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Comparing deliantra/server/common/object.C (file contents):
Revision 1.148 by root, Mon May 14 19:08:25 2007 UTC vs.
Revision 1.348 by root, Sat May 7 20:03:27 2011 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28#include <global.h> 25#include <global.h>
29#include <stdio.h> 26#include <stdio.h>
30#include <sys/types.h> 27#include <sys/types.h>
31#include <sys/uio.h> 28#include <sys/uio.h>
32#include <object.h> 29#include <object.h>
33#include <funcpoint.h>
34#include <sproto.h> 30#include <sproto.h>
35#include <loader.h>
36 31
37#include <bitset> 32#include <bitset>
38 33
39int nrofallocobjects = 0; 34UUID UUID::cur;
40static UUID uuid; 35static uint64_t seq_next_save;
41const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
42 38
43objectvec objects; 39objectvec objects;
44activevec actives; 40activevec actives;
45 41
46short 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,
47 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
48}; 55};
49short 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,
50 -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
51};
52int 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,
53 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
54}; 61};
55int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
56 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,
57 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
58}; 67};
59 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
60static void 95static void
61write_uuid (void) 96write_uuid (uval64 skip, bool sync)
62{ 97{
63 char filename1[MAX_BUF], filename2[MAX_BUF]; 98 CALL_BEGIN (2);
64 99 CALL_ARG_SV (newSVval64 (skip));
65 sprintf (filename1, "%s/uuid", settings.localdir); 100 CALL_ARG_SV (boolSV (sync));
66 sprintf (filename2, "%s/uuid~", settings.localdir); 101 CALL_CALL ("cf::write_uuid", G_DISCARD);
67 102 CALL_END;
68 FILE *fp;
69
70 if (!(fp = fopen (filename2, "w")))
71 {
72 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
73 return;
74 }
75
76 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
77 fclose (fp);
78 rename (filename2, filename1);
79} 103}
80 104
81static void 105static void
82read_uuid (void) 106read_uuid ()
83{ 107{
84 char filename[MAX_BUF]; 108 char filename[MAX_BUF];
85 109
86 sprintf (filename, "%s/uuid", settings.localdir); 110 sprintf (filename, "%s/uuid", settings.localdir);
111
112 seq_next_save = 0;
87 113
88 FILE *fp; 114 FILE *fp;
89 115
90 if (!(fp = fopen (filename, "r"))) 116 if (!(fp = fopen (filename, "r")))
91 { 117 {
92 if (errno == ENOENT) 118 if (errno == ENOENT)
93 { 119 {
94 LOG (llevInfo, "RESET uid to 1\n"); 120 LOG (llevInfo, "RESET uid to 1\n");
95 uuid.seq = 0; 121 UUID::cur.seq = 0;
96 write_uuid (); 122 write_uuid (UUID_GAP, true);
97 return; 123 return;
98 } 124 }
99 125
100 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 126 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
101 _exit (1); 127 _exit (1);
102 } 128 }
103 129
104 int version; 130 char buf [UUID::MAX_LEN];
105 unsigned long long uid; 131 buf[0] = 0;
106 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 132 fgets (buf, sizeof (buf), fp);
133
134 if (!UUID::cur.parse (buf))
107 { 135 {
108 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 136 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
109 _exit (1); 137 _exit (1);
110 } 138 }
111 139
112 uuid.seq = uid; 140 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
113 write_uuid (); 141
114 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 142 write_uuid (UUID_GAP, true);
115 fclose (fp); 143 fclose (fp);
116} 144}
117 145
118UUID 146UUID
119gen_uuid () 147UUID::gen ()
120{ 148{
121 UUID uid; 149 UUID uid;
122 150
123 uid.seq = ++uuid.seq; 151 uid.seq = ++cur.seq;
124 152
125 if (!(uuid.seq & (UUID_SKIP - 1))) 153 if (expect_false (cur.seq >= seq_next_save))
126 write_uuid (); 154 {
155 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
156 write_uuid (UUID_GAP, false);
157 }
158
127 159
128 return uid; 160 return uid;
129} 161}
130 162
131void 163void
132init_uuid () 164UUID::init ()
133{ 165{
134 read_uuid (); 166 read_uuid ();
135} 167}
136 168
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
137/* 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. */
138static int 235static bool
139compare_ob_value_lists_one (const object *wants, const object *has) 236compare_ob_value_lists_one (const object *wants, const object *has)
140{ 237{
141 key_value *wants_field;
142
143 /* 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
144 * 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
145 * different structure or at least keep the lists sorted... 240 * different structure or at least keep the lists sorted...
146 */ 241 */
147 242
148 /* For each field in wants, */ 243 /* For each field in wants, */
149 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)
150 { 245 if (has->kv.get (kv->key) != kv->value)
151 key_value *has_field; 246 return false;
152
153 /* Look for a field in has with the same key. */
154 has_field = get_ob_key_link (has, wants_field->key);
155
156 if (has_field == NULL)
157 {
158 /* No field with that name. */
159 return FALSE;
160 }
161
162 /* Found the matching field. */
163 if (has_field->value != wants_field->value)
164 {
165 /* Values don't match, so this half of the comparison is false. */
166 return FALSE;
167 }
168
169 /* If we get here, we found a match. Now for the next field in wants. */
170 }
171 247
172 /* 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. */
173 return TRUE; 249 return true;
174} 250}
175 251
176/* Returns TRUE if ob1 has the same key_values as ob2. */ 252/* Returns TRUE if ob1 has the same key_values as ob2. */
177static int 253static bool
178compare_ob_value_lists (const object *ob1, const object *ob2) 254compare_ob_value_lists (const object *ob1, const object *ob2)
179{ 255{
180 /* 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,
181 * so we need to run the comparison *twice*. :( 257 * so we need to run the comparison *twice*. :(
182 */ 258 */
183 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);
184} 261}
185 262
186/* 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
187 * they can be merged together. 264 * they can be merged together.
188 * 265 *
195 * Improvements made with merge: Better checking on potion, and also 272 * Improvements made with merge: Better checking on potion, and also
196 * check weight 273 * check weight
197 */ 274 */
198bool object::can_merge_slow (object *ob1, object *ob2) 275bool object::can_merge_slow (object *ob1, object *ob2)
199{ 276{
200 /* A couple quicksanity checks */ 277 /* A couple quick sanity checks */
201 if (ob1 == ob2 278 if (ob1 == ob2
202 || ob1->type != ob2->type 279 || ob1->type != ob2->type
203 || ob1->speed != ob2->speed
204 || ob1->value != ob2->value 280 || ob1->value != ob2->value
205 || 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)
206 return 0; 284 return 0;
207 285
208 //TODO: this ain't working well, use nicer and correct overflow check
209 /* 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
210 * value could not be stored in a sint32 (which unfortunately sometimes is 287 * is always 0 .. 2**31-1 */
211 * used to store nrof). 288 if (ob1->nrof > 0x7fffffff - ob2->nrof)
212 */
213 if (ob1->nrof + ob2->nrof >= 1UL << 31)
214 return 0; 289 return 0;
215 290
216 /* If the objects have been identified, set the BEEN_APPLIED flag. 291 /* If the objects have been identified, set the BEEN_APPLIED flag.
217 * 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
218 * 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
219 * 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
220 * flags lose any meaning. 295 * flags lose any meaning.
221 */ 296 */
222 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 297 if (ob1->flag [FLAG_IDENTIFIED])
223 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 298 ob1->set_flag (FLAG_BEEN_APPLIED);
224 299
225 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 300 if (ob2->flag [FLAG_IDENTIFIED])
226 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 301 ob2->set_flag (FLAG_BEEN_APPLIED);
227 302
228 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 303 if (ob1->arch->archname != ob2->arch->archname
229 || ob1->arch != ob2->arch
230 || ob1->name != ob2->name 304 || ob1->name != ob2->name
231 || ob1->title != ob2->title 305 || ob1->title != ob2->title
232 || ob1->msg != ob2->msg 306 || ob1->msg != ob2->msg
233 || ob1->weight != ob2->weight 307 || ob1->weight != ob2->weight
234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
236 || ob1->attacktype != ob2->attacktype 308 || ob1->attacktype != ob2->attacktype
237 || ob1->magic != ob2->magic 309 || ob1->magic != ob2->magic
238 || ob1->slaying != ob2->slaying 310 || ob1->slaying != ob2->slaying
239 || ob1->skill != ob2->skill 311 || ob1->skill != ob2->skill
240 || ob1->value != ob2->value 312 || ob1->value != ob2->value
241 || 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
242 || ob1->client_type != ob2->client_type 315 || ob1->client_type != ob2->client_type
243 || ob1->materialname != ob2->materialname 316 || ob1->material != ob2->material
244 || ob1->lore != ob2->lore 317 || ob1->lore != ob2->lore
245 || ob1->subtype != ob2->subtype 318 || ob1->subtype != ob2->subtype
246 || ob1->move_type != ob2->move_type 319 || ob1->move_type != ob2->move_type
247 || ob1->move_block != ob2->move_block 320 || ob1->move_block != ob2->move_block
248 || ob1->move_allow != ob2->move_allow 321 || ob1->move_allow != ob2->move_allow
249 || ob1->move_on != ob2->move_on 322 || ob1->move_on != ob2->move_on
250 || ob1->move_off != ob2->move_off 323 || ob1->move_off != ob2->move_off
251 || ob1->move_slow != ob2->move_slow 324 || ob1->move_slow != ob2->move_slow
252 || 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)))
253 return 0; 328 return 0;
254 329
330 if ((ob1->flag ^ ob2->flag)
331 .reset (FLAG_INV_LOCKED)
332 .reset (FLAG_REMOVED)
333 .any ())
334 return 0;
335
255 /* This is really a spellbook check - really, we should 336 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 337 * not merge objects with real inventories, as splitting them
338 * is hard.
257 */ 339 */
258 if (ob1->inv || ob2->inv) 340 if (ob1->inv || ob2->inv)
259 { 341 {
260 /* if one object has inventory but the other doesn't, not equiv */ 342 if (!(ob1->inv && ob2->inv))
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 343 return 0; /* inventories differ in length */
262 return 0;
263 344
264 /* 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
265 if (!object::can_merge (ob1->inv, ob2->inv)) 348 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 349 return 0; /* inventory objects differ */
267 350
268 /* 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
269 * if it is valid. 352 * if it is valid.
270 */ 353 */
271 } 354 }
272 355
273 /* 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,
274 * 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
275 * some items equipped, and we don't want those to merge. 358 * some items equipped, and we don't want those to merge.
276 */ 359 */
277 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 360 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
278 return 0; 361 return 0;
279 362
280 /* 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
281 * 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
282 * check? 365 * check?
283 */ 366 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 367 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
285 return 0; 368 return 0;
286 369
287 switch (ob1->type) 370 switch (ob1->type)
288 { 371 {
289 case SCROLL: 372 case SCROLL:
290 if (ob1->level != ob2->level) 373 if (ob1->level != ob2->level)
291 return 0; 374 return 0;
292 break; 375 break;
293 } 376 }
294 377
295 if (ob1->key_values != NULL || ob2->key_values != NULL) 378 if (!ob1->kv.empty () || !ob2->kv.empty ())
296 { 379 {
297 /* At least one of these has key_values. */ 380 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 381 if (ob1->kv.empty () != ob2->kv.empty ())
299 /* 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))
300 return 0; 385 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0;
303 } 386 }
304 387
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 388 if (ob1->self || ob2->self)
307 { 389 {
308 ob1->optimise (); 390 ob1->optimise ();
309 ob2->optimise (); 391 ob2->optimise ();
310 392
311 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)
312 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 }
313 } 407 }
314 408
315 /* Everything passes, must be OK. */ 409 /* Everything passes, must be OK. */
316 return 1; 410 return 1;
317} 411}
318 412
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
319/* 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/*
320 * sum_weight() is a recursive function which calculates the weight 485 * this is a recursive function which calculates the weight
321 * 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
322 * containers are carrying, and sums it up. 487 * containers are carrying, and sums it up.
323 */ 488 */
324long 489void
325sum_weight (object *op) 490object::update_weight ()
326{ 491{
327 long sum; 492 sint32 sum = 0;
328 object *inv;
329 493
330 for (sum = 0, inv = op->inv; inv; inv = inv->below) 494 for (object *op = inv; op; op = op->below)
331 {
332 if (inv->inv)
333 sum_weight (inv);
334
335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
336 } 495 {
496 op->update_weight ();
337 497
338 if (op->type == CONTAINER && op->stats.Str) 498 sum += weight_adjust_for (this, op->total_weight ());
339 sum = (sum * (100 - op->stats.Str)) / 100; 499 }
340 500
341 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
342 op->carrying = sum; 507 carrying = sum;
343 508
344 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 }
345} 513}
346 514
347/** 515/*
348 * Return the outermost environment object for a given object. 516 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
349 */
350
351object *
352object_get_env_recursive (object *op)
353{
354 while (op->env != NULL)
355 op = op->env;
356 return op;
357}
358
359/*
360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
361 * Some error messages.
362 * The result of the dump is stored in the static global errmsg array.
363 */ 517 */
364char * 518char *
365dump_object (object *op) 519dump_object (object *op)
366{ 520{
367 if (!op) 521 if (!op)
370 object_freezer freezer; 524 object_freezer freezer;
371 op->write (freezer); 525 op->write (freezer);
372 return freezer.as_string (); 526 return freezer.as_string ();
373} 527}
374 528
375/* 529char *
376 * get_nearest_part(multi-object, object 2) returns the part of the 530object::as_string ()
377 * multi-object 1 which is closest to the second object.
378 * If it's not a multi-object, it is returned.
379 */
380
381object *
382get_nearest_part (object *op, const object *pl)
383{ 531{
384 object *tmp, *closest; 532 return dump_object (this);
385 int last_dist, i;
386
387 if (op->more == NULL)
388 return op;
389 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
390 if ((i = distance (tmp, pl)) < last_dist)
391 closest = tmp, last_dist = i;
392 return closest;
393} 533}
394 534
395/* 535/*
396 * 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.
397 */ 538 */
398object * 539object *
399find_object (tag_t i) 540find_object (tag_t i)
400{ 541{
401 for_all_objects (op) 542 for_all_objects (op)
404 545
405 return 0; 546 return 0;
406} 547}
407 548
408/* 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/*
409 * 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.
410 * Used only by the patch command, but not all that useful. 566 * Used only by the patch command, but not all that useful.
411 * Enables features like "patch <name-of-other-player> food 999" 567 * Enables features like "patch <name-of-other-player> food 999"
412 */ 568 */
413object * 569object *
414find_object_name (const char *str) 570find_object_name (const char *str)
415{ 571{
416 shstr_cmp str_ (str); 572 shstr_cmp str_ (str);
417 object *op;
418 573
574 if (str_)
419 for_all_objects (op) 575 for_all_objects (op)
420 if (op->name == str_) 576 if (op->name == str_)
421 break; 577 return op;
422 578
423 return op; 579 return 0;
424}
425
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430} 580}
431 581
432/* 582/*
433 * 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
434 * skill and experience objects. 584 * skill and experience objects.
585 * ACTUALLY NO! investigate! TODO
435 */ 586 */
436void 587void
437object::set_owner (object *owner) 588object::set_owner (object *owner)
438{ 589{
590 // allow objects which own objects
439 if (!owner) 591 if (owner)
440 return;
441
442 /* next line added to allow objects which own objects */
443 /* Add a check for ownercounts in here, as I got into an endless loop
444 * with the fireball owning a poison cloud which then owned the
445 * fireball. I believe that was caused by one of the objects getting
446 * freed and then another object replacing it. Since the ownercounts
447 * didn't match, this check is valid and I believe that cause is valid.
448 */
449 while (owner->owner) 592 while (owner->owner)
450 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 }
451 600
452 this->owner = owner; 601 this->owner = owner;
453}
454
455int
456object::slottype () const
457{
458 if (type == SKILL)
459 {
460 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
461 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
462 }
463 else
464 {
465 if (slot [body_combat].info) return slot_combat;
466 if (slot [body_range ].info) return slot_ranged;
467 }
468
469 return slot_none;
470}
471
472bool
473object::change_weapon (object *ob)
474{
475 if (current_weapon == ob)
476 return true;
477
478 if (chosen_skill)
479 chosen_skill->flag [FLAG_APPLIED] = false;
480
481 current_weapon = ob;
482 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
483
484 if (chosen_skill)
485 chosen_skill->flag [FLAG_APPLIED] = true;
486
487 update_stats ();
488
489 if (ob)
490 {
491 // now check wether any body locations became invalid, in which case
492 // we cannot apply the weapon at the moment.
493 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
494 if (slot[i].used < 0)
495 {
496 current_weapon = chosen_skill = 0;
497 update_stats ();
498
499 new_draw_info_format (NDI_UNIQUE, 0, this,
500 "You try to balance your applied items all at once, but the %s is too much. "
501 "You need to unapply some items first.", &ob->name);
502 return false;
503 }
504
505 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
506 }
507 else
508 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
509
510 return true;
511}
512
513/* Zero the key_values on op, decrementing the shared-string
514 * refcounts and freeing the links.
515 */
516static void
517free_key_values (object *op)
518{
519 for (key_value *i = op->key_values; i; )
520 {
521 key_value *next = i->next;
522 delete i;
523
524 i = next;
525 }
526
527 op->key_values = 0;
528}
529
530object &
531object::operator =(const object &src)
532{
533 bool is_freed = flag [FLAG_FREED];
534 bool is_removed = flag [FLAG_REMOVED];
535
536 *(object_copy *)this = src;
537
538 flag [FLAG_FREED] = is_freed;
539 flag [FLAG_REMOVED] = is_removed;
540
541 /* Copy over key_values, if any. */
542 if (src.key_values)
543 {
544 key_value *tail = 0;
545 key_values = 0;
546
547 for (key_value *i = src.key_values; i; i = i->next)
548 {
549 key_value *new_link = new key_value;
550
551 new_link->next = 0;
552 new_link->key = i->key;
553 new_link->value = i->value;
554
555 /* Try and be clever here, too. */
556 if (!key_values)
557 {
558 key_values = new_link;
559 tail = new_link;
560 }
561 else
562 {
563 tail->next = new_link;
564 tail = new_link;
565 }
566 }
567 }
568} 602}
569 603
570/* 604/*
571 * copy_to first frees everything allocated by the dst object, 605 * copy_to first frees everything allocated by the dst object,
572 * and then copies the contents of itself into the second 606 * and then copies the contents of itself into the second
576 * will point at garbage. 610 * will point at garbage.
577 */ 611 */
578void 612void
579object::copy_to (object *dst) 613object::copy_to (object *dst)
580{ 614{
581 *dst = *this; 615 dst->remove ();
616 *(object_copy *)dst = *this;
582 617
583 if (speed < 0) 618 // maybe move to object_copy?
584 dst->speed_left = speed_left - rndm (); 619 dst->kv = kv;
585 620
586 dst->set_speed (dst->speed); 621 dst->flag [FLAG_REMOVED] = true;
622 dst->activate ();
587} 623}
588 624
589void 625void
590object::instantiate () 626object::instantiate ()
591{ 627{
592 if (!uuid.seq) // HACK 628 if (!uuid.seq) // HACK
593 uuid = gen_uuid (); 629 uuid = UUID::gen ();
594 630
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
595 speed_left = -0.1f; 635 speed_left = -1.;
636
596 /* 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
597 * 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.
598 * 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
599 * values for the body_used info, so when items are created 640 * values for the body_used info, so when items are created
600 * for it, they can be properly equipped. 641 * for it, they can be properly equipped.
608object * 649object *
609object::clone () 650object::clone ()
610{ 651{
611 object *neu = create (); 652 object *neu = create ();
612 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
613 return neu; 660 return neu;
614} 661}
615 662
616/* 663/*
617 * 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
619 * 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.
620 */ 667 */
621void 668void
622update_turn_face (object *op) 669update_turn_face (object *op)
623{ 670{
624 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 671 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
625 return; 672 return;
626 673
627 SET_ANIMATION (op, op->direction); 674 SET_ANIMATION (op, op->direction);
628 update_object (op, UP_OBJ_FACE); 675 update_object (op, UP_OBJ_FACE);
629} 676}
634 * 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.
635 */ 682 */
636void 683void
637object::set_speed (float speed) 684object::set_speed (float speed)
638{ 685{
639 if (flag [FLAG_FREED] && speed)
640 {
641 LOG (llevError, "Object %s is freed but has speed.\n", &name);
642 speed = 0;
643 }
644
645 this->speed = speed; 686 this->speed = speed;
646 687
647 if (has_active_speed ()) 688 if (has_active_speed ())
648 activate (); 689 activate ();
649 else 690 else
668 * UP_OBJ_FACE: only the objects face has changed. 709 * UP_OBJ_FACE: only the objects face has changed.
669 */ 710 */
670void 711void
671update_object (object *op, int action) 712update_object (object *op, int action)
672{ 713{
673 if (op == NULL) 714 if (!op)
674 { 715 {
675 /* this should never happen */ 716 /* this should never happen */
676 LOG (llevDebug, "update_object() called for NULL object.\n"); 717 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
677 return; 718 return;
678 } 719 }
679 720
680 if (op->env) 721 if (!op->is_on_map ())
681 { 722 {
682 /* Animation is currently handled by client, so nothing 723 /* Animation is currently handled by client, so nothing
683 * to do in this case. 724 * to do in this case.
684 */ 725 */
685 return; 726 return;
686 } 727 }
687
688 /* If the map is saving, don't do anything as everything is
689 * going to get freed anyways.
690 */
691 if (!op->map || op->map->in_memory == MAP_SAVING)
692 return;
693 728
694 /* make sure the object is within map boundaries */ 729 /* make sure the object is within map boundaries */
695 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)
696 { 731 {
697 LOG (llevError, "update_object() called for object out of map!\n"); 732 LOG (llevError, "update_object() called for object out of map!\n");
702 } 737 }
703 738
704 mapspace &m = op->ms (); 739 mapspace &m = op->ms ();
705 740
706 if (!(m.flags_ & P_UPTODATE)) 741 if (!(m.flags_ & P_UPTODATE))
707 /* nop */; 742 m.update_up (); // nothing to do except copy up
708 else if (action == UP_OBJ_INSERT) 743 else if (action == UP_OBJ_INSERT)
709 { 744 {
745#if 0
710 // this is likely overkill, TODO: revisit (schmorp) 746 // this is likely overkill, TODO: revisit (schmorp)
711 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 747 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
712 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 748 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
713 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 749 || (op->is_player () && !(m.flags_ & P_PLAYER))
714 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 750 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
715 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 751 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
716 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 752 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
717 || (m.move_on | op->move_on ) != m.move_on 753 || (m.move_on | op->move_on ) != m.move_on
718 || (m.move_off | op->move_off ) != m.move_off 754 || (m.move_off | op->move_off ) != m.move_off
719 || (m.move_slow | op->move_slow) != m.move_slow 755 || (m.move_slow | op->move_slow) != m.move_slow
720 /* 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
721 * to have move_allow right now. 757 * have move_allow right now.
722 */ 758 */
723 || ((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
724 || 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)
725 m.flags_ = 0; 763 m.invalidate ();
764#endif
726 } 765 }
727 /* if the object is being removed, we can't make intelligent 766 /* if the object is being removed, we can't make intelligent
728 * decisions, because remove_ob can't really pass the object 767 * decisions, because remove_ob can't really pass the object
729 * that is being removed. 768 * that is being removed.
730 */ 769 */
731 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 770 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
732 m.flags_ = 0; 771 m.invalidate ();
733 else if (action == UP_OBJ_FACE) 772 else if (action == UP_OBJ_FACE)
734 /* Nothing to do for that case */ ; 773 m.update_up (); // nothing to do for that case, except copy up
735 else 774 else
736 LOG (llevError, "update_object called with invalid action: %d\n", action); 775 LOG (llevError, "update_object called with invalid action: %d\n", action);
737 776
738 if (op->more) 777 if (op->more)
739 update_object (op->more, action); 778 update_object (op->more, action);
740} 779}
741 780
742object::object () 781object::object ()
743{ 782{
744 SET_FLAG (this, FLAG_REMOVED); 783 this->set_flag (FLAG_REMOVED);
745 784
746 expmul = 1.0; 785 //expmul = 1.0; declared const for the time being
747 face = blank_face; 786 face = blank_face;
787 material = MATERIAL_NULL;
748} 788}
749 789
750object::~object () 790object::~object ()
751{ 791{
752 unlink (); 792 unlink ();
753 793
754 free_key_values (this); 794 kv.clear ();
755} 795}
756
757static int object_count;
758 796
759void object::link () 797void object::link ()
760{ 798{
761 assert (!index);//D 799 assert (!index);//D
762 uuid = gen_uuid (); 800 uuid = UUID::gen ();
763 count = ++object_count;
764 801
765 refcnt_inc (); 802 refcnt_inc ();
766 objects.insert (this); 803 objects.insert (this);
804
805 ++create_count;
806
767} 807}
768 808
769void object::unlink () 809void object::unlink ()
770{ 810{
771 if (!index) 811 if (!index)
772 return; 812 return;
813
814 ++destroy_count;
773 815
774 objects.erase (this); 816 objects.erase (this);
775 refcnt_dec (); 817 refcnt_dec ();
776} 818}
777 819
781 /* If already on active list, don't do anything */ 823 /* If already on active list, don't do anything */
782 if (active) 824 if (active)
783 return; 825 return;
784 826
785 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
786 actives.insert (this); 832 actives.insert (this);
833 }
787} 834}
788 835
789void 836void
790object::activate_recursive () 837object::activate_recursive ()
791{ 838{
840object::destroy_inv (bool drop_to_ground) 887object::destroy_inv (bool drop_to_ground)
841{ 888{
842 // need to check first, because the checks below might segfault 889 // need to check first, because the checks below might segfault
843 // as we might be on an invalid mapspace and crossfire code 890 // as we might be on an invalid mapspace and crossfire code
844 // is too buggy to ensure that the inventory is empty. 891 // is too buggy to ensure that the inventory is empty.
845 // corollary: if you create arrows etc. with stuff in tis inventory, 892 // corollary: if you create arrows etc. with stuff in its inventory,
846 // cf will crash below with off-map x and y 893 // cf will crash below with off-map x and y
847 if (!inv) 894 if (!inv)
848 return; 895 return;
849 896
850 /* Only if the space blocks everything do we not process - 897 /* Only if the space blocks everything do we not process -
851 * if some form of movement is allowed, let objects 898 * if some form of movement is allowed, let objects
852 * drop on that space. 899 * drop on that space.
853 */ 900 */
854 if (!drop_to_ground 901 if (!drop_to_ground
855 || !map 902 || !map
856 || map->in_memory != MAP_IN_MEMORY 903 || !map->linkable ()
857 || map->nodrop 904 || map->no_drop
858 || ms ().move_block == MOVE_ALL) 905 || ms ().move_block == MOVE_ALL)
859 { 906 {
860 while (inv) 907 while (inv)
861 {
862 inv->destroy_inv (drop_to_ground);
863 inv->destroy (); 908 inv->destroy ();
864 }
865 } 909 }
866 else 910 else
867 { /* Put objects in inventory onto this space */ 911 { /* Put objects in inventory onto this space */
868 while (inv) 912 while (inv)
869 { 913 {
880 map->insert (op, x, y); 924 map->insert (op, x, y);
881 } 925 }
882 } 926 }
883} 927}
884 928
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 *
885object *object::create () 966object::create ()
886{ 967{
887 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
888 op->link (); 990 op->link ();
991
889 return op; 992 return op;
890} 993}
891 994
892void 995void
996object::do_delete ()
997{
998 uint32_t count = this->count;
999
1000 this->~object ();
1001
1002 freelist_item *li = (freelist_item *)this;
1003 li->next = freelist;
1004 li->count = count;
1005
1006 freelist = li;
1007 ++free_count;
1008}
1009
1010static struct freed_map : maptile
1011{
1012 freed_map ()
1013 : maptile (3, 3)
1014 {
1015 path = "<freed objects map>";
1016 name = "/internal/freed_objects_map";
1017 no_drop = 1;
1018 no_reset = 1;
1019
1020 state = MAP_ACTIVE;
1021 }
1022
1023 ~freed_map ()
1024 {
1025 destroy ();
1026 }
1027} freed_map; // freed objects are moved here to avoid crashes
1028
1029void
893object::do_destroy () 1030object::do_destroy ()
894{ 1031{
895 attachable::do_destroy ();
896
897 if (flag [FLAG_IS_LINKED]) 1032 if (flag [FLAG_IS_LINKED])
898 remove_button_link (this); 1033 remove_link ();
899 1034
900 if (flag [FLAG_FRIENDLY]) 1035 if (flag [FLAG_FRIENDLY])
901 remove_friendly_object (this); 1036 remove_friendly_object (this);
902 1037
903 if (!flag [FLAG_REMOVED])
904 remove (); 1038 remove ();
905 1039
906 destroy_inv (true); 1040 attachable::do_destroy ();
907 1041
908 deactivate (); 1042 deactivate ();
909 unlink (); 1043 unlink ();
910 1044
911 flag [FLAG_FREED] = 1; 1045 flag [FLAG_FREED] = 1;
912 1046
913 // hack to ensure that freed objects still have a valid map 1047 // hack to ensure that freed objects still have a valid map
914 {
915 static maptile *freed_map; // freed objects are moved here to avoid crashes
916
917 if (!freed_map)
918 {
919 freed_map = new maptile;
920
921 freed_map->name = "/internal/freed_objects_map";
922 freed_map->width = 3;
923 freed_map->height = 3;
924
925 freed_map->alloc ();
926 freed_map->in_memory = MAP_IN_MEMORY;
927 }
928
929 map = freed_map; 1048 map = &freed_map;
930 x = 1; 1049 x = 1;
931 y = 1; 1050 y = 1;
932 }
933
934 head = 0;
935 1051
936 if (more) 1052 if (more)
937 { 1053 {
938 more->destroy (); 1054 more->destroy ();
939 more = 0; 1055 more = 0;
940 } 1056 }
941 1057
1058 head = 0;
1059
942 // clear those pointers that likely might have circular references to us 1060 // clear those pointers that likely might cause circular references
943 owner = 0; 1061 owner = 0;
944 enemy = 0; 1062 enemy = 0;
945 attacked_by = 0; 1063 attacked_by = 0;
1064 current_weapon = 0;
946} 1065}
947 1066
948void 1067void
949object::destroy (bool destroy_inventory) 1068object::destroy ()
950{ 1069{
951 if (destroyed ()) 1070 if (destroyed ())
952 return; 1071 return;
953 1072
954 if (destroy_inventory) 1073 if (!is_head () && !head->destroyed ())
1074 {
1075 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1076 head->destroy ();
1077 return;
1078 }
1079
955 destroy_inv (false); 1080 destroy_inv_fast ();
1081
1082 if (is_head ())
1083 if (sound_destroy)
1084 play_sound (sound_destroy);
1085 else if (flag [FLAG_MONSTER])
1086 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
956 1087
957 attachable::destroy (); 1088 attachable::destroy ();
958}
959
960/*
961 * sub_weight() recursively (outwards) subtracts a number from the
962 * weight of an object (and what is carried by it's environment(s)).
963 */
964void
965sub_weight (object *op, signed long weight)
966{
967 while (op != NULL)
968 {
969 if (op->type == CONTAINER)
970 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
971
972 op->carrying -= weight;
973 op = op->env;
974 }
975} 1089}
976 1090
977/* op->remove (): 1091/* op->remove ():
978 * This function removes the object op from the linked list of objects 1092 * This function removes the object op from the linked list of objects
979 * which it is currently tied to. When this function is done, the 1093 * which it is currently tied to. When this function is done, the
982 * the previous environment. 1096 * the previous environment.
983 */ 1097 */
984void 1098void
985object::do_remove () 1099object::do_remove ()
986{ 1100{
987 object *tmp, *last = 0; 1101 if (flag [FLAG_REMOVED])
988 object *otmp;
989
990 if (QUERY_FLAG (this, FLAG_REMOVED))
991 return; 1102 return;
992 1103
993 SET_FLAG (this, FLAG_REMOVED);
994 INVOKE_OBJECT (REMOVE, this); 1104 INVOKE_OBJECT (REMOVE, this);
1105
1106 flag [FLAG_REMOVED] = true;
995 1107
996 if (more) 1108 if (more)
997 more->remove (); 1109 more->remove ();
998 1110
999 /* 1111 /*
1000 * In this case, the object to be removed is in someones 1112 * In this case, the object to be removed is in someones
1001 * inventory. 1113 * inventory.
1002 */ 1114 */
1003 if (env) 1115 if (env)
1004 { 1116 {
1005 if (nrof) 1117 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1006 sub_weight (env, weight * nrof); 1118 if (object *pl = visible_to ())
1007 else 1119 esrv_del_item (pl->contr, count);
1008 sub_weight (env, weight + carrying); 1120 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1009 1121
1010 /* NO_FIX_PLAYER is set when a great many changes are being 1122 adjust_weight (env, total_weight (), 0);
1011 * made to players inventory. If set, avoiding the call
1012 * to save cpu time.
1013 */
1014 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1015 otmp->update_stats ();
1016 1123
1017 if (above) 1124 object *pl = in_player ();
1018 above->below = below;
1019 else
1020 env->inv = below;
1021
1022 if (below)
1023 below->above = above;
1024 1125
1025 /* we set up values so that it could be inserted into 1126 /* we set up values so that it could be inserted into
1026 * the map, but we don't actually do that - it is up 1127 * the map, but we don't actually do that - it is up
1027 * to the caller to decide what we want to do. 1128 * to the caller to decide what we want to do.
1028 */ 1129 */
1029 x = env->x, y = env->y;
1030 map = env->map; 1130 map = env->map;
1031 above = 0, below = 0; 1131 x = env->x;
1132 y = env->y;
1133
1134 // make sure cmov optimisation is applicable
1135 *(above ? &above->below : &env->inv) = below;
1136 *(below ? &below->above : &above ) = above; // &above is just a dummy
1137
1138 above = 0;
1139 below = 0;
1032 env = 0; 1140 env = 0;
1141
1142 if (pl && pl->is_player ())
1143 {
1144 if (expect_false (pl->contr->combat_ob == this))
1145 {
1146 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1147 pl->contr->combat_ob = 0;
1148 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1149 }
1150
1151 if (expect_false (pl->contr->ranged_ob == this))
1152 {
1153 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1154 pl->contr->ranged_ob = 0;
1155 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1156 }
1157
1158 pl->contr->queue_stats_update ();
1159
1160 if (expect_false (glow_radius) && pl->is_on_map ())
1161 update_all_los (pl->map, pl->x, pl->y);
1162 }
1033 } 1163 }
1034 else if (map) 1164 else if (map)
1035 { 1165 {
1036 if (type == PLAYER)
1037 {
1038 // leaving a spot always closes any open container on the ground
1039 if (container && !container->env)
1040 // this causes spurious floorbox updates, but it ensures
1041 // that the CLOSE event is being sent.
1042 close_container ();
1043
1044 --map->players;
1045 map->touch ();
1046 }
1047
1048 map->dirty = true; 1166 map->dirty = true;
1049 mapspace &ms = this->ms (); 1167 mapspace &ms = this->ms ();
1050 1168
1169 if (object *pl = ms.player ())
1170 {
1171 if (is_player ())
1172 {
1173 if (!flag [FLAG_WIZPASS])
1174 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1175
1176 // leaving a spot always closes any open container on the ground
1177 if (container && !container->env)
1178 // this causes spurious floorbox updates, but it ensures
1179 // that the CLOSE event is being sent.
1180 close_container ();
1181
1182 --map->players;
1183 map->touch ();
1184 }
1185 else if (pl->container_ () == this)
1186 {
1187 // removing a container should close it
1188 close_container ();
1189 }
1190 else
1191 esrv_del_item (pl->contr, count);
1192 }
1193
1051 /* link the object above us */ 1194 /* link the object above us */
1052 if (above) 1195 // re-link, make sure compiler can easily use cmove
1053 above->below = below; 1196 *(above ? &above->below : &ms.top) = below;
1054 else 1197 *(below ? &below->above : &ms.bot) = above;
1055 ms.top = below; /* we were top, set new top */
1056
1057 /* Relink the object below us, if there is one */
1058 if (below)
1059 below->above = above;
1060 else
1061 {
1062 /* Nothing below, which means we need to relink map object for this space
1063 * use translated coordinates in case some oddness with map tiling is
1064 * evident
1065 */
1066 if (GET_MAP_OB (map, x, y) != this)
1067 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 ());
1068
1069 ms.bot = above; /* goes on above it. */
1070 }
1071 1198
1072 above = 0; 1199 above = 0;
1073 below = 0; 1200 below = 0;
1074 1201
1075 if (map->in_memory == MAP_SAVING) 1202 ms.invalidate ();
1076 return;
1077 1203
1078 int check_walk_off = !flag [FLAG_NO_APPLY]; 1204 int check_walk_off = !flag [FLAG_NO_APPLY];
1079 1205
1080 for (tmp = ms.bot; tmp; tmp = tmp->above) 1206 if (object *pl = ms.player ())
1081 { 1207 {
1082 /* No point updating the players look faces if he is the object 1208 if (pl->container_ () == this)
1083 * being removed.
1084 */
1085
1086 if (tmp->type == PLAYER && tmp != this)
1087 {
1088 /* If a container that the player is currently using somehow gets 1209 /* If a container that the player is currently using somehow gets
1089 * removed (most likely destroyed), update the player view 1210 * removed (most likely destroyed), update the player view
1090 * appropriately. 1211 * appropriately.
1091 */ 1212 */
1092 if (tmp->container == this) 1213 pl->close_container ();
1093 {
1094 flag [FLAG_APPLIED] = 0;
1095 tmp->container = 0;
1096 }
1097 1214
1215 //TODO: the floorbox prev/next might need updating
1216 //esrv_del_item (pl->contr, count);
1217 //TODO: update floorbox to preserve ordering
1098 if (tmp->contr->ns) 1218 if (pl->contr->ns)
1099 tmp->contr->ns->floorbox_update (); 1219 pl->contr->ns->floorbox_update ();
1220 }
1221
1222 if (check_walk_off)
1223 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1224 {
1225 above = tmp->above;
1226
1227 /* No point updating the players look faces if he is the object
1228 * being removed.
1100 } 1229 */
1101 1230
1102 /* See if object moving off should effect something */ 1231 /* See if object moving off should effect something */
1103 if (check_walk_off
1104 && ((move_type & tmp->move_off) 1232 if ((move_type & tmp->move_off)
1105 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1233 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1106 {
1107 move_apply (tmp, this, 0); 1234 move_apply (tmp, this, 0);
1108
1109 if (destroyed ())
1110 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1111 } 1235 }
1112 1236
1113 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1237 if (affects_los ())
1114 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1115 if (tmp->above == tmp)
1116 tmp->above = 0;
1117
1118 last = tmp;
1119 }
1120
1121 /* last == NULL if there are no objects on this space */
1122 //TODO: this makes little sense, why only update the topmost object?
1123 if (!last)
1124 map->at (x, y).flags_ = 0;
1125 else
1126 update_object (last, UP_OBJ_REMOVE);
1127
1128 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1129 update_all_los (map, x, y); 1238 update_all_los (map, x, y);
1130 } 1239 }
1131} 1240}
1132 1241
1133/* 1242/*
1142merge_ob (object *op, object *top) 1251merge_ob (object *op, object *top)
1143{ 1252{
1144 if (!op->nrof) 1253 if (!op->nrof)
1145 return 0; 1254 return 0;
1146 1255
1147 if (top) 1256 if (!top)
1148 for (top = op; top && top->above; top = top->above) 1257 for (top = op; top && top->above; top = top->above)
1149 ; 1258 ;
1150 1259
1151 for (; top; top = top->below) 1260 for (; top; top = top->below)
1152 {
1153 if (top == op)
1154 continue;
1155
1156 if (object::can_merge (op, top)) 1261 if (object::can_merge (op, top))
1157 { 1262 {
1158 top->nrof += op->nrof; 1263 top->nrof += op->nrof;
1159 1264
1160/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1265 if (object *pl = top->visible_to ())
1161 op->weight = 0; /* Don't want any adjustements now */ 1266 esrv_update_item (UPD_NROF, pl, top);
1267
1268 op->weight = 0; // cancel the addition above
1269 op->carrying = 0; // must be 0 already
1270
1162 op->destroy (); 1271 op->destroy ();
1272
1163 return top; 1273 return top;
1164 } 1274 }
1165 }
1166 1275
1167 return 0; 1276 return 0;
1168} 1277}
1169 1278
1170void 1279void
1173 if (more) 1282 if (more)
1174 return; 1283 return;
1175 1284
1176 object *prev = this; 1285 object *prev = this;
1177 1286
1178 for (archetype *at = arch->more; at; at = at->more) 1287 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1179 { 1288 {
1180 object *op = arch_to_object (at); 1289 object *op = at->instance ();
1181 1290
1182 op->name = name; 1291 op->name = name;
1183 op->name_pl = name_pl; 1292 op->name_pl = name_pl;
1184 op->title = title; 1293 op->title = title;
1185 1294
1195 * job preparing multi-part monsters. 1304 * job preparing multi-part monsters.
1196 */ 1305 */
1197object * 1306object *
1198insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1307insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1199{ 1308{
1309 op->remove ();
1310
1200 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1311 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1201 { 1312 {
1202 tmp->x = x + tmp->arch->clone.x; 1313 tmp->x = x + tmp->arch->x;
1203 tmp->y = y + tmp->arch->clone.y; 1314 tmp->y = y + tmp->arch->y;
1204 } 1315 }
1205 1316
1206 return insert_ob_in_map (op, m, originator, flag); 1317 return insert_ob_in_map (op, m, originator, flag);
1207} 1318}
1208 1319
1221 * Passing 0 for flag gives proper default values, so flag really only needs 1332 * Passing 0 for flag gives proper default values, so flag really only needs
1222 * to be set if special handling is needed. 1333 * to be set if special handling is needed.
1223 * 1334 *
1224 * Return value: 1335 * Return value:
1225 * new object if 'op' was merged with other object 1336 * new object if 'op' was merged with other object
1226 * NULL if 'op' was destroyed 1337 * NULL if there was an error (destroyed, blocked etc.)
1227 * just 'op' otherwise 1338 * just 'op' otherwise
1228 */ 1339 */
1229object * 1340object *
1230insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1341insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1231{ 1342{
1232 assert (!op->flag [FLAG_FREED]);
1233
1234 object *tmp, *top, *floor = NULL;
1235
1236 op->remove (); 1343 op->remove ();
1237 1344
1238#if 0 1345 if (m == &freed_map)//D TODO: remove soon
1239 if (!m->active != !op->active)
1240 if (m->active)
1241 op->activate_recursive ();
1242 else
1243 op->deactivate_recursive ();
1244#endif
1245
1246 if (out_of_map (m, op->x, op->y))
1247 { 1346 {//D
1248 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ()); 1347 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1249#ifdef MANY_CORES
1250 /* Better to catch this here, as otherwise the next use of this object
1251 * is likely to cause a crash. Better to find out where it is getting
1252 * improperly inserted.
1253 */
1254 abort ();
1255#endif
1256 return op;
1257 } 1348 }//D
1258
1259 if (object *more = op->more)
1260 {
1261 if (!insert_ob_in_map (more, m, originator, flag))
1262 {
1263 if (!op->head)
1264 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1265
1266 return 0;
1267 }
1268 }
1269
1270 CLEAR_FLAG (op, FLAG_REMOVED);
1271 1349
1272 /* Ideally, the caller figures this out. However, it complicates a lot 1350 /* Ideally, the caller figures this out. However, it complicates a lot
1273 * of areas of callers (eg, anything that uses find_free_spot would now 1351 * of areas of callers (eg, anything that uses find_free_spot would now
1274 * need extra work 1352 * need extra work
1275 */ 1353 */
1354 maptile *newmap = m;
1276 if (!xy_normalise (m, op->x, op->y)) 1355 if (!xy_normalise (newmap, op->x, op->y))
1356 {
1357 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1277 return 0; 1358 return 0;
1359 }
1278 1360
1361 if (object *more = op->more)
1362 if (!insert_ob_in_map (more, m, originator, flag))
1363 return 0;
1364
1365 op->flag [FLAG_REMOVED] = false;
1366 op->env = 0;
1279 op->map = m; 1367 op->map = newmap;
1368
1280 mapspace &ms = op->ms (); 1369 mapspace &ms = op->ms ();
1281 1370
1282 /* this has to be done after we translate the coordinates. 1371 /* this has to be done after we translate the coordinates.
1283 */ 1372 */
1284 if (op->nrof && !(flag & INS_NO_MERGE)) 1373 if (op->nrof && !(flag & INS_NO_MERGE))
1285 for (tmp = ms.bot; tmp; tmp = tmp->above) 1374 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1286 if (object::can_merge (op, tmp)) 1375 if (object::can_merge (op, tmp))
1287 { 1376 {
1377 // TODO: we actually want to update tmp, not op,
1378 // but some caller surely breaks when we return tmp
1379 // from here :/
1288 op->nrof += tmp->nrof; 1380 op->nrof += tmp->nrof;
1289 tmp->destroy (); 1381 tmp->destroy ();
1290 } 1382 }
1291 1383
1292 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1384 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1293 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1385 op->clr_flag (FLAG_INV_LOCKED);
1294 1386
1295 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1387 if (!op->flag [FLAG_ALIVE])
1296 CLEAR_FLAG (op, FLAG_NO_STEAL); 1388 op->clr_flag (FLAG_NO_STEAL);
1297 1389
1298 if (flag & INS_BELOW_ORIGINATOR) 1390 if (flag & INS_BELOW_ORIGINATOR)
1299 { 1391 {
1300 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1392 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1301 { 1393 {
1302 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1394 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1303 abort (); 1395 abort ();
1304 } 1396 }
1305 1397
1398 if (!originator->is_on_map ())
1399 {
1400 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1401 op->debug_desc (), originator->debug_desc ());
1402 abort ();
1403 }
1404
1306 op->above = originator; 1405 op->above = originator;
1307 op->below = originator->below; 1406 op->below = originator->below;
1308
1309 if (op->below)
1310 op->below->above = op;
1311 else
1312 ms.bot = op;
1313
1314 /* since *below* originator, no need to update top */
1315 originator->below = op; 1407 originator->below = op;
1408
1409 *(op->below ? &op->below->above : &ms.bot) = op;
1316 } 1410 }
1317 else 1411 else
1318 { 1412 {
1319 top = ms.bot; 1413 object *floor = 0;
1414 object *top = ms.top;
1320 1415
1321 /* If there are other objects, then */ 1416 /* If there are other objects, then */
1322 if ((!(flag & INS_MAP_LOAD)) && top) 1417 if (top)
1323 { 1418 {
1324 object *last = 0;
1325
1326 /* 1419 /*
1327 * If there are multiple objects on this space, we do some trickier handling. 1420 * If there are multiple objects on this space, we do some trickier handling.
1328 * We've already dealt with merging if appropriate. 1421 * We've already dealt with merging if appropriate.
1329 * Generally, we want to put the new object on top. But if 1422 * Generally, we want to put the new object on top. But if
1330 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1423 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1333 * once we get to them. This reduces the need to traverse over all of 1426 * once we get to them. This reduces the need to traverse over all of
1334 * them when adding another one - this saves quite a bit of cpu time 1427 * them when adding another one - this saves quite a bit of cpu time
1335 * when lots of spells are cast in one area. Currently, it is presumed 1428 * when lots of spells are cast in one area. Currently, it is presumed
1336 * that flying non pickable objects are spell objects. 1429 * that flying non pickable objects are spell objects.
1337 */ 1430 */
1338 for (top = ms.bot; top; top = top->above) 1431 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1339 { 1432 {
1340 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1433 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1341 floor = top; 1434 floor = tmp;
1342 1435
1343 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1436 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1344 { 1437 {
1345 /* We insert above top, so we want this object below this */ 1438 /* We insert above top, so we want this object below this */
1346 top = top->below; 1439 top = tmp->below;
1347 break; 1440 break;
1348 } 1441 }
1349 1442
1350 last = top; 1443 top = tmp;
1351 } 1444 }
1352
1353 /* Don't want top to be NULL, so set it to the last valid object */
1354 top = last;
1355 1445
1356 /* We let update_position deal with figuring out what the space 1446 /* We let update_position deal with figuring out what the space
1357 * looks like instead of lots of conditions here. 1447 * looks like instead of lots of conditions here.
1358 * makes things faster, and effectively the same result. 1448 * makes things faster, and effectively the same result.
1359 */ 1449 */
1366 */ 1456 */
1367 if (!(flag & INS_ON_TOP) 1457 if (!(flag & INS_ON_TOP)
1368 && ms.flags () & P_BLOCKSVIEW 1458 && ms.flags () & P_BLOCKSVIEW
1369 && (op->face && !faces [op->face].visibility)) 1459 && (op->face && !faces [op->face].visibility))
1370 { 1460 {
1461 object *last;
1462
1371 for (last = top; last != floor; last = last->below) 1463 for (last = top; last != floor; last = last->below)
1372 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1464 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1373 break; 1465 break;
1374 1466
1375 /* Check to see if we found the object that blocks view, 1467 /* Check to see if we found the object that blocks view,
1376 * and make sure we have a below pointer for it so that 1468 * and make sure we have a below pointer for it so that
1377 * we can get inserted below this one, which requires we 1469 * we can get inserted below this one, which requires we
1380 if (last && last->below && last != floor) 1472 if (last && last->below && last != floor)
1381 top = last->below; 1473 top = last->below;
1382 } 1474 }
1383 } /* If objects on this space */ 1475 } /* If objects on this space */
1384 1476
1385 if (flag & INS_MAP_LOAD)
1386 top = ms.top;
1387
1388 if (flag & INS_ABOVE_FLOOR_ONLY) 1477 if (flag & INS_ABOVE_FLOOR_ONLY)
1389 top = floor; 1478 top = floor;
1390 1479
1391 /* Top is the object that our object (op) is going to get inserted above. 1480 // insert object above top, or bottom-most if top = 0
1392 */
1393
1394 /* First object on this space */
1395 if (!top) 1481 if (!top)
1396 { 1482 {
1483 op->below = 0;
1397 op->above = ms.bot; 1484 op->above = ms.bot;
1398
1399 if (op->above)
1400 op->above->below = op;
1401
1402 op->below = 0;
1403 ms.bot = op; 1485 ms.bot = op;
1486
1487 *(op->above ? &op->above->below : &ms.top) = op;
1404 } 1488 }
1405 else 1489 else
1406 { /* get inserted into the stack above top */ 1490 {
1407 op->above = top->above; 1491 op->above = top->above;
1408
1409 if (op->above)
1410 op->above->below = op; 1492 top->above = op;
1411 1493
1412 op->below = top; 1494 op->below = top;
1413 top->above = op; 1495 *(op->above ? &op->above->below : &ms.top) = op;
1414 } 1496 }
1497 }
1415 1498
1416 if (!op->above) 1499 if (op->is_player ())
1417 ms.top = op;
1418 } /* else not INS_BELOW_ORIGINATOR */
1419
1420 if (op->type == PLAYER)
1421 { 1500 {
1422 op->contr->do_los = 1; 1501 op->contr->do_los = 1;
1423 ++op->map->players; 1502 ++op->map->players;
1424 op->map->touch (); 1503 op->map->touch ();
1425 } 1504 }
1426 1505
1427 op->map->dirty = true; 1506 op->map->dirty = true;
1428 1507
1429 /* If we have a floor, we know the player, if any, will be above
1430 * it, so save a few ticks and start from there.
1431 */
1432 if (!(flag & INS_MAP_LOAD))
1433 if (object *pl = ms.player ()) 1508 if (object *pl = ms.player ())
1509 //TODO: the floorbox prev/next might need updating
1510 //esrv_send_item (pl, op);
1511 //TODO: update floorbox to preserve ordering
1434 if (pl->contr->ns) 1512 if (pl->contr->ns)
1435 pl->contr->ns->floorbox_update (); 1513 pl->contr->ns->floorbox_update ();
1436 1514
1437 /* If this object glows, it may affect lighting conditions that are 1515 /* If this object glows, it may affect lighting conditions that are
1438 * visible to others on this map. But update_all_los is really 1516 * visible to others on this map. But update_all_los is really
1439 * an inefficient way to do this, as it means los for all players 1517 * an inefficient way to do this, as it means los for all players
1440 * on the map will get recalculated. The players could very well 1518 * on the map will get recalculated. The players could very well
1441 * be far away from this change and not affected in any way - 1519 * be far away from this change and not affected in any way -
1442 * this should get redone to only look for players within range, 1520 * this should get redone to only look for players within range,
1443 * or just updating the P_UPTODATE for spaces within this area 1521 * or just updating the P_UPTODATE for spaces within this area
1444 * of effect may be sufficient. 1522 * of effect may be sufficient.
1445 */ 1523 */
1446 if (op->map->darkness && (op->glow_radius != 0)) 1524 if (op->affects_los ())
1525 {
1526 op->ms ().invalidate ();
1447 update_all_los (op->map, op->x, op->y); 1527 update_all_los (op->map, op->x, op->y);
1528 }
1448 1529
1449 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1530 /* updates flags (blocked, alive, no magic, etc) for this map space */
1450 update_object (op, UP_OBJ_INSERT); 1531 update_object (op, UP_OBJ_INSERT);
1451 1532
1452 INVOKE_OBJECT (INSERT, op); 1533 INVOKE_OBJECT (INSERT, op);
1459 * blocked() and wall() work properly), and these flags are updated by 1540 * blocked() and wall() work properly), and these flags are updated by
1460 * update_object(). 1541 * update_object().
1461 */ 1542 */
1462 1543
1463 /* if this is not the head or flag has been passed, don't check walk on status */ 1544 /* if this is not the head or flag has been passed, don't check walk on status */
1464 if (!(flag & INS_NO_WALK_ON) && !op->head) 1545 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1465 { 1546 {
1466 if (check_move_on (op, originator)) 1547 if (check_move_on (op, originator, flag))
1467 return 0; 1548 return 0;
1468 1549
1469 /* If we are a multi part object, lets work our way through the check 1550 /* If we are a multi part object, let's work our way through the check
1470 * walk on's. 1551 * walk on's.
1471 */ 1552 */
1472 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1553 for (object *tmp = op->more; tmp; tmp = tmp->more)
1473 if (check_move_on (tmp, originator)) 1554 if (check_move_on (tmp, originator, flag))
1474 return 0; 1555 return 0;
1475 } 1556 }
1476 1557
1477 return op; 1558 return op;
1478} 1559}
1480/* this function inserts an object in the map, but if it 1561/* this function inserts an object in the map, but if it
1481 * finds an object of its own type, it'll remove that one first. 1562 * finds an object of its own type, it'll remove that one first.
1482 * op is the object to insert it under: supplies x and the map. 1563 * op is the object to insert it under: supplies x and the map.
1483 */ 1564 */
1484void 1565void
1485replace_insert_ob_in_map (const char *arch_string, object *op) 1566replace_insert_ob_in_map (shstr_tmp archname, object *op)
1486{ 1567{
1487 object *tmp, *tmp1;
1488
1489 /* first search for itself and remove any old instances */ 1568 /* first search for itself and remove any old instances */
1490 1569
1491 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1570 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1492 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1571 if (tmp->arch->archname == archname) /* same archetype */
1493 tmp->destroy (); 1572 tmp->destroy ();
1494 1573
1495 tmp1 = arch_to_object (archetype::find (arch_string)); 1574 object *tmp = archetype::find (archname)->instance ();
1496 1575
1497 tmp1->x = op->x; 1576 tmp->x = op->x;
1498 tmp1->y = op->y; 1577 tmp->y = op->y;
1578
1499 insert_ob_in_map (tmp1, op->map, op, 0); 1579 insert_ob_in_map (tmp, op->map, op, 0);
1500} 1580}
1501 1581
1502object * 1582object *
1503object::insert_at (object *where, object *originator, int flags) 1583object::insert_at (object *where, object *originator, int flags)
1504{ 1584{
1585 if (where->env)
1586 return where->env->insert (this);
1587 else
1505 return where->map->insert (this, where->x, where->y, originator, flags); 1588 return where->map->insert (this, where->x, where->y, originator, flags);
1506} 1589}
1507 1590
1508/* 1591// check whether we can put this into the map, respect max_volume, max_items
1509 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1592bool
1510 * is returned contains nr objects, and the remaining parts contains 1593object::can_drop_at (maptile *m, int x, int y, object *originator)
1511 * the rest (or is removed and freed if that number is 0).
1512 * On failure, NULL is returned, and the reason put into the
1513 * global static errmsg array.
1514 */
1515object *
1516get_split_ob (object *orig_ob, uint32 nr)
1517{ 1594{
1518 object *newob; 1595 mapspace &ms = m->at (x, y);
1519 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1520 1596
1521 if (orig_ob->nrof < nr) 1597 int items = ms.items ();
1522 {
1523 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1524 return NULL;
1525 }
1526 1598
1527 newob = object_create_clone (orig_ob); 1599 if (!items // testing !items ensures we can drop at least one item
1600 || (items < m->max_items
1601 && ms.volume () < m->max_volume))
1602 return true;
1528 1603
1529 if ((orig_ob->nrof -= nr) < 1) 1604 if (originator && originator->is_player ())
1530 orig_ob->destroy (1); 1605 originator->contr->failmsgf (
1531 else if (!is_removed) 1606 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1532 { 1607 query_name ()
1533 if (orig_ob->env != NULL) 1608 );
1534 sub_weight (orig_ob->env, orig_ob->weight * nr);
1535 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1536 {
1537 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1538 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1539 return NULL;
1540 }
1541 }
1542 1609
1543 newob->nrof = nr; 1610 return false;
1544
1545 return newob;
1546} 1611}
1547 1612
1548/* 1613/*
1549 * decrease_ob_nr(object, number) decreases a specified number from 1614 * decrease(object, number) decreases a specified number from
1550 * the amount of an object. If the amount reaches 0, the object 1615 * the amount of an object. If the amount reaches 0, the object
1551 * is subsequently removed and freed. 1616 * is subsequently removed and freed.
1552 * 1617 *
1553 * Return value: 'op' if something is left, NULL if the amount reached 0 1618 * Return value: 'op' if something is left, NULL if the amount reached 0
1554 */ 1619 */
1620bool
1621object::decrease (sint32 nr)
1622{
1623 if (!nr)
1624 return true;
1625
1626 nr = min (nr, nrof);
1627
1628 if (nrof > nr)
1629 {
1630 sint64 oweight = total_weight ();
1631
1632 nrof -= nr;
1633
1634 if (object *pl = visible_to ())
1635 esrv_update_item (UPD_NROF, pl, this);
1636
1637 adjust_weight (env, oweight, total_weight ());
1638
1639 return true;
1640 }
1641 else
1642 {
1643 destroy ();
1644 return false;
1645 }
1646}
1647
1648/*
1649 * split(ob,nr) splits up ob into two parts. The part which
1650 * is returned contains nr objects, and the remaining parts contains
1651 * the rest (or is removed and returned if that number is 0).
1652 * On failure, NULL is returned.
1653 */
1555object * 1654object *
1556decrease_ob_nr (object *op, uint32 i) 1655object::split (sint32 nr)
1557{ 1656{
1558 object *tmp; 1657 int have = number_of ();
1559 1658
1560 if (i == 0) /* objects with op->nrof require this check */ 1659 if (have < nr)
1561 return op; 1660 return 0;
1562 1661 else if (have == nr)
1563 if (i > op->nrof)
1564 i = op->nrof;
1565
1566 if (QUERY_FLAG (op, FLAG_REMOVED))
1567 op->nrof -= i;
1568 else if (op->env)
1569 { 1662 {
1570 /* is this object in the players inventory, or sub container
1571 * therein?
1572 */
1573 tmp = op->in_player ();
1574 /* nope. Is this a container the player has opened?
1575 * If so, set tmp to that player.
1576 * IMO, searching through all the players will mostly
1577 * likely be quicker than following op->env to the map,
1578 * and then searching the map for a player.
1579 */
1580 if (!tmp)
1581 for_all_players (pl)
1582 if (pl->ob->container == op->env)
1583 {
1584 tmp = pl->ob;
1585 break;
1586 }
1587
1588 if (i < op->nrof)
1589 {
1590 sub_weight (op->env, op->weight * i);
1591 op->nrof -= i;
1592 if (tmp)
1593 esrv_send_item (tmp, op);
1594 }
1595 else
1596 {
1597 op->remove (); 1663 remove ();
1598 op->nrof = 0; 1664 return this;
1599 if (tmp)
1600 esrv_del_item (tmp->contr, op->count);
1601 }
1602 } 1665 }
1603 else 1666 else
1604 { 1667 {
1605 object *above = op->above; 1668 decrease (nr);
1606 1669
1607 if (i < op->nrof) 1670 object *op = deep_clone ();
1608 op->nrof -= i; 1671 op->nrof = nr;
1609 else
1610 {
1611 op->remove ();
1612 op->nrof = 0;
1613 }
1614
1615 /* Since we just removed op, op->above is null */
1616 for (tmp = above; tmp; tmp = tmp->above)
1617 if (tmp->type == PLAYER)
1618 {
1619 if (op->nrof)
1620 esrv_send_item (tmp, op);
1621 else
1622 esrv_del_item (tmp->contr, op->count);
1623 }
1624 }
1625
1626 if (op->nrof)
1627 return op; 1672 return op;
1628 else
1629 {
1630 op->destroy ();
1631 return 0;
1632 }
1633}
1634
1635/*
1636 * add_weight(object, weight) adds the specified weight to an object,
1637 * and also updates how much the environment(s) is/are carrying.
1638 */
1639void
1640add_weight (object *op, signed long weight)
1641{
1642 while (op != NULL)
1643 {
1644 if (op->type == CONTAINER)
1645 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1646
1647 op->carrying += weight;
1648 op = op->env;
1649 } 1673 }
1650} 1674}
1651 1675
1652object * 1676object *
1653insert_ob_in_ob (object *op, object *where) 1677insert_ob_in_ob (object *op, object *where)
1658 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1682 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1659 free (dump); 1683 free (dump);
1660 return op; 1684 return op;
1661 } 1685 }
1662 1686
1663 if (where->head) 1687 if (where->head_ () != where)
1664 { 1688 {
1665 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1689 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1666 where = where->head; 1690 where = where->head;
1667 } 1691 }
1668 1692
1669 return where->insert (op); 1693 return where->insert (op);
1670} 1694}
1678 * be != op, if items are merged. -Tero 1702 * be != op, if items are merged. -Tero
1679 */ 1703 */
1680object * 1704object *
1681object::insert (object *op) 1705object::insert (object *op)
1682{ 1706{
1683 object *tmp, *otmp;
1684
1685 if (!QUERY_FLAG (op, FLAG_REMOVED))
1686 op->remove ();
1687
1688 if (op->more) 1707 if (op->more)
1689 { 1708 {
1690 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1709 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1691 return op; 1710 return op;
1692 } 1711 }
1693 1712
1694 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1713 op->remove ();
1695 CLEAR_FLAG (op, FLAG_REMOVED); 1714
1715 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1716
1696 if (op->nrof) 1717 if (op->nrof)
1697 {
1698 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1718 for (object *tmp = inv; tmp; tmp = tmp->below)
1699 if (object::can_merge (tmp, op)) 1719 if (object::can_merge (tmp, op))
1700 { 1720 {
1701 /* return the original object and remove inserted object 1721 /* return the original object and remove inserted object
1702 (client needs the original object) */ 1722 (client prefers the original object) */
1723
1724 // carring must be 0 for mergable objects
1725 sint64 oweight = tmp->weight * tmp->nrof;
1726
1703 tmp->nrof += op->nrof; 1727 tmp->nrof += op->nrof;
1704 /* Weight handling gets pretty funky. Since we are adding to 1728
1705 * tmp->nrof, we need to increase the weight. 1729 if (object *pl = tmp->visible_to ())
1706 */ 1730 esrv_update_item (UPD_NROF, pl, tmp);
1731
1707 add_weight (this, op->weight * op->nrof); 1732 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1708 SET_FLAG (op, FLAG_REMOVED); 1733
1709 op->destroy (); /* free the inserted object */ 1734 op->destroy ();
1710 op = tmp; 1735 op = tmp;
1711 op->remove (); /* and fix old object's links */ 1736 goto inserted;
1712 CLEAR_FLAG (op, FLAG_REMOVED);
1713 break;
1714 } 1737 }
1715 1738
1716 /* I assume combined objects have no inventory 1739 op->owner = 0; // it's his/hers now. period.
1717 * We add the weight - this object could have just been removed
1718 * (if it was possible to merge). calling remove_ob will subtract
1719 * the weight, so we need to add it in again, since we actually do
1720 * the linking below
1721 */
1722 add_weight (this, op->weight * op->nrof);
1723 }
1724 else
1725 add_weight (this, (op->weight + op->carrying));
1726
1727 otmp = this->in_player ();
1728 if (otmp && otmp->contr)
1729 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1730 otmp->update_stats ();
1731
1732 op->map = 0; 1740 op->map = 0;
1733 op->env = this; 1741 op->x = 0;
1742 op->y = 0;
1743
1734 op->above = 0; 1744 op->above = 0;
1735 op->below = 0; 1745 op->below = inv;
1736 op->x = 0, op->y = 0; 1746 op->env = this;
1737 1747
1748 if (inv)
1749 inv->above = op;
1750
1751 inv = op;
1752
1753 op->flag [FLAG_REMOVED] = 0;
1754
1755 if (object *pl = op->visible_to ())
1756 esrv_send_item (pl, op);
1757
1758 adjust_weight (this, 0, op->total_weight ());
1759
1760inserted:
1738 /* reset the light list and los of the players on the map */ 1761 /* reset the light list and los of the players on the map */
1739 if ((op->glow_radius != 0) && map) 1762 if (op->glow_radius && is_on_map ())
1740 { 1763 {
1741#ifdef DEBUG_LIGHTS 1764 update_stats ();
1742 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1743#endif /* DEBUG_LIGHTS */
1744 if (map->darkness)
1745 update_all_los (map, x, y); 1765 update_all_los (map, x, y);
1746 }
1747
1748 /* Client has no idea of ordering so lets not bother ordering it here.
1749 * It sure simplifies this function...
1750 */
1751 if (!inv)
1752 inv = op;
1753 else
1754 { 1766 }
1755 op->below = inv; 1767 else if (is_player ())
1756 op->below->above = op; 1768 // if this is a player's inventory, update stats
1757 inv = op; 1769 contr->queue_stats_update ();
1758 }
1759 1770
1760 INVOKE_OBJECT (INSERT, this); 1771 INVOKE_OBJECT (INSERT, this);
1761 1772
1762 return op; 1773 return op;
1763} 1774}
1781 * MSW 2001-07-08: Check all objects on space, not just those below 1792 * MSW 2001-07-08: Check all objects on space, not just those below
1782 * object being inserted. insert_ob_in_map may not put new objects 1793 * object being inserted. insert_ob_in_map may not put new objects
1783 * on top. 1794 * on top.
1784 */ 1795 */
1785int 1796int
1786check_move_on (object *op, object *originator) 1797check_move_on (object *op, object *originator, int flags)
1787{ 1798{
1799 if (op->flag [FLAG_NO_APPLY])
1800 return 0;
1801
1788 object *tmp; 1802 object *tmp;
1789 maptile *m = op->map; 1803 maptile *m = op->map;
1790 int x = op->x, y = op->y; 1804 int x = op->x, y = op->y;
1791 1805
1792 MoveType move_on, move_slow, move_block; 1806 mapspace &ms = m->at (x, y);
1793 1807
1794 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1808 ms.update ();
1795 return 0;
1796 1809
1797 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1810 MoveType move_on = ms.move_on;
1798 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1811 MoveType move_slow = ms.move_slow;
1799 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1812 MoveType move_block = ms.move_block;
1800 1813
1801 /* if nothing on this space will slow op down or be applied, 1814 /* if nothing on this space will slow op down or be applied,
1802 * no need to do checking below. have to make sure move_type 1815 * no need to do checking below. have to make sure move_type
1803 * is set, as lots of objects don't have it set - we treat that 1816 * is set, as lots of objects don't have it set - we treat that
1804 * as walking. 1817 * as walking.
1815 return 0; 1828 return 0;
1816 1829
1817 /* The objects have to be checked from top to bottom. 1830 /* The objects have to be checked from top to bottom.
1818 * Hence, we first go to the top: 1831 * Hence, we first go to the top:
1819 */ 1832 */
1820 1833 for (object *next, *tmp = ms.top; tmp; tmp = next)
1821 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1822 {
1823 /* Trim the search when we find the first other spell effect
1824 * this helps performance so that if a space has 50 spell objects,
1825 * we don't need to check all of them.
1826 */
1827 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1828 break;
1829 } 1834 {
1835 next = tmp->below;
1830 1836
1831 for (; tmp; tmp = tmp->below)
1832 {
1833 if (tmp == op) 1837 if (tmp == op)
1834 continue; /* Can't apply yourself */ 1838 continue; /* Can't apply yourself */
1835 1839
1836 /* Check to see if one of the movement types should be slowed down. 1840 /* Check to see if one of the movement types should be slowed down.
1837 * Second check makes sure that the movement types not being slowed 1841 * Second check makes sure that the movement types not being slowed
1838 * (~slow_move) is not blocked on this space - just because the 1842 * (~slow_move) is not blocked on this space - just because the
1839 * space doesn't slow down swimming (for example), if you can't actually 1843 * space doesn't slow down swimming (for example), if you can't actually
1840 * swim on that space, can't use it to avoid the penalty. 1844 * swim on that space, can't use it to avoid the penalty.
1841 */ 1845 */
1842 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1846 if (!op->flag [FLAG_WIZPASS])
1843 { 1847 {
1844 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1848 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1845 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1849 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1846 { 1850 {
1847
1848 float
1849 diff = tmp->move_slow_penalty * fabs (op->speed); 1851 float diff = tmp->move_slow_penalty * fabs (op->speed);
1850 1852
1851 if (op->type == PLAYER) 1853 if (op->is_player ())
1852 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1854 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1853 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1855 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1854 diff /= 4.0; 1856 diff /= 4.0;
1855 1857
1856 op->speed_left -= diff; 1858 op->speed_left -= diff;
1857 } 1859 }
1858 } 1860 }
1859 1861
1860 /* Basically same logic as above, except now for actual apply. */ 1862 /* Basically same logic as above, except now for actual apply. */
1861 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1863 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1862 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1864 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1863 { 1865 {
1866 if ((flags & INS_NO_AUTO_EXIT)
1867 && (tmp->type == EXIT || tmp->type == TELEPORTER
1868 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1869 continue;
1870
1864 move_apply (tmp, op, originator); 1871 move_apply (tmp, op, originator);
1865 1872
1866 if (op->destroyed ()) 1873 if (op->destroyed ())
1867 return 1; 1874 return 1;
1868 1875
1891 LOG (llevError, "Present_arch called outside map.\n"); 1898 LOG (llevError, "Present_arch called outside map.\n");
1892 return NULL; 1899 return NULL;
1893 } 1900 }
1894 1901
1895 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1902 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1896 if (tmp->arch == at) 1903 if (tmp->arch->archname == at->archname)
1897 return tmp; 1904 return tmp;
1898 1905
1899 return NULL; 1906 return NULL;
1900} 1907}
1901 1908
1965 * The first matching object is returned, or NULL if none. 1972 * The first matching object is returned, or NULL if none.
1966 */ 1973 */
1967object * 1974object *
1968present_arch_in_ob (const archetype *at, const object *op) 1975present_arch_in_ob (const archetype *at, const object *op)
1969{ 1976{
1970 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1977 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1971 if (tmp->arch == at) 1978 if (tmp->arch->archname == at->archname)
1972 return tmp; 1979 return tmp;
1973 1980
1974 return NULL; 1981 return NULL;
1975} 1982}
1976 1983
1978 * activate recursively a flag on an object inventory 1985 * activate recursively a flag on an object inventory
1979 */ 1986 */
1980void 1987void
1981flag_inv (object *op, int flag) 1988flag_inv (object *op, int flag)
1982{ 1989{
1983 if (op->inv)
1984 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1990 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1985 { 1991 {
1986 SET_FLAG (tmp, flag); 1992 tmp->set_flag (flag);
1987 flag_inv (tmp, flag); 1993 flag_inv (tmp, flag);
1988 } 1994 }
1989} 1995}
1990 1996
1991/* 1997/*
1992 * deactivate recursively a flag on an object inventory 1998 * deactivate recursively a flag on an object inventory
1993 */ 1999 */
1994void 2000void
1995unflag_inv (object *op, int flag) 2001unflag_inv (object *op, int flag)
1996{ 2002{
1997 if (op->inv)
1998 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2003 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1999 { 2004 {
2000 CLEAR_FLAG (tmp, flag); 2005 tmp->clr_flag (flag);
2001 unflag_inv (tmp, flag); 2006 unflag_inv (tmp, flag);
2002 } 2007 }
2003}
2004
2005/*
2006 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2007 * all it's inventory (recursively).
2008 * If checksums are used, a player will get set_cheat called for
2009 * him/her-self and all object carried by a call to this function.
2010 */
2011void
2012set_cheat (object *op)
2013{
2014 SET_FLAG (op, FLAG_WAS_WIZ);
2015 flag_inv (op, FLAG_WAS_WIZ);
2016} 2008}
2017 2009
2018/* 2010/*
2019 * find_free_spot(object, map, x, y, start, stop) will search for 2011 * find_free_spot(object, map, x, y, start, stop) will search for
2020 * a spot at the given map and coordinates which will be able to contain 2012 * a spot at the given map and coordinates which will be able to contain
2022 * to search (see the freearr_x/y[] definition). 2014 * to search (see the freearr_x/y[] definition).
2023 * It returns a random choice among the alternatives found. 2015 * It returns a random choice among the alternatives found.
2024 * start and stop are where to start relative to the free_arr array (1,9 2016 * start and stop are where to start relative to the free_arr array (1,9
2025 * does all 4 immediate directions). This returns the index into the 2017 * does all 4 immediate directions). This returns the index into the
2026 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2018 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2027 * Note - this only checks to see if there is space for the head of the
2028 * object - if it is a multispace object, this should be called for all
2029 * pieces.
2030 * Note2: This function does correctly handle tiled maps, but does not 2019 * Note: This function does correctly handle tiled maps, but does not
2031 * inform the caller. However, insert_ob_in_map will update as 2020 * inform the caller. However, insert_ob_in_map will update as
2032 * necessary, so the caller shouldn't need to do any special work. 2021 * necessary, so the caller shouldn't need to do any special work.
2033 * Note - updated to take an object instead of archetype - this is necessary 2022 * Note - updated to take an object instead of archetype - this is necessary
2034 * because arch_blocked (now ob_blocked) needs to know the movement type 2023 * because arch_blocked (now ob_blocked) needs to know the movement type
2035 * to know if the space in question will block the object. We can't use 2024 * to know if the space in question will block the object. We can't use
2037 * customized, changed states, etc. 2026 * customized, changed states, etc.
2038 */ 2027 */
2039int 2028int
2040find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2029find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2041{ 2030{
2031 int altern[SIZEOFFREE];
2042 int index = 0, flag; 2032 int index = 0, flag;
2043 int altern[SIZEOFFREE];
2044 2033
2045 for (int i = start; i < stop; i++) 2034 for (int i = start; i < stop; i++)
2046 { 2035 {
2047 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2036 mapxy pos (m, x, y); pos.move (i);
2048 if (!flag) 2037
2038 if (!pos.normalise ())
2039 continue;
2040
2041 mapspace &ms = *pos;
2042
2043 if (ms.flags () & P_IS_ALIVE)
2044 continue;
2045
2046 /* However, often
2047 * ob doesn't have any move type (when used to place exits)
2048 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2049 */
2050 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2051 {
2049 altern [index++] = i; 2052 altern [index++] = i;
2053 continue;
2054 }
2050 2055
2051 /* Basically, if we find a wall on a space, we cut down the search size. 2056 /* Basically, if we find a wall on a space, we cut down the search size.
2052 * In this way, we won't return spaces that are on another side of a wall. 2057 * In this way, we won't return spaces that are on another side of a wall.
2053 * This mostly work, but it cuts down the search size in all directions - 2058 * This mostly work, but it cuts down the search size in all directions -
2054 * if the space being examined only has a wall to the north and empty 2059 * if the space being examined only has a wall to the north and empty
2055 * spaces in all the other directions, this will reduce the search space 2060 * spaces in all the other directions, this will reduce the search space
2056 * to only the spaces immediately surrounding the target area, and 2061 * to only the spaces immediately surrounding the target area, and
2057 * won't look 2 spaces south of the target space. 2062 * won't look 2 spaces south of the target space.
2058 */ 2063 */
2059 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2064 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2065 {
2060 stop = maxfree[i]; 2066 stop = maxfree[i];
2067 continue;
2068 }
2069
2070 /* Note it is intentional that we check ob - the movement type of the
2071 * head of the object should correspond for the entire object.
2072 */
2073 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2074 continue;
2075
2076 if (ob->blocked (pos.m, pos.x, pos.y))
2077 continue;
2078
2079 altern [index++] = i;
2061 } 2080 }
2062 2081
2063 if (!index) 2082 if (!index)
2064 return -1; 2083 return -1;
2065 2084
2074 */ 2093 */
2075int 2094int
2076find_first_free_spot (const object *ob, maptile *m, int x, int y) 2095find_first_free_spot (const object *ob, maptile *m, int x, int y)
2077{ 2096{
2078 for (int i = 0; i < SIZEOFFREE; i++) 2097 for (int i = 0; i < SIZEOFFREE; i++)
2079 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2098 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2080 return i; 2099 return i;
2081 2100
2082 return -1; 2101 return -1;
2083} 2102}
2084 2103
2130 * there is capable of. 2149 * there is capable of.
2131 */ 2150 */
2132int 2151int
2133find_dir (maptile *m, int x, int y, object *exclude) 2152find_dir (maptile *m, int x, int y, object *exclude)
2134{ 2153{
2135 int i, max = SIZEOFFREE, mflags; 2154 int max = SIZEOFFREE, mflags;
2136
2137 sint16 nx, ny;
2138 object *tmp;
2139 maptile *mp;
2140
2141 MoveType blocked, move_type; 2155 MoveType move_type;
2142 2156
2143 if (exclude && exclude->head) 2157 if (exclude && exclude->head_ () != exclude)
2144 { 2158 {
2145 exclude = exclude->head; 2159 exclude = exclude->head;
2146 move_type = exclude->move_type; 2160 move_type = exclude->move_type;
2147 } 2161 }
2148 else 2162 else
2149 { 2163 {
2150 /* If we don't have anything, presume it can use all movement types. */ 2164 /* If we don't have anything, presume it can use all movement types. */
2151 move_type = MOVE_ALL; 2165 move_type = MOVE_ALL;
2152 } 2166 }
2153 2167
2154 for (i = 1; i < max; i++) 2168 for (int i = 1; i < max; i++)
2155 { 2169 {
2156 mp = m; 2170 mapxy pos (m, x, y);
2157 nx = x + freearr_x[i]; 2171 pos.move (i);
2158 ny = y + freearr_y[i];
2159 2172
2160 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2173 if (!pos.normalise ())
2161
2162 if (mflags & P_OUT_OF_MAP)
2163 max = maxfree[i]; 2174 max = maxfree[i];
2164 else 2175 else
2165 { 2176 {
2166 mapspace &ms = mp->at (nx, ny); 2177 mapspace &ms = *pos;
2167 2178
2168 blocked = ms.move_block;
2169
2170 if ((move_type & blocked) == move_type) 2179 if ((move_type & ms.move_block) == move_type)
2171 max = maxfree[i]; 2180 max = maxfree [i];
2172 else if (mflags & P_IS_ALIVE) 2181 else if (ms.flags () & P_IS_ALIVE)
2173 { 2182 {
2174 for (tmp = ms.bot; tmp; tmp = tmp->above) 2183 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2175 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2184 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2176 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2185 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2177 break;
2178
2179 if (tmp)
2180 return freedir[i]; 2186 return freedir [i];
2181 } 2187 }
2182 } 2188 }
2183 } 2189 }
2184 2190
2185 return 0; 2191 return 0;
2194{ 2200{
2195 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2201 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2196} 2202}
2197 2203
2198/* 2204/*
2199 * find_dir_2(delta-x,delta-y) will return a direction in which 2205 * find_dir_2(delta-x,delta-y) will return a direction value
2200 * an object which has subtracted the x and y coordinates of another 2206 * for running into direct [dx, dy].
2201 * object, needs to travel toward it. 2207 * (the opposite of crossfire's find_dir_2!)
2202 */ 2208 */
2203int 2209int
2204find_dir_2 (int x, int y) 2210find_dir_2 (int x, int y)
2205{ 2211{
2212#if 1 // new algorithm
2213 // this works by putting x, y into 16 sectors, which
2214 // are not equal sized, but are a better approximation
2215 // then the old algorithm, and then using a mapping
2216 // table to map it into a direction value.
2217 // basically, it maps these comparisons to each bit
2218 // bit #3: x < 0
2219 // bit #2: y < 0
2220 // bit #1: x > y
2221 // bit #0: x > 2y
2222
2223 static const uint8 dir[16] = {
2224 4, 5, 4, 3,
2225 2, 1, 2, 3,
2226 6, 5, 6, 7,
2227 8, 1, 8, 7,
2228 };
2229 int sector = 0;
2230
2231 // this is a bit ugly, but more likely to result in branchless code
2232 sector |= x < 0 ? 8 : 0;
2233 x = x < 0 ? -x : x; // abs
2234
2235 sector |= y < 0 ? 4 : 0;
2236 y = y < 0 ? -y : y; // abs
2237
2238 if (x > y)
2239 {
2240 sector |= 2;
2241
2242 if (x > y * 2)
2243 sector |= 1;
2244 }
2245 else
2246 {
2247 if (y > x * 2)
2248 sector |= 1;
2249 else if (!y)
2250 return 0; // x == 0 here
2251 }
2252
2253 return dir [sector];
2254#else // old algorithm
2206 int q; 2255 int q;
2207 2256
2208 if (y) 2257 if (y)
2209 q = x * 100 / y; 2258 q = 128 * x / y;
2210 else if (x) 2259 else if (x)
2211 q = -300 * x; 2260 q = -512 * x; // to make it > 309
2212 else 2261 else
2213 return 0; 2262 return 0;
2214 2263
2215 if (y > 0) 2264 if (y > 0)
2216 { 2265 {
2217 if (q < -242) 2266 if (q < -309) return 7;
2267 if (q < -52) return 6;
2268 if (q < 52) return 5;
2269 if (q < 309) return 4;
2270
2218 return 3; 2271 return 3;
2219 if (q < -41) 2272 }
2220 return 2; 2273 else
2221 if (q < 41) 2274 {
2222 return 1; 2275 if (q < -309) return 3;
2223 if (q < 242) 2276 if (q < -52) return 2;
2224 return 8; 2277 if (q < 52) return 1;
2278 if (q < 309) return 8;
2279
2225 return 7; 2280 return 7;
2226 } 2281 }
2227 2282#endif
2228 if (q < -242)
2229 return 7;
2230 if (q < -41)
2231 return 6;
2232 if (q < 41)
2233 return 5;
2234 if (q < 242)
2235 return 4;
2236
2237 return 3;
2238} 2283}
2239 2284
2240/* 2285/*
2241 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2286 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2242 * between two directions (which are expected to be absolute (see absdir()) 2287 * between two directions (which are expected to be absolute (see absdir())
2243 */ 2288 */
2244int 2289int
2245dirdiff (int dir1, int dir2) 2290dirdiff (int dir1, int dir2)
2246{ 2291{
2247 int d;
2248
2249 d = abs (dir1 - dir2); 2292 int d = abs (dir1 - dir2);
2250 if (d > 4)
2251 d = 8 - d;
2252 2293
2253 return d; 2294 return d > 4 ? 8 - d : d;
2254} 2295}
2255 2296
2256/* peterm: 2297/* peterm:
2257 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2298 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2258 * Basically, this is a table of directions, and what directions 2299 * Basically, this is a table of directions, and what directions
2260 * This basically means that if direction is 15, then it could either go 2301 * This basically means that if direction is 15, then it could either go
2261 * direction 4, 14, or 16 to get back to where we are. 2302 * direction 4, 14, or 16 to get back to where we are.
2262 * Moved from spell_util.c to object.c with the other related direction 2303 * Moved from spell_util.c to object.c with the other related direction
2263 * functions. 2304 * functions.
2264 */ 2305 */
2265int reduction_dir[SIZEOFFREE][3] = { 2306static const int reduction_dir[SIZEOFFREE][3] = {
2266 {0, 0, 0}, /* 0 */ 2307 {0, 0, 0}, /* 0 */
2267 {0, 0, 0}, /* 1 */ 2308 {0, 0, 0}, /* 1 */
2268 {0, 0, 0}, /* 2 */ 2309 {0, 0, 0}, /* 2 */
2269 {0, 0, 0}, /* 3 */ 2310 {0, 0, 0}, /* 3 */
2270 {0, 0, 0}, /* 4 */ 2311 {0, 0, 0}, /* 4 */
2361 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2402 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2362 * core dumps if they do. 2403 * core dumps if they do.
2363 * 2404 *
2364 * Add a check so we can't pick up invisible objects (0.93.8) 2405 * Add a check so we can't pick up invisible objects (0.93.8)
2365 */ 2406 */
2366
2367int 2407int
2368can_pick (const object *who, const object *item) 2408can_pick (const object *who, const object *item)
2369{ 2409{
2370 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2410 return /*who->flag [FLAG_WIZ]|| */
2371 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2411 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2372 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2412 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2373} 2413}
2374 2414
2375/* 2415/*
2376 * create clone from object to another 2416 * create clone from object to another
2377 */ 2417 */
2378object * 2418object *
2379object_create_clone (object *asrc) 2419object::deep_clone ()
2380{ 2420{
2381 object *dst = 0, *tmp, *src, *part, *prev, *item; 2421 assert (("deep_clone called on non-head object", is_head ()));
2382 2422
2383 if (!asrc) 2423 object *dst = clone ();
2384 return 0;
2385 2424
2386 src = asrc; 2425 object *prev = dst;
2387 if (src->head)
2388 src = src->head;
2389
2390 prev = 0;
2391 for (part = src; part; part = part->more) 2426 for (object *part = this->more; part; part = part->more)
2392 { 2427 {
2393 tmp = part->clone (); 2428 object *tmp = part->clone ();
2394 tmp->x -= src->x;
2395 tmp->y -= src->y;
2396
2397 if (!part->head)
2398 {
2399 dst = tmp;
2400 tmp->head = 0;
2401 }
2402 else
2403 tmp->head = dst; 2429 tmp->head = dst;
2404
2405 tmp->more = 0;
2406
2407 if (prev)
2408 prev->more = tmp; 2430 prev->more = tmp;
2409
2410 prev = tmp; 2431 prev = tmp;
2411 } 2432 }
2412 2433
2413 for (item = src->inv; item; item = item->below) 2434 for (object *item = inv; item; item = item->below)
2414 insert_ob_in_ob (object_create_clone (item), dst); 2435 insert_ob_in_ob (item->deep_clone (), dst);
2415 2436
2416 return dst; 2437 return dst;
2417} 2438}
2418 2439
2419/* This returns the first object in who's inventory that 2440/* This returns the first object in who's inventory that
2428 return tmp; 2449 return tmp;
2429 2450
2430 return 0; 2451 return 0;
2431} 2452}
2432 2453
2433/* If ob has a field named key, return the link from the list, 2454/* Zero the key_values on op, decrementing the shared-string
2434 * otherwise return NULL. 2455 * refcounts and freeing the links.
2435 * 2456 */
2436 * key must be a passed in shared string - otherwise, this won't 2457void
2437 * do the desired thing. 2458key_values::clear ()
2438 */
2439key_value *
2440get_ob_key_link (const object *ob, const char *key)
2441{ 2459{
2442 for (key_value *link = ob->key_values; link; link = link->next) 2460 for (key_value *kvp = first; kvp; )
2461 {
2462 key_value *next = kvp->next;
2463 delete kvp;
2464 kvp = next;
2465 }
2466
2467 first = 0;
2468}
2469
2470shstr_tmp
2471key_values::get (shstr_tmp key) const
2472{
2473 for (key_value *kv = first; kv; kv = kv->next)
2443 if (link->key == key) 2474 if (kv->key == key)
2444 return link;
2445
2446 return 0;
2447}
2448
2449/*
2450 * Returns the value of op has an extra_field for key, or NULL.
2451 *
2452 * The argument doesn't need to be a shared string.
2453 *
2454 * The returned string is shared.
2455 */
2456const char *
2457get_ob_key_value (const object *op, const char *const key)
2458{
2459 key_value *link;
2460 shstr_cmp canonical_key (key);
2461
2462 if (!canonical_key)
2463 {
2464 /* 1. There being a field named key on any object
2465 * implies there'd be a shared string to find.
2466 * 2. Since there isn't, no object has this field.
2467 * 3. Therefore, *this* object doesn't have this field.
2468 */
2469 return 0;
2470 }
2471
2472 /* This is copied from get_ob_key_link() above -
2473 * only 4 lines, and saves the function call overhead.
2474 */
2475 for (link = op->key_values; link; link = link->next)
2476 if (link->key == canonical_key)
2477 return link->value; 2475 return kv->value;
2478 2476
2479 return 0; 2477 return shstr ();
2480} 2478}
2481 2479
2482/* 2480void
2483 * Updates the canonical_key in op to value. 2481key_values::add (shstr_tmp key, shstr_tmp value)
2484 *
2485 * canonical_key is a shared string (value doesn't have to be).
2486 *
2487 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2488 * keys.
2489 *
2490 * Returns TRUE on success.
2491 */
2492int
2493set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2494{ 2482{
2495 key_value *field = NULL, *last = NULL; 2483 key_value *kv = new key_value;
2496 2484
2497 for (field = op->key_values; field != NULL; field = field->next) 2485 kv->next = first;
2498 { 2486 kv->key = key;
2499 if (field->key != canonical_key) 2487 kv->value = value;
2488
2489 first = kv;
2490}
2491
2492void
2493key_values::set (shstr_tmp key, shstr_tmp value)
2494{
2495 for (key_value *kv = first; kv; kv = kv->next)
2496 if (kv->key == key)
2500 { 2497 {
2501 last = field; 2498 kv->value = value;
2502 continue; 2499 return;
2503 } 2500 }
2504 2501
2505 if (value) 2502 add (key, value);
2506 field->value = value; 2503}
2507 else 2504
2505void
2506key_values::del (shstr_tmp key)
2507{
2508 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2509 if ((*kvp)->key == key)
2508 { 2510 {
2509 /* Basically, if the archetype has this key set, 2511 key_value *kv = *kvp;
2510 * we need to store the null value so when we save 2512 *kvp = (*kvp)->next;
2511 * it, we save the empty value so that when we load, 2513 delete kv;
2512 * we get this value back again. 2514 return;
2513 */
2514 if (get_ob_key_link (&op->arch->clone, canonical_key))
2515 field->value = 0;
2516 else
2517 {
2518 if (last)
2519 last->next = field->next;
2520 else
2521 op->key_values = field->next;
2522
2523 delete field;
2524 }
2525 } 2515 }
2526 return TRUE; 2516}
2517
2518void
2519key_values::reverse ()
2520{
2521 key_value *prev = 0;
2522 key_value *head = first;
2523
2524 while (head)
2527 } 2525 {
2528 /* IF we get here, key doesn't exist */ 2526 key_value *node = head;
2527 head = head->next;
2528 node->next = prev;
2529 prev = node;
2530 }
2529 2531
2530 /* No field, we'll have to add it. */ 2532 first = prev;
2531
2532 if (!add_key)
2533 return FALSE;
2534
2535 /* There isn't any good reason to store a null
2536 * value in the key/value list. If the archetype has
2537 * this key, then we should also have it, so shouldn't
2538 * be here. If user wants to store empty strings,
2539 * should pass in ""
2540 */
2541 if (value == NULL)
2542 return TRUE;
2543
2544 field = new key_value;
2545
2546 field->key = canonical_key;
2547 field->value = value;
2548 /* Usual prepend-addition. */
2549 field->next = op->key_values;
2550 op->key_values = field;
2551
2552 return TRUE;
2553} 2533}
2554 2534
2555/* 2535key_values &
2556 * Updates the key in op to value. 2536key_values::operator =(const key_values &kv)
2557 *
2558 * If add_key is FALSE, this will only update existing keys,
2559 * and not add new ones.
2560 * In general, should be little reason FALSE is ever passed in for add_key
2561 *
2562 * Returns TRUE on success.
2563 */
2564int
2565set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2566{ 2537{
2567 shstr key_ (key); 2538 clear ();
2568 2539
2569 return set_ob_key_value_s (op, key_, value, add_key); 2540 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2541 add (kvp->key, kvp->value);
2542
2543 reverse ();
2570} 2544}
2571 2545
2572object::depth_iterator::depth_iterator (object *container) 2546object::depth_iterator::depth_iterator (object *container)
2573: iterator_base (container) 2547: iterator_base (container)
2574{ 2548{
2587 item = item->inv; 2561 item = item->inv;
2588 } 2562 }
2589 else 2563 else
2590 item = item->env; 2564 item = item->env;
2591} 2565}
2592
2593 2566
2594const char * 2567const char *
2595object::flag_desc (char *desc, int len) const 2568object::flag_desc (char *desc, int len) const
2596{ 2569{
2597 char *p = desc; 2570 char *p = desc;
2625{ 2598{
2626 char flagdesc[512]; 2599 char flagdesc[512];
2627 char info2[256 * 4]; 2600 char info2[256 * 4];
2628 char *p = info; 2601 char *p = info;
2629 2602
2630 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2603 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2631 count, uuid.seq, 2604 count,
2605 uuid.c_str (),
2632 &name, 2606 &name,
2633 title ? "\",title:\"" : "", 2607 title ? ",title:\"" : "",
2634 title ? (const char *)title : "", 2608 title ? (const char *)title : "",
2609 title ? "\"" : "",
2635 flag_desc (flagdesc, 512), type); 2610 flag_desc (flagdesc, 512), type);
2636 2611
2637 if (env) 2612 if (!flag[FLAG_REMOVED] && env)
2638 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2613 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2639 2614
2640 if (map) 2615 if (map)
2641 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2616 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2642 2617
2657{ 2632{
2658 return map ? map->region (x, y) 2633 return map ? map->region (x, y)
2659 : region::default_region (); 2634 : region::default_region ();
2660} 2635}
2661 2636
2662const materialtype_t *
2663object::dominant_material () const
2664{
2665 if (materialtype_t *mat = name_to_material (materialname))
2666 return mat;
2667
2668 // omfg this is slow, this has to be temporary :)
2669 shstr unknown ("unknown");
2670
2671 return name_to_material (unknown);
2672}
2673
2674void 2637void
2675object::open_container (object *new_container) 2638object::open_container (object *new_container)
2676{ 2639{
2677 if (container == new_container) 2640 if (container == new_container)
2678 return; 2641 return;
2679 2642
2680 if (object *old_container = container) 2643 object *old_container = container;
2644
2645 if (old_container)
2681 { 2646 {
2682 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2647 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2683 return; 2648 return;
2684 2649
2685#if 0 2650#if 0
2687 if (object *closer = old_container->inv) 2652 if (object *closer = old_container->inv)
2688 if (closer->type == CLOSE_CON) 2653 if (closer->type == CLOSE_CON)
2689 closer->destroy (); 2654 closer->destroy ();
2690#endif 2655#endif
2691 2656
2657 // make sure the container is available
2658 esrv_send_item (this, old_container);
2659
2692 old_container->flag [FLAG_APPLIED] = 0; 2660 old_container->flag [FLAG_APPLIED] = false;
2693 container = 0; 2661 container = 0;
2694 2662
2663 // client needs item update to make it work, client bug requires this to be separate
2695 esrv_update_item (UPD_FLAGS, this, old_container); 2664 esrv_update_item (UPD_FLAGS, this, old_container);
2665
2696 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2666 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2667 play_sound (sound_find ("chest_close"));
2697 } 2668 }
2698 2669
2699 if (new_container) 2670 if (new_container)
2700 { 2671 {
2701 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2672 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2704 // TODO: this does not seem to serve any purpose anymore? 2675 // TODO: this does not seem to serve any purpose anymore?
2705#if 0 2676#if 0
2706 // insert the "Close Container" object. 2677 // insert the "Close Container" object.
2707 if (archetype *closer = new_container->other_arch) 2678 if (archetype *closer = new_container->other_arch)
2708 { 2679 {
2709 object *closer = arch_to_object (new_container->other_arch); 2680 object *closer = new_container->other_arch->instance ();
2710 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2681 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2711 new_container->insert (closer); 2682 new_container->insert (closer);
2712 } 2683 }
2713#endif 2684#endif
2714 2685
2715 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2686 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2716 2687
2688 // make sure the container is available, client bug requires this to be separate
2689 esrv_send_item (this, new_container);
2690
2717 new_container->flag [FLAG_APPLIED] = 1; 2691 new_container->flag [FLAG_APPLIED] = true;
2718 container = new_container; 2692 container = new_container;
2719 2693
2694 // client needs flag change
2720 esrv_update_item (UPD_FLAGS, this, new_container); 2695 esrv_update_item (UPD_FLAGS, this, new_container);
2721 esrv_send_inventory (this, new_container); 2696 esrv_send_inventory (this, new_container);
2697 play_sound (sound_find ("chest_open"));
2698 }
2699// else if (!old_container->env && contr && contr->ns)
2700// contr->ns->floorbox_reset ();
2701}
2702
2703object *
2704object::force_find (shstr_tmp name)
2705{
2706 /* cycle through his inventory to look for the MARK we want to
2707 * place
2708 */
2709 for (object *tmp = inv; tmp; tmp = tmp->below)
2710 if (tmp->type == FORCE && tmp->slaying == name)
2711 return splay (tmp);
2712
2713 return 0;
2714}
2715
2716//-GPL
2717
2718void
2719object::force_set_timer (int duration)
2720{
2721 this->duration = 1;
2722 this->speed_left = -1.f;
2723
2724 this->set_speed (duration ? 1.f / duration : 0.f);
2725}
2726
2727object *
2728object::force_add (shstr_tmp name, int duration)
2729{
2730 if (object *force = force_find (name))
2731 force->destroy ();
2732
2733 object *force = archetype::get (FORCE_NAME);
2734
2735 force->slaying = name;
2736 force->force_set_timer (duration);
2737 force->flag [FLAG_APPLIED] = true;
2738
2739 return insert (force);
2740}
2741
2742void
2743object::play_sound (faceidx sound) const
2744{
2745 if (!sound)
2746 return;
2747
2748 if (is_on_map ())
2749 map->play_sound (sound, x, y);
2750 else if (object *pl = in_player ())
2751 pl->contr->play_sound (sound);
2752}
2753
2754void
2755object::say_msg (const char *msg) const
2756{
2757 if (is_on_map ())
2758 map->say_msg (msg, x, y);
2759 else if (object *pl = in_player ())
2760 pl->contr->play_sound (sound);
2761}
2762
2763void
2764object::make_noise ()
2765{
2766 // we do not model noise in the map, so instead put
2767 // a temporary light into the noise source
2768 // could use the map instead, but that's less reliable for our
2769 // goal, which is to make invisibility a bit harder to exploit
2770
2771 // currently only works sensibly for players
2772 if (!is_player ())
2773 return;
2774
2775 // find old force, or create new one
2776 object *force = force_find (shstr_noise_force);
2777
2778 if (force)
2779 force->speed_left = -1.f; // patch old speed up
2780 else
2722 } 2781 {
2723} 2782 force = archetype::get (shstr_noise_force);
2724 2783
2784 force->slaying = shstr_noise_force;
2785 force->stats.food = 1;
2786 force->speed_left = -1.f;
2725 2787
2788 force->set_speed (1.f / 4.f);
2789 force->flag [FLAG_IS_USED_UP] = true;
2790 force->flag [FLAG_APPLIED] = true;
2791
2792 insert (force);
2793 }
2794}
2795
2796void object::change_move_type (MoveType mt)
2797{
2798 if (move_type == mt)
2799 return;
2800
2801 if (is_on_map ())
2802 {
2803 // we are on the map, so handle move_on/off effects
2804 remove ();
2805 move_type = mt;
2806 map->insert (this, x, y, this);
2807 }
2808 else
2809 move_type = mt;
2810}
2811
2812/* object should be a player.
2813 * we return the object the player has marked with the 'mark' command
2814 * below. If no match is found (or object has changed), we return
2815 * NULL. We leave it up to the calling function to print messages if
2816 * nothing is found.
2817 */
2818object *
2819object::mark () const
2820{
2821 if (contr && contr->mark && contr->mark->env == this)
2822 return contr->mark;
2823 else
2824 return 0;
2825}
2826
2827// put marked object first in the inventory
2828// this is used by identify-like spells so players can influence
2829// the order a bit.
2830void
2831object::splay_marked ()
2832{
2833 if (object *marked = mark ())
2834 splay (marked);
2835}
2836

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