ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.170 by root, Wed Aug 1 01:53:13 2007 UTC vs.
Revision 1.356 by root, Mon Nov 12 03:48:34 2012 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT 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 3 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, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 25#include <global.h>
28#include <stdio.h> 26#include <stdio.h>
29#include <sys/types.h> 27#include <sys/types.h>
30#include <sys/uio.h> 28#include <sys/uio.h>
31#include <object.h> 29#include <object.h>
32#include <funcpoint.h>
33#include <sproto.h> 30#include <sproto.h>
34#include <loader.h>
35 31
36#include <bitset> 32#include <bitset>
37 33
38int nrofallocobjects = 0; 34UUID UUID::cur;
39static UUID uuid; 35static uint64_t seq_next_save;
40const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
41 38
42objectvec objects; 39objectvec objects;
43activevec actives; 40activevec actives;
44 41
45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
49
50short freearr_x[SIZEOFFREE] = {
51 0,
52 0, 1, 1, 1, 0, -1, -1, -1,
53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 54 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
47}; 55};
48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 56short freearr_y[SIZEOFFREE] = {
57 0,
58 -1, -1, 0, 1, 1, 1, 0, -1,
59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
49 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 60 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
50};
51int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
52 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
53}; 61};
54int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 63 0,
64 1, 2, 3, 4, 5, 6, 7, 8,
65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57}; 67};
58 68
69static int maxfree[SIZEOFFREE] = {
70 0,
71 9, 10, 13, 14, 17, 18, 21, 22,
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
74};
75
76const char *wall_suffix[16] = {
77 "0",
78 "1_3",
79 "1_4",
80 "2_1_2",
81 "1_2",
82 "2_2_4",
83 "2_2_1",
84 "3_1",
85 "1_1",
86 "2_2_3",
87 "2_2_2",
88 "3_3",
89 "2_1_1",
90 "3_4",
91 "3_2",
92 "4"
93};
94
59static void 95static void
60write_uuid (void) 96write_uuid (uval64 skip, bool sync)
61{ 97{
62 char filename1[MAX_BUF], filename2[MAX_BUF]; 98 CALL_BEGIN (2);
63 99 CALL_ARG_SV (newSVval64 (skip));
64 sprintf (filename1, "%s/uuid", settings.localdir); 100 CALL_ARG_SV (boolSV (sync));
65 sprintf (filename2, "%s/uuid~", settings.localdir); 101 CALL_CALL ("cf::write_uuid", G_DISCARD);
66 102 CALL_END;
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78} 103}
79 104
80static void 105static void
81read_uuid (void) 106read_uuid ()
82{ 107{
83 char filename[MAX_BUF]; 108 char filename[MAX_BUF];
84 109
85 sprintf (filename, "%s/uuid", settings.localdir); 110 sprintf (filename, "%s/uuid", settings.localdir);
111
112 seq_next_save = 0;
86 113
87 FILE *fp; 114 FILE *fp;
88 115
89 if (!(fp = fopen (filename, "r"))) 116 if (!(fp = fopen (filename, "r")))
90 { 117 {
91 if (errno == ENOENT) 118 if (errno == ENOENT)
92 { 119 {
93 LOG (llevInfo, "RESET uid to 1\n"); 120 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0; 121 UUID::cur.seq = 0;
95 write_uuid (); 122 write_uuid (UUID_GAP, true);
96 return; 123 return;
97 } 124 }
98 125
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 126 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1); 127 _exit (1);
101 } 128 }
102 129
103 int version; 130 char buf [UUID::MAX_LEN];
104 unsigned long long uid; 131 buf[0] = 0;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 132 fgets (buf, sizeof (buf), fp);
133
134 if (!UUID::cur.parse (buf))
106 { 135 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 136 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1); 137 _exit (1);
109 } 138 }
110 139
111 uuid.seq = uid; 140 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112 write_uuid (); 141
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 142 write_uuid (UUID_GAP, true);
114 fclose (fp); 143 fclose (fp);
115} 144}
116 145
117UUID 146UUID
118gen_uuid () 147UUID::gen ()
119{ 148{
120 UUID uid; 149 UUID uid;
121 150
122 uid.seq = ++uuid.seq; 151 uid.seq = ++cur.seq;
123 152
124 if (!(uuid.seq & (UUID_SKIP - 1))) 153 if (expect_false (cur.seq >= seq_next_save))
125 write_uuid (); 154 {
155 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
156 write_uuid (UUID_GAP, false);
157 }
158
126 159
127 return uid; 160 return uid;
128} 161}
129 162
130void 163void
131init_uuid () 164UUID::init ()
132{ 165{
133 read_uuid (); 166 read_uuid ();
134} 167}
135 168
169bool
170UUID::parse (const char *s)
171{
172 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
173 return false;
174
175 seq = 0;
176
177 while (*s != '>')
178 {
179 if (*s < '0')
180 return false;
181
182 // this gives nice branchless code with gcc
183 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
184 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
185
186 seq = (seq << 4) | digit;
187
188 ++s;
189 }
190
191 return true;
192}
193
194char *
195UUID::append (char *buf) const
196{
197 *buf++ = '<';
198 *buf++ = '1';
199 *buf++ = '.';
200
201 uint64_t seq = this->seq;
202 const int bits = 64;
203 char nz = 0;
204 static const char tohex [] = "0123456789abcdef";
205
206 // assert (len >= 3 + bits / 4 + 1 + 1);
207 for (int i = bits / 4; --i; )
208 {
209 uint8_t digit = seq >> (bits - 4);
210
211 *buf = tohex [digit];
212 nz |= digit;
213 buf += nz ? 1 : 0;
214 seq <<= 4;
215 }
216
217 // last digit is special - always emit
218 uint8_t digit = seq >> (bits - 4);
219 *buf++ = tohex [digit];
220
221 *buf++ = '>';
222
223 return buf;
224}
225
226char *
227UUID::c_str () const
228{
229 static char buf [MAX_LEN];
230 *append (buf) = 0;
231 return buf;
232}
233
136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 234/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int 235static bool
138compare_ob_value_lists_one (const object *wants, const object *has) 236compare_ob_value_lists_one (const object *wants, const object *has)
139{ 237{
140 key_value *wants_field;
141
142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 238 /* n-squared behaviour (see kv.get), but I'm hoping both
143 * objects with lists are rare, and lists stay short. If not, use a 239 * objects with lists are rare, and lists stay short. If not, use a
144 * different structure or at least keep the lists sorted... 240 * different structure or at least keep the lists sorted...
145 */ 241 */
146 242
147 /* For each field in wants, */ 243 /* For each field in wants, */
148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 244 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
149 { 245 if (has->kv.get (kv->key) != kv->value)
150 key_value *has_field; 246 return false;
151
152 /* Look for a field in has with the same key. */
153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
156 {
157 /* No field with that name. */
158 return FALSE;
159 }
160
161 /* Found the matching field. */
162 if (has_field->value != wants_field->value)
163 {
164 /* Values don't match, so this half of the comparison is false. */
165 return FALSE;
166 }
167
168 /* If we get here, we found a match. Now for the next field in wants. */
169 }
170 247
171 /* If we get here, every field in wants has a matching field in has. */ 248 /* If we get here, every field in wants has a matching field in has. */
172 return TRUE; 249 return true;
173} 250}
174 251
175/* Returns TRUE if ob1 has the same key_values as ob2. */ 252/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int 253static bool
177compare_ob_value_lists (const object *ob1, const object *ob2) 254compare_ob_value_lists (const object *ob1, const object *ob2)
178{ 255{
179 /* However, there may be fields in has which aren't partnered in wants, 256 /* However, there may be fields in has which aren't partnered in wants,
180 * so we need to run the comparison *twice*. :( 257 * so we need to run the comparison *twice*. :(
181 */ 258 */
182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 259 return compare_ob_value_lists_one (ob1, ob2)
260 && compare_ob_value_lists_one (ob2, ob1);
183} 261}
184 262
185/* Function examines the 2 objects given to it, and returns true if 263/* Function examines the 2 objects given to it, and returns true if
186 * they can be merged together. 264 * they can be merged together.
187 * 265 *
194 * Improvements made with merge: Better checking on potion, and also 272 * Improvements made with merge: Better checking on potion, and also
195 * check weight 273 * check weight
196 */ 274 */
197bool object::can_merge_slow (object *ob1, object *ob2) 275bool object::can_merge_slow (object *ob1, object *ob2)
198{ 276{
199 /* A couple quicksanity checks */ 277 /* A couple quick sanity checks */
200 if (ob1 == ob2 278 if (ob1 == ob2
201 || ob1->type != ob2->type 279 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value 280 || ob1->value != ob2->value
204 || ob1->name != ob2->name) 281 || ob1->name != ob2->name
282 || ob1->custom_name != ob2->custom_name
283 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
205 return 0; 284 return 0;
206 285
207 //TODO: this ain't working well, use nicer and correct overflow check
208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 286 /* Do not merge objects if nrof would overflow, assume nrof
209 * value could not be stored in a sint32 (which unfortunately sometimes is 287 * is always 0 .. 2**31-1 */
210 * used to store nrof). 288 if (ob1->nrof > 0x7fffffff - ob2->nrof)
211 */
212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
213 return 0; 289 return 0;
214 290
215 /* If the objects have been identified, set the BEEN_APPLIED flag. 291 /* If the objects have been identified, set the BEEN_APPLIED flag.
216 * This is to the comparison of the flags below will be OK. We 292 * This is to the comparison of the flags below will be OK. We
217 * just can't ignore the been applied or identified flags, as they 293 * just can't ignore the been applied or identified flags, as they
218 * are not equal - just if it has been identified, the been_applied 294 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning. 295 * flags lose any meaning.
220 */ 296 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 297 if (ob1->flag [FLAG_IDENTIFIED])
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 298 ob1->set_flag (FLAG_BEEN_APPLIED);
223 299
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 300 if (ob2->flag [FLAG_IDENTIFIED])
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 301 ob2->set_flag (FLAG_BEEN_APPLIED);
226 302
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 303 if (ob1->arch->archname != ob2->arch->archname
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 304 || ob1->name != ob2->name
230 || ob1->title != ob2->title 305 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 306 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 307 || ob1->weight != ob2->weight
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
235 || ob1->attacktype != ob2->attacktype 308 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic 309 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying 310 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill 311 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value 312 || ob1->value != ob2->value
240 || ob1->animation_id != ob2->animation_id 313 || ob1->animation_id != ob2->animation_id
314 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
241 || ob1->client_type != ob2->client_type 315 || ob1->client_type != ob2->client_type
242 || ob1->materialname != ob2->materialname 316 || ob1->material != ob2->material
243 || ob1->lore != ob2->lore 317 || ob1->lore != ob2->lore
244 || ob1->subtype != ob2->subtype 318 || ob1->subtype != ob2->subtype
245 || ob1->move_type != ob2->move_type 319 || ob1->move_type != ob2->move_type
246 || ob1->move_block != ob2->move_block 320 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow 321 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on 322 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off 323 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow 324 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty) 325 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
326 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
327 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
252 return 0; 328 return 0;
253 329
330 if ((ob1->flag ^ ob2->flag)
331 .reset (FLAG_INV_LOCKED)
332 .reset (FLAG_REMOVED)
333 .any ())
334 return 0;
335
254 /* This is really a spellbook check - really, we should 336 /* This is really a spellbook check - we should in general
255 * check all objects in the inventory. 337 * not merge objects with real inventories, as splitting them
338 * is hard.
256 */ 339 */
257 if (ob1->inv || ob2->inv) 340 if (ob1->inv || ob2->inv)
258 { 341 {
259 /* if one object has inventory but the other doesn't, not equiv */ 342 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 343 return 0; /* inventories differ in length */
261 return 0;
262 344
263 /* Now check to see if the two inventory objects could merge */ 345 if (ob1->inv->below || ob2->inv->below)
346 return 0; /* more than one object in inv */
347
264 if (!object::can_merge (ob1->inv, ob2->inv)) 348 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 349 return 0; /* inventory objects differ */
266 350
267 /* inventory ok - still need to check rest of this object to see 351 /* inventory ok - still need to check rest of this object to see
268 * if it is valid. 352 * if it is valid.
269 */ 353 */
270 } 354 }
271 355
272 /* Don't merge objects that are applied. With the new 'body' code, 356 /* Don't merge objects that are applied. With the new 'body' code,
273 * it is possible for most any character to have more than one of 357 * it is possible for most any character to have more than one of
274 * some items equipped, and we don't want those to merge. 358 * some items equipped, and we don't want those to merge.
275 */ 359 */
276 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 360 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
277 return 0; 361 return 0;
278 362
279 /* Note sure why the following is the case - either the object has to 363 /* Note sure why the following is the case - either the object has to
280 * be animated or have a very low speed. Is this an attempted monster 364 * be animated or have a very low speed. Is this an attempted monster
281 * check? 365 * check?
