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Comparing deliantra/server/common/object.C (file contents):
Revision 1.193 by root, Mon Oct 15 17:50:27 2007 UTC vs.
Revision 1.334 by root, Fri Apr 23 09:22:46 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 25#include <global.h>
28#include <stdio.h> 26#include <stdio.h>
29#include <sys/types.h> 27#include <sys/types.h>
30#include <sys/uio.h> 28#include <sys/uio.h>
31#include <object.h> 29#include <object.h>
32#include <funcpoint.h>
33#include <sproto.h> 30#include <sproto.h>
34#include <loader.h>
35 31
36#include <bitset> 32#include <bitset>
37 33
38int nrofallocobjects = 0; 34UUID UUID::cur;
39static UUID uuid; 35static uint64_t seq_next_save;
40const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
41 38
42objectvec objects; 39objectvec objects;
43activevec actives; 40activevec actives;
44 41
45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
49
50short freearr_x[SIZEOFFREE] = {
51 0,
52 0, 1, 1, 1, 0, -1, -1, -1,
53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 54 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
47}; 55};
48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 56short freearr_y[SIZEOFFREE] = {
57 0,
58 -1, -1, 0, 1, 1, 1, 0, -1,
59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
49 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 60 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
50};
51int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
52 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
53}; 61};
54int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 63 0,
64 1, 2, 3, 4, 5, 6, 7, 8,
65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57}; 67};
58 68
69static int maxfree[SIZEOFFREE] = {
70 0,
71 9, 10, 13, 14, 17, 18, 21, 22,
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
74};
75
59static void 76static void
60write_uuid (void) 77write_uuid (uval64 skip, bool sync)
61{ 78{
62 char filename1[MAX_BUF], filename2[MAX_BUF]; 79 CALL_BEGIN (2);
63 80 CALL_ARG_SV (newSVval64 (skip));
64 sprintf (filename1, "%s/uuid", settings.localdir); 81 CALL_ARG_SV (boolSV (sync));
65 sprintf (filename2, "%s/uuid~", settings.localdir); 82 CALL_CALL ("cf::write_uuid", G_DISCARD);
66 83 CALL_END;
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78} 84}
79 85
80static void 86static void
81read_uuid (void) 87read_uuid ()
82{ 88{
83 char filename[MAX_BUF]; 89 char filename[MAX_BUF];
84 90
85 sprintf (filename, "%s/uuid", settings.localdir); 91 sprintf (filename, "%s/uuid", settings.localdir);
92
93 seq_next_save = 0;
86 94
87 FILE *fp; 95 FILE *fp;
88 96
89 if (!(fp = fopen (filename, "r"))) 97 if (!(fp = fopen (filename, "r")))
90 { 98 {
91 if (errno == ENOENT) 99 if (errno == ENOENT)
92 { 100 {
93 LOG (llevInfo, "RESET uid to 1\n"); 101 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0; 102 UUID::cur.seq = 0;
95 write_uuid (); 103 write_uuid (UUID_GAP, true);
96 return; 104 return;
97 } 105 }
98 106
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 107 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1); 108 _exit (1);
101 } 109 }
102 110
103 int version; 111 char buf [UUID::MAX_LEN];
104 unsigned long long uid; 112 buf[0] = 0;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 113 fgets (buf, sizeof (buf), fp);
114
115 if (!UUID::cur.parse (buf))
106 { 116 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 117 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1); 118 _exit (1);
109 } 119 }
110 120
111 uuid.seq = uid; 121 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112 write_uuid (); 122
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 123 write_uuid (UUID_GAP, true);
114 fclose (fp); 124 fclose (fp);
115} 125}
116 126
117UUID 127UUID
118gen_uuid () 128UUID::gen ()
119{ 129{
120 UUID uid; 130 UUID uid;
121 131
122 uid.seq = ++uuid.seq; 132 uid.seq = ++cur.seq;
123 133
124 if (!(uuid.seq & (UUID_SKIP - 1))) 134 if (expect_false (cur.seq >= seq_next_save))
125 write_uuid (); 135 {
136 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
137 write_uuid (UUID_GAP, false);
138 }
139
126 140
127 return uid; 141 return uid;
128} 142}
129 143
130void 144void
131init_uuid () 145UUID::init ()
132{ 146{
133 read_uuid (); 147 read_uuid ();
134} 148}
135 149
150bool
151UUID::parse (const char *s)
152{
153 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
154 return false;
155
156 seq = 0;
157
158 while (*s != '>')
159 {
160 if (*s < '0')
161 return false;
162
163 // this gives nice branchless code with gcc
164 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
165 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
166
167 seq = (seq << 4) | digit;
168
169 ++s;
170 }
171
172 return true;
173}
174
175char *
176UUID::append (char *buf) const
177{
178 *buf++ = '<';
179 *buf++ = '1';
180 *buf++ = '.';
181
182 uint64_t seq = this->seq;
183 const int bits = 64;
184 char nz = 0;
185 static const char tohex [] = "0123456789abcdef";
186
187 // assert (len >= 3 + bits / 4 + 1 + 1);
188 for (int i = bits / 4; --i; )
189 {
190 uint8_t digit = seq >> (bits - 4);
191
192 *buf = tohex [digit];
193 nz |= digit;
194 buf += nz ? 1 : 0;
195 seq <<= 4;
196 }
197
198 // last digit is special - always emit
199 uint8_t digit = seq >> (bits - 4);
200 *buf++ = tohex [digit];
201
202 *buf++ = '>';
203
204 return buf;
205}
206
207char *
208UUID::c_str () const
209{
210 static char buf [MAX_LEN];
211 *append (buf) = 0;
212 return buf;
213}
214
136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 215/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int 216static bool
138compare_ob_value_lists_one (const object *wants, const object *has) 217compare_ob_value_lists_one (const object *wants, const object *has)
139{ 218{
140 key_value *wants_field;
141
142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 219 /* n-squared behaviour (see kv_get), but I'm hoping both
143 * objects with lists are rare, and lists stay short. If not, use a 220 * objects with lists are rare, and lists stay short. If not, use a
144 * different structure or at least keep the lists sorted... 221 * different structure or at least keep the lists sorted...
145 */ 222 */
146 223
147 /* For each field in wants, */ 224 /* For each field in wants, */
148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 225 for (key_value *kv = wants->key_values; kv; kv = kv->next)
149 { 226 if (has->kv_get (kv->key) != kv->value)
150 key_value *has_field; 227 return false;
151
152 /* Look for a field in has with the same key. */
153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
156 {
157 /* No field with that name. */
158 return FALSE;
159 }
160
161 /* Found the matching field. */
162 if (has_field->value != wants_field->value)
163 {
164 /* Values don't match, so this half of the comparison is false. */
165 return FALSE;
166 }
167
168 /* If we get here, we found a match. Now for the next field in wants. */
169 }
170 228
171 /* If we get here, every field in wants has a matching field in has. */ 229 /* If we get here, every field in wants has a matching field in has. */
172 return TRUE; 230 return true;
173} 231}
174 232
175/* Returns TRUE if ob1 has the same key_values as ob2. */ 233/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int 234static bool
177compare_ob_value_lists (const object *ob1, const object *ob2) 235compare_ob_value_lists (const object *ob1, const object *ob2)
178{ 236{
179 /* However, there may be fields in has which aren't partnered in wants, 237 /* However, there may be fields in has which aren't partnered in wants,
180 * so we need to run the comparison *twice*. :( 238 * so we need to run the comparison *twice*. :(
181 */ 239 */
182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 240 return compare_ob_value_lists_one (ob1, ob2)
241 && compare_ob_value_lists_one (ob2, ob1);
183} 242}
184 243
185/* Function examines the 2 objects given to it, and returns true if 244/* Function examines the 2 objects given to it, and returns true if
186 * they can be merged together. 245 * they can be merged together.
187 * 246 *
194 * Improvements made with merge: Better checking on potion, and also 253 * Improvements made with merge: Better checking on potion, and also
195 * check weight 254 * check weight
196 */ 255 */
197bool object::can_merge_slow (object *ob1, object *ob2) 256bool object::can_merge_slow (object *ob1, object *ob2)
198{ 257{
199 /* A couple quicksanity checks */ 258 /* A couple quick sanity checks */
200 if (ob1 == ob2 259 if (ob1 == ob2
201 || ob1->type != ob2->type 260 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value 261 || ob1->value != ob2->value
204 || ob1->name != ob2->name) 262 || ob1->name != ob2->name
263 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
205 return 0; 264 return 0;
206 265
207 //TODO: this ain't working well, use nicer and correct overflow check
208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 266 /* Do not merge objects if nrof would overflow, assume nrof
209 * value could not be stored in a sint32 (which unfortunately sometimes is 267 * is always 0 .. 2**31-1 */
210 * used to store nrof). 268 if (ob1->nrof > 0x7fffffff - ob2->nrof)
211 */
212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
213 return 0; 269 return 0;
214 270
215 /* If the objects have been identified, set the BEEN_APPLIED flag. 271 /* If the objects have been identified, set the BEEN_APPLIED flag.
216 * This is to the comparison of the flags below will be OK. We 272 * This is to the comparison of the flags below will be OK. We
217 * just can't ignore the been applied or identified flags, as they 273 * just can't ignore the been applied or identified flags, as they
218 * are not equal - just if it has been identified, the been_applied 274 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning. 275 * flags lose any meaning.
220 */ 276 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 277 if (ob1->flag [FLAG_IDENTIFIED])
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 278 ob1->set_flag (FLAG_BEEN_APPLIED);
223 279
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 280 if (ob2->flag [FLAG_IDENTIFIED])
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 281 ob2->set_flag (FLAG_BEEN_APPLIED);
226 282
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 283 if (ob1->arch->archname != ob2->arch->archname
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 284 || ob1->name != ob2->name
230 || ob1->title != ob2->title 285 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 286 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 287 || ob1->weight != ob2->weight
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
235 || ob1->attacktype != ob2->attacktype 288 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic 289 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying 290 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill 291 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value 292 || ob1->value != ob2->value
240 || ob1->animation_id != ob2->animation_id 293 || ob1->animation_id != ob2->animation_id
294 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
241 || ob1->client_type != ob2->client_type 295 || ob1->client_type != ob2->client_type
242 || ob1->materialname != ob2->materialname 296 || ob1->material != ob2->material
243 || ob1->lore != ob2->lore 297 || ob1->lore != ob2->lore
244 || ob1->subtype != ob2->subtype 298 || ob1->subtype != ob2->subtype
245 || ob1->move_type != ob2->move_type 299 || ob1->move_type != ob2->move_type
246 || ob1->move_block != ob2->move_block 300 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow 301 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on 302 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off 303 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow 304 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty) 305 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
306 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
307 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
252 return 0; 308 return 0;
253 309
310 if ((ob1->flag ^ ob2->flag)
311 .reset (FLAG_INV_LOCKED)
312 .reset (FLAG_REMOVED)
313 .any ())
314 return 0;
315
254 /* This is really a spellbook check - really, we should 316 /* This is really a spellbook check - we should in general
255 * check all objects in the inventory. 317 * not merge objects with real inventories, as splitting them
318 * is hard.
256 */ 319 */
257 if (ob1->inv || ob2->inv) 320 if (ob1->inv || ob2->inv)
258 { 321 {
259 if (!(ob1->inv && ob2->inv)) 322 if (!(ob1->inv && ob2->inv))
260 return 0; /* inventories differ in length */ 323 return 0; /* inventories differ in length */
261 324
262 if (ob1->inv->below || ob2->inv->below) 325 if (ob1->inv->below || ob2->inv->below)
263 return 0; /* more than one object in inv */ 326 return 0; /* more than one object in inv */
264 327
265 if (!object::can_merge (ob1->inv, ob2->inv)) 328 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; /* inventory objexts differ */ 329 return 0; /* inventory objects differ */
267 330
268 /* inventory ok - still need to check rest of this object to see 331 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 332 * if it is valid.
