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Comparing deliantra/server/common/object.C (file contents):
Revision 1.185 by root, Fri Aug 24 01:23:29 2007 UTC vs.
Revision 1.336 by root, Wed Apr 28 11:19:09 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 + weight)
451 - weight_adjust_for (op, op->carrying);
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 carrying 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 */
379object *
380get_nearest_part (object *op, const object *pl)
381{ 516{
382 object *tmp, *closest; 517 return dump_object (this);
383 int last_dist, i;
384
385 if (op->more == NULL)
386 return op;
387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
388 if ((i = distance (tmp, pl)) < last_dist)
389 closest = tmp, last_dist = i;
390 return closest;
391} 518}
392 519
393/* 520/*
394 * 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.
395 */ 523 */
396object * 524object *
397find_object (tag_t i) 525find_object (tag_t i)
398{ 526{
399 for_all_objects (op) 527 for_all_objects (op)
402 530
403 return 0; 531 return 0;
404} 532}
405 533
406/* 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/*
407 * 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.
408 * Used only by the patch command, but not all that useful. 551 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999" 552 * Enables features like "patch <name-of-other-player> food 999"
410 */ 553 */
411object * 554object *
412find_object_name (const char *str) 555find_object_name (const char *str)
413{ 556{
414 shstr_cmp str_ (str); 557 shstr_cmp str_ (str);
415 object *op;
416 558
559 if (str_)
417 for_all_objects (op) 560 for_all_objects (op)
418 if (op->name == str_) 561 if (op->name == str_)
419 break; 562 return op;
420 563
421 return op; 564 return 0;
422}
423
424void
425free_all_object_data ()
426{
427 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
428} 565}
429 566
430/* 567/*
431 * 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
432 * skill and experience objects. 569 * skill and experience objects.
438 // allow objects which own objects 575 // allow objects which own objects
439 if (owner) 576 if (owner)
440 while (owner->owner) 577 while (owner->owner)
441 owner = owner->owner; 578 owner = owner->owner;
442 579
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 }
585
443 this->owner = owner; 586 this->owner = owner;
444}
445
446int
447object::slottype () const
448{
449 if (type == SKILL)
450 {
451 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
452 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
453 }
454 else
455 {
456 if (slot [body_combat].info) return slot_combat;
457 if (slot [body_range ].info) return slot_ranged;
458 }
459
460 return slot_none;
461}
462
463bool
464object::change_weapon (object *ob)
465{
466 if (current_weapon == ob)
467 return true;
468
469 if (chosen_skill)
470 chosen_skill->flag [FLAG_APPLIED] = false;
471
472 current_weapon = ob;
473 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
474
475 if (chosen_skill)
476 chosen_skill->flag [FLAG_APPLIED] = true;
477
478 update_stats ();
479
480 if (ob)
481 {
482 // now check wether any body locations became invalid, in which case
483 // we cannot apply the weapon at the moment.
484 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
485 if (slot[i].used < 0)
486 {
487 current_weapon = chosen_skill = 0;
488 update_stats ();
489
490 new_draw_info_format (NDI_UNIQUE, 0, this,
491 "You try to balance all your items at once, "
492 "but the %s is just too much for your body. "
493 "[You need to unapply some items first.]", &ob->name);
494 return false;
495 }
496
497 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
498 }
499 else
500 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
501
502 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
503 {
504 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
505 &name, ob->debug_desc ());
506 return false;
507 }
508
509 return true;
510} 587}
511 588
512/* Zero the key_values on op, decrementing the shared-string 589/* Zero the key_values on op, decrementing the shared-string
513 * refcounts and freeing the links. 590 * refcounts and freeing the links.
514 */ 591 */
524 } 601 }
525 602
526 op->key_values = 0; 603 op->key_values = 0;
527} 604}
528 605
529object & 606/*
530object::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)
531{ 616{
532 bool is_freed = flag [FLAG_FREED]; 617 dst->remove ();
533 bool is_removed = flag [FLAG_REMOVED];
534
535 *(object_copy *)this = src; 618 *(object_copy *)dst = *this;
536
537 flag [FLAG_FREED] = is_freed;
538 flag [FLAG_REMOVED] = is_removed; 619 dst->flag [FLAG_REMOVED] = true;
539 620
540 /* Copy over key_values, if any. */ 621 /* Copy over key_values, if any. */
541 if (src.key_values) 622 if (key_values)
542 { 623 {
543 key_value *tail = 0; 624 key_value *tail = 0;
544 key_values = 0; 625 dst->key_values = 0;
545 626
546 for (key_value *i = src.key_values; i; i = i->next) 627 for (key_value *i = key_values; i; i = i->next)
547 { 628 {
548 key_value *new_link = new key_value; 629 key_value *new_link = new key_value;
549 630
550 new_link->next = 0; 631 new_link->next = 0;
551 new_link->key = i->key; 632 new_link->key = i->key;
552 new_link->value = i->value; 633 new_link->value = i->value;
553 634
554 /* Try and be clever here, too. */ 635 /* Try and be clever here, too. */
555 if (!key_values) 636 if (!dst->key_values)
556 { 637 {
557 key_values = new_link; 638 dst->key_values = new_link;
558 tail = new_link; 639 tail = new_link;
559 } 640 }
560 else 641 else
561 { 642 {
562 tail->next = new_link; 643 tail->next = new_link;
563 tail = new_link; 644 tail = new_link;
564 } 645 }
565 } 646 }
566 } 647 }
567}
568 648
569/* 649 dst->activate ();
570 * copy_to first frees everything allocated by the dst object,
571 * and then copies the contents of itself into the second
572 * object, allocating what needs to be allocated. Basically, any
573 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
574 * if the first object is freed, the pointers in the new object
575 * will point at garbage.
576 */
577void
578object::copy_to (object *dst)
579{
580 *dst = *this;
581
582 if (speed < 0)
583 dst->speed_left -= rndm ();
584
585 dst->set_speed (dst->speed);
586} 650}
587 651
588void 652void
589object::instantiate () 653object::instantiate ()
590{ 654{
591 if (!uuid.seq) // HACK 655 if (!uuid.seq) // HACK
592 uuid = gen_uuid (); 656 uuid = UUID::gen ();
593 657
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
594 speed_left = -0.1f; 662 speed_left = -1.;
663
595 /* 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
596 * 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.
597 * 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
598 * values for the body_used info, so when items are created 667 * values for the body_used info, so when items are created
599 * for it, they can be properly equipped. 668 * for it, they can be properly equipped.
607object * 676object *
608object::clone () 677object::clone ()
609{ 678{
610 object *neu = create (); 679 object *neu = create ();
611 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
612 return neu; 687 return neu;
613} 688}
614 689
615/* 690/*
616 * 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
618 * 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.
619 */ 694 */
620void 695void
621update_turn_face (object *op) 696update_turn_face (object *op)
622{ 697{
623 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 698 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
624 return; 699 return;
625 700
626 SET_ANIMATION (op, op->direction); 701 SET_ANIMATION (op, op->direction);
627 update_object (op, UP_OBJ_FACE); 702 update_object (op, UP_OBJ_FACE);
628} 703}
633 * 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.
634 */ 709 */
635void 710void
636object::set_speed (float speed) 711object::set_speed (float speed)
637{ 712{
638 if (flag [FLAG_FREED] && speed)
639 {
640 LOG (llevError, "Object %s is freed but has speed.\n", &name);
641 speed = 0;
642 }
643
644 this->speed = speed; 713 this->speed = speed;
645 714
646 if (has_active_speed ()) 715 if (has_active_speed ())
647 activate (); 716 activate ();
648 else 717 else
667 * UP_OBJ_FACE: only the objects face has changed. 736 * UP_OBJ_FACE: only the objects face has changed.
668 */ 737 */
669void 738void
670update_object (object *op, int action) 739update_object (object *op, int action)
671{ 740{
672 if (op == NULL) 741 if (!op)
673 { 742 {
674 /* this should never happen */ 743 /* this should never happen */
675 LOG (llevDebug, "update_object() called for NULL object.\n"); 744 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
676 return; 745 return;
677 } 746 }
678 747
679 if (op->env) 748 if (!op->is_on_map ())
680 { 749 {
681 /* Animation is currently handled by client, so nothing 750 /* Animation is currently handled by client, so nothing
682 * to do in this case. 751 * to do in this case.
683 */ 752 */
684 return; 753 return;
685 } 754 }
686
687 /* If the map is saving, don't do anything as everything is
688 * going to get freed anyways.
689 */
690 if (!op->map || op->map->in_memory == MAP_SAVING)
691 return;
692 755
693 /* make sure the object is within map boundaries */ 756 /* make sure the object is within map boundaries */
694 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)
695 { 758 {
696 LOG (llevError, "update_object() called for object out of map!\n"); 759 LOG (llevError, "update_object() called for object out of map!\n");
704 767
705 if (!(m.flags_ & P_UPTODATE)) 768 if (!(m.flags_ & P_UPTODATE))
706 /* nop */; 769 /* nop */;
707 else if (action == UP_OBJ_INSERT) 770 else if (action == UP_OBJ_INSERT)
708 { 771 {
772#if 0
709 // this is likely overkill, TODO: revisit (schmorp) 773 // this is likely overkill, TODO: revisit (schmorp)
710 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 774 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
711 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 775 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
712 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 776 || (op->is_player () && !(m.flags_ & P_PLAYER))
713 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 777 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
714 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 778 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
715 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 779 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
716 || (m.move_on | op->move_on ) != m.move_on 780 || (m.move_on | op->move_on ) != m.move_on
717 || (m.move_off | op->move_off ) != m.move_off 781 || (m.move_off | op->move_off ) != m.move_off
718 || (m.move_slow | op->move_slow) != m.move_slow 782 || (m.move_slow | op->move_slow) != m.move_slow
719 /* 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
720 * to have move_allow right now. 784 * have move_allow right now.
721 */ 785 */
722 || ((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
723 || 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)
724 m.flags_ = 0; 790 m.invalidate ();
791#endif
725 } 792 }
726 /* if the object is being removed, we can't make intelligent 793 /* if the object is being removed, we can't make intelligent
727 * decisions, because remove_ob can't really pass the object 794 * decisions, because remove_ob can't really pass the object
728 * that is being removed. 795 * that is being removed.
729 */ 796 */
730 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 797 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
731 m.flags_ = 0; 798 m.invalidate ();
732 else if (action == UP_OBJ_FACE) 799 else if (action == UP_OBJ_FACE)
733 /* Nothing to do for that case */ ; 800 /* Nothing to do for that case */ ;
734 else 801 else
735 LOG (llevError, "update_object called with invalid action: %d\n", action); 802 LOG (llevError, "update_object called with invalid action: %d\n", action);
736 803
738 update_object (op->more, action); 805 update_object (op->more, action);
739} 806}
740 807
741object::object () 808object::object ()
742{ 809{
743 SET_FLAG (this, FLAG_REMOVED); 810 this->set_flag (FLAG_REMOVED);
744 811
745 expmul = 1.0; 812 //expmul = 1.0; declared const for the time being
746 face = blank_face; 813 face = blank_face;
814 material = MATERIAL_NULL;
747} 815}
748 816
749object::~object () 817object::~object ()
750{ 818{
751 unlink (); 819 unlink ();
752 820
753 free_key_values (this); 821 free_key_values (this);
754} 822}
755 823
756static int object_count;
757
758void object::link () 824void object::link ()
759{ 825{
760 assert (!index);//D 826 assert (!index);//D
761 uuid = gen_uuid (); 827 uuid = UUID::gen ();
762 count = ++object_count;
763 828
764 refcnt_inc (); 829 refcnt_inc ();
765 objects.insert (this); 830 objects.insert (this);
831
832 ++create_count;
833
766} 834}
767 835
768void object::unlink () 836void object::unlink ()
769{ 837{
770 if (!index) 838 if (!index)
771 return; 839 return;
840
841 ++destroy_count;
772 842
773 objects.erase (this); 843 objects.erase (this);
774 refcnt_dec (); 844 refcnt_dec ();
775} 845}
776 846
780 /* If already on active list, don't do anything */ 850 /* If already on active list, don't do anything */
781 if (active) 851 if (active)
782 return; 852 return;
783 853
784 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
785 actives.insert (this); 859 actives.insert (this);
860 }
786} 861}
787 862
788void 863void
789object::activate_recursive () 864object::activate_recursive ()
790{ 865{
839object::destroy_inv (bool drop_to_ground) 914object::destroy_inv (bool drop_to_ground)
840{ 915{
841 // need to check first, because the checks below might segfault 916 // need to check first, because the checks below might segfault
842 // as we might be on an invalid mapspace and crossfire code 917 // as we might be on an invalid mapspace and crossfire code
843 // is too buggy to ensure that the inventory is empty. 918 // is too buggy to ensure that the inventory is empty.
844 // corollary: if you create arrows etc. with stuff in tis inventory, 919 // corollary: if you create arrows etc. with stuff in its inventory,
845 // cf will crash below with off-map x and y 920 // cf will crash below with off-map x and y
846 if (!inv) 921 if (!inv)
847 return; 922 return;
848 923
849 /* Only if the space blocks everything do we not process - 924 /* Only if the space blocks everything do we not process -
850 * if some form of movement is allowed, let objects 925 * if some form of movement is allowed, let objects
851 * drop on that space. 926 * drop on that space.
852 */ 927 */
853 if (!drop_to_ground 928 if (!drop_to_ground
854 || !map 929 || !map
855 || map->in_memory != MAP_IN_MEMORY 930 || map->in_memory != MAP_ACTIVE
856 || map->nodrop 931 || map->no_drop
857 || ms ().move_block == MOVE_ALL) 932 || ms ().move_block == MOVE_ALL)
858 { 933 {
859 while (inv) 934 while (inv)
860 {
861 inv->destroy_inv (drop_to_ground);
862 inv->destroy (); 935 inv->destroy ();
863 }
864 } 936 }
865 else 937 else
866 { /* Put objects in inventory onto this space */ 938 { /* Put objects in inventory onto this space */
867 while (inv) 939 while (inv)
868 { 940 {
879 map->insert (op, x, y); 951 map->insert (op, x, y);
880 } 952 }
881 } 953 }
882} 954}
883 955
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 *
884object *object::create () 993object::create ()
885{ 994{
886 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
887 op->link (); 1017 op->link ();
1018
888 return op; 1019 return op;
889} 1020}
890 1021
891void 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
892object::do_destroy () 1057object::do_destroy ()
893{ 1058{
894 attachable::do_destroy ();
895
896 if (flag [FLAG_IS_LINKED]) 1059 if (flag [FLAG_IS_LINKED])
897 remove_button_link (this); 1060 remove_link ();
898 1061
899 if (flag [FLAG_FRIENDLY]) 1062 if (flag [FLAG_FRIENDLY])
900 remove_friendly_object (this); 1063 remove_friendly_object (this);
901 1064
902 if (!flag [FLAG_REMOVED])
903 remove (); 1065 remove ();
904 1066
905 destroy_inv (true); 1067 attachable::do_destroy ();
906 1068
907 deactivate (); 1069 deactivate ();
908 unlink (); 1070 unlink ();
909 1071
910 flag [FLAG_FREED] = 1; 1072 flag [FLAG_FREED] = 1;
911 1073
912 // hack to ensure that freed objects still have a valid map 1074 // hack to ensure that freed objects still have a valid map
913 {
914 static maptile *freed_map; // freed objects are moved here to avoid crashes
915
916 if (!freed_map)
917 {
918 freed_map = new maptile;
919
920 freed_map->name = "/internal/freed_objects_map";
921 freed_map->width = 3;
922 freed_map->height = 3;
923
924 freed_map->alloc ();
925 freed_map->in_memory = MAP_IN_MEMORY;
926 }
927
928 map = freed_map; 1075 map = &freed_map;
929 x = 1; 1076 x = 1;
930 y = 1; 1077 y = 1;
931 }
932 1078
933 if (more) 1079 if (more)
934 { 1080 {
935 more->destroy (); 1081 more->destroy ();
936 more = 0; 1082 more = 0;
944 attacked_by = 0; 1090 attacked_by = 0;
945 current_weapon = 0; 1091 current_weapon = 0;
946} 1092}
947 1093
948void 1094void
949object::destroy (bool destroy_inventory) 1095object::destroy ()
950{ 1096{
951 if (destroyed ()) 1097 if (destroyed ())
952 return; 1098 return;
953 1099
954 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
955 destroy_inv (false); 1107 destroy_inv_fast ();
956 1108
957 if (is_head ()) 1109 if (is_head ())
958 if (sound_destroy) 1110 if (sound_destroy)
959 play_sound (sound_destroy); 1111 play_sound (sound_destroy);
960 else if (flag [FLAG_MONSTER]) 1112 else if (flag [FLAG_MONSTER])
961 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
962 1114
963 attachable::destroy (); 1115 attachable::destroy ();
964}
965
966/*
967 * sub_weight() recursively (outwards) subtracts a number from the
968 * weight of an object (and what is carried by it's environment(s)).
969 */
970void
971sub_weight (object *op, signed long weight)
972{
973 while (op != NULL)
974 {
975 if (op->type == CONTAINER)
976 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
977
978 op->carrying -= weight;
979 op = op->env;
980 }
981} 1116}
982 1117
983/* op->remove (): 1118/* op->remove ():
984 * 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
985 * 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
988 * the previous environment. 1123 * the previous environment.
989 */ 1124 */
990void 1125void
991object::do_remove () 1126object::do_remove ()
992{ 1127{
993 object *tmp, *last = 0; 1128 if (flag [FLAG_REMOVED])
994 object *otmp;
995
996 if (QUERY_FLAG (this, FLAG_REMOVED))
997 return; 1129 return;
998 1130
999 SET_FLAG (this, FLAG_REMOVED);
1000 INVOKE_OBJECT (REMOVE, this); 1131 INVOKE_OBJECT (REMOVE, this);
1132
1133 flag [FLAG_REMOVED] = true;
1001 1134
1002 if (more) 1135 if (more)
1003 more->remove (); 1136 more->remove ();
1004 1137
1005 /* 1138 /*
1006 * In this case, the object to be removed is in someones 1139 * In this case, the object to be removed is in someones
1007 * inventory. 1140 * inventory.
1008 */ 1141 */
1009 if (env) 1142 if (env)
1010 { 1143 {
1011 if (nrof) 1144 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1012 sub_weight (env, weight * nrof); 1145 if (object *pl = visible_to ())
1013 else 1146 esrv_del_item (pl->contr, count);
1014 sub_weight (env, weight + carrying); 1147 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1015 1148
1016 /* NO_FIX_PLAYER is set when a great many changes are being 1149 adjust_weight (env, -total_weight ());
1017 * made to players inventory. If set, avoiding the call
1018 * to save cpu time.
1019 */
1020 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1021 otmp->update_stats ();
1022 1150
1023 if (above) 1151 object *pl = in_player ();
1024 above->below = below;
1025 else
1026 env->inv = below;
1027
1028 if (below)
1029 below->above = above;
1030 1152
1031 /* we set up values so that it could be inserted into 1153 /* we set up values so that it could be inserted into
1032 * 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
1033 * to the caller to decide what we want to do. 1155 * to the caller to decide what we want to do.
1034 */ 1156 */
1035 x = env->x, y = env->y;
1036 map = env->map; 1157 map = env->map;
1037 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;
1038 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 }
1039 } 1190 }
1040 else if (map) 1191 else if (map)
1041 { 1192 {
1042 if (type == PLAYER)
1043 {
1044 // leaving a spot always closes any open container on the ground
1045 if (container && !container->env)
1046 // this causes spurious floorbox updates, but it ensures
1047 // that the CLOSE event is being sent.
1048 close_container ();
1049
1050 --map->players;
1051 map->touch ();
1052 }
1053
1054 map->dirty = true; 1193 map->dirty = true;
1055 mapspace &ms = this->ms (); 1194 mapspace &ms = this->ms ();
1056 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
1057 /* link the object above us */ 1221 /* link the object above us */
1058 if (above) 1222 // re-link, make sure compiler can easily use cmove
1059 above->below = below; 1223 *(above ? &above->below : &ms.top) = below;
1060 else 1224 *(below ? &below->above : &ms.bot) = above;
1061 ms.top = below; /* we were top, set new top */
1062
1063 /* Relink the object below us, if there is one */
1064 if (below)
1065 below->above = above;
1066 else
1067 {
1068 /* Nothing below, which means we need to relink map object for this space
1069 * use translated coordinates in case some oddness with map tiling is
1070 * evident
1071 */
1072 if (GET_MAP_OB (map, x, y) != this)
1073 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 ());
1074
1075 ms.bot = above; /* goes on above it. */
1076 }
1077 1225
1078 above = 0; 1226 above = 0;
1079 below = 0; 1227 below = 0;
1080 1228
1229 ms.invalidate ();
1230
1081 if (map->in_memory == MAP_SAVING) 1231 if (map->in_memory == MAP_SAVING)
1082 return; 1232 return;
1083 1233
1084 int check_walk_off = !flag [FLAG_NO_APPLY]; 1234 int check_walk_off = !flag [FLAG_NO_APPLY];
1085 1235
1086 if (object *pl = ms.player ()) 1236 if (object *pl = ms.player ())
1087 { 1237 {
1088 if (pl->container == this) 1238 if (pl->container_ () == this)
1089 /* If a container that the player is currently using somehow gets 1239 /* If a container that the player is currently using somehow gets
1090 * removed (most likely destroyed), update the player view 1240 * removed (most likely destroyed), update the player view
1091 * appropriately. 1241 * appropriately.
1092 */ 1242 */
1093 pl->close_container (); 1243 pl->close_container ();
1094 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)
1095 pl->contr->ns->floorbox_update (); 1249 pl->contr->ns->floorbox_update ();
1096 } 1250 }
1097 1251
1252 if (check_walk_off)
1098 for (tmp = ms.bot; tmp; tmp = tmp->above) 1253 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1099 { 1254 {
1255 above = tmp->above;
1256
1100 /* 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
1101 * being removed. 1258 * being removed.
1102 */ 1259 */
1103 1260
1104 /* See if object moving off should effect something */ 1261 /* See if object moving off should effect something */
1105 if (check_walk_off
1106 && ((move_type & tmp->move_off) 1262 if ((move_type & tmp->move_off)
1107 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1263 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1108 {
1109 move_apply (tmp, this, 0); 1264 move_apply (tmp, this, 0);
1110
1111 if (destroyed ())
1112 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1113 } 1265 }
1114 1266
1115 last = tmp; 1267 if (affects_los ())
1116 }
1117
1118 /* last == NULL if there are no objects on this space */
1119 //TODO: this makes little sense, why only update the topmost object?
1120 if (!last)
1121 map->at (x, y).flags_ = 0;
1122 else
1123 update_object (last, UP_OBJ_REMOVE);
1124
1125 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1126 update_all_los (map, x, y); 1268 update_all_los (map, x, y);
1127 } 1269 }
1128} 1270}
1129 1271
1130/* 1272/*
1139merge_ob (object *op, object *top) 1281merge_ob (object *op, object *top)
1140{ 1282{
1141 if (!op->nrof) 1283 if (!op->nrof)
1142 return 0; 1284 return 0;
1143 1285
1144 if (top) 1286 if (!top)
1145 for (top = op; top && top->above; top = top->above) 1287 for (top = op; top && top->above; top = top->above)
1146 ; 1288 ;
1147 1289
1148 for (; top; top = top->below) 1290 for (; top; top = top->below)
1149 {
1150 if (top == op)
1151 continue;
1152
1153 if (object::can_merge (op, top)) 1291 if (object::can_merge (op, top))
1154 { 1292 {
1155 top->nrof += op->nrof; 1293 top->nrof += op->nrof;
1156 1294
1157/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1295 if (object *pl = top->visible_to ())
1158 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
1159 op->destroy (); 1301 op->destroy ();
1302
1160 return top; 1303 return top;
1161 } 1304 }
1162 }
1163 1305
1164 return 0; 1306 return 0;
1165} 1307}
1166 1308
1167void 1309void
1172 1314
1173 object *prev = this; 1315 object *prev = this;
1174 1316
1175 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1317 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1176 { 1318 {
1177 object *op = arch_to_object (at); 1319 object *op = at->instance ();
1178 1320
1179 op->name = name; 1321 op->name = name;
1180 op->name_pl = name_pl; 1322 op->name_pl = name_pl;
1181 op->title = title; 1323 op->title = title;
1182 1324
1192 * job preparing multi-part monsters. 1334 * job preparing multi-part monsters.
1193 */ 1335 */
1194object * 1336object *
1195insert_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)
1196{ 1338{
1339 op->remove ();
1340
1197 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1341 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1198 { 1342 {
1199 tmp->x = x + tmp->arch->x; 1343 tmp->x = x + tmp->arch->x;
1200 tmp->y = y + tmp->arch->y; 1344 tmp->y = y + tmp->arch->y;
1201 } 1345 }
1218 * 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
1219 * to be set if special handling is needed. 1363 * to be set if special handling is needed.
1220 * 1364 *
1221 * Return value: 1365 * Return value:
1222 * new object if 'op' was merged with other object 1366 * new object if 'op' was merged with other object
1223 * NULL if 'op' was destroyed 1367 * NULL if there was an error (destroyed, blocked etc.)
1224 * just 'op' otherwise 1368 * just 'op' otherwise
1225 */ 1369 */
1226object * 1370object *
1227insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1371insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1228{ 1372{
1229 assert (!op->flag [FLAG_FREED]);
1230
1231 object *top, *floor = NULL;
1232
1233 op->remove (); 1373 op->remove ();
1234 1374
1235 if (out_of_map (m, op->x, op->y)) 1375 if (m == &freed_map)//D TODO: remove soon
1236 { 1376 {//D
1237 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
1238#ifdef MANY_CORES
1239 /* Better to catch this here, as otherwise the next use of this object
1240 * is likely to cause a crash. Better to find out where it is getting
1241 * improperly inserted.
1242 */
1243 abort ();
1244#endif
1245 return op;
1246 } 1378 }//D
1247
1248 if (object *more = op->more)
1249 if (!insert_ob_in_map (more, m, originator, flag))
1250 return 0;
1251
1252 CLEAR_FLAG (op, FLAG_REMOVED);
1253 1379
1254 /* Ideally, the caller figures this out. However, it complicates a lot 1380 /* Ideally, the caller figures this out. However, it complicates a lot
1255 * 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
1256 * need extra work 1382 * need extra work
1257 */ 1383 */
1384 maptile *newmap = m;
1258 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
1259 return 0; 1388 return 0;
1389 }
1260 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;
1261 op->map = m; 1397 op->map = newmap;
1398
1262 mapspace &ms = op->ms (); 1399 mapspace &ms = op->ms ();
1263 1400
1264 /* this has to be done after we translate the coordinates. 1401 /* this has to be done after we translate the coordinates.
1265 */ 1402 */
1266 if (op->nrof && !(flag & INS_NO_MERGE)) 1403 if (op->nrof && !(flag & INS_NO_MERGE))
1267 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1404 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1268 if (object::can_merge (op, tmp)) 1405 if (object::can_merge (op, tmp))
1269 { 1406 {
1407 // TODO: we actually want to update tmp, not op,
1408 // but some caller surely breaks when we return tmp
1409 // from here :/
1270 op->nrof += tmp->nrof; 1410 op->nrof += tmp->nrof;
1271 tmp->destroy (); 1411 tmp->destroy ();
1272 } 1412 }
1273 1413
1274 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 */
1275 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1415 op->clr_flag (FLAG_INV_LOCKED);
1276 1416
1277 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1417 if (!op->flag [FLAG_ALIVE])
1278 CLEAR_FLAG (op, FLAG_NO_STEAL); 1418 op->clr_flag (FLAG_NO_STEAL);
1279 1419
1280 if (flag & INS_BELOW_ORIGINATOR) 1420 if (flag & INS_BELOW_ORIGINATOR)
1281 { 1421 {
1282 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)
1283 { 1423 {
1284 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");
1285 abort (); 1425 abort ();
1286 } 1426 }
1287 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
1288 op->above = originator; 1435 op->above = originator;
1289 op->below = originator->below; 1436 op->below = originator->below;
1290
1291 if (op->below)
1292 op->below->above = op;
1293 else
1294 ms.bot = op;
1295
1296 /* since *below* originator, no need to update top */
1297 originator->below = op; 1437 originator->below = op;
1438
1439 *(op->below ? &op->below->above : &ms.bot) = op;
1298 } 1440 }
1299 else 1441 else
1300 { 1442 {
1301 top = ms.bot; 1443 object *floor = 0;
1444 object *top = ms.top;
1302 1445
1303 /* If there are other objects, then */ 1446 /* If there are other objects, then */
1304 if ((!(flag & INS_MAP_LOAD)) && top) 1447 if (top)
1305 { 1448 {
1306 object *last = 0;
1307
1308 /* 1449 /*
1309 * 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.
1310 * We've already dealt with merging if appropriate. 1451 * We've already dealt with merging if appropriate.
1311 * 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
1312 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1453 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1315 * 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
1316 * 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
1317 * 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
1318 * that flying non pickable objects are spell objects. 1459 * that flying non pickable objects are spell objects.
1319 */ 1460 */
1320 for (top = ms.bot; top; top = top->above) 1461 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1321 { 1462 {
1322 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])
1323 floor = top; 1464 floor = tmp;
1324 1465
1325 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])
1326 { 1467 {
1327 /* We insert above top, so we want this object below this */ 1468 /* We insert above top, so we want this object below this */
1328 top = top->below; 1469 top = tmp->below;
1329 break; 1470 break;
1330 } 1471 }
1331 1472
1332 last = top; 1473 top = tmp;
1333 } 1474 }
1334
1335 /* Don't want top to be NULL, so set it to the last valid object */
1336 top = last;
1337 1475
1338 /* We let update_position deal with figuring out what the space 1476 /* We let update_position deal with figuring out what the space
1339 * looks like instead of lots of conditions here. 1477 * looks like instead of lots of conditions here.
1340 * makes things faster, and effectively the same result. 1478 * makes things faster, and effectively the same result.
1341 */ 1479 */
1348 */ 1486 */
1349 if (!(flag & INS_ON_TOP) 1487 if (!(flag & INS_ON_TOP)
1350 && ms.flags () & P_BLOCKSVIEW 1488 && ms.flags () & P_BLOCKSVIEW
1351 && (op->face && !faces [op->face].visibility)) 1489 && (op->face && !faces [op->face].visibility))
1352 { 1490 {
1491 object *last;
1492
1353 for (last = top; last != floor; last = last->below) 1493 for (last = top; last != floor; last = last->below)
1354 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1494 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1355 break; 1495 break;
1356 1496
1357 /* Check to see if we found the object that blocks view, 1497 /* Check to see if we found the object that blocks view,
1358 * 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
1359 * we can get inserted below this one, which requires we 1499 * we can get inserted below this one, which requires we
1361 */ 1501 */
1362 if (last && last->below && last != floor) 1502 if (last && last->below && last != floor)
1363 top = last->below; 1503 top = last->below;
1364 } 1504 }
1365 } /* If objects on this space */ 1505 } /* If objects on this space */
1366 if (flag & INS_MAP_LOAD)
1367 top = ms.top;
1368 1506
1369 if (flag & INS_ABOVE_FLOOR_ONLY) 1507 if (flag & INS_ABOVE_FLOOR_ONLY)
1370 top = floor; 1508 top = floor;
1371 1509
1372 /* 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
1373 */
1374
1375 /* First object on this space */
1376 if (!top) 1511 if (!top)
1377 { 1512 {
1513 op->below = 0;
1378 op->above = ms.bot; 1514 op->above = ms.bot;
1379
1380 if (op->above)
1381 op->above->below = op;
1382
1383 op->below = 0;
1384 ms.bot = op; 1515 ms.bot = op;
1516
1517 *(op->above ? &op->above->below : &ms.top) = op;
1385 } 1518 }
1386 else 1519 else
1387 { /* get inserted into the stack above top */ 1520 {
1388 op->above = top->above; 1521 op->above = top->above;
1389
1390 if (op->above)
1391 op->above->below = op; 1522 top->above = op;
1392 1523
1393 op->below = top; 1524 op->below = top;
1394 top->above = op; 1525 *(op->above ? &op->above->below : &ms.top) = op;
1395 } 1526 }
1527 }
1396 1528
1397 if (!op->above) 1529 if (op->is_player ())
1398 ms.top = op;
1399 } /* else not INS_BELOW_ORIGINATOR */
1400
1401 if (op->type == PLAYER)
1402 { 1530 {
1403 op->contr->do_los = 1; 1531 op->contr->do_los = 1;
1404 ++op->map->players; 1532 ++op->map->players;
1405 op->map->touch (); 1533 op->map->touch ();
1406 } 1534 }
1407 1535
1408 op->map->dirty = true; 1536 op->map->dirty = true;
1409 1537
1410 if (!(flag & INS_MAP_LOAD))
1411 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)
1412 pl->contr->ns->floorbox_update (); 1543 pl->contr->ns->floorbox_update ();
1413 1544
1414 /* If this object glows, it may affect lighting conditions that are 1545 /* If this object glows, it may affect lighting conditions that are
1415 * 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
1416 * 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
1418 * 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 -
1419 * this should get redone to only look for players within range, 1550 * this should get redone to only look for players within range,
1420 * or just updating the P_UPTODATE for spaces within this area 1551 * or just updating the P_UPTODATE for spaces within this area
1421 * of effect may be sufficient. 1552 * of effect may be sufficient.
1422 */ 1553 */
1423 if (op->map->darkness && (op->glow_radius != 0)) 1554 if (op->affects_los ())
1555 {
1556 op->ms ().invalidate ();
1424 update_all_los (op->map, op->x, op->y); 1557 update_all_los (op->map, op->x, op->y);
1558 }
1425 1559
1426 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1560 /* updates flags (blocked, alive, no magic, etc) for this map space */
1427 update_object (op, UP_OBJ_INSERT); 1561 update_object (op, UP_OBJ_INSERT);
1428 1562
1429 INVOKE_OBJECT (INSERT, op); 1563 INVOKE_OBJECT (INSERT, op);
1436 * blocked() and wall() work properly), and these flags are updated by 1570 * blocked() and wall() work properly), and these flags are updated by
1437 * update_object(). 1571 * update_object().
1438 */ 1572 */
1439 1573
1440 /* 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 */
1441 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1575 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1442 { 1576 {
1443 if (check_move_on (op, originator)) 1577 if (check_move_on (op, originator, flag))
1444 return 0; 1578 return 0;
1445 1579
1446 /* If we are a multi part object, lets work our way through the check 1580 /* If we are a multi part object, let's work our way through the check
1447 * walk on's. 1581 * walk on's.
1448 */ 1582 */
1449 for (object *tmp = op->more; tmp; tmp = tmp->more) 1583 for (object *tmp = op->more; tmp; tmp = tmp->more)
1450 if (check_move_on (tmp, originator)) 1584 if (check_move_on (tmp, originator, flag))
1451 return 0; 1585 return 0;
1452 } 1586 }
1453 1587
1454 return op; 1588 return op;
1455} 1589}
1457/* this function inserts an object in the map, but if it 1591/* this function inserts an object in the map, but if it
1458 * 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.
1459 * 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.
1460 */ 1594 */
1461void 1595void
1462replace_insert_ob_in_map (const char *arch_string, object *op) 1596replace_insert_ob_in_map (shstr_tmp archname, object *op)
1463{ 1597{
1464 object *tmp, *tmp1;
1465
1466 /* first search for itself and remove any old instances */ 1598 /* first search for itself and remove any old instances */
1467 1599
1468 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1600 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1469 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1601 if (tmp->arch->archname == archname) /* same archetype */
1470 tmp->destroy (); 1602 tmp->destroy ();
1471 1603
1472 tmp1 = arch_to_object (archetype::find (arch_string)); 1604 object *tmp = archetype::find (archname)->instance ();
1473 1605
1474 tmp1->x = op->x; 1606 tmp->x = op->x;
1475 tmp1->y = op->y; 1607 tmp->y = op->y;
1608
1476 insert_ob_in_map (tmp1, op->map, op, 0); 1609 insert_ob_in_map (tmp, op->map, op, 0);
1477} 1610}
1478 1611
1479object * 1612object *
1480object::insert_at (object *where, object *originator, int flags) 1613object::insert_at (object *where, object *originator, int flags)
1481{ 1614{
1615 if (where->env)
1616 return where->env->insert (this);
1617 else
1482 return where->map->insert (this, where->x, where->y, originator, flags); 1618 return where->map->insert (this, where->x, where->y, originator, flags);
1483} 1619}
1484 1620
1485/* 1621// check whether we can put this into the map, respect max_volume, max_items
1486 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1622bool
1487 * is returned contains nr objects, and the remaining parts contains 1623object::can_drop_at (maptile *m, int x, int y, object *originator)
1488 * the rest (or is removed and freed if that number is 0).
1489 * On failure, NULL is returned, and the reason put into the
1490 * global static errmsg array.
1491 */
1492object *
1493get_split_ob (object *orig_ob, uint32 nr)
1494{ 1624{
1495 object *newob; 1625 mapspace &ms = m->at (x, y);
1496 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1497 1626
1498 if (orig_ob->nrof < nr) 1627 int items = ms.items ();
1499 {
1500 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1501 return NULL;
1502 }
1503 1628
1504 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;
1505 1633
1506 if ((orig_ob->nrof -= nr) < 1) 1634 if (originator && originator->is_player ())
1507 orig_ob->destroy (1); 1635 originator->contr->failmsgf (
1508 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.>",
1509 { 1637 query_name ()
1510 if (orig_ob->env != NULL) 1638 );
1511 sub_weight (orig_ob->env, orig_ob->weight * nr);
1512 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1513 {
1514 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1515 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1516 return NULL;
1517 }
1518 }
1519 1639
1520 newob->nrof = nr; 1640 return false;
1521
1522 return newob;
1523} 1641}
1524 1642
1525/* 1643/*
1526 * decrease_ob_nr(object, number) decreases a specified number from 1644 * decrease(object, number) decreases a specified number from
1527 * 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
1528 * is subsequently removed and freed. 1646 * is subsequently removed and freed.
1529 * 1647 *
1530 * 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
1531 */ 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 */
1532object * 1681object *
1533decrease_ob_nr (object *op, uint32 i) 1682object::split (sint32 nr)
1534{ 1683{
1535 object *tmp; 1684 int have = number_of ();
1536 1685
1537 if (i == 0) /* objects with op->nrof require this check */ 1686 if (have < nr)
1538 return op; 1687 return 0;
1539 1688 else if (have == nr)
1540 if (i > op->nrof)
1541 i = op->nrof;
1542
1543 if (QUERY_FLAG (op, FLAG_REMOVED))
1544 op->nrof -= i;
1545 else if (op->env)
1546 { 1689 {
1547 /* is this object in the players inventory, or sub container
1548 * therein?
1549 */
1550 tmp = op->in_player ();
1551 /* nope. Is this a container the player has opened?
1552 * If so, set tmp to that player.
1553 * IMO, searching through all the players will mostly
1554 * likely be quicker than following op->env to the map,
1555 * and then searching the map for a player.
1556 */
1557 if (!tmp)
1558 for_all_players (pl)
1559 if (pl->ob->container == op->env)
1560 {
1561 tmp = pl->ob;
1562 break;
1563 }
1564
1565 if (i < op->nrof)
1566 {
1567 sub_weight (op->env, op->weight * i);
1568 op->nrof -= i;
1569 if (tmp)
1570 esrv_send_item (tmp, op);
1571 }
1572 else
1573 {
1574 op->remove (); 1690 remove ();
1575 op->nrof = 0; 1691 return this;
1576 if (tmp)
1577 esrv_del_item (tmp->contr, op->count);
1578 }
1579 } 1692 }
1580 else 1693 else
1581 { 1694 {
1582 object *above = op->above; 1695 decrease (nr);
1583 1696
1584 if (i < op->nrof) 1697 object *op = deep_clone ();
1585 op->nrof -= i; 1698 op->nrof = nr;
1586 else
1587 {
1588 op->remove ();
1589 op->nrof = 0;
1590 }
1591
1592 /* Since we just removed op, op->above is null */
1593 for (tmp = above; tmp; tmp = tmp->above)
1594 if (tmp->type == PLAYER)
1595 {
1596 if (op->nrof)
1597 esrv_send_item (tmp, op);
1598 else
1599 esrv_del_item (tmp->contr, op->count);
1600 }
1601 }
1602
1603 if (op->nrof)
1604 return op; 1699 return op;
1605 else
1606 {
1607 op->destroy ();
1608 return 0;
1609 }
1610}
1611
1612/*
1613 * add_weight(object, weight) adds the specified weight to an object,
1614 * and also updates how much the environment(s) is/are carrying.
1615 */
1616void
1617add_weight (object *op, signed long weight)
1618{
1619 while (op != NULL)
1620 {
1621 if (op->type == CONTAINER)
1622 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1623
1624 op->carrying += weight;
1625 op = op->env;
1626 } 1700 }
1627} 1701}
1628 1702
1629object * 1703object *
1630insert_ob_in_ob (object *op, object *where) 1704insert_ob_in_ob (object *op, object *where)
1655 * be != op, if items are merged. -Tero 1729 * be != op, if items are merged. -Tero
1656 */ 1730 */
1657object * 1731object *
1658object::insert (object *op) 1732object::insert (object *op)
1659{ 1733{
1660 if (!QUERY_FLAG (op, FLAG_REMOVED))
1661 op->remove ();
1662
1663 if (op->more) 1734 if (op->more)
1664 { 1735 {
1665 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);
1666 return op; 1737 return op;
1667 } 1738 }
1668 1739
1669 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1740 op->remove ();
1670 CLEAR_FLAG (op, FLAG_REMOVED); 1741
1742 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1671 1743
1672 if (op->nrof) 1744 if (op->nrof)
1673 {
1674 for (object *tmp = inv; tmp; tmp = tmp->below) 1745 for (object *tmp = inv; tmp; tmp = tmp->below)
1675 if (object::can_merge (tmp, op)) 1746 if (object::can_merge (tmp, op))
1676 { 1747 {
1677 /* return the original object and remove inserted object 1748 /* return the original object and remove inserted object
1678 (client needs the original object) */ 1749 (client needs the original object) */
1679 tmp->nrof += op->nrof; 1750 tmp->nrof += op->nrof;
1680 /* Weight handling gets pretty funky. Since we are adding to 1751
1681 * tmp->nrof, we need to increase the weight. 1752 if (object *pl = tmp->visible_to ())
1682 */ 1753 esrv_update_item (UPD_NROF, pl, tmp);
1754
1683 add_weight (this, op->weight * op->nrof); 1755 adjust_weight (this, op->total_weight ());
1684 SET_FLAG (op, FLAG_REMOVED); 1756
1685 op->destroy (); /* free the inserted object */ 1757 op->destroy ();
1686 op = tmp; 1758 op = tmp;
1687 op->remove (); /* and fix old object's links */ 1759 goto inserted;
1688 CLEAR_FLAG (op, FLAG_REMOVED);
1689 break;
1690 } 1760 }
1691 1761
1692 /* I assume combined objects have no inventory
1693 * We add the weight - this object could have just been removed
1694 * (if it was possible to merge). calling remove_ob will subtract
1695 * the weight, so we need to add it in again, since we actually do
1696 * the linking below
1697 */
1698 add_weight (this, op->weight * op->nrof);
1699 }
1700 else
1701 add_weight (this, (op->weight + op->carrying));
1702
1703 if (object *otmp = this->in_player ())
1704 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1705 otmp->update_stats ();
1706
1707 op->owner = 0; // its his/hers now. period. 1762 op->owner = 0; // it's his/hers now. period.
1708 op->map = 0; 1763 op->map = 0;
1764 op->x = 0;
1765 op->y = 0;
1766
1767 op->above = 0;
1768 op->below = inv;
1709 op->env = this; 1769 op->env = this;
1710 op->above = 0;
1711 op->below = 0;
1712 op->x = op->y = 0;
1713 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:
1714 /* 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 */
1715 if (op->glow_radius && map) 1785 if (op->glow_radius && is_on_map ())
1716 { 1786 {
1717#ifdef DEBUG_LIGHTS 1787 update_stats ();
1718 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1719#endif /* DEBUG_LIGHTS */
1720 if (map->darkness)
1721 update_all_los (map, x, y); 1788 update_all_los (map, x, y);
1722 }
1723
1724 /* Client has no idea of ordering so lets not bother ordering it here.
1725 * It sure simplifies this function...
1726 */
1727 if (!inv)
1728 inv = op;
1729 else
1730 { 1789 }
1731 op->below = inv; 1790 else if (is_player ())
1732 op->below->above = op; 1791 // if this is a player's inventory, update stats
1733 inv = op; 1792 contr->queue_stats_update ();
1734 }
1735 1793
1736 INVOKE_OBJECT (INSERT, this); 1794 INVOKE_OBJECT (INSERT, this);
1737 1795
1738 return op; 1796 return op;
1739} 1797}
1757 * MSW 2001-07-08: Check all objects on space, not just those below 1815 * MSW 2001-07-08: Check all objects on space, not just those below
1758 * object being inserted. insert_ob_in_map may not put new objects 1816 * object being inserted. insert_ob_in_map may not put new objects
1759 * on top. 1817 * on top.
1760 */ 1818 */
1761int 1819int
1762check_move_on (object *op, object *originator) 1820check_move_on (object *op, object *originator, int flags)
1763{ 1821{
1822 if (op->flag [FLAG_NO_APPLY])
1823 return 0;
1824
1764 object *tmp; 1825 object *tmp;
1765 maptile *m = op->map; 1826 maptile *m = op->map;
1766 int x = op->x, y = op->y; 1827 int x = op->x, y = op->y;
1767 1828
1768 MoveType move_on, move_slow, move_block; 1829 mapspace &ms = m->at (x, y);
1769 1830
1770 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1831 ms.update ();
1771 return 0;
1772 1832
1773 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1833 MoveType move_on = ms.move_on;
1774 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1834 MoveType move_slow = ms.move_slow;
1775 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1835 MoveType move_block = ms.move_block;
1776 1836
1777 /* 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,
1778 * 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
1779 * 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
1780 * as walking. 1840 * as walking.
1791 return 0; 1851 return 0;
1792 1852
1793 /* The objects have to be checked from top to bottom. 1853 /* The objects have to be checked from top to bottom.
1794 * Hence, we first go to the top: 1854 * Hence, we first go to the top:
1795 */ 1855 */
1796 1856 for (object *next, *tmp = ms.top; tmp; tmp = next)
1797 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1798 {
1799 /* Trim the search when we find the first other spell effect
1800 * this helps performance so that if a space has 50 spell objects,
1801 * we don't need to check all of them.
1802 */
1803 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1804 break;
1805 } 1857 {
1858 next = tmp->below;
1806 1859
1807 for (; tmp; tmp = tmp->below)
1808 {
1809 if (tmp == op) 1860 if (tmp == op)
1810 continue; /* Can't apply yourself */ 1861 continue; /* Can't apply yourself */
1811 1862
1812 /* 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.
1813 * Second check makes sure that the movement types not being slowed 1864 * Second check makes sure that the movement types not being slowed
1814 * (~slow_move) is not blocked on this space - just because the 1865 * (~slow_move) is not blocked on this space - just because the
1815 * 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
1816 * 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.
1817 */ 1868 */
1818 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1869 if (!op->flag [FLAG_WIZPASS])
1819 { 1870 {
1820 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1871 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1821 ((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))
1822 { 1873 {
1823
1824 float
1825 diff = tmp->move_slow_penalty * fabs (op->speed); 1874 float diff = tmp->move_slow_penalty * fabs (op->speed);
1826 1875
1827 if (op->type == PLAYER) 1876 if (op->is_player ())
1828 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)) ||
1829 (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)))
1830 diff /= 4.0; 1879 diff /= 4.0;
1831 1880
1832 op->speed_left -= diff; 1881 op->speed_left -= diff;
1833 } 1882 }
1834 } 1883 }
1835 1884
1836 /* Basically same logic as above, except now for actual apply. */ 1885 /* Basically same logic as above, except now for actual apply. */
1837 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1886 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1838 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1887 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1839 { 1888 {
1889 if ((flags & INS_NO_AUTO_EXIT)
1890 && (tmp->type == EXIT || tmp->type == TELEPORTER
1891 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1892 continue;
1893
1840 move_apply (tmp, op, originator); 1894 move_apply (tmp, op, originator);
1841 1895
1842 if (op->destroyed ()) 1896 if (op->destroyed ())
1843 return 1; 1897 return 1;
1844 1898
1867 LOG (llevError, "Present_arch called outside map.\n"); 1921 LOG (llevError, "Present_arch called outside map.\n");
1868 return NULL; 1922 return NULL;
1869 } 1923 }
1870 1924
1871 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1925 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1872 if (tmp->arch == at) 1926 if (tmp->arch->archname == at->archname)
1873 return tmp; 1927 return tmp;
1874 1928
1875 return NULL; 1929 return NULL;
1876} 1930}
1877 1931
1941 * The first matching object is returned, or NULL if none. 1995 * The first matching object is returned, or NULL if none.
1942 */ 1996 */
1943object * 1997object *
1944present_arch_in_ob (const archetype *at, const object *op) 1998present_arch_in_ob (const archetype *at, const object *op)
1945{ 1999{
1946 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2000 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1947 if (tmp->arch == at) 2001 if (tmp->arch->archname == at->archname)
1948 return tmp; 2002 return tmp;
1949 2003
1950 return NULL; 2004 return NULL;
1951} 2005}
1952 2006
1954 * activate recursively a flag on an object inventory 2008 * activate recursively a flag on an object inventory
1955 */ 2009 */
1956void 2010void
1957flag_inv (object *op, int flag) 2011flag_inv (object *op, int flag)
1958{ 2012{
1959 if (op->inv)
1960 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2013 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1961 { 2014 {
1962 SET_FLAG (tmp, flag); 2015 tmp->set_flag (flag);
1963 flag_inv (tmp, flag); 2016 flag_inv (tmp, flag);
1964 } 2017 }
1965} 2018}
1966 2019
1967/* 2020/*
1968 * deactivate recursively a flag on an object inventory 2021 * deactivate recursively a flag on an object inventory
1969 */ 2022 */
1970void 2023void
1971unflag_inv (object *op, int flag) 2024unflag_inv (object *op, int flag)
1972{ 2025{
1973 if (op->inv)
1974 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2026 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1975 { 2027 {
1976 CLEAR_FLAG (tmp, flag); 2028 tmp->clr_flag (flag);
1977 unflag_inv (tmp, flag); 2029 unflag_inv (tmp, flag);
1978 } 2030 }
1979} 2031}
1980 2032
1981/* 2033/*
1982 * find_free_spot(object, map, x, y, start, stop) will search for 2034 * find_free_spot(object, map, x, y, start, stop) will search for
1983 * a spot at the given map and coordinates which will be able to contain 2035 * a spot at the given map and coordinates which will be able to contain
1985 * to search (see the freearr_x/y[] definition). 2037 * to search (see the freearr_x/y[] definition).
1986 * It returns a random choice among the alternatives found. 2038 * It returns a random choice among the alternatives found.
1987 * start and stop are where to start relative to the free_arr array (1,9 2039 * start and stop are where to start relative to the free_arr array (1,9
1988 * does all 4 immediate directions). This returns the index into the 2040 * does all 4 immediate directions). This returns the index into the
1989 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2041 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1990 * Note - this only checks to see if there is space for the head of the
1991 * object - if it is a multispace object, this should be called for all
1992 * pieces.
1993 * Note2: This function does correctly handle tiled maps, but does not 2042 * Note: This function does correctly handle tiled maps, but does not
1994 * inform the caller. However, insert_ob_in_map will update as 2043 * inform the caller. However, insert_ob_in_map will update as
1995 * necessary, so the caller shouldn't need to do any special work. 2044 * necessary, so the caller shouldn't need to do any special work.
1996 * Note - updated to take an object instead of archetype - this is necessary 2045 * Note - updated to take an object instead of archetype - this is necessary
1997 * because arch_blocked (now ob_blocked) needs to know the movement type 2046 * because arch_blocked (now ob_blocked) needs to know the movement type
1998 * to know if the space in question will block the object. We can't use 2047 * to know if the space in question will block the object. We can't use
2000 * customized, changed states, etc. 2049 * customized, changed states, etc.
2001 */ 2050 */
2002int 2051int
2003find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2052find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2004{ 2053{
2054 int altern[SIZEOFFREE];
2005 int index = 0, flag; 2055 int index = 0, flag;
2006 int altern[SIZEOFFREE];
2007 2056
2008 for (int i = start; i < stop; i++) 2057 for (int i = start; i < stop; i++)
2009 { 2058 {
2010 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2059 mapxy pos (m, x, y); pos.move (i);
2011 if (!flag) 2060
2061 if (!pos.normalise ())
2062 continue;
2063
2064 mapspace &ms = *pos;
2065
2066 if (ms.flags () & P_IS_ALIVE)
2067 continue;
2068
2069 /* However, often
2070 * ob doesn't have any move type (when used to place exits)
2071 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2072 */
2073 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2074 {
2012 altern [index++] = i; 2075 altern [index++] = i;
2076 continue;
2077 }
2013 2078
2014 /* Basically, if we find a wall on a space, we cut down the search size. 2079 /* Basically, if we find a wall on a space, we cut down the search size.
2015 * In this way, we won't return spaces that are on another side of a wall. 2080 * In this way, we won't return spaces that are on another side of a wall.
2016 * This mostly work, but it cuts down the search size in all directions - 2081 * This mostly work, but it cuts down the search size in all directions -
2017 * if the space being examined only has a wall to the north and empty 2082 * if the space being examined only has a wall to the north and empty
2018 * spaces in all the other directions, this will reduce the search space 2083 * spaces in all the other directions, this will reduce the search space
2019 * to only the spaces immediately surrounding the target area, and 2084 * to only the spaces immediately surrounding the target area, and
2020 * won't look 2 spaces south of the target space. 2085 * won't look 2 spaces south of the target space.
2021 */ 2086 */
2022 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2087 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2088 {
2023 stop = maxfree[i]; 2089 stop = maxfree[i];
2090 continue;
2091 }
2092
2093 /* Note it is intentional that we check ob - the movement type of the
2094 * head of the object should correspond for the entire object.
2095 */
2096 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2097 continue;
2098
2099 if (ob->blocked (pos.m, pos.x, pos.y))
2100 continue;
2101
2102 altern [index++] = i;
2024 } 2103 }
2025 2104
2026 if (!index) 2105 if (!index)
2027 return -1; 2106 return -1;
2028 2107
2037 */ 2116 */
2038int 2117int
2039find_first_free_spot (const object *ob, maptile *m, int x, int y) 2118find_first_free_spot (const object *ob, maptile *m, int x, int y)
2040{ 2119{
2041 for (int i = 0; i < SIZEOFFREE; i++) 2120 for (int i = 0; i < SIZEOFFREE; i++)
2042 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2121 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2043 return i; 2122 return i;
2044 2123
2045 return -1; 2124 return -1;
2046} 2125}
2047 2126
2093 * there is capable of. 2172 * there is capable of.
2094 */ 2173 */
2095int 2174int
2096find_dir (maptile *m, int x, int y, object *exclude) 2175find_dir (maptile *m, int x, int y, object *exclude)
2097{ 2176{
2098 int i, max = SIZEOFFREE, mflags; 2177 int max = SIZEOFFREE, mflags;
2099
2100 sint16 nx, ny;
2101 object *tmp;
2102 maptile *mp;
2103
2104 MoveType blocked, move_type; 2178 MoveType move_type;
2105 2179
2106 if (exclude && exclude->head_ () != exclude) 2180 if (exclude && exclude->head_ () != exclude)
2107 { 2181 {
2108 exclude = exclude->head; 2182 exclude = exclude->head;
2109 move_type = exclude->move_type; 2183 move_type = exclude->move_type;
2112 { 2186 {
2113 /* If we don't have anything, presume it can use all movement types. */ 2187 /* If we don't have anything, presume it can use all movement types. */
2114 move_type = MOVE_ALL; 2188 move_type = MOVE_ALL;
2115 } 2189 }
2116 2190
2117 for (i = 1; i < max; i++) 2191 for (int i = 1; i < max; i++)
2118 { 2192 {
2119 mp = m; 2193 mapxy pos (m, x, y);
2120 nx = x + freearr_x[i]; 2194 pos.move (i);
2121 ny = y + freearr_y[i];
2122 2195
2123 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2196 if (!pos.normalise ())
2124
2125 if (mflags & P_OUT_OF_MAP)
2126 max = maxfree[i]; 2197 max = maxfree[i];
2127 else 2198 else
2128 { 2199 {
2129 mapspace &ms = mp->at (nx, ny); 2200 mapspace &ms = *pos;
2130 2201
2131 blocked = ms.move_block;
2132
2133 if ((move_type & blocked) == move_type) 2202 if ((move_type & ms.move_block) == move_type)
2134 max = maxfree[i]; 2203 max = maxfree [i];
2135 else if (mflags & P_IS_ALIVE) 2204 else if (ms.flags () & P_IS_ALIVE)
2136 { 2205 {
2137 for (tmp = ms.bot; tmp; tmp = tmp->above) 2206 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2138 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2207 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2139 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2208 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2140 break;
2141
2142 if (tmp)
2143 return freedir[i]; 2209 return freedir [i];
2144 } 2210 }
2145 } 2211 }
2146 } 2212 }
2147 2213
2148 return 0; 2214 return 0;
2157{ 2223{
2158 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2224 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2159} 2225}
2160 2226
2161/* 2227/*
2162 * find_dir_2(delta-x,delta-y) will return a direction in which 2228 * find_dir_2(delta-x,delta-y) will return a direction value
2163 * an object which has subtracted the x and y coordinates of another 2229 * for running into direct [dx, dy].
2164 * object, needs to travel toward it. 2230 * (the opposite of crossfire's find_dir_2!)
2165 */ 2231 */
2166int 2232int
2167find_dir_2 (int x, int y) 2233find_dir_2 (int x, int y)
2168{ 2234{
2235#if 1 // new algorithm
2236 // this works by putting x, y into 16 sectors, which
2237 // are not equal sized, but are a better approximation
2238 // then the old algorithm, and then using a mapping
2239 // table to map it into a direction value.
2240 // basically, it maps these comparisons to each bit
2241 // bit #3: x < 0
2242 // bit #2: y < 0
2243 // bit #1: x > y
2244 // bit #0: x > 2y
2245
2246 static const uint8 dir[16] = {
2247 4, 5, 4, 3,
2248 2, 1, 2, 3,
2249 6, 5, 6, 7,
2250 8, 1, 8, 7,
2251 };
2252 int sector = 0;
2253
2254 // this is a bit ugly, but more likely to result in branchless code
2255 sector |= x < 0 ? 8 : 0;
2256 x = x < 0 ? -x : x; // abs
2257
2258 sector |= y < 0 ? 4 : 0;
2259 y = y < 0 ? -y : y; // abs
2260
2261 if (x > y)
2262 {
2263 sector |= 2;
2264
2265 if (x > y * 2)
2266 sector |= 1;
2267 }
2268 else
2269 {
2270 if (y > x * 2)
2271 sector |= 1;
2272 else if (!y)
2273 return 0; // x == 0 here
2274 }
2275
2276 return dir [sector];
2277#else // old algorithm
2169 int q; 2278 int q;
2170 2279
2171 if (y) 2280 if (y)
2172 q = x * 100 / y; 2281 q = 128 * x / y;
2173 else if (x) 2282 else if (x)
2174 q = -300 * x; 2283 q = -512 * x; // to make it > 309
2175 else 2284 else
2176 return 0; 2285 return 0;
2177 2286
2178 if (y > 0) 2287 if (y > 0)
2179 { 2288 {
2180 if (q < -242) 2289 if (q < -309) return 7;
2290 if (q < -52) return 6;
2291 if (q < 52) return 5;
2292 if (q < 309) return 4;
2293
2181 return 3; 2294 return 3;
2182 if (q < -41) 2295 }
2183 return 2; 2296 else
2184 if (q < 41) 2297 {
2185 return 1; 2298 if (q < -309) return 3;
2186 if (q < 242) 2299 if (q < -52) return 2;
2187 return 8; 2300 if (q < 52) return 1;
2301 if (q < 309) return 8;
2302
2188 return 7; 2303 return 7;
2189 } 2304 }
2190 2305#endif
2191 if (q < -242)
2192 return 7;
2193 if (q < -41)
2194 return 6;
2195 if (q < 41)
2196 return 5;
2197 if (q < 242)
2198 return 4;
2199
2200 return 3;
2201} 2306}
2202 2307
2203/* 2308/*
2204 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2309 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2205 * between two directions (which are expected to be absolute (see absdir()) 2310 * between two directions (which are expected to be absolute (see absdir())
2206 */ 2311 */
2207int 2312int
2208dirdiff (int dir1, int dir2) 2313dirdiff (int dir1, int dir2)
2209{ 2314{
2210 int d;
2211
2212 d = abs (dir1 - dir2); 2315 int d = abs (dir1 - dir2);
2213 if (d > 4)
2214 d = 8 - d;
2215 2316
2216 return d; 2317 return d > 4 ? 8 - d : d;
2217} 2318}
2218 2319
2219/* peterm: 2320/* peterm:
2220 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2321 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2221 * Basically, this is a table of directions, and what directions 2322 * Basically, this is a table of directions, and what directions
2223 * This basically means that if direction is 15, then it could either go 2324 * This basically means that if direction is 15, then it could either go
2224 * direction 4, 14, or 16 to get back to where we are. 2325 * direction 4, 14, or 16 to get back to where we are.
2225 * Moved from spell_util.c to object.c with the other related direction 2326 * Moved from spell_util.c to object.c with the other related direction
2226 * functions. 2327 * functions.
2227 */ 2328 */
2228int reduction_dir[SIZEOFFREE][3] = { 2329static const int reduction_dir[SIZEOFFREE][3] = {
2229 {0, 0, 0}, /* 0 */ 2330 {0, 0, 0}, /* 0 */
2230 {0, 0, 0}, /* 1 */ 2331 {0, 0, 0}, /* 1 */
2231 {0, 0, 0}, /* 2 */ 2332 {0, 0, 0}, /* 2 */
2232 {0, 0, 0}, /* 3 */ 2333 {0, 0, 0}, /* 3 */
2233 {0, 0, 0}, /* 4 */ 2334 {0, 0, 0}, /* 4 */
2327 * Add a check so we can't pick up invisible objects (0.93.8) 2428 * Add a check so we can't pick up invisible objects (0.93.8)
2328 */ 2429 */
2329int 2430int
2330can_pick (const object *who, const object *item) 2431can_pick (const object *who, const object *item)
2331{ 2432{
2332 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2433 return /*who->flag [FLAG_WIZ]|| */
2333 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2434 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2334 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2435 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2335} 2436}
2336 2437
2337/* 2438/*
2338 * create clone from object to another 2439 * create clone from object to another
2339 */ 2440 */
2340object * 2441object *
2341object_create_clone (object *asrc) 2442object::deep_clone ()
2342{ 2443{
2343 object *dst = 0, *tmp, *src, *prev, *item; 2444 assert (("deep_clone called on non-head object", is_head ()));
2344 2445
2345 if (!asrc) 2446 object *dst = clone ();
2346 return 0;
2347 2447
2348 src = asrc->head_ (); 2448 object *prev = dst;
2349
2350 prev = 0;
2351 for (object *part = src; part; part = part->more) 2449 for (object *part = this->more; part; part = part->more)
2352 { 2450 {
2353 tmp = part->clone (); 2451 object *tmp = part->clone ();
2354 tmp->x -= src->x;
2355 tmp->y -= src->y;
2356
2357 if (!part->head)
2358 {
2359 dst = tmp;
2360 tmp->head = 0;
2361 }
2362 else
2363 tmp->head = dst; 2452 tmp->head = dst;
2364
2365 tmp->more = 0;
2366
2367 if (prev)
2368 prev->more = tmp; 2453 prev->more = tmp;
2369
2370 prev = tmp; 2454 prev = tmp;
2371 } 2455 }
2372 2456
2373 for (item = src->inv; item; item = item->below) 2457 for (object *item = inv; item; item = item->below)
2374 insert_ob_in_ob (object_create_clone (item), dst); 2458 insert_ob_in_ob (item->deep_clone (), dst);
2375 2459
2376 return dst; 2460 return dst;
2377} 2461}
2378 2462
2379/* This returns the first object in who's inventory that 2463/* This returns the first object in who's inventory that
2388 return tmp; 2472 return tmp;
2389 2473
2390 return 0; 2474 return 0;
2391} 2475}
2392 2476
2393/* If ob has a field named key, return the link from the list, 2477shstr_tmp
2394 * otherwise return NULL. 2478object::kv_get (shstr_tmp key) const
2395 *
2396 * key must be a passed in shared string - otherwise, this won't
2397 * do the desired thing.
2398 */
2399key_value *
2400get_ob_key_link (const object *ob, const char *key)
2401{ 2479{
2402 for (key_value *link = ob->key_values; link; link = link->next) 2480 for (key_value *kv = key_values; kv; kv = kv->next)
2403 if (link->key == key) 2481 if (kv->key == key)
2404 return link;
2405
2406 return 0;
2407}
2408
2409/*
2410 * Returns the value of op has an extra_field for key, or NULL.
2411 *
2412 * The argument doesn't need to be a shared string.
2413 *
2414 * The returned string is shared.
2415 */
2416const char *
2417get_ob_key_value (const object *op, const char *const key)
2418{
2419 key_value *link;
2420 shstr_cmp canonical_key (key);
2421
2422 if (!canonical_key)
2423 {
2424 /* 1. There being a field named key on any object
2425 * implies there'd be a shared string to find.
2426 * 2. Since there isn't, no object has this field.
2427 * 3. Therefore, *this* object doesn't have this field.
2428 */
2429 return 0;
2430 }
2431
2432 /* This is copied from get_ob_key_link() above -
2433 * only 4 lines, and saves the function call overhead.
2434 */
2435 for (link = op->key_values; link; link = link->next)
2436 if (link->key == canonical_key)
2437 return link->value; 2482 return kv->value;
2438 2483
2439 return 0; 2484 return shstr ();
2440} 2485}
2441 2486
2442/* 2487void
2443 * Updates the canonical_key in op to value. 2488object::kv_set (shstr_tmp key, shstr_tmp value)
2444 *
2445 * canonical_key is a shared string (value doesn't have to be).
2446 *
2447 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2448 * keys.
2449 *
2450 * Returns TRUE on success.
2451 */
2452int
2453set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2454{ 2489{
2455 key_value *field = NULL, *last = NULL; 2490 for (key_value *kv = key_values; kv; kv = kv->next)
2456 2491 if (kv->key == key)
2457 for (field = op->key_values; field != NULL; field = field->next)
2458 {
2459 if (field->key != canonical_key)
2460 { 2492 {
2461 last = field; 2493 kv->value = value;
2462 continue; 2494 return;
2463 } 2495 }
2464 2496
2465 if (value) 2497 key_value *kv = new key_value;
2466 field->value = value; 2498
2467 else 2499 kv->next = key_values;
2500 kv->key = key;
2501 kv->value = value;
2502
2503 key_values = kv;
2504}
2505
2506void
2507object::kv_del (shstr_tmp key)
2508{
2509 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2510 if ((*kvp)->key == key)
2468 { 2511 {
2469 /* Basically, if the archetype has this key set, 2512 key_value *kv = *kvp;
2470 * we need to store the null value so when we save 2513 *kvp = (*kvp)->next;
2471 * it, we save the empty value so that when we load, 2514 delete kv;
2472 * we get this value back again. 2515 return;
2473 */
2474 if (get_ob_key_link (op->arch, canonical_key))
2475 field->value = 0;
2476 else
2477 {
2478 if (last)
2479 last->next = field->next;
2480 else
2481 op->key_values = field->next;
2482
2483 delete field;
2484 }
2485 } 2516 }
2486 return TRUE;
2487 }
2488 /* IF we get here, key doesn't exist */
2489
2490 /* No field, we'll have to add it. */
2491
2492 if (!add_key)
2493 return FALSE;
2494
2495 /* There isn't any good reason to store a null
2496 * value in the key/value list. If the archetype has
2497 * this key, then we should also have it, so shouldn't
2498 * be here. If user wants to store empty strings,
2499 * should pass in ""
2500 */
2501 if (value == NULL)
2502 return TRUE;
2503
2504 field = new key_value;
2505
2506 field->key = canonical_key;
2507 field->value = value;
2508 /* Usual prepend-addition. */
2509 field->next = op->key_values;
2510 op->key_values = field;
2511
2512 return TRUE;
2513}
2514
2515/*
2516 * Updates the key in op to value.
2517 *
2518 * If add_key is FALSE, this will only update existing keys,
2519 * and not add new ones.
2520 * In general, should be little reason FALSE is ever passed in for add_key
2521 *
2522 * Returns TRUE on success.
2523 */
2524int
2525set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2526{
2527 shstr key_ (key);
2528
2529 return set_ob_key_value_s (op, key_, value, add_key);
2530} 2517}
2531 2518
2532object::depth_iterator::depth_iterator (object *container) 2519object::depth_iterator::depth_iterator (object *container)
2533: iterator_base (container) 2520: iterator_base (container)
2534{ 2521{
2584{ 2571{
2585 char flagdesc[512]; 2572 char flagdesc[512];
2586 char info2[256 * 4]; 2573 char info2[256 * 4];
2587 char *p = info; 2574 char *p = info;
2588 2575
2589 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2576 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2590 count, uuid.seq, 2577 count,
2578 uuid.c_str (),
2591 &name, 2579 &name,
2592 title ? "\",title:\"" : "", 2580 title ? ",title:\"" : "",
2593 title ? (const char *)title : "", 2581 title ? (const char *)title : "",
2582 title ? "\"" : "",
2594 flag_desc (flagdesc, 512), type); 2583 flag_desc (flagdesc, 512), type);
2595 2584
2596 if (!this->flag[FLAG_REMOVED] && env) 2585 if (!flag[FLAG_REMOVED] && env)
2597 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2586 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2598 2587
2599 if (map) 2588 if (map)
2600 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2589 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2601 2590
2616{ 2605{
2617 return map ? map->region (x, y) 2606 return map ? map->region (x, y)
2618 : region::default_region (); 2607 : region::default_region ();
2619} 2608}
2620 2609
2621const materialtype_t *
2622object::dominant_material () const
2623{
2624 if (materialtype_t *mt = name_to_material (materialname))
2625 return mt;
2626
2627 return name_to_material (shstr_unknown);
2628}
2629
2630void 2610void
2631object::open_container (object *new_container) 2611object::open_container (object *new_container)
2632{ 2612{
2633 if (container == new_container) 2613 if (container == new_container)
2634 return; 2614 return;
2635 2615
2636 if (object *old_container = container) 2616 object *old_container = container;
2617
2618 if (old_container)
2637 { 2619 {
2638 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2620 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2639 return; 2621 return;
2640 2622
2641#if 0 2623#if 0
2643 if (object *closer = old_container->inv) 2625 if (object *closer = old_container->inv)
2644 if (closer->type == CLOSE_CON) 2626 if (closer->type == CLOSE_CON)
2645 closer->destroy (); 2627 closer->destroy ();
2646#endif 2628#endif
2647 2629
2630 // make sure the container is available
2631 esrv_send_item (this, old_container);
2632
2648 old_container->flag [FLAG_APPLIED] = 0; 2633 old_container->flag [FLAG_APPLIED] = false;
2649 container = 0; 2634 container = 0;
2650 2635
2636 // client needs item update to make it work, client bug requires this to be separate
2651 esrv_update_item (UPD_FLAGS, this, old_container); 2637 esrv_update_item (UPD_FLAGS, this, old_container);
2638
2652 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2639 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2653 play_sound (sound_find ("chest_close")); 2640 play_sound (sound_find ("chest_close"));
2654 } 2641 }
2655 2642
2656 if (new_container) 2643 if (new_container)
2657 { 2644 {
2661 // TODO: this does not seem to serve any purpose anymore? 2648 // TODO: this does not seem to serve any purpose anymore?
2662#if 0 2649#if 0
2663 // insert the "Close Container" object. 2650 // insert the "Close Container" object.
2664 if (archetype *closer = new_container->other_arch) 2651 if (archetype *closer = new_container->other_arch)
2665 { 2652 {
2666 object *closer = arch_to_object (new_container->other_arch); 2653 object *closer = new_container->other_arch->instance ();
2667 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2654 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2668 new_container->insert (closer); 2655 new_container->insert (closer);
2669 } 2656 }
2670#endif 2657#endif
2671 2658
2672 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2659 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2673 2660
2661 // make sure the container is available, client bug requires this to be separate
2662 esrv_send_item (this, new_container);
2663
2674 new_container->flag [FLAG_APPLIED] = 1; 2664 new_container->flag [FLAG_APPLIED] = true;
2675 container = new_container; 2665 container = new_container;
2676 2666
2667 // client needs flag change
2677 esrv_update_item (UPD_FLAGS, this, new_container); 2668 esrv_update_item (UPD_FLAGS, this, new_container);
2678 esrv_send_inventory (this, new_container); 2669 esrv_send_inventory (this, new_container);
2679 play_sound (sound_find ("chest_open")); 2670 play_sound (sound_find ("chest_open"));
2680 } 2671 }
2672// else if (!old_container->env && contr && contr->ns)
2673// contr->ns->floorbox_reset ();
2681} 2674}
2682 2675
2683object * 2676object *
2684object::force_find (const shstr name) 2677object::force_find (shstr_tmp name)
2685{ 2678{
2686 /* cycle through his inventory to look for the MARK we want to 2679 /* cycle through his inventory to look for the MARK we want to
2687 * place 2680 * place
2688 */ 2681 */
2689 for (object *tmp = inv; tmp; tmp = tmp->below) 2682 for (object *tmp = inv; tmp; tmp = tmp->below)
2691 return splay (tmp); 2684 return splay (tmp);
2692 2685
2693 return 0; 2686 return 0;
2694} 2687}
2695 2688
2689//-GPL
2690
2696void 2691void
2692object::force_set_timer (int duration)
2693{
2694 this->duration = 1;
2695 this->speed_left = -1.f;
2696
2697 this->set_speed (duration ? 1.f / duration : 0.f);
2698}
2699
2700object *
2697object::force_add (const shstr name, int duration) 2701object::force_add (shstr_tmp name, int duration)
2698{ 2702{
2699 if (object *force = force_find (name)) 2703 if (object *force = force_find (name))
2700 force->destroy (); 2704 force->destroy ();
2701 2705
2702 object *force = get_archetype (FORCE_NAME); 2706 object *force = get_archetype (FORCE_NAME);
2703 2707
2704 force->slaying = name; 2708 force->slaying = name;
2705 force->stats.food = 1; 2709 force->force_set_timer (duration);
2706 force->speed_left = -1.f;
2707
2708 force->set_speed (duration ? 1.f / duration : 0.f);
2709 force->flag [FLAG_IS_USED_UP] = true;
2710 force->flag [FLAG_APPLIED] = true; 2710 force->flag [FLAG_APPLIED] = true;
2711 2711
2712 insert (force); 2712 return insert (force);
2713} 2713}
2714 2714
2715void 2715void
2716object::play_sound (faceidx sound) const 2716object::play_sound (faceidx sound) const
2717{ 2717{
2718 if (!sound) 2718 if (!sound)
2719 return; 2719 return;
2720 2720
2721 if (flag [FLAG_REMOVED]) 2721 if (is_on_map ())
2722 map->play_sound (sound, x, y);
2723 else if (object *pl = in_player ())
2724 pl->contr->play_sound (sound);
2725}
2726
2727void
2728object::say_msg (const char *msg) const
2729{
2730 if (is_on_map ())
2731 map->say_msg (msg, x, y);
2732 else if (object *pl = in_player ())
2733 pl->contr->play_sound (sound);
2734}
2735
2736void
2737object::make_noise ()
2738{
2739 // we do not model noise in the map, so instead put
2740 // a temporary light into the noise source
2741 // could use the map instead, but that's less reliable for our
2742 // goal, which is to make invisibility a bit harder to exploit
2743
2744 // currently only works sensibly for players
2745 if (!is_player ())
2722 return; 2746 return;
2723 2747
2724 if (env) 2748 // find old force, or create new one
2725 { 2749 object *force = force_find (shstr_noise_force);
2726 if (object *pl = in_player ()) 2750
2727 pl->contr->play_sound (sound); 2751 if (force)
2728 } 2752 force->speed_left = -1.f; // patch old speed up
2729 else 2753 else
2730 map->play_sound (sound, x, y); 2754 {
2731} 2755 force = archetype::get (shstr_noise_force);
2732 2756
2757 force->slaying = shstr_noise_force;
2758 force->stats.food = 1;
2759 force->speed_left = -1.f;
2760
2761 force->set_speed (1.f / 4.f);
2762 force->flag [FLAG_IS_USED_UP] = true;
2763 force->flag [FLAG_APPLIED] = true;
2764
2765 insert (force);
2766 }
2767}
2768
2769void object::change_move_type (MoveType mt)
2770{
2771 if (move_type == mt)
2772 return;
2773
2774 if (is_on_map ())
2775 {
2776 // we are on the map, so handle move_on/off effects
2777 remove ();
2778 move_type = mt;
2779 map->insert (this, x, y, this);
2780 }
2781 else
2782 move_type = mt;
2783}
2784
2785/* object should be a player.
2786 * we return the object the player has marked with the 'mark' command
2787 * below. If no match is found (or object has changed), we return
2788 * NULL. We leave it up to the calling function to print messages if
2789 * nothing is found.
2790 */
2791object *
2792object::mark () const
2793{
2794 if (contr && contr->mark && contr->mark->env == this)
2795 return contr->mark;
2796 else
2797 return 0;
2798}
2799

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