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Comparing deliantra/server/common/object.C (file contents):
Revision 1.87 by root, Tue Dec 26 08:54:59 2006 UTC vs.
Revision 1.336 by root, Wed Apr 28 11:19:09 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 25#include <global.h>
28#include <stdio.h> 26#include <stdio.h>
29#include <sys/types.h> 27#include <sys/types.h>
30#include <sys/uio.h> 28#include <sys/uio.h>
31#include <object.h> 29#include <object.h>
32#include <funcpoint.h> 30#include <sproto.h>
33#include <loader.h>
34 31
35#include <bitset> 32#include <bitset>
36 33
37int nrofallocobjects = 0; 34UUID UUID::cur;
38static UUID uuid; 35static uint64_t seq_next_save;
39const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
40 38
41object *active_objects; /* List of active objects that need to be processed */ 39objectvec objects;
40activevec actives;
42 41
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
49
50short freearr_x[SIZEOFFREE] = {
51 0,
52 0, 1, 1, 1, 0, -1, -1, -1,
53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 54 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 55};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 56short freearr_y[SIZEOFFREE] = {
57 0,
58 -1, -1, 0, 1, 1, 1, 0, -1,
59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 60 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
48};
49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51}; 61};
52int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 63 0,
64 1, 2, 3, 4, 5, 6, 7, 8,
65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55}; 67};
56 68
69static int maxfree[SIZEOFFREE] = {
70 0,
71 9, 10, 13, 14, 17, 18, 21, 22,
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
74};
75
57static void 76static void
58write_uuid (void) 77write_uuid (uval64 skip, bool sync)
59{ 78{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 79 CALL_BEGIN (2);
61 80 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 81 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 82 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 83 CALL_END;
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76} 84}
77 85
78static void 86static void
79read_uuid (void) 87read_uuid ()
80{ 88{
81 char filename[MAX_BUF]; 89 char filename[MAX_BUF];
82 90
83 sprintf (filename, "%s/uuid", settings.localdir); 91 sprintf (filename, "%s/uuid", settings.localdir);
92
93 seq_next_save = 0;
84 94
85 FILE *fp; 95 FILE *fp;
86 96
87 if (!(fp = fopen (filename, "r"))) 97 if (!(fp = fopen (filename, "r")))
88 { 98 {
89 if (errno == ENOENT) 99 if (errno == ENOENT)
90 { 100 {
91 LOG (llevInfo, "RESET uid to 1\n"); 101 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 102 UUID::cur.seq = 0;
93 write_uuid (); 103 write_uuid (UUID_GAP, true);
94 return; 104 return;
95 } 105 }
96 106
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 107 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 108 _exit (1);
99 } 109 }
100 110
101 int version; 111 char buf [UUID::MAX_LEN];
102 unsigned long long uid; 112 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 113 fgets (buf, sizeof (buf), fp);
114
115 if (!UUID::cur.parse (buf))
104 { 116 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 117 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 118 _exit (1);
107 } 119 }
108 120
109 uuid.seq = uid; 121 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
110 write_uuid (); 122
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 123 write_uuid (UUID_GAP, true);
112 fclose (fp); 124 fclose (fp);
113} 125}
114 126
115UUID 127UUID
116gen_uuid () 128UUID::gen ()
117{ 129{
118 UUID uid; 130 UUID uid;
119 131
120 uid.seq = ++uuid.seq; 132 uid.seq = ++cur.seq;
121 133
122 if (!(uuid.seq & (UUID_SKIP - 1))) 134 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 135 {
136 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
137 write_uuid (UUID_GAP, false);
138 }
139
124 140
125 return uid; 141 return uid;
126} 142}
127 143
128void 144void
129init_uuid () 145UUID::init ()
130{ 146{
131 read_uuid (); 147 read_uuid ();
132} 148}
133 149
150bool
151UUID::parse (const char *s)
152{
153 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
154 return false;
155
156 seq = 0;
157
158 while (*s != '>')
159 {
160 if (*s < '0')
161 return false;
162
163 // this gives nice branchless code with gcc
164 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
165 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
166
167 seq = (seq << 4) | digit;
168
169 ++s;
170 }
171
172 return true;
173}
174
175char *
176UUID::append (char *buf) const
177{
178 *buf++ = '<';
179 *buf++ = '1';
180 *buf++ = '.';
181
182 uint64_t seq = this->seq;
183 const int bits = 64;
184 char nz = 0;
185 static const char tohex [] = "0123456789abcdef";
186
187 // assert (len >= 3 + bits / 4 + 1 + 1);
188 for (int i = bits / 4; --i; )
189 {
190 uint8_t digit = seq >> (bits - 4);
191
192 *buf = tohex [digit];
193 nz |= digit;
194 buf += nz ? 1 : 0;
195 seq <<= 4;
196 }
197
198 // last digit is special - always emit
199 uint8_t digit = seq >> (bits - 4);
200 *buf++ = tohex [digit];
201
202 *buf++ = '>';
203
204 return buf;
205}
206
207char *
208UUID::c_str () const
209{
210 static char buf [MAX_LEN];
211 *append (buf) = 0;
212 return buf;
213}
214
134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 215/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int 216static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 217compare_ob_value_lists_one (const object *wants, const object *has)
137{ 218{
138 key_value *wants_field;
139
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 219 /* n-squared behaviour (see kv_get), but I'm hoping both
141 * objects with lists are rare, and lists stay short. If not, use a 220 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 221 * different structure or at least keep the lists sorted...
143 */ 222 */
144 223
145 /* For each field in wants, */ 224 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 225 for (key_value *kv = wants->key_values; kv; kv = kv->next)
147 { 226 if (has->kv_get (kv->key) != kv->value)
148 key_value *has_field; 227 return false;
149
150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
154 {
155 /* No field with that name. */
156 return FALSE;
157 }
158
159 /* Found the matching field. */
160 if (has_field->value != wants_field->value)
161 {
162 /* Values don't match, so this half of the comparison is false. */
163 return FALSE;
164 }
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 228
169 /* If we get here, every field in wants has a matching field in has. */ 229 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE; 230 return true;
171} 231}
172 232
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 233/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 234static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 235compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 236{
177 /* However, there may be fields in has which aren't partnered in wants, 237 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 238 * so we need to run the comparison *twice*. :(
179 */ 239 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 240 return compare_ob_value_lists_one (ob1, ob2)
241 && compare_ob_value_lists_one (ob2, ob1);
181} 242}
182 243
183/* Function examines the 2 objects given to it, and returns true if 244/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 245 * they can be merged together.
185 * 246 *
190 * Check nrof variable *before* calling can_merge() 251 * Check nrof variable *before* calling can_merge()
191 * 252 *
192 * Improvements made with merge: Better checking on potion, and also 253 * Improvements made with merge: Better checking on potion, and also
193 * check weight 254 * check weight
194 */ 255 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 256bool object::can_merge_slow (object *ob1, object *ob2)
197{ 257{
198 /* A couple quicksanity checks */ 258 /* A couple quick sanity checks */
199 if (ob1 == ob2 259 if (ob1 == ob2
200 || ob1->type != ob2->type 260 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value 261 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 262 || ob1->name != ob2->name
263 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
204 return 0; 264 return 0;
205 265
206 //TODO: this ain't working well, use nicer and correct overflow check
207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 266 /* Do not merge objects if nrof would overflow, assume nrof
208 * value could not be stored in a sint32 (which unfortunately sometimes is 267 * is always 0 .. 2**31-1 */
209 * used to store nrof). 268 if (ob1->nrof > 0x7fffffff - ob2->nrof)
210 */
211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
212 return 0; 269 return 0;
213 270
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 271 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * This is to the comparison of the flags below will be OK. We 272 * This is to the comparison of the flags below will be OK. We
216 * just can't ignore the been applied or identified flags, as they 273 * just can't ignore the been applied or identified flags, as they
217 * are not equal - just if it has been identified, the been_applied 274 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning. 275 * flags lose any meaning.
219 */ 276 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 277 if (ob1->flag [FLAG_IDENTIFIED])
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 278 ob1->set_flag (FLAG_BEEN_APPLIED);
222 279
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 280 if (ob2->flag [FLAG_IDENTIFIED])
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 281 ob2->set_flag (FLAG_BEEN_APPLIED);
225 282
226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 283 if (ob1->arch->archname != ob2->arch->archname
227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 284 || ob1->name != ob2->name
229 || ob1->title != ob2->title 285 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 286 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 287 || ob1->weight != ob2->weight
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
234 || ob1->attacktype != ob2->attacktype 288 || ob1->attacktype != ob2->attacktype
235 || ob1->magic != ob2->magic 289 || ob1->magic != ob2->magic
236 || ob1->slaying != ob2->slaying 290 || ob1->slaying != ob2->slaying
237 || ob1->skill != ob2->skill 291 || ob1->skill != ob2->skill
238 || ob1->value != ob2->value 292 || ob1->value != ob2->value
239 || ob1->animation_id != ob2->animation_id 293 || ob1->animation_id != ob2->animation_id
294 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
240 || ob1->client_type != ob2->client_type 295 || ob1->client_type != ob2->client_type
241 || ob1->materialname != ob2->materialname 296 || ob1->material != ob2->material
242 || ob1->lore != ob2->lore 297 || ob1->lore != ob2->lore
243 || ob1->subtype != ob2->subtype 298 || ob1->subtype != ob2->subtype
244 || ob1->move_type != ob2->move_type 299 || ob1->move_type != ob2->move_type
245 || ob1->move_block != ob2->move_block 300 || ob1->move_block != ob2->move_block
246 || ob1->move_allow != ob2->move_allow 301 || ob1->move_allow != ob2->move_allow
247 || ob1->move_on != ob2->move_on 302 || ob1->move_on != ob2->move_on
248 || ob1->move_off != ob2->move_off 303 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow 304 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty) 305 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
306 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
307 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
251 return 0; 308 return 0;
252 309
310 if ((ob1->flag ^ ob2->flag)
311 .reset (FLAG_INV_LOCKED)
312 .reset (FLAG_REMOVED)
313 .any ())
314 return 0;
315
253 /* This is really a spellbook check - really, we should 316 /* This is really a spellbook check - we should in general
254 * check all objects in the inventory. 317 * not merge objects with real inventories, as splitting them
318 * is hard.
255 */ 319 */
256 if (ob1->inv || ob2->inv) 320 if (ob1->inv || ob2->inv)
257 { 321 {
258 /* if one object has inventory but the other doesn't, not equiv */ 322 if (!(ob1->inv && ob2->inv))
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 323 return 0; /* inventories differ in length */
260 return 0;
261 324
262 /* Now check to see if the two inventory objects could merge */ 325 if (ob1->inv->below || ob2->inv->below)
326 return 0; /* more than one object in inv */
327
263 if (!object::can_merge (ob1->inv, ob2->inv)) 328 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0; 329 return 0; /* inventory objects differ */
265 330
266 /* inventory ok - still need to check rest of this object to see 331 /* inventory ok - still need to check rest of this object to see
267 * if it is valid. 332 * if it is valid.
268 */ 333 */
269 } 334 }
270 335
271 /* Don't merge objects that are applied. With the new 'body' code, 336 /* Don't merge objects that are applied. With the new 'body' code,
272 * it is possible for most any character to have more than one of 337 * it is possible for most any character to have more than one of
273 * some items equipped, and we don't want those to merge. 338 * some items equipped, and we don't want those to merge.
274 */ 339 */
275 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 340 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
276 return 0; 341 return 0;
277 342
278 /* Note sure why the following is the case - either the object has to 343 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 344 * be animated or have a very low speed. Is this an attempted monster
280 * check? 345 * check?
281 */ 346 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 347 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
283 return 0; 348 return 0;
284 349
285 switch (ob1->type) 350 switch (ob1->type)
286 { 351 {
287 case SCROLL: 352 case SCROLL:
288 if (ob1->level != ob2->level) 353 if (ob1->level != ob2->level)
289 return 0; 354 return 0;
290 break; 355 break;
291 } 356 }
292 357
293 if (ob1->key_values != NULL || ob2->key_values != NULL) 358 if (ob1->key_values || ob2->key_values)
294 { 359 {
295 /* At least one of these has key_values. */ 360 /* At least one of these has key_values. */
296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 361 if ((!ob1->key_values) != (!ob2->key_values))
297 /* One has fields, but the other one doesn't. */ 362 return 0; /* One has fields, but the other one doesn't. */
363
364 if (!compare_ob_value_lists (ob1, ob2))
298 return 0; 365 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0;
301 } 366 }
302 367
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self) 368 if (ob1->self || ob2->self)
305 { 369 {
306 ob1->optimise (); 370 ob1->optimise ();
307 ob2->optimise (); 371 ob2->optimise ();
308 372
309 if (ob1->self || ob2->self) 373 if (ob1->self || ob2->self)
374 {
375 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
376 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
377
378 if (k1 != k2)
310 return 0; 379 return 0;
380
381 if (k1 == 0)
382 return 1;
383
384 if (!cfperl_can_merge (ob1, ob2))
385 return 0;
386 }
311 } 387 }
312 388
313 /* Everything passes, must be OK. */ 389 /* Everything passes, must be OK. */
314 return 1; 390 return 1;
315} 391}
316 392
393// find player who can see this object
394object *
395object::visible_to () const
396{
397 if (client_visible () && !flag [FLAG_REMOVED])
398 {
399 // see if we are in a container of sorts
400 if (env)
401 {
402 // the player inventory itself is always visible
403 if (env->is_player ())
404 return env;
405
406 // else a player could have our env open
407 object *envest = env->outer_env_or_self ();
408
409 // the player itself is always on a map, so we will find him here
410 // even if our inv is in a player.
411 if (envest->is_on_map ())
412 if (object *pl = envest->ms ().player ())
413 if (pl->container_ () == env)
414 return pl;
415 }
416 else
417 {
418 // maybe there is a player standing on the same mapspace
419 // this will catch the case where "this" is a player
420 if (object *pl = ms ().player ())
421 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
422 || pl->container_ () == this)
423 return pl;
424 }
425 }
426
427 return 0;
428}
429
430// adjust weight per container type ("of holding")
431static sint32
432weight_adjust_for (object *op, sint32 weight)
433{
434 return op->type == CONTAINER
435 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
436 : weight;
437}
438
317/* 439/*
440 * adjust_weight(object, weight) adds the specified weight to an object,
441 * and also updates how much the environment(s) is/are carrying.