270 */ 333 */
271 } 334 }
272 335
273 /* Don't merge objects that are applied. With the new 'body' code, 336 /* Don't merge objects that are applied. With the new 'body' code,
274 * it is possible for most any character to have more than one of 337 * it is possible for most any character to have more than one of
275 * some items equipped, and we don't want those to merge. 338 * some items equipped, and we don't want those to merge.
276 */ 339 */
277 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 340 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
278 return 0; 341 return 0;
279 342
280 /* Note sure why the following is the case - either the object has to 343 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster 344 * be animated or have a very low speed. Is this an attempted monster
282 * check? 345 * check?
283 */ 346 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 347 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
285 return 0; 348 return 0;
286 349
287 switch (ob1->type) 350 switch (ob1->type)
288 { 351 {
289 case SCROLL: 352 case SCROLL:
290 if (ob1->level != ob2->level) 353 if (ob1->level != ob2->level)
291 return 0; 354 return 0;
292 break; 355 break;
293 } 356 }
294 357
295 if (ob1->key_values != NULL || ob2->key_values != NULL) 358 if (ob1->key_values || ob2->key_values)
296 { 359 {
297 /* At least one of these has key_values. */ 360 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 361 if ((!ob1->key_values) != (!ob2->key_values))
299 /* One has fields, but the other one doesn't. */ 362 return 0; /* One has fields, but the other one doesn't. */
300 return 0; 363
301 else if (!compare_ob_value_lists (ob1, ob2)) 364 if (!compare_ob_value_lists (ob1, ob2))
302 return 0; 365 return 0;
303 } 366 }
304 367
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)
311 { 374 {
312 int k1 = ob1->self ? HvTOTALKEYS (SvRV (ob1->self)) : 0; 375 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
313 int k2 = ob2->self ? HvTOTALKEYS (SvRV (ob2->self)) : 0; 376 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
314 377
315 if (k1 != k2) 378 if (k1 != k2)
316 return 0; 379 return 0;
380
317 else if (k1 == 0) 381 if (k1 == 0)
318 return 1; 382 return 1;
383
319 else if (!cfperl_can_merge (ob1, ob2)) 384 if (!cfperl_can_merge (ob1, ob2))
320 return 0; 385 return 0;
321 } 386 }
322 } 387 }
323 388
324 /* Everything passes, must be OK. */ 389 /* Everything passes, must be OK. */
325 return 1; 390 return 1;
326} 391}
327 392
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
328/* 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/*
329 * sum_weight() is a recursive function which calculates the weight 467 * this is a recursive function which calculates the weight
330 * 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
331 * containers are carrying, and sums it up. 469 * containers are carrying, and sums it up.
332 */ 470 */
333long 471void
334sum_weight (object *op) 472object::update_weight ()
335{ 473{
336 long sum; 474 sint32 sum = 0;
337 object *inv;
338 475
339 for (sum = 0, inv = op->inv; inv; inv = inv->below) 476 for (object *op = inv; op; op = op->below)
340 { 477 {
341 if (inv->inv) 478 if (op->inv)
342 sum_weight (inv); 479 op->update_weight ();
343 480
344 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 481 sum += op->total_weight ();
482 }
483
484 sum = weight_adjust_for (this, sum);
485
486 if (sum != carrying)
345 } 487 {
346
347 if (op->type == CONTAINER && op->stats.Str)
348 sum = (sum * (100 - op->stats.Str)) / 100;
349
350 if (op->carrying != sum) 488 if (carrying != sum)//D
489 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
490 (long long)sum, (long long)carrying, debug_desc ());
491
351 op->carrying = sum; 492 carrying = sum;
352 493
353 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 }
354} 498}
355 499
356/** 500/*
357 * Return the outermost environment object for a given object. 501 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
358 */
359
360object *
361object_get_env_recursive (object *op)
362{
363 while (op->env != NULL)
364 op = op->env;
365 return op;
366}
367
368/*
369 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
370 * Some error messages.
371 * The result of the dump is stored in the static global errmsg array.
372 */ 502 */
373char * 503char *
374dump_object (object *op) 504dump_object (object *op)
375{ 505{
376 if (!op) 506 if (!op)
379 object_freezer freezer; 509 object_freezer freezer;
380 op->write (freezer); 510 op->write (freezer);
381 return freezer.as_string (); 511 return freezer.as_string ();
382} 512}
383 513
384/* 514char *
385 * get_nearest_part(multi-object, object 2) returns the part of the 515object::as_string ()
386 * multi-object 1 which is closest to the second object.
387 * If it's not a multi-object, it is returned.
388 */
389object *
390get_nearest_part (object *op, const object *pl)
391{ 516{
392 object *tmp, *closest; 517 return dump_object (this);
393 int last_dist, i;
394
395 if (op->more == NULL)
396 return op;
397 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
398 if ((i = distance (tmp, pl)) < last_dist)
399 closest = tmp, last_dist = i;
400 return closest;
401} 518}
402 519
403/* 520/*
404 * 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.
405 */ 523 */
406object * 524object *
407find_object (tag_t i) 525find_object (tag_t i)
408{ 526{
409 for_all_objects (op) 527 for_all_objects (op)
412 530
413 return 0; 531 return 0;
414} 532}
415 533
416/* 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/*
417 * 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.
418 * Used only by the patch command, but not all that useful. 551 * Used only by the patch command, but not all that useful.
419 * Enables features like "patch <name-of-other-player> food 999" 552 * Enables features like "patch <name-of-other-player> food 999"
420 */ 553 */
421object * 554object *
422find_object_name (const char *str) 555find_object_name (const char *str)
423{ 556{
424 shstr_cmp str_ (str); 557 shstr_cmp str_ (str);
425 object *op;
426 558
559 if (str_)
427 for_all_objects (op) 560 for_all_objects (op)
428 if (op->name == str_) 561 if (op->name == str_)
429 break; 562 return op;
430 563
431 return op; 564 return 0;
432}
433
434void
435free_all_object_data ()
436{
437 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
438} 565}
439 566
440/* 567/*
441 * 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
442 * skill and experience objects. 569 * skill and experience objects.
448 // allow objects which own objects 575 // allow objects which own objects
449 if (owner) 576 if (owner)
450 while (owner->owner) 577 while (owner->owner)
451 owner = owner->owner; 578 owner = owner->owner;
452 579
580 if (flag [FLAG_FREED])
581 {
582 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
583 return;
584 }
585
453 this->owner = owner; 586 this->owner = owner;
454}
455
456int
457object::slottype () const
458{
459 if (type == SKILL)
460 {
461 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
462 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
463 }
464 else
465 {
466 if (slot [body_combat].info) return slot_combat;
467 if (slot [body_range ].info) return slot_ranged;
468 }
469
470 return slot_none;
471}
472
473bool
474object::change_weapon (object *ob)
475{
476 if (current_weapon == ob)
477 return true;
478
479 if (chosen_skill)
480 chosen_skill->flag [FLAG_APPLIED] = false;
481
482 current_weapon = ob;
483 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
484
485 if (chosen_skill)
486 chosen_skill->flag [FLAG_APPLIED] = true;
487
488 update_stats ();
489
490 if (ob)
491 {
492 // now check wether any body locations became invalid, in which case
493 // we cannot apply the weapon at the moment.
494 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
495 if (slot[i].used < 0)
496 {
497 current_weapon = chosen_skill = 0;
498 update_stats ();
499
500 new_draw_info_format (NDI_UNIQUE, 0, this,
501 "You try to balance all your items at once, "
502 "but the %s is just too much for your body. "
503 "[You need to unapply some items first.]", &ob->name);
504 return false;
505 }
506
507 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
508 }
509 else
510 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
511
512 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
513 {
514 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
515 &name, ob->debug_desc ());
516 return false;
517 }
518
519 return true;
520} 587}
521 588
522/* Zero the key_values on op, decrementing the shared-string 589/* Zero the key_values on op, decrementing the shared-string
523 * refcounts and freeing the links. 590 * refcounts and freeing the links.
524 */ 591 */
534 } 601 }
535 602
536 op->key_values = 0; 603 op->key_values = 0;
537} 604}
538 605
539object & 606/*
540object::operator =(const object &src) 607 * copy_to first frees everything allocated by the dst object,
608 * and then copies the contents of itself into the second
609 * object, allocating what needs to be allocated. Basically, any
610 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
611 * if the first object is freed, the pointers in the new object
612 * will point at garbage.
613 */
614void
615object::copy_to (object *dst)
541{ 616{
542 bool is_freed = flag [FLAG_FREED]; 617 dst->remove ();
543 bool is_removed = flag [FLAG_REMOVED];
544
545 *(object_copy *)this = src; 618 *(object_copy *)dst = *this;
546
547 flag [FLAG_FREED] = is_freed;
548 flag [FLAG_REMOVED] = is_removed; 619 dst->flag [FLAG_REMOVED] = true;
549 620
550 /* Copy over key_values, if any. */ 621 /* Copy over key_values, if any. */
551 if (src.key_values) 622 if (key_values)
552 { 623 {
553 key_value *tail = 0; 624 key_value *tail = 0;
554 key_values = 0; 625 dst->key_values = 0;
555 626
556 for (key_value *i = src.key_values; i; i = i->next) 627 for (key_value *i = key_values; i; i = i->next)
557 { 628 {
558 key_value *new_link = new key_value; 629 key_value *new_link = new key_value;
559 630
560 new_link->next = 0; 631 new_link->next = 0;
561 new_link->key = i->key; 632 new_link->key = i->key;
562 new_link->value = i->value; 633 new_link->value = i->value;
563 634
564 /* Try and be clever here, too. */ 635 /* Try and be clever here, too. */
565 if (!key_values) 636 if (!dst->key_values)
566 { 637 {
567 key_values = new_link; 638 dst->key_values = new_link;
568 tail = new_link; 639 tail = new_link;
569 } 640 }
570 else 641 else
571 { 642 {
572 tail->next = new_link; 643 tail->next = new_link;
573 tail = new_link; 644 tail = new_link;
574 } 645 }
575 } 646 }
576 } 647 }
577}
578 648
579/* 649 dst->activate ();
580 * copy_to first frees everything allocated by the dst object,
581 * and then copies the contents of itself into the second
582 * object, allocating what needs to be allocated. Basically, any
583 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
584 * if the first object is freed, the pointers in the new object
585 * will point at garbage.
586 */
587void
588object::copy_to (object *dst)
589{
590 *dst = *this;
591
592 if (speed < 0)
593 dst->speed_left -= rndm ();
594
595 dst->set_speed (dst->speed);
596} 650}
597 651
598void 652void
599object::instantiate () 653object::instantiate ()
600{ 654{
601 if (!uuid.seq) // HACK 655 if (!uuid.seq) // HACK
602 uuid = gen_uuid (); 656 uuid = UUID::gen ();
603 657
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
604 speed_left = -0.1f; 662 speed_left = -1.;
663
605 /* copy the body_info to the body_used - this is only really 664 /* copy the body_info to the body_used - this is only really
606 * need for monsters, but doesn't hurt to do it for everything. 665 * need for monsters, but doesn't hurt to do it for everything.
607 * by doing so, when a monster is created, it has good starting 666 * by doing so, when a monster is created, it has good starting
608 * values for the body_used info, so when items are created 667 * values for the body_used info, so when items are created
609 * for it, they can be properly equipped. 668 * for it, they can be properly equipped.
617object * 676object *
618object::clone () 677object::clone ()
619{ 678{
620 object *neu = create (); 679 object *neu = create ();
621 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
622 return neu; 687 return neu;
623} 688}
624 689
625/* 690/*
626 * 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
628 * 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.
629 */ 694 */
630void 695void
631update_turn_face (object *op) 696update_turn_face (object *op)
632{ 697{
633 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 698 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
634 return; 699 return;
635 700
636 SET_ANIMATION (op, op->direction); 701 SET_ANIMATION (op, op->direction);
637 update_object (op, UP_OBJ_FACE); 702 update_object (op, UP_OBJ_FACE);
638} 703}
643 * 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.
644 */ 709 */
645void 710void
646object::set_speed (float speed) 711object::set_speed (float speed)
647{ 712{
648 if (flag [FLAG_FREED] && speed)
649 {
650 LOG (llevError, "Object %s is freed but has speed.\n", &name);
651 speed = 0;
652 }
653
654 this->speed = speed; 713 this->speed = speed;
655 714
656 if (has_active_speed ()) 715 if (has_active_speed ())
657 activate (); 716 activate ();
658 else 717 else
677 * UP_OBJ_FACE: only the objects face has changed. 736 * UP_OBJ_FACE: only the objects face has changed.
678 */ 737 */
679void 738void
680update_object (object *op, int action) 739update_object (object *op, int action)
681{ 740{
682 if (op == NULL) 741 if (!op)
683 { 742 {
684 /* this should never happen */ 743 /* this should never happen */
685 LOG (llevDebug, "update_object() called for NULL object.\n"); 744 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
686 return; 745 return;
687 } 746 }
688 747
689 if (op->env) 748 if (!op->is_on_map ())
690 { 749 {
691 /* Animation is currently handled by client, so nothing 750 /* Animation is currently handled by client, so nothing
692 * to do in this case. 751 * to do in this case.
693 */ 752 */
694 return; 753 return;
695 } 754 }
696
697 /* If the map is saving, don't do anything as everything is
698 * going to get freed anyways.
699 */
700 if (!op->map || op->map->in_memory == MAP_SAVING)
701 return;
702 755
703 /* make sure the object is within map boundaries */ 756 /* make sure the object is within map boundaries */
704 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)
705 { 758 {
706 LOG (llevError, "update_object() called for object out of map!\n"); 759 LOG (llevError, "update_object() called for object out of map!\n");
714 767
715 if (!(m.flags_ & P_UPTODATE)) 768 if (!(m.flags_ & P_UPTODATE))
716 /* nop */; 769 /* nop */;
717 else if (action == UP_OBJ_INSERT) 770 else if (action == UP_OBJ_INSERT)
718 { 771 {
772#if 0
719 // this is likely overkill, TODO: revisit (schmorp) 773 // this is likely overkill, TODO: revisit (schmorp)
720 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 774 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
721 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 775 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
722 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 776 || (op->is_player () && !(m.flags_ & P_PLAYER))
723 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 777 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
724 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 778 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
725 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 779 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
726 || (m.move_on | op->move_on ) != m.move_on 780 || (m.move_on | op->move_on ) != m.move_on
727 || (m.move_off | op->move_off ) != m.move_off 781 || (m.move_off | op->move_off ) != m.move_off
728 || (m.move_slow | op->move_slow) != m.move_slow 782 || (m.move_slow | op->move_slow) != m.move_slow
729 /* 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
730 * to have move_allow right now. 784 * have move_allow right now.
731 */ 785 */
732 || ((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
733 || 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)
734 m.flags_ = 0; 790 m.invalidate ();
791#endif
735 } 792 }
736 /* if the object is being removed, we can't make intelligent 793 /* if the object is being removed, we can't make intelligent
737 * decisions, because remove_ob can't really pass the object 794 * decisions, because remove_ob can't really pass the object
738 * that is being removed. 795 * that is being removed.
739 */ 796 */
740 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 797 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
741 m.flags_ = 0; 798 m.invalidate ();
742 else if (action == UP_OBJ_FACE) 799 else if (action == UP_OBJ_FACE)
743 /* Nothing to do for that case */ ; 800 /* Nothing to do for that case */ ;
744 else 801 else
745 LOG (llevError, "update_object called with invalid action: %d\n", action); 802 LOG (llevError, "update_object called with invalid action: %d\n", action);
746 803
748 update_object (op->more, action); 805 update_object (op->more, action);
749} 806}
750 807
751object::object () 808object::object ()
752{ 809{
753 SET_FLAG (this, FLAG_REMOVED); 810 this->set_flag (FLAG_REMOVED);
754 811
755 expmul = 1.0; 812 //expmul = 1.0; declared const for the time being
756 face = blank_face; 813 face = blank_face;
814 material = MATERIAL_NULL;
757} 815}
758 816
759object::~object () 817object::~object ()
760{ 818{
761 unlink (); 819 unlink ();
762 820
763 free_key_values (this); 821 free_key_values (this);
764} 822}
765 823
766static int object_count;
767
768void object::link () 824void object::link ()
769{ 825{
770 assert (!index);//D 826 assert (!index);//D
771 uuid = gen_uuid (); 827 uuid = UUID::gen ();
772 count = ++object_count;
773 828
774 refcnt_inc (); 829 refcnt_inc ();
775 objects.insert (this); 830 objects.insert (this);
831
832 ++create_count;
833
776} 834}
777 835
778void object::unlink () 836void object::unlink ()
779{ 837{
780 if (!index) 838 if (!index)
781 return; 839 return;
840
841 ++destroy_count;
782 842
783 objects.erase (this); 843 objects.erase (this);
784 refcnt_dec (); 844 refcnt_dec ();
785} 845}
786 846
790 /* If already on active list, don't do anything */ 850 /* If already on active list, don't do anything */
791 if (active) 851 if (active)
792 return; 852 return;
793 853
794 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
795 actives.insert (this); 859 actives.insert (this);
860 }
796} 861}
797 862
798void 863void
799object::activate_recursive () 864object::activate_recursive ()
800{ 865{
849object::destroy_inv (bool drop_to_ground) 914object::destroy_inv (bool drop_to_ground)
850{ 915{
851 // need to check first, because the checks below might segfault 916 // need to check first, because the checks below might segfault
852 // as we might be on an invalid mapspace and crossfire code 917 // as we might be on an invalid mapspace and crossfire code
853 // is too buggy to ensure that the inventory is empty. 918 // is too buggy to ensure that the inventory is empty.
854 // corollary: if you create arrows etc. with stuff in tis inventory, 919 // corollary: if you create arrows etc. with stuff in its inventory,
855 // cf will crash below with off-map x and y 920 // cf will crash below with off-map x and y
856 if (!inv) 921 if (!inv)
857 return; 922 return;
858 923
859 /* Only if the space blocks everything do we not process - 924 /* Only if the space blocks everything do we not process -
860 * if some form of movement is allowed, let objects 925 * if some form of movement is allowed, let objects
861 * drop on that space. 926 * drop on that space.
862 */ 927 */
863 if (!drop_to_ground 928 if (!drop_to_ground
864 || !map 929 || !map
865 || map->in_memory != MAP_IN_MEMORY 930 || map->in_memory != MAP_ACTIVE
866 || map->nodrop 931 || map->no_drop
867 || ms ().move_block == MOVE_ALL) 932 || ms ().move_block == MOVE_ALL)
868 { 933 {
869 while (inv) 934 while (inv)
870 {
871 inv->destroy_inv (drop_to_ground);
872 inv->destroy (); 935 inv->destroy ();
873 }
874 } 936 }
875 else 937 else
876 { /* Put objects in inventory onto this space */ 938 { /* Put objects in inventory onto this space */
877 while (inv) 939 while (inv)
878 { 940 {
889 map->insert (op, x, y); 951 map->insert (op, x, y);
890 } 952 }
891 } 953 }
892} 954}
893 955
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 *
894object *object::create () 993object::create ()
895{ 994{
896 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
897 op->link (); 1017 op->link ();
1018
898 return op; 1019 return op;
899} 1020}
900 1021
901void 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
902object::do_destroy () 1057object::do_destroy ()
903{ 1058{
904 attachable::do_destroy ();
905
906 if (flag [FLAG_IS_LINKED]) 1059 if (flag [FLAG_IS_LINKED])
907 remove_button_link (this); 1060 remove_link ();
908 1061
909 if (flag [FLAG_FRIENDLY]) 1062 if (flag [FLAG_FRIENDLY])
910 remove_friendly_object (this); 1063 remove_friendly_object (this);
911 1064
912 if (!flag [FLAG_REMOVED])
913 remove (); 1065 remove ();
914 1066
915 destroy_inv (true); 1067 attachable::do_destroy ();
916 1068
917 deactivate (); 1069 deactivate ();
918 unlink (); 1070 unlink ();
919 1071
920 flag [FLAG_FREED] = 1; 1072 flag [FLAG_FREED] = 1;
921 1073
922 // hack to ensure that freed objects still have a valid map 1074 // hack to ensure that freed objects still have a valid map
923 {
924 static maptile *freed_map; // freed objects are moved here to avoid crashes
925
926 if (!freed_map)
927 {
928 freed_map = new maptile;
929
930 freed_map->path = "<freed objects map>";
931 freed_map->name = "/internal/freed_objects_map";
932 freed_map->width = 3;
933 freed_map->height = 3;
934
935 freed_map->alloc ();
936 freed_map->in_memory = MAP_IN_MEMORY;
937 }
938
939 map = freed_map; 1075 map = &freed_map;
940 x = 1; 1076 x = 1;
941 y = 1; 1077 y = 1;
942 }
943 1078
944 if (more) 1079 if (more)
945 { 1080 {
946 more->destroy (); 1081 more->destroy ();
947 more = 0; 1082 more = 0;
955 attacked_by = 0; 1090 attacked_by = 0;
956 current_weapon = 0; 1091 current_weapon = 0;
957} 1092}
958 1093
959void 1094void
960object::destroy (bool destroy_inventory) 1095object::destroy ()
961{ 1096{
962 if (destroyed ()) 1097 if (destroyed ())
963 return; 1098 return;
964 1099
965 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
966 destroy_inv (false); 1107 destroy_inv_fast ();
967 1108
968 if (is_head ()) 1109 if (is_head ())
969 if (sound_destroy) 1110 if (sound_destroy)
970 play_sound (sound_destroy); 1111 play_sound (sound_destroy);
971 else if (flag [FLAG_MONSTER]) 1112 else if (flag [FLAG_MONSTER])
972 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism 1113 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
973 1114
974 attachable::destroy (); 1115 attachable::destroy ();
975}
976
977/*
978 * sub_weight() recursively (outwards) subtracts a number from the
979 * weight of an object (and what is carried by it's environment(s)).
980 */
981void
982sub_weight (object *op, signed long weight)
983{
984 while (op != NULL)
985 {
986 if (op->type == CONTAINER)
987 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
988
989 op->carrying -= weight;
990 op = op->env;
991 }
992} 1116}
993 1117
994/* op->remove (): 1118/* op->remove ():
995 * 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
996 * 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
999 * the previous environment. 1123 * the previous environment.
1000 */ 1124 */
1001void 1125void
1002object::do_remove () 1126object::do_remove ()
1003{ 1127{
1004 object *tmp, *last = 0; 1128 if (flag [FLAG_REMOVED])
1005 object *otmp;
1006
1007 if (QUERY_FLAG (this, FLAG_REMOVED))
1008 return; 1129 return;
1009 1130
1010 SET_FLAG (this, FLAG_REMOVED);
1011 INVOKE_OBJECT (REMOVE, this); 1131 INVOKE_OBJECT (REMOVE, this);
1132
1133 flag [FLAG_REMOVED] = true;
1012 1134
1013 if (more) 1135 if (more)
1014 more->remove (); 1136 more->remove ();
1015 1137
1016 /* 1138 /*
1017 * In this case, the object to be removed is in someones 1139 * In this case, the object to be removed is in someones
1018 * inventory. 1140 * inventory.
1019 */ 1141 */
1020 if (env) 1142 if (env)
1021 { 1143 {
1022 if (nrof) 1144 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1023 sub_weight (env, weight * nrof); 1145 if (object *pl = visible_to ())
1024 else 1146 esrv_del_item (pl->contr, count);
1025 sub_weight (env, weight + carrying); 1147 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1026 1148
1027 /* NO_FIX_PLAYER is set when a great many changes are being 1149 adjust_weight (env, -total_weight ());
1028 * made to players inventory. If set, avoiding the call
1029 * to save cpu time.
1030 */
1031 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1032 otmp->update_stats ();
1033 1150
1034 if (above) 1151 object *pl = in_player ();
1035 above->below = below;
1036 else
1037 env->inv = below;
1038
1039 if (below)
1040 below->above = above;
1041 1152
1042 /* we set up values so that it could be inserted into 1153 /* we set up values so that it could be inserted into
1043 * 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
1044 * to the caller to decide what we want to do. 1155 * to the caller to decide what we want to do.
1045 */ 1156 */
1046 x = env->x, y = env->y;
1047 map = env->map; 1157 map = env->map;
1048 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;
1049 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 }
1050 } 1190 }
1051 else if (map) 1191 else if (map)
1052 { 1192 {
1053 if (type == PLAYER)
1054 {
1055 // leaving a spot always closes any open container on the ground
1056 if (container && !container->env)
1057 // this causes spurious floorbox updates, but it ensures
1058 // that the CLOSE event is being sent.
1059 close_container ();
1060
1061 --map->players;
1062 map->touch ();
1063 }
1064
1065 map->dirty = true; 1193 map->dirty = true;
1066 mapspace &ms = this->ms (); 1194 mapspace &ms = this->ms ();
1067 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
1068 /* link the object above us */ 1221 /* link the object above us */
1069 if (above) 1222 // re-link, make sure compiler can easily use cmove
1070 above->below = below; 1223 *(above ? &above->below : &ms.top) = below;
1071 else 1224 *(below ? &below->above : &ms.bot) = above;
1072 ms.top = below; /* we were top, set new top */
1073
1074 /* Relink the object below us, if there is one */
1075 if (below)
1076 below->above = above;
1077 else
1078 {
1079 /* Nothing below, which means we need to relink map object for this space
1080 * use translated coordinates in case some oddness with map tiling is
1081 * evident
1082 */
1083 if (GET_MAP_OB (map, x, y) != this)
1084 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 ());
1085
1086 ms.bot = above; /* goes on above it. */
1087 }
1088 1225
1089 above = 0; 1226 above = 0;
1090 below = 0; 1227 below = 0;
1091 1228
1229 ms.invalidate ();
1230
1092 if (map->in_memory == MAP_SAVING) 1231 if (map->in_memory == MAP_SAVING)
1093 return; 1232 return;
1094 1233
1095 int check_walk_off = !flag [FLAG_NO_APPLY]; 1234 int check_walk_off = !flag [FLAG_NO_APPLY];
1096 1235
1097 if (object *pl = ms.player ()) 1236 if (object *pl = ms.player ())
1098 { 1237 {
1099 if (pl->container == this) 1238 if (pl->container_ () == this)
1100 /* If a container that the player is currently using somehow gets 1239 /* If a container that the player is currently using somehow gets
1101 * removed (most likely destroyed), update the player view 1240 * removed (most likely destroyed), update the player view
1102 * appropriately. 1241 * appropriately.
1103 */ 1242 */
1104 pl->close_container (); 1243 pl->close_container ();
1105 1244
1245 //TODO: the floorbox prev/next might need updating
1246 //esrv_del_item (pl->contr, count);
1247 //TODO: update floorbox to preserve ordering
1248 if (pl->contr->ns)
1106 pl->contr->ns->floorbox_update (); 1249 pl->contr->ns->floorbox_update ();
1107 } 1250 }
1108 1251
1252 if (check_walk_off)
1109 for (tmp = ms.bot; tmp; tmp = tmp->above) 1253 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1110 { 1254 {
1255 above = tmp->above;
1256
1111 /* No point updating the players look faces if he is the object 1257 /* No point updating the players look faces if he is the object
1112 * being removed. 1258 * being removed.
1113 */ 1259 */
1114 1260
1115 /* See if object moving off should effect something */ 1261 /* See if object moving off should effect something */
1116 if (check_walk_off
1117 && ((move_type & tmp->move_off) 1262 if ((move_type & tmp->move_off)
1118 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1263 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1119 {
1120 move_apply (tmp, this, 0); 1264 move_apply (tmp, this, 0);
1121
1122 if (destroyed ())
1123 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1124 } 1265 }
1125 1266
1126 last = tmp; 1267 if (affects_los ())
1127 }
1128
1129 /* last == NULL if there are no objects on this space */
1130 //TODO: this makes little sense, why only update the topmost object?
1131 if (!last)
1132 map->at (x, y).flags_ = 0;
1133 else
1134 update_object (last, UP_OBJ_REMOVE);
1135
1136 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1137 update_all_los (map, x, y); 1268 update_all_los (map, x, y);
1138 } 1269 }
1139} 1270}
1140 1271
1141/* 1272/*
1150merge_ob (object *op, object *top) 1281merge_ob (object *op, object *top)
1151{ 1282{
1152 if (!op->nrof) 1283 if (!op->nrof)
1153 return 0; 1284 return 0;
1154 1285
1155 if (top) 1286 if (!top)
1156 for (top = op; top && top->above; top = top->above) 1287 for (top = op; top && top->above; top = top->above)
1157 ; 1288 ;
1158 1289
1159 for (; top; top = top->below) 1290 for (; top; top = top->below)
1160 {
1161 if (top == op)
1162 continue;
1163
1164 if (object::can_merge (op, top)) 1291 if (object::can_merge (op, top))
1165 { 1292 {
1166 top->nrof += op->nrof; 1293 top->nrof += op->nrof;
1167 1294
1168/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1295 if (object *pl = top->visible_to ())
1169 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
1170 op->destroy (); 1301 op->destroy ();
1302
1171 return top; 1303 return top;
1172 } 1304 }
1173 }
1174 1305
1175 return 0; 1306 return 0;
1176} 1307}
1177 1308
1178void 1309void
1183 1314
1184 object *prev = this; 1315 object *prev = this;
1185 1316
1186 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1317 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1187 { 1318 {
1188 object *op = arch_to_object (at); 1319 object *op = at->instance ();
1189 1320
1190 op->name = name; 1321 op->name = name;
1191 op->name_pl = name_pl; 1322 op->name_pl = name_pl;
1192 op->title = title; 1323 op->title = title;
1193 1324
1203 * job preparing multi-part monsters. 1334 * job preparing multi-part monsters.
1204 */ 1335 */
1205object * 1336object *
1206insert_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)
1207{ 1338{
1339 op->remove ();
1340
1208 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1341 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1209 { 1342 {
1210 tmp->x = x + tmp->arch->x; 1343 tmp->x = x + tmp->arch->x;
1211 tmp->y = y + tmp->arch->y; 1344 tmp->y = y + tmp->arch->y;
1212 } 1345 }
1229 * 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
1230 * to be set if special handling is needed. 1363 * to be set if special handling is needed.
1231 * 1364 *
1232 * Return value: 1365 * Return value:
1233 * new object if 'op' was merged with other object 1366 * new object if 'op' was merged with other object
1234 * NULL if 'op' was destroyed 1367 * NULL if there was an error (destroyed, blocked etc.)
1235 * just 'op' otherwise 1368 * just 'op' otherwise
1236 */ 1369 */
1237object * 1370object *
1238insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1371insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1239{ 1372{
1240 assert (!op->flag [FLAG_FREED]);
1241
1242 object *top, *floor = NULL;
1243
1244 op->remove (); 1373 op->remove ();
1374
1375 if (m == &freed_map)//D TODO: remove soon
1376 {//D
1377 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1378 }//D
1245 1379
1246 /* Ideally, the caller figures this out. However, it complicates a lot 1380 /* Ideally, the caller figures this out. However, it complicates a lot
1247 * 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
1248 * need extra work 1382 * need extra work
1249 */ 1383 */
1384 maptile *newmap = m;
1250 if (!xy_normalise (m, op->x, op->y)) 1385 if (!xy_normalise (newmap, op->x, op->y))
1251 { 1386 {
1252 op->destroy (); 1387 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1253 return 0; 1388 return 0;
1254 } 1389 }
1255 1390
1256 if (object *more = op->more) 1391 if (object *more = op->more)
1257 if (!insert_ob_in_map (more, m, originator, flag)) 1392 if (!insert_ob_in_map (more, m, originator, flag))
1258 return 0; 1393 return 0;
1259 1394
1260 CLEAR_FLAG (op, FLAG_REMOVED); 1395 op->flag [FLAG_REMOVED] = false;
1261 1396 op->env = 0;
1262 op->map = m; 1397 op->map = newmap;
1398
1263 mapspace &ms = op->ms (); 1399 mapspace &ms = op->ms ();
1264 1400
1265 /* this has to be done after we translate the coordinates. 1401 /* this has to be done after we translate the coordinates.
1266 */ 1402 */
1267 if (op->nrof && !(flag & INS_NO_MERGE)) 1403 if (op->nrof && !(flag & INS_NO_MERGE))
1268 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1404 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1269 if (object::can_merge (op, tmp)) 1405 if (object::can_merge (op, tmp))
1270 { 1406 {
1407 // TODO: we actually want to update tmp, not op,
1408 // but some caller surely breaks when we return tmp
1409 // from here :/
1271 op->nrof += tmp->nrof; 1410 op->nrof += tmp->nrof;
1272 tmp->destroy (); 1411 tmp->destroy ();
1273 } 1412 }
1274 1413
1275 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1414 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1276 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1415 op->clr_flag (FLAG_INV_LOCKED);
1277 1416
1278 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1417 if (!op->flag [FLAG_ALIVE])
1279 CLEAR_FLAG (op, FLAG_NO_STEAL); 1418 op->clr_flag (FLAG_NO_STEAL);
1280 1419
1281 if (flag & INS_BELOW_ORIGINATOR) 1420 if (flag & INS_BELOW_ORIGINATOR)
1282 { 1421 {
1283 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1422 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1284 { 1423 {
1285 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1424 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1286 abort (); 1425 abort ();
1287 } 1426 }
1288 1427
1428 if (!originator->is_on_map ())
1429 {
1430 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1431 op->debug_desc (), originator->debug_desc ());
1432 abort ();
1433 }
1434
1289 op->above = originator; 1435 op->above = originator;
1290 op->below = originator->below; 1436 op->below = originator->below;
1291
1292 if (op->below)
1293 op->below->above = op;
1294 else
1295 ms.bot = op;
1296
1297 /* since *below* originator, no need to update top */
1298 originator->below = op; 1437 originator->below = op;
1438
1439 *(op->below ? &op->below->above : &ms.bot) = op;
1299 } 1440 }
1300 else 1441 else
1301 { 1442 {
1302 top = ms.bot; 1443 object *floor = 0;
1444 object *top = ms.top;
1303 1445
1304 /* If there are other objects, then */ 1446 /* If there are other objects, then */
1305 if (top) 1447 if (top)
1306 { 1448 {
1307 object *last = 0;
1308
1309 /* 1449 /*
1310 * If there are multiple objects on this space, we do some trickier handling. 1450 * If there are multiple objects on this space, we do some trickier handling.
1311 * We've already dealt with merging if appropriate. 1451 * We've already dealt with merging if appropriate.
1312 * Generally, we want to put the new object on top. But if 1452 * Generally, we want to put the new object on top. But if
1313 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1453 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1316 * once we get to them. This reduces the need to traverse over all of 1456 * once we get to them. This reduces the need to traverse over all of
1317 * them when adding another one - this saves quite a bit of cpu time 1457 * them when adding another one - this saves quite a bit of cpu time
1318 * when lots of spells are cast in one area. Currently, it is presumed 1458 * when lots of spells are cast in one area. Currently, it is presumed
1319 * that flying non pickable objects are spell objects. 1459 * that flying non pickable objects are spell objects.
1320 */ 1460 */
1321 for (top = ms.bot; top; top = top->above) 1461 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1322 { 1462 {
1323 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1463 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1324 floor = top; 1464 floor = tmp;
1325 1465
1326 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1466 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1327 { 1467 {
1328 /* We insert above top, so we want this object below this */ 1468 /* We insert above top, so we want this object below this */
1329 top = top->below; 1469 top = tmp->below;
1330 break; 1470 break;
1331 } 1471 }
1332 1472
1333 last = top; 1473 top = tmp;
1334 } 1474 }
1335
1336 /* Don't want top to be NULL, so set it to the last valid object */
1337 top = last;
1338 1475
1339 /* We let update_position deal with figuring out what the space 1476 /* We let update_position deal with figuring out what the space
1340 * looks like instead of lots of conditions here. 1477 * looks like instead of lots of conditions here.
1341 * makes things faster, and effectively the same result. 1478 * makes things faster, and effectively the same result.
1342 */ 1479 */
1349 */ 1486 */
1350 if (!(flag & INS_ON_TOP) 1487 if (!(flag & INS_ON_TOP)
1351 && ms.flags () & P_BLOCKSVIEW 1488 && ms.flags () & P_BLOCKSVIEW
1352 && (op->face && !faces [op->face].visibility)) 1489 && (op->face && !faces [op->face].visibility))
1353 { 1490 {
1491 object *last;
1492
1354 for (last = top; last != floor; last = last->below) 1493 for (last = top; last != floor; last = last->below)
1355 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1494 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1356 break; 1495 break;
1357 1496
1358 /* Check to see if we found the object that blocks view, 1497 /* Check to see if we found the object that blocks view,
1359 * and make sure we have a below pointer for it so that 1498 * and make sure we have a below pointer for it so that
1360 * we can get inserted below this one, which requires we 1499 * we can get inserted below this one, which requires we
1366 } /* If objects on this space */ 1505 } /* If objects on this space */
1367 1506
1368 if (flag & INS_ABOVE_FLOOR_ONLY) 1507 if (flag & INS_ABOVE_FLOOR_ONLY)
1369 top = floor; 1508 top = floor;
1370 1509
1371 /* 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
1372 */
1373
1374 /* First object on this space */
1375 if (!top) 1511 if (!top)
1376 { 1512 {
1513 op->below = 0;
1377 op->above = ms.bot; 1514 op->above = ms.bot;
1378
1379 if (op->above)
1380 op->above->below = op;
1381
1382 op->below = 0;
1383 ms.bot = op; 1515 ms.bot = op;
1516
1517 *(op->above ? &op->above->below : &ms.top) = op;
1384 } 1518 }
1385 else 1519 else
1386 { /* get inserted into the stack above top */ 1520 {
1387 op->above = top->above; 1521 op->above = top->above;
1388
1389 if (op->above)
1390 op->above->below = op; 1522 top->above = op;
1391 1523
1392 op->below = top; 1524 op->below = top;
1393 top->above = op; 1525 *(op->above ? &op->above->below : &ms.top) = op;
1394 } 1526 }
1527 }
1395 1528
1396 if (!op->above) 1529 if (op->is_player ())
1397 ms.top = op;
1398 } /* else not INS_BELOW_ORIGINATOR */
1399
1400 if (op->type == PLAYER)
1401 { 1530 {
1402 op->contr->do_los = 1; 1531 op->contr->do_los = 1;
1403 ++op->map->players; 1532 ++op->map->players;
1404 op->map->touch (); 1533 op->map->touch ();
1405 } 1534 }
1406 1535
1407 op->map->dirty = true; 1536 op->map->dirty = true;
1408 1537
1409 if (object *pl = ms.player ()) 1538 if (object *pl = ms.player ())
1539 //TODO: the floorbox prev/next might need updating
1540 //esrv_send_item (pl, op);
1541 //TODO: update floorbox to preserve ordering
1542 if (pl->contr->ns)
1410 pl->contr->ns->floorbox_update (); 1543 pl->contr->ns->floorbox_update ();
1411 1544
1412 /* If this object glows, it may affect lighting conditions that are 1545 /* If this object glows, it may affect lighting conditions that are
1413 * 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
1414 * 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
1415 * on the map will get recalculated. The players could very well 1548 * on the map will get recalculated. The players could very well
1416 * 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 -
1417 * this should get redone to only look for players within range, 1550 * this should get redone to only look for players within range,
1418 * or just updating the P_UPTODATE for spaces within this area 1551 * or just updating the P_UPTODATE for spaces within this area
1419 * of effect may be sufficient. 1552 * of effect may be sufficient.
1420 */ 1553 */
1421 if (op->map->darkness && (op->glow_radius != 0)) 1554 if (op->affects_los ())
1555 {
1556 op->ms ().invalidate ();
1422 update_all_los (op->map, op->x, op->y); 1557 update_all_los (op->map, op->x, op->y);
1558 }
1423 1559
1424 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1560 /* updates flags (blocked, alive, no magic, etc) for this map space */
1425 update_object (op, UP_OBJ_INSERT); 1561 update_object (op, UP_OBJ_INSERT);
1426 1562
1427 INVOKE_OBJECT (INSERT, op); 1563 INVOKE_OBJECT (INSERT, op);
1434 * blocked() and wall() work properly), and these flags are updated by 1570 * blocked() and wall() work properly), and these flags are updated by
1435 * update_object(). 1571 * update_object().
1436 */ 1572 */
1437 1573
1438 /* 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 */
1439 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1575 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1440 { 1576 {
1441 if (check_move_on (op, originator)) 1577 if (check_move_on (op, originator, flag))
1442 return 0; 1578 return 0;
1443 1579
1444 /* If we are a multi part object, lets work our way through the check 1580 /* If we are a multi part object, let's work our way through the check
1445 * walk on's. 1581 * walk on's.
1446 */ 1582 */
1447 for (object *tmp = op->more; tmp; tmp = tmp->more) 1583 for (object *tmp = op->more; tmp; tmp = tmp->more)
1448 if (check_move_on (tmp, originator)) 1584 if (check_move_on (tmp, originator, flag))
1449 return 0; 1585 return 0;
1450 } 1586 }
1451 1587
1452 return op; 1588 return op;
1453} 1589}
1455/* this function inserts an object in the map, but if it 1591/* this function inserts an object in the map, but if it
1456 * 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.
1457 * 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.
1458 */ 1594 */
1459void 1595void
1460replace_insert_ob_in_map (const char *arch_string, object *op) 1596replace_insert_ob_in_map (shstr_tmp archname, object *op)
1461{ 1597{
1462 object *tmp, *tmp1;
1463
1464 /* first search for itself and remove any old instances */ 1598 /* first search for itself and remove any old instances */
1465 1599
1466 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1600 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1467 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1601 if (tmp->arch->archname == archname) /* same archetype */
1468 tmp->destroy (); 1602 tmp->destroy ();
1469 1603
1470 tmp1 = arch_to_object (archetype::find (arch_string)); 1604 object *tmp = archetype::find (archname)->instance ();
1471 1605
1472 tmp1->x = op->x; 1606 tmp->x = op->x;
1473 tmp1->y = op->y; 1607 tmp->y = op->y;
1608
1474 insert_ob_in_map (tmp1, op->map, op, 0); 1609 insert_ob_in_map (tmp, op->map, op, 0);
1475} 1610}
1476 1611
1477object * 1612object *
1478object::insert_at (object *where, object *originator, int flags) 1613object::insert_at (object *where, object *originator, int flags)
1479{ 1614{
1615 if (where->env)
1616 return where->env->insert (this);
1617 else
1480 return where->map->insert (this, where->x, where->y, originator, flags); 1618 return where->map->insert (this, where->x, where->y, originator, flags);
1481} 1619}
1482 1620
1483/* 1621// check whether we can put this into the map, respect max_volume, max_items
1484 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1622bool
1485 * is returned contains nr objects, and the remaining parts contains 1623object::can_drop_at (maptile *m, int x, int y, object *originator)
1486 * the rest (or is removed and freed if that number is 0).
1487 * On failure, NULL is returned, and the reason put into the
1488 * global static errmsg array.
1489 */
1490object *
1491get_split_ob (object *orig_ob, uint32 nr)
1492{ 1624{
1493 object *newob; 1625 mapspace &ms = m->at (x, y);
1494 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1495 1626
1496 if (orig_ob->nrof < nr) 1627 int items = ms.items ();
1497 {
1498 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1499 return NULL;
1500 }
1501 1628
1502 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;
1503 1633
1504 if ((orig_ob->nrof -= nr) < 1) 1634 if (originator && originator->is_player ())
1505 orig_ob->destroy (1); 1635 originator->contr->failmsgf (
1506 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.>",
1507 { 1637 query_name ()
1508 if (orig_ob->env != NULL) 1638 );
1509 sub_weight (orig_ob->env, orig_ob->weight * nr);
1510 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1511 {
1512 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1513 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1514 return NULL;
1515 }
1516 }
1517 1639
1518 newob->nrof = nr; 1640 return false;
1519
1520 return newob;
1521} 1641}
1522 1642
1523/* 1643/*
1524 * decrease_ob_nr(object, number) decreases a specified number from 1644 * decrease(object, number) decreases a specified number from
1525 * 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
1526 * is subsequently removed and freed. 1646 * is subsequently removed and freed.
1527 * 1647 *
1528 * 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
1529 */ 1649 */
1650bool
1651object::decrease (sint32 nr)
1652{
1653 if (!nr)
1654 return true;
1655
1656 nr = min (nr, nrof);
1657
1658 if (nrof > nr)
1659 {
1660 nrof -= nr;
1661 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1662
1663 if (object *pl = visible_to ())
1664 esrv_update_item (UPD_NROF, pl, this);
1665
1666 return true;
1667 }
1668 else
1669 {
1670 destroy ();
1671 return false;
1672 }
1673}
1674
1675/*
1676 * split(ob,nr) splits up ob into two parts. The part which
1677 * is returned contains nr objects, and the remaining parts contains
1678 * the rest (or is removed and returned if that number is 0).
1679 * On failure, NULL is returned.
1680 */
1530object * 1681object *
1531decrease_ob_nr (object *op, uint32 i) 1682object::split (sint32 nr)
1532{ 1683{
1533 object *tmp; 1684 int have = number_of ();
1534 1685
1535 if (i == 0) /* objects with op->nrof require this check */ 1686 if (have < nr)
1536 return op; 1687 return 0;
1537 1688 else if (have == nr)
1538 if (i > op->nrof)
1539 i = op->nrof;
1540
1541 if (QUERY_FLAG (op, FLAG_REMOVED))
1542 op->nrof -= i;
1543 else if (op->env)
1544 { 1689 {
1545 /* is this object in the players inventory, or sub container
1546 * therein?
1547 */
1548 tmp = op->in_player ();
1549 /* nope. Is this a container the player has opened?
1550 * If so, set tmp to that player.
1551 * IMO, searching through all the players will mostly
1552 * likely be quicker than following op->env to the map,
1553 * and then searching the map for a player.
1554 */
1555 if (!tmp)
1556 for_all_players (pl)
1557 if (pl->ob->container == op->env)
1558 {
1559 tmp = pl->ob;
1560 break;
1561 }
1562
1563 if (i < op->nrof)
1564 {
1565 sub_weight (op->env, op->weight * i);
1566 op->nrof -= i;
1567 if (tmp)
1568 esrv_send_item (tmp, op);
1569 }
1570 else
1571 {
1572 op->remove (); 1690 remove ();
1573 op->nrof = 0; 1691 return this;
1574 if (tmp)
1575 esrv_del_item (tmp->contr, op->count);
1576 }
1577 } 1692 }
1578 else 1693 else
1579 { 1694 {
1580 object *above = op->above; 1695 decrease (nr);
1581 1696
1582 if (i < op->nrof) 1697 object *op = deep_clone ();
1583 op->nrof -= i; 1698 op->nrof = nr;
1584 else
1585 {
1586 op->remove ();
1587 op->nrof = 0;
1588 }
1589
1590 /* Since we just removed op, op->above is null */
1591 for (tmp = above; tmp; tmp = tmp->above)
1592 if (tmp->type == PLAYER)
1593 {
1594 if (op->nrof)
1595 esrv_send_item (tmp, op);
1596 else
1597 esrv_del_item (tmp->contr, op->count);
1598 }
1599 }
1600
1601 if (op->nrof)
1602 return op; 1699 return op;
1603 else
1604 {
1605 op->destroy ();
1606 return 0;
1607 }
1608}
1609
1610/*
1611 * add_weight(object, weight) adds the specified weight to an object,
1612 * and also updates how much the environment(s) is/are carrying.
1613 */
1614void
1615add_weight (object *op, signed long weight)
1616{
1617 while (op != NULL)
1618 {
1619 if (op->type == CONTAINER)
1620 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1621
1622 op->carrying += weight;
1623 op = op->env;
1624 } 1700 }
1625} 1701}
1626 1702
1627object * 1703object *
1628insert_ob_in_ob (object *op, object *where) 1704insert_ob_in_ob (object *op, object *where)
1653 * be != op, if items are merged. -Tero 1729 * be != op, if items are merged. -Tero
1654 */ 1730 */
1655object * 1731object *
1656object::insert (object *op) 1732object::insert (object *op)
1657{ 1733{
1658 if (!QUERY_FLAG (op, FLAG_REMOVED))
1659 op->remove ();
1660
1661 if (op->more) 1734 if (op->more)
1662 { 1735 {
1663 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);
1664 return op; 1737 return op;
1665 } 1738 }
1666 1739
1667 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1740 op->remove ();
1668 CLEAR_FLAG (op, FLAG_REMOVED); 1741
1742 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1669 1743
1670 if (op->nrof) 1744 if (op->nrof)
1671 {
1672 for (object *tmp = inv; tmp; tmp = tmp->below) 1745 for (object *tmp = inv; tmp; tmp = tmp->below)
1673 if (object::can_merge (tmp, op)) 1746 if (object::can_merge (tmp, op))
1674 { 1747 {
1675 /* return the original object and remove inserted object 1748 /* return the original object and remove inserted object
1676 (client needs the original object) */ 1749 (client needs the original object) */
1677 tmp->nrof += op->nrof; 1750 tmp->nrof += op->nrof;
1678 /* Weight handling gets pretty funky. Since we are adding to 1751
1679 * tmp->nrof, we need to increase the weight. 1752 if (object *pl = tmp->visible_to ())
1680 */ 1753 esrv_update_item (UPD_NROF, pl, tmp);
1754
1681 add_weight (this, op->weight * op->nrof); 1755 adjust_weight (this, op->total_weight ());
1682 SET_FLAG (op, FLAG_REMOVED); 1756
1683 op->destroy (); /* free the inserted object */ 1757 op->destroy ();
1684 op = tmp; 1758 op = tmp;
1685 op->remove (); /* and fix old object's links */ 1759 goto inserted;
1686 CLEAR_FLAG (op, FLAG_REMOVED);
1687 break;
1688 } 1760 }
1689 1761
1690 /* I assume combined objects have no inventory
1691 * We add the weight - this object could have just been removed
1692 * (if it was possible to merge). calling remove_ob will subtract
1693 * the weight, so we need to add it in again, since we actually do
1694 * the linking below
1695 */
1696 add_weight (this, op->weight * op->nrof);
1697 }
1698 else
1699 add_weight (this, (op->weight + op->carrying));
1700
1701 if (object *otmp = this->in_player ())
1702 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1703 otmp->update_stats ();
1704
1705 op->owner = 0; // its his/hers now. period. 1762 op->owner = 0; // it's his/hers now. period.
1706 op->map = 0; 1763 op->map = 0;
1764 op->x = 0;
1765 op->y = 0;
1766
1767 op->above = 0;
1768 op->below = inv;
1707 op->env = this; 1769 op->env = this;
1708 op->above = 0;
1709 op->below = 0;
1710 op->x = op->y = 0;
1711 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:
1712 /* 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 */
1713 if (op->glow_radius && map) 1785 if (op->glow_radius && is_on_map ())
1714 { 1786 {
1715#ifdef DEBUG_LIGHTS 1787 update_stats ();
1716 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1717#endif /* DEBUG_LIGHTS */
1718 if (map->darkness)
1719 update_all_los (map, x, y); 1788 update_all_los (map, x, y);
1720 }
1721
1722 /* Client has no idea of ordering so lets not bother ordering it here.
1723 * It sure simplifies this function...
1724 */
1725 if (!inv)
1726 inv = op;
1727 else
1728 { 1789 }
1729 op->below = inv; 1790 else if (is_player ())
1730 op->below->above = op; 1791 // if this is a player's inventory, update stats
1731 inv = op; 1792 contr->queue_stats_update ();
1732 }
1733 1793
1734 INVOKE_OBJECT (INSERT, this); 1794 INVOKE_OBJECT (INSERT, this);
1735 1795
1736 return op; 1796 return op;
1737} 1797}
1755 * MSW 2001-07-08: Check all objects on space, not just those below 1815 * MSW 2001-07-08: Check all objects on space, not just those below
1756 * object being inserted. insert_ob_in_map may not put new objects 1816 * object being inserted. insert_ob_in_map may not put new objects
1757 * on top. 1817 * on top.
1758 */ 1818 */
1759int 1819int
1760check_move_on (object *op, object *originator) 1820check_move_on (object *op, object *originator, int flags)
1761{ 1821{
1822 if (op->flag [FLAG_NO_APPLY])
1823 return 0;
1824
1762 object *tmp; 1825 object *tmp;
1763 maptile *m = op->map; 1826 maptile *m = op->map;
1764 int x = op->x, y = op->y; 1827 int x = op->x, y = op->y;
1765 1828
1766 MoveType move_on, move_slow, move_block; 1829 mapspace &ms = m->at (x, y);
1767 1830
1768 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1831 ms.update ();
1769 return 0;
1770 1832
1771 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1833 MoveType move_on = ms.move_on;
1772 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1834 MoveType move_slow = ms.move_slow;
1773 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1835 MoveType move_block = ms.move_block;
1774 1836
1775 /* 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,
1776 * 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
1777 * 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
1778 * as walking. 1840 * as walking.
1789 return 0; 1851 return 0;
1790 1852
1791 /* The objects have to be checked from top to bottom. 1853 /* The objects have to be checked from top to bottom.
1792 * Hence, we first go to the top: 1854 * Hence, we first go to the top:
1793 */ 1855 */
1794 1856 for (object *next, *tmp = ms.top; tmp; tmp = next)
1795 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1796 {
1797 /* Trim the search when we find the first other spell effect
1798 * this helps performance so that if a space has 50 spell objects,
1799 * we don't need to check all of them.
1800 */
1801 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1802 break;
1803 } 1857 {
1858 next = tmp->below;
1804 1859
1805 for (; tmp; tmp = tmp->below)
1806 {
1807 if (tmp == op) 1860 if (tmp == op)
1808 continue; /* Can't apply yourself */ 1861 continue; /* Can't apply yourself */
1809 1862
1810 /* 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.
1811 * Second check makes sure that the movement types not being slowed 1864 * Second check makes sure that the movement types not being slowed
1812 * (~slow_move) is not blocked on this space - just because the 1865 * (~slow_move) is not blocked on this space - just because the
1813 * 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
1814 * 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.
1815 */ 1868 */
1816 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1869 if (!op->flag [FLAG_WIZPASS])
1817 { 1870 {
1818 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1871 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1819 ((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))
1820 { 1873 {
1821
1822 float
1823 diff = tmp->move_slow_penalty * fabs (op->speed); 1874 float diff = tmp->move_slow_penalty * fabs (op->speed);
1824 1875
1825 if (op->type == PLAYER) 1876 if (op->is_player ())
1826 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)) ||
1827 (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)))
1828 diff /= 4.0; 1879 diff /= 4.0;
1829 1880
1830 op->speed_left -= diff; 1881 op->speed_left -= diff;
1831 } 1882 }
1832 } 1883 }
1833 1884
1834 /* Basically same logic as above, except now for actual apply. */ 1885 /* Basically same logic as above, except now for actual apply. */
1835 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1886 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1836 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1887 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1837 { 1888 {
1889 if (tmp->type == EXIT && (flags & INS_NO_AUTO_EXIT)) //TODO: temporary, fix exits instead
1890 continue;
1891
1838 move_apply (tmp, op, originator); 1892 move_apply (tmp, op, originator);
1839 1893
1840 if (op->destroyed ()) 1894 if (op->destroyed ())
1841 return 1; 1895 return 1;
1842 1896
1865 LOG (llevError, "Present_arch called outside map.\n"); 1919 LOG (llevError, "Present_arch called outside map.\n");
1866 return NULL; 1920 return NULL;
1867 } 1921 }
1868 1922
1869 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1923 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1870 if (tmp->arch == at) 1924 if (tmp->arch->archname == at->archname)
1871 return tmp; 1925 return tmp;
1872 1926
1873 return NULL; 1927 return NULL;
1874} 1928}
1875 1929
1939 * The first matching object is returned, or NULL if none. 1993 * The first matching object is returned, or NULL if none.
1940 */ 1994 */
1941object * 1995object *
1942present_arch_in_ob (const archetype *at, const object *op) 1996present_arch_in_ob (const archetype *at, const object *op)
1943{ 1997{
1944 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1998 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1945 if (tmp->arch == at) 1999 if (tmp->arch->archname == at->archname)
1946 return tmp; 2000 return tmp;
1947 2001
1948 return NULL; 2002 return NULL;
1949} 2003}
1950 2004
1952 * activate recursively a flag on an object inventory 2006 * activate recursively a flag on an object inventory
1953 */ 2007 */
1954void 2008void
1955flag_inv (object *op, int flag) 2009flag_inv (object *op, int flag)
1956{ 2010{
1957 if (op->inv)
1958 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2011 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1959 { 2012 {
1960 SET_FLAG (tmp, flag); 2013 tmp->set_flag (flag);
1961 flag_inv (tmp, flag); 2014 flag_inv (tmp, flag);
1962 } 2015 }
1963} 2016}
1964 2017
1965/* 2018/*
1966 * deactivate recursively a flag on an object inventory 2019 * deactivate recursively a flag on an object inventory
1967 */ 2020 */
1968void 2021void
1969unflag_inv (object *op, int flag) 2022unflag_inv (object *op, int flag)
1970{ 2023{
1971 if (op->inv)
1972 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2024 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1973 { 2025 {
1974 CLEAR_FLAG (tmp, flag); 2026 tmp->clr_flag (flag);
1975 unflag_inv (tmp, flag); 2027 unflag_inv (tmp, flag);
1976 } 2028 }
1977} 2029}
1978 2030
1979/* 2031/*
1980 * find_free_spot(object, map, x, y, start, stop) will search for 2032 * find_free_spot(object, map, x, y, start, stop) will search for
1981 * a spot at the given map and coordinates which will be able to contain 2033 * a spot at the given map and coordinates which will be able to contain
1983 * to search (see the freearr_x/y[] definition). 2035 * to search (see the freearr_x/y[] definition).
1984 * It returns a random choice among the alternatives found. 2036 * It returns a random choice among the alternatives found.
1985 * start and stop are where to start relative to the free_arr array (1,9 2037 * start and stop are where to start relative to the free_arr array (1,9
1986 * does all 4 immediate directions). This returns the index into the 2038 * does all 4 immediate directions). This returns the index into the
1987 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2039 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1988 * Note - this only checks to see if there is space for the head of the
1989 * object - if it is a multispace object, this should be called for all
1990 * pieces.
1991 * Note2: This function does correctly handle tiled maps, but does not 2040 * Note: This function does correctly handle tiled maps, but does not
1992 * inform the caller. However, insert_ob_in_map will update as 2041 * inform the caller. However, insert_ob_in_map will update as
1993 * necessary, so the caller shouldn't need to do any special work. 2042 * necessary, so the caller shouldn't need to do any special work.
1994 * Note - updated to take an object instead of archetype - this is necessary 2043 * Note - updated to take an object instead of archetype - this is necessary
1995 * because arch_blocked (now ob_blocked) needs to know the movement type 2044 * because arch_blocked (now ob_blocked) needs to know the movement type
1996 * to know if the space in question will block the object. We can't use 2045 * to know if the space in question will block the object. We can't use
2017 2066
2018 /* However, often 2067 /* However, often
2019 * ob doesn't have any move type (when used to place exits) 2068 * ob doesn't have any move type (when used to place exits)
2020 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 2069 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2021 */ 2070 */
2022 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 2071 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2023 { 2072 {
2024 altern [index++] = i; 2073 altern [index++] = i;
2025 continue; 2074 continue;
2026 } 2075 }
2027 2076
2043 * head of the object should correspond for the entire object. 2092 * head of the object should correspond for the entire object.
2044 */ 2093 */
2045 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2094 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2046 continue; 2095 continue;
2047 2096
2097 if (ob->blocked (pos.m, pos.x, pos.y))
2098 continue;
2099
2048 altern [index++] = i; 2100 altern [index++] = i;
2049 } 2101 }
2050 2102
2051 if (!index) 2103 if (!index)
2052 return -1; 2104 return -1;
2118 * there is capable of. 2170 * there is capable of.
2119 */ 2171 */
2120int 2172int
2121find_dir (maptile *m, int x, int y, object *exclude) 2173find_dir (maptile *m, int x, int y, object *exclude)
2122{ 2174{
2123 int i, max = SIZEOFFREE, mflags; 2175 int max = SIZEOFFREE, mflags;
2124
2125 sint16 nx, ny;
2126 object *tmp;
2127 maptile *mp;
2128
2129 MoveType blocked, move_type; 2176 MoveType move_type;
2130 2177
2131 if (exclude && exclude->head_ () != exclude) 2178 if (exclude && exclude->head_ () != exclude)
2132 { 2179 {
2133 exclude = exclude->head; 2180 exclude = exclude->head;
2134 move_type = exclude->move_type; 2181 move_type = exclude->move_type;
2137 { 2184 {
2138 /* If we don't have anything, presume it can use all movement types. */ 2185 /* If we don't have anything, presume it can use all movement types. */
2139 move_type = MOVE_ALL; 2186 move_type = MOVE_ALL;
2140 } 2187 }
2141 2188
2142 for (i = 1; i < max; i++) 2189 for (int i = 1; i < max; i++)
2143 { 2190 {
2144 mp = m; 2191 mapxy pos (m, x, y);
2145 nx = x + freearr_x[i]; 2192 pos.move (i);
2146 ny = y + freearr_y[i];
2147 2193
2148 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2194 if (!pos.normalise ())
2149
2150 if (mflags & P_OUT_OF_MAP)
2151 max = maxfree[i]; 2195 max = maxfree[i];
2152 else 2196 else
2153 { 2197 {
2154 mapspace &ms = mp->at (nx, ny); 2198 mapspace &ms = *pos;
2155 2199
2156 blocked = ms.move_block;
2157
2158 if ((move_type & blocked) == move_type) 2200 if ((move_type & ms.move_block) == move_type)
2159 max = maxfree[i]; 2201 max = maxfree [i];
2160 else if (mflags & P_IS_ALIVE) 2202 else if (ms.flags () & P_IS_ALIVE)
2161 { 2203 {
2162 for (tmp = ms.bot; tmp; tmp = tmp->above) 2204 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2163 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2205 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2164 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2206 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2165 break;
2166
2167 if (tmp)
2168 return freedir[i]; 2207 return freedir [i];
2169 } 2208 }
2170 } 2209 }
2171 } 2210 }
2172 2211
2173 return 0; 2212 return 0;
2182{ 2221{
2183 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2222 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2184} 2223}
2185 2224
2186/* 2225/*
2187 * find_dir_2(delta-x,delta-y) will return a direction in which 2226 * find_dir_2(delta-x,delta-y) will return a direction value
2188 * an object which has subtracted the x and y coordinates of another 2227 * for running into direct [dx, dy].
2189 * object, needs to travel toward it. 2228 * (the opposite of crossfire's find_dir_2!)
2190 */ 2229 */
2191int 2230int
2192find_dir_2 (int x, int y) 2231find_dir_2 (int x, int y)
2193{ 2232{
2233#if 1 // new algorithm
2234 // this works by putting x, y into 16 sectors, which
2235 // are not equal sized, but are a better approximation
2236 // then the old algorithm, and then using a mapping
2237 // table to map it into a direction value.
2238 // basically, it maps these comparisons to each bit
2239 // bit #3: x < 0
2240 // bit #2: y < 0
2241 // bit #1: x > y
2242 // bit #0: x > 2y
2243
2244 static const uint8 dir[16] = {
2245 4, 5, 4, 3,
2246 2, 1, 2, 3,
2247 6, 5, 6, 7,
2248 8, 1, 8, 7,
2249 };
2250 int sector = 0;
2251
2252 // this is a bit ugly, but more likely to result in branchless code
2253 sector |= x < 0 ? 8 : 0;
2254 x = x < 0 ? -x : x; // abs
2255
2256 sector |= y < 0 ? 4 : 0;
2257 y = y < 0 ? -y : y; // abs
2258
2259 if (x > y)
2260 {
2261 sector |= 2;
2262
2263 if (x > y * 2)
2264 sector |= 1;
2265 }
2266 else
2267 {
2268 if (y > x * 2)
2269 sector |= 1;
2270 else if (!y)
2271 return 0; // x == 0 here
2272 }
2273
2274 return dir [sector];
2275#else // old algorithm
2194 int q; 2276 int q;
2195 2277
2196 if (y) 2278 if (y)
2197 q = x * 100 / y; 2279 q = 128 * x / y;
2198 else if (x) 2280 else if (x)
2199 q = -300 * x; 2281 q = -512 * x; // to make it > 309
2200 else 2282 else
2201 return 0; 2283 return 0;
2202 2284
2203 if (y > 0) 2285 if (y > 0)
2204 { 2286 {
2205 if (q < -242) 2287 if (q < -309) return 7;
2288 if (q < -52) return 6;
2289 if (q < 52) return 5;
2290 if (q < 309) return 4;
2291
2206 return 3; 2292 return 3;
2207 if (q < -41) 2293 }
2208 return 2; 2294 else
2209 if (q < 41) 2295 {
2210 return 1; 2296 if (q < -309) return 3;
2211 if (q < 242) 2297 if (q < -52) return 2;
2212 return 8; 2298 if (q < 52) return 1;
2299 if (q < 309) return 8;
2300
2213 return 7; 2301 return 7;
2214 } 2302 }
2215 2303#endif
2216 if (q < -242)
2217 return 7;
2218 if (q < -41)
2219 return 6;
2220 if (q < 41)
2221 return 5;
2222 if (q < 242)
2223 return 4;
2224
2225 return 3;
2226} 2304}
2227 2305
2228/* 2306/*
2229 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2307 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2230 * between two directions (which are expected to be absolute (see absdir()) 2308 * between two directions (which are expected to be absolute (see absdir())
2231 */ 2309 */
2232int 2310int
2233dirdiff (int dir1, int dir2) 2311dirdiff (int dir1, int dir2)
2234{ 2312{
2235 int d;
2236
2237 d = abs (dir1 - dir2); 2313 int d = abs (dir1 - dir2);
2238 if (d > 4)
2239 d = 8 - d;
2240 2314
2241 return d; 2315 return d > 4 ? 8 - d : d;
2242} 2316}
2243 2317
2244/* peterm: 2318/* peterm:
2245 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2319 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2246 * Basically, this is a table of directions, and what directions 2320 * Basically, this is a table of directions, and what directions
2248 * This basically means that if direction is 15, then it could either go 2322 * This basically means that if direction is 15, then it could either go
2249 * direction 4, 14, or 16 to get back to where we are. 2323 * direction 4, 14, or 16 to get back to where we are.
2250 * Moved from spell_util.c to object.c with the other related direction 2324 * Moved from spell_util.c to object.c with the other related direction
2251 * functions. 2325 * functions.
2252 */ 2326 */
2253int reduction_dir[SIZEOFFREE][3] = { 2327static const int reduction_dir[SIZEOFFREE][3] = {
2254 {0, 0, 0}, /* 0 */ 2328 {0, 0, 0}, /* 0 */
2255 {0, 0, 0}, /* 1 */ 2329 {0, 0, 0}, /* 1 */
2256 {0, 0, 0}, /* 2 */ 2330 {0, 0, 0}, /* 2 */
2257 {0, 0, 0}, /* 3 */ 2331 {0, 0, 0}, /* 3 */
2258 {0, 0, 0}, /* 4 */ 2332 {0, 0, 0}, /* 4 */
2352 * Add a check so we can't pick up invisible objects (0.93.8) 2426 * Add a check so we can't pick up invisible objects (0.93.8)
2353 */ 2427 */
2354int 2428int
2355can_pick (const object *who, const object *item) 2429can_pick (const object *who, const object *item)
2356{ 2430{
2357 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2431 return /*who->flag [FLAG_WIZ]|| */
2358 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2432 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2359 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2433 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2360} 2434}
2361 2435
2362/* 2436/*
2363 * create clone from object to another 2437 * create clone from object to another
2364 */ 2438 */
2365object * 2439object *
2366object_create_clone (object *asrc) 2440object::deep_clone ()
2367{ 2441{
2368 object *dst = 0, *tmp, *src, *prev, *item; 2442 assert (("deep_clone called on non-head object", is_head ()));
2369 2443
2370 if (!asrc) 2444 object *dst = clone ();
2371 return 0;
2372 2445
2373 src = asrc->head_ (); 2446 object *prev = dst;
2374
2375 prev = 0;
2376 for (object *part = src; part; part = part->more) 2447 for (object *part = this->more; part; part = part->more)
2377 { 2448 {
2378 tmp = part->clone (); 2449 object *tmp = part->clone ();
2379 tmp->x -= src->x;
2380 tmp->y -= src->y;
2381
2382 if (!part->head)
2383 {
2384 dst = tmp;
2385 tmp->head = 0;
2386 }
2387 else
2388 tmp->head = dst; 2450 tmp->head = dst;
2389
2390 tmp->more = 0;
2391
2392 if (prev)
2393 prev->more = tmp; 2451 prev->more = tmp;
2394
2395 prev = tmp; 2452 prev = tmp;
2396 } 2453 }
2397 2454
2398 for (item = src->inv; item; item = item->below) 2455 for (object *item = inv; item; item = item->below)
2399 insert_ob_in_ob (object_create_clone (item), dst); 2456 insert_ob_in_ob (item->deep_clone (), dst);
2400 2457
2401 return dst; 2458 return dst;
2402} 2459}
2403 2460
2404/* This returns the first object in who's inventory that 2461/* This returns the first object in who's inventory that
2413 return tmp; 2470 return tmp;
2414 2471
2415 return 0; 2472 return 0;
2416} 2473}
2417 2474
2418/* If ob has a field named key, return the link from the list, 2475shstr_tmp
2419 * otherwise return NULL. 2476object::kv_get (shstr_tmp key) const
2420 *
2421 * key must be a passed in shared string - otherwise, this won't
2422 * do the desired thing.
2423 */
2424key_value *
2425get_ob_key_link (const object *ob, const char *key)
2426{ 2477{
2427 for (key_value *link = ob->key_values; link; link = link->next) 2478 for (key_value *kv = key_values; kv; kv = kv->next)
2428 if (link->key == key) 2479 if (kv->key == key)
2429 return link;
2430
2431 return 0;
2432}
2433
2434/*
2435 * Returns the value of op has an extra_field for key, or NULL.
2436 *
2437 * The argument doesn't need to be a shared string.
2438 *
2439 * The returned string is shared.
2440 */
2441const char *
2442get_ob_key_value (const object *op, const char *const key)
2443{
2444 key_value *link;
2445 shstr_cmp canonical_key (key);
2446
2447 if (!canonical_key)
2448 {
2449 /* 1. There being a field named key on any object
2450 * implies there'd be a shared string to find.
2451 * 2. Since there isn't, no object has this field.
2452 * 3. Therefore, *this* object doesn't have this field.
2453 */
2454 return 0;
2455 }
2456
2457 /* This is copied from get_ob_key_link() above -
2458 * only 4 lines, and saves the function call overhead.
2459 */
2460 for (link = op->key_values; link; link = link->next)
2461 if (link->key == canonical_key)
2462 return link->value; 2480 return kv->value;
2463 2481
2464 return 0; 2482 return shstr ();
2465} 2483}
2466 2484
2467/* 2485void
2468 * Updates the canonical_key in op to value. 2486object::kv_set (shstr_tmp key, shstr_tmp value)
2469 *
2470 * canonical_key is a shared string (value doesn't have to be).
2471 *
2472 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2473 * keys.
2474 *
2475 * Returns TRUE on success.
2476 */
2477int
2478set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2479{ 2487{
2480 key_value *field = NULL, *last = NULL; 2488 for (key_value *kv = key_values; kv; kv = kv->next)
2481 2489 if (kv->key == key)
2482 for (field = op->key_values; field != NULL; field = field->next)
2483 {
2484 if (field->key != canonical_key)
2485 { 2490 {
2486 last = field; 2491 kv->value = value;
2487 continue; 2492 return;
2488 } 2493 }
2489 2494
2490 if (value) 2495 key_value *kv = new key_value;
2491 field->value = value; 2496
2492 else 2497 kv->next = key_values;
2498 kv->key = key;
2499 kv->value = value;
2500
2501 key_values = kv;
2502}
2503
2504void
2505object::kv_del (shstr_tmp key)
2506{
2507 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2508 if ((*kvp)->key == key)
2493 { 2509 {
2494 /* Basically, if the archetype has this key set, 2510 key_value *kv = *kvp;
2495 * we need to store the null value so when we save 2511 *kvp = (*kvp)->next;
2496 * it, we save the empty value so that when we load, 2512 delete kv;
2497 * we get this value back again. 2513 return;
2498 */
2499 if (get_ob_key_link (op->arch, canonical_key))
2500 field->value = 0;
2501 else
2502 {
2503 if (last)
2504 last->next = field->next;
2505 else
2506 op->key_values = field->next;
2507
2508 delete field;
2509 }
2510 } 2514 }
2511 return TRUE;
2512 }
2513 /* IF we get here, key doesn't exist */
2514
2515 /* No field, we'll have to add it. */
2516
2517 if (!add_key)
2518 return FALSE;
2519
2520 /* There isn't any good reason to store a null
2521 * value in the key/value list. If the archetype has
2522 * this key, then we should also have it, so shouldn't
2523 * be here. If user wants to store empty strings,
2524 * should pass in ""
2525 */
2526 if (value == NULL)
2527 return TRUE;
2528
2529 field = new key_value;
2530
2531 field->key = canonical_key;
2532 field->value = value;
2533 /* Usual prepend-addition. */
2534 field->next = op->key_values;
2535 op->key_values = field;
2536
2537 return TRUE;
2538}
2539
2540/*
2541 * Updates the key in op to value.
2542 *
2543 * If add_key is FALSE, this will only update existing keys,
2544 * and not add new ones.
2545 * In general, should be little reason FALSE is ever passed in for add_key
2546 *
2547 * Returns TRUE on success.
2548 */
2549int
2550set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2551{
2552 shstr key_ (key);
2553
2554 return set_ob_key_value_s (op, key_, value, add_key);
2555} 2515}
2556 2516
2557object::depth_iterator::depth_iterator (object *container) 2517object::depth_iterator::depth_iterator (object *container)
2558: iterator_base (container) 2518: iterator_base (container)
2559{ 2519{
2609{ 2569{
2610 char flagdesc[512]; 2570 char flagdesc[512];
2611 char info2[256 * 4]; 2571 char info2[256 * 4];
2612 char *p = info; 2572 char *p = info;
2613 2573
2614 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2574 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2615 count, uuid.seq, 2575 count,
2576 uuid.c_str (),
2616 &name, 2577 &name,
2617 title ? "\",title:\"" : "", 2578 title ? ",title:\"" : "",
2618 title ? (const char *)title : "", 2579 title ? (const char *)title : "",
2580 title ? "\"" : "",
2619 flag_desc (flagdesc, 512), type); 2581 flag_desc (flagdesc, 512), type);
2620 2582
2621 if (!this->flag[FLAG_REMOVED] && env) 2583 if (!flag[FLAG_REMOVED] && env)
2622 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2584 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2623 2585
2624 if (map) 2586 if (map)
2625 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2587 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2626 2588
2641{ 2603{
2642 return map ? map->region (x, y) 2604 return map ? map->region (x, y)
2643 : region::default_region (); 2605 : region::default_region ();
2644} 2606}
2645 2607
2646const materialtype_t *
2647object::dominant_material () const
2648{
2649 if (materialtype_t *mt = name_to_material (materialname))
2650 return mt;
2651
2652 return name_to_material (shstr_unknown);
2653}
2654
2655void 2608void
2656object::open_container (object *new_container) 2609object::open_container (object *new_container)
2657{ 2610{
2658 if (container == new_container) 2611 if (container == new_container)
2659 return; 2612 return;
2660 2613
2661 if (object *old_container = container) 2614 object *old_container = container;
2615
2616 if (old_container)
2662 { 2617 {
2663 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2618 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2664 return; 2619 return;
2665 2620
2666#if 0 2621#if 0
2668 if (object *closer = old_container->inv) 2623 if (object *closer = old_container->inv)
2669 if (closer->type == CLOSE_CON) 2624 if (closer->type == CLOSE_CON)
2670 closer->destroy (); 2625 closer->destroy ();
2671#endif 2626#endif
2672 2627
2628 // make sure the container is available
2629 esrv_send_item (this, old_container);
2630
2673 old_container->flag [FLAG_APPLIED] = 0; 2631 old_container->flag [FLAG_APPLIED] = false;
2674 container = 0; 2632 container = 0;
2675 2633
2634 // client needs item update to make it work, client bug requires this to be separate
2676 esrv_update_item (UPD_FLAGS, this, old_container); 2635 esrv_update_item (UPD_FLAGS, this, old_container);
2636
2677 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2637 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2678 play_sound (sound_find ("chest_close")); 2638 play_sound (sound_find ("chest_close"));
2679 } 2639 }
2680 2640
2681 if (new_container) 2641 if (new_container)
2682 { 2642 {
2686 // TODO: this does not seem to serve any purpose anymore? 2646 // TODO: this does not seem to serve any purpose anymore?
2687#if 0 2647#if 0
2688 // insert the "Close Container" object. 2648 // insert the "Close Container" object.
2689 if (archetype *closer = new_container->other_arch) 2649 if (archetype *closer = new_container->other_arch)
2690 { 2650 {
2691 object *closer = arch_to_object (new_container->other_arch); 2651 object *closer = new_container->other_arch->instance ();
2692 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2652 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2693 new_container->insert (closer); 2653 new_container->insert (closer);
2694 } 2654 }
2695#endif 2655#endif
2696 2656
2697 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2657 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2698 2658
2659 // make sure the container is available, client bug requires this to be separate
2660 esrv_send_item (this, new_container);
2661
2699 new_container->flag [FLAG_APPLIED] = 1; 2662 new_container->flag [FLAG_APPLIED] = true;
2700 container = new_container; 2663 container = new_container;
2701 2664
2665 // client needs flag change
2702 esrv_update_item (UPD_FLAGS, this, new_container); 2666 esrv_update_item (UPD_FLAGS, this, new_container);
2703 esrv_send_inventory (this, new_container); 2667 esrv_send_inventory (this, new_container);
2704 play_sound (sound_find ("chest_open")); 2668 play_sound (sound_find ("chest_open"));
2705 } 2669 }
2670// else if (!old_container->env && contr && contr->ns)
2671// contr->ns->floorbox_reset ();
2706} 2672}
2707 2673
2708object * 2674object *
2709object::force_find (const shstr name) 2675object::force_find (shstr_tmp name)
2710{ 2676{
2711 /* cycle through his inventory to look for the MARK we want to 2677 /* cycle through his inventory to look for the MARK we want to
2712 * place 2678 * place
2713 */ 2679 */
2714 for (object *tmp = inv; tmp; tmp = tmp->below) 2680 for (object *tmp = inv; tmp; tmp = tmp->below)
2716 return splay (tmp); 2682 return splay (tmp);
2717 2683
2718 return 0; 2684 return 0;
2719} 2685}
2720 2686
2687//-GPL
2688
2721void 2689void
2690object::force_set_timer (int duration)
2691{
2692 this->duration = 1;
2693 this->speed_left = -1.f;
2694
2695 this->set_speed (duration ? 1.f / duration : 0.f);
2696}
2697
2698object *
2722object::force_add (const shstr name, int duration) 2699object::force_add (shstr_tmp name, int duration)
2723{ 2700{
2724 if (object *force = force_find (name)) 2701 if (object *force = force_find (name))
2725 force->destroy (); 2702 force->destroy ();
2726 2703
2727 object *force = get_archetype (FORCE_NAME); 2704 object *force = get_archetype (FORCE_NAME);
2728 2705
2729 force->slaying = name; 2706 force->slaying = name;
2730 force->stats.food = 1; 2707 force->force_set_timer (duration);
2731 force->speed_left = -1.f;
2732
2733 force->set_speed (duration ? 1.f / duration : 0.f);
2734 force->flag [FLAG_IS_USED_UP] = true;
2735 force->flag [FLAG_APPLIED] = true; 2708 force->flag [FLAG_APPLIED] = true;
2736 2709
2737 insert (force); 2710 return insert (force);
2738} 2711}
2739 2712
2740void 2713void
2741object::play_sound (faceidx sound) const 2714object::play_sound (faceidx sound) const
2742{ 2715{
2743 if (!sound) 2716 if (!sound)
2744 return; 2717 return;
2745 2718
2746 if (flag [FLAG_REMOVED]) 2719 if (is_on_map ())
2720 map->play_sound (sound, x, y);
2721 else if (object *pl = in_player ())
2722 pl->contr->play_sound (sound);
2723}
2724
2725void
2726object::say_msg (const char *msg) const
2727{
2728 if (is_on_map ())
2729 map->say_msg (msg, x, y);
2730 else if (object *pl = in_player ())
2731 pl->contr->play_sound (sound);
2732}
2733
2734void
2735object::make_noise ()
2736{
2737 // we do not model noise in the map, so instead put
2738 // a temporary light into the noise source
2739 // could use the map instead, but that's less reliable for our
2740 // goal, which is to make invisibility a bit harder to exploit
2741
2742 // currently only works sensibly for players
2743 if (!is_player ())
2747 return; 2744 return;
2748 2745
2749 if (env) 2746 // find old force, or create new one
2750 { 2747 object *force = force_find (shstr_noise_force);
2751 if (object *pl = in_player ()) 2748
2752 pl->contr->play_sound (sound); 2749 if (force)
2753 } 2750 force->speed_left = -1.f; // patch old speed up
2754 else 2751 else
2755 map->play_sound (sound, x, y); 2752 {
2756} 2753 force = archetype::get (shstr_noise_force);
2757 2754
2755 force->slaying = shstr_noise_force;
2756 force->stats.food = 1;
2757 force->speed_left = -1.f;
2758
2759 force->set_speed (1.f / 4.f);
2760 force->flag [FLAG_IS_USED_UP] = true;
2761 force->flag [FLAG_APPLIED] = true;
2762
2763 insert (force);
2764 }
2765}
2766
2767void object::change_move_type (MoveType mt)
2768{
2769 if (move_type == mt)
2770 return;
2771
2772 if (is_on_map ())
2773 {
2774 // we are on the map, so handle move_on/off effects
2775 remove ();
2776 move_type = mt;
2777 map->insert (this, x, y, this);
2778 }
2779 else
2780 move_type = mt;
2781}
2782
2783/* object should be a player.
2784 * we return the object the player has marked with the 'mark' command
2785 * below. If no match is found (or object has changed), we return
2786 * NULL. We leave it up to the calling function to print messages if
2787 * nothing is found.
2788 */
2789object *
2790object::mark () const
2791{
2792 if (contr && contr->mark && contr->mark->env == this)
2793 return contr->mark;
2794 else
2795 return 0;
2796}
2797

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