282 */ 366 */
283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 367 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
284 return 0; 368 return 0;
285 369
286 switch (ob1->type) 370 switch (ob1->type)
287 { 371 {
288 case SCROLL: 372 case SCROLL:
289 if (ob1->level != ob2->level) 373 if (ob1->level != ob2->level)
290 return 0; 374 return 0;
291 break; 375 break;
292 } 376 }
293 377
294 if (ob1->key_values != NULL || ob2->key_values != NULL) 378 if (!ob1->kv.empty () || !ob2->kv.empty ())
295 { 379 {
296 /* At least one of these has key_values. */ 380 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 381 if (ob1->kv.empty () != ob2->kv.empty ())
298 /* One has fields, but the other one doesn't. */ 382 return 0; /* One has fields, but the other one doesn't. */
299 return 0; 383
300 else if (!compare_ob_value_lists (ob1, ob2)) 384 if (!compare_ob_value_lists (ob1, ob2))
301 return 0; 385 return 0;
302 } 386 }
303 387
304 if (ob1->self || ob2->self) 388 if (ob1->self || ob2->self)
305 { 389 {
306 ob1->optimise (); 390 ob1->optimise ();
307 ob2->optimise (); 391 ob2->optimise ();
308 392
309 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)
399 return 0;
400
401 if (k1 == 0)
402 return 1;
403
310 if (!cfperl_can_merge (ob1, ob2)) 404 if (!cfperl_can_merge (ob1, ob2))
311 return 0; 405 return 0;
406 }
312 } 407 }
313 408
314 /* Everything passes, must be OK. */ 409 /* Everything passes, must be OK. */
315 return 1; 410 return 1;
316} 411}
317 412
413// find player who can see this object
414object *
415object::visible_to () const
416{
417 if (client_visible () && !flag [FLAG_REMOVED])
418 {
419 // see if we are in a container of sorts
420 if (env)
421 {
422 // the player inventory itself is always visible
423 if (env->is_player ())
424 return env;
425
426 // else a player could have our env open
427 object *envest = env->outer_env_or_self ();
428
429 // the player itself is always on a map, so we will find him here
430 // even if our inv is in a player.
431 if (envest->is_on_map ())
432 if (object *pl = envest->ms ().player ())
433 if (pl->container_ () == env)
434 return pl;
435 }
436 else
437 {
438 // maybe there is a player standing on the same mapspace
439 // this will catch the case where "this" is a player
440 if (object *pl = ms ().player ())
441 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
442 || pl->container_ () == this)
443 return pl;
444 }
445 }
446
447 return 0;
448}
449
450// adjust weight per container type ("of holding")
451static weight_t
452weight_adjust_for (object *op, weight_t weight)
453{
454 if (op->type == CONTAINER)
455 weight -= weight * op->stats.Str / 100;
456
457 return weight;
458}
459
318/* 460/*
461 * subtracts, then adds, the specified weight to an object,
462 * and also updates how much the environment(s) is/are carrying.
463 */
464static void
465adjust_weight (object *op, weight_t sub, weight_t add)
466{
467 while (op)
468 {
469 weight_t carrying = op->carrying
470 - weight_adjust_for (op, sub);
471 + weight_adjust_for (op, add);
472
473 sub = op->carrying;
474 op->carrying = carrying;
475 add = op->carrying;
476
477 if (object *pl = op->visible_to ())
478 if (pl != op) // player is handled lazily
479 esrv_update_item (UPD_WEIGHT, pl, op);
480
481 op = op->env;
482 }
483}
484
485/*
319 * sum_weight() is a recursive function which calculates the weight 486 * this is a recursive function which calculates the weight
320 * an object is carrying. It goes through in figures out how much 487 * an object is carrying. It goes through op and figures out how much
321 * containers are carrying, and sums it up. 488 * containers are carrying, and sums it up.
322 */ 489 */
323long 490void
324sum_weight (object *op) 491object::update_weight ()
325{ 492{
326 long sum; 493 weight_t sum = 0;
327 object *inv;
328 494
329 for (sum = 0, inv = op->inv; inv; inv = inv->below) 495 for (object *op = inv; op; op = op->below)
330 {
331 if (inv->inv)
332 sum_weight (inv);
333
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
335 } 496 {
497 op->update_weight ();
336 498
337 if (op->type == CONTAINER && op->stats.Str) 499 sum += weight_adjust_for (this, op->total_weight ());
338 sum = (sum * (100 - op->stats.Str)) / 100; 500 }
339 501
340 if (op->carrying != sum) 502 if (sum != carrying)
503 {
504 if (carrying != sum && carrying)//D
505 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
506 (long long)sum, (long long)carrying, debug_desc ());
507
341 op->carrying = sum; 508 carrying = sum;
342 509
343 return sum; 510 if (object *pl = visible_to ())
511 if (pl != this) // player is handled lazily
512 esrv_update_item (UPD_WEIGHT, pl, this);
513 }
344} 514}
345 515
346/** 516/*
347 * Return the outermost environment object for a given object. 517 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
348 */
349
350object *
351object_get_env_recursive (object *op)
352{
353 while (op->env != NULL)
354 op = op->env;
355 return op;
356}
357
358/*
359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
360 * Some error messages.
361 * The result of the dump is stored in the static global errmsg array.
362 */ 518 */
363char * 519char *
364dump_object (object *op) 520dump_object (object *op)
365{ 521{
366 if (!op) 522 if (!op)
369 object_freezer freezer; 525 object_freezer freezer;
370 op->write (freezer); 526 op->write (freezer);
371 return freezer.as_string (); 527 return freezer.as_string ();
372} 528}
373 529
374/* 530char *
375 * get_nearest_part(multi-object, object 2) returns the part of the 531object::as_string ()
376 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned.
378 */
379
380object *
381get_nearest_part (object *op, const object *pl)
382{ 532{
383 object *tmp, *closest; 533 return dump_object (this);
384 int last_dist, i;
385
386 if (op->more == NULL)
387 return op;
388 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
389 if ((i = distance (tmp, pl)) < last_dist)
390 closest = tmp, last_dist = i;
391 return closest;
392} 534}
393 535
394/* 536/*
395 * Returns the object which has the count-variable equal to the argument. 537 * Returns the object which has the count-variable equal to the argument.
538 * VERRRY slow.
396 */ 539 */
397object * 540object *
398find_object (tag_t i) 541find_object (tag_t i)
399{ 542{
400 for_all_objects (op) 543 for_all_objects (op)
403 546
404 return 0; 547 return 0;
405} 548}
406 549
407/* 550/*
551 * Returns the object which has the uuid equal to the argument.
552 * MOAR VERRRY slow.
553 */
554
555object *
556find_object_uuid (UUID i)
557{
558 for_all_objects (op)
559 if (op->uuid == i)
560 return op;
561
562 return 0;
563}
564
565/*
408 * Returns the first object which has a name equal to the argument. 566 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 567 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 568 * Enables features like "patch <name-of-other-player> food 999"
411 */ 569 */
412object * 570object *
413find_object_name (const char *str) 571find_object_name (const char *str)
414{ 572{
415 shstr_cmp str_ (str); 573 shstr_cmp str_ (str);
416 object *op;
417 574
575 if (str_)
418 for_all_objects (op) 576 for_all_objects (op)
419 if (op->name == str_) 577 if (op->name == str_)
420 break; 578 return op;
421 579
422 return op; 580 return 0;
423}
424
425void
426free_all_object_data ()
427{
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429} 581}
430 582
431/* 583/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 584 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 585 * skill and experience objects.
586 * ACTUALLY NO! investigate! TODO
434 */ 587 */
435void 588void
436object::set_owner (object *owner) 589object::set_owner (object *owner)
437{ 590{
591 // allow objects which own objects
438 if (!owner) 592 if (owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner) 593 while (owner->owner)
449 owner = owner->owner; 594 owner = owner->owner;
595
596 if (flag [FLAG_FREED])
597 {
598 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
599 return;
600 }
450 601
451 this->owner = owner; 602 this->owner = owner;
452}
453
454int
455object::slottype () const
456{
457 if (type == SKILL)
458 {
459 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
460 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
461 }
462 else
463 {
464 if (slot [body_combat].info) return slot_combat;
465 if (slot [body_range ].info) return slot_ranged;
466 }
467
468 return slot_none;
469}
470
471bool
472object::change_weapon (object *ob)
473{
474 if (current_weapon == ob)
475 return true;
476
477 if (chosen_skill)
478 chosen_skill->flag [FLAG_APPLIED] = false;
479
480 current_weapon = ob;
481 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
482
483 if (chosen_skill)
484 chosen_skill->flag [FLAG_APPLIED] = true;
485
486 update_stats ();
487
488 if (ob)
489 {
490 // now check wether any body locations became invalid, in which case
491 // we cannot apply the weapon at the moment.
492 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
493 if (slot[i].used < 0)
494 {
495 current_weapon = chosen_skill = 0;
496 update_stats ();
497
498 new_draw_info_format (NDI_UNIQUE, 0, this,
499 "You try to balance all your items at once, "
500 "but the %s is just too much for your body. "
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 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
511 {
512 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
513 &name, ob->debug_desc ());
514 return false;
515 }
516
517 return true;
518}
519
520/* Zero the key_values on op, decrementing the shared-string
521 * refcounts and freeing the links.
522 */
523static void
524free_key_values (object *op)
525{
526 for (key_value *i = op->key_values; i; )
527 {
528 key_value *next = i->next;
529 delete i;
530
531 i = next;
532 }
533
534 op->key_values = 0;
535}
536
537object &
538object::operator =(const object &src)
539{
540 bool is_freed = flag [FLAG_FREED];
541 bool is_removed = flag [FLAG_REMOVED];
542
543 *(object_copy *)this = src;
544
545 flag [FLAG_FREED] = is_freed;
546 flag [FLAG_REMOVED] = is_removed;
547
548 /* Copy over key_values, if any. */
549 if (src.key_values)
550 {
551 key_value *tail = 0;
552 key_values = 0;
553
554 for (key_value *i = src.key_values; i; i = i->next)
555 {
556 key_value *new_link = new key_value;
557
558 new_link->next = 0;
559 new_link->key = i->key;
560 new_link->value = i->value;
561
562 /* Try and be clever here, too. */
563 if (!key_values)
564 {
565 key_values = new_link;
566 tail = new_link;
567 }
568 else
569 {
570 tail->next = new_link;
571 tail = new_link;
572 }
573 }
574 }
575} 603}
576 604
577/* 605/*
578 * copy_to first frees everything allocated by the dst object, 606 * copy_to first frees everything allocated by the dst object,
579 * and then copies the contents of itself into the second 607 * and then copies the contents of itself into the second
583 * will point at garbage. 611 * will point at garbage.
584 */ 612 */
585void 613void
586object::copy_to (object *dst) 614object::copy_to (object *dst)
587{ 615{
588 *dst = *this; 616 dst->remove ();
617 *(object_copy *)dst = *this;
589 618
590 if (speed < 0) 619 // maybe move to object_copy?
591 dst->speed_left = speed_left - rndm (); 620 dst->kv = kv;
592 621
593 dst->set_speed (dst->speed); 622 dst->flag [FLAG_REMOVED] = true;
623 dst->activate ();
594} 624}
595 625
596void 626void
597object::instantiate () 627object::instantiate ()
598{ 628{
599 if (!uuid.seq) // HACK 629 if (!uuid.seq) // HACK
600 uuid = gen_uuid (); 630 uuid = UUID::gen ();
601 631
632 // TODO: unclean state changes, should not be done in copy_to AND instantiate
633 if (flag [FLAG_RANDOM_SPEED] && speed)
634 speed_left = - speed - rndm (); // TODO animation
635 else
602 speed_left = -0.1f; 636 speed_left = -1.;
637
603 /* copy the body_info to the body_used - this is only really 638 /* copy the body_info to the body_used - this is only really
604 * need for monsters, but doesn't hurt to do it for everything. 639 * need for monsters, but doesn't hurt to do it for everything.
605 * by doing so, when a monster is created, it has good starting 640 * by doing so, when a monster is created, it has good starting
606 * values for the body_used info, so when items are created 641 * values for the body_used info, so when items are created
607 * for it, they can be properly equipped. 642 * for it, they can be properly equipped.
615object * 650object *
616object::clone () 651object::clone ()
617{ 652{
618 object *neu = create (); 653 object *neu = create ();
619 copy_to (neu); 654 copy_to (neu);
655
656 // TODO: unclean state changes, should not be done in clone AND instantiate
657 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
658 neu->speed_left = - neu->speed - rndm (); // TODO animation
659
660 neu->map = map; // not copied by copy_to
620 return neu; 661 return neu;
621} 662}
622 663
623/* 664/*
624 * If an object with the IS_TURNABLE() flag needs to be turned due 665 * If an object with the IS_TURNABLE() flag needs to be turned due
626 * be called to update the face variable, _and_ how it looks on the map. 667 * be called to update the face variable, _and_ how it looks on the map.
627 */ 668 */
628void 669void
629update_turn_face (object *op) 670update_turn_face (object *op)
630{ 671{
631 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 672 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
632 return; 673 return;
633 674
634 SET_ANIMATION (op, op->direction); 675 SET_ANIMATION (op, op->direction);
635 update_object (op, UP_OBJ_FACE); 676 update_object (op, UP_OBJ_FACE);
636} 677}
641 * This function needs to be called whenever the speed of an object changes. 682 * This function needs to be called whenever the speed of an object changes.
642 */ 683 */
643void 684void
644object::set_speed (float speed) 685object::set_speed (float speed)
645{ 686{
646 if (flag [FLAG_FREED] && speed)
647 {
648 LOG (llevError, "Object %s is freed but has speed.\n", &name);
649 speed = 0;
650 }
651
652 this->speed = speed; 687 this->speed = speed;
653 688
654 if (has_active_speed ()) 689 if (has_active_speed ())
655 activate (); 690 activate ();
656 else 691 else
675 * UP_OBJ_FACE: only the objects face has changed. 710 * UP_OBJ_FACE: only the objects face has changed.
676 */ 711 */
677void 712void
678update_object (object *op, int action) 713update_object (object *op, int action)
679{ 714{
680 if (op == NULL) 715 if (!op)
681 { 716 {
682 /* this should never happen */ 717 /* this should never happen */
683 LOG (llevDebug, "update_object() called for NULL object.\n"); 718 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
684 return; 719 return;
685 } 720 }
686 721
687 if (op->env) 722 if (!op->is_on_map ())
688 { 723 {
689 /* Animation is currently handled by client, so nothing 724 /* Animation is currently handled by client, so nothing
690 * to do in this case. 725 * to do in this case.
691 */ 726 */
692 return; 727 return;
693 } 728 }
694
695 /* If the map is saving, don't do anything as everything is
696 * going to get freed anyways.
697 */
698 if (!op->map || op->map->in_memory == MAP_SAVING)
699 return;
700 729
701 /* make sure the object is within map boundaries */ 730 /* make sure the object is within map boundaries */
702 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 731 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
703 { 732 {
704 LOG (llevError, "update_object() called for object out of map!\n"); 733 LOG (llevError, "update_object() called for object out of map!\n");
709 } 738 }
710 739
711 mapspace &m = op->ms (); 740 mapspace &m = op->ms ();
712 741
713 if (!(m.flags_ & P_UPTODATE)) 742 if (!(m.flags_ & P_UPTODATE))
714 /* nop */; 743 m.update_up (); // nothing to do except copy up
715 else if (action == UP_OBJ_INSERT) 744 else if (action == UP_OBJ_INSERT)
716 { 745 {
746#if 0
717 // this is likely overkill, TODO: revisit (schmorp) 747 // this is likely overkill, TODO: revisit (schmorp)
718 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 748 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
719 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 749 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
720 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 750 || (op->is_player () && !(m.flags_ & P_PLAYER))
721 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 751 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
722 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 752 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
723 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 753 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
724 || (m.move_on | op->move_on ) != m.move_on 754 || (m.move_on | op->move_on ) != m.move_on
725 || (m.move_off | op->move_off ) != m.move_off 755 || (m.move_off | op->move_off ) != m.move_off
726 || (m.move_slow | op->move_slow) != m.move_slow 756 || (m.move_slow | op->move_slow) != m.move_slow
727 /* This isn't perfect, but I don't expect a lot of objects to 757 /* This isn't perfect, but I don't expect a lot of objects to
728 * to have move_allow right now. 758 * have move_allow right now.
729 */ 759 */
730 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 760 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
761 m.invalidate ();
762#else
731 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 763 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
732 m.flags_ = 0; 764 m.invalidate ();
765#endif
733 } 766 }
734 /* if the object is being removed, we can't make intelligent 767 /* if the object is being removed, we can't make intelligent
735 * decisions, because remove_ob can't really pass the object 768 * decisions, because remove_ob can't really pass the object
736 * that is being removed. 769 * that is being removed.
737 */ 770 */
738 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 771 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
739 m.flags_ = 0; 772 m.invalidate ();
740 else if (action == UP_OBJ_FACE) 773 else if (action == UP_OBJ_FACE)
741 /* Nothing to do for that case */ ; 774 m.update_up (); // nothing to do for that case, except copy up
742 else 775 else
743 LOG (llevError, "update_object called with invalid action: %d\n", action); 776 LOG (llevError, "update_object called with invalid action: %d\n", action);
744 777
745 if (op->more) 778 if (op->more)
746 update_object (op->more, action); 779 update_object (op->more, action);
747} 780}
748 781
749object::object () 782object::object ()
750{ 783{
751 SET_FLAG (this, FLAG_REMOVED); 784 this->set_flag (FLAG_REMOVED);
752 785
753 expmul = 1.0; 786 //expmul = 1.0; declared const for the time being
754 face = blank_face; 787 face = blank_face;
788 material = MATERIAL_NULL;
755} 789}
756 790
757object::~object () 791object::~object ()
758{ 792{
759 unlink (); 793 unlink ();
760 794
761 free_key_values (this); 795 kv.clear ();
762} 796}
763
764static int object_count;
765 797
766void object::link () 798void object::link ()
767{ 799{
768 assert (!index);//D 800 assert (!index);//D
769 uuid = gen_uuid (); 801 uuid = UUID::gen ();
770 count = ++object_count;
771 802
772 refcnt_inc (); 803 refcnt_inc ();
773 objects.insert (this); 804 objects.insert (this);
805
806 ++create_count;
807
774} 808}
775 809
776void object::unlink () 810void object::unlink ()
777{ 811{
778 if (!index) 812 if (!index)
779 return; 813 return;
814
815 ++destroy_count;
780 816
781 objects.erase (this); 817 objects.erase (this);
782 refcnt_dec (); 818 refcnt_dec ();
783} 819}
784 820
788 /* If already on active list, don't do anything */ 824 /* If already on active list, don't do anything */
789 if (active) 825 if (active)
790 return; 826 return;
791 827
792 if (has_active_speed ()) 828 if (has_active_speed ())
829 {
830 if (flag [FLAG_FREED])
831 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
832
793 actives.insert (this); 833 actives.insert (this);
834 }
794} 835}
795 836
796void 837void
797object::activate_recursive () 838object::activate_recursive ()
798{ 839{
847object::destroy_inv (bool drop_to_ground) 888object::destroy_inv (bool drop_to_ground)
848{ 889{
849 // need to check first, because the checks below might segfault 890 // need to check first, because the checks below might segfault
850 // as we might be on an invalid mapspace and crossfire code 891 // as we might be on an invalid mapspace and crossfire code
851 // is too buggy to ensure that the inventory is empty. 892 // is too buggy to ensure that the inventory is empty.
852 // corollary: if you create arrows etc. with stuff in tis inventory, 893 // corollary: if you create arrows etc. with stuff in its inventory,
853 // cf will crash below with off-map x and y 894 // cf will crash below with off-map x and y
854 if (!inv) 895 if (!inv)
855 return; 896 return;
856 897
857 /* Only if the space blocks everything do we not process - 898 /* Only if the space blocks everything do we not process -
858 * if some form of movement is allowed, let objects 899 * if some form of movement is allowed, let objects
859 * drop on that space. 900 * drop on that space.
860 */ 901 */
861 if (!drop_to_ground 902 if (!drop_to_ground
862 || !map 903 || !map
863 || map->in_memory != MAP_IN_MEMORY 904 || !map->linkable ()
864 || map->nodrop 905 || map->no_drop
865 || ms ().move_block == MOVE_ALL) 906 || ms ().move_block == MOVE_ALL)
866 { 907 {
867 while (inv) 908 while (inv)
868 {
869 inv->destroy_inv (drop_to_ground);
870 inv->destroy (); 909 inv->destroy ();
871 }
872 } 910 }
873 else 911 else
874 { /* Put objects in inventory onto this space */ 912 { /* Put objects in inventory onto this space */
875 while (inv) 913 while (inv)
876 { 914 {
887 map->insert (op, x, y); 925 map->insert (op, x, y);
888 } 926 }
889 } 927 }
890} 928}
891 929
930/*
931 * Remove and free all objects in the inventory of the given object.
932 * Unlike destroy_inv, this assumes the *this is destroyed as well
933 * well, so we can (and have to!) take shortcuts.
934 */
935void
936object::destroy_inv_fast ()
937{
938 while (object *op = inv)
939 {
940 // remove from object the fast way
941 op->flag [FLAG_REMOVED] = true;
942 op->env = 0;
943 if ((inv = inv->below))
944 inv->above = 0;
945
946 // then destroy
947 op->destroy ();
948 }
949}
950
951void
952object::freelist_free (int count)
953{
954 while (count-- && freelist)
955 {
956 freelist_item *next = freelist->next;
957 // count is being "destroyed"
958
959 sfree ((char *)freelist, sizeof (object));
960
961 freelist = next;
962 --free_count;
963 }
964}
965
966object *
892object *object::create () 967object::create ()
893{ 968{
894 object *op = new object; 969 object *op;
970
971 if (freelist)
972 {
973 freelist_item li = *freelist;
974 memset (freelist, 0, sizeof (object));
975
976 op = new (freelist) object;
977 op->count = li.count;
978
979 freelist = li.next;
980 --free_count;
981 }
982 else
983 {
984 void *ni = salloc0<char> (sizeof (object));
985
986 op = new(ni) object;
987
988 op->count = ++object_count;
989 }
990
895 op->link (); 991 op->link ();
992
896 return op; 993 return op;
897} 994}
898 995
899void 996void
997object::do_delete ()
998{
999 uint32_t count = this->count;
1000
1001 this->~object ();
1002
1003 freelist_item *li = (freelist_item *)this;
1004 li->next = freelist;
1005 li->count = count;
1006
1007 freelist = li;
1008 ++free_count;
1009}
1010
1011void
900object::do_destroy () 1012object::do_destroy ()
901{ 1013{
902 attachable::do_destroy ();
903
904 if (flag [FLAG_IS_LINKED]) 1014 if (flag [FLAG_IS_LINKED])
905 remove_button_link (this); 1015 remove_link ();
906 1016
907 if (flag [FLAG_FRIENDLY]) 1017 if (flag [FLAG_FRIENDLY])
908 remove_friendly_object (this); 1018 remove_friendly_object (this);
909 1019
910 if (!flag [FLAG_REMOVED])
911 remove (); 1020 remove ();
912 1021
913 destroy_inv (true); 1022 attachable::do_destroy ();
914 1023
915 deactivate (); 1024 deactivate ();
916 unlink (); 1025 unlink ();
917 1026
918 flag [FLAG_FREED] = 1; 1027 flag [FLAG_FREED] = 1;
919 1028
920 // hack to ensure that freed objects still have a valid map 1029 // hack to ensure that freed objects still have a valid map
921 {
922 static maptile *freed_map; // freed objects are moved here to avoid crashes
923
924 if (!freed_map)
925 {
926 freed_map = new maptile;
927
928 freed_map->name = "/internal/freed_objects_map";
929 freed_map->width = 3;
930 freed_map->height = 3;
931
932 freed_map->alloc ();
933 freed_map->in_memory = MAP_IN_MEMORY;
934 }
935
936 map = freed_map; 1030 map = &freed_map;
937 x = 1; 1031 x = 1;
938 y = 1; 1032 y = 1;
939 }
940 1033
941 if (more) 1034 if (more)
942 { 1035 {
943 more->destroy (); 1036 more->destroy ();
944 more = 0; 1037 more = 0;
952 attacked_by = 0; 1045 attacked_by = 0;
953 current_weapon = 0; 1046 current_weapon = 0;
954} 1047}
955 1048
956void 1049void
957object::destroy (bool destroy_inventory) 1050object::destroy ()
958{ 1051{
959 if (destroyed ()) 1052 if (destroyed ())
960 return; 1053 return;
961 1054
962 if (destroy_inventory) 1055 if (!is_head () && !head->destroyed ())
1056 {
1057 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1058 head->destroy ();
1059 return;
1060 }
1061
963 destroy_inv (false); 1062 destroy_inv_fast ();
964 1063
1064 if (is_head ())
1065 if (sound_destroy)
965 play_sound (sound_die); 1066 play_sound (sound_destroy);
1067 else if (flag [FLAG_MONSTER])
1068 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
966 1069
967 attachable::destroy (); 1070 attachable::destroy ();
968}
969
970/*
971 * sub_weight() recursively (outwards) subtracts a number from the
972 * weight of an object (and what is carried by it's environment(s)).
973 */
974void
975sub_weight (object *op, signed long weight)
976{
977 while (op != NULL)
978 {
979 if (op->type == CONTAINER)
980 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
981
982 op->carrying -= weight;
983 op = op->env;
984 }
985} 1071}
986 1072
987/* op->remove (): 1073/* op->remove ():
988 * This function removes the object op from the linked list of objects 1074 * This function removes the object op from the linked list of objects
989 * which it is currently tied to. When this function is done, the 1075 * which it is currently tied to. When this function is done, the
992 * the previous environment. 1078 * the previous environment.
993 */ 1079 */
994void 1080void
995object::do_remove () 1081object::do_remove ()
996{ 1082{
997 object *tmp, *last = 0; 1083 if (flag [FLAG_REMOVED])
998 object *otmp;
999
1000 if (QUERY_FLAG (this, FLAG_REMOVED))
1001 return; 1084 return;
1002 1085
1003 SET_FLAG (this, FLAG_REMOVED);
1004 INVOKE_OBJECT (REMOVE, this); 1086 INVOKE_OBJECT (REMOVE, this);
1087
1088 flag [FLAG_REMOVED] = true;
1005 1089
1006 if (more) 1090 if (more)
1007 more->remove (); 1091 more->remove ();
1008 1092
1009 /* 1093 /*
1010 * In this case, the object to be removed is in someones 1094 * In this case, the object to be removed is in someones
1011 * inventory. 1095 * inventory.
1012 */ 1096 */
1013 if (env) 1097 if (env)
1014 { 1098 {
1015 if (nrof) 1099 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1016 sub_weight (env, weight * nrof); 1100 if (object *pl = visible_to ())
1017 else 1101 esrv_del_item (pl->contr, count);
1018 sub_weight (env, weight + carrying); 1102 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1019 1103
1020 /* NO_FIX_PLAYER is set when a great many changes are being 1104 adjust_weight (env, total_weight (), 0);
1021 * made to players inventory. If set, avoiding the call
1022 * to save cpu time.
1023 */
1024 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1025 otmp->update_stats ();
1026 1105
1027 if (above) 1106 object *pl = in_player ();
1028 above->below = below;
1029 else
1030 env->inv = below;
1031
1032 if (below)
1033 below->above = above;
1034 1107
1035 /* we set up values so that it could be inserted into 1108 /* we set up values so that it could be inserted into
1036 * the map, but we don't actually do that - it is up 1109 * the map, but we don't actually do that - it is up
1037 * to the caller to decide what we want to do. 1110 * to the caller to decide what we want to do.
1038 */ 1111 */
1039 x = env->x, y = env->y;
1040 map = env->map; 1112 map = env->map;
1041 above = 0, below = 0; 1113 x = env->x;
1114 y = env->y;
1115
1116 // make sure cmov optimisation is applicable
1117 *(above ? &above->below : &env->inv) = below;
1118 *(below ? &below->above : &above ) = above; // &above is just a dummy
1119
1120 above = 0;
1121 below = 0;
1042 env = 0; 1122 env = 0;
1123
1124 if (pl && pl->is_player ())
1125 {
1126 if (expect_false (pl->contr->combat_ob == this))
1127 {
1128 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1129 pl->contr->combat_ob = 0;
1130 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1131 }
1132
1133 if (expect_false (pl->contr->ranged_ob == this))
1134 {
1135 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1136 pl->contr->ranged_ob = 0;
1137 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1138 }
1139
1140 pl->contr->queue_stats_update ();
1141
1142 if (expect_false (glow_radius) && pl->is_on_map ())
1143 update_all_los (pl->map, pl->x, pl->y);
1144 }
1043 } 1145 }
1044 else if (map) 1146 else if (map)
1045 { 1147 {
1046 if (type == PLAYER)
1047 {
1048 // leaving a spot always closes any open container on the ground
1049 if (container && !container->env)
1050 // this causes spurious floorbox updates, but it ensures
1051 // that the CLOSE event is being sent.
1052 close_container ();
1053
1054 --map->players;
1055 map->touch ();
1056 }
1057
1058 map->dirty = true; 1148 map->dirty = true;
1059 mapspace &ms = this->ms (); 1149 mapspace &ms = this->ms ();
1060 1150
1151 if (object *pl = ms.player ())
1152 {
1153 if (is_player ())
1154 {
1155 if (!flag [FLAG_WIZPASS])
1156 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1157
1158 // leaving a spot always closes any open container on the ground
1159 if (container && !container->env)
1160 // this causes spurious floorbox updates, but it ensures
1161 // that the CLOSE event is being sent.
1162 close_container ();
1163
1164 --map->players;
1165 map->touch ();
1166 }
1167 else if (pl->container_ () == this)
1168 {
1169 // removing a container should close it
1170 close_container ();
1171 }
1172 else
1173 esrv_del_item (pl->contr, count);
1174 }
1175
1061 /* link the object above us */ 1176 /* link the object above us */
1062 if (above) 1177 // re-link, make sure compiler can easily use cmove
1063 above->below = below; 1178 *(above ? &above->below : &ms.top) = below;
1064 else 1179 *(below ? &below->above : &ms.bot) = above;
1065 ms.top = below; /* we were top, set new top */
1066
1067 /* Relink the object below us, if there is one */
1068 if (below)
1069 below->above = above;
1070 else
1071 {
1072 /* Nothing below, which means we need to relink map object for this space
1073 * use translated coordinates in case some oddness with map tiling is
1074 * evident
1075 */
1076 if (GET_MAP_OB (map, x, y) != this)
1077 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 ());
1078
1079 ms.bot = above; /* goes on above it. */
1080 }
1081 1180
1082 above = 0; 1181 above = 0;
1083 below = 0; 1182 below = 0;
1084 1183
1085 if (map->in_memory == MAP_SAVING) 1184 ms.invalidate ();
1086 return;
1087 1185
1088 int check_walk_off = !flag [FLAG_NO_APPLY]; 1186 int check_walk_off = !flag [FLAG_NO_APPLY];
1089 1187
1090 for (tmp = ms.bot; tmp; tmp = tmp->above) 1188 if (object *pl = ms.player ())
1091 { 1189 {
1092 /* No point updating the players look faces if he is the object 1190 if (pl->container_ () == this)
1093 * being removed.
1094 */
1095
1096 if (tmp->type == PLAYER && tmp != this)
1097 {
1098 /* If a container that the player is currently using somehow gets 1191 /* If a container that the player is currently using somehow gets
1099 * removed (most likely destroyed), update the player view 1192 * removed (most likely destroyed), update the player view
1100 * appropriately. 1193 * appropriately.
1101 */ 1194 */
1102 if (tmp->container == this) 1195 pl->close_container ();
1103 {
1104 flag [FLAG_APPLIED] = 0;
1105 tmp->container = 0;
1106 }
1107 1196
1197 //TODO: the floorbox prev/next might need updating
1198 //esrv_del_item (pl->contr, count);
1199 //TODO: update floorbox to preserve ordering
1108 if (tmp->contr->ns) 1200 if (pl->contr->ns)
1109 tmp->contr->ns->floorbox_update (); 1201 pl->contr->ns->floorbox_update ();
1202 }
1203
1204 if (check_walk_off)
1205 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1206 {
1207 above = tmp->above;
1208
1209 /* No point updating the players look faces if he is the object
1210 * being removed.
1110 } 1211 */
1111 1212
1112 /* See if object moving off should effect something */ 1213 /* See if object moving off should effect something */
1113 if (check_walk_off
1114 && ((move_type & tmp->move_off) 1214 if ((move_type & tmp->move_off)
1115 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1215 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1116 {
1117 move_apply (tmp, this, 0); 1216 move_apply (tmp, this, 0);
1118
1119 if (destroyed ())
1120 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1121 } 1217 }
1122 1218
1123 last = tmp; 1219 if (affects_los ())
1124 }
1125
1126 /* last == NULL if there are no objects on this space */
1127 //TODO: this makes little sense, why only update the topmost object?
1128 if (!last)
1129 map->at (x, y).flags_ = 0;
1130 else
1131 update_object (last, UP_OBJ_REMOVE);
1132
1133 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1134 update_all_los (map, x, y); 1220 update_all_los (map, x, y);
1135 } 1221 }
1136} 1222}
1137 1223
1138/* 1224/*
1147merge_ob (object *op, object *top) 1233merge_ob (object *op, object *top)
1148{ 1234{
1149 if (!op->nrof) 1235 if (!op->nrof)
1150 return 0; 1236 return 0;
1151 1237
1152 if (top) 1238 if (!top)
1153 for (top = op; top && top->above; top = top->above) 1239 for (top = op; top && top->above; top = top->above)
1154 ; 1240 ;
1155 1241
1156 for (; top; top = top->below) 1242 for (; top; top = top->below)
1157 {
1158 if (top == op)
1159 continue;
1160
1161 if (object::can_merge (op, top)) 1243 if (object::can_merge (op, top))
1162 { 1244 {
1163 top->nrof += op->nrof; 1245 top->nrof += op->nrof;
1164 1246
1165/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1247 if (object *pl = top->visible_to ())
1166 op->weight = 0; /* Don't want any adjustements now */ 1248 esrv_update_item (UPD_NROF, pl, top);
1249
1250 op->weight = 0; // cancel the addition above
1251 op->carrying = 0; // must be 0 already
1252
1167 op->destroy (); 1253 op->destroy ();
1254
1168 return top; 1255 return top;
1169 } 1256 }
1170 }
1171 1257
1172 return 0; 1258 return 0;
1173} 1259}
1174 1260
1175void 1261void
1180 1266
1181 object *prev = this; 1267 object *prev = this;
1182 1268
1183 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1269 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1184 { 1270 {
1185 object *op = arch_to_object (at); 1271 object *op = at->instance ();
1186 1272
1187 op->name = name; 1273 op->name = name;
1188 op->name_pl = name_pl; 1274 op->name_pl = name_pl;
1189 op->title = title; 1275 op->title = title;
1190 1276
1200 * job preparing multi-part monsters. 1286 * job preparing multi-part monsters.
1201 */ 1287 */
1202object * 1288object *
1203insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1289insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1204{ 1290{
1291 op->remove ();
1292
1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1293 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1206 { 1294 {
1207 tmp->x = x + tmp->arch->x; 1295 tmp->x = x + tmp->arch->x;
1208 tmp->y = y + tmp->arch->y; 1296 tmp->y = y + tmp->arch->y;
1209 } 1297 }
1226 * Passing 0 for flag gives proper default values, so flag really only needs 1314 * Passing 0 for flag gives proper default values, so flag really only needs
1227 * to be set if special handling is needed. 1315 * to be set if special handling is needed.
1228 * 1316 *
1229 * Return value: 1317 * Return value:
1230 * new object if 'op' was merged with other object 1318 * new object if 'op' was merged with other object
1231 * NULL if 'op' was destroyed 1319 * NULL if there was an error (destroyed, blocked etc.)
1232 * just 'op' otherwise 1320 * just 'op' otherwise
1233 */ 1321 */
1234object * 1322object *
1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1323insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1236{ 1324{
1237 assert (!op->flag [FLAG_FREED]);
1238
1239 object *top, *floor = NULL;
1240
1241 op->remove (); 1325 op->remove ();
1242 1326
1243#if 0 1327 if (m == &freed_map)//D TODO: remove soon
1244 if (!m->active != !op->active)
1245 if (m->active)
1246 op->activate_recursive ();
1247 else
1248 op->deactivate_recursive ();
1249#endif
1250
1251 if (out_of_map (m, op->x, op->y))
1252 { 1328 {//D
1253 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ()); 1329 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1254#ifdef MANY_CORES
1255 /* Better to catch this here, as otherwise the next use of this object
1256 * is likely to cause a crash. Better to find out where it is getting
1257 * improperly inserted.
1258 */
1259 abort ();
1260#endif
1261 return op;
1262 } 1330 }//D
1263
1264 if (object *more = op->more)
1265 if (!insert_ob_in_map (more, m, originator, flag))
1266 return 0;
1267
1268 CLEAR_FLAG (op, FLAG_REMOVED);
1269 1331
1270 /* Ideally, the caller figures this out. However, it complicates a lot 1332 /* Ideally, the caller figures this out. However, it complicates a lot
1271 * of areas of callers (eg, anything that uses find_free_spot would now 1333 * of areas of callers (eg, anything that uses find_free_spot would now
1272 * need extra work 1334 * need extra work
1273 */ 1335 */
1336 maptile *newmap = m;
1274 if (!xy_normalise (m, op->x, op->y)) 1337 if (!xy_normalise (newmap, op->x, op->y))
1338 {
1339 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1275 return 0; 1340 return 0;
1341 }
1276 1342
1343 if (object *more = op->more)
1344 if (!insert_ob_in_map (more, m, originator, flag))
1345 return 0;
1346
1347 op->flag [FLAG_REMOVED] = false;
1348 op->env = 0;
1277 op->map = m; 1349 op->map = newmap;
1350
1278 mapspace &ms = op->ms (); 1351 mapspace &ms = op->ms ();
1279 1352
1280 /* this has to be done after we translate the coordinates. 1353 /* this has to be done after we translate the coordinates.
1281 */ 1354 */
1282 if (op->nrof && !(flag & INS_NO_MERGE)) 1355 if (op->nrof && !(flag & INS_NO_MERGE))
1283 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1356 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1284 if (object::can_merge (op, tmp)) 1357 if (object::can_merge (op, tmp))
1285 { 1358 {
1359 // TODO: we actually want to update tmp, not op,
1360 // but some caller surely breaks when we return tmp
1361 // from here :/
1286 op->nrof += tmp->nrof; 1362 op->nrof += tmp->nrof;
1287 tmp->destroy (); 1363 tmp->destroy ();
1288 } 1364 }
1289 1365
1290 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1366 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1291 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1367 op->clr_flag (FLAG_INV_LOCKED);
1292 1368
1293 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1369 if (!op->flag [FLAG_ALIVE])
1294 CLEAR_FLAG (op, FLAG_NO_STEAL); 1370 op->clr_flag (FLAG_NO_STEAL);
1295 1371
1296 if (flag & INS_BELOW_ORIGINATOR) 1372 if (flag & INS_BELOW_ORIGINATOR)
1297 { 1373 {
1298 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1374 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1299 { 1375 {
1300 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1376 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1301 abort (); 1377 abort ();
1302 } 1378 }
1303 1379
1380 if (!originator->is_on_map ())
1381 {
1382 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1383 op->debug_desc (), originator->debug_desc ());
1384 abort ();
1385 }
1386
1304 op->above = originator; 1387 op->above = originator;
1305 op->below = originator->below; 1388 op->below = originator->below;
1306
1307 if (op->below)
1308 op->below->above = op;
1309 else
1310 ms.bot = op;
1311
1312 /* since *below* originator, no need to update top */
1313 originator->below = op; 1389 originator->below = op;
1390
1391 *(op->below ? &op->below->above : &ms.bot) = op;
1314 } 1392 }
1315 else 1393 else
1316 { 1394 {
1317 top = ms.bot; 1395 object *floor = 0;
1396 object *top = ms.top;
1318 1397
1319 /* If there are other objects, then */ 1398 /* If there are other objects, then */
1320 if ((!(flag & INS_MAP_LOAD)) && top) 1399 if (top)
1321 { 1400 {
1322 object *last = 0;
1323
1324 /* 1401 /*
1325 * If there are multiple objects on this space, we do some trickier handling. 1402 * If there are multiple objects on this space, we do some trickier handling.
1326 * We've already dealt with merging if appropriate. 1403 * We've already dealt with merging if appropriate.
1327 * Generally, we want to put the new object on top. But if 1404 * Generally, we want to put the new object on top. But if
1328 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1405 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1331 * once we get to them. This reduces the need to traverse over all of 1408 * once we get to them. This reduces the need to traverse over all of
1332 * them when adding another one - this saves quite a bit of cpu time 1409 * them when adding another one - this saves quite a bit of cpu time
1333 * when lots of spells are cast in one area. Currently, it is presumed 1410 * when lots of spells are cast in one area. Currently, it is presumed
1334 * that flying non pickable objects are spell objects. 1411 * that flying non pickable objects are spell objects.
