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

Comparing deliantra/server/common/object.C (file contents):
Revision 1.188 by root, Wed Sep 12 11:10:09 2007 UTC vs.
Revision 1.331 by root, Sun Apr 18 14:04:50 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 25#include <global.h>
28#include <stdio.h> 26#include <stdio.h>
29#include <sys/types.h> 27#include <sys/types.h>
30#include <sys/uio.h> 28#include <sys/uio.h>
31#include <object.h> 29#include <object.h>
32#include <funcpoint.h>
33#include <sproto.h> 30#include <sproto.h>
34#include <loader.h>
35 31
36#include <bitset> 32#include <bitset>
37 33
38int nrofallocobjects = 0; 34UUID UUID::cur;
39static UUID uuid; 35static uint64_t seq_next_save;
40const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
41 38
42objectvec objects; 39objectvec objects;
43activevec actives; 40activevec actives;
44 41
45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
49
50short freearr_x[SIZEOFFREE] = {
51 0,
52 0, 1, 1, 1, 0, -1, -1, -1,
53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 54 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
47}; 55};
48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 56short freearr_y[SIZEOFFREE] = {
57 0,
58 -1, -1, 0, 1, 1, 1, 0, -1,
59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
49 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 60 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
50};
51int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
52 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
53}; 61};
54int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 63 0,
64 1, 2, 3, 4, 5, 6, 7, 8,
65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57}; 67};
58 68
69static int maxfree[SIZEOFFREE] = {
70 0,
71 9, 10, 13, 14, 17, 18, 21, 22,
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
74};
75
59static void 76static void
60write_uuid (void) 77write_uuid (uval64 skip, bool sync)
61{ 78{
62 char filename1[MAX_BUF], filename2[MAX_BUF]; 79 CALL_BEGIN (2);
63 80 CALL_ARG_SV (newSVval64 (skip));
64 sprintf (filename1, "%s/uuid", settings.localdir); 81 CALL_ARG_SV (boolSV (sync));
65 sprintf (filename2, "%s/uuid~", settings.localdir); 82 CALL_CALL ("cf::write_uuid", G_DISCARD);
66 83 CALL_END;
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78} 84}
79 85
80static void 86static void
81read_uuid (void) 87read_uuid ()
82{ 88{
83 char filename[MAX_BUF]; 89 char filename[MAX_BUF];
84 90
85 sprintf (filename, "%s/uuid", settings.localdir); 91 sprintf (filename, "%s/uuid", settings.localdir);
92
93 seq_next_save = 0;
86 94
87 FILE *fp; 95 FILE *fp;
88 96
89 if (!(fp = fopen (filename, "r"))) 97 if (!(fp = fopen (filename, "r")))
90 { 98 {
91 if (errno == ENOENT) 99 if (errno == ENOENT)
92 { 100 {
93 LOG (llevInfo, "RESET uid to 1\n"); 101 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0; 102 UUID::cur.seq = 0;
95 write_uuid (); 103 write_uuid (UUID_GAP, true);
96 return; 104 return;
97 } 105 }
98 106
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 107 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1); 108 _exit (1);
101 } 109 }
102 110
103 int version; 111 char buf [UUID::MAX_LEN];
104 unsigned long long uid; 112 buf[0] = 0;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 113 fgets (buf, sizeof (buf), fp);
114
115 if (!UUID::cur.parse (buf))
106 { 116 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 117 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1); 118 _exit (1);
109 } 119 }
110 120
111 uuid.seq = uid; 121 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112 write_uuid (); 122
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 123 write_uuid (UUID_GAP, true);
114 fclose (fp); 124 fclose (fp);
115} 125}
116 126
117UUID 127UUID
118gen_uuid () 128UUID::gen ()
119{ 129{
120 UUID uid; 130 UUID uid;
121 131
122 uid.seq = ++uuid.seq; 132 uid.seq = ++cur.seq;
123 133
124 if (!(uuid.seq & (UUID_SKIP - 1))) 134 if (expect_false (cur.seq >= seq_next_save))
125 write_uuid (); 135 {
136 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
137 write_uuid (UUID_GAP, false);
138 }
139
126 140
127 return uid; 141 return uid;
128} 142}
129 143
130void 144void
131init_uuid () 145UUID::init ()
132{ 146{
133 read_uuid (); 147 read_uuid ();
134} 148}
135 149
150bool
151UUID::parse (const char *s)
152{
153 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
154 return false;
155
156 seq = 0;
157
158 while (*s != '>')
159 {
160 if (*s < '0')
161 return false;
162
163 // this gives nice branchless code with gcc
164 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
165 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
166
167 seq = (seq << 4) | digit;
168
169 ++s;
170 }
171
172 return true;
173}
174
175char *
176UUID::append (char *buf) const
177{
178 *buf++ = '<';
179 *buf++ = '1';
180 *buf++ = '.';
181
182 uint64_t seq = this->seq;
183 const int bits = 64;
184 char nz = 0;
185 static const char tohex [] = "0123456789abcdef";
186
187 // assert (len >= 3 + bits / 4 + 1 + 1);
188 for (int i = bits / 4; --i; )
189 {
190 uint8_t digit = seq >> (bits - 4);
191
192 *buf = tohex [digit];
193 nz |= digit;
194 buf += nz ? 1 : 0;
195 seq <<= 4;
196 }
197
198 // last digit is special - always emit
199 uint8_t digit = seq >> (bits - 4);
200 *buf++ = tohex [digit];
201
202 *buf++ = '>';
203
204 return buf;
205}
206
207char *
208UUID::c_str () const
209{
210 static char buf [MAX_LEN];
211 *append (buf) = 0;
212 return buf;
213}
214
136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 215/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int 216static bool
138compare_ob_value_lists_one (const object *wants, const object *has) 217compare_ob_value_lists_one (const object *wants, const object *has)
139{ 218{
140 key_value *wants_field;
141
142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 219 /* n-squared behaviour (see kv_get), but I'm hoping both
143 * objects with lists are rare, and lists stay short. If not, use a 220 * objects with lists are rare, and lists stay short. If not, use a
144 * different structure or at least keep the lists sorted... 221 * different structure or at least keep the lists sorted...
145 */ 222 */
146 223
147 /* For each field in wants, */ 224 /* For each field in wants, */
148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 225 for (key_value *kv = wants->key_values; kv; kv = kv->next)
149 { 226 if (has->kv_get (kv->key) != kv->value)
150 key_value *has_field; 227 return false;
151
152 /* Look for a field in has with the same key. */
153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
156 {
157 /* No field with that name. */
158 return FALSE;
159 }
160
161 /* Found the matching field. */
162 if (has_field->value != wants_field->value)
163 {
164 /* Values don't match, so this half of the comparison is false. */
165 return FALSE;
166 }
167
168 /* If we get here, we found a match. Now for the next field in wants. */
169 }
170 228
171 /* If we get here, every field in wants has a matching field in has. */ 229 /* If we get here, every field in wants has a matching field in has. */
172 return TRUE; 230 return true;
173} 231}
174 232
175/* Returns TRUE if ob1 has the same key_values as ob2. */ 233/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int 234static bool
177compare_ob_value_lists (const object *ob1, const object *ob2) 235compare_ob_value_lists (const object *ob1, const object *ob2)
178{ 236{
179 /* However, there may be fields in has which aren't partnered in wants, 237 /* However, there may be fields in has which aren't partnered in wants,
180 * so we need to run the comparison *twice*. :( 238 * so we need to run the comparison *twice*. :(
181 */ 239 */
182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 240 return compare_ob_value_lists_one (ob1, ob2)
241 && compare_ob_value_lists_one (ob2, ob1);
183} 242}
184 243
185/* Function examines the 2 objects given to it, and returns true if 244/* Function examines the 2 objects given to it, and returns true if
186 * they can be merged together. 245 * they can be merged together.
187 * 246 *
194 * Improvements made with merge: Better checking on potion, and also 253 * Improvements made with merge: Better checking on potion, and also
195 * check weight 254 * check weight
196 */ 255 */
197bool object::can_merge_slow (object *ob1, object *ob2) 256bool object::can_merge_slow (object *ob1, object *ob2)
198{ 257{
199 /* A couple quicksanity checks */ 258 /* A couple quick sanity checks */
200 if (ob1 == ob2 259 if (ob1 == ob2
201 || ob1->type != ob2->type 260 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value 261 || ob1->value != ob2->value
204 || ob1->name != ob2->name) 262 || ob1->name != ob2->name
263 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
205 return 0; 264 return 0;
206 265
207 //TODO: this ain't working well, use nicer and correct overflow check
208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 266 /* Do not merge objects if nrof would overflow, assume nrof
209 * value could not be stored in a sint32 (which unfortunately sometimes is 267 * is always 0 .. 2**31-1 */
210 * used to store nrof). 268 if (ob1->nrof > 0x7fffffff - ob2->nrof)
211 */
212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
213 return 0; 269 return 0;
214 270
215 /* If the objects have been identified, set the BEEN_APPLIED flag. 271 /* If the objects have been identified, set the BEEN_APPLIED flag.
216 * This is to the comparison of the flags below will be OK. We 272 * This is to the comparison of the flags below will be OK. We
217 * just can't ignore the been applied or identified flags, as they 273 * just can't ignore the been applied or identified flags, as they
218 * are not equal - just if it has been identified, the been_applied 274 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning. 275 * flags lose any meaning.
220 */ 276 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 277 if (ob1->flag [FLAG_IDENTIFIED])
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 278 ob1->set_flag (FLAG_BEEN_APPLIED);
223 279
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 280 if (ob2->flag [FLAG_IDENTIFIED])
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 281 ob2->set_flag (FLAG_BEEN_APPLIED);
226 282
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 283 if (ob1->arch->archname != ob2->arch->archname
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 284 || ob1->name != ob2->name
230 || ob1->title != ob2->title 285 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 286 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 287 || ob1->weight != ob2->weight
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
235 || ob1->attacktype != ob2->attacktype 288 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic 289 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying 290 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill 291 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value 292 || ob1->value != ob2->value
240 || ob1->animation_id != ob2->animation_id 293 || ob1->animation_id != ob2->animation_id
294 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
241 || ob1->client_type != ob2->client_type 295 || ob1->client_type != ob2->client_type
242 || ob1->materialname != ob2->materialname 296 || ob1->material != ob2->material
243 || ob1->lore != ob2->lore 297 || ob1->lore != ob2->lore
244 || ob1->subtype != ob2->subtype 298 || ob1->subtype != ob2->subtype
245 || ob1->move_type != ob2->move_type 299 || ob1->move_type != ob2->move_type
246 || ob1->move_block != ob2->move_block 300 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow 301 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on 302 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off 303 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow 304 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty) 305 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
306 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
307 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
252 return 0; 308 return 0;
253 309
310 if ((ob1->flag ^ ob2->flag)
311 .reset (FLAG_INV_LOCKED)
312 .reset (FLAG_REMOVED)
313 .any ())
314 return 0;
315
254 /* This is really a spellbook check - really, we should 316 /* This is really a spellbook check - we should in general
255 * check all objects in the inventory. 317 * not merge objects with real inventories, as splitting them
318 * is hard.
256 */ 319 */
257 if (ob1->inv || ob2->inv) 320 if (ob1->inv || ob2->inv)
258 { 321 {
259 /* if one object has inventory but the other doesn't, not equiv */ 322 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 323 return 0; /* inventories differ in length */
261 return 0;
262 324
263 /* Now check to see if the two inventory objects could merge */ 325 if (ob1->inv->below || ob2->inv->below)
326 return 0; /* more than one object in inv */
327
264 if (!object::can_merge (ob1->inv, ob2->inv)) 328 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 329 return 0; /* inventory objects differ */
266 330
267 /* inventory ok - still need to check rest of this object to see 331 /* inventory ok - still need to check rest of this object to see
268 * if it is valid. 332 * if it is valid.
269 */ 333 */
270 } 334 }
271 335
272 /* Don't merge objects that are applied. With the new 'body' code, 336 /* Don't merge objects that are applied. With the new 'body' code,
273 * it is possible for most any character to have more than one of 337 * it is possible for most any character to have more than one of
274 * some items equipped, and we don't want those to merge. 338 * some items equipped, and we don't want those to merge.
275 */ 339 */
276 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 340 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
277 return 0; 341 return 0;
278 342
279 /* Note sure why the following is the case - either the object has to 343 /* Note sure why the following is the case - either the object has to
280 * be animated or have a very low speed. Is this an attempted monster 344 * be animated or have a very low speed. Is this an attempted monster
281 * check? 345 * check?
282 */ 346 */
283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 347 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
284 return 0; 348 return 0;
285 349
286 switch (ob1->type) 350 switch (ob1->type)
287 { 351 {
288 case SCROLL: 352 case SCROLL:
289 if (ob1->level != ob2->level) 353 if (ob1->level != ob2->level)
290 return 0; 354 return 0;
291 break; 355 break;
292 } 356 }
293 357
294 if (ob1->key_values != NULL || ob2->key_values != NULL) 358 if (ob1->key_values || ob2->key_values)
295 { 359 {
296 /* At least one of these has key_values. */ 360 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 361 if ((!ob1->key_values) != (!ob2->key_values))
298 /* One has fields, but the other one doesn't. */ 362 return 0; /* One has fields, but the other one doesn't. */
299 return 0; 363
300 else if (!compare_ob_value_lists (ob1, ob2)) 364 if (!compare_ob_value_lists (ob1, ob2))
301 return 0; 365 return 0;
302 } 366 }
303 367
304 if (ob1->self || ob2->self) 368 if (ob1->self || ob2->self)
305 { 369 {
306 ob1->optimise (); 370 ob1->optimise ();
307 ob2->optimise (); 371 ob2->optimise ();
308 372
309 if (ob1->self || ob2->self) 373 if (ob1->self || ob2->self)
374 {
375 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
376 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
377
378 if (k1 != k2)
379 return 0;
380
381 if (k1 == 0)
382 return 1;
383
310 if (!cfperl_can_merge (ob1, ob2)) 384 if (!cfperl_can_merge (ob1, ob2))
311 return 0; 385 return 0;
386 }
312 } 387 }
313 388
314 /* Everything passes, must be OK. */ 389 /* Everything passes, must be OK. */
315 return 1; 390 return 1;
316} 391}
317 392
393// find player who can see this object
394object *
395object::visible_to () const
396{
397 if (client_visible () && !flag [FLAG_REMOVED])
398 {
399 // see if we are in a container of sorts
400 if (env)
401 {
402 // the player inventory itself is always visible
403 if (env->is_player ())
404 return env;
405
406 // else a player could have our env open
407 object *envest = env->outer_env_or_self ();
408
409 // the player itself is always on a map, so we will find him here
410 // even if our inv is in a player.
411 if (envest->is_on_map ())
412 if (object *pl = envest->ms ().player ())
413 if (pl->container_ () == env)
414 return pl;
415 }
416 else
417 {
418 // maybe there is a player standing on the same mapspace
419 // this will catch the case where "this" is a player
420 if (object *pl = ms ().player ())
421 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
422 || pl->container_ () == this)
423 return pl;
424 }
425 }
426
427 return 0;
428}
429
430// adjust weight per container type ("of holding")
431static sint32
432weight_adjust_for (object *op, sint32 weight)
433{
434 return op->type == CONTAINER
435 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
436 : weight;
437}
438
318/* 439/*
440 * adjust_weight(object, weight) adds the specified weight to an object,
441 * and also updates how much the environment(s) is/are carrying.
442 */
443static void
444adjust_weight (object *op, sint32 weight)
445{
446 while (op)
447 {
448 // adjust by actual difference to account for rounding errors
449 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
450 weight = weight_adjust_for (op, op->carrying)
451 - weight_adjust_for (op, op->carrying - weight);
452
453 if (!weight)
454 return;
455
456 op->carrying += weight;
457
458 if (object *pl = op->visible_to ())
459 if (pl != op) // player is handled lazily
460 esrv_update_item (UPD_WEIGHT, pl, op);
461
462 op = op->env;
463 }
464}
465
466/*
319 * sum_weight() is a recursive function which calculates the weight 467 * this is a recursive function which calculates the weight
320 * an object is carrying. It goes through in figures out how much 468 * an object is carrying. It goes through op and figures out how much
321 * containers are carrying, and sums it up. 469 * containers are carrying, and sums it up.
322 */ 470 */
323long 471void
324sum_weight (object *op) 472object::update_weight ()
325{ 473{
326 long sum; 474 sint32 sum = 0;
327 object *inv;
328 475
329 for (sum = 0, inv = op->inv; inv; inv = inv->below) 476 for (object *op = inv; op; op = op->below)
330 { 477 {
331 if (inv->inv) 478 if (op->inv)
332 sum_weight (inv); 479 op->update_weight ();
333 480
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 481 sum += op->total_weight ();
482 }
483
484 sum = weight_adjust_for (this, sum);
485
486 if (sum != carrying)
335 } 487 {
336
337 if (op->type == CONTAINER && op->stats.Str)
338 sum = (sum * (100 - op->stats.Str)) / 100;
339
340 if (op->carrying != sum) 488 if (carrying != sum)//D
489 LOG (llevDebug, "updating weight got %ld, expected %ld (%s)\n",
490 (long long)sum, (long long)carrying, debug_desc ());
491
341 op->carrying = sum; 492 carrying = sum;
342 493
343 return sum; 494 if (object *pl = visible_to ())
495 if (pl != this) // player is handled lazily
496 esrv_update_item (UPD_WEIGHT, pl, this);
497 }
344} 498}
345 499
346/** 500/*
347 * Return the outermost environment object for a given object. 501 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
348 */
349
350object *
351object_get_env_recursive (object *op)
352{
353 while (op->env != NULL)
354 op = op->env;
355 return op;
356}
357
358/*
359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
360 * Some error messages.
361 * The result of the dump is stored in the static global errmsg array.
362 */ 502 */
363char * 503char *
364dump_object (object *op) 504dump_object (object *op)
365{ 505{
366 if (!op) 506 if (!op)
369 object_freezer freezer; 509 object_freezer freezer;
370 op->write (freezer); 510 op->write (freezer);
371 return freezer.as_string (); 511 return freezer.as_string ();
372} 512}
373 513
374/* 514char *
375 * get_nearest_part(multi-object, object 2) returns the part of the 515object::as_string ()
376 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned.
378 */
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->path = "<freed objects map>";
921 freed_map->name = "/internal/freed_objects_map";
922 freed_map->width = 3;
923 freed_map->height = 3;
924
925 freed_map->alloc ();
926 freed_map->in_memory = MAP_IN_MEMORY;
927 }
928
929 map = freed_map; 1075 map = &freed_map;
930 x = 1; 1076 x = 1;
931 y = 1; 1077 y = 1;
932 }
933 1078
934 if (more) 1079 if (more)
935 { 1080 {
936 more->destroy (); 1081 more->destroy ();
937 more = 0; 1082 more = 0;
945 attacked_by = 0; 1090 attacked_by = 0;
946 current_weapon = 0; 1091 current_weapon = 0;
947} 1092}
948 1093
949void 1094void
950object::destroy (bool destroy_inventory) 1095object::destroy ()
951{ 1096{
952 if (destroyed ()) 1097 if (destroyed ())
953 return; 1098 return;
954 1099
955 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
956 destroy_inv (false); 1107 destroy_inv_fast ();
957 1108
958 if (is_head ()) 1109 if (is_head ())
959 if (sound_destroy) 1110 if (sound_destroy)
960 play_sound (sound_destroy); 1111 play_sound (sound_destroy);
961 else if (flag [FLAG_MONSTER]) 1112 else if (flag [FLAG_MONSTER])
962 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
963 1114
964 attachable::destroy (); 1115 attachable::destroy ();
965}
966
967/*
968 * sub_weight() recursively (outwards) subtracts a number from the
969 * weight of an object (and what is carried by it's environment(s)).
