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Comparing deliantra/server/common/object.C (file contents):
Revision 1.123 by root, Fri Jan 26 20:59:56 2007 UTC vs.
Revision 1.359 by root, Wed Dec 12 02:13:04 2012 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program 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 2 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 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 17 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
23 */ 21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28#include <global.h> 25#include <global.h>
29#include <stdio.h> 26#include <stdio.h>
30#include <sys/types.h> 27#include <sys/types.h>
31#include <sys/uio.h> 28#include <sys/uio.h>
32#include <object.h> 29#include <object.h>
33#include <funcpoint.h> 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 /* Not 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. */
383
384 if (!compare_ob_value_lists (ob1, ob2))
299 return 0; 385 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0;
302 } 386 }
303 387
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 388 if (ob1->self || ob2->self)
306 { 389 {
307 ob1->optimise (); 390 ob1->optimise ();
308 ob2->optimise (); 391 ob2->optimise ();
309 392
310 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)
311 return 0; 399 return 0;
400
401 if (k1 == 0)
402 return 1;
403
404 if (!cfperl_can_merge (ob1, ob2))
405 return 0;
406 }
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 weight_t
452weight_adjust_for (object *op, weight_t weight)
453{
454 if (op->type == CONTAINER)
455 weight -= weight * op->stats.Str / 100;
456
457 return weight;
458}
459
318/* 460/*
461 * subtracts, then adds, the specified weight to an object,
462 * and also updates how much the environment(s) is/are carrying.
463 */
464static void
465adjust_weight (object *op, weight_t sub, weight_t add)
466{
467 while (op)
468 {
469 weight_t carrying = (weight_t)op->carrying
470 - weight_adjust_for (op, sub)
471 + weight_adjust_for (op, add);
472
473 sub = op->carrying;
474 op->carrying = carrying;
475 add = op->carrying;
476
477 if (object *pl = op->visible_to ())
478 if (pl != op) // player is handled lazily
479 esrv_update_item (UPD_WEIGHT, pl, op);
480
481 op = op->env;
482 }
483}
484
485/*
319 * sum_weight() is a recursive function which calculates the weight 486 * this is a recursive function which calculates the weight
320 * an object is carrying. It goes through in figures out how much 487 * an object is carrying. It goes through op and figures out how much
321 * containers are carrying, and sums it up. 488 * containers are carrying, and sums it up.
322 */ 489 */
323long 490void
324sum_weight (object *op) 491object::update_weight ()
325{ 492{
326 long sum; 493 weight_t sum = 0;
327 object *inv;
328 494
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 495 for (object *op = inv; op; op = op->below)
330 {
331 if (inv->inv)
332 sum_weight (inv);
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
334 } 496 {
497 op->update_weight ();
335 498
336 if (op->type == CONTAINER && op->stats.Str) 499 sum += weight_adjust_for (this, op->total_weight ());
337 sum = (sum * (100 - op->stats.Str)) / 100; 500 }
338 501
339 if (op->carrying != sum) 502 if (sum != carrying)
503 {
504 if (carrying != sum && carrying)//D
505 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
506 (long long)sum, (long long)carrying, debug_desc ());
507
340 op->carrying = sum; 508 carrying = sum;
341 509
342 return sum; 510 if (object *pl = visible_to ())
511 if (pl != this) // player is handled lazily
512 esrv_update_item (UPD_WEIGHT, pl, this);
513 }
343} 514}
344 515
345/** 516/*
346 * Return the outermost environment object for a given object. 517 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
347 */ 518 */
348
349object *
350object_get_env_recursive (object *op)
351{
352 while (op->env != NULL)
353 op = op->env;
354 return op;
355}
356
357/*
358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
359 * Some error messages.
360 * The result of the dump is stored in the static global errmsg array.
361 */
362
363char * 519char *
364dump_object (object *op) 520dump_object (object *op)
365{ 521{
366 if (!op) 522 if (!op)
367 return strdup ("[NULLOBJ]"); 523 return strdup ("[NULLOBJ]");
368 524
369 object_freezer freezer; 525 object_freezer freezer;
370 save_object (freezer, op, 1); 526 op->write (freezer);
371 return freezer.as_string (); 527 return freezer.as_string ();
372} 528}
373 529
374/* 530char *
375 * get_nearest_part(multi-object, object 2) returns the part of the 531object::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{ 532{
383 object *tmp, *closest; 533 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} 534}
393 535
394/* 536/*
395 * Returns the object which has the count-variable equal to the argument. 537 * Returns the object which has the count-variable equal to the argument.
538 * VERRRY slow.
396 */ 539 */
397object * 540object *
398find_object (tag_t i) 541find_object (tag_t i)
399{ 542{
400 for_all_objects (op) 543 for_all_objects (op)
403 546
404 return 0; 547 return 0;
405} 548}
406 549
407/* 550/*
551 * Returns the object which has the uuid equal to the argument.
552 * MOAR VERRRY slow.
553 */
554
555object *
556find_object_uuid (UUID i)
557{
558 for_all_objects (op)
559 if (op->uuid == i)
560 return op;
561
562 return 0;
563}
564
565/*
408 * Returns the first object which has a name equal to the argument. 566 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 567 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 568 * Enables features like "patch <name-of-other-player> food 999"
411 */ 569 */
412object * 570object *
413find_object_name (const char *str) 571find_object_name (const char *str)
414{ 572{
415 shstr_cmp str_ (str); 573 shstr_cmp str_ (str);
416 object *op;
417 574
575 if (str_)
418 for_all_objects (op) 576 for_all_objects (op)
419 if (op->name == str_) 577 if (op->name == str_)
420 break; 578 return op;
421 579
422 return op; 580 return 0;
423}
424
425void
426free_all_object_data ()
427{
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429} 581}
430 582
431/* 583/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 584 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 585 * skill and experience objects.
586 * ACTUALLY NO! investigate! TODO
434 */ 587 */
435void 588void
436object::set_owner (object *owner) 589object::set_owner (object *owner)
437{ 590{
591 // allow objects which own objects
438 if (!owner) 592 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) 593 while (owner->owner)
449 owner = owner->owner; 594 owner = owner->owner;
595
596 if (flag [FLAG_FREED])
597 {
598 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
599 return;
600 }
450 601
451 this->owner = owner; 602 this->owner = owner;
452}
453
454/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links.
456 */
457static void
458free_key_values (object *op)
459{
460 for (key_value *i = op->key_values; i != 0;)
461 {
462 key_value *next = i->next;
463 delete i;
464
465 i = next;
466 }
467
468 op->key_values = 0;
469} 603}
470 604
471/* 605/*
472 * copy_to first frees everything allocated by the dst object, 606 * copy_to first frees everything allocated by the dst object,
473 * and then copies the contents of itself into the second 607 * and then copies the contents of itself into the second
477 * will point at garbage. 611 * will point at garbage.
478 */ 612 */
479void 613void
480object::copy_to (object *dst) 614object::copy_to (object *dst)
481{ 615{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 616 dst->remove ();
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
484
485 *(object_copy *)dst = *this; 617 *(object_copy *)dst = *this;
486 618
487 if (is_freed) 619 // maybe move to object_copy?
488 SET_FLAG (dst, FLAG_FREED); 620 dst->kv = kv;
489 621
490 if (is_removed) 622 dst->flag [FLAG_REMOVED] = true;
491 SET_FLAG (dst, FLAG_REMOVED); 623 dst->activate ();
624}
492 625
493 if (speed < 0) 626void
494 dst->speed_left = speed_left - rndm (); 627object::instantiate ()
628{
629 if (!uuid.seq) // HACK
630 uuid = UUID::gen ();
495 631
496 /* Copy over key_values, if any. */ 632 // TODO: unclean state changes, should not be done in copy_to AND instantiate
497 if (key_values) 633 if (flag [FLAG_RANDOM_SPEED] && speed)
498 { 634 speed_left = - speed - rndm (); // TODO animation
499 key_value *tail = 0; 635 else
500 key_value *i; 636 speed_left = -1.;
501 637
502 dst->key_values = 0; 638 /* copy the body_info to the body_used - this is only really
639 * need for monsters, but doesn't hurt to do it for everything.
640 * by doing so, when a monster is created, it has good starting
641 * values for the body_used info, so when items are created
642 * for it, they can be properly equipped.
643 */
644 for (int i = NUM_BODY_LOCATIONS; i--; )
645 slot[i].used = slot[i].info;
503 646
504 for (i = key_values; i; i = i->next) 647 attachable::instantiate ();
505 {
506 key_value *new_link = new key_value;
507
508 new_link->next = 0;
509 new_link->key = i->key;
510 new_link->value = i->value;
511
512 /* Try and be clever here, too. */
513 if (!dst->key_values)
514 {
515 dst->key_values = new_link;
516 tail = new_link;
517 }
518 else
519 {
520 tail->next = new_link;
521 tail = new_link;
522 }
523 }
524 }
525
526 dst->set_speed (dst->speed);
527} 648}
528 649
529object * 650object *
530object::clone () 651object::clone ()
531{ 652{
532 object *neu = create (); 653 object *neu = create ();
533 copy_to (neu); 654 copy_to (neu);
655
656 // TODO: unclean state changes, should not be done in clone AND instantiate
657 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
658 neu->speed_left = - neu->speed - rndm (); // TODO animation
659
660 neu->map = map; // not copied by copy_to
534 return neu; 661 return neu;
535} 662}
536 663
537/* 664/*
538 * If an object with the IS_TURNABLE() flag needs to be turned due 665 * If an object with the IS_TURNABLE() flag needs to be turned due
540 * be called to update the face variable, _and_ how it looks on the map. 667 * be called to update the face variable, _and_ how it looks on the map.
541 */ 668 */
542void 669void
543update_turn_face (object *op) 670update_turn_face (object *op)
544{ 671{
545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 672 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
546 return; 673 return;
547 674
548 SET_ANIMATION (op, op->direction); 675 SET_ANIMATION (op, op->direction);
549 update_object (op, UP_OBJ_FACE); 676 update_object (op, UP_OBJ_FACE);
550} 677}
555 * This function needs to be called whenever the speed of an object changes. 682 * This function needs to be called whenever the speed of an object changes.
556 */ 683 */
557void 684void
558object::set_speed (float speed) 685object::set_speed (float speed)
559{ 686{
560 if (flag [FLAG_FREED] && speed)
561 {
562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
563 speed = 0;
564 }
565
566 this->speed = speed; 687 this->speed = speed;
567 688
568 if (has_active_speed ()) 689 if (has_active_speed ())
569 activate (); 690 activate ();
570 else 691 else
589 * UP_OBJ_FACE: only the objects face has changed. 710 * UP_OBJ_FACE: only the objects face has changed.
590 */ 711 */
591void 712void
592update_object (object *op, int action) 713update_object (object *op, int action)
593{ 714{
594 MoveType move_on, move_off, move_block, move_slow; 715 if (!op)
595
596 if (op == NULL)
597 { 716 {
598 /* this should never happen */ 717 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 718 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
600 return; 719 return;
601 } 720 }
602 721
603 if (op->env) 722 if (!op->is_on_map ())
604 { 723 {
605 /* Animation is currently handled by client, so nothing 724 /* Animation is currently handled by client, so nothing
606 * to do in this case. 725 * to do in this case.
607 */ 726 */
608 return; 727 return;
609 } 728 }
610
611 /* If the map is saving, don't do anything as everything is
612 * going to get freed anyways.
613 */
614 if (!op->map || op->map->in_memory == MAP_SAVING)
615 return;
616 729
617 /* make sure the object is within map boundaries */ 730 /* make sure the object is within map boundaries */
618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 731 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
619 { 732 {
620 LOG (llevError, "update_object() called for object out of map!\n"); 733 LOG (llevError, "update_object() called for object out of map!\n");
625 } 738 }
626 739
627 mapspace &m = op->ms (); 740 mapspace &m = op->ms ();
628 741
629 if (!(m.flags_ & P_UPTODATE)) 742 if (!(m.flags_ & P_UPTODATE))
630 /* nop */; 743 m.update_up (); // nothing to do except copy up
631 else if (action == UP_OBJ_INSERT) 744 else if (action == UP_OBJ_INSERT)
632 { 745 {
746#if 0
633 // this is likely overkill, TODO: revisit (schmorp) 747 // this is likely overkill, TODO: revisit (schmorp)
634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 748 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 749 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 750 || (op->is_player () && !(m.flags_ & P_PLAYER))
637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 751 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 752 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 753 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
640 || (m.move_on | op->move_on ) != m.move_on 754 || (m.move_on | op->move_on ) != m.move_on
641 || (m.move_off | op->move_off ) != m.move_off 755 || (m.move_off | op->move_off ) != m.move_off
642 || (m.move_slow | op->move_slow) != m.move_slow 756 || (m.move_slow | op->move_slow) != m.move_slow
643 /* This isn't perfect, but I don't expect a lot of objects to 757 /* This isn't perfect, but I don't expect a lot of objects to
644 * to have move_allow right now. 758 * have move_allow right now.
645 */ 759 */
646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 760 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
761 m.invalidate ();
762#else
647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 763 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
648 m.flags_ = 0; 764 m.invalidate ();
765#endif
649 } 766 }
650 /* if the object is being removed, we can't make intelligent 767 /* if the object is being removed, we can't make intelligent
651 * decisions, because remove_ob can't really pass the object 768 * decisions, because remove_ob can't really pass the object
652 * that is being removed. 769 * that is being removed.
653 */ 770 */
654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 771 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
655 m.flags_ = 0; 772 m.invalidate ();
656 else if (action == UP_OBJ_FACE) 773 else if (action == UP_OBJ_FACE)
657 /* Nothing to do for that case */ ; 774 m.update_up (); // nothing to do for that case, except copy up
658 else 775 else
659 LOG (llevError, "update_object called with invalid action: %d\n", action); 776 LOG (llevError, "update_object called with invalid action: %d\n", action);
660 777
661 if (op->more) 778 if (op->more)
662 update_object (op->more, action); 779 update_object (op->more, action);
663} 780}
664 781
665object::object () 782object::object ()
666{ 783{
667 SET_FLAG (this, FLAG_REMOVED); 784 this->set_flag (FLAG_REMOVED);
668 785
669 expmul = 1.0; 786 //expmul = 1.0; declared const for the time being
670 face = blank_face; 787 face = blank_face;
788 material = MATERIAL_NULL;
671} 789}
672 790
673object::~object () 791object::~object ()
674{ 792{
675 unlink (); 793 unlink ();
676 794
677 free_key_values (this); 795 kv.clear ();
678} 796}
679
680static int object_count;
681 797
682void object::link () 798void object::link ()
683{ 799{
684 assert (!index);//D 800 assert (!index);//D
685 uuid = gen_uuid (); 801 uuid = UUID::gen ();
686 count = ++object_count;
687 802
688 refcnt_inc (); 803 refcnt_inc ();
689 objects.insert (this); 804 objects.insert (this);
805
806 ++create_count;
807
690} 808}
691 809
692void object::unlink () 810void object::unlink ()
693{ 811{
694 if (!index) 812 if (!index)
695 return; 813 return;
814
815 ++destroy_count;
696 816
697 objects.erase (this); 817 objects.erase (this);
698 refcnt_dec (); 818 refcnt_dec ();
699} 819}
700 820
704 /* If already on active list, don't do anything */ 824 /* If already on active list, don't do anything */
705 if (active) 825 if (active)
706 return; 826 return;
707 827
708 if (has_active_speed ()) 828 if (has_active_speed ())
829 {
830 if (flag [FLAG_FREED])
831 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
832
709 actives.insert (this); 833 actives.insert (this);
834 }
710} 835}
711 836
712void 837void
713object::activate_recursive () 838object::activate_recursive ()
714{ 839{
763object::destroy_inv (bool drop_to_ground) 888object::destroy_inv (bool drop_to_ground)
764{ 889{
765 // need to check first, because the checks below might segfault 890 // need to check first, because the checks below might segfault
766 // as we might be on an invalid mapspace and crossfire code 891 // as we might be on an invalid mapspace and crossfire code
767 // is too buggy to ensure that the inventory is empty. 892 // is too buggy to ensure that the inventory is empty.
768 // corollary: if you create arrows etc. with stuff in tis inventory, 893 // corollary: if you create arrows etc. with stuff in its inventory,
769 // cf will crash below with off-map x and y 894 // cf will crash below with off-map x and y
770 if (!inv) 895 if (!inv)
771 return; 896 return;
772 897
773 /* Only if the space blocks everything do we not process - 898 /* Only if the space blocks everything do we not process -
774 * if some form of movement is allowed, let objects 899 * if some form of movement is allowed, let objects
775 * drop on that space. 900 * drop on that space.
776 */ 901 */
777 if (!drop_to_ground 902 if (!drop_to_ground
778 || !map 903 || !map
779 || map->in_memory != MAP_IN_MEMORY 904 || !map->linkable ()
780 || map->nodrop 905 || map->no_drop
781 || ms ().move_block == MOVE_ALL) 906 || ms ().move_block == MOVE_ALL)
782 { 907 {
783 while (inv) 908 while (inv)
784 {
785 inv->destroy_inv (drop_to_ground);
786 inv->destroy (); 909 inv->destroy ();
787 }
788 } 910 }
789 else 911 else
790 { /* Put objects in inventory onto this space */ 912 { /* Put objects in inventory onto this space */
791 while (inv) 913 while (inv)
792 { 914 {
803 map->insert (op, x, y); 925 map->insert (op, x, y);
804 } 926 }
805 } 927 }
806} 928}
807 929
930/*
931 * Remove and free all objects in the inventory of the given object.
932 * Unlike destroy_inv, this assumes the *this is destroyed as well
933 * well, so we can (and have to!) take shortcuts.
934 */
935void
936object::destroy_inv_fast ()
937{
938 while (object *op = inv)
939 {
940 // remove from object the fast way
941 op->flag [FLAG_REMOVED] = true;
942 op->env = 0;
943 if ((inv = inv->below))
944 inv->above = 0;
945
946 // then destroy
947 op->destroy ();
948 }
949}
950
951void
952object::freelist_free (int count)
953{
954 while (count-- && freelist)
955 {
956 freelist_item *next = freelist->next;
957 // count is being "destroyed"
958
959 sfree ((char *)freelist, sizeof (object));
960
961 freelist = next;
962 --free_count;
963 }
964}
965
966object *
808object *object::create () 967object::create ()
809{ 968{
810 object *op = new object; 969 object *op;
970
971 if (freelist)
972 {
973 freelist_item li = *freelist;
974 memset (freelist, 0, sizeof (object));
975
976 op = new (freelist) object;
977 op->count = li.count;
978
979 freelist = li.next;
980 --free_count;
981 }
982 else
983 {
984 void *ni = salloc0<char> (sizeof (object));
985
986 op = new(ni) object;
987
988 op->count = ++object_count;
989 }
990
811 op->link (); 991 op->link ();
992
812 return op; 993 return op;
813} 994}
814 995
815void 996void
997object::do_delete ()
998{
999 uint32_t count = this->count;
1000
1001 this->~object ();
1002
1003 freelist_item *li = (freelist_item *)this;
1004 li->next = freelist;
1005 li->count = count;
1006
1007 freelist = li;
1008 ++free_count;
1009}
1010
1011void
816object::do_destroy () 1012object::do_destroy ()
817{ 1013{
818 attachable::do_destroy ();
819
820 if (flag [FLAG_IS_LINKED]) 1014 if (flag [FLAG_IS_LINKED])
821 remove_button_link (this); 1015 remove_link ();
822 1016
823 if (flag [FLAG_FRIENDLY]) 1017 if (flag [FLAG_FRIENDLY])
824 remove_friendly_object (this); 1018 remove_friendly_object (this);
825 1019
826 if (!flag [FLAG_REMOVED])
827 remove (); 1020 remove ();
828 1021
829 destroy_inv (true); 1022 attachable::do_destroy ();
830 1023
831 deactivate (); 1024 deactivate ();
832 unlink (); 1025 unlink ();
833 1026
834 flag [FLAG_FREED] = 1; 1027 flag [FLAG_FREED] = 1;
835 1028
836 // hack to ensure that freed objects still have a valid map 1029 // hack to ensure that freed objects still have a valid map
837 {
838 static maptile *freed_map; // freed objects are moved here to avoid crashes
839
840 if (!freed_map)
841 {
842 freed_map = new maptile;
843
844 freed_map->name = "/internal/freed_objects_map";
845 freed_map->width = 3;
846 freed_map->height = 3;
847
848 freed_map->alloc ();
849 freed_map->in_memory = MAP_IN_MEMORY;
850 }
851
852 map = freed_map; 1030 map = &freed_map;
853 x = 1; 1031 x = 1;
854 y = 1; 1032 y = 1;
855 }
856
857 head = 0;
858 1033
859 if (more) 1034 if (more)
860 { 1035 {
861 more->destroy (); 1036 more->destroy ();
862 more = 0; 1037 more = 0;
863 } 1038 }
864 1039
1040 head = 0;
1041
865 // clear those pointers that likely might have circular references to us 1042 // clear those pointers that likely might cause circular references
866 owner = 0; 1043 owner = 0;
867 enemy = 0; 1044 enemy = 0;
868 attacked_by = 0; 1045 attacked_by = 0;
1046 current_weapon = 0;
869} 1047}
870 1048
871void 1049void
872object::destroy (bool destroy_inventory) 1050object::destroy ()
873{ 1051{
874 if (destroyed ()) 1052 if (destroyed ())
875 return; 1053 return;
876 1054
877 if (destroy_inventory) 1055 if (!is_head () && !head->destroyed ())
1056 {
1057 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1058 head->destroy ();
1059 return;
1060 }
1061
878 destroy_inv (false); 1062 destroy_inv_fast ();
1063
1064 if (is_head ())
1065 if (sound_destroy)
1066 play_sound (sound_destroy);
1067 else if (flag [FLAG_MONSTER])
1068 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
879 1069
880 attachable::destroy (); 1070 attachable::destroy ();
881}
882
883/*
884 * sub_weight() recursively (outwards) subtracts a number from the
885 * weight of an object (and what is carried by it's environment(s)).
886 */
887void
888sub_weight (object *op, signed long weight)
889{
890 while (op != NULL)
891 {
892 if (op->type == CONTAINER)
893 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
894
895 op->carrying -= weight;
896 op = op->env;
897 }
898} 1071}
899 1072
900/* op->remove (): 1073/* op->remove ():
901 * This function removes the object op from the linked list of objects 1074 * This function removes the object op from the linked list of objects
902 * which it is currently tied to. When this function is done, the 1075 * which it is currently tied to. When this function is done, the
903 * object will have no environment. If the object previously had an 1076 * object will have no environment. If the object previously had an
904 * environment, the x and y coordinates will be updated to 1077 * environment, the x and y coordinates will be updated to
905 * the previous environment. 1078 * the previous environment.
906 */ 1079 */
907void 1080void
908object::remove_slow () 1081object::do_remove ()
909{ 1082{
910 object *tmp, *last = 0; 1083 if (flag [FLAG_REMOVED])
911 object *otmp;
912
913 if (QUERY_FLAG (this, FLAG_REMOVED))
914 return; 1084 return;
915 1085
916 SET_FLAG (this, FLAG_REMOVED);
917 INVOKE_OBJECT (REMOVE, this); 1086 INVOKE_OBJECT (REMOVE, this);
1087
1088 flag [FLAG_REMOVED] = true;
918 1089
919 if (more) 1090 if (more)
920 more->remove (); 1091 more->remove ();
921 1092
922 /* 1093 /*
923 * In this case, the object to be removed is in someones 1094 * In this case, the object to be removed is in someones
924 * inventory. 1095 * inventory.
925 */ 1096 */
926 if (env) 1097 if (env)
927 { 1098 {
928 if (nrof) 1099 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
929 sub_weight (env, weight * nrof); 1100 if (object *pl = visible_to ())
930 else 1101 esrv_del_item (pl->contr, count);
931 sub_weight (env, weight + carrying); 1102 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
932 1103
933 /* NO_FIX_PLAYER is set when a great many changes are being 1104 adjust_weight (env, total_weight (), 0);
934 * made to players inventory. If set, avoiding the call
935 * to save cpu time.
936 */
937 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
938 otmp->update_stats ();
939 1105
940 if (above) 1106 object *pl = in_player ();
941 above->below = below;
942 else
943 env->inv = below;
944
945 if (below)
946 below->above = above;
947 1107
948 /* we set up values so that it could be inserted into 1108 /* we set up values so that it could be inserted into
949 * the map, but we don't actually do that - it is up 1109 * the map, but we don't actually do that - it is up
950 * to the caller to decide what we want to do. 1110 * to the caller to decide what we want to do.
951 */ 1111 */
952 x = env->x, y = env->y;
953 map = env->map; 1112 map = env->map;
954 above = 0, below = 0; 1113 x = env->x;
1114 y = env->y;
1115
1116 // make sure cmov optimisation is applicable
1117 *(above ? &above->below : &env->inv) = below;
1118 *(below ? &below->above : &above ) = above; // &above is just a dummy
1119
1120 above = 0;
1121 below = 0;
955 env = 0; 1122 env = 0;
1123
1124 if (pl && pl->is_player ())
1125 {
1126 if (expect_false (pl->contr->combat_ob == this))
1127 {
1128 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1129 pl->contr->combat_ob = 0;
1130 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1131 }
1132
1133 if (expect_false (pl->contr->ranged_ob == this))
1134 {
1135 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1136 pl->contr->ranged_ob = 0;
1137 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1138 }
1139
1140 pl->contr->queue_stats_update ();
1141
1142 if (expect_false (glow_radius) && pl->is_on_map ())
1143 update_all_los (pl->map, pl->x, pl->y);
1144 }
956 } 1145 }
957 else if (map) 1146 else if (map)
958 { 1147 {
959 if (type == PLAYER)
960 {
961 --map->players;
962 map->touch ();
963 }
964
965 map->dirty = true; 1148 map->dirty = true;
966 mapspace &ms = this->ms (); 1149 mapspace &ms = this->ms ();
967 1150
1151 if (object *pl = ms.player ())
1152 {
1153 if (is_player ())
1154 {
1155 if (!flag [FLAG_WIZPASS])
1156 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1157
1158 // leaving a spot always closes any open container on the ground
1159 if (container && !container->env)
1160 // this causes spurious floorbox updates, but it ensures
1161 // that the CLOSE event is being sent.
1162 close_container ();
1163
1164 --map->players;
1165 map->touch ();
1166 }
1167 else if (pl->container_ () == this)
1168 {
1169 // removing a container should close it
1170 close_container ();
1171 }
1172 else
1173 esrv_del_item (pl->contr, count);
1174 }
1175
968 /* link the object above us */ 1176 /* link the object above us */
969 if (above) 1177 // re-link, make sure compiler can easily use cmove
970 above->below = below; 1178 *(above ? &above->below : &ms.top) = below;
971 else 1179 *(below ? &below->above : &ms.bot) = above;
972 ms.top = below; /* we were top, set new top */
973
974 /* Relink the object below us, if there is one */
975 if (below)
976 below->above = above;
977 else
978 {
979 /* Nothing below, which means we need to relink map object for this space
980 * use translated coordinates in case some oddness with map tiling is
981 * evident
982 */
983 if (GET_MAP_OB (map, x, y) != this)
984 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 ());
985
986 ms.bot = above; /* goes on above it. */
987 }
988 1180
989 above = 0; 1181 above = 0;
990 below = 0; 1182 below = 0;
991 1183
992 if (map->in_memory == MAP_SAVING) 1184 ms.invalidate ();
993 return;
994 1185
995 int check_walk_off = !flag [FLAG_NO_APPLY]; 1186 int check_walk_off = !flag [FLAG_NO_APPLY];
996 1187
997 for (tmp = ms.bot; tmp; tmp = tmp->above) 1188 if (object *pl = ms.player ())
998 { 1189 {
999 /* No point updating the players look faces if he is the object 1190 if (pl->container_ () == this)
1000 * being removed.
1001 */
1002
1003 if (tmp->type == PLAYER && tmp != this)
1004 {
1005 /* If a container that the player is currently using somehow gets 1191 /* If a container that the player is currently using somehow gets
1006 * removed (most likely destroyed), update the player view 1192 * removed (most likely destroyed), update the player view
1007 * appropriately. 1193 * appropriately.
1008 */ 1194 */
1009 if (tmp->container == this) 1195 pl->close_container ();
1010 {
1011 flag [FLAG_APPLIED] = 0;
1012 tmp->container = 0;
1013 }
1014 1196
1197 //TODO: the floorbox prev/next might need updating
1198 //esrv_del_item (pl->contr, count);
1199 //TODO: update floorbox to preserve ordering
1015 if (tmp->contr->ns) 1200 if (pl->contr->ns)
1016 tmp->contr->ns->floorbox_update (); 1201 pl->contr->ns->floorbox_update ();
1202 }
1203
1204 if (check_walk_off)
1205 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1206 {
1207 above = tmp->above;
1208
1209 /* No point updating the players look faces if he is the object
1210 * being removed.
1017 } 1211 */
1018 1212
1019 /* See if object moving off should effect something */ 1213 /* See if object moving off should effect something */
1020 if (check_walk_off
1021 && ((move_type & tmp->move_off) 1214 if ((move_type & tmp->move_off)
1022 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1215 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1023 {
1024 move_apply (tmp, this, 0); 1216 move_apply (tmp, this, 0);
1025
1026 if (destroyed ())
1027 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1028 } 1217 }
1029 1218
1030 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1219 if (affects_los ())
1031 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1032 if (tmp->above == tmp)
1033 tmp->above = 0;
1034
1035 last = tmp;
1036 }
1037
1038 /* last == NULL if there are no objects on this space */
1039 //TODO: this makes little sense, why only update the topmost object?
1040 if (!last)
1041 map->at (x, y).flags_ = 0;
1042 else
1043 update_object (last, UP_OBJ_REMOVE);
1044
1045 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1046 update_all_los (map, x, y); 1220 update_all_los (map, x, y);
1047 } 1221 }
1048} 1222}
1049 1223
1050/* 1224/*
1059merge_ob (object *op, object *top) 1233merge_ob (object *op, object *top)
1060{ 1234{
1061 if (!op->nrof) 1235 if (!op->nrof)
1062 return 0; 1236 return 0;
1063 1237
1064 if (top) 1238 if (!top)
1065 for (top = op; top && top->above; top = top->above) 1239 for (top = op; top && top->above; top = top->above)
1066 ; 1240 ;
1067 1241
1068 for (; top; top = top->below) 1242 for (; top; top = top->below)
1069 {
1070 if (top == op)
1071 continue;
1072
1073 if (object::can_merge (op, top)) 1243 if (object::can_merge (op, top))
1074 { 1244 {
1075 top->nrof += op->nrof; 1245 top->nrof += op->nrof;
1076 1246
1077/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1247 if (object *pl = top->visible_to ())
1078 op->weight = 0; /* Don't want any adjustements now */ 1248 esrv_update_item (UPD_NROF, pl, top);
1249
1250 op->weight = 0; // cancel the addition above
1251 op->carrying = 0; // must be 0 already
1252
1079 op->destroy (); 1253 op->destroy ();
1254
1080 return top; 1255 return top;
1081 } 1256 }
1082 }
1083 1257
1084 return 0; 1258 return 0;
1259}
1260
1261void
1262object::expand_tail ()
1263{
1264 if (more)
1265 return;
1266
1267 object *prev = this;
1268
1269 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1270 {
1271 object *op = at->instance ();
1272
1273 op->name = name;
1274 op->name_pl = name_pl;
1275 op->title = title;
1276
1277 op->head = this;
1278 prev->more = op;
1279
1280 prev = op;
1281 }
1085} 1282}
1086 1283
1087/* 1284/*
1088 * same as insert_ob_in_map except it handles separate coordinates and does a clean 1285 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1089 * job preparing multi-part monsters. 1286 * job preparing multi-part monsters.
1090 */ 1287 */
1091object * 1288object *
1092insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1289insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1093{ 1290{
1291 op->remove ();
1292
1094 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1293 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1095 { 1294 {
1096 tmp->x = x + tmp->arch->clone.x; 1295 tmp->x = x + tmp->arch->x;
1097 tmp->y = y + tmp->arch->clone.y; 1296 tmp->y = y + tmp->arch->y;
1098 } 1297 }
1099 1298
1100 return insert_ob_in_map (op, m, originator, flag); 1299 return insert_ob_in_map (op, m, originator, flag);
1101} 1300}
1102 1301
1115 * Passing 0 for flag gives proper default values, so flag really only needs 1314 * Passing 0 for flag gives proper default values, so flag really only needs
1116 * to be set if special handling is needed. 1315 * to be set if special handling is needed.
1117 * 1316 *
1118 * Return value: 1317 * Return value:
1119 * new object if 'op' was merged with other object 1318 * new object if 'op' was merged with other object
1120 * NULL if 'op' was destroyed 1319 * NULL if there was an error (destroyed, blocked etc.)
1121 * just 'op' otherwise 1320 * just 'op' otherwise
1122 */ 1321 */
1123object * 1322object *
1124insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1323insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1125{ 1324{
1126 object *tmp, *top, *floor = NULL;
1127
1128 if (QUERY_FLAG (op, FLAG_FREED))
1129 {
1130 LOG (llevError, "Trying to insert freed object!\n");
1131 return NULL;
1132 }
1133
1134 if (!QUERY_FLAG (op, FLAG_REMOVED))
1135 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1136
1137 op->remove (); 1325 op->remove ();
1138 1326
1139 if (!m) 1327 if (m == &freed_map)//D TODO: remove soon
1140 { 1328 {//D
1141 char *dump = dump_object (op); 1329 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1142 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1143 free (dump);
1144 return op;
1145 } 1330 }//D
1146
1147 if (out_of_map (m, op->x, op->y))
1148 {
1149 char *dump = dump_object (op);
1150 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1151#ifdef MANY_CORES
1152 /* Better to catch this here, as otherwise the next use of this object
1153 * is likely to cause a crash. Better to find out where it is getting
1154 * improperly inserted.
1155 */
1156 abort ();
1157#endif
1158 free (dump);
1159 return op;
1160 }
1161
1162 if (object *more = op->more)
1163 {
1164 if (!insert_ob_in_map (more, m, originator, flag))
1165 {
1166 if (!op->head)
1167 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1168
1169 return 0;
1170 }
1171 }
1172
1173 CLEAR_FLAG (op, FLAG_REMOVED);
1174 1331
1175 /* Ideally, the caller figures this out. However, it complicates a lot 1332 /* Ideally, the caller figures this out. However, it complicates a lot
1176 * of areas of callers (eg, anything that uses find_free_spot would now 1333 * of areas of callers (eg, anything that uses find_free_spot would now
1177 * need extra work 1334 * need extra work
1178 */ 1335 */
1336 maptile *newmap = m;
1179 if (!xy_normalise (m, op->x, op->y)) 1337 if (!xy_normalise (newmap, op->x, op->y))
1338 {
1339 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1180 return 0; 1340 return 0;
1341 }
1181 1342
1343 if (object *more = op->more)
1344 if (!insert_ob_in_map (more, m, originator, flag))
1345 return 0;
1346
1347 op->flag [FLAG_REMOVED] = false;
1348 op->env = 0;
1182 op->map = m; 1349 op->map = newmap;
1350
1183 mapspace &ms = op->ms (); 1351 mapspace &ms = op->ms ();
1184 1352
1185 /* this has to be done after we translate the coordinates. 1353 /* this has to be done after we translate the coordinates.
1186 */ 1354 */
1187 if (op->nrof && !(flag & INS_NO_MERGE)) 1355 if (op->nrof && !(flag & INS_NO_MERGE))
1188 for (tmp = ms.bot; tmp; tmp = tmp->above) 1356 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1189 if (object::can_merge (op, tmp)) 1357 if (object::can_merge (op, tmp))
1190 { 1358 {
1359 // TODO: we actually want to update tmp, not op,
1360 // but some caller surely breaks when we return tmp
1361 // from here :/
1191 op->nrof += tmp->nrof; 1362 op->nrof += tmp->nrof;
1192 tmp->destroy (); 1363 tmp->destroy ();
1193 } 1364 }
1194 1365
1195 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1366 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1196 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1367 op->clr_flag (FLAG_INV_LOCKED);
1197 1368
1198 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1369 if (!op->flag [FLAG_ALIVE])
1199 CLEAR_FLAG (op, FLAG_NO_STEAL); 1370 op->clr_flag (FLAG_NO_STEAL);
1200 1371
1201 if (flag & INS_BELOW_ORIGINATOR) 1372 if (flag & INS_BELOW_ORIGINATOR)
1202 { 1373 {
1203 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1374 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1204 { 1375 {
1205 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1376 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1206 abort (); 1377 abort ();
1207 } 1378 }
1208 1379
1380 if (!originator->is_on_map ())
1381 {
1382 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1383 op->debug_desc (), originator->debug_desc ());
1384 abort ();
1385 }
1386
1209 op->above = originator; 1387 op->above = originator;
1210 op->below = originator->below; 1388 op->below = originator->below;
1211
1212 if (op->below)
1213 op->below->above = op;
1214 else
1215 ms.bot = op;
1216
1217 /* since *below* originator, no need to update top */
1218 originator->below = op; 1389 originator->below = op;
1390
1391 *(op->below ? &op->below->above : &ms.bot) = op;
1219 } 1392 }
1220 else 1393 else
1221 { 1394 {
1222 top = ms.bot; 1395 object *floor = 0;
1396 object *top = ms.top;
1223 1397
1224 /* If there are other objects, then */ 1398 /* If there are other objects, then */
1225 if ((!(flag & INS_MAP_LOAD)) && top) 1399 if (top)
1226 { 1400 {
1227 object *last = 0;
1228
1229 /* 1401 /*
1230 * If there are multiple objects on this space, we do some trickier handling. 1402 * If there are multiple objects on this space, we do some trickier handling.
1231 * We've already dealt with merging if appropriate. 1403 * We've already dealt with merging if appropriate.
1232 * Generally, we want to put the new object on top. But if 1404 * Generally, we want to put the new object on top. But if
1233 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1405 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1236 * once we get to them. This reduces the need to traverse over all of 1408 * once we get to them. This reduces the need to traverse over all of
1237 * them when adding another one - this saves quite a bit of cpu time 1409 * them when adding another one - this saves quite a bit of cpu time
1238 * when lots of spells are cast in one area. Currently, it is presumed 1410 * when lots of spells are cast in one area. Currently, it is presumed
1239 * that flying non pickable objects are spell objects. 1411 * that flying non pickable objects are spell objects.
1240 */ 1412 */
1241 for (top = ms.bot; top; top = top->above) 1413 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1242 { 1414 {
1243 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1415 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1244 floor = top; 1416 floor = tmp;
1245 1417
1246 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1418 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1247 { 1419 {
1248 /* We insert above top, so we want this object below this */ 1420 /* We insert above top, so we want this object below this */
1249 top = top->below; 1421 top = tmp->below;
1250 break; 1422 break;
1251 } 1423 }
1252 1424
1253 last = top; 1425 top = tmp;
1254 } 1426 }
1255
1256 /* Don't want top to be NULL, so set it to the last valid object */
1257 top = last;
1258 1427
1259 /* We let update_position deal with figuring out what the space 1428 /* We let update_position deal with figuring out what the space
1260 * looks like instead of lots of conditions here. 1429 * looks like instead of lots of conditions here.
1261 * makes things faster, and effectively the same result. 1430 * makes things faster, and effectively the same result.
1262 */ 1431 */
1263 1432
1264 /* Have object 'fall below' other objects that block view. 1433 /* Have object 'fall below' other objects that block view.
1265 * Unless those objects are exits, type 66 1434 * Unless those objects are exits.
1266 * If INS_ON_TOP is used, don't do this processing 1435 * If INS_ON_TOP is used, don't do this processing
1267 * Need to find the object that in fact blocks view, otherwise 1436 * Need to find the object that in fact blocks view, otherwise
1268 * stacking is a bit odd. 1437 * stacking is a bit odd.
1269 */ 1438 */
1270 if (!(flag & INS_ON_TOP) 1439 if (!(flag & INS_ON_TOP)
1271 && ms.flags () & P_BLOCKSVIEW 1440 && ms.flags () & P_BLOCKSVIEW
1272 && (op->face && !op->face->visibility)) 1441 && (op->face && !faces [op->face].visibility))
1273 { 1442 {
1443 object *last;
1444
1274 for (last = top; last != floor; last = last->below) 1445 for (last = top; last != floor; last = last->below)
1275 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1446 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1276 break; 1447 break;
1277 1448
1278 /* Check to see if we found the object that blocks view, 1449 /* Check to see if we found the object that blocks view,
1279 * and make sure we have a below pointer for it so that 1450 * and make sure we have a below pointer for it so that
1280 * we can get inserted below this one, which requires we 1451 * we can get inserted below this one, which requires we
1283 if (last && last->below && last != floor) 1454 if (last && last->below && last != floor)
1284 top = last->below; 1455 top = last->below;
1285 } 1456 }
1286 } /* If objects on this space */ 1457 } /* If objects on this space */
1287 1458
1288 if (flag & INS_MAP_LOAD)
1289 top = ms.top;
1290
1291 if (flag & INS_ABOVE_FLOOR_ONLY) 1459 if (flag & INS_ABOVE_FLOOR_ONLY)
1292 top = floor; 1460 top = floor;
1293 1461
1294 /* Top is the object that our object (op) is going to get inserted above. 1462 // insert object above top, or bottom-most if top = 0
1295 */
1296
1297 /* First object on this space */
1298 if (!top) 1463 if (!top)
1299 { 1464 {
1465 op->below = 0;
1300 op->above = ms.bot; 1466 op->above = ms.bot;
1301
1302 if (op->above)
1303 op->above->below = op;
1304
1305 op->below = 0;
1306 ms.bot = op; 1467 ms.bot = op;
1468
1469 *(op->above ? &op->above->below : &ms.top) = op;
1307 } 1470 }
1308 else 1471 else
1309 { /* get inserted into the stack above top */ 1472 {
1310 op->above = top->above; 1473 op->above = top->above;
1311
1312 if (op->above)
1313 op->above->below = op; 1474 top->above = op;
1314 1475
1315 op->below = top; 1476 op->below = top;
1316 top->above = op; 1477 *(op->above ? &op->above->below : &ms.top) = op;
1317 } 1478 }
1479 }
1318 1480
1319 if (!op->above) 1481 if (op->is_player ())
1320 ms.top = op;
1321 } /* else not INS_BELOW_ORIGINATOR */
1322
1323 if (op->type == PLAYER)
1324 { 1482 {
1325 op->contr->do_los = 1; 1483 op->contr->do_los = 1;
1326 ++op->map->players; 1484 ++op->map->players;
1327 op->map->touch (); 1485 op->map->touch ();
1328 } 1486 }
1329 1487
1330 op->map->dirty = true; 1488 op->map->dirty = true;
1331 1489
1332 /* If we have a floor, we know the player, if any, will be above
1333 * it, so save a few ticks and start from there.
1334 */
1335 if (!(flag & INS_MAP_LOAD))
1336 if (object *pl = ms.player ()) 1490 if (object *pl = ms.player ())
1491 //TODO: the floorbox prev/next might need updating
1492 //esrv_send_item (pl, op);
1493 //TODO: update floorbox to preserve ordering
1337 if (pl->contr->ns) 1494 if (pl->contr->ns)
1338 pl->contr->ns->floorbox_update (); 1495 pl->contr->ns->floorbox_update ();
1339 1496
1340 /* If this object glows, it may affect lighting conditions that are 1497 /* If this object glows, it may affect lighting conditions that are
1341 * visible to others on this map. But update_all_los is really 1498 * visible to others on this map. But update_all_los is really
1342 * an inefficient way to do this, as it means los for all players 1499 * an inefficient way to do this, as it means los for all players
1343 * on the map will get recalculated. The players could very well 1500 * on the map will get recalculated. The players could very well
1344 * be far away from this change and not affected in any way - 1501 * be far away from this change and not affected in any way -
1345 * this should get redone to only look for players within range, 1502 * this should get redone to only look for players within range,
1346 * or just updating the P_UPTODATE for spaces within this area 1503 * or just updating the P_UPTODATE for spaces within this area
1347 * of effect may be sufficient. 1504 * of effect may be sufficient.
1348 */ 1505 */
1349 if (op->map->darkness && (op->glow_radius != 0)) 1506 if (op->affects_los ())
1507 {
1508 op->ms ().invalidate ();
1350 update_all_los (op->map, op->x, op->y); 1509 update_all_los (op->map, op->x, op->y);
1510 }
1351 1511
1352 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1512 /* updates flags (blocked, alive, no magic, etc) for this map space */
1353 update_object (op, UP_OBJ_INSERT); 1513 update_object (op, UP_OBJ_INSERT);
1354 1514
1355 INVOKE_OBJECT (INSERT, op); 1515 INVOKE_OBJECT (INSERT, op);
1362 * blocked() and wall() work properly), and these flags are updated by 1522 * blocked() and wall() work properly), and these flags are updated by
1363 * update_object(). 1523 * update_object().
1364 */ 1524 */
1365 1525
1366 /* if this is not the head or flag has been passed, don't check walk on status */ 1526 /* if this is not the head or flag has been passed, don't check walk on status */
1367 if (!(flag & INS_NO_WALK_ON) && !op->head) 1527 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1368 { 1528 {
1369 if (check_move_on (op, originator)) 1529 if (check_move_on (op, originator, flag))
1370 return 0; 1530 return 0;
1371 1531
1372 /* If we are a multi part object, lets work our way through the check 1532 /* If we are a multi part object, let's work our way through the check
1373 * walk on's. 1533 * walk on's.
1374 */ 1534 */
1375 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1535 for (object *tmp = op->more; tmp; tmp = tmp->more)
1376 if (check_move_on (tmp, originator)) 1536 if (check_move_on (tmp, originator, flag))
1377 return 0; 1537 return 0;
1378 } 1538 }
1379 1539
1380 return op; 1540 return op;
1381} 1541}
1383/* this function inserts an object in the map, but if it 1543/* this function inserts an object in the map, but if it
1384 * finds an object of its own type, it'll remove that one first. 1544 * finds an object of its own type, it'll remove that one first.
1385 * op is the object to insert it under: supplies x and the map. 1545 * op is the object to insert it under: supplies x and the map.
1386 */ 1546 */
1387void 1547void
1388replace_insert_ob_in_map (const char *arch_string, object *op) 1548replace_insert_ob_in_map (shstr_tmp archname, object *op)
1389{ 1549{
1390 object *tmp, *tmp1;
1391
1392 /* first search for itself and remove any old instances */ 1550 /* first search for itself and remove any old instances */
1393 1551
1394 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1552 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1395 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1553 if (tmp->arch->archname == archname) /* same archetype */
1396 tmp->destroy (); 1554 tmp->destroy ();
1397 1555
1398 tmp1 = arch_to_object (archetype::find (arch_string)); 1556 object *tmp = archetype::find (archname)->instance ();
1399 1557
1400 tmp1->x = op->x; 1558 tmp->x = op->x;
1401 tmp1->y = op->y; 1559 tmp->y = op->y;
1560
1402 insert_ob_in_map (tmp1, op->map, op, 0); 1561 insert_ob_in_map (tmp, op->map, op, 0);
1403} 1562}
1404 1563
1405object * 1564object *
1406object::insert_at (object *where, object *originator, int flags) 1565object::insert_at (object *where, object *originator, int flags)
1407{ 1566{
1567 if (where->env)
1568 return where->env->insert (this);
1569 else
1408 where->map->insert (this, where->x, where->y, originator, flags); 1570 return where->map->insert (this, where->x, where->y, originator, flags);
1409} 1571}
1410 1572
1411/* 1573// check whether we can put this into the map, respect max_volume, max_items
1412 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1574bool
1413 * is returned contains nr objects, and the remaining parts contains 1575object::can_drop_at (maptile *m, int x, int y, object *originator)
1414 * the rest (or is removed and freed if that number is 0).
1415 * On failure, NULL is returned, and the reason put into the
1416 * global static errmsg array.
1417 */
1418object *
1419get_split_ob (object *orig_ob, uint32 nr)
1420{ 1576{
1421 object *newob; 1577 mapspace &ms = m->at (x, y);
1422 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1423 1578
1424 if (orig_ob->nrof < nr) 1579 int items = ms.items ();
1425 {
1426 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1427 return NULL;
1428 }
1429 1580
1430 newob = object_create_clone (orig_ob); 1581 if (!items // testing !items ensures we can drop at least one item
1582 || (items < m->max_items
1583 && ms.volume () < m->max_volume))
1584 return true;
1431 1585
1432 if ((orig_ob->nrof -= nr) < 1) 1586 if (originator)
1433 orig_ob->destroy (1); 1587 originator->failmsgf (
1434 else if (!is_removed) 1588 "No matter how hard you try, you just cannot put the %s here! H<Try to remove some items from the floor first.>",
1435 { 1589 query_name ()
1436 if (orig_ob->env != NULL) 1590 );
1437 sub_weight (orig_ob->env, orig_ob->weight * nr);
1438 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1439 {
1440 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1441 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1442 return NULL;
1443 }
1444 }
1445 1591
1446 newob->nrof = nr; 1592 return false;
1447
1448 return newob;
1449} 1593}
1450 1594
1451/* 1595/*
1452 * decrease_ob_nr(object, number) decreases a specified number from 1596 * decrease(object, number) decreases a specified number from
1453 * the amount of an object. If the amount reaches 0, the object 1597 * the amount of an object. If the amount reaches 0, the object
1454 * is subsequently removed and freed. 1598 * is subsequently removed and freed.
1455 * 1599 *
1456 * Return value: 'op' if something is left, NULL if the amount reached 0 1600 * Return value: 'op' if something is left, NULL if the amount reached 0
1457 */ 1601 */
1602bool
1603object::decrease (sint32 nr)
1604{
1605 if (!nr)
1606 return true;
1458 1607
1608 nr = min (nr, nrof);
1609
1610 if (nrof > nr)
1611 {
1612 weight_t oweight = total_weight ();
1613
1614 nrof -= nr;
1615
1616 if (object *pl = visible_to ())
1617 esrv_update_item (UPD_NROF, pl, this);
1618
1619 adjust_weight (env, oweight, total_weight ());
1620
1621 return true;
1622 }
1623 else
1624 {
1625 destroy ();
1626 return false;
1627 }
1628}
1629
1630/*
1631 * split(ob,nr) splits up ob into two parts. The part which
1632 * is returned contains nr objects, and the remaining parts contains
1633 * the rest (or is removed and returned if that number is 0).
1634 * On failure, NULL is returned.
1635 */
1459object * 1636object *
1460decrease_ob_nr (object *op, uint32 i) 1637object::split (sint32 nr)
1461{ 1638{
1462 object *tmp; 1639 int have = number_of ();
1463 1640
1464 if (i == 0) /* objects with op->nrof require this check */ 1641 if (have < nr)
1465 return op; 1642 return 0;
1466 1643 else if (have == nr)
1467 if (i > op->nrof)
1468 i = op->nrof;
1469
1470 if (QUERY_FLAG (op, FLAG_REMOVED))
1471 op->nrof -= i;
1472 else if (op->env)
1473 { 1644 {
1474 /* is this object in the players inventory, or sub container
1475 * therein?
1476 */
1477 tmp = op->in_player ();
1478 /* nope. Is this a container the player has opened?
1479 * If so, set tmp to that player.
1480 * IMO, searching through all the players will mostly
1481 * likely be quicker than following op->env to the map,
1482 * and then searching the map for a player.
1483 */
1484 if (!tmp)
1485 for_all_players (pl)
1486 if (pl->ob->container == op->env)
1487 {
1488 tmp = pl->ob;
1489 break;
1490 }
1491
1492 if (i < op->nrof)
1493 {
1494 sub_weight (op->env, op->weight * i);
1495 op->nrof -= i;
1496 if (tmp)
1497 esrv_send_item (tmp, op);
1498 }
1499 else
1500 {
1501 op->remove (); 1645 remove ();
1502 op->nrof = 0; 1646 return this;
1503 if (tmp)
1504 esrv_del_item (tmp->contr, op->count);
1505 }
1506 } 1647 }
1507 else 1648 else
1508 { 1649 {
1509 object *above = op->above; 1650 decrease (nr);
1510 1651
1511 if (i < op->nrof) 1652 object *op = deep_clone ();
1512 op->nrof -= i; 1653 op->nrof = nr;
1513 else
1514 {
1515 op->remove ();
1516 op->nrof = 0;
1517 }
1518
1519 /* Since we just removed op, op->above is null */
1520 for (tmp = above; tmp; tmp = tmp->above)
1521 if (tmp->type == PLAYER)
1522 {
1523 if (op->nrof)
1524 esrv_send_item (tmp, op);
1525 else
1526 esrv_del_item (tmp->contr, op->count);
1527 }
1528 }
1529
1530 if (op->nrof)
1531 return op; 1654 return op;
1532 else
1533 {
1534 op->destroy ();
1535 return 0;
1536 }
1537}
1538
1539/*
1540 * add_weight(object, weight) adds the specified weight to an object,
1541 * and also updates how much the environment(s) is/are carrying.
1542 */
1543
1544void
1545add_weight (object *op, signed long weight)
1546{
1547 while (op != NULL)
1548 {
1549 if (op->type == CONTAINER)
1550 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1551
1552 op->carrying += weight;
1553 op = op->env;
1554 } 1655 }
1555} 1656}
1556 1657
1557object * 1658object *
1558insert_ob_in_ob (object *op, object *where) 1659insert_ob_in_ob (object *op, object *where)
1563 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1664 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1564 free (dump); 1665 free (dump);
1565 return op; 1666 return op;
1566 } 1667 }
1567 1668
1568 if (where->head) 1669 if (where->head_ () != where)
1569 { 1670 {
1570 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1671 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1571 where = where->head; 1672 where = where->head;
1572 } 1673 }
1573 1674
1574 return where->insert (op); 1675 return where->insert (op);
1575} 1676}
1580 * inside the object environment. 1681 * inside the object environment.
1581 * 1682 *
1582 * The function returns now pointer to inserted item, and return value can 1683 * The function returns now pointer to inserted item, and return value can
1583 * be != op, if items are merged. -Tero 1684 * be != op, if items are merged. -Tero
1584 */ 1685 */
1585
1586object * 1686object *
1587object::insert (object *op) 1687object::insert (object *op)
1588{ 1688{
1589 object *tmp, *otmp;
1590
1591 if (!QUERY_FLAG (op, FLAG_REMOVED))
1592 op->remove ();
1593
1594 if (op->more) 1689 if (op->more)
1595 { 1690 {
1596 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1691 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1597 return op; 1692 return op;
1598 } 1693 }
1599 1694
1600 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1695 op->remove ();
1601 CLEAR_FLAG (op, FLAG_REMOVED); 1696
1697 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1698
1602 if (op->nrof) 1699 if (op->nrof)
1603 {
1604 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1700 for (object *tmp = inv; tmp; tmp = tmp->below)
1605 if (object::can_merge (tmp, op)) 1701 if (object::can_merge (tmp, op))
1606 { 1702 {
1607 /* return the original object and remove inserted object 1703 /* return the original object and remove inserted object
1608 (client needs the original object) */ 1704 (client prefers the original object) */
1705
1706 // carrying must be 0 for mergable objects
1707 weight_t oweight = weight_t (tmp->weight) * tmp->nrof;
1708
1609 tmp->nrof += op->nrof; 1709 tmp->nrof += op->nrof;
1610 /* Weight handling gets pretty funky. Since we are adding to 1710
1611 * tmp->nrof, we need to increase the weight. 1711 if (object *pl = tmp->visible_to ())
1612 */ 1712 esrv_update_item (UPD_NROF, pl, tmp);
1713
1613 add_weight (this, op->weight * op->nrof); 1714 adjust_weight (this, oweight, weight_t (tmp->weight) * tmp->nrof);
1614 SET_FLAG (op, FLAG_REMOVED); 1715
1615 op->destroy (); /* free the inserted object */ 1716 op->destroy ();
1616 op = tmp; 1717 op = tmp;
1617 op->remove (); /* and fix old object's links */ 1718 goto inserted;
1618 CLEAR_FLAG (op, FLAG_REMOVED);
1619 break;
1620 } 1719 }
1621 1720
1622 /* I assume combined objects have no inventory 1721 op->owner = 0; // it's his/hers now. period.
1623 * We add the weight - this object could have just been removed
1624 * (if it was possible to merge). calling remove_ob will subtract
1625 * the weight, so we need to add it in again, since we actually do
1626 * the linking below
1627 */
1628 add_weight (this, op->weight * op->nrof);
1629 }
1630 else
1631 add_weight (this, (op->weight + op->carrying));
1632
1633 otmp = this->in_player ();
1634 if (otmp && otmp->contr)
1635 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1636 otmp->update_stats ();
1637
1638 op->map = 0; 1722 op->map = 0;
1639 op->env = this; 1723 op->x = 0;
1724 op->y = 0;
1725
1640 op->above = 0; 1726 op->above = 0;
1641 op->below = 0; 1727 op->below = inv;
1642 op->x = 0, op->y = 0; 1728 op->env = this;
1643 1729
1730 if (inv)
1731 inv->above = op;
1732
1733 inv = op;
1734
1735 op->flag [FLAG_REMOVED] = 0;
1736
1737 if (object *pl = op->visible_to ())
1738 esrv_send_item (pl, op);
1739
1740 adjust_weight (this, 0, op->total_weight ());
1741
1742inserted:
1644 /* reset the light list and los of the players on the map */ 1743 /* reset the light list and los of the players on the map */
1645 if ((op->glow_radius != 0) && map) 1744 if (op->glow_radius && is_on_map ())
1646 { 1745 {
1647#ifdef DEBUG_LIGHTS 1746 update_stats ();
1648 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1649#endif /* DEBUG_LIGHTS */
1650 if (map->darkness)
1651 update_all_los (map, x, y); 1747 update_all_los (map, x, y);
1652 }
1653
1654 /* Client has no idea of ordering so lets not bother ordering it here.
1655 * It sure simplifies this function...
1656 */
1657 if (!inv)
1658 inv = op;
1659 else
1660 { 1748 }
1661 op->below = inv; 1749 else if (is_player ())
1662 op->below->above = op; 1750 // if this is a player's inventory, update stats
1663 inv = op; 1751 contr->queue_stats_update ();
1664 }
1665 1752
1666 INVOKE_OBJECT (INSERT, this); 1753 INVOKE_OBJECT (INSERT, this);
1667 1754
1668 return op; 1755 return op;
1669} 1756}
1687 * MSW 2001-07-08: Check all objects on space, not just those below 1774 * MSW 2001-07-08: Check all objects on space, not just those below
1688 * object being inserted. insert_ob_in_map may not put new objects 1775 * object being inserted. insert_ob_in_map may not put new objects
1689 * on top. 1776 * on top.
1690 */ 1777 */
1691int 1778int
1692check_move_on (object *op, object *originator) 1779check_move_on (object *op, object *originator, int flags)
1693{ 1780{
1781 if (op->flag [FLAG_NO_APPLY])
1782 return 0;
1783
1694 object *tmp; 1784 object *tmp;
1695 maptile *m = op->map; 1785 maptile *m = op->map;
1696 int x = op->x, y = op->y; 1786 int x = op->x, y = op->y;
1697 1787
1698 MoveType move_on, move_slow, move_block; 1788 mapspace &ms = m->at (x, y);
1699 1789
1700 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1790 ms.update ();
1701 return 0;
1702 1791
1703 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1792 MoveType move_on = ms.move_on;
1704 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1793 MoveType move_slow = ms.move_slow;
1705 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1794 MoveType move_block = ms.move_block;
1706 1795
1707 /* if nothing on this space will slow op down or be applied, 1796 /* if nothing on this space will slow op down or be applied,
1708 * no need to do checking below. have to make sure move_type 1797 * no need to do checking below. have to make sure move_type
1709 * is set, as lots of objects don't have it set - we treat that 1798 * is set, as lots of objects don't have it set - we treat that
1710 * as walking. 1799 * as walking.
1721 return 0; 1810 return 0;
1722 1811
1723 /* The objects have to be checked from top to bottom. 1812 /* The objects have to be checked from top to bottom.
1724 * Hence, we first go to the top: 1813 * Hence, we first go to the top:
1725 */ 1814 */
1726 1815 for (object *next, *tmp = ms.top; tmp; tmp = next)
1727 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1728 {
1729 /* Trim the search when we find the first other spell effect
1730 * this helps performance so that if a space has 50 spell objects,
1731 * we don't need to check all of them.
1732 */
1733 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1734 break;
1735 } 1816 {
1817 next = tmp->below;
1736 1818
1737 for (; tmp; tmp = tmp->below)
1738 {
1739 if (tmp == op) 1819 if (tmp == op)
1740 continue; /* Can't apply yourself */ 1820 continue; /* Can't apply yourself */
1741 1821
1742 /* Check to see if one of the movement types should be slowed down. 1822 /* Check to see if one of the movement types should be slowed down.
1743 * Second check makes sure that the movement types not being slowed 1823 * Second check makes sure that the movement types not being slowed
1744 * (~slow_move) is not blocked on this space - just because the 1824 * (~slow_move) is not blocked on this space - just because the
1745 * space doesn't slow down swimming (for example), if you can't actually 1825 * space doesn't slow down swimming (for example), if you can't actually
1746 * swim on that space, can't use it to avoid the penalty. 1826 * swim on that space, can't use it to avoid the penalty.
1747 */ 1827 */
1748 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1828 if (!op->flag [FLAG_WIZPASS])
1749 { 1829 {
1750 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1830 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1751 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1831 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1752 { 1832 {
1753
1754 float
1755 diff = tmp->move_slow_penalty * fabs (op->speed); 1833 float diff = tmp->move_slow_penalty * fabs (op->speed);
1756 1834
1757 if (op->type == PLAYER) 1835 if (op->is_player ())
1758 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1836 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1759 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1837 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1760 diff /= 4.0; 1838 diff /= 4.0;
1761 1839
1762 op->speed_left -= diff; 1840 op->speed_left -= diff;
1763 } 1841 }
1764 } 1842 }
1765 1843
1766 /* Basically same logic as above, except now for actual apply. */ 1844 /* Basically same logic as above, except now for actual apply. */
1767 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1845 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1768 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1846 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1769 { 1847 {
1848 if ((flags & INS_NO_AUTO_EXIT)
1849 && (tmp->type == EXIT || tmp->type == TELEPORTER
1850 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1851 continue;
1852
1770 move_apply (tmp, op, originator); 1853 move_apply (tmp, op, originator);
1771 1854
1772 if (op->destroyed ()) 1855 if (op->destroyed ())
1773 return 1; 1856 return 1;
1774 1857
1797 LOG (llevError, "Present_arch called outside map.\n"); 1880 LOG (llevError, "Present_arch called outside map.\n");
1798 return NULL; 1881 return NULL;
1799 } 1882 }
1800 1883
1801 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1884 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1802 if (tmp->arch == at) 1885 if (tmp->arch->archname == at->archname)
1803 return tmp; 1886 return tmp;
1804 1887
1805 return NULL; 1888 return NULL;
1806} 1889}
1807 1890
1871 * The first matching object is returned, or NULL if none. 1954 * The first matching object is returned, or NULL if none.
1872 */ 1955 */
1873object * 1956object *
1874present_arch_in_ob (const archetype *at, const object *op) 1957present_arch_in_ob (const archetype *at, const object *op)
1875{ 1958{
1876 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1959 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1877 if (tmp->arch == at) 1960 if (tmp->arch->archname == at->archname)
1878 return tmp; 1961 return tmp;
1879 1962
1880 return NULL; 1963 return NULL;
1881} 1964}
1882 1965
1884 * activate recursively a flag on an object inventory 1967 * activate recursively a flag on an object inventory
1885 */ 1968 */
1886void 1969void
1887flag_inv (object *op, int flag) 1970flag_inv (object *op, int flag)
1888{ 1971{
1889 if (op->inv)
1890 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1972 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1891 { 1973 {
1892 SET_FLAG (tmp, flag); 1974 tmp->set_flag (flag);
1893 flag_inv (tmp, flag); 1975 flag_inv (tmp, flag);
1894 } 1976 }
1895} 1977}
1896 1978
1897/* 1979/*
1898 * deactivate recursively a flag on an object inventory 1980 * deactivate recursively a flag on an object inventory
1899 */ 1981 */
1900void 1982void
1901unflag_inv (object *op, int flag) 1983unflag_inv (object *op, int flag)
1902{ 1984{
1903 if (op->inv)
1904 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1985 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1905 { 1986 {
1906 CLEAR_FLAG (tmp, flag); 1987 tmp->clr_flag (flag);
1907 unflag_inv (tmp, flag); 1988 unflag_inv (tmp, flag);
1908 } 1989 }
1909}
1910
1911/*
1912 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1913 * all it's inventory (recursively).
1914 * If checksums are used, a player will get set_cheat called for
1915 * him/her-self and all object carried by a call to this function.
1916 */
1917void
1918set_cheat (object *op)
1919{
1920 SET_FLAG (op, FLAG_WAS_WIZ);
1921 flag_inv (op, FLAG_WAS_WIZ);
1922} 1990}
1923 1991
1924/* 1992/*
1925 * find_free_spot(object, map, x, y, start, stop) will search for 1993 * find_free_spot(object, map, x, y, start, stop) will search for
1926 * a spot at the given map and coordinates which will be able to contain 1994 * a spot at the given map and coordinates which will be able to contain
1928 * to search (see the freearr_x/y[] definition). 1996 * to search (see the freearr_x/y[] definition).
1929 * It returns a random choice among the alternatives found. 1997 * It returns a random choice among the alternatives found.
1930 * start and stop are where to start relative to the free_arr array (1,9 1998 * start and stop are where to start relative to the free_arr array (1,9
1931 * does all 4 immediate directions). This returns the index into the 1999 * does all 4 immediate directions). This returns the index into the
1932 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2000 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1933 * Note - this only checks to see if there is space for the head of the
1934 * object - if it is a multispace object, this should be called for all
1935 * pieces.
1936 * Note2: This function does correctly handle tiled maps, but does not 2001 * Note: This function does correctly handle tiled maps, but does not
1937 * inform the caller. However, insert_ob_in_map will update as 2002 * inform the caller. However, insert_ob_in_map will update as
1938 * necessary, so the caller shouldn't need to do any special work. 2003 * necessary, so the caller shouldn't need to do any special work.
1939 * Note - updated to take an object instead of archetype - this is necessary 2004 * Note - updated to take an object instead of archetype - this is necessary
1940 * because arch_blocked (now ob_blocked) needs to know the movement type 2005 * because arch_blocked (now ob_blocked) needs to know the movement type
1941 * to know if the space in question will block the object. We can't use 2006 * to know if the space in question will block the object. We can't use
1943 * customized, changed states, etc. 2008 * customized, changed states, etc.
1944 */ 2009 */
1945int 2010int
1946find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2011find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1947{ 2012{
1948 int index = 0, flag;
1949 int altern[SIZEOFFREE]; 2013 int altern[SIZEOFFREE];
2014 int index = 0;
1950 2015
1951 for (int i = start; i < stop; i++) 2016 for (int i = start; i < stop; i++)
1952 { 2017 {
1953 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2018 mapxy pos (m, x, y); pos.move (i);
1954 if (!flag) 2019
2020 if (!pos.normalise ())
2021 continue;
2022
2023 mapspace &ms = *pos;
2024
2025 if (ms.flags () & P_IS_ALIVE)
2026 continue;
2027
2028 /* However, often
2029 * ob doesn't have any move type (when used to place exits)
2030 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2031 */
2032 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2033 {
1955 altern [index++] = i; 2034 altern [index++] = i;
2035 continue;
2036 }
1956 2037
1957 /* Basically, if we find a wall on a space, we cut down the search size. 2038 /* Basically, if we find a wall on a space, we cut down the search size.
1958 * In this way, we won't return spaces that are on another side of a wall. 2039 * In this way, we won't return spaces that are on another side of a wall.
1959 * This mostly work, but it cuts down the search size in all directions - 2040 * This mostly work, but it cuts down the search size in all directions -
1960 * if the space being examined only has a wall to the north and empty 2041 * if the space being examined only has a wall to the north and empty
1961 * spaces in all the other directions, this will reduce the search space 2042 * spaces in all the other directions, this will reduce the search space
1962 * to only the spaces immediately surrounding the target area, and 2043 * to only the spaces immediately surrounding the target area, and
1963 * won't look 2 spaces south of the target space. 2044 * won't look 2 spaces south of the target space.
1964 */ 2045 */
1965 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2046 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2047 {
1966 stop = maxfree[i]; 2048 stop = maxfree[i];
2049 continue;
2050 }
2051
2052 /* Note it is intentional that we check ob - the movement type of the
2053 * head of the object should correspond for the entire object.
2054 */
2055 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2056 continue;
2057
2058 if (ob->blocked (pos.m, pos.x, pos.y))
2059 continue;
2060
2061 altern [index++] = i;
1967 } 2062 }
1968 2063
1969 if (!index) 2064 if (!index)
1970 return -1; 2065 return -1;
1971 2066
1972 return altern[RANDOM () % index]; 2067 return altern [rndm (index)];
1973} 2068}
1974 2069
1975/* 2070/*
1976 * find_first_free_spot(archetype, maptile, x, y) works like 2071 * find_first_free_spot(archetype, maptile, x, y) works like
1977 * find_free_spot(), but it will search max number of squares. 2072 * find_free_spot(), but it will search max number of squares.
1980 */ 2075 */
1981int 2076int
1982find_first_free_spot (const object *ob, maptile *m, int x, int y) 2077find_first_free_spot (const object *ob, maptile *m, int x, int y)
1983{ 2078{
1984 for (int i = 0; i < SIZEOFFREE; i++) 2079 for (int i = 0; i < SIZEOFFREE; i++)
1985 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2080 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
1986 return i; 2081 return i;
1987 2082
1988 return -1; 2083 return -1;
1989} 2084}
1990 2085
1998{ 2093{
1999 arr += begin; 2094 arr += begin;
2000 end -= begin; 2095 end -= begin;
2001 2096
2002 while (--end) 2097 while (--end)
2003 swap (arr [end], arr [RANDOM () % (end + 1)]); 2098 swap (arr [end], arr [rndm (end + 1)]);
2004} 2099}
2005 2100
2006/* new function to make monster searching more efficient, and effective! 2101/* new function to make monster searching more efficient, and effective!
2007 * This basically returns a randomized array (in the passed pointer) of 2102 * This basically returns a randomized array (in the passed pointer) of
2008 * the spaces to find monsters. In this way, it won't always look for 2103 * the spaces to find monsters. In this way, it won't always look for
2036 * there is capable of. 2131 * there is capable of.
2037 */ 2132 */
2038int 2133int
2039find_dir (maptile *m, int x, int y, object *exclude) 2134find_dir (maptile *m, int x, int y, object *exclude)
2040{ 2135{
2041 int i, max = SIZEOFFREE, mflags; 2136 int max = SIZEOFFREE;
2042
2043 sint16 nx, ny;
2044 object *tmp;
2045 maptile *mp;
2046
2047 MoveType blocked, move_type; 2137 MoveType move_type;
2048 2138
2049 if (exclude && exclude->head) 2139 if (exclude && exclude->head_ () != exclude)
2050 { 2140 {
2051 exclude = exclude->head; 2141 exclude = exclude->head;
2052 move_type = exclude->move_type; 2142 move_type = exclude->move_type;
2053 } 2143 }
2054 else 2144 else
2055 { 2145 {
2056 /* If we don't have anything, presume it can use all movement types. */ 2146 /* If we don't have anything, presume it can use all movement types. */
2057 move_type = MOVE_ALL; 2147 move_type = MOVE_ALL;
2058 } 2148 }
2059 2149
2060 for (i = 1; i < max; i++) 2150 for (int i = 1; i < max; i++)
2061 { 2151 {
2062 mp = m; 2152 mapxy pos (m, x, y);
2063 nx = x + freearr_x[i]; 2153 pos.move (i);
2064 ny = y + freearr_y[i];
2065 2154
2066 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2155 if (!pos.normalise ())
2067
2068 if (mflags & P_OUT_OF_MAP)
2069 max = maxfree[i]; 2156 max = maxfree[i];
2070 else 2157 else
2071 { 2158 {
2072 mapspace &ms = mp->at (nx, ny); 2159 mapspace &ms = *pos;
2073 2160
2074 blocked = ms.move_block;
2075
2076 if ((move_type & blocked) == move_type) 2161 if ((move_type & ms.move_block) == move_type)
2077 max = maxfree[i]; 2162 max = maxfree [i];
2078 else if (mflags & P_IS_ALIVE) 2163 else if (ms.flags () & P_IS_ALIVE)
2079 { 2164 {
2080 for (tmp = ms.bot; tmp; tmp = tmp->above) 2165 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2081 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2166 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2082 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2167 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2083 break;
2084
2085 if (tmp)
2086 return freedir[i]; 2168 return freedir [i];
2087 } 2169 }
2088 } 2170 }
2089 } 2171 }
2090 2172
2091 return 0; 2173 return 0;
2100{ 2182{
2101 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2183 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2102} 2184}
2103 2185
2104/* 2186/*
2105 * find_dir_2(delta-x,delta-y) will return a direction in which 2187 * find_dir_2(delta-x,delta-y) will return a direction value
2106 * an object which has subtracted the x and y coordinates of another 2188 * for running into direct [dx, dy].
2107 * object, needs to travel toward it. 2189 * (the opposite of crossfire's find_dir_2!)
2108 */ 2190 */
2109int 2191int
2110find_dir_2 (int x, int y) 2192find_dir_2 (int x, int y)
2111{ 2193{
2194#if 1 // new algorithm
2195 // this works by putting x, y into 16 sectors, which
2196 // are not equal sized, but are a better approximation
2197 // then the old algorithm, and then using a mapping
2198 // table to map it into a direction value.
2199 // basically, it maps these comparisons to each bit
2200 // bit #3: x < 0
2201 // bit #2: y < 0
2202 // bit #1: x > y
2203 // bit #0: x > 2y
2204
2205 static const uint8 dir[16] = {
2206 4, 5, 4, 3,
2207 2, 1, 2, 3,
2208 6, 5, 6, 7,
2209 8, 1, 8, 7,
2210 };
2211 int sector = 0;
2212
2213 // this is a bit ugly, but more likely to result in branchless code
2214 sector |= x < 0 ? 8 : 0;
2215 x = x < 0 ? -x : x; // abs
2216
2217 sector |= y < 0 ? 4 : 0;
2218 y = y < 0 ? -y : y; // abs
2219
2220 if (x > y)
2221 {
2222 sector |= 2;
2223
2224 if (x > y * 2)
2225 sector |= 1;
2226 }
2227 else
2228 {
2229 if (y > x * 2)
2230 sector |= 1;
2231 else if (!y)
2232 return 0; // x == 0 here
2233 }
2234
2235 return dir [sector];
2236#else // old algorithm
2112 int q; 2237 int q;
2113 2238
2114 if (y) 2239 if (y)
2115 q = x * 100 / y; 2240 q = 128 * x / y;
2116 else if (x) 2241 else if (x)
2117 q = -300 * x; 2242 q = -512 * x; // to make it > 309
2118 else 2243 else
2119 return 0; 2244 return 0;
2120 2245
2121 if (y > 0) 2246 if (y > 0)
2122 { 2247 {
2123 if (q < -242) 2248 if (q < -309) return 7;
2249 if (q < -52) return 6;
2250 if (q < 52) return 5;
2251 if (q < 309) return 4;
2252
2124 return 3; 2253 return 3;
2125 if (q < -41) 2254 }
2126 return 2; 2255 else
2127 if (q < 41) 2256 {
2128 return 1; 2257 if (q < -309) return 3;
2129 if (q < 242) 2258 if (q < -52) return 2;
2130 return 8; 2259 if (q < 52) return 1;
2260 if (q < 309) return 8;
2261
2131 return 7; 2262 return 7;
2132 } 2263 }
2133 2264#endif
2134 if (q < -242)
2135 return 7;
2136 if (q < -41)
2137 return 6;
2138 if (q < 41)
2139 return 5;
2140 if (q < 242)
2141 return 4;
2142
2143 return 3;
2144} 2265}
2145 2266
2146/* 2267/*
2147 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2268 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2148 * between two directions (which are expected to be absolute (see absdir()) 2269 * between two directions (which are expected to be absolute (see absdir())
2149 */ 2270 */
2150int 2271int
2151dirdiff (int dir1, int dir2) 2272dirdiff (int dir1, int dir2)
2152{ 2273{
2153 int d;
2154
2155 d = abs (dir1 - dir2); 2274 int d = abs (dir1 - dir2);
2156 if (d > 4)
2157 d = 8 - d;
2158 2275
2159 return d; 2276 return d > 4 ? 8 - d : d;
2160} 2277}
2161 2278
2162/* peterm: 2279/* peterm:
2163 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2280 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2164 * Basically, this is a table of directions, and what directions 2281 * Basically, this is a table of directions, and what directions
2166 * This basically means that if direction is 15, then it could either go 2283 * This basically means that if direction is 15, then it could either go
2167 * direction 4, 14, or 16 to get back to where we are. 2284 * direction 4, 14, or 16 to get back to where we are.
2168 * Moved from spell_util.c to object.c with the other related direction 2285 * Moved from spell_util.c to object.c with the other related direction
2169 * functions. 2286 * functions.
2170 */ 2287 */
2171int reduction_dir[SIZEOFFREE][3] = { 2288static const int reduction_dir[SIZEOFFREE][3] = {
2172 {0, 0, 0}, /* 0 */ 2289 {0, 0, 0}, /* 0 */
2173 {0, 0, 0}, /* 1 */ 2290 {0, 0, 0}, /* 1 */
2174 {0, 0, 0}, /* 2 */ 2291 {0, 0, 0}, /* 2 */
2175 {0, 0, 0}, /* 3 */ 2292 {0, 0, 0}, /* 3 */
2176 {0, 0, 0}, /* 4 */ 2293 {0, 0, 0}, /* 4 */
2267 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2384 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2268 * core dumps if they do. 2385 * core dumps if they do.
2269 * 2386 *
2270 * Add a check so we can't pick up invisible objects (0.93.8) 2387 * Add a check so we can't pick up invisible objects (0.93.8)
2271 */ 2388 */
2272
2273int 2389int
2274can_pick (const object *who, const object *item) 2390can_pick (const object *who, const object *item)
2275{ 2391{
2276 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2392 return /*who->flag [FLAG_WIZ]|| */
2277 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2393 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2278 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2394 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2279} 2395}
2396
2397//-GPL
2280 2398
2281/* 2399/*
2282 * create clone from object to another 2400 * create clone from object to another
2283 */ 2401 */
2284object * 2402object *
2285object_create_clone (object *asrc) 2403object::deep_clone ()
2286{ 2404{
2287 object *dst = 0, *tmp, *src, *part, *prev, *item; 2405 assert (("deep_clone called on non-head object", is_head ()));
2288 2406
2289 if (!asrc) 2407 object *dst = clone ();
2290 return 0;
2291 2408
2292 src = asrc; 2409 object *prev = dst;
2293 if (src->head)
2294 src = src->head;
2295
2296 prev = 0;
2297 for (part = src; part; part = part->more) 2410 for (object *part = this->more; part; part = part->more)
2298 { 2411 {
2299 tmp = part->clone (); 2412 object *tmp = part->clone ();
2300 tmp->x -= src->x;
2301 tmp->y -= src->y;
2302
2303 if (!part->head)
2304 {
2305 dst = tmp;
2306 tmp->head = 0;
2307 }
2308 else
2309 tmp->head = dst; 2413 tmp->head = dst;
2310
2311 tmp->more = 0;
2312
2313 if (prev)
2314 prev->more = tmp; 2414 prev->more = tmp;
2315
2316 prev = tmp; 2415 prev = tmp;
2317 } 2416 }
2318 2417
2319 for (item = src->inv; item; item = item->below) 2418 for (object *item = inv; item; item = item->below)
2320 insert_ob_in_ob (object_create_clone (item), dst); 2419 insert_ob_in_ob (item->deep_clone (), dst);
2321 2420
2322 return dst; 2421 return dst;
2323}
2324
2325/* GROS - Creates an object using a string representing its content. */
2326/* Basically, we save the content of the string to a temp file, then call */
2327/* load_object on it. I admit it is a highly inefficient way to make things, */
2328/* but it was simple to make and allows reusing the load_object function. */
2329/* Remember not to use load_object_str in a time-critical situation. */
2330/* Also remember that multiparts objects are not supported for now. */
2331object *
2332load_object_str (const char *obstr)
2333{
2334 object *op;
2335 char filename[MAX_BUF];
2336
2337 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2338
2339 FILE *tempfile = fopen (filename, "w");
2340
2341 if (tempfile == NULL)
2342 {
2343 LOG (llevError, "Error - Unable to access load object temp file\n");
2344 return NULL;
2345 }
2346
2347 fprintf (tempfile, obstr);
2348 fclose (tempfile);
2349
2350 op = object::create ();
2351
2352 object_thawer thawer (filename);
2353
2354 if (thawer)
2355 load_object (thawer, op, 0);
2356
2357 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2358 CLEAR_FLAG (op, FLAG_REMOVED);
2359
2360 return op;
2361} 2422}
2362 2423
2363/* This returns the first object in who's inventory that 2424/* This returns the first object in who's inventory that
2364 * has the same type and subtype match. 2425 * has the same type and subtype match.
2365 * returns NULL if no match. 2426 * returns NULL if no match.
2372 return tmp; 2433 return tmp;
2373 2434
2374 return 0; 2435 return 0;
2375} 2436}
2376 2437
2377/* If ob has a field named key, return the link from the list, 2438/* Zero the key_values on op, decrementing the shared-string
2378 * otherwise return NULL. 2439 * refcounts and freeing the links.
2379 * 2440 */
2380 * key must be a passed in shared string - otherwise, this won't 2441void
2381 * do the desired thing. 2442key_values::clear ()
2382 */
2383key_value *
2384get_ob_key_link (const object *ob, const char *key)
2385{ 2443{
2386 for (key_value *link = ob->key_values; link; link = link->next) 2444 for (key_value *kvp = first; kvp; )
2445 {
2446 key_value *next = kvp->next;
2447 delete kvp;
2448 kvp = next;
2449 }
2450
2451 first = 0;
2452}
2453
2454shstr_tmp
2455key_values::get (shstr_tmp key) const
2456{
2457 for (key_value *kv = first; kv; kv = kv->next)
2387 if (link->key == key) 2458 if (kv->key == key)
2388 return link;
2389
2390 return 0;
2391}
2392
2393/*
2394 * Returns the value of op has an extra_field for key, or NULL.
2395 *
2396 * The argument doesn't need to be a shared string.
2397 *
2398 * The returned string is shared.
2399 */
2400const char *
2401get_ob_key_value (const object *op, const char *const key)
2402{
2403 key_value *link;
2404 shstr_cmp canonical_key (key);
2405
2406 if (!canonical_key)
2407 {
2408 /* 1. There being a field named key on any object
2409 * implies there'd be a shared string to find.
2410 * 2. Since there isn't, no object has this field.
2411 * 3. Therefore, *this* object doesn't have this field.
2412 */
2413 return 0;
2414 }
2415
2416 /* This is copied from get_ob_key_link() above -
2417 * only 4 lines, and saves the function call overhead.
2418 */
2419 for (link = op->key_values; link; link = link->next)
2420 if (link->key == canonical_key)
2421 return link->value; 2459 return kv->value;
2422 2460
2423 return 0; 2461 return shstr ();
2424} 2462}
2425 2463
2426 2464void
2427/* 2465key_values::add (shstr_tmp key, shstr_tmp value)
2428 * Updates the canonical_key in op to value.
2429 *
2430 * canonical_key is a shared string (value doesn't have to be).
2431 *
2432 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2433 * keys.
2434 *
2435 * Returns TRUE on success.
2436 */
2437int
2438set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2439{ 2466{
2440 key_value *field = NULL, *last = NULL; 2467 key_value *kv = new key_value;
2441 2468
2442 for (field = op->key_values; field != NULL; field = field->next) 2469 kv->next = first;
2443 { 2470 kv->key = key;
2444 if (field->key != canonical_key) 2471 kv->value = value;
2472
2473 first = kv;
2474}
2475
2476void
2477key_values::set (shstr_tmp key, shstr_tmp value)
2478{
2479 for (key_value *kv = first; kv; kv = kv->next)
2480 if (kv->key == key)
2445 { 2481 {
2446 last = field; 2482 kv->value = value;
2447 continue; 2483 return;
2448 } 2484 }
2449 2485
2450 if (value) 2486 add (key, value);
2451 field->value = value; 2487}
2452 else 2488
2489void
2490key_values::del (shstr_tmp key)
2491{
2492 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2493 if ((*kvp)->key == key)
2453 { 2494 {
2454 /* Basically, if the archetype has this key set, 2495 key_value *kv = *kvp;
2455 * we need to store the null value so when we save 2496 *kvp = (*kvp)->next;
2456 * it, we save the empty value so that when we load, 2497 delete kv;
2457 * we get this value back again. 2498 return;
2458 */
2459 if (get_ob_key_link (&op->arch->clone, canonical_key))
2460 field->value = 0;
2461 else
2462 {
2463 if (last)
2464 last->next = field->next;
2465 else
2466 op->key_values = field->next;
2467
2468 delete field;
2469 }
2470 } 2499 }
2471 return TRUE; 2500}
2501
2502void
2503key_values::reverse ()
2504{
2505 key_value *prev = 0;
2506 key_value *head = first;
2507
2508 while (head)
2472 } 2509 {
2473 /* IF we get here, key doesn't exist */ 2510 key_value *node = head;
2511 head = head->next;
2512 node->next = prev;
2513 prev = node;
2514 }
2474 2515
2475 /* No field, we'll have to add it. */ 2516 first = prev;
2476
2477 if (!add_key)
2478 return FALSE;
2479
2480 /* There isn't any good reason to store a null
2481 * value in the key/value list. If the archetype has
2482 * this key, then we should also have it, so shouldn't
2483 * be here. If user wants to store empty strings,
2484 * should pass in ""
2485 */
2486 if (value == NULL)
2487 return TRUE;
2488
2489 field = new key_value;
2490
2491 field->key = canonical_key;
2492 field->value = value;
2493 /* Usual prepend-addition. */
2494 field->next = op->key_values;
2495 op->key_values = field;
2496
2497 return TRUE;
2498} 2517}
2499 2518
2500/* 2519key_values &
2501 * Updates the key in op to value. 2520key_values::operator =(const key_values &kv)
2502 *
2503 * If add_key is FALSE, this will only update existing keys,
2504 * and not add new ones.
2505 * In general, should be little reason FALSE is ever passed in for add_key
2506 *
2507 * Returns TRUE on success.
2508 */
2509int
2510set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2511{ 2521{
2512 shstr key_ (key); 2522 clear ();
2513 2523
2514 return set_ob_key_value_s (op, key_, value, add_key); 2524 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2525 add (kvp->key, kvp->value);
2526
2527 reverse ();
2515} 2528}
2516 2529
2517object::depth_iterator::depth_iterator (object *container) 2530object::depth_iterator::depth_iterator (object *container)
2518: iterator_base (container) 2531: iterator_base (container)
2519{ 2532{
2532 item = item->inv; 2545 item = item->inv;
2533 } 2546 }
2534 else 2547 else
2535 item = item->env; 2548 item = item->env;
2536} 2549}
2537
2538 2550
2539const char * 2551const char *
2540object::flag_desc (char *desc, int len) const 2552object::flag_desc (char *desc, int len) const
2541{ 2553{
2542 char *p = desc; 2554 char *p = desc;
2570{ 2582{
2571 char flagdesc[512]; 2583 char flagdesc[512];
2572 char info2[256 * 4]; 2584 char info2[256 * 4];
2573 char *p = info; 2585 char *p = info;
2574 2586
2575 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2587 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2576 count, uuid.seq, 2588 count,
2589 uuid.c_str (),
2577 &name, 2590 &name,
2578 title ? "\",title:\"" : "", 2591 title ? ",title:\"" : "",
2579 title ? (const char *)title : "", 2592 title ? (const char *)title : "",
2593 title ? "\"" : "",
2580 flag_desc (flagdesc, 512), type); 2594 flag_desc (flagdesc, 512), type);
2581 2595
2582 if (env) 2596 if (!flag[FLAG_REMOVED] && env)
2583 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2597 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2584 2598
2585 if (map) 2599 if (map)
2586 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2600 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2587 2601
2589} 2603}
2590 2604
2591const char * 2605const char *
2592object::debug_desc () const 2606object::debug_desc () const
2593{ 2607{
2594 static char info[256 * 4]; 2608 static char info[3][256 * 4];
2609 static int info_idx;
2610
2595 return debug_desc (info); 2611 return debug_desc (info [++info_idx % 3]);
2596} 2612}
2597 2613
2598const char * 2614struct region *
2599object::debug_desc2 () const 2615object::region () const
2600{ 2616{
2601 static char info[256 * 4]; 2617 return map ? map->region (x, y)
2602 return debug_desc (info); 2618 : region::default_region ();
2603} 2619}
2604 2620
2621//+GPL
2622
2623void
2624object::open_container (object *new_container)
2625{
2626 if (container == new_container)
2627 return;
2628
2629 object *old_container = container;
2630
2631 if (old_container)
2632 {
2633 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2634 return;
2635
2636#if 0
2637 // remove the "Close old_container" object.
2638 if (object *closer = old_container->inv)
2639 if (closer->type == CLOSE_CON)
2640 closer->destroy ();
2641#endif
2642
2643 // make sure the container is available
2644 esrv_send_item (this, old_container);
2645
2646 old_container->flag [FLAG_APPLIED] = false;
2647 container = 0;
2648
2649 // client needs item update to make it work, client bug requires this to be separate
2650 esrv_update_item (UPD_FLAGS, this, old_container);
2651
2652 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2653 play_sound (sound_find ("chest_close"));
2654 }
2655
2656 if (new_container)
2657 {
2658 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2659 return;
2660
2661 // TODO: this does not seem to serve any purpose anymore?
2662#if 0
2663 // insert the "Close Container" object.
2664 if (archetype *closer = new_container->other_arch)
2665 {
2666 object *closer = new_container->other_arch->instance ();
2667 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2668 new_container->insert (closer);
2669 }
2670#endif
2671
2672 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2673
2674 // make sure the container is available, client bug requires this to be separate
2675 esrv_send_item (this, new_container);
2676
2677 new_container->flag [FLAG_APPLIED] = true;
2678 container = new_container;
2679
2680 // client needs flag change
2681 esrv_update_item (UPD_FLAGS, this, new_container);
2682 esrv_send_inventory (this, new_container);
2683 play_sound (sound_find ("chest_open"));
2684 }
2685// else if (!old_container->env && contr && contr->ns)
2686// contr->ns->floorbox_reset ();
2687}
2688
2689//-GPL
2690
2691// prefetch some flat area around the player
2692static void
2693prefetch_surrounding_area (object *op, maptile *map, int range)
2694{
2695 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2696 op->x - range , op->y - range ,
2697 op->x + range + 1, op->y + range + 1);
2698 rect->m;
2699 ++rect)
2700 {
2701 rect->m->touch ();
2702 rect->m->activate ();
2703 }
2704}
2705
2706// prefetch a generous area around the player, also up and down
2707void
2708object::prefetch_surrounding_maps ()
2709{
2710 prefetch_surrounding_area (this, map, 40);
2711
2712 if (maptile *m = map->tile_available (TILE_DOWN))
2713 prefetch_surrounding_area (this, m, 20);
2714
2715 if (maptile *m = map->tile_available (TILE_UP))
2716 prefetch_surrounding_area (this, m, 20);
2717}
2718
2719//+GPL
2720
2721object *
2722object::force_find (shstr_tmp name)
2723{
2724 /* cycle through his inventory to look for the MARK we want to
2725 * place
2726 */
2727 for (object *tmp = inv; tmp; tmp = tmp->below)
2728 if (tmp->type == FORCE && tmp->slaying == name)
2729 return splay (tmp);
2730
2731 return 0;
2732}
2733
2734void
2735object::force_set_timer (int duration)
2736{
2737 this->duration = 1;
2738 this->speed_left = -1.f;
2739
2740 this->set_speed (duration ? 1.f / duration : 0.f);
2741}
2742
2743object *
2744object::force_add (shstr_tmp name, int duration)
2745{
2746 if (object *force = force_find (name))
2747 force->destroy ();
2748
2749 object *force = archetype::get (FORCE_NAME);
2750
2751 force->slaying = name;
2752 force->force_set_timer (duration);
2753 force->flag [FLAG_APPLIED] = true;
2754
2755 return insert (force);
2756}
2757
2758void
2759object::play_sound (faceidx sound) const
2760{
2761 if (!sound)
2762 return;
2763
2764 if (is_on_map ())
2765 map->play_sound (sound, x, y);
2766 else if (object *pl = in_player ())
2767 pl->contr->play_sound (sound);
2768}
2769
2770void
2771object::say_msg (const char *msg) const
2772{
2773 if (is_on_map ())
2774 map->say_msg (msg, x, y);
2775 else if (object *pl = in_player ())
2776 pl->contr->play_sound (sound);
2777}
2778
2779void
2780object::make_noise ()
2781{
2782 // we do not model noise in the map, so instead put
2783 // a temporary light into the noise source
2784 // could use the map instead, but that's less reliable for our
2785 // goal, which is to make invisibility a bit harder to exploit
2786
2787 // currently only works sensibly for players
2788 if (!is_player ())
2789 return;
2790
2791 // find old force, or create new one
2792 object *force = force_find (shstr_noise_force);
2793
2794 if (force)
2795 force->speed_left = -1.f; // patch old speed up
2796 else
2797 {
2798 force = archetype::get (shstr_noise_force);
2799
2800 force->slaying = shstr_noise_force;
2801 force->stats.food = 1;
2802 force->speed_left = -1.f;
2803
2804 force->set_speed (1.f / 4.f);
2805 force->flag [FLAG_IS_USED_UP] = true;
2806 force->flag [FLAG_APPLIED] = true;
2807
2808 insert (force);
2809 }
2810}
2811
2812void object::change_move_type (MoveType mt)
2813{
2814 if (move_type == mt)
2815 return;
2816
2817 if (is_on_map ())
2818 {
2819 // we are on the map, so handle move_on/off effects
2820 remove ();
2821 move_type = mt;
2822 map->insert (this, x, y, this);
2823 }
2824 else
2825 move_type = mt;
2826}
2827
2828/* object should be a player.
2829 * we return the object the player has marked with the 'mark' command
2830 * below. If no match is found (or object has changed), we return
2831 * NULL. We leave it up to the calling function to print messages if
2832 * nothing is found.
2833 */
2834object *
2835object::mark () const
2836{
2837 if (contr && contr->mark && contr->mark->env == this)
2838 return contr->mark;
2839 else
2840 return 0;
2841}
2842
2843// put marked object first in the inventory
2844// this is used by identify-like spells so players can influence
2845// the order a bit.
2846void
2847object::splay_marked ()
2848{
2849 if (object *marked = mark ())
2850 splay (marked);
2851}
2852

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