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

Comparing deliantra/server/common/object.C (file contents):
Revision 1.112 by root, Mon Jan 8 14:11:04 2007 UTC vs.
Revision 1.337 by root, Thu May 6 21:45:49 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 11 * option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 21 *
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23*/ 23 */
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28#include <global.h> 25#include <global.h>
29#include <stdio.h> 26#include <stdio.h>
30#include <sys/types.h> 27#include <sys/types.h>
31#include <sys/uio.h> 28#include <sys/uio.h>
32#include <object.h> 29#include <object.h>
33#include <funcpoint.h> 30#include <sproto.h>
34#include <loader.h>
35 31
36#include <bitset> 32#include <bitset>
37 33
38int nrofallocobjects = 0; 34UUID UUID::cur;
39static UUID uuid; 35static uint64_t seq_next_save;
40const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
41 38
42objectvec objects; 39objectvec objects;
43activevec actives; 40activevec actives;
44 41
45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
49
50short freearr_x[SIZEOFFREE] = {
51 0,
52 0, 1, 1, 1, 0, -1, -1, -1,
53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 54 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
47}; 55};
48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 56short freearr_y[SIZEOFFREE] = {
57 0,
58 -1, -1, 0, 1, 1, 1, 0, -1,
59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
49 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 60 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
50};
51int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
52 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
53}; 61};
54int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 63 0,
64 1, 2, 3, 4, 5, 6, 7, 8,
65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57}; 67};
58 68
69static int maxfree[SIZEOFFREE] = {
70 0,
71 9, 10, 13, 14, 17, 18, 21, 22,
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
74};
75
59static void 76static void
60write_uuid (void) 77write_uuid (uval64 skip, bool sync)
61{ 78{
62 char filename1[MAX_BUF], filename2[MAX_BUF]; 79 CALL_BEGIN (2);
63 80 CALL_ARG_SV (newSVval64 (skip));
64 sprintf (filename1, "%s/uuid", settings.localdir); 81 CALL_ARG_SV (boolSV (sync));
65 sprintf (filename2, "%s/uuid~", settings.localdir); 82 CALL_CALL ("cf::write_uuid", G_DISCARD);
66 83 CALL_END;
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78} 84}
79 85
80static void 86static void
81read_uuid (void) 87read_uuid ()
82{ 88{
83 char filename[MAX_BUF]; 89 char filename[MAX_BUF];
84 90
85 sprintf (filename, "%s/uuid", settings.localdir); 91 sprintf (filename, "%s/uuid", settings.localdir);
92
93 seq_next_save = 0;
86 94
87 FILE *fp; 95 FILE *fp;
88 96
89 if (!(fp = fopen (filename, "r"))) 97 if (!(fp = fopen (filename, "r")))
90 { 98 {
91 if (errno == ENOENT) 99 if (errno == ENOENT)
92 { 100 {
93 LOG (llevInfo, "RESET uid to 1\n"); 101 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0; 102 UUID::cur.seq = 0;
95 write_uuid (); 103 write_uuid (UUID_GAP, true);
96 return; 104 return;
97 } 105 }
98 106
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 107 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1); 108 _exit (1);
101 } 109 }
102 110
103 int version; 111 char buf [UUID::MAX_LEN];
104 unsigned long long uid; 112 buf[0] = 0;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 113 fgets (buf, sizeof (buf), fp);
114
115 if (!UUID::cur.parse (buf))
106 { 116 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 117 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1); 118 _exit (1);
109 } 119 }
110 120
111 uuid.seq = uid; 121 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112 write_uuid (); 122
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 123 write_uuid (UUID_GAP, true);
114 fclose (fp); 124 fclose (fp);
115} 125}
116 126
117UUID 127UUID
118gen_uuid () 128UUID::gen ()
119{ 129{
120 UUID uid; 130 UUID uid;
121 131
122 uid.seq = ++uuid.seq; 132 uid.seq = ++cur.seq;
123 133
124 if (!(uuid.seq & (UUID_SKIP - 1))) 134 if (expect_false (cur.seq >= seq_next_save))
125 write_uuid (); 135 {
136 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
137 write_uuid (UUID_GAP, false);
138 }
139
126 140
127 return uid; 141 return uid;
128} 142}
129 143
130void 144void
131init_uuid () 145UUID::init ()
132{ 146{
133 read_uuid (); 147 read_uuid ();
134} 148}
135 149
150bool
151UUID::parse (const char *s)
152{
153 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
154 return false;
155
156 seq = 0;
157
158 while (*s != '>')
159 {
160 if (*s < '0')
161 return false;
162
163 // this gives nice branchless code with gcc
164 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
165 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
166
167 seq = (seq << 4) | digit;
168
169 ++s;
170 }
171
172 return true;
173}
174
175char *
176UUID::append (char *buf) const
177{
178 *buf++ = '<';
179 *buf++ = '1';
180 *buf++ = '.';
181
182 uint64_t seq = this->seq;
183 const int bits = 64;
184 char nz = 0;
185 static const char tohex [] = "0123456789abcdef";
186
187 // assert (len >= 3 + bits / 4 + 1 + 1);
188 for (int i = bits / 4; --i; )
189 {
190 uint8_t digit = seq >> (bits - 4);
191
192 *buf = tohex [digit];
193 nz |= digit;
194 buf += nz ? 1 : 0;
195 seq <<= 4;
196 }
197
198 // last digit is special - always emit
199 uint8_t digit = seq >> (bits - 4);
200 *buf++ = tohex [digit];
201
202 *buf++ = '>';
203
204 return buf;
205}
206
207char *
208UUID::c_str () const
209{
210 static char buf [MAX_LEN];
211 *append (buf) = 0;
212 return buf;
213}
214
136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 215/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int 216static bool
138compare_ob_value_lists_one (const object *wants, const object *has) 217compare_ob_value_lists_one (const object *wants, const object *has)
139{ 218{
140 key_value *wants_field;
141
142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 219 /* n-squared behaviour (see kv_get), but I'm hoping both
143 * objects with lists are rare, and lists stay short. If not, use a 220 * objects with lists are rare, and lists stay short. If not, use a
144 * different structure or at least keep the lists sorted... 221 * different structure or at least keep the lists sorted...
145 */ 222 */
146 223
147 /* For each field in wants, */ 224 /* For each field in wants, */
148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 225 for (key_value *kv = wants->key_values; kv; kv = kv->next)
149 { 226 if (has->kv_get (kv->key) != kv->value)
150 key_value *has_field; 227 return false;
151
152 /* Look for a field in has with the same key. */
153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
156 {
157 /* No field with that name. */
158 return FALSE;
159 }
160
161 /* Found the matching field. */
162 if (has_field->value != wants_field->value)
163 {
164 /* Values don't match, so this half of the comparison is false. */
165 return FALSE;
166 }
167
168 /* If we get here, we found a match. Now for the next field in wants. */
169 }
170 228
171 /* If we get here, every field in wants has a matching field in has. */ 229 /* If we get here, every field in wants has a matching field in has. */
172 return TRUE; 230 return true;
173} 231}
174 232
175/* Returns TRUE if ob1 has the same key_values as ob2. */ 233/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int 234static bool
177compare_ob_value_lists (const object *ob1, const object *ob2) 235compare_ob_value_lists (const object *ob1, const object *ob2)
178{ 236{
179 /* However, there may be fields in has which aren't partnered in wants, 237 /* However, there may be fields in has which aren't partnered in wants,
180 * so we need to run the comparison *twice*. :( 238 * so we need to run the comparison *twice*. :(
181 */ 239 */
182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 240 return compare_ob_value_lists_one (ob1, ob2)
241 && compare_ob_value_lists_one (ob2, ob1);
183} 242}
184 243
185/* Function examines the 2 objects given to it, and returns true if 244/* Function examines the 2 objects given to it, and returns true if
186 * they can be merged together. 245 * they can be merged together.
187 * 246 *
194 * Improvements made with merge: Better checking on potion, and also 253 * Improvements made with merge: Better checking on potion, and also
195 * check weight 254 * check weight
196 */ 255 */
197bool object::can_merge_slow (object *ob1, object *ob2) 256bool object::can_merge_slow (object *ob1, object *ob2)
198{ 257{
199 /* A couple quicksanity checks */ 258 /* A couple quick sanity checks */
200 if (ob1 == ob2 259 if (ob1 == ob2
201 || ob1->type != ob2->type 260 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value 261 || ob1->value != ob2->value
204 || ob1->name != ob2->name) 262 || ob1->name != ob2->name
263 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
205 return 0; 264 return 0;
206 265
207 //TODO: this ain't working well, use nicer and correct overflow check
208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 266 /* Do not merge objects if nrof would overflow, assume nrof
209 * value could not be stored in a sint32 (which unfortunately sometimes is 267 * is always 0 .. 2**31-1 */
210 * used to store nrof). 268 if (ob1->nrof > 0x7fffffff - ob2->nrof)
211 */
212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
213 return 0; 269 return 0;
214 270
215 /* If the objects have been identified, set the BEEN_APPLIED flag. 271 /* If the objects have been identified, set the BEEN_APPLIED flag.
216 * This is to the comparison of the flags below will be OK. We 272 * This is to the comparison of the flags below will be OK. We
217 * just can't ignore the been applied or identified flags, as they 273 * just can't ignore the been applied or identified flags, as they
218 * are not equal - just if it has been identified, the been_applied 274 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning. 275 * flags lose any meaning.
220 */ 276 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 277 if (ob1->flag [FLAG_IDENTIFIED])
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 278 ob1->set_flag (FLAG_BEEN_APPLIED);
223 279
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 280 if (ob2->flag [FLAG_IDENTIFIED])
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 281 ob2->set_flag (FLAG_BEEN_APPLIED);
226 282
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 283 if (ob1->arch->archname != ob2->arch->archname
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 284 || ob1->name != ob2->name
230 || ob1->title != ob2->title 285 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 286 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 287 || ob1->weight != ob2->weight
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
235 || ob1->attacktype != ob2->attacktype 288 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic 289 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying 290 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill 291 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value 292 || ob1->value != ob2->value
240 || ob1->animation_id != ob2->animation_id 293 || ob1->animation_id != ob2->animation_id
294 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
241 || ob1->client_type != ob2->client_type 295 || ob1->client_type != ob2->client_type
242 || ob1->materialname != ob2->materialname 296 || ob1->material != ob2->material
243 || ob1->lore != ob2->lore 297 || ob1->lore != ob2->lore
244 || ob1->subtype != ob2->subtype 298 || ob1->subtype != ob2->subtype
245 || ob1->move_type != ob2->move_type 299 || ob1->move_type != ob2->move_type
246 || ob1->move_block != ob2->move_block 300 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow 301 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on 302 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off 303 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow 304 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty) 305 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
306 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
307 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
252 return 0; 308 return 0;
253 309
310 if ((ob1->flag ^ ob2->flag)
311 .reset (FLAG_INV_LOCKED)
312 .reset (FLAG_REMOVED)
313 .any ())
314 return 0;
315
254 /* This is really a spellbook check - really, we should 316 /* This is really a spellbook check - we should in general
255 * check all objects in the inventory. 317 * not merge objects with real inventories, as splitting them
318 * is hard.
256 */ 319 */
257 if (ob1->inv || ob2->inv) 320 if (ob1->inv || ob2->inv)
258 { 321 {
259 /* if one object has inventory but the other doesn't, not equiv */ 322 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 323 return 0; /* inventories differ in length */
261 return 0;
262 324
263 /* Now check to see if the two inventory objects could merge */ 325 if (ob1->inv->below || ob2->inv->below)
326 return 0; /* more than one object in inv */
327
264 if (!object::can_merge (ob1->inv, ob2->inv)) 328 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 329 return 0; /* inventory objects differ */
266 330
267 /* inventory ok - still need to check rest of this object to see 331 /* inventory ok - still need to check rest of this object to see
268 * if it is valid. 332 * if it is valid.
269 */ 333 */
270 } 334 }
271 335
272 /* Don't merge objects that are applied. With the new 'body' code, 336 /* Don't merge objects that are applied. With the new 'body' code,
273 * it is possible for most any character to have more than one of 337 * it is possible for most any character to have more than one of
274 * some items equipped, and we don't want those to merge. 338 * some items equipped, and we don't want those to merge.
275 */ 339 */
276 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 340 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
277 return 0; 341 return 0;
278 342
279 /* Note sure why the following is the case - either the object has to 343 /* Note sure why the following is the case - either the object has to
280 * be animated or have a very low speed. Is this an attempted monster 344 * be animated or have a very low speed. Is this an attempted monster
281 * check? 345 * check?
282 */ 346 */
283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 347 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
284 return 0; 348 return 0;
285 349
286 switch (ob1->type) 350 switch (ob1->type)
287 { 351 {
288 case SCROLL: 352 case SCROLL:
289 if (ob1->level != ob2->level) 353 if (ob1->level != ob2->level)
290 return 0; 354 return 0;
291 break; 355 break;
292 } 356 }
293 357
294 if (ob1->key_values != NULL || ob2->key_values != NULL) 358 if (ob1->key_values || ob2->key_values)
295 { 359 {
296 /* At least one of these has key_values. */ 360 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 361 if ((!ob1->key_values) != (!ob2->key_values))
298 /* One has fields, but the other one doesn't. */ 362 return 0; /* One has fields, but the other one doesn't. */
363
364 if (!compare_ob_value_lists (ob1, ob2))
299 return 0; 365 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0;
302 } 366 }
303 367
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 368 if (ob1->self || ob2->self)
306 { 369 {
307 ob1->optimise (); 370 ob1->optimise ();
308 ob2->optimise (); 371 ob2->optimise ();
309 372
310 if (ob1->self || ob2->self) 373 if (ob1->self || ob2->self)
374 {
375 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
376 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
377
378 if (k1 != k2)
311 return 0; 379 return 0;
380
381 if (k1 == 0)
382 return 1;
383
384 if (!cfperl_can_merge (ob1, ob2))
385 return 0;
386 }
312 } 387 }
313 388
314 /* Everything passes, must be OK. */ 389 /* Everything passes, must be OK. */
315 return 1; 390 return 1;
316} 391}
317 392
393// find player who can see this object
394object *
395object::visible_to () const
396{
397 if (client_visible () && !flag [FLAG_REMOVED])
398 {
399 // see if we are in a container of sorts
400 if (env)
401 {
402 // the player inventory itself is always visible
403 if (env->is_player ())
404 return env;
405
406 // else a player could have our env open
407 object *envest = env->outer_env_or_self ();
408
409 // the player itself is always on a map, so we will find him here
410 // even if our inv is in a player.
