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Comparing deliantra/server/common/object.C (file contents):
Revision 1.151 by root, Wed May 16 11:10:01 2007 UTC vs.
Revision 1.336 by root, Wed Apr 28 11:19:09 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28#include <global.h> 25#include <global.h>
29#include <stdio.h> 26#include <stdio.h>
30#include <sys/types.h> 27#include <sys/types.h>
31#include <sys/uio.h> 28#include <sys/uio.h>
32#include <object.h> 29#include <object.h>
33#include <funcpoint.h>
34#include <sproto.h> 30#include <sproto.h>
35#include <loader.h>
36 31
37#include <bitset> 32#include <bitset>
38 33
39int nrofallocobjects = 0; 34UUID UUID::cur;
40static UUID uuid; 35static uint64_t seq_next_save;
41const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
42 38
43objectvec objects; 39objectvec objects;
44activevec actives; 40activevec actives;
45 41
46short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
49
50short freearr_x[SIZEOFFREE] = {
51 0,
52 0, 1, 1, 1, 0, -1, -1, -1,
53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
47 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 54 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
48}; 55};
49short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 56short freearr_y[SIZEOFFREE] = {
57 0,
58 -1, -1, 0, 1, 1, 1, 0, -1,
59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
50 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 60 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
51};
52int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
53 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
54}; 61};
55int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
56 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 63 0,
64 1, 2, 3, 4, 5, 6, 7, 8,
65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
57 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
58}; 67};
59 68
69static int maxfree[SIZEOFFREE] = {
70 0,
71 9, 10, 13, 14, 17, 18, 21, 22,
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
74};
75
60static void 76static void
61write_uuid (void) 77write_uuid (uval64 skip, bool sync)
62{ 78{
63 char filename1[MAX_BUF], filename2[MAX_BUF]; 79 CALL_BEGIN (2);
64 80 CALL_ARG_SV (newSVval64 (skip));
65 sprintf (filename1, "%s/uuid", settings.localdir); 81 CALL_ARG_SV (boolSV (sync));
66 sprintf (filename2, "%s/uuid~", settings.localdir); 82 CALL_CALL ("cf::write_uuid", G_DISCARD);
67 83 CALL_END;
68 FILE *fp;
69
70 if (!(fp = fopen (filename2, "w")))
71 {
72 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
73 return;
74 }
75
76 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
77 fclose (fp);
78 rename (filename2, filename1);
79} 84}
80 85
81static void 86static void
82read_uuid (void) 87read_uuid ()
83{ 88{
84 char filename[MAX_BUF]; 89 char filename[MAX_BUF];
85 90
86 sprintf (filename, "%s/uuid", settings.localdir); 91 sprintf (filename, "%s/uuid", settings.localdir);
92
93 seq_next_save = 0;
87 94
88 FILE *fp; 95 FILE *fp;
89 96
90 if (!(fp = fopen (filename, "r"))) 97 if (!(fp = fopen (filename, "r")))
91 { 98 {
92 if (errno == ENOENT) 99 if (errno == ENOENT)
93 { 100 {
94 LOG (llevInfo, "RESET uid to 1\n"); 101 LOG (llevInfo, "RESET uid to 1\n");
95 uuid.seq = 0; 102 UUID::cur.seq = 0;
96 write_uuid (); 103 write_uuid (UUID_GAP, true);
97 return; 104 return;
98 } 105 }
99 106
100 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 107 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
101 _exit (1); 108 _exit (1);
102 } 109 }
103 110
104 int version; 111 char buf [UUID::MAX_LEN];
105 unsigned long long uid; 112 buf[0] = 0;
106 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 113 fgets (buf, sizeof (buf), fp);
114
115 if (!UUID::cur.parse (buf))
107 { 116 {
108 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 117 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
109 _exit (1); 118 _exit (1);
110 } 119 }
111 120
112 uuid.seq = uid; 121 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
113 write_uuid (); 122
114 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 123 write_uuid (UUID_GAP, true);
115 fclose (fp); 124 fclose (fp);
116} 125}
117 126
118UUID 127UUID
119gen_uuid () 128UUID::gen ()
120{ 129{
121 UUID uid; 130 UUID uid;
122 131
123 uid.seq = ++uuid.seq; 132 uid.seq = ++cur.seq;
124 133
125 if (!(uuid.seq & (UUID_SKIP - 1))) 134 if (expect_false (cur.seq >= seq_next_save))
126 write_uuid (); 135 {
136 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
137 write_uuid (UUID_GAP, false);
138 }
139
127 140
128 return uid; 141 return uid;
129} 142}
130 143
131void 144void
132init_uuid () 145UUID::init ()
133{ 146{
134 read_uuid (); 147 read_uuid ();
135} 148}
136 149
150bool
151UUID::parse (const char *s)
152{
153 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
154 return false;
155
156 seq = 0;
157
158 while (*s != '>')
159 {
160 if (*s < '0')
161 return false;
162
163 // this gives nice branchless code with gcc
164 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
165 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
166
167 seq = (seq << 4) | digit;
168
169 ++s;
170 }
171
172 return true;
173}
174
175char *
176UUID::append (char *buf) const
177{
178 *buf++ = '<';
179 *buf++ = '1';
180 *buf++ = '.';
181
182 uint64_t seq = this->seq;
183 const int bits = 64;
184 char nz = 0;
185 static const char tohex [] = "0123456789abcdef";
186
187 // assert (len >= 3 + bits / 4 + 1 + 1);
188 for (int i = bits / 4; --i; )
189 {
190 uint8_t digit = seq >> (bits - 4);
191
192 *buf = tohex [digit];
193 nz |= digit;
194 buf += nz ? 1 : 0;
195 seq <<= 4;
196 }
197
198 // last digit is special - always emit
199 uint8_t digit = seq >> (bits - 4);
200 *buf++ = tohex [digit];
201
202 *buf++ = '>';
203
204 return buf;
205}
206
207char *
208UUID::c_str () const
209{
210 static char buf [MAX_LEN];
211 *append (buf) = 0;
212 return buf;
213}
214
137/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 215/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
138static int 216static bool
139compare_ob_value_lists_one (const object *wants, const object *has) 217compare_ob_value_lists_one (const object *wants, const object *has)
140{ 218{
141 key_value *wants_field;
142
143 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 219 /* n-squared behaviour (see kv_get), but I'm hoping both
144 * objects with lists are rare, and lists stay short. If not, use a 220 * objects with lists are rare, and lists stay short. If not, use a
145 * different structure or at least keep the lists sorted... 221 * different structure or at least keep the lists sorted...
146 */ 222 */
147 223
148 /* For each field in wants, */ 224 /* For each field in wants, */
149 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 225 for (key_value *kv = wants->key_values; kv; kv = kv->next)
150 { 226 if (has->kv_get (kv->key) != kv->value)
151 key_value *has_field; 227 return false;
152
153 /* Look for a field in has with the same key. */
154 has_field = get_ob_key_link (has, wants_field->key);
155
156 if (has_field == NULL)
157 {
158 /* No field with that name. */
159 return FALSE;
160 }
161
162 /* Found the matching field. */
163 if (has_field->value != wants_field->value)
164 {
165 /* Values don't match, so this half of the comparison is false. */
166 return FALSE;
167 }
168
169 /* If we get here, we found a match. Now for the next field in wants. */
170 }
171 228
172 /* If we get here, every field in wants has a matching field in has. */ 229 /* If we get here, every field in wants has a matching field in has. */
173 return TRUE; 230 return true;
174} 231}
175 232
176/* Returns TRUE if ob1 has the same key_values as ob2. */ 233/* Returns TRUE if ob1 has the same key_values as ob2. */
177static int 234static bool
178compare_ob_value_lists (const object *ob1, const object *ob2) 235compare_ob_value_lists (const object *ob1, const object *ob2)
179{ 236{
180 /* However, there may be fields in has which aren't partnered in wants, 237 /* However, there may be fields in has which aren't partnered in wants,
181 * so we need to run the comparison *twice*. :( 238 * so we need to run the comparison *twice*. :(
182 */ 239 */
183 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 240 return compare_ob_value_lists_one (ob1, ob2)
241 && compare_ob_value_lists_one (ob2, ob1);
184} 242}
185 243
186/* Function examines the 2 objects given to it, and returns true if 244/* Function examines the 2 objects given to it, and returns true if
187 * they can be merged together. 245 * they can be merged together.
188 * 246 *
195 * Improvements made with merge: Better checking on potion, and also 253 * Improvements made with merge: Better checking on potion, and also
196 * check weight 254 * check weight
197 */ 255 */
198bool object::can_merge_slow (object *ob1, object *ob2) 256bool object::can_merge_slow (object *ob1, object *ob2)
199{ 257{
200 /* A couple quicksanity checks */ 258 /* A couple quick sanity checks */
201 if (ob1 == ob2 259 if (ob1 == ob2
202 || ob1->type != ob2->type 260 || ob1->type != ob2->type
203 || ob1->speed != ob2->speed
204 || ob1->value != ob2->value 261 || ob1->value != ob2->value
205 || ob1->name != ob2->name) 262 || ob1->name != ob2->name
263 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
206 return 0; 264 return 0;
207 265
208 //TODO: this ain't working well, use nicer and correct overflow check
209 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 266 /* Do not merge objects if nrof would overflow, assume nrof
210 * value could not be stored in a sint32 (which unfortunately sometimes is 267 * is always 0 .. 2**31-1 */
211 * used to store nrof). 268 if (ob1->nrof > 0x7fffffff - ob2->nrof)
212 */
213 if (ob1->nrof + ob2->nrof >= 1UL << 31)
214 return 0; 269 return 0;
215 270
216 /* If the objects have been identified, set the BEEN_APPLIED flag. 271 /* If the objects have been identified, set the BEEN_APPLIED flag.
217 * This is to the comparison of the flags below will be OK. We 272 * This is to the comparison of the flags below will be OK. We
218 * just can't ignore the been applied or identified flags, as they 273 * just can't ignore the been applied or identified flags, as they
219 * are not equal - just if it has been identified, the been_applied 274 * are not equal - just if it has been identified, the been_applied
220 * flags lose any meaning. 275 * flags lose any meaning.
221 */ 276 */
222 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 277 if (ob1->flag [FLAG_IDENTIFIED])
223 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 278 ob1->set_flag (FLAG_BEEN_APPLIED);
224 279
225 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 280 if (ob2->flag [FLAG_IDENTIFIED])
226 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 281 ob2->set_flag (FLAG_BEEN_APPLIED);
227 282
228 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 283 if (ob1->arch->archname != ob2->arch->archname
229 || ob1->arch != ob2->arch
230 || ob1->name != ob2->name 284 || ob1->name != ob2->name
231 || ob1->title != ob2->title 285 || ob1->title != ob2->title
232 || ob1->msg != ob2->msg 286 || ob1->msg != ob2->msg
233 || ob1->weight != ob2->weight 287 || ob1->weight != ob2->weight
234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
236 || ob1->attacktype != ob2->attacktype 288 || ob1->attacktype != ob2->attacktype
237 || ob1->magic != ob2->magic 289 || ob1->magic != ob2->magic
238 || ob1->slaying != ob2->slaying 290 || ob1->slaying != ob2->slaying
239 || ob1->skill != ob2->skill 291 || ob1->skill != ob2->skill
240 || ob1->value != ob2->value 292 || ob1->value != ob2->value
241 || ob1->animation_id != ob2->animation_id 293 || ob1->animation_id != ob2->animation_id
294 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
242 || ob1->client_type != ob2->client_type 295 || ob1->client_type != ob2->client_type
243 || ob1->materialname != ob2->materialname 296 || ob1->material != ob2->material
244 || ob1->lore != ob2->lore 297 || ob1->lore != ob2->lore
245 || ob1->subtype != ob2->subtype 298 || ob1->subtype != ob2->subtype
246 || ob1->move_type != ob2->move_type 299 || ob1->move_type != ob2->move_type
247 || ob1->move_block != ob2->move_block 300 || ob1->move_block != ob2->move_block
248 || ob1->move_allow != ob2->move_allow 301 || ob1->move_allow != ob2->move_allow
249 || ob1->move_on != ob2->move_on 302 || ob1->move_on != ob2->move_on
250 || ob1->move_off != ob2->move_off 303 || ob1->move_off != ob2->move_off
251 || ob1->move_slow != ob2->move_slow 304 || ob1->move_slow != ob2->move_slow
252 || ob1->move_slow_penalty != ob2->move_slow_penalty) 305 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
306 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
307 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
253 return 0; 308 return 0;
254 309
310 if ((ob1->flag ^ ob2->flag)
311 .reset (FLAG_INV_LOCKED)
312 .reset (FLAG_REMOVED)
313 .any ())
314 return 0;
315
255 /* This is really a spellbook check - really, we should 316 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 317 * not merge objects with real inventories, as splitting them
318 * is hard.
