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Comparing deliantra/server/common/object.C (file contents):
Revision 1.187 by root, Tue Sep 4 08:42:55 2007 UTC vs.
Revision 1.340 by root, Fri Jul 2 19:54:41 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
76const char *wall_suffix[16] = {
77 "0",
78 "1_3",
79 "1_4",
80 "2_1_2",
81 "1_2",
82 "2_2_4",
83 "2_2_1",
84 "3_1",
85 "1_1",
86 "2_2_3",
87 "2_2_2",
88 "3_3",
89 "2_1_1",
90 "3_4",
91 "3_2",
92 "4"
93};
94
59static void 95static void
60write_uuid (void) 96write_uuid (uval64 skip, bool sync)
61{ 97{
62 char filename1[MAX_BUF], filename2[MAX_BUF]; 98 CALL_BEGIN (2);
63 99 CALL_ARG_SV (newSVval64 (skip));
64 sprintf (filename1, "%s/uuid", settings.localdir); 100 CALL_ARG_SV (boolSV (sync));
65 sprintf (filename2, "%s/uuid~", settings.localdir); 101 CALL_CALL ("cf::write_uuid", G_DISCARD);
66 102 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} 103}
79 104
80static void 105static void
81read_uuid (void) 106read_uuid ()
82{ 107{
83 char filename[MAX_BUF]; 108 char filename[MAX_BUF];
84 109
85 sprintf (filename, "%s/uuid", settings.localdir); 110 sprintf (filename, "%s/uuid", settings.localdir);
111
112 seq_next_save = 0;
86 113
87 FILE *fp; 114 FILE *fp;
88 115
89 if (!(fp = fopen (filename, "r"))) 116 if (!(fp = fopen (filename, "r")))
90 { 117 {
91 if (errno == ENOENT) 118 if (errno == ENOENT)
92 { 119 {
93 LOG (llevInfo, "RESET uid to 1\n"); 120 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0; 121 UUID::cur.seq = 0;
95 write_uuid (); 122 write_uuid (UUID_GAP, true);
96 return; 123 return;
97 } 124 }
98 125
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 126 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1); 127 _exit (1);
101 } 128 }
102 129
103 int version; 130 char buf [UUID::MAX_LEN];
104 unsigned long long uid; 131 buf[0] = 0;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 132 fgets (buf, sizeof (buf), fp);
133
134 if (!UUID::cur.parse (buf))
106 { 135 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 136 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1); 137 _exit (1);
109 } 138 }
110 139
111 uuid.seq = uid; 140 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112 write_uuid (); 141
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 142 write_uuid (UUID_GAP, true);
114 fclose (fp); 143 fclose (fp);
115} 144}
116 145
117UUID 146UUID
118gen_uuid () 147UUID::gen ()
119{ 148{
120 UUID uid; 149 UUID uid;
121 150
122 uid.seq = ++uuid.seq; 151 uid.seq = ++cur.seq;
123 152
124 if (!(uuid.seq & (UUID_SKIP - 1))) 153 if (expect_false (cur.seq >= seq_next_save))
125 write_uuid (); 154 {
155 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
156 write_uuid (UUID_GAP, false);
157 }
158
126 159
127 return uid; 160 return uid;
128} 161}
129 162
130void 163void
131init_uuid () 164UUID::init ()
132{ 165{
133 read_uuid (); 166 read_uuid ();
134} 167}
135 168
169bool
170UUID::parse (const char *s)
171{
172 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
173 return false;
174
175 seq = 0;
176
177 while (*s != '>')
178 {
179 if (*s < '0')
180 return false;
181
182 // this gives nice branchless code with gcc
183 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
184 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
185
186 seq = (seq << 4) | digit;
187
188 ++s;
189 }
190
191 return true;
192}
193
194char *
195UUID::append (char *buf) const
196{
197 *buf++ = '<';
198 *buf++ = '1';
199 *buf++ = '.';
200
201 uint64_t seq = this->seq;
202 const int bits = 64;
203 char nz = 0;
204 static const char tohex [] = "0123456789abcdef";
205
206 // assert (len >= 3 + bits / 4 + 1 + 1);
207 for (int i = bits / 4; --i; )
208 {
209 uint8_t digit = seq >> (bits - 4);
210
211 *buf = tohex [digit];
212 nz |= digit;
213 buf += nz ? 1 : 0;
214 seq <<= 4;
215 }
216
217 // last digit is special - always emit
218 uint8_t digit = seq >> (bits - 4);
219 *buf++ = tohex [digit];
220
221 *buf++ = '>';
222
223 return buf;
224}
225
226char *
227UUID::c_str () const
228{
229 static char buf [MAX_LEN];
230 *append (buf) = 0;
231 return buf;
232}
233
136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 234/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int 235static bool
138compare_ob_value_lists_one (const object *wants, const object *has) 236compare_ob_value_lists_one (const object *wants, const object *has)
139{ 237{
140 key_value *wants_field;
141
142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 238 /* 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 239 * objects with lists are rare, and lists stay short. If not, use a
144 * different structure or at least keep the lists sorted... 240 * different structure or at least keep the lists sorted...
145 */ 241 */
146 242
147 /* For each field in wants, */ 243 /* For each field in wants, */
148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 244 for (key_value *kv = wants->key_values; kv; kv = kv->next)
149 { 245 if (has->kv_get (kv->key) != kv->value)
150 key_value *has_field; 246 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 }
170 247
171 /* If we get here, every field in wants has a matching field in has. */ 248 /* If we get here, every field in wants has a matching field in has. */
172 return TRUE; 249 return true;
173} 250}
174 251
175/* Returns TRUE if ob1 has the same key_values as ob2. */ 252/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int 253static bool
177compare_ob_value_lists (const object *ob1, const object *ob2) 254compare_ob_value_lists (const object *ob1, const object *ob2)
178{ 255{
179 /* However, there may be fields in has which aren't partnered in wants, 256 /* However, there may be fields in has which aren't partnered in wants,
180 * so we need to run the comparison *twice*. :( 257 * so we need to run the comparison *twice*. :(
181 */ 258 */
182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 259 return compare_ob_value_lists_one (ob1, ob2)
260 && compare_ob_value_lists_one (ob2, ob1);
183} 261}
184 262
185/* Function examines the 2 objects given to it, and returns true if 263/* Function examines the 2 objects given to it, and returns true if
186 * they can be merged together. 264 * they can be merged together.
187 * 265 *
194 * Improvements made with merge: Better checking on potion, and also 272 * Improvements made with merge: Better checking on potion, and also
195 * check weight 273 * check weight
196 */ 274 */
197bool object::can_merge_slow (object *ob1, object *ob2) 275bool object::can_merge_slow (object *ob1, object *ob2)
198{ 276{
199 /* A couple quicksanity checks */ 277 /* A couple quick sanity checks */
200 if (ob1 == ob2 278 if (ob1 == ob2
201 || ob1->type != ob2->type 279 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value 280 || ob1->value != ob2->value
204 || ob1->name != ob2->name) 281 || ob1->name != ob2->name
282 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
205 return 0; 283 return 0;
206 284
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 285 /* Do not merge objects if nrof would overflow, assume nrof
209 * value could not be stored in a sint32 (which unfortunately sometimes is 286 * is always 0 .. 2**31-1 */
210 * used to store nrof). 287 if (ob1->nrof > 0x7fffffff - ob2->nrof)
211 */
212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
213 return 0; 288 return 0;
214 289
215 /* If the objects have been identified, set the BEEN_APPLIED flag. 290 /* 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 291 * 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 292 * 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 293 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning. 294 * flags lose any meaning.
220 */ 295 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 296 if (ob1->flag [FLAG_IDENTIFIED])
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 297 ob1->set_flag (FLAG_BEEN_APPLIED);
223 298
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 299 if (ob2->flag [FLAG_IDENTIFIED])
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 300 ob2->set_flag (FLAG_BEEN_APPLIED);
226 301
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 302 if (ob1->arch->archname != ob2->arch->archname
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 303 || ob1->name != ob2->name
230 || ob1->title != ob2->title 304 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 305 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 306 || 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 307 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic 308 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying 309 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill 310 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value 311 || ob1->value != ob2->value
240 || ob1->animation_id != ob2->animation_id 312 || ob1->animation_id != ob2->animation_id
313 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
241 || ob1->client_type != ob2->client_type 314 || ob1->client_type != ob2->client_type
242 || ob1->materialname != ob2->materialname 315 || ob1->material != ob2->material
243 || ob1->lore != ob2->lore 316 || ob1->lore != ob2->lore
244 || ob1->subtype != ob2->subtype 317 || ob1->subtype != ob2->subtype
245 || ob1->move_type != ob2->move_type 318 || ob1->move_type != ob2->move_type
246 || ob1->move_block != ob2->move_block 319 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow 320 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on 321 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off 322 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow 323 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty) 324 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
325 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
326 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
252 return 0; 327 return 0;
253 328
329 if ((ob1->flag ^ ob2->flag)
330 .reset (FLAG_INV_LOCKED)
331 .reset (FLAG_REMOVED)
332 .any ())
333 return 0;
334
254 /* This is really a spellbook check - really, we should 335 /* This is really a spellbook check - we should in general
255 * check all objects in the inventory. 336 * not merge objects with real inventories, as splitting them
337 * is hard.
256 */ 338 */
257 if (ob1->inv || ob2->inv) 339 if (ob1->inv || ob2->inv)
258 { 340 {
259 /* if one object has inventory but the other doesn't, not equiv */ 341 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 342 return 0; /* inventories differ in length */
261 return 0;
262 343
263 /* Now check to see if the two inventory objects could merge */ 344 if (ob1->inv->below || ob2->inv->below)
345 return 0; /* more than one object in inv */
346
264 if (!object::can_merge (ob1->inv, ob2->inv)) 347 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 348 return 0; /* inventory objects differ */
266 349
267 /* inventory ok - still need to check rest of this object to see 350 /* inventory ok - still need to check rest of this object to see
268 * if it is valid. 351 * if it is valid.
269 */ 352 */
270 } 353 }
271 354
272 /* Don't merge objects that are applied. With the new 'body' code, 355 /* 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 356 * 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. 357 * some items equipped, and we don't want those to merge.
275 */ 358 */
276 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 359 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
277 return 0; 360 return 0;
278 361
279 /* Note sure why the following is the case - either the object has to 362 /* 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 363 * be animated or have a very low speed. Is this an attempted monster
281 * check? 364 * check?
282 */ 365 */
283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 366 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
284 return 0; 367 return 0;
285 368
286 switch (ob1->type) 369 switch (ob1->type)
287 { 370 {
288 case SCROLL: 371 case SCROLL:
289 if (ob1->level != ob2->level) 372 if (ob1->level != ob2->level)
290 return 0; 373 return 0;
291 break; 374 break;
292 } 375 }
293 376
294 if (ob1->key_values != NULL || ob2->key_values != NULL) 377 if (ob1->key_values || ob2->key_values)
295 { 378 {
296 /* At least one of these has key_values. */ 379 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 380 if ((!ob1->key_values) != (!ob2->key_values))
298 /* One has fields, but the other one doesn't. */ 381 return 0; /* One has fields, but the other one doesn't. */
299 return 0; 382
300 else if (!compare_ob_value_lists (ob1, ob2)) 383 if (!compare_ob_value_lists (ob1, ob2))
301 return 0; 384 return 0;
302 } 385 }
303 386
304 if (ob1->self || ob2->self) 387 if (ob1->self || ob2->self)
305 { 388 {
306 ob1->optimise (); 389 ob1->optimise ();
307 ob2->optimise (); 390 ob2->optimise ();
308 391
309 if (ob1->self || ob2->self) 392 if (ob1->self || ob2->self)
393 {
394 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
395 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
396
397 if (k1 != k2)
398 return 0;
399
400 if (k1 == 0)
401 return 1;
402
310 if (!cfperl_can_merge (ob1, ob2)) 403 if (!cfperl_can_merge (ob1, ob2))
311 return 0; 404 return 0;
405 }
312 } 406 }
313 407
314 /* Everything passes, must be OK. */ 408 /* Everything passes, must be OK. */
315 return 1; 409 return 1;
316} 410}
317 411
412// find player who can see this object
413object *
414object::visible_to () const
415{
416 if (client_visible () && !flag [FLAG_REMOVED])
417 {
418 // see if we are in a container of sorts
419 if (env)
420 {
421 // the player inventory itself is always visible
422 if (env->is_player ())
423 return env;
424
425 // else a player could have our env open
426 object *envest = env->outer_env_or_self ();
427
428 // the player itself is always on a map, so we will find him here
429 // even if our inv is in a player.
430 if (envest->is_on_map ())
431 if (object *pl = envest->ms ().player ())
432 if (pl->container_ () == env)
433 return pl;
434 }
435 else
436 {
437 // maybe there is a player standing on the same mapspace
438 // this will catch the case where "this" is a player
439 if (object *pl = ms ().player ())
440 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
441 || pl->container_ () == this)
442 return pl;
443 }
444 }
445
446 return 0;
447}
448
449// adjust weight per container type ("of holding")
450static uint32
451weight_adjust_for (object *op, uint32 weight)
452{
453 return op->type == CONTAINER
454 ? weight - weight * op->stats.Str / 100
455 : weight;
456}
457
318/* 458/*
459 * subtracts, then adds, the specified weight to an object,
460 * and also updates how much the environment(s) is/are carrying.
461 */
462static void
463adjust_weight (object *op, sint32 sub, sint32 add)
464{
465 while (op)
466 {
467 sint32 ocarrying = op->carrying;
468
469 op->carrying -= weight_adjust_for (op, sub);
470 op->carrying += weight_adjust_for (op, add);
471
472 if (object *pl = op->visible_to ())
473 if (pl != op) // player is handled lazily
474 esrv_update_item (UPD_WEIGHT, pl, op);
475
476 sub = ocarrying;
477 add = op->carrying;
478
479 op = op->env;
480 }
481}
482
483/*
319 * sum_weight() is a recursive function which calculates the weight 484 * this is a recursive function which calculates the weight
320 * an object is carrying. It goes through in figures out how much 485 * an object is carrying. It goes through op and figures out how much
321 * containers are carrying, and sums it up. 486 * containers are carrying, and sums it up.
322 */ 487 */
323long 488void
324sum_weight (object *op) 489object::update_weight ()
325{ 490{
326 long sum; 491 sint32 sum = 0;
327 object *inv;
328 492
329 for (sum = 0, inv = op->inv; inv; inv = inv->below) 493 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 } 494 {
495 op->update_weight ();
336 496
337 if (op->type == CONTAINER && op->stats.Str) 497 sum += weight_adjust_for (this, op->total_weight ());
338 sum = (sum * (100 - op->stats.Str)) / 100; 498 }
339 499
340 if (op->carrying != sum) 500 if (sum != carrying)
501 {
502 if (carrying != sum && carrying)//D
503 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
504 (long long)sum, (long long)carrying, debug_desc ());
505
341 op->carrying = sum; 506 carrying = sum;
342 507
343 return sum; 508 if (object *pl = visible_to ())
509 if (pl != this) // player is handled lazily
510 esrv_update_item (UPD_WEIGHT, pl, this);
511 }
344} 512}
345 513
346/** 514/*
347 * Return the outermost environment object for a given object. 515 * 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 */ 516 */
363char * 517char *
364dump_object (object *op) 518dump_object (object *op)
365{ 519{
366 if (!op) 520 if (!op)
369 object_freezer freezer; 523 object_freezer freezer;
370 op->write (freezer); 524 op->write (freezer);
371 return freezer.as_string (); 525 return freezer.as_string ();
372} 526}
373 527
374/* 528char *
375 * get_nearest_part(multi-object, object 2) returns the part of the 529object::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{ 530{
382 object *tmp, *closest; 531 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} 532}
392 533
393/* 534/*
394 * Returns the object which has the count-variable equal to the argument. 535 * Returns the object which has the count-variable equal to the argument.
536 * VERRRY slow.
395 */ 537 */
396object * 538object *
397find_object (tag_t i) 539find_object (tag_t i)
398{ 540{
399 for_all_objects (op) 541 for_all_objects (op)
402 544
403 return 0; 545 return 0;
404} 546}
405 547
406/* 548/*
549 * Returns the object which has the uuid equal to the argument.
550 * MOAR VERRRY slow.
551 */
552
553object *
554find_object_uuid (UUID i)
555{
556 for_all_objects (op)
557 if (op->uuid == i)
558 return op;
559
560 return 0;
561}
562
563/*
407 * Returns the first object which has a name equal to the argument. 564 * Returns the first object which has a name equal to the argument.
408 * Used only by the patch command, but not all that useful. 565 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999" 566 * Enables features like "patch <name-of-other-player> food 999"
410 */ 567 */
411object * 568object *
412find_object_name (const char *str) 569find_object_name (const char *str)
413{ 570{
414 shstr_cmp str_ (str); 571 shstr_cmp str_ (str);
415 object *op;
416 572
573 if (str_)
417 for_all_objects (op) 574 for_all_objects (op)
418 if (op->name == str_) 575 if (op->name == str_)
419 break; 576 return op;
420 577
421 return op; 578 return 0;
422}
423
424void
425free_all_object_data ()
426{
427 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
428} 579}
429 580
430/* 581/*
431 * Sets the owner and sets the skill and exp pointers to owner's current 582 * Sets the owner and sets the skill and exp pointers to owner's current
432 * skill and experience objects. 583 * skill and experience objects.
438 // allow objects which own objects 589 // allow objects which own objects
439 if (owner) 590 if (owner)
440 while (owner->owner) 591 while (owner->owner)
441 owner = owner->owner; 592 owner = owner->owner;
442 593
594 if (flag [FLAG_FREED])
595 {
596 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
597 return;
598 }
599
443 this->owner = owner; 600 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} 601}
511 602
512/* Zero the key_values on op, decrementing the shared-string 603/* Zero the key_values on op, decrementing the shared-string
513 * refcounts and freeing the links. 604 * refcounts and freeing the links.
514 */ 605 */
524 } 615 }
525 616
526 op->key_values = 0; 617 op->key_values = 0;
527} 618}
528 619
529object & 620/*
530object::operator =(const object &src) 621 * copy_to first frees everything allocated by the dst object,
622 * and then copies the contents of itself into the second
623 * object, allocating what needs to be allocated. Basically, any
624 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
625 * if the first object is freed, the pointers in the new object
626 * will point at garbage.
627 */
628void
629object::copy_to (object *dst)
531{ 630{
532 bool is_freed = flag [FLAG_FREED]; 631 dst->remove ();
533 bool is_removed = flag [FLAG_REMOVED];
534
535 *(object_copy *)this = src; 632 *(object_copy *)dst = *this;
536
537 flag [FLAG_FREED] = is_freed;
538 flag [FLAG_REMOVED] = is_removed; 633 dst->flag [FLAG_REMOVED] = true;
539 634
540 /* Copy over key_values, if any. */ 635 /* Copy over key_values, if any. */
541 if (src.key_values) 636 if (key_values)
542 { 637 {
543 key_value *tail = 0; 638 key_value *tail = 0;
544 key_values = 0; 639 dst->key_values = 0;
545 640
546 for (key_value *i = src.key_values; i; i = i->next) 641 for (key_value *i = key_values; i; i = i->next)
547 { 642 {
548 key_value *new_link = new key_value; 643 key_value *new_link = new key_value;
549 644
550 new_link->next = 0; 645 new_link->next = 0;
551 new_link->key = i->key; 646 new_link->key = i->key;
552 new_link->value = i->value; 647 new_link->value = i->value;
553 648
554 /* Try and be clever here, too. */ 649 /* Try and be clever here, too. */
555 if (!key_values) 650 if (!dst->key_values)
556 { 651 {
557 key_values = new_link; 652 dst->key_values = new_link;
558 tail = new_link; 653 tail = new_link;
559 } 654 }
560 else 655 else
561 { 656 {
562 tail->next = new_link; 657 tail->next = new_link;
563 tail = new_link; 658 tail = new_link;
564 } 659 }
565 } 660 }
566 } 661 }
567}
568 662
569/* 663 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} 664}
587 665
588void 666void
589object::instantiate () 667object::instantiate ()
590{ 668{
591 if (!uuid.seq) // HACK 669 if (!uuid.seq) // HACK
592 uuid = gen_uuid (); 670 uuid = UUID::gen ();
593 671
672 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
673 if (flag [FLAG_RANDOM_SPEED] && speed)
674 speed_left = - speed - rndm (); // TODO animation
675 else
594 speed_left = -0.1f; 676 speed_left = -1.;
677
595 /* copy the body_info to the body_used - this is only really 678 /* 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. 679 * 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 680 * by doing so, when a monster is created, it has good starting
598 * values for the body_used info, so when items are created 681 * values for the body_used info, so when items are created
599 * for it, they can be properly equipped. 682 * for it, they can be properly equipped.
607object * 690object *
608object::clone () 691object::clone ()
609{ 692{
610 object *neu = create (); 693 object *neu = create ();
611 copy_to (neu); 694 copy_to (neu);
695
696 // TODO: unclean state changes, should not be done in clone AND instantiate
697 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
698 neu->speed_left = - neu->speed - rndm (); // TODO animation
699
700 neu->map = map; // not copied by copy_to
612 return neu; 701 return neu;
613} 702}
614 703
615/* 704/*
616 * If an object with the IS_TURNABLE() flag needs to be turned due 705 * 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. 707 * be called to update the face variable, _and_ how it looks on the map.
619 */ 708 */
620void 709void
621update_turn_face (object *op) 710update_turn_face (object *op)
622{ 711{
623 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 712 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
624 return; 713 return;
625 714
626 SET_ANIMATION (op, op->direction); 715 SET_ANIMATION (op, op->direction);
627 update_object (op, UP_OBJ_FACE); 716 update_object (op, UP_OBJ_FACE);
628} 717}
633 * This function needs to be called whenever the speed of an object changes. 722 * This function needs to be called whenever the speed of an object changes.
634 */ 723 */
635void 724void
636object::set_speed (float speed) 725object::set_speed (float speed)
637{ 726{
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; 727 this->speed = speed;
645 728
646 if (has_active_speed ()) 729 if (has_active_speed ())
647 activate (); 730 activate ();
648 else 731 else
667 * UP_OBJ_FACE: only the objects face has changed. 750 * UP_OBJ_FACE: only the objects face has changed.
668 */ 751 */
669void 752void
670update_object (object *op, int action) 753update_object (object *op, int action)
671{ 754{
672 if (op == NULL) 755 if (!op)
673 { 756 {
674 /* this should never happen */ 757 /* this should never happen */
675 LOG (llevDebug, "update_object() called for NULL object.\n"); 758 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
676 return; 759 return;
677 } 760 }
678 761
679 if (op->env) 762 if (!op->is_on_map ())
680 { 763 {
681 /* Animation is currently handled by client, so nothing 764 /* Animation is currently handled by client, so nothing
682 * to do in this case. 765 * to do in this case.
683 */ 766 */
684 return; 767 return;
685 } 768 }
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;
692 769
693 /* make sure the object is within map boundaries */ 770 /* 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) 771 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
695 { 772 {
696 LOG (llevError, "update_object() called for object out of map!\n"); 773 LOG (llevError, "update_object() called for object out of map!\n");
704 781
705 if (!(m.flags_ & P_UPTODATE)) 782 if (!(m.flags_ & P_UPTODATE))
706 /* nop */; 783 /* nop */;
707 else if (action == UP_OBJ_INSERT) 784 else if (action == UP_OBJ_INSERT)
708 { 785 {
786#if 0
709 // this is likely overkill, TODO: revisit (schmorp) 787 // this is likely overkill, TODO: revisit (schmorp)
710 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 788 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
711 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 789 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
712 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 790 || (op->is_player () && !(m.flags_ & P_PLAYER))
713 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 791 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
714 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 792 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
715 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 793 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
716 || (m.move_on | op->move_on ) != m.move_on 794 || (m.move_on | op->move_on ) != m.move_on
717 || (m.move_off | op->move_off ) != m.move_off 795 || (m.move_off | op->move_off ) != m.move_off
718 || (m.move_slow | op->move_slow) != m.move_slow 796 || (m.move_slow | op->move_slow) != m.move_slow
719 /* This isn't perfect, but I don't expect a lot of objects to 797 /* This isn't perfect, but I don't expect a lot of objects to
720 * to have move_allow right now. 798 * have move_allow right now.
721 */ 799 */
722 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 800 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
801 m.invalidate ();
802#else
723 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 803 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
724 m.flags_ = 0; 804 m.invalidate ();
805#endif
725 } 806 }
726 /* if the object is being removed, we can't make intelligent 807 /* if the object is being removed, we can't make intelligent
727 * decisions, because remove_ob can't really pass the object 808 * decisions, because remove_ob can't really pass the object
728 * that is being removed. 809 * that is being removed.
729 */ 810 */
730 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 811 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
731 m.flags_ = 0; 812 m.invalidate ();
732 else if (action == UP_OBJ_FACE) 813 else if (action == UP_OBJ_FACE)
733 /* Nothing to do for that case */ ; 814 /* Nothing to do for that case */ ;
734 else 815 else
735 LOG (llevError, "update_object called with invalid action: %d\n", action); 816 LOG (llevError, "update_object called with invalid action: %d\n", action);
736 817
738 update_object (op->more, action); 819 update_object (op->more, action);
739} 820}
740 821
741object::object () 822object::object ()
742{ 823{
743 SET_FLAG (this, FLAG_REMOVED); 824 this->set_flag (FLAG_REMOVED);
744 825
745 expmul = 1.0; 826 //expmul = 1.0; declared const for the time being
746 face = blank_face; 827 face = blank_face;
828 material = MATERIAL_NULL;
747} 829}
748 830
749object::~object () 831object::~object ()
750{ 832{
751 unlink (); 833 unlink ();
752 834
753 free_key_values (this); 835 free_key_values (this);
754} 836}
755 837
756static int object_count;
757
758void object::link () 838void object::link ()
759{ 839{
760 assert (!index);//D 840 assert (!index);//D
761 uuid = gen_uuid (); 841 uuid = UUID::gen ();
762 count = ++object_count;
763 842
764 refcnt_inc (); 843 refcnt_inc ();
765 objects.insert (this); 844 objects.insert (this);
845
846 ++create_count;
847
766} 848}
767 849
768void object::unlink () 850void object::unlink ()
769{ 851{
770 if (!index) 852 if (!index)
771 return; 853 return;
854
855 ++destroy_count;
772 856
773 objects.erase (this); 857 objects.erase (this);
774 refcnt_dec (); 858 refcnt_dec ();
775} 859}
776 860
780 /* If already on active list, don't do anything */ 864 /* If already on active list, don't do anything */
781 if (active) 865 if (active)
782 return; 866 return;
783 867
784 if (has_active_speed ()) 868 if (has_active_speed ())
869 {
870 if (flag [FLAG_FREED])
871 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
872
785 actives.insert (this); 873 actives.insert (this);
874 }
786} 875}
787 876
788void 877void
789object::activate_recursive () 878object::activate_recursive ()
790{ 879{
839object::destroy_inv (bool drop_to_ground) 928object::destroy_inv (bool drop_to_ground)
840{ 929{
841 // need to check first, because the checks below might segfault 930 // need to check first, because the checks below might segfault
842 // as we might be on an invalid mapspace and crossfire code 931 // as we might be on an invalid mapspace and crossfire code
843 // is too buggy to ensure that the inventory is empty. 932 // is too buggy to ensure that the inventory is empty.
844 // corollary: if you create arrows etc. with stuff in tis inventory, 933 // corollary: if you create arrows etc. with stuff in its inventory,
845 // cf will crash below with off-map x and y 934 // cf will crash below with off-map x and y
846 if (!inv) 935 if (!inv)
847 return; 936 return;
848 937
849 /* Only if the space blocks everything do we not process - 938 /* Only if the space blocks everything do we not process -
850 * if some form of movement is allowed, let objects 939 * if some form of movement is allowed, let objects
851 * drop on that space. 940 * drop on that space.
852 */ 941 */
853 if (!drop_to_ground 942 if (!drop_to_ground
854 || !map 943 || !map
855 || map->in_memory != MAP_IN_MEMORY 944 || map->in_memory != MAP_ACTIVE
856 || map->nodrop 945 || map->no_drop
857 || ms ().move_block == MOVE_ALL) 946 || ms ().move_block == MOVE_ALL)
858 { 947 {
859 while (inv) 948 while (inv)
860 {
861 inv->destroy_inv (drop_to_ground);
862 inv->destroy (); 949 inv->destroy ();
863 }
864 } 950 }
865 else 951 else
866 { /* Put objects in inventory onto this space */ 952 { /* Put objects in inventory onto this space */
867 while (inv) 953 while (inv)
868 { 954 {
879 map->insert (op, x, y); 965 map->insert (op, x, y);
880 } 966 }
881 } 967 }
882} 968}
883 969
970/*
971 * Remove and free all objects in the inventory of the given object.
972 * Unlike destroy_inv, this assumes the *this is destroyed as well
973 * well, so we can (and have to!) take shortcuts.
974 */
975void
976object::destroy_inv_fast ()
977{
978 while (object *op = inv)
979 {
980 // remove from object the fast way
981 op->flag [FLAG_REMOVED] = true;
982 op->env = 0;
983 if ((inv = inv->below))
984 inv->above = 0;
985
986 // then destroy
987 op->destroy ();
988 }
989}
990
991void
992object::freelist_free (int count)
993{
994 while (count-- && freelist)
995 {
996 freelist_item *next = freelist->next;
997 // count is being "destroyed"
998
999 sfree ((char *)freelist, sizeof (object));
1000
1001 freelist = next;
1002 --free_count;
1003 }
1004}
1005
1006object *
884object *object::create () 1007object::create ()
885{ 1008{
886 object *op = new object; 1009 object *op;
1010
1011 if (freelist)
1012 {
1013 freelist_item li = *freelist;
1014 memset (freelist, 0, sizeof (object));
1015
1016 op = new (freelist) object;
1017 op->count = li.count;
1018
1019 freelist = li.next;
1020 --free_count;
1021 }
1022 else
1023 {
1024 void *ni = salloc0<char> (sizeof (object));
1025
1026 op = new(ni) object;
1027
1028 op->count = ++object_count;
1029 }
1030
887 op->link (); 1031 op->link ();
1032
888 return op; 1033 return op;
889} 1034}
890 1035
891void 1036void
1037object::do_delete ()
1038{
1039 uint32_t count = this->count;
1040
1041 this->~object ();
1042
1043 freelist_item *li = (freelist_item *)this;
1044 li->next = freelist;
1045 li->count = count;
1046
1047 freelist = li;
1048 ++free_count;
1049}
1050
1051static struct freed_map : maptile
1052{
1053 freed_map ()
1054 : maptile (3, 3)
1055 {
1056 path = "<freed objects map>";
1057 name = "/internal/freed_objects_map";
1058 no_drop = 1;
1059 no_reset = 1;
1060
1061 in_memory = MAP_ACTIVE;
1062 }
1063
1064 ~freed_map ()
1065 {
1066 destroy ();
1067 }
1068} freed_map; // freed objects are moved here to avoid crashes
1069
1070void
892object::do_destroy () 1071object::do_destroy ()
893{ 1072{
894 attachable::do_destroy ();
895
896 if (flag [FLAG_IS_LINKED]) 1073 if (flag [FLAG_IS_LINKED])
897 remove_button_link (this); 1074 remove_link ();
898 1075
899 if (flag [FLAG_FRIENDLY]) 1076 if (flag [FLAG_FRIENDLY])
900 remove_friendly_object (this); 1077 remove_friendly_object (this);
901 1078
902 if (!flag [FLAG_REMOVED])
903 remove (); 1079 remove ();
904 1080
905 destroy_inv (true); 1081 attachable::do_destroy ();
906 1082
907 deactivate (); 1083 deactivate ();
908 unlink (); 1084 unlink ();
909 1085
910 flag [FLAG_FREED] = 1; 1086 flag [FLAG_FREED] = 1;
911 1087
912 // hack to ensure that freed objects still have a valid map 1088 // 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->path = "<freed objects map>";
921 freed_map->name = "/internal/freed_objects_map";
922 freed_map->width = 3;
923 freed_map->height = 3;
924
925 freed_map->alloc ();
926 freed_map->in_memory = MAP_IN_MEMORY;
927 }
928
929 map = freed_map; 1089 map = &freed_map;
930 x = 1; 1090 x = 1;
931 y = 1; 1091 y = 1;
932 }
933 1092
934 if (more) 1093 if (more)
935 { 1094 {
936 more->destroy (); 1095 more->destroy ();
937 more = 0; 1096 more = 0;
945 attacked_by = 0; 1104 attacked_by = 0;
946 current_weapon = 0; 1105 current_weapon = 0;
947} 1106}
948 1107
949void 1108void
950object::destroy (bool destroy_inventory) 1109object::destroy ()
951{ 1110{
952 if (destroyed ()) 1111 if (destroyed ())
953 return; 1112 return;
954 1113
955 if (destroy_inventory) 1114 if (!is_head () && !head->destroyed ())
1115 {
1116 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1117 head->destroy ();
1118 return;
1119 }
1120
956 destroy_inv (false); 1121 destroy_inv_fast ();
957 1122
958 if (is_head ()) 1123 if (is_head ())
959 if (sound_destroy) 1124 if (sound_destroy)
960 play_sound (sound_destroy); 1125 play_sound (sound_destroy);
961 else if (flag [FLAG_MONSTER]) 1126 else if (flag [FLAG_MONSTER])
962 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism 1127 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
963 1128
964 attachable::destroy (); 1129 attachable::destroy ();
965}
966
967/*
968 * sub_weight() recursively (outwards) subtracts a number from the
969 * weight of an object (and what is carried by it's environment(s)).
970 */
971void
972sub_weight (object *op, signed long weight)
973{
974 while (op != NULL)
975 {
976 if (op->type == CONTAINER)
977 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
978
979 op->carrying -= weight;
980 op = op->env;
981 }
982} 1130}
983 1131
984/* op->remove (): 1132/* op->remove ():
985 * This function removes the object op from the linked list of objects 1133 * This function removes the object op from the linked list of objects
986 * which it is currently tied to. When this function is done, the 1134 * which it is currently tied to. When this function is done, the
989 * the previous environment. 1137 * the previous environment.
990 */ 1138 */
991void 1139void
992object::do_remove () 1140object::do_remove ()
993{ 1141{
994 object *tmp, *last = 0; 1142 if (flag [FLAG_REMOVED])
995 object *otmp;
996
997 if (QUERY_FLAG (this, FLAG_REMOVED))
998 return; 1143 return;
999 1144
1000 SET_FLAG (this, FLAG_REMOVED);
1001 INVOKE_OBJECT (REMOVE, this); 1145 INVOKE_OBJECT (REMOVE, this);
1146
1147 flag [FLAG_REMOVED] = true;
1002 1148
1003 if (more) 1149 if (more)
1004 more->remove (); 1150 more->remove ();
1005 1151
1006 /* 1152 /*
1007 * In this case, the object to be removed is in someones 1153 * In this case, the object to be removed is in someones
1008 * inventory. 1154 * inventory.
1009 */ 1155 */
1010 if (env) 1156 if (env)
1011 { 1157 {
1012 if (nrof) 1158 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1013 sub_weight (env, weight * nrof); 1159 if (object *pl = visible_to ())
1014 else 1160 esrv_del_item (pl->contr, count);
1015 sub_weight (env, weight + carrying); 1161 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1016 1162
1017 /* NO_FIX_PLAYER is set when a great many changes are being 1163 adjust_weight (env, total_weight (), 0);
1018 * made to players inventory. If set, avoiding the call
1019 * to save cpu time.
1020 */
1021 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1022 otmp->update_stats ();
1023 1164
1024 if (above) 1165 object *pl = in_player ();
1025 above->below = below;
1026 else
1027 env->inv = below;
1028
1029 if (below)
1030 below->above = above;
1031 1166
1032 /* we set up values so that it could be inserted into 1167 /* we set up values so that it could be inserted into
1033 * the map, but we don't actually do that - it is up 1168 * the map, but we don't actually do that - it is up
1034 * to the caller to decide what we want to do. 1169 * to the caller to decide what we want to do.
1035 */ 1170 */
1036 x = env->x, y = env->y;
1037 map = env->map; 1171 map = env->map;
1038 above = 0, below = 0; 1172 x = env->x;
1173 y = env->y;
1174
1175 // make sure cmov optimisation is applicable
1176 *(above ? &above->below : &env->inv) = below;
1177 *(below ? &below->above : &above ) = above; // &above is just a dummy
1178
1179 above = 0;
1180 below = 0;
1039 env = 0; 1181 env = 0;
1182
1183 if (pl && pl->is_player ())
1184 {
1185 if (expect_false (pl->contr->combat_ob == this))
1186 {
1187 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1188 pl->contr->combat_ob = 0;
1189 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1190 }
1191
1192 if (expect_false (pl->contr->ranged_ob == this))
1193 {
1194 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1195 pl->contr->ranged_ob = 0;
1196 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1197 }
1198
1199 pl->contr->queue_stats_update ();
1200
1201 if (expect_false (glow_radius) && pl->is_on_map ())
1202 update_all_los (pl->map, pl->x, pl->y);
1203 }
1040 } 1204 }
1041 else if (map) 1205 else if (map)
1042 { 1206 {
1043 if (type == PLAYER)
1044 {
1045 // leaving a spot always closes any open container on the ground
1046 if (container && !container->env)
1047 // this causes spurious floorbox updates, but it ensures
1048 // that the CLOSE event is being sent.
1049 close_container ();
1050
1051 --map->players;
1052 map->touch ();
1053 }
1054
1055 map->dirty = true; 1207 map->dirty = true;
1056 mapspace &ms = this->ms (); 1208 mapspace &ms = this->ms ();
1057 1209
1210 if (object *pl = ms.player ())
1211 {
1212 if (is_player ())
1213 {
1214 if (!flag [FLAG_WIZPASS])
1215 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1216
1217 // leaving a spot always closes any open container on the ground
1218 if (container && !container->env)
1219 // this causes spurious floorbox updates, but it ensures
1220 // that the CLOSE event is being sent.
1221 close_container ();
1222
1223 --map->players;
1224 map->touch ();
1225 }
1226 else if (pl->container_ () == this)
1227 {
1228 // removing a container should close it
1229 close_container ();
1230 }
1231 else
1232 esrv_del_item (pl->contr, count);
1233 }
1234
1058 /* link the object above us */ 1235 /* link the object above us */
1059 if (above) 1236 // re-link, make sure compiler can easily use cmove
1060 above->below = below; 1237 *(above ? &above->below : &ms.top) = below;
1061 else 1238 *(below ? &below->above : &ms.bot) = above;
1062 ms.top = below; /* we were top, set new top */
1063
1064 /* Relink the object below us, if there is one */
1065 if (below)
1066 below->above = above;
1067 else
1068 {
1069 /* Nothing below, which means we need to relink map object for this space
1070 * use translated coordinates in case some oddness with map tiling is
1071 * evident
1072 */
1073 if (GET_MAP_OB (map, x, y) != this)
1074 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1075
1076 ms.bot = above; /* goes on above it. */
1077 }
1078 1239
1079 above = 0; 1240 above = 0;
1080 below = 0; 1241 below = 0;
1081 1242
1243 ms.invalidate ();
1244
1082 if (map->in_memory == MAP_SAVING) 1245 if (map->in_memory == MAP_SAVING)
1083 return; 1246 return;
1084 1247
1085 int check_walk_off = !flag [FLAG_NO_APPLY]; 1248 int check_walk_off = !flag [FLAG_NO_APPLY];
1086 1249
1087 if (object *pl = ms.player ()) 1250 if (object *pl = ms.player ())
1088 { 1251 {
1089 if (pl->container == this) 1252 if (pl->container_ () == this)
1090 /* If a container that the player is currently using somehow gets 1253 /* If a container that the player is currently using somehow gets
1091 * removed (most likely destroyed), update the player view 1254 * removed (most likely destroyed), update the player view
1092 * appropriately. 1255 * appropriately.
1093 */ 1256 */
1094 pl->close_container (); 1257 pl->close_container ();
1095 1258
1259 //TODO: the floorbox prev/next might need updating
1260 //esrv_del_item (pl->contr, count);
1261 //TODO: update floorbox to preserve ordering
1262 if (pl->contr->ns)
1096 pl->contr->ns->floorbox_update (); 1263 pl->contr->ns->floorbox_update ();
1097 } 1264 }
1098 1265
1266 if (check_walk_off)
1099 for (tmp = ms.bot; tmp; tmp = tmp->above) 1267 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1100 { 1268 {
1269 above = tmp->above;
1270
1101 /* No point updating the players look faces if he is the object 1271 /* No point updating the players look faces if he is the object
1102 * being removed. 1272 * being removed.
1103 */ 1273 */
1104 1274
1105 /* See if object moving off should effect something */ 1275 /* See if object moving off should effect something */
1106 if (check_walk_off
1107 && ((move_type & tmp->move_off) 1276 if ((move_type & tmp->move_off)
1108 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1277 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1109 {
1110 move_apply (tmp, this, 0); 1278 move_apply (tmp, this, 0);
1111
1112 if (destroyed ())
1113 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1114 } 1279 }
1115 1280
1116 last = tmp; 1281 if (affects_los ())
1117 }
1118
1119 /* last == NULL if there are no objects on this space */
1120 //TODO: this makes little sense, why only update the topmost object?
1121 if (!last)
1122 map->at (x, y).flags_ = 0;
1123 else
1124 update_object (last, UP_OBJ_REMOVE);
1125
1126 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1127 update_all_los (map, x, y); 1282 update_all_los (map, x, y);
1128 } 1283 }
1129} 1284}
1130 1285
1131/* 1286/*
1140merge_ob (object *op, object *top) 1295merge_ob (object *op, object *top)
1141{ 1296{
1142 if (!op->nrof) 1297 if (!op->nrof)
1143 return 0; 1298 return 0;
1144 1299
1145 if (top) 1300 if (!top)
1146 for (top = op; top && top->above; top = top->above) 1301 for (top = op; top && top->above; top = top->above)
1147 ; 1302 ;
1148 1303
1149 for (; top; top = top->below) 1304 for (; top; top = top->below)
1150 {
1151 if (top == op)
1152 continue;
1153
1154 if (object::can_merge (op, top)) 1305 if (object::can_merge (op, top))
1155 { 1306 {
1156 top->nrof += op->nrof; 1307 top->nrof += op->nrof;
1157 1308
1158/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1309 if (object *pl = top->visible_to ())
1159 op->weight = 0; /* Don't want any adjustements now */ 1310 esrv_update_item (UPD_NROF, pl, top);
1311
1312 op->weight = 0; // cancel the addition above
1313 op->carrying = 0; // must be 0 already
1314
1160 op->destroy (); 1315 op->destroy ();
1316
1161 return top; 1317 return top;
1162 } 1318 }
1163 }
1164 1319
1165 return 0; 1320 return 0;
1166} 1321}
1167 1322
1168void 1323void
1173 1328
1174 object *prev = this; 1329 object *prev = this;
1175 1330
1176 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1331 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1177 { 1332 {
1178 object *op = arch_to_object (at); 1333 object *op = at->instance ();
1179 1334
1180 op->name = name; 1335 op->name = name;
1181 op->name_pl = name_pl; 1336 op->name_pl = name_pl;
1182 op->title = title; 1337 op->title = title;
1183 1338
1193 * job preparing multi-part monsters. 1348 * job preparing multi-part monsters.
1194 */ 1349 */
1195object * 1350object *
1196insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1351insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1197{ 1352{
1353 op->remove ();
1354
1198 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1355 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1199 { 1356 {
1200 tmp->x = x + tmp->arch->x; 1357 tmp->x = x + tmp->arch->x;
1201 tmp->y = y + tmp->arch->y; 1358 tmp->y = y + tmp->arch->y;
1202 } 1359 }
1219 * Passing 0 for flag gives proper default values, so flag really only needs 1376 * Passing 0 for flag gives proper default values, so flag really only needs
1220 * to be set if special handling is needed. 1377 * to be set if special handling is needed.
1221 * 1378 *
1222 * Return value: 1379 * Return value:
1223 * new object if 'op' was merged with other object 1380 * new object if 'op' was merged with other object
1224 * NULL if 'op' was destroyed 1381 * NULL if there was an error (destroyed, blocked etc.)
1225 * just 'op' otherwise 1382 * just 'op' otherwise
1226 */ 1383 */
1227object * 1384object *
1228insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1385insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1229{ 1386{
1230 assert (!op->flag [FLAG_FREED]);
1231
1232 object *top, *floor = NULL;
1233
1234 op->remove (); 1387 op->remove ();
1388
1389 if (m == &freed_map)//D TODO: remove soon
1390 {//D
1391 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1392 }//D
1235 1393
1236 /* Ideally, the caller figures this out. However, it complicates a lot 1394 /* Ideally, the caller figures this out. However, it complicates a lot
1237 * of areas of callers (eg, anything that uses find_free_spot would now 1395 * of areas of callers (eg, anything that uses find_free_spot would now
1238 * need extra work 1396 * need extra work
1239 */ 1397 */
1398 maptile *newmap = m;
1240 if (!xy_normalise (m, op->x, op->y)) 1399 if (!xy_normalise (newmap, op->x, op->y))
1241 { 1400 {
1242 op->destroy (); 1401 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1243 return 0; 1402 return 0;
1244 } 1403 }
1245 1404
1246 if (object *more = op->more) 1405 if (object *more = op->more)
1247 if (!insert_ob_in_map (more, m, originator, flag)) 1406 if (!insert_ob_in_map (more, m, originator, flag))
1248 return 0; 1407 return 0;
1249 1408
1250 CLEAR_FLAG (op, FLAG_REMOVED); 1409 op->flag [FLAG_REMOVED] = false;
1251 1410 op->env = 0;
1252 op->map = m; 1411 op->map = newmap;
1412
1253 mapspace &ms = op->ms (); 1413 mapspace &ms = op->ms ();
1254 1414
1255 /* this has to be done after we translate the coordinates. 1415 /* this has to be done after we translate the coordinates.
1256 */ 1416 */
1257 if (op->nrof && !(flag & INS_NO_MERGE)) 1417 if (op->nrof && !(flag & INS_NO_MERGE))
1258 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1418 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1259 if (object::can_merge (op, tmp)) 1419 if (object::can_merge (op, tmp))
1260 { 1420 {
1421 // TODO: we actually want to update tmp, not op,
1422 // but some caller surely breaks when we return tmp
1423 // from here :/
1261 op->nrof += tmp->nrof; 1424 op->nrof += tmp->nrof;
1262 tmp->destroy (); 1425 tmp->destroy ();
1263 } 1426 }
1264 1427
1265 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1428 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1266 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1429 op->clr_flag (FLAG_INV_LOCKED);
1267 1430
1268 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1431 if (!op->flag [FLAG_ALIVE])
1269 CLEAR_FLAG (op, FLAG_NO_STEAL); 1432 op->clr_flag (FLAG_NO_STEAL);
1270 1433
1271 if (flag & INS_BELOW_ORIGINATOR) 1434 if (flag & INS_BELOW_ORIGINATOR)
1272 { 1435 {
1273 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1436 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1274 { 1437 {
1275 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1438 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1276 abort (); 1439 abort ();
1277 } 1440 }
1278 1441
1442 if (!originator->is_on_map ())
1443 {
1444 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1445 op->debug_desc (), originator->debug_desc ());
1446 abort ();
1447 }
1448
1279 op->above = originator; 1449 op->above = originator;
1280 op->below = originator->below; 1450 op->below = originator->below;
1281
1282 if (op->below)
1283 op->below->above = op;
1284 else
1285 ms.bot = op;
1286
1287 /* since *below* originator, no need to update top */
1288 originator->below = op; 1451 originator->below = op;
1452
1453 *(op->below ? &op->below->above : &ms.bot) = op;
1289 } 1454 }
1290 else 1455 else
1291 { 1456 {
1292 top = ms.bot; 1457 object *floor = 0;
1458 object *top = ms.top;
1293 1459
1294 /* If there are other objects, then */ 1460 /* If there are other objects, then */
1295 if ((!(flag & INS_MAP_LOAD)) && top) 1461 if (top)
1296 { 1462 {
1297 object *last = 0;
1298
1299 /* 1463 /*
1300 * If there are multiple objects on this space, we do some trickier handling. 1464 * If there are multiple objects on this space, we do some trickier handling.
1301 * We've already dealt with merging if appropriate. 1465 * We've already dealt with merging if appropriate.
1302 * Generally, we want to put the new object on top. But if 1466 * Generally, we want to put the new object on top. But if
1303 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1467 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1306 * once we get to them. This reduces the need to traverse over all of 1470 * once we get to them. This reduces the need to traverse over all of
1307 * them when adding another one - this saves quite a bit of cpu time 1471 * them when adding another one - this saves quite a bit of cpu time
1308 * when lots of spells are cast in one area. Currently, it is presumed 1472 * when lots of spells are cast in one area. Currently, it is presumed
1309 * that flying non pickable objects are spell objects. 1473 * that flying non pickable objects are spell objects.
1310 */ 1474 */
1311 for (top = ms.bot; top; top = top->above) 1475 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1312 { 1476 {
1313 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1477 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1314 floor = top; 1478 floor = tmp;
1315 1479
1316 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1480 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1317 { 1481 {
1318 /* We insert above top, so we want this object below this */ 1482 /* We insert above top, so we want this object below this */
1319 top = top->below; 1483 top = tmp->below;
1320 break; 1484 break;
1321 } 1485 }
1322 1486
1323 last = top; 1487 top = tmp;
1324 } 1488 }
1325
1326 /* Don't want top to be NULL, so set it to the last valid object */
1327 top = last;
1328 1489
1329 /* We let update_position deal with figuring out what the space 1490 /* We let update_position deal with figuring out what the space
1330 * looks like instead of lots of conditions here. 1491 * looks like instead of lots of conditions here.
1331 * makes things faster, and effectively the same result. 1492 * makes things faster, and effectively the same result.
1332 */ 1493 */
1339 */ 1500 */
1340 if (!(flag & INS_ON_TOP) 1501 if (!(flag & INS_ON_TOP)
1341 && ms.flags () & P_BLOCKSVIEW 1502 && ms.flags () & P_BLOCKSVIEW
1342 && (op->face && !faces [op->face].visibility)) 1503 && (op->face && !faces [op->face].visibility))
1343 { 1504 {
1505 object *last;
1506
1344 for (last = top; last != floor; last = last->below) 1507 for (last = top; last != floor; last = last->below)
1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1508 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1346 break; 1509 break;
1347 1510
1348 /* Check to see if we found the object that blocks view, 1511 /* Check to see if we found the object that blocks view,
1349 * and make sure we have a below pointer for it so that 1512 * and make sure we have a below pointer for it so that
1350 * we can get inserted below this one, which requires we 1513 * we can get inserted below this one, which requires we
1352 */ 1515 */
1353 if (last && last->below && last != floor) 1516 if (last && last->below && last != floor)
1354 top = last->below; 1517 top = last->below;
1355 } 1518 }
1356 } /* If objects on this space */ 1519 } /* If objects on this space */
1357 if (flag & INS_MAP_LOAD)
1358 top = ms.top;
1359 1520
1360 if (flag & INS_ABOVE_FLOOR_ONLY) 1521 if (flag & INS_ABOVE_FLOOR_ONLY)
1361 top = floor; 1522 top = floor;
1362 1523
1363 /* Top is the object that our object (op) is going to get inserted above. 1524 // insert object above top, or bottom-most if top = 0
1364 */
1365
1366 /* First object on this space */
1367 if (!top) 1525 if (!top)
1368 { 1526 {
1527 op->below = 0;
1369 op->above = ms.bot; 1528 op->above = ms.bot;
1370
1371 if (op->above)
1372 op->above->below = op;
1373
1374 op->below = 0;
1375 ms.bot = op; 1529 ms.bot = op;
1530
1531 *(op->above ? &op->above->below : &ms.top) = op;
1376 } 1532 }
1377 else 1533 else
1378 { /* get inserted into the stack above top */ 1534 {
1379 op->above = top->above; 1535 op->above = top->above;
1380
1381 if (op->above)
1382 op->above->below = op; 1536 top->above = op;
1383 1537
1384 op->below = top; 1538 op->below = top;
1385 top->above = op; 1539 *(op->above ? &op->above->below : &ms.top) = op;
1386 } 1540 }
1541 }
1387 1542
1388 if (!op->above) 1543 if (op->is_player ())
1389 ms.top = op;
1390 } /* else not INS_BELOW_ORIGINATOR */
1391
1392 if (op->type == PLAYER)
1393 { 1544 {
1394 op->contr->do_los = 1; 1545 op->contr->do_los = 1;
1395 ++op->map->players; 1546 ++op->map->players;
1396 op->map->touch (); 1547 op->map->touch ();
1397 } 1548 }
1398 1549
1399 op->map->dirty = true; 1550 op->map->dirty = true;
1400 1551
1401 if (!(flag & INS_MAP_LOAD))
1402 if (object *pl = ms.player ()) 1552 if (object *pl = ms.player ())
1553 //TODO: the floorbox prev/next might need updating
1554 //esrv_send_item (pl, op);
1555 //TODO: update floorbox to preserve ordering
1556 if (pl->contr->ns)
1403 pl->contr->ns->floorbox_update (); 1557 pl->contr->ns->floorbox_update ();
1404 1558
1405 /* If this object glows, it may affect lighting conditions that are 1559 /* If this object glows, it may affect lighting conditions that are
1406 * visible to others on this map. But update_all_los is really 1560 * visible to others on this map. But update_all_los is really
1407 * an inefficient way to do this, as it means los for all players 1561 * an inefficient way to do this, as it means los for all players
1409 * be far away from this change and not affected in any way - 1563 * be far away from this change and not affected in any way -
1410 * this should get redone to only look for players within range, 1564 * this should get redone to only look for players within range,
1411 * or just updating the P_UPTODATE for spaces within this area 1565 * or just updating the P_UPTODATE for spaces within this area
1412 * of effect may be sufficient. 1566 * of effect may be sufficient.
1413 */ 1567 */
1414 if (op->map->darkness && (op->glow_radius != 0)) 1568 if (op->affects_los ())
1569 {
1570 op->ms ().invalidate ();
1415 update_all_los (op->map, op->x, op->y); 1571 update_all_los (op->map, op->x, op->y);
1572 }
1416 1573
1417 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1574 /* updates flags (blocked, alive, no magic, etc) for this map space */
1418 update_object (op, UP_OBJ_INSERT); 1575 update_object (op, UP_OBJ_INSERT);
1419 1576
1420 INVOKE_OBJECT (INSERT, op); 1577 INVOKE_OBJECT (INSERT, op);
1427 * blocked() and wall() work properly), and these flags are updated by 1584 * blocked() and wall() work properly), and these flags are updated by
1428 * update_object(). 1585 * update_object().
1429 */ 1586 */
1430 1587
1431 /* if this is not the head or flag has been passed, don't check walk on status */ 1588 /* if this is not the head or flag has been passed, don't check walk on status */
1432 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1589 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1433 { 1590 {
1434 if (check_move_on (op, originator)) 1591 if (check_move_on (op, originator, flag))
1435 return 0; 1592 return 0;
1436 1593
1437 /* If we are a multi part object, lets work our way through the check 1594 /* If we are a multi part object, let's work our way through the check
1438 * walk on's. 1595 * walk on's.
1439 */ 1596 */
1440 for (object *tmp = op->more; tmp; tmp = tmp->more) 1597 for (object *tmp = op->more; tmp; tmp = tmp->more)
1441 if (check_move_on (tmp, originator)) 1598 if (check_move_on (tmp, originator, flag))
1442 return 0; 1599 return 0;
1443 } 1600 }
1444 1601
1445 return op; 1602 return op;
1446} 1603}
1448/* this function inserts an object in the map, but if it 1605/* this function inserts an object in the map, but if it
1449 * finds an object of its own type, it'll remove that one first. 1606 * finds an object of its own type, it'll remove that one first.
1450 * op is the object to insert it under: supplies x and the map. 1607 * op is the object to insert it under: supplies x and the map.
1451 */ 1608 */
1452void 1609void
1453replace_insert_ob_in_map (const char *arch_string, object *op) 1610replace_insert_ob_in_map (shstr_tmp archname, object *op)
1454{ 1611{
1455 object *tmp, *tmp1;
1456
1457 /* first search for itself and remove any old instances */ 1612 /* first search for itself and remove any old instances */
1458 1613
1459 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1614 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1460 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1615 if (tmp->arch->archname == archname) /* same archetype */
1461 tmp->destroy (); 1616 tmp->destroy ();
1462 1617
1463 tmp1 = arch_to_object (archetype::find (arch_string)); 1618 object *tmp = archetype::find (archname)->instance ();
1464 1619
1465 tmp1->x = op->x; 1620 tmp->x = op->x;
1466 tmp1->y = op->y; 1621 tmp->y = op->y;
1622
1467 insert_ob_in_map (tmp1, op->map, op, 0); 1623 insert_ob_in_map (tmp, op->map, op, 0);
1468} 1624}
1469 1625
1470object * 1626object *
1471object::insert_at (object *where, object *originator, int flags) 1627object::insert_at (object *where, object *originator, int flags)
1472{ 1628{
1629 if (where->env)
1630 return where->env->insert (this);
1631 else
1473 return where->map->insert (this, where->x, where->y, originator, flags); 1632 return where->map->insert (this, where->x, where->y, originator, flags);
1474} 1633}
1475 1634
1476/* 1635// check whether we can put this into the map, respect max_volume, max_items
1477 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1636bool
1478 * is returned contains nr objects, and the remaining parts contains 1637object::can_drop_at (maptile *m, int x, int y, object *originator)
1479 * the rest (or is removed and freed if that number is 0).
1480 * On failure, NULL is returned, and the reason put into the
1481 * global static errmsg array.
1482 */
1483object *
1484get_split_ob (object *orig_ob, uint32 nr)
1485{ 1638{
1486 object *newob; 1639 mapspace &ms = m->at (x, y);
1487 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1488 1640
1489 if (orig_ob->nrof < nr) 1641 int items = ms.items ();
1490 {
1491 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1492 return NULL;
1493 }
1494 1642
1495 newob = object_create_clone (orig_ob); 1643 if (!items // testing !items ensures we can drop at least one item
1644 || (items < m->max_items
1645 && ms.volume () < m->max_volume))
1646 return true;
1496 1647
1497 if ((orig_ob->nrof -= nr) < 1) 1648 if (originator && originator->is_player ())
1498 orig_ob->destroy (1); 1649 originator->contr->failmsgf (
1499 else if (!is_removed) 1650 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1500 { 1651 query_name ()
1501 if (orig_ob->env != NULL) 1652 );
1502 sub_weight (orig_ob->env, orig_ob->weight * nr);
1503 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1504 {
1505 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1506 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1507 return NULL;
1508 }
1509 }
1510 1653
1511 newob->nrof = nr; 1654 return false;
1512
1513 return newob;
1514} 1655}
1515 1656
1516/* 1657/*
1517 * decrease_ob_nr(object, number) decreases a specified number from 1658 * decrease(object, number) decreases a specified number from
1518 * the amount of an object. If the amount reaches 0, the object 1659 * the amount of an object. If the amount reaches 0, the object
1519 * is subsequently removed and freed. 1660 * is subsequently removed and freed.
1520 * 1661 *
1521 * Return value: 'op' if something is left, NULL if the amount reached 0 1662 * Return value: 'op' if something is left, NULL if the amount reached 0
1522 */ 1663 */
1664bool
1665object::decrease (sint32 nr)
1666{
1667 if (!nr)
1668 return true;
1669
1670 nr = min (nr, nrof);
1671
1672 if (nrof > nr)
1673 {
1674 sint64 oweight = total_weight ();
1675
1676 nrof -= nr;
1677
1678 if (object *pl = visible_to ())
1679 esrv_update_item (UPD_NROF, pl, this);
1680
1681 adjust_weight (env, oweight, total_weight ());
1682
1683 return true;
1684 }
1685 else
1686 {
1687 destroy ();
1688 return false;
1689 }
1690}
1691
1692/*
1693 * split(ob,nr) splits up ob into two parts. The part which
1694 * is returned contains nr objects, and the remaining parts contains
1695 * the rest (or is removed and returned if that number is 0).
1696 * On failure, NULL is returned.
1697 */
1523object * 1698object *
1524decrease_ob_nr (object *op, uint32 i) 1699object::split (sint32 nr)
1525{ 1700{
1526 object *tmp; 1701 int have = number_of ();
1527 1702
1528 if (i == 0) /* objects with op->nrof require this check */ 1703 if (have < nr)
1529 return op; 1704 return 0;
1530 1705 else if (have == nr)
1531 if (i > op->nrof)
1532 i = op->nrof;
1533
1534 if (QUERY_FLAG (op, FLAG_REMOVED))
1535 op->nrof -= i;
1536 else if (op->env)
1537 { 1706 {
1538 /* is this object in the players inventory, or sub container
1539 * therein?
1540 */
1541 tmp = op->in_player ();
1542 /* nope. Is this a container the player has opened?
1543 * If so, set tmp to that player.
1544 * IMO, searching through all the players will mostly
1545 * likely be quicker than following op->env to the map,
1546 * and then searching the map for a player.
1547 */
1548 if (!tmp)
1549 for_all_players (pl)
1550 if (pl->ob->container == op->env)
1551 {
1552 tmp = pl->ob;
1553 break;
1554 }
1555
1556 if (i < op->nrof)
1557 {
1558 sub_weight (op->env, op->weight * i);
1559 op->nrof -= i;
1560 if (tmp)
1561 esrv_send_item (tmp, op);
1562 }
1563 else
1564 {
1565 op->remove (); 1707 remove ();
1566 op->nrof = 0; 1708 return this;
1567 if (tmp)
1568 esrv_del_item (tmp->contr, op->count);
1569 }
1570 } 1709 }
1571 else 1710 else
1572 { 1711 {
1573 object *above = op->above; 1712 decrease (nr);
1574 1713
1575 if (i < op->nrof) 1714 object *op = deep_clone ();
1576 op->nrof -= i; 1715 op->nrof = nr;
1577 else
1578 {
1579 op->remove ();
1580 op->nrof = 0;
1581 }
1582
1583 /* Since we just removed op, op->above is null */
1584 for (tmp = above; tmp; tmp = tmp->above)
1585 if (tmp->type == PLAYER)
1586 {
1587 if (op->nrof)
1588 esrv_send_item (tmp, op);
1589 else
1590 esrv_del_item (tmp->contr, op->count);
1591 }
1592 }
1593
1594 if (op->nrof)
1595 return op; 1716 return op;
1596 else
1597 {
1598 op->destroy ();
1599 return 0;
1600 }
1601}
1602
1603/*
1604 * add_weight(object, weight) adds the specified weight to an object,
1605 * and also updates how much the environment(s) is/are carrying.
1606 */
1607void
1608add_weight (object *op, signed long weight)
1609{
1610 while (op != NULL)
1611 {
1612 if (op->type == CONTAINER)
1613 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1614
1615 op->carrying += weight;
1616 op = op->env;
1617 } 1717 }
1618} 1718}
1619 1719
1620object * 1720object *
1621insert_ob_in_ob (object *op, object *where) 1721insert_ob_in_ob (object *op, object *where)
1646 * be != op, if items are merged. -Tero 1746 * be != op, if items are merged. -Tero
1647 */ 1747 */
1648object * 1748object *
1649object::insert (object *op) 1749object::insert (object *op)
1650{ 1750{
1651 if (!QUERY_FLAG (op, FLAG_REMOVED))
1652 op->remove ();
1653
1654 if (op->more) 1751 if (op->more)
1655 { 1752 {
1656 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1753 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1657 return op; 1754 return op;
1658 } 1755 }
1659 1756
1660 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1757 op->remove ();
1661 CLEAR_FLAG (op, FLAG_REMOVED); 1758
1759 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1662 1760
1663 if (op->nrof) 1761 if (op->nrof)
1664 {
1665 for (object *tmp = inv; tmp; tmp = tmp->below) 1762 for (object *tmp = inv; tmp; tmp = tmp->below)
1666 if (object::can_merge (tmp, op)) 1763 if (object::can_merge (tmp, op))
1667 { 1764 {
1668 /* return the original object and remove inserted object 1765 /* return the original object and remove inserted object
1669 (client needs the original object) */ 1766 (client prefers the original object) */
1767
1768 // carring must be 0 for mergable objects
1769 sint64 oweight = tmp->weight * tmp->nrof;
1770
1670 tmp->nrof += op->nrof; 1771 tmp->nrof += op->nrof;
1671 /* Weight handling gets pretty funky. Since we are adding to 1772
1672 * tmp->nrof, we need to increase the weight. 1773 if (object *pl = tmp->visible_to ())
1673 */ 1774 esrv_update_item (UPD_NROF, pl, tmp);
1775
1674 add_weight (this, op->weight * op->nrof); 1776 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1675 SET_FLAG (op, FLAG_REMOVED); 1777
1676 op->destroy (); /* free the inserted object */ 1778 op->destroy ();
1677 op = tmp; 1779 op = tmp;
1678 op->remove (); /* and fix old object's links */ 1780 goto inserted;
1679 CLEAR_FLAG (op, FLAG_REMOVED);
1680 break;
1681 } 1781 }
1682 1782
1683 /* I assume combined objects have no inventory
1684 * We add the weight - this object could have just been removed
1685 * (if it was possible to merge). calling remove_ob will subtract
1686 * the weight, so we need to add it in again, since we actually do
1687 * the linking below
1688 */
1689 add_weight (this, op->weight * op->nrof);
1690 }
1691 else
1692 add_weight (this, (op->weight + op->carrying));
1693
1694 if (object *otmp = this->in_player ())
1695 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1696 otmp->update_stats ();
1697
1698 op->owner = 0; // its his/hers now. period. 1783 op->owner = 0; // it's his/hers now. period.
1699 op->map = 0; 1784 op->map = 0;
1785 op->x = 0;
1786 op->y = 0;
1787
1788 op->above = 0;
1789 op->below = inv;
1700 op->env = this; 1790 op->env = this;
1701 op->above = 0;
1702 op->below = 0;
1703 op->x = op->y = 0;
1704 1791
1792 if (inv)
1793 inv->above = op;
1794
1795 inv = op;
1796
1797 op->flag [FLAG_REMOVED] = 0;
1798
1799 if (object *pl = op->visible_to ())
1800 esrv_send_item (pl, op);
1801
1802 adjust_weight (this, 0, op->total_weight ());
1803
1804inserted:
1705 /* reset the light list and los of the players on the map */ 1805 /* reset the light list and los of the players on the map */
1706 if (op->glow_radius && map) 1806 if (op->glow_radius && is_on_map ())
1707 { 1807 {
1708#ifdef DEBUG_LIGHTS 1808 update_stats ();
1709 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1710#endif /* DEBUG_LIGHTS */
1711 if (map->darkness)
1712 update_all_los (map, x, y); 1809 update_all_los (map, x, y);
1713 }
1714
1715 /* Client has no idea of ordering so lets not bother ordering it here.
1716 * It sure simplifies this function...
1717 */
1718 if (!inv)
1719 inv = op;
1720 else
1721 { 1810 }
1722 op->below = inv; 1811 else if (is_player ())
1723 op->below->above = op; 1812 // if this is a player's inventory, update stats
1724 inv = op; 1813 contr->queue_stats_update ();
1725 }
1726 1814
1727 INVOKE_OBJECT (INSERT, this); 1815 INVOKE_OBJECT (INSERT, this);
1728 1816
1729 return op; 1817 return op;
1730} 1818}
1748 * MSW 2001-07-08: Check all objects on space, not just those below 1836 * MSW 2001-07-08: Check all objects on space, not just those below
1749 * object being inserted. insert_ob_in_map may not put new objects 1837 * object being inserted. insert_ob_in_map may not put new objects
1750 * on top. 1838 * on top.
1751 */ 1839 */
1752int 1840int
1753check_move_on (object *op, object *originator) 1841check_move_on (object *op, object *originator, int flags)
1754{ 1842{
1843 if (op->flag [FLAG_NO_APPLY])
1844 return 0;
1845
1755 object *tmp; 1846 object *tmp;
1756 maptile *m = op->map; 1847 maptile *m = op->map;
1757 int x = op->x, y = op->y; 1848 int x = op->x, y = op->y;
1758 1849
1759 MoveType move_on, move_slow, move_block; 1850 mapspace &ms = m->at (x, y);
1760 1851
1761 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1852 ms.update ();
1762 return 0;
1763 1853
1764 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1854 MoveType move_on = ms.move_on;
1765 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1855 MoveType move_slow = ms.move_slow;
1766 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1856 MoveType move_block = ms.move_block;
1767 1857
1768 /* if nothing on this space will slow op down or be applied, 1858 /* if nothing on this space will slow op down or be applied,
1769 * no need to do checking below. have to make sure move_type 1859 * no need to do checking below. have to make sure move_type
1770 * is set, as lots of objects don't have it set - we treat that 1860 * is set, as lots of objects don't have it set - we treat that
1771 * as walking. 1861 * as walking.
1782 return 0; 1872 return 0;
1783 1873
1784 /* The objects have to be checked from top to bottom. 1874 /* The objects have to be checked from top to bottom.
1785 * Hence, we first go to the top: 1875 * Hence, we first go to the top:
1786 */ 1876 */
1787 1877 for (object *next, *tmp = ms.top; tmp; tmp = next)
1788 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1789 {
1790 /* Trim the search when we find the first other spell effect
1791 * this helps performance so that if a space has 50 spell objects,
1792 * we don't need to check all of them.
1793 */
1794 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1795 break;
1796 } 1878 {
1879 next = tmp->below;
1797 1880
1798 for (; tmp; tmp = tmp->below)
1799 {
1800 if (tmp == op) 1881 if (tmp == op)
1801 continue; /* Can't apply yourself */ 1882 continue; /* Can't apply yourself */
1802 1883
1803 /* Check to see if one of the movement types should be slowed down. 1884 /* Check to see if one of the movement types should be slowed down.
1804 * Second check makes sure that the movement types not being slowed 1885 * Second check makes sure that the movement types not being slowed
1805 * (~slow_move) is not blocked on this space - just because the 1886 * (~slow_move) is not blocked on this space - just because the
1806 * space doesn't slow down swimming (for example), if you can't actually 1887 * space doesn't slow down swimming (for example), if you can't actually
1807 * swim on that space, can't use it to avoid the penalty. 1888 * swim on that space, can't use it to avoid the penalty.
1808 */ 1889 */
1809 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1890 if (!op->flag [FLAG_WIZPASS])
1810 { 1891 {
1811 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1892 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1812 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1893 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1813 { 1894 {
1814
1815 float
1816 diff = tmp->move_slow_penalty * fabs (op->speed); 1895 float diff = tmp->move_slow_penalty * fabs (op->speed);
1817 1896
1818 if (op->type == PLAYER) 1897 if (op->is_player ())
1819 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1898 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1820 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1899 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1821 diff /= 4.0; 1900 diff /= 4.0;
1822 1901
1823 op->speed_left -= diff; 1902 op->speed_left -= diff;
1824 } 1903 }
1825 } 1904 }
1826 1905
1827 /* Basically same logic as above, except now for actual apply. */ 1906 /* Basically same logic as above, except now for actual apply. */
1828 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1907 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1829 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1908 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1830 { 1909 {
1910 if ((flags & INS_NO_AUTO_EXIT)
1911 && (tmp->type == EXIT || tmp->type == TELEPORTER
1912 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1913 continue;
1914
1831 move_apply (tmp, op, originator); 1915 move_apply (tmp, op, originator);
1832 1916
1833 if (op->destroyed ()) 1917 if (op->destroyed ())
1834 return 1; 1918 return 1;
1835 1919
1858 LOG (llevError, "Present_arch called outside map.\n"); 1942 LOG (llevError, "Present_arch called outside map.\n");
1859 return NULL; 1943 return NULL;
1860 } 1944 }
1861 1945
1862 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1946 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1863 if (tmp->arch == at) 1947 if (tmp->arch->archname == at->archname)
1864 return tmp; 1948 return tmp;
1865 1949
1866 return NULL; 1950 return NULL;
1867} 1951}
1868 1952
1932 * The first matching object is returned, or NULL if none. 2016 * The first matching object is returned, or NULL if none.
1933 */ 2017 */
1934object * 2018object *
1935present_arch_in_ob (const archetype *at, const object *op) 2019present_arch_in_ob (const archetype *at, const object *op)
1936{ 2020{
1937 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2021 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1938 if (tmp->arch == at) 2022 if (tmp->arch->archname == at->archname)
1939 return tmp; 2023 return tmp;
1940 2024
1941 return NULL; 2025 return NULL;
1942} 2026}
1943 2027
1945 * activate recursively a flag on an object inventory 2029 * activate recursively a flag on an object inventory
1946 */ 2030 */
1947void 2031void
1948flag_inv (object *op, int flag) 2032flag_inv (object *op, int flag)
1949{ 2033{
1950 if (op->inv)
1951 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2034 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1952 { 2035 {
1953 SET_FLAG (tmp, flag); 2036 tmp->set_flag (flag);
1954 flag_inv (tmp, flag); 2037 flag_inv (tmp, flag);
1955 } 2038 }
1956} 2039}
1957 2040
1958/* 2041/*
1959 * deactivate recursively a flag on an object inventory 2042 * deactivate recursively a flag on an object inventory
1960 */ 2043 */
1961void 2044void
1962unflag_inv (object *op, int flag) 2045unflag_inv (object *op, int flag)
1963{ 2046{
1964 if (op->inv)
1965 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2047 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1966 { 2048 {
1967 CLEAR_FLAG (tmp, flag); 2049 tmp->clr_flag (flag);
1968 unflag_inv (tmp, flag); 2050 unflag_inv (tmp, flag);
1969 } 2051 }
1970} 2052}
1971 2053
1972/* 2054/*
1973 * find_free_spot(object, map, x, y, start, stop) will search for 2055 * find_free_spot(object, map, x, y, start, stop) will search for
1974 * a spot at the given map and coordinates which will be able to contain 2056 * a spot at the given map and coordinates which will be able to contain
1976 * to search (see the freearr_x/y[] definition). 2058 * to search (see the freearr_x/y[] definition).
1977 * It returns a random choice among the alternatives found. 2059 * It returns a random choice among the alternatives found.
1978 * start and stop are where to start relative to the free_arr array (1,9 2060 * start and stop are where to start relative to the free_arr array (1,9
1979 * does all 4 immediate directions). This returns the index into the 2061 * does all 4 immediate directions). This returns the index into the
1980 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2062 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1981 * Note - this only checks to see if there is space for the head of the
1982 * object - if it is a multispace object, this should be called for all
1983 * pieces.
1984 * Note2: This function does correctly handle tiled maps, but does not 2063 * Note: This function does correctly handle tiled maps, but does not
1985 * inform the caller. However, insert_ob_in_map will update as 2064 * inform the caller. However, insert_ob_in_map will update as
1986 * necessary, so the caller shouldn't need to do any special work. 2065 * necessary, so the caller shouldn't need to do any special work.
1987 * Note - updated to take an object instead of archetype - this is necessary 2066 * Note - updated to take an object instead of archetype - this is necessary
1988 * because arch_blocked (now ob_blocked) needs to know the movement type 2067 * because arch_blocked (now ob_blocked) needs to know the movement type
1989 * to know if the space in question will block the object. We can't use 2068 * to know if the space in question will block the object. We can't use
1991 * customized, changed states, etc. 2070 * customized, changed states, etc.
1992 */ 2071 */
1993int 2072int
1994find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2073find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1995{ 2074{
2075 int altern[SIZEOFFREE];
1996 int index = 0, flag; 2076 int index = 0, flag;
1997 int altern[SIZEOFFREE];
1998 2077
1999 for (int i = start; i < stop; i++) 2078 for (int i = start; i < stop; i++)
2000 { 2079 {
2001 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2080 mapxy pos (m, x, y); pos.move (i);
2002 if (!flag) 2081
2082 if (!pos.normalise ())
2083 continue;
2084
2085 mapspace &ms = *pos;
2086
2087 if (ms.flags () & P_IS_ALIVE)
2088 continue;
2089
2090 /* However, often
2091 * ob doesn't have any move type (when used to place exits)
2092 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2093 */
2094 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2095 {
2003 altern [index++] = i; 2096 altern [index++] = i;
2097 continue;
2098 }
2004 2099
2005 /* Basically, if we find a wall on a space, we cut down the search size. 2100 /* Basically, if we find a wall on a space, we cut down the search size.
2006 * In this way, we won't return spaces that are on another side of a wall. 2101 * In this way, we won't return spaces that are on another side of a wall.
2007 * This mostly work, but it cuts down the search size in all directions - 2102 * This mostly work, but it cuts down the search size in all directions -
2008 * if the space being examined only has a wall to the north and empty 2103 * if the space being examined only has a wall to the north and empty
2009 * spaces in all the other directions, this will reduce the search space 2104 * spaces in all the other directions, this will reduce the search space
2010 * to only the spaces immediately surrounding the target area, and 2105 * to only the spaces immediately surrounding the target area, and
2011 * won't look 2 spaces south of the target space. 2106 * won't look 2 spaces south of the target space.
2012 */ 2107 */
2013 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2108 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2109 {
2014 stop = maxfree[i]; 2110 stop = maxfree[i];
2111 continue;
2112 }
2113
2114 /* Note it is intentional that we check ob - the movement type of the
2115 * head of the object should correspond for the entire object.
2116 */
2117 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2118 continue;
2119
2120 if (ob->blocked (pos.m, pos.x, pos.y))
2121 continue;
2122
2123 altern [index++] = i;
2015 } 2124 }
2016 2125
2017 if (!index) 2126 if (!index)
2018 return -1; 2127 return -1;
2019 2128
2028 */ 2137 */
2029int 2138int
2030find_first_free_spot (const object *ob, maptile *m, int x, int y) 2139find_first_free_spot (const object *ob, maptile *m, int x, int y)
2031{ 2140{
2032 for (int i = 0; i < SIZEOFFREE; i++) 2141 for (int i = 0; i < SIZEOFFREE; i++)
2033 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2142 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2034 return i; 2143 return i;
2035 2144
2036 return -1; 2145 return -1;
2037} 2146}
2038 2147
2084 * there is capable of. 2193 * there is capable of.
2085 */ 2194 */
2086int 2195int
2087find_dir (maptile *m, int x, int y, object *exclude) 2196find_dir (maptile *m, int x, int y, object *exclude)
2088{ 2197{
2089 int i, max = SIZEOFFREE, mflags; 2198 int max = SIZEOFFREE, mflags;
2090
2091 sint16 nx, ny;
2092 object *tmp;
2093 maptile *mp;
2094
2095 MoveType blocked, move_type; 2199 MoveType move_type;
2096 2200
2097 if (exclude && exclude->head_ () != exclude) 2201 if (exclude && exclude->head_ () != exclude)
2098 { 2202 {
2099 exclude = exclude->head; 2203 exclude = exclude->head;
2100 move_type = exclude->move_type; 2204 move_type = exclude->move_type;
2103 { 2207 {
2104 /* If we don't have anything, presume it can use all movement types. */ 2208 /* If we don't have anything, presume it can use all movement types. */
2105 move_type = MOVE_ALL; 2209 move_type = MOVE_ALL;
2106 } 2210 }
2107 2211
2108 for (i = 1; i < max; i++) 2212 for (int i = 1; i < max; i++)
2109 { 2213 {
2110 mp = m; 2214 mapxy pos (m, x, y);
2111 nx = x + freearr_x[i]; 2215 pos.move (i);
2112 ny = y + freearr_y[i];
2113 2216
2114 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2217 if (!pos.normalise ())
2115
2116 if (mflags & P_OUT_OF_MAP)
2117 max = maxfree[i]; 2218 max = maxfree[i];
2118 else 2219 else
2119 { 2220 {
2120 mapspace &ms = mp->at (nx, ny); 2221 mapspace &ms = *pos;
2121 2222
2122 blocked = ms.move_block;
2123
2124 if ((move_type & blocked) == move_type) 2223 if ((move_type & ms.move_block) == move_type)
2125 max = maxfree[i]; 2224 max = maxfree [i];
2126 else if (mflags & P_IS_ALIVE) 2225 else if (ms.flags () & P_IS_ALIVE)
2127 { 2226 {
2128 for (tmp = ms.bot; tmp; tmp = tmp->above) 2227 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2129 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2228 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2130 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2229 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2131 break;
2132
2133 if (tmp)
2134 return freedir[i]; 2230 return freedir [i];
2135 } 2231 }
2136 } 2232 }
2137 } 2233 }
2138 2234
2139 return 0; 2235 return 0;
2148{ 2244{
2149 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2245 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2150} 2246}
2151 2247
2152/* 2248/*
2153 * find_dir_2(delta-x,delta-y) will return a direction in which 2249 * find_dir_2(delta-x,delta-y) will return a direction value
2154 * an object which has subtracted the x and y coordinates of another 2250 * for running into direct [dx, dy].
2155 * object, needs to travel toward it. 2251 * (the opposite of crossfire's find_dir_2!)
2156 */ 2252 */
2157int 2253int
2158find_dir_2 (int x, int y) 2254find_dir_2 (int x, int y)
2159{ 2255{
2256#if 1 // new algorithm
2257 // this works by putting x, y into 16 sectors, which
2258 // are not equal sized, but are a better approximation
2259 // then the old algorithm, and then using a mapping
2260 // table to map it into a direction value.
2261 // basically, it maps these comparisons to each bit
2262 // bit #3: x < 0
2263 // bit #2: y < 0
2264 // bit #1: x > y
2265 // bit #0: x > 2y
2266
2267 static const uint8 dir[16] = {
2268 4, 5, 4, 3,
2269 2, 1, 2, 3,
2270 6, 5, 6, 7,
2271 8, 1, 8, 7,
2272 };
2273 int sector = 0;
2274
2275 // this is a bit ugly, but more likely to result in branchless code
2276 sector |= x < 0 ? 8 : 0;
2277 x = x < 0 ? -x : x; // abs
2278
2279 sector |= y < 0 ? 4 : 0;
2280 y = y < 0 ? -y : y; // abs
2281
2282 if (x > y)
2283 {
2284 sector |= 2;
2285
2286 if (x > y * 2)
2287 sector |= 1;
2288 }
2289 else
2290 {
2291 if (y > x * 2)
2292 sector |= 1;
2293 else if (!y)
2294 return 0; // x == 0 here
2295 }
2296
2297 return dir [sector];
2298#else // old algorithm
2160 int q; 2299 int q;
2161 2300
2162 if (y) 2301 if (y)
2163 q = x * 100 / y; 2302 q = 128 * x / y;
2164 else if (x) 2303 else if (x)
2165 q = -300 * x; 2304 q = -512 * x; // to make it > 309
2166 else 2305 else
2167 return 0; 2306 return 0;
2168 2307
2169 if (y > 0) 2308 if (y > 0)
2170 { 2309 {
2171 if (q < -242) 2310 if (q < -309) return 7;
2311 if (q < -52) return 6;
2312 if (q < 52) return 5;
2313 if (q < 309) return 4;
2314
2172 return 3; 2315 return 3;
2173 if (q < -41) 2316 }
2174 return 2; 2317 else
2175 if (q < 41) 2318 {
2176 return 1; 2319 if (q < -309) return 3;
2177 if (q < 242) 2320 if (q < -52) return 2;
2178 return 8; 2321 if (q < 52) return 1;
2322 if (q < 309) return 8;
2323
2179 return 7; 2324 return 7;
2180 } 2325 }
2181 2326#endif
2182 if (q < -242)
2183 return 7;
2184 if (q < -41)
2185 return 6;
2186 if (q < 41)
2187 return 5;
2188 if (q < 242)
2189 return 4;
2190
2191 return 3;
2192} 2327}
2193 2328
2194/* 2329/*
2195 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2330 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2196 * between two directions (which are expected to be absolute (see absdir()) 2331 * between two directions (which are expected to be absolute (see absdir())
2197 */ 2332 */
2198int 2333int
2199dirdiff (int dir1, int dir2) 2334dirdiff (int dir1, int dir2)
2200{ 2335{
2201 int d;
2202
2203 d = abs (dir1 - dir2); 2336 int d = abs (dir1 - dir2);
2204 if (d > 4)
2205 d = 8 - d;
2206 2337
2207 return d; 2338 return d > 4 ? 8 - d : d;
2208} 2339}
2209 2340
2210/* peterm: 2341/* peterm:
2211 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2342 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2212 * Basically, this is a table of directions, and what directions 2343 * Basically, this is a table of directions, and what directions
2214 * This basically means that if direction is 15, then it could either go 2345 * This basically means that if direction is 15, then it could either go
2215 * direction 4, 14, or 16 to get back to where we are. 2346 * direction 4, 14, or 16 to get back to where we are.
2216 * Moved from spell_util.c to object.c with the other related direction 2347 * Moved from spell_util.c to object.c with the other related direction
2217 * functions. 2348 * functions.
2218 */ 2349 */
2219int reduction_dir[SIZEOFFREE][3] = { 2350static const int reduction_dir[SIZEOFFREE][3] = {
2220 {0, 0, 0}, /* 0 */ 2351 {0, 0, 0}, /* 0 */
2221 {0, 0, 0}, /* 1 */ 2352 {0, 0, 0}, /* 1 */
2222 {0, 0, 0}, /* 2 */ 2353 {0, 0, 0}, /* 2 */
2223 {0, 0, 0}, /* 3 */ 2354 {0, 0, 0}, /* 3 */
2224 {0, 0, 0}, /* 4 */ 2355 {0, 0, 0}, /* 4 */
2318 * Add a check so we can't pick up invisible objects (0.93.8) 2449 * Add a check so we can't pick up invisible objects (0.93.8)
2319 */ 2450 */
2320int 2451int
2321can_pick (const object *who, const object *item) 2452can_pick (const object *who, const object *item)
2322{ 2453{
2323 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2454 return /*who->flag [FLAG_WIZ]|| */
2324 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2455 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2325 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2456 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2326} 2457}
2327 2458
2328/* 2459/*
2329 * create clone from object to another 2460 * create clone from object to another
2330 */ 2461 */
2331object * 2462object *
2332object_create_clone (object *asrc) 2463object::deep_clone ()
2333{ 2464{
2334 object *dst = 0, *tmp, *src, *prev, *item; 2465 assert (("deep_clone called on non-head object", is_head ()));
2335 2466
2336 if (!asrc) 2467 object *dst = clone ();
2337 return 0;
2338 2468
2339 src = asrc->head_ (); 2469 object *prev = dst;
2340
2341 prev = 0;
2342 for (object *part = src; part; part = part->more) 2470 for (object *part = this->more; part; part = part->more)
2343 { 2471 {
2344 tmp = part->clone (); 2472 object *tmp = part->clone ();
2345 tmp->x -= src->x;
2346 tmp->y -= src->y;
2347
2348 if (!part->head)
2349 {
2350 dst = tmp;
2351 tmp->head = 0;
2352 }
2353 else
2354 tmp->head = dst; 2473 tmp->head = dst;
2355
2356 tmp->more = 0;
2357
2358 if (prev)
2359 prev->more = tmp; 2474 prev->more = tmp;
2360
2361 prev = tmp; 2475 prev = tmp;
2362 } 2476 }
2363 2477
2364 for (item = src->inv; item; item = item->below) 2478 for (object *item = inv; item; item = item->below)
2365 insert_ob_in_ob (object_create_clone (item), dst); 2479 insert_ob_in_ob (item->deep_clone (), dst);
2366 2480
2367 return dst; 2481 return dst;
2368} 2482}
2369 2483
2370/* This returns the first object in who's inventory that 2484/* This returns the first object in who's inventory that
2379 return tmp; 2493 return tmp;
2380 2494
2381 return 0; 2495 return 0;
2382} 2496}
2383 2497
2384/* If ob has a field named key, return the link from the list, 2498shstr_tmp
2385 * otherwise return NULL. 2499object::kv_get (shstr_tmp key) const
2386 *
2387 * key must be a passed in shared string - otherwise, this won't
2388 * do the desired thing.
2389 */
2390key_value *
2391get_ob_key_link (const object *ob, const char *key)
2392{ 2500{
2393 for (key_value *link = ob->key_values; link; link = link->next) 2501 for (key_value *kv = key_values; kv; kv = kv->next)
2394 if (link->key == key) 2502 if (kv->key == key)
2395 return link;
2396
2397 return 0;
2398}
2399
2400/*
2401 * Returns the value of op has an extra_field for key, or NULL.
2402 *
2403 * The argument doesn't need to be a shared string.
2404 *
2405 * The returned string is shared.
2406 */
2407const char *
2408get_ob_key_value (const object *op, const char *const key)
2409{
2410 key_value *link;
2411 shstr_cmp canonical_key (key);
2412
2413 if (!canonical_key)
2414 {
2415 /* 1. There being a field named key on any object
2416 * implies there'd be a shared string to find.
2417 * 2. Since there isn't, no object has this field.
2418 * 3. Therefore, *this* object doesn't have this field.
2419 */
2420 return 0;
2421 }
2422
2423 /* This is copied from get_ob_key_link() above -
2424 * only 4 lines, and saves the function call overhead.
2425 */
2426 for (link = op->key_values; link; link = link->next)
2427 if (link->key == canonical_key)
2428 return link->value; 2503 return kv->value;
2429 2504
2430 return 0; 2505 return shstr ();
2431} 2506}
2432 2507
2433/* 2508void
2434 * Updates the canonical_key in op to value. 2509object::kv_set (shstr_tmp key, shstr_tmp value)
2435 *
2436 * canonical_key is a shared string (value doesn't have to be).
2437 *
2438 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2439 * keys.
2440 *
2441 * Returns TRUE on success.
2442 */
2443int
2444set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2445{ 2510{
2446 key_value *field = NULL, *last = NULL; 2511 for (key_value *kv = key_values; kv; kv = kv->next)
2447 2512 if (kv->key == key)
2448 for (field = op->key_values; field != NULL; field = field->next)
2449 {
2450 if (field->key != canonical_key)
2451 { 2513 {
2452 last = field; 2514 kv->value = value;
2453 continue; 2515 return;
2454 } 2516 }
2455 2517
2456 if (value) 2518 key_value *kv = new key_value;
2457 field->value = value; 2519
2458 else 2520 kv->next = key_values;
2521 kv->key = key;
2522 kv->value = value;
2523
2524 key_values = kv;
2525}
2526
2527void
2528object::kv_del (shstr_tmp key)
2529{
2530 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2531 if ((*kvp)->key == key)
2459 { 2532 {
2460 /* Basically, if the archetype has this key set, 2533 key_value *kv = *kvp;
2461 * we need to store the null value so when we save 2534 *kvp = (*kvp)->next;
2462 * it, we save the empty value so that when we load, 2535 delete kv;
2463 * we get this value back again. 2536 return;
2464 */
2465 if (get_ob_key_link (op->arch, canonical_key))
2466 field->value = 0;
2467 else
2468 {
2469 if (last)
2470 last->next = field->next;
2471 else
2472 op->key_values = field->next;
2473
2474 delete field;
2475 }
2476 } 2537 }
2477 return TRUE;
2478 }
2479 /* IF we get here, key doesn't exist */
2480
2481 /* No field, we'll have to add it. */
2482
2483 if (!add_key)
2484 return FALSE;
2485
2486 /* There isn't any good reason to store a null
2487 * value in the key/value list. If the archetype has
2488 * this key, then we should also have it, so shouldn't
2489 * be here. If user wants to store empty strings,
2490 * should pass in ""
2491 */
2492 if (value == NULL)
2493 return TRUE;
2494
2495 field = new key_value;
2496
2497 field->key = canonical_key;
2498 field->value = value;
2499 /* Usual prepend-addition. */
2500 field->next = op->key_values;
2501 op->key_values = field;
2502
2503 return TRUE;
2504}
2505
2506/*
2507 * Updates the key in op to value.
2508 *
2509 * If add_key is FALSE, this will only update existing keys,
2510 * and not add new ones.
2511 * In general, should be little reason FALSE is ever passed in for add_key
2512 *
2513 * Returns TRUE on success.
2514 */
2515int
2516set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2517{
2518 shstr key_ (key);
2519
2520 return set_ob_key_value_s (op, key_, value, add_key);
2521} 2538}
2522 2539
2523object::depth_iterator::depth_iterator (object *container) 2540object::depth_iterator::depth_iterator (object *container)
2524: iterator_base (container) 2541: iterator_base (container)
2525{ 2542{
2575{ 2592{
2576 char flagdesc[512]; 2593 char flagdesc[512];
2577 char info2[256 * 4]; 2594 char info2[256 * 4];
2578 char *p = info; 2595 char *p = info;
2579 2596
2580 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2597 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2581 count, uuid.seq, 2598 count,
2599 uuid.c_str (),
2582 &name, 2600 &name,
2583 title ? "\",title:\"" : "", 2601 title ? ",title:\"" : "",
2584 title ? (const char *)title : "", 2602 title ? (const char *)title : "",
2603 title ? "\"" : "",
2585 flag_desc (flagdesc, 512), type); 2604 flag_desc (flagdesc, 512), type);
2586 2605
2587 if (!this->flag[FLAG_REMOVED] && env) 2606 if (!flag[FLAG_REMOVED] && env)
2588 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2607 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2589 2608
2590 if (map) 2609 if (map)
2591 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2610 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2592 2611
2607{ 2626{
2608 return map ? map->region (x, y) 2627 return map ? map->region (x, y)
2609 : region::default_region (); 2628 : region::default_region ();
2610} 2629}
2611 2630
2612const materialtype_t *
2613object::dominant_material () const
2614{
2615 if (materialtype_t *mt = name_to_material (materialname))
2616 return mt;
2617
2618 return name_to_material (shstr_unknown);
2619}
2620
2621void 2631void
2622object::open_container (object *new_container) 2632object::open_container (object *new_container)
2623{ 2633{
2624 if (container == new_container) 2634 if (container == new_container)
2625 return; 2635 return;
2626 2636
2627 if (object *old_container = container) 2637 object *old_container = container;
2638
2639 if (old_container)
2628 { 2640 {
2629 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2641 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2630 return; 2642 return;
2631 2643
2632#if 0 2644#if 0
2634 if (object *closer = old_container->inv) 2646 if (object *closer = old_container->inv)
2635 if (closer->type == CLOSE_CON) 2647 if (closer->type == CLOSE_CON)
2636 closer->destroy (); 2648 closer->destroy ();
2637#endif 2649#endif
2638 2650
2651 // make sure the container is available
2652 esrv_send_item (this, old_container);
2653
2639 old_container->flag [FLAG_APPLIED] = 0; 2654 old_container->flag [FLAG_APPLIED] = false;
2640 container = 0; 2655 container = 0;
2641 2656
2657 // client needs item update to make it work, client bug requires this to be separate
2642 esrv_update_item (UPD_FLAGS, this, old_container); 2658 esrv_update_item (UPD_FLAGS, this, old_container);
2659
2643 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2660 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2644 play_sound (sound_find ("chest_close")); 2661 play_sound (sound_find ("chest_close"));
2645 } 2662 }
2646 2663
2647 if (new_container) 2664 if (new_container)
2648 { 2665 {
2652 // TODO: this does not seem to serve any purpose anymore? 2669 // TODO: this does not seem to serve any purpose anymore?
2653#if 0 2670#if 0
2654 // insert the "Close Container" object. 2671 // insert the "Close Container" object.
2655 if (archetype *closer = new_container->other_arch) 2672 if (archetype *closer = new_container->other_arch)
2656 { 2673 {
2657 object *closer = arch_to_object (new_container->other_arch); 2674 object *closer = new_container->other_arch->instance ();
2658 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2675 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2659 new_container->insert (closer); 2676 new_container->insert (closer);
2660 } 2677 }
2661#endif 2678#endif
2662 2679
2663 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2680 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2664 2681
2682 // make sure the container is available, client bug requires this to be separate
2683 esrv_send_item (this, new_container);
2684
2665 new_container->flag [FLAG_APPLIED] = 1; 2685 new_container->flag [FLAG_APPLIED] = true;
2666 container = new_container; 2686 container = new_container;
2667 2687
2688 // client needs flag change
2668 esrv_update_item (UPD_FLAGS, this, new_container); 2689 esrv_update_item (UPD_FLAGS, this, new_container);
2669 esrv_send_inventory (this, new_container); 2690 esrv_send_inventory (this, new_container);
2670 play_sound (sound_find ("chest_open")); 2691 play_sound (sound_find ("chest_open"));
2671 } 2692 }
2693// else if (!old_container->env && contr && contr->ns)
2694// contr->ns->floorbox_reset ();
2672} 2695}
2673 2696
2674object * 2697object *
2675object::force_find (const shstr name) 2698object::force_find (shstr_tmp name)
2676{ 2699{
2677 /* cycle through his inventory to look for the MARK we want to 2700 /* cycle through his inventory to look for the MARK we want to
2678 * place 2701 * place
2679 */ 2702 */
2680 for (object *tmp = inv; tmp; tmp = tmp->below) 2703 for (object *tmp = inv; tmp; tmp = tmp->below)
2682 return splay (tmp); 2705 return splay (tmp);
2683 2706
2684 return 0; 2707 return 0;
2685} 2708}
2686 2709
2710//-GPL
2711
2687void 2712void
2713object::force_set_timer (int duration)
2714{
2715 this->duration = 1;
2716 this->speed_left = -1.f;
2717
2718 this->set_speed (duration ? 1.f / duration : 0.f);
2719}
2720
2721object *
2688object::force_add (const shstr name, int duration) 2722object::force_add (shstr_tmp name, int duration)
2689{ 2723{
2690 if (object *force = force_find (name)) 2724 if (object *force = force_find (name))
2691 force->destroy (); 2725 force->destroy ();
2692 2726
2693 object *force = get_archetype (FORCE_NAME); 2727 object *force = get_archetype (FORCE_NAME);
2694 2728
2695 force->slaying = name; 2729 force->slaying = name;
2696 force->stats.food = 1; 2730 force->force_set_timer (duration);
2697 force->speed_left = -1.f;
2698
2699 force->set_speed (duration ? 1.f / duration : 0.f);
2700 force->flag [FLAG_IS_USED_UP] = true;
2701 force->flag [FLAG_APPLIED] = true; 2731 force->flag [FLAG_APPLIED] = true;
2702 2732
2703 insert (force); 2733 return insert (force);
2704} 2734}
2705 2735
2706void 2736void
2707object::play_sound (faceidx sound) const 2737object::play_sound (faceidx sound) const
2708{ 2738{
2709 if (!sound) 2739 if (!sound)
2710 return; 2740 return;
2711 2741
2712 if (flag [FLAG_REMOVED]) 2742 if (is_on_map ())
2743 map->play_sound (sound, x, y);
2744 else if (object *pl = in_player ())
2745 pl->contr->play_sound (sound);
2746}
2747
2748void
2749object::say_msg (const char *msg) const
2750{
2751 if (is_on_map ())
2752 map->say_msg (msg, x, y);
2753 else if (object *pl = in_player ())
2754 pl->contr->play_sound (sound);
2755}
2756
2757void
2758object::make_noise ()
2759{
2760 // we do not model noise in the map, so instead put
2761 // a temporary light into the noise source
2762 // could use the map instead, but that's less reliable for our
2763 // goal, which is to make invisibility a bit harder to exploit
2764
2765 // currently only works sensibly for players
2766 if (!is_player ())
2713 return; 2767 return;
2714 2768
2715 if (env) 2769 // find old force, or create new one
2716 { 2770 object *force = force_find (shstr_noise_force);
2717 if (object *pl = in_player ()) 2771
2718 pl->contr->play_sound (sound); 2772 if (force)
2719 } 2773 force->speed_left = -1.f; // patch old speed up
2720 else 2774 else
2721 map->play_sound (sound, x, y); 2775 {
2722} 2776 force = archetype::get (shstr_noise_force);
2723 2777
2778 force->slaying = shstr_noise_force;
2779 force->stats.food = 1;
2780 force->speed_left = -1.f;
2781
2782 force->set_speed (1.f / 4.f);
2783 force->flag [FLAG_IS_USED_UP] = true;
2784 force->flag [FLAG_APPLIED] = true;
2785
2786 insert (force);
2787 }
2788}
2789
2790void object::change_move_type (MoveType mt)
2791{
2792 if (move_type == mt)
2793 return;
2794
2795 if (is_on_map ())
2796 {
2797 // we are on the map, so handle move_on/off effects
2798 remove ();
2799 move_type = mt;
2800 map->insert (this, x, y, this);
2801 }
2802 else
2803 move_type = mt;
2804}
2805
2806/* object should be a player.
2807 * we return the object the player has marked with the 'mark' command
2808 * below. If no match is found (or object has changed), we return
2809 * NULL. We leave it up to the calling function to print messages if
2810 * nothing is found.
2811 */
2812object *
2813object::mark () const
2814{
2815 if (contr && contr->mark && contr->mark->env == this)
2816 return contr->mark;
2817 else
2818 return 0;
2819}
2820
2821// put marked object first in the inventory
2822// this is used by identify-like spells so players can influence
2823// the order a bit.
2824void
2825object::splay_marked ()
2826{
2827 if (object *marked = mark ())
2828 splay (marked);
2829}
2830

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