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Comparing deliantra/server/common/object.C (file contents):
Revision 1.90 by root, Tue Dec 26 10:14:24 2006 UTC vs.
Revision 1.338 by root, Fri Jul 2 16:24:24 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
76const char *wall_suffix[16] = {
77 "0",
78 "1_3",
79 "1_4",
80 "2_1_2",
81 "1_2",
82 "2_2_4",
83 "2_2_1",
84 "3_1",
85 "1_1",
86 "2_2_3",
87 "2_2_2",
88 "3_3",
89 "2_1_1",
90 "3_4",
91 "3_2",
92 "4"
93};
94
57static void 95static void
58write_uuid (void) 96write_uuid (uval64 skip, bool sync)
59{ 97{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 98 CALL_BEGIN (2);
61 99 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 100 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 101 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 102 CALL_END;
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76} 103}
77 104
78static void 105static void
79read_uuid (void) 106read_uuid ()
80{ 107{
81 char filename[MAX_BUF]; 108 char filename[MAX_BUF];
82 109
83 sprintf (filename, "%s/uuid", settings.localdir); 110 sprintf (filename, "%s/uuid", settings.localdir);
111
112 seq_next_save = 0;
84 113
85 FILE *fp; 114 FILE *fp;
86 115
87 if (!(fp = fopen (filename, "r"))) 116 if (!(fp = fopen (filename, "r")))
88 { 117 {
89 if (errno == ENOENT) 118 if (errno == ENOENT)
90 { 119 {
91 LOG (llevInfo, "RESET uid to 1\n"); 120 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 121 UUID::cur.seq = 0;
93 write_uuid (); 122 write_uuid (UUID_GAP, true);
94 return; 123 return;
95 } 124 }
96 125
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 126 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 127 _exit (1);
99 } 128 }
100 129
101 int version; 130 char buf [UUID::MAX_LEN];
102 unsigned long long uid; 131 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 132 fgets (buf, sizeof (buf), fp);
133
134 if (!UUID::cur.parse (buf))
104 { 135 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 136 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 137 _exit (1);
107 } 138 }
108 139
109 uuid.seq = uid; 140 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
110 write_uuid (); 141
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 142 write_uuid (UUID_GAP, true);
112 fclose (fp); 143 fclose (fp);
113} 144}
114 145
115UUID 146UUID
116gen_uuid () 147UUID::gen ()
117{ 148{
118 UUID uid; 149 UUID uid;
119 150
120 uid.seq = ++uuid.seq; 151 uid.seq = ++cur.seq;
121 152
122 if (!(uuid.seq & (UUID_SKIP - 1))) 153 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 154 {
155 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
156 write_uuid (UUID_GAP, false);
157 }
158
124 159
125 return uid; 160 return uid;
126} 161}
127 162
128void 163void
129init_uuid () 164UUID::init ()
130{ 165{
131 read_uuid (); 166 read_uuid ();
132} 167}
133 168
169bool
170UUID::parse (const char *s)
171{
172 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
173 return false;
174
175 seq = 0;
176
177 while (*s != '>')
178 {
179 if (*s < '0')
180 return false;
181
182 // this gives nice branchless code with gcc
183 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
184 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
185
186 seq = (seq << 4) | digit;
187
188 ++s;
189 }
190
191 return true;
192}
193
194char *
195UUID::append (char *buf) const
196{
197 *buf++ = '<';
198 *buf++ = '1';
199 *buf++ = '.';
200
201 uint64_t seq = this->seq;
202 const int bits = 64;
203 char nz = 0;
204 static const char tohex [] = "0123456789abcdef";
205
206 // assert (len >= 3 + bits / 4 + 1 + 1);
207 for (int i = bits / 4; --i; )
208 {
209 uint8_t digit = seq >> (bits - 4);
210
211 *buf = tohex [digit];
212 nz |= digit;
213 buf += nz ? 1 : 0;
214 seq <<= 4;
215 }
216
217 // last digit is special - always emit
218 uint8_t digit = seq >> (bits - 4);
219 *buf++ = tohex [digit];
220
221 *buf++ = '>';
222
223 return buf;
224}
225
226char *
227UUID::c_str () const
228{
229 static char buf [MAX_LEN];
230 *append (buf) = 0;
231 return buf;
232}
233
134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 234/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int 235static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 236compare_ob_value_lists_one (const object *wants, const object *has)
137{ 237{
138 key_value *wants_field;
139
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 238 /* n-squared behaviour (see kv_get), but I'm hoping both
141 * objects with lists are rare, and lists stay short. If not, use a 239 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 240 * different structure or at least keep the lists sorted...
143 */ 241 */
144 242
145 /* For each field in wants, */ 243 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 244 for (key_value *kv = wants->key_values; kv; kv = kv->next)
147 { 245 if (has->kv_get (kv->key) != kv->value)
148 key_value *has_field; 246 return false;
149
150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
154 {
155 /* No field with that name. */
156 return FALSE;
157 }
158
159 /* Found the matching field. */
160 if (has_field->value != wants_field->value)
161 {
162 /* Values don't match, so this half of the comparison is false. */
163 return FALSE;
164 }
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 247
169 /* If we get here, every field in wants has a matching field in has. */ 248 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE; 249 return true;
171} 250}
172 251
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 252/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 253static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 254compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 255{
177 /* However, there may be fields in has which aren't partnered in wants, 256 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 257 * so we need to run the comparison *twice*. :(
179 */ 258 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 259 return compare_ob_value_lists_one (ob1, ob2)
260 && compare_ob_value_lists_one (ob2, ob1);
181} 261}
182 262
183/* Function examines the 2 objects given to it, and returns true if 263/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 264 * they can be merged together.
185 * 265 *
190 * Check nrof variable *before* calling can_merge() 270 * Check nrof variable *before* calling can_merge()
191 * 271 *
192 * Improvements made with merge: Better checking on potion, and also 272 * Improvements made with merge: Better checking on potion, and also
193 * check weight 273 * check weight
194 */ 274 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 275bool object::can_merge_slow (object *ob1, object *ob2)
197{ 276{
198 /* A couple quicksanity checks */ 277 /* A couple quick sanity checks */
199 if (ob1 == ob2 278 if (ob1 == ob2
200 || ob1->type != ob2->type 279 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value 280 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 281 || ob1->name != ob2->name
282 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
204 return 0; 283 return 0;
205 284
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 285 /* Do not merge objects if nrof would overflow, assume nrof
208 * value could not be stored in a sint32 (which unfortunately sometimes is 286 * is always 0 .. 2**31-1 */
209 * used to store nrof). 287 if (ob1->nrof > 0x7fffffff - ob2->nrof)
210 */
211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
212 return 0; 288 return 0;
213 289
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 290 /* 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 291 * 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 292 * 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 293 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning. 294 * flags lose any meaning.
219 */ 295 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 296 if (ob1->flag [FLAG_IDENTIFIED])
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 297 ob1->set_flag (FLAG_BEEN_APPLIED);
222 298
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 299 if (ob2->flag [FLAG_IDENTIFIED])
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 300 ob2->set_flag (FLAG_BEEN_APPLIED);
225 301
226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 302 if (ob1->arch->archname != ob2->arch->archname
227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 303 || ob1->name != ob2->name
229 || ob1->title != ob2->title 304 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 305 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 306 || 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 307 || ob1->attacktype != ob2->attacktype
235 || ob1->magic != ob2->magic 308 || ob1->magic != ob2->magic
236 || ob1->slaying != ob2->slaying 309 || ob1->slaying != ob2->slaying
237 || ob1->skill != ob2->skill 310 || ob1->skill != ob2->skill
238 || ob1->value != ob2->value 311 || ob1->value != ob2->value
239 || ob1->animation_id != ob2->animation_id 312 || ob1->animation_id != ob2->animation_id
313 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
240 || ob1->client_type != ob2->client_type 314 || ob1->client_type != ob2->client_type
241 || ob1->materialname != ob2->materialname 315 || ob1->material != ob2->material
242 || ob1->lore != ob2->lore 316 || ob1->lore != ob2->lore
243 || ob1->subtype != ob2->subtype 317 || ob1->subtype != ob2->subtype
244 || ob1->move_type != ob2->move_type 318 || ob1->move_type != ob2->move_type
245 || ob1->move_block != ob2->move_block 319 || ob1->move_block != ob2->move_block
246 || ob1->move_allow != ob2->move_allow 320 || ob1->move_allow != ob2->move_allow
247 || ob1->move_on != ob2->move_on 321 || ob1->move_on != ob2->move_on
248 || ob1->move_off != ob2->move_off 322 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow 323 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty) 324 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
325 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
326 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
251 return 0; 327 return 0;
252 328
329 if ((ob1->flag ^ ob2->flag)
330 .reset (FLAG_INV_LOCKED)
331 .reset (FLAG_REMOVED)
332 .any ())
333 return 0;
334
253 /* This is really a spellbook check - really, we should 335 /* This is really a spellbook check - we should in general
254 * check all objects in the inventory. 336 * not merge objects with real inventories, as splitting them
337 * is hard.
255 */ 338 */
256 if (ob1->inv || ob2->inv) 339 if (ob1->inv || ob2->inv)
257 { 340 {
258 /* if one object has inventory but the other doesn't, not equiv */ 341 if (!(ob1->inv && ob2->inv))
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 342 return 0; /* inventories differ in length */
260 return 0;
261 343
262 /* Now check to see if the two inventory objects could merge */ 344 if (ob1->inv->below || ob2->inv->below)
345 return 0; /* more than one object in inv */
346
263 if (!object::can_merge (ob1->inv, ob2->inv)) 347 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0; 348 return 0; /* inventory objects differ */
265 349
266 /* inventory ok - still need to check rest of this object to see 350 /* inventory ok - still need to check rest of this object to see
267 * if it is valid. 351 * if it is valid.
268 */ 352 */
269 } 353 }
270 354
271 /* Don't merge objects that are applied. With the new 'body' code, 355 /* 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 356 * 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. 357 * some items equipped, and we don't want those to merge.
274 */ 358 */
275 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 359 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
276 return 0; 360 return 0;
277 361
278 /* Note sure why the following is the case - either the object has to 362 /* 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 363 * be animated or have a very low speed. Is this an attempted monster
280 * check? 364 * check?
281 */ 365 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 366 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
283 return 0; 367 return 0;
284 368
285 switch (ob1->type) 369 switch (ob1->type)
286 { 370 {
287 case SCROLL: 371 case SCROLL:
288 if (ob1->level != ob2->level) 372 if (ob1->level != ob2->level)
289 return 0; 373 return 0;
290 break; 374 break;
291 } 375 }
292 376
293 if (ob1->key_values != NULL || ob2->key_values != NULL) 377 if (ob1->key_values || ob2->key_values)
294 { 378 {
295 /* At least one of these has key_values. */ 379 /* At least one of these has key_values. */
296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 380 if ((!ob1->key_values) != (!ob2->key_values))
297 /* One has fields, but the other one doesn't. */ 381 return 0; /* One has fields, but the other one doesn't. */
382
383 if (!compare_ob_value_lists (ob1, ob2))
298 return 0; 384 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0;
301 } 385 }
302 386
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self) 387 if (ob1->self || ob2->self)
305 { 388 {
306 ob1->optimise (); 389 ob1->optimise ();
307 ob2->optimise (); 390 ob2->optimise ();
308 391
309 if (ob1->self || ob2->self) 392 if (ob1->self || ob2->self)
393 {
394 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
395 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
396
397 if (k1 != k2)
310 return 0; 398 return 0;
399
400 if (k1 == 0)
401 return 1;
402
403 if (!cfperl_can_merge (ob1, ob2))
404 return 0;
405 }
311 } 406 }
312 407
313 /* Everything passes, must be OK. */ 408 /* Everything passes, must be OK. */
314 return 1; 409 return 1;
315} 410}
316 411
412// find player who can see this object
413object *
414object::visible_to () const
415{
416 if (client_visible () && !flag [FLAG_REMOVED])
417 {
418 // see if we are in a container of sorts
419 if (env)
420 {
421 // the player inventory itself is always visible
422 if (env->is_player ())
423 return env;
424
425 // else a player could have our env open
426 object *envest = env->outer_env_or_self ();
427
428 // the player itself is always on a map, so we will find him here
429 // even if our inv is in a player.
430 if (envest->is_on_map ())
431 if (object *pl = envest->ms ().player ())
432 if (pl->container_ () == env)
433 return pl;
434 }
435 else
436 {
437 // maybe there is a player standing on the same mapspace
438 // this will catch the case where "this" is a player
439 if (object *pl = ms ().player ())
440 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
441 || pl->container_ () == this)
442 return pl;
443 }
444 }
445
446 return 0;
447}
448
449// adjust weight per container type ("of holding")
450static uint32
451weight_adjust_for (object *op, uint32 weight)
452{
453 return op->type == CONTAINER
454 ? weight - weight * op->stats.Str / 100
455 : weight;
456}
457
317/* 458/*
459 * subtracts, then adds, the specified weight to an object,
460 * and also updates how much the environment(s) is/are carrying.
461 */
462static void
463adjust_weight (object *op, sint32 sub, sint32 add)
464{
465 while (op)
466 {
467 sint32 ocarrying = op->carrying;
468
469 op->carrying -= weight_adjust_for (op, sub);
470 op->carrying += weight_adjust_for (op, add);
471
472 if (object *pl = op->visible_to ())
473 if (pl != op) // player is handled lazily
474 esrv_update_item (UPD_WEIGHT, pl, op);
475
476 sub = ocarrying;
477 add = op->carrying;
478
479 op = op->env;
480 }
481}
482
483/*
318 * sum_weight() is a recursive function which calculates the weight 484 * this is a recursive function which calculates the weight
319 * an object is carrying. It goes through in figures out how much 485 * an object is carrying. It goes through op and figures out how much
320 * containers are carrying, and sums it up. 486 * containers are carrying, and sums it up.
321 */ 487 */
322long 488void
323sum_weight (object *op) 489object::update_weight ()
324{ 490{
325 long sum; 491 sint32 sum = 0;
326 object *inv;
327 492
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 493 for (object *op = inv; op; op = op->below)
329 {
330 if (inv->inv)
331 sum_weight (inv);
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
333 } 494 {
495 op->update_weight ();
334 496
335 if (op->type == CONTAINER && op->stats.Str) 497 sum += weight_adjust_for (this, op->total_weight ());
336 sum = (sum * (100 - op->stats.Str)) / 100; 498 }
337 499
338 if (op->carrying != sum) 500 if (sum != carrying)
501 {
502 if (carrying != sum && carrying)//D
503 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
504 (long long)sum, (long long)carrying, debug_desc ());
505
339 op->carrying = sum; 506 carrying = sum;
340 507
341 return sum; 508 if (object *pl = visible_to ())
509 if (pl != this) // player is handled lazily
510 esrv_update_item (UPD_WEIGHT, pl, this);
511 }
342} 512}
343 513
344/** 514/*
345 * Return the outermost environment object for a given object. 515 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
346 */ 516 */
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 * 517char *
363dump_object (object *op) 518dump_object (object *op)
364{ 519{
365 if (!op) 520 if (!op)
366 return strdup ("[NULLOBJ]"); 521 return strdup ("[NULLOBJ]");
367 522
368 object_freezer freezer; 523 object_freezer freezer;
369 save_object (freezer, op, 1); 524 op->write (freezer);
370 return freezer.as_string (); 525 return freezer.as_string ();
371} 526}
372 527
373/* 528char *
374 * get_nearest_part(multi-object, object 2) returns the part of the 529object::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{ 530{
382 object *tmp, *closest; 531 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} 532}
392 533
393/* 534/*
394 * Returns the object which has the count-variable equal to the argument. 535 * Returns the object which has the count-variable equal to the argument.
536 * VERRRY slow.
395 */ 537 */
396
397object * 538object *
398find_object (tag_t i) 539find_object (tag_t i)
399{ 540{
400 for (object *op = object::first; op; op = op->next) 541 for_all_objects (op)
401 if (op->count == i) 542 if (op->count == i)
402 return op; 543 return op;
544
545 return 0;
546}
547
548/*
549 * Returns the object which has the uuid equal to the argument.
550 * MOAR VERRRY slow.
551 */
552
553object *
554find_object_uuid (UUID i)
555{
556 for_all_objects (op)
557 if (op->uuid == i)
558 return op;
403 559
404 return 0; 560 return 0;
405} 561}
406 562
407/* 563/*
408 * Returns the first object which has a name equal to the argument. 564 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 565 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 566 * Enables features like "patch <name-of-other-player> food 999"
411 */ 567 */
412
413object * 568object *
414find_object_name (const char *str) 569find_object_name (const char *str)
415{ 570{
416 shstr_cmp str_ (str); 571 shstr_cmp str_ (str);
417 object *op;
418 572
419 for (op = object::first; op != NULL; op = op->next) 573 if (str_)
574 for_all_objects (op)
420 if (op->name == str_) 575 if (op->name == str_)
421 break; 576 return op;
422 577
423 return op; 578 return 0;
424}
425
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430} 579}
431 580
432/* 581/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 582 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 583 * skill and experience objects.
584 * ACTUALLY NO! investigate! TODO
435 */ 585 */
436void 586void
437object::set_owner (object *owner) 587object::set_owner (object *owner)
438{ 588{
589 // allow objects which own objects
439 if (!owner) 590 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) 591 while (owner->owner)
450 owner = owner->owner; 592 owner = owner->owner;
593
594 if (flag [FLAG_FREED])
595 {
596 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
597 return;
598 }
451 599
452 this->owner = owner; 600 this->owner = owner;
453} 601}
454 602
455/* Zero the key_values on op, decrementing the shared-string 603/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 604 * refcounts and freeing the links.
457 */ 605 */
458static void 606static void
459free_key_values (object *op) 607free_key_values (object *op)
460{ 608{
461 for (key_value *i = op->key_values; i != 0;) 609 for (key_value *i = op->key_values; i; )
462 { 610 {
463 key_value *next = i->next; 611 key_value *next = i->next;
464 delete i; 612 delete i;
465 613
466 i = next; 614 i = next;
478 * will point at garbage. 626 * will point at garbage.
479 */ 627 */
480void 628void
481object::copy_to (object *dst) 629object::copy_to (object *dst)
482{ 630{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 631 dst->remove ();
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
485
486 *(object_copy *)dst = *this; 632 *(object_copy *)dst = *this;
487 633 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;
496 634
497 /* Copy over key_values, if any. */ 635 /* Copy over key_values, if any. */
498 if (key_values) 636 if (key_values)
499 { 637 {
500 key_value *tail = 0; 638 key_value *tail = 0;
501 key_value *i;
502
503 dst->key_values = 0; 639 dst->key_values = 0;
504 640
505 for (i = key_values; i; i = i->next) 641 for (key_value *i = key_values; i; i = i->next)
506 { 642 {
507 key_value *new_link = new key_value; 643 key_value *new_link = new key_value;
508 644
509 new_link->next = 0; 645 new_link->next = 0;
510 new_link->key = i->key; 646 new_link->key = i->key;
511 new_link->value = i->value; 647 new_link->value = i->value;
512 648
513 /* Try and be clever here, too. */ 649 /* Try and be clever here, too. */
514 if (!dst->key_values) 650 if (!dst->key_values)
515 { 651 {
522 tail = new_link; 658 tail = new_link;
523 } 659 }
524 } 660 }
525 } 661 }
526 662
527 dst->set_speed (dst->speed); 663 dst->activate ();
664}
665
666void
667object::instantiate ()
668{
669 if (!uuid.seq) // HACK
670 uuid = UUID::gen ();
671
672 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
673 if (flag [FLAG_RANDOM_SPEED] && speed)
674 speed_left = - speed - rndm (); // TODO animation
675 else
676 speed_left = -1.;
677
678 /* copy the body_info to the body_used - this is only really
679 * need for monsters, but doesn't hurt to do it for everything.
680 * by doing so, when a monster is created, it has good starting
681 * values for the body_used info, so when items are created
682 * for it, they can be properly equipped.
683 */
684 for (int i = NUM_BODY_LOCATIONS; i--; )
685 slot[i].used = slot[i].info;
686
687 attachable::instantiate ();
528} 688}
529 689
530object * 690object *
531object::clone () 691object::clone ()
532{ 692{
533 object *neu = create (); 693 object *neu = create ();
534 copy_to (neu); 694 copy_to (neu);
695
696 // TODO: unclean state changes, should not be done in clone AND instantiate
697 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
698 neu->speed_left = - neu->speed - rndm (); // TODO animation
699
700 neu->map = map; // not copied by copy_to
535 return neu; 701 return neu;
536} 702}
537 703
538/* 704/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 705 * 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 706 * 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. 707 * be called to update the face variable, _and_ how it looks on the map.
542 */ 708 */
543
544void 709void
545update_turn_face (object *op) 710update_turn_face (object *op)
546{ 711{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 712 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
548 return; 713 return;
714
549 SET_ANIMATION (op, op->direction); 715 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 716 update_object (op, UP_OBJ_FACE);
551} 717}
552 718
553/* 719/*
556 * This function needs to be called whenever the speed of an object changes. 722 * This function needs to be called whenever the speed of an object changes.
557 */ 723 */
558void 724void
559object::set_speed (float speed) 725object::set_speed (float speed)
560{ 726{
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; 727 this->speed = speed;
573 728
574 if (arch_init) 729 if (has_active_speed ())
575 return; 730 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 731 else
593 { 732 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} 733}
648 734
649/* 735/*
650 * update_object() updates the the map. 736 * update_object() updates the the map.
651 * It takes into account invisible objects (and represent squares covered 737 * It takes into account invisible objects (and represent squares covered
664 * UP_OBJ_FACE: only the objects face has changed. 750 * UP_OBJ_FACE: only the objects face has changed.
665 */ 751 */
666void 752void
667update_object (object *op, int action) 753update_object (object *op, int action)
668{ 754{
669 MoveType move_on, move_off, move_block, move_slow; 755 if (!op)
670
671 if (op == NULL)
672 { 756 {
673 /* this should never happen */ 757 /* this should never happen */
674 LOG (llevDebug, "update_object() called for NULL object.\n"); 758 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
675 return; 759 return;
676 } 760 }
677 761
678 if (op->env) 762 if (!op->is_on_map ())
679 { 763 {
680 /* Animation is currently handled by client, so nothing 764 /* Animation is currently handled by client, so nothing
681 * to do in this case. 765 * to do in this case.
682 */ 766 */
683 return; 767 return;
684 } 768 }
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;
691 769
692 /* make sure the object is within map boundaries */ 770 /* 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) 771 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
694 { 772 {
695 LOG (llevError, "update_object() called for object out of map!\n"); 773 LOG (llevError, "update_object() called for object out of map!\n");
699 return; 777 return;
700 } 778 }
701 779
702 mapspace &m = op->ms (); 780 mapspace &m = op->ms ();
703 781
704 if (m.flags_ & P_NEED_UPDATE) 782 if (!(m.flags_ & P_UPTODATE))
705 /* nop */; 783 /* nop */;
706 else if (action == UP_OBJ_INSERT) 784 else if (action == UP_OBJ_INSERT)
707 { 785 {
786#if 0
708 // this is likely overkill, TODO: revisit (schmorp) 787 // this is likely overkill, TODO: revisit (schmorp)
709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 788 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
710 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 789 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
711 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 790 || (op->is_player () && !(m.flags_ & P_PLAYER))
712 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 791 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
713 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 792 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
714 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 793 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
715 || (m.move_on | op->move_on ) != m.move_on 794 || (m.move_on | op->move_on ) != m.move_on
716 || (m.move_off | op->move_off ) != m.move_off 795 || (m.move_off | op->move_off ) != m.move_off
717 || (m.move_slow | op->move_slow) != m.move_slow 796 || (m.move_slow | op->move_slow) != m.move_slow
718 /* This isn't perfect, but I don't expect a lot of objects to 797 /* This isn't perfect, but I don't expect a lot of objects to
719 * to have move_allow right now. 798 * have move_allow right now.
720 */ 799 */
721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 800 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
801 m.invalidate ();
802#else
722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 803 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
723 m.flags_ = P_NEED_UPDATE; 804 m.invalidate ();
805#endif
724 } 806 }
725 /* if the object is being removed, we can't make intelligent 807 /* if the object is being removed, we can't make intelligent
726 * decisions, because remove_ob can't really pass the object 808 * decisions, because remove_ob can't really pass the object
727 * that is being removed. 809 * that is being removed.
728 */ 810 */
729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 811 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
730 m.flags_ = P_NEED_UPDATE; 812 m.invalidate ();
731 else if (action == UP_OBJ_FACE) 813 else if (action == UP_OBJ_FACE)
732 /* Nothing to do for that case */ ; 814 /* Nothing to do for that case */ ;
733 else 815 else
734 LOG (llevError, "update_object called with invalid action: %d\n", action); 816 LOG (llevError, "update_object called with invalid action: %d\n", action);
735 817
736 if (op->more) 818 if (op->more)
737 update_object (op->more, action); 819 update_object (op->more, action);
738} 820}
739 821
740object::vector object::objects; // not yet used
741object *object::first;
742
743object::object () 822object::object ()
744{ 823{
745 SET_FLAG (this, FLAG_REMOVED); 824 this->set_flag (FLAG_REMOVED);
746 825
747 expmul = 1.0; 826 //expmul = 1.0; declared const for the time being
748 face = blank_face; 827 face = blank_face;
828 material = MATERIAL_NULL;
749} 829}
750 830
751object::~object () 831object::~object ()
752{ 832{
833 unlink ();
834
753 free_key_values (this); 835 free_key_values (this);
754} 836}
755 837
756void object::link () 838void object::link ()
757{ 839{
758 count = ++ob_count; 840 assert (!index);//D
759 uuid = gen_uuid (); 841 uuid = UUID::gen ();
760 842
761 prev = 0; 843 refcnt_inc ();
762 next = object::first; 844 objects.insert (this);
763 845
764 if (object::first) 846 ++create_count;
765 object::first->prev = this;
766 847
767 object::first = this;
768} 848}
769 849
770void object::unlink () 850void object::unlink ()
771{ 851{
772 if (this == object::first) 852 if (!index)
773 object::first = next; 853 return;
774 854
775 /* Remove this object from the list of used objects */ 855 ++destroy_count;
776 if (prev) prev->next = next;
777 if (next) next->prev = prev;
778 856
779 prev = 0; 857 objects.erase (this);
780 next = 0; 858 refcnt_dec ();
859}
860
861void
862object::activate ()
863{
864 /* If already on active list, don't do anything */
865 if (active)
866 return;
867
868 if (has_active_speed ())
869 {
870 if (flag [FLAG_FREED])
871 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
872
873 actives.insert (this);
874 }
875}
876
877void
878object::activate_recursive ()
879{
880 activate ();
881
882 for (object *op = inv; op; op = op->below)
883 op->activate_recursive ();
884}
885
886/* This function removes object 'op' from the list of active
887 * objects.
888 * This should only be used for style maps or other such
889 * reference maps where you don't want an object that isn't
890 * in play chewing up cpu time getting processed.
891 * The reverse of this is to call update_ob_speed, which
892 * will do the right thing based on the speed of the object.