442 */
443static void
444adjust_weight (object *op, sint32 weight)
445{
446 while (op)
447 {
448 // adjust by actual difference to account for rounding errors
449 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
450 weight = weight_adjust_for (op, op->carrying + weight)
451 - weight_adjust_for (op, op->carrying);
452
453 if (!weight)
454 return;
455
456 op->carrying += weight;
457
458 if (object *pl = op->visible_to ())
459 if (pl != op) // player is handled lazily
460 esrv_update_item (UPD_WEIGHT, pl, op);
461
462 op = op->env;
463 }
464}
465
466/*
318 * sum_weight() is a recursive function which calculates the weight 467 * this is a recursive function which calculates the weight
319 * an object is carrying. It goes through in figures out how much 468 * an object is carrying. It goes through op and figures out how much
320 * containers are carrying, and sums it up. 469 * containers are carrying, and sums it up.
321 */ 470 */
322long 471void
323sum_weight (object *op) 472object::update_weight ()
324{ 473{
325 long sum; 474 sint32 sum = 0;
326 object *inv;
327 475
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 476 for (object *op = inv; op; op = op->below)
329 { 477 {
330 if (inv->inv) 478 if (op->inv)
331 sum_weight (inv); 479 op->update_weight ();
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 480
481 sum += op->total_weight ();
482 }
483
484 sum = weight_adjust_for (this, sum);
485
486 if (sum != carrying)
333 } 487 {
334
335 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100;
337
338 if (op->carrying != sum) 488 if (carrying != sum)//D
489 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
490 (long long)sum, (long long)carrying, debug_desc ());
491
339 op->carrying = sum; 492 carrying = sum;
340 493
341 return sum; 494 if (object *pl = visible_to ())
495 if (pl != this) // player is handled lazily
496 esrv_update_item (UPD_WEIGHT, pl, this);
497 }
342} 498}
343 499
344/** 500/*
345 * Return the outermost environment object for a given object. 501 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
346 */ 502 */
347
348object *
349object_get_env_recursive (object *op)
350{
351 while (op->env != NULL)
352 op = op->env;
353 return op;
354}
355
356/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array.
360 */
361
362char * 503char *
363dump_object (object *op) 504dump_object (object *op)
364{ 505{
365 if (!op) 506 if (!op)
366 return strdup ("[NULLOBJ]"); 507 return strdup ("[NULLOBJ]");
367 508
368 object_freezer freezer; 509 object_freezer freezer;
369 save_object (freezer, op, 1); 510 op->write (freezer);
370 return freezer.as_string (); 511 return freezer.as_string ();
371} 512}
372 513
373/* 514char *
374 * get_nearest_part(multi-object, object 2) returns the part of the 515object::as_string ()
375 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned.
377 */
378
379object *
380get_nearest_part (object *op, const object *pl)
381{ 516{
382 object *tmp, *closest; 517 return dump_object (this);
383 int last_dist, i;
384
385 if (op->more == NULL)
386 return op;
387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
388 if ((i = distance (tmp, pl)) < last_dist)
389 closest = tmp, last_dist = i;
390 return closest;
391} 518}
392 519
393/* 520/*
394 * Returns the object which has the count-variable equal to the argument. 521 * Returns the object which has the count-variable equal to the argument.
522 * VERRRY slow.
395 */ 523 */
396
397object * 524object *
398find_object (tag_t i) 525find_object (tag_t i)
399{ 526{
400 for (object *op = object::first; op; op = op->next) 527 for_all_objects (op)
401 if (op->count == i) 528 if (op->count == i)
402 return op; 529 return op;
530
531 return 0;
532}
533
534/*
535 * Returns the object which has the uuid equal to the argument.
536 * MOAR VERRRY slow.
537 */
538
539object *
540find_object_uuid (UUID i)
541{
542 for_all_objects (op)
543 if (op->uuid == i)
544 return op;
403 545
404 return 0; 546 return 0;
405} 547}
406 548
407/* 549/*
408 * Returns the first object which has a name equal to the argument. 550 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 551 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 552 * Enables features like "patch <name-of-other-player> food 999"
411 */ 553 */
412
413object * 554object *
414find_object_name (const char *str) 555find_object_name (const char *str)
415{ 556{
416 shstr_cmp str_ (str); 557 shstr_cmp str_ (str);
417 object *op;
418 558
419 for (op = object::first; op != NULL; op = op->next) 559 if (str_)
560 for_all_objects (op)
420 if (op->name == str_) 561 if (op->name == str_)
421 break; 562 return op;
422 563
423 return op; 564 return 0;
424}
425
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430} 565}
431 566
432/* 567/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 568 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 569 * skill and experience objects.
570 * ACTUALLY NO! investigate! TODO
435 */ 571 */
436void 572void
437object::set_owner (object *owner) 573object::set_owner (object *owner)
438{ 574{
575 // allow objects which own objects
439 if (!owner) 576 if (owner)
440 return;
441
442 /* next line added to allow objects which own objects */
443 /* Add a check for ownercounts in here, as I got into an endless loop
444 * with the fireball owning a poison cloud which then owned the
445 * fireball. I believe that was caused by one of the objects getting
446 * freed and then another object replacing it. Since the ownercounts
447 * didn't match, this check is valid and I believe that cause is valid.
448 */
449 while (owner->owner) 577 while (owner->owner)
450 owner = owner->owner; 578 owner = owner->owner;
579
580 if (flag [FLAG_FREED])
581 {
582 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
583 return;
584 }
451 585
452 this->owner = owner; 586 this->owner = owner;
453} 587}
454 588
455/* Zero the key_values on op, decrementing the shared-string 589/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 590 * refcounts and freeing the links.
457 */ 591 */
458static void 592static void
459free_key_values (object *op) 593free_key_values (object *op)
460{ 594{
461 for (key_value *i = op->key_values; i != 0;) 595 for (key_value *i = op->key_values; i; )
462 { 596 {
463 key_value *next = i->next; 597 key_value *next = i->next;
464 delete i; 598 delete i;
465 599
466 i = next; 600 i = next;
478 * will point at garbage. 612 * will point at garbage.
479 */ 613 */
480void 614void
481object::copy_to (object *dst) 615object::copy_to (object *dst)
482{ 616{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 617 dst->remove ();
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
485
486 *(object_copy *)dst = *this; 618 *(object_copy *)dst = *this;
487 619 dst->flag [FLAG_REMOVED] = true;
488 if (is_freed)
489 SET_FLAG (dst, FLAG_FREED);
490
491 if (is_removed)
492 SET_FLAG (dst, FLAG_REMOVED);
493
494 if (speed < 0)
495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
496 620
497 /* Copy over key_values, if any. */ 621 /* Copy over key_values, if any. */
498 if (key_values) 622 if (key_values)
499 { 623 {
500 key_value *tail = 0; 624 key_value *tail = 0;
501 key_value *i;
502
503 dst->key_values = 0; 625 dst->key_values = 0;
504 626
505 for (i = key_values; i; i = i->next) 627 for (key_value *i = key_values; i; i = i->next)
506 { 628 {
507 key_value *new_link = new key_value; 629 key_value *new_link = new key_value;
508 630
509 new_link->next = 0; 631 new_link->next = 0;
510 new_link->key = i->key; 632 new_link->key = i->key;
511 new_link->value = i->value; 633 new_link->value = i->value;
512 634
513 /* Try and be clever here, too. */ 635 /* Try and be clever here, too. */
514 if (!dst->key_values) 636 if (!dst->key_values)
515 { 637 {
522 tail = new_link; 644 tail = new_link;
523 } 645 }
524 } 646 }
525 } 647 }
526 648
527 dst->set_speed (dst->speed); 649 dst->activate ();
650}
651
652void
653object::instantiate ()
654{
655 if (!uuid.seq) // HACK
656 uuid = UUID::gen ();
657
658 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
659 if (flag [FLAG_RANDOM_SPEED] && speed)
660 speed_left = - speed - rndm (); // TODO animation
661 else
662 speed_left = -1.;
663
664 /* copy the body_info to the body_used - this is only really
665 * need for monsters, but doesn't hurt to do it for everything.
666 * by doing so, when a monster is created, it has good starting
667 * values for the body_used info, so when items are created
668 * for it, they can be properly equipped.
669 */
670 for (int i = NUM_BODY_LOCATIONS; i--; )
671 slot[i].used = slot[i].info;
672
673 attachable::instantiate ();
528} 674}
529 675
530object * 676object *
531object::clone () 677object::clone ()
532{ 678{
533 object *neu = create (); 679 object *neu = create ();
534 copy_to (neu); 680 copy_to (neu);
681
682 // TODO: unclean state changes, should not be done in clone AND instantiate
683 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
684 neu->speed_left = - neu->speed - rndm (); // TODO animation
685
686 neu->map = map; // not copied by copy_to
535 return neu; 687 return neu;
536} 688}
537 689
538/* 690/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 691 * If an object with the IS_TURNABLE() flag needs to be turned due
540 * to the closest player being on the other side, this function can 692 * to the closest player being on the other side, this function can
541 * be called to update the face variable, _and_ how it looks on the map. 693 * be called to update the face variable, _and_ how it looks on the map.
542 */ 694 */
543
544void 695void
545update_turn_face (object *op) 696update_turn_face (object *op)
546{ 697{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 698 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
548 return; 699 return;
700
549 SET_ANIMATION (op, op->direction); 701 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 702 update_object (op, UP_OBJ_FACE);
551} 703}
552 704
553/* 705/*
556 * This function needs to be called whenever the speed of an object changes. 708 * This function needs to be called whenever the speed of an object changes.
557 */ 709 */
558void 710void
559object::set_speed (float speed) 711object::set_speed (float speed)
560{ 712{
561 extern int arch_init;
562
563 /* No reason putting the archetypes objects on the speed list,
564 * since they never really need to be updated.
565 */
566 if (flag [FLAG_FREED] && speed)
567 {
568 LOG (llevError, "Object %s is freed but has speed.\n", &name);
569 speed = 0;
570 }
571
572 this->speed = speed; 713 this->speed = speed;
573 714
574 if (arch_init) 715 if (has_active_speed ())
575 return; 716 activate ();
576
577 if (FABS (speed) > MIN_ACTIVE_SPEED)
578 {
579 /* If already on active list, don't do anything */
580 if (active_next || active_prev || this == active_objects)
581 return;
582
583 /* process_events() expects us to insert the object at the beginning
584 * of the list. */
585 active_next = active_objects;
586
587 if (active_next)
588 active_next->active_prev = this;
589
590 active_objects = this;
591 }
592 else 717 else
593 { 718 deactivate ();
594 /* If not on the active list, nothing needs to be done */
595 if (!active_next && !active_prev && this != active_objects)
596 return;
597
598 if (!active_prev)
599 {
600 active_objects = active_next;
601
602 if (active_next)
603 active_next->active_prev = 0;
604 }
605 else
606 {
607 active_prev->active_next = active_next;
608
609 if (active_next)
610 active_next->active_prev = active_prev;
611 }
612
613 active_next = 0;
614 active_prev = 0;
615 }
616}
617
618/* This function removes object 'op' from the list of active
619 * objects.
620 * This should only be used for style maps or other such
621 * reference maps where you don't want an object that isn't
622 * in play chewing up cpu time getting processed.
623 * The reverse of this is to call update_ob_speed, which
624 * will do the right thing based on the speed of the object.
625 */
626void
627remove_from_active_list (object *op)
628{
629 /* If not on the active list, nothing needs to be done */
630 if (!op->active_next && !op->active_prev && op != active_objects)
631 return;
632
633 if (op->active_prev == NULL)
634 {
635 active_objects = op->active_next;
636 if (op->active_next != NULL)
637 op->active_next->active_prev = NULL;
638 }
639 else
640 {
641 op->active_prev->active_next = op->active_next;
642 if (op->active_next)
643 op->active_next->active_prev = op->active_prev;
644 }
645 op->active_next = NULL;
646 op->active_prev = NULL;
647} 719}
648 720
649/* 721/*
650 * update_object() updates the the map. 722 * update_object() updates the the map.
651 * It takes into account invisible objects (and represent squares covered 723 * It takes into account invisible objects (and represent squares covered
664 * UP_OBJ_FACE: only the objects face has changed. 736 * UP_OBJ_FACE: only the objects face has changed.
665 */ 737 */
666void 738void
667update_object (object *op, int action) 739update_object (object *op, int action)
668{ 740{
669 MoveType move_on, move_off, move_block, move_slow; 741 if (!op)
670
671 if (op == NULL)
672 { 742 {
673 /* this should never happen */ 743 /* this should never happen */
674 LOG (llevDebug, "update_object() called for NULL object.\n"); 744 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
675 return; 745 return;
676 } 746 }
677 747
678 if (op->env) 748 if (!op->is_on_map ())
679 { 749 {
680 /* Animation is currently handled by client, so nothing 750 /* Animation is currently handled by client, so nothing
681 * to do in this case. 751 * to do in this case.
682 */ 752 */
683 return; 753 return;
684 } 754 }
685
686 /* If the map is saving, don't do anything as everything is
687 * going to get freed anyways.
688 */
689 if (!op->map || op->map->in_memory == MAP_SAVING)
690 return;
691 755
692 /* make sure the object is within map boundaries */ 756 /* make sure the object is within map boundaries */
693 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 757 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
694 { 758 {
695 LOG (llevError, "update_object() called for object out of map!\n"); 759 LOG (llevError, "update_object() called for object out of map!\n");
699 return; 763 return;
700 } 764 }
701 765
702 mapspace &m = op->ms (); 766 mapspace &m = op->ms ();
703 767
704 if (m.flags_ & P_NEED_UPDATE) 768 if (!(m.flags_ & P_UPTODATE))
705 /* nop */; 769 /* nop */;
706 else if (action == UP_OBJ_INSERT) 770 else if (action == UP_OBJ_INSERT)
707 { 771 {
772#if 0
708 // this is likely overkill, TODO: revisit (schmorp) 773 // this is likely overkill, TODO: revisit (schmorp)
709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 774 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
710 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 775 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
711 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 776 || (op->is_player () && !(m.flags_ & P_PLAYER))
712 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 777 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
713 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 778 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
714 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 779 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
715 || (m.move_on | op->move_on ) != m.move_on 780 || (m.move_on | op->move_on ) != m.move_on
716 || (m.move_off | op->move_off ) != m.move_off 781 || (m.move_off | op->move_off ) != m.move_off
717 || (m.move_slow | op->move_slow) != m.move_slow 782 || (m.move_slow | op->move_slow) != m.move_slow
718 /* This isn't perfect, but I don't expect a lot of objects to 783 /* This isn't perfect, but I don't expect a lot of objects to
719 * to have move_allow right now. 784 * have move_allow right now.
