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Comparing deliantra/server/common/object.C (file contents):
Revision 1.128 by root, Mon Feb 5 01:24:45 2007 UTC vs.
Revision 1.332 by root, Thu Apr 22 03:49:13 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 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> 30#include <sproto.h>
34#include <loader.h>
35 31
36#include <bitset> 32#include <bitset>
37 33
38int nrofallocobjects = 0; 34UUID UUID::cur;
39static UUID uuid; 35static uint64_t seq_next_save;
40const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
41 38
42objectvec objects; 39objectvec objects;
43activevec actives; 40activevec actives;
44 41
45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
49
50short freearr_x[SIZEOFFREE] = {
51 0,
52 0, 1, 1, 1, 0, -1, -1, -1,
53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 54 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
47}; 55};
48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 56short freearr_y[SIZEOFFREE] = {
57 0,
58 -1, -1, 0, 1, 1, 1, 0, -1,
59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
49 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 60 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
50};
51int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
52 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
53}; 61};
54int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 63 0,
64 1, 2, 3, 4, 5, 6, 7, 8,
65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57}; 67};
58 68
69static int maxfree[SIZEOFFREE] = {
70 0,
71 9, 10, 13, 14, 17, 18, 21, 22,
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
74};
75
59static void 76static void
60write_uuid (void) 77write_uuid (uval64 skip, bool sync)
61{ 78{
62 char filename1[MAX_BUF], filename2[MAX_BUF]; 79 CALL_BEGIN (2);
63 80 CALL_ARG_SV (newSVval64 (skip));
64 sprintf (filename1, "%s/uuid", settings.localdir); 81 CALL_ARG_SV (boolSV (sync));
65 sprintf (filename2, "%s/uuid~", settings.localdir); 82 CALL_CALL ("cf::write_uuid", G_DISCARD);
66 83 CALL_END;
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78} 84}
79 85
80static void 86static void
81read_uuid (void) 87read_uuid ()
82{ 88{
83 char filename[MAX_BUF]; 89 char filename[MAX_BUF];
84 90
85 sprintf (filename, "%s/uuid", settings.localdir); 91 sprintf (filename, "%s/uuid", settings.localdir);
92
93 seq_next_save = 0;
86 94
87 FILE *fp; 95 FILE *fp;
88 96
89 if (!(fp = fopen (filename, "r"))) 97 if (!(fp = fopen (filename, "r")))
90 { 98 {
91 if (errno == ENOENT) 99 if (errno == ENOENT)
92 { 100 {
93 LOG (llevInfo, "RESET uid to 1\n"); 101 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0; 102 UUID::cur.seq = 0;
95 write_uuid (); 103 write_uuid (UUID_GAP, true);
96 return; 104 return;
97 } 105 }
98 106
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 107 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1); 108 _exit (1);
101 } 109 }
102 110
103 int version; 111 char buf [UUID::MAX_LEN];
104 unsigned long long uid; 112 buf[0] = 0;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 113 fgets (buf, sizeof (buf), fp);
114
115 if (!UUID::cur.parse (buf))
106 { 116 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 117 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1); 118 _exit (1);
109 } 119 }
110 120
111 uuid.seq = uid; 121 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112 write_uuid (); 122
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 123 write_uuid (UUID_GAP, true);
114 fclose (fp); 124 fclose (fp);
115} 125}
116 126
117UUID 127UUID
118gen_uuid () 128UUID::gen ()
119{ 129{
120 UUID uid; 130 UUID uid;
121 131
122 uid.seq = ++uuid.seq; 132 uid.seq = ++cur.seq;
123 133
124 if (!(uuid.seq & (UUID_SKIP - 1))) 134 if (expect_false (cur.seq >= seq_next_save))
125 write_uuid (); 135 {
136 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
137 write_uuid (UUID_GAP, false);
138 }
139
126 140
127 return uid; 141 return uid;
128} 142}
129 143
130void 144void
131init_uuid () 145UUID::init ()
132{ 146{
133 read_uuid (); 147 read_uuid ();
134} 148}
135 149
150bool
151UUID::parse (const char *s)
152{
153 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
154 return false;
155
156 seq = 0;
157
158 while (*s != '>')
159 {
160 if (*s < '0')
161 return false;
162
163 // this gives nice branchless code with gcc
164 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
165 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
166
167 seq = (seq << 4) | digit;
168
169 ++s;
170 }
171
172 return true;
173}
174
175char *
176UUID::append (char *buf) const
177{
178 *buf++ = '<';
179 *buf++ = '1';
180 *buf++ = '.';
181
182 uint64_t seq = this->seq;
183 const int bits = 64;
184 char nz = 0;
185 static const char tohex [] = "0123456789abcdef";
186
187 // assert (len >= 3 + bits / 4 + 1 + 1);
188 for (int i = bits / 4; --i; )
189 {
190 uint8_t digit = seq >> (bits - 4);
191
192 *buf = tohex [digit];
193 nz |= digit;
194 buf += nz ? 1 : 0;
195 seq <<= 4;
196 }
197
198 // last digit is special - always emit
199 uint8_t digit = seq >> (bits - 4);
200 *buf++ = tohex [digit];
201
202 *buf++ = '>';
203
204 return buf;
205}
206
207char *
208UUID::c_str () const
209{
210 static char buf [MAX_LEN];
211 *append (buf) = 0;
212 return buf;
213}
214
136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 215/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int 216static bool
138compare_ob_value_lists_one (const object *wants, const object *has) 217compare_ob_value_lists_one (const object *wants, const object *has)
139{ 218{
140 key_value *wants_field;
141
142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 219 /* n-squared behaviour (see kv_get), but I'm hoping both
143 * objects with lists are rare, and lists stay short. If not, use a 220 * objects with lists are rare, and lists stay short. If not, use a
144 * different structure or at least keep the lists sorted... 221 * different structure or at least keep the lists sorted...
145 */ 222 */
146 223
147 /* For each field in wants, */ 224 /* For each field in wants, */
148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 225 for (key_value *kv = wants->key_values; kv; kv = kv->next)
149 { 226 if (has->kv_get (kv->key) != kv->value)
150 key_value *has_field; 227 return false;
151
152 /* Look for a field in has with the same key. */
153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
156 {
157 /* No field with that name. */
158 return FALSE;
159 }
160
161 /* Found the matching field. */
162 if (has_field->value != wants_field->value)
163 {
164 /* Values don't match, so this half of the comparison is false. */
165 return FALSE;
166 }
167
168 /* If we get here, we found a match. Now for the next field in wants. */
169 }
170 228
171 /* If we get here, every field in wants has a matching field in has. */ 229 /* If we get here, every field in wants has a matching field in has. */
172 return TRUE; 230 return true;
173} 231}
174 232
175/* Returns TRUE if ob1 has the same key_values as ob2. */ 233/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int 234static bool
177compare_ob_value_lists (const object *ob1, const object *ob2) 235compare_ob_value_lists (const object *ob1, const object *ob2)
178{ 236{
179 /* However, there may be fields in has which aren't partnered in wants, 237 /* However, there may be fields in has which aren't partnered in wants,
180 * so we need to run the comparison *twice*. :( 238 * so we need to run the comparison *twice*. :(
181 */ 239 */
182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 240 return compare_ob_value_lists_one (ob1, ob2)
241 && compare_ob_value_lists_one (ob2, ob1);
183} 242}
184 243
185/* Function examines the 2 objects given to it, and returns true if 244/* Function examines the 2 objects given to it, and returns true if
186 * they can be merged together. 245 * they can be merged together.
187 * 246 *
194 * Improvements made with merge: Better checking on potion, and also 253 * Improvements made with merge: Better checking on potion, and also
195 * check weight 254 * check weight
196 */ 255 */
197bool object::can_merge_slow (object *ob1, object *ob2) 256bool object::can_merge_slow (object *ob1, object *ob2)
198{ 257{
199 /* A couple quicksanity checks */ 258 /* A couple quick sanity checks */
200 if (ob1 == ob2 259 if (ob1 == ob2
201 || ob1->type != ob2->type 260 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value 261 || ob1->value != ob2->value
204 || ob1->name != ob2->name) 262 || ob1->name != ob2->name
263 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
205 return 0; 264 return 0;
206 265
207 //TODO: this ain't working well, use nicer and correct overflow check
208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 266 /* Do not merge objects if nrof would overflow, assume nrof
209 * value could not be stored in a sint32 (which unfortunately sometimes is 267 * is always 0 .. 2**31-1 */
210 * used to store nrof). 268 if (ob1->nrof > 0x7fffffff - ob2->nrof)
211 */
212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
213 return 0; 269 return 0;
214 270
215 /* If the objects have been identified, set the BEEN_APPLIED flag. 271 /* If the objects have been identified, set the BEEN_APPLIED flag.
216 * This is to the comparison of the flags below will be OK. We 272 * This is to the comparison of the flags below will be OK. We
217 * just can't ignore the been applied or identified flags, as they 273 * just can't ignore the been applied or identified flags, as they
218 * are not equal - just if it has been identified, the been_applied 274 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning. 275 * flags lose any meaning.
220 */ 276 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 277 if (ob1->flag [FLAG_IDENTIFIED])
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 278 ob1->set_flag (FLAG_BEEN_APPLIED);
223 279
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 280 if (ob2->flag [FLAG_IDENTIFIED])
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 281 ob2->set_flag (FLAG_BEEN_APPLIED);
226 282
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 283 if (ob1->arch->archname != ob2->arch->archname
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 284 || ob1->name != ob2->name
230 || ob1->title != ob2->title 285 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 286 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 287 || ob1->weight != ob2->weight
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
235 || ob1->attacktype != ob2->attacktype 288 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic 289 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying 290 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill 291 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value 292 || ob1->value != ob2->value
240 || ob1->animation_id != ob2->animation_id 293 || ob1->animation_id != ob2->animation_id
294 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
241 || ob1->client_type != ob2->client_type 295 || ob1->client_type != ob2->client_type
242 || ob1->materialname != ob2->materialname 296 || ob1->material != ob2->material
243 || ob1->lore != ob2->lore 297 || ob1->lore != ob2->lore
244 || ob1->subtype != ob2->subtype 298 || ob1->subtype != ob2->subtype
245 || ob1->move_type != ob2->move_type 299 || ob1->move_type != ob2->move_type
246 || ob1->move_block != ob2->move_block 300 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow 301 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on 302 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off 303 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow 304 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty) 305 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
306 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
307 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
252 return 0; 308 return 0;
253 309
310 if ((ob1->flag ^ ob2->flag)
311 .reset (FLAG_INV_LOCKED)
312 .reset (FLAG_REMOVED)
313 .any ())
314 return 0;
315
254 /* This is really a spellbook check - really, we should 316 /* This is really a spellbook check - we should in general
255 * check all objects in the inventory. 317 * not merge objects with real inventories, as splitting them
318 * is hard.
256 */ 319 */
257 if (ob1->inv || ob2->inv) 320 if (ob1->inv || ob2->inv)
258 { 321 {
259 /* if one object has inventory but the other doesn't, not equiv */ 322 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 323 return 0; /* inventories differ in length */
261 return 0;
262 324
263 /* Now check to see if the two inventory objects could merge */ 325 if (ob1->inv->below || ob2->inv->below)
326 return 0; /* more than one object in inv */
327
264 if (!object::can_merge (ob1->inv, ob2->inv)) 328 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 329 return 0; /* inventory objects differ */
266 330
267 /* inventory ok - still need to check rest of this object to see 331 /* inventory ok - still need to check rest of this object to see
268 * if it is valid. 332 * if it is valid.
