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Comparing deliantra/server/common/object.C (file contents):
Revision 1.86 by root, Tue Dec 26 08:17:58 2006 UTC vs.
Revision 1.334 by root, Fri Apr 23 09:22:46 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 25#include <global.h>
28#include <stdio.h> 26#include <stdio.h>
29#include <sys/types.h> 27#include <sys/types.h>
30#include <sys/uio.h> 28#include <sys/uio.h>
31#include <object.h> 29#include <object.h>
32#include <funcpoint.h> 30#include <sproto.h>
33#include <loader.h>
34 31
35#include <bitset> 32#include <bitset>
36 33
37int nrofallocobjects = 0; 34UUID UUID::cur;
38static UUID uuid; 35static uint64_t seq_next_save;
39const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
40 38
41object *active_objects; /* List of active objects that need to be processed */ 39objectvec objects;
40activevec actives;
42 41
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
49
50short freearr_x[SIZEOFFREE] = {
51 0,
52 0, 1, 1, 1, 0, -1, -1, -1,
53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 54 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 55};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 56short freearr_y[SIZEOFFREE] = {
57 0,
58 -1, -1, 0, 1, 1, 1, 0, -1,
59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 60 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
48};
49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51}; 61};
52int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 63 0,
64 1, 2, 3, 4, 5, 6, 7, 8,
65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55}; 67};
56 68
69static int maxfree[SIZEOFFREE] = {
70 0,
71 9, 10, 13, 14, 17, 18, 21, 22,
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
74};
75
57static void 76static void
58write_uuid (void) 77write_uuid (uval64 skip, bool sync)
59{ 78{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 79 CALL_BEGIN (2);
61 80 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 81 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 82 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 83 CALL_END;
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76} 84}
77 85
78static void 86static void
79read_uuid (void) 87read_uuid ()
80{ 88{
81 char filename[MAX_BUF]; 89 char filename[MAX_BUF];
82 90
83 sprintf (filename, "%s/uuid", settings.localdir); 91 sprintf (filename, "%s/uuid", settings.localdir);
92
93 seq_next_save = 0;
84 94
85 FILE *fp; 95 FILE *fp;
86 96
87 if (!(fp = fopen (filename, "r"))) 97 if (!(fp = fopen (filename, "r")))
88 { 98 {
89 if (errno == ENOENT) 99 if (errno == ENOENT)
90 { 100 {
91 LOG (llevInfo, "RESET uid to 1\n"); 101 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 102 UUID::cur.seq = 0;
93 write_uuid (); 103 write_uuid (UUID_GAP, true);
94 return; 104 return;
95 } 105 }
96 106
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 107 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 108 _exit (1);
99 } 109 }
100 110
101 int version; 111 char buf [UUID::MAX_LEN];
102 unsigned long long uid; 112 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 113 fgets (buf, sizeof (buf), fp);
114
115 if (!UUID::cur.parse (buf))
104 { 116 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 117 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 118 _exit (1);
107 } 119 }
108 120
109 uuid.seq = uid; 121 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
110 write_uuid (); 122
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 123 write_uuid (UUID_GAP, true);
112 fclose (fp); 124 fclose (fp);
113} 125}
114 126
115UUID 127UUID
116gen_uuid () 128UUID::gen ()
117{ 129{
118 UUID uid; 130 UUID uid;
119 131
120 uid.seq = ++uuid.seq; 132 uid.seq = ++cur.seq;
121 133
122 if (!(uuid.seq & (UUID_SKIP - 1))) 134 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 135 {
136 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
137 write_uuid (UUID_GAP, false);
138 }
139
124 140
125 return uid; 141 return uid;
126} 142}
127 143
128void 144void
129init_uuid () 145UUID::init ()
130{ 146{
131 read_uuid (); 147 read_uuid ();
132} 148}
133 149
150bool
151UUID::parse (const char *s)
152{
153 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
154 return false;
155
156 seq = 0;
157
158 while (*s != '>')
159 {
160 if (*s < '0')
161 return false;
162
163 // this gives nice branchless code with gcc
164 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
165 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
166
167 seq = (seq << 4) | digit;
168
169 ++s;
170 }
171
172 return true;
173}
174
175char *
176UUID::append (char *buf) const
177{
178 *buf++ = '<';
179 *buf++ = '1';
180 *buf++ = '.';
181
182 uint64_t seq = this->seq;
183 const int bits = 64;
184 char nz = 0;
185 static const char tohex [] = "0123456789abcdef";
186
187 // assert (len >= 3 + bits / 4 + 1 + 1);
188 for (int i = bits / 4; --i; )
189 {
190 uint8_t digit = seq >> (bits - 4);
191
192 *buf = tohex [digit];
193 nz |= digit;
194 buf += nz ? 1 : 0;
195 seq <<= 4;
196 }
197
198 // last digit is special - always emit
199 uint8_t digit = seq >> (bits - 4);
200 *buf++ = tohex [digit];
201
202 *buf++ = '>';
203
204 return buf;
205}
206
207char *
208UUID::c_str () const
209{
210 static char buf [MAX_LEN];
211 *append (buf) = 0;
212 return buf;
213}
214
134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 215/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int 216static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 217compare_ob_value_lists_one (const object *wants, const object *has)
137{ 218{
138 key_value *wants_field;
139
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 219 /* n-squared behaviour (see kv_get), but I'm hoping both
141 * objects with lists are rare, and lists stay short. If not, use a 220 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 221 * different structure or at least keep the lists sorted...
143 */ 222 */
144 223
145 /* For each field in wants, */ 224 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 225 for (key_value *kv = wants->key_values; kv; kv = kv->next)
147 { 226 if (has->kv_get (kv->key) != kv->value)
148 key_value *has_field; 227 return false;
149
150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
154 {
155 /* No field with that name. */
156 return FALSE;
157 }
158
159 /* Found the matching field. */
160 if (has_field->value != wants_field->value)
161 {
162 /* Values don't match, so this half of the comparison is false. */
163 return FALSE;
164 }
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 228
169 /* If we get here, every field in wants has a matching field in has. */ 229 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE; 230 return true;
171} 231}
172 232
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 233/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 234static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 235compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 236{
177 /* However, there may be fields in has which aren't partnered in wants, 237 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 238 * so we need to run the comparison *twice*. :(
179 */ 239 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 240 return compare_ob_value_lists_one (ob1, ob2)
241 && compare_ob_value_lists_one (ob2, ob1);
181} 242}
182 243
183/* Function examines the 2 objects given to it, and returns true if 244/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 245 * they can be merged together.
185 * 246 *
190 * Check nrof variable *before* calling can_merge() 251 * Check nrof variable *before* calling can_merge()
191 * 252 *
192 * Improvements made with merge: Better checking on potion, and also 253 * Improvements made with merge: Better checking on potion, and also
193 * check weight 254 * check weight
194 */ 255 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 256bool object::can_merge_slow (object *ob1, object *ob2)
197{ 257{
198 /* A couple quicksanity checks */ 258 /* A couple quick sanity checks */
199 if (ob1 == ob2 259 if (ob1 == ob2
200 || ob1->type != ob2->type 260 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value 261 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 262 || ob1->name != ob2->name
263 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
204 return 0; 264 return 0;
205 265
206 //TODO: this ain't working well, use nicer and correct overflow check
207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 266 /* Do not merge objects if nrof would overflow, assume nrof
208 * value could not be stored in a sint32 (which unfortunately sometimes is 267 * is always 0 .. 2**31-1 */
209 * used to store nrof). 268 if (ob1->nrof > 0x7fffffff - ob2->nrof)
210 */
211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
212 return 0; 269 return 0;
213 270
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 271 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * This is to the comparison of the flags below will be OK. We 272 * This is to the comparison of the flags below will be OK. We
216 * just can't ignore the been applied or identified flags, as they 273 * just can't ignore the been applied or identified flags, as they
217 * are not equal - just if it has been identified, the been_applied 274 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning. 275 * flags lose any meaning.
219 */ 276 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 277 if (ob1->flag [FLAG_IDENTIFIED])
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 278 ob1->set_flag (FLAG_BEEN_APPLIED);
222 279
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 280 if (ob2->flag [FLAG_IDENTIFIED])
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 281 ob2->set_flag (FLAG_BEEN_APPLIED);
225 282
226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 283 if (ob1->arch->archname != ob2->arch->archname
227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 284 || ob1->name != ob2->name
229 || ob1->title != ob2->title 285 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 286 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 287 || ob1->weight != ob2->weight
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
234 || ob1->attacktype != ob2->attacktype 288 || ob1->attacktype != ob2->attacktype
235 || ob1->magic != ob2->magic 289 || ob1->magic != ob2->magic
236 || ob1->slaying != ob2->slaying 290 || ob1->slaying != ob2->slaying
237 || ob1->skill != ob2->skill 291 || ob1->skill != ob2->skill
238 || ob1->value != ob2->value 292 || ob1->value != ob2->value
239 || ob1->animation_id != ob2->animation_id 293 || ob1->animation_id != ob2->animation_id
294 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
240 || ob1->client_type != ob2->client_type 295 || ob1->client_type != ob2->client_type
241 || ob1->materialname != ob2->materialname 296 || ob1->material != ob2->material
242 || ob1->lore != ob2->lore 297 || ob1->lore != ob2->lore
243 || ob1->subtype != ob2->subtype 298 || ob1->subtype != ob2->subtype
244 || ob1->move_type != ob2->move_type 299 || ob1->move_type != ob2->move_type
245 || ob1->move_block != ob2->move_block 300 || ob1->move_block != ob2->move_block
246 || ob1->move_allow != ob2->move_allow 301 || ob1->move_allow != ob2->move_allow
247 || ob1->move_on != ob2->move_on 302 || ob1->move_on != ob2->move_on
248 || ob1->move_off != ob2->move_off 303 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow 304 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty) 305 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
306 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
307 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
251 return 0; 308 return 0;
252 309
310 if ((ob1->flag ^ ob2->flag)
311 .reset (FLAG_INV_LOCKED)
312 .reset (FLAG_REMOVED)
313 .any ())
314 return 0;
315
253 /* This is really a spellbook check - really, we should 316 /* This is really a spellbook check - we should in general
254 * check all objects in the inventory. 317 * not merge objects with real inventories, as splitting them
318 * is hard.
255 */ 319 */
256 if (ob1->inv || ob2->inv) 320 if (ob1->inv || ob2->inv)
257 { 321 {
258 /* if one object has inventory but the other doesn't, not equiv */ 322 if (!(ob1->inv && ob2->inv))
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 323 return 0; /* inventories differ in length */
260 return 0;
261 324
262 /* Now check to see if the two inventory objects could merge */ 325 if (ob1->inv->below || ob2->inv->below)
326 return 0; /* more than one object in inv */
327
263 if (!object::can_merge (ob1->inv, ob2->inv)) 328 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0; 329 return 0; /* inventory objects differ */
265 330
266 /* inventory ok - still need to check rest of this object to see 331 /* inventory ok - still need to check rest of this object to see
267 * if it is valid. 332 * if it is valid.
268 */ 333 */
269 } 334 }
270 335
271 /* Don't merge objects that are applied. With the new 'body' code, 336 /* Don't merge objects that are applied. With the new 'body' code,
272 * it is possible for most any character to have more than one of 337 * it is possible for most any character to have more than one of
273 * some items equipped, and we don't want those to merge. 338 * some items equipped, and we don't want those to merge.
274 */ 339 */
275 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 340 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
276 return 0; 341 return 0;
277 342
278 /* Note sure why the following is the case - either the object has to 343 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 344 * be animated or have a very low speed. Is this an attempted monster
280 * check? 345 * check?
281 */ 346 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 347 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
283 return 0; 348 return 0;
284 349
285 switch (ob1->type) 350 switch (ob1->type)
286 { 351 {
287 case SCROLL: 352 case SCROLL:
288 if (ob1->level != ob2->level) 353 if (ob1->level != ob2->level)
289 return 0; 354 return 0;
290 break; 355 break;
291 } 356 }
292 357
293 if (ob1->key_values != NULL || ob2->key_values != NULL) 358 if (ob1->key_values || ob2->key_values)
294 { 359 {
295 /* At least one of these has key_values. */ 360 /* At least one of these has key_values. */
296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 361 if ((!ob1->key_values) != (!ob2->key_values))
297 /* One has fields, but the other one doesn't. */ 362 return 0; /* One has fields, but the other one doesn't. */
363
364 if (!compare_ob_value_lists (ob1, ob2))
298 return 0; 365 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0;
301 } 366 }
302 367
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self) 368 if (ob1->self || ob2->self)
305 { 369 {
306 ob1->optimise (); 370 ob1->optimise ();
307 ob2->optimise (); 371 ob2->optimise ();
308 372
309 if (ob1->self || ob2->self) 373 if (ob1->self || ob2->self)
374 {
375 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
376 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
377
378 if (k1 != k2)
310 return 0; 379 return 0;
380
381 if (k1 == 0)
382 return 1;
383
384 if (!cfperl_can_merge (ob1, ob2))
385 return 0;
386 }
311 } 387 }
312 388
313 /* Everything passes, must be OK. */ 389 /* Everything passes, must be OK. */
314 return 1; 390 return 1;
315} 391}
316 392
393// find player who can see this object
394object *
395object::visible_to () const
396{
397 if (client_visible () && !flag [FLAG_REMOVED])
398 {
399 // see if we are in a container of sorts
400 if (env)
401 {
402 // the player inventory itself is always visible
403 if (env->is_player ())
404 return env;
405
406 // else a player could have our env open
407 object *envest = env->outer_env_or_self ();
408
409 // the player itself is always on a map, so we will find him here
410 // even if our inv is in a player.
411 if (envest->is_on_map ())
412 if (object *pl = envest->ms ().player ())
413 if (pl->container_ () == env)
414 return pl;
415 }
416 else
417 {
418 // maybe there is a player standing on the same mapspace
419 // this will catch the case where "this" is a player
420 if (object *pl = ms ().player ())
421 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
422 || pl->container_ () == this)
423 return pl;
424 }
425 }
426
427 return 0;
428}
429
430// adjust weight per container type ("of holding")
431static sint32
432weight_adjust_for (object *op, sint32 weight)
433{
434 return op->type == CONTAINER
435 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
436 : weight;
437}
438
317/* 439/*
440 * adjust_weight(object, weight) adds the specified weight to an object,
441 * and also updates how much the environment(s) is/are carrying.
442 */
443static void
444adjust_weight (object *op, sint32 weight)
445{
446 while (op)
447 {
448 // adjust by actual difference to account for rounding errors
449 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
450 weight = weight_adjust_for (op, op->carrying + weight)
451 - weight_adjust_for (op, op->carrying);
452
453 if (!weight)
454 return;
455
456 op->carrying += weight;
457
458 if (object *pl = op->visible_to ())
459 if (pl != op) // player is handled lazily
460 esrv_update_item (UPD_WEIGHT, pl, op);
461
462 op = op->env;
463 }
464}
465
466/*
318 * sum_weight() is a recursive function which calculates the weight 467 * this is a recursive function which calculates the weight
319 * an object is carrying. It goes through in figures out how much 468 * an object is carrying. It goes through op and figures out how much
320 * containers are carrying, and sums it up. 469 * containers are carrying, and sums it up.
321 */ 470 */
322long 471void
323sum_weight (object *op) 472object::update_weight ()
324{ 473{
325 long sum; 474 sint32 sum = 0;
326 object *inv;
327 475
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 476 for (object *op = inv; op; op = op->below)
329 { 477 {
330 if (inv->inv) 478 if (op->inv)
331 sum_weight (inv); 479 op->update_weight ();
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 480
481 sum += op->total_weight ();
482 }
483
484 sum = weight_adjust_for (this, sum);
485
486 if (sum != carrying)
333 } 487 {
334
335 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100;
337
338 if (op->carrying != sum) 488 if (carrying != sum)//D
489 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
490 (long long)sum, (long long)carrying, debug_desc ());
491
339 op->carrying = sum; 492 carrying = sum;
340 493
341 return sum; 494 if (object *pl = visible_to ())
495 if (pl != this) // player is handled lazily
496 esrv_update_item (UPD_WEIGHT, pl, this);
497 }
342} 498}
343 499
344/** 500/*
345 * Return the outermost environment object for a given object. 501 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
346 */ 502 */
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 * 503char *
363dump_object (object *op) 504dump_object (object *op)
364{ 505{
365 if (!op) 506 if (!op)
366 return strdup ("[NULLOBJ]"); 507 return strdup ("[NULLOBJ]");
367 508
368 object_freezer freezer; 509 object_freezer freezer;
369 save_object (freezer, op, 1); 510 op->write (freezer);
370 return freezer.as_string (); 511 return freezer.as_string ();
371} 512}
372 513
373/* 514char *
374 * get_nearest_part(multi-object, object 2) returns the part of the 515object::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{ 516{
382 object *tmp, *closest; 517 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} 518}
392 519
393/* 520/*
394 * Returns the object which has the count-variable equal to the argument. 521 * Returns the object which has the count-variable equal to the argument.
522 * VERRRY slow.
395 */ 523 */
396
397object * 524object *
398find_object (tag_t i) 525find_object (tag_t i)
399{ 526{
400 for (object *op = object::first; op; op = op->next) 527 for_all_objects (op)
401 if (op->count == i) 528 if (op->count == i)
402 return op; 529 return op;
530
531 return 0;
532}
533
534/*
535 * Returns the object which has the uuid equal to the argument.
536 * MOAR VERRRY slow.
537 */
538
539object *
540find_object_uuid (UUID i)
541{
542 for_all_objects (op)
543 if (op->uuid == i)
544 return op;
403 545
404 return 0; 546 return 0;
405} 547}
406 548
407/* 549/*
408 * Returns the first object which has a name equal to the argument. 550 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 551 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 552 * Enables features like "patch <name-of-other-player> food 999"
411 */ 553 */
412
413object * 554object *
414find_object_name (const char *str) 555find_object_name (const char *str)
415{ 556{
416 shstr_cmp str_ (str); 557 shstr_cmp str_ (str);
417 object *op;
418 558
419 for (op = object::first; op != NULL; op = op->next) 559 if (str_)
560 for_all_objects (op)
420 if (op->name == str_) 561 if (op->name == str_)
421 break; 562 return op;
422 563
423 return op; 564 return 0;
424}
425
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430} 565}
431 566
432/* 567/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 568 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 569 * skill and experience objects.
570 * ACTUALLY NO! investigate! TODO
435 */ 571 */
436void 572void
437object::set_owner (object *owner) 573object::set_owner (object *owner)
438{ 574{
575 // allow objects which own objects
439 if (!owner) 576 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) 577 while (owner->owner)
450 owner = owner->owner; 578 owner = owner->owner;
579
580 if (flag [FLAG_FREED])
581 {
582 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
583 return;
584 }
451 585
452 this->owner = owner; 586 this->owner = owner;
453} 587}
454 588
455/* Zero the key_values on op, decrementing the shared-string 589/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 590 * refcounts and freeing the links.
457 */ 591 */
458static void 592static void
459free_key_values (object *op) 593free_key_values (object *op)
460{ 594{
461 for (key_value *i = op->key_values; i != 0;) 595 for (key_value *i = op->key_values; i; )
462 { 596 {
463 key_value *next = i->next; 597 key_value *next = i->next;
464 delete i; 598 delete i;
465 599
466 i = next; 600 i = next;
478 * will point at garbage. 612 * will point at garbage.
479 */ 613 */
480void 614void
481object::copy_to (object *dst) 615object::copy_to (object *dst)
482{ 616{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 617 dst->remove ();
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
485
486 *(object_copy *)dst = *this; 618 *(object_copy *)dst = *this;
487 619 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;
496 620
497 /* Copy over key_values, if any. */ 621 /* Copy over key_values, if any. */
498 if (key_values) 622 if (key_values)
499 { 623 {
500 key_value *tail = 0; 624 key_value *tail = 0;
501 key_value *i;
502
503 dst->key_values = 0; 625 dst->key_values = 0;
504 626
505 for (i = key_values; i; i = i->next) 627 for (key_value *i = key_values; i; i = i->next)
506 { 628 {
507 key_value *new_link = new key_value; 629 key_value *new_link = new key_value;
508 630
509 new_link->next = 0; 631 new_link->next = 0;
510 new_link->key = i->key; 632 new_link->key = i->key;
511 new_link->value = i->value; 633 new_link->value = i->value;
512 634
513 /* Try and be clever here, too. */ 635 /* Try and be clever here, too. */
514 if (!dst->key_values) 636 if (!dst->key_values)
515 { 637 {
522 tail = new_link; 644 tail = new_link;
523 } 645 }
524 } 646 }
525 } 647 }
526 648
527 update_ob_speed (dst); 649 dst->activate ();
650}
651
652void
653object::instantiate ()
654{
655 if (!uuid.seq) // HACK
656 uuid = UUID::gen ();
657
658 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
659 if (flag [FLAG_RANDOM_SPEED] && speed)
660 speed_left = - speed - rndm (); // TODO animation
661 else
662 speed_left = -1.;
663
664 /* copy the body_info to the body_used - this is only really
665 * need for monsters, but doesn't hurt to do it for everything.
666 * by doing so, when a monster is created, it has good starting
667 * values for the body_used info, so when items are created
668 * for it, they can be properly equipped.
669 */
670 for (int i = NUM_BODY_LOCATIONS; i--; )
671 slot[i].used = slot[i].info;
672
673 attachable::instantiate ();
528} 674}
529 675
530object * 676object *
531object::clone () 677object::clone ()
532{ 678{
533 object *neu = create (); 679 object *neu = create ();
534 copy_to (neu); 680 copy_to (neu);
681
682 // TODO: unclean state changes, should not be done in clone AND instantiate
683 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
684 neu->speed_left = - neu->speed - rndm (); // TODO animation
685
686 neu->map = map; // not copied by copy_to
535 return neu; 687 return neu;
536} 688}
537 689
538/* 690/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 691 * 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 692 * 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. 693 * be called to update the face variable, _and_ how it looks on the map.
542 */ 694 */
543
544void 695void
545update_turn_face (object *op) 696update_turn_face (object *op)
546{ 697{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 698 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
548 return; 699 return;
700
549 SET_ANIMATION (op, op->direction); 701 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 702 update_object (op, UP_OBJ_FACE);
551} 703}
552 704
553/* 705/*
554 * Updates the speed of an object. If the speed changes from 0 to another 706 * 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. 707 * 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. 708 * This function needs to be called whenever the speed of an object changes.
557 */ 709 */
558void 710void
559update_ob_speed (object *op) 711object::set_speed (float speed)
560{ 712{
561 extern int arch_init; 713 this->speed = speed;
562 714
563 /* No reason putting the archetypes objects on the speed list, 715 if (has_active_speed ())
564 * since they never really need to be updated. 716 activate ();
565 */
566 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
567 {
568 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
569 op->speed = 0;
570 }
571
572 if (arch_init)
573 return;
574
575 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
576 {
577 /* If already on active list, don't do anything */
578 if (op->active_next || op->active_prev || op == active_objects)
579 return;
580
581 /* process_events() expects us to insert the object at the beginning
582 * of the list. */
583 op->active_next = active_objects;
584
585 if (op->active_next != NULL)
586 op->active_next->active_prev = op;
587
588 active_objects = op;
589 }
590 else 717 else
591 { 718 deactivate ();
592 /* If not on the active list, nothing needs to be done */
593 if (!op->active_next && !op->active_prev && op != active_objects)
594 return;
595
596 if (op->active_prev == NULL)
597 {
598 active_objects = op->active_next;
599
600 if (op->active_next != NULL)
601 op->active_next->active_prev = NULL;
602 }
603 else
604 {
605 op->active_prev->active_next = op->active_next;
606
607 if (op->active_next)
608 op->active_next->active_prev = op->active_prev;
609 }
610
611 op->active_next = NULL;
612 op->active_prev = NULL;
613 }
614}
615
616/* This function removes object 'op' from the list of active
617 * objects.
618 * This should only be used for style maps or other such
619 * reference maps where you don't want an object that isn't
620 * in play chewing up cpu time getting processed.
621 * The reverse of this is to call update_ob_speed, which
622 * will do the right thing based on the speed of the object.
623 */
624void
625remove_from_active_list (object *op)
626{
627 /* If not on the active list, nothing needs to be done */
628 if (!op->active_next && !op->active_prev && op != active_objects)
629 return;
630
631 if (op->active_prev == NULL)
632 {
633 active_objects = op->active_next;
634 if (op->active_next != NULL)
635 op->active_next->active_prev = NULL;
636 }
637 else
638 {
639 op->active_prev->active_next = op->active_next;
640 if (op->active_next)
641 op->active_next->active_prev = op->active_prev;
642 }
643 op->active_next = NULL;
644 op->active_prev = NULL;
645} 719}
646 720
647/* 721/*
648 * update_object() updates the the map. 722 * update_object() updates the the map.
649 * It takes into account invisible objects (and represent squares covered 723 * It takes into account invisible objects (and represent squares covered
662 * UP_OBJ_FACE: only the objects face has changed. 736 * UP_OBJ_FACE: only the objects face has changed.
663 */ 737 */
664void 738void
665update_object (object *op, int action) 739update_object (object *op, int action)
666{ 740{
667 MoveType move_on, move_off, move_block, move_slow; 741 if (!op)
668
669 if (op == NULL)
670 { 742 {
671 /* this should never happen */ 743 /* this should never happen */
672 LOG (llevDebug, "update_object() called for NULL object.\n"); 744 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
673 return; 745 return;
674 } 746 }
675 747
676 if (op->env) 748 if (!op->is_on_map ())
677 { 749 {
678 /* Animation is currently handled by client, so nothing 750 /* Animation is currently handled by client, so nothing
679 * to do in this case. 751 * to do in this case.
680 */ 752 */
681 return; 753 return;
682 } 754 }
683
684 /* If the map is saving, don't do anything as everything is
685 * going to get freed anyways.
686 */
687 if (!op->map || op->map->in_memory == MAP_SAVING)
688 return;
689 755
690 /* make sure the object is within map boundaries */ 756 /* make sure the object is within map boundaries */
691 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 757 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
692 { 758 {
693 LOG (llevError, "update_object() called for object out of map!\n"); 759 LOG (llevError, "update_object() called for object out of map!\n");
697 return; 763 return;
698 } 764 }
699 765
700 mapspace &m = op->ms (); 766 mapspace &m = op->ms ();
701 767
702 if (m.flags_ & P_NEED_UPDATE) 768 if (!(m.flags_ & P_UPTODATE))
703 /* nop */; 769 /* nop */;
704 else if (action == UP_OBJ_INSERT) 770 else if (action == UP_OBJ_INSERT)
705 { 771 {
772#if 0
706 // this is likely overkill, TODO: revisit (schmorp) 773 // this is likely overkill, TODO: revisit (schmorp)
707 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 774 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
708 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 775 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
709 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 776 || (op->is_player () && !(m.flags_ & P_PLAYER))
710 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 777 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
711 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 778 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
712 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 779 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
713 || (m.move_on | op->move_on ) != m.move_on 780 || (m.move_on | op->move_on ) != m.move_on
714 || (m.move_off | op->move_off ) != m.move_off 781 || (m.move_off | op->move_off ) != m.move_off
715 || (m.move_slow | op->move_slow) != m.move_slow 782 || (m.move_slow | op->move_slow) != m.move_slow
716 /* This isn't perfect, but I don't expect a lot of objects to 783 /* This isn't perfect, but I don't expect a lot of objects to
717 * to have move_allow right now. 784 * have move_allow right now.
718 */ 785 */
719 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 786 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
787 m.invalidate ();
788#else
720 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 789 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
721 m.flags_ = P_NEED_UPDATE; 790 m.invalidate ();
791#endif
722 } 792 }
723 /* if the object is being removed, we can't make intelligent 793 /* if the object is being removed, we can't make intelligent
724 * decisions, because remove_ob can't really pass the object 794 * decisions, because remove_ob can't really pass the object
725 * that is being removed. 795 * that is being removed.
726 */ 796 */
727 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 797 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
728 m.flags_ = P_NEED_UPDATE; 798 m.invalidate ();
729 else if (action == UP_OBJ_FACE) 799 else if (action == UP_OBJ_FACE)
730 /* Nothing to do for that case */ ; 800 /* Nothing to do for that case */ ;
731 else 801 else
732 LOG (llevError, "update_object called with invalid action: %d\n", action); 802 LOG (llevError, "update_object called with invalid action: %d\n", action);
733 803
734 if (op->more) 804 if (op->more)
735 update_object (op->more, action); 805 update_object (op->more, action);
736} 806}
737 807
738object::vector object::objects; // not yet used
739object *object::first;
740
741object::object () 808object::object ()
742{ 809{
743 SET_FLAG (this, FLAG_REMOVED); 810 this->set_flag (FLAG_REMOVED);
744 811
745 expmul = 1.0; 812 //expmul = 1.0; declared const for the time being
746 face = blank_face; 813 face = blank_face;
814 material = MATERIAL_NULL;
747} 815}
748 816
749object::~object () 817object::~object ()
750{ 818{
819 unlink ();
820
751 free_key_values (this); 821 free_key_values (this);
752} 822}
753 823
754void object::link () 824void object::link ()
755{ 825{
756 count = ++ob_count; 826 assert (!index);//D
757 uuid = gen_uuid (); 827 uuid = UUID::gen ();
758 828
759 prev = 0; 829 refcnt_inc ();
760 next = object::first; 830 objects.insert (this);
761 831
762 if (object::first) 832 ++create_count;
763 object::first->prev = this;
764 833
765 object::first = this;
766} 834}
767 835
768void object::unlink () 836void object::unlink ()
769{ 837{
770 if (this == object::first) 838 if (!index)
771 object::first = next;
772
773 /* Remove this object from the list of used objects */
774 if (prev) prev->next = next;
775 if (next) next->prev = prev;
776
777 prev = 0;
778 next = 0;
779}
780
781object *object::create ()
782{
783 object *op = new object;
784 op->link ();
785 return op;
786}
787
788/*
789 * free_object() frees everything allocated by an object, removes
790 * it from the list of used objects, and puts it on the list of
791 * free objects. The IS_FREED() flag is set in the object.
792 * The object must have been removed by remove_ob() first for
793 * this function to succeed.
794 *
795 * If destroy_inventory is set, free inventory as well. Else drop items in
796 * inventory to the ground.
797 */
798void
799object::do_destroy ()
800{
801 attachable::do_destroy ();
802
803 if (flag [FLAG_IS_LINKED])
804 remove_button_link (this);
805
806 if (flag [FLAG_FRIENDLY])
807 remove_friendly_object (this);
808
809 if (!flag [FLAG_REMOVED])
810 remove ();
811
812 if (flag [FLAG_FREED])
813 return; 839 return;
814 840
815 flag [FLAG_FREED] = 1; 841 ++destroy_count;
816 842
817 // hack to ensure that freed objects still have a valid map 843 objects.erase (this);
818 { 844 refcnt_dec ();
819 static maptile *freed_map; // freed objects are moved here to avoid crashes 845}
820 846
821 if (!freed_map) 847void
848object::activate ()
849{
850 /* If already on active list, don't do anything */
851 if (active)
852 return;
853
854 if (has_active_speed ())
822 { 855 {
823 freed_map = new maptile; 856 if (flag [FLAG_FREED])
857 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
824 858
825 freed_map->name = "/internal/freed_objects_map"; 859 actives.insert (this);
826 freed_map->width = 3;
827 freed_map->height = 3;
828
829 freed_map->allocate ();
830 } 860 }
861}
831 862
832 map = freed_map; 863void
833 x = 1; 864object::activate_recursive ()
834 y = 1; 865{
866 activate ();
867
868 for (object *op = inv; op; op = op->below)
869 op->activate_recursive ();
870}
871
872/* This function removes object 'op' from the list of active
873 * objects.
874 * This should only be used for style maps or other such
875 * reference maps where you don't want an object that isn't
876 * in play chewing up cpu time getting processed.
877 * The reverse of this is to call update_ob_speed, which
878 * will do the right thing based on the speed of the object.
879 */
880void
881object::deactivate ()
882{
883 /* If not on the active list, nothing needs to be done */
884 if (!active)
885 return;
886
887 actives.erase (this);
888}
889
890void
891object::deactivate_recursive ()
892{
893 for (object *op = inv; op; op = op->below)
894 op->deactivate_recursive ();
895
896 deactivate ();
897}
898
899void
900object::set_flag_inv (int flag, int value)
901{
902 for (object *op = inv; op; op = op->below)
903 {
904 op->flag [flag] = value;
905 op->set_flag_inv (flag, value);
835 } 906 }
836
837 more = 0;
838 head = 0;
839 inv = 0;
840
841 // clear those pointers that likely might have circular references to us
842 owner = 0;
843 enemy = 0;
844 attacked_by = 0;
845
846 // only relevant for players(?), but make sure of it anyways
847 contr = 0;
848
849 /* Remove object from the active list */
850 speed = 0;
851 update_ob_speed (this);
852
853 unlink ();
854} 907}
855 908
856/* 909/*
857 * Remove and free all objects in the inventory of the given object. 910 * Remove and free all objects in the inventory of the given object.
858 * object.c ? 911 * object.c ?
859 */ 912 */
860void 913void
861object::destroy_inv (bool drop_to_ground) 914object::destroy_inv (bool drop_to_ground)
862{ 915{
916 // need to check first, because the checks below might segfault
917 // as we might be on an invalid mapspace and crossfire code
918 // is too buggy to ensure that the inventory is empty.
919 // corollary: if you create arrows etc. with stuff in its inventory,
920 // cf will crash below with off-map x and y
863 if (!inv) 921 if (!inv)
864 return; 922 return;
865 923
866 /* Only if the space blocks everything do we not process - 924 /* Only if the space blocks everything do we not process -
867 * if some form of movement is allowed, let objects 925 * if some form of movement is allowed, let objects
868 * drop on that space. 926 * drop on that space.
869 */ 927 */
870 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) 928 if (!drop_to_ground
929 || !map
930 || map->in_memory != MAP_ACTIVE
931 || map->no_drop
932 || ms ().move_block == MOVE_ALL)
871 { 933 {
872 while (inv) 934 while (inv)
873 {
874 inv->destroy_inv (drop_to_ground);
875 inv->destroy (); 935 inv->destroy ();
876 }
877 } 936 }
878 else 937 else
879 { /* Put objects in inventory onto this space */ 938 { /* Put objects in inventory onto this space */
880 while (inv) 939 while (inv)
881 { 940 {
883 942
884 if (op->flag [FLAG_STARTEQUIP] 943 if (op->flag [FLAG_STARTEQUIP]
885 || op->flag [FLAG_NO_DROP] 944 || op->flag [FLAG_NO_DROP]
886 || op->type == RUNE 945 || op->type == RUNE
887 || op->type == TRAP 946 || op->type == TRAP
888 || op->flag [FLAG_IS_A_TEMPLATE]) 947 || op->flag [FLAG_IS_A_TEMPLATE]
948 || op->flag [FLAG_DESTROY_ON_DEATH])
889 op->destroy (); 949 op->destroy ();
890 else 950 else
891 { 951 map->insert (op, x, y);
892 op->remove ();
893 op->x = x;
894 op->y = y;
895 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
896 }
897 } 952 }
898 } 953 }
899} 954}
900 955
956/*
957 * Remove and free all objects in the inventory of the given object.
958 * Unlike destroy_inv, this assumes the *this is destroyed as well
959 * well, so we can (and have to!) take shortcuts.
960 */
901void 961void
902object::destroy (bool destroy_inventory) 962object::destroy_inv_fast ()
963{
964 while (object *op = inv)
965 {
966 // remove from object the fast way
967 op->flag [FLAG_REMOVED] = true;
968 op->env = 0;
969 if ((inv = inv->below))
970 inv->above = 0;
971
972 // then destroy
973 op->destroy ();
974 }
975}
976
977void
978object::freelist_free (int count)
979{
980 while (count-- && freelist)
981 {
982 freelist_item *next = freelist->next;
983 // count is being "destroyed"
984
985 sfree ((char *)freelist, sizeof (object));
986
987 freelist = next;
988 --free_count;
989 }
990}
991
992object *
993object::create ()
994{
995 object *op;
996
997 if (freelist)
998 {
999 freelist_item li = *freelist;
1000 memset (freelist, 0, sizeof (object));
1001
1002 op = new (freelist) object;
1003 op->count = li.count;
1004
1005 freelist = li.next;
1006 --free_count;
1007 }
1008 else
1009 {
1010 void *ni = salloc0<char> (sizeof (object));
1011
1012 op = new(ni) object;
1013
1014 op->count = ++object_count;
1015 }
1016
1017 op->link ();
1018
1019 return op;
1020}
1021
1022void
1023object::do_delete ()
1024{
1025 uint32_t count = this->count;
1026
1027 this->~object ();
1028
1029 freelist_item *li = (freelist_item *)this;
1030 li->next = freelist;
1031 li->count = count;
1032
1033 freelist = li;
1034 ++free_count;
1035}
1036
1037static struct freed_map : maptile
1038{
1039 freed_map ()
1040 : maptile (3, 3)
1041 {
1042 path = "<freed objects map>";
1043 name = "/internal/freed_objects_map";
1044 no_drop = 1;
1045 no_reset = 1;
1046
1047 in_memory = MAP_ACTIVE;
1048 }
1049
1050 ~freed_map ()
1051 {
1052 destroy ();
1053 }
1054} freed_map; // freed objects are moved here to avoid crashes
1055
1056void
1057object::do_destroy ()
1058{
1059 if (flag [FLAG_IS_LINKED])
1060 remove_link ();
1061
1062 if (flag [FLAG_FRIENDLY])
1063 remove_friendly_object (this);
1064
1065 remove ();
1066
1067 attachable::do_destroy ();
1068
1069 deactivate ();
1070 unlink ();
1071
1072 flag [FLAG_FREED] = 1;
1073
1074 // hack to ensure that freed objects still have a valid map
1075 map = &freed_map;
1076 x = 1;
1077 y = 1;
1078
1079 if (more)
1080 {
1081 more->destroy ();
1082 more = 0;
1083 }
1084
1085 head = 0;
1086
1087 // clear those pointers that likely might cause circular references
1088 owner = 0;
1089 enemy = 0;
1090 attacked_by = 0;
1091 current_weapon = 0;
1092}
1093
1094void
1095object::destroy ()
903{ 1096{
904 if (destroyed ()) 1097 if (destroyed ())
905 return; 1098 return;
906 1099
907 if (more) 1100 if (!is_head () && !head->destroyed ())
908 {
909 //TODO: non-head objects must not have inventory
910 more->destroy (destroy_inventory);
911 more = 0;
912 } 1101 {
1102 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1103 head->destroy ();
1104 return;
1105 }
913 1106
914 if (destroy_inventory)
915 destroy_inv (true); 1107 destroy_inv_fast ();
1108
1109 if (is_head ())
1110 if (sound_destroy)
1111 play_sound (sound_destroy);
1112 else if (flag [FLAG_MONSTER])
1113 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
916 1114
917 attachable::destroy (); 1115 attachable::destroy ();
918}
919
920/*
921 * sub_weight() recursively (outwards) subtracts a number from the
922 * weight of an object (and what is carried by it's environment(s)).
923 */
924void
925sub_weight (object *op, signed long weight)
926{
927 while (op != NULL)
928 {
929 if (op->type == CONTAINER)
930 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
931
932 op->carrying -= weight;
933 op = op->env;
934 }
935} 1116}
936 1117
937/* op->remove (): 1118/* op->remove ():
938 * This function removes the object op from the linked list of objects 1119 * This function removes the object op from the linked list of objects
939 * which it is currently tied to. When this function is done, the 1120 * which it is currently tied to. When this function is done, the
940 * object will have no environment. If the object previously had an 1121 * object will have no environment. If the object previously had an
941 * environment, the x and y coordinates will be updated to 1122 * environment, the x and y coordinates will be updated to
942 * the previous environment. 1123 * the previous environment.
943 * Beware: This function is called from the editor as well!
944 */ 1124 */
945void 1125void
946object::remove () 1126object::do_remove ()
947{ 1127{
948 object *tmp, *last = 0; 1128 if (flag [FLAG_REMOVED])
949 object *otmp;
950
951 if (QUERY_FLAG (this, FLAG_REMOVED))
952 return; 1129 return;
953 1130
954 SET_FLAG (this, FLAG_REMOVED);
955 INVOKE_OBJECT (REMOVE, this); 1131 INVOKE_OBJECT (REMOVE, this);
1132
1133 flag [FLAG_REMOVED] = true;
956 1134
957 if (more) 1135 if (more)
958 more->remove (); 1136 more->remove ();
959 1137
960 /* 1138 /*
961 * In this case, the object to be removed is in someones 1139 * In this case, the object to be removed is in someones
962 * inventory. 1140 * inventory.
963 */ 1141 */
964 if (env) 1142 if (env)
965 { 1143 {
966 if (nrof) 1144 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
967 sub_weight (env, weight * nrof); 1145 if (object *pl = visible_to ())
968 else 1146 esrv_del_item (pl->contr, count);
969 sub_weight (env, weight + carrying); 1147 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
970 1148
971 /* NO_FIX_PLAYER is set when a great many changes are being 1149 adjust_weight (env, -total_weight ());
972 * made to players inventory. If set, avoiding the call
973 * to save cpu time.
974 */
975 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
976 otmp->update_stats ();
977 1150
978 if (above != NULL) 1151 object *pl = in_player ();
979 above->below = below;
980 else
981 env->inv = below;
982
983 if (below != NULL)
984 below->above = above;
985 1152
986 /* we set up values so that it could be inserted into 1153 /* we set up values so that it could be inserted into
987 * the map, but we don't actually do that - it is up 1154 * the map, but we don't actually do that - it is up
988 * to the caller to decide what we want to do. 1155 * to the caller to decide what we want to do.
989 */ 1156 */
990 x = env->x, y = env->y;
991 map = env->map; 1157 map = env->map;
992 above = 0, below = 0; 1158 x = env->x;
993 env = 0; 1159 y = env->y;
994 }
995 else if (map)
996 {
997 /* Re did the following section of code - it looks like it had
998 * lots of logic for things we no longer care about
999 */
1000 1160
1001 /* link the object above us */ 1161 // make sure cmov optimisation is applicable
1002 if (above) 1162 *(above ? &above->below : &env->inv) = below;
1003 above->below = below; 1163 *(below ? &below->above : &above ) = above; // &above is just a dummy
1004 else
1005 map->at (x, y).top = below; /* we were top, set new top */
1006
1007 /* Relink the object below us, if there is one */
1008 if (below)
1009 below->above = above;
1010 else
1011 {
1012 /* Nothing below, which means we need to relink map object for this space
1013 * use translated coordinates in case some oddness with map tiling is
1014 * evident
1015 */
1016 if (GET_MAP_OB (map, x, y) != this)
1017 {
1018 char *dump = dump_object (this);
1019 LOG (llevError,
1020 "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);
1021 free (dump);
1022 dump = dump_object (GET_MAP_OB (map, x, y));
1023 LOG (llevError, "%s\n", dump);
1024 free (dump);
1025 }
1026
1027 map->at (x, y).bot = above; /* goes on above it. */
1028 }
1029 1164
1030 above = 0; 1165 above = 0;
1031 below = 0; 1166 below = 0;
1167 env = 0;
1168
1169 if (pl && pl->is_player ())
1170 {
1171 if (expect_false (pl->contr->combat_ob == this))
1172 {
1173 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1174 pl->contr->combat_ob = 0;
1175 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1176 }
1177
1178 if (expect_false (pl->contr->ranged_ob == this))
1179 {
1180 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1181 pl->contr->ranged_ob = 0;
1182 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1183 }
1184
1185 pl->contr->queue_stats_update ();
1186
1187 if (expect_false (glow_radius) && pl->is_on_map ())
1188 update_all_los (pl->map, pl->x, pl->y);
1189 }
1190 }
1191 else if (map)
1192 {
1193 map->dirty = true;
1194 mapspace &ms = this->ms ();
1195
1196 if (object *pl = ms.player ())
1197 {
1198 if (is_player ())
1199 {
1200 if (!flag [FLAG_WIZPASS])
1201 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1202
1203 // leaving a spot always closes any open container on the ground
1204 if (container && !container->env)
1205 // this causes spurious floorbox updates, but it ensures
1206 // that the CLOSE event is being sent.
1207 close_container ();
1208
1209 --map->players;
1210 map->touch ();
1211 }
1212 else if (pl->container_ () == this)
1213 {
1214 // removing a container should close it
1215 close_container ();
1216 }
1217 else
1218 esrv_del_item (pl->contr, count);
1219 }
1220
1221 /* link the object above us */
1222 // re-link, make sure compiler can easily use cmove
1223 *(above ? &above->below : &ms.top) = below;
1224 *(below ? &below->above : &ms.bot) = above;
1225
1226 above = 0;
1227 below = 0;
1228
1229 ms.invalidate ();
1032 1230
1033 if (map->in_memory == MAP_SAVING) 1231 if (map->in_memory == MAP_SAVING)
1034 return; 1232 return;
1035 1233
1036 int check_walk_off = !flag [FLAG_NO_APPLY]; 1234 int check_walk_off = !flag [FLAG_NO_APPLY];
1037 1235
1038 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1236 if (object *pl = ms.player ())
1039 { 1237 {
1040 /* No point updating the players look faces if he is the object 1238 if (pl->container_ () == this)
1041 * being removed.
1042 */
1043
1044 if (tmp->type == PLAYER && tmp != this)
1045 {
1046 /* If a container that the player is currently using somehow gets 1239 /* If a container that the player is currently using somehow gets
1047 * removed (most likely destroyed), update the player view 1240 * removed (most likely destroyed), update the player view
1048 * appropriately. 1241 * appropriately.
1049 */ 1242 */
1050 if (tmp->container == this) 1243 pl->close_container ();
1051 {
1052 flag [FLAG_APPLIED] = 0;
1053 tmp->container = 0;
1054 }
1055 1244
1245 //TODO: the floorbox prev/next might need updating
1246 //esrv_del_item (pl->contr, count);
1247 //TODO: update floorbox to preserve ordering
1056 if (tmp->contr->ns) 1248 if (pl->contr->ns)
1057 tmp->contr->ns->floorbox_update (); 1249 pl->contr->ns->floorbox_update ();
1250 }
1251
1252 if (check_walk_off)
1253 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1254 {
1255 above = tmp->above;
1256
1257 /* No point updating the players look faces if he is the object
1258 * being removed.
1058 } 1259 */
1059 1260
1060 /* See if player moving off should effect something */ 1261 /* See if object moving off should effect something */
1061 if (check_walk_off
1062 && ((move_type & tmp->move_off) 1262 if ((move_type & tmp->move_off)
1063 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1263 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1064 {
1065 move_apply (tmp, this, 0); 1264 move_apply (tmp, this, 0);
1066
1067 if (destroyed ())
1068 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1069 } 1265 }
1070 1266
1071 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1267 if (affects_los ())
1072
1073 if (tmp->above == tmp)
1074 tmp->above = 0;
1075
1076 last = tmp;
1077 }
1078
1079 /* last == NULL of there are no objects on this space */
1080 if (!last)
1081 map->at (x, y).flags_ = P_NEED_UPDATE;
1082 else
1083 update_object (last, UP_OBJ_REMOVE);
1084
1085 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1086 update_all_los (map, x, y); 1268 update_all_los (map, x, y);
1087 } 1269 }
1088} 1270}
1089 1271
1090/* 1272/*
1099merge_ob (object *op, object *top) 1281merge_ob (object *op, object *top)
1100{ 1282{
1101 if (!op->nrof) 1283 if (!op->nrof)
1102 return 0; 1284 return 0;
1103 1285
1104 if (top) 1286 if (!top)
1105 for (top = op; top && top->above; top = top->above) 1287 for (top = op; top && top->above; top = top->above)
1106 ; 1288 ;
1107 1289
1108 for (; top; top = top->below) 1290 for (; top; top = top->below)
1109 {
1110 if (top == op)
1111 continue;
1112
1113 if (object::can_merge (op, top)) 1291 if (object::can_merge (op, top))
1114 { 1292 {
1115 top->nrof += op->nrof; 1293 top->nrof += op->nrof;
1116 1294
1117/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1295 if (object *pl = top->visible_to ())
1118 op->weight = 0; /* Don't want any adjustements now */ 1296 esrv_update_item (UPD_NROF, pl, top);
1297
1298 op->weight = 0; // cancel the addition above
1299 op->carrying = 0; // must be 0 already
1300
1119 op->destroy (); 1301 op->destroy ();
1302
1120 return top; 1303 return top;
1121 } 1304 }
1122 }
1123 1305
1124 return 0; 1306 return 0;
1125} 1307}
1126 1308
1309void
1310object::expand_tail ()
1311{
1312 if (more)
1313 return;
1314
1315 object *prev = this;
1316
1317 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1318 {
1319 object *op = at->instance ();
1320
1321 op->name = name;
1322 op->name_pl = name_pl;
1323 op->title = title;
1324
1325 op->head = this;
1326 prev->more = op;
1327
1328 prev = op;
1329 }
1330}
1331
1127/* 1332/*
1128 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1333 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1129 * job preparing multi-part monsters 1334 * job preparing multi-part monsters.
1130 */ 1335 */
1131object * 1336object *
1132insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1337insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1133{ 1338{
1134 object *tmp; 1339 op->remove ();
1135 1340
1136 if (op->head)
1137 op = op->head;
1138
1139 for (tmp = op; tmp; tmp = tmp->more) 1341 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1140 { 1342 {
1141 tmp->x = x + tmp->arch->clone.x; 1343 tmp->x = x + tmp->arch->x;
1142 tmp->y = y + tmp->arch->clone.y; 1344 tmp->y = y + tmp->arch->y;
1143 } 1345 }
1144 1346
1145 return insert_ob_in_map (op, m, originator, flag); 1347 return insert_ob_in_map (op, m, originator, flag);
1146} 1348}
1147 1349
1160 * Passing 0 for flag gives proper default values, so flag really only needs 1362 * Passing 0 for flag gives proper default values, so flag really only needs
1161 * to be set if special handling is needed. 1363 * to be set if special handling is needed.
1162 * 1364 *
1163 * Return value: 1365 * Return value:
1164 * new object if 'op' was merged with other object 1366 * new object if 'op' was merged with other object
1165 * NULL if 'op' was destroyed 1367 * NULL if there was an error (destroyed, blocked etc.)
1166 * just 'op' otherwise 1368 * just 'op' otherwise
1167 */ 1369 */
1168object * 1370object *
1169insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1371insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1170{ 1372{
1171 object *tmp, *top, *floor = NULL; 1373 op->remove ();
1172 sint16 x, y;
1173 1374
1174 if (QUERY_FLAG (op, FLAG_FREED)) 1375 if (m == &freed_map)//D TODO: remove soon
1175 { 1376 {//D
1176 LOG (llevError, "Trying to insert freed object!\n"); 1377 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1177 return NULL;
1178 } 1378 }//D
1179
1180 if (m == NULL)
1181 {
1182 char *dump = dump_object (op);
1183 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1184 free (dump);
1185 return op;
1186 }
1187
1188 if (out_of_map (m, op->x, op->y))
1189 {
1190 char *dump = dump_object (op);
1191 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1192#ifdef MANY_CORES
1193 /* Better to catch this here, as otherwise the next use of this object
1194 * is likely to cause a crash. Better to find out where it is getting
1195 * improperly inserted.
1196 */
1197 abort ();
1198#endif
1199 free (dump);
1200 return op;
1201 }
1202
1203 if (!QUERY_FLAG (op, FLAG_REMOVED))
1204 {
1205 char *dump = dump_object (op);
1206 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1207 free (dump);
1208 return op;
1209 }
1210
1211 if (op->more)
1212 {
1213 /* The part may be on a different map. */
1214
1215 object *more = op->more;
1216
1217 /* We really need the caller to normalize coordinates - if
1218 * we set the map, that doesn't work if the location is within
1219 * a map and this is straddling an edge. So only if coordinate
1220 * is clear wrong do we normalize it.
1221 */
1222 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1223 more->map = get_map_from_coord (m, &more->x, &more->y);
1224 else if (!more->map)
1225 {
1226 /* For backwards compatibility - when not dealing with tiled maps,
1227 * more->map should always point to the parent.
1228 */
1229 more->map = m;
1230 }
1231
1232 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1233 {
1234 if (!op->head)
1235 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1236
1237 return 0;
1238 }
1239 }
1240
1241 CLEAR_FLAG (op, FLAG_REMOVED);
1242 1379
1243 /* Ideally, the caller figures this out. However, it complicates a lot 1380 /* Ideally, the caller figures this out. However, it complicates a lot
1244 * of areas of callers (eg, anything that uses find_free_spot would now 1381 * of areas of callers (eg, anything that uses find_free_spot would now
1245 * need extra work 1382 * need extra work
1246 */ 1383 */
1247 op->map = get_map_from_coord (m, &op->x, &op->y); 1384 maptile *newmap = m;
1248 x = op->x; 1385 if (!xy_normalise (newmap, op->x, op->y))
1249 y = op->y; 1386 {
1387 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1388 return 0;
1389 }
1390
1391 if (object *more = op->more)
1392 if (!insert_ob_in_map (more, m, originator, flag))
1393 return 0;
1394
1395 op->flag [FLAG_REMOVED] = false;
1396 op->env = 0;
1397 op->map = newmap;
1398
1399 mapspace &ms = op->ms ();
1250 1400
1251 /* this has to be done after we translate the coordinates. 1401 /* this has to be done after we translate the coordinates.
1252 */ 1402 */
1253 if (op->nrof && !(flag & INS_NO_MERGE)) 1403 if (op->nrof && !(flag & INS_NO_MERGE))
1254 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1404 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1255 if (object::can_merge (op, tmp)) 1405 if (object::can_merge (op, tmp))
1256 { 1406 {
1407 // TODO: we actually want to update tmp, not op,
1408 // but some caller surely breaks when we return tmp
1409 // from here :/
1257 op->nrof += tmp->nrof; 1410 op->nrof += tmp->nrof;
1258 tmp->destroy (); 1411 tmp->destroy ();
1259 } 1412 }
1260 1413
1261 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1414 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1262 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1415 op->clr_flag (FLAG_INV_LOCKED);
1263 1416
1264 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1417 if (!op->flag [FLAG_ALIVE])
1265 CLEAR_FLAG (op, FLAG_NO_STEAL); 1418 op->clr_flag (FLAG_NO_STEAL);
1266 1419
1267 if (flag & INS_BELOW_ORIGINATOR) 1420 if (flag & INS_BELOW_ORIGINATOR)
1268 { 1421 {
1269 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1422 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1270 { 1423 {
1271 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1424 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1272 abort (); 1425 abort ();
1273 } 1426 }
1274 1427
1428 if (!originator->is_on_map ())
1429 {
1430 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1431 op->debug_desc (), originator->debug_desc ());
1432 abort ();
1433 }
1434
1275 op->above = originator; 1435 op->above = originator;
1276 op->below = originator->below; 1436 op->below = originator->below;
1277
1278 if (op->below)
1279 op->below->above = op;
1280 else
1281 op->ms ().bot = op;
1282
1283 /* since *below* originator, no need to update top */
1284 originator->below = op; 1437 originator->below = op;
1438
1439 *(op->below ? &op->below->above : &ms.bot) = op;
1285 } 1440 }
1286 else 1441 else
1287 { 1442 {
1443 object *floor = 0;
1444 object *top = ms.top;
1445
1288 /* If there are other objects, then */ 1446 /* If there are other objects, then */
1289 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1447 if (top)
1290 { 1448 {
1291 object *last = NULL;
1292
1293 /* 1449 /*
1294 * If there are multiple objects on this space, we do some trickier handling. 1450 * If there are multiple objects on this space, we do some trickier handling.
1295 * We've already dealt with merging if appropriate. 1451 * We've already dealt with merging if appropriate.
1296 * Generally, we want to put the new object on top. But if 1452 * Generally, we want to put the new object on top. But if
1297 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1453 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1300 * once we get to them. This reduces the need to traverse over all of 1456 * once we get to them. This reduces the need to traverse over all of
1301 * them when adding another one - this saves quite a bit of cpu time 1457 * them when adding another one - this saves quite a bit of cpu time
1302 * when lots of spells are cast in one area. Currently, it is presumed 1458 * when lots of spells are cast in one area. Currently, it is presumed
1303 * that flying non pickable objects are spell objects. 1459 * that flying non pickable objects are spell objects.
1304 */ 1460 */
1305 1461 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1306 while (top != NULL)
1307 { 1462 {
1308 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1463 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1309 floor = top; 1464 floor = tmp;
1310 1465
1311 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1466 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1312 { 1467 {
1313 /* We insert above top, so we want this object below this */ 1468 /* We insert above top, so we want this object below this */
1314 top = top->below; 1469 top = tmp->below;
1315 break; 1470 break;
1316 } 1471 }
1317 1472
1318 last = top;
1319 top = top->above; 1473 top = tmp;
1320 } 1474 }
1321
1322 /* Don't want top to be NULL, so set it to the last valid object */
1323 top = last;
1324 1475
1325 /* We let update_position deal with figuring out what the space 1476 /* We let update_position deal with figuring out what the space
1326 * looks like instead of lots of conditions here. 1477 * looks like instead of lots of conditions here.
1327 * makes things faster, and effectively the same result. 1478 * makes things faster, and effectively the same result.
1328 */ 1479 */
1329 1480
1330 /* Have object 'fall below' other objects that block view. 1481 /* Have object 'fall below' other objects that block view.
1331 * Unless those objects are exits, type 66 1482 * Unless those objects are exits.
1332 * If INS_ON_TOP is used, don't do this processing 1483 * If INS_ON_TOP is used, don't do this processing
1333 * Need to find the object that in fact blocks view, otherwise 1484 * Need to find the object that in fact blocks view, otherwise
1334 * stacking is a bit odd. 1485 * stacking is a bit odd.
1335 */ 1486 */
1336 if (!(flag & INS_ON_TOP) && 1487 if (!(flag & INS_ON_TOP)
1337 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1488 && ms.flags () & P_BLOCKSVIEW
1489 && (op->face && !faces [op->face].visibility))
1338 { 1490 {
1491 object *last;
1492
1339 for (last = top; last != floor; last = last->below) 1493 for (last = top; last != floor; last = last->below)
1340 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1494 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1341 break; 1495 break;
1496
1342 /* Check to see if we found the object that blocks view, 1497 /* Check to see if we found the object that blocks view,
1343 * and make sure we have a below pointer for it so that 1498 * and make sure we have a below pointer for it so that
1344 * we can get inserted below this one, which requires we 1499 * we can get inserted below this one, which requires we
1345 * set top to the object below us. 1500 * set top to the object below us.
1346 */ 1501 */
1347 if (last && last->below && last != floor) 1502 if (last && last->below && last != floor)
1348 top = last->below; 1503 top = last->below;
1349 } 1504 }
1350 } /* If objects on this space */ 1505 } /* If objects on this space */
1351 1506
1352 if (flag & INS_MAP_LOAD)
1353 top = GET_MAP_TOP (op->map, op->x, op->y);
1354
1355 if (flag & INS_ABOVE_FLOOR_ONLY) 1507 if (flag & INS_ABOVE_FLOOR_ONLY)
1356 top = floor; 1508 top = floor;
1357 1509
1358 /* Top is the object that our object (op) is going to get inserted above. 1510 // insert object above top, or bottom-most if top = 0
1359 */
1360
1361 /* First object on this space */
1362 if (!top) 1511 if (!top)
1363 { 1512 {
1364 op->above = GET_MAP_OB (op->map, op->x, op->y);
1365
1366 if (op->above)
1367 op->above->below = op;
1368
1369 op->below = NULL; 1513 op->below = 0;
1514 op->above = ms.bot;
1370 op->ms ().bot = op; 1515 ms.bot = op;
1516
1517 *(op->above ? &op->above->below : &ms.top) = op;
1371 } 1518 }
1372 else 1519 else
1373 { /* get inserted into the stack above top */ 1520 {
1374 op->above = top->above; 1521 op->above = top->above;
1375
1376 if (op->above)
1377 op->above->below = op; 1522 top->above = op;
1378 1523
1379 op->below = top; 1524 op->below = top;
1380 top->above = op; 1525 *(op->above ? &op->above->below : &ms.top) = op;
1381 } 1526 }
1527 }
1382 1528
1383 if (op->above == NULL) 1529 if (op->is_player ())
1384 op->ms ().top = op; 1530 {
1385 } /* else not INS_BELOW_ORIGINATOR */
1386
1387 if (op->type == PLAYER)
1388 op->contr->do_los = 1; 1531 op->contr->do_los = 1;
1532 ++op->map->players;
1533 op->map->touch ();
1534 }
1389 1535
1390 /* If we have a floor, we know the player, if any, will be above 1536 op->map->dirty = true;
1391 * it, so save a few ticks and start from there. 1537
1392 */
1393 if (!(flag & INS_MAP_LOAD))
1394 if (object *pl = op->ms ().player ()) 1538 if (object *pl = ms.player ())
1539 //TODO: the floorbox prev/next might need updating
1540 //esrv_send_item (pl, op);
1541 //TODO: update floorbox to preserve ordering
1395 if (pl->contr->ns) 1542 if (pl->contr->ns)
1396 pl->contr->ns->floorbox_update (); 1543 pl->contr->ns->floorbox_update ();
1397 1544
1398 /* If this object glows, it may affect lighting conditions that are 1545 /* If this object glows, it may affect lighting conditions that are
1399 * visible to others on this map. But update_all_los is really 1546 * visible to others on this map. But update_all_los is really
1400 * an inefficient way to do this, as it means los for all players 1547 * an inefficient way to do this, as it means los for all players
1401 * on the map will get recalculated. The players could very well 1548 * on the map will get recalculated. The players could very well
1402 * be far away from this change and not affected in any way - 1549 * be far away from this change and not affected in any way -
1403 * this should get redone to only look for players within range, 1550 * this should get redone to only look for players within range,
1404 * or just updating the P_NEED_UPDATE for spaces within this area 1551 * or just updating the P_UPTODATE for spaces within this area
1405 * of effect may be sufficient. 1552 * of effect may be sufficient.
1406 */ 1553 */
1407 if (op->map->darkness && (op->glow_radius != 0)) 1554 if (op->affects_los ())
1555 {
1556 op->ms ().invalidate ();
1408 update_all_los (op->map, op->x, op->y); 1557 update_all_los (op->map, op->x, op->y);
1558 }
1409 1559
1410 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1560 /* updates flags (blocked, alive, no magic, etc) for this map space */
1411 update_object (op, UP_OBJ_INSERT); 1561 update_object (op, UP_OBJ_INSERT);
1412 1562
1413 INVOKE_OBJECT (INSERT, op); 1563 INVOKE_OBJECT (INSERT, op);
1420 * blocked() and wall() work properly), and these flags are updated by 1570 * blocked() and wall() work properly), and these flags are updated by
1421 * update_object(). 1571 * update_object().
1422 */ 1572 */
1423 1573
1424 /* if this is not the head or flag has been passed, don't check walk on status */ 1574 /* if this is not the head or flag has been passed, don't check walk on status */
1425 if (!(flag & INS_NO_WALK_ON) && !op->head) 1575 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1426 { 1576 {
1427 if (check_move_on (op, originator)) 1577 if (check_move_on (op, originator, flag))
1428 return 0; 1578 return 0;
1429 1579
1430 /* If we are a multi part object, lets work our way through the check 1580 /* If we are a multi part object, let's work our way through the check
1431 * walk on's. 1581 * walk on's.
1432 */ 1582 */
1433 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1583 for (object *tmp = op->more; tmp; tmp = tmp->more)
1434 if (check_move_on (tmp, originator)) 1584 if (check_move_on (tmp, originator, flag))
1435 return 0; 1585 return 0;
1436 } 1586 }
1437 1587
1438 return op; 1588 return op;
1439} 1589}
1441/* this function inserts an object in the map, but if it 1591/* this function inserts an object in the map, but if it
1442 * finds an object of its own type, it'll remove that one first. 1592 * finds an object of its own type, it'll remove that one first.
1443 * op is the object to insert it under: supplies x and the map. 1593 * op is the object to insert it under: supplies x and the map.
1444 */ 1594 */
1445void 1595void
1446replace_insert_ob_in_map (const char *arch_string, object *op) 1596replace_insert_ob_in_map (shstr_tmp archname, object *op)
1447{ 1597{
1448 object *tmp, *tmp1;
1449
1450 /* first search for itself and remove any old instances */ 1598 /* first search for itself and remove any old instances */
1451 1599
1452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1600 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1453 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1601 if (tmp->arch->archname == archname) /* same archetype */
1454 tmp->destroy (); 1602 tmp->destroy ();
1455 1603
1456 tmp1 = arch_to_object (archetype::find (arch_string)); 1604 object *tmp = archetype::find (archname)->instance ();
1457 1605
1458 tmp1->x = op->x; 1606 tmp->x = op->x;
1459 tmp1->y = op->y; 1607 tmp->y = op->y;
1608
1460 insert_ob_in_map (tmp1, op->map, op, 0); 1609 insert_ob_in_map (tmp, op->map, op, 0);
1461} 1610}
1462
1463/*
1464 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1465 * is returned contains nr objects, and the remaining parts contains
1466 * the rest (or is removed and freed if that number is 0).
1467 * On failure, NULL is returned, and the reason put into the
1468 * global static errmsg array.
1469 */
1470 1611
1471object * 1612object *
1472get_split_ob (object *orig_ob, uint32 nr) 1613object::insert_at (object *where, object *originator, int flags)
1473{ 1614{
1474 object *newob; 1615 if (where->env)
1475 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1616 return where->env->insert (this);
1476 1617 else
1477 if (orig_ob->nrof < nr) 1618 return where->map->insert (this, where->x, where->y, originator, flags);
1478 {
1479 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1480 return NULL;
1481 }
1482
1483 newob = object_create_clone (orig_ob);
1484
1485 if ((orig_ob->nrof -= nr) < 1)
1486 orig_ob->destroy (1);
1487 else if (!is_removed)
1488 {
1489 if (orig_ob->env != NULL)
1490 sub_weight (orig_ob->env, orig_ob->weight * nr);
1491 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1492 {
1493 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1494 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1495 return NULL;
1496 }
1497 }
1498
1499 newob->nrof = nr;
1500
1501 return newob;
1502} 1619}
1503 1620
1621// check whether we can put this into the map, respect max_volume, max_items
1622bool
1623object::can_drop_at (maptile *m, int x, int y, object *originator)
1624{
1625 mapspace &ms = m->at (x, y);
1626
1627 int items = ms.items ();
1628
1629 if (!items // testing !items ensures we can drop at least one item
1630 || (items < m->max_items
1631 && ms.volume () < m->max_volume))
1632 return true;
1633
1634 if (originator && originator->is_player ())
1635 originator->contr->failmsgf (
1636 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1637 query_name ()
1638 );
1639
1640 return false;
1641}
1642
1504/* 1643/*
1505 * decrease_ob_nr(object, number) decreases a specified number from 1644 * decrease(object, number) decreases a specified number from
1506 * the amount of an object. If the amount reaches 0, the object 1645 * the amount of an object. If the amount reaches 0, the object
1507 * is subsequently removed and freed. 1646 * is subsequently removed and freed.
1508 * 1647 *
1509 * Return value: 'op' if something is left, NULL if the amount reached 0 1648 * Return value: 'op' if something is left, NULL if the amount reached 0
1510 */ 1649 */
1650bool
1651object::decrease (sint32 nr)
1652{
1653 if (!nr)
1654 return true;
1511 1655
1656 nr = min (nr, nrof);
1657
1658 if (nrof > nr)
1659 {
1660 nrof -= nr;
1661 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1662
1663 if (object *pl = visible_to ())
1664 esrv_update_item (UPD_NROF, pl, this);
1665
1666 return true;
1667 }
1668 else
1669 {
1670 destroy ();
1671 return false;
1672 }
1673}
1674
1675/*
1676 * split(ob,nr) splits up ob into two parts. The part which
1677 * is returned contains nr objects, and the remaining parts contains
1678 * the rest (or is removed and returned if that number is 0).
1679 * On failure, NULL is returned.
1680 */
1512object * 1681object *
1513decrease_ob_nr (object *op, uint32 i) 1682object::split (sint32 nr)
1514{ 1683{
1515 object *tmp; 1684 int have = number_of ();
1516 1685
1517 if (i == 0) /* objects with op->nrof require this check */ 1686 if (have < nr)
1518 return op; 1687 return 0;
1519 1688 else if (have == nr)
1520 if (i > op->nrof)
1521 i = op->nrof;
1522
1523 if (QUERY_FLAG (op, FLAG_REMOVED))
1524 op->nrof -= i;
1525 else if (op->env)
1526 { 1689 {
1527 /* is this object in the players inventory, or sub container
1528 * therein?
1529 */
1530 tmp = op->in_player ();
1531 /* nope. Is this a container the player has opened?
1532 * If so, set tmp to that player.
1533 * IMO, searching through all the players will mostly
1534 * likely be quicker than following op->env to the map,
1535 * and then searching the map for a player.
1536 */
1537 if (!tmp)
1538 for_all_players (pl)
1539 if (pl->ob->container == op->env)
1540 {
1541 tmp = pl->ob;
1542 break;
1543 }
1544
1545 if (i < op->nrof)
1546 {
1547 sub_weight (op->env, op->weight * i);
1548 op->nrof -= i;
1549 if (tmp)
1550 esrv_send_item (tmp, op);
1551 }
1552 else
1553 {
1554 op->remove (); 1690 remove ();
1555 op->nrof = 0; 1691 return this;
1556 if (tmp)
1557 esrv_del_item (tmp->contr, op->count);
1558 }
1559 } 1692 }
1560 else 1693 else
1561 { 1694 {
1562 object *above = op->above; 1695 decrease (nr);
1563 1696
1564 if (i < op->nrof) 1697 object *op = deep_clone ();
1565 op->nrof -= i; 1698 op->nrof = nr;
1566 else
1567 {
1568 op->remove ();
1569 op->nrof = 0;
1570 }
1571
1572 /* Since we just removed op, op->above is null */
1573 for (tmp = above; tmp; tmp = tmp->above)
1574 if (tmp->type == PLAYER)
1575 {
1576 if (op->nrof)
1577 esrv_send_item (tmp, op);
1578 else
1579 esrv_del_item (tmp->contr, op->count);
1580 }
1581 }
1582
1583 if (op->nrof)
1584 return op; 1699 return op;
1585 else
1586 {
1587 op->destroy ();
1588 return 0;
1589 }
1590}
1591
1592/*
1593 * add_weight(object, weight) adds the specified weight to an object,
1594 * and also updates how much the environment(s) is/are carrying.
1595 */
1596
1597void
1598add_weight (object *op, signed long weight)
1599{
1600 while (op != NULL)
1601 {
1602 if (op->type == CONTAINER)
1603 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1604
1605 op->carrying += weight;
1606 op = op->env;
1607 } 1700 }
1608} 1701}
1609 1702
1610object * 1703object *
1611insert_ob_in_ob (object *op, object *where) 1704insert_ob_in_ob (object *op, object *where)
1616 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1709 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1617 free (dump); 1710 free (dump);
1618 return op; 1711 return op;
1619 } 1712 }
1620 1713
1621 if (where->head) 1714 if (where->head_ () != where)
1622 { 1715 {
1623 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1716 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1624 where = where->head; 1717 where = where->head;
1625 } 1718 }
1626 1719
1627 return where->insert (op); 1720 return where->insert (op);
1628} 1721}
1633 * inside the object environment. 1726 * inside the object environment.
1634 * 1727 *
1635 * The function returns now pointer to inserted item, and return value can 1728 * The function returns now pointer to inserted item, and return value can
1636 * be != op, if items are merged. -Tero 1729 * be != op, if items are merged. -Tero
1637 */ 1730 */
1638
1639object * 1731object *
1640object::insert (object *op) 1732object::insert (object *op)
1641{ 1733{
1642 object *tmp, *otmp;
1643
1644 if (!QUERY_FLAG (op, FLAG_REMOVED))
1645 op->remove ();
1646
1647 if (op->more) 1734 if (op->more)
1648 { 1735 {
1649 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1736 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1650 return op; 1737 return op;
1651 } 1738 }
1652 1739
1653 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1740 op->remove ();
1654 CLEAR_FLAG (op, FLAG_REMOVED); 1741
1742 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1743
1655 if (op->nrof) 1744 if (op->nrof)
1656 {
1657 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1745 for (object *tmp = inv; tmp; tmp = tmp->below)
1658 if (object::can_merge (tmp, op)) 1746 if (object::can_merge (tmp, op))
1659 { 1747 {
1660 /* return the original object and remove inserted object 1748 /* return the original object and remove inserted object
1661 (client needs the original object) */ 1749 (client needs the original object) */
1662 tmp->nrof += op->nrof; 1750 tmp->nrof += op->nrof;
1663 /* Weight handling gets pretty funky. Since we are adding to 1751
1664 * tmp->nrof, we need to increase the weight. 1752 if (object *pl = tmp->visible_to ())
1665 */ 1753 esrv_update_item (UPD_NROF, pl, tmp);
1754
1666 add_weight (this, op->weight * op->nrof); 1755 adjust_weight (this, op->total_weight ());
1667 SET_FLAG (op, FLAG_REMOVED); 1756
1668 op->destroy (); /* free the inserted object */ 1757 op->destroy ();
1669 op = tmp; 1758 op = tmp;
1670 op->remove (); /* and fix old object's links */ 1759 goto inserted;
1671 CLEAR_FLAG (op, FLAG_REMOVED);
1672 break;
1673 } 1760 }
1674 1761
1675 /* I assume combined objects have no inventory 1762 op->owner = 0; // it's his/hers now. period.
1676 * We add the weight - this object could have just been removed
1677 * (if it was possible to merge). calling remove_ob will subtract
1678 * the weight, so we need to add it in again, since we actually do
1679 * the linking below
1680 */
1681 add_weight (this, op->weight * op->nrof);
1682 }
1683 else
1684 add_weight (this, (op->weight + op->carrying));
1685
1686 otmp = this->in_player ();
1687 if (otmp && otmp->contr)
1688 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1689 otmp->update_stats ();
1690
1691 op->map = 0; 1763 op->map = 0;
1692 op->env = this; 1764 op->x = 0;
1765 op->y = 0;
1766
1693 op->above = 0; 1767 op->above = 0;
1694 op->below = 0; 1768 op->below = inv;
1695 op->x = 0, op->y = 0; 1769 op->env = this;
1696 1770
1771 if (inv)
1772 inv->above = op;
1773
1774 inv = op;
1775
1776 op->flag [FLAG_REMOVED] = 0;
1777
1778 if (object *pl = op->visible_to ())
1779 esrv_send_item (pl, op);
1780
1781 adjust_weight (this, op->total_weight ());
1782
1783inserted:
1697 /* reset the light list and los of the players on the map */ 1784 /* reset the light list and los of the players on the map */
1698 if ((op->glow_radius != 0) && map) 1785 if (op->glow_radius && is_on_map ())
1699 { 1786 {
1700#ifdef DEBUG_LIGHTS 1787 update_stats ();
1701 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1702#endif /* DEBUG_LIGHTS */
1703 if (map->darkness)
1704 update_all_los (map, x, y); 1788 update_all_los (map, x, y);
1705 }
1706
1707 /* Client has no idea of ordering so lets not bother ordering it here.
1708 * It sure simplifies this function...
1709 */
1710 if (!inv)
1711 inv = op;
1712 else
1713 { 1789 }
1714 op->below = inv; 1790 else if (is_player ())
1715 op->below->above = op; 1791 // if this is a player's inventory, update stats
1716 inv = op; 1792 contr->queue_stats_update ();
1717 }
1718 1793
1719 INVOKE_OBJECT (INSERT, this); 1794 INVOKE_OBJECT (INSERT, this);
1720 1795
1721 return op; 1796 return op;
1722} 1797}
1739 * 1814 *
1740 * MSW 2001-07-08: Check all objects on space, not just those below 1815 * MSW 2001-07-08: Check all objects on space, not just those below
1741 * object being inserted. insert_ob_in_map may not put new objects 1816 * object being inserted. insert_ob_in_map may not put new objects
1742 * on top. 1817 * on top.
1743 */ 1818 */
1744
1745int 1819int
1746check_move_on (object *op, object *originator) 1820check_move_on (object *op, object *originator, int flags)
1747{ 1821{
1822 if (op->flag [FLAG_NO_APPLY])
1823 return 0;
1824
1748 object *tmp; 1825 object *tmp;
1749 maptile *m = op->map; 1826 maptile *m = op->map;
1750 int x = op->x, y = op->y; 1827 int x = op->x, y = op->y;
1751 1828
1752 MoveType move_on, move_slow, move_block; 1829 mapspace &ms = m->at (x, y);
1753 1830
1754 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1831 ms.update ();
1755 return 0;
1756 1832
1757 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1833 MoveType move_on = ms.move_on;
1758 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1834 MoveType move_slow = ms.move_slow;
1759 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1835 MoveType move_block = ms.move_block;
1760 1836
1761 /* if nothing on this space will slow op down or be applied, 1837 /* if nothing on this space will slow op down or be applied,
1762 * no need to do checking below. have to make sure move_type 1838 * no need to do checking below. have to make sure move_type
1763 * is set, as lots of objects don't have it set - we treat that 1839 * is set, as lots of objects don't have it set - we treat that
1764 * as walking. 1840 * as walking.
1775 return 0; 1851 return 0;
1776 1852
1777 /* The objects have to be checked from top to bottom. 1853 /* The objects have to be checked from top to bottom.
1778 * Hence, we first go to the top: 1854 * Hence, we first go to the top:
1779 */ 1855 */
1780 1856 for (object *next, *tmp = ms.top; tmp; tmp = next)
1781 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1782 {
1783 /* Trim the search when we find the first other spell effect
1784 * this helps performance so that if a space has 50 spell objects,
1785 * we don't need to check all of them.
1786 */
1787 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1788 break;
1789 } 1857 {
1858 next = tmp->below;
1790 1859
1791 for (; tmp; tmp = tmp->below)
1792 {
1793 if (tmp == op) 1860 if (tmp == op)
1794 continue; /* Can't apply yourself */ 1861 continue; /* Can't apply yourself */
1795 1862
1796 /* Check to see if one of the movement types should be slowed down. 1863 /* Check to see if one of the movement types should be slowed down.
1797 * Second check makes sure that the movement types not being slowed 1864 * Second check makes sure that the movement types not being slowed
1798 * (~slow_move) is not blocked on this space - just because the 1865 * (~slow_move) is not blocked on this space - just because the
1799 * space doesn't slow down swimming (for example), if you can't actually 1866 * space doesn't slow down swimming (for example), if you can't actually
1800 * swim on that space, can't use it to avoid the penalty. 1867 * swim on that space, can't use it to avoid the penalty.
1801 */ 1868 */
1802 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1869 if (!op->flag [FLAG_WIZPASS])
1803 { 1870 {
1804 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1871 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1805 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1872 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1806 { 1873 {
1807
1808 float
1809 diff = tmp->move_slow_penalty * FABS (op->speed); 1874 float diff = tmp->move_slow_penalty * fabs (op->speed);
1810 1875
1811 if (op->type == PLAYER) 1876 if (op->is_player ())
1812 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1877 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1813 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1878 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1814 diff /= 4.0; 1879 diff /= 4.0;
1815 1880
1816 op->speed_left -= diff; 1881 op->speed_left -= diff;
1817 } 1882 }
1818 } 1883 }
1819 1884
1820 /* Basically same logic as above, except now for actual apply. */ 1885 /* Basically same logic as above, except now for actual apply. */
1821 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1886 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1822 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1887 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1823 { 1888 {
1889 if (tmp->type == EXIT && (flags & INS_NO_AUTO_EXIT)) //TODO: temporary, fix exits instead
1890 continue;
1891
1824 move_apply (tmp, op, originator); 1892 move_apply (tmp, op, originator);
1825 1893
1826 if (op->destroyed ()) 1894 if (op->destroyed ())
1827 return 1; 1895 return 1;
1828 1896
1844 * The first matching object is returned, or NULL if none. 1912 * The first matching object is returned, or NULL if none.
1845 */ 1913 */
1846object * 1914object *
1847present_arch (const archetype *at, maptile *m, int x, int y) 1915present_arch (const archetype *at, maptile *m, int x, int y)
1848{ 1916{
1849 if (m == NULL || out_of_map (m, x, y)) 1917 if (!m || out_of_map (m, x, y))
1850 { 1918 {
1851 LOG (llevError, "Present_arch called outside map.\n"); 1919 LOG (llevError, "Present_arch called outside map.\n");
1852 return NULL; 1920 return NULL;
1853 } 1921 }
1854 1922
1855 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1923 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1856 if (tmp->arch == at) 1924 if (tmp->arch->archname == at->archname)
1857 return tmp; 1925 return tmp;
1858 1926
1859 return NULL; 1927 return NULL;
1860} 1928}
1861 1929
1871 { 1939 {
1872 LOG (llevError, "Present called outside map.\n"); 1940 LOG (llevError, "Present called outside map.\n");
1873 return NULL; 1941 return NULL;
1874 } 1942 }
1875 1943
1876 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1944 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1877 if (tmp->type == type) 1945 if (tmp->type == type)
1878 return tmp; 1946 return tmp;
1879 1947
1880 return NULL; 1948 return NULL;
1881} 1949}
1925 * The first matching object is returned, or NULL if none. 1993 * The first matching object is returned, or NULL if none.
1926 */ 1994 */
1927object * 1995object *
1928present_arch_in_ob (const archetype *at, const object *op) 1996present_arch_in_ob (const archetype *at, const object *op)
1929{ 1997{
1930 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1998 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1931 if (tmp->arch == at) 1999 if (tmp->arch->archname == at->archname)
1932 return tmp; 2000 return tmp;
1933 2001
1934 return NULL; 2002 return NULL;
1935} 2003}
1936 2004
1938 * activate recursively a flag on an object inventory 2006 * activate recursively a flag on an object inventory
1939 */ 2007 */
1940void 2008void
1941flag_inv (object *op, int flag) 2009flag_inv (object *op, int flag)
1942{ 2010{
1943 if (op->inv)
1944 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2011 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1945 { 2012 {
1946 SET_FLAG (tmp, flag); 2013 tmp->set_flag (flag);
1947 flag_inv (tmp, flag); 2014 flag_inv (tmp, flag);
1948 } 2015 }
1949} 2016}
1950 2017
1951/* 2018/*
1952 * deactivate recursively a flag on an object inventory 2019 * deactivate recursively a flag on an object inventory
1953 */ 2020 */
1954void 2021void
1955unflag_inv (object *op, int flag) 2022unflag_inv (object *op, int flag)
1956{ 2023{
1957 if (op->inv)
1958 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2024 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1959 { 2025 {
1960 CLEAR_FLAG (tmp, flag); 2026 tmp->clr_flag (flag);
1961 unflag_inv (tmp, flag); 2027 unflag_inv (tmp, flag);
1962 } 2028 }
1963}
1964
1965/*
1966 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1967 * all it's inventory (recursively).
1968 * If checksums are used, a player will get set_cheat called for
1969 * him/her-self and all object carried by a call to this function.
1970 */
1971void
1972set_cheat (object *op)
1973{
1974 SET_FLAG (op, FLAG_WAS_WIZ);
1975 flag_inv (op, FLAG_WAS_WIZ);
1976} 2029}
1977 2030
1978/* 2031/*
1979 * find_free_spot(object, map, x, y, start, stop) will search for 2032 * find_free_spot(object, map, x, y, start, stop) will search for
1980 * a spot at the given map and coordinates which will be able to contain 2033 * a spot at the given map and coordinates which will be able to contain
1982 * to search (see the freearr_x/y[] definition). 2035 * to search (see the freearr_x/y[] definition).
1983 * It returns a random choice among the alternatives found. 2036 * It returns a random choice among the alternatives found.
1984 * start and stop are where to start relative to the free_arr array (1,9 2037 * start and stop are where to start relative to the free_arr array (1,9
1985 * does all 4 immediate directions). This returns the index into the 2038 * does all 4 immediate directions). This returns the index into the
1986 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2039 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1987 * Note - this only checks to see if there is space for the head of the
1988 * object - if it is a multispace object, this should be called for all
1989 * pieces.
1990 * Note2: This function does correctly handle tiled maps, but does not 2040 * Note: This function does correctly handle tiled maps, but does not
1991 * inform the caller. However, insert_ob_in_map will update as 2041 * inform the caller. However, insert_ob_in_map will update as
1992 * necessary, so the caller shouldn't need to do any special work. 2042 * necessary, so the caller shouldn't need to do any special work.
1993 * Note - updated to take an object instead of archetype - this is necessary 2043 * Note - updated to take an object instead of archetype - this is necessary
1994 * because arch_blocked (now ob_blocked) needs to know the movement type 2044 * because arch_blocked (now ob_blocked) needs to know the movement type
1995 * to know if the space in question will block the object. We can't use 2045 * to know if the space in question will block the object. We can't use
1997 * customized, changed states, etc. 2047 * customized, changed states, etc.
1998 */ 2048 */
1999int 2049int
2000find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2050find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2001{ 2051{
2052 int altern[SIZEOFFREE];
2002 int index = 0, flag; 2053 int index = 0, flag;
2003 int altern[SIZEOFFREE];
2004 2054
2005 for (int i = start; i < stop; i++) 2055 for (int i = start; i < stop; i++)
2006 { 2056 {
2007 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2057 mapxy pos (m, x, y); pos.move (i);
2008 if (!flag) 2058
2059 if (!pos.normalise ())
2060 continue;
2061
2062 mapspace &ms = *pos;
2063
2064 if (ms.flags () & P_IS_ALIVE)
2065 continue;
2066
2067 /* However, often
2068 * ob doesn't have any move type (when used to place exits)
2069 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2070 */
2071 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2072 {
2009 altern [index++] = i; 2073 altern [index++] = i;
2074 continue;
2075 }
2010 2076
2011 /* Basically, if we find a wall on a space, we cut down the search size. 2077 /* Basically, if we find a wall on a space, we cut down the search size.
2012 * In this way, we won't return spaces that are on another side of a wall. 2078 * In this way, we won't return spaces that are on another side of a wall.
2013 * This mostly work, but it cuts down the search size in all directions - 2079 * This mostly work, but it cuts down the search size in all directions -
2014 * if the space being examined only has a wall to the north and empty 2080 * if the space being examined only has a wall to the north and empty
2015 * spaces in all the other directions, this will reduce the search space 2081 * spaces in all the other directions, this will reduce the search space
2016 * to only the spaces immediately surrounding the target area, and 2082 * to only the spaces immediately surrounding the target area, and
2017 * won't look 2 spaces south of the target space. 2083 * won't look 2 spaces south of the target space.
2018 */ 2084 */
2019 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2085 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2086 {
2020 stop = maxfree[i]; 2087 stop = maxfree[i];
2088 continue;
2089 }
2090
2091 /* Note it is intentional that we check ob - the movement type of the
2092 * head of the object should correspond for the entire object.
2093 */
2094 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2095 continue;
2096
2097 if (ob->blocked (pos.m, pos.x, pos.y))
2098 continue;
2099
2100 altern [index++] = i;
2021 } 2101 }
2022 2102
2023 if (!index) 2103 if (!index)
2024 return -1; 2104 return -1;
2025 2105
2026 return altern[RANDOM () % index]; 2106 return altern [rndm (index)];
2027} 2107}
2028 2108
2029/* 2109/*
2030 * find_first_free_spot(archetype, maptile, x, y) works like 2110 * find_first_free_spot(archetype, maptile, x, y) works like
2031 * find_free_spot(), but it will search max number of squares. 2111 * find_free_spot(), but it will search max number of squares.
2034 */ 2114 */
2035int 2115int
2036find_first_free_spot (const object *ob, maptile *m, int x, int y) 2116find_first_free_spot (const object *ob, maptile *m, int x, int y)
2037{ 2117{
2038 for (int i = 0; i < SIZEOFFREE; i++) 2118 for (int i = 0; i < SIZEOFFREE; i++)
2039 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2119 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2040 return i; 2120 return i;
2041 2121
2042 return -1; 2122 return -1;
2043} 2123}
2044 2124
2052{ 2132{
2053 arr += begin; 2133 arr += begin;
2054 end -= begin; 2134 end -= begin;
2055 2135
2056 while (--end) 2136 while (--end)
2057 swap (arr [end], arr [RANDOM () % (end + 1)]); 2137 swap (arr [end], arr [rndm (end + 1)]);
2058} 2138}
2059 2139
2060/* new function to make monster searching more efficient, and effective! 2140/* new function to make monster searching more efficient, and effective!
2061 * This basically returns a randomized array (in the passed pointer) of 2141 * This basically returns a randomized array (in the passed pointer) of
2062 * the spaces to find monsters. In this way, it won't always look for 2142 * the spaces to find monsters. In this way, it won't always look for
2090 * there is capable of. 2170 * there is capable of.
2091 */ 2171 */
2092int 2172int
2093find_dir (maptile *m, int x, int y, object *exclude) 2173find_dir (maptile *m, int x, int y, object *exclude)
2094{ 2174{
2095 int i, max = SIZEOFFREE, mflags; 2175 int max = SIZEOFFREE, mflags;
2096
2097 sint16 nx, ny;
2098 object *tmp;
2099 maptile *mp;
2100
2101 MoveType blocked, move_type; 2176 MoveType move_type;
2102 2177
2103 if (exclude && exclude->head) 2178 if (exclude && exclude->head_ () != exclude)
2104 { 2179 {
2105 exclude = exclude->head; 2180 exclude = exclude->head;
2106 move_type = exclude->move_type; 2181 move_type = exclude->move_type;
2107 } 2182 }
2108 else 2183 else
2109 { 2184 {
2110 /* If we don't have anything, presume it can use all movement types. */ 2185 /* If we don't have anything, presume it can use all movement types. */
2111 move_type = MOVE_ALL; 2186 move_type = MOVE_ALL;
2112 } 2187 }
2113 2188
2114 for (i = 1; i < max; i++) 2189 for (int i = 1; i < max; i++)
2115 { 2190 {
2116 mp = m; 2191 mapxy pos (m, x, y);
2117 nx = x + freearr_x[i]; 2192 pos.move (i);
2118 ny = y + freearr_y[i];
2119 2193
2120 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2194 if (!pos.normalise ())
2121
2122 if (mflags & P_OUT_OF_MAP)
2123 max = maxfree[i]; 2195 max = maxfree[i];
2124 else 2196 else
2125 { 2197 {
2126 mapspace &ms = mp->at (nx, ny); 2198 mapspace &ms = *pos;
2127 2199
2128 blocked = ms.move_block;
2129
2130 if ((move_type & blocked) == move_type) 2200 if ((move_type & ms.move_block) == move_type)
2131 max = maxfree[i]; 2201 max = maxfree [i];
2132 else if (mflags & P_IS_ALIVE) 2202 else if (ms.flags () & P_IS_ALIVE)
2133 { 2203 {
2134 for (tmp = ms.bot; tmp; tmp = tmp->above) 2204 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2135 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2205 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2136 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2206 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2137 break;
2138
2139 if (tmp)
2140 return freedir[i]; 2207 return freedir [i];
2141 } 2208 }
2142 } 2209 }
2143 } 2210 }
2144 2211
2145 return 0; 2212 return 0;
2154{ 2221{
2155 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2222 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2156} 2223}
2157 2224
2158/* 2225/*
2159 * find_dir_2(delta-x,delta-y) will return a direction in which 2226 * find_dir_2(delta-x,delta-y) will return a direction value
2160 * an object which has subtracted the x and y coordinates of another 2227 * for running into direct [dx, dy].
2161 * object, needs to travel toward it. 2228 * (the opposite of crossfire's find_dir_2!)
2162 */ 2229 */
2163int 2230int
2164find_dir_2 (int x, int y) 2231find_dir_2 (int x, int y)
2165{ 2232{
2233#if 1 // new algorithm
2234 // this works by putting x, y into 16 sectors, which
2235 // are not equal sized, but are a better approximation
2236 // then the old algorithm, and then using a mapping
2237 // table to map it into a direction value.
2238 // basically, it maps these comparisons to each bit
2239 // bit #3: x < 0
2240 // bit #2: y < 0
2241 // bit #1: x > y
2242 // bit #0: x > 2y
2243
2244 static const uint8 dir[16] = {
2245 4, 5, 4, 3,
2246 2, 1, 2, 3,
2247 6, 5, 6, 7,
2248 8, 1, 8, 7,
2249 };
2250 int sector = 0;
2251
2252 // this is a bit ugly, but more likely to result in branchless code
2253 sector |= x < 0 ? 8 : 0;
2254 x = x < 0 ? -x : x; // abs
2255
2256 sector |= y < 0 ? 4 : 0;
2257 y = y < 0 ? -y : y; // abs
2258
2259 if (x > y)
2260 {
2261 sector |= 2;
2262
2263 if (x > y * 2)
2264 sector |= 1;
2265 }
2266 else
2267 {
2268 if (y > x * 2)
2269 sector |= 1;
2270 else if (!y)
2271 return 0; // x == 0 here
2272 }
2273
2274 return dir [sector];
2275#else // old algorithm
2166 int q; 2276 int q;
2167 2277
2168 if (y) 2278 if (y)
2169 q = x * 100 / y; 2279 q = 128 * x / y;
2170 else if (x) 2280 else if (x)
2171 q = -300 * x; 2281 q = -512 * x; // to make it > 309
2172 else 2282 else
2173 return 0; 2283 return 0;
2174 2284
2175 if (y > 0) 2285 if (y > 0)
2176 { 2286 {
2177 if (q < -242) 2287 if (q < -309) return 7;
2288 if (q < -52) return 6;
2289 if (q < 52) return 5;
2290 if (q < 309) return 4;
2291
2178 return 3; 2292 return 3;
2179 if (q < -41) 2293 }
2180 return 2; 2294 else
2181 if (q < 41) 2295 {
2182 return 1; 2296 if (q < -309) return 3;
2183 if (q < 242) 2297 if (q < -52) return 2;
2184 return 8; 2298 if (q < 52) return 1;
2299 if (q < 309) return 8;
2300
2185 return 7; 2301 return 7;
2186 } 2302 }
2187 2303#endif
2188 if (q < -242)
2189 return 7;
2190 if (q < -41)
2191 return 6;
2192 if (q < 41)
2193 return 5;
2194 if (q < 242)
2195 return 4;
2196
2197 return 3;
2198}
2199
2200/*
2201 * absdir(int): Returns a number between 1 and 8, which represent
2202 * the "absolute" direction of a number (it actually takes care of
2203 * "overflow" in previous calculations of a direction).
2204 */
2205
2206int
2207absdir (int d)
2208{
2209 while (d < 1)
2210 d += 8;
2211
2212 while (d > 8)
2213 d -= 8;
2214
2215 return d;
2216} 2304}
2217 2305
2218/* 2306/*
2219 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2307 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2220 * between two directions (which are expected to be absolute (see absdir()) 2308 * between two directions (which are expected to be absolute (see absdir())
2221 */ 2309 */
2222
2223int 2310int
2224dirdiff (int dir1, int dir2) 2311dirdiff (int dir1, int dir2)
2225{ 2312{
2226 int d;
2227
2228 d = abs (dir1 - dir2); 2313 int d = abs (dir1 - dir2);
2229 if (d > 4)
2230 d = 8 - d;
2231 2314
2232 return d; 2315 return d > 4 ? 8 - d : d;
2233} 2316}
2234 2317
2235/* peterm: 2318/* peterm:
2236 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2319 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2237 * Basically, this is a table of directions, and what directions 2320 * Basically, this is a table of directions, and what directions
2239 * This basically means that if direction is 15, then it could either go 2322 * This basically means that if direction is 15, then it could either go
2240 * direction 4, 14, or 16 to get back to where we are. 2323 * direction 4, 14, or 16 to get back to where we are.
2241 * Moved from spell_util.c to object.c with the other related direction 2324 * Moved from spell_util.c to object.c with the other related direction
2242 * functions. 2325 * functions.
2243 */ 2326 */
2244int reduction_dir[SIZEOFFREE][3] = { 2327static const int reduction_dir[SIZEOFFREE][3] = {
2245 {0, 0, 0}, /* 0 */ 2328 {0, 0, 0}, /* 0 */
2246 {0, 0, 0}, /* 1 */ 2329 {0, 0, 0}, /* 1 */
2247 {0, 0, 0}, /* 2 */ 2330 {0, 0, 0}, /* 2 */
2248 {0, 0, 0}, /* 3 */ 2331 {0, 0, 0}, /* 3 */
2249 {0, 0, 0}, /* 4 */ 2332 {0, 0, 0}, /* 4 */
2340 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2423 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2341 * core dumps if they do. 2424 * core dumps if they do.
2342 * 2425 *
2343 * Add a check so we can't pick up invisible objects (0.93.8) 2426 * Add a check so we can't pick up invisible objects (0.93.8)
2344 */ 2427 */
2345
2346int 2428int
2347can_pick (const object *who, const object *item) 2429can_pick (const object *who, const object *item)
2348{ 2430{
2349 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2431 return /*who->flag [FLAG_WIZ]|| */
2350 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2432 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2351 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2433 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2352} 2434}
2353 2435
2354/* 2436/*
2355 * create clone from object to another 2437 * create clone from object to another
2356 */ 2438 */
2357object * 2439object *
2358object_create_clone (object *asrc) 2440object::deep_clone ()
2359{ 2441{
2360 object *dst = 0, *tmp, *src, *part, *prev, *item; 2442 assert (("deep_clone called on non-head object", is_head ()));
2361 2443
2362 if (!asrc) 2444 object *dst = clone ();
2363 return 0;
2364 2445
2365 src = asrc; 2446 object *prev = dst;
2366 if (src->head)
2367 src = src->head;
2368
2369 prev = 0;
2370 for (part = src; part; part = part->more) 2447 for (object *part = this->more; part; part = part->more)
2371 { 2448 {
2372 tmp = part->clone (); 2449 object *tmp = part->clone ();
2373 tmp->x -= src->x;
2374 tmp->y -= src->y;
2375
2376 if (!part->head)
2377 {
2378 dst = tmp;
2379 tmp->head = 0;
2380 }
2381 else
2382 tmp->head = dst; 2450 tmp->head = dst;
2383
2384 tmp->more = 0;
2385
2386 if (prev)
2387 prev->more = tmp; 2451 prev->more = tmp;
2388
2389 prev = tmp; 2452 prev = tmp;
2390 } 2453 }
2391 2454
2392 for (item = src->inv; item; item = item->below) 2455 for (object *item = inv; item; item = item->below)
2393 insert_ob_in_ob (object_create_clone (item), dst); 2456 insert_ob_in_ob (item->deep_clone (), dst);
2394 2457
2395 return dst; 2458 return dst;
2396}
2397
2398/* GROS - Creates an object using a string representing its content. */
2399/* Basically, we save the content of the string to a temp file, then call */
2400/* load_object on it. I admit it is a highly inefficient way to make things, */
2401/* but it was simple to make and allows reusing the load_object function. */
2402/* Remember not to use load_object_str in a time-critical situation. */
2403/* Also remember that multiparts objects are not supported for now. */
2404object *
2405load_object_str (const char *obstr)
2406{
2407 object *op;
2408 char filename[MAX_BUF];
2409
2410 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2411
2412 FILE *tempfile = fopen (filename, "w");
2413
2414 if (tempfile == NULL)
2415 {
2416 LOG (llevError, "Error - Unable to access load object temp file\n");
2417 return NULL;
2418 }
2419
2420 fprintf (tempfile, obstr);
2421 fclose (tempfile);
2422
2423 op = object::create ();
2424
2425 object_thawer thawer (filename);
2426
2427 if (thawer)
2428 load_object (thawer, op, 0);
2429
2430 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2431 CLEAR_FLAG (op, FLAG_REMOVED);
2432
2433 return op;
2434} 2459}
2435 2460
2436/* This returns the first object in who's inventory that 2461/* This returns the first object in who's inventory that
2437 * has the same type and subtype match. 2462 * has the same type and subtype match.
2438 * returns NULL if no match. 2463 * returns NULL if no match.
2445 return tmp; 2470 return tmp;
2446 2471
2447 return 0; 2472 return 0;
2448} 2473}
2449 2474
2450/* If ob has a field named key, return the link from the list, 2475shstr_tmp
2451 * otherwise return NULL. 2476object::kv_get (shstr_tmp key) const
2452 *
2453 * key must be a passed in shared string - otherwise, this won't
2454 * do the desired thing.
2455 */
2456key_value *
2457get_ob_key_link (const object *ob, const char *key)
2458{ 2477{
2459 for (key_value *link = ob->key_values; link; link = link->next) 2478 for (key_value *kv = key_values; kv; kv = kv->next)
2460 if (link->key == key) 2479 if (kv->key == key)
2461 return link;
2462
2463 return 0;
2464}
2465
2466/*
2467 * Returns the value of op has an extra_field for key, or NULL.
2468 *
2469 * The argument doesn't need to be a shared string.
2470 *
2471 * The returned string is shared.
2472 */
2473const char *
2474get_ob_key_value (const object *op, const char *const key)
2475{
2476 key_value *link;
2477 shstr_cmp canonical_key (key);
2478
2479 if (!canonical_key)
2480 {
2481 /* 1. There being a field named key on any object
2482 * implies there'd be a shared string to find.
2483 * 2. Since there isn't, no object has this field.
2484 * 3. Therefore, *this* object doesn't have this field.
2485 */
2486 return 0;
2487 }
2488
2489 /* This is copied from get_ob_key_link() above -
2490 * only 4 lines, and saves the function call overhead.
2491 */
2492 for (link = op->key_values; link; link = link->next)
2493 if (link->key == canonical_key)
2494 return link->value; 2480 return kv->value;
2495 2481
2496 return 0; 2482 return shstr ();
2497} 2483}
2498 2484
2499 2485void
2500/* 2486object::kv_set (shstr_tmp key, shstr_tmp value)
2501 * Updates the canonical_key in op to value.
2502 *
2503 * canonical_key is a shared string (value doesn't have to be).
2504 *
2505 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2506 * keys.
2507 *
2508 * Returns TRUE on success.
2509 */
2510int
2511set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2512{ 2487{
2513 key_value *field = NULL, *last = NULL; 2488 for (key_value *kv = key_values; kv; kv = kv->next)
2514 2489 if (kv->key == key)
2515 for (field = op->key_values; field != NULL; field = field->next)
2516 {
2517 if (field->key != canonical_key)
2518 { 2490 {
2519 last = field; 2491 kv->value = value;
2520 continue; 2492 return;
2521 } 2493 }
2522 2494
2523 if (value) 2495 key_value *kv = new key_value;
2524 field->value = value; 2496
2525 else 2497 kv->next = key_values;
2498 kv->key = key;
2499 kv->value = value;
2500
2501 key_values = kv;
2502}
2503
2504void
2505object::kv_del (shstr_tmp key)
2506{
2507 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2508 if ((*kvp)->key == key)
2526 { 2509 {
2527 /* Basically, if the archetype has this key set, 2510 key_value *kv = *kvp;
2528 * we need to store the null value so when we save 2511 *kvp = (*kvp)->next;
2529 * it, we save the empty value so that when we load, 2512 delete kv;
2530 * we get this value back again. 2513 return;
2531 */
2532 if (get_ob_key_link (&op->arch->clone, canonical_key))
2533 field->value = 0;
2534 else
2535 {
2536 if (last)
2537 last->next = field->next;
2538 else
2539 op->key_values = field->next;
2540
2541 delete field;
2542 }
2543 } 2514 }
2544 return TRUE;
2545 }
2546 /* IF we get here, key doesn't exist */
2547
2548 /* No field, we'll have to add it. */
2549
2550 if (!add_key)
2551 return FALSE;
2552
2553 /* There isn't any good reason to store a null
2554 * value in the key/value list. If the archetype has
2555 * this key, then we should also have it, so shouldn't
2556 * be here. If user wants to store empty strings,
2557 * should pass in ""
2558 */
2559 if (value == NULL)
2560 return TRUE;
2561
2562 field = new key_value;
2563
2564 field->key = canonical_key;
2565 field->value = value;
2566 /* Usual prepend-addition. */
2567 field->next = op->key_values;
2568 op->key_values = field;
2569
2570 return TRUE;
2571}
2572
2573/*
2574 * Updates the key in op to value.
2575 *
2576 * If add_key is FALSE, this will only update existing keys,
2577 * and not add new ones.
2578 * In general, should be little reason FALSE is ever passed in for add_key
2579 *
2580 * Returns TRUE on success.
2581 */
2582int
2583set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2584{
2585 shstr key_ (key);
2586
2587 return set_ob_key_value_s (op, key_, value, add_key);
2588} 2515}
2589 2516
2590object::depth_iterator::depth_iterator (object *container) 2517object::depth_iterator::depth_iterator (object *container)
2591: iterator_base (container) 2518: iterator_base (container)
2592{ 2519{
2606 } 2533 }
2607 else 2534 else
2608 item = item->env; 2535 item = item->env;
2609} 2536}
2610 2537
2538const char *
2539object::flag_desc (char *desc, int len) const
2540{
2541 char *p = desc;
2542 bool first = true;
2543
2544 *p = 0;
2545
2546 for (int i = 0; i < NUM_FLAGS; i++)
2547 {
2548 if (len <= 10) // magic constant!
2549 {
2550 snprintf (p, len, ",...");
2551 break;
2552 }
2553
2554 if (flag [i])
2555 {
2556 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2557 len -= cnt;
2558 p += cnt;
2559 first = false;
2560 }
2561 }
2562
2563 return desc;
2564}
2565
2611// return a suitable string describing an objetc in enough detail to find it 2566// return a suitable string describing an object in enough detail to find it
2612const char * 2567const char *
2613object::debug_desc (char *info) const 2568object::debug_desc (char *info) const
2614{ 2569{
2570 char flagdesc[512];
2615 char info2[256 * 3]; 2571 char info2[256 * 4];
2616 char *p = info; 2572 char *p = info;
2617 2573
2618 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2574 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2619 count, 2575 count,
2576 uuid.c_str (),
2620 &name, 2577 &name,
2621 title ? " " : "", 2578 title ? ",title:\"" : "",
2622 title ? (const char *)title : ""); 2579 title ? (const char *)title : "",
2580 title ? "\"" : "",
2581 flag_desc (flagdesc, 512), type);
2623 2582
2624 if (env) 2583 if (!flag[FLAG_REMOVED] && env)
2625 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2584 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2626 2585
2627 if (map) 2586 if (map)
2628 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2587 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2629 2588
2630 return info; 2589 return info;
2631} 2590}
2632 2591
2633const char * 2592const char *
2634object::debug_desc () const 2593object::debug_desc () const
2635{ 2594{
2636 static char info[256 * 3]; 2595 static char info[3][256 * 4];
2596 static int info_idx;
2597
2637 return debug_desc (info); 2598 return debug_desc (info [++info_idx % 3]);
2638} 2599}
2639 2600
2601struct region *
2602object::region () const
2603{
2604 return map ? map->region (x, y)
2605 : region::default_region ();
2606}
2607
2608void
2609object::open_container (object *new_container)
2610{
2611 if (container == new_container)
2612 return;
2613
2614 object *old_container = container;
2615
2616 if (old_container)
2617 {
2618 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2619 return;
2620
2621#if 0
2622 // remove the "Close old_container" object.
2623 if (object *closer = old_container->inv)
2624 if (closer->type == CLOSE_CON)
2625 closer->destroy ();
2626#endif
2627
2628 // make sure the container is available
2629 esrv_send_item (this, old_container);
2630
2631 old_container->flag [FLAG_APPLIED] = false;
2632 container = 0;
2633
2634 // client needs item update to make it work, client bug requires this to be separate
2635 esrv_update_item (UPD_FLAGS, this, old_container);
2636
2637 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2638 play_sound (sound_find ("chest_close"));
2639 }
2640
2641 if (new_container)
2642 {
2643 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2644 return;
2645
2646 // TODO: this does not seem to serve any purpose anymore?
2647#if 0
2648 // insert the "Close Container" object.
2649 if (archetype *closer = new_container->other_arch)
2650 {
2651 object *closer = new_container->other_arch->instance ();
2652 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2653 new_container->insert (closer);
2654 }
2655#endif
2656
2657 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2658
2659 // make sure the container is available, client bug requires this to be separate
2660 esrv_send_item (this, new_container);
2661
2662 new_container->flag [FLAG_APPLIED] = true;
2663 container = new_container;
2664
2665 // client needs flag change
2666 esrv_update_item (UPD_FLAGS, this, new_container);
2667 esrv_send_inventory (this, new_container);
2668 play_sound (sound_find ("chest_open"));
2669 }
2670// else if (!old_container->env && contr && contr->ns)
2671// contr->ns->floorbox_reset ();
2672}
2673
2674object *
2675object::force_find (shstr_tmp name)
2676{
2677 /* cycle through his inventory to look for the MARK we want to
2678 * place
2679 */
2680 for (object *tmp = inv; tmp; tmp = tmp->below)
2681 if (tmp->type == FORCE && tmp->slaying == name)
2682 return splay (tmp);
2683
2684 return 0;
2685}
2686
2687//-GPL
2688
2689void
2690object::force_set_timer (int duration)
2691{
2692 this->duration = 1;
2693 this->speed_left = -1.f;
2694
2695 this->set_speed (duration ? 1.f / duration : 0.f);
2696}
2697
2698object *
2699object::force_add (shstr_tmp name, int duration)
2700{
2701 if (object *force = force_find (name))
2702 force->destroy ();
2703
2704 object *force = get_archetype (FORCE_NAME);
2705
2706 force->slaying = name;
2707 force->force_set_timer (duration);
2708 force->flag [FLAG_APPLIED] = true;
2709
2710 return insert (force);
2711}
2712
2713void
2714object::play_sound (faceidx sound) const
2715{
2716 if (!sound)
2717 return;
2718
2719 if (is_on_map ())
2720 map->play_sound (sound, x, y);
2721 else if (object *pl = in_player ())
2722 pl->contr->play_sound (sound);
2723}
2724
2725void
2726object::say_msg (const char *msg) const
2727{
2728 if (is_on_map ())
2729 map->say_msg (msg, x, y);
2730 else if (object *pl = in_player ())
2731 pl->contr->play_sound (sound);
2732}
2733
2734void
2735object::make_noise ()
2736{
2737 // we do not model noise in the map, so instead put
2738 // a temporary light into the noise source
2739 // could use the map instead, but that's less reliable for our
2740 // goal, which is to make invisibility a bit harder to exploit
2741
2742 // currently only works sensibly for players
2743 if (!is_player ())
2744 return;
2745
2746 // find old force, or create new one
2747 object *force = force_find (shstr_noise_force);
2748
2749 if (force)
2750 force->speed_left = -1.f; // patch old speed up
2751 else
2752 {
2753 force = archetype::get (shstr_noise_force);
2754
2755 force->slaying = shstr_noise_force;
2756 force->stats.food = 1;
2757 force->speed_left = -1.f;
2758
2759 force->set_speed (1.f / 4.f);
2760 force->flag [FLAG_IS_USED_UP] = true;
2761 force->flag [FLAG_APPLIED] = true;
2762
2763 insert (force);
2764 }
2765}
2766
2767void object::change_move_type (MoveType mt)
2768{
2769 if (move_type == mt)
2770 return;
2771
2772 if (is_on_map ())
2773 {
2774 // we are on the map, so handle move_on/off effects
2775 remove ();
2776 move_type = mt;
2777 map->insert (this, x, y, this);
2778 }
2779 else
2780 move_type = mt;
2781}
2782
2783/* object should be a player.
2784 * we return the object the player has marked with the 'mark' command
2785 * below. If no match is found (or object has changed), we return
2786 * NULL. We leave it up to the calling function to print messages if
2787 * nothing is found.
2788 */
2789object *
2790object::mark () const
2791{
2792 if (contr && contr->mark && contr->mark->env == this)
2793 return contr->mark;
2794 else
2795 return 0;
2796}
2797

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