257 */ 319 */
258 if (ob1->inv || ob2->inv) 320 if (ob1->inv || ob2->inv)
259 { 321 {
260 /* if one object has inventory but the other doesn't, not equiv */ 322 if (!(ob1->inv && ob2->inv))
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 323 return 0; /* inventories differ in length */
262 return 0;
263 324
264 /* Now check to see if the two inventory objects could merge */ 325 if (ob1->inv->below || ob2->inv->below)
326 return 0; /* more than one object in inv */
327
265 if (!object::can_merge (ob1->inv, ob2->inv)) 328 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 329 return 0; /* inventory objects differ */
267 330
268 /* inventory ok - still need to check rest of this object to see 331 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 332 * if it is valid.
270 */ 333 */
271 } 334 }
272 335
273 /* Don't merge objects that are applied. With the new 'body' code, 336 /* Don't merge objects that are applied. With the new 'body' code,
274 * it is possible for most any character to have more than one of 337 * it is possible for most any character to have more than one of
275 * some items equipped, and we don't want those to merge. 338 * some items equipped, and we don't want those to merge.
276 */ 339 */
277 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 340 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
278 return 0; 341 return 0;
279 342
280 /* Note sure why the following is the case - either the object has to 343 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster 344 * be animated or have a very low speed. Is this an attempted monster
282 * check? 345 * check?
283 */ 346 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 347 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
285 return 0; 348 return 0;
286 349
287 switch (ob1->type) 350 switch (ob1->type)
288 { 351 {
289 case SCROLL: 352 case SCROLL:
290 if (ob1->level != ob2->level) 353 if (ob1->level != ob2->level)
291 return 0; 354 return 0;
292 break; 355 break;
293 } 356 }
294 357
295 if (ob1->key_values != NULL || ob2->key_values != NULL) 358 if (ob1->key_values || ob2->key_values)
296 { 359 {
297 /* At least one of these has key_values. */ 360 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 361 if ((!ob1->key_values) != (!ob2->key_values))
299 /* One has fields, but the other one doesn't. */ 362 return 0; /* One has fields, but the other one doesn't. */
363
364 if (!compare_ob_value_lists (ob1, ob2))
300 return 0; 365 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0;
303 } 366 }
304 367
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 368 if (ob1->self || ob2->self)
307 { 369 {
308 ob1->optimise (); 370 ob1->optimise ();
309 ob2->optimise (); 371 ob2->optimise ();
310 372
311 if (ob1->self || ob2->self) 373 if (ob1->self || ob2->self)
374 {
375 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
376 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
377
378 if (k1 != k2)
312 return 0; 379 return 0;
380
381 if (k1 == 0)
382 return 1;
383
384 if (!cfperl_can_merge (ob1, ob2))
385 return 0;
386 }
313 } 387 }
314 388
315 /* Everything passes, must be OK. */ 389 /* Everything passes, must be OK. */
316 return 1; 390 return 1;
317} 391}
318 392
393// find player who can see this object
394object *
395object::visible_to () const
396{
397 if (client_visible () && !flag [FLAG_REMOVED])
398 {
399 // see if we are in a container of sorts
400 if (env)
401 {
402 // the player inventory itself is always visible
403 if (env->is_player ())
404 return env;
405
406 // else a player could have our env open
407 object *envest = env->outer_env_or_self ();
408
409 // the player itself is always on a map, so we will find him here
410 // even if our inv is in a player.
411 if (envest->is_on_map ())
412 if (object *pl = envest->ms ().player ())
413 if (pl->container_ () == env)
414 return pl;
415 }
416 else
417 {
418 // maybe there is a player standing on the same mapspace
419 // this will catch the case where "this" is a player
420 if (object *pl = ms ().player ())
421 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
422 || pl->container_ () == this)
423 return pl;
424 }
425 }
426
427 return 0;
428}
429
430// adjust weight per container type ("of holding")
431static sint32
432weight_adjust_for (object *op, sint32 weight)
433{
434 return op->type == CONTAINER
435 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
436 : weight;
437}
438
319/* 439/*
440 * adjust_weight(object, weight) adds the specified weight to an object,
441 * and also updates how much the environment(s) is/are carrying.
442 */
443static void
444adjust_weight (object *op, sint32 weight)
445{
446 while (op)
447 {
448 // adjust by actual difference to account for rounding errors
449 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
450 weight = weight_adjust_for (op, op->carrying + 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/*
320 * sum_weight() is a recursive function which calculates the weight 467 * this is a recursive function which calculates the weight
321 * an object is carrying. It goes through in figures out how much 468 * an object is carrying. It goes through op and figures out how much
322 * containers are carrying, and sums it up. 469 * containers are carrying, and sums it up.
323 */ 470 */
324long 471void
325sum_weight (object *op) 472object::update_weight ()
326{ 473{
327 long sum; 474 sint32 sum = 0;
328 object *inv;
329 475
330 for (sum = 0, inv = op->inv; inv; inv = inv->below) 476 for (object *op = inv; op; op = op->below)
331 { 477 {
332 if (inv->inv) 478 if (op->inv)
333 sum_weight (inv); 479 op->update_weight ();
334 480
335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 481 sum += op->total_weight ();
482 }
483
484 sum = weight_adjust_for (this, sum);
485
486 if (sum != carrying)
336 } 487 {
337
338 if (op->type == CONTAINER && op->stats.Str)
339 sum = (sum * (100 - op->stats.Str)) / 100;
340
341 if (op->carrying != sum) 488 if (carrying != sum)//D
489 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
490 (long long)sum, (long long)carrying, debug_desc ());
491
342 op->carrying = sum; 492 carrying = sum;
343 493
344 return sum; 494 if (object *pl = visible_to ())
495 if (pl != this) // player is handled lazily
496 esrv_update_item (UPD_WEIGHT, pl, this);
497 }
345} 498}
346 499
347/** 500/*
348 * Return the outermost environment object for a given object. 501 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
349 */
350
351object *
352object_get_env_recursive (object *op)
353{
354 while (op->env != NULL)
355 op = op->env;
356 return op;
357}
358
359/*
360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
361 * Some error messages.
362 * The result of the dump is stored in the static global errmsg array.
363 */ 502 */
364char * 503char *
365dump_object (object *op) 504dump_object (object *op)
366{ 505{
367 if (!op) 506 if (!op)
370 object_freezer freezer; 509 object_freezer freezer;
371 op->write (freezer); 510 op->write (freezer);
372 return freezer.as_string (); 511 return freezer.as_string ();
373} 512}
374 513
375/* 514char *
376 * get_nearest_part(multi-object, object 2) returns the part of the 515object::as_string ()
377 * multi-object 1 which is closest to the second object.
378 * If it's not a multi-object, it is returned.
379 */
380
381object *
382get_nearest_part (object *op, const object *pl)
383{ 516{
384 object *tmp, *closest; 517 return dump_object (this);
385 int last_dist, i;
386
387 if (op->more == NULL)
388 return op;
389 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
390 if ((i = distance (tmp, pl)) < last_dist)
391 closest = tmp, last_dist = i;
392 return closest;
393} 518}
394 519
395/* 520/*
396 * Returns the object which has the count-variable equal to the argument. 521 * Returns the object which has the count-variable equal to the argument.
522 * VERRRY slow.
397 */ 523 */
398object * 524object *
399find_object (tag_t i) 525find_object (tag_t i)
400{ 526{
401 for_all_objects (op) 527 for_all_objects (op)
404 530
405 return 0; 531 return 0;
406} 532}
407 533
408/* 534/*
535 * Returns the object which has the uuid equal to the argument.
536 * MOAR VERRRY slow.
537 */
538
539object *
540find_object_uuid (UUID i)
541{
542 for_all_objects (op)
543 if (op->uuid == i)
544 return op;
545
546 return 0;
547}
548
549/*
409 * Returns the first object which has a name equal to the argument. 550 * Returns the first object which has a name equal to the argument.
410 * Used only by the patch command, but not all that useful. 551 * Used only by the patch command, but not all that useful.
411 * Enables features like "patch <name-of-other-player> food 999" 552 * Enables features like "patch <name-of-other-player> food 999"
412 */ 553 */
413object * 554object *
414find_object_name (const char *str) 555find_object_name (const char *str)
415{ 556{
416 shstr_cmp str_ (str); 557 shstr_cmp str_ (str);
417 object *op;
418 558
559 if (str_)
419 for_all_objects (op) 560 for_all_objects (op)
420 if (op->name == str_) 561 if (op->name == str_)
421 break; 562 return op;
422 563
423 return op; 564 return 0;
424}
425
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430} 565}
431 566
432/* 567/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 568 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 569 * skill and experience objects.
570 * ACTUALLY NO! investigate! TODO
435 */ 571 */
436void 572void
437object::set_owner (object *owner) 573object::set_owner (object *owner)
438{ 574{
575 // allow objects which own objects
439 if (!owner) 576 if (owner)
440 return;
441
442 /* next line added to allow objects which own objects */
443 /* Add a check for ownercounts in here, as I got into an endless loop
444 * with the fireball owning a poison cloud which then owned the
445 * fireball. I believe that was caused by one of the objects getting
446 * freed and then another object replacing it. Since the ownercounts
447 * didn't match, this check is valid and I believe that cause is valid.
448 */
449 while (owner->owner) 577 while (owner->owner)
450 owner = owner->owner; 578 owner = owner->owner;
579
580 if (flag [FLAG_FREED])
581 {
582 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
583 return;
584 }
451 585
452 this->owner = owner; 586 this->owner = owner;
453}
454
455int
456object::slottype () const
457{
458 if (type == SKILL)
459 {
460 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
461 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
462 }
463 else
464 {
465 if (slot [body_combat].info) return slot_combat;
466 if (slot [body_range ].info) return slot_ranged;
467 }
468
469 return slot_none;
470}
471
472bool
473object::change_weapon (object *ob)
474{
475 if (current_weapon == ob)
476 return true;
477
478 if (chosen_skill)
479 chosen_skill->flag [FLAG_APPLIED] = false;
480
481 current_weapon = ob;
482 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
483
484 if (chosen_skill)
485 chosen_skill->flag [FLAG_APPLIED] = true;
486
487 update_stats ();
488
489 if (ob)
490 {
491 // now check wether any body locations became invalid, in which case
492 // we cannot apply the weapon at the moment.
493 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
494 if (slot[i].used < 0)
495 {
496 current_weapon = chosen_skill = 0;
497 update_stats ();
498
499 new_draw_info_format (NDI_UNIQUE, 0, this,
500 "You try to balance your applied items all at once, but the %s is too much. "
501 "You need to unapply some items first.", &ob->name);
502 return false;
503 }
504
505 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
506 }
507 else
508 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
509
510 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
511 {
512 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
513 &name, ob->debug_desc ());
514 return false;
515 }
516
517 return true;
518} 587}
519 588
520/* Zero the key_values on op, decrementing the shared-string 589/* Zero the key_values on op, decrementing the shared-string
521 * refcounts and freeing the links. 590 * refcounts and freeing the links.
522 */ 591 */
532 } 601 }
533 602
534 op->key_values = 0; 603 op->key_values = 0;
535} 604}
536 605
537object & 606/*
538object::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)
539{ 616{
540 bool is_freed = flag [FLAG_FREED]; 617 dst->remove ();
541 bool is_removed = flag [FLAG_REMOVED];
542
543 *(object_copy *)this = src; 618 *(object_copy *)dst = *this;
544
545 flag [FLAG_FREED] = is_freed;
546 flag [FLAG_REMOVED] = is_removed; 619 dst->flag [FLAG_REMOVED] = true;
547 620
548 /* Copy over key_values, if any. */ 621 /* Copy over key_values, if any. */
549 if (src.key_values) 622 if (key_values)
550 { 623 {
551 key_value *tail = 0; 624 key_value *tail = 0;
552 key_values = 0; 625 dst->key_values = 0;
553 626
554 for (key_value *i = src.key_values; i; i = i->next) 627 for (key_value *i = key_values; i; i = i->next)
555 { 628 {
556 key_value *new_link = new key_value; 629 key_value *new_link = new key_value;
557 630
558 new_link->next = 0; 631 new_link->next = 0;
559 new_link->key = i->key; 632 new_link->key = i->key;
560 new_link->value = i->value; 633 new_link->value = i->value;
561 634
562 /* Try and be clever here, too. */ 635 /* Try and be clever here, too. */
563 if (!key_values) 636 if (!dst->key_values)
564 { 637 {
565 key_values = new_link; 638 dst->key_values = new_link;
566 tail = new_link; 639 tail = new_link;
567 } 640 }
568 else 641 else
569 { 642 {
570 tail->next = new_link; 643 tail->next = new_link;
571 tail = new_link; 644 tail = new_link;
572 } 645 }
573 } 646 }
574 } 647 }
575}
576 648
577/* 649 dst->activate ();
578 * copy_to first frees everything allocated by the dst object,
579 * and then copies the contents of itself into the second
580 * object, allocating what needs to be allocated. Basically, any
581 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
582 * if the first object is freed, the pointers in the new object
583 * will point at garbage.
584 */
585void
586object::copy_to (object *dst)
587{
588 *dst = *this;
589
590 if (speed < 0)
591 dst->speed_left = speed_left - rndm ();
592
593 dst->set_speed (dst->speed);
594} 650}
595 651
596void 652void
597object::instantiate () 653object::instantiate ()
598{ 654{
599 if (!uuid.seq) // HACK 655 if (!uuid.seq) // HACK
600 uuid = gen_uuid (); 656 uuid = UUID::gen ();
601 657
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
602 speed_left = -0.1f; 662 speed_left = -1.;
663
603 /* 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
604 * 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.
605 * 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
606 * values for the body_used info, so when items are created 667 * values for the body_used info, so when items are created
607 * for it, they can be properly equipped. 668 * for it, they can be properly equipped.
615object * 676object *
616object::clone () 677object::clone ()
617{ 678{
618 object *neu = create (); 679 object *neu = create ();
619 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
620 return neu; 687 return neu;
621} 688}
622 689
623/* 690/*
624 * 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
626 * 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.
627 */ 694 */
628void 695void
629update_turn_face (object *op) 696update_turn_face (object *op)
630{ 697{
631 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 698 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
632 return; 699 return;
633 700
634 SET_ANIMATION (op, op->direction); 701 SET_ANIMATION (op, op->direction);
635 update_object (op, UP_OBJ_FACE); 702 update_object (op, UP_OBJ_FACE);
636} 703}
641 * 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.
642 */ 709 */
643void 710void
644object::set_speed (float speed) 711object::set_speed (float speed)
645{ 712{
646 if (flag [FLAG_FREED] && speed)
647 {
648 LOG (llevError, "Object %s is freed but has speed.\n", &name);
649 speed = 0;
650 }
651
652 this->speed = speed; 713 this->speed = speed;
653 714
654 if (has_active_speed ()) 715 if (has_active_speed ())
655 activate (); 716 activate ();
656 else 717 else
675 * UP_OBJ_FACE: only the objects face has changed. 736 * UP_OBJ_FACE: only the objects face has changed.
676 */ 737 */
677void 738void
678update_object (object *op, int action) 739update_object (object *op, int action)
679{ 740{
680 if (op == NULL) 741 if (!op)
681 { 742 {
682 /* this should never happen */ 743 /* this should never happen */
683 LOG (llevDebug, "update_object() called for NULL object.\n"); 744 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
684 return; 745 return;
685 } 746 }
686 747
687 if (op->env) 748 if (!op->is_on_map ())
688 { 749 {
689 /* Animation is currently handled by client, so nothing 750 /* Animation is currently handled by client, so nothing
690 * to do in this case. 751 * to do in this case.
691 */ 752 */
692 return; 753 return;
693 } 754 }
694
695 /* If the map is saving, don't do anything as everything is
696 * going to get freed anyways.
697 */
698 if (!op->map || op->map->in_memory == MAP_SAVING)
699 return;
700 755
701 /* make sure the object is within map boundaries */ 756 /* make sure the object is within map boundaries */
702 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)
703 { 758 {
704 LOG (llevError, "update_object() called for object out of map!\n"); 759 LOG (llevError, "update_object() called for object out of map!\n");
712 767
713 if (!(m.flags_ & P_UPTODATE)) 768 if (!(m.flags_ & P_UPTODATE))
714 /* nop */; 769 /* nop */;
715 else if (action == UP_OBJ_INSERT) 770 else if (action == UP_OBJ_INSERT)
716 { 771 {
772#if 0
717 // this is likely overkill, TODO: revisit (schmorp) 773 // this is likely overkill, TODO: revisit (schmorp)
718 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 774 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
719 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 775 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
720 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 776 || (op->is_player () && !(m.flags_ & P_PLAYER))
721 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 777 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
722 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 778 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
723 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 779 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
724 || (m.move_on | op->move_on ) != m.move_on 780 || (m.move_on | op->move_on ) != m.move_on
725 || (m.move_off | op->move_off ) != m.move_off 781 || (m.move_off | op->move_off ) != m.move_off
726 || (m.move_slow | op->move_slow) != m.move_slow 782 || (m.move_slow | op->move_slow) != m.move_slow
727 /* 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
728 * to have move_allow right now. 784 * have move_allow right now.
729 */ 785 */
730 || ((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
731 || 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)
732 m.flags_ = 0; 790 m.invalidate ();
791#endif
733 } 792 }
734 /* if the object is being removed, we can't make intelligent 793 /* if the object is being removed, we can't make intelligent
735 * decisions, because remove_ob can't really pass the object 794 * decisions, because remove_ob can't really pass the object
736 * that is being removed. 795 * that is being removed.
737 */ 796 */
738 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 797 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
739 m.flags_ = 0; 798 m.invalidate ();
740 else if (action == UP_OBJ_FACE) 799 else if (action == UP_OBJ_FACE)
741 /* Nothing to do for that case */ ; 800 /* Nothing to do for that case */ ;
742 else 801 else
743 LOG (llevError, "update_object called with invalid action: %d\n", action); 802 LOG (llevError, "update_object called with invalid action: %d\n", action);
744 803
746 update_object (op->more, action); 805 update_object (op->more, action);
747} 806}
748 807
749object::object () 808object::object ()
750{ 809{
751 SET_FLAG (this, FLAG_REMOVED); 810 this->set_flag (FLAG_REMOVED);
752 811
753 expmul = 1.0; 812 //expmul = 1.0; declared const for the time being
754 face = blank_face; 813 face = blank_face;
814 material = MATERIAL_NULL;
755} 815}
756 816
757object::~object () 817object::~object ()
758{ 818{
759 unlink (); 819 unlink ();
760 820
761 free_key_values (this); 821 free_key_values (this);
762} 822}
763 823
764static int object_count;
765
766void object::link () 824void object::link ()
767{ 825{
768 assert (!index);//D 826 assert (!index);//D
769 uuid = gen_uuid (); 827 uuid = UUID::gen ();
770 count = ++object_count;
771 828
772 refcnt_inc (); 829 refcnt_inc ();
773 objects.insert (this); 830 objects.insert (this);
831
832 ++create_count;
833
774} 834}
775 835
776void object::unlink () 836void object::unlink ()
777{ 837{
778 if (!index) 838 if (!index)
779 return; 839 return;
840
841 ++destroy_count;
780 842
781 objects.erase (this); 843 objects.erase (this);
782 refcnt_dec (); 844 refcnt_dec ();
783} 845}
784 846
788 /* If already on active list, don't do anything */ 850 /* If already on active list, don't do anything */
789 if (active) 851 if (active)
790 return; 852 return;
791 853
792 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
793 actives.insert (this); 859 actives.insert (this);
860 }
794} 861}
795 862
796void 863void
797object::activate_recursive () 864object::activate_recursive ()
798{ 865{
847object::destroy_inv (bool drop_to_ground) 914object::destroy_inv (bool drop_to_ground)
848{ 915{
849 // need to check first, because the checks below might segfault 916 // need to check first, because the checks below might segfault
850 // as we might be on an invalid mapspace and crossfire code 917 // as we might be on an invalid mapspace and crossfire code
851 // is too buggy to ensure that the inventory is empty. 918 // is too buggy to ensure that the inventory is empty.
852 // corollary: if you create arrows etc. with stuff in tis inventory, 919 // corollary: if you create arrows etc. with stuff in its inventory,
853 // cf will crash below with off-map x and y 920 // cf will crash below with off-map x and y
854 if (!inv) 921 if (!inv)
855 return; 922 return;
856 923
857 /* Only if the space blocks everything do we not process - 924 /* Only if the space blocks everything do we not process -
858 * if some form of movement is allowed, let objects 925 * if some form of movement is allowed, let objects
859 * drop on that space. 926 * drop on that space.
860 */ 927 */
861 if (!drop_to_ground 928 if (!drop_to_ground
862 || !map 929 || !map
863 || map->in_memory != MAP_IN_MEMORY 930 || map->in_memory != MAP_ACTIVE
864 || map->nodrop 931 || map->no_drop
865 || ms ().move_block == MOVE_ALL) 932 || ms ().move_block == MOVE_ALL)
866 { 933 {
867 while (inv) 934 while (inv)
868 {
869 inv->destroy_inv (drop_to_ground);
870 inv->destroy (); 935 inv->destroy ();
871 }
872 } 936 }
873 else 937 else
874 { /* Put objects in inventory onto this space */ 938 { /* Put objects in inventory onto this space */
875 while (inv) 939 while (inv)
876 { 940 {
887 map->insert (op, x, y); 951 map->insert (op, x, y);
888 } 952 }
889 } 953 }
890} 954}
891 955
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 *
892object *object::create () 993object::create ()
893{ 994{
894 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
895 op->link (); 1017 op->link ();
1018
896 return op; 1019 return op;
897} 1020}
898 1021
899void 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
900object::do_destroy () 1057object::do_destroy ()
901{ 1058{
902 attachable::do_destroy ();
903
904 if (flag [FLAG_IS_LINKED]) 1059 if (flag [FLAG_IS_LINKED])
905 remove_button_link (this); 1060 remove_link ();
906 1061
907 if (flag [FLAG_FRIENDLY]) 1062 if (flag [FLAG_FRIENDLY])
908 remove_friendly_object (this); 1063 remove_friendly_object (this);
909 1064
910 if (!flag [FLAG_REMOVED])
911 remove (); 1065 remove ();
912 1066
913 destroy_inv (true); 1067 attachable::do_destroy ();
914 1068
915 deactivate (); 1069 deactivate ();
916 unlink (); 1070 unlink ();
917 1071
918 flag [FLAG_FREED] = 1; 1072 flag [FLAG_FREED] = 1;
919 1073
920 // hack to ensure that freed objects still have a valid map 1074 // hack to ensure that freed objects still have a valid map
921 {
922 static maptile *freed_map; // freed objects are moved here to avoid crashes
923
924 if (!freed_map)
925 {
926 freed_map = new maptile;
927
928 freed_map->name = "/internal/freed_objects_map";
929 freed_map->width = 3;
930 freed_map->height = 3;
931
932 freed_map->alloc ();
933 freed_map->in_memory = MAP_IN_MEMORY;
934 }
935
936 map = freed_map; 1075 map = &freed_map;
937 x = 1; 1076 x = 1;
938 y = 1; 1077 y = 1;
939 }
940
941 head = 0;
942 1078
943 if (more) 1079 if (more)
944 { 1080 {
945 more->destroy (); 1081 more->destroy ();
946 more = 0; 1082 more = 0;
947 } 1083 }
948 1084
1085 head = 0;
1086
949 // clear those pointers that likely might have circular references to us 1087 // clear those pointers that likely might cause circular references
950 owner = 0; 1088 owner = 0;
951 enemy = 0; 1089 enemy = 0;
952 attacked_by = 0; 1090 attacked_by = 0;
1091 current_weapon = 0;
953} 1092}
954 1093
955void 1094void
956object::destroy (bool destroy_inventory) 1095object::destroy ()
957{ 1096{
958 if (destroyed ()) 1097 if (destroyed ())
959 return; 1098 return;
960 1099
961 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
962 destroy_inv (false); 1107 destroy_inv_fast ();
1108
1109 if (is_head ())
1110 if (sound_destroy)
1111 play_sound (sound_destroy);
1112 else if (flag [FLAG_MONSTER])
1113 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
963 1114
964 attachable::destroy (); 1115 attachable::destroy ();
965}
966
967/*
968 * sub_weight() recursively (outwards) subtracts a number from the
969 * weight of an object (and what is carried by it's environment(s)).
970 */
971void
972sub_weight (object *op, signed long weight)
973{
974 while (op != NULL)
975 {
976 if (op->type == CONTAINER)
977 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
978
979 op->carrying -= weight;
980 op = op->env;
981 }
982} 1116}
983 1117
984/* op->remove (): 1118/* op->remove ():
985 * This function removes the object op from the linked list of objects 1119 * This function removes the object op from the linked list of objects
986 * which it is currently tied to. When this function is done, the 1120 * which it is currently tied to. When this function is done, the
989 * the previous environment. 1123 * the previous environment.
990 */ 1124 */
991void 1125void
992object::do_remove () 1126object::do_remove ()
993{ 1127{
994 object *tmp, *last = 0; 1128 if (flag [FLAG_REMOVED])
995 object *otmp;
996
997 if (QUERY_FLAG (this, FLAG_REMOVED))
998 return; 1129 return;
999 1130
1000 SET_FLAG (this, FLAG_REMOVED);
1001 INVOKE_OBJECT (REMOVE, this); 1131 INVOKE_OBJECT (REMOVE, this);
1132
1133 flag [FLAG_REMOVED] = true;
1002 1134
1003 if (more) 1135 if (more)
1004 more->remove (); 1136 more->remove ();
1005 1137
1006 /* 1138 /*
1007 * In this case, the object to be removed is in someones 1139 * In this case, the object to be removed is in someones
1008 * inventory. 1140 * inventory.
1009 */ 1141 */
1010 if (env) 1142 if (env)
1011 { 1143 {
1012 if (nrof) 1144 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1013 sub_weight (env, weight * nrof); 1145 if (object *pl = visible_to ())
1014 else 1146 esrv_del_item (pl->contr, count);
1015 sub_weight (env, weight + carrying); 1147 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1016 1148
1017 /* NO_FIX_PLAYER is set when a great many changes are being 1149 adjust_weight (env, -total_weight ());
1018 * made to players inventory. If set, avoiding the call
1019 * to save cpu time.
1020 */
1021 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1022 otmp->update_stats ();
1023 1150
1024 if (above) 1151 object *pl = in_player ();
1025 above->below = below;
1026 else
1027 env->inv = below;
1028
1029 if (below)
1030 below->above = above;
1031 1152
1032 /* we set up values so that it could be inserted into 1153 /* we set up values so that it could be inserted into
1033 * the map, but we don't actually do that - it is up 1154 * the map, but we don't actually do that - it is up
1034 * to the caller to decide what we want to do. 1155 * to the caller to decide what we want to do.
1035 */ 1156 */
1036 x = env->x, y = env->y;
1037 map = env->map; 1157 map = env->map;
1038 above = 0, below = 0; 1158 x = env->x;
1159 y = env->y;
1160
1161 // make sure cmov optimisation is applicable
1162 *(above ? &above->below : &env->inv) = below;
1163 *(below ? &below->above : &above ) = above; // &above is just a dummy
1164
1165 above = 0;
1166 below = 0;
1039 env = 0; 1167 env = 0;
1168
1169 if (pl && pl->is_player ())
1170 {
1171 if (expect_false (pl->contr->combat_ob == this))
1172 {
1173 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1174 pl->contr->combat_ob = 0;
1175 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1176 }
1177
1178 if (expect_false (pl->contr->ranged_ob == this))
1179 {
1180 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1181 pl->contr->ranged_ob = 0;
1182 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1183 }
1184
1185 pl->contr->queue_stats_update ();
1186
1187 if (expect_false (glow_radius) && pl->is_on_map ())
1188 update_all_los (pl->map, pl->x, pl->y);
1189 }
1040 } 1190 }
1041 else if (map) 1191 else if (map)
1042 { 1192 {
1043 if (type == PLAYER)
1044 {
1045 // leaving a spot always closes any open container on the ground
1046 if (container && !container->env)
1047 // this causes spurious floorbox updates, but it ensures
1048 // that the CLOSE event is being sent.
1049 close_container ();
1050
1051 --map->players;
1052 map->touch ();
1053 }
1054
1055 map->dirty = true; 1193 map->dirty = true;
1056 mapspace &ms = this->ms (); 1194 mapspace &ms = this->ms ();
1057 1195
1196 if (object *pl = ms.player ())
1197 {
1198 if (is_player ())
1199 {
1200 if (!flag [FLAG_WIZPASS])
1201 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1202
1203 // leaving a spot always closes any open container on the ground
1204 if (container && !container->env)
1205 // this causes spurious floorbox updates, but it ensures
1206 // that the CLOSE event is being sent.
1207 close_container ();
1208
1209 --map->players;
1210 map->touch ();
1211 }
1212 else if (pl->container_ () == this)
1213 {
1214 // removing a container should close it
1215 close_container ();
1216 }
1217 else
1218 esrv_del_item (pl->contr, count);
1219 }
1220
1058 /* link the object above us */ 1221 /* link the object above us */
1059 if (above) 1222 // re-link, make sure compiler can easily use cmove
1060 above->below = below; 1223 *(above ? &above->below : &ms.top) = below;
1061 else 1224 *(below ? &below->above : &ms.bot) = above;
1062 ms.top = below; /* we were top, set new top */
1063
1064 /* Relink the object below us, if there is one */
1065 if (below)
1066 below->above = above;
1067 else
1068 {
1069 /* Nothing below, which means we need to relink map object for this space
1070 * use translated coordinates in case some oddness with map tiling is
1071 * evident
1072 */
1073 if (GET_MAP_OB (map, x, y) != this)
1074 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1075
1076 ms.bot = above; /* goes on above it. */
1077 }
1078 1225
1079 above = 0; 1226 above = 0;
1080 below = 0; 1227 below = 0;
1081 1228
1229 ms.invalidate ();
1230
1082 if (map->in_memory == MAP_SAVING) 1231 if (map->in_memory == MAP_SAVING)
1083 return; 1232 return;
1084 1233
1085 int check_walk_off = !flag [FLAG_NO_APPLY]; 1234 int check_walk_off = !flag [FLAG_NO_APPLY];
1086 1235
1087 for (tmp = ms.bot; tmp; tmp = tmp->above) 1236 if (object *pl = ms.player ())
1088 { 1237 {
1089 /* No point updating the players look faces if he is the object 1238 if (pl->container_ () == this)
1090 * being removed.
1091 */
1092
1093 if (tmp->type == PLAYER && tmp != this)
1094 {
1095 /* If a container that the player is currently using somehow gets 1239 /* If a container that the player is currently using somehow gets
1096 * removed (most likely destroyed), update the player view 1240 * removed (most likely destroyed), update the player view
1097 * appropriately. 1241 * appropriately.
1098 */ 1242 */
1099 if (tmp->container == this) 1243 pl->close_container ();
1100 {
1101 flag [FLAG_APPLIED] = 0;
1102 tmp->container = 0;
1103 }
1104 1244
1245 //TODO: the floorbox prev/next might need updating
1246 //esrv_del_item (pl->contr, count);
1247 //TODO: update floorbox to preserve ordering
1105 if (tmp->contr->ns) 1248 if (pl->contr->ns)
1106 tmp->contr->ns->floorbox_update (); 1249 pl->contr->ns->floorbox_update ();
1250 }
1251
1252 if (check_walk_off)
1253 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1254 {
1255 above = tmp->above;
1256
1257 /* No point updating the players look faces if he is the object
1258 * being removed.
1107 } 1259 */
1108 1260
1109 /* See if object moving off should effect something */ 1261 /* See if object moving off should effect something */
1110 if (check_walk_off
1111 && ((move_type & tmp->move_off) 1262 if ((move_type & tmp->move_off)
1112 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1263 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1113 {
1114 move_apply (tmp, this, 0); 1264 move_apply (tmp, this, 0);
1115
1116 if (destroyed ())
1117 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1118 } 1265 }
1119 1266
1120 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1267 if (affects_los ())
1121 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1122 if (tmp->above == tmp)
1123 tmp->above = 0;
1124
1125 last = tmp;
1126 }
1127
1128 /* last == NULL if there are no objects on this space */
1129 //TODO: this makes little sense, why only update the topmost object?
1130 if (!last)
1131 map->at (x, y).flags_ = 0;
1132 else
1133 update_object (last, UP_OBJ_REMOVE);
1134
1135 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1136 update_all_los (map, x, y); 1268 update_all_los (map, x, y);
1137 } 1269 }
1138} 1270}
1139 1271
1140/* 1272/*
1149merge_ob (object *op, object *top) 1281merge_ob (object *op, object *top)
1150{ 1282{
1151 if (!op->nrof) 1283 if (!op->nrof)
1152 return 0; 1284 return 0;
1153 1285
1154 if (top) 1286 if (!top)
1155 for (top = op; top && top->above; top = top->above) 1287 for (top = op; top && top->above; top = top->above)
1156 ; 1288 ;
1157 1289
1158 for (; top; top = top->below) 1290 for (; top; top = top->below)
1159 {
1160 if (top == op)
1161 continue;
1162
1163 if (object::can_merge (op, top)) 1291 if (object::can_merge (op, top))
1164 { 1292 {
1165 top->nrof += op->nrof; 1293 top->nrof += op->nrof;
1166 1294
1167/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1295 if (object *pl = top->visible_to ())
1168 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
1169 op->destroy (); 1301 op->destroy ();
1302
1170 return top; 1303 return top;
1171 } 1304 }
1172 }
1173 1305
1174 return 0; 1306 return 0;
1175} 1307}
1176 1308
1177void 1309void
1180 if (more) 1312 if (more)
1181 return; 1313 return;
1182 1314
1183 object *prev = this; 1315 object *prev = this;
1184 1316
1185 for (archetype *at = arch->more; at; at = at->more) 1317 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1186 { 1318 {
1187 object *op = arch_to_object (at); 1319 object *op = at->instance ();
1188 1320
1189 op->name = name; 1321 op->name = name;
1190 op->name_pl = name_pl; 1322 op->name_pl = name_pl;
1191 op->title = title; 1323 op->title = title;
1192 1324
1202 * job preparing multi-part monsters. 1334 * job preparing multi-part monsters.
1203 */ 1335 */
1204object * 1336object *
1205insert_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)
1206{ 1338{
1339 op->remove ();
1340
1207 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1341 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1208 { 1342 {
1209 tmp->x = x + tmp->arch->clone.x; 1343 tmp->x = x + tmp->arch->x;
1210 tmp->y = y + tmp->arch->clone.y; 1344 tmp->y = y + tmp->arch->y;
1211 } 1345 }
1212 1346
1213 return insert_ob_in_map (op, m, originator, flag); 1347 return insert_ob_in_map (op, m, originator, flag);
1214} 1348}
1215 1349
1228 * 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
1229 * to be set if special handling is needed. 1363 * to be set if special handling is needed.
1230 * 1364 *
1231 * Return value: 1365 * Return value:
1232 * new object if 'op' was merged with other object 1366 * new object if 'op' was merged with other object
1233 * NULL if 'op' was destroyed 1367 * NULL if there was an error (destroyed, blocked etc.)
1234 * just 'op' otherwise 1368 * just 'op' otherwise
1235 */ 1369 */
1236object * 1370object *
1237insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1371insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1238{ 1372{
1239 assert (!op->flag [FLAG_FREED]);
1240
1241 object *tmp, *top, *floor = NULL;
1242
1243 op->remove (); 1373 op->remove ();
1244 1374
1245#if 0 1375 if (m == &freed_map)//D TODO: remove soon
1246 if (!m->active != !op->active)
1247 if (m->active)
1248 op->activate_recursive ();
1249 else
1250 op->deactivate_recursive ();
1251#endif
1252
1253 if (out_of_map (m, op->x, op->y))
1254 { 1376 {//D
1255 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ()); 1377 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1256#ifdef MANY_CORES
1257 /* Better to catch this here, as otherwise the next use of this object
1258 * is likely to cause a crash. Better to find out where it is getting
1259 * improperly inserted.
1260 */
1261 abort ();
1262#endif
1263 return op;
1264 } 1378 }//D
1265
1266 if (object *more = op->more)
1267 {
1268 if (!insert_ob_in_map (more, m, originator, flag))
1269 {
1270 if (!op->head)
1271 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1272
1273 return 0;
1274 }
1275 }
1276
1277 CLEAR_FLAG (op, FLAG_REMOVED);
1278 1379
1279 /* Ideally, the caller figures this out. However, it complicates a lot 1380 /* Ideally, the caller figures this out. However, it complicates a lot
1280 * 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
1281 * need extra work 1382 * need extra work
1282 */ 1383 */
1384 maptile *newmap = m;
1283 if (!xy_normalise (m, op->x, op->y)) 1385 if (!xy_normalise (newmap, op->x, op->y))
1386 {
1387 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1284 return 0; 1388 return 0;
1389 }
1285 1390
1391 if (object *more = op->more)
1392 if (!insert_ob_in_map (more, m, originator, flag))
1393 return 0;
1394
1395 op->flag [FLAG_REMOVED] = false;
1396 op->env = 0;
1286 op->map = m; 1397 op->map = newmap;
1398
1287 mapspace &ms = op->ms (); 1399 mapspace &ms = op->ms ();
1288 1400
1289 /* this has to be done after we translate the coordinates. 1401 /* this has to be done after we translate the coordinates.
1290 */ 1402 */
1291 if (op->nrof && !(flag & INS_NO_MERGE)) 1403 if (op->nrof && !(flag & INS_NO_MERGE))
1292 for (tmp = ms.bot; tmp; tmp = tmp->above) 1404 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1293 if (object::can_merge (op, tmp)) 1405 if (object::can_merge (op, tmp))
1294 { 1406 {
1407 // TODO: we actually want to update tmp, not op,
1408 // but some caller surely breaks when we return tmp
1409 // from here :/
1295 op->nrof += tmp->nrof; 1410 op->nrof += tmp->nrof;
1296 tmp->destroy (); 1411 tmp->destroy ();
1297 } 1412 }
1298 1413
1299 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 */
1300 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1415 op->clr_flag (FLAG_INV_LOCKED);
1301 1416
1302 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1417 if (!op->flag [FLAG_ALIVE])
1303 CLEAR_FLAG (op, FLAG_NO_STEAL); 1418 op->clr_flag (FLAG_NO_STEAL);
1304 1419
1305 if (flag & INS_BELOW_ORIGINATOR) 1420 if (flag & INS_BELOW_ORIGINATOR)
1306 { 1421 {
1307 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)
1308 { 1423 {
1309 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");
1310 abort (); 1425 abort ();
1311 } 1426 }
1312 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
1313 op->above = originator; 1435 op->above = originator;
1314 op->below = originator->below; 1436 op->below = originator->below;
1315
1316 if (op->below)
1317 op->below->above = op;
1318 else
1319 ms.bot = op;
1320
1321 /* since *below* originator, no need to update top */
1322 originator->below = op; 1437 originator->below = op;
1438
1439 *(op->below ? &op->below->above : &ms.bot) = op;
1323 } 1440 }
1324 else 1441 else
1325 { 1442 {
1326 top = ms.bot; 1443 object *floor = 0;
1444 object *top = ms.top;
1327 1445
1328 /* If there are other objects, then */ 1446 /* If there are other objects, then */
1329 if ((!(flag & INS_MAP_LOAD)) && top) 1447 if (top)
1330 { 1448 {
1331 object *last = 0;
1332
1333 /* 1449 /*
1334 * 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.
1335 * We've already dealt with merging if appropriate. 1451 * We've already dealt with merging if appropriate.
1336 * 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
1337 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1453 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1340 * 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
1341 * 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
1342 * 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
1343 * that flying non pickable objects are spell objects. 1459 * that flying non pickable objects are spell objects.
1344 */ 1460 */
1345 for (top = ms.bot; top; top = top->above) 1461 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1346 { 1462 {
1347 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])
1348 floor = top; 1464 floor = tmp;
1349 1465
1350 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])
1351 { 1467 {
1352 /* We insert above top, so we want this object below this */ 1468 /* We insert above top, so we want this object below this */
1353 top = top->below; 1469 top = tmp->below;
1354 break; 1470 break;
1355 } 1471 }
1356 1472
1357 last = top; 1473 top = tmp;
1358 } 1474 }
1359
1360 /* Don't want top to be NULL, so set it to the last valid object */
1361 top = last;
1362 1475
1363 /* We let update_position deal with figuring out what the space 1476 /* We let update_position deal with figuring out what the space
1364 * looks like instead of lots of conditions here. 1477 * looks like instead of lots of conditions here.
1365 * makes things faster, and effectively the same result. 1478 * makes things faster, and effectively the same result.
1366 */ 1479 */
1373 */ 1486 */
1374 if (!(flag & INS_ON_TOP) 1487 if (!(flag & INS_ON_TOP)
1375 && ms.flags () & P_BLOCKSVIEW 1488 && ms.flags () & P_BLOCKSVIEW
1376 && (op->face && !faces [op->face].visibility)) 1489 && (op->face && !faces [op->face].visibility))
1377 { 1490 {
1491 object *last;
1492
1378 for (last = top; last != floor; last = last->below) 1493 for (last = top; last != floor; last = last->below)
1379 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1494 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1380 break; 1495 break;
1381 1496
1382 /* Check to see if we found the object that blocks view, 1497 /* Check to see if we found the object that blocks view,
1383 * 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
1384 * we can get inserted below this one, which requires we 1499 * we can get inserted below this one, which requires we
1387 if (last && last->below && last != floor) 1502 if (last && last->below && last != floor)
1388 top = last->below; 1503 top = last->below;
1389 } 1504 }
1390 } /* If objects on this space */ 1505 } /* If objects on this space */
1391 1506
1392 if (flag & INS_MAP_LOAD)
1393 top = ms.top;
1394
1395 if (flag & INS_ABOVE_FLOOR_ONLY) 1507 if (flag & INS_ABOVE_FLOOR_ONLY)
1396 top = floor; 1508 top = floor;
1397 1509
1398 /* 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
1399 */
1400
1401 /* First object on this space */
1402 if (!top) 1511 if (!top)
1403 { 1512 {
1513 op->below = 0;
1404 op->above = ms.bot; 1514 op->above = ms.bot;
1405
1406 if (op->above)
1407 op->above->below = op;
1408
1409 op->below = 0;
1410 ms.bot = op; 1515 ms.bot = op;
1516
1517 *(op->above ? &op->above->below : &ms.top) = op;
1411 } 1518 }
1412 else 1519 else
1413 { /* get inserted into the stack above top */ 1520 {
1414 op->above = top->above; 1521 op->above = top->above;
1415
1416 if (op->above)
1417 op->above->below = op; 1522 top->above = op;
1418 1523
1419 op->below = top; 1524 op->below = top;
1420 top->above = op; 1525 *(op->above ? &op->above->below : &ms.top) = op;
1421 } 1526 }
1527 }
1422 1528
1423 if (!op->above) 1529 if (op->is_player ())
1424 ms.top = op;
1425 } /* else not INS_BELOW_ORIGINATOR */
1426
1427 if (op->type == PLAYER)
1428 { 1530 {
1429 op->contr->do_los = 1; 1531 op->contr->do_los = 1;
1430 ++op->map->players; 1532 ++op->map->players;
1431 op->map->touch (); 1533 op->map->touch ();
1432 } 1534 }
1433 1535
1434 op->map->dirty = true; 1536 op->map->dirty = true;
1435 1537
1436 /* If we have a floor, we know the player, if any, will be above
1437 * it, so save a few ticks and start from there.
1438 */
1439 if (!(flag & INS_MAP_LOAD))
1440 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
1441 if (pl->contr->ns) 1542 if (pl->contr->ns)
1442 pl->contr->ns->floorbox_update (); 1543 pl->contr->ns->floorbox_update ();
1443 1544
1444 /* If this object glows, it may affect lighting conditions that are 1545 /* If this object glows, it may affect lighting conditions that are
1445 * 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
1446 * 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
1447 * on the map will get recalculated. The players could very well 1548 * on the map will get recalculated. The players could very well
1448 * 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 -
1449 * this should get redone to only look for players within range, 1550 * this should get redone to only look for players within range,
1450 * or just updating the P_UPTODATE for spaces within this area 1551 * or just updating the P_UPTODATE for spaces within this area
1451 * of effect may be sufficient. 1552 * of effect may be sufficient.
1452 */ 1553 */
1453 if (op->map->darkness && (op->glow_radius != 0)) 1554 if (op->affects_los ())
1555 {
1556 op->ms ().invalidate ();
1454 update_all_los (op->map, op->x, op->y); 1557 update_all_los (op->map, op->x, op->y);
1558 }
1455 1559
1456 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1560 /* updates flags (blocked, alive, no magic, etc) for this map space */
1457 update_object (op, UP_OBJ_INSERT); 1561 update_object (op, UP_OBJ_INSERT);
1458 1562
1459 INVOKE_OBJECT (INSERT, op); 1563 INVOKE_OBJECT (INSERT, op);
1466 * blocked() and wall() work properly), and these flags are updated by 1570 * blocked() and wall() work properly), and these flags are updated by
1467 * update_object(). 1571 * update_object().
1468 */ 1572 */
1469 1573
1470 /* 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 */
1471 if (!(flag & INS_NO_WALK_ON) && !op->head) 1575 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1472 { 1576 {
1473 if (check_move_on (op, originator)) 1577 if (check_move_on (op, originator, flag))
1474 return 0; 1578 return 0;
1475 1579
1476 /* 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
1477 * walk on's. 1581 * walk on's.
1478 */ 1582 */
1479 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1583 for (object *tmp = op->more; tmp; tmp = tmp->more)
1480 if (check_move_on (tmp, originator)) 1584 if (check_move_on (tmp, originator, flag))
1481 return 0; 1585 return 0;
1482 } 1586 }
1483 1587
1484 return op; 1588 return op;
1485} 1589}
1487/* this function inserts an object in the map, but if it 1591/* this function inserts an object in the map, but if it
1488 * 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.
1489 * 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.
1490 */ 1594 */
1491void 1595void
1492replace_insert_ob_in_map (const char *arch_string, object *op) 1596replace_insert_ob_in_map (shstr_tmp archname, object *op)
1493{ 1597{
1494 object *tmp, *tmp1;
1495
1496 /* first search for itself and remove any old instances */ 1598 /* first search for itself and remove any old instances */
1497 1599
1498 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1600 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1499 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1601 if (tmp->arch->archname == archname) /* same archetype */
1500 tmp->destroy (); 1602 tmp->destroy ();
1501 1603
1502 tmp1 = arch_to_object (archetype::find (arch_string)); 1604 object *tmp = archetype::find (archname)->instance ();
1503 1605
1504 tmp1->x = op->x; 1606 tmp->x = op->x;
1505 tmp1->y = op->y; 1607 tmp->y = op->y;
1608
1506 insert_ob_in_map (tmp1, op->map, op, 0); 1609 insert_ob_in_map (tmp, op->map, op, 0);
1507} 1610}
1508 1611
1509object * 1612object *
1510object::insert_at (object *where, object *originator, int flags) 1613object::insert_at (object *where, object *originator, int flags)
1511{ 1614{
1615 if (where->env)
1616 return where->env->insert (this);
1617 else
1512 return where->map->insert (this, where->x, where->y, originator, flags); 1618 return where->map->insert (this, where->x, where->y, originator, flags);
1513} 1619}
1514 1620
1515/* 1621// check whether we can put this into the map, respect max_volume, max_items
1516 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1622bool
1517 * is returned contains nr objects, and the remaining parts contains 1623object::can_drop_at (maptile *m, int x, int y, object *originator)
1518 * the rest (or is removed and freed if that number is 0).
1519 * On failure, NULL is returned, and the reason put into the
1520 * global static errmsg array.
1521 */
1522object *
1523get_split_ob (object *orig_ob, uint32 nr)
1524{ 1624{
1525 object *newob; 1625 mapspace &ms = m->at (x, y);
1526 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1527 1626
1528 if (orig_ob->nrof < nr) 1627 int items = ms.items ();
1529 {
1530 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1531 return NULL;
1532 }
1533 1628
1534 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;
1535 1633
1536 if ((orig_ob->nrof -= nr) < 1) 1634 if (originator && originator->is_player ())
1537 orig_ob->destroy (1); 1635 originator->contr->failmsgf (
1538 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.>",
1539 { 1637 query_name ()
1540 if (orig_ob->env != NULL) 1638 );
1541 sub_weight (orig_ob->env, orig_ob->weight * nr);
1542 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1543 {
1544 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1545 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1546 return NULL;
1547 }
1548 }
1549 1639
1550 newob->nrof = nr; 1640 return false;
1551
1552 return newob;
1553} 1641}
1554 1642
1555/* 1643/*
1556 * decrease_ob_nr(object, number) decreases a specified number from 1644 * decrease(object, number) decreases a specified number from
1557 * 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
1558 * is subsequently removed and freed. 1646 * is subsequently removed and freed.
1559 * 1647 *
1560 * 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
1561 */ 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 */
1562object * 1681object *
1563decrease_ob_nr (object *op, uint32 i) 1682object::split (sint32 nr)
1564{ 1683{
1565 object *tmp; 1684 int have = number_of ();
1566 1685
1567 if (i == 0) /* objects with op->nrof require this check */ 1686 if (have < nr)
1568 return op; 1687 return 0;
1569 1688 else if (have == nr)
1570 if (i > op->nrof)
1571 i = op->nrof;
1572
1573 if (QUERY_FLAG (op, FLAG_REMOVED))
1574 op->nrof -= i;
1575 else if (op->env)
1576 { 1689 {
1577 /* is this object in the players inventory, or sub container
1578 * therein?
1579 */
1580 tmp = op->in_player ();
1581 /* nope. Is this a container the player has opened?
1582 * If so, set tmp to that player.
1583 * IMO, searching through all the players will mostly
1584 * likely be quicker than following op->env to the map,
1585 * and then searching the map for a player.
1586 */
1587 if (!tmp)
1588 for_all_players (pl)
1589 if (pl->ob->container == op->env)
1590 {
1591 tmp = pl->ob;
1592 break;
1593 }
1594
1595 if (i < op->nrof)
1596 {
1597 sub_weight (op->env, op->weight * i);
1598 op->nrof -= i;
1599 if (tmp)
1600 esrv_send_item (tmp, op);
1601 }
1602 else
1603 {
1604 op->remove (); 1690 remove ();
1605 op->nrof = 0; 1691 return this;
1606 if (tmp)
1607 esrv_del_item (tmp->contr, op->count);
1608 }
1609 } 1692 }
1610 else 1693 else
1611 { 1694 {
1612 object *above = op->above; 1695 decrease (nr);
1613 1696
1614 if (i < op->nrof) 1697 object *op = deep_clone ();
1615 op->nrof -= i; 1698 op->nrof = nr;
1616 else
1617 {
1618 op->remove ();
1619 op->nrof = 0;
1620 }
1621
1622 /* Since we just removed op, op->above is null */
1623 for (tmp = above; tmp; tmp = tmp->above)
1624 if (tmp->type == PLAYER)
1625 {
1626 if (op->nrof)
1627 esrv_send_item (tmp, op);
1628 else
1629 esrv_del_item (tmp->contr, op->count);
1630 }
1631 }
1632
1633 if (op->nrof)
1634 return op; 1699 return op;
1635 else
1636 {
1637 op->destroy ();
1638 return 0;
1639 }
1640}
1641
1642/*
1643 * add_weight(object, weight) adds the specified weight to an object,
1644 * and also updates how much the environment(s) is/are carrying.
1645 */
1646void
1647add_weight (object *op, signed long weight)
1648{
1649 while (op != NULL)
1650 {
1651 if (op->type == CONTAINER)
1652 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1653
1654 op->carrying += weight;
1655 op = op->env;
1656 } 1700 }
1657} 1701}
1658 1702
1659object * 1703object *
1660insert_ob_in_ob (object *op, object *where) 1704insert_ob_in_ob (object *op, object *where)
1665 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1709 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1666 free (dump); 1710 free (dump);
1667 return op; 1711 return op;
1668 } 1712 }
1669 1713
1670 if (where->head) 1714 if (where->head_ () != where)
1671 { 1715 {
1672 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1716 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1673 where = where->head; 1717 where = where->head;
1674 } 1718 }
1675 1719
1676 return where->insert (op); 1720 return where->insert (op);
1677} 1721}
1685 * be != op, if items are merged. -Tero 1729 * be != op, if items are merged. -Tero
1686 */ 1730 */
1687object * 1731object *
1688object::insert (object *op) 1732object::insert (object *op)
1689{ 1733{
1690 object *tmp, *otmp;
1691
1692 if (!QUERY_FLAG (op, FLAG_REMOVED))
1693 op->remove ();
1694
1695 if (op->more) 1734 if (op->more)
1696 { 1735 {
1697 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);
1698 return op; 1737 return op;
1699 } 1738 }
1700 1739
1701 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1740 op->remove ();
1702 CLEAR_FLAG (op, FLAG_REMOVED); 1741
1742 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1743
1703 if (op->nrof) 1744 if (op->nrof)
1704 {
1705 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1745 for (object *tmp = inv; tmp; tmp = tmp->below)
1706 if (object::can_merge (tmp, op)) 1746 if (object::can_merge (tmp, op))
1707 { 1747 {
1708 /* return the original object and remove inserted object 1748 /* return the original object and remove inserted object
1709 (client needs the original object) */ 1749 (client needs the original object) */
1710 tmp->nrof += op->nrof; 1750 tmp->nrof += op->nrof;
1711 /* Weight handling gets pretty funky. Since we are adding to 1751
1712 * tmp->nrof, we need to increase the weight. 1752 if (object *pl = tmp->visible_to ())
1713 */ 1753 esrv_update_item (UPD_NROF, pl, tmp);
1754
1714 add_weight (this, op->weight * op->nrof); 1755 adjust_weight (this, op->total_weight ());
1715 SET_FLAG (op, FLAG_REMOVED); 1756
1716 op->destroy (); /* free the inserted object */ 1757 op->destroy ();
1717 op = tmp; 1758 op = tmp;
1718 op->remove (); /* and fix old object's links */ 1759 goto inserted;
1719 CLEAR_FLAG (op, FLAG_REMOVED);
1720 break;
1721 } 1760 }
1722 1761
1723 /* I assume combined objects have no inventory 1762 op->owner = 0; // it's his/hers now. period.
1724 * We add the weight - this object could have just been removed
1725 * (if it was possible to merge). calling remove_ob will subtract
1726 * the weight, so we need to add it in again, since we actually do
1727 * the linking below
1728 */
1729 add_weight (this, op->weight * op->nrof);
1730 }
1731 else
1732 add_weight (this, (op->weight + op->carrying));
1733
1734 otmp = this->in_player ();
1735 if (otmp && otmp->contr)
1736 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1737 otmp->update_stats ();
1738
1739 op->map = 0; 1763 op->map = 0;
1740 op->env = this; 1764 op->x = 0;
1765 op->y = 0;
1766
1741 op->above = 0; 1767 op->above = 0;
1742 op->below = 0; 1768 op->below = inv;
1743 op->x = 0, op->y = 0; 1769 op->env = this;
1744 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:
1745 /* 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 */
1746 if ((op->glow_radius != 0) && map) 1785 if (op->glow_radius && is_on_map ())
1747 { 1786 {
1748#ifdef DEBUG_LIGHTS 1787 update_stats ();
1749 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1750#endif /* DEBUG_LIGHTS */
1751 if (map->darkness)
1752 update_all_los (map, x, y); 1788 update_all_los (map, x, y);
1753 }
1754
1755 /* Client has no idea of ordering so lets not bother ordering it here.
1756 * It sure simplifies this function...
1757 */
1758 if (!inv)
1759 inv = op;
1760 else
1761 { 1789 }
1762 op->below = inv; 1790 else if (is_player ())
1763 op->below->above = op; 1791 // if this is a player's inventory, update stats
1764 inv = op; 1792 contr->queue_stats_update ();
1765 }
1766 1793
1767 INVOKE_OBJECT (INSERT, this); 1794 INVOKE_OBJECT (INSERT, this);
1768 1795
1769 return op; 1796 return op;
1770} 1797}
1788 * 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
1789 * 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
1790 * on top. 1817 * on top.
1791 */ 1818 */
1792int 1819int
1793check_move_on (object *op, object *originator) 1820check_move_on (object *op, object *originator, int flags)
1794{ 1821{
1822 if (op->flag [FLAG_NO_APPLY])
1823 return 0;
1824
1795 object *tmp; 1825 object *tmp;
1796 maptile *m = op->map; 1826 maptile *m = op->map;
1797 int x = op->x, y = op->y; 1827 int x = op->x, y = op->y;
1798 1828
1799 MoveType move_on, move_slow, move_block; 1829 mapspace &ms = m->at (x, y);
1800 1830
1801 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1831 ms.update ();
1802 return 0;
1803 1832
1804 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1833 MoveType move_on = ms.move_on;
1805 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1834 MoveType move_slow = ms.move_slow;
1806 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1835 MoveType move_block = ms.move_block;
1807 1836
1808 /* 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,
1809 * 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
1810 * 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
1811 * as walking. 1840 * as walking.
1822 return 0; 1851 return 0;
1823 1852
1824 /* The objects have to be checked from top to bottom. 1853 /* The objects have to be checked from top to bottom.
1825 * Hence, we first go to the top: 1854 * Hence, we first go to the top:
1826 */ 1855 */
1827 1856 for (object *next, *tmp = ms.top; tmp; tmp = next)
1828 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1829 {
1830 /* Trim the search when we find the first other spell effect
1831 * this helps performance so that if a space has 50 spell objects,
1832 * we don't need to check all of them.
1833 */
1834 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1835 break;
1836 } 1857 {
1858 next = tmp->below;
1837 1859
1838 for (; tmp; tmp = tmp->below)
1839 {
1840 if (tmp == op) 1860 if (tmp == op)
1841 continue; /* Can't apply yourself */ 1861 continue; /* Can't apply yourself */
1842 1862
1843 /* 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.
1844 * Second check makes sure that the movement types not being slowed 1864 * Second check makes sure that the movement types not being slowed
1845 * (~slow_move) is not blocked on this space - just because the 1865 * (~slow_move) is not blocked on this space - just because the
1846 * 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
1847 * 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.
1848 */ 1868 */
1849 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1869 if (!op->flag [FLAG_WIZPASS])
1850 { 1870 {
1851 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1871 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1852 ((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))
1853 { 1873 {
1854
1855 float
1856 diff = tmp->move_slow_penalty * fabs (op->speed); 1874 float diff = tmp->move_slow_penalty * fabs (op->speed);
1857 1875
1858 if (op->type == PLAYER) 1876 if (op->is_player ())
1859 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)) ||
1860 (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)))
1861 diff /= 4.0; 1879 diff /= 4.0;
1862 1880
1863 op->speed_left -= diff; 1881 op->speed_left -= diff;
1864 } 1882 }
1865 } 1883 }
1866 1884
1867 /* Basically same logic as above, except now for actual apply. */ 1885 /* Basically same logic as above, except now for actual apply. */
1868 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1886 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1869 ((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))
1870 { 1888 {
1889 if ((flags & INS_NO_AUTO_EXIT)
1890 && (tmp->type == EXIT || tmp->type == TELEPORTER
1891 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1892 continue;
1893
1871 move_apply (tmp, op, originator); 1894 move_apply (tmp, op, originator);
1872 1895
1873 if (op->destroyed ()) 1896 if (op->destroyed ())
1874 return 1; 1897 return 1;
1875 1898
1898 LOG (llevError, "Present_arch called outside map.\n"); 1921 LOG (llevError, "Present_arch called outside map.\n");
1899 return NULL; 1922 return NULL;
1900 } 1923 }
1901 1924
1902 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1925 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1903 if (tmp->arch == at) 1926 if (tmp->arch->archname == at->archname)
1904 return tmp; 1927 return tmp;
1905 1928
1906 return NULL; 1929 return NULL;
1907} 1930}
1908 1931
1972 * The first matching object is returned, or NULL if none. 1995 * The first matching object is returned, or NULL if none.
1973 */ 1996 */
1974object * 1997object *
1975present_arch_in_ob (const archetype *at, const object *op) 1998present_arch_in_ob (const archetype *at, const object *op)
1976{ 1999{
1977 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2000 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1978 if (tmp->arch == at) 2001 if (tmp->arch->archname == at->archname)
1979 return tmp; 2002 return tmp;
1980 2003
1981 return NULL; 2004 return NULL;
1982} 2005}
1983 2006
1985 * activate recursively a flag on an object inventory 2008 * activate recursively a flag on an object inventory
1986 */ 2009 */
1987void 2010void
1988flag_inv (object *op, int flag) 2011flag_inv (object *op, int flag)
1989{ 2012{
1990 if (op->inv)
1991 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2013 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1992 { 2014 {
1993 SET_FLAG (tmp, flag); 2015 tmp->set_flag (flag);
1994 flag_inv (tmp, flag); 2016 flag_inv (tmp, flag);
1995 } 2017 }
1996} 2018}
1997 2019
1998/* 2020/*
1999 * deactivate recursively a flag on an object inventory 2021 * deactivate recursively a flag on an object inventory
2000 */ 2022 */
2001void 2023void
2002unflag_inv (object *op, int flag) 2024unflag_inv (object *op, int flag)
2003{ 2025{
2004 if (op->inv)
2005 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2026 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2006 { 2027 {
2007 CLEAR_FLAG (tmp, flag); 2028 tmp->clr_flag (flag);
2008 unflag_inv (tmp, flag); 2029 unflag_inv (tmp, flag);
2009 } 2030 }
2010}
2011
2012/*
2013 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2014 * all it's inventory (recursively).
2015 * If checksums are used, a player will get set_cheat called for
2016 * him/her-self and all object carried by a call to this function.
2017 */
2018void
2019set_cheat (object *op)
2020{
2021 SET_FLAG (op, FLAG_WAS_WIZ);
2022 flag_inv (op, FLAG_WAS_WIZ);
2023} 2031}
2024 2032
2025/* 2033/*
2026 * find_free_spot(object, map, x, y, start, stop) will search for 2034 * find_free_spot(object, map, x, y, start, stop) will search for
2027 * a spot at the given map and coordinates which will be able to contain 2035 * a spot at the given map and coordinates which will be able to contain
2029 * to search (see the freearr_x/y[] definition). 2037 * to search (see the freearr_x/y[] definition).
2030 * It returns a random choice among the alternatives found. 2038 * It returns a random choice among the alternatives found.
2031 * start and stop are where to start relative to the free_arr array (1,9 2039 * start and stop are where to start relative to the free_arr array (1,9
2032 * does all 4 immediate directions). This returns the index into the 2040 * does all 4 immediate directions). This returns the index into the
2033 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2041 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2034 * Note - this only checks to see if there is space for the head of the
2035 * object - if it is a multispace object, this should be called for all
2036 * pieces.
2037 * Note2: This function does correctly handle tiled maps, but does not 2042 * Note: This function does correctly handle tiled maps, but does not
2038 * inform the caller. However, insert_ob_in_map will update as 2043 * inform the caller. However, insert_ob_in_map will update as
2039 * necessary, so the caller shouldn't need to do any special work. 2044 * necessary, so the caller shouldn't need to do any special work.
2040 * Note - updated to take an object instead of archetype - this is necessary 2045 * Note - updated to take an object instead of archetype - this is necessary
2041 * because arch_blocked (now ob_blocked) needs to know the movement type 2046 * because arch_blocked (now ob_blocked) needs to know the movement type
2042 * to know if the space in question will block the object. We can't use 2047 * to know if the space in question will block the object. We can't use
2044 * customized, changed states, etc. 2049 * customized, changed states, etc.
2045 */ 2050 */
2046int 2051int
2047find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2052find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2048{ 2053{
2054 int altern[SIZEOFFREE];
2049 int index = 0, flag; 2055 int index = 0, flag;
2050 int altern[SIZEOFFREE];
2051 2056
2052 for (int i = start; i < stop; i++) 2057 for (int i = start; i < stop; i++)
2053 { 2058 {
2054 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2059 mapxy pos (m, x, y); pos.move (i);
2055 if (!flag) 2060
2061 if (!pos.normalise ())
2062 continue;
2063
2064 mapspace &ms = *pos;
2065
2066 if (ms.flags () & P_IS_ALIVE)
2067 continue;
2068
2069 /* However, often
2070 * ob doesn't have any move type (when used to place exits)
2071 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2072 */
2073 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2074 {
2056 altern [index++] = i; 2075 altern [index++] = i;
2076 continue;
2077 }
2057 2078
2058 /* Basically, if we find a wall on a space, we cut down the search size. 2079 /* Basically, if we find a wall on a space, we cut down the search size.
2059 * In this way, we won't return spaces that are on another side of a wall. 2080 * In this way, we won't return spaces that are on another side of a wall.
2060 * This mostly work, but it cuts down the search size in all directions - 2081 * This mostly work, but it cuts down the search size in all directions -
2061 * if the space being examined only has a wall to the north and empty 2082 * if the space being examined only has a wall to the north and empty
2062 * spaces in all the other directions, this will reduce the search space 2083 * spaces in all the other directions, this will reduce the search space
2063 * to only the spaces immediately surrounding the target area, and 2084 * to only the spaces immediately surrounding the target area, and
2064 * won't look 2 spaces south of the target space. 2085 * won't look 2 spaces south of the target space.
2065 */ 2086 */
2066 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2087 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2088 {
2067 stop = maxfree[i]; 2089 stop = maxfree[i];
2090 continue;
2091 }
2092
2093 /* Note it is intentional that we check ob - the movement type of the
2094 * head of the object should correspond for the entire object.
2095 */
2096 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2097 continue;
2098
2099 if (ob->blocked (pos.m, pos.x, pos.y))
2100 continue;
2101
2102 altern [index++] = i;
2068 } 2103 }
2069 2104
2070 if (!index) 2105 if (!index)
2071 return -1; 2106 return -1;
2072 2107
2081 */ 2116 */
2082int 2117int
2083find_first_free_spot (const object *ob, maptile *m, int x, int y) 2118find_first_free_spot (const object *ob, maptile *m, int x, int y)
2084{ 2119{
2085 for (int i = 0; i < SIZEOFFREE; i++) 2120 for (int i = 0; i < SIZEOFFREE; i++)
2086 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2121 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2087 return i; 2122 return i;
2088 2123
2089 return -1; 2124 return -1;
2090} 2125}
2091 2126
2137 * there is capable of. 2172 * there is capable of.
2138 */ 2173 */
2139int 2174int
2140find_dir (maptile *m, int x, int y, object *exclude) 2175find_dir (maptile *m, int x, int y, object *exclude)
2141{ 2176{
2142 int i, max = SIZEOFFREE, mflags; 2177 int max = SIZEOFFREE, mflags;
2143
2144 sint16 nx, ny;
2145 object *tmp;
2146 maptile *mp;
2147
2148 MoveType blocked, move_type; 2178 MoveType move_type;
2149 2179
2150 if (exclude && exclude->head) 2180 if (exclude && exclude->head_ () != exclude)
2151 { 2181 {
2152 exclude = exclude->head; 2182 exclude = exclude->head;
2153 move_type = exclude->move_type; 2183 move_type = exclude->move_type;
2154 } 2184 }
2155 else 2185 else
2156 { 2186 {
2157 /* If we don't have anything, presume it can use all movement types. */ 2187 /* If we don't have anything, presume it can use all movement types. */
2158 move_type = MOVE_ALL; 2188 move_type = MOVE_ALL;
2159 } 2189 }
2160 2190
2161 for (i = 1; i < max; i++) 2191 for (int i = 1; i < max; i++)
2162 { 2192 {
2163 mp = m; 2193 mapxy pos (m, x, y);
2164 nx = x + freearr_x[i]; 2194 pos.move (i);
2165 ny = y + freearr_y[i];
2166 2195
2167 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2196 if (!pos.normalise ())
2168
2169 if (mflags & P_OUT_OF_MAP)
2170 max = maxfree[i]; 2197 max = maxfree[i];
2171 else 2198 else
2172 { 2199 {
2173 mapspace &ms = mp->at (nx, ny); 2200 mapspace &ms = *pos;
2174 2201
2175 blocked = ms.move_block;
2176
2177 if ((move_type & blocked) == move_type) 2202 if ((move_type & ms.move_block) == move_type)
2178 max = maxfree[i]; 2203 max = maxfree [i];
2179 else if (mflags & P_IS_ALIVE) 2204 else if (ms.flags () & P_IS_ALIVE)
2180 { 2205 {
2181 for (tmp = ms.bot; tmp; tmp = tmp->above) 2206 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2182 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2207 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2183 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2208 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2184 break;
2185
2186 if (tmp)
2187 return freedir[i]; 2209 return freedir [i];
2188 } 2210 }
2189 } 2211 }
2190 } 2212 }
2191 2213
2192 return 0; 2214 return 0;
2201{ 2223{
2202 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2224 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2203} 2225}
2204 2226
2205/* 2227/*
2206 * find_dir_2(delta-x,delta-y) will return a direction in which 2228 * find_dir_2(delta-x,delta-y) will return a direction value
2207 * an object which has subtracted the x and y coordinates of another 2229 * for running into direct [dx, dy].
2208 * object, needs to travel toward it. 2230 * (the opposite of crossfire's find_dir_2!)
2209 */ 2231 */
2210int 2232int
2211find_dir_2 (int x, int y) 2233find_dir_2 (int x, int y)
2212{ 2234{
2235#if 1 // new algorithm
2236 // this works by putting x, y into 16 sectors, which
2237 // are not equal sized, but are a better approximation
2238 // then the old algorithm, and then using a mapping
2239 // table to map it into a direction value.
2240 // basically, it maps these comparisons to each bit
2241 // bit #3: x < 0
2242 // bit #2: y < 0
2243 // bit #1: x > y
2244 // bit #0: x > 2y
2245
2246 static const uint8 dir[16] = {
2247 4, 5, 4, 3,
2248 2, 1, 2, 3,
2249 6, 5, 6, 7,
2250 8, 1, 8, 7,
2251 };
2252 int sector = 0;
2253
2254 // this is a bit ugly, but more likely to result in branchless code
2255 sector |= x < 0 ? 8 : 0;
2256 x = x < 0 ? -x : x; // abs
2257
2258 sector |= y < 0 ? 4 : 0;
2259 y = y < 0 ? -y : y; // abs
2260
2261 if (x > y)
2262 {
2263 sector |= 2;
2264
2265 if (x > y * 2)
2266 sector |= 1;
2267 }
2268 else
2269 {
2270 if (y > x * 2)
2271 sector |= 1;
2272 else if (!y)
2273 return 0; // x == 0 here
2274 }
2275
2276 return dir [sector];
2277#else // old algorithm
2213 int q; 2278 int q;
2214 2279
2215 if (y) 2280 if (y)
2216 q = x * 100 / y; 2281 q = 128 * x / y;
2217 else if (x) 2282 else if (x)
2218 q = -300 * x; 2283 q = -512 * x; // to make it > 309
2219 else 2284 else
2220 return 0; 2285 return 0;
2221 2286
2222 if (y > 0) 2287 if (y > 0)
2223 { 2288 {
2224 if (q < -242) 2289 if (q < -309) return 7;
2290 if (q < -52) return 6;
2291 if (q < 52) return 5;
2292 if (q < 309) return 4;
2293
2225 return 3; 2294 return 3;
2226 if (q < -41) 2295 }
2227 return 2; 2296 else
2228 if (q < 41) 2297 {
2229 return 1; 2298 if (q < -309) return 3;
2230 if (q < 242) 2299 if (q < -52) return 2;
2231 return 8; 2300 if (q < 52) return 1;
2301 if (q < 309) return 8;
2302
2232 return 7; 2303 return 7;
2233 } 2304 }
2234 2305#endif
2235 if (q < -242)
2236 return 7;
2237 if (q < -41)
2238 return 6;
2239 if (q < 41)
2240 return 5;
2241 if (q < 242)
2242 return 4;
2243
2244 return 3;
2245} 2306}
2246 2307
2247/* 2308/*
2248 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2309 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2249 * between two directions (which are expected to be absolute (see absdir()) 2310 * between two directions (which are expected to be absolute (see absdir())
2250 */ 2311 */
2251int 2312int
2252dirdiff (int dir1, int dir2) 2313dirdiff (int dir1, int dir2)
2253{ 2314{
2254 int d;
2255
2256 d = abs (dir1 - dir2); 2315 int d = abs (dir1 - dir2);
2257 if (d > 4)
2258 d = 8 - d;
2259 2316
2260 return d; 2317 return d > 4 ? 8 - d : d;
2261} 2318}
2262 2319
2263/* peterm: 2320/* peterm:
2264 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2321 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2265 * Basically, this is a table of directions, and what directions 2322 * Basically, this is a table of directions, and what directions
2267 * This basically means that if direction is 15, then it could either go 2324 * This basically means that if direction is 15, then it could either go
2268 * direction 4, 14, or 16 to get back to where we are. 2325 * direction 4, 14, or 16 to get back to where we are.
2269 * Moved from spell_util.c to object.c with the other related direction 2326 * Moved from spell_util.c to object.c with the other related direction
2270 * functions. 2327 * functions.
2271 */ 2328 */
2272int reduction_dir[SIZEOFFREE][3] = { 2329static const int reduction_dir[SIZEOFFREE][3] = {
2273 {0, 0, 0}, /* 0 */ 2330 {0, 0, 0}, /* 0 */
2274 {0, 0, 0}, /* 1 */ 2331 {0, 0, 0}, /* 1 */
2275 {0, 0, 0}, /* 2 */ 2332 {0, 0, 0}, /* 2 */
2276 {0, 0, 0}, /* 3 */ 2333 {0, 0, 0}, /* 3 */
2277 {0, 0, 0}, /* 4 */ 2334 {0, 0, 0}, /* 4 */
2368 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2425 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2369 * core dumps if they do. 2426 * core dumps if they do.
2370 * 2427 *
2371 * Add a check so we can't pick up invisible objects (0.93.8) 2428 * Add a check so we can't pick up invisible objects (0.93.8)
2372 */ 2429 */
2373
2374int 2430int
2375can_pick (const object *who, const object *item) 2431can_pick (const object *who, const object *item)
2376{ 2432{
2377 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2433 return /*who->flag [FLAG_WIZ]|| */
2378 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2434 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2379 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2435 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2380} 2436}
2381 2437
2382/* 2438/*
2383 * create clone from object to another 2439 * create clone from object to another
2384 */ 2440 */
2385object * 2441object *
2386object_create_clone (object *asrc) 2442object::deep_clone ()
2387{ 2443{
2388 object *dst = 0, *tmp, *src, *part, *prev, *item; 2444 assert (("deep_clone called on non-head object", is_head ()));
2389 2445
2390 if (!asrc) 2446 object *dst = clone ();
2391 return 0;
2392 2447
2393 src = asrc; 2448 object *prev = dst;
2394 if (src->head)
2395 src = src->head;
2396
2397 prev = 0;
2398 for (part = src; part; part = part->more) 2449 for (object *part = this->more; part; part = part->more)
2399 { 2450 {
2400 tmp = part->clone (); 2451 object *tmp = part->clone ();
2401 tmp->x -= src->x;
2402 tmp->y -= src->y;
2403
2404 if (!part->head)
2405 {
2406 dst = tmp;
2407 tmp->head = 0;
2408 }
2409 else
2410 tmp->head = dst; 2452 tmp->head = dst;
2411
2412 tmp->more = 0;
2413
2414 if (prev)
2415 prev->more = tmp; 2453 prev->more = tmp;
2416
2417 prev = tmp; 2454 prev = tmp;
2418 } 2455 }
2419 2456
2420 for (item = src->inv; item; item = item->below) 2457 for (object *item = inv; item; item = item->below)
2421 insert_ob_in_ob (object_create_clone (item), dst); 2458 insert_ob_in_ob (item->deep_clone (), dst);
2422 2459
2423 return dst; 2460 return dst;
2424} 2461}
2425 2462
2426/* This returns the first object in who's inventory that 2463/* This returns the first object in who's inventory that
2435 return tmp; 2472 return tmp;
2436 2473
2437 return 0; 2474 return 0;
2438} 2475}
2439 2476
2440/* If ob has a field named key, return the link from the list, 2477shstr_tmp
2441 * otherwise return NULL. 2478object::kv_get (shstr_tmp key) const
2442 *
2443 * key must be a passed in shared string - otherwise, this won't
2444 * do the desired thing.
2445 */
2446key_value *
2447get_ob_key_link (const object *ob, const char *key)
2448{ 2479{
2449 for (key_value *link = ob->key_values; link; link = link->next) 2480 for (key_value *kv = key_values; kv; kv = kv->next)
2450 if (link->key == key) 2481 if (kv->key == key)
2451 return link;
2452
2453 return 0;
2454}
2455
2456/*
2457 * Returns the value of op has an extra_field for key, or NULL.
2458 *
2459 * The argument doesn't need to be a shared string.
2460 *
2461 * The returned string is shared.
2462 */
2463const char *
2464get_ob_key_value (const object *op, const char *const key)
2465{
2466 key_value *link;
2467 shstr_cmp canonical_key (key);
2468
2469 if (!canonical_key)
2470 {
2471 /* 1. There being a field named key on any object
2472 * implies there'd be a shared string to find.
2473 * 2. Since there isn't, no object has this field.
2474 * 3. Therefore, *this* object doesn't have this field.
2475 */
2476 return 0;
2477 }
2478
2479 /* This is copied from get_ob_key_link() above -
2480 * only 4 lines, and saves the function call overhead.
2481 */
2482 for (link = op->key_values; link; link = link->next)
2483 if (link->key == canonical_key)
2484 return link->value; 2482 return kv->value;
2485 2483
2486 return 0; 2484 return shstr ();
2487} 2485}
2488 2486
2489/* 2487void
2490 * Updates the canonical_key in op to value. 2488object::kv_set (shstr_tmp key, shstr_tmp value)
2491 *
2492 * canonical_key is a shared string (value doesn't have to be).
2493 *
2494 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2495 * keys.
2496 *
2497 * Returns TRUE on success.
2498 */
2499int
2500set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2501{ 2489{
2502 key_value *field = NULL, *last = NULL; 2490 for (key_value *kv = key_values; kv; kv = kv->next)
2503 2491 if (kv->key == key)
2504 for (field = op->key_values; field != NULL; field = field->next)
2505 {
2506 if (field->key != canonical_key)
2507 { 2492 {
2508 last = field; 2493 kv->value = value;
2509 continue; 2494 return;
2510 } 2495 }
2511 2496
2512 if (value) 2497 key_value *kv = new key_value;
2513 field->value = value; 2498
2514 else 2499 kv->next = key_values;
2500 kv->key = key;
2501 kv->value = value;
2502
2503 key_values = kv;
2504}
2505
2506void
2507object::kv_del (shstr_tmp key)
2508{
2509 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2510 if ((*kvp)->key == key)
2515 { 2511 {
2516 /* Basically, if the archetype has this key set, 2512 key_value *kv = *kvp;
2517 * we need to store the null value so when we save 2513 *kvp = (*kvp)->next;
2518 * it, we save the empty value so that when we load, 2514 delete kv;
2519 * we get this value back again. 2515 return;
2520 */
2521 if (get_ob_key_link (&op->arch->clone, canonical_key))
2522 field->value = 0;
2523 else
2524 {
2525 if (last)
2526 last->next = field->next;
2527 else
2528 op->key_values = field->next;
2529
2530 delete field;
2531 }
2532 } 2516 }
2533 return TRUE;
2534 }
2535 /* IF we get here, key doesn't exist */
2536
2537 /* No field, we'll have to add it. */
2538
2539 if (!add_key)
2540 return FALSE;
2541
2542 /* There isn't any good reason to store a null
2543 * value in the key/value list. If the archetype has
2544 * this key, then we should also have it, so shouldn't
2545 * be here. If user wants to store empty strings,
2546 * should pass in ""
2547 */
2548 if (value == NULL)
2549 return TRUE;
2550
2551 field = new key_value;
2552
2553 field->key = canonical_key;
2554 field->value = value;
2555 /* Usual prepend-addition. */
2556 field->next = op->key_values;
2557 op->key_values = field;
2558
2559 return TRUE;
2560}
2561
2562/*
2563 * Updates the key in op to value.
2564 *
2565 * If add_key is FALSE, this will only update existing keys,
2566 * and not add new ones.
2567 * In general, should be little reason FALSE is ever passed in for add_key
2568 *
2569 * Returns TRUE on success.
2570 */
2571int
2572set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2573{
2574 shstr key_ (key);
2575
2576 return set_ob_key_value_s (op, key_, value, add_key);
2577} 2517}
2578 2518
2579object::depth_iterator::depth_iterator (object *container) 2519object::depth_iterator::depth_iterator (object *container)
2580: iterator_base (container) 2520: iterator_base (container)
2581{ 2521{
2594 item = item->inv; 2534 item = item->inv;
2595 } 2535 }
2596 else 2536 else
2597 item = item->env; 2537 item = item->env;
2598} 2538}
2599
2600 2539
2601const char * 2540const char *
2602object::flag_desc (char *desc, int len) const 2541object::flag_desc (char *desc, int len) const
2603{ 2542{
2604 char *p = desc; 2543 char *p = desc;
2632{ 2571{
2633 char flagdesc[512]; 2572 char flagdesc[512];
2634 char info2[256 * 4]; 2573 char info2[256 * 4];
2635 char *p = info; 2574 char *p = info;
2636 2575
2637 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2576 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2638 count, uuid.seq, 2577 count,
2578 uuid.c_str (),
2639 &name, 2579 &name,
2640 title ? "\",title:\"" : "", 2580 title ? ",title:\"" : "",
2641 title ? (const char *)title : "", 2581 title ? (const char *)title : "",
2582 title ? "\"" : "",
2642 flag_desc (flagdesc, 512), type); 2583 flag_desc (flagdesc, 512), type);
2643 2584
2644 if (env) 2585 if (!flag[FLAG_REMOVED] && env)
2645 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2586 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2646 2587
2647 if (map) 2588 if (map)
2648 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2589 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2649 2590
2664{ 2605{
2665 return map ? map->region (x, y) 2606 return map ? map->region (x, y)
2666 : region::default_region (); 2607 : region::default_region ();
2667} 2608}
2668 2609
2669const materialtype_t *
2670object::dominant_material () const
2671{
2672 if (materialtype_t *mat = name_to_material (materialname))
2673 return mat;
2674
2675 // omfg this is slow, this has to be temporary :)
2676 shstr unknown ("unknown");
2677
2678 return name_to_material (unknown);
2679}
2680
2681void 2610void
2682object::open_container (object *new_container) 2611object::open_container (object *new_container)
2683{ 2612{
2684 if (container == new_container) 2613 if (container == new_container)
2685 return; 2614 return;
2686 2615
2687 if (object *old_container = container) 2616 object *old_container = container;
2617
2618 if (old_container)
2688 { 2619 {
2689 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2620 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2690 return; 2621 return;
2691 2622
2692#if 0 2623#if 0
2694 if (object *closer = old_container->inv) 2625 if (object *closer = old_container->inv)
2695 if (closer->type == CLOSE_CON) 2626 if (closer->type == CLOSE_CON)
2696 closer->destroy (); 2627 closer->destroy ();
2697#endif 2628#endif
2698 2629
2630 // make sure the container is available
2631 esrv_send_item (this, old_container);
2632
2699 old_container->flag [FLAG_APPLIED] = 0; 2633 old_container->flag [FLAG_APPLIED] = false;
2700 container = 0; 2634 container = 0;
2701 2635
2636 // client needs item update to make it work, client bug requires this to be separate
2702 esrv_update_item (UPD_FLAGS, this, old_container); 2637 esrv_update_item (UPD_FLAGS, this, old_container);
2638
2703 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2639 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2640 play_sound (sound_find ("chest_close"));
2704 } 2641 }
2705 2642
2706 if (new_container) 2643 if (new_container)
2707 { 2644 {
2708 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2645 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2711 // TODO: this does not seem to serve any purpose anymore? 2648 // TODO: this does not seem to serve any purpose anymore?
2712#if 0 2649#if 0
2713 // insert the "Close Container" object. 2650 // insert the "Close Container" object.
2714 if (archetype *closer = new_container->other_arch) 2651 if (archetype *closer = new_container->other_arch)
2715 { 2652 {
2716 object *closer = arch_to_object (new_container->other_arch); 2653 object *closer = new_container->other_arch->instance ();
2717 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2654 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2718 new_container->insert (closer); 2655 new_container->insert (closer);
2719 } 2656 }
2720#endif 2657#endif
2721 2658
2722 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2659 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2723 2660
2661 // make sure the container is available, client bug requires this to be separate
2662 esrv_send_item (this, new_container);
2663
2724 new_container->flag [FLAG_APPLIED] = 1; 2664 new_container->flag [FLAG_APPLIED] = true;
2725 container = new_container; 2665 container = new_container;
2726 2666
2667 // client needs flag change
2727 esrv_update_item (UPD_FLAGS, this, new_container); 2668 esrv_update_item (UPD_FLAGS, this, new_container);
2728 esrv_send_inventory (this, new_container); 2669 esrv_send_inventory (this, new_container);
2670 play_sound (sound_find ("chest_open"));
2671 }
2672// else if (!old_container->env && contr && contr->ns)
2673// contr->ns->floorbox_reset ();
2674}
2675
2676object *
2677object::force_find (shstr_tmp name)
2678{
2679 /* cycle through his inventory to look for the MARK we want to
2680 * place
2681 */
2682 for (object *tmp = inv; tmp; tmp = tmp->below)
2683 if (tmp->type == FORCE && tmp->slaying == name)
2684 return splay (tmp);
2685
2686 return 0;
2687}
2688
2689//-GPL
2690
2691void
2692object::force_set_timer (int duration)
2693{
2694 this->duration = 1;
2695 this->speed_left = -1.f;
2696
2697 this->set_speed (duration ? 1.f / duration : 0.f);
2698}
2699
2700object *
2701object::force_add (shstr_tmp name, int duration)
2702{
2703 if (object *force = force_find (name))
2704 force->destroy ();
2705
2706 object *force = get_archetype (FORCE_NAME);
2707
2708 force->slaying = name;
2709 force->force_set_timer (duration);
2710 force->flag [FLAG_APPLIED] = true;
2711
2712 return insert (force);
2713}
2714
2715void
2716object::play_sound (faceidx sound) const
2717{
2718 if (!sound)
2719 return;
2720
2721 if (is_on_map ())
2722 map->play_sound (sound, x, y);
2723 else if (object *pl = in_player ())
2724 pl->contr->play_sound (sound);
2725}
2726
2727void
2728object::say_msg (const char *msg) const
2729{
2730 if (is_on_map ())
2731 map->say_msg (msg, x, y);
2732 else if (object *pl = in_player ())
2733 pl->contr->play_sound (sound);
2734}
2735
2736void
2737object::make_noise ()
2738{
2739 // we do not model noise in the map, so instead put
2740 // a temporary light into the noise source
2741 // could use the map instead, but that's less reliable for our
2742 // goal, which is to make invisibility a bit harder to exploit
2743
2744 // currently only works sensibly for players
2745 if (!is_player ())
2746 return;
2747
2748 // find old force, or create new one
2749 object *force = force_find (shstr_noise_force);
2750
2751 if (force)
2752 force->speed_left = -1.f; // patch old speed up
2753 else
2729 } 2754 {
2730} 2755 force = archetype::get (shstr_noise_force);
2731 2756
2757 force->slaying = shstr_noise_force;
2758 force->stats.food = 1;
2759 force->speed_left = -1.f;
2732 2760
2761 force->set_speed (1.f / 4.f);
2762 force->flag [FLAG_IS_USED_UP] = true;
2763 force->flag [FLAG_APPLIED] = true;
2764
2765 insert (force);
2766 }
2767}
2768
2769void object::change_move_type (MoveType mt)
2770{
2771 if (move_type == mt)
2772 return;
2773
2774 if (is_on_map ())
2775 {
2776 // we are on the map, so handle move_on/off effects
2777 remove ();
2778 move_type = mt;
2779 map->insert (this, x, y, this);
2780 }
2781 else
2782 move_type = mt;
2783}
2784
2785/* object should be a player.
2786 * we return the object the player has marked with the 'mark' command
2787 * below. If no match is found (or object has changed), we return
2788 * NULL. We leave it up to the calling function to print messages if
2789 * nothing is found.
2790 */
2791object *
2792object::mark () const
2793{
2794 if (contr && contr->mark && contr->mark->env == this)
2795 return contr->mark;
2796 else
2797 return 0;
2798}
2799

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