid; 140 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
110 write_uuid (); 141
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 142 write_uuid (UUID_GAP, true);
112 fclose (fp); 143 fclose (fp);
113} 144}
114 145
115UUID 146UUID
116gen_uuid () 147UUID::gen ()
117{ 148{
118 UUID uid; 149 UUID uid;
119 150
120 uid.seq = ++uuid.seq; 151 uid.seq = ++cur.seq;
121 152
122 if (!(uuid.seq & (UUID_SKIP - 1))) 153 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 154 {
155 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
156 write_uuid (UUID_GAP, false);
157 }
158
124 159
125 return uid; 160 return uid;
126} 161}
127 162
128void 163void
129init_uuid () 164UUID::init ()
130{ 165{
131 read_uuid (); 166 read_uuid ();
132} 167}
133 168
169bool
170UUID::parse (const char *s)
171{
172 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
173 return false;
174
175 seq = 0;
176
177 while (*s != '>')
178 {
179 if (*s < '0')
180 return false;
181
182 // this gives nice branchless code with gcc
183 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
184 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
185
186 seq = (seq << 4) | digit;
187
188 ++s;
189 }
190
191 return true;
192}
193
194char *
195UUID::append (char *buf) const
196{
197 *buf++ = '<';
198 *buf++ = '1';
199 *buf++ = '.';
200
201 uint64_t seq = this->seq;
202 const int bits = 64;
203 char nz = 0;
204 static const char tohex [] = "0123456789abcdef";
205
206 // assert (len >= 3 + bits / 4 + 1 + 1);
207 for (int i = bits / 4; --i; )
208 {
209 uint8_t digit = seq >> (bits - 4);
210
211 *buf = tohex [digit];
212 nz |= digit;
213 buf += nz ? 1 : 0;
214 seq <<= 4;
215 }
216
217 // last digit is special - always emit
218 uint8_t digit = seq >> (bits - 4);
219 *buf++ = tohex [digit];
220
221 *buf++ = '>';
222
223 return buf;
224}
225
226char *
227UUID::c_str () const
228{
229 static char buf [MAX_LEN];
230 *append (buf) = 0;
231 return buf;
232}
233
134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 234/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int 235static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 236compare_ob_value_lists_one (const object *wants, const object *has)
137{ 237{
138 key_value *wants_field;
139
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 238 /* n-squared behaviour (see kv_get), but I'm hoping both
141 * objects with lists are rare, and lists stay short. If not, use a 239 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 240 * different structure or at least keep the lists sorted...
143 */ 241 */
144 242
145 /* For each field in wants, */ 243 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 244 for (key_value *kv = wants->key_values; kv; kv = kv->next)
147 { 245 if (has->kv_get (kv->key) != kv->value)
148 key_value *has_field; 246 return false;
149
150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
154 {
155 /* No field with that name. */
156 return FALSE;
157 }
158
159 /* Found the matching field. */
160 if (has_field->value != wants_field->value)
161 {
162 /* Values don't match, so this half of the comparison is false. */
163 return FALSE;
164 }
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 247
169 /* If we get here, every field in wants has a matching field in has. */ 248 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE; 249 return true;
171} 250}
172 251
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 252/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 253static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 254compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 255{
177 /* However, there may be fields in has which aren't partnered in wants, 256 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 257 * so we need to run the comparison *twice*. :(
179 */ 258 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 259 return compare_ob_value_lists_one (ob1, ob2)
260 && compare_ob_value_lists_one (ob2, ob1);
181} 261}
182 262
183/* Function examines the 2 objects given to it, and returns true if 263/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 264 * they can be merged together.
185 * 265 *
190 * Check nrof variable *before* calling can_merge() 270 * Check nrof variable *before* calling can_merge()
191 * 271 *
192 * Improvements made with merge: Better checking on potion, and also 272 * Improvements made with merge: Better checking on potion, and also
193 * check weight 273 * check weight
194 */ 274 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 275bool object::can_merge_slow (object *ob1, object *ob2)
197{ 276{
198 /* A couple quicksanity checks */ 277 /* A couple quick sanity checks */
199 if (ob1 == ob2 278 if (ob1 == ob2
200 || ob1->type != ob2->type 279 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value 280 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 281 || ob1->name != ob2->name
282 || ob1->custom_name != ob2->custom_name
283 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
204 return 0; 284 return 0;
205 285
206 //TODO: this ain't working well, use nicer and correct overflow check
207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 286 /* Do not merge objects if nrof would overflow, assume nrof
208 * value could not be stored in a sint32 (which unfortunately sometimes is 287 * is always 0 .. 2**31-1 */
209 * used to store nrof). 288 if (ob1->nrof > 0x7fffffff - ob2->nrof)
210 */
211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
212 return 0; 289 return 0;
213 290
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 291 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * This is to the comparison of the flags below will be OK. We 292 * This is to the comparison of the flags below will be OK. We
216 * just can't ignore the been applied or identified flags, as they 293 * just can't ignore the been applied or identified flags, as they
217 * are not equal - just if it has been identified, the been_applied 294 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning. 295 * flags lose any meaning.
219 */ 296 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 297 if (ob1->flag [FLAG_IDENTIFIED])
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 298 ob1->set_flag (FLAG_BEEN_APPLIED);
222 299
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 300 if (ob2->flag [FLAG_IDENTIFIED])
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 301 ob2->set_flag (FLAG_BEEN_APPLIED);
225 302
226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 303 if (ob1->arch->archname != ob2->arch->archname
227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 304 || ob1->name != ob2->name
229 || ob1->title != ob2->title 305 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 306 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 307 || ob1->weight != ob2->weight
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
234 || ob1->attacktype != ob2->attacktype 308 || ob1->attacktype != ob2->attacktype
235 || ob1->magic != ob2->magic 309 || ob1->magic != ob2->magic
236 || ob1->slaying != ob2->slaying 310 || ob1->slaying != ob2->slaying
237 || ob1->skill != ob2->skill 311 || ob1->skill != ob2->skill
238 || ob1->value != ob2->value 312 || ob1->value != ob2->value
239 || ob1->animation_id != ob2->animation_id 313 || ob1->animation_id != ob2->animation_id
314 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
240 || ob1->client_type != ob2->client_type 315 || ob1->client_type != ob2->client_type
241 || ob1->materialname != ob2->materialname 316 || ob1->material != ob2->material
242 || ob1->lore != ob2->lore 317 || ob1->lore != ob2->lore
243 || ob1->subtype != ob2->subtype 318 || ob1->subtype != ob2->subtype
244 || ob1->move_type != ob2->move_type 319 || ob1->move_type != ob2->move_type
245 || ob1->move_block != ob2->move_block 320 || ob1->move_block != ob2->move_block
246 || ob1->move_allow != ob2->move_allow 321 || ob1->move_allow != ob2->move_allow
247 || ob1->move_on != ob2->move_on 322 || ob1->move_on != ob2->move_on
248 || ob1->move_off != ob2->move_off 323 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow 324 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty) 325 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
326 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
327 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
251 return 0; 328 return 0;
252 329
330 if ((ob1->flag ^ ob2->flag)
331 .reset (FLAG_INV_LOCKED)
332 .reset (FLAG_REMOVED)
333 .any ())
334 return 0;
335
253 /* This is really a spellbook check - really, we should 336 /* This is really a spellbook check - we should in general
254 * check all objects in the inventory. 337 * not merge objects with real inventories, as splitting them
338 * is hard.
255 */ 339 */
256 if (ob1->inv || ob2->inv) 340 if (ob1->inv || ob2->inv)
257 { 341 {
258 /* if one object has inventory but the other doesn't, not equiv */ 342 if (!(ob1->inv && ob2->inv))
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 343 return 0; /* inventories differ in length */
260 return 0;
261 344
262 /* Now check to see if the two inventory objects could merge */ 345 if (ob1->inv->below || ob2->inv->below)
346 return 0; /* more than one object in inv */
347
263 if (!object::can_merge (ob1->inv, ob2->inv)) 348 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0; 349 return 0; /* inventory objects differ */
265 350
266 /* inventory ok - still need to check rest of this object to see 351 /* inventory ok - still need to check rest of this object to see
267 * if it is valid. 352 * if it is valid.
268 */ 353 */
269 } 354 }
270 355
271 /* Don't merge objects that are applied. With the new 'body' code, 356 /* Don't merge objects that are applied. With the new 'body' code,
272 * it is possible for most any character to have more than one of 357 * it is possible for most any character to have more than one of
273 * some items equipped, and we don't want those to merge. 358 * some items equipped, and we don't want those to merge.
274 */ 359 */
275 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 360 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
276 return 0; 361 return 0;
277 362
278 /* Note sure why the following is the case - either the object has to 363 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 364 * be animated or have a very low speed. Is this an attempted monster
280 * check? 365 * check?
281 */ 366 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 367 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
283 return 0; 368 return 0;
284 369
285 switch (ob1->type) 370 switch (ob1->type)
286 { 371 {
287 case SCROLL: 372 case SCROLL:
288 if (ob1->level != ob2->level) 373 if (ob1->level != ob2->level)
289 return 0; 374 return 0;
290 break; 375 break;
291 } 376 }
292 377
293 if (ob1->key_values != NULL || ob2->key_values != NULL) 378 if (ob1->key_values || ob2->key_values)
294 { 379 {
295 /* At least one of these has key_values. */ 380 /* At least one of these has key_values. */
296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 381 if ((!ob1->key_values) != (!ob2->key_values))
297 /* One has fields, but the other one doesn't. */ 382 return 0; /* One has fields, but the other one doesn't. */
383
384 if (!compare_ob_value_lists (ob1, ob2))
298 return 0; 385 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0;
301 } 386 }
302 387
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self) 388 if (ob1->self || ob2->self)
305 { 389 {
306 ob1->optimise (); 390 ob1->optimise ();
307 ob2->optimise (); 391 ob2->optimise ();
308 392
309 if (ob1->self || ob2->self) 393 if (ob1->self || ob2->self)
394 {
395 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
396 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
397
398 if (k1 != k2)
310 return 0; 399 return 0;
400
401 if (k1 == 0)
402 return 1;
403
404 if (!cfperl_can_merge (ob1, ob2))
405 return 0;
406 }
311 } 407 }
312 408
313 /* Everything passes, must be OK. */ 409 /* Everything passes, must be OK. */
314 return 1; 410 return 1;
315} 411}
316 412
413// find player who can see this object
414object *
415object::visible_to () const
416{
417 if (client_visible () && !flag [FLAG_REMOVED])
418 {
419 // see if we are in a container of sorts
420 if (env)
421 {
422 // the player inventory itself is always visible
423 if (env->is_player ())
424 return env;
425
426 // else a player could have our env open
427 object *envest = env->outer_env_or_self ();
428
429 // the player itself is always on a map, so we will find him here
430 // even if our inv is in a player.
431 if (envest->is_on_map ())
432 if (object *pl = envest->ms ().player ())
433 if (pl->container_ () == env)
434 return pl;
435 }
436 else
437 {
438 // maybe there is a player standing on the same mapspace
439 // this will catch the case where "this" is a player
440 if (object *pl = ms ().player ())
441 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
442 || pl->container_ () == this)
443 return pl;
444 }
445 }
446
447 return 0;
448}
449
450// adjust weight per container type ("of holding")
451static uint32
452weight_adjust_for (object *op, uint32 weight)
453{
454 return op->type == CONTAINER
455 ? weight - weight * op->stats.Str / 100
456 : weight;
457}
458
317/* 459/*
460 * subtracts, then adds, the specified weight to an object,
461 * and also updates how much the environment(s) is/are carrying.
462 */
463static void
464adjust_weight (object *op, sint32 sub, sint32 add)
465{
466 while (op)
467 {
468 sint32 ocarrying = op->carrying;
469
470 op->carrying -= weight_adjust_for (op, sub);
471 op->carrying += weight_adjust_for (op, add);
472
473 if (object *pl = op->visible_to ())
474 if (pl != op) // player is handled lazily
475 esrv_update_item (UPD_WEIGHT, pl, op);
476
477 sub = ocarrying;
478 add = op->carrying;
479
480 op = op->env;
481 }
482}
483
484/*
318 * sum_weight() is a recursive function which calculates the weight 485 * this is a recursive function which calculates the weight
319 * an object is carrying. It goes through in figures out how much 486 * an object is carrying. It goes through op and figures out how much
320 * containers are carrying, and sums it up. 487 * containers are carrying, and sums it up.
321 */ 488 */
322long 489void
323sum_weight (object *op) 490object::update_weight ()
324{ 491{
325 long sum; 492 sint32 sum = 0;
326 object *inv;
327 493
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 494 for (object *op = inv; op; op = op->below)
329 {
330 if (inv->inv)
331 sum_weight (inv);
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
333 } 495 {
496 op->update_weight ();
334 497
335 if (op->type == CONTAINER && op->stats.Str) 498 sum += weight_adjust_for (this, op->total_weight ());
336 sum = (sum * (100 - op->stats.Str)) / 100; 499 }
337 500
338 if (op->carrying != sum) 501 if (sum != carrying)
502 {
503 if (carrying != sum && carrying)//D
504 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
505 (long long)sum, (long long)carrying, debug_desc ());
506
339 op->carrying = sum; 507 carrying = sum;
340 508
341 return sum; 509 if (object *pl = visible_to ())
510 if (pl != this) // player is handled lazily
511 esrv_update_item (UPD_WEIGHT, pl, this);
512 }
342} 513}
343 514
344/** 515/*
345 * Return the outermost environment object for a given object. 516 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
346 */ 517 */
347
348object *
349object_get_env_recursive (object *op)
350{
351 while (op->env != NULL)
352 op = op->env;
353 return op;
354}
355
356/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array.
360 */
361
362char * 518char *
363dump_object (object *op) 519dump_object (object *op)
364{ 520{
365 if (!op) 521 if (!op)
366 return strdup ("[NULLOBJ]"); 522 return strdup ("[NULLOBJ]");
367 523
368 object_freezer freezer; 524 object_freezer freezer;
369 save_object (freezer, op, 3); 525 op->write (freezer);
370 return freezer.as_string (); 526 return freezer.as_string ();
371} 527}
372 528
373/* 529char *
374 * get_nearest_part(multi-object, object 2) returns the part of the 530object::as_string ()
375 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned.