720 */ 785 */
721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 786 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
787 m.invalidate ();
788#else
722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 789 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
723 m.flags_ = P_NEED_UPDATE; 790 m.invalidate ();
791#endif
724 } 792 }
725 /* if the object is being removed, we can't make intelligent 793 /* if the object is being removed, we can't make intelligent
726 * decisions, because remove_ob can't really pass the object 794 * decisions, because remove_ob can't really pass the object
727 * that is being removed. 795 * that is being removed.
728 */ 796 */
729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 797 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
730 m.flags_ = P_NEED_UPDATE; 798 m.invalidate ();
731 else if (action == UP_OBJ_FACE) 799 else if (action == UP_OBJ_FACE)
732 /* Nothing to do for that case */ ; 800 /* Nothing to do for that case */ ;
733 else 801 else
734 LOG (llevError, "update_object called with invalid action: %d\n", action); 802 LOG (llevError, "update_object called with invalid action: %d\n", action);
735 803
736 if (op->more) 804 if (op->more)
737 update_object (op->more, action); 805 update_object (op->more, action);
738} 806}
739 807
740object::vector object::objects; // not yet used
741object *object::first;
742
743object::object () 808object::object ()
744{ 809{
745 SET_FLAG (this, FLAG_REMOVED); 810 this->set_flag (FLAG_REMOVED);
746 811
747 expmul = 1.0; 812 //expmul = 1.0; declared const for the time being
748 face = blank_face; 813 face = blank_face;
814 material = MATERIAL_NULL;
749} 815}
750 816
751object::~object () 817object::~object ()
752{ 818{
819 unlink ();
820
753 free_key_values (this); 821 free_key_values (this);
754} 822}
755 823
756void object::link () 824void object::link ()
757{ 825{
758 count = ++ob_count; 826 assert (!index);//D
759 uuid = gen_uuid (); 827 uuid = UUID::gen ();
760 828
761 prev = 0; 829 refcnt_inc ();
762 next = object::first; 830 objects.insert (this);
763 831
764 if (object::first) 832 ++create_count;
765 object::first->prev = this;
766 833
767 object::first = this;
768} 834}
769 835
770void object::unlink () 836void object::unlink ()
771{ 837{
772 if (this == object::first) 838 if (!index)
773 object::first = next;
774
775 /* Remove this object from the list of used objects */
776 if (prev) prev->next = next;
777 if (next) next->prev = prev;
778
779 prev = 0;
780 next = 0;
781}
782
783object *object::create ()
784{
785 object *op = new object;
786 op->link ();
787 return op;
788}
789
790void
791object::do_destroy ()
792{
793 attachable::do_destroy ();
794
795 if (flag [FLAG_IS_LINKED])
796 remove_button_link (this);
797
798 if (flag [FLAG_FRIENDLY])
799 remove_friendly_object (this);
800
801 if (!flag [FLAG_REMOVED])
802 remove ();
803
804 if (flag [FLAG_FREED])
805 return; 839 return;
806 840
807 flag [FLAG_FREED] = 1; 841 ++destroy_count;
808 842
809 // hack to ensure that freed objects still have a valid map 843 objects.erase (this);
810 { 844 refcnt_dec ();
811 static maptile *freed_map; // freed objects are moved here to avoid crashes 845}
812 846
813 if (!freed_map) 847void
848object::activate ()
849{
850 /* If already on active list, don't do anything */
851 if (active)
852 return;
853
854 if (has_active_speed ())
814 { 855 {
815 freed_map = new maptile; 856 if (flag [FLAG_FREED])
857 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
816 858
817 freed_map->name = "/internal/freed_objects_map"; 859 actives.insert (this);
818 freed_map->width = 3;
819 freed_map->height = 3;
820
821 freed_map->allocate ();
822 } 860 }
861}
823 862
824 map = freed_map; 863void
825 x = 1; 864object::activate_recursive ()
826 y = 1; 865{
866 activate ();
867
868 for (object *op = inv; op; op = op->below)
869 op->activate_recursive ();
870}
871
872/* This function removes object 'op' from the list of active
873 * objects.
874 * This should only be used for style maps or other such
875 * reference maps where you don't want an object that isn't
876 * in play chewing up cpu time getting processed.
877 * The reverse of this is to call update_ob_speed, which
878 * will do the right thing based on the speed of the object.
879 */
880void
881object::deactivate ()
882{
883 /* If not on the active list, nothing needs to be done */
884 if (!active)
885 return;
886
887 actives.erase (this);
888}
889
890void
891object::deactivate_recursive ()
892{
893 for (object *op = inv; op; op = op->below)
894 op->deactivate_recursive ();
895
896 deactivate ();
897}
898
899void
900object::set_flag_inv (int flag, int value)
901{
902 for (object *op = inv; op; op = op->below)
903 {
904 op->flag [flag] = value;
905 op->set_flag_inv (flag, value);
827 } 906 }
828
829 more = 0;
830 head = 0;
831 inv = 0;
832
833 // clear those pointers that likely might have circular references to us
834 owner = 0;
835 enemy = 0;
836 attacked_by = 0;
837
838 // only relevant for players(?), but make sure of it anyways
839 contr = 0;
840
841 /* Remove object from the active list */
842 set_speed (0);
843
844 unlink ();
845} 907}
846 908
847/* 909/*
848 * Remove and free all objects in the inventory of the given object. 910 * Remove and free all objects in the inventory of the given object.
849 * object.c ? 911 * object.c ?
850 */ 912 */
851void 913void
852object::destroy_inv (bool drop_to_ground) 914object::destroy_inv (bool drop_to_ground)
853{ 915{
916 // need to check first, because the checks below might segfault
917 // as we might be on an invalid mapspace and crossfire code
918 // is too buggy to ensure that the inventory is empty.
919 // corollary: if you create arrows etc. with stuff in its inventory,
920 // cf will crash below with off-map x and y
854 if (!inv) 921 if (!inv)
855 return; 922 return;
856 923
857 /* Only if the space blocks everything do we not process - 924 /* Only if the space blocks everything do we not process -
858 * if some form of movement is allowed, let objects 925 * if some form of movement is allowed, let objects
859 * drop on that space. 926 * drop on that space.
860 */ 927 */
861 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) 928 if (!drop_to_ground
929 || !map
930 || map->in_memory != MAP_ACTIVE
931 || map->no_drop
932 || ms ().move_block == MOVE_ALL)
862 { 933 {
863 while (inv) 934 while (inv)
864 {
865 inv->destroy_inv (drop_to_ground);
866 inv->destroy (); 935 inv->destroy ();
867 }
868 } 936 }
869 else 937 else
870 { /* Put objects in inventory onto this space */ 938 { /* Put objects in inventory onto this space */
871 while (inv) 939 while (inv)
872 { 940 {
874 942
875 if (op->flag [FLAG_STARTEQUIP] 943 if (op->flag [FLAG_STARTEQUIP]
876 || op->flag [FLAG_NO_DROP] 944 || op->flag [FLAG_NO_DROP]
877 || op->type == RUNE 945 || op->type == RUNE
878 || op->type == TRAP 946 || op->type == TRAP
879 || op->flag [FLAG_IS_A_TEMPLATE]) 947 || op->flag [FLAG_IS_A_TEMPLATE]
948 || op->flag [FLAG_DESTROY_ON_DEATH])
880 op->destroy (); 949 op->destroy ();
881 else 950 else
882 { 951 map->insert (op, x, y);
883 op->remove ();
884 op->x = x;
885 op->y = y;
886 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
887 }
888 } 952 }
889 } 953 }
890} 954}
891 955
956/*
957 * Remove and free all objects in the inventory of the given object.
958 * Unlike destroy_inv, this assumes the *this is destroyed as well
959 * well, so we can (and have to!) take shortcuts.
960 */
892void 961void
893object::destroy (bool destroy_inventory) 962object::destroy_inv_fast ()
963{
964 while (object *op = inv)
965 {
966 // remove from object the fast way
967 op->flag [FLAG_REMOVED] = true;
968 op->env = 0;
969 if ((inv = inv->below))
970 inv->above = 0;
971
972 // then destroy
973 op->destroy ();
974 }
975}
976
977void
978object::freelist_free (int count)
979{
980 while (count-- && freelist)
981 {
982 freelist_item *next = freelist->next;
983 // count is being "destroyed"
984
985 sfree ((char *)freelist, sizeof (object));
986
987 freelist = next;
988 --free_count;
989 }
990}
991
992object *
993object::create ()
994{
995 object *op;
996
997 if (freelist)
998 {
999 freelist_item li = *freelist;
1000 memset (freelist, 0, sizeof (object));
1001
1002 op = new (freelist) object;
1003 op->count = li.count;
1004
1005 freelist = li.next;
1006 --free_count;
1007 }
1008 else
1009 {
1010 void *ni = salloc0<char> (sizeof (object));
1011
1012 op = new(ni) object;
1013
1014 op->count = ++object_count;
1015 }
1016
1017 op->link ();
1018
1019 return op;
1020}
1021
1022void
1023object::do_delete ()
1024{
1025 uint32_t count = this->count;
1026
1027 this->~object ();
1028
1029 freelist_item *li = (freelist_item *)this;
1030 li->next = freelist;
1031 li->count = count;
1032
1033 freelist = li;
1034 ++free_count;
1035}
1036
1037static struct freed_map : maptile
1038{
1039 freed_map ()
1040 : maptile (3, 3)
1041 {
1042 path = "<freed objects map>";
1043 name = "/internal/freed_objects_map";
1044 no_drop = 1;
1045 no_reset = 1;
1046
1047 in_memory = MAP_ACTIVE;
1048 }
1049
1050 ~freed_map ()
1051 {
1052 destroy ();
1053 }
1054} freed_map; // freed objects are moved here to avoid crashes
1055
1056void
1057object::do_destroy ()
1058{
1059 if (flag [FLAG_IS_LINKED])
1060 remove_link ();
1061
1062 if (flag [FLAG_FRIENDLY])
1063 remove_friendly_object (this);
1064
1065 remove ();
1066
1067 attachable::do_destroy ();
1068
1069 deactivate ();
1070 unlink ();
1071
1072 flag [FLAG_FREED] = 1;
1073
1074 // hack to ensure that freed objects still have a valid map
1075 map = &freed_map;
1076 x = 1;
1077 y = 1;
1078
1079 if (more)
1080 {
1081 more->destroy ();
1082 more = 0;
1083 }
1084
1085 head = 0;
1086
1087 // clear those pointers that likely might cause circular references
1088 owner = 0;
1089 enemy = 0;
1090 attacked_by = 0;
1091 current_weapon = 0;
1092}
1093
1094void
1095object::destroy ()
894{ 1096{
895 if (destroyed ()) 1097 if (destroyed ())
896 return; 1098 return;
897 1099
898 if (more) 1100 if (!is_head () && !head->destroyed ())
899 {
900 //TODO: non-head objects must not have inventory
901 more->destroy (destroy_inventory);
902 more = 0;
903 } 1101 {
1102 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1103 head->destroy ();
1104 return;
1105 }
904 1106
905 if (destroy_inventory)
906 destroy_inv (true); 1107 destroy_inv_fast ();
1108
1109 if (is_head ())
1110 if (sound_destroy)
1111 play_sound (sound_destroy);
1112 else if (flag [FLAG_MONSTER])
1113 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
907 1114
908 attachable::destroy (); 1115 attachable::destroy ();
909}
910
911/*
912 * sub_weight() recursively (outwards) subtracts a number from the
913 * weight of an object (and what is carried by it's environment(s)).
914 */
915void
916sub_weight (object *op, signed long weight)
917{
918 while (op != NULL)
919 {
920 if (op->type == CONTAINER)
921 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
922
923 op->carrying -= weight;
924 op = op->env;
925 }
926} 1116}
927 1117
928/* op->remove (): 1118/* op->remove ():
929 * This function removes the object op from the linked list of objects 1119 * This function removes the object op from the linked list of objects
930 * which it is currently tied to. When this function is done, the 1120 * which it is currently tied to. When this function is done, the
931 * object will have no environment. If the object previously had an 1121 * object will have no environment. If the object previously had an
932 * environment, the x and y coordinates will be updated to 1122 * environment, the x and y coordinates will be updated to
933 * the previous environment. 1123 * the previous environment.
934 * Beware: This function is called from the editor as well!
935 */ 1124 */
936void 1125void
937object::remove () 1126object::do_remove ()
938{ 1127{
939 object *tmp, *last = 0; 1128 if (flag [FLAG_REMOVED])
940 object *otmp;
941
942 if (QUERY_FLAG (this, FLAG_REMOVED))
943 return; 1129 return;
944 1130
945 SET_FLAG (this, FLAG_REMOVED);
946 INVOKE_OBJECT (REMOVE, this); 1131 INVOKE_OBJECT (REMOVE, this);
1132
1133 flag [FLAG_REMOVED] = true;
947 1134
948 if (more) 1135 if (more)
949 more->remove (); 1136 more->remove ();
950 1137
951 /* 1138 /*
952 * In this case, the object to be removed is in someones 1139 * In this case, the object to be removed is in someones
953 * inventory. 1140 * inventory.
954 */ 1141 */
955 if (env) 1142 if (env)
956 { 1143 {
957 if (nrof) 1144 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
958 sub_weight (env, weight * nrof); 1145 if (object *pl = visible_to ())
959 else 1146 esrv_del_item (pl->contr, count);
960 sub_weight (env, weight + carrying); 1147 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
961 1148
962 /* NO_FIX_PLAYER is set when a great many changes are being 1149 adjust_weight (env, -total_weight ());
963 * made to players inventory. If set, avoiding the call
964 * to save cpu time.
965 */
966 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
967 otmp->update_stats ();
968 1150
969 if (above != NULL) 1151 object *pl = in_player ();
970 above->below = below;
971 else
972 env->inv = below;
973
974 if (below != NULL)
975 below->above = above;
976 1152
977 /* we set up values so that it could be inserted into 1153 /* we set up values so that it could be inserted into
978 * the map, but we don't actually do that - it is up 1154 * the map, but we don't actually do that - it is up
979 * to the caller to decide what we want to do. 1155 * to the caller to decide what we want to do.
980 */ 1156 */
981 x = env->x, y = env->y;
982 map = env->map; 1157 map = env->map;
983 above = 0, below = 0; 1158 x = env->x;
984 env = 0; 1159 y = env->y;
985 }
986 else if (map)
987 {
988 /* Re did the following section of code - it looks like it had
989 * lots of logic for things we no longer care about
990 */
991 1160
992 /* link the object above us */ 1161 // make sure cmov optimisation is applicable
993 if (above) 1162 *(above ? &above->below : &env->inv) = below;
994 above->below = below; 1163 *(below ? &below->above : &above ) = above; // &above is just a dummy
995 else
996 map->at (x, y).top = below; /* we were top, set new top */
997
998 /* Relink the object below us, if there is one */
999 if (below)
1000 below->above = above;
1001 else
1002 {
1003 /* Nothing below, which means we need to relink map object for this space
1004 * use translated coordinates in case some oddness with map tiling is
1005 * evident
1006 */
1007 if (GET_MAP_OB (map, x, y) != this)
1008 {
1009 char *dump = dump_object (this);
1010 LOG (llevError,
1011 "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);
1012 free (dump);
1013 dump = dump_object (GET_MAP_OB (map, x, y));
1014 LOG (llevError, "%s\n", dump);
1015 free (dump);
1016 }
1017
1018 map->at (x, y).bot = above; /* goes on above it. */
1019 }
1020 1164
1021 above = 0; 1165 above = 0;
1022 below = 0; 1166 below = 0;
1167 env = 0;
1168
1169 if (pl && pl->is_player ())
1170 {
1171 if (expect_false (pl->contr->combat_ob == this))
1172 {
1173 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1174 pl->contr->combat_ob = 0;
1175 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1176 }
1177
1178 if (expect_false (pl->contr->ranged_ob == this))
1179 {
1180 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1181 pl->contr->ranged_ob = 0;
1182 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1183 }
1184
1185 pl->contr->queue_stats_update ();
1186
1187 if (expect_false (glow_radius) && pl->is_on_map ())
1188 update_all_los (pl->map, pl->x, pl->y);
1189 }
1190 }
1191 else if (map)
1192 {
1193 map->dirty = true;
1194 mapspace &ms = this->ms ();
1195
1196 if (object *pl = ms.player ())
1197 {
1198 if (is_player ())
1199 {
1200 if (!flag [FLAG_WIZPASS])
1201 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1202
1203 // leaving a spot always closes any open container on the ground
1204 if (container && !container->env)
1205 // this causes spurious floorbox updates, but it ensures
1206 // that the CLOSE event is being sent.
1207 close_container ();
1208
1209 --map->players;
1210 map->touch ();
1211 }
1212 else if (pl->container_ () == this)
1213 {
1214 // removing a container should close it
1215 close_container ();
1216 }
1217 else
1218 esrv_del_item (pl->contr, count);
1219 }
1220
1221 /* link the object above us */
1222 // re-link, make sure compiler can easily use cmove
1223 *(above ? &above->below : &ms.top) = below;
1224 *(below ? &below->above : &ms.bot) = above;
1225
1226 above = 0;
1227 below = 0;
1228
1229 ms.invalidate ();
1023 1230
1024 if (map->in_memory == MAP_SAVING) 1231 if (map->in_memory == MAP_SAVING)
1025 return; 1232 return;
1026 1233
1027 int check_walk_off = !flag [FLAG_NO_APPLY]; 1234 int check_walk_off = !flag [FLAG_NO_APPLY];
1028 1235
1029 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1236 if (object *pl = ms.player ())
1030 { 1237 {
1031 /* No point updating the players look faces if he is the object 1238 if (pl->container_ () == this)
1032 * being removed.
1033 */
1034
1035 if (tmp->type == PLAYER && tmp != this)
1036 {
1037 /* If a container that the player is currently using somehow gets 1239 /* If a container that the player is currently using somehow gets
1038 * removed (most likely destroyed), update the player view 1240 * removed (most likely destroyed), update the player view
1039 * appropriately. 1241 * appropriately.
1040 */ 1242 */
1041 if (tmp->container == this) 1243 pl->close_container ();
1042 {
1043 flag [FLAG_APPLIED] = 0;
1044 tmp->container = 0;
1045 }
1046 1244
1245 //TODO: the floorbox prev/next might need updating
1246 //esrv_del_item (pl->contr, count);
1247 //TODO: update floorbox to preserve ordering
1047 if (tmp->contr->ns) 1248 if (pl->contr->ns)
1048 tmp->contr->ns->floorbox_update (); 1249 pl->contr->ns->floorbox_update ();
1250 }
1251
1252 if (check_walk_off)
1253 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1254 {
1255 above = tmp->above;
1256
1257 /* No point updating the players look faces if he is the object
1258 * being removed.
1049 } 1259 */
1050 1260
1051 /* See if player moving off should effect something */ 1261 /* See if object moving off should effect something */
1052 if (check_walk_off
1053 && ((move_type & tmp->move_off) 1262 if ((move_type & tmp->move_off)
1054 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1263 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1055 {
1056 move_apply (tmp, this, 0); 1264 move_apply (tmp, this, 0);
1057
1058 if (destroyed ())
1059 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1060 } 1265 }
1061 1266
1062 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1267 if (affects_los ())
1063
1064 if (tmp->above == tmp)
1065 tmp->above = 0;
1066
1067 last = tmp;
1068 }
1069
1070 /* last == NULL of there are no objects on this space */
1071 if (!last)
1072 map->at (x, y).flags_ = P_NEED_UPDATE;
1073 else
1074 update_object (last, UP_OBJ_REMOVE);
1075
1076 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1077 update_all_los (map, x, y); 1268 update_all_los (map, x, y);
1078 } 1269 }
1079} 1270}
1080 1271
1081/* 1272/*
1090merge_ob (object *op, object *top) 1281merge_ob (object *op, object *top)
1091{ 1282{
1092 if (!op->nrof) 1283 if (!op->nrof)
1093 return 0; 1284 return 0;
1094 1285
1095 if (top) 1286 if (!top)
1096 for (top = op; top && top->above; top = top->above) 1287 for (top = op; top && top->above; top = top->above)
1097 ; 1288 ;
1098 1289
1099 for (; top; top = top->below) 1290 for (; top; top = top->below)
1100 {
1101 if (top == op)
1102 continue;
1103
1104 if (object::can_merge (op, top)) 1291 if (object::can_merge (op, top))
1105 { 1292 {
1106 top->nrof += op->nrof; 1293 top->nrof += op->nrof;
1107 1294
1108/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1295 if (object *pl = top->visible_to ())
1109 op->weight = 0; /* Don't want any adjustements now */ 1296 esrv_update_item (UPD_NROF, pl, top);
1297
1298 op->weight = 0; // cancel the addition above
1299 op->carrying = 0; // must be 0 already
1300
1110 op->destroy (); 1301 op->destroy ();
1302
1111 return top; 1303 return top;
1112 } 1304 }
1113 }
1114 1305
1115 return 0; 1306 return 0;
1116} 1307}
1117 1308
1309void
1310object::expand_tail ()
1311{
1312 if (more)
1313 return;
1314
1315 object *prev = this;
1316
1317 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1318 {
1319 object *op = at->instance ();
1320
1321 op->name = name;
1322 op->name_pl = name_pl;
1323 op->title = title;
1324
1325 op->head = this;
1326 prev->more = op;
1327
1328 prev = op;
1329 }
1330}
1331
1118/* 1332/*
1119 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1333 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1120 * job preparing multi-part monsters 1334 * job preparing multi-part monsters.
1121 */ 1335 */
1122object * 1336object *
1123insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1337insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1124{ 1338{
1125 object *tmp; 1339 op->remove ();
1126 1340
1127 if (op->head)
1128 op = op->head;
1129
1130 for (tmp = op; tmp; tmp = tmp->more) 1341 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1131 { 1342 {
1132 tmp->x = x + tmp->arch->clone.x; 1343 tmp->x = x + tmp->arch->x;
1133 tmp->y = y + tmp->arch->clone.y; 1344 tmp->y = y + tmp->arch->y;
1134 } 1345 }
1135 1346
1136 return insert_ob_in_map (op, m, originator, flag); 1347 return insert_ob_in_map (op, m, originator, flag);
1137} 1348}
1138 1349
1151 * Passing 0 for flag gives proper default values, so flag really only needs 1362 * Passing 0 for flag gives proper default values, so flag really only needs
1152 * to be set if special handling is needed. 1363 * to be set if special handling is needed.
1153 * 1364 *
1154 * Return value: 1365 * Return value:
1155 * new object if 'op' was merged with other object 1366 * new object if 'op' was merged with other object
1156 * NULL if 'op' was destroyed 1367 * NULL if there was an error (destroyed, blocked etc.)
1157 * just 'op' otherwise 1368 * just 'op' otherwise
1158 */ 1369 */
1159object * 1370object *
1160insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1371insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1161{ 1372{
1162 object *tmp, *top, *floor = NULL; 1373 op->remove ();
1163 sint16 x, y;
1164 1374
1165 if (QUERY_FLAG (op, FLAG_FREED)) 1375 if (m == &freed_map)//D TODO: remove soon
1166 { 1376 {//D
1167 LOG (llevError, "Trying to insert freed object!\n"); 1377 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1168 return NULL;
1169 } 1378 }//D
1170
1171 if (m == NULL)
1172 {
1173 char *dump = dump_object (op);
1174 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1175 free (dump);
1176 return op;
1177 }
1178
1179 if (out_of_map (m, op->x, op->y))
1180 {
1181 char *dump = dump_object (op);
1182 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1183#ifdef MANY_CORES
1184 /* Better to catch this here, as otherwise the next use of this object
1185 * is likely to cause a crash. Better to find out where it is getting
1186 * improperly inserted.
1187 */
1188 abort ();
1189#endif
1190 free (dump);
1191 return op;
1192 }
1193
1194 if (!QUERY_FLAG (op, FLAG_REMOVED))
1195 {
1196 char *dump = dump_object (op);
1197 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1198 free (dump);
1199 return op;
1200 }
1201
1202 if (op->more)
1203 {
1204 /* The part may be on a different map. */
1205
1206 object *more = op->more;
1207
1208 /* We really need the caller to normalize coordinates - if
1209 * we set the map, that doesn't work if the location is within
1210 * a map and this is straddling an edge. So only if coordinate
1211 * is clear wrong do we normalize it.
1212 */
1213 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1214 more->map = get_map_from_coord (m, &more->x, &more->y);
1215 else if (!more->map)
1216 {
1217 /* For backwards compatibility - when not dealing with tiled maps,
1218 * more->map should always point to the parent.
1219 */
1220 more->map = m;
1221 }
1222
1223 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1224 {
1225 if (!op->head)
1226 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1227
1228 return 0;
1229 }
1230 }
1231
1232 CLEAR_FLAG (op, FLAG_REMOVED);
1233 1379
1234 /* Ideally, the caller figures this out. However, it complicates a lot 1380 /* Ideally, the caller figures this out. However, it complicates a lot
1235 * of areas of callers (eg, anything that uses find_free_spot would now 1381 * of areas of callers (eg, anything that uses find_free_spot would now
1236 * need extra work 1382 * need extra work
1237 */ 1383 */
1238 op->map = get_map_from_coord (m, &op->x, &op->y); 1384 maptile *newmap = m;
1239 x = op->x; 1385 if (!xy_normalise (newmap, op->x, op->y))
1240 y = op->y; 1386 {
1387 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1388 return 0;
1389 }
1390
1391 if (object *more = op->more)
1392 if (!insert_ob_in_map (more, m, originator, flag))
1393 return 0;
1394
1395 op->flag [FLAG_REMOVED] = false;
1396 op->env = 0;
1397 op->map = newmap;
1398
1399 mapspace &ms = op->ms ();
1241 1400
1242 /* this has to be done after we translate the coordinates. 1401 /* this has to be done after we translate the coordinates.
1243 */ 1402 */
1244 if (op->nrof && !(flag & INS_NO_MERGE)) 1403 if (op->nrof && !(flag & INS_NO_MERGE))
1245 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1404 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1246 if (object::can_merge (op, tmp)) 1405 if (object::can_merge (op, tmp))
1247 { 1406 {
1407 // TODO: we actually want to update tmp, not op,
1408 // but some caller surely breaks when we return tmp
1409 // from here :/
1248 op->nrof += tmp->nrof; 1410 op->nrof += tmp->nrof;
1249 tmp->destroy (); 1411 tmp->destroy ();
1250 } 1412 }
1251 1413
1252 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1414 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1253 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1415 op->clr_flag (FLAG_INV_LOCKED);
1254 1416
1255 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1417 if (!op->flag [FLAG_ALIVE])
1256 CLEAR_FLAG (op, FLAG_NO_STEAL); 1418 op->clr_flag (FLAG_NO_STEAL);
1257 1419
1258 if (flag & INS_BELOW_ORIGINATOR) 1420 if (flag & INS_BELOW_ORIGINATOR)
1259 { 1421 {
1260 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1422 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1261 { 1423 {
1262 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1424 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1263 abort (); 1425 abort ();
1264 } 1426 }
1265 1427
1428 if (!originator->is_on_map ())
1429 {
1430 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1431 op->debug_desc (), originator->debug_desc ());
1432 abort ();
1433 }
1434
1266 op->above = originator; 1435 op->above = originator;
1267 op->below = originator->below; 1436 op->below = originator->below;
1268
1269 if (op->below)
1270 op->below->above = op;
1271 else
1272 op->ms ().bot = op;
1273
1274 /* since *below* originator, no need to update top */
1275 originator->below = op; 1437 originator->below = op;
1438
1439 *(op->below ? &op->below->above : &ms.bot) = op;
1276 } 1440 }
1277 else 1441 else
1278 { 1442 {
1443 object *floor = 0;
1444 object *top = ms.top;
1445
1279 /* If there are other objects, then */ 1446 /* If there are other objects, then */
1280 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1447 if (top)
1281 { 1448 {
1282 object *last = NULL;
1283
1284 /* 1449 /*
1285 * If there are multiple objects on this space, we do some trickier handling. 1450 * If there are multiple objects on this space, we do some trickier handling.