970 */
971void
972sub_weight (object *op, signed long weight)
973{
974 while (op != NULL)
975 {
976 if (op->type == CONTAINER)
977 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
978
979 op->carrying -= weight;
980 op = op->env;
981 }
982} 1116}
983 1117
984/* op->remove (): 1118/* op->remove ():
985 * 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
986 * 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
989 * the previous environment. 1123 * the previous environment.
990 */ 1124 */
991void 1125void
992object::do_remove () 1126object::do_remove ()
993{ 1127{
994 object *tmp, *last = 0; 1128 if (flag [FLAG_REMOVED])
995 object *otmp;
996
997 if (QUERY_FLAG (this, FLAG_REMOVED))
998 return; 1129 return;
999 1130
1000 SET_FLAG (this, FLAG_REMOVED);
1001 INVOKE_OBJECT (REMOVE, this); 1131 INVOKE_OBJECT (REMOVE, this);
1132
1133 flag [FLAG_REMOVED] = true;
1002 1134
1003 if (more) 1135 if (more)
1004 more->remove (); 1136 more->remove ();
1005 1137
1006 /* 1138 /*
1007 * In this case, the object to be removed is in someones 1139 * In this case, the object to be removed is in someones
1008 * inventory. 1140 * inventory.
1009 */ 1141 */
1010 if (env) 1142 if (env)
1011 { 1143 {
1012 if (nrof) 1144 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1013 sub_weight (env, weight * nrof); 1145 if (object *pl = visible_to ())
1014 else 1146 esrv_del_item (pl->contr, count);
1015 sub_weight (env, weight + carrying); 1147 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1016 1148
1017 /* NO_FIX_PLAYER is set when a great many changes are being 1149 adjust_weight (env, -total_weight ());
1018 * made to players inventory. If set, avoiding the call
1019 * to save cpu time.
1020 */
1021 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1022 otmp->update_stats ();
1023 1150
1024 if (above) 1151 object *pl = in_player ();
1025 above->below = below;
1026 else
1027 env->inv = below;
1028
1029 if (below)
1030 below->above = above;
1031 1152
1032 /* we set up values so that it could be inserted into 1153 /* we set up values so that it could be inserted into
1033 * 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
1034 * to the caller to decide what we want to do. 1155 * to the caller to decide what we want to do.
1035 */ 1156 */
1036 x = env->x, y = env->y;
1037 map = env->map; 1157 map = env->map;
1038 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;
1039 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 }
1040 } 1190 }
1041 else if (map) 1191 else if (map)
1042 { 1192 {
1043 if (type == PLAYER)
1044 {
1045 // leaving a spot always closes any open container on the ground
1046 if (container && !container->env)
1047 // this causes spurious floorbox updates, but it ensures
1048 // that the CLOSE event is being sent.
1049 close_container ();
1050
1051 --map->players;
1052 map->touch ();
1053 }
1054
1055 map->dirty = true; 1193 map->dirty = true;
1056 mapspace &ms = this->ms (); 1194 mapspace &ms = this->ms ();
1057 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
1058 /* link the object above us */ 1221 /* link the object above us */
1059 if (above) 1222 // re-link, make sure compiler can easily use cmove
1060 above->below = below; 1223 *(above ? &above->below : &ms.top) = below;
1061 else 1224 *(below ? &below->above : &ms.bot) = above;
1062 ms.top = below; /* we were top, set new top */
1063
1064 /* Relink the object below us, if there is one */
1065 if (below)
1066 below->above = above;
1067 else
1068 {
1069 /* Nothing below, which means we need to relink map object for this space
1070 * use translated coordinates in case some oddness with map tiling is
1071 * evident
1072 */
1073 if (GET_MAP_OB (map, x, y) != this)
1074 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 ());
1075
1076 ms.bot = above; /* goes on above it. */
1077 }
1078 1225
1079 above = 0; 1226 above = 0;
1080 below = 0; 1227 below = 0;
1081 1228
1229 ms.invalidate ();
1230
1082 if (map->in_memory == MAP_SAVING) 1231 if (map->in_memory == MAP_SAVING)
1083 return; 1232 return;
1084 1233
1085 int check_walk_off = !flag [FLAG_NO_APPLY]; 1234 int check_walk_off = !flag [FLAG_NO_APPLY];
1086 1235
1087 if (object *pl = ms.player ()) 1236 if (object *pl = ms.player ())
1088 { 1237 {
1089 if (pl->container == this) 1238 if (pl->container_ () == this)
1090 /* If a container that the player is currently using somehow gets 1239 /* If a container that the player is currently using somehow gets
1091 * removed (most likely destroyed), update the player view 1240 * removed (most likely destroyed), update the player view
1092 * appropriately. 1241 * appropriately.
1093 */ 1242 */
1094 pl->close_container (); 1243 pl->close_container ();
1095 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)
1096 pl->contr->ns->floorbox_update (); 1249 pl->contr->ns->floorbox_update ();
1097 } 1250 }
1098 1251
1252 if (check_walk_off)
1099 for (tmp = ms.bot; tmp; tmp = tmp->above) 1253 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1100 { 1254 {
1255 above = tmp->above;
1256
1101 /* 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
1102 * being removed. 1258 * being removed.
1103 */ 1259 */
1104 1260
1105 /* See if object moving off should effect something */ 1261 /* See if object moving off should effect something */
1106 if (check_walk_off
1107 && ((move_type & tmp->move_off) 1262 if ((move_type & tmp->move_off)
1108 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1263 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1109 {
1110 move_apply (tmp, this, 0); 1264 move_apply (tmp, this, 0);
1111
1112 if (destroyed ())
1113 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1114 } 1265 }
1115 1266
1116 last = tmp; 1267 if (affects_los ())
1117 }
1118
1119 /* last == NULL if there are no objects on this space */
1120 //TODO: this makes little sense, why only update the topmost object?
1121 if (!last)
1122 map->at (x, y).flags_ = 0;
1123 else
1124 update_object (last, UP_OBJ_REMOVE);
1125
1126 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1127 update_all_los (map, x, y); 1268 update_all_los (map, x, y);
1128 } 1269 }
1129} 1270}
1130 1271
1131/* 1272/*
1140merge_ob (object *op, object *top) 1281merge_ob (object *op, object *top)
1141{ 1282{
1142 if (!op->nrof) 1283 if (!op->nrof)
1143 return 0; 1284 return 0;
1144 1285
1145 if (top) 1286 if (!top)
1146 for (top = op; top && top->above; top = top->above) 1287 for (top = op; top && top->above; top = top->above)
1147 ; 1288 ;
1148 1289
1149 for (; top; top = top->below) 1290 for (; top; top = top->below)
1150 {
1151 if (top == op)
1152 continue;
1153
1154 if (object::can_merge (op, top)) 1291 if (object::can_merge (op, top))
1155 { 1292 {
1156 top->nrof += op->nrof; 1293 top->nrof += op->nrof;
1157 1294
1158/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1295 if (object *pl = top->visible_to ())
1159 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
1160 op->destroy (); 1301 op->destroy ();
1302
1161 return top; 1303 return top;
1162 } 1304 }
1163 }
1164 1305
1165 return 0; 1306 return 0;
1166} 1307}
1167 1308
1168void 1309void
1173 1314
1174 object *prev = this; 1315 object *prev = this;
1175 1316
1176 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1317 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1177 { 1318 {
1178 object *op = arch_to_object (at); 1319 object *op = at->instance ();
1179 1320
1180 op->name = name; 1321 op->name = name;
1181 op->name_pl = name_pl; 1322 op->name_pl = name_pl;
1182 op->title = title; 1323 op->title = title;
1183 1324
1193 * job preparing multi-part monsters. 1334 * job preparing multi-part monsters.
1194 */ 1335 */
1195object * 1336object *
1196insert_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)
1197{ 1338{
1339 op->remove ();
1340
1198 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1341 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1199 { 1342 {
1200 tmp->x = x + tmp->arch->x; 1343 tmp->x = x + tmp->arch->x;
1201 tmp->y = y + tmp->arch->y; 1344 tmp->y = y + tmp->arch->y;
1202 } 1345 }
1219 * 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
1220 * to be set if special handling is needed. 1363 * to be set if special handling is needed.
1221 * 1364 *
1222 * Return value: 1365 * Return value:
1223 * new object if 'op' was merged with other object 1366 * new object if 'op' was merged with other object
1224 * NULL if 'op' was destroyed 1367 * NULL if there was an error (destroyed, blocked etc.)
1225 * just 'op' otherwise 1368 * just 'op' otherwise
1226 */ 1369 */
1227object * 1370object *
1228insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1371insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1229{ 1372{
1230 assert (!op->flag [FLAG_FREED]);
1231
1232 object *top, *floor = NULL;
1233
1234 op->remove (); 1373 op->remove ();
1374
1375 if (m == &freed_map)//D TODO: remove soon
1376 {//D
1377 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1378 }//D
1235 1379
1236 /* Ideally, the caller figures this out. However, it complicates a lot 1380 /* Ideally, the caller figures this out. However, it complicates a lot
1237 * 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
1238 * need extra work 1382 * need extra work
1239 */ 1383 */
1384 maptile *newmap = m;
1240 if (!xy_normalise (m, op->x, op->y)) 1385 if (!xy_normalise (newmap, op->x, op->y))
1241 { 1386 {
1242 op->destroy (); 1387 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1243 return 0; 1388 return 0;
1244 } 1389 }
1245 1390
1246 if (object *more = op->more) 1391 if (object *more = op->more)
1247 if (!insert_ob_in_map (more, m, originator, flag)) 1392 if (!insert_ob_in_map (more, m, originator, flag))
1248 return 0; 1393 return 0;
1249 1394
1250 CLEAR_FLAG (op, FLAG_REMOVED); 1395 op->flag [FLAG_REMOVED] = false;
1251 1396 op->env = 0;
1252 op->map = m; 1397 op->map = newmap;
1398
1253 mapspace &ms = op->ms (); 1399 mapspace &ms = op->ms ();
1254 1400
1255 /* this has to be done after we translate the coordinates. 1401 /* this has to be done after we translate the coordinates.
1256 */ 1402 */
1257 if (op->nrof && !(flag & INS_NO_MERGE)) 1403 if (op->nrof && !(flag & INS_NO_MERGE))
1258 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1404 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1259 if (object::can_merge (op, tmp)) 1405 if (object::can_merge (op, tmp))
1260 { 1406 {
1407 // TODO: we actually want to update tmp, not op,
1408 // but some caller surely breaks when we return tmp
1409 // from here :/
1261 op->nrof += tmp->nrof; 1410 op->nrof += tmp->nrof;
1262 tmp->destroy (); 1411 tmp->destroy ();
1263 } 1412 }
1264 1413
1265 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 */
1266 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1415 op->clr_flag (FLAG_INV_LOCKED);
1267 1416
1268 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1417 if (!op->flag [FLAG_ALIVE])
1269 CLEAR_FLAG (op, FLAG_NO_STEAL); 1418 op->clr_flag (FLAG_NO_STEAL);
1270 1419
1271 if (flag & INS_BELOW_ORIGINATOR) 1420 if (flag & INS_BELOW_ORIGINATOR)
1272 { 1421 {
1273 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)
1274 { 1423 {
1275 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");
1276 abort (); 1425 abort ();
1277 } 1426 }
1278 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
1279 op->above = originator; 1435 op->above = originator;
1280 op->below = originator->below; 1436 op->below = originator->below;
1281
1282 if (op->below)
1283 op->below->above = op;
1284 else
1285 ms.bot = op;
1286
1287 /* since *below* originator, no need to update top */
1288 originator->below = op; 1437 originator->below = op;
1438
1439 *(op->below ? &op->below->above : &ms.bot) = op;
1289 } 1440 }
1290 else 1441 else
1291 { 1442 {
1292 top = ms.bot; 1443 object *floor = 0;
1444 object *top = ms.top;
1293 1445
1294 /* If there are other objects, then */ 1446 /* If there are other objects, then */
1295 if ((!(flag & INS_MAP_LOAD)) && top) 1447 if (top)
1296 { 1448 {
1297 object *last = 0;
1298
1299 /* 1449 /*
1300 * 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.
1301 * We've already dealt with merging if appropriate. 1451 * We've already dealt with merging if appropriate.
1302 * 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
1303 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1453 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1306 * 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
1307 * 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
1308 * 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
1309 * that flying non pickable objects are spell objects. 1459 * that flying non pickable objects are spell objects.
1310 */ 1460 */
1311 for (top = ms.bot; top; top = top->above) 1461 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1312 { 1462 {
1313 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])
1314 floor = top; 1464 floor = tmp;
1315 1465
1316 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])
1317 { 1467 {
1318 /* We insert above top, so we want this object below this */ 1468 /* We insert above top, so we want this object below this */
1319 top = top->below; 1469 top = tmp->below;
1320 break; 1470 break;
1321 } 1471 }
1322 1472
1323 last = top; 1473 top = tmp;
1324 } 1474 }
1325
1326 /* Don't want top to be NULL, so set it to the last valid object */
1327 top = last;
1328 1475
1329 /* We let update_position deal with figuring out what the space 1476 /* We let update_position deal with figuring out what the space
1330 * looks like instead of lots of conditions here. 1477 * looks like instead of lots of conditions here.
1331 * makes things faster, and effectively the same result. 1478 * makes things faster, and effectively the same result.
1332 */ 1479 */
1339 */ 1486 */
1340 if (!(flag & INS_ON_TOP) 1487 if (!(flag & INS_ON_TOP)
1341 && ms.flags () & P_BLOCKSVIEW 1488 && ms.flags () & P_BLOCKSVIEW
1342 && (op->face && !faces [op->face].visibility)) 1489 && (op->face && !faces [op->face].visibility))
1343 { 1490 {
1491 object *last;
1492
1344 for (last = top; last != floor; last = last->below) 1493 for (last = top; last != floor; last = last->below)
1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1494 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1346 break; 1495 break;
1347 1496
1348 /* Check to see if we found the object that blocks view, 1497 /* Check to see if we found the object that blocks view,
1349 * 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
1350 * we can get inserted below this one, which requires we 1499 * we can get inserted below this one, which requires we
1352 */ 1501 */
1353 if (last && last->below && last != floor) 1502 if (last && last->below && last != floor)
1354 top = last->below; 1503 top = last->below;
1355 } 1504 }
1356 } /* If objects on this space */ 1505 } /* If objects on this space */
1357 if (flag & INS_MAP_LOAD)
1358 top = ms.top;
1359 1506
1360 if (flag & INS_ABOVE_FLOOR_ONLY) 1507 if (flag & INS_ABOVE_FLOOR_ONLY)
1361 top = floor; 1508 top = floor;
1362 1509
1363 /* 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
1364 */
1365
1366 /* First object on this space */
1367 if (!top) 1511 if (!top)
1368 { 1512 {
1513 op->below = 0;
1369 op->above = ms.bot; 1514 op->above = ms.bot;
1370
1371 if (op->above)
1372 op->above->below = op;
1373
1374 op->below = 0;
1375 ms.bot = op; 1515 ms.bot = op;
1516
1517 *(op->above ? &op->above->below : &ms.top) = op;
1376 } 1518 }
1377 else 1519 else
1378 { /* get inserted into the stack above top */ 1520 {
1379 op->above = top->above; 1521 op->above = top->above;
1380
1381 if (op->above)
1382 op->above->below = op; 1522 top->above = op;
1383 1523
1384 op->below = top; 1524 op->below = top;
1385 top->above = op; 1525 *(op->above ? &op->above->below : &ms.top) = op;
1386 } 1526 }
1527 }
1387 1528
1388 if (!op->above) 1529 if (op->is_player ())
1389 ms.top = op;
1390 } /* else not INS_BELOW_ORIGINATOR */
1391
1392 if (op->type == PLAYER)
1393 { 1530 {
1394 op->contr->do_los = 1; 1531 op->contr->do_los = 1;
1395 ++op->map->players; 1532 ++op->map->players;
1396 op->map->touch (); 1533 op->map->touch ();
1397 } 1534 }
1398 1535
1399 op->map->dirty = true; 1536 op->map->dirty = true;
1400 1537
1401 if (!(flag & INS_MAP_LOAD))
1402 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)
1403 pl->contr->ns->floorbox_update (); 1543 pl->contr->ns->floorbox_update ();
1404 1544
1405 /* If this object glows, it may affect lighting conditions that are 1545 /* If this object glows, it may affect lighting conditions that are
1406 * 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
1407 * 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
1409 * 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 -
1410 * this should get redone to only look for players within range, 1550 * this should get redone to only look for players within range,
1411 * or just updating the P_UPTODATE for spaces within this area 1551 * or just updating the P_UPTODATE for spaces within this area
1412 * of effect may be sufficient. 1552 * of effect may be sufficient.
1413 */ 1553 */
1414 if (op->map->darkness && (op->glow_radius != 0)) 1554 if (op->affects_los ())
1555 {
1556 op->ms ().invalidate ();
1415 update_all_los (op->map, op->x, op->y); 1557 update_all_los (op->map, op->x, op->y);
1558 }
1416 1559
1417 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1560 /* updates flags (blocked, alive, no magic, etc) for this map space */
1418 update_object (op, UP_OBJ_INSERT); 1561 update_object (op, UP_OBJ_INSERT);
1419 1562
1420 INVOKE_OBJECT (INSERT, op); 1563 INVOKE_OBJECT (INSERT, op);
1427 * blocked() and wall() work properly), and these flags are updated by 1570 * blocked() and wall() work properly), and these flags are updated by
1428 * update_object(). 1571 * update_object().
1429 */ 1572 */
1430 1573
1431 /* 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 */
1432 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1575 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1433 { 1576 {
1434 if (check_move_on (op, originator)) 1577 if (check_move_on (op, originator))
1435 return 0; 1578 return 0;
1436 1579
1437 /* If we are a multi part object, lets work our way through the check 1580 /* If we are a multi part object, lets work our way through the check
1448/* this function inserts an object in the map, but if it 1591/* this function inserts an object in the map, but if it
1449 * 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.
1450 * 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.
1451 */ 1594 */
1452void 1595void
1453replace_insert_ob_in_map (const char *arch_string, object *op) 1596replace_insert_ob_in_map (shstr_tmp archname, object *op)
1454{ 1597{
1455 object *tmp, *tmp1;
1456
1457 /* first search for itself and remove any old instances */ 1598 /* first search for itself and remove any old instances */
1458 1599
1459 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1600 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1460 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1601 if (tmp->arch->archname == archname) /* same archetype */
1461 tmp->destroy (); 1602 tmp->destroy ();
1462 1603
1463 tmp1 = arch_to_object (archetype::find (arch_string)); 1604 object *tmp = archetype::find (archname)->instance ();
1464 1605
1465 tmp1->x = op->x; 1606 tmp->x = op->x;
1466 tmp1->y = op->y; 1607 tmp->y = op->y;
1608
1467 insert_ob_in_map (tmp1, op->map, op, 0); 1609 insert_ob_in_map (tmp, op->map, op, 0);
1468} 1610}
1469 1611
1470object * 1612object *
1471object::insert_at (object *where, object *originator, int flags) 1613object::insert_at (object *where, object *originator, int flags)
1472{ 1614{
1615 if (where->env)
1616 return where->env->insert (this);
1617 else
1473 return where->map->insert (this, where->x, where->y, originator, flags); 1618 return where->map->insert (this, where->x, where->y, originator, flags);
1474} 1619}
1475 1620
1476/* 1621// check whether we can put this into the map, respect max_volume, max_items
1477 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1622bool
1478 * is returned contains nr objects, and the remaining parts contains 1623object::can_drop_at (maptile *m, int x, int y, object *originator)
1479 * the rest (or is removed and freed if that number is 0).
1480 * On failure, NULL is returned, and the reason put into the
1481 * global static errmsg array.
1482 */
1483object *
1484get_split_ob (object *orig_ob, uint32 nr)
1485{ 1624{
1486 object *newob; 1625 mapspace &ms = m->at (x, y);
1487 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1488 1626
1489 if (orig_ob->nrof < nr) 1627 int items = ms.items ();
1490 {
1491 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1492 return NULL;
1493 }
1494 1628
1495 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;
1496 1633
1497 if ((orig_ob->nrof -= nr) < 1) 1634 if (originator && originator->is_player ())
1498 orig_ob->destroy (1); 1635 originator->contr->failmsgf (
1499 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.>",
1500 { 1637 query_name ()
1501 if (orig_ob->env != NULL) 1638 );
1502 sub_weight (orig_ob->env, orig_ob->weight * nr);
1503 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1504 {
1505 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1506 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1507 return NULL;
1508 }
1509 }
1510 1639
1511 newob->nrof = nr; 1640 return false;
1512
1513 return newob;
1514} 1641}
1515 1642
1516/* 1643/*
1517 * decrease_ob_nr(object, number) decreases a specified number from 1644 * decrease(object, number) decreases a specified number from
1518 * 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
1519 * is subsequently removed and freed. 1646 * is subsequently removed and freed.
1520 * 1647 *
1521 * 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
1522 */ 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 */
1523object * 1681object *
1524decrease_ob_nr (object *op, uint32 i) 1682object::split (sint32 nr)
1525{ 1683{
1526 object *tmp; 1684 int have = number_of ();
1527 1685
1528 if (i == 0) /* objects with op->nrof require this check */ 1686 if (have < nr)
1529 return op; 1687 return 0;
1530 1688 else if (have == nr)
1531 if (i > op->nrof)
1532 i = op->nrof;
1533
1534 if (QUERY_FLAG (op, FLAG_REMOVED))
1535 op->nrof -= i;
1536 else if (op->env)
1537 { 1689 {
1538 /* is this object in the players inventory, or sub container
1539 * therein?
1540 */
1541 tmp = op->in_player ();
1542 /* nope. Is this a container the player has opened?
1543 * If so, set tmp to that player.
1544 * IMO, searching through all the players will mostly
1545 * likely be quicker than following op->env to the map,
1546 * and then searching the map for a player.
1547 */
1548 if (!tmp)
1549 for_all_players (pl)
1550 if (pl->ob->container == op->env)
1551 {
1552 tmp = pl->ob;
1553 break;
1554 }
1555
1556 if (i < op->nrof)
1557 {
1558 sub_weight (op->env, op->weight * i);
1559 op->nrof -= i;
1560 if (tmp)
1561 esrv_send_item (tmp, op);
1562 }
1563 else
1564 {
1565 op->remove (); 1690 remove ();
1566 op->nrof = 0; 1691 return this;
1567 if (tmp)
1568 esrv_del_item (tmp->contr, op->count);
1569 }
1570 } 1692 }
1571 else 1693 else
1572 { 1694 {
1573 object *above = op->above; 1695 decrease (nr);
1574 1696
1575 if (i < op->nrof) 1697 object *op = deep_clone ();
1576 op->nrof -= i; 1698 op->nrof = nr;
1577 else
1578 {
1579 op->remove ();
1580 op->nrof = 0;
1581 }
1582
1583 /* Since we just removed op, op->above is null */
1584 for (tmp = above; tmp; tmp = tmp->above)
1585 if (tmp->type == PLAYER)
1586 {
1587 if (op->nrof)
1588 esrv_send_item (tmp, op);
1589 else
1590 esrv_del_item (tmp->contr, op->count);
1591 }
1592 }
1593
1594 if (op->nrof)
1595 return op; 1699 return op;
1596 else
1597 {
1598 op->destroy ();
1599 return 0;
1600 }
1601}
1602
1603/*
1604 * add_weight(object, weight) adds the specified weight to an object,
1605 * and also updates how much the environment(s) is/are carrying.
1606 */
1607void
1608add_weight (object *op, signed long weight)
1609{
1610 while (op != NULL)
1611 {
1612 if (op->type == CONTAINER)
1613 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1614
1615 op->carrying += weight;
1616 op = op->env;
1617 } 1700 }
1618} 1701}
1619 1702
1620object * 1703object *
1621insert_ob_in_ob (object *op, object *where) 1704insert_ob_in_ob (object *op, object *where)
1646 * be != op, if items are merged. -Tero 1729 * be != op, if items are merged. -Tero
1647 */ 1730 */
1648object * 1731object *
1649object::insert (object *op) 1732object::insert (object *op)
1650{ 1733{
1651 if (!QUERY_FLAG (op, FLAG_REMOVED))
1652 op->remove ();
1653
1654 if (op->more) 1734 if (op->more)
1655 { 1735 {
1656 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);
1657 return op; 1737 return op;
1658 } 1738 }
1659 1739
1660 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1740 op->remove ();
1661 CLEAR_FLAG (op, FLAG_REMOVED); 1741
1742 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1662 1743
1663 if (op->nrof) 1744 if (op->nrof)
1664 {
1665 for (object *tmp = inv; tmp; tmp = tmp->below) 1745 for (object *tmp = inv; tmp; tmp = tmp->below)
1666 if (object::can_merge (tmp, op)) 1746 if (object::can_merge (tmp, op))
1667 { 1747 {
1668 /* return the original object and remove inserted object 1748 /* return the original object and remove inserted object
1669 (client needs the original object) */ 1749 (client needs the original object) */
1670 tmp->nrof += op->nrof; 1750 tmp->nrof += op->nrof;
1671 /* Weight handling gets pretty funky. Since we are adding to 1751
1672 * tmp->nrof, we need to increase the weight. 1752 if (object *pl = tmp->visible_to ())
1673 */ 1753 esrv_update_item (UPD_NROF, pl, tmp);
1754
1674 add_weight (this, op->weight * op->nrof); 1755 adjust_weight (this, op->total_weight ());
1675 SET_FLAG (op, FLAG_REMOVED); 1756
1676 op->destroy (); /* free the inserted object */ 1757 op->destroy ();
1677 op = tmp; 1758 op = tmp;
1678 op->remove (); /* and fix old object's links */ 1759 goto inserted;
1679 CLEAR_FLAG (op, FLAG_REMOVED);
1680 break;
1681 } 1760 }
1682 1761
1683 /* I assume combined objects have no inventory
1684 * We add the weight - this object could have just been removed
1685 * (if it was possible to merge). calling remove_ob will subtract
1686 * the weight, so we need to add it in again, since we actually do
1687 * the linking below
1688 */
1689 add_weight (this, op->weight * op->nrof);
1690 }
1691 else
1692 add_weight (this, (op->weight + op->carrying));
1693
1694 if (object *otmp = this->in_player ())
1695 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1696 otmp->update_stats ();
1697
1698 op->owner = 0; // its his/hers now. period. 1762 op->owner = 0; // it's his/hers now. period.
1699 op->map = 0; 1763 op->map = 0;
1764 op->x = 0;
1765 op->y = 0;
1766
1767 op->above = 0;
1768 op->below = inv;
1700 op->env = this; 1769 op->env = this;
1701 op->above = 0;
1702 op->below = 0;
1703 op->x = op->y = 0;
1704 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:
1705 /* 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 */
1706 if (op->glow_radius && map) 1785 if (op->glow_radius && is_on_map ())
1707 { 1786 {
1708#ifdef DEBUG_LIGHTS 1787 update_stats ();
1709 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1710#endif /* DEBUG_LIGHTS */
1711 if (map->darkness)
1712 update_all_los (map, x, y); 1788 update_all_los (map, x, y);
1713 }
1714
1715 /* Client has no idea of ordering so lets not bother ordering it here.
1716 * It sure simplifies this function...
1717 */
1718 if (!inv)
1719 inv = op;
1720 else
1721 { 1789 }
1722 op->below = inv; 1790 else if (is_player ())
1723 op->below->above = op; 1791 // if this is a player's inventory, update stats
1724 inv = op; 1792 contr->queue_stats_update ();
1725 }
1726 1793
1727 INVOKE_OBJECT (INSERT, this); 1794 INVOKE_OBJECT (INSERT, this);
1728 1795
1729 return op; 1796 return op;
1730} 1797}
1750 * on top. 1817 * on top.
1751 */ 1818 */
1752int 1819int
1753check_move_on (object *op, object *originator) 1820check_move_on (object *op, object *originator)
1754{ 1821{
1822 if (op->flag [FLAG_NO_APPLY])
1823 return 0;
1824
1755 object *tmp; 1825 object *tmp;
1756 maptile *m = op->map; 1826 maptile *m = op->map;
1757 int x = op->x, y = op->y; 1827 int x = op->x, y = op->y;
1758 1828
1759 MoveType move_on, move_slow, move_block; 1829 mapspace &ms = m->at (x, y);
1760 1830
1761 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1831 ms.update ();
1762 return 0;
1763 1832
1764 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1833 MoveType move_on = ms.move_on;
1765 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1834 MoveType move_slow = ms.move_slow;
1766 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1835 MoveType move_block = ms.move_block;
1767 1836
1768 /* 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,
1769 * 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
1770 * 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
1771 * as walking. 1840 * as walking.
1782 return 0; 1851 return 0;
1783 1852
1784 /* The objects have to be checked from top to bottom. 1853 /* The objects have to be checked from top to bottom.
1785 * Hence, we first go to the top: 1854 * Hence, we first go to the top:
1786 */ 1855 */
1787 1856 for (object *next, *tmp = ms.top; tmp; tmp = next)
1788 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1789 {
1790 /* Trim the search when we find the first other spell effect
1791 * this helps performance so that if a space has 50 spell objects,
1792 * we don't need to check all of them.
1793 */
1794 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1795 break;
1796 } 1857 {
1858 next = tmp->below;
1797 1859
1798 for (; tmp; tmp = tmp->below)
1799 {
1800 if (tmp == op) 1860 if (tmp == op)
1801 continue; /* Can't apply yourself */ 1861 continue; /* Can't apply yourself */
1802 1862
1803 /* 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.
1804 * Second check makes sure that the movement types not being slowed 1864 * Second check makes sure that the movement types not being slowed
1805 * (~slow_move) is not blocked on this space - just because the 1865 * (~slow_move) is not blocked on this space - just because the
1806 * 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
1807 * 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.
1808 */ 1868 */
1809 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1869 if (!op->flag [FLAG_WIZPASS])
1810 { 1870 {
1811 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1871 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1812 ((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))
1813 { 1873 {
1814
1815 float
1816 diff = tmp->move_slow_penalty * fabs (op->speed); 1874 float diff = tmp->move_slow_penalty * fabs (op->speed);
1817 1875
1818 if (op->type == PLAYER) 1876 if (op->is_player ())
1819 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)) ||
1820 (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)))
1821 diff /= 4.0; 1879 diff /= 4.0;
1822 1880
1823 op->speed_left -= diff; 1881 op->speed_left -= diff;
1824 } 1882 }
1825 } 1883 }
1858 LOG (llevError, "Present_arch called outside map.\n"); 1916 LOG (llevError, "Present_arch called outside map.\n");
1859 return NULL; 1917 return NULL;
1860 } 1918 }
1861 1919
1862 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1920 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1863 if (tmp->arch == at) 1921 if (tmp->arch->archname == at->archname)
1864 return tmp; 1922 return tmp;
1865 1923
1866 return NULL; 1924 return NULL;
1867} 1925}
1868 1926
1932 * The first matching object is returned, or NULL if none. 1990 * The first matching object is returned, or NULL if none.
1933 */ 1991 */
1934object * 1992object *
1935present_arch_in_ob (const archetype *at, const object *op) 1993present_arch_in_ob (const archetype *at, const object *op)
1936{ 1994{
1937 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1995 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1938 if (tmp->arch == at) 1996 if (tmp->arch->archname == at->archname)
1939 return tmp; 1997 return tmp;
1940 1998
1941 return NULL; 1999 return NULL;
1942} 2000}
1943 2001
1945 * activate recursively a flag on an object inventory 2003 * activate recursively a flag on an object inventory
1946 */ 2004 */
1947void 2005void
1948flag_inv (object *op, int flag) 2006flag_inv (object *op, int flag)
1949{ 2007{
1950 if (op->inv)
1951 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2008 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1952 { 2009 {
1953 SET_FLAG (tmp, flag); 2010 tmp->set_flag (flag);
1954 flag_inv (tmp, flag); 2011 flag_inv (tmp, flag);
1955 } 2012 }
1956} 2013}
1957 2014
1958/* 2015/*
1959 * deactivate recursively a flag on an object inventory 2016 * deactivate recursively a flag on an object inventory
1960 */ 2017 */
1961void 2018void
1962unflag_inv (object *op, int flag) 2019unflag_inv (object *op, int flag)
1963{ 2020{
1964 if (op->inv)
1965 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2021 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1966 { 2022 {
1967 CLEAR_FLAG (tmp, flag); 2023 tmp->clr_flag (flag);
1968 unflag_inv (tmp, flag); 2024 unflag_inv (tmp, flag);
1969 } 2025 }
1970} 2026}
1971 2027
1972/* 2028/*
1973 * find_free_spot(object, map, x, y, start, stop) will search for 2029 * find_free_spot(object, map, x, y, start, stop) will search for
1974 * a spot at the given map and coordinates which will be able to contain 2030 * a spot at the given map and coordinates which will be able to contain
1976 * to search (see the freearr_x/y[] definition). 2032 * to search (see the freearr_x/y[] definition).
1977 * It returns a random choice among the alternatives found. 2033 * It returns a random choice among the alternatives found.
1978 * start and stop are where to start relative to the free_arr array (1,9 2034 * start and stop are where to start relative to the free_arr array (1,9
1979 * does all 4 immediate directions). This returns the index into the 2035 * does all 4 immediate directions). This returns the index into the
1980 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2036 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1981 * Note - this only checks to see if there is space for the head of the
1982 * object - if it is a multispace object, this should be called for all
1983 * pieces.
1984 * Note2: This function does correctly handle tiled maps, but does not 2037 * Note: This function does correctly handle tiled maps, but does not
1985 * inform the caller. However, insert_ob_in_map will update as 2038 * inform the caller. However, insert_ob_in_map will update as
1986 * necessary, so the caller shouldn't need to do any special work. 2039 * necessary, so the caller shouldn't need to do any special work.
1987 * Note - updated to take an object instead of archetype - this is necessary 2040 * Note - updated to take an object instead of archetype - this is necessary
1988 * because arch_blocked (now ob_blocked) needs to know the movement type 2041 * because arch_blocked (now ob_blocked) needs to know the movement type
1989 * to know if the space in question will block the object. We can't use 2042 * to know if the space in question will block the object. We can't use
1991 * customized, changed states, etc. 2044 * customized, changed states, etc.
1992 */ 2045 */
1993int 2046int
1994find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2047find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1995{ 2048{
2049 int altern[SIZEOFFREE];
1996 int index = 0, flag; 2050 int index = 0, flag;
1997 int altern[SIZEOFFREE];
1998 2051
1999 for (int i = start; i < stop; i++) 2052 for (int i = start; i < stop; i++)
2000 { 2053 {
2001 mapxy pos (m, x, y); pos.move (i); 2054 mapxy pos (m, x, y); pos.move (i);
2002 2055
2003 if (!pos.normalise ()) 2056 if (!pos.normalise ())
2004 continue; 2057 continue;
2005 2058
2006 mapspace &ms = *pos; 2059 mapspace &ms = *pos;
2007 ms.update (); 2060
2061 if (ms.flags () & P_IS_ALIVE)
2062 continue;
2008 2063
2009 /* However, often 2064 /* However, often
2010 * ob doesn't have any move type (when used to place exits) 2065 * ob doesn't have any move type (when used to place exits)
2011 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 2066 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2012 */ 2067 */
2013 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 2068 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2069 {
2070 altern [index++] = i;
2014 continue; 2071 continue;
2072 }
2015 2073
2016 /* Basically, if we find a wall on a space, we cut down the search size. 2074 /* Basically, if we find a wall on a space, we cut down the search size.
2017 * In this way, we won't return spaces that are on another side of a wall. 2075 * In this way, we won't return spaces that are on another side of a wall.
2018 * This mostly work, but it cuts down the search size in all directions - 2076 * This mostly work, but it cuts down the search size in all directions -
2019 * if the space being examined only has a wall to the north and empty 2077 * if the space being examined only has a wall to the north and empty
2031 * head of the object should correspond for the entire object. 2089 * head of the object should correspond for the entire object.
2032 */ 2090 */
2033 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2091 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2034 continue; 2092 continue;
2035 2093
2094 if (ob->blocked (pos.m, pos.x, pos.y))
2095 continue;
2096
2036 altern [index++] = i; 2097 altern [index++] = i;
2037 } 2098 }
2038 2099
2039 if (!index) 2100 if (!index)
2040 return -1; 2101 return -1;
2106 * there is capable of. 2167 * there is capable of.
2107 */ 2168 */
2108int 2169int
2109find_dir (maptile *m, int x, int y, object *exclude) 2170find_dir (maptile *m, int x, int y, object *exclude)
2110{ 2171{
2111 int i, max = SIZEOFFREE, mflags; 2172 int max = SIZEOFFREE, mflags;
2112
2113 sint16 nx, ny;
2114 object *tmp;
2115 maptile *mp;
2116
2117 MoveType blocked, move_type; 2173 MoveType move_type;
2118 2174
2119 if (exclude && exclude->head_ () != exclude) 2175 if (exclude && exclude->head_ () != exclude)
2120 { 2176 {
2121 exclude = exclude->head; 2177 exclude = exclude->head;
2122 move_type = exclude->move_type; 2178 move_type = exclude->move_type;
2125 { 2181 {
2126 /* If we don't have anything, presume it can use all movement types. */ 2182 /* If we don't have anything, presume it can use all movement types. */
2127 move_type = MOVE_ALL; 2183 move_type = MOVE_ALL;
2128 } 2184 }
2129 2185
2130 for (i = 1; i < max; i++) 2186 for (int i = 1; i < max; i++)
2131 { 2187 {
2132 mp = m; 2188 mapxy pos (m, x, y);
2133 nx = x + freearr_x[i]; 2189 pos.move (i);
2134 ny = y + freearr_y[i];
2135 2190
2136 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2191 if (!pos.normalise ())
2137
2138 if (mflags & P_OUT_OF_MAP)
2139 max = maxfree[i]; 2192 max = maxfree[i];
2140 else 2193 else
2141 { 2194 {
2142 mapspace &ms = mp->at (nx, ny); 2195 mapspace &ms = *pos;
2143 2196
2144 blocked = ms.move_block;
2145
2146 if ((move_type & blocked) == move_type) 2197 if ((move_type & ms.move_block) == move_type)
2147 max = maxfree[i]; 2198 max = maxfree [i];
2148 else if (mflags & P_IS_ALIVE) 2199 else if (ms.flags () & P_IS_ALIVE)
2149 { 2200 {
2150 for (tmp = ms.bot; tmp; tmp = tmp->above) 2201 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2151 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2202 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2152 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2203 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2153 break;
2154
2155 if (tmp)
2156 return freedir[i]; 2204 return freedir [i];
2157 } 2205 }
2158 } 2206 }
2159 } 2207 }
2160 2208
2161 return 0; 2209 return 0;
2170{ 2218{
2171 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2219 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2172} 2220}
2173 2221
2174/* 2222/*
2175 * find_dir_2(delta-x,delta-y) will return a direction in which 2223 * find_dir_2(delta-x,delta-y) will return a direction value
2176 * an object which has subtracted the x and y coordinates of another 2224 * for running into direct [dx, dy].
2177 * object, needs to travel toward it. 2225 * (the opposite of crossfire's find_dir_2!)
2178 */ 2226 */
2179int 2227int
2180find_dir_2 (int x, int y) 2228find_dir_2 (int x, int y)
2181{ 2229{
2230#if 1 // new algorithm
2231 // this works by putting x, y into 16 sectors, which
2232 // are not equal sized, but are a better approximation
2233 // then the old algorithm, and then using a mapping
2234 // table to map it into a direction value.
2235 // basically, it maps these comparisons to each bit
2236 // bit #3: x < 0
2237 // bit #2: y < 0
2238 // bit #1: x > y
2239 // bit #0: x > 2y
2240
2241 static const uint8 dir[16] = {
2242 4, 5, 4, 3,
2243 2, 1, 2, 3,
2244 6, 5, 6, 7,
2245 8, 1, 8, 7,
2246 };
2247 int sector = 0;
2248
2249 // this is a bit ugly, but more likely to result in branchless code
2250 sector |= x < 0 ? 8 : 0;
2251 x = x < 0 ? -x : x; // abs
2252
2253 sector |= y < 0 ? 4 : 0;
2254 y = y < 0 ? -y : y; // abs
2255
2256 if (x > y)
2257 {
2258 sector |= 2;
2259
2260 if (x > y * 2)
2261 sector |= 1;
2262 }
2263 else
2264 {
2265 if (y > x * 2)
2266 sector |= 1;
2267 else if (!y)
2268 return 0; // x == 0 here
2269 }
2270
2271 return dir [sector];
2272#else // old algorithm
2182 int q; 2273 int q;
2183 2274
2184 if (y) 2275 if (y)
2185 q = x * 100 / y; 2276 q = 128 * x / y;
2186 else if (x) 2277 else if (x)
2187 q = -300 * x; 2278 q = -512 * x; // to make it > 309
2188 else 2279 else
2189 return 0; 2280 return 0;
2190 2281
2191 if (y > 0) 2282 if (y > 0)
2192 { 2283 {
2193 if (q < -242) 2284 if (q < -309) return 7;
2285 if (q < -52) return 6;
2286 if (q < 52) return 5;
2287 if (q < 309) return 4;
2288
2194 return 3; 2289 return 3;
2195 if (q < -41) 2290 }
2196 return 2; 2291 else
2197 if (q < 41) 2292 {
2198 return 1; 2293 if (q < -309) return 3;
2199 if (q < 242) 2294 if (q < -52) return 2;
2200 return 8; 2295 if (q < 52) return 1;
2296 if (q < 309) return 8;
2297
2201 return 7; 2298 return 7;
2202 } 2299 }
2203 2300#endif
2204 if (q < -242)
2205 return 7;
2206 if (q < -41)
2207 return 6;
2208 if (q < 41)
2209 return 5;
2210 if (q < 242)
2211 return 4;
2212
2213 return 3;
2214} 2301}
2215 2302
2216/* 2303/*
2217 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2304 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2218 * between two directions (which are expected to be absolute (see absdir()) 2305 * between two directions (which are expected to be absolute (see absdir())
2219 */ 2306 */
2220int 2307int
2221dirdiff (int dir1, int dir2) 2308dirdiff (int dir1, int dir2)
2222{ 2309{
2223 int d;
2224
2225 d = abs (dir1 - dir2); 2310 int d = abs (dir1 - dir2);
2226 if (d > 4)
2227 d = 8 - d;
2228 2311
2229 return d; 2312 return d > 4 ? 8 - d : d;
2230} 2313}
2231 2314
2232/* peterm: 2315/* peterm:
2233 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2316 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2234 * Basically, this is a table of directions, and what directions 2317 * Basically, this is a table of directions, and what directions
2236 * This basically means that if direction is 15, then it could either go 2319 * This basically means that if direction is 15, then it could either go
2237 * direction 4, 14, or 16 to get back to where we are. 2320 * direction 4, 14, or 16 to get back to where we are.
2238 * Moved from spell_util.c to object.c with the other related direction 2321 * Moved from spell_util.c to object.c with the other related direction
2239 * functions. 2322 * functions.
2240 */ 2323 */
2241int reduction_dir[SIZEOFFREE][3] = { 2324static const int reduction_dir[SIZEOFFREE][3] = {
2242 {0, 0, 0}, /* 0 */ 2325 {0, 0, 0}, /* 0 */
2243 {0, 0, 0}, /* 1 */ 2326 {0, 0, 0}, /* 1 */
2244 {0, 0, 0}, /* 2 */ 2327 {0, 0, 0}, /* 2 */
2245 {0, 0, 0}, /* 3 */ 2328 {0, 0, 0}, /* 3 */
2246 {0, 0, 0}, /* 4 */ 2329 {0, 0, 0}, /* 4 */
2340 * Add a check so we can't pick up invisible objects (0.93.8) 2423 * Add a check so we can't pick up invisible objects (0.93.8)
2341 */ 2424 */
2342int 2425int
2343can_pick (const object *who, const object *item) 2426can_pick (const object *who, const object *item)
2344{ 2427{
2345 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2428 return /*who->flag [FLAG_WIZ]|| */
2346 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2429 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2347 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2430 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2348} 2431}
2349 2432
2350/* 2433/*
2351 * create clone from object to another 2434 * create clone from object to another
2352 */ 2435 */
2353object * 2436object *
2354object_create_clone (object *asrc) 2437object::deep_clone ()
2355{ 2438{
2356 object *dst = 0, *tmp, *src, *prev, *item; 2439 assert (("deep_clone called on non-head object", is_head ()));
2357 2440
2358 if (!asrc) 2441 object *dst = clone ();
2359 return 0;
2360 2442
2361 src = asrc->head_ (); 2443 object *prev = dst;
2362
2363 prev = 0;
2364 for (object *part = src; part; part = part->more) 2444 for (object *part = this->more; part; part = part->more)
2365 { 2445 {
2366 tmp = part->clone (); 2446 object *tmp = part->clone ();
2367 tmp->x -= src->x;
2368 tmp->y -= src->y;
2369
2370 if (!part->head)
2371 {
2372 dst = tmp;
2373 tmp->head = 0;
2374 }
2375 else
2376 tmp->head = dst; 2447 tmp->head = dst;
2377
2378 tmp->more = 0;
2379
2380 if (prev)
2381 prev->more = tmp; 2448 prev->more = tmp;
2382
2383 prev = tmp; 2449 prev = tmp;
2384 } 2450 }
2385 2451
2386 for (item = src->inv; item; item = item->below) 2452 for (object *item = inv; item; item = item->below)
2387 insert_ob_in_ob (object_create_clone (item), dst); 2453 insert_ob_in_ob (item->deep_clone (), dst);
2388 2454
2389 return dst; 2455 return dst;
2390} 2456}
2391 2457
2392/* This returns the first object in who's inventory that 2458/* This returns the first object in who's inventory that
2401 return tmp; 2467 return tmp;
2402 2468
2403 return 0; 2469 return 0;
2404} 2470}
2405 2471
2406/* If ob has a field named key, return the link from the list, 2472shstr_tmp
2407 * otherwise return NULL. 2473object::kv_get (shstr_tmp key) const
2408 *
2409 * key must be a passed in shared string - otherwise, this won't
2410 * do the desired thing.
2411 */
2412key_value *
2413get_ob_key_link (const object *ob, const char *key)
2414{ 2474{
2415 for (key_value *link = ob->key_values; link; link = link->next) 2475 for (key_value *kv = key_values; kv; kv = kv->next)
2416 if (link->key == key) 2476 if (kv->key == key)
2417 return link;
2418
2419 return 0;
2420}
2421
2422/*
2423 * Returns the value of op has an extra_field for key, or NULL.
2424 *
2425 * The argument doesn't need to be a shared string.
2426 *
2427 * The returned string is shared.
2428 */
2429const char *
2430get_ob_key_value (const object *op, const char *const key)
2431{
2432 key_value *link;
2433 shstr_cmp canonical_key (key);
2434
2435 if (!canonical_key)
2436 {
2437 /* 1. There being a field named key on any object
2438 * implies there'd be a shared string to find.
2439 * 2. Since there isn't, no object has this field.
2440 * 3. Therefore, *this* object doesn't have this field.
2441 */
2442 return 0;
2443 }
2444
2445 /* This is copied from get_ob_key_link() above -
2446 * only 4 lines, and saves the function call overhead.
2447 */
2448 for (link = op->key_values; link; link = link->next)
2449 if (link->key == canonical_key)
2450 return link->value; 2477 return kv->value;
2451 2478
2452 return 0; 2479 return shstr ();
2453} 2480}
2454 2481
2455/* 2482void
2456 * Updates the canonical_key in op to value. 2483object::kv_set (shstr_tmp key, shstr_tmp value)
2457 *
2458 * canonical_key is a shared string (value doesn't have to be).
2459 *
2460 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2461 * keys.
2462 *
2463 * Returns TRUE on success.
2464 */
2465int
2466set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2467{ 2484{
2468 key_value *field = NULL, *last = NULL; 2485 for (key_value *kv = key_values; kv; kv = kv->next)
2469 2486 if (kv->key == key)
2470 for (field = op->key_values; field != NULL; field = field->next)
2471 {
2472 if (field->key != canonical_key)
2473 { 2487 {
2474 last = field; 2488 kv->value = value;
2475 continue; 2489 return;
2476 } 2490 }
2477 2491
2478 if (value) 2492 key_value *kv = new key_value;
2479 field->value = value; 2493
2480 else 2494 kv->next = key_values;
2495 kv->key = key;
2496 kv->value = value;
2497
2498 key_values = kv;
2499}
2500
2501void
2502object::kv_del (shstr_tmp key)
2503{
2504 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2505 if ((*kvp)->key == key)
2481 { 2506 {
2482 /* Basically, if the archetype has this key set, 2507 key_value *kv = *kvp;
2483 * we need to store the null value so when we save 2508 *kvp = (*kvp)->next;
2484 * it, we save the empty value so that when we load, 2509 delete kv;
2485 * we get this value back again. 2510 return;
2486 */
2487 if (get_ob_key_link (op->arch, canonical_key))
2488 field->value = 0;
2489 else
2490 {
2491 if (last)
2492 last->next = field->next;
2493 else
2494 op->key_values = field->next;
2495
2496 delete field;
2497 }
2498 } 2511 }
2499 return TRUE;
2500 }
2501 /* IF we get here, key doesn't exist */
2502
2503 /* No field, we'll have to add it. */
2504
2505 if (!add_key)
2506 return FALSE;
2507
2508 /* There isn't any good reason to store a null
2509 * value in the key/value list. If the archetype has
2510 * this key, then we should also have it, so shouldn't
2511 * be here. If user wants to store empty strings,
2512 * should pass in ""
2513 */
2514 if (value == NULL)
2515 return TRUE;
2516
2517 field = new key_value;
2518
2519 field->key = canonical_key;
2520 field->value = value;
2521 /* Usual prepend-addition. */
2522 field->next = op->key_values;
2523 op->key_values = field;
2524
2525 return TRUE;
2526}
2527
2528/*
2529 * Updates the key in op to value.
2530 *
2531 * If add_key is FALSE, this will only update existing keys,
2532 * and not add new ones.
2533 * In general, should be little reason FALSE is ever passed in for add_key
2534 *
2535 * Returns TRUE on success.
2536 */
2537int
2538set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2539{
2540 shstr key_ (key);
2541
2542 return set_ob_key_value_s (op, key_, value, add_key);
2543} 2512}
2544 2513
2545object::depth_iterator::depth_iterator (object *container) 2514object::depth_iterator::depth_iterator (object *container)
2546: iterator_base (container) 2515: iterator_base (container)
2547{ 2516{
2597{ 2566{
2598 char flagdesc[512]; 2567 char flagdesc[512];
2599 char info2[256 * 4]; 2568 char info2[256 * 4];
2600 char *p = info; 2569 char *p = info;
2601 2570
2602 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2571 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2603 count, uuid.seq, 2572 count,
2573 uuid.c_str (),
2604 &name, 2574 &name,
2605 title ? "\",title:\"" : "", 2575 title ? ",title:\"" : "",
2606 title ? (const char *)title : "", 2576 title ? (const char *)title : "",
2577 title ? "\"" : "",
2607 flag_desc (flagdesc, 512), type); 2578 flag_desc (flagdesc, 512), type);
2608 2579
2609 if (!this->flag[FLAG_REMOVED] && env) 2580 if (!flag[FLAG_REMOVED] && env)
2610 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2581 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2611 2582
2612 if (map) 2583 if (map)
2613 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2584 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2614 2585
2629{ 2600{
2630 return map ? map->region (x, y) 2601 return map ? map->region (x, y)
2631 : region::default_region (); 2602 : region::default_region ();
2632} 2603}
2633 2604
2634const materialtype_t *
2635object::dominant_material () const
2636{
2637 if (materialtype_t *mt = name_to_material (materialname))
2638 return mt;
2639
2640 return name_to_material (shstr_unknown);
2641}
2642
2643void 2605void
2644object::open_container (object *new_container) 2606object::open_container (object *new_container)
2645{ 2607{
2646 if (container == new_container) 2608 if (container == new_container)
2647 return; 2609 return;
2648 2610
2649 if (object *old_container = container) 2611 object *old_container = container;
2612
2613 if (old_container)
2650 { 2614 {
2651 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2615 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2652 return; 2616 return;
2653 2617
2654#if 0 2618#if 0
2656 if (object *closer = old_container->inv) 2620 if (object *closer = old_container->inv)
2657 if (closer->type == CLOSE_CON) 2621 if (closer->type == CLOSE_CON)
2658 closer->destroy (); 2622 closer->destroy ();
2659#endif 2623#endif
2660 2624
2625 // make sure the container is available
2626 esrv_send_item (this, old_container);
2627
2661 old_container->flag [FLAG_APPLIED] = 0; 2628 old_container->flag [FLAG_APPLIED] = false;
2662 container = 0; 2629 container = 0;
2663 2630
2631 // client needs item update to make it work, client bug requires this to be separate
2664 esrv_update_item (UPD_FLAGS, this, old_container); 2632 esrv_update_item (UPD_FLAGS, this, old_container);
2633
2665 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2634 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2666 play_sound (sound_find ("chest_close")); 2635 play_sound (sound_find ("chest_close"));
2667 } 2636 }
2668 2637
2669 if (new_container) 2638 if (new_container)
2670 { 2639 {
2674 // TODO: this does not seem to serve any purpose anymore? 2643 // TODO: this does not seem to serve any purpose anymore?
2675#if 0 2644#if 0
2676 // insert the "Close Container" object. 2645 // insert the "Close Container" object.
2677 if (archetype *closer = new_container->other_arch) 2646 if (archetype *closer = new_container->other_arch)
2678 { 2647 {
2679 object *closer = arch_to_object (new_container->other_arch); 2648 object *closer = new_container->other_arch->instance ();
2680 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2649 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2681 new_container->insert (closer); 2650 new_container->insert (closer);
2682 } 2651 }
2683#endif 2652#endif
2684 2653
2685 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2654 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2686 2655
2656 // make sure the container is available, client bug requires this to be separate
2657 esrv_send_item (this, new_container);
2658
2687 new_container->flag [FLAG_APPLIED] = 1; 2659 new_container->flag [FLAG_APPLIED] = true;
2688 container = new_container; 2660 container = new_container;
2689 2661
2662 // client needs flag change
2690 esrv_update_item (UPD_FLAGS, this, new_container); 2663 esrv_update_item (UPD_FLAGS, this, new_container);
2691 esrv_send_inventory (this, new_container); 2664 esrv_send_inventory (this, new_container);
2692 play_sound (sound_find ("chest_open")); 2665 play_sound (sound_find ("chest_open"));
2693 } 2666 }
2667// else if (!old_container->env && contr && contr->ns)
2668// contr->ns->floorbox_reset ();
2694} 2669}
2695 2670
2696object * 2671object *
2697object::force_find (const shstr name) 2672object::force_find (shstr_tmp name)
2698{ 2673{
2699 /* cycle through his inventory to look for the MARK we want to 2674 /* cycle through his inventory to look for the MARK we want to
2700 * place 2675 * place
2701 */ 2676 */
2702 for (object *tmp = inv; tmp; tmp = tmp->below) 2677 for (object *tmp = inv; tmp; tmp = tmp->below)
2704 return splay (tmp); 2679 return splay (tmp);
2705 2680
2706 return 0; 2681 return 0;
2707} 2682}
2708 2683
2684//-GPL
2685
2709void 2686void
2687object::force_set_timer (int duration)
2688{
2689 this->duration = 1;
2690 this->speed_left = -1.f;
2691
2692 this->set_speed (duration ? 1.f / duration : 0.f);
2693}
2694
2695object *
2710object::force_add (const shstr name, int duration) 2696object::force_add (shstr_tmp name, int duration)
2711{ 2697{
2712 if (object *force = force_find (name)) 2698 if (object *force = force_find (name))
2713 force->destroy (); 2699 force->destroy ();
2714 2700
2715 object *force = get_archetype (FORCE_NAME); 2701 object *force = get_archetype (FORCE_NAME);
2716 2702
2717 force->slaying = name; 2703 force->slaying = name;
2718 force->stats.food = 1; 2704 force->force_set_timer (duration);
2719 force->speed_left = -1.f;
2720
2721 force->set_speed (duration ? 1.f / duration : 0.f);
2722 force->flag [FLAG_IS_USED_UP] = true;
2723 force->flag [FLAG_APPLIED] = true; 2705 force->flag [FLAG_APPLIED] = true;
2724 2706
2725 insert (force); 2707 return insert (force);
2726} 2708}
2727 2709
2728void 2710void
2729object::play_sound (faceidx sound) const 2711object::play_sound (faceidx sound) const
2730{ 2712{
2731 if (!sound) 2713 if (!sound)
2732 return; 2714 return;
2733 2715
2734 if (flag [FLAG_REMOVED]) 2716 if (is_on_map ())
2717 map->play_sound (sound, x, y);
2718 else if (object *pl = in_player ())
2719 pl->contr->play_sound (sound);
2720}
2721
2722void
2723object::say_msg (const char *msg) const
2724{
2725 if (is_on_map ())
2726 map->say_msg (msg, x, y);
2727 else if (object *pl = in_player ())
2728 pl->contr->play_sound (sound);
2729}
2730
2731void
2732object::make_noise ()
2733{
2734 // we do not model noise in the map, so instead put
2735 // a temporary light into the noise source
2736 // could use the map instead, but that's less reliable for our
2737 // goal, which is to make invisibility a bit harder to exploit
2738
2739 // currently only works sensibly for players
2740 if (!is_player ())
2735 return; 2741 return;
2736 2742
2737 if (env) 2743 // find old force, or create new one
2738 { 2744 object *force = force_find (shstr_noise_force);
2739 if (object *pl = in_player ()) 2745
2740 pl->contr->play_sound (sound); 2746 if (force)
2741 } 2747 force->speed_left = -1.f; // patch old speed up
2742 else 2748 else
2743 map->play_sound (sound, x, y); 2749 {
2744} 2750 force = archetype::get (shstr_noise_force);
2745 2751
2752 force->slaying = shstr_noise_force;
2753 force->stats.food = 1;
2754 force->speed_left = -1.f;
2755
2756 force->set_speed (1.f / 4.f);
2757 force->flag [FLAG_IS_USED_UP] = true;
2758 force->flag [FLAG_APPLIED] = true;
2759
2760 insert (force);
2761 }
2762}
2763
2764void object::change_move_type (MoveType mt)
2765{
2766 if (move_type == mt)
2767 return;
2768
2769 if (is_on_map ())
2770 {
2771 // we are on the map, so handle move_on/off effects
2772 remove ();
2773 move_type = mt;
2774 map->insert (this, x, y, this);
2775 }
2776 else
2777 move_type = mt;
2778}
2779
2780/* object should be a player.
2781 * we return the object the player has marked with the 'mark' command
2782 * below. If no match is found (or object has changed), we return
2783 * NULL. We leave it up to the calling function to print messages if
2784 * nothing is found.
2785 */
2786object *
2787object::mark () const
2788{
2789 if (contr && contr->mark && contr->mark->env == this)
2790 return contr->mark;
2791 else
2792 return 0;
2793}
2794

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines