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Comparing deliantra/server/common/object.C (file contents):
Revision 1.178 by root, Sun Aug 12 14:13:54 2007 UTC vs.
Revision 1.346 by root, Wed May 4 07:36:40 2011 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 25#include <global.h>
28#include <stdio.h> 26#include <stdio.h>
29#include <sys/types.h> 27#include <sys/types.h>
30#include <sys/uio.h> 28#include <sys/uio.h>
31#include <object.h> 29#include <object.h>
32#include <funcpoint.h>
33#include <sproto.h> 30#include <sproto.h>
34#include <loader.h>
35 31
36#include <bitset> 32#include <bitset>
37 33
38int nrofallocobjects = 0; 34UUID UUID::cur;
39static UUID uuid; 35static uint64_t seq_next_save;
40const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
41 38
42objectvec objects; 39objectvec objects;
43activevec actives; 40activevec actives;
44 41
45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
49
50short freearr_x[SIZEOFFREE] = {
51 0,
52 0, 1, 1, 1, 0, -1, -1, -1,
53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 54 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
47}; 55};
48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 56short freearr_y[SIZEOFFREE] = {
57 0,
58 -1, -1, 0, 1, 1, 1, 0, -1,
59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
49 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 60 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
50};
51int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
52 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
53}; 61};
54int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 63 0,
64 1, 2, 3, 4, 5, 6, 7, 8,
65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57}; 67};
58 68
69static int maxfree[SIZEOFFREE] = {
70 0,
71 9, 10, 13, 14, 17, 18, 21, 22,
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
74};
75
76const char *wall_suffix[16] = {
77 "0",
78 "1_3",
79 "1_4",
80 "2_1_2",
81 "1_2",
82 "2_2_4",
83 "2_2_1",
84 "3_1",
85 "1_1",
86 "2_2_3",
87 "2_2_2",
88 "3_3",
89 "2_1_1",
90 "3_4",
91 "3_2",
92 "4"
93};
94
59static void 95static void
60write_uuid (void) 96write_uuid (uval64 skip, bool sync)
61{ 97{
62 char filename1[MAX_BUF], filename2[MAX_BUF]; 98 CALL_BEGIN (2);
63 99 CALL_ARG_SV (newSVval64 (skip));
64 sprintf (filename1, "%s/uuid", settings.localdir); 100 CALL_ARG_SV (boolSV (sync));
65 sprintf (filename2, "%s/uuid~", settings.localdir); 101 CALL_CALL ("cf::write_uuid", G_DISCARD);
66 102 CALL_END;
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78} 103}
79 104
80static void 105static void
81read_uuid (void) 106read_uuid ()
82{ 107{
83 char filename[MAX_BUF]; 108 char filename[MAX_BUF];
84 109
85 sprintf (filename, "%s/uuid", settings.localdir); 110 sprintf (filename, "%s/uuid", settings.localdir);
111
112 seq_next_save = 0;
86 113
87 FILE *fp; 114 FILE *fp;
88 115
89 if (!(fp = fopen (filename, "r"))) 116 if (!(fp = fopen (filename, "r")))
90 { 117 {
91 if (errno == ENOENT) 118 if (errno == ENOENT)
92 { 119 {
93 LOG (llevInfo, "RESET uid to 1\n"); 120 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0; 121 UUID::cur.seq = 0;
95 write_uuid (); 122 write_uuid (UUID_GAP, true);
96 return; 123 return;
97 } 124 }
98 125
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 126 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1); 127 _exit (1);
101 } 128 }
102 129
103 int version; 130 char buf [UUID::MAX_LEN];
104 unsigned long long uid; 131 buf[0] = 0;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 132 fgets (buf, sizeof (buf), fp);
133
134 if (!UUID::cur.parse (buf))
106 { 135 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 136 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1); 137 _exit (1);
109 } 138 }
110 139
111 uuid.seq = uid; 140 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112 write_uuid (); 141
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 142 write_uuid (UUID_GAP, true);
114 fclose (fp); 143 fclose (fp);
115} 144}
116 145
117UUID 146UUID
118gen_uuid () 147UUID::gen ()
119{ 148{
120 UUID uid; 149 UUID uid;
121 150
122 uid.seq = ++uuid.seq; 151 uid.seq = ++cur.seq;
123 152
124 if (!(uuid.seq & (UUID_SKIP - 1))) 153 if (expect_false (cur.seq >= seq_next_save))
125 write_uuid (); 154 {
155 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
156 write_uuid (UUID_GAP, false);
157 }
158
126 159
127 return uid; 160 return uid;
128} 161}
129 162
130void 163void
131init_uuid () 164UUID::init ()
132{ 165{
133 read_uuid (); 166 read_uuid ();
134} 167}
135 168
169bool
170UUID::parse (const char *s)
171{
172 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
173 return false;
174
175 seq = 0;
176
177 while (*s != '>')
178 {
179 if (*s < '0')
180 return false;
181
182 // this gives nice branchless code with gcc
183 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
184 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
185
186 seq = (seq << 4) | digit;
187
188 ++s;
189 }
190
191 return true;
192}
193
194char *
195UUID::append (char *buf) const
196{
197 *buf++ = '<';
198 *buf++ = '1';
199 *buf++ = '.';
200
201 uint64_t seq = this->seq;
202 const int bits = 64;
203 char nz = 0;
204 static const char tohex [] = "0123456789abcdef";
205
206 // assert (len >= 3 + bits / 4 + 1 + 1);
207 for (int i = bits / 4; --i; )
208 {
209 uint8_t digit = seq >> (bits - 4);
210
211 *buf = tohex [digit];
212 nz |= digit;
213 buf += nz ? 1 : 0;
214 seq <<= 4;
215 }
216
217 // last digit is special - always emit
218 uint8_t digit = seq >> (bits - 4);
219 *buf++ = tohex [digit];
220
221 *buf++ = '>';
222
223 return buf;
224}
225
226char *
227UUID::c_str () const
228{
229 static char buf [MAX_LEN];
230 *append (buf) = 0;
231 return buf;
232}
233
136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 234/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int 235static bool
138compare_ob_value_lists_one (const object *wants, const object *has) 236compare_ob_value_lists_one (const object *wants, const object *has)
139{ 237{
140 key_value *wants_field;
141
142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 238 /* n-squared behaviour (see kv.get), but I'm hoping both
143 * objects with lists are rare, and lists stay short. If not, use a 239 * objects with lists are rare, and lists stay short. If not, use a
144 * different structure or at least keep the lists sorted... 240 * different structure or at least keep the lists sorted...
145 */ 241 */
146 242
147 /* For each field in wants, */ 243 /* For each field in wants, */
148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 244 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
149 { 245 if (has->kv.get (kv->key) != kv->value)
150 key_value *has_field; 246 return false;
151
152 /* Look for a field in has with the same key. */
153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
156 {
157 /* No field with that name. */
158 return FALSE;
159 }
160
161 /* Found the matching field. */
162 if (has_field->value != wants_field->value)
163 {
164 /* Values don't match, so this half of the comparison is false. */
165 return FALSE;
166 }
167
168 /* If we get here, we found a match. Now for the next field in wants. */
169 }
170 247
171 /* If we get here, every field in wants has a matching field in has. */ 248 /* If we get here, every field in wants has a matching field in has. */
172 return TRUE; 249 return true;
173} 250}
174 251
175/* Returns TRUE if ob1 has the same key_values as ob2. */ 252/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int 253static bool
177compare_ob_value_lists (const object *ob1, const object *ob2) 254compare_ob_value_lists (const object *ob1, const object *ob2)
178{ 255{
179 /* However, there may be fields in has which aren't partnered in wants, 256 /* However, there may be fields in has which aren't partnered in wants,
180 * so we need to run the comparison *twice*. :( 257 * so we need to run the comparison *twice*. :(
181 */ 258 */
182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 259 return compare_ob_value_lists_one (ob1, ob2)
260 && compare_ob_value_lists_one (ob2, ob1);
183} 261}
184 262
185/* Function examines the 2 objects given to it, and returns true if 263/* Function examines the 2 objects given to it, and returns true if
186 * they can be merged together. 264 * they can be merged together.
187 * 265 *
194 * Improvements made with merge: Better checking on potion, and also 272 * Improvements made with merge: Better checking on potion, and also
195 * check weight 273 * check weight
196 */ 274 */
197bool object::can_merge_slow (object *ob1, object *ob2) 275bool object::can_merge_slow (object *ob1, object *ob2)
198{ 276{
199 /* A couple quicksanity checks */ 277 /* A couple quick sanity checks */
200 if (ob1 == ob2 278 if (ob1 == ob2
201 || ob1->type != ob2->type 279 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value 280 || ob1->value != ob2->value
204 || ob1->name != ob2->name) 281 || ob1->name != ob2->name
282 || ob1->custom_name != ob2->custom_name
283 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
205 return 0; 284 return 0;
206 285
207 //TODO: this ain't working well, use nicer and correct overflow check
208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 286 /* Do not merge objects if nrof would overflow, assume nrof
209 * value could not be stored in a sint32 (which unfortunately sometimes is 287 * is always 0 .. 2**31-1 */
210 * used to store nrof). 288 if (ob1->nrof > 0x7fffffff - ob2->nrof)
211 */
212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
213 return 0; 289 return 0;
214 290
215 /* If the objects have been identified, set the BEEN_APPLIED flag. 291 /* If the objects have been identified, set the BEEN_APPLIED flag.
216 * This is to the comparison of the flags below will be OK. We 292 * This is to the comparison of the flags below will be OK. We
217 * just can't ignore the been applied or identified flags, as they 293 * just can't ignore the been applied or identified flags, as they
218 * are not equal - just if it has been identified, the been_applied 294 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning. 295 * flags lose any meaning.
220 */ 296 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 297 if (ob1->flag [FLAG_IDENTIFIED])
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 298 ob1->set_flag (FLAG_BEEN_APPLIED);
223 299
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 300 if (ob2->flag [FLAG_IDENTIFIED])
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 301 ob2->set_flag (FLAG_BEEN_APPLIED);
226 302
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 303 if (ob1->arch->archname != ob2->arch->archname
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 304 || ob1->name != ob2->name
230 || ob1->title != ob2->title 305 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 306 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 307 || ob1->weight != ob2->weight
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
235 || ob1->attacktype != ob2->attacktype 308 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic 309 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying 310 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill 311 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value 312 || ob1->value != ob2->value
240 || 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
241 || ob1->client_type != ob2->client_type 315 || ob1->client_type != ob2->client_type
242 || ob1->materialname != ob2->materialname 316 || ob1->material != ob2->material
243 || ob1->lore != ob2->lore 317 || ob1->lore != ob2->lore
244 || ob1->subtype != ob2->subtype 318 || ob1->subtype != ob2->subtype
245 || ob1->move_type != ob2->move_type 319 || ob1->move_type != ob2->move_type
246 || ob1->move_block != ob2->move_block 320 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow 321 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on 322 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off 323 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow 324 || ob1->move_slow != ob2->move_slow
251 || 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)))
252 return 0; 328 return 0;
253 329
330 if ((ob1->flag ^ ob2->flag)
331 .reset (FLAG_INV_LOCKED)
332 .reset (FLAG_REMOVED)
333 .any ())
334 return 0;
335
254 /* This is really a spellbook check - really, we should 336 /* This is really a spellbook check - we should in general
255 * check all objects in the inventory. 337 * not merge objects with real inventories, as splitting them
338 * is hard.
256 */ 339 */
257 if (ob1->inv || ob2->inv) 340 if (ob1->inv || ob2->inv)
258 { 341 {
259 /* if one object has inventory but the other doesn't, not equiv */ 342 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 343 return 0; /* inventories differ in length */
261 return 0;
262 344
263 /* 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
264 if (!object::can_merge (ob1->inv, ob2->inv)) 348 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 349 return 0; /* inventory objects differ */
266 350
267 /* 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
268 * if it is valid. 352 * if it is valid.
269 */ 353 */
270 } 354 }
271 355
272 /* 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,
273 * 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
274 * some items equipped, and we don't want those to merge. 358 * some items equipped, and we don't want those to merge.
275 */ 359 */
276 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 360 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
277 return 0; 361 return 0;
278 362
279 /* 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
280 * 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
281 * check? 365 * check?