377 */
378
379object *
380get_nearest_part (object *op, const object *pl)
381{ 531{
382 object *tmp, *closest; 532 return dump_object (this);
383 int last_dist, i;
384
385 if (op->more == NULL)
386 return op;
387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
388 if ((i = distance (tmp, pl)) < last_dist)
389 closest = tmp, last_dist = i;
390 return closest;
391} 533}
392 534
393/* 535/*
394 * Returns the object which has the count-variable equal to the argument. 536 * Returns the object which has the count-variable equal to the argument.
537 * VERRRY slow.
395 */ 538 */
396
397object * 539object *
398find_object (tag_t i) 540find_object (tag_t i)
399{ 541{
400 for (object *op = object::first; op; op = op->next) 542 for_all_objects (op)
401 if (op->count == i) 543 if (op->count == i)
402 return op; 544 return op;
545
546 return 0;
547}
548
549/*
550 * Returns the object which has the uuid equal to the argument.
551 * MOAR VERRRY slow.
552 */
553
554object *
555find_object_uuid (UUID i)
556{
557 for_all_objects (op)
558 if (op->uuid == i)
559 return op;
403 560
404 return 0; 561 return 0;
405} 562}
406 563
407/* 564/*
408 * Returns the first object which has a name equal to the argument. 565 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 566 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 567 * Enables features like "patch <name-of-other-player> food 999"
411 */ 568 */
412
413object * 569object *
414find_object_name (const char *str) 570find_object_name (const char *str)
415{ 571{
416 shstr_cmp str_ (str); 572 shstr_cmp str_ (str);
417 object *op;
418 573
419 for (op = object::first; op != NULL; op = op->next) 574 if (str_)
575 for_all_objects (op)
420 if (op->name == str_) 576 if (op->name == str_)
421 break; 577 return op;
422 578
423 return op; 579 return 0;
424}
425
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430} 580}
431 581
432/* 582/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 583 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 584 * skill and experience objects.
585 * ACTUALLY NO! investigate! TODO
435 */ 586 */
436void 587void
437object::set_owner (object *owner) 588object::set_owner (object *owner)
438{ 589{
590 // allow objects which own objects
439 if (!owner) 591 if (owner)
440 return;
441
442 /* next line added to allow objects which own objects */
443 /* Add a check for ownercounts in here, as I got into an endless loop
444 * with the fireball owning a poison cloud which then owned the
445 * fireball. I believe that was caused by one of the objects getting
446 * freed and then another object replacing it. Since the ownercounts
447 * didn't match, this check is valid and I believe that cause is valid.
448 */
449 while (owner->owner) 592 while (owner->owner)
450 owner = owner->owner; 593 owner = owner->owner;
594
595 if (flag [FLAG_FREED])
596 {
597 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
598 return;
599 }
451 600
452 this->owner = owner; 601 this->owner = owner;
453} 602}
454 603
455/* Zero the key_values on op, decrementing the shared-string 604/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 605 * refcounts and freeing the links.
457 */ 606 */
458static void 607static void
459free_key_values (object *op) 608free_key_values (object *op)
460{ 609{
461 for (key_value *i = op->key_values; i != 0;) 610 for (key_value *i = op->key_values; i; )
462 { 611 {
463 key_value *next = i->next; 612 key_value *next = i->next;
464 delete i; 613 delete i;
465 614
466 i = next; 615 i = next;
478 * will point at garbage. 627 * will point at garbage.
479 */ 628 */
480void 629void
481object::copy_to (object *dst) 630object::copy_to (object *dst)
482{ 631{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 632 dst->remove ();
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
485
486 *(object_copy *)dst = *this; 633 *(object_copy *)dst = *this;
487 634 dst->flag [FLAG_REMOVED] = true;
488 if (is_freed)
489 SET_FLAG (dst, FLAG_FREED);
490
491 if (is_removed)
492 SET_FLAG (dst, FLAG_REMOVED);
493
494 if (speed < 0)
495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
496 635
497 /* Copy over key_values, if any. */ 636 /* Copy over key_values, if any. */
498 if (key_values) 637 if (key_values)
499 { 638 {
500 key_value *tail = 0; 639 key_value *tail = 0;
501 key_value *i;
502
503 dst->key_values = 0; 640 dst->key_values = 0;
504 641
505 for (i = key_values; i; i = i->next) 642 for (key_value *i = key_values; i; i = i->next)
506 { 643 {
507 key_value *new_link = new key_value; 644 key_value *new_link = new key_value;
508 645
509 new_link->next = 0; 646 new_link->next = 0;
510 new_link->key = i->key; 647 new_link->key = i->key;
511 new_link->value = i->value; 648 new_link->value = i->value;
512 649
513 /* Try and be clever here, too. */ 650 /* Try and be clever here, too. */
514 if (!dst->key_values) 651 if (!dst->key_values)
515 { 652 {
522 tail = new_link; 659 tail = new_link;
523 } 660 }
524 } 661 }
525 } 662 }
526 663
527 update_ob_speed (dst); 664 dst->activate ();
665}
666
667void
668object::instantiate ()
669{
670 if (!uuid.seq) // HACK
671 uuid = UUID::gen ();
672
673 // TODO: unclean state changes, should not be done in copy_to AND instantiate
674 if (flag [FLAG_RANDOM_SPEED] && speed)
675 speed_left = - speed - rndm (); // TODO animation
676 else
677 speed_left = -1.;
678
679 /* copy the body_info to the body_used - this is only really
680 * need for monsters, but doesn't hurt to do it for everything.
681 * by doing so, when a monster is created, it has good starting
682 * values for the body_used info, so when items are created
683 * for it, they can be properly equipped.
684 */
685 for (int i = NUM_BODY_LOCATIONS; i--; )
686 slot[i].used = slot[i].info;
687
688 attachable::instantiate ();
528} 689}
529 690
530object * 691object *
531object::clone () 692object::clone ()
532{ 693{
533 object *neu = create (); 694 object *neu = create ();
534 copy_to (neu); 695 copy_to (neu);
696
697 // TODO: unclean state changes, should not be done in clone AND instantiate
698 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
699 neu->speed_left = - neu->speed - rndm (); // TODO animation
700
701 neu->map = map; // not copied by copy_to
535 return neu; 702 return neu;
536} 703}
537 704
538/* 705/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 706 * If an object with the IS_TURNABLE() flag needs to be turned due
540 * to the closest player being on the other side, this function can 707 * to the closest player being on the other side, this function can
541 * be called to update the face variable, _and_ how it looks on the map. 708 * be called to update the face variable, _and_ how it looks on the map.
542 */ 709 */
543
544void 710void
545update_turn_face (object *op) 711update_turn_face (object *op)
546{ 712{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 713 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
548 return; 714 return;
715
549 SET_ANIMATION (op, op->direction); 716 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 717 update_object (op, UP_OBJ_FACE);
551} 718}
552 719
553/* 720/*
554 * Updates the speed of an object. If the speed changes from 0 to another 721 * Updates the speed of an object. If the speed changes from 0 to another
555 * value, or vice versa, then add/remove the object from the active list. 722 * value, or vice versa, then add/remove the object from the active list.
556 * This function needs to be called whenever the speed of an object changes. 723 * This function needs to be called whenever the speed of an object changes.
557 */ 724 */
558void 725void
559update_ob_speed (object *op) 726object::set_speed (float speed)
560{ 727{
561 extern int arch_init; 728 this->speed = speed;
562 729
563 /* No reason putting the archetypes objects on the speed list, 730 if (has_active_speed ())
564 * since they never really need to be updated. 731 activate ();
565 */
566
567 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
568 {
569 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
570#ifdef MANY_CORES
571 abort ();
572#else
573 op->speed = 0;
574#endif
575 }
576
577 if (arch_init)
578 return;
579
580 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
581 {
582 /* If already on active list, don't do anything */
583 if (op->active_next || op->active_prev || op == active_objects)
584 return;
585
586 /* process_events() expects us to insert the object at the beginning
587 * of the list. */
588 op->active_next = active_objects;
589
590 if (op->active_next != NULL)
591 op->active_next->active_prev = op;
592
593 active_objects = op;
594 }
595 else 732 else
596 { 733 deactivate ();
597 /* If not on the active list, nothing needs to be done */
598 if (!op->active_next && !op->active_prev && op != active_objects)
599 return;
600
601 if (op->active_prev == NULL)
602 {
603 active_objects = op->active_next;
604
605 if (op->active_next != NULL)
606 op->active_next->active_prev = NULL;
607 }
608 else
609 {
610 op->active_prev->active_next = op->active_next;
611
612 if (op->active_next)
613 op->active_next->active_prev = op->active_prev;
614 }
615
616 op->active_next = NULL;
617 op->active_prev = NULL;
618 }
619}
620
621/* This function removes object 'op' from the list of active
622 * objects.
623 * This should only be used for style maps or other such
624 * reference maps where you don't want an object that isn't
625 * in play chewing up cpu time getting processed.
626 * The reverse of this is to call update_ob_speed, which
627 * will do the right thing based on the speed of the object.
628 */
629void
630remove_from_active_list (object *op)
631{
632 /* If not on the active list, nothing needs to be done */
633 if (!op->active_next && !op->active_prev && op != active_objects)
634 return;
635
636 if (op->active_prev == NULL)
637 {
638 active_objects = op->active_next;
639 if (op->active_next != NULL)
640 op->active_next->active_prev = NULL;
641 }
642 else
643 {
644 op->active_prev->active_next = op->active_next;
645 if (op->active_next)
646 op->active_next->active_prev = op->active_prev;
647 }
648 op->active_next = NULL;
649 op->active_prev = NULL;
650} 734}
651 735
652/* 736/*
653 * update_object() updates the the map. 737 * update_object() updates the the map.
654 * It takes into account invisible objects (and represent squares covered 738 * It takes into account invisible objects (and represent squares covered
667 * UP_OBJ_FACE: only the objects face has changed. 751 * UP_OBJ_FACE: only the objects face has changed.
668 */ 752 */
669void 753void
670update_object (object *op, int action) 754update_object (object *op, int action)
671{ 755{
672 MoveType move_on, move_off, move_block, move_slow; 756 if (!op)
673
674 if (op == NULL)
675 { 757 {
676 /* this should never happen */ 758 /* this should never happen */
677 LOG (llevDebug, "update_object() called for NULL object.\n"); 759 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
678 return; 760 return;
679 } 761 }
680 762
681 if (op->env) 763 if (!op->is_on_map ())
682 { 764 {
683 /* Animation is currently handled by client, so nothing 765 /* Animation is currently handled by client, so nothing
684 * to do in this case. 766 * to do in this case.
685 */ 767 */
686 return; 768 return;
687 } 769 }
688 770
689 /* If the map is saving, don't do anything as everything is
690 * going to get freed anyways.
691 */
692 if (!op->map || op->map->in_memory == MAP_SAVING)
693 return;
694
695 /* make sure the object is within map boundaries */ 771 /* make sure the object is within map boundaries */
696 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 772 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
697 { 773 {
698 LOG (llevError, "update_object() called for object out of map!\n"); 774 LOG (llevError, "update_object() called for object out of map!\n");
699#ifdef MANY_CORES 775#ifdef MANY_CORES
700 abort (); 776 abort ();
701#endif 777#endif
702 return; 778 return;
703 } 779 }
704 780
705 mapspace &m = op->ms (); 781 mapspace &m = op->ms ();
706 782
707 if (m.flags_ & P_NEED_UPDATE) 783 if (!(m.flags_ & P_UPTODATE))
708 /* nop */; 784 /* nop */;
709 else if (action == UP_OBJ_INSERT) 785 else if (action == UP_OBJ_INSERT)
710 { 786 {
787#if 0
711 // this is likely overkill, TODO: revisit (schmorp) 788 // this is likely overkill, TODO: revisit (schmorp)
712 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 789 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
713 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 790 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
714 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 791 || (op->is_player () && !(m.flags_ & P_PLAYER))
715 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 792 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
716 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 793 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
717 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 794 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
718 || (m.move_on | op->move_on ) != m.move_on 795 || (m.move_on | op->move_on ) != m.move_on
719 || (m.move_off | op->move_off ) != m.move_off 796 || (m.move_off | op->move_off ) != m.move_off
720 || (m.move_slow | op->move_slow) != m.move_slow 797 || (m.move_slow | op->move_slow) != m.move_slow
721 /* This isn't perfect, but I don't expect a lot of objects to 798 /* This isn't perfect, but I don't expect a lot of objects to
722 * to have move_allow right now. 799 * have move_allow right now.
723 */ 800 */
724 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 801 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
802 m.invalidate ();
803#else
725 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 804 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
726 m.flags_ = P_NEED_UPDATE; 805 m.invalidate ();
806#endif
727 } 807 }
728 /* if the object is being removed, we can't make intelligent 808 /* if the object is being removed, we can't make intelligent
729 * decisions, because remove_ob can't really pass the object 809 * decisions, because remove_ob can't really pass the object
730 * that is being removed. 810 * that is being removed.
731 */ 811 */
732 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 812 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
733 m.flags_ = P_NEED_UPDATE; 813 m.invalidate ();
734 else if (action == UP_OBJ_FACE) 814 else if (action == UP_OBJ_FACE)
735 /* Nothing to do for that case */ ; 815 /* Nothing to do for that case */ ;
736 else 816 else
737 LOG (llevError, "update_object called with invalid action: %d\n", action); 817 LOG (llevError, "update_object called with invalid action: %d\n", action);
738 818
739 if (op->more) 819 if (op->more)
740 update_object (op->more, action); 820 update_object (op->more, action);
741} 821}
742 822
743object::vector object::objects; // not yet used
744object *object::first;
745
746object::object () 823object::object ()
747{ 824{
748 SET_FLAG (this, FLAG_REMOVED); 825 this->set_flag (FLAG_REMOVED);
749 826
750 expmul = 1.0; 827 //expmul = 1.0; declared const for the time being
751 face = blank_face; 828 face = blank_face;
829 material = MATERIAL_NULL;
752} 830}
753 831
754object::~object () 832object::~object ()
755{ 833{
834 unlink ();
835
756 free_key_values (this); 836 free_key_values (this);
757} 837}
758 838
759void object::link () 839void object::link ()
760{ 840{
761 count = ++ob_count; 841 assert (!index);//D
762 uuid = gen_uuid (); 842 uuid = UUID::gen ();
763 843
764 prev = 0; 844 refcnt_inc ();
765 next = object::first; 845 objects.insert (this);
766 846
767 if (object::first) 847 ++create_count;
768 object::first->prev = this;
769 848
770 object::first = this;
771} 849}
772 850
773void object::unlink () 851void object::unlink ()
774{ 852{
775 if (this == object::first) 853 if (!index)
776 object::first = next;
777
778 /* Remove this object from the list of used objects */
779 if (prev) prev->next = next;
780 if (next) next->prev = prev;
781
782 prev = 0;
783 next = 0;
784}
785
786object *object::create ()
787{
788 object *op = new object;
789 op->link ();
790 return op;
791}
792
793/*
794 * free_object() frees everything allocated by an object, removes
795 * it from the list of used objects, and puts it on the list of
796 * free objects. The IS_FREED() flag is set in the object.
797 * The object must have been removed by remove_ob() first for
798 * this function to succeed.
799 *
800 * If destroy_inventory is set, free inventory as well. Else drop items in
801 * inventory to the ground.
802 */
803void
804object::do_destroy ()
805{
806 attachable::do_destroy ();
807
808 if (flag [FLAG_IS_LINKED])
809 remove_button_link (this);
810
811 if (flag [FLAG_FRIENDLY])
812 remove_friendly_object (this);
813
814 if (!flag [FLAG_REMOVED])
815 remove ();
816
817 if (flag [FLAG_FREED])
818 return; 854 return;
819 855
820 flag [FLAG_FREED] = 1; 856 ++destroy_count;
821 857
822 // hack to ensure that freed objects still have a valid map 858 objects.erase (this);
823 { 859 refcnt_dec ();
824 static maptile *freed_map; // freed objects are moved here to avoid crashes 860}
825 861
826 if (!freed_map) 862void
863object::activate ()
864{
865 /* If already on active list, don't do anything */
866 if (active)
867 return;
868
869 if (has_active_speed ())
827 { 870 {
828 freed_map = new maptile; 871 if (flag [FLAG_FREED])
872 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
829 873
830 freed_map->name = "/internal/freed_objects_map"; 874 actives.insert (this);
831 freed_map->width = 3;
832 freed_map->height = 3;
833
834 freed_map->allocate ();
835 } 875 }
876}
836 877
837 map = freed_map; 878void
838 x = 1; 879object::activate_recursive ()
839 y = 1; 880{
881 activate ();
882
883 for (object *op = inv; op; op = op->below)
884 op->activate_recursive ();
885}
886
887/* This function removes object 'op' from the list of active
888 * objects.
889 * This should only be used for style maps or other such
890 * reference maps where you don't want an object that isn't
891 * in play chewing up cpu time getting processed.
892 * The reverse of this is to call update_ob_speed, which
893 * will do the right thing based on the speed of the object.
894 */
895void
896object::deactivate ()
897{
898 /* If not on the active list, nothing needs to be done */
899 if (!active)
900 return;
901
902 actives.erase (this);
903}
904
905void
906object::deactivate_recursive ()
907{
908 for (object *op = inv; op; op = op->below)
909 op->deactivate_recursive ();
910
911 deactivate ();
912}
913
914void
915object::set_flag_inv (int flag, int value)
916{
917 for (object *op = inv; op; op = op->below)
918 {
919 op->flag [flag] = value;
920 op->set_flag_inv (flag, value);
840 } 921 }
841
842 more = 0;
843 head = 0;
844 inv = 0;
845
846 // clear those pointers that likely might have circular references to us
847 owner = 0;
848 enemy = 0;
849 attacked_by = 0;
850
851 // only relevant for players(?), but make sure of it anyways
852 contr = 0;
853
854 /* Remove object from the active list */
855 speed = 0;
856 update_ob_speed (this);
857
858 unlink ();
859} 922}
860 923
861/* 924/*
862 * Remove and free all objects in the inventory of the given object. 925 * Remove and free all objects in the inventory of the given object.
863 * object.c ? 926 * object.c ?
864 */ 927 */
865void 928void
866object::destroy_inv (bool drop_to_ground) 929object::destroy_inv (bool drop_to_ground)
867{ 930{
931 // need to check first, because the checks below might segfault
932 // as we might be on an invalid mapspace and crossfire code
933 // is too buggy to ensure that the inventory is empty.
934 // corollary: if you create arrows etc. with stuff in its inventory,
935 // cf will crash below with off-map x and y
868 if (!inv) 936 if (!inv)
869 return; 937 return;
870 938
871 /* Only if the space blocks everything do we not process - 939 /* Only if the space blocks everything do we not process -
872 * if some form of movement is allowed, let objects 940 * if some form of movement is allowed, let objects
873 * drop on that space. 941 * drop on that space.
874 */ 942 */
875 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) 943 if (!drop_to_ground
944 || !map
945 || map->in_memory != MAP_ACTIVE
946 || map->no_drop
947 || ms ().move_block == MOVE_ALL)
876 { 948 {
877 while (inv) 949 while (inv)
878 {
879 inv->destroy_inv (drop_to_ground);
880 inv->destroy (); 950 inv->destroy ();
881 }
882 } 951 }
883 else 952 else
884 { /* Put objects in inventory onto this space */ 953 { /* Put objects in inventory onto this space */
885 while (inv) 954 while (inv)
886 { 955 {
888 957
889 if (op->flag [FLAG_STARTEQUIP] 958 if (op->flag [FLAG_STARTEQUIP]
890 || op->flag [FLAG_NO_DROP] 959 || op->flag [FLAG_NO_DROP]
891 || op->type == RUNE 960 || op->type == RUNE
892 || op->type == TRAP 961 || op->type == TRAP
893 || op->flag [FLAG_IS_A_TEMPLATE]) 962 || op->flag [FLAG_IS_A_TEMPLATE]
963 || op->flag [FLAG_DESTROY_ON_DEATH])
894 op->destroy (); 964 op->destroy ();
895 else 965 else
896 { 966 map->insert (op, x, y);
897 op->remove ();
898 op->x = x;
899 op->y = y;
900 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
901 }
902 } 967 }
903 } 968 }
904} 969}
905 970
971/*
972 * Remove and free all objects in the inventory of the given object.
973 * Unlike destroy_inv, this assumes the *this is destroyed as well
974 * well, so we can (and have to!) take shortcuts.
975 */
906void 976void
907object::destroy (bool destroy_inventory) 977object::destroy_inv_fast ()
978{
979 while (object *op = inv)
980 {
981 // remove from object the fast way
982 op->flag [FLAG_REMOVED] = true;
983 op->env = 0;
984 if ((inv = inv->below))
985 inv->above = 0;
986
987 // then destroy
988 op->destroy ();
989 }
990}
991
992void
993object::freelist_free (int count)
994{
995 while (count-- && freelist)
996 {
997 freelist_item *next = freelist->next;
998 // count is being "destroyed"
999
1000 sfree ((char *)freelist, sizeof (object));
1001
1002 freelist = next;
1003 --free_count;
1004 }
1005}
1006
1007object *
1008object::create ()
1009{
1010 object *op;
1011
1012 if (freelist)
1013 {
1014 freelist_item li = *freelist;
1015 memset (freelist, 0, sizeof (object));
1016
1017 op = new (freelist) object;
1018 op->count = li.count;
1019
1020 freelist = li.next;
1021 --free_count;
1022 }
1023 else
1024 {
1025 void *ni = salloc0<char> (sizeof (object));
1026
1027 op = new(ni) object;
1028
1029 op->count = ++object_count;
1030 }
1031
1032 op->link ();
1033
1034 return op;
1035}
1036
1037void
1038object::do_delete ()
1039{
1040 uint32_t count = this->count;
1041
1042 this->~object ();
1043
1044 freelist_item *li = (freelist_item *)this;
1045 li->next = freelist;
1046 li->count = count;
1047
1048 freelist = li;
1049 ++free_count;
1050}
1051
1052static struct freed_map : maptile
1053{
1054 freed_map ()
1055 : maptile (3, 3)
1056 {
1057 path = "<freed objects map>";
1058 name = "/internal/freed_objects_map";
1059 no_drop = 1;
1060 no_reset = 1;
1061
1062 in_memory = MAP_ACTIVE;
1063 }
1064
1065 ~freed_map ()
1066 {
1067 destroy ();
1068 }
1069} freed_map; // freed objects are moved here to avoid crashes
1070
1071void
1072object::do_destroy ()
1073{
1074 if (flag [FLAG_IS_LINKED])
1075 remove_link ();
1076
1077 if (flag [FLAG_FRIENDLY])
1078 remove_friendly_object (this);
1079
1080 remove ();
1081
1082 attachable::do_destroy ();
1083
1084 deactivate ();
1085 unlink ();
1086
1087 flag [FLAG_FREED] = 1;
1088
1089 // hack to ensure that freed objects still have a valid map
1090 map = &freed_map;
1091 x = 1;
1092 y = 1;
1093
1094 if (more)
1095 {
1096 more->destroy ();
1097 more = 0;
1098 }
1099
1100 head = 0;
1101
1102 // clear those pointers that likely might cause circular references
1103 owner = 0;
1104 enemy = 0;
1105 attacked_by = 0;
1106 current_weapon = 0;
1107}
1108
1109void
1110object::destroy ()
908{ 1111{
909 if (destroyed ()) 1112 if (destroyed ())
910 return; 1113 return;
911 1114
912 if (more) 1115 if (!is_head () && !head->destroyed ())
913 {
914 //TODO: non-head objects must not have inventory
915 more->destroy (destroy_inventory);
916 more = 0;
917 } 1116 {
1117 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1118 head->destroy ();
1119 return;
1120 }
918 1121
919 if (destroy_inventory)
920 destroy_inv (true); 1122 destroy_inv_fast ();
1123
1124 if (is_head ())
1125 if (sound_destroy)
1126 play_sound (sound_destroy);
1127 else if (flag [FLAG_MONSTER])
1128 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
921 1129
922 attachable::destroy (); 1130 attachable::destroy ();
923}
924
925/*
926 * sub_weight() recursively (outwards) subtracts a number from the
927 * weight of an object (and what is carried by it's environment(s)).
928 */
929void
930sub_weight (object *op, signed long weight)
931{
932 while (op != NULL)
933 {
934 if (op->type == CONTAINER)
935 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
936
937 op->carrying -= weight;
938 op = op->env;
939 }
940} 1131}
941 1132
942/* op->remove (): 1133/* op->remove ():
943 * This function removes the object op from the linked list of objects 1134 * This function removes the object op from the linked list of objects
944 * which it is currently tied to. When this function is done, the 1135 * which it is currently tied to. When this function is done, the
945 * object will have no environment. If the object previously had an 1136 * object will have no environment. If the object previously had an
946 * environment, the x and y coordinates will be updated to 1137 * environment, the x and y coordinates will be updated to
947 * the previous environment. 1138 * the previous environment.
948 * Beware: This function is called from the editor as well!
949 */ 1139 */
950void 1140void
951object::remove () 1141object::do_remove ()
952{ 1142{
953 object *tmp, *last = 0; 1143 if (flag [FLAG_REMOVED])
954 object *otmp;
955
956 if (QUERY_FLAG (this, FLAG_REMOVED))
957 return; 1144 return;
958 1145
959 SET_FLAG (this, FLAG_REMOVED);
960 INVOKE_OBJECT (REMOVE, this); 1146 INVOKE_OBJECT (REMOVE, this);
1147
1148 flag [FLAG_REMOVED] = true;
961 1149
962 if (more) 1150 if (more)
963 more->remove (); 1151 more->remove ();
964 1152
965 /* 1153 /*
966 * In this case, the object to be removed is in someones 1154 * In this case, the object to be removed is in someones
967 * inventory. 1155 * inventory.
968 */ 1156 */
969 if (env) 1157 if (env)
970 { 1158 {
971 if (nrof) 1159 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
972 sub_weight (env, weight * nrof); 1160 if (object *pl = visible_to ())
973 else 1161 esrv_del_item (pl->contr, count);
974 sub_weight (env, weight + carrying); 1162 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
975 1163
976 /* NO_FIX_PLAYER is set when a great many changes are being 1164 adjust_weight (env, total_weight (), 0);
977 * made to players inventory. If set, avoiding the call
978 * to save cpu time.
979 */
980 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
981 otmp->update_stats ();
982 1165
983 if (above != NULL) 1166 object *pl = in_player ();
984 above->below = below;
985 else
986 env->inv = below;
987
988 if (below != NULL)
989 below->above = above;
990 1167
991 /* we set up values so that it could be inserted into 1168 /* we set up values so that it could be inserted into
992 * the map, but we don't actually do that - it is up 1169 * the map, but we don't actually do that - it is up
993 * to the caller to decide what we want to do. 1170 * to the caller to decide what we want to do.
994 */ 1171 */
995 x = env->x, y = env->y;
996 map = env->map; 1172 map = env->map;
997 above = 0, below = 0; 1173 x = env->x;
998 env = 0; 1174 y = env->y;
999 }
1000 else if (map)
1001 {
1002 /* Re did the following section of code - it looks like it had
1003 * lots of logic for things we no longer care about
1004 */
1005 1175
1006 /* link the object above us */ 1176 // make sure cmov optimisation is applicable
1007 if (above) 1177 *(above ? &above->below : &env->inv) = below;
1008 above->below = below; 1178 *(below ? &below->above : &above ) = above; // &above is just a dummy
1009 else
1010 map->at (x, y).top = below; /* we were top, set new top */
1011
1012 /* Relink the object below us, if there is one */
1013 if (below)
1014 below->above = above;
1015 else
1016 {
1017 /* Nothing below, which means we need to relink map object for this space
1018 * use translated coordinates in case some oddness with map tiling is
1019 * evident
1020 */
1021 if (GET_MAP_OB (map, x, y) != this)
1022 {
1023 char *dump = dump_object (this);
1024 LOG (llevError,
1025 "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);
1026 free (dump);
1027 dump = dump_object (GET_MAP_OB (map, x, y));
1028 LOG (llevError, "%s\n", dump);
1029 free (dump);
1030 }
1031
1032 map->at (x, y).bottom = above; /* goes on above it. */
1033 }
1034 1179
1035 above = 0; 1180 above = 0;
1036 below = 0; 1181 below = 0;
1182 env = 0;
1183
1184 if (pl && pl->is_player ())
1185 {
1186 if (expect_false (pl->contr->combat_ob == this))
1187 {
1188 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1189 pl->contr->combat_ob = 0;
1190 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1191 }
1192
1193 if (expect_false (pl->contr->ranged_ob == this))
1194 {
1195 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1196 pl->contr->ranged_ob = 0;
1197 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1198 }
1199
1200 pl->contr->queue_stats_update ();
1201
1202 if (expect_false (glow_radius) && pl->is_on_map ())
1203 update_all_los (pl->map, pl->x, pl->y);
1204 }
1205 }
1206 else if (map)
1207 {
1208 map->dirty = true;
1209 mapspace &ms = this->ms ();
1210
1211 if (object *pl = ms.player ())
1212 {
1213 if (is_player ())
1214 {
1215 if (!flag [FLAG_WIZPASS])
1216 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1217
1218 // leaving a spot always closes any open container on the ground
1219 if (container && !container->env)
1220 // this causes spurious floorbox updates, but it ensures
1221 // that the CLOSE event is being sent.
