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Comparing deliantra/server/common/object.C (file contents):
Revision 1.182 by root, Mon Aug 20 18:11:02 2007 UTC vs.
Revision 1.329 by root, Sun Apr 18 12:50:07 2010 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 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
59static void 76static void
60write_uuid (void) 77write_uuid (uval64 skip, bool sync)
61{ 78{
62 char filename1[MAX_BUF], filename2[MAX_BUF]; 79 CALL_BEGIN (2);
63 80 CALL_ARG_SV (newSVval64 (skip));
64 sprintf (filename1, "%s/uuid", settings.localdir); 81 CALL_ARG_SV (boolSV (sync));
65 sprintf (filename2, "%s/uuid~", settings.localdir); 82 CALL_CALL ("cf::write_uuid", G_DISCARD);
66 83 CALL_END;
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78} 84}
79 85
80static void 86static void
81read_uuid (void) 87read_uuid ()
82{ 88{
83 char filename[MAX_BUF]; 89 char filename[MAX_BUF];
84 90
85 sprintf (filename, "%s/uuid", settings.localdir); 91 sprintf (filename, "%s/uuid", settings.localdir);
92
93 seq_next_save = 0;
86 94
87 FILE *fp; 95 FILE *fp;
88 96
89 if (!(fp = fopen (filename, "r"))) 97 if (!(fp = fopen (filename, "r")))
90 { 98 {
91 if (errno == ENOENT) 99 if (errno == ENOENT)
92 { 100 {
93 LOG (llevInfo, "RESET uid to 1\n"); 101 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0; 102 UUID::cur.seq = 0;
95 write_uuid (); 103 write_uuid (UUID_GAP, true);
96 return; 104 return;
97 } 105 }
98 106
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 107 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1); 108 _exit (1);
101 } 109 }
102 110
103 int version; 111 char buf [UUID::MAX_LEN];
104 unsigned long long uid; 112 buf[0] = 0;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 113 fgets (buf, sizeof (buf), fp);
114
115 if (!UUID::cur.parse (buf))
106 { 116 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 117 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1); 118 _exit (1);
109 } 119 }
110 120
111 uuid.seq = uid; 121 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112 write_uuid (); 122
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 123 write_uuid (UUID_GAP, true);
114 fclose (fp); 124 fclose (fp);
115} 125}
116 126
117UUID 127UUID
118gen_uuid () 128UUID::gen ()
119{ 129{
120 UUID uid; 130 UUID uid;
121 131
122 uid.seq = ++uuid.seq; 132 uid.seq = ++cur.seq;
123 133
124 if (!(uuid.seq & (UUID_SKIP - 1))) 134 if (expect_false (cur.seq >= seq_next_save))
125 write_uuid (); 135 {
136 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
137 write_uuid (UUID_GAP, false);
138 }
139
126 140
127 return uid; 141 return uid;
128} 142}
129 143
130void 144void
131init_uuid () 145UUID::init ()
132{ 146{
133 read_uuid (); 147 read_uuid ();
134} 148}
135 149
150bool
151UUID::parse (const char *s)
152{
153 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
154 return false;
155
156 seq = 0;
157
158 while (*s != '>')
159 {
160 if (*s < '0')
161 return false;
162
163 // this gives nice branchless code with gcc
164 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
165 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
166
167 seq = (seq << 4) | digit;
168
169 ++s;
170 }
171
172 return true;
173}
174
175char *
176UUID::append (char *buf) const
177{
178 *buf++ = '<';
179 *buf++ = '1';
180 *buf++ = '.';
181
182 uint64_t seq = this->seq;
183 const int bits = 64;
184 char nz = 0;
185 static const char tohex [] = "0123456789abcdef";
186
187 // assert (len >= 3 + bits / 4 + 1 + 1);
188 for (int i = bits / 4; --i; )
189 {
190 uint8_t digit = seq >> (bits - 4);
191
192 *buf = tohex [digit];
193 nz |= digit;
194 buf += nz ? 1 : 0;
195 seq <<= 4;
196 }
197
198 // last digit is special - always emit
199 uint8_t digit = seq >> (bits - 4);
200 *buf++ = tohex [digit];
201
202 *buf++ = '>';
203
204 return buf;
205}
206
207char *
208UUID::c_str () const
209{
210 static char buf [MAX_LEN];
211 *append (buf) = 0;
212 return buf;
213}
214
136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 215/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int 216static bool
138compare_ob_value_lists_one (const object *wants, const object *has) 217compare_ob_value_lists_one (const object *wants, const object *has)
139{ 218{
140 key_value *wants_field;
141
142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 219 /* n-squared behaviour (see kv_get), but I'm hoping both
143 * objects with lists are rare, and lists stay short. If not, use a 220 * objects with lists are rare, and lists stay short. If not, use a
144 * different structure or at least keep the lists sorted... 221 * different structure or at least keep the lists sorted...
145 */ 222 */
146 223
147 /* For each field in wants, */ 224 /* For each field in wants, */
148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 225 for (key_value *kv = wants->key_values; kv; kv = kv->next)
149 { 226 if (has->kv_get (kv->key) != kv->value)
150 key_value *has_field; 227 return false;
151
152 /* Look for a field in has with the same key. */
153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
156 {
157 /* No field with that name. */
158 return FALSE;
159 }
160
161 /* Found the matching field. */
162 if (has_field->value != wants_field->value)
163 {
164 /* Values don't match, so this half of the comparison is false. */
165 return FALSE;
166 }
167
168 /* If we get here, we found a match. Now for the next field in wants. */
169 }
170 228
171 /* If we get here, every field in wants has a matching field in has. */ 229 /* If we get here, every field in wants has a matching field in has. */
172 return TRUE; 230 return true;
173} 231}
174 232
175/* Returns TRUE if ob1 has the same key_values as ob2. */ 233/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int 234static bool
177compare_ob_value_lists (const object *ob1, const object *ob2) 235compare_ob_value_lists (const object *ob1, const object *ob2)
178{ 236{
179 /* However, there may be fields in has which aren't partnered in wants, 237 /* However, there may be fields in has which aren't partnered in wants,
180 * so we need to run the comparison *twice*. :( 238 * so we need to run the comparison *twice*. :(
181 */ 239 */
182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 240 return compare_ob_value_lists_one (ob1, ob2)
241 && compare_ob_value_lists_one (ob2, ob1);
183} 242}
184 243
185/* Function examines the 2 objects given to it, and returns true if 244/* Function examines the 2 objects given to it, and returns true if
186 * they can be merged together. 245 * they can be merged together.
187 * 246 *
194 * Improvements made with merge: Better checking on potion, and also 253 * Improvements made with merge: Better checking on potion, and also
195 * check weight 254 * check weight
196 */ 255 */
197bool object::can_merge_slow (object *ob1, object *ob2) 256bool object::can_merge_slow (object *ob1, object *ob2)
198{ 257{
199 /* A couple quicksanity checks */ 258 /* A couple quick sanity checks */
200 if (ob1 == ob2 259 if (ob1 == ob2
201 || ob1->type != ob2->type 260 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value 261 || ob1->value != ob2->value
204 || ob1->name != ob2->name) 262 || ob1->name != ob2->name
263 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
205 return 0; 264 return 0;
206 265
207 //TODO: this ain't working well, use nicer and correct overflow check
208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 266 /* Do not merge objects if nrof would overflow, assume nrof
209 * value could not be stored in a sint32 (which unfortunately sometimes is 267 * is always 0 .. 2**31-1 */
210 * used to store nrof). 268 if (ob1->nrof > 0x7fffffff - ob2->nrof)
211 */
212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
213 return 0; 269 return 0;
214 270
215 /* If the objects have been identified, set the BEEN_APPLIED flag. 271 /* If the objects have been identified, set the BEEN_APPLIED flag.
216 * This is to the comparison of the flags below will be OK. We 272 * This is to the comparison of the flags below will be OK. We
217 * just can't ignore the been applied or identified flags, as they 273 * just can't ignore the been applied or identified flags, as they
218 * are not equal - just if it has been identified, the been_applied 274 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning. 275 * flags lose any meaning.
220 */ 276 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 277 if (ob1->flag [FLAG_IDENTIFIED])
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 278 ob1->set_flag (FLAG_BEEN_APPLIED);
223 279
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 280 if (ob2->flag [FLAG_IDENTIFIED])
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 281 ob2->set_flag (FLAG_BEEN_APPLIED);
226 282
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 283 if (ob1->arch->archname != ob2->arch->archname
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 284 || ob1->name != ob2->name
230 || ob1->title != ob2->title 285 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 286 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 287 || ob1->weight != ob2->weight
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
235 || ob1->attacktype != ob2->attacktype 288 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic 289 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying 290 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill 291 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value 292 || ob1->value != ob2->value
240 || ob1->animation_id != ob2->animation_id 293 || ob1->animation_id != ob2->animation_id
294 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
241 || ob1->client_type != ob2->client_type 295 || ob1->client_type != ob2->client_type
242 || ob1->materialname != ob2->materialname 296 || ob1->material != ob2->material
243 || ob1->lore != ob2->lore 297 || ob1->lore != ob2->lore
244 || ob1->subtype != ob2->subtype 298 || ob1->subtype != ob2->subtype
245 || ob1->move_type != ob2->move_type 299 || ob1->move_type != ob2->move_type
246 || ob1->move_block != ob2->move_block 300 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow 301 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on 302 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off 303 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow 304 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty) 305 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
306 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
307 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
252 return 0; 308 return 0;
253 309
310 if ((ob1->flag ^ ob2->flag)
311 .reset (FLAG_INV_LOCKED)
312 .reset (FLAG_REMOVED)
313 .any ())
314 return 0;
315
254 /* This is really a spellbook check - really, we should 316 /* This is really a spellbook check - we should in general
255 * check all objects in the inventory. 317 * not merge objects with real inventories, as splitting them
318 * is hard.
256 */ 319 */
257 if (ob1->inv || ob2->inv) 320 if (ob1->inv || ob2->inv)
258 { 321 {
259 /* if one object has inventory but the other doesn't, not equiv */ 322 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 323 return 0; /* inventories differ in length */
261 return 0;
262 324
263 /* Now check to see if the two inventory objects could merge */ 325 if (ob1->inv->below || ob2->inv->below)
326 return 0; /* more than one object in inv */
327
264 if (!object::can_merge (ob1->inv, ob2->inv)) 328 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 329 return 0; /* inventory objects differ */
266 330
267 /* inventory ok - still need to check rest of this object to see 331 /* inventory ok - still need to check rest of this object to see
268 * if it is valid. 332 * if it is valid.
269 */ 333 */
270 } 334 }
271 335
272 /* Don't merge objects that are applied. With the new 'body' code, 336 /* Don't merge objects that are applied. With the new 'body' code,
273 * it is possible for most any character to have more than one of 337 * it is possible for most any character to have more than one of
274 * some items equipped, and we don't want those to merge. 338 * some items equipped, and we don't want those to merge.
275 */ 339 */
276 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 340 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
277 return 0; 341 return 0;
278 342
279 /* Note sure why the following is the case - either the object has to 343 /* Note sure why the following is the case - either the object has to
280 * be animated or have a very low speed. Is this an attempted monster 344 * be animated or have a very low speed. Is this an attempted monster
281 * check? 345 * check?
282 */ 346 */
283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 347 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
284 return 0; 348 return 0;
285 349
286 switch (ob1->type) 350 switch (ob1->type)
287 { 351 {
288 case SCROLL: 352 case SCROLL:
289 if (ob1->level != ob2->level) 353 if (ob1->level != ob2->level)
290 return 0; 354 return 0;
291 break; 355 break;
292 } 356 }
293 357
294 if (ob1->key_values != NULL || ob2->key_values != NULL) 358 if (ob1->key_values || ob2->key_values)
295 { 359 {
296 /* At least one of these has key_values. */ 360 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 361 if ((!ob1->key_values) != (!ob2->key_values))
298 /* One has fields, but the other one doesn't. */ 362 return 0; /* One has fields, but the other one doesn't. */
299 return 0; 363
300 else if (!compare_ob_value_lists (ob1, ob2)) 364 if (!compare_ob_value_lists (ob1, ob2))
301 return 0; 365 return 0;
302 } 366 }
303 367
304 if (ob1->self || ob2->self) 368 if (ob1->self || ob2->self)
305 { 369 {
306 ob1->optimise (); 370 ob1->optimise ();
307 ob2->optimise (); 371 ob2->optimise ();
308 372
309 if (ob1->self || ob2->self) 373 if (ob1->self || ob2->self)
374 {
375 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
376 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
377
378 if (k1 != k2)
379 return 0;
380
381 if (k1 == 0)
382 return 1;
383
310 if (!cfperl_can_merge (ob1, ob2)) 384 if (!cfperl_can_merge (ob1, ob2))
311 return 0; 385 return 0;
386 }
312 } 387 }
313 388
314 /* Everything passes, must be OK. */ 389 /* Everything passes, must be OK. */
315 return 1; 390 return 1;
316} 391}
317 392
393// find player who can see this object
394object *
395object::visible_to () const
396{
397 if (client_visible () && !flag [FLAG_REMOVED])
398 {
399 // see if we are in a container of sorts
400 if (env)
401 {
402 // the player inventory itself is always visible
403 if (env->is_player ())
404 return env;
405
406 // else a player could have our env open
407 object *envest = env->outer_env_or_self ();
408
409 // the player itself is always on a map, so we will find him here
410 // even if our inv is in a player.
411 if (envest->is_on_map ())
412 if (object *pl = envest->ms ().player ())
413 if (pl->container_ () == env)
414 return pl;
415 }
416 else
417 {
418 // maybe there is a player standing on the same mapspace
419 // this will catch the case where "this" is a player
420 if (object *pl = ms ().player ())
421 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
422 || pl->container_ () == this)
423 return pl;
424 }
425 }
426
427 return 0;
428}
429
430// adjust weight per container type ("of holding")
431static sint32
432weight_adjust_for (object *op, sint32 weight)
433{
434 return op->type == CONTAINER
435 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
436 : weight;
437}
438
318/* 439/*
440 * adjust_weight(object, weight) adds the specified weight to an object,
441 * and also updates how much the environment(s) is/are carrying.
442 */
443static void
444adjust_weight (object *op, sint32 weight)
445{
446 while (op)
447 {
448 // adjust by actual difference to account for rounding errors
449 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
450 weight = weight_adjust_for (op, op->carrying)
451 - weight_adjust_for (op, op->carrying - weight);
452
453 if (!weight)
454 return;
455
456 op->carrying += weight;
457
458 if (object *pl = op->visible_to ())
459 if (pl != op) // player is handled lazily
460 esrv_update_item (UPD_WEIGHT, pl, op);
461
462 op = op->env;
463 }
464}
465
466/*
319 * sum_weight() is a recursive function which calculates the weight 467 * this is a recursive function which calculates the weight
320 * an object is carrying. It goes through in figures out how much 468 * an object is carrying. It goes through op and figures out how much
321 * containers are carrying, and sums it up. 469 * containers are carrying, and sums it up.
322 */ 470 */
323long 471void
324sum_weight (object *op) 472object::update_weight ()
325{ 473{
326 long sum; 474 sint32 sum = 0;
327 object *inv;
328 475
329 for (sum = 0, inv = op->inv; inv; inv = inv->below) 476 for (object *op = inv; op; op = op->below)
330 { 477 {
331 if (inv->inv) 478 if (op->inv)
332 sum_weight (inv); 479 op->update_weight ();
333 480
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 481 sum += op->total_weight ();
482 }
483
484 sum = weight_adjust_for (this, sum);
485
486 if (sum != carrying)
335 } 487 {
336
337 if (op->type == CONTAINER && op->stats.Str)
338 sum = (sum * (100 - op->stats.Str)) / 100;
339
340 if (op->carrying != sum) 488 if (carrying != sum)//D
489 LOG (llevDebug, "updating weight got %ld, expected %ld (%s)\n",
490 (long long)sum, (long long)carrying, debug_desc ());
491
341 op->carrying = sum; 492 carrying = sum;
342 493
343 return sum; 494 if (object *pl = visible_to ())
495 if (pl != this) // player is handled lazily
496 esrv_update_item (UPD_WEIGHT, pl, this);
497 }
344} 498}
345 499
346/** 500/*
347 * Return the outermost environment object for a given object. 501 * 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 */ 502 */
363char * 503char *
364dump_object (object *op) 504dump_object (object *op)
365{ 505{
366 if (!op) 506 if (!op)
369 object_freezer freezer; 509 object_freezer freezer;
370 op->write (freezer); 510 op->write (freezer);
371 return freezer.as_string (); 511 return freezer.as_string ();
372} 512}
373 513
374/* 514char *
375 * get_nearest_part(multi-object, object 2) returns the part of the 515object::as_string ()
376 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned.
378 */
379
380object *
381get_nearest_part (object *op, const object *pl)
382{ 516{
383 object *tmp, *closest; 517 return dump_object (this);
384 int last_dist, i;
385
386 if (op->more == NULL)
387 return op;
388 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
389 if ((i = distance (tmp, pl)) < last_dist)
390 closest = tmp, last_dist = i;
391 return closest;
392} 518}
393 519
394/* 520/*
395 * Returns the object which has the count-variable equal to the argument. 521 * Returns the object which has the count-variable equal to the argument.
522 * VERRRY slow.
396 */ 523 */
397object * 524object *
398find_object (tag_t i) 525find_object (tag_t i)
399{ 526{
400 for_all_objects (op) 527 for_all_objects (op)
403 530
404 return 0; 531 return 0;
405} 532}
406 533
407/* 534/*
535 * Returns the object which has the uuid equal to the argument.
536 * MOAR VERRRY slow.
537 */
538
539object *
540find_object_uuid (UUID i)
541{
542 for_all_objects (op)
543 if (op->uuid == i)
544 return op;
545
546 return 0;
547}
548
549/*
408 * Returns the first object which has a name equal to the argument. 550 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 551 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 552 * Enables features like "patch <name-of-other-player> food 999"
411 */ 553 */
412object * 554object *
413find_object_name (const char *str) 555find_object_name (const char *str)
414{ 556{
415 shstr_cmp str_ (str); 557 shstr_cmp str_ (str);
416 object *op;
417 558
559 if (str_)
418 for_all_objects (op) 560 for_all_objects (op)
419 if (op->name == str_) 561 if (op->name == str_)
420 break; 562 return op;
421 563
422 return op; 564 return 0;
423}
424
425void
426free_all_object_data ()
427{
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429} 565}
430 566
431/* 567/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 568 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 569 * skill and experience objects.
570 * ACTUALLY NO! investigate! TODO
434 */ 571 */
435void 572void
436object::set_owner (object *owner) 573object::set_owner (object *owner)
437{ 574{
575 // allow objects which own objects
438 if (!owner) 576 if (owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner) 577 while (owner->owner)
449 owner = owner->owner; 578 owner = owner->owner;
579
580 if (flag [FLAG_FREED])
581 {
582 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
583 return;
584 }
450 585
451 this->owner = owner; 586 this->owner = owner;
452}
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} 587}
519 588
520/* Zero the key_values on op, decrementing the shared-string 589/* Zero the key_values on op, decrementing the shared-string
521 * refcounts and freeing the links. 590 * refcounts and freeing the links.
522 */ 591 */
532 } 601 }
533 602
534 op->key_values = 0; 603 op->key_values = 0;
535} 604}
536 605
537object & 606/*
538object::operator =(const object &src) 607 * copy_to first frees everything allocated by the dst object,
608 * and then copies the contents of itself into the second
609 * object, allocating what needs to be allocated. Basically, any
610 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
611 * if the first object is freed, the pointers in the new object
612 * will point at garbage.
613 */
614void
615object::copy_to (object *dst)
539{ 616{
540 bool is_freed = flag [FLAG_FREED]; 617 dst->remove ();
541 bool is_removed = flag [FLAG_REMOVED];
542
543 *(object_copy *)this = src; 618 *(object_copy *)dst = *this;
544
545 flag [FLAG_FREED] = is_freed;
546 flag [FLAG_REMOVED] = is_removed; 619 dst->flag [FLAG_REMOVED] = true;
547 620
548 /* Copy over key_values, if any. */ 621 /* Copy over key_values, if any. */
549 if (src.key_values) 622 if (key_values)
550 { 623 {
551 key_value *tail = 0; 624 key_value *tail = 0;
552 key_values = 0; 625 dst->key_values = 0;
553 626
554 for (key_value *i = src.key_values; i; i = i->next) 627 for (key_value *i = key_values; i; i = i->next)
555 { 628 {
556 key_value *new_link = new key_value; 629 key_value *new_link = new key_value;
557 630
558 new_link->next = 0; 631 new_link->next = 0;
559 new_link->key = i->key; 632 new_link->key = i->key;
560 new_link->value = i->value; 633 new_link->value = i->value;
561 634
562 /* Try and be clever here, too. */ 635 /* Try and be clever here, too. */
563 if (!key_values) 636 if (!dst->key_values)
564 { 637 {
565 key_values = new_link; 638 dst->key_values = new_link;
566 tail = new_link; 639 tail = new_link;
567 } 640 }
568 else 641 else
569 { 642 {
570 tail->next = new_link; 643 tail->next = new_link;
571 tail = new_link; 644 tail = new_link;
572 } 645 }
573 } 646 }
574 } 647 }
575}
576 648
577/* 649 dst->activate ();
578 * copy_to first frees everything allocated by the dst object,
579 * and then copies the contents of itself into the second
580 * object, allocating what needs to be allocated. Basically, any
581 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
582 * if the first object is freed, the pointers in the new object
583 * will point at garbage.
584 */
585void
586object::copy_to (object *dst)
587{
588 *dst = *this;
589
590 if (speed < 0)
591 dst->speed_left = speed_left - rndm ();
592
593 dst->set_speed (dst->speed);
594} 650}
595 651
596void 652void
597object::instantiate () 653object::instantiate ()
598{ 654{
599 if (!uuid.seq) // HACK 655 if (!uuid.seq) // HACK
600 uuid = gen_uuid (); 656 uuid = UUID::gen ();
601 657
658 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
659 if (flag [FLAG_RANDOM_SPEED] && speed)
660 speed_left = - speed - rndm (); // TODO animation
661 else
602 speed_left = -0.1f; 662 speed_left = -1.;
663
603 /* copy the body_info to the body_used - this is only really 664 /* 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. 665 * 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 666 * by doing so, when a monster is created, it has good starting
606 * values for the body_used info, so when items are created 667 * values for the body_used info, so when items are created
607 * for it, they can be properly equipped. 668 * for it, they can be properly equipped.
615object * 676object *
616object::clone () 677object::clone ()
617{ 678{
618 object *neu = create (); 679 object *neu = create ();
619 copy_to (neu); 680 copy_to (neu);
681
682 // TODO: unclean state changes, should not be done in clone AND instantiate
683 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
684 neu->speed_left = - neu->speed - rndm (); // TODO animation
685
686 neu->map = map; // not copied by copy_to
620 return neu; 687 return neu;
621} 688}
622 689
623/* 690/*
624 * If an object with the IS_TURNABLE() flag needs to be turned due 691 * If an object with the IS_TURNABLE() flag needs to be turned due
626 * be called to update the face variable, _and_ how it looks on the map. 693 * be called to update the face variable, _and_ how it looks on the map.
627 */ 694 */
628void 695void
629update_turn_face (object *op) 696update_turn_face (object *op)
630{ 697{
631 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 698 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
632 return; 699 return;
633 700
634 SET_ANIMATION (op, op->direction); 701 SET_ANIMATION (op, op->direction);
635 update_object (op, UP_OBJ_FACE); 702 update_object (op, UP_OBJ_FACE);
636} 703}
641 * This function needs to be called whenever the speed of an object changes. 708 * This function needs to be called whenever the speed of an object changes.
642 */ 709 */
643void 710void
644object::set_speed (float speed) 711object::set_speed (float speed)
645{ 712{
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; 713 this->speed = speed;
653 714
654 if (has_active_speed ()) 715 if (has_active_speed ())
655 activate (); 716 activate ();
656 else 717 else
675 * UP_OBJ_FACE: only the objects face has changed. 736 * UP_OBJ_FACE: only the objects face has changed.
676 */ 737 */
677void 738void
678update_object (object *op, int action) 739update_object (object *op, int action)
679{ 740{
680 if (op == NULL) 741 if (!op)
681 { 742 {
682 /* this should never happen */ 743 /* this should never happen */
683 LOG (llevDebug, "update_object() called for NULL object.\n"); 744 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
684 return; 745 return;
685 } 746 }
686 747
687 if (op->env) 748 if (!op->is_on_map ())
688 { 749 {
689 /* Animation is currently handled by client, so nothing 750 /* Animation is currently handled by client, so nothing
690 * to do in this case. 751 * to do in this case.
691 */ 752 */
692 return; 753 return;
693 } 754 }
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;
700 755
701 /* make sure the object is within map boundaries */ 756 /* 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) 757 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
703 { 758 {
704 LOG (llevError, "update_object() called for object out of map!\n"); 759 LOG (llevError, "update_object() called for object out of map!\n");
712 767
713 if (!(m.flags_ & P_UPTODATE)) 768 if (!(m.flags_ & P_UPTODATE))
714 /* nop */; 769 /* nop */;
715 else if (action == UP_OBJ_INSERT) 770 else if (action == UP_OBJ_INSERT)
716 { 771 {
772#if 0
717 // this is likely overkill, TODO: revisit (schmorp) 773 // this is likely overkill, TODO: revisit (schmorp)
718 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 774 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
719 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 775 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
720 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 776 || (op->is_player () && !(m.flags_ & P_PLAYER))
721 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 777 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
722 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 778 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
723 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 779 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
724 || (m.move_on | op->move_on ) != m.move_on 780 || (m.move_on | op->move_on ) != m.move_on
725 || (m.move_off | op->move_off ) != m.move_off 781 || (m.move_off | op->move_off ) != m.move_off
726 || (m.move_slow | op->move_slow) != m.move_slow 782 || (m.move_slow | op->move_slow) != m.move_slow
727 /* This isn't perfect, but I don't expect a lot of objects to 783 /* This isn't perfect, but I don't expect a lot of objects to
728 * to have move_allow right now. 784 * have move_allow right now.
729 */ 785 */
730 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 786 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
787 m.invalidate ();
788#else
731 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 789 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
732 m.flags_ = 0; 790 m.invalidate ();
791#endif
733 } 792 }
734 /* if the object is being removed, we can't make intelligent 793 /* if the object is being removed, we can't make intelligent
735 * decisions, because remove_ob can't really pass the object 794 * decisions, because remove_ob can't really pass the object
736 * that is being removed. 795 * that is being removed.
737 */ 796 */
738 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 797 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
739 m.flags_ = 0; 798 m.invalidate ();
740 else if (action == UP_OBJ_FACE) 799 else if (action == UP_OBJ_FACE)
741 /* Nothing to do for that case */ ; 800 /* Nothing to do for that case */ ;
742 else 801 else
743 LOG (llevError, "update_object called with invalid action: %d\n", action); 802 LOG (llevError, "update_object called with invalid action: %d\n", action);
744 803
746 update_object (op->more, action); 805 update_object (op->more, action);
747} 806}
748 807
749object::object () 808object::object ()
750{ 809{
751 SET_FLAG (this, FLAG_REMOVED); 810 this->set_flag (FLAG_REMOVED);
752 811
753 expmul = 1.0; 812 //expmul = 1.0; declared const for the time being
754 face = blank_face; 813 face = blank_face;
814 material = MATERIAL_NULL;
755} 815}
756 816
757object::~object () 817object::~object ()
758{ 818{
759 unlink (); 819 unlink ();
760 820
761 free_key_values (this); 821 free_key_values (this);
762} 822}
763 823
764static int object_count;
765
766void object::link () 824void object::link ()
767{ 825{
768 assert (!index);//D 826 assert (!index);//D
769 uuid = gen_uuid (); 827 uuid = UUID::gen ();
770 count = ++object_count;
771 828
772 refcnt_inc (); 829 refcnt_inc ();
773 objects.insert (this); 830 objects.insert (this);
831
832 ++create_count;
833
774} 834}
775 835
776void object::unlink () 836void object::unlink ()
777{ 837{
778 if (!index) 838 if (!index)
779 return; 839 return;
840
841 ++destroy_count;
780 842
781 objects.erase (this); 843 objects.erase (this);
782 refcnt_dec (); 844 refcnt_dec ();
783} 845}
784 846
788 /* If already on active list, don't do anything */ 850 /* If already on active list, don't do anything */
789 if (active) 851 if (active)
790 return; 852 return;
791 853
792 if (has_active_speed ()) 854 if (has_active_speed ())
855 {
856 if (flag [FLAG_FREED])
857 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
858
793 actives.insert (this); 859 actives.insert (this);
860 }
794} 861}
795 862
796void 863void
797object::activate_recursive () 864object::activate_recursive ()
798{ 865{
847object::destroy_inv (bool drop_to_ground) 914object::destroy_inv (bool drop_to_ground)
848{ 915{
849 // need to check first, because the checks below might segfault 916 // need to check first, because the checks below might segfault
850 // as we might be on an invalid mapspace and crossfire code 917 // as we might be on an invalid mapspace and crossfire code
851 // is too buggy to ensure that the inventory is empty. 918 // is too buggy to ensure that the inventory is empty.
852 // corollary: if you create arrows etc. with stuff in tis inventory, 919 // corollary: if you create arrows etc. with stuff in its inventory,
853 // cf will crash below with off-map x and y 920 // cf will crash below with off-map x and y
854 if (!inv) 921 if (!inv)
855 return; 922 return;
856 923
857 /* Only if the space blocks everything do we not process - 924 /* Only if the space blocks everything do we not process -
858 * if some form of movement is allowed, let objects 925 * if some form of movement is allowed, let objects
859 * drop on that space. 926 * drop on that space.
860 */ 927 */
861 if (!drop_to_ground 928 if (!drop_to_ground
862 || !map 929 || !map
863 || map->in_memory != MAP_IN_MEMORY 930 || map->in_memory != MAP_ACTIVE
864 || map->nodrop 931 || map->no_drop
865 || ms ().move_block == MOVE_ALL) 932 || ms ().move_block == MOVE_ALL)
866 { 933 {
867 while (inv) 934 while (inv)
868 {
869 inv->destroy_inv (drop_to_ground);
870 inv->destroy (); 935 inv->destroy ();
871 }
872 } 936 }
873 else 937 else
874 { /* Put objects in inventory onto this space */ 938 { /* Put objects in inventory onto this space */
875 while (inv) 939 while (inv)
876 { 940 {
887 map->insert (op, x, y); 951 map->insert (op, x, y);
888 } 952 }
889 } 953 }
890} 954}
891 955
956/*
957 * Remove and free all objects in the inventory of the given object.
958 * Unlike destroy_inv, this assumes the *this is destroyed as well
959 * well, so we can (and have to!) take shortcuts.
960 */
961void
962object::destroy_inv_fast ()
963{
964 while (object *op = inv)
965 {
966 // remove from object the fast way
967 op->flag [FLAG_REMOVED] = true;
968 op->env = 0;
969 if ((inv = inv->below))
970 inv->above = 0;
971
972 // then destroy
973 op->destroy ();
974 }
975}
976
977void
978object::freelist_free (int count)
979{
980 while (count-- && freelist)
981 {
982 freelist_item *next = freelist->next;
983 // count is being "destroyed"
984
985 sfree ((char *)freelist, sizeof (object));
986
987 freelist = next;
988 --free_count;
989 }
990}
991
992object *
892object *object::create () 993object::create ()
893{ 994{
894 object *op = new object; 995 object *op;
996
997 if (freelist)
998 {
999 freelist_item li = *freelist;
1000 memset (freelist, 0, sizeof (object));
1001
1002 op = new (freelist) object;
1003 op->count = li.count;
1004
1005 freelist = li.next;
1006 --free_count;
1007 }
1008 else
1009 {
1010 void *ni = salloc0<char> (sizeof (object));
1011
1012 op = new(ni) object;
1013
1014 op->count = ++object_count;
1015 }
1016
895 op->link (); 1017 op->link ();
1018
896 return op; 1019 return op;
897} 1020}
898 1021
899void 1022void
1023object::do_delete ()
1024{
1025 uint32_t count = this->count;
1026
1027 this->~object ();
1028
1029 freelist_item *li = (freelist_item *)this;
1030 li->next = freelist;
1031 li->count = count;
1032
1033 freelist = li;
1034 ++free_count;
1035}
1036
1037static struct freed_map : maptile
1038{
1039 freed_map ()
1040 : maptile (3, 3)
1041 {
1042 path = "<freed objects map>";
1043 name = "/internal/freed_objects_map";
1044 no_drop = 1;
1045 no_reset = 1;
1046
1047 in_memory = MAP_ACTIVE;
1048 }
1049
1050 ~freed_map ()
1051 {
1052 destroy ();
1053 }
1054} freed_map; // freed objects are moved here to avoid crashes
1055
1056void
900object::do_destroy () 1057object::do_destroy ()
901{ 1058{
902 attachable::do_destroy ();
903
904 if (flag [FLAG_IS_LINKED]) 1059 if (flag [FLAG_IS_LINKED])
905 remove_button_link (this); 1060 remove_link ();
906 1061
907 if (flag [FLAG_FRIENDLY]) 1062 if (flag [FLAG_FRIENDLY])
908 remove_friendly_object (this); 1063 remove_friendly_object (this);
909 1064
910 if (!flag [FLAG_REMOVED])
911 remove (); 1065 remove ();
912 1066
913 destroy_inv (true); 1067 attachable::do_destroy ();
914 1068
915 deactivate (); 1069 deactivate ();
916 unlink (); 1070 unlink ();
917 1071
918 flag [FLAG_FREED] = 1; 1072 flag [FLAG_FREED] = 1;
919 1073
920 // hack to ensure that freed objects still have a valid map 1074 // 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; 1075 map = &freed_map;
937 x = 1; 1076 x = 1;
938 y = 1; 1077 y = 1;
939 }
940 1078
941 if (more) 1079 if (more)
942 { 1080 {
943 more->destroy (); 1081 more->destroy ();
944 more = 0; 1082 more = 0;
952 attacked_by = 0; 1090 attacked_by = 0;
953 current_weapon = 0; 1091 current_weapon = 0;
954} 1092}
955 1093
956void 1094void
957object::destroy (bool destroy_inventory) 1095object::destroy ()
958{ 1096{
959 if (destroyed ()) 1097 if (destroyed ())
960 return; 1098 return;
961 1099
962 if (destroy_inventory) 1100 if (!is_head () && !head->destroyed ())
1101 {
1102 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1103 head->destroy ();
1104 return;
1105 }
1106
963 destroy_inv (false); 1107 destroy_inv_fast ();
964 1108
965 if (is_head ()) 1109 if (is_head ())
966 if (sound_destroy) 1110 if (sound_destroy)
967 play_sound (sound_destroy); 1111 play_sound (sound_destroy);
968 else if (flag [FLAG_MONSTER]) 1112 else if (flag [FLAG_MONSTER])
969 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism 1113 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
970 1114
971 attachable::destroy (); 1115 attachable::destroy ();
972}
973
974/*
975 * sub_weight() recursively (outwards) subtracts a number from the
976 * weight of an object (and what is carried by it's environment(s)).
977 */
978void
979sub_weight (object *op, signed long weight)
980{
981 while (op != NULL)
982 {
983 if (op->type == CONTAINER)
984 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
985
986 op->carrying -= weight;
987 op = op->env;
988 }
989} 1116}
990 1117
991/* op->remove (): 1118/* op->remove ():
992 * This function removes the object op from the linked list of objects 1119 * This function removes the object op from the linked list of objects
993 * which it is currently tied to. When this function is done, the 1120 * which it is currently tied to. When this function is done, the
996 * the previous environment. 1123 * the previous environment.
997 */ 1124 */
998void 1125void
999object::do_remove () 1126object::do_remove ()
1000{ 1127{
1001 object *tmp, *last = 0; 1128 if (flag [FLAG_REMOVED])
1002 object *otmp;
1003
1004 if (QUERY_FLAG (this, FLAG_REMOVED))
1005 return; 1129 return;
1006 1130
1007 SET_FLAG (this, FLAG_REMOVED);
1008 INVOKE_OBJECT (REMOVE, this); 1131 INVOKE_OBJECT (REMOVE, this);
1132
1133 flag [FLAG_REMOVED] = true;
1009 1134
1010 if (more) 1135 if (more)
1011 more->remove (); 1136 more->remove ();
1012 1137
1013 /* 1138 /*
1014 * In this case, the object to be removed is in someones 1139 * In this case, the object to be removed is in someones
1015 * inventory. 1140 * inventory.
1016 */ 1141 */
1017 if (env) 1142 if (env)
1018 { 1143 {
1019 if (nrof) 1144 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1020 sub_weight (env, weight * nrof); 1145 if (object *pl = visible_to ())
1021 else 1146 esrv_del_item (pl->contr, count);
1022 sub_weight (env, weight + carrying); 1147 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1023 1148
1024 /* NO_FIX_PLAYER is set when a great many changes are being 1149 adjust_weight (env, -total_weight ());
1025 * made to players inventory. If set, avoiding the call
1026 * to save cpu time.
1027 */
1028 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1029 otmp->update_stats ();
1030 1150
1031 if (above) 1151 object *pl = in_player ();
1032 above->below = below;
1033 else
1034 env->inv = below;
1035
1036 if (below)
1037 below->above = above;
1038 1152
1039 /* we set up values so that it could be inserted into 1153 /* we set up values so that it could be inserted into
1040 * the map, but we don't actually do that - it is up 1154 * the map, but we don't actually do that - it is up
1041 * to the caller to decide what we want to do. 1155 * to the caller to decide what we want to do.
1042 */ 1156 */
1043 x = env->x, y = env->y;
1044 map = env->map; 1157 map = env->map;
1045 above = 0, below = 0; 1158 x = env->x;
1159 y = env->y;
1160
1161 // make sure cmov optimisation is applicable
1162 *(above ? &above->below : &env->inv) = below;
1163 *(below ? &below->above : &above ) = above; // &above is just a dummy
1164
1165 above = 0;
1166 below = 0;
1046 env = 0; 1167 env = 0;
1168
1169 if (pl && pl->is_player ())
1170 {
1171 if (expect_false (pl->contr->combat_ob == this))
1172 {
1173 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1174 pl->contr->combat_ob = 0;
1175 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1176 }
1177
1178 if (expect_false (pl->contr->ranged_ob == this))
1179 {
1180 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1181 pl->contr->ranged_ob = 0;
1182 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1183 }
1184
1185 pl->contr->queue_stats_update ();
1186
1187 if (expect_false (glow_radius) && pl->is_on_map ())
1188 update_all_los (pl->map, pl->x, pl->y);
1189 }
1047 } 1190 }
1048 else if (map) 1191 else if (map)
1049 { 1192 {
1050 if (type == PLAYER)
1051 {
1052 // leaving a spot always closes any open container on the ground
1053 if (container && !container->env)
1054 // this causes spurious floorbox updates, but it ensures
1055 // that the CLOSE event is being sent.
1056 close_container ();
1057
1058 --map->players;
1059 map->touch ();
1060 }
1061
1062 map->dirty = true; 1193 map->dirty = true;
1063 mapspace &ms = this->ms (); 1194 mapspace &ms = this->ms ();
1064 1195
1196 if (object *pl = ms.player ())
1197 {
1198 if (is_player ())
1199 {
1200 if (!flag [FLAG_WIZPASS])
1201 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1202
1203 // leaving a spot always closes any open container on the ground
1204 if (container && !container->env)
1205 // this causes spurious floorbox updates, but it ensures
1206 // that the CLOSE event is being sent.
1207 close_container ();
1208
1209 --map->players;
1210 map->touch ();
1211 }
1212 else if (pl->container_ () == this)
1213 {
1214 // removing a container should close it
1215 close_container ();
1216 }
1217 else
1218 esrv_del_item (pl->contr, count);
1219 }
1220
1065 /* link the object above us */ 1221 /* link the object above us */
1066 if (above) 1222 // re-link, make sure compiler can easily use cmove
1067 above->below = below; 1223 *(above ? &above->below : &ms.top) = below;
1068 else 1224 *(below ? &below->above : &ms.bot) = above;
1069 ms.top = below; /* we were top, set new top */
1070
1071 /* Relink the object below us, if there is one */
1072 if (below)
1073 below->above = above;
1074 else
1075 {
1076 /* Nothing below, which means we need to relink map object for this space
1077 * use translated coordinates in case some oddness with map tiling is
1078 * evident
1079 */
1080 if (GET_MAP_OB (map, x, y) != this)
1081 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 ());
1082
1083 ms.bot = above; /* goes on above it. */
1084 }
1085 1225
1086 above = 0; 1226 above = 0;
1087 below = 0; 1227 below = 0;
1088 1228
1229 ms.invalidate ();
1230
1089 if (map->in_memory == MAP_SAVING) 1231 if (map->in_memory == MAP_SAVING)
1090 return; 1232 return;
1091 1233
1092 int check_walk_off = !flag [FLAG_NO_APPLY]; 1234 int check_walk_off = !flag [FLAG_NO_APPLY];
1093 1235
1094 if (object *pl = ms.player ()) 1236 if (object *pl = ms.player ())
1095 { 1237 {
1096 if (pl->container == this) 1238 if (pl->container_ () == this)
1097 /* If a container that the player is currently using somehow gets 1239 /* If a container that the player is currently using somehow gets
1098 * removed (most likely destroyed), update the player view 1240 * removed (most likely destroyed), update the player view
1099 * appropriately. 1241 * appropriately.
1100 */ 1242 */
1101 pl->close_container (); 1243 pl->close_container ();
1102 1244
1245 //TODO: the floorbox prev/next might need updating
1246 //esrv_del_item (pl->contr, count);
1247 //TODO: update floorbox to preserve ordering
1248 if (pl->contr->ns)
1103 pl->contr->ns->floorbox_update (); 1249 pl->contr->ns->floorbox_update ();
1104 } 1250 }
1105 1251
1252 if (check_walk_off)
1106 for (tmp = ms.bot; tmp; tmp = tmp->above) 1253 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1107 { 1254 {
1255 above = tmp->above;
1256
1108 /* No point updating the players look faces if he is the object 1257 /* No point updating the players look faces if he is the object
1109 * being removed. 1258 * being removed.
1110 */ 1259 */
1111 1260
1112 /* See if object moving off should effect something */ 1261 /* See if object moving off should effect something */
1113 if (check_walk_off
1114 && ((move_type & tmp->move_off) 1262 if ((move_type & tmp->move_off)
1115 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1263 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1116 {
1117 move_apply (tmp, this, 0); 1264 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 } 1265 }
1122 1266
1123 last = tmp; 1267 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); 1268 update_all_los (map, x, y);
1135 } 1269 }
1136} 1270}
1137 1271
1138/* 1272/*
1147merge_ob (object *op, object *top) 1281merge_ob (object *op, object *top)
1148{ 1282{
1149 if (!op->nrof) 1283 if (!op->nrof)
1150 return 0; 1284 return 0;
1151 1285
1152 if (top) 1286 if (!top)
1153 for (top = op; top && top->above; top = top->above) 1287 for (top = op; top && top->above; top = top->above)
1154 ; 1288 ;
1155 1289
1156 for (; top; top = top->below) 1290 for (; top; top = top->below)
1157 {
1158 if (top == op)
1159 continue;
1160
1161 if (object::can_merge (op, top)) 1291 if (object::can_merge (op, top))
1162 { 1292 {
1163 top->nrof += op->nrof; 1293 top->nrof += op->nrof;
1164 1294
1165/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1295 if (object *pl = top->visible_to ())
1166 op->weight = 0; /* Don't want any adjustements now */ 1296 esrv_update_item (UPD_NROF, pl, top);
1297
1298 op->weight = 0; // cancel the addition above
1299 op->carrying = 0; // must be 0 already
1300
1167 op->destroy (); 1301 op->destroy ();
1302
1168 return top; 1303 return top;
1169 } 1304 }
1170 }
1171 1305
1172 return 0; 1306 return 0;
1173} 1307}
1174 1308
1175void 1309void
1180 1314
1181 object *prev = this; 1315 object *prev = this;
1182 1316
1183 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1317 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1184 { 1318 {
1185 object *op = arch_to_object (at); 1319 object *op = at->instance ();
1186 1320
1187 op->name = name; 1321 op->name = name;
1188 op->name_pl = name_pl; 1322 op->name_pl = name_pl;
1189 op->title = title; 1323 op->title = title;
1190 1324
1200 * job preparing multi-part monsters. 1334 * job preparing multi-part monsters.
1201 */ 1335 */
1202object * 1336object *
1203insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1337insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1204{ 1338{
1339 op->remove ();
1340
1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1341 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1206 { 1342 {
1207 tmp->x = x + tmp->arch->x; 1343 tmp->x = x + tmp->arch->x;
1208 tmp->y = y + tmp->arch->y; 1344 tmp->y = y + tmp->arch->y;
1209 } 1345 }
1226 * Passing 0 for flag gives proper default values, so flag really only needs 1362 * Passing 0 for flag gives proper default values, so flag really only needs
1227 * to be set if special handling is needed. 1363 * to be set if special handling is needed.
1228 * 1364 *
1229 * Return value: 1365 * Return value:
1230 * new object if 'op' was merged with other object 1366 * new object if 'op' was merged with other object
1231 * NULL if 'op' was destroyed 1367 * NULL if there was an error (destroyed, blocked etc.)
1232 * just 'op' otherwise 1368 * just 'op' otherwise
1233 */ 1369 */
1234object * 1370object *
1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1371insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1236{ 1372{
1237 assert (!op->flag [FLAG_FREED]);
1238
1239 object *top, *floor = NULL;
1240
1241 op->remove (); 1373 op->remove ();
1242 1374
1243 if (out_of_map (m, op->x, op->y)) 1375 if (m == &freed_map)//D TODO: remove soon
1244 { 1376 {//D
1245 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ()); 1377 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1246#ifdef MANY_CORES
1247 /* Better to catch this here, as otherwise the next use of this object
1248 * is likely to cause a crash. Better to find out where it is getting
1249 * improperly inserted.
1250 */
1251 abort ();
1252#endif
1253 return op;
1254 } 1378 }//D
1255
1256 if (object *more = op->more)
1257 if (!insert_ob_in_map (more, m, originator, flag))
1258 return 0;
1259
1260 CLEAR_FLAG (op, FLAG_REMOVED);
1261 1379
1262 /* Ideally, the caller figures this out. However, it complicates a lot 1380 /* Ideally, the caller figures this out. However, it complicates a lot
1263 * of areas of callers (eg, anything that uses find_free_spot would now 1381 * of areas of callers (eg, anything that uses find_free_spot would now
1264 * need extra work 1382 * need extra work
1265 */ 1383 */
1384 maptile *newmap = m;
1266 if (!xy_normalise (m, op->x, op->y)) 1385 if (!xy_normalise (newmap, op->x, op->y))
1386 {
1387 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1267 return 0; 1388 return 0;
1389 }
1268 1390
1391 if (object *more = op->more)
1392 if (!insert_ob_in_map (more, m, originator, flag))
1393 return 0;
1394
1395 op->flag [FLAG_REMOVED] = false;
1396 op->env = 0;
1269 op->map = m; 1397 op->map = newmap;
1398
1270 mapspace &ms = op->ms (); 1399 mapspace &ms = op->ms ();
1271 1400
1272 /* this has to be done after we translate the coordinates. 1401 /* this has to be done after we translate the coordinates.
1273 */ 1402 */
1274 if (op->nrof && !(flag & INS_NO_MERGE)) 1403 if (op->nrof && !(flag & INS_NO_MERGE))
1275 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1404 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1276 if (object::can_merge (op, tmp)) 1405 if (object::can_merge (op, tmp))
1277 { 1406 {
1407 // TODO: we actually want to update tmp, not op,
1408 // but some caller surely breaks when we return tmp
1409 // from here :/
1278 op->nrof += tmp->nrof; 1410 op->nrof += tmp->nrof;
1279 tmp->destroy (); 1411 tmp->destroy ();
1280 } 1412 }
1281 1413
1282 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1414 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1283 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1415 op->clr_flag (FLAG_INV_LOCKED);
1284 1416
1285 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1417 if (!op->flag [FLAG_ALIVE])
1286 CLEAR_FLAG (op, FLAG_NO_STEAL); 1418 op->clr_flag (FLAG_NO_STEAL);
1287 1419
1288 if (flag & INS_BELOW_ORIGINATOR) 1420 if (flag & INS_BELOW_ORIGINATOR)
1289 { 1421 {
1290 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1422 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1291 { 1423 {
1292 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1424 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1293 abort (); 1425 abort ();
1294 } 1426 }
1295 1427
1428 if (!originator->is_on_map ())
1429 {
1430 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1431 op->debug_desc (), originator->debug_desc ());
1432 abort ();
1433 }
1434
1296 op->above = originator; 1435 op->above = originator;
1297 op->below = originator->below; 1436 op->below = originator->below;
1298
1299 if (op->below)
1300 op->below->above = op;
1301 else
1302 ms.bot = op;
1303
1304 /* since *below* originator, no need to update top */
1305 originator->below = op; 1437 originator->below = op;
1438
1439 *(op->below ? &op->below->above : &ms.bot) = op;
1306 } 1440 }
1307 else 1441 else
1308 { 1442 {
1309 top = ms.bot; 1443 object *floor = 0;
1444 object *top = ms.top;
1310 1445
1311 /* If there are other objects, then */ 1446 /* If there are other objects, then */
1312 if ((!(flag & INS_MAP_LOAD)) && top) 1447 if (top)
1313 { 1448 {
1314 object *last = 0;
1315
1316 /* 1449 /*
1317 * If there are multiple objects on this space, we do some trickier handling. 1450 * If there are multiple objects on this space, we do some trickier handling.
1318 * We've already dealt with merging if appropriate. 1451 * We've already dealt with merging if appropriate.
1319 * Generally, we want to put the new object on top. But if 1452 * Generally, we want to put the new object on top. But if
1320 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1453 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1323 * once we get to them. This reduces the need to traverse over all of 1456 * once we get to them. This reduces the need to traverse over all of
1324 * them when adding another one - this saves quite a bit of cpu time 1457 * them when adding another one - this saves quite a bit of cpu time
1325 * when lots of spells are cast in one area. Currently, it is presumed 1458 * when lots of spells are cast in one area. Currently, it is presumed
1326 * that flying non pickable objects are spell objects. 1459 * that flying non pickable objects are spell objects.
1327 */ 1460 */
1328 for (top = ms.bot; top; top = top->above) 1461 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1329 { 1462 {
1330 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1463 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1331 floor = top; 1464 floor = tmp;
1332 1465
1333 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1466 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1334 { 1467 {
1335 /* We insert above top, so we want this object below this */ 1468 /* We insert above top, so we want this object below this */
1336 top = top->below; 1469 top = tmp->below;
1337 break; 1470 break;
1338 } 1471 }
1339 1472
1340 last = top; 1473 top = tmp;
1341 } 1474 }
1342
1343 /* Don't want top to be NULL, so set it to the last valid object */
1344 top = last;
1345 1475
1346 /* We let update_position deal with figuring out what the space 1476 /* We let update_position deal with figuring out what the space
1347 * looks like instead of lots of conditions here. 1477 * looks like instead of lots of conditions here.
1348 * makes things faster, and effectively the same result. 1478 * makes things faster, and effectively the same result.
1349 */ 1479 */
1356 */ 1486 */
1357 if (!(flag & INS_ON_TOP) 1487 if (!(flag & INS_ON_TOP)
1358 && ms.flags () & P_BLOCKSVIEW 1488 && ms.flags () & P_BLOCKSVIEW
1359 && (op->face && !faces [op->face].visibility)) 1489 && (op->face && !faces [op->face].visibility))
1360 { 1490 {
1491 object *last;
1492
1361 for (last = top; last != floor; last = last->below) 1493 for (last = top; last != floor; last = last->below)
1362 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1494 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1363 break; 1495 break;
1364 1496
1365 /* Check to see if we found the object that blocks view, 1497 /* Check to see if we found the object that blocks view,
1366 * and make sure we have a below pointer for it so that 1498 * and make sure we have a below pointer for it so that
1367 * we can get inserted below this one, which requires we 1499 * we can get inserted below this one, which requires we
1369 */ 1501 */
1370 if (last && last->below && last != floor) 1502 if (last && last->below && last != floor)
1371 top = last->below; 1503 top = last->below;
1372 } 1504 }
1373 } /* If objects on this space */ 1505 } /* If objects on this space */
1374 if (flag & INS_MAP_LOAD)
1375 top = ms.top;
1376 1506
1377 if (flag & INS_ABOVE_FLOOR_ONLY) 1507 if (flag & INS_ABOVE_FLOOR_ONLY)
1378 top = floor; 1508 top = floor;
1379 1509
1380 /* Top is the object that our object (op) is going to get inserted above. 1510 // insert object above top, or bottom-most if top = 0
1381 */
1382
1383 /* First object on this space */
1384 if (!top) 1511 if (!top)
1385 { 1512 {
1513 op->below = 0;
1386 op->above = ms.bot; 1514 op->above = ms.bot;
1387
1388 if (op->above)
1389 op->above->below = op;
1390
1391 op->below = 0;
1392 ms.bot = op; 1515 ms.bot = op;
1516
1517 *(op->above ? &op->above->below : &ms.top) = op;
1393 } 1518 }
1394 else 1519 else
1395 { /* get inserted into the stack above top */ 1520 {
1396 op->above = top->above; 1521 op->above = top->above;
1397
1398 if (op->above)
1399 op->above->below = op; 1522 top->above = op;
1400 1523
1401 op->below = top; 1524 op->below = top;
1402 top->above = op; 1525 *(op->above ? &op->above->below : &ms.top) = op;
1403 } 1526 }
1527 }
1404 1528
1405 if (!op->above) 1529 if (op->is_player ())
1406 ms.top = op;
1407 } /* else not INS_BELOW_ORIGINATOR */
1408
1409 if (op->type == PLAYER)
1410 { 1530 {
1411 op->contr->do_los = 1; 1531 op->contr->do_los = 1;
1412 ++op->map->players; 1532 ++op->map->players;
1413 op->map->touch (); 1533 op->map->touch ();
1414 } 1534 }
1415 1535
1416 op->map->dirty = true; 1536 op->map->dirty = true;
1417 1537
1418 if (!(flag & INS_MAP_LOAD))
1419 if (object *pl = ms.player ()) 1538 if (object *pl = ms.player ())
1539 //TODO: the floorbox prev/next might need updating
1540 //esrv_send_item (pl, op);
1541 //TODO: update floorbox to preserve ordering
1542 if (pl->contr->ns)
1420 pl->contr->ns->floorbox_update (); 1543 pl->contr->ns->floorbox_update ();
1421 1544
1422 /* If this object glows, it may affect lighting conditions that are 1545 /* If this object glows, it may affect lighting conditions that are
1423 * visible to others on this map. But update_all_los is really 1546 * visible to others on this map. But update_all_los is really
1424 * an inefficient way to do this, as it means los for all players 1547 * an inefficient way to do this, as it means los for all players
1426 * be far away from this change and not affected in any way - 1549 * be far away from this change and not affected in any way -
1427 * this should get redone to only look for players within range, 1550 * this should get redone to only look for players within range,
1428 * or just updating the P_UPTODATE for spaces within this area 1551 * or just updating the P_UPTODATE for spaces within this area
1429 * of effect may be sufficient. 1552 * of effect may be sufficient.
1430 */ 1553 */
1431 if (op->map->darkness && (op->glow_radius != 0)) 1554 if (op->affects_los ())
1555 {
1556 op->ms ().invalidate ();
1432 update_all_los (op->map, op->x, op->y); 1557 update_all_los (op->map, op->x, op->y);
1558 }
1433 1559
1434 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1560 /* updates flags (blocked, alive, no magic, etc) for this map space */
1435 update_object (op, UP_OBJ_INSERT); 1561 update_object (op, UP_OBJ_INSERT);
1436 1562
1437 INVOKE_OBJECT (INSERT, op); 1563 INVOKE_OBJECT (INSERT, op);
1444 * blocked() and wall() work properly), and these flags are updated by 1570 * blocked() and wall() work properly), and these flags are updated by
1445 * update_object(). 1571 * update_object().
1446 */ 1572 */
1447 1573
1448 /* if this is not the head or flag has been passed, don't check walk on status */ 1574 /* if this is not the head or flag has been passed, don't check walk on status */
1449 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1575 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1450 { 1576 {
1451 if (check_move_on (op, originator)) 1577 if (check_move_on (op, originator))
1452 return 0; 1578 return 0;
1453 1579
1454 /* If we are a multi part object, lets work our way through the check 1580 /* If we are a multi part object, lets work our way through the check
1465/* this function inserts an object in the map, but if it 1591/* this function inserts an object in the map, but if it
1466 * finds an object of its own type, it'll remove that one first. 1592 * finds an object of its own type, it'll remove that one first.
1467 * op is the object to insert it under: supplies x and the map. 1593 * op is the object to insert it under: supplies x and the map.
1468 */ 1594 */
1469void 1595void
1470replace_insert_ob_in_map (const char *arch_string, object *op) 1596replace_insert_ob_in_map (shstr_tmp archname, object *op)
1471{ 1597{
1472 object *tmp, *tmp1;
1473
1474 /* first search for itself and remove any old instances */ 1598 /* first search for itself and remove any old instances */
1475 1599
1476 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1600 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1477 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1601 if (tmp->arch->archname == archname) /* same archetype */
1478 tmp->destroy (); 1602 tmp->destroy ();
1479 1603
1480 tmp1 = arch_to_object (archetype::find (arch_string)); 1604 object *tmp = archetype::find (archname)->instance ();
1481 1605
1482 tmp1->x = op->x; 1606 tmp->x = op->x;
1483 tmp1->y = op->y; 1607 tmp->y = op->y;
1608
1484 insert_ob_in_map (tmp1, op->map, op, 0); 1609 insert_ob_in_map (tmp, op->map, op, 0);
1485} 1610}
1486 1611
1487object * 1612object *
1488object::insert_at (object *where, object *originator, int flags) 1613object::insert_at (object *where, object *originator, int flags)
1489{ 1614{
1615 if (where->env)
1616 return where->env->insert (this);
1617 else
1490 return where->map->insert (this, where->x, where->y, originator, flags); 1618 return where->map->insert (this, where->x, where->y, originator, flags);
1491} 1619}
1492 1620
1493/* 1621// check whether we can put this into the map, respect max_volume, max_items
1494 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1622bool
1495 * is returned contains nr objects, and the remaining parts contains 1623object::can_drop_at (maptile *m, int x, int y, object *originator)
1496 * the rest (or is removed and freed if that number is 0).
1497 * On failure, NULL is returned, and the reason put into the
1498 * global static errmsg array.
1499 */
1500object *
1501get_split_ob (object *orig_ob, uint32 nr)
1502{ 1624{
1503 object *newob; 1625 mapspace &ms = m->at (x, y);
1504 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1505 1626
1506 if (orig_ob->nrof < nr) 1627 int items = ms.items ();
1507 {
1508 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1509 return NULL;
1510 }
1511 1628
1512 newob = object_create_clone (orig_ob); 1629 if (!items // testing !items ensures we can drop at least one item
1630 || (items < m->max_items
1631 && ms.volume () < m->max_volume))
1632 return true;
1513 1633
1514 if ((orig_ob->nrof -= nr) < 1) 1634 if (originator && originator->is_player ())
1515 orig_ob->destroy (1); 1635 originator->contr->failmsgf (
1516 else if (!is_removed) 1636 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1517 { 1637 query_name ()
1518 if (orig_ob->env != NULL) 1638 );
1519 sub_weight (orig_ob->env, orig_ob->weight * nr);
1520 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1521 {
1522 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1523 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1524 return NULL;
1525 }
1526 }
1527 1639
1528 newob->nrof = nr; 1640 return false;
1529
1530 return newob;
1531} 1641}
1532 1642
1533/* 1643/*
1534 * decrease_ob_nr(object, number) decreases a specified number from 1644 * decrease(object, number) decreases a specified number from
1535 * the amount of an object. If the amount reaches 0, the object 1645 * the amount of an object. If the amount reaches 0, the object
1536 * is subsequently removed and freed. 1646 * is subsequently removed and freed.
1537 * 1647 *
1538 * Return value: 'op' if something is left, NULL if the amount reached 0 1648 * Return value: 'op' if something is left, NULL if the amount reached 0
1539 */ 1649 */
1650bool
1651object::decrease (sint32 nr)
1652{
1653 if (!nr)
1654 return true;
1655
1656 nr = min (nr, nrof);
1657
1658 if (nrof > nr)
1659 {
1660 nrof -= nr;
1661 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1662
1663 if (object *pl = visible_to ())
1664 esrv_update_item (UPD_NROF, pl, this);
1665
1666 return true;
1667 }
1668 else
1669 {
1670 destroy ();
1671 return false;
1672 }
1673}
1674
1675/*
1676 * split(ob,nr) splits up ob into two parts. The part which
1677 * is returned contains nr objects, and the remaining parts contains
1678 * the rest (or is removed and returned if that number is 0).
1679 * On failure, NULL is returned.
1680 */
1540object * 1681object *
1541decrease_ob_nr (object *op, uint32 i) 1682object::split (sint32 nr)
1542{ 1683{
1543 object *tmp; 1684 int have = number_of ();
1544 1685
1545 if (i == 0) /* objects with op->nrof require this check */ 1686 if (have < nr)
1546 return op; 1687 return 0;
1547 1688 else if (have == nr)
1548 if (i > op->nrof)
1549 i = op->nrof;
1550
1551 if (QUERY_FLAG (op, FLAG_REMOVED))
1552 op->nrof -= i;
1553 else if (op->env)
1554 { 1689 {
1555 /* is this object in the players inventory, or sub container
1556 * therein?
1557 */
1558 tmp = op->in_player ();
1559 /* nope. Is this a container the player has opened?
1560 * If so, set tmp to that player.
1561 * IMO, searching through all the players will mostly
1562 * likely be quicker than following op->env to the map,
1563 * and then searching the map for a player.
1564 */
1565 if (!tmp)
1566 for_all_players (pl)
1567 if (pl->ob->container == op->env)
1568 {
1569 tmp = pl->ob;
1570 break;
1571 }
1572
1573 if (i < op->nrof)
1574 {
1575 sub_weight (op->env, op->weight * i);
1576 op->nrof -= i;
1577 if (tmp)
1578 esrv_send_item (tmp, op);
1579 }
1580 else
1581 {
1582 op->remove (); 1690 remove ();
1583 op->nrof = 0; 1691 return this;
1584 if (tmp)
1585 esrv_del_item (tmp->contr, op->count);
1586 }
1587 } 1692 }
1588 else 1693 else
1589 { 1694 {
1590 object *above = op->above; 1695 decrease (nr);
1591 1696
1592 if (i < op->nrof) 1697 object *op = deep_clone ();
1593 op->nrof -= i; 1698 op->nrof = nr;
1594 else
1595 {
1596 op->remove ();
1597 op->nrof = 0;
1598 }
1599
1600 /* Since we just removed op, op->above is null */
1601 for (tmp = above; tmp; tmp = tmp->above)
1602 if (tmp->type == PLAYER)
1603 {
1604 if (op->nrof)
1605 esrv_send_item (tmp, op);
1606 else
1607 esrv_del_item (tmp->contr, op->count);
1608 }
1609 }
1610
1611 if (op->nrof)
1612 return op; 1699 return op;
1613 else
1614 {
1615 op->destroy ();
1616 return 0;
1617 }
1618}
1619
1620/*
1621 * add_weight(object, weight) adds the specified weight to an object,
1622 * and also updates how much the environment(s) is/are carrying.
1623 */
1624void
1625add_weight (object *op, signed long weight)
1626{
1627 while (op != NULL)
1628 {
1629 if (op->type == CONTAINER)
1630 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1631
1632 op->carrying += weight;
1633 op = op->env;
1634 } 1700 }
1635} 1701}
1636 1702
1637object * 1703object *
1638insert_ob_in_ob (object *op, object *where) 1704insert_ob_in_ob (object *op, object *where)
1663 * be != op, if items are merged. -Tero 1729 * be != op, if items are merged. -Tero
1664 */ 1730 */
1665object * 1731object *
1666object::insert (object *op) 1732object::insert (object *op)
1667{ 1733{
1668 if (!QUERY_FLAG (op, FLAG_REMOVED))
1669 op->remove ();
1670
1671 if (op->more) 1734 if (op->more)
1672 { 1735 {
1673 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1736 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1674 return op; 1737 return op;
1675 } 1738 }
1676 1739
1677 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1740 op->remove ();
1678 CLEAR_FLAG (op, FLAG_REMOVED); 1741
1742 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1679 1743
1680 if (op->nrof) 1744 if (op->nrof)
1681 {
1682 for (object *tmp = inv; tmp; tmp = tmp->below) 1745 for (object *tmp = inv; tmp; tmp = tmp->below)
1683 if (object::can_merge (tmp, op)) 1746 if (object::can_merge (tmp, op))
1684 { 1747 {
1685 /* return the original object and remove inserted object 1748 /* return the original object and remove inserted object
1686 (client needs the original object) */ 1749 (client needs the original object) */
1687 tmp->nrof += op->nrof; 1750 tmp->nrof += op->nrof;
1688 /* Weight handling gets pretty funky. Since we are adding to 1751
1689 * tmp->nrof, we need to increase the weight. 1752 if (object *pl = tmp->visible_to ())
1690 */ 1753 esrv_update_item (UPD_NROF, pl, tmp);
1754
1691 add_weight (this, op->weight * op->nrof); 1755 adjust_weight (this, op->total_weight ());
1692 SET_FLAG (op, FLAG_REMOVED); 1756
1693 op->destroy (); /* free the inserted object */ 1757 op->destroy ();
1694 op = tmp; 1758 op = tmp;
1695 op->remove (); /* and fix old object's links */ 1759 goto inserted;
1696 CLEAR_FLAG (op, FLAG_REMOVED);
1697 break;
1698 } 1760 }
1699 1761
1700 /* I assume combined objects have no inventory
1701 * We add the weight - this object could have just been removed
1702 * (if it was possible to merge). calling remove_ob will subtract
1703 * the weight, so we need to add it in again, since we actually do
1704 * the linking below
1705 */
1706 add_weight (this, op->weight * op->nrof);
1707 }
1708 else
1709 add_weight (this, (op->weight + op->carrying));
1710
1711 if (object *otmp = this->in_player ())
1712 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1713 otmp->update_stats ();
1714
1715 op->owner = 0; // its his/hers now. period. 1762 op->owner = 0; // it's his/hers now. period.
1716 op->map = 0; 1763 op->map = 0;
1764 op->x = 0;
1765 op->y = 0;
1766
1767 op->above = 0;
1768 op->below = inv;
1717 op->env = this; 1769 op->env = this;
1718 op->above = 0;
1719 op->below = 0;
1720 op->x = op->y = 0;
1721 1770
1771 if (inv)
1772 inv->above = op;
1773
1774 inv = op;
1775
1776 op->flag [FLAG_REMOVED] = 0;
1777
1778 if (object *pl = op->visible_to ())
1779 esrv_send_item (pl, op);
1780
1781 adjust_weight (this, op->total_weight ());
1782
1783inserted:
1722 /* reset the light list and los of the players on the map */ 1784 /* reset the light list and los of the players on the map */
1723 if (op->glow_radius && map) 1785 if (op->glow_radius && is_on_map ())
1724 { 1786 {
1725#ifdef DEBUG_LIGHTS 1787 update_stats ();
1726 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1727#endif /* DEBUG_LIGHTS */
1728 if (map->darkness)
1729 update_all_los (map, x, y); 1788 update_all_los (map, x, y);
1730 }
1731
1732 /* Client has no idea of ordering so lets not bother ordering it here.
1733 * It sure simplifies this function...
1734 */
1735 if (!inv)
1736 inv = op;
1737 else
1738 { 1789 }
1739 op->below = inv; 1790 else if (is_player ())
1740 op->below->above = op; 1791 // if this is a player's inventory, update stats
1741 inv = op; 1792 contr->queue_stats_update ();
1742 }
1743 1793
1744 INVOKE_OBJECT (INSERT, this); 1794 INVOKE_OBJECT (INSERT, this);
1745 1795
1746 return op; 1796 return op;
1747} 1797}
1767 * on top. 1817 * on top.
1768 */ 1818 */
1769int 1819int
1770check_move_on (object *op, object *originator) 1820check_move_on (object *op, object *originator)
1771{ 1821{
1822 if (op->flag [FLAG_NO_APPLY])
1823 return 0;
1824
1772 object *tmp; 1825 object *tmp;
1773 maptile *m = op->map; 1826 maptile *m = op->map;
1774 int x = op->x, y = op->y; 1827 int x = op->x, y = op->y;
1775 1828
1776 MoveType move_on, move_slow, move_block; 1829 mapspace &ms = m->at (x, y);
1777 1830
1778 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1831 ms.update ();
1779 return 0;
1780 1832
1781 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1833 MoveType move_on = ms.move_on;
1782 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1834 MoveType move_slow = ms.move_slow;
1783 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1835 MoveType move_block = ms.move_block;
1784 1836
1785 /* if nothing on this space will slow op down or be applied, 1837 /* if nothing on this space will slow op down or be applied,
1786 * no need to do checking below. have to make sure move_type 1838 * no need to do checking below. have to make sure move_type
1787 * is set, as lots of objects don't have it set - we treat that 1839 * is set, as lots of objects don't have it set - we treat that
1788 * as walking. 1840 * as walking.
1799 return 0; 1851 return 0;
1800 1852
1801 /* The objects have to be checked from top to bottom. 1853 /* The objects have to be checked from top to bottom.
1802 * Hence, we first go to the top: 1854 * Hence, we first go to the top:
1803 */ 1855 */
1804 1856 for (object *next, *tmp = ms.top; tmp; tmp = next)
1805 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1806 {
1807 /* Trim the search when we find the first other spell effect
1808 * this helps performance so that if a space has 50 spell objects,
1809 * we don't need to check all of them.
1810 */
1811 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1812 break;
1813 } 1857 {
1858 next = tmp->below;
1814 1859
1815 for (; tmp; tmp = tmp->below)
1816 {
1817 if (tmp == op) 1860 if (tmp == op)
1818 continue; /* Can't apply yourself */ 1861 continue; /* Can't apply yourself */
1819 1862
1820 /* Check to see if one of the movement types should be slowed down. 1863 /* Check to see if one of the movement types should be slowed down.
1821 * Second check makes sure that the movement types not being slowed 1864 * Second check makes sure that the movement types not being slowed
1822 * (~slow_move) is not blocked on this space - just because the 1865 * (~slow_move) is not blocked on this space - just because the
1823 * space doesn't slow down swimming (for example), if you can't actually 1866 * space doesn't slow down swimming (for example), if you can't actually
1824 * swim on that space, can't use it to avoid the penalty. 1867 * swim on that space, can't use it to avoid the penalty.
1825 */ 1868 */
1826 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1869 if (!op->flag [FLAG_WIZPASS])
1827 { 1870 {
1828 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1871 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1829 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1872 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1830 { 1873 {
1831
1832 float
1833 diff = tmp->move_slow_penalty * fabs (op->speed); 1874 float diff = tmp->move_slow_penalty * fabs (op->speed);
1834 1875
1835 if (op->type == PLAYER) 1876 if (op->is_player ())
1836 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1877 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1837 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1878 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1838 diff /= 4.0; 1879 diff /= 4.0;
1839 1880
1840 op->speed_left -= diff; 1881 op->speed_left -= diff;
1841 } 1882 }
1842 } 1883 }
1875 LOG (llevError, "Present_arch called outside map.\n"); 1916 LOG (llevError, "Present_arch called outside map.\n");
1876 return NULL; 1917 return NULL;
1877 } 1918 }
1878 1919
1879 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1920 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1880 if (tmp->arch == at) 1921 if (tmp->arch->archname == at->archname)
1881 return tmp; 1922 return tmp;
1882 1923
1883 return NULL; 1924 return NULL;
1884} 1925}
1885 1926
1949 * The first matching object is returned, or NULL if none. 1990 * The first matching object is returned, or NULL if none.
1950 */ 1991 */
1951object * 1992object *
1952present_arch_in_ob (const archetype *at, const object *op) 1993present_arch_in_ob (const archetype *at, const object *op)
1953{ 1994{
1954 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1995 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1955 if (tmp->arch == at) 1996 if (tmp->arch->archname == at->archname)
1956 return tmp; 1997 return tmp;
1957 1998
1958 return NULL; 1999 return NULL;
1959} 2000}
1960 2001
1962 * activate recursively a flag on an object inventory 2003 * activate recursively a flag on an object inventory
1963 */ 2004 */
1964void 2005void
1965flag_inv (object *op, int flag) 2006flag_inv (object *op, int flag)
1966{ 2007{
1967 if (op->inv)
1968 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2008 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1969 { 2009 {
1970 SET_FLAG (tmp, flag); 2010 tmp->set_flag (flag);
1971 flag_inv (tmp, flag); 2011 flag_inv (tmp, flag);
1972 } 2012 }
1973} 2013}
1974 2014
1975/* 2015/*
1976 * deactivate recursively a flag on an object inventory 2016 * deactivate recursively a flag on an object inventory
1977 */ 2017 */
1978void 2018void
1979unflag_inv (object *op, int flag) 2019unflag_inv (object *op, int flag)
1980{ 2020{
1981 if (op->inv)
1982 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2021 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1983 { 2022 {
1984 CLEAR_FLAG (tmp, flag); 2023 tmp->clr_flag (flag);
1985 unflag_inv (tmp, flag); 2024 unflag_inv (tmp, flag);
1986 } 2025 }
1987} 2026}
1988 2027
1989/* 2028/*
1990 * find_free_spot(object, map, x, y, start, stop) will search for 2029 * find_free_spot(object, map, x, y, start, stop) will search for
1991 * a spot at the given map and coordinates which will be able to contain 2030 * a spot at the given map and coordinates which will be able to contain
1993 * to search (see the freearr_x/y[] definition). 2032 * to search (see the freearr_x/y[] definition).
1994 * It returns a random choice among the alternatives found. 2033 * It returns a random choice among the alternatives found.
1995 * start and stop are where to start relative to the free_arr array (1,9 2034 * start and stop are where to start relative to the free_arr array (1,9
1996 * does all 4 immediate directions). This returns the index into the 2035 * does all 4 immediate directions). This returns the index into the
1997 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2036 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1998 * Note - this only checks to see if there is space for the head of the
1999 * object - if it is a multispace object, this should be called for all
2000 * pieces.
2001 * Note2: This function does correctly handle tiled maps, but does not 2037 * Note: This function does correctly handle tiled maps, but does not
2002 * inform the caller. However, insert_ob_in_map will update as 2038 * inform the caller. However, insert_ob_in_map will update as
2003 * necessary, so the caller shouldn't need to do any special work. 2039 * necessary, so the caller shouldn't need to do any special work.
2004 * Note - updated to take an object instead of archetype - this is necessary 2040 * Note - updated to take an object instead of archetype - this is necessary
2005 * because arch_blocked (now ob_blocked) needs to know the movement type 2041 * because arch_blocked (now ob_blocked) needs to know the movement type
2006 * to know if the space in question will block the object. We can't use 2042 * to know if the space in question will block the object. We can't use
2008 * customized, changed states, etc. 2044 * customized, changed states, etc.
2009 */ 2045 */
2010int 2046int
2011find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2047find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2012{ 2048{
2049 int altern[SIZEOFFREE];
2013 int index = 0, flag; 2050 int index = 0, flag;
2014 int altern[SIZEOFFREE];
2015 2051
2016 for (int i = start; i < stop; i++) 2052 for (int i = start; i < stop; i++)
2017 { 2053 {
2018 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2054 mapxy pos (m, x, y); pos.move (i);
2019 if (!flag) 2055
2056 if (!pos.normalise ())
2057 continue;
2058
2059 mapspace &ms = *pos;
2060
2061 if (ms.flags () & P_IS_ALIVE)
2062 continue;
2063
2064 /* However, often
2065 * ob doesn't have any move type (when used to place exits)
2066 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2067 */
2068 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2069 {
2020 altern [index++] = i; 2070 altern [index++] = i;
2071 continue;
2072 }
2021 2073
2022 /* Basically, if we find a wall on a space, we cut down the search size. 2074 /* Basically, if we find a wall on a space, we cut down the search size.
2023 * In this way, we won't return spaces that are on another side of a wall. 2075 * In this way, we won't return spaces that are on another side of a wall.
2024 * This mostly work, but it cuts down the search size in all directions - 2076 * This mostly work, but it cuts down the search size in all directions -
2025 * if the space being examined only has a wall to the north and empty 2077 * if the space being examined only has a wall to the north and empty
2026 * spaces in all the other directions, this will reduce the search space 2078 * spaces in all the other directions, this will reduce the search space
2027 * to only the spaces immediately surrounding the target area, and 2079 * to only the spaces immediately surrounding the target area, and
2028 * won't look 2 spaces south of the target space. 2080 * won't look 2 spaces south of the target space.
2029 */ 2081 */
2030 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2082 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2083 {
2031 stop = maxfree[i]; 2084 stop = maxfree[i];
2085 continue;
2086 }
2087
2088 /* Note it is intentional that we check ob - the movement type of the
2089 * head of the object should correspond for the entire object.
2090 */
2091 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2092 continue;
2093
2094 if (ob->blocked (pos.m, pos.x, pos.y))
2095 continue;
2096
2097 altern [index++] = i;
2032 } 2098 }
2033 2099
2034 if (!index) 2100 if (!index)
2035 return -1; 2101 return -1;
2036 2102
2045 */ 2111 */
2046int 2112int
2047find_first_free_spot (const object *ob, maptile *m, int x, int y) 2113find_first_free_spot (const object *ob, maptile *m, int x, int y)
2048{ 2114{
2049 for (int i = 0; i < SIZEOFFREE; i++) 2115 for (int i = 0; i < SIZEOFFREE; i++)
2050 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2116 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2051 return i; 2117 return i;
2052 2118
2053 return -1; 2119 return -1;
2054} 2120}
2055 2121
2101 * there is capable of. 2167 * there is capable of.
2102 */ 2168 */
2103int 2169int
2104find_dir (maptile *m, int x, int y, object *exclude) 2170find_dir (maptile *m, int x, int y, object *exclude)
2105{ 2171{
2106 int i, max = SIZEOFFREE, mflags; 2172 int max = SIZEOFFREE, mflags;
2107
2108 sint16 nx, ny;
2109 object *tmp;
2110 maptile *mp;
2111
2112 MoveType blocked, move_type; 2173 MoveType move_type;
2113 2174
2114 if (exclude && exclude->head_ () != exclude) 2175 if (exclude && exclude->head_ () != exclude)
2115 { 2176 {
2116 exclude = exclude->head; 2177 exclude = exclude->head;
2117 move_type = exclude->move_type; 2178 move_type = exclude->move_type;
2120 { 2181 {
2121 /* If we don't have anything, presume it can use all movement types. */ 2182 /* If we don't have anything, presume it can use all movement types. */
2122 move_type = MOVE_ALL; 2183 move_type = MOVE_ALL;
2123 } 2184 }
2124 2185
2125 for (i = 1; i < max; i++) 2186 for (int i = 1; i < max; i++)
2126 { 2187 {
2127 mp = m; 2188 mapxy pos (m, x, y);
2128 nx = x + freearr_x[i]; 2189 pos.move (i);
2129 ny = y + freearr_y[i];
2130 2190
2131 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2191 if (!pos.normalise ())
2132
2133 if (mflags & P_OUT_OF_MAP)
2134 max = maxfree[i]; 2192 max = maxfree[i];
2135 else 2193 else
2136 { 2194 {
2137 mapspace &ms = mp->at (nx, ny); 2195 mapspace &ms = *pos;
2138 2196
2139 blocked = ms.move_block;
2140
2141 if ((move_type & blocked) == move_type) 2197 if ((move_type & ms.move_block) == move_type)
2142 max = maxfree[i]; 2198 max = maxfree [i];
2143 else if (mflags & P_IS_ALIVE) 2199 else if (ms.flags () & P_IS_ALIVE)
2144 { 2200 {
2145 for (tmp = ms.bot; tmp; tmp = tmp->above) 2201 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2146 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2202 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2147 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2203 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2148 break;
2149
2150 if (tmp)
2151 return freedir[i]; 2204 return freedir [i];
2152 } 2205 }
2153 } 2206 }
2154 } 2207 }
2155 2208
2156 return 0; 2209 return 0;
2165{ 2218{
2166 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2219 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2167} 2220}
2168 2221
2169/* 2222/*
2170 * find_dir_2(delta-x,delta-y) will return a direction in which 2223 * find_dir_2(delta-x,delta-y) will return a direction value
2171 * an object which has subtracted the x and y coordinates of another 2224 * for running into direct [dx, dy].
2172 * object, needs to travel toward it. 2225 * (the opposite of crossfire's find_dir_2!)
2173 */ 2226 */
2174int 2227int
2175find_dir_2 (int x, int y) 2228find_dir_2 (int x, int y)
2176{ 2229{
2177 int q; 2230 int q;
2178 2231
2179 if (y) 2232 if (y)
2180 q = x * 100 / y; 2233 q = 128 * x / y;
2181 else if (x) 2234 else if (x)
2182 q = -300 * x; 2235 q = -512 * x; // to make it > 309
2183 else 2236 else
2184 return 0; 2237 return 0;
2185 2238
2186 if (y > 0) 2239 if (y > 0)
2187 { 2240 {
2188 if (q < -242) 2241 if (q < -309) return 7;
2242 if (q < -52) return 6;
2243 if (q < 52) return 5;
2244 if (q < 309) return 4;
2245
2189 return 3; 2246 return 3;
2190 if (q < -41) 2247 }
2191 return 2; 2248 else
2192 if (q < 41) 2249 {
2193 return 1; 2250 if (q < -309) return 3;
2194 if (q < 242) 2251 if (q < -52) return 2;
2195 return 8; 2252 if (q < 52) return 1;
2253 if (q < 309) return 8;
2254
2196 return 7; 2255 return 7;
2197 } 2256 }
2198
2199 if (q < -242)
2200 return 7;
2201 if (q < -41)
2202 return 6;
2203 if (q < 41)
2204 return 5;
2205 if (q < 242)
2206 return 4;
2207
2208 return 3;
2209} 2257}
2210 2258
2211/* 2259/*
2212 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2260 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2213 * between two directions (which are expected to be absolute (see absdir()) 2261 * between two directions (which are expected to be absolute (see absdir())
2214 */ 2262 */
2215int 2263int
2216dirdiff (int dir1, int dir2) 2264dirdiff (int dir1, int dir2)
2217{ 2265{
2218 int d;
2219
2220 d = abs (dir1 - dir2); 2266 int d = abs (dir1 - dir2);
2221 if (d > 4)
2222 d = 8 - d;
2223 2267
2224 return d; 2268 return d > 4 ? 8 - d : d;
2225} 2269}
2226 2270
2227/* peterm: 2271/* peterm:
2228 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2272 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2229 * Basically, this is a table of directions, and what directions 2273 * Basically, this is a table of directions, and what directions
2231 * This basically means that if direction is 15, then it could either go 2275 * This basically means that if direction is 15, then it could either go
2232 * direction 4, 14, or 16 to get back to where we are. 2276 * direction 4, 14, or 16 to get back to where we are.
2233 * Moved from spell_util.c to object.c with the other related direction 2277 * Moved from spell_util.c to object.c with the other related direction
2234 * functions. 2278 * functions.
2235 */ 2279 */
2236int reduction_dir[SIZEOFFREE][3] = { 2280static const int reduction_dir[SIZEOFFREE][3] = {
2237 {0, 0, 0}, /* 0 */ 2281 {0, 0, 0}, /* 0 */
2238 {0, 0, 0}, /* 1 */ 2282 {0, 0, 0}, /* 1 */
2239 {0, 0, 0}, /* 2 */ 2283 {0, 0, 0}, /* 2 */
2240 {0, 0, 0}, /* 3 */ 2284 {0, 0, 0}, /* 3 */
2241 {0, 0, 0}, /* 4 */ 2285 {0, 0, 0}, /* 4 */
2335 * Add a check so we can't pick up invisible objects (0.93.8) 2379 * Add a check so we can't pick up invisible objects (0.93.8)
2336 */ 2380 */
2337int 2381int
2338can_pick (const object *who, const object *item) 2382can_pick (const object *who, const object *item)
2339{ 2383{
2340 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2384 return /*who->flag [FLAG_WIZ]|| */
2341 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2385 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2342 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2386 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2343} 2387}
2344 2388
2345/* 2389/*
2346 * create clone from object to another 2390 * create clone from object to another
2347 */ 2391 */
2348object * 2392object *
2349object_create_clone (object *asrc) 2393object::deep_clone ()
2350{ 2394{
2351 object *dst = 0, *tmp, *src, *prev, *item; 2395 assert (("deep_clone called on non-head object", is_head ()));
2352 2396
2353 if (!asrc) 2397 object *dst = clone ();
2354 return 0;
2355 2398
2356 src = asrc->head_ (); 2399 object *prev = dst;
2357
2358 prev = 0;
2359 for (object *part = src; part; part = part->more) 2400 for (object *part = this->more; part; part = part->more)
2360 { 2401 {
2361 tmp = part->clone (); 2402 object *tmp = part->clone ();
2362 tmp->x -= src->x;
2363 tmp->y -= src->y;
2364
2365 if (!part->head)
2366 {
2367 dst = tmp;
2368 tmp->head = 0;
2369 }
2370 else
2371 tmp->head = dst; 2403 tmp->head = dst;
2372
2373 tmp->more = 0;
2374
2375 if (prev)
2376 prev->more = tmp; 2404 prev->more = tmp;
2377
2378 prev = tmp; 2405 prev = tmp;
2379 } 2406 }
2380 2407
2381 for (item = src->inv; item; item = item->below) 2408 for (object *item = inv; item; item = item->below)
2382 insert_ob_in_ob (object_create_clone (item), dst); 2409 insert_ob_in_ob (item->deep_clone (), dst);
2383 2410
2384 return dst; 2411 return dst;
2385} 2412}
2386 2413
2387/* This returns the first object in who's inventory that 2414/* This returns the first object in who's inventory that
2396 return tmp; 2423 return tmp;
2397 2424
2398 return 0; 2425 return 0;
2399} 2426}
2400 2427
2401/* If ob has a field named key, return the link from the list, 2428shstr_tmp
2402 * otherwise return NULL. 2429object::kv_get (shstr_tmp key) const
2403 *
2404 * key must be a passed in shared string - otherwise, this won't
2405 * do the desired thing.
2406 */
2407key_value *
2408get_ob_key_link (const object *ob, const char *key)
2409{ 2430{
2410 for (key_value *link = ob->key_values; link; link = link->next) 2431 for (key_value *kv = key_values; kv; kv = kv->next)
2411 if (link->key == key) 2432 if (kv->key == key)
2412 return link;
2413
2414 return 0;
2415}
2416
2417/*
2418 * Returns the value of op has an extra_field for key, or NULL.
2419 *
2420 * The argument doesn't need to be a shared string.
2421 *
2422 * The returned string is shared.
2423 */
2424const char *
2425get_ob_key_value (const object *op, const char *const key)
2426{
2427 key_value *link;
2428 shstr_cmp canonical_key (key);
2429
2430 if (!canonical_key)
2431 {
2432 /* 1. There being a field named key on any object
2433 * implies there'd be a shared string to find.
2434 * 2. Since there isn't, no object has this field.
2435 * 3. Therefore, *this* object doesn't have this field.
2436 */
2437 return 0;
2438 }
2439
2440 /* This is copied from get_ob_key_link() above -
2441 * only 4 lines, and saves the function call overhead.
2442 */
2443 for (link = op->key_values; link; link = link->next)
2444 if (link->key == canonical_key)
2445 return link->value; 2433 return kv->value;
2446 2434
2447 return 0; 2435 return shstr ();
2448} 2436}
2449 2437
2450/* 2438void
2451 * Updates the canonical_key in op to value. 2439object::kv_set (shstr_tmp key, shstr_tmp value)
2452 *
2453 * canonical_key is a shared string (value doesn't have to be).
2454 *
2455 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2456 * keys.
2457 *
2458 * Returns TRUE on success.
2459 */
2460int
2461set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2462{ 2440{
2463 key_value *field = NULL, *last = NULL; 2441 for (key_value *kv = key_values; kv; kv = kv->next)
2464 2442 if (kv->key == key)
2465 for (field = op->key_values; field != NULL; field = field->next)
2466 {
2467 if (field->key != canonical_key)
2468 { 2443 {
2469 last = field; 2444 kv->value = value;
2470 continue; 2445 return;
2471 } 2446 }
2472 2447
2473 if (value) 2448 key_value *kv = new key_value;
2474 field->value = value; 2449
2475 else 2450 kv->next = key_values;
2451 kv->key = key;
2452 kv->value = value;
2453
2454 key_values = kv;
2455}
2456
2457void
2458object::kv_del (shstr_tmp key)
2459{
2460 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2461 if ((*kvp)->key == key)
2476 { 2462 {
2477 /* Basically, if the archetype has this key set, 2463 key_value *kv = *kvp;
2478 * we need to store the null value so when we save 2464 *kvp = (*kvp)->next;
2479 * it, we save the empty value so that when we load, 2465 delete kv;
2480 * we get this value back again. 2466 return;
2481 */
2482 if (get_ob_key_link (op->arch, canonical_key))
2483 field->value = 0;
2484 else
2485 {
2486 if (last)
2487 last->next = field->next;
2488 else
2489 op->key_values = field->next;
2490
2491 delete field;
2492 }
2493 } 2467 }
2494 return TRUE;
2495 }
2496 /* IF we get here, key doesn't exist */
2497
2498 /* No field, we'll have to add it. */
2499
2500 if (!add_key)
2501 return FALSE;
2502
2503 /* There isn't any good reason to store a null
2504 * value in the key/value list. If the archetype has
2505 * this key, then we should also have it, so shouldn't
2506 * be here. If user wants to store empty strings,
2507 * should pass in ""
2508 */
2509 if (value == NULL)
2510 return TRUE;
2511
2512 field = new key_value;
2513
2514 field->key = canonical_key;
2515 field->value = value;
2516 /* Usual prepend-addition. */
2517 field->next = op->key_values;
2518 op->key_values = field;
2519
2520 return TRUE;
2521}
2522
2523/*
2524 * Updates the key in op to value.
2525 *
2526 * If add_key is FALSE, this will only update existing keys,
2527 * and not add new ones.
2528 * In general, should be little reason FALSE is ever passed in for add_key
2529 *
2530 * Returns TRUE on success.
2531 */
2532int
2533set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2534{
2535 shstr key_ (key);
2536
2537 return set_ob_key_value_s (op, key_, value, add_key);
2538} 2468}
2539 2469
2540object::depth_iterator::depth_iterator (object *container) 2470object::depth_iterator::depth_iterator (object *container)
2541: iterator_base (container) 2471: iterator_base (container)
2542{ 2472{
2592{ 2522{
2593 char flagdesc[512]; 2523 char flagdesc[512];
2594 char info2[256 * 4]; 2524 char info2[256 * 4];
2595 char *p = info; 2525 char *p = info;
2596 2526
2597 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2527 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2598 count, uuid.seq, 2528 count,
2529 uuid.c_str (),
2599 &name, 2530 &name,
2600 title ? "\",title:\"" : "", 2531 title ? ",title:\"" : "",
2601 title ? (const char *)title : "", 2532 title ? (const char *)title : "",
2533 title ? "\"" : "",
2602 flag_desc (flagdesc, 512), type); 2534 flag_desc (flagdesc, 512), type);
2603 2535
2604 if (!this->flag[FLAG_REMOVED] && env) 2536 if (!flag[FLAG_REMOVED] && env)
2605 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2537 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2606 2538
2607 if (map) 2539 if (map)
2608 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2540 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2609 2541
2624{ 2556{
2625 return map ? map->region (x, y) 2557 return map ? map->region (x, y)
2626 : region::default_region (); 2558 : region::default_region ();
2627} 2559}
2628 2560
2629const materialtype_t *
2630object::dominant_material () const
2631{
2632 if (materialtype_t *mt = name_to_material (materialname))
2633 return mt;
2634
2635 return name_to_material (shstr_unknown);
2636}
2637
2638void 2561void
2639object::open_container (object *new_container) 2562object::open_container (object *new_container)
2640{ 2563{
2641 if (container == new_container) 2564 if (container == new_container)
2642 return; 2565 return;
2643 2566
2644 if (object *old_container = container) 2567 object *old_container = container;
2568
2569 if (old_container)
2645 { 2570 {
2646 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2571 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2647 return; 2572 return;
2648 2573
2649#if 0 2574#if 0
2651 if (object *closer = old_container->inv) 2576 if (object *closer = old_container->inv)
2652 if (closer->type == CLOSE_CON) 2577 if (closer->type == CLOSE_CON)
2653 closer->destroy (); 2578 closer->destroy ();
2654#endif 2579#endif
2655 2580
2581 // make sure the container is available
2582 esrv_send_item (this, old_container);
2583
2656 old_container->flag [FLAG_APPLIED] = 0; 2584 old_container->flag [FLAG_APPLIED] = false;
2657 container = 0; 2585 container = 0;
2658 2586
2587 // client needs item update to make it work, client bug requires this to be separate
2659 esrv_update_item (UPD_FLAGS, this, old_container); 2588 esrv_update_item (UPD_FLAGS, this, old_container);
2589
2660 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2590 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2661 play_sound (sound_find ("chest_close")); 2591 play_sound (sound_find ("chest_close"));
2662 } 2592 }
2663 2593
2664 if (new_container) 2594 if (new_container)
2665 { 2595 {
2669 // TODO: this does not seem to serve any purpose anymore? 2599 // TODO: this does not seem to serve any purpose anymore?
2670#if 0 2600#if 0
2671 // insert the "Close Container" object. 2601 // insert the "Close Container" object.
2672 if (archetype *closer = new_container->other_arch) 2602 if (archetype *closer = new_container->other_arch)
2673 { 2603 {
2674 object *closer = arch_to_object (new_container->other_arch); 2604 object *closer = new_container->other_arch->instance ();
2675 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2605 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2676 new_container->insert (closer); 2606 new_container->insert (closer);
2677 } 2607 }
2678#endif 2608#endif
2679 2609
2680 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2610 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2681 2611
2612 // make sure the container is available, client bug requires this to be separate
2613 esrv_send_item (this, new_container);
2614
2682 new_container->flag [FLAG_APPLIED] = 1; 2615 new_container->flag [FLAG_APPLIED] = true;
2683 container = new_container; 2616 container = new_container;
2684 2617
2618 // client needs flag change
2685 esrv_update_item (UPD_FLAGS, this, new_container); 2619 esrv_update_item (UPD_FLAGS, this, new_container);
2686 esrv_send_inventory (this, new_container); 2620 esrv_send_inventory (this, new_container);
2687 play_sound (sound_find ("chest_open")); 2621 play_sound (sound_find ("chest_open"));
2688 } 2622 }
2623// else if (!old_container->env && contr && contr->ns)
2624// contr->ns->floorbox_reset ();
2689} 2625}
2690 2626
2691object * 2627object *
2692object::force_find (const shstr name) 2628object::force_find (shstr_tmp name)
2693{ 2629{
2694 /* cycle through his inventory to look for the MARK we want to 2630 /* cycle through his inventory to look for the MARK we want to
2695 * place 2631 * place
2696 */ 2632 */
2697 for (object *tmp = inv; tmp; tmp = tmp->below) 2633 for (object *tmp = inv; tmp; tmp = tmp->below)
2699 return splay (tmp); 2635 return splay (tmp);
2700 2636
2701 return 0; 2637 return 0;
2702} 2638}
2703 2639
2640//-GPL
2641
2704void 2642void
2643object::force_set_timer (int duration)
2644{
2645 this->duration = 1;
2646 this->speed_left = -1.f;
2647
2648 this->set_speed (duration ? 1.f / duration : 0.f);
2649}
2650
2651object *
2705object::force_add (const shstr name, int duration) 2652object::force_add (shstr_tmp name, int duration)
2706{ 2653{
2707 if (object *force = force_find (name)) 2654 if (object *force = force_find (name))
2708 force->destroy (); 2655 force->destroy ();
2709 2656
2710 object *force = get_archetype (FORCE_NAME); 2657 object *force = get_archetype (FORCE_NAME);
2711 2658
2712 force->slaying = name; 2659 force->slaying = name;
2713 force->stats.food = 1; 2660 force->force_set_timer (duration);
2714 force->speed_left = -1.f;
2715
2716 force->set_speed (duration ? 1.f / duration : 0.f);
2717 force->flag [FLAG_IS_USED_UP] = true;
2718 force->flag [FLAG_APPLIED] = true; 2661 force->flag [FLAG_APPLIED] = true;
2719 2662
2720 insert (force); 2663 return insert (force);
2721} 2664}
2722 2665
2723void 2666void
2724object::play_sound (faceidx sound) const 2667object::play_sound (faceidx sound) const
2725{ 2668{
2726 if (!sound) 2669 if (!sound)
2727 return; 2670 return;
2728 2671
2729 if (flag [FLAG_REMOVED]) 2672 if (is_on_map ())
2673 map->play_sound (sound, x, y);
2674 else if (object *pl = in_player ())
2675 pl->contr->play_sound (sound);
2676}
2677
2678void
2679object::say_msg (const char *msg) const
2680{
2681 if (is_on_map ())
2682 map->say_msg (msg, x, y);
2683 else if (object *pl = in_player ())
2684 pl->contr->play_sound (sound);
2685}
2686
2687void
2688object::make_noise ()
2689{
2690 // we do not model noise in the map, so instead put
2691 // a temporary light into the noise source
2692 // could use the map instead, but that's less reliable for our
2693 // goal, which is to make invisibility a bit harder to exploit
2694
2695 // currently only works sensibly for players
2696 if (!is_player ())
2730 return; 2697 return;
2731 2698
2732 if (env) 2699 // find old force, or create new one
2733 { 2700 object *force = force_find (shstr_noise_force);
2734 if (object *pl = in_player ()) 2701
2735 pl->contr->play_sound (sound); 2702 if (force)
2736 } 2703 force->speed_left = -1.f; // patch old speed up
2737 else 2704 else
2738 map->play_sound (sound, x, y); 2705 {
2739} 2706 force = archetype::get (shstr_noise_force);
2740 2707
2708 force->slaying = shstr_noise_force;
2709 force->stats.food = 1;
2710 force->speed_left = -1.f;
2711
2712 force->set_speed (1.f / 4.f);
2713 force->flag [FLAG_IS_USED_UP] = true;
2714 force->flag [FLAG_APPLIED] = true;
2715
2716 insert (force);
2717 }
2718}
2719
2720void object::change_move_type (MoveType mt)
2721{
2722 if (move_type == mt)
2723 return;
2724
2725 if (is_on_map ())
2726 {
2727 // we are on the map, so handle move_on/off effects
2728 remove ();
2729 move_type = mt;
2730 map->insert (this, x, y, this);
2731 }
2732 else
2733 move_type = mt;
2734}
2735
2736/* object should be a player.
2737 * we return the object the player has marked with the 'mark' command
2738 * below. If no match is found (or object has changed), we return
2739 * NULL. We leave it up to the calling function to print messages if
2740 * nothing is found.
2741 */
2742object *
2743object::mark () const
2744{
2745 if (contr && contr->mark && contr->mark->env == this)
2746 return contr->mark;
2747 else
2748 return 0;
2749}
2750

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