1286 * We've already dealt with merging if appropriate. 1451 * We've already dealt with merging if appropriate.
1287 * Generally, we want to put the new object on top. But if 1452 * Generally, we want to put the new object on top. But if
1288 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1453 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1291 * once we get to them. This reduces the need to traverse over all of 1456 * once we get to them. This reduces the need to traverse over all of
1292 * them when adding another one - this saves quite a bit of cpu time 1457 * them when adding another one - this saves quite a bit of cpu time
1293 * when lots of spells are cast in one area. Currently, it is presumed 1458 * when lots of spells are cast in one area. Currently, it is presumed
1294 * that flying non pickable objects are spell objects. 1459 * that flying non pickable objects are spell objects.
1295 */ 1460 */
1296 1461 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1297 while (top != NULL)
1298 { 1462 {
1299 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1463 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1300 floor = top; 1464 floor = tmp;
1301 1465
1302 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1466 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1303 { 1467 {
1304 /* We insert above top, so we want this object below this */ 1468 /* We insert above top, so we want this object below this */
1305 top = top->below; 1469 top = tmp->below;
1306 break; 1470 break;
1307 } 1471 }
1308 1472
1309 last = top;
1310 top = top->above; 1473 top = tmp;
1311 } 1474 }
1312
1313 /* Don't want top to be NULL, so set it to the last valid object */
1314 top = last;
1315 1475
1316 /* We let update_position deal with figuring out what the space 1476 /* We let update_position deal with figuring out what the space
1317 * looks like instead of lots of conditions here. 1477 * looks like instead of lots of conditions here.
1318 * makes things faster, and effectively the same result. 1478 * makes things faster, and effectively the same result.
1319 */ 1479 */
1320 1480
1321 /* Have object 'fall below' other objects that block view. 1481 /* Have object 'fall below' other objects that block view.
1322 * Unless those objects are exits, type 66 1482 * Unless those objects are exits.
1323 * If INS_ON_TOP is used, don't do this processing 1483 * If INS_ON_TOP is used, don't do this processing
1324 * Need to find the object that in fact blocks view, otherwise 1484 * Need to find the object that in fact blocks view, otherwise
1325 * stacking is a bit odd. 1485 * stacking is a bit odd.
1326 */ 1486 */
1327 if (!(flag & INS_ON_TOP) && 1487 if (!(flag & INS_ON_TOP)
1328 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1488 && ms.flags () & P_BLOCKSVIEW
1489 && (op->face && !faces [op->face].visibility))
1329 { 1490 {
1491 object *last;
1492
1330 for (last = top; last != floor; last = last->below) 1493 for (last = top; last != floor; last = last->below)
1331 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1494 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1332 break; 1495 break;
1496
1333 /* Check to see if we found the object that blocks view, 1497 /* Check to see if we found the object that blocks view,
1334 * and make sure we have a below pointer for it so that 1498 * and make sure we have a below pointer for it so that
1335 * we can get inserted below this one, which requires we 1499 * we can get inserted below this one, which requires we
1336 * set top to the object below us. 1500 * set top to the object below us.
1337 */ 1501 */
1338 if (last && last->below && last != floor) 1502 if (last && last->below && last != floor)
1339 top = last->below; 1503 top = last->below;
1340 } 1504 }
1341 } /* If objects on this space */ 1505 } /* If objects on this space */
1342 1506
1343 if (flag & INS_MAP_LOAD)
1344 top = GET_MAP_TOP (op->map, op->x, op->y);
1345
1346 if (flag & INS_ABOVE_FLOOR_ONLY) 1507 if (flag & INS_ABOVE_FLOOR_ONLY)
1347 top = floor; 1508 top = floor;
1348 1509
1349 /* Top is the object that our object (op) is going to get inserted above. 1510 // insert object above top, or bottom-most if top = 0
1350 */
1351
1352 /* First object on this space */
1353 if (!top) 1511 if (!top)
1354 { 1512 {
1355 op->above = GET_MAP_OB (op->map, op->x, op->y);
1356
1357 if (op->above)
1358 op->above->below = op;
1359
1360 op->below = NULL; 1513 op->below = 0;
1514 op->above = ms.bot;
1361 op->ms ().bot = op; 1515 ms.bot = op;
1516
1517 *(op->above ? &op->above->below : &ms.top) = op;
1362 } 1518 }
1363 else 1519 else
1364 { /* get inserted into the stack above top */ 1520 {
1365 op->above = top->above; 1521 op->above = top->above;
1366
1367 if (op->above)
1368 op->above->below = op; 1522 top->above = op;
1369 1523
1370 op->below = top; 1524 op->below = top;
1371 top->above = op; 1525 *(op->above ? &op->above->below : &ms.top) = op;
1372 } 1526 }
1527 }
1373 1528
1374 if (op->above == NULL) 1529 if (op->is_player ())
1375 op->ms ().top = op; 1530 {
1376 } /* else not INS_BELOW_ORIGINATOR */
1377
1378 if (op->type == PLAYER)
1379 op->contr->do_los = 1; 1531 op->contr->do_los = 1;
1532 ++op->map->players;
1533 op->map->touch ();
1534 }
1380 1535
1381 /* If we have a floor, we know the player, if any, will be above 1536 op->map->dirty = true;
1382 * it, so save a few ticks and start from there. 1537
1383 */
1384 if (!(flag & INS_MAP_LOAD))
1385 if (object *pl = op->ms ().player ()) 1538 if (object *pl = ms.player ())
1539 //TODO: the floorbox prev/next might need updating
1540 //esrv_send_item (pl, op);
1541 //TODO: update floorbox to preserve ordering
1386 if (pl->contr->ns) 1542 if (pl->contr->ns)
1387 pl->contr->ns->floorbox_update (); 1543 pl->contr->ns->floorbox_update ();
1388 1544
1389 /* If this object glows, it may affect lighting conditions that are 1545 /* If this object glows, it may affect lighting conditions that are
1390 * visible to others on this map. But update_all_los is really 1546 * visible to others on this map. But update_all_los is really
1391 * an inefficient way to do this, as it means los for all players 1547 * an inefficient way to do this, as it means los for all players
1392 * on the map will get recalculated. The players could very well 1548 * on the map will get recalculated. The players could very well
1393 * be far away from this change and not affected in any way - 1549 * be far away from this change and not affected in any way -
1394 * this should get redone to only look for players within range, 1550 * this should get redone to only look for players within range,
1395 * or just updating the P_NEED_UPDATE for spaces within this area 1551 * or just updating the P_UPTODATE for spaces within this area
1396 * of effect may be sufficient. 1552 * of effect may be sufficient.
1397 */ 1553 */
1398 if (op->map->darkness && (op->glow_radius != 0)) 1554 if (op->affects_los ())
1555 {
1556 op->ms ().invalidate ();
1399 update_all_los (op->map, op->x, op->y); 1557 update_all_los (op->map, op->x, op->y);
1558 }
1400 1559
1401 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1560 /* updates flags (blocked, alive, no magic, etc) for this map space */
1402 update_object (op, UP_OBJ_INSERT); 1561 update_object (op, UP_OBJ_INSERT);
1403 1562
1404 INVOKE_OBJECT (INSERT, op); 1563 INVOKE_OBJECT (INSERT, op);
1411 * blocked() and wall() work properly), and these flags are updated by 1570 * blocked() and wall() work properly), and these flags are updated by
1412 * update_object(). 1571 * update_object().
1413 */ 1572 */
1414 1573
1415 /* if this is not the head or flag has been passed, don't check walk on status */ 1574 /* if this is not the head or flag has been passed, don't check walk on status */
1416 if (!(flag & INS_NO_WALK_ON) && !op->head) 1575 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1417 { 1576 {
1418 if (check_move_on (op, originator)) 1577 if (check_move_on (op, originator, flag))
1419 return 0; 1578 return 0;
1420 1579
1421 /* If we are a multi part object, lets work our way through the check 1580 /* If we are a multi part object, let's work our way through the check
1422 * walk on's. 1581 * walk on's.
1423 */ 1582 */
1424 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1583 for (object *tmp = op->more; tmp; tmp = tmp->more)
1425 if (check_move_on (tmp, originator)) 1584 if (check_move_on (tmp, originator, flag))
1426 return 0; 1585 return 0;
1427 } 1586 }
1428 1587
1429 return op; 1588 return op;
1430} 1589}
1432/* this function inserts an object in the map, but if it 1591/* this function inserts an object in the map, but if it
1433 * finds an object of its own type, it'll remove that one first. 1592 * finds an object of its own type, it'll remove that one first.
1434 * op is the object to insert it under: supplies x and the map. 1593 * op is the object to insert it under: supplies x and the map.
1435 */ 1594 */
1436void 1595void
1437replace_insert_ob_in_map (const char *arch_string, object *op) 1596replace_insert_ob_in_map (shstr_tmp archname, object *op)
1438{ 1597{
1439 object *tmp, *tmp1;
1440
1441 /* first search for itself and remove any old instances */ 1598 /* first search for itself and remove any old instances */
1442 1599
1443 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1600 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1444 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1601 if (tmp->arch->archname == archname) /* same archetype */
1445 tmp->destroy (); 1602 tmp->destroy ();
1446 1603
1447 tmp1 = arch_to_object (archetype::find (arch_string)); 1604 object *tmp = archetype::find (archname)->instance ();
1448 1605
1449 tmp1->x = op->x; 1606 tmp->x = op->x;
1450 tmp1->y = op->y; 1607 tmp->y = op->y;
1608
1451 insert_ob_in_map (tmp1, op->map, op, 0); 1609 insert_ob_in_map (tmp, op->map, op, 0);
1452} 1610}
1453
1454/*
1455 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1456 * is returned contains nr objects, and the remaining parts contains
1457 * the rest (or is removed and freed if that number is 0).
1458 * On failure, NULL is returned, and the reason put into the
1459 * global static errmsg array.
1460 */
1461 1611
1462object * 1612object *
1463get_split_ob (object *orig_ob, uint32 nr) 1613object::insert_at (object *where, object *originator, int flags)
1464{ 1614{
1465 object *newob; 1615 if (where->env)
1466 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1616 return where->env->insert (this);
1467 1617 else
1468 if (orig_ob->nrof < nr) 1618 return where->map->insert (this, where->x, where->y, originator, flags);
1469 {
1470 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1471 return NULL;
1472 }
1473
1474 newob = object_create_clone (orig_ob);
1475
1476 if ((orig_ob->nrof -= nr) < 1)
1477 orig_ob->destroy (1);
1478 else if (!is_removed)
1479 {
1480 if (orig_ob->env != NULL)
1481 sub_weight (orig_ob->env, orig_ob->weight * nr);
1482 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1483 {
1484 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1485 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1486 return NULL;
1487 }
1488 }
1489
1490 newob->nrof = nr;
1491
1492 return newob;
1493} 1619}
1494 1620
1621// check whether we can put this into the map, respect max_volume, max_items
1622bool
1623object::can_drop_at (maptile *m, int x, int y, object *originator)
1624{
1625 mapspace &ms = m->at (x, y);
1626
1627 int items = ms.items ();
1628
1629 if (!items // testing !items ensures we can drop at least one item
1630 || (items < m->max_items
1631 && ms.volume () < m->max_volume))
1632 return true;
1633
1634 if (originator && originator->is_player ())
1635 originator->contr->failmsgf (
1636 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1637 query_name ()
1638 );
1639
1640 return false;
1641}
1642
1495/* 1643/*
1496 * decrease_ob_nr(object, number) decreases a specified number from 1644 * decrease(object, number) decreases a specified number from
1497 * the amount of an object. If the amount reaches 0, the object 1645 * the amount of an object. If the amount reaches 0, the object
1498 * is subsequently removed and freed. 1646 * is subsequently removed and freed.
1499 * 1647 *
1500 * Return value: 'op' if something is left, NULL if the amount reached 0 1648 * Return value: 'op' if something is left, NULL if the amount reached 0
1501 */ 1649 */
1650bool
1651object::decrease (sint32 nr)
1652{
1653 if (!nr)
1654 return true;
1502 1655
1656 nr = min (nr, nrof);
1657
1658 if (nrof > nr)
1659 {
1660 nrof -= nr;
1661 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1662
1663 if (object *pl = visible_to ())
1664 esrv_update_item (UPD_NROF, pl, this);
1665
1666 return true;
1667 }
1668 else
1669 {
1670 destroy ();
1671 return false;
1672 }
1673}
1674
1675/*
1676 * split(ob,nr) splits up ob into two parts. The part which
1677 * is returned contains nr objects, and the remaining parts contains
1678 * the rest (or is removed and returned if that number is 0).
1679 * On failure, NULL is returned.
1680 */
1503object * 1681object *
1504decrease_ob_nr (object *op, uint32 i) 1682object::split (sint32 nr)
1505{ 1683{
1506 object *tmp; 1684 int have = number_of ();
1507 1685
1508 if (i == 0) /* objects with op->nrof require this check */ 1686 if (have < nr)
1509 return op; 1687 return 0;
1510 1688 else if (have == nr)
1511 if (i > op->nrof)
1512 i = op->nrof;
1513
1514 if (QUERY_FLAG (op, FLAG_REMOVED))
1515 op->nrof -= i;
1516 else if (op->env)
1517 { 1689 {
1518 /* is this object in the players inventory, or sub container
1519 * therein?
1520 */
1521 tmp = op->in_player ();
1522 /* nope. Is this a container the player has opened?
1523 * If so, set tmp to that player.
1524 * IMO, searching through all the players will mostly
1525 * likely be quicker than following op->env to the map,
1526 * and then searching the map for a player.
1527 */
1528 if (!tmp)
1529 for_all_players (pl)
1530 if (pl->ob->container == op->env)
1531 {
1532 tmp = pl->ob;
1533 break;
1534 }
1535
1536 if (i < op->nrof)
1537 {
1538 sub_weight (op->env, op->weight * i);
1539 op->nrof -= i;
1540 if (tmp)
1541 esrv_send_item (tmp, op);
1542 }
1543 else
1544 {
1545 op->remove (); 1690 remove ();
1546 op->nrof = 0; 1691 return this;
1547 if (tmp)
1548 esrv_del_item (tmp->contr, op->count);
1549 }
1550 } 1692 }
1551 else 1693 else
1552 { 1694 {
1553 object *above = op->above; 1695 decrease (nr);
1554 1696
1555 if (i < op->nrof) 1697 object *op = deep_clone ();
1556 op->nrof -= i; 1698 op->nrof = nr;
1557 else
1558 {
1559 op->remove ();
1560 op->nrof = 0;
1561 }
1562
1563 /* Since we just removed op, op->above is null */
1564 for (tmp = above; tmp; tmp = tmp->above)
1565 if (tmp->type == PLAYER)
1566 {
1567 if (op->nrof)
1568 esrv_send_item (tmp, op);
1569 else
1570 esrv_del_item (tmp->contr, op->count);
1571 }
1572 }
1573
1574 if (op->nrof)
1575 return op; 1699 return op;
1576 else
1577 {
1578 op->destroy ();
1579 return 0;
1580 }
1581}
1582
1583/*
1584 * add_weight(object, weight) adds the specified weight to an object,
1585 * and also updates how much the environment(s) is/are carrying.
1586 */
1587
1588void
1589add_weight (object *op, signed long weight)
1590{
1591 while (op != NULL)
1592 {
1593 if (op->type == CONTAINER)
1594 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1595
1596 op->carrying += weight;
1597 op = op->env;
1598 } 1700 }
1599} 1701}
1600 1702
1601object * 1703object *
1602insert_ob_in_ob (object *op, object *where) 1704insert_ob_in_ob (object *op, object *where)
1607 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1709 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1608 free (dump); 1710 free (dump);
1609 return op; 1711 return op;
1610 } 1712 }
1611 1713
1612 if (where->head) 1714 if (where->head_ () != where)
1613 { 1715 {
1614 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1716 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1615 where = where->head; 1717 where = where->head;
1616 } 1718 }
1617 1719
1618 return where->insert (op); 1720 return where->insert (op);
1619} 1721}
1624 * inside the object environment. 1726 * inside the object environment.
1625 * 1727 *
1626 * The function returns now pointer to inserted item, and return value can 1728 * The function returns now pointer to inserted item, and return value can
1627 * be != op, if items are merged. -Tero 1729 * be != op, if items are merged. -Tero
1628 */ 1730 */
1629
1630object * 1731object *
1631object::insert (object *op) 1732object::insert (object *op)
1632{ 1733{
1633 object *tmp, *otmp;
1634
1635 if (!QUERY_FLAG (op, FLAG_REMOVED))
1636 op->remove ();
1637
1638 if (op->more) 1734 if (op->more)
1639 { 1735 {
1640 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1736 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1641 return op; 1737 return op;
1642 } 1738 }
1643 1739
1644 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1740 op->remove ();
1645 CLEAR_FLAG (op, FLAG_REMOVED); 1741
1742 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1743
1646 if (op->nrof) 1744 if (op->nrof)
1647 {
1648 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1745 for (object *tmp = inv; tmp; tmp = tmp->below)
1649 if (object::can_merge (tmp, op)) 1746 if (object::can_merge (tmp, op))
1650 { 1747 {
1651 /* return the original object and remove inserted object 1748 /* return the original object and remove inserted object
1652 (client needs the original object) */ 1749 (client needs the original object) */
1653 tmp->nrof += op->nrof; 1750 tmp->nrof += op->nrof;
1654 /* Weight handling gets pretty funky. Since we are adding to 1751
1655 * tmp->nrof, we need to increase the weight. 1752 if (object *pl = tmp->visible_to ())
1656 */ 1753 esrv_update_item (UPD_NROF, pl, tmp);
1754
1657 add_weight (this, op->weight * op->nrof); 1755 adjust_weight (this, op->total_weight ());
1658 SET_FLAG (op, FLAG_REMOVED); 1756
1659 op->destroy (); /* free the inserted object */ 1757 op->destroy ();
1660 op = tmp; 1758 op = tmp;
1661 op->remove (); /* and fix old object's links */ 1759 goto inserted;
1662 CLEAR_FLAG (op, FLAG_REMOVED);
1663 break;
1664 } 1760 }
1665 1761
1666 /* I assume combined objects have no inventory 1762 op->owner = 0; // it's his/hers now. period.
1667 * We add the weight - this object could have just been removed
1668 * (if it was possible to merge). calling remove_ob will subtract
1669 * the weight, so we need to add it in again, since we actually do
1670 * the linking below
1671 */
1672 add_weight (this, op->weight * op->nrof);
1673 }
1674 else
1675 add_weight (this, (op->weight + op->carrying));
1676
1677 otmp = this->in_player ();
1678 if (otmp && otmp->contr)
1679 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1680 otmp->update_stats ();
1681
1682 op->map = 0; 1763 op->map = 0;
1683 op->env = this; 1764 op->x = 0;
1765 op->y = 0;
1766
1684 op->above = 0; 1767 op->above = 0;
1685 op->below = 0; 1768 op->below = inv;
1686 op->x = 0, op->y = 0; 1769 op->env = this;
1687 1770
1771 if (inv)
1772 inv->above = op;
1773
1774 inv = op;
1775
1776 op->flag [FLAG_REMOVED] = 0;
1777
1778 if (object *pl = op->visible_to ())
1779 esrv_send_item (pl, op);
1780
1781 adjust_weight (this, op->total_weight ());
1782
1783inserted:
1688 /* reset the light list and los of the players on the map */ 1784 /* reset the light list and los of the players on the map */
1689 if ((op->glow_radius != 0) && map) 1785 if (op->glow_radius && is_on_map ())
1690 { 1786 {
1691#ifdef DEBUG_LIGHTS 1787 update_stats ();
1692 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1693#endif /* DEBUG_LIGHTS */
1694 if (map->darkness)
1695 update_all_los (map, x, y); 1788 update_all_los (map, x, y);
1696 }
1697
1698 /* Client has no idea of ordering so lets not bother ordering it here.
1699 * It sure simplifies this function...
1700 */
1701 if (!inv)
1702 inv = op;
1703 else
1704 { 1789 }
1705 op->below = inv; 1790 else if (is_player ())
1706 op->below->above = op; 1791 // if this is a player's inventory, update stats
1707 inv = op; 1792 contr->queue_stats_update ();
1708 }
1709 1793
1710 INVOKE_OBJECT (INSERT, this); 1794 INVOKE_OBJECT (INSERT, this);
1711 1795
1712 return op; 1796 return op;
1713} 1797}
1730 * 1814 *
1731 * MSW 2001-07-08: Check all objects on space, not just those below 1815 * MSW 2001-07-08: Check all objects on space, not just those below
1732 * object being inserted. insert_ob_in_map may not put new objects 1816 * object being inserted. insert_ob_in_map may not put new objects
1733 * on top. 1817 * on top.
1734 */ 1818 */
1735
1736int 1819int
1737check_move_on (object *op, object *originator) 1820check_move_on (object *op, object *originator, int flags)
1738{ 1821{
1822 if (op->flag [FLAG_NO_APPLY])
1823 return 0;
1824
1739 object *tmp; 1825 object *tmp;
1740 maptile *m = op->map; 1826 maptile *m = op->map;
1741 int x = op->x, y = op->y; 1827 int x = op->x, y = op->y;
1742 1828
1743 MoveType move_on, move_slow, move_block; 1829 mapspace &ms = m->at (x, y);
1744 1830
1745 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1831 ms.update ();
1746 return 0;
1747 1832
1748 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1833 MoveType move_on = ms.move_on;
1749 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1834 MoveType move_slow = ms.move_slow;
1750 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1835 MoveType move_block = ms.move_block;
1751 1836
1752 /* if nothing on this space will slow op down or be applied, 1837 /* if nothing on this space will slow op down or be applied,
1753 * no need to do checking below. have to make sure move_type 1838 * no need to do checking below. have to make sure move_type
1754 * is set, as lots of objects don't have it set - we treat that 1839 * is set, as lots of objects don't have it set - we treat that
1755 * as walking. 1840 * as walking.
1766 return 0; 1851 return 0;
1767 1852
1768 /* The objects have to be checked from top to bottom. 1853 /* The objects have to be checked from top to bottom.
1769 * Hence, we first go to the top: 1854 * Hence, we first go to the top:
1770 */ 1855 */
1771 1856 for (object *next, *tmp = ms.top; tmp; tmp = next)
1772 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1773 {
1774 /* Trim the search when we find the first other spell effect
1775 * this helps performance so that if a space has 50 spell objects,
1776 * we don't need to check all of them.
1777 */
1778 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1779 break;
1780 } 1857 {
1858 next = tmp->below;
1781 1859
1782 for (; tmp; tmp = tmp->below)
1783 {
1784 if (tmp == op) 1860 if (tmp == op)
1785 continue; /* Can't apply yourself */ 1861 continue; /* Can't apply yourself */
1786 1862
1787 /* Check to see if one of the movement types should be slowed down. 1863 /* Check to see if one of the movement types should be slowed down.
1788 * Second check makes sure that the movement types not being slowed 1864 * Second check makes sure that the movement types not being slowed
1789 * (~slow_move) is not blocked on this space - just because the 1865 * (~slow_move) is not blocked on this space - just because the
1790 * space doesn't slow down swimming (for example), if you can't actually 1866 * space doesn't slow down swimming (for example), if you can't actually
1791 * swim on that space, can't use it to avoid the penalty. 1867 * swim on that space, can't use it to avoid the penalty.
1792 */ 1868 */
1793 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1869 if (!op->flag [FLAG_WIZPASS])
1794 { 1870 {
1795 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1871 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1796 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1872 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1797 { 1873 {
1798
1799 float
1800 diff = tmp->move_slow_penalty * FABS (op->speed); 1874 float diff = tmp->move_slow_penalty * fabs (op->speed);
1801 1875
1802 if (op->type == PLAYER) 1876 if (op->is_player ())
1803 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1877 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1804 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1878 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1805 diff /= 4.0; 1879 diff /= 4.0;
1806 1880
1807 op->speed_left -= diff; 1881 op->speed_left -= diff;
1808 } 1882 }
1809 } 1883 }
1810 1884
1811 /* Basically same logic as above, except now for actual apply. */ 1885 /* Basically same logic as above, except now for actual apply. */
1812 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1886 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1813 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1887 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1814 { 1888 {
1889 if ((flags & INS_NO_AUTO_EXIT)
1890 && (tmp->type == EXIT || tmp->type == TELEPORTER
1891 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1892 continue;
1893
1815 move_apply (tmp, op, originator); 1894 move_apply (tmp, op, originator);
1816 1895
1817 if (op->destroyed ()) 1896 if (op->destroyed ())
1818 return 1; 1897 return 1;
1819 1898
1835 * The first matching object is returned, or NULL if none. 1914 * The first matching object is returned, or NULL if none.
1836 */ 1915 */
1837object * 1916object *
1838present_arch (const archetype *at, maptile *m, int x, int y) 1917present_arch (const archetype *at, maptile *m, int x, int y)
1839{ 1918{
1840 if (m == NULL || out_of_map (m, x, y)) 1919 if (!m || out_of_map (m, x, y))
1841 { 1920 {
1842 LOG (llevError, "Present_arch called outside map.\n"); 1921 LOG (llevError, "Present_arch called outside map.\n");
1843 return NULL; 1922 return NULL;
1844 } 1923 }
1845 1924
1846 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1925 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1847 if (tmp->arch == at) 1926 if (tmp->arch->archname == at->archname)
1848 return tmp; 1927 return tmp;
1849 1928
1850 return NULL; 1929 return NULL;
1851} 1930}
1852 1931
1862 { 1941 {
1863 LOG (llevError, "Present called outside map.\n"); 1942 LOG (llevError, "Present called outside map.\n");
1864 return NULL; 1943 return NULL;
1865 } 1944 }
1866 1945
1867 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1946 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1868 if (tmp->type == type) 1947 if (tmp->type == type)
1869 return tmp; 1948 return tmp;
1870 1949
1871 return NULL; 1950 return NULL;
1872} 1951}
1916 * The first matching object is returned, or NULL if none. 1995 * The first matching object is returned, or NULL if none.
1917 */ 1996 */
1918object * 1997object *
1919present_arch_in_ob (const archetype *at, const object *op) 1998present_arch_in_ob (const archetype *at, const object *op)
1920{ 1999{
1921 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2000 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1922 if (tmp->arch == at) 2001 if (tmp->arch->archname == at->archname)
1923 return tmp; 2002 return tmp;
1924 2003
1925 return NULL; 2004 return NULL;
1926} 2005}
1927 2006
1929 * activate recursively a flag on an object inventory 2008 * activate recursively a flag on an object inventory
1930 */ 2009 */
1931void 2010void
1932flag_inv (object *op, int flag) 2011flag_inv (object *op, int flag)
1933{ 2012{
1934 if (op->inv)
1935 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2013 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1936 { 2014 {
1937 SET_FLAG (tmp, flag); 2015 tmp->set_flag (flag);
1938 flag_inv (tmp, flag); 2016 flag_inv (tmp, flag);
1939 } 2017 }
1940} 2018}
1941 2019
1942/* 2020/*
1943 * deactivate recursively a flag on an object inventory 2021 * deactivate recursively a flag on an object inventory
1944 */ 2022 */
1945void 2023void
1946unflag_inv (object *op, int flag) 2024unflag_inv (object *op, int flag)
1947{ 2025{
1948 if (op->inv)
1949 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2026 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1950 { 2027 {
1951 CLEAR_FLAG (tmp, flag); 2028 tmp->clr_flag (flag);
1952 unflag_inv (tmp, flag); 2029 unflag_inv (tmp, flag);
1953 } 2030 }
1954}
1955
1956/*
1957 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1958 * all it's inventory (recursively).
1959 * If checksums are used, a player will get set_cheat called for
1960 * him/her-self and all object carried by a call to this function.
1961 */
1962void
1963set_cheat (object *op)
1964{
1965 SET_FLAG (op, FLAG_WAS_WIZ);
1966 flag_inv (op, FLAG_WAS_WIZ);
1967} 2031}
1968 2032
1969/* 2033/*
1970 * find_free_spot(object, map, x, y, start, stop) will search for 2034 * find_free_spot(object, map, x, y, start, stop) will search for
1971 * a spot at the given map and coordinates which will be able to contain 2035 * a spot at the given map and coordinates which will be able to contain
1973 * to search (see the freearr_x/y[] definition). 2037 * to search (see the freearr_x/y[] definition).
1974 * It returns a random choice among the alternatives found. 2038 * It returns a random choice among the alternatives found.
1975 * start and stop are where to start relative to the free_arr array (1,9 2039 * start and stop are where to start relative to the free_arr array (1,9
1976 * does all 4 immediate directions). This returns the index into the 2040 * does all 4 immediate directions). This returns the index into the
1977 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2041 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1978 * Note - this only checks to see if there is space for the head of the
1979 * object - if it is a multispace object, this should be called for all
1980 * pieces.
1981 * Note2: This function does correctly handle tiled maps, but does not 2042 * Note: This function does correctly handle tiled maps, but does not
1982 * inform the caller. However, insert_ob_in_map will update as 2043 * inform the caller. However, insert_ob_in_map will update as
1983 * necessary, so the caller shouldn't need to do any special work. 2044 * necessary, so the caller shouldn't need to do any special work.
1984 * Note - updated to take an object instead of archetype - this is necessary 2045 * Note - updated to take an object instead of archetype - this is necessary
1985 * because arch_blocked (now ob_blocked) needs to know the movement type 2046 * because arch_blocked (now ob_blocked) needs to know the movement type
1986 * to know if the space in question will block the object. We can't use 2047 * to know if the space in question will block the object. We can't use
1988 * customized, changed states, etc. 2049 * customized, changed states, etc.
1989 */ 2050 */
1990int 2051int
1991find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2052find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1992{ 2053{
2054 int altern[SIZEOFFREE];
1993 int index = 0, flag; 2055 int index = 0, flag;
1994 int altern[SIZEOFFREE];
1995 2056
1996 for (int i = start; i < stop; i++) 2057 for (int i = start; i < stop; i++)
1997 { 2058 {
1998 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2059 mapxy pos (m, x, y); pos.move (i);
1999 if (!flag) 2060
2061 if (!pos.normalise ())
2062 continue;
2063
2064 mapspace &ms = *pos;
2065
2066 if (ms.flags () & P_IS_ALIVE)
2067 continue;
2068
2069 /* However, often
2070 * ob doesn't have any move type (when used to place exits)
2071 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2072 */
2073 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2074 {
2000 altern [index++] = i; 2075 altern [index++] = i;
2076 continue;
2077 }
2001 2078
2002 /* Basically, if we find a wall on a space, we cut down the search size. 2079 /* Basically, if we find a wall on a space, we cut down the search size.
2003 * In this way, we won't return spaces that are on another side of a wall. 2080 * In this way, we won't return spaces that are on another side of a wall.
2004 * This mostly work, but it cuts down the search size in all directions - 2081 * This mostly work, but it cuts down the search size in all directions -
2005 * if the space being examined only has a wall to the north and empty 2082 * if the space being examined only has a wall to the north and empty
2006 * spaces in all the other directions, this will reduce the search space 2083 * spaces in all the other directions, this will reduce the search space
2007 * to only the spaces immediately surrounding the target area, and 2084 * to only the spaces immediately surrounding the target area, and
2008 * won't look 2 spaces south of the target space. 2085 * won't look 2 spaces south of the target space.
2009 */ 2086 */
2010 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2087 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2088 {
2011 stop = maxfree[i]; 2089 stop = maxfree[i];
2090 continue;
2091 }
2092
2093 /* Note it is intentional that we check ob - the movement type of the
2094 * head of the object should correspond for the entire object.
2095 */
2096 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2097 continue;
2098
2099 if (ob->blocked (pos.m, pos.x, pos.y))
2100 continue;
2101
2102 altern [index++] = i;
2012 } 2103 }
2013 2104
2014 if (!index) 2105 if (!index)
2015 return -1; 2106 return -1;
2016 2107
2017 return altern[RANDOM () % index]; 2108 return altern [rndm (index)];
2018} 2109}
2019 2110
2020/* 2111/*
2021 * find_first_free_spot(archetype, maptile, x, y) works like 2112 * find_first_free_spot(archetype, maptile, x, y) works like
2022 * find_free_spot(), but it will search max number of squares. 2113 * find_free_spot(), but it will search max number of squares.
2025 */ 2116 */
2026int 2117int
2027find_first_free_spot (const object *ob, maptile *m, int x, int y) 2118find_first_free_spot (const object *ob, maptile *m, int x, int y)
2028{ 2119{
2029 for (int i = 0; i < SIZEOFFREE; i++) 2120 for (int i = 0; i < SIZEOFFREE; i++)
2030 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2121 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2031 return i; 2122 return i;
2032 2123
2033 return -1; 2124 return -1;
2034} 2125}
2035 2126
2043{ 2134{
2044 arr += begin; 2135 arr += begin;
2045 end -= begin; 2136 end -= begin;
2046 2137
2047 while (--end) 2138 while (--end)
2048 swap (arr [end], arr [RANDOM () % (end + 1)]); 2139 swap (arr [end], arr [rndm (end + 1)]);
2049} 2140}
2050 2141
2051/* new function to make monster searching more efficient, and effective! 2142/* new function to make monster searching more efficient, and effective!
2052 * This basically returns a randomized array (in the passed pointer) of 2143 * This basically returns a randomized array (in the passed pointer) of
2053 * the spaces to find monsters. In this way, it won't always look for 2144 * the spaces to find monsters. In this way, it won't always look for
2081 * there is capable of. 2172 * there is capable of.
2082 */ 2173 */
2083int 2174int
2084find_dir (maptile *m, int x, int y, object *exclude) 2175find_dir (maptile *m, int x, int y, object *exclude)
2085{ 2176{
2086 int i, max = SIZEOFFREE, mflags; 2177 int max = SIZEOFFREE, mflags;
2087
2088 sint16 nx, ny;
2089 object *tmp;
2090 maptile *mp;
2091
2092 MoveType blocked, move_type; 2178 MoveType move_type;
2093 2179
2094 if (exclude && exclude->head) 2180 if (exclude && exclude->head_ () != exclude)
2095 { 2181 {
2096 exclude = exclude->head; 2182 exclude = exclude->head;
2097 move_type = exclude->move_type; 2183 move_type = exclude->move_type;
2098 } 2184 }
2099 else 2185 else
2100 { 2186 {
2101 /* If we don't have anything, presume it can use all movement types. */ 2187 /* If we don't have anything, presume it can use all movement types. */
2102 move_type = MOVE_ALL; 2188 move_type = MOVE_ALL;
2103 } 2189 }
2104 2190
2105 for (i = 1; i < max; i++) 2191 for (int i = 1; i < max; i++)
2106 { 2192 {
2107 mp = m; 2193 mapxy pos (m, x, y);
2108 nx = x + freearr_x[i]; 2194 pos.move (i);
2109 ny = y + freearr_y[i];
2110 2195
2111 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2196 if (!pos.normalise ())
2112
2113 if (mflags & P_OUT_OF_MAP)
2114 max = maxfree[i]; 2197 max = maxfree[i];
2115 else 2198 else
2116 { 2199 {
2117 mapspace &ms = mp->at (nx, ny); 2200 mapspace &ms = *pos;
2118 2201
2119 blocked = ms.move_block;
2120
2121 if ((move_type & blocked) == move_type) 2202 if ((move_type & ms.move_block) == move_type)
2122 max = maxfree[i]; 2203 max = maxfree [i];
2123 else if (mflags & P_IS_ALIVE) 2204 else if (ms.flags () & P_IS_ALIVE)
2124 { 2205 {
2125 for (tmp = ms.bot; tmp; tmp = tmp->above) 2206 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2126 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2207 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2127 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2208 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2128 break;
2129
2130 if (tmp)
2131 return freedir[i]; 2209 return freedir [i];
2132 } 2210 }
2133 } 2211 }
2134 } 2212 }
2135 2213
2136 return 0; 2214 return 0;
2145{ 2223{
2146 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2224 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2147} 2225}
2148 2226
2149/* 2227/*
2150 * find_dir_2(delta-x,delta-y) will return a direction in which 2228 * find_dir_2(delta-x,delta-y) will return a direction value
2151 * an object which has subtracted the x and y coordinates of another 2229 * for running into direct [dx, dy].
2152 * object, needs to travel toward it. 2230 * (the opposite of crossfire's find_dir_2!)
2153 */ 2231 */
2154int 2232int
2155find_dir_2 (int x, int y) 2233find_dir_2 (int x, int y)
2156{ 2234{
2235#if 1 // new algorithm
2236 // this works by putting x, y into 16 sectors, which
2237 // are not equal sized, but are a better approximation
2238 // then the old algorithm, and then using a mapping
2239 // table to map it into a direction value.
2240 // basically, it maps these comparisons to each bit
2241 // bit #3: x < 0
2242 // bit #2: y < 0
2243 // bit #1: x > y
2244 // bit #0: x > 2y
2245
2246 static const uint8 dir[16] = {
2247 4, 5, 4, 3,
2248 2, 1, 2, 3,
2249 6, 5, 6, 7,
2250 8, 1, 8, 7,
2251 };
2252 int sector = 0;
2253
2254 // this is a bit ugly, but more likely to result in branchless code
2255 sector |= x < 0 ? 8 : 0;
2256 x = x < 0 ? -x : x; // abs
2257
2258 sector |= y < 0 ? 4 : 0;
2259 y = y < 0 ? -y : y; // abs
2260
2261 if (x > y)
2262 {
2263 sector |= 2;
2264
2265 if (x > y * 2)
2266 sector |= 1;
2267 }
2268 else
2269 {
2270 if (y > x * 2)
2271 sector |= 1;
2272 else if (!y)
2273 return 0; // x == 0 here
2274 }
2275
2276 return dir [sector];
2277#else // old algorithm
2157 int q; 2278 int q;
2158 2279
2159 if (y) 2280 if (y)
2160 q = x * 100 / y; 2281 q = 128 * x / y;
2161 else if (x) 2282 else if (x)
2162 q = -300 * x; 2283 q = -512 * x; // to make it > 309
2163 else 2284 else
2164 return 0; 2285 return 0;
2165 2286
2166 if (y > 0) 2287 if (y > 0)
2167 { 2288 {
2168 if (q < -242) 2289 if (q < -309) return 7;
2290 if (q < -52) return 6;
2291 if (q < 52) return 5;
2292 if (q < 309) return 4;
2293
2169 return 3; 2294 return 3;
2170 if (q < -41) 2295 }
2171 return 2; 2296 else
2172 if (q < 41) 2297 {
2173 return 1; 2298 if (q < -309) return 3;
2174 if (q < 242) 2299 if (q < -52) return 2;
2175 return 8; 2300 if (q < 52) return 1;
2301 if (q < 309) return 8;
2302
2176 return 7; 2303 return 7;
2177 } 2304 }
2178 2305#endif
2179 if (q < -242)
2180 return 7;
2181 if (q < -41)
2182 return 6;
2183 if (q < 41)
2184 return 5;
2185 if (q < 242)
2186 return 4;
2187
2188 return 3;
2189}
2190
2191/*
2192 * absdir(int): Returns a number between 1 and 8, which represent
2193 * the "absolute" direction of a number (it actually takes care of
2194 * "overflow" in previous calculations of a direction).
2195 */
2196
2197int
2198absdir (int d)
2199{
2200 while (d < 1)
2201 d += 8;
2202
2203 while (d > 8)
2204 d -= 8;
2205
2206 return d;
2207} 2306}
2208 2307
2209/* 2308/*
2210 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2309 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2211 * between two directions (which are expected to be absolute (see absdir()) 2310 * between two directions (which are expected to be absolute (see absdir())
2212 */ 2311 */
2213
2214int 2312int
2215dirdiff (int dir1, int dir2) 2313dirdiff (int dir1, int dir2)
2216{ 2314{
2217 int d;
2218
2219 d = abs (dir1 - dir2); 2315 int d = abs (dir1 - dir2);
2220 if (d > 4)
2221 d = 8 - d;
2222 2316
2223 return d; 2317 return d > 4 ? 8 - d : d;
2224} 2318}
2225 2319
2226/* peterm: 2320/* peterm:
2227 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2321 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2228 * Basically, this is a table of directions, and what directions 2322 * Basically, this is a table of directions, and what directions
2230 * This basically means that if direction is 15, then it could either go 2324 * This basically means that if direction is 15, then it could either go
2231 * direction 4, 14, or 16 to get back to where we are. 2325 * direction 4, 14, or 16 to get back to where we are.
2232 * Moved from spell_util.c to object.c with the other related direction 2326 * Moved from spell_util.c to object.c with the other related direction
2233 * functions. 2327 * functions.
2234 */ 2328 */
2235int reduction_dir[SIZEOFFREE][3] = { 2329static const int reduction_dir[SIZEOFFREE][3] = {
2236 {0, 0, 0}, /* 0 */ 2330 {0, 0, 0}, /* 0 */
2237 {0, 0, 0}, /* 1 */ 2331 {0, 0, 0}, /* 1 */
2238 {0, 0, 0}, /* 2 */ 2332 {0, 0, 0}, /* 2 */
2239 {0, 0, 0}, /* 3 */ 2333 {0, 0, 0}, /* 3 */
2240 {0, 0, 0}, /* 4 */ 2334 {0, 0, 0}, /* 4 */
2331 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2425 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2332 * core dumps if they do. 2426 * core dumps if they do.
2333 * 2427 *
2334 * Add a check so we can't pick up invisible objects (0.93.8) 2428 * Add a check so we can't pick up invisible objects (0.93.8)
2335 */ 2429 */
2336
2337int 2430int
2338can_pick (const object *who, const object *item) 2431can_pick (const object *who, const object *item)
2339{ 2432{
2340 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2433 return /*who->flag [FLAG_WIZ]|| */
2341 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2434 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2342 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2435 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2343} 2436}
2344 2437
2345/* 2438/*
2346 * create clone from object to another 2439 * create clone from object to another
2347 */ 2440 */
2348object * 2441object *
2349object_create_clone (object *asrc) 2442object::deep_clone ()
2350{ 2443{
2351 object *dst = 0, *tmp, *src, *part, *prev, *item; 2444 assert (("deep_clone called on non-head object", is_head ()));
2352 2445
2353 if (!asrc) 2446 object *dst = clone ();
2354 return 0;
2355 2447
2356 src = asrc; 2448 object *prev = dst;
2357 if (src->head)
2358 src = src->head;
2359
2360 prev = 0;
2361 for (part = src; part; part = part->more) 2449 for (object *part = this->more; part; part = part->more)
2362 { 2450 {
2363 tmp = part->clone (); 2451 object *tmp = part->clone ();
2364 tmp->x -= src->x;
2365 tmp->y -= src->y;
2366
2367 if (!part->head)
2368 {
2369 dst = tmp;
2370 tmp->head = 0;
2371 }
2372 else
2373 tmp->head = dst; 2452 tmp->head = dst;
2374
2375 tmp->more = 0;
2376
2377 if (prev)
2378 prev->more = tmp; 2453 prev->more = tmp;
2379
2380 prev = tmp; 2454 prev = tmp;
2381 } 2455 }
2382 2456
2383 for (item = src->inv; item; item = item->below) 2457 for (object *item = inv; item; item = item->below)
2384 insert_ob_in_ob (object_create_clone (item), dst); 2458 insert_ob_in_ob (item->deep_clone (), dst);
2385 2459
2386 return dst; 2460 return dst;
2387}
2388
2389/* GROS - Creates an object using a string representing its content. */
2390/* Basically, we save the content of the string to a temp file, then call */
2391/* load_object on it. I admit it is a highly inefficient way to make things, */
2392/* but it was simple to make and allows reusing the load_object function. */
2393/* Remember not to use load_object_str in a time-critical situation. */
2394/* Also remember that multiparts objects are not supported for now. */
2395object *
2396load_object_str (const char *obstr)
2397{
2398 object *op;
2399 char filename[MAX_BUF];
2400
2401 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2402
2403 FILE *tempfile = fopen (filename, "w");
2404
2405 if (tempfile == NULL)
2406 {
2407 LOG (llevError, "Error - Unable to access load object temp file\n");
2408 return NULL;
2409 }
2410
2411 fprintf (tempfile, obstr);
2412 fclose (tempfile);
2413
2414 op = object::create ();
2415
2416 object_thawer thawer (filename);
2417
2418 if (thawer)
2419 load_object (thawer, op, 0);
2420
2421 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2422 CLEAR_FLAG (op, FLAG_REMOVED);
2423
2424 return op;
2425} 2461}
2426 2462
2427/* This returns the first object in who's inventory that 2463/* This returns the first object in who's inventory that
2428 * has the same type and subtype match. 2464 * has the same type and subtype match.
2429 * returns NULL if no match. 2465 * returns NULL if no match.
2436 return tmp; 2472 return tmp;
2437 2473
2438 return 0; 2474 return 0;
2439} 2475}
2440 2476
2441/* If ob has a field named key, return the link from the list, 2477shstr_tmp
2442 * otherwise return NULL. 2478object::kv_get (shstr_tmp key) const
2443 *
2444 * key must be a passed in shared string - otherwise, this won't
2445 * do the desired thing.
2446 */
2447key_value *
2448get_ob_key_link (const object *ob, const char *key)
2449{ 2479{
2450 for (key_value *link = ob->key_values; link; link = link->next) 2480 for (key_value *kv = key_values; kv; kv = kv->next)
2451 if (link->key == key) 2481 if (kv->key == key)
2452 return link;
2453
2454 return 0;
2455}
2456
2457/*
2458 * Returns the value of op has an extra_field for key, or NULL.
2459 *
2460 * The argument doesn't need to be a shared string.
2461 *
2462 * The returned string is shared.
2463 */
2464const char *
2465get_ob_key_value (const object *op, const char *const key)
2466{
2467 key_value *link;
2468 shstr_cmp canonical_key (key);
2469
2470 if (!canonical_key)
2471 {
2472 /* 1. There being a field named key on any object
2473 * implies there'd be a shared string to find.
2474 * 2. Since there isn't, no object has this field.
2475 * 3. Therefore, *this* object doesn't have this field.
2476 */
2477 return 0;
2478 }
2479
2480 /* This is copied from get_ob_key_link() above -
2481 * only 4 lines, and saves the function call overhead.
2482 */
2483 for (link = op->key_values; link; link = link->next)
2484 if (link->key == canonical_key)
2485 return link->value; 2482 return kv->value;
2486 2483
2487 return 0; 2484 return shstr ();
2488} 2485}
2489 2486
2490 2487void
2491/* 2488object::kv_set (shstr_tmp key, shstr_tmp value)
2492 * Updates the canonical_key in op to value.
2493 *
2494 * canonical_key is a shared string (value doesn't have to be).
2495 *
2496 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2497 * keys.
2498 *
2499 * Returns TRUE on success.
2500 */
2501int
2502set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2503{ 2489{
2504 key_value *field = NULL, *last = NULL; 2490 for (key_value *kv = key_values; kv; kv = kv->next)
2505 2491 if (kv->key == key)
2506 for (field = op->key_values; field != NULL; field = field->next)
2507 {
2508 if (field->key != canonical_key)
2509 { 2492 {
2510 last = field; 2493 kv->value = value;
2511 continue; 2494 return;
2512 } 2495 }
2513 2496
2514 if (value) 2497 key_value *kv = new key_value;
2515 field->value = value; 2498
2516 else 2499 kv->next = key_values;
2500 kv->key = key;
2501 kv->value = value;
2502
2503 key_values = kv;
2504}
2505
2506void
2507object::kv_del (shstr_tmp key)
2508{
2509 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2510 if ((*kvp)->key == key)
2517 { 2511 {
2518 /* Basically, if the archetype has this key set, 2512 key_value *kv = *kvp;
2519 * we need to store the null value so when we save 2513 *kvp = (*kvp)->next;
2520 * it, we save the empty value so that when we load, 2514 delete kv;
2521 * we get this value back again. 2515 return;
2522 */
2523 if (get_ob_key_link (&op->arch->clone, canonical_key))
2524 field->value = 0;
2525 else
2526 {
2527 if (last)
2528 last->next = field->next;
2529 else
2530 op->key_values = field->next;
2531
2532 delete field;
2533 }
2534 } 2516 }
2535 return TRUE;
2536 }
2537 /* IF we get here, key doesn't exist */
2538
2539 /* No field, we'll have to add it. */
2540
2541 if (!add_key)
2542 return FALSE;
2543
2544 /* There isn't any good reason to store a null
2545 * value in the key/value list. If the archetype has
2546 * this key, then we should also have it, so shouldn't
2547 * be here. If user wants to store empty strings,
2548 * should pass in ""
2549 */
2550 if (value == NULL)
2551 return TRUE;
2552
2553 field = new key_value;
2554
2555 field->key = canonical_key;
2556 field->value = value;
2557 /* Usual prepend-addition. */
2558 field->next = op->key_values;
2559 op->key_values = field;
2560
2561 return TRUE;
2562}
2563
2564/*
2565 * Updates the key in op to value.
2566 *
2567 * If add_key is FALSE, this will only update existing keys,
2568 * and not add new ones.
2569 * In general, should be little reason FALSE is ever passed in for add_key
2570 *
2571 * Returns TRUE on success.
2572 */
2573int
2574set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2575{
2576 shstr key_ (key);
2577
2578 return set_ob_key_value_s (op, key_, value, add_key);
2579} 2517}
2580 2518
2581object::depth_iterator::depth_iterator (object *container) 2519object::depth_iterator::depth_iterator (object *container)
2582: iterator_base (container) 2520: iterator_base (container)
2583{ 2521{
2597 } 2535 }
2598 else 2536 else
2599 item = item->env; 2537 item = item->env;
2600} 2538}
2601 2539
2540const char *
2541object::flag_desc (char *desc, int len) const
2542{
2543 char *p = desc;
2544 bool first = true;
2545
2546 *p = 0;
2547
2548 for (int i = 0; i < NUM_FLAGS; i++)
2549 {
2550 if (len <= 10) // magic constant!
2551 {
2552 snprintf (p, len, ",...");
2553 break;
2554 }
2555
2556 if (flag [i])
2557 {
2558 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2559 len -= cnt;
2560 p += cnt;
2561 first = false;
2562 }
2563 }
2564
2565 return desc;
2566}
2567
2602// return a suitable string describing an objetc in enough detail to find it 2568// return a suitable string describing an object in enough detail to find it
2603const char * 2569const char *
2604object::debug_desc (char *info) const 2570object::debug_desc (char *info) const
2605{ 2571{
2572 char flagdesc[512];
2606 char info2[256 * 3]; 2573 char info2[256 * 4];
2607 char *p = info; 2574 char *p = info;
2608 2575
2609 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2576 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2610 count, 2577 count,
2578 uuid.c_str (),
2611 &name, 2579 &name,
2612 title ? " " : "", 2580 title ? ",title:\"" : "",
2613 title ? (const char *)title : ""); 2581 title ? (const char *)title : "",
2582 title ? "\"" : "",
2583 flag_desc (flagdesc, 512), type);
2614 2584
2615 if (env) 2585 if (!flag[FLAG_REMOVED] && env)
2616 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2586 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2617 2587
2618 if (map) 2588 if (map)
2619 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2589 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2620 2590
2621 return info; 2591 return info;
2622} 2592}
2623 2593
2624const char * 2594const char *
2625object::debug_desc () const 2595object::debug_desc () const
2626{ 2596{
2627 static char info[256 * 3]; 2597 static char info[3][256 * 4];
2598 static int info_idx;
2599
2628 return debug_desc (info); 2600 return debug_desc (info [++info_idx % 3]);
2629} 2601}
2630 2602
2603struct region *
2604object::region () const
2605{
2606 return map ? map->region (x, y)
2607 : region::default_region ();
2608}
2609
2610void
2611object::open_container (object *new_container)
2612{
2613 if (container == new_container)
2614 return;
2615
2616 object *old_container = container;
2617
2618 if (old_container)
2619 {
2620 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2621 return;
2622
2623#if 0
2624 // remove the "Close old_container" object.
2625 if (object *closer = old_container->inv)
2626 if (closer->type == CLOSE_CON)
2627 closer->destroy ();
2628#endif
2629
2630 // make sure the container is available
2631 esrv_send_item (this, old_container);
2632
2633 old_container->flag [FLAG_APPLIED] = false;
2634 container = 0;
2635
2636 // client needs item update to make it work, client bug requires this to be separate
2637 esrv_update_item (UPD_FLAGS, this, old_container);
2638
2639 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2640 play_sound (sound_find ("chest_close"));
2641 }
2642
2643 if (new_container)
2644 {
2645 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2646 return;
2647
2648 // TODO: this does not seem to serve any purpose anymore?
2649#if 0
2650 // insert the "Close Container" object.
2651 if (archetype *closer = new_container->other_arch)
2652 {
2653 object *closer = new_container->other_arch->instance ();
2654 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2655 new_container->insert (closer);
2656 }
2657#endif
2658
2659 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2660
2661 // make sure the container is available, client bug requires this to be separate
2662 esrv_send_item (this, new_container);
2663
2664 new_container->flag [FLAG_APPLIED] = true;
2665 container = new_container;
2666
2667 // client needs flag change
2668 esrv_update_item (UPD_FLAGS, this, new_container);
2669 esrv_send_inventory (this, new_container);
2670 play_sound (sound_find ("chest_open"));
2671 }
2672// else if (!old_container->env && contr && contr->ns)
2673// contr->ns->floorbox_reset ();
2674}
2675
2676object *
2677object::force_find (shstr_tmp name)
2678{
2679 /* cycle through his inventory to look for the MARK we want to
2680 * place
2681 */
2682 for (object *tmp = inv; tmp; tmp = tmp->below)
2683 if (tmp->type == FORCE && tmp->slaying == name)
2684 return splay (tmp);
2685
2686 return 0;
2687}
2688
2689//-GPL
2690
2691void
2692object::force_set_timer (int duration)
2693{
2694 this->duration = 1;
2695 this->speed_left = -1.f;
2696
2697 this->set_speed (duration ? 1.f / duration : 0.f);
2698}
2699
2700object *
2701object::force_add (shstr_tmp name, int duration)
2702{
2703 if (object *force = force_find (name))
2704 force->destroy ();
2705
2706 object *force = get_archetype (FORCE_NAME);
2707
2708 force->slaying = name;
2709 force->force_set_timer (duration);
2710 force->flag [FLAG_APPLIED] = true;
2711
2712 return insert (force);
2713}
2714
2715void
2716object::play_sound (faceidx sound) const
2717{
2718 if (!sound)
2719 return;
2720
2721 if (is_on_map ())
2722 map->play_sound (sound, x, y);
2723 else if (object *pl = in_player ())
2724 pl->contr->play_sound (sound);
2725}
2726
2727void
2728object::say_msg (const char *msg) const
2729{
2730 if (is_on_map ())
2731 map->say_msg (msg, x, y);
2732 else if (object *pl = in_player ())
2733 pl->contr->play_sound (sound);
2734}
2735
2736void
2737object::make_noise ()
2738{
2739 // we do not model noise in the map, so instead put
2740 // a temporary light into the noise source
2741 // could use the map instead, but that's less reliable for our
2742 // goal, which is to make invisibility a bit harder to exploit
2743
2744 // currently only works sensibly for players
2745 if (!is_player ())
2746 return;
2747
2748 // find old force, or create new one
2749 object *force = force_find (shstr_noise_force);
2750
2751 if (force)
2752 force->speed_left = -1.f; // patch old speed up
2753 else
2754 {
2755 force = archetype::get (shstr_noise_force);
2756
2757 force->slaying = shstr_noise_force;
2758 force->stats.food = 1;
2759 force->speed_left = -1.f;
2760
2761 force->set_speed (1.f / 4.f);
2762 force->flag [FLAG_IS_USED_UP] = true;
2763 force->flag [FLAG_APPLIED] = true;
2764
2765 insert (force);
2766 }
2767}
2768
2769void object::change_move_type (MoveType mt)
2770{
2771 if (move_type == mt)
2772 return;
2773
2774 if (is_on_map ())
2775 {
2776 // we are on the map, so handle move_on/off effects
2777 remove ();
2778 move_type = mt;
2779 map->insert (this, x, y, this);
2780 }
2781 else
2782 move_type = mt;
2783}
2784
2785/* object should be a player.
2786 * we return the object the player has marked with the 'mark' command
2787 * below. If no match is found (or object has changed), we return
2788 * NULL. We leave it up to the calling function to print messages if
2789 * nothing is found.
2790 */
2791object *
2792object::mark () const
2793{
2794 if (contr && contr->mark && contr->mark->env == this)
2795 return contr->mark;
2796 else
2797 return 0;
2798}
2799

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