893 */
894void
895object::deactivate ()
896{
897 /* If not on the active list, nothing needs to be done */
898 if (!active)
899 return;
900
901 actives.erase (this);
902}
903
904void
905object::deactivate_recursive ()
906{
907 for (object *op = inv; op; op = op->below)
908 op->deactivate_recursive ();
909
910 deactivate ();
911}
912
913void
914object::set_flag_inv (int flag, int value)
915{
916 for (object *op = inv; op; op = op->below)
917 {
918 op->flag [flag] = value;
919 op->set_flag_inv (flag, value);
920 }
781} 921}
782 922
783/* 923/*
784 * Remove and free all objects in the inventory of the given object. 924 * Remove and free all objects in the inventory of the given object.
785 * object.c ? 925 * object.c ?
786 */ 926 */
787void 927void
788object::destroy_inv (bool drop_to_ground) 928object::destroy_inv (bool drop_to_ground)
789{ 929{
930 // need to check first, because the checks below might segfault
931 // as we might be on an invalid mapspace and crossfire code
932 // is too buggy to ensure that the inventory is empty.
933 // corollary: if you create arrows etc. with stuff in its inventory,
934 // cf will crash below with off-map x and y
935 if (!inv)
936 return;
937
790 /* Only if the space blocks everything do we not process - 938 /* Only if the space blocks everything do we not process -
791 * if some form of movement is allowed, let objects 939 * if some form of movement is allowed, let objects
792 * drop on that space. 940 * drop on that space.
793 */ 941 */
794 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) 942 if (!drop_to_ground
943 || !map
944 || map->in_memory != MAP_ACTIVE
945 || map->no_drop
946 || ms ().move_block == MOVE_ALL)
795 { 947 {
796 while (inv) 948 while (inv)
797 inv->destroy (); 949 inv->destroy ();
798 } 950 }
799 else 951 else
804 956
805 if (op->flag [FLAG_STARTEQUIP] 957 if (op->flag [FLAG_STARTEQUIP]
806 || op->flag [FLAG_NO_DROP] 958 || op->flag [FLAG_NO_DROP]
807 || op->type == RUNE 959 || op->type == RUNE
808 || op->type == TRAP 960 || op->type == TRAP
809 || op->flag [FLAG_IS_A_TEMPLATE]) 961 || op->flag [FLAG_IS_A_TEMPLATE]
962 || op->flag [FLAG_DESTROY_ON_DEATH])
810 op->destroy (); 963 op->destroy ();
811 else 964 else
812 { 965 map->insert (op, x, y);
813 op->remove ();
814 op->x = x;
815 op->y = y;
816 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
817 }
818 } 966 }
819 } 967 }
820} 968}
821 969
970/*
971 * Remove and free all objects in the inventory of the given object.
972 * Unlike destroy_inv, this assumes the *this is destroyed as well
973 * well, so we can (and have to!) take shortcuts.
974 */
975void
976object::destroy_inv_fast ()
977{
978 while (object *op = inv)
979 {
980 // remove from object the fast way
981 op->flag [FLAG_REMOVED] = true;
982 op->env = 0;
983 if ((inv = inv->below))
984 inv->above = 0;
985
986 // then destroy
987 op->destroy ();
988 }
989}
990
991void
992object::freelist_free (int count)
993{
994 while (count-- && freelist)
995 {
996 freelist_item *next = freelist->next;
997 // count is being "destroyed"
998
999 sfree ((char *)freelist, sizeof (object));
1000
1001 freelist = next;
1002 --free_count;
1003 }
1004}
1005
1006object *
822object *object::create () 1007object::create ()
823{ 1008{
824 object *op = new object; 1009 object *op;
1010
1011 if (freelist)
1012 {
1013 freelist_item li = *freelist;
1014 memset (freelist, 0, sizeof (object));
1015
1016 op = new (freelist) object;
1017 op->count = li.count;
1018
1019 freelist = li.next;
1020 --free_count;
1021 }
1022 else
1023 {
1024 void *ni = salloc0<char> (sizeof (object));
1025
1026 op = new(ni) object;
1027
1028 op->count = ++object_count;
1029 }
1030
825 op->link (); 1031 op->link ();
1032
826 return op; 1033 return op;
827} 1034}
828 1035
829void 1036void
1037object::do_delete ()
1038{
1039 uint32_t count = this->count;
1040
1041 this->~object ();
1042
1043 freelist_item *li = (freelist_item *)this;
1044 li->next = freelist;
1045 li->count = count;
1046
1047 freelist = li;
1048 ++free_count;
1049}
1050
1051static struct freed_map : maptile
1052{
1053 freed_map ()
1054 : maptile (3, 3)
1055 {
1056 path = "<freed objects map>";
1057 name = "/internal/freed_objects_map";
1058 no_drop = 1;
1059 no_reset = 1;
1060
1061 in_memory = MAP_ACTIVE;
1062 }
1063
1064 ~freed_map ()
1065 {
1066 destroy ();
1067 }
1068} freed_map; // freed objects are moved here to avoid crashes
1069
1070void
830object::do_destroy () 1071object::do_destroy ()
831{ 1072{
832 if (flag [FLAG_IS_LINKED]) 1073 if (flag [FLAG_IS_LINKED])
833 remove_button_link (this); 1074 remove_link ();
834 1075
835 if (flag [FLAG_FRIENDLY]) 1076 if (flag [FLAG_FRIENDLY])
836 remove_friendly_object (this); 1077 remove_friendly_object (this);
837 1078
838 if (!flag [FLAG_REMOVED])
839 remove (); 1079 remove ();
840 1080
841 if (flag [FLAG_FREED]) 1081 attachable::do_destroy ();
842 return; 1082
1083 deactivate ();
1084 unlink ();
843 1085
844 flag [FLAG_FREED] = 1; 1086 flag [FLAG_FREED] = 1;
845 1087
846 attachable::do_destroy ();
847
848 destroy_inv (true);
849 set_speed (0);
850 unlink ();
851
852 // hack to ensure that freed objects still have a valid map 1088 // hack to ensure that freed objects still have a valid map
853 {
854 static maptile *freed_map; // freed objects are moved here to avoid crashes
855
856 if (!freed_map)
857 {
858 freed_map = new maptile;
859
860 freed_map->name = "/internal/freed_objects_map";
861 freed_map->width = 3;
862 freed_map->height = 3;
863
864 freed_map->allocate ();
865 }
866
867 map = freed_map; 1089 map = &freed_map;
868 x = 1; 1090 x = 1;
869 y = 1; 1091 y = 1;
870 }
871
872 head = 0;
873 1092
874 if (more) 1093 if (more)
875 { 1094 {
876 more->destroy (); 1095 more->destroy ();
877 more = 0; 1096 more = 0;
878 } 1097 }
879 1098
1099 head = 0;
1100
880 // clear those pointers that likely might have circular references to us 1101 // clear those pointers that likely might cause circular references
881 owner = 0; 1102 owner = 0;
882 enemy = 0; 1103 enemy = 0;
883 attacked_by = 0; 1104 attacked_by = 0;
884 1105 current_weapon = 0;
885 // only relevant for players(?), but make sure of it anyways
886 contr = 0;
887} 1106}
888 1107
889void 1108void
890object::destroy (bool destroy_inventory) 1109object::destroy ()
891{ 1110{
892 if (destroyed ()) 1111 if (destroyed ())
893 return; 1112 return;
894 1113
895 if (destroy_inventory) 1114 if (!is_head () && !head->destroyed ())
1115 {
1116 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1117 head->destroy ();
1118 return;
1119 }
1120
896 destroy_inv (false); 1121 destroy_inv_fast ();
1122
1123 if (is_head ())
1124 if (sound_destroy)
1125 play_sound (sound_destroy);
1126 else if (flag [FLAG_MONSTER])
1127 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
897 1128
898 attachable::destroy (); 1129 attachable::destroy ();
899}
900
901/*
902 * sub_weight() recursively (outwards) subtracts a number from the
903 * weight of an object (and what is carried by it's environment(s)).
904 */
905void
906sub_weight (object *op, signed long weight)
907{
908 while (op != NULL)
909 {
910 if (op->type == CONTAINER)
911 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
912
913 op->carrying -= weight;
914 op = op->env;
915 }
916} 1130}
917 1131
918/* op->remove (): 1132/* op->remove ():
919 * This function removes the object op from the linked list of objects 1133 * This function removes the object op from the linked list of objects
920 * which it is currently tied to. When this function is done, the 1134 * which it is currently tied to. When this function is done, the
921 * object will have no environment. If the object previously had an 1135 * object will have no environment. If the object previously had an
922 * environment, the x and y coordinates will be updated to 1136 * environment, the x and y coordinates will be updated to
923 * the previous environment. 1137 * the previous environment.
924 * Beware: This function is called from the editor as well!
925 */ 1138 */
926void 1139void
927object::remove () 1140object::do_remove ()
928{ 1141{
929 object *tmp, *last = 0; 1142 if (flag [FLAG_REMOVED])
930 object *otmp;
931
932 if (QUERY_FLAG (this, FLAG_REMOVED))
933 return; 1143 return;
934 1144
935 SET_FLAG (this, FLAG_REMOVED);
936 INVOKE_OBJECT (REMOVE, this); 1145 INVOKE_OBJECT (REMOVE, this);
1146
1147 flag [FLAG_REMOVED] = true;
937 1148
938 if (more) 1149 if (more)
939 more->remove (); 1150 more->remove ();
940 1151
941 /* 1152 /*
942 * In this case, the object to be removed is in someones 1153 * In this case, the object to be removed is in someones
943 * inventory. 1154 * inventory.
944 */ 1155 */
945 if (env) 1156 if (env)
946 { 1157 {
947 if (nrof) 1158 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
948 sub_weight (env, weight * nrof); 1159 if (object *pl = visible_to ())
949 else 1160 esrv_del_item (pl->contr, count);
950 sub_weight (env, weight + carrying); 1161 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
951 1162
952 /* NO_FIX_PLAYER is set when a great many changes are being 1163 adjust_weight (env, total_weight (), 0);
953 * made to players inventory. If set, avoiding the call
954 * to save cpu time.
955 */
956 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
957 otmp->update_stats ();
958 1164
959 if (above != NULL) 1165 object *pl = in_player ();
960 above->below = below;
961 else
962 env->inv = below;
963
964 if (below != NULL)
965 below->above = above;
966 1166
967 /* we set up values so that it could be inserted into 1167 /* we set up values so that it could be inserted into
968 * the map, but we don't actually do that - it is up 1168 * the map, but we don't actually do that - it is up
969 * to the caller to decide what we want to do. 1169 * to the caller to decide what we want to do.
970 */ 1170 */
971 x = env->x, y = env->y;
972 map = env->map; 1171 map = env->map;
973 above = 0, below = 0; 1172 x = env->x;
974 env = 0; 1173 y = env->y;
975 }
976 else if (map)
977 {
978 /* Re did the following section of code - it looks like it had
979 * lots of logic for things we no longer care about
980 */
981 1174
982 /* link the object above us */ 1175 // make sure cmov optimisation is applicable
983 if (above) 1176 *(above ? &above->below : &env->inv) = below;
984 above->below = below; 1177 *(below ? &below->above : &above ) = above; // &above is just a dummy
985 else
986 map->at (x, y).top = below; /* we were top, set new top */
987
988 /* Relink the object below us, if there is one */
989 if (below)
990 below->above = above;
991 else
992 {
993 /* Nothing below, which means we need to relink map object for this space
994 * use translated coordinates in case some oddness with map tiling is
995 * evident
996 */
997 if (GET_MAP_OB (map, x, y) != this)
998 {
999 char *dump = dump_object (this);
1000 LOG (llevError,
1001 "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);
1002 free (dump);
1003 dump = dump_object (GET_MAP_OB (map, x, y));
1004 LOG (llevError, "%s\n", dump);
1005 free (dump);
1006 }
1007
1008 map->at (x, y).bot = above; /* goes on above it. */
1009 }
1010 1178
1011 above = 0; 1179 above = 0;
1012 below = 0; 1180 below = 0;
1181 env = 0;
1182
1183 if (pl && pl->is_player ())
1184 {
1185 if (expect_false (pl->contr->combat_ob == this))
1186 {
1187 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1188 pl->contr->combat_ob = 0;
1189 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1190 }
1191
1192 if (expect_false (pl->contr->ranged_ob == this))
1193 {
1194 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1195 pl->contr->ranged_ob = 0;
1196 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1197 }
1198
1199 pl->contr->queue_stats_update ();
1200
1201 if (expect_false (glow_radius) && pl->is_on_map ())
1202 update_all_los (pl->map, pl->x, pl->y);
1203 }
1204 }
1205 else if (map)
1206 {
1207 map->dirty = true;
1208 mapspace &ms = this->ms ();
1209
1210 if (object *pl = ms.player ())
1211 {
1212 if (is_player ())
1213 {
1214 if (!flag [FLAG_WIZPASS])
1215 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1216
1217 // leaving a spot always closes any open container on the ground
1218 if (container && !container->env)
1219 // this causes spurious floorbox updates, but it ensures
1220 // that the CLOSE event is being sent.
1221 close_container ();
1222
1223 --map->players;
1224 map->touch ();
1225 }
1226 else if (pl->container_ () == this)
1227 {
1228 // removing a container should close it
1229 close_container ();
1230 }
1231 else
1232 esrv_del_item (pl->contr, count);
1233 }
1234
1235 /* link the object above us */
1236 // re-link, make sure compiler can easily use cmove
1237 *(above ? &above->below : &ms.top) = below;
1238 *(below ? &below->above : &ms.bot) = above;
1239
1240 above = 0;
1241 below = 0;
1242
1243 ms.invalidate ();
1013 1244
1014 if (map->in_memory == MAP_SAVING) 1245 if (map->in_memory == MAP_SAVING)
1015 return; 1246 return;
1016 1247
1017 int check_walk_off = !flag [FLAG_NO_APPLY]; 1248 int check_walk_off = !flag [FLAG_NO_APPLY];
1018 1249
1019 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1250 if (object *pl = ms.player ())
1020 { 1251 {
1021 /* No point updating the players look faces if he is the object 1252 if (pl->container_ () == this)
1022 * being removed.
1023 */
1024
1025 if (tmp->type == PLAYER && tmp != this)
1026 {
1027 /* If a container that the player is currently using somehow gets 1253 /* If a container that the player is currently using somehow gets
1028 * removed (most likely destroyed), update the player view 1254 * removed (most likely destroyed), update the player view
1029 * appropriately. 1255 * appropriately.
1030 */ 1256 */
1031 if (tmp->container == this) 1257 pl->close_container ();
1032 {
1033 flag [FLAG_APPLIED] = 0;
1034 tmp->container = 0;
1035 }
1036 1258
1259 //TODO: the floorbox prev/next might need updating
1260 //esrv_del_item (pl->contr, count);
1261 //TODO: update floorbox to preserve ordering
1037 if (tmp->contr->ns) 1262 if (pl->contr->ns)
1038 tmp->contr->ns->floorbox_update (); 1263 pl->contr->ns->floorbox_update ();
1264 }
1265
1266 if (check_walk_off)
1267 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1268 {
1269 above = tmp->above;
1270
1271 /* No point updating the players look faces if he is the object
1272 * being removed.
1039 } 1273 */
1040 1274
1041 /* See if player moving off should effect something */ 1275 /* See if object moving off should effect something */
1042 if (check_walk_off
1043 && ((move_type & tmp->move_off) 1276 if ((move_type & tmp->move_off)
1044 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1277 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1045 {
1046 move_apply (tmp, this, 0); 1278 move_apply (tmp, this, 0);
1047
1048 if (destroyed ())
1049 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1050 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1051 } 1279 }
1052 1280
1053 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1281 if (affects_los ())
1054
1055 if (tmp->above == tmp)
1056 tmp->above = 0;
1057
1058 last = tmp;
1059 }
1060
1061 /* last == NULL of there are no objects on this space */
1062 if (!last)
1063 map->at (x, y).flags_ = P_NEED_UPDATE;
1064 else
1065 update_object (last, UP_OBJ_REMOVE);
1066
1067 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1068 update_all_los (map, x, y); 1282 update_all_los (map, x, y);
1069 } 1283 }
1070} 1284}
1071 1285
1072/* 1286/*
1081merge_ob (object *op, object *top) 1295merge_ob (object *op, object *top)
1082{ 1296{
1083 if (!op->nrof) 1297 if (!op->nrof)
1084 return 0; 1298 return 0;
1085 1299
1086 if (top) 1300 if (!top)
1087 for (top = op; top && top->above; top = top->above) 1301 for (top = op; top && top->above; top = top->above)
1088 ; 1302 ;
1089 1303
1090 for (; top; top = top->below) 1304 for (; top; top = top->below)
1091 {
1092 if (top == op)
1093 continue;
1094
1095 if (object::can_merge (op, top)) 1305 if (object::can_merge (op, top))
1096 { 1306 {
1097 top->nrof += op->nrof; 1307 top->nrof += op->nrof;
1098 1308
1099/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1309 if (object *pl = top->visible_to ())
1100 op->weight = 0; /* Don't want any adjustements now */ 1310 esrv_update_item (UPD_NROF, pl, top);
1311
1312 op->weight = 0; // cancel the addition above
1313 op->carrying = 0; // must be 0 already
1314
1101 op->destroy (); 1315 op->destroy ();
1316
1102 return top; 1317 return top;
1103 } 1318 }
1104 }
1105 1319
1106 return 0; 1320 return 0;
1107} 1321}
1108 1322
1323void
1324object::expand_tail ()
1325{
1326 if (more)
1327 return;
1328
1329 object *prev = this;
1330
1331 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1332 {
1333 object *op = at->instance ();
1334
1335 op->name = name;
1336 op->name_pl = name_pl;
1337 op->title = title;
1338
1339 op->head = this;
1340 prev->more = op;
1341
1342 prev = op;
1343 }
1344}
1345
1109/* 1346/*
1110 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1347 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1111 * job preparing multi-part monsters 1348 * job preparing multi-part monsters.
1112 */ 1349 */
1113object * 1350object *
1114insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1351insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1115{ 1352{
1116 object *tmp; 1353 op->remove ();
1117 1354
1118 if (op->head)
1119 op = op->head;
1120
1121 for (tmp = op; tmp; tmp = tmp->more) 1355 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1122 { 1356 {
1123 tmp->x = x + tmp->arch->clone.x; 1357 tmp->x = x + tmp->arch->x;
1124 tmp->y = y + tmp->arch->clone.y; 1358 tmp->y = y + tmp->arch->y;
1125 } 1359 }
1126 1360
1127 return insert_ob_in_map (op, m, originator, flag); 1361 return insert_ob_in_map (op, m, originator, flag);
1128} 1362}
1129 1363
1142 * Passing 0 for flag gives proper default values, so flag really only needs 1376 * Passing 0 for flag gives proper default values, so flag really only needs
1143 * to be set if special handling is needed. 1377 * to be set if special handling is needed.
1144 * 1378 *
1145 * Return value: 1379 * Return value:
1146 * new object if 'op' was merged with other object 1380 * new object if 'op' was merged with other object
1147 * NULL if 'op' was destroyed 1381 * NULL if there was an error (destroyed, blocked etc.)
1148 * just 'op' otherwise 1382 * just 'op' otherwise
1149 */ 1383 */
1150object * 1384object *
1151insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1385insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1152{ 1386{
1153 object *tmp, *top, *floor = NULL; 1387 op->remove ();
1154 sint16 x, y;
1155 1388
1156 if (QUERY_FLAG (op, FLAG_FREED)) 1389 if (m == &freed_map)//D TODO: remove soon
1157 { 1390 {//D
1158 LOG (llevError, "Trying to insert freed object!\n"); 1391 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1159 return NULL;
1160 } 1392 }//D
1161
1162 if (m == NULL)
1163 {
1164 char *dump = dump_object (op);
1165 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1166 free (dump);
1167 return op;
1168 }
1169
1170 if (out_of_map (m, op->x, op->y))
1171 {
1172 char *dump = dump_object (op);
1173 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1174#ifdef MANY_CORES
1175 /* Better to catch this here, as otherwise the next use of this object
1176 * is likely to cause a crash. Better to find out where it is getting
1177 * improperly inserted.
1178 */
1179 abort ();
1180#endif
1181 free (dump);
1182 return op;
1183 }
1184
1185 if (!QUERY_FLAG (op, FLAG_REMOVED))
1186 {
1187 char *dump = dump_object (op);
1188 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1189 free (dump);
1190 return op;
1191 }
1192
1193 if (op->more)
1194 {
1195 /* The part may be on a different map. */
1196
1197 object *more = op->more;
1198
1199 /* We really need the caller to normalize coordinates - if
1200 * we set the map, that doesn't work if the location is within
1201 * a map and this is straddling an edge. So only if coordinate
1202 * is clear wrong do we normalize it.
1203 */
1204 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1205 more->map = get_map_from_coord (m, &more->x, &more->y);
1206 else if (!more->map)
1207 {
1208 /* For backwards compatibility - when not dealing with tiled maps,
1209 * more->map should always point to the parent.
1210 */
1211 more->map = m;
1212 }
1213
1214 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1215 {
1216 if (!op->head)
1217 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1218
1219 return 0;
1220 }
1221 }
1222
1223 CLEAR_FLAG (op, FLAG_REMOVED);
1224 1393
1225 /* Ideally, the caller figures this out. However, it complicates a lot 1394 /* Ideally, the caller figures this out. However, it complicates a lot
1226 * of areas of callers (eg, anything that uses find_free_spot would now 1395 * of areas of callers (eg, anything that uses find_free_spot would now
1227 * need extra work 1396 * need extra work
1228 */ 1397 */
1229 op->map = get_map_from_coord (m, &op->x, &op->y); 1398 maptile *newmap = m;
1230 x = op->x; 1399 if (!xy_normalise (newmap, op->x, op->y))
1231 y = op->y; 1400 {
1401 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1402 return 0;
1403 }
1404
1405 if (object *more = op->more)
1406 if (!insert_ob_in_map (more, m, originator, flag))
1407 return 0;
1408
1409 op->flag [FLAG_REMOVED] = false;
1410 op->env = 0;
1411 op->map = newmap;
1412
1413 mapspace &ms = op->ms ();
1232 1414
1233 /* this has to be done after we translate the coordinates. 1415 /* this has to be done after we translate the coordinates.
1234 */ 1416 */
1235 if (op->nrof && !(flag & INS_NO_MERGE)) 1417 if (op->nrof && !(flag & INS_NO_MERGE))
1236 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1418 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1237 if (object::can_merge (op, tmp)) 1419 if (object::can_merge (op, tmp))
1238 { 1420 {
1421 // TODO: we actually want to update tmp, not op,
1422 // but some caller surely breaks when we return tmp
1423 // from here :/
1239 op->nrof += tmp->nrof; 1424 op->nrof += tmp->nrof;
1240 tmp->destroy (); 1425 tmp->destroy ();
1241 } 1426 }
1242 1427
1243 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1428 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1244 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1429 op->clr_flag (FLAG_INV_LOCKED);
1245 1430
1246 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1431 if (!op->flag [FLAG_ALIVE])
1247 CLEAR_FLAG (op, FLAG_NO_STEAL); 1432 op->clr_flag (FLAG_NO_STEAL);
1248 1433
1249 if (flag & INS_BELOW_ORIGINATOR) 1434 if (flag & INS_BELOW_ORIGINATOR)
1250 { 1435 {
1251 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1436 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1252 { 1437 {
1253 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1438 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1254 abort (); 1439 abort ();
1255 } 1440 }
1256 1441
1442 if (!originator->is_on_map ())
1443 {
1444 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1445 op->debug_desc (), originator->debug_desc ());
1446 abort ();
1447 }
1448
1257 op->above = originator; 1449 op->above = originator;
1258 op->below = originator->below; 1450 op->below = originator->below;
1259
1260 if (op->below)
1261 op->below->above = op;
1262 else
1263 op->ms ().bot = op;
1264
1265 /* since *below* originator, no need to update top */
1266 originator->below = op; 1451 originator->below = op;
1452
1453 *(op->below ? &op->below->above : &ms.bot) = op;
1267 } 1454 }
1268 else 1455 else
1269 { 1456 {
1457 object *floor = 0;
1458 object *top = ms.top;
1459
1270 /* If there are other objects, then */ 1460 /* If there are other objects, then */
1271 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1461 if (top)
1272 { 1462 {
1273 object *last = NULL;
1274
1275 /* 1463 /*
1276 * If there are multiple objects on this space, we do some trickier handling. 1464 * If there are multiple objects on this space, we do some trickier handling.
1277 * We've already dealt with merging if appropriate. 1465 * We've already dealt with merging if appropriate.
1278 * Generally, we want to put the new object on top. But if 1466 * Generally, we want to put the new object on top. But if
1279 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1467 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1282 * once we get to them. This reduces the need to traverse over all of 1470 * once we get to them. This reduces the need to traverse over all of
1283 * them when adding another one - this saves quite a bit of cpu time 1471 * them when adding another one - this saves quite a bit of cpu time
1284 * when lots of spells are cast in one area. Currently, it is presumed 1472 * when lots of spells are cast in one area. Currently, it is presumed
1285 * that flying non pickable objects are spell objects. 1473 * that flying non pickable objects are spell objects.
1286 */ 1474 */
1287 1475 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1288 while (top != NULL)
1289 { 1476 {
1290 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1477 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1291 floor = top; 1478 floor = tmp;
1292 1479
1293 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1480 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1294 { 1481 {
1295 /* We insert above top, so we want this object below this */ 1482 /* We insert above top, so we want this object below this */
1296 top = top->below; 1483 top = tmp->below;
1297 break; 1484 break;
1298 } 1485 }
1299 1486
1300 last = top;
1301 top = top->above; 1487 top = tmp;
1302 } 1488 }
1303
1304 /* Don't want top to be NULL, so set it to the last valid object */
1305 top = last;
1306 1489
1307 /* We let update_position deal with figuring out what the space 1490 /* We let update_position deal with figuring out what the space
1308 * looks like instead of lots of conditions here. 1491 * looks like instead of lots of conditions here.
1309 * makes things faster, and effectively the same result. 1492 * makes things faster, and effectively the same result.
1310 */ 1493 */
1311 1494
1312 /* Have object 'fall below' other objects that block view. 1495 /* Have object 'fall below' other objects that block view.
1313 * Unless those objects are exits, type 66 1496 * Unless those objects are exits.
1314 * If INS_ON_TOP is used, don't do this processing 1497 * If INS_ON_TOP is used, don't do this processing
1315 * Need to find the object that in fact blocks view, otherwise 1498 * Need to find the object that in fact blocks view, otherwise
1316 * stacking is a bit odd. 1499 * stacking is a bit odd.
1317 */ 1500 */
1318 if (!(flag & INS_ON_TOP) && 1501 if (!(flag & INS_ON_TOP)
1319 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1502 && ms.flags () & P_BLOCKSVIEW
1503 && (op->face && !faces [op->face].visibility))
1320 { 1504 {
1505 object *last;
1506
1321 for (last = top; last != floor; last = last->below) 1507 for (last = top; last != floor; last = last->below)
1322 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1508 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1323 break; 1509 break;
1510
1324 /* Check to see if we found the object that blocks view, 1511 /* Check to see if we found the object that blocks view,
1325 * and make sure we have a below pointer for it so that 1512 * and make sure we have a below pointer for it so that
1326 * we can get inserted below this one, which requires we 1513 * we can get inserted below this one, which requires we
1327 * set top to the object below us. 1514 * set top to the object below us.
1328 */ 1515 */
1329 if (last && last->below && last != floor) 1516 if (last && last->below && last != floor)
1330 top = last->below; 1517 top = last->below;
1331 } 1518 }
1332 } /* If objects on this space */ 1519 } /* If objects on this space */
1333 1520
1334 if (flag & INS_MAP_LOAD)
1335 top = GET_MAP_TOP (op->map, op->x, op->y);
1336
1337 if (flag & INS_ABOVE_FLOOR_ONLY) 1521 if (flag & INS_ABOVE_FLOOR_ONLY)
1338 top = floor; 1522 top = floor;
1339 1523
1340 /* Top is the object that our object (op) is going to get inserted above. 1524 // insert object above top, or bottom-most if top = 0
1341 */
1342
1343 /* First object on this space */
1344 if (!top) 1525 if (!top)
1345 { 1526 {
1346 op->above = GET_MAP_OB (op->map, op->x, op->y);
1347
1348 if (op->above)
1349 op->above->below = op;
1350
1351 op->below = NULL; 1527 op->below = 0;
1528 op->above = ms.bot;
1352 op->ms ().bot = op; 1529 ms.bot = op;
1530
1531 *(op->above ? &op->above->below : &ms.top) = op;
1353 } 1532 }
1354 else 1533 else
1355 { /* get inserted into the stack above top */ 1534 {
1356 op->above = top->above; 1535 op->above = top->above;
1357
1358 if (op->above)
1359 op->above->below = op; 1536 top->above = op;
1360 1537
1361 op->below = top; 1538 op->below = top;
1362 top->above = op; 1539 *(op->above ? &op->above->below : &ms.top) = op;
1363 } 1540 }
1541 }
1364 1542
1365 if (op->above == NULL) 1543 if (op->is_player ())
1366 op->ms ().top = op; 1544 {
1367 } /* else not INS_BELOW_ORIGINATOR */
1368
1369 if (op->type == PLAYER)
1370 op->contr->do_los = 1; 1545 op->contr->do_los = 1;
1546 ++op->map->players;
1547 op->map->touch ();
1548 }
1371 1549
1372 /* If we have a floor, we know the player, if any, will be above 1550 op->map->dirty = true;
1373 * it, so save a few ticks and start from there. 1551
1374 */
1375 if (!(flag & INS_MAP_LOAD))
1376 if (object *pl = op->ms ().player ()) 1552 if (object *pl = ms.player ())
1553 //TODO: the floorbox prev/next might need updating
1554 //esrv_send_item (pl, op);
1555 //TODO: update floorbox to preserve ordering
1377 if (pl->contr->ns) 1556 if (pl->contr->ns)
1378 pl->contr->ns->floorbox_update (); 1557 pl->contr->ns->floorbox_update ();
1379 1558
1380 /* If this object glows, it may affect lighting conditions that are 1559 /* If this object glows, it may affect lighting conditions that are
1381 * visible to others on this map. But update_all_los is really 1560 * visible to others on this map. But update_all_los is really
1382 * an inefficient way to do this, as it means los for all players 1561 * an inefficient way to do this, as it means los for all players
1383 * on the map will get recalculated. The players could very well 1562 * on the map will get recalculated. The players could very well
1384 * be far away from this change and not affected in any way - 1563 * be far away from this change and not affected in any way -
1385 * this should get redone to only look for players within range, 1564 * this should get redone to only look for players within range,
1386 * or just updating the P_NEED_UPDATE for spaces within this area 1565 * or just updating the P_UPTODATE for spaces within this area
1387 * of effect may be sufficient. 1566 * of effect may be sufficient.
1388 */ 1567 */
1389 if (op->map->darkness && (op->glow_radius != 0)) 1568 if (op->affects_los ())
1569 {
1570 op->ms ().invalidate ();
1390 update_all_los (op->map, op->x, op->y); 1571 update_all_los (op->map, op->x, op->y);
1572 }
1391 1573
1392 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1574 /* updates flags (blocked, alive, no magic, etc) for this map space */
1393 update_object (op, UP_OBJ_INSERT); 1575 update_object (op, UP_OBJ_INSERT);
1394 1576
1395 INVOKE_OBJECT (INSERT, op); 1577 INVOKE_OBJECT (INSERT, op);
1402 * blocked() and wall() work properly), and these flags are updated by 1584 * blocked() and wall() work properly), and these flags are updated by
1403 * update_object(). 1585 * update_object().
1404 */ 1586 */
1405 1587
1406 /* if this is not the head or flag has been passed, don't check walk on status */ 1588 /* if this is not the head or flag has been passed, don't check walk on status */
1407 if (!(flag & INS_NO_WALK_ON) && !op->head) 1589 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1408 { 1590 {
1409 if (check_move_on (op, originator)) 1591 if (check_move_on (op, originator, flag))
1410 return 0; 1592 return 0;
1411 1593
1412 /* If we are a multi part object, lets work our way through the check 1594 /* If we are a multi part object, let's work our way through the check
1413 * walk on's. 1595 * walk on's.
1414 */ 1596 */
1415 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1597 for (object *tmp = op->more; tmp; tmp = tmp->more)
1416 if (check_move_on (tmp, originator)) 1598 if (check_move_on (tmp, originator, flag))
1417 return 0; 1599 return 0;
1418 } 1600 }
1419 1601
1420 return op; 1602 return op;
1421} 1603}
1423/* this function inserts an object in the map, but if it 1605/* this function inserts an object in the map, but if it
1424 * finds an object of its own type, it'll remove that one first. 1606 * finds an object of its own type, it'll remove that one first.
1425 * op is the object to insert it under: supplies x and the map. 1607 * op is the object to insert it under: supplies x and the map.
1426 */ 1608 */
1427void 1609void
1428replace_insert_ob_in_map (const char *arch_string, object *op) 1610replace_insert_ob_in_map (shstr_tmp archname, object *op)
1429{ 1611{
1430 object *tmp, *tmp1;
1431
1432 /* first search for itself and remove any old instances */ 1612 /* first search for itself and remove any old instances */
1433 1613
1434 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1614 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1435 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1615 if (tmp->arch->archname == archname) /* same archetype */
1436 tmp->destroy (); 1616 tmp->destroy ();
1437 1617
1438 tmp1 = arch_to_object (archetype::find (arch_string)); 1618 object *tmp = archetype::find (archname)->instance ();
1439 1619
1440 tmp1->x = op->x; 1620 tmp->x = op->x;
1441 tmp1->y = op->y; 1621 tmp->y = op->y;
1622
1442 insert_ob_in_map (tmp1, op->map, op, 0); 1623 insert_ob_in_map (tmp, op->map, op, 0);
1443} 1624}
1444
1445/*
1446 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1447 * is returned contains nr objects, and the remaining parts contains
1448 * the rest (or is removed and freed if that number is 0).
1449 * On failure, NULL is returned, and the reason put into the
1450 * global static errmsg array.
1451 */
1452 1625
1453object * 1626object *
1454get_split_ob (object *orig_ob, uint32 nr) 1627object::insert_at (object *where, object *originator, int flags)
1455{ 1628{
1456 object *newob; 1629 if (where->env)
1457 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1630 return where->env->insert (this);
1458 1631 else
1459 if (orig_ob->nrof < nr) 1632 return where->map->insert (this, where->x, where->y, originator, flags);
1460 {
1461 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1462 return NULL;
1463 }
1464
1465 newob = object_create_clone (orig_ob);
1466
1467 if ((orig_ob->nrof -= nr) < 1)
1468 orig_ob->destroy (1);
1469 else if (!is_removed)
1470 {
1471 if (orig_ob->env != NULL)
1472 sub_weight (orig_ob->env, orig_ob->weight * nr);
1473 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1474 {
1475 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1476 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1477 return NULL;
1478 }
1479 }
1480
1481 newob->nrof = nr;
1482
1483 return newob;
1484} 1633}
1485 1634
1635// check whether we can put this into the map, respect max_volume, max_items
1636bool
1637object::can_drop_at (maptile *m, int x, int y, object *originator)
1638{
1639 mapspace &ms = m->at (x, y);
1640
1641 int items = ms.items ();
1642
1643 if (!items // testing !items ensures we can drop at least one item
1644 || (items < m->max_items
1645 && ms.volume () < m->max_volume))
1646 return true;
1647
1648 if (originator && originator->is_player ())
1649 originator->contr->failmsgf (
1650 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1651 query_name ()
1652 );
1653
1654 return false;
1655}
1656
1486/* 1657/*
1487 * decrease_ob_nr(object, number) decreases a specified number from 1658 * decrease(object, number) decreases a specified number from
1488 * the amount of an object. If the amount reaches 0, the object 1659 * the amount of an object. If the amount reaches 0, the object
1489 * is subsequently removed and freed. 1660 * is subsequently removed and freed.
1490 * 1661 *
1491 * Return value: 'op' if something is left, NULL if the amount reached 0 1662 * Return value: 'op' if something is left, NULL if the amount reached 0
1492 */ 1663 */
1664bool
1665object::decrease (sint32 nr)
1666{
1667 if (!nr)
1668 return true;
1493 1669
1670 nr = min (nr, nrof);
1671
1672 if (nrof > nr)
1673 {
1674 sint64 oweight = total_weight ();
1675
1676 nrof -= nr;
1677
1678 if (object *pl = visible_to ())
1679 esrv_update_item (UPD_NROF, pl, this);
1680
1681 adjust_weight (env, oweight, total_weight ());
1682
1683 return true;
1684 }
1685 else
1686 {
1687 destroy ();
1688 return false;
1689 }
1690}
1691
1692/*
1693 * split(ob,nr) splits up ob into two parts. The part which
1694 * is returned contains nr objects, and the remaining parts contains
1695 * the rest (or is removed and returned if that number is 0).
1696 * On failure, NULL is returned.
1697 */
1494object * 1698object *
1495decrease_ob_nr (object *op, uint32 i) 1699object::split (sint32 nr)
1496{ 1700{
1497 object *tmp; 1701 int have = number_of ();
1498 1702
1499 if (i == 0) /* objects with op->nrof require this check */ 1703 if (have < nr)
1500 return op; 1704 return 0;
1501 1705 else if (have == nr)
1502 if (i > op->nrof)
1503 i = op->nrof;
1504
1505 if (QUERY_FLAG (op, FLAG_REMOVED))
1506 op->nrof -= i;
1507 else if (op->env)
1508 { 1706 {
1509 /* is this object in the players inventory, or sub container
1510 * therein?
1511 */
1512 tmp = op->in_player ();
1513 /* nope. Is this a container the player has opened?
1514 * If so, set tmp to that player.
1515 * IMO, searching through all the players will mostly
1516 * likely be quicker than following op->env to the map,
1517 * and then searching the map for a player.
1518 */
1519 if (!tmp)
1520 for_all_players (pl)
1521 if (pl->ob->container == op->env)
1522 {
1523 tmp = pl->ob;
1524 break;
1525 }
1526
1527 if (i < op->nrof)
1528 {
1529 sub_weight (op->env, op->weight * i);
1530 op->nrof -= i;
1531 if (tmp)
1532 esrv_send_item (tmp, op);
1533 }
1534 else
1535 {
1536 op->remove (); 1707 remove ();
1537 op->nrof = 0; 1708 return this;
1538 if (tmp)
1539 esrv_del_item (tmp->contr, op->count);
1540 }
1541 } 1709 }
1542 else 1710 else
1543 { 1711 {
1544 object *above = op->above; 1712 decrease (nr);
1545 1713
1546 if (i < op->nrof) 1714 object *op = deep_clone ();
1547 op->nrof -= i; 1715 op->nrof = nr;
1548 else
1549 {
1550 op->remove ();
1551 op->nrof = 0;
1552 }
1553
1554 /* Since we just removed op, op->above is null */
1555 for (tmp = above; tmp; tmp = tmp->above)
1556 if (tmp->type == PLAYER)
1557 {
1558 if (op->nrof)
1559 esrv_send_item (tmp, op);
1560 else
1561 esrv_del_item (tmp->contr, op->count);
1562 }
1563 }
1564
1565 if (op->nrof)
1566 return op; 1716 return op;
1567 else
1568 {
1569 op->destroy ();
1570 return 0;
1571 }
1572}
1573
1574/*
1575 * add_weight(object, weight) adds the specified weight to an object,
1576 * and also updates how much the environment(s) is/are carrying.
1577 */
1578
1579void
1580add_weight (object *op, signed long weight)
1581{
1582 while (op != NULL)
1583 {
1584 if (op->type == CONTAINER)
1585 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1586
1587 op->carrying += weight;
1588 op = op->env;
1589 } 1717 }
1590} 1718}
1591 1719
1592object * 1720object *
1593insert_ob_in_ob (object *op, object *where) 1721insert_ob_in_ob (object *op, object *where)
1598 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1726 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1599 free (dump); 1727 free (dump);
1600 return op; 1728 return op;
1601 } 1729 }
1602 1730
1603 if (where->head) 1731 if (where->head_ () != where)
1604 { 1732 {
1605 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1733 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1606 where = where->head; 1734 where = where->head;
1607 } 1735 }
1608 1736
1609 return where->insert (op); 1737 return where->insert (op);
1610} 1738}
1615 * inside the object environment. 1743 * inside the object environment.
1616 * 1744 *
1617 * The function returns now pointer to inserted item, and return value can 1745 * The function returns now pointer to inserted item, and return value can
1618 * be != op, if items are merged. -Tero 1746 * be != op, if items are merged. -Tero
1619 */ 1747 */
1620
1621object * 1748object *
1622object::insert (object *op) 1749object::insert (object *op)
1623{ 1750{
1624 object *tmp, *otmp;
1625
1626 if (!QUERY_FLAG (op, FLAG_REMOVED))
1627 op->remove ();
1628
1629 if (op->more) 1751 if (op->more)
1630 { 1752 {
1631 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1753 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1632 return op; 1754 return op;
1633 } 1755 }
1634 1756
1635 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1757 op->remove ();
1636 CLEAR_FLAG (op, FLAG_REMOVED); 1758
1759 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1760
1637 if (op->nrof) 1761 if (op->nrof)
1638 {
1639 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1762 for (object *tmp = inv; tmp; tmp = tmp->below)
1640 if (object::can_merge (tmp, op)) 1763 if (object::can_merge (tmp, op))
1641 { 1764 {
1642 /* return the original object and remove inserted object 1765 /* return the original object and remove inserted object
1643 (client needs the original object) */ 1766 (client prefers the original object) */
1767
1768 // carring must be 0 for mergable objects
1769 sint64 oweight = tmp->weight * tmp->nrof;
1770
1644 tmp->nrof += op->nrof; 1771 tmp->nrof += op->nrof;
1645 /* Weight handling gets pretty funky. Since we are adding to 1772
1646 * tmp->nrof, we need to increase the weight. 1773 if (object *pl = tmp->visible_to ())
1647 */ 1774 esrv_update_item (UPD_NROF, pl, tmp);
1775
1648 add_weight (this, op->weight * op->nrof); 1776 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1649 SET_FLAG (op, FLAG_REMOVED); 1777
1650 op->destroy (); /* free the inserted object */ 1778 op->destroy ();
1651 op = tmp; 1779 op = tmp;
1652 op->remove (); /* and fix old object's links */ 1780 goto inserted;
1653 CLEAR_FLAG (op, FLAG_REMOVED);
1654 break;
1655 } 1781 }
1656 1782
1657 /* I assume combined objects have no inventory 1783 op->owner = 0; // it's his/hers now. period.
1658 * We add the weight - this object could have just been removed
1659 * (if it was possible to merge). calling remove_ob will subtract
1660 * the weight, so we need to add it in again, since we actually do
1661 * the linking below
1662 */
1663 add_weight (this, op->weight * op->nrof);
1664 }
1665 else
1666 add_weight (this, (op->weight + op->carrying));
1667
1668 otmp = this->in_player ();
1669 if (otmp && otmp->contr)
1670 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1671 otmp->update_stats ();
1672
1673 op->map = 0; 1784 op->map = 0;
1674 op->env = this; 1785 op->x = 0;
1786 op->y = 0;
1787
1675 op->above = 0; 1788 op->above = 0;
1676 op->below = 0; 1789 op->below = inv;
1677 op->x = 0, op->y = 0; 1790 op->env = this;
1678 1791
1792 if (inv)
1793 inv->above = op;
1794
1795 inv = op;
1796
1797 op->flag [FLAG_REMOVED] = 0;
1798
1799 if (object *pl = op->visible_to ())
1800 esrv_send_item (pl, op);
1801
1802 adjust_weight (this, 0, op->total_weight ());
1803
1804inserted:
1679 /* reset the light list and los of the players on the map */ 1805 /* reset the light list and los of the players on the map */
1680 if ((op->glow_radius != 0) && map) 1806 if (op->glow_radius && is_on_map ())
1681 { 1807 {
1682#ifdef DEBUG_LIGHTS 1808 update_stats ();
1683 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1684#endif /* DEBUG_LIGHTS */
1685 if (map->darkness)
1686 update_all_los (map, x, y); 1809 update_all_los (map, x, y);
1687 }
1688
1689 /* Client has no idea of ordering so lets not bother ordering it here.
1690 * It sure simplifies this function...
1691 */
1692 if (!inv)
1693 inv = op;
1694 else
1695 { 1810 }
1696 op->below = inv; 1811 else if (is_player ())
1697 op->below->above = op; 1812 // if this is a player's inventory, update stats
1698 inv = op; 1813 contr->queue_stats_update ();
1699 }
1700 1814
1701 INVOKE_OBJECT (INSERT, this); 1815 INVOKE_OBJECT (INSERT, this);
1702 1816
1703 return op; 1817 return op;
1704} 1818}
1721 * 1835 *
1722 * MSW 2001-07-08: Check all objects on space, not just those below 1836 * MSW 2001-07-08: Check all objects on space, not just those below
1723 * object being inserted. insert_ob_in_map may not put new objects 1837 * object being inserted. insert_ob_in_map may not put new objects
1724 * on top. 1838 * on top.
1725 */ 1839 */
1726
1727int 1840int
1728check_move_on (object *op, object *originator) 1841check_move_on (object *op, object *originator, int flags)
1729{ 1842{
1843 if (op->flag [FLAG_NO_APPLY])
1844 return 0;
1845
1730 object *tmp; 1846 object *tmp;
1731 maptile *m = op->map; 1847 maptile *m = op->map;
1732 int x = op->x, y = op->y; 1848 int x = op->x, y = op->y;
1733 1849
1734 MoveType move_on, move_slow, move_block; 1850 mapspace &ms = m->at (x, y);
1735 1851
1736 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1852 ms.update ();
1737 return 0;
1738 1853
1739 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1854 MoveType move_on = ms.move_on;
1740 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1855 MoveType move_slow = ms.move_slow;
1741 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1856 MoveType move_block = ms.move_block;
1742 1857
1743 /* if nothing on this space will slow op down or be applied, 1858 /* if nothing on this space will slow op down or be applied,
1744 * no need to do checking below. have to make sure move_type 1859 * no need to do checking below. have to make sure move_type
1745 * is set, as lots of objects don't have it set - we treat that 1860 * is set, as lots of objects don't have it set - we treat that
1746 * as walking. 1861 * as walking.
1757 return 0; 1872 return 0;
1758 1873
1759 /* The objects have to be checked from top to bottom. 1874 /* The objects have to be checked from top to bottom.
1760 * Hence, we first go to the top: 1875 * Hence, we first go to the top:
1761 */ 1876 */
1762 1877 for (object *next, *tmp = ms.top; tmp; tmp = next)
1763 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1764 {
1765 /* Trim the search when we find the first other spell effect
1766 * this helps performance so that if a space has 50 spell objects,
1767 * we don't need to check all of them.
1768 */
1769 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1770 break;
1771 } 1878 {
1879 next = tmp->below;
1772 1880
1773 for (; tmp; tmp = tmp->below)
1774 {
1775 if (tmp == op) 1881 if (tmp == op)
1776 continue; /* Can't apply yourself */ 1882 continue; /* Can't apply yourself */
1777 1883
1778 /* Check to see if one of the movement types should be slowed down. 1884 /* Check to see if one of the movement types should be slowed down.
1779 * Second check makes sure that the movement types not being slowed 1885 * Second check makes sure that the movement types not being slowed
1780 * (~slow_move) is not blocked on this space - just because the 1886 * (~slow_move) is not blocked on this space - just because the
1781 * space doesn't slow down swimming (for example), if you can't actually 1887 * space doesn't slow down swimming (for example), if you can't actually
1782 * swim on that space, can't use it to avoid the penalty. 1888 * swim on that space, can't use it to avoid the penalty.
1783 */ 1889 */
1784 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1890 if (!op->flag [FLAG_WIZPASS])
1785 { 1891 {
1786 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1892 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1787 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1893 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1788 { 1894 {
1789
1790 float
1791 diff = tmp->move_slow_penalty * FABS (op->speed); 1895 float diff = tmp->move_slow_penalty * fabs (op->speed);
1792 1896
1793 if (op->type == PLAYER) 1897 if (op->is_player ())
1794 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1898 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1795 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1899 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1796 diff /= 4.0; 1900 diff /= 4.0;
1797 1901
1798 op->speed_left -= diff; 1902 op->speed_left -= diff;
1799 } 1903 }
1800 } 1904 }
1801 1905
1802 /* Basically same logic as above, except now for actual apply. */ 1906 /* Basically same logic as above, except now for actual apply. */
1803 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1907 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1804 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1908 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1805 { 1909 {
1910 if ((flags & INS_NO_AUTO_EXIT)
1911 && (tmp->type == EXIT || tmp->type == TELEPORTER
1912 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1913 continue;
1914
1806 move_apply (tmp, op, originator); 1915 move_apply (tmp, op, originator);
1807 1916
1808 if (op->destroyed ()) 1917 if (op->destroyed ())
1809 return 1; 1918 return 1;
1810 1919
1826 * The first matching object is returned, or NULL if none. 1935 * The first matching object is returned, or NULL if none.
1827 */ 1936 */
1828object * 1937object *
1829present_arch (const archetype *at, maptile *m, int x, int y) 1938present_arch (const archetype *at, maptile *m, int x, int y)
1830{ 1939{
1831 if (m == NULL || out_of_map (m, x, y)) 1940 if (!m || out_of_map (m, x, y))
1832 { 1941 {
1833 LOG (llevError, "Present_arch called outside map.\n"); 1942 LOG (llevError, "Present_arch called outside map.\n");
1834 return NULL; 1943 return NULL;
1835 } 1944 }
1836 1945
1837 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)
1838 if (tmp->arch == at) 1947 if (tmp->arch->archname == at->archname)
1839 return tmp; 1948 return tmp;
1840 1949
1841 return NULL; 1950 return NULL;
1842} 1951}
1843 1952
1853 { 1962 {
1854 LOG (llevError, "Present called outside map.\n"); 1963 LOG (llevError, "Present called outside map.\n");
1855 return NULL; 1964 return NULL;
1856 } 1965 }
1857 1966
1858 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1967 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1859 if (tmp->type == type) 1968 if (tmp->type == type)
1860 return tmp; 1969 return tmp;
1861 1970
1862 return NULL; 1971 return NULL;
1863} 1972}
1907 * The first matching object is returned, or NULL if none. 2016 * The first matching object is returned, or NULL if none.
1908 */ 2017 */
1909object * 2018object *
1910present_arch_in_ob (const archetype *at, const object *op) 2019present_arch_in_ob (const archetype *at, const object *op)
1911{ 2020{
1912 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2021 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1913 if (tmp->arch == at) 2022 if (tmp->arch->archname == at->archname)
1914 return tmp; 2023 return tmp;
1915 2024
1916 return NULL; 2025 return NULL;
1917} 2026}
1918 2027
1920 * activate recursively a flag on an object inventory 2029 * activate recursively a flag on an object inventory
1921 */ 2030 */
1922void 2031void
1923flag_inv (object *op, int flag) 2032flag_inv (object *op, int flag)
1924{ 2033{
1925 if (op->inv)
1926 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2034 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1927 { 2035 {
1928 SET_FLAG (tmp, flag); 2036 tmp->set_flag (flag);
1929 flag_inv (tmp, flag); 2037 flag_inv (tmp, flag);
1930 } 2038 }
1931} 2039}
1932 2040
1933/* 2041/*
1934 * deactivate recursively a flag on an object inventory 2042 * deactivate recursively a flag on an object inventory
1935 */ 2043 */
1936void 2044void
1937unflag_inv (object *op, int flag) 2045unflag_inv (object *op, int flag)
1938{ 2046{
1939 if (op->inv)
1940 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2047 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1941 { 2048 {
1942 CLEAR_FLAG (tmp, flag); 2049 tmp->clr_flag (flag);
1943 unflag_inv (tmp, flag); 2050 unflag_inv (tmp, flag);
1944 } 2051 }
1945}
1946
1947/*
1948 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1949 * all it's inventory (recursively).
1950 * If checksums are used, a player will get set_cheat called for
1951 * him/her-self and all object carried by a call to this function.
1952 */
1953void
1954set_cheat (object *op)
1955{
1956 SET_FLAG (op, FLAG_WAS_WIZ);
1957 flag_inv (op, FLAG_WAS_WIZ);
1958} 2052}
1959 2053
1960/* 2054/*
1961 * find_free_spot(object, map, x, y, start, stop) will search for 2055 * find_free_spot(object, map, x, y, start, stop) will search for
1962 * a spot at the given map and coordinates which will be able to contain 2056 * a spot at the given map and coordinates which will be able to contain
1964 * to search (see the freearr_x/y[] definition). 2058 * to search (see the freearr_x/y[] definition).
1965 * It returns a random choice among the alternatives found. 2059 * It returns a random choice among the alternatives found.
1966 * start and stop are where to start relative to the free_arr array (1,9 2060 * start and stop are where to start relative to the free_arr array (1,9
1967 * does all 4 immediate directions). This returns the index into the 2061 * does all 4 immediate directions). This returns the index into the
1968 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2062 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1969 * Note - this only checks to see if there is space for the head of the
1970 * object - if it is a multispace object, this should be called for all
1971 * pieces.
1972 * Note2: This function does correctly handle tiled maps, but does not 2063 * Note: This function does correctly handle tiled maps, but does not
1973 * inform the caller. However, insert_ob_in_map will update as 2064 * inform the caller. However, insert_ob_in_map will update as
1974 * necessary, so the caller shouldn't need to do any special work. 2065 * necessary, so the caller shouldn't need to do any special work.
1975 * Note - updated to take an object instead of archetype - this is necessary 2066 * Note - updated to take an object instead of archetype - this is necessary
1976 * because arch_blocked (now ob_blocked) needs to know the movement type 2067 * because arch_blocked (now ob_blocked) needs to know the movement type
1977 * to know if the space in question will block the object. We can't use 2068 * to know if the space in question will block the object. We can't use
1979 * customized, changed states, etc. 2070 * customized, changed states, etc.
1980 */ 2071 */
1981int 2072int
1982find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2073find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1983{ 2074{
2075 int altern[SIZEOFFREE];
1984 int index = 0, flag; 2076 int index = 0, flag;
1985 int altern[SIZEOFFREE];
1986 2077
1987 for (int i = start; i < stop; i++) 2078 for (int i = start; i < stop; i++)
1988 { 2079 {
1989 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2080 mapxy pos (m, x, y); pos.move (i);
1990 if (!flag) 2081
2082 if (!pos.normalise ())
2083 continue;
2084
2085 mapspace &ms = *pos;
2086
2087 if (ms.flags () & P_IS_ALIVE)
2088 continue;
2089
2090 /* However, often
2091 * ob doesn't have any move type (when used to place exits)
2092 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2093 */
2094 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2095 {
1991 altern [index++] = i; 2096 altern [index++] = i;
2097 continue;
2098 }
1992 2099
1993 /* Basically, if we find a wall on a space, we cut down the search size. 2100 /* Basically, if we find a wall on a space, we cut down the search size.
1994 * In this way, we won't return spaces that are on another side of a wall. 2101 * In this way, we won't return spaces that are on another side of a wall.
1995 * This mostly work, but it cuts down the search size in all directions - 2102 * This mostly work, but it cuts down the search size in all directions -
1996 * if the space being examined only has a wall to the north and empty 2103 * if the space being examined only has a wall to the north and empty
1997 * spaces in all the other directions, this will reduce the search space 2104 * spaces in all the other directions, this will reduce the search space
1998 * to only the spaces immediately surrounding the target area, and 2105 * to only the spaces immediately surrounding the target area, and
1999 * won't look 2 spaces south of the target space. 2106 * won't look 2 spaces south of the target space.
2000 */ 2107 */
2001 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2108 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2109 {
2002 stop = maxfree[i]; 2110 stop = maxfree[i];
2111 continue;
2112 }
2113
2114 /* Note it is intentional that we check ob - the movement type of the
2115 * head of the object should correspond for the entire object.
2116 */
2117 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2118 continue;
2119
2120 if (ob->blocked (pos.m, pos.x, pos.y))
2121 continue;
2122
2123 altern [index++] = i;
2003 } 2124 }
2004 2125
2005 if (!index) 2126 if (!index)
2006 return -1; 2127 return -1;
2007 2128
2008 return altern[RANDOM () % index]; 2129 return altern [rndm (index)];
2009} 2130}
2010 2131
2011/* 2132/*
2012 * find_first_free_spot(archetype, maptile, x, y) works like 2133 * find_first_free_spot(archetype, maptile, x, y) works like
2013 * find_free_spot(), but it will search max number of squares. 2134 * find_free_spot(), but it will search max number of squares.
2016 */ 2137 */
2017int 2138int
2018find_first_free_spot (const object *ob, maptile *m, int x, int y) 2139find_first_free_spot (const object *ob, maptile *m, int x, int y)
2019{ 2140{
2020 for (int i = 0; i < SIZEOFFREE; i++) 2141 for (int i = 0; i < SIZEOFFREE; i++)
2021 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2142 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2022 return i; 2143 return i;
2023 2144
2024 return -1; 2145 return -1;
2025} 2146}
2026 2147
2034{ 2155{
2035 arr += begin; 2156 arr += begin;
2036 end -= begin; 2157 end -= begin;
2037 2158
2038 while (--end) 2159 while (--end)
2039 swap (arr [end], arr [RANDOM () % (end + 1)]); 2160 swap (arr [end], arr [rndm (end + 1)]);
2040} 2161}
2041 2162
2042/* new function to make monster searching more efficient, and effective! 2163/* new function to make monster searching more efficient, and effective!
2043 * This basically returns a randomized array (in the passed pointer) of 2164 * This basically returns a randomized array (in the passed pointer) of
2044 * the spaces to find monsters. In this way, it won't always look for 2165 * the spaces to find monsters. In this way, it won't always look for
2072 * there is capable of. 2193 * there is capable of.
2073 */ 2194 */
2074int 2195int
2075find_dir (maptile *m, int x, int y, object *exclude) 2196find_dir (maptile *m, int x, int y, object *exclude)
2076{ 2197{
2077 int i, max = SIZEOFFREE, mflags; 2198 int max = SIZEOFFREE, mflags;
2078
2079 sint16 nx, ny;
2080 object *tmp;
2081 maptile *mp;
2082
2083 MoveType blocked, move_type; 2199 MoveType move_type;
2084 2200
2085 if (exclude && exclude->head) 2201 if (exclude && exclude->head_ () != exclude)
2086 { 2202 {
2087 exclude = exclude->head; 2203 exclude = exclude->head;
2088 move_type = exclude->move_type; 2204 move_type = exclude->move_type;
2089 } 2205 }
2090 else 2206 else
2091 { 2207 {
2092 /* If we don't have anything, presume it can use all movement types. */ 2208 /* If we don't have anything, presume it can use all movement types. */
2093 move_type = MOVE_ALL; 2209 move_type = MOVE_ALL;
2094 } 2210 }
2095 2211
2096 for (i = 1; i < max; i++) 2212 for (int i = 1; i < max; i++)
2097 { 2213 {
2098 mp = m; 2214 mapxy pos (m, x, y);
2099 nx = x + freearr_x[i]; 2215 pos.move (i);
2100 ny = y + freearr_y[i];
2101 2216
2102 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2217 if (!pos.normalise ())
2103
2104 if (mflags & P_OUT_OF_MAP)
2105 max = maxfree[i]; 2218 max = maxfree[i];
2106 else 2219 else
2107 { 2220 {
2108 mapspace &ms = mp->at (nx, ny); 2221 mapspace &ms = *pos;
2109 2222
2110 blocked = ms.move_block;
2111
2112 if ((move_type & blocked) == move_type) 2223 if ((move_type & ms.move_block) == move_type)
2113 max = maxfree[i]; 2224 max = maxfree [i];
2114 else if (mflags & P_IS_ALIVE) 2225 else if (ms.flags () & P_IS_ALIVE)
2115 { 2226 {
2116 for (tmp = ms.bot; tmp; tmp = tmp->above) 2227 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2117 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2228 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2118 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2229 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2119 break;
2120
2121 if (tmp)
2122 return freedir[i]; 2230 return freedir [i];
2123 } 2231 }
2124 } 2232 }
2125 } 2233 }
2126 2234
2127 return 0; 2235 return 0;
2136{ 2244{
2137 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2245 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2138} 2246}
2139 2247
2140/* 2248/*
2141 * find_dir_2(delta-x,delta-y) will return a direction in which 2249 * find_dir_2(delta-x,delta-y) will return a direction value
2142 * an object which has subtracted the x and y coordinates of another 2250 * for running into direct [dx, dy].
2143 * object, needs to travel toward it. 2251 * (the opposite of crossfire's find_dir_2!)
2144 */ 2252 */
2145int 2253int
2146find_dir_2 (int x, int y) 2254find_dir_2 (int x, int y)
2147{ 2255{
2256#if 1 // new algorithm
2257 // this works by putting x, y into 16 sectors, which
2258 // are not equal sized, but are a better approximation
2259 // then the old algorithm, and then using a mapping
2260 // table to map it into a direction value.
2261 // basically, it maps these comparisons to each bit
2262 // bit #3: x < 0
2263 // bit #2: y < 0
2264 // bit #1: x > y
2265 // bit #0: x > 2y
2266
2267 static const uint8 dir[16] = {
2268 4, 5, 4, 3,
2269 2, 1, 2, 3,
2270 6, 5, 6, 7,
2271 8, 1, 8, 7,
2272 };
2273 int sector = 0;
2274
2275 // this is a bit ugly, but more likely to result in branchless code
2276 sector |= x < 0 ? 8 : 0;
2277 x = x < 0 ? -x : x; // abs
2278
2279 sector |= y < 0 ? 4 : 0;
2280 y = y < 0 ? -y : y; // abs
2281
2282 if (x > y)
2283 {
2284 sector |= 2;
2285
2286 if (x > y * 2)
2287 sector |= 1;
2288 }
2289 else
2290 {
2291 if (y > x * 2)
2292 sector |= 1;
2293 else if (!y)
2294 return 0; // x == 0 here
2295 }
2296
2297 return dir [sector];
2298#else // old algorithm
2148 int q; 2299 int q;
2149 2300
2150 if (y) 2301 if (y)
2151 q = x * 100 / y; 2302 q = 128 * x / y;
2152 else if (x) 2303 else if (x)
2153 q = -300 * x; 2304 q = -512 * x; // to make it > 309
2154 else 2305 else
2155 return 0; 2306 return 0;
2156 2307
2157 if (y > 0) 2308 if (y > 0)
2158 { 2309 {
2159 if (q < -242) 2310 if (q < -309) return 7;
2311 if (q < -52) return 6;
2312 if (q < 52) return 5;
2313 if (q < 309) return 4;
2314
2160 return 3; 2315 return 3;
2161 if (q < -41) 2316 }
2162 return 2; 2317 else
2163 if (q < 41) 2318 {
2164 return 1; 2319 if (q < -309) return 3;
2165 if (q < 242) 2320 if (q < -52) return 2;
2166 return 8; 2321 if (q < 52) return 1;
2322 if (q < 309) return 8;
2323
2167 return 7; 2324 return 7;
2168 } 2325 }
2169 2326#endif
2170 if (q < -242)
2171 return 7;
2172 if (q < -41)
2173 return 6;
2174 if (q < 41)
2175 return 5;
2176 if (q < 242)
2177 return 4;
2178
2179 return 3;
2180}
2181
2182/*
2183 * absdir(int): Returns a number between 1 and 8, which represent
2184 * the "absolute" direction of a number (it actually takes care of
2185 * "overflow" in previous calculations of a direction).
2186 */
2187
2188int
2189absdir (int d)
2190{
2191 while (d < 1)
2192 d += 8;
2193
2194 while (d > 8)
2195 d -= 8;
2196
2197 return d;
2198} 2327}
2199 2328
2200/* 2329/*
2201 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2330 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2202 * between two directions (which are expected to be absolute (see absdir()) 2331 * between two directions (which are expected to be absolute (see absdir())
2203 */ 2332 */
2204
2205int 2333int
2206dirdiff (int dir1, int dir2) 2334dirdiff (int dir1, int dir2)
2207{ 2335{
2208 int d;
2209
2210 d = abs (dir1 - dir2); 2336 int d = abs (dir1 - dir2);
2211 if (d > 4)
2212 d = 8 - d;
2213 2337
2214 return d; 2338 return d > 4 ? 8 - d : d;
2215} 2339}
2216 2340
2217/* peterm: 2341/* peterm:
2218 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2342 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2219 * Basically, this is a table of directions, and what directions 2343 * Basically, this is a table of directions, and what directions
2221 * This basically means that if direction is 15, then it could either go 2345 * This basically means that if direction is 15, then it could either go
2222 * direction 4, 14, or 16 to get back to where we are. 2346 * direction 4, 14, or 16 to get back to where we are.
2223 * Moved from spell_util.c to object.c with the other related direction 2347 * Moved from spell_util.c to object.c with the other related direction
2224 * functions. 2348 * functions.
2225 */ 2349 */
2226int reduction_dir[SIZEOFFREE][3] = { 2350static const int reduction_dir[SIZEOFFREE][3] = {
2227 {0, 0, 0}, /* 0 */ 2351 {0, 0, 0}, /* 0 */
2228 {0, 0, 0}, /* 1 */ 2352 {0, 0, 0}, /* 1 */
2229 {0, 0, 0}, /* 2 */ 2353 {0, 0, 0}, /* 2 */
2230 {0, 0, 0}, /* 3 */ 2354 {0, 0, 0}, /* 3 */
2231 {0, 0, 0}, /* 4 */ 2355 {0, 0, 0}, /* 4 */
2322 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2446 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2323 * core dumps if they do. 2447 * core dumps if they do.
2324 * 2448 *
2325 * Add a check so we can't pick up invisible objects (0.93.8) 2449 * Add a check so we can't pick up invisible objects (0.93.8)
2326 */ 2450 */
2327
2328int 2451int
2329can_pick (const object *who, const object *item) 2452can_pick (const object *who, const object *item)
2330{ 2453{
2331 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2454 return /*who->flag [FLAG_WIZ]|| */
2332 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2455 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2333 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2456 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2334} 2457}
2335 2458
2336/* 2459/*
2337 * create clone from object to another 2460 * create clone from object to another
2338 */ 2461 */
2339object * 2462object *
2340object_create_clone (object *asrc) 2463object::deep_clone ()
2341{ 2464{
2342 object *dst = 0, *tmp, *src, *part, *prev, *item; 2465 assert (("deep_clone called on non-head object", is_head ()));
2343 2466
2344 if (!asrc) 2467 object *dst = clone ();
2345 return 0;
2346 2468
2347 src = asrc; 2469 object *prev = dst;
2348 if (src->head)
2349 src = src->head;
2350
2351 prev = 0;
2352 for (part = src; part; part = part->more) 2470 for (object *part = this->more; part; part = part->more)
2353 { 2471 {
2354 tmp = part->clone (); 2472 object *tmp = part->clone ();
2355 tmp->x -= src->x;
2356 tmp->y -= src->y;
2357
2358 if (!part->head)
2359 {
2360 dst = tmp;
2361 tmp->head = 0;
2362 }
2363 else
2364 tmp->head = dst; 2473 tmp->head = dst;
2365
2366 tmp->more = 0;
2367
2368 if (prev)
2369 prev->more = tmp; 2474 prev->more = tmp;
2370
2371 prev = tmp; 2475 prev = tmp;
2372 } 2476 }
2373 2477
2374 for (item = src->inv; item; item = item->below) 2478 for (object *item = inv; item; item = item->below)
2375 insert_ob_in_ob (object_create_clone (item), dst); 2479 insert_ob_in_ob (item->deep_clone (), dst);
2376 2480
2377 return dst; 2481 return dst;
2378}
2379
2380/* GROS - Creates an object using a string representing its content. */
2381/* Basically, we save the content of the string to a temp file, then call */
2382/* load_object on it. I admit it is a highly inefficient way to make things, */
2383/* but it was simple to make and allows reusing the load_object function. */
2384/* Remember not to use load_object_str in a time-critical situation. */
2385/* Also remember that multiparts objects are not supported for now. */
2386object *
2387load_object_str (const char *obstr)
2388{
2389 object *op;
2390 char filename[MAX_BUF];
2391
2392 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2393
2394 FILE *tempfile = fopen (filename, "w");
2395
2396 if (tempfile == NULL)
2397 {
2398 LOG (llevError, "Error - Unable to access load object temp file\n");
2399 return NULL;
2400 }
2401
2402 fprintf (tempfile, obstr);
2403 fclose (tempfile);
2404
2405 op = object::create ();
2406
2407 object_thawer thawer (filename);
2408
2409 if (thawer)
2410 load_object (thawer, op, 0);
2411
2412 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2413 CLEAR_FLAG (op, FLAG_REMOVED);
2414
2415 return op;
2416} 2482}
2417 2483
2418/* This returns the first object in who's inventory that 2484/* This returns the first object in who's inventory that
2419 * has the same type and subtype match. 2485 * has the same type and subtype match.
2420 * returns NULL if no match. 2486 * returns NULL if no match.
2427 return tmp; 2493 return tmp;
2428 2494
2429 return 0; 2495 return 0;
2430} 2496}
2431 2497
2432/* If ob has a field named key, return the link from the list, 2498shstr_tmp
2433 * otherwise return NULL. 2499object::kv_get (shstr_tmp key) const
2434 *
2435 * key must be a passed in shared string - otherwise, this won't
2436 * do the desired thing.
2437 */
2438key_value *
2439get_ob_key_link (const object *ob, const char *key)
2440{ 2500{
2441 for (key_value *link = ob->key_values; link; link = link->next) 2501 for (key_value *kv = key_values; kv; kv = kv->next)
2442 if (link->key == key) 2502 if (kv->key == key)
2443 return link;
2444
2445 return 0;
2446}
2447
2448/*
2449 * Returns the value of op has an extra_field for key, or NULL.
2450 *
2451 * The argument doesn't need to be a shared string.
2452 *
2453 * The returned string is shared.
2454 */
2455const char *
2456get_ob_key_value (const object *op, const char *const key)
2457{
2458 key_value *link;
2459 shstr_cmp canonical_key (key);
2460
2461 if (!canonical_key)
2462 {
2463 /* 1. There being a field named key on any object
2464 * implies there'd be a shared string to find.
2465 * 2. Since there isn't, no object has this field.
2466 * 3. Therefore, *this* object doesn't have this field.
2467 */
2468 return 0;
2469 }
2470
2471 /* This is copied from get_ob_key_link() above -
2472 * only 4 lines, and saves the function call overhead.
2473 */
2474 for (link = op->key_values; link; link = link->next)
2475 if (link->key == canonical_key)
2476 return link->value; 2503 return kv->value;
2477 2504
2478 return 0; 2505 return shstr ();
2479} 2506}
2480 2507
2481 2508void
2482/* 2509object::kv_set (shstr_tmp key, shstr_tmp value)
2483 * Updates the canonical_key in op to value.
2484 *
2485 * canonical_key is a shared string (value doesn't have to be).
2486 *
2487 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2488 * keys.
2489 *
2490 * Returns TRUE on success.
2491 */
2492int
2493set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2494{ 2510{
2495 key_value *field = NULL, *last = NULL; 2511 for (key_value *kv = key_values; kv; kv = kv->next)
2496 2512 if (kv->key == key)
2497 for (field = op->key_values; field != NULL; field = field->next)
2498 {
2499 if (field->key != canonical_key)
2500 { 2513 {
2501 last = field; 2514 kv->value = value;
2502 continue; 2515 return;
2503 } 2516 }
2504 2517
2505 if (value) 2518 key_value *kv = new key_value;
2506 field->value = value; 2519
2507 else 2520 kv->next = key_values;
2521 kv->key = key;
2522 kv->value = value;
2523
2524 key_values = kv;
2525}
2526
2527void
2528object::kv_del (shstr_tmp key)
2529{
2530 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2531 if ((*kvp)->key == key)
2508 { 2532 {
2509 /* Basically, if the archetype has this key set, 2533 key_value *kv = *kvp;
2510 * we need to store the null value so when we save 2534 *kvp = (*kvp)->next;
2511 * it, we save the empty value so that when we load, 2535 delete kv;
2512 * we get this value back again. 2536 return;
2513 */
2514 if (get_ob_key_link (&op->arch->clone, canonical_key))
2515 field->value = 0;
2516 else
2517 {
2518 if (last)
2519 last->next = field->next;
2520 else
2521 op->key_values = field->next;
2522
2523 delete field;
2524 }
2525 } 2537 }
2526 return TRUE;
2527 }
2528 /* IF we get here, key doesn't exist */
2529
2530 /* No field, we'll have to add it. */
2531
2532 if (!add_key)
2533 return FALSE;
2534
2535 /* There isn't any good reason to store a null
2536 * value in the key/value list. If the archetype has
2537 * this key, then we should also have it, so shouldn't
2538 * be here. If user wants to store empty strings,
2539 * should pass in ""
2540 */
2541 if (value == NULL)
2542 return TRUE;
2543
2544 field = new key_value;
2545
2546 field->key = canonical_key;
2547 field->value = value;
2548 /* Usual prepend-addition. */
2549 field->next = op->key_values;
2550 op->key_values = field;
2551
2552 return TRUE;
2553}
2554
2555/*
2556 * Updates the key in op to value.
2557 *
2558 * If add_key is FALSE, this will only update existing keys,
2559 * and not add new ones.
2560 * In general, should be little reason FALSE is ever passed in for add_key
2561 *
2562 * Returns TRUE on success.
2563 */
2564int
2565set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2566{
2567 shstr key_ (key);
2568
2569 return set_ob_key_value_s (op, key_, value, add_key);
2570} 2538}
2571 2539
2572object::depth_iterator::depth_iterator (object *container) 2540object::depth_iterator::depth_iterator (object *container)
2573: iterator_base (container) 2541: iterator_base (container)
2574{ 2542{
2588 } 2556 }
2589 else 2557 else
2590 item = item->env; 2558 item = item->env;
2591} 2559}
2592 2560
2561const char *
2562object::flag_desc (char *desc, int len) const
2563{
2564 char *p = desc;
2565 bool first = true;
2566
2567 *p = 0;
2568
2569 for (int i = 0; i < NUM_FLAGS; i++)
2570 {
2571 if (len <= 10) // magic constant!
2572 {
2573 snprintf (p, len, ",...");
2574 break;
2575 }
2576
2577 if (flag [i])
2578 {
2579 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2580 len -= cnt;
2581 p += cnt;
2582 first = false;
2583 }
2584 }
2585
2586 return desc;
2587}
2588
2593// return a suitable string describing an objetc in enough detail to find it 2589// return a suitable string describing an object in enough detail to find it
2594const char * 2590const char *
2595object::debug_desc (char *info) const 2591object::debug_desc (char *info) const
2596{ 2592{
2593 char flagdesc[512];
2597 char info2[256 * 3]; 2594 char info2[256 * 4];
2598 char *p = info; 2595 char *p = info;
2599 2596
2600 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2597 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2601 count, 2598 count,
2599 uuid.c_str (),
2602 &name, 2600 &name,
2603 title ? " " : "", 2601 title ? ",title:\"" : "",
2604 title ? (const char *)title : ""); 2602 title ? (const char *)title : "",
2603 title ? "\"" : "",
2604 flag_desc (flagdesc, 512), type);
2605 2605
2606 if (env) 2606 if (!flag[FLAG_REMOVED] && env)
2607 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2607 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2608 2608
2609 if (map) 2609 if (map)
2610 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2610 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2611 2611
2612 return info; 2612 return info;
2613} 2613}
2614 2614
2615const char * 2615const char *
2616object::debug_desc () const 2616object::debug_desc () const
2617{ 2617{
2618 static char info[256 * 3]; 2618 static char info[3][256 * 4];
2619 static int info_idx;
2620
2619 return debug_desc (info); 2621 return debug_desc (info [++info_idx % 3]);
2620} 2622}
2621 2623
2624struct region *
2625object::region () const
2626{
2627 return map ? map->region (x, y)
2628 : region::default_region ();
2629}
2630
2631void
2632object::open_container (object *new_container)
2633{
2634 if (container == new_container)
2635 return;
2636
2637 object *old_container = container;
2638
2639 if (old_container)
2640 {
2641 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2642 return;
2643
2644#if 0
2645 // remove the "Close old_container" object.
2646 if (object *closer = old_container->inv)
2647 if (closer->type == CLOSE_CON)
2648 closer->destroy ();
2649#endif
2650
2651 // make sure the container is available
2652 esrv_send_item (this, old_container);
2653
2654 old_container->flag [FLAG_APPLIED] = false;
2655 container = 0;
2656
2657 // client needs item update to make it work, client bug requires this to be separate
2658 esrv_update_item (UPD_FLAGS, this, old_container);
2659
2660 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2661 play_sound (sound_find ("chest_close"));
2662 }
2663
2664 if (new_container)
2665 {
2666 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2667 return;
2668
2669 // TODO: this does not seem to serve any purpose anymore?
2670#if 0
2671 // insert the "Close Container" object.
2672 if (archetype *closer = new_container->other_arch)
2673 {
2674 object *closer = new_container->other_arch->instance ();
2675 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2676 new_container->insert (closer);
2677 }
2678#endif
2679
2680 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2681
2682 // make sure the container is available, client bug requires this to be separate
2683 esrv_send_item (this, new_container);
2684
2685 new_container->flag [FLAG_APPLIED] = true;
2686 container = new_container;
2687
2688 // client needs flag change
2689 esrv_update_item (UPD_FLAGS, this, new_container);
2690 esrv_send_inventory (this, new_container);
2691 play_sound (sound_find ("chest_open"));
2692 }
2693// else if (!old_container->env && contr && contr->ns)
2694// contr->ns->floorbox_reset ();
2695}
2696
2697object *
2698object::force_find (shstr_tmp name)
2699{
2700 /* cycle through his inventory to look for the MARK we want to
2701 * place
2702 */
2703 for (object *tmp = inv; tmp; tmp = tmp->below)
2704 if (tmp->type == FORCE && tmp->slaying == name)
2705 return splay (tmp);
2706
2707 return 0;
2708}
2709
2710//-GPL
2711
2712void
2713object::force_set_timer (int duration)
2714{
2715 this->duration = 1;
2716 this->speed_left = -1.f;
2717
2718 this->set_speed (duration ? 1.f / duration : 0.f);
2719}
2720
2721object *
2722object::force_add (shstr_tmp name, int duration)
2723{
2724 if (object *force = force_find (name))
2725 force->destroy ();
2726
2727 object *force = get_archetype (FORCE_NAME);
2728
2729 force->slaying = name;
2730 force->force_set_timer (duration);
2731 force->flag [FLAG_APPLIED] = true;
2732
2733 return insert (force);
2734}
2735
2736void
2737object::play_sound (faceidx sound) const
2738{
2739 if (!sound)
2740 return;
2741
2742 if (is_on_map ())
2743 map->play_sound (sound, x, y);
2744 else if (object *pl = in_player ())
2745 pl->contr->play_sound (sound);
2746}
2747
2748void
2749object::say_msg (const char *msg) const
2750{
2751 if (is_on_map ())
2752 map->say_msg (msg, x, y);
2753 else if (object *pl = in_player ())
2754 pl->contr->play_sound (sound);
2755}
2756
2757void
2758object::make_noise ()
2759{
2760 // we do not model noise in the map, so instead put
2761 // a temporary light into the noise source
2762 // could use the map instead, but that's less reliable for our
2763 // goal, which is to make invisibility a bit harder to exploit
2764
2765 // currently only works sensibly for players
2766 if (!is_player ())
2767 return;
2768
2769 // find old force, or create new one
2770 object *force = force_find (shstr_noise_force);
2771
2772 if (force)
2773 force->speed_left = -1.f; // patch old speed up
2774 else
2775 {
2776 force = archetype::get (shstr_noise_force);
2777
2778 force->slaying = shstr_noise_force;
2779 force->stats.food = 1;
2780 force->speed_left = -1.f;
2781
2782 force->set_speed (1.f / 4.f);
2783 force->flag [FLAG_IS_USED_UP] = true;
2784 force->flag [FLAG_APPLIED] = true;
2785
2786 insert (force);
2787 }
2788}
2789
2790void object::change_move_type (MoveType mt)
2791{
2792 if (move_type == mt)
2793 return;
2794
2795 if (is_on_map ())
2796 {
2797 // we are on the map, so handle move_on/off effects
2798 remove ();
2799 move_type = mt;
2800 map->insert (this, x, y, this);
2801 }
2802 else
2803 move_type = mt;
2804}
2805
2806/* object should be a player.
2807 * we return the object the player has marked with the 'mark' command
2808 * below. If no match is found (or object has changed), we return
2809 * NULL. We leave it up to the calling function to print messages if
2810 * nothing is found.
2811 */
2812object *
2813object::mark () const
2814{
2815 if (contr && contr->mark && contr->mark->env == this)
2816 return contr->mark;
2817 else
2818 return 0;
2819}
2820

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