282 */ 366 */
283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 367 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
284 return 0; 368 return 0;
285 369
286 switch (ob1->type) 370 switch (ob1->type)
287 { 371 {
288 case SCROLL: 372 case SCROLL:
289 if (ob1->level != ob2->level) 373 if (ob1->level != ob2->level)
290 return 0; 374 return 0;
291 break; 375 break;
292 } 376 }
293 377
294 if (ob1->key_values != NULL || ob2->key_values != NULL) 378 if (!ob1->kv.empty () || !ob2->kv.empty ())
295 { 379 {
296 /* At least one of these has key_values. */ 380 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 381 if (ob1->kv.empty () != ob2->kv.empty ())
298 /* One has fields, but the other one doesn't. */ 382 return 0; /* One has fields, but the other one doesn't. */
299 return 0; 383
300 else if (!compare_ob_value_lists (ob1, ob2)) 384 if (!compare_ob_value_lists (ob1, ob2))
301 return 0; 385 return 0;
302 } 386 }
303 387
304 if (ob1->self || ob2->self) 388 if (ob1->self || ob2->self)
305 { 389 {
306 ob1->optimise (); 390 ob1->optimise ();
307 ob2->optimise (); 391 ob2->optimise ();
308 392
309 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)
399 return 0;
400
401 if (k1 == 0)
402 return 1;
403
310 if (!cfperl_can_merge (ob1, ob2)) 404 if (!cfperl_can_merge (ob1, ob2))
311 return 0; 405 return 0;
406 }
312 } 407 }
313 408
314 /* Everything passes, must be OK. */ 409 /* Everything passes, must be OK. */
315 return 1; 410 return 1;
316} 411}
317 412
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
318/* 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/*
319 * sum_weight() is a recursive function which calculates the weight 485 * this is a recursive function which calculates the weight
320 * 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
321 * containers are carrying, and sums it up. 487 * containers are carrying, and sums it up.
322 */ 488 */
323long 489void
324sum_weight (object *op) 490object::update_weight ()
325{ 491{
326 long sum; 492 sint32 sum = 0;
327 object *inv;
328 493
329 for (sum = 0, inv = op->inv; inv; inv = inv->below) 494 for (object *op = inv; op; op = op->below)
330 {
331 if (inv->inv)
332 sum_weight (inv);
333
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
335 } 495 {
496 op->update_weight ();
336 497
337 if (op->type == CONTAINER && op->stats.Str) 498 sum += weight_adjust_for (this, op->total_weight ());
338 sum = (sum * (100 - op->stats.Str)) / 100; 499 }
339 500
340 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
341 op->carrying = sum; 507 carrying = sum;
342 508
343 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 }
344} 513}
345 514
346/** 515/*
347 * Return the outermost environment object for a given object. 516 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
348 */
349
350object *
351object_get_env_recursive (object *op)
352{
353 while (op->env != NULL)
354 op = op->env;
355 return op;
356}
357
358/*
359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
360 * Some error messages.
361 * The result of the dump is stored in the static global errmsg array.
362 */ 517 */
363char * 518char *
364dump_object (object *op) 519dump_object (object *op)
365{ 520{
366 if (!op) 521 if (!op)
369 object_freezer freezer; 524 object_freezer freezer;
370 op->write (freezer); 525 op->write (freezer);
371 return freezer.as_string (); 526 return freezer.as_string ();
372} 527}
373 528
374/* 529char *
375 * get_nearest_part(multi-object, object 2) returns the part of the 530object::as_string ()
376 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned.
378 */
379
380object *
381get_nearest_part (object *op, const object *pl)
382{ 531{
383 object *tmp, *closest; 532 return dump_object (this);
384 int last_dist, i;
385
386 if (op->more == NULL)
387 return op;
388 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
389 if ((i = distance (tmp, pl)) < last_dist)
390 closest = tmp, last_dist = i;
391 return closest;
392} 533}
393 534
394/* 535/*
395 * 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.
396 */ 538 */
397object * 539object *
398find_object (tag_t i) 540find_object (tag_t i)
399{ 541{
400 for_all_objects (op) 542 for_all_objects (op)
403 545
404 return 0; 546 return 0;
405} 547}
406 548
407/* 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/*
408 * 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.
409 * Used only by the patch command, but not all that useful. 566 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 567 * Enables features like "patch <name-of-other-player> food 999"
411 */ 568 */
412object * 569object *
413find_object_name (const char *str) 570find_object_name (const char *str)
414{ 571{
415 shstr_cmp str_ (str); 572 shstr_cmp str_ (str);
416 object *op;
417 573
574 if (str_)
418 for_all_objects (op) 575 for_all_objects (op)
419 if (op->name == str_) 576 if (op->name == str_)
420 break; 577 return op;
421 578
422 return op; 579 return 0;
423}
424
425void
426free_all_object_data ()
427{
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429} 580}
430 581
431/* 582/*
432 * 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
433 * skill and experience objects. 584 * skill and experience objects.
585 * ACTUALLY NO! investigate! TODO
434 */ 586 */
435void 587void
436object::set_owner (object *owner) 588object::set_owner (object *owner)
437{ 589{
590 // allow objects which own objects
438 if (!owner) 591 if (owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner) 592 while (owner->owner)
449 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 }
450 600
451 this->owner = owner; 601 this->owner = owner;
452}
453
454int
455object::slottype () const
456{
457 if (type == SKILL)
458 {
459 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
460 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
461 }
462 else
463 {
464 if (slot [body_combat].info) return slot_combat;
465 if (slot [body_range ].info) return slot_ranged;
466 }
467
468 return slot_none;
469}
470
471bool
472object::change_weapon (object *ob)
473{
474 if (current_weapon == ob)
475 return true;
476
477 if (chosen_skill)
478 chosen_skill->flag [FLAG_APPLIED] = false;
479
480 current_weapon = ob;
481 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
482
483 if (chosen_skill)
484 chosen_skill->flag [FLAG_APPLIED] = true;
485
486 update_stats ();
487
488 if (ob)
489 {
490 // now check wether any body locations became invalid, in which case
491 // we cannot apply the weapon at the moment.
492 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
493 if (slot[i].used < 0)
494 {
495 current_weapon = chosen_skill = 0;
496 update_stats ();
497
498 new_draw_info_format (NDI_UNIQUE, 0, this,
499 "You try to balance all your items at once, "
500 "but the %s is just too much for your body. "
501 "[You need to unapply some items first.]", &ob->name);
502 return false;
503 }
504
505 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
506 }
507 else
508 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
509
510 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
511 {
512 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
513 &name, ob->debug_desc ());
514 return false;
515 }
516
517 return true;
518}
519
520/* Zero the key_values on op, decrementing the shared-string
521 * refcounts and freeing the links.
522 */
523static void
524free_key_values (object *op)
525{
526 for (key_value *i = op->key_values; i; )
527 {
528 key_value *next = i->next;
529 delete i;
530
531 i = next;
532 }
533
534 op->key_values = 0;
535}
536
537object &
538object::operator =(const object &src)
539{
540 bool is_freed = flag [FLAG_FREED];
541 bool is_removed = flag [FLAG_REMOVED];
542
543 *(object_copy *)this = src;
544
545 flag [FLAG_FREED] = is_freed;
546 flag [FLAG_REMOVED] = is_removed;
547
548 /* Copy over key_values, if any. */
549 if (src.key_values)
550 {
551 key_value *tail = 0;
552 key_values = 0;
553
554 for (key_value *i = src.key_values; i; i = i->next)
555 {
556 key_value *new_link = new key_value;
557
558 new_link->next = 0;
559 new_link->key = i->key;
560 new_link->value = i->value;
561
562 /* Try and be clever here, too. */
563 if (!key_values)
564 {
565 key_values = new_link;
566 tail = new_link;
567 }
568 else
569 {
570 tail->next = new_link;
571 tail = new_link;
572 }
573 }
574 }
575} 602}
576 603
577/* 604/*
578 * copy_to first frees everything allocated by the dst object, 605 * copy_to first frees everything allocated by the dst object,
579 * and then copies the contents of itself into the second 606 * and then copies the contents of itself into the second
583 * will point at garbage. 610 * will point at garbage.
584 */ 611 */
585void 612void
586object::copy_to (object *dst) 613object::copy_to (object *dst)
587{ 614{
588 *dst = *this; 615 dst->remove ();
616 *(object_copy *)dst = *this;
589 617
590 if (speed < 0) 618 // maybe move to object_copy?
591 dst->speed_left = speed_left - rndm (); 619 dst->kv = kv;
592 620
593 dst->set_speed (dst->speed); 621 dst->flag [FLAG_REMOVED] = true;
622 dst->activate ();
594} 623}
595 624
596void 625void
597object::instantiate () 626object::instantiate ()
598{ 627{
599 if (!uuid.seq) // HACK 628 if (!uuid.seq) // HACK
600 uuid = gen_uuid (); 629 uuid = UUID::gen ();
601 630
631 // TODO: unclean state changes, should not be done in copy_to AND instantiate
632 if (flag [FLAG_RANDOM_SPEED] && speed)
633 speed_left = - speed - rndm (); // TODO animation
634 else
602 speed_left = -0.1f; 635 speed_left = -1.;
636
603 /* copy the body_info to the body_used - this is only really 637 /* copy the body_info to the body_used - this is only really
604 * need for monsters, but doesn't hurt to do it for everything. 638 * need for monsters, but doesn't hurt to do it for everything.
605 * by doing so, when a monster is created, it has good starting 639 * by doing so, when a monster is created, it has good starting
606 * values for the body_used info, so when items are created 640 * values for the body_used info, so when items are created
607 * for it, they can be properly equipped. 641 * for it, they can be properly equipped.
615object * 649object *
616object::clone () 650object::clone ()
617{ 651{
618 object *neu = create (); 652 object *neu = create ();
619 copy_to (neu); 653 copy_to (neu);
654
655 // TODO: unclean state changes, should not be done in clone AND instantiate
656 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
657 neu->speed_left = - neu->speed - rndm (); // TODO animation
658
659 neu->map = map; // not copied by copy_to
620 return neu; 660 return neu;
621} 661}
622 662
623/* 663/*
624 * If an object with the IS_TURNABLE() flag needs to be turned due 664 * If an object with the IS_TURNABLE() flag needs to be turned due
626 * be called to update the face variable, _and_ how it looks on the map. 666 * be called to update the face variable, _and_ how it looks on the map.
627 */ 667 */
628void 668void
629update_turn_face (object *op) 669update_turn_face (object *op)
630{ 670{
631 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 671 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
632 return; 672 return;
633 673
634 SET_ANIMATION (op, op->direction); 674 SET_ANIMATION (op, op->direction);
635 update_object (op, UP_OBJ_FACE); 675 update_object (op, UP_OBJ_FACE);
636} 676}
641 * This function needs to be called whenever the speed of an object changes. 681 * This function needs to be called whenever the speed of an object changes.
642 */ 682 */
643void 683void
644object::set_speed (float speed) 684object::set_speed (float speed)
645{ 685{
646 if (flag [FLAG_FREED] && speed)
647 {
648 LOG (llevError, "Object %s is freed but has speed.\n", &name);
649 speed = 0;
650 }
651
652 this->speed = speed; 686 this->speed = speed;
653 687
654 if (has_active_speed ()) 688 if (has_active_speed ())
655 activate (); 689 activate ();
656 else 690 else
675 * UP_OBJ_FACE: only the objects face has changed. 709 * UP_OBJ_FACE: only the objects face has changed.
676 */ 710 */
677void 711void
678update_object (object *op, int action) 712update_object (object *op, int action)
679{ 713{
680 if (op == NULL) 714 if (!op)
681 { 715 {
682 /* this should never happen */ 716 /* this should never happen */
683 LOG (llevDebug, "update_object() called for NULL object.\n"); 717 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
684 return; 718 return;
685 } 719 }
686 720
687 if (op->env) 721 if (!op->is_on_map ())
688 { 722 {
689 /* Animation is currently handled by client, so nothing 723 /* Animation is currently handled by client, so nothing
690 * to do in this case. 724 * to do in this case.
691 */ 725 */
692 return; 726 return;
693 } 727 }
694
695 /* If the map is saving, don't do anything as everything is
696 * going to get freed anyways.
697 */
698 if (!op->map || op->map->in_memory == MAP_SAVING)
699 return;
700 728
701 /* make sure the object is within map boundaries */ 729 /* make sure the object is within map boundaries */
702 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 730 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
703 { 731 {
704 LOG (llevError, "update_object() called for object out of map!\n"); 732 LOG (llevError, "update_object() called for object out of map!\n");
712 740
713 if (!(m.flags_ & P_UPTODATE)) 741 if (!(m.flags_ & P_UPTODATE))
714 /* nop */; 742 /* nop */;
715 else if (action == UP_OBJ_INSERT) 743 else if (action == UP_OBJ_INSERT)
716 { 744 {
745#if 0
717 // this is likely overkill, TODO: revisit (schmorp) 746 // this is likely overkill, TODO: revisit (schmorp)
718 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 747 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
719 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 748 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
720 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 749 || (op->is_player () && !(m.flags_ & P_PLAYER))
721 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 750 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
722 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 751 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
723 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 752 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
724 || (m.move_on | op->move_on ) != m.move_on 753 || (m.move_on | op->move_on ) != m.move_on
725 || (m.move_off | op->move_off ) != m.move_off 754 || (m.move_off | op->move_off ) != m.move_off
726 || (m.move_slow | op->move_slow) != m.move_slow 755 || (m.move_slow | op->move_slow) != m.move_slow
727 /* This isn't perfect, but I don't expect a lot of objects to 756 /* This isn't perfect, but I don't expect a lot of objects to
728 * to have move_allow right now. 757 * have move_allow right now.
729 */ 758 */
730 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 759 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
760 m.invalidate ();
761#else
731 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 762 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
732 m.flags_ = 0; 763 m.invalidate ();
764#endif
733 } 765 }
734 /* if the object is being removed, we can't make intelligent 766 /* if the object is being removed, we can't make intelligent
735 * decisions, because remove_ob can't really pass the object 767 * decisions, because remove_ob can't really pass the object
736 * that is being removed. 768 * that is being removed.
737 */ 769 */
738 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 770 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
739 m.flags_ = 0; 771 m.invalidate ();
740 else if (action == UP_OBJ_FACE) 772 else if (action == UP_OBJ_FACE)
741 /* Nothing to do for that case */ ; 773 /* Nothing to do for that case */ ;
742 else 774 else
743 LOG (llevError, "update_object called with invalid action: %d\n", action); 775 LOG (llevError, "update_object called with invalid action: %d\n", action);
744 776
746 update_object (op->more, action); 778 update_object (op->more, action);
747} 779}
748 780
749object::object () 781object::object ()
750{ 782{
751 SET_FLAG (this, FLAG_REMOVED); 783 this->set_flag (FLAG_REMOVED);
752 784
753 expmul = 1.0; 785 //expmul = 1.0; declared const for the time being
754 face = blank_face; 786 face = blank_face;
787 material = MATERIAL_NULL;
755} 788}
756 789
757object::~object () 790object::~object ()
758{ 791{
759 unlink (); 792 unlink ();
760 793
761 free_key_values (this); 794 kv.clear ();
762} 795}
763
764static int object_count;
765 796
766void object::link () 797void object::link ()
767{ 798{
768 assert (!index);//D 799 assert (!index);//D
769 uuid = gen_uuid (); 800 uuid = UUID::gen ();
770 count = ++object_count;
771 801
772 refcnt_inc (); 802 refcnt_inc ();
773 objects.insert (this); 803 objects.insert (this);
804
805 ++create_count;
806
774} 807}
775 808
776void object::unlink () 809void object::unlink ()
777{ 810{
778 if (!index) 811 if (!index)
779 return; 812 return;
813
814 ++destroy_count;
780 815
781 objects.erase (this); 816 objects.erase (this);
782 refcnt_dec (); 817 refcnt_dec ();
783} 818}
784 819
788 /* If already on active list, don't do anything */ 823 /* If already on active list, don't do anything */
789 if (active) 824 if (active)
790 return; 825 return;
791 826
792 if (has_active_speed ()) 827 if (has_active_speed ())
828 {
829 if (flag [FLAG_FREED])
830 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
831
793 actives.insert (this); 832 actives.insert (this);
833 }
794} 834}
795 835
796void 836void
797object::activate_recursive () 837object::activate_recursive ()
798{ 838{
847object::destroy_inv (bool drop_to_ground) 887object::destroy_inv (bool drop_to_ground)
848{ 888{
849 // need to check first, because the checks below might segfault 889 // need to check first, because the checks below might segfault
850 // as we might be on an invalid mapspace and crossfire code 890 // as we might be on an invalid mapspace and crossfire code
851 // is too buggy to ensure that the inventory is empty. 891 // is too buggy to ensure that the inventory is empty.
852 // corollary: if you create arrows etc. with stuff in tis inventory, 892 // corollary: if you create arrows etc. with stuff in its inventory,
853 // cf will crash below with off-map x and y 893 // cf will crash below with off-map x and y
854 if (!inv) 894 if (!inv)
855 return; 895 return;
856 896
857 /* Only if the space blocks everything do we not process - 897 /* Only if the space blocks everything do we not process -
858 * if some form of movement is allowed, let objects 898 * if some form of movement is allowed, let objects
859 * drop on that space. 899 * drop on that space.
860 */ 900 */
861 if (!drop_to_ground 901 if (!drop_to_ground
862 || !map 902 || !map
863 || map->in_memory != MAP_IN_MEMORY 903 || !map->linkable ()
864 || map->nodrop 904 || map->no_drop
865 || ms ().move_block == MOVE_ALL) 905 || ms ().move_block == MOVE_ALL)
866 { 906 {
867 while (inv) 907 while (inv)
868 {
869 inv->destroy_inv (drop_to_ground);
870 inv->destroy (); 908 inv->destroy ();
871 }
872 } 909 }
873 else 910 else
874 { /* Put objects in inventory onto this space */ 911 { /* Put objects in inventory onto this space */
875 while (inv) 912 while (inv)
876 { 913 {
887 map->insert (op, x, y); 924 map->insert (op, x, y);
888 } 925 }
889 } 926 }
890} 927}
891 928
929/*
930 * Remove and free all objects in the inventory of the given object.
931 * Unlike destroy_inv, this assumes the *this is destroyed as well
932 * well, so we can (and have to!) take shortcuts.
933 */
934void
935object::destroy_inv_fast ()
936{
937 while (object *op = inv)
938 {
939 // remove from object the fast way
940 op->flag [FLAG_REMOVED] = true;
941 op->env = 0;
942 if ((inv = inv->below))
943 inv->above = 0;
944
945 // then destroy
946 op->destroy ();
947 }
948}
949
950void
951object::freelist_free (int count)
952{
953 while (count-- && freelist)
954 {
955 freelist_item *next = freelist->next;
956 // count is being "destroyed"
957
958 sfree ((char *)freelist, sizeof (object));
959
960 freelist = next;
961 --free_count;
962 }
963}
964
965object *
892object *object::create () 966object::create ()
893{ 967{
894 object *op = new object; 968 object *op;
969
970 if (freelist)
971 {
972 freelist_item li = *freelist;
973 memset (freelist, 0, sizeof (object));
974
975 op = new (freelist) object;
976 op->count = li.count;
977
978 freelist = li.next;
979 --free_count;
980 }
981 else
982 {
983 void *ni = salloc0<char> (sizeof (object));
984
985 op = new(ni) object;
986
987 op->count = ++object_count;
988 }
989
895 op->link (); 990 op->link ();
991
896 return op; 992 return op;
897} 993}
898 994
899void 995void
996object::do_delete ()
997{
998 uint32_t count = this->count;
999
1000 this->~object ();
1001
1002 freelist_item *li = (freelist_item *)this;
1003 li->next = freelist;
1004 li->count = count;
1005
1006 freelist = li;
1007 ++free_count;
1008}
1009
1010static struct freed_map : maptile
1011{
1012 freed_map ()
1013 : maptile (3, 3)
1014 {
1015 path = "<freed objects map>";
1016 name = "/internal/freed_objects_map";
1017 no_drop = 1;
1018 no_reset = 1;
1019
1020 in_memory = MAP_ACTIVE;
1021 }
1022
1023 ~freed_map ()
1024 {
1025 destroy ();
1026 }
1027} freed_map; // freed objects are moved here to avoid crashes
1028
1029void
900object::do_destroy () 1030object::do_destroy ()
901{ 1031{
902 attachable::do_destroy ();
903
904 if (flag [FLAG_IS_LINKED]) 1032 if (flag [FLAG_IS_LINKED])
905 remove_button_link (this); 1033 remove_link ();
906 1034
907 if (flag [FLAG_FRIENDLY]) 1035 if (flag [FLAG_FRIENDLY])
908 remove_friendly_object (this); 1036 remove_friendly_object (this);
909 1037
910 if (!flag [FLAG_REMOVED])
911 remove (); 1038 remove ();
912 1039
913 destroy_inv (true); 1040 attachable::do_destroy ();
914 1041
915 deactivate (); 1042 deactivate ();
916 unlink (); 1043 unlink ();
917 1044
918 flag [FLAG_FREED] = 1; 1045 flag [FLAG_FREED] = 1;
919 1046
920 // hack to ensure that freed objects still have a valid map 1047 // hack to ensure that freed objects still have a valid map
921 {
922 static maptile *freed_map; // freed objects are moved here to avoid crashes
923
924 if (!freed_map)
925 {
926 freed_map = new maptile;
927
928 freed_map->name = "/internal/freed_objects_map";
929 freed_map->width = 3;
930 freed_map->height = 3;
931
932 freed_map->alloc ();
933 freed_map->in_memory = MAP_IN_MEMORY;
934 }
935
936 map = freed_map; 1048 map = &freed_map;
937 x = 1; 1049 x = 1;
938 y = 1; 1050 y = 1;
939 }
940 1051
941 if (more) 1052 if (more)
942 { 1053 {
943 more->destroy (); 1054 more->destroy ();
944 more = 0; 1055 more = 0;
952 attacked_by = 0; 1063 attacked_by = 0;
953 current_weapon = 0; 1064 current_weapon = 0;
954} 1065}
955 1066
956void 1067void
957object::destroy (bool destroy_inventory) 1068object::destroy ()
958{ 1069{
959 if (destroyed ()) 1070 if (destroyed ())
960 return; 1071 return;
961 1072
962 if (destroy_inventory) 1073 if (!is_head () && !head->destroyed ())
1074 {
1075 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1076 head->destroy ();
1077 return;
1078 }
1079
963 destroy_inv (false); 1080 destroy_inv_fast ();
964 1081
965 if (is_head ()) 1082 if (is_head ())
966 if (sound_destroy) 1083 if (sound_destroy)
967 play_sound (sound_destroy); 1084 play_sound (sound_destroy);
968 else if (flag [FLAG_MONSTER]) 1085 else if (flag [FLAG_MONSTER])
969 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism 1086 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
970 1087
971 attachable::destroy (); 1088 attachable::destroy ();
972}
973
974/*
975 * sub_weight() recursively (outwards) subtracts a number from the
976 * weight of an object (and what is carried by it's environment(s)).
977 */
978void
979sub_weight (object *op, signed long weight)
980{
981 while (op != NULL)
982 {
983 if (op->type == CONTAINER)
984 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
985
986 op->carrying -= weight;
987 op = op->env;
988 }
989} 1089}
990 1090
991/* op->remove (): 1091/* op->remove ():
992 * This function removes the object op from the linked list of objects 1092 * This function removes the object op from the linked list of objects
993 * which it is currently tied to. When this function is done, the 1093 * which it is currently tied to. When this function is done, the
996 * the previous environment. 1096 * the previous environment.
997 */ 1097 */
998void 1098void
999object::do_remove () 1099object::do_remove ()
1000{ 1100{
1001 object *tmp, *last = 0; 1101 if (flag [FLAG_REMOVED])
1002 object *otmp;
1003
1004 if (QUERY_FLAG (this, FLAG_REMOVED))
1005 return; 1102 return;
1006 1103
1007 SET_FLAG (this, FLAG_REMOVED);
1008 INVOKE_OBJECT (REMOVE, this); 1104 INVOKE_OBJECT (REMOVE, this);
1105
1106 flag [FLAG_REMOVED] = true;
1009 1107
1010 if (more) 1108 if (more)
1011 more->remove (); 1109 more->remove ();
1012 1110
1013 /* 1111 /*
1014 * In this case, the object to be removed is in someones 1112 * In this case, the object to be removed is in someones
1015 * inventory. 1113 * inventory.
