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Comparing deliantra/server/common/object.C (file contents):
Revision 1.161 by root, Wed Jun 13 21:09:39 2007 UTC vs.
Revision 1.342 by sf-kernelpanic, Sun Apr 10 20:30:53 2011 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. 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 it 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * under the terms of the GNU General Public License as published by the Free 9 * the terms of the Affero GNU General Public License as published by the
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * 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 along 18 * You should have received a copy of the Affero GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * and the GNU General Public License along with this program. If not, see
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * 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>
23 */ 23 */
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28#include <global.h> 25#include <global.h>
29#include <stdio.h> 26#include <stdio.h>
30#include <sys/types.h> 27#include <sys/types.h>
31#include <sys/uio.h> 28#include <sys/uio.h>
32#include <object.h> 29#include <object.h>
33#include <funcpoint.h>
34#include <sproto.h> 30#include <sproto.h>
35#include <loader.h>
36 31
37#include <bitset> 32#include <bitset>
38 33
39int nrofallocobjects = 0; 34UUID UUID::cur;
40static UUID uuid; 35static uint64_t seq_next_save;
41const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
42 38
43objectvec objects; 39objectvec objects;
44activevec actives; 40activevec actives;
45 41
46short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
49
50short freearr_x[SIZEOFFREE] = {
51 0,
52 0, 1, 1, 1, 0, -1, -1, -1,
53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
47 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 54 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
48}; 55};
49short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 56short freearr_y[SIZEOFFREE] = {
57 0,
58 -1, -1, 0, 1, 1, 1, 0, -1,
59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
50 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 60 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
51};
52int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
53 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
54}; 61};
55int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
56 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 63 0,
64 1, 2, 3, 4, 5, 6, 7, 8,
65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
57 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
58}; 67};
59 68
69static int maxfree[SIZEOFFREE] = {
70 0,
71 9, 10, 13, 14, 17, 18, 21, 22,
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
74};
75
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
60static void 95static void
61write_uuid (void) 96write_uuid (uval64 skip, bool sync)
62{ 97{
63 char filename1[MAX_BUF], filename2[MAX_BUF]; 98 CALL_BEGIN (2);
64 99 CALL_ARG_SV (newSVval64 (skip));
65 sprintf (filename1, "%s/uuid", settings.localdir); 100 CALL_ARG_SV (boolSV (sync));
66 sprintf (filename2, "%s/uuid~", settings.localdir); 101 CALL_CALL ("cf::write_uuid", G_DISCARD);
67 102 CALL_END;
68 FILE *fp;
69
70 if (!(fp = fopen (filename2, "w")))
71 {
72 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
73 return;
74 }
75
76 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
77 fclose (fp);
78 rename (filename2, filename1);
79} 103}
80 104
81static void 105static void
82read_uuid (void) 106read_uuid ()
83{ 107{
84 char filename[MAX_BUF]; 108 char filename[MAX_BUF];
85 109
86 sprintf (filename, "%s/uuid", settings.localdir); 110 sprintf (filename, "%s/uuid", settings.localdir);
111
112 seq_next_save = 0;
87 113
88 FILE *fp; 114 FILE *fp;
89 115
90 if (!(fp = fopen (filename, "r"))) 116 if (!(fp = fopen (filename, "r")))
91 { 117 {
92 if (errno == ENOENT) 118 if (errno == ENOENT)
93 { 119 {
94 LOG (llevInfo, "RESET uid to 1\n"); 120 LOG (llevInfo, "RESET uid to 1\n");
95 uuid.seq = 0; 121 UUID::cur.seq = 0;
96 write_uuid (); 122 write_uuid (UUID_GAP, true);
97 return; 123 return;
98 } 124 }
99 125
100 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 126 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
101 _exit (1); 127 _exit (1);
102 } 128 }
103 129
104 int version; 130 char buf [UUID::MAX_LEN];
105 unsigned long long uid; 131 buf[0] = 0;
106 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 132 fgets (buf, sizeof (buf), fp);
133
134 if (!UUID::cur.parse (buf))
107 { 135 {
108 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 136 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
109 _exit (1); 137 _exit (1);
110 } 138 }
111 139
112 uuid.seq = uid; 140 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
113 write_uuid (); 141
114 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 142 write_uuid (UUID_GAP, true);
115 fclose (fp); 143 fclose (fp);
116} 144}
117 145
118UUID 146UUID
119gen_uuid () 147UUID::gen ()
120{ 148{
121 UUID uid; 149 UUID uid;
122 150
123 uid.seq = ++uuid.seq; 151 uid.seq = ++cur.seq;
124 152
125 if (!(uuid.seq & (UUID_SKIP - 1))) 153 if (expect_false (cur.seq >= seq_next_save))
126 write_uuid (); 154 {
155 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
156 write_uuid (UUID_GAP, false);
157 }
158
127 159
128 return uid; 160 return uid;
129} 161}
130 162
131void 163void
132init_uuid () 164UUID::init ()
133{ 165{
134 read_uuid (); 166 read_uuid ();
135} 167}
136 168
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
137/* 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. */
138static int 235static bool
139compare_ob_value_lists_one (const object *wants, const object *has) 236compare_ob_value_lists_one (const object *wants, const object *has)
140{ 237{
141 key_value *wants_field;
142
143 /* 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
144 * 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
145 * different structure or at least keep the lists sorted... 240 * different structure or at least keep the lists sorted...
146 */ 241 */
147 242
148 /* For each field in wants, */ 243 /* For each field in wants, */
149 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)
150 { 245 if (has->kv_get (kv->key) != kv->value)
151 key_value *has_field; 246 return false;
152
153 /* Look for a field in has with the same key. */
154 has_field = get_ob_key_link (has, wants_field->key);
155
156 if (has_field == NULL)
157 {
158 /* No field with that name. */
159 return FALSE;
160 }
161
162 /* Found the matching field. */
163 if (has_field->value != wants_field->value)
164 {
165 /* Values don't match, so this half of the comparison is false. */
166 return FALSE;
167 }
168
169 /* If we get here, we found a match. Now for the next field in wants. */
170 }
171 247
172 /* 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. */
173 return TRUE; 249 return true;
174} 250}
175 251
176/* Returns TRUE if ob1 has the same key_values as ob2. */ 252/* Returns TRUE if ob1 has the same key_values as ob2. */
177static int 253static bool
178compare_ob_value_lists (const object *ob1, const object *ob2) 254compare_ob_value_lists (const object *ob1, const object *ob2)
179{ 255{
180 /* 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,
181 * so we need to run the comparison *twice*. :( 257 * so we need to run the comparison *twice*. :(
182 */ 258 */
183 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);
184} 261}
185 262
186/* 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
187 * they can be merged together. 264 * they can be merged together.
188 * 265 *
195 * Improvements made with merge: Better checking on potion, and also 272 * Improvements made with merge: Better checking on potion, and also
196 * check weight 273 * check weight
197 */ 274 */
198bool object::can_merge_slow (object *ob1, object *ob2) 275bool object::can_merge_slow (object *ob1, object *ob2)
199{ 276{
200 /* A couple quicksanity checks */ 277 /* A couple quick sanity checks */
201 if (ob1 == ob2 278 if (ob1 == ob2
202 || ob1->type != ob2->type 279 || ob1->type != ob2->type
203 || ob1->speed != ob2->speed
204 || ob1->value != ob2->value 280 || ob1->value != ob2->value
205 || ob1->name != ob2->name) 281 || ob1->name != ob2->name
282 || ob1->custom_name != ob2->custom_name
283 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
206 return 0; 284 return 0;
207 285
208 //TODO: this ain't working well, use nicer and correct overflow check
209 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 286 /* Do not merge objects if nrof would overflow, assume nrof
210 * value could not be stored in a sint32 (which unfortunately sometimes is 287 * is always 0 .. 2**31-1 */
211 * used to store nrof). 288 if (ob1->nrof > 0x7fffffff - ob2->nrof)
212 */
213 if (ob1->nrof + ob2->nrof >= 1UL << 31)
214 return 0; 289 return 0;
215 290
216 /* If the objects have been identified, set the BEEN_APPLIED flag. 291 /* If the objects have been identified, set the BEEN_APPLIED flag.
217 * This is to the comparison of the flags below will be OK. We 292 * This is to the comparison of the flags below will be OK. We
218 * just can't ignore the been applied or identified flags, as they 293 * just can't ignore the been applied or identified flags, as they
219 * are not equal - just if it has been identified, the been_applied 294 * are not equal - just if it has been identified, the been_applied
220 * flags lose any meaning. 295 * flags lose any meaning.
221 */ 296 */
222 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 297 if (ob1->flag [FLAG_IDENTIFIED])
223 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 298 ob1->set_flag (FLAG_BEEN_APPLIED);
224 299
225 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 300 if (ob2->flag [FLAG_IDENTIFIED])
226 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 301 ob2->set_flag (FLAG_BEEN_APPLIED);
227 302
228 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 303 if (ob1->arch->archname != ob2->arch->archname
229 || ob1->arch != ob2->arch
230 || ob1->name != ob2->name 304 || ob1->name != ob2->name
231 || ob1->title != ob2->title 305 || ob1->title != ob2->title
232 || ob1->msg != ob2->msg 306 || ob1->msg != ob2->msg
233 || ob1->weight != ob2->weight 307 || ob1->weight != ob2->weight
234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
236 || ob1->attacktype != ob2->attacktype 308 || ob1->attacktype != ob2->attacktype
237 || ob1->magic != ob2->magic 309 || ob1->magic != ob2->magic
238 || ob1->slaying != ob2->slaying 310 || ob1->slaying != ob2->slaying
239 || ob1->skill != ob2->skill 311 || ob1->skill != ob2->skill
240 || ob1->value != ob2->value 312 || ob1->value != ob2->value
241 || ob1->animation_id != ob2->animation_id 313 || ob1->animation_id != ob2->animation_id
314 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
242 || ob1->client_type != ob2->client_type 315 || ob1->client_type != ob2->client_type
243 || ob1->materialname != ob2->materialname 316 || ob1->material != ob2->material
244 || ob1->lore != ob2->lore 317 || ob1->lore != ob2->lore
245 || ob1->subtype != ob2->subtype 318 || ob1->subtype != ob2->subtype
246 || ob1->move_type != ob2->move_type 319 || ob1->move_type != ob2->move_type
247 || ob1->move_block != ob2->move_block 320 || ob1->move_block != ob2->move_block
248 || ob1->move_allow != ob2->move_allow 321 || ob1->move_allow != ob2->move_allow
249 || ob1->move_on != ob2->move_on 322 || ob1->move_on != ob2->move_on
250 || ob1->move_off != ob2->move_off 323 || ob1->move_off != ob2->move_off
251 || ob1->move_slow != ob2->move_slow 324 || ob1->move_slow != ob2->move_slow
252 || ob1->move_slow_penalty != ob2->move_slow_penalty) 325 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
326 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
327 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
253 return 0; 328 return 0;
254 329
330 if ((ob1->flag ^ ob2->flag)
331 .reset (FLAG_INV_LOCKED)
332 .reset (FLAG_REMOVED)
333 .any ())
334 return 0;
335
255 /* This is really a spellbook check - really, we should 336 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 337 * not merge objects with real inventories, as splitting them
338 * is hard.
257 */ 339 */
258 if (ob1->inv || ob2->inv) 340 if (ob1->inv || ob2->inv)
259 { 341 {
260 /* if one object has inventory but the other doesn't, not equiv */ 342 if (!(ob1->inv && ob2->inv))
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 343 return 0; /* inventories differ in length */
262 return 0;
263 344
264 /* Now check to see if the two inventory objects could merge */ 345 if (ob1->inv->below || ob2->inv->below)
346 return 0; /* more than one object in inv */
347
265 if (!object::can_merge (ob1->inv, ob2->inv)) 348 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 349 return 0; /* inventory objects differ */
267 350
268 /* inventory ok - still need to check rest of this object to see 351 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 352 * if it is valid.
270 */ 353 */
271 } 354 }
272 355
273 /* Don't merge objects that are applied. With the new 'body' code, 356 /* Don't merge objects that are applied. With the new 'body' code,
274 * it is possible for most any character to have more than one of 357 * it is possible for most any character to have more than one of
275 * some items equipped, and we don't want those to merge. 358 * some items equipped, and we don't want those to merge.
276 */ 359 */
277 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 360 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
278 return 0; 361 return 0;
279 362
280 /* Note sure why the following is the case - either the object has to 363 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster 364 * be animated or have a very low speed. Is this an attempted monster
282 * check? 365 * check?
283 */ 366 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 367 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
285 return 0; 368 return 0;
286 369
287 switch (ob1->type) 370 switch (ob1->type)
288 { 371 {
289 case SCROLL: 372 case SCROLL:
290 if (ob1->level != ob2->level) 373 if (ob1->level != ob2->level)
291 return 0; 374 return 0;
292 break; 375 break;
293 } 376 }
294 377
295 if (ob1->key_values != NULL || ob2->key_values != NULL) 378 if (ob1->key_values || ob2->key_values)
296 { 379 {
297 /* At least one of these has key_values. */ 380 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 381 if ((!ob1->key_values) != (!ob2->key_values))
299 /* One has fields, but the other one doesn't. */ 382 return 0; /* One has fields, but the other one doesn't. */
383
384 if (!compare_ob_value_lists (ob1, ob2))
300 return 0; 385 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0;
303 } 386 }
304 387
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 388 if (ob1->self || ob2->self)
307 { 389 {
308 ob1->optimise (); 390 ob1->optimise ();
309 ob2->optimise (); 391 ob2->optimise ();
310 392
311 if (ob1->self || ob2->self) 393 if (ob1->self || ob2->self)
394 {
395 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
396 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
397
398 if (k1 != k2)
312 return 0; 399 return 0;
400
401 if (k1 == 0)
402 return 1;
403
404 if (!cfperl_can_merge (ob1, ob2))
405 return 0;
406 }
313 } 407 }
314 408
315 /* Everything passes, must be OK. */ 409 /* Everything passes, must be OK. */
316 return 1; 410 return 1;
317} 411}
318 412
413// find player who can see this object
414object *
415object::visible_to () const
416{
417 if (client_visible () && !flag [FLAG_REMOVED])
418 {
419 // see if we are in a container of sorts
420 if (env)
421 {
422 // the player inventory itself is always visible
423 if (env->is_player ())
424 return env;
425
426 // else a player could have our env open
427 object *envest = env->outer_env_or_self ();
428
429 // the player itself is always on a map, so we will find him here
430 // even if our inv is in a player.
431 if (envest->is_on_map ())
432 if (object *pl = envest->ms ().player ())
433 if (pl->container_ () == env)
434 return pl;
435 }
436 else
437 {
438 // maybe there is a player standing on the same mapspace
439 // this will catch the case where "this" is a player
440 if (object *pl = ms ().player ())
441 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
442 || pl->container_ () == this)
443 return pl;
444 }
445 }
446
447 return 0;
448}
449
450// adjust weight per container type ("of holding")
451static uint32
452weight_adjust_for (object *op, uint32 weight)
453{
454 return op->type == CONTAINER
455 ? weight - weight * op->stats.Str / 100
456 : weight;
457}
458
319/* 459/*
460 * subtracts, then adds, the specified weight to an object,
461 * and also updates how much the environment(s) is/are carrying.
462 */
463static void
464adjust_weight (object *op, sint32 sub, sint32 add)
465{
466 while (op)
467 {
468 sint32 ocarrying = op->carrying;
469
470 op->carrying -= weight_adjust_for (op, sub);
471 op->carrying += weight_adjust_for (op, add);
472
473 if (object *pl = op->visible_to ())
474 if (pl != op) // player is handled lazily
475 esrv_update_item (UPD_WEIGHT, pl, op);
476
477 sub = ocarrying;
478 add = op->carrying;
479
480 op = op->env;
481 }
482}
483
484/*
320 * sum_weight() is a recursive function which calculates the weight 485 * this is a recursive function which calculates the weight
321 * an object is carrying. It goes through in figures out how much 486 * an object is carrying. It goes through op and figures out how much
322 * containers are carrying, and sums it up. 487 * containers are carrying, and sums it up.
323 */ 488 */
324long 489void
325sum_weight (object *op) 490object::update_weight ()
326{ 491{
327 long sum; 492 sint32 sum = 0;
328 object *inv;
329 493
330 for (sum = 0, inv = op->inv; inv; inv = inv->below) 494 for (object *op = inv; op; op = op->below)
331 {
332 if (inv->inv)
333 sum_weight (inv);
334
335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
336 } 495 {
496 op->update_weight ();
337 497
338 if (op->type == CONTAINER && op->stats.Str) 498 sum += weight_adjust_for (this, op->total_weight ());
339 sum = (sum * (100 - op->stats.Str)) / 100; 499 }
340 500
341 if (op->carrying != sum) 501 if (sum != carrying)
502 {
503 if (carrying != sum && carrying)//D
504 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
505 (long long)sum, (long long)carrying, debug_desc ());
506
342 op->carrying = sum; 507 carrying = sum;
343 508
344 return sum; 509 if (object *pl = visible_to ())
510 if (pl != this) // player is handled lazily
511 esrv_update_item (UPD_WEIGHT, pl, this);
512 }
345} 513}
346 514
347/** 515/*
348 * Return the outermost environment object for a given object. 516 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
349 */
350
351object *
352object_get_env_recursive (object *op)
353{
354 while (op->env != NULL)
355 op = op->env;
356 return op;
357}
358
359/*
360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
361 * Some error messages.
362 * The result of the dump is stored in the static global errmsg array.
363 */ 517 */
364char * 518char *
365dump_object (object *op) 519dump_object (object *op)
366{ 520{
367 if (!op) 521 if (!op)
370 object_freezer freezer; 524 object_freezer freezer;
371 op->write (freezer); 525 op->write (freezer);
372 return freezer.as_string (); 526 return freezer.as_string ();
373} 527}
374 528
375/* 529char *
376 * get_nearest_part(multi-object, object 2) returns the part of the 530object::as_string ()
377 * multi-object 1 which is closest to the second object.
378 * If it's not a multi-object, it is returned.
379 */
380
381object *
382get_nearest_part (object *op, const object *pl)
383{ 531{
384 object *tmp, *closest; 532 return dump_object (this);
385 int last_dist, i;
386
387 if (op->more == NULL)
388 return op;
389 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
390 if ((i = distance (tmp, pl)) < last_dist)
391 closest = tmp, last_dist = i;
392 return closest;
393} 533}
394 534
395/* 535/*
396 * Returns the object which has the count-variable equal to the argument. 536 * Returns the object which has the count-variable equal to the argument.
537 * VERRRY slow.
397 */ 538 */
398object * 539object *
399find_object (tag_t i) 540find_object (tag_t i)
400{ 541{
401 for_all_objects (op) 542 for_all_objects (op)
404 545
405 return 0; 546 return 0;
406} 547}
407 548
408/* 549/*
550 * Returns the object which has the uuid equal to the argument.
551 * MOAR VERRRY slow.
552 */
553
554object *
555find_object_uuid (UUID i)
556{
557 for_all_objects (op)
558 if (op->uuid == i)
559 return op;
560
561 return 0;
562}
563
564/*
409 * Returns the first object which has a name equal to the argument. 565 * Returns the first object which has a name equal to the argument.
410 * Used only by the patch command, but not all that useful. 566 * Used only by the patch command, but not all that useful.
411 * Enables features like "patch <name-of-other-player> food 999" 567 * Enables features like "patch <name-of-other-player> food 999"
412 */ 568 */
413object * 569object *
414find_object_name (const char *str) 570find_object_name (const char *str)
415{ 571{
416 shstr_cmp str_ (str); 572 shstr_cmp str_ (str);
417 object *op;
418 573
574 if (str_)
419 for_all_objects (op) 575 for_all_objects (op)
420 if (op->name == str_) 576 if (op->name == str_)
421 break; 577 return op;
422 578
423 return op; 579 return 0;
424}
425
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430} 580}
431 581
432/* 582/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 583 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 584 * skill and experience objects.
585 * ACTUALLY NO! investigate! TODO
435 */ 586 */
436void 587void
437object::set_owner (object *owner) 588object::set_owner (object *owner)
438{ 589{
590 // allow objects which own objects
439 if (!owner) 591 if (owner)
440 return;
441
442 /* next line added to allow objects which own objects */
443 /* Add a check for ownercounts in here, as I got into an endless loop
444 * with the fireball owning a poison cloud which then owned the
445 * fireball. I believe that was caused by one of the objects getting
446 * freed and then another object replacing it. Since the ownercounts
447 * didn't match, this check is valid and I believe that cause is valid.
448 */
449 while (owner->owner) 592 while (owner->owner)
450 owner = owner->owner; 593 owner = owner->owner;
594
595 if (flag [FLAG_FREED])
596 {
597 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
598 return;
599 }
451 600
452 this->owner = owner; 601 this->owner = owner;
453}
454
455int
456object::slottype () const
457{
458 if (type == SKILL)
459 {
460 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
461 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
462 }
463 else
464 {
465 if (slot [body_combat].info) return slot_combat;
466 if (slot [body_range ].info) return slot_ranged;
467 }
468
469 return slot_none;
470}
471
472bool
473object::change_weapon (object *ob)
474{
475 if (current_weapon == ob)
476 return true;
477
478 if (chosen_skill)
479 chosen_skill->flag [FLAG_APPLIED] = false;
480
481 current_weapon = ob;
482 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
483
484 if (chosen_skill)
485 chosen_skill->flag [FLAG_APPLIED] = true;
486
487 update_stats ();
488
489 if (ob)
490 {
491 // now check wether any body locations became invalid, in which case
492 // we cannot apply the weapon at the moment.
493 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
494 if (slot[i].used < 0)
495 {
496 current_weapon = chosen_skill = 0;
497 update_stats ();
498
499 new_draw_info_format (NDI_UNIQUE, 0, this,
500 "You try to balance all your items at once, "
501 "but the %s is just too much for your body. "
502 "[You need to unapply some items first.]", &ob->name);
503 return false;
504 }
505
506 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
507 }
508 else
509 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
510
511 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
512 {
513 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
514 &name, ob->debug_desc ());
515 return false;
516 }
517
518 return true;
519} 602}
520 603
521/* Zero the key_values on op, decrementing the shared-string 604/* Zero the key_values on op, decrementing the shared-string
522 * refcounts and freeing the links. 605 * refcounts and freeing the links.
523 */ 606 */
533 } 616 }
534 617
535 op->key_values = 0; 618 op->key_values = 0;
536} 619}
537 620
538object & 621/*
539object::operator =(const object &src) 622 * copy_to first frees everything allocated by the dst object,
623 * and then copies the contents of itself into the second
624 * object, allocating what needs to be allocated. Basically, any
625 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
626 * if the first object is freed, the pointers in the new object
627 * will point at garbage.
628 */
629void
630object::copy_to (object *dst)
540{ 631{
541 bool is_freed = flag [FLAG_FREED]; 632 dst->remove ();
542 bool is_removed = flag [FLAG_REMOVED];
543
544 *(object_copy *)this = src; 633 *(object_copy *)dst = *this;
545
546 flag [FLAG_FREED] = is_freed;
547 flag [FLAG_REMOVED] = is_removed; 634 dst->flag [FLAG_REMOVED] = true;
548 635
549 /* Copy over key_values, if any. */ 636 /* Copy over key_values, if any. */
550 if (src.key_values) 637 if (key_values)
551 { 638 {
552 key_value *tail = 0; 639 key_value *tail = 0;
553 key_values = 0; 640 dst->key_values = 0;
554 641
555 for (key_value *i = src.key_values; i; i = i->next) 642 for (key_value *i = key_values; i; i = i->next)
556 { 643 {
557 key_value *new_link = new key_value; 644 key_value *new_link = new key_value;
558 645
559 new_link->next = 0; 646 new_link->next = 0;
560 new_link->key = i->key; 647 new_link->key = i->key;
561 new_link->value = i->value; 648 new_link->value = i->value;
562 649
563 /* Try and be clever here, too. */ 650 /* Try and be clever here, too. */
564 if (!key_values) 651 if (!dst->key_values)
565 { 652 {
566 key_values = new_link; 653 dst->key_values = new_link;
567 tail = new_link; 654 tail = new_link;
568 } 655 }
569 else 656 else
570 { 657 {
571 tail->next = new_link; 658 tail->next = new_link;
572 tail = new_link; 659 tail = new_link;
573 } 660 }
574 } 661 }
575 } 662 }
576}
577 663
578/* 664 dst->activate ();
579 * copy_to first frees everything allocated by the dst object,
580 * and then copies the contents of itself into the second
581 * object, allocating what needs to be allocated. Basically, any
582 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
583 * if the first object is freed, the pointers in the new object
584 * will point at garbage.
585 */
586void
587object::copy_to (object *dst)
588{
589 *dst = *this;
590
591 if (speed < 0)
592 dst->speed_left = speed_left - rndm ();
593
594 dst->set_speed (dst->speed);
595} 665}
596 666
597void 667void
598object::instantiate () 668object::instantiate ()
599{ 669{
600 if (!uuid.seq) // HACK 670 if (!uuid.seq) // HACK
601 uuid = gen_uuid (); 671 uuid = UUID::gen ();
602 672
673 // TODO: unclean state changes, should not be done in copy_to AND instantiate
674 if (flag [FLAG_RANDOM_SPEED] && speed)
675 speed_left = - speed - rndm (); // TODO animation
676 else
603 speed_left = -0.1f; 677 speed_left = -1.;
678
604 /* copy the body_info to the body_used - this is only really 679 /* copy the body_info to the body_used - this is only really
605 * need for monsters, but doesn't hurt to do it for everything. 680 * need for monsters, but doesn't hurt to do it for everything.
606 * by doing so, when a monster is created, it has good starting 681 * by doing so, when a monster is created, it has good starting
607 * values for the body_used info, so when items are created 682 * values for the body_used info, so when items are created
608 * for it, they can be properly equipped. 683 * for it, they can be properly equipped.
616object * 691object *
617object::clone () 692object::clone ()
618{ 693{
619 object *neu = create (); 694 object *neu = create ();
620 copy_to (neu); 695 copy_to (neu);
696
697 // TODO: unclean state changes, should not be done in clone AND instantiate
698 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
699 neu->speed_left = - neu->speed - rndm (); // TODO animation
700
701 neu->map = map; // not copied by copy_to
621 return neu; 702 return neu;
622} 703}
623 704
624/* 705/*
625 * If an object with the IS_TURNABLE() flag needs to be turned due 706 * If an object with the IS_TURNABLE() flag needs to be turned due
627 * be called to update the face variable, _and_ how it looks on the map. 708 * be called to update the face variable, _and_ how it looks on the map.
628 */ 709 */
629void 710void
630update_turn_face (object *op) 711update_turn_face (object *op)
631{ 712{
632 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 713 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
633 return; 714 return;
634 715
635 SET_ANIMATION (op, op->direction); 716 SET_ANIMATION (op, op->direction);
636 update_object (op, UP_OBJ_FACE); 717 update_object (op, UP_OBJ_FACE);
637} 718}
642 * This function needs to be called whenever the speed of an object changes. 723 * This function needs to be called whenever the speed of an object changes.
643 */ 724 */
644void 725void
645object::set_speed (float speed) 726object::set_speed (float speed)
646{ 727{
647 if (flag [FLAG_FREED] && speed)
648 {
649 LOG (llevError, "Object %s is freed but has speed.\n", &name);
650 speed = 0;
651 }
652
653 this->speed = speed; 728 this->speed = speed;
654 729
655 if (has_active_speed ()) 730 if (has_active_speed ())
656 activate (); 731 activate ();
657 else 732 else
676 * UP_OBJ_FACE: only the objects face has changed. 751 * UP_OBJ_FACE: only the objects face has changed.
677 */ 752 */
678void 753void
679update_object (object *op, int action) 754update_object (object *op, int action)
680{ 755{
681 if (op == NULL) 756 if (!op)
682 { 757 {
683 /* this should never happen */ 758 /* this should never happen */
684 LOG (llevDebug, "update_object() called for NULL object.\n"); 759 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
685 return; 760 return;
686 } 761 }
687 762
688 if (op->env) 763 if (!op->is_on_map ())
689 { 764 {
690 /* Animation is currently handled by client, so nothing 765 /* Animation is currently handled by client, so nothing
691 * to do in this case. 766 * to do in this case.
692 */ 767 */
693 return; 768 return;
694 } 769 }
695
696 /* If the map is saving, don't do anything as everything is
697 * going to get freed anyways.
698 */
699 if (!op->map || op->map->in_memory == MAP_SAVING)
700 return;
701 770
702 /* make sure the object is within map boundaries */ 771 /* make sure the object is within map boundaries */
703 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 772 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
704 { 773 {
705 LOG (llevError, "update_object() called for object out of map!\n"); 774 LOG (llevError, "update_object() called for object out of map!\n");
713 782
714 if (!(m.flags_ & P_UPTODATE)) 783 if (!(m.flags_ & P_UPTODATE))
715 /* nop */; 784 /* nop */;
716 else if (action == UP_OBJ_INSERT) 785 else if (action == UP_OBJ_INSERT)
717 { 786 {
787#if 0
718 // this is likely overkill, TODO: revisit (schmorp) 788 // this is likely overkill, TODO: revisit (schmorp)
719 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 789 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
720 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 790 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
721 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 791 || (op->is_player () && !(m.flags_ & P_PLAYER))
722 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 792 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
723 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 793 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
724 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 794 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
725 || (m.move_on | op->move_on ) != m.move_on 795 || (m.move_on | op->move_on ) != m.move_on
726 || (m.move_off | op->move_off ) != m.move_off 796 || (m.move_off | op->move_off ) != m.move_off
727 || (m.move_slow | op->move_slow) != m.move_slow 797 || (m.move_slow | op->move_slow) != m.move_slow
728 /* This isn't perfect, but I don't expect a lot of objects to 798 /* This isn't perfect, but I don't expect a lot of objects to
729 * to have move_allow right now. 799 * have move_allow right now.
730 */ 800 */
731 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 801 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
802 m.invalidate ();
803#else
732 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 804 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
733 m.flags_ = 0; 805 m.invalidate ();
806#endif
734 } 807 }
735 /* if the object is being removed, we can't make intelligent 808 /* if the object is being removed, we can't make intelligent
736 * decisions, because remove_ob can't really pass the object 809 * decisions, because remove_ob can't really pass the object
737 * that is being removed. 810 * that is being removed.
738 */ 811 */
739 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 812 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
740 m.flags_ = 0; 813 m.invalidate ();
741 else if (action == UP_OBJ_FACE) 814 else if (action == UP_OBJ_FACE)
742 /* Nothing to do for that case */ ; 815 /* Nothing to do for that case */ ;
743 else 816 else
744 LOG (llevError, "update_object called with invalid action: %d\n", action); 817 LOG (llevError, "update_object called with invalid action: %d\n", action);
745 818
747 update_object (op->more, action); 820 update_object (op->more, action);
748} 821}
749 822
750object::object () 823object::object ()
751{ 824{
752 SET_FLAG (this, FLAG_REMOVED); 825 this->set_flag (FLAG_REMOVED);
753 826
754 expmul = 1.0; 827 //expmul = 1.0; declared const for the time being
755 face = blank_face; 828 face = blank_face;
829 material = MATERIAL_NULL;
756} 830}
757 831
758object::~object () 832object::~object ()
759{ 833{
760 unlink (); 834 unlink ();
761 835
762 free_key_values (this); 836 free_key_values (this);
763} 837}
764 838
765static int object_count;
766
767void object::link () 839void object::link ()
768{ 840{
769 assert (!index);//D 841 assert (!index);//D
770 uuid = gen_uuid (); 842 uuid = UUID::gen ();
771 count = ++object_count;
772 843
773 refcnt_inc (); 844 refcnt_inc ();
774 objects.insert (this); 845 objects.insert (this);
846
847 ++create_count;
848
775} 849}
776 850
777void object::unlink () 851void object::unlink ()
778{ 852{
779 if (!index) 853 if (!index)
780 return; 854 return;
855
856 ++destroy_count;
781 857
782 objects.erase (this); 858 objects.erase (this);
783 refcnt_dec (); 859 refcnt_dec ();
784} 860}
785 861
789 /* If already on active list, don't do anything */ 865 /* If already on active list, don't do anything */
790 if (active) 866 if (active)
791 return; 867 return;
792 868
793 if (has_active_speed ()) 869 if (has_active_speed ())
870 {
871 if (flag [FLAG_FREED])
872 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
873
794 actives.insert (this); 874 actives.insert (this);
875 }
795} 876}
796 877
797void 878void
798object::activate_recursive () 879object::activate_recursive ()
799{ 880{
848object::destroy_inv (bool drop_to_ground) 929object::destroy_inv (bool drop_to_ground)
849{ 930{
850 // need to check first, because the checks below might segfault 931 // need to check first, because the checks below might segfault
851 // as we might be on an invalid mapspace and crossfire code 932 // as we might be on an invalid mapspace and crossfire code
852 // is too buggy to ensure that the inventory is empty. 933 // is too buggy to ensure that the inventory is empty.
853 // corollary: if you create arrows etc. with stuff in tis inventory, 934 // corollary: if you create arrows etc. with stuff in its inventory,
854 // cf will crash below with off-map x and y 935 // cf will crash below with off-map x and y
855 if (!inv) 936 if (!inv)
856 return; 937 return;
857 938
858 /* Only if the space blocks everything do we not process - 939 /* Only if the space blocks everything do we not process -
859 * if some form of movement is allowed, let objects 940 * if some form of movement is allowed, let objects
860 * drop on that space. 941 * drop on that space.
861 */ 942 */
862 if (!drop_to_ground 943 if (!drop_to_ground
863 || !map 944 || !map
864 || map->in_memory != MAP_IN_MEMORY 945 || map->in_memory != MAP_ACTIVE
865 || map->nodrop 946 || map->no_drop
866 || ms ().move_block == MOVE_ALL) 947 || ms ().move_block == MOVE_ALL)
867 { 948 {
868 while (inv) 949 while (inv)
869 {
870 inv->destroy_inv (drop_to_ground);
871 inv->destroy (); 950 inv->destroy ();
872 }
873 } 951 }
874 else 952 else
875 { /* Put objects in inventory onto this space */ 953 { /* Put objects in inventory onto this space */
876 while (inv) 954 while (inv)
877 { 955 {
888 map->insert (op, x, y); 966 map->insert (op, x, y);
889 } 967 }
890 } 968 }
891} 969}
892 970
971/*
972 * Remove and free all objects in the inventory of the given object.
973 * Unlike destroy_inv, this assumes the *this is destroyed as well
974 * well, so we can (and have to!) take shortcuts.
975 */
976void
977object::destroy_inv_fast ()
978{
979 while (object *op = inv)
980 {
981 // remove from object the fast way
982 op->flag [FLAG_REMOVED] = true;
983 op->env = 0;
984 if ((inv = inv->below))
985 inv->above = 0;
986
987 // then destroy
988 op->destroy ();
989 }
990}
991
992void
993object::freelist_free (int count)
994{
995 while (count-- && freelist)
996 {
997 freelist_item *next = freelist->next;
998 // count is being "destroyed"
999
1000 sfree ((char *)freelist, sizeof (object));
1001
1002 freelist = next;
1003 --free_count;
1004 }
1005}
1006
1007object *
893object *object::create () 1008object::create ()
894{ 1009{
895 object *op = new object; 1010 object *op;
1011
1012 if (freelist)
1013 {
1014 freelist_item li = *freelist;
1015 memset (freelist, 0, sizeof (object));
1016
1017 op = new (freelist) object;
1018 op->count = li.count;
1019
1020 freelist = li.next;
1021 --free_count;
1022 }
1023 else
1024 {
1025 void *ni = salloc0<char> (sizeof (object));
1026
1027 op = new(ni) object;
1028
1029 op->count = ++object_count;
1030 }
1031
896 op->link (); 1032 op->link ();
1033
897 return op; 1034 return op;
898} 1035}
899 1036
900void 1037void
1038object::do_delete ()
1039{
1040 uint32_t count = this->count;
1041
1042 this->~object ();
1043
1044 freelist_item *li = (freelist_item *)this;
1045 li->next = freelist;
1046 li->count = count;
1047
1048 freelist = li;
1049 ++free_count;
1050}
1051
1052static struct freed_map : maptile
1053{
1054 freed_map ()
1055 : maptile (3, 3)
1056 {
1057 path = "<freed objects map>";
1058 name = "/internal/freed_objects_map";
1059 no_drop = 1;
1060 no_reset = 1;
1061
1062 in_memory = MAP_ACTIVE;
1063 }
1064
1065 ~freed_map ()
1066 {
1067 destroy ();
1068 }
1069} freed_map; // freed objects are moved here to avoid crashes
1070
1071void
901object::do_destroy () 1072object::do_destroy ()
902{ 1073{
903 attachable::do_destroy ();
904
905 if (flag [FLAG_IS_LINKED]) 1074 if (flag [FLAG_IS_LINKED])
906 remove_button_link (this); 1075 remove_link ();
907 1076
908 if (flag [FLAG_FRIENDLY]) 1077 if (flag [FLAG_FRIENDLY])
909 remove_friendly_object (this); 1078 remove_friendly_object (this);
910 1079
911 if (!flag [FLAG_REMOVED])
912 remove (); 1080 remove ();
913 1081
914 destroy_inv (true); 1082 attachable::do_destroy ();
915 1083
916 deactivate (); 1084 deactivate ();
917 unlink (); 1085 unlink ();
918 1086
919 flag [FLAG_FREED] = 1; 1087 flag [FLAG_FREED] = 1;
920 1088
921 // hack to ensure that freed objects still have a valid map 1089 // hack to ensure that freed objects still have a valid map
922 {
923 static maptile *freed_map; // freed objects are moved here to avoid crashes
924
925 if (!freed_map)
926 {
927 freed_map = new maptile;
928
929 freed_map->name = "/internal/freed_objects_map";
930 freed_map->width = 3;
931 freed_map->height = 3;
932
933 freed_map->alloc ();
934 freed_map->in_memory = MAP_IN_MEMORY;
935 }
936
937 map = freed_map; 1090 map = &freed_map;
938 x = 1; 1091 x = 1;
939 y = 1; 1092 y = 1;
940 }
941
942 head = 0;
943 1093
944 if (more) 1094 if (more)
945 { 1095 {
946 more->destroy (); 1096 more->destroy ();
947 more = 0; 1097 more = 0;
948 } 1098 }
949 1099
1100 head = 0;
1101
950 // clear those pointers that likely might have circular references to us 1102 // clear those pointers that likely might cause circular references
951 owner = 0; 1103 owner = 0;
952 enemy = 0; 1104 enemy = 0;
953 attacked_by = 0; 1105 attacked_by = 0;
1106 current_weapon = 0;
954} 1107}
955 1108
956void 1109void
957object::destroy (bool destroy_inventory) 1110object::destroy ()
958{ 1111{
959 if (destroyed ()) 1112 if (destroyed ())
960 return; 1113 return;
961 1114
962 if (destroy_inventory) 1115 if (!is_head () && !head->destroyed ())
1116 {
1117 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1118 head->destroy ();
1119 return;
1120 }
1121
963 destroy_inv (false); 1122 destroy_inv_fast ();
1123
1124 if (is_head ())
1125 if (sound_destroy)
1126 play_sound (sound_destroy);
1127 else if (flag [FLAG_MONSTER])
1128 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
964 1129
965 attachable::destroy (); 1130 attachable::destroy ();
966}
967
968/*
969 * sub_weight() recursively (outwards) subtracts a number from the
970 * weight of an object (and what is carried by it's environment(s)).
971 */
972void
973sub_weight (object *op, signed long weight)
974{
975 while (op != NULL)
976 {
977 if (op->type == CONTAINER)
978 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
979
980 op->carrying -= weight;
981 op = op->env;
982 }
983} 1131}
984 1132
985/* op->remove (): 1133/* op->remove ():
986 * This function removes the object op from the linked list of objects 1134 * This function removes the object op from the linked list of objects
987 * which it is currently tied to. When this function is done, the 1135 * which it is currently tied to. When this function is done, the
990 * the previous environment. 1138 * the previous environment.
991 */ 1139 */
992void 1140void
993object::do_remove () 1141object::do_remove ()
994{ 1142{
995 object *tmp, *last = 0; 1143 if (flag [FLAG_REMOVED])
996 object *otmp;
997
998 if (QUERY_FLAG (this, FLAG_REMOVED))
999 return; 1144 return;
1000 1145
1001 SET_FLAG (this, FLAG_REMOVED);
1002 INVOKE_OBJECT (REMOVE, this); 1146 INVOKE_OBJECT (REMOVE, this);
1147
1148 flag [FLAG_REMOVED] = true;
1003 1149
1004 if (more) 1150 if (more)
1005 more->remove (); 1151 more->remove ();
1006 1152
1007 /* 1153 /*
1008 * In this case, the object to be removed is in someones 1154 * In this case, the object to be removed is in someones
1009 * inventory. 1155 * inventory.
1010 */ 1156 */
1011 if (env) 1157 if (env)
1012 { 1158 {
1013 if (nrof) 1159 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1014 sub_weight (env, weight * nrof); 1160 if (object *pl = visible_to ())
1015 else 1161 esrv_del_item (pl->contr, count);
1016 sub_weight (env, weight + carrying); 1162 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1017 1163
1018 /* NO_FIX_PLAYER is set when a great many changes are being 1164 adjust_weight (env, total_weight (), 0);
1019 * made to players inventory. If set, avoiding the call
1020 * to save cpu time.
1021 */
1022 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1023 otmp->update_stats ();
1024 1165
1025 if (above) 1166 object *pl = in_player ();
1026 above->below = below;
1027 else
1028 env->inv = below;
1029
1030 if (below)
1031 below->above = above;
1032 1167
1033 /* we set up values so that it could be inserted into 1168 /* we set up values so that it could be inserted into
1034 * the map, but we don't actually do that - it is up 1169 * the map, but we don't actually do that - it is up
1035 * to the caller to decide what we want to do. 1170 * to the caller to decide what we want to do.
1036 */ 1171 */
1037 x = env->x, y = env->y;
1038 map = env->map; 1172 map = env->map;
1039 above = 0, below = 0; 1173 x = env->x;
1174 y = env->y;
1175
1176 // make sure cmov optimisation is applicable
1177 *(above ? &above->below : &env->inv) = below;
1178 *(below ? &below->above : &above ) = above; // &above is just a dummy
1179
1180 above = 0;
1181 below = 0;
1040 env = 0; 1182 env = 0;
1183
1184 if (pl && pl->is_player ())
1185 {
1186 if (expect_false (pl->contr->combat_ob == this))
1187 {
1188 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1189 pl->contr->combat_ob = 0;
1190 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1191 }
1192
1193 if (expect_false (pl->contr->ranged_ob == this))
1194 {
1195 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1196 pl->contr->ranged_ob = 0;
1197 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1198 }
1199
1200 pl->contr->queue_stats_update ();
1201
1202 if (expect_false (glow_radius) && pl->is_on_map ())
1203 update_all_los (pl->map, pl->x, pl->y);
1204 }
1041 } 1205 }
1042 else if (map) 1206 else if (map)
1043 { 1207 {
1044 if (type == PLAYER)
1045 {
1046 // leaving a spot always closes any open container on the ground
1047 if (container && !container->env)
1048 // this causes spurious floorbox updates, but it ensures
1049 // that the CLOSE event is being sent.
1050 close_container ();
1051
1052 --map->players;
1053 map->touch ();
1054 }
1055
1056 map->dirty = true; 1208 map->dirty = true;
1057 mapspace &ms = this->ms (); 1209 mapspace &ms = this->ms ();
1058 1210
1211 if (object *pl = ms.player ())
1212 {
1213 if (is_player ())
1214 {
1215 if (!flag [FLAG_WIZPASS])
1216 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1217
1218 // leaving a spot always closes any open container on the ground
1219 if (container && !container->env)
1220 // this causes spurious floorbox updates, but it ensures
1221 // that the CLOSE event is being sent.
1222 close_container ();
1223
1224 --map->players;
1225 map->touch ();
1226 }
1227 else if (pl->container_ () == this)
1228 {
1229 // removing a container should close it
1230 close_container ();
1231 }
1232 else
1233 esrv_del_item (pl->contr, count);
1234 }
1235
1059 /* link the object above us */ 1236 /* link the object above us */
1060 if (above) 1237 // re-link, make sure compiler can easily use cmove
1061 above->below = below; 1238 *(above ? &above->below : &ms.top) = below;
1062 else 1239 *(below ? &below->above : &ms.bot) = above;
1063 ms.top = below; /* we were top, set new top */
1064
1065 /* Relink the object below us, if there is one */
1066 if (below)
1067 below->above = above;
1068 else
1069 {
1070 /* Nothing below, which means we need to relink map object for this space
1071 * use translated coordinates in case some oddness with map tiling is
1072 * evident
1073 */
1074 if (GET_MAP_OB (map, x, y) != this)
1075 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 ());
1076
1077 ms.bot = above; /* goes on above it. */
1078 }
1079 1240
1080 above = 0; 1241 above = 0;
1081 below = 0; 1242 below = 0;
1082 1243
1244 ms.invalidate ();
1245
1083 if (map->in_memory == MAP_SAVING) 1246 if (map->in_memory == MAP_SAVING)
1084 return; 1247 return;
1085 1248
1086 int check_walk_off = !flag [FLAG_NO_APPLY]; 1249 int check_walk_off = !flag [FLAG_NO_APPLY];
1087 1250
1088 for (tmp = ms.bot; tmp; tmp = tmp->above) 1251 if (object *pl = ms.player ())
1089 { 1252 {
1090 /* No point updating the players look faces if he is the object 1253 if (pl->container_ () == this)
1091 * being removed.
1092 */
1093
1094 if (tmp->type == PLAYER && tmp != this)
1095 {
1096 /* If a container that the player is currently using somehow gets 1254 /* If a container that the player is currently using somehow gets
1097 * removed (most likely destroyed), update the player view 1255 * removed (most likely destroyed), update the player view
1098 * appropriately. 1256 * appropriately.
1099 */ 1257 */
1100 if (tmp->container == this) 1258 pl->close_container ();
1101 {
1102 flag [FLAG_APPLIED] = 0;
1103 tmp->container = 0;
1104 }
1105 1259
1260 //TODO: the floorbox prev/next might need updating
1261 //esrv_del_item (pl->contr, count);
1262 //TODO: update floorbox to preserve ordering
1106 if (tmp->contr->ns) 1263 if (pl->contr->ns)
1107 tmp->contr->ns->floorbox_update (); 1264 pl->contr->ns->floorbox_update ();
1265 }
1266
1267 if (check_walk_off)
1268 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1269 {
1270 above = tmp->above;
1271
1272 /* No point updating the players look faces if he is the object
1273 * being removed.
1108 } 1274 */
1109 1275
1110 /* See if object moving off should effect something */ 1276 /* See if object moving off should effect something */
1111 if (check_walk_off
1112 && ((move_type & tmp->move_off) 1277 if ((move_type & tmp->move_off)
1113 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1278 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1114 {
1115 move_apply (tmp, this, 0); 1279 move_apply (tmp, this, 0);
1116
1117 if (destroyed ())
1118 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1119 } 1280 }
1120 1281
1121 last = tmp; 1282 if (affects_los ())
1122 }
1123
1124 /* last == NULL if there are no objects on this space */
1125 //TODO: this makes little sense, why only update the topmost object?
1126 if (!last)
1127 map->at (x, y).flags_ = 0;
1128 else
1129 update_object (last, UP_OBJ_REMOVE);
1130
1131 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1132 update_all_los (map, x, y); 1283 update_all_los (map, x, y);
1133 } 1284 }
1134} 1285}
1135 1286
1136/* 1287/*
1145merge_ob (object *op, object *top) 1296merge_ob (object *op, object *top)
1146{ 1297{
1147 if (!op->nrof) 1298 if (!op->nrof)
1148 return 0; 1299 return 0;
1149 1300
1150 if (top) 1301 if (!top)
1151 for (top = op; top && top->above; top = top->above) 1302 for (top = op; top && top->above; top = top->above)
1152 ; 1303 ;
1153 1304
1154 for (; top; top = top->below) 1305 for (; top; top = top->below)
1155 {
1156 if (top == op)
1157 continue;
1158
1159 if (object::can_merge (op, top)) 1306 if (object::can_merge (op, top))
1160 { 1307 {
1161 top->nrof += op->nrof; 1308 top->nrof += op->nrof;
1162 1309
1163/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1310 if (object *pl = top->visible_to ())
1164 op->weight = 0; /* Don't want any adjustements now */ 1311 esrv_update_item (UPD_NROF, pl, top);
1312
1313 op->weight = 0; // cancel the addition above
1314 op->carrying = 0; // must be 0 already
1315
1165 op->destroy (); 1316 op->destroy ();
1317
1166 return top; 1318 return top;
1167 } 1319 }
1168 }
1169 1320
1170 return 0; 1321 return 0;
1171} 1322}
1172 1323
1173void 1324void
1178 1329
1179 object *prev = this; 1330 object *prev = this;
1180 1331
1181 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1332 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1182 { 1333 {
1183 object *op = arch_to_object (at); 1334 object *op = at->instance ();
1184 1335
1185 op->name = name; 1336 op->name = name;
1186 op->name_pl = name_pl; 1337 op->name_pl = name_pl;
1187 op->title = title; 1338 op->title = title;
1188 1339
1198 * job preparing multi-part monsters. 1349 * job preparing multi-part monsters.
1199 */ 1350 */
1200object * 1351object *
1201insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1352insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1202{ 1353{
1354 op->remove ();
1355
1203 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1356 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1204 { 1357 {
1205 tmp->x = x + tmp->arch->x; 1358 tmp->x = x + tmp->arch->x;
1206 tmp->y = y + tmp->arch->y; 1359 tmp->y = y + tmp->arch->y;
1207 } 1360 }
1224 * Passing 0 for flag gives proper default values, so flag really only needs 1377 * Passing 0 for flag gives proper default values, so flag really only needs
1225 * to be set if special handling is needed. 1378 * to be set if special handling is needed.
1226 * 1379 *
1227 * Return value: 1380 * Return value:
1228 * new object if 'op' was merged with other object 1381 * new object if 'op' was merged with other object
1229 * NULL if 'op' was destroyed 1382 * NULL if there was an error (destroyed, blocked etc.)
1230 * just 'op' otherwise 1383 * just 'op' otherwise
1231 */ 1384 */
1232object * 1385object *
1233insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1386insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1234{ 1387{
1235 assert (!op->flag [FLAG_FREED]);
1236
1237 object *top, *floor = NULL;
1238
1239 op->remove (); 1388 op->remove ();
1240 1389
1241#if 0 1390 if (m == &freed_map)//D TODO: remove soon
1242 if (!m->active != !op->active)
1243 if (m->active)
1244 op->activate_recursive ();
1245 else
1246 op->deactivate_recursive ();
1247#endif
1248
1249 if (out_of_map (m, op->x, op->y))
1250 { 1391 {//D
1251 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ()); 1392 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1252#ifdef MANY_CORES
1253 /* Better to catch this here, as otherwise the next use of this object
1254 * is likely to cause a crash. Better to find out where it is getting
1255 * improperly inserted.
1256 */
1257 abort ();
1258#endif
1259 return op;
1260 } 1393 }//D
1261
1262 if (object *more = op->more)
1263 if (!insert_ob_in_map (more, m, originator, flag))
1264 return 0;
1265
1266 CLEAR_FLAG (op, FLAG_REMOVED);
1267 1394
1268 /* Ideally, the caller figures this out. However, it complicates a lot 1395 /* Ideally, the caller figures this out. However, it complicates a lot
1269 * of areas of callers (eg, anything that uses find_free_spot would now 1396 * of areas of callers (eg, anything that uses find_free_spot would now
1270 * need extra work 1397 * need extra work
1271 */ 1398 */
1399 maptile *newmap = m;
1272 if (!xy_normalise (m, op->x, op->y)) 1400 if (!xy_normalise (newmap, op->x, op->y))
1401 {
1402 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1273 return 0; 1403 return 0;
1404 }
1274 1405
1406 if (object *more = op->more)
1407 if (!insert_ob_in_map (more, m, originator, flag))
1408 return 0;
1409
1410 op->flag [FLAG_REMOVED] = false;
1411 op->env = 0;
1275 op->map = m; 1412 op->map = newmap;
1413
1276 mapspace &ms = op->ms (); 1414 mapspace &ms = op->ms ();
1277 1415
1278 /* this has to be done after we translate the coordinates. 1416 /* this has to be done after we translate the coordinates.
1279 */ 1417 */
1280 if (op->nrof && !(flag & INS_NO_MERGE)) 1418 if (op->nrof && !(flag & INS_NO_MERGE))
1281 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1419 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1282 if (object::can_merge (op, tmp)) 1420 if (object::can_merge (op, tmp))
1283 { 1421 {
1422 // TODO: we actually want to update tmp, not op,
1423 // but some caller surely breaks when we return tmp
1424 // from here :/
1284 op->nrof += tmp->nrof; 1425 op->nrof += tmp->nrof;
1285 tmp->destroy (); 1426 tmp->destroy ();
1286 } 1427 }
1287 1428
1288 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1429 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1289 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1430 op->clr_flag (FLAG_INV_LOCKED);
1290 1431
1291 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1432 if (!op->flag [FLAG_ALIVE])
1292 CLEAR_FLAG (op, FLAG_NO_STEAL); 1433 op->clr_flag (FLAG_NO_STEAL);
1293 1434
1294 if (flag & INS_BELOW_ORIGINATOR) 1435 if (flag & INS_BELOW_ORIGINATOR)
1295 { 1436 {
1296 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1437 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1297 { 1438 {
1298 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1439 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1299 abort (); 1440 abort ();
1300 } 1441 }
1301 1442
1443 if (!originator->is_on_map ())
1444 {
1445 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1446 op->debug_desc (), originator->debug_desc ());
1447 abort ();
1448 }
1449
1302 op->above = originator; 1450 op->above = originator;
1303 op->below = originator->below; 1451 op->below = originator->below;
1304
1305 if (op->below)
1306 op->below->above = op;
1307 else
1308 ms.bot = op;
1309
1310 /* since *below* originator, no need to update top */
1311 originator->below = op; 1452 originator->below = op;
1453
1454 *(op->below ? &op->below->above : &ms.bot) = op;
1312 } 1455 }
1313 else 1456 else
1314 { 1457 {
1315 top = ms.bot; 1458 object *floor = 0;
1459 object *top = ms.top;
1316 1460
1317 /* If there are other objects, then */ 1461 /* If there are other objects, then */
1318 if ((!(flag & INS_MAP_LOAD)) && top) 1462 if (top)
1319 { 1463 {
1320 object *last = 0;
1321
1322 /* 1464 /*
1323 * If there are multiple objects on this space, we do some trickier handling. 1465 * If there are multiple objects on this space, we do some trickier handling.
1324 * We've already dealt with merging if appropriate. 1466 * We've already dealt with merging if appropriate.
1325 * Generally, we want to put the new object on top. But if 1467 * Generally, we want to put the new object on top. But if
1326 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1468 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1329 * once we get to them. This reduces the need to traverse over all of 1471 * once we get to them. This reduces the need to traverse over all of
1330 * them when adding another one - this saves quite a bit of cpu time 1472 * them when adding another one - this saves quite a bit of cpu time
1331 * when lots of spells are cast in one area. Currently, it is presumed 1473 * when lots of spells are cast in one area. Currently, it is presumed
1332 * that flying non pickable objects are spell objects. 1474 * that flying non pickable objects are spell objects.
1333 */ 1475 */
1334 for (top = ms.bot; top; top = top->above) 1476 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1335 { 1477 {
1336 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1478 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1337 floor = top; 1479 floor = tmp;
1338 1480
1339 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1481 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1340 { 1482 {
1341 /* We insert above top, so we want this object below this */ 1483 /* We insert above top, so we want this object below this */
1342 top = top->below; 1484 top = tmp->below;
1343 break; 1485 break;
1344 } 1486 }
1345 1487
1346 last = top; 1488 top = tmp;
1347 } 1489 }
1348
1349 /* Don't want top to be NULL, so set it to the last valid object */
1350 top = last;
1351 1490
1352 /* We let update_position deal with figuring out what the space 1491 /* We let update_position deal with figuring out what the space
1353 * looks like instead of lots of conditions here. 1492 * looks like instead of lots of conditions here.
1354 * makes things faster, and effectively the same result. 1493 * makes things faster, and effectively the same result.
1355 */ 1494 */
1362 */ 1501 */
1363 if (!(flag & INS_ON_TOP) 1502 if (!(flag & INS_ON_TOP)
1364 && ms.flags () & P_BLOCKSVIEW 1503 && ms.flags () & P_BLOCKSVIEW
1365 && (op->face && !faces [op->face].visibility)) 1504 && (op->face && !faces [op->face].visibility))
1366 { 1505 {
1506 object *last;
1507
1367 for (last = top; last != floor; last = last->below) 1508 for (last = top; last != floor; last = last->below)
1368 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1509 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1369 break; 1510 break;
1370 1511
1371 /* Check to see if we found the object that blocks view, 1512 /* Check to see if we found the object that blocks view,
1372 * and make sure we have a below pointer for it so that 1513 * and make sure we have a below pointer for it so that
1373 * we can get inserted below this one, which requires we 1514 * we can get inserted below this one, which requires we
1376 if (last && last->below && last != floor) 1517 if (last && last->below && last != floor)
1377 top = last->below; 1518 top = last->below;
1378 } 1519 }
1379 } /* If objects on this space */ 1520 } /* If objects on this space */
1380 1521
1381 if (flag & INS_MAP_LOAD)
1382 top = ms.top;
1383
1384 if (flag & INS_ABOVE_FLOOR_ONLY) 1522 if (flag & INS_ABOVE_FLOOR_ONLY)
1385 top = floor; 1523 top = floor;
1386 1524
1387 /* Top is the object that our object (op) is going to get inserted above. 1525 // insert object above top, or bottom-most if top = 0
1388 */
1389
1390 /* First object on this space */
1391 if (!top) 1526 if (!top)
1392 { 1527 {
1528 op->below = 0;
1393 op->above = ms.bot; 1529 op->above = ms.bot;
1394
1395 if (op->above)
1396 op->above->below = op;
1397
1398 op->below = 0;
1399 ms.bot = op; 1530 ms.bot = op;
1531
1532 *(op->above ? &op->above->below : &ms.top) = op;
1400 } 1533 }
1401 else 1534 else
1402 { /* get inserted into the stack above top */ 1535 {
1403 op->above = top->above; 1536 op->above = top->above;
1404
1405 if (op->above)
1406 op->above->below = op; 1537 top->above = op;
1407 1538
1408 op->below = top; 1539 op->below = top;
1409 top->above = op; 1540 *(op->above ? &op->above->below : &ms.top) = op;
1410 } 1541 }
1542 }
1411 1543
1412 if (!op->above) 1544 if (op->is_player ())
1413 ms.top = op;
1414 } /* else not INS_BELOW_ORIGINATOR */
1415
1416 if (op->type == PLAYER)
1417 { 1545 {
1418 op->contr->do_los = 1; 1546 op->contr->do_los = 1;
1419 ++op->map->players; 1547 ++op->map->players;
1420 op->map->touch (); 1548 op->map->touch ();
1421 } 1549 }
1422 1550
1423 op->map->dirty = true; 1551 op->map->dirty = true;
1424 1552
1425 /* If we have a floor, we know the player, if any, will be above
1426 * it, so save a few ticks and start from there.
1427 */
1428 if (!(flag & INS_MAP_LOAD))
1429 if (object *pl = ms.player ()) 1553 if (object *pl = ms.player ())
1554 //TODO: the floorbox prev/next might need updating
1555 //esrv_send_item (pl, op);
1556 //TODO: update floorbox to preserve ordering
1430 if (pl->contr->ns) 1557 if (pl->contr->ns)
1431 pl->contr->ns->floorbox_update (); 1558 pl->contr->ns->floorbox_update ();
1432 1559
1433 /* If this object glows, it may affect lighting conditions that are 1560 /* If this object glows, it may affect lighting conditions that are
1434 * visible to others on this map. But update_all_los is really 1561 * visible to others on this map. But update_all_los is really
1435 * an inefficient way to do this, as it means los for all players 1562 * an inefficient way to do this, as it means los for all players
1436 * on the map will get recalculated. The players could very well 1563 * on the map will get recalculated. The players could very well
1437 * be far away from this change and not affected in any way - 1564 * be far away from this change and not affected in any way -
1438 * this should get redone to only look for players within range, 1565 * this should get redone to only look for players within range,
1439 * or just updating the P_UPTODATE for spaces within this area 1566 * or just updating the P_UPTODATE for spaces within this area
1440 * of effect may be sufficient. 1567 * of effect may be sufficient.
1441 */ 1568 */
1442 if (op->map->darkness && (op->glow_radius != 0)) 1569 if (op->affects_los ())
1570 {
1571 op->ms ().invalidate ();
1443 update_all_los (op->map, op->x, op->y); 1572 update_all_los (op->map, op->x, op->y);
1573 }
1444 1574
1445 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1575 /* updates flags (blocked, alive, no magic, etc) for this map space */
1446 update_object (op, UP_OBJ_INSERT); 1576 update_object (op, UP_OBJ_INSERT);
1447 1577
1448 INVOKE_OBJECT (INSERT, op); 1578 INVOKE_OBJECT (INSERT, op);
1455 * blocked() and wall() work properly), and these flags are updated by 1585 * blocked() and wall() work properly), and these flags are updated by
1456 * update_object(). 1586 * update_object().
1457 */ 1587 */
1458 1588
1459 /* if this is not the head or flag has been passed, don't check walk on status */ 1589 /* if this is not the head or flag has been passed, don't check walk on status */
1460 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1590 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1461 { 1591 {
1462 if (check_move_on (op, originator)) 1592 if (check_move_on (op, originator, flag))
1463 return 0; 1593 return 0;
1464 1594
1465 /* If we are a multi part object, lets work our way through the check 1595 /* If we are a multi part object, let's work our way through the check
1466 * walk on's. 1596 * walk on's.
1467 */ 1597 */
1468 for (object *tmp = op->more; tmp; tmp = tmp->more) 1598 for (object *tmp = op->more; tmp; tmp = tmp->more)
1469 if (check_move_on (tmp, originator)) 1599 if (check_move_on (tmp, originator, flag))
1470 return 0; 1600 return 0;
1471 } 1601 }
1472 1602
1473 return op; 1603 return op;
1474} 1604}
1476/* this function inserts an object in the map, but if it 1606/* this function inserts an object in the map, but if it
1477 * finds an object of its own type, it'll remove that one first. 1607 * finds an object of its own type, it'll remove that one first.
1478 * op is the object to insert it under: supplies x and the map. 1608 * op is the object to insert it under: supplies x and the map.
1479 */ 1609 */
1480void 1610void
1481replace_insert_ob_in_map (const char *arch_string, object *op) 1611replace_insert_ob_in_map (shstr_tmp archname, object *op)
1482{ 1612{
1483 object *tmp, *tmp1;
1484
1485 /* first search for itself and remove any old instances */ 1613 /* first search for itself and remove any old instances */
1486 1614
1487 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1615 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1488 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1616 if (tmp->arch->archname == archname) /* same archetype */
1489 tmp->destroy (); 1617 tmp->destroy ();
1490 1618
1491 tmp1 = arch_to_object (archetype::find (arch_string)); 1619 object *tmp = archetype::find (archname)->instance ();
1492 1620
1493 tmp1->x = op->x; 1621 tmp->x = op->x;
1494 tmp1->y = op->y; 1622 tmp->y = op->y;
1623
1495 insert_ob_in_map (tmp1, op->map, op, 0); 1624 insert_ob_in_map (tmp, op->map, op, 0);
1496} 1625}
1497 1626
1498object * 1627object *
1499object::insert_at (object *where, object *originator, int flags) 1628object::insert_at (object *where, object *originator, int flags)
1500{ 1629{
1630 if (where->env)
1631 return where->env->insert (this);
1632 else
1501 return where->map->insert (this, where->x, where->y, originator, flags); 1633 return where->map->insert (this, where->x, where->y, originator, flags);
1502} 1634}
1503 1635
1504/* 1636// check whether we can put this into the map, respect max_volume, max_items
1505 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1637bool
1506 * is returned contains nr objects, and the remaining parts contains 1638object::can_drop_at (maptile *m, int x, int y, object *originator)
1507 * the rest (or is removed and freed if that number is 0).
1508 * On failure, NULL is returned, and the reason put into the
1509 * global static errmsg array.
1510 */
1511object *
1512get_split_ob (object *orig_ob, uint32 nr)
1513{ 1639{
1514 object *newob; 1640 mapspace &ms = m->at (x, y);
1515 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1516 1641
1517 if (orig_ob->nrof < nr) 1642 int items = ms.items ();
1518 {
1519 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1520 return NULL;
1521 }
1522 1643
1523 newob = object_create_clone (orig_ob); 1644 if (!items // testing !items ensures we can drop at least one item
1645 || (items < m->max_items
1646 && ms.volume () < m->max_volume))
1647 return true;
1524 1648
1525 if ((orig_ob->nrof -= nr) < 1) 1649 if (originator && originator->is_player ())
1526 orig_ob->destroy (1); 1650 originator->contr->failmsgf (
1527 else if (!is_removed) 1651 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1528 { 1652 query_name ()
1529 if (orig_ob->env != NULL) 1653 );
1530 sub_weight (orig_ob->env, orig_ob->weight * nr);
1531 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1532 {
1533 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1534 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1535 return NULL;
1536 }
1537 }
1538 1654
1539 newob->nrof = nr; 1655 return false;
1540
1541 return newob;
1542} 1656}
1543 1657
1544/* 1658/*
1545 * decrease_ob_nr(object, number) decreases a specified number from 1659 * decrease(object, number) decreases a specified number from
1546 * the amount of an object. If the amount reaches 0, the object 1660 * the amount of an object. If the amount reaches 0, the object
1547 * is subsequently removed and freed. 1661 * is subsequently removed and freed.
1548 * 1662 *
1549 * Return value: 'op' if something is left, NULL if the amount reached 0 1663 * Return value: 'op' if something is left, NULL if the amount reached 0
1550 */ 1664 */
1665bool
1666object::decrease (sint32 nr)
1667{
1668 if (!nr)
1669 return true;
1670
1671 nr = min (nr, nrof);
1672
1673 if (nrof > nr)
1674 {
1675 sint64 oweight = total_weight ();
1676
1677 nrof -= nr;
1678
1679 if (object *pl = visible_to ())
1680 esrv_update_item (UPD_NROF, pl, this);
1681
1682 adjust_weight (env, oweight, total_weight ());
1683
1684 return true;
1685 }
1686 else
1687 {
1688 destroy ();
1689 return false;
1690 }
1691}
1692
1693/*
1694 * split(ob,nr) splits up ob into two parts. The part which
1695 * is returned contains nr objects, and the remaining parts contains
1696 * the rest (or is removed and returned if that number is 0).
1697 * On failure, NULL is returned.
1698 */
1551object * 1699object *
1552decrease_ob_nr (object *op, uint32 i) 1700object::split (sint32 nr)
1553{ 1701{
1554 object *tmp; 1702 int have = number_of ();
1555 1703
1556 if (i == 0) /* objects with op->nrof require this check */ 1704 if (have < nr)
1557 return op; 1705 return 0;
1558 1706 else if (have == nr)
1559 if (i > op->nrof)
1560 i = op->nrof;
1561
1562 if (QUERY_FLAG (op, FLAG_REMOVED))
1563 op->nrof -= i;
1564 else if (op->env)
1565 { 1707 {
1566 /* is this object in the players inventory, or sub container
1567 * therein?
1568 */
1569 tmp = op->in_player ();
1570 /* nope. Is this a container the player has opened?
1571 * If so, set tmp to that player.
1572 * IMO, searching through all the players will mostly
1573 * likely be quicker than following op->env to the map,
1574 * and then searching the map for a player.
1575 */
1576 if (!tmp)
1577 for_all_players (pl)
1578 if (pl->ob->container == op->env)
1579 {
1580 tmp = pl->ob;
1581 break;
1582 }
1583
1584 if (i < op->nrof)
1585 {
1586 sub_weight (op->env, op->weight * i);
1587 op->nrof -= i;
1588 if (tmp)
1589 esrv_send_item (tmp, op);
1590 }
1591 else
1592 {
1593 op->remove (); 1708 remove ();
1594 op->nrof = 0; 1709 return this;
1595 if (tmp)
1596 esrv_del_item (tmp->contr, op->count);
1597 }
1598 } 1710 }
1599 else 1711 else
1600 { 1712 {
1601 object *above = op->above; 1713 decrease (nr);
1602 1714
1603 if (i < op->nrof) 1715 object *op = deep_clone ();
1604 op->nrof -= i; 1716 op->nrof = nr;
1605 else
1606 {
1607 op->remove ();
1608 op->nrof = 0;
1609 }
1610
1611 /* Since we just removed op, op->above is null */
1612 for (tmp = above; tmp; tmp = tmp->above)
1613 if (tmp->type == PLAYER)
1614 {
1615 if (op->nrof)
1616 esrv_send_item (tmp, op);
1617 else
1618 esrv_del_item (tmp->contr, op->count);
1619 }
1620 }
1621
1622 if (op->nrof)
1623 return op; 1717 return op;
1624 else
1625 {
1626 op->destroy ();
1627 return 0;
1628 }
1629}
1630
1631/*
1632 * add_weight(object, weight) adds the specified weight to an object,
1633 * and also updates how much the environment(s) is/are carrying.
1634 */
1635void
1636add_weight (object *op, signed long weight)
1637{
1638 while (op != NULL)
1639 {
1640 if (op->type == CONTAINER)
1641 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1642
1643 op->carrying += weight;
1644 op = op->env;
1645 } 1718 }
1646} 1719}
1647 1720
1648object * 1721object *
1649insert_ob_in_ob (object *op, object *where) 1722insert_ob_in_ob (object *op, object *where)
1674 * be != op, if items are merged. -Tero 1747 * be != op, if items are merged. -Tero
1675 */ 1748 */
1676object * 1749object *
1677object::insert (object *op) 1750object::insert (object *op)
1678{ 1751{
1679 object *tmp, *otmp;
1680
1681 if (!QUERY_FLAG (op, FLAG_REMOVED))
1682 op->remove ();
1683
1684 if (op->more) 1752 if (op->more)
1685 { 1753 {
1686 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1754 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1687 return op; 1755 return op;
1688 } 1756 }
1689 1757
1690 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1758 op->remove ();
1691 CLEAR_FLAG (op, FLAG_REMOVED); 1759
1760 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1761
1692 if (op->nrof) 1762 if (op->nrof)
1693 {
1694 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1763 for (object *tmp = inv; tmp; tmp = tmp->below)
1695 if (object::can_merge (tmp, op)) 1764 if (object::can_merge (tmp, op))
1696 { 1765 {
1697 /* return the original object and remove inserted object 1766 /* return the original object and remove inserted object
1698 (client needs the original object) */ 1767 (client prefers the original object) */
1768
1769 // carring must be 0 for mergable objects
1770 sint64 oweight = tmp->weight * tmp->nrof;
1771
1699 tmp->nrof += op->nrof; 1772 tmp->nrof += op->nrof;
1700 /* Weight handling gets pretty funky. Since we are adding to 1773
1701 * tmp->nrof, we need to increase the weight. 1774 if (object *pl = tmp->visible_to ())
1702 */ 1775 esrv_update_item (UPD_NROF, pl, tmp);
1776
1703 add_weight (this, op->weight * op->nrof); 1777 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1704 SET_FLAG (op, FLAG_REMOVED); 1778
1705 op->destroy (); /* free the inserted object */ 1779 op->destroy ();
1706 op = tmp; 1780 op = tmp;
1707 op->remove (); /* and fix old object's links */ 1781 goto inserted;
1708 CLEAR_FLAG (op, FLAG_REMOVED);
1709 break;
1710 } 1782 }
1711 1783
1712 /* I assume combined objects have no inventory 1784 op->owner = 0; // it's his/hers now. period.
1713 * We add the weight - this object could have just been removed
1714 * (if it was possible to merge). calling remove_ob will subtract
1715 * the weight, so we need to add it in again, since we actually do
1716 * the linking below
1717 */
1718 add_weight (this, op->weight * op->nrof);
1719 }
1720 else
1721 add_weight (this, (op->weight + op->carrying));
1722
1723 otmp = this->in_player ();
1724 if (otmp && otmp->contr)
1725 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1726 otmp->update_stats ();
1727
1728 op->map = 0; 1785 op->map = 0;
1729 op->env = this; 1786 op->x = 0;
1787 op->y = 0;
1788
1730 op->above = 0; 1789 op->above = 0;
1731 op->below = 0; 1790 op->below = inv;
1732 op->x = 0, op->y = 0; 1791 op->env = this;
1733 1792
1793 if (inv)
1794 inv->above = op;
1795
1796 inv = op;
1797
1798 op->flag [FLAG_REMOVED] = 0;
1799
1800 if (object *pl = op->visible_to ())
1801 esrv_send_item (pl, op);
1802
1803 adjust_weight (this, 0, op->total_weight ());
1804
1805inserted:
1734 /* reset the light list and los of the players on the map */ 1806 /* reset the light list and los of the players on the map */
1735 if ((op->glow_radius != 0) && map) 1807 if (op->glow_radius && is_on_map ())
1736 { 1808 {
1737#ifdef DEBUG_LIGHTS 1809 update_stats ();
1738 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1739#endif /* DEBUG_LIGHTS */
1740 if (map->darkness)
1741 update_all_los (map, x, y); 1810 update_all_los (map, x, y);
1742 }
1743
1744 /* Client has no idea of ordering so lets not bother ordering it here.
1745 * It sure simplifies this function...
1746 */
1747 if (!inv)
1748 inv = op;
1749 else
1750 { 1811 }
1751 op->below = inv; 1812 else if (is_player ())
1752 op->below->above = op; 1813 // if this is a player's inventory, update stats
1753 inv = op; 1814 contr->queue_stats_update ();
1754 }
1755 1815
1756 INVOKE_OBJECT (INSERT, this); 1816 INVOKE_OBJECT (INSERT, this);
1757 1817
1758 return op; 1818 return op;
1759} 1819}
1777 * MSW 2001-07-08: Check all objects on space, not just those below 1837 * MSW 2001-07-08: Check all objects on space, not just those below
1778 * object being inserted. insert_ob_in_map may not put new objects 1838 * object being inserted. insert_ob_in_map may not put new objects
1779 * on top. 1839 * on top.
1780 */ 1840 */
1781int 1841int
1782check_move_on (object *op, object *originator) 1842check_move_on (object *op, object *originator, int flags)
1783{ 1843{
1844 if (op->flag [FLAG_NO_APPLY])
1845 return 0;
1846
1784 object *tmp; 1847 object *tmp;
1785 maptile *m = op->map; 1848 maptile *m = op->map;
1786 int x = op->x, y = op->y; 1849 int x = op->x, y = op->y;
1787 1850
1788 MoveType move_on, move_slow, move_block; 1851 mapspace &ms = m->at (x, y);
1789 1852
1790 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1853 ms.update ();
1791 return 0;
1792 1854
1793 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1855 MoveType move_on = ms.move_on;
1794 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1856 MoveType move_slow = ms.move_slow;
1795 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1857 MoveType move_block = ms.move_block;
1796 1858
1797 /* if nothing on this space will slow op down or be applied, 1859 /* if nothing on this space will slow op down or be applied,
1798 * no need to do checking below. have to make sure move_type 1860 * no need to do checking below. have to make sure move_type
1799 * is set, as lots of objects don't have it set - we treat that 1861 * is set, as lots of objects don't have it set - we treat that
1800 * as walking. 1862 * as walking.
1811 return 0; 1873 return 0;
1812 1874
1813 /* The objects have to be checked from top to bottom. 1875 /* The objects have to be checked from top to bottom.
1814 * Hence, we first go to the top: 1876 * Hence, we first go to the top:
1815 */ 1877 */
1816 1878 for (object *next, *tmp = ms.top; tmp; tmp = next)
1817 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1818 {
1819 /* Trim the search when we find the first other spell effect
1820 * this helps performance so that if a space has 50 spell objects,
1821 * we don't need to check all of them.
1822 */
1823 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1824 break;
1825 } 1879 {
1880 next = tmp->below;
1826 1881
1827 for (; tmp; tmp = tmp->below)
1828 {
1829 if (tmp == op) 1882 if (tmp == op)
1830 continue; /* Can't apply yourself */ 1883 continue; /* Can't apply yourself */
1831 1884
1832 /* Check to see if one of the movement types should be slowed down. 1885 /* Check to see if one of the movement types should be slowed down.
1833 * Second check makes sure that the movement types not being slowed 1886 * Second check makes sure that the movement types not being slowed
1834 * (~slow_move) is not blocked on this space - just because the 1887 * (~slow_move) is not blocked on this space - just because the
1835 * space doesn't slow down swimming (for example), if you can't actually 1888 * space doesn't slow down swimming (for example), if you can't actually
1836 * swim on that space, can't use it to avoid the penalty. 1889 * swim on that space, can't use it to avoid the penalty.
1837 */ 1890 */
1838 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1891 if (!op->flag [FLAG_WIZPASS])
1839 { 1892 {
1840 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1893 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1841 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1894 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1842 { 1895 {
1843
1844 float
1845 diff = tmp->move_slow_penalty * fabs (op->speed); 1896 float diff = tmp->move_slow_penalty * fabs (op->speed);
1846 1897
1847 if (op->type == PLAYER) 1898 if (op->is_player ())
1848 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1899 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1849 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1900 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1850 diff /= 4.0; 1901 diff /= 4.0;
1851 1902
1852 op->speed_left -= diff; 1903 op->speed_left -= diff;
1853 } 1904 }
1854 } 1905 }
1855 1906
1856 /* Basically same logic as above, except now for actual apply. */ 1907 /* Basically same logic as above, except now for actual apply. */
1857 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1908 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1858 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1909 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1859 { 1910 {
1911 if ((flags & INS_NO_AUTO_EXIT)
1912 && (tmp->type == EXIT || tmp->type == TELEPORTER
1913 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1914 continue;
1915
1860 move_apply (tmp, op, originator); 1916 move_apply (tmp, op, originator);
1861 1917
1862 if (op->destroyed ()) 1918 if (op->destroyed ())
1863 return 1; 1919 return 1;
1864 1920
1887 LOG (llevError, "Present_arch called outside map.\n"); 1943 LOG (llevError, "Present_arch called outside map.\n");
1888 return NULL; 1944 return NULL;
1889 } 1945 }
1890 1946
1891 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1947 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1892 if (tmp->arch == at) 1948 if (tmp->arch->archname == at->archname)
1893 return tmp; 1949 return tmp;
1894 1950
1895 return NULL; 1951 return NULL;
1896} 1952}
1897 1953
1961 * The first matching object is returned, or NULL if none. 2017 * The first matching object is returned, or NULL if none.
1962 */ 2018 */
1963object * 2019object *
1964present_arch_in_ob (const archetype *at, const object *op) 2020present_arch_in_ob (const archetype *at, const object *op)
1965{ 2021{
1966 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2022 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1967 if (tmp->arch == at) 2023 if (tmp->arch->archname == at->archname)
1968 return tmp; 2024 return tmp;
1969 2025
1970 return NULL; 2026 return NULL;
1971} 2027}
1972 2028
1974 * activate recursively a flag on an object inventory 2030 * activate recursively a flag on an object inventory
1975 */ 2031 */
1976void 2032void
1977flag_inv (object *op, int flag) 2033flag_inv (object *op, int flag)
1978{ 2034{
1979 if (op->inv)
1980 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2035 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1981 { 2036 {
1982 SET_FLAG (tmp, flag); 2037 tmp->set_flag (flag);
1983 flag_inv (tmp, flag); 2038 flag_inv (tmp, flag);
1984 } 2039 }
1985} 2040}
1986 2041
1987/* 2042/*
1988 * deactivate recursively a flag on an object inventory 2043 * deactivate recursively a flag on an object inventory
1989 */ 2044 */
1990void 2045void
1991unflag_inv (object *op, int flag) 2046unflag_inv (object *op, int flag)
1992{ 2047{
1993 if (op->inv)
1994 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2048 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1995 { 2049 {
1996 CLEAR_FLAG (tmp, flag); 2050 tmp->clr_flag (flag);
1997 unflag_inv (tmp, flag); 2051 unflag_inv (tmp, flag);
1998 } 2052 }
1999} 2053}
2000 2054
2001/* 2055/*
2002 * find_free_spot(object, map, x, y, start, stop) will search for 2056 * find_free_spot(object, map, x, y, start, stop) will search for
2003 * a spot at the given map and coordinates which will be able to contain 2057 * a spot at the given map and coordinates which will be able to contain
2005 * to search (see the freearr_x/y[] definition). 2059 * to search (see the freearr_x/y[] definition).
2006 * It returns a random choice among the alternatives found. 2060 * It returns a random choice among the alternatives found.
2007 * start and stop are where to start relative to the free_arr array (1,9 2061 * start and stop are where to start relative to the free_arr array (1,9
2008 * does all 4 immediate directions). This returns the index into the 2062 * does all 4 immediate directions). This returns the index into the
2009 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2063 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2010 * Note - this only checks to see if there is space for the head of the
2011 * object - if it is a multispace object, this should be called for all
2012 * pieces.
2013 * Note2: This function does correctly handle tiled maps, but does not 2064 * Note: This function does correctly handle tiled maps, but does not
2014 * inform the caller. However, insert_ob_in_map will update as 2065 * inform the caller. However, insert_ob_in_map will update as
2015 * necessary, so the caller shouldn't need to do any special work. 2066 * necessary, so the caller shouldn't need to do any special work.
2016 * Note - updated to take an object instead of archetype - this is necessary 2067 * Note - updated to take an object instead of archetype - this is necessary
2017 * because arch_blocked (now ob_blocked) needs to know the movement type 2068 * because arch_blocked (now ob_blocked) needs to know the movement type
2018 * to know if the space in question will block the object. We can't use 2069 * to know if the space in question will block the object. We can't use
2020 * customized, changed states, etc. 2071 * customized, changed states, etc.
2021 */ 2072 */
2022int 2073int
2023find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2074find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2024{ 2075{
2076 int altern[SIZEOFFREE];
2025 int index = 0, flag; 2077 int index = 0, flag;
2026 int altern[SIZEOFFREE];
2027 2078
2028 for (int i = start; i < stop; i++) 2079 for (int i = start; i < stop; i++)
2029 { 2080 {
2030 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2081 mapxy pos (m, x, y); pos.move (i);
2031 if (!flag) 2082
2083 if (!pos.normalise ())
2084 continue;
2085
2086 mapspace &ms = *pos;
2087
2088 if (ms.flags () & P_IS_ALIVE)
2089 continue;
2090
2091 /* However, often
2092 * ob doesn't have any move type (when used to place exits)
2093 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2094 */
2095 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2096 {
2032 altern [index++] = i; 2097 altern [index++] = i;
2098 continue;
2099 }
2033 2100
2034 /* Basically, if we find a wall on a space, we cut down the search size. 2101 /* Basically, if we find a wall on a space, we cut down the search size.
2035 * In this way, we won't return spaces that are on another side of a wall. 2102 * In this way, we won't return spaces that are on another side of a wall.
2036 * This mostly work, but it cuts down the search size in all directions - 2103 * This mostly work, but it cuts down the search size in all directions -
2037 * if the space being examined only has a wall to the north and empty 2104 * if the space being examined only has a wall to the north and empty
2038 * spaces in all the other directions, this will reduce the search space 2105 * spaces in all the other directions, this will reduce the search space
2039 * to only the spaces immediately surrounding the target area, and 2106 * to only the spaces immediately surrounding the target area, and
2040 * won't look 2 spaces south of the target space. 2107 * won't look 2 spaces south of the target space.
2041 */ 2108 */
2042 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2109 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2110 {
2043 stop = maxfree[i]; 2111 stop = maxfree[i];
2112 continue;
2113 }
2114
2115 /* Note it is intentional that we check ob - the movement type of the
2116 * head of the object should correspond for the entire object.
2117 */
2118 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2119 continue;
2120
2121 if (ob->blocked (pos.m, pos.x, pos.y))
2122 continue;
2123
2124 altern [index++] = i;
2044 } 2125 }
2045 2126
2046 if (!index) 2127 if (!index)
2047 return -1; 2128 return -1;
2048 2129
2057 */ 2138 */
2058int 2139int
2059find_first_free_spot (const object *ob, maptile *m, int x, int y) 2140find_first_free_spot (const object *ob, maptile *m, int x, int y)
2060{ 2141{
2061 for (int i = 0; i < SIZEOFFREE; i++) 2142 for (int i = 0; i < SIZEOFFREE; i++)
2062 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2143 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2063 return i; 2144 return i;
2064 2145
2065 return -1; 2146 return -1;
2066} 2147}
2067 2148
2113 * there is capable of. 2194 * there is capable of.
2114 */ 2195 */
2115int 2196int
2116find_dir (maptile *m, int x, int y, object *exclude) 2197find_dir (maptile *m, int x, int y, object *exclude)
2117{ 2198{
2118 int i, max = SIZEOFFREE, mflags; 2199 int max = SIZEOFFREE, mflags;
2119
2120 sint16 nx, ny;
2121 object *tmp;
2122 maptile *mp;
2123
2124 MoveType blocked, move_type; 2200 MoveType move_type;
2125 2201
2126 if (exclude && exclude->head_ () != exclude) 2202 if (exclude && exclude->head_ () != exclude)
2127 { 2203 {
2128 exclude = exclude->head; 2204 exclude = exclude->head;
2129 move_type = exclude->move_type; 2205 move_type = exclude->move_type;
2132 { 2208 {
2133 /* If we don't have anything, presume it can use all movement types. */ 2209 /* If we don't have anything, presume it can use all movement types. */
2134 move_type = MOVE_ALL; 2210 move_type = MOVE_ALL;
2135 } 2211 }
2136 2212
2137 for (i = 1; i < max; i++) 2213 for (int i = 1; i < max; i++)
2138 { 2214 {
2139 mp = m; 2215 mapxy pos (m, x, y);
2140 nx = x + freearr_x[i]; 2216 pos.move (i);
2141 ny = y + freearr_y[i];
2142 2217
2143 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2218 if (!pos.normalise ())
2144
2145 if (mflags & P_OUT_OF_MAP)
2146 max = maxfree[i]; 2219 max = maxfree[i];
2147 else 2220 else
2148 { 2221 {
2149 mapspace &ms = mp->at (nx, ny); 2222 mapspace &ms = *pos;
2150 2223
2151 blocked = ms.move_block;
2152
2153 if ((move_type & blocked) == move_type) 2224 if ((move_type & ms.move_block) == move_type)
2154 max = maxfree[i]; 2225 max = maxfree [i];
2155 else if (mflags & P_IS_ALIVE) 2226 else if (ms.flags () & P_IS_ALIVE)
2156 { 2227 {
2157 for (tmp = ms.bot; tmp; tmp = tmp->above) 2228 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2158 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2229 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2159 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2230 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2160 break;
2161
2162 if (tmp)
2163 return freedir[i]; 2231 return freedir [i];
2164 } 2232 }
2165 } 2233 }
2166 } 2234 }
2167 2235
2168 return 0; 2236 return 0;
2177{ 2245{
2178 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2246 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2179} 2247}
2180 2248
2181/* 2249/*
2182 * find_dir_2(delta-x,delta-y) will return a direction in which 2250 * find_dir_2(delta-x,delta-y) will return a direction value
2183 * an object which has subtracted the x and y coordinates of another 2251 * for running into direct [dx, dy].
2184 * object, needs to travel toward it. 2252 * (the opposite of crossfire's find_dir_2!)
2185 */ 2253 */
2186int 2254int
2187find_dir_2 (int x, int y) 2255find_dir_2 (int x, int y)
2188{ 2256{
2257#if 1 // new algorithm
2258 // this works by putting x, y into 16 sectors, which
2259 // are not equal sized, but are a better approximation
2260 // then the old algorithm, and then using a mapping
2261 // table to map it into a direction value.
2262 // basically, it maps these comparisons to each bit
2263 // bit #3: x < 0
2264 // bit #2: y < 0
2265 // bit #1: x > y
2266 // bit #0: x > 2y
2267
2268 static const uint8 dir[16] = {
2269 4, 5, 4, 3,
2270 2, 1, 2, 3,
2271 6, 5, 6, 7,
2272 8, 1, 8, 7,
2273 };
2274 int sector = 0;
2275
2276 // this is a bit ugly, but more likely to result in branchless code
2277 sector |= x < 0 ? 8 : 0;
2278 x = x < 0 ? -x : x; // abs
2279
2280 sector |= y < 0 ? 4 : 0;
2281 y = y < 0 ? -y : y; // abs
2282
2283 if (x > y)
2284 {
2285 sector |= 2;
2286
2287 if (x > y * 2)
2288 sector |= 1;
2289 }
2290 else
2291 {
2292 if (y > x * 2)
2293 sector |= 1;
2294 else if (!y)
2295 return 0; // x == 0 here
2296 }
2297
2298 return dir [sector];
2299#else // old algorithm
2189 int q; 2300 int q;
2190 2301
2191 if (y) 2302 if (y)
2192 q = x * 100 / y; 2303 q = 128 * x / y;
2193 else if (x) 2304 else if (x)
2194 q = -300 * x; 2305 q = -512 * x; // to make it > 309
2195 else 2306 else
2196 return 0; 2307 return 0;
2197 2308
2198 if (y > 0) 2309 if (y > 0)
2199 { 2310 {
2200 if (q < -242) 2311 if (q < -309) return 7;
2312 if (q < -52) return 6;
2313 if (q < 52) return 5;
2314 if (q < 309) return 4;
2315
2201 return 3; 2316 return 3;
2202 if (q < -41) 2317 }
2203 return 2; 2318 else
2204 if (q < 41) 2319 {
2205 return 1; 2320 if (q < -309) return 3;
2206 if (q < 242) 2321 if (q < -52) return 2;
2207 return 8; 2322 if (q < 52) return 1;
2323 if (q < 309) return 8;
2324
2208 return 7; 2325 return 7;
2209 } 2326 }
2210 2327#endif
2211 if (q < -242)
2212 return 7;
2213 if (q < -41)
2214 return 6;
2215 if (q < 41)
2216 return 5;
2217 if (q < 242)
2218 return 4;
2219
2220 return 3;
2221} 2328}
2222 2329
2223/* 2330/*
2224 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2331 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2225 * between two directions (which are expected to be absolute (see absdir()) 2332 * between two directions (which are expected to be absolute (see absdir())
2226 */ 2333 */
2227int 2334int
2228dirdiff (int dir1, int dir2) 2335dirdiff (int dir1, int dir2)
2229{ 2336{
2230 int d;
2231
2232 d = abs (dir1 - dir2); 2337 int d = abs (dir1 - dir2);
2233 if (d > 4)
2234 d = 8 - d;
2235 2338
2236 return d; 2339 return d > 4 ? 8 - d : d;
2237} 2340}
2238 2341
2239/* peterm: 2342/* peterm:
2240 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2343 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2241 * Basically, this is a table of directions, and what directions 2344 * Basically, this is a table of directions, and what directions
2243 * This basically means that if direction is 15, then it could either go 2346 * This basically means that if direction is 15, then it could either go
2244 * direction 4, 14, or 16 to get back to where we are. 2347 * direction 4, 14, or 16 to get back to where we are.
2245 * Moved from spell_util.c to object.c with the other related direction 2348 * Moved from spell_util.c to object.c with the other related direction
2246 * functions. 2349 * functions.
2247 */ 2350 */
2248int reduction_dir[SIZEOFFREE][3] = { 2351static const int reduction_dir[SIZEOFFREE][3] = {
2249 {0, 0, 0}, /* 0 */ 2352 {0, 0, 0}, /* 0 */
2250 {0, 0, 0}, /* 1 */ 2353 {0, 0, 0}, /* 1 */
2251 {0, 0, 0}, /* 2 */ 2354 {0, 0, 0}, /* 2 */
2252 {0, 0, 0}, /* 3 */ 2355 {0, 0, 0}, /* 3 */
2253 {0, 0, 0}, /* 4 */ 2356 {0, 0, 0}, /* 4 */
2344 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2447 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2345 * core dumps if they do. 2448 * core dumps if they do.
2346 * 2449 *
2347 * Add a check so we can't pick up invisible objects (0.93.8) 2450 * Add a check so we can't pick up invisible objects (0.93.8)
2348 */ 2451 */
2349
2350int 2452int
2351can_pick (const object *who, const object *item) 2453can_pick (const object *who, const object *item)
2352{ 2454{
2353 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2455 return /*who->flag [FLAG_WIZ]|| */
2354 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2456 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2355 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2457 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2356} 2458}
2357 2459
2358/* 2460/*
2359 * create clone from object to another 2461 * create clone from object to another
2360 */ 2462 */
2361object * 2463object *
2362object_create_clone (object *asrc) 2464object::deep_clone ()
2363{ 2465{
2364 object *dst = 0, *tmp, *src, *prev, *item; 2466 assert (("deep_clone called on non-head object", is_head ()));
2365 2467
2366 if (!asrc) 2468 object *dst = clone ();
2367 return 0;
2368 2469
2369 src = asrc->head_ (); 2470 object *prev = dst;
2370
2371 prev = 0;
2372 for (object *part = src; part; part = part->more) 2471 for (object *part = this->more; part; part = part->more)
2373 { 2472 {
2374 tmp = part->clone (); 2473 object *tmp = part->clone ();
2375 tmp->x -= src->x;
2376 tmp->y -= src->y;
2377
2378 if (!part->head)
2379 {
2380 dst = tmp;
2381 tmp->head = 0;
2382 }
2383 else
2384 tmp->head = dst; 2474 tmp->head = dst;
2385
2386 tmp->more = 0;
2387
2388 if (prev)
2389 prev->more = tmp; 2475 prev->more = tmp;
2390
2391 prev = tmp; 2476 prev = tmp;
2392 } 2477 }
2393 2478
2394 for (item = src->inv; item; item = item->below) 2479 for (object *item = inv; item; item = item->below)
2395 insert_ob_in_ob (object_create_clone (item), dst); 2480 insert_ob_in_ob (item->deep_clone (), dst);
2396 2481
2397 return dst; 2482 return dst;
2398} 2483}
2399 2484
2400/* This returns the first object in who's inventory that 2485/* This returns the first object in who's inventory that
2409 return tmp; 2494 return tmp;
2410 2495
2411 return 0; 2496 return 0;
2412} 2497}
2413 2498
2414/* If ob has a field named key, return the link from the list, 2499shstr_tmp
2415 * otherwise return NULL. 2500object::kv_get (shstr_tmp key) const
2416 *
2417 * key must be a passed in shared string - otherwise, this won't
2418 * do the desired thing.
2419 */
2420key_value *
2421get_ob_key_link (const object *ob, const char *key)
2422{ 2501{
2423 for (key_value *link = ob->key_values; link; link = link->next) 2502 for (key_value *kv = key_values; kv; kv = kv->next)
2424 if (link->key == key) 2503 if (kv->key == key)
2425 return link;
2426
2427 return 0;
2428}
2429
2430/*
2431 * Returns the value of op has an extra_field for key, or NULL.
2432 *
2433 * The argument doesn't need to be a shared string.
2434 *
2435 * The returned string is shared.
2436 */
2437const char *
2438get_ob_key_value (const object *op, const char *const key)
2439{
2440 key_value *link;
2441 shstr_cmp canonical_key (key);
2442
2443 if (!canonical_key)
2444 {
2445 /* 1. There being a field named key on any object
2446 * implies there'd be a shared string to find.
2447 * 2. Since there isn't, no object has this field.
2448 * 3. Therefore, *this* object doesn't have this field.
2449 */
2450 return 0;
2451 }
2452
2453 /* This is copied from get_ob_key_link() above -
2454 * only 4 lines, and saves the function call overhead.
2455 */
2456 for (link = op->key_values; link; link = link->next)
2457 if (link->key == canonical_key)
2458 return link->value; 2504 return kv->value;
2459 2505
2460 return 0; 2506 return shstr ();
2461} 2507}
2462 2508
2463/* 2509void
2464 * Updates the canonical_key in op to value. 2510object::kv_set (shstr_tmp key, shstr_tmp value)
2465 *
2466 * canonical_key is a shared string (value doesn't have to be).
2467 *
2468 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2469 * keys.
2470 *
2471 * Returns TRUE on success.
2472 */
2473int
2474set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2475{ 2511{
2476 key_value *field = NULL, *last = NULL; 2512 for (key_value *kv = key_values; kv; kv = kv->next)
2477 2513 if (kv->key == key)
2478 for (field = op->key_values; field != NULL; field = field->next)
2479 {
2480 if (field->key != canonical_key)
2481 { 2514 {
2482 last = field; 2515 kv->value = value;
2483 continue; 2516 return;
2484 } 2517 }
2485 2518
2486 if (value) 2519 key_value *kv = new key_value;
2487 field->value = value; 2520
2488 else 2521 kv->next = key_values;
2522 kv->key = key;
2523 kv->value = value;
2524
2525 key_values = kv;
2526}
2527
2528void
2529object::kv_del (shstr_tmp key)
2530{
2531 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2532 if ((*kvp)->key == key)
2489 { 2533 {
2490 /* Basically, if the archetype has this key set, 2534 key_value *kv = *kvp;
2491 * we need to store the null value so when we save 2535 *kvp = (*kvp)->next;
2492 * it, we save the empty value so that when we load, 2536 delete kv;
2493 * we get this value back again. 2537 return;
2494 */
2495 if (get_ob_key_link (op->arch, canonical_key))
2496 field->value = 0;
2497 else
2498 {
2499 if (last)
2500 last->next = field->next;
2501 else
2502 op->key_values = field->next;
2503
2504 delete field;
2505 }
2506 } 2538 }
2507 return TRUE;
2508 }
2509 /* IF we get here, key doesn't exist */
2510
2511 /* No field, we'll have to add it. */
2512
2513 if (!add_key)
2514 return FALSE;
2515
2516 /* There isn't any good reason to store a null
2517 * value in the key/value list. If the archetype has
2518 * this key, then we should also have it, so shouldn't
2519 * be here. If user wants to store empty strings,
2520 * should pass in ""
2521 */
2522 if (value == NULL)
2523 return TRUE;
2524
2525 field = new key_value;
2526
2527 field->key = canonical_key;
2528 field->value = value;
2529 /* Usual prepend-addition. */
2530 field->next = op->key_values;
2531 op->key_values = field;
2532
2533 return TRUE;
2534}
2535
2536/*
2537 * Updates the key in op to value.
2538 *
2539 * If add_key is FALSE, this will only update existing keys,
2540 * and not add new ones.
2541 * In general, should be little reason FALSE is ever passed in for add_key
2542 *
2543 * Returns TRUE on success.
2544 */
2545int
2546set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2547{
2548 shstr key_ (key);
2549
2550 return set_ob_key_value_s (op, key_, value, add_key);
2551} 2539}
2552 2540
2553object::depth_iterator::depth_iterator (object *container) 2541object::depth_iterator::depth_iterator (object *container)
2554: iterator_base (container) 2542: iterator_base (container)
2555{ 2543{
2568 item = item->inv; 2556 item = item->inv;
2569 } 2557 }
2570 else 2558 else
2571 item = item->env; 2559 item = item->env;
2572} 2560}
2573
2574 2561
2575const char * 2562const char *
2576object::flag_desc (char *desc, int len) const 2563object::flag_desc (char *desc, int len) const
2577{ 2564{
2578 char *p = desc; 2565 char *p = desc;
2606{ 2593{
2607 char flagdesc[512]; 2594 char flagdesc[512];
2608 char info2[256 * 4]; 2595 char info2[256 * 4];
2609 char *p = info; 2596 char *p = info;
2610 2597
2611 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2598 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2612 count, uuid.seq, 2599 count,
2600 uuid.c_str (),
2613 &name, 2601 &name,
2614 title ? "\",title:\"" : "", 2602 title ? ",title:\"" : "",
2615 title ? (const char *)title : "", 2603 title ? (const char *)title : "",
2604 title ? "\"" : "",
2616 flag_desc (flagdesc, 512), type); 2605 flag_desc (flagdesc, 512), type);
2617 2606
2618 if (env) 2607 if (!flag[FLAG_REMOVED] && env)
2619 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2608 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2620 2609
2621 if (map) 2610 if (map)
2622 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2611 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2623 2612
2638{ 2627{
2639 return map ? map->region (x, y) 2628 return map ? map->region (x, y)
2640 : region::default_region (); 2629 : region::default_region ();
2641} 2630}
2642 2631
2643const materialtype_t *
2644object::dominant_material () const
2645{
2646 if (materialtype_t *mat = name_to_material (materialname))
2647 return mat;
2648
2649 // omfg this is slow, this has to be temporary :)
2650 shstr unknown ("unknown");
2651
2652 return name_to_material (unknown);
2653}
2654
2655void 2632void
2656object::open_container (object *new_container) 2633object::open_container (object *new_container)
2657{ 2634{
2658 if (container == new_container) 2635 if (container == new_container)
2659 return; 2636 return;
2660 2637
2661 if (object *old_container = container) 2638 object *old_container = container;
2639
2640 if (old_container)
2662 { 2641 {
2663 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2642 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2664 return; 2643 return;
2665 2644
2666#if 0 2645#if 0
2668 if (object *closer = old_container->inv) 2647 if (object *closer = old_container->inv)
2669 if (closer->type == CLOSE_CON) 2648 if (closer->type == CLOSE_CON)
2670 closer->destroy (); 2649 closer->destroy ();
2671#endif 2650#endif
2672 2651
2652 // make sure the container is available
2653 esrv_send_item (this, old_container);
2654
2673 old_container->flag [FLAG_APPLIED] = 0; 2655 old_container->flag [FLAG_APPLIED] = false;
2674 container = 0; 2656 container = 0;
2675 2657
2658 // client needs item update to make it work, client bug requires this to be separate
2676 esrv_update_item (UPD_FLAGS, this, old_container); 2659 esrv_update_item (UPD_FLAGS, this, old_container);
2660
2677 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2661 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2662 play_sound (sound_find ("chest_close"));
2678 } 2663 }
2679 2664
2680 if (new_container) 2665 if (new_container)
2681 { 2666 {
2682 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2667 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2685 // TODO: this does not seem to serve any purpose anymore? 2670 // TODO: this does not seem to serve any purpose anymore?
2686#if 0 2671#if 0
2687 // insert the "Close Container" object. 2672 // insert the "Close Container" object.
2688 if (archetype *closer = new_container->other_arch) 2673 if (archetype *closer = new_container->other_arch)
2689 { 2674 {
2690 object *closer = arch_to_object (new_container->other_arch); 2675 object *closer = new_container->other_arch->instance ();
2691 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2676 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2692 new_container->insert (closer); 2677 new_container->insert (closer);
2693 } 2678 }
2694#endif 2679#endif
2695 2680
2696 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2681 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2697 2682
2683 // make sure the container is available, client bug requires this to be separate
2684 esrv_send_item (this, new_container);
2685
2698 new_container->flag [FLAG_APPLIED] = 1; 2686 new_container->flag [FLAG_APPLIED] = true;
2699 container = new_container; 2687 container = new_container;
2700 2688
2689 // client needs flag change
2701 esrv_update_item (UPD_FLAGS, this, new_container); 2690 esrv_update_item (UPD_FLAGS, this, new_container);
2702 esrv_send_inventory (this, new_container); 2691 esrv_send_inventory (this, new_container);
2692 play_sound (sound_find ("chest_open"));
2693 }
2694// else if (!old_container->env && contr && contr->ns)
2695// contr->ns->floorbox_reset ();
2696}
2697
2698object *
2699object::force_find (shstr_tmp name)
2700{
2701 /* cycle through his inventory to look for the MARK we want to
2702 * place
2703 */
2704 for (object *tmp = inv; tmp; tmp = tmp->below)
2705 if (tmp->type == FORCE && tmp->slaying == name)
2706 return splay (tmp);
2707
2708 return 0;
2709}
2710
2711//-GPL
2712
2713void
2714object::force_set_timer (int duration)
2715{
2716 this->duration = 1;
2717 this->speed_left = -1.f;
2718
2719 this->set_speed (duration ? 1.f / duration : 0.f);
2720}
2721
2722object *
2723object::force_add (shstr_tmp name, int duration)
2724{
2725 if (object *force = force_find (name))
2726 force->destroy ();
2727
2728 object *force = get_archetype (FORCE_NAME);
2729
2730 force->slaying = name;
2731 force->force_set_timer (duration);
2732 force->flag [FLAG_APPLIED] = true;
2733
2734 return insert (force);
2735}
2736
2737void
2738object::play_sound (faceidx sound) const
2739{
2740 if (!sound)
2741 return;
2742
2743 if (is_on_map ())
2744 map->play_sound (sound, x, y);
2745 else if (object *pl = in_player ())
2746 pl->contr->play_sound (sound);
2747}
2748
2749void
2750object::say_msg (const char *msg) const
2751{
2752 if (is_on_map ())
2753 map->say_msg (msg, x, y);
2754 else if (object *pl = in_player ())
2755 pl->contr->play_sound (sound);
2756}
2757
2758void
2759object::make_noise ()
2760{
2761 // we do not model noise in the map, so instead put
2762 // a temporary light into the noise source
2763 // could use the map instead, but that's less reliable for our
2764 // goal, which is to make invisibility a bit harder to exploit
2765
2766 // currently only works sensibly for players
2767 if (!is_player ())
2768 return;
2769
2770 // find old force, or create new one
2771 object *force = force_find (shstr_noise_force);
2772
2773 if (force)
2774 force->speed_left = -1.f; // patch old speed up
2775 else
2703 } 2776 {
2704} 2777 force = archetype::get (shstr_noise_force);
2705 2778
2779 force->slaying = shstr_noise_force;
2780 force->stats.food = 1;
2781 force->speed_left = -1.f;
2706 2782
2783 force->set_speed (1.f / 4.f);
2784 force->flag [FLAG_IS_USED_UP] = true;
2785 force->flag [FLAG_APPLIED] = true;
2786
2787 insert (force);
2788 }
2789}
2790
2791void object::change_move_type (MoveType mt)
2792{
2793 if (move_type == mt)
2794 return;
2795
2796 if (is_on_map ())
2797 {
2798 // we are on the map, so handle move_on/off effects
2799 remove ();
2800 move_type = mt;
2801 map->insert (this, x, y, this);
2802 }
2803 else
2804 move_type = mt;
2805}
2806
2807/* object should be a player.
2808 * we return the object the player has marked with the 'mark' command
2809 * below. If no match is found (or object has changed), we return
2810 * NULL. We leave it up to the calling function to print messages if
2811 * nothing is found.
2812 */
2813object *
2814object::mark () const
2815{
2816 if (contr && contr->mark && contr->mark->env == this)
2817 return contr->mark;
2818 else
2819 return 0;
2820}
2821
2822// put marked object first in the inventory
2823// this is used by identify-like spells so players can influence
2824// the order a bit.
2825void
2826object::splay_marked ()
2827{
2828 if (object *marked = mark ())
2829 splay (marked);
2830}
2831

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