1222 close_container ();
1223
1224 --map->players;
1225 map->touch ();
1226 }
1227 else if (pl->container_ () == this)
1228 {
1229 // removing a container should close it
1230 close_container ();
1231 }
1232 else
1233 esrv_del_item (pl->contr, count);
1234 }
1235
1236 /* link the object above us */
1237 // re-link, make sure compiler can easily use cmove
1238 *(above ? &above->below : &ms.top) = below;
1239 *(below ? &below->above : &ms.bot) = above;
1240
1241 above = 0;
1242 below = 0;
1243
1244 ms.invalidate ();
1037 1245
1038 if (map->in_memory == MAP_SAVING) 1246 if (map->in_memory == MAP_SAVING)
1039 return; 1247 return;
1040 1248
1041 int check_walk_off = !flag [FLAG_NO_APPLY]; 1249 int check_walk_off = !flag [FLAG_NO_APPLY];
1042 1250
1043 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1251 if (object *pl = ms.player ())
1044 { 1252 {
1045 /* No point updating the players look faces if he is the object 1253 if (pl->container_ () == this)
1046 * being removed.
1047 */
1048
1049 if (tmp->type == PLAYER && tmp != this)
1050 {
1051 /* If a container that the player is currently using somehow gets 1254 /* If a container that the player is currently using somehow gets
1052 * removed (most likely destroyed), update the player view 1255 * removed (most likely destroyed), update the player view
1053 * appropriately. 1256 * appropriately.
1054 */ 1257 */
1055 if (tmp->container == this) 1258 pl->close_container ();
1056 {
1057 flag [FLAG_APPLIED] = 0;
1058 tmp->container = 0;
1059 }
1060 1259
1260 //TODO: the floorbox prev/next might need updating
1261 //esrv_del_item (pl->contr, count);
1262 //TODO: update floorbox to preserve ordering
1061 if (tmp->contr->ns) 1263 if (pl->contr->ns)
1062 tmp->contr->ns->floorbox_update (); 1264 pl->contr->ns->floorbox_update ();
1265 }
1266
1267 if (check_walk_off)
1268 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1269 {
1270 above = tmp->above;
1271
1272 /* No point updating the players look faces if he is the object
1273 * being removed.
1063 } 1274 */
1064 1275
1065 /* See if player moving off should effect something */ 1276 /* See if object moving off should effect something */
1066 if (check_walk_off
1067 && ((move_type & tmp->move_off) 1277 if ((move_type & tmp->move_off)
1068 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1278 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1069 {
1070 move_apply (tmp, this, 0); 1279 move_apply (tmp, this, 0);
1071
1072 if (destroyed ())
1073 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1074 } 1280 }
1075 1281
1076 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1282 if (affects_los ())
1077
1078 if (tmp->above == tmp)
1079 tmp->above = 0;
1080
1081 last = tmp;
1082 }
1083
1084 /* last == NULL of there are no objects on this space */
1085 if (!last)
1086 map->at (x, y).flags_ = P_NEED_UPDATE;
1087 else
1088 update_object (last, UP_OBJ_REMOVE);
1089
1090 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1091 update_all_los (map, x, y); 1283 update_all_los (map, x, y);
1092 } 1284 }
1093} 1285}
1094 1286
1095/* 1287/*
1104merge_ob (object *op, object *top) 1296merge_ob (object *op, object *top)
1105{ 1297{
1106 if (!op->nrof) 1298 if (!op->nrof)
1107 return 0; 1299 return 0;
1108 1300
1109 if (top) 1301 if (!top)
1110 for (top = op; top && top->above; top = top->above) 1302 for (top = op; top && top->above; top = top->above)
1111 ; 1303 ;
1112 1304
1113 for (; top; top = top->below) 1305 for (; top; top = top->below)
1114 {
1115 if (top == op)
1116 continue;
1117
1118 if (object::can_merge (op, top)) 1306 if (object::can_merge (op, top))
1119 { 1307 {
1120 top->nrof += op->nrof; 1308 top->nrof += op->nrof;
1121 1309
1122/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1310 if (object *pl = top->visible_to ())
1123 op->weight = 0; /* Don't want any adjustements now */ 1311 esrv_update_item (UPD_NROF, pl, top);
1312
1313 op->weight = 0; // cancel the addition above
1314 op->carrying = 0; // must be 0 already
1315
1124 op->destroy (); 1316 op->destroy ();
1317
1125 return top; 1318 return top;
1126 } 1319 }
1127 }
1128 1320
1129 return 0; 1321 return 0;
1130} 1322}
1131 1323
1324void
1325object::expand_tail ()
1326{
1327 if (more)
1328 return;
1329
1330 object *prev = this;
1331
1332 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1333 {
1334 object *op = at->instance ();
1335
1336 op->name = name;
1337 op->name_pl = name_pl;
1338 op->title = title;
1339
1340 op->head = this;
1341 prev->more = op;
1342
1343 prev = op;
1344 }
1345}
1346
1132/* 1347/*
1133 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1348 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1134 * job preparing multi-part monsters 1349 * job preparing multi-part monsters.
1135 */ 1350 */
1136object * 1351object *
1137insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1352insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1138{ 1353{
1139 object *tmp; 1354 op->remove ();
1140 1355
1141 if (op->head)
1142 op = op->head;
1143
1144 for (tmp = op; tmp; tmp = tmp->more) 1356 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1145 { 1357 {
1146 tmp->x = x + tmp->arch->clone.x; 1358 tmp->x = x + tmp->arch->x;
1147 tmp->y = y + tmp->arch->clone.y; 1359 tmp->y = y + tmp->arch->y;
1148 } 1360 }
1149 1361
1150 return insert_ob_in_map (op, m, originator, flag); 1362 return insert_ob_in_map (op, m, originator, flag);
1151} 1363}
1152 1364
1165 * Passing 0 for flag gives proper default values, so flag really only needs 1377 * Passing 0 for flag gives proper default values, so flag really only needs
1166 * to be set if special handling is needed. 1378 * to be set if special handling is needed.
1167 * 1379 *
1168 * Return value: 1380 * Return value:
1169 * new object if 'op' was merged with other object 1381 * new object if 'op' was merged with other object
1170 * NULL if 'op' was destroyed 1382 * NULL if there was an error (destroyed, blocked etc.)
1171 * just 'op' otherwise 1383 * just 'op' otherwise
1172 */ 1384 */
1173object * 1385object *
1174insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1386insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1175{ 1387{
1176 object *tmp, *top, *floor = NULL; 1388 op->remove ();
1177 sint16 x, y;
1178 1389
1179 if (QUERY_FLAG (op, FLAG_FREED)) 1390 if (m == &freed_map)//D TODO: remove soon
1180 { 1391 {//D
1181 LOG (llevError, "Trying to insert freed object!\n"); 1392 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1182 return NULL;
1183 } 1393 }//D
1184
1185 if (m == NULL)
1186 {
1187 char *dump = dump_object (op);
1188 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1189 free (dump);
1190 return op;
1191 }
1192
1193 if (out_of_map (m, op->x, op->y))
1194 {
1195 char *dump = dump_object (op);
1196 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1197#ifdef MANY_CORES
1198 /* Better to catch this here, as otherwise the next use of this object
1199 * is likely to cause a crash. Better to find out where it is getting
1200 * improperly inserted.
1201 */
1202 abort ();
1203#endif
1204 free (dump);
1205 return op;
1206 }
1207
1208 if (!QUERY_FLAG (op, FLAG_REMOVED))
1209 {
1210 char *dump = dump_object (op);
1211 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1212 free (dump);
1213 return op;
1214 }
1215
1216 if (op->more)
1217 {
1218 /* The part may be on a different map. */
1219
1220 object *more = op->more;
1221
1222 /* We really need the caller to normalize coordinates - if
1223 * we set the map, that doesn't work if the location is within
1224 * a map and this is straddling an edge. So only if coordinate
1225 * is clear wrong do we normalize it.
1226 */
1227 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1228 more->map = get_map_from_coord (m, &more->x, &more->y);
1229 else if (!more->map)
1230 {
1231 /* For backwards compatibility - when not dealing with tiled maps,
1232 * more->map should always point to the parent.
1233 */
1234 more->map = m;
1235 }
1236
1237 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1238 {
1239 if (!op->head)
1240 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1241
1242 return 0;
1243 }
1244 }
1245
1246 CLEAR_FLAG (op, FLAG_REMOVED);
1247 1394
1248 /* Ideally, the caller figures this out. However, it complicates a lot 1395 /* Ideally, the caller figures this out. However, it complicates a lot
1249 * of areas of callers (eg, anything that uses find_free_spot would now 1396 * of areas of callers (eg, anything that uses find_free_spot would now
1250 * need extra work 1397 * need extra work
1251 */ 1398 */
1252 op->map = get_map_from_coord (m, &op->x, &op->y); 1399 maptile *newmap = m;
1253 x = op->x; 1400 if (!xy_normalise (newmap, op->x, op->y))
1254 y = op->y; 1401 {
1402 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1403 return 0;
1404 }
1405
1406 if (object *more = op->more)
1407 if (!insert_ob_in_map (more, m, originator, flag))
1408 return 0;
1409
1410 op->flag [FLAG_REMOVED] = false;
1411 op->env = 0;
1412 op->map = newmap;
1413
1414 mapspace &ms = op->ms ();
1255 1415
1256 /* this has to be done after we translate the coordinates. 1416 /* this has to be done after we translate the coordinates.
1257 */ 1417 */
1258 if (op->nrof && !(flag & INS_NO_MERGE)) 1418 if (op->nrof && !(flag & INS_NO_MERGE))
1259 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1419 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1260 if (object::can_merge (op, tmp)) 1420 if (object::can_merge (op, tmp))
1261 { 1421 {
1422 // TODO: we actually want to update tmp, not op,
1423 // but some caller surely breaks when we return tmp
1424 // from here :/
1262 op->nrof += tmp->nrof; 1425 op->nrof += tmp->nrof;
1263 tmp->destroy (); 1426 tmp->destroy ();
1264 } 1427 }
1265 1428
1266 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1429 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1267 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1430 op->clr_flag (FLAG_INV_LOCKED);
1268 1431
1269 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1432 if (!op->flag [FLAG_ALIVE])
1270 CLEAR_FLAG (op, FLAG_NO_STEAL); 1433 op->clr_flag (FLAG_NO_STEAL);
1271 1434
1272 if (flag & INS_BELOW_ORIGINATOR) 1435 if (flag & INS_BELOW_ORIGINATOR)
1273 { 1436 {
1274 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1437 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1275 { 1438 {
1276 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1439 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1277 abort (); 1440 abort ();
1278 } 1441 }
1279 1442
1443 if (!originator->is_on_map ())
1444 {
1445 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1446 op->debug_desc (), originator->debug_desc ());
1447 abort ();
1448 }
1449
1280 op->above = originator; 1450 op->above = originator;
1281 op->below = originator->below; 1451 op->below = originator->below;
1282
1283 if (op->below)
1284 op->below->above = op;
1285 else
1286 op->ms ().bottom = op;
1287
1288 /* since *below* originator, no need to update top */
1289 originator->below = op; 1452 originator->below = op;
1453
1454 *(op->below ? &op->below->above : &ms.bot) = op;
1290 } 1455 }
1291 else 1456 else
1292 { 1457 {
1458 object *floor = 0;
1459 object *top = ms.top;
1460
1293 /* If there are other objects, then */ 1461 /* If there are other objects, then */
1294 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1462 if (top)
1295 { 1463 {
1296 object *last = NULL;
1297
1298 /* 1464 /*
1299 * If there are multiple objects on this space, we do some trickier handling. 1465 * If there are multiple objects on this space, we do some trickier handling.
1300 * We've already dealt with merging if appropriate. 1466 * We've already dealt with merging if appropriate.
1301 * Generally, we want to put the new object on top. But if 1467 * Generally, we want to put the new object on top. But if
1302 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1468 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1305 * once we get to them. This reduces the need to traverse over all of 1471 * once we get to them. This reduces the need to traverse over all of
1306 * them when adding another one - this saves quite a bit of cpu time 1472 * them when adding another one - this saves quite a bit of cpu time
1307 * when lots of spells are cast in one area. Currently, it is presumed 1473 * when lots of spells are cast in one area. Currently, it is presumed
1308 * that flying non pickable objects are spell objects. 1474 * that flying non pickable objects are spell objects.
1309 */ 1475 */
1310 1476 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1311 while (top != NULL)
1312 { 1477 {
1313 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1478 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1314 floor = top; 1479 floor = tmp;
1315 1480
1316 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1481 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1317 { 1482 {
1318 /* We insert above top, so we want this object below this */ 1483 /* We insert above top, so we want this object below this */
1319 top = top->below; 1484 top = tmp->below;
1320 break; 1485 break;
1321 } 1486 }
1322 1487
1323 last = top;
1324 top = top->above; 1488 top = tmp;
1325 } 1489 }
1326
1327 /* Don't want top to be NULL, so set it to the last valid object */
1328 top = last;
1329 1490
1330 /* We let update_position deal with figuring out what the space 1491 /* We let update_position deal with figuring out what the space
1331 * looks like instead of lots of conditions here. 1492 * looks like instead of lots of conditions here.
1332 * makes things faster, and effectively the same result. 1493 * makes things faster, and effectively the same result.
1333 */ 1494 */
1334 1495
1335 /* Have object 'fall below' other objects that block view. 1496 /* Have object 'fall below' other objects that block view.
1336 * Unless those objects are exits, type 66 1497 * Unless those objects are exits.
1337 * If INS_ON_TOP is used, don't do this processing 1498 * If INS_ON_TOP is used, don't do this processing
1338 * Need to find the object that in fact blocks view, otherwise 1499 * Need to find the object that in fact blocks view, otherwise
1339 * stacking is a bit odd. 1500 * stacking is a bit odd.