411 if (envest->is_on_map ())
412 if (object *pl = envest->ms ().player ())
413 if (pl->container_ () == env)
414 return pl;
415 }
416 else
417 {
418 // maybe there is a player standing on the same mapspace
419 // this will catch the case where "this" is a player
420 if (object *pl = ms ().player ())
421 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
422 || pl->container_ () == this)
423 return pl;
424 }
425 }
426
427 return 0;
428}
429
430// adjust weight per container type ("of holding")
431static uint32
432weight_adjust_for (object *op, uint32 weight)
433{
434 return op->type == CONTAINER
435 ? weight - weight * op->stats.Str / 100
436 : weight;
437}
438
318/* 439/*
440 * subtracts, then 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 sub, sint32 add)
445{
446 while (op)
447 {
448 sint32 ocarrying = op->carrying;
449
450 op->carrying -= weight_adjust_for (op, sub);
451 op->carrying += weight_adjust_for (op, add);
452
453 if (object *pl = op->visible_to ())
454 if (pl != op) // player is handled lazily
455 esrv_update_item (UPD_WEIGHT, pl, op);
456
457 sub = ocarrying;
458 add = op->carrying;
459
460 op = op->env;
461 }
462}
463
464/*
319 * sum_weight() is a recursive function which calculates the weight 465 * this is a recursive function which calculates the weight
320 * an object is carrying. It goes through in figures out how much 466 * an object is carrying. It goes through op and figures out how much
321 * containers are carrying, and sums it up. 467 * containers are carrying, and sums it up.
322 */ 468 */
323long 469void
324sum_weight (object *op) 470object::update_weight ()
325{ 471{
326 long sum; 472 sint32 sum = 0;
327 object *inv;
328 473
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 474 for (object *op = inv; op; op = op->below)
330 {
331 if (inv->inv)
332 sum_weight (inv);
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
334 } 475 {
476 op->update_weight ();
335 477
336 if (op->type == CONTAINER && op->stats.Str) 478 sum += weight_adjust_for (this, op->total_weight ());
337 sum = (sum * (100 - op->stats.Str)) / 100; 479 }
338 480
339 if (op->carrying != sum) 481 if (sum != carrying)
482 {
483 if (carrying != sum && carrying)//D
484 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
485 (long long)sum, (long long)carrying, debug_desc ());
486
340 op->carrying = sum; 487 carrying = sum;
341 488
342 return sum; 489 if (object *pl = visible_to ())
490 if (pl != this) // player is handled lazily
491 esrv_update_item (UPD_WEIGHT, pl, this);
492 }
343} 493}
344 494
345/** 495/*
346 * Return the outermost environment object for a given object. 496 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
347 */ 497 */
348
349object *
350object_get_env_recursive (object *op)
351{
352 while (op->env != NULL)
353 op = op->env;
354 return op;
355}
356
357/*
358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
359 * Some error messages.
360 * The result of the dump is stored in the static global errmsg array.
361 */
362
363char * 498char *
364dump_object (object *op) 499dump_object (object *op)
365{ 500{
366 if (!op) 501 if (!op)
367 return strdup ("[NULLOBJ]"); 502 return strdup ("[NULLOBJ]");
368 503
369 object_freezer freezer; 504 object_freezer freezer;
370 save_object (freezer, op, 1); 505 op->write (freezer);
371 return freezer.as_string (); 506 return freezer.as_string ();
372} 507}
373 508
374/* 509char *
375 * get_nearest_part(multi-object, object 2) returns the part of the 510object::as_string ()
376 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned.
378 */
379
380object *
381get_nearest_part (object *op, const object *pl)
382{ 511{
383 object *tmp, *closest; 512 return dump_object (this);
384 int last_dist, i;
385
386 if (op->more == NULL)
387 return op;
388 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
389 if ((i = distance (tmp, pl)) < last_dist)
390 closest = tmp, last_dist = i;
391 return closest;
392} 513}
393 514
394/* 515/*
395 * Returns the object which has the count-variable equal to the argument. 516 * Returns the object which has the count-variable equal to the argument.
517 * VERRRY slow.
396 */ 518 */
397object * 519object *
398find_object (tag_t i) 520find_object (tag_t i)
399{ 521{
400 for_all_objects (op) 522 for_all_objects (op)
403 525
404 return 0; 526 return 0;
405} 527}
406 528
407/* 529/*
530 * Returns the object which has the uuid equal to the argument.
531 * MOAR VERRRY slow.
532 */
533
534object *
535find_object_uuid (UUID i)
536{
537 for_all_objects (op)
538 if (op->uuid == i)
539 return op;
540
541 return 0;
542}
543
544/*
408 * Returns the first object which has a name equal to the argument. 545 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 546 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 547 * Enables features like "patch <name-of-other-player> food 999"
411 */ 548 */
412object * 549object *
413find_object_name (const char *str) 550find_object_name (const char *str)
414{ 551{
415 shstr_cmp str_ (str); 552 shstr_cmp str_ (str);
416 object *op;
417 553
554 if (str_)
418 for_all_objects (op) 555 for_all_objects (op)
419 if (op->name == str_) 556 if (op->name == str_)
420 break; 557 return op;
421 558
422 return op; 559 return 0;
423}
424
425void
426free_all_object_data ()
427{
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429} 560}
430 561
431/* 562/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 563 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 564 * skill and experience objects.
565 * ACTUALLY NO! investigate! TODO
434 */ 566 */
435void 567void
436object::set_owner (object *owner) 568object::set_owner (object *owner)
437{ 569{
570 // allow objects which own objects
438 if (!owner) 571 if (owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner) 572 while (owner->owner)
449 owner = owner->owner; 573 owner = owner->owner;
574
575 if (flag [FLAG_FREED])
576 {
577 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
578 return;
579 }
450 580
451 this->owner = owner; 581 this->owner = owner;
452} 582}
453 583
454/* Zero the key_values on op, decrementing the shared-string 584/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 585 * refcounts and freeing the links.
456 */ 586 */
457static void 587static void
458free_key_values (object *op) 588free_key_values (object *op)
459{ 589{
460 for (key_value *i = op->key_values; i != 0;) 590 for (key_value *i = op->key_values; i; )
461 { 591 {
462 key_value *next = i->next; 592 key_value *next = i->next;
463 delete i; 593 delete i;
464 594
465 i = next; 595 i = next;
477 * will point at garbage. 607 * will point at garbage.
478 */ 608 */
479void 609void
480object::copy_to (object *dst) 610object::copy_to (object *dst)
481{ 611{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 612 dst->remove ();
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
484
485 *(object_copy *)dst = *this; 613 *(object_copy *)dst = *this;
486 614 dst->flag [FLAG_REMOVED] = true;
487 if (is_freed)
488 SET_FLAG (dst, FLAG_FREED);
489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
493 if (speed < 0)
494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
495 615
496 /* Copy over key_values, if any. */ 616 /* Copy over key_values, if any. */
497 if (key_values) 617 if (key_values)
498 { 618 {
499 key_value *tail = 0; 619 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 620 dst->key_values = 0;
503 621
504 for (i = key_values; i; i = i->next) 622 for (key_value *i = key_values; i; i = i->next)
505 { 623 {
506 key_value *new_link = new key_value; 624 key_value *new_link = new key_value;
507 625
508 new_link->next = 0; 626 new_link->next = 0;
509 new_link->key = i->key; 627 new_link->key = i->key;
510 new_link->value = i->value; 628 new_link->value = i->value;
511 629
512 /* Try and be clever here, too. */ 630 /* Try and be clever here, too. */
513 if (!dst->key_values) 631 if (!dst->key_values)
514 { 632 {
521 tail = new_link; 639 tail = new_link;
522 } 640 }
523 } 641 }
524 } 642 }
525 643
526 dst->set_speed (dst->speed); 644 dst->activate ();
645}
646
647void
648object::instantiate ()
649{
650 if (!uuid.seq) // HACK
651 uuid = UUID::gen ();
652
653 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
654 if (flag [FLAG_RANDOM_SPEED] && speed)
655 speed_left = - speed - rndm (); // TODO animation
656 else
657 speed_left = -1.;
658
659 /* copy the body_info to the body_used - this is only really
660 * need for monsters, but doesn't hurt to do it for everything.
661 * by doing so, when a monster is created, it has good starting
662 * values for the body_used info, so when items are created
663 * for it, they can be properly equipped.
664 */
665 for (int i = NUM_BODY_LOCATIONS; i--; )
666 slot[i].used = slot[i].info;
667
668 attachable::instantiate ();
527} 669}
528 670
529object * 671object *
530object::clone () 672object::clone ()
531{ 673{
532 object *neu = create (); 674 object *neu = create ();
533 copy_to (neu); 675 copy_to (neu);
676
677 // TODO: unclean state changes, should not be done in clone AND instantiate
678 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
679 neu->speed_left = - neu->speed - rndm (); // TODO animation
680
681 neu->map = map; // not copied by copy_to
534 return neu; 682 return neu;
535} 683}
536 684
537/* 685/*
538 * If an object with the IS_TURNABLE() flag needs to be turned due 686 * If an object with the IS_TURNABLE() flag needs to be turned due
540 * be called to update the face variable, _and_ how it looks on the map. 688 * be called to update the face variable, _and_ how it looks on the map.
541 */ 689 */
542void 690void
543update_turn_face (object *op) 691update_turn_face (object *op)
544{ 692{
545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 693 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
546 return; 694 return;
547 695
548 SET_ANIMATION (op, op->direction); 696 SET_ANIMATION (op, op->direction);
549 update_object (op, UP_OBJ_FACE); 697 update_object (op, UP_OBJ_FACE);
550} 698}
555 * This function needs to be called whenever the speed of an object changes. 703 * This function needs to be called whenever the speed of an object changes.
556 */ 704 */
557void 705void
558object::set_speed (float speed) 706object::set_speed (float speed)
559{ 707{
560 if (flag [FLAG_FREED] && speed)
561 {
562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
563 speed = 0;
564 }
565
566 this->speed = speed; 708 this->speed = speed;
567 709
568 if (has_active_speed ()) 710 if (has_active_speed ())
569 activate (); 711 activate ();
570 else 712 else
589 * UP_OBJ_FACE: only the objects face has changed. 731 * UP_OBJ_FACE: only the objects face has changed.
590 */ 732 */
591void 733void
592update_object (object *op, int action) 734update_object (object *op, int action)
593{ 735{
594 MoveType move_on, move_off, move_block, move_slow; 736 if (!op)
595
596 if (op == NULL)
597 { 737 {
598 /* this should never happen */ 738 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 739 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
600 return; 740 return;
601 } 741 }
602 742
603 if (op->env) 743 if (!op->is_on_map ())
604 { 744 {
605 /* Animation is currently handled by client, so nothing 745 /* Animation is currently handled by client, so nothing
606 * to do in this case. 746 * to do in this case.
607 */ 747 */
608 return; 748 return;
609 } 749 }
610
611 /* If the map is saving, don't do anything as everything is
612 * going to get freed anyways.
613 */
614 if (!op->map || op->map->in_memory == MAP_SAVING)
615 return;
616 750
617 /* make sure the object is within map boundaries */ 751 /* make sure the object is within map boundaries */
618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 752 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
619 { 753 {
620 LOG (llevError, "update_object() called for object out of map!\n"); 754 LOG (llevError, "update_object() called for object out of map!\n");
628 762
629 if (!(m.flags_ & P_UPTODATE)) 763 if (!(m.flags_ & P_UPTODATE))
630 /* nop */; 764 /* nop */;
631 else if (action == UP_OBJ_INSERT) 765 else if (action == UP_OBJ_INSERT)
632 { 766 {
767#if 0
633 // this is likely overkill, TODO: revisit (schmorp) 768 // this is likely overkill, TODO: revisit (schmorp)
634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 769 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 770 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 771 || (op->is_player () && !(m.flags_ & P_PLAYER))
637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 772 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 773 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 774 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
640 || (m.move_on | op->move_on ) != m.move_on 775 || (m.move_on | op->move_on ) != m.move_on
641 || (m.move_off | op->move_off ) != m.move_off 776 || (m.move_off | op->move_off ) != m.move_off
642 || (m.move_slow | op->move_slow) != m.move_slow 777 || (m.move_slow | op->move_slow) != m.move_slow
643 /* This isn't perfect, but I don't expect a lot of objects to 778 /* This isn't perfect, but I don't expect a lot of objects to
644 * to have move_allow right now. 779 * have move_allow right now.
645 */ 780 */
646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 781 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
782 m.invalidate ();
783#else
647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 784 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
648 m.flags_ = 0; 785 m.invalidate ();
786#endif
649 } 787 }
650 /* if the object is being removed, we can't make intelligent 788 /* if the object is being removed, we can't make intelligent
651 * decisions, because remove_ob can't really pass the object 789 * decisions, because remove_ob can't really pass the object
652 * that is being removed. 790 * that is being removed.
653 */ 791 */
654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 792 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
655 m.flags_ = 0; 793 m.invalidate ();
656 else if (action == UP_OBJ_FACE) 794 else if (action == UP_OBJ_FACE)
657 /* Nothing to do for that case */ ; 795 /* Nothing to do for that case */ ;
658 else 796 else
659 LOG (llevError, "update_object called with invalid action: %d\n", action); 797 LOG (llevError, "update_object called with invalid action: %d\n", action);
660 798
661 if (op->more) 799 if (op->more)
662 update_object (op->more, action); 800 update_object (op->more, action);
663} 801}
664 802
665object *object::first;
666
667object::object () 803object::object ()
668{ 804{
669 SET_FLAG (this, FLAG_REMOVED); 805 this->set_flag (FLAG_REMOVED);
670 806
671 expmul = 1.0; 807 //expmul = 1.0; declared const for the time being
672 face = blank_face; 808 face = blank_face;
809 material = MATERIAL_NULL;
673} 810}
674 811
675object::~object () 812object::~object ()
676{ 813{
814 unlink ();
815
677 free_key_values (this); 816 free_key_values (this);
678} 817}
679 818
680static int object_count;
681
682void object::link () 819void object::link ()
683{ 820{
684 assert (!index);//D 821 assert (!index);//D
685 uuid = gen_uuid (); 822 uuid = UUID::gen ();
686 count = ++object_count;
687 823
688 refcnt_inc (); 824 refcnt_inc ();
689 objects.insert (this); 825 objects.insert (this);
826
827 ++create_count;
828
690} 829}
691 830
692void object::unlink () 831void object::unlink ()
693{ 832{
694 assert (index);//D 833 if (!index)
834 return;
835
836 ++destroy_count;
837
695 objects.erase (this); 838 objects.erase (this);
696 refcnt_dec (); 839 refcnt_dec ();
697} 840}
698 841
699void 842void
702 /* If already on active list, don't do anything */ 845 /* If already on active list, don't do anything */
703 if (active) 846 if (active)
704 return; 847 return;
705 848
706 if (has_active_speed ()) 849 if (has_active_speed ())
850 {
851 if (flag [FLAG_FREED])
852 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
853
707 actives.insert (this); 854 actives.insert (this);
855 }
708} 856}
709 857
710void 858void
711object::activate_recursive () 859object::activate_recursive ()
712{ 860{
761object::destroy_inv (bool drop_to_ground) 909object::destroy_inv (bool drop_to_ground)
762{ 910{
763 // need to check first, because the checks below might segfault 911 // need to check first, because the checks below might segfault
764 // as we might be on an invalid mapspace and crossfire code 912 // as we might be on an invalid mapspace and crossfire code
765 // is too buggy to ensure that the inventory is empty. 913 // is too buggy to ensure that the inventory is empty.
766 // corollary: if you create arrows etc. with stuff in tis inventory, 914 // corollary: if you create arrows etc. with stuff in its inventory,
767 // cf will crash below with off-map x and y 915 // cf will crash below with off-map x and y
768 if (!inv) 916 if (!inv)
769 return; 917 return;
770 918
771 /* Only if the space blocks everything do we not process - 919 /* Only if the space blocks everything do we not process -
772 * if some form of movement is allowed, let objects 920 * if some form of movement is allowed, let objects
773 * drop on that space. 921 * drop on that space.
774 */ 922 */
775 if (!drop_to_ground 923 if (!drop_to_ground
776 || !map 924 || !map
777 || map->in_memory != MAP_IN_MEMORY 925 || map->in_memory != MAP_ACTIVE
926 || map->no_drop
778 || ms ().move_block == MOVE_ALL) 927 || ms ().move_block == MOVE_ALL)
779 { 928 {
780 while (inv) 929 while (inv)
781 {
782 inv->destroy_inv (drop_to_ground);
783 inv->destroy (); 930 inv->destroy ();
784 }
785 } 931 }
786 else 932 else
787 { /* Put objects in inventory onto this space */ 933 { /* Put objects in inventory onto this space */
788 while (inv) 934 while (inv)
789 { 935 {
800 map->insert (op, x, y); 946 map->insert (op, x, y);
801 } 947 }
802 } 948 }
803} 949}
804 950
951/*
952 * Remove and free all objects in the inventory of the given object.
953 * Unlike destroy_inv, this assumes the *this is destroyed as well
954 * well, so we can (and have to!) take shortcuts.
955 */
956void
957object::destroy_inv_fast ()
958{
959 while (object *op = inv)
960 {
961 // remove from object the fast way
962 op->flag [FLAG_REMOVED] = true;
963 op->env = 0;
964 if ((inv = inv->below))
965 inv->above = 0;
966
967 // then destroy
968 op->destroy ();
969 }
970}
971
972void
973object::freelist_free (int count)
974{
975 while (count-- && freelist)
976 {
977 freelist_item *next = freelist->next;
978 // count is being "destroyed"
979
980 sfree ((char *)freelist, sizeof (object));
981
982 freelist = next;
983 --free_count;
984 }
985}
986
987object *
805object *object::create () 988object::create ()
806{ 989{
807 object *op = new object; 990 object *op;
991
992 if (freelist)
993 {
994 freelist_item li = *freelist;
995 memset (freelist, 0, sizeof (object));
996
997 op = new (freelist) object;
998 op->count = li.count;
999
1000 freelist = li.next;
1001 --free_count;
1002 }
1003 else
1004 {
1005 void *ni = salloc0<char> (sizeof (object));
1006
1007 op = new(ni) object;
1008
1009 op->count = ++object_count;
1010 }
1011
808 op->link (); 1012 op->link ();
1013
809 return op; 1014 return op;
810} 1015}
811 1016
812void 1017void
1018object::do_delete ()
1019{
1020 uint32_t count = this->count;
1021
1022 this->~object ();
1023
1024 freelist_item *li = (freelist_item *)this;
1025 li->next = freelist;
1026 li->count = count;
1027
1028 freelist = li;
1029 ++free_count;
1030}
1031
1032static struct freed_map : maptile
1033{
1034 freed_map ()
1035 : maptile (3, 3)
1036 {
1037 path = "<freed objects map>";
1038 name = "/internal/freed_objects_map";
1039 no_drop = 1;
1040 no_reset = 1;
1041
1042 in_memory = MAP_ACTIVE;
1043 }
1044
1045 ~freed_map ()
1046 {
1047 destroy ();
1048 }
1049} freed_map; // freed objects are moved here to avoid crashes
1050
1051void
813object::do_destroy () 1052object::do_destroy ()
814{ 1053{
815 attachable::do_destroy ();
816
817 if (flag [FLAG_IS_LINKED]) 1054 if (flag [FLAG_IS_LINKED])
818 remove_button_link (this); 1055 remove_link ();
819 1056
820 if (flag [FLAG_FRIENDLY]) 1057 if (flag [FLAG_FRIENDLY])
821 remove_friendly_object (this); 1058 remove_friendly_object (this);
822 1059
823 if (!flag [FLAG_REMOVED])
824 remove (); 1060 remove ();
825 1061
826 destroy_inv (true); 1062 attachable::do_destroy ();
827 1063
828 deactivate (); 1064 deactivate ();
829 unlink (); 1065 unlink ();
830 1066
831 flag [FLAG_FREED] = 1; 1067 flag [FLAG_FREED] = 1;
832 1068
833 // hack to ensure that freed objects still have a valid map 1069 // hack to ensure that freed objects still have a valid map
834 {
835 static maptile *freed_map; // freed objects are moved here to avoid crashes
836
837 if (!freed_map)
838 {
839 freed_map = new maptile;
840
841 freed_map->name = "/internal/freed_objects_map";
842 freed_map->width = 3;
843 freed_map->height = 3;
844
845 freed_map->alloc ();
846 freed_map->in_memory = MAP_IN_MEMORY;
847 }
848
849 map = freed_map; 1070 map = &freed_map;
850 x = 1; 1071 x = 1;
851 y = 1; 1072 y = 1;
852 }
853
854 head = 0;
855 1073
856 if (more) 1074 if (more)
857 { 1075 {
858 more->destroy (); 1076 more->destroy ();
859 more = 0; 1077 more = 0;
860 } 1078 }
861 1079
1080 head = 0;
1081
862 // clear those pointers that likely might have circular references to us 1082 // clear those pointers that likely might cause circular references
863 owner = 0; 1083 owner = 0;
864 enemy = 0; 1084 enemy = 0;
865 attacked_by = 0; 1085 attacked_by = 0;
1086 current_weapon = 0;
866} 1087}
867 1088
868void 1089void
869object::destroy (bool destroy_inventory) 1090object::destroy ()
870{ 1091{
871 if (destroyed ()) 1092 if (destroyed ())
872 return; 1093 return;
873 1094
874 if (destroy_inventory) 1095 if (!is_head () && !head->destroyed ())
1096 {
1097 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1098 head->destroy ();
1099 return;
1100 }
1101
875 destroy_inv (false); 1102 destroy_inv_fast ();
1103
1104 if (is_head ())
1105 if (sound_destroy)
1106 play_sound (sound_destroy);
1107 else if (flag [FLAG_MONSTER])
1108 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
876 1109
877 attachable::destroy (); 1110 attachable::destroy ();
878}
879
880/*
881 * sub_weight() recursively (outwards) subtracts a number from the
882 * weight of an object (and what is carried by it's environment(s)).
883 */
884void
885sub_weight (object *op, signed long weight)
886{
887 while (op != NULL)
888 {
889 if (op->type == CONTAINER)
890 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
891
892 op->carrying -= weight;
893 op = op->env;
894 }
895} 1111}
896 1112
897/* op->remove (): 1113/* op->remove ():
898 * This function removes the object op from the linked list of objects 1114 * This function removes the object op from the linked list of objects
899 * which it is currently tied to. When this function is done, the 1115 * which it is currently tied to. When this function is done, the
900 * object will have no environment. If the object previously had an 1116 * object will have no environment. If the object previously had an
901 * environment, the x and y coordinates will be updated to 1117 * environment, the x and y coordinates will be updated to
902 * the previous environment. 1118 * the previous environment.
903 * Beware: This function is called from the editor as well!
904 */ 1119 */
905void 1120void
906object::remove () 1121object::do_remove ()
907{ 1122{
908 object *tmp, *last = 0; 1123 if (flag [FLAG_REMOVED])
909 object *otmp;
910
911 if (QUERY_FLAG (this, FLAG_REMOVED))
912 return; 1124 return;
913 1125
914 SET_FLAG (this, FLAG_REMOVED);
915 INVOKE_OBJECT (REMOVE, this); 1126 INVOKE_OBJECT (REMOVE, this);
1127
1128 flag [FLAG_REMOVED] = true;
916 1129
917 if (more) 1130 if (more)
918 more->remove (); 1131 more->remove ();
919 1132
920 /* 1133 /*
921 * In this case, the object to be removed is in someones 1134 * In this case, the object to be removed is in someones
922 * inventory. 1135 * inventory.
923 */ 1136 */
924 if (env) 1137 if (env)
925 { 1138 {
926 if (nrof) 1139 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
927 sub_weight (env, weight * nrof); 1140 if (object *pl = visible_to ())
928 else 1141 esrv_del_item (pl->contr, count);
929 sub_weight (env, weight + carrying); 1142 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
930 1143
931 /* NO_FIX_PLAYER is set when a great many changes are being 1144 adjust_weight (env, total_weight (), 0);
932 * made to players inventory. If set, avoiding the call
933 * to save cpu time.
934 */
935 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
936 otmp->update_stats ();
937 1145
938 if (above) 1146 object *pl = in_player ();
939 above->below = below;
940 else
941 env->inv = below;
942
943 if (below)
944 below->above = above;
945 1147
946 /* we set up values so that it could be inserted into 1148 /* we set up values so that it could be inserted into
947 * the map, but we don't actually do that - it is up 1149 * the map, but we don't actually do that - it is up
948 * to the caller to decide what we want to do. 1150 * to the caller to decide what we want to do.
949 */ 1151 */
950 x = env->x, y = env->y;
951 map = env->map; 1152 map = env->map;
952 above = 0, below = 0; 1153 x = env->x;
953 env = 0; 1154 y = env->y;
954 }
955 else if (map)
956 {
957 if (type == PLAYER)
958 {
959 --map->players;
960 map->touch ();
961 }
962 1155
963 map->dirty = true; 1156 // make sure cmov optimisation is applicable
964 1157 *(above ? &above->below : &env->inv) = below;
965 /* link the object above us */ 1158 *(below ? &below->above : &above ) = above; // &above is just a dummy
966 if (above)
967 above->below = below;
968 else
969 map->at (x, y).top = below; /* we were top, set new top */
970
971 /* Relink the object below us, if there is one */
972 if (below)
973 below->above = above;
974 else
975 {
976 /* Nothing below, which means we need to relink map object for this space
977 * use translated coordinates in case some oddness with map tiling is
978 * evident
979 */
980 if (GET_MAP_OB (map, x, y) != this)
981 {
982 char *dump = dump_object (this);
983 LOG (llevError,
984 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
985 free (dump);
986 dump = dump_object (GET_MAP_OB (map, x, y));
987 LOG (llevError, "%s\n", dump);
988 free (dump);
989 }
990
991 map->at (x, y).bot = above; /* goes on above it. */
992 }
993 1159
994 above = 0; 1160 above = 0;
995 below = 0; 1161 below = 0;
1162 env = 0;
1163
1164 if (pl && pl->is_player ())
1165 {
1166 if (expect_false (pl->contr->combat_ob == this))
1167 {
1168 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1169 pl->contr->combat_ob = 0;
1170 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1171 }
1172
1173 if (expect_false (pl->contr->ranged_ob == this))
1174 {
1175 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1176 pl->contr->ranged_ob = 0;
1177 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1178 }
1179
1180 pl->contr->queue_stats_update ();
1181
1182 if (expect_false (glow_radius) && pl->is_on_map ())
1183 update_all_los (pl->map, pl->x, pl->y);
1184 }
1185 }
1186 else if (map)
1187 {
1188 map->dirty = true;
1189 mapspace &ms = this->ms ();
1190
1191 if (object *pl = ms.player ())
1192 {
1193 if (is_player ())
1194 {
1195 if (!flag [FLAG_WIZPASS])
1196 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1197
1198 // leaving a spot always closes any open container on the ground
1199 if (container && !container->env)
1200 // this causes spurious floorbox updates, but it ensures
1201 // that the CLOSE event is being sent.
1202 close_container ();
1203
1204 --map->players;
1205 map->touch ();
1206 }
1207 else if (pl->container_ () == this)
1208 {
1209 // removing a container should close it
1210 close_container ();
1211 }
1212 else
1213 esrv_del_item (pl->contr, count);
1214 }
1215
1216 /* link the object above us */
1217 // re-link, make sure compiler can easily use cmove
1218 *(above ? &above->below : &ms.top) = below;
1219 *(below ? &below->above : &ms.bot) = above;
1220
1221 above = 0;
1222 below = 0;
1223
1224 ms.invalidate ();
996 1225
997 if (map->in_memory == MAP_SAVING) 1226 if (map->in_memory == MAP_SAVING)
998 return; 1227 return;
999 1228
1000 int check_walk_off = !flag [FLAG_NO_APPLY]; 1229 int check_walk_off = !flag [FLAG_NO_APPLY];
1001 1230
1002 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1231 if (object *pl = ms.player ())
1003 { 1232 {
1004 /* No point updating the players look faces if he is the object 1233 if (pl->container_ () == this)
1005 * being removed.
1006 */
1007
1008 if (tmp->type == PLAYER && tmp != this)
1009 {
1010 /* If a container that the player is currently using somehow gets 1234 /* If a container that the player is currently using somehow gets
1011 * removed (most likely destroyed), update the player view 1235 * removed (most likely destroyed), update the player view
1012 * appropriately. 1236 * appropriately.
1013 */ 1237 */
1014 if (tmp->container == this) 1238 pl->close_container ();
1015 {
1016 flag [FLAG_APPLIED] = 0;
1017 tmp->container = 0;
1018 }
1019 1239
1240 //TODO: the floorbox prev/next might need updating
1241 //esrv_del_item (pl->contr, count);
1242 //TODO: update floorbox to preserve ordering
1020 if (tmp->contr->ns) 1243 if (pl->contr->ns)
1021 tmp->contr->ns->floorbox_update (); 1244 pl->contr->ns->floorbox_update ();
1245 }
1246
1247 if (check_walk_off)
1248 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1249 {
1250 above = tmp->above;
1251
1252 /* No point updating the players look faces if he is the object
1253 * being removed.
1022 } 1254 */
1023 1255
1024 /* See if object moving off should effect something */ 1256 /* See if object moving off should effect something */
1025 if (check_walk_off
1026 && ((move_type & tmp->move_off) 1257 if ((move_type & tmp->move_off)
1027 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1258 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1028 {
1029 move_apply (tmp, this, 0); 1259 move_apply (tmp, this, 0);
1030
1031 if (destroyed ())
1032 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1033 } 1260 }
1034 1261
1035 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1262 if (affects_los ())
1036 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1037 if (tmp->above == tmp)
1038 tmp->above = 0;
1039
1040 last = tmp;
1041 }
1042
1043 /* last == NULL if there are no objects on this space */
1044 //TODO: this makes little sense, why only update the topmost object?
1045 if (!last)
1046 map->at (x, y).flags_ = 0;
1047 else
1048 update_object (last, UP_OBJ_REMOVE);
1049
1050 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1051 update_all_los (map, x, y); 1263 update_all_los (map, x, y);
1052 } 1264 }
1053} 1265}
1054 1266
1055/* 1267/*
1064merge_ob (object *op, object *top) 1276merge_ob (object *op, object *top)
1065{ 1277{
1066 if (!op->nrof) 1278 if (!op->nrof)
1067 return 0; 1279 return 0;
1068 1280
1069 if (top) 1281 if (!top)
1070 for (top = op; top && top->above; top = top->above) 1282 for (top = op; top && top->above; top = top->above)
1071 ; 1283 ;
1072 1284
1073 for (; top; top = top->below) 1285 for (; top; top = top->below)
1074 {
1075 if (top == op)
1076 continue;
1077
1078 if (object::can_merge (op, top)) 1286 if (object::can_merge (op, top))
1079 { 1287 {
1080 top->nrof += op->nrof; 1288 top->nrof += op->nrof;
1081 1289
1082/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1290 if (object *pl = top->visible_to ())
1083 op->weight = 0; /* Don't want any adjustements now */ 1291 esrv_update_item (UPD_NROF, pl, top);
1292
1293 op->weight = 0; // cancel the addition above
1294 op->carrying = 0; // must be 0 already
1295
1084 op->destroy (); 1296 op->destroy ();
1297
1085 return top; 1298 return top;
1086 } 1299 }
1087 }
1088 1300
1089 return 0; 1301 return 0;
1090} 1302}
1091 1303
1304void
1305object::expand_tail ()
1306{
1307 if (more)
1308 return;
1309
1310 object *prev = this;
1311
1312 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1313 {
1314 object *op = at->instance ();
1315
1316 op->name = name;
1317 op->name_pl = name_pl;
1318 op->title = title;
1319
1320 op->head = this;
1321 prev->more = op;
1322
1323 prev = op;
1324 }
1325}
1326
1092/* 1327/*
1093 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1328 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1094 * job preparing multi-part monsters 1329 * job preparing multi-part monsters.
1095 */ 1330 */
1096object * 1331object *
1097insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1332insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1098{ 1333{
1334 op->remove ();
1335
1099 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1336 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1100 { 1337 {
1101 tmp->x = x + tmp->arch->clone.x; 1338 tmp->x = x + tmp->arch->x;
1102 tmp->y = y + tmp->arch->clone.y; 1339 tmp->y = y + tmp->arch->y;
1103 } 1340 }
1104 1341
1105 return insert_ob_in_map (op, m, originator, flag); 1342 return insert_ob_in_map (op, m, originator, flag);
1106} 1343}
1107 1344
1120 * Passing 0 for flag gives proper default values, so flag really only needs 1357 * Passing 0 for flag gives proper default values, so flag really only needs
1121 * to be set if special handling is needed. 1358 * to be set if special handling is needed.
1122 * 1359 *
1123 * Return value: 1360 * Return value:
1124 * new object if 'op' was merged with other object 1361 * new object if 'op' was merged with other object
1125 * NULL if 'op' was destroyed 1362 * NULL if there was an error (destroyed, blocked etc.)
1126 * just 'op' otherwise 1363 * just 'op' otherwise
1127 */ 1364 */
1128object * 1365object *
1129insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1366insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1130{ 1367{
1131 object *tmp, *top, *floor = NULL; 1368 op->remove ();
1132 sint16 x, y;
1133 1369
1134 if (QUERY_FLAG (op, FLAG_FREED)) 1370 if (m == &freed_map)//D TODO: remove soon
1135 { 1371 {//D
1136 LOG (llevError, "Trying to insert freed object!\n"); 1372 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1137 return NULL;
1138 } 1373 }//D
1139
1140 if (!m)
1141 {
1142 char *dump = dump_object (op);
1143 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1144 free (dump);
1145 return op;
1146 }
1147
1148 if (out_of_map (m, op->x, op->y))
1149 {
1150 char *dump = dump_object (op);
1151 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1152#ifdef MANY_CORES
1153 /* Better to catch this here, as otherwise the next use of this object
1154 * is likely to cause a crash. Better to find out where it is getting
1155 * improperly inserted.
1156 */
1157 abort ();
1158#endif
1159 free (dump);
1160 return op;
1161 }
1162
1163 if (!QUERY_FLAG (op, FLAG_REMOVED))
1164 {
1165 char *dump = dump_object (op);
1166 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1167 free (dump);
1168 return op;
1169 }
1170
1171 if (op->more)
1172 {
1173 /* The part may be on a different map. */
1174
1175 object *more = op->more;
1176
1177 /* We really need the caller to normalise coordinates - if
1178 * we set the map, that doesn't work if the location is within
1179 * a map and this is straddling an edge. So only if coordinate
1180 * is clear wrong do we normalise it.
1181 */
1182 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1183 more->map = get_map_from_coord (m, &more->x, &more->y);
1184 else if (!more->map)
1185 {
1186 /* For backwards compatibility - when not dealing with tiled maps,
1187 * more->map should always point to the parent.
1188 */
1189 more->map = m;
1190 }
1191
1192 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1193 {
1194 if (!op->head)
1195 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1196
1197 return 0;
1198 }
1199 }
1200
1201 CLEAR_FLAG (op, FLAG_REMOVED);
1202 1374
1203 /* Ideally, the caller figures this out. However, it complicates a lot 1375 /* Ideally, the caller figures this out. However, it complicates a lot
1204 * of areas of callers (eg, anything that uses find_free_spot would now 1376 * of areas of callers (eg, anything that uses find_free_spot would now
1205 * need extra work 1377 * need extra work
1206 */ 1378 */
1207 op->map = get_map_from_coord (m, &op->x, &op->y); 1379 maptile *newmap = m;
1208 x = op->x; 1380 if (!xy_normalise (newmap, op->x, op->y))
1209 y = op->y; 1381 {
1382 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1383 return 0;
1384 }
1385
1386 if (object *more = op->more)
1387 if (!insert_ob_in_map (more, m, originator, flag))
1388 return 0;
1389
1390 op->flag [FLAG_REMOVED] = false;
1391 op->env = 0;
1392 op->map = newmap;
1393
1394 mapspace &ms = op->ms ();
1210 1395
1211 /* this has to be done after we translate the coordinates. 1396 /* this has to be done after we translate the coordinates.
1212 */ 1397 */
1213 if (op->nrof && !(flag & INS_NO_MERGE)) 1398 if (op->nrof && !(flag & INS_NO_MERGE))
1214 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1399 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1215 if (object::can_merge (op, tmp)) 1400 if (object::can_merge (op, tmp))
1216 { 1401 {
1402 // TODO: we actually want to update tmp, not op,
1403 // but some caller surely breaks when we return tmp
1404 // from here :/
1217 op->nrof += tmp->nrof; 1405 op->nrof += tmp->nrof;
1218 tmp->destroy (); 1406 tmp->destroy ();
1219 } 1407 }
1220 1408
1221 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1409 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1222 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1410 op->clr_flag (FLAG_INV_LOCKED);
1223 1411
1224 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1412 if (!op->flag [FLAG_ALIVE])
1225 CLEAR_FLAG (op, FLAG_NO_STEAL); 1413 op->clr_flag (FLAG_NO_STEAL);
1226 1414
1227 if (flag & INS_BELOW_ORIGINATOR) 1415 if (flag & INS_BELOW_ORIGINATOR)
1228 { 1416 {
1229 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1417 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1230 { 1418 {
1231 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1419 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1232 abort (); 1420 abort ();
1233 } 1421 }
1234 1422
1423 if (!originator->is_on_map ())
1424 {
1425 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1426 op->debug_desc (), originator->debug_desc ());
1427 abort ();
1428 }
1429
1235 op->above = originator; 1430 op->above = originator;
1236 op->below = originator->below; 1431 op->below = originator->below;
1237
1238 if (op->below)
1239 op->below->above = op;
1240 else
1241 op->ms ().bot = op;
1242
1243 /* since *below* originator, no need to update top */
1244 originator->below = op; 1432 originator->below = op;
1433
1434 *(op->below ? &op->below->above : &ms.bot) = op;
1245 } 1435 }
1246 else 1436 else
1247 { 1437 {
1438 object *floor = 0;
1439 object *top = ms.top;
1440
1248 /* If there are other objects, then */ 1441 /* If there are other objects, then */
1249 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1442 if (top)
1250 { 1443 {
1251 object *last = 0;
1252
1253 /* 1444 /*
1254 * If there are multiple objects on this space, we do some trickier handling. 1445 * If there are multiple objects on this space, we do some trickier handling.
1255 * We've already dealt with merging if appropriate. 1446 * We've already dealt with merging if appropriate.
1256 * Generally, we want to put the new object on top. But if 1447 * Generally, we want to put the new object on top. But if
1257 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1448 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1260 * once we get to them. This reduces the need to traverse over all of 1451 * once we get to them. This reduces the need to traverse over all of
1261 * them when adding another one - this saves quite a bit of cpu time 1452 * them when adding another one - this saves quite a bit of cpu time
1262 * when lots of spells are cast in one area. Currently, it is presumed 1453 * when lots of spells are cast in one area. Currently, it is presumed
1263 * that flying non pickable objects are spell objects. 1454 * that flying non pickable objects are spell objects.
1264 */ 1455 */
1265 while (top) 1456 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1266 { 1457 {
1267 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1458 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1268 floor = top; 1459 floor = tmp;
1269 1460
1270 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1461 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1271 { 1462 {
1272 /* We insert above top, so we want this object below this */ 1463 /* We insert above top, so we want this object below this */
1273 top = top->below; 1464 top = tmp->below;
1274 break; 1465 break;
1275 } 1466 }
1276 1467
1277 last = top;
1278 top = top->above; 1468 top = tmp;
1279 } 1469 }
1280
1281 /* Don't want top to be NULL, so set it to the last valid object */
1282 top = last;
1283 1470
1284 /* We let update_position deal with figuring out what the space 1471 /* We let update_position deal with figuring out what the space
1285 * looks like instead of lots of conditions here. 1472 * looks like instead of lots of conditions here.
1286 * makes things faster, and effectively the same result. 1473 * makes things faster, and effectively the same result.
1287 */ 1474 */
1288 1475
1289 /* Have object 'fall below' other objects that block view. 1476 /* Have object 'fall below' other objects that block view.
1290 * Unless those objects are exits, type 66 1477 * Unless those objects are exits.
1291 * If INS_ON_TOP is used, don't do this processing 1478 * If INS_ON_TOP is used, don't do this processing
1292 * Need to find the object that in fact blocks view, otherwise 1479 * Need to find the object that in fact blocks view, otherwise
1293 * stacking is a bit odd. 1480 * stacking is a bit odd.
1294 */ 1481 */
1295 if (!(flag & INS_ON_TOP) && 1482 if (!(flag & INS_ON_TOP)
1296 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1483 && ms.flags () & P_BLOCKSVIEW
1484 && (op->face && !faces [op->face].visibility))
1297 { 1485 {
1486 object *last;
1487
1298 for (last = top; last != floor; last = last->below) 1488 for (last = top; last != floor; last = last->below)
1299 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1489 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1300 break; 1490 break;
1491
1301 /* Check to see if we found the object that blocks view, 1492 /* Check to see if we found the object that blocks view,
1302 * and make sure we have a below pointer for it so that 1493 * and make sure we have a below pointer for it so that
1303 * we can get inserted below this one, which requires we 1494 * we can get inserted below this one, which requires we
1304 * set top to the object below us. 1495 * set top to the object below us.
1305 */ 1496 */
1306 if (last && last->below && last != floor) 1497 if (last && last->below && last != floor)
1307 top = last->below; 1498 top = last->below;
1308 } 1499 }
1309 } /* If objects on this space */ 1500 } /* If objects on this space */
1310 1501
1311 if (flag & INS_MAP_LOAD)
1312 top = GET_MAP_TOP (op->map, op->x, op->y);
1313
1314 if (flag & INS_ABOVE_FLOOR_ONLY) 1502 if (flag & INS_ABOVE_FLOOR_ONLY)
1315 top = floor; 1503 top = floor;
1316 1504
1317 /* Top is the object that our object (op) is going to get inserted above. 1505 // insert object above top, or bottom-most if top = 0
1318 */
1319
1320 /* First object on this space */
1321 if (!top) 1506 if (!top)
1322 { 1507 {
1323 op->above = GET_MAP_OB (op->map, op->x, op->y);
1324
1325 if (op->above)
1326 op->above->below = op;
1327
1328 op->below = 0; 1508 op->below = 0;
1509 op->above = ms.bot;
1329 op->ms ().bot = op; 1510 ms.bot = op;
1511
1512 *(op->above ? &op->above->below : &ms.top) = op;
1330 } 1513 }
1331 else 1514 else
1332 { /* get inserted into the stack above top */ 1515 {
1333 op->above = top->above; 1516 op->above = top->above;
1334
1335 if (op->above)
1336 op->above->below = op; 1517 top->above = op;
1337 1518
1338 op->below = top; 1519 op->below = top;
1339 top->above = op; 1520 *(op->above ? &op->above->below : &ms.top) = op;
1340 } 1521 }
1522 }
1341 1523
1342 if (!op->above) 1524 if (op->is_player ())
1343 op->ms ().top = op;
1344 } /* else not INS_BELOW_ORIGINATOR */
1345
1346 if (op->type == PLAYER)
1347 { 1525 {
1348 op->contr->do_los = 1; 1526 op->contr->do_los = 1;
1349 ++op->map->players; 1527 ++op->map->players;
1350 op->map->touch (); 1528 op->map->touch ();
1351 } 1529 }
1352 1530
1353 op->map->dirty = true; 1531 op->map->dirty = true;
1354 1532
1355 /* If we have a floor, we know the player, if any, will be above
1356 * it, so save a few ticks and start from there.
1357 */
1358 if (!(flag & INS_MAP_LOAD))
1359 if (object *pl = op->ms ().player ()) 1533 if (object *pl = ms.player ())
1534 //TODO: the floorbox prev/next might need updating
1535 //esrv_send_item (pl, op);
1536 //TODO: update floorbox to preserve ordering
1360 if (pl->contr->ns) 1537 if (pl->contr->ns)
1361 pl->contr->ns->floorbox_update (); 1538 pl->contr->ns->floorbox_update ();
1362 1539
1363 /* If this object glows, it may affect lighting conditions that are 1540 /* If this object glows, it may affect lighting conditions that are
1364 * visible to others on this map. But update_all_los is really 1541 * visible to others on this map. But update_all_los is really
1365 * an inefficient way to do this, as it means los for all players 1542 * an inefficient way to do this, as it means los for all players
1366 * on the map will get recalculated. The players could very well 1543 * on the map will get recalculated. The players could very well
1367 * be far away from this change and not affected in any way - 1544 * be far away from this change and not affected in any way -
1368 * this should get redone to only look for players within range, 1545 * this should get redone to only look for players within range,
1369 * or just updating the P_UPTODATE for spaces within this area 1546 * or just updating the P_UPTODATE for spaces within this area
1370 * of effect may be sufficient. 1547 * of effect may be sufficient.
1371 */ 1548 */
1372 if (op->map->darkness && (op->glow_radius != 0)) 1549 if (op->affects_los ())
1550 {
1551 op->ms ().invalidate ();
1373 update_all_los (op->map, op->x, op->y); 1552 update_all_los (op->map, op->x, op->y);
1553 }
1374 1554
1375 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1555 /* updates flags (blocked, alive, no magic, etc) for this map space */
1376 update_object (op, UP_OBJ_INSERT); 1556 update_object (op, UP_OBJ_INSERT);
1377 1557
1378 INVOKE_OBJECT (INSERT, op); 1558 INVOKE_OBJECT (INSERT, op);
1385 * blocked() and wall() work properly), and these flags are updated by 1565 * blocked() and wall() work properly), and these flags are updated by
1386 * update_object(). 1566 * update_object().
1387 */ 1567 */
1388 1568
1389 /* if this is not the head or flag has been passed, don't check walk on status */ 1569 /* if this is not the head or flag has been passed, don't check walk on status */
1390 if (!(flag & INS_NO_WALK_ON) && !op->head) 1570 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1391 { 1571 {
1392 if (check_move_on (op, originator)) 1572 if (check_move_on (op, originator, flag))
1393 return 0; 1573 return 0;
1394 1574
1395 /* If we are a multi part object, lets work our way through the check 1575 /* If we are a multi part object, let's work our way through the check
1396 * walk on's. 1576 * walk on's.
1397 */ 1577 */
1398 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1578 for (object *tmp = op->more; tmp; tmp = tmp->more)
1399 if (check_move_on (tmp, originator)) 1579 if (check_move_on (tmp, originator, flag))
1400 return 0; 1580 return 0;
1401 } 1581 }
1402 1582
1403 return op; 1583 return op;
1404} 1584}
1406/* this function inserts an object in the map, but if it 1586/* this function inserts an object in the map, but if it
1407 * finds an object of its own type, it'll remove that one first. 1587 * finds an object of its own type, it'll remove that one first.
1408 * op is the object to insert it under: supplies x and the map. 1588 * op is the object to insert it under: supplies x and the map.
1409 */ 1589 */
1410void 1590void
1411replace_insert_ob_in_map (const char *arch_string, object *op) 1591replace_insert_ob_in_map (shstr_tmp archname, object *op)
1412{ 1592{
1413 object *tmp, *tmp1;
1414
1415 /* first search for itself and remove any old instances */ 1593 /* first search for itself and remove any old instances */
1416 1594
1417 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1595 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1418 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1596 if (tmp->arch->archname == archname) /* same archetype */
1419 tmp->destroy (); 1597 tmp->destroy ();
1420 1598
1421 tmp1 = arch_to_object (archetype::find (arch_string)); 1599 object *tmp = archetype::find (archname)->instance ();
1422 1600
1423 tmp1->x = op->x; 1601 tmp->x = op->x;
1424 tmp1->y = op->y; 1602 tmp->y = op->y;
1603
1425 insert_ob_in_map (tmp1, op->map, op, 0); 1604 insert_ob_in_map (tmp, op->map, op, 0);
1426} 1605}
1427 1606
1428object * 1607object *
1429object::insert_at (object *where, object *originator, int flags) 1608object::insert_at (object *where, object *originator, int flags)
1430{ 1609{
1610 if (where->env)
1611 return where->env->insert (this);
1612 else
1431 where->map->insert (this, where->x, where->y, originator, flags); 1613 return where->map->insert (this, where->x, where->y, originator, flags);
1432} 1614}
1433 1615
1434/* 1616// check whether we can put this into the map, respect max_volume, max_items
1435 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1617bool
1436 * is returned contains nr objects, and the remaining parts contains 1618object::can_drop_at (maptile *m, int x, int y, object *originator)
1437 * the rest (or is removed and freed if that number is 0).
1438 * On failure, NULL is returned, and the reason put into the
1439 * global static errmsg array.
1440 */
1441object *
1442get_split_ob (object *orig_ob, uint32 nr)
1443{ 1619{
1444 object *newob; 1620 mapspace &ms = m->at (x, y);
1445 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1446 1621
1447 if (orig_ob->nrof < nr) 1622 int items = ms.items ();
1448 {
1449 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1450 return NULL;
1451 }
1452 1623
1453 newob = object_create_clone (orig_ob); 1624 if (!items // testing !items ensures we can drop at least one item
1625 || (items < m->max_items
1626 && ms.volume () < m->max_volume))
1627 return true;
1454 1628
1455 if ((orig_ob->nrof -= nr) < 1) 1629 if (originator && originator->is_player ())
1456 orig_ob->destroy (1); 1630 originator->contr->failmsgf (
1457 else if (!is_removed) 1631 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1458 { 1632 query_name ()
1459 if (orig_ob->env != NULL) 1633 );
1460 sub_weight (orig_ob->env, orig_ob->weight * nr);
1461 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1462 {
1463 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1464 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1465 return NULL;
1466 }
1467 }
1468 1634
1469 newob->nrof = nr; 1635 return false;
1470
1471 return newob;
1472} 1636}
1473 1637
1474/* 1638/*
1475 * decrease_ob_nr(object, number) decreases a specified number from 1639 * decrease(object, number) decreases a specified number from
1476 * the amount of an object. If the amount reaches 0, the object 1640 * the amount of an object. If the amount reaches 0, the object
1477 * is subsequently removed and freed. 1641 * is subsequently removed and freed.
1478 * 1642 *
1479 * Return value: 'op' if something is left, NULL if the amount reached 0 1643 * Return value: 'op' if something is left, NULL if the amount reached 0
1480 */ 1644 */
1645bool
1646object::decrease (sint32 nr)
1647{
1648 if (!nr)
1649 return true;
1481 1650
1651 nr = min (nr, nrof);
1652
1653 if (nrof > nr)
1654 {
1655 sint64 oweight = total_weight ();
1656
1657 nrof -= nr;
1658
1659 if (object *pl = visible_to ())
1660 esrv_update_item (UPD_NROF, pl, this);
1661
1662 adjust_weight (env, oweight, total_weight ());
1663
1664 return true;
1665 }
1666 else
1667 {
1668 destroy ();
1669 return false;
1670 }
1671}
1672
1673/*
1674 * split(ob,nr) splits up ob into two parts. The part which
1675 * is returned contains nr objects, and the remaining parts contains
1676 * the rest (or is removed and returned if that number is 0).
1677 * On failure, NULL is returned.
1678 */
1482object * 1679object *
1483decrease_ob_nr (object *op, uint32 i) 1680object::split (sint32 nr)
1484{ 1681{
1485 object *tmp; 1682 int have = number_of ();
1486 1683
1487 if (i == 0) /* objects with op->nrof require this check */ 1684 if (have < nr)
1488 return op; 1685 return 0;
1489 1686 else if (have == nr)
1490 if (i > op->nrof)
1491 i = op->nrof;
1492
1493 if (QUERY_FLAG (op, FLAG_REMOVED))
1494 op->nrof -= i;
1495 else if (op->env)
1496 { 1687 {
1497 /* is this object in the players inventory, or sub container
1498 * therein?
1499 */
1500 tmp = op->in_player ();
1501 /* nope. Is this a container the player has opened?
1502 * If so, set tmp to that player.
1503 * IMO, searching through all the players will mostly
1504 * likely be quicker than following op->env to the map,
1505 * and then searching the map for a player.
1506 */
1507 if (!tmp)
1508 for_all_players (pl)
1509 if (pl->ob->container == op->env)
1510 {
1511 tmp = pl->ob;
1512 break;
1513 }
1514
1515 if (i < op->nrof)
1516 {
1517 sub_weight (op->env, op->weight * i);
1518 op->nrof -= i;
1519 if (tmp)
1520 esrv_send_item (tmp, op);
1521 }
1522 else
1523 {
1524 op->remove (); 1688 remove ();
1525 op->nrof = 0; 1689 return this;
1526 if (tmp)
1527 esrv_del_item (tmp->contr, op->count);
1528 }
1529 } 1690 }
1530 else 1691 else
1531 { 1692 {
1532 object *above = op->above; 1693 decrease (nr);
1533 1694
1534 if (i < op->nrof) 1695 object *op = deep_clone ();
1535 op->nrof -= i; 1696 op->nrof = nr;
1536 else
1537 {
1538 op->remove ();
1539 op->nrof = 0;
1540 }
1541
1542 /* Since we just removed op, op->above is null */
1543 for (tmp = above; tmp; tmp = tmp->above)
1544 if (tmp->type == PLAYER)
1545 {
1546 if (op->nrof)
1547 esrv_send_item (tmp, op);
1548 else
1549 esrv_del_item (tmp->contr, op->count);
1550 }
1551 }
1552
1553 if (op->nrof)
1554 return op; 1697 return op;
1555 else
1556 {
1557 op->destroy ();
1558 return 0;
1559 }
1560}
1561
1562/*
1563 * add_weight(object, weight) adds the specified weight to an object,
1564 * and also updates how much the environment(s) is/are carrying.
1565 */
1566
1567void
1568add_weight (object *op, signed long weight)
1569{
1570 while (op != NULL)
1571 {
1572 if (op->type == CONTAINER)
1573 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1574
1575 op->carrying += weight;
1576 op = op->env;
1577 } 1698 }
1578} 1699}
1579 1700
1580object * 1701object *
1581insert_ob_in_ob (object *op, object *where) 1702insert_ob_in_ob (object *op, object *where)
1586 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1707 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1587 free (dump); 1708 free (dump);
1588 return op; 1709 return op;
1589 } 1710 }
1590 1711
1591 if (where->head) 1712 if (where->head_ () != where)
1592 { 1713 {
1593 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1714 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1594 where = where->head; 1715 where = where->head;
1595 } 1716 }
1596 1717
1597 return where->insert (op); 1718 return where->insert (op);
1598} 1719}
1603 * inside the object environment. 1724 * inside the object environment.
1604 * 1725 *
1605 * The function returns now pointer to inserted item, and return value can 1726 * The function returns now pointer to inserted item, and return value can
1606 * be != op, if items are merged. -Tero 1727 * be != op, if items are merged. -Tero
1607 */ 1728 */
1608
1609object * 1729object *
1610object::insert (object *op) 1730object::insert (object *op)
1611{ 1731{
1612 object *tmp, *otmp;
1613
1614 if (!QUERY_FLAG (op, FLAG_REMOVED))
1615 op->remove ();
1616
1617 if (op->more) 1732 if (op->more)
1618 { 1733 {
1619 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1734 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1620 return op; 1735 return op;
1621 } 1736 }
1622 1737
1623 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1738 op->remove ();
1624 CLEAR_FLAG (op, FLAG_REMOVED); 1739
1740 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1741
1625 if (op->nrof) 1742 if (op->nrof)
1626 {
1627 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1743 for (object *tmp = inv; tmp; tmp = tmp->below)
1628 if (object::can_merge (tmp, op)) 1744 if (object::can_merge (tmp, op))
1629 { 1745 {
1630 /* return the original object and remove inserted object 1746 /* return the original object and remove inserted object
1631 (client needs the original object) */ 1747 (client prefers the original object) */
1748
1749 // carring must be 0 for mergable objects
1750 sint64 oweight = tmp->weight * tmp->nrof;
1751
1632 tmp->nrof += op->nrof; 1752 tmp->nrof += op->nrof;
1633 /* Weight handling gets pretty funky. Since we are adding to 1753
1634 * tmp->nrof, we need to increase the weight. 1754 if (object *pl = tmp->visible_to ())
1635 */ 1755 esrv_update_item (UPD_NROF, pl, tmp);
1756
1636 add_weight (this, op->weight * op->nrof); 1757 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1637 SET_FLAG (op, FLAG_REMOVED); 1758
1638 op->destroy (); /* free the inserted object */ 1759 op->destroy ();
1639 op = tmp; 1760 op = tmp;
1640 op->remove (); /* and fix old object's links */ 1761 goto inserted;
1641 CLEAR_FLAG (op, FLAG_REMOVED);
1642 break;
1643 } 1762 }
1644 1763
1645 /* I assume combined objects have no inventory 1764 op->owner = 0; // it's his/hers now. period.
1646 * We add the weight - this object could have just been removed
1647 * (if it was possible to merge). calling remove_ob will subtract
1648 * the weight, so we need to add it in again, since we actually do
1649 * the linking below
1650 */
1651 add_weight (this, op->weight * op->nrof);
1652 }
1653 else
1654 add_weight (this, (op->weight + op->carrying));
1655
1656 otmp = this->in_player ();
1657 if (otmp && otmp->contr)
1658 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1659 otmp->update_stats ();
1660
1661 op->map = 0; 1765 op->map = 0;
1662 op->env = this; 1766 op->x = 0;
1767 op->y = 0;
1768
1663 op->above = 0; 1769 op->above = 0;
1664 op->below = 0; 1770 op->below = inv;
1665 op->x = 0, op->y = 0; 1771 op->env = this;
1666 1772
1773 if (inv)
1774 inv->above = op;
1775
1776 inv = op;
1777
1778 op->flag [FLAG_REMOVED] = 0;
1779
1780 if (object *pl = op->visible_to ())
1781 esrv_send_item (pl, op);
1782
1783 adjust_weight (this, 0, op->total_weight ());
1784
1785inserted:
1667 /* reset the light list and los of the players on the map */ 1786 /* reset the light list and los of the players on the map */
1668 if ((op->glow_radius != 0) && map) 1787 if (op->glow_radius && is_on_map ())
1669 { 1788 {
1670#ifdef DEBUG_LIGHTS 1789 update_stats ();
1671 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1672#endif /* DEBUG_LIGHTS */
1673 if (map->darkness)
1674 update_all_los (map, x, y); 1790 update_all_los (map, x, y);
1675 }
1676
1677 /* Client has no idea of ordering so lets not bother ordering it here.
1678 * It sure simplifies this function...
1679 */
1680 if (!inv)
1681 inv = op;
1682 else
1683 { 1791 }
1684 op->below = inv; 1792 else if (is_player ())
1685 op->below->above = op; 1793 // if this is a player's inventory, update stats
1686 inv = op; 1794 contr->queue_stats_update ();
1687 }
1688 1795
1689 INVOKE_OBJECT (INSERT, this); 1796 INVOKE_OBJECT (INSERT, this);
1690 1797
1691 return op; 1798 return op;
1692} 1799}
1710 * MSW 2001-07-08: Check all objects on space, not just those below 1817 * MSW 2001-07-08: Check all objects on space, not just those below
1711 * object being inserted. insert_ob_in_map may not put new objects 1818 * object being inserted. insert_ob_in_map may not put new objects
1712 * on top. 1819 * on top.
1713 */ 1820 */
1714int 1821int
1715check_move_on (object *op, object *originator) 1822check_move_on (object *op, object *originator, int flags)
1716{ 1823{
1824 if (op->flag [FLAG_NO_APPLY])
1825 return 0;
1826
1717 object *tmp; 1827 object *tmp;
1718 maptile *m = op->map; 1828 maptile *m = op->map;
1719 int x = op->x, y = op->y; 1829 int x = op->x, y = op->y;
1720 1830
1721 MoveType move_on, move_slow, move_block; 1831 mapspace &ms = m->at (x, y);
1722 1832
1723 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1833 ms.update ();
1724 return 0;
1725 1834
1726 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1835 MoveType move_on = ms.move_on;
1727 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1836 MoveType move_slow = ms.move_slow;
1728 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1837 MoveType move_block = ms.move_block;
1729 1838
1730 /* if nothing on this space will slow op down or be applied, 1839 /* if nothing on this space will slow op down or be applied,
1731 * no need to do checking below. have to make sure move_type 1840 * no need to do checking below. have to make sure move_type
1732 * is set, as lots of objects don't have it set - we treat that 1841 * is set, as lots of objects don't have it set - we treat that
1733 * as walking. 1842 * as walking.
1744 return 0; 1853 return 0;
1745 1854
1746 /* The objects have to be checked from top to bottom. 1855 /* The objects have to be checked from top to bottom.
1747 * Hence, we first go to the top: 1856 * Hence, we first go to the top:
1748 */ 1857 */
1749 1858 for (object *next, *tmp = ms.top; tmp; tmp = next)
1750 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1751 {
1752 /* Trim the search when we find the first other spell effect
1753 * this helps performance so that if a space has 50 spell objects,
1754 * we don't need to check all of them.
1755 */
1756 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1757 break;
1758 } 1859 {
1860 next = tmp->below;
1759 1861
1760 for (; tmp; tmp = tmp->below)
1761 {
1762 if (tmp == op) 1862 if (tmp == op)
1763 continue; /* Can't apply yourself */ 1863 continue; /* Can't apply yourself */
1764 1864
1765 /* Check to see if one of the movement types should be slowed down. 1865 /* Check to see if one of the movement types should be slowed down.
1766 * Second check makes sure that the movement types not being slowed 1866 * Second check makes sure that the movement types not being slowed
1767 * (~slow_move) is not blocked on this space - just because the 1867 * (~slow_move) is not blocked on this space - just because the
1768 * space doesn't slow down swimming (for example), if you can't actually 1868 * space doesn't slow down swimming (for example), if you can't actually
1769 * swim on that space, can't use it to avoid the penalty. 1869 * swim on that space, can't use it to avoid the penalty.
1770 */ 1870 */
1771 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1871 if (!op->flag [FLAG_WIZPASS])
1772 { 1872 {
1773 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1873 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1774 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1874 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1775 { 1875 {
1776
1777 float
1778 diff = tmp->move_slow_penalty * FABS (op->speed); 1876 float diff = tmp->move_slow_penalty * fabs (op->speed);
1779 1877
1780 if (op->type == PLAYER) 1878 if (op->is_player ())
1781 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1879 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1782 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1880 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1783 diff /= 4.0; 1881 diff /= 4.0;
1784 1882
1785 op->speed_left -= diff; 1883 op->speed_left -= diff;
1786 } 1884 }
1787 } 1885 }
1788 1886
1789 /* Basically same logic as above, except now for actual apply. */ 1887 /* Basically same logic as above, except now for actual apply. */
1790 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1888 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1791 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1889 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1792 { 1890 {
1891 if ((flags & INS_NO_AUTO_EXIT)
1892 && (tmp->type == EXIT || tmp->type == TELEPORTER
1893 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1894 continue;
1895
1793 move_apply (tmp, op, originator); 1896 move_apply (tmp, op, originator);
1794 1897
1795 if (op->destroyed ()) 1898 if (op->destroyed ())
1796 return 1; 1899 return 1;
1797 1900
1820 LOG (llevError, "Present_arch called outside map.\n"); 1923 LOG (llevError, "Present_arch called outside map.\n");
1821 return NULL; 1924 return NULL;
1822 } 1925 }
1823 1926
1824 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1927 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1825 if (tmp->arch == at) 1928 if (tmp->arch->archname == at->archname)
1826 return tmp; 1929 return tmp;
1827 1930
1828 return NULL; 1931 return NULL;
1829} 1932}
1830 1933
1894 * The first matching object is returned, or NULL if none. 1997 * The first matching object is returned, or NULL if none.
1895 */ 1998 */
1896object * 1999object *
1897present_arch_in_ob (const archetype *at, const object *op) 2000present_arch_in_ob (const archetype *at, const object *op)
1898{ 2001{
1899 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2002 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1900 if (tmp->arch == at) 2003 if (tmp->arch->archname == at->archname)
1901 return tmp; 2004 return tmp;
1902 2005
1903 return NULL; 2006 return NULL;
1904} 2007}
1905 2008
1907 * activate recursively a flag on an object inventory 2010 * activate recursively a flag on an object inventory
1908 */ 2011 */
1909void 2012void
1910flag_inv (object *op, int flag) 2013flag_inv (object *op, int flag)
1911{ 2014{
1912 if (op->inv)
1913 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2015 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1914 { 2016 {
1915 SET_FLAG (tmp, flag); 2017 tmp->set_flag (flag);
1916 flag_inv (tmp, flag); 2018 flag_inv (tmp, flag);
1917 } 2019 }
1918} 2020}
1919 2021
1920/* 2022/*
1921 * deactivate recursively a flag on an object inventory 2023 * deactivate recursively a flag on an object inventory
1922 */ 2024 */
1923void 2025void
1924unflag_inv (object *op, int flag) 2026unflag_inv (object *op, int flag)
1925{ 2027{
1926 if (op->inv)
1927 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2028 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1928 { 2029 {
1929 CLEAR_FLAG (tmp, flag); 2030 tmp->clr_flag (flag);
1930 unflag_inv (tmp, flag); 2031 unflag_inv (tmp, flag);
1931 } 2032 }
1932}
1933
1934/*
1935 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1936 * all it's inventory (recursively).
1937 * If checksums are used, a player will get set_cheat called for
1938 * him/her-self and all object carried by a call to this function.
1939 */
1940void
1941set_cheat (object *op)
1942{
1943 SET_FLAG (op, FLAG_WAS_WIZ);
1944 flag_inv (op, FLAG_WAS_WIZ);
1945} 2033}
1946 2034
1947/* 2035/*
1948 * find_free_spot(object, map, x, y, start, stop) will search for 2036 * find_free_spot(object, map, x, y, start, stop) will search for
1949 * a spot at the given map and coordinates which will be able to contain 2037 * a spot at the given map and coordinates which will be able to contain
1951 * to search (see the freearr_x/y[] definition). 2039 * to search (see the freearr_x/y[] definition).
1952 * It returns a random choice among the alternatives found. 2040 * It returns a random choice among the alternatives found.
1953 * start and stop are where to start relative to the free_arr array (1,9 2041 * start and stop are where to start relative to the free_arr array (1,9
1954 * does all 4 immediate directions). This returns the index into the 2042 * does all 4 immediate directions). This returns the index into the
1955 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2043 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1956 * Note - this only checks to see if there is space for the head of the
1957 * object - if it is a multispace object, this should be called for all
1958 * pieces.
1959 * Note2: This function does correctly handle tiled maps, but does not 2044 * Note: This function does correctly handle tiled maps, but does not
1960 * inform the caller. However, insert_ob_in_map will update as 2045 * inform the caller. However, insert_ob_in_map will update as
1961 * necessary, so the caller shouldn't need to do any special work. 2046 * necessary, so the caller shouldn't need to do any special work.
1962 * Note - updated to take an object instead of archetype - this is necessary 2047 * Note - updated to take an object instead of archetype - this is necessary
1963 * because arch_blocked (now ob_blocked) needs to know the movement type 2048 * because arch_blocked (now ob_blocked) needs to know the movement type
1964 * to know if the space in question will block the object. We can't use 2049 * to know if the space in question will block the object. We can't use
1966 * customized, changed states, etc. 2051 * customized, changed states, etc.
1967 */ 2052 */
1968int 2053int
1969find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2054find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1970{ 2055{
2056 int altern[SIZEOFFREE];
1971 int index = 0, flag; 2057 int index = 0, flag;
1972 int altern[SIZEOFFREE];
1973 2058
1974 for (int i = start; i < stop; i++) 2059 for (int i = start; i < stop; i++)
1975 { 2060 {
1976 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2061 mapxy pos (m, x, y); pos.move (i);
1977 if (!flag) 2062
2063 if (!pos.normalise ())
2064 continue;
2065
2066 mapspace &ms = *pos;
2067
2068 if (ms.flags () & P_IS_ALIVE)
2069 continue;
2070
2071 /* However, often
2072 * ob doesn't have any move type (when used to place exits)
2073 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2074 */
2075 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2076 {
1978 altern [index++] = i; 2077 altern [index++] = i;
2078 continue;
2079 }
1979 2080
1980 /* Basically, if we find a wall on a space, we cut down the search size. 2081 /* Basically, if we find a wall on a space, we cut down the search size.
1981 * In this way, we won't return spaces that are on another side of a wall. 2082 * In this way, we won't return spaces that are on another side of a wall.
1982 * This mostly work, but it cuts down the search size in all directions - 2083 * This mostly work, but it cuts down the search size in all directions -
1983 * if the space being examined only has a wall to the north and empty 2084 * if the space being examined only has a wall to the north and empty
1984 * spaces in all the other directions, this will reduce the search space 2085 * spaces in all the other directions, this will reduce the search space
1985 * to only the spaces immediately surrounding the target area, and 2086 * to only the spaces immediately surrounding the target area, and
1986 * won't look 2 spaces south of the target space. 2087 * won't look 2 spaces south of the target space.
1987 */ 2088 */
1988 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2089 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2090 {
1989 stop = maxfree[i]; 2091 stop = maxfree[i];
2092 continue;
2093 }
2094
2095 /* Note it is intentional that we check ob - the movement type of the
2096 * head of the object should correspond for the entire object.
2097 */
2098 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2099 continue;
2100
2101 if (ob->blocked (pos.m, pos.x, pos.y))
2102 continue;
2103
2104 altern [index++] = i;
1990 } 2105 }
1991 2106
1992 if (!index) 2107 if (!index)
1993 return -1; 2108 return -1;
1994 2109
1995 return altern[RANDOM () % index]; 2110 return altern [rndm (index)];
1996} 2111}
1997 2112
1998/* 2113/*
1999 * find_first_free_spot(archetype, maptile, x, y) works like 2114 * find_first_free_spot(archetype, maptile, x, y) works like
2000 * find_free_spot(), but it will search max number of squares. 2115 * find_free_spot(), but it will search max number of squares.
2003 */ 2118 */
2004int 2119int
2005find_first_free_spot (const object *ob, maptile *m, int x, int y) 2120find_first_free_spot (const object *ob, maptile *m, int x, int y)
2006{ 2121{
2007 for (int i = 0; i < SIZEOFFREE; i++) 2122 for (int i = 0; i < SIZEOFFREE; i++)
2008 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2123 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2009 return i; 2124 return i;
2010 2125
2011 return -1; 2126 return -1;
2012} 2127}
2013 2128
2021{ 2136{
2022 arr += begin; 2137 arr += begin;
2023 end -= begin; 2138 end -= begin;
2024 2139
2025 while (--end) 2140 while (--end)
2026 swap (arr [end], arr [RANDOM () % (end + 1)]); 2141 swap (arr [end], arr [rndm (end + 1)]);
2027} 2142}
2028 2143
2029/* new function to make monster searching more efficient, and effective! 2144/* new function to make monster searching more efficient, and effective!
2030 * This basically returns a randomized array (in the passed pointer) of 2145 * This basically returns a randomized array (in the passed pointer) of
2031 * the spaces to find monsters. In this way, it won't always look for 2146 * the spaces to find monsters. In this way, it won't always look for
2059 * there is capable of. 2174 * there is capable of.
2060 */ 2175 */
2061int 2176int
2062find_dir (maptile *m, int x, int y, object *exclude) 2177find_dir (maptile *m, int x, int y, object *exclude)
2063{ 2178{
2064 int i, max = SIZEOFFREE, mflags; 2179 int max = SIZEOFFREE, mflags;
2065
2066 sint16 nx, ny;
2067 object *tmp;
2068 maptile *mp;
2069
2070 MoveType blocked, move_type; 2180 MoveType move_type;
2071 2181
2072 if (exclude && exclude->head) 2182 if (exclude && exclude->head_ () != exclude)
2073 { 2183 {
2074 exclude = exclude->head; 2184 exclude = exclude->head;
2075 move_type = exclude->move_type; 2185 move_type = exclude->move_type;
2076 } 2186 }
2077 else 2187 else
2078 { 2188 {
2079 /* If we don't have anything, presume it can use all movement types. */ 2189 /* If we don't have anything, presume it can use all movement types. */
2080 move_type = MOVE_ALL; 2190 move_type = MOVE_ALL;
2081 } 2191 }
2082 2192
2083 for (i = 1; i < max; i++) 2193 for (int i = 1; i < max; i++)
2084 { 2194 {
2085 mp = m; 2195 mapxy pos (m, x, y);
2086 nx = x + freearr_x[i]; 2196 pos.move (i);
2087 ny = y + freearr_y[i];
2088 2197
2089 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2198 if (!pos.normalise ())
2090
2091 if (mflags & P_OUT_OF_MAP)
2092 max = maxfree[i]; 2199 max = maxfree[i];
2093 else 2200 else
2094 { 2201 {
2095 mapspace &ms = mp->at (nx, ny); 2202 mapspace &ms = *pos;
2096 2203
2097 blocked = ms.move_block;
2098
2099 if ((move_type & blocked) == move_type) 2204 if ((move_type & ms.move_block) == move_type)
2100 max = maxfree[i]; 2205 max = maxfree [i];
2101 else if (mflags & P_IS_ALIVE) 2206 else if (ms.flags () & P_IS_ALIVE)
2102 { 2207 {
2103 for (tmp = ms.bot; tmp; tmp = tmp->above) 2208 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2104 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2209 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2105 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2210 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2106 break;
2107
2108 if (tmp)
2109 return freedir[i]; 2211 return freedir [i];
2110 } 2212 }
2111 } 2213 }
2112 } 2214 }
2113 2215
2114 return 0; 2216 return 0;
2123{ 2225{
2124 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2226 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2125} 2227}
2126 2228
2127/* 2229/*
2128 * find_dir_2(delta-x,delta-y) will return a direction in which 2230 * find_dir_2(delta-x,delta-y) will return a direction value
2129 * an object which has subtracted the x and y coordinates of another 2231 * for running into direct [dx, dy].
2130 * object, needs to travel toward it. 2232 * (the opposite of crossfire's find_dir_2!)
2131 */ 2233 */
2132int 2234int
2133find_dir_2 (int x, int y) 2235find_dir_2 (int x, int y)
2134{ 2236{
2237#if 1 // new algorithm
2238 // this works by putting x, y into 16 sectors, which
2239 // are not equal sized, but are a better approximation
2240 // then the old algorithm, and then using a mapping
2241 // table to map it into a direction value.
2242 // basically, it maps these comparisons to each bit
2243 // bit #3: x < 0
2244 // bit #2: y < 0
2245 // bit #1: x > y
2246 // bit #0: x > 2y
2247
2248 static const uint8 dir[16] = {
2249 4, 5, 4, 3,
2250 2, 1, 2, 3,
2251 6, 5, 6, 7,
2252 8, 1, 8, 7,
2253 };
2254 int sector = 0;
2255
2256 // this is a bit ugly, but more likely to result in branchless code
2257 sector |= x < 0 ? 8 : 0;
2258 x = x < 0 ? -x : x; // abs
2259
2260 sector |= y < 0 ? 4 : 0;
2261 y = y < 0 ? -y : y; // abs
2262
2263 if (x > y)
2264 {
2265 sector |= 2;
2266
2267 if (x > y * 2)
2268 sector |= 1;
2269 }
2270 else
2271 {
2272 if (y > x * 2)
2273 sector |= 1;
2274 else if (!y)
2275 return 0; // x == 0 here
2276 }
2277
2278 return dir [sector];
2279#else // old algorithm
2135 int q; 2280 int q;
2136 2281
2137 if (y) 2282 if (y)
2138 q = x * 100 / y; 2283 q = 128 * x / y;
2139 else if (x) 2284 else if (x)
2140 q = -300 * x; 2285 q = -512 * x; // to make it > 309
2141 else 2286 else
2142 return 0; 2287 return 0;
2143 2288
2144 if (y > 0) 2289 if (y > 0)
2145 { 2290 {
2146 if (q < -242) 2291 if (q < -309) return 7;
2292 if (q < -52) return 6;
2293 if (q < 52) return 5;
2294 if (q < 309) return 4;
2295
2147 return 3; 2296 return 3;
2148 if (q < -41) 2297 }
2149 return 2; 2298 else
2150 if (q < 41) 2299 {
2151 return 1; 2300 if (q < -309) return 3;
2152 if (q < 242) 2301 if (q < -52) return 2;
2153 return 8; 2302 if (q < 52) return 1;
2303 if (q < 309) return 8;
2304
2154 return 7; 2305 return 7;
2155 } 2306 }
2156 2307#endif
2157 if (q < -242)
2158 return 7;
2159 if (q < -41)
2160 return 6;
2161 if (q < 41)
2162 return 5;
2163 if (q < 242)
2164 return 4;
2165
2166 return 3;
2167}
2168
2169/*
2170 * absdir(int): Returns a number between 1 and 8, which represent
2171 * the "absolute" direction of a number (it actually takes care of
2172 * "overflow" in previous calculations of a direction).
2173 */
2174
2175int
2176absdir (int d)
2177{
2178 while (d < 1)
2179 d += 8;
2180
2181 while (d > 8)
2182 d -= 8;
2183
2184 return d;
2185} 2308}
2186 2309
2187/* 2310/*
2188 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2311 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2189 * between two directions (which are expected to be absolute (see absdir()) 2312 * between two directions (which are expected to be absolute (see absdir())
2190 */ 2313 */
2191
2192int 2314int
2193dirdiff (int dir1, int dir2) 2315dirdiff (int dir1, int dir2)
2194{ 2316{
2195 int d;
2196
2197 d = abs (dir1 - dir2); 2317 int d = abs (dir1 - dir2);
2198 if (d > 4)
2199 d = 8 - d;
2200 2318
2201 return d; 2319 return d > 4 ? 8 - d : d;
2202} 2320}
2203 2321
2204/* peterm: 2322/* peterm:
2205 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2323 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2206 * Basically, this is a table of directions, and what directions 2324 * Basically, this is a table of directions, and what directions
2208 * This basically means that if direction is 15, then it could either go 2326 * This basically means that if direction is 15, then it could either go
2209 * direction 4, 14, or 16 to get back to where we are. 2327 * direction 4, 14, or 16 to get back to where we are.
2210 * Moved from spell_util.c to object.c with the other related direction 2328 * Moved from spell_util.c to object.c with the other related direction
2211 * functions. 2329 * functions.
2212 */ 2330 */
2213int reduction_dir[SIZEOFFREE][3] = { 2331static const int reduction_dir[SIZEOFFREE][3] = {
2214 {0, 0, 0}, /* 0 */ 2332 {0, 0, 0}, /* 0 */
2215 {0, 0, 0}, /* 1 */ 2333 {0, 0, 0}, /* 1 */
2216 {0, 0, 0}, /* 2 */ 2334 {0, 0, 0}, /* 2 */
2217 {0, 0, 0}, /* 3 */ 2335 {0, 0, 0}, /* 3 */
2218 {0, 0, 0}, /* 4 */ 2336 {0, 0, 0}, /* 4 */
2309 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2427 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2310 * core dumps if they do. 2428 * core dumps if they do.
2311 * 2429 *
2312 * Add a check so we can't pick up invisible objects (0.93.8) 2430 * Add a check so we can't pick up invisible objects (0.93.8)
2313 */ 2431 */
2314
2315int 2432int
2316can_pick (const object *who, const object *item) 2433can_pick (const object *who, const object *item)
2317{ 2434{
2318 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2435 return /*who->flag [FLAG_WIZ]|| */
2319 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2436 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2320 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2437 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2321} 2438}
2322 2439
2323/* 2440/*
2324 * create clone from object to another 2441 * create clone from object to another
2325 */ 2442 */
2326object * 2443object *
2327object_create_clone (object *asrc) 2444object::deep_clone ()
2328{ 2445{
2329 object *dst = 0, *tmp, *src, *part, *prev, *item; 2446 assert (("deep_clone called on non-head object", is_head ()));
2330 2447
2331 if (!asrc) 2448 object *dst = clone ();
2332 return 0;
2333 2449
2334 src = asrc; 2450 object *prev = dst;
2335 if (src->head)
2336 src = src->head;
2337
2338 prev = 0;
2339 for (part = src; part; part = part->more) 2451 for (object *part = this->more; part; part = part->more)
2340 { 2452 {
2341 tmp = part->clone (); 2453 object *tmp = part->clone ();
2342 tmp->x -= src->x;
2343 tmp->y -= src->y;
2344
2345 if (!part->head)
2346 {
2347 dst = tmp;
2348 tmp->head = 0;
2349 }
2350 else
2351 tmp->head = dst; 2454 tmp->head = dst;
2352
2353 tmp->more = 0;
2354
2355 if (prev)
2356 prev->more = tmp; 2455 prev->more = tmp;
2357
2358 prev = tmp; 2456 prev = tmp;
2359 } 2457 }
2360 2458
2361 for (item = src->inv; item; item = item->below) 2459 for (object *item = inv; item; item = item->below)
2362 insert_ob_in_ob (object_create_clone (item), dst); 2460 insert_ob_in_ob (item->deep_clone (), dst);
2363 2461
2364 return dst; 2462 return dst;
2365}
2366
2367/* GROS - Creates an object using a string representing its content. */
2368/* Basically, we save the content of the string to a temp file, then call */
2369/* load_object on it. I admit it is a highly inefficient way to make things, */
2370/* but it was simple to make and allows reusing the load_object function. */
2371/* Remember not to use load_object_str in a time-critical situation. */
2372/* Also remember that multiparts objects are not supported for now. */
2373object *
2374load_object_str (const char *obstr)
2375{
2376 object *op;
2377 char filename[MAX_BUF];
2378
2379 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2380
2381 FILE *tempfile = fopen (filename, "w");
2382
2383 if (tempfile == NULL)
2384 {
2385 LOG (llevError, "Error - Unable to access load object temp file\n");
2386 return NULL;
2387 }
2388
2389 fprintf (tempfile, obstr);
2390 fclose (tempfile);
2391
2392 op = object::create ();
2393
2394 object_thawer thawer (filename);
2395
2396 if (thawer)
2397 load_object (thawer, op, 0);
2398
2399 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2400 CLEAR_FLAG (op, FLAG_REMOVED);
2401
2402 return op;
2403} 2463}
2404 2464
2405/* This returns the first object in who's inventory that 2465/* This returns the first object in who's inventory that
2406 * has the same type and subtype match. 2466 * has the same type and subtype match.
2407 * returns NULL if no match. 2467 * returns NULL if no match.
2414 return tmp; 2474 return tmp;
2415 2475
2416 return 0; 2476 return 0;
2417} 2477}
2418 2478
2419/* If ob has a field named key, return the link from the list, 2479shstr_tmp
2420 * otherwise return NULL. 2480object::kv_get (shstr_tmp key) const
2421 *
2422 * key must be a passed in shared string - otherwise, this won't
2423 * do the desired thing.
2424 */
2425key_value *
2426get_ob_key_link (const object *ob, const char *key)
2427{ 2481{
2428 for (key_value *link = ob->key_values; link; link = link->next) 2482 for (key_value *kv = key_values; kv; kv = kv->next)
2429 if (link->key == key) 2483 if (kv->key == key)
2430 return link;
2431
2432 return 0;
2433}
2434
2435/*
2436 * Returns the value of op has an extra_field for key, or NULL.
2437 *
2438 * The argument doesn't need to be a shared string.
2439 *
2440 * The returned string is shared.
2441 */
2442const char *
2443get_ob_key_value (const object *op, const char *const key)
2444{
2445 key_value *link;
2446 shstr_cmp canonical_key (key);
2447
2448 if (!canonical_key)
2449 {
2450 /* 1. There being a field named key on any object
2451 * implies there'd be a shared string to find.
2452 * 2. Since there isn't, no object has this field.
2453 * 3. Therefore, *this* object doesn't have this field.
2454 */
2455 return 0;
2456 }
2457
2458 /* This is copied from get_ob_key_link() above -
2459 * only 4 lines, and saves the function call overhead.
2460 */
2461 for (link = op->key_values; link; link = link->next)
2462 if (link->key == canonical_key)
2463 return link->value; 2484 return kv->value;
2464 2485
2465 return 0; 2486 return shstr ();
2466} 2487}
2467 2488
2468 2489void
2469/* 2490object::kv_set (shstr_tmp key, shstr_tmp value)
2470 * Updates the canonical_key in op to value.
2471 *
2472 * canonical_key is a shared string (value doesn't have to be).
2473 *
2474 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2475 * keys.
2476 *
2477 * Returns TRUE on success.
2478 */
2479int
2480set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2481{ 2491{
2482 key_value *field = NULL, *last = NULL; 2492 for (key_value *kv = key_values; kv; kv = kv->next)
2483 2493 if (kv->key == key)
2484 for (field = op->key_values; field != NULL; field = field->next)
2485 {
2486 if (field->key != canonical_key)
2487 { 2494 {
2488 last = field; 2495 kv->value = value;
2489 continue; 2496 return;
2490 } 2497 }
2491 2498
2492 if (value) 2499 key_value *kv = new key_value;
2493 field->value = value; 2500
2494 else 2501 kv->next = key_values;
2502 kv->key = key;
2503 kv->value = value;
2504
2505 key_values = kv;
2506}
2507
2508void
2509object::kv_del (shstr_tmp key)
2510{
2511 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2512 if ((*kvp)->key == key)
2495 { 2513 {
2496 /* Basically, if the archetype has this key set, 2514 key_value *kv = *kvp;
2497 * we need to store the null value so when we save 2515 *kvp = (*kvp)->next;
2498 * it, we save the empty value so that when we load, 2516 delete kv;
2499 * we get this value back again. 2517 return;
2500 */
2501 if (get_ob_key_link (&op->arch->clone, canonical_key))
2502 field->value = 0;
2503 else
2504 {
2505 if (last)
2506 last->next = field->next;
2507 else
2508 op->key_values = field->next;
2509
2510 delete field;
2511 }
2512 } 2518 }
2513 return TRUE;
2514 }
2515 /* IF we get here, key doesn't exist */
2516
2517 /* No field, we'll have to add it. */
2518
2519 if (!add_key)
2520 return FALSE;
2521
2522 /* There isn't any good reason to store a null
2523 * value in the key/value list. If the archetype has
2524 * this key, then we should also have it, so shouldn't
2525 * be here. If user wants to store empty strings,
2526 * should pass in ""
2527 */
2528 if (value == NULL)
2529 return TRUE;
2530
2531 field = new key_value;
2532
2533 field->key = canonical_key;
2534 field->value = value;
2535 /* Usual prepend-addition. */
2536 field->next = op->key_values;
2537 op->key_values = field;
2538
2539 return TRUE;
2540}
2541
2542/*
2543 * Updates the key in op to value.
2544 *
2545 * If add_key is FALSE, this will only update existing keys,
2546 * and not add new ones.
2547 * In general, should be little reason FALSE is ever passed in for add_key
2548 *
2549 * Returns TRUE on success.
2550 */
2551int
2552set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2553{
2554 shstr key_ (key);
2555
2556 return set_ob_key_value_s (op, key_, value, add_key);
2557} 2519}
2558 2520
2559object::depth_iterator::depth_iterator (object *container) 2521object::depth_iterator::depth_iterator (object *container)
2560: iterator_base (container) 2522: iterator_base (container)
2561{ 2523{
2574 item = item->inv; 2536 item = item->inv;
2575 } 2537 }
2576 else 2538 else
2577 item = item->env; 2539 item = item->env;
2578} 2540}
2579
2580 2541
2581const char * 2542const char *
2582object::flag_desc (char *desc, int len) const 2543object::flag_desc (char *desc, int len) const
2583{ 2544{
2584 char *p = desc; 2545 char *p = desc;
2612{ 2573{
2613 char flagdesc[512]; 2574 char flagdesc[512];
2614 char info2[256 * 4]; 2575 char info2[256 * 4];
2615 char *p = info; 2576 char *p = info;
2616 2577
2617 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2578 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2618 count, uuid.seq, 2579 count,
2580 uuid.c_str (),
2619 &name, 2581 &name,
2620 title ? "\",title:" : "", 2582 title ? ",title:\"" : "",
2621 title ? (const char *)title : "", 2583 title ? (const char *)title : "",
2584 title ? "\"" : "",
2622 flag_desc (flagdesc, 512), type); 2585 flag_desc (flagdesc, 512), type);
2623 2586
2624 if (env) 2587 if (!flag[FLAG_REMOVED] && env)
2625 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2588 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2626 2589
2627 if (map) 2590 if (map)
2628 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2591 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2629 2592
2631} 2594}
2632 2595
2633const char * 2596const char *
2634object::debug_desc () const 2597object::debug_desc () const
2635{ 2598{
2636 static char info[256 * 4]; 2599 static char info[3][256 * 4];
2600 static int info_idx;
2601
2637 return debug_desc (info); 2602 return debug_desc (info [++info_idx % 3]);
2638} 2603}
2639 2604
2605struct region *
2606object::region () const
2607{
2608 return map ? map->region (x, y)
2609 : region::default_region ();
2610}
2611
2612void
2613object::open_container (object *new_container)
2614{
2615 if (container == new_container)
2616 return;
2617
2618 object *old_container = container;
2619
2620 if (old_container)
2621 {
2622 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2623 return;
2624
2625#if 0
2626 // remove the "Close old_container" object.
2627 if (object *closer = old_container->inv)
2628 if (closer->type == CLOSE_CON)
2629 closer->destroy ();
2630#endif
2631
2632 // make sure the container is available
2633 esrv_send_item (this, old_container);
2634
2635 old_container->flag [FLAG_APPLIED] = false;
2636 container = 0;
2637
2638 // client needs item update to make it work, client bug requires this to be separate
2639 esrv_update_item (UPD_FLAGS, this, old_container);
2640
2641 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2642 play_sound (sound_find ("chest_close"));
2643 }
2644
2645 if (new_container)
2646 {
2647 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2648 return;
2649
2650 // TODO: this does not seem to serve any purpose anymore?
2651#if 0
2652 // insert the "Close Container" object.
2653 if (archetype *closer = new_container->other_arch)
2654 {
2655 object *closer = new_container->other_arch->instance ();
2656 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2657 new_container->insert (closer);
2658 }
2659#endif
2660
2661 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2662
2663 // make sure the container is available, client bug requires this to be separate
2664 esrv_send_item (this, new_container);
2665
2666 new_container->flag [FLAG_APPLIED] = true;
2667 container = new_container;
2668
2669 // client needs flag change
2670 esrv_update_item (UPD_FLAGS, this, new_container);
2671 esrv_send_inventory (this, new_container);
2672 play_sound (sound_find ("chest_open"));
2673 }
2674// else if (!old_container->env && contr && contr->ns)
2675// contr->ns->floorbox_reset ();
2676}
2677
2678object *
2679object::force_find (shstr_tmp name)
2680{
2681 /* cycle through his inventory to look for the MARK we want to
2682 * place
2683 */
2684 for (object *tmp = inv; tmp; tmp = tmp->below)
2685 if (tmp->type == FORCE && tmp->slaying == name)
2686 return splay (tmp);
2687
2688 return 0;
2689}
2690
2691//-GPL
2692
2693void
2694object::force_set_timer (int duration)
2695{
2696 this->duration = 1;
2697 this->speed_left = -1.f;
2698
2699 this->set_speed (duration ? 1.f / duration : 0.f);
2700}
2701
2702object *
2703object::force_add (shstr_tmp name, int duration)
2704{
2705 if (object *force = force_find (name))
2706 force->destroy ();
2707
2708 object *force = get_archetype (FORCE_NAME);
2709
2710 force->slaying = name;
2711 force->force_set_timer (duration);
2712 force->flag [FLAG_APPLIED] = true;
2713
2714 return insert (force);
2715}
2716
2717void
2718object::play_sound (faceidx sound) const
2719{
2720 if (!sound)
2721 return;
2722
2723 if (is_on_map ())
2724 map->play_sound (sound, x, y);
2725 else if (object *pl = in_player ())
2726 pl->contr->play_sound (sound);
2727}
2728
2729void
2730object::say_msg (const char *msg) const
2731{
2732 if (is_on_map ())
2733 map->say_msg (msg, x, y);
2734 else if (object *pl = in_player ())
2735 pl->contr->play_sound (sound);
2736}
2737
2738void
2739object::make_noise ()
2740{
2741 // we do not model noise in the map, so instead put
2742 // a temporary light into the noise source
2743 // could use the map instead, but that's less reliable for our
2744 // goal, which is to make invisibility a bit harder to exploit
2745
2746 // currently only works sensibly for players
2747 if (!is_player ())
2748 return;
2749
2750 // find old force, or create new one
2751 object *force = force_find (shstr_noise_force);
2752
2753 if (force)
2754 force->speed_left = -1.f; // patch old speed up
2755 else
2756 {
2757 force = archetype::get (shstr_noise_force);
2758
2759 force->slaying = shstr_noise_force;
2760 force->stats.food = 1;
2761 force->speed_left = -1.f;
2762
2763 force->set_speed (1.f / 4.f);
2764 force->flag [FLAG_IS_USED_UP] = true;
2765 force->flag [FLAG_APPLIED] = true;
2766
2767 insert (force);
2768 }
2769}
2770
2771void object::change_move_type (MoveType mt)
2772{
2773 if (move_type == mt)
2774 return;
2775
2776 if (is_on_map ())
2777 {
2778 // we are on the map, so handle move_on/off effects
2779 remove ();
2780 move_type = mt;
2781 map->insert (this, x, y, this);
2782 }
2783 else
2784 move_type = mt;
2785}
2786
2787/* object should be a player.
2788 * we return the object the player has marked with the 'mark' command
2789 * below. If no match is found (or object has changed), we return
2790 * NULL. We leave it up to the calling function to print messages if
2791 * nothing is found.
2792 */
2793object *
2794object::mark () const
2795{
2796 if (contr && contr->mark && contr->mark->env == this)
2797 return contr->mark;
2798 else
2799 return 0;
2800}
2801

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines