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Comparing deliantra/server/common/object.C (file contents):
Revision 1.115 by root, Mon Jan 15 01:39:42 2007 UTC vs.
Revision 1.336 by root, Wed Apr 28 11:19:09 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 7 *
8 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
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 11 * option) any later version.
12 12 *
13 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,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 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
19 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
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 21 *
22 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>
23*/ 23 */
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28#include <global.h> 25#include <global.h>
29#include <stdio.h> 26#include <stdio.h>
30#include <sys/types.h> 27#include <sys/types.h>
31#include <sys/uio.h> 28#include <sys/uio.h>
32#include <object.h> 29#include <object.h>
33#include <funcpoint.h> 30#include <sproto.h>
34#include <loader.h>
35 31
36#include <bitset> 32#include <bitset>
37 33
38int nrofallocobjects = 0; 34UUID UUID::cur;
39static UUID uuid; 35static uint64_t seq_next_save;
40const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
41 38
42objectvec objects; 39objectvec objects;
43activevec actives; 40activevec actives;
44 41
45short 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,
46 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
47}; 55};
48short 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,
49 -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
50};
51int 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,
52 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
53}; 61};
54int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
55 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,
56 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
57}; 67};
58 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
59static void 76static void
60write_uuid (void) 77write_uuid (uval64 skip, bool sync)
61{ 78{
62 char filename1[MAX_BUF], filename2[MAX_BUF]; 79 CALL_BEGIN (2);
63 80 CALL_ARG_SV (newSVval64 (skip));
64 sprintf (filename1, "%s/uuid", settings.localdir); 81 CALL_ARG_SV (boolSV (sync));
65 sprintf (filename2, "%s/uuid~", settings.localdir); 82 CALL_CALL ("cf::write_uuid", G_DISCARD);
66 83 CALL_END;
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78} 84}
79 85
80static void 86static void
81read_uuid (void) 87read_uuid ()
82{ 88{
83 char filename[MAX_BUF]; 89 char filename[MAX_BUF];
84 90
85 sprintf (filename, "%s/uuid", settings.localdir); 91 sprintf (filename, "%s/uuid", settings.localdir);
92
93 seq_next_save = 0;
86 94
87 FILE *fp; 95 FILE *fp;
88 96
89 if (!(fp = fopen (filename, "r"))) 97 if (!(fp = fopen (filename, "r")))
90 { 98 {
91 if (errno == ENOENT) 99 if (errno == ENOENT)
92 { 100 {
93 LOG (llevInfo, "RESET uid to 1\n"); 101 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0; 102 UUID::cur.seq = 0;
95 write_uuid (); 103 write_uuid (UUID_GAP, true);
96 return; 104 return;
97 } 105 }
98 106
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 107 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1); 108 _exit (1);
101 } 109 }
102 110
103 int version; 111 char buf [UUID::MAX_LEN];
104 unsigned long long uid; 112 buf[0] = 0;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 113 fgets (buf, sizeof (buf), fp);
114
115 if (!UUID::cur.parse (buf))
106 { 116 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 117 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1); 118 _exit (1);
109 } 119 }
110 120
111 uuid.seq = uid; 121 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112 write_uuid (); 122
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 123 write_uuid (UUID_GAP, true);
114 fclose (fp); 124 fclose (fp);
115} 125}
116 126
117UUID 127UUID
118gen_uuid () 128UUID::gen ()
119{ 129{
120 UUID uid; 130 UUID uid;
121 131
122 uid.seq = ++uuid.seq; 132 uid.seq = ++cur.seq;
123 133
124 if (!(uuid.seq & (UUID_SKIP - 1))) 134 if (expect_false (cur.seq >= seq_next_save))
125 write_uuid (); 135 {
136 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
137 write_uuid (UUID_GAP, false);
138 }
139
126 140
127 return uid; 141 return uid;
128} 142}
129 143
130void 144void
131init_uuid () 145UUID::init ()
132{ 146{
133 read_uuid (); 147 read_uuid ();
134} 148}
135 149
150bool
151UUID::parse (const char *s)
152{
153 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
154 return false;
155
156 seq = 0;
157
158 while (*s != '>')
159 {
160 if (*s < '0')
161 return false;
162
163 // this gives nice branchless code with gcc
164 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
165 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
166
167 seq = (seq << 4) | digit;
168
169 ++s;
170 }
171
172 return true;
173}
174
175char *
176UUID::append (char *buf) const
177{
178 *buf++ = '<';
179 *buf++ = '1';
180 *buf++ = '.';
181
182 uint64_t seq = this->seq;
183 const int bits = 64;
184 char nz = 0;
185 static const char tohex [] = "0123456789abcdef";
186
187 // assert (len >= 3 + bits / 4 + 1 + 1);
188 for (int i = bits / 4; --i; )
189 {
190 uint8_t digit = seq >> (bits - 4);
191
192 *buf = tohex [digit];
193 nz |= digit;
194 buf += nz ? 1 : 0;
195 seq <<= 4;
196 }
197
198 // last digit is special - always emit
199 uint8_t digit = seq >> (bits - 4);
200 *buf++ = tohex [digit];
201
202 *buf++ = '>';
203
204 return buf;
205}
206
207char *
208UUID::c_str () const
209{
210 static char buf [MAX_LEN];
211 *append (buf) = 0;
212 return buf;
213}
214
136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 215/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int 216static bool
138compare_ob_value_lists_one (const object *wants, const object *has) 217compare_ob_value_lists_one (const object *wants, const object *has)
139{ 218{
140 key_value *wants_field;
141
142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 219 /* n-squared behaviour (see kv_get), but I'm hoping both
143 * objects with lists are rare, and lists stay short. If not, use a 220 * objects with lists are rare, and lists stay short. If not, use a
144 * different structure or at least keep the lists sorted... 221 * different structure or at least keep the lists sorted...
145 */ 222 */
146 223
147 /* For each field in wants, */ 224 /* For each field in wants, */
148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 225 for (key_value *kv = wants->key_values; kv; kv = kv->next)
149 { 226 if (has->kv_get (kv->key) != kv->value)
150 key_value *has_field; 227 return false;
151
152 /* Look for a field in has with the same key. */
153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
156 {
157 /* No field with that name. */
158 return FALSE;
159 }
160
161 /* Found the matching field. */
162 if (has_field->value != wants_field->value)
163 {
164 /* Values don't match, so this half of the comparison is false. */
165 return FALSE;
166 }
167
168 /* If we get here, we found a match. Now for the next field in wants. */
169 }
170 228
171 /* If we get here, every field in wants has a matching field in has. */ 229 /* If we get here, every field in wants has a matching field in has. */
172 return TRUE; 230 return true;
173} 231}
174 232
175/* Returns TRUE if ob1 has the same key_values as ob2. */ 233/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int 234static bool
177compare_ob_value_lists (const object *ob1, const object *ob2) 235compare_ob_value_lists (const object *ob1, const object *ob2)
178{ 236{
179 /* However, there may be fields in has which aren't partnered in wants, 237 /* However, there may be fields in has which aren't partnered in wants,
180 * so we need to run the comparison *twice*. :( 238 * so we need to run the comparison *twice*. :(
181 */ 239 */
182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 240 return compare_ob_value_lists_one (ob1, ob2)
241 && compare_ob_value_lists_one (ob2, ob1);
183} 242}
184 243
185/* Function examines the 2 objects given to it, and returns true if 244/* Function examines the 2 objects given to it, and returns true if
186 * they can be merged together. 245 * they can be merged together.
187 * 246 *
194 * Improvements made with merge: Better checking on potion, and also 253 * Improvements made with merge: Better checking on potion, and also
195 * check weight 254 * check weight
196 */ 255 */
197bool object::can_merge_slow (object *ob1, object *ob2) 256bool object::can_merge_slow (object *ob1, object *ob2)
198{ 257{
199 /* A couple quicksanity checks */ 258 /* A couple quick sanity checks */
200 if (ob1 == ob2 259 if (ob1 == ob2
201 || ob1->type != ob2->type 260 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value 261 || ob1->value != ob2->value
204 || ob1->name != ob2->name) 262 || ob1->name != ob2->name
263 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
205 return 0; 264 return 0;
206 265
207 //TODO: this ain't working well, use nicer and correct overflow check
208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 266 /* Do not merge objects if nrof would overflow, assume nrof
209 * value could not be stored in a sint32 (which unfortunately sometimes is 267 * is always 0 .. 2**31-1 */
210 * used to store nrof). 268 if (ob1->nrof > 0x7fffffff - ob2->nrof)
211 */
212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
213 return 0; 269 return 0;
214 270
215 /* If the objects have been identified, set the BEEN_APPLIED flag. 271 /* If the objects have been identified, set the BEEN_APPLIED flag.
216 * This is to the comparison of the flags below will be OK. We 272 * This is to the comparison of the flags below will be OK. We
217 * just can't ignore the been applied or identified flags, as they 273 * just can't ignore the been applied or identified flags, as they
218 * are not equal - just if it has been identified, the been_applied 274 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning. 275 * flags lose any meaning.
220 */ 276 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 277 if (ob1->flag [FLAG_IDENTIFIED])
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 278 ob1->set_flag (FLAG_BEEN_APPLIED);
223 279
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 280 if (ob2->flag [FLAG_IDENTIFIED])
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 281 ob2->set_flag (FLAG_BEEN_APPLIED);
226 282
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 283 if (ob1->arch->archname != ob2->arch->archname
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 284 || ob1->name != ob2->name
230 || ob1->title != ob2->title 285 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 286 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 287 || ob1->weight != ob2->weight
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
235 || ob1->attacktype != ob2->attacktype 288 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic 289 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying 290 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill 291 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value 292 || ob1->value != ob2->value
240 || ob1->animation_id != ob2->animation_id 293 || ob1->animation_id != ob2->animation_id
294 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
241 || ob1->client_type != ob2->client_type 295 || ob1->client_type != ob2->client_type
242 || ob1->materialname != ob2->materialname 296 || ob1->material != ob2->material
243 || ob1->lore != ob2->lore 297 || ob1->lore != ob2->lore
244 || ob1->subtype != ob2->subtype 298 || ob1->subtype != ob2->subtype
245 || ob1->move_type != ob2->move_type 299 || ob1->move_type != ob2->move_type
246 || ob1->move_block != ob2->move_block 300 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow 301 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on 302 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off 303 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow 304 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty) 305 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
306 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
307 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
252 return 0; 308 return 0;
253 309
310 if ((ob1->flag ^ ob2->flag)
311 .reset (FLAG_INV_LOCKED)
312 .reset (FLAG_REMOVED)
313 .any ())
314 return 0;
315
254 /* This is really a spellbook check - really, we should 316 /* This is really a spellbook check - we should in general
255 * check all objects in the inventory. 317 * not merge objects with real inventories, as splitting them
318 * is hard.
256 */ 319 */
257 if (ob1->inv || ob2->inv) 320 if (ob1->inv || ob2->inv)
258 { 321 {
259 /* if one object has inventory but the other doesn't, not equiv */ 322 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 323 return 0; /* inventories differ in length */
261 return 0;
262 324
263 /* Now check to see if the two inventory objects could merge */ 325 if (ob1->inv->below || ob2->inv->below)
326 return 0; /* more than one object in inv */
327
264 if (!object::can_merge (ob1->inv, ob2->inv)) 328 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 329 return 0; /* inventory objects differ */
266 330
267 /* inventory ok - still need to check rest of this object to see 331 /* inventory ok - still need to check rest of this object to see
268 * if it is valid. 332 * if it is valid.
269 */ 333 */
270 } 334 }
271 335
272 /* Don't merge objects that are applied. With the new 'body' code, 336 /* Don't merge objects that are applied. With the new 'body' code,
273 * it is possible for most any character to have more than one of 337 * it is possible for most any character to have more than one of
274 * some items equipped, and we don't want those to merge. 338 * some items equipped, and we don't want those to merge.
275 */ 339 */
276 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 340 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
277 return 0; 341 return 0;
278 342
279 /* Note sure why the following is the case - either the object has to 343 /* Note sure why the following is the case - either the object has to
280 * be animated or have a very low speed. Is this an attempted monster 344 * be animated or have a very low speed. Is this an attempted monster
281 * check? 345 * check?
282 */ 346 */
283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 347 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
284 return 0; 348 return 0;
285 349
286 switch (ob1->type) 350 switch (ob1->type)
287 { 351 {
288 case SCROLL: 352 case SCROLL:
289 if (ob1->level != ob2->level) 353 if (ob1->level != ob2->level)
290 return 0; 354 return 0;
291 break; 355 break;
292 } 356 }
293 357
294 if (ob1->key_values != NULL || ob2->key_values != NULL) 358 if (ob1->key_values || ob2->key_values)
295 { 359 {
296 /* At least one of these has key_values. */ 360 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 361 if ((!ob1->key_values) != (!ob2->key_values))
298 /* One has fields, but the other one doesn't. */ 362 return 0; /* One has fields, but the other one doesn't. */
363
364 if (!compare_ob_value_lists (ob1, ob2))
299 return 0; 365 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0;
302 } 366 }
303 367
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 368 if (ob1->self || ob2->self)
306 { 369 {
307 ob1->optimise (); 370 ob1->optimise ();
308 ob2->optimise (); 371 ob2->optimise ();
309 372
310 if (ob1->self || ob2->self) 373 if (ob1->self || ob2->self)
374 {
375 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
376 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
377
378 if (k1 != k2)
311 return 0; 379 return 0;
380
381 if (k1 == 0)
382 return 1;
383
384 if (!cfperl_can_merge (ob1, ob2))
385 return 0;
386 }
312 } 387 }
313 388
314 /* Everything passes, must be OK. */ 389 /* Everything passes, must be OK. */
315 return 1; 390 return 1;
316} 391}
317 392
393// find player who can see this object
394object *
395object::visible_to () const
396{
397 if (client_visible () && !flag [FLAG_REMOVED])
398 {
399 // see if we are in a container of sorts
400 if (env)
401 {
402 // the player inventory itself is always visible
403 if (env->is_player ())
404 return env;
405
406 // else a player could have our env open
407 object *envest = env->outer_env_or_self ();
408
409 // the player itself is always on a map, so we will find him here
410 // even if our inv is in a player.
