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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 1.346 by root, Wed May 4 07:36:40 2011 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 25#include <global.h>
28#include <stdio.h> 26#include <stdio.h>
29#include <sys/types.h> 27#include <sys/types.h>
30#include <sys/uio.h> 28#include <sys/uio.h>
31#include <object.h> 29#include <object.h>
32#include <funcpoint.h> 30#include <sproto.h>
33#include <loader.h>
34 31
35#include <bitset> 32#include <bitset>
36 33
37int nrofallocobjects = 0; 34UUID UUID::cur;
38static UUID uuid; 35static uint64_t seq_next_save;
39const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
40 38
41object *active_objects; /* List of active objects that need to be processed */ 39objectvec objects;
40activevec actives;
42 41
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
49
50short freearr_x[SIZEOFFREE] = {
51 0,
52 0, 1, 1, 1, 0, -1, -1, -1,
53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 54 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 55};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 56short freearr_y[SIZEOFFREE] = {
57 0,
58 -1, -1, 0, 1, 1, 1, 0, -1,
59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 60 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
48};
49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51}; 61};
52int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 63 0,
64 1, 2, 3, 4, 5, 6, 7, 8,
65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55}; 67};
56 68
69static int maxfree[SIZEOFFREE] = {
70 0,
71 9, 10, 13, 14, 17, 18, 21, 22,
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
74};
75
76const char *wall_suffix[16] = {
77 "0",
78 "1_3",
79 "1_4",
80 "2_1_2",
81 "1_2",
82 "2_2_4",
83 "2_2_1",
84 "3_1",
85 "1_1",
86 "2_2_3",
87 "2_2_2",
88 "3_3",
89 "2_1_1",
90 "3_4",
91 "3_2",
92 "4"
93};
94
57static void 95static void
58write_uuid (void) 96write_uuid (uval64 skip, bool sync)
59{ 97{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 98 CALL_BEGIN (2);
61 99 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 100 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 101 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 102 CALL_END;
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76} 103}
77 104
78static void 105static void
79read_uuid (void) 106read_uuid ()
80{ 107{
81 char filename[MAX_BUF]; 108 char filename[MAX_BUF];
82 109
83 sprintf (filename, "%s/uuid", settings.localdir); 110 sprintf (filename, "%s/uuid", settings.localdir);
111
112 seq_next_save = 0;
84 113
85 FILE *fp; 114 FILE *fp;
86 115
87 if (!(fp = fopen (filename, "r"))) 116 if (!(fp = fopen (filename, "r")))
88 { 117 {
89 if (errno == ENOENT) 118 if (errno == ENOENT)
90 { 119 {
91 LOG (llevInfo, "RESET uid to 1\n"); 120 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 121 UUID::cur.seq = 0;
93 write_uuid (); 122 write_uuid (UUID_GAP, true);
94 return; 123 return;
95 } 124 }
96 125
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 126 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 127 _exit (1);
99 } 128 }
100 129
101 int version; 130 char buf [UUID::MAX_LEN];
102 unsigned long long uid; 131 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 132 fgets (buf, sizeof (buf), fp);
133
134 if (!UUID::cur.parse (buf))
104 { 135 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 136 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 137 _exit (1);
107 } 138 }
108 139
109 uuid.seq = uid; 140 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
110 write_uuid (); 141
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 142 write_uuid (UUID_GAP, true);
112 fclose (fp); 143 fclose (fp);
113} 144}
114 145
115UUID 146UUID
116gen_uuid () 147UUID::gen ()
117{ 148{
118 UUID uid; 149 UUID uid;
119 150
120 uid.seq = ++uuid.seq; 151 uid.seq = ++cur.seq;
121 152
122 if (!(uuid.seq & (UUID_SKIP - 1))) 153 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 154 {
155 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
156 write_uuid (UUID_GAP, false);
157 }
158
124 159
125 return uid; 160 return uid;
126} 161}
127 162
128void 163void
129init_uuid () 164UUID::init ()
130{ 165{
131 read_uuid (); 166 read_uuid ();
132} 167}
133 168
169bool
170UUID::parse (const char *s)
171{
172 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
173 return false;
174
175 seq = 0;
176
177 while (*s != '>')
178 {
179 if (*s < '0')
180 return false;
181
182 // this gives nice branchless code with gcc
183 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
184 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
185
186 seq = (seq << 4) | digit;
187
188 ++s;
189 }
190
191 return true;
192}
193
194char *
195UUID::append (char *buf) const
196{
197 *buf++ = '<';
198 *buf++ = '1';
199 *buf++ = '.';
200
201 uint64_t seq = this->seq;
202 const int bits = 64;
203 char nz = 0;
204 static const char tohex [] = "0123456789abcdef";
205
206 // assert (len >= 3 + bits / 4 + 1 + 1);
207 for (int i = bits / 4; --i; )
208 {
209 uint8_t digit = seq >> (bits - 4);
210
211 *buf = tohex [digit];
212 nz |= digit;
213 buf += nz ? 1 : 0;
214 seq <<= 4;
215 }
216
217 // last digit is special - always emit
218 uint8_t digit = seq >> (bits - 4);
219 *buf++ = tohex [digit];
220
221 *buf++ = '>';
222
223 return buf;
224}
225
226char *
227UUID::c_str () const
228{
229 static char buf [MAX_LEN];
230 *append (buf) = 0;
231 return buf;
232}
233
134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 234/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int 235static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 236compare_ob_value_lists_one (const object *wants, const object *has)
137{ 237{
138 key_value *wants_field;
139
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 238 /* n-squared behaviour (see kv.get), but I'm hoping both
141 * objects with lists are rare, and lists stay short. If not, use a 239 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 240 * different structure or at least keep the lists sorted...
143 */ 241 */
144 242
145 /* For each field in wants, */ 243 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 244 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
147 { 245 if (has->kv.get (kv->key) != kv->value)
148 key_value *has_field; 246 return false;
149
150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
154 {
155 /* No field with that name. */
156 return FALSE;
157 }
158
159 /* Found the matching field. */
160 if (has_field->value != wants_field->value)
161 {
162 /* Values don't match, so this half of the comparison is false. */
163 return FALSE;
164 }
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 247
169 /* If we get here, every field in wants has a matching field in has. */ 248 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE; 249 return true;
171} 250}
172 251
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 252/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 253static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 254compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 255{
177 /* However, there may be fields in has which aren't partnered in wants, 256 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 257 * so we need to run the comparison *twice*. :(
179 */ 258 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 259 return compare_ob_value_lists_one (ob1, ob2)
260 && compare_ob_value_lists_one (ob2, ob1);
181} 261}
182 262
183/* Function examines the 2 objects given to it, and returns true if 263/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 264 * they can be merged together.
185 * 265 *
190 * Check nrof variable *before* calling can_merge() 270 * Check nrof variable *before* calling can_merge()
191 * 271 *
192 * Improvements made with merge: Better checking on potion, and also 272 * Improvements made with merge: Better checking on potion, and also
193 * check weight 273 * check weight
194 */ 274 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 275bool object::can_merge_slow (object *ob1, object *ob2)
197{ 276{
198 /* A couple quicksanity checks */ 277 /* A couple quick sanity checks */
199 if (ob1 == ob2 278 if (ob1 == ob2
200 || ob1->type != ob2->type 279 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value 280 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 281 || ob1->name != ob2->name
282 || ob1->custom_name != ob2->custom_name
283 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
204 return 0; 284 return 0;
205 285
206 //TODO: this ain't working well, use nicer and correct overflow check
207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 286 /* Do not merge objects if nrof would overflow, assume nrof
208 * value could not be stored in a sint32 (which unfortunately sometimes is 287 * is always 0 .. 2**31-1 */
209 * used to store nrof). 288 if (ob1->nrof > 0x7fffffff - ob2->nrof)
210 */
211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
212 return 0; 289 return 0;
213 290
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 291 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * This is to the comparison of the flags below will be OK. We 292 * This is to the comparison of the flags below will be OK. We
216 * just can't ignore the been applied or identified flags, as they 293 * just can't ignore the been applied or identified flags, as they
217 * are not equal - just if it has been identified, the been_applied 294 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning. 295 * flags lose any meaning.
219 */ 296 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 297 if (ob1->flag [FLAG_IDENTIFIED])
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 298 ob1->set_flag (FLAG_BEEN_APPLIED);
222 299
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 300 if (ob2->flag [FLAG_IDENTIFIED])
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 301 ob2->set_flag (FLAG_BEEN_APPLIED);
225 302
226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 303 if (ob1->arch->archname != ob2->arch->archname
227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 304 || ob1->name != ob2->name
229 || ob1->title != ob2->title 305 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 306 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 307 || ob1->weight != ob2->weight
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
234 || ob1->attacktype != ob2->attacktype 308 || ob1->attacktype != ob2->attacktype
235 || ob1->magic != ob2->magic 309 || ob1->magic != ob2->magic
236 || ob1->slaying != ob2->slaying 310 || ob1->slaying != ob2->slaying
237 || ob1->skill != ob2->skill 311 || ob1->skill != ob2->skill
238 || ob1->value != ob2->value 312 || ob1->value != ob2->value
239 || ob1->animation_id != ob2->animation_id 313 || ob1->animation_id != ob2->animation_id
314 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
240 || ob1->client_type != ob2->client_type 315 || ob1->client_type != ob2->client_type
241 || ob1->materialname != ob2->materialname 316 || ob1->material != ob2->material
242 || ob1->lore != ob2->lore 317 || ob1->lore != ob2->lore
243 || ob1->subtype != ob2->subtype 318 || ob1->subtype != ob2->subtype
244 || ob1->move_type != ob2->move_type 319 || ob1->move_type != ob2->move_type
245 || ob1->move_block != ob2->move_block 320 || ob1->move_block != ob2->move_block
246 || ob1->move_allow != ob2->move_allow 321 || ob1->move_allow != ob2->move_allow
247 || ob1->move_on != ob2->move_on 322 || ob1->move_on != ob2->move_on
248 || ob1->move_off != ob2->move_off 323 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow 324 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty) 325 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
326 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
327 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
251 return 0; 328 return 0;
252 329
330 if ((ob1->flag ^ ob2->flag)
331 .reset (FLAG_INV_LOCKED)
332 .reset (FLAG_REMOVED)
333 .any ())
334 return 0;
335
253 /* This is really a spellbook check - really, we should 336 /* This is really a spellbook check - we should in general
254 * check all objects in the inventory. 337 * not merge objects with real inventories, as splitting them
338 * is hard.
255 */ 339 */
256 if (ob1->inv || ob2->inv) 340 if (ob1->inv || ob2->inv)
257 { 341 {
258 /* if one object has inventory but the other doesn't, not equiv */ 342 if (!(ob1->inv && ob2->inv))
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 343 return 0; /* inventories differ in length */
260 return 0;
261 344
262 /* Now check to see if the two inventory objects could merge */ 345 if (ob1->inv->below || ob2->inv->below)
346 return 0; /* more than one object in inv */
347
263 if (!object::can_merge (ob1->inv, ob2->inv)) 348 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0; 349 return 0; /* inventory objects differ */
265 350
266 /* inventory ok - still need to check rest of this object to see 351 /* inventory ok - still need to check rest of this object to see
267 * if it is valid. 352 * if it is valid.
268 */ 353 */
269 } 354 }
270 355
271 /* Don't merge objects that are applied. With the new 'body' code, 356 /* Don't merge objects that are applied. With the new 'body' code,
272 * it is possible for most any character to have more than one of 357 * it is possible for most any character to have more than one of
273 * some items equipped, and we don't want those to merge. 358 * some items equipped, and we don't want those to merge.
274 */ 359 */
275 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 360 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
276 return 0; 361 return 0;
277 362
278 /* Note sure why the following is the case - either the object has to 363 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 364 * be animated or have a very low speed. Is this an attempted monster
280 * check? 365 * check?
281 */ 366 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 367 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
283 return 0; 368 return 0;
284 369
285 switch (ob1->type) 370 switch (ob1->type)
286 { 371 {
287 case SCROLL: 372 case SCROLL:
288 if (ob1->level != ob2->level) 373 if (ob1->level != ob2->level)
289 return 0; 374 return 0;
290 break; 375 break;
291 } 376 }
292 377
293 if (ob1->key_values != NULL || ob2->key_values != NULL) 378 if (!ob1->kv.empty () || !ob2->kv.empty ())
294 { 379 {
295 /* At least one of these has key_values. */ 380 /* At least one of these has key_values. */
296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 381 if (ob1->kv.empty () != ob2->kv.empty ())
297 /* One has fields, but the other one doesn't. */ 382 return 0; /* One has fields, but the other one doesn't. */
383
384 if (!compare_ob_value_lists (ob1, ob2))
298 return 0; 385 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0;
301 } 386 }
302 387
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self) 388 if (ob1->self || ob2->self)
305 { 389 {
306 ob1->optimise (); 390 ob1->optimise ();
307 ob2->optimise (); 391 ob2->optimise ();
308 392
309 if (ob1->self || ob2->self) 393 if (ob1->self || ob2->self)
394 {
395 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
396 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
397
398 if (k1 != k2)
310 return 0; 399 return 0;
400
401 if (k1 == 0)
402 return 1;
403
404 if (!cfperl_can_merge (ob1, ob2))
405 return 0;
406 }
311 } 407 }
312 408
313 /* Everything passes, must be OK. */ 409 /* Everything passes, must be OK. */
314 return 1; 410 return 1;
315} 411}
316 412
413// find player who can see this object
414object *
415object::visible_to () const
416{
417 if (client_visible () && !flag [FLAG_REMOVED])
418 {
419 // see if we are in a container of sorts
420 if (env)
421 {
422 // the player inventory itself is always visible
423 if (env->is_player ())
424 return env;
425
426 // else a player could have our env open
427 object *envest = env->outer_env_or_self ();
428
429 // the player itself is always on a map, so we will find him here
430 // even if our inv is in a player.
431 if (envest->is_on_map ())
432 if (object *pl = envest->ms ().player ())
433 if (pl->container_ () == env)
434 return pl;
435 }
436 else
437 {
438 // maybe there is a player standing on the same mapspace
439 // this will catch the case where "this" is a player
440 if (object *pl = ms ().player ())
441 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
442 || pl->container_ () == this)
443 return pl;
444 }
445 }
446
447 return 0;
448}
449
450// adjust weight per container type ("of holding")
451static uint32
452weight_adjust_for (object *op, uint32 weight)
453{
454 return op->type == CONTAINER
455 ? weight - weight * op->stats.Str / 100
456 : weight;
457}
458
317/* 459/*
460 * subtracts, then adds, the specified weight to an object,
461 * and also updates how much the environment(s) is/are carrying.
462 */
463static void
464adjust_weight (object *op, sint32 sub, sint32 add)
465{
466 while (op)
467 {
468 sint32 ocarrying = op->carrying;
469
470 op->carrying -= weight_adjust_for (op, sub);
471 op->carrying += weight_adjust_for (op, add);
472
473 if (object *pl = op->visible_to ())
474 if (pl != op) // player is handled lazily
475 esrv_update_item (UPD_WEIGHT, pl, op);
476
477 sub = ocarrying;
478 add = op->carrying;
479
480 op = op->env;
481 }
482}
483
484/*
318 * sum_weight() is a recursive function which calculates the weight 485 * this is a recursive function which calculates the weight
319 * an object is carrying. It goes through in figures out how much 486 * an object is carrying. It goes through op and figures out how much
320 * containers are carrying, and sums it up. 487 * containers are carrying, and sums it up.
321 */ 488 */
322long 489void
323sum_weight (object *op) 490object::update_weight ()
324{ 491{
325 long sum; 492 sint32 sum = 0;
326 object *inv;
327 493
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 494 for (object *op = inv; op; op = op->below)
329 {
330 if (inv->inv)
331 sum_weight (inv);
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
333 } 495 {
496 op->update_weight ();
334 497
335 if (op->type == CONTAINER && op->stats.Str) 498 sum += weight_adjust_for (this, op->total_weight ());
336 sum = (sum * (100 - op->stats.Str)) / 100; 499 }
337 500
338 if (op->carrying != sum) 501 if (sum != carrying)
502 {
503 if (carrying != sum && carrying)//D
504 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
505 (long long)sum, (long long)carrying, debug_desc ());
506
339 op->carrying = sum; 507 carrying = sum;
340 508
341 return sum; 509 if (object *pl = visible_to ())
510 if (pl != this) // player is handled lazily
511 esrv_update_item (UPD_WEIGHT, pl, this);
512 }
342} 513}
343 514
344/** 515/*
345 * Return the outermost environment object for a given object. 516 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
346 */ 517 */
347
348object *
349object_get_env_recursive (object *op)
350{
351 while (op->env != NULL)
352 op = op->env;
353 return op;
354}
355
356/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array.
360 */
361
362char * 518char *
363dump_object (object *op) 519dump_object (object *op)
364{ 520{
365 if (!op) 521 if (!op)
366 return strdup ("[NULLOBJ]"); 522 return strdup ("[NULLOBJ]");
367 523
368 object_freezer freezer; 524 object_freezer freezer;
369 save_object (freezer, op, 1); 525 op->write (freezer);
370 return freezer.as_string (); 526 return freezer.as_string ();
371} 527}
372 528
373/* 529char *
374 * get_nearest_part(multi-object, object 2) returns the part of the 530object::as_string ()
375 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned.
377 */
378
379object *
380get_nearest_part (object *op, const object *pl)
381{ 531{
382 object *tmp, *closest; 532 return dump_object (this);
383 int last_dist, i;
384
385 if (op->more == NULL)
386 return op;
387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
388 if ((i = distance (tmp, pl)) < last_dist)
389 closest = tmp, last_dist = i;
390 return closest;
391} 533}
392 534
393/* 535/*
394 * Returns the object which has the count-variable equal to the argument. 536 * Returns the object which has the count-variable equal to the argument.
537 * VERRRY slow.
395 */ 538 */
396
397object * 539object *
398find_object (tag_t i) 540find_object (tag_t i)
399{ 541{
400 for (object *op = object::first; op; op = op->next) 542 for_all_objects (op)
401 if (op->count == i) 543 if (op->count == i)
402 return op; 544 return op;
545
546 return 0;
547}
548
549/*
550 * Returns the object which has the uuid equal to the argument.
551 * MOAR VERRRY slow.
552 */
553
554object *
555find_object_uuid (UUID i)
556{
557 for_all_objects (op)
558 if (op->uuid == i)
559 return op;
403 560
404 return 0; 561 return 0;
405} 562}
406 563
407/* 564/*
408 * Returns the first object which has a name equal to the argument. 565 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 566 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 567 * Enables features like "patch <name-of-other-player> food 999"
411 */ 568 */
412
413object * 569object *
414find_object_name (const char *str) 570find_object_name (const char *str)
415{ 571{
416 shstr_cmp str_ (str); 572 shstr_cmp str_ (str);
417 object *op;
418 573
419 for (op = object::first; op != NULL; op = op->next) 574 if (str_)
575 for_all_objects (op)
420 if (op->name == str_) 576 if (op->name == str_)
421 break; 577 return op;
422 578
423 return op; 579 return 0;
424}
425
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430} 580}
431 581
432/* 582/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 583 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 584 * skill and experience objects.
585 * ACTUALLY NO! investigate! TODO
435 */ 586 */
436void 587void
437object::set_owner (object *owner) 588object::set_owner (object *owner)
438{ 589{
590 // allow objects which own objects
439 if (!owner) 591 if (owner)
440 return;
441
442 /* next line added to allow objects which own objects */
443 /* Add a check for ownercounts in here, as I got into an endless loop
444 * with the fireball owning a poison cloud which then owned the
445 * fireball. I believe that was caused by one of the objects getting
446 * freed and then another object replacing it. Since the ownercounts
447 * didn't match, this check is valid and I believe that cause is valid.
448 */
449 while (owner->owner) 592 while (owner->owner)
450 owner = owner->owner; 593 owner = owner->owner;
594
595 if (flag [FLAG_FREED])
596 {
597 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
598 return;
599 }
451 600
452 this->owner = owner; 601 this->owner = owner;
453}
454
455/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links.
457 */
458static void
459free_key_values (object *op)
460{
461 for (key_value *i = op->key_values; i != 0;)
462 {
463 key_value *next = i->next;
464 delete i;
465
466 i = next;
467 }
468
469 op->key_values = 0;
470} 602}
471 603
472/* 604/*
473 * copy_to first frees everything allocated by the dst object, 605 * copy_to first frees everything allocated by the dst object,
474 * and then copies the contents of itself into the second 606 * and then copies the contents of itself into the second
478 * will point at garbage. 610 * will point at garbage.
479 */ 611 */
480void 612void
481object::copy_to (object *dst) 613object::copy_to (object *dst)
482{ 614{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 615 dst->remove ();
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
485
486 *(object_copy *)dst = *this; 616 *(object_copy *)dst = *this;
487 617
488 if (is_freed) 618 // maybe move to object_copy?
489 SET_FLAG (dst, FLAG_FREED); 619 dst->kv = kv;
490 620
491 if (is_removed) 621 dst->flag [FLAG_REMOVED] = true;
492 SET_FLAG (dst, FLAG_REMOVED); 622 dst->activate ();
623}
493 624
494 if (speed < 0) 625void
495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0; 626object::instantiate ()
627{
628 if (!uuid.seq) // HACK
629 uuid = UUID::gen ();
496 630
497 /* Copy over key_values, if any. */ 631 // TODO: unclean state changes, should not be done in copy_to AND instantiate
498 if (key_values) 632 if (flag [FLAG_RANDOM_SPEED] && speed)
499 { 633 speed_left = - speed - rndm (); // TODO animation
500 key_value *tail = 0; 634 else
501 key_value *i; 635 speed_left = -1.;
502 636
503 dst->key_values = 0; 637 /* copy the body_info to the body_used - this is only really
638 * need for monsters, but doesn't hurt to do it for everything.
639 * by doing so, when a monster is created, it has good starting
640 * values for the body_used info, so when items are created
641 * for it, they can be properly equipped.
642 */
643 for (int i = NUM_BODY_LOCATIONS; i--; )
644 slot[i].used = slot[i].info;
504 645
505 for (i = key_values; i; i = i->next) 646 attachable::instantiate ();
506 {
507 key_value *new_link = new key_value;
508
509 new_link->next = 0;
510 new_link->key = i->key;
511 new_link->value = i->value;
512
513 /* Try and be clever here, too. */
514 if (!dst->key_values)
515 {
516 dst->key_values = new_link;
517 tail = new_link;
518 }
519 else
520 {
521 tail->next = new_link;
522 tail = new_link;
523 }
524 }
525 }
526
527 update_ob_speed (dst);
528} 647}
529 648
530object * 649object *
531object::clone () 650object::clone ()
532{ 651{
533 object *neu = create (); 652 object *neu = create ();
534 copy_to (neu); 653 copy_to (neu);
654
655 // TODO: unclean state changes, should not be done in clone AND instantiate
656 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
657 neu->speed_left = - neu->speed - rndm (); // TODO animation
658
659 neu->map = map; // not copied by copy_to
535 return neu; 660 return neu;
536} 661}
537 662
538/* 663/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 664 * 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 665 * 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. 666 * be called to update the face variable, _and_ how it looks on the map.
542 */ 667 */
543
544void 668void
545update_turn_face (object *op) 669update_turn_face (object *op)
546{ 670{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 671 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
548 return; 672 return;
673
549 SET_ANIMATION (op, op->direction); 674 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 675 update_object (op, UP_OBJ_FACE);
551} 676}
552 677
553/* 678/*
554 * Updates the speed of an object. If the speed changes from 0 to another 679 * 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. 680 * 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. 681 * This function needs to be called whenever the speed of an object changes.
557 */ 682 */
558void 683void
559update_ob_speed (object *op) 684object::set_speed (float speed)
560{ 685{
561 extern int arch_init; 686 this->speed = speed;
562 687
563 /* No reason putting the archetypes objects on the speed list, 688 if (has_active_speed ())
564 * since they never really need to be updated. 689 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 690 else
591 { 691 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} 692}
646 693
647/* 694/*
648 * update_object() updates the the map. 695 * update_object() updates the the map.
649 * It takes into account invisible objects (and represent squares covered 696 * It takes into account invisible objects (and represent squares covered
662 * UP_OBJ_FACE: only the objects face has changed. 709 * UP_OBJ_FACE: only the objects face has changed.
663 */ 710 */
664void 711void
665update_object (object *op, int action) 712update_object (object *op, int action)
666{ 713{
667 MoveType move_on, move_off, move_block, move_slow; 714 if (!op)
668
669 if (op == NULL)
670 { 715 {
671 /* this should never happen */ 716 /* this should never happen */
672 LOG (llevDebug, "update_object() called for NULL object.\n"); 717 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
673 return; 718 return;
674 } 719 }
675 720
676 if (op->env) 721 if (!op->is_on_map ())
677 { 722 {
678 /* Animation is currently handled by client, so nothing 723 /* Animation is currently handled by client, so nothing
679 * to do in this case. 724 * to do in this case.
680 */ 725 */
681 return; 726 return;
682 } 727 }
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;
689 728
690 /* make sure the object is within map boundaries */ 729 /* 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) 730 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
692 { 731 {
693 LOG (llevError, "update_object() called for object out of map!\n"); 732 LOG (llevError, "update_object() called for object out of map!\n");
697 return; 736 return;
698 } 737 }
699 738
700 mapspace &m = op->ms (); 739 mapspace &m = op->ms ();
701 740
702 if (m.flags_ & P_NEED_UPDATE) 741 if (!(m.flags_ & P_UPTODATE))
703 /* nop */; 742 /* nop */;
704 else if (action == UP_OBJ_INSERT) 743 else if (action == UP_OBJ_INSERT)
705 { 744 {
745#if 0
706 // this is likely overkill, TODO: revisit (schmorp) 746 // this is likely overkill, TODO: revisit (schmorp)
707 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 747 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
708 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 748 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
709 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 749 || (op->is_player () && !(m.flags_ & P_PLAYER))
710 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 750 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
711 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 751 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
712 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 752 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
713 || (m.move_on | op->move_on ) != m.move_on 753 || (m.move_on | op->move_on ) != m.move_on
714 || (m.move_off | op->move_off ) != m.move_off 754 || (m.move_off | op->move_off ) != m.move_off
715 || (m.move_slow | op->move_slow) != m.move_slow 755 || (m.move_slow | op->move_slow) != m.move_slow
716 /* This isn't perfect, but I don't expect a lot of objects to 756 /* This isn't perfect, but I don't expect a lot of objects to
717 * to have move_allow right now. 757 * have move_allow right now.
718 */ 758 */
719 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 759 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
760 m.invalidate ();
761#else
720 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 762 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
721 m.flags_ = P_NEED_UPDATE; 763 m.invalidate ();
764#endif
722 } 765 }
723 /* if the object is being removed, we can't make intelligent 766 /* if the object is being removed, we can't make intelligent
724 * decisions, because remove_ob can't really pass the object 767 * decisions, because remove_ob can't really pass the object
725 * that is being removed. 768 * that is being removed.
726 */ 769 */
727 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 770 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
728 m.flags_ = P_NEED_UPDATE; 771 m.invalidate ();
729 else if (action == UP_OBJ_FACE) 772 else if (action == UP_OBJ_FACE)
730 /* Nothing to do for that case */ ; 773 /* Nothing to do for that case */ ;
731 else 774 else
732 LOG (llevError, "update_object called with invalid action: %d\n", action); 775 LOG (llevError, "update_object called with invalid action: %d\n", action);
733 776
734 if (op->more) 777 if (op->more)
735 update_object (op->more, action); 778 update_object (op->more, action);
736} 779}
737 780
738object::vector object::objects; // not yet used
739object *object::first;
740
741object::object () 781object::object ()
742{ 782{
743 SET_FLAG (this, FLAG_REMOVED); 783 this->set_flag (FLAG_REMOVED);
744 784
745 expmul = 1.0; 785 //expmul = 1.0; declared const for the time being
746 face = blank_face; 786 face = blank_face;
787 material = MATERIAL_NULL;
747} 788}
748 789
749object::~object () 790object::~object ()
750{ 791{
751 free_key_values (this); 792 unlink ();
793
794 kv.clear ();
752} 795}
753 796
754void object::link () 797void object::link ()
755{ 798{
756 count = ++ob_count; 799 assert (!index);//D
757 uuid = gen_uuid (); 800 uuid = UUID::gen ();
758 801
759 prev = 0; 802 refcnt_inc ();
760 next = object::first; 803 objects.insert (this);
761 804
762 if (object::first) 805 ++create_count;
763 object::first->prev = this;
764 806
765 object::first = this;
766} 807}
767 808
768void object::unlink () 809void object::unlink ()
769{ 810{
770 if (this == object::first) 811 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; 812 return;
814 813
815 flag [FLAG_FREED] = 1; 814 ++destroy_count;
816 815
817 // hack to ensure that freed objects still have a valid map 816 objects.erase (this);
818 { 817 refcnt_dec ();
819 static maptile *freed_map; // freed objects are moved here to avoid crashes 818}
820 819
821 if (!freed_map) 820void
821object::activate ()
822{
823 /* If already on active list, don't do anything */
824 if (active)
825 return;
826
827 if (has_active_speed ())
822 { 828 {
823 freed_map = new maptile; 829 if (flag [FLAG_FREED])
830 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
824 831
825 freed_map->name = "/internal/freed_objects_map"; 832 actives.insert (this);
826 freed_map->width = 3;
827 freed_map->height = 3;
828
829 freed_map->allocate ();
830 } 833 }
834}
831 835
832 map = freed_map; 836void
833 x = 1; 837object::activate_recursive ()
834 y = 1; 838{
839 activate ();
840
841 for (object *op = inv; op; op = op->below)
842 op->activate_recursive ();
843}
844
845/* This function removes object 'op' from the list of active
846 * objects.
847 * This should only be used for style maps or other such
848 * reference maps where you don't want an object that isn't
849 * in play chewing up cpu time getting processed.
850 * The reverse of this is to call update_ob_speed, which
851 * will do the right thing based on the speed of the object.
852 */
853void
854object::deactivate ()
855{
856 /* If not on the active list, nothing needs to be done */
857 if (!active)
858 return;
859
860 actives.erase (this);
861}
862
863void
864object::deactivate_recursive ()
865{
866 for (object *op = inv; op; op = op->below)
867 op->deactivate_recursive ();
868
869 deactivate ();
870}
871
872void
873object::set_flag_inv (int flag, int value)
874{
875 for (object *op = inv; op; op = op->below)
876 {
877 op->flag [flag] = value;
878 op->set_flag_inv (flag, value);
835 } 879 }
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} 880}
855 881
856/* 882/*
857 * Remove and free all objects in the inventory of the given object. 883 * Remove and free all objects in the inventory of the given object.
858 * object.c ? 884 * object.c ?
859 */ 885 */
860void 886void
861object::destroy_inv (bool drop_to_ground) 887object::destroy_inv (bool drop_to_ground)
862{ 888{
889 // need to check first, because the checks below might segfault
890 // as we might be on an invalid mapspace and crossfire code
891 // is too buggy to ensure that the inventory is empty.
892 // corollary: if you create arrows etc. with stuff in its inventory,
893 // cf will crash below with off-map x and y
863 if (!inv) 894 if (!inv)
864 return; 895 return;
865 896
866 /* Only if the space blocks everything do we not process - 897 /* Only if the space blocks everything do we not process -
867 * if some form of movement is allowed, let objects 898 * if some form of movement is allowed, let objects
868 * drop on that space. 899 * drop on that space.
869 */ 900 */
870 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) 901 if (!drop_to_ground
902 || !map
903 || !map->linkable ()
904 || map->no_drop
905 || ms ().move_block == MOVE_ALL)
871 { 906 {
872 while (inv) 907 while (inv)
873 {
874 inv->destroy_inv (drop_to_ground);
875 inv->destroy (); 908 inv->destroy ();
876 }
877 } 909 }
878 else 910 else
879 { /* Put objects in inventory onto this space */ 911 { /* Put objects in inventory onto this space */
880 while (inv) 912 while (inv)
881 { 913 {
883 915
884 if (op->flag [FLAG_STARTEQUIP] 916 if (op->flag [FLAG_STARTEQUIP]
885 || op->flag [FLAG_NO_DROP] 917 || op->flag [FLAG_NO_DROP]
886 || op->type == RUNE 918 || op->type == RUNE
887 || op->type == TRAP 919 || op->type == TRAP
888 || op->flag [FLAG_IS_A_TEMPLATE]) 920 || op->flag [FLAG_IS_A_TEMPLATE]
921 || op->flag [FLAG_DESTROY_ON_DEATH])
889 op->destroy (); 922 op->destroy ();
890 else 923 else
891 { 924 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 } 925 }
898 } 926 }
899} 927}
900 928
929/*
930 * Remove and free all objects in the inventory of the given object.
931 * Unlike destroy_inv, this assumes the *this is destroyed as well
932 * well, so we can (and have to!) take shortcuts.
933 */
901void 934void
902object::destroy (bool destroy_inventory) 935object::destroy_inv_fast ()
936{
937 while (object *op = inv)
938 {
939 // remove from object the fast way
940 op->flag [FLAG_REMOVED] = true;
941 op->env = 0;
942 if ((inv = inv->below))
943 inv->above = 0;
944
945 // then destroy
946 op->destroy ();
947 }
948}
949
950void
951object::freelist_free (int count)
952{
953 while (count-- && freelist)
954 {
955 freelist_item *next = freelist->next;
956 // count is being "destroyed"
957
958 sfree ((char *)freelist, sizeof (object));
959
960 freelist = next;
961 --free_count;
962 }
963}
964
965object *
966object::create ()
967{
968 object *op;
969
970 if (freelist)
971 {
972 freelist_item li = *freelist;
973 memset (freelist, 0, sizeof (object));
974
975 op = new (freelist) object;
976 op->count = li.count;
977
978 freelist = li.next;
979 --free_count;
980 }
981 else
982 {
983 void *ni = salloc0<char> (sizeof (object));
984
985 op = new(ni) object;
986
987 op->count = ++object_count;
988 }
989
990 op->link ();
991
992 return op;
993}
994
995void
996object::do_delete ()
997{
998 uint32_t count = this->count;
999
1000 this->~object ();
1001
1002 freelist_item *li = (freelist_item *)this;
1003 li->next = freelist;
1004 li->count = count;
1005
1006 freelist = li;
1007 ++free_count;
1008}
1009
1010static struct freed_map : maptile
1011{
1012 freed_map ()
1013 : maptile (3, 3)
1014 {
1015 path = "<freed objects map>";
1016 name = "/internal/freed_objects_map";
1017 no_drop = 1;
1018 no_reset = 1;
1019
1020 in_memory = MAP_ACTIVE;
1021 }
1022
1023 ~freed_map ()
1024 {
1025 destroy ();
1026 }
1027} freed_map; // freed objects are moved here to avoid crashes
1028
1029void
1030object::do_destroy ()
1031{
1032 if (flag [FLAG_IS_LINKED])
1033 remove_link ();
1034
1035 if (flag [FLAG_FRIENDLY])
1036 remove_friendly_object (this);
1037
1038 remove ();
1039
1040 attachable::do_destroy ();
1041
1042 deactivate ();
1043 unlink ();
1044
1045 flag [FLAG_FREED] = 1;
1046
1047 // hack to ensure that freed objects still have a valid map
1048 map = &freed_map;
1049 x = 1;
1050 y = 1;
1051
1052 if (more)
1053 {
1054 more->destroy ();
1055 more = 0;
1056 }
1057
1058 head = 0;
1059
1060 // clear those pointers that likely might cause circular references
1061 owner = 0;
1062 enemy = 0;
1063 attacked_by = 0;
1064 current_weapon = 0;
1065}
1066
1067void
1068object::destroy ()
903{ 1069{
904 if (destroyed ()) 1070 if (destroyed ())
905 return; 1071 return;
906 1072
907 if (more) 1073 if (!is_head () && !head->destroyed ())
908 {
909 //TODO: non-head objects must not have inventory
910 more->destroy (destroy_inventory);
911 more = 0;
912 } 1074 {
1075 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1076 head->destroy ();
1077 return;
1078 }
913 1079
914 if (destroy_inventory)
915 destroy_inv (true); 1080 destroy_inv_fast ();
1081
1082 if (is_head ())
1083 if (sound_destroy)
1084 play_sound (sound_destroy);
1085 else if (flag [FLAG_MONSTER])
1086 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
916 1087
917 attachable::destroy (); 1088 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} 1089}
936 1090
937/* op->remove (): 1091/* op->remove ():
938 * This function removes the object op from the linked list of objects 1092 * 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 1093 * which it is currently tied to. When this function is done, the
940 * object will have no environment. If the object previously had an 1094 * object will have no environment. If the object previously had an
941 * environment, the x and y coordinates will be updated to 1095 * environment, the x and y coordinates will be updated to
942 * the previous environment. 1096 * the previous environment.
943 * Beware: This function is called from the editor as well!
944 */ 1097 */
945void 1098void
946object::remove () 1099object::do_remove ()
947{ 1100{
948 object *tmp, *last = 0; 1101 if (flag [FLAG_REMOVED])
949 object *otmp;
950
951 if (QUERY_FLAG (this, FLAG_REMOVED))
952 return; 1102 return;
953 1103
954 SET_FLAG (this, FLAG_REMOVED);
955 INVOKE_OBJECT (REMOVE, this); 1104 INVOKE_OBJECT (REMOVE, this);
1105
1106 flag [FLAG_REMOVED] = true;
956 1107
957 if (more) 1108 if (more)
958 more->remove (); 1109 more->remove ();
959 1110
960 /* 1111 /*
961 * In this case, the object to be removed is in someones 1112 * In this case, the object to be removed is in someones
962 * inventory. 1113 * inventory.
963 */ 1114 */
964 if (env) 1115 if (env)
965 { 1116 {
966 if (nrof) 1117 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
967 sub_weight (env, weight * nrof); 1118 if (object *pl = visible_to ())
968 else 1119 esrv_del_item (pl->contr, count);
969 sub_weight (env, weight + carrying); 1120 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
970 1121
971 /* NO_FIX_PLAYER is set when a great many changes are being 1122 adjust_weight (env, total_weight (), 0);
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 1123
978 if (above != NULL) 1124 object *pl = in_player ();
979 above->below = below;
980 else
981 env->inv = below;
982
983 if (below != NULL)
984 below->above = above;
985 1125
986 /* we set up values so that it could be inserted into 1126 /* we set up values so that it could be inserted into
987 * the map, but we don't actually do that - it is up 1127 * the map, but we don't actually do that - it is up
988 * to the caller to decide what we want to do. 1128 * to the caller to decide what we want to do.
989 */ 1129 */
990 x = env->x, y = env->y;
991 map = env->map; 1130 map = env->map;
992 above = 0, below = 0; 1131 x = env->x;
993 env = 0; 1132 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 1133
1001 /* link the object above us */ 1134 // make sure cmov optimisation is applicable
1002 if (above) 1135 *(above ? &above->below : &env->inv) = below;
1003 above->below = below; 1136 *(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 1137
1030 above = 0; 1138 above = 0;
1031 below = 0; 1139 below = 0;
1140 env = 0;
1032 1141
1033 if (map->in_memory == MAP_SAVING) 1142 if (pl && pl->is_player ())
1034 return; 1143 {
1144 if (expect_false (pl->contr->combat_ob == this))
1145 {
1146 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1147 pl->contr->combat_ob = 0;
1148 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1149 }
1150
1151 if (expect_false (pl->contr->ranged_ob == this))
1152 {
1153 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1154 pl->contr->ranged_ob = 0;
1155 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1156 }
1157
1158 pl->contr->queue_stats_update ();
1159
1160 if (expect_false (glow_radius) && pl->is_on_map ())
1161 update_all_los (pl->map, pl->x, pl->y);
1162 }
1163 }
1164 else if (map)
1165 {
1166 map->dirty = true;
1167 mapspace &ms = this->ms ();
1168
1169 if (object *pl = ms.player ())
1170 {
1171 if (is_player ())
1172 {
1173 if (!flag [FLAG_WIZPASS])
1174 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1175
1176 // leaving a spot always closes any open container on the ground
1177 if (container && !container->env)
1178 // this causes spurious floorbox updates, but it ensures
1179 // that the CLOSE event is being sent.
1180 close_container ();
1181
1182 --map->players;
1183 map->touch ();
1184 }
1185 else if (pl->container_ () == this)
1186 {
1187 // removing a container should close it
1188 close_container ();
1189 }
1190 else
1191 esrv_del_item (pl->contr, count);
1192 }
1193
1194 /* link the object above us */
1195 // re-link, make sure compiler can easily use cmove
1196 *(above ? &above->below : &ms.top) = below;
1197 *(below ? &below->above : &ms.bot) = above;
1198
1199 above = 0;
1200 below = 0;
1201
1202 ms.invalidate ();
1035 1203
1036 int check_walk_off = !flag [FLAG_NO_APPLY]; 1204 int check_walk_off = !flag [FLAG_NO_APPLY];
1037 1205
1038 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1206 if (object *pl = ms.player ())
1039 { 1207 {
1040 /* No point updating the players look faces if he is the object 1208 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 1209 /* If a container that the player is currently using somehow gets
1047 * removed (most likely destroyed), update the player view 1210 * removed (most likely destroyed), update the player view
1048 * appropriately. 1211 * appropriately.
1049 */ 1212 */
1050 if (tmp->container == this) 1213 pl->close_container ();
1051 {
1052 flag [FLAG_APPLIED] = 0;
1053 tmp->container = 0;
1054 }
1055 1214
1215 //TODO: the floorbox prev/next might need updating
1216 //esrv_del_item (pl->contr, count);
1217 //TODO: update floorbox to preserve ordering
1056 if (tmp->contr->ns) 1218 if (pl->contr->ns)
1057 tmp->contr->ns->floorbox_update (); 1219 pl->contr->ns->floorbox_update ();
1220 }
1221
1222 if (check_walk_off)
1223 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1224 {
1225 above = tmp->above;
1226
1227 /* No point updating the players look faces if he is the object
1228 * being removed.
1058 } 1229 */
1059 1230
1060 /* See if player moving off should effect something */ 1231 /* See if object moving off should effect something */
1061 if (check_walk_off
1062 && ((move_type & tmp->move_off) 1232 if ((move_type & tmp->move_off)
1063 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1233 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1064 {
1065 move_apply (tmp, this, 0); 1234 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 } 1235 }
1070 1236
1071 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1237 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); 1238 update_all_los (map, x, y);
1087 } 1239 }
1088} 1240}
1089 1241
1090/* 1242/*
1099merge_ob (object *op, object *top) 1251merge_ob (object *op, object *top)
1100{ 1252{
1101 if (!op->nrof) 1253 if (!op->nrof)
1102 return 0; 1254 return 0;
1103 1255
1104 if (top) 1256 if (!top)
1105 for (top = op; top && top->above; top = top->above) 1257 for (top = op; top && top->above; top = top->above)
1106 ; 1258 ;
1107 1259
1108 for (; top; top = top->below) 1260 for (; top; top = top->below)
1109 {
1110 if (top == op)
1111 continue;
1112
1113 if (object::can_merge (op, top)) 1261 if (object::can_merge (op, top))
1114 { 1262 {
1115 top->nrof += op->nrof; 1263 top->nrof += op->nrof;
1116 1264
1117/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1265 if (object *pl = top->visible_to ())
1118 op->weight = 0; /* Don't want any adjustements now */ 1266 esrv_update_item (UPD_NROF, pl, top);
1267
1268 op->weight = 0; // cancel the addition above
1269 op->carrying = 0; // must be 0 already
1270
1119 op->destroy (); 1271 op->destroy ();
1272
1120 return top; 1273 return top;
1121 } 1274 }
1122 }
1123 1275
1124 return 0; 1276 return 0;
1125} 1277}
1126 1278
1279void
1280object::expand_tail ()
1281{
1282 if (more)
1283 return;
1284
1285 object *prev = this;
1286
1287 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1288 {
1289 object *op = at->instance ();
1290
1291 op->name = name;
1292 op->name_pl = name_pl;
1293 op->title = title;
1294
1295 op->head = this;
1296 prev->more = op;
1297
1298 prev = op;
1299 }
1300}
1301
1127/* 1302/*
1128 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1303 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1129 * job preparing multi-part monsters 1304 * job preparing multi-part monsters.
1130 */ 1305 */
1131object * 1306object *
1132insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1307insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1133{ 1308{
1134 object *tmp; 1309 op->remove ();
1135 1310
1136 if (op->head)
1137 op = op->head;
1138
1139 for (tmp = op; tmp; tmp = tmp->more) 1311 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1140 { 1312 {
1141 tmp->x = x + tmp->arch->clone.x; 1313 tmp->x = x + tmp->arch->x;
1142 tmp->y = y + tmp->arch->clone.y; 1314 tmp->y = y + tmp->arch->y;
1143 } 1315 }
1144 1316
1145 return insert_ob_in_map (op, m, originator, flag); 1317 return insert_ob_in_map (op, m, originator, flag);
1146} 1318}
1147 1319
1160 * Passing 0 for flag gives proper default values, so flag really only needs 1332 * Passing 0 for flag gives proper default values, so flag really only needs
1161 * to be set if special handling is needed. 1333 * to be set if special handling is needed.
1162 * 1334 *
1163 * Return value: 1335 * Return value:
1164 * new object if 'op' was merged with other object 1336 * new object if 'op' was merged with other object
1165 * NULL if 'op' was destroyed 1337 * NULL if there was an error (destroyed, blocked etc.)
1166 * just 'op' otherwise 1338 * just 'op' otherwise
1167 */ 1339 */
1168object * 1340object *
1169insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1341insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1170{ 1342{
1171 object *tmp, *top, *floor = NULL; 1343 op->remove ();
1172 sint16 x, y;
1173 1344
1174 if (QUERY_FLAG (op, FLAG_FREED)) 1345 if (m == &freed_map)//D TODO: remove soon
1175 { 1346 {//D
1176 LOG (llevError, "Trying to insert freed object!\n"); 1347 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1177 return NULL;
1178 } 1348 }//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 1349
1243 /* Ideally, the caller figures this out. However, it complicates a lot 1350 /* 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 1351 * of areas of callers (eg, anything that uses find_free_spot would now
1245 * need extra work 1352 * need extra work
1246 */ 1353 */
1247 op->map = get_map_from_coord (m, &op->x, &op->y); 1354 maptile *newmap = m;
1248 x = op->x; 1355 if (!xy_normalise (newmap, op->x, op->y))
1249 y = op->y; 1356 {
1357 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1358 return 0;
1359 }
1360
1361 if (object *more = op->more)
1362 if (!insert_ob_in_map (more, m, originator, flag))
1363 return 0;
1364
1365 op->flag [FLAG_REMOVED] = false;
1366 op->env = 0;
1367 op->map = newmap;
1368
1369 mapspace &ms = op->ms ();
1250 1370
1251 /* this has to be done after we translate the coordinates. 1371 /* this has to be done after we translate the coordinates.
1252 */ 1372 */
1253 if (op->nrof && !(flag & INS_NO_MERGE)) 1373 if (op->nrof && !(flag & INS_NO_MERGE))
1254 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1374 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1255 if (object::can_merge (op, tmp)) 1375 if (object::can_merge (op, tmp))
1256 { 1376 {
1377 // TODO: we actually want to update tmp, not op,
1378 // but some caller surely breaks when we return tmp
1379 // from here :/
1257 op->nrof += tmp->nrof; 1380 op->nrof += tmp->nrof;
1258 tmp->destroy (); 1381 tmp->destroy ();
1259 } 1382 }
1260 1383
1261 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1384 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1262 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1385 op->clr_flag (FLAG_INV_LOCKED);
1263 1386
1264 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1387 if (!op->flag [FLAG_ALIVE])
1265 CLEAR_FLAG (op, FLAG_NO_STEAL); 1388 op->clr_flag (FLAG_NO_STEAL);
1266 1389
1267 if (flag & INS_BELOW_ORIGINATOR) 1390 if (flag & INS_BELOW_ORIGINATOR)
1268 { 1391 {
1269 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1392 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1270 { 1393 {
1271 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1394 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1272 abort (); 1395 abort ();
1273 } 1396 }
1274 1397
1398 if (!originator->is_on_map ())
1399 {
1400 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1401 op->debug_desc (), originator->debug_desc ());
1402 abort ();
1403 }
1404
1275 op->above = originator; 1405 op->above = originator;
1276 op->below = originator->below; 1406 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; 1407 originator->below = op;
1408
1409 *(op->below ? &op->below->above : &ms.bot) = op;
1285 } 1410 }
1286 else 1411 else
1287 { 1412 {
1413 object *floor = 0;
1414 object *top = ms.top;
1415
1288 /* If there are other objects, then */ 1416 /* If there are other objects, then */
1289 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1417 if (top)
1290 { 1418 {
1291 object *last = NULL;
1292
1293 /* 1419 /*
1294 * If there are multiple objects on this space, we do some trickier handling. 1420 * If there are multiple objects on this space, we do some trickier handling.
1295 * We've already dealt with merging if appropriate. 1421 * We've already dealt with merging if appropriate.
1296 * Generally, we want to put the new object on top. But if 1422 * Generally, we want to put the new object on top. But if
1297 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1423 * 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 1426 * 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 1427 * 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 1428 * when lots of spells are cast in one area. Currently, it is presumed
1303 * that flying non pickable objects are spell objects. 1429 * that flying non pickable objects are spell objects.
1304 */ 1430 */
1305 1431 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1306 while (top != NULL)
1307 { 1432 {
1308 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1433 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1309 floor = top; 1434 floor = tmp;
1310 1435
1311 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1436 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1312 { 1437 {
1313 /* We insert above top, so we want this object below this */ 1438 /* We insert above top, so we want this object below this */
1314 top = top->below; 1439 top = tmp->below;
1315 break; 1440 break;
1316 } 1441 }
1317 1442
1318 last = top;
1319 top = top->above; 1443 top = tmp;
1320 } 1444 }
1321
1322 /* Don't want top to be NULL, so set it to the last valid object */
1323 top = last;
1324 1445
1325 /* We let update_position deal with figuring out what the space 1446 /* We let update_position deal with figuring out what the space
1326 * looks like instead of lots of conditions here. 1447 * looks like instead of lots of conditions here.
1327 * makes things faster, and effectively the same result. 1448 * makes things faster, and effectively the same result.
1328 */ 1449 */
1329 1450
1330 /* Have object 'fall below' other objects that block view. 1451 /* Have object 'fall below' other objects that block view.
1331 * Unless those objects are exits, type 66 1452 * Unless those objects are exits.
1332 * If INS_ON_TOP is used, don't do this processing 1453 * If INS_ON_TOP is used, don't do this processing
1333 * Need to find the object that in fact blocks view, otherwise 1454 * Need to find the object that in fact blocks view, otherwise
1334 * stacking is a bit odd. 1455 * stacking is a bit odd.
1335 */ 1456 */
1336 if (!(flag & INS_ON_TOP) && 1457 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)) 1458 && ms.flags () & P_BLOCKSVIEW
1459 && (op->face && !faces [op->face].visibility))
1338 { 1460 {
1461 object *last;
1462
1339 for (last = top; last != floor; last = last->below) 1463 for (last = top; last != floor; last = last->below)
1340 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1464 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1341 break; 1465 break;
1466
1342 /* Check to see if we found the object that blocks view, 1467 /* Check to see if we found the object that blocks view,
1343 * and make sure we have a below pointer for it so that 1468 * and make sure we have a below pointer for it so that
1344 * we can get inserted below this one, which requires we 1469 * we can get inserted below this one, which requires we
1345 * set top to the object below us. 1470 * set top to the object below us.
1346 */ 1471 */
1347 if (last && last->below && last != floor) 1472 if (last && last->below && last != floor)
1348 top = last->below; 1473 top = last->below;
1349 } 1474 }
1350 } /* If objects on this space */ 1475 } /* If objects on this space */
1351 1476
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) 1477 if (flag & INS_ABOVE_FLOOR_ONLY)
1356 top = floor; 1478 top = floor;
1357 1479
1358 /* Top is the object that our object (op) is going to get inserted above. 1480 // insert object above top, or bottom-most if top = 0
1359 */
1360
1361 /* First object on this space */
1362 if (!top) 1481 if (!top)
1363 { 1482 {
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; 1483 op->below = 0;
1484 op->above = ms.bot;
1370 op->ms ().bot = op; 1485 ms.bot = op;
1486
1487 *(op->above ? &op->above->below : &ms.top) = op;
1371 } 1488 }
1372 else 1489 else
1373 { /* get inserted into the stack above top */ 1490 {
1374 op->above = top->above; 1491 op->above = top->above;
1375
1376 if (op->above)
1377 op->above->below = op; 1492 top->above = op;
1378 1493
1379 op->below = top; 1494 op->below = top;
1380 top->above = op; 1495 *(op->above ? &op->above->below : &ms.top) = op;
1381 } 1496 }
1497 }
1382 1498
1383 if (op->above == NULL) 1499 if (op->is_player ())
1384 op->ms ().top = op; 1500 {
1385 } /* else not INS_BELOW_ORIGINATOR */
1386
1387 if (op->type == PLAYER)
1388 op->contr->do_los = 1; 1501 op->contr->do_los = 1;
1502 ++op->map->players;
1503 op->map->touch ();
1504 }
1389 1505
1390 /* If we have a floor, we know the player, if any, will be above 1506 op->map->dirty = true;
1391 * it, so save a few ticks and start from there. 1507
1392 */
1393 if (!(flag & INS_MAP_LOAD))
1394 if (object *pl = op->ms ().player ()) 1508 if (object *pl = ms.player ())
1509 //TODO: the floorbox prev/next might need updating
1510 //esrv_send_item (pl, op);
1511 //TODO: update floorbox to preserve ordering
1395 if (pl->contr->ns) 1512 if (pl->contr->ns)
1396 pl->contr->ns->floorbox_update (); 1513 pl->contr->ns->floorbox_update ();
1397 1514
1398 /* If this object glows, it may affect lighting conditions that are 1515 /* If this object glows, it may affect lighting conditions that are
1399 * visible to others on this map. But update_all_los is really 1516 * 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 1517 * 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 1518 * on the map will get recalculated. The players could very well
1402 * be far away from this change and not affected in any way - 1519 * be far away from this change and not affected in any way -
1403 * this should get redone to only look for players within range, 1520 * this should get redone to only look for players within range,
1404 * or just updating the P_NEED_UPDATE for spaces within this area 1521 * or just updating the P_UPTODATE for spaces within this area
1405 * of effect may be sufficient. 1522 * of effect may be sufficient.
1406 */ 1523 */
1407 if (op->map->darkness && (op->glow_radius != 0)) 1524 if (op->affects_los ())
1525 {
1526 op->ms ().invalidate ();
1408 update_all_los (op->map, op->x, op->y); 1527 update_all_los (op->map, op->x, op->y);
1528 }
1409 1529
1410 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1530 /* updates flags (blocked, alive, no magic, etc) for this map space */
1411 update_object (op, UP_OBJ_INSERT); 1531 update_object (op, UP_OBJ_INSERT);
1412 1532
1413 INVOKE_OBJECT (INSERT, op); 1533 INVOKE_OBJECT (INSERT, op);
1420 * blocked() and wall() work properly), and these flags are updated by 1540 * blocked() and wall() work properly), and these flags are updated by
1421 * update_object(). 1541 * update_object().
1422 */ 1542 */
1423 1543
1424 /* if this is not the head or flag has been passed, don't check walk on status */ 1544 /* 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) 1545 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1426 { 1546 {
1427 if (check_move_on (op, originator)) 1547 if (check_move_on (op, originator, flag))
1428 return 0; 1548 return 0;
1429 1549
1430 /* If we are a multi part object, lets work our way through the check 1550 /* If we are a multi part object, let's work our way through the check
1431 * walk on's. 1551 * walk on's.
1432 */ 1552 */
1433 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1553 for (object *tmp = op->more; tmp; tmp = tmp->more)
1434 if (check_move_on (tmp, originator)) 1554 if (check_move_on (tmp, originator, flag))
1435 return 0; 1555 return 0;
1436 } 1556 }
1437 1557
1438 return op; 1558 return op;
1439} 1559}
1441/* this function inserts an object in the map, but if it 1561/* 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. 1562 * 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. 1563 * op is the object to insert it under: supplies x and the map.
1444 */ 1564 */
1445void 1565void
1446replace_insert_ob_in_map (const char *arch_string, object *op) 1566replace_insert_ob_in_map (shstr_tmp archname, object *op)
1447{ 1567{
1448 object *tmp, *tmp1;
1449
1450 /* first search for itself and remove any old instances */ 1568 /* first search for itself and remove any old instances */
1451 1569
1452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1570 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1453 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1571 if (tmp->arch->archname == archname) /* same archetype */
1454 tmp->destroy (); 1572 tmp->destroy ();
1455 1573
1456 tmp1 = arch_to_object (archetype::find (arch_string)); 1574 object *tmp = archetype::find (archname)->instance ();
1457 1575
1458 tmp1->x = op->x; 1576 tmp->x = op->x;
1459 tmp1->y = op->y; 1577 tmp->y = op->y;
1578
1460 insert_ob_in_map (tmp1, op->map, op, 0); 1579 insert_ob_in_map (tmp, op->map, op, 0);
1461} 1580}
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 1581
1471object * 1582object *
1472get_split_ob (object *orig_ob, uint32 nr) 1583object::insert_at (object *where, object *originator, int flags)
1473{ 1584{
1474 object *newob; 1585 if (where->env)
1475 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1586 return where->env->insert (this);
1476 1587 else
1477 if (orig_ob->nrof < nr) 1588 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} 1589}
1503 1590
1591// check whether we can put this into the map, respect max_volume, max_items
1592bool
1593object::can_drop_at (maptile *m, int x, int y, object *originator)
1594{
1595 mapspace &ms = m->at (x, y);
1596
1597 int items = ms.items ();
1598
1599 if (!items // testing !items ensures we can drop at least one item
1600 || (items < m->max_items
1601 && ms.volume () < m->max_volume))
1602 return true;
1603
1604 if (originator && originator->is_player ())
1605 originator->contr->failmsgf (
1606 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1607 query_name ()
1608 );
1609
1610 return false;
1611}
1612
1504/* 1613/*
1505 * decrease_ob_nr(object, number) decreases a specified number from 1614 * decrease(object, number) decreases a specified number from
1506 * the amount of an object. If the amount reaches 0, the object 1615 * the amount of an object. If the amount reaches 0, the object
1507 * is subsequently removed and freed. 1616 * is subsequently removed and freed.
1508 * 1617 *
1509 * Return value: 'op' if something is left, NULL if the amount reached 0 1618 * Return value: 'op' if something is left, NULL if the amount reached 0
1510 */ 1619 */
1620bool
1621object::decrease (sint32 nr)
1622{
1623 if (!nr)
1624 return true;
1511 1625
1626 nr = min (nr, nrof);
1627
1628 if (nrof > nr)
1629 {
1630 sint64 oweight = total_weight ();
1631
1632 nrof -= nr;
1633
1634 if (object *pl = visible_to ())
1635 esrv_update_item (UPD_NROF, pl, this);
1636
1637 adjust_weight (env, oweight, total_weight ());
1638
1639 return true;
1640 }
1641 else
1642 {
1643 destroy ();
1644 return false;
1645 }
1646}
1647
1648/*
1649 * split(ob,nr) splits up ob into two parts. The part which
1650 * is returned contains nr objects, and the remaining parts contains
1651 * the rest (or is removed and returned if that number is 0).
1652 * On failure, NULL is returned.
1653 */
1512object * 1654object *
1513decrease_ob_nr (object *op, uint32 i) 1655object::split (sint32 nr)
1514{ 1656{
1515 object *tmp; 1657 int have = number_of ();
1516 1658
1517 if (i == 0) /* objects with op->nrof require this check */ 1659 if (have < nr)
1518 return op; 1660 return 0;
1519 1661 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 { 1662 {
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 (); 1663 remove ();
1555 op->nrof = 0; 1664 return this;
1556 if (tmp)
1557 esrv_del_item (tmp->contr, op->count);
1558 }
1559 } 1665 }
1560 else 1666 else
1561 { 1667 {
1562 object *above = op->above; 1668 decrease (nr);
1563 1669
1564 if (i < op->nrof) 1670 object *op = deep_clone ();
1565 op->nrof -= i; 1671 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; 1672 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 } 1673 }
1608} 1674}
1609 1675
1610object * 1676object *
1611insert_ob_in_ob (object *op, object *where) 1677insert_ob_in_ob (object *op, object *where)
1616 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1682 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1617 free (dump); 1683 free (dump);
1618 return op; 1684 return op;
1619 } 1685 }
1620 1686
1621 if (where->head) 1687 if (where->head_ () != where)
1622 { 1688 {
1623 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1689 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1624 where = where->head; 1690 where = where->head;
1625 } 1691 }
1626 1692
1627 return where->insert (op); 1693 return where->insert (op);
1628} 1694}
1633 * inside the object environment. 1699 * inside the object environment.
1634 * 1700 *
1635 * The function returns now pointer to inserted item, and return value can 1701 * The function returns now pointer to inserted item, and return value can
1636 * be != op, if items are merged. -Tero 1702 * be != op, if items are merged. -Tero
1637 */ 1703 */
1638
1639object * 1704object *
1640object::insert (object *op) 1705object::insert (object *op)
1641{ 1706{
1642 object *tmp, *otmp;
1643
1644 if (!QUERY_FLAG (op, FLAG_REMOVED))
1645 op->remove ();
1646
1647 if (op->more) 1707 if (op->more)
1648 { 1708 {
1649 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1709 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1650 return op; 1710 return op;
1651 } 1711 }
1652 1712
1653 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1713 op->remove ();
1654 CLEAR_FLAG (op, FLAG_REMOVED); 1714
1715 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1716
1655 if (op->nrof) 1717 if (op->nrof)
1656 {
1657 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1718 for (object *tmp = inv; tmp; tmp = tmp->below)
1658 if (object::can_merge (tmp, op)) 1719 if (object::can_merge (tmp, op))
1659 { 1720 {
1660 /* return the original object and remove inserted object 1721 /* return the original object and remove inserted object
1661 (client needs the original object) */ 1722 (client prefers the original object) */
1723
1724 // carring must be 0 for mergable objects
1725 sint64 oweight = tmp->weight * tmp->nrof;
1726
1662 tmp->nrof += op->nrof; 1727 tmp->nrof += op->nrof;
1663 /* Weight handling gets pretty funky. Since we are adding to 1728
1664 * tmp->nrof, we need to increase the weight. 1729 if (object *pl = tmp->visible_to ())
1665 */ 1730 esrv_update_item (UPD_NROF, pl, tmp);
1731
1666 add_weight (this, op->weight * op->nrof); 1732 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1667 SET_FLAG (op, FLAG_REMOVED); 1733
1668 op->destroy (); /* free the inserted object */ 1734 op->destroy ();
1669 op = tmp; 1735 op = tmp;
1670 op->remove (); /* and fix old object's links */ 1736 goto inserted;
1671 CLEAR_FLAG (op, FLAG_REMOVED);
1672 break;
1673 } 1737 }
1674 1738
1675 /* I assume combined objects have no inventory 1739 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; 1740 op->map = 0;
1692 op->env = this; 1741 op->x = 0;
1742 op->y = 0;
1743
1693 op->above = 0; 1744 op->above = 0;
1694 op->below = 0; 1745 op->below = inv;
1695 op->x = 0, op->y = 0; 1746 op->env = this;
1696 1747
1748 if (inv)
1749 inv->above = op;
1750
1751 inv = op;
1752
1753 op->flag [FLAG_REMOVED] = 0;
1754
1755 if (object *pl = op->visible_to ())
1756 esrv_send_item (pl, op);
1757
1758 adjust_weight (this, 0, op->total_weight ());
1759
1760inserted:
1697 /* reset the light list and los of the players on the map */ 1761 /* reset the light list and los of the players on the map */
1698 if ((op->glow_radius != 0) && map) 1762 if (op->glow_radius && is_on_map ())
1699 { 1763 {
1700#ifdef DEBUG_LIGHTS 1764 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); 1765 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 { 1766 }
1714 op->below = inv; 1767 else if (is_player ())
1715 op->below->above = op; 1768 // if this is a player's inventory, update stats
1716 inv = op; 1769 contr->queue_stats_update ();
1717 }
1718 1770
1719 INVOKE_OBJECT (INSERT, this); 1771 INVOKE_OBJECT (INSERT, this);
1720 1772
1721 return op; 1773 return op;
1722} 1774}
1739 * 1791 *
1740 * MSW 2001-07-08: Check all objects on space, not just those below 1792 * 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 1793 * object being inserted. insert_ob_in_map may not put new objects
1742 * on top. 1794 * on top.
1743 */ 1795 */
1744
1745int 1796int
1746check_move_on (object *op, object *originator) 1797check_move_on (object *op, object *originator, int flags)
1747{ 1798{
1799 if (op->flag [FLAG_NO_APPLY])
1800 return 0;
1801
1748 object *tmp; 1802 object *tmp;
1749 maptile *m = op->map; 1803 maptile *m = op->map;
1750 int x = op->x, y = op->y; 1804 int x = op->x, y = op->y;
1751 1805
1752 MoveType move_on, move_slow, move_block; 1806 mapspace &ms = m->at (x, y);
1753 1807
1754 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1808 ms.update ();
1755 return 0;
1756 1809
1757 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1810 MoveType move_on = ms.move_on;
1758 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1811 MoveType move_slow = ms.move_slow;
1759 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1812 MoveType move_block = ms.move_block;
1760 1813
1761 /* if nothing on this space will slow op down or be applied, 1814 /* 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 1815 * 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 1816 * is set, as lots of objects don't have it set - we treat that
1764 * as walking. 1817 * as walking.
1775 return 0; 1828 return 0;
1776 1829
1777 /* The objects have to be checked from top to bottom. 1830 /* The objects have to be checked from top to bottom.
1778 * Hence, we first go to the top: 1831 * Hence, we first go to the top:
1779 */ 1832 */
1780 1833 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 } 1834 {
1835 next = tmp->below;
1790 1836
1791 for (; tmp; tmp = tmp->below)
1792 {
1793 if (tmp == op) 1837 if (tmp == op)
1794 continue; /* Can't apply yourself */ 1838 continue; /* Can't apply yourself */
1795 1839
1796 /* Check to see if one of the movement types should be slowed down. 1840 /* 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 1841 * Second check makes sure that the movement types not being slowed
1798 * (~slow_move) is not blocked on this space - just because the 1842 * (~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 1843 * 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. 1844 * swim on that space, can't use it to avoid the penalty.
1801 */ 1845 */
1802 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1846 if (!op->flag [FLAG_WIZPASS])
1803 { 1847 {
1804 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1848 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)) 1849 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1806 { 1850 {
1807
1808 float
1809 diff = tmp->move_slow_penalty * FABS (op->speed); 1851 float diff = tmp->move_slow_penalty * fabs (op->speed);
1810 1852
1811 if (op->type == PLAYER) 1853 if (op->is_player ())
1812 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1854 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))) 1855 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1814 diff /= 4.0; 1856 diff /= 4.0;
1815 1857
1816 op->speed_left -= diff; 1858 op->speed_left -= diff;
1817 } 1859 }
1818 } 1860 }
1819 1861
1820 /* Basically same logic as above, except now for actual apply. */ 1862 /* Basically same logic as above, except now for actual apply. */
1821 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1863 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)) 1864 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1823 { 1865 {
1866 if ((flags & INS_NO_AUTO_EXIT)
1867 && (tmp->type == EXIT || tmp->type == TELEPORTER
1868 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1869 continue;
1870
1824 move_apply (tmp, op, originator); 1871 move_apply (tmp, op, originator);
1825 1872
1826 if (op->destroyed ()) 1873 if (op->destroyed ())
1827 return 1; 1874 return 1;
1828 1875
1844 * The first matching object is returned, or NULL if none. 1891 * The first matching object is returned, or NULL if none.
1845 */ 1892 */
1846object * 1893object *
1847present_arch (const archetype *at, maptile *m, int x, int y) 1894present_arch (const archetype *at, maptile *m, int x, int y)
1848{ 1895{
1849 if (m == NULL || out_of_map (m, x, y)) 1896 if (!m || out_of_map (m, x, y))
1850 { 1897 {
1851 LOG (llevError, "Present_arch called outside map.\n"); 1898 LOG (llevError, "Present_arch called outside map.\n");
1852 return NULL; 1899 return NULL;
1853 } 1900 }
1854 1901
1855 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1902 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1856 if (tmp->arch == at) 1903 if (tmp->arch->archname == at->archname)
1857 return tmp; 1904 return tmp;
1858 1905
1859 return NULL; 1906 return NULL;
1860} 1907}
1861 1908
1871 { 1918 {
1872 LOG (llevError, "Present called outside map.\n"); 1919 LOG (llevError, "Present called outside map.\n");
1873 return NULL; 1920 return NULL;
1874 } 1921 }
1875 1922
1876 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)
1877 if (tmp->type == type) 1924 if (tmp->type == type)
1878 return tmp; 1925 return tmp;
1879 1926
1880 return NULL; 1927 return NULL;
1881} 1928}
1925 * The first matching object is returned, or NULL if none. 1972 * The first matching object is returned, or NULL if none.
1926 */ 1973 */
1927object * 1974object *
1928present_arch_in_ob (const archetype *at, const object *op) 1975present_arch_in_ob (const archetype *at, const object *op)
1929{ 1976{
1930 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1977 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1931 if (tmp->arch == at) 1978 if (tmp->arch->archname == at->archname)
1932 return tmp; 1979 return tmp;
1933 1980
1934 return NULL; 1981 return NULL;
1935} 1982}
1936 1983
1938 * activate recursively a flag on an object inventory 1985 * activate recursively a flag on an object inventory
1939 */ 1986 */
1940void 1987void
1941flag_inv (object *op, int flag) 1988flag_inv (object *op, int flag)
1942{ 1989{
1943 if (op->inv)
1944 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1990 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1945 { 1991 {
1946 SET_FLAG (tmp, flag); 1992 tmp->set_flag (flag);
1947 flag_inv (tmp, flag); 1993 flag_inv (tmp, flag);
1948 } 1994 }
1949} 1995}
1950 1996
1951/* 1997/*
1952 * deactivate recursively a flag on an object inventory 1998 * deactivate recursively a flag on an object inventory
1953 */ 1999 */
1954void 2000void
1955unflag_inv (object *op, int flag) 2001unflag_inv (object *op, int flag)
1956{ 2002{
1957 if (op->inv)
1958 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2003 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1959 { 2004 {
1960 CLEAR_FLAG (tmp, flag); 2005 tmp->clr_flag (flag);
1961 unflag_inv (tmp, flag); 2006 unflag_inv (tmp, flag);
1962 } 2007 }
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} 2008}
1977 2009
1978/* 2010/*
1979 * find_free_spot(object, map, x, y, start, stop) will search for 2011 * 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 2012 * a spot at the given map and coordinates which will be able to contain
1982 * to search (see the freearr_x/y[] definition). 2014 * to search (see the freearr_x/y[] definition).
1983 * It returns a random choice among the alternatives found. 2015 * 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 2016 * 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 2017 * 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) 2018 * 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 2019 * Note: This function does correctly handle tiled maps, but does not
1991 * inform the caller. However, insert_ob_in_map will update as 2020 * inform the caller. However, insert_ob_in_map will update as
1992 * necessary, so the caller shouldn't need to do any special work. 2021 * 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 2022 * 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 2023 * 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 2024 * to know if the space in question will block the object. We can't use
1997 * customized, changed states, etc. 2026 * customized, changed states, etc.
1998 */ 2027 */
1999int 2028int
2000find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2029find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2001{ 2030{
2031 int altern[SIZEOFFREE];
2002 int index = 0, flag; 2032 int index = 0, flag;
2003 int altern[SIZEOFFREE];
2004 2033
2005 for (int i = start; i < stop; i++) 2034 for (int i = start; i < stop; i++)
2006 { 2035 {
2007 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2036 mapxy pos (m, x, y); pos.move (i);
2008 if (!flag) 2037
2038 if (!pos.normalise ())
2039 continue;
2040
2041 mapspace &ms = *pos;
2042
2043 if (ms.flags () & P_IS_ALIVE)
2044 continue;
2045
2046 /* However, often
2047 * ob doesn't have any move type (when used to place exits)
2048 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2049 */
2050 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2051 {
2009 altern [index++] = i; 2052 altern [index++] = i;
2053 continue;
2054 }
2010 2055
2011 /* Basically, if we find a wall on a space, we cut down the search size. 2056 /* 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. 2057 * 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 - 2058 * 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 2059 * 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 2060 * spaces in all the other directions, this will reduce the search space
2016 * to only the spaces immediately surrounding the target area, and 2061 * to only the spaces immediately surrounding the target area, and
2017 * won't look 2 spaces south of the target space. 2062 * won't look 2 spaces south of the target space.
2018 */ 2063 */
2019 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2064 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2065 {
2020 stop = maxfree[i]; 2066 stop = maxfree[i];
2067 continue;
2068 }
2069
2070 /* Note it is intentional that we check ob - the movement type of the
2071 * head of the object should correspond for the entire object.
2072 */
2073 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2074 continue;
2075
2076 if (ob->blocked (pos.m, pos.x, pos.y))
2077 continue;
2078
2079 altern [index++] = i;
2021 } 2080 }
2022 2081
2023 if (!index) 2082 if (!index)
2024 return -1; 2083 return -1;
2025 2084
2026 return altern[RANDOM () % index]; 2085 return altern [rndm (index)];
2027} 2086}
2028 2087
2029/* 2088/*
2030 * find_first_free_spot(archetype, maptile, x, y) works like 2089 * find_first_free_spot(archetype, maptile, x, y) works like
2031 * find_free_spot(), but it will search max number of squares. 2090 * find_free_spot(), but it will search max number of squares.
2034 */ 2093 */
2035int 2094int
2036find_first_free_spot (const object *ob, maptile *m, int x, int y) 2095find_first_free_spot (const object *ob, maptile *m, int x, int y)
2037{ 2096{
2038 for (int i = 0; i < SIZEOFFREE; i++) 2097 for (int i = 0; i < SIZEOFFREE; i++)
2039 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2098 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2040 return i; 2099 return i;
2041 2100
2042 return -1; 2101 return -1;
2043} 2102}
2044 2103
2052{ 2111{
2053 arr += begin; 2112 arr += begin;
2054 end -= begin; 2113 end -= begin;
2055 2114
2056 while (--end) 2115 while (--end)
2057 swap (arr [end], arr [RANDOM () % (end + 1)]); 2116 swap (arr [end], arr [rndm (end + 1)]);
2058} 2117}
2059 2118
2060/* new function to make monster searching more efficient, and effective! 2119/* new function to make monster searching more efficient, and effective!
2061 * This basically returns a randomized array (in the passed pointer) of 2120 * 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 2121 * the spaces to find monsters. In this way, it won't always look for
2090 * there is capable of. 2149 * there is capable of.
2091 */ 2150 */
2092int 2151int
2093find_dir (maptile *m, int x, int y, object *exclude) 2152find_dir (maptile *m, int x, int y, object *exclude)
2094{ 2153{
2095 int i, max = SIZEOFFREE, mflags; 2154 int max = SIZEOFFREE, mflags;
2096
2097 sint16 nx, ny;
2098 object *tmp;
2099 maptile *mp;
2100
2101 MoveType blocked, move_type; 2155 MoveType move_type;
2102 2156
2103 if (exclude && exclude->head) 2157 if (exclude && exclude->head_ () != exclude)
2104 { 2158 {
2105 exclude = exclude->head; 2159 exclude = exclude->head;
2106 move_type = exclude->move_type; 2160 move_type = exclude->move_type;
2107 } 2161 }
2108 else 2162 else
2109 { 2163 {
2110 /* If we don't have anything, presume it can use all movement types. */ 2164 /* If we don't have anything, presume it can use all movement types. */
2111 move_type = MOVE_ALL; 2165 move_type = MOVE_ALL;
2112 } 2166 }
2113 2167
2114 for (i = 1; i < max; i++) 2168 for (int i = 1; i < max; i++)
2115 { 2169 {
2116 mp = m; 2170 mapxy pos (m, x, y);
2117 nx = x + freearr_x[i]; 2171 pos.move (i);
2118 ny = y + freearr_y[i];
2119 2172
2120 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2173 if (!pos.normalise ())
2121
2122 if (mflags & P_OUT_OF_MAP)
2123 max = maxfree[i]; 2174 max = maxfree[i];
2124 else 2175 else
2125 { 2176 {
2126 mapspace &ms = mp->at (nx, ny); 2177 mapspace &ms = *pos;
2127 2178
2128 blocked = ms.move_block;
2129
2130 if ((move_type & blocked) == move_type) 2179 if ((move_type & ms.move_block) == move_type)
2131 max = maxfree[i]; 2180 max = maxfree [i];
2132 else if (mflags & P_IS_ALIVE) 2181 else if (ms.flags () & P_IS_ALIVE)
2133 { 2182 {
2134 for (tmp = ms.bot; tmp; tmp = tmp->above) 2183 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2135 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2184 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2136 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2185 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2137 break;
2138
2139 if (tmp)
2140 return freedir[i]; 2186 return freedir [i];
2141 } 2187 }
2142 } 2188 }
2143 } 2189 }
2144 2190
2145 return 0; 2191 return 0;
2154{ 2200{
2155 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2201 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2156} 2202}
2157 2203
2158/* 2204/*
2159 * find_dir_2(delta-x,delta-y) will return a direction in which 2205 * 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 2206 * for running into direct [dx, dy].
2161 * object, needs to travel toward it. 2207 * (the opposite of crossfire's find_dir_2!)
2162 */ 2208 */
2163int 2209int
2164find_dir_2 (int x, int y) 2210find_dir_2 (int x, int y)
2165{ 2211{
2212#if 1 // new algorithm
2213 // this works by putting x, y into 16 sectors, which
2214 // are not equal sized, but are a better approximation
2215 // then the old algorithm, and then using a mapping
2216 // table to map it into a direction value.
2217 // basically, it maps these comparisons to each bit
2218 // bit #3: x < 0
2219 // bit #2: y < 0
2220 // bit #1: x > y
2221 // bit #0: x > 2y
2222
2223 static const uint8 dir[16] = {
2224 4, 5, 4, 3,
2225 2, 1, 2, 3,
2226 6, 5, 6, 7,
2227 8, 1, 8, 7,
2228 };
2229 int sector = 0;
2230
2231 // this is a bit ugly, but more likely to result in branchless code
2232 sector |= x < 0 ? 8 : 0;
2233 x = x < 0 ? -x : x; // abs
2234
2235 sector |= y < 0 ? 4 : 0;
2236 y = y < 0 ? -y : y; // abs
2237
2238 if (x > y)
2239 {
2240 sector |= 2;
2241
2242 if (x > y * 2)
2243 sector |= 1;
2244 }
2245 else
2246 {
2247 if (y > x * 2)
2248 sector |= 1;
2249 else if (!y)
2250 return 0; // x == 0 here
2251 }
2252
2253 return dir [sector];
2254#else // old algorithm
2166 int q; 2255 int q;
2167 2256
2168 if (y) 2257 if (y)
2169 q = x * 100 / y; 2258 q = 128 * x / y;
2170 else if (x) 2259 else if (x)
2171 q = -300 * x; 2260 q = -512 * x; // to make it > 309
2172 else 2261 else
2173 return 0; 2262 return 0;
2174 2263
2175 if (y > 0) 2264 if (y > 0)
2176 { 2265 {
2177 if (q < -242) 2266 if (q < -309) return 7;
2267 if (q < -52) return 6;
2268 if (q < 52) return 5;
2269 if (q < 309) return 4;
2270
2178 return 3; 2271 return 3;
2179 if (q < -41) 2272 }
2180 return 2; 2273 else
2181 if (q < 41) 2274 {
2182 return 1; 2275 if (q < -309) return 3;
2183 if (q < 242) 2276 if (q < -52) return 2;
2184 return 8; 2277 if (q < 52) return 1;
2278 if (q < 309) return 8;
2279
2185 return 7; 2280 return 7;
2186 } 2281 }
2187 2282#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} 2283}
2217 2284
2218/* 2285/*
2219 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2286 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2220 * between two directions (which are expected to be absolute (see absdir()) 2287 * between two directions (which are expected to be absolute (see absdir())
2221 */ 2288 */
2222
2223int 2289int
2224dirdiff (int dir1, int dir2) 2290dirdiff (int dir1, int dir2)
2225{ 2291{
2226 int d;
2227
2228 d = abs (dir1 - dir2); 2292 int d = abs (dir1 - dir2);
2229 if (d > 4)
2230 d = 8 - d;
2231 2293
2232 return d; 2294 return d > 4 ? 8 - d : d;
2233} 2295}
2234 2296
2235/* peterm: 2297/* peterm:
2236 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2298 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2237 * Basically, this is a table of directions, and what directions 2299 * Basically, this is a table of directions, and what directions
2239 * This basically means that if direction is 15, then it could either go 2301 * 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. 2302 * 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 2303 * Moved from spell_util.c to object.c with the other related direction
2242 * functions. 2304 * functions.
2243 */ 2305 */
2244int reduction_dir[SIZEOFFREE][3] = { 2306static const int reduction_dir[SIZEOFFREE][3] = {
2245 {0, 0, 0}, /* 0 */ 2307 {0, 0, 0}, /* 0 */
2246 {0, 0, 0}, /* 1 */ 2308 {0, 0, 0}, /* 1 */
2247 {0, 0, 0}, /* 2 */ 2309 {0, 0, 0}, /* 2 */
2248 {0, 0, 0}, /* 3 */ 2310 {0, 0, 0}, /* 3 */
2249 {0, 0, 0}, /* 4 */ 2311 {0, 0, 0}, /* 4 */
2340 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2402 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2341 * core dumps if they do. 2403 * core dumps if they do.
2342 * 2404 *
2343 * Add a check so we can't pick up invisible objects (0.93.8) 2405 * Add a check so we can't pick up invisible objects (0.93.8)
2344 */ 2406 */
2345
2346int 2407int
2347can_pick (const object *who, const object *item) 2408can_pick (const object *who, const object *item)
2348{ 2409{
2349 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2410 return /*who->flag [FLAG_WIZ]|| */
2350 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2411 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2351 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2412 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2352} 2413}
2353 2414
2354/* 2415/*
2355 * create clone from object to another 2416 * create clone from object to another
2356 */ 2417 */
2357object * 2418object *
2358object_create_clone (object *asrc) 2419object::deep_clone ()
2359{ 2420{
2360 object *dst = 0, *tmp, *src, *part, *prev, *item; 2421 assert (("deep_clone called on non-head object", is_head ()));
2361 2422
2362 if (!asrc) 2423 object *dst = clone ();
2363 return 0;
2364 2424
2365 src = asrc; 2425 object *prev = dst;
2366 if (src->head)
2367 src = src->head;
2368
2369 prev = 0;
2370 for (part = src; part; part = part->more) 2426 for (object *part = this->more; part; part = part->more)
2371 { 2427 {
2372 tmp = part->clone (); 2428 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; 2429 tmp->head = dst;
2383
2384 tmp->more = 0;
2385
2386 if (prev)
2387 prev->more = tmp; 2430 prev->more = tmp;
2388
2389 prev = tmp; 2431 prev = tmp;
2390 } 2432 }
2391 2433
2392 for (item = src->inv; item; item = item->below) 2434 for (object *item = inv; item; item = item->below)
2393 insert_ob_in_ob (object_create_clone (item), dst); 2435 insert_ob_in_ob (item->deep_clone (), dst);
2394 2436
2395 return dst; 2437 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} 2438}
2435 2439
2436/* This returns the first object in who's inventory that 2440/* This returns the first object in who's inventory that
2437 * has the same type and subtype match. 2441 * has the same type and subtype match.
2438 * returns NULL if no match. 2442 * returns NULL if no match.
2445 return tmp; 2449 return tmp;
2446 2450
2447 return 0; 2451 return 0;
2448} 2452}
2449 2453
2450/* If ob has a field named key, return the link from the list, 2454/* Zero the key_values on op, decrementing the shared-string
2451 * otherwise return NULL. 2455 * refcounts and freeing the links.
2452 * 2456 */
2453 * key must be a passed in shared string - otherwise, this won't 2457void
2454 * do the desired thing. 2458key_values::clear ()
2455 */
2456key_value *
2457get_ob_key_link (const object *ob, const char *key)
2458{ 2459{
2459 for (key_value *link = ob->key_values; link; link = link->next) 2460 for (key_value *kvp = first; kvp; )
2461 {
2462 key_value *next = kvp->next;
2463 delete kvp;
2464 kvp = next;
2465 }
2466
2467 first = 0;
2468}
2469
2470shstr_tmp
2471key_values::get (shstr_tmp key) const
2472{
2473 for (key_value *kv = first; kv; kv = kv->next)
2460 if (link->key == key) 2474 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; 2475 return kv->value;
2495 2476
2496 return 0; 2477 return shstr ();
2497} 2478}
2498 2479
2499 2480void
2500/* 2481key_values::add (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{ 2482{
2513 key_value *field = NULL, *last = NULL; 2483 key_value *kv = new key_value;
2514 2484
2515 for (field = op->key_values; field != NULL; field = field->next) 2485 kv->next = first;
2516 { 2486 kv->key = key;
2517 if (field->key != canonical_key) 2487 kv->value = value;
2488
2489 first = kv;
2490}
2491
2492void
2493key_values::set (shstr_tmp key, shstr_tmp value)
2494{
2495 for (key_value *kv = first; kv; kv = kv->next)
2496 if (kv->key == key)
2518 { 2497 {
2519 last = field; 2498 kv->value = value;
2520 continue; 2499 return;
2521 } 2500 }
2522 2501
2523 if (value) 2502 add (key, value);
2524 field->value = value; 2503}
2525 else 2504
2505void
2506key_values::del (shstr_tmp key)
2507{
2508 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2509 if ((*kvp)->key == key)
2526 { 2510 {
2527 /* Basically, if the archetype has this key set, 2511 key_value *kv = *kvp;
2528 * we need to store the null value so when we save 2512 *kvp = (*kvp)->next;
2529 * it, we save the empty value so that when we load, 2513 delete kv;
2530 * we get this value back again. 2514 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 } 2515 }
2544 return TRUE; 2516}
2517
2518void
2519key_values::reverse ()
2520{
2521 key_value *prev = 0;
2522 key_value *head = first;
2523
2524 while (head)
2545 } 2525 {
2546 /* IF we get here, key doesn't exist */ 2526 key_value *node = head;
2527 head = head->next;
2528 node->next = prev;
2529 prev = node;
2530 }
2547 2531
2548 /* No field, we'll have to add it. */ 2532 first = prev;
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} 2533}
2572 2534
2573/* 2535key_values &
2574 * Updates the key in op to value. 2536key_values::operator =(const key_values &kv)
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{ 2537{
2585 shstr key_ (key); 2538 clear ();
2586 2539
2587 return set_ob_key_value_s (op, key_, value, add_key); 2540 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2541 add (kvp->key, kvp->value);
2542
2543 reverse ();
2588} 2544}
2589 2545
2590object::depth_iterator::depth_iterator (object *container) 2546object::depth_iterator::depth_iterator (object *container)
2591: iterator_base (container) 2547: iterator_base (container)
2592{ 2548{
2606 } 2562 }
2607 else 2563 else
2608 item = item->env; 2564 item = item->env;
2609} 2565}
2610 2566
2567const char *
2568object::flag_desc (char *desc, int len) const
2569{
2570 char *p = desc;
2571 bool first = true;
2572
2573 *p = 0;
2574
2575 for (int i = 0; i < NUM_FLAGS; i++)
2576 {
2577 if (len <= 10) // magic constant!
2578 {
2579 snprintf (p, len, ",...");
2580 break;
2581 }
2582
2583 if (flag [i])
2584 {
2585 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2586 len -= cnt;
2587 p += cnt;
2588 first = false;
2589 }
2590 }
2591
2592 return desc;
2593}
2594
2611// return a suitable string describing an objetc in enough detail to find it 2595// return a suitable string describing an object in enough detail to find it
2612const char * 2596const char *
2613object::debug_desc (char *info) const 2597object::debug_desc (char *info) const
2614{ 2598{
2599 char flagdesc[512];
2615 char info2[256 * 3]; 2600 char info2[256 * 4];
2616 char *p = info; 2601 char *p = info;
2617 2602
2618 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2603 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2619 count, 2604 count,
2605 uuid.c_str (),
2620 &name, 2606 &name,
2621 title ? " " : "", 2607 title ? ",title:\"" : "",
2622 title ? (const char *)title : ""); 2608 title ? (const char *)title : "",
2609 title ? "\"" : "",
2610 flag_desc (flagdesc, 512), type);
2623 2611
2624 if (env) 2612 if (!flag[FLAG_REMOVED] && env)
2625 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2613 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2626 2614
2627 if (map) 2615 if (map)
2628 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2616 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2629 2617
2630 return info; 2618 return info;
2631} 2619}
2632 2620
2633const char * 2621const char *
2634object::debug_desc () const 2622object::debug_desc () const
2635{ 2623{
2636 static char info[256 * 3]; 2624 static char info[3][256 * 4];
2625 static int info_idx;
2626
2637 return debug_desc (info); 2627 return debug_desc (info [++info_idx % 3]);
2638} 2628}
2639 2629
2630struct region *
2631object::region () const
2632{
2633 return map ? map->region (x, y)
2634 : region::default_region ();
2635}
2636
2637void
2638object::open_container (object *new_container)
2639{
2640 if (container == new_container)
2641 return;
2642
2643 object *old_container = container;
2644
2645 if (old_container)
2646 {
2647 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2648 return;
2649
2650#if 0
2651 // remove the "Close old_container" object.
2652 if (object *closer = old_container->inv)
2653 if (closer->type == CLOSE_CON)
2654 closer->destroy ();
2655#endif
2656
2657 // make sure the container is available
2658 esrv_send_item (this, old_container);
2659
2660 old_container->flag [FLAG_APPLIED] = false;
2661 container = 0;
2662
2663 // client needs item update to make it work, client bug requires this to be separate
2664 esrv_update_item (UPD_FLAGS, this, old_container);
2665
2666 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2667 play_sound (sound_find ("chest_close"));
2668 }
2669
2670 if (new_container)
2671 {
2672 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2673 return;
2674
2675 // TODO: this does not seem to serve any purpose anymore?
2676#if 0
2677 // insert the "Close Container" object.
2678 if (archetype *closer = new_container->other_arch)
2679 {
2680 object *closer = new_container->other_arch->instance ();
2681 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2682 new_container->insert (closer);
2683 }
2684#endif
2685
2686 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2687
2688 // make sure the container is available, client bug requires this to be separate
2689 esrv_send_item (this, new_container);
2690
2691 new_container->flag [FLAG_APPLIED] = true;
2692 container = new_container;
2693
2694 // client needs flag change
2695 esrv_update_item (UPD_FLAGS, this, new_container);
2696 esrv_send_inventory (this, new_container);
2697 play_sound (sound_find ("chest_open"));
2698 }
2699// else if (!old_container->env && contr && contr->ns)
2700// contr->ns->floorbox_reset ();
2701}
2702
2703object *
2704object::force_find (shstr_tmp name)
2705{
2706 /* cycle through his inventory to look for the MARK we want to
2707 * place
2708 */
2709 for (object *tmp = inv; tmp; tmp = tmp->below)
2710 if (tmp->type == FORCE && tmp->slaying == name)
2711 return splay (tmp);
2712
2713 return 0;
2714}
2715
2716//-GPL
2717
2718void
2719object::force_set_timer (int duration)
2720{
2721 this->duration = 1;
2722 this->speed_left = -1.f;
2723
2724 this->set_speed (duration ? 1.f / duration : 0.f);
2725}
2726
2727object *
2728object::force_add (shstr_tmp name, int duration)
2729{
2730 if (object *force = force_find (name))
2731 force->destroy ();
2732
2733 object *force = archetype::get (FORCE_NAME);
2734
2735 force->slaying = name;
2736 force->force_set_timer (duration);
2737 force->flag [FLAG_APPLIED] = true;
2738
2739 return insert (force);
2740}
2741
2742void
2743object::play_sound (faceidx sound) const
2744{
2745 if (!sound)
2746 return;
2747
2748 if (is_on_map ())
2749 map->play_sound (sound, x, y);
2750 else if (object *pl = in_player ())
2751 pl->contr->play_sound (sound);
2752}
2753
2754void
2755object::say_msg (const char *msg) const
2756{
2757 if (is_on_map ())
2758 map->say_msg (msg, x, y);
2759 else if (object *pl = in_player ())
2760 pl->contr->play_sound (sound);
2761}
2762
2763void
2764object::make_noise ()
2765{
2766 // we do not model noise in the map, so instead put
2767 // a temporary light into the noise source
2768 // could use the map instead, but that's less reliable for our
2769 // goal, which is to make invisibility a bit harder to exploit
2770
2771 // currently only works sensibly for players
2772 if (!is_player ())
2773 return;
2774
2775 // find old force, or create new one
2776 object *force = force_find (shstr_noise_force);
2777
2778 if (force)
2779 force->speed_left = -1.f; // patch old speed up
2780 else
2781 {
2782 force = archetype::get (shstr_noise_force);
2783
2784 force->slaying = shstr_noise_force;
2785 force->stats.food = 1;
2786 force->speed_left = -1.f;
2787
2788 force->set_speed (1.f / 4.f);
2789 force->flag [FLAG_IS_USED_UP] = true;
2790 force->flag [FLAG_APPLIED] = true;
2791
2792 insert (force);
2793 }
2794}
2795
2796void object::change_move_type (MoveType mt)
2797{
2798 if (move_type == mt)
2799 return;
2800
2801 if (is_on_map ())
2802 {
2803 // we are on the map, so handle move_on/off effects
2804 remove ();
2805 move_type = mt;
2806 map->insert (this, x, y, this);
2807 }
2808 else
2809 move_type = mt;
2810}
2811
2812/* object should be a player.
2813 * we return the object the player has marked with the 'mark' command
2814 * below. If no match is found (or object has changed), we return
2815 * NULL. We leave it up to the calling function to print messages if
2816 * nothing is found.
2817 */
2818object *
2819object::mark () const
2820{
2821 if (contr && contr->mark && contr->mark->env == this)
2822 return contr->mark;
2823 else
2824 return 0;
2825}
2826
2827// put marked object first in the inventory
2828// this is used by identify-like spells so players can influence
2829// the order a bit.
2830void
2831object::splay_marked ()
2832{
2833 if (object *marked = mark ())
2834 splay (marked);
2835}
2836

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