1335 */ 1412 */
1336 for (top = ms.bot; top; top = top->above) 1413 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1337 { 1414 {
1338 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1415 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1339 floor = top; 1416 floor = tmp;
1340 1417
1341 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1418 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1342 { 1419 {
1343 /* We insert above top, so we want this object below this */ 1420 /* We insert above top, so we want this object below this */
1344 top = top->below; 1421 top = tmp->below;
1345 break; 1422 break;
1346 } 1423 }
1347 1424
1348 last = top; 1425 top = tmp;
1349 } 1426 }
1350
1351 /* Don't want top to be NULL, so set it to the last valid object */
1352 top = last;
1353 1427
1354 /* We let update_position deal with figuring out what the space 1428 /* We let update_position deal with figuring out what the space
1355 * looks like instead of lots of conditions here. 1429 * looks like instead of lots of conditions here.
1356 * makes things faster, and effectively the same result. 1430 * makes things faster, and effectively the same result.
1357 */ 1431 */
1364 */ 1438 */
1365 if (!(flag & INS_ON_TOP) 1439 if (!(flag & INS_ON_TOP)
1366 && ms.flags () & P_BLOCKSVIEW 1440 && ms.flags () & P_BLOCKSVIEW
1367 && (op->face && !faces [op->face].visibility)) 1441 && (op->face && !faces [op->face].visibility))
1368 { 1442 {
1443 object *last;
1444
1369 for (last = top; last != floor; last = last->below) 1445 for (last = top; last != floor; last = last->below)
1370 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1446 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1371 break; 1447 break;
1372 1448
1373 /* Check to see if we found the object that blocks view, 1449 /* Check to see if we found the object that blocks view,
1374 * and make sure we have a below pointer for it so that 1450 * and make sure we have a below pointer for it so that
1375 * we can get inserted below this one, which requires we 1451 * we can get inserted below this one, which requires we
1377 */ 1453 */
1378 if (last && last->below && last != floor) 1454 if (last && last->below && last != floor)
1379 top = last->below; 1455 top = last->below;
1380 } 1456 }
1381 } /* If objects on this space */ 1457 } /* If objects on this space */
1382 if (flag & INS_MAP_LOAD)
1383 top = ms.top;
1384 1458
1385 if (flag & INS_ABOVE_FLOOR_ONLY) 1459 if (flag & INS_ABOVE_FLOOR_ONLY)
1386 top = floor; 1460 top = floor;
1387 1461
1388 /* Top is the object that our object (op) is going to get inserted above. 1462 // insert object above top, or bottom-most if top = 0
1389 */
1390
1391 /* First object on this space */
1392 if (!top) 1463 if (!top)
1393 { 1464 {
1465 op->below = 0;
1394 op->above = ms.bot; 1466 op->above = ms.bot;
1395
1396 if (op->above)
1397 op->above->below = op;
1398
1399 op->below = 0;
1400 ms.bot = op; 1467 ms.bot = op;
1468
1469 *(op->above ? &op->above->below : &ms.top) = op;
1401 } 1470 }
1402 else 1471 else
1403 { /* get inserted into the stack above top */ 1472 {
1404 op->above = top->above; 1473 op->above = top->above;
1405
1406 if (op->above)
1407 op->above->below = op; 1474 top->above = op;
1408 1475
1409 op->below = top; 1476 op->below = top;
1410 top->above = op; 1477 *(op->above ? &op->above->below : &ms.top) = op;
1411 } 1478 }
1479 }
1412 1480
1413 if (!op->above) 1481 if (op->is_player ())
1414 ms.top = op;
1415 } /* else not INS_BELOW_ORIGINATOR */
1416
1417 if (op->type == PLAYER)
1418 { 1482 {
1419 op->contr->do_los = 1; 1483 op->contr->do_los = 1;
1420 ++op->map->players; 1484 ++op->map->players;
1421 op->map->touch (); 1485 op->map->touch ();
1422 } 1486 }
1423 1487
1424 op->map->dirty = true; 1488 op->map->dirty = true;
1425 1489
1426 /* If we have a floor, we know the player, if any, will be above
1427 * it, so save a few ticks and start from there.
1428 */
1429 if (!(flag & INS_MAP_LOAD))
1430 if (object *pl = ms.player ()) 1490 if (object *pl = ms.player ())
1491 //TODO: the floorbox prev/next might need updating
1492 //esrv_send_item (pl, op);
1493 //TODO: update floorbox to preserve ordering
1431 if (pl->contr->ns) 1494 if (pl->contr->ns)
1432 pl->contr->ns->floorbox_update (); 1495 pl->contr->ns->floorbox_update ();
1433 1496
1434 /* If this object glows, it may affect lighting conditions that are 1497 /* If this object glows, it may affect lighting conditions that are
1435 * visible to others on this map. But update_all_los is really 1498 * visible to others on this map. But update_all_los is really
1436 * an inefficient way to do this, as it means los for all players 1499 * an inefficient way to do this, as it means los for all players
1437 * on the map will get recalculated. The players could very well 1500 * on the map will get recalculated. The players could very well
1438 * be far away from this change and not affected in any way - 1501 * be far away from this change and not affected in any way -
1439 * this should get redone to only look for players within range, 1502 * this should get redone to only look for players within range,
1440 * or just updating the P_UPTODATE for spaces within this area 1503 * or just updating the P_UPTODATE for spaces within this area
1441 * of effect may be sufficient. 1504 * of effect may be sufficient.
1442 */ 1505 */
1443 if (op->map->darkness && (op->glow_radius != 0)) 1506 if (op->affects_los ())
1507 {
1508 op->ms ().invalidate ();
1444 update_all_los (op->map, op->x, op->y); 1509 update_all_los (op->map, op->x, op->y);
1510 }
1445 1511
1446 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1512 /* updates flags (blocked, alive, no magic, etc) for this map space */
1447 update_object (op, UP_OBJ_INSERT); 1513 update_object (op, UP_OBJ_INSERT);
1448 1514
1449 INVOKE_OBJECT (INSERT, op); 1515 INVOKE_OBJECT (INSERT, op);
1456 * blocked() and wall() work properly), and these flags are updated by 1522 * blocked() and wall() work properly), and these flags are updated by
1457 * update_object(). 1523 * update_object().
1458 */ 1524 */
1459 1525
1460 /* if this is not the head or flag has been passed, don't check walk on status */ 1526 /* if this is not the head or flag has been passed, don't check walk on status */
1461 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1527 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1462 { 1528 {
1463 if (check_move_on (op, originator)) 1529 if (check_move_on (op, originator, flag))
1464 return 0; 1530 return 0;
1465 1531
1466 /* If we are a multi part object, lets work our way through the check 1532 /* If we are a multi part object, let's work our way through the check
1467 * walk on's. 1533 * walk on's.
1468 */ 1534 */
1469 for (object *tmp = op->more; tmp; tmp = tmp->more) 1535 for (object *tmp = op->more; tmp; tmp = tmp->more)
1470 if (check_move_on (tmp, originator)) 1536 if (check_move_on (tmp, originator, flag))
1471 return 0; 1537 return 0;
1472 } 1538 }
1473 1539
1474 return op; 1540 return op;
1475} 1541}
1477/* this function inserts an object in the map, but if it 1543/* this function inserts an object in the map, but if it
1478 * finds an object of its own type, it'll remove that one first. 1544 * finds an object of its own type, it'll remove that one first.
1479 * op is the object to insert it under: supplies x and the map. 1545 * op is the object to insert it under: supplies x and the map.
1480 */ 1546 */
1481void 1547void
1482replace_insert_ob_in_map (const char *arch_string, object *op) 1548replace_insert_ob_in_map (shstr_tmp archname, object *op)
1483{ 1549{
1484 object *tmp, *tmp1;
1485
1486 /* first search for itself and remove any old instances */ 1550 /* first search for itself and remove any old instances */
1487 1551
1488 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1552 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1489 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1553 if (tmp->arch->archname == archname) /* same archetype */
1490 tmp->destroy (); 1554 tmp->destroy ();
1491 1555
1492 tmp1 = arch_to_object (archetype::find (arch_string)); 1556 object *tmp = archetype::find (archname)->instance ();
1493 1557
1494 tmp1->x = op->x; 1558 tmp->x = op->x;
1495 tmp1->y = op->y; 1559 tmp->y = op->y;
1560
1496 insert_ob_in_map (tmp1, op->map, op, 0); 1561 insert_ob_in_map (tmp, op->map, op, 0);
1497} 1562}
1498 1563
1499object * 1564object *
1500object::insert_at (object *where, object *originator, int flags) 1565object::insert_at (object *where, object *originator, int flags)
1501{ 1566{
1567 if (where->env)
1568 return where->env->insert (this);
1569 else
1502 return where->map->insert (this, where->x, where->y, originator, flags); 1570 return where->map->insert (this, where->x, where->y, originator, flags);
1503} 1571}
1504 1572
1505/* 1573// check whether we can put this into the map, respect max_volume, max_items
1506 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1574bool
1507 * is returned contains nr objects, and the remaining parts contains 1575object::can_drop_at (maptile *m, int x, int y, object *originator)
1508 * the rest (or is removed and freed if that number is 0).
1509 * On failure, NULL is returned, and the reason put into the
1510 * global static errmsg array.
1511 */
1512object *
1513get_split_ob (object *orig_ob, uint32 nr)
1514{ 1576{
1515 object *newob; 1577 mapspace &ms = m->at (x, y);
1516 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1517 1578
1518 if (orig_ob->nrof < nr) 1579 int items = ms.items ();
1519 {
1520 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1521 return NULL;
1522 }
1523 1580
1524 newob = object_create_clone (orig_ob); 1581 if (!items // testing !items ensures we can drop at least one item
1582 || (items < m->max_items
1583 && ms.volume () < m->max_volume))
1584 return true;
1525 1585
1526 if ((orig_ob->nrof -= nr) < 1) 1586 if (originator)
1527 orig_ob->destroy (1); 1587 originator->failmsgf (
1528 else if (!is_removed) 1588 "No matter how hard you try, you just cannot put the %s here! H<Try to remove some items from the floor first.>",
1529 { 1589 query_name ()
1530 if (orig_ob->env != NULL) 1590 );
1531 sub_weight (orig_ob->env, orig_ob->weight * nr);
1532 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1533 {
1534 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1535 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1536 return NULL;
1537 }
1538 }
1539 1591
1540 newob->nrof = nr; 1592 return false;
1541
1542 return newob;
1543} 1593}
1544 1594
1545/* 1595/*
1546 * decrease_ob_nr(object, number) decreases a specified number from 1596 * decrease(object, number) decreases a specified number from
1547 * the amount of an object. If the amount reaches 0, the object 1597 * the amount of an object. If the amount reaches 0, the object
1548 * is subsequently removed and freed. 1598 * is subsequently removed and freed.
1549 * 1599 *
1550 * Return value: 'op' if something is left, NULL if the amount reached 0 1600 * Return value: 'op' if something is left, NULL if the amount reached 0
1551 */ 1601 */
1602bool
1603object::decrease (sint32 nr)
1604{
1605 if (!nr)
1606 return true;
1607
1608 nr = min (nr, nrof);
1609
1610 if (nrof > nr)
1611 {
1612 weight_t oweight = total_weight ();
1613
1614 nrof -= nr;
1615
1616 if (object *pl = visible_to ())
1617 esrv_update_item (UPD_NROF, pl, this);
1618
1619 adjust_weight (env, oweight, total_weight ());
1620
1621 return true;
1622 }
1623 else
1624 {
1625 destroy ();
1626 return false;
1627 }
1628}
1629
1630/*
1631 * split(ob,nr) splits up ob into two parts. The part which
1632 * is returned contains nr objects, and the remaining parts contains
1633 * the rest (or is removed and returned if that number is 0).
1634 * On failure, NULL is returned.
1635 */
1552object * 1636object *
1553decrease_ob_nr (object *op, uint32 i) 1637object::split (sint32 nr)
1554{ 1638{
1555 object *tmp; 1639 int have = number_of ();
1556 1640
1557 if (i == 0) /* objects with op->nrof require this check */ 1641 if (have < nr)
1558 return op; 1642 return 0;
1559 1643 else if (have == nr)
1560 if (i > op->nrof)
1561 i = op->nrof;
1562
1563 if (QUERY_FLAG (op, FLAG_REMOVED))
1564 op->nrof -= i;
1565 else if (op->env)
1566 { 1644 {
1567 /* is this object in the players inventory, or sub container
1568 * therein?
1569 */
1570 tmp = op->in_player ();
1571 /* nope. Is this a container the player has opened?
1572 * If so, set tmp to that player.
1573 * IMO, searching through all the players will mostly
1574 * likely be quicker than following op->env to the map,
1575 * and then searching the map for a player.
1576 */
1577 if (!tmp)
1578 for_all_players (pl)
1579 if (pl->ob->container == op->env)
1580 {
1581 tmp = pl->ob;
1582 break;
1583 }
1584
1585 if (i < op->nrof)
1586 {
1587 sub_weight (op->env, op->weight * i);
1588 op->nrof -= i;
1589 if (tmp)
1590 esrv_send_item (tmp, op);
1591 }
1592 else
1593 {
1594 op->remove (); 1645 remove ();
1595 op->nrof = 0; 1646 return this;
1596 if (tmp)
1597 esrv_del_item (tmp->contr, op->count);
1598 }
1599 } 1647 }
1600 else 1648 else
1601 { 1649 {
1602 object *above = op->above; 1650 decrease (nr);
1603 1651
1604 if (i < op->nrof) 1652 object *op = deep_clone ();
1605 op->nrof -= i; 1653 op->nrof = nr;
1606 else
1607 {
1608 op->remove ();
1609 op->nrof = 0;
1610 }
1611
1612 /* Since we just removed op, op->above is null */
1613 for (tmp = above; tmp; tmp = tmp->above)
1614 if (tmp->type == PLAYER)
1615 {
1616 if (op->nrof)
1617 esrv_send_item (tmp, op);
1618 else
1619 esrv_del_item (tmp->contr, op->count);
1620 }
1621 }
1622
1623 if (op->nrof)
1624 return op; 1654 return op;
1625 else
1626 {
1627 op->destroy ();
1628 return 0;
1629 }
1630}
1631
1632/*
1633 * add_weight(object, weight) adds the specified weight to an object,
1634 * and also updates how much the environment(s) is/are carrying.
1635 */
1636void
1637add_weight (object *op, signed long weight)
1638{
1639 while (op != NULL)
1640 {
1641 if (op->type == CONTAINER)
1642 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1643
1644 op->carrying += weight;
1645 op = op->env;
1646 } 1655 }
1647} 1656}
1648 1657
1649object * 1658object *
1650insert_ob_in_ob (object *op, object *where) 1659insert_ob_in_ob (object *op, object *where)
1675 * be != op, if items are merged. -Tero 1684 * be != op, if items are merged. -Tero
1676 */ 1685 */
1677object * 1686object *
1678object::insert (object *op) 1687object::insert (object *op)
1679{ 1688{
1680 object *tmp, *otmp;
1681
1682 if (!QUERY_FLAG (op, FLAG_REMOVED))
1683 op->remove ();
1684
1685 if (op->more) 1689 if (op->more)
1686 { 1690 {
1687 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1691 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1688 return op; 1692 return op;
1689 } 1693 }
1690 1694
1691 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1695 op->remove ();
1692 CLEAR_FLAG (op, FLAG_REMOVED); 1696
1697 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1698
1693 if (op->nrof) 1699 if (op->nrof)
1694 {
1695 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1700 for (object *tmp = inv; tmp; tmp = tmp->below)
1696 if (object::can_merge (tmp, op)) 1701 if (object::can_merge (tmp, op))
1697 { 1702 {
1698 /* return the original object and remove inserted object 1703 /* return the original object and remove inserted object
1699 (client needs the original object) */ 1704 (client prefers the original object) */
1705
1706 // carrying must be 0 for mergable objects
1707 weight_t oweight = weight_t (tmp->weight) * tmp->nrof;
1708
1700 tmp->nrof += op->nrof; 1709 tmp->nrof += op->nrof;
1701 /* Weight handling gets pretty funky. Since we are adding to 1710
1702 * tmp->nrof, we need to increase the weight. 1711 if (object *pl = tmp->visible_to ())
1703 */ 1712 esrv_update_item (UPD_NROF, pl, tmp);
1713
1704 add_weight (this, op->weight * op->nrof); 1714 adjust_weight (this, oweight, weight_t (tmp->weight) * tmp->nrof);
1705 SET_FLAG (op, FLAG_REMOVED); 1715
1706 op->destroy (); /* free the inserted object */ 1716 op->destroy ();
1707 op = tmp; 1717 op = tmp;
1708 op->remove (); /* and fix old object's links */ 1718 goto inserted;
1709 CLEAR_FLAG (op, FLAG_REMOVED);
1710 break;
1711 } 1719 }
1712 1720
1713 /* I assume combined objects have no inventory 1721 op->owner = 0; // it's his/hers now. period.
1714 * We add the weight - this object could have just been removed
1715 * (if it was possible to merge). calling remove_ob will subtract
1716 * the weight, so we need to add it in again, since we actually do
1717 * the linking below
1718 */
1719 add_weight (this, op->weight * op->nrof);
1720 }
1721 else
1722 add_weight (this, (op->weight + op->carrying));
1723
1724 otmp = this->in_player ();
1725 if (otmp && otmp->contr)
1726 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1727 otmp->update_stats ();
1728
1729 op->map = 0; 1722 op->map = 0;
1730 op->env = this; 1723 op->x = 0;
1724 op->y = 0;
1725
1731 op->above = 0; 1726 op->above = 0;
1732 op->below = 0; 1727 op->below = inv;
1733 op->x = 0, op->y = 0; 1728 op->env = this;
1734 1729
1730 if (inv)
1731 inv->above = op;
1732
1733 inv = op;
1734
1735 op->flag [FLAG_REMOVED] = 0;
1736
1737 if (object *pl = op->visible_to ())
1738 esrv_send_item (pl, op);
1739
1740 adjust_weight (this, 0, op->total_weight ());
1741
1742inserted:
1735 /* reset the light list and los of the players on the map */ 1743 /* reset the light list and los of the players on the map */
1736 if ((op->glow_radius != 0) && map) 1744 if (op->glow_radius && is_on_map ())
1737 { 1745 {
1738#ifdef DEBUG_LIGHTS 1746 update_stats ();
1739 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1740#endif /* DEBUG_LIGHTS */
1741 if (map->darkness)
1742 update_all_los (map, x, y); 1747 update_all_los (map, x, y);
1743 }
1744
1745 /* Client has no idea of ordering so lets not bother ordering it here.
1746 * It sure simplifies this function...
1747 */
1748 if (!inv)
1749 inv = op;
1750 else
1751 { 1748 }
1752 op->below = inv; 1749 else if (is_player ())
1753 op->below->above = op; 1750 // if this is a player's inventory, update stats
1754 inv = op; 1751 contr->queue_stats_update ();
1755 }
1756 1752
1757 INVOKE_OBJECT (INSERT, this); 1753 INVOKE_OBJECT (INSERT, this);
1758 1754
1759 return op; 1755 return op;
1760} 1756}
1778 * MSW 2001-07-08: Check all objects on space, not just those below 1774 * MSW 2001-07-08: Check all objects on space, not just those below
1779 * object being inserted. insert_ob_in_map may not put new objects 1775 * object being inserted. insert_ob_in_map may not put new objects
1780 * on top. 1776 * on top.
1781 */ 1777 */
1782int 1778int
1783check_move_on (object *op, object *originator) 1779check_move_on (object *op, object *originator, int flags)
1784{ 1780{
1781 if (op->flag [FLAG_NO_APPLY])
1782 return 0;
1783
1785 object *tmp; 1784 object *tmp;
1786 maptile *m = op->map; 1785 maptile *m = op->map;
1787 int x = op->x, y = op->y; 1786 int x = op->x, y = op->y;
1788 1787
1789 MoveType move_on, move_slow, move_block; 1788 mapspace &ms = m->at (x, y);
1790 1789
1791 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1790 ms.update ();
1792 return 0;
1793 1791
1794 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1792 MoveType move_on = ms.move_on;
1795 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1793 MoveType move_slow = ms.move_slow;
1796 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1794 MoveType move_block = ms.move_block;
1797 1795
1798 /* if nothing on this space will slow op down or be applied, 1796 /* if nothing on this space will slow op down or be applied,
1799 * no need to do checking below. have to make sure move_type 1797 * no need to do checking below. have to make sure move_type
1800 * is set, as lots of objects don't have it set - we treat that 1798 * is set, as lots of objects don't have it set - we treat that
1801 * as walking. 1799 * as walking.
1812 return 0; 1810 return 0;
1813 1811
1814 /* The objects have to be checked from top to bottom. 1812 /* The objects have to be checked from top to bottom.
1815 * Hence, we first go to the top: 1813 * Hence, we first go to the top:
1816 */ 1814 */
1817 1815 for (object *next, *tmp = ms.top; tmp; tmp = next)
1818 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1819 {
1820 /* Trim the search when we find the first other spell effect
1821 * this helps performance so that if a space has 50 spell objects,
1822 * we don't need to check all of them.
1823 */
1824 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1825 break;
1826 } 1816 {
1817 next = tmp->below;
1827 1818
1828 for (; tmp; tmp = tmp->below)
1829 {
1830 if (tmp == op) 1819 if (tmp == op)
1831 continue; /* Can't apply yourself */ 1820 continue; /* Can't apply yourself */
1832 1821
1833 /* Check to see if one of the movement types should be slowed down. 1822 /* Check to see if one of the movement types should be slowed down.
1834 * Second check makes sure that the movement types not being slowed 1823 * Second check makes sure that the movement types not being slowed
1835 * (~slow_move) is not blocked on this space - just because the 1824 * (~slow_move) is not blocked on this space - just because the
1836 * space doesn't slow down swimming (for example), if you can't actually 1825 * space doesn't slow down swimming (for example), if you can't actually
1837 * swim on that space, can't use it to avoid the penalty. 1826 * swim on that space, can't use it to avoid the penalty.
1838 */ 1827 */
1839 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1828 if (!op->flag [FLAG_WIZPASS])
1840 { 1829 {
1841 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1830 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1842 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1831 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1843 { 1832 {
1844
1845 float
1846 diff = tmp->move_slow_penalty * fabs (op->speed); 1833 float diff = tmp->move_slow_penalty * fabs (op->speed);
1847 1834
1848 if (op->type == PLAYER) 1835 if (op->is_player ())
1849 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1836 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1850 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1837 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1851 diff /= 4.0; 1838 diff /= 4.0;
1852 1839
1853 op->speed_left -= diff; 1840 op->speed_left -= diff;
1854 } 1841 }
1855 } 1842 }
1856 1843
1857 /* Basically same logic as above, except now for actual apply. */ 1844 /* Basically same logic as above, except now for actual apply. */
1858 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1845 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1859 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1846 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1860 { 1847 {
1848 if ((flags & INS_NO_AUTO_EXIT)
1849 && (tmp->type == EXIT || tmp->type == TELEPORTER
1850 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1851 continue;
1852
1861 move_apply (tmp, op, originator); 1853 move_apply (tmp, op, originator);
1862 1854
1863 if (op->destroyed ()) 1855 if (op->destroyed ())
1864 return 1; 1856 return 1;
1865 1857
1888 LOG (llevError, "Present_arch called outside map.\n"); 1880 LOG (llevError, "Present_arch called outside map.\n");
1889 return NULL; 1881 return NULL;
1890 } 1882 }
1891 1883
1892 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1884 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1893 if (tmp->arch == at) 1885 if (tmp->arch->archname == at->archname)
1894 return tmp; 1886 return tmp;
1895 1887
1896 return NULL; 1888 return NULL;
1897} 1889}
1898 1890
1962 * The first matching object is returned, or NULL if none. 1954 * The first matching object is returned, or NULL if none.
1963 */ 1955 */
1964object * 1956object *
1965present_arch_in_ob (const archetype *at, const object *op) 1957present_arch_in_ob (const archetype *at, const object *op)
1966{ 1958{
1967 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1959 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1968 if (tmp->arch == at) 1960 if (tmp->arch->archname == at->archname)
1969 return tmp; 1961 return tmp;
1970 1962
1971 return NULL; 1963 return NULL;
1972} 1964}
1973 1965
1975 * activate recursively a flag on an object inventory 1967 * activate recursively a flag on an object inventory
1976 */ 1968 */
1977void 1969void
1978flag_inv (object *op, int flag) 1970flag_inv (object *op, int flag)
1979{ 1971{
1980 if (op->inv)
1981 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1972 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1982 { 1973 {
1983 SET_FLAG (tmp, flag); 1974 tmp->set_flag (flag);
1984 flag_inv (tmp, flag); 1975 flag_inv (tmp, flag);
1985 } 1976 }
1986} 1977}
1987 1978
1988/* 1979/*
1989 * deactivate recursively a flag on an object inventory 1980 * deactivate recursively a flag on an object inventory
1990 */ 1981 */
1991void 1982void
1992unflag_inv (object *op, int flag) 1983unflag_inv (object *op, int flag)
1993{ 1984{
1994 if (op->inv)
1995 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1985 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1996 { 1986 {
1997 CLEAR_FLAG (tmp, flag); 1987 tmp->clr_flag (flag);
1998 unflag_inv (tmp, flag); 1988 unflag_inv (tmp, flag);
1999 } 1989 }
2000} 1990}
2001 1991
2002/* 1992/*
2003 * find_free_spot(object, map, x, y, start, stop) will search for 1993 * find_free_spot(object, map, x, y, start, stop) will search for
2004 * a spot at the given map and coordinates which will be able to contain 1994 * a spot at the given map and coordinates which will be able to contain
2006 * to search (see the freearr_x/y[] definition). 1996 * to search (see the freearr_x/y[] definition).
2007 * It returns a random choice among the alternatives found. 1997 * It returns a random choice among the alternatives found.
2008 * start and stop are where to start relative to the free_arr array (1,9 1998 * start and stop are where to start relative to the free_arr array (1,9
2009 * does all 4 immediate directions). This returns the index into the 1999 * does all 4 immediate directions). This returns the index into the
2010 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2000 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2011 * Note - this only checks to see if there is space for the head of the
2012 * object - if it is a multispace object, this should be called for all
2013 * pieces.
2014 * Note2: This function does correctly handle tiled maps, but does not 2001 * Note: This function does correctly handle tiled maps, but does not
2015 * inform the caller. However, insert_ob_in_map will update as 2002 * inform the caller. However, insert_ob_in_map will update as
2016 * necessary, so the caller shouldn't need to do any special work. 2003 * necessary, so the caller shouldn't need to do any special work.
2017 * Note - updated to take an object instead of archetype - this is necessary 2004 * Note - updated to take an object instead of archetype - this is necessary
2018 * because arch_blocked (now ob_blocked) needs to know the movement type 2005 * because arch_blocked (now ob_blocked) needs to know the movement type
2019 * to know if the space in question will block the object. We can't use 2006 * to know if the space in question will block the object. We can't use
2021 * customized, changed states, etc. 2008 * customized, changed states, etc.