269 */ 333 */
270 } 334 }
271 335
272 /* Don't merge objects that are applied. With the new 'body' code, 336 /* Don't merge objects that are applied. With the new 'body' code,
273 * it is possible for most any character to have more than one of 337 * it is possible for most any character to have more than one of
274 * some items equipped, and we don't want those to merge. 338 * some items equipped, and we don't want those to merge.
275 */ 339 */
276 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 340 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
277 return 0; 341 return 0;
278 342
279 /* Note sure why the following is the case - either the object has to 343 /* Note sure why the following is the case - either the object has to
280 * be animated or have a very low speed. Is this an attempted monster 344 * be animated or have a very low speed. Is this an attempted monster
281 * check? 345 * check?
282 */ 346 */
283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 347 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
284 return 0; 348 return 0;
285 349
286 switch (ob1->type) 350 switch (ob1->type)
287 { 351 {
288 case SCROLL: 352 case SCROLL:
289 if (ob1->level != ob2->level) 353 if (ob1->level != ob2->level)
290 return 0; 354 return 0;
291 break; 355 break;
292 } 356 }
293 357
294 if (ob1->key_values != NULL || ob2->key_values != NULL) 358 if (ob1->key_values || ob2->key_values)
295 { 359 {
296 /* At least one of these has key_values. */ 360 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 361 if ((!ob1->key_values) != (!ob2->key_values))
298 /* One has fields, but the other one doesn't. */ 362 return 0; /* One has fields, but the other one doesn't. */
363
364 if (!compare_ob_value_lists (ob1, ob2))
299 return 0; 365 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0;
302 } 366 }
303 367
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 368 if (ob1->self || ob2->self)
306 { 369 {
307 ob1->optimise (); 370 ob1->optimise ();
308 ob2->optimise (); 371 ob2->optimise ();
309 372
310 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)
311 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 }
312 } 387 }
313 388
314 /* Everything passes, must be OK. */ 389 /* Everything passes, must be OK. */
315 return 1; 390 return 1;
316} 391}
317 392
393// find player who can see this object
394object *
395object::visible_to () const
396{
397 if (client_visible () && !flag [FLAG_REMOVED])
398 {
399 // see if we are in a container of sorts
400 if (env)
401 {
402 // the player inventory itself is always visible
403 if (env->is_player ())
404 return env;
405
406 // else a player could have our env open
407 object *envest = env->outer_env_or_self ();
408
409 // the player itself is always on a map, so we will find him here
410 // even if our inv is in a player.
411 if (envest->is_on_map ())
412 if (object *pl = envest->ms ().player ())
413 if (pl->container_ () == env)
414 return pl;
415 }
416 else
417 {
418 // maybe there is a player standing on the same mapspace
419 // this will catch the case where "this" is a player
420 if (object *pl = ms ().player ())
421 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
422 || pl->container_ () == this)
423 return pl;
424 }
425 }
426
427 return 0;
428}
429
430// adjust weight per container type ("of holding")
431static sint32
432weight_adjust_for (object *op, sint32 weight)
433{
434 return op->type == CONTAINER
435 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
436 : weight;
437}
438
318/* 439/*
440 * adjust_weight(object, weight) adds the specified weight to an object,
441 * and also updates how much the environment(s) is/are carrying.
442 */
443static void
444adjust_weight (object *op, sint32 weight)
445{
446 while (op)
447 {
448 // adjust by actual difference to account for rounding errors
449 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
450 weight = weight_adjust_for (op, op->carrying + weight)
451 - weight_adjust_for (op, op->carrying);
452
453 if (!weight)
454 return;
455
456 op->carrying += weight;
457
458 if (object *pl = op->visible_to ())
459 if (pl != op) // player is handled lazily
460 esrv_update_item (UPD_WEIGHT, pl, op);
461
462 op = op->env;
463 }
464}
465
466/*
319 * sum_weight() is a recursive function which calculates the weight 467 * this is a recursive function which calculates the weight
320 * an object is carrying. It goes through in figures out how much 468 * an object is carrying. It goes through op and figures out how much
321 * containers are carrying, and sums it up. 469 * containers are carrying, and sums it up.
322 */ 470 */
323long 471void
324sum_weight (object *op) 472object::update_weight ()
325{ 473{
326 long sum; 474 sint32 sum = 0;
327 object *inv;
328 475
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 476 for (object *op = inv; op; op = op->below)
330 { 477 {
331 if (inv->inv) 478 if (op->inv)
332 sum_weight (inv); 479 op->update_weight ();
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 480
481 sum += op->total_weight ();
482 }
483
484 sum = weight_adjust_for (this, sum);
485
486 if (sum != carrying)
334 } 487 {
335
336 if (op->type == CONTAINER && op->stats.Str)
337 sum = (sum * (100 - op->stats.Str)) / 100;
338
339 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
340 op->carrying = sum; 492 carrying = sum;
341 493
342 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 }
343} 498}
344 499
345/** 500/*
346 * Return the outermost environment object for a given object. 501 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
347 */ 502 */
348
349object *
350object_get_env_recursive (object *op)
351{
352 while (op->env != NULL)
353 op = op->env;
354 return op;
355}
356
357/*
358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
359 * Some error messages.
360 * The result of the dump is stored in the static global errmsg array.
361 */
362
363char * 503char *
364dump_object (object *op) 504dump_object (object *op)
365{ 505{
366 if (!op) 506 if (!op)
367 return strdup ("[NULLOBJ]"); 507 return strdup ("[NULLOBJ]");
368 508
369 object_freezer freezer; 509 object_freezer freezer;
370 save_object (freezer, op, 1); 510 op->write (freezer);
371 return freezer.as_string (); 511 return freezer.as_string ();
372} 512}
373 513
374/* 514char *
375 * get_nearest_part(multi-object, object 2) returns the part of the 515object::as_string ()
376 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned.
378 */
379
380object *
381get_nearest_part (object *op, const object *pl)
382{ 516{
383 object *tmp, *closest; 517 return dump_object (this);
384 int last_dist, i;
385
386 if (op->more == NULL)
387 return op;
388 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
389 if ((i = distance (tmp, pl)) < last_dist)
390 closest = tmp, last_dist = i;
391 return closest;
392} 518}
393 519
394/* 520/*
395 * Returns the object which has the count-variable equal to the argument. 521 * Returns the object which has the count-variable equal to the argument.
522 * VERRRY slow.
396 */ 523 */
397object * 524object *
398find_object (tag_t i) 525find_object (tag_t i)
399{ 526{
400 for_all_objects (op) 527 for_all_objects (op)
403 530
404 return 0; 531 return 0;
405} 532}
406 533
407/* 534/*
535 * Returns the object which has the uuid equal to the argument.
536 * MOAR VERRRY slow.
537 */
538
539object *
540find_object_uuid (UUID i)
541{
542 for_all_objects (op)
543 if (op->uuid == i)
544 return op;
545
546 return 0;
547}
548
549/*
408 * Returns the first object which has a name equal to the argument. 550 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 551 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 552 * Enables features like "patch <name-of-other-player> food 999"
411 */ 553 */
412object * 554object *
413find_object_name (const char *str) 555find_object_name (const char *str)
414{ 556{
415 shstr_cmp str_ (str); 557 shstr_cmp str_ (str);
416 object *op;
417 558
559 if (str_)
418 for_all_objects (op) 560 for_all_objects (op)
419 if (op->name == str_) 561 if (op->name == str_)
420 break; 562 return op;
421 563
422 return op; 564 return 0;
423}
424
425void
426free_all_object_data ()
427{
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429} 565}
430 566
431/* 567/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 568 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 569 * skill and experience objects.
570 * ACTUALLY NO! investigate! TODO
434 */ 571 */
435void 572void
436object::set_owner (object *owner) 573object::set_owner (object *owner)
437{ 574{
575 // allow objects which own objects
438 if (!owner) 576 if (owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner) 577 while (owner->owner)
449 owner = owner->owner; 578 owner = owner->owner;
579
580 if (flag [FLAG_FREED])
581 {
582 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
583 return;
584 }
450 585
451 this->owner = owner; 586 this->owner = owner;
452} 587}
453 588
454/* Zero the key_values on op, decrementing the shared-string 589/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 590 * refcounts and freeing the links.
456 */ 591 */
457static void 592static void
458free_key_values (object *op) 593free_key_values (object *op)
459{ 594{
460 for (key_value *i = op->key_values; i != 0;) 595 for (key_value *i = op->key_values; i; )
461 { 596 {
462 key_value *next = i->next; 597 key_value *next = i->next;
463 delete i; 598 delete i;
464 599
465 i = next; 600 i = next;
477 * will point at garbage. 612 * will point at garbage.
478 */ 613 */
479void 614void
480object::copy_to (object *dst) 615object::copy_to (object *dst)
481{ 616{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 617 dst->remove ();
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
484
485 *(object_copy *)dst = *this; 618 *(object_copy *)dst = *this;
486 619 dst->flag [FLAG_REMOVED] = true;
487 if (is_freed)
488 SET_FLAG (dst, FLAG_FREED);
489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
493 if (speed < 0)
494 dst->speed_left = speed_left - rndm ();
495 620
496 /* Copy over key_values, if any. */ 621 /* Copy over key_values, if any. */
497 if (key_values) 622 if (key_values)
498 { 623 {
499 key_value *tail = 0; 624 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 625 dst->key_values = 0;
503 626
504 for (i = key_values; i; i = i->next) 627 for (key_value *i = key_values; i; i = i->next)
505 { 628 {
506 key_value *new_link = new key_value; 629 key_value *new_link = new key_value;
507 630
508 new_link->next = 0; 631 new_link->next = 0;
509 new_link->key = i->key; 632 new_link->key = i->key;
510 new_link->value = i->value; 633 new_link->value = i->value;
511 634
512 /* Try and be clever here, too. */ 635 /* Try and be clever here, too. */
513 if (!dst->key_values) 636 if (!dst->key_values)
514 { 637 {
521 tail = new_link; 644 tail = new_link;
522 } 645 }
523 } 646 }
524 } 647 }
525 648
526 dst->set_speed (dst->speed); 649 dst->activate ();
650}
651
652void
653object::instantiate ()
654{
655 if (!uuid.seq) // HACK
656 uuid = UUID::gen ();
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
662 speed_left = -1.;
663
664 /* copy the body_info to the body_used - this is only really
665 * need for monsters, but doesn't hurt to do it for everything.
666 * by doing so, when a monster is created, it has good starting
667 * values for the body_used info, so when items are created
668 * for it, they can be properly equipped.
669 */
670 for (int i = NUM_BODY_LOCATIONS; i--; )
671 slot[i].used = slot[i].info;
672
673 attachable::instantiate ();
527} 674}
528 675
529object * 676object *
530object::clone () 677object::clone ()
531{ 678{
532 object *neu = create (); 679 object *neu = create ();
533 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
534 return neu; 687 return neu;
535} 688}
536 689
537/* 690/*
538 * 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
540 * 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.
541 */ 694 */
542void 695void
543update_turn_face (object *op) 696update_turn_face (object *op)
544{ 697{
545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 698 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
546 return; 699 return;
547 700
548 SET_ANIMATION (op, op->direction); 701 SET_ANIMATION (op, op->direction);
549 update_object (op, UP_OBJ_FACE); 702 update_object (op, UP_OBJ_FACE);
550} 703}
555 * 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.
556 */ 709 */
557void 710void
558object::set_speed (float speed) 711object::set_speed (float speed)
559{ 712{
560 if (flag [FLAG_FREED] && speed)
561 {
562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
563 speed = 0;
564 }
565
566 this->speed = speed; 713 this->speed = speed;
567 714
568 if (has_active_speed ()) 715 if (has_active_speed ())
569 activate (); 716 activate ();
570 else 717 else
589 * UP_OBJ_FACE: only the objects face has changed. 736 * UP_OBJ_FACE: only the objects face has changed.
590 */ 737 */
591void 738void
592update_object (object *op, int action) 739update_object (object *op, int action)
593{ 740{
594 MoveType move_on, move_off, move_block, move_slow; 741 if (!op)
595
596 if (op == NULL)
597 { 742 {
598 /* this should never happen */ 743 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 744 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
600 return; 745 return;
601 } 746 }
602 747
603 if (op->env) 748 if (!op->is_on_map ())
604 { 749 {
605 /* Animation is currently handled by client, so nothing 750 /* Animation is currently handled by client, so nothing
606 * to do in this case. 751 * to do in this case.
607 */ 752 */
608 return; 753 return;
609 } 754 }
610
611 /* If the map is saving, don't do anything as everything is
612 * going to get freed anyways.
613 */
614 if (!op->map || op->map->in_memory == MAP_SAVING)
615 return;
616 755
617 /* make sure the object is within map boundaries */ 756 /* make sure the object is within map boundaries */
618 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)
619 { 758 {
620 LOG (llevError, "update_object() called for object out of map!\n"); 759 LOG (llevError, "update_object() called for object out of map!\n");
628 767
629 if (!(m.flags_ & P_UPTODATE)) 768 if (!(m.flags_ & P_UPTODATE))
630 /* nop */; 769 /* nop */;
631 else if (action == UP_OBJ_INSERT) 770 else if (action == UP_OBJ_INSERT)
632 { 771 {
772#if 0
633 // this is likely overkill, TODO: revisit (schmorp) 773 // this is likely overkill, TODO: revisit (schmorp)
634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 774 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 775 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 776 || (op->is_player () && !(m.flags_ & P_PLAYER))
637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 777 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 778 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 779 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
640 || (m.move_on | op->move_on ) != m.move_on 780 || (m.move_on | op->move_on ) != m.move_on
641 || (m.move_off | op->move_off ) != m.move_off 781 || (m.move_off | op->move_off ) != m.move_off
642 || (m.move_slow | op->move_slow) != m.move_slow 782 || (m.move_slow | op->move_slow) != m.move_slow
643 /* 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
644 * to have move_allow right now. 784 * have move_allow right now.
645 */ 785 */
646 || ((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
647 || 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)
648 m.flags_ = 0; 790 m.invalidate ();
791#endif
649 } 792 }
650 /* if the object is being removed, we can't make intelligent 793 /* if the object is being removed, we can't make intelligent
651 * decisions, because remove_ob can't really pass the object 794 * decisions, because remove_ob can't really pass the object
652 * that is being removed. 795 * that is being removed.
653 */ 796 */
654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 797 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
655 m.flags_ = 0; 798 m.invalidate ();
656 else if (action == UP_OBJ_FACE) 799 else if (action == UP_OBJ_FACE)
657 /* Nothing to do for that case */ ; 800 /* Nothing to do for that case */ ;
658 else 801 else
659 LOG (llevError, "update_object called with invalid action: %d\n", action); 802 LOG (llevError, "update_object called with invalid action: %d\n", action);
660 803
662 update_object (op->more, action); 805 update_object (op->more, action);
663} 806}
664 807
665object::object () 808object::object ()
666{ 809{
667 SET_FLAG (this, FLAG_REMOVED); 810 this->set_flag (FLAG_REMOVED);
668 811
669 expmul = 1.0; 812 //expmul = 1.0; declared const for the time being
670 face = blank_face; 813 face = blank_face;
814 material = MATERIAL_NULL;
671} 815}
672 816
673object::~object () 817object::~object ()
674{ 818{
675 unlink (); 819 unlink ();
676 820
677 free_key_values (this); 821 free_key_values (this);
678} 822}
679 823
680static int object_count;
681
682void object::link () 824void object::link ()
683{ 825{
684 assert (!index);//D 826 assert (!index);//D
685 uuid = gen_uuid (); 827 uuid = UUID::gen ();
686 count = ++object_count;
687 828
688 refcnt_inc (); 829 refcnt_inc ();
689 objects.insert (this); 830 objects.insert (this);
831
832 ++create_count;
833
690} 834}
691 835
692void object::unlink () 836void object::unlink ()
693{ 837{
694 if (!index) 838 if (!index)
695 return; 839 return;
840
841 ++destroy_count;
696 842
697 objects.erase (this); 843 objects.erase (this);
698 refcnt_dec (); 844 refcnt_dec ();
699} 845}
700 846
704 /* If already on active list, don't do anything */ 850 /* If already on active list, don't do anything */
705 if (active) 851 if (active)
706 return; 852 return;
707 853
708 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
709 actives.insert (this); 859 actives.insert (this);
860 }
710} 861}
711 862
712void 863void
713object::activate_recursive () 864object::activate_recursive ()
714{ 865{
763object::destroy_inv (bool drop_to_ground) 914object::destroy_inv (bool drop_to_ground)
764{ 915{
765 // need to check first, because the checks below might segfault 916 // need to check first, because the checks below might segfault
766 // as we might be on an invalid mapspace and crossfire code 917 // as we might be on an invalid mapspace and crossfire code
767 // is too buggy to ensure that the inventory is empty. 918 // is too buggy to ensure that the inventory is empty.
768 // corollary: if you create arrows etc. with stuff in tis inventory, 919 // corollary: if you create arrows etc. with stuff in its inventory,
769 // cf will crash below with off-map x and y 920 // cf will crash below with off-map x and y
770 if (!inv) 921 if (!inv)
771 return; 922 return;
772 923
773 /* Only if the space blocks everything do we not process - 924 /* Only if the space blocks everything do we not process -
774 * if some form of movement is allowed, let objects 925 * if some form of movement is allowed, let objects
775 * drop on that space. 926 * drop on that space.
776 */ 927 */
777 if (!drop_to_ground 928 if (!drop_to_ground
778 || !map 929 || !map
779 || map->in_memory != MAP_IN_MEMORY 930 || map->in_memory != MAP_ACTIVE
780 || map->nodrop 931 || map->no_drop
781 || ms ().move_block == MOVE_ALL) 932 || ms ().move_block == MOVE_ALL)
782 { 933 {
783 while (inv) 934 while (inv)
784 {
785 inv->destroy_inv (drop_to_ground);
786 inv->destroy (); 935 inv->destroy ();
787 }
788 } 936 }
789 else 937 else
790 { /* Put objects in inventory onto this space */ 938 { /* Put objects in inventory onto this space */
791 while (inv) 939 while (inv)
792 { 940 {
803 map->insert (op, x, y); 951 map->insert (op, x, y);
804 } 952 }
805 } 953 }
806} 954}
807 955
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 *
808object *object::create () 993object::create ()
809{ 994{
810 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
811 op->link (); 1017 op->link ();
1018
812 return op; 1019 return op;
813} 1020}
814 1021
815void 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
816object::do_destroy () 1057object::do_destroy ()
817{ 1058{
1059 if (flag [FLAG_IS_LINKED])
1060 remove_link ();
1061
1062 if (flag [FLAG_FRIENDLY])
1063 remove_friendly_object (this);
1064
1065 remove ();
1066
818 attachable::do_destroy (); 1067 attachable::do_destroy ();
819
820 if (flag [FLAG_IS_LINKED])
821 remove_button_link (this);
822
823 if (flag [FLAG_FRIENDLY])
824 {
825 remove_friendly_object (this);
826
827 if (type == GOLEM
828 && owner
829 && owner->type == PLAYER
830 && owner->contr->ranges[range_golem] == this)
831 owner->contr->ranges[range_golem] = 0;
832 }
833
834 if (!flag [FLAG_REMOVED])
835 remove ();
836
837 destroy_inv (true);
838 1068
839 deactivate (); 1069 deactivate ();
840 unlink (); 1070 unlink ();
841 1071
842 flag [FLAG_FREED] = 1; 1072 flag [FLAG_FREED] = 1;
843 1073
844 // hack to ensure that freed objects still have a valid map 1074 // hack to ensure that freed objects still have a valid map
845 {
846 static maptile *freed_map; // freed objects are moved here to avoid crashes
847
848 if (!freed_map)
849 {
850 freed_map = new maptile;
851
852 freed_map->name = "/internal/freed_objects_map";
853 freed_map->width = 3;
854 freed_map->height = 3;
855
856 freed_map->alloc ();
857 freed_map->in_memory = MAP_IN_MEMORY;
858 }
859
860 map = freed_map; 1075 map = &freed_map;
861 x = 1; 1076 x = 1;
862 y = 1; 1077 y = 1;
863 }
864
865 head = 0;
866 1078
867 if (more) 1079 if (more)
868 { 1080 {
869 more->destroy (); 1081 more->destroy ();
870 more = 0; 1082 more = 0;
871 } 1083 }
872 1084
1085 head = 0;
1086
873 // clear those pointers that likely might have circular references to us 1087 // clear those pointers that likely might cause circular references
874 owner = 0; 1088 owner = 0;
875 enemy = 0; 1089 enemy = 0;
876 attacked_by = 0; 1090 attacked_by = 0;
1091 current_weapon = 0;
877} 1092}
878 1093
879void 1094void
880object::destroy (bool destroy_inventory) 1095object::destroy ()
881{ 1096{
882 if (destroyed ()) 1097 if (destroyed ())
883 return; 1098 return;
884 1099
885 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
886 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
887 1114
888 attachable::destroy (); 1115 attachable::destroy ();
889}
890
891/*
892 * sub_weight() recursively (outwards) subtracts a number from the
893 * weight of an object (and what is carried by it's environment(s)).
894 */
895void
896sub_weight (object *op, signed long weight)
897{
898 while (op != NULL)
899 {
900 if (op->type == CONTAINER)
901 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
902
903 op->carrying -= weight;
904 op = op->env;
905 }
906} 1116}
907 1117
908/* op->remove (): 1118/* op->remove ():
909 * 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
910 * 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
913 * the previous environment. 1123 * the previous environment.
914 */ 1124 */
915void 1125void
916object::do_remove () 1126object::do_remove ()
917{ 1127{
918 object *tmp, *last = 0; 1128 if (flag [FLAG_REMOVED])
919 object *otmp;
920
921 if (QUERY_FLAG (this, FLAG_REMOVED))
922 return; 1129 return;
923 1130
924 SET_FLAG (this, FLAG_REMOVED);
925 INVOKE_OBJECT (REMOVE, this); 1131 INVOKE_OBJECT (REMOVE, this);
1132
1133 flag [FLAG_REMOVED] = true;
926 1134
927 if (more) 1135 if (more)
928 more->remove (); 1136 more->remove ();
929 1137
930 /* 1138 /*
931 * In this case, the object to be removed is in someones 1139 * In this case, the object to be removed is in someones
932 * inventory. 1140 * inventory.
933 */ 1141 */
934 if (env) 1142 if (env)
935 { 1143 {
936 if (nrof) 1144 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
937 sub_weight (env, weight * nrof); 1145 if (object *pl = visible_to ())
938 else 1146 esrv_del_item (pl->contr, count);
939 sub_weight (env, weight + carrying); 1147 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
940 1148
941 /* NO_FIX_PLAYER is set when a great many changes are being 1149 adjust_weight (env, -total_weight ());
942 * made to players inventory. If set, avoiding the call
943 * to save cpu time.
944 */
945 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
946 otmp->update_stats ();
947 1150
948 if (above) 1151 object *pl = in_player ();
949 above->below = below;
950 else
951 env->inv = below;
952
953 if (below)
954 below->above = above;
955 1152
956 /* we set up values so that it could be inserted into 1153 /* we set up values so that it could be inserted into
957 * 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
958 * to the caller to decide what we want to do. 1155 * to the caller to decide what we want to do.