1016 */ 1114 */
1017 if (env) 1115 if (env)
1018 { 1116 {
1019 if (nrof) 1117 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1020 sub_weight (env, weight * nrof); 1118 if (object *pl = visible_to ())
1021 else 1119 esrv_del_item (pl->contr, count);
1022 sub_weight (env, weight + carrying); 1120 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1023 1121
1024 /* NO_FIX_PLAYER is set when a great many changes are being 1122 adjust_weight (env, total_weight (), 0);
1025 * made to players inventory. If set, avoiding the call
1026 * to save cpu time.
1027 */
1028 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1029 otmp->update_stats ();
1030 1123
1031 if (above) 1124 object *pl = in_player ();
1032 above->below = below;
1033 else
1034 env->inv = below;
1035
1036 if (below)
1037 below->above = above;
1038 1125
1039 /* we set up values so that it could be inserted into 1126 /* we set up values so that it could be inserted into
1040 * the map, but we don't actually do that - it is up 1127 * the map, but we don't actually do that - it is up
1041 * to the caller to decide what we want to do. 1128 * to the caller to decide what we want to do.
1042 */ 1129 */
1043 x = env->x, y = env->y;
1044 map = env->map; 1130 map = env->map;
1045 above = 0, below = 0; 1131 x = env->x;
1132 y = env->y;
1133
1134 // make sure cmov optimisation is applicable
1135 *(above ? &above->below : &env->inv) = below;
1136 *(below ? &below->above : &above ) = above; // &above is just a dummy
1137
1138 above = 0;
1139 below = 0;
1046 env = 0; 1140 env = 0;
1141
1142 if (pl && pl->is_player ())
1143 {
1144 if (expect_false (pl->contr->combat_ob == this))
1145 {
1146 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1147 pl->contr->combat_ob = 0;
1148 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1149 }
1150
1151 if (expect_false (pl->contr->ranged_ob == this))
1152 {
1153 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1154 pl->contr->ranged_ob = 0;
1155 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1156 }
1157
1158 pl->contr->queue_stats_update ();
1159
1160 if (expect_false (glow_radius) && pl->is_on_map ())
1161 update_all_los (pl->map, pl->x, pl->y);
1162 }
1047 } 1163 }
1048 else if (map) 1164 else if (map)
1049 { 1165 {
1050 if (type == PLAYER)
1051 {
1052 // leaving a spot always closes any open container on the ground
1053 if (container && !container->env)
1054 // this causes spurious floorbox updates, but it ensures
1055 // that the CLOSE event is being sent.
1056 close_container ();
1057
1058 --map->players;
1059 map->touch ();
1060 }
1061
1062 map->dirty = true; 1166 map->dirty = true;
1063 mapspace &ms = this->ms (); 1167 mapspace &ms = this->ms ();
1064 1168
1169 if (object *pl = ms.player ())
1170 {
1171 if (is_player ())
1172 {
1173 if (!flag [FLAG_WIZPASS])
1174 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1175
1176 // leaving a spot always closes any open container on the ground
1177 if (container && !container->env)
1178 // this causes spurious floorbox updates, but it ensures
1179 // that the CLOSE event is being sent.
1180 close_container ();
1181
1182 --map->players;
1183 map->touch ();
1184 }
1185 else if (pl->container_ () == this)
1186 {
1187 // removing a container should close it
1188 close_container ();
1189 }
1190 else
1191 esrv_del_item (pl->contr, count);
1192 }
1193
1065 /* link the object above us */ 1194 /* link the object above us */
1066 if (above) 1195 // re-link, make sure compiler can easily use cmove
1067 above->below = below; 1196 *(above ? &above->below : &ms.top) = below;
1068 else 1197 *(below ? &below->above : &ms.bot) = above;
1069 ms.top = below; /* we were top, set new top */
1070
1071 /* Relink the object below us, if there is one */
1072 if (below)
1073 below->above = above;
1074 else
1075 {
1076 /* Nothing below, which means we need to relink map object for this space
1077 * use translated coordinates in case some oddness with map tiling is
1078 * evident
1079 */
1080 if (GET_MAP_OB (map, x, y) != this)
1081 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 ());
1082
1083 ms.bot = above; /* goes on above it. */
1084 }
1085 1198
1086 above = 0; 1199 above = 0;
1087 below = 0; 1200 below = 0;
1088 1201
1089 if (map->in_memory == MAP_SAVING) 1202 ms.invalidate ();
1090 return;
1091 1203
1092 int check_walk_off = !flag [FLAG_NO_APPLY]; 1204 int check_walk_off = !flag [FLAG_NO_APPLY];
1093 1205
1094 if (object *pl = ms.player ()) 1206 if (object *pl = ms.player ())
1095 { 1207 {
1096 if (pl->container == this) 1208 if (pl->container_ () == this)
1097 /* If a container that the player is currently using somehow gets 1209 /* If a container that the player is currently using somehow gets
1098 * removed (most likely destroyed), update the player view 1210 * removed (most likely destroyed), update the player view
1099 * appropriately. 1211 * appropriately.
1100 */ 1212 */
1101 pl->close_container (); 1213 pl->close_container ();
1102 1214
1215 //TODO: the floorbox prev/next might need updating
1216 //esrv_del_item (pl->contr, count);
1217 //TODO: update floorbox to preserve ordering
1218 if (pl->contr->ns)
1103 pl->contr->ns->floorbox_update (); 1219 pl->contr->ns->floorbox_update ();
1104 } 1220 }
1105 1221
1222 if (check_walk_off)
1106 for (tmp = ms.bot; tmp; tmp = tmp->above) 1223 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1107 { 1224 {
1225 above = tmp->above;
1226
1108 /* No point updating the players look faces if he is the object 1227 /* No point updating the players look faces if he is the object
1109 * being removed. 1228 * being removed.
1110 */ 1229 */
1111 1230
1112 /* See if object moving off should effect something */ 1231 /* See if object moving off should effect something */
1113 if (check_walk_off
1114 && ((move_type & tmp->move_off) 1232 if ((move_type & tmp->move_off)
1115 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1233 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1116 {
1117 move_apply (tmp, this, 0); 1234 move_apply (tmp, this, 0);
1118
1119 if (destroyed ())
1120 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1121 } 1235 }
1122 1236
1123 last = tmp; 1237 if (affects_los ())
1124 }
1125
1126 /* last == NULL if there are no objects on this space */
1127 //TODO: this makes little sense, why only update the topmost object?
1128 if (!last)
1129 map->at (x, y).flags_ = 0;
1130 else
1131 update_object (last, UP_OBJ_REMOVE);
1132
1133 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1134 update_all_los (map, x, y); 1238 update_all_los (map, x, y);
1135 } 1239 }
1136} 1240}
1137 1241
1138/* 1242/*
1147merge_ob (object *op, object *top) 1251merge_ob (object *op, object *top)
1148{ 1252{
1149 if (!op->nrof) 1253 if (!op->nrof)
1150 return 0; 1254 return 0;
1151 1255
1152 if (top) 1256 if (!top)
1153 for (top = op; top && top->above; top = top->above) 1257 for (top = op; top && top->above; top = top->above)
1154 ; 1258 ;
1155 1259
1156 for (; top; top = top->below) 1260 for (; top; top = top->below)
1157 {
1158 if (top == op)
1159 continue;
1160
1161 if (object::can_merge (op, top)) 1261 if (object::can_merge (op, top))
1162 { 1262 {
1163 top->nrof += op->nrof; 1263 top->nrof += op->nrof;
1164 1264
1165/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1265 if (object *pl = top->visible_to ())
1166 op->weight = 0; /* Don't want any adjustements now */ 1266 esrv_update_item (UPD_NROF, pl, top);
1267
1268 op->weight = 0; // cancel the addition above
1269 op->carrying = 0; // must be 0 already
1270
1167 op->destroy (); 1271 op->destroy ();
1272
1168 return top; 1273 return top;
1169 } 1274 }
1170 }
1171 1275
1172 return 0; 1276 return 0;
1173} 1277}
1174 1278
1175void 1279void
1180 1284
1181 object *prev = this; 1285 object *prev = this;
1182 1286
1183 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1287 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1184 { 1288 {
1185 object *op = arch_to_object (at); 1289 object *op = at->instance ();
1186 1290
1187 op->name = name; 1291 op->name = name;
1188 op->name_pl = name_pl; 1292 op->name_pl = name_pl;
1189 op->title = title; 1293 op->title = title;
1190 1294
1200 * job preparing multi-part monsters. 1304 * job preparing multi-part monsters.
1201 */ 1305 */
1202object * 1306object *
1203insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1307insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1204{ 1308{
1309 op->remove ();
1310
1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1311 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1206 { 1312 {
1207 tmp->x = x + tmp->arch->x; 1313 tmp->x = x + tmp->arch->x;
1208 tmp->y = y + tmp->arch->y; 1314 tmp->y = y + tmp->arch->y;
1209 } 1315 }
1226 * Passing 0 for flag gives proper default values, so flag really only needs 1332 * Passing 0 for flag gives proper default values, so flag really only needs
1227 * to be set if special handling is needed. 1333 * to be set if special handling is needed.
1228 * 1334 *
1229 * Return value: 1335 * Return value:
1230 * new object if 'op' was merged with other object 1336 * new object if 'op' was merged with other object
1231 * NULL if 'op' was destroyed 1337 * NULL if there was an error (destroyed, blocked etc.)
1232 * just 'op' otherwise 1338 * just 'op' otherwise
1233 */ 1339 */
1234object * 1340object *
1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1341insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1236{ 1342{
1237 assert (!op->flag [FLAG_FREED]);
1238
1239 object *top, *floor = NULL;
1240
1241 op->remove (); 1343 op->remove ();
1242 1344
1243#if 0 1345 if (m == &freed_map)//D TODO: remove soon
1244 if (!m->active != !op->active)
1245 if (m->active)
1246 op->activate_recursive ();
1247 else
1248 op->deactivate_recursive ();
1249#endif
1250
1251 if (out_of_map (m, op->x, op->y))
1252 { 1346 {//D
1253 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ()); 1347 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1254#ifdef MANY_CORES
1255 /* Better to catch this here, as otherwise the next use of this object
1256 * is likely to cause a crash. Better to find out where it is getting
1257 * improperly inserted.
1258 */
1259 abort ();
1260#endif
1261 return op;
1262 } 1348 }//D
1263
1264 if (object *more = op->more)
1265 if (!insert_ob_in_map (more, m, originator, flag))
1266 return 0;
1267
1268 CLEAR_FLAG (op, FLAG_REMOVED);
1269 1349
1270 /* Ideally, the caller figures this out. However, it complicates a lot 1350 /* Ideally, the caller figures this out. However, it complicates a lot
1271 * of areas of callers (eg, anything that uses find_free_spot would now 1351 * of areas of callers (eg, anything that uses find_free_spot would now
1272 * need extra work 1352 * need extra work
1273 */ 1353 */
1354 maptile *newmap = m;
1274 if (!xy_normalise (m, op->x, op->y)) 1355 if (!xy_normalise (newmap, op->x, op->y))
1356 {
1357 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1275 return 0; 1358 return 0;
1359 }
1276 1360
1361 if (object *more = op->more)
1362 if (!insert_ob_in_map (more, m, originator, flag))
1363 return 0;
1364
1365 op->flag [FLAG_REMOVED] = false;
1366 op->env = 0;
1277 op->map = m; 1367 op->map = newmap;
1368
1278 mapspace &ms = op->ms (); 1369 mapspace &ms = op->ms ();
1279 1370
1280 /* this has to be done after we translate the coordinates. 1371 /* this has to be done after we translate the coordinates.
1281 */ 1372 */
1282 if (op->nrof && !(flag & INS_NO_MERGE)) 1373 if (op->nrof && !(flag & INS_NO_MERGE))
1283 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1374 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1284 if (object::can_merge (op, tmp)) 1375 if (object::can_merge (op, tmp))
1285 { 1376 {
1377 // TODO: we actually want to update tmp, not op,
1378 // but some caller surely breaks when we return tmp
1379 // from here :/
1286 op->nrof += tmp->nrof; 1380 op->nrof += tmp->nrof;
1287 tmp->destroy (); 1381 tmp->destroy ();
1288 } 1382 }
1289 1383
1290 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1384 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1291 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1385 op->clr_flag (FLAG_INV_LOCKED);
1292 1386
1293 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1387 if (!op->flag [FLAG_ALIVE])
1294 CLEAR_FLAG (op, FLAG_NO_STEAL); 1388 op->clr_flag (FLAG_NO_STEAL);
1295 1389
1296 if (flag & INS_BELOW_ORIGINATOR) 1390 if (flag & INS_BELOW_ORIGINATOR)
1297 { 1391 {
1298 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1392 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1299 { 1393 {
1300 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1394 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1301 abort (); 1395 abort ();
1302 } 1396 }
1303 1397
1398 if (!originator->is_on_map ())
1399 {
1400 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1401 op->debug_desc (), originator->debug_desc ());
1402 abort ();
1403 }
1404
1304 op->above = originator; 1405 op->above = originator;
1305 op->below = originator->below; 1406 op->below = originator->below;
1306
1307 if (op->below)
1308 op->below->above = op;
1309 else
1310 ms.bot = op;
1311
1312 /* since *below* originator, no need to update top */
1313 originator->below = op; 1407 originator->below = op;
1408
1409 *(op->below ? &op->below->above : &ms.bot) = op;
1314 } 1410 }
1315 else 1411 else
1316 { 1412 {
1317 top = ms.bot; 1413 object *floor = 0;
1414 object *top = ms.top;
1318 1415
1319 /* If there are other objects, then */ 1416 /* If there are other objects, then */
1320 if ((!(flag & INS_MAP_LOAD)) && top) 1417 if (top)
1321 { 1418 {
1322 object *last = 0;
1323
1324 /* 1419 /*
1325 * If there are multiple objects on this space, we do some trickier handling. 1420 * If there are multiple objects on this space, we do some trickier handling.
1326 * We've already dealt with merging if appropriate. 1421 * We've already dealt with merging if appropriate.
1327 * Generally, we want to put the new object on top. But if 1422 * Generally, we want to put the new object on top. But if
1328 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1423 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1331 * once we get to them. This reduces the need to traverse over all of 1426 * once we get to them. This reduces the need to traverse over all of
1332 * them when adding another one - this saves quite a bit of cpu time 1427 * them when adding another one - this saves quite a bit of cpu time
1333 * when lots of spells are cast in one area. Currently, it is presumed 1428 * when lots of spells are cast in one area. Currently, it is presumed
1334 * that flying non pickable objects are spell objects. 1429 * that flying non pickable objects are spell objects.
1335 */ 1430 */
1336 for (top = ms.bot; top; top = top->above) 1431 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1337 { 1432 {
1338 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1433 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1339 floor = top; 1434 floor = tmp;
1340 1435
1341 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1436 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1342 { 1437 {
1343 /* We insert above top, so we want this object below this */ 1438 /* We insert above top, so we want this object below this */
1344 top = top->below; 1439 top = tmp->below;
1345 break; 1440 break;
1346 } 1441 }
1347 1442
1348 last = top; 1443 top = tmp;
1349 } 1444 }
1350
1351 /* Don't want top to be NULL, so set it to the last valid object */
1352 top = last;
1353 1445
1354 /* We let update_position deal with figuring out what the space 1446 /* We let update_position deal with figuring out what the space
1355 * looks like instead of lots of conditions here. 1447 * looks like instead of lots of conditions here.
1356 * makes things faster, and effectively the same result. 1448 * makes things faster, and effectively the same result.
1357 */ 1449 */
1364 */ 1456 */
1365 if (!(flag & INS_ON_TOP) 1457 if (!(flag & INS_ON_TOP)
1366 && ms.flags () & P_BLOCKSVIEW 1458 && ms.flags () & P_BLOCKSVIEW
1367 && (op->face && !faces [op->face].visibility)) 1459 && (op->face && !faces [op->face].visibility))
1368 { 1460 {
1461 object *last;
1462
1369 for (last = top; last != floor; last = last->below) 1463 for (last = top; last != floor; last = last->below)
1370 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1464 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1371 break; 1465 break;
1372 1466
1373 /* Check to see if we found the object that blocks view, 1467 /* Check to see if we found the object that blocks view,
1374 * and make sure we have a below pointer for it so that 1468 * and make sure we have a below pointer for it so that
1375 * we can get inserted below this one, which requires we 1469 * we can get inserted below this one, which requires we
1377 */ 1471 */
1378 if (last && last->below && last != floor) 1472 if (last && last->below && last != floor)
1379 top = last->below; 1473 top = last->below;
1380 } 1474 }
1381 } /* If objects on this space */ 1475 } /* If objects on this space */
1382 if (flag & INS_MAP_LOAD)
1383 top = ms.top;
1384 1476
1385 if (flag & INS_ABOVE_FLOOR_ONLY) 1477 if (flag & INS_ABOVE_FLOOR_ONLY)
1386 top = floor; 1478 top = floor;
1387 1479
1388 /* Top is the object that our object (op) is going to get inserted above. 1480 // insert object above top, or bottom-most if top = 0
1389 */
1390
1391 /* First object on this space */
1392 if (!top) 1481 if (!top)
1393 { 1482 {
1483 op->below = 0;
1394 op->above = ms.bot; 1484 op->above = ms.bot;
1395
1396 if (op->above)
1397 op->above->below = op;
1398
1399 op->below = 0;
1400 ms.bot = op; 1485 ms.bot = op;
1486
1487 *(op->above ? &op->above->below : &ms.top) = op;
1401 } 1488 }
1402 else 1489 else
1403 { /* get inserted into the stack above top */ 1490 {
1404 op->above = top->above; 1491 op->above = top->above;
1405
1406 if (op->above)
1407 op->above->below = op; 1492 top->above = op;
1408 1493
1409 op->below = top; 1494 op->below = top;
1410 top->above = op; 1495 *(op->above ? &op->above->below : &ms.top) = op;
1411 } 1496 }
1497 }
1412 1498
1413 if (!op->above) 1499 if (op->is_player ())
1414 ms.top = op;
1415 } /* else not INS_BELOW_ORIGINATOR */
1416
1417 if (op->type == PLAYER)
1418 { 1500 {
1419 op->contr->do_los = 1; 1501 op->contr->do_los = 1;
1420 ++op->map->players; 1502 ++op->map->players;
1421 op->map->touch (); 1503 op->map->touch ();
1422 } 1504 }
1423 1505
1424 op->map->dirty = true; 1506 op->map->dirty = true;
1425 1507
1426 /* If we have a floor, we know the player, if any, will be above
1427 * it, so save a few ticks and start from there.
1428 */
1429 if (!(flag & INS_MAP_LOAD))
1430 if (object *pl = ms.player ()) 1508 if (object *pl = ms.player ())
1509 //TODO: the floorbox prev/next might need updating
1510 //esrv_send_item (pl, op);
1511 //TODO: update floorbox to preserve ordering
1512 if (pl->contr->ns)
1431 pl->contr->ns->floorbox_update (); 1513 pl->contr->ns->floorbox_update ();
1432 1514
1433 /* If this object glows, it may affect lighting conditions that are 1515 /* If this object glows, it may affect lighting conditions that are
1434 * visible to others on this map. But update_all_los is really 1516 * 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 1517 * an inefficient way to do this, as it means los for all players
1437 * be far away from this change and not affected in any way - 1519 * be far away from this change and not affected in any way -
1438 * this should get redone to only look for players within range, 1520 * this should get redone to only look for players within range,
1439 * or just updating the P_UPTODATE for spaces within this area 1521 * or just updating the P_UPTODATE for spaces within this area
1440 * of effect may be sufficient. 1522 * of effect may be sufficient.
1441 */ 1523 */
1442 if (op->map->darkness && (op->glow_radius != 0)) 1524 if (op->affects_los ())
1525 {
1526 op->ms ().invalidate ();
1443 update_all_los (op->map, op->x, op->y); 1527 update_all_los (op->map, op->x, op->y);
1528 }
1444 1529
1445 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1530 /* updates flags (blocked, alive, no magic, etc) for this map space */
1446 update_object (op, UP_OBJ_INSERT); 1531 update_object (op, UP_OBJ_INSERT);
1447 1532
1448 INVOKE_OBJECT (INSERT, op); 1533 INVOKE_OBJECT (INSERT, op);
1455 * blocked() and wall() work properly), and these flags are updated by 1540 * blocked() and wall() work properly), and these flags are updated by
1456 * update_object(). 1541 * update_object().
1457 */ 1542 */
1458 1543
1459 /* if this is not the head or flag has been passed, don't check walk on status */ 1544 /* 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) 1545 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1461 { 1546 {
1462 if (check_move_on (op, originator)) 1547 if (check_move_on (op, originator, flag))
1463 return 0; 1548 return 0;
1464 1549
1465 /* If we are a multi part object, lets work our way through the check 1550 /* If we are a multi part object, let's work our way through the check
1466 * walk on's. 1551 * walk on's.
1467 */ 1552 */
1468 for (object *tmp = op->more; tmp; tmp = tmp->more) 1553 for (object *tmp = op->more; tmp; tmp = tmp->more)
1469 if (check_move_on (tmp, originator)) 1554 if (check_move_on (tmp, originator, flag))
1470 return 0; 1555 return 0;
1471 } 1556 }
1472 1557
1473 return op; 1558 return op;
1474} 1559}
1476/* this function inserts an object in the map, but if it 1561/* 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. 1562 * 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. 1563 * op is the object to insert it under: supplies x and the map.
1479 */ 1564 */
1480void 1565void
1481replace_insert_ob_in_map (const char *arch_string, object *op) 1566replace_insert_ob_in_map (shstr_tmp archname, object *op)
1482{ 1567{
1483 object *tmp, *tmp1;
1484
1485 /* first search for itself and remove any old instances */ 1568 /* first search for itself and remove any old instances */
1486 1569
1487 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1570 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1488 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1571 if (tmp->arch->archname == archname) /* same archetype */
1489 tmp->destroy (); 1572 tmp->destroy ();
1490 1573
1491 tmp1 = arch_to_object (archetype::find (arch_string)); 1574 object *tmp = archetype::find (archname)->instance ();
1492 1575
1493 tmp1->x = op->x; 1576 tmp->x = op->x;
1494 tmp1->y = op->y; 1577 tmp->y = op->y;
1578
1495 insert_ob_in_map (tmp1, op->map, op, 0); 1579 insert_ob_in_map (tmp, op->map, op, 0);
1496} 1580}
1497 1581
1498object * 1582object *
1499object::insert_at (object *where, object *originator, int flags) 1583object::insert_at (object *where, object *originator, int flags)
1500{ 1584{
1585 if (where->env)
1586 return where->env->insert (this);
1587 else
1501 return where->map->insert (this, where->x, where->y, originator, flags); 1588 return where->map->insert (this, where->x, where->y, originator, flags);
1502} 1589}
1503 1590
1504/* 1591// 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 1592bool
1506 * is returned contains nr objects, and the remaining parts contains 1593object::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{ 1594{
1514 object *newob; 1595 mapspace &ms = m->at (x, y);
1515 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1516 1596
1517 if (orig_ob->nrof < nr) 1597 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 1598
1523 newob = object_create_clone (orig_ob); 1599 if (!items // testing !items ensures we can drop at least one item
1600 || (items < m->max_items
1601 && ms.volume () < m->max_volume))
1602 return true;
1524 1603
1525 if ((orig_ob->nrof -= nr) < 1) 1604 if (originator && originator->is_player ())
1526 orig_ob->destroy (1); 1605 originator->contr->failmsgf (
1527 else if (!is_removed) 1606 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1528 { 1607 query_name ()
1529 if (orig_ob->env != NULL) 1608 );
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 1609
1539 newob->nrof = nr; 1610 return false;
1540
1541 return newob;
1542} 1611}
1543 1612
1544/* 1613/*
1545 * decrease_ob_nr(object, number) decreases a specified number from 1614 * decrease(object, number) decreases a specified number from
1546 * the amount of an object. If the amount reaches 0, the object 1615 * the amount of an object. If the amount reaches 0, the object
1547 * is subsequently removed and freed. 1616 * is subsequently removed and freed.
1548 * 1617 *
1549 * Return value: 'op' if something is left, NULL if the amount reached 0 1618 * Return value: 'op' if something is left, NULL if the amount reached 0
1550 */ 1619 */
1620bool
1621object::decrease (sint32 nr)
1622{
1623 if (!nr)
1624 return true;
1625
1626 nr = min (nr, nrof);
1627
1628 if (nrof > nr)
1629 {
1630 sint64 oweight = total_weight ();
1631
1632 nrof -= nr;
1633
1634 if (object *pl = visible_to ())
1635 esrv_update_item (UPD_NROF, pl, this);
1636
1637 adjust_weight (env, oweight, total_weight ());
1638
1639 return true;
1640 }
1641 else
1642 {
1643 destroy ();
1644 return false;
1645 }
1646}
1647
1648/*
1649 * split(ob,nr) splits up ob into two parts. The part which
1650 * is returned contains nr objects, and the remaining parts contains
1651 * the rest (or is removed and returned if that number is 0).
1652 * On failure, NULL is returned.
1653 */
1551object * 1654object *
1552decrease_ob_nr (object *op, uint32 i) 1655object::split (sint32 nr)
1553{ 1656{
1554 object *tmp; 1657 int have = number_of ();
1555 1658
1556 if (i == 0) /* objects with op->nrof require this check */ 1659 if (have < nr)
1557 return op; 1660 return 0;
1558 1661 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 { 1662 {
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 (); 1663 remove ();
1594 op->nrof = 0; 1664 return this;
1595 if (tmp)
1596 esrv_del_item (tmp->contr, op->count);
1597 }
1598 } 1665 }
1599 else 1666 else
1600 { 1667 {
1601 object *above = op->above; 1668 decrease (nr);
1602 1669
1603 if (i < op->nrof) 1670 object *op = deep_clone ();
1604 op->nrof -= i; 1671 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; 1672 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 } 1673 }
1646} 1674}
1647 1675
1648object * 1676object *
1649insert_ob_in_ob (object *op, object *where) 1677insert_ob_in_ob (object *op, object *where)
1674 * be != op, if items are merged. -Tero 1702 * be != op, if items are merged. -Tero
1675 */ 1703 */
1676object * 1704object *
1677object::insert (object *op) 1705object::insert (object *op)
1678{ 1706{
1679 object *tmp, *otmp;
1680
1681 if (!QUERY_FLAG (op, FLAG_REMOVED))
1682 op->remove ();
1683
1684 if (op->more) 1707 if (op->more)
1685 { 1708 {
1686 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1709 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1687 return op; 1710 return op;
1688 } 1711 }
1689 1712
1690 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1713 op->remove ();
1691 CLEAR_FLAG (op, FLAG_REMOVED); 1714
1715 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1716
1692 if (op->nrof) 1717 if (op->nrof)
1693 {
1694 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1718 for (object *tmp = inv; tmp; tmp = tmp->below)
1695 if (object::can_merge (tmp, op)) 1719 if (object::can_merge (tmp, op))
1696 { 1720 {
1697 /* return the original object and remove inserted object 1721 /* return the original object and remove inserted object
1698 (client needs the original object) */ 1722 (client prefers the original object) */
1723
1724 // carring must be 0 for mergable objects
1725 sint64 oweight = tmp->weight * tmp->nrof;
1726
1699 tmp->nrof += op->nrof; 1727 tmp->nrof += op->nrof;
1700 /* Weight handling gets pretty funky. Since we are adding to 1728
1701 * tmp->nrof, we need to increase the weight. 1729 if (object *pl = tmp->visible_to ())
1702 */ 1730 esrv_update_item (UPD_NROF, pl, tmp);
1731
1703 add_weight (this, op->weight * op->nrof); 1732 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1704 SET_FLAG (op, FLAG_REMOVED); 1733
1705 op->destroy (); /* free the inserted object */ 1734 op->destroy ();
1706 op = tmp; 1735 op = tmp;
1707 op->remove (); /* and fix old object's links */ 1736 goto inserted;
1708 CLEAR_FLAG (op, FLAG_REMOVED);
1709 break;
1710 } 1737 }
1711 1738
1712 /* I assume combined objects have no inventory 1739 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; 1740 op->map = 0;
1729 op->env = this; 1741 op->x = 0;
1742 op->y = 0;
1743
1730 op->above = 0; 1744 op->above = 0;
1731 op->below = 0; 1745 op->below = inv;
1732 op->x = 0, op->y = 0; 1746 op->env = this;
1733 1747
1748 if (inv)
1749 inv->above = op;
1750
1751 inv = op;
1752
1753 op->flag [FLAG_REMOVED] = 0;
1754
1755 if (object *pl = op->visible_to ())
1756 esrv_send_item (pl, op);
1757
1758 adjust_weight (this, 0, op->total_weight ());
1759
1760inserted:
1734 /* reset the light list and los of the players on the map */ 1761 /* reset the light list and los of the players on the map */
1735 if ((op->glow_radius != 0) && map) 1762 if (op->glow_radius && is_on_map ())
1736 { 1763 {
1737#ifdef DEBUG_LIGHTS 1764 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); 1765 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 { 1766 }
1751 op->below = inv; 1767 else if (is_player ())
1752 op->below->above = op; 1768 // if this is a player's inventory, update stats
1753 inv = op; 1769 contr->queue_stats_update ();
1754 }
1755 1770
1756 INVOKE_OBJECT (INSERT, this); 1771 INVOKE_OBJECT (INSERT, this);
1757 1772
1758 return op; 1773 return op;
1759} 1774}
1777 * MSW 2001-07-08: Check all objects on space, not just those below 1792 * 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 1793 * object being inserted. insert_ob_in_map may not put new objects
1779 * on top. 1794 * on top.
1780 */ 1795 */
1781int 1796int
1782check_move_on (object *op, object *originator) 1797check_move_on (object *op, object *originator, int flags)
1783{ 1798{
1799 if (op->flag [FLAG_NO_APPLY])
1800 return 0;
1801
1784 object *tmp; 1802 object *tmp;
1785 maptile *m = op->map; 1803 maptile *m = op->map;
1786 int x = op->x, y = op->y; 1804 int x = op->x, y = op->y;
1787 1805
1788 MoveType move_on, move_slow, move_block; 1806 mapspace &ms = m->at (x, y);
1789 1807
1790 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1808 ms.update ();
1791 return 0;
1792 1809
1793 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1810 MoveType move_on = ms.move_on;
1794 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1811 MoveType move_slow = ms.move_slow;
1795 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1812 MoveType move_block = ms.move_block;
1796 1813
1797 /* if nothing on this space will slow op down or be applied, 1814 /* 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 1815 * 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 1816 * is set, as lots of objects don't have it set - we treat that
1800 * as walking. 1817 * as walking.
1811 return 0; 1828 return 0;
1812 1829
1813 /* The objects have to be checked from top to bottom. 1830 /* The objects have to be checked from top to bottom.
1814 * Hence, we first go to the top: 1831 * Hence, we first go to the top:
1815 */ 1832 */
1816 1833 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 } 1834 {
1835 next = tmp->below;
1826 1836
1827 for (; tmp; tmp = tmp->below)
1828 {
1829 if (tmp == op) 1837 if (tmp == op)
1830 continue; /* Can't apply yourself */ 1838 continue; /* Can't apply yourself */
1831 1839
1832 /* Check to see if one of the movement types should be slowed down. 1840 /* 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 1841 * Second check makes sure that the movement types not being slowed
1834 * (~slow_move) is not blocked on this space - just because the 1842 * (~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 1843 * 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. 1844 * swim on that space, can't use it to avoid the penalty.
1837 */ 1845 */
1838 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1846 if (!op->flag [FLAG_WIZPASS])
1839 { 1847 {
1840 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1848 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)) 1849 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1842 { 1850 {
1843
1844 float
1845 diff = tmp->move_slow_penalty * fabs (op->speed); 1851 float diff = tmp->move_slow_penalty * fabs (op->speed);
1846 1852
1847 if (op->type == PLAYER) 1853 if (op->is_player ())
1848 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1854 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))) 1855 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1850 diff /= 4.0; 1856 diff /= 4.0;
1851 1857
1852 op->speed_left -= diff; 1858 op->speed_left -= diff;
1853 } 1859 }
1854 } 1860 }
1855 1861
1856 /* Basically same logic as above, except now for actual apply. */ 1862 /* Basically same logic as above, except now for actual apply. */
1857 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1863 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)) 1864 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1859 { 1865 {
1866 if ((flags & INS_NO_AUTO_EXIT)
1867 && (tmp->type == EXIT || tmp->type == TELEPORTER
1868 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1869 continue;
1870
1860 move_apply (tmp, op, originator); 1871 move_apply (tmp, op, originator);
1861 1872
1862 if (op->destroyed ()) 1873 if (op->destroyed ())
1863 return 1; 1874 return 1;
1864 1875
1887 LOG (llevError, "Present_arch called outside map.\n"); 1898 LOG (llevError, "Present_arch called outside map.\n");
1888 return NULL; 1899 return NULL;
1889 } 1900 }
1890 1901
1891 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1902 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1892 if (tmp->arch == at) 1903 if (tmp->arch->archname == at->archname)
1893 return tmp; 1904 return tmp;
1894 1905
1895 return NULL; 1906 return NULL;
1896} 1907}
1897 1908
1961 * The first matching object is returned, or NULL if none. 1972 * The first matching object is returned, or NULL if none.
1962 */ 1973 */
1963object * 1974object *
1964present_arch_in_ob (const archetype *at, const object *op) 1975present_arch_in_ob (const archetype *at, const object *op)
1965{ 1976{
1966 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1977 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1967 if (tmp->arch == at) 1978 if (tmp->arch->archname == at->archname)
1968 return tmp; 1979 return tmp;
1969 1980
1970 return NULL; 1981 return NULL;
1971} 1982}
1972 1983
1974 * activate recursively a flag on an object inventory 1985 * activate recursively a flag on an object inventory
1975 */ 1986 */
1976void 1987void
1977flag_inv (object *op, int flag) 1988flag_inv (object *op, int flag)
1978{ 1989{
1979 if (op->inv)
1980 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1990 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1981 { 1991 {
1982 SET_FLAG (tmp, flag); 1992 tmp->set_flag (flag);
1983 flag_inv (tmp, flag); 1993 flag_inv (tmp, flag);
1984 } 1994 }
1985} 1995}
1986 1996
1987/* 1997/*
1988 * deactivate recursively a flag on an object inventory 1998 * deactivate recursively a flag on an object inventory
1989 */ 1999 */
1990void 2000void
1991unflag_inv (object *op, int flag) 2001unflag_inv (object *op, int flag)
1992{ 2002{
1993 if (op->inv)
1994 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2003 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1995 { 2004 {
1996 CLEAR_FLAG (tmp, flag); 2005 tmp->clr_flag (flag);
1997 unflag_inv (tmp, flag); 2006 unflag_inv (tmp, flag);
1998 } 2007 }
1999} 2008}
2000 2009
2001/* 2010/*
2002 * find_free_spot(object, map, x, y, start, stop) will search for 2011 * 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 2012 * a spot at the given map and coordinates which will be able to contain
2005 * to search (see the freearr_x/y[] definition). 2014 * to search (see the freearr_x/y[] definition).
2006 * It returns a random choice among the alternatives found. 2015 * 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 2016 * 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 2017 * 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) 2018 * 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 2019 * Note: This function does correctly handle tiled maps, but does not
2014 * inform the caller. However, insert_ob_in_map will update as 2020 * inform the caller. However, insert_ob_in_map will update as
2015 * necessary, so the caller shouldn't need to do any special work. 2021 * 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 2022 * 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 2023 * 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 2024 * to know if the space in question will block the object. We can't use
2020 * customized, changed states, etc. 2026 * customized, changed states, etc.
2021 */ 2027 */
2022int 2028int
2023find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2029find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2024{ 2030{
2031 int altern[SIZEOFFREE];
2025 int index = 0, flag; 2032 int index = 0, flag;
2026 int altern[SIZEOFFREE];
2027 2033
2028 for (int i = start; i < stop; i++) 2034 for (int i = start; i < stop; i++)
2029 { 2035 {
2030 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2036 mapxy pos (m, x, y); pos.move (i);
2031 if (!flag) 2037
2038 if (!pos.normalise ())
2039 continue;
2040
2041 mapspace &ms = *pos;
2042
2043 if (ms.flags () & P_IS_ALIVE)
2044 continue;
2045
2046 /* However, often
2047 * ob doesn't have any move type (when used to place exits)
2048 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2049 */
2050 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2051 {
2032 altern [index++] = i; 2052 altern [index++] = i;
2053 continue;
2054 }
2033 2055
2034 /* Basically, if we find a wall on a space, we cut down the search size. 2056 /* 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. 2057 * 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 - 2058 * 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 2059 * 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 2060 * spaces in all the other directions, this will reduce the search space
2039 * to only the spaces immediately surrounding the target area, and 2061 * to only the spaces immediately surrounding the target area, and
2040 * won't look 2 spaces south of the target space. 2062 * won't look 2 spaces south of the target space.
2041 */ 2063 */
2042 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2064 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2065 {
2043 stop = maxfree[i]; 2066 stop = maxfree[i];
2067 continue;
2068 }
2069
2070 /* Note it is intentional that we check ob - the movement type of the
2071 * head of the object should correspond for the entire object.
2072 */
2073 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2074 continue;
2075
2076 if (ob->blocked (pos.m, pos.x, pos.y))
2077 continue;
2078
2079 altern [index++] = i;
2044 } 2080 }
2045 2081
2046 if (!index) 2082 if (!index)
2047 return -1; 2083 return -1;
2048 2084
2057 */ 2093 */
2058int 2094int
2059find_first_free_spot (const object *ob, maptile *m, int x, int y) 2095find_first_free_spot (const object *ob, maptile *m, int x, int y)
2060{ 2096{
2061 for (int i = 0; i < SIZEOFFREE; i++) 2097 for (int i = 0; i < SIZEOFFREE; i++)
2062 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2098 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2063 return i; 2099 return i;
2064 2100
2065 return -1; 2101 return -1;
2066} 2102}
2067 2103
2113 * there is capable of. 2149 * there is capable of.
2114 */ 2150 */
2115int 2151int
2116find_dir (maptile *m, int x, int y, object *exclude) 2152find_dir (maptile *m, int x, int y, object *exclude)
2117{ 2153{
2118 int i, max = SIZEOFFREE, mflags; 2154 int max = SIZEOFFREE, mflags;
2119
2120 sint16 nx, ny;
2121 object *tmp;
2122 maptile *mp;
2123
2124 MoveType blocked, move_type; 2155 MoveType move_type;
2125 2156
2126 if (exclude && exclude->head_ () != exclude) 2157 if (exclude && exclude->head_ () != exclude)
2127 { 2158 {
2128 exclude = exclude->head; 2159 exclude = exclude->head;
2129 move_type = exclude->move_type; 2160 move_type = exclude->move_type;
2132 { 2163 {
2133 /* If we don't have anything, presume it can use all movement types. */ 2164 /* If we don't have anything, presume it can use all movement types. */
2134 move_type = MOVE_ALL; 2165 move_type = MOVE_ALL;
2135 } 2166 }
2136 2167
2137 for (i = 1; i < max; i++) 2168 for (int i = 1; i < max; i++)
2138 { 2169 {
2139 mp = m; 2170 mapxy pos (m, x, y);
2140 nx = x + freearr_x[i]; 2171 pos.move (i);
2141 ny = y + freearr_y[i];
2142 2172
2143 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2173 if (!pos.normalise ())
2144
2145 if (mflags & P_OUT_OF_MAP)
2146 max = maxfree[i]; 2174 max = maxfree[i];
2147 else 2175 else
2148 { 2176 {
2149 mapspace &ms = mp->at (nx, ny); 2177 mapspace &ms = *pos;
2150 2178
2151 blocked = ms.move_block;
2152
2153 if ((move_type & blocked) == move_type) 2179 if ((move_type & ms.move_block) == move_type)
2154 max = maxfree[i]; 2180 max = maxfree [i];
2155 else if (mflags & P_IS_ALIVE) 2181 else if (ms.flags () & P_IS_ALIVE)
2156 { 2182 {
2157 for (tmp = ms.bot; tmp; tmp = tmp->above) 2183 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2158 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2184 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2159 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2185 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2160 break;
2161
2162 if (tmp)
2163 return freedir[i]; 2186 return freedir [i];
2164 } 2187 }
2165 } 2188 }
2166 } 2189 }
2167 2190
2168 return 0; 2191 return 0;
2177{ 2200{
2178 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2201 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2179} 2202}
2180 2203
2181/* 2204/*
2182 * find_dir_2(delta-x,delta-y) will return a direction in which 2205 * 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 2206 * for running into direct [dx, dy].
2184 * object, needs to travel toward it. 2207 * (the opposite of crossfire's find_dir_2!)
2185 */ 2208 */
2186int 2209int
2187find_dir_2 (int x, int y) 2210find_dir_2 (int x, int y)
2188{ 2211{
2212#if 1 // new algorithm
2213 // this works by putting x, y into 16 sectors, which
2214 // are not equal sized, but are a better approximation
2215 // then the old algorithm, and then using a mapping
2216 // table to map it into a direction value.
2217 // basically, it maps these comparisons to each bit
2218 // bit #3: x < 0
2219 // bit #2: y < 0
2220 // bit #1: x > y
2221 // bit #0: x > 2y
2222
2223 static const uint8 dir[16] = {
2224 4, 5, 4, 3,
2225 2, 1, 2, 3,
2226 6, 5, 6, 7,
2227 8, 1, 8, 7,
2228 };
2229 int sector = 0;
2230
2231 // this is a bit ugly, but more likely to result in branchless code
2232 sector |= x < 0 ? 8 : 0;
2233 x = x < 0 ? -x : x; // abs
2234
2235 sector |= y < 0 ? 4 : 0;
2236 y = y < 0 ? -y : y; // abs
2237
2238 if (x > y)
2239 {
2240 sector |= 2;
2241
2242 if (x > y * 2)
2243 sector |= 1;
2244 }
2245 else
2246 {
2247 if (y > x * 2)
2248 sector |= 1;
2249 else if (!y)
2250 return 0; // x == 0 here
2251 }
2252
2253 return dir [sector];
2254#else // old algorithm
2189 int q; 2255 int q;
2190 2256
2191 if (y) 2257 if (y)
2192 q = x * 100 / y; 2258 q = 128 * x / y;
2193 else if (x) 2259 else if (x)
2194 q = -300 * x; 2260 q = -512 * x; // to make it > 309
2195 else 2261 else
2196 return 0; 2262 return 0;
2197 2263
2198 if (y > 0) 2264 if (y > 0)
2199 { 2265 {
2200 if (q < -242) 2266 if (q < -309) return 7;
2267 if (q < -52) return 6;
2268 if (q < 52) return 5;
2269 if (q < 309) return 4;
2270
2201 return 3; 2271 return 3;
2202 if (q < -41) 2272 }
2203 return 2; 2273 else
2204 if (q < 41) 2274 {
2205 return 1; 2275 if (q < -309) return 3;
2206 if (q < 242) 2276 if (q < -52) return 2;
2207 return 8; 2277 if (q < 52) return 1;
2278 if (q < 309) return 8;
2279
2208 return 7; 2280 return 7;
2209 } 2281 }
2210 2282#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} 2283}
2222 2284
2223/* 2285/*
2224 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2286 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2225 * between two directions (which are expected to be absolute (see absdir()) 2287 * between two directions (which are expected to be absolute (see absdir())
2226 */ 2288 */
2227int 2289int
2228dirdiff (int dir1, int dir2) 2290dirdiff (int dir1, int dir2)
2229{ 2291{
2230 int d;
2231
2232 d = abs (dir1 - dir2); 2292 int d = abs (dir1 - dir2);
2233 if (d > 4)
2234 d = 8 - d;
2235 2293
2236 return d; 2294 return d > 4 ? 8 - d : d;
2237} 2295}
2238 2296
2239/* peterm: 2297/* peterm:
2240 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2298 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2241 * Basically, this is a table of directions, and what directions 2299 * Basically, this is a table of directions, and what directions
2243 * This basically means that if direction is 15, then it could either go 2301 * 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. 2302 * 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 2303 * Moved from spell_util.c to object.c with the other related direction
2246 * functions. 2304 * functions.
2247 */ 2305 */
2248int reduction_dir[SIZEOFFREE][3] = { 2306static const int reduction_dir[SIZEOFFREE][3] = {
2249 {0, 0, 0}, /* 0 */ 2307 {0, 0, 0}, /* 0 */
2250 {0, 0, 0}, /* 1 */ 2308 {0, 0, 0}, /* 1 */
2251 {0, 0, 0}, /* 2 */ 2309 {0, 0, 0}, /* 2 */
2252 {0, 0, 0}, /* 3 */ 2310 {0, 0, 0}, /* 3 */
2253 {0, 0, 0}, /* 4 */ 2311 {0, 0, 0}, /* 4 */
2347 * Add a check so we can't pick up invisible objects (0.93.8) 2405 * Add a check so we can't pick up invisible objects (0.93.8)
2348 */ 2406 */
2349int 2407int
2350can_pick (const object *who, const object *item) 2408can_pick (const object *who, const object *item)
2351{ 2409{
2352 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2410 return /*who->flag [FLAG_WIZ]|| */
2353 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2411 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2354 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2412 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2355} 2413}
2356 2414
2357/* 2415/*
2358 * create clone from object to another 2416 * create clone from object to another
2359 */ 2417 */
2360object * 2418object *
2361object_create_clone (object *asrc) 2419object::deep_clone ()
2362{ 2420{
2363 object *dst = 0, *tmp, *src, *prev, *item; 2421 assert (("deep_clone called on non-head object", is_head ()));
2364 2422
2365 if (!asrc) 2423 object *dst = clone ();
2366 return 0;
2367 2424
2368 src = asrc->head_ (); 2425 object *prev = dst;
2369
2370 prev = 0;
2371 for (object *part = src; part; part = part->more) 2426 for (object *part = this->more; part; part = part->more)
2372 { 2427 {
2373 tmp = part->clone (); 2428 object *tmp = part->clone ();
2374 tmp->x -= src->x;
2375 tmp->y -= src->y;
2376
2377 if (!part->head)
2378 {
2379 dst = tmp;
2380 tmp->head = 0;
2381 }
2382 else
2383 tmp->head = dst; 2429 tmp->head = dst;
2384
2385 tmp->more = 0;
2386
2387 if (prev)
2388 prev->more = tmp; 2430 prev->more = tmp;
2389
2390 prev = tmp; 2431 prev = tmp;
2391 } 2432 }
2392 2433
2393 for (item = src->inv; item; item = item->below) 2434 for (object *item = inv; item; item = item->below)
2394 insert_ob_in_ob (object_create_clone (item), dst); 2435 insert_ob_in_ob (item->deep_clone (), dst);
2395 2436
2396 return dst; 2437 return dst;
2397} 2438}
2398 2439
2399/* This returns the first object in who's inventory that 2440/* This returns the first object in who's inventory that
2408 return tmp; 2449 return tmp;
2409 2450
2410 return 0; 2451 return 0;
2411} 2452}
2412 2453
2413/* If ob has a field named key, return the link from the list, 2454/* Zero the key_values on op, decrementing the shared-string
2414 * otherwise return NULL. 2455 * refcounts and freeing the links.
2415 * 2456 */
2416 * key must be a passed in shared string - otherwise, this won't 2457void
2417 * do the desired thing. 2458key_values::clear ()
2418 */
2419key_value *
2420get_ob_key_link (const object *ob, const char *key)
2421{ 2459{
2422 for (key_value *link = ob->key_values; link; link = link->next) 2460 for (key_value *kvp = first; kvp; )
2461 {
2462 key_value *next = kvp->next;
2463 delete kvp;
2464 kvp = next;
2465 }
2466
2467 first = 0;
2468}
2469
2470shstr_tmp
2471key_values::get (shstr_tmp key) const
2472{
2473 for (key_value *kv = first; kv; kv = kv->next)
2423 if (link->key == key) 2474 if (kv->key == key)
2424 return link;
2425
2426 return 0;
2427}
2428
2429/*
2430 * Returns the value of op has an extra_field for key, or NULL.
2431 *
2432 * The argument doesn't need to be a shared string.
2433 *
2434 * The returned string is shared.
2435 */
2436const char *
2437get_ob_key_value (const object *op, const char *const key)
2438{
2439 key_value *link;
2440 shstr_cmp canonical_key (key);
2441
2442 if (!canonical_key)
2443 {
2444 /* 1. There being a field named key on any object
2445 * implies there'd be a shared string to find.
2446 * 2. Since there isn't, no object has this field.
2447 * 3. Therefore, *this* object doesn't have this field.
2448 */
2449 return 0;
2450 }
2451
2452 /* This is copied from get_ob_key_link() above -
2453 * only 4 lines, and saves the function call overhead.
2454 */
2455 for (link = op->key_values; link; link = link->next)
2456 if (link->key == canonical_key)
2457 return link->value; 2475 return kv->value;
2458 2476
2459 return 0; 2477 return shstr ();
2460} 2478}
2461 2479
2462/* 2480void
2463 * Updates the canonical_key in op to value. 2481key_values::add (shstr_tmp key, shstr_tmp value)
2464 *
2465 * canonical_key is a shared string (value doesn't have to be).
