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Comparing deliantra/server/common/object.C (file contents):
Revision 1.185 by root, Fri Aug 24 01:23:29 2007 UTC vs.
Revision 1.337 by root, Thu May 6 21:45:49 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 25#include <global.h>
28#include <stdio.h> 26#include <stdio.h>
29#include <sys/types.h> 27#include <sys/types.h>
30#include <sys/uio.h> 28#include <sys/uio.h>
31#include <object.h> 29#include <object.h>
32#include <funcpoint.h>
33#include <sproto.h> 30#include <sproto.h>
34#include <loader.h>
35 31
36#include <bitset> 32#include <bitset>
37 33
38int nrofallocobjects = 0; 34UUID UUID::cur;
39static UUID uuid; 35static uint64_t seq_next_save;
40const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
41 38
42objectvec objects; 39objectvec objects;
43activevec actives; 40activevec actives;
44 41
45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
49
50short freearr_x[SIZEOFFREE] = {
51 0,
52 0, 1, 1, 1, 0, -1, -1, -1,
53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 54 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
47}; 55};
48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 56short freearr_y[SIZEOFFREE] = {
57 0,
58 -1, -1, 0, 1, 1, 1, 0, -1,
59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
49 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 60 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
50};
51int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
52 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
53}; 61};
54int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 63 0,
64 1, 2, 3, 4, 5, 6, 7, 8,
65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57}; 67};
58 68
69static int maxfree[SIZEOFFREE] = {
70 0,
71 9, 10, 13, 14, 17, 18, 21, 22,
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
74};
75
59static void 76static void
60write_uuid (void) 77write_uuid (uval64 skip, bool sync)
61{ 78{
62 char filename1[MAX_BUF], filename2[MAX_BUF]; 79 CALL_BEGIN (2);
63 80 CALL_ARG_SV (newSVval64 (skip));
64 sprintf (filename1, "%s/uuid", settings.localdir); 81 CALL_ARG_SV (boolSV (sync));
65 sprintf (filename2, "%s/uuid~", settings.localdir); 82 CALL_CALL ("cf::write_uuid", G_DISCARD);
66 83 CALL_END;
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78} 84}
79 85
80static void 86static void
81read_uuid (void) 87read_uuid ()
82{ 88{
83 char filename[MAX_BUF]; 89 char filename[MAX_BUF];
84 90
85 sprintf (filename, "%s/uuid", settings.localdir); 91 sprintf (filename, "%s/uuid", settings.localdir);
92
93 seq_next_save = 0;
86 94
87 FILE *fp; 95 FILE *fp;
88 96
89 if (!(fp = fopen (filename, "r"))) 97 if (!(fp = fopen (filename, "r")))
90 { 98 {
91 if (errno == ENOENT) 99 if (errno == ENOENT)
92 { 100 {
93 LOG (llevInfo, "RESET uid to 1\n"); 101 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0; 102 UUID::cur.seq = 0;
95 write_uuid (); 103 write_uuid (UUID_GAP, true);
96 return; 104 return;
97 } 105 }
98 106
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 107 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1); 108 _exit (1);
101 } 109 }
102 110
103 int version; 111 char buf [UUID::MAX_LEN];
104 unsigned long long uid; 112 buf[0] = 0;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 113 fgets (buf, sizeof (buf), fp);
114
115 if (!UUID::cur.parse (buf))
106 { 116 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 117 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1); 118 _exit (1);
109 } 119 }
110 120
111 uuid.seq = uid; 121 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112 write_uuid (); 122
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 123 write_uuid (UUID_GAP, true);
114 fclose (fp); 124 fclose (fp);
115} 125}
116 126
117UUID 127UUID
118gen_uuid () 128UUID::gen ()
119{ 129{
120 UUID uid; 130 UUID uid;
121 131
122 uid.seq = ++uuid.seq; 132 uid.seq = ++cur.seq;
123 133
124 if (!(uuid.seq & (UUID_SKIP - 1))) 134 if (expect_false (cur.seq >= seq_next_save))
125 write_uuid (); 135 {
136 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
137 write_uuid (UUID_GAP, false);
138 }
139
126 140
127 return uid; 141 return uid;
128} 142}
129 143
130void 144void
131init_uuid () 145UUID::init ()
132{ 146{
133 read_uuid (); 147 read_uuid ();
134} 148}
135 149
150bool
151UUID::parse (const char *s)
152{
153 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
154 return false;
155
156 seq = 0;
157
158 while (*s != '>')
159 {
160 if (*s < '0')
161 return false;
162
163 // this gives nice branchless code with gcc
164 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
165 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
166
167 seq = (seq << 4) | digit;
168
169 ++s;
170 }
171
172 return true;
173}
174
175char *
176UUID::append (char *buf) const
177{
178 *buf++ = '<';
179 *buf++ = '1';
180 *buf++ = '.';
181
182 uint64_t seq = this->seq;
183 const int bits = 64;
184 char nz = 0;
185 static const char tohex [] = "0123456789abcdef";
186
187 // assert (len >= 3 + bits / 4 + 1 + 1);
188 for (int i = bits / 4; --i; )
189 {
190 uint8_t digit = seq >> (bits - 4);
191
192 *buf = tohex [digit];
193 nz |= digit;
194 buf += nz ? 1 : 0;
195 seq <<= 4;
196 }
197
198 // last digit is special - always emit
199 uint8_t digit = seq >> (bits - 4);
200 *buf++ = tohex [digit];
201
202 *buf++ = '>';
203
204 return buf;
205}
206
207char *
208UUID::c_str () const
209{
210 static char buf [MAX_LEN];
211 *append (buf) = 0;
212 return buf;
213}
214
136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 215/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int 216static bool
138compare_ob_value_lists_one (const object *wants, const object *has) 217compare_ob_value_lists_one (const object *wants, const object *has)
139{ 218{
140 key_value *wants_field;
141
142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 219 /* n-squared behaviour (see kv_get), but I'm hoping both
143 * objects with lists are rare, and lists stay short. If not, use a 220 * objects with lists are rare, and lists stay short. If not, use a
144 * different structure or at least keep the lists sorted... 221 * different structure or at least keep the lists sorted...
145 */ 222 */
146 223
147 /* For each field in wants, */ 224 /* For each field in wants, */
148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 225 for (key_value *kv = wants->key_values; kv; kv = kv->next)
149 { 226 if (has->kv_get (kv->key) != kv->value)
150 key_value *has_field; 227 return false;
151
152 /* Look for a field in has with the same key. */
153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
156 {
157 /* No field with that name. */
158 return FALSE;
159 }
160
161 /* Found the matching field. */
162 if (has_field->value != wants_field->value)
163 {
164 /* Values don't match, so this half of the comparison is false. */
165 return FALSE;
166 }
167
168 /* If we get here, we found a match. Now for the next field in wants. */
169 }
170 228
171 /* If we get here, every field in wants has a matching field in has. */ 229 /* If we get here, every field in wants has a matching field in has. */
172 return TRUE; 230 return true;
173} 231}
174 232
175/* Returns TRUE if ob1 has the same key_values as ob2. */ 233/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int 234static bool
177compare_ob_value_lists (const object *ob1, const object *ob2) 235compare_ob_value_lists (const object *ob1, const object *ob2)
178{ 236{
179 /* However, there may be fields in has which aren't partnered in wants, 237 /* However, there may be fields in has which aren't partnered in wants,
180 * so we need to run the comparison *twice*. :( 238 * so we need to run the comparison *twice*. :(
181 */ 239 */
182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 240 return compare_ob_value_lists_one (ob1, ob2)
241 && compare_ob_value_lists_one (ob2, ob1);
183} 242}
184 243
185/* Function examines the 2 objects given to it, and returns true if 244/* Function examines the 2 objects given to it, and returns true if
186 * they can be merged together. 245 * they can be merged together.
187 * 246 *
194 * Improvements made with merge: Better checking on potion, and also 253 * Improvements made with merge: Better checking on potion, and also
195 * check weight 254 * check weight
196 */ 255 */
197bool object::can_merge_slow (object *ob1, object *ob2) 256bool object::can_merge_slow (object *ob1, object *ob2)
198{ 257{
199 /* A couple quicksanity checks */ 258 /* A couple quick sanity checks */
200 if (ob1 == ob2 259 if (ob1 == ob2
201 || ob1->type != ob2->type 260 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value 261 || ob1->value != ob2->value
204 || ob1->name != ob2->name) 262 || ob1->name != ob2->name
263 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
205 return 0; 264 return 0;
206 265
207 //TODO: this ain't working well, use nicer and correct overflow check
208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 266 /* Do not merge objects if nrof would overflow, assume nrof
209 * value could not be stored in a sint32 (which unfortunately sometimes is 267 * is always 0 .. 2**31-1 */
210 * used to store nrof). 268 if (ob1->nrof > 0x7fffffff - ob2->nrof)
211 */
212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
213 return 0; 269 return 0;
214 270
215 /* If the objects have been identified, set the BEEN_APPLIED flag. 271 /* If the objects have been identified, set the BEEN_APPLIED flag.
216 * This is to the comparison of the flags below will be OK. We 272 * This is to the comparison of the flags below will be OK. We
217 * just can't ignore the been applied or identified flags, as they 273 * just can't ignore the been applied or identified flags, as they
218 * are not equal - just if it has been identified, the been_applied 274 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning. 275 * flags lose any meaning.
220 */ 276 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 277 if (ob1->flag [FLAG_IDENTIFIED])
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 278 ob1->set_flag (FLAG_BEEN_APPLIED);
223 279
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 280 if (ob2->flag [FLAG_IDENTIFIED])
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 281 ob2->set_flag (FLAG_BEEN_APPLIED);
226 282
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 283 if (ob1->arch->archname != ob2->arch->archname
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 284 || ob1->name != ob2->name
230 || ob1->title != ob2->title 285 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 286 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 287 || ob1->weight != ob2->weight
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
235 || ob1->attacktype != ob2->attacktype 288 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic 289 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying 290 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill 291 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value 292 || ob1->value != ob2->value
240 || ob1->animation_id != ob2->animation_id 293 || ob1->animation_id != ob2->animation_id
294 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
241 || ob1->client_type != ob2->client_type 295 || ob1->client_type != ob2->client_type
242 || ob1->materialname != ob2->materialname 296 || ob1->material != ob2->material
243 || ob1->lore != ob2->lore 297 || ob1->lore != ob2->lore
244 || ob1->subtype != ob2->subtype 298 || ob1->subtype != ob2->subtype
245 || ob1->move_type != ob2->move_type 299 || ob1->move_type != ob2->move_type
246 || ob1->move_block != ob2->move_block 300 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow 301 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on 302 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off 303 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow 304 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty) 305 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
306 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
307 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
252 return 0; 308 return 0;
253 309
310 if ((ob1->flag ^ ob2->flag)
311 .reset (FLAG_INV_LOCKED)
312 .reset (FLAG_REMOVED)
313 .any ())
314 return 0;
315
254 /* This is really a spellbook check - really, we should 316 /* This is really a spellbook check - we should in general
255 * check all objects in the inventory. 317 * not merge objects with real inventories, as splitting them
318 * is hard.
256 */ 319 */
257 if (ob1->inv || ob2->inv) 320 if (ob1->inv || ob2->inv)
258 { 321 {
259 /* if 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. */
299 return 0; 363
300 else if (!compare_ob_value_lists (ob1, ob2)) 364 if (!compare_ob_value_lists (ob1, ob2))
301 return 0; 365 return 0;
302 } 366 }
303 367
304 if (ob1->self || ob2->self) 368 if (ob1->self || ob2->self)
305 { 369 {
306 ob1->optimise (); 370 ob1->optimise ();
307 ob2->optimise (); 371 ob2->optimise ();
308 372
309 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)
379 return 0;
380
381 if (k1 == 0)
382 return 1;
383
310 if (!cfperl_can_merge (ob1, ob2)) 384 if (!cfperl_can_merge (ob1, ob2))
311 return 0; 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; inv = inv->below) 474 for (object *op = inv; op; op = op->below)
330 {
331 if (inv->inv)
332 sum_weight (inv);
333
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
335 } 475 {
476 op->update_weight ();
336 477
337 if (op->type == CONTAINER && op->stats.Str) 478 sum += weight_adjust_for (this, op->total_weight ());
338 sum = (sum * (100 - op->stats.Str)) / 100; 479 }
339 480
340 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
341 op->carrying = sum; 487 carrying = sum;
342 488
343 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 }
344} 493}
345 494
346/** 495/*
347 * Return the outermost environment object for a given object. 496 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
348 */
349
350object *
351object_get_env_recursive (object *op)
352{
353 while (op->env != NULL)
354 op = op->env;
355 return op;
356}
357
358/*
359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
360 * Some error messages.
361 * The result of the dump is stored in the static global errmsg array.
362 */ 497 */
363char * 498char *
364dump_object (object *op) 499dump_object (object *op)
365{ 500{
366 if (!op) 501 if (!op)
369 object_freezer freezer; 504 object_freezer freezer;
370 op->write (freezer); 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 */
379object *
380get_nearest_part (object *op, const object *pl)
381{ 511{
382 object *tmp, *closest; 512 return dump_object (this);
383 int last_dist, i;
384
385 if (op->more == NULL)
386 return op;
387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
388 if ((i = distance (tmp, pl)) < last_dist)
389 closest = tmp, last_dist = i;
390 return closest;
391} 513}
392 514
393/* 515/*
394 * 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.
395 */ 518 */
396object * 519object *
397find_object (tag_t i) 520find_object (tag_t i)
398{ 521{
399 for_all_objects (op) 522 for_all_objects (op)
402 525
403 return 0; 526 return 0;
404} 527}
405 528
406/* 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/*
407 * 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.
408 * Used only by the patch command, but not all that useful. 546 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999" 547 * Enables features like "patch <name-of-other-player> food 999"
410 */ 548 */
411object * 549object *
412find_object_name (const char *str) 550find_object_name (const char *str)
413{ 551{
414 shstr_cmp str_ (str); 552 shstr_cmp str_ (str);
415 object *op;
416 553
554 if (str_)
417 for_all_objects (op) 555 for_all_objects (op)
418 if (op->name == str_) 556 if (op->name == str_)
419 break; 557 return op;
420 558
421 return op; 559 return 0;
422}
423
424void
425free_all_object_data ()
426{
427 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
428} 560}
429 561
430/* 562/*
431 * 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
432 * skill and experience objects. 564 * skill and experience objects.
438 // allow objects which own objects 570 // allow objects which own objects
439 if (owner) 571 if (owner)
440 while (owner->owner) 572 while (owner->owner)
441 owner = owner->owner; 573 owner = owner->owner;
442 574
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 }
580
443 this->owner = owner; 581 this->owner = owner;
444}
445
446int
447object::slottype () const
448{
449 if (type == SKILL)
450 {
451 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
452 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
453 }
454 else
455 {
456 if (slot [body_combat].info) return slot_combat;
457 if (slot [body_range ].info) return slot_ranged;
458 }
459
460 return slot_none;
461}
462
463bool
464object::change_weapon (object *ob)
465{
466 if (current_weapon == ob)
467 return true;
468
469 if (chosen_skill)
470 chosen_skill->flag [FLAG_APPLIED] = false;
471
472 current_weapon = ob;
473 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
474
475 if (chosen_skill)
476 chosen_skill->flag [FLAG_APPLIED] = true;
477
478 update_stats ();
479
480 if (ob)
481 {
482 // now check wether any body locations became invalid, in which case
483 // we cannot apply the weapon at the moment.
484 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
485 if (slot[i].used < 0)
486 {
487 current_weapon = chosen_skill = 0;
488 update_stats ();
489
490 new_draw_info_format (NDI_UNIQUE, 0, this,
491 "You try to balance all your items at once, "
492 "but the %s is just too much for your body. "
493 "[You need to unapply some items first.]", &ob->name);
494 return false;
495 }
496
497 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
498 }
499 else
500 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
501
502 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
503 {
504 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
505 &name, ob->debug_desc ());
506 return false;
507 }
508
509 return true;
510} 582}
511 583
512/* Zero the key_values on op, decrementing the shared-string 584/* Zero the key_values on op, decrementing the shared-string
513 * refcounts and freeing the links. 585 * refcounts and freeing the links.
514 */ 586 */
524 } 596 }
525 597
526 op->key_values = 0; 598 op->key_values = 0;
527} 599}
528 600
529object & 601/*
530object::operator =(const object &src) 602 * copy_to first frees everything allocated by the dst object,
603 * and then copies the contents of itself into the second
604 * object, allocating what needs to be allocated. Basically, any
605 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
606 * if the first object is freed, the pointers in the new object
607 * will point at garbage.
608 */
609void
610object::copy_to (object *dst)
531{ 611{
532 bool is_freed = flag [FLAG_FREED]; 612 dst->remove ();
533 bool is_removed = flag [FLAG_REMOVED];
534
535 *(object_copy *)this = src; 613 *(object_copy *)dst = *this;
536
537 flag [FLAG_FREED] = is_freed;
538 flag [FLAG_REMOVED] = is_removed; 614 dst->flag [FLAG_REMOVED] = true;
539 615
540 /* Copy over key_values, if any. */ 616 /* Copy over key_values, if any. */
541 if (src.key_values) 617 if (key_values)
542 { 618 {
543 key_value *tail = 0; 619 key_value *tail = 0;
544 key_values = 0; 620 dst->key_values = 0;
545 621
546 for (key_value *i = src.key_values; i; i = i->next) 622 for (key_value *i = key_values; i; i = i->next)
547 { 623 {
548 key_value *new_link = new key_value; 624 key_value *new_link = new key_value;
549 625
550 new_link->next = 0; 626 new_link->next = 0;
551 new_link->key = i->key; 627 new_link->key = i->key;
552 new_link->value = i->value; 628 new_link->value = i->value;
553 629
554 /* Try and be clever here, too. */ 630 /* Try and be clever here, too. */
555 if (!key_values) 631 if (!dst->key_values)
556 { 632 {
557 key_values = new_link; 633 dst->key_values = new_link;
558 tail = new_link; 634 tail = new_link;
559 } 635 }
560 else 636 else
561 { 637 {
562 tail->next = new_link; 638 tail->next = new_link;
563 tail = new_link; 639 tail = new_link;
564 } 640 }
565 } 641 }
566 } 642 }
567}
568 643
569/* 644 dst->activate ();
570 * copy_to first frees everything allocated by the dst object,
571 * and then copies the contents of itself into the second
572 * object, allocating what needs to be allocated. Basically, any
573 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
574 * if the first object is freed, the pointers in the new object
575 * will point at garbage.
576 */
577void
578object::copy_to (object *dst)
579{
580 *dst = *this;
581
582 if (speed < 0)
583 dst->speed_left -= rndm ();
584
585 dst->set_speed (dst->speed);
586} 645}
587 646
588void 647void
589object::instantiate () 648object::instantiate ()
590{ 649{
591 if (!uuid.seq) // HACK 650 if (!uuid.seq) // HACK
592 uuid = gen_uuid (); 651 uuid = UUID::gen ();
593 652
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
594 speed_left = -0.1f; 657 speed_left = -1.;
658
595 /* copy the body_info to the body_used - this is only really 659 /* copy the body_info to the body_used - this is only really
596 * need for monsters, but doesn't hurt to do it for everything. 660 * need for monsters, but doesn't hurt to do it for everything.
597 * by doing so, when a monster is created, it has good starting 661 * by doing so, when a monster is created, it has good starting
598 * values for the body_used info, so when items are created 662 * values for the body_used info, so when items are created
599 * for it, they can be properly equipped. 663 * for it, they can be properly equipped.
607object * 671object *
608object::clone () 672object::clone ()
609{ 673{
610 object *neu = create (); 674 object *neu = create ();
611 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
612 return neu; 682 return neu;
613} 683}
614 684
615/* 685/*
616 * 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
618 * 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.
619 */ 689 */
620void 690void
621update_turn_face (object *op) 691update_turn_face (object *op)
622{ 692{
623 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 693 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
624 return; 694 return;
625 695
626 SET_ANIMATION (op, op->direction); 696 SET_ANIMATION (op, op->direction);
627 update_object (op, UP_OBJ_FACE); 697 update_object (op, UP_OBJ_FACE);
628} 698}
633 * 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.
634 */ 704 */
635void 705void
636object::set_speed (float speed) 706object::set_speed (float speed)
637{ 707{
638 if (flag [FLAG_FREED] && speed)
639 {
640 LOG (llevError, "Object %s is freed but has speed.\n", &name);
641 speed = 0;
642 }
643
644 this->speed = speed; 708 this->speed = speed;
645 709
646 if (has_active_speed ()) 710 if (has_active_speed ())
647 activate (); 711 activate ();
648 else 712 else
667 * UP_OBJ_FACE: only the objects face has changed. 731 * UP_OBJ_FACE: only the objects face has changed.
668 */ 732 */
669void 733void
670update_object (object *op, int action) 734update_object (object *op, int action)
671{ 735{
672 if (op == NULL) 736 if (!op)
673 { 737 {
674 /* this should never happen */ 738 /* this should never happen */
675 LOG (llevDebug, "update_object() called for NULL object.\n"); 739 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
676 return; 740 return;
677 } 741 }
678 742
679 if (op->env) 743 if (!op->is_on_map ())
680 { 744 {
681 /* Animation is currently handled by client, so nothing 745 /* Animation is currently handled by client, so nothing
682 * to do in this case. 746 * to do in this case.
683 */ 747 */
684 return; 748 return;
685 } 749 }
686
687 /* If the map is saving, don't do anything as everything is
688 * going to get freed anyways.
689 */
690 if (!op->map || op->map->in_memory == MAP_SAVING)
691 return;
692 750
693 /* make sure the object is within map boundaries */ 751 /* make sure the object is within map boundaries */
694 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)
695 { 753 {
696 LOG (llevError, "update_object() called for object out of map!\n"); 754 LOG (llevError, "update_object() called for object out of map!\n");
704 762
705 if (!(m.flags_ & P_UPTODATE)) 763 if (!(m.flags_ & P_UPTODATE))
706 /* nop */; 764 /* nop */;
707 else if (action == UP_OBJ_INSERT) 765 else if (action == UP_OBJ_INSERT)
708 { 766 {
767#if 0
709 // this is likely overkill, TODO: revisit (schmorp) 768 // this is likely overkill, TODO: revisit (schmorp)
710 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 769 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
711 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 770 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
712 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 771 || (op->is_player () && !(m.flags_ & P_PLAYER))
713 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 772 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
714 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 773 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
715 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 774 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
716 || (m.move_on | op->move_on ) != m.move_on 775 || (m.move_on | op->move_on ) != m.move_on
717 || (m.move_off | op->move_off ) != m.move_off 776 || (m.move_off | op->move_off ) != m.move_off
718 || (m.move_slow | op->move_slow) != m.move_slow 777 || (m.move_slow | op->move_slow) != m.move_slow
719 /* 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
720 * to have move_allow right now. 779 * have move_allow right now.
721 */ 780 */
722 || ((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
723 || 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)
724 m.flags_ = 0; 785 m.invalidate ();
786#endif
725 } 787 }
726 /* if the object is being removed, we can't make intelligent 788 /* if the object is being removed, we can't make intelligent
727 * decisions, because remove_ob can't really pass the object 789 * decisions, because remove_ob can't really pass the object
728 * that is being removed. 790 * that is being removed.
729 */ 791 */
730 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 792 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
731 m.flags_ = 0; 793 m.invalidate ();
732 else if (action == UP_OBJ_FACE) 794 else if (action == UP_OBJ_FACE)
733 /* Nothing to do for that case */ ; 795 /* Nothing to do for that case */ ;
734 else 796 else
735 LOG (llevError, "update_object called with invalid action: %d\n", action); 797 LOG (llevError, "update_object called with invalid action: %d\n", action);
736 798
738 update_object (op->more, action); 800 update_object (op->more, action);
739} 801}
740 802
741object::object () 803object::object ()
742{ 804{
743 SET_FLAG (this, FLAG_REMOVED); 805 this->set_flag (FLAG_REMOVED);
744 806
745 expmul = 1.0; 807 //expmul = 1.0; declared const for the time being
746 face = blank_face; 808 face = blank_face;
809 material = MATERIAL_NULL;
747} 810}
748 811
749object::~object () 812object::~object ()
750{ 813{
751 unlink (); 814 unlink ();
752 815
753 free_key_values (this); 816 free_key_values (this);
754} 817}
755 818
756static int object_count;
757
758void object::link () 819void object::link ()
759{ 820{
760 assert (!index);//D 821 assert (!index);//D
761 uuid = gen_uuid (); 822 uuid = UUID::gen ();
762 count = ++object_count;
763 823
764 refcnt_inc (); 824 refcnt_inc ();
765 objects.insert (this); 825 objects.insert (this);
826
827 ++create_count;
828
766} 829}
767 830
768void object::unlink () 831void object::unlink ()
769{ 832{
770 if (!index) 833 if (!index)
771 return; 834 return;
835
836 ++destroy_count;
772 837
773 objects.erase (this); 838 objects.erase (this);
774 refcnt_dec (); 839 refcnt_dec ();
775} 840}
776 841
780 /* If already on active list, don't do anything */ 845 /* If already on active list, don't do anything */
781 if (active) 846 if (active)
782 return; 847 return;
783 848
784 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
785 actives.insert (this); 854 actives.insert (this);
855 }
786} 856}
787 857
788void 858void
789object::activate_recursive () 859object::activate_recursive ()
790{ 860{
839object::destroy_inv (bool drop_to_ground) 909object::destroy_inv (bool drop_to_ground)
840{ 910{
841 // need to check first, because the checks below might segfault 911 // need to check first, because the checks below might segfault
842 // as we might be on an invalid mapspace and crossfire code 912 // as we might be on an invalid mapspace and crossfire code
843 // is too buggy to ensure that the inventory is empty. 913 // is too buggy to ensure that the inventory is empty.
844 // corollary: if you create arrows etc. with stuff in tis inventory, 914 // corollary: if you create arrows etc. with stuff in its inventory,
845 // cf will crash below with off-map x and y 915 // cf will crash below with off-map x and y
846 if (!inv) 916 if (!inv)
847 return; 917 return;
848 918
849 /* Only if the space blocks everything do we not process - 919 /* Only if the space blocks everything do we not process -
850 * if some form of movement is allowed, let objects 920 * if some form of movement is allowed, let objects
851 * drop on that space. 921 * drop on that space.
852 */ 922 */
853 if (!drop_to_ground 923 if (!drop_to_ground
854 || !map 924 || !map
855 || map->in_memory != MAP_IN_MEMORY 925 || map->in_memory != MAP_ACTIVE
856 || map->nodrop 926 || map->no_drop
857 || ms ().move_block == MOVE_ALL) 927 || ms ().move_block == MOVE_ALL)
858 { 928 {
859 while (inv) 929 while (inv)
860 {
861 inv->destroy_inv (drop_to_ground);
862 inv->destroy (); 930 inv->destroy ();
863 }
864 } 931 }
865 else 932 else
866 { /* Put objects in inventory onto this space */ 933 { /* Put objects in inventory onto this space */
867 while (inv) 934 while (inv)
868 { 935 {
879 map->insert (op, x, y); 946 map->insert (op, x, y);
880 } 947 }
881 } 948 }
882} 949}
883 950
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 *
884object *object::create () 988object::create ()
885{ 989{
886 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
887 op->link (); 1012 op->link ();
1013
888 return op; 1014 return op;
889} 1015}
890 1016
891void 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
892object::do_destroy () 1052object::do_destroy ()
893{ 1053{
894 attachable::do_destroy ();
895
896 if (flag [FLAG_IS_LINKED]) 1054 if (flag [FLAG_IS_LINKED])
897 remove_button_link (this); 1055 remove_link ();
898 1056
899 if (flag [FLAG_FRIENDLY]) 1057 if (flag [FLAG_FRIENDLY])
900 remove_friendly_object (this); 1058 remove_friendly_object (this);
901 1059
902 if (!flag [FLAG_REMOVED])
903 remove (); 1060 remove ();
904 1061
905 destroy_inv (true); 1062 attachable::do_destroy ();
906 1063
907 deactivate (); 1064 deactivate ();
908 unlink (); 1065 unlink ();
909 1066
910 flag [FLAG_FREED] = 1; 1067 flag [FLAG_FREED] = 1;
911 1068
912 // hack to ensure that freed objects still have a valid map 1069 // hack to ensure that freed objects still have a valid map
913 {
914 static maptile *freed_map; // freed objects are moved here to avoid crashes
915
916 if (!freed_map)
917 {
918 freed_map = new maptile;
919
920 freed_map->name = "/internal/freed_objects_map";
921 freed_map->width = 3;
922 freed_map->height = 3;
923
924 freed_map->alloc ();
925 freed_map->in_memory = MAP_IN_MEMORY;
926 }
927
928 map = freed_map; 1070 map = &freed_map;
929 x = 1; 1071 x = 1;
930 y = 1; 1072 y = 1;
931 }
932 1073
933 if (more) 1074 if (more)
934 { 1075 {
935 more->destroy (); 1076 more->destroy ();
936 more = 0; 1077 more = 0;
944 attacked_by = 0; 1085 attacked_by = 0;
945 current_weapon = 0; 1086 current_weapon = 0;
946} 1087}
947 1088
948void 1089void
949object::destroy (bool destroy_inventory) 1090object::destroy ()
950{ 1091{
951 if (destroyed ()) 1092 if (destroyed ())
952 return; 1093 return;
953 1094
954 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
955 destroy_inv (false); 1102 destroy_inv_fast ();
956 1103
957 if (is_head ()) 1104 if (is_head ())
958 if (sound_destroy) 1105 if (sound_destroy)
959 play_sound (sound_destroy); 1106 play_sound (sound_destroy);
960 else if (flag [FLAG_MONSTER]) 1107 else if (flag [FLAG_MONSTER])
961 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism 1108 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
962 1109
963 attachable::destroy (); 1110 attachable::destroy ();
964}
965
966/*
967 * sub_weight() recursively (outwards) subtracts a number from the
968 * weight of an object (and what is carried by it's environment(s)).
969 */
970void
971sub_weight (object *op, signed long weight)
972{
973 while (op != NULL)
974 {
975 if (op->type == CONTAINER)
976 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
977
978 op->carrying -= weight;
979 op = op->env;
980 }
981} 1111}
982 1112
983/* op->remove (): 1113/* op->remove ():
984 * 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
985 * 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
988 * the previous environment. 1118 * the previous environment.
989 */ 1119 */
990void 1120void
991object::do_remove () 1121object::do_remove ()
992{ 1122{
993 object *tmp, *last = 0; 1123 if (flag [FLAG_REMOVED])
994 object *otmp;
995
996 if (QUERY_FLAG (this, FLAG_REMOVED))
997 return; 1124 return;
998 1125
999 SET_FLAG (this, FLAG_REMOVED);
1000 INVOKE_OBJECT (REMOVE, this); 1126 INVOKE_OBJECT (REMOVE, this);
1127
1128 flag [FLAG_REMOVED] = true;
1001 1129
1002 if (more) 1130 if (more)
1003 more->remove (); 1131 more->remove ();
1004 1132
1005 /* 1133 /*
1006 * In this case, the object to be removed is in someones 1134 * In this case, the object to be removed is in someones
1007 * inventory. 1135 * inventory.
1008 */ 1136 */
1009 if (env) 1137 if (env)
1010 { 1138 {
1011 if (nrof) 1139 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1012 sub_weight (env, weight * nrof); 1140 if (object *pl = visible_to ())
1013 else 1141 esrv_del_item (pl->contr, count);
1014 sub_weight (env, weight + carrying); 1142 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1015 1143
1016 /* NO_FIX_PLAYER is set when a great many changes are being 1144 adjust_weight (env, total_weight (), 0);
1017 * made to players inventory. If set, avoiding the call
1018 * to save cpu time.
1019 */
1020 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1021 otmp->update_stats ();
1022 1145
1023 if (above) 1146 object *pl = in_player ();
1024 above->below = below;
1025 else
1026 env->inv = below;
1027
1028 if (below)
1029 below->above = above;
1030 1147
1031 /* we set up values so that it could be inserted into 1148 /* we set up values so that it could be inserted into
1032 * 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
1033 * to the caller to decide what we want to do. 1150 * to the caller to decide what we want to do.
1034 */ 1151 */
1035 x = env->x, y = env->y;
1036 map = env->map; 1152 map = env->map;
1037 above = 0, below = 0; 1153 x = env->x;
1154 y = env->y;
1155
1156 // make sure cmov optimisation is applicable
1157 *(above ? &above->below : &env->inv) = below;
1158 *(below ? &below->above : &above ) = above; // &above is just a dummy
1159
1160 above = 0;
1161 below = 0;
1038 env = 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 }
1039 } 1185 }
1040 else if (map) 1186 else if (map)
1041 { 1187 {
1042 if (type == PLAYER)
1043 {
1044 // leaving a spot always closes any open container on the ground
1045 if (container && !container->env)
1046 // this causes spurious floorbox updates, but it ensures
1047 // that the CLOSE event is being sent.
1048 close_container ();
1049
1050 --map->players;
1051 map->touch ();
1052 }
1053
1054 map->dirty = true; 1188 map->dirty = true;
1055 mapspace &ms = this->ms (); 1189 mapspace &ms = this->ms ();
1056 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
1057 /* link the object above us */ 1216 /* link the object above us */
1058 if (above) 1217 // re-link, make sure compiler can easily use cmove
1059 above->below = below; 1218 *(above ? &above->below : &ms.top) = below;
1060 else 1219 *(below ? &below->above : &ms.bot) = above;
1061 ms.top = below; /* we were top, set new top */
1062
1063 /* Relink the object below us, if there is one */
1064 if (below)
1065 below->above = above;
1066 else
1067 {
1068 /* Nothing below, which means we need to relink map object for this space
1069 * use translated coordinates in case some oddness with map tiling is
1070 * evident
1071 */
1072 if (GET_MAP_OB (map, x, y) != this)
1073 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1074
1075 ms.bot = above; /* goes on above it. */
1076 }
1077 1220
1078 above = 0; 1221 above = 0;
1079 below = 0; 1222 below = 0;
1080 1223
1224 ms.invalidate ();
1225
1081 if (map->in_memory == MAP_SAVING) 1226 if (map->in_memory == MAP_SAVING)
1082 return; 1227 return;
1083 1228
1084 int check_walk_off = !flag [FLAG_NO_APPLY]; 1229 int check_walk_off = !flag [FLAG_NO_APPLY];
1085 1230
1086 if (object *pl = ms.player ()) 1231 if (object *pl = ms.player ())
1087 { 1232 {
1088 if (pl->container == this) 1233 if (pl->container_ () == this)
1089 /* If a container that the player is currently using somehow gets 1234 /* If a container that the player is currently using somehow gets
1090 * removed (most likely destroyed), update the player view 1235 * removed (most likely destroyed), update the player view
1091 * appropriately. 1236 * appropriately.
1092 */ 1237 */
1093 pl->close_container (); 1238 pl->close_container ();
1094 1239
1240 //TODO: the floorbox prev/next might need updating
1241 //esrv_del_item (pl->contr, count);
1242 //TODO: update floorbox to preserve ordering
1243 if (pl->contr->ns)
1095 pl->contr->ns->floorbox_update (); 1244 pl->contr->ns->floorbox_update ();
1096 } 1245 }
1097 1246
1247 if (check_walk_off)
1098 for (tmp = ms.bot; tmp; tmp = tmp->above) 1248 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1099 { 1249 {
1250 above = tmp->above;
1251
1100 /* No point updating the players look faces if he is the object 1252 /* No point updating the players look faces if he is the object
1101 * being removed. 1253 * being removed.
1102 */ 1254 */
1103 1255
1104 /* See if object moving off should effect something */ 1256 /* See if object moving off should effect something */
1105 if (check_walk_off
1106 && ((move_type & tmp->move_off) 1257 if ((move_type & tmp->move_off)
1107 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1258 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1108 {
1109 move_apply (tmp, this, 0); 1259 move_apply (tmp, this, 0);
1110
1111 if (destroyed ())
1112 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1113 } 1260 }
1114 1261
1115 last = tmp; 1262 if (affects_los ())
1116 }
1117
1118 /* last == NULL if there are no objects on this space */
1119 //TODO: this makes little sense, why only update the topmost object?
1120 if (!last)
1121 map->at (x, y).flags_ = 0;
1122 else
1123 update_object (last, UP_OBJ_REMOVE);
1124
1125 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1126 update_all_los (map, x, y); 1263 update_all_los (map, x, y);
1127 } 1264 }
1128} 1265}
1129 1266
1130/* 1267/*
1139merge_ob (object *op, object *top) 1276merge_ob (object *op, object *top)
1140{ 1277{
1141 if (!op->nrof) 1278 if (!op->nrof)
1142 return 0; 1279 return 0;
1143 1280
1144 if (top) 1281 if (!top)
1145 for (top = op; top && top->above; top = top->above) 1282 for (top = op; top && top->above; top = top->above)
1146 ; 1283 ;
1147 1284
1148 for (; top; top = top->below) 1285 for (; top; top = top->below)
1149 {
1150 if (top == op)
1151 continue;
1152
1153 if (object::can_merge (op, top)) 1286 if (object::can_merge (op, top))
1154 { 1287 {
1155 top->nrof += op->nrof; 1288 top->nrof += op->nrof;
1156 1289
1157/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1290 if (object *pl = top->visible_to ())
1158 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
1159 op->destroy (); 1296 op->destroy ();
1297
1160 return top; 1298 return top;
1161 } 1299 }
1162 }
1163 1300
1164 return 0; 1301 return 0;
1165} 1302}
1166 1303
1167void 1304void
1172 1309
1173 object *prev = this; 1310 object *prev = this;
1174 1311
1175 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1312 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1176 { 1313 {
1177 object *op = arch_to_object (at); 1314 object *op = at->instance ();
1178 1315
1179 op->name = name; 1316 op->name = name;
1180 op->name_pl = name_pl; 1317 op->name_pl = name_pl;
1181 op->title = title; 1318 op->title = title;
1182 1319
1192 * job preparing multi-part monsters. 1329 * job preparing multi-part monsters.
1193 */ 1330 */
1194object * 1331object *
1195insert_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)
1196{ 1333{
1334 op->remove ();
1335
1197 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1336 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1198 { 1337 {
1199 tmp->x = x + tmp->arch->x; 1338 tmp->x = x + tmp->arch->x;
1200 tmp->y = y + tmp->arch->y; 1339 tmp->y = y + tmp->arch->y;
1201 } 1340 }
1218 * 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
1219 * to be set if special handling is needed. 1358 * to be set if special handling is needed.
1220 * 1359 *
1221 * Return value: 1360 * Return value:
1222 * new object if 'op' was merged with other object 1361 * new object if 'op' was merged with other object
1223 * NULL if 'op' was destroyed 1362 * NULL if there was an error (destroyed, blocked etc.)
1224 * just 'op' otherwise 1363 * just 'op' otherwise
1225 */ 1364 */
1226object * 1365object *
1227insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1366insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1228{ 1367{
1229 assert (!op->flag [FLAG_FREED]);
1230
1231 object *top, *floor = NULL;
1232
1233 op->remove (); 1368 op->remove ();
1234 1369
1235 if (out_of_map (m, op->x, op->y)) 1370 if (m == &freed_map)//D TODO: remove soon
1236 { 1371 {//D
1237 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ()); 1372 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1238#ifdef MANY_CORES
1239 /* Better to catch this here, as otherwise the next use of this object
1240 * is likely to cause a crash. Better to find out where it is getting
1241 * improperly inserted.
1242 */
1243 abort ();
1244#endif
1245 return op;
1246 } 1373 }//D
1247
1248 if (object *more = op->more)
1249 if (!insert_ob_in_map (more, m, originator, flag))
1250 return 0;
1251
1252 CLEAR_FLAG (op, FLAG_REMOVED);
1253 1374
1254 /* Ideally, the caller figures this out. However, it complicates a lot 1375 /* Ideally, the caller figures this out. However, it complicates a lot
1255 * 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
1256 * need extra work 1377 * need extra work
1257 */ 1378 */
1379 maptile *newmap = m;
1258 if (!xy_normalise (m, op->x, op->y)) 1380 if (!xy_normalise (newmap, op->x, op->y))
1381 {
1382 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1259 return 0; 1383 return 0;
1384 }
1260 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;
1261 op->map = m; 1392 op->map = newmap;
1393
1262 mapspace &ms = op->ms (); 1394 mapspace &ms = op->ms ();
1263 1395
1264 /* this has to be done after we translate the coordinates. 1396 /* this has to be done after we translate the coordinates.
1265 */ 1397 */
1266 if (op->nrof && !(flag & INS_NO_MERGE)) 1398 if (op->nrof && !(flag & INS_NO_MERGE))
1267 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1399 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1268 if (object::can_merge (op, tmp)) 1400 if (object::can_merge (op, tmp))
1269 { 1401 {
1402 // TODO: we actually want to update tmp, not op,
1403 // but some caller surely breaks when we return tmp
1404 // from here :/
1270 op->nrof += tmp->nrof; 1405 op->nrof += tmp->nrof;
1271 tmp->destroy (); 1406 tmp->destroy ();
1272 } 1407 }
1273 1408
1274 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 */
1275 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1410 op->clr_flag (FLAG_INV_LOCKED);
1276 1411
1277 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1412 if (!op->flag [FLAG_ALIVE])
1278 CLEAR_FLAG (op, FLAG_NO_STEAL); 1413 op->clr_flag (FLAG_NO_STEAL);
1279 1414
1280 if (flag & INS_BELOW_ORIGINATOR) 1415 if (flag & INS_BELOW_ORIGINATOR)
1281 { 1416 {
1282 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)
1283 { 1418 {
1284 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");
1285 abort (); 1420 abort ();
1286 } 1421 }
1287 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
1288 op->above = originator; 1430 op->above = originator;
1289 op->below = originator->below; 1431 op->below = originator->below;
1290
1291 if (op->below)
1292 op->below->above = op;
1293 else
1294 ms.bot = op;
1295
1296 /* since *below* originator, no need to update top */
1297 originator->below = op; 1432 originator->below = op;
1433
1434 *(op->below ? &op->below->above : &ms.bot) = op;
1298 } 1435 }
1299 else 1436 else
1300 { 1437 {
1301 top = ms.bot; 1438 object *floor = 0;
1439 object *top = ms.top;
1302 1440
1303 /* If there are other objects, then */ 1441 /* If there are other objects, then */
1304 if ((!(flag & INS_MAP_LOAD)) && top) 1442 if (top)
1305 { 1443 {
1306 object *last = 0;
1307
1308 /* 1444 /*
1309 * 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.
1310 * We've already dealt with merging if appropriate. 1446 * We've already dealt with merging if appropriate.
1311 * 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
1312 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1448 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1315 * 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
1316 * 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
1317 * 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
1318 * that flying non pickable objects are spell objects. 1454 * that flying non pickable objects are spell objects.
1319 */ 1455 */
1320 for (top = ms.bot; top; top = top->above) 1456 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1321 { 1457 {
1322 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])
1323 floor = top; 1459 floor = tmp;
1324 1460
1325 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])
1326 { 1462 {
1327 /* We insert above top, so we want this object below this */ 1463 /* We insert above top, so we want this object below this */
1328 top = top->below; 1464 top = tmp->below;
1329 break; 1465 break;
1330 } 1466 }
1331 1467
1332 last = top; 1468 top = tmp;
1333 } 1469 }
1334
1335 /* Don't want top to be NULL, so set it to the last valid object */
1336 top = last;
1337 1470
1338 /* We let update_position deal with figuring out what the space 1471 /* We let update_position deal with figuring out what the space
1339 * looks like instead of lots of conditions here. 1472 * looks like instead of lots of conditions here.
1340 * makes things faster, and effectively the same result. 1473 * makes things faster, and effectively the same result.
1341 */ 1474 */
1348 */ 1481 */
1349 if (!(flag & INS_ON_TOP) 1482 if (!(flag & INS_ON_TOP)
1350 && ms.flags () & P_BLOCKSVIEW 1483 && ms.flags () & P_BLOCKSVIEW
1351 && (op->face && !faces [op->face].visibility)) 1484 && (op->face && !faces [op->face].visibility))
1352 { 1485 {
1486 object *last;
1487
1353 for (last = top; last != floor; last = last->below) 1488 for (last = top; last != floor; last = last->below)
1354 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1489 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1355 break; 1490 break;
1356 1491
1357 /* Check to see if we found the object that blocks view, 1492 /* Check to see if we found the object that blocks view,
1358 * 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
1359 * we can get inserted below this one, which requires we 1494 * we can get inserted below this one, which requires we
1361 */ 1496 */
1362 if (last && last->below && last != floor) 1497 if (last && last->below && last != floor)
1363 top = last->below; 1498 top = last->below;
1364 } 1499 }
1365 } /* If objects on this space */ 1500 } /* If objects on this space */
1366 if (flag & INS_MAP_LOAD)
1367 top = ms.top;
1368 1501
1369 if (flag & INS_ABOVE_FLOOR_ONLY) 1502 if (flag & INS_ABOVE_FLOOR_ONLY)
1370 top = floor; 1503 top = floor;
1371 1504
1372 /* 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
1373 */
1374
1375 /* First object on this space */
1376 if (!top) 1506 if (!top)
1377 { 1507 {
1508 op->below = 0;
1378 op->above = ms.bot; 1509 op->above = ms.bot;
1379
1380 if (op->above)
1381 op->above->below = op;
1382
1383 op->below = 0;
1384 ms.bot = op; 1510 ms.bot = op;
1511
1512 *(op->above ? &op->above->below : &ms.top) = op;
1385 } 1513 }
1386 else 1514 else
1387 { /* get inserted into the stack above top */ 1515 {
1388 op->above = top->above; 1516 op->above = top->above;
1389
1390 if (op->above)
1391 op->above->below = op; 1517 top->above = op;
1392 1518
1393 op->below = top; 1519 op->below = top;
1394 top->above = op; 1520 *(op->above ? &op->above->below : &ms.top) = op;
1395 } 1521 }
1522 }
1396 1523
1397 if (!op->above) 1524 if (op->is_player ())
1398 ms.top = op;
1399 } /* else not INS_BELOW_ORIGINATOR */
1400
1401 if (op->type == PLAYER)
1402 { 1525 {
1403 op->contr->do_los = 1; 1526 op->contr->do_los = 1;
1404 ++op->map->players; 1527 ++op->map->players;
1405 op->map->touch (); 1528 op->map->touch ();
1406 } 1529 }
1407 1530
1408 op->map->dirty = true; 1531 op->map->dirty = true;
1409 1532
1410 if (!(flag & INS_MAP_LOAD))
1411 if (object *pl = 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
1537 if (pl->contr->ns)
1412 pl->contr->ns->floorbox_update (); 1538 pl->contr->ns->floorbox_update ();
1413 1539
1414 /* If this object glows, it may affect lighting conditions that are 1540 /* If this object glows, it may affect lighting conditions that are
1415 * 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
1416 * 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
1418 * 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 -
1419 * this should get redone to only look for players within range, 1545 * this should get redone to only look for players within range,
1420 * or just updating the P_UPTODATE for spaces within this area 1546 * or just updating the P_UPTODATE for spaces within this area
1421 * of effect may be sufficient. 1547 * of effect may be sufficient.
1422 */ 1548 */
1423 if (op->map->darkness && (op->glow_radius != 0)) 1549 if (op->affects_los ())
1550 {
1551 op->ms ().invalidate ();
1424 update_all_los (op->map, op->x, op->y); 1552 update_all_los (op->map, op->x, op->y);
1553 }
1425 1554
1426 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1555 /* updates flags (blocked, alive, no magic, etc) for this map space */
1427 update_object (op, UP_OBJ_INSERT); 1556 update_object (op, UP_OBJ_INSERT);
1428 1557
1429 INVOKE_OBJECT (INSERT, op); 1558 INVOKE_OBJECT (INSERT, op);
1436 * blocked() and wall() work properly), and these flags are updated by 1565 * blocked() and wall() work properly), and these flags are updated by
1437 * update_object(). 1566 * update_object().
1438 */ 1567 */
1439 1568
1440 /* 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 */
1441 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1570 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1442 { 1571 {
1443 if (check_move_on (op, originator)) 1572 if (check_move_on (op, originator, flag))
1444 return 0; 1573 return 0;
1445 1574
1446 /* 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
1447 * walk on's. 1576 * walk on's.
1448 */ 1577 */
1449 for (object *tmp = op->more; tmp; tmp = tmp->more) 1578 for (object *tmp = op->more; tmp; tmp = tmp->more)
1450 if (check_move_on (tmp, originator)) 1579 if (check_move_on (tmp, originator, flag))
1451 return 0; 1580 return 0;
1452 } 1581 }
1453 1582
1454 return op; 1583 return op;
1455} 1584}
1457/* this function inserts an object in the map, but if it 1586/* this function inserts an object in the map, but if it
1458 * 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.
1459 * 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.
1460 */ 1589 */
1461void 1590void
1462replace_insert_ob_in_map (const char *arch_string, object *op) 1591replace_insert_ob_in_map (shstr_tmp archname, object *op)
1463{ 1592{
1464 object *tmp, *tmp1;
1465
1466 /* first search for itself and remove any old instances */ 1593 /* first search for itself and remove any old instances */
1467 1594
1468 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1595 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1469 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1596 if (tmp->arch->archname == archname) /* same archetype */
1470 tmp->destroy (); 1597 tmp->destroy ();
1471 1598
1472 tmp1 = arch_to_object (archetype::find (arch_string)); 1599 object *tmp = archetype::find (archname)->instance ();
1473 1600
1474 tmp1->x = op->x; 1601 tmp->x = op->x;
1475 tmp1->y = op->y; 1602 tmp->y = op->y;
1603
1476 insert_ob_in_map (tmp1, op->map, op, 0); 1604 insert_ob_in_map (tmp, op->map, op, 0);
1477} 1605}
1478 1606
1479object * 1607object *
1480object::insert_at (object *where, object *originator, int flags) 1608object::insert_at (object *where, object *originator, int flags)
1481{ 1609{
1610 if (where->env)
1611 return where->env->insert (this);
1612 else
1482 return where->map->insert (this, where->x, where->y, originator, flags); 1613 return where->map->insert (this, where->x, where->y, originator, flags);
1483} 1614}
1484 1615
1485/* 1616// check whether we can put this into the map, respect max_volume, max_items
1486 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1617bool
1487 * is returned contains nr objects, and the remaining parts contains 1618object::can_drop_at (maptile *m, int x, int y, object *originator)
1488 * the rest (or is removed and freed if that number is 0).
1489 * On failure, NULL is returned, and the reason put into the
1490 * global static errmsg array.
1491 */
1492object *
1493get_split_ob (object *orig_ob, uint32 nr)
1494{ 1619{
1495 object *newob; 1620 mapspace &ms = m->at (x, y);
1496 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1497 1621
1498 if (orig_ob->nrof < nr) 1622 int items = ms.items ();
1499 {
1500 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1501 return NULL;
1502 }
1503 1623
1504 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;
1505 1628
1506 if ((orig_ob->nrof -= nr) < 1) 1629 if (originator && originator->is_player ())
1507 orig_ob->destroy (1); 1630 originator->contr->failmsgf (
1508 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.>",
1509 { 1632 query_name ()
1510 if (orig_ob->env != NULL) 1633 );
1511 sub_weight (orig_ob->env, orig_ob->weight * nr);
1512 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1513 {
1514 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1515 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1516 return NULL;
1517 }
1518 }
1519 1634
1520 newob->nrof = nr; 1635 return false;
1521
1522 return newob;
1523} 1636}
1524 1637
1525/* 1638/*
1526 * decrease_ob_nr(object, number) decreases a specified number from 1639 * decrease(object, number) decreases a specified number from
1527 * 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
1528 * is subsequently removed and freed. 1641 * is subsequently removed and freed.
1529 * 1642 *
1530 * 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
1531 */ 1644 */
1645bool
1646object::decrease (sint32 nr)
1647{
1648 if (!nr)
1649 return true;
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 */
1532object * 1679object *
1533decrease_ob_nr (object *op, uint32 i) 1680object::split (sint32 nr)
1534{ 1681{
1535 object *tmp; 1682 int have = number_of ();
1536 1683
1537 if (i == 0) /* objects with op->nrof require this check */ 1684 if (have < nr)
1538 return op; 1685 return 0;
1539 1686 else if (have == nr)
1540 if (i > op->nrof)
1541 i = op->nrof;
1542
1543 if (QUERY_FLAG (op, FLAG_REMOVED))
1544 op->nrof -= i;
1545 else if (op->env)
1546 { 1687 {
1547 /* is this object in the players inventory, or sub container
1548 * therein?
1549 */
1550 tmp = op->in_player ();
1551 /* nope. Is this a container the player has opened?
1552 * If so, set tmp to that player.
1553 * IMO, searching through all the players will mostly
1554 * likely be quicker than following op->env to the map,
1555 * and then searching the map for a player.
1556 */
1557 if (!tmp)
1558 for_all_players (pl)
1559 if (pl->ob->container == op->env)
1560 {
1561 tmp = pl->ob;
1562 break;
1563 }
1564
1565 if (i < op->nrof)
1566 {
1567 sub_weight (op->env, op->weight * i);
1568 op->nrof -= i;
1569 if (tmp)
1570 esrv_send_item (tmp, op);
1571 }
1572 else
1573 {
1574 op->remove (); 1688 remove ();
1575 op->nrof = 0; 1689 return this;
1576 if (tmp)
1577 esrv_del_item (tmp->contr, op->count);
1578 }
1579 } 1690 }
1580 else 1691 else
1581 { 1692 {
1582 object *above = op->above; 1693 decrease (nr);
1583 1694
1584 if (i < op->nrof) 1695 object *op = deep_clone ();
1585 op->nrof -= i; 1696 op->nrof = nr;
1586 else
1587 {
1588 op->remove ();
1589 op->nrof = 0;
1590 }
1591
1592 /* Since we just removed op, op->above is null */
1593 for (tmp = above; tmp; tmp = tmp->above)
1594 if (tmp->type == PLAYER)
1595 {
1596 if (op->nrof)
1597 esrv_send_item (tmp, op);
1598 else
1599 esrv_del_item (tmp->contr, op->count);
1600 }
1601 }
1602
1603 if (op->nrof)
1604 return op; 1697 return op;
1605 else
1606 {
1607 op->destroy ();
1608 return 0;
1609 }
1610}
1611
1612/*
1613 * add_weight(object, weight) adds the specified weight to an object,
1614 * and also updates how much the environment(s) is/are carrying.
1615 */
1616void
1617add_weight (object *op, signed long weight)
1618{
1619 while (op != NULL)
1620 {
1621 if (op->type == CONTAINER)
1622 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1623
1624 op->carrying += weight;
1625 op = op->env;
1626 } 1698 }
1627} 1699}
1628 1700
1629object * 1701object *
1630insert_ob_in_ob (object *op, object *where) 1702insert_ob_in_ob (object *op, object *where)
1655 * be != op, if items are merged. -Tero 1727 * be != op, if items are merged. -Tero
1656 */ 1728 */
1657object * 1729object *
1658object::insert (object *op) 1730object::insert (object *op)
1659{ 1731{
1660 if (!QUERY_FLAG (op, FLAG_REMOVED))
1661 op->remove ();
1662
1663 if (op->more) 1732 if (op->more)
1664 { 1733 {
1665 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);
1666 return op; 1735 return op;
1667 } 1736 }
1668 1737
1669 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1738 op->remove ();
1670 CLEAR_FLAG (op, FLAG_REMOVED); 1739
1740 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1671 1741
1672 if (op->nrof) 1742 if (op->nrof)
1673 {
1674 for (object *tmp = inv; tmp; tmp = tmp->below) 1743 for (object *tmp = inv; tmp; tmp = tmp->below)
1675 if (object::can_merge (tmp, op)) 1744 if (object::can_merge (tmp, op))
1676 { 1745 {
1677 /* return the original object and remove inserted object 1746 /* return the original object and remove inserted object
1678 (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
1679 tmp->nrof += op->nrof; 1752 tmp->nrof += op->nrof;
1680 /* Weight handling gets pretty funky. Since we are adding to 1753
1681 * tmp->nrof, we need to increase the weight. 1754 if (object *pl = tmp->visible_to ())
1682 */ 1755 esrv_update_item (UPD_NROF, pl, tmp);
1756
1683 add_weight (this, op->weight * op->nrof); 1757 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1684 SET_FLAG (op, FLAG_REMOVED); 1758
1685 op->destroy (); /* free the inserted object */ 1759 op->destroy ();
1686 op = tmp; 1760 op = tmp;
1687 op->remove (); /* and fix old object's links */ 1761 goto inserted;
1688 CLEAR_FLAG (op, FLAG_REMOVED);
1689 break;
1690 } 1762 }
1691 1763
1692 /* I assume combined objects have no inventory
1693 * We add the weight - this object could have just been removed
1694 * (if it was possible to merge). calling remove_ob will subtract
1695 * the weight, so we need to add it in again, since we actually do
1696 * the linking below
1697 */
1698 add_weight (this, op->weight * op->nrof);
1699 }
1700 else
1701 add_weight (this, (op->weight + op->carrying));
1702
1703 if (object *otmp = this->in_player ())
1704 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1705 otmp->update_stats ();
1706
1707 op->owner = 0; // its his/hers now. period. 1764 op->owner = 0; // it's his/hers now. period.
1708 op->map = 0; 1765 op->map = 0;
1766 op->x = 0;
1767 op->y = 0;
1768
1769 op->above = 0;
1770 op->below = inv;
1709 op->env = this; 1771 op->env = this;
1710 op->above = 0;
1711 op->below = 0;
1712 op->x = op->y = 0;
1713 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:
1714 /* 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 */
1715 if (op->glow_radius && map) 1787 if (op->glow_radius && is_on_map ())
1716 { 1788 {
1717#ifdef DEBUG_LIGHTS 1789 update_stats ();
1718 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1719#endif /* DEBUG_LIGHTS */
1720 if (map->darkness)
1721 update_all_los (map, x, y); 1790 update_all_los (map, x, y);
1722 }
1723
1724 /* Client has no idea of ordering so lets not bother ordering it here.
1725 * It sure simplifies this function...
1726 */
1727 if (!inv)
1728 inv = op;
1729 else
1730 { 1791 }
1731 op->below = inv; 1792 else if (is_player ())
1732 op->below->above = op; 1793 // if this is a player's inventory, update stats
1733 inv = op; 1794 contr->queue_stats_update ();
1734 }
1735 1795
1736 INVOKE_OBJECT (INSERT, this); 1796 INVOKE_OBJECT (INSERT, this);
1737 1797
1738 return op; 1798 return op;
1739} 1799}
1757 * 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
1758 * 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
1759 * on top. 1819 * on top.
1760 */ 1820 */
1761int 1821int
1762check_move_on (object *op, object *originator) 1822check_move_on (object *op, object *originator, int flags)
1763{ 1823{
1824 if (op->flag [FLAG_NO_APPLY])
1825 return 0;
1826
1764 object *tmp; 1827 object *tmp;
1765 maptile *m = op->map; 1828 maptile *m = op->map;
1766 int x = op->x, y = op->y; 1829 int x = op->x, y = op->y;
1767 1830
1768 MoveType move_on, move_slow, move_block; 1831 mapspace &ms = m->at (x, y);
1769 1832
1770 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1833 ms.update ();
1771 return 0;
1772 1834
1773 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1835 MoveType move_on = ms.move_on;
1774 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1836 MoveType move_slow = ms.move_slow;
1775 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1837 MoveType move_block = ms.move_block;
1776 1838
1777 /* 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,
1778 * 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
1779 * 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
1780 * as walking. 1842 * as walking.
1791 return 0; 1853 return 0;
1792 1854
1793 /* The objects have to be checked from top to bottom. 1855 /* The objects have to be checked from top to bottom.
1794 * Hence, we first go to the top: 1856 * Hence, we first go to the top:
1795 */ 1857 */
1796 1858 for (object *next, *tmp = ms.top; tmp; tmp = next)
1797 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1798 {
1799 /* Trim the search when we find the first other spell effect
1800 * this helps performance so that if a space has 50 spell objects,
1801 * we don't need to check all of them.
1802 */
1803 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1804 break;
1805 } 1859 {
1860 next = tmp->below;
1806 1861
1807 for (; tmp; tmp = tmp->below)
1808 {
1809 if (tmp == op) 1862 if (tmp == op)
1810 continue; /* Can't apply yourself */ 1863 continue; /* Can't apply yourself */
1811 1864
1812 /* 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.
1813 * Second check makes sure that the movement types not being slowed 1866 * Second check makes sure that the movement types not being slowed
1814 * (~slow_move) is not blocked on this space - just because the 1867 * (~slow_move) is not blocked on this space - just because the
1815 * 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
1816 * 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.
1817 */ 1870 */
1818 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1871 if (!op->flag [FLAG_WIZPASS])
1819 { 1872 {
1820 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1873 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1821 ((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))
1822 { 1875 {
1823
1824 float
1825 diff = tmp->move_slow_penalty * fabs (op->speed); 1876 float diff = tmp->move_slow_penalty * fabs (op->speed);
1826 1877
1827 if (op->type == PLAYER) 1878 if (op->is_player ())
1828 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)) ||
1829 (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)))
1830 diff /= 4.0; 1881 diff /= 4.0;
1831 1882
1832 op->speed_left -= diff; 1883 op->speed_left -= diff;
1833 } 1884 }
1834 } 1885 }
1835 1886
1836 /* Basically same logic as above, except now for actual apply. */ 1887 /* Basically same logic as above, except now for actual apply. */
1837 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1888 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1838 ((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))
1839 { 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
1840 move_apply (tmp, op, originator); 1896 move_apply (tmp, op, originator);
1841 1897
1842 if (op->destroyed ()) 1898 if (op->destroyed ())
1843 return 1; 1899 return 1;
1844 1900
1867 LOG (llevError, "Present_arch called outside map.\n"); 1923 LOG (llevError, "Present_arch called outside map.\n");
1868 return NULL; 1924 return NULL;
1869 } 1925 }
1870 1926
1871 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)
1872 if (tmp->arch == at) 1928 if (tmp->arch->archname == at->archname)
1873 return tmp; 1929 return tmp;
1874 1930
1875 return NULL; 1931 return NULL;
1876} 1932}
1877 1933
1941 * The first matching object is returned, or NULL if none. 1997 * The first matching object is returned, or NULL if none.
1942 */ 1998 */
1943object * 1999object *
1944present_arch_in_ob (const archetype *at, const object *op) 2000present_arch_in_ob (const archetype *at, const object *op)
1945{ 2001{
1946 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2002 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1947 if (tmp->arch == at) 2003 if (tmp->arch->archname == at->archname)
1948 return tmp; 2004 return tmp;
1949 2005
1950 return NULL; 2006 return NULL;
1951} 2007}
1952 2008
1954 * activate recursively a flag on an object inventory 2010 * activate recursively a flag on an object inventory
1955 */ 2011 */
1956void 2012void
1957flag_inv (object *op, int flag) 2013flag_inv (object *op, int flag)
1958{ 2014{
1959 if (op->inv)
1960 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2015 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1961 { 2016 {
1962 SET_FLAG (tmp, flag); 2017 tmp->set_flag (flag);
1963 flag_inv (tmp, flag); 2018 flag_inv (tmp, flag);
1964 } 2019 }
1965} 2020}
1966 2021
1967/* 2022/*
1968 * deactivate recursively a flag on an object inventory 2023 * deactivate recursively a flag on an object inventory
1969 */ 2024 */
1970void 2025void
1971unflag_inv (object *op, int flag) 2026unflag_inv (object *op, int flag)
1972{ 2027{
1973 if (op->inv)
1974 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2028 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1975 { 2029 {
1976 CLEAR_FLAG (tmp, flag); 2030 tmp->clr_flag (flag);
1977 unflag_inv (tmp, flag); 2031 unflag_inv (tmp, flag);
1978 } 2032 }
1979} 2033}
1980 2034
1981/* 2035/*
1982 * 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
1983 * 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
1985 * to search (see the freearr_x/y[] definition). 2039 * to search (see the freearr_x/y[] definition).
1986 * It returns a random choice among the alternatives found. 2040 * It returns a random choice among the alternatives found.
1987 * 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
1988 * does all 4 immediate directions). This returns the index into the 2042 * does all 4 immediate directions). This returns the index into the
1989 * 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)
1990 * Note - this only checks to see if there is space for the head of the
1991 * object - if it is a multispace object, this should be called for all
1992 * pieces.
1993 * Note2: This function does correctly handle tiled maps, but does not 2044 * Note: This function does correctly handle tiled maps, but does not
1994 * inform the caller. However, insert_ob_in_map will update as 2045 * inform the caller. However, insert_ob_in_map will update as
1995 * 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.
1996 * 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
1997 * 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
1998 * 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
2000 * customized, changed states, etc. 2051 * customized, changed states, etc.
2001 */ 2052 */
2002int 2053int
2003find_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)
2004{ 2055{
2056 int altern[SIZEOFFREE];
2005 int index = 0, flag; 2057 int index = 0, flag;
2006 int altern[SIZEOFFREE];
2007 2058
2008 for (int i = start; i < stop; i++) 2059 for (int i = start; i < stop; i++)
2009 { 2060 {
2010 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2061 mapxy pos (m, x, y); pos.move (i);
2011 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 {
2012 altern [index++] = i; 2077 altern [index++] = i;
2078 continue;
2079 }
2013 2080
2014 /* 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.
2015 * 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.
2016 * 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 -
2017 * 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
2018 * 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
2019 * to only the spaces immediately surrounding the target area, and 2086 * to only the spaces immediately surrounding the target area, and
2020 * won't look 2 spaces south of the target space. 2087 * won't look 2 spaces south of the target space.
2021 */ 2088 */
2022 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2089 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2090 {
2023 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;
2024 } 2105 }
2025 2106
2026 if (!index) 2107 if (!index)
2027 return -1; 2108 return -1;
2028 2109
2037 */ 2118 */
2038int 2119int
2039find_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)
2040{ 2121{
2041 for (int i = 0; i < SIZEOFFREE; i++) 2122 for (int i = 0; i < SIZEOFFREE; i++)
2042 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]))
2043 return i; 2124 return i;
2044 2125
2045 return -1; 2126 return -1;
2046} 2127}
2047 2128
2093 * there is capable of. 2174 * there is capable of.
2094 */ 2175 */
2095int 2176int
2096find_dir (maptile *m, int x, int y, object *exclude) 2177find_dir (maptile *m, int x, int y, object *exclude)
2097{ 2178{
2098 int i, max = SIZEOFFREE, mflags; 2179 int max = SIZEOFFREE, mflags;
2099
2100 sint16 nx, ny;
2101 object *tmp;
2102 maptile *mp;
2103
2104 MoveType blocked, move_type; 2180 MoveType move_type;
2105 2181
2106 if (exclude && exclude->head_ () != exclude) 2182 if (exclude && exclude->head_ () != exclude)
2107 { 2183 {
2108 exclude = exclude->head; 2184 exclude = exclude->head;
2109 move_type = exclude->move_type; 2185 move_type = exclude->move_type;
2112 { 2188 {
2113 /* 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. */
2114 move_type = MOVE_ALL; 2190 move_type = MOVE_ALL;
2115 } 2191 }
2116 2192
2117 for (i = 1; i < max; i++) 2193 for (int i = 1; i < max; i++)
2118 { 2194 {
2119 mp = m; 2195 mapxy pos (m, x, y);
2120 nx = x + freearr_x[i]; 2196 pos.move (i);
2121 ny = y + freearr_y[i];
2122 2197
2123 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2198 if (!pos.normalise ())
2124
2125 if (mflags & P_OUT_OF_MAP)
2126 max = maxfree[i]; 2199 max = maxfree[i];
2127 else 2200 else
2128 { 2201 {
2129 mapspace &ms = mp->at (nx, ny); 2202 mapspace &ms = *pos;
2130 2203
2131 blocked = ms.move_block;
2132
2133 if ((move_type & blocked) == move_type) 2204 if ((move_type & ms.move_block) == move_type)
2134 max = maxfree[i]; 2205 max = maxfree [i];
2135 else if (mflags & P_IS_ALIVE) 2206 else if (ms.flags () & P_IS_ALIVE)
2136 { 2207 {
2137 for (tmp = ms.bot; tmp; tmp = tmp->above) 2208 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2138 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2209 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2139 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2210 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2140 break;
2141
2142 if (tmp)
2143 return freedir[i]; 2211 return freedir [i];
2144 } 2212 }
2145 } 2213 }
2146 } 2214 }
2147 2215
2148 return 0; 2216 return 0;
2157{ 2225{
2158 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);
2159} 2227}
2160 2228
2161/* 2229/*
2162 * 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
2163 * an object which has subtracted the x and y coordinates of another 2231 * for running into direct [dx, dy].
2164 * object, needs to travel toward it. 2232 * (the opposite of crossfire's find_dir_2!)
2165 */ 2233 */
2166int 2234int
2167find_dir_2 (int x, int y) 2235find_dir_2 (int x, int y)
2168{ 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
2169 int q; 2280 int q;
2170 2281
2171 if (y) 2282 if (y)
2172 q = x * 100 / y; 2283 q = 128 * x / y;
2173 else if (x) 2284 else if (x)
2174 q = -300 * x; 2285 q = -512 * x; // to make it > 309
2175 else 2286 else
2176 return 0; 2287 return 0;
2177 2288
2178 if (y > 0) 2289 if (y > 0)
2179 { 2290 {
2180 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
2181 return 3; 2296 return 3;
2182 if (q < -41) 2297 }
2183 return 2; 2298 else
2184 if (q < 41) 2299 {
2185 return 1; 2300 if (q < -309) return 3;
2186 if (q < 242) 2301 if (q < -52) return 2;
2187 return 8; 2302 if (q < 52) return 1;
2303 if (q < 309) return 8;
2304
2188 return 7; 2305 return 7;
2189 } 2306 }
2190 2307#endif
2191 if (q < -242)
2192 return 7;
2193 if (q < -41)
2194 return 6;
2195 if (q < 41)
2196 return 5;
2197 if (q < 242)
2198 return 4;
2199
2200 return 3;
2201} 2308}
2202 2309
2203/* 2310/*
2204 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2311 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2205 * between two directions (which are expected to be absolute (see absdir()) 2312 * between two directions (which are expected to be absolute (see absdir())
2206 */ 2313 */
2207int 2314int
2208dirdiff (int dir1, int dir2) 2315dirdiff (int dir1, int dir2)
2209{ 2316{
2210 int d;
2211
2212 d = abs (dir1 - dir2); 2317 int d = abs (dir1 - dir2);
2213 if (d > 4)
2214 d = 8 - d;
2215 2318
2216 return d; 2319 return d > 4 ? 8 - d : d;
2217} 2320}
2218 2321
2219/* peterm: 2322/* peterm:
2220 * 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.
2221 * Basically, this is a table of directions, and what directions 2324 * Basically, this is a table of directions, and what directions
2223 * 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
2224 * 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.
2225 * 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
2226 * functions. 2329 * functions.
2227 */ 2330 */
2228int reduction_dir[SIZEOFFREE][3] = { 2331static const int reduction_dir[SIZEOFFREE][3] = {
2229 {0, 0, 0}, /* 0 */ 2332 {0, 0, 0}, /* 0 */
2230 {0, 0, 0}, /* 1 */ 2333 {0, 0, 0}, /* 1 */
2231 {0, 0, 0}, /* 2 */ 2334 {0, 0, 0}, /* 2 */
2232 {0, 0, 0}, /* 3 */ 2335 {0, 0, 0}, /* 3 */
2233 {0, 0, 0}, /* 4 */ 2336 {0, 0, 0}, /* 4 */
2327 * 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)
2328 */ 2431 */
2329int 2432int
2330can_pick (const object *who, const object *item) 2433can_pick (const object *who, const object *item)
2331{ 2434{
2332 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2435 return /*who->flag [FLAG_WIZ]|| */
2333 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2436 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2334 !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));
2335} 2438}
2336 2439
2337/* 2440/*
2338 * create clone from object to another 2441 * create clone from object to another
2339 */ 2442 */
2340object * 2443object *
2341object_create_clone (object *asrc) 2444object::deep_clone ()
2342{ 2445{
2343 object *dst = 0, *tmp, *src, *prev, *item; 2446 assert (("deep_clone called on non-head object", is_head ()));
2344 2447
2345 if (!asrc) 2448 object *dst = clone ();
2346 return 0;
2347 2449
2348 src = asrc->head_ (); 2450 object *prev = dst;
2349
2350 prev = 0;
2351 for (object *part = src; part; part = part->more) 2451 for (object *part = this->more; part; part = part->more)
2352 { 2452 {
2353 tmp = part->clone (); 2453 object *tmp = part->clone ();
2354 tmp->x -= src->x;
2355 tmp->y -= src->y;
2356
2357 if (!part->head)
2358 {
2359 dst = tmp;
2360 tmp->head = 0;
2361 }
2362 else
2363 tmp->head = dst; 2454 tmp->head = dst;
2364
2365 tmp->more = 0;
2366
2367 if (prev)
2368 prev->more = tmp; 2455 prev->more = tmp;
2369
2370 prev = tmp; 2456 prev = tmp;
2371 } 2457 }
2372 2458
2373 for (item = src->inv; item; item = item->below) 2459 for (object *item = inv; item; item = item->below)
2374 insert_ob_in_ob (object_create_clone (item), dst); 2460 insert_ob_in_ob (item->deep_clone (), dst);
2375 2461
2376 return dst; 2462 return dst;
2377} 2463}
2378 2464
2379/* This returns the first object in who's inventory that 2465/* This returns the first object in who's inventory that
2388 return tmp; 2474 return tmp;
2389 2475
2390 return 0; 2476 return 0;
2391} 2477}
2392 2478
2393/* If ob has a field named key, return the link from the list, 2479shstr_tmp
2394 * otherwise return NULL. 2480object::kv_get (shstr_tmp key) const
2395 *
2396 * key must be a passed in shared string - otherwise, this won't
2397 * do the desired thing.
2398 */
2399key_value *
2400get_ob_key_link (const object *ob, const char *key)
2401{ 2481{
2402 for (key_value *link = ob->key_values; link; link = link->next) 2482 for (key_value *kv = key_values; kv; kv = kv->next)
2403 if (link->key == key) 2483 if (kv->key == key)
2404 return link;
2405
2406 return 0;
2407}
2408
2409/*
2410 * Returns the value of op has an extra_field for key, or NULL.
2411 *
2412 * The argument doesn't need to be a shared string.
2413 *
2414 * The returned string is shared.
2415 */
2416const char *
2417get_ob_key_value (const object *op, const char *const key)
2418{
2419 key_value *link;
2420 shstr_cmp canonical_key (key);
2421
2422 if (!canonical_key)
2423 {
2424 /* 1. There being a field named key on any object
2425 * implies there'd be a shared string to find.
2426 * 2. Since there isn't, no object has this field.
2427 * 3. Therefore, *this* object doesn't have this field.
2428 */
2429 return 0;
2430 }
2431
2432 /* This is copied from get_ob_key_link() above -
2433 * only 4 lines, and saves the function call overhead.
2434 */
2435 for (link = op->key_values; link; link = link->next)
2436 if (link->key == canonical_key)
2437 return link->value; 2484 return kv->value;
2438 2485
2439 return 0; 2486 return shstr ();
2440} 2487}
2441 2488
2442/* 2489void
2443 * Updates the canonical_key in op to value. 2490object::kv_set (shstr_tmp key, shstr_tmp value)
2444 *
2445 * canonical_key is a shared string (value doesn't have to be).
2446 *
2447 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2448 * keys.
2449 *
2450 * Returns TRUE on success.
2451 */
2452int
2453set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2454{ 2491{
2455 key_value *field = NULL, *last = NULL; 2492 for (key_value *kv = key_values; kv; kv = kv->next)
2456 2493 if (kv->key == key)
2457 for (field = op->key_values; field != NULL; field = field->next)
2458 {
2459 if (field->key != canonical_key)
2460 { 2494 {
2461 last = field; 2495 kv->value = value;
2462 continue; 2496 return;
2463 } 2497 }
2464 2498
2465 if (value) 2499 key_value *kv = new key_value;
2466 field->value = value; 2500
2467 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)
2468 { 2513 {
2469 /* Basically, if the archetype has this key set, 2514 key_value *kv = *kvp;
2470 * we need to store the null value so when we save 2515 *kvp = (*kvp)->next;
2471 * it, we save the empty value so that when we load, 2516 delete kv;
2472 * we get this value back again. 2517 return;
2473 */
2474 if (get_ob_key_link (op->arch, canonical_key))
2475 field->value = 0;
2476 else
2477 {
2478 if (last)
2479 last->next = field->next;
2480 else
2481 op->key_values = field->next;
2482
2483 delete field;
2484 }
2485 } 2518 }
2486 return TRUE;
2487 }
2488 /* IF we get here, key doesn't exist */
2489
2490 /* No field, we'll have to add it. */
2491
2492 if (!add_key)
2493 return FALSE;
2494
2495 /* There isn't any good reason to store a null
2496 * value in the key/value list. If the archetype has
2497 * this key, then we should also have it, so shouldn't
2498 * be here. If user wants to store empty strings,
2499 * should pass in ""
2500 */
2501 if (value == NULL)
2502 return TRUE;
2503
2504 field = new key_value;
2505
2506 field->key = canonical_key;
2507 field->value = value;
2508 /* Usual prepend-addition. */
2509 field->next = op->key_values;
2510 op->key_values = field;
2511
2512 return TRUE;
2513}
2514
2515/*
2516 * Updates the key in op to value.
2517 *
2518 * If add_key is FALSE, this will only update existing keys,
2519 * and not add new ones.
2520 * In general, should be little reason FALSE is ever passed in for add_key
2521 *
2522 * Returns TRUE on success.
2523 */
2524int
2525set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2526{
2527 shstr key_ (key);
2528
2529 return set_ob_key_value_s (op, key_, value, add_key);
2530} 2519}
2531 2520
2532object::depth_iterator::depth_iterator (object *container) 2521object::depth_iterator::depth_iterator (object *container)
2533: iterator_base (container) 2522: iterator_base (container)
2534{ 2523{
2584{ 2573{
2585 char flagdesc[512]; 2574 char flagdesc[512];
2586 char info2[256 * 4]; 2575 char info2[256 * 4];
2587 char *p = info; 2576 char *p = info;
2588 2577
2589 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}",
2590 count, uuid.seq, 2579 count,
2580 uuid.c_str (),
2591 &name, 2581 &name,
2592 title ? "\",title:\"" : "", 2582 title ? ",title:\"" : "",
2593 title ? (const char *)title : "", 2583 title ? (const char *)title : "",
2584 title ? "\"" : "",
2594 flag_desc (flagdesc, 512), type); 2585 flag_desc (flagdesc, 512), type);
2595 2586
2596 if (!this->flag[FLAG_REMOVED] && env) 2587 if (!flag[FLAG_REMOVED] && env)
2597 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2588 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2598 2589
2599 if (map) 2590 if (map)
2600 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);
2601 2592
2616{ 2607{
2617 return map ? map->region (x, y) 2608 return map ? map->region (x, y)
2618 : region::default_region (); 2609 : region::default_region ();
2619} 2610}
2620 2611
2621const materialtype_t *
2622object::dominant_material () const
2623{
2624 if (materialtype_t *mt = name_to_material (materialname))
2625 return mt;
2626
2627 return name_to_material (shstr_unknown);
2628}
2629
2630void 2612void
2631object::open_container (object *new_container) 2613object::open_container (object *new_container)
2632{ 2614{
2633 if (container == new_container) 2615 if (container == new_container)
2634 return; 2616 return;
2635 2617
2636 if (object *old_container = container) 2618 object *old_container = container;
2619
2620 if (old_container)
2637 { 2621 {
2638 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2622 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2639 return; 2623 return;
2640 2624
2641#if 0 2625#if 0
2643 if (object *closer = old_container->inv) 2627 if (object *closer = old_container->inv)
2644 if (closer->type == CLOSE_CON) 2628 if (closer->type == CLOSE_CON)
2645 closer->destroy (); 2629 closer->destroy ();
2646#endif 2630#endif
2647 2631
2632 // make sure the container is available
2633 esrv_send_item (this, old_container);
2634
2648 old_container->flag [FLAG_APPLIED] = 0; 2635 old_container->flag [FLAG_APPLIED] = false;
2649 container = 0; 2636 container = 0;
2650 2637
2638 // client needs item update to make it work, client bug requires this to be separate
2651 esrv_update_item (UPD_FLAGS, this, old_container); 2639 esrv_update_item (UPD_FLAGS, this, old_container);
2640
2652 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2641 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2653 play_sound (sound_find ("chest_close")); 2642 play_sound (sound_find ("chest_close"));
2654 } 2643 }
2655 2644
2656 if (new_container) 2645 if (new_container)
2657 { 2646 {
2661 // TODO: this does not seem to serve any purpose anymore? 2650 // TODO: this does not seem to serve any purpose anymore?
2662#if 0 2651#if 0
2663 // insert the "Close Container" object. 2652 // insert the "Close Container" object.
2664 if (archetype *closer = new_container->other_arch) 2653 if (archetype *closer = new_container->other_arch)
2665 { 2654 {
2666 object *closer = arch_to_object (new_container->other_arch); 2655 object *closer = new_container->other_arch->instance ();
2667 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2656 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2668 new_container->insert (closer); 2657 new_container->insert (closer);
2669 } 2658 }
2670#endif 2659#endif
2671 2660
2672 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2661 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2673 2662
2663 // make sure the container is available, client bug requires this to be separate
2664 esrv_send_item (this, new_container);
2665
2674 new_container->flag [FLAG_APPLIED] = 1; 2666 new_container->flag [FLAG_APPLIED] = true;
2675 container = new_container; 2667 container = new_container;
2676 2668
2669 // client needs flag change
2677 esrv_update_item (UPD_FLAGS, this, new_container); 2670 esrv_update_item (UPD_FLAGS, this, new_container);
2678 esrv_send_inventory (this, new_container); 2671 esrv_send_inventory (this, new_container);
2679 play_sound (sound_find ("chest_open")); 2672 play_sound (sound_find ("chest_open"));
2680 } 2673 }
2674// else if (!old_container->env && contr && contr->ns)
2675// contr->ns->floorbox_reset ();
2681} 2676}
2682 2677
2683object * 2678object *
2684object::force_find (const shstr name) 2679object::force_find (shstr_tmp name)
2685{ 2680{
2686 /* cycle through his inventory to look for the MARK we want to 2681 /* cycle through his inventory to look for the MARK we want to
2687 * place 2682 * place
2688 */ 2683 */
2689 for (object *tmp = inv; tmp; tmp = tmp->below) 2684 for (object *tmp = inv; tmp; tmp = tmp->below)
2691 return splay (tmp); 2686 return splay (tmp);
2692 2687
2693 return 0; 2688 return 0;
2694} 2689}
2695 2690
2691//-GPL
2692
2696void 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 *
2697object::force_add (const shstr name, int duration) 2703object::force_add (shstr_tmp name, int duration)
2698{ 2704{
2699 if (object *force = force_find (name)) 2705 if (object *force = force_find (name))
2700 force->destroy (); 2706 force->destroy ();
2701 2707
2702 object *force = get_archetype (FORCE_NAME); 2708 object *force = get_archetype (FORCE_NAME);
2703 2709
2704 force->slaying = name; 2710 force->slaying = name;
2705 force->stats.food = 1; 2711 force->force_set_timer (duration);
2706 force->speed_left = -1.f;
2707
2708 force->set_speed (duration ? 1.f / duration : 0.f);
2709 force->flag [FLAG_IS_USED_UP] = true;
2710 force->flag [FLAG_APPLIED] = true; 2712 force->flag [FLAG_APPLIED] = true;
2711 2713
2712 insert (force); 2714 return insert (force);
2713} 2715}
2714 2716
2715void 2717void
2716object::play_sound (faceidx sound) const 2718object::play_sound (faceidx sound) const
2717{ 2719{
2718 if (!sound) 2720 if (!sound)
2719 return; 2721 return;
2720 2722
2721 if (flag [FLAG_REMOVED]) 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 ())
2722 return; 2748 return;
2723 2749
2724 if (env) 2750 // find old force, or create new one
2725 { 2751 object *force = force_find (shstr_noise_force);
2726 if (object *pl = in_player ()) 2752
2727 pl->contr->play_sound (sound); 2753 if (force)
2728 } 2754 force->speed_left = -1.f; // patch old speed up
2729 else 2755 else
2730 map->play_sound (sound, x, y); 2756 {
2731} 2757 force = archetype::get (shstr_noise_force);
2732 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

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