959 */ 1156 */
960 x = env->x, y = env->y;
961 map = env->map; 1157 map = env->map;
962 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;
963 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 }
964 } 1190 }
965 else if (map) 1191 else if (map)
966 { 1192 {
967 if (type == PLAYER)
968 {
969 --map->players;
970 map->touch ();
971 }
972
973 map->dirty = true; 1193 map->dirty = true;
974 mapspace &ms = this->ms (); 1194 mapspace &ms = this->ms ();
975 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
976 /* link the object above us */ 1221 /* link the object above us */
977 if (above) 1222 // re-link, make sure compiler can easily use cmove
978 above->below = below; 1223 *(above ? &above->below : &ms.top) = below;
979 else 1224 *(below ? &below->above : &ms.bot) = above;
980 ms.top = below; /* we were top, set new top */
981
982 /* Relink the object below us, if there is one */
983 if (below)
984 below->above = above;
985 else
986 {
987 /* Nothing below, which means we need to relink map object for this space
988 * use translated coordinates in case some oddness with map tiling is
989 * evident
990 */
991 if (GET_MAP_OB (map, x, y) != this)
992 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 ());
993
994 ms.bot = above; /* goes on above it. */
995 }
996 1225
997 above = 0; 1226 above = 0;
998 below = 0; 1227 below = 0;
999 1228
1229 ms.invalidate ();
1230
1000 if (map->in_memory == MAP_SAVING) 1231 if (map->in_memory == MAP_SAVING)
1001 return; 1232 return;
1002 1233
1003 int check_walk_off = !flag [FLAG_NO_APPLY]; 1234 int check_walk_off = !flag [FLAG_NO_APPLY];
1004 1235
1005 for (tmp = ms.bot; tmp; tmp = tmp->above) 1236 if (object *pl = ms.player ())
1006 { 1237 {
1007 /* No point updating the players look faces if he is the object 1238 if (pl->container_ () == this)
1008 * being removed.
1009 */
1010
1011 if (tmp->type == PLAYER && tmp != this)
1012 {
1013 /* If a container that the player is currently using somehow gets 1239 /* If a container that the player is currently using somehow gets
1014 * removed (most likely destroyed), update the player view 1240 * removed (most likely destroyed), update the player view
1015 * appropriately. 1241 * appropriately.
1016 */ 1242 */
1017 if (tmp->container == this) 1243 pl->close_container ();
1018 {
1019 flag [FLAG_APPLIED] = 0;
1020 tmp->container = 0;
1021 }
1022 1244
1245 //TODO: the floorbox prev/next might need updating
1246 //esrv_del_item (pl->contr, count);
1247 //TODO: update floorbox to preserve ordering
1023 if (tmp->contr->ns) 1248 if (pl->contr->ns)
1024 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.
1025 } 1259 */
1026 1260
1027 /* See if object moving off should effect something */ 1261 /* See if object moving off should effect something */
1028 if (check_walk_off
1029 && ((move_type & tmp->move_off) 1262 if ((move_type & tmp->move_off)
1030 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1263 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1031 {
1032 move_apply (tmp, this, 0); 1264 move_apply (tmp, this, 0);
1033
1034 if (destroyed ())
1035 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1036 } 1265 }
1037 1266
1038 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1267 if (affects_los ())
1039 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1040 if (tmp->above == tmp)
1041 tmp->above = 0;
1042
1043 last = tmp;
1044 }
1045
1046 /* last == NULL if there are no objects on this space */
1047 //TODO: this makes little sense, why only update the topmost object?
1048 if (!last)
1049 map->at (x, y).flags_ = 0;
1050 else
1051 update_object (last, UP_OBJ_REMOVE);
1052
1053 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1054 update_all_los (map, x, y); 1268 update_all_los (map, x, y);
1055 } 1269 }
1056} 1270}
1057 1271
1058/* 1272/*
1067merge_ob (object *op, object *top) 1281merge_ob (object *op, object *top)
1068{ 1282{
1069 if (!op->nrof) 1283 if (!op->nrof)
1070 return 0; 1284 return 0;
1071 1285
1072 if (top) 1286 if (!top)
1073 for (top = op; top && top->above; top = top->above) 1287 for (top = op; top && top->above; top = top->above)
1074 ; 1288 ;
1075 1289
1076 for (; top; top = top->below) 1290 for (; top; top = top->below)
1077 {
1078 if (top == op)
1079 continue;
1080
1081 if (object::can_merge (op, top)) 1291 if (object::can_merge (op, top))
1082 { 1292 {
1083 top->nrof += op->nrof; 1293 top->nrof += op->nrof;
1084 1294
1085/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1295 if (object *pl = top->visible_to ())
1086 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
1087 op->destroy (); 1301 op->destroy ();
1302
1088 return top; 1303 return top;
1089 } 1304 }
1090 }
1091 1305
1092 return 0; 1306 return 0;
1307}
1308
1309void
1310object::expand_tail ()
1311{
1312 if (more)
1313 return;
1314
1315 object *prev = this;
1316
1317 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1318 {
1319 object *op = at->instance ();
1320
1321 op->name = name;
1322 op->name_pl = name_pl;
1323 op->title = title;
1324
1325 op->head = this;
1326 prev->more = op;
1327
1328 prev = op;
1329 }
1093} 1330}
1094 1331
1095/* 1332/*
1096 * same as insert_ob_in_map except it handles separate coordinates and does a clean 1333 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1097 * job preparing multi-part monsters. 1334 * job preparing multi-part monsters.
1098 */ 1335 */
1099object * 1336object *
1100insert_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)
1101{ 1338{
1339 op->remove ();
1340
1102 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1341 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1103 { 1342 {
1104 tmp->x = x + tmp->arch->clone.x; 1343 tmp->x = x + tmp->arch->x;
1105 tmp->y = y + tmp->arch->clone.y; 1344 tmp->y = y + tmp->arch->y;
1106 } 1345 }
1107 1346
1108 return insert_ob_in_map (op, m, originator, flag); 1347 return insert_ob_in_map (op, m, originator, flag);
1109} 1348}
1110 1349
1123 * 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
1124 * to be set if special handling is needed. 1363 * to be set if special handling is needed.
1125 * 1364 *
1126 * Return value: 1365 * Return value:
1127 * new object if 'op' was merged with other object 1366 * new object if 'op' was merged with other object
1128 * NULL if 'op' was destroyed 1367 * NULL if there was an error (destroyed, blocked etc.)
1129 * just 'op' otherwise 1368 * just 'op' otherwise
1130 */ 1369 */
1131object * 1370object *
1132insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1371insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1133{ 1372{
1134 object *tmp, *top, *floor = NULL;
1135
1136 if (QUERY_FLAG (op, FLAG_FREED))
1137 {
1138 LOG (llevError, "Trying to insert freed object!\n");
1139 return NULL;
1140 }
1141
1142 if (!QUERY_FLAG (op, FLAG_REMOVED))
1143 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1144
1145 op->remove (); 1373 op->remove ();
1146 1374
1147 if (!m) 1375 if (m == &freed_map)//D TODO: remove soon
1148 { 1376 {//D
1149 char *dump = dump_object (op); 1377 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1150 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1151 free (dump);
1152 return op;
1153 } 1378 }//D
1154
1155 if (out_of_map (m, op->x, op->y))
1156 {
1157 char *dump = dump_object (op);
1158 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1159#ifdef MANY_CORES
1160 /* Better to catch this here, as otherwise the next use of this object
1161 * is likely to cause a crash. Better to find out where it is getting
1162 * improperly inserted.
1163 */
1164 abort ();
1165#endif
1166 free (dump);
1167 return op;
1168 }
1169
1170 if (object *more = op->more)
1171 {
1172 if (!insert_ob_in_map (more, m, originator, flag))
1173 {
1174 if (!op->head)
1175 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1176
1177 return 0;
1178 }
1179 }
1180
1181 CLEAR_FLAG (op, FLAG_REMOVED);
1182 1379
1183 /* Ideally, the caller figures this out. However, it complicates a lot 1380 /* Ideally, the caller figures this out. However, it complicates a lot
1184 * 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
1185 * need extra work 1382 * need extra work
1186 */ 1383 */
1384 maptile *newmap = m;
1187 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
1188 return 0; 1388 return 0;
1389 }
1189 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;
1190 op->map = m; 1397 op->map = newmap;
1398
1191 mapspace &ms = op->ms (); 1399 mapspace &ms = op->ms ();
1192 1400
1193 /* this has to be done after we translate the coordinates. 1401 /* this has to be done after we translate the coordinates.
1194 */ 1402 */
1195 if (op->nrof && !(flag & INS_NO_MERGE)) 1403 if (op->nrof && !(flag & INS_NO_MERGE))
1196 for (tmp = ms.bot; tmp; tmp = tmp->above) 1404 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1197 if (object::can_merge (op, tmp)) 1405 if (object::can_merge (op, tmp))
1198 { 1406 {
1407 // TODO: we actually want to update tmp, not op,
1408 // but some caller surely breaks when we return tmp
1409 // from here :/
1199 op->nrof += tmp->nrof; 1410 op->nrof += tmp->nrof;
1200 tmp->destroy (); 1411 tmp->destroy ();
1201 } 1412 }
1202 1413
1203 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 */
1204 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1415 op->clr_flag (FLAG_INV_LOCKED);
1205 1416
1206 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1417 if (!op->flag [FLAG_ALIVE])
1207 CLEAR_FLAG (op, FLAG_NO_STEAL); 1418 op->clr_flag (FLAG_NO_STEAL);
1208 1419
1209 if (flag & INS_BELOW_ORIGINATOR) 1420 if (flag & INS_BELOW_ORIGINATOR)
1210 { 1421 {
1211 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)
1212 { 1423 {
1213 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");
1214 abort (); 1425 abort ();
1215 } 1426 }
1216 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
1217 op->above = originator; 1435 op->above = originator;
1218 op->below = originator->below; 1436 op->below = originator->below;
1219
1220 if (op->below)
1221 op->below->above = op;
1222 else
1223 ms.bot = op;
1224
1225 /* since *below* originator, no need to update top */
1226 originator->below = op; 1437 originator->below = op;
1438
1439 *(op->below ? &op->below->above : &ms.bot) = op;
1227 } 1440 }
1228 else 1441 else
1229 { 1442 {
1230 top = ms.bot; 1443 object *floor = 0;
1444 object *top = ms.top;
1231 1445
1232 /* If there are other objects, then */ 1446 /* If there are other objects, then */
1233 if ((!(flag & INS_MAP_LOAD)) && top) 1447 if (top)
1234 { 1448 {
1235 object *last = 0;
1236
1237 /* 1449 /*
1238 * 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.
1239 * We've already dealt with merging if appropriate. 1451 * We've already dealt with merging if appropriate.
1240 * 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
1241 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1453 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1244 * 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
1245 * 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
1246 * 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
1247 * that flying non pickable objects are spell objects. 1459 * that flying non pickable objects are spell objects.
1248 */ 1460 */
1249 for (top = ms.bot; top; top = top->above) 1461 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1250 { 1462 {
1251 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])
1252 floor = top; 1464 floor = tmp;
1253 1465
1254 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])
1255 { 1467 {
1256 /* We insert above top, so we want this object below this */ 1468 /* We insert above top, so we want this object below this */
1257 top = top->below; 1469 top = tmp->below;
1258 break; 1470 break;
1259 } 1471 }
1260 1472
1261 last = top; 1473 top = tmp;
1262 } 1474 }
1263
1264 /* Don't want top to be NULL, so set it to the last valid object */
1265 top = last;
1266 1475
1267 /* We let update_position deal with figuring out what the space 1476 /* We let update_position deal with figuring out what the space
1268 * looks like instead of lots of conditions here. 1477 * looks like instead of lots of conditions here.
1269 * makes things faster, and effectively the same result. 1478 * makes things faster, and effectively the same result.
1270 */ 1479 */
1271 1480
1272 /* Have object 'fall below' other objects that block view. 1481 /* Have object 'fall below' other objects that block view.
1273 * Unless those objects are exits, type 66 1482 * Unless those objects are exits.
1274 * If INS_ON_TOP is used, don't do this processing 1483 * If INS_ON_TOP is used, don't do this processing
1275 * Need to find the object that in fact blocks view, otherwise 1484 * Need to find the object that in fact blocks view, otherwise
1276 * stacking is a bit odd. 1485 * stacking is a bit odd.
1277 */ 1486 */
1278 if (!(flag & INS_ON_TOP) 1487 if (!(flag & INS_ON_TOP)
1279 && ms.flags () & P_BLOCKSVIEW 1488 && ms.flags () & P_BLOCKSVIEW
1280 && (op->face && !op->face->visibility)) 1489 && (op->face && !faces [op->face].visibility))
1281 { 1490 {
1491 object *last;
1492
1282 for (last = top; last != floor; last = last->below) 1493 for (last = top; last != floor; last = last->below)
1283 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1494 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1284 break; 1495 break;
1285 1496
1286 /* Check to see if we found the object that blocks view, 1497 /* Check to see if we found the object that blocks view,
1287 * 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
1288 * we can get inserted below this one, which requires we 1499 * we can get inserted below this one, which requires we
1291 if (last && last->below && last != floor) 1502 if (last && last->below && last != floor)
1292 top = last->below; 1503 top = last->below;
1293 } 1504 }
1294 } /* If objects on this space */ 1505 } /* If objects on this space */
1295 1506
1296 if (flag & INS_MAP_LOAD)
1297 top = ms.top;
1298
1299 if (flag & INS_ABOVE_FLOOR_ONLY) 1507 if (flag & INS_ABOVE_FLOOR_ONLY)
1300 top = floor; 1508 top = floor;
1301 1509
1302 /* 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
1303 */
1304
1305 /* First object on this space */
1306 if (!top) 1511 if (!top)
1307 { 1512 {
1513 op->below = 0;
1308 op->above = ms.bot; 1514 op->above = ms.bot;
1309
1310 if (op->above)
1311 op->above->below = op;
1312
1313 op->below = 0;
1314 ms.bot = op; 1515 ms.bot = op;
1516
1517 *(op->above ? &op->above->below : &ms.top) = op;
1315 } 1518 }
1316 else 1519 else
1317 { /* get inserted into the stack above top */ 1520 {
1318 op->above = top->above; 1521 op->above = top->above;
1319
1320 if (op->above)
1321 op->above->below = op; 1522 top->above = op;
1322 1523
1323 op->below = top; 1524 op->below = top;
1324 top->above = op; 1525 *(op->above ? &op->above->below : &ms.top) = op;
1325 } 1526 }
1527 }
1326 1528
1327 if (!op->above) 1529 if (op->is_player ())
1328 ms.top = op;
1329 } /* else not INS_BELOW_ORIGINATOR */
1330
1331 if (op->type == PLAYER)
1332 { 1530 {
1333 op->contr->do_los = 1; 1531 op->contr->do_los = 1;
1334 ++op->map->players; 1532 ++op->map->players;
1335 op->map->touch (); 1533 op->map->touch ();
1336 } 1534 }
1337 1535
1338 op->map->dirty = true; 1536 op->map->dirty = true;
1339 1537
1340 /* If we have a floor, we know the player, if any, will be above
1341 * it, so save a few ticks and start from there.
1342 */
1343 if (!(flag & INS_MAP_LOAD))
1344 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
1345 if (pl->contr->ns) 1542 if (pl->contr->ns)
1346 pl->contr->ns->floorbox_update (); 1543 pl->contr->ns->floorbox_update ();
1347 1544
1348 /* If this object glows, it may affect lighting conditions that are 1545 /* If this object glows, it may affect lighting conditions that are
1349 * 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
1350 * 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
1351 * on the map will get recalculated. The players could very well 1548 * on the map will get recalculated. The players could very well
1352 * 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 -
1353 * this should get redone to only look for players within range, 1550 * this should get redone to only look for players within range,
1354 * or just updating the P_UPTODATE for spaces within this area 1551 * or just updating the P_UPTODATE for spaces within this area
1355 * of effect may be sufficient. 1552 * of effect may be sufficient.
1356 */ 1553 */
1357 if (op->map->darkness && (op->glow_radius != 0)) 1554 if (op->affects_los ())
1555 {
1556 op->ms ().invalidate ();
1358 update_all_los (op->map, op->x, op->y); 1557 update_all_los (op->map, op->x, op->y);
1558 }
1359 1559
1360 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1560 /* updates flags (blocked, alive, no magic, etc) for this map space */
1361 update_object (op, UP_OBJ_INSERT); 1561 update_object (op, UP_OBJ_INSERT);
1362 1562
1363 INVOKE_OBJECT (INSERT, op); 1563 INVOKE_OBJECT (INSERT, op);
1370 * blocked() and wall() work properly), and these flags are updated by 1570 * blocked() and wall() work properly), and these flags are updated by
1371 * update_object(). 1571 * update_object().
1372 */ 1572 */
1373 1573
1374 /* 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 */
1375 if (!(flag & INS_NO_WALK_ON) && !op->head) 1575 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1376 { 1576 {
1377 if (check_move_on (op, originator)) 1577 if (check_move_on (op, originator))
1378 return 0; 1578 return 0;
1379 1579
1380 /* 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
1381 * walk on's. 1581 * walk on's.
1382 */ 1582 */
1383 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1583 for (object *tmp = op->more; tmp; tmp = tmp->more)
1384 if (check_move_on (tmp, originator)) 1584 if (check_move_on (tmp, originator))
1385 return 0; 1585 return 0;
1386 } 1586 }
1387 1587
1388 return op; 1588 return op;
1391/* this function inserts an object in the map, but if it 1591/* this function inserts an object in the map, but if it
1392 * 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.
1393 * 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.
1394 */ 1594 */
1395void 1595void
1396replace_insert_ob_in_map (const char *arch_string, object *op) 1596replace_insert_ob_in_map (shstr_tmp archname, object *op)
1397{ 1597{
1398 object *tmp, *tmp1;
1399
1400 /* first search for itself and remove any old instances */ 1598 /* first search for itself and remove any old instances */
1401 1599
1402 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1600 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1403 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1601 if (tmp->arch->archname == archname) /* same archetype */
1404 tmp->destroy (); 1602 tmp->destroy ();
1405 1603
1406 tmp1 = arch_to_object (archetype::find (arch_string)); 1604 object *tmp = archetype::find (archname)->instance ();
1407 1605
1408 tmp1->x = op->x; 1606 tmp->x = op->x;
1409 tmp1->y = op->y; 1607 tmp->y = op->y;
1608
1410 insert_ob_in_map (tmp1, op->map, op, 0); 1609 insert_ob_in_map (tmp, op->map, op, 0);
1411} 1610}
1412 1611
1413object * 1612object *
1414object::insert_at (object *where, object *originator, int flags) 1613object::insert_at (object *where, object *originator, int flags)
1415{ 1614{
1615 if (where->env)
1616 return where->env->insert (this);
1617 else
1416 where->map->insert (this, where->x, where->y, originator, flags); 1618 return where->map->insert (this, where->x, where->y, originator, flags);
1417} 1619}
1418 1620
1419/* 1621// check whether we can put this into the map, respect max_volume, max_items
1420 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1622bool
1421 * is returned contains nr objects, and the remaining parts contains 1623object::can_drop_at (maptile *m, int x, int y, object *originator)
1422 * the rest (or is removed and freed if that number is 0).
1423 * On failure, NULL is returned, and the reason put into the
1424 * global static errmsg array.
1425 */
1426object *
1427get_split_ob (object *orig_ob, uint32 nr)
1428{ 1624{
1429 object *newob; 1625 mapspace &ms = m->at (x, y);
1430 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1431 1626
1432 if (orig_ob->nrof < nr) 1627 int items = ms.items ();
1433 {
1434 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1435 return NULL;
1436 }
1437 1628
1438 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;
1439 1633
1440 if ((orig_ob->nrof -= nr) < 1) 1634 if (originator && originator->is_player ())
1441 orig_ob->destroy (1); 1635 originator->contr->failmsgf (
1442 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.>",
1443 { 1637 query_name ()
1444 if (orig_ob->env != NULL) 1638 );
1445 sub_weight (orig_ob->env, orig_ob->weight * nr);
1446 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1447 {
1448 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1449 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1450 return NULL;
1451 }
1452 }
1453 1639
1454 newob->nrof = nr; 1640 return false;
1455
1456 return newob;
1457} 1641}
1458 1642
1459/* 1643/*
1460 * decrease_ob_nr(object, number) decreases a specified number from 1644 * decrease(object, number) decreases a specified number from
1461 * 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
1462 * is subsequently removed and freed. 1646 * is subsequently removed and freed.
1463 * 1647 *
1464 * 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
1465 */ 1649 */
1650bool
1651object::decrease (sint32 nr)
1652{
1653 if (!nr)
1654 return true;
1466 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 */
1467object * 1681object *
1468decrease_ob_nr (object *op, uint32 i) 1682object::split (sint32 nr)
1469{ 1683{
1470 object *tmp; 1684 int have = number_of ();
1471 1685
1472 if (i == 0) /* objects with op->nrof require this check */ 1686 if (have < nr)
1473 return op; 1687 return 0;
1474 1688 else if (have == nr)
1475 if (i > op->nrof)
1476 i = op->nrof;
1477
1478 if (QUERY_FLAG (op, FLAG_REMOVED))
1479 op->nrof -= i;
1480 else if (op->env)
1481 { 1689 {
1482 /* is this object in the players inventory, or sub container
1483 * therein?
1484 */
1485 tmp = op->in_player ();
1486 /* nope. Is this a container the player has opened?
1487 * If so, set tmp to that player.
1488 * IMO, searching through all the players will mostly
1489 * likely be quicker than following op->env to the map,
1490 * and then searching the map for a player.
1491 */
1492 if (!tmp)
1493 for_all_players (pl)
1494 if (pl->ob->container == op->env)
1495 {
1496 tmp = pl->ob;
1497 break;
1498 }
1499
1500 if (i < op->nrof)
1501 {
1502 sub_weight (op->env, op->weight * i);
1503 op->nrof -= i;
1504 if (tmp)
1505 esrv_send_item (tmp, op);
1506 }
1507 else
1508 {
1509 op->remove (); 1690 remove ();
1510 op->nrof = 0; 1691 return this;
1511 if (tmp)
1512 esrv_del_item (tmp->contr, op->count);
1513 }
1514 } 1692 }
1515 else 1693 else
1516 { 1694 {
1517 object *above = op->above; 1695 decrease (nr);
1518 1696
1519 if (i < op->nrof) 1697 object *op = deep_clone ();
1520 op->nrof -= i; 1698 op->nrof = nr;
1521 else
1522 {
1523 op->remove ();
1524 op->nrof = 0;
1525 }
1526
1527 /* Since we just removed op, op->above is null */
1528 for (tmp = above; tmp; tmp = tmp->above)
1529 if (tmp->type == PLAYER)
1530 {
1531 if (op->nrof)
1532 esrv_send_item (tmp, op);
1533 else
1534 esrv_del_item (tmp->contr, op->count);
1535 }
1536 }
1537
1538 if (op->nrof)
1539 return op; 1699 return op;
1540 else
1541 {
1542 op->destroy ();
1543 return 0;
1544 }
1545}
1546
1547/*
1548 * add_weight(object, weight) adds the specified weight to an object,
1549 * and also updates how much the environment(s) is/are carrying.
1550 */
1551
1552void
1553add_weight (object *op, signed long weight)
1554{
1555 while (op != NULL)
1556 {
1557 if (op->type == CONTAINER)
1558 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1559
1560 op->carrying += weight;
1561 op = op->env;
1562 } 1700 }
1563} 1701}
1564 1702
1565object * 1703object *
1566insert_ob_in_ob (object *op, object *where) 1704insert_ob_in_ob (object *op, object *where)
1571 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);
1572 free (dump); 1710 free (dump);
1573 return op; 1711 return op;
1574 } 1712 }
1575 1713
1576 if (where->head) 1714 if (where->head_ () != where)
1577 { 1715 {
1578 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");
1579 where = where->head; 1717 where = where->head;
1580 } 1718 }
1581 1719
1582 return where->insert (op); 1720 return where->insert (op);
1583} 1721}
1588 * inside the object environment. 1726 * inside the object environment.
1589 * 1727 *
1590 * The function returns now pointer to inserted item, and return value can 1728 * The function returns now pointer to inserted item, and return value can
1591 * be != op, if items are merged. -Tero 1729 * be != op, if items are merged. -Tero
1592 */ 1730 */
1593
1594object * 1731object *
1595object::insert (object *op) 1732object::insert (object *op)
1596{ 1733{
1597 object *tmp, *otmp;
1598
1599 if (!QUERY_FLAG (op, FLAG_REMOVED))
1600 op->remove ();
1601
1602 if (op->more) 1734 if (op->more)
1603 { 1735 {
1604 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);
1605 return op; 1737 return op;
1606 } 1738 }
1607 1739
1608 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1740 op->remove ();
1609 CLEAR_FLAG (op, FLAG_REMOVED); 1741
1742 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1743
1610 if (op->nrof) 1744 if (op->nrof)
1611 {
1612 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1745 for (object *tmp = inv; tmp; tmp = tmp->below)
1613 if (object::can_merge (tmp, op)) 1746 if (object::can_merge (tmp, op))
1614 { 1747 {
1615 /* return the original object and remove inserted object 1748 /* return the original object and remove inserted object
1616 (client needs the original object) */ 1749 (client needs the original object) */
1617 tmp->nrof += op->nrof; 1750 tmp->nrof += op->nrof;
1618 /* Weight handling gets pretty funky. Since we are adding to 1751
1619 * tmp->nrof, we need to increase the weight. 1752 if (object *pl = tmp->visible_to ())
1620 */ 1753 esrv_update_item (UPD_NROF, pl, tmp);
1754
1621 add_weight (this, op->weight * op->nrof); 1755 adjust_weight (this, op->total_weight ());
1622 SET_FLAG (op, FLAG_REMOVED); 1756
1623 op->destroy (); /* free the inserted object */ 1757 op->destroy ();
1624 op = tmp; 1758 op = tmp;
1625 op->remove (); /* and fix old object's links */ 1759 goto inserted;
1626 CLEAR_FLAG (op, FLAG_REMOVED);
1627 break;
1628 } 1760 }
1629 1761
1630 /* I assume combined objects have no inventory 1762 op->owner = 0; // it's his/hers now. period.
1631 * We add the weight - this object could have just been removed
1632 * (if it was possible to merge). calling remove_ob will subtract
1633 * the weight, so we need to add it in again, since we actually do
1634 * the linking below
1635 */
1636 add_weight (this, op->weight * op->nrof);
1637 }
1638 else
1639 add_weight (this, (op->weight + op->carrying));
1640
1641 otmp = this->in_player ();
1642 if (otmp && otmp->contr)
1643 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1644 otmp->update_stats ();
1645
1646 op->map = 0; 1763 op->map = 0;
1647 op->env = this; 1764 op->x = 0;
1765 op->y = 0;
1766
1648 op->above = 0; 1767 op->above = 0;
1649 op->below = 0; 1768 op->below = inv;
1650 op->x = 0, op->y = 0; 1769 op->env = this;
1651 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:
1652 /* 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 */
1653 if ((op->glow_radius != 0) && map) 1785 if (op->glow_radius && is_on_map ())
1654 { 1786 {
1655#ifdef DEBUG_LIGHTS 1787 update_stats ();
1656 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1657#endif /* DEBUG_LIGHTS */
1658 if (map->darkness)
1659 update_all_los (map, x, y); 1788 update_all_los (map, x, y);
1660 }
1661
1662 /* Client has no idea of ordering so lets not bother ordering it here.
1663 * It sure simplifies this function...
1664 */
1665 if (!inv)
1666 inv = op;
1667 else
1668 { 1789 }
1669 op->below = inv; 1790 else if (is_player ())
1670 op->below->above = op; 1791 // if this is a player's inventory, update stats
1671 inv = op; 1792 contr->queue_stats_update ();
1672 }
1673 1793
1674 INVOKE_OBJECT (INSERT, this); 1794 INVOKE_OBJECT (INSERT, this);
1675 1795
1676 return op; 1796 return op;
1677} 1797}
1697 * on top. 1817 * on top.
1698 */ 1818 */
1699int 1819int
1700check_move_on (object *op, object *originator) 1820check_move_on (object *op, object *originator)
1701{ 1821{
1822 if (op->flag [FLAG_NO_APPLY])
1823 return 0;
1824
1702 object *tmp; 1825 object *tmp;
1703 maptile *m = op->map; 1826 maptile *m = op->map;
1704 int x = op->x, y = op->y; 1827 int x = op->x, y = op->y;
1705 1828
1706 MoveType move_on, move_slow, move_block; 1829 mapspace &ms = m->at (x, y);
1707 1830
1708 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1831 ms.update ();
1709 return 0;
1710 1832
1711 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1833 MoveType move_on = ms.move_on;
1712 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1834 MoveType move_slow = ms.move_slow;
1713 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1835 MoveType move_block = ms.move_block;
1714 1836
1715 /* 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,
1716 * 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
1717 * 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
1718 * as walking. 1840 * as walking.
1729 return 0; 1851 return 0;
1730 1852
1731 /* The objects have to be checked from top to bottom. 1853 /* The objects have to be checked from top to bottom.
1732 * Hence, we first go to the top: 1854 * Hence, we first go to the top:
1733 */ 1855 */
1734 1856 for (object *next, *tmp = ms.top; tmp; tmp = next)
1735 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1736 {
1737 /* Trim the search when we find the first other spell effect
1738 * this helps performance so that if a space has 50 spell objects,
1739 * we don't need to check all of them.
1740 */
1741 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1742 break;
1743 } 1857 {
1858 next = tmp->below;
1744 1859
1745 for (; tmp; tmp = tmp->below)
1746 {
1747 if (tmp == op) 1860 if (tmp == op)
1748 continue; /* Can't apply yourself */ 1861 continue; /* Can't apply yourself */
1749 1862
1750 /* 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.
1751 * Second check makes sure that the movement types not being slowed 1864 * Second check makes sure that the movement types not being slowed
1752 * (~slow_move) is not blocked on this space - just because the 1865 * (~slow_move) is not blocked on this space - just because the
1753 * 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
1754 * 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.
1755 */ 1868 */
1756 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1869 if (!op->flag [FLAG_WIZPASS])
1757 { 1870 {
1758 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1871 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1759 ((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))
1760 { 1873 {
1761
1762 float
1763 diff = tmp->move_slow_penalty * fabs (op->speed); 1874 float diff = tmp->move_slow_penalty * fabs (op->speed);
1764 1875
1765 if (op->type == PLAYER) 1876 if (op->is_player ())
1766 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)) ||
1767 (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)))
1768 diff /= 4.0; 1879 diff /= 4.0;
1769 1880
1770 op->speed_left -= diff; 1881 op->speed_left -= diff;
1771 } 1882 }
1772 } 1883 }
1805 LOG (llevError, "Present_arch called outside map.\n"); 1916 LOG (llevError, "Present_arch called outside map.\n");
1806 return NULL; 1917 return NULL;
1807 } 1918 }
1808 1919
1809 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)
1810 if (tmp->arch == at) 1921 if (tmp->arch->archname == at->archname)
1811 return tmp; 1922 return tmp;
1812 1923
1813 return NULL; 1924 return NULL;
1814} 1925}
1815 1926
1879 * The first matching object is returned, or NULL if none. 1990 * The first matching object is returned, or NULL if none.
1880 */ 1991 */
1881object * 1992object *
1882present_arch_in_ob (const archetype *at, const object *op) 1993present_arch_in_ob (const archetype *at, const object *op)
1883{ 1994{
1884 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1995 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1885 if (tmp->arch == at) 1996 if (tmp->arch->archname == at->archname)
1886 return tmp; 1997 return tmp;
1887 1998
1888 return NULL; 1999 return NULL;
1889} 2000}
1890 2001
1892 * activate recursively a flag on an object inventory 2003 * activate recursively a flag on an object inventory
1893 */ 2004 */
1894void 2005void
1895flag_inv (object *op, int flag) 2006flag_inv (object *op, int flag)
1896{ 2007{
1897 if (op->inv)
1898 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2008 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1899 { 2009 {
1900 SET_FLAG (tmp, flag); 2010 tmp->set_flag (flag);
1901 flag_inv (tmp, flag); 2011 flag_inv (tmp, flag);
1902 } 2012 }
1903} 2013}
1904 2014
1905/* 2015/*
1906 * deactivate recursively a flag on an object inventory 2016 * deactivate recursively a flag on an object inventory
1907 */ 2017 */
1908void 2018void
1909unflag_inv (object *op, int flag) 2019unflag_inv (object *op, int flag)
1910{ 2020{
1911 if (op->inv)
1912 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2021 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1913 { 2022 {
1914 CLEAR_FLAG (tmp, flag); 2023 tmp->clr_flag (flag);
1915 unflag_inv (tmp, flag); 2024 unflag_inv (tmp, flag);
1916 } 2025 }
1917}
1918
1919/*
1920 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1921 * all it's inventory (recursively).
1922 * If checksums are used, a player will get set_cheat called for
1923 * him/her-self and all object carried by a call to this function.
1924 */
1925void
1926set_cheat (object *op)
1927{
1928 SET_FLAG (op, FLAG_WAS_WIZ);
1929 flag_inv (op, FLAG_WAS_WIZ);
1930} 2026}
1931 2027
1932/* 2028/*
1933 * 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
1934 * 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
1936 * to search (see the freearr_x/y[] definition). 2032 * to search (see the freearr_x/y[] definition).
1937 * It returns a random choice among the alternatives found. 2033 * It returns a random choice among the alternatives found.
1938 * 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
1939 * does all 4 immediate directions). This returns the index into the 2035 * does all 4 immediate directions). This returns the index into the
1940 * 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)
1941 * Note - this only checks to see if there is space for the head of the
1942 * object - if it is a multispace object, this should be called for all
1943 * pieces.
1944 * Note2: This function does correctly handle tiled maps, but does not 2037 * Note: This function does correctly handle tiled maps, but does not
1945 * inform the caller. However, insert_ob_in_map will update as 2038 * inform the caller. However, insert_ob_in_map will update as
1946 * 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.
1947 * 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
1948 * 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
1949 * 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
1951 * customized, changed states, etc. 2044 * customized, changed states, etc.
1952 */ 2045 */
1953int 2046int
1954find_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)
1955{ 2048{
2049 int altern[SIZEOFFREE];
1956 int index = 0, flag; 2050 int index = 0, flag;
1957 int altern[SIZEOFFREE];
1958 2051
1959 for (int i = start; i < stop; i++) 2052 for (int i = start; i < stop; i++)
1960 { 2053 {
1961 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2054 mapxy pos (m, x, y); pos.move (i);
1962 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 {
1963 altern [index++] = i; 2070 altern [index++] = i;
2071 continue;
2072 }
1964 2073
1965 /* 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.
1966 * 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.
1967 * 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 -
1968 * 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
1969 * 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
1970 * to only the spaces immediately surrounding the target area, and 2079 * to only the spaces immediately surrounding the target area, and
1971 * won't look 2 spaces south of the target space. 2080 * won't look 2 spaces south of the target space.
1972 */ 2081 */
1973 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2082 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2083 {
1974 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;
1975 } 2098 }
1976 2099
1977 if (!index) 2100 if (!index)
1978 return -1; 2101 return -1;
1979 2102
1988 */ 2111 */
1989int 2112int
1990find_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)
1991{ 2114{
1992 for (int i = 0; i < SIZEOFFREE; i++) 2115 for (int i = 0; i < SIZEOFFREE; i++)
1993 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]))
1994 return i; 2117 return i;
1995 2118
1996 return -1; 2119 return -1;
1997} 2120}
1998 2121
2044 * there is capable of. 2167 * there is capable of.
2045 */ 2168 */
2046int 2169int
2047find_dir (maptile *m, int x, int y, object *exclude) 2170find_dir (maptile *m, int x, int y, object *exclude)
2048{ 2171{
2049 int i, max = SIZEOFFREE, mflags; 2172 int max = SIZEOFFREE, mflags;
2050
2051 sint16 nx, ny;
2052 object *tmp;
2053 maptile *mp;
2054
2055 MoveType blocked, move_type; 2173 MoveType move_type;
2056 2174
2057 if (exclude && exclude->head) 2175 if (exclude && exclude->head_ () != exclude)
2058 { 2176 {
2059 exclude = exclude->head; 2177 exclude = exclude->head;
2060 move_type = exclude->move_type; 2178 move_type = exclude->move_type;
2061 } 2179 }
2062 else 2180 else
2063 { 2181 {
2064 /* 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. */
2065 move_type = MOVE_ALL; 2183 move_type = MOVE_ALL;
2066 } 2184 }
2067 2185
2068 for (i = 1; i < max; i++) 2186 for (int i = 1; i < max; i++)
2069 { 2187 {
2070 mp = m; 2188 mapxy pos (m, x, y);
2071 nx = x + freearr_x[i]; 2189 pos.move (i);
2072 ny = y + freearr_y[i];
2073 2190
2074 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2191 if (!pos.normalise ())
2075
2076 if (mflags & P_OUT_OF_MAP)
2077 max = maxfree[i]; 2192 max = maxfree[i];
2078 else 2193 else
2079 { 2194 {
2080 mapspace &ms = mp->at (nx, ny); 2195 mapspace &ms = *pos;
2081 2196
2082 blocked = ms.move_block;
2083
2084 if ((move_type & blocked) == move_type) 2197 if ((move_type & ms.move_block) == move_type)
2085 max = maxfree[i]; 2198 max = maxfree [i];
2086 else if (mflags & P_IS_ALIVE) 2199 else if (ms.flags () & P_IS_ALIVE)
2087 { 2200 {
2088 for (tmp = ms.bot; tmp; tmp = tmp->above) 2201 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2089 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2202 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2090 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2203 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2091 break;
2092
2093 if (tmp)
2094 return freedir[i]; 2204 return freedir [i];
2095 } 2205 }
2096 } 2206 }
2097 } 2207 }
2098 2208
2099 return 0; 2209 return 0;
2108{ 2218{
2109 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);
2110} 2220}
2111 2221
2112/* 2222/*
2113 * 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
2114 * an object which has subtracted the x and y coordinates of another 2224 * for running into direct [dx, dy].
2115 * object, needs to travel toward it. 2225 * (the opposite of crossfire's find_dir_2!)
2116 */ 2226 */
2117int 2227int
2118find_dir_2 (int x, int y) 2228find_dir_2 (int x, int y)
2119{ 2229{
2230#if 1 // new algorithm
2231 // this works by putting x, y into 16 sectors, which
2232 // are not equal sized, but are a better approximation
2233 // then the old algorithm, and then using a mapping
2234 // table to map it into a direction value.
2235 // basically, it maps these comparisons to each bit
2236 // bit #3: x < 0
2237 // bit #2: y < 0
2238 // bit #1: x > y
2239 // bit #0: x > 2y
2240
2241 static const uint8 dir[16] = {
2242 4, 5, 4, 3,
2243 2, 1, 2, 3,
2244 6, 5, 6, 7,
2245 8, 1, 8, 7,
2246 };
2247 int sector = 0;
2248
2249 // this is a bit ugly, but more likely to result in branchless code
2250 sector |= x < 0 ? 8 : 0;
2251 x = x < 0 ? -x : x; // abs
2252
2253 sector |= y < 0 ? 4 : 0;
2254 y = y < 0 ? -y : y; // abs
2255
2256 if (x > y)
2257 {
2258 sector |= 2;
2259
2260 if (x > y * 2)
2261 sector |= 1;
2262 }
2263 else
2264 {
2265 if (y > x * 2)
2266 sector |= 1;
2267 else if (!y)
2268 return 0; // x == 0 here
2269 }
2270
2271 return dir [sector];
2272#else // old algorithm
2120 int q; 2273 int q;
2121 2274
2122 if (y) 2275 if (y)
2123 q = x * 100 / y; 2276 q = 128 * x / y;
2124 else if (x) 2277 else if (x)
2125 q = -300 * x; 2278 q = -512 * x; // to make it > 309
2126 else 2279 else
2127 return 0; 2280 return 0;
2128 2281
2129 if (y > 0) 2282 if (y > 0)
2130 { 2283 {
2131 if (q < -242) 2284 if (q < -309) return 7;
2285 if (q < -52) return 6;
2286 if (q < 52) return 5;
2287 if (q < 309) return 4;
2288
2132 return 3; 2289 return 3;
2133 if (q < -41) 2290 }
2134 return 2; 2291 else
2135 if (q < 41) 2292 {
2136 return 1; 2293 if (q < -309) return 3;
2137 if (q < 242) 2294 if (q < -52) return 2;
2138 return 8; 2295 if (q < 52) return 1;
2296 if (q < 309) return 8;
2297
2139 return 7; 2298 return 7;
2140 } 2299 }
2141 2300#endif
2142 if (q < -242)
2143 return 7;
2144 if (q < -41)
2145 return 6;
2146 if (q < 41)
2147 return 5;
2148 if (q < 242)
2149 return 4;
2150
2151 return 3;
2152} 2301}
2153 2302
2154/* 2303/*
2155 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2304 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2156 * between two directions (which are expected to be absolute (see absdir()) 2305 * between two directions (which are expected to be absolute (see absdir())
2157 */ 2306 */
2158int 2307int
2159dirdiff (int dir1, int dir2) 2308dirdiff (int dir1, int dir2)
2160{ 2309{
2161 int d;
2162
2163 d = abs (dir1 - dir2); 2310 int d = abs (dir1 - dir2);
2164 if (d > 4)
2165 d = 8 - d;
2166 2311
2167 return d; 2312 return d > 4 ? 8 - d : d;
2168} 2313}
2169 2314
2170/* peterm: 2315/* peterm:
2171 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2316 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2172 * Basically, this is a table of directions, and what directions 2317 * Basically, this is a table of directions, and what directions
2174 * This basically means that if direction is 15, then it could either go 2319 * This basically means that if direction is 15, then it could either go
2175 * direction 4, 14, or 16 to get back to where we are. 2320 * direction 4, 14, or 16 to get back to where we are.
2176 * Moved from spell_util.c to object.c with the other related direction 2321 * Moved from spell_util.c to object.c with the other related direction
2177 * functions. 2322 * functions.
2178 */ 2323 */
2179int reduction_dir[SIZEOFFREE][3] = { 2324static const int reduction_dir[SIZEOFFREE][3] = {
2180 {0, 0, 0}, /* 0 */ 2325 {0, 0, 0}, /* 0 */
2181 {0, 0, 0}, /* 1 */ 2326 {0, 0, 0}, /* 1 */
2182 {0, 0, 0}, /* 2 */ 2327 {0, 0, 0}, /* 2 */
2183 {0, 0, 0}, /* 3 */ 2328 {0, 0, 0}, /* 3 */
2184 {0, 0, 0}, /* 4 */ 2329 {0, 0, 0}, /* 4 */
2275 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2420 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2276 * core dumps if they do. 2421 * core dumps if they do.
2277 * 2422 *
2278 * Add a check so we can't pick up invisible objects (0.93.8) 2423 * Add a check so we can't pick up invisible objects (0.93.8)
2279 */ 2424 */
2280
2281int 2425int
2282can_pick (const object *who, const object *item) 2426can_pick (const object *who, const object *item)
2283{ 2427{
2284 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2428 return /*who->flag [FLAG_WIZ]|| */
2285 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2429 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2286 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2430 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2287} 2431}
2288 2432
2289/* 2433/*
2290 * create clone from object to another 2434 * create clone from object to another
2291 */ 2435 */
2292object * 2436object *
2293object_create_clone (object *asrc) 2437object::deep_clone ()
2294{ 2438{
2295 object *dst = 0, *tmp, *src, *part, *prev, *item; 2439 assert (("deep_clone called on non-head object", is_head ()));
2296 2440
2297 if (!asrc) 2441 object *dst = clone ();
2298 return 0;
2299 2442
2300 src = asrc; 2443 object *prev = dst;
2301 if (src->head)
2302 src = src->head;
2303
2304 prev = 0;
2305 for (part = src; part; part = part->more) 2444 for (object *part = this->more; part; part = part->more)
2306 { 2445 {
2307 tmp = part->clone (); 2446 object *tmp = part->clone ();
2308 tmp->x -= src->x;
2309 tmp->y -= src->y;
2310
2311 if (!part->head)
2312 {
2313 dst = tmp;
2314 tmp->head = 0;
2315 }
2316 else
2317 tmp->head = dst; 2447 tmp->head = dst;
2318
2319 tmp->more = 0;
2320
2321 if (prev)
2322 prev->more = tmp; 2448 prev->more = tmp;
2323
2324 prev = tmp; 2449 prev = tmp;
2325 } 2450 }
2326 2451
2327 for (item = src->inv; item; item = item->below) 2452 for (object *item = inv; item; item = item->below)
2328 insert_ob_in_ob (object_create_clone (item), dst); 2453 insert_ob_in_ob (item->deep_clone (), dst);
2329 2454
2330 return dst; 2455 return dst;
2331}
2332
2333/* GROS - Creates an object using a string representing its content. */
2334/* Basically, we save the content of the string to a temp file, then call */
2335/* load_object on it. I admit it is a highly inefficient way to make things, */
2336/* but it was simple to make and allows reusing the load_object function. */
2337/* Remember not to use load_object_str in a time-critical situation. */
2338/* Also remember that multiparts objects are not supported for now. */
2339object *
2340load_object_str (const char *obstr)
2341{
2342 object *op;
2343 char filename[MAX_BUF];
2344
2345 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2346
2347 FILE *tempfile = fopen (filename, "w");
2348
2349 if (tempfile == NULL)
2350 {
2351 LOG (llevError, "Error - Unable to access load object temp file\n");
2352 return NULL;
2353 }
2354
2355 fprintf (tempfile, obstr);
2356 fclose (tempfile);
2357
2358 op = object::create ();
2359
2360 object_thawer thawer (filename);
2361
2362 if (thawer)
2363 load_object (thawer, op, 0);
2364
2365 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2366 CLEAR_FLAG (op, FLAG_REMOVED);
2367
2368 return op;
2369} 2456}
2370 2457
2371/* This returns the first object in who's inventory that 2458/* This returns the first object in who's inventory that
2372 * has the same type and subtype match. 2459 * has the same type and subtype match.
2373 * returns NULL if no match. 2460 * returns NULL if no match.
2380 return tmp; 2467 return tmp;
2381 2468
2382 return 0; 2469 return 0;
2383} 2470}
2384 2471
2385/* If ob has a field named key, return the link from the list, 2472shstr_tmp
2386 * otherwise return NULL. 2473object::kv_get (shstr_tmp key) const
2387 *
2388 * key must be a passed in shared string - otherwise, this won't
2389 * do the desired thing.
2390 */
2391key_value *
2392get_ob_key_link (const object *ob, const char *key)
2393{ 2474{
2394 for (key_value *link = ob->key_values; link; link = link->next) 2475 for (key_value *kv = key_values; kv; kv = kv->next)
2395 if (link->key == key) 2476 if (kv->key == key)
2396 return link;
2397
2398 return 0;
2399}
2400
2401/*
2402 * Returns the value of op has an extra_field for key, or NULL.
2403 *
2404 * The argument doesn't need to be a shared string.
2405 *
2406 * The returned string is shared.
2407 */
2408const char *
2409get_ob_key_value (const object *op, const char *const key)
2410{
2411 key_value *link;
2412 shstr_cmp canonical_key (key);
2413
2414 if (!canonical_key)
2415 {
2416 /* 1. There being a field named key on any object
2417 * implies there'd be a shared string to find.
2418 * 2. Since there isn't, no object has this field.
2419 * 3. Therefore, *this* object doesn't have this field.
2420 */
2421 return 0;
2422 }
2423
2424 /* This is copied from get_ob_key_link() above -
2425 * only 4 lines, and saves the function call overhead.
2426 */
2427 for (link = op->key_values; link; link = link->next)
2428 if (link->key == canonical_key)
2429 return link->value; 2477 return kv->value;
2430 2478
2431 return 0; 2479 return shstr ();
2432} 2480}
2433 2481
2434 2482void
2435/* 2483object::kv_set (shstr_tmp key, shstr_tmp value)
2436 * Updates the canonical_key in op to value.
2437 *
2438 * canonical_key is a shared string (value doesn't have to be).
2439 *
2440 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2441 * keys.
2442 *
2443 * Returns TRUE on success.
2444 */
2445int
2446set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2447{ 2484{
2448 key_value *field = NULL, *last = NULL; 2485 for (key_value *kv = key_values; kv; kv = kv->next)
2449 2486 if (kv->key == key)
2450 for (field = op->key_values; field != NULL; field = field->next)
2451 {
2452 if (field->key != canonical_key)
2453 { 2487 {
2454 last = field; 2488 kv->value = value;
2455 continue; 2489 return;
2456 } 2490 }
2457 2491
2458 if (value) 2492 key_value *kv = new key_value;
2459 field->value = value; 2493
2460 else 2494 kv->next = key_values;
2495 kv->key = key;
2496 kv->value = value;
2497
2498 key_values = kv;
2499}
2500
2501void
2502object::kv_del (shstr_tmp key)
2503{
2504 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2505 if ((*kvp)->key == key)
2461 { 2506 {
2462 /* Basically, if the archetype has this key set, 2507 key_value *kv = *kvp;
2463 * we need to store the null value so when we save 2508 *kvp = (*kvp)->next;
2464 * it, we save the empty value so that when we load, 2509 delete kv;
2465 * we get this value back again. 2510 return;
2466 */
2467 if (get_ob_key_link (&op->arch->clone, canonical_key))
2468 field->value = 0;
2469 else
2470 {
2471 if (last)
2472 last->next = field->next;
2473 else
2474 op->key_values = field->next;
2475
2476 delete field;
2477 }
2478 } 2511 }
2479 return TRUE;
2480 }
2481 /* IF we get here, key doesn't exist */
2482
2483 /* No field, we'll have to add it. */
2484
2485 if (!add_key)
2486 return FALSE;
2487
2488 /* There isn't any good reason to store a null
2489 * value in the key/value list. If the archetype has
2490 * this key, then we should also have it, so shouldn't
2491 * be here. If user wants to store empty strings,
2492 * should pass in ""
2493 */
2494 if (value == NULL)
2495 return TRUE;
2496
2497 field = new key_value;
2498
2499 field->key = canonical_key;
2500 field->value = value;
2501 /* Usual prepend-addition. */
2502 field->next = op->key_values;
2503 op->key_values = field;
2504
2505 return TRUE;
2506}
2507
2508/*
2509 * Updates the key in op to value.
2510 *
2511 * If add_key is FALSE, this will only update existing keys,
2512 * and not add new ones.
2513 * In general, should be little reason FALSE is ever passed in for add_key
2514 *
2515 * Returns TRUE on success.
2516 */
2517int
2518set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2519{
2520 shstr key_ (key);
2521
2522 return set_ob_key_value_s (op, key_, value, add_key);
2523} 2512}
2524 2513
2525object::depth_iterator::depth_iterator (object *container) 2514object::depth_iterator::depth_iterator (object *container)
2526: iterator_base (container) 2515: iterator_base (container)
2527{ 2516{
2540 item = item->inv; 2529 item = item->inv;
2541 } 2530 }
2542 else 2531 else
2543 item = item->env; 2532 item = item->env;
2544} 2533}
2545
2546 2534
2547const char * 2535const char *
2548object::flag_desc (char *desc, int len) const 2536object::flag_desc (char *desc, int len) const
2549{ 2537{
2550 char *p = desc; 2538 char *p = desc;
2578{ 2566{
2579 char flagdesc[512]; 2567 char flagdesc[512];
2580 char info2[256 * 4]; 2568 char info2[256 * 4];
2581 char *p = info; 2569 char *p = info;
2582 2570
2583 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2571 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2584 count, uuid.seq, 2572 count,
2573 uuid.c_str (),
2585 &name, 2574 &name,
2586 title ? "\",title:\"" : "", 2575 title ? ",title:\"" : "",
2587 title ? (const char *)title : "", 2576 title ? (const char *)title : "",
2577 title ? "\"" : "",
2588 flag_desc (flagdesc, 512), type); 2578 flag_desc (flagdesc, 512), type);
2589 2579
2590 if (env) 2580 if (!flag[FLAG_REMOVED] && env)
2591 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2581 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2592 2582
2593 if (map) 2583 if (map)
2594 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2584 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2595 2585
2597} 2587}
2598 2588
2599const char * 2589const char *
2600object::debug_desc () const 2590object::debug_desc () const
2601{ 2591{
2602 static char info[256 * 4]; 2592 static char info[3][256 * 4];
2593 static int info_idx;
2594
2603 return debug_desc (info); 2595 return debug_desc (info [++info_idx % 3]);
2604}
2605
2606const char *
2607object::debug_desc2 () const
2608{
2609 static char info[256 * 4];
2610 return debug_desc (info);
2611} 2596}
2612 2597
2613struct region * 2598struct region *
2614object::region () const 2599object::region () const
2615{ 2600{
2616 return map ? map->region (x, y) 2601 return map ? map->region (x, y)
2617 : region::default_region (); 2602 : region::default_region ();
2618} 2603}
2619 2604
2605void
2606object::open_container (object *new_container)
2607{
2608 if (container == new_container)
2609 return;
2610
2611 object *old_container = container;
2612
2613 if (old_container)
2614 {
2615 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2616 return;
2617
2618#if 0
2619 // remove the "Close old_container" object.
2620 if (object *closer = old_container->inv)
2621 if (closer->type == CLOSE_CON)
2622 closer->destroy ();
2623#endif
2624
2625 // make sure the container is available
2626 esrv_send_item (this, old_container);
2627
2628 old_container->flag [FLAG_APPLIED] = false;
2629 container = 0;
2630
2631 // client needs item update to make it work, client bug requires this to be separate
2632 esrv_update_item (UPD_FLAGS, this, old_container);
2633
2634 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2635 play_sound (sound_find ("chest_close"));
2636 }
2637
2638 if (new_container)
2639 {
2640 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2641 return;
2642
2643 // TODO: this does not seem to serve any purpose anymore?
2644#if 0
2645 // insert the "Close Container" object.
2646 if (archetype *closer = new_container->other_arch)
2647 {
2648 object *closer = new_container->other_arch->instance ();
2649 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2650 new_container->insert (closer);
2651 }
2652#endif
2653
2654 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2655
2656 // make sure the container is available, client bug requires this to be separate
2657 esrv_send_item (this, new_container);
2658
2659 new_container->flag [FLAG_APPLIED] = true;
2660 container = new_container;
2661
2662 // client needs flag change
2663 esrv_update_item (UPD_FLAGS, this, new_container);
2664 esrv_send_inventory (this, new_container);
2665 play_sound (sound_find ("chest_open"));
2666 }
2667// else if (!old_container->env && contr && contr->ns)
2668// contr->ns->floorbox_reset ();
2669}
2670
2671object *
2672object::force_find (shstr_tmp name)
2673{
2674 /* cycle through his inventory to look for the MARK we want to
2675 * place
2676 */
2677 for (object *tmp = inv; tmp; tmp = tmp->below)
2678 if (tmp->type == FORCE && tmp->slaying == name)
2679 return splay (tmp);
2680
2681 return 0;
2682}
2683
2684//-GPL
2685
2686void
2687object::force_set_timer (int duration)
2688{
2689 this->duration = 1;
2690 this->speed_left = -1.f;
2691
2692 this->set_speed (duration ? 1.f / duration : 0.f);
2693}
2694
2695object *
2696object::force_add (shstr_tmp name, int duration)
2697{
2698 if (object *force = force_find (name))
2699 force->destroy ();
2700
2701 object *force = get_archetype (FORCE_NAME);
2702
2703 force->slaying = name;
2704 force->force_set_timer (duration);
2705 force->flag [FLAG_APPLIED] = true;
2706
2707 return insert (force);
2708}
2709
2710void
2711object::play_sound (faceidx sound) const
2712{
2713 if (!sound)
2714 return;
2715
2716 if (is_on_map ())
2717 map->play_sound (sound, x, y);
2718 else if (object *pl = in_player ())
2719 pl->contr->play_sound (sound);
2720}
2721
2722void
2723object::say_msg (const char *msg) const
2724{
2725 if (is_on_map ())
2726 map->say_msg (msg, x, y);
2727 else if (object *pl = in_player ())
2728 pl->contr->play_sound (sound);
2729}
2730
2731void
2732object::make_noise ()
2733{
2734 // we do not model noise in the map, so instead put
2735 // a temporary light into the noise source
2736 // could use the map instead, but that's less reliable for our
2737 // goal, which is to make invisibility a bit harder to exploit
2738
2739 // currently only works sensibly for players
2740 if (!is_player ())
2741 return;
2742
2743 // find old force, or create new one
2744 object *force = force_find (shstr_noise_force);
2745
2746 if (force)
2747 force->speed_left = -1.f; // patch old speed up
2748 else
2749 {
2750 force = archetype::get (shstr_noise_force);
2751
2752 force->slaying = shstr_noise_force;
2753 force->stats.food = 1;
2754 force->speed_left = -1.f;
2755
2756 force->set_speed (1.f / 4.f);
2757 force->flag [FLAG_IS_USED_UP] = true;
2758 force->flag [FLAG_APPLIED] = true;
2759
2760 insert (force);
2761 }
2762}
2763
2764void object::change_move_type (MoveType mt)
2765{
2766 if (move_type == mt)
2767 return;
2768
2769 if (is_on_map ())
2770 {
2771 // we are on the map, so handle move_on/off effects
2772 remove ();
2773 move_type = mt;
2774 map->insert (this, x, y, this);
2775 }
2776 else
2777 move_type = mt;
2778}
2779
2780/* object should be a player.
2781 * we return the object the player has marked with the 'mark' command
2782 * below. If no match is found (or object has changed), we return
2783 * NULL. We leave it up to the calling function to print messages if
2784 * nothing is found.
2785 */
2786object *
2787object::mark () const
2788{
2789 if (contr && contr->mark && contr->mark->env == this)
2790 return contr->mark;
2791 else
2792 return 0;
2793}
2794

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