2466 *
2467 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2468 * keys.
2469 *
2470 * Returns TRUE on success.
2471 */
2472int
2473set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2474{ 2482{
2475 key_value *field = NULL, *last = NULL; 2483 key_value *kv = new key_value;
2476 2484
2477 for (field = op->key_values; field != NULL; field = field->next) 2485 kv->next = first;
2478 { 2486 kv->key = key;
2479 if (field->key != canonical_key) 2487 kv->value = value;
2488
2489 first = kv;
2490}
2491
2492void
2493key_values::set (shstr_tmp key, shstr_tmp value)
2494{
2495 for (key_value *kv = first; kv; kv = kv->next)
2496 if (kv->key == key)
2480 { 2497 {
2481 last = field; 2498 kv->value = value;
2482 continue; 2499 return;
2483 } 2500 }
2484 2501
2485 if (value) 2502 add (key, value);
2486 field->value = value; 2503}
2487 else 2504
2505void
2506key_values::del (shstr_tmp key)
2507{
2508 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2509 if ((*kvp)->key == key)
2488 { 2510 {
2489 /* Basically, if the archetype has this key set, 2511 key_value *kv = *kvp;
2490 * we need to store the null value so when we save 2512 *kvp = (*kvp)->next;
2491 * it, we save the empty value so that when we load, 2513 delete kv;
2492 * we get this value back again. 2514 return;
2493 */
2494 if (get_ob_key_link (op->arch, canonical_key))
2495 field->value = 0;
2496 else
2497 {
2498 if (last)
2499 last->next = field->next;
2500 else
2501 op->key_values = field->next;
2502
2503 delete field;
2504 }
2505 } 2515 }
2506 return TRUE; 2516}
2517
2518void
2519key_values::reverse ()
2520{
2521 key_value *prev = 0;
2522 key_value *head = first;
2523
2524 while (head)
2507 } 2525 {
2508 /* IF we get here, key doesn't exist */ 2526 key_value *node = head;
2527 head = head->next;
2528 node->next = prev;
2529 prev = node;
2530 }
2509 2531
2510 /* No field, we'll have to add it. */ 2532 first = prev;
2511
2512 if (!add_key)
2513 return FALSE;
2514
2515 /* There isn't any good reason to store a null
2516 * value in the key/value list. If the archetype has
2517 * this key, then we should also have it, so shouldn't
2518 * be here. If user wants to store empty strings,
2519 * should pass in ""
2520 */
2521 if (value == NULL)
2522 return TRUE;
2523
2524 field = new key_value;
2525
2526 field->key = canonical_key;
2527 field->value = value;
2528 /* Usual prepend-addition. */
2529 field->next = op->key_values;
2530 op->key_values = field;
2531
2532 return TRUE;
2533} 2533}
2534 2534
2535/* 2535key_values &
2536 * Updates the key in op to value. 2536key_values::operator =(const key_values &kv)
2537 *
2538 * If add_key is FALSE, this will only update existing keys,
2539 * and not add new ones.
2540 * In general, should be little reason FALSE is ever passed in for add_key
2541 *
2542 * Returns TRUE on success.
2543 */
2544int
2545set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2546{ 2537{
2547 shstr key_ (key); 2538 clear ();
2548 2539
2549 return set_ob_key_value_s (op, key_, value, add_key); 2540 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2541 add (kvp->key, kvp->value);
2542
2543 reverse ();
2550} 2544}
2551 2545
2552object::depth_iterator::depth_iterator (object *container) 2546object::depth_iterator::depth_iterator (object *container)
2553: iterator_base (container) 2547: iterator_base (container)
2554{ 2548{
2604{ 2598{
2605 char flagdesc[512]; 2599 char flagdesc[512];
2606 char info2[256 * 4]; 2600 char info2[256 * 4];
2607 char *p = info; 2601 char *p = info;
2608 2602
2609 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2603 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2610 count, uuid.seq, 2604 count,
2605 uuid.c_str (),
2611 &name, 2606 &name,
2612 title ? "\",title:\"" : "", 2607 title ? ",title:\"" : "",
2613 title ? (const char *)title : "", 2608 title ? (const char *)title : "",
2609 title ? "\"" : "",
2614 flag_desc (flagdesc, 512), type); 2610 flag_desc (flagdesc, 512), type);
2615 2611
2616 if (env) 2612 if (!flag[FLAG_REMOVED] && env)
2617 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2613 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2618 2614
2619 if (map) 2615 if (map)
2620 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2616 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2621 2617
2636{ 2632{
2637 return map ? map->region (x, y) 2633 return map ? map->region (x, y)
2638 : region::default_region (); 2634 : region::default_region ();
2639} 2635}
2640 2636
2641const materialtype_t *
2642object::dominant_material () const
2643{
2644 if (materialtype_t *mt = name_to_material (materialname))
2645 return mt;
2646
2647 return name_to_material (shstr_unknown);
2648}
2649
2650void 2637void
2651object::open_container (object *new_container) 2638object::open_container (object *new_container)
2652{ 2639{
2653 if (container == new_container) 2640 if (container == new_container)
2654 return; 2641 return;
2655 2642
2656 if (object *old_container = container) 2643 object *old_container = container;
2644
2645 if (old_container)
2657 { 2646 {
2658 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2647 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2659 return; 2648 return;
2660 2649
2661#if 0 2650#if 0
2663 if (object *closer = old_container->inv) 2652 if (object *closer = old_container->inv)
2664 if (closer->type == CLOSE_CON) 2653 if (closer->type == CLOSE_CON)
2665 closer->destroy (); 2654 closer->destroy ();
2666#endif 2655#endif
2667 2656
2657 // make sure the container is available
2658 esrv_send_item (this, old_container);
2659
2668 old_container->flag [FLAG_APPLIED] = 0; 2660 old_container->flag [FLAG_APPLIED] = false;
2669 container = 0; 2661 container = 0;
2670 2662
2663 // client needs item update to make it work, client bug requires this to be separate
2671 esrv_update_item (UPD_FLAGS, this, old_container); 2664 esrv_update_item (UPD_FLAGS, this, old_container);
2665
2672 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2666 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2673 play_sound (sound_find ("chest_close")); 2667 play_sound (sound_find ("chest_close"));
2674 } 2668 }
2675 2669
2676 if (new_container) 2670 if (new_container)
2677 { 2671 {
2681 // TODO: this does not seem to serve any purpose anymore? 2675 // TODO: this does not seem to serve any purpose anymore?
2682#if 0 2676#if 0
2683 // insert the "Close Container" object. 2677 // insert the "Close Container" object.
2684 if (archetype *closer = new_container->other_arch) 2678 if (archetype *closer = new_container->other_arch)
2685 { 2679 {
2686 object *closer = arch_to_object (new_container->other_arch); 2680 object *closer = new_container->other_arch->instance ();
2687 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2681 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2688 new_container->insert (closer); 2682 new_container->insert (closer);
2689 } 2683 }
2690#endif 2684#endif
2691 2685
2692 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2686 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2693 2687
2688 // make sure the container is available, client bug requires this to be separate
2689 esrv_send_item (this, new_container);
2690
2694 new_container->flag [FLAG_APPLIED] = 1; 2691 new_container->flag [FLAG_APPLIED] = true;
2695 container = new_container; 2692 container = new_container;
2696 2693
2694 // client needs flag change
2697 esrv_update_item (UPD_FLAGS, this, new_container); 2695 esrv_update_item (UPD_FLAGS, this, new_container);
2698 esrv_send_inventory (this, new_container); 2696 esrv_send_inventory (this, new_container);
2699 play_sound (sound_find ("chest_open")); 2697 play_sound (sound_find ("chest_open"));
2700 } 2698 }
2699// else if (!old_container->env && contr && contr->ns)
2700// contr->ns->floorbox_reset ();
2701} 2701}
2702 2702
2703object * 2703object *
2704object::force_find (const shstr name) 2704object::force_find (shstr_tmp name)
2705{ 2705{
2706 /* cycle through his inventory to look for the MARK we want to 2706 /* cycle through his inventory to look for the MARK we want to
2707 * place 2707 * place
2708 */ 2708 */
2709 for (object *tmp = inv; tmp; tmp = tmp->below) 2709 for (object *tmp = inv; tmp; tmp = tmp->below)
2711 return splay (tmp); 2711 return splay (tmp);
2712 2712
2713 return 0; 2713 return 0;
2714} 2714}
2715 2715
2716//-GPL
2717
2716void 2718void
2719object::force_set_timer (int duration)
2720{
2721 this->duration = 1;
2722 this->speed_left = -1.f;
2723
2724 this->set_speed (duration ? 1.f / duration : 0.f);
2725}
2726
2727object *
2717object::force_add (const shstr name, int duration) 2728object::force_add (shstr_tmp name, int duration)
2718{ 2729{
2719 if (object *force = force_find (name)) 2730 if (object *force = force_find (name))
2720 force->destroy (); 2731 force->destroy ();
2721 2732
2722 object *force = get_archetype (FORCE_NAME); 2733 object *force = archetype::get (FORCE_NAME);
2723 2734
2724 force->slaying = name; 2735 force->slaying = name;
2725 force->stats.food = 1; 2736 force->force_set_timer (duration);
2726 force->speed_left = -1.f;
2727
2728 force->set_speed (duration ? 1.f / duration : 0.f);
2729 force->flag [FLAG_IS_USED_UP] = true;
2730 force->flag [FLAG_APPLIED] = true; 2737 force->flag [FLAG_APPLIED] = true;
2731 2738
2732 insert (force); 2739 return insert (force);
2733} 2740}
2734 2741
2735void 2742void
2736object::play_sound (faceidx sound) const 2743object::play_sound (faceidx sound) const
2737{ 2744{
2738 if (!sound) 2745 if (!sound)
2739 return; 2746 return;
2740 2747
2741 if (flag [FLAG_REMOVED]) 2748 if (is_on_map ())
2749 map->play_sound (sound, x, y);
2750 else if (object *pl = in_player ())
2751 pl->contr->play_sound (sound);
2752}
2753
2754void
2755object::say_msg (const char *msg) const
2756{
2757 if (is_on_map ())
2758 map->say_msg (msg, x, y);
2759 else if (object *pl = in_player ())
2760 pl->contr->play_sound (sound);
2761}
2762
2763void
2764object::make_noise ()
2765{
2766 // we do not model noise in the map, so instead put
2767 // a temporary light into the noise source
2768 // could use the map instead, but that's less reliable for our
2769 // goal, which is to make invisibility a bit harder to exploit
2770
2771 // currently only works sensibly for players
2772 if (!is_player ())
2742 return; 2773 return;
2743 2774
2744 if (env) 2775 // find old force, or create new one
2745 { 2776 object *force = force_find (shstr_noise_force);
2746 if (object *pl = in_player ()) 2777
2747 pl->contr->play_sound (sound); 2778 if (force)
2748 } 2779 force->speed_left = -1.f; // patch old speed up
2749 else 2780 else
2750 map->play_sound (sound, x, y); 2781 {
2751} 2782 force = archetype::get (shstr_noise_force);
2752 2783
2784 force->slaying = shstr_noise_force;
2785 force->stats.food = 1;
2786 force->speed_left = -1.f;
2787
2788 force->set_speed (1.f / 4.f);
2789 force->flag [FLAG_IS_USED_UP] = true;
2790 force->flag [FLAG_APPLIED] = true;
2791
2792 insert (force);
2793 }
2794}
2795
2796void object::change_move_type (MoveType mt)
2797{
2798 if (move_type == mt)
2799 return;
2800
2801 if (is_on_map ())
2802 {
2803 // we are on the map, so handle move_on/off effects
2804 remove ();
2805 move_type = mt;
2806 map->insert (this, x, y, this);
2807 }
2808 else
2809 move_type = mt;
2810}
2811
2812/* object should be a player.
2813 * we return the object the player has marked with the 'mark' command
2814 * below. If no match is found (or object has changed), we return
2815 * NULL. We leave it up to the calling function to print messages if
2816 * nothing is found.
2817 */
2818object *
2819object::mark () const
2820{
2821 if (contr && contr->mark && contr->mark->env == this)
2822 return contr->mark;
2823 else
2824 return 0;
2825}
2826
2827// put marked object first in the inventory
2828// this is used by identify-like spells so players can influence
2829// the order a bit.
2830void
2831object::splay_marked ()
2832{
2833 if (object *marked = mark ())
2834 splay (marked);
2835}
2836

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