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Comparing deliantra/server/common/object.C (file contents):
Revision 1.181 by elmex, Sun Aug 19 19:34:05 2007 UTC vs.
Revision 1.354 by root, Mon Oct 29 23:55:52 2012 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 25#include <global.h>
28#include <stdio.h> 26#include <stdio.h>
29#include <sys/types.h> 27#include <sys/types.h>
30#include <sys/uio.h> 28#include <sys/uio.h>
31#include <object.h> 29#include <object.h>
32#include <funcpoint.h>
33#include <sproto.h> 30#include <sproto.h>
34#include <loader.h>
35 31
36#include <bitset> 32#include <bitset>
37 33
38int nrofallocobjects = 0; 34UUID UUID::cur;
39static UUID uuid; 35static uint64_t seq_next_save;
40const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
41 38
42objectvec objects; 39objectvec objects;
43activevec actives; 40activevec actives;
44 41
45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
49
50short freearr_x[SIZEOFFREE] = {
51 0,
52 0, 1, 1, 1, 0, -1, -1, -1,
53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 54 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
47}; 55};
48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 56short freearr_y[SIZEOFFREE] = {
57 0,
58 -1, -1, 0, 1, 1, 1, 0, -1,
59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
49 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 60 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
50};
51int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
52 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
53}; 61};
54int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 63 0,
64 1, 2, 3, 4, 5, 6, 7, 8,
65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57}; 67};
58 68
69static int maxfree[SIZEOFFREE] = {
70 0,
71 9, 10, 13, 14, 17, 18, 21, 22,
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
74};
75
76const char *wall_suffix[16] = {
77 "0",
78 "1_3",
79 "1_4",
80 "2_1_2",
81 "1_2",
82 "2_2_4",
83 "2_2_1",
84 "3_1",
85 "1_1",
86 "2_2_3",
87 "2_2_2",
88 "3_3",
89 "2_1_1",
90 "3_4",
91 "3_2",
92 "4"
93};
94
59static void 95static void
60write_uuid (void) 96write_uuid (uval64 skip, bool sync)
61{ 97{
62 char filename1[MAX_BUF], filename2[MAX_BUF]; 98 CALL_BEGIN (2);
63 99 CALL_ARG_SV (newSVval64 (skip));
64 sprintf (filename1, "%s/uuid", settings.localdir); 100 CALL_ARG_SV (boolSV (sync));
65 sprintf (filename2, "%s/uuid~", settings.localdir); 101 CALL_CALL ("cf::write_uuid", G_DISCARD);
66 102 CALL_END;
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78} 103}
79 104
80static void 105static void
81read_uuid (void) 106read_uuid ()
82{ 107{
83 char filename[MAX_BUF]; 108 char filename[MAX_BUF];
84 109
85 sprintf (filename, "%s/uuid", settings.localdir); 110 sprintf (filename, "%s/uuid", settings.localdir);
111
112 seq_next_save = 0;
86 113
87 FILE *fp; 114 FILE *fp;
88 115
89 if (!(fp = fopen (filename, "r"))) 116 if (!(fp = fopen (filename, "r")))
90 { 117 {
91 if (errno == ENOENT) 118 if (errno == ENOENT)
92 { 119 {
93 LOG (llevInfo, "RESET uid to 1\n"); 120 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0; 121 UUID::cur.seq = 0;
95 write_uuid (); 122 write_uuid (UUID_GAP, true);
96 return; 123 return;
97 } 124 }
98 125
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 126 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1); 127 _exit (1);
101 } 128 }
102 129
103 int version; 130 char buf [UUID::MAX_LEN];
104 unsigned long long uid; 131 buf[0] = 0;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 132 fgets (buf, sizeof (buf), fp);
133
134 if (!UUID::cur.parse (buf))
106 { 135 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 136 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1); 137 _exit (1);
109 } 138 }
110 139
111 uuid.seq = uid; 140 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112 write_uuid (); 141
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 142 write_uuid (UUID_GAP, true);
114 fclose (fp); 143 fclose (fp);
115} 144}
116 145
117UUID 146UUID
118gen_uuid () 147UUID::gen ()
119{ 148{
120 UUID uid; 149 UUID uid;
121 150
122 uid.seq = ++uuid.seq; 151 uid.seq = ++cur.seq;
123 152
124 if (!(uuid.seq & (UUID_SKIP - 1))) 153 if (expect_false (cur.seq >= seq_next_save))
125 write_uuid (); 154 {
155 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
156 write_uuid (UUID_GAP, false);
157 }
158
126 159
127 return uid; 160 return uid;
128} 161}
129 162
130void 163void
131init_uuid () 164UUID::init ()
132{ 165{
133 read_uuid (); 166 read_uuid ();
134} 167}
135 168
169bool
170UUID::parse (const char *s)
171{
172 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
173 return false;
174
175 seq = 0;
176
177 while (*s != '>')
178 {
179 if (*s < '0')
180 return false;
181
182 // this gives nice branchless code with gcc
183 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
184 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
185
186 seq = (seq << 4) | digit;
187
188 ++s;
189 }
190
191 return true;
192}
193
194char *
195UUID::append (char *buf) const
196{
197 *buf++ = '<';
198 *buf++ = '1';
199 *buf++ = '.';
200
201 uint64_t seq = this->seq;
202 const int bits = 64;
203 char nz = 0;
204 static const char tohex [] = "0123456789abcdef";
205
206 // assert (len >= 3 + bits / 4 + 1 + 1);
207 for (int i = bits / 4; --i; )
208 {
209 uint8_t digit = seq >> (bits - 4);
210
211 *buf = tohex [digit];
212 nz |= digit;
213 buf += nz ? 1 : 0;
214 seq <<= 4;
215 }
216
217 // last digit is special - always emit
218 uint8_t digit = seq >> (bits - 4);
219 *buf++ = tohex [digit];
220
221 *buf++ = '>';
222
223 return buf;
224}
225
226char *
227UUID::c_str () const
228{
229 static char buf [MAX_LEN];
230 *append (buf) = 0;
231 return buf;
232}
233
136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 234/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int 235static bool
138compare_ob_value_lists_one (const object *wants, const object *has) 236compare_ob_value_lists_one (const object *wants, const object *has)
139{ 237{
140 key_value *wants_field;
141
142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 238 /* n-squared behaviour (see kv.get), but I'm hoping both
143 * objects with lists are rare, and lists stay short. If not, use a 239 * objects with lists are rare, and lists stay short. If not, use a
144 * different structure or at least keep the lists sorted... 240 * different structure or at least keep the lists sorted...
145 */ 241 */
146 242
147 /* For each field in wants, */ 243 /* For each field in wants, */
148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 244 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
149 { 245 if (has->kv.get (kv->key) != kv->value)
150 key_value *has_field; 246 return false;
151
152 /* Look for a field in has with the same key. */
153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
156 {
157 /* No field with that name. */
158 return FALSE;
159 }
160
161 /* Found the matching field. */
162 if (has_field->value != wants_field->value)
163 {
164 /* Values don't match, so this half of the comparison is false. */
165 return FALSE;
166 }
167
168 /* If we get here, we found a match. Now for the next field in wants. */
169 }
170 247
171 /* If we get here, every field in wants has a matching field in has. */ 248 /* If we get here, every field in wants has a matching field in has. */
172 return TRUE; 249 return true;
173} 250}
174 251
175/* Returns TRUE if ob1 has the same key_values as ob2. */ 252/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int 253static bool
177compare_ob_value_lists (const object *ob1, const object *ob2) 254compare_ob_value_lists (const object *ob1, const object *ob2)
178{ 255{
179 /* However, there may be fields in has which aren't partnered in wants, 256 /* However, there may be fields in has which aren't partnered in wants,
180 * so we need to run the comparison *twice*. :( 257 * so we need to run the comparison *twice*. :(
181 */ 258 */
182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 259 return compare_ob_value_lists_one (ob1, ob2)
260 && compare_ob_value_lists_one (ob2, ob1);
183} 261}
184 262
185/* Function examines the 2 objects given to it, and returns true if 263/* Function examines the 2 objects given to it, and returns true if
186 * they can be merged together. 264 * they can be merged together.
187 * 265 *
194 * Improvements made with merge: Better checking on potion, and also 272 * Improvements made with merge: Better checking on potion, and also
195 * check weight 273 * check weight
196 */ 274 */
197bool object::can_merge_slow (object *ob1, object *ob2) 275bool object::can_merge_slow (object *ob1, object *ob2)
198{ 276{
199 /* A couple quicksanity checks */ 277 /* A couple quick sanity checks */
200 if (ob1 == ob2 278 if (ob1 == ob2
201 || ob1->type != ob2->type 279 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value 280 || ob1->value != ob2->value
204 || ob1->name != ob2->name) 281 || ob1->name != ob2->name
282 || ob1->custom_name != ob2->custom_name
283 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
205 return 0; 284 return 0;
206 285
207 //TODO: this ain't working well, use nicer and correct overflow check
208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 286 /* Do not merge objects if nrof would overflow, assume nrof
209 * value could not be stored in a sint32 (which unfortunately sometimes is 287 * is always 0 .. 2**31-1 */
210 * used to store nrof). 288 if (ob1->nrof > 0x7fffffff - ob2->nrof)
211 */
212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
213 return 0; 289 return 0;
214 290
215 /* If the objects have been identified, set the BEEN_APPLIED flag. 291 /* If the objects have been identified, set the BEEN_APPLIED flag.
216 * This is to the comparison of the flags below will be OK. We 292 * This is to the comparison of the flags below will be OK. We
217 * just can't ignore the been applied or identified flags, as they 293 * just can't ignore the been applied or identified flags, as they
218 * are not equal - just if it has been identified, the been_applied 294 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning. 295 * flags lose any meaning.
220 */ 296 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 297 if (ob1->flag [FLAG_IDENTIFIED])
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 298 ob1->set_flag (FLAG_BEEN_APPLIED);
223 299
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 300 if (ob2->flag [FLAG_IDENTIFIED])
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 301 ob2->set_flag (FLAG_BEEN_APPLIED);
226 302
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 303 if (ob1->arch->archname != ob2->arch->archname
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 304 || ob1->name != ob2->name
230 || ob1->title != ob2->title 305 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 306 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 307 || ob1->weight != ob2->weight
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
235 || ob1->attacktype != ob2->attacktype 308 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic 309 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying 310 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill 311 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value 312 || ob1->value != ob2->value
240 || ob1->animation_id != ob2->animation_id 313 || ob1->animation_id != ob2->animation_id
314 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
241 || ob1->client_type != ob2->client_type 315 || ob1->client_type != ob2->client_type
242 || ob1->materialname != ob2->materialname 316 || ob1->material != ob2->material
243 || ob1->lore != ob2->lore 317 || ob1->lore != ob2->lore
244 || ob1->subtype != ob2->subtype 318 || ob1->subtype != ob2->subtype
245 || ob1->move_type != ob2->move_type 319 || ob1->move_type != ob2->move_type
246 || ob1->move_block != ob2->move_block 320 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow 321 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on 322 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off 323 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow 324 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty) 325 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
326 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
327 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
252 return 0; 328 return 0;
253 329
330 if ((ob1->flag ^ ob2->flag)
331 .reset (FLAG_INV_LOCKED)
332 .reset (FLAG_REMOVED)
333 .any ())
334 return 0;
335
254 /* This is really a spellbook check - really, we should 336 /* This is really a spellbook check - we should in general
255 * check all objects in the inventory. 337 * not merge objects with real inventories, as splitting them
338 * is hard.
256 */ 339 */
257 if (ob1->inv || ob2->inv) 340 if (ob1->inv || ob2->inv)
258 { 341 {
259 /* if one object has inventory but the other doesn't, not equiv */ 342 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 343 return 0; /* inventories differ in length */
261 return 0;
262 344
263 /* Now check to see if the two inventory objects could merge */ 345 if (ob1->inv->below || ob2->inv->below)
346 return 0; /* more than one object in inv */
347
264 if (!object::can_merge (ob1->inv, ob2->inv)) 348 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 349 return 0; /* inventory objects differ */
266 350
267 /* inventory ok - still need to check rest of this object to see 351 /* inventory ok - still need to check rest of this object to see
268 * if it is valid. 352 * if it is valid.
269 */ 353 */
270 } 354 }
271 355
272 /* Don't merge objects that are applied. With the new 'body' code, 356 /* Don't merge objects that are applied. With the new 'body' code,
273 * it is possible for most any character to have more than one of 357 * it is possible for most any character to have more than one of
274 * some items equipped, and we don't want those to merge. 358 * some items equipped, and we don't want those to merge.
275 */ 359 */
276 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 360 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
277 return 0; 361 return 0;
278 362
279 /* Note sure why the following is the case - either the object has to 363 /* Note sure why the following is the case - either the object has to
280 * be animated or have a very low speed. Is this an attempted monster 364 * be animated or have a very low speed. Is this an attempted monster
281 * check? 365 * check?
282 */ 366 */
283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 367 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
284 return 0; 368 return 0;
285 369
286 switch (ob1->type) 370 switch (ob1->type)
287 { 371 {
288 case SCROLL: 372 case SCROLL:
289 if (ob1->level != ob2->level) 373 if (ob1->level != ob2->level)
290 return 0; 374 return 0;
291 break; 375 break;
292 } 376 }
293 377
294 if (ob1->key_values != NULL || ob2->key_values != NULL) 378 if (!ob1->kv.empty () || !ob2->kv.empty ())
295 { 379 {
296 /* At least one of these has key_values. */ 380 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 381 if (ob1->kv.empty () != ob2->kv.empty ())
298 /* One has fields, but the other one doesn't. */ 382 return 0; /* One has fields, but the other one doesn't. */
299 return 0; 383
300 else if (!compare_ob_value_lists (ob1, ob2)) 384 if (!compare_ob_value_lists (ob1, ob2))
301 return 0; 385 return 0;
302 } 386 }
303 387
304 if (ob1->self || ob2->self) 388 if (ob1->self || ob2->self)
305 { 389 {
306 ob1->optimise (); 390 ob1->optimise ();
307 ob2->optimise (); 391 ob2->optimise ();
308 392
309 if (ob1->self || ob2->self) 393 if (ob1->self || ob2->self)
394 {
395 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
396 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
397
398 if (k1 != k2)
399 return 0;
400
401 if (k1 == 0)
402 return 1;
403
310 if (!cfperl_can_merge (ob1, ob2)) 404 if (!cfperl_can_merge (ob1, ob2))
311 return 0; 405 return 0;
406 }
312 } 407 }
313 408
314 /* Everything passes, must be OK. */ 409 /* Everything passes, must be OK. */
315 return 1; 410 return 1;
316} 411}
317 412
413// find player who can see this object
414object *
415object::visible_to () const
416{
417 if (client_visible () && !flag [FLAG_REMOVED])
418 {
419 // see if we are in a container of sorts
420 if (env)
421 {
422 // the player inventory itself is always visible
423 if (env->is_player ())
424 return env;
425
426 // else a player could have our env open
427 object *envest = env->outer_env_or_self ();
428
429 // the player itself is always on a map, so we will find him here
430 // even if our inv is in a player.
431 if (envest->is_on_map ())
432 if (object *pl = envest->ms ().player ())
433 if (pl->container_ () == env)
434 return pl;
435 }
436 else
437 {
438 // maybe there is a player standing on the same mapspace
439 // this will catch the case where "this" is a player
440 if (object *pl = ms ().player ())
441 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
442 || pl->container_ () == this)
443 return pl;
444 }
445 }
446
447 return 0;
448}
449
450// adjust weight per container type ("of holding")
451static uint32
452weight_adjust_for (object *op, uint32 weight)
453{
454 return op->type == CONTAINER
455 ? weight - weight * op->stats.Str / 100
456 : weight;
457}
458
318/* 459/*
460 * subtracts, then adds, the specified weight to an object,
461 * and also updates how much the environment(s) is/are carrying.
462 */
463static void
464adjust_weight (object *op, sint32 sub, sint32 add)
465{
466 while (op)
467 {
468 sint32 ocarrying = op->carrying;
469
470 op->carrying -= weight_adjust_for (op, sub);
471 op->carrying += weight_adjust_for (op, add);
472
473 if (object *pl = op->visible_to ())
474 if (pl != op) // player is handled lazily
475 esrv_update_item (UPD_WEIGHT, pl, op);
476
477 sub = ocarrying;
478 add = op->carrying;
479
480 op = op->env;
481 }
482}
483
484/*
319 * sum_weight() is a recursive function which calculates the weight 485 * this is a recursive function which calculates the weight
320 * an object is carrying. It goes through in figures out how much 486 * an object is carrying. It goes through op and figures out how much
321 * containers are carrying, and sums it up. 487 * containers are carrying, and sums it up.
322 */ 488 */
323long 489void
324sum_weight (object *op) 490object::update_weight ()
325{ 491{
326 long sum; 492 sint32 sum = 0;
327 object *inv;
328 493
329 for (sum = 0, inv = op->inv; inv; inv = inv->below) 494 for (object *op = inv; op; op = op->below)
330 {
331 if (inv->inv)
332 sum_weight (inv);
333
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
335 } 495 {
496 op->update_weight ();
336 497
337 if (op->type == CONTAINER && op->stats.Str) 498 sum += weight_adjust_for (this, op->total_weight ());
338 sum = (sum * (100 - op->stats.Str)) / 100; 499 }
339 500
340 if (op->carrying != sum) 501 if (sum != carrying)
502 {
503 if (carrying != sum && carrying)//D
504 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
505 (long long)sum, (long long)carrying, debug_desc ());
506
341 op->carrying = sum; 507 carrying = sum;
342 508
343 return sum; 509 if (object *pl = visible_to ())
510 if (pl != this) // player is handled lazily
511 esrv_update_item (UPD_WEIGHT, pl, this);
512 }
344} 513}
345 514
346/** 515/*
347 * Return the outermost environment object for a given object. 516 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
348 */
349
350object *
351object_get_env_recursive (object *op)
352{
353 while (op->env != NULL)
354 op = op->env;
355 return op;
356}
357
358/*
359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
360 * Some error messages.
361 * The result of the dump is stored in the static global errmsg array.
362 */ 517 */
363char * 518char *
364dump_object (object *op) 519dump_object (object *op)
365{ 520{
366 if (!op) 521 if (!op)
369 object_freezer freezer; 524 object_freezer freezer;
370 op->write (freezer); 525 op->write (freezer);
371 return freezer.as_string (); 526 return freezer.as_string ();
372} 527}
373 528
374/* 529char *
375 * get_nearest_part(multi-object, object 2) returns the part of the 530object::as_string ()
376 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned.
378 */
379
380object *
381get_nearest_part (object *op, const object *pl)
382{ 531{
383 object *tmp, *closest; 532 return dump_object (this);
384 int last_dist, i;
385
386 if (op->more == NULL)
387 return op;
388 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
389 if ((i = distance (tmp, pl)) < last_dist)
390 closest = tmp, last_dist = i;
391 return closest;
392} 533}
393 534
394/* 535/*
395 * Returns the object which has the count-variable equal to the argument. 536 * Returns the object which has the count-variable equal to the argument.
537 * VERRRY slow.
396 */ 538 */
397object * 539object *
398find_object (tag_t i) 540find_object (tag_t i)
399{ 541{
400 for_all_objects (op) 542 for_all_objects (op)
403 545
404 return 0; 546 return 0;
405} 547}
406 548
407/* 549/*
550 * Returns the object which has the uuid equal to the argument.
551 * MOAR VERRRY slow.
552 */
553
554object *
555find_object_uuid (UUID i)
556{
557 for_all_objects (op)
558 if (op->uuid == i)
559 return op;
560
561 return 0;
562}
563
564/*
408 * Returns the first object which has a name equal to the argument. 565 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 566 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 567 * Enables features like "patch <name-of-other-player> food 999"
411 */ 568 */
412object * 569object *
413find_object_name (const char *str) 570find_object_name (const char *str)
414{ 571{
415 shstr_cmp str_ (str); 572 shstr_cmp str_ (str);
416 object *op;
417 573
574 if (str_)
418 for_all_objects (op) 575 for_all_objects (op)
419 if (op->name == str_) 576 if (op->name == str_)
420 break; 577 return op;
421 578
422 return op; 579 return 0;
423}
424
425void
426free_all_object_data ()
427{
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429} 580}
430 581
431/* 582/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 583 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 584 * skill and experience objects.
585 * ACTUALLY NO! investigate! TODO
434 */ 586 */
435void 587void
436object::set_owner (object *owner) 588object::set_owner (object *owner)
437{ 589{
590 // allow objects which own objects
438 if (!owner) 591 if (owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner) 592 while (owner->owner)
449 owner = owner->owner; 593 owner = owner->owner;
594
595 if (flag [FLAG_FREED])
596 {
597 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
598 return;
599 }
450 600
451 this->owner = owner; 601 this->owner = owner;
452}
453
454int
455object::slottype () const
456{
457 if (type == SKILL)
458 {
459 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
460 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
461 }
462 else
463 {
464 if (slot [body_combat].info) return slot_combat;
465 if (slot [body_range ].info) return slot_ranged;
466 }
467
468 return slot_none;
469}
470
471bool
472object::change_weapon (object *ob)
473{
474 if (current_weapon == ob)
475 return true;
476
477 if (chosen_skill)
478 chosen_skill->flag [FLAG_APPLIED] = false;
479
480 current_weapon = ob;
481 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
482
483 if (chosen_skill)
484 chosen_skill->flag [FLAG_APPLIED] = true;
485
486 update_stats ();
487
488 if (ob)
489 {
490 // now check wether any body locations became invalid, in which case
491 // we cannot apply the weapon at the moment.
492 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
493 if (slot[i].used < 0)
494 {
495 current_weapon = chosen_skill = 0;
496 update_stats ();
497
498 new_draw_info_format (NDI_UNIQUE, 0, this,
499 "You try to balance all your items at once, "
500 "but the %s is just too much for your body. "
501 "[You need to unapply some items first.]", &ob->name);
502 return false;
503 }
504
505 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
506 }
507 else
508 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
509
510 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
511 {
512 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
513 &name, ob->debug_desc ());
514 return false;
515 }
516
517 return true;
518}
519
520/* Zero the key_values on op, decrementing the shared-string
521 * refcounts and freeing the links.
522 */
523static void
524free_key_values (object *op)
525{
526 for (key_value *i = op->key_values; i; )
527 {
528 key_value *next = i->next;
529 delete i;
530
531 i = next;
532 }
533
534 op->key_values = 0;
535}
536
537object &
538object::operator =(const object &src)
539{
540 bool is_freed = flag [FLAG_FREED];
541 bool is_removed = flag [FLAG_REMOVED];
542
543 *(object_copy *)this = src;
544
545 flag [FLAG_FREED] = is_freed;
546 flag [FLAG_REMOVED] = is_removed;
547
548 /* Copy over key_values, if any. */
549 if (src.key_values)
550 {
551 key_value *tail = 0;
552 key_values = 0;
553
554 for (key_value *i = src.key_values; i; i = i->next)
555 {
556 key_value *new_link = new key_value;
557
558 new_link->next = 0;
559 new_link->key = i->key;
560 new_link->value = i->value;
561
562 /* Try and be clever here, too. */
563 if (!key_values)
564 {
565 key_values = new_link;
566 tail = new_link;
567 }
568 else
569 {
570 tail->next = new_link;
571 tail = new_link;
572 }
573 }
574 }
575} 602}
576 603
577/* 604/*
578 * copy_to first frees everything allocated by the dst object, 605 * copy_to first frees everything allocated by the dst object,
579 * and then copies the contents of itself into the second 606 * and then copies the contents of itself into the second
583 * will point at garbage. 610 * will point at garbage.
584 */ 611 */
585void 612void
586object::copy_to (object *dst) 613object::copy_to (object *dst)
587{ 614{
588 *dst = *this; 615 dst->remove ();
616 *(object_copy *)dst = *this;
589 617
590 if (speed < 0) 618 // maybe move to object_copy?
591 dst->speed_left = speed_left - rndm (); 619 dst->kv = kv;
592 620
593 dst->set_speed (dst->speed); 621 dst->flag [FLAG_REMOVED] = true;
622 dst->activate ();
594} 623}
595 624
596void 625void
597object::instantiate () 626object::instantiate ()
598{ 627{
599 if (!uuid.seq) // HACK 628 if (!uuid.seq) // HACK
600 uuid = gen_uuid (); 629 uuid = UUID::gen ();
601 630
631 // TODO: unclean state changes, should not be done in copy_to AND instantiate
632 if (flag [FLAG_RANDOM_SPEED] && speed)
633 speed_left = - speed - rndm (); // TODO animation
634 else
602 speed_left = -0.1f; 635 speed_left = -1.;
636
603 /* copy the body_info to the body_used - this is only really 637 /* copy the body_info to the body_used - this is only really
604 * need for monsters, but doesn't hurt to do it for everything. 638 * need for monsters, but doesn't hurt to do it for everything.
605 * by doing so, when a monster is created, it has good starting 639 * by doing so, when a monster is created, it has good starting
606 * values for the body_used info, so when items are created 640 * values for the body_used info, so when items are created
607 * for it, they can be properly equipped. 641 * for it, they can be properly equipped.
615object * 649object *
616object::clone () 650object::clone ()
617{ 651{
618 object *neu = create (); 652 object *neu = create ();
619 copy_to (neu); 653 copy_to (neu);
654
655 // TODO: unclean state changes, should not be done in clone AND instantiate
656 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
657 neu->speed_left = - neu->speed - rndm (); // TODO animation
658
659 neu->map = map; // not copied by copy_to
620 return neu; 660 return neu;
621} 661}
622 662
623/* 663/*
624 * If an object with the IS_TURNABLE() flag needs to be turned due 664 * If an object with the IS_TURNABLE() flag needs to be turned due
626 * be called to update the face variable, _and_ how it looks on the map. 666 * be called to update the face variable, _and_ how it looks on the map.
627 */ 667 */
628void 668void
629update_turn_face (object *op) 669update_turn_face (object *op)
630{ 670{
631 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 671 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
632 return; 672 return;
633 673
634 SET_ANIMATION (op, op->direction); 674 SET_ANIMATION (op, op->direction);
635 update_object (op, UP_OBJ_FACE); 675 update_object (op, UP_OBJ_FACE);
636} 676}
641 * This function needs to be called whenever the speed of an object changes. 681 * This function needs to be called whenever the speed of an object changes.
642 */ 682 */
643void 683void
644object::set_speed (float speed) 684object::set_speed (float speed)
645{ 685{
646 if (flag [FLAG_FREED] && speed)
647 {
648 LOG (llevError, "Object %s is freed but has speed.\n", &name);
649 speed = 0;
650 }
651
652 this->speed = speed; 686 this->speed = speed;
653 687
654 if (has_active_speed ()) 688 if (has_active_speed ())
655 activate (); 689 activate ();
656 else 690 else
675 * UP_OBJ_FACE: only the objects face has changed. 709 * UP_OBJ_FACE: only the objects face has changed.
676 */ 710 */
677void 711void
678update_object (object *op, int action) 712update_object (object *op, int action)
679{ 713{
680 if (op == NULL) 714 if (!op)
681 { 715 {
682 /* this should never happen */ 716 /* this should never happen */
683 LOG (llevDebug, "update_object() called for NULL object.\n"); 717 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
684 return; 718 return;
685 } 719 }
686 720
687 if (op->env) 721 if (!op->is_on_map ())
688 { 722 {
689 /* Animation is currently handled by client, so nothing 723 /* Animation is currently handled by client, so nothing
690 * to do in this case. 724 * to do in this case.
691 */ 725 */
692 return; 726 return;
693 } 727 }
694
695 /* If the map is saving, don't do anything as everything is
696 * going to get freed anyways.
697 */
698 if (!op->map || op->map->in_memory == MAP_SAVING)
699 return;
700 728
701 /* make sure the object is within map boundaries */ 729 /* make sure the object is within map boundaries */
702 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 730 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
703 { 731 {
704 LOG (llevError, "update_object() called for object out of map!\n"); 732 LOG (llevError, "update_object() called for object out of map!\n");
709 } 737 }
710 738
711 mapspace &m = op->ms (); 739 mapspace &m = op->ms ();
712 740
713 if (!(m.flags_ & P_UPTODATE)) 741 if (!(m.flags_ & P_UPTODATE))
714 /* nop */; 742 m.update_up (); // nothing to do except copy up
715 else if (action == UP_OBJ_INSERT) 743 else if (action == UP_OBJ_INSERT)
716 { 744 {
745#if 0
717 // this is likely overkill, TODO: revisit (schmorp) 746 // this is likely overkill, TODO: revisit (schmorp)
718 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 747 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
719 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 748 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
720 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 749 || (op->is_player () && !(m.flags_ & P_PLAYER))
721 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 750 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
722 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 751 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
723 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 752 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
724 || (m.move_on | op->move_on ) != m.move_on 753 || (m.move_on | op->move_on ) != m.move_on
725 || (m.move_off | op->move_off ) != m.move_off 754 || (m.move_off | op->move_off ) != m.move_off
726 || (m.move_slow | op->move_slow) != m.move_slow 755 || (m.move_slow | op->move_slow) != m.move_slow
727 /* This isn't perfect, but I don't expect a lot of objects to 756 /* This isn't perfect, but I don't expect a lot of objects to
728 * to have move_allow right now. 757 * have move_allow right now.
729 */ 758 */
730 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 759 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
760 m.invalidate ();
761#else
731 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 762 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
732 m.flags_ = 0; 763 m.invalidate ();
764#endif
733 } 765 }
734 /* if the object is being removed, we can't make intelligent 766 /* if the object is being removed, we can't make intelligent
735 * decisions, because remove_ob can't really pass the object 767 * decisions, because remove_ob can't really pass the object
736 * that is being removed. 768 * that is being removed.
737 */ 769 */
738 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 770 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
739 m.flags_ = 0; 771 m.invalidate ();
740 else if (action == UP_OBJ_FACE) 772 else if (action == UP_OBJ_FACE)
741 /* Nothing to do for that case */ ; 773 m.update_up (); // nothing to do for that case, except copy up
742 else 774 else
743 LOG (llevError, "update_object called with invalid action: %d\n", action); 775 LOG (llevError, "update_object called with invalid action: %d\n", action);
744 776
745 if (op->more) 777 if (op->more)
746 update_object (op->more, action); 778 update_object (op->more, action);
747} 779}
748 780
749object::object () 781object::object ()
750{ 782{
751 SET_FLAG (this, FLAG_REMOVED); 783 this->set_flag (FLAG_REMOVED);
752 784
753 expmul = 1.0; 785 //expmul = 1.0; declared const for the time being
754 face = blank_face; 786 face = blank_face;
787 material = MATERIAL_NULL;
755} 788}
756 789
757object::~object () 790object::~object ()
758{ 791{
759 unlink (); 792 unlink ();
760 793
761 free_key_values (this); 794 kv.clear ();
762} 795}
763
764static int object_count;
765 796
766void object::link () 797void object::link ()
767{ 798{
768 assert (!index);//D 799 assert (!index);//D
769 uuid = gen_uuid (); 800 uuid = UUID::gen ();
770 count = ++object_count;
771 801
772 refcnt_inc (); 802 refcnt_inc ();
773 objects.insert (this); 803 objects.insert (this);
804
805 ++create_count;
806
774} 807}
775 808
776void object::unlink () 809void object::unlink ()
777{ 810{
778 if (!index) 811 if (!index)
779 return; 812 return;
813
814 ++destroy_count;
780 815
781 objects.erase (this); 816 objects.erase (this);
782 refcnt_dec (); 817 refcnt_dec ();
783} 818}
784 819
788 /* If already on active list, don't do anything */ 823 /* If already on active list, don't do anything */
789 if (active) 824 if (active)
790 return; 825 return;
791 826
792 if (has_active_speed ()) 827 if (has_active_speed ())
828 {
829 if (flag [FLAG_FREED])
830 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
831
793 actives.insert (this); 832 actives.insert (this);
833 }
794} 834}
795 835
796void 836void
797object::activate_recursive () 837object::activate_recursive ()
798{ 838{
847object::destroy_inv (bool drop_to_ground) 887object::destroy_inv (bool drop_to_ground)
848{ 888{
849 // need to check first, because the checks below might segfault 889 // need to check first, because the checks below might segfault
850 // as we might be on an invalid mapspace and crossfire code 890 // as we might be on an invalid mapspace and crossfire code
851 // is too buggy to ensure that the inventory is empty. 891 // is too buggy to ensure that the inventory is empty.
852 // corollary: if you create arrows etc. with stuff in tis inventory, 892 // corollary: if you create arrows etc. with stuff in its inventory,
853 // cf will crash below with off-map x and y 893 // cf will crash below with off-map x and y
854 if (!inv) 894 if (!inv)
855 return; 895 return;
856 896
857 /* Only if the space blocks everything do we not process - 897 /* Only if the space blocks everything do we not process -
858 * if some form of movement is allowed, let objects 898 * if some form of movement is allowed, let objects
859 * drop on that space. 899 * drop on that space.
860 */ 900 */
861 if (!drop_to_ground 901 if (!drop_to_ground
862 || !map 902 || !map
863 || map->in_memory != MAP_IN_MEMORY 903 || !map->linkable ()
864 || map->nodrop 904 || map->no_drop
865 || ms ().move_block == MOVE_ALL) 905 || ms ().move_block == MOVE_ALL)
866 { 906 {
867 while (inv) 907 while (inv)
868 {
869 inv->destroy_inv (drop_to_ground);
870 inv->destroy (); 908 inv->destroy ();
871 }
872 } 909 }
873 else 910 else
874 { /* Put objects in inventory onto this space */ 911 { /* Put objects in inventory onto this space */
875 while (inv) 912 while (inv)
876 { 913 {
887 map->insert (op, x, y); 924 map->insert (op, x, y);
888 } 925 }
889 } 926 }
890} 927}
891 928
929/*
930 * Remove and free all objects in the inventory of the given object.
931 * Unlike destroy_inv, this assumes the *this is destroyed as well
932 * well, so we can (and have to!) take shortcuts.
933 */
934void
935object::destroy_inv_fast ()
936{
937 while (object *op = inv)
938 {
939 // remove from object the fast way
940 op->flag [FLAG_REMOVED] = true;
941 op->env = 0;
942 if ((inv = inv->below))
943 inv->above = 0;
944
945 // then destroy
946 op->destroy ();
947 }
948}
949
950void
951object::freelist_free (int count)
952{
953 while (count-- && freelist)
954 {
955 freelist_item *next = freelist->next;
956 // count is being "destroyed"
957
958 sfree ((char *)freelist, sizeof (object));
959
960 freelist = next;
961 --free_count;
962 }
963}
964
965object *
892object *object::create () 966object::create ()
893{ 967{
894 object *op = new object; 968 object *op;
969
970 if (freelist)
971 {
972 freelist_item li = *freelist;
973 memset (freelist, 0, sizeof (object));
974
975 op = new (freelist) object;
976 op->count = li.count;
977
978 freelist = li.next;
979 --free_count;
980 }
981 else
982 {
983 void *ni = salloc0<char> (sizeof (object));
984
985 op = new(ni) object;
986
987 op->count = ++object_count;
988 }
989
895 op->link (); 990 op->link ();
991
896 return op; 992 return op;
897} 993}
898 994
899void 995void
996object::do_delete ()
997{
998 uint32_t count = this->count;
999
1000 this->~object ();
1001
1002 freelist_item *li = (freelist_item *)this;
1003 li->next = freelist;
1004 li->count = count;
1005
1006 freelist = li;
1007 ++free_count;
1008}
1009
1010void
900object::do_destroy () 1011object::do_destroy ()
901{ 1012{
902 attachable::do_destroy ();
903
904 if (flag [FLAG_IS_LINKED]) 1013 if (flag [FLAG_IS_LINKED])
905 remove_button_link (this); 1014 remove_link ();
906 1015
907 if (flag [FLAG_FRIENDLY]) 1016 if (flag [FLAG_FRIENDLY])
908 remove_friendly_object (this); 1017 remove_friendly_object (this);
909 1018
910 if (!flag [FLAG_REMOVED])
911 remove (); 1019 remove ();
912 1020
913 destroy_inv (true); 1021 attachable::do_destroy ();
914 1022
915 deactivate (); 1023 deactivate ();
916 unlink (); 1024 unlink ();
917 1025
918 flag [FLAG_FREED] = 1; 1026 flag [FLAG_FREED] = 1;
919 1027
920 // hack to ensure that freed objects still have a valid map 1028 // hack to ensure that freed objects still have a valid map
921 {
922 static maptile *freed_map; // freed objects are moved here to avoid crashes
923
924 if (!freed_map)
925 {
926 freed_map = new maptile;
927
928 freed_map->name = "/internal/freed_objects_map";
929 freed_map->width = 3;
930 freed_map->height = 3;
931
932 freed_map->alloc ();
933 freed_map->in_memory = MAP_IN_MEMORY;
934 }
935
936 map = freed_map; 1029 map = &freed_map;
937 x = 1; 1030 x = 1;
938 y = 1; 1031 y = 1;
939 }
940 1032
941 if (more) 1033 if (more)
942 { 1034 {
943 more->destroy (); 1035 more->destroy ();
944 more = 0; 1036 more = 0;
952 attacked_by = 0; 1044 attacked_by = 0;
953 current_weapon = 0; 1045 current_weapon = 0;
954} 1046}
955 1047
956void 1048void
957object::destroy (bool destroy_inventory) 1049object::destroy ()
958{ 1050{
959 if (destroyed ()) 1051 if (destroyed ())
960 return; 1052 return;
961 1053
962 if (destroy_inventory) 1054 if (!is_head () && !head->destroyed ())
1055 {
1056 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1057 head->destroy ();
1058 return;
1059 }
1060
963 destroy_inv (false); 1061 destroy_inv_fast ();
964 1062
965 if (is_head ()) 1063 if (is_head ())
966 if (sound_destroy) 1064 if (sound_destroy)
967 play_sound (sound_destroy); 1065 play_sound (sound_destroy);
968 else if (flag [FLAG_MONSTER]) 1066 else if (flag [FLAG_MONSTER])
969 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism 1067 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
970 1068
971 attachable::destroy (); 1069 attachable::destroy ();
972}
973
974/*
975 * sub_weight() recursively (outwards) subtracts a number from the
976 * weight of an object (and what is carried by it's environment(s)).
977 */
978void
979sub_weight (object *op, signed long weight)
980{
981 while (op != NULL)
982 {
983 if (op->type == CONTAINER)
984 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
985
986 op->carrying -= weight;
987 op = op->env;
988 }
989} 1070}
990 1071
991/* op->remove (): 1072/* op->remove ():
992 * This function removes the object op from the linked list of objects 1073 * This function removes the object op from the linked list of objects
993 * which it is currently tied to. When this function is done, the 1074 * which it is currently tied to. When this function is done, the
996 * the previous environment. 1077 * the previous environment.
997 */ 1078 */
998void 1079void
999object::do_remove () 1080object::do_remove ()
1000{ 1081{
1001 object *tmp, *last = 0; 1082 if (flag [FLAG_REMOVED])
1002 object *otmp;
1003
1004 if (QUERY_FLAG (this, FLAG_REMOVED))
1005 return; 1083 return;
1006 1084
1007 SET_FLAG (this, FLAG_REMOVED);
1008 INVOKE_OBJECT (REMOVE, this); 1085 INVOKE_OBJECT (REMOVE, this);
1086
1087 flag [FLAG_REMOVED] = true;
1009 1088
1010 if (more) 1089 if (more)
1011 more->remove (); 1090 more->remove ();
1012 1091
1013 /* 1092 /*
1014 * In this case, the object to be removed is in someones 1093 * In this case, the object to be removed is in someones
1015 * inventory. 1094 * inventory.
1016 */ 1095 */
1017 if (env) 1096 if (env)
1018 { 1097 {
1019 if (nrof) 1098 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1020 sub_weight (env, weight * nrof); 1099 if (object *pl = visible_to ())
1021 else 1100 esrv_del_item (pl->contr, count);
1022 sub_weight (env, weight + carrying); 1101 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1023 1102
1024 /* NO_FIX_PLAYER is set when a great many changes are being 1103 adjust_weight (env, total_weight (), 0);
1025 * made to players inventory. If set, avoiding the call
1026 * to save cpu time.
1027 */
1028 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1029 otmp->update_stats ();
1030 1104
1031 if (above) 1105 object *pl = in_player ();
1032 above->below = below;
1033 else
1034 env->inv = below;
1035
1036 if (below)
1037 below->above = above;
1038 1106
1039 /* we set up values so that it could be inserted into 1107 /* we set up values so that it could be inserted into
1040 * the map, but we don't actually do that - it is up 1108 * the map, but we don't actually do that - it is up
1041 * to the caller to decide what we want to do. 1109 * to the caller to decide what we want to do.
1042 */ 1110 */
1043 x = env->x, y = env->y;
1044 map = env->map; 1111 map = env->map;
1045 above = 0, below = 0; 1112 x = env->x;
1113 y = env->y;
1114
1115 // make sure cmov optimisation is applicable
1116 *(above ? &above->below : &env->inv) = below;
1117 *(below ? &below->above : &above ) = above; // &above is just a dummy
1118
1119 above = 0;
1120 below = 0;
1046 env = 0; 1121 env = 0;
1122
1123 if (pl && pl->is_player ())
1124 {
1125 if (expect_false (pl->contr->combat_ob == this))
1126 {
1127 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1128 pl->contr->combat_ob = 0;
1129 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1130 }
1131
1132 if (expect_false (pl->contr->ranged_ob == this))
1133 {
1134 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1135 pl->contr->ranged_ob = 0;
1136 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1137 }
1138
1139 pl->contr->queue_stats_update ();
1140
1141 if (expect_false (glow_radius) && pl->is_on_map ())
1142 update_all_los (pl->map, pl->x, pl->y);
1143 }
1047 } 1144 }
1048 else if (map) 1145 else if (map)
1049 { 1146 {
1050 if (type == PLAYER)
1051 {
1052 // leaving a spot always closes any open container on the ground
1053 if (container && !container->env)
1054 // this causes spurious floorbox updates, but it ensures
1055 // that the CLOSE event is being sent.
1056 close_container ();
1057
1058 --map->players;
1059 map->touch ();
1060 }
1061
1062 map->dirty = true; 1147 map->dirty = true;
1063 mapspace &ms = this->ms (); 1148 mapspace &ms = this->ms ();
1064 1149
1150 if (object *pl = ms.player ())
1151 {
1152 if (is_player ())
1153 {
1154 if (!flag [FLAG_WIZPASS])
1155 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1156
1157 // leaving a spot always closes any open container on the ground
1158 if (container && !container->env)
1159 // this causes spurious floorbox updates, but it ensures
1160 // that the CLOSE event is being sent.
1161 close_container ();
1162
1163 --map->players;
1164 map->touch ();
1165 }
1166 else if (pl->container_ () == this)
1167 {
1168 // removing a container should close it
1169 close_container ();
1170 }
1171 else
1172 esrv_del_item (pl->contr, count);
1173 }
1174
1065 /* link the object above us */ 1175 /* link the object above us */
1066 if (above) 1176 // re-link, make sure compiler can easily use cmove
1067 above->below = below; 1177 *(above ? &above->below : &ms.top) = below;
1068 else 1178 *(below ? &below->above : &ms.bot) = above;
1069 ms.top = below; /* we were top, set new top */
1070
1071 /* Relink the object below us, if there is one */
1072 if (below)
1073 below->above = above;
1074 else
1075 {
1076 /* Nothing below, which means we need to relink map object for this space
1077 * use translated coordinates in case some oddness with map tiling is
1078 * evident
1079 */
1080 if (GET_MAP_OB (map, x, y) != this)
1081 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1082
1083 ms.bot = above; /* goes on above it. */
1084 }
1085 1179
1086 above = 0; 1180 above = 0;
1087 below = 0; 1181 below = 0;
1088 1182
1089 if (map->in_memory == MAP_SAVING) 1183 ms.invalidate ();
1090 return;
1091 1184
1092 int check_walk_off = !flag [FLAG_NO_APPLY]; 1185 int check_walk_off = !flag [FLAG_NO_APPLY];
1093 1186
1094 if (object *pl = ms.player ()) 1187 if (object *pl = ms.player ())
1095 { 1188 {
1096 if (pl->container == this) 1189 if (pl->container_ () == this)
1097 /* If a container that the player is currently using somehow gets 1190 /* If a container that the player is currently using somehow gets
1098 * removed (most likely destroyed), update the player view 1191 * removed (most likely destroyed), update the player view
1099 * appropriately. 1192 * appropriately.
1100 */ 1193 */
1101 pl->close_container (); 1194 pl->close_container ();
1102 1195
1196 //TODO: the floorbox prev/next might need updating
1197 //esrv_del_item (pl->contr, count);
1198 //TODO: update floorbox to preserve ordering
1199 if (pl->contr->ns)
1103 pl->contr->ns->floorbox_update (); 1200 pl->contr->ns->floorbox_update ();
1104 } 1201 }
1105 1202
1203 if (check_walk_off)
1106 for (tmp = ms.bot; tmp; tmp = tmp->above) 1204 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1107 { 1205 {
1206 above = tmp->above;
1207
1108 /* No point updating the players look faces if he is the object 1208 /* No point updating the players look faces if he is the object
1109 * being removed. 1209 * being removed.
1110 */ 1210 */
1111 1211
1112 /* See if object moving off should effect something */ 1212 /* See if object moving off should effect something */
1113 if (check_walk_off
1114 && ((move_type & tmp->move_off) 1213 if ((move_type & tmp->move_off)
1115 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1214 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1116 {
1117 move_apply (tmp, this, 0); 1215 move_apply (tmp, this, 0);
1118
1119 if (destroyed ())
1120 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1121 } 1216 }
1122 1217
1123 last = tmp; 1218 if (affects_los ())
1124 }
1125
1126 /* last == NULL if there are no objects on this space */
1127 //TODO: this makes little sense, why only update the topmost object?
1128 if (!last)
1129 map->at (x, y).flags_ = 0;
1130 else
1131 update_object (last, UP_OBJ_REMOVE);
1132
1133 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1134 update_all_los (map, x, y); 1219 update_all_los (map, x, y);
1135 } 1220 }
1136} 1221}
1137 1222
1138/* 1223/*
1147merge_ob (object *op, object *top) 1232merge_ob (object *op, object *top)
1148{ 1233{
1149 if (!op->nrof) 1234 if (!op->nrof)
1150 return 0; 1235 return 0;
1151 1236
1152 if (top) 1237 if (!top)
1153 for (top = op; top && top->above; top = top->above) 1238 for (top = op; top && top->above; top = top->above)
1154 ; 1239 ;
1155 1240
1156 for (; top; top = top->below) 1241 for (; top; top = top->below)
1157 {
1158 if (top == op)
1159 continue;
1160
1161 if (object::can_merge (op, top)) 1242 if (object::can_merge (op, top))
1162 { 1243 {
1163 top->nrof += op->nrof; 1244 top->nrof += op->nrof;
1164 1245
1165/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1246 if (object *pl = top->visible_to ())
1166 op->weight = 0; /* Don't want any adjustements now */ 1247 esrv_update_item (UPD_NROF, pl, top);
1248
1249 op->weight = 0; // cancel the addition above
1250 op->carrying = 0; // must be 0 already
1251
1167 op->destroy (); 1252 op->destroy ();
1253
1168 return top; 1254 return top;
1169 } 1255 }
1170 }
1171 1256
1172 return 0; 1257 return 0;
1173} 1258}
1174 1259
1175void 1260void
1180 1265
1181 object *prev = this; 1266 object *prev = this;
1182 1267
1183 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1268 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1184 { 1269 {
1185 object *op = arch_to_object (at); 1270 object *op = at->instance ();
1186 1271
1187 op->name = name; 1272 op->name = name;
1188 op->name_pl = name_pl; 1273 op->name_pl = name_pl;
1189 op->title = title; 1274 op->title = title;
1190 1275
1200 * job preparing multi-part monsters. 1285 * job preparing multi-part monsters.
1201 */ 1286 */
1202object * 1287object *
1203insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1288insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1204{ 1289{
1290 op->remove ();
1291
1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1292 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1206 { 1293 {
1207 tmp->x = x + tmp->arch->x; 1294 tmp->x = x + tmp->arch->x;
1208 tmp->y = y + tmp->arch->y; 1295 tmp->y = y + tmp->arch->y;
1209 } 1296 }
1226 * Passing 0 for flag gives proper default values, so flag really only needs 1313 * Passing 0 for flag gives proper default values, so flag really only needs
1227 * to be set if special handling is needed. 1314 * to be set if special handling is needed.
1228 * 1315 *
1229 * Return value: 1316 * Return value:
1230 * new object if 'op' was merged with other object 1317 * new object if 'op' was merged with other object
1231 * NULL if 'op' was destroyed 1318 * NULL if there was an error (destroyed, blocked etc.)
1232 * just 'op' otherwise 1319 * just 'op' otherwise
1233 */ 1320 */
1234object * 1321object *
1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1322insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1236{ 1323{
1237 assert (!op->flag [FLAG_FREED]);
1238
1239 object *top, *floor = NULL;
1240
1241 op->remove (); 1324 op->remove ();
1242 1325
1243 if (out_of_map (m, op->x, op->y)) 1326 if (m == &freed_map)//D TODO: remove soon
1244 { 1327 {//D
1245 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ()); 1328 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1246#ifdef MANY_CORES
1247 /* Better to catch this here, as otherwise the next use of this object
1248 * is likely to cause a crash. Better to find out where it is getting
1249 * improperly inserted.
1250 */
1251 abort ();
1252#endif
1253 return op;
1254 } 1329 }//D
1255
1256 if (object *more = op->more)
1257 if (!insert_ob_in_map (more, m, originator, flag))
1258 return 0;
1259
1260 CLEAR_FLAG (op, FLAG_REMOVED);
1261 1330
1262 /* Ideally, the caller figures this out. However, it complicates a lot 1331 /* Ideally, the caller figures this out. However, it complicates a lot
1263 * of areas of callers (eg, anything that uses find_free_spot would now 1332 * of areas of callers (eg, anything that uses find_free_spot would now
1264 * need extra work 1333 * need extra work
1265 */ 1334 */
1335 maptile *newmap = m;
1266 if (!xy_normalise (m, op->x, op->y)) 1336 if (!xy_normalise (newmap, op->x, op->y))
1337 {
1338 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1267 return 0; 1339 return 0;
1340 }
1268 1341
1342 if (object *more = op->more)
1343 if (!insert_ob_in_map (more, m, originator, flag))
1344 return 0;
1345
1346 op->flag [FLAG_REMOVED] = false;
1347 op->env = 0;
1269 op->map = m; 1348 op->map = newmap;
1349
1270 mapspace &ms = op->ms (); 1350 mapspace &ms = op->ms ();
1271 1351
1272 /* this has to be done after we translate the coordinates. 1352 /* this has to be done after we translate the coordinates.
1273 */ 1353 */
1274 if (op->nrof && !(flag & INS_NO_MERGE)) 1354 if (op->nrof && !(flag & INS_NO_MERGE))
1275 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1355 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1276 if (object::can_merge (op, tmp)) 1356 if (object::can_merge (op, tmp))
1277 { 1357 {
1358 // TODO: we actually want to update tmp, not op,
1359 // but some caller surely breaks when we return tmp
1360 // from here :/
1278 op->nrof += tmp->nrof; 1361 op->nrof += tmp->nrof;
1279 tmp->destroy (); 1362 tmp->destroy ();
1280 } 1363 }
1281 1364
1282 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1365 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1283 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1366 op->clr_flag (FLAG_INV_LOCKED);
1284 1367
1285 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1368 if (!op->flag [FLAG_ALIVE])
1286 CLEAR_FLAG (op, FLAG_NO_STEAL); 1369 op->clr_flag (FLAG_NO_STEAL);
1287 1370
1288 if (flag & INS_BELOW_ORIGINATOR) 1371 if (flag & INS_BELOW_ORIGINATOR)
1289 { 1372 {
1290 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1373 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1291 { 1374 {
1292 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1375 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1293 abort (); 1376 abort ();
1294 } 1377 }
1295 1378
1379 if (!originator->is_on_map ())
1380 {
1381 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1382 op->debug_desc (), originator->debug_desc ());
1383 abort ();
1384 }
1385
1296 op->above = originator; 1386 op->above = originator;
1297 op->below = originator->below; 1387 op->below = originator->below;
1298
1299 if (op->below)
1300 op->below->above = op;
1301 else
1302 ms.bot = op;
1303
1304 /* since *below* originator, no need to update top */
1305 originator->below = op; 1388 originator->below = op;
1389
1390 *(op->below ? &op->below->above : &ms.bot) = op;
1306 } 1391 }
1307 else 1392 else
1308 { 1393 {
1309 top = ms.bot; 1394 object *floor = 0;
1395 object *top = ms.top;
1310 1396
1311 /* If there are other objects, then */ 1397 /* If there are other objects, then */
1312 if ((!(flag & INS_MAP_LOAD)) && top) 1398 if (top)
1313 { 1399 {
1314 object *last = 0;
1315
1316 /* 1400 /*
1317 * If there are multiple objects on this space, we do some trickier handling. 1401 * If there are multiple objects on this space, we do some trickier handling.
1318 * We've already dealt with merging if appropriate. 1402 * We've already dealt with merging if appropriate.
1319 * Generally, we want to put the new object on top. But if 1403 * Generally, we want to put the new object on top. But if
1320 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1404 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1323 * once we get to them. This reduces the need to traverse over all of 1407 * once we get to them. This reduces the need to traverse over all of
1324 * them when adding another one - this saves quite a bit of cpu time 1408 * them when adding another one - this saves quite a bit of cpu time
1325 * when lots of spells are cast in one area. Currently, it is presumed 1409 * when lots of spells are cast in one area. Currently, it is presumed
1326 * that flying non pickable objects are spell objects. 1410 * that flying non pickable objects are spell objects.
1327 */ 1411 */
1328 for (top = ms.bot; top; top = top->above) 1412 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1329 { 1413 {
1330 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1414 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1331 floor = top; 1415 floor = tmp;
1332 1416
1333 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1417 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1334 { 1418 {
1335 /* We insert above top, so we want this object below this */ 1419 /* We insert above top, so we want this object below this */
1336 top = top->below; 1420 top = tmp->below;
1337 break; 1421 break;
1338 } 1422 }
1339 1423
1340 last = top; 1424 top = tmp;
1341 } 1425 }
1342
1343 /* Don't want top to be NULL, so set it to the last valid object */
1344 top = last;
1345 1426
1346 /* We let update_position deal with figuring out what the space 1427 /* We let update_position deal with figuring out what the space
1347 * looks like instead of lots of conditions here. 1428 * looks like instead of lots of conditions here.
1348 * makes things faster, and effectively the same result. 1429 * makes things faster, and effectively the same result.
1349 */ 1430 */
1356 */ 1437 */
1357 if (!(flag & INS_ON_TOP) 1438 if (!(flag & INS_ON_TOP)
1358 && ms.flags () & P_BLOCKSVIEW 1439 && ms.flags () & P_BLOCKSVIEW
1359 && (op->face && !faces [op->face].visibility)) 1440 && (op->face && !faces [op->face].visibility))
1360 { 1441 {
1442 object *last;
1443
1361 for (last = top; last != floor; last = last->below) 1444 for (last = top; last != floor; last = last->below)
1362 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1445 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1363 break; 1446 break;
1364 1447
1365 /* Check to see if we found the object that blocks view, 1448 /* Check to see if we found the object that blocks view,
1366 * and make sure we have a below pointer for it so that 1449 * and make sure we have a below pointer for it so that
1367 * we can get inserted below this one, which requires we 1450 * we can get inserted below this one, which requires we
1369 */ 1452 */
1370 if (last && last->below && last != floor) 1453 if (last && last->below && last != floor)
1371 top = last->below; 1454 top = last->below;
1372 } 1455 }
1373 } /* If objects on this space */ 1456 } /* If objects on this space */
1374 if (flag & INS_MAP_LOAD)
1375 top = ms.top;
1376 1457
1377 if (flag & INS_ABOVE_FLOOR_ONLY) 1458 if (flag & INS_ABOVE_FLOOR_ONLY)
1378 top = floor; 1459 top = floor;
1379 1460
1380 /* Top is the object that our object (op) is going to get inserted above. 1461 // insert object above top, or bottom-most if top = 0
1381 */
1382
1383 /* First object on this space */
1384 if (!top) 1462 if (!top)
1385 { 1463 {
1464 op->below = 0;
1386 op->above = ms.bot; 1465 op->above = ms.bot;
1387
1388 if (op->above)
1389 op->above->below = op;
1390
1391 op->below = 0;
1392 ms.bot = op; 1466 ms.bot = op;
1467
1468 *(op->above ? &op->above->below : &ms.top) = op;
1393 } 1469 }
1394 else 1470 else
1395 { /* get inserted into the stack above top */ 1471 {
1396 op->above = top->above; 1472 op->above = top->above;
1397
1398 if (op->above)
1399 op->above->below = op; 1473 top->above = op;
1400 1474
1401 op->below = top; 1475 op->below = top;
1402 top->above = op; 1476 *(op->above ? &op->above->below : &ms.top) = op;
1403 } 1477 }
1478 }
1404 1479
1405 if (!op->above) 1480 if (op->is_player ())
1406 ms.top = op;
1407 } /* else not INS_BELOW_ORIGINATOR */
1408
1409 if (op->type == PLAYER)
1410 { 1481 {
1411 op->contr->do_los = 1; 1482 op->contr->do_los = 1;
1412 ++op->map->players; 1483 ++op->map->players;
1413 op->map->touch (); 1484 op->map->touch ();
1414 } 1485 }
1415 1486
1416 op->map->dirty = true; 1487 op->map->dirty = true;
1417 1488
1418 if (!(flag & INS_MAP_LOAD))
1419 if (object *pl = ms.player ()) 1489 if (object *pl = ms.player ())
1490 //TODO: the floorbox prev/next might need updating
1491 //esrv_send_item (pl, op);
1492 //TODO: update floorbox to preserve ordering
1493 if (pl->contr->ns)
1420 pl->contr->ns->floorbox_update (); 1494 pl->contr->ns->floorbox_update ();
1421 1495
1422 /* If this object glows, it may affect lighting conditions that are 1496 /* If this object glows, it may affect lighting conditions that are
1423 * visible to others on this map. But update_all_los is really 1497 * visible to others on this map. But update_all_los is really
1424 * an inefficient way to do this, as it means los for all players 1498 * an inefficient way to do this, as it means los for all players
1426 * be far away from this change and not affected in any way - 1500 * be far away from this change and not affected in any way -
1427 * this should get redone to only look for players within range, 1501 * this should get redone to only look for players within range,
1428 * or just updating the P_UPTODATE for spaces within this area 1502 * or just updating the P_UPTODATE for spaces within this area
1429 * of effect may be sufficient. 1503 * of effect may be sufficient.
1430 */ 1504 */
1431 if (op->map->darkness && (op->glow_radius != 0)) 1505 if (op->affects_los ())
1506 {
1507 op->ms ().invalidate ();
1432 update_all_los (op->map, op->x, op->y); 1508 update_all_los (op->map, op->x, op->y);
1509 }
1433 1510
1434 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1511 /* updates flags (blocked, alive, no magic, etc) for this map space */
1435 update_object (op, UP_OBJ_INSERT); 1512 update_object (op, UP_OBJ_INSERT);
1436 1513
1437 INVOKE_OBJECT (INSERT, op); 1514 INVOKE_OBJECT (INSERT, op);
1444 * blocked() and wall() work properly), and these flags are updated by 1521 * blocked() and wall() work properly), and these flags are updated by
1445 * update_object(). 1522 * update_object().
1446 */ 1523 */
1447 1524
1448 /* if this is not the head or flag has been passed, don't check walk on status */ 1525 /* if this is not the head or flag has been passed, don't check walk on status */
1449 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1526 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1450 { 1527 {
1451 if (check_move_on (op, originator)) 1528 if (check_move_on (op, originator, flag))
1452 return 0; 1529 return 0;
1453 1530
1454 /* If we are a multi part object, lets work our way through the check 1531 /* If we are a multi part object, let's work our way through the check
1455 * walk on's. 1532 * walk on's.
1456 */ 1533 */
1457 for (object *tmp = op->more; tmp; tmp = tmp->more) 1534 for (object *tmp = op->more; tmp; tmp = tmp->more)
1458 if (check_move_on (tmp, originator)) 1535 if (check_move_on (tmp, originator, flag))
1459 return 0; 1536 return 0;
1460 } 1537 }
1461 1538
1462 return op; 1539 return op;
1463} 1540}
1465/* this function inserts an object in the map, but if it 1542/* this function inserts an object in the map, but if it
1466 * finds an object of its own type, it'll remove that one first. 1543 * finds an object of its own type, it'll remove that one first.
1467 * op is the object to insert it under: supplies x and the map. 1544 * op is the object to insert it under: supplies x and the map.
1468 */ 1545 */
1469void 1546void
1470replace_insert_ob_in_map (const char *arch_string, object *op) 1547replace_insert_ob_in_map (shstr_tmp archname, object *op)
1471{ 1548{
1472 object *tmp, *tmp1;
1473
1474 /* first search for itself and remove any old instances */ 1549 /* first search for itself and remove any old instances */
1475 1550
1476 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1551 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1477 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1552 if (tmp->arch->archname == archname) /* same archetype */
1478 tmp->destroy (); 1553 tmp->destroy ();
1479 1554
1480 tmp1 = arch_to_object (archetype::find (arch_string)); 1555 object *tmp = archetype::find (archname)->instance ();
1481 1556
1482 tmp1->x = op->x; 1557 tmp->x = op->x;
1483 tmp1->y = op->y; 1558 tmp->y = op->y;
1559
1484 insert_ob_in_map (tmp1, op->map, op, 0); 1560 insert_ob_in_map (tmp, op->map, op, 0);
1485} 1561}
1486 1562
1487object * 1563object *
1488object::insert_at (object *where, object *originator, int flags) 1564object::insert_at (object *where, object *originator, int flags)
1489{ 1565{
1566 if (where->env)
1567 return where->env->insert (this);
1568 else
1490 return where->map->insert (this, where->x, where->y, originator, flags); 1569 return where->map->insert (this, where->x, where->y, originator, flags);
1491} 1570}
1492 1571
1493/* 1572// check whether we can put this into the map, respect max_volume, max_items
1494 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1573bool
1495 * is returned contains nr objects, and the remaining parts contains 1574object::can_drop_at (maptile *m, int x, int y, object *originator)
1496 * the rest (or is removed and freed if that number is 0).
1497 * On failure, NULL is returned, and the reason put into the
1498 * global static errmsg array.
1499 */
1500object *
1501get_split_ob (object *orig_ob, uint32 nr)
1502{ 1575{
1503 object *newob; 1576 mapspace &ms = m->at (x, y);
1504 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1505 1577
1506 if (orig_ob->nrof < nr) 1578 int items = ms.items ();
1507 {
1508 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1509 return NULL;
1510 }
1511 1579
1512 newob = object_create_clone (orig_ob); 1580 if (!items // testing !items ensures we can drop at least one item
1581 || (items < m->max_items
1582 && ms.volume () < m->max_volume))
1583 return true;
1513 1584
1514 if ((orig_ob->nrof -= nr) < 1) 1585 if (originator && originator->is_player ())
1515 orig_ob->destroy (1); 1586 originator->contr->failmsgf (
1516 else if (!is_removed) 1587 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1517 { 1588 query_name ()
1518 if (orig_ob->env != NULL) 1589 );
1519 sub_weight (orig_ob->env, orig_ob->weight * nr);
1520 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1521 {
1522 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1523 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1524 return NULL;
1525 }
1526 }
1527 1590
1528 newob->nrof = nr; 1591 return false;
1529
1530 return newob;
1531} 1592}
1532 1593
1533/* 1594/*
1534 * decrease_ob_nr(object, number) decreases a specified number from 1595 * decrease(object, number) decreases a specified number from
1535 * the amount of an object. If the amount reaches 0, the object 1596 * the amount of an object. If the amount reaches 0, the object
1536 * is subsequently removed and freed. 1597 * is subsequently removed and freed.
1537 * 1598 *
1538 * Return value: 'op' if something is left, NULL if the amount reached 0 1599 * Return value: 'op' if something is left, NULL if the amount reached 0
1539 */ 1600 */
1601bool
1602object::decrease (sint32 nr)
1603{
1604 if (!nr)
1605 return true;
1606
1607 nr = min (nr, nrof);
1608
1609 if (nrof > nr)
1610 {
1611 sint64 oweight = total_weight ();
1612
1613 nrof -= nr;
1614
1615 if (object *pl = visible_to ())
1616 esrv_update_item (UPD_NROF, pl, this);
1617
1618 adjust_weight (env, oweight, total_weight ());
1619
1620 return true;
1621 }
1622 else
1623 {
1624 destroy ();
1625 return false;
1626 }
1627}
1628
1629/*
1630 * split(ob,nr) splits up ob into two parts. The part which
1631 * is returned contains nr objects, and the remaining parts contains
1632 * the rest (or is removed and returned if that number is 0).
1633 * On failure, NULL is returned.
1634 */
1540object * 1635object *
1541decrease_ob_nr (object *op, uint32 i) 1636object::split (sint32 nr)
1542{ 1637{
1543 object *tmp; 1638 int have = number_of ();
1544 1639
1545 if (i == 0) /* objects with op->nrof require this check */ 1640 if (have < nr)
1546 return op; 1641 return 0;
1547 1642 else if (have == nr)
1548 if (i > op->nrof)
1549 i = op->nrof;
1550
1551 if (QUERY_FLAG (op, FLAG_REMOVED))
1552 op->nrof -= i;
1553 else if (op->env)
1554 { 1643 {
1555 /* is this object in the players inventory, or sub container
1556 * therein?
1557 */
1558 tmp = op->in_player ();
1559 /* nope. Is this a container the player has opened?
1560 * If so, set tmp to that player.
1561 * IMO, searching through all the players will mostly
1562 * likely be quicker than following op->env to the map,
1563 * and then searching the map for a player.
1564 */
1565 if (!tmp)
1566 for_all_players (pl)
1567 if (pl->ob->container == op->env)
1568 {
1569 tmp = pl->ob;
1570 break;
1571 }
1572
1573 if (i < op->nrof)
1574 {
1575 sub_weight (op->env, op->weight * i);
1576 op->nrof -= i;
1577 if (tmp)
1578 esrv_send_item (tmp, op);
1579 }
1580 else
1581 {
1582 op->remove (); 1644 remove ();
1583 op->nrof = 0; 1645 return this;
1584 if (tmp)
1585 esrv_del_item (tmp->contr, op->count);
1586 }
1587 } 1646 }
1588 else 1647 else
1589 { 1648 {
1590 object *above = op->above; 1649 decrease (nr);
1591 1650
1592 if (i < op->nrof) 1651 object *op = deep_clone ();
1593 op->nrof -= i; 1652 op->nrof = nr;
1594 else
1595 {
1596 op->remove ();
1597 op->nrof = 0;
1598 }
1599
1600 /* Since we just removed op, op->above is null */
1601 for (tmp = above; tmp; tmp = tmp->above)
1602 if (tmp->type == PLAYER)
1603 {
1604 if (op->nrof)
1605 esrv_send_item (tmp, op);
1606 else
1607 esrv_del_item (tmp->contr, op->count);
1608 }
1609 }
1610
1611 if (op->nrof)
1612 return op; 1653 return op;
1613 else
1614 {
1615 op->destroy ();
1616 return 0;
1617 }
1618}
1619
1620/*
1621 * add_weight(object, weight) adds the specified weight to an object,
1622 * and also updates how much the environment(s) is/are carrying.
1623 */
1624void
1625add_weight (object *op, signed long weight)
1626{
1627 while (op != NULL)
1628 {
1629 if (op->type == CONTAINER)
1630 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1631
1632 op->carrying += weight;
1633 op = op->env;
1634 } 1654 }
1635} 1655}
1636 1656
1637object * 1657object *
1638insert_ob_in_ob (object *op, object *where) 1658insert_ob_in_ob (object *op, object *where)
1663 * be != op, if items are merged. -Tero 1683 * be != op, if items are merged. -Tero
1664 */ 1684 */
1665object * 1685object *
1666object::insert (object *op) 1686object::insert (object *op)
1667{ 1687{
1668 object *tmp, *otmp;
1669
1670 if (!QUERY_FLAG (op, FLAG_REMOVED))
1671 op->remove ();
1672
1673 if (op->more) 1688 if (op->more)
1674 { 1689 {
1675 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1690 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1676 return op; 1691 return op;
1677 } 1692 }
1678 1693
1679 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1694 op->remove ();
1680 CLEAR_FLAG (op, FLAG_REMOVED); 1695
1696 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1697
1681 if (op->nrof) 1698 if (op->nrof)
1682 {
1683 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1699 for (object *tmp = inv; tmp; tmp = tmp->below)
1684 if (object::can_merge (tmp, op)) 1700 if (object::can_merge (tmp, op))
1685 { 1701 {
1686 /* return the original object and remove inserted object 1702 /* return the original object and remove inserted object
1687 (client needs the original object) */ 1703 (client prefers the original object) */
1704
1705 // carring must be 0 for mergable objects
1706 sint64 oweight = tmp->weight * tmp->nrof;
1707
1688 tmp->nrof += op->nrof; 1708 tmp->nrof += op->nrof;
1689 /* Weight handling gets pretty funky. Since we are adding to 1709
1690 * tmp->nrof, we need to increase the weight. 1710 if (object *pl = tmp->visible_to ())
1691 */ 1711 esrv_update_item (UPD_NROF, pl, tmp);
1712
1692 add_weight (this, op->weight * op->nrof); 1713 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1693 SET_FLAG (op, FLAG_REMOVED); 1714
1694 op->destroy (); /* free the inserted object */ 1715 op->destroy ();
1695 op = tmp; 1716 op = tmp;
1696 op->remove (); /* and fix old object's links */ 1717 goto inserted;
1697 CLEAR_FLAG (op, FLAG_REMOVED);
1698 break;
1699 } 1718 }
1700 1719
1701 /* I assume combined objects have no inventory 1720 op->owner = 0; // it's his/hers now. period.
1702 * We add the weight - this object could have just been removed
1703 * (if it was possible to merge). calling remove_ob will subtract
1704 * the weight, so we need to add it in again, since we actually do
1705 * the linking below
1706 */
1707 add_weight (this, op->weight * op->nrof);
1708 }
1709 else
1710 add_weight (this, (op->weight + op->carrying));
1711
1712 otmp = this->in_player ();
1713 if (otmp && otmp->contr)
1714 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1715 otmp->update_stats ();
1716
1717 op->map = 0; 1721 op->map = 0;
1718 op->env = this; 1722 op->x = 0;
1723 op->y = 0;
1724
1719 op->above = 0; 1725 op->above = 0;
1720 op->below = 0; 1726 op->below = inv;
1721 op->x = 0, op->y = 0; 1727 op->env = this;
1722 1728
1729 if (inv)
1730 inv->above = op;
1731
1732 inv = op;
1733
1734 op->flag [FLAG_REMOVED] = 0;
1735
1736 if (object *pl = op->visible_to ())
1737 esrv_send_item (pl, op);
1738
1739 adjust_weight (this, 0, op->total_weight ());
1740
1741inserted:
1723 /* reset the light list and los of the players on the map */ 1742 /* reset the light list and los of the players on the map */
1724 if ((op->glow_radius != 0) && map) 1743 if (op->glow_radius && is_on_map ())
1725 { 1744 {
1726#ifdef DEBUG_LIGHTS 1745 update_stats ();
1727 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1728#endif /* DEBUG_LIGHTS */
1729 if (map->darkness)
1730 update_all_los (map, x, y); 1746 update_all_los (map, x, y);
1731 }
1732
1733 /* Client has no idea of ordering so lets not bother ordering it here.
1734 * It sure simplifies this function...
1735 */
1736 if (!inv)
1737 inv = op;
1738 else
1739 { 1747 }
1740 op->below = inv; 1748 else if (is_player ())
1741 op->below->above = op; 1749 // if this is a player's inventory, update stats
1742 inv = op; 1750 contr->queue_stats_update ();
1743 }
1744 1751
1745 INVOKE_OBJECT (INSERT, this); 1752 INVOKE_OBJECT (INSERT, this);
1746 1753
1747 return op; 1754 return op;
1748} 1755}
1766 * MSW 2001-07-08: Check all objects on space, not just those below 1773 * MSW 2001-07-08: Check all objects on space, not just those below
1767 * object being inserted. insert_ob_in_map may not put new objects 1774 * object being inserted. insert_ob_in_map may not put new objects
1768 * on top. 1775 * on top.
1769 */ 1776 */
1770int 1777int
1771check_move_on (object *op, object *originator) 1778check_move_on (object *op, object *originator, int flags)
1772{ 1779{
1780 if (op->flag [FLAG_NO_APPLY])
1781 return 0;
1782
1773 object *tmp; 1783 object *tmp;
1774 maptile *m = op->map; 1784 maptile *m = op->map;
1775 int x = op->x, y = op->y; 1785 int x = op->x, y = op->y;
1776 1786
1777 MoveType move_on, move_slow, move_block; 1787 mapspace &ms = m->at (x, y);
1778 1788
1779 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1789 ms.update ();
1780 return 0;
1781 1790
1782 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1791 MoveType move_on = ms.move_on;
1783 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1792 MoveType move_slow = ms.move_slow;
1784 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1793 MoveType move_block = ms.move_block;
1785 1794
1786 /* if nothing on this space will slow op down or be applied, 1795 /* if nothing on this space will slow op down or be applied,
1787 * no need to do checking below. have to make sure move_type 1796 * no need to do checking below. have to make sure move_type
1788 * is set, as lots of objects don't have it set - we treat that 1797 * is set, as lots of objects don't have it set - we treat that
1789 * as walking. 1798 * as walking.
1800 return 0; 1809 return 0;
1801 1810
1802 /* The objects have to be checked from top to bottom. 1811 /* The objects have to be checked from top to bottom.
1803 * Hence, we first go to the top: 1812 * Hence, we first go to the top:
1804 */ 1813 */
1805 1814 for (object *next, *tmp = ms.top; tmp; tmp = next)
1806 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1807 {
1808 /* Trim the search when we find the first other spell effect
1809 * this helps performance so that if a space has 50 spell objects,
1810 * we don't need to check all of them.
1811 */
1812 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1813 break;
1814 } 1815 {
1816 next = tmp->below;
1815 1817
1816 for (; tmp; tmp = tmp->below)
1817 {
1818 if (tmp == op) 1818 if (tmp == op)
1819 continue; /* Can't apply yourself */ 1819 continue; /* Can't apply yourself */
1820 1820
1821 /* Check to see if one of the movement types should be slowed down. 1821 /* Check to see if one of the movement types should be slowed down.
1822 * Second check makes sure that the movement types not being slowed 1822 * Second check makes sure that the movement types not being slowed
1823 * (~slow_move) is not blocked on this space - just because the 1823 * (~slow_move) is not blocked on this space - just because the
1824 * space doesn't slow down swimming (for example), if you can't actually 1824 * space doesn't slow down swimming (for example), if you can't actually
1825 * swim on that space, can't use it to avoid the penalty. 1825 * swim on that space, can't use it to avoid the penalty.
1826 */ 1826 */
1827 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1827 if (!op->flag [FLAG_WIZPASS])
1828 { 1828 {
1829 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1829 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1830 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1830 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1831 { 1831 {
1832
1833 float
1834 diff = tmp->move_slow_penalty * fabs (op->speed); 1832 float diff = tmp->move_slow_penalty * fabs (op->speed);
1835 1833
1836 if (op->type == PLAYER) 1834 if (op->is_player ())
1837 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1835 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1838 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1836 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1839 diff /= 4.0; 1837 diff /= 4.0;
1840 1838
1841 op->speed_left -= diff; 1839 op->speed_left -= diff;
1842 } 1840 }
1843 } 1841 }
1844 1842
1845 /* Basically same logic as above, except now for actual apply. */ 1843 /* Basically same logic as above, except now for actual apply. */
1846 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1844 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1847 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1845 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1848 { 1846 {
1847 if ((flags & INS_NO_AUTO_EXIT)
1848 && (tmp->type == EXIT || tmp->type == TELEPORTER
1849 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1850 continue;
1851
1849 move_apply (tmp, op, originator); 1852 move_apply (tmp, op, originator);
1850 1853
1851 if (op->destroyed ()) 1854 if (op->destroyed ())
1852 return 1; 1855 return 1;
1853 1856
1876 LOG (llevError, "Present_arch called outside map.\n"); 1879 LOG (llevError, "Present_arch called outside map.\n");
1877 return NULL; 1880 return NULL;
1878 } 1881 }
1879 1882
1880 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1883 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1881 if (tmp->arch == at) 1884 if (tmp->arch->archname == at->archname)
1882 return tmp; 1885 return tmp;
1883 1886
1884 return NULL; 1887 return NULL;
1885} 1888}
1886 1889
1950 * The first matching object is returned, or NULL if none. 1953 * The first matching object is returned, or NULL if none.
1951 */ 1954 */
1952object * 1955object *
1953present_arch_in_ob (const archetype *at, const object *op) 1956present_arch_in_ob (const archetype *at, const object *op)
1954{ 1957{
1955 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1958 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1956 if (tmp->arch == at) 1959 if (tmp->arch->archname == at->archname)
1957 return tmp; 1960 return tmp;
1958 1961
1959 return NULL; 1962 return NULL;
1960} 1963}
1961 1964
1963 * activate recursively a flag on an object inventory 1966 * activate recursively a flag on an object inventory
1964 */ 1967 */
1965void 1968void
1966flag_inv (object *op, int flag) 1969flag_inv (object *op, int flag)
1967{ 1970{
1968 if (op->inv)
1969 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1971 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1970 { 1972 {
1971 SET_FLAG (tmp, flag); 1973 tmp->set_flag (flag);
1972 flag_inv (tmp, flag); 1974 flag_inv (tmp, flag);
1973 } 1975 }
1974} 1976}
1975 1977
1976/* 1978/*
1977 * deactivate recursively a flag on an object inventory 1979 * deactivate recursively a flag on an object inventory
1978 */ 1980 */
1979void 1981void
1980unflag_inv (object *op, int flag) 1982unflag_inv (object *op, int flag)
1981{ 1983{
1982 if (op->inv)
1983 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1984 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1984 { 1985 {
1985 CLEAR_FLAG (tmp, flag); 1986 tmp->clr_flag (flag);
1986 unflag_inv (tmp, flag); 1987 unflag_inv (tmp, flag);
1987 } 1988 }
1988} 1989}
1989 1990
1990/* 1991/*
1991 * find_free_spot(object, map, x, y, start, stop) will search for 1992 * find_free_spot(object, map, x, y, start, stop) will search for
1992 * a spot at the given map and coordinates which will be able to contain 1993 * a spot at the given map and coordinates which will be able to contain
1994 * to search (see the freearr_x/y[] definition). 1995 * to search (see the freearr_x/y[] definition).
1995 * It returns a random choice among the alternatives found. 1996 * It returns a random choice among the alternatives found.
1996 * start and stop are where to start relative to the free_arr array (1,9 1997 * start and stop are where to start relative to the free_arr array (1,9
1997 * does all 4 immediate directions). This returns the index into the 1998 * does all 4 immediate directions). This returns the index into the
1998 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1999 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1999 * Note - this only checks to see if there is space for the head of the
2000 * object - if it is a multispace object, this should be called for all
2001 * pieces.
2002 * Note2: This function does correctly handle tiled maps, but does not 2000 * Note: This function does correctly handle tiled maps, but does not
2003 * inform the caller. However, insert_ob_in_map will update as 2001 * inform the caller. However, insert_ob_in_map will update as
2004 * necessary, so the caller shouldn't need to do any special work. 2002 * necessary, so the caller shouldn't need to do any special work.
2005 * Note - updated to take an object instead of archetype - this is necessary 2003 * Note - updated to take an object instead of archetype - this is necessary
2006 * because arch_blocked (now ob_blocked) needs to know the movement type 2004 * because arch_blocked (now ob_blocked) needs to know the movement type
2007 * to know if the space in question will block the object. We can't use 2005 * to know if the space in question will block the object. We can't use
2009 * customized, changed states, etc. 2007 * customized, changed states, etc.
2010 */ 2008 */
2011int 2009int
2012find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2010find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2013{ 2011{
2014 int index = 0, flag;
2015 int altern[SIZEOFFREE]; 2012 int altern[SIZEOFFREE];
2013 int index = 0;
2016 2014
2017 for (int i = start; i < stop; i++) 2015 for (int i = start; i < stop; i++)
2018 { 2016 {
2019 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2017 mapxy pos (m, x, y); pos.move (i);
2020 if (!flag) 2018
2019 if (!pos.normalise ())
2020 continue;
2021
2022 mapspace &ms = *pos;
2023
2024 if (ms.flags () & P_IS_ALIVE)
2025 continue;
2026
2027 /* However, often
2028 * ob doesn't have any move type (when used to place exits)
2029 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2030 */
2031 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2032 {
2021 altern [index++] = i; 2033 altern [index++] = i;
2034 continue;
2035 }
2022 2036
2023 /* Basically, if we find a wall on a space, we cut down the search size. 2037 /* Basically, if we find a wall on a space, we cut down the search size.
2024 * In this way, we won't return spaces that are on another side of a wall. 2038 * In this way, we won't return spaces that are on another side of a wall.
2025 * This mostly work, but it cuts down the search size in all directions - 2039 * This mostly work, but it cuts down the search size in all directions -
2026 * if the space being examined only has a wall to the north and empty 2040 * if the space being examined only has a wall to the north and empty
2027 * spaces in all the other directions, this will reduce the search space 2041 * spaces in all the other directions, this will reduce the search space
2028 * to only the spaces immediately surrounding the target area, and 2042 * to only the spaces immediately surrounding the target area, and
2029 * won't look 2 spaces south of the target space. 2043 * won't look 2 spaces south of the target space.
2030 */ 2044 */
2031 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2045 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2046 {
2032 stop = maxfree[i]; 2047 stop = maxfree[i];
2048 continue;
2049 }
2050
2051 /* Note it is intentional that we check ob - the movement type of the
2052 * head of the object should correspond for the entire object.
2053 */
2054 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2055 continue;
2056
2057 if (ob->blocked (pos.m, pos.x, pos.y))
2058 continue;
2059
2060 altern [index++] = i;
2033 } 2061 }
2034 2062
2035 if (!index) 2063 if (!index)
2036 return -1; 2064 return -1;
2037 2065
2046 */ 2074 */
2047int 2075int
2048find_first_free_spot (const object *ob, maptile *m, int x, int y) 2076find_first_free_spot (const object *ob, maptile *m, int x, int y)
2049{ 2077{
2050 for (int i = 0; i < SIZEOFFREE; i++) 2078 for (int i = 0; i < SIZEOFFREE; i++)
2051 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2079 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2052 return i; 2080 return i;
2053 2081
2054 return -1; 2082 return -1;
2055} 2083}
2056 2084
2102 * there is capable of. 2130 * there is capable of.
2103 */ 2131 */
2104int 2132int
2105find_dir (maptile *m, int x, int y, object *exclude) 2133find_dir (maptile *m, int x, int y, object *exclude)
2106{ 2134{
2107 int i, max = SIZEOFFREE, mflags; 2135 int max = SIZEOFFREE;
2108
2109 sint16 nx, ny;
2110 object *tmp;
2111 maptile *mp;
2112
2113 MoveType blocked, move_type; 2136 MoveType move_type;
2114 2137
2115 if (exclude && exclude->head_ () != exclude) 2138 if (exclude && exclude->head_ () != exclude)
2116 { 2139 {
2117 exclude = exclude->head; 2140 exclude = exclude->head;
2118 move_type = exclude->move_type; 2141 move_type = exclude->move_type;
2121 { 2144 {
2122 /* If we don't have anything, presume it can use all movement types. */ 2145 /* If we don't have anything, presume it can use all movement types. */
2123 move_type = MOVE_ALL; 2146 move_type = MOVE_ALL;
2124 } 2147 }
2125 2148
2126 for (i = 1; i < max; i++) 2149 for (int i = 1; i < max; i++)
2127 { 2150 {
2128 mp = m; 2151 mapxy pos (m, x, y);
2129 nx = x + freearr_x[i]; 2152 pos.move (i);
2130 ny = y + freearr_y[i];
2131 2153
2132 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2154 if (!pos.normalise ())
2133
2134 if (mflags & P_OUT_OF_MAP)
2135 max = maxfree[i]; 2155 max = maxfree[i];
2136 else 2156 else
2137 { 2157 {
2138 mapspace &ms = mp->at (nx, ny); 2158 mapspace &ms = *pos;
2139 2159
2140 blocked = ms.move_block;
2141
2142 if ((move_type & blocked) == move_type) 2160 if ((move_type & ms.move_block) == move_type)
2143 max = maxfree[i]; 2161 max = maxfree [i];
2144 else if (mflags & P_IS_ALIVE) 2162 else if (ms.flags () & P_IS_ALIVE)
2145 { 2163 {
2146 for (tmp = ms.bot; tmp; tmp = tmp->above) 2164 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2147 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2165 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2148 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2166 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2149 break;
2150
2151 if (tmp)
2152 return freedir[i]; 2167 return freedir [i];
2153 } 2168 }
2154 } 2169 }
2155 } 2170 }
2156 2171
2157 return 0; 2172 return 0;
2166{ 2181{
2167 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2182 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2168} 2183}
2169 2184
2170/* 2185/*
2171 * find_dir_2(delta-x,delta-y) will return a direction in which 2186 * find_dir_2(delta-x,delta-y) will return a direction value
2172 * an object which has subtracted the x and y coordinates of another 2187 * for running into direct [dx, dy].
2173 * object, needs to travel toward it. 2188 * (the opposite of crossfire's find_dir_2!)
2174 */ 2189 */
2175int 2190int
2176find_dir_2 (int x, int y) 2191find_dir_2 (int x, int y)
2177{ 2192{
2193#if 1 // new algorithm
2194 // this works by putting x, y into 16 sectors, which
2195 // are not equal sized, but are a better approximation
2196 // then the old algorithm, and then using a mapping
2197 // table to map it into a direction value.
2198 // basically, it maps these comparisons to each bit
2199 // bit #3: x < 0
2200 // bit #2: y < 0
2201 // bit #1: x > y
2202 // bit #0: x > 2y
2203
2204 static const uint8 dir[16] = {
2205 4, 5, 4, 3,
2206 2, 1, 2, 3,
2207 6, 5, 6, 7,
2208 8, 1, 8, 7,
2209 };
2210 int sector = 0;
2211
2212 // this is a bit ugly, but more likely to result in branchless code
2213 sector |= x < 0 ? 8 : 0;
2214 x = x < 0 ? -x : x; // abs
2215
2216 sector |= y < 0 ? 4 : 0;
2217 y = y < 0 ? -y : y; // abs
2218
2219 if (x > y)
2220 {
2221 sector |= 2;
2222
2223 if (x > y * 2)
2224 sector |= 1;
2225 }
2226 else
2227 {
2228 if (y > x * 2)
2229 sector |= 1;
2230 else if (!y)
2231 return 0; // x == 0 here
2232 }
2233
2234 return dir [sector];
2235#else // old algorithm
2178 int q; 2236 int q;
2179 2237
2180 if (y) 2238 if (y)
2181 q = x * 100 / y; 2239 q = 128 * x / y;
2182 else if (x) 2240 else if (x)
2183 q = -300 * x; 2241 q = -512 * x; // to make it > 309
2184 else 2242 else
2185 return 0; 2243 return 0;
2186 2244
2187 if (y > 0) 2245 if (y > 0)
2188 { 2246 {
2189 if (q < -242) 2247 if (q < -309) return 7;
2248 if (q < -52) return 6;
2249 if (q < 52) return 5;
2250 if (q < 309) return 4;
2251
2190 return 3; 2252 return 3;
2191 if (q < -41) 2253 }
2192 return 2; 2254 else
2193 if (q < 41) 2255 {
2194 return 1; 2256 if (q < -309) return 3;
2195 if (q < 242) 2257 if (q < -52) return 2;
2196 return 8; 2258 if (q < 52) return 1;
2259 if (q < 309) return 8;
2260
2197 return 7; 2261 return 7;
2198 } 2262 }
2199 2263#endif
2200 if (q < -242)
2201 return 7;
2202 if (q < -41)
2203 return 6;
2204 if (q < 41)
2205 return 5;
2206 if (q < 242)
2207 return 4;
2208
2209 return 3;
2210} 2264}
2211 2265
2212/* 2266/*
2213 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2267 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2214 * between two directions (which are expected to be absolute (see absdir()) 2268 * between two directions (which are expected to be absolute (see absdir())
2215 */ 2269 */
2216int 2270int
2217dirdiff (int dir1, int dir2) 2271dirdiff (int dir1, int dir2)
2218{ 2272{
2219 int d;
2220
2221 d = abs (dir1 - dir2); 2273 int d = abs (dir1 - dir2);
2222 if (d > 4)
2223 d = 8 - d;
2224 2274
2225 return d; 2275 return d > 4 ? 8 - d : d;
2226} 2276}
2227 2277
2228/* peterm: 2278/* peterm:
2229 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2279 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2230 * Basically, this is a table of directions, and what directions 2280 * Basically, this is a table of directions, and what directions
2232 * This basically means that if direction is 15, then it could either go 2282 * This basically means that if direction is 15, then it could either go
2233 * direction 4, 14, or 16 to get back to where we are. 2283 * direction 4, 14, or 16 to get back to where we are.
2234 * Moved from spell_util.c to object.c with the other related direction 2284 * Moved from spell_util.c to object.c with the other related direction
2235 * functions. 2285 * functions.
2236 */ 2286 */
2237int reduction_dir[SIZEOFFREE][3] = { 2287static const int reduction_dir[SIZEOFFREE][3] = {
2238 {0, 0, 0}, /* 0 */ 2288 {0, 0, 0}, /* 0 */
2239 {0, 0, 0}, /* 1 */ 2289 {0, 0, 0}, /* 1 */
2240 {0, 0, 0}, /* 2 */ 2290 {0, 0, 0}, /* 2 */
2241 {0, 0, 0}, /* 3 */ 2291 {0, 0, 0}, /* 3 */
2242 {0, 0, 0}, /* 4 */ 2292 {0, 0, 0}, /* 4 */
2336 * Add a check so we can't pick up invisible objects (0.93.8) 2386 * Add a check so we can't pick up invisible objects (0.93.8)
2337 */ 2387 */
2338int 2388int
2339can_pick (const object *who, const object *item) 2389can_pick (const object *who, const object *item)
2340{ 2390{
2341 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2391 return /*who->flag [FLAG_WIZ]|| */
2342 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2392 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2343 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2393 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2344} 2394}
2395
2396//-GPL
2345 2397
2346/* 2398/*
2347 * create clone from object to another 2399 * create clone from object to another
2348 */ 2400 */
2349object * 2401object *
2350object_create_clone (object *asrc) 2402object::deep_clone ()
2351{ 2403{
2352 object *dst = 0, *tmp, *src, *prev, *item; 2404 assert (("deep_clone called on non-head object", is_head ()));
2353 2405
2354 if (!asrc) 2406 object *dst = clone ();
2355 return 0;
2356 2407
2357 src = asrc->head_ (); 2408 object *prev = dst;
2358
2359 prev = 0;
2360 for (object *part = src; part; part = part->more) 2409 for (object *part = this->more; part; part = part->more)
2361 { 2410 {
2362 tmp = part->clone (); 2411 object *tmp = part->clone ();
2363 tmp->x -= src->x;
2364 tmp->y -= src->y;
2365
2366 if (!part->head)
2367 {
2368 dst = tmp;
2369 tmp->head = 0;
2370 }
2371 else
2372 tmp->head = dst; 2412 tmp->head = dst;
2373
2374 tmp->more = 0;
2375
2376 if (prev)
2377 prev->more = tmp; 2413 prev->more = tmp;
2378
2379 prev = tmp; 2414 prev = tmp;
2380 } 2415 }
2381 2416
2382 for (item = src->inv; item; item = item->below) 2417 for (object *item = inv; item; item = item->below)
2383 insert_ob_in_ob (object_create_clone (item), dst); 2418 insert_ob_in_ob (item->deep_clone (), dst);
2384 2419
2385 return dst; 2420 return dst;
2386} 2421}
2387 2422
2388/* This returns the first object in who's inventory that 2423/* This returns the first object in who's inventory that
2397 return tmp; 2432 return tmp;
2398 2433
2399 return 0; 2434 return 0;
2400} 2435}
2401 2436
2402/* If ob has a field named key, return the link from the list, 2437/* Zero the key_values on op, decrementing the shared-string
2403 * otherwise return NULL. 2438 * refcounts and freeing the links.
2404 * 2439 */
2405 * key must be a passed in shared string - otherwise, this won't 2440void
2406 * do the desired thing. 2441key_values::clear ()
2407 */
2408key_value *
2409get_ob_key_link (const object *ob, const char *key)
2410{ 2442{
2411 for (key_value *link = ob->key_values; link; link = link->next) 2443 for (key_value *kvp = first; kvp; )
2444 {
2445 key_value *next = kvp->next;
2446 delete kvp;
2447 kvp = next;
2448 }
2449
2450 first = 0;
2451}
2452
2453shstr_tmp
2454key_values::get (shstr_tmp key) const
2455{
2456 for (key_value *kv = first; kv; kv = kv->next)
2412 if (link->key == key) 2457 if (kv->key == key)
2413 return link;
2414
2415 return 0;
2416}
2417
2418/*
2419 * Returns the value of op has an extra_field for key, or NULL.
2420 *
2421 * The argument doesn't need to be a shared string.
2422 *
2423 * The returned string is shared.
2424 */
2425const char *
2426get_ob_key_value (const object *op, const char *const key)
2427{
2428 key_value *link;
2429 shstr_cmp canonical_key (key);
2430
2431 if (!canonical_key)
2432 {
2433 /* 1. There being a field named key on any object
2434 * implies there'd be a shared string to find.
2435 * 2. Since there isn't, no object has this field.
2436 * 3. Therefore, *this* object doesn't have this field.
2437 */
2438 return 0;
2439 }
2440
2441 /* This is copied from get_ob_key_link() above -
2442 * only 4 lines, and saves the function call overhead.
2443 */
2444 for (link = op->key_values; link; link = link->next)
2445 if (link->key == canonical_key)
2446 return link->value; 2458 return kv->value;
2447 2459
2448 return 0; 2460 return shstr ();
2449} 2461}
2450 2462
2451/* 2463void
2452 * Updates the canonical_key in op to value. 2464key_values::add (shstr_tmp key, shstr_tmp value)
2453 *
2454 * canonical_key is a shared string (value doesn't have to be).
2455 *
2456 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2457 * keys.
2458 *
2459 * Returns TRUE on success.
2460 */
2461int
2462set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2463{ 2465{
2464 key_value *field = NULL, *last = NULL; 2466 key_value *kv = new key_value;
2465 2467
2466 for (field = op->key_values; field != NULL; field = field->next) 2468 kv->next = first;
2467 { 2469 kv->key = key;
2468 if (field->key != canonical_key) 2470 kv->value = value;
2471
2472 first = kv;
2473}
2474
2475void
2476key_values::set (shstr_tmp key, shstr_tmp value)
2477{
2478 for (key_value *kv = first; kv; kv = kv->next)
2479 if (kv->key == key)
2469 { 2480 {
2470 last = field; 2481 kv->value = value;
2471 continue; 2482 return;
2472 } 2483 }
2473 2484
2474 if (value) 2485 add (key, value);
2475 field->value = value; 2486}
2476 else 2487
2488void
2489key_values::del (shstr_tmp key)
2490{
2491 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2492 if ((*kvp)->key == key)
2477 { 2493 {
2478 /* Basically, if the archetype has this key set, 2494 key_value *kv = *kvp;
2479 * we need to store the null value so when we save 2495 *kvp = (*kvp)->next;
2480 * it, we save the empty value so that when we load, 2496 delete kv;
2481 * we get this value back again. 2497 return;
2482 */
2483 if (get_ob_key_link (op->arch, canonical_key))
2484 field->value = 0;
2485 else
2486 {
2487 if (last)
2488 last->next = field->next;
2489 else
2490 op->key_values = field->next;
2491
2492 delete field;
2493 }
2494 } 2498 }
2495 return TRUE; 2499}
2500
2501void
2502key_values::reverse ()
2503{
2504 key_value *prev = 0;
2505 key_value *head = first;
2506
2507 while (head)
2496 } 2508 {
2497 /* IF we get here, key doesn't exist */ 2509 key_value *node = head;
2510 head = head->next;
2511 node->next = prev;
2512 prev = node;
2513 }
2498 2514
2499 /* No field, we'll have to add it. */ 2515 first = prev;
2500
2501 if (!add_key)
2502 return FALSE;
2503
2504 /* There isn't any good reason to store a null
2505 * value in the key/value list. If the archetype has
2506 * this key, then we should also have it, so shouldn't
2507 * be here. If user wants to store empty strings,
2508 * should pass in ""
2509 */
2510 if (value == NULL)
2511 return TRUE;
2512
2513 field = new key_value;
2514
2515 field->key = canonical_key;
2516 field->value = value;
2517 /* Usual prepend-addition. */
2518 field->next = op->key_values;
2519 op->key_values = field;
2520
2521 return TRUE;
2522} 2516}
2523 2517
2524/* 2518key_values &
2525 * Updates the key in op to value. 2519key_values::operator =(const key_values &kv)
2526 *
2527 * If add_key is FALSE, this will only update existing keys,
2528 * and not add new ones.
2529 * In general, should be little reason FALSE is ever passed in for add_key
2530 *
2531 * Returns TRUE on success.
2532 */
2533int
2534set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2535{ 2520{
2536 shstr key_ (key); 2521 clear ();
2537 2522
2538 return set_ob_key_value_s (op, key_, value, add_key); 2523 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2524 add (kvp->key, kvp->value);
2525
2526 reverse ();
2539} 2527}
2540 2528
2541object::depth_iterator::depth_iterator (object *container) 2529object::depth_iterator::depth_iterator (object *container)
2542: iterator_base (container) 2530: iterator_base (container)
2543{ 2531{
2593{ 2581{
2594 char flagdesc[512]; 2582 char flagdesc[512];
2595 char info2[256 * 4]; 2583 char info2[256 * 4];
2596 char *p = info; 2584 char *p = info;
2597 2585
2598 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2586 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2599 count, uuid.seq, 2587 count,
2588 uuid.c_str (),
2600 &name, 2589 &name,
2601 title ? "\",title:\"" : "", 2590 title ? ",title:\"" : "",
2602 title ? (const char *)title : "", 2591 title ? (const char *)title : "",
2592 title ? "\"" : "",
2603 flag_desc (flagdesc, 512), type); 2593 flag_desc (flagdesc, 512), type);
2604 2594
2605 if (!this->flag[FLAG_REMOVED] && env) 2595 if (!flag[FLAG_REMOVED] && env)
2606 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2596 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2607 2597
2608 if (map) 2598 if (map)
2609 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2599 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2610 2600
2625{ 2615{
2626 return map ? map->region (x, y) 2616 return map ? map->region (x, y)
2627 : region::default_region (); 2617 : region::default_region ();
2628} 2618}
2629 2619
2630const materialtype_t * 2620//+GPL
2631object::dominant_material () const
2632{
2633 if (materialtype_t *mt = name_to_material (materialname))
2634 return mt;
2635
2636 return name_to_material (shstr_unknown);
2637}
2638 2621
2639void 2622void
2640object::open_container (object *new_container) 2623object::open_container (object *new_container)
2641{ 2624{
2642 if (container == new_container) 2625 if (container == new_container)
2643 return; 2626 return;
2644 2627
2645 if (object *old_container = container) 2628 object *old_container = container;
2629
2630 if (old_container)
2646 { 2631 {
2647 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2632 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2648 return; 2633 return;
2649 2634
2650#if 0 2635#if 0
2652 if (object *closer = old_container->inv) 2637 if (object *closer = old_container->inv)
2653 if (closer->type == CLOSE_CON) 2638 if (closer->type == CLOSE_CON)
2654 closer->destroy (); 2639 closer->destroy ();
2655#endif 2640#endif
2656 2641
2642 // make sure the container is available
2643 esrv_send_item (this, old_container);
2644
2657 old_container->flag [FLAG_APPLIED] = 0; 2645 old_container->flag [FLAG_APPLIED] = false;
2658 container = 0; 2646 container = 0;
2659 2647
2648 // client needs item update to make it work, client bug requires this to be separate
2660 esrv_update_item (UPD_FLAGS, this, old_container); 2649 esrv_update_item (UPD_FLAGS, this, old_container);
2650
2661 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2651 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2662 play_sound (sound_find ("chest_close")); 2652 play_sound (sound_find ("chest_close"));
2663 } 2653 }
2664 2654
2665 if (new_container) 2655 if (new_container)
2666 { 2656 {
2670 // TODO: this does not seem to serve any purpose anymore? 2660 // TODO: this does not seem to serve any purpose anymore?
2671#if 0 2661#if 0
2672 // insert the "Close Container" object. 2662 // insert the "Close Container" object.
2673 if (archetype *closer = new_container->other_arch) 2663 if (archetype *closer = new_container->other_arch)
2674 { 2664 {
2675 object *closer = arch_to_object (new_container->other_arch); 2665 object *closer = new_container->other_arch->instance ();
2676 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2666 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2677 new_container->insert (closer); 2667 new_container->insert (closer);
2678 } 2668 }
2679#endif 2669#endif
2680 2670
2681 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2671 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2682 2672
2673 // make sure the container is available, client bug requires this to be separate
2674 esrv_send_item (this, new_container);
2675
2683 new_container->flag [FLAG_APPLIED] = 1; 2676 new_container->flag [FLAG_APPLIED] = true;
2684 container = new_container; 2677 container = new_container;
2685 2678
2679 // client needs flag change
2686 esrv_update_item (UPD_FLAGS, this, new_container); 2680 esrv_update_item (UPD_FLAGS, this, new_container);
2687 esrv_send_inventory (this, new_container); 2681 esrv_send_inventory (this, new_container);
2688 play_sound (sound_find ("chest_open")); 2682 play_sound (sound_find ("chest_open"));
2689 } 2683 }
2684// else if (!old_container->env && contr && contr->ns)
2685// contr->ns->floorbox_reset ();
2690} 2686}
2687
2688//-GPL
2689
2690// prefetch some flat area around the player
2691static void
2692prefetch_surrounding_area (object *op, maptile *map, int range)
2693{
2694 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2695 op->x - range , op->y - range ,
2696 op->x + range + 1, op->y + range + 1);
2697 rect->m;
2698 ++rect)
2699 {
2700 rect->m->touch ();
2701 rect->m->activate ();
2702 }
2703}
2704
2705// prefetch a generous area around the player, also up and down
2706void
2707object::prefetch_surrounding_maps ()
2708{
2709 prefetch_surrounding_area (this, map, 40);
2710
2711 if (maptile *m = map->tile_available (TILE_DOWN))
2712 prefetch_surrounding_area (this, m, 20);
2713
2714 if (maptile *m = map->tile_available (TILE_UP))
2715 prefetch_surrounding_area (this, m, 20);
2716}
2717
2718//+GPL
2691 2719
2692object * 2720object *
2693object::force_find (const shstr name) 2721object::force_find (shstr_tmp name)
2694{ 2722{
2695 /* cycle through his inventory to look for the MARK we want to 2723 /* cycle through his inventory to look for the MARK we want to
2696 * place 2724 * place
2697 */ 2725 */
2698 for (object *tmp = inv; tmp; tmp = tmp->below) 2726 for (object *tmp = inv; tmp; tmp = tmp->below)
2701 2729
2702 return 0; 2730 return 0;
2703} 2731}
2704 2732
2705void 2733void
2734object::force_set_timer (int duration)
2735{
2736 this->duration = 1;
2737 this->speed_left = -1.f;
2738
2739 this->set_speed (duration ? 1.f / duration : 0.f);
2740}
2741
2742object *
2706object::force_add (const shstr name, int duration) 2743object::force_add (shstr_tmp name, int duration)
2707{ 2744{
2708 if (object *force = force_find (name)) 2745 if (object *force = force_find (name))
2709 force->destroy (); 2746 force->destroy ();
2710 2747
2711 object *force = get_archetype (FORCE_NAME); 2748 object *force = archetype::get (FORCE_NAME);
2712 2749
2713 force->slaying = name; 2750 force->slaying = name;
2714 force->stats.food = 1; 2751 force->force_set_timer (duration);
2715 force->speed_left = -1.f;
2716
2717 force->set_speed (duration ? 1.f / duration : 0.f);
2718 force->flag [FLAG_IS_USED_UP] = true;
2719 force->flag [FLAG_APPLIED] = true; 2752 force->flag [FLAG_APPLIED] = true;
2720 2753
2721 insert (force); 2754 return insert (force);
2722} 2755}
2723 2756
2724void 2757void
2725object::play_sound (faceidx sound) const 2758object::play_sound (faceidx sound) const
2726{ 2759{
2727 if (!sound) 2760 if (!sound)
2728 return; 2761 return;
2729 2762
2730 if (flag [FLAG_REMOVED]) 2763 if (is_on_map ())
2764 map->play_sound (sound, x, y);
2765 else if (object *pl = in_player ())
2766 pl->contr->play_sound (sound);
2767}
2768
2769void
2770object::say_msg (const char *msg) const
2771{
2772 if (is_on_map ())
2773 map->say_msg (msg, x, y);
2774 else if (object *pl = in_player ())
2775 pl->contr->play_sound (sound);
2776}
2777
2778void
2779object::make_noise ()
2780{
2781 // we do not model noise in the map, so instead put
2782 // a temporary light into the noise source
2783 // could use the map instead, but that's less reliable for our
2784 // goal, which is to make invisibility a bit harder to exploit
2785
2786 // currently only works sensibly for players
2787 if (!is_player ())
2731 return; 2788 return;
2732 2789
2733 if (env) 2790 // find old force, or create new one
2734 { 2791 object *force = force_find (shstr_noise_force);
2735 if (object *pl = in_player ()) 2792
2736 pl->contr->play_sound (sound); 2793 if (force)
2737 } 2794 force->speed_left = -1.f; // patch old speed up
2738 else 2795 else
2739 map->play_sound (sound, x, y); 2796 {
2740} 2797 force = archetype::get (shstr_noise_force);
2741 2798
2799 force->slaying = shstr_noise_force;
2800 force->stats.food = 1;
2801 force->speed_left = -1.f;
2802
2803 force->set_speed (1.f / 4.f);
2804 force->flag [FLAG_IS_USED_UP] = true;
2805 force->flag [FLAG_APPLIED] = true;
2806
2807 insert (force);
2808 }
2809}
2810
2811void object::change_move_type (MoveType mt)
2812{
2813 if (move_type == mt)
2814 return;
2815
2816 if (is_on_map ())
2817 {
2818 // we are on the map, so handle move_on/off effects
2819 remove ();
2820 move_type = mt;
2821 map->insert (this, x, y, this);
2822 }
2823 else
2824 move_type = mt;
2825}
2826
2827/* object should be a player.
2828 * we return the object the player has marked with the 'mark' command
2829 * below. If no match is found (or object has changed), we return
2830 * NULL. We leave it up to the calling function to print messages if
2831 * nothing is found.
2832 */
2833object *
2834object::mark () const
2835{
2836 if (contr && contr->mark && contr->mark->env == this)
2837 return contr->mark;
2838 else
2839 return 0;
2840}
2841
2842// put marked object first in the inventory
2843// this is used by identify-like spells so players can influence
2844// the order a bit.
2845void
2846object::splay_marked ()
2847{
2848 if (object *marked = mark ())
2849 splay (marked);
2850}
2851

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