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Comparing deliantra/server/common/object.C (file contents):
Revision 1.117 by root, Thu Jan 18 16:19:34 2007 UTC vs.
Revision 1.344 by root, Sun May 1 13:18:23 2011 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 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
76const char *wall_suffix[16] = {
77 "0",
78 "1_3",
79 "1_4",
80 "2_1_2",
81 "1_2",
82 "2_2_4",
83 "2_2_1",
84 "3_1",
85 "1_1",
86 "2_2_3",
87 "2_2_2",
88 "3_3",
89 "2_1_1",
90 "3_4",
91 "3_2",
92 "4"
93};
94
59static void 95static void
60write_uuid (void) 96write_uuid (uval64 skip, bool sync)
61{ 97{
62 char filename1[MAX_BUF], filename2[MAX_BUF]; 98 CALL_BEGIN (2);
63 99 CALL_ARG_SV (newSVval64 (skip));
64 sprintf (filename1, "%s/uuid", settings.localdir); 100 CALL_ARG_SV (boolSV (sync));
65 sprintf (filename2, "%s/uuid~", settings.localdir); 101 CALL_CALL ("cf::write_uuid", G_DISCARD);
66 102 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} 103}
79 104
80static void 105static void
81read_uuid (void) 106read_uuid ()
82{ 107{
83 char filename[MAX_BUF]; 108 char filename[MAX_BUF];
84 109
85 sprintf (filename, "%s/uuid", settings.localdir); 110 sprintf (filename, "%s/uuid", settings.localdir);
111
112 seq_next_save = 0;
86 113
87 FILE *fp; 114 FILE *fp;
88 115
89 if (!(fp = fopen (filename, "r"))) 116 if (!(fp = fopen (filename, "r")))
90 { 117 {
91 if (errno == ENOENT) 118 if (errno == ENOENT)
92 { 119 {
93 LOG (llevInfo, "RESET uid to 1\n"); 120 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0; 121 UUID::cur.seq = 0;
95 write_uuid (); 122 write_uuid (UUID_GAP, true);
96 return; 123 return;
97 } 124 }
98 125
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 126 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1); 127 _exit (1);
101 } 128 }
102 129
103 int version; 130 char buf [UUID::MAX_LEN];
104 unsigned long long uid; 131 buf[0] = 0;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 132 fgets (buf, sizeof (buf), fp);
133
134 if (!UUID::cur.parse (buf))
106 { 135 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 136 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1); 137 _exit (1);
109 } 138 }
110 139
111 uuid.seq = uid; 140 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112 write_uuid (); 141
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 142 write_uuid (UUID_GAP, true);
114 fclose (fp); 143 fclose (fp);
115} 144}
116 145
117UUID 146UUID
118gen_uuid () 147UUID::gen ()
119{ 148{
120 UUID uid; 149 UUID uid;
121 150
122 uid.seq = ++uuid.seq; 151 uid.seq = ++cur.seq;
123 152
124 if (!(uuid.seq & (UUID_SKIP - 1))) 153 if (expect_false (cur.seq >= seq_next_save))
125 write_uuid (); 154 {
155 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
156 write_uuid (UUID_GAP, false);
157 }
158
126 159
127 return uid; 160 return uid;
128} 161}
129 162
130void 163void
131init_uuid () 164UUID::init ()
132{ 165{
133 read_uuid (); 166 read_uuid ();
134} 167}
135 168
169bool
170UUID::parse (const char *s)
171{
172 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
173 return false;
174
175 seq = 0;
176
177 while (*s != '>')
178 {
179 if (*s < '0')
180 return false;
181
182 // this gives nice branchless code with gcc
183 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
184 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
185
186 seq = (seq << 4) | digit;
187
188 ++s;
189 }
190
191 return true;
192}
193
194char *
195UUID::append (char *buf) const
196{
197 *buf++ = '<';
198 *buf++ = '1';
199 *buf++ = '.';
200
201 uint64_t seq = this->seq;
202 const int bits = 64;
203 char nz = 0;
204 static const char tohex [] = "0123456789abcdef";
205
206 // assert (len >= 3 + bits / 4 + 1 + 1);
207 for (int i = bits / 4; --i; )
208 {
209 uint8_t digit = seq >> (bits - 4);
210
211 *buf = tohex [digit];
212 nz |= digit;
213 buf += nz ? 1 : 0;
214 seq <<= 4;
215 }
216
217 // last digit is special - always emit
218 uint8_t digit = seq >> (bits - 4);
219 *buf++ = tohex [digit];
220
221 *buf++ = '>';
222
223 return buf;
224}
225
226char *
227UUID::c_str () const
228{
229 static char buf [MAX_LEN];
230 *append (buf) = 0;
231 return buf;
232}
233
136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 234/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int 235static bool
138compare_ob_value_lists_one (const object *wants, const object *has) 236compare_ob_value_lists_one (const object *wants, const object *has)
139{ 237{
140 key_value *wants_field;
141
142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 238 /* n-squared behaviour (see kv.get), but I'm hoping both
143 * objects with lists are rare, and lists stay short. If not, use a 239 * objects with lists are rare, and lists stay short. If not, use a
144 * different structure or at least keep the lists sorted... 240 * different structure or at least keep the lists sorted...
145 */ 241 */
146 242
147 /* For each field in wants, */ 243 /* For each field in wants, */
148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 244 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
149 { 245 if (has->kv.get (kv->key) != kv->value)
150 key_value *has_field; 246 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 }
170 247
171 /* If we get here, every field in wants has a matching field in has. */ 248 /* If we get here, every field in wants has a matching field in has. */
172 return TRUE; 249 return true;
173} 250}
174 251
175/* Returns TRUE if ob1 has the same key_values as ob2. */ 252/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int 253static bool
177compare_ob_value_lists (const object *ob1, const object *ob2) 254compare_ob_value_lists (const object *ob1, const object *ob2)
178{ 255{
179 /* However, there may be fields in has which aren't partnered in wants, 256 /* However, there may be fields in has which aren't partnered in wants,
180 * so we need to run the comparison *twice*. :( 257 * so we need to run the comparison *twice*. :(
181 */ 258 */
182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 259 return compare_ob_value_lists_one (ob1, ob2)
260 && compare_ob_value_lists_one (ob2, ob1);
183} 261}
184 262
185/* Function examines the 2 objects given to it, and returns true if 263/* Function examines the 2 objects given to it, and returns true if
186 * they can be merged together. 264 * they can be merged together.
187 * 265 *
194 * Improvements made with merge: Better checking on potion, and also 272 * Improvements made with merge: Better checking on potion, and also
195 * check weight 273 * check weight
196 */ 274 */
197bool object::can_merge_slow (object *ob1, object *ob2) 275bool object::can_merge_slow (object *ob1, object *ob2)
198{ 276{
199 /* A couple quicksanity checks */ 277 /* A couple quick sanity checks */
200 if (ob1 == ob2 278 if (ob1 == ob2
201 || ob1->type != ob2->type 279 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value 280 || ob1->value != ob2->value
204 || ob1->name != ob2->name) 281 || ob1->name != ob2->name
282 || ob1->custom_name != ob2->custom_name
283 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
205 return 0; 284 return 0;
206 285
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 286 /* Do not merge objects if nrof would overflow, assume nrof
209 * value could not be stored in a sint32 (which unfortunately sometimes is 287 * is always 0 .. 2**31-1 */
210 * used to store nrof). 288 if (ob1->nrof > 0x7fffffff - ob2->nrof)
211 */
212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
213 return 0; 289 return 0;
214 290
215 /* If the objects have been identified, set the BEEN_APPLIED flag. 291 /* 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 292 * 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 293 * 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 294 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning. 295 * flags lose any meaning.
220 */ 296 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 297 if (ob1->flag [FLAG_IDENTIFIED])
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 298 ob1->set_flag (FLAG_BEEN_APPLIED);
223 299
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 300 if (ob2->flag [FLAG_IDENTIFIED])
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 301 ob2->set_flag (FLAG_BEEN_APPLIED);
226 302
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 303 if (ob1->arch->archname != ob2->arch->archname
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 304 || ob1->name != ob2->name
230 || ob1->title != ob2->title 305 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 306 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 307 || 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 308 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic 309 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying 310 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill 311 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value 312 || ob1->value != ob2->value
240 || ob1->animation_id != ob2->animation_id 313 || ob1->animation_id != ob2->animation_id
314 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
241 || ob1->client_type != ob2->client_type 315 || ob1->client_type != ob2->client_type
242 || ob1->materialname != ob2->materialname 316 || ob1->material != ob2->material
243 || ob1->lore != ob2->lore 317 || ob1->lore != ob2->lore
244 || ob1->subtype != ob2->subtype 318 || ob1->subtype != ob2->subtype
245 || ob1->move_type != ob2->move_type 319 || ob1->move_type != ob2->move_type
246 || ob1->move_block != ob2->move_block 320 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow 321 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on 322 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off 323 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow 324 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty) 325 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
326 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
327 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
252 return 0; 328 return 0;
253 329
330 if ((ob1->flag ^ ob2->flag)
331 .reset (FLAG_INV_LOCKED)
332 .reset (FLAG_REMOVED)
333 .any ())
334 return 0;
335
254 /* This is really a spellbook check - really, we should 336 /* This is really a spellbook check - we should in general
255 * check all objects in the inventory. 337 * not merge objects with real inventories, as splitting them
338 * is hard.
256 */ 339 */
257 if (ob1->inv || ob2->inv) 340 if (ob1->inv || ob2->inv)
258 { 341 {
259 /* if one object has inventory but the other doesn't, not equiv */ 342 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 343 return 0; /* inventories differ in length */
261 return 0;
262 344
263 /* Now check to see if the two inventory objects could merge */ 345 if (ob1->inv->below || ob2->inv->below)
346 return 0; /* more than one object in inv */
347
264 if (!object::can_merge (ob1->inv, ob2->inv)) 348 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 349 return 0; /* inventory objects differ */
266 350
267 /* inventory ok - still need to check rest of this object to see 351 /* inventory ok - still need to check rest of this object to see
268 * if it is valid. 352 * if it is valid.
269 */ 353 */
270 } 354 }
271 355
272 /* Don't merge objects that are applied. With the new 'body' code, 356 /* Don't merge objects that are applied. With the new 'body' code,
273 * it is possible for most any character to have more than one of 357 * it is possible for most any character to have more than one of
274 * some items equipped, and we don't want those to merge. 358 * some items equipped, and we don't want those to merge.
275 */ 359 */
276 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 360 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
277 return 0; 361 return 0;
278 362
279 /* Note sure why the following is the case - either the object has to 363 /* Note sure why the following is the case - either the object has to
280 * be animated or have a very low speed. Is this an attempted monster 364 * be animated or have a very low speed. Is this an attempted monster
281 * check? 365 * check?
282 */ 366 */
283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 367 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
284 return 0; 368 return 0;
285 369
286 switch (ob1->type) 370 switch (ob1->type)
287 { 371 {
288 case SCROLL: 372 case SCROLL:
289 if (ob1->level != ob2->level) 373 if (ob1->level != ob2->level)
290 return 0; 374 return 0;
291 break; 375 break;
292 } 376 }
293 377
294 if (ob1->key_values != NULL || ob2->key_values != NULL) 378 if (!ob1->kv.empty () || !ob2->kv.empty ())
295 { 379 {
296 /* At least one of these has key_values. */ 380 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 381 if (ob1->kv.empty () != ob2->kv.empty ())
298 /* One has fields, but the other one doesn't. */ 382 return 0; /* One has fields, but the other one doesn't. */
383
384 if (!compare_ob_value_lists (ob1, ob2))
299 return 0; 385 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0;
302 } 386 }
303 387
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 388 if (ob1->self || ob2->self)
306 { 389 {
307 ob1->optimise (); 390 ob1->optimise ();
308 ob2->optimise (); 391 ob2->optimise ();
309 392
310 if (ob1->self || ob2->self) 393 if (ob1->self || ob2->self)
394 {
395 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
396 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
397
398 if (k1 != k2)
311 return 0; 399 return 0;
400
401 if (k1 == 0)
402 return 1;
403
404 if (!cfperl_can_merge (ob1, ob2))
405 return 0;
406 }
312 } 407 }
313 408
314 /* Everything passes, must be OK. */ 409 /* Everything passes, must be OK. */
315 return 1; 410 return 1;
316} 411}
317 412
413// find player who can see this object
414object *
415object::visible_to () const
416{
417 if (client_visible () && !flag [FLAG_REMOVED])
418 {
419 // see if we are in a container of sorts
420 if (env)
421 {
422 // the player inventory itself is always visible
423 if (env->is_player ())
424 return env;
425
426 // else a player could have our env open
427 object *envest = env->outer_env_or_self ();
428
429 // the player itself is always on a map, so we will find him here
430 // even if our inv is in a player.
431 if (envest->is_on_map ())
432 if (object *pl = envest->ms ().player ())
433 if (pl->container_ () == env)
434 return pl;
435 }
436 else
437 {
438 // maybe there is a player standing on the same mapspace
439 // this will catch the case where "this" is a player
440 if (object *pl = ms ().player ())
441 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
442 || pl->container_ () == this)
443 return pl;
444 }
445 }
446
447 return 0;
448}
449
450// adjust weight per container type ("of holding")
451static uint32
452weight_adjust_for (object *op, uint32 weight)
453{
454 return op->type == CONTAINER
455 ? weight - weight * op->stats.Str / 100
456 : weight;
457}
458
318/* 459/*
460 * subtracts, then adds, the specified weight to an object,
461 * and also updates how much the environment(s) is/are carrying.
462 */
463static void
464adjust_weight (object *op, sint32 sub, sint32 add)
465{
466 while (op)
467 {
468 sint32 ocarrying = op->carrying;
469
470 op->carrying -= weight_adjust_for (op, sub);
471 op->carrying += weight_adjust_for (op, add);
472
473 if (object *pl = op->visible_to ())
474 if (pl != op) // player is handled lazily
475 esrv_update_item (UPD_WEIGHT, pl, op);
476
477 sub = ocarrying;
478 add = op->carrying;
479
480 op = op->env;
481 }
482}
483
484/*
319 * sum_weight() is a recursive function which calculates the weight 485 * this is a recursive function which calculates the weight
320 * an object is carrying. It goes through in figures out how much 486 * an object is carrying. It goes through op and figures out how much
321 * containers are carrying, and sums it up. 487 * containers are carrying, and sums it up.
322 */ 488 */
323long 489void
324sum_weight (object *op) 490object::update_weight ()
325{ 491{
326 long sum; 492 sint32 sum = 0;
327 object *inv;
328 493
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 494 for (object *op = inv; op; op = op->below)
330 {
331 if (inv->inv)
332 sum_weight (inv);
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
334 } 495 {
496 op->update_weight ();
335 497
336 if (op->type == CONTAINER && op->stats.Str) 498 sum += weight_adjust_for (this, op->total_weight ());
337 sum = (sum * (100 - op->stats.Str)) / 100; 499 }
338 500
339 if (op->carrying != sum) 501 if (sum != carrying)
502 {
503 if (carrying != sum && carrying)//D
504 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
505 (long long)sum, (long long)carrying, debug_desc ());
506
340 op->carrying = sum; 507 carrying = sum;
341 508
342 return sum; 509 if (object *pl = visible_to ())
510 if (pl != this) // player is handled lazily
511 esrv_update_item (UPD_WEIGHT, pl, this);
512 }
343} 513}
344 514
345/** 515/*
346 * Return the outermost environment object for a given object. 516 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
347 */ 517 */
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 * 518char *
364dump_object (object *op) 519dump_object (object *op)
365{ 520{
366 if (!op) 521 if (!op)
367 return strdup ("[NULLOBJ]"); 522 return strdup ("[NULLOBJ]");
368 523
369 object_freezer freezer; 524 object_freezer freezer;
370 save_object (freezer, op, 1); 525 op->write (freezer);
371 return freezer.as_string (); 526 return freezer.as_string ();
372} 527}
373 528
374/* 529char *
375 * get_nearest_part(multi-object, object 2) returns the part of the 530object::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{ 531{
383 object *tmp, *closest; 532 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} 533}
393 534
394/* 535/*
395 * Returns the object which has the count-variable equal to the argument. 536 * Returns the object which has the count-variable equal to the argument.
537 * VERRRY slow.
396 */ 538 */
397object * 539object *
398find_object (tag_t i) 540find_object (tag_t i)
399{ 541{
400 for_all_objects (op) 542 for_all_objects (op)
403 545
404 return 0; 546 return 0;
405} 547}
406 548
407/* 549/*
550 * Returns the object which has the uuid equal to the argument.
551 * MOAR VERRRY slow.
552 */
553
554object *
555find_object_uuid (UUID i)
556{
557 for_all_objects (op)
558 if (op->uuid == i)
559 return op;
560
561 return 0;
562}
563
564/*
408 * Returns the first object which has a name equal to the argument. 565 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 566 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 567 * Enables features like "patch <name-of-other-player> food 999"
411 */ 568 */
412object * 569object *
413find_object_name (const char *str) 570find_object_name (const char *str)
414{ 571{
415 shstr_cmp str_ (str); 572 shstr_cmp str_ (str);
416 object *op;
417 573
574 if (str_)
418 for_all_objects (op) 575 for_all_objects (op)
419 if (op->name == str_) 576 if (op->name == str_)
420 break; 577 return op;
421 578
422 return op; 579 return 0;
423}
424
425void
426free_all_object_data ()
427{
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429} 580}
430 581
431/* 582/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 583 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 584 * skill and experience objects.
585 * ACTUALLY NO! investigate! TODO
434 */ 586 */
435void 587void
436object::set_owner (object *owner) 588object::set_owner (object *owner)
437{ 589{
590 // allow objects which own objects
438 if (!owner) 591 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) 592 while (owner->owner)
449 owner = owner->owner; 593 owner = owner->owner;
594
595 if (flag [FLAG_FREED])
596 {
597 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
598 return;
599 }
450 600
451 this->owner = owner; 601 this->owner = owner;
452}
453
454/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links.
456 */
457static void
458free_key_values (object *op)
459{
460 for (key_value *i = op->key_values; i != 0;)
461 {
462 key_value *next = i->next;
463 delete i;
464
465 i = next;
466 }
467
468 op->key_values = 0;
469} 602}
470 603
471/* 604/*
472 * copy_to first frees everything allocated by the dst object, 605 * copy_to first frees everything allocated by the dst object,
473 * and then copies the contents of itself into the second 606 * and then copies the contents of itself into the second
477 * will point at garbage. 610 * will point at garbage.
478 */ 611 */
479void 612void
480object::copy_to (object *dst) 613object::copy_to (object *dst)
481{ 614{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 615 dst->remove ();
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
484
485 *(object_copy *)dst = *this; 616 *(object_copy *)dst = *this;
486 617
487 if (is_freed) 618 // maybe move to object_copy?
488 SET_FLAG (dst, FLAG_FREED); 619 dst->kv = kv;
489 620
490 if (is_removed) 621 dst->flag [FLAG_REMOVED] = true;
491 SET_FLAG (dst, FLAG_REMOVED); 622 dst->activate ();
623}
492 624
493 if (speed < 0) 625void
494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0; 626object::instantiate ()
627{
628 if (!uuid.seq) // HACK
629 uuid = UUID::gen ();
495 630
496 /* Copy over key_values, if any. */ 631 // TODO: unclean state changes, should not be done in copy_to AND instantiate
497 if (key_values) 632 if (flag [FLAG_RANDOM_SPEED] && speed)
498 { 633 speed_left = - speed - rndm (); // TODO animation
499 key_value *tail = 0; 634 else
500 key_value *i; 635 speed_left = -1.;
501 636
502 dst->key_values = 0; 637 /* copy the body_info to the body_used - this is only really
638 * need for monsters, but doesn't hurt to do it for everything.
639 * by doing so, when a monster is created, it has good starting
640 * values for the body_used info, so when items are created
641 * for it, they can be properly equipped.
642 */
643 for (int i = NUM_BODY_LOCATIONS; i--; )
644 slot[i].used = slot[i].info;
503 645
504 for (i = key_values; i; i = i->next) 646 attachable::instantiate ();
505 {
506 key_value *new_link = new key_value;
507
508 new_link->next = 0;
509 new_link->key = i->key;
510 new_link->value = i->value;
511
512 /* Try and be clever here, too. */
513 if (!dst->key_values)
514 {
515 dst->key_values = new_link;
516 tail = new_link;
517 }
518 else
519 {
520 tail->next = new_link;
521 tail = new_link;
522 }
523 }
524 }
525
526 dst->set_speed (dst->speed);
527} 647}
528 648
529object * 649object *
530object::clone () 650object::clone ()
531{ 651{
532 object *neu = create (); 652 object *neu = create ();
533 copy_to (neu); 653 copy_to (neu);
654
655 // TODO: unclean state changes, should not be done in clone AND instantiate
656 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
657 neu->speed_left = - neu->speed - rndm (); // TODO animation
658
659 neu->map = map; // not copied by copy_to
534 return neu; 660 return neu;
535} 661}
536 662
537/* 663/*
538 * If an object with the IS_TURNABLE() flag needs to be turned due 664 * If an object with the IS_TURNABLE() flag needs to be turned due
540 * be called to update the face variable, _and_ how it looks on the map. 666 * be called to update the face variable, _and_ how it looks on the map.
541 */ 667 */
542void 668void
543update_turn_face (object *op) 669update_turn_face (object *op)
544{ 670{
545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 671 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
546 return; 672 return;
547 673
548 SET_ANIMATION (op, op->direction); 674 SET_ANIMATION (op, op->direction);
549 update_object (op, UP_OBJ_FACE); 675 update_object (op, UP_OBJ_FACE);
550} 676}
555 * This function needs to be called whenever the speed of an object changes. 681 * This function needs to be called whenever the speed of an object changes.
556 */ 682 */
557void 683void
558object::set_speed (float speed) 684object::set_speed (float speed)
559{ 685{
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; 686 this->speed = speed;
567 687
568 if (has_active_speed ()) 688 if (has_active_speed ())
569 activate (); 689 activate ();
570 else 690 else
589 * UP_OBJ_FACE: only the objects face has changed. 709 * UP_OBJ_FACE: only the objects face has changed.
590 */ 710 */
591void 711void
592update_object (object *op, int action) 712update_object (object *op, int action)
593{ 713{
594 MoveType move_on, move_off, move_block, move_slow; 714 if (!op)
595
596 if (op == NULL)
597 { 715 {
598 /* this should never happen */ 716 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 717 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
600 return; 718 return;
601 } 719 }
602 720
603 if (op->env) 721 if (!op->is_on_map ())
604 { 722 {
605 /* Animation is currently handled by client, so nothing 723 /* Animation is currently handled by client, so nothing
606 * to do in this case. 724 * to do in this case.
607 */ 725 */
608 return; 726 return;
609 } 727 }
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;
616 728
617 /* make sure the object is within map boundaries */ 729 /* 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) 730 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
619 { 731 {
620 LOG (llevError, "update_object() called for object out of map!\n"); 732 LOG (llevError, "update_object() called for object out of map!\n");
628 740
629 if (!(m.flags_ & P_UPTODATE)) 741 if (!(m.flags_ & P_UPTODATE))
630 /* nop */; 742 /* nop */;
631 else if (action == UP_OBJ_INSERT) 743 else if (action == UP_OBJ_INSERT)
632 { 744 {
745#if 0
633 // this is likely overkill, TODO: revisit (schmorp) 746 // this is likely overkill, TODO: revisit (schmorp)
634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 747 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 748 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 749 || (op->is_player () && !(m.flags_ & P_PLAYER))
637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 750 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 751 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 752 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
640 || (m.move_on | op->move_on ) != m.move_on 753 || (m.move_on | op->move_on ) != m.move_on
641 || (m.move_off | op->move_off ) != m.move_off 754 || (m.move_off | op->move_off ) != m.move_off
642 || (m.move_slow | op->move_slow) != m.move_slow 755 || (m.move_slow | op->move_slow) != m.move_slow
643 /* This isn't perfect, but I don't expect a lot of objects to 756 /* This isn't perfect, but I don't expect a lot of objects to
644 * to have move_allow right now. 757 * have move_allow right now.
645 */ 758 */
646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 759 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
760 m.invalidate ();
761#else
647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 762 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
648 m.flags_ = 0; 763 m.invalidate ();
764#endif
649 } 765 }
650 /* if the object is being removed, we can't make intelligent 766 /* if the object is being removed, we can't make intelligent
651 * decisions, because remove_ob can't really pass the object 767 * decisions, because remove_ob can't really pass the object
652 * that is being removed. 768 * that is being removed.
653 */ 769 */
654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 770 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
655 m.flags_ = 0; 771 m.invalidate ();
656 else if (action == UP_OBJ_FACE) 772 else if (action == UP_OBJ_FACE)
657 /* Nothing to do for that case */ ; 773 /* Nothing to do for that case */ ;
658 else 774 else
659 LOG (llevError, "update_object called with invalid action: %d\n", action); 775 LOG (llevError, "update_object called with invalid action: %d\n", action);
660 776
662 update_object (op->more, action); 778 update_object (op->more, action);
663} 779}
664 780
665object::object () 781object::object ()
666{ 782{
667 SET_FLAG (this, FLAG_REMOVED); 783 this->set_flag (FLAG_REMOVED);
668 784
669 expmul = 1.0; 785 //expmul = 1.0; declared const for the time being
670 face = blank_face; 786 face = blank_face;
787 material = MATERIAL_NULL;
671} 788}
672 789
673object::~object () 790object::~object ()
674{ 791{
675 free_key_values (this); 792 unlink ();
676}
677 793
678static int object_count; 794 kv.clear ();
795}
679 796
680void object::link () 797void object::link ()
681{ 798{
682 assert (!index);//D 799 assert (!index);//D
683 uuid = gen_uuid (); 800 uuid = UUID::gen ();
684 count = ++object_count;
685 801
686 refcnt_inc (); 802 refcnt_inc ();
687 objects.insert (this); 803 objects.insert (this);
804
805 ++create_count;
806
688} 807}
689 808
690void object::unlink () 809void object::unlink ()
691{ 810{
692 assert (index);//D 811 if (!index)
812 return;
813
814 ++destroy_count;
815
693 objects.erase (this); 816 objects.erase (this);
694 refcnt_dec (); 817 refcnt_dec ();
695} 818}
696 819
697void 820void
700 /* If already on active list, don't do anything */ 823 /* If already on active list, don't do anything */
701 if (active) 824 if (active)
702 return; 825 return;
703 826
704 if (has_active_speed ()) 827 if (has_active_speed ())
828 {
829 if (flag [FLAG_FREED])
830 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
831
705 actives.insert (this); 832 actives.insert (this);
833 }
706} 834}
707 835
708void 836void
709object::activate_recursive () 837object::activate_recursive ()
710{ 838{
759object::destroy_inv (bool drop_to_ground) 887object::destroy_inv (bool drop_to_ground)
760{ 888{
761 // need to check first, because the checks below might segfault 889 // need to check first, because the checks below might segfault
762 // as we might be on an invalid mapspace and crossfire code 890 // as we might be on an invalid mapspace and crossfire code
763 // is too buggy to ensure that the inventory is empty. 891 // is too buggy to ensure that the inventory is empty.
764 // corollary: if you create arrows etc. with stuff in tis inventory, 892 // corollary: if you create arrows etc. with stuff in its inventory,
765 // cf will crash below with off-map x and y 893 // cf will crash below with off-map x and y
766 if (!inv) 894 if (!inv)
767 return; 895 return;
768 896
769 /* Only if the space blocks everything do we not process - 897 /* Only if the space blocks everything do we not process -
770 * if some form of movement is allowed, let objects 898 * if some form of movement is allowed, let objects
771 * drop on that space. 899 * drop on that space.
772 */ 900 */
773 if (!drop_to_ground 901 if (!drop_to_ground
774 || !map 902 || !map
775 || map->in_memory != MAP_IN_MEMORY 903 || map->in_memory != MAP_ACTIVE
904 || map->no_drop
776 || ms ().move_block == MOVE_ALL) 905 || ms ().move_block == MOVE_ALL)
777 { 906 {
778 while (inv) 907 while (inv)
779 {
780 inv->destroy_inv (drop_to_ground);
781 inv->destroy (); 908 inv->destroy ();
782 }
783 } 909 }
784 else 910 else
785 { /* Put objects in inventory onto this space */ 911 { /* Put objects in inventory onto this space */
786 while (inv) 912 while (inv)
787 { 913 {
798 map->insert (op, x, y); 924 map->insert (op, x, y);
799 } 925 }
800 } 926 }
801} 927}
802 928
929/*
930 * Remove and free all objects in the inventory of the given object.
931 * Unlike destroy_inv, this assumes the *this is destroyed as well
932 * well, so we can (and have to!) take shortcuts.
933 */
934void
935object::destroy_inv_fast ()
936{
937 while (object *op = inv)
938 {
939 // remove from object the fast way
940 op->flag [FLAG_REMOVED] = true;
941 op->env = 0;
942 if ((inv = inv->below))
943 inv->above = 0;
944
945 // then destroy
946 op->destroy ();
947 }
948}
949
950void
951object::freelist_free (int count)
952{
953 while (count-- && freelist)
954 {
955 freelist_item *next = freelist->next;
956 // count is being "destroyed"
957
958 sfree ((char *)freelist, sizeof (object));
959
960 freelist = next;
961 --free_count;
962 }
963}
964
965object *
803object *object::create () 966object::create ()
804{ 967{
805 object *op = new object; 968 object *op;
969
970 if (freelist)
971 {
972 freelist_item li = *freelist;
973 memset (freelist, 0, sizeof (object));
974
975 op = new (freelist) object;
976 op->count = li.count;
977
978 freelist = li.next;
979 --free_count;
980 }
981 else
982 {
983 void *ni = salloc0<char> (sizeof (object));
984
985 op = new(ni) object;
986
987 op->count = ++object_count;
988 }
989
806 op->link (); 990 op->link ();
991
807 return op; 992 return op;
808} 993}
809 994
810void 995void
996object::do_delete ()
997{
998 uint32_t count = this->count;
999
1000 this->~object ();
1001
1002 freelist_item *li = (freelist_item *)this;
1003 li->next = freelist;
1004 li->count = count;
1005
1006 freelist = li;
1007 ++free_count;
1008}
1009
1010static struct freed_map : maptile
1011{
1012 freed_map ()
1013 : maptile (3, 3)
1014 {
1015 path = "<freed objects map>";
1016 name = "/internal/freed_objects_map";
1017 no_drop = 1;
1018 no_reset = 1;
1019
1020 in_memory = MAP_ACTIVE;
1021 }
1022
1023 ~freed_map ()
1024 {
1025 destroy ();
1026 }
1027} freed_map; // freed objects are moved here to avoid crashes
1028
1029void
811object::do_destroy () 1030object::do_destroy ()
812{ 1031{
813 attachable::do_destroy ();
814
815 if (flag [FLAG_IS_LINKED]) 1032 if (flag [FLAG_IS_LINKED])
816 remove_button_link (this); 1033 remove_link ();
817 1034
818 if (flag [FLAG_FRIENDLY]) 1035 if (flag [FLAG_FRIENDLY])
819 remove_friendly_object (this); 1036 remove_friendly_object (this);
820 1037
821 if (!flag [FLAG_REMOVED])
822 remove (); 1038 remove ();
823 1039
824 destroy_inv (true); 1040 attachable::do_destroy ();
825 1041
826 deactivate (); 1042 deactivate ();
827 unlink (); 1043 unlink ();
828 1044
829 flag [FLAG_FREED] = 1; 1045 flag [FLAG_FREED] = 1;
830 1046
831 // hack to ensure that freed objects still have a valid map 1047 // 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; 1048 map = &freed_map;
848 x = 1; 1049 x = 1;
849 y = 1; 1050 y = 1;
850 }
851
852 head = 0;
853 1051
854 if (more) 1052 if (more)
855 { 1053 {
856 more->destroy (); 1054 more->destroy ();
857 more = 0; 1055 more = 0;
858 } 1056 }
859 1057
1058 head = 0;
1059
860 // clear those pointers that likely might have circular references to us 1060 // clear those pointers that likely might cause circular references
861 owner = 0; 1061 owner = 0;
862 enemy = 0; 1062 enemy = 0;
863 attacked_by = 0; 1063 attacked_by = 0;
1064 current_weapon = 0;
864} 1065}
865 1066
866void 1067void
867object::destroy (bool destroy_inventory) 1068object::destroy ()
868{ 1069{
869 if (destroyed ()) 1070 if (destroyed ())
870 return; 1071 return;
871 1072
872 if (destroy_inventory) 1073 if (!is_head () && !head->destroyed ())
1074 {
1075 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1076 head->destroy ();
1077 return;
1078 }
1079
873 destroy_inv (false); 1080 destroy_inv_fast ();
1081
1082 if (is_head ())
1083 if (sound_destroy)
1084 play_sound (sound_destroy);
1085 else if (flag [FLAG_MONSTER])
1086 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
874 1087
875 attachable::destroy (); 1088 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} 1089}
894 1090
895/* op->remove (): 1091/* op->remove ():
896 * This function removes the object op from the linked list of objects 1092 * This function removes the object op from the linked list of objects
897 * which it is currently tied to. When this function is done, the 1093 * which it is currently tied to. When this function is done, the
898 * object will have no environment. If the object previously had an 1094 * object will have no environment. If the object previously had an
899 * environment, the x and y coordinates will be updated to 1095 * environment, the x and y coordinates will be updated to
900 * the previous environment. 1096 * the previous environment.
901 * Beware: This function is called from the editor as well!
902 */ 1097 */
903void 1098void
904object::remove_slow () 1099object::do_remove ()
905{ 1100{
906 object *tmp, *last = 0; 1101 if (flag [FLAG_REMOVED])
907 object *otmp;
908
909 if (QUERY_FLAG (this, FLAG_REMOVED))
910 return; 1102 return;
911 1103
912 SET_FLAG (this, FLAG_REMOVED);
913 INVOKE_OBJECT (REMOVE, this); 1104 INVOKE_OBJECT (REMOVE, this);
1105
1106 flag [FLAG_REMOVED] = true;
914 1107
915 if (more) 1108 if (more)
916 more->remove (); 1109 more->remove ();
917 1110
918 /* 1111 /*
919 * In this case, the object to be removed is in someones 1112 * In this case, the object to be removed is in someones
920 * inventory. 1113 * inventory.
921 */ 1114 */
922 if (env) 1115 if (env)
923 { 1116 {
924 if (nrof) 1117 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
925 sub_weight (env, weight * nrof); 1118 if (object *pl = visible_to ())
926 else 1119 esrv_del_item (pl->contr, count);
927 sub_weight (env, weight + carrying); 1120 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
928 1121
929 /* NO_FIX_PLAYER is set when a great many changes are being 1122 adjust_weight (env, total_weight (), 0);
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 1123
936 if (above) 1124 object *pl = in_player ();
937 above->below = below;
938 else
939 env->inv = below;
940
941 if (below)
942 below->above = above;
943 1125
944 /* we set up values so that it could be inserted into 1126 /* we set up values so that it could be inserted into
945 * the map, but we don't actually do that - it is up 1127 * the map, but we don't actually do that - it is up
946 * to the caller to decide what we want to do. 1128 * to the caller to decide what we want to do.
947 */ 1129 */
948 x = env->x, y = env->y;
949 map = env->map; 1130 map = env->map;
950 above = 0, below = 0; 1131 x = env->x;
1132 y = env->y;
1133
1134 // make sure cmov optimisation is applicable
1135 *(above ? &above->below : &env->inv) = below;
1136 *(below ? &below->above : &above ) = above; // &above is just a dummy
1137
1138 above = 0;
1139 below = 0;
951 env = 0; 1140 env = 0;
1141
1142 if (pl && pl->is_player ())
1143 {
1144 if (expect_false (pl->contr->combat_ob == this))
1145 {
1146 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1147 pl->contr->combat_ob = 0;
1148 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1149 }
1150
1151 if (expect_false (pl->contr->ranged_ob == this))
1152 {
1153 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1154 pl->contr->ranged_ob = 0;
1155 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1156 }
1157
1158 pl->contr->queue_stats_update ();
1159
1160 if (expect_false (glow_radius) && pl->is_on_map ())
1161 update_all_los (pl->map, pl->x, pl->y);
1162 }
952 } 1163 }
953 else if (map) 1164 else if (map)
954 { 1165 {
955 if (type == PLAYER)
956 {
957 --map->players;
958 map->touch ();
959 }
960
961 map->dirty = true; 1166 map->dirty = true;
962 mapspace &ms = this->ms (); 1167 mapspace &ms = this->ms ();
963 1168
1169 if (object *pl = ms.player ())
1170 {
1171 if (is_player ())
1172 {
1173 if (!flag [FLAG_WIZPASS])
1174 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1175
1176 // leaving a spot always closes any open container on the ground
1177 if (container && !container->env)
1178 // this causes spurious floorbox updates, but it ensures
1179 // that the CLOSE event is being sent.
1180 close_container ();
1181
1182 --map->players;
1183 map->touch ();
1184 }
1185 else if (pl->container_ () == this)
1186 {
1187 // removing a container should close it
1188 close_container ();
1189 }
1190 else
1191 esrv_del_item (pl->contr, count);
1192 }
1193
964 /* link the object above us */ 1194 /* link the object above us */
965 if (above) 1195 // re-link, make sure compiler can easily use cmove
966 above->below = below; 1196 *(above ? &above->below : &ms.top) = below;
967 else 1197 *(below ? &below->above : &ms.bot) = above;
968 ms.top = below; /* we were top, set new top */
969
970 /* Relink the object below us, if there is one */
971 if (below)
972 below->above = above;
973 else
974 {
975 /* Nothing below, which means we need to relink map object for this space
976 * use translated coordinates in case some oddness with map tiling is
977 * evident
978 */
979 if (GET_MAP_OB (map, x, y) != this)
980 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
981
982 ms.bot = above; /* goes on above it. */
983 }
984 1198
985 above = 0; 1199 above = 0;
986 below = 0; 1200 below = 0;
987 1201
1202 ms.invalidate ();
1203
988 if (map->in_memory == MAP_SAVING) 1204 if (map->in_memory == MAP_SAVING)
989 return; 1205 return;
990 1206
991 int check_walk_off = !flag [FLAG_NO_APPLY]; 1207 int check_walk_off = !flag [FLAG_NO_APPLY];
992 1208
993 for (tmp = ms.bot; tmp; tmp = tmp->above) 1209 if (object *pl = ms.player ())
994 { 1210 {
995 /* No point updating the players look faces if he is the object 1211 if (pl->container_ () == this)
996 * being removed.
997 */
998
999 if (tmp->type == PLAYER && tmp != this)
1000 {
1001 /* If a container that the player is currently using somehow gets 1212 /* If a container that the player is currently using somehow gets
1002 * removed (most likely destroyed), update the player view 1213 * removed (most likely destroyed), update the player view
1003 * appropriately. 1214 * appropriately.
1004 */ 1215 */
1005 if (tmp->container == this) 1216 pl->close_container ();
1006 {
1007 flag [FLAG_APPLIED] = 0;
1008 tmp->container = 0;
1009 }
1010 1217
1218 //TODO: the floorbox prev/next might need updating
1219 //esrv_del_item (pl->contr, count);
1220 //TODO: update floorbox to preserve ordering
1011 if (tmp->contr->ns) 1221 if (pl->contr->ns)
1012 tmp->contr->ns->floorbox_update (); 1222 pl->contr->ns->floorbox_update ();
1223 }
1224
1225 if (check_walk_off)
1226 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1227 {
1228 above = tmp->above;
1229
1230 /* No point updating the players look faces if he is the object
1231 * being removed.
1013 } 1232 */
1014 1233
1015 /* See if object moving off should effect something */ 1234 /* See if object moving off should effect something */
1016 if (check_walk_off
1017 && ((move_type & tmp->move_off) 1235 if ((move_type & tmp->move_off)
1018 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1236 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1019 {
1020 move_apply (tmp, this, 0); 1237 move_apply (tmp, this, 0);
1021
1022 if (destroyed ())
1023 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1024 } 1238 }
1025 1239
1026 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1240 if (affects_los ())
1027 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1028 if (tmp->above == tmp)
1029 tmp->above = 0;
1030
1031 last = tmp;
1032 }
1033
1034 /* last == NULL if there are no objects on this space */
1035 //TODO: this makes little sense, why only update the topmost object?
1036 if (!last)
1037 map->at (x, y).flags_ = 0;
1038 else
1039 update_object (last, UP_OBJ_REMOVE);
1040
1041 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1042 update_all_los (map, x, y); 1241 update_all_los (map, x, y);
1043 } 1242 }
1044} 1243}
1045 1244
1046/* 1245/*
1055merge_ob (object *op, object *top) 1254merge_ob (object *op, object *top)
1056{ 1255{
1057 if (!op->nrof) 1256 if (!op->nrof)
1058 return 0; 1257 return 0;
1059 1258
1060 if (top) 1259 if (!top)
1061 for (top = op; top && top->above; top = top->above) 1260 for (top = op; top && top->above; top = top->above)
1062 ; 1261 ;
1063 1262
1064 for (; top; top = top->below) 1263 for (; top; top = top->below)
1065 {
1066 if (top == op)
1067 continue;
1068
1069 if (object::can_merge (op, top)) 1264 if (object::can_merge (op, top))
1070 { 1265 {
1071 top->nrof += op->nrof; 1266 top->nrof += op->nrof;
1072 1267
1073/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1268 if (object *pl = top->visible_to ())
1074 op->weight = 0; /* Don't want any adjustements now */ 1269 esrv_update_item (UPD_NROF, pl, top);
1270
1271 op->weight = 0; // cancel the addition above
1272 op->carrying = 0; // must be 0 already
1273
1075 op->destroy (); 1274 op->destroy ();
1275
1076 return top; 1276 return top;
1077 } 1277 }
1078 }
1079 1278
1080 return 0; 1279 return 0;
1280}
1281
1282void
1283object::expand_tail ()
1284{
1285 if (more)
1286 return;
1287
1288 object *prev = this;
1289
1290 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1291 {
1292 object *op = at->instance ();
1293
1294 op->name = name;
1295 op->name_pl = name_pl;
1296 op->title = title;
1297
1298 op->head = this;
1299 prev->more = op;
1300
1301 prev = op;
1302 }
1081} 1303}
1082 1304
1083/* 1305/*
1084 * same as insert_ob_in_map except it handles separate coordinates and does a clean 1306 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1085 * job preparing multi-part monsters. 1307 * job preparing multi-part monsters.
1086 */ 1308 */
1087object * 1309object *
1088insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1310insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1089{ 1311{
1312 op->remove ();
1313
1090 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1314 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1091 { 1315 {
1092 tmp->x = x + tmp->arch->clone.x; 1316 tmp->x = x + tmp->arch->x;
1093 tmp->y = y + tmp->arch->clone.y; 1317 tmp->y = y + tmp->arch->y;
1094 } 1318 }
1095 1319
1096 return insert_ob_in_map (op, m, originator, flag); 1320 return insert_ob_in_map (op, m, originator, flag);
1097} 1321}
1098 1322
1111 * Passing 0 for flag gives proper default values, so flag really only needs 1335 * Passing 0 for flag gives proper default values, so flag really only needs
1112 * to be set if special handling is needed. 1336 * to be set if special handling is needed.
1113 * 1337 *
1114 * Return value: 1338 * Return value:
1115 * new object if 'op' was merged with other object 1339 * new object if 'op' was merged with other object
1116 * NULL if 'op' was destroyed 1340 * NULL if there was an error (destroyed, blocked etc.)
1117 * just 'op' otherwise 1341 * just 'op' otherwise
1118 */ 1342 */
1119object * 1343object *
1120insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1344insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1121{ 1345{
1122 object *tmp, *top, *floor = NULL;
1123
1124 if (QUERY_FLAG (op, FLAG_FREED))
1125 {
1126 LOG (llevError, "Trying to insert freed object!\n");
1127 return NULL;
1128 }
1129
1130 if (!QUERY_FLAG (op, FLAG_REMOVED))
1131 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1132
1133 op->remove (); 1346 op->remove ();
1134 1347
1135 if (!m) 1348 if (m == &freed_map)//D TODO: remove soon
1136 { 1349 {//D
1137 char *dump = dump_object (op); 1350 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1138 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1139 free (dump);
1140 return op;
1141 } 1351 }//D
1142
1143 if (out_of_map (m, op->x, op->y))
1144 {
1145 char *dump = dump_object (op);
1146 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1147#ifdef MANY_CORES
1148 /* Better to catch this here, as otherwise the next use of this object
1149 * is likely to cause a crash. Better to find out where it is getting
1150 * improperly inserted.
1151 */
1152 abort ();
1153#endif
1154 free (dump);
1155 return op;
1156 }
1157
1158 if (object *more = op->more)
1159 {
1160 if (!insert_ob_in_map (more, m, originator, flag))
1161 {
1162 if (!op->head)
1163 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1164
1165 return 0;
1166 }
1167 }
1168
1169 CLEAR_FLAG (op, FLAG_REMOVED);
1170 1352
1171 /* Ideally, the caller figures this out. However, it complicates a lot 1353 /* Ideally, the caller figures this out. However, it complicates a lot
1172 * of areas of callers (eg, anything that uses find_free_spot would now 1354 * of areas of callers (eg, anything that uses find_free_spot would now
1173 * need extra work 1355 * need extra work
1174 */ 1356 */
1357 maptile *newmap = m;
1175 if (!xy_normalise (m, op->x, op->y)) 1358 if (!xy_normalise (newmap, op->x, op->y))
1359 {
1360 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1176 return 0; 1361 return 0;
1362 }
1177 1363
1364 if (object *more = op->more)
1365 if (!insert_ob_in_map (more, m, originator, flag))
1366 return 0;
1367
1368 op->flag [FLAG_REMOVED] = false;
1369 op->env = 0;
1178 op->map = m; 1370 op->map = newmap;
1371
1179 mapspace &ms = op->ms (); 1372 mapspace &ms = op->ms ();
1180 1373
1181 /* this has to be done after we translate the coordinates. 1374 /* this has to be done after we translate the coordinates.
1182 */ 1375 */
1183 if (op->nrof && !(flag & INS_NO_MERGE)) 1376 if (op->nrof && !(flag & INS_NO_MERGE))
1184 for (tmp = ms.bot; tmp; tmp = tmp->above) 1377 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1185 if (object::can_merge (op, tmp)) 1378 if (object::can_merge (op, tmp))
1186 { 1379 {
1380 // TODO: we actually want to update tmp, not op,
1381 // but some caller surely breaks when we return tmp
1382 // from here :/
1187 op->nrof += tmp->nrof; 1383 op->nrof += tmp->nrof;
1188 tmp->destroy (); 1384 tmp->destroy ();
1189 } 1385 }
1190 1386
1191 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1387 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1192 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1388 op->clr_flag (FLAG_INV_LOCKED);
1193 1389
1194 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1390 if (!op->flag [FLAG_ALIVE])
1195 CLEAR_FLAG (op, FLAG_NO_STEAL); 1391 op->clr_flag (FLAG_NO_STEAL);
1196 1392
1197 if (flag & INS_BELOW_ORIGINATOR) 1393 if (flag & INS_BELOW_ORIGINATOR)
1198 { 1394 {
1199 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1395 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1200 { 1396 {
1201 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1397 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1202 abort (); 1398 abort ();
1203 } 1399 }
1204 1400
1401 if (!originator->is_on_map ())
1402 {
1403 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1404 op->debug_desc (), originator->debug_desc ());
1405 abort ();
1406 }
1407
1205 op->above = originator; 1408 op->above = originator;
1206 op->below = originator->below; 1409 op->below = originator->below;
1207
1208 if (op->below)
1209 op->below->above = op;
1210 else
1211 ms.bot = op;
1212
1213 /* since *below* originator, no need to update top */
1214 originator->below = op; 1410 originator->below = op;
1411
1412 *(op->below ? &op->below->above : &ms.bot) = op;
1215 } 1413 }
1216 else 1414 else
1217 { 1415 {
1218 top = ms.bot; 1416 object *floor = 0;
1417 object *top = ms.top;
1219 1418
1220 /* If there are other objects, then */ 1419 /* If there are other objects, then */
1221 if ((!(flag & INS_MAP_LOAD)) && top) 1420 if (top)
1222 { 1421 {
1223 object *last = 0;
1224
1225 /* 1422 /*
1226 * If there are multiple objects on this space, we do some trickier handling. 1423 * If there are multiple objects on this space, we do some trickier handling.
1227 * We've already dealt with merging if appropriate. 1424 * We've already dealt with merging if appropriate.
1228 * Generally, we want to put the new object on top. But if 1425 * Generally, we want to put the new object on top. But if
1229 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1426 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1232 * once we get to them. This reduces the need to traverse over all of 1429 * once we get to them. This reduces the need to traverse over all of
1233 * them when adding another one - this saves quite a bit of cpu time 1430 * them when adding another one - this saves quite a bit of cpu time
1234 * when lots of spells are cast in one area. Currently, it is presumed 1431 * when lots of spells are cast in one area. Currently, it is presumed
1235 * that flying non pickable objects are spell objects. 1432 * that flying non pickable objects are spell objects.
1236 */ 1433 */
1237 for (top = ms.bot; top; top = top->above) 1434 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1238 { 1435 {
1239 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1436 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1240 floor = top; 1437 floor = tmp;
1241 1438
1242 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1439 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1243 { 1440 {
1244 /* We insert above top, so we want this object below this */ 1441 /* We insert above top, so we want this object below this */
1245 top = top->below; 1442 top = tmp->below;
1246 break; 1443 break;
1247 } 1444 }
1248 1445
1249 last = top; 1446 top = tmp;
1250 } 1447 }
1251
1252 /* Don't want top to be NULL, so set it to the last valid object */
1253 top = last;
1254 1448
1255 /* We let update_position deal with figuring out what the space 1449 /* We let update_position deal with figuring out what the space
1256 * looks like instead of lots of conditions here. 1450 * looks like instead of lots of conditions here.
1257 * makes things faster, and effectively the same result. 1451 * makes things faster, and effectively the same result.
1258 */ 1452 */
1259 1453
1260 /* Have object 'fall below' other objects that block view. 1454 /* Have object 'fall below' other objects that block view.
1261 * Unless those objects are exits, type 66 1455 * Unless those objects are exits.
1262 * If INS_ON_TOP is used, don't do this processing 1456 * If INS_ON_TOP is used, don't do this processing
1263 * Need to find the object that in fact blocks view, otherwise 1457 * Need to find the object that in fact blocks view, otherwise
1264 * stacking is a bit odd. 1458 * stacking is a bit odd.
1265 */ 1459 */
1266 if (!(flag & INS_ON_TOP) 1460 if (!(flag & INS_ON_TOP)
1267 && ms.flags () & P_BLOCKSVIEW 1461 && ms.flags () & P_BLOCKSVIEW
1268 && (op->face && !op->face->visibility)) 1462 && (op->face && !faces [op->face].visibility))
1269 { 1463 {
1464 object *last;
1465
1270 for (last = top; last != floor; last = last->below) 1466 for (last = top; last != floor; last = last->below)
1271 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1467 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1272 break; 1468 break;
1273 1469
1274 /* Check to see if we found the object that blocks view, 1470 /* Check to see if we found the object that blocks view,
1275 * and make sure we have a below pointer for it so that 1471 * and make sure we have a below pointer for it so that
1276 * we can get inserted below this one, which requires we 1472 * we can get inserted below this one, which requires we
1279 if (last && last->below && last != floor) 1475 if (last && last->below && last != floor)
1280 top = last->below; 1476 top = last->below;
1281 } 1477 }
1282 } /* If objects on this space */ 1478 } /* If objects on this space */
1283 1479
1284 if (flag & INS_MAP_LOAD)
1285 top = ms.top;
1286
1287 if (flag & INS_ABOVE_FLOOR_ONLY) 1480 if (flag & INS_ABOVE_FLOOR_ONLY)
1288 top = floor; 1481 top = floor;
1289 1482
1290 /* Top is the object that our object (op) is going to get inserted above. 1483 // insert object above top, or bottom-most if top = 0
1291 */
1292
1293 /* First object on this space */
1294 if (!top) 1484 if (!top)
1295 { 1485 {
1486 op->below = 0;
1296 op->above = ms.bot; 1487 op->above = ms.bot;
1297
1298 if (op->above)
1299 op->above->below = op;
1300
1301 op->below = 0;
1302 ms.bot = op; 1488 ms.bot = op;
1489
1490 *(op->above ? &op->above->below : &ms.top) = op;
1303 } 1491 }
1304 else 1492 else
1305 { /* get inserted into the stack above top */ 1493 {
1306 op->above = top->above; 1494 op->above = top->above;
1307
1308 if (op->above)
1309 op->above->below = op; 1495 top->above = op;
1310 1496
1311 op->below = top; 1497 op->below = top;
1312 top->above = op; 1498 *(op->above ? &op->above->below : &ms.top) = op;
1313 } 1499 }
1500 }
1314 1501
1315 if (!op->above) 1502 if (op->is_player ())
1316 ms.top = op;
1317 } /* else not INS_BELOW_ORIGINATOR */
1318
1319 if (op->type == PLAYER)
1320 { 1503 {
1321 op->contr->do_los = 1; 1504 op->contr->do_los = 1;
1322 ++op->map->players; 1505 ++op->map->players;
1323 op->map->touch (); 1506 op->map->touch ();
1324 } 1507 }
1325 1508
1326 op->map->dirty = true; 1509 op->map->dirty = true;
1327 1510
1328 /* If we have a floor, we know the player, if any, will be above
1329 * it, so save a few ticks and start from there.
1330 */
1331 if (!(flag & INS_MAP_LOAD))
1332 if (object *pl = ms.player ()) 1511 if (object *pl = ms.player ())
1512 //TODO: the floorbox prev/next might need updating
1513 //esrv_send_item (pl, op);
1514 //TODO: update floorbox to preserve ordering
1333 if (pl->contr->ns) 1515 if (pl->contr->ns)
1334 pl->contr->ns->floorbox_update (); 1516 pl->contr->ns->floorbox_update ();
1335 1517
1336 /* If this object glows, it may affect lighting conditions that are 1518 /* If this object glows, it may affect lighting conditions that are
1337 * visible to others on this map. But update_all_los is really 1519 * visible to others on this map. But update_all_los is really
1338 * an inefficient way to do this, as it means los for all players 1520 * an inefficient way to do this, as it means los for all players
1339 * on the map will get recalculated. The players could very well 1521 * on the map will get recalculated. The players could very well
1340 * be far away from this change and not affected in any way - 1522 * be far away from this change and not affected in any way -
1341 * this should get redone to only look for players within range, 1523 * this should get redone to only look for players within range,
1342 * or just updating the P_UPTODATE for spaces within this area 1524 * or just updating the P_UPTODATE for spaces within this area
1343 * of effect may be sufficient. 1525 * of effect may be sufficient.
1344 */ 1526 */
1345 if (op->map->darkness && (op->glow_radius != 0)) 1527 if (op->affects_los ())
1528 {
1529 op->ms ().invalidate ();
1346 update_all_los (op->map, op->x, op->y); 1530 update_all_los (op->map, op->x, op->y);
1531 }
1347 1532
1348 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1533 /* updates flags (blocked, alive, no magic, etc) for this map space */
1349 update_object (op, UP_OBJ_INSERT); 1534 update_object (op, UP_OBJ_INSERT);
1350 1535
1351 INVOKE_OBJECT (INSERT, op); 1536 INVOKE_OBJECT (INSERT, op);
1358 * blocked() and wall() work properly), and these flags are updated by 1543 * blocked() and wall() work properly), and these flags are updated by
1359 * update_object(). 1544 * update_object().
1360 */ 1545 */
1361 1546
1362 /* if this is not the head or flag has been passed, don't check walk on status */ 1547 /* if this is not the head or flag has been passed, don't check walk on status */
1363 if (!(flag & INS_NO_WALK_ON) && !op->head) 1548 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1364 { 1549 {
1365 if (check_move_on (op, originator)) 1550 if (check_move_on (op, originator, flag))
1366 return 0; 1551 return 0;
1367 1552
1368 /* If we are a multi part object, lets work our way through the check 1553 /* If we are a multi part object, let's work our way through the check
1369 * walk on's. 1554 * walk on's.
1370 */ 1555 */
1371 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1556 for (object *tmp = op->more; tmp; tmp = tmp->more)
1372 if (check_move_on (tmp, originator)) 1557 if (check_move_on (tmp, originator, flag))
1373 return 0; 1558 return 0;
1374 } 1559 }
1375 1560
1376 return op; 1561 return op;
1377} 1562}
1379/* this function inserts an object in the map, but if it 1564/* this function inserts an object in the map, but if it
1380 * finds an object of its own type, it'll remove that one first. 1565 * finds an object of its own type, it'll remove that one first.
1381 * op is the object to insert it under: supplies x and the map. 1566 * op is the object to insert it under: supplies x and the map.
1382 */ 1567 */
1383void 1568void
1384replace_insert_ob_in_map (const char *arch_string, object *op) 1569replace_insert_ob_in_map (shstr_tmp archname, object *op)
1385{ 1570{
1386 object *tmp, *tmp1;
1387
1388 /* first search for itself and remove any old instances */ 1571 /* first search for itself and remove any old instances */
1389 1572
1390 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1573 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1391 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1574 if (tmp->arch->archname == archname) /* same archetype */
1392 tmp->destroy (); 1575 tmp->destroy ();
1393 1576
1394 tmp1 = arch_to_object (archetype::find (arch_string)); 1577 object *tmp = archetype::find (archname)->instance ();
1395 1578
1396 tmp1->x = op->x; 1579 tmp->x = op->x;
1397 tmp1->y = op->y; 1580 tmp->y = op->y;
1581
1398 insert_ob_in_map (tmp1, op->map, op, 0); 1582 insert_ob_in_map (tmp, op->map, op, 0);
1399} 1583}
1400 1584
1401object * 1585object *
1402object::insert_at (object *where, object *originator, int flags) 1586object::insert_at (object *where, object *originator, int flags)
1403{ 1587{
1588 if (where->env)
1589 return where->env->insert (this);
1590 else
1404 where->map->insert (this, where->x, where->y, originator, flags); 1591 return where->map->insert (this, where->x, where->y, originator, flags);
1405} 1592}
1406 1593
1407/* 1594// check whether we can put this into the map, respect max_volume, max_items
1408 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1595bool
1409 * is returned contains nr objects, and the remaining parts contains 1596object::can_drop_at (maptile *m, int x, int y, object *originator)
1410 * the rest (or is removed and freed if that number is 0).
1411 * On failure, NULL is returned, and the reason put into the
1412 * global static errmsg array.
1413 */
1414object *
1415get_split_ob (object *orig_ob, uint32 nr)
1416{ 1597{
1417 object *newob; 1598 mapspace &ms = m->at (x, y);
1418 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1419 1599
1420 if (orig_ob->nrof < nr) 1600 int items = ms.items ();
1421 {
1422 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1423 return NULL;
1424 }
1425 1601
1426 newob = object_create_clone (orig_ob); 1602 if (!items // testing !items ensures we can drop at least one item
1603 || (items < m->max_items
1604 && ms.volume () < m->max_volume))
1605 return true;
1427 1606
1428 if ((orig_ob->nrof -= nr) < 1) 1607 if (originator && originator->is_player ())
1429 orig_ob->destroy (1); 1608 originator->contr->failmsgf (
1430 else if (!is_removed) 1609 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1431 { 1610 query_name ()
1432 if (orig_ob->env != NULL) 1611 );
1433 sub_weight (orig_ob->env, orig_ob->weight * nr);
1434 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1435 {
1436 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1437 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1438 return NULL;
1439 }
1440 }
1441 1612
1442 newob->nrof = nr; 1613 return false;
1443
1444 return newob;
1445} 1614}
1446 1615
1447/* 1616/*
1448 * decrease_ob_nr(object, number) decreases a specified number from 1617 * decrease(object, number) decreases a specified number from
1449 * the amount of an object. If the amount reaches 0, the object 1618 * the amount of an object. If the amount reaches 0, the object
1450 * is subsequently removed and freed. 1619 * is subsequently removed and freed.
1451 * 1620 *
1452 * Return value: 'op' if something is left, NULL if the amount reached 0 1621 * Return value: 'op' if something is left, NULL if the amount reached 0
1453 */ 1622 */
1623bool
1624object::decrease (sint32 nr)
1625{
1626 if (!nr)
1627 return true;
1454 1628
1629 nr = min (nr, nrof);
1630
1631 if (nrof > nr)
1632 {
1633 sint64 oweight = total_weight ();
1634
1635 nrof -= nr;
1636
1637 if (object *pl = visible_to ())
1638 esrv_update_item (UPD_NROF, pl, this);
1639
1640 adjust_weight (env, oweight, total_weight ());
1641
1642 return true;
1643 }
1644 else
1645 {
1646 destroy ();
1647 return false;
1648 }
1649}
1650
1651/*
1652 * split(ob,nr) splits up ob into two parts. The part which
1653 * is returned contains nr objects, and the remaining parts contains
1654 * the rest (or is removed and returned if that number is 0).
1655 * On failure, NULL is returned.
1656 */
1455object * 1657object *
1456decrease_ob_nr (object *op, uint32 i) 1658object::split (sint32 nr)
1457{ 1659{
1458 object *tmp; 1660 int have = number_of ();
1459 1661
1460 if (i == 0) /* objects with op->nrof require this check */ 1662 if (have < nr)
1461 return op; 1663 return 0;
1462 1664 else if (have == nr)
1463 if (i > op->nrof)
1464 i = op->nrof;
1465
1466 if (QUERY_FLAG (op, FLAG_REMOVED))
1467 op->nrof -= i;
1468 else if (op->env)
1469 { 1665 {
1470 /* is this object in the players inventory, or sub container
1471 * therein?
1472 */
1473 tmp = op->in_player ();
1474 /* nope. Is this a container the player has opened?
1475 * If so, set tmp to that player.
1476 * IMO, searching through all the players will mostly
1477 * likely be quicker than following op->env to the map,
1478 * and then searching the map for a player.
1479 */
1480 if (!tmp)
1481 for_all_players (pl)
1482 if (pl->ob->container == op->env)
1483 {
1484 tmp = pl->ob;
1485 break;
1486 }
1487
1488 if (i < op->nrof)
1489 {
1490 sub_weight (op->env, op->weight * i);
1491 op->nrof -= i;
1492 if (tmp)
1493 esrv_send_item (tmp, op);
1494 }
1495 else
1496 {
1497 op->remove (); 1666 remove ();
1498 op->nrof = 0; 1667 return this;
1499 if (tmp)
1500 esrv_del_item (tmp->contr, op->count);
1501 }
1502 } 1668 }
1503 else 1669 else
1504 { 1670 {
1505 object *above = op->above; 1671 decrease (nr);
1506 1672
1507 if (i < op->nrof) 1673 object *op = deep_clone ();
1508 op->nrof -= i; 1674 op->nrof = nr;
1509 else
1510 {
1511 op->remove ();
1512 op->nrof = 0;
1513 }
1514
1515 /* Since we just removed op, op->above is null */
1516 for (tmp = above; tmp; tmp = tmp->above)
1517 if (tmp->type == PLAYER)
1518 {
1519 if (op->nrof)
1520 esrv_send_item (tmp, op);
1521 else
1522 esrv_del_item (tmp->contr, op->count);
1523 }
1524 }
1525
1526 if (op->nrof)
1527 return op; 1675 return op;
1528 else
1529 {
1530 op->destroy ();
1531 return 0;
1532 }
1533}
1534
1535/*
1536 * add_weight(object, weight) adds the specified weight to an object,
1537 * and also updates how much the environment(s) is/are carrying.
1538 */
1539
1540void
1541add_weight (object *op, signed long weight)
1542{
1543 while (op != NULL)
1544 {
1545 if (op->type == CONTAINER)
1546 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1547
1548 op->carrying += weight;
1549 op = op->env;
1550 } 1676 }
1551} 1677}
1552 1678
1553object * 1679object *
1554insert_ob_in_ob (object *op, object *where) 1680insert_ob_in_ob (object *op, object *where)
1559 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1685 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1560 free (dump); 1686 free (dump);
1561 return op; 1687 return op;
1562 } 1688 }
1563 1689
1564 if (where->head) 1690 if (where->head_ () != where)
1565 { 1691 {
1566 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1692 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1567 where = where->head; 1693 where = where->head;
1568 } 1694 }
1569 1695
1570 return where->insert (op); 1696 return where->insert (op);
1571} 1697}
1576 * inside the object environment. 1702 * inside the object environment.
1577 * 1703 *
1578 * The function returns now pointer to inserted item, and return value can 1704 * The function returns now pointer to inserted item, and return value can
1579 * be != op, if items are merged. -Tero 1705 * be != op, if items are merged. -Tero
1580 */ 1706 */
1581
1582object * 1707object *
1583object::insert (object *op) 1708object::insert (object *op)
1584{ 1709{
1585 object *tmp, *otmp;
1586
1587 if (!QUERY_FLAG (op, FLAG_REMOVED))
1588 op->remove ();
1589
1590 if (op->more) 1710 if (op->more)
1591 { 1711 {
1592 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1712 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1593 return op; 1713 return op;
1594 } 1714 }
1595 1715
1596 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1716 op->remove ();
1597 CLEAR_FLAG (op, FLAG_REMOVED); 1717
1718 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1719
1598 if (op->nrof) 1720 if (op->nrof)
1599 {
1600 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1721 for (object *tmp = inv; tmp; tmp = tmp->below)
1601 if (object::can_merge (tmp, op)) 1722 if (object::can_merge (tmp, op))
1602 { 1723 {
1603 /* return the original object and remove inserted object 1724 /* return the original object and remove inserted object
1604 (client needs the original object) */ 1725 (client prefers the original object) */
1726
1727 // carring must be 0 for mergable objects
1728 sint64 oweight = tmp->weight * tmp->nrof;
1729
1605 tmp->nrof += op->nrof; 1730 tmp->nrof += op->nrof;
1606 /* Weight handling gets pretty funky. Since we are adding to 1731
1607 * tmp->nrof, we need to increase the weight. 1732 if (object *pl = tmp->visible_to ())
1608 */ 1733 esrv_update_item (UPD_NROF, pl, tmp);
1734
1609 add_weight (this, op->weight * op->nrof); 1735 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1610 SET_FLAG (op, FLAG_REMOVED); 1736
1611 op->destroy (); /* free the inserted object */ 1737 op->destroy ();
1612 op = tmp; 1738 op = tmp;
1613 op->remove (); /* and fix old object's links */ 1739 goto inserted;
1614 CLEAR_FLAG (op, FLAG_REMOVED);
1615 break;
1616 } 1740 }
1617 1741
1618 /* I assume combined objects have no inventory 1742 op->owner = 0; // it's his/hers now. period.
1619 * We add the weight - this object could have just been removed
1620 * (if it was possible to merge). calling remove_ob will subtract
1621 * the weight, so we need to add it in again, since we actually do
1622 * the linking below
1623 */
1624 add_weight (this, op->weight * op->nrof);
1625 }
1626 else
1627 add_weight (this, (op->weight + op->carrying));
1628
1629 otmp = this->in_player ();
1630 if (otmp && otmp->contr)
1631 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1632 otmp->update_stats ();
1633
1634 op->map = 0; 1743 op->map = 0;
1635 op->env = this; 1744 op->x = 0;
1745 op->y = 0;
1746
1636 op->above = 0; 1747 op->above = 0;
1637 op->below = 0; 1748 op->below = inv;
1638 op->x = 0, op->y = 0; 1749 op->env = this;
1639 1750
1751 if (inv)
1752 inv->above = op;
1753
1754 inv = op;
1755
1756 op->flag [FLAG_REMOVED] = 0;
1757
1758 if (object *pl = op->visible_to ())
1759 esrv_send_item (pl, op);
1760
1761 adjust_weight (this, 0, op->total_weight ());
1762
1763inserted:
1640 /* reset the light list and los of the players on the map */ 1764 /* reset the light list and los of the players on the map */
1641 if ((op->glow_radius != 0) && map) 1765 if (op->glow_radius && is_on_map ())
1642 { 1766 {
1643#ifdef DEBUG_LIGHTS 1767 update_stats ();
1644 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1645#endif /* DEBUG_LIGHTS */
1646 if (map->darkness)
1647 update_all_los (map, x, y); 1768 update_all_los (map, x, y);
1648 }
1649
1650 /* Client has no idea of ordering so lets not bother ordering it here.
1651 * It sure simplifies this function...
1652 */
1653 if (!inv)
1654 inv = op;
1655 else
1656 { 1769 }
1657 op->below = inv; 1770 else if (is_player ())
1658 op->below->above = op; 1771 // if this is a player's inventory, update stats
1659 inv = op; 1772 contr->queue_stats_update ();
1660 }
1661 1773
1662 INVOKE_OBJECT (INSERT, this); 1774 INVOKE_OBJECT (INSERT, this);
1663 1775
1664 return op; 1776 return op;
1665} 1777}
1683 * MSW 2001-07-08: Check all objects on space, not just those below 1795 * MSW 2001-07-08: Check all objects on space, not just those below
1684 * object being inserted. insert_ob_in_map may not put new objects 1796 * object being inserted. insert_ob_in_map may not put new objects
1685 * on top. 1797 * on top.
1686 */ 1798 */
1687int 1799int
1688check_move_on (object *op, object *originator) 1800check_move_on (object *op, object *originator, int flags)
1689{ 1801{
1802 if (op->flag [FLAG_NO_APPLY])
1803 return 0;
1804
1690 object *tmp; 1805 object *tmp;
1691 maptile *m = op->map; 1806 maptile *m = op->map;
1692 int x = op->x, y = op->y; 1807 int x = op->x, y = op->y;
1693 1808
1694 MoveType move_on, move_slow, move_block; 1809 mapspace &ms = m->at (x, y);
1695 1810
1696 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1811 ms.update ();
1697 return 0;
1698 1812
1699 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1813 MoveType move_on = ms.move_on;
1700 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1814 MoveType move_slow = ms.move_slow;
1701 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1815 MoveType move_block = ms.move_block;
1702 1816
1703 /* if nothing on this space will slow op down or be applied, 1817 /* if nothing on this space will slow op down or be applied,
1704 * no need to do checking below. have to make sure move_type 1818 * no need to do checking below. have to make sure move_type
1705 * is set, as lots of objects don't have it set - we treat that 1819 * is set, as lots of objects don't have it set - we treat that
1706 * as walking. 1820 * as walking.
1717 return 0; 1831 return 0;
1718 1832
1719 /* The objects have to be checked from top to bottom. 1833 /* The objects have to be checked from top to bottom.
1720 * Hence, we first go to the top: 1834 * Hence, we first go to the top:
1721 */ 1835 */
1722 1836 for (object *next, *tmp = ms.top; tmp; tmp = next)
1723 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1724 {
1725 /* Trim the search when we find the first other spell effect
1726 * this helps performance so that if a space has 50 spell objects,
1727 * we don't need to check all of them.
1728 */
1729 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1730 break;
1731 } 1837 {
1838 next = tmp->below;
1732 1839
1733 for (; tmp; tmp = tmp->below)
1734 {
1735 if (tmp == op) 1840 if (tmp == op)
1736 continue; /* Can't apply yourself */ 1841 continue; /* Can't apply yourself */
1737 1842
1738 /* Check to see if one of the movement types should be slowed down. 1843 /* Check to see if one of the movement types should be slowed down.
1739 * Second check makes sure that the movement types not being slowed 1844 * Second check makes sure that the movement types not being slowed
1740 * (~slow_move) is not blocked on this space - just because the 1845 * (~slow_move) is not blocked on this space - just because the
1741 * space doesn't slow down swimming (for example), if you can't actually 1846 * space doesn't slow down swimming (for example), if you can't actually
1742 * swim on that space, can't use it to avoid the penalty. 1847 * swim on that space, can't use it to avoid the penalty.
1743 */ 1848 */
1744 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1849 if (!op->flag [FLAG_WIZPASS])
1745 { 1850 {
1746 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1851 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1747 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1852 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1748 { 1853 {
1749
1750 float
1751 diff = tmp->move_slow_penalty * FABS (op->speed); 1854 float diff = tmp->move_slow_penalty * fabs (op->speed);
1752 1855
1753 if (op->type == PLAYER) 1856 if (op->is_player ())
1754 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1857 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1755 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1858 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1756 diff /= 4.0; 1859 diff /= 4.0;
1757 1860
1758 op->speed_left -= diff; 1861 op->speed_left -= diff;
1759 } 1862 }
1760 } 1863 }
1761 1864
1762 /* Basically same logic as above, except now for actual apply. */ 1865 /* Basically same logic as above, except now for actual apply. */
1763 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1866 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1764 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1867 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1765 { 1868 {
1869 if ((flags & INS_NO_AUTO_EXIT)
1870 && (tmp->type == EXIT || tmp->type == TELEPORTER
1871 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1872 continue;
1873
1766 move_apply (tmp, op, originator); 1874 move_apply (tmp, op, originator);
1767 1875
1768 if (op->destroyed ()) 1876 if (op->destroyed ())
1769 return 1; 1877 return 1;
1770 1878
1793 LOG (llevError, "Present_arch called outside map.\n"); 1901 LOG (llevError, "Present_arch called outside map.\n");
1794 return NULL; 1902 return NULL;
1795 } 1903 }
1796 1904
1797 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1905 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1798 if (tmp->arch == at) 1906 if (tmp->arch->archname == at->archname)
1799 return tmp; 1907 return tmp;
1800 1908
1801 return NULL; 1909 return NULL;
1802} 1910}
1803 1911
1867 * The first matching object is returned, or NULL if none. 1975 * The first matching object is returned, or NULL if none.
1868 */ 1976 */
1869object * 1977object *
1870present_arch_in_ob (const archetype *at, const object *op) 1978present_arch_in_ob (const archetype *at, const object *op)
1871{ 1979{
1872 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1980 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1873 if (tmp->arch == at) 1981 if (tmp->arch->archname == at->archname)
1874 return tmp; 1982 return tmp;
1875 1983
1876 return NULL; 1984 return NULL;
1877} 1985}
1878 1986
1880 * activate recursively a flag on an object inventory 1988 * activate recursively a flag on an object inventory
1881 */ 1989 */
1882void 1990void
1883flag_inv (object *op, int flag) 1991flag_inv (object *op, int flag)
1884{ 1992{
1885 if (op->inv)
1886 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1993 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1887 { 1994 {
1888 SET_FLAG (tmp, flag); 1995 tmp->set_flag (flag);
1889 flag_inv (tmp, flag); 1996 flag_inv (tmp, flag);
1890 } 1997 }
1891} 1998}
1892 1999
1893/* 2000/*
1894 * deactivate recursively a flag on an object inventory 2001 * deactivate recursively a flag on an object inventory
1895 */ 2002 */
1896void 2003void
1897unflag_inv (object *op, int flag) 2004unflag_inv (object *op, int flag)
1898{ 2005{
1899 if (op->inv)
1900 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2006 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1901 { 2007 {
1902 CLEAR_FLAG (tmp, flag); 2008 tmp->clr_flag (flag);
1903 unflag_inv (tmp, flag); 2009 unflag_inv (tmp, flag);
1904 } 2010 }
1905}
1906
1907/*
1908 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1909 * all it's inventory (recursively).
1910 * If checksums are used, a player will get set_cheat called for
1911 * him/her-self and all object carried by a call to this function.
1912 */
1913void
1914set_cheat (object *op)
1915{
1916 SET_FLAG (op, FLAG_WAS_WIZ);
1917 flag_inv (op, FLAG_WAS_WIZ);
1918} 2011}
1919 2012
1920/* 2013/*
1921 * find_free_spot(object, map, x, y, start, stop) will search for 2014 * find_free_spot(object, map, x, y, start, stop) will search for
1922 * a spot at the given map and coordinates which will be able to contain 2015 * a spot at the given map and coordinates which will be able to contain
1924 * to search (see the freearr_x/y[] definition). 2017 * to search (see the freearr_x/y[] definition).
1925 * It returns a random choice among the alternatives found. 2018 * It returns a random choice among the alternatives found.
1926 * start and stop are where to start relative to the free_arr array (1,9 2019 * start and stop are where to start relative to the free_arr array (1,9
1927 * does all 4 immediate directions). This returns the index into the 2020 * does all 4 immediate directions). This returns the index into the
1928 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2021 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1929 * Note - this only checks to see if there is space for the head of the
1930 * object - if it is a multispace object, this should be called for all
1931 * pieces.
1932 * Note2: This function does correctly handle tiled maps, but does not 2022 * Note: This function does correctly handle tiled maps, but does not
1933 * inform the caller. However, insert_ob_in_map will update as 2023 * inform the caller. However, insert_ob_in_map will update as
1934 * necessary, so the caller shouldn't need to do any special work. 2024 * necessary, so the caller shouldn't need to do any special work.
1935 * Note - updated to take an object instead of archetype - this is necessary 2025 * Note - updated to take an object instead of archetype - this is necessary
1936 * because arch_blocked (now ob_blocked) needs to know the movement type 2026 * because arch_blocked (now ob_blocked) needs to know the movement type
1937 * to know if the space in question will block the object. We can't use 2027 * to know if the space in question will block the object. We can't use
1939 * customized, changed states, etc. 2029 * customized, changed states, etc.
1940 */ 2030 */
1941int 2031int
1942find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2032find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1943{ 2033{
2034 int altern[SIZEOFFREE];
1944 int index = 0, flag; 2035 int index = 0, flag;
1945 int altern[SIZEOFFREE];
1946 2036
1947 for (int i = start; i < stop; i++) 2037 for (int i = start; i < stop; i++)
1948 { 2038 {
1949 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2039 mapxy pos (m, x, y); pos.move (i);
1950 if (!flag) 2040
2041 if (!pos.normalise ())
2042 continue;
2043
2044 mapspace &ms = *pos;
2045
2046 if (ms.flags () & P_IS_ALIVE)
2047 continue;
2048
2049 /* However, often
2050 * ob doesn't have any move type (when used to place exits)
2051 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2052 */
2053 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2054 {
1951 altern [index++] = i; 2055 altern [index++] = i;
2056 continue;
2057 }
1952 2058
1953 /* Basically, if we find a wall on a space, we cut down the search size. 2059 /* Basically, if we find a wall on a space, we cut down the search size.
1954 * In this way, we won't return spaces that are on another side of a wall. 2060 * In this way, we won't return spaces that are on another side of a wall.
1955 * This mostly work, but it cuts down the search size in all directions - 2061 * This mostly work, but it cuts down the search size in all directions -
1956 * if the space being examined only has a wall to the north and empty 2062 * if the space being examined only has a wall to the north and empty
1957 * spaces in all the other directions, this will reduce the search space 2063 * spaces in all the other directions, this will reduce the search space
1958 * to only the spaces immediately surrounding the target area, and 2064 * to only the spaces immediately surrounding the target area, and
1959 * won't look 2 spaces south of the target space. 2065 * won't look 2 spaces south of the target space.
1960 */ 2066 */
1961 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2067 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2068 {
1962 stop = maxfree[i]; 2069 stop = maxfree[i];
2070 continue;
2071 }
2072
2073 /* Note it is intentional that we check ob - the movement type of the
2074 * head of the object should correspond for the entire object.
2075 */
2076 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2077 continue;
2078
2079 if (ob->blocked (pos.m, pos.x, pos.y))
2080 continue;
2081
2082 altern [index++] = i;
1963 } 2083 }
1964 2084
1965 if (!index) 2085 if (!index)
1966 return -1; 2086 return -1;
1967 2087
1968 return altern[RANDOM () % index]; 2088 return altern [rndm (index)];
1969} 2089}
1970 2090
1971/* 2091/*
1972 * find_first_free_spot(archetype, maptile, x, y) works like 2092 * find_first_free_spot(archetype, maptile, x, y) works like
1973 * find_free_spot(), but it will search max number of squares. 2093 * find_free_spot(), but it will search max number of squares.
1976 */ 2096 */
1977int 2097int
1978find_first_free_spot (const object *ob, maptile *m, int x, int y) 2098find_first_free_spot (const object *ob, maptile *m, int x, int y)
1979{ 2099{
1980 for (int i = 0; i < SIZEOFFREE; i++) 2100 for (int i = 0; i < SIZEOFFREE; i++)
1981 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2101 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
1982 return i; 2102 return i;
1983 2103
1984 return -1; 2104 return -1;
1985} 2105}
1986 2106
1994{ 2114{
1995 arr += begin; 2115 arr += begin;
1996 end -= begin; 2116 end -= begin;
1997 2117
1998 while (--end) 2118 while (--end)
1999 swap (arr [end], arr [RANDOM () % (end + 1)]); 2119 swap (arr [end], arr [rndm (end + 1)]);
2000} 2120}
2001 2121
2002/* new function to make monster searching more efficient, and effective! 2122/* new function to make monster searching more efficient, and effective!
2003 * This basically returns a randomized array (in the passed pointer) of 2123 * This basically returns a randomized array (in the passed pointer) of
2004 * the spaces to find monsters. In this way, it won't always look for 2124 * the spaces to find monsters. In this way, it won't always look for
2032 * there is capable of. 2152 * there is capable of.
2033 */ 2153 */
2034int 2154int
2035find_dir (maptile *m, int x, int y, object *exclude) 2155find_dir (maptile *m, int x, int y, object *exclude)
2036{ 2156{
2037 int i, max = SIZEOFFREE, mflags; 2157 int max = SIZEOFFREE, mflags;
2038
2039 sint16 nx, ny;
2040 object *tmp;
2041 maptile *mp;
2042
2043 MoveType blocked, move_type; 2158 MoveType move_type;
2044 2159
2045 if (exclude && exclude->head) 2160 if (exclude && exclude->head_ () != exclude)
2046 { 2161 {
2047 exclude = exclude->head; 2162 exclude = exclude->head;
2048 move_type = exclude->move_type; 2163 move_type = exclude->move_type;
2049 } 2164 }
2050 else 2165 else
2051 { 2166 {
2052 /* If we don't have anything, presume it can use all movement types. */ 2167 /* If we don't have anything, presume it can use all movement types. */
2053 move_type = MOVE_ALL; 2168 move_type = MOVE_ALL;
2054 } 2169 }
2055 2170
2056 for (i = 1; i < max; i++) 2171 for (int i = 1; i < max; i++)
2057 { 2172 {
2058 mp = m; 2173 mapxy pos (m, x, y);
2059 nx = x + freearr_x[i]; 2174 pos.move (i);
2060 ny = y + freearr_y[i];
2061 2175
2062 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2176 if (!pos.normalise ())
2063
2064 if (mflags & P_OUT_OF_MAP)
2065 max = maxfree[i]; 2177 max = maxfree[i];
2066 else 2178 else
2067 { 2179 {
2068 mapspace &ms = mp->at (nx, ny); 2180 mapspace &ms = *pos;
2069 2181
2070 blocked = ms.move_block;
2071
2072 if ((move_type & blocked) == move_type) 2182 if ((move_type & ms.move_block) == move_type)
2073 max = maxfree[i]; 2183 max = maxfree [i];
2074 else if (mflags & P_IS_ALIVE) 2184 else if (ms.flags () & P_IS_ALIVE)
2075 { 2185 {
2076 for (tmp = ms.bot; tmp; tmp = tmp->above) 2186 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2077 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2187 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2078 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2188 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2079 break;
2080
2081 if (tmp)
2082 return freedir[i]; 2189 return freedir [i];
2083 } 2190 }
2084 } 2191 }
2085 } 2192 }
2086 2193
2087 return 0; 2194 return 0;
2096{ 2203{
2097 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2204 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2098} 2205}
2099 2206
2100/* 2207/*
2101 * find_dir_2(delta-x,delta-y) will return a direction in which 2208 * find_dir_2(delta-x,delta-y) will return a direction value
2102 * an object which has subtracted the x and y coordinates of another 2209 * for running into direct [dx, dy].
2103 * object, needs to travel toward it. 2210 * (the opposite of crossfire's find_dir_2!)
2104 */ 2211 */
2105int 2212int
2106find_dir_2 (int x, int y) 2213find_dir_2 (int x, int y)
2107{ 2214{
2215#if 1 // new algorithm
2216 // this works by putting x, y into 16 sectors, which
2217 // are not equal sized, but are a better approximation
2218 // then the old algorithm, and then using a mapping
2219 // table to map it into a direction value.
2220 // basically, it maps these comparisons to each bit
2221 // bit #3: x < 0
2222 // bit #2: y < 0
2223 // bit #1: x > y
2224 // bit #0: x > 2y
2225
2226 static const uint8 dir[16] = {
2227 4, 5, 4, 3,
2228 2, 1, 2, 3,
2229 6, 5, 6, 7,
2230 8, 1, 8, 7,
2231 };
2232 int sector = 0;
2233
2234 // this is a bit ugly, but more likely to result in branchless code
2235 sector |= x < 0 ? 8 : 0;
2236 x = x < 0 ? -x : x; // abs
2237
2238 sector |= y < 0 ? 4 : 0;
2239 y = y < 0 ? -y : y; // abs
2240
2241 if (x > y)
2242 {
2243 sector |= 2;
2244
2245 if (x > y * 2)
2246 sector |= 1;
2247 }
2248 else
2249 {
2250 if (y > x * 2)
2251 sector |= 1;
2252 else if (!y)
2253 return 0; // x == 0 here
2254 }
2255
2256 return dir [sector];
2257#else // old algorithm
2108 int q; 2258 int q;
2109 2259
2110 if (y) 2260 if (y)
2111 q = x * 100 / y; 2261 q = 128 * x / y;
2112 else if (x) 2262 else if (x)
2113 q = -300 * x; 2263 q = -512 * x; // to make it > 309
2114 else 2264 else
2115 return 0; 2265 return 0;
2116 2266
2117 if (y > 0) 2267 if (y > 0)
2118 { 2268 {
2119 if (q < -242) 2269 if (q < -309) return 7;
2270 if (q < -52) return 6;
2271 if (q < 52) return 5;
2272 if (q < 309) return 4;
2273
2120 return 3; 2274 return 3;
2121 if (q < -41) 2275 }
2122 return 2; 2276 else
2123 if (q < 41) 2277 {
2124 return 1; 2278 if (q < -309) return 3;
2125 if (q < 242) 2279 if (q < -52) return 2;
2126 return 8; 2280 if (q < 52) return 1;
2281 if (q < 309) return 8;
2282
2127 return 7; 2283 return 7;
2128 } 2284 }
2129 2285#endif
2130 if (q < -242)
2131 return 7;
2132 if (q < -41)
2133 return 6;
2134 if (q < 41)
2135 return 5;
2136 if (q < 242)
2137 return 4;
2138
2139 return 3;
2140} 2286}
2141 2287
2142/* 2288/*
2143 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2289 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2144 * between two directions (which are expected to be absolute (see absdir()) 2290 * between two directions (which are expected to be absolute (see absdir())
2145 */ 2291 */
2146int 2292int
2147dirdiff (int dir1, int dir2) 2293dirdiff (int dir1, int dir2)
2148{ 2294{
2149 int d;
2150
2151 d = abs (dir1 - dir2); 2295 int d = abs (dir1 - dir2);
2152 if (d > 4)
2153 d = 8 - d;
2154 2296
2155 return d; 2297 return d > 4 ? 8 - d : d;
2156} 2298}
2157 2299
2158/* peterm: 2300/* peterm:
2159 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2301 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2160 * Basically, this is a table of directions, and what directions 2302 * Basically, this is a table of directions, and what directions
2162 * This basically means that if direction is 15, then it could either go 2304 * This basically means that if direction is 15, then it could either go
2163 * direction 4, 14, or 16 to get back to where we are. 2305 * direction 4, 14, or 16 to get back to where we are.
2164 * Moved from spell_util.c to object.c with the other related direction 2306 * Moved from spell_util.c to object.c with the other related direction
2165 * functions. 2307 * functions.
2166 */ 2308 */
2167int reduction_dir[SIZEOFFREE][3] = { 2309static const int reduction_dir[SIZEOFFREE][3] = {
2168 {0, 0, 0}, /* 0 */ 2310 {0, 0, 0}, /* 0 */
2169 {0, 0, 0}, /* 1 */ 2311 {0, 0, 0}, /* 1 */
2170 {0, 0, 0}, /* 2 */ 2312 {0, 0, 0}, /* 2 */
2171 {0, 0, 0}, /* 3 */ 2313 {0, 0, 0}, /* 3 */
2172 {0, 0, 0}, /* 4 */ 2314 {0, 0, 0}, /* 4 */
2263 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2405 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2264 * core dumps if they do. 2406 * core dumps if they do.
2265 * 2407 *
2266 * Add a check so we can't pick up invisible objects (0.93.8) 2408 * Add a check so we can't pick up invisible objects (0.93.8)
2267 */ 2409 */
2268
2269int 2410int
2270can_pick (const object *who, const object *item) 2411can_pick (const object *who, const object *item)
2271{ 2412{
2272 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2413 return /*who->flag [FLAG_WIZ]|| */
2273 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2414 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2274 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2415 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2275} 2416}
2276 2417
2277/* 2418/*
2278 * create clone from object to another 2419 * create clone from object to another
2279 */ 2420 */
2280object * 2421object *
2281object_create_clone (object *asrc) 2422object::deep_clone ()
2282{ 2423{
2283 object *dst = 0, *tmp, *src, *part, *prev, *item; 2424 assert (("deep_clone called on non-head object", is_head ()));
2284 2425
2285 if (!asrc) 2426 object *dst = clone ();
2286 return 0;
2287 2427
2288 src = asrc; 2428 object *prev = dst;
2289 if (src->head)
2290 src = src->head;
2291
2292 prev = 0;
2293 for (part = src; part; part = part->more) 2429 for (object *part = this->more; part; part = part->more)
2294 { 2430 {
2295 tmp = part->clone (); 2431 object *tmp = part->clone ();
2296 tmp->x -= src->x;
2297 tmp->y -= src->y;
2298
2299 if (!part->head)
2300 {
2301 dst = tmp;
2302 tmp->head = 0;
2303 }
2304 else
2305 tmp->head = dst; 2432 tmp->head = dst;
2306
2307 tmp->more = 0;
2308
2309 if (prev)
2310 prev->more = tmp; 2433 prev->more = tmp;
2311
2312 prev = tmp; 2434 prev = tmp;
2313 } 2435 }
2314 2436
2315 for (item = src->inv; item; item = item->below) 2437 for (object *item = inv; item; item = item->below)
2316 insert_ob_in_ob (object_create_clone (item), dst); 2438 insert_ob_in_ob (item->deep_clone (), dst);
2317 2439
2318 return dst; 2440 return dst;
2319}
2320
2321/* GROS - Creates an object using a string representing its content. */
2322/* Basically, we save the content of the string to a temp file, then call */
2323/* load_object on it. I admit it is a highly inefficient way to make things, */
2324/* but it was simple to make and allows reusing the load_object function. */
2325/* Remember not to use load_object_str in a time-critical situation. */
2326/* Also remember that multiparts objects are not supported for now. */
2327object *
2328load_object_str (const char *obstr)
2329{
2330 object *op;
2331 char filename[MAX_BUF];
2332
2333 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2334
2335 FILE *tempfile = fopen (filename, "w");
2336
2337 if (tempfile == NULL)
2338 {
2339 LOG (llevError, "Error - Unable to access load object temp file\n");
2340 return NULL;
2341 }
2342
2343 fprintf (tempfile, obstr);
2344 fclose (tempfile);
2345
2346 op = object::create ();
2347
2348 object_thawer thawer (filename);
2349
2350 if (thawer)
2351 load_object (thawer, op, 0);
2352
2353 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2354 CLEAR_FLAG (op, FLAG_REMOVED);
2355
2356 return op;
2357} 2441}
2358 2442
2359/* This returns the first object in who's inventory that 2443/* This returns the first object in who's inventory that
2360 * has the same type and subtype match. 2444 * has the same type and subtype match.
2361 * returns NULL if no match. 2445 * returns NULL if no match.
2368 return tmp; 2452 return tmp;
2369 2453
2370 return 0; 2454 return 0;
2371} 2455}
2372 2456
2373/* If ob has a field named key, return the link from the list, 2457/* Zero the key_values on op, decrementing the shared-string
2374 * otherwise return NULL. 2458 * refcounts and freeing the links.
2375 * 2459 */
2376 * key must be a passed in shared string - otherwise, this won't 2460void
2377 * do the desired thing. 2461key_values::clear ()
2378 */
2379key_value *
2380get_ob_key_link (const object *ob, const char *key)
2381{ 2462{
2382 for (key_value *link = ob->key_values; link; link = link->next) 2463 for (key_value *kvp = first; kvp; )
2464 {
2465 key_value *next = kvp->next;
2466 delete kvp;
2467 kvp = next;
2468 }
2469
2470 first = 0;
2471}
2472
2473shstr_tmp
2474key_values::get (shstr_tmp key) const
2475{
2476 for (key_value *kv = first; kv; kv = kv->next)
2383 if (link->key == key) 2477 if (kv->key == key)
2384 return link;
2385
2386 return 0;
2387}
2388
2389/*
2390 * Returns the value of op has an extra_field for key, or NULL.
2391 *
2392 * The argument doesn't need to be a shared string.
2393 *
2394 * The returned string is shared.
2395 */
2396const char *
2397get_ob_key_value (const object *op, const char *const key)
2398{
2399 key_value *link;
2400 shstr_cmp canonical_key (key);
2401
2402 if (!canonical_key)
2403 {
2404 /* 1. There being a field named key on any object
2405 * implies there'd be a shared string to find.
2406 * 2. Since there isn't, no object has this field.
2407 * 3. Therefore, *this* object doesn't have this field.
2408 */
2409 return 0;
2410 }
2411
2412 /* This is copied from get_ob_key_link() above -
2413 * only 4 lines, and saves the function call overhead.
2414 */
2415 for (link = op->key_values; link; link = link->next)
2416 if (link->key == canonical_key)
2417 return link->value; 2478 return kv->value;
2418 2479
2419 return 0; 2480 return shstr ();
2420} 2481}
2421 2482
2422 2483void
2423/* 2484key_values::add (shstr_tmp key, shstr_tmp value)
2424 * Updates the canonical_key in op to value.
2425 *
2426 * canonical_key is a shared string (value doesn't have to be).
2427 *
2428 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2429 * keys.
2430 *
2431 * Returns TRUE on success.
2432 */
2433int
2434set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2435{ 2485{
2436 key_value *field = NULL, *last = NULL; 2486 key_value *kv = new key_value;
2437 2487
2438 for (field = op->key_values; field != NULL; field = field->next) 2488 kv->next = first;
2439 { 2489 kv->key = key;
2440 if (field->key != canonical_key) 2490 kv->value = value;
2491
2492 first = kv;
2493}
2494
2495void
2496key_values::set (shstr_tmp key, shstr_tmp value)
2497{
2498 for (key_value *kv = first; kv; kv = kv->next)
2499 if (kv->key == key)
2441 { 2500 {
2442 last = field; 2501 kv->value = value;
2443 continue; 2502 return;
2444 } 2503 }
2445 2504
2446 if (value) 2505 add (key, value);
2447 field->value = value; 2506}
2448 else 2507
2508void
2509key_values::del (shstr_tmp key)
2510{
2511 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2512 if ((*kvp)->key == key)
2449 { 2513 {
2450 /* Basically, if the archetype has this key set, 2514 key_value *kv = *kvp;
2451 * we need to store the null value so when we save 2515 *kvp = (*kvp)->next;
2452 * it, we save the empty value so that when we load, 2516 delete kv;
2453 * we get this value back again. 2517 return;
2454 */
2455 if (get_ob_key_link (&op->arch->clone, canonical_key))
2456 field->value = 0;
2457 else
2458 {
2459 if (last)
2460 last->next = field->next;
2461 else
2462 op->key_values = field->next;
2463
2464 delete field;
2465 }
2466 } 2518 }
2467 return TRUE; 2519}
2520
2521void
2522key_values::reverse ()
2523{
2524 key_value *prev = 0;
2525 key_value *head = first;
2526
2527 while (head)
2468 } 2528 {
2469 /* IF we get here, key doesn't exist */ 2529 key_value *node = head;
2530 head = head->next;
2531 node->next = prev;
2532 prev = node;
2533 }
2470 2534
2471 /* No field, we'll have to add it. */ 2535 first = prev;
2472
2473 if (!add_key)
2474 return FALSE;
2475
2476 /* There isn't any good reason to store a null
2477 * value in the key/value list. If the archetype has
2478 * this key, then we should also have it, so shouldn't
2479 * be here. If user wants to store empty strings,
2480 * should pass in ""
2481 */
2482 if (value == NULL)
2483 return TRUE;
2484
2485 field = new key_value;
2486
2487 field->key = canonical_key;
2488 field->value = value;
2489 /* Usual prepend-addition. */
2490 field->next = op->key_values;
2491 op->key_values = field;
2492
2493 return TRUE;
2494} 2536}
2495 2537
2496/* 2538key_values &
2497 * Updates the key in op to value. 2539key_values::operator =(const key_values &kv)
2498 *
2499 * If add_key is FALSE, this will only update existing keys,
2500 * and not add new ones.
2501 * In general, should be little reason FALSE is ever passed in for add_key
2502 *
2503 * Returns TRUE on success.
2504 */
2505int
2506set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2507{ 2540{
2508 shstr key_ (key); 2541 clear ();
2509 2542
2510 return set_ob_key_value_s (op, key_, value, add_key); 2543 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2544 add (kvp->key, kvp->value);
2545
2546 reverse ();
2511} 2547}
2512 2548
2513object::depth_iterator::depth_iterator (object *container) 2549object::depth_iterator::depth_iterator (object *container)
2514: iterator_base (container) 2550: iterator_base (container)
2515{ 2551{
2528 item = item->inv; 2564 item = item->inv;
2529 } 2565 }
2530 else 2566 else
2531 item = item->env; 2567 item = item->env;
2532} 2568}
2533
2534 2569
2535const char * 2570const char *
2536object::flag_desc (char *desc, int len) const 2571object::flag_desc (char *desc, int len) const
2537{ 2572{
2538 char *p = desc; 2573 char *p = desc;
2566{ 2601{
2567 char flagdesc[512]; 2602 char flagdesc[512];
2568 char info2[256 * 4]; 2603 char info2[256 * 4];
2569 char *p = info; 2604 char *p = info;
2570 2605
2571 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2606 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2572 count, uuid.seq, 2607 count,
2608 uuid.c_str (),
2573 &name, 2609 &name,
2574 title ? "\",title:\"" : "", 2610 title ? ",title:\"" : "",
2575 title ? (const char *)title : "", 2611 title ? (const char *)title : "",
2612 title ? "\"" : "",
2576 flag_desc (flagdesc, 512), type); 2613 flag_desc (flagdesc, 512), type);
2577 2614
2578 if (env) 2615 if (!flag[FLAG_REMOVED] && env)
2579 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2616 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2580 2617
2581 if (map) 2618 if (map)
2582 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2619 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2583 2620
2585} 2622}
2586 2623
2587const char * 2624const char *
2588object::debug_desc () const 2625object::debug_desc () const
2589{ 2626{
2590 static char info[256 * 4]; 2627 static char info[3][256 * 4];
2628 static int info_idx;
2629
2591 return debug_desc (info); 2630 return debug_desc (info [++info_idx % 3]);
2592} 2631}
2593 2632
2594const char * 2633struct region *
2595object::debug_desc2 () const 2634object::region () const
2596{ 2635{
2597 static char info[256 * 4]; 2636 return map ? map->region (x, y)
2598 return debug_desc (info); 2637 : region::default_region ();
2599} 2638}
2600 2639
2640void
2641object::open_container (object *new_container)
2642{
2643 if (container == new_container)
2644 return;
2645
2646 object *old_container = container;
2647
2648 if (old_container)
2649 {
2650 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2651 return;
2652
2653#if 0
2654 // remove the "Close old_container" object.
2655 if (object *closer = old_container->inv)
2656 if (closer->type == CLOSE_CON)
2657 closer->destroy ();
2658#endif
2659
2660 // make sure the container is available
2661 esrv_send_item (this, old_container);
2662
2663 old_container->flag [FLAG_APPLIED] = false;
2664 container = 0;
2665
2666 // client needs item update to make it work, client bug requires this to be separate
2667 esrv_update_item (UPD_FLAGS, this, old_container);
2668
2669 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2670 play_sound (sound_find ("chest_close"));
2671 }
2672
2673 if (new_container)
2674 {
2675 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2676 return;
2677
2678 // TODO: this does not seem to serve any purpose anymore?
2679#if 0
2680 // insert the "Close Container" object.
2681 if (archetype *closer = new_container->other_arch)
2682 {
2683 object *closer = new_container->other_arch->instance ();
2684 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2685 new_container->insert (closer);
2686 }
2687#endif
2688
2689 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2690
2691 // make sure the container is available, client bug requires this to be separate
2692 esrv_send_item (this, new_container);
2693
2694 new_container->flag [FLAG_APPLIED] = true;
2695 container = new_container;
2696
2697 // client needs flag change
2698 esrv_update_item (UPD_FLAGS, this, new_container);
2699 esrv_send_inventory (this, new_container);
2700 play_sound (sound_find ("chest_open"));
2701 }
2702// else if (!old_container->env && contr && contr->ns)
2703// contr->ns->floorbox_reset ();
2704}
2705
2706object *
2707object::force_find (shstr_tmp name)
2708{
2709 /* cycle through his inventory to look for the MARK we want to
2710 * place
2711 */
2712 for (object *tmp = inv; tmp; tmp = tmp->below)
2713 if (tmp->type == FORCE && tmp->slaying == name)
2714 return splay (tmp);
2715
2716 return 0;
2717}
2718
2719//-GPL
2720
2721void
2722object::force_set_timer (int duration)
2723{
2724 this->duration = 1;
2725 this->speed_left = -1.f;
2726
2727 this->set_speed (duration ? 1.f / duration : 0.f);
2728}
2729
2730object *
2731object::force_add (shstr_tmp name, int duration)
2732{
2733 if (object *force = force_find (name))
2734 force->destroy ();
2735
2736 object *force = get_archetype (FORCE_NAME);
2737
2738 force->slaying = name;
2739 force->force_set_timer (duration);
2740 force->flag [FLAG_APPLIED] = true;
2741
2742 return insert (force);
2743}
2744
2745void
2746object::play_sound (faceidx sound) const
2747{
2748 if (!sound)
2749 return;
2750
2751 if (is_on_map ())
2752 map->play_sound (sound, x, y);
2753 else if (object *pl = in_player ())
2754 pl->contr->play_sound (sound);
2755}
2756
2757void
2758object::say_msg (const char *msg) const
2759{
2760 if (is_on_map ())
2761 map->say_msg (msg, x, y);
2762 else if (object *pl = in_player ())
2763 pl->contr->play_sound (sound);
2764}
2765
2766void
2767object::make_noise ()
2768{
2769 // we do not model noise in the map, so instead put
2770 // a temporary light into the noise source
2771 // could use the map instead, but that's less reliable for our
2772 // goal, which is to make invisibility a bit harder to exploit
2773
2774 // currently only works sensibly for players
2775 if (!is_player ())
2776 return;
2777
2778 // find old force, or create new one
2779 object *force = force_find (shstr_noise_force);
2780
2781 if (force)
2782 force->speed_left = -1.f; // patch old speed up
2783 else
2784 {
2785 force = archetype::get (shstr_noise_force);
2786
2787 force->slaying = shstr_noise_force;
2788 force->stats.food = 1;
2789 force->speed_left = -1.f;
2790
2791 force->set_speed (1.f / 4.f);
2792 force->flag [FLAG_IS_USED_UP] = true;
2793 force->flag [FLAG_APPLIED] = true;
2794
2795 insert (force);
2796 }
2797}
2798
2799void object::change_move_type (MoveType mt)
2800{
2801 if (move_type == mt)
2802 return;
2803
2804 if (is_on_map ())
2805 {
2806 // we are on the map, so handle move_on/off effects
2807 remove ();
2808 move_type = mt;
2809 map->insert (this, x, y, this);
2810 }
2811 else
2812 move_type = mt;
2813}
2814
2815/* object should be a player.
2816 * we return the object the player has marked with the 'mark' command
2817 * below. If no match is found (or object has changed), we return
2818 * NULL. We leave it up to the calling function to print messages if
2819 * nothing is found.
2820 */
2821object *
2822object::mark () const
2823{
2824 if (contr && contr->mark && contr->mark->env == this)
2825 return contr->mark;
2826 else
2827 return 0;
2828}
2829
2830// put marked object first in the inventory
2831// this is used by identify-like spells so players can influence
2832// the order a bit.
2833void
2834object::splay_marked ()
2835{
2836 if (object *marked = mark ())
2837 splay (marked);
2838}
2839

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