411 if (envest->is_on_map ())
412 if (object *pl = envest->ms ().player ())
413 if (pl->container_ () == env)
414 return pl;
415 }
416 else
417 {
418 // maybe there is a player standing on the same mapspace
419 // this will catch the case where "this" is a player
420 if (object *pl = ms ().player ())
421 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
422 || pl->container_ () == this)
423 return pl;
424 }
425 }
426
427 return 0;
428}
429
430// adjust weight per container type ("of holding")
431static sint32
432weight_adjust_for (object *op, sint32 weight)
433{
434 return op->type == CONTAINER
435 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
436 : weight;
437}
438
318/* 439/*
440 * adjust_weight(object, weight) adds the specified weight to an object,
441 * and also updates how much the environment(s) is/are carrying.
442 */
443static void
444adjust_weight (object *op, sint32 weight)
445{
446 while (op)
447 {
448 // adjust by actual difference to account for rounding errors
449 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
450 weight = weight_adjust_for (op, op->carrying + weight)
451 - weight_adjust_for (op, op->carrying);
452
453 if (!weight)
454 return;
455
456 op->carrying += weight;
457
458 if (object *pl = op->visible_to ())
459 if (pl != op) // player is handled lazily
460 esrv_update_item (UPD_WEIGHT, pl, op);
461
462 op = op->env;
463 }
464}
465
466/*
319 * sum_weight() is a recursive function which calculates the weight 467 * this is a recursive function which calculates the weight
320 * an object is carrying. It goes through in figures out how much 468 * an object is carrying. It goes through op and figures out how much
321 * containers are carrying, and sums it up. 469 * containers are carrying, and sums it up.
322 */ 470 */
323long 471void
324sum_weight (object *op) 472object::update_weight ()
325{ 473{
326 long sum; 474 sint32 sum = 0;
327 object *inv;
328 475
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 476 for (object *op = inv; op; op = op->below)
330 { 477 {
331 if (inv->inv) 478 if (op->inv)
332 sum_weight (inv); 479 op->update_weight ();
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 480
481 sum += op->total_weight ();
482 }
483
484 sum = weight_adjust_for (this, sum);
485
486 if (sum != carrying)
334 } 487 {
335
336 if (op->type == CONTAINER && op->stats.Str)
337 sum = (sum * (100 - op->stats.Str)) / 100;
338
339 if (op->carrying != sum) 488 if (carrying != sum)//D
489 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
490 (long long)sum, (long long)carrying, debug_desc ());
491
340 op->carrying = sum; 492 carrying = sum;
341 493
342 return sum; 494 if (object *pl = visible_to ())
495 if (pl != this) // player is handled lazily
496 esrv_update_item (UPD_WEIGHT, pl, this);
497 }
343} 498}
344 499
345/** 500/*
346 * Return the outermost environment object for a given object. 501 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
347 */ 502 */
348
349object *
350object_get_env_recursive (object *op)
351{
352 while (op->env != NULL)
353 op = op->env;
354 return op;
355}
356
357/*
358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
359 * Some error messages.
360 * The result of the dump is stored in the static global errmsg array.
361 */
362
363char * 503char *
364dump_object (object *op) 504dump_object (object *op)
365{ 505{
366 if (!op) 506 if (!op)
367 return strdup ("[NULLOBJ]"); 507 return strdup ("[NULLOBJ]");
368 508
369 object_freezer freezer; 509 object_freezer freezer;
370 save_object (freezer, op, 1); 510 op->write (freezer);
371 return freezer.as_string (); 511 return freezer.as_string ();
372} 512}
373 513
374/* 514char *
375 * get_nearest_part(multi-object, object 2) returns the part of the 515object::as_string ()
376 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned.
378 */
379
380object *
381get_nearest_part (object *op, const object *pl)
382{ 516{
383 object *tmp, *closest; 517 return dump_object (this);
384 int last_dist, i;
385
386 if (op->more == NULL)
387 return op;
388 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
389 if ((i = distance (tmp, pl)) < last_dist)
390 closest = tmp, last_dist = i;
391 return closest;
392} 518}
393 519
394/* 520/*
395 * Returns the object which has the count-variable equal to the argument. 521 * Returns the object which has the count-variable equal to the argument.
522 * VERRRY slow.
396 */ 523 */
397object * 524object *
398find_object (tag_t i) 525find_object (tag_t i)
399{ 526{
400 for_all_objects (op) 527 for_all_objects (op)
403 530
404 return 0; 531 return 0;
405} 532}
406 533
407/* 534/*
535 * Returns the object which has the uuid equal to the argument.
536 * MOAR VERRRY slow.
537 */
538
539object *
540find_object_uuid (UUID i)
541{
542 for_all_objects (op)
543 if (op->uuid == i)
544 return op;
545
546 return 0;
547}
548
549/*
408 * Returns the first object which has a name equal to the argument. 550 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 551 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 552 * Enables features like "patch <name-of-other-player> food 999"
411 */ 553 */
412object * 554object *
413find_object_name (const char *str) 555find_object_name (const char *str)
414{ 556{
415 shstr_cmp str_ (str); 557 shstr_cmp str_ (str);
416 object *op;
417 558
559 if (str_)
418 for_all_objects (op) 560 for_all_objects (op)
419 if (op->name == str_) 561 if (op->name == str_)
420 break; 562 return op;
421 563
422 return op; 564 return 0;
423}
424
425void
426free_all_object_data ()
427{
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429} 565}
430 566
431/* 567/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 568 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 569 * skill and experience objects.
570 * ACTUALLY NO! investigate! TODO
434 */ 571 */
435void 572void
436object::set_owner (object *owner) 573object::set_owner (object *owner)
437{ 574{
575 // allow objects which own objects
438 if (!owner) 576 if (owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner) 577 while (owner->owner)
449 owner = owner->owner; 578 owner = owner->owner;
579
580 if (flag [FLAG_FREED])
581 {
582 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
583 return;
584 }
450 585
451 this->owner = owner; 586 this->owner = owner;
452} 587}
453 588
454/* Zero the key_values on op, decrementing the shared-string 589/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 590 * refcounts and freeing the links.
456 */ 591 */
457static void 592static void
458free_key_values (object *op) 593free_key_values (object *op)
459{ 594{
460 for (key_value *i = op->key_values; i != 0;) 595 for (key_value *i = op->key_values; i; )
461 { 596 {
462 key_value *next = i->next; 597 key_value *next = i->next;
463 delete i; 598 delete i;
464 599
465 i = next; 600 i = next;
477 * will point at garbage. 612 * will point at garbage.
478 */ 613 */
479void 614void
480object::copy_to (object *dst) 615object::copy_to (object *dst)
481{ 616{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 617 dst->remove ();
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
484
485 *(object_copy *)dst = *this; 618 *(object_copy *)dst = *this;
486 619 dst->flag [FLAG_REMOVED] = true;
487 if (is_freed)
488 SET_FLAG (dst, FLAG_FREED);
489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
493 if (speed < 0)
494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
495 620
496 /* Copy over key_values, if any. */ 621 /* Copy over key_values, if any. */
497 if (key_values) 622 if (key_values)
498 { 623 {
499 key_value *tail = 0; 624 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 625 dst->key_values = 0;
503 626
504 for (i = key_values; i; i = i->next) 627 for (key_value *i = key_values; i; i = i->next)
505 { 628 {
506 key_value *new_link = new key_value; 629 key_value *new_link = new key_value;
507 630
508 new_link->next = 0; 631 new_link->next = 0;
509 new_link->key = i->key; 632 new_link->key = i->key;
510 new_link->value = i->value; 633 new_link->value = i->value;
511 634
512 /* Try and be clever here, too. */ 635 /* Try and be clever here, too. */
513 if (!dst->key_values) 636 if (!dst->key_values)
514 { 637 {
521 tail = new_link; 644 tail = new_link;
522 } 645 }
523 } 646 }
524 } 647 }
525 648
526 dst->set_speed (dst->speed); 649 dst->activate ();
650}
651
652void
653object::instantiate ()
654{
655 if (!uuid.seq) // HACK
656 uuid = UUID::gen ();
657
658 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
659 if (flag [FLAG_RANDOM_SPEED] && speed)
660 speed_left = - speed - rndm (); // TODO animation
661 else
662 speed_left = -1.;
663
664 /* copy the body_info to the body_used - this is only really
665 * need for monsters, but doesn't hurt to do it for everything.
666 * by doing so, when a monster is created, it has good starting
667 * values for the body_used info, so when items are created
668 * for it, they can be properly equipped.
669 */
670 for (int i = NUM_BODY_LOCATIONS; i--; )
671 slot[i].used = slot[i].info;
672
673 attachable::instantiate ();
527} 674}
528 675
529object * 676object *
530object::clone () 677object::clone ()
531{ 678{
532 object *neu = create (); 679 object *neu = create ();
533 copy_to (neu); 680 copy_to (neu);
681
682 // TODO: unclean state changes, should not be done in clone AND instantiate
683 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
684 neu->speed_left = - neu->speed - rndm (); // TODO animation
685
686 neu->map = map; // not copied by copy_to
534 return neu; 687 return neu;
535} 688}
536 689
537/* 690/*
538 * If an object with the IS_TURNABLE() flag needs to be turned due 691 * If an object with the IS_TURNABLE() flag needs to be turned due
540 * be called to update the face variable, _and_ how it looks on the map. 693 * be called to update the face variable, _and_ how it looks on the map.
541 */ 694 */
542void 695void
543update_turn_face (object *op) 696update_turn_face (object *op)
544{ 697{
545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 698 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
546 return; 699 return;
547 700
548 SET_ANIMATION (op, op->direction); 701 SET_ANIMATION (op, op->direction);
549 update_object (op, UP_OBJ_FACE); 702 update_object (op, UP_OBJ_FACE);
550} 703}
555 * This function needs to be called whenever the speed of an object changes. 708 * This function needs to be called whenever the speed of an object changes.
556 */ 709 */
557void 710void
558object::set_speed (float speed) 711object::set_speed (float speed)
559{ 712{
560 if (flag [FLAG_FREED] && speed)
561 {
562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
563 speed = 0;
564 }
565
566 this->speed = speed; 713 this->speed = speed;
567 714
568 if (has_active_speed ()) 715 if (has_active_speed ())
569 activate (); 716 activate ();
570 else 717 else
589 * UP_OBJ_FACE: only the objects face has changed. 736 * UP_OBJ_FACE: only the objects face has changed.
590 */ 737 */
591void 738void
592update_object (object *op, int action) 739update_object (object *op, int action)
593{ 740{
594 MoveType move_on, move_off, move_block, move_slow; 741 if (!op)
595
596 if (op == NULL)
597 { 742 {
598 /* this should never happen */ 743 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 744 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
600 return; 745 return;
601 } 746 }
602 747
603 if (op->env) 748 if (!op->is_on_map ())
604 { 749 {
605 /* Animation is currently handled by client, so nothing 750 /* Animation is currently handled by client, so nothing
606 * to do in this case. 751 * to do in this case.
607 */ 752 */
608 return; 753 return;
609 } 754 }
610
611 /* If the map is saving, don't do anything as everything is
612 * going to get freed anyways.
613 */
614 if (!op->map || op->map->in_memory == MAP_SAVING)
615 return;
616 755
617 /* make sure the object is within map boundaries */ 756 /* make sure the object is within map boundaries */
618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 757 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
619 { 758 {
620 LOG (llevError, "update_object() called for object out of map!\n"); 759 LOG (llevError, "update_object() called for object out of map!\n");
628 767
629 if (!(m.flags_ & P_UPTODATE)) 768 if (!(m.flags_ & P_UPTODATE))
630 /* nop */; 769 /* nop */;
631 else if (action == UP_OBJ_INSERT) 770 else if (action == UP_OBJ_INSERT)
632 { 771 {
772#if 0
633 // this is likely overkill, TODO: revisit (schmorp) 773 // this is likely overkill, TODO: revisit (schmorp)
634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 774 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 775 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 776 || (op->is_player () && !(m.flags_ & P_PLAYER))
637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 777 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 778 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 779 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
640 || (m.move_on | op->move_on ) != m.move_on 780 || (m.move_on | op->move_on ) != m.move_on
641 || (m.move_off | op->move_off ) != m.move_off 781 || (m.move_off | op->move_off ) != m.move_off
642 || (m.move_slow | op->move_slow) != m.move_slow 782 || (m.move_slow | op->move_slow) != m.move_slow
643 /* This isn't perfect, but I don't expect a lot of objects to 783 /* This isn't perfect, but I don't expect a lot of objects to
644 * to have move_allow right now. 784 * have move_allow right now.
645 */ 785 */
646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 786 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
787 m.invalidate ();
788#else
647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 789 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
648 m.flags_ = 0; 790 m.invalidate ();
791#endif
649 } 792 }
650 /* if the object is being removed, we can't make intelligent 793 /* if the object is being removed, we can't make intelligent
651 * decisions, because remove_ob can't really pass the object 794 * decisions, because remove_ob can't really pass the object
652 * that is being removed. 795 * that is being removed.
653 */ 796 */
654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 797 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
655 m.flags_ = 0; 798 m.invalidate ();
656 else if (action == UP_OBJ_FACE) 799 else if (action == UP_OBJ_FACE)
657 /* Nothing to do for that case */ ; 800 /* Nothing to do for that case */ ;
658 else 801 else
659 LOG (llevError, "update_object called with invalid action: %d\n", action); 802 LOG (llevError, "update_object called with invalid action: %d\n", action);
660 803
662 update_object (op->more, action); 805 update_object (op->more, action);
663} 806}
664 807
665object::object () 808object::object ()
666{ 809{
667 SET_FLAG (this, FLAG_REMOVED); 810 this->set_flag (FLAG_REMOVED);
668 811
669 expmul = 1.0; 812 //expmul = 1.0; declared const for the time being
670 face = blank_face; 813 face = blank_face;
814 material = MATERIAL_NULL;
671} 815}
672 816
673object::~object () 817object::~object ()
674{ 818{
819 unlink ();
820
675 free_key_values (this); 821 free_key_values (this);
676} 822}
677 823
678static int object_count;
679
680void object::link () 824void object::link ()
681{ 825{
682 assert (!index);//D 826 assert (!index);//D
683 uuid = gen_uuid (); 827 uuid = UUID::gen ();
684 count = ++object_count;
685 828
686 refcnt_inc (); 829 refcnt_inc ();
687 objects.insert (this); 830 objects.insert (this);
831
832 ++create_count;
833
688} 834}
689 835
690void object::unlink () 836void object::unlink ()
691{ 837{
692 assert (index);//D 838 if (!index)
839 return;
840
841 ++destroy_count;
842
693 objects.erase (this); 843 objects.erase (this);
694 refcnt_dec (); 844 refcnt_dec ();
695} 845}
696 846
697void 847void
700 /* If already on active list, don't do anything */ 850 /* If already on active list, don't do anything */
701 if (active) 851 if (active)
702 return; 852 return;
703 853
704 if (has_active_speed ()) 854 if (has_active_speed ())
855 {
856 if (flag [FLAG_FREED])
857 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
858
705 actives.insert (this); 859 actives.insert (this);
860 }
706} 861}
707 862
708void 863void
709object::activate_recursive () 864object::activate_recursive ()
710{ 865{
759object::destroy_inv (bool drop_to_ground) 914object::destroy_inv (bool drop_to_ground)
760{ 915{
761 // need to check first, because the checks below might segfault 916 // need to check first, because the checks below might segfault
762 // as we might be on an invalid mapspace and crossfire code 917 // as we might be on an invalid mapspace and crossfire code
763 // is too buggy to ensure that the inventory is empty. 918 // is too buggy to ensure that the inventory is empty.
764 // corollary: if you create arrows etc. with stuff in tis inventory, 919 // corollary: if you create arrows etc. with stuff in its inventory,
765 // cf will crash below with off-map x and y 920 // cf will crash below with off-map x and y
766 if (!inv) 921 if (!inv)
767 return; 922 return;
768 923
769 /* Only if the space blocks everything do we not process - 924 /* Only if the space blocks everything do we not process -
770 * if some form of movement is allowed, let objects 925 * if some form of movement is allowed, let objects
771 * drop on that space. 926 * drop on that space.
772 */ 927 */
773 if (!drop_to_ground 928 if (!drop_to_ground
774 || !map 929 || !map
775 || map->in_memory != MAP_IN_MEMORY 930 || map->in_memory != MAP_ACTIVE
931 || map->no_drop
776 || ms ().move_block == MOVE_ALL) 932 || ms ().move_block == MOVE_ALL)
777 { 933 {
778 while (inv) 934 while (inv)
779 {
780 inv->destroy_inv (drop_to_ground);
781 inv->destroy (); 935 inv->destroy ();
782 }
783 } 936 }
784 else 937 else
785 { /* Put objects in inventory onto this space */ 938 { /* Put objects in inventory onto this space */
786 while (inv) 939 while (inv)
787 { 940 {
798 map->insert (op, x, y); 951 map->insert (op, x, y);
799 } 952 }
800 } 953 }
801} 954}
802 955
956/*
957 * Remove and free all objects in the inventory of the given object.
958 * Unlike destroy_inv, this assumes the *this is destroyed as well
959 * well, so we can (and have to!) take shortcuts.
960 */
961void
962object::destroy_inv_fast ()
963{
964 while (object *op = inv)
965 {
966 // remove from object the fast way
967 op->flag [FLAG_REMOVED] = true;
968 op->env = 0;
969 if ((inv = inv->below))
970 inv->above = 0;
971
972 // then destroy
973 op->destroy ();
974 }
975}
976
977void
978object::freelist_free (int count)
979{
980 while (count-- && freelist)
981 {
982 freelist_item *next = freelist->next;
983 // count is being "destroyed"
984
985 sfree ((char *)freelist, sizeof (object));
986
987 freelist = next;
988 --free_count;
989 }
990}
991
992object *
803object *object::create () 993object::create ()
804{ 994{
805 object *op = new object; 995 object *op;
996
997 if (freelist)
998 {
999 freelist_item li = *freelist;
1000 memset (freelist, 0, sizeof (object));
1001
1002 op = new (freelist) object;
1003 op->count = li.count;
1004
1005 freelist = li.next;
1006 --free_count;
1007 }
1008 else
1009 {
1010 void *ni = salloc0<char> (sizeof (object));
1011
1012 op = new(ni) object;
1013
1014 op->count = ++object_count;
1015 }
1016
806 op->link (); 1017 op->link ();
1018
807 return op; 1019 return op;
808} 1020}
809 1021
810void 1022void
1023object::do_delete ()
1024{
1025 uint32_t count = this->count;
1026
1027 this->~object ();
1028
1029 freelist_item *li = (freelist_item *)this;
1030 li->next = freelist;
1031 li->count = count;
1032
1033 freelist = li;
1034 ++free_count;
1035}
1036
1037static struct freed_map : maptile
1038{
1039 freed_map ()
1040 : maptile (3, 3)
1041 {
1042 path = "<freed objects map>";
1043 name = "/internal/freed_objects_map";
1044 no_drop = 1;
1045 no_reset = 1;
1046
1047 in_memory = MAP_ACTIVE;
1048 }
1049
1050 ~freed_map ()
1051 {
1052 destroy ();
1053 }
1054} freed_map; // freed objects are moved here to avoid crashes
1055
1056void
811object::do_destroy () 1057object::do_destroy ()
812{ 1058{
813 attachable::do_destroy ();
814
815 if (flag [FLAG_IS_LINKED]) 1059 if (flag [FLAG_IS_LINKED])
816 remove_button_link (this); 1060 remove_link ();
817 1061
818 if (flag [FLAG_FRIENDLY]) 1062 if (flag [FLAG_FRIENDLY])
819 remove_friendly_object (this); 1063 remove_friendly_object (this);
820 1064
821 if (!flag [FLAG_REMOVED])
822 remove (); 1065 remove ();
823 1066
824 destroy_inv (true); 1067 attachable::do_destroy ();
825 1068
826 deactivate (); 1069 deactivate ();
827 unlink (); 1070 unlink ();
828 1071
829 flag [FLAG_FREED] = 1; 1072 flag [FLAG_FREED] = 1;
830 1073
831 // hack to ensure that freed objects still have a valid map 1074 // hack to ensure that freed objects still have a valid map
832 {
833 static maptile *freed_map; // freed objects are moved here to avoid crashes
834
835 if (!freed_map)
836 {
837 freed_map = new maptile;
838
839 freed_map->name = "/internal/freed_objects_map";
840 freed_map->width = 3;
841 freed_map->height = 3;
842
843 freed_map->alloc ();
844 freed_map->in_memory = MAP_IN_MEMORY;
845 }
846
847 map = freed_map; 1075 map = &freed_map;
848 x = 1; 1076 x = 1;
849 y = 1; 1077 y = 1;
850 }
851
852 head = 0;
853 1078
854 if (more) 1079 if (more)
855 { 1080 {
856 more->destroy (); 1081 more->destroy ();
857 more = 0; 1082 more = 0;
858 } 1083 }
859 1084
1085 head = 0;
1086
860 // clear those pointers that likely might have circular references to us 1087 // clear those pointers that likely might cause circular references
861 owner = 0; 1088 owner = 0;
862 enemy = 0; 1089 enemy = 0;
863 attacked_by = 0; 1090 attacked_by = 0;
1091 current_weapon = 0;
864} 1092}
865 1093
866void 1094void
867object::destroy (bool destroy_inventory) 1095object::destroy ()
868{ 1096{
869 if (destroyed ()) 1097 if (destroyed ())
870 return; 1098 return;
871 1099
872 if (destroy_inventory) 1100 if (!is_head () && !head->destroyed ())
1101 {
1102 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1103 head->destroy ();
1104 return;
1105 }
1106
873 destroy_inv (false); 1107 destroy_inv_fast ();
1108
1109 if (is_head ())
1110 if (sound_destroy)
1111 play_sound (sound_destroy);
1112 else if (flag [FLAG_MONSTER])
1113 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
874 1114
875 attachable::destroy (); 1115 attachable::destroy ();
876}
877
878/*
879 * sub_weight() recursively (outwards) subtracts a number from the
880 * weight of an object (and what is carried by it's environment(s)).
881 */
882void
883sub_weight (object *op, signed long weight)
884{
885 while (op != NULL)
886 {
887 if (op->type == CONTAINER)
888 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
889
890 op->carrying -= weight;
891 op = op->env;
892 }
893} 1116}
894 1117
895/* op->remove (): 1118/* op->remove ():
896 * This function removes the object op from the linked list of objects 1119 * This function removes the object op from the linked list of objects
897 * which it is currently tied to. When this function is done, the 1120 * which it is currently tied to. When this function is done, the
898 * object will have no environment. If the object previously had an 1121 * object will have no environment. If the object previously had an
899 * environment, the x and y coordinates will be updated to 1122 * environment, the x and y coordinates will be updated to
900 * the previous environment. 1123 * the previous environment.
901 * Beware: This function is called from the editor as well!
902 */ 1124 */
903void 1125void
904object::remove () 1126object::do_remove ()
905{ 1127{
906 object *tmp, *last = 0; 1128 if (flag [FLAG_REMOVED])
907 object *otmp;
908
909 if (QUERY_FLAG (this, FLAG_REMOVED))
910 return; 1129 return;
911 1130
912 SET_FLAG (this, FLAG_REMOVED);
913 INVOKE_OBJECT (REMOVE, this); 1131 INVOKE_OBJECT (REMOVE, this);
1132
1133 flag [FLAG_REMOVED] = true;
914 1134
915 if (more) 1135 if (more)
916 more->remove (); 1136 more->remove ();
917 1137
918 /* 1138 /*
919 * In this case, the object to be removed is in someones 1139 * In this case, the object to be removed is in someones
920 * inventory. 1140 * inventory.
921 */ 1141 */
922 if (env) 1142 if (env)
923 { 1143 {
924 if (nrof) 1144 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
925 sub_weight (env, weight * nrof); 1145 if (object *pl = visible_to ())
926 else 1146 esrv_del_item (pl->contr, count);
927 sub_weight (env, weight + carrying); 1147 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
928 1148
929 /* NO_FIX_PLAYER is set when a great many changes are being 1149 adjust_weight (env, -total_weight ());
930 * made to players inventory. If set, avoiding the call
931 * to save cpu time.
932 */
933 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
934 otmp->update_stats ();
935 1150
936 if (above) 1151 object *pl = in_player ();
937 above->below = below;
938 else
939 env->inv = below;
940
941 if (below)
942 below->above = above;
943 1152
944 /* we set up values so that it could be inserted into 1153 /* we set up values so that it could be inserted into
945 * the map, but we don't actually do that - it is up 1154 * the map, but we don't actually do that - it is up
946 * to the caller to decide what we want to do. 1155 * to the caller to decide what we want to do.
947 */ 1156 */
948 x = env->x, y = env->y;
949 map = env->map; 1157 map = env->map;
950 above = 0, below = 0; 1158 x = env->x;
951 env = 0; 1159 y = env->y;
952 }
953 else if (map)
954 {
955 if (type == PLAYER)
956 {
957 --map->players;
958 map->touch ();
959 }
960 1160
961 map->dirty = true; 1161 // make sure cmov optimisation is applicable
962 1162 *(above ? &above->below : &env->inv) = below;
963 /* link the object above us */ 1163 *(below ? &below->above : &above ) = above; // &above is just a dummy
964 if (above)
965 above->below = below;
966 else
967 map->at (x, y).top = below; /* we were top, set new top */
968
969 /* Relink the object below us, if there is one */
970 if (below)
971 below->above = above;
972 else
973 {
974 /* Nothing below, which means we need to relink map object for this space
975 * use translated coordinates in case some oddness with map tiling is
976 * evident
977 */
978 if (GET_MAP_OB (map, x, y) != this)
979 {
980 char *dump = dump_object (this);
981 LOG (llevError,
982 "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);
983 free (dump);
984 dump = dump_object (GET_MAP_OB (map, x, y));
985 LOG (llevError, "%s\n", dump);
986 free (dump);
987 }
988
989 map->at (x, y).bot = above; /* goes on above it. */
990 }
991 1164
992 above = 0; 1165 above = 0;
993 below = 0; 1166 below = 0;
1167 env = 0;
1168
1169 if (pl && pl->is_player ())
1170 {
1171 if (expect_false (pl->contr->combat_ob == this))
1172 {
1173 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1174 pl->contr->combat_ob = 0;
1175 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1176 }
1177
1178 if (expect_false (pl->contr->ranged_ob == this))
1179 {
1180 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1181 pl->contr->ranged_ob = 0;
1182 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1183 }
1184
1185 pl->contr->queue_stats_update ();
1186
1187 if (expect_false (glow_radius) && pl->is_on_map ())
1188 update_all_los (pl->map, pl->x, pl->y);
1189 }
1190 }
1191 else if (map)
1192 {
1193 map->dirty = true;
1194 mapspace &ms = this->ms ();
1195
1196 if (object *pl = ms.player ())
1197 {
1198 if (is_player ())
1199 {
1200 if (!flag [FLAG_WIZPASS])
1201 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1202
1203 // leaving a spot always closes any open container on the ground
1204 if (container && !container->env)
1205 // this causes spurious floorbox updates, but it ensures
1206 // that the CLOSE event is being sent.
1207 close_container ();
1208
1209 --map->players;
1210 map->touch ();
1211 }
1212 else if (pl->container_ () == this)
1213 {
1214 // removing a container should close it
1215 close_container ();
1216 }
1217 else
1218 esrv_del_item (pl->contr, count);
1219 }
1220
1221 /* link the object above us */
1222 // re-link, make sure compiler can easily use cmove
1223 *(above ? &above->below : &ms.top) = below;
1224 *(below ? &below->above : &ms.bot) = above;
1225
1226 above = 0;
1227 below = 0;
1228
1229 ms.invalidate ();
994 1230
995 if (map->in_memory == MAP_SAVING) 1231 if (map->in_memory == MAP_SAVING)
996 return; 1232 return;
997 1233
998 int check_walk_off = !flag [FLAG_NO_APPLY]; 1234 int check_walk_off = !flag [FLAG_NO_APPLY];
999 1235
1000 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1236 if (object *pl = ms.player ())
1001 { 1237 {
1002 /* No point updating the players look faces if he is the object 1238 if (pl->container_ () == this)
1003 * being removed.
1004 */
1005
1006 if (tmp->type == PLAYER && tmp != this)
1007 {
1008 /* If a container that the player is currently using somehow gets 1239 /* If a container that the player is currently using somehow gets
1009 * removed (most likely destroyed), update the player view 1240 * removed (most likely destroyed), update the player view
1010 * appropriately. 1241 * appropriately.
1011 */ 1242 */
1012 if (tmp->container == this) 1243 pl->close_container ();
1013 {
1014 flag [FLAG_APPLIED] = 0;
1015 tmp->container = 0;
1016 }
1017 1244
1245 //TODO: the floorbox prev/next might need updating
1246 //esrv_del_item (pl->contr, count);
1247 //TODO: update floorbox to preserve ordering
1018 if (tmp->contr->ns) 1248 if (pl->contr->ns)
1019 tmp->contr->ns->floorbox_update (); 1249 pl->contr->ns->floorbox_update ();
1250 }
1251
1252 if (check_walk_off)
1253 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1254 {
1255 above = tmp->above;
1256
1257 /* No point updating the players look faces if he is the object
1258 * being removed.
1020 } 1259 */
1021 1260
1022 /* See if object moving off should effect something */ 1261 /* See if object moving off should effect something */
1023 if (check_walk_off
1024 && ((move_type & tmp->move_off) 1262 if ((move_type & tmp->move_off)
1025 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1263 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1026 {
1027 move_apply (tmp, this, 0); 1264 move_apply (tmp, this, 0);
1028
1029 if (destroyed ())
1030 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1031 } 1265 }
1032 1266
1033 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1267 if (affects_los ())
1034 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1035 if (tmp->above == tmp)
1036 tmp->above = 0;
1037
1038 last = tmp;
1039 }
1040
1041 /* last == NULL if there are no objects on this space */
1042 //TODO: this makes little sense, why only update the topmost object?
1043 if (!last)
1044 map->at (x, y).flags_ = 0;
1045 else
1046 update_object (last, UP_OBJ_REMOVE);
1047
1048 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1049 update_all_los (map, x, y); 1268 update_all_los (map, x, y);
1050 } 1269 }
1051} 1270}
1052 1271
1053/* 1272/*
1062merge_ob (object *op, object *top) 1281merge_ob (object *op, object *top)
1063{ 1282{
1064 if (!op->nrof) 1283 if (!op->nrof)
1065 return 0; 1284 return 0;
1066 1285
1067 if (top) 1286 if (!top)
1068 for (top = op; top && top->above; top = top->above) 1287 for (top = op; top && top->above; top = top->above)
1069 ; 1288 ;
1070 1289
1071 for (; top; top = top->below) 1290 for (; top; top = top->below)
1072 {
1073 if (top == op)
1074 continue;
1075
1076 if (object::can_merge (op, top)) 1291 if (object::can_merge (op, top))
1077 { 1292 {
1078 top->nrof += op->nrof; 1293 top->nrof += op->nrof;
1079 1294
1080/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1295 if (object *pl = top->visible_to ())
1081 op->weight = 0; /* Don't want any adjustements now */ 1296 esrv_update_item (UPD_NROF, pl, top);
1297
1298 op->weight = 0; // cancel the addition above
1299 op->carrying = 0; // must be 0 already
1300
1082 op->destroy (); 1301 op->destroy ();
1302
1083 return top; 1303 return top;
1084 } 1304 }
1085 }
1086 1305
1087 return 0; 1306 return 0;
1088} 1307}
1089 1308
1309void
1310object::expand_tail ()
1311{
1312 if (more)
1313 return;
1314
1315 object *prev = this;
1316
1317 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1318 {
1319 object *op = at->instance ();
1320
1321 op->name = name;
1322 op->name_pl = name_pl;
1323 op->title = title;
1324
1325 op->head = this;
1326 prev->more = op;
1327
1328 prev = op;
1329 }
1330}
1331
1090/* 1332/*
1091 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1333 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1092 * job preparing multi-part monsters 1334 * job preparing multi-part monsters.
1093 */ 1335 */
1094object * 1336object *
1095insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1337insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1096{ 1338{
1339 op->remove ();
1340
1097 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1341 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1098 { 1342 {
1099 tmp->x = x + tmp->arch->clone.x; 1343 tmp->x = x + tmp->arch->x;
1100 tmp->y = y + tmp->arch->clone.y; 1344 tmp->y = y + tmp->arch->y;
1101 } 1345 }
1102 1346
1103 return insert_ob_in_map (op, m, originator, flag); 1347 return insert_ob_in_map (op, m, originator, flag);
1104} 1348}
1105 1349
1118 * Passing 0 for flag gives proper default values, so flag really only needs 1362 * Passing 0 for flag gives proper default values, so flag really only needs
1119 * to be set if special handling is needed. 1363 * to be set if special handling is needed.
1120 * 1364 *
1121 * Return value: 1365 * Return value:
1122 * new object if 'op' was merged with other object 1366 * new object if 'op' was merged with other object
1123 * NULL if 'op' was destroyed 1367 * NULL if there was an error (destroyed, blocked etc.)
1124 * just 'op' otherwise 1368 * just 'op' otherwise
1125 */ 1369 */
1126object * 1370object *
1127insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1371insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1128{ 1372{
1129 object *tmp, *top, *floor = NULL; 1373 op->remove ();
1130 sint16 x, y;
1131 1374
1132 if (QUERY_FLAG (op, FLAG_FREED)) 1375 if (m == &freed_map)//D TODO: remove soon
1133 { 1376 {//D
1134 LOG (llevError, "Trying to insert freed object!\n"); 1377 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1135 return NULL;
1136 } 1378 }//D
1137
1138 if (!m)
1139 {
1140 char *dump = dump_object (op);
1141 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1142 free (dump);
1143 return op;
1144 }
1145
1146 if (out_of_map (m, op->x, op->y))
1147 {
1148 char *dump = dump_object (op);
1149 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1150#ifdef MANY_CORES
1151 /* Better to catch this here, as otherwise the next use of this object
1152 * is likely to cause a crash. Better to find out where it is getting
1153 * improperly inserted.
1154 */
1155 abort ();
1156#endif
1157 free (dump);
1158 return op;
1159 }
1160
1161 if (!QUERY_FLAG (op, FLAG_REMOVED))
1162 {
1163 char *dump = dump_object (op);
1164 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1165 free (dump);
1166 return op;
1167 }
1168
1169 if (op->more)
1170 {
1171 /* The part may be on a different map. */
1172
1173 object *more = op->more;
1174
1175 /* We really need the caller to normalise coordinates - if
1176 * we set the map, that doesn't work if the location is within
1177 * a map and this is straddling an edge. So only if coordinate
1178 * is clear wrong do we normalise it.
1179 */
1180 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1181 more->map = get_map_from_coord (m, &more->x, &more->y);
1182 else if (!more->map)
1183 {
1184 /* For backwards compatibility - when not dealing with tiled maps,
1185 * more->map should always point to the parent.
1186 */
1187 more->map = m;
1188 }
1189
1190 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1191 {
1192 if (!op->head)
1193 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1194
1195 return 0;
1196 }
1197 }
1198
1199 CLEAR_FLAG (op, FLAG_REMOVED);
1200 1379
1201 /* Ideally, the caller figures this out. However, it complicates a lot 1380 /* Ideally, the caller figures this out. However, it complicates a lot
1202 * of areas of callers (eg, anything that uses find_free_spot would now 1381 * of areas of callers (eg, anything that uses find_free_spot would now
1203 * need extra work 1382 * need extra work
1204 */ 1383 */
1205 op->map = get_map_from_coord (m, &op->x, &op->y); 1384 maptile *newmap = m;
1206 x = op->x; 1385 if (!xy_normalise (newmap, op->x, op->y))
1207 y = op->y; 1386 {
1387 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1388 return 0;
1389 }
1390
1391 if (object *more = op->more)
1392 if (!insert_ob_in_map (more, m, originator, flag))
1393 return 0;
1394
1395 op->flag [FLAG_REMOVED] = false;
1396 op->env = 0;
1397 op->map = newmap;
1398
1399 mapspace &ms = op->ms ();
1208 1400
1209 /* this has to be done after we translate the coordinates. 1401 /* this has to be done after we translate the coordinates.
1210 */ 1402 */
1211 if (op->nrof && !(flag & INS_NO_MERGE)) 1403 if (op->nrof && !(flag & INS_NO_MERGE))
1212 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1404 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1213 if (object::can_merge (op, tmp)) 1405 if (object::can_merge (op, tmp))
1214 { 1406 {
1407 // TODO: we actually want to update tmp, not op,
1408 // but some caller surely breaks when we return tmp
1409 // from here :/
1215 op->nrof += tmp->nrof; 1410 op->nrof += tmp->nrof;
1216 tmp->destroy (); 1411 tmp->destroy ();
1217 } 1412 }
1218 1413
1219 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1414 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1220 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1415 op->clr_flag (FLAG_INV_LOCKED);
1221 1416
1222 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1417 if (!op->flag [FLAG_ALIVE])
1223 CLEAR_FLAG (op, FLAG_NO_STEAL); 1418 op->clr_flag (FLAG_NO_STEAL);
1224 1419
1225 if (flag & INS_BELOW_ORIGINATOR) 1420 if (flag & INS_BELOW_ORIGINATOR)
1226 { 1421 {
1227 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1422 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1228 { 1423 {
1229 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1424 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1230 abort (); 1425 abort ();
1231 } 1426 }
1232 1427
1428 if (!originator->is_on_map ())
1429 {
1430 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1431 op->debug_desc (), originator->debug_desc ());
1432 abort ();
1433 }
1434
1233 op->above = originator; 1435 op->above = originator;
1234 op->below = originator->below; 1436 op->below = originator->below;
1235
1236 if (op->below)
1237 op->below->above = op;
1238 else
1239 op->ms ().bot = op;
1240
1241 /* since *below* originator, no need to update top */
1242 originator->below = op; 1437 originator->below = op;
1438
1439 *(op->below ? &op->below->above : &ms.bot) = op;
1243 } 1440 }
1244 else 1441 else
1245 { 1442 {
1443 object *floor = 0;
1444 object *top = ms.top;
1445
1246 /* If there are other objects, then */ 1446 /* If there are other objects, then */
1247 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1447 if (top)
1248 { 1448 {
1249 object *last = 0;
1250
1251 /* 1449 /*
1252 * If there are multiple objects on this space, we do some trickier handling. 1450 * If there are multiple objects on this space, we do some trickier handling.
1253 * We've already dealt with merging if appropriate. 1451 * We've already dealt with merging if appropriate.
1254 * Generally, we want to put the new object on top. But if 1452 * Generally, we want to put the new object on top. But if
1255 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1453 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1258 * once we get to them. This reduces the need to traverse over all of 1456 * once we get to them. This reduces the need to traverse over all of
1259 * them when adding another one - this saves quite a bit of cpu time 1457 * them when adding another one - this saves quite a bit of cpu time
1260 * when lots of spells are cast in one area. Currently, it is presumed 1458 * when lots of spells are cast in one area. Currently, it is presumed
1261 * that flying non pickable objects are spell objects. 1459 * that flying non pickable objects are spell objects.
1262 */ 1460 */
1263 while (top) 1461 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1264 { 1462 {
1265 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1463 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1266 floor = top; 1464 floor = tmp;
1267 1465
1268 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1466 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1269 { 1467 {
1270 /* We insert above top, so we want this object below this */ 1468 /* We insert above top, so we want this object below this */
1271 top = top->below; 1469 top = tmp->below;
1272 break; 1470 break;
1273 } 1471 }
1274 1472
1275 last = top;
1276 top = top->above; 1473 top = tmp;
1277 } 1474 }
1278
1279 /* Don't want top to be NULL, so set it to the last valid object */
1280 top = last;
1281 1475
1282 /* We let update_position deal with figuring out what the space 1476 /* We let update_position deal with figuring out what the space
1283 * looks like instead of lots of conditions here. 1477 * looks like instead of lots of conditions here.
1284 * makes things faster, and effectively the same result. 1478 * makes things faster, and effectively the same result.
1285 */ 1479 */
1286 1480
1287 /* Have object 'fall below' other objects that block view. 1481 /* Have object 'fall below' other objects that block view.
1288 * Unless those objects are exits, type 66 1482 * Unless those objects are exits.
1289 * If INS_ON_TOP is used, don't do this processing 1483 * If INS_ON_TOP is used, don't do this processing
1290 * Need to find the object that in fact blocks view, otherwise 1484 * Need to find the object that in fact blocks view, otherwise
1291 * stacking is a bit odd. 1485 * stacking is a bit odd.
1292 */ 1486 */
1293 if (!(flag & INS_ON_TOP) && 1487 if (!(flag & INS_ON_TOP)
1294 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1488 && ms.flags () & P_BLOCKSVIEW
1489 && (op->face && !faces [op->face].visibility))
1295 { 1490 {
1491 object *last;
1492
1296 for (last = top; last != floor; last = last->below) 1493 for (last = top; last != floor; last = last->below)
1297 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1494 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1298 break; 1495 break;
1496
1299 /* Check to see if we found the object that blocks view, 1497 /* Check to see if we found the object that blocks view,
1300 * and make sure we have a below pointer for it so that 1498 * and make sure we have a below pointer for it so that
1301 * we can get inserted below this one, which requires we 1499 * we can get inserted below this one, which requires we
1302 * set top to the object below us. 1500 * set top to the object below us.
1303 */ 1501 */
1304 if (last && last->below && last != floor) 1502 if (last && last->below && last != floor)
1305 top = last->below; 1503 top = last->below;
1306 } 1504 }
1307 } /* If objects on this space */ 1505 } /* If objects on this space */
1308 1506
1309 if (flag & INS_MAP_LOAD)
1310 top = GET_MAP_TOP (op->map, op->x, op->y);
1311
1312 if (flag & INS_ABOVE_FLOOR_ONLY) 1507 if (flag & INS_ABOVE_FLOOR_ONLY)
1313 top = floor; 1508 top = floor;
1314 1509
1315 /* Top is the object that our object (op) is going to get inserted above. 1510 // insert object above top, or bottom-most if top = 0
1316 */
1317
1318 /* First object on this space */
1319 if (!top) 1511 if (!top)
1320 { 1512 {
1321 op->above = GET_MAP_OB (op->map, op->x, op->y);
1322
1323 if (op->above)
1324 op->above->below = op;
1325
1326 op->below = 0; 1513 op->below = 0;
1514 op->above = ms.bot;
1327 op->ms ().bot = op; 1515 ms.bot = op;
1516
1517 *(op->above ? &op->above->below : &ms.top) = op;
1328 } 1518 }
1329 else 1519 else
1330 { /* get inserted into the stack above top */ 1520 {
1331 op->above = top->above; 1521 op->above = top->above;
1332
1333 if (op->above)
1334 op->above->below = op; 1522 top->above = op;
1335 1523
1336 op->below = top; 1524 op->below = top;
1337 top->above = op; 1525 *(op->above ? &op->above->below : &ms.top) = op;
1338 } 1526 }
1527 }
1339 1528
1340 if (!op->above) 1529 if (op->is_player ())
1341 op->ms ().top = op;
1342 } /* else not INS_BELOW_ORIGINATOR */
1343
1344 if (op->type == PLAYER)
1345 { 1530 {
1346 op->contr->do_los = 1; 1531 op->contr->do_los = 1;
1347 ++op->map->players; 1532 ++op->map->players;
1348 op->map->touch (); 1533 op->map->touch ();
1349 } 1534 }
1350 1535
1351 op->map->dirty = true; 1536 op->map->dirty = true;
1352 1537
1353 /* If we have a floor, we know the player, if any, will be above
1354 * it, so save a few ticks and start from there.
1355 */
1356 if (!(flag & INS_MAP_LOAD))
1357 if (object *pl = op->ms ().player ()) 1538 if (object *pl = ms.player ())
1539 //TODO: the floorbox prev/next might need updating
1540 //esrv_send_item (pl, op);
1541 //TODO: update floorbox to preserve ordering
1358 if (pl->contr->ns) 1542 if (pl->contr->ns)
1359 pl->contr->ns->floorbox_update (); 1543 pl->contr->ns->floorbox_update ();
1360 1544
1361 /* If this object glows, it may affect lighting conditions that are 1545 /* If this object glows, it may affect lighting conditions that are
1362 * visible to others on this map. But update_all_los is really 1546 * visible to others on this map. But update_all_los is really
1363 * an inefficient way to do this, as it means los for all players 1547 * an inefficient way to do this, as it means los for all players
1364 * on the map will get recalculated. The players could very well 1548 * on the map will get recalculated. The players could very well
1365 * be far away from this change and not affected in any way - 1549 * be far away from this change and not affected in any way -
1366 * this should get redone to only look for players within range, 1550 * this should get redone to only look for players within range,
1367 * or just updating the P_UPTODATE for spaces within this area 1551 * or just updating the P_UPTODATE for spaces within this area
1368 * of effect may be sufficient. 1552 * of effect may be sufficient.
1369 */ 1553 */
1370 if (op->map->darkness && (op->glow_radius != 0)) 1554 if (op->affects_los ())
1555 {
1556 op->ms ().invalidate ();
1371 update_all_los (op->map, op->x, op->y); 1557 update_all_los (op->map, op->x, op->y);
1558 }
1372 1559
1373 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1560 /* updates flags (blocked, alive, no magic, etc) for this map space */
1374 update_object (op, UP_OBJ_INSERT); 1561 update_object (op, UP_OBJ_INSERT);
1375 1562
1376 INVOKE_OBJECT (INSERT, op); 1563 INVOKE_OBJECT (INSERT, op);
1383 * blocked() and wall() work properly), and these flags are updated by 1570 * blocked() and wall() work properly), and these flags are updated by
1384 * update_object(). 1571 * update_object().
1385 */ 1572 */
1386 1573
1387 /* if this is not the head or flag has been passed, don't check walk on status */ 1574 /* if this is not the head or flag has been passed, don't check walk on status */
1388 if (!(flag & INS_NO_WALK_ON) && !op->head) 1575 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1389 { 1576 {
1390 if (check_move_on (op, originator)) 1577 if (check_move_on (op, originator, flag))
1391 return 0; 1578 return 0;
1392 1579
1393 /* If we are a multi part object, lets work our way through the check 1580 /* If we are a multi part object, let's work our way through the check
1394 * walk on's. 1581 * walk on's.
1395 */ 1582 */
1396 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1583 for (object *tmp = op->more; tmp; tmp = tmp->more)
1397 if (check_move_on (tmp, originator)) 1584 if (check_move_on (tmp, originator, flag))
1398 return 0; 1585 return 0;
1399 } 1586 }
1400 1587
1401 return op; 1588 return op;
1402} 1589}
1404/* this function inserts an object in the map, but if it 1591/* this function inserts an object in the map, but if it
1405 * finds an object of its own type, it'll remove that one first. 1592 * finds an object of its own type, it'll remove that one first.
1406 * op is the object to insert it under: supplies x and the map. 1593 * op is the object to insert it under: supplies x and the map.
1407 */ 1594 */
1408void 1595void
1409replace_insert_ob_in_map (const char *arch_string, object *op) 1596replace_insert_ob_in_map (shstr_tmp archname, object *op)
1410{ 1597{
1411 object *tmp, *tmp1;
1412
1413 /* first search for itself and remove any old instances */ 1598 /* first search for itself and remove any old instances */
1414 1599
1415 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1600 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1416 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1601 if (tmp->arch->archname == archname) /* same archetype */
1417 tmp->destroy (); 1602 tmp->destroy ();
1418 1603
1419 tmp1 = arch_to_object (archetype::find (arch_string)); 1604 object *tmp = archetype::find (archname)->instance ();
1420 1605
1421 tmp1->x = op->x; 1606 tmp->x = op->x;
1422 tmp1->y = op->y; 1607 tmp->y = op->y;
1608
1423 insert_ob_in_map (tmp1, op->map, op, 0); 1609 insert_ob_in_map (tmp, op->map, op, 0);
1424} 1610}
1425 1611
1426object * 1612object *
1427object::insert_at (object *where, object *originator, int flags) 1613object::insert_at (object *where, object *originator, int flags)
1428{ 1614{
1615 if (where->env)
1616 return where->env->insert (this);
1617 else
1429 where->map->insert (this, where->x, where->y, originator, flags); 1618 return where->map->insert (this, where->x, where->y, originator, flags);
1430} 1619}
1431 1620
1432/* 1621// check whether we can put this into the map, respect max_volume, max_items
1433 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1622bool
1434 * is returned contains nr objects, and the remaining parts contains 1623object::can_drop_at (maptile *m, int x, int y, object *originator)
1435 * the rest (or is removed and freed if that number is 0).
1436 * On failure, NULL is returned, and the reason put into the
1437 * global static errmsg array.
1438 */
1439object *
1440get_split_ob (object *orig_ob, uint32 nr)
1441{ 1624{
1442 object *newob; 1625 mapspace &ms = m->at (x, y);
1443 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1444 1626
1445 if (orig_ob->nrof < nr) 1627 int items = ms.items ();
1446 {
1447 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1448 return NULL;
1449 }
1450 1628
1451 newob = object_create_clone (orig_ob); 1629 if (!items // testing !items ensures we can drop at least one item
1630 || (items < m->max_items
1631 && ms.volume () < m->max_volume))
1632 return true;
1452 1633
1453 if ((orig_ob->nrof -= nr) < 1) 1634 if (originator && originator->is_player ())
1454 orig_ob->destroy (1); 1635 originator->contr->failmsgf (
1455 else if (!is_removed) 1636 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1456 { 1637 query_name ()
1457 if (orig_ob->env != NULL) 1638 );
1458 sub_weight (orig_ob->env, orig_ob->weight * nr);
1459 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1460 {
1461 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1462 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1463 return NULL;
1464 }
1465 }
1466 1639
1467 newob->nrof = nr; 1640 return false;
1468
1469 return newob;
1470} 1641}
1471 1642
1472/* 1643/*
1473 * decrease_ob_nr(object, number) decreases a specified number from 1644 * decrease(object, number) decreases a specified number from
1474 * the amount of an object. If the amount reaches 0, the object 1645 * the amount of an object. If the amount reaches 0, the object
1475 * is subsequently removed and freed. 1646 * is subsequently removed and freed.
1476 * 1647 *
1477 * Return value: 'op' if something is left, NULL if the amount reached 0 1648 * Return value: 'op' if something is left, NULL if the amount reached 0
1478 */ 1649 */
1650bool
1651object::decrease (sint32 nr)
1652{
1653 if (!nr)
1654 return true;
1479 1655
1656 nr = min (nr, nrof);
1657
1658 if (nrof > nr)
1659 {
1660 nrof -= nr;
1661 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1662
1663 if (object *pl = visible_to ())
1664 esrv_update_item (UPD_NROF, pl, this);
1665
1666 return true;
1667 }
1668 else
1669 {
1670 destroy ();
1671 return false;
1672 }
1673}
1674
1675/*
1676 * split(ob,nr) splits up ob into two parts. The part which
1677 * is returned contains nr objects, and the remaining parts contains
1678 * the rest (or is removed and returned if that number is 0).
1679 * On failure, NULL is returned.
1680 */
1480object * 1681object *
1481decrease_ob_nr (object *op, uint32 i) 1682object::split (sint32 nr)
1482{ 1683{
1483 object *tmp; 1684 int have = number_of ();
1484 1685
1485 if (i == 0) /* objects with op->nrof require this check */ 1686 if (have < nr)
1486 return op; 1687 return 0;
1487 1688 else if (have == nr)
1488 if (i > op->nrof)
1489 i = op->nrof;
1490
1491 if (QUERY_FLAG (op, FLAG_REMOVED))
1492 op->nrof -= i;
1493 else if (op->env)
1494 { 1689 {
1495 /* is this object in the players inventory, or sub container
1496 * therein?
1497 */
1498 tmp = op->in_player ();
1499 /* nope. Is this a container the player has opened?
1500 * If so, set tmp to that player.
1501 * IMO, searching through all the players will mostly
1502 * likely be quicker than following op->env to the map,
1503 * and then searching the map for a player.
1504 */
1505 if (!tmp)
1506 for_all_players (pl)
1507 if (pl->ob->container == op->env)
1508 {
1509 tmp = pl->ob;
1510 break;
1511 }
1512
1513 if (i < op->nrof)
1514 {
1515 sub_weight (op->env, op->weight * i);
1516 op->nrof -= i;
1517 if (tmp)
1518 esrv_send_item (tmp, op);
1519 }
1520 else
1521 {
1522 op->remove (); 1690 remove ();
1523 op->nrof = 0; 1691 return this;
1524 if (tmp)
1525 esrv_del_item (tmp->contr, op->count);
1526 }
1527 } 1692 }
1528 else 1693 else
1529 { 1694 {
1530 object *above = op->above; 1695 decrease (nr);
1531 1696
1532 if (i < op->nrof) 1697 object *op = deep_clone ();
1533 op->nrof -= i; 1698 op->nrof = nr;
1534 else
1535 {
1536 op->remove ();
1537 op->nrof = 0;
1538 }
1539
1540 /* Since we just removed op, op->above is null */
1541 for (tmp = above; tmp; tmp = tmp->above)
1542 if (tmp->type == PLAYER)
1543 {
1544 if (op->nrof)
1545 esrv_send_item (tmp, op);
1546 else
1547 esrv_del_item (tmp->contr, op->count);
1548 }
1549 }
1550
1551 if (op->nrof)
1552 return op; 1699 return op;
1553 else
1554 {
1555 op->destroy ();
1556 return 0;
1557 }
1558}
1559
1560/*
1561 * add_weight(object, weight) adds the specified weight to an object,
1562 * and also updates how much the environment(s) is/are carrying.
1563 */
1564
1565void
1566add_weight (object *op, signed long weight)
1567{
1568 while (op != NULL)
1569 {
1570 if (op->type == CONTAINER)
1571 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1572
1573 op->carrying += weight;
1574 op = op->env;
1575 } 1700 }
1576} 1701}
1577 1702
1578object * 1703object *
1579insert_ob_in_ob (object *op, object *where) 1704insert_ob_in_ob (object *op, object *where)
1584 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1709 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1585 free (dump); 1710 free (dump);
1586 return op; 1711 return op;
1587 } 1712 }
1588 1713
1589 if (where->head) 1714 if (where->head_ () != where)
1590 { 1715 {
1591 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1716 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1592 where = where->head; 1717 where = where->head;
1593 } 1718 }
1594 1719
1595 return where->insert (op); 1720 return where->insert (op);
1596} 1721}
1601 * inside the object environment. 1726 * inside the object environment.
1602 * 1727 *
1603 * The function returns now pointer to inserted item, and return value can 1728 * The function returns now pointer to inserted item, and return value can
1604 * be != op, if items are merged. -Tero 1729 * be != op, if items are merged. -Tero
1605 */ 1730 */
1606
1607object * 1731object *
1608object::insert (object *op) 1732object::insert (object *op)
1609{ 1733{
1610 object *tmp, *otmp;
1611
1612 if (!QUERY_FLAG (op, FLAG_REMOVED))
1613 op->remove ();
1614
1615 if (op->more) 1734 if (op->more)
1616 { 1735 {
1617 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1736 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1618 return op; 1737 return op;
1619 } 1738 }
1620 1739
1621 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1740 op->remove ();
1622 CLEAR_FLAG (op, FLAG_REMOVED); 1741
1742 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1743
1623 if (op->nrof) 1744 if (op->nrof)
1624 {
1625 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1745 for (object *tmp = inv; tmp; tmp = tmp->below)
1626 if (object::can_merge (tmp, op)) 1746 if (object::can_merge (tmp, op))
1627 { 1747 {
1628 /* return the original object and remove inserted object 1748 /* return the original object and remove inserted object
1629 (client needs the original object) */ 1749 (client needs the original object) */
1630 tmp->nrof += op->nrof; 1750 tmp->nrof += op->nrof;
1631 /* Weight handling gets pretty funky. Since we are adding to 1751
1632 * tmp->nrof, we need to increase the weight. 1752 if (object *pl = tmp->visible_to ())
1633 */ 1753 esrv_update_item (UPD_NROF, pl, tmp);
1754
1634 add_weight (this, op->weight * op->nrof); 1755 adjust_weight (this, op->total_weight ());
1635 SET_FLAG (op, FLAG_REMOVED); 1756
1636 op->destroy (); /* free the inserted object */ 1757 op->destroy ();
1637 op = tmp; 1758 op = tmp;
1638 op->remove (); /* and fix old object's links */ 1759 goto inserted;
1639 CLEAR_FLAG (op, FLAG_REMOVED);
1640 break;
1641 } 1760 }
1642 1761
1643 /* I assume combined objects have no inventory 1762 op->owner = 0; // it's his/hers now. period.
1644 * We add the weight - this object could have just been removed
1645 * (if it was possible to merge). calling remove_ob will subtract
1646 * the weight, so we need to add it in again, since we actually do
1647 * the linking below
1648 */
1649 add_weight (this, op->weight * op->nrof);
1650 }
1651 else
1652 add_weight (this, (op->weight + op->carrying));
1653
1654 otmp = this->in_player ();
1655 if (otmp && otmp->contr)
1656 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1657 otmp->update_stats ();
1658
1659 op->map = 0; 1763 op->map = 0;
1660 op->env = this; 1764 op->x = 0;
1765 op->y = 0;
1766
1661 op->above = 0; 1767 op->above = 0;
1662 op->below = 0; 1768 op->below = inv;
1663 op->x = 0, op->y = 0; 1769 op->env = this;
1664 1770
1771 if (inv)
1772 inv->above = op;
1773
1774 inv = op;
1775
1776 op->flag [FLAG_REMOVED] = 0;
1777
1778 if (object *pl = op->visible_to ())
1779 esrv_send_item (pl, op);
1780
1781 adjust_weight (this, op->total_weight ());
1782
1783inserted:
1665 /* reset the light list and los of the players on the map */ 1784 /* reset the light list and los of the players on the map */
1666 if ((op->glow_radius != 0) && map) 1785 if (op->glow_radius && is_on_map ())
1667 { 1786 {
1668#ifdef DEBUG_LIGHTS 1787 update_stats ();
1669 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1670#endif /* DEBUG_LIGHTS */
1671 if (map->darkness)
1672 update_all_los (map, x, y); 1788 update_all_los (map, x, y);
1673 }
1674
1675 /* Client has no idea of ordering so lets not bother ordering it here.
1676 * It sure simplifies this function...
1677 */
1678 if (!inv)
1679 inv = op;
1680 else
1681 { 1789 }
1682 op->below = inv; 1790 else if (is_player ())
1683 op->below->above = op; 1791 // if this is a player's inventory, update stats
1684 inv = op; 1792 contr->queue_stats_update ();
1685 }
1686 1793
1687 INVOKE_OBJECT (INSERT, this); 1794 INVOKE_OBJECT (INSERT, this);
1688 1795
1689 return op; 1796 return op;
1690} 1797}
1708 * MSW 2001-07-08: Check all objects on space, not just those below 1815 * MSW 2001-07-08: Check all objects on space, not just those below
1709 * object being inserted. insert_ob_in_map may not put new objects 1816 * object being inserted. insert_ob_in_map may not put new objects
1710 * on top. 1817 * on top.
1711 */ 1818 */
1712int 1819int
1713check_move_on (object *op, object *originator) 1820check_move_on (object *op, object *originator, int flags)
1714{ 1821{
1822 if (op->flag [FLAG_NO_APPLY])
1823 return 0;
1824
1715 object *tmp; 1825 object *tmp;
1716 maptile *m = op->map; 1826 maptile *m = op->map;
1717 int x = op->x, y = op->y; 1827 int x = op->x, y = op->y;
1718 1828
1719 MoveType move_on, move_slow, move_block; 1829 mapspace &ms = m->at (x, y);
1720 1830
1721 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1831 ms.update ();
1722 return 0;
1723 1832
1724 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1833 MoveType move_on = ms.move_on;
1725 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1834 MoveType move_slow = ms.move_slow;
1726 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1835 MoveType move_block = ms.move_block;
1727 1836
1728 /* if nothing on this space will slow op down or be applied, 1837 /* if nothing on this space will slow op down or be applied,
1729 * no need to do checking below. have to make sure move_type 1838 * no need to do checking below. have to make sure move_type
1730 * is set, as lots of objects don't have it set - we treat that 1839 * is set, as lots of objects don't have it set - we treat that
1731 * as walking. 1840 * as walking.
1742 return 0; 1851 return 0;
1743 1852
1744 /* The objects have to be checked from top to bottom. 1853 /* The objects have to be checked from top to bottom.
1745 * Hence, we first go to the top: 1854 * Hence, we first go to the top:
1746 */ 1855 */
1747 1856 for (object *next, *tmp = ms.top; tmp; tmp = next)
1748 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1749 {
1750 /* Trim the search when we find the first other spell effect
1751 * this helps performance so that if a space has 50 spell objects,
1752 * we don't need to check all of them.
1753 */
1754 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1755 break;
1756 } 1857 {
1858 next = tmp->below;
1757 1859
1758 for (; tmp; tmp = tmp->below)
1759 {
1760 if (tmp == op) 1860 if (tmp == op)
1761 continue; /* Can't apply yourself */ 1861 continue; /* Can't apply yourself */
1762 1862
1763 /* Check to see if one of the movement types should be slowed down. 1863 /* Check to see if one of the movement types should be slowed down.
1764 * Second check makes sure that the movement types not being slowed 1864 * Second check makes sure that the movement types not being slowed
1765 * (~slow_move) is not blocked on this space - just because the 1865 * (~slow_move) is not blocked on this space - just because the
1766 * space doesn't slow down swimming (for example), if you can't actually 1866 * space doesn't slow down swimming (for example), if you can't actually
1767 * swim on that space, can't use it to avoid the penalty. 1867 * swim on that space, can't use it to avoid the penalty.
1768 */ 1868 */
1769 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1869 if (!op->flag [FLAG_WIZPASS])
1770 { 1870 {
1771 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1871 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1772 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1872 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1773 { 1873 {
1774
1775 float
1776 diff = tmp->move_slow_penalty * FABS (op->speed); 1874 float diff = tmp->move_slow_penalty * fabs (op->speed);
1777 1875
1778 if (op->type == PLAYER) 1876 if (op->is_player ())
1779 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1877 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1780 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1878 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1781 diff /= 4.0; 1879 diff /= 4.0;
1782 1880
1783 op->speed_left -= diff; 1881 op->speed_left -= diff;
1784 } 1882 }
1785 } 1883 }
1786 1884
1787 /* Basically same logic as above, except now for actual apply. */ 1885 /* Basically same logic as above, except now for actual apply. */
1788 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1886 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1789 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1887 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1790 { 1888 {
1889 if ((flags & INS_NO_AUTO_EXIT)
1890 && (tmp->type == EXIT || tmp->type == TELEPORTER
1891 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1892 continue;
1893
1791 move_apply (tmp, op, originator); 1894 move_apply (tmp, op, originator);
1792 1895
1793 if (op->destroyed ()) 1896 if (op->destroyed ())
1794 return 1; 1897 return 1;
1795 1898
1818 LOG (llevError, "Present_arch called outside map.\n"); 1921 LOG (llevError, "Present_arch called outside map.\n");
1819 return NULL; 1922 return NULL;
1820 } 1923 }
1821 1924
1822 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1925 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1823 if (tmp->arch == at) 1926 if (tmp->arch->archname == at->archname)
1824 return tmp; 1927 return tmp;
1825 1928
1826 return NULL; 1929 return NULL;
1827} 1930}
1828 1931
1892 * The first matching object is returned, or NULL if none. 1995 * The first matching object is returned, or NULL if none.
1893 */ 1996 */
1894object * 1997object *
1895present_arch_in_ob (const archetype *at, const object *op) 1998present_arch_in_ob (const archetype *at, const object *op)
1896{ 1999{
1897 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2000 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1898 if (tmp->arch == at) 2001 if (tmp->arch->archname == at->archname)
1899 return tmp; 2002 return tmp;
1900 2003
1901 return NULL; 2004 return NULL;
1902} 2005}
1903 2006
1905 * activate recursively a flag on an object inventory 2008 * activate recursively a flag on an object inventory
1906 */ 2009 */
1907void 2010void
1908flag_inv (object *op, int flag) 2011flag_inv (object *op, int flag)
1909{ 2012{
1910 if (op->inv)
1911 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2013 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1912 { 2014 {
1913 SET_FLAG (tmp, flag); 2015 tmp->set_flag (flag);
1914 flag_inv (tmp, flag); 2016 flag_inv (tmp, flag);
1915 } 2017 }
1916} 2018}
1917 2019
1918/* 2020/*
1919 * deactivate recursively a flag on an object inventory 2021 * deactivate recursively a flag on an object inventory
1920 */ 2022 */
1921void 2023void
1922unflag_inv (object *op, int flag) 2024unflag_inv (object *op, int flag)
1923{ 2025{
1924 if (op->inv)
1925 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2026 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1926 { 2027 {
1927 CLEAR_FLAG (tmp, flag); 2028 tmp->clr_flag (flag);
1928 unflag_inv (tmp, flag); 2029 unflag_inv (tmp, flag);
1929 } 2030 }
1930}
1931
1932/*
1933 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1934 * all it's inventory (recursively).
1935 * If checksums are used, a player will get set_cheat called for
1936 * him/her-self and all object carried by a call to this function.
1937 */
1938void
1939set_cheat (object *op)
1940{
1941 SET_FLAG (op, FLAG_WAS_WIZ);
1942 flag_inv (op, FLAG_WAS_WIZ);
1943} 2031}
1944 2032
1945/* 2033/*
1946 * find_free_spot(object, map, x, y, start, stop) will search for 2034 * find_free_spot(object, map, x, y, start, stop) will search for
1947 * a spot at the given map and coordinates which will be able to contain 2035 * a spot at the given map and coordinates which will be able to contain
1949 * to search (see the freearr_x/y[] definition). 2037 * to search (see the freearr_x/y[] definition).
1950 * It returns a random choice among the alternatives found. 2038 * It returns a random choice among the alternatives found.
1951 * start and stop are where to start relative to the free_arr array (1,9 2039 * start and stop are where to start relative to the free_arr array (1,9
1952 * does all 4 immediate directions). This returns the index into the 2040 * does all 4 immediate directions). This returns the index into the
1953 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2041 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1954 * Note - this only checks to see if there is space for the head of the
1955 * object - if it is a multispace object, this should be called for all
1956 * pieces.
1957 * Note2: This function does correctly handle tiled maps, but does not 2042 * Note: This function does correctly handle tiled maps, but does not
1958 * inform the caller. However, insert_ob_in_map will update as 2043 * inform the caller. However, insert_ob_in_map will update as
1959 * necessary, so the caller shouldn't need to do any special work. 2044 * necessary, so the caller shouldn't need to do any special work.
1960 * Note - updated to take an object instead of archetype - this is necessary 2045 * Note - updated to take an object instead of archetype - this is necessary
1961 * because arch_blocked (now ob_blocked) needs to know the movement type 2046 * because arch_blocked (now ob_blocked) needs to know the movement type
1962 * to know if the space in question will block the object. We can't use 2047 * to know if the space in question will block the object. We can't use
1964 * customized, changed states, etc. 2049 * customized, changed states, etc.
1965 */ 2050 */
1966int 2051int
1967find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2052find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1968{ 2053{
2054 int altern[SIZEOFFREE];
1969 int index = 0, flag; 2055 int index = 0, flag;
1970 int altern[SIZEOFFREE];
1971 2056
1972 for (int i = start; i < stop; i++) 2057 for (int i = start; i < stop; i++)
1973 { 2058 {
1974 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2059 mapxy pos (m, x, y); pos.move (i);
1975 if (!flag) 2060
2061 if (!pos.normalise ())
2062 continue;
2063
2064 mapspace &ms = *pos;
2065
2066 if (ms.flags () & P_IS_ALIVE)
2067 continue;
2068
2069 /* However, often
2070 * ob doesn't have any move type (when used to place exits)
2071 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2072 */
2073 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2074 {
1976 altern [index++] = i; 2075 altern [index++] = i;
2076 continue;
2077 }
1977 2078
1978 /* Basically, if we find a wall on a space, we cut down the search size. 2079 /* Basically, if we find a wall on a space, we cut down the search size.
1979 * In this way, we won't return spaces that are on another side of a wall. 2080 * In this way, we won't return spaces that are on another side of a wall.
1980 * This mostly work, but it cuts down the search size in all directions - 2081 * This mostly work, but it cuts down the search size in all directions -
1981 * if the space being examined only has a wall to the north and empty 2082 * if the space being examined only has a wall to the north and empty
1982 * spaces in all the other directions, this will reduce the search space 2083 * spaces in all the other directions, this will reduce the search space
1983 * to only the spaces immediately surrounding the target area, and 2084 * to only the spaces immediately surrounding the target area, and
1984 * won't look 2 spaces south of the target space. 2085 * won't look 2 spaces south of the target space.
1985 */ 2086 */
1986 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2087 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2088 {
1987 stop = maxfree[i]; 2089 stop = maxfree[i];
2090 continue;
2091 }
2092
2093 /* Note it is intentional that we check ob - the movement type of the
2094 * head of the object should correspond for the entire object.
2095 */
2096 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2097 continue;
2098
2099 if (ob->blocked (pos.m, pos.x, pos.y))
2100 continue;
2101
2102 altern [index++] = i;
1988 } 2103 }
1989 2104
1990 if (!index) 2105 if (!index)
1991 return -1; 2106 return -1;
1992 2107
1993 return altern[RANDOM () % index]; 2108 return altern [rndm (index)];
1994} 2109}
1995 2110
1996/* 2111/*
1997 * find_first_free_spot(archetype, maptile, x, y) works like 2112 * find_first_free_spot(archetype, maptile, x, y) works like
1998 * find_free_spot(), but it will search max number of squares. 2113 * find_free_spot(), but it will search max number of squares.
2001 */ 2116 */
2002int 2117int
2003find_first_free_spot (const object *ob, maptile *m, int x, int y) 2118find_first_free_spot (const object *ob, maptile *m, int x, int y)
2004{ 2119{
2005 for (int i = 0; i < SIZEOFFREE; i++) 2120 for (int i = 0; i < SIZEOFFREE; i++)
2006 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2121 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2007 return i; 2122 return i;
2008 2123
2009 return -1; 2124 return -1;
2010} 2125}
2011 2126
2019{ 2134{
2020 arr += begin; 2135 arr += begin;
2021 end -= begin; 2136 end -= begin;
2022 2137
2023 while (--end) 2138 while (--end)
2024 swap (arr [end], arr [RANDOM () % (end + 1)]); 2139 swap (arr [end], arr [rndm (end + 1)]);
2025} 2140}
2026 2141
2027/* new function to make monster searching more efficient, and effective! 2142/* new function to make monster searching more efficient, and effective!
2028 * This basically returns a randomized array (in the passed pointer) of 2143 * This basically returns a randomized array (in the passed pointer) of
2029 * the spaces to find monsters. In this way, it won't always look for 2144 * the spaces to find monsters. In this way, it won't always look for
2057 * there is capable of. 2172 * there is capable of.
2058 */ 2173 */
2059int 2174int
2060find_dir (maptile *m, int x, int y, object *exclude) 2175find_dir (maptile *m, int x, int y, object *exclude)
2061{ 2176{
2062 int i, max = SIZEOFFREE, mflags; 2177 int max = SIZEOFFREE, mflags;
2063
2064 sint16 nx, ny;
2065 object *tmp;
2066 maptile *mp;
2067
2068 MoveType blocked, move_type; 2178 MoveType move_type;
2069 2179
2070 if (exclude && exclude->head) 2180 if (exclude && exclude->head_ () != exclude)
2071 { 2181 {
2072 exclude = exclude->head; 2182 exclude = exclude->head;
2073 move_type = exclude->move_type; 2183 move_type = exclude->move_type;
2074 } 2184 }
2075 else 2185 else
2076 { 2186 {
2077 /* If we don't have anything, presume it can use all movement types. */ 2187 /* If we don't have anything, presume it can use all movement types. */
2078 move_type = MOVE_ALL; 2188 move_type = MOVE_ALL;
2079 } 2189 }
2080 2190
2081 for (i = 1; i < max; i++) 2191 for (int i = 1; i < max; i++)
2082 { 2192 {
2083 mp = m; 2193 mapxy pos (m, x, y);
2084 nx = x + freearr_x[i]; 2194 pos.move (i);
2085 ny = y + freearr_y[i];
2086 2195
2087 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2196 if (!pos.normalise ())
2088
2089 if (mflags & P_OUT_OF_MAP)
2090 max = maxfree[i]; 2197 max = maxfree[i];
2091 else 2198 else
2092 { 2199 {
2093 mapspace &ms = mp->at (nx, ny); 2200 mapspace &ms = *pos;
2094 2201
2095 blocked = ms.move_block;
2096
2097 if ((move_type & blocked) == move_type) 2202 if ((move_type & ms.move_block) == move_type)
2098 max = maxfree[i]; 2203 max = maxfree [i];
2099 else if (mflags & P_IS_ALIVE) 2204 else if (ms.flags () & P_IS_ALIVE)
2100 { 2205 {
2101 for (tmp = ms.bot; tmp; tmp = tmp->above) 2206 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2102 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2207 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2103 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2208 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2104 break;
2105
2106 if (tmp)
2107 return freedir[i]; 2209 return freedir [i];
2108 } 2210 }
2109 } 2211 }
2110 } 2212 }
2111 2213
2112 return 0; 2214 return 0;
2121{ 2223{
2122 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2224 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2123} 2225}
2124 2226
2125/* 2227/*
2126 * find_dir_2(delta-x,delta-y) will return a direction in which 2228 * find_dir_2(delta-x,delta-y) will return a direction value
2127 * an object which has subtracted the x and y coordinates of another 2229 * for running into direct [dx, dy].
2128 * object, needs to travel toward it. 2230 * (the opposite of crossfire's find_dir_2!)
2129 */ 2231 */
2130int 2232int
2131find_dir_2 (int x, int y) 2233find_dir_2 (int x, int y)
2132{ 2234{
2235#if 1 // new algorithm
2236 // this works by putting x, y into 16 sectors, which
2237 // are not equal sized, but are a better approximation
2238 // then the old algorithm, and then using a mapping
2239 // table to map it into a direction value.
2240 // basically, it maps these comparisons to each bit
2241 // bit #3: x < 0
2242 // bit #2: y < 0
2243 // bit #1: x > y
2244 // bit #0: x > 2y
2245
2246 static const uint8 dir[16] = {
2247 4, 5, 4, 3,
2248 2, 1, 2, 3,
2249 6, 5, 6, 7,
2250 8, 1, 8, 7,
2251 };
2252 int sector = 0;
2253
2254 // this is a bit ugly, but more likely to result in branchless code
2255 sector |= x < 0 ? 8 : 0;
2256 x = x < 0 ? -x : x; // abs
2257
2258 sector |= y < 0 ? 4 : 0;
2259 y = y < 0 ? -y : y; // abs
2260
2261 if (x > y)
2262 {
2263 sector |= 2;
2264
2265 if (x > y * 2)
2266 sector |= 1;
2267 }
2268 else
2269 {
2270 if (y > x * 2)
2271 sector |= 1;
2272 else if (!y)
2273 return 0; // x == 0 here
2274 }
2275
2276 return dir [sector];
2277#else // old algorithm
2133 int q; 2278 int q;
2134 2279
2135 if (y) 2280 if (y)
2136 q = x * 100 / y; 2281 q = 128 * x / y;
2137 else if (x) 2282 else if (x)
2138 q = -300 * x; 2283 q = -512 * x; // to make it > 309
2139 else 2284 else
2140 return 0; 2285 return 0;
2141 2286
2142 if (y > 0) 2287 if (y > 0)
2143 { 2288 {
2144 if (q < -242) 2289 if (q < -309) return 7;
2290 if (q < -52) return 6;
2291 if (q < 52) return 5;
2292 if (q < 309) return 4;
2293
2145 return 3; 2294 return 3;
2146 if (q < -41) 2295 }
2147 return 2; 2296 else
2148 if (q < 41) 2297 {
2149 return 1; 2298 if (q < -309) return 3;
2150 if (q < 242) 2299 if (q < -52) return 2;
2151 return 8; 2300 if (q < 52) return 1;
2301 if (q < 309) return 8;
2302
2152 return 7; 2303 return 7;
2153 } 2304 }
2154 2305#endif
2155 if (q < -242)
2156 return 7;
2157 if (q < -41)
2158 return 6;
2159 if (q < 41)
2160 return 5;
2161 if (q < 242)
2162 return 4;
2163
2164 return 3;
2165} 2306}
2166 2307
2167/* 2308/*
2168 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2309 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2169 * between two directions (which are expected to be absolute (see absdir()) 2310 * between two directions (which are expected to be absolute (see absdir())
2170 */ 2311 */
2171int 2312int
2172dirdiff (int dir1, int dir2) 2313dirdiff (int dir1, int dir2)
2173{ 2314{
2174 int d;
2175
2176 d = abs (dir1 - dir2); 2315 int d = abs (dir1 - dir2);
2177 if (d > 4)
2178 d = 8 - d;
2179 2316
2180 return d; 2317 return d > 4 ? 8 - d : d;
2181} 2318}
2182 2319
2183/* peterm: 2320/* peterm:
2184 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2321 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2185 * Basically, this is a table of directions, and what directions 2322 * Basically, this is a table of directions, and what directions
2187 * This basically means that if direction is 15, then it could either go 2324 * This basically means that if direction is 15, then it could either go
2188 * direction 4, 14, or 16 to get back to where we are. 2325 * direction 4, 14, or 16 to get back to where we are.
2189 * Moved from spell_util.c to object.c with the other related direction 2326 * Moved from spell_util.c to object.c with the other related direction
2190 * functions. 2327 * functions.
2191 */ 2328 */
2192int reduction_dir[SIZEOFFREE][3] = { 2329static const int reduction_dir[SIZEOFFREE][3] = {
2193 {0, 0, 0}, /* 0 */ 2330 {0, 0, 0}, /* 0 */
2194 {0, 0, 0}, /* 1 */ 2331 {0, 0, 0}, /* 1 */
2195 {0, 0, 0}, /* 2 */ 2332 {0, 0, 0}, /* 2 */
2196 {0, 0, 0}, /* 3 */ 2333 {0, 0, 0}, /* 3 */
2197 {0, 0, 0}, /* 4 */ 2334 {0, 0, 0}, /* 4 */
2288 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2425 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2289 * core dumps if they do. 2426 * core dumps if they do.