1340 */ 1501 */
1341 if (!(flag & INS_ON_TOP) && 1502 if (!(flag & INS_ON_TOP)
1342 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1503 && ms.flags () & P_BLOCKSVIEW
1504 && (op->face && !faces [op->face].visibility))
1343 { 1505 {
1506 object *last;
1507
1344 for (last = top; last != floor; last = last->below) 1508 for (last = top; last != floor; last = last->below)
1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1509 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1346 break; 1510 break;
1511
1347 /* Check to see if we found the object that blocks view, 1512 /* Check to see if we found the object that blocks view,
1348 * and make sure we have a below pointer for it so that 1513 * and make sure we have a below pointer for it so that
1349 * we can get inserted below this one, which requires we 1514 * we can get inserted below this one, which requires we
1350 * set top to the object below us. 1515 * set top to the object below us.
1351 */ 1516 */
1352 if (last && last->below && last != floor) 1517 if (last && last->below && last != floor)
1353 top = last->below; 1518 top = last->below;
1354 } 1519 }
1355 } /* If objects on this space */ 1520 } /* If objects on this space */
1356 1521
1357 if (flag & INS_MAP_LOAD)
1358 top = GET_MAP_TOP (op->map, op->x, op->y);
1359
1360 if (flag & INS_ABOVE_FLOOR_ONLY) 1522 if (flag & INS_ABOVE_FLOOR_ONLY)
1361 top = floor; 1523 top = floor;
1362 1524
1363 /* Top is the object that our object (op) is going to get inserted above. 1525 // insert object above top, or bottom-most if top = 0
1364 */
1365
1366 /* First object on this space */
1367 if (!top) 1526 if (!top)
1368 { 1527 {
1369 op->above = GET_MAP_OB (op->map, op->x, op->y);
1370
1371 if (op->above)
1372 op->above->below = op;
1373
1374 op->below = NULL; 1528 op->below = 0;
1529 op->above = ms.bot;
1375 op->ms ().bottom = op; 1530 ms.bot = op;
1531
1532 *(op->above ? &op->above->below : &ms.top) = op;
1376 } 1533 }
1377 else 1534 else
1378 { /* get inserted into the stack above top */ 1535 {
1379 op->above = top->above; 1536 op->above = top->above;
1380
1381 if (op->above)
1382 op->above->below = op; 1537 top->above = op;
1383 1538
1384 op->below = top; 1539 op->below = top;
1385 top->above = op; 1540 *(op->above ? &op->above->below : &ms.top) = op;
1386 } 1541 }
1542 }
1387 1543
1388 if (op->above == NULL) 1544 if (op->is_player ())
1389 op->ms ().top = op; 1545 {
1390 } /* else not INS_BELOW_ORIGINATOR */
1391
1392 if (op->type == PLAYER)
1393 op->contr->do_los = 1; 1546 op->contr->do_los = 1;
1547 ++op->map->players;
1548 op->map->touch ();
1549 }
1394 1550
1395 /* If we have a floor, we know the player, if any, will be above 1551 op->map->dirty = true;
1396 * it, so save a few ticks and start from there. 1552
1397 */
1398 if (!(flag & INS_MAP_LOAD))
1399 if (object *pl = op->ms ().player ()) 1553 if (object *pl = ms.player ())
1554 //TODO: the floorbox prev/next might need updating
1555 //esrv_send_item (pl, op);
1556 //TODO: update floorbox to preserve ordering
1400 if (pl->contr->ns) 1557 if (pl->contr->ns)
1401 pl->contr->ns->floorbox_update (); 1558 pl->contr->ns->floorbox_update ();
1402 1559
1403 /* If this object glows, it may affect lighting conditions that are 1560 /* If this object glows, it may affect lighting conditions that are
1404 * visible to others on this map. But update_all_los is really 1561 * visible to others on this map. But update_all_los is really
1405 * an inefficient way to do this, as it means los for all players 1562 * an inefficient way to do this, as it means los for all players
1406 * on the map will get recalculated. The players could very well 1563 * on the map will get recalculated. The players could very well
1407 * be far away from this change and not affected in any way - 1564 * be far away from this change and not affected in any way -
1408 * this should get redone to only look for players within range, 1565 * this should get redone to only look for players within range,
1409 * or just updating the P_NEED_UPDATE for spaces within this area 1566 * or just updating the P_UPTODATE for spaces within this area
1410 * of effect may be sufficient. 1567 * of effect may be sufficient.
1411 */ 1568 */
1412 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1569 if (op->affects_los ())
1570 {
1571 op->ms ().invalidate ();
1413 update_all_los (op->map, op->x, op->y); 1572 update_all_los (op->map, op->x, op->y);
1573 }
1414 1574
1415 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1575 /* updates flags (blocked, alive, no magic, etc) for this map space */
1416 update_object (op, UP_OBJ_INSERT); 1576 update_object (op, UP_OBJ_INSERT);
1417 1577
1418 INVOKE_OBJECT (INSERT, op); 1578 INVOKE_OBJECT (INSERT, op);
1425 * blocked() and wall() work properly), and these flags are updated by 1585 * blocked() and wall() work properly), and these flags are updated by
1426 * update_object(). 1586 * update_object().
1427 */ 1587 */
1428 1588
1429 /* if this is not the head or flag has been passed, don't check walk on status */ 1589 /* if this is not the head or flag has been passed, don't check walk on status */
1430 if (!(flag & INS_NO_WALK_ON) && !op->head) 1590 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1431 { 1591 {
1432 if (check_move_on (op, originator)) 1592 if (check_move_on (op, originator, flag))
1433 return 0; 1593 return 0;
1434 1594
1435 /* If we are a multi part object, lets work our way through the check 1595 /* If we are a multi part object, let's work our way through the check
1436 * walk on's. 1596 * walk on's.
1437 */ 1597 */
1438 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1598 for (object *tmp = op->more; tmp; tmp = tmp->more)
1439 if (check_move_on (tmp, originator)) 1599 if (check_move_on (tmp, originator, flag))
1440 return 0; 1600 return 0;
1441 } 1601 }
1442 1602
1443 return op; 1603 return op;
1444} 1604}
1446/* this function inserts an object in the map, but if it 1606/* this function inserts an object in the map, but if it
1447 * finds an object of its own type, it'll remove that one first. 1607 * finds an object of its own type, it'll remove that one first.
1448 * op is the object to insert it under: supplies x and the map. 1608 * op is the object to insert it under: supplies x and the map.
1449 */ 1609 */
1450void 1610void
1451replace_insert_ob_in_map (const char *arch_string, object *op) 1611replace_insert_ob_in_map (shstr_tmp archname, object *op)
1452{ 1612{
1453 object *tmp, *tmp1;
1454
1455 /* first search for itself and remove any old instances */ 1613 /* first search for itself and remove any old instances */
1456 1614
1457 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1615 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1458 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1616 if (tmp->arch->archname == archname) /* same archetype */
1459 tmp->destroy (); 1617 tmp->destroy ();
1460 1618
1461 tmp1 = arch_to_object (archetype::find (arch_string)); 1619 object *tmp = archetype::find (archname)->instance ();
1462 1620
1463 tmp1->x = op->x; 1621 tmp->x = op->x;
1464 tmp1->y = op->y; 1622 tmp->y = op->y;
1623
1465 insert_ob_in_map (tmp1, op->map, op, 0); 1624 insert_ob_in_map (tmp, op->map, op, 0);
1466} 1625}
1467
1468/*
1469 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1470 * is returned contains nr objects, and the remaining parts contains
1471 * the rest (or is removed and freed if that number is 0).
1472 * On failure, NULL is returned, and the reason put into the
1473 * global static errmsg array.
1474 */
1475 1626
1476object * 1627object *
1477get_split_ob (object *orig_ob, uint32 nr) 1628object::insert_at (object *where, object *originator, int flags)
1478{ 1629{
1479 object *newob; 1630 if (where->env)
1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1631 return where->env->insert (this);
1481 1632 else
1482 if (orig_ob->nrof < nr) 1633 return where->map->insert (this, where->x, where->y, originator, flags);
1483 {
1484 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1485 return NULL;
1486 }
1487
1488 newob = object_create_clone (orig_ob);
1489
1490 if ((orig_ob->nrof -= nr) < 1)
1491 orig_ob->destroy (1);
1492 else if (!is_removed)
1493 {
1494 if (orig_ob->env != NULL)
1495 sub_weight (orig_ob->env, orig_ob->weight * nr);
1496 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1497 {
1498 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1499 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1500 return NULL;
1501 }
1502 }
1503
1504 newob->nrof = nr;
1505
1506 return newob;
1507} 1634}
1508 1635
1636// check whether we can put this into the map, respect max_volume, max_items
1637bool
1638object::can_drop_at (maptile *m, int x, int y, object *originator)
1639{
1640 mapspace &ms = m->at (x, y);
1641
1642 int items = ms.items ();
1643
1644 if (!items // testing !items ensures we can drop at least one item
1645 || (items < m->max_items
1646 && ms.volume () < m->max_volume))
1647 return true;
1648
1649 if (originator && originator->is_player ())
1650 originator->contr->failmsgf (
1651 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1652 query_name ()
1653 );
1654
1655 return false;
1656}
1657
1509/* 1658/*
1510 * decrease_ob_nr(object, number) decreases a specified number from 1659 * decrease(object, number) decreases a specified number from
1511 * the amount of an object. If the amount reaches 0, the object 1660 * the amount of an object. If the amount reaches 0, the object
1512 * is subsequently removed and freed. 1661 * is subsequently removed and freed.
1513 * 1662 *
1514 * Return value: 'op' if something is left, NULL if the amount reached 0 1663 * Return value: 'op' if something is left, NULL if the amount reached 0
1515 */ 1664 */
1665bool
1666object::decrease (sint32 nr)
1667{
1668 if (!nr)
1669 return true;
1516 1670
1671 nr = min (nr, nrof);
1672
1673 if (nrof > nr)
1674 {
1675 sint64 oweight = total_weight ();
1676
1677 nrof -= nr;
1678
1679 if (object *pl = visible_to ())
1680 esrv_update_item (UPD_NROF, pl, this);
1681
1682 adjust_weight (env, oweight, total_weight ());
1683
1684 return true;
1685 }
1686 else
1687 {
1688 destroy ();
1689 return false;
1690 }
1691}
1692
1693/*
1694 * split(ob,nr) splits up ob into two parts. The part which
1695 * is returned contains nr objects, and the remaining parts contains
1696 * the rest (or is removed and returned if that number is 0).
1697 * On failure, NULL is returned.
1698 */
1517object * 1699object *
1518decrease_ob_nr (object *op, uint32 i) 1700object::split (sint32 nr)
1519{ 1701{
1520 object *tmp; 1702 int have = number_of ();
1521 1703
1522 if (i == 0) /* objects with op->nrof require this check */ 1704 if (have < nr)
1523 return op; 1705 return 0;
1524 1706 else if (have == nr)
1525 if (i > op->nrof)
1526 i = op->nrof;
1527
1528 if (QUERY_FLAG (op, FLAG_REMOVED))
1529 op->nrof -= i;
1530 else if (op->env)
1531 { 1707 {
1532 /* is this object in the players inventory, or sub container
1533 * therein?
1534 */
1535 tmp = op->in_player ();
1536 /* nope. Is this a container the player has opened?
1537 * If so, set tmp to that player.
1538 * IMO, searching through all the players will mostly
1539 * likely be quicker than following op->env to the map,
1540 * and then searching the map for a player.
1541 */
1542 if (!tmp)
1543 for_all_players (pl)
1544 if (pl->ob->container == op->env)
1545 {
1546 tmp = pl->ob;
1547 break;
1548 }
1549
1550 if (i < op->nrof)
1551 {
1552 sub_weight (op->env, op->weight * i);
1553 op->nrof -= i;
1554 if (tmp)
1555 esrv_send_item (tmp, op);
1556 }
1557 else
1558 {
1559 op->remove (); 1708 remove ();
1560 op->nrof = 0; 1709 return this;
1561 if (tmp)
1562 esrv_del_item (tmp->contr, op->count);
1563 }
1564 } 1710 }
1565 else 1711 else
1566 { 1712 {
1567 object *above = op->above; 1713 decrease (nr);
1568 1714
1569 if (i < op->nrof) 1715 object *op = deep_clone ();
1570 op->nrof -= i; 1716 op->nrof = nr;
1571 else
1572 {
1573 op->remove ();
1574 op->nrof = 0;
1575 }
1576
1577 /* Since we just removed op, op->above is null */
1578 for (tmp = above; tmp; tmp = tmp->above)
1579 if (tmp->type == PLAYER)
1580 {
1581 if (op->nrof)
1582 esrv_send_item (tmp, op);
1583 else
1584 esrv_del_item (tmp->contr, op->count);
1585 }
1586 }
1587
1588 if (op->nrof)
1589 return op; 1717 return op;
1590 else
1591 {
1592 op->destroy ();
1593 return 0;
1594 }
1595}
1596
1597/*
1598 * add_weight(object, weight) adds the specified weight to an object,
1599 * and also updates how much the environment(s) is/are carrying.
1600 */
1601
1602void
1603add_weight (object *op, signed long weight)
1604{
1605 while (op != NULL)
1606 {
1607 if (op->type == CONTAINER)
1608 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1609
1610 op->carrying += weight;
1611 op = op->env;
1612 } 1718 }
1613} 1719}
1614 1720
1615object * 1721object *
1616insert_ob_in_ob (object *op, object *where) 1722insert_ob_in_ob (object *op, object *where)
1621 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1727 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1622 free (dump); 1728 free (dump);
1623 return op; 1729 return op;
1624 } 1730 }
1625 1731
1626 if (where->head) 1732 if (where->head_ () != where)
1627 { 1733 {
1628 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1734 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1629 where = where->head; 1735 where = where->head;
1630 } 1736 }
1631 1737
1632 return where->insert (op); 1738 return where->insert (op);
1633} 1739}
1638 * inside the object environment. 1744 * inside the object environment.
1639 * 1745 *
1640 * The function returns now pointer to inserted item, and return value can 1746 * The function returns now pointer to inserted item, and return value can
1641 * be != op, if items are merged. -Tero 1747 * be != op, if items are merged. -Tero
1642 */ 1748 */
1643
1644object * 1749object *
1645object::insert (object *op) 1750object::insert (object *op)
1646{ 1751{
1647 object *tmp, *otmp;
1648
1649 if (!QUERY_FLAG (op, FLAG_REMOVED))
1650 op->remove ();
1651
1652 if (op->more) 1752 if (op->more)
1653 { 1753 {
1654 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1754 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1655 return op; 1755 return op;
1656 } 1756 }
1657 1757
1658 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1758 op->remove ();
1659 CLEAR_FLAG (op, FLAG_REMOVED); 1759
1760 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1761
1660 if (op->nrof) 1762 if (op->nrof)
1661 {
1662 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1763 for (object *tmp = inv; tmp; tmp = tmp->below)
1663 if (object::can_merge (tmp, op)) 1764 if (object::can_merge (tmp, op))
1664 { 1765 {
1665 /* return the original object and remove inserted object 1766 /* return the original object and remove inserted object
1666 (client needs the original object) */ 1767 (client prefers the original object) */
1768
1769 // carring must be 0 for mergable objects
1770 sint64 oweight = tmp->weight * tmp->nrof;
1771
1667 tmp->nrof += op->nrof; 1772 tmp->nrof += op->nrof;
1668 /* Weight handling gets pretty funky. Since we are adding to 1773
1669 * tmp->nrof, we need to increase the weight. 1774 if (object *pl = tmp->visible_to ())
1670 */ 1775 esrv_update_item (UPD_NROF, pl, tmp);
1776
1671 add_weight (this, op->weight * op->nrof); 1777 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1672 SET_FLAG (op, FLAG_REMOVED); 1778
1673 op->destroy (); /* free the inserted object */ 1779 op->destroy ();
1674 op = tmp; 1780 op = tmp;
1675 op->remove (); /* and fix old object's links */ 1781 goto inserted;
1676 CLEAR_FLAG (op, FLAG_REMOVED);
1677 break;
1678 } 1782 }
1679 1783
1680 /* I assume combined objects have no inventory 1784 op->owner = 0; // it's his/hers now. period.
1681 * We add the weight - this object could have just been removed
1682 * (if it was possible to merge). calling remove_ob will subtract
1683 * the weight, so we need to add it in again, since we actually do
1684 * the linking below
1685 */
1686 add_weight (this, op->weight * op->nrof);
1687 }
1688 else
1689 add_weight (this, (op->weight + op->carrying));
1690
1691 otmp = this->in_player ();
1692 if (otmp && otmp->contr)
1693 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1694 otmp->update_stats ();
1695
1696 op->map = 0; 1785 op->map = 0;
1697 op->env = this; 1786 op->x = 0;
1787 op->y = 0;
1788
1698 op->above = 0; 1789 op->above = 0;
1699 op->below = 0; 1790 op->below = inv;
1700 op->x = 0, op->y = 0; 1791 op->env = this;
1701 1792
1793 if (inv)
1794 inv->above = op;
1795
1796 inv = op;
1797
1798 op->flag [FLAG_REMOVED] = 0;
1799
1800 if (object *pl = op->visible_to ())
1801 esrv_send_item (pl, op);
1802
1803 adjust_weight (this, 0, op->total_weight ());
1804
1805inserted:
1702 /* reset the light list and los of the players on the map */ 1806 /* reset the light list and los of the players on the map */
1703 if ((op->glow_radius != 0) && map) 1807 if (op->glow_radius && is_on_map ())
1704 { 1808 {
1705#ifdef DEBUG_LIGHTS 1809 update_stats ();
1706 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1707#endif /* DEBUG_LIGHTS */
1708 if (MAP_DARKNESS (map))
1709 update_all_los (map, x, y); 1810 update_all_los (map, x, y);
1710 }
1711
1712 /* Client has no idea of ordering so lets not bother ordering it here.
1713 * It sure simplifies this function...
1714 */
1715 if (!inv)
1716 inv = op;
1717 else
1718 { 1811 }
1719 op->below = inv; 1812 else if (is_player ())
1720 op->below->above = op; 1813 // if this is a player's inventory, update stats
1721 inv = op; 1814 contr->queue_stats_update ();
1722 }
1723 1815
1724 INVOKE_OBJECT (INSERT, this); 1816 INVOKE_OBJECT (INSERT, this);
1725 1817
1726 return op; 1818 return op;
1727} 1819}
1744 * 1836 *
1745 * MSW 2001-07-08: Check all objects on space, not just those below 1837 * MSW 2001-07-08: Check all objects on space, not just those below
1746 * object being inserted. insert_ob_in_map may not put new objects 1838 * object being inserted. insert_ob_in_map may not put new objects
1747 * on top. 1839 * on top.
1748 */ 1840 */
1749
1750int 1841int
1751check_move_on (object *op, object *originator) 1842check_move_on (object *op, object *originator, int flags)
1752{ 1843{
1844 if (op->flag [FLAG_NO_APPLY])
1845 return 0;
1846
1753 object *tmp; 1847 object *tmp;
1754 maptile *m = op->map; 1848 maptile *m = op->map;
1755 int x = op->x, y = op->y; 1849 int x = op->x, y = op->y;
1756 1850
1757 MoveType move_on, move_slow, move_block; 1851 mapspace &ms = m->at (x, y);
1758 1852
1759 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1853 ms.update ();
1760 return 0;
1761 1854
1762 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1855 MoveType move_on = ms.move_on;
1763 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1856 MoveType move_slow = ms.move_slow;
1764 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1857 MoveType move_block = ms.move_block;
1765 1858
1766 /* if nothing on this space will slow op down or be applied, 1859 /* if nothing on this space will slow op down or be applied,
1767 * no need to do checking below. have to make sure move_type 1860 * no need to do checking below. have to make sure move_type
1768 * is set, as lots of objects don't have it set - we treat that 1861 * is set, as lots of objects don't have it set - we treat that
1769 * as walking. 1862 * as walking.
1780 return 0; 1873 return 0;
1781 1874
1782 /* The objects have to be checked from top to bottom. 1875 /* The objects have to be checked from top to bottom.
1783 * Hence, we first go to the top: 1876 * Hence, we first go to the top:
1784 */ 1877 */
1785 1878 for (object *next, *tmp = ms.top; tmp; tmp = next)
1786 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1787 {
1788 /* Trim the search when we find the first other spell effect
1789 * this helps performance so that if a space has 50 spell objects,
1790 * we don't need to check all of them.
1791 */
1792 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1793 break;
1794 } 1879 {
1880 next = tmp->below;
1795 1881
1796 for (; tmp; tmp = tmp->below)
1797 {
1798 if (tmp == op) 1882 if (tmp == op)
1799 continue; /* Can't apply yourself */ 1883 continue; /* Can't apply yourself */
1800 1884
1801 /* Check to see if one of the movement types should be slowed down. 1885 /* Check to see if one of the movement types should be slowed down.
1802 * Second check makes sure that the movement types not being slowed 1886 * Second check makes sure that the movement types not being slowed
1803 * (~slow_move) is not blocked on this space - just because the 1887 * (~slow_move) is not blocked on this space - just because the
1804 * space doesn't slow down swimming (for example), if you can't actually 1888 * space doesn't slow down swimming (for example), if you can't actually
1805 * swim on that space, can't use it to avoid the penalty. 1889 * swim on that space, can't use it to avoid the penalty.
1806 */ 1890 */
1807 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1891 if (!op->flag [FLAG_WIZPASS])
1808 { 1892 {
1809 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1893 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1810 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1894 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1811 { 1895 {
1812
1813 float
1814 diff = tmp->move_slow_penalty * FABS (op->speed); 1896 float diff = tmp->move_slow_penalty * fabs (op->speed);
1815 1897
1816 if (op->type == PLAYER) 1898 if (op->is_player ())
1817 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1899 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1818 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1900 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1819 diff /= 4.0; 1901 diff /= 4.0;
1820 1902
1821 op->speed_left -= diff; 1903 op->speed_left -= diff;
1822 } 1904 }
1823 } 1905 }
1824 1906
1825 /* Basically same logic as above, except now for actual apply. */ 1907 /* Basically same logic as above, except now for actual apply. */
1826 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1908 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1827 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1909 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1828 { 1910 {
1911 if ((flags & INS_NO_AUTO_EXIT)
1912 && (tmp->type == EXIT || tmp->type == TELEPORTER
1913 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1914 continue;
1915
1829 move_apply (tmp, op, originator); 1916 move_apply (tmp, op, originator);
1830 1917
1831 if (op->destroyed ()) 1918 if (op->destroyed ())
1832 return 1; 1919 return 1;
1833 1920
1846/* 1933/*
1847 * present_arch(arch, map, x, y) searches for any objects with 1934 * present_arch(arch, map, x, y) searches for any objects with
1848 * a matching archetype at the given map and coordinates. 1935 * a matching archetype at the given map and coordinates.
1849 * The first matching object is returned, or NULL if none. 1936 * The first matching object is returned, or NULL if none.
1850 */ 1937 */
1851
1852object * 1938object *
1853present_arch (const archetype *at, maptile *m, int x, int y) 1939present_arch (const archetype *at, maptile *m, int x, int y)
1854{ 1940{
1855 object *
1856 tmp;
1857
1858 if (m == NULL || out_of_map (m, x, y)) 1941 if (!m || out_of_map (m, x, y))
1859 { 1942 {
1860 LOG (llevError, "Present_arch called outside map.\n"); 1943 LOG (llevError, "Present_arch called outside map.\n");
1861 return NULL; 1944 return NULL;
1862 } 1945 }
1863 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1946
1864 if (tmp->arch == at) 1947 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1948 if (tmp->arch->archname == at->archname)
1865 return tmp; 1949 return tmp;
1950
1866 return NULL; 1951 return NULL;
1867} 1952}
1868 1953
1869/* 1954/*
1870 * present(type, map, x, y) searches for any objects with 1955 * present(type, map, x, y) searches for any objects with
1871 * a matching type variable at the given map and coordinates. 1956 * a matching type variable at the given map and coordinates.
1872 * The first matching object is returned, or NULL if none. 1957 * The first matching object is returned, or NULL if none.
1873 */ 1958 */
1874
1875object * 1959object *
1876present (unsigned char type, maptile *m, int x, int y) 1960present (unsigned char type, maptile *m, int x, int y)
1877{ 1961{
1878 object *
1879 tmp;
1880
1881 if (out_of_map (m, x, y)) 1962 if (out_of_map (m, x, y))
1882 { 1963 {
1883 LOG (llevError, "Present called outside map.\n"); 1964 LOG (llevError, "Present called outside map.\n");
1884 return NULL; 1965 return NULL;
1885 } 1966 }
1886 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1967
1968 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1887 if (tmp->type == type) 1969 if (tmp->type == type)
1888 return tmp; 1970 return tmp;
1971
1889 return NULL; 1972 return NULL;
1890} 1973}
1891 1974
1892/* 1975/*
1893 * present_in_ob(type, object) searches for any objects with 1976 * present_in_ob(type, object) searches for any objects with
1894 * a matching type variable in the inventory of the given object. 1977 * a matching type variable in the inventory of the given object.
1895 * The first matching object is returned, or NULL if none. 1978 * The first matching object is returned, or NULL if none.
1896 */ 1979 */
1897
1898object * 1980object *
1899present_in_ob (unsigned char type, const object *op) 1981present_in_ob (unsigned char type, const object *op)
1900{ 1982{
1901 object *
1902 tmp;
1903
1904 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1983 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1905 if (tmp->type == type) 1984 if (tmp->type == type)
1906 return tmp; 1985 return tmp;
1986
1907 return NULL; 1987 return NULL;
1908} 1988}
1909 1989
1910/* 1990/*
1911 * present_in_ob (type, str, object) searches for any objects with 1991 * present_in_ob (type, str, object) searches for any objects with
1922 * to be unique. 2002 * to be unique.
1923 */ 2003 */
1924object * 2004object *
1925present_in_ob_by_name (int type, const char *str, const object *op) 2005present_in_ob_by_name (int type, const char *str, const object *op)
1926{ 2006{
1927 object *tmp;
1928
1929 for (tmp = op->inv; tmp; tmp = tmp->below) 2007 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1930 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 2008 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1931 return tmp; 2009 return tmp;
1932 2010
1933 return 0; 2011 return 0;
1934} 2012}
1939 * The first matching object is returned, or NULL if none. 2017 * The first matching object is returned, or NULL if none.
1940 */ 2018 */
1941object * 2019object *
1942present_arch_in_ob (const archetype *at, const object *op) 2020present_arch_in_ob (const archetype *at, const object *op)
1943{ 2021{
1944 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2022 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1945 if (tmp->arch == at) 2023 if (tmp->arch->archname == at->archname)
1946 return tmp; 2024 return tmp;
1947 2025
1948 return NULL; 2026 return NULL;
1949} 2027}
1950 2028
1952 * activate recursively a flag on an object inventory 2030 * activate recursively a flag on an object inventory
1953 */ 2031 */
1954void 2032void
1955flag_inv (object *op, int flag) 2033flag_inv (object *op, int flag)
1956{ 2034{
1957 if (op->inv)
1958 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2035 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1959 { 2036 {
1960 SET_FLAG (tmp, flag); 2037 tmp->set_flag (flag);
1961 flag_inv (tmp, flag); 2038 flag_inv (tmp, flag);
1962 } 2039 }
1963} 2040}
1964 2041
1965/* 2042/*
1966 * deactivate recursively a flag on an object inventory 2043 * deactivate recursively a flag on an object inventory
1967 */ 2044 */
1968void 2045void
1969unflag_inv (object *op, int flag) 2046unflag_inv (object *op, int flag)
1970{ 2047{
1971 if (op->inv)
1972 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2048 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1973 { 2049 {
1974 CLEAR_FLAG (tmp, flag); 2050 tmp->clr_flag (flag);
1975 unflag_inv (tmp, flag); 2051 unflag_inv (tmp, flag);
1976 } 2052 }
1977}
1978
1979/*
1980 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1981 * all it's inventory (recursively).
1982 * If checksums are used, a player will get set_cheat called for
1983 * him/her-self and all object carried by a call to this function.
1984 */
1985void
1986set_cheat (object *op)
1987{
1988 SET_FLAG (op, FLAG_WAS_WIZ);
1989 flag_inv (op, FLAG_WAS_WIZ);
1990} 2053}
1991 2054
1992/* 2055/*
1993 * find_free_spot(object, map, x, y, start, stop) will search for 2056 * find_free_spot(object, map, x, y, start, stop) will search for
1994 * a spot at the given map and coordinates which will be able to contain 2057 * a spot at the given map and coordinates which will be able to contain
1996 * to search (see the freearr_x/y[] definition). 2059 * to search (see the freearr_x/y[] definition).
1997 * It returns a random choice among the alternatives found. 2060 * It returns a random choice among the alternatives found.
1998 * start and stop are where to start relative to the free_arr array (1,9 2061 * start and stop are where to start relative to the free_arr array (1,9
1999 * does all 4 immediate directions). This returns the index into the 2062 * does all 4 immediate directions). This returns the index into the
2000 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2063 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2001 * Note - this only checks to see if there is space for the head of the
2002 * object - if it is a multispace object, this should be called for all
2003 * pieces.
2004 * Note2: This function does correctly handle tiled maps, but does not 2064 * Note: This function does correctly handle tiled maps, but does not
2005 * inform the caller. However, insert_ob_in_map will update as 2065 * inform the caller. However, insert_ob_in_map will update as
2006 * necessary, so the caller shouldn't need to do any special work. 2066 * necessary, so the caller shouldn't need to do any special work.
2007 * Note - updated to take an object instead of archetype - this is necessary 2067 * Note - updated to take an object instead of archetype - this is necessary
2008 * because arch_blocked (now ob_blocked) needs to know the movement type 2068 * because arch_blocked (now ob_blocked) needs to know the movement type
2009 * to know if the space in question will block the object. We can't use 2069 * to know if the space in question will block the object. We can't use
2011 * customized, changed states, etc. 2071 * customized, changed states, etc.
2012 */ 2072 */
2013int 2073int
2014find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2074find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2015{ 2075{
2076 int altern[SIZEOFFREE];
2016 int index = 0, flag; 2077 int index = 0, flag;
2017 int altern[SIZEOFFREE];
2018 2078
2019 for (int i = start; i < stop; i++) 2079 for (int i = start; i < stop; i++)
2020 { 2080 {
2021 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2081 mapxy pos (m, x, y); pos.move (i);
2022 if (!flag) 2082
2083 if (!pos.normalise ())
2084 continue;
2085
2086 mapspace &ms = *pos;
2087
2088 if (ms.flags () & P_IS_ALIVE)
2089 continue;
2090
2091 /* However, often
2092 * ob doesn't have any move type (when used to place exits)
2093 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2094 */
2095 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2096 {
2023 altern [index++] = i; 2097 altern [index++] = i;
2098 continue;
2099 }
2024 2100
2025 /* Basically, if we find a wall on a space, we cut down the search size. 2101 /* Basically, if we find a wall on a space, we cut down the search size.
2026 * In this way, we won't return spaces that are on another side of a wall. 2102 * In this way, we won't return spaces that are on another side of a wall.
2027 * This mostly work, but it cuts down the search size in all directions - 2103 * This mostly work, but it cuts down the search size in all directions -
2028 * if the space being examined only has a wall to the north and empty 2104 * if the space being examined only has a wall to the north and empty
2029 * spaces in all the other directions, this will reduce the search space 2105 * spaces in all the other directions, this will reduce the search space
2030 * to only the spaces immediately surrounding the target area, and 2106 * to only the spaces immediately surrounding the target area, and
2031 * won't look 2 spaces south of the target space. 2107 * won't look 2 spaces south of the target space.
2032 */ 2108 */
2033 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2109 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2110 {
2034 stop = maxfree[i]; 2111 stop = maxfree[i];
2112 continue;
2113 }
2114
2115 /* Note it is intentional that we check ob - the movement type of the
2116 * head of the object should correspond for the entire object.
2117 */
2118 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2119 continue;
2120
2121 if (ob->blocked (pos.m, pos.x, pos.y))
2122 continue;
2123
2124 altern [index++] = i;
2035 } 2125 }
2036 2126
2037 if (!index) 2127 if (!index)
2038 return -1; 2128 return -1;
2039 2129
2040 return altern[RANDOM () % index]; 2130 return altern [rndm (index)];
2041} 2131}
2042 2132
2043/* 2133/*
2044 * find_first_free_spot(archetype, maptile, x, y) works like 2134 * find_first_free_spot(archetype, maptile, x, y) works like
2045 * find_free_spot(), but it will search max number of squares. 2135 * find_free_spot(), but it will search max number of squares.
2048 */ 2138 */
2049int 2139int
2050find_first_free_spot (const object *ob, maptile *m, int x, int y) 2140find_first_free_spot (const object *ob, maptile *m, int x, int y)
2051{ 2141{
2052 for (int i = 0; i < SIZEOFFREE; i++) 2142 for (int i = 0; i < SIZEOFFREE; i++)
2053 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2143 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2054 return i; 2144 return i;
2055 2145
2056 return -1; 2146 return -1;
2057} 2147}
2058 2148
2066{ 2156{
2067 arr += begin; 2157 arr += begin;
2068 end -= begin; 2158 end -= begin;
2069 2159
2070 while (--end) 2160 while (--end)
2071 swap (arr [end], arr [RANDOM () % (end + 1)]); 2161 swap (arr [end], arr [rndm (end + 1)]);
2072} 2162}
2073 2163
2074/* new function to make monster searching more efficient, and effective! 2164/* new function to make monster searching more efficient, and effective!
2075 * This basically returns a randomized array (in the passed pointer) of 2165 * This basically returns a randomized array (in the passed pointer) of
2076 * the spaces to find monsters. In this way, it won't always look for 2166 * the spaces to find monsters. In this way, it won't always look for
2104 * there is capable of. 2194 * there is capable of.
2105 */ 2195 */
2106int 2196int
2107find_dir (maptile *m, int x, int y, object *exclude) 2197find_dir (maptile *m, int x, int y, object *exclude)
2108{ 2198{
2109 int i, max = SIZEOFFREE, mflags; 2199 int max = SIZEOFFREE, mflags;
2110
2111 sint16 nx, ny;
2112 object *tmp;
2113 maptile *mp;
2114
2115 MoveType blocked, move_type; 2200 MoveType move_type;
2116 2201
2117 if (exclude && exclude->head) 2202 if (exclude && exclude->head_ () != exclude)
2118 { 2203 {
2119 exclude = exclude->head; 2204 exclude = exclude->head;
2120 move_type = exclude->move_type; 2205 move_type = exclude->move_type;
2121 } 2206 }
2122 else 2207 else
2123 { 2208 {
2124 /* If we don't have anything, presume it can use all movement types. */ 2209 /* If we don't have anything, presume it can use all movement types. */
2125 move_type = MOVE_ALL; 2210 move_type = MOVE_ALL;
2126 } 2211 }
2127 2212
2128 for (i = 1; i < max; i++) 2213 for (int i = 1; i < max; i++)
2129 { 2214 {
2130 mp = m; 2215 mapxy pos (m, x, y);
2131 nx = x + freearr_x[i]; 2216 pos.move (i);
2132 ny = y + freearr_y[i];
2133 2217
2134 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2218 if (!pos.normalise ())
2135
2136 if (mflags & P_OUT_OF_MAP)
2137 max = maxfree[i]; 2219 max = maxfree[i];
2138 else 2220 else
2139 { 2221 {
2140 mapspace &ms = mp->at (nx, ny); 2222 mapspace &ms = *pos;
2141 2223
2142 blocked = ms.move_block;
2143
2144 if ((move_type & blocked) == move_type) 2224 if ((move_type & ms.move_block) == move_type)
2145 max = maxfree[i]; 2225 max = maxfree [i];
2146 else if (mflags & P_IS_ALIVE) 2226 else if (ms.flags () & P_IS_ALIVE)
2147 { 2227 {
2148 for (tmp = ms.bottom; tmp; tmp = tmp->above) 2228 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2149 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2229 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2150 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2230 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2151 break;
2152
2153 if (tmp)
2154 return freedir[i]; 2231 return freedir [i];
2155 } 2232 }
2156 } 2233 }
2157 } 2234 }
2158 2235
2159 return 0; 2236 return 0;
2168{ 2245{
2169 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2246 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2170} 2247}
2171 2248
2172/* 2249/*
2173 * find_dir_2(delta-x,delta-y) will return a direction in which 2250 * find_dir_2(delta-x,delta-y) will return a direction value
2174 * an object which has subtracted the x and y coordinates of another 2251 * for running into direct [dx, dy].
2175 * object, needs to travel toward it. 2252 * (the opposite of crossfire's find_dir_2!)
2176 */ 2253 */
2177int 2254int
2178find_dir_2 (int x, int y) 2255find_dir_2 (int x, int y)
2179{ 2256{
2257#if 1 // new algorithm
2258 // this works by putting x, y into 16 sectors, which
2259 // are not equal sized, but are a better approximation
2260 // then the old algorithm, and then using a mapping
2261 // table to map it into a direction value.
2262 // basically, it maps these comparisons to each bit
2263 // bit #3: x < 0
2264 // bit #2: y < 0
2265 // bit #1: x > y
2266 // bit #0: x > 2y
2267
2268 static const uint8 dir[16] = {
2269 4, 5, 4, 3,
2270 2, 1, 2, 3,
2271 6, 5, 6, 7,
2272 8, 1, 8, 7,
2273 };
2274 int sector = 0;
2275
2276 // this is a bit ugly, but more likely to result in branchless code
2277 sector |= x < 0 ? 8 : 0;
2278 x = x < 0 ? -x : x; // abs
2279
2280 sector |= y < 0 ? 4 : 0;
2281 y = y < 0 ? -y : y; // abs
2282
2283 if (x > y)
2284 {
2285 sector |= 2;
2286
2287 if (x > y * 2)
2288 sector |= 1;
2289 }
2290 else
2291 {
2292 if (y > x * 2)
2293 sector |= 1;
2294 else if (!y)
2295 return 0; // x == 0 here
2296 }
2297
2298 return dir [sector];
2299#else // old algorithm
2180 int q; 2300 int q;
2181 2301
2182 if (y) 2302 if (y)
2183 q = x * 100 / y; 2303 q = 128 * x / y;
2184 else if (x) 2304 else if (x)
2185 q = -300 * x; 2305 q = -512 * x; // to make it > 309
2186 else 2306 else
2187 return 0; 2307 return 0;
2188 2308
2189 if (y > 0) 2309 if (y > 0)
2190 { 2310 {
2191 if (q < -242) 2311 if (q < -309) return 7;
2312 if (q < -52) return 6;
2313 if (q < 52) return 5;
2314 if (q < 309) return 4;
2315
2192 return 3; 2316 return 3;
2193 if (q < -41) 2317 }
2194 return 2; 2318 else
2195 if (q < 41) 2319 {
2196 return 1; 2320 if (q < -309) return 3;
2197 if (q < 242) 2321 if (q < -52) return 2;
2198 return 8; 2322 if (q < 52) return 1;
2323 if (q < 309) return 8;
2324
2199 return 7; 2325 return 7;
2200 } 2326 }
2201 2327#endif
2202 if (q < -242)
2203 return 7;
2204 if (q < -41)
2205 return 6;
2206 if (q < 41)
2207 return 5;
2208 if (q < 242)
2209 return 4;
2210
2211 return 3;
2212}
2213
2214/*
2215 * absdir(int): Returns a number between 1 and 8, which represent
2216 * the "absolute" direction of a number (it actually takes care of
2217 * "overflow" in previous calculations of a direction).
2218 */
2219
2220int
2221absdir (int d)
2222{
2223 while (d < 1)
2224 d += 8;
2225
2226 while (d > 8)
2227 d -= 8;
2228
2229 return d;
2230} 2328}
2231 2329
2232/* 2330/*
2233 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2331 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2234 * between two directions (which are expected to be absolute (see absdir()) 2332 * between two directions (which are expected to be absolute (see absdir())
2235 */ 2333 */
2236
2237int 2334int
2238dirdiff (int dir1, int dir2) 2335dirdiff (int dir1, int dir2)
2239{ 2336{
2240 int d;
2241
2242 d = abs (dir1 - dir2); 2337 int d = abs (dir1 - dir2);
2243 if (d > 4)
2244 d = 8 - d;
2245 2338
2246 return d; 2339 return d > 4 ? 8 - d : d;
2247} 2340}
2248 2341
2249/* peterm: 2342/* peterm:
2250 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2343 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2251 * Basically, this is a table of directions, and what directions 2344 * Basically, this is a table of directions, and what directions
2253 * This basically means that if direction is 15, then it could either go 2346 * This basically means that if direction is 15, then it could either go
2254 * direction 4, 14, or 16 to get back to where we are. 2347 * direction 4, 14, or 16 to get back to where we are.
2255 * Moved from spell_util.c to object.c with the other related direction 2348 * Moved from spell_util.c to object.c with the other related direction
2256 * functions. 2349 * functions.
2257 */ 2350 */
2258int reduction_dir[SIZEOFFREE][3] = { 2351static const int reduction_dir[SIZEOFFREE][3] = {
2259 {0, 0, 0}, /* 0 */ 2352 {0, 0, 0}, /* 0 */
2260 {0, 0, 0}, /* 1 */ 2353 {0, 0, 0}, /* 1 */
2261 {0, 0, 0}, /* 2 */ 2354 {0, 0, 0}, /* 2 */
2262 {0, 0, 0}, /* 3 */ 2355 {0, 0, 0}, /* 3 */
2263 {0, 0, 0}, /* 4 */ 2356 {0, 0, 0}, /* 4 */
2354 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2447 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2355 * core dumps if they do. 2448 * core dumps if they do.
2356 * 2449 *
2357 * Add a check so we can't pick up invisible objects (0.93.8) 2450 * Add a check so we can't pick up invisible objects (0.93.8)
2358 */ 2451 */
2359
2360int 2452int
2361can_pick (const object *who, const object *item) 2453can_pick (const object *who, const object *item)
2362{ 2454{
2363 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2455 return /*who->flag [FLAG_WIZ]|| */
2364 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2456 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2365 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2457 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2366} 2458}
2367 2459
2368/* 2460/*
2369 * create clone from object to another 2461 * create clone from object to another
2370 */ 2462 */
2371object * 2463object *
2372object_create_clone (object *asrc) 2464object::deep_clone ()
2373{ 2465{
2374 object *dst = 0, *tmp, *src, *part, *prev, *item; 2466 assert (("deep_clone called on non-head object", is_head ()));
2375 2467
2376 if (!asrc) 2468 object *dst = clone ();
2377 return 0;
2378 2469
2379 src = asrc; 2470 object *prev = dst;
2380 if (src->head)
2381 src = src->head;
2382
2383 prev = 0;
2384 for (part = src; part; part = part->more) 2471 for (object *part = this->more; part; part = part->more)
2385 { 2472 {
2386 tmp = part->clone (); 2473 object *tmp = part->clone ();
2387 tmp->x -= src->x;
2388 tmp->y -= src->y;
2389
2390 if (!part->head)
2391 {
2392 dst = tmp;
2393 tmp->head = 0;
2394 }
2395 else
2396 tmp->head = dst; 2474 tmp->head = dst;
2397
2398 tmp->more = 0;
2399
2400 if (prev)
2401 prev->more = tmp; 2475 prev->more = tmp;
2402
2403 prev = tmp; 2476 prev = tmp;
2404 } 2477 }
2405 2478
2406 for (item = src->inv; item; item = item->below) 2479 for (object *item = inv; item; item = item->below)
2407 insert_ob_in_ob (object_create_clone (item), dst); 2480 insert_ob_in_ob (item->deep_clone (), dst);
2408 2481
2409 return dst; 2482 return dst;
2410}
2411
2412/* GROS - Creates an object using a string representing its content. */
2413/* Basically, we save the content of the string to a temp file, then call */
2414/* load_object on it. I admit it is a highly inefficient way to make things, */
2415/* but it was simple to make and allows reusing the load_object function. */
2416/* Remember not to use load_object_str in a time-critical situation. */
2417/* Also remember that multiparts objects are not supported for now. */
2418object *
2419load_object_str (const char *obstr)
2420{
2421 object *op;
2422 char filename[MAX_BUF];
2423
2424 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2425
2426 FILE *tempfile = fopen (filename, "w");
2427
2428 if (tempfile == NULL)
2429 {
2430 LOG (llevError, "Error - Unable to access load object temp file\n");
2431 return NULL;
2432 }
2433
2434 fprintf (tempfile, obstr);
2435 fclose (tempfile);
2436
2437 op = object::create ();
2438
2439 object_thawer thawer (filename);
2440
2441 if (thawer)
2442 load_object (thawer, op, 0);
2443
2444 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2445 CLEAR_FLAG (op, FLAG_REMOVED);
2446
2447 return op;
2448} 2483}
2449 2484
2450/* This returns the first object in who's inventory that 2485/* This returns the first object in who's inventory that
2451 * has the same type and subtype match. 2486 * has the same type and subtype match.
2452 * returns NULL if no match. 2487 * returns NULL if no match.
2459 return tmp; 2494 return tmp;
2460 2495
2461 return 0; 2496 return 0;
2462} 2497}
2463 2498
2464/* If ob has a field named key, return the link from the list, 2499shstr_tmp
2465 * otherwise return NULL. 2500object::kv_get (shstr_tmp key) const
2466 *
2467 * key must be a passed in shared string - otherwise, this won't
2468 * do the desired thing.
2469 */
2470key_value *
2471get_ob_key_link (const object *ob, const char *key)
2472{ 2501{
2473 for (key_value *link = ob->key_values; link; link = link->next) 2502 for (key_value *kv = key_values; kv; kv = kv->next)
2474 if (link->key == key) 2503 if (kv->key == key)
2475 return link;
2476
2477 return 0;
2478}
2479
2480/*
2481 * Returns the value of op has an extra_field for key, or NULL.
2482 *
2483 * The argument doesn't need to be a shared string.
2484 *
2485 * The returned string is shared.
2486 */
2487const char *
2488get_ob_key_value (const object *op, const char *const key)
2489{
2490 key_value *link;
2491 shstr_cmp canonical_key (key);
2492
2493 if (!canonical_key)
2494 {
2495 /* 1. There being a field named key on any object
2496 * implies there'd be a shared string to find.
2497 * 2. Since there isn't, no object has this field.
2498 * 3. Therefore, *this* object doesn't have this field.
2499 */
2500 return 0;
2501 }
2502
2503 /* This is copied from get_ob_key_link() above -
2504 * only 4 lines, and saves the function call overhead.
2505 */
2506 for (link = op->key_values; link; link = link->next)
2507 if (link->key == canonical_key)
2508 return link->value; 2504 return kv->value;
2509 2505
2510 return 0; 2506 return shstr ();
2511} 2507}
2512 2508
2513 2509void
2514/* 2510object::kv_set (shstr_tmp key, shstr_tmp value)
2515 * Updates the canonical_key in op to value.
2516 *
2517 * canonical_key is a shared string (value doesn't have to be).
2518 *
2519 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2520 * keys.
2521 *
2522 * Returns TRUE on success.
2523 */
2524int
2525set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2526{ 2511{
2527 key_value *field = NULL, *last = NULL; 2512 for (key_value *kv = key_values; kv; kv = kv->next)
2528 2513 if (kv->key == key)
2529 for (field = op->key_values; field != NULL; field = field->next)
2530 {
2531 if (field->key != canonical_key)
2532 { 2514 {
2533 last = field; 2515 kv->value = value;
2534 continue; 2516 return;
2535 } 2517 }
2536 2518
2537 if (value) 2519 key_value *kv = new key_value;
2538 field->value = value; 2520
2539 else 2521 kv->next = key_values;
2522 kv->key = key;
2523 kv->value = value;
2524
2525 key_values = kv;
2526}
2527
2528void
2529object::kv_del (shstr_tmp key)
2530{
2531 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2532 if ((*kvp)->key == key)
2540 { 2533 {
2541 /* Basically, if the archetype has this key set, 2534 key_value *kv = *kvp;
2542 * we need to store the null value so when we save 2535 *kvp = (*kvp)->next;
2543 * it, we save the empty value so that when we load, 2536 delete kv;
2544 * we get this value back again. 2537 return;
2545 */
2546 if (get_ob_key_link (&op->arch->clone, canonical_key))
2547 field->value = 0;
2548 else
2549 {
2550 if (last)
2551 last->next = field->next;
2552 else
2553 op->key_values = field->next;
2554
2555 delete field;
2556 }
2557 } 2538 }
2558 return TRUE;
2559 }
2560 /* IF we get here, key doesn't exist */
2561
2562 /* No field, we'll have to add it. */
2563
2564 if (!add_key)
2565 return FALSE;
2566
2567 /* There isn't any good reason to store a null
2568 * value in the key/value list. If the archetype has
2569 * this key, then we should also have it, so shouldn't
2570 * be here. If user wants to store empty strings,
2571 * should pass in ""
2572 */
2573 if (value == NULL)
2574 return TRUE;
2575
2576 field = new key_value;
2577
2578 field->key = canonical_key;
2579 field->value = value;
2580 /* Usual prepend-addition. */
2581 field->next = op->key_values;
2582 op->key_values = field;
2583
2584 return TRUE;
2585}
2586
2587/*
2588 * Updates the key in op to value.
2589 *
2590 * If add_key is FALSE, this will only update existing keys,
2591 * and not add new ones.
2592 * In general, should be little reason FALSE is ever passed in for add_key
2593 *
2594 * Returns TRUE on success.
2595 */
2596int
2597set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2598{
2599 shstr key_ (key);
2600
2601 return set_ob_key_value_s (op, key_, value, add_key);
2602} 2539}
2603 2540
2604object::depth_iterator::depth_iterator (object *container) 2541object::depth_iterator::depth_iterator (object *container)
2605: iterator_base (container) 2542: iterator_base (container)
2606{ 2543{
2620 } 2557 }
2621 else 2558 else
2622 item = item->env; 2559 item = item->env;
2623} 2560}
2624 2561
2562const char *
2563object::flag_desc (char *desc, int len) const
2564{
2565 char *p = desc;
2566 bool first = true;
2567
2568 *p = 0;
2569
2570 for (int i = 0; i < NUM_FLAGS; i++)
2571 {
2572 if (len <= 10) // magic constant!
2573 {
2574 snprintf (p, len, ",...");
2575 break;
2576 }
2577
2578 if (flag [i])
2579 {
2580 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2581 len -= cnt;
2582 p += cnt;
2583 first = false;
2584 }
2585 }
2586
2587 return desc;
2588}
2589
2625// return a suitable string describing an objetc in enough detail to find it 2590// return a suitable string describing an object in enough detail to find it
2626const char * 2591const char *
2627object::debug_desc (char *info) const 2592object::debug_desc (char *info) const
2628{ 2593{
2594 char flagdesc[512];
2629 char info2[256 * 3]; 2595 char info2[256 * 4];
2630 char *p = info; 2596 char *p = info;
2631 2597
2632 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2598 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2633 count, 2599 count,
2600 uuid.c_str (),
2634 &name, 2601 &name,
2635 title ? " " : "", 2602 title ? ",title:\"" : "",
2636 title ? (const char *)title : ""); 2603 title ? (const char *)title : "",
2604 title ? "\"" : "",
2605 flag_desc (flagdesc, 512), type);
2637 2606
2638 if (env) 2607 if (!flag[FLAG_REMOVED] && env)
2639 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2608 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2640 2609
2641 if (map) 2610 if (map)
2642 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2611 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2643 2612
2644 return info; 2613 return info;
2645} 2614}
2646 2615
2647const char * 2616const char *
2648object::debug_desc () const 2617object::debug_desc () const
2649{ 2618{
2650 static char info[256 * 3]; 2619 static char info[3][256 * 4];
2620 static int info_idx;
2621
2651 return debug_desc (info); 2622 return debug_desc (info [++info_idx % 3]);
2652} 2623}
2653 2624
2625struct region *
2626object::region () const
2627{
2628 return map ? map->region (x, y)
2629 : region::default_region ();
2630}
2631
2632void
2633object::open_container (object *new_container)
2634{
2635 if (container == new_container)
2636 return;
2637
2638 object *old_container = container;
2639
2640 if (old_container)
2641 {
2642 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2643 return;
2644
2645#if 0
2646 // remove the "Close old_container" object.
2647 if (object *closer = old_container->inv)
2648 if (closer->type == CLOSE_CON)
2649 closer->destroy ();
2650#endif
2651
2652 // make sure the container is available
2653 esrv_send_item (this, old_container);
2654
2655 old_container->flag [FLAG_APPLIED] = false;
2656 container = 0;
2657
2658 // client needs item update to make it work, client bug requires this to be separate
2659 esrv_update_item (UPD_FLAGS, this, old_container);
2660
2661 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2662 play_sound (sound_find ("chest_close"));
2663 }
2664
2665 if (new_container)
2666 {
2667 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2668 return;
2669
2670 // TODO: this does not seem to serve any purpose anymore?
2671#if 0
2672 // insert the "Close Container" object.
2673 if (archetype *closer = new_container->other_arch)
2674 {
2675 object *closer = new_container->other_arch->instance ();
2676 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2677 new_container->insert (closer);
2678 }
2679#endif
2680
2681 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2682
2683 // make sure the container is available, client bug requires this to be separate
2684 esrv_send_item (this, new_container);
2685
2686 new_container->flag [FLAG_APPLIED] = true;
2687 container = new_container;
2688
2689 // client needs flag change
2690 esrv_update_item (UPD_FLAGS, this, new_container);
2691 esrv_send_inventory (this, new_container);
2692 play_sound (sound_find ("chest_open"));
2693 }
2694// else if (!old_container->env && contr && contr->ns)
2695// contr->ns->floorbox_reset ();
2696}
2697
2698object *
2699object::force_find (shstr_tmp name)
2700{
2701 /* cycle through his inventory to look for the MARK we want to
2702 * place
2703 */
2704 for (object *tmp = inv; tmp; tmp = tmp->below)
2705 if (tmp->type == FORCE && tmp->slaying == name)
2706 return splay (tmp);
2707
2708 return 0;
2709}
2710
2711//-GPL
2712
2713void
2714object::force_set_timer (int duration)
2715{
2716 this->duration = 1;
2717 this->speed_left = -1.f;
2718
2719 this->set_speed (duration ? 1.f / duration : 0.f);
2720}
2721
2722object *
2723object::force_add (shstr_tmp name, int duration)
2724{
2725 if (object *force = force_find (name))
2726 force->destroy ();
2727
2728 object *force = get_archetype (FORCE_NAME);
2729
2730 force->slaying = name;
2731 force->force_set_timer (duration);
2732 force->flag [FLAG_APPLIED] = true;
2733
2734 return insert (force);
2735}
2736
2737void
2738object::play_sound (faceidx sound) const
2739{
2740 if (!sound)
2741 return;
2742
2743 if (is_on_map ())
2744 map->play_sound (sound, x, y);
2745 else if (object *pl = in_player ())
2746 pl->contr->play_sound (sound);
2747}
2748
2749void
2750object::say_msg (const char *msg) const
2751{
2752 if (is_on_map ())
2753 map->say_msg (msg, x, y);
2754 else if (object *pl = in_player ())
2755 pl->contr->play_sound (sound);
2756}
2757
2758void
2759object::make_noise ()
2760{
2761 // we do not model noise in the map, so instead put
2762 // a temporary light into the noise source
2763 // could use the map instead, but that's less reliable for our
2764 // goal, which is to make invisibility a bit harder to exploit
2765
2766 // currently only works sensibly for players
2767 if (!is_player ())
2768 return;
2769
2770 // find old force, or create new one
2771 object *force = force_find (shstr_noise_force);
2772
2773 if (force)
2774 force->speed_left = -1.f; // patch old speed up
2775 else
2776 {
2777 force = archetype::get (shstr_noise_force);
2778
2779 force->slaying = shstr_noise_force;
2780 force->stats.food = 1;
2781 force->speed_left = -1.f;
2782
2783 force->set_speed (1.f / 4.f);
2784 force->flag [FLAG_IS_USED_UP] = true;
2785 force->flag [FLAG_APPLIED] = true;
2786
2787 insert (force);
2788 }
2789}
2790
2791void object::change_move_type (MoveType mt)
2792{
2793 if (move_type == mt)
2794 return;
2795
2796 if (is_on_map ())
2797 {
2798 // we are on the map, so handle move_on/off effects
2799 remove ();
2800 move_type = mt;
2801 map->insert (this, x, y, this);
2802 }
2803 else
2804 move_type = mt;
2805}
2806
2807/* object should be a player.
2808 * we return the object the player has marked with the 'mark' command
2809 * below. If no match is found (or object has changed), we return
2810 * NULL. We leave it up to the calling function to print messages if
2811 * nothing is found.
2812 */
2813object *
2814object::mark () const
2815{
2816 if (contr && contr->mark && contr->mark->env == this)
2817 return contr->mark;
2818 else
2819 return 0;
2820}
2821
2822// put marked object first in the inventory
2823// this is used by identify-like spells so players can influence
2824// the order a bit.
2825void
2826object::splay_marked ()
2827{
2828 if (object *marked = mark ())
2829 splay (marked);
2830}
2831

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