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Comparing deliantra/server/common/object.C (file contents):
Revision 1.197 by root, Wed Oct 17 22:04:31 2007 UTC vs.
Revision 1.350 by root, Sun May 8 12:40:41 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 (!(ob1->inv && ob2->inv)) 342 if (!(ob1->inv && ob2->inv))
260 return 0; /* inventories differ in length */ 343 return 0; /* inventories differ in length */
261 344
262 if (ob1->inv->below || ob2->inv->below) 345 if (ob1->inv->below || ob2->inv->below)
263 return 0; /* more than one object in inv */ 346 return 0; /* more than one object in inv */
264 347
265 if (!object::can_merge (ob1->inv, ob2->inv)) 348 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; /* inventory objexts differ */ 349 return 0; /* inventory objects differ */
267 350
268 /* inventory ok - still need to check rest of this object to see 351 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 352 * if it is valid.
270 */ 353 */
271 } 354 }
272 355
273 /* Don't merge objects that are applied. With the new 'body' code, 356 /* Don't merge objects that are applied. With the new 'body' code,
274 * it is possible for most any character to have more than one of 357 * it is possible for most any character to have more than one of
275 * some items equipped, and we don't want those to merge. 358 * some items equipped, and we don't want those to merge.
276 */ 359 */
277 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 360 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
278 return 0; 361 return 0;
279 362
280 /* Note sure why the following is the case - either the object has to 363 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster 364 * be animated or have a very low speed. Is this an attempted monster
282 * check? 365 * check?
283 */ 366 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 367 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
285 return 0; 368 return 0;
286 369
287 switch (ob1->type) 370 switch (ob1->type)
288 { 371 {
289 case SCROLL: 372 case SCROLL:
290 if (ob1->level != ob2->level) 373 if (ob1->level != ob2->level)
291 return 0; 374 return 0;
292 break; 375 break;
293 } 376 }
294 377
295 if (ob1->key_values != NULL || ob2->key_values != NULL) 378 if (!ob1->kv.empty () || !ob2->kv.empty ())
296 { 379 {
297 /* At least one of these has key_values. */ 380 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 381 if (ob1->kv.empty () != ob2->kv.empty ())
299 /* One has fields, but the other one doesn't. */ 382 return 0; /* One has fields, but the other one doesn't. */
300 return 0; 383
301 else if (!compare_ob_value_lists (ob1, ob2)) 384 if (!compare_ob_value_lists (ob1, ob2))
302 return 0; 385 return 0;
303 } 386 }
304 387
305 if (ob1->self || ob2->self) 388 if (ob1->self || ob2->self)
306 { 389 {
312 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0; 395 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
313 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0; 396 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
314 397
315 if (k1 != k2) 398 if (k1 != k2)
316 return 0; 399 return 0;
400
317 else if (k1 == 0) 401 if (k1 == 0)
318 return 1; 402 return 1;
403
319 else if (!cfperl_can_merge (ob1, ob2)) 404 if (!cfperl_can_merge (ob1, ob2))
320 return 0; 405 return 0;
321 } 406 }
322 } 407 }
323 408
324 /* Everything passes, must be OK. */ 409 /* Everything passes, must be OK. */
325 return 1; 410 return 1;
326} 411}
327 412
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
328/* 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/*
329 * sum_weight() is a recursive function which calculates the weight 485 * this is a recursive function which calculates the weight
330 * 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
331 * containers are carrying, and sums it up. 487 * containers are carrying, and sums it up.
332 */ 488 */
333long 489void
334sum_weight (object *op) 490object::update_weight ()
335{ 491{
336 long sum; 492 sint32 sum = 0;
337 object *inv;
338 493
339 for (sum = 0, inv = op->inv; inv; inv = inv->below) 494 for (object *op = inv; op; op = op->below)
340 {
341 if (inv->inv)
342 sum_weight (inv);
343
344 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
345 } 495 {
496 op->update_weight ();
346 497
347 if (op->type == CONTAINER && op->stats.Str) 498 sum += weight_adjust_for (this, op->total_weight ());
348 sum = (sum * (100 - op->stats.Str)) / 100; 499 }
349 500
350 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
351 op->carrying = sum; 507 carrying = sum;
352 508
353 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 }
354} 513}
355 514
356/** 515/*
357 * Return the outermost environment object for a given object. 516 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
358 */
359
360object *
361object_get_env_recursive (object *op)
362{
363 while (op->env != NULL)
364 op = op->env;
365 return op;
366}
367
368/*
369 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
370 * Some error messages.
371 * The result of the dump is stored in the static global errmsg array.
372 */ 517 */
373char * 518char *
374dump_object (object *op) 519dump_object (object *op)
375{ 520{
376 if (!op) 521 if (!op)
379 object_freezer freezer; 524 object_freezer freezer;
380 op->write (freezer); 525 op->write (freezer);
381 return freezer.as_string (); 526 return freezer.as_string ();
382} 527}
383 528
384/* 529char *
385 * get_nearest_part(multi-object, object 2) returns the part of the 530object::as_string ()
386 * multi-object 1 which is closest to the second object.
387 * If it's not a multi-object, it is returned.
388 */
389object *
390get_nearest_part (object *op, const object *pl)
391{ 531{
392 object *tmp, *closest; 532 return dump_object (this);
393 int last_dist, i;
394
395 if (op->more == NULL)
396 return op;
397 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
398 if ((i = distance (tmp, pl)) < last_dist)
399 closest = tmp, last_dist = i;
400 return closest;
401} 533}
402 534
403/* 535/*
404 * 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.
405 */ 538 */
406object * 539object *
407find_object (tag_t i) 540find_object (tag_t i)
408{ 541{
409 for_all_objects (op) 542 for_all_objects (op)
412 545
413 return 0; 546 return 0;
414} 547}
415 548
416/* 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/*
417 * 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.
418 * Used only by the patch command, but not all that useful. 566 * Used only by the patch command, but not all that useful.
419 * Enables features like "patch <name-of-other-player> food 999" 567 * Enables features like "patch <name-of-other-player> food 999"
420 */ 568 */
421object * 569object *
422find_object_name (const char *str) 570find_object_name (const char *str)
423{ 571{
424 shstr_cmp str_ (str); 572 shstr_cmp str_ (str);
425 object *op;
426 573
574 if (str_)
427 for_all_objects (op) 575 for_all_objects (op)
428 if (op->name == str_) 576 if (op->name == str_)
429 break; 577 return op;
430 578
431 return op; 579 return 0;
432}
433
434void
435free_all_object_data ()
436{
437 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
438} 580}
439 581
440/* 582/*
441 * 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
442 * skill and experience objects. 584 * skill and experience objects.
448 // allow objects which own objects 590 // allow objects which own objects
449 if (owner) 591 if (owner)
450 while (owner->owner) 592 while (owner->owner)
451 owner = owner->owner; 593 owner = owner->owner;
452 594
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 }
600
453 this->owner = owner; 601 this->owner = owner;
454}
455
456int
457object::slottype () const
458{
459 if (type == SKILL)
460 {
461 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
462 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
463 }
464 else
465 {
466 if (slot [body_combat].info) return slot_combat;
467 if (slot [body_range ].info) return slot_ranged;
468 }
469
470 return slot_none;
471}
472
473bool
474object::change_weapon (object *ob)
475{
476 if (current_weapon == ob)
477 return true;
478
479 if (chosen_skill)
480 chosen_skill->flag [FLAG_APPLIED] = false;
481
482 current_weapon = ob;
483 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
484
485 if (chosen_skill)
486 chosen_skill->flag [FLAG_APPLIED] = true;
487
488 update_stats ();
489
490 if (ob)
491 {
492 // now check wether any body locations became invalid, in which case
493 // we cannot apply the weapon at the moment.
494 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
495 if (slot[i].used < 0)
496 {
497 current_weapon = chosen_skill = 0;
498 update_stats ();
499
500 new_draw_info_format (NDI_UNIQUE, 0, this,
501 "You try to balance all your items at once, "
502 "but the %s is just too much for your body. "
503 "[You need to unapply some items first.]", &ob->name);
504 return false;
505 }
506
507 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
508 }
509 else
510 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
511
512 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
513 {
514 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
515 &name, ob->debug_desc ());
516 return false;
517 }
518
519 return true;
520}
521
522/* Zero the key_values on op, decrementing the shared-string
523 * refcounts and freeing the links.
524 */
525static void
526free_key_values (object *op)
527{
528 for (key_value *i = op->key_values; i; )
529 {
530 key_value *next = i->next;
531 delete i;
532
533 i = next;
534 }
535
536 op->key_values = 0;
537}
538
539object &
540object::operator =(const object &src)
541{
542 bool is_freed = flag [FLAG_FREED];
543 bool is_removed = flag [FLAG_REMOVED];
544
545 *(object_copy *)this = src;
546
547 flag [FLAG_FREED] = is_freed;
548 flag [FLAG_REMOVED] = is_removed;
549
550 /* Copy over key_values, if any. */
551 if (src.key_values)
552 {
553 key_value *tail = 0;
554 key_values = 0;
555
556 for (key_value *i = src.key_values; i; i = i->next)
557 {
558 key_value *new_link = new key_value;
559
560 new_link->next = 0;
561 new_link->key = i->key;
562 new_link->value = i->value;
563
564 /* Try and be clever here, too. */
565 if (!key_values)
566 {
567 key_values = new_link;
568 tail = new_link;
569 }
570 else
571 {
572 tail->next = new_link;
573 tail = new_link;
574 }
575 }
576 }
577} 602}
578 603
579/* 604/*
580 * copy_to first frees everything allocated by the dst object, 605 * copy_to first frees everything allocated by the dst object,
581 * and then copies the contents of itself into the second 606 * and then copies the contents of itself into the second
585 * will point at garbage. 610 * will point at garbage.
586 */ 611 */
587void 612void
588object::copy_to (object *dst) 613object::copy_to (object *dst)
589{ 614{
590 *dst = *this; 615 dst->remove ();
616 *(object_copy *)dst = *this;
591 617
592 if (speed < 0) 618 // maybe move to object_copy?
593 dst->speed_left -= rndm (); 619 dst->kv = kv;
594 620
595 dst->set_speed (dst->speed); 621 dst->flag [FLAG_REMOVED] = true;
622 dst->activate ();
596} 623}
597 624
598void 625void
599object::instantiate () 626object::instantiate ()
600{ 627{
601 if (!uuid.seq) // HACK 628 if (!uuid.seq) // HACK
602 uuid = gen_uuid (); 629 uuid = UUID::gen ();
603 630
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
604 speed_left = -0.1f; 635 speed_left = -1.;
636
605 /* 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
606 * 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.
607 * 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
608 * values for the body_used info, so when items are created 640 * values for the body_used info, so when items are created
609 * for it, they can be properly equipped. 641 * for it, they can be properly equipped.
617object * 649object *
618object::clone () 650object::clone ()
619{ 651{
620 object *neu = create (); 652 object *neu = create ();
621 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
622 return neu; 660 return neu;
623} 661}
624 662
625/* 663/*
626 * 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
628 * 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.
629 */ 667 */
630void 668void
631update_turn_face (object *op) 669update_turn_face (object *op)
632{ 670{
633 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 671 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
634 return; 672 return;
635 673
636 SET_ANIMATION (op, op->direction); 674 SET_ANIMATION (op, op->direction);
637 update_object (op, UP_OBJ_FACE); 675 update_object (op, UP_OBJ_FACE);
638} 676}
643 * 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.
644 */ 682 */
645void 683void
646object::set_speed (float speed) 684object::set_speed (float speed)
647{ 685{
648 if (flag [FLAG_FREED] && speed)
649 {
650 LOG (llevError, "Object %s is freed but has speed.\n", &name);
651 speed = 0;
652 }
653
654 this->speed = speed; 686 this->speed = speed;
655 687
656 if (has_active_speed ()) 688 if (has_active_speed ())
657 activate (); 689 activate ();
658 else 690 else
677 * UP_OBJ_FACE: only the objects face has changed. 709 * UP_OBJ_FACE: only the objects face has changed.
678 */ 710 */
679void 711void
680update_object (object *op, int action) 712update_object (object *op, int action)
681{ 713{
682 if (op == NULL) 714 if (!op)
683 { 715 {
684 /* this should never happen */ 716 /* this should never happen */
685 LOG (llevDebug, "update_object() called for NULL object.\n"); 717 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
686 return; 718 return;
687 } 719 }
688 720
689 if (op->env) 721 if (!op->is_on_map ())
690 { 722 {
691 /* Animation is currently handled by client, so nothing 723 /* Animation is currently handled by client, so nothing
692 * to do in this case. 724 * to do in this case.
693 */ 725 */
694 return; 726 return;
695 } 727 }
696
697 /* If the map is saving, don't do anything as everything is
698 * going to get freed anyways.
699 */
700 if (!op->map || op->map->in_memory == MAP_SAVING)
701 return;
702 728
703 /* make sure the object is within map boundaries */ 729 /* make sure the object is within map boundaries */
704 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)
705 { 731 {
706 LOG (llevError, "update_object() called for object out of map!\n"); 732 LOG (llevError, "update_object() called for object out of map!\n");
711 } 737 }
712 738
713 mapspace &m = op->ms (); 739 mapspace &m = op->ms ();
714 740
715 if (!(m.flags_ & P_UPTODATE)) 741 if (!(m.flags_ & P_UPTODATE))
716 /* nop */; 742 m.update_up (); // nothing to do except copy up
717 else if (action == UP_OBJ_INSERT) 743 else if (action == UP_OBJ_INSERT)
718 { 744 {
745#if 0
719 // this is likely overkill, TODO: revisit (schmorp) 746 // this is likely overkill, TODO: revisit (schmorp)
720 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 747 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
721 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 748 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
722 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 749 || (op->is_player () && !(m.flags_ & P_PLAYER))
723 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 750 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
724 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 751 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
725 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 752 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
726 || (m.move_on | op->move_on ) != m.move_on 753 || (m.move_on | op->move_on ) != m.move_on
727 || (m.move_off | op->move_off ) != m.move_off 754 || (m.move_off | op->move_off ) != m.move_off
728 || (m.move_slow | op->move_slow) != m.move_slow 755 || (m.move_slow | op->move_slow) != m.move_slow
729 /* 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
730 * to have move_allow right now. 757 * have move_allow right now.
731 */ 758 */
732 || ((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
733 || 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)
734 m.flags_ = 0; 763 m.invalidate ();
764#endif
735 } 765 }
736 /* if the object is being removed, we can't make intelligent 766 /* if the object is being removed, we can't make intelligent
737 * decisions, because remove_ob can't really pass the object 767 * decisions, because remove_ob can't really pass the object
738 * that is being removed. 768 * that is being removed.
739 */ 769 */
740 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 770 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
741 m.flags_ = 0; 771 m.invalidate ();
742 else if (action == UP_OBJ_FACE) 772 else if (action == UP_OBJ_FACE)
743 /* Nothing to do for that case */ ; 773 m.update_up (); // nothing to do for that case, except copy up
744 else 774 else
745 LOG (llevError, "update_object called with invalid action: %d\n", action); 775 LOG (llevError, "update_object called with invalid action: %d\n", action);
746 776
747 if (op->more) 777 if (op->more)
748 update_object (op->more, action); 778 update_object (op->more, action);
749} 779}
750 780
751object::object () 781object::object ()
752{ 782{
753 SET_FLAG (this, FLAG_REMOVED); 783 this->set_flag (FLAG_REMOVED);
754 784
755 expmul = 1.0; 785 //expmul = 1.0; declared const for the time being
756 face = blank_face; 786 face = blank_face;
787 material = MATERIAL_NULL;
757} 788}
758 789
759object::~object () 790object::~object ()
760{ 791{
761 unlink (); 792 unlink ();
762 793
763 free_key_values (this); 794 kv.clear ();
764} 795}
765
766static int object_count;
767 796
768void object::link () 797void object::link ()
769{ 798{
770 assert (!index);//D 799 assert (!index);//D
771 uuid = gen_uuid (); 800 uuid = UUID::gen ();
772 count = ++object_count;
773 801
774 refcnt_inc (); 802 refcnt_inc ();
775 objects.insert (this); 803 objects.insert (this);
804
805 ++create_count;
806
776} 807}
777 808
778void object::unlink () 809void object::unlink ()
779{ 810{
780 if (!index) 811 if (!index)
781 return; 812 return;
813
814 ++destroy_count;
782 815
783 objects.erase (this); 816 objects.erase (this);
784 refcnt_dec (); 817 refcnt_dec ();
785} 818}
786 819
790 /* If already on active list, don't do anything */ 823 /* If already on active list, don't do anything */
791 if (active) 824 if (active)
792 return; 825 return;
793 826
794 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
795 actives.insert (this); 832 actives.insert (this);
833 }
796} 834}
797 835
798void 836void
799object::activate_recursive () 837object::activate_recursive ()
800{ 838{
849object::destroy_inv (bool drop_to_ground) 887object::destroy_inv (bool drop_to_ground)
850{ 888{
851 // need to check first, because the checks below might segfault 889 // need to check first, because the checks below might segfault
852 // as we might be on an invalid mapspace and crossfire code 890 // as we might be on an invalid mapspace and crossfire code
853 // is too buggy to ensure that the inventory is empty. 891 // is too buggy to ensure that the inventory is empty.
854 // corollary: if you create arrows etc. with stuff in tis inventory, 892 // corollary: if you create arrows etc. with stuff in its inventory,
855 // cf will crash below with off-map x and y 893 // cf will crash below with off-map x and y
856 if (!inv) 894 if (!inv)
857 return; 895 return;
858 896
859 /* Only if the space blocks everything do we not process - 897 /* Only if the space blocks everything do we not process -
860 * if some form of movement is allowed, let objects 898 * if some form of movement is allowed, let objects
861 * drop on that space. 899 * drop on that space.
862 */ 900 */
863 if (!drop_to_ground 901 if (!drop_to_ground
864 || !map 902 || !map
865 || map->in_memory != MAP_IN_MEMORY 903 || !map->linkable ()
866 || map->nodrop 904 || map->no_drop
867 || ms ().move_block == MOVE_ALL) 905 || ms ().move_block == MOVE_ALL)
868 { 906 {
869 while (inv) 907 while (inv)
870 {
871 inv->destroy_inv (drop_to_ground);
872 inv->destroy (); 908 inv->destroy ();
873 }
874 } 909 }
875 else 910 else
876 { /* Put objects in inventory onto this space */ 911 { /* Put objects in inventory onto this space */
877 while (inv) 912 while (inv)
878 { 913 {
889 map->insert (op, x, y); 924 map->insert (op, x, y);
890 } 925 }
891 } 926 }
892} 927}
893 928
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 *
894object *object::create () 966object::create ()
895{ 967{
896 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
897 op->link (); 990 op->link ();
991
898 return op; 992 return op;
899} 993}
900 994
901void 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
1010// special "grave" map used to store all removed objects
1011// till they can be destroyed - saves a lot of checks in the rest
1012// of the code
1013static struct freed_map
1014: maptile
1015{
1016 freed_map ()
1017 : maptile (3, 3)
1018 {
1019 path = "<freed objects map>";
1020 name = "/internal/freed_objects_map";
1021 no_drop = 1;
1022 no_reset = 1;
1023
1024 state = MAP_ACTIVE;
1025 }
1026
1027 ~freed_map ()
1028 {
1029 destroy ();
1030 }
1031} freed_map; // freed objects are moved here to avoid crashes
1032
1033void
902object::do_destroy () 1034object::do_destroy ()
903{ 1035{
904 attachable::do_destroy ();
905
906 if (flag [FLAG_IS_LINKED]) 1036 if (flag [FLAG_IS_LINKED])
907 remove_button_link (this); 1037 remove_link ();
908 1038
909 if (flag [FLAG_FRIENDLY]) 1039 if (flag [FLAG_FRIENDLY])
910 remove_friendly_object (this); 1040 remove_friendly_object (this);
911 1041
912 if (!flag [FLAG_REMOVED])
913 remove (); 1042 remove ();
914 1043
915 destroy_inv (true); 1044 attachable::do_destroy ();
916 1045
917 deactivate (); 1046 deactivate ();
918 unlink (); 1047 unlink ();
919 1048
920 flag [FLAG_FREED] = 1; 1049 flag [FLAG_FREED] = 1;
921 1050
922 // hack to ensure that freed objects still have a valid map 1051 // hack to ensure that freed objects still have a valid map
923 {
924 static maptile *freed_map; // freed objects are moved here to avoid crashes
925
926 if (!freed_map)
927 {
928 freed_map = new maptile;
929
930 freed_map->path = "<freed objects map>";
931 freed_map->name = "/internal/freed_objects_map";
932 freed_map->width = 3;
933 freed_map->height = 3;
934
935 freed_map->alloc ();
936 freed_map->in_memory = MAP_IN_MEMORY;
937 }
938
939 map = freed_map; 1052 map = &freed_map;
940 x = 1; 1053 x = 1;
941 y = 1; 1054 y = 1;
942 }
943 1055
944 if (more) 1056 if (more)
945 { 1057 {
946 more->destroy (); 1058 more->destroy ();
947 more = 0; 1059 more = 0;
955 attacked_by = 0; 1067 attacked_by = 0;
956 current_weapon = 0; 1068 current_weapon = 0;
957} 1069}
958 1070
959void 1071void
960object::destroy (bool destroy_inventory) 1072object::destroy ()
961{ 1073{
962 if (destroyed ()) 1074 if (destroyed ())
963 return; 1075 return;
964 1076
965 if (destroy_inventory) 1077 if (!is_head () && !head->destroyed ())
1078 {
1079 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1080 head->destroy ();
1081 return;
1082 }
1083
966 destroy_inv (false); 1084 destroy_inv_fast ();
967 1085
968 if (is_head ()) 1086 if (is_head ())
969 if (sound_destroy) 1087 if (sound_destroy)
970 play_sound (sound_destroy); 1088 play_sound (sound_destroy);
971 else if (flag [FLAG_MONSTER]) 1089 else if (flag [FLAG_MONSTER])
972 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism 1090 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
973 1091
974 attachable::destroy (); 1092 attachable::destroy ();
975}
976
977/*
978 * sub_weight() recursively (outwards) subtracts a number from the
979 * weight of an object (and what is carried by it's environment(s)).
