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Comparing deliantra/server/common/object.C (file contents):
Revision 1.147 by root, Sat May 12 16:06:42 2007 UTC vs.
Revision 1.330 by root, Sun Apr 18 14:01:33 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28#include <global.h> 25#include <global.h>
29#include <stdio.h> 26#include <stdio.h>
30#include <sys/types.h> 27#include <sys/types.h>
31#include <sys/uio.h> 28#include <sys/uio.h>
32#include <object.h> 29#include <object.h>
33#include <funcpoint.h>
34#include <sproto.h> 30#include <sproto.h>
35#include <loader.h>
36 31
37#include <bitset> 32#include <bitset>
38 33
39int nrofallocobjects = 0; 34UUID UUID::cur;
40static UUID uuid; 35static uint64_t seq_next_save;
41const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
42 38
43objectvec objects; 39objectvec objects;
44activevec actives; 40activevec actives;
45 41
46short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
49
50short freearr_x[SIZEOFFREE] = {
51 0,
52 0, 1, 1, 1, 0, -1, -1, -1,
53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
47 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 54 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
48}; 55};
49short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 56short freearr_y[SIZEOFFREE] = {
57 0,
58 -1, -1, 0, 1, 1, 1, 0, -1,
59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
50 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 60 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
51};
52int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
53 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
54}; 61};
55int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
56 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 63 0,
64 1, 2, 3, 4, 5, 6, 7, 8,
65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
57 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
58}; 67};
59 68
69static int maxfree[SIZEOFFREE] = {
70 0,
71 9, 10, 13, 14, 17, 18, 21, 22,
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
74};
75
60static void 76static void
61write_uuid (void) 77write_uuid (uval64 skip, bool sync)
62{ 78{
63 char filename1[MAX_BUF], filename2[MAX_BUF]; 79 CALL_BEGIN (2);
64 80 CALL_ARG_SV (newSVval64 (skip));
65 sprintf (filename1, "%s/uuid", settings.localdir); 81 CALL_ARG_SV (boolSV (sync));
66 sprintf (filename2, "%s/uuid~", settings.localdir); 82 CALL_CALL ("cf::write_uuid", G_DISCARD);
67 83 CALL_END;
68 FILE *fp;
69
70 if (!(fp = fopen (filename2, "w")))
71 {
72 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
73 return;
74 }
75
76 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
77 fclose (fp);
78 rename (filename2, filename1);
79} 84}
80 85
81static void 86static void
82read_uuid (void) 87read_uuid ()
83{ 88{
84 char filename[MAX_BUF]; 89 char filename[MAX_BUF];
85 90
86 sprintf (filename, "%s/uuid", settings.localdir); 91 sprintf (filename, "%s/uuid", settings.localdir);
92
93 seq_next_save = 0;
87 94
88 FILE *fp; 95 FILE *fp;
89 96
90 if (!(fp = fopen (filename, "r"))) 97 if (!(fp = fopen (filename, "r")))
91 { 98 {
92 if (errno == ENOENT) 99 if (errno == ENOENT)
93 { 100 {
94 LOG (llevInfo, "RESET uid to 1\n"); 101 LOG (llevInfo, "RESET uid to 1\n");
95 uuid.seq = 0; 102 UUID::cur.seq = 0;
96 write_uuid (); 103 write_uuid (UUID_GAP, true);
97 return; 104 return;
98 } 105 }
99 106
100 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 107 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
101 _exit (1); 108 _exit (1);
102 } 109 }
103 110
104 int version; 111 char buf [UUID::MAX_LEN];
105 unsigned long long uid; 112 buf[0] = 0;
106 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 113 fgets (buf, sizeof (buf), fp);
114
115 if (!UUID::cur.parse (buf))
107 { 116 {
108 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 117 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
109 _exit (1); 118 _exit (1);
110 } 119 }
111 120
112 uuid.seq = uid; 121 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
113 write_uuid (); 122
114 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 123 write_uuid (UUID_GAP, true);
115 fclose (fp); 124 fclose (fp);
116} 125}
117 126
118UUID 127UUID
119gen_uuid () 128UUID::gen ()
120{ 129{
121 UUID uid; 130 UUID uid;
122 131
123 uid.seq = ++uuid.seq; 132 uid.seq = ++cur.seq;
124 133
125 if (!(uuid.seq & (UUID_SKIP - 1))) 134 if (expect_false (cur.seq >= seq_next_save))
126 write_uuid (); 135 {
136 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
137 write_uuid (UUID_GAP, false);
138 }
139
127 140
128 return uid; 141 return uid;
129} 142}
130 143
131void 144void
132init_uuid () 145UUID::init ()
133{ 146{
134 read_uuid (); 147 read_uuid ();
135} 148}
136 149
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
137/* 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. */
138static int 216static bool
139compare_ob_value_lists_one (const object *wants, const object *has) 217compare_ob_value_lists_one (const object *wants, const object *has)
140{ 218{
141 key_value *wants_field;
142
143 /* 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
144 * 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
145 * different structure or at least keep the lists sorted... 221 * different structure or at least keep the lists sorted...
146 */ 222 */
147 223
148 /* For each field in wants, */ 224 /* For each field in wants, */
149 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)
150 { 226 if (has->kv_get (kv->key) != kv->value)
151 key_value *has_field; 227 return false;
152
153 /* Look for a field in has with the same key. */
154 has_field = get_ob_key_link (has, wants_field->key);
155
156 if (has_field == NULL)
157 {
158 /* No field with that name. */
159 return FALSE;
160 }
161
162 /* Found the matching field. */
163 if (has_field->value != wants_field->value)
164 {
165 /* Values don't match, so this half of the comparison is false. */
166 return FALSE;
167 }
168
169 /* If we get here, we found a match. Now for the next field in wants. */
170 }
171 228
172 /* 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. */
173 return TRUE; 230 return true;
174} 231}
175 232
176/* Returns TRUE if ob1 has the same key_values as ob2. */ 233/* Returns TRUE if ob1 has the same key_values as ob2. */
177static int 234static bool
178compare_ob_value_lists (const object *ob1, const object *ob2) 235compare_ob_value_lists (const object *ob1, const object *ob2)
179{ 236{
180 /* 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,
181 * so we need to run the comparison *twice*. :( 238 * so we need to run the comparison *twice*. :(
182 */ 239 */
183 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);
184} 242}
185 243
186/* 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
187 * they can be merged together. 245 * they can be merged together.
188 * 246 *
195 * Improvements made with merge: Better checking on potion, and also 253 * Improvements made with merge: Better checking on potion, and also
196 * check weight 254 * check weight
197 */ 255 */
198bool object::can_merge_slow (object *ob1, object *ob2) 256bool object::can_merge_slow (object *ob1, object *ob2)
199{ 257{
200 /* A couple quicksanity checks */ 258 /* A couple quick sanity checks */
201 if (ob1 == ob2 259 if (ob1 == ob2
202 || ob1->type != ob2->type 260 || ob1->type != ob2->type
203 || ob1->speed != ob2->speed
204 || ob1->value != ob2->value 261 || ob1->value != ob2->value
205 || ob1->name != ob2->name) 262 || ob1->name != ob2->name
263 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
206 return 0; 264 return 0;
207 265
208 //TODO: this ain't working well, use nicer and correct overflow check
209 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 266 /* Do not merge objects if nrof would overflow, assume nrof
210 * value could not be stored in a sint32 (which unfortunately sometimes is 267 * is always 0 .. 2**31-1 */
211 * used to store nrof). 268 if (ob1->nrof > 0x7fffffff - ob2->nrof)
212 */
213 if (ob1->nrof + ob2->nrof >= 1UL << 31)
214 return 0; 269 return 0;
215 270
216 /* If the objects have been identified, set the BEEN_APPLIED flag. 271 /* If the objects have been identified, set the BEEN_APPLIED flag.
217 * This is to the comparison of the flags below will be OK. We 272 * This is to the comparison of the flags below will be OK. We
218 * just can't ignore the been applied or identified flags, as they 273 * just can't ignore the been applied or identified flags, as they
219 * are not equal - just if it has been identified, the been_applied 274 * are not equal - just if it has been identified, the been_applied
220 * flags lose any meaning. 275 * flags lose any meaning.
221 */ 276 */
222 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 277 if (ob1->flag [FLAG_IDENTIFIED])
223 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 278 ob1->set_flag (FLAG_BEEN_APPLIED);
224 279
225 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 280 if (ob2->flag [FLAG_IDENTIFIED])
226 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 281 ob2->set_flag (FLAG_BEEN_APPLIED);
227 282
228 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 283 if (ob1->arch->archname != ob2->arch->archname
229 || ob1->arch != ob2->arch
230 || ob1->name != ob2->name 284 || ob1->name != ob2->name
231 || ob1->title != ob2->title 285 || ob1->title != ob2->title
232 || ob1->msg != ob2->msg 286 || ob1->msg != ob2->msg
233 || ob1->weight != ob2->weight 287 || ob1->weight != ob2->weight
234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
236 || ob1->attacktype != ob2->attacktype 288 || ob1->attacktype != ob2->attacktype
237 || ob1->magic != ob2->magic 289 || ob1->magic != ob2->magic
238 || ob1->slaying != ob2->slaying 290 || ob1->slaying != ob2->slaying
239 || ob1->skill != ob2->skill 291 || ob1->skill != ob2->skill
240 || ob1->value != ob2->value 292 || ob1->value != ob2->value
241 || 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
242 || ob1->client_type != ob2->client_type 295 || ob1->client_type != ob2->client_type
243 || ob1->materialname != ob2->materialname 296 || ob1->material != ob2->material
244 || ob1->lore != ob2->lore 297 || ob1->lore != ob2->lore
245 || ob1->subtype != ob2->subtype 298 || ob1->subtype != ob2->subtype
246 || ob1->move_type != ob2->move_type 299 || ob1->move_type != ob2->move_type
247 || ob1->move_block != ob2->move_block 300 || ob1->move_block != ob2->move_block
248 || ob1->move_allow != ob2->move_allow 301 || ob1->move_allow != ob2->move_allow
249 || ob1->move_on != ob2->move_on 302 || ob1->move_on != ob2->move_on
250 || ob1->move_off != ob2->move_off 303 || ob1->move_off != ob2->move_off
251 || ob1->move_slow != ob2->move_slow 304 || ob1->move_slow != ob2->move_slow
252 || 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)))
253 return 0; 308 return 0;
254 309
310 if ((ob1->flag ^ ob2->flag)
311 .reset (FLAG_INV_LOCKED)
312 .reset (FLAG_REMOVED)
313 .any ())
314 return 0;
315
255 /* This is really a spellbook check - really, we should 316 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 317 * not merge objects with real inventories, as splitting them
318 * is hard.
257 */ 319 */
258 if (ob1->inv || ob2->inv) 320 if (ob1->inv || ob2->inv)
259 { 321 {
260 /* if one object has inventory but the other doesn't, not equiv */ 322 if (!(ob1->inv && ob2->inv))
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 323 return 0; /* inventories differ in length */
262 return 0;
263 324
264 /* 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
265 if (!object::can_merge (ob1->inv, ob2->inv)) 328 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 329 return 0; /* inventory objects differ */
267 330
268 /* 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
269 * if it is valid. 332 * if it is valid.
270 */ 333 */
271 } 334 }
272 335
273 /* 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,
274 * 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
275 * some items equipped, and we don't want those to merge. 338 * some items equipped, and we don't want those to merge.
276 */ 339 */
277 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 340 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
278 return 0; 341 return 0;
279 342
280 /* 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
281 * 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
282 * check? 345 * check?
283 */ 346 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 347 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
285 return 0; 348 return 0;
286 349
287 switch (ob1->type) 350 switch (ob1->type)
288 { 351 {
289 case SCROLL: 352 case SCROLL:
290 if (ob1->level != ob2->level) 353 if (ob1->level != ob2->level)
291 return 0; 354 return 0;
292 break; 355 break;
293 } 356 }
294 357
295 if (ob1->key_values != NULL || ob2->key_values != NULL) 358 if (ob1->key_values || ob2->key_values)
296 { 359 {
297 /* At least one of these has key_values. */ 360 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 361 if ((!ob1->key_values) != (!ob2->key_values))
299 /* One has fields, but the other one doesn't. */ 362 return 0; /* One has fields, but the other one doesn't. */
363
364 if (!compare_ob_value_lists (ob1, ob2))
300 return 0; 365 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0;
303 } 366 }
304 367
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 368 if (ob1->self || ob2->self)
307 { 369 {
308 ob1->optimise (); 370 ob1->optimise ();
309 ob2->optimise (); 371 ob2->optimise ();
310 372
311 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)
312 return 0; 379 return 0;
380
381 if (k1 == 0)
382 return 1;
383
384 if (!cfperl_can_merge (ob1, ob2))
385 return 0;
386 }
313 } 387 }
314 388
315 /* Everything passes, must be OK. */ 389 /* Everything passes, must be OK. */
316 return 1; 390 return 1;
317} 391}
318 392
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
319/* 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/*
320 * sum_weight() is a recursive function which calculates the weight 467 * this is a recursive function which calculates the weight
321 * 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
322 * containers are carrying, and sums it up. 469 * containers are carrying, and sums it up.
323 */ 470 */
324long 471void
325sum_weight (object *op) 472object::update_weight ()
326{ 473{
327 long sum; 474 sint32 sum = 0;
328 object *inv;
329 475
330 for (sum = 0, inv = op->inv; inv; inv = inv->below) 476 for (object *op = inv; op; op = op->below)
331 { 477 {
332 if (inv->inv) 478 if (op->inv)
333 sum_weight (inv); 479 op->update_weight ();
334 480
335 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)
336 } 487 {
337
338 if (op->type == CONTAINER && op->stats.Str)
339 sum = (sum * (100 - op->stats.Str)) / 100;
340
341 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
342 op->carrying = sum; 492 carrying = sum;
343 493
344 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 }
345} 498}
346 499
347/** 500/*
348 * Return the outermost environment object for a given object. 501 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
349 */
350
351object *
352object_get_env_recursive (object *op)
353{
354 while (op->env != NULL)
355 op = op->env;
356 return op;
357}
358
359/*
360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
361 * Some error messages.
362 * The result of the dump is stored in the static global errmsg array.
363 */ 502 */
364char * 503char *
365dump_object (object *op) 504dump_object (object *op)
366{ 505{
367 if (!op) 506 if (!op)
370 object_freezer freezer; 509 object_freezer freezer;
371 op->write (freezer); 510 op->write (freezer);
372 return freezer.as_string (); 511 return freezer.as_string ();
373} 512}
374 513
375/* 514char *
376 * get_nearest_part(multi-object, object 2) returns the part of the 515object::as_string ()
377 * multi-object 1 which is closest to the second object.
378 * If it's not a multi-object, it is returned.
379 */
380
381object *
382get_nearest_part (object *op, const object *pl)
383{ 516{
384 object *tmp, *closest; 517 return dump_object (this);
385 int last_dist, i;
386
387 if (op->more == NULL)
388 return op;
389 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
390 if ((i = distance (tmp, pl)) < last_dist)
391 closest = tmp, last_dist = i;
392 return closest;
393} 518}
394 519
395/* 520/*
396 * 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.
397 */ 523 */
398object * 524object *
399find_object (tag_t i) 525find_object (tag_t i)
400{ 526{
401 for_all_objects (op) 527 for_all_objects (op)
404 530
405 return 0; 531 return 0;
406} 532}
407 533
408/* 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/*
409 * 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.
410 * Used only by the patch command, but not all that useful. 551 * Used only by the patch command, but not all that useful.
411 * Enables features like "patch <name-of-other-player> food 999" 552 * Enables features like "patch <name-of-other-player> food 999"
412 */ 553 */
413object * 554object *
414find_object_name (const char *str) 555find_object_name (const char *str)
415{ 556{
416 shstr_cmp str_ (str); 557 shstr_cmp str_ (str);
417 object *op;
418 558
559 if (str_)
419 for_all_objects (op) 560 for_all_objects (op)
420 if (op->name == str_) 561 if (op->name == str_)
421 break; 562 return op;
422 563
423 return op; 564 return 0;
424}
425
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430} 565}
431 566
432/* 567/*
433 * 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
434 * skill and experience objects. 569 * skill and experience objects.
570 * ACTUALLY NO! investigate! TODO
435 */ 571 */
436void 572void
437object::set_owner (object *owner) 573object::set_owner (object *owner)
438{ 574{
575 // allow objects which own objects
439 if (!owner) 576 if (owner)
440 return;
441
442 /* next line added to allow objects which own objects */
443 /* Add a check for ownercounts in here, as I got into an endless loop
444 * with the fireball owning a poison cloud which then owned the
445 * fireball. I believe that was caused by one of the objects getting
446 * freed and then another object replacing it. Since the ownercounts
447 * didn't match, this check is valid and I believe that cause is valid.
448 */
449 while (owner->owner) 577 while (owner->owner)
450 owner = owner->owner; 578 owner = owner->owner;
579
580 if (flag [FLAG_FREED])
581 {
582 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
583 return;
584 }
451 585
452 this->owner = owner; 586 this->owner = owner;
453}
454
455bool
456object::change_weapon (object *ob)
457{
458 if (current_weapon == ob)
459 return true;
460
461 if (chosen_skill)
462 chosen_skill->flag [FLAG_APPLIED] = false;
463
464 current_weapon = ob;
465 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
466
467 if (chosen_skill)
468 chosen_skill->flag [FLAG_APPLIED] = true;
469
470 update_stats ();
471
472 if (ob)
473 {
474 // now check wether any body locations became invalid, in which case
475 // we cannot apply the weapon at the moment.
476 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
477 if (slot[i].used < 0)
478 {
479 current_weapon = chosen_skill = 0;
480 update_stats ();
481
482 new_draw_info_format (NDI_UNIQUE, 0, this,
483 "You try to balance your applied items all at once, but the %s is too much. "
484 "You need to unapply some items first.", &ob->name);
485 return false;
486 }
487
488 new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
489 }
490 else
491 new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
492
493 return true;
494} 587}
495 588
496/* Zero the key_values on op, decrementing the shared-string 589/* Zero the key_values on op, decrementing the shared-string
497 * refcounts and freeing the links. 590 * refcounts and freeing the links.
498 */ 591 */
508 } 601 }
509 602
510 op->key_values = 0; 603 op->key_values = 0;
511} 604}
512 605
513object & 606/*
514object::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)
515{ 616{
516 bool is_freed = flag [FLAG_FREED]; 617 dst->remove ();
517 bool is_removed = flag [FLAG_REMOVED];
518
519 *(object_copy *)this = src; 618 *(object_copy *)dst = *this;
520
521 flag [FLAG_FREED] = is_freed;
522 flag [FLAG_REMOVED] = is_removed; 619 dst->flag [FLAG_REMOVED] = true;
523 620
524 /* Copy over key_values, if any. */ 621 /* Copy over key_values, if any. */
525 if (src.key_values) 622 if (key_values)
526 { 623 {
527 key_value *tail = 0; 624 key_value *tail = 0;
528 key_values = 0; 625 dst->key_values = 0;
529 626
530 for (key_value *i = src.key_values; i; i = i->next) 627 for (key_value *i = key_values; i; i = i->next)
531 { 628 {
532 key_value *new_link = new key_value; 629 key_value *new_link = new key_value;
533 630
534 new_link->next = 0; 631 new_link->next = 0;
535 new_link->key = i->key; 632 new_link->key = i->key;
536 new_link->value = i->value; 633 new_link->value = i->value;
537 634
538 /* Try and be clever here, too. */ 635 /* Try and be clever here, too. */
539 if (!key_values) 636 if (!dst->key_values)
540 { 637 {
541 key_values = new_link; 638 dst->key_values = new_link;
542 tail = new_link; 639 tail = new_link;
543 } 640 }
544 else 641 else
545 { 642 {
546 tail->next = new_link; 643 tail->next = new_link;
547 tail = new_link; 644 tail = new_link;
548 } 645 }
549 } 646 }
550 } 647 }
551}
552 648
553/* 649 dst->activate ();
554 * copy_to first frees everything allocated by the dst object,
555 * and then copies the contents of itself into the second
556 * object, allocating what needs to be allocated. Basically, any
557 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
558 * if the first object is freed, the pointers in the new object
559 * will point at garbage.
560 */
561void
562object::copy_to (object *dst)
563{
564 *dst = *this;
565
566 if (speed < 0)
567 dst->speed_left = speed_left - rndm ();
568
569 dst->set_speed (dst->speed);
570} 650}
571 651
572void 652void
573object::instantiate () 653object::instantiate ()
574{ 654{
575 if (!uuid.seq) // HACK 655 if (!uuid.seq) // HACK
576 uuid = gen_uuid (); 656 uuid = UUID::gen ();
577 657
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
578 speed_left = -0.1f; 662 speed_left = -1.;
663
579 /* 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
580 * 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.
581 * 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
582 * values for the body_used info, so when items are created 667 * values for the body_used info, so when items are created
583 * for it, they can be properly equipped. 668 * for it, they can be properly equipped.
591object * 676object *
592object::clone () 677object::clone ()
593{ 678{
594 object *neu = create (); 679 object *neu = create ();
595 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
596 return neu; 687 return neu;
597} 688}
598 689
599/* 690/*
600 * 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
602 * 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.
603 */ 694 */
604void 695void
605update_turn_face (object *op) 696update_turn_face (object *op)
606{ 697{
607 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 698 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
608 return; 699 return;
609 700
610 SET_ANIMATION (op, op->direction); 701 SET_ANIMATION (op, op->direction);
611 update_object (op, UP_OBJ_FACE); 702 update_object (op, UP_OBJ_FACE);
612} 703}
617 * 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.
618 */ 709 */
619void 710void
620object::set_speed (float speed) 711object::set_speed (float speed)
621{ 712{
622 if (flag [FLAG_FREED] && speed)
623 {
624 LOG (llevError, "Object %s is freed but has speed.\n", &name);
625 speed = 0;
626 }
627
628 this->speed = speed; 713 this->speed = speed;
629 714
630 if (has_active_speed ()) 715 if (has_active_speed ())
631 activate (); 716 activate ();
632 else 717 else
651 * UP_OBJ_FACE: only the objects face has changed. 736 * UP_OBJ_FACE: only the objects face has changed.
652 */ 737 */
653void 738void
654update_object (object *op, int action) 739update_object (object *op, int action)
655{ 740{
656 if (op == NULL) 741 if (!op)
657 { 742 {
658 /* this should never happen */ 743 /* this should never happen */
659 LOG (llevDebug, "update_object() called for NULL object.\n"); 744 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
660 return; 745 return;
661 } 746 }
662 747
663 if (op->env) 748 if (!op->is_on_map ())
664 { 749 {
665 /* Animation is currently handled by client, so nothing 750 /* Animation is currently handled by client, so nothing
666 * to do in this case. 751 * to do in this case.
667 */ 752 */
668 return; 753 return;
669 } 754 }
670
671 /* If the map is saving, don't do anything as everything is
672 * going to get freed anyways.
673 */
674 if (!op->map || op->map->in_memory == MAP_SAVING)
675 return;
676 755
677 /* make sure the object is within map boundaries */ 756 /* make sure the object is within map boundaries */
678 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)
679 { 758 {
680 LOG (llevError, "update_object() called for object out of map!\n"); 759 LOG (llevError, "update_object() called for object out of map!\n");
688 767
689 if (!(m.flags_ & P_UPTODATE)) 768 if (!(m.flags_ & P_UPTODATE))
690 /* nop */; 769 /* nop */;
691 else if (action == UP_OBJ_INSERT) 770 else if (action == UP_OBJ_INSERT)
692 { 771 {
772#if 0
693 // this is likely overkill, TODO: revisit (schmorp) 773 // this is likely overkill, TODO: revisit (schmorp)
694 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 774 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
695 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 775 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
696 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 776 || (op->is_player () && !(m.flags_ & P_PLAYER))
697 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 777 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
698 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 778 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
699 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 779 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
700 || (m.move_on | op->move_on ) != m.move_on 780 || (m.move_on | op->move_on ) != m.move_on
701 || (m.move_off | op->move_off ) != m.move_off 781 || (m.move_off | op->move_off ) != m.move_off
702 || (m.move_slow | op->move_slow) != m.move_slow 782 || (m.move_slow | op->move_slow) != m.move_slow
703 /* 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
704 * to have move_allow right now. 784 * have move_allow right now.
705 */ 785 */
706 || ((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
707 || 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)
708 m.flags_ = 0; 790 m.invalidate ();
791#endif
709 } 792 }
710 /* if the object is being removed, we can't make intelligent 793 /* if the object is being removed, we can't make intelligent
711 * decisions, because remove_ob can't really pass the object 794 * decisions, because remove_ob can't really pass the object
712 * that is being removed. 795 * that is being removed.
713 */ 796 */
714 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 797 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
715 m.flags_ = 0; 798 m.invalidate ();
716 else if (action == UP_OBJ_FACE) 799 else if (action == UP_OBJ_FACE)
717 /* Nothing to do for that case */ ; 800 /* Nothing to do for that case */ ;
718 else 801 else
719 LOG (llevError, "update_object called with invalid action: %d\n", action); 802 LOG (llevError, "update_object called with invalid action: %d\n", action);
720 803
722 update_object (op->more, action); 805 update_object (op->more, action);
723} 806}
724 807
725object::object () 808object::object ()
726{ 809{
727 SET_FLAG (this, FLAG_REMOVED); 810 this->set_flag (FLAG_REMOVED);
728 811
729 expmul = 1.0; 812 //expmul = 1.0; declared const for the time being
730 face = blank_face; 813 face = blank_face;
814 material = MATERIAL_NULL;
731} 815}
732 816
733object::~object () 817object::~object ()
734{ 818{
735 unlink (); 819 unlink ();
736 820
737 free_key_values (this); 821 free_key_values (this);
738} 822}
739 823
740static int object_count;
741
742void object::link () 824void object::link ()
743{ 825{
744 assert (!index);//D 826 assert (!index);//D
745 uuid = gen_uuid (); 827 uuid = UUID::gen ();
746 count = ++object_count;
747 828
748 refcnt_inc (); 829 refcnt_inc ();
749 objects.insert (this); 830 objects.insert (this);
831
832 ++create_count;
833
750} 834}
751 835
752void object::unlink () 836void object::unlink ()
753{ 837{
754 if (!index) 838 if (!index)
755 return; 839 return;
840
841 ++destroy_count;
756 842
757 objects.erase (this); 843 objects.erase (this);
758 refcnt_dec (); 844 refcnt_dec ();
759} 845}
760 846
764 /* If already on active list, don't do anything */ 850 /* If already on active list, don't do anything */
765 if (active) 851 if (active)
766 return; 852 return;
767 853
768 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
769 actives.insert (this); 859 actives.insert (this);
860 }
770} 861}
771 862
772void 863void
773object::activate_recursive () 864object::activate_recursive ()
774{ 865{
823object::destroy_inv (bool drop_to_ground) 914object::destroy_inv (bool drop_to_ground)
824{ 915{
825 // need to check first, because the checks below might segfault 916 // need to check first, because the checks below might segfault
826 // as we might be on an invalid mapspace and crossfire code 917 // as we might be on an invalid mapspace and crossfire code
827 // is too buggy to ensure that the inventory is empty. 918 // is too buggy to ensure that the inventory is empty.
828 // corollary: if you create arrows etc. with stuff in tis inventory, 919 // corollary: if you create arrows etc. with stuff in its inventory,
829 // cf will crash below with off-map x and y 920 // cf will crash below with off-map x and y
830 if (!inv) 921 if (!inv)
831 return; 922 return;
832 923
833 /* Only if the space blocks everything do we not process - 924 /* Only if the space blocks everything do we not process -
834 * if some form of movement is allowed, let objects 925 * if some form of movement is allowed, let objects
835 * drop on that space. 926 * drop on that space.
836 */ 927 */
837 if (!drop_to_ground 928 if (!drop_to_ground
838 || !map 929 || !map
839 || map->in_memory != MAP_IN_MEMORY 930 || map->in_memory != MAP_ACTIVE
840 || map->nodrop 931 || map->no_drop
841 || ms ().move_block == MOVE_ALL) 932 || ms ().move_block == MOVE_ALL)
842 { 933 {
843 while (inv) 934 while (inv)
844 {
845 inv->destroy_inv (drop_to_ground);
846 inv->destroy (); 935 inv->destroy ();
847 }
848 } 936 }
849 else 937 else
850 { /* Put objects in inventory onto this space */ 938 { /* Put objects in inventory onto this space */
851 while (inv) 939 while (inv)
852 { 940 {
863 map->insert (op, x, y); 951 map->insert (op, x, y);
864 } 952 }
865 } 953 }
866} 954}
867 955
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 *
868object *object::create () 993object::create ()
869{ 994{
870 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
871 op->link (); 1017 op->link ();
1018
872 return op; 1019 return op;
873} 1020}
874 1021
875void 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
876object::do_destroy () 1057object::do_destroy ()
877{ 1058{
878 attachable::do_destroy ();
879
880 if (flag [FLAG_IS_LINKED]) 1059 if (flag [FLAG_IS_LINKED])
881 remove_button_link (this); 1060 remove_link ();
882 1061
883 if (flag [FLAG_FRIENDLY]) 1062 if (flag [FLAG_FRIENDLY])
884 remove_friendly_object (this); 1063 remove_friendly_object (this);
885 1064
886 if (!flag [FLAG_REMOVED])
887 remove (); 1065 remove ();
888 1066
889 destroy_inv (true); 1067 attachable::do_destroy ();
890 1068
891 deactivate (); 1069 deactivate ();
892 unlink (); 1070 unlink ();
893 1071
894 flag [FLAG_FREED] = 1; 1072 flag [FLAG_FREED] = 1;
895 1073
896 // hack to ensure that freed objects still have a valid map 1074 // hack to ensure that freed objects still have a valid map
897 {
898 static maptile *freed_map; // freed objects are moved here to avoid crashes
899
900 if (!freed_map)
901 {
902 freed_map = new maptile;
903
904 freed_map->name = "/internal/freed_objects_map";
905 freed_map->width = 3;
906 freed_map->height = 3;
907
908 freed_map->alloc ();
909 freed_map->in_memory = MAP_IN_MEMORY;
910 }
911
912 map = freed_map; 1075 map = &freed_map;
913 x = 1; 1076 x = 1;
914 y = 1; 1077 y = 1;
915 }
916
917 head = 0;
918 1078
919 if (more) 1079 if (more)
920 { 1080 {
921 more->destroy (); 1081 more->destroy ();
922 more = 0; 1082 more = 0;
923 } 1083 }
924 1084
1085 head = 0;
1086
925 // clear those pointers that likely might have circular references to us 1087 // clear those pointers that likely might cause circular references
926 owner = 0; 1088 owner = 0;
927 enemy = 0; 1089 enemy = 0;
928 attacked_by = 0; 1090 attacked_by = 0;
1091 current_weapon = 0;
929} 1092}
930 1093
931void 1094void
932object::destroy (bool destroy_inventory) 1095object::destroy ()
933{ 1096{
934 if (destroyed ()) 1097 if (destroyed ())
935 return; 1098 return;
936 1099
937 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
938 destroy_inv (false); 1107 destroy_inv_fast ();
1108
1109 if (is_head ())
1110 if (sound_destroy)
1111 play_sound (sound_destroy);
1112 else if (flag [FLAG_MONSTER])
1113 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
939 1114
940 attachable::destroy (); 1115 attachable::destroy ();
941}
942
943/*
944 * sub_weight() recursively (outwards) subtracts a number from the
945 * weight of an object (and what is carried by it's environment(s)).
946 */
947void
948sub_weight (object *op, signed long weight)
949{
950 while (op != NULL)
951 {
952 if (op->type == CONTAINER)
953 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
954
955 op->carrying -= weight;
956 op = op->env;
957 }
958} 1116}
959 1117
960/* op->remove (): 1118/* op->remove ():
961 * 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
962 * 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
965 * the previous environment. 1123 * the previous environment.
966 */ 1124 */
967void 1125void
968object::do_remove () 1126object::do_remove ()
969{ 1127{
970 object *tmp, *last = 0; 1128 if (flag [FLAG_REMOVED])
971 object *otmp;
972
973 if (QUERY_FLAG (this, FLAG_REMOVED))
974 return; 1129 return;
975 1130
976 SET_FLAG (this, FLAG_REMOVED);
977 INVOKE_OBJECT (REMOVE, this); 1131 INVOKE_OBJECT (REMOVE, this);
1132
1133 flag [FLAG_REMOVED] = true;
978 1134
979 if (more) 1135 if (more)
980 more->remove (); 1136 more->remove ();
981 1137
982 /* 1138 /*
983 * In this case, the object to be removed is in someones 1139 * In this case, the object to be removed is in someones
984 * inventory. 1140 * inventory.
985 */ 1141 */
986 if (env) 1142 if (env)
987 { 1143 {
988 if (nrof) 1144 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
989 sub_weight (env, weight * nrof); 1145 if (object *pl = visible_to ())
990 else 1146 esrv_del_item (pl->contr, count);
991 sub_weight (env, weight + carrying); 1147 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
992 1148
993 /* NO_FIX_PLAYER is set when a great many changes are being 1149 adjust_weight (env, -total_weight ());
994 * made to players inventory. If set, avoiding the call
995 * to save cpu time.
996 */
997 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
998 otmp->update_stats ();
999 1150
1000 if (above) 1151 object *pl = in_player ();
1001 above->below = below;
1002 else
1003 env->inv = below;
1004
1005 if (below)
1006 below->above = above;
1007 1152
1008 /* we set up values so that it could be inserted into 1153 /* we set up values so that it could be inserted into
1009 * 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
1010 * to the caller to decide what we want to do. 1155 * to the caller to decide what we want to do.
1011 */ 1156 */
1012 x = env->x, y = env->y;
1013 map = env->map; 1157 map = env->map;
1014 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;
1015 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 }
1016 } 1190 }
1017 else if (map) 1191 else if (map)
1018 { 1192 {
1019 if (type == PLAYER)
1020 {
1021 // leaving a spot always closes any open container on the ground
1022 if (container && !container->env)
1023 // this causes spurious floorbox updates, but it ensures
1024 // that the CLOSE event is being sent.
1025 close_container ();
1026
1027 --map->players;
1028 map->touch ();
1029 }
1030
1031 map->dirty = true; 1193 map->dirty = true;
1032 mapspace &ms = this->ms (); 1194 mapspace &ms = this->ms ();
1033 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
1034 /* link the object above us */ 1221 /* link the object above us */
1035 if (above) 1222 // re-link, make sure compiler can easily use cmove
1036 above->below = below; 1223 *(above ? &above->below : &ms.top) = below;
1037 else 1224 *(below ? &below->above : &ms.bot) = above;
1038 ms.top = below; /* we were top, set new top */
1039
1040 /* Relink the object below us, if there is one */
1041 if (below)
1042 below->above = above;
1043 else
1044 {
1045 /* Nothing below, which means we need to relink map object for this space
1046 * use translated coordinates in case some oddness with map tiling is
1047 * evident
1048 */
1049 if (GET_MAP_OB (map, x, y) != this)
1050 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 ());
1051
1052 ms.bot = above; /* goes on above it. */
1053 }
1054 1225
1055 above = 0; 1226 above = 0;
1056 below = 0; 1227 below = 0;
1057 1228
1229 ms.invalidate ();
1230
1058 if (map->in_memory == MAP_SAVING) 1231 if (map->in_memory == MAP_SAVING)
1059 return; 1232 return;
1060 1233
1061 int check_walk_off = !flag [FLAG_NO_APPLY]; 1234 int check_walk_off = !flag [FLAG_NO_APPLY];
1062 1235
1063 for (tmp = ms.bot; tmp; tmp = tmp->above) 1236 if (object *pl = ms.player ())
1064 { 1237 {
1065 /* No point updating the players look faces if he is the object 1238 if (pl->container_ () == this)
1066 * being removed.
1067 */
1068
1069 if (tmp->type == PLAYER && tmp != this)
1070 {
1071 /* If a container that the player is currently using somehow gets 1239 /* If a container that the player is currently using somehow gets
1072 * removed (most likely destroyed), update the player view 1240 * removed (most likely destroyed), update the player view
1073 * appropriately. 1241 * appropriately.
1074 */ 1242 */
1075 if (tmp->container == this) 1243 pl->close_container ();
1076 {
1077 flag [FLAG_APPLIED] = 0;
1078 tmp->container = 0;
1079 }
1080 1244
1245 //TODO: the floorbox prev/next might need updating
1246 //esrv_del_item (pl->contr, count);
1247 //TODO: update floorbox to preserve ordering
1081 if (tmp->contr->ns) 1248 if (pl->contr->ns)
1082 tmp->contr->ns->floorbox_update (); 1249 pl->contr->ns->floorbox_update ();
1250 }
1251
1252 if (check_walk_off)
1253 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1254 {
1255 above = tmp->above;
1256
1257 /* No point updating the players look faces if he is the object
1258 * being removed.
1083 } 1259 */
1084 1260
1085 /* See if object moving off should effect something */ 1261 /* See if object moving off should effect something */
1086 if (check_walk_off
1087 && ((move_type & tmp->move_off) 1262 if ((move_type & tmp->move_off)
1088 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1263 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1089 {
1090 move_apply (tmp, this, 0); 1264 move_apply (tmp, this, 0);
1091
1092 if (destroyed ())
1093 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1094 } 1265 }
1095 1266
1096 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1267 if (affects_los ())
1097 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1098 if (tmp->above == tmp)
1099 tmp->above = 0;
1100
1101 last = tmp;
1102 }
1103
1104 /* last == NULL if there are no objects on this space */
1105 //TODO: this makes little sense, why only update the topmost object?
1106 if (!last)
1107 map->at (x, y).flags_ = 0;
1108 else
1109 update_object (last, UP_OBJ_REMOVE);
1110
1111 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1112 update_all_los (map, x, y); 1268 update_all_los (map, x, y);
1113 } 1269 }
1114} 1270}
1115 1271
1116/* 1272/*
1125merge_ob (object *op, object *top) 1281merge_ob (object *op, object *top)
1126{ 1282{
1127 if (!op->nrof) 1283 if (!op->nrof)
1128 return 0; 1284 return 0;
1129 1285
1130 if (top) 1286 if (!top)
1131 for (top = op; top && top->above; top = top->above) 1287 for (top = op; top && top->above; top = top->above)
1132 ; 1288 ;
1133 1289
1134 for (; top; top = top->below) 1290 for (; top; top = top->below)
1135 {
1136 if (top == op)
1137 continue;
1138
1139 if (object::can_merge (op, top)) 1291 if (object::can_merge (op, top))
1140 { 1292 {
1141 top->nrof += op->nrof; 1293 top->nrof += op->nrof;
1142 1294
1143/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1295 if (object *pl = top->visible_to ())
1144 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
1145 op->destroy (); 1301 op->destroy ();
1302
1146 return top; 1303 return top;
1147 } 1304 }
1148 }
1149 1305
1150 return 0; 1306 return 0;
1151} 1307}
1152 1308
1153void 1309void
1156 if (more) 1312 if (more)
1157 return; 1313 return;
1158 1314
1159 object *prev = this; 1315 object *prev = this;
1160 1316
1161 for (archetype *at = arch->more; at; at = at->more) 1317 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1162 { 1318 {
1163 object *op = arch_to_object (at); 1319 object *op = at->instance ();
1164 1320
1165 op->name = name; 1321 op->name = name;
1166 op->name_pl = name_pl; 1322 op->name_pl = name_pl;
1167 op->title = title; 1323 op->title = title;
1168 1324
1178 * job preparing multi-part monsters. 1334 * job preparing multi-part monsters.
1179 */ 1335 */
1180object * 1336object *
1181insert_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)
1182{ 1338{
1339 op->remove ();
1340
1183 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1341 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1184 { 1342 {
1185 tmp->x = x + tmp->arch->clone.x; 1343 tmp->x = x + tmp->arch->x;
1186 tmp->y = y + tmp->arch->clone.y; 1344 tmp->y = y + tmp->arch->y;
1187 } 1345 }
1188 1346
1189 return insert_ob_in_map (op, m, originator, flag); 1347 return insert_ob_in_map (op, m, originator, flag);
1190} 1348}
1191 1349
1204 * 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
1205 * to be set if special handling is needed. 1363 * to be set if special handling is needed.
1206 * 1364 *
1207 * Return value: 1365 * Return value:
1208 * new object if 'op' was merged with other object 1366 * new object if 'op' was merged with other object
1209 * NULL if 'op' was destroyed 1367 * NULL if there was an error (destroyed, blocked etc.)
1210 * just 'op' otherwise 1368 * just 'op' otherwise
1211 */ 1369 */
1212object * 1370object *
1213insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1371insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1214{ 1372{
1215 assert (!op->flag [FLAG_FREED]);
1216
1217 object *tmp, *top, *floor = NULL;
1218
1219 op->remove (); 1373 op->remove ();
1220 1374
1221#if 0 1375 if (m == &freed_map)//D TODO: remove soon
1222 if (!m->active != !op->active)
1223 if (m->active)
1224 op->activate_recursive ();
1225 else
1226 op->deactivate_recursive ();
1227#endif
1228
1229 if (out_of_map (m, op->x, op->y))
1230 { 1376 {//D
1231 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ()); 1377 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1232#ifdef MANY_CORES
1233 /* Better to catch this here, as otherwise the next use of this object
1234 * is likely to cause a crash. Better to find out where it is getting
1235 * improperly inserted.
1236 */
1237 abort ();
1238#endif
1239 return op;
1240 } 1378 }//D
1241
1242 if (object *more = op->more)
1243 {
1244 if (!insert_ob_in_map (more, m, originator, flag))
1245 {
1246 if (!op->head)
1247 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1248
1249 return 0;
1250 }
1251 }
1252
1253 CLEAR_FLAG (op, FLAG_REMOVED);
1254 1379
1255 /* Ideally, the caller figures this out. However, it complicates a lot 1380 /* Ideally, the caller figures this out. However, it complicates a lot
1256 * 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
1257 * need extra work 1382 * need extra work
1258 */ 1383 */
1384 maptile *newmap = m;
1259 if (!xy_normalise (m, op->x, op->y)) 1385 if (!xy_normalise (newmap, op->x, op->y))
1386 {
1387 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1260 return 0; 1388 return 0;
1389 }
1261 1390
1391 if (object *more = op->more)
1392 if (!insert_ob_in_map (more, m, originator, flag))
1393 return 0;
1394
1395 op->flag [FLAG_REMOVED] = false;
1396 op->env = 0;
1262 op->map = m; 1397 op->map = newmap;
1398
1263 mapspace &ms = op->ms (); 1399 mapspace &ms = op->ms ();
1264 1400
1265 /* this has to be done after we translate the coordinates. 1401 /* this has to be done after we translate the coordinates.
1266 */ 1402 */
1267 if (op->nrof && !(flag & INS_NO_MERGE)) 1403 if (op->nrof && !(flag & INS_NO_MERGE))
1268 for (tmp = ms.bot; tmp; tmp = tmp->above) 1404 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1269 if (object::can_merge (op, tmp)) 1405 if (object::can_merge (op, tmp))
1270 { 1406 {
1407 // TODO: we actually want to update tmp, not op,
1408 // but some caller surely breaks when we return tmp
1409 // from here :/
1271 op->nrof += tmp->nrof; 1410 op->nrof += tmp->nrof;
1272 tmp->destroy (); 1411 tmp->destroy ();
1273 } 1412 }
1274 1413
1275 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 */
1276 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1415 op->clr_flag (FLAG_INV_LOCKED);
1277 1416
1278 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1417 if (!op->flag [FLAG_ALIVE])
1279 CLEAR_FLAG (op, FLAG_NO_STEAL); 1418 op->clr_flag (FLAG_NO_STEAL);
1280 1419
1281 if (flag & INS_BELOW_ORIGINATOR) 1420 if (flag & INS_BELOW_ORIGINATOR)
1282 { 1421 {
1283 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)
1284 { 1423 {
1285 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");
1286 abort (); 1425 abort ();
1287 } 1426 }
1288 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
1289 op->above = originator; 1435 op->above = originator;
1290 op->below = originator->below; 1436 op->below = originator->below;
1291
1292 if (op->below)
1293 op->below->above = op;
1294 else
1295 ms.bot = op;
1296
1297 /* since *below* originator, no need to update top */
1298 originator->below = op; 1437 originator->below = op;
1438
1439 *(op->below ? &op->below->above : &ms.bot) = op;
1299 } 1440 }
1300 else 1441 else
1301 { 1442 {
1302 top = ms.bot; 1443 object *floor = 0;
1444 object *top = ms.top;
1303 1445
1304 /* If there are other objects, then */ 1446 /* If there are other objects, then */
1305 if ((!(flag & INS_MAP_LOAD)) && top) 1447 if (top)
1306 { 1448 {
1307 object *last = 0;
1308
1309 /* 1449 /*
1310 * 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.
1311 * We've already dealt with merging if appropriate. 1451 * We've already dealt with merging if appropriate.
1312 * 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
1313 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1453 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1316 * 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
1317 * 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
1318 * 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
1319 * that flying non pickable objects are spell objects. 1459 * that flying non pickable objects are spell objects.
1320 */ 1460 */
1321 for (top = ms.bot; top; top = top->above) 1461 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1322 { 1462 {
1323 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])
1324 floor = top; 1464 floor = tmp;
1325 1465
1326 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])
1327 { 1467 {
1328 /* We insert above top, so we want this object below this */ 1468 /* We insert above top, so we want this object below this */
1329 top = top->below; 1469 top = tmp->below;
1330 break; 1470 break;
1331 } 1471 }
1332 1472
1333 last = top; 1473 top = tmp;
1334 } 1474 }
1335
1336 /* Don't want top to be NULL, so set it to the last valid object */
1337 top = last;
1338 1475
1339 /* We let update_position deal with figuring out what the space 1476 /* We let update_position deal with figuring out what the space
1340 * looks like instead of lots of conditions here. 1477 * looks like instead of lots of conditions here.
1341 * makes things faster, and effectively the same result. 1478 * makes things faster, and effectively the same result.
1342 */ 1479 */
1349 */ 1486 */
1350 if (!(flag & INS_ON_TOP) 1487 if (!(flag & INS_ON_TOP)
1351 && ms.flags () & P_BLOCKSVIEW 1488 && ms.flags () & P_BLOCKSVIEW
1352 && (op->face && !faces [op->face].visibility)) 1489 && (op->face && !faces [op->face].visibility))
1353 { 1490 {
1491 object *last;
1492
1354 for (last = top; last != floor; last = last->below) 1493 for (last = top; last != floor; last = last->below)
1355 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1494 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1356 break; 1495 break;
1357 1496
1358 /* Check to see if we found the object that blocks view, 1497 /* Check to see if we found the object that blocks view,
1359 * 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
1360 * we can get inserted below this one, which requires we 1499 * we can get inserted below this one, which requires we
1363 if (last && last->below && last != floor) 1502 if (last && last->below && last != floor)
1364 top = last->below; 1503 top = last->below;
1365 } 1504 }
1366 } /* If objects on this space */ 1505 } /* If objects on this space */
1367 1506
1368 if (flag & INS_MAP_LOAD)
1369 top = ms.top;
1370
1371 if (flag & INS_ABOVE_FLOOR_ONLY) 1507 if (flag & INS_ABOVE_FLOOR_ONLY)
1372 top = floor; 1508 top = floor;
1373 1509
1374 /* 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
1375 */
1376
1377 /* First object on this space */
1378 if (!top) 1511 if (!top)
1379 { 1512 {
1513 op->below = 0;
1380 op->above = ms.bot; 1514 op->above = ms.bot;
1381
1382 if (op->above)
1383 op->above->below = op;
1384
1385 op->below = 0;
1386 ms.bot = op; 1515 ms.bot = op;
1516
1517 *(op->above ? &op->above->below : &ms.top) = op;
1387 } 1518 }
1388 else 1519 else
1389 { /* get inserted into the stack above top */ 1520 {
1390 op->above = top->above; 1521 op->above = top->above;
1391
1392 if (op->above)
1393 op->above->below = op; 1522 top->above = op;
1394 1523
1395 op->below = top; 1524 op->below = top;
1396 top->above = op; 1525 *(op->above ? &op->above->below : &ms.top) = op;
1397 } 1526 }
1527 }
1398 1528
1399 if (!op->above) 1529 if (op->is_player ())
1400 ms.top = op;
1401 } /* else not INS_BELOW_ORIGINATOR */
1402
1403 if (op->type == PLAYER)
1404 { 1530 {
1405 op->contr->do_los = 1; 1531 op->contr->do_los = 1;
1406 ++op->map->players; 1532 ++op->map->players;
1407 op->map->touch (); 1533 op->map->touch ();
1408 } 1534 }
1409 1535
1410 op->map->dirty = true; 1536 op->map->dirty = true;
1411 1537
1412 /* If we have a floor, we know the player, if any, will be above
1413 * it, so save a few ticks and start from there.
1414 */
1415 if (!(flag & INS_MAP_LOAD))
1416 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
1417 if (pl->contr->ns) 1542 if (pl->contr->ns)
1418 pl->contr->ns->floorbox_update (); 1543 pl->contr->ns->floorbox_update ();
1419 1544
1420 /* If this object glows, it may affect lighting conditions that are 1545 /* If this object glows, it may affect lighting conditions that are
1421 * 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
1422 * 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
1423 * on the map will get recalculated. The players could very well 1548 * on the map will get recalculated. The players could very well
1424 * 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 -
1425 * this should get redone to only look for players within range, 1550 * this should get redone to only look for players within range,
1426 * or just updating the P_UPTODATE for spaces within this area 1551 * or just updating the P_UPTODATE for spaces within this area
1427 * of effect may be sufficient. 1552 * of effect may be sufficient.
1428 */ 1553 */
1429 if (op->map->darkness && (op->glow_radius != 0)) 1554 if (op->affects_los ())
1555 {
1556 op->ms ().invalidate ();
1430 update_all_los (op->map, op->x, op->y); 1557 update_all_los (op->map, op->x, op->y);
1558 }
1431 1559
1432 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1560 /* updates flags (blocked, alive, no magic, etc) for this map space */
1433 update_object (op, UP_OBJ_INSERT); 1561 update_object (op, UP_OBJ_INSERT);
1434 1562
1435 INVOKE_OBJECT (INSERT, op); 1563 INVOKE_OBJECT (INSERT, op);
1442 * blocked() and wall() work properly), and these flags are updated by 1570 * blocked() and wall() work properly), and these flags are updated by
1443 * update_object(). 1571 * update_object().
1444 */ 1572 */
1445 1573
1446 /* 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 */
1447 if (!(flag & INS_NO_WALK_ON) && !op->head) 1575 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1448 { 1576 {
1449 if (check_move_on (op, originator)) 1577 if (check_move_on (op, originator))
1450 return 0; 1578 return 0;
1451 1579
1452 /* 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
1453 * walk on's. 1581 * walk on's.
1454 */ 1582 */
1455 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1583 for (object *tmp = op->more; tmp; tmp = tmp->more)
1456 if (check_move_on (tmp, originator)) 1584 if (check_move_on (tmp, originator))
1457 return 0; 1585 return 0;
1458 } 1586 }
1459 1587
1460 return op; 1588 return op;
1463/* this function inserts an object in the map, but if it 1591/* this function inserts an object in the map, but if it
1464 * 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.
1465 * 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.
1466 */ 1594 */
1467void 1595void
1468replace_insert_ob_in_map (const char *arch_string, object *op) 1596replace_insert_ob_in_map (shstr_tmp archname, object *op)
1469{ 1597{
1470 object *tmp, *tmp1;
1471
1472 /* first search for itself and remove any old instances */ 1598 /* first search for itself and remove any old instances */
1473 1599
1474 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1600 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1475 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1601 if (tmp->arch->archname == archname) /* same archetype */
1476 tmp->destroy (); 1602 tmp->destroy ();
1477 1603
1478 tmp1 = arch_to_object (archetype::find (arch_string)); 1604 object *tmp = archetype::find (archname)->instance ();
1479 1605
1480 tmp1->x = op->x; 1606 tmp->x = op->x;
1481 tmp1->y = op->y; 1607 tmp->y = op->y;
1608
1482 insert_ob_in_map (tmp1, op->map, op, 0); 1609 insert_ob_in_map (tmp, op->map, op, 0);
1483} 1610}
1484 1611
1485object * 1612object *
1486object::insert_at (object *where, object *originator, int flags) 1613object::insert_at (object *where, object *originator, int flags)
1487{ 1614{
1615 if (where->env)
1616 return where->env->insert (this);
1617 else
1488 return where->map->insert (this, where->x, where->y, originator, flags); 1618 return where->map->insert (this, where->x, where->y, originator, flags);
1489} 1619}
1490 1620
1491/* 1621// check whether we can put this into the map, respect max_volume, max_items
1492 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1622bool
1493 * is returned contains nr objects, and the remaining parts contains 1623object::can_drop_at (maptile *m, int x, int y, object *originator)
1494 * the rest (or is removed and freed if that number is 0).
1495 * On failure, NULL is returned, and the reason put into the
1496 * global static errmsg array.
1497 */
1498object *
1499get_split_ob (object *orig_ob, uint32 nr)
1500{ 1624{
1501 object *newob; 1625 mapspace &ms = m->at (x, y);
1502 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1503 1626
1504 if (orig_ob->nrof < nr) 1627 int items = ms.items ();
1505 {
1506 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1507 return NULL;
1508 }
1509 1628
1510 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;
1511 1633
1512 if ((orig_ob->nrof -= nr) < 1) 1634 if (originator && originator->is_player ())
1513 orig_ob->destroy (1); 1635 originator->contr->failmsgf (
1514 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.>",
1515 { 1637 query_name ()
1516 if (orig_ob->env != NULL) 1638 );
1517 sub_weight (orig_ob->env, orig_ob->weight * nr);
1518 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1519 {
1520 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1521 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1522 return NULL;
1523 }
1524 }
1525 1639
1526 newob->nrof = nr; 1640 return false;
1527
1528 return newob;
1529} 1641}
1530 1642
1531/* 1643/*
1532 * decrease_ob_nr(object, number) decreases a specified number from 1644 * decrease(object, number) decreases a specified number from
1533 * 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
1534 * is subsequently removed and freed. 1646 * is subsequently removed and freed.
1535 * 1647 *
1536 * 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
1537 */ 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 */
1538object * 1681object *
1539decrease_ob_nr (object *op, uint32 i) 1682object::split (sint32 nr)
1540{ 1683{
1541 object *tmp; 1684 int have = number_of ();
1542 1685
1543 if (i == 0) /* objects with op->nrof require this check */ 1686 if (have < nr)
1544 return op; 1687 return 0;
1545 1688 else if (have == nr)
1546 if (i > op->nrof)
1547 i = op->nrof;
1548
1549 if (QUERY_FLAG (op, FLAG_REMOVED))
1550 op->nrof -= i;
1551 else if (op->env)
1552 { 1689 {
1553 /* is this object in the players inventory, or sub container
1554 * therein?
1555 */
1556 tmp = op->in_player ();
1557 /* nope. Is this a container the player has opened?
1558 * If so, set tmp to that player.
1559 * IMO, searching through all the players will mostly
1560 * likely be quicker than following op->env to the map,
1561 * and then searching the map for a player.
1562 */
1563 if (!tmp)
1564 for_all_players (pl)
1565 if (pl->ob->container == op->env)
1566 {
1567 tmp = pl->ob;
1568 break;
1569 }
1570
1571 if (i < op->nrof)
1572 {
1573 sub_weight (op->env, op->weight * i);
1574 op->nrof -= i;
1575 if (tmp)
1576 esrv_send_item (tmp, op);
1577 }
1578 else
1579 {
1580 op->remove (); 1690 remove ();
1581 op->nrof = 0; 1691 return this;
1582 if (tmp)
1583 esrv_del_item (tmp->contr, op->count);
1584 }
1585 } 1692 }
1586 else 1693 else
1587 { 1694 {
1588 object *above = op->above; 1695 decrease (nr);
1589 1696
1590 if (i < op->nrof) 1697 object *op = deep_clone ();
1591 op->nrof -= i; 1698 op->nrof = nr;
1592 else
1593 {
1594 op->remove ();
1595 op->nrof = 0;
1596 }
1597
1598 /* Since we just removed op, op->above is null */
1599 for (tmp = above; tmp; tmp = tmp->above)
1600 if (tmp->type == PLAYER)
1601 {
1602 if (op->nrof)
1603 esrv_send_item (tmp, op);
1604 else
1605 esrv_del_item (tmp->contr, op->count);
1606 }
1607 }
1608
1609 if (op->nrof)
1610 return op; 1699 return op;
1611 else
1612 {
1613 op->destroy ();
1614 return 0;
1615 }
1616}
1617
1618/*
1619 * add_weight(object, weight) adds the specified weight to an object,
1620 * and also updates how much the environment(s) is/are carrying.
1621 */
1622void
1623add_weight (object *op, signed long weight)
1624{
1625 while (op != NULL)
1626 {
1627 if (op->type == CONTAINER)
1628 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1629
1630 op->carrying += weight;
1631 op = op->env;
1632 } 1700 }
1633} 1701}
1634 1702
1635object * 1703object *
1636insert_ob_in_ob (object *op, object *where) 1704insert_ob_in_ob (object *op, object *where)
1641 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1709 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1642 free (dump); 1710 free (dump);
1643 return op; 1711 return op;
1644 } 1712 }
1645 1713
1646 if (where->head) 1714 if (where->head_ () != where)
1647 { 1715 {
1648 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1716 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1649 where = where->head; 1717 where = where->head;
1650 } 1718 }
1651 1719
1652 return where->insert (op); 1720 return where->insert (op);
1653} 1721}
1661 * be != op, if items are merged. -Tero 1729 * be != op, if items are merged. -Tero
1662 */ 1730 */
1663object * 1731object *
1664object::insert (object *op) 1732object::insert (object *op)
1665{ 1733{
1666 object *tmp, *otmp;
1667
1668 if (!QUERY_FLAG (op, FLAG_REMOVED))
1669 op->remove ();
1670
1671 if (op->more) 1734 if (op->more)
1672 { 1735 {
1673 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1736 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1674 return op; 1737 return op;
1675 } 1738 }
1676 1739
1677 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1740 op->remove ();
1678 CLEAR_FLAG (op, FLAG_REMOVED); 1741
1742 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1743
1679 if (op->nrof) 1744 if (op->nrof)
1680 {
1681 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1745 for (object *tmp = inv; tmp; tmp = tmp->below)
1682 if (object::can_merge (tmp, op)) 1746 if (object::can_merge (tmp, op))
1683 { 1747 {
1684 /* return the original object and remove inserted object 1748 /* return the original object and remove inserted object
1685 (client needs the original object) */ 1749 (client needs the original object) */
1686 tmp->nrof += op->nrof; 1750 tmp->nrof += op->nrof;
1687 /* Weight handling gets pretty funky. Since we are adding to 1751
1688 * tmp->nrof, we need to increase the weight. 1752 if (object *pl = tmp->visible_to ())
1689 */ 1753 esrv_update_item (UPD_NROF, pl, tmp);
1754
1690 add_weight (this, op->weight * op->nrof); 1755 adjust_weight (this, op->total_weight ());
1691 SET_FLAG (op, FLAG_REMOVED); 1756
1692 op->destroy (); /* free the inserted object */ 1757 op->destroy ();
1693 op = tmp; 1758 op = tmp;
1694 op->remove (); /* and fix old object's links */ 1759 goto inserted;
1695 CLEAR_FLAG (op, FLAG_REMOVED);
1696 break;
1697 } 1760 }
1698 1761
1699 /* I assume combined objects have no inventory 1762 op->owner = 0; // it's his/hers now. period.
1700 * We add the weight - this object could have just been removed
1701 * (if it was possible to merge). calling remove_ob will subtract
1702 * the weight, so we need to add it in again, since we actually do
1703 * the linking below
1704 */
1705 add_weight (this, op->weight * op->nrof);
1706 }
1707 else
1708 add_weight (this, (op->weight + op->carrying));
1709
1710 otmp = this->in_player ();
1711 if (otmp && otmp->contr)
1712 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1713 otmp->update_stats ();
1714
1715 op->map = 0; 1763 op->map = 0;
1716 op->env = this; 1764 op->x = 0;
1765 op->y = 0;
1766
1717 op->above = 0; 1767 op->above = 0;
1718 op->below = 0; 1768 op->below = inv;
1719 op->x = 0, op->y = 0; 1769 op->env = this;
1720 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:
1721 /* 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 */
1722 if ((op->glow_radius != 0) && map) 1785 if (op->glow_radius && is_on_map ())
1723 { 1786 {
1724#ifdef DEBUG_LIGHTS 1787 update_stats ();
1725 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1726#endif /* DEBUG_LIGHTS */
1727 if (map->darkness)
1728 update_all_los (map, x, y); 1788 update_all_los (map, x, y);
1729 }
1730
1731 /* Client has no idea of ordering so lets not bother ordering it here.
1732 * It sure simplifies this function...
1733 */
1734 if (!inv)
1735 inv = op;
1736 else
1737 { 1789 }
1738 op->below = inv; 1790 else if (is_player ())
1739 op->below->above = op; 1791 // if this is a player's inventory, update stats
1740 inv = op; 1792 contr->queue_stats_update ();
1741 }
1742 1793
1743 INVOKE_OBJECT (INSERT, this); 1794 INVOKE_OBJECT (INSERT, this);
1744 1795
1745 return op; 1796 return op;
1746} 1797}
1766 * on top. 1817 * on top.
1767 */ 1818 */
1768int 1819int
1769check_move_on (object *op, object *originator) 1820check_move_on (object *op, object *originator)
1770{ 1821{
1822 if (op->flag [FLAG_NO_APPLY])
1823 return 0;
1824
1771 object *tmp; 1825 object *tmp;
1772 maptile *m = op->map; 1826 maptile *m = op->map;
1773 int x = op->x, y = op->y; 1827 int x = op->x, y = op->y;
1774 1828
1775 MoveType move_on, move_slow, move_block; 1829 mapspace &ms = m->at (x, y);
1776 1830
1777 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1831 ms.update ();
1778 return 0;
1779 1832
1780 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1833 MoveType move_on = ms.move_on;
1781 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1834 MoveType move_slow = ms.move_slow;
1782 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1835 MoveType move_block = ms.move_block;
1783 1836
1784 /* 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,
1785 * 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
1786 * 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
1787 * as walking. 1840 * as walking.
1798 return 0; 1851 return 0;
1799 1852
1800 /* The objects have to be checked from top to bottom. 1853 /* The objects have to be checked from top to bottom.
1801 * Hence, we first go to the top: 1854 * Hence, we first go to the top:
1802 */ 1855 */
1803 1856 for (object *next, *tmp = ms.top; tmp; tmp = next)
1804 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1805 {
1806 /* Trim the search when we find the first other spell effect
1807 * this helps performance so that if a space has 50 spell objects,
1808 * we don't need to check all of them.
1809 */
1810 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1811 break;
1812 } 1857 {
1858 next = tmp->below;
1813 1859
1814 for (; tmp; tmp = tmp->below)
1815 {
1816 if (tmp == op) 1860 if (tmp == op)
1817 continue; /* Can't apply yourself */ 1861 continue; /* Can't apply yourself */
1818 1862
1819 /* 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.
1820 * Second check makes sure that the movement types not being slowed 1864 * Second check makes sure that the movement types not being slowed
1821 * (~slow_move) is not blocked on this space - just because the 1865 * (~slow_move) is not blocked on this space - just because the
1822 * 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
1823 * 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.
1824 */ 1868 */
1825 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1869 if (!op->flag [FLAG_WIZPASS])
1826 { 1870 {
1827 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1871 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1828 ((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))
1829 { 1873 {
1830
1831 float
1832 diff = tmp->move_slow_penalty * fabs (op->speed); 1874 float diff = tmp->move_slow_penalty * fabs (op->speed);
1833 1875
1834 if (op->type == PLAYER) 1876 if (op->is_player ())
1835 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)) ||
1836 (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)))
1837 diff /= 4.0; 1879 diff /= 4.0;
1838 1880
1839 op->speed_left -= diff; 1881 op->speed_left -= diff;
1840 } 1882 }
1841 } 1883 }
1874 LOG (llevError, "Present_arch called outside map.\n"); 1916 LOG (llevError, "Present_arch called outside map.\n");
1875 return NULL; 1917 return NULL;
1876 } 1918 }
1877 1919
1878 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)
1879 if (tmp->arch == at) 1921 if (tmp->arch->archname == at->archname)
1880 return tmp; 1922 return tmp;
1881 1923
1882 return NULL; 1924 return NULL;
1883} 1925}
1884 1926
1948 * The first matching object is returned, or NULL if none. 1990 * The first matching object is returned, or NULL if none.
1949 */ 1991 */
1950object * 1992object *
1951present_arch_in_ob (const archetype *at, const object *op) 1993present_arch_in_ob (const archetype *at, const object *op)
1952{ 1994{
1953 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1995 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1954 if (tmp->arch == at) 1996 if (tmp->arch->archname == at->archname)
1955 return tmp; 1997 return tmp;
1956 1998
1957 return NULL; 1999 return NULL;
1958} 2000}
1959 2001
1961 * activate recursively a flag on an object inventory 2003 * activate recursively a flag on an object inventory
1962 */ 2004 */
1963void 2005void
1964flag_inv (object *op, int flag) 2006flag_inv (object *op, int flag)
1965{ 2007{
1966 if (op->inv)
1967 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2008 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1968 { 2009 {
1969 SET_FLAG (tmp, flag); 2010 tmp->set_flag (flag);
1970 flag_inv (tmp, flag); 2011 flag_inv (tmp, flag);
1971 } 2012 }
1972} 2013}
1973 2014
1974/* 2015/*
1975 * deactivate recursively a flag on an object inventory 2016 * deactivate recursively a flag on an object inventory
1976 */ 2017 */
1977void 2018void
1978unflag_inv (object *op, int flag) 2019unflag_inv (object *op, int flag)
1979{ 2020{
1980 if (op->inv)
1981 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2021 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1982 { 2022 {
1983 CLEAR_FLAG (tmp, flag); 2023 tmp->clr_flag (flag);
1984 unflag_inv (tmp, flag); 2024 unflag_inv (tmp, flag);
1985 } 2025 }
1986}
1987
1988/*
1989 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1990 * all it's inventory (recursively).
1991 * If checksums are used, a player will get set_cheat called for
1992 * him/her-self and all object carried by a call to this function.
1993 */
1994void
1995set_cheat (object *op)
1996{
1997 SET_FLAG (op, FLAG_WAS_WIZ);
1998 flag_inv (op, FLAG_WAS_WIZ);
1999} 2026}
2000 2027
2001/* 2028/*
2002 * 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
2003 * 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
2005 * to search (see the freearr_x/y[] definition). 2032 * to search (see the freearr_x/y[] definition).
2006 * It returns a random choice among the alternatives found. 2033 * It returns a random choice among the alternatives found.
2007 * 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
2008 * does all 4 immediate directions). This returns the index into the 2035 * does all 4 immediate directions). This returns the index into the
2009 * 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)
2010 * Note - this only checks to see if there is space for the head of the
2011 * object - if it is a multispace object, this should be called for all
2012 * pieces.
2013 * Note2: This function does correctly handle tiled maps, but does not 2037 * Note: This function does correctly handle tiled maps, but does not
2014 * inform the caller. However, insert_ob_in_map will update as 2038 * inform the caller. However, insert_ob_in_map will update as
2015 * 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.
2016 * 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
2017 * 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
2018 * 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
2020 * customized, changed states, etc. 2044 * customized, changed states, etc.
2021 */ 2045 */
2022int 2046int
2023find_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)
2024{ 2048{
2049 int altern[SIZEOFFREE];
2025 int index = 0, flag; 2050 int index = 0, flag;
2026 int altern[SIZEOFFREE];
2027 2051
2028 for (int i = start; i < stop; i++) 2052 for (int i = start; i < stop; i++)
2029 { 2053 {
2030 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2054 mapxy pos (m, x, y); pos.move (i);
2031 if (!flag) 2055
2056 if (!pos.normalise ())
2057 continue;
2058
2059 mapspace &ms = *pos;
2060
2061 if (ms.flags () & P_IS_ALIVE)
2062 continue;
2063
2064 /* However, often
2065 * ob doesn't have any move type (when used to place exits)
2066 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2067 */
2068 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2069 {
2032 altern [index++] = i; 2070 altern [index++] = i;
2071 continue;
2072 }
2033 2073
2034 /* 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.
2035 * 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.
2036 * 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 -
2037 * 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
2038 * spaces in all the other directions, this will reduce the search space 2078 * spaces in all the other directions, this will reduce the search space
2039 * to only the spaces immediately surrounding the target area, and 2079 * to only the spaces immediately surrounding the target area, and
2040 * won't look 2 spaces south of the target space. 2080 * won't look 2 spaces south of the target space.
2041 */ 2081 */
2042 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2082 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2083 {
2043 stop = maxfree[i]; 2084 stop = maxfree[i];
2085 continue;
2086 }
2087
2088 /* Note it is intentional that we check ob - the movement type of the
2089 * head of the object should correspond for the entire object.
2090 */
2091 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2092 continue;
2093
2094 if (ob->blocked (pos.m, pos.x, pos.y))
2095 continue;
2096
2097 altern [index++] = i;
2044 } 2098 }
2045 2099
2046 if (!index) 2100 if (!index)
2047 return -1; 2101 return -1;
2048 2102
2057 */ 2111 */
2058int 2112int
2059find_first_free_spot (const object *ob, maptile *m, int x, int y) 2113find_first_free_spot (const object *ob, maptile *m, int x, int y)
2060{ 2114{
2061 for (int i = 0; i < SIZEOFFREE; i++) 2115 for (int i = 0; i < SIZEOFFREE; i++)
2062 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2116 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2063 return i; 2117 return i;
2064 2118
2065 return -1; 2119 return -1;
2066} 2120}
2067 2121
2113 * there is capable of. 2167 * there is capable of.
2114 */ 2168 */
2115int 2169int
2116find_dir (maptile *m, int x, int y, object *exclude) 2170find_dir (maptile *m, int x, int y, object *exclude)
2117{ 2171{
2118 int i, max = SIZEOFFREE, mflags; 2172 int max = SIZEOFFREE, mflags;
2119
2120 sint16 nx, ny;
2121 object *tmp;
2122 maptile *mp;
2123
2124 MoveType blocked, move_type; 2173 MoveType move_type;
2125 2174
2126 if (exclude && exclude->head) 2175 if (exclude && exclude->head_ () != exclude)
2127 { 2176 {
2128 exclude = exclude->head; 2177 exclude = exclude->head;
2129 move_type = exclude->move_type; 2178 move_type = exclude->move_type;
2130 } 2179 }
2131 else 2180 else
2132 { 2181 {
2133 /* 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. */
2134 move_type = MOVE_ALL; 2183 move_type = MOVE_ALL;
2135 } 2184 }
2136 2185
2137 for (i = 1; i < max; i++) 2186 for (int i = 1; i < max; i++)
2138 { 2187 {
2139 mp = m; 2188 mapxy pos (m, x, y);
2140 nx = x + freearr_x[i]; 2189 pos.move (i);
2141 ny = y + freearr_y[i];
2142 2190
2143 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2191 if (!pos.normalise ())
2144
2145 if (mflags & P_OUT_OF_MAP)
2146 max = maxfree[i]; 2192 max = maxfree[i];
2147 else 2193 else
2148 { 2194 {
2149 mapspace &ms = mp->at (nx, ny); 2195 mapspace &ms = *pos;
2150 2196
2151 blocked = ms.move_block;
2152
2153 if ((move_type & blocked) == move_type) 2197 if ((move_type & ms.move_block) == move_type)
2154 max = maxfree[i]; 2198 max = maxfree [i];
2155 else if (mflags & P_IS_ALIVE) 2199 else if (ms.flags () & P_IS_ALIVE)
2156 { 2200 {
2157 for (tmp = ms.bot; tmp; tmp = tmp->above) 2201 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2158 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2202 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2159 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2203 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2160 break;
2161
2162 if (tmp)
2163 return freedir[i]; 2204 return freedir [i];
2164 } 2205 }
2165 } 2206 }
2166 } 2207 }
2167 2208
2168 return 0; 2209 return 0;
2177{ 2218{
2178 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);
2179} 2220}
2180 2221
2181/* 2222/*
2182 * 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
2183 * an object which has subtracted the x and y coordinates of another 2224 * for running into direct [dx, dy].
2184 * object, needs to travel toward it. 2225 * (the opposite of crossfire's find_dir_2!)
2185 */ 2226 */
2186int 2227int
2187find_dir_2 (int x, int y) 2228find_dir_2 (int x, int y)
2188{ 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
2236 static const uint8 dir[16] = {
2237 4, 5, 4, 3,
2238 2, 1, 2, 3,
2239 6, 5, 6, 7,
2240 8, 1, 8, 7,
2241 };
2242 int sector = 0;
2243
2244 // this is a bit ugly, but more likely to result in branchless code
2245 sector |= x < 0 ? 8 : 0;
2246 x = x < 0 ? -x : x; // abs
2247
2248 sector |= y < 0 ? 4 : 0;
2249 y = y < 0 ? -y : y; // abs
2250
2251 if (x > y)
2252 {
2253 sector |= 2;
2254
2255 if (x > y * 2)
2256 sector |= 1;
2257 }
2258 else
2259 {
2260 if (y > x * 2)
2261 sector |= 1;
2262 else if (!y)
2263 return 0; // x == 0 here
2264 }
2265
2266 return dir [sector];
2267#else // old algorithm
2189 int q; 2268 int q;
2190 2269
2191 if (y) 2270 if (y)
2192 q = x * 100 / y; 2271 q = 128 * x / y;
2193 else if (x) 2272 else if (x)
2194 q = -300 * x; 2273 q = -512 * x; // to make it > 309
2195 else 2274 else
2196 return 0; 2275 return 0;
2197 2276
2198 if (y > 0) 2277 if (y > 0)
2199 { 2278 {
2200 if (q < -242) 2279 if (q < -309) return 7;
2280 if (q < -52) return 6;
2281 if (q < 52) return 5;
2282 if (q < 309) return 4;
2283
2201 return 3; 2284 return 3;
2202 if (q < -41) 2285 }
2203 return 2; 2286 else
2204 if (q < 41) 2287 {
2205 return 1; 2288 if (q < -309) return 3;
2206 if (q < 242) 2289 if (q < -52) return 2;
2207 return 8; 2290 if (q < 52) return 1;
2291 if (q < 309) return 8;
2292
2208 return 7; 2293 return 7;
2209 } 2294 }
2210 2295#endif
2211 if (q < -242)
2212 return 7;
2213 if (q < -41)
2214 return 6;
2215 if (q < 41)
2216 return 5;
2217 if (q < 242)
2218 return 4;
2219
2220 return 3;
2221} 2296}
2222 2297
2223/* 2298/*
2224 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2299 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2225 * between two directions (which are expected to be absolute (see absdir()) 2300 * between two directions (which are expected to be absolute (see absdir())
2226 */ 2301 */
2227int 2302int
2228dirdiff (int dir1, int dir2) 2303dirdiff (int dir1, int dir2)
2229{ 2304{
2230 int d;
2231
2232 d = abs (dir1 - dir2); 2305 int d = abs (dir1 - dir2);
2233 if (d > 4)
2234 d = 8 - d;
2235 2306
2236 return d; 2307 return d > 4 ? 8 - d : d;
2237} 2308}
2238 2309
2239/* peterm: 2310/* peterm:
2240 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2311 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2241 * Basically, this is a table of directions, and what directions 2312 * Basically, this is a table of directions, and what directions
2243 * This basically means that if direction is 15, then it could either go 2314 * This basically means that if direction is 15, then it could either go
2244 * direction 4, 14, or 16 to get back to where we are. 2315 * direction 4, 14, or 16 to get back to where we are.
2245 * Moved from spell_util.c to object.c with the other related direction 2316 * Moved from spell_util.c to object.c with the other related direction
2246 * functions. 2317 * functions.
2247 */ 2318 */
2248int reduction_dir[SIZEOFFREE][3] = { 2319static const int reduction_dir[SIZEOFFREE][3] = {
2249 {0, 0, 0}, /* 0 */ 2320 {0, 0, 0}, /* 0 */
2250 {0, 0, 0}, /* 1 */ 2321 {0, 0, 0}, /* 1 */
2251 {0, 0, 0}, /* 2 */ 2322 {0, 0, 0}, /* 2 */
2252 {0, 0, 0}, /* 3 */ 2323 {0, 0, 0}, /* 3 */
2253 {0, 0, 0}, /* 4 */ 2324 {0, 0, 0}, /* 4 */
2344 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2415 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2345 * core dumps if they do. 2416 * core dumps if they do.
2346 * 2417 *
2347 * Add a check so we can't pick up invisible objects (0.93.8) 2418 * Add a check so we can't pick up invisible objects (0.93.8)
2348 */ 2419 */
2349
2350int 2420int
2351can_pick (const object *who, const object *item) 2421can_pick (const object *who, const object *item)
2352{ 2422{
2353 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2423 return /*who->flag [FLAG_WIZ]|| */
2354 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2424 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2355 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2425 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2356} 2426}
2357 2427
2358/* 2428/*
2359 * create clone from object to another 2429 * create clone from object to another
2360 */ 2430 */
2361object * 2431object *
2362object_create_clone (object *asrc) 2432object::deep_clone ()
2363{ 2433{
2364 object *dst = 0, *tmp, *src, *part, *prev, *item; 2434 assert (("deep_clone called on non-head object", is_head ()));
2365 2435
2366 if (!asrc) 2436 object *dst = clone ();
2367 return 0;
2368 2437
2369 src = asrc; 2438 object *prev = dst;
2370 if (src->head)
2371 src = src->head;
2372
2373 prev = 0;
2374 for (part = src; part; part = part->more) 2439 for (object *part = this->more; part; part = part->more)
2375 { 2440 {
2376 tmp = part->clone (); 2441 object *tmp = part->clone ();
2377 tmp->x -= src->x;
2378 tmp->y -= src->y;
2379
2380 if (!part->head)
2381 {
2382 dst = tmp;
2383 tmp->head = 0;
2384 }
2385 else
2386 tmp->head = dst; 2442 tmp->head = dst;
2387
2388 tmp->more = 0;
2389
2390 if (prev)
2391 prev->more = tmp; 2443 prev->more = tmp;
2392
2393 prev = tmp; 2444 prev = tmp;
2394 } 2445 }
2395 2446
2396 for (item = src->inv; item; item = item->below) 2447 for (object *item = inv; item; item = item->below)
2397 insert_ob_in_ob (object_create_clone (item), dst); 2448 insert_ob_in_ob (item->deep_clone (), dst);
2398 2449
2399 return dst; 2450 return dst;
2400} 2451}
2401 2452
2402/* This returns the first object in who's inventory that 2453/* This returns the first object in who's inventory that
2411 return tmp; 2462 return tmp;
2412 2463
2413 return 0; 2464 return 0;
2414} 2465}
2415 2466
2416/* If ob has a field named key, return the link from the list, 2467shstr_tmp
2417 * otherwise return NULL. 2468object::kv_get (shstr_tmp key) const
2418 *
2419 * key must be a passed in shared string - otherwise, this won't
2420 * do the desired thing.
2421 */
2422key_value *
2423get_ob_key_link (const object *ob, const char *key)
2424{ 2469{
2425 for (key_value *link = ob->key_values; link; link = link->next) 2470 for (key_value *kv = key_values; kv; kv = kv->next)
2426 if (link->key == key) 2471 if (kv->key == key)
2427 return link;
2428
2429 return 0;
2430}
2431
2432/*
2433 * Returns the value of op has an extra_field for key, or NULL.
2434 *
2435 * The argument doesn't need to be a shared string.
2436 *
2437 * The returned string is shared.
2438 */
2439const char *
2440get_ob_key_value (const object *op, const char *const key)
2441{
2442 key_value *link;
2443 shstr_cmp canonical_key (key);
2444
2445 if (!canonical_key)
2446 {
2447 /* 1. There being a field named key on any object
2448 * implies there'd be a shared string to find.
2449 * 2. Since there isn't, no object has this field.
2450 * 3. Therefore, *this* object doesn't have this field.
2451 */
2452 return 0;
2453 }
2454
2455 /* This is copied from get_ob_key_link() above -
2456 * only 4 lines, and saves the function call overhead.
2457 */
2458 for (link = op->key_values; link; link = link->next)
2459 if (link->key == canonical_key)
2460 return link->value; 2472 return kv->value;
2461 2473
2462 return 0; 2474 return shstr ();
2463} 2475}
2464 2476
2465/* 2477void
2466 * Updates the canonical_key in op to value. 2478object::kv_set (shstr_tmp key, shstr_tmp value)
2467 *
2468 * canonical_key is a shared string (value doesn't have to be).
2469 *
2470 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2471 * keys.
2472 *
2473 * Returns TRUE on success.
2474 */
2475int
2476set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2477{ 2479{
2478 key_value *field = NULL, *last = NULL; 2480 for (key_value *kv = key_values; kv; kv = kv->next)
2479 2481 if (kv->key == key)
2480 for (field = op->key_values; field != NULL; field = field->next)
2481 {
2482 if (field->key != canonical_key)
2483 { 2482 {
2484 last = field; 2483 kv->value = value;
2485 continue; 2484 return;
2486 } 2485 }
2487 2486
2488 if (value) 2487 key_value *kv = new key_value;
2489 field->value = value; 2488
2490 else 2489 kv->next = key_values;
2490 kv->key = key;
2491 kv->value = value;
2492
2493 key_values = kv;
2494}
2495
2496void
2497object::kv_del (shstr_tmp key)
2498{
2499 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2500 if ((*kvp)->key == key)
2491 { 2501 {
2492 /* Basically, if the archetype has this key set, 2502 key_value *kv = *kvp;
2493 * we need to store the null value so when we save 2503 *kvp = (*kvp)->next;
2494 * it, we save the empty value so that when we load, 2504 delete kv;
2495 * we get this value back again. 2505 return;
2496 */
2497 if (get_ob_key_link (&op->arch->clone, canonical_key))
2498 field->value = 0;
2499 else
2500 {
2501 if (last)
2502 last->next = field->next;
2503 else
2504 op->key_values = field->next;
2505
2506 delete field;
2507 }
2508 } 2506 }
2509 return TRUE;
2510 }
2511 /* IF we get here, key doesn't exist */
2512
2513 /* No field, we'll have to add it. */
2514
2515 if (!add_key)
2516 return FALSE;
2517
2518 /* There isn't any good reason to store a null
2519 * value in the key/value list. If the archetype has
2520 * this key, then we should also have it, so shouldn't
2521 * be here. If user wants to store empty strings,
2522 * should pass in ""
2523 */
2524 if (value == NULL)
2525 return TRUE;
2526
2527 field = new key_value;
2528
2529 field->key = canonical_key;
2530 field->value = value;
2531 /* Usual prepend-addition. */
2532 field->next = op->key_values;
2533 op->key_values = field;
2534
2535 return TRUE;
2536}
2537
2538/*
2539 * Updates the key in op to value.
2540 *
2541 * If add_key is FALSE, this will only update existing keys,
2542 * and not add new ones.
2543 * In general, should be little reason FALSE is ever passed in for add_key
2544 *
2545 * Returns TRUE on success.
2546 */
2547int
2548set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2549{
2550 shstr key_ (key);
2551
2552 return set_ob_key_value_s (op, key_, value, add_key);
2553} 2507}
2554 2508
2555object::depth_iterator::depth_iterator (object *container) 2509object::depth_iterator::depth_iterator (object *container)
2556: iterator_base (container) 2510: iterator_base (container)
2557{ 2511{
2570 item = item->inv; 2524 item = item->inv;
2571 } 2525 }
2572 else 2526 else
2573 item = item->env; 2527 item = item->env;
2574} 2528}
2575
2576 2529
2577const char * 2530const char *
2578object::flag_desc (char *desc, int len) const 2531object::flag_desc (char *desc, int len) const
2579{ 2532{
2580 char *p = desc; 2533 char *p = desc;
2608{ 2561{
2609 char flagdesc[512]; 2562 char flagdesc[512];
2610 char info2[256 * 4]; 2563 char info2[256 * 4];
2611 char *p = info; 2564 char *p = info;
2612 2565
2613 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2566 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2614 count, uuid.seq, 2567 count,
2568 uuid.c_str (),
2615 &name, 2569 &name,
2616 title ? "\",title:\"" : "", 2570 title ? ",title:\"" : "",
2617 title ? (const char *)title : "", 2571 title ? (const char *)title : "",
2572 title ? "\"" : "",
2618 flag_desc (flagdesc, 512), type); 2573 flag_desc (flagdesc, 512), type);
2619 2574
2620 if (env) 2575 if (!flag[FLAG_REMOVED] && env)
2621 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2576 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2622 2577
2623 if (map) 2578 if (map)
2624 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2579 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2625 2580
2640{ 2595{
2641 return map ? map->region (x, y) 2596 return map ? map->region (x, y)
2642 : region::default_region (); 2597 : region::default_region ();
2643} 2598}
2644 2599
2645const materialtype_t *
2646object::dominant_material () const
2647{
2648 if (materialtype_t *mat = name_to_material (materialname))
2649 return mat;
2650
2651 // omfg this is slow, this has to be temporary :)
2652 shstr unknown ("unknown");
2653
2654 return name_to_material (unknown);
2655}
2656
2657void 2600void
2658object::open_container (object *new_container) 2601object::open_container (object *new_container)
2659{ 2602{
2660 if (container == new_container) 2603 if (container == new_container)
2661 return; 2604 return;
2662 2605
2663 if (object *old_container = container) 2606 object *old_container = container;
2607
2608 if (old_container)
2664 { 2609 {
2665 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2610 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2666 return; 2611 return;
2667 2612
2668#if 0 2613#if 0
2670 if (object *closer = old_container->inv) 2615 if (object *closer = old_container->inv)
2671 if (closer->type == CLOSE_CON) 2616 if (closer->type == CLOSE_CON)
2672 closer->destroy (); 2617 closer->destroy ();
2673#endif 2618#endif
2674 2619
2620 // make sure the container is available
2621 esrv_send_item (this, old_container);
2622
2675 old_container->flag [FLAG_APPLIED] = 0; 2623 old_container->flag [FLAG_APPLIED] = false;
2676 container = 0; 2624 container = 0;
2677 2625
2626 // client needs item update to make it work, client bug requires this to be separate
2678 esrv_update_item (UPD_FLAGS, this, old_container); 2627 esrv_update_item (UPD_FLAGS, this, old_container);
2628
2679 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2629 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2630 play_sound (sound_find ("chest_close"));
2680 } 2631 }
2681 2632
2682 if (new_container) 2633 if (new_container)
2683 { 2634 {
2684 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2635 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2687 // TODO: this does not seem to serve any purpose anymore? 2638 // TODO: this does not seem to serve any purpose anymore?
2688#if 0 2639#if 0
2689 // insert the "Close Container" object. 2640 // insert the "Close Container" object.
2690 if (archetype *closer = new_container->other_arch) 2641 if (archetype *closer = new_container->other_arch)
2691 { 2642 {
2692 object *closer = arch_to_object (new_container->other_arch); 2643 object *closer = new_container->other_arch->instance ();
2693 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2644 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2694 new_container->insert (closer); 2645 new_container->insert (closer);
2695 } 2646 }
2696#endif 2647#endif
2697 2648
2698 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2649 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2699 2650
2651 // make sure the container is available, client bug requires this to be separate
2652 esrv_send_item (this, new_container);
2653
2700 new_container->flag [FLAG_APPLIED] = 1; 2654 new_container->flag [FLAG_APPLIED] = true;
2701 container = new_container; 2655 container = new_container;
2702 2656
2657 // client needs flag change
2703 esrv_update_item (UPD_FLAGS, this, new_container); 2658 esrv_update_item (UPD_FLAGS, this, new_container);
2704 esrv_send_inventory (this, new_container); 2659 esrv_send_inventory (this, new_container);
2660 play_sound (sound_find ("chest_open"));
2661 }
2662// else if (!old_container->env && contr && contr->ns)
2663// contr->ns->floorbox_reset ();
2664}
2665
2666object *
2667object::force_find (shstr_tmp name)
2668{
2669 /* cycle through his inventory to look for the MARK we want to
2670 * place
2671 */
2672 for (object *tmp = inv; tmp; tmp = tmp->below)
2673 if (tmp->type == FORCE && tmp->slaying == name)
2674 return splay (tmp);
2675
2676 return 0;
2677}
2678
2679//-GPL
2680
2681void
2682object::force_set_timer (int duration)
2683{
2684 this->duration = 1;
2685 this->speed_left = -1.f;
2686
2687 this->set_speed (duration ? 1.f / duration : 0.f);
2688}
2689
2690object *
2691object::force_add (shstr_tmp name, int duration)
2692{
2693 if (object *force = force_find (name))
2694 force->destroy ();
2695
2696 object *force = get_archetype (FORCE_NAME);
2697
2698 force->slaying = name;
2699 force->force_set_timer (duration);
2700 force->flag [FLAG_APPLIED] = true;
2701
2702 return insert (force);
2703}
2704
2705void
2706object::play_sound (faceidx sound) const
2707{
2708 if (!sound)
2709 return;
2710
2711 if (is_on_map ())
2712 map->play_sound (sound, x, y);
2713 else if (object *pl = in_player ())
2714 pl->contr->play_sound (sound);
2715}
2716
2717void
2718object::say_msg (const char *msg) const
2719{
2720 if (is_on_map ())
2721 map->say_msg (msg, x, y);
2722 else if (object *pl = in_player ())
2723 pl->contr->play_sound (sound);
2724}
2725
2726void
2727object::make_noise ()
2728{
2729 // we do not model noise in the map, so instead put
2730 // a temporary light into the noise source
2731 // could use the map instead, but that's less reliable for our
2732 // goal, which is to make invisibility a bit harder to exploit
2733
2734 // currently only works sensibly for players
2735 if (!is_player ())
2736 return;
2737
2738 // find old force, or create new one
2739 object *force = force_find (shstr_noise_force);
2740
2741 if (force)
2742 force->speed_left = -1.f; // patch old speed up
2743 else
2705 } 2744 {
2706} 2745 force = archetype::get (shstr_noise_force);
2707 2746
2747 force->slaying = shstr_noise_force;
2748 force->stats.food = 1;
2749 force->speed_left = -1.f;
2708 2750
2751 force->set_speed (1.f / 4.f);
2752 force->flag [FLAG_IS_USED_UP] = true;
2753 force->flag [FLAG_APPLIED] = true;
2754
2755 insert (force);
2756 }
2757}
2758
2759void object::change_move_type (MoveType mt)
2760{
2761 if (move_type == mt)
2762 return;
2763
2764 if (is_on_map ())
2765 {
2766 // we are on the map, so handle move_on/off effects
2767 remove ();
2768 move_type = mt;
2769 map->insert (this, x, y, this);
2770 }
2771 else
2772 move_type = mt;
2773}
2774
2775/* object should be a player.
2776 * we return the object the player has marked with the 'mark' command
2777 * below. If no match is found (or object has changed), we return
2778 * NULL. We leave it up to the calling function to print messages if
2779 * nothing is found.
2780 */
2781object *
2782object::mark () const
2783{
2784 if (contr && contr->mark && contr->mark->env == this)
2785 return contr->mark;
2786 else
2787 return 0;
2788}
2789

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