2022 */ 2009 */
2023int 2010int
2024find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2011find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2025{ 2012{
2026 int index = 0, flag;
2027 int altern[SIZEOFFREE]; 2013 int altern[SIZEOFFREE];
2014 int index = 0;
2028 2015
2029 for (int i = start; i < stop; i++) 2016 for (int i = start; i < stop; i++)
2030 { 2017 {
2031 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2018 mapxy pos (m, x, y); pos.move (i);
2032 if (!flag) 2019
2020 if (!pos.normalise ())
2021 continue;
2022
2023 mapspace &ms = *pos;
2024
2025 if (ms.flags () & P_IS_ALIVE)
2026 continue;
2027
2028 /* However, often
2029 * ob doesn't have any move type (when used to place exits)
2030 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2031 */
2032 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2033 {
2033 altern [index++] = i; 2034 altern [index++] = i;
2035 continue;
2036 }
2034 2037
2035 /* Basically, if we find a wall on a space, we cut down the search size. 2038 /* Basically, if we find a wall on a space, we cut down the search size.
2036 * In this way, we won't return spaces that are on another side of a wall. 2039 * In this way, we won't return spaces that are on another side of a wall.
2037 * This mostly work, but it cuts down the search size in all directions - 2040 * This mostly work, but it cuts down the search size in all directions -
2038 * if the space being examined only has a wall to the north and empty 2041 * if the space being examined only has a wall to the north and empty
2039 * spaces in all the other directions, this will reduce the search space 2042 * spaces in all the other directions, this will reduce the search space
2040 * to only the spaces immediately surrounding the target area, and 2043 * to only the spaces immediately surrounding the target area, and
2041 * won't look 2 spaces south of the target space. 2044 * won't look 2 spaces south of the target space.
2042 */ 2045 */
2043 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2046 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2047 {
2044 stop = maxfree[i]; 2048 stop = maxfree[i];
2049 continue;
2050 }
2051
2052 /* Note it is intentional that we check ob - the movement type of the
2053 * head of the object should correspond for the entire object.
2054 */
2055 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2056 continue;
2057
2058 if (ob->blocked (pos.m, pos.x, pos.y))
2059 continue;
2060
2061 altern [index++] = i;
2045 } 2062 }
2046 2063
2047 if (!index) 2064 if (!index)
2048 return -1; 2065 return -1;
2049 2066
2058 */ 2075 */
2059int 2076int
2060find_first_free_spot (const object *ob, maptile *m, int x, int y) 2077find_first_free_spot (const object *ob, maptile *m, int x, int y)
2061{ 2078{
2062 for (int i = 0; i < SIZEOFFREE; i++) 2079 for (int i = 0; i < SIZEOFFREE; i++)
2063 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2080 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2064 return i; 2081 return i;
2065 2082
2066 return -1; 2083 return -1;
2067} 2084}
2068 2085
2114 * there is capable of. 2131 * there is capable of.
2115 */ 2132 */
2116int 2133int
2117find_dir (maptile *m, int x, int y, object *exclude) 2134find_dir (maptile *m, int x, int y, object *exclude)
2118{ 2135{
2119 int i, max = SIZEOFFREE, mflags; 2136 int max = SIZEOFFREE;
2120
2121 sint16 nx, ny;
2122 object *tmp;
2123 maptile *mp;
2124
2125 MoveType blocked, move_type; 2137 MoveType move_type;
2126 2138
2127 if (exclude && exclude->head_ () != exclude) 2139 if (exclude && exclude->head_ () != exclude)
2128 { 2140 {
2129 exclude = exclude->head; 2141 exclude = exclude->head;
2130 move_type = exclude->move_type; 2142 move_type = exclude->move_type;
2133 { 2145 {
2134 /* If we don't have anything, presume it can use all movement types. */ 2146 /* If we don't have anything, presume it can use all movement types. */
2135 move_type = MOVE_ALL; 2147 move_type = MOVE_ALL;
2136 } 2148 }
2137 2149
2138 for (i = 1; i < max; i++) 2150 for (int i = 1; i < max; i++)
2139 { 2151 {
2140 mp = m; 2152 mapxy pos (m, x, y);
2141 nx = x + freearr_x[i]; 2153 pos.move (i);
2142 ny = y + freearr_y[i];
2143 2154
2144 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2155 if (!pos.normalise ())
2145
2146 if (mflags & P_OUT_OF_MAP)
2147 max = maxfree[i]; 2156 max = maxfree[i];
2148 else 2157 else
2149 { 2158 {
2150 mapspace &ms = mp->at (nx, ny); 2159 mapspace &ms = *pos;
2151 2160
2152 blocked = ms.move_block;
2153
2154 if ((move_type & blocked) == move_type) 2161 if ((move_type & ms.move_block) == move_type)
2155 max = maxfree[i]; 2162 max = maxfree [i];
2156 else if (mflags & P_IS_ALIVE) 2163 else if (ms.flags () & P_IS_ALIVE)
2157 { 2164 {
2158 for (tmp = ms.bot; tmp; tmp = tmp->above) 2165 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2159 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2166 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2160 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2167 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2161 break;
2162
2163 if (tmp)
2164 return freedir[i]; 2168 return freedir [i];
2165 } 2169 }
2166 } 2170 }
2167 } 2171 }
2168 2172
2169 return 0; 2173 return 0;
2178{ 2182{
2179 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2183 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2180} 2184}
2181 2185
2182/* 2186/*
2183 * find_dir_2(delta-x,delta-y) will return a direction in which 2187 * find_dir_2(delta-x,delta-y) will return a direction value
2184 * an object which has subtracted the x and y coordinates of another 2188 * for running into direct [dx, dy].
2185 * object, needs to travel toward it. 2189 * (the opposite of crossfire's find_dir_2!)
2186 */ 2190 */
2187int 2191int
2188find_dir_2 (int x, int y) 2192find_dir_2 (int x, int y)
2189{ 2193{
2194#if 1 // new algorithm
2195 // this works by putting x, y into 16 sectors, which
2196 // are not equal sized, but are a better approximation
2197 // then the old algorithm, and then using a mapping
2198 // table to map it into a direction value.
2199 // basically, it maps these comparisons to each bit
2200 // bit #3: x < 0
2201 // bit #2: y < 0
2202 // bit #1: x > y
2203 // bit #0: x > 2y
2204
2205 static const uint8 dir[16] = {
2206 4, 5, 4, 3,
2207 2, 1, 2, 3,
2208 6, 5, 6, 7,
2209 8, 1, 8, 7,
2210 };
2211 int sector = 0;
2212
2213 // this is a bit ugly, but more likely to result in branchless code
2214 sector |= x < 0 ? 8 : 0;
2215 x = x < 0 ? -x : x; // abs
2216
2217 sector |= y < 0 ? 4 : 0;
2218 y = y < 0 ? -y : y; // abs
2219
2220 if (x > y)
2221 {
2222 sector |= 2;
2223
2224 if (x > y * 2)
2225 sector |= 1;
2226 }
2227 else
2228 {
2229 if (y > x * 2)
2230 sector |= 1;
2231 else if (!y)
2232 return 0; // x == 0 here
2233 }
2234
2235 return dir [sector];
2236#else // old algorithm
2190 int q; 2237 int q;
2191 2238
2192 if (y) 2239 if (y)
2193 q = x * 100 / y; 2240 q = 128 * x / y;
2194 else if (x) 2241 else if (x)
2195 q = -300 * x; 2242 q = -512 * x; // to make it > 309
2196 else 2243 else
2197 return 0; 2244 return 0;
2198 2245
2199 if (y > 0) 2246 if (y > 0)
2200 { 2247 {
2201 if (q < -242) 2248 if (q < -309) return 7;
2249 if (q < -52) return 6;
2250 if (q < 52) return 5;
2251 if (q < 309) return 4;
2252
2202 return 3; 2253 return 3;
2203 if (q < -41) 2254 }
2204 return 2; 2255 else
2205 if (q < 41) 2256 {
2206 return 1; 2257 if (q < -309) return 3;
2207 if (q < 242) 2258 if (q < -52) return 2;
2208 return 8; 2259 if (q < 52) return 1;
2260 if (q < 309) return 8;
2261
2209 return 7; 2262 return 7;
2210 } 2263 }
2211 2264#endif
2212 if (q < -242)
2213 return 7;
2214 if (q < -41)
2215 return 6;
2216 if (q < 41)
2217 return 5;
2218 if (q < 242)
2219 return 4;
2220
2221 return 3;
2222} 2265}
2223 2266
2224/* 2267/*
2225 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2268 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2226 * between two directions (which are expected to be absolute (see absdir()) 2269 * between two directions (which are expected to be absolute (see absdir())
2227 */ 2270 */
2228int 2271int
2229dirdiff (int dir1, int dir2) 2272dirdiff (int dir1, int dir2)
2230{ 2273{
2231 int d;
2232
2233 d = abs (dir1 - dir2); 2274 int d = abs (dir1 - dir2);
2234 if (d > 4)
2235 d = 8 - d;
2236 2275
2237 return d; 2276 return d > 4 ? 8 - d : d;
2238} 2277}
2239 2278
2240/* peterm: 2279/* peterm:
2241 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2280 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2242 * Basically, this is a table of directions, and what directions 2281 * Basically, this is a table of directions, and what directions
2244 * This basically means that if direction is 15, then it could either go 2283 * This basically means that if direction is 15, then it could either go
2245 * direction 4, 14, or 16 to get back to where we are. 2284 * direction 4, 14, or 16 to get back to where we are.
2246 * Moved from spell_util.c to object.c with the other related direction 2285 * Moved from spell_util.c to object.c with the other related direction
2247 * functions. 2286 * functions.
2248 */ 2287 */
2249int reduction_dir[SIZEOFFREE][3] = { 2288static const int reduction_dir[SIZEOFFREE][3] = {
2250 {0, 0, 0}, /* 0 */ 2289 {0, 0, 0}, /* 0 */
2251 {0, 0, 0}, /* 1 */ 2290 {0, 0, 0}, /* 1 */
2252 {0, 0, 0}, /* 2 */ 2291 {0, 0, 0}, /* 2 */
2253 {0, 0, 0}, /* 3 */ 2292 {0, 0, 0}, /* 3 */
2254 {0, 0, 0}, /* 4 */ 2293 {0, 0, 0}, /* 4 */
2345 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2384 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2346 * core dumps if they do. 2385 * core dumps if they do.
2347 * 2386 *
2348 * Add a check so we can't pick up invisible objects (0.93.8) 2387 * Add a check so we can't pick up invisible objects (0.93.8)
2349 */ 2388 */
2350
2351int 2389int
2352can_pick (const object *who, const object *item) 2390can_pick (const object *who, const object *item)
2353{ 2391{
2354 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2392 return /*who->flag [FLAG_WIZ]|| */
2355 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2393 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2356 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2394 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2357} 2395}
2396
2397//-GPL
2358 2398
2359/* 2399/*
2360 * create clone from object to another 2400 * create clone from object to another
2361 */ 2401 */
2362object * 2402object *
2363object_create_clone (object *asrc) 2403object::deep_clone ()
2364{ 2404{
2365 object *dst = 0, *tmp, *src, *prev, *item; 2405 assert (("deep_clone called on non-head object", is_head ()));
2366 2406
2367 if (!asrc) 2407 object *dst = clone ();
2368 return 0;
2369 2408
2370 src = asrc->head_ (); 2409 object *prev = dst;
2371
2372 prev = 0;
2373 for (object *part = src; part; part = part->more) 2410 for (object *part = this->more; part; part = part->more)
2374 { 2411 {
2375 tmp = part->clone (); 2412 object *tmp = part->clone ();
2376 tmp->x -= src->x;
2377 tmp->y -= src->y;
2378
2379 if (!part->head)
2380 {
2381 dst = tmp;
2382 tmp->head = 0;
2383 }
2384 else
2385 tmp->head = dst; 2413 tmp->head = dst;
2386
2387 tmp->more = 0;
2388
2389 if (prev)
2390 prev->more = tmp; 2414 prev->more = tmp;
2391
2392 prev = tmp; 2415 prev = tmp;
2393 } 2416 }
2394 2417
2395 for (item = src->inv; item; item = item->below) 2418 for (object *item = inv; item; item = item->below)
2396 insert_ob_in_ob (object_create_clone (item), dst); 2419 insert_ob_in_ob (item->deep_clone (), dst);
2397 2420
2398 return dst; 2421 return dst;
2399} 2422}
2400 2423
2401/* This returns the first object in who's inventory that 2424/* This returns the first object in who's inventory that
2410 return tmp; 2433 return tmp;
2411 2434
2412 return 0; 2435 return 0;
2413} 2436}
2414 2437
2415/* If ob has a field named key, return the link from the list, 2438/* Zero the key_values on op, decrementing the shared-string
2416 * otherwise return NULL. 2439 * refcounts and freeing the links.
2417 * 2440 */
2418 * key must be a passed in shared string - otherwise, this won't 2441void
2419 * do the desired thing. 2442key_values::clear ()
2420 */
2421key_value *
2422get_ob_key_link (const object *ob, const char *key)
2423{ 2443{
2424 for (key_value *link = ob->key_values; link; link = link->next) 2444 for (key_value *kvp = first; kvp; )
2445 {
2446 key_value *next = kvp->next;
2447 delete kvp;
2448 kvp = next;
2449 }
2450
2451 first = 0;
2452}
2453
2454shstr_tmp
2455key_values::get (shstr_tmp key) const
2456{
2457 for (key_value *kv = first; kv; kv = kv->next)
2425 if (link->key == key) 2458 if (kv->key == key)
2426 return link;
2427
2428 return 0;
2429}
2430
2431/*
2432 * Returns the value of op has an extra_field for key, or NULL.
2433 *
2434 * The argument doesn't need to be a shared string.
2435 *
2436 * The returned string is shared.
2437 */
2438const char *
2439get_ob_key_value (const object *op, const char *const key)
2440{
2441 key_value *link;
2442 shstr_cmp canonical_key (key);
2443
2444 if (!canonical_key)
2445 {
2446 /* 1. There being a field named key on any object
2447 * implies there'd be a shared string to find.
2448 * 2. Since there isn't, no object has this field.
2449 * 3. Therefore, *this* object doesn't have this field.
2450 */
2451 return 0;
2452 }
2453
2454 /* This is copied from get_ob_key_link() above -
2455 * only 4 lines, and saves the function call overhead.
2456 */
2457 for (link = op->key_values; link; link = link->next)
2458 if (link->key == canonical_key)
2459 return link->value; 2459 return kv->value;
2460 2460
2461 return 0; 2461 return shstr ();
2462} 2462}
2463 2463
2464/* 2464void
2465 * Updates the canonical_key in op to value. 2465key_values::add (shstr_tmp key, shstr_tmp value)
2466 *
2467 * canonical_key is a shared string (value doesn't have to be).
2468 *
2469 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2470 * keys.
2471 *
2472 * Returns TRUE on success.
2473 */
2474int
2475set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2476{ 2466{
2477 key_value *field = NULL, *last = NULL; 2467 key_value *kv = new key_value;
2478 2468
2479 for (field = op->key_values; field != NULL; field = field->next) 2469 kv->next = first;
2480 { 2470 kv->key = key;
2481 if (field->key != canonical_key) 2471 kv->value = value;
2472
2473 first = kv;
2474}
2475
2476void
2477key_values::set (shstr_tmp key, shstr_tmp value)
2478{
2479 for (key_value *kv = first; kv; kv = kv->next)
2480 if (kv->key == key)
2482 { 2481 {
2483 last = field; 2482 kv->value = value;
2484 continue; 2483 return;
2485 } 2484 }
2486 2485
2487 if (value) 2486 add (key, value);
2488 field->value = value; 2487}
2489 else 2488
2489void
2490key_values::del (shstr_tmp key)
2491{
2492 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2493 if ((*kvp)->key == key)
2490 { 2494 {
2491 /* Basically, if the archetype has this key set, 2495 key_value *kv = *kvp;
2492 * we need to store the null value so when we save 2496 *kvp = (*kvp)->next;
2493 * it, we save the empty value so that when we load, 2497 delete kv;
2494 * we get this value back again. 2498 return;
2495 */
2496 if (get_ob_key_link (op->arch, canonical_key))
2497 field->value = 0;
2498 else
2499 {
2500 if (last)
2501 last->next = field->next;
2502 else
2503 op->key_values = field->next;
2504
2505 delete field;
2506 }
2507 } 2499 }
2508 return TRUE; 2500}
2501
2502void
2503key_values::reverse ()
2504{
2505 key_value *prev = 0;
2506 key_value *head = first;
2507
2508 while (head)
2509 } 2509 {
2510 /* IF we get here, key doesn't exist */ 2510 key_value *node = head;
2511 head = head->next;
2512 node->next = prev;
2513 prev = node;
2514 }
2511 2515
2512 /* No field, we'll have to add it. */ 2516 first = prev;
2513
2514 if (!add_key)
2515 return FALSE;
2516
2517 /* There isn't any good reason to store a null
2518 * value in the key/value list. If the archetype has
2519 * this key, then we should also have it, so shouldn't
2520 * be here. If user wants to store empty strings,
2521 * should pass in ""
2522 */
2523 if (value == NULL)
2524 return TRUE;
2525
2526 field = new key_value;
2527
2528 field->key = canonical_key;
2529 field->value = value;
2530 /* Usual prepend-addition. */
2531 field->next = op->key_values;
2532 op->key_values = field;
2533
2534 return TRUE;
2535} 2517}
2536 2518
2537/* 2519key_values &
2538 * Updates the key in op to value. 2520key_values::operator =(const key_values &kv)
2539 *
2540 * If add_key is FALSE, this will only update existing keys,
2541 * and not add new ones.
2542 * In general, should be little reason FALSE is ever passed in for add_key
2543 *
2544 * Returns TRUE on success.
2545 */
2546int
2547set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2548{ 2521{
2549 shstr key_ (key); 2522 clear ();
2550 2523
2551 return set_ob_key_value_s (op, key_, value, add_key); 2524 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2525 add (kvp->key, kvp->value);
2526
2527 reverse ();
2552} 2528}
2553 2529
2554object::depth_iterator::depth_iterator (object *container) 2530object::depth_iterator::depth_iterator (object *container)
2555: iterator_base (container) 2531: iterator_base (container)
2556{ 2532{
2606{ 2582{
2607 char flagdesc[512]; 2583 char flagdesc[512];
2608 char info2[256 * 4]; 2584 char info2[256 * 4];
2609 char *p = info; 2585 char *p = info;
2610 2586
2611 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2587 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2612 count, uuid.seq, 2588 count,
2589 uuid.c_str (),
2613 &name, 2590 &name,
2614 title ? "\",title:\"" : "", 2591 title ? ",title:\"" : "",
2615 title ? (const char *)title : "", 2592 title ? (const char *)title : "",
2593 title ? "\"" : "",
2616 flag_desc (flagdesc, 512), type); 2594 flag_desc (flagdesc, 512), type);
2617 2595
2618 if (env) 2596 if (!flag[FLAG_REMOVED] && env)
2619 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2597 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2620 2598
2621 if (map) 2599 if (map)
2622 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2600 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2623 2601
2638{ 2616{
2639 return map ? map->region (x, y) 2617 return map ? map->region (x, y)
2640 : region::default_region (); 2618 : region::default_region ();
2641} 2619}
2642 2620
2643const materialtype_t * 2621//+GPL
2644object::dominant_material () const
2645{
2646 if (materialtype_t *mt = name_to_material (materialname))
2647 return mt;
2648
2649 return name_to_material (shstr_unknown);
2650}
2651 2622
2652void 2623void
2653object::open_container (object *new_container) 2624object::open_container (object *new_container)
2654{ 2625{
2655 if (container == new_container) 2626 if (container == new_container)
2656 return; 2627 return;
2657 2628
2658 if (object *old_container = container) 2629 object *old_container = container;
2630
2631 if (old_container)
2659 { 2632 {
2660 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2633 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2661 return; 2634 return;
2662 2635
2663#if 0 2636#if 0
2665 if (object *closer = old_container->inv) 2638 if (object *closer = old_container->inv)
2666 if (closer->type == CLOSE_CON) 2639 if (closer->type == CLOSE_CON)
2667 closer->destroy (); 2640 closer->destroy ();
2668#endif 2641#endif
2669 2642
2643 // make sure the container is available
2644 esrv_send_item (this, old_container);
2645
2670 old_container->flag [FLAG_APPLIED] = 0; 2646 old_container->flag [FLAG_APPLIED] = false;
2671 container = 0; 2647 container = 0;
2672 2648
2649 // client needs item update to make it work, client bug requires this to be separate
2673 esrv_update_item (UPD_FLAGS, this, old_container); 2650 esrv_update_item (UPD_FLAGS, this, old_container);
2651
2674 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2652 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2653 play_sound (sound_find ("chest_close"));
2675 } 2654 }
2676 2655
2677 if (new_container) 2656 if (new_container)
2678 { 2657 {
2679 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2658 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2682 // TODO: this does not seem to serve any purpose anymore? 2661 // TODO: this does not seem to serve any purpose anymore?
2683#if 0 2662#if 0
2684 // insert the "Close Container" object. 2663 // insert the "Close Container" object.
2685 if (archetype *closer = new_container->other_arch) 2664 if (archetype *closer = new_container->other_arch)
2686 { 2665 {
2687 object *closer = arch_to_object (new_container->other_arch); 2666 object *closer = new_container->other_arch->instance ();
2688 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2667 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2689 new_container->insert (closer); 2668 new_container->insert (closer);
2690 } 2669 }
2691#endif 2670#endif
2692 2671
2693 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2672 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2694 2673
2674 // make sure the container is available, client bug requires this to be separate
2675 esrv_send_item (this, new_container);
2676
2695 new_container->flag [FLAG_APPLIED] = 1; 2677 new_container->flag [FLAG_APPLIED] = true;
2696 container = new_container; 2678 container = new_container;
2697 2679
2680 // client needs flag change
2698 esrv_update_item (UPD_FLAGS, this, new_container); 2681 esrv_update_item (UPD_FLAGS, this, new_container);
2699 esrv_send_inventory (this, new_container); 2682 esrv_send_inventory (this, new_container);
2683 play_sound (sound_find ("chest_open"));
2684 }
2685// else if (!old_container->env && contr && contr->ns)
2686// contr->ns->floorbox_reset ();
2687}
2688
2689//-GPL
2690
2691// prefetch some flat area around the player
2692static void
2693prefetch_surrounding_area (object *op, maptile *map, int range)
2694{
2695 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2696 op->x - range , op->y - range ,
2697 op->x + range + 1, op->y + range + 1);
2698 rect->m;
2699 ++rect)
2700 } 2700 {
2701 rect->m->touch ();
2702 rect->m->activate ();
2703 }
2701} 2704}
2705
2706// prefetch a generous area around the player, also up and down
2707void
2708object::prefetch_surrounding_maps ()
2709{
2710 prefetch_surrounding_area (this, map, 40);
2711
2712 if (maptile *m = map->tile_available (TILE_DOWN))
2713 prefetch_surrounding_area (this, m, 20);
2714
2715 if (maptile *m = map->tile_available (TILE_UP))
2716 prefetch_surrounding_area (this, m, 20);
2717}
2718
2719//+GPL
2702 2720
2703object * 2721object *
2704object::force_find (const shstr name) 2722object::force_find (shstr_tmp name)
2705{ 2723{
2706 /* cycle through his inventory to look for the MARK we want to 2724 /* cycle through his inventory to look for the MARK we want to
2707 * place 2725 * place
2708 */ 2726 */
2709 for (object *tmp = inv; tmp; tmp = tmp->below) 2727 for (object *tmp = inv; tmp; tmp = tmp->below)
2712 2730
2713 return 0; 2731 return 0;
2714} 2732}
2715 2733
2716void 2734void
2735object::force_set_timer (int duration)
2736{
2737 this->duration = 1;
2738 this->speed_left = -1.f;
2739
2740 this->set_speed (duration ? 1.f / duration : 0.f);
2741}
2742
2743object *
2717object::force_add (const shstr name, int duration) 2744object::force_add (shstr_tmp name, int duration)
2718{ 2745{
2719 if (object *force = force_find (name)) 2746 if (object *force = force_find (name))
2720 force->destroy (); 2747 force->destroy ();
2721 2748
2722 object *force = get_archetype (FORCE_NAME); 2749 object *force = archetype::get (FORCE_NAME);
2723 2750
2724 force->slaying = name; 2751 force->slaying = name;
2725 force->stats.food = 1; 2752 force->force_set_timer (duration);
2726 force->speed_left = -1.f;
2727
2728 force->set_speed (duration ? 1.f / duration : 0.f);
2729 force->flag [FLAG_IS_USED_UP] = true;
2730 force->flag [FLAG_APPLIED] = true; 2753 force->flag [FLAG_APPLIED] = true;
2731 2754
2755 return insert (force);
2756}
2757
2758void
2759object::play_sound (faceidx sound) const
2760{
2761 if (!sound)
2762 return;
2763
2764 if (is_on_map ())
2765 map->play_sound (sound, x, y);
2766 else if (object *pl = in_player ())
2767 pl->contr->play_sound (sound);
2768}
2769
2770void
2771object::say_msg (const char *msg) const
2772{
2773 if (is_on_map ())
2774 map->say_msg (msg, x, y);
2775 else if (object *pl = in_player ())
2776 pl->contr->play_sound (sound);
2777}
2778
2779void
2780object::make_noise ()
2781{
2782 // we do not model noise in the map, so instead put
2783 // a temporary light into the noise source
2784 // could use the map instead, but that's less reliable for our
2785 // goal, which is to make invisibility a bit harder to exploit
2786
2787 // currently only works sensibly for players
2788 if (!is_player ())
2789 return;
2790
2791 // find old force, or create new one
2792 object *force = force_find (shstr_noise_force);
2793
2794 if (force)
2795 force->speed_left = -1.f; // patch old speed up
2796 else
2797 {
2798 force = archetype::get (shstr_noise_force);
2799
2800 force->slaying = shstr_noise_force;
2801 force->stats.food = 1;
2802 force->speed_left = -1.f;
2803
2804 force->set_speed (1.f / 4.f);
2805 force->flag [FLAG_IS_USED_UP] = true;
2806 force->flag [FLAG_APPLIED] = true;
2807
2732 insert (force); 2808 insert (force);
2809 }
2733} 2810}
2734 2811
2812void object::change_move_type (MoveType mt)
2813{
2814 if (move_type == mt)
2815 return;
2816
2817 if (is_on_map ())
2818 {
2819 // we are on the map, so handle move_on/off effects
2820 remove ();
2821 move_type = mt;
2822 map->insert (this, x, y, this);
2823 }
2824 else
2825 move_type = mt;
2826}
2827
2828/* object should be a player.
2829 * we return the object the player has marked with the 'mark' command
2830 * below. If no match is found (or object has changed), we return
2831 * NULL. We leave it up to the calling function to print messages if
2832 * nothing is found.
2833 */
2834object *
2835object::mark () const
2836{
2837 if (contr && contr->mark && contr->mark->env == this)
2838 return contr->mark;
2839 else
2840 return 0;
2841}
2842
2843// put marked object first in the inventory
2844// this is used by identify-like spells so players can influence
2845// the order a bit.
2846void
2847object::splay_marked ()
2848{
2849 if (object *marked = mark ())
2850 splay (marked);
2851}
2852

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines