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Comparing deliantra/server/common/object.C (file contents):
Revision 1.134 by pippijn, Thu Mar 1 12:28:16 2007 UTC vs.
Revision 1.354 by root, Mon Oct 29 23:55:52 2012 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012 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 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 17 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
23 */ 21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
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 */
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 */ 517 */
362char * 518char *
363dump_object (object *op) 519dump_object (object *op)
364{ 520{
365 if (!op) 521 if (!op)
368 object_freezer freezer; 524 object_freezer freezer;
369 op->write (freezer); 525 op->write (freezer);
370 return freezer.as_string (); 526 return freezer.as_string ();
371} 527}
372 528
373/* 529char *
374 * get_nearest_part(multi-object, object 2) returns the part of the 530object::as_string ()
375 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned.
377 */
378
379object *
380get_nearest_part (object *op, const object *pl)
381{ 531{
382 object *tmp, *closest; 532 return dump_object (this);
383 int last_dist, i;
384
385 if (op->more == NULL)
386 return op;
387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
388 if ((i = distance (tmp, pl)) < last_dist)
389 closest = tmp, last_dist = i;
390 return closest;
391} 533}
392 534
393/* 535/*
394 * Returns the object which has the count-variable equal to the argument. 536 * Returns the object which has the count-variable equal to the argument.
537 * VERRRY slow.
395 */ 538 */
396object * 539object *
397find_object (tag_t i) 540find_object (tag_t i)
398{ 541{
399 for_all_objects (op) 542 for_all_objects (op)
402 545
403 return 0; 546 return 0;
404} 547}
405 548
406/* 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/*
407 * 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.
408 * Used only by the patch command, but not all that useful. 566 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999" 567 * Enables features like "patch <name-of-other-player> food 999"
410 */ 568 */
411object * 569object *
412find_object_name (const char *str) 570find_object_name (const char *str)
413{ 571{
414 shstr_cmp str_ (str); 572 shstr_cmp str_ (str);
415 object *op;
416 573
574 if (str_)
417 for_all_objects (op) 575 for_all_objects (op)
418 if (op->name == str_) 576 if (op->name == str_)
419 break; 577 return op;
420 578
421 return op; 579 return 0;
422}
423
424void
425free_all_object_data ()
426{
427 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
428} 580}
429 581
430/* 582/*
431 * 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
432 * skill and experience objects. 584 * skill and experience objects.
585 * ACTUALLY NO! investigate! TODO
433 */ 586 */
434void 587void
435object::set_owner (object *owner) 588object::set_owner (object *owner)
436{ 589{
590 // allow objects which own objects
437 if (!owner) 591 if (owner)
438 return;
439
440 /* next line added to allow objects which own objects */
441 /* Add a check for ownercounts in here, as I got into an endless loop
442 * with the fireball owning a poison cloud which then owned the
443 * fireball. I believe that was caused by one of the objects getting
444 * freed and then another object replacing it. Since the ownercounts
445 * didn't match, this check is valid and I believe that cause is valid.
446 */
447 while (owner->owner) 592 while (owner->owner)
448 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 }
449 600
450 this->owner = owner; 601 this->owner = owner;
451}
452
453/* Zero the key_values on op, decrementing the shared-string
454 * refcounts and freeing the links.
455 */
456static void
457free_key_values (object *op)
458{
459 for (key_value *i = op->key_values; i != 0;)
460 {
461 key_value *next = i->next;
462 delete i;
463
464 i = next;
465 }
466
467 op->key_values = 0;
468} 602}
469 603
470/* 604/*
471 * copy_to first frees everything allocated by the dst object, 605 * copy_to first frees everything allocated by the dst object,
472 * and then copies the contents of itself into the second 606 * and then copies the contents of itself into the second
476 * will point at garbage. 610 * will point at garbage.
477 */ 611 */
478void 612void
479object::copy_to (object *dst) 613object::copy_to (object *dst)
480{ 614{
481 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 615 dst->remove ();
482 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
483
484 *(object_copy *)dst = *this; 616 *(object_copy *)dst = *this;
485 617
486 if (is_freed) 618 // maybe move to object_copy?
487 SET_FLAG (dst, FLAG_FREED); 619 dst->kv = kv;
488 620
489 if (is_removed) 621 dst->flag [FLAG_REMOVED] = true;
490 SET_FLAG (dst, FLAG_REMOVED); 622 dst->activate ();
491
492 if (speed < 0)
493 dst->speed_left = speed_left - rndm ();
494
495 /* Copy over key_values, if any. */
496 if (key_values)
497 {
498 key_value *tail = 0;
499 key_value *i;
500
501 dst->key_values = 0;
502
503 for (i = key_values; i; i = i->next)
504 {
505 key_value *new_link = new key_value;
506
507 new_link->next = 0;
508 new_link->key = i->key;
509 new_link->value = i->value;
510
511 /* Try and be clever here, too. */
512 if (!dst->key_values)
513 {
514 dst->key_values = new_link;
515 tail = new_link;
516 }
517 else
518 {
519 tail->next = new_link;
520 tail = new_link;
521 }
522 }
523 }
524
525 dst->set_speed (dst->speed);
526} 623}
527 624
528void 625void
529object::instantiate () 626object::instantiate ()
530{ 627{
531 if (!uuid.seq) // HACK 628 if (!uuid.seq) // HACK
532 uuid = gen_uuid (); 629 uuid = UUID::gen ();
533 630
631 // TODO: unclean state changes, should not be done in copy_to AND instantiate
632 if (flag [FLAG_RANDOM_SPEED] && speed)
633 speed_left = - speed - rndm (); // TODO animation
634 else
534 speed_left = -0.1f; 635 speed_left = -1.;
636
535 /* copy the body_info to the body_used - this is only really 637 /* copy the body_info to the body_used - this is only really
536 * need for monsters, but doesn't hurt to do it for everything. 638 * need for monsters, but doesn't hurt to do it for everything.
537 * by doing so, when a monster is created, it has good starting 639 * by doing so, when a monster is created, it has good starting
538 * values for the body_used info, so when items are created 640 * values for the body_used info, so when items are created
539 * for it, they can be properly equipped. 641 * for it, they can be properly equipped.
540 */ 642 */
541 memcpy (body_used, body_info, sizeof (body_used)); 643 for (int i = NUM_BODY_LOCATIONS; i--; )
644 slot[i].used = slot[i].info;
542 645
543 attachable::instantiate (); 646 attachable::instantiate ();
544} 647}
545 648
546object * 649object *
547object::clone () 650object::clone ()
548{ 651{
549 object *neu = create (); 652 object *neu = create ();
550 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
551 return neu; 660 return neu;
552} 661}
553 662
554/* 663/*
555 * 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
557 * 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.
558 */ 667 */
559void 668void
560update_turn_face (object *op) 669update_turn_face (object *op)
561{ 670{
562 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 671 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
563 return; 672 return;
564 673
565 SET_ANIMATION (op, op->direction); 674 SET_ANIMATION (op, op->direction);
566 update_object (op, UP_OBJ_FACE); 675 update_object (op, UP_OBJ_FACE);
567} 676}
572 * 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.
573 */ 682 */
574void 683void
575object::set_speed (float speed) 684object::set_speed (float speed)
576{ 685{
577 if (flag [FLAG_FREED] && speed)
578 {
579 LOG (llevError, "Object %s is freed but has speed.\n", &name);
580 speed = 0;
581 }
582
583 this->speed = speed; 686 this->speed = speed;
584 687
585 if (has_active_speed ()) 688 if (has_active_speed ())
586 activate (); 689 activate ();
587 else 690 else
606 * UP_OBJ_FACE: only the objects face has changed. 709 * UP_OBJ_FACE: only the objects face has changed.
607 */ 710 */
608void 711void
609update_object (object *op, int action) 712update_object (object *op, int action)
610{ 713{
611 if (op == NULL) 714 if (!op)
612 { 715 {
613 /* this should never happen */ 716 /* this should never happen */
614 LOG (llevDebug, "update_object() called for NULL object.\n"); 717 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
615 return; 718 return;
616 } 719 }
617 720
618 if (op->env) 721 if (!op->is_on_map ())
619 { 722 {
620 /* Animation is currently handled by client, so nothing 723 /* Animation is currently handled by client, so nothing
621 * to do in this case. 724 * to do in this case.
622 */ 725 */
623 return; 726 return;
624 } 727 }
625
626 /* If the map is saving, don't do anything as everything is
627 * going to get freed anyways.
628 */
629 if (!op->map || op->map->in_memory == MAP_SAVING)
630 return;
631 728
632 /* make sure the object is within map boundaries */ 729 /* make sure the object is within map boundaries */
633 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)
634 { 731 {
635 LOG (llevError, "update_object() called for object out of map!\n"); 732 LOG (llevError, "update_object() called for object out of map!\n");
640 } 737 }
641 738
642 mapspace &m = op->ms (); 739 mapspace &m = op->ms ();
643 740
644 if (!(m.flags_ & P_UPTODATE)) 741 if (!(m.flags_ & P_UPTODATE))
645 /* nop */; 742 m.update_up (); // nothing to do except copy up
646 else if (action == UP_OBJ_INSERT) 743 else if (action == UP_OBJ_INSERT)
647 { 744 {
745#if 0
648 // this is likely overkill, TODO: revisit (schmorp) 746 // this is likely overkill, TODO: revisit (schmorp)
649 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 747 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
650 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 748 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
651 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 749 || (op->is_player () && !(m.flags_ & P_PLAYER))
652 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 750 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
653 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 751 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
654 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 752 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
655 || (m.move_on | op->move_on ) != m.move_on 753 || (m.move_on | op->move_on ) != m.move_on
656 || (m.move_off | op->move_off ) != m.move_off 754 || (m.move_off | op->move_off ) != m.move_off
657 || (m.move_slow | op->move_slow) != m.move_slow 755 || (m.move_slow | op->move_slow) != m.move_slow
658 /* 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
659 * to have move_allow right now. 757 * have move_allow right now.
660 */ 758 */
661 || ((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
662 || 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)
663 m.flags_ = 0; 763 m.invalidate ();
764#endif
664 } 765 }
665 /* if the object is being removed, we can't make intelligent 766 /* if the object is being removed, we can't make intelligent
666 * decisions, because remove_ob can't really pass the object 767 * decisions, because remove_ob can't really pass the object
667 * that is being removed. 768 * that is being removed.
668 */ 769 */
669 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 770 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
670 m.flags_ = 0; 771 m.invalidate ();
671 else if (action == UP_OBJ_FACE) 772 else if (action == UP_OBJ_FACE)
672 /* Nothing to do for that case */ ; 773 m.update_up (); // nothing to do for that case, except copy up
673 else 774 else
674 LOG (llevError, "update_object called with invalid action: %d\n", action); 775 LOG (llevError, "update_object called with invalid action: %d\n", action);
675 776
676 if (op->more) 777 if (op->more)
677 update_object (op->more, action); 778 update_object (op->more, action);
678} 779}
679 780
680object::object () 781object::object ()
681{ 782{
682 SET_FLAG (this, FLAG_REMOVED); 783 this->set_flag (FLAG_REMOVED);
683 784
684 expmul = 1.0; 785 //expmul = 1.0; declared const for the time being
685 face = blank_face; 786 face = blank_face;
787 material = MATERIAL_NULL;
686} 788}
687 789
688object::~object () 790object::~object ()
689{ 791{
690 unlink (); 792 unlink ();
691 793
692 free_key_values (this); 794 kv.clear ();
693} 795}
694
695static int object_count;
696 796
697void object::link () 797void object::link ()
698{ 798{
699 assert (!index);//D 799 assert (!index);//D
700 uuid = gen_uuid (); 800 uuid = UUID::gen ();
701 count = ++object_count;
702 801
703 refcnt_inc (); 802 refcnt_inc ();
704 objects.insert (this); 803 objects.insert (this);
804
805 ++create_count;
806
705} 807}
706 808
707void object::unlink () 809void object::unlink ()
708{ 810{
709 if (!index) 811 if (!index)
710 return; 812 return;
813
814 ++destroy_count;
711 815
712 objects.erase (this); 816 objects.erase (this);
713 refcnt_dec (); 817 refcnt_dec ();
714} 818}
715 819
719 /* If already on active list, don't do anything */ 823 /* If already on active list, don't do anything */
720 if (active) 824 if (active)
721 return; 825 return;
722 826
723 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
724 actives.insert (this); 832 actives.insert (this);
833 }
725} 834}
726 835
727void 836void
728object::activate_recursive () 837object::activate_recursive ()
729{ 838{
778object::destroy_inv (bool drop_to_ground) 887object::destroy_inv (bool drop_to_ground)
779{ 888{
780 // need to check first, because the checks below might segfault 889 // need to check first, because the checks below might segfault
781 // as we might be on an invalid mapspace and crossfire code 890 // as we might be on an invalid mapspace and crossfire code
782 // is too buggy to ensure that the inventory is empty. 891 // is too buggy to ensure that the inventory is empty.
783 // corollary: if you create arrows etc. with stuff in tis inventory, 892 // corollary: if you create arrows etc. with stuff in its inventory,
784 // cf will crash below with off-map x and y 893 // cf will crash below with off-map x and y
785 if (!inv) 894 if (!inv)
786 return; 895 return;
787 896
788 /* Only if the space blocks everything do we not process - 897 /* Only if the space blocks everything do we not process -
789 * if some form of movement is allowed, let objects 898 * if some form of movement is allowed, let objects
790 * drop on that space. 899 * drop on that space.
791 */ 900 */
792 if (!drop_to_ground 901 if (!drop_to_ground
793 || !map 902 || !map
794 || map->in_memory != MAP_IN_MEMORY 903 || !map->linkable ()
795 || map->nodrop 904 || map->no_drop
796 || ms ().move_block == MOVE_ALL) 905 || ms ().move_block == MOVE_ALL)
797 { 906 {
798 while (inv) 907 while (inv)
799 {
800 inv->destroy_inv (drop_to_ground);
801 inv->destroy (); 908 inv->destroy ();
802 }
803 } 909 }
804 else 910 else
805 { /* Put objects in inventory onto this space */ 911 { /* Put objects in inventory onto this space */
806 while (inv) 912 while (inv)
807 { 913 {
818 map->insert (op, x, y); 924 map->insert (op, x, y);
819 } 925 }
820 } 926 }
821} 927}
822 928
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 *
823object *object::create () 966object::create ()
824{ 967{
825 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
826 op->link (); 990 op->link ();
991
827 return op; 992 return op;
828} 993}
829 994
830void 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
1010void
831object::do_destroy () 1011object::do_destroy ()
832{ 1012{
1013 if (flag [FLAG_IS_LINKED])
1014 remove_link ();
1015
1016 if (flag [FLAG_FRIENDLY])
1017 remove_friendly_object (this);
1018
1019 remove ();
1020
833 attachable::do_destroy (); 1021 attachable::do_destroy ();
834
835 if (flag [FLAG_IS_LINKED])
836 remove_button_link (this);
837
838 if (flag [FLAG_FRIENDLY])
839 {
840 remove_friendly_object (this);
841
842 if (type == GOLEM
843 && owner
844 && owner->type == PLAYER
845 && owner->contr->ranges[range_golem] == this)
846 owner->contr->ranges[range_golem] = 0;
847 }
848
849 if (!flag [FLAG_REMOVED])
850 remove ();
851
852 destroy_inv (true);
853 1022
854 deactivate (); 1023 deactivate ();
855 unlink (); 1024 unlink ();
856 1025
857 flag [FLAG_FREED] = 1; 1026 flag [FLAG_FREED] = 1;
858 1027
859 // hack to ensure that freed objects still have a valid map 1028 // hack to ensure that freed objects still have a valid map
860 {
861 static maptile *freed_map; // freed objects are moved here to avoid crashes
862
863 if (!freed_map)
864 {
865 freed_map = new maptile;
866
867 freed_map->name = "/internal/freed_objects_map";
868 freed_map->width = 3;
869 freed_map->height = 3;
870
871 freed_map->alloc ();
872 freed_map->in_memory = MAP_IN_MEMORY;
873 }
874
875 map = freed_map; 1029 map = &freed_map;
876 x = 1; 1030 x = 1;
877 y = 1; 1031 y = 1;
878 }
879
880 head = 0;
881 1032
882 if (more) 1033 if (more)
883 { 1034 {
884 more->destroy (); 1035 more->destroy ();
885 more = 0; 1036 more = 0;
886 } 1037 }
887 1038
1039 head = 0;
1040
888 // clear those pointers that likely might have circular references to us 1041 // clear those pointers that likely might cause circular references
889 owner = 0; 1042 owner = 0;
890 enemy = 0; 1043 enemy = 0;
891 attacked_by = 0; 1044 attacked_by = 0;
1045 current_weapon = 0;
892} 1046}
893 1047
894void 1048void
895object::destroy (bool destroy_inventory) 1049object::destroy ()
896{ 1050{
897 if (destroyed ()) 1051 if (destroyed ())
898 return; 1052 return;
899 1053
900 if (destroy_inventory) 1054 if (!is_head () && !head->destroyed ())
1055 {
1056 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1057 head->destroy ();
1058 return;
1059 }
1060
901 destroy_inv (false); 1061 destroy_inv_fast ();
1062
1063 if (is_head ())
1064 if (sound_destroy)
1065 play_sound (sound_destroy);
1066 else if (flag [FLAG_MONSTER])
1067 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
902 1068
903 attachable::destroy (); 1069 attachable::destroy ();
904}
905
906/*
907 * sub_weight() recursively (outwards) subtracts a number from the
908 * weight of an object (and what is carried by it's environment(s)).
909 */
910void
911sub_weight (object *op, signed long weight)
912{
913 while (op != NULL)
914 {
915 if (op->type == CONTAINER)
916 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
917
918 op->carrying -= weight;
919 op = op->env;
920 }
921} 1070}
922 1071
923/* op->remove (): 1072/* op->remove ():
924 * This function removes the object op from the linked list of objects 1073 * This function removes the object op from the linked list of objects
925 * which it is currently tied to. When this function is done, the 1074 * which it is currently tied to. When this function is done, the
928 * the previous environment. 1077 * the previous environment.
929 */ 1078 */
930void 1079void
931object::do_remove () 1080object::do_remove ()
932{ 1081{
933 object *tmp, *last = 0; 1082 if (flag [FLAG_REMOVED])
934 object *otmp;
935
936 if (QUERY_FLAG (this, FLAG_REMOVED))
937 return; 1083 return;
938 1084
939 SET_FLAG (this, FLAG_REMOVED);
940 INVOKE_OBJECT (REMOVE, this); 1085 INVOKE_OBJECT (REMOVE, this);
1086
1087 flag [FLAG_REMOVED] = true;
941 1088
942 if (more) 1089 if (more)
943 more->remove (); 1090 more->remove ();
944 1091
945 /* 1092 /*
946 * In this case, the object to be removed is in someones 1093 * In this case, the object to be removed is in someones
947 * inventory. 1094 * inventory.
948 */ 1095 */
949 if (env) 1096 if (env)
950 { 1097 {
951 if (nrof) 1098 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
952 sub_weight (env, weight * nrof); 1099 if (object *pl = visible_to ())
953 else 1100 esrv_del_item (pl->contr, count);
954 sub_weight (env, weight + carrying); 1101 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
955 1102
956 /* NO_FIX_PLAYER is set when a great many changes are being 1103 adjust_weight (env, total_weight (), 0);
957 * made to players inventory. If set, avoiding the call
958 * to save cpu time.
959 */
960 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
961 otmp->update_stats ();
962 1104
963 if (above) 1105 object *pl = in_player ();
964 above->below = below;
965 else
966 env->inv = below;
967
968 if (below)
969 below->above = above;
970 1106
971 /* we set up values so that it could be inserted into 1107 /* we set up values so that it could be inserted into
972 * the map, but we don't actually do that - it is up 1108 * the map, but we don't actually do that - it is up
973 * to the caller to decide what we want to do. 1109 * to the caller to decide what we want to do.
974 */ 1110 */
975 x = env->x, y = env->y;
976 map = env->map; 1111 map = env->map;
977 above = 0, below = 0; 1112 x = env->x;
1113 y = env->y;
1114
1115 // make sure cmov optimisation is applicable
1116 *(above ? &above->below : &env->inv) = below;
1117 *(below ? &below->above : &above ) = above; // &above is just a dummy
1118
1119 above = 0;
1120 below = 0;
978 env = 0; 1121 env = 0;
1122
1123 if (pl && pl->is_player ())
1124 {
1125 if (expect_false (pl->contr->combat_ob == this))
1126 {
1127 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1128 pl->contr->combat_ob = 0;
1129 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1130 }
1131
1132 if (expect_false (pl->contr->ranged_ob == this))
1133 {
1134 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1135 pl->contr->ranged_ob = 0;
1136 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1137 }
1138
1139 pl->contr->queue_stats_update ();
1140
1141 if (expect_false (glow_radius) && pl->is_on_map ())
1142 update_all_los (pl->map, pl->x, pl->y);
1143 }
979 } 1144 }
980 else if (map) 1145 else if (map)
981 { 1146 {
982 if (type == PLAYER)
983 {
984 // leaving a spot always closes any open container on the ground
985 if (container && !container->env)
986 // this causes spurious floorbox updates, but it ensures
987 // that the CLOSE event is being sent.
988 close_container ();
989
990 --map->players;
991 map->touch ();
992 }
993
994 map->dirty = true; 1147 map->dirty = true;
995 mapspace &ms = this->ms (); 1148 mapspace &ms = this->ms ();
996 1149
1150 if (object *pl = ms.player ())
1151 {
1152 if (is_player ())
1153 {
1154 if (!flag [FLAG_WIZPASS])
1155 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1156
1157 // leaving a spot always closes any open container on the ground
1158 if (container && !container->env)
1159 // this causes spurious floorbox updates, but it ensures
1160 // that the CLOSE event is being sent.
1161 close_container ();
1162
1163 --map->players;
1164 map->touch ();
1165 }
1166 else if (pl->container_ () == this)
1167 {
1168 // removing a container should close it
1169 close_container ();
1170 }
1171 else
1172 esrv_del_item (pl->contr, count);
1173 }
1174
997 /* link the object above us */ 1175 /* link the object above us */
998 if (above) 1176 // re-link, make sure compiler can easily use cmove
999 above->below = below; 1177 *(above ? &above->below : &ms.top) = below;
1000 else 1178 *(below ? &below->above : &ms.bot) = above;
1001 ms.top = below; /* we were top, set new top */
1002
1003 /* Relink the object below us, if there is one */
1004 if (below)
1005 below->above = above;
1006 else
1007 {
1008 /* Nothing below, which means we need to relink map object for this space
1009 * use translated coordinates in case some oddness with map tiling is
1010 * evident
1011 */
1012 if (GET_MAP_OB (map, x, y) != this)
1013 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 ());
1014
1015 ms.bot = above; /* goes on above it. */
1016 }
1017 1179
1018 above = 0; 1180 above = 0;
1019 below = 0; 1181 below = 0;
1020 1182
1021 if (map->in_memory == MAP_SAVING) 1183 ms.invalidate ();
1022 return;
1023 1184
1024 int check_walk_off = !flag [FLAG_NO_APPLY]; 1185 int check_walk_off = !flag [FLAG_NO_APPLY];
1025 1186
1026 for (tmp = ms.bot; tmp; tmp = tmp->above) 1187 if (object *pl = ms.player ())
1027 { 1188 {
1028 /* No point updating the players look faces if he is the object 1189 if (pl->container_ () == this)
1029 * being removed.
1030 */
1031
1032 if (tmp->type == PLAYER && tmp != this)
1033 {
1034 /* If a container that the player is currently using somehow gets 1190 /* If a container that the player is currently using somehow gets
1035 * removed (most likely destroyed), update the player view 1191 * removed (most likely destroyed), update the player view
1036 * appropriately. 1192 * appropriately.
1037 */ 1193 */
1038 if (tmp->container == this) 1194 pl->close_container ();
1039 {
1040 flag [FLAG_APPLIED] = 0;
1041 tmp->container = 0;
1042 }
1043 1195
1196 //TODO: the floorbox prev/next might need updating
1197 //esrv_del_item (pl->contr, count);
1198 //TODO: update floorbox to preserve ordering
1044 if (tmp->contr->ns) 1199 if (pl->contr->ns)
1045 tmp->contr->ns->floorbox_update (); 1200 pl->contr->ns->floorbox_update ();
1201 }
1202
1203 if (check_walk_off)
1204 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1205 {
1206 above = tmp->above;
1207
1208 /* No point updating the players look faces if he is the object
1209 * being removed.
1046 } 1210 */
1047 1211
1048 /* See if object moving off should effect something */ 1212 /* See if object moving off should effect something */
1049 if (check_walk_off
1050 && ((move_type & tmp->move_off) 1213 if ((move_type & tmp->move_off)
1051 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1214 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1052 {
1053 move_apply (tmp, this, 0); 1215 move_apply (tmp, this, 0);
1054
1055 if (destroyed ())
1056 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1057 } 1216 }
1058 1217
1059 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1218 if (affects_los ())
1060 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1061 if (tmp->above == tmp)
1062 tmp->above = 0;
1063
1064 last = tmp;
1065 }
1066
1067 /* last == NULL if there are no objects on this space */
1068 //TODO: this makes little sense, why only update the topmost object?
1069 if (!last)
1070 map->at (x, y).flags_ = 0;
1071 else
1072 update_object (last, UP_OBJ_REMOVE);
1073
1074 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1075 update_all_los (map, x, y); 1219 update_all_los (map, x, y);
1076 } 1220 }
1077} 1221}
1078 1222
1079/* 1223/*
1088merge_ob (object *op, object *top) 1232merge_ob (object *op, object *top)
1089{ 1233{
1090 if (!op->nrof) 1234 if (!op->nrof)
1091 return 0; 1235 return 0;
1092 1236
1093 if (top) 1237 if (!top)
1094 for (top = op; top && top->above; top = top->above) 1238 for (top = op; top && top->above; top = top->above)
1095 ; 1239 ;
1096 1240
1097 for (; top; top = top->below) 1241 for (; top; top = top->below)
1098 {
1099 if (top == op)
1100 continue;
1101
1102 if (object::can_merge (op, top)) 1242 if (object::can_merge (op, top))
1103 { 1243 {
1104 top->nrof += op->nrof; 1244 top->nrof += op->nrof;
1105 1245
1106/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1246 if (object *pl = top->visible_to ())
1107 op->weight = 0; /* Don't want any adjustements now */ 1247 esrv_update_item (UPD_NROF, pl, top);
1248
1249 op->weight = 0; // cancel the addition above
1250 op->carrying = 0; // must be 0 already
1251
1108 op->destroy (); 1252 op->destroy ();
1253
1109 return top; 1254 return top;
1110 } 1255 }
1111 }
1112 1256
1113 return 0; 1257 return 0;
1258}
1259
1260void
1261object::expand_tail ()
1262{
1263 if (more)
1264 return;
1265
1266 object *prev = this;
1267
1268 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1269 {
1270 object *op = at->instance ();
1271
1272 op->name = name;
1273 op->name_pl = name_pl;
1274 op->title = title;
1275
1276 op->head = this;
1277 prev->more = op;
1278
1279 prev = op;
1280 }
1114} 1281}
1115 1282
1116/* 1283/*
1117 * same as insert_ob_in_map except it handles separate coordinates and does a clean 1284 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1118 * job preparing multi-part monsters. 1285 * job preparing multi-part monsters.
1119 */ 1286 */
1120object * 1287object *
1121insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1288insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1122{ 1289{
1290 op->remove ();
1291
1123 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1292 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1124 { 1293 {
1125 tmp->x = x + tmp->arch->clone.x; 1294 tmp->x = x + tmp->arch->x;
1126 tmp->y = y + tmp->arch->clone.y; 1295 tmp->y = y + tmp->arch->y;
1127 } 1296 }
1128 1297
1129 return insert_ob_in_map (op, m, originator, flag); 1298 return insert_ob_in_map (op, m, originator, flag);
1130} 1299}
1131 1300
1144 * Passing 0 for flag gives proper default values, so flag really only needs 1313 * Passing 0 for flag gives proper default values, so flag really only needs
1145 * to be set if special handling is needed. 1314 * to be set if special handling is needed.
1146 * 1315 *
1147 * Return value: 1316 * Return value:
1148 * new object if 'op' was merged with other object 1317 * new object if 'op' was merged with other object
1149 * NULL if 'op' was destroyed 1318 * NULL if there was an error (destroyed, blocked etc.)
1150 * just 'op' otherwise 1319 * just 'op' otherwise
1151 */ 1320 */
1152object * 1321object *
1153insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1322insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1154{ 1323{
1155 object *tmp, *top, *floor = NULL;
1156
1157 if (QUERY_FLAG (op, FLAG_FREED))
1158 {
1159 LOG (llevError, "Trying to insert freed object!\n");
1160 return NULL;
1161 }
1162
1163 if (!QUERY_FLAG (op, FLAG_REMOVED))
1164 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1165
1166 op->remove (); 1324 op->remove ();
1167 1325
1168 if (!m) 1326 if (m == &freed_map)//D TODO: remove soon
1169 { 1327 {//D
1170 char *dump = dump_object (op); 1328 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1171 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1172 free (dump);
1173 return op;
1174 } 1329 }//D
1175
1176 if (out_of_map (m, op->x, op->y))
1177 {
1178 char *dump = dump_object (op);
1179 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1180#ifdef MANY_CORES
1181 /* Better to catch this here, as otherwise the next use of this object
1182 * is likely to cause a crash. Better to find out where it is getting
1183 * improperly inserted.
1184 */
1185 abort ();
1186#endif
1187 free (dump);
1188 return op;
1189 }
1190
1191 if (object *more = op->more)
1192 {
1193 if (!insert_ob_in_map (more, m, originator, flag))
1194 {
1195 if (!op->head)
1196 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1197
1198 return 0;
1199 }
1200 }
1201
1202 CLEAR_FLAG (op, FLAG_REMOVED);
1203 1330
1204 /* Ideally, the caller figures this out. However, it complicates a lot 1331 /* Ideally, the caller figures this out. However, it complicates a lot
1205 * of areas of callers (eg, anything that uses find_free_spot would now 1332 * of areas of callers (eg, anything that uses find_free_spot would now
1206 * need extra work 1333 * need extra work
1207 */ 1334 */
1335 maptile *newmap = m;
1208 if (!xy_normalise (m, op->x, op->y)) 1336 if (!xy_normalise (newmap, op->x, op->y))
1337 {
1338 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1209 return 0; 1339 return 0;
1340 }
1210 1341
1342 if (object *more = op->more)
1343 if (!insert_ob_in_map (more, m, originator, flag))
1344 return 0;
1345
1346 op->flag [FLAG_REMOVED] = false;
1347 op->env = 0;
1211 op->map = m; 1348 op->map = newmap;
1349
1212 mapspace &ms = op->ms (); 1350 mapspace &ms = op->ms ();
1213 1351
1214 /* this has to be done after we translate the coordinates. 1352 /* this has to be done after we translate the coordinates.
1215 */ 1353 */
1216 if (op->nrof && !(flag & INS_NO_MERGE)) 1354 if (op->nrof && !(flag & INS_NO_MERGE))
1217 for (tmp = ms.bot; tmp; tmp = tmp->above) 1355 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1218 if (object::can_merge (op, tmp)) 1356 if (object::can_merge (op, tmp))
1219 { 1357 {
1358 // TODO: we actually want to update tmp, not op,
1359 // but some caller surely breaks when we return tmp
1360 // from here :/
1220 op->nrof += tmp->nrof; 1361 op->nrof += tmp->nrof;
1221 tmp->destroy (); 1362 tmp->destroy ();
1222 } 1363 }
1223 1364
1224 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1365 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1225 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1366 op->clr_flag (FLAG_INV_LOCKED);
1226 1367
1227 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1368 if (!op->flag [FLAG_ALIVE])
1228 CLEAR_FLAG (op, FLAG_NO_STEAL); 1369 op->clr_flag (FLAG_NO_STEAL);
1229 1370
1230 if (flag & INS_BELOW_ORIGINATOR) 1371 if (flag & INS_BELOW_ORIGINATOR)
1231 { 1372 {
1232 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1373 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1233 { 1374 {
1234 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1375 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1235 abort (); 1376 abort ();
1236 } 1377 }
1237 1378
1379 if (!originator->is_on_map ())
1380 {
1381 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1382 op->debug_desc (), originator->debug_desc ());
1383 abort ();
1384 }
1385
1238 op->above = originator; 1386 op->above = originator;
1239 op->below = originator->below; 1387 op->below = originator->below;
1240
1241 if (op->below)
1242 op->below->above = op;
1243 else
1244 ms.bot = op;
1245
1246 /* since *below* originator, no need to update top */
1247 originator->below = op; 1388 originator->below = op;
1389
1390 *(op->below ? &op->below->above : &ms.bot) = op;
1248 } 1391 }
1249 else 1392 else
1250 { 1393 {
1251 top = ms.bot; 1394 object *floor = 0;
1395 object *top = ms.top;
1252 1396
1253 /* If there are other objects, then */ 1397 /* If there are other objects, then */
1254 if ((!(flag & INS_MAP_LOAD)) && top) 1398 if (top)
1255 { 1399 {
1256 object *last = 0;
1257
1258 /* 1400 /*
1259 * If there are multiple objects on this space, we do some trickier handling. 1401 * If there are multiple objects on this space, we do some trickier handling.
1260 * We've already dealt with merging if appropriate. 1402 * We've already dealt with merging if appropriate.
1261 * Generally, we want to put the new object on top. But if 1403 * Generally, we want to put the new object on top. But if
1262 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1404 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1265 * once we get to them. This reduces the need to traverse over all of 1407 * once we get to them. This reduces the need to traverse over all of
1266 * them when adding another one - this saves quite a bit of cpu time 1408 * them when adding another one - this saves quite a bit of cpu time
1267 * when lots of spells are cast in one area. Currently, it is presumed 1409 * when lots of spells are cast in one area. Currently, it is presumed
1268 * that flying non pickable objects are spell objects. 1410 * that flying non pickable objects are spell objects.
1269 */ 1411 */
1270 for (top = ms.bot; top; top = top->above) 1412 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1271 { 1413 {
1272 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1414 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1273 floor = top; 1415 floor = tmp;
1274 1416
1275 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1417 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1276 { 1418 {
1277 /* We insert above top, so we want this object below this */ 1419 /* We insert above top, so we want this object below this */
1278 top = top->below; 1420 top = tmp->below;
1279 break; 1421 break;
1280 } 1422 }
1281 1423
1282 last = top; 1424 top = tmp;
1283 } 1425 }
1284
1285 /* Don't want top to be NULL, so set it to the last valid object */
1286 top = last;
1287 1426
1288 /* We let update_position deal with figuring out what the space 1427 /* We let update_position deal with figuring out what the space
1289 * looks like instead of lots of conditions here. 1428 * looks like instead of lots of conditions here.
1290 * makes things faster, and effectively the same result. 1429 * makes things faster, and effectively the same result.
1291 */ 1430 */
1292 1431
1293 /* Have object 'fall below' other objects that block view. 1432 /* Have object 'fall below' other objects that block view.
1294 * Unless those objects are exits, type 66 1433 * Unless those objects are exits.
1295 * If INS_ON_TOP is used, don't do this processing 1434 * If INS_ON_TOP is used, don't do this processing
1296 * Need to find the object that in fact blocks view, otherwise 1435 * Need to find the object that in fact blocks view, otherwise
1297 * stacking is a bit odd. 1436 * stacking is a bit odd.
1298 */ 1437 */
1299 if (!(flag & INS_ON_TOP) 1438 if (!(flag & INS_ON_TOP)
1300 && ms.flags () & P_BLOCKSVIEW 1439 && ms.flags () & P_BLOCKSVIEW
1301 && (op->face && !op->face->visibility)) 1440 && (op->face && !faces [op->face].visibility))
1302 { 1441 {
1442 object *last;
1443
1303 for (last = top; last != floor; last = last->below) 1444 for (last = top; last != floor; last = last->below)
1304 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1445 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1305 break; 1446 break;
1306 1447
1307 /* Check to see if we found the object that blocks view, 1448 /* Check to see if we found the object that blocks view,
1308 * and make sure we have a below pointer for it so that 1449 * and make sure we have a below pointer for it so that
1309 * we can get inserted below this one, which requires we 1450 * we can get inserted below this one, which requires we
1312 if (last && last->below && last != floor) 1453 if (last && last->below && last != floor)
1313 top = last->below; 1454 top = last->below;
1314 } 1455 }
1315 } /* If objects on this space */ 1456 } /* If objects on this space */
1316 1457
1317 if (flag & INS_MAP_LOAD)
1318 top = ms.top;
1319
1320 if (flag & INS_ABOVE_FLOOR_ONLY) 1458 if (flag & INS_ABOVE_FLOOR_ONLY)
1321 top = floor; 1459 top = floor;
1322 1460
1323 /* Top is the object that our object (op) is going to get inserted above. 1461 // insert object above top, or bottom-most if top = 0
1324 */
1325
1326 /* First object on this space */
1327 if (!top) 1462 if (!top)
1328 { 1463 {
1464 op->below = 0;
1329 op->above = ms.bot; 1465 op->above = ms.bot;
1330
1331 if (op->above)
1332 op->above->below = op;
1333
1334 op->below = 0;
1335 ms.bot = op; 1466 ms.bot = op;
1467
1468 *(op->above ? &op->above->below : &ms.top) = op;
1336 } 1469 }
1337 else 1470 else
1338 { /* get inserted into the stack above top */ 1471 {
1339 op->above = top->above; 1472 op->above = top->above;
1340
1341 if (op->above)
1342 op->above->below = op; 1473 top->above = op;
1343 1474
1344 op->below = top; 1475 op->below = top;
1345 top->above = op; 1476 *(op->above ? &op->above->below : &ms.top) = op;
1346 } 1477 }
1478 }
1347 1479
1348 if (!op->above) 1480 if (op->is_player ())
1349 ms.top = op;
1350 } /* else not INS_BELOW_ORIGINATOR */
1351
1352 if (op->type == PLAYER)
1353 { 1481 {
1354 op->contr->do_los = 1; 1482 op->contr->do_los = 1;
1355 ++op->map->players; 1483 ++op->map->players;
1356 op->map->touch (); 1484 op->map->touch ();
1357 } 1485 }
1358 1486
1359 op->map->dirty = true; 1487 op->map->dirty = true;
1360 1488
1361 /* If we have a floor, we know the player, if any, will be above
1362 * it, so save a few ticks and start from there.
1363 */
1364 if (!(flag & INS_MAP_LOAD))
1365 if (object *pl = ms.player ()) 1489 if (object *pl = ms.player ())
1490 //TODO: the floorbox prev/next might need updating
1491 //esrv_send_item (pl, op);
1492 //TODO: update floorbox to preserve ordering
1366 if (pl->contr->ns) 1493 if (pl->contr->ns)
1367 pl->contr->ns->floorbox_update (); 1494 pl->contr->ns->floorbox_update ();
1368 1495
1369 /* If this object glows, it may affect lighting conditions that are 1496 /* If this object glows, it may affect lighting conditions that are
1370 * visible to others on this map. But update_all_los is really 1497 * visible to others on this map. But update_all_los is really
1371 * an inefficient way to do this, as it means los for all players 1498 * an inefficient way to do this, as it means los for all players
1372 * on the map will get recalculated. The players could very well 1499 * on the map will get recalculated. The players could very well
1373 * be far away from this change and not affected in any way - 1500 * be far away from this change and not affected in any way -
1374 * this should get redone to only look for players within range, 1501 * this should get redone to only look for players within range,
1375 * or just updating the P_UPTODATE for spaces within this area 1502 * or just updating the P_UPTODATE for spaces within this area
1376 * of effect may be sufficient. 1503 * of effect may be sufficient.
1377 */ 1504 */
1378 if (op->map->darkness && (op->glow_radius != 0)) 1505 if (op->affects_los ())
1506 {
1507 op->ms ().invalidate ();
1379 update_all_los (op->map, op->x, op->y); 1508 update_all_los (op->map, op->x, op->y);
1509 }
1380 1510
1381 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1511 /* updates flags (blocked, alive, no magic, etc) for this map space */
1382 update_object (op, UP_OBJ_INSERT); 1512 update_object (op, UP_OBJ_INSERT);
1383 1513
1384 INVOKE_OBJECT (INSERT, op); 1514 INVOKE_OBJECT (INSERT, op);
1391 * blocked() and wall() work properly), and these flags are updated by 1521 * blocked() and wall() work properly), and these flags are updated by
1392 * update_object(). 1522 * update_object().
1393 */ 1523 */
1394 1524
1395 /* if this is not the head or flag has been passed, don't check walk on status */ 1525 /* if this is not the head or flag has been passed, don't check walk on status */
1396 if (!(flag & INS_NO_WALK_ON) && !op->head) 1526 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1397 { 1527 {
1398 if (check_move_on (op, originator)) 1528 if (check_move_on (op, originator, flag))
1399 return 0; 1529 return 0;
1400 1530
1401 /* If we are a multi part object, lets work our way through the check 1531 /* If we are a multi part object, let's work our way through the check
1402 * walk on's. 1532 * walk on's.
1403 */ 1533 */
1404 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1534 for (object *tmp = op->more; tmp; tmp = tmp->more)
1405 if (check_move_on (tmp, originator)) 1535 if (check_move_on (tmp, originator, flag))
1406 return 0; 1536 return 0;
1407 } 1537 }
1408 1538
1409 return op; 1539 return op;
1410} 1540}
1412/* this function inserts an object in the map, but if it 1542/* this function inserts an object in the map, but if it
1413 * finds an object of its own type, it'll remove that one first. 1543 * finds an object of its own type, it'll remove that one first.
1414 * op is the object to insert it under: supplies x and the map. 1544 * op is the object to insert it under: supplies x and the map.
1415 */ 1545 */
1416void 1546void
1417replace_insert_ob_in_map (const char *arch_string, object *op) 1547replace_insert_ob_in_map (shstr_tmp archname, object *op)
1418{ 1548{
1419 object *tmp, *tmp1;
1420
1421 /* first search for itself and remove any old instances */ 1549 /* first search for itself and remove any old instances */
1422 1550
1423 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1551 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1424 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1552 if (tmp->arch->archname == archname) /* same archetype */
1425 tmp->destroy (); 1553 tmp->destroy ();
1426 1554
1427 tmp1 = arch_to_object (archetype::find (arch_string)); 1555 object *tmp = archetype::find (archname)->instance ();
1428 1556
1429 tmp1->x = op->x; 1557 tmp->x = op->x;
1430 tmp1->y = op->y; 1558 tmp->y = op->y;
1559
1431 insert_ob_in_map (tmp1, op->map, op, 0); 1560 insert_ob_in_map (tmp, op->map, op, 0);
1432} 1561}
1433 1562
1434// XXX: function not returning object*
1435object * 1563object *
1436object::insert_at (object *where, object *originator, int flags) 1564object::insert_at (object *where, object *originator, int flags)
1437{ 1565{
1566 if (where->env)
1567 return where->env->insert (this);
1568 else
1438 where->map->insert (this, where->x, where->y, originator, flags); 1569 return where->map->insert (this, where->x, where->y, originator, flags);
1439} 1570}
1440 1571
1441/* 1572// check whether we can put this into the map, respect max_volume, max_items
1442 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1573bool
1443 * is returned contains nr objects, and the remaining parts contains 1574object::can_drop_at (maptile *m, int x, int y, object *originator)
1444 * the rest (or is removed and freed if that number is 0).
1445 * On failure, NULL is returned, and the reason put into the
1446 * global static errmsg array.
1447 */
1448object *
1449get_split_ob (object *orig_ob, uint32 nr)
1450{ 1575{
1451 object *newob; 1576 mapspace &ms = m->at (x, y);
1452 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1453 1577
1454 if (orig_ob->nrof < nr) 1578 int items = ms.items ();
1455 {
1456 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1457 return NULL;
1458 }
1459 1579
1460 newob = object_create_clone (orig_ob); 1580 if (!items // testing !items ensures we can drop at least one item
1581 || (items < m->max_items
1582 && ms.volume () < m->max_volume))
1583 return true;
1461 1584
1462 if ((orig_ob->nrof -= nr) < 1) 1585 if (originator && originator->is_player ())
1463 orig_ob->destroy (1); 1586 originator->contr->failmsgf (
1464 else if (!is_removed) 1587 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1465 { 1588 query_name ()
1466 if (orig_ob->env != NULL) 1589 );
1467 sub_weight (orig_ob->env, orig_ob->weight * nr);
1468 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1469 {
1470 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1471 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1472 return NULL;
1473 }
1474 }
1475 1590
1476 newob->nrof = nr; 1591 return false;
1477
1478 return newob;
1479} 1592}
1480 1593
1481/* 1594/*
1482 * decrease_ob_nr(object, number) decreases a specified number from 1595 * decrease(object, number) decreases a specified number from
1483 * the amount of an object. If the amount reaches 0, the object 1596 * the amount of an object. If the amount reaches 0, the object
1484 * is subsequently removed and freed. 1597 * is subsequently removed and freed.
1485 * 1598 *
1486 * Return value: 'op' if something is left, NULL if the amount reached 0 1599 * Return value: 'op' if something is left, NULL if the amount reached 0
1487 */ 1600 */
1601bool
1602object::decrease (sint32 nr)
1603{
1604 if (!nr)
1605 return true;
1488 1606
1607 nr = min (nr, nrof);
1608
1609 if (nrof > nr)
1610 {
1611 sint64 oweight = total_weight ();
1612
1613 nrof -= nr;
1614
1615 if (object *pl = visible_to ())
1616 esrv_update_item (UPD_NROF, pl, this);
1617
1618 adjust_weight (env, oweight, total_weight ());
1619
1620 return true;
1621 }
1622 else
1623 {
1624 destroy ();
1625 return false;
1626 }
1627}
1628
1629/*
1630 * split(ob,nr) splits up ob into two parts. The part which
1631 * is returned contains nr objects, and the remaining parts contains
1632 * the rest (or is removed and returned if that number is 0).
1633 * On failure, NULL is returned.
1634 */
1489object * 1635object *
1490decrease_ob_nr (object *op, uint32 i) 1636object::split (sint32 nr)
1491{ 1637{
1492 object *tmp; 1638 int have = number_of ();
1493 1639
1494 if (i == 0) /* objects with op->nrof require this check */ 1640 if (have < nr)
1495 return op; 1641 return 0;
1496 1642 else if (have == nr)
1497 if (i > op->nrof)
1498 i = op->nrof;
1499
1500 if (QUERY_FLAG (op, FLAG_REMOVED))
1501 op->nrof -= i;
1502 else if (op->env)
1503 { 1643 {
1504 /* is this object in the players inventory, or sub container
1505 * therein?
1506 */
1507 tmp = op->in_player ();
1508 /* nope. Is this a container the player has opened?
1509 * If so, set tmp to that player.
1510 * IMO, searching through all the players will mostly
1511 * likely be quicker than following op->env to the map,
1512 * and then searching the map for a player.
1513 */
1514 if (!tmp)
1515 for_all_players (pl)
1516 if (pl->ob->container == op->env)
1517 {
1518 tmp = pl->ob;
1519 break;
1520 }
1521
1522 if (i < op->nrof)
1523 {
1524 sub_weight (op->env, op->weight * i);
1525 op->nrof -= i;
1526 if (tmp)
1527 esrv_send_item (tmp, op);
1528 }
1529 else
1530 {
1531 op->remove (); 1644 remove ();
1532 op->nrof = 0; 1645 return this;
1533 if (tmp)
1534 esrv_del_item (tmp->contr, op->count);
1535 }
1536 } 1646 }
1537 else 1647 else
1538 { 1648 {
1539 object *above = op->above; 1649 decrease (nr);
1540 1650
1541 if (i < op->nrof) 1651 object *op = deep_clone ();
1542 op->nrof -= i; 1652 op->nrof = nr;
1543 else
1544 {
1545 op->remove ();
1546 op->nrof = 0;
1547 }
1548
1549 /* Since we just removed op, op->above is null */
1550 for (tmp = above; tmp; tmp = tmp->above)
1551 if (tmp->type == PLAYER)
1552 {
1553 if (op->nrof)
1554 esrv_send_item (tmp, op);
1555 else
1556 esrv_del_item (tmp->contr, op->count);
1557 }
1558 }
1559
1560 if (op->nrof)
1561 return op; 1653 return op;
1562 else
1563 {
1564 op->destroy ();
1565 return 0;
1566 }
1567}
1568
1569/*
1570 * add_weight(object, weight) adds the specified weight to an object,
1571 * and also updates how much the environment(s) is/are carrying.
1572 */
1573
1574void
1575add_weight (object *op, signed long weight)
1576{
1577 while (op != NULL)
1578 {
1579 if (op->type == CONTAINER)
1580 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1581
1582 op->carrying += weight;
1583 op = op->env;
1584 } 1654 }
1585} 1655}
1586 1656
1587object * 1657object *
1588insert_ob_in_ob (object *op, object *where) 1658insert_ob_in_ob (object *op, object *where)
1593 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1663 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1594 free (dump); 1664 free (dump);
1595 return op; 1665 return op;
1596 } 1666 }
1597 1667
1598 if (where->head) 1668 if (where->head_ () != where)
1599 { 1669 {
1600 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1670 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1601 where = where->head; 1671 where = where->head;
1602 } 1672 }
1603 1673
1604 return where->insert (op); 1674 return where->insert (op);
1605} 1675}
1610 * inside the object environment. 1680 * inside the object environment.
1611 * 1681 *
1612 * The function returns now pointer to inserted item, and return value can 1682 * The function returns now pointer to inserted item, and return value can
1613 * be != op, if items are merged. -Tero 1683 * be != op, if items are merged. -Tero
1614 */ 1684 */
1615
1616object * 1685object *
1617object::insert (object *op) 1686object::insert (object *op)
1618{ 1687{
1619 object *tmp, *otmp;
1620
1621 if (!QUERY_FLAG (op, FLAG_REMOVED))
1622 op->remove ();
1623
1624 if (op->more) 1688 if (op->more)
1625 { 1689 {
1626 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1690 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1627 return op; 1691 return op;
1628 } 1692 }
1629 1693
1630 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1694 op->remove ();
1631 CLEAR_FLAG (op, FLAG_REMOVED); 1695
1696 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1697
1632 if (op->nrof) 1698 if (op->nrof)
1633 {
1634 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1699 for (object *tmp = inv; tmp; tmp = tmp->below)
1635 if (object::can_merge (tmp, op)) 1700 if (object::can_merge (tmp, op))
1636 { 1701 {
1637 /* return the original object and remove inserted object 1702 /* return the original object and remove inserted object
1638 (client needs the original object) */ 1703 (client prefers the original object) */
1704
1705 // carring must be 0 for mergable objects
1706 sint64 oweight = tmp->weight * tmp->nrof;
1707
1639 tmp->nrof += op->nrof; 1708 tmp->nrof += op->nrof;
1640 /* Weight handling gets pretty funky. Since we are adding to 1709
1641 * tmp->nrof, we need to increase the weight. 1710 if (object *pl = tmp->visible_to ())
1642 */ 1711 esrv_update_item (UPD_NROF, pl, tmp);
1712
1643 add_weight (this, op->weight * op->nrof); 1713 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1644 SET_FLAG (op, FLAG_REMOVED); 1714
1645 op->destroy (); /* free the inserted object */ 1715 op->destroy ();
1646 op = tmp; 1716 op = tmp;
1647 op->remove (); /* and fix old object's links */ 1717 goto inserted;
1648 CLEAR_FLAG (op, FLAG_REMOVED);
1649 break;
1650 } 1718 }
1651 1719
1652 /* I assume combined objects have no inventory 1720 op->owner = 0; // it's his/hers now. period.
1653 * We add the weight - this object could have just been removed
1654 * (if it was possible to merge). calling remove_ob will subtract
1655 * the weight, so we need to add it in again, since we actually do
1656 * the linking below
1657 */
1658 add_weight (this, op->weight * op->nrof);
1659 }
1660 else
1661 add_weight (this, (op->weight + op->carrying));
1662
1663 otmp = this->in_player ();
1664 if (otmp && otmp->contr)
1665 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1666 otmp->update_stats ();
1667
1668 op->map = 0; 1721 op->map = 0;
1669 op->env = this; 1722 op->x = 0;
1723 op->y = 0;
1724
1670 op->above = 0; 1725 op->above = 0;
1671 op->below = 0; 1726 op->below = inv;
1672 op->x = 0, op->y = 0; 1727 op->env = this;
1673 1728
1729 if (inv)
1730 inv->above = op;
1731
1732 inv = op;
1733
1734 op->flag [FLAG_REMOVED] = 0;
1735
1736 if (object *pl = op->visible_to ())
1737 esrv_send_item (pl, op);
1738
1739 adjust_weight (this, 0, op->total_weight ());
1740
1741inserted:
1674 /* reset the light list and los of the players on the map */ 1742 /* reset the light list and los of the players on the map */
1675 if ((op->glow_radius != 0) && map) 1743 if (op->glow_radius && is_on_map ())
1676 { 1744 {
1677#ifdef DEBUG_LIGHTS 1745 update_stats ();
1678 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1679#endif /* DEBUG_LIGHTS */
1680 if (map->darkness)
1681 update_all_los (map, x, y); 1746 update_all_los (map, x, y);
1682 }
1683
1684 /* Client has no idea of ordering so lets not bother ordering it here.
1685 * It sure simplifies this function...
1686 */
1687 if (!inv)
1688 inv = op;
1689 else
1690 { 1747 }
1691 op->below = inv; 1748 else if (is_player ())
1692 op->below->above = op; 1749 // if this is a player's inventory, update stats
1693 inv = op; 1750 contr->queue_stats_update ();
1694 }
1695 1751
1696 INVOKE_OBJECT (INSERT, this); 1752 INVOKE_OBJECT (INSERT, this);
1697 1753
1698 return op; 1754 return op;
1699} 1755}
1717 * MSW 2001-07-08: Check all objects on space, not just those below 1773 * MSW 2001-07-08: Check all objects on space, not just those below
1718 * object being inserted. insert_ob_in_map may not put new objects 1774 * object being inserted. insert_ob_in_map may not put new objects
1719 * on top. 1775 * on top.
1720 */ 1776 */
1721int 1777int
1722check_move_on (object *op, object *originator) 1778check_move_on (object *op, object *originator, int flags)
1723{ 1779{
1780 if (op->flag [FLAG_NO_APPLY])
1781 return 0;
1782
1724 object *tmp; 1783 object *tmp;
1725 maptile *m = op->map; 1784 maptile *m = op->map;
1726 int x = op->x, y = op->y; 1785 int x = op->x, y = op->y;
1727 1786
1728 MoveType move_on, move_slow, move_block; 1787 mapspace &ms = m->at (x, y);
1729 1788
1730 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1789 ms.update ();
1731 return 0;
1732 1790
1733 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1791 MoveType move_on = ms.move_on;
1734 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1792 MoveType move_slow = ms.move_slow;
1735 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1793 MoveType move_block = ms.move_block;
1736 1794
1737 /* if nothing on this space will slow op down or be applied, 1795 /* if nothing on this space will slow op down or be applied,
1738 * no need to do checking below. have to make sure move_type 1796 * no need to do checking below. have to make sure move_type
1739 * is set, as lots of objects don't have it set - we treat that 1797 * is set, as lots of objects don't have it set - we treat that
1740 * as walking. 1798 * as walking.
1751 return 0; 1809 return 0;
1752 1810
1753 /* The objects have to be checked from top to bottom. 1811 /* The objects have to be checked from top to bottom.
1754 * Hence, we first go to the top: 1812 * Hence, we first go to the top:
1755 */ 1813 */
1756 1814 for (object *next, *tmp = ms.top; tmp; tmp = next)
1757 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1758 {
1759 /* Trim the search when we find the first other spell effect
1760 * this helps performance so that if a space has 50 spell objects,
1761 * we don't need to check all of them.
1762 */
1763 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1764 break;
1765 } 1815 {
1816 next = tmp->below;
1766 1817
1767 for (; tmp; tmp = tmp->below)
1768 {
1769 if (tmp == op) 1818 if (tmp == op)
1770 continue; /* Can't apply yourself */ 1819 continue; /* Can't apply yourself */
1771 1820
1772 /* Check to see if one of the movement types should be slowed down. 1821 /* Check to see if one of the movement types should be slowed down.
1773 * Second check makes sure that the movement types not being slowed 1822 * Second check makes sure that the movement types not being slowed
1774 * (~slow_move) is not blocked on this space - just because the 1823 * (~slow_move) is not blocked on this space - just because the
1775 * space doesn't slow down swimming (for example), if you can't actually 1824 * space doesn't slow down swimming (for example), if you can't actually
1776 * swim on that space, can't use it to avoid the penalty. 1825 * swim on that space, can't use it to avoid the penalty.
1777 */ 1826 */
1778 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1827 if (!op->flag [FLAG_WIZPASS])
1779 { 1828 {
1780 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1829 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1781 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1830 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1782 { 1831 {
1783
1784 float
1785 diff = tmp->move_slow_penalty * fabs (op->speed); 1832 float diff = tmp->move_slow_penalty * fabs (op->speed);
1786 1833
1787 if (op->type == PLAYER) 1834 if (op->is_player ())
1788 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1835 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1789 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1836 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1790 diff /= 4.0; 1837 diff /= 4.0;
1791 1838
1792 op->speed_left -= diff; 1839 op->speed_left -= diff;
1793 } 1840 }
1794 } 1841 }
1795 1842
1796 /* Basically same logic as above, except now for actual apply. */ 1843 /* Basically same logic as above, except now for actual apply. */
1797 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1844 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1798 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1845 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1799 { 1846 {
1847 if ((flags & INS_NO_AUTO_EXIT)
1848 && (tmp->type == EXIT || tmp->type == TELEPORTER
1849 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1850 continue;
1851
1800 move_apply (tmp, op, originator); 1852 move_apply (tmp, op, originator);
1801 1853
1802 if (op->destroyed ()) 1854 if (op->destroyed ())
1803 return 1; 1855 return 1;
1804 1856
1827 LOG (llevError, "Present_arch called outside map.\n"); 1879 LOG (llevError, "Present_arch called outside map.\n");
1828 return NULL; 1880 return NULL;
1829 } 1881 }
1830 1882
1831 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1883 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1832 if (tmp->arch == at) 1884 if (tmp->arch->archname == at->archname)
1833 return tmp; 1885 return tmp;
1834 1886
1835 return NULL; 1887 return NULL;
1836} 1888}
1837 1889
1901 * The first matching object is returned, or NULL if none. 1953 * The first matching object is returned, or NULL if none.
1902 */ 1954 */
1903object * 1955object *
1904present_arch_in_ob (const archetype *at, const object *op) 1956present_arch_in_ob (const archetype *at, const object *op)
1905{ 1957{
1906 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1958 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1907 if (tmp->arch == at) 1959 if (tmp->arch->archname == at->archname)
1908 return tmp; 1960 return tmp;
1909 1961
1910 return NULL; 1962 return NULL;
1911} 1963}
1912 1964
1914 * activate recursively a flag on an object inventory 1966 * activate recursively a flag on an object inventory
1915 */ 1967 */
1916void 1968void
1917flag_inv (object *op, int flag) 1969flag_inv (object *op, int flag)
1918{ 1970{
1919 if (op->inv)
1920 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1971 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1921 { 1972 {
1922 SET_FLAG (tmp, flag); 1973 tmp->set_flag (flag);
1923 flag_inv (tmp, flag); 1974 flag_inv (tmp, flag);
1924 } 1975 }
1925} 1976}
1926 1977
1927/* 1978/*
1928 * deactivate recursively a flag on an object inventory 1979 * deactivate recursively a flag on an object inventory
1929 */ 1980 */
1930void 1981void
1931unflag_inv (object *op, int flag) 1982unflag_inv (object *op, int flag)
1932{ 1983{
1933 if (op->inv)
1934 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1984 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1935 { 1985 {
1936 CLEAR_FLAG (tmp, flag); 1986 tmp->clr_flag (flag);
1937 unflag_inv (tmp, flag); 1987 unflag_inv (tmp, flag);
1938 } 1988 }
1939}
1940
1941/*
1942 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1943 * all it's inventory (recursively).
1944 * If checksums are used, a player will get set_cheat called for
1945 * him/her-self and all object carried by a call to this function.
1946 */
1947void
1948set_cheat (object *op)
1949{
1950 SET_FLAG (op, FLAG_WAS_WIZ);
1951 flag_inv (op, FLAG_WAS_WIZ);
1952} 1989}
1953 1990
1954/* 1991/*
1955 * find_free_spot(object, map, x, y, start, stop) will search for 1992 * find_free_spot(object, map, x, y, start, stop) will search for
1956 * a spot at the given map and coordinates which will be able to contain 1993 * a spot at the given map and coordinates which will be able to contain
1958 * to search (see the freearr_x/y[] definition). 1995 * to search (see the freearr_x/y[] definition).
1959 * It returns a random choice among the alternatives found. 1996 * It returns a random choice among the alternatives found.
1960 * start and stop are where to start relative to the free_arr array (1,9 1997 * start and stop are where to start relative to the free_arr array (1,9
1961 * does all 4 immediate directions). This returns the index into the 1998 * does all 4 immediate directions). This returns the index into the
1962 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1999 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1963 * Note - this only checks to see if there is space for the head of the
1964 * object - if it is a multispace object, this should be called for all
1965 * pieces.
1966 * Note2: This function does correctly handle tiled maps, but does not 2000 * Note: This function does correctly handle tiled maps, but does not
1967 * inform the caller. However, insert_ob_in_map will update as 2001 * inform the caller. However, insert_ob_in_map will update as
1968 * necessary, so the caller shouldn't need to do any special work. 2002 * necessary, so the caller shouldn't need to do any special work.
1969 * Note - updated to take an object instead of archetype - this is necessary 2003 * Note - updated to take an object instead of archetype - this is necessary
1970 * because arch_blocked (now ob_blocked) needs to know the movement type 2004 * because arch_blocked (now ob_blocked) needs to know the movement type
1971 * to know if the space in question will block the object. We can't use 2005 * to know if the space in question will block the object. We can't use
1973 * customized, changed states, etc. 2007 * customized, changed states, etc.
1974 */ 2008 */
1975int 2009int
1976find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2010find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1977{ 2011{
1978 int index = 0, flag;
1979 int altern[SIZEOFFREE]; 2012 int altern[SIZEOFFREE];
2013 int index = 0;
1980 2014
1981 for (int i = start; i < stop; i++) 2015 for (int i = start; i < stop; i++)
1982 { 2016 {
1983 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2017 mapxy pos (m, x, y); pos.move (i);
1984 if (!flag) 2018
2019 if (!pos.normalise ())
2020 continue;
2021
2022 mapspace &ms = *pos;
2023
2024 if (ms.flags () & P_IS_ALIVE)
2025 continue;
2026
2027 /* However, often
2028 * ob doesn't have any move type (when used to place exits)
2029 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2030 */
2031 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2032 {
1985 altern [index++] = i; 2033 altern [index++] = i;
2034 continue;
2035 }
1986 2036
1987 /* Basically, if we find a wall on a space, we cut down the search size. 2037 /* Basically, if we find a wall on a space, we cut down the search size.
1988 * In this way, we won't return spaces that are on another side of a wall. 2038 * In this way, we won't return spaces that are on another side of a wall.
1989 * This mostly work, but it cuts down the search size in all directions - 2039 * This mostly work, but it cuts down the search size in all directions -
1990 * if the space being examined only has a wall to the north and empty 2040 * if the space being examined only has a wall to the north and empty
1991 * spaces in all the other directions, this will reduce the search space 2041 * spaces in all the other directions, this will reduce the search space
1992 * to only the spaces immediately surrounding the target area, and 2042 * to only the spaces immediately surrounding the target area, and
1993 * won't look 2 spaces south of the target space. 2043 * won't look 2 spaces south of the target space.
1994 */ 2044 */
1995 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2045 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2046 {
1996 stop = maxfree[i]; 2047 stop = maxfree[i];
2048 continue;
2049 }
2050
2051 /* Note it is intentional that we check ob - the movement type of the
2052 * head of the object should correspond for the entire object.
2053 */
2054 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2055 continue;
2056
2057 if (ob->blocked (pos.m, pos.x, pos.y))
2058 continue;
2059
2060 altern [index++] = i;
1997 } 2061 }
1998 2062
1999 if (!index) 2063 if (!index)
2000 return -1; 2064 return -1;
2001 2065
2010 */ 2074 */
2011int 2075int
2012find_first_free_spot (const object *ob, maptile *m, int x, int y) 2076find_first_free_spot (const object *ob, maptile *m, int x, int y)
2013{ 2077{
2014 for (int i = 0; i < SIZEOFFREE; i++) 2078 for (int i = 0; i < SIZEOFFREE; i++)
2015 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2079 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2016 return i; 2080 return i;
2017 2081
2018 return -1; 2082 return -1;
2019} 2083}
2020 2084
2066 * there is capable of. 2130 * there is capable of.
2067 */ 2131 */
2068int 2132int
2069find_dir (maptile *m, int x, int y, object *exclude) 2133find_dir (maptile *m, int x, int y, object *exclude)
2070{ 2134{
2071 int i, max = SIZEOFFREE, mflags; 2135 int max = SIZEOFFREE;
2072
2073 sint16 nx, ny;
2074 object *tmp;
2075 maptile *mp;
2076
2077 MoveType blocked, move_type; 2136 MoveType move_type;
2078 2137
2079 if (exclude && exclude->head) 2138 if (exclude && exclude->head_ () != exclude)
2080 { 2139 {
2081 exclude = exclude->head; 2140 exclude = exclude->head;
2082 move_type = exclude->move_type; 2141 move_type = exclude->move_type;
2083 } 2142 }
2084 else 2143 else
2085 { 2144 {
2086 /* If we don't have anything, presume it can use all movement types. */ 2145 /* If we don't have anything, presume it can use all movement types. */
2087 move_type = MOVE_ALL; 2146 move_type = MOVE_ALL;
2088 } 2147 }
2089 2148
2090 for (i = 1; i < max; i++) 2149 for (int i = 1; i < max; i++)
2091 { 2150 {
2092 mp = m; 2151 mapxy pos (m, x, y);
2093 nx = x + freearr_x[i]; 2152 pos.move (i);
2094 ny = y + freearr_y[i];
2095 2153
2096 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2154 if (!pos.normalise ())
2097
2098 if (mflags & P_OUT_OF_MAP)
2099 max = maxfree[i]; 2155 max = maxfree[i];
2100 else 2156 else
2101 { 2157 {
2102 mapspace &ms = mp->at (nx, ny); 2158 mapspace &ms = *pos;
2103 2159
2104 blocked = ms.move_block;
2105
2106 if ((move_type & blocked) == move_type) 2160 if ((move_type & ms.move_block) == move_type)
2107 max = maxfree[i]; 2161 max = maxfree [i];
2108 else if (mflags & P_IS_ALIVE) 2162 else if (ms.flags () & P_IS_ALIVE)
2109 { 2163 {
2110 for (tmp = ms.bot; tmp; tmp = tmp->above) 2164 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2111 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2165 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2112 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2166 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2113 break;
2114
2115 if (tmp)
2116 return freedir[i]; 2167 return freedir [i];
2117 } 2168 }
2118 } 2169 }
2119 } 2170 }
2120 2171
2121 return 0; 2172 return 0;
2130{ 2181{
2131 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2182 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2132} 2183}
2133 2184
2134/* 2185/*
2135 * find_dir_2(delta-x,delta-y) will return a direction in which 2186 * find_dir_2(delta-x,delta-y) will return a direction value
2136 * an object which has subtracted the x and y coordinates of another 2187 * for running into direct [dx, dy].
2137 * object, needs to travel toward it. 2188 * (the opposite of crossfire's find_dir_2!)
2138 */ 2189 */
2139int 2190int
2140find_dir_2 (int x, int y) 2191find_dir_2 (int x, int y)
2141{ 2192{
2193#if 1 // new algorithm
2194 // this works by putting x, y into 16 sectors, which
2195 // are not equal sized, but are a better approximation
2196 // then the old algorithm, and then using a mapping
2197 // table to map it into a direction value.
2198 // basically, it maps these comparisons to each bit
2199 // bit #3: x < 0
2200 // bit #2: y < 0
2201 // bit #1: x > y
2202 // bit #0: x > 2y
2203
2204 static const uint8 dir[16] = {
2205 4, 5, 4, 3,
2206 2, 1, 2, 3,
2207 6, 5, 6, 7,
2208 8, 1, 8, 7,
2209 };
2210 int sector = 0;
2211
2212 // this is a bit ugly, but more likely to result in branchless code
2213 sector |= x < 0 ? 8 : 0;
2214 x = x < 0 ? -x : x; // abs
2215
2216 sector |= y < 0 ? 4 : 0;
2217 y = y < 0 ? -y : y; // abs
2218
2219 if (x > y)
2220 {
2221 sector |= 2;
2222
2223 if (x > y * 2)
2224 sector |= 1;
2225 }
2226 else
2227 {
2228 if (y > x * 2)
2229 sector |= 1;
2230 else if (!y)
2231 return 0; // x == 0 here
2232 }
2233
2234 return dir [sector];
2235#else // old algorithm
2142 int q; 2236 int q;
2143 2237
2144 if (y) 2238 if (y)
2145 q = x * 100 / y; 2239 q = 128 * x / y;
2146 else if (x) 2240 else if (x)
2147 q = -300 * x; 2241 q = -512 * x; // to make it > 309
2148 else 2242 else
2149 return 0; 2243 return 0;
2150 2244
2151 if (y > 0) 2245 if (y > 0)
2152 { 2246 {
2153 if (q < -242) 2247 if (q < -309) return 7;
2248 if (q < -52) return 6;
2249 if (q < 52) return 5;
2250 if (q < 309) return 4;
2251
2154 return 3; 2252 return 3;
2155 if (q < -41) 2253 }
2156 return 2; 2254 else
2157 if (q < 41) 2255 {
2158 return 1; 2256 if (q < -309) return 3;
2159 if (q < 242) 2257 if (q < -52) return 2;
2160 return 8; 2258 if (q < 52) return 1;
2259 if (q < 309) return 8;
2260
2161 return 7; 2261 return 7;
2162 } 2262 }
2163 2263#endif
2164 if (q < -242)
2165 return 7;
2166 if (q < -41)
2167 return 6;
2168 if (q < 41)
2169 return 5;
2170 if (q < 242)
2171 return 4;
2172
2173 return 3;
2174} 2264}
2175 2265
2176/* 2266/*
2177 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2267 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2178 * between two directions (which are expected to be absolute (see absdir()) 2268 * between two directions (which are expected to be absolute (see absdir())
2179 */ 2269 */
2180int 2270int
2181dirdiff (int dir1, int dir2) 2271dirdiff (int dir1, int dir2)
2182{ 2272{
2183 int d;
2184
2185 d = abs (dir1 - dir2); 2273 int d = abs (dir1 - dir2);
2186 if (d > 4)
2187 d = 8 - d;
2188 2274
2189 return d; 2275 return d > 4 ? 8 - d : d;
2190} 2276}
2191 2277
2192/* peterm: 2278/* peterm:
2193 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2279 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2194 * Basically, this is a table of directions, and what directions 2280 * Basically, this is a table of directions, and what directions
2196 * This basically means that if direction is 15, then it could either go 2282 * This basically means that if direction is 15, then it could either go
2197 * direction 4, 14, or 16 to get back to where we are. 2283 * direction 4, 14, or 16 to get back to where we are.
2198 * Moved from spell_util.c to object.c with the other related direction 2284 * Moved from spell_util.c to object.c with the other related direction
2199 * functions. 2285 * functions.
2200 */ 2286 */
2201int reduction_dir[SIZEOFFREE][3] = { 2287static const int reduction_dir[SIZEOFFREE][3] = {
2202 {0, 0, 0}, /* 0 */ 2288 {0, 0, 0}, /* 0 */
2203 {0, 0, 0}, /* 1 */ 2289 {0, 0, 0}, /* 1 */
2204 {0, 0, 0}, /* 2 */ 2290 {0, 0, 0}, /* 2 */
2205 {0, 0, 0}, /* 3 */ 2291 {0, 0, 0}, /* 3 */
2206 {0, 0, 0}, /* 4 */ 2292 {0, 0, 0}, /* 4 */
2297 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2383 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2298 * core dumps if they do. 2384 * core dumps if they do.
2299 * 2385 *
2300 * Add a check so we can't pick up invisible objects (0.93.8) 2386 * Add a check so we can't pick up invisible objects (0.93.8)
2301 */ 2387 */
2302
2303int 2388int
2304can_pick (const object *who, const object *item) 2389can_pick (const object *who, const object *item)
2305{ 2390{
2306 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2391 return /*who->flag [FLAG_WIZ]|| */
2307 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2392 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2308 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2393 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2309} 2394}
2395
2396//-GPL
2310 2397
2311/* 2398/*
2312 * create clone from object to another 2399 * create clone from object to another
2313 */ 2400 */
2314object * 2401object *
2315object_create_clone (object *asrc) 2402object::deep_clone ()
2316{ 2403{
2317 object *dst = 0, *tmp, *src, *part, *prev, *item; 2404 assert (("deep_clone called on non-head object", is_head ()));
2318 2405
2319 if (!asrc) 2406 object *dst = clone ();
2320 return 0;
2321 2407
2322 src = asrc; 2408 object *prev = dst;
2323 if (src->head)
2324 src = src->head;
2325
2326 prev = 0;
2327 for (part = src; part; part = part->more) 2409 for (object *part = this->more; part; part = part->more)
2328 { 2410 {
2329 tmp = part->clone (); 2411 object *tmp = part->clone ();
2330 tmp->x -= src->x;
2331 tmp->y -= src->y;
2332
2333 if (!part->head)
2334 {
2335 dst = tmp;
2336 tmp->head = 0;
2337 }
2338 else
2339 tmp->head = dst; 2412 tmp->head = dst;
2340
2341 tmp->more = 0;
2342
2343 if (prev)
2344 prev->more = tmp; 2413 prev->more = tmp;
2345
2346 prev = tmp; 2414 prev = tmp;
2347 } 2415 }
2348 2416
2349 for (item = src->inv; item; item = item->below) 2417 for (object *item = inv; item; item = item->below)
2350 insert_ob_in_ob (object_create_clone (item), dst); 2418 insert_ob_in_ob (item->deep_clone (), dst);
2351 2419
2352 return dst; 2420 return dst;
2353} 2421}
2354 2422
2355/* This returns the first object in who's inventory that 2423/* This returns the first object in who's inventory that
2364 return tmp; 2432 return tmp;
2365 2433
2366 return 0; 2434 return 0;
2367} 2435}
2368 2436
2369/* If ob has a field named key, return the link from the list, 2437/* Zero the key_values on op, decrementing the shared-string
2370 * otherwise return NULL. 2438 * refcounts and freeing the links.
2371 * 2439 */
2372 * key must be a passed in shared string - otherwise, this won't 2440void
2373 * do the desired thing. 2441key_values::clear ()
2374 */
2375key_value *
2376get_ob_key_link (const object *ob, const char *key)
2377{ 2442{
2378 for (key_value *link = ob->key_values; link; link = link->next) 2443 for (key_value *kvp = first; kvp; )
2444 {
2445 key_value *next = kvp->next;
2446 delete kvp;
2447 kvp = next;
2448 }
2449
2450 first = 0;
2451}
2452
2453shstr_tmp
2454key_values::get (shstr_tmp key) const
2455{
2456 for (key_value *kv = first; kv; kv = kv->next)
2379 if (link->key == key) 2457 if (kv->key == key)
2380 return link;
2381
2382 return 0;
2383}
2384
2385/*
2386 * Returns the value of op has an extra_field for key, or NULL.
2387 *
2388 * The argument doesn't need to be a shared string.
2389 *
2390 * The returned string is shared.
2391 */
2392const char *
2393get_ob_key_value (const object *op, const char *const key)
2394{
2395 key_value *link;
2396 shstr_cmp canonical_key (key);
2397
2398 if (!canonical_key)
2399 {
2400 /* 1. There being a field named key on any object
2401 * implies there'd be a shared string to find.
2402 * 2. Since there isn't, no object has this field.
2403 * 3. Therefore, *this* object doesn't have this field.
2404 */
2405 return 0;
2406 }
2407
2408 /* This is copied from get_ob_key_link() above -
2409 * only 4 lines, and saves the function call overhead.
2410 */
2411 for (link = op->key_values; link; link = link->next)
2412 if (link->key == canonical_key)
2413 return link->value; 2458 return kv->value;
2414 2459
2415 return 0; 2460 return shstr ();
2416} 2461}
2417 2462
2418 2463void
2419/* 2464key_values::add (shstr_tmp key, shstr_tmp value)
2420 * Updates the canonical_key in op to value.
2421 *
2422 * canonical_key is a shared string (value doesn't have to be).
2423 *
2424 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2425 * keys.
2426 *
2427 * Returns TRUE on success.
2428 */
2429int
2430set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2431{ 2465{
2432 key_value *field = NULL, *last = NULL; 2466 key_value *kv = new key_value;
2433 2467
2434 for (field = op->key_values; field != NULL; field = field->next) 2468 kv->next = first;
2435 { 2469 kv->key = key;
2436 if (field->key != canonical_key) 2470 kv->value = value;
2471
2472 first = kv;
2473}
2474
2475void
2476key_values::set (shstr_tmp key, shstr_tmp value)
2477{
2478 for (key_value *kv = first; kv; kv = kv->next)
2479 if (kv->key == key)
2437 { 2480 {
2438 last = field; 2481 kv->value = value;
2439 continue; 2482 return;
2440 } 2483 }
2441 2484
2442 if (value) 2485 add (key, value);
2443 field->value = value; 2486}
2444 else 2487
2488void
2489key_values::del (shstr_tmp key)
2490{
2491 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2492 if ((*kvp)->key == key)
2445 { 2493 {
2446 /* Basically, if the archetype has this key set, 2494 key_value *kv = *kvp;
2447 * we need to store the null value so when we save 2495 *kvp = (*kvp)->next;
2448 * it, we save the empty value so that when we load, 2496 delete kv;
2449 * we get this value back again. 2497 return;
2450 */
2451 if (get_ob_key_link (&op->arch->clone, canonical_key))
2452 field->value = 0;
2453 else
2454 {
2455 if (last)
2456 last->next = field->next;
2457 else
2458 op->key_values = field->next;
2459
2460 delete field;
2461 }
2462 } 2498 }
2463 return TRUE; 2499}
2500
2501void
2502key_values::reverse ()
2503{
2504 key_value *prev = 0;
2505 key_value *head = first;
2506
2507 while (head)
2464 } 2508 {
2465 /* IF we get here, key doesn't exist */ 2509 key_value *node = head;
2510 head = head->next;
2511 node->next = prev;
2512 prev = node;
2513 }
2466 2514
2467 /* No field, we'll have to add it. */ 2515 first = prev;
2468
2469 if (!add_key)
2470 return FALSE;
2471
2472 /* There isn't any good reason to store a null
2473 * value in the key/value list. If the archetype has
2474 * this key, then we should also have it, so shouldn't
2475 * be here. If user wants to store empty strings,
2476 * should pass in ""
2477 */
2478 if (value == NULL)
2479 return TRUE;
2480
2481 field = new key_value;
2482
2483 field->key = canonical_key;
2484 field->value = value;
2485 /* Usual prepend-addition. */
2486 field->next = op->key_values;
2487 op->key_values = field;
2488
2489 return TRUE;
2490} 2516}
2491 2517
2492/* 2518key_values &
2493 * Updates the key in op to value. 2519key_values::operator =(const key_values &kv)
2494 *
2495 * If add_key is FALSE, this will only update existing keys,
2496 * and not add new ones.
2497 * In general, should be little reason FALSE is ever passed in for add_key
2498 *
2499 * Returns TRUE on success.
2500 */
2501int
2502set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2503{ 2520{
2504 shstr key_ (key); 2521 clear ();
2505 2522
2506 return set_ob_key_value_s (op, key_, value, add_key); 2523 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2524 add (kvp->key, kvp->value);
2525
2526 reverse ();
2507} 2527}
2508 2528
2509object::depth_iterator::depth_iterator (object *container) 2529object::depth_iterator::depth_iterator (object *container)
2510: iterator_base (container) 2530: iterator_base (container)
2511{ 2531{
2524 item = item->inv; 2544 item = item->inv;
2525 } 2545 }
2526 else 2546 else
2527 item = item->env; 2547 item = item->env;
2528} 2548}
2529
2530 2549
2531const char * 2550const char *
2532object::flag_desc (char *desc, int len) const 2551object::flag_desc (char *desc, int len) const
2533{ 2552{
2534 char *p = desc; 2553 char *p = desc;
2562{ 2581{
2563 char flagdesc[512]; 2582 char flagdesc[512];
2564 char info2[256 * 4]; 2583 char info2[256 * 4];
2565 char *p = info; 2584 char *p = info;
2566 2585
2567 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2586 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2568 count, uuid.seq, 2587 count,
2588 uuid.c_str (),
2569 &name, 2589 &name,
2570 title ? "\",title:\"" : "", 2590 title ? ",title:\"" : "",
2571 title ? (const char *)title : "", 2591 title ? (const char *)title : "",
2592 title ? "\"" : "",
2572 flag_desc (flagdesc, 512), type); 2593 flag_desc (flagdesc, 512), type);
2573 2594
2574 if (env) 2595 if (!flag[FLAG_REMOVED] && env)
2575 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2596 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2576 2597
2577 if (map) 2598 if (map)
2578 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2599 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2579 2600
2581} 2602}
2582 2603
2583const char * 2604const char *
2584object::debug_desc () const 2605object::debug_desc () const
2585{ 2606{
2586 static char info[256 * 4]; 2607 static char info[3][256 * 4];
2608 static int info_idx;
2609
2587 return debug_desc (info); 2610 return debug_desc (info [++info_idx % 3]);
2588}
2589
2590const char *
2591object::debug_desc2 () const
2592{
2593 static char info[256 * 4];
2594 return debug_desc (info);
2595} 2611}
2596 2612
2597struct region * 2613struct region *
2598object::region () const 2614object::region () const
2599{ 2615{
2600 return map ? map->region (x, y) 2616 return map ? map->region (x, y)
2601 : region::default_region (); 2617 : region::default_region ();
2602} 2618}
2603 2619
2604const materialtype_t * 2620//+GPL
2605object::dominant_material () const
2606{
2607 if (materialtype_t *mat = name_to_material (materialname))
2608 return mat;
2609
2610 // omfg this is slow, this has to be temporary :)
2611 shstr unknown ("unknown");
2612
2613 return name_to_material (unknown);
2614}
2615 2621
2616void 2622void
2617object::open_container (object *new_container) 2623object::open_container (object *new_container)
2618{ 2624{
2619 if (container == new_container) 2625 if (container == new_container)
2620 return; 2626 return;
2621 2627
2622 if (object *old_container = container) 2628 object *old_container = container;
2629
2630 if (old_container)
2623 { 2631 {
2624 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2632 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2625 return; 2633 return;
2626 2634
2627#if 0 2635#if 0
2629 if (object *closer = old_container->inv) 2637 if (object *closer = old_container->inv)
2630 if (closer->type == CLOSE_CON) 2638 if (closer->type == CLOSE_CON)
2631 closer->destroy (); 2639 closer->destroy ();
2632#endif 2640#endif
2633 2641
2642 // make sure the container is available
2643 esrv_send_item (this, old_container);
2644
2634 old_container->flag [FLAG_APPLIED] = 0; 2645 old_container->flag [FLAG_APPLIED] = false;
2635 container = 0; 2646 container = 0;
2636 2647
2648 // client needs item update to make it work, client bug requires this to be separate
2637 esrv_update_item (UPD_FLAGS, this, old_container); 2649 esrv_update_item (UPD_FLAGS, this, old_container);
2650
2638 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2651 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2652 play_sound (sound_find ("chest_close"));
2639 } 2653 }
2640 2654
2641 if (new_container) 2655 if (new_container)
2642 { 2656 {
2643 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2657 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2646 // TODO: this does not seem to serve any purpose anymore? 2660 // TODO: this does not seem to serve any purpose anymore?
2647#if 0 2661#if 0
2648 // insert the "Close Container" object. 2662 // insert the "Close Container" object.
2649 if (archetype *closer = new_container->other_arch) 2663 if (archetype *closer = new_container->other_arch)
2650 { 2664 {
2651 object *closer = arch_to_object (new_container->other_arch); 2665 object *closer = new_container->other_arch->instance ();
2652 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2666 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2653 new_container->insert (closer); 2667 new_container->insert (closer);
2654 } 2668 }
2655#endif 2669#endif
2656 2670
2657 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2671 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2658 2672
2673 // make sure the container is available, client bug requires this to be separate
2674 esrv_send_item (this, new_container);
2675
2659 new_container->flag [FLAG_APPLIED] = 1; 2676 new_container->flag [FLAG_APPLIED] = true;
2660 container = new_container; 2677 container = new_container;
2661 2678
2679 // client needs flag change
2662 esrv_update_item (UPD_FLAGS, this, new_container); 2680 esrv_update_item (UPD_FLAGS, this, new_container);
2663 esrv_send_inventory (this, new_container); 2681 esrv_send_inventory (this, new_container);
2682 play_sound (sound_find ("chest_open"));
2683 }
2684// else if (!old_container->env && contr && contr->ns)
2685// contr->ns->floorbox_reset ();
2686}
2687
2688//-GPL
2689
2690// prefetch some flat area around the player
2691static void
2692prefetch_surrounding_area (object *op, maptile *map, int range)
2693{
2694 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2695 op->x - range , op->y - range ,
2696 op->x + range + 1, op->y + range + 1);
2697 rect->m;
2698 ++rect)
2664 } 2699 {
2700 rect->m->touch ();
2701 rect->m->activate ();
2702 }
2665} 2703}
2666 2704
2705// prefetch a generous area around the player, also up and down
2706void
2707object::prefetch_surrounding_maps ()
2708{
2709 prefetch_surrounding_area (this, map, 40);
2667 2710
2711 if (maptile *m = map->tile_available (TILE_DOWN))
2712 prefetch_surrounding_area (this, m, 20);
2713
2714 if (maptile *m = map->tile_available (TILE_UP))
2715 prefetch_surrounding_area (this, m, 20);
2716}
2717
2718//+GPL
2719
2720object *
2721object::force_find (shstr_tmp name)
2722{
2723 /* cycle through his inventory to look for the MARK we want to
2724 * place
2725 */
2726 for (object *tmp = inv; tmp; tmp = tmp->below)
2727 if (tmp->type == FORCE && tmp->slaying == name)
2728 return splay (tmp);
2729
2730 return 0;
2731}
2732
2733void
2734object::force_set_timer (int duration)
2735{
2736 this->duration = 1;
2737 this->speed_left = -1.f;
2738
2739 this->set_speed (duration ? 1.f / duration : 0.f);
2740}
2741
2742object *
2743object::force_add (shstr_tmp name, int duration)
2744{
2745 if (object *force = force_find (name))
2746 force->destroy ();
2747
2748 object *force = archetype::get (FORCE_NAME);
2749
2750 force->slaying = name;
2751 force->force_set_timer (duration);
2752 force->flag [FLAG_APPLIED] = true;
2753
2754 return insert (force);
2755}
2756
2757void
2758object::play_sound (faceidx sound) const
2759{
2760 if (!sound)
2761 return;
2762
2763 if (is_on_map ())
2764 map->play_sound (sound, x, y);
2765 else if (object *pl = in_player ())
2766 pl->contr->play_sound (sound);
2767}
2768
2769void
2770object::say_msg (const char *msg) const
2771{
2772 if (is_on_map ())
2773 map->say_msg (msg, x, y);
2774 else if (object *pl = in_player ())
2775 pl->contr->play_sound (sound);
2776}
2777
2778void
2779object::make_noise ()
2780{
2781 // we do not model noise in the map, so instead put
2782 // a temporary light into the noise source
2783 // could use the map instead, but that's less reliable for our
2784 // goal, which is to make invisibility a bit harder to exploit
2785
2786 // currently only works sensibly for players
2787 if (!is_player ())
2788 return;
2789
2790 // find old force, or create new one
2791 object *force = force_find (shstr_noise_force);
2792
2793 if (force)
2794 force->speed_left = -1.f; // patch old speed up
2795 else
2796 {
2797 force = archetype::get (shstr_noise_force);
2798
2799 force->slaying = shstr_noise_force;
2800 force->stats.food = 1;
2801 force->speed_left = -1.f;
2802
2803 force->set_speed (1.f / 4.f);
2804 force->flag [FLAG_IS_USED_UP] = true;
2805 force->flag [FLAG_APPLIED] = true;
2806
2807 insert (force);
2808 }
2809}
2810
2811void object::change_move_type (MoveType mt)
2812{
2813 if (move_type == mt)
2814 return;
2815
2816 if (is_on_map ())
2817 {
2818 // we are on the map, so handle move_on/off effects
2819 remove ();
2820 move_type = mt;
2821 map->insert (this, x, y, this);
2822 }
2823 else
2824 move_type = mt;
2825}
2826
2827/* object should be a player.
2828 * we return the object the player has marked with the 'mark' command
2829 * below. If no match is found (or object has changed), we return
2830 * NULL. We leave it up to the calling function to print messages if
2831 * nothing is found.
2832 */
2833object *
2834object::mark () const
2835{
2836 if (contr && contr->mark && contr->mark->env == this)
2837 return contr->mark;
2838 else
2839 return 0;
2840}
2841
2842// put marked object first in the inventory
2843// this is used by identify-like spells so players can influence
2844// the order a bit.
2845void
2846object::splay_marked ()
2847{
2848 if (object *marked = mark ())
2849 splay (marked);
2850}
2851

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