2290 * 2427 *
2291 * Add a check so we can't pick up invisible objects (0.93.8) 2428 * Add a check so we can't pick up invisible objects (0.93.8)
2292 */ 2429 */
2293
2294int 2430int
2295can_pick (const object *who, const object *item) 2431can_pick (const object *who, const object *item)
2296{ 2432{
2297 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2433 return /*who->flag [FLAG_WIZ]|| */
2298 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2434 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2299 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2435 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2300} 2436}
2301 2437
2302/* 2438/*
2303 * create clone from object to another 2439 * create clone from object to another
2304 */ 2440 */
2305object * 2441object *
2306object_create_clone (object *asrc) 2442object::deep_clone ()
2307{ 2443{
2308 object *dst = 0, *tmp, *src, *part, *prev, *item; 2444 assert (("deep_clone called on non-head object", is_head ()));
2309 2445
2310 if (!asrc) 2446 object *dst = clone ();
2311 return 0;
2312 2447
2313 src = asrc; 2448 object *prev = dst;
2314 if (src->head)
2315 src = src->head;
2316
2317 prev = 0;
2318 for (part = src; part; part = part->more) 2449 for (object *part = this->more; part; part = part->more)
2319 { 2450 {
2320 tmp = part->clone (); 2451 object *tmp = part->clone ();
2321 tmp->x -= src->x;
2322 tmp->y -= src->y;
2323
2324 if (!part->head)
2325 {
2326 dst = tmp;
2327 tmp->head = 0;
2328 }
2329 else
2330 tmp->head = dst; 2452 tmp->head = dst;
2331
2332 tmp->more = 0;
2333
2334 if (prev)
2335 prev->more = tmp; 2453 prev->more = tmp;
2336
2337 prev = tmp; 2454 prev = tmp;
2338 } 2455 }
2339 2456
2340 for (item = src->inv; item; item = item->below) 2457 for (object *item = inv; item; item = item->below)
2341 insert_ob_in_ob (object_create_clone (item), dst); 2458 insert_ob_in_ob (item->deep_clone (), dst);
2342 2459
2343 return dst; 2460 return dst;
2344}
2345
2346/* GROS - Creates an object using a string representing its content. */
2347/* Basically, we save the content of the string to a temp file, then call */
2348/* load_object on it. I admit it is a highly inefficient way to make things, */
2349/* but it was simple to make and allows reusing the load_object function. */
2350/* Remember not to use load_object_str in a time-critical situation. */
2351/* Also remember that multiparts objects are not supported for now. */
2352object *
2353load_object_str (const char *obstr)
2354{
2355 object *op;
2356 char filename[MAX_BUF];
2357
2358 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2359
2360 FILE *tempfile = fopen (filename, "w");
2361
2362 if (tempfile == NULL)
2363 {
2364 LOG (llevError, "Error - Unable to access load object temp file\n");
2365 return NULL;
2366 }
2367
2368 fprintf (tempfile, obstr);
2369 fclose (tempfile);
2370
2371 op = object::create ();
2372
2373 object_thawer thawer (filename);
2374
2375 if (thawer)
2376 load_object (thawer, op, 0);
2377
2378 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2379 CLEAR_FLAG (op, FLAG_REMOVED);
2380
2381 return op;
2382} 2461}
2383 2462
2384/* This returns the first object in who's inventory that 2463/* This returns the first object in who's inventory that
2385 * has the same type and subtype match. 2464 * has the same type and subtype match.
2386 * returns NULL if no match. 2465 * returns NULL if no match.
2393 return tmp; 2472 return tmp;
2394 2473
2395 return 0; 2474 return 0;
2396} 2475}
2397 2476
2398/* If ob has a field named key, return the link from the list, 2477shstr_tmp
2399 * otherwise return NULL. 2478object::kv_get (shstr_tmp key) const
2400 *
2401 * key must be a passed in shared string - otherwise, this won't
2402 * do the desired thing.
2403 */
2404key_value *
2405get_ob_key_link (const object *ob, const char *key)
2406{ 2479{
2407 for (key_value *link = ob->key_values; link; link = link->next) 2480 for (key_value *kv = key_values; kv; kv = kv->next)
2408 if (link->key == key) 2481 if (kv->key == key)
2409 return link;
2410
2411 return 0;
2412}
2413
2414/*
2415 * Returns the value of op has an extra_field for key, or NULL.
2416 *
2417 * The argument doesn't need to be a shared string.
2418 *
2419 * The returned string is shared.
2420 */
2421const char *
2422get_ob_key_value (const object *op, const char *const key)
2423{
2424 key_value *link;
2425 shstr_cmp canonical_key (key);
2426
2427 if (!canonical_key)
2428 {
2429 /* 1. There being a field named key on any object
2430 * implies there'd be a shared string to find.
2431 * 2. Since there isn't, no object has this field.
2432 * 3. Therefore, *this* object doesn't have this field.
2433 */
2434 return 0;
2435 }
2436
2437 /* This is copied from get_ob_key_link() above -
2438 * only 4 lines, and saves the function call overhead.
2439 */
2440 for (link = op->key_values; link; link = link->next)
2441 if (link->key == canonical_key)
2442 return link->value; 2482 return kv->value;
2443 2483
2444 return 0; 2484 return shstr ();
2445} 2485}
2446 2486
2447 2487void
2448/* 2488object::kv_set (shstr_tmp key, shstr_tmp value)
2449 * Updates the canonical_key in op to value.
2450 *
2451 * canonical_key is a shared string (value doesn't have to be).
2452 *
2453 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2454 * keys.
2455 *
2456 * Returns TRUE on success.
2457 */
2458int
2459set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2460{ 2489{
2461 key_value *field = NULL, *last = NULL; 2490 for (key_value *kv = key_values; kv; kv = kv->next)
2462 2491 if (kv->key == key)
2463 for (field = op->key_values; field != NULL; field = field->next)
2464 {
2465 if (field->key != canonical_key)
2466 { 2492 {
2467 last = field; 2493 kv->value = value;
2468 continue; 2494 return;
2469 } 2495 }
2470 2496
2471 if (value) 2497 key_value *kv = new key_value;
2472 field->value = value; 2498
2473 else 2499 kv->next = key_values;
2500 kv->key = key;
2501 kv->value = value;
2502
2503 key_values = kv;
2504}
2505
2506void
2507object::kv_del (shstr_tmp key)
2508{
2509 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2510 if ((*kvp)->key == key)
2474 { 2511 {
2475 /* Basically, if the archetype has this key set, 2512 key_value *kv = *kvp;
2476 * we need to store the null value so when we save 2513 *kvp = (*kvp)->next;
2477 * it, we save the empty value so that when we load, 2514 delete kv;
2478 * we get this value back again. 2515 return;
2479 */
2480 if (get_ob_key_link (&op->arch->clone, canonical_key))
2481 field->value = 0;
2482 else
2483 {
2484 if (last)
2485 last->next = field->next;
2486 else
2487 op->key_values = field->next;
2488
2489 delete field;
2490 }
2491 } 2516 }
2492 return TRUE;
2493 }
2494 /* IF we get here, key doesn't exist */
2495
2496 /* No field, we'll have to add it. */
2497
2498 if (!add_key)
2499 return FALSE;
2500
2501 /* There isn't any good reason to store a null
2502 * value in the key/value list. If the archetype has
2503 * this key, then we should also have it, so shouldn't
2504 * be here. If user wants to store empty strings,
2505 * should pass in ""
2506 */
2507 if (value == NULL)
2508 return TRUE;
2509
2510 field = new key_value;
2511
2512 field->key = canonical_key;
2513 field->value = value;
2514 /* Usual prepend-addition. */
2515 field->next = op->key_values;
2516 op->key_values = field;
2517
2518 return TRUE;
2519}
2520
2521/*
2522 * Updates the key in op to value.
2523 *
2524 * If add_key is FALSE, this will only update existing keys,
2525 * and not add new ones.
2526 * In general, should be little reason FALSE is ever passed in for add_key
2527 *
2528 * Returns TRUE on success.
2529 */
2530int
2531set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2532{
2533 shstr key_ (key);
2534
2535 return set_ob_key_value_s (op, key_, value, add_key);
2536} 2517}
2537 2518
2538object::depth_iterator::depth_iterator (object *container) 2519object::depth_iterator::depth_iterator (object *container)
2539: iterator_base (container) 2520: iterator_base (container)
2540{ 2521{
2553 item = item->inv; 2534 item = item->inv;
2554 } 2535 }
2555 else 2536 else
2556 item = item->env; 2537 item = item->env;
2557} 2538}
2558
2559 2539
2560const char * 2540const char *
2561object::flag_desc (char *desc, int len) const 2541object::flag_desc (char *desc, int len) const
2562{ 2542{
2563 char *p = desc; 2543 char *p = desc;
2591{ 2571{
2592 char flagdesc[512]; 2572 char flagdesc[512];
2593 char info2[256 * 4]; 2573 char info2[256 * 4];
2594 char *p = info; 2574 char *p = info;
2595 2575
2596 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2576 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2597 count, uuid.seq, 2577 count,
2578 uuid.c_str (),
2598 &name, 2579 &name,
2599 title ? "\",title:" : "", 2580 title ? ",title:\"" : "",
2600 title ? (const char *)title : "", 2581 title ? (const char *)title : "",
2582 title ? "\"" : "",
2601 flag_desc (flagdesc, 512), type); 2583 flag_desc (flagdesc, 512), type);
2602 2584
2603 if (env) 2585 if (!flag[FLAG_REMOVED] && env)
2604 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2586 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2605 2587
2606 if (map) 2588 if (map)
2607 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2589 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2608 2590
2610} 2592}
2611 2593
2612const char * 2594const char *
2613object::debug_desc () const 2595object::debug_desc () const
2614{ 2596{
2615 static char info[256 * 4]; 2597 static char info[3][256 * 4];
2598 static int info_idx;
2599
2616 return debug_desc (info); 2600 return debug_desc (info [++info_idx % 3]);
2617} 2601}
2618 2602
2619const char * 2603struct region *
2620object::debug_desc2 () const 2604object::region () const
2621{ 2605{
2622 static char info[256 * 4]; 2606 return map ? map->region (x, y)
2623 return debug_desc (info); 2607 : region::default_region ();
2624} 2608}
2625 2609
2610void
2611object::open_container (object *new_container)
2612{
2613 if (container == new_container)
2614 return;
2615
2616 object *old_container = container;
2617
2618 if (old_container)
2619 {
2620 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2621 return;
2622
2623#if 0
2624 // remove the "Close old_container" object.
2625 if (object *closer = old_container->inv)
2626 if (closer->type == CLOSE_CON)
2627 closer->destroy ();
2628#endif
2629
2630 // make sure the container is available
2631 esrv_send_item (this, old_container);
2632
2633 old_container->flag [FLAG_APPLIED] = false;
2634 container = 0;
2635
2636 // client needs item update to make it work, client bug requires this to be separate
2637 esrv_update_item (UPD_FLAGS, this, old_container);
2638
2639 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2640 play_sound (sound_find ("chest_close"));
2641 }
2642
2643 if (new_container)
2644 {
2645 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2646 return;
2647
2648 // TODO: this does not seem to serve any purpose anymore?
2649#if 0
2650 // insert the "Close Container" object.
2651 if (archetype *closer = new_container->other_arch)
2652 {
2653 object *closer = new_container->other_arch->instance ();
2654 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2655 new_container->insert (closer);
2656 }
2657#endif
2658
2659 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2660
2661 // make sure the container is available, client bug requires this to be separate
2662 esrv_send_item (this, new_container);
2663
2664 new_container->flag [FLAG_APPLIED] = true;
2665 container = new_container;
2666
2667 // client needs flag change
2668 esrv_update_item (UPD_FLAGS, this, new_container);
2669 esrv_send_inventory (this, new_container);
2670 play_sound (sound_find ("chest_open"));
2671 }
2672// else if (!old_container->env && contr && contr->ns)
2673// contr->ns->floorbox_reset ();
2674}
2675
2676object *
2677object::force_find (shstr_tmp name)
2678{
2679 /* cycle through his inventory to look for the MARK we want to
2680 * place
2681 */
2682 for (object *tmp = inv; tmp; tmp = tmp->below)
2683 if (tmp->type == FORCE && tmp->slaying == name)
2684 return splay (tmp);
2685
2686 return 0;
2687}
2688
2689//-GPL
2690
2691void
2692object::force_set_timer (int duration)
2693{
2694 this->duration = 1;
2695 this->speed_left = -1.f;
2696
2697 this->set_speed (duration ? 1.f / duration : 0.f);
2698}
2699
2700object *
2701object::force_add (shstr_tmp name, int duration)
2702{
2703 if (object *force = force_find (name))
2704 force->destroy ();
2705
2706 object *force = get_archetype (FORCE_NAME);
2707
2708 force->slaying = name;
2709 force->force_set_timer (duration);
2710 force->flag [FLAG_APPLIED] = true;
2711
2712 return insert (force);
2713}
2714
2715void
2716object::play_sound (faceidx sound) const
2717{
2718 if (!sound)
2719 return;
2720
2721 if (is_on_map ())
2722 map->play_sound (sound, x, y);
2723 else if (object *pl = in_player ())
2724 pl->contr->play_sound (sound);
2725}
2726
2727void
2728object::say_msg (const char *msg) const
2729{
2730 if (is_on_map ())
2731 map->say_msg (msg, x, y);
2732 else if (object *pl = in_player ())
2733 pl->contr->play_sound (sound);
2734}
2735
2736void
2737object::make_noise ()
2738{
2739 // we do not model noise in the map, so instead put
2740 // a temporary light into the noise source
2741 // could use the map instead, but that's less reliable for our
2742 // goal, which is to make invisibility a bit harder to exploit
2743
2744 // currently only works sensibly for players
2745 if (!is_player ())
2746 return;
2747
2748 // find old force, or create new one
2749 object *force = force_find (shstr_noise_force);
2750
2751 if (force)
2752 force->speed_left = -1.f; // patch old speed up
2753 else
2754 {
2755 force = archetype::get (shstr_noise_force);
2756
2757 force->slaying = shstr_noise_force;
2758 force->stats.food = 1;
2759 force->speed_left = -1.f;
2760
2761 force->set_speed (1.f / 4.f);
2762 force->flag [FLAG_IS_USED_UP] = true;
2763 force->flag [FLAG_APPLIED] = true;
2764
2765 insert (force);
2766 }
2767}
2768
2769void object::change_move_type (MoveType mt)
2770{
2771 if (move_type == mt)
2772 return;
2773
2774 if (is_on_map ())
2775 {
2776 // we are on the map, so handle move_on/off effects
2777 remove ();
2778 move_type = mt;
2779 map->insert (this, x, y, this);
2780 }
2781 else
2782 move_type = mt;
2783}
2784
2785/* object should be a player.
2786 * we return the object the player has marked with the 'mark' command
2787 * below. If no match is found (or object has changed), we return
2788 * NULL. We leave it up to the calling function to print messages if
2789 * nothing is found.
2790 */
2791object *
2792object::mark () const
2793{
2794 if (contr && contr->mark && contr->mark->env == this)
2795 return contr->mark;
2796 else
2797 return 0;
2798}
2799

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