980 */
981void
982sub_weight (object *op, signed long weight)
983{
984 while (op != NULL)
985 {
986 if (op->type == CONTAINER)
987 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
988
989 op->carrying -= weight;
990 op = op->env;
991 }
992} 1093}
993 1094
994/* op->remove (): 1095/* op->remove ():
995 * This function removes the object op from the linked list of objects 1096 * This function removes the object op from the linked list of objects
996 * which it is currently tied to. When this function is done, the 1097 * which it is currently tied to. When this function is done, the
999 * the previous environment. 1100 * the previous environment.
1000 */ 1101 */
1001void 1102void
1002object::do_remove () 1103object::do_remove ()
1003{ 1104{
1004 object *tmp, *last = 0; 1105 if (flag [FLAG_REMOVED])
1005 object *otmp;
1006
1007 if (QUERY_FLAG (this, FLAG_REMOVED))
1008 return; 1106 return;
1009 1107
1010 SET_FLAG (this, FLAG_REMOVED);
1011 INVOKE_OBJECT (REMOVE, this); 1108 INVOKE_OBJECT (REMOVE, this);
1109
1110 flag [FLAG_REMOVED] = true;
1012 1111
1013 if (more) 1112 if (more)
1014 more->remove (); 1113 more->remove ();
1015 1114
1016 /* 1115 /*
1017 * In this case, the object to be removed is in someones 1116 * In this case, the object to be removed is in someones
1018 * inventory. 1117 * inventory.
1019 */ 1118 */
1020 if (env) 1119 if (env)
1021 { 1120 {
1022 if (nrof) 1121 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1023 sub_weight (env, weight * nrof); 1122 if (object *pl = visible_to ())
1024 else 1123 esrv_del_item (pl->contr, count);
1025 sub_weight (env, weight + carrying); 1124 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1026 1125
1027 /* NO_FIX_PLAYER is set when a great many changes are being 1126 adjust_weight (env, total_weight (), 0);
1028 * made to players inventory. If set, avoiding the call
1029 * to save cpu time.
1030 */
1031 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1032 otmp->update_stats ();
1033 1127
1034 if (above) 1128 object *pl = in_player ();
1035 above->below = below;
1036 else
1037 env->inv = below;
1038
1039 if (below)
1040 below->above = above;
1041 1129
1042 /* we set up values so that it could be inserted into 1130 /* we set up values so that it could be inserted into
1043 * the map, but we don't actually do that - it is up 1131 * the map, but we don't actually do that - it is up
1044 * to the caller to decide what we want to do. 1132 * to the caller to decide what we want to do.
1045 */ 1133 */
1046 x = env->x, y = env->y;
1047 map = env->map; 1134 map = env->map;
1048 above = 0, below = 0; 1135 x = env->x;
1136 y = env->y;
1137
1138 // make sure cmov optimisation is applicable
1139 *(above ? &above->below : &env->inv) = below;
1140 *(below ? &below->above : &above ) = above; // &above is just a dummy
1141
1142 above = 0;
1143 below = 0;
1049 env = 0; 1144 env = 0;
1145
1146 if (pl && pl->is_player ())
1147 {
1148 if (expect_false (pl->contr->combat_ob == this))
1149 {
1150 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1151 pl->contr->combat_ob = 0;
1152 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1153 }
1154
1155 if (expect_false (pl->contr->ranged_ob == this))
1156 {
1157 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1158 pl->contr->ranged_ob = 0;
1159 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1160 }
1161
1162 pl->contr->queue_stats_update ();
1163
1164 if (expect_false (glow_radius) && pl->is_on_map ())
1165 update_all_los (pl->map, pl->x, pl->y);
1166 }
1050 } 1167 }
1051 else if (map) 1168 else if (map)
1052 { 1169 {
1053 if (type == PLAYER)
1054 {
1055 // leaving a spot always closes any open container on the ground
1056 if (container && !container->env)
1057 // this causes spurious floorbox updates, but it ensures
1058 // that the CLOSE event is being sent.
1059 close_container ();
1060
1061 --map->players;
1062 map->touch ();
1063 }
1064
1065 map->dirty = true; 1170 map->dirty = true;
1066 mapspace &ms = this->ms (); 1171 mapspace &ms = this->ms ();
1067 1172
1173 if (object *pl = ms.player ())
1174 {
1175 if (is_player ())
1176 {
1177 if (!flag [FLAG_WIZPASS])
1178 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1179
1180 // leaving a spot always closes any open container on the ground
1181 if (container && !container->env)
1182 // this causes spurious floorbox updates, but it ensures
1183 // that the CLOSE event is being sent.
1184 close_container ();
1185
1186 --map->players;
1187 map->touch ();
1188 }
1189 else if (pl->container_ () == this)
1190 {
1191 // removing a container should close it
1192 close_container ();
1193 }
1194 else
1195 esrv_del_item (pl->contr, count);
1196 }
1197
1068 /* link the object above us */ 1198 /* link the object above us */
1069 if (above) 1199 // re-link, make sure compiler can easily use cmove
1070 above->below = below; 1200 *(above ? &above->below : &ms.top) = below;
1071 else 1201 *(below ? &below->above : &ms.bot) = above;
1072 ms.top = below; /* we were top, set new top */
1073
1074 /* Relink the object below us, if there is one */
1075 if (below)
1076 below->above = above;
1077 else
1078 {
1079 /* Nothing below, which means we need to relink map object for this space
1080 * use translated coordinates in case some oddness with map tiling is
1081 * evident
1082 */
1083 if (GET_MAP_OB (map, x, y) != this)
1084 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 ());
1085
1086 ms.bot = above; /* goes on above it. */
1087 }
1088 1202
1089 above = 0; 1203 above = 0;
1090 below = 0; 1204 below = 0;
1091 1205
1092 if (map->in_memory == MAP_SAVING) 1206 ms.invalidate ();
1093 return;
1094 1207
1095 int check_walk_off = !flag [FLAG_NO_APPLY]; 1208 int check_walk_off = !flag [FLAG_NO_APPLY];
1096 1209
1097 if (object *pl = ms.player ()) 1210 if (object *pl = ms.player ())
1098 { 1211 {
1099 if (pl->container == this) 1212 if (pl->container_ () == this)
1100 /* If a container that the player is currently using somehow gets 1213 /* If a container that the player is currently using somehow gets
1101 * removed (most likely destroyed), update the player view 1214 * removed (most likely destroyed), update the player view
1102 * appropriately. 1215 * appropriately.
1103 */ 1216 */
1104 pl->close_container (); 1217 pl->close_container ();
1105 1218
1219 //TODO: the floorbox prev/next might need updating
1220 //esrv_del_item (pl->contr, count);
1221 //TODO: update floorbox to preserve ordering
1222 if (pl->contr->ns)
1106 pl->contr->ns->floorbox_update (); 1223 pl->contr->ns->floorbox_update ();
1107 } 1224 }
1108 1225
1226 if (check_walk_off)
1109 for (tmp = ms.bot; tmp; tmp = tmp->above) 1227 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1110 { 1228 {
1229 above = tmp->above;
1230
1111 /* No point updating the players look faces if he is the object 1231 /* No point updating the players look faces if he is the object
1112 * being removed. 1232 * being removed.
1113 */ 1233 */
1114 1234
1115 /* See if object moving off should effect something */ 1235 /* See if object moving off should effect something */
1116 if (check_walk_off
1117 && ((move_type & tmp->move_off) 1236 if ((move_type & tmp->move_off)
1118 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1237 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1119 {
1120 move_apply (tmp, this, 0); 1238 move_apply (tmp, this, 0);
1121
1122 if (destroyed ())
1123 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1124 } 1239 }
1125 1240
1126 last = tmp; 1241 if (affects_los ())
1127 }
1128
1129 /* last == NULL if there are no objects on this space */
1130 //TODO: this makes little sense, why only update the topmost object?
1131 if (!last)
1132 map->at (x, y).flags_ = 0;
1133 else
1134 update_object (last, UP_OBJ_REMOVE);
1135
1136 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1137 update_all_los (map, x, y); 1242 update_all_los (map, x, y);
1138 } 1243 }
1139} 1244}
1140 1245
1141/* 1246/*
1155 if (!top) 1260 if (!top)
1156 for (top = op; top && top->above; top = top->above) 1261 for (top = op; top && top->above; top = top->above)
1157 ; 1262 ;
1158 1263
1159 for (; top; top = top->below) 1264 for (; top; top = top->below)
1160 {
1161 if (top == op)
1162 continue;
1163
1164 if (object::can_merge (op, top)) 1265 if (object::can_merge (op, top))
1165 { 1266 {
1166 top->nrof += op->nrof; 1267 top->nrof += op->nrof;
1167 1268
1168/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1269 if (object *pl = top->visible_to ())
1169 op->weight = 0; /* Don't want any adjustements now */ 1270 esrv_update_item (UPD_NROF, pl, top);
1271
1272 op->weight = 0; // cancel the addition above
1273 op->carrying = 0; // must be 0 already
1274
1170 op->destroy (); 1275 op->destroy ();
1276
1171 return top; 1277 return top;
1172 } 1278 }
1173 }
1174 1279
1175 return 0; 1280 return 0;
1176} 1281}
1177 1282
1178void 1283void
1183 1288
1184 object *prev = this; 1289 object *prev = this;
1185 1290
1186 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1291 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1187 { 1292 {
1188 object *op = arch_to_object (at); 1293 object *op = at->instance ();
1189 1294
1190 op->name = name; 1295 op->name = name;
1191 op->name_pl = name_pl; 1296 op->name_pl = name_pl;
1192 op->title = title; 1297 op->title = title;
1193 1298
1203 * job preparing multi-part monsters. 1308 * job preparing multi-part monsters.
1204 */ 1309 */
1205object * 1310object *
1206insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1311insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1207{ 1312{
1313 op->remove ();
1314
1208 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1315 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1209 { 1316 {
1210 tmp->x = x + tmp->arch->x; 1317 tmp->x = x + tmp->arch->x;
1211 tmp->y = y + tmp->arch->y; 1318 tmp->y = y + tmp->arch->y;
1212 } 1319 }
1229 * Passing 0 for flag gives proper default values, so flag really only needs 1336 * Passing 0 for flag gives proper default values, so flag really only needs
1230 * to be set if special handling is needed. 1337 * to be set if special handling is needed.
1231 * 1338 *
1232 * Return value: 1339 * Return value:
1233 * new object if 'op' was merged with other object 1340 * new object if 'op' was merged with other object
1234 * NULL if 'op' was destroyed 1341 * NULL if there was an error (destroyed, blocked etc.)
1235 * just 'op' otherwise 1342 * just 'op' otherwise
1236 */ 1343 */
1237object * 1344object *
1238insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1345insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1239{ 1346{
1240 assert (!op->flag [FLAG_FREED]);
1241
1242 object *top, *floor = NULL;
1243
1244 op->remove (); 1347 op->remove ();
1348
1349 if (m == &freed_map)//D TODO: remove soon
1350 {//D
1351 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1352 }//D
1245 1353
1246 /* Ideally, the caller figures this out. However, it complicates a lot 1354 /* Ideally, the caller figures this out. However, it complicates a lot
1247 * of areas of callers (eg, anything that uses find_free_spot would now 1355 * of areas of callers (eg, anything that uses find_free_spot would now
1248 * need extra work 1356 * need extra work
1249 */ 1357 */
1358 maptile *newmap = m;
1250 if (!xy_normalise (m, op->x, op->y)) 1359 if (!xy_normalise (newmap, op->x, op->y))
1251 { 1360 {
1252 op->destroy (); 1361 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1253 return 0; 1362 return 0;
1254 } 1363 }
1255 1364
1256 if (object *more = op->more) 1365 if (object *more = op->more)
1257 if (!insert_ob_in_map (more, m, originator, flag)) 1366 if (!insert_ob_in_map (more, m, originator, flag))
1258 return 0; 1367 return 0;
1259 1368
1260 CLEAR_FLAG (op, FLAG_REMOVED); 1369 op->flag [FLAG_REMOVED] = false;
1261 1370 op->env = 0;
1262 op->map = m; 1371 op->map = newmap;
1372
1263 mapspace &ms = op->ms (); 1373 mapspace &ms = op->ms ();
1264 1374
1265 /* this has to be done after we translate the coordinates. 1375 /* this has to be done after we translate the coordinates.
1266 */ 1376 */
1267 if (op->nrof && !(flag & INS_NO_MERGE)) 1377 if (op->nrof && !(flag & INS_NO_MERGE))
1268 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1378 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1269 if (object::can_merge (op, tmp)) 1379 if (object::can_merge (op, tmp))
1270 { 1380 {
1381 // TODO: we actually want to update tmp, not op,
1382 // but some caller surely breaks when we return tmp
1383 // from here :/
1271 op->nrof += tmp->nrof; 1384 op->nrof += tmp->nrof;
1272 tmp->destroy (); 1385 tmp->destroy ();
1273 } 1386 }
1274 1387
1275 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1388 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1276 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1389 op->clr_flag (FLAG_INV_LOCKED);
1277 1390
1278 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1391 if (!op->flag [FLAG_ALIVE])
1279 CLEAR_FLAG (op, FLAG_NO_STEAL); 1392 op->clr_flag (FLAG_NO_STEAL);
1280 1393
1281 if (flag & INS_BELOW_ORIGINATOR) 1394 if (flag & INS_BELOW_ORIGINATOR)
1282 { 1395 {
1283 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1396 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1284 { 1397 {
1285 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1398 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1286 abort (); 1399 abort ();
1287 } 1400 }
1288 1401
1402 if (!originator->is_on_map ())
1403 {
1404 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1405 op->debug_desc (), originator->debug_desc ());
1406 abort ();
1407 }
1408
1289 op->above = originator; 1409 op->above = originator;
1290 op->below = originator->below; 1410 op->below = originator->below;
1291
1292 if (op->below)
1293 op->below->above = op;
1294 else
1295 ms.bot = op;
1296
1297 /* since *below* originator, no need to update top */
1298 originator->below = op; 1411 originator->below = op;
1412
1413 *(op->below ? &op->below->above : &ms.bot) = op;
1299 } 1414 }
1300 else 1415 else
1301 { 1416 {
1302 top = ms.bot; 1417 object *floor = 0;
1418 object *top = ms.top;
1303 1419
1304 /* If there are other objects, then */ 1420 /* If there are other objects, then */
1305 if (top) 1421 if (top)
1306 { 1422 {
1307 object *last = 0;
1308
1309 /* 1423 /*
1310 * If there are multiple objects on this space, we do some trickier handling. 1424 * If there are multiple objects on this space, we do some trickier handling.
1311 * We've already dealt with merging if appropriate. 1425 * We've already dealt with merging if appropriate.
1312 * Generally, we want to put the new object on top. But if 1426 * Generally, we want to put the new object on top. But if
1313 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1427 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1316 * once we get to them. This reduces the need to traverse over all of 1430 * once we get to them. This reduces the need to traverse over all of
1317 * them when adding another one - this saves quite a bit of cpu time 1431 * them when adding another one - this saves quite a bit of cpu time
1318 * when lots of spells are cast in one area. Currently, it is presumed 1432 * when lots of spells are cast in one area. Currently, it is presumed
1319 * that flying non pickable objects are spell objects. 1433 * that flying non pickable objects are spell objects.
1320 */ 1434 */
1321 for (top = ms.bot; top; top = top->above) 1435 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1322 { 1436 {
1323 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1437 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1324 floor = top; 1438 floor = tmp;
1325 1439
1326 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1440 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1327 { 1441 {
1328 /* We insert above top, so we want this object below this */ 1442 /* We insert above top, so we want this object below this */
1329 top = top->below; 1443 top = tmp->below;
1330 break; 1444 break;
1331 } 1445 }
1332 1446
1333 last = top; 1447 top = tmp;
1334 } 1448 }
1335
1336 /* Don't want top to be NULL, so set it to the last valid object */
1337 top = last;
1338 1449
1339 /* We let update_position deal with figuring out what the space 1450 /* We let update_position deal with figuring out what the space
1340 * looks like instead of lots of conditions here. 1451 * looks like instead of lots of conditions here.
1341 * makes things faster, and effectively the same result. 1452 * makes things faster, and effectively the same result.
1342 */ 1453 */
1349 */ 1460 */
1350 if (!(flag & INS_ON_TOP) 1461 if (!(flag & INS_ON_TOP)
1351 && ms.flags () & P_BLOCKSVIEW 1462 && ms.flags () & P_BLOCKSVIEW
1352 && (op->face && !faces [op->face].visibility)) 1463 && (op->face && !faces [op->face].visibility))
1353 { 1464 {
1465 object *last;
1466
1354 for (last = top; last != floor; last = last->below) 1467 for (last = top; last != floor; last = last->below)
1355 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1468 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1356 break; 1469 break;
1357 1470
1358 /* Check to see if we found the object that blocks view, 1471 /* Check to see if we found the object that blocks view,
1359 * and make sure we have a below pointer for it so that 1472 * and make sure we have a below pointer for it so that
1360 * we can get inserted below this one, which requires we 1473 * we can get inserted below this one, which requires we
1366 } /* If objects on this space */ 1479 } /* If objects on this space */
1367 1480
1368 if (flag & INS_ABOVE_FLOOR_ONLY) 1481 if (flag & INS_ABOVE_FLOOR_ONLY)
1369 top = floor; 1482 top = floor;
1370 1483
1371 /* Top is the object that our object (op) is going to get inserted above. 1484 // insert object above top, or bottom-most if top = 0
1372 */
1373
1374 /* First object on this space */
1375 if (!top) 1485 if (!top)
1376 { 1486 {
1487 op->below = 0;
1377 op->above = ms.bot; 1488 op->above = ms.bot;
1378
1379 if (op->above)
1380 op->above->below = op;
1381
1382 op->below = 0;
1383 ms.bot = op; 1489 ms.bot = op;
1490
1491 *(op->above ? &op->above->below : &ms.top) = op;
1384 } 1492 }
1385 else 1493 else
1386 { /* get inserted into the stack above top */ 1494 {
1387 op->above = top->above; 1495 op->above = top->above;
1388
1389 if (op->above)
1390 op->above->below = op; 1496 top->above = op;
1391 1497
1392 op->below = top; 1498 op->below = top;
1393 top->above = op; 1499 *(op->above ? &op->above->below : &ms.top) = op;
1394 } 1500 }
1501 }
1395 1502
1396 if (!op->above) 1503 if (op->is_player ())
1397 ms.top = op;
1398 } /* else not INS_BELOW_ORIGINATOR */
1399
1400 if (op->type == PLAYER)
1401 { 1504 {
1402 op->contr->do_los = 1; 1505 op->contr->do_los = 1;
1403 ++op->map->players; 1506 ++op->map->players;
1404 op->map->touch (); 1507 op->map->touch ();
1405 } 1508 }
1406 1509
1407 op->map->dirty = true; 1510 op->map->dirty = true;
1408 1511
1409 if (object *pl = ms.player ()) 1512 if (object *pl = ms.player ())
1513 //TODO: the floorbox prev/next might need updating
1514 //esrv_send_item (pl, op);
1515 //TODO: update floorbox to preserve ordering
1516 if (pl->contr->ns)
1410 pl->contr->ns->floorbox_update (); 1517 pl->contr->ns->floorbox_update ();
1411 1518
1412 /* If this object glows, it may affect lighting conditions that are 1519 /* If this object glows, it may affect lighting conditions that are
1413 * visible to others on this map. But update_all_los is really 1520 * visible to others on this map. But update_all_los is really
1414 * an inefficient way to do this, as it means los for all players 1521 * an inefficient way to do this, as it means los for all players
1415 * on the map will get recalculated. The players could very well 1522 * on the map will get recalculated. The players could very well
1416 * be far away from this change and not affected in any way - 1523 * be far away from this change and not affected in any way -
1417 * this should get redone to only look for players within range, 1524 * this should get redone to only look for players within range,
1418 * or just updating the P_UPTODATE for spaces within this area 1525 * or just updating the P_UPTODATE for spaces within this area
1419 * of effect may be sufficient. 1526 * of effect may be sufficient.
1420 */ 1527 */
1421 if (op->map->darkness && (op->glow_radius != 0)) 1528 if (op->affects_los ())
1529 {
1530 op->ms ().invalidate ();
1422 update_all_los (op->map, op->x, op->y); 1531 update_all_los (op->map, op->x, op->y);
1532 }
1423 1533
1424 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1534 /* updates flags (blocked, alive, no magic, etc) for this map space */
1425 update_object (op, UP_OBJ_INSERT); 1535 update_object (op, UP_OBJ_INSERT);
1426 1536
1427 INVOKE_OBJECT (INSERT, op); 1537 INVOKE_OBJECT (INSERT, op);
1434 * blocked() and wall() work properly), and these flags are updated by 1544 * blocked() and wall() work properly), and these flags are updated by
1435 * update_object(). 1545 * update_object().
1436 */ 1546 */
1437 1547
1438 /* if this is not the head or flag has been passed, don't check walk on status */ 1548 /* if this is not the head or flag has been passed, don't check walk on status */
1439 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1549 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1440 { 1550 {
1441 if (check_move_on (op, originator)) 1551 if (check_move_on (op, originator, flag))
1442 return 0; 1552 return 0;
1443 1553
1444 /* If we are a multi part object, lets work our way through the check 1554 /* If we are a multi part object, let's work our way through the check
1445 * walk on's. 1555 * walk on's.
1446 */ 1556 */
1447 for (object *tmp = op->more; tmp; tmp = tmp->more) 1557 for (object *tmp = op->more; tmp; tmp = tmp->more)
1448 if (check_move_on (tmp, originator)) 1558 if (check_move_on (tmp, originator, flag))
1449 return 0; 1559 return 0;
1450 } 1560 }
1451 1561
1452 return op; 1562 return op;
1453} 1563}
1455/* this function inserts an object in the map, but if it 1565/* this function inserts an object in the map, but if it
1456 * finds an object of its own type, it'll remove that one first. 1566 * finds an object of its own type, it'll remove that one first.
1457 * op is the object to insert it under: supplies x and the map. 1567 * op is the object to insert it under: supplies x and the map.
1458 */ 1568 */
1459void 1569void
1460replace_insert_ob_in_map (const char *arch_string, object *op) 1570replace_insert_ob_in_map (shstr_tmp archname, object *op)
1461{ 1571{
1462 object *tmp, *tmp1;
1463
1464 /* first search for itself and remove any old instances */ 1572 /* first search for itself and remove any old instances */
1465 1573
1466 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1574 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1467 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1575 if (tmp->arch->archname == archname) /* same archetype */
1468 tmp->destroy (); 1576 tmp->destroy ();
1469 1577
1470 tmp1 = arch_to_object (archetype::find (arch_string)); 1578 object *tmp = archetype::find (archname)->instance ();
1471 1579
1472 tmp1->x = op->x; 1580 tmp->x = op->x;
1473 tmp1->y = op->y; 1581 tmp->y = op->y;
1582
1474 insert_ob_in_map (tmp1, op->map, op, 0); 1583 insert_ob_in_map (tmp, op->map, op, 0);
1475} 1584}
1476 1585
1477object * 1586object *
1478object::insert_at (object *where, object *originator, int flags) 1587object::insert_at (object *where, object *originator, int flags)
1479{ 1588{
1589 if (where->env)
1590 return where->env->insert (this);
1591 else
1480 return where->map->insert (this, where->x, where->y, originator, flags); 1592 return where->map->insert (this, where->x, where->y, originator, flags);
1481} 1593}
1482 1594
1483/* 1595// check whether we can put this into the map, respect max_volume, max_items
1484 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1596bool
1485 * is returned contains nr objects, and the remaining parts contains 1597object::can_drop_at (maptile *m, int x, int y, object *originator)
1486 * the rest (or is removed and freed if that number is 0).
1487 * On failure, NULL is returned, and the reason put into the
1488 * global static errmsg array.
1489 */
1490object *
1491get_split_ob (object *orig_ob, uint32 nr)
1492{ 1598{
1493 object *newob; 1599 mapspace &ms = m->at (x, y);
1494 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1495 1600
1496 if (orig_ob->nrof < nr) 1601 int items = ms.items ();
1497 {
1498 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1499 return NULL;
1500 }
1501 1602
1502 newob = object_create_clone (orig_ob); 1603 if (!items // testing !items ensures we can drop at least one item
1604 || (items < m->max_items
1605 && ms.volume () < m->max_volume))
1606 return true;
1503 1607
1504 if ((orig_ob->nrof -= nr) < 1) 1608 if (originator && originator->is_player ())
1505 orig_ob->destroy (1); 1609 originator->contr->failmsgf (
1506 else if (!is_removed) 1610 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1507 { 1611 query_name ()
1508 if (orig_ob->env != NULL) 1612 );
1509 sub_weight (orig_ob->env, orig_ob->weight * nr);
1510 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1511 {
1512 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1513 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1514 return NULL;
1515 }
1516 }
1517 1613
1518 newob->nrof = nr; 1614 return false;
1519
1520 return newob;
1521} 1615}
1522 1616
1523/* 1617/*
1524 * decrease_ob_nr(object, number) decreases a specified number from 1618 * decrease(object, number) decreases a specified number from
1525 * the amount of an object. If the amount reaches 0, the object 1619 * the amount of an object. If the amount reaches 0, the object
1526 * is subsequently removed and freed. 1620 * is subsequently removed and freed.
1527 * 1621 *
1528 * Return value: 'op' if something is left, NULL if the amount reached 0 1622 * Return value: 'op' if something is left, NULL if the amount reached 0
1529 */ 1623 */
1624bool
1625object::decrease (sint32 nr)
1626{
1627 if (!nr)
1628 return true;
1629
1630 nr = min (nr, nrof);
1631
1632 if (nrof > nr)
1633 {
1634 sint64 oweight = total_weight ();
1635
1636 nrof -= nr;
1637
1638 if (object *pl = visible_to ())
1639 esrv_update_item (UPD_NROF, pl, this);
1640
1641 adjust_weight (env, oweight, total_weight ());
1642
1643 return true;
1644 }
1645 else
1646 {
1647 destroy ();
1648 return false;
1649 }
1650}
1651
1652/*
1653 * split(ob,nr) splits up ob into two parts. The part which
1654 * is returned contains nr objects, and the remaining parts contains
1655 * the rest (or is removed and returned if that number is 0).
1656 * On failure, NULL is returned.
1657 */
1530object * 1658object *
1531decrease_ob_nr (object *op, uint32 i) 1659object::split (sint32 nr)
1532{ 1660{
1533 object *tmp; 1661 int have = number_of ();
1534 1662
1535 if (i == 0) /* objects with op->nrof require this check */ 1663 if (have < nr)
1536 return op; 1664 return 0;
1537 1665 else if (have == nr)
1538 if (i > op->nrof)
1539 i = op->nrof;
1540
1541 if (QUERY_FLAG (op, FLAG_REMOVED))
1542 op->nrof -= i;
1543 else if (op->env)
1544 { 1666 {
1545 /* is this object in the players inventory, or sub container
1546 * therein?
1547 */
1548 tmp = op->in_player ();
1549 /* nope. Is this a container the player has opened?
1550 * If so, set tmp to that player.
1551 * IMO, searching through all the players will mostly
1552 * likely be quicker than following op->env to the map,
1553 * and then searching the map for a player.
1554 */
1555 if (!tmp)
1556 for_all_players (pl)
1557 if (pl->ob->container == op->env)
1558 {
1559 tmp = pl->ob;
1560 break;
1561 }
1562
1563 if (i < op->nrof)
1564 {
1565 sub_weight (op->env, op->weight * i);
1566 op->nrof -= i;
1567 if (tmp)
1568 esrv_send_item (tmp, op);
1569 }
1570 else
1571 {
1572 op->remove (); 1667 remove ();
1573 op->nrof = 0; 1668 return this;
1574 if (tmp)
1575 esrv_del_item (tmp->contr, op->count);
1576 }
1577 } 1669 }
1578 else 1670 else
1579 { 1671 {
1580 object *above = op->above; 1672 decrease (nr);
1581 1673
1582 if (i < op->nrof) 1674 object *op = deep_clone ();
1583 op->nrof -= i; 1675 op->nrof = nr;
1584 else
1585 {
1586 op->remove ();
1587 op->nrof = 0;
1588 }
1589
1590 /* Since we just removed op, op->above is null */
1591 for (tmp = above; tmp; tmp = tmp->above)
1592 if (tmp->type == PLAYER)
1593 {
1594 if (op->nrof)
1595 esrv_send_item (tmp, op);
1596 else
1597 esrv_del_item (tmp->contr, op->count);
1598 }
1599 }
1600
1601 if (op->nrof)
1602 return op; 1676 return op;
1603 else
1604 {
1605 op->destroy ();
1606 return 0;
1607 }
1608}
1609
1610/*
1611 * add_weight(object, weight) adds the specified weight to an object,
1612 * and also updates how much the environment(s) is/are carrying.
1613 */
1614void
1615add_weight (object *op, signed long weight)
1616{
1617 while (op != NULL)
1618 {
1619 if (op->type == CONTAINER)
1620 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1621
1622 op->carrying += weight;
1623 op = op->env;
1624 } 1677 }
1625} 1678}
1626 1679
1627object * 1680object *
1628insert_ob_in_ob (object *op, object *where) 1681insert_ob_in_ob (object *op, object *where)
1653 * be != op, if items are merged. -Tero 1706 * be != op, if items are merged. -Tero
1654 */ 1707 */
1655object * 1708object *
1656object::insert (object *op) 1709object::insert (object *op)
1657{ 1710{
1658 if (!QUERY_FLAG (op, FLAG_REMOVED))
1659 op->remove ();
1660
1661 if (op->more) 1711 if (op->more)
1662 { 1712 {
1663 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1713 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1664 return op; 1714 return op;
1665 } 1715 }
1666 1716
1667 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1717 op->remove ();
1668 CLEAR_FLAG (op, FLAG_REMOVED); 1718
1719 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1669 1720
1670 if (op->nrof) 1721 if (op->nrof)
1671 {
1672 for (object *tmp = inv; tmp; tmp = tmp->below) 1722 for (object *tmp = inv; tmp; tmp = tmp->below)
1673 if (object::can_merge (tmp, op)) 1723 if (object::can_merge (tmp, op))
1674 { 1724 {
1675 /* return the original object and remove inserted object 1725 /* return the original object and remove inserted object
1676 (client needs the original object) */ 1726 (client prefers the original object) */
1727
1728 // carring must be 0 for mergable objects
1729 sint64 oweight = tmp->weight * tmp->nrof;
1730
1677 tmp->nrof += op->nrof; 1731 tmp->nrof += op->nrof;
1678 /* Weight handling gets pretty funky. Since we are adding to 1732
1679 * tmp->nrof, we need to increase the weight. 1733 if (object *pl = tmp->visible_to ())
1680 */ 1734 esrv_update_item (UPD_NROF, pl, tmp);
1735
1681 add_weight (this, op->weight * op->nrof); 1736 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1682 SET_FLAG (op, FLAG_REMOVED); 1737
1683 op->destroy (); /* free the inserted object */ 1738 op->destroy ();
1684 op = tmp; 1739 op = tmp;
1685 op->remove (); /* and fix old object's links */ 1740 goto inserted;
1686 CLEAR_FLAG (op, FLAG_REMOVED);
1687 break;
1688 } 1741 }
1689 1742
1690 /* I assume combined objects have no inventory
1691 * We add the weight - this object could have just been removed
1692 * (if it was possible to merge). calling remove_ob will subtract
1693 * the weight, so we need to add it in again, since we actually do
1694 * the linking below
1695 */
1696 add_weight (this, op->weight * op->nrof);
1697 }
1698 else
1699 add_weight (this, (op->weight + op->carrying));
1700
1701 if (object *otmp = this->in_player ())
1702 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1703 otmp->update_stats ();
1704
1705 op->owner = 0; // its his/hers now. period. 1743 op->owner = 0; // it's his/hers now. period.
1706 op->map = 0; 1744 op->map = 0;
1745 op->x = 0;
1746 op->y = 0;
1747
1748 op->above = 0;
1749 op->below = inv;
1707 op->env = this; 1750 op->env = this;
1708 op->above = 0;
1709 op->below = 0;
1710 op->x = op->y = 0;
1711 1751
1752 if (inv)
1753 inv->above = op;
1754
1755 inv = op;
1756
1757 op->flag [FLAG_REMOVED] = 0;
1758
1759 if (object *pl = op->visible_to ())
1760 esrv_send_item (pl, op);
1761
1762 adjust_weight (this, 0, op->total_weight ());
1763
1764inserted:
1712 /* reset the light list and los of the players on the map */ 1765 /* reset the light list and los of the players on the map */
1713 if (op->glow_radius && map) 1766 if (op->glow_radius && is_on_map ())
1714 { 1767 {
1715#ifdef DEBUG_LIGHTS 1768 update_stats ();
1716 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1717#endif /* DEBUG_LIGHTS */
1718 if (map->darkness)
1719 update_all_los (map, x, y); 1769 update_all_los (map, x, y);
1720 }
1721
1722 /* Client has no idea of ordering so lets not bother ordering it here.
1723 * It sure simplifies this function...
1724 */
1725 if (!inv)
1726 inv = op;
1727 else
1728 { 1770 }
1729 op->below = inv; 1771 else if (is_player ())
1730 op->below->above = op; 1772 // if this is a player's inventory, update stats
1731 inv = op; 1773 contr->queue_stats_update ();
1732 }
1733 1774
1734 INVOKE_OBJECT (INSERT, this); 1775 INVOKE_OBJECT (INSERT, this);
1735 1776
1736 return op; 1777 return op;
1737} 1778}
1755 * MSW 2001-07-08: Check all objects on space, not just those below 1796 * MSW 2001-07-08: Check all objects on space, not just those below
1756 * object being inserted. insert_ob_in_map may not put new objects 1797 * object being inserted. insert_ob_in_map may not put new objects
1757 * on top. 1798 * on top.
1758 */ 1799 */
1759int 1800int
1760check_move_on (object *op, object *originator) 1801check_move_on (object *op, object *originator, int flags)
1761{ 1802{
1803 if (op->flag [FLAG_NO_APPLY])
1804 return 0;
1805
1762 object *tmp; 1806 object *tmp;
1763 maptile *m = op->map; 1807 maptile *m = op->map;
1764 int x = op->x, y = op->y; 1808 int x = op->x, y = op->y;
1765 1809
1766 MoveType move_on, move_slow, move_block; 1810 mapspace &ms = m->at (x, y);
1767 1811
1768 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1812 ms.update ();
1769 return 0;
1770 1813
1771 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1814 MoveType move_on = ms.move_on;
1772 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1815 MoveType move_slow = ms.move_slow;
1773 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1816 MoveType move_block = ms.move_block;
1774 1817
1775 /* if nothing on this space will slow op down or be applied, 1818 /* if nothing on this space will slow op down or be applied,
1776 * no need to do checking below. have to make sure move_type 1819 * no need to do checking below. have to make sure move_type
1777 * is set, as lots of objects don't have it set - we treat that 1820 * is set, as lots of objects don't have it set - we treat that
1778 * as walking. 1821 * as walking.
1789 return 0; 1832 return 0;
1790 1833
1791 /* The objects have to be checked from top to bottom. 1834 /* The objects have to be checked from top to bottom.
1792 * Hence, we first go to the top: 1835 * Hence, we first go to the top:
1793 */ 1836 */
1794 1837 for (object *next, *tmp = ms.top; tmp; tmp = next)
1795 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1796 {
1797 /* Trim the search when we find the first other spell effect
1798 * this helps performance so that if a space has 50 spell objects,
1799 * we don't need to check all of them.
1800 */
1801 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1802 break;
1803 } 1838 {
1839 next = tmp->below;
1804 1840
1805 for (; tmp; tmp = tmp->below)
1806 {
1807 if (tmp == op) 1841 if (tmp == op)
1808 continue; /* Can't apply yourself */ 1842 continue; /* Can't apply yourself */
1809 1843
1810 /* Check to see if one of the movement types should be slowed down. 1844 /* Check to see if one of the movement types should be slowed down.
1811 * Second check makes sure that the movement types not being slowed 1845 * Second check makes sure that the movement types not being slowed
1812 * (~slow_move) is not blocked on this space - just because the 1846 * (~slow_move) is not blocked on this space - just because the
1813 * space doesn't slow down swimming (for example), if you can't actually 1847 * space doesn't slow down swimming (for example), if you can't actually
1814 * swim on that space, can't use it to avoid the penalty. 1848 * swim on that space, can't use it to avoid the penalty.
1815 */ 1849 */
1816 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1850 if (!op->flag [FLAG_WIZPASS])
1817 { 1851 {
1818 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1852 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1819 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1853 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1820 { 1854 {
1821
1822 float
1823 diff = tmp->move_slow_penalty * fabs (op->speed); 1855 float diff = tmp->move_slow_penalty * fabs (op->speed);
1824 1856
1825 if (op->type == PLAYER) 1857 if (op->is_player ())
1826 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1858 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1827 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1859 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1828 diff /= 4.0; 1860 diff /= 4.0;
1829 1861
1830 op->speed_left -= diff; 1862 op->speed_left -= diff;
1831 } 1863 }
1832 } 1864 }
1833 1865
1834 /* Basically same logic as above, except now for actual apply. */ 1866 /* Basically same logic as above, except now for actual apply. */
1835 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1867 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1836 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1868 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1837 { 1869 {
1870 if ((flags & INS_NO_AUTO_EXIT)
1871 && (tmp->type == EXIT || tmp->type == TELEPORTER
1872 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1873 continue;
1874
1838 move_apply (tmp, op, originator); 1875 move_apply (tmp, op, originator);
1839 1876
1840 if (op->destroyed ()) 1877 if (op->destroyed ())
1841 return 1; 1878 return 1;
1842 1879
1865 LOG (llevError, "Present_arch called outside map.\n"); 1902 LOG (llevError, "Present_arch called outside map.\n");
1866 return NULL; 1903 return NULL;
1867 } 1904 }
1868 1905
1869 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1906 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1870 if (tmp->arch == at) 1907 if (tmp->arch->archname == at->archname)
1871 return tmp; 1908 return tmp;
1872 1909
1873 return NULL; 1910 return NULL;
1874} 1911}
1875 1912
1939 * The first matching object is returned, or NULL if none. 1976 * The first matching object is returned, or NULL if none.
1940 */ 1977 */
1941object * 1978object *
1942present_arch_in_ob (const archetype *at, const object *op) 1979present_arch_in_ob (const archetype *at, const object *op)
1943{ 1980{
1944 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1981 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1945 if (tmp->arch == at) 1982 if (tmp->arch->archname == at->archname)
1946 return tmp; 1983 return tmp;
1947 1984
1948 return NULL; 1985 return NULL;
1949} 1986}
1950 1987
1954void 1991void
1955flag_inv (object *op, int flag) 1992flag_inv (object *op, int flag)
1956{ 1993{
1957 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1994 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1958 { 1995 {
1959 SET_FLAG (tmp, flag); 1996 tmp->set_flag (flag);
1960 flag_inv (tmp, flag); 1997 flag_inv (tmp, flag);
1961 } 1998 }
1962} 1999}
1963 2000
1964/* 2001/*
1967void 2004void
1968unflag_inv (object *op, int flag) 2005unflag_inv (object *op, int flag)
1969{ 2006{
1970 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2007 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1971 { 2008 {
1972 CLEAR_FLAG (tmp, flag); 2009 tmp->clr_flag (flag);
1973 unflag_inv (tmp, flag); 2010 unflag_inv (tmp, flag);
1974 } 2011 }
1975} 2012}
1976 2013
1977/* 2014/*
2012 2049
2013 /* However, often 2050 /* However, often
2014 * ob doesn't have any move type (when used to place exits) 2051 * ob doesn't have any move type (when used to place exits)
2015 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 2052 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2016 */ 2053 */
2017 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 2054 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2018 { 2055 {
2019 altern [index++] = i; 2056 altern [index++] = i;
2020 continue; 2057 continue;
2021 } 2058 }
2022 2059
2038 * head of the object should correspond for the entire object. 2075 * head of the object should correspond for the entire object.
2039 */ 2076 */
2040 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2077 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2041 continue; 2078 continue;
2042 2079
2043 if (ob->blocked (m, pos.x, pos.y)) 2080 if (ob->blocked (pos.m, pos.x, pos.y))
2044 continue; 2081 continue;
2045 2082
2046 altern [index++] = i; 2083 altern [index++] = i;
2047 } 2084 }
2048 2085
2116 * there is capable of. 2153 * there is capable of.
2117 */ 2154 */
2118int 2155int
2119find_dir (maptile *m, int x, int y, object *exclude) 2156find_dir (maptile *m, int x, int y, object *exclude)
2120{ 2157{
2121 int i, max = SIZEOFFREE, mflags; 2158 int max = SIZEOFFREE, mflags;
2122
2123 sint16 nx, ny;
2124 object *tmp;
2125 maptile *mp;
2126
2127 MoveType blocked, move_type; 2159 MoveType move_type;
2128 2160
2129 if (exclude && exclude->head_ () != exclude) 2161 if (exclude && exclude->head_ () != exclude)
2130 { 2162 {
2131 exclude = exclude->head; 2163 exclude = exclude->head;
2132 move_type = exclude->move_type; 2164 move_type = exclude->move_type;
2135 { 2167 {
2136 /* If we don't have anything, presume it can use all movement types. */ 2168 /* If we don't have anything, presume it can use all movement types. */
2137 move_type = MOVE_ALL; 2169 move_type = MOVE_ALL;
2138 } 2170 }
2139 2171
2140 for (i = 1; i < max; i++) 2172 for (int i = 1; i < max; i++)
2141 { 2173 {
2142 mp = m; 2174 mapxy pos (m, x, y);
2143 nx = x + freearr_x[i]; 2175 pos.move (i);
2144 ny = y + freearr_y[i];
2145 2176
2146 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2177 if (!pos.normalise ())
2147
2148 if (mflags & P_OUT_OF_MAP)
2149 max = maxfree[i]; 2178 max = maxfree[i];
2150 else 2179 else
2151 { 2180 {
2152 mapspace &ms = mp->at (nx, ny); 2181 mapspace &ms = *pos;
2153 2182
2154 blocked = ms.move_block;
2155
2156 if ((move_type & blocked) == move_type) 2183 if ((move_type & ms.move_block) == move_type)
2157 max = maxfree[i]; 2184 max = maxfree [i];
2158 else if (mflags & P_IS_ALIVE) 2185 else if (ms.flags () & P_IS_ALIVE)
2159 { 2186 {
2160 for (tmp = ms.bot; tmp; tmp = tmp->above) 2187 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2161 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2188 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2162 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2189 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2163 break;
2164
2165 if (tmp)
2166 return freedir[i]; 2190 return freedir [i];
2167 } 2191 }
2168 } 2192 }
2169 } 2193 }
2170 2194
2171 return 0; 2195 return 0;
2180{ 2204{
2181 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2205 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2182} 2206}
2183 2207
2184/* 2208/*
2185 * find_dir_2(delta-x,delta-y) will return a direction in which 2209 * find_dir_2(delta-x,delta-y) will return a direction value
2186 * an object which has subtracted the x and y coordinates of another 2210 * for running into direct [dx, dy].
2187 * object, needs to travel toward it. 2211 * (the opposite of crossfire's find_dir_2!)
2188 */ 2212 */
2189int 2213int
2190find_dir_2 (int x, int y) 2214find_dir_2 (int x, int y)
2191{ 2215{
2216#if 1 // new algorithm
2217 // this works by putting x, y into 16 sectors, which
2218 // are not equal sized, but are a better approximation
2219 // then the old algorithm, and then using a mapping
2220 // table to map it into a direction value.
2221 // basically, it maps these comparisons to each bit
2222 // bit #3: x < 0
2223 // bit #2: y < 0
2224 // bit #1: x > y
2225 // bit #0: x > 2y
2226
2227 static const uint8 dir[16] = {
2228 4, 5, 4, 3,
2229 2, 1, 2, 3,
2230 6, 5, 6, 7,
2231 8, 1, 8, 7,
2232 };
2233 int sector = 0;
2234
2235 // this is a bit ugly, but more likely to result in branchless code
2236 sector |= x < 0 ? 8 : 0;
2237 x = x < 0 ? -x : x; // abs
2238
2239 sector |= y < 0 ? 4 : 0;
2240 y = y < 0 ? -y : y; // abs
2241
2242 if (x > y)
2243 {
2244 sector |= 2;
2245
2246 if (x > y * 2)
2247 sector |= 1;
2248 }
2249 else
2250 {
2251 if (y > x * 2)
2252 sector |= 1;
2253 else if (!y)
2254 return 0; // x == 0 here
2255 }
2256
2257 return dir [sector];
2258#else // old algorithm
2192 int q; 2259 int q;
2193 2260
2194 if (y) 2261 if (y)
2195 q = x * 100 / y; 2262 q = 128 * x / y;
2196 else if (x) 2263 else if (x)
2197 q = -300 * x; 2264 q = -512 * x; // to make it > 309
2198 else 2265 else
2199 return 0; 2266 return 0;
2200 2267
2201 if (y > 0) 2268 if (y > 0)
2202 { 2269 {
2203 if (q < -242) 2270 if (q < -309) return 7;
2271 if (q < -52) return 6;
2272 if (q < 52) return 5;
2273 if (q < 309) return 4;
2274
2204 return 3; 2275 return 3;
2205 if (q < -41) 2276 }
2206 return 2; 2277 else
2207 if (q < 41) 2278 {
2208 return 1; 2279 if (q < -309) return 3;
2209 if (q < 242) 2280 if (q < -52) return 2;
2210 return 8; 2281 if (q < 52) return 1;
2282 if (q < 309) return 8;
2283
2211 return 7; 2284 return 7;
2212 } 2285 }
2213 2286#endif
2214 if (q < -242)
2215 return 7;
2216 if (q < -41)
2217 return 6;
2218 if (q < 41)
2219 return 5;
2220 if (q < 242)
2221 return 4;
2222
2223 return 3;
2224} 2287}
2225 2288
2226/* 2289/*
2227 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2290 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2228 * between two directions (which are expected to be absolute (see absdir()) 2291 * between two directions (which are expected to be absolute (see absdir())
2229 */ 2292 */
2230int 2293int
2231dirdiff (int dir1, int dir2) 2294dirdiff (int dir1, int dir2)
2232{ 2295{
2233 int d;
2234
2235 d = abs (dir1 - dir2); 2296 int d = abs (dir1 - dir2);
2236 if (d > 4)
2237 d = 8 - d;
2238 2297
2239 return d; 2298 return d > 4 ? 8 - d : d;
2240} 2299}
2241 2300
2242/* peterm: 2301/* peterm:
2243 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2302 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2244 * Basically, this is a table of directions, and what directions 2303 * Basically, this is a table of directions, and what directions
2246 * This basically means that if direction is 15, then it could either go 2305 * This basically means that if direction is 15, then it could either go
2247 * direction 4, 14, or 16 to get back to where we are. 2306 * direction 4, 14, or 16 to get back to where we are.
2248 * Moved from spell_util.c to object.c with the other related direction 2307 * Moved from spell_util.c to object.c with the other related direction
2249 * functions. 2308 * functions.
2250 */ 2309 */
2251int reduction_dir[SIZEOFFREE][3] = { 2310static const int reduction_dir[SIZEOFFREE][3] = {
2252 {0, 0, 0}, /* 0 */ 2311 {0, 0, 0}, /* 0 */
2253 {0, 0, 0}, /* 1 */ 2312 {0, 0, 0}, /* 1 */
2254 {0, 0, 0}, /* 2 */ 2313 {0, 0, 0}, /* 2 */
2255 {0, 0, 0}, /* 3 */ 2314 {0, 0, 0}, /* 3 */
2256 {0, 0, 0}, /* 4 */ 2315 {0, 0, 0}, /* 4 */
2350 * Add a check so we can't pick up invisible objects (0.93.8) 2409 * Add a check so we can't pick up invisible objects (0.93.8)
2351 */ 2410 */
2352int 2411int
2353can_pick (const object *who, const object *item) 2412can_pick (const object *who, const object *item)
2354{ 2413{
2355 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2414 return /*who->flag [FLAG_WIZ]|| */
2356 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2415 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2357 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2416 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2358} 2417}
2418
2419//-GPL
2359 2420
2360/* 2421/*
2361 * create clone from object to another 2422 * create clone from object to another
2362 */ 2423 */
2363object * 2424object *
2364object_create_clone (object *asrc) 2425object::deep_clone ()
2365{ 2426{
2366 object *dst = 0, *tmp, *src, *prev, *item; 2427 assert (("deep_clone called on non-head object", is_head ()));
2367 2428
2368 if (!asrc) 2429 object *dst = clone ();
2369 return 0;
2370 2430
2371 src = asrc->head_ (); 2431 object *prev = dst;
2372
2373 prev = 0;
2374 for (object *part = src; part; part = part->more) 2432 for (object *part = this->more; part; part = part->more)
2375 { 2433 {
2376 tmp = part->clone (); 2434 object *tmp = part->clone ();
2377 tmp->x -= src->x;
2378 tmp->y -= src->y;
2379
2380 if (!part->head)
2381 {
2382 dst = tmp;
2383 tmp->head = 0;
2384 }
2385 else
2386 tmp->head = dst; 2435 tmp->head = dst;
2387
2388 tmp->more = 0;
2389
2390 if (prev)
2391 prev->more = tmp; 2436 prev->more = tmp;
2392
2393 prev = tmp; 2437 prev = tmp;
2394 } 2438 }
2395 2439
2396 for (item = src->inv; item; item = item->below) 2440 for (object *item = inv; item; item = item->below)
2397 insert_ob_in_ob (object_create_clone (item), dst); 2441 insert_ob_in_ob (item->deep_clone (), dst);
2398 2442
2399 return dst; 2443 return dst;
2400} 2444}
2401 2445
2402/* This returns the first object in who's inventory that 2446/* This returns the first object in who's inventory that
2411 return tmp; 2455 return tmp;
2412 2456
2413 return 0; 2457 return 0;
2414} 2458}
2415 2459
2416/* If ob has a field named key, return the link from the list, 2460/* Zero the key_values on op, decrementing the shared-string
2417 * otherwise return NULL. 2461 * refcounts and freeing the links.
2418 * 2462 */
2419 * key must be a passed in shared string - otherwise, this won't 2463void
2420 * do the desired thing. 2464key_values::clear ()
2421 */
2422key_value *
2423get_ob_key_link (const object *ob, const char *key)
2424{ 2465{
2425 for (key_value *link = ob->key_values; link; link = link->next) 2466 for (key_value *kvp = first; kvp; )
2467 {
2468 key_value *next = kvp->next;
2469 delete kvp;
2470 kvp = next;
2471 }
2472
2473 first = 0;
2474}
2475
2476shstr_tmp
2477key_values::get (shstr_tmp key) const
2478{
2479 for (key_value *kv = first; kv; kv = kv->next)
2426 if (link->key == key) 2480 if (kv->key == key)
2427 return link;
2428
2429 return 0;
2430}
2431
2432/*
2433 * Returns the value of op has an extra_field for key, or NULL.
2434 *
2435 * The argument doesn't need to be a shared string.
2436 *
2437 * The returned string is shared.
2438 */
2439const char *
2440get_ob_key_value (const object *op, const char *const key)
2441{
2442 key_value *link;
2443 shstr_cmp canonical_key (key);
2444
2445 if (!canonical_key)
2446 {
2447 /* 1. There being a field named key on any object
2448 * implies there'd be a shared string to find.
2449 * 2. Since there isn't, no object has this field.
2450 * 3. Therefore, *this* object doesn't have this field.
2451 */
2452 return 0;
2453 }
2454
2455 /* This is copied from get_ob_key_link() above -
2456 * only 4 lines, and saves the function call overhead.
2457 */
2458 for (link = op->key_values; link; link = link->next)
2459 if (link->key == canonical_key)
2460 return link->value; 2481 return kv->value;
2461 2482
2462 return 0; 2483 return shstr ();
2463} 2484}
2464 2485
2465/* 2486void
2466 * Updates the canonical_key in op to value. 2487key_values::add (shstr_tmp key, shstr_tmp value)
2467 *
2468 * canonical_key is a shared string (value doesn't have to be).
2469 *
2470 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2471 * keys.
2472 *
2473 * Returns TRUE on success.
2474 */
2475int
2476set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2477{ 2488{
2478 key_value *field = NULL, *last = NULL; 2489 key_value *kv = new key_value;
2479 2490
2480 for (field = op->key_values; field != NULL; field = field->next) 2491 kv->next = first;
2481 { 2492 kv->key = key;
2482 if (field->key != canonical_key) 2493 kv->value = value;
2494
2495 first = kv;
2496}
2497
2498void
2499key_values::set (shstr_tmp key, shstr_tmp value)
2500{
2501 for (key_value *kv = first; kv; kv = kv->next)
2502 if (kv->key == key)
2483 { 2503 {
2484 last = field; 2504 kv->value = value;
2485 continue; 2505 return;
2486 } 2506 }
2487 2507
2488 if (value) 2508 add (key, value);
2489 field->value = value; 2509}
2490 else 2510
2511void
2512key_values::del (shstr_tmp key)
2513{
2514 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2515 if ((*kvp)->key == key)
2491 { 2516 {
2492 /* Basically, if the archetype has this key set, 2517 key_value *kv = *kvp;
2493 * we need to store the null value so when we save 2518 *kvp = (*kvp)->next;
2494 * it, we save the empty value so that when we load, 2519 delete kv;
2495 * we get this value back again. 2520 return;
2496 */
2497 if (get_ob_key_link (op->arch, canonical_key))
2498 field->value = 0;
2499 else
2500 {
2501 if (last)
2502 last->next = field->next;
2503 else
2504 op->key_values = field->next;
2505
2506 delete field;
2507 }
2508 } 2521 }
2509 return TRUE; 2522}
2523
2524void
2525key_values::reverse ()
2526{
2527 key_value *prev = 0;
2528 key_value *head = first;
2529
2530 while (head)
2510 } 2531 {
2511 /* IF we get here, key doesn't exist */ 2532 key_value *node = head;
2533 head = head->next;
2534 node->next = prev;
2535 prev = node;
2536 }
2512 2537
2513 /* No field, we'll have to add it. */ 2538 first = prev;
2514
2515 if (!add_key)
2516 return FALSE;
2517
2518 /* There isn't any good reason to store a null
2519 * value in the key/value list. If the archetype has
2520 * this key, then we should also have it, so shouldn't
2521 * be here. If user wants to store empty strings,
2522 * should pass in ""
2523 */
2524 if (value == NULL)
2525 return TRUE;
2526
2527 field = new key_value;
2528
2529 field->key = canonical_key;
2530 field->value = value;
2531 /* Usual prepend-addition. */
2532 field->next = op->key_values;
2533 op->key_values = field;
2534
2535 return TRUE;
2536} 2539}
2537 2540
2538/* 2541key_values &
2539 * Updates the key in op to value. 2542key_values::operator =(const key_values &kv)
2540 *
2541 * If add_key is FALSE, this will only update existing keys,
2542 * and not add new ones.
2543 * In general, should be little reason FALSE is ever passed in for add_key
2544 *
2545 * Returns TRUE on success.
2546 */
2547int
2548set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2549{ 2543{
2550 shstr key_ (key); 2544 clear ();
2551 2545
2552 return set_ob_key_value_s (op, key_, value, add_key); 2546 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2547 add (kvp->key, kvp->value);
2548
2549 reverse ();
2553} 2550}
2554 2551
2555object::depth_iterator::depth_iterator (object *container) 2552object::depth_iterator::depth_iterator (object *container)
2556: iterator_base (container) 2553: iterator_base (container)
2557{ 2554{
2607{ 2604{
2608 char flagdesc[512]; 2605 char flagdesc[512];
2609 char info2[256 * 4]; 2606 char info2[256 * 4];
2610 char *p = info; 2607 char *p = info;
2611 2608
2612 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2609 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2613 count, uuid.seq, 2610 count,
2611 uuid.c_str (),
2614 &name, 2612 &name,
2615 title ? "\",title:\"" : "", 2613 title ? ",title:\"" : "",
2616 title ? (const char *)title : "", 2614 title ? (const char *)title : "",
2615 title ? "\"" : "",
2617 flag_desc (flagdesc, 512), type); 2616 flag_desc (flagdesc, 512), type);
2618 2617
2619 if (!this->flag[FLAG_REMOVED] && env) 2618 if (!flag[FLAG_REMOVED] && env)
2620 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2619 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2621 2620
2622 if (map) 2621 if (map)
2623 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2622 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2624 2623
2639{ 2638{
2640 return map ? map->region (x, y) 2639 return map ? map->region (x, y)
2641 : region::default_region (); 2640 : region::default_region ();
2642} 2641}
2643 2642
2644const materialtype_t * 2643//+GPL
2645object::dominant_material () const
2646{
2647 if (materialtype_t *mt = name_to_material (materialname))
2648 return mt;
2649
2650 return name_to_material (shstr_unknown);
2651}
2652 2644
2653void 2645void
2654object::open_container (object *new_container) 2646object::open_container (object *new_container)
2655{ 2647{
2656 if (container == new_container) 2648 if (container == new_container)
2657 return; 2649 return;
2658 2650
2659 if (object *old_container = container) 2651 object *old_container = container;
2652
2653 if (old_container)
2660 { 2654 {
2661 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2655 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2662 return; 2656 return;
2663 2657
2664#if 0 2658#if 0
2666 if (object *closer = old_container->inv) 2660 if (object *closer = old_container->inv)
2667 if (closer->type == CLOSE_CON) 2661 if (closer->type == CLOSE_CON)
2668 closer->destroy (); 2662 closer->destroy ();
2669#endif 2663#endif
2670 2664
2665 // make sure the container is available
2666 esrv_send_item (this, old_container);
2667
2671 old_container->flag [FLAG_APPLIED] = 0; 2668 old_container->flag [FLAG_APPLIED] = false;
2672 container = 0; 2669 container = 0;
2673 2670
2671 // client needs item update to make it work, client bug requires this to be separate
2674 esrv_update_item (UPD_FLAGS, this, old_container); 2672 esrv_update_item (UPD_FLAGS, this, old_container);
2673
2675 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2674 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2676 play_sound (sound_find ("chest_close")); 2675 play_sound (sound_find ("chest_close"));
2677 } 2676 }
2678 2677
2679 if (new_container) 2678 if (new_container)
2680 { 2679 {
2684 // TODO: this does not seem to serve any purpose anymore? 2683 // TODO: this does not seem to serve any purpose anymore?
2685#if 0 2684#if 0
2686 // insert the "Close Container" object. 2685 // insert the "Close Container" object.
2687 if (archetype *closer = new_container->other_arch) 2686 if (archetype *closer = new_container->other_arch)
2688 { 2687 {
2689 object *closer = arch_to_object (new_container->other_arch); 2688 object *closer = new_container->other_arch->instance ();
2690 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2689 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2691 new_container->insert (closer); 2690 new_container->insert (closer);
2692 } 2691 }
2693#endif 2692#endif
2694 2693
2695 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2694 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2696 2695
2696 // make sure the container is available, client bug requires this to be separate
2697 esrv_send_item (this, new_container);
2698
2697 new_container->flag [FLAG_APPLIED] = 1; 2699 new_container->flag [FLAG_APPLIED] = true;
2698 container = new_container; 2700 container = new_container;
2699 2701
2702 // client needs flag change
2700 esrv_update_item (UPD_FLAGS, this, new_container); 2703 esrv_update_item (UPD_FLAGS, this, new_container);
2701 esrv_send_inventory (this, new_container); 2704 esrv_send_inventory (this, new_container);
2702 play_sound (sound_find ("chest_open")); 2705 play_sound (sound_find ("chest_open"));
2703 } 2706 }
2707// else if (!old_container->env && contr && contr->ns)
2708// contr->ns->floorbox_reset ();
2704} 2709}
2710
2711//-GPL
2712
2713// prefetch some flat area around the player
2714static void
2715prefetch_surrounding_area (object *op, maptile *map, int range)
2716{
2717 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2718 op->x - range , op->y - range ,
2719 op->x + range + 1, op->y + range + 1);
2720 rect->m;
2721 ++rect)
2722 {
2723 rect->m->touch ();
2724 rect->m->activate ();
2725 }
2726}
2727
2728// prefetch a generous area around the player, also up and down
2729void
2730object::prefetch_surrounding_maps ()
2731{
2732 prefetch_surrounding_area (this, map, 40);
2733
2734 if (maptile *m = map->tile_available (TILE_DOWN))
2735 prefetch_surrounding_area (this, m, 20);
2736
2737 if (maptile *m = map->tile_available (TILE_UP))
2738 prefetch_surrounding_area (this, m, 20);
2739}
2740
2741//+GPL
2705 2742
2706object * 2743object *
2707object::force_find (const shstr name) 2744object::force_find (shstr_tmp name)
2708{ 2745{
2709 /* cycle through his inventory to look for the MARK we want to 2746 /* cycle through his inventory to look for the MARK we want to
2710 * place 2747 * place
2711 */ 2748 */
2712 for (object *tmp = inv; tmp; tmp = tmp->below) 2749 for (object *tmp = inv; tmp; tmp = tmp->below)
2715 2752
2716 return 0; 2753 return 0;
2717} 2754}
2718 2755
2719void 2756void
2757object::force_set_timer (int duration)
2758{
2759 this->duration = 1;
2760 this->speed_left = -1.f;
2761
2762 this->set_speed (duration ? 1.f / duration : 0.f);
2763}
2764
2765object *
2720object::force_add (const shstr name, int duration) 2766object::force_add (shstr_tmp name, int duration)
2721{ 2767{
2722 if (object *force = force_find (name)) 2768 if (object *force = force_find (name))
2723 force->destroy (); 2769 force->destroy ();
2724 2770
2725 object *force = get_archetype (FORCE_NAME); 2771 object *force = archetype::get (FORCE_NAME);
2726 2772
2727 force->slaying = name; 2773 force->slaying = name;
2728 force->stats.food = 1; 2774 force->force_set_timer (duration);
2729 force->speed_left = -1.f;
2730
2731 force->set_speed (duration ? 1.f / duration : 0.f);
2732 force->flag [FLAG_IS_USED_UP] = true;
2733 force->flag [FLAG_APPLIED] = true; 2775 force->flag [FLAG_APPLIED] = true;
2734 2776
2735 insert (force); 2777 return insert (force);
2736} 2778}
2737 2779
2738void 2780void
2739object::play_sound (faceidx sound) const 2781object::play_sound (faceidx sound) const
2740{ 2782{
2741 if (!sound) 2783 if (!sound)
2742 return; 2784 return;
2743 2785
2744 if (flag [FLAG_REMOVED]) 2786 if (is_on_map ())
2787 map->play_sound (sound, x, y);
2788 else if (object *pl = in_player ())
2789 pl->contr->play_sound (sound);
2790}
2791
2792void
2793object::say_msg (const char *msg) const
2794{
2795 if (is_on_map ())
2796 map->say_msg (msg, x, y);
2797 else if (object *pl = in_player ())
2798 pl->contr->play_sound (sound);
2799}
2800
2801void
2802object::make_noise ()
2803{
2804 // we do not model noise in the map, so instead put
2805 // a temporary light into the noise source
2806 // could use the map instead, but that's less reliable for our
2807 // goal, which is to make invisibility a bit harder to exploit
2808
2809 // currently only works sensibly for players
2810 if (!is_player ())
2745 return; 2811 return;
2746 2812
2747 if (env) 2813 // find old force, or create new one
2748 { 2814 object *force = force_find (shstr_noise_force);
2749 if (object *pl = in_player ()) 2815
2750 pl->contr->play_sound (sound); 2816 if (force)
2751 } 2817 force->speed_left = -1.f; // patch old speed up
2752 else 2818 else
2753 map->play_sound (sound, x, y); 2819 {
2754} 2820 force = archetype::get (shstr_noise_force);
2755 2821
2822 force->slaying = shstr_noise_force;
2823 force->stats.food = 1;
2824 force->speed_left = -1.f;
2825
2826 force->set_speed (1.f / 4.f);
2827 force->flag [FLAG_IS_USED_UP] = true;
2828 force->flag [FLAG_APPLIED] = true;
2829
2830 insert (force);
2831 }
2832}
2833
2834void object::change_move_type (MoveType mt)
2835{
2836 if (move_type == mt)
2837 return;
2838
2839 if (is_on_map ())
2840 {
2841 // we are on the map, so handle move_on/off effects
2842 remove ();
2843 move_type = mt;
2844 map->insert (this, x, y, this);
2845 }
2846 else
2847 move_type = mt;
2848}
2849
2850/* object should be a player.
2851 * we return the object the player has marked with the 'mark' command
2852 * below. If no match is found (or object has changed), we return
2853 * NULL. We leave it up to the calling function to print messages if
2854 * nothing is found.
2855 */
2856object *
2857object::mark () const
2858{
2859 if (contr && contr->mark && contr->mark->env == this)
2860 return contr->mark;
2861 else
2862 return 0;
2863}
2864
2865// put marked object first in the inventory
2866// this is used by identify-like spells so players can influence
2867// the order a bit.
2868void
2869object::splay_marked ()
2870{
2871 if (object *marked = mark ())
2872 splay (marked);
2873}
2874

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