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Comparing deliantra/server/common/object.C (file contents):
Revision 1.203 by root, Fri Apr 11 13:59:05 2008 UTC vs.
Revision 1.364 by root, Sat Sep 16 22:17:42 2017 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 25#include <global.h>
28#include <stdio.h> 26#include <stdio.h>
29#include <sys/types.h> 27#include <sys/types.h>
30#include <sys/uio.h> 28#include <sys/uio.h>
31#include <object.h> 29#include <object.h>
32#include <funcpoint.h>
33#include <sproto.h> 30#include <sproto.h>
34#include <loader.h>
35 31
36#include <bitset> 32#include <bitset>
37 33
38UUID UUID::cur; 34UUID UUID::cur;
35static uint64_t seq_next_save;
39static const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
40 38
41objectvec objects; 39objectvec objects;
42activevec actives; 40activevec actives;
41
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
43 49
44short freearr_x[SIZEOFFREE] = { 50short freearr_x[SIZEOFFREE] = {
45 0, 51 0,
46 0, 1, 1, 1, 0, -1, -1, -1, 52 0, 1, 1, 1, 0, -1, -1, -1,
47 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
51 0, 57 0,
52 -1, -1, 0, 1, 1, 1, 0, -1, 58 -1, -1, 0, 1, 1, 1, 0, -1,
53 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
54 -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
55}; 61};
56int maxfree[SIZEOFFREE] = {
57 0,
58 9, 10, 13, 14, 17, 18, 21, 22,
59 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
60 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
61};
62int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
63 0, 63 0,
64 1, 2, 3, 4, 5, 6, 7, 8, 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, 65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 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 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
67}; 67};
68 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
69static void 95static void
70write_uuid (uval64 skip, bool sync) 96write_uuid (uval64 skip, bool sync)
71{ 97{
72 CALL_BEGIN (2); 98 CALL_BEGIN (2);
73 CALL_ARG_SV (newSVval64 (skip)); 99 CALL_ARG_SV (newSVval64 (skip));
75 CALL_CALL ("cf::write_uuid", G_DISCARD); 101 CALL_CALL ("cf::write_uuid", G_DISCARD);
76 CALL_END; 102 CALL_END;
77} 103}
78 104
79static void 105static void
80read_uuid (void) 106read_uuid ()
81{ 107{
82 char filename[MAX_BUF]; 108 char filename[MAX_BUF];
83 109
84 sprintf (filename, "%s/uuid", settings.localdir); 110 sprintf (filename, "%s/uuid", settings.localdir);
111
112 seq_next_save = 0;
85 113
86 FILE *fp; 114 FILE *fp;
87 115
88 if (!(fp = fopen (filename, "r"))) 116 if (!(fp = fopen (filename, "r")))
89 { 117 {
90 if (errno == ENOENT) 118 if (errno == ENOENT)
91 { 119 {
92 LOG (llevInfo, "RESET uid to 1\n"); 120 LOG (llevInfo, "RESET uid to 1\n");
93 UUID::cur.seq = 0; 121 UUID::cur.seq = 0;
94 write_uuid (UUID_SKIP, true); 122 write_uuid (UUID_GAP, true);
95 return; 123 return;
96 } 124 }
97 125
98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 126 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
99 _exit (1); 127 _exit (1);
100 } 128 }
101 129
102 UUID::BUF buf; 130 char buf [UUID::MAX_LEN];
103 buf[0] = 0; 131 buf[0] = 0;
104 fgets (buf, sizeof (buf), fp); 132 fgets (buf, sizeof (buf), fp);
105 133
106 if (!UUID::cur.parse (buf)) 134 if (!UUID::cur.parse (buf))
107 { 135 {
109 _exit (1); 137 _exit (1);
110 } 138 }
111 139
112 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ()); 140 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
113 141
114 write_uuid (UUID_SKIP, true); 142 write_uuid (UUID_GAP, true);
115 fclose (fp); 143 fclose (fp);
116} 144}
117 145
118UUID 146UUID
119UUID::gen () 147UUID::gen ()
120{ 148{
121 UUID uid; 149 UUID uid;
122 150
123 uid.seq = ++cur.seq; 151 uid.seq = ++cur.seq;
124 152
125 if (expect_false (!(cur.seq & (UUID_SKIP - 1)))) 153 if (expect_false (cur.seq >= seq_next_save))
154 {
155 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
126 write_uuid (UUID_SKIP, false); 156 write_uuid (UUID_GAP, false);
157 }
158
127 159
128 return uid; 160 return uid;
129} 161}
130 162
131void 163void
132UUID::init () 164UUID::init ()
133{ 165{
134 read_uuid (); 166 read_uuid ();
135} 167}
136 168
169bool
170UUID::parse (const char *s)
171{
172 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
173 return false;
174
175 seq = 0;
176
177 while (*s != '>')
178 {
179 if (*s < '0')
180 return false;
181
182 // this gives nice branchless code with gcc
183 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
184 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
185
186 seq = (seq << 4) | digit;
187
188 ++s;
189 }
190
191 return true;
192}
193
194char *
195UUID::append (char *buf) const
196{
197 *buf++ = '<';
198 *buf++ = '1';
199 *buf++ = '.';
200
201 uint64_t seq = this->seq;
202 const int bits = 64;
203 char nz = 0;
204 static const char tohex [] = "0123456789abcdef";
205
206 // assert (len >= 3 + bits / 4 + 1 + 1);
207 for (int i = bits / 4; --i; )
208 {
209 uint8_t digit = seq >> (bits - 4);
210
211 *buf = tohex [digit];
212 nz |= digit;
213 buf += nz ? 1 : 0;
214 seq <<= 4;
215 }
216
217 // last digit is special - always emit
218 uint8_t digit = seq >> (bits - 4);
219 *buf++ = tohex [digit];
220
221 *buf++ = '>';
222
223 return buf;
224}
225
226char *
227UUID::c_str () const
228{
229 static char buf [MAX_LEN];
230 *append (buf) = 0;
231 return buf;
232}
233
137/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 234/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
138static int 235static bool
139compare_ob_value_lists_one (const object *wants, const object *has) 236compare_ob_value_lists_one (const object *wants, const object *has)
140{ 237{
141 key_value *wants_field;
142
143 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 238 /* n-squared behaviour (see kv.get), but I'm hoping both
144 * objects with lists are rare, and lists stay short. If not, use a 239 * objects with lists are rare, and lists stay short. If not, use a
145 * different structure or at least keep the lists sorted... 240 * different structure or at least keep the lists sorted...
146 */ 241 */
147 242
148 /* For each field in wants, */ 243 /* For each field in wants, */
149 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 244 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
150 { 245 if (has->kv.get (kv->key) != kv->value)
151 key_value *has_field; 246 return false;
152
153 /* Look for a field in has with the same key. */
154 has_field = get_ob_key_link (has, wants_field->key);
155
156 if (has_field == NULL)
157 {
158 /* No field with that name. */
159 return FALSE;
160 }
161
162 /* Found the matching field. */
163 if (has_field->value != wants_field->value)
164 {
165 /* Values don't match, so this half of the comparison is false. */
166 return FALSE;
167 }
168
169 /* If we get here, we found a match. Now for the next field in wants. */
170 }
171 247
172 /* If we get here, every field in wants has a matching field in has. */ 248 /* If we get here, every field in wants has a matching field in has. */
173 return TRUE; 249 return true;
174} 250}
175 251
176/* Returns TRUE if ob1 has the same key_values as ob2. */ 252/* Returns TRUE if ob1 has the same key_values as ob2. */
177static int 253static bool
178compare_ob_value_lists (const object *ob1, const object *ob2) 254compare_ob_value_lists (const object *ob1, const object *ob2)
179{ 255{
180 /* However, there may be fields in has which aren't partnered in wants, 256 /* However, there may be fields in has which aren't partnered in wants,
181 * so we need to run the comparison *twice*. :( 257 * so we need to run the comparison *twice*. :(
182 */ 258 */
183 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 259 return compare_ob_value_lists_one (ob1, ob2)
260 && compare_ob_value_lists_one (ob2, ob1);
184} 261}
185 262
186/* Function examines the 2 objects given to it, and returns true if 263/* Function examines the 2 objects given to it, and returns true if
187 * they can be merged together. 264 * they can be merged together.
188 * 265 *
195 * Improvements made with merge: Better checking on potion, and also 272 * Improvements made with merge: Better checking on potion, and also
196 * check weight 273 * check weight
197 */ 274 */
198bool object::can_merge_slow (object *ob1, object *ob2) 275bool object::can_merge_slow (object *ob1, object *ob2)
199{ 276{
200 /* A couple quicksanity checks */ 277 /* A couple quick sanity checks */
201 if (ob1 == ob2 278 if (ob1 == ob2
202 || ob1->type != ob2->type 279 || ob1->type != ob2->type
203 || ob1->speed != ob2->speed
204 || ob1->value != ob2->value 280 || ob1->value != ob2->value
205 || ob1->name != ob2->name) 281 || ob1->name != ob2->name
282 || ob1->custom_name != ob2->custom_name
283 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
206 return 0; 284 return 0;
207 285
208 //TODO: this ain't working well, use nicer and correct overflow check
209 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 286 /* Do not merge objects if nrof would overflow, assume nrof
210 * value could not be stored in a sint32 (which unfortunately sometimes is 287 * is always 0 .. 2**31-1 */
211 * used to store nrof). 288 if (ob1->nrof > 0x7fffffff - ob2->nrof)
212 */
213 if (ob1->nrof + ob2->nrof >= 1UL << 31)
214 return 0; 289 return 0;
215 290
216 /* If the objects have been identified, set the BEEN_APPLIED flag. 291 /* If the objects have been identified, set the BEEN_APPLIED flag.
217 * This is to the comparison of the flags below will be OK. We 292 * This is to the comparison of the flags below will be OK. We
218 * just can't ignore the been applied or identified flags, as they 293 * just can't ignore the been applied or identified flags, as they
219 * are not equal - just if it has been identified, the been_applied 294 * are not equal - just if it has been identified, the been_applied
220 * flags lose any meaning. 295 * flags lose any meaning.
221 */ 296 */
222 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 297 if (ob1->flag [FLAG_IDENTIFIED])
223 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 298 ob1->set_flag (FLAG_BEEN_APPLIED);
224 299
225 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 300 if (ob2->flag [FLAG_IDENTIFIED])
226 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 301 ob2->set_flag (FLAG_BEEN_APPLIED);
227 302
228 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 303 if (ob1->arch->archname != ob2->arch->archname
229 || ob1->arch != ob2->arch
230 || ob1->name != ob2->name 304 || ob1->name != ob2->name
231 || ob1->title != ob2->title 305 || ob1->title != ob2->title
232 || ob1->msg != ob2->msg 306 || ob1->msg != ob2->msg
233 || ob1->weight != ob2->weight 307 || ob1->weight != ob2->weight
234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
236 || ob1->attacktype != ob2->attacktype 308 || ob1->attacktype != ob2->attacktype
237 || ob1->magic != ob2->magic 309 || ob1->magic != ob2->magic
238 || ob1->slaying != ob2->slaying 310 || ob1->slaying != ob2->slaying
239 || ob1->skill != ob2->skill 311 || ob1->skill != ob2->skill
240 || ob1->value != ob2->value 312 || ob1->value != ob2->value
241 || ob1->animation_id != ob2->animation_id 313 || ob1->animation_id != ob2->animation_id
314 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
242 || ob1->client_type != ob2->client_type 315 || ob1->client_type != ob2->client_type
243 || ob1->materialname != ob2->materialname 316 || ob1->material != ob2->material
244 || ob1->lore != ob2->lore 317 || ob1->lore != ob2->lore
245 || ob1->subtype != ob2->subtype 318 || ob1->subtype != ob2->subtype
246 || ob1->move_type != ob2->move_type 319 || ob1->move_type != ob2->move_type
247 || ob1->move_block != ob2->move_block 320 || ob1->move_block != ob2->move_block
248 || ob1->move_allow != ob2->move_allow 321 || ob1->move_allow != ob2->move_allow
249 || ob1->move_on != ob2->move_on 322 || ob1->move_on != ob2->move_on
250 || ob1->move_off != ob2->move_off 323 || ob1->move_off != ob2->move_off
251 || ob1->move_slow != ob2->move_slow 324 || ob1->move_slow != ob2->move_slow
252 || ob1->move_slow_penalty != ob2->move_slow_penalty) 325 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
326 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
327 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
253 return 0; 328 return 0;
254 329
330 if ((ob1->flag ^ ob2->flag)
331 .reset (FLAG_INV_LOCKED)
332 .reset (FLAG_REMOVED)
333 .any ())
334 return 0;
335
255 /* This is really a spellbook check - really, we should 336 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 337 * not merge objects with real inventories, as splitting them
338 * is hard.
257 */ 339 */
258 if (ob1->inv || ob2->inv) 340 if (ob1->inv || ob2->inv)
259 { 341 {
260 if (!(ob1->inv && ob2->inv)) 342 if (!(ob1->inv && ob2->inv))
261 return 0; /* inventories differ in length */ 343 return 0; /* inventories differ in length */
262 344
263 if (ob1->inv->below || ob2->inv->below) 345 if (ob1->inv->below || ob2->inv->below)
264 return 0; /* more than one object in inv */ 346 return 0; /* more than one object in inv */
265 347
266 if (!object::can_merge (ob1->inv, ob2->inv)) 348 if (!object::can_merge (ob1->inv, ob2->inv))
267 return 0; /* inventory objexts differ */ 349 return 0; /* inventory objects differ */
268 350
269 /* 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
270 * if it is valid. 352 * if it is valid.
271 */ 353 */
272 } 354 }
273 355
274 /* 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,
275 * 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
276 * some items equipped, and we don't want those to merge. 358 * some items equipped, and we don't want those to merge.
277 */ 359 */
278 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 360 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
279 return 0; 361 return 0;
280 362
281 /* 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
282 * 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
283 * check? 365 * check?
284 */ 366 */
285 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 367 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
286 return 0; 368 return 0;
287 369
288 switch (ob1->type) 370 switch (ob1->type)
289 { 371 {
290 case SCROLL: 372 case SCROLL:
291 if (ob1->level != ob2->level) 373 if (ob1->level != ob2->level)
292 return 0; 374 return 0;
293 break; 375 break;
294 } 376 }
295 377
296 if (ob1->key_values != NULL || ob2->key_values != NULL) 378 if (!ob1->kv.empty () || !ob2->kv.empty ())
297 { 379 {
298 /* At least one of these has key_values. */ 380 /* At least one of these has key_values. */
299 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 381 if (ob1->kv.empty () != ob2->kv.empty ())
300 /* One has fields, but the other one doesn't. */ 382 return 0; /* One has fields, but the other one doesn't. */
301 return 0; 383
302 else if (!compare_ob_value_lists (ob1, ob2)) 384 if (!compare_ob_value_lists (ob1, ob2))
303 return 0; 385 return 0;
304 } 386 }
305 387
306 if (ob1->self || ob2->self) 388 if (ob1->self || ob2->self)
307 { 389 {
313 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0; 395 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
314 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0; 396 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
315 397
316 if (k1 != k2) 398 if (k1 != k2)
317 return 0; 399 return 0;
400
318 else if (k1 == 0) 401 if (k1 == 0)
319 return 1; 402 return 1;
403
320 else if (!cfperl_can_merge (ob1, ob2)) 404 if (!cfperl_can_merge (ob1, ob2))
321 return 0; 405 return 0;
322 } 406 }
323 } 407 }
324 408
325 /* Everything passes, must be OK. */ 409 /* Everything passes, must be OK. */
326 return 1; 410 return 1;
327} 411}
328 412
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
329/* 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/*
330 * sum_weight() is a recursive function which calculates the weight 486 * this is a recursive function which calculates the weight
331 * 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
332 * containers are carrying, and sums it up. 488 * containers are carrying, and sums it up.
333 */ 489 */
334long 490void
335sum_weight (object *op) 491object::update_weight ()
336{ 492{
337 long sum; 493 weight_t sum = 0;
338 object *inv;
339 494
340 for (sum = 0, inv = op->inv; inv; inv = inv->below) 495 for (object *op = inv; op; op = op->below)
341 {
342 if (inv->inv)
343 sum_weight (inv);
344
345 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
346 } 496 {
497 op->update_weight ();
347 498
348 if (op->type == CONTAINER && op->stats.Str) 499 sum += weight_adjust_for (this, op->total_weight ());
349 sum = (sum * (100 - op->stats.Str)) / 100; 500 }
350 501
351 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
352 op->carrying = sum; 508 carrying = sum;
353 509
354 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 }
355} 514}
356 515
357/** 516/*
358 * Return the outermost environment object for a given object. 517 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
359 */
360
361object *
362object_get_env_recursive (object *op)
363{
364 while (op->env != NULL)
365 op = op->env;
366 return op;
367}
368
369/*
370 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
371 * Some error messages.
372 * The result of the dump is stored in the static global errmsg array.
373 */ 518 */
374char * 519char *
375dump_object (object *op) 520dump_object (object *op)
376{ 521{
377 if (!op) 522 if (!op)
380 object_freezer freezer; 525 object_freezer freezer;
381 op->write (freezer); 526 op->write (freezer);
382 return freezer.as_string (); 527 return freezer.as_string ();
383} 528}
384 529
385/* 530char *
386 * get_nearest_part(multi-object, object 2) returns the part of the 531object::as_string ()
387 * multi-object 1 which is closest to the second object.
388 * If it's not a multi-object, it is returned.
389 */
390object *
391get_nearest_part (object *op, const object *pl)
392{ 532{
393 object *tmp, *closest; 533 return dump_object (this);
394 int last_dist, i;
395
396 if (op->more == NULL)
397 return op;
398 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
399 if ((i = distance (tmp, pl)) < last_dist)
400 closest = tmp, last_dist = i;
401 return closest;
402} 534}
403 535
404/* 536/*
405 * 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.
406 */ 539 */
407object * 540object *
408find_object (tag_t i) 541find_object (tag_t i)
409{ 542{
410 for_all_objects (op) 543 for_all_objects (op)
413 546
414 return 0; 547 return 0;
415} 548}
416 549
417/* 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/*
418 * 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.
419 * Used only by the patch command, but not all that useful. 567 * Used only by the patch command, but not all that useful.
420 * Enables features like "patch <name-of-other-player> food 999" 568 * Enables features like "patch <name-of-other-player> food 999"
421 */ 569 */
422object * 570object *
423find_object_name (const char *str) 571find_object_name (const char *str)
424{ 572{
425 shstr_cmp str_ (str); 573 shstr_cmp str_ (str);
426 object *op;
427 574
575 if (str_)
428 for_all_objects (op) 576 for_all_objects (op)
429 if (op->name == str_) 577 if (op->name == str_)
430 break; 578 return op;
431 579
432 return op; 580 return 0;
433} 581}
434 582
435/* 583/*
436 * 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
437 * skill and experience objects. 585 * skill and experience objects.
450 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ()); 598 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
451 return; 599 return;
452 } 600 }
453 601
454 this->owner = owner; 602 this->owner = owner;
455}
456
457int
458object::slottype () const
459{
460 if (type == SKILL)
461 {
462 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
463 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
464 }
465 else
466 {
467 if (slot [body_combat].info) return slot_combat;
468 if (slot [body_range ].info) return slot_ranged;
469 }
470
471 return slot_none;
472}
473
474bool
475object::change_weapon (object *ob)
476{
477 if (current_weapon == ob)
478 return true;
479
480 if (chosen_skill)
481 chosen_skill->flag [FLAG_APPLIED] = false;
482
483 current_weapon = ob;
484 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
485
486 if (chosen_skill)
487 chosen_skill->flag [FLAG_APPLIED] = true;
488
489 update_stats ();
490
491 if (ob)
492 {
493 // now check wether any body locations became invalid, in which case
494 // we cannot apply the weapon at the moment.
495 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
496 if (slot[i].used < 0)
497 {
498 current_weapon = chosen_skill = 0;
499 update_stats ();
500
501 new_draw_info_format (NDI_UNIQUE, 0, this,
502 "You try to balance all your items at once, "
503 "but the %s is just too much for your body. "
504 "[You need to unapply some items first.]", &ob->name);
505 return false;
506 }
507
508 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
509 }
510 else
511 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
512
513 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
514 {
515 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
516 &name, ob->debug_desc ());
517 return false;
518 }
519
520 return true;
521}
522
523/* Zero the key_values on op, decrementing the shared-string
524 * refcounts and freeing the links.
525 */
526static void
527free_key_values (object *op)
528{
529 for (key_value *i = op->key_values; i; )
530 {
531 key_value *next = i->next;
532 delete i;
533
534 i = next;
535 }
536
537 op->key_values = 0;
538}
539
540object &
541object::operator =(const object &src)
542{
543 bool is_freed = flag [FLAG_FREED];
544 bool is_removed = flag [FLAG_REMOVED];
545
546 *(object_copy *)this = src;
547
548 flag [FLAG_FREED] = is_freed;
549 flag [FLAG_REMOVED] = is_removed;
550
551 /* Copy over key_values, if any. */
552 if (src.key_values)
553 {
554 key_value *tail = 0;
555 key_values = 0;
556
557 for (key_value *i = src.key_values; i; i = i->next)
558 {
559 key_value *new_link = new key_value;
560
561 new_link->next = 0;
562 new_link->key = i->key;
563 new_link->value = i->value;
564
565 /* Try and be clever here, too. */
566 if (!key_values)
567 {
568 key_values = new_link;
569 tail = new_link;
570 }
571 else
572 {
573 tail->next = new_link;
574 tail = new_link;
575 }
576 }
577 }
578} 603}
579 604
580/* 605/*
581 * copy_to first frees everything allocated by the dst object, 606 * copy_to first frees everything allocated by the dst object,
582 * and then copies the contents of itself into the second 607 * and then copies the contents of itself into the second
586 * will point at garbage. 611 * will point at garbage.
587 */ 612 */
588void 613void
589object::copy_to (object *dst) 614object::copy_to (object *dst)
590{ 615{
591 *dst = *this; 616 dst->remove ();
617 *(object_copy *)dst = *this;
592 618
593 if (speed < 0) 619 // maybe move to object_copy?
594 dst->speed_left -= rndm (); 620 dst->kv = kv;
595 621
596 dst->set_speed (dst->speed); 622 dst->flag [FLAG_REMOVED] = true;
623 dst->activate ();
597} 624}
598 625
599void 626void
600object::instantiate () 627object::instantiate ()
601{ 628{
602 if (!uuid.seq) // HACK 629 if (!uuid.seq) // HACK
603 uuid = UUID::gen (); 630 uuid = UUID::gen ();
604 631
632 // TODO: unclean state changes, should not be done in copy_to AND instantiate
633 if (flag [FLAG_RANDOM_SPEED] && speed)
634 speed_left = - speed - rndm (); // TODO animation
635 else
605 speed_left = -0.1f; 636 speed_left = -1.;
637
606 /* copy the body_info to the body_used - this is only really 638 /* copy the body_info to the body_used - this is only really
607 * need for monsters, but doesn't hurt to do it for everything. 639 * need for monsters, but doesn't hurt to do it for everything.
608 * by doing so, when a monster is created, it has good starting 640 * by doing so, when a monster is created, it has good starting
609 * values for the body_used info, so when items are created 641 * values for the body_used info, so when items are created
610 * for it, they can be properly equipped. 642 * for it, they can be properly equipped.
611 */ 643 */
612 for (int i = NUM_BODY_LOCATIONS; i--; ) 644 for (int i = NUM_BODY_LOCATIONS; i--; )
613 slot[i].used = slot[i].info; 645 slot[i].used = slot[i].info;
614 646
618object * 650object *
619object::clone () 651object::clone ()
620{ 652{
621 object *neu = create (); 653 object *neu = create ();
622 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
623 return neu; 661 return neu;
624} 662}
625 663
626/* 664/*
627 * 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
629 * 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.
630 */ 668 */
631void 669void
632update_turn_face (object *op) 670update_turn_face (object *op)
633{ 671{
634 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 672 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
635 return; 673 return;
636 674
637 SET_ANIMATION (op, op->direction); 675 SET_ANIMATION (op, op->direction);
638 update_object (op, UP_OBJ_FACE); 676 update_object (op, UP_OBJ_FACE);
639} 677}
644 * 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.
645 */ 683 */
646void 684void
647object::set_speed (float speed) 685object::set_speed (float speed)
648{ 686{
649 if (flag [FLAG_FREED] && speed)
650 {
651 LOG (llevError, "Object %s is freed but has speed.\n", &name);
652 speed = 0;
653 }
654
655 this->speed = speed; 687 this->speed = speed;
656 688
657 if (has_active_speed ()) 689 if (has_active_speed ())
658 activate (); 690 activate ();
659 else 691 else
678 * UP_OBJ_FACE: only the objects face has changed. 710 * UP_OBJ_FACE: only the objects face has changed.
679 */ 711 */
680void 712void
681update_object (object *op, int action) 713update_object (object *op, int action)
682{ 714{
683 if (op == NULL) 715 if (!op)
684 { 716 {
685 /* this should never happen */ 717 /* this should never happen */
686 LOG (llevDebug, "update_object() called for NULL object.\n"); 718 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
687 return; 719 return;
688 } 720 }
689 721
690 if (op->env) 722 if (!op->is_on_map ())
691 { 723 {
692 /* Animation is currently handled by client, so nothing 724 /* Animation is currently handled by client, so nothing
693 * to do in this case. 725 * to do in this case.
694 */ 726 */
695 return; 727 return;
696 } 728 }
697
698 /* If the map is saving, don't do anything as everything is
699 * going to get freed anyways.
700 */
701 if (!op->map || op->map->in_memory == MAP_SAVING)
702 return;
703 729
704 /* make sure the object is within map boundaries */ 730 /* make sure the object is within map boundaries */
705 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)
706 { 732 {
707 LOG (llevError, "update_object() called for object out of map!\n"); 733 LOG (llevError, "update_object() called for object out of map!\n");
712 } 738 }
713 739
714 mapspace &m = op->ms (); 740 mapspace &m = op->ms ();
715 741
716 if (!(m.flags_ & P_UPTODATE)) 742 if (!(m.flags_ & P_UPTODATE))
717 /* nop */; 743 m.update_up (); // nothing to do except copy up
718 else if (action == UP_OBJ_INSERT) 744 else if (action == UP_OBJ_INSERT)
719 { 745 {
746#if 0
720 // this is likely overkill, TODO: revisit (schmorp) 747 // this is likely overkill, TODO: revisit (schmorp)
721 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 748 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
722 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 749 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
723 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 750 || (op->is_player () && !(m.flags_ & P_PLAYER))
724 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 751 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
725 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 752 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
726 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 753 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
727 || (m.move_on | op->move_on ) != m.move_on 754 || (m.move_on | op->move_on ) != m.move_on
728 || (m.move_off | op->move_off ) != m.move_off 755 || (m.move_off | op->move_off ) != m.move_off
729 || (m.move_slow | op->move_slow) != m.move_slow 756 || (m.move_slow | op->move_slow) != m.move_slow
730 /* 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
731 * to have move_allow right now. 758 * have move_allow right now.
732 */ 759 */
733 || ((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
734 || 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)
735 m.flags_ = 0; 764 m.invalidate ();
765#endif
736 } 766 }
737 /* if the object is being removed, we can't make intelligent 767 /* if the object is being removed, we can't make intelligent
738 * decisions, because remove_ob can't really pass the object 768 * decisions, because remove_ob can't really pass the object
739 * that is being removed. 769 * that is being removed.
740 */ 770 */
741 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 771 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
742 m.flags_ = 0; 772 m.invalidate ();
743 else if (action == UP_OBJ_FACE) 773 else if (action == UP_OBJ_FACE)
744 /* Nothing to do for that case */ ; 774 m.update_up (); // nothing to do for that case, except copy up
745 else 775 else
746 LOG (llevError, "update_object called with invalid action: %d\n", action); 776 LOG (llevError, "update_object called with invalid action: %d\n", action);
747 777
748 if (op->more) 778 if (op->more)
749 update_object (op->more, action); 779 update_object (op->more, action);
750} 780}
751 781
752object::object () 782object::object ()
753{ 783{
754 SET_FLAG (this, FLAG_REMOVED); 784 this->set_flag (FLAG_REMOVED);
755 785
756 expmul = 1.0; 786 //expmul = 1.0; declared const for the time being
757 face = blank_face; 787 face = blank_face;
788 material = MATERIAL_NULL;
758} 789}
759 790
760object::~object () 791object::~object ()
761{ 792{
762 unlink (); 793 unlink ();
763 794
764 free_key_values (this); 795 kv.clear ();
765} 796}
766
767static int object_count;
768 797
769void object::link () 798void object::link ()
770{ 799{
771 assert (!index);//D 800 assert (!index);//D
772 uuid = UUID::gen (); 801 uuid = UUID::gen ();
773 count = ++object_count;
774 802
775 refcnt_inc (); 803 refcnt_inc ();
776 objects.insert (this); 804 objects.insert (this);
805
806 ++create_count;
807
777} 808}
778 809
779void object::unlink () 810void object::unlink ()
780{ 811{
781 if (!index) 812 if (!index)
782 return; 813 return;
814
815 ++destroy_count;
783 816
784 objects.erase (this); 817 objects.erase (this);
785 refcnt_dec (); 818 refcnt_dec ();
786} 819}
787 820
791 /* If already on active list, don't do anything */ 824 /* If already on active list, don't do anything */
792 if (active) 825 if (active)
793 return; 826 return;
794 827
795 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
796 actives.insert (this); 833 actives.insert (this);
834 }
797} 835}
798 836
799void 837void
800object::activate_recursive () 838object::activate_recursive ()
801{ 839{
805 op->activate_recursive (); 843 op->activate_recursive ();
806} 844}
807 845
808/* This function removes object 'op' from the list of active 846/* This function removes object 'op' from the list of active
809 * objects. 847 * objects.
810 * This should only be used for style maps or other such 848 * This should only be used for style maps or other such
811 * reference maps where you don't want an object that isn't 849 * reference maps where you don't want an object that isn't
812 * in play chewing up cpu time getting processed. 850 * in play chewing up cpu time getting processed.
813 * The reverse of this is to call update_ob_speed, which 851 * The reverse of this is to call update_ob_speed, which
814 * will do the right thing based on the speed of the object. 852 * will do the right thing based on the speed of the object.
815 */ 853 */
850object::destroy_inv (bool drop_to_ground) 888object::destroy_inv (bool drop_to_ground)
851{ 889{
852 // need to check first, because the checks below might segfault 890 // need to check first, because the checks below might segfault
853 // as we might be on an invalid mapspace and crossfire code 891 // as we might be on an invalid mapspace and crossfire code
854 // is too buggy to ensure that the inventory is empty. 892 // is too buggy to ensure that the inventory is empty.
855 // corollary: if you create arrows etc. with stuff in tis inventory, 893 // corollary: if you create arrows etc. with stuff in its inventory,
856 // cf will crash below with off-map x and y 894 // cf will crash below with off-map x and y
857 if (!inv) 895 if (!inv)
858 return; 896 return;
859 897
860 /* Only if the space blocks everything do we not process - 898 /* Only if the space blocks everything do we not process -
861 * if some form of movement is allowed, let objects 899 * if some form of movement is allowed, let objects
862 * drop on that space. 900 * drop on that space.
863 */ 901 */
864 if (!drop_to_ground 902 if (!drop_to_ground
865 || !map 903 || !map
866 || map->in_memory != MAP_IN_MEMORY 904 || !map->linkable ()
867 || map->nodrop 905 || map->no_drop
868 || ms ().move_block == MOVE_ALL) 906 || ms ().move_block == MOVE_ALL)
869 { 907 {
870 while (inv) 908 while (inv)
871 {
872 inv->destroy_inv (drop_to_ground);
873 inv->destroy (); 909 inv->destroy ();
874 }
875 } 910 }
876 else 911 else
877 { /* Put objects in inventory onto this space */ 912 { /* Put objects in inventory onto this space */
878 while (inv) 913 while (inv)
879 { 914 {
890 map->insert (op, x, y); 925 map->insert (op, x, y);
891 } 926 }
892 } 927 }
893} 928}
894 929
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 *
895object *object::create () 967object::create ()
896{ 968{
897 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
898 op->link (); 991 op->link ();
992
899 return op; 993 return op;
900} 994}
901 995
902void 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
903object::do_destroy () 1012object::do_destroy ()
904{ 1013{
905 attachable::do_destroy ();
906
907 if (flag [FLAG_IS_LINKED]) 1014 if (flag [FLAG_IS_LINKED])
908 remove_button_link (this); 1015 remove_link ();
909 1016
910 if (flag [FLAG_FRIENDLY]) 1017 if (flag [FLAG_FRIENDLY])
911 remove_friendly_object (this); 1018 remove_friendly_object (this);
912 1019
913 if (!flag [FLAG_REMOVED])
914 remove (); 1020 remove ();
915 1021
916 destroy_inv (true); 1022 attachable::do_destroy ();
917 1023
918 deactivate (); 1024 deactivate ();
919 unlink (); 1025 unlink ();
920 1026
921 flag [FLAG_FREED] = 1; 1027 flag [FLAG_FREED] = 1;
922 1028
923 // hack to ensure that freed objects still have a valid map 1029 // hack to ensure that freed objects still have a valid map
924 {
925 static maptile *freed_map; // freed objects are moved here to avoid crashes
926
927 if (!freed_map)
928 {
929 freed_map = new maptile;
930
931 freed_map->path = "<freed objects map>";
932 freed_map->name = "/internal/freed_objects_map";
933 freed_map->width = 3;
934 freed_map->height = 3;
935 freed_map->nodrop = 1;
936
937 freed_map->alloc ();
938 freed_map->in_memory = MAP_IN_MEMORY;
939 }
940
941 map = freed_map; 1030 map = &freed_map;
942 x = 1; 1031 x = 1;
943 y = 1; 1032 y = 1;
944 }
945 1033
946 if (more) 1034 if (more)
947 { 1035 {
948 more->destroy (); 1036 more->destroy ();
949 more = 0; 1037 more = 0;
957 attacked_by = 0; 1045 attacked_by = 0;
958 current_weapon = 0; 1046 current_weapon = 0;
959} 1047}
960 1048
961void 1049void
962object::destroy (bool destroy_inventory) 1050object::destroy ()
963{ 1051{
964 if (destroyed ()) 1052 if (destroyed ())
965 return; 1053 return;
966 1054
967 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
968 destroy_inv (false); 1062 destroy_inv_fast ();
969 1063
970 if (is_head ()) 1064 if (is_head ())
971 if (sound_destroy) 1065 if (sound_destroy)
972 play_sound (sound_destroy); 1066 play_sound (sound_destroy);
973 else if (flag [FLAG_MONSTER]) 1067 else if (flag [FLAG_MONSTER])
974 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism 1068 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
975 1069
976 attachable::destroy (); 1070 attachable::destroy ();
977}
978
979/*
980 * sub_weight() recursively (outwards) subtracts a number from the
981 * weight of an object (and what is carried by it's environment(s)).
982 */
983void
984sub_weight (object *op, signed long weight)
985{
986 while (op != NULL)
987 {
988 if (op->type == CONTAINER)
989 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
990
991 op->carrying -= weight;
992 op = op->env;
993 }
994} 1071}
995 1072
996/* op->remove (): 1073/* op->remove ():
997 * 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
998 * 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
1001 * the previous environment. 1078 * the previous environment.
1002 */ 1079 */
1003void 1080void
1004object::do_remove () 1081object::do_remove ()
1005{ 1082{
1006 object *tmp, *last = 0; 1083 if (flag [FLAG_REMOVED])
1007 object *otmp;
1008
1009 if (QUERY_FLAG (this, FLAG_REMOVED))
1010 return; 1084 return;
1011 1085
1012 SET_FLAG (this, FLAG_REMOVED);
1013 INVOKE_OBJECT (REMOVE, this); 1086 INVOKE_OBJECT (REMOVE, this);
1087
1088 flag [FLAG_REMOVED] = true;
1014 1089
1015 if (more) 1090 if (more)
1016 more->remove (); 1091 more->remove ();
1017 1092
1018 /* 1093 /*
1019 * In this case, the object to be removed is in someones 1094 * In this case, the object to be removed is in someones
1020 * inventory. 1095 * inventory.
1021 */ 1096 */
1022 if (env) 1097 if (env)
1023 { 1098 {
1024 if (nrof) 1099 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1025 sub_weight (env, weight * nrof); 1100 if (object *pl = visible_to ())
1026 else 1101 esrv_del_item (pl->contr, count);
1027 sub_weight (env, weight + carrying); 1102 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1028 1103
1029 /* NO_FIX_PLAYER is set when a great many changes are being 1104 adjust_weight (env, total_weight (), 0);
1030 * made to players inventory. If set, avoiding the call
1031 * to save cpu time.
1032 */
1033 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1034 otmp->update_stats ();
1035 1105
1036 if (above) 1106 object *pl = in_player ();
1037 above->below = below;
1038 else
1039 env->inv = below;
1040
1041 if (below)
1042 below->above = above;
1043 1107
1044 /* we set up values so that it could be inserted into 1108 /* we set up values so that it could be inserted into
1045 * 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
1046 * to the caller to decide what we want to do. 1110 * to the caller to decide what we want to do.
1047 */ 1111 */
1048 x = env->x, y = env->y;
1049 map = env->map; 1112 map = env->map;
1050 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;
1051 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 }
1052 } 1145 }
1053 else if (map) 1146 else if (map)
1054 { 1147 {
1055 if (type == PLAYER)
1056 {
1057 // leaving a spot always closes any open container on the ground
1058 if (container && !container->env)
1059 // this causes spurious floorbox updates, but it ensures
1060 // that the CLOSE event is being sent.
1061 close_container ();
1062
1063 --map->players;
1064 map->touch ();
1065 }
1066
1067 map->dirty = true; 1148 map->dirty = true;
1068 mapspace &ms = this->ms (); 1149 mapspace &ms = this->ms ();
1069 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
1070 /* link the object above us */ 1176 /* link the object above us */
1071 if (above) 1177 // re-link, make sure compiler can easily use cmove
1072 above->below = below; 1178 *(above ? &above->below : &ms.top) = below;
1073 else 1179 *(below ? &below->above : &ms.bot) = above;
1074 ms.top = below; /* we were top, set new top */
1075
1076 /* Relink the object below us, if there is one */
1077 if (below)
1078 below->above = above;
1079 else
1080 {
1081 /* Nothing below, which means we need to relink map object for this space
1082 * use translated coordinates in case some oddness with map tiling is
1083 * evident
1084 */
1085 if (GET_MAP_OB (map, x, y) != this)
1086 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 ());
1087
1088 ms.bot = above; /* goes on above it. */
1089 }
1090 1180
1091 above = 0; 1181 above = 0;
1092 below = 0; 1182 below = 0;
1093 1183
1094 if (map->in_memory == MAP_SAVING) 1184 ms.invalidate ();
1095 return;
1096 1185
1097 int check_walk_off = !flag [FLAG_NO_APPLY]; 1186 int check_walk_off = !flag [FLAG_NO_APPLY];
1098 1187
1099 if (object *pl = ms.player ()) 1188 if (object *pl = ms.player ())
1100 { 1189 {
1101 if (pl->container == this) 1190 if (pl->container_ () == this)
1102 /* If a container that the player is currently using somehow gets 1191 /* If a container that the player is currently using somehow gets
1103 * removed (most likely destroyed), update the player view 1192 * removed (most likely destroyed), update the player view
1104 * appropriately. 1193 * appropriately.
1105 */ 1194 */
1106 pl->close_container (); 1195 pl->close_container ();
1107 1196
1197 //TODO: the floorbox prev/next might need updating
1198 //esrv_del_item (pl->contr, count);
1199 //TODO: update floorbox to preserve ordering
1200 if (pl->contr->ns)
1108 pl->contr->ns->floorbox_update (); 1201 pl->contr->ns->floorbox_update ();
1109 } 1202 }
1110 1203
1204 if (check_walk_off)
1111 for (tmp = ms.bot; tmp; tmp = tmp->above) 1205 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1112 { 1206 {
1207 above = tmp->above;
1208
1113 /* No point updating the players look faces if he is the object 1209 /* No point updating the players look faces if he is the object
1114 * being removed. 1210 * being removed.
1115 */ 1211 */
1116 1212
1117 /* See if object moving off should effect something */ 1213 /* See if object moving off should effect something */
1118 if (check_walk_off
1119 && ((move_type & tmp->move_off) 1214 if ((move_type & tmp->move_off)
1120 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1215 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1121 {
1122 move_apply (tmp, this, 0); 1216 move_apply (tmp, this, 0);
1123
1124 if (destroyed ())
1125 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1126 } 1217 }
1127 1218
1128 last = tmp; 1219 if (affects_los ())
1129 }
1130
1131 /* last == NULL if there are no objects on this space */
1132 //TODO: this makes little sense, why only update the topmost object?
1133 if (!last)
1134 map->at (x, y).flags_ = 0;
1135 else
1136 update_object (last, UP_OBJ_REMOVE);
1137
1138 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1139 update_all_los (map, x, y); 1220 update_all_los (map, x, y);
1140 } 1221 }
1141} 1222}
1142 1223
1143/* 1224/*
1157 if (!top) 1238 if (!top)
1158 for (top = op; top && top->above; top = top->above) 1239 for (top = op; top && top->above; top = top->above)
1159 ; 1240 ;
1160 1241
1161 for (; top; top = top->below) 1242 for (; top; top = top->below)
1162 {
1163 if (top == op)
1164 continue;
1165
1166 if (object::can_merge (op, top)) 1243 if (object::can_merge (op, top))
1167 { 1244 {
1168 top->nrof += op->nrof; 1245 top->nrof += op->nrof;
1169 1246
1170/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1247 if (object *pl = top->visible_to ())
1171 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
1172 op->destroy (); 1253 op->destroy ();
1254
1173 return top; 1255 return top;
1174 } 1256 }
1175 }
1176 1257
1177 return 0; 1258 return 0;
1178} 1259}
1179 1260
1180void 1261void
1185 1266
1186 object *prev = this; 1267 object *prev = this;
1187 1268
1188 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1269 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1189 { 1270 {
1190 object *op = arch_to_object (at); 1271 object *op = at->instance ();
1191 1272
1192 op->name = name; 1273 op->name = name;
1193 op->name_pl = name_pl; 1274 op->name_pl = name_pl;
1194 op->title = title; 1275 op->title = title;
1195 1276
1205 * job preparing multi-part monsters. 1286 * job preparing multi-part monsters.
1206 */ 1287 */
1207object * 1288object *
1208insert_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)
1209{ 1290{
1291 op->remove ();
1292
1210 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1293 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1211 { 1294 {
1212 tmp->x = x + tmp->arch->x; 1295 tmp->x = x + tmp->arch->x;
1213 tmp->y = y + tmp->arch->y; 1296 tmp->y = y + tmp->arch->y;
1214 } 1297 }
1231 * 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
1232 * to be set if special handling is needed. 1315 * to be set if special handling is needed.
1233 * 1316 *
1234 * Return value: 1317 * Return value:
1235 * new object if 'op' was merged with other object 1318 * new object if 'op' was merged with other object
1236 * NULL if 'op' was destroyed 1319 * NULL if there was an error (destroyed, blocked etc.)
1237 * just 'op' otherwise 1320 * just 'op' otherwise
1238 */ 1321 */
1239object * 1322object *
1240insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1323insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1241{ 1324{
1242 assert (!op->flag [FLAG_FREED]);
1243
1244 object *top, *floor = NULL;
1245
1246 op->remove (); 1325 op->remove ();
1326
1327 if (m == &freed_map)//D TODO: remove soon
1328 {//D
1329 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1330 }//D
1247 1331
1248 /* Ideally, the caller figures this out. However, it complicates a lot 1332 /* Ideally, the caller figures this out. However, it complicates a lot
1249 * 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
1250 * need extra work 1334 * need extra work
1251 */ 1335 */
1336 maptile *newmap = m;
1252 if (!xy_normalise (m, op->x, op->y)) 1337 if (!xy_normalise (newmap, op->x, op->y))
1253 { 1338 {
1254 op->destroy (); 1339 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1255 return 0; 1340 return 0;
1256 } 1341 }
1257 1342
1258 if (object *more = op->more) 1343 if (object *more = op->more)
1259 if (!insert_ob_in_map (more, m, originator, flag)) 1344 if (!insert_ob_in_map (more, m, originator, flag))
1260 return 0; 1345 return 0;
1261 1346
1262 CLEAR_FLAG (op, FLAG_REMOVED); 1347 op->flag [FLAG_REMOVED] = false;
1263 1348 op->env = 0;
1264 op->map = m; 1349 op->map = newmap;
1350
1265 mapspace &ms = op->ms (); 1351 mapspace &ms = op->ms ();
1266 1352
1267 /* this has to be done after we translate the coordinates. 1353 /* this has to be done after we translate the coordinates.
1268 */ 1354 */
1269 if (op->nrof && !(flag & INS_NO_MERGE)) 1355 if (op->nrof && !(flag & INS_NO_MERGE))
1270 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1356 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1271 if (object::can_merge (op, tmp)) 1357 if (object::can_merge (op, tmp))
1272 { 1358 {
1359 // TODO: we actually want to update tmp, not op,
1360 // but some caller surely breaks when we return tmp
1361 // from here :/
1273 op->nrof += tmp->nrof; 1362 op->nrof += tmp->nrof;
1274 tmp->destroy (); 1363 tmp->destroy ();
1275 } 1364 }
1276 1365
1277 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 */
1278 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1367 op->clr_flag (FLAG_INV_LOCKED);
1279 1368
1280 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1369 if (!op->flag [FLAG_ALIVE])
1281 CLEAR_FLAG (op, FLAG_NO_STEAL); 1370 op->clr_flag (FLAG_NO_STEAL);
1282 1371
1283 if (flag & INS_BELOW_ORIGINATOR) 1372 if (flag & INS_BELOW_ORIGINATOR)
1284 { 1373 {
1285 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)
1286 { 1375 {
1287 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");
1288 abort (); 1377 abort ();
1289 } 1378 }
1290 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
1291 op->above = originator; 1387 op->above = originator;
1292 op->below = originator->below; 1388 op->below = originator->below;
1293
1294 if (op->below)
1295 op->below->above = op;
1296 else
1297 ms.bot = op;
1298
1299 /* since *below* originator, no need to update top */
1300 originator->below = op; 1389 originator->below = op;
1390
1391 *(op->below ? &op->below->above : &ms.bot) = op;
1301 } 1392 }
1302 else 1393 else
1303 { 1394 {
1304 top = ms.bot; 1395 object *floor = 0;
1396 object *top = ms.top;
1305 1397
1306 /* If there are other objects, then */ 1398 /* If there are other objects, then */
1307 if (top) 1399 if (top)
1308 { 1400 {
1309 object *last = 0;
1310
1311 /* 1401 /*
1312 * 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.
1313 * We've already dealt with merging if appropriate. 1403 * We've already dealt with merging if appropriate.
1314 * 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
1315 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1405 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1316 * floor, we want to insert above that and no further. 1406 * floor, we want to insert above that and no further.
1317 * Also, if there are spell objects on this space, we stop processing 1407 * Also, if there are spell objects on this space, we stop processing
1318 * 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
1319 * 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
1320 * 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
1321 * that flying non pickable objects are spell objects. 1411 * that flying non pickable objects are spell objects.
1322 */ 1412 */
1323 for (top = ms.bot; top; top = top->above) 1413 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1324 { 1414 {
1325 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])
1326 floor = top; 1416 floor = tmp;
1327 1417
1328 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])
1329 { 1419 {
1330 /* We insert above top, so we want this object below this */ 1420 /* We insert above top, so we want this object below this */
1331 top = top->below; 1421 top = tmp->below;
1332 break; 1422 break;
1333 } 1423 }
1334 1424
1335 last = top; 1425 top = tmp;
1336 } 1426 }
1337
1338 /* Don't want top to be NULL, so set it to the last valid object */
1339 top = last;
1340 1427
1341 /* We let update_position deal with figuring out what the space 1428 /* We let update_position deal with figuring out what the space
1342 * looks like instead of lots of conditions here. 1429 * looks like instead of lots of conditions here.
1343 * makes things faster, and effectively the same result. 1430 * makes things faster, and effectively the same result.
1344 */ 1431 */
1351 */ 1438 */
1352 if (!(flag & INS_ON_TOP) 1439 if (!(flag & INS_ON_TOP)
1353 && ms.flags () & P_BLOCKSVIEW 1440 && ms.flags () & P_BLOCKSVIEW
1354 && (op->face && !faces [op->face].visibility)) 1441 && (op->face && !faces [op->face].visibility))
1355 { 1442 {
1443 object *last;
1444
1356 for (last = top; last != floor; last = last->below) 1445 for (last = top; last != floor; last = last->below)
1357 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1446 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1358 break; 1447 break;
1359 1448
1360 /* Check to see if we found the object that blocks view, 1449 /* Check to see if we found the object that blocks view,
1361 * 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
1362 * we can get inserted below this one, which requires we 1451 * we can get inserted below this one, which requires we
1368 } /* If objects on this space */ 1457 } /* If objects on this space */
1369 1458
1370 if (flag & INS_ABOVE_FLOOR_ONLY) 1459 if (flag & INS_ABOVE_FLOOR_ONLY)
1371 top = floor; 1460 top = floor;
1372 1461
1373 /* 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
1374 */
1375
1376 /* First object on this space */
1377 if (!top) 1463 if (!top)
1378 { 1464 {
1465 op->below = 0;
1379 op->above = ms.bot; 1466 op->above = ms.bot;
1380
1381 if (op->above)
1382 op->above->below = op;
1383
1384 op->below = 0;
1385 ms.bot = op; 1467 ms.bot = op;
1468
1469 *(op->above ? &op->above->below : &ms.top) = op;
1386 } 1470 }
1387 else 1471 else
1388 { /* get inserted into the stack above top */ 1472 {
1389 op->above = top->above; 1473 op->above = top->above;
1390
1391 if (op->above)
1392 op->above->below = op; 1474 top->above = op;
1393 1475
1394 op->below = top; 1476 op->below = top;
1395 top->above = op; 1477 *(op->above ? &op->above->below : &ms.top) = op;
1396 } 1478 }
1479 }
1397 1480
1398 if (!op->above) 1481 if (op->is_player ())
1399 ms.top = op;
1400 } /* else not INS_BELOW_ORIGINATOR */
1401
1402 if (op->type == PLAYER)
1403 { 1482 {
1404 op->contr->do_los = 1; 1483 op->contr->do_los = 1;
1405 ++op->map->players; 1484 ++op->map->players;
1406 op->map->touch (); 1485 op->map->touch ();
1407 } 1486 }
1408 1487
1409 op->map->dirty = true; 1488 op->map->dirty = true;
1410 1489
1411 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
1494 if (pl->contr->ns)
1412 pl->contr->ns->floorbox_update (); 1495 pl->contr->ns->floorbox_update ();
1413 1496
1414 /* If this object glows, it may affect lighting conditions that are 1497 /* If this object glows, it may affect lighting conditions that are
1415 * 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
1416 * 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
1417 * on the map will get recalculated. The players could very well 1500 * on the map will get recalculated. The players could very well
1418 * 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 -
1419 * this should get redone to only look for players within range, 1502 * this should get redone to only look for players within range,
1420 * or just updating the P_UPTODATE for spaces within this area 1503 * or just updating the P_UPTODATE for spaces within this area
1421 * of effect may be sufficient. 1504 * of effect may be sufficient.
1422 */ 1505 */
1423 if (op->map->darkness && (op->glow_radius != 0)) 1506 if (op->affects_los ())
1507 {
1508 op->ms ().invalidate ();
1424 update_all_los (op->map, op->x, op->y); 1509 update_all_los (op->map, op->x, op->y);
1510 }
1425 1511
1426 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1512 /* updates flags (blocked, alive, no magic, etc) for this map space */
1427 update_object (op, UP_OBJ_INSERT); 1513 update_object (op, UP_OBJ_INSERT);
1428 1514
1429 INVOKE_OBJECT (INSERT, op); 1515 INVOKE_OBJECT (INSERT, op);
1436 * blocked() and wall() work properly), and these flags are updated by 1522 * blocked() and wall() work properly), and these flags are updated by
1437 * update_object(). 1523 * update_object().
1438 */ 1524 */
1439 1525
1440 /* 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 */
1441 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1527 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1442 { 1528 {
1443 if (check_move_on (op, originator)) 1529 if (check_move_on (op, originator, flag))
1444 return 0; 1530 return 0;
1445 1531
1446 /* 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
1447 * walk on's. 1533 * walk on's.
1448 */ 1534 */
1449 for (object *tmp = op->more; tmp; tmp = tmp->more) 1535 for (object *tmp = op->more; tmp; tmp = tmp->more)
1450 if (check_move_on (tmp, originator)) 1536 if (check_move_on (tmp, originator, flag))
1451 return 0; 1537 return 0;
1452 } 1538 }
1453 1539
1454 return op; 1540 return op;
1455} 1541}
1456 1542
1457/* this function inserts an object in the map, but if it 1543/* this function inserts an object in the map, but if it
1458 * 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.
1459 * 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.
1460 */ 1546 */
1461void 1547void
1462replace_insert_ob_in_map (const char *arch_string, object *op) 1548replace_insert_ob_in_map (shstr_tmp archname, object *op)
1463{ 1549{
1464 object *tmp, *tmp1;
1465
1466 /* first search for itself and remove any old instances */ 1550 /* first search for itself and remove any old instances */
1467 1551
1468 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1552 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1469 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1553 if (tmp->arch->archname == archname) /* same archetype */
1470 tmp->destroy (); 1554 tmp->destroy ();
1471 1555
1472 tmp1 = arch_to_object (archetype::find (arch_string)); 1556 object *tmp = archetype::find (archname)->instance ();
1473 1557
1474 tmp1->x = op->x; 1558 tmp->x = op->x;
1475 tmp1->y = op->y; 1559 tmp->y = op->y;
1560
1476 insert_ob_in_map (tmp1, op->map, op, 0); 1561 insert_ob_in_map (tmp, op->map, op, 0);
1477} 1562}
1478 1563
1479object * 1564object *
1480object::insert_at (object *where, object *originator, int flags) 1565object::insert_at (object *where, object *originator, int flags)
1481{ 1566{
1567 if (where->env)
1568 return where->env->insert (this);
1569 else
1482 return where->map->insert (this, where->x, where->y, originator, flags); 1570 return where->map->insert (this, where->x, where->y, originator, flags);
1483} 1571}
1484 1572
1485/* 1573// check whether we can put this into the map, respect max_volume, max_items
1486 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1574bool
1487 * is returned contains nr objects, and the remaining parts contains 1575object::can_drop_at (maptile *m, int x, int y, object *originator)
1488 * the rest (or is removed and freed if that number is 0).
1489 * On failure, NULL is returned, and the reason put into the
1490 * global static errmsg array.
1491 */
1492object *
1493get_split_ob (object *orig_ob, uint32 nr)
1494{ 1576{
1495 object *newob; 1577 mapspace &ms = m->at (x, y);
1496 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1497 1578
1498 if (orig_ob->nrof < nr) 1579 int items = ms.items ();
1499 {
1500 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1501 return NULL;
1502 }
1503 1580
1504 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;
1505 1585
1506 if ((orig_ob->nrof -= nr) < 1) 1586 if (originator)
1507 orig_ob->destroy (1); 1587 originator->failmsgf (
1508 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.>",
1509 { 1589 query_name ()
1510 if (orig_ob->env != NULL) 1590 );
1511 sub_weight (orig_ob->env, orig_ob->weight * nr);
1512 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1513 {
1514 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1515 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1516 return NULL;
1517 }
1518 }
1519 1591
1520 newob->nrof = nr; 1592 return false;
1521
1522 return newob;
1523} 1593}
1524 1594
1525/* 1595/*
1526 * decrease_ob_nr(object, number) decreases a specified number from 1596 * decrease(object, number) decreases a specified number from
1527 * 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
1528 * is subsequently removed and freed. 1598 * is subsequently removed and freed.
1529 * 1599 *
1530 * 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
1531 */ 1601 */
1602bool
1603object::decrease (sint32 nr)
1604{
1605 if (!nr)
1606 return true;
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 */
1532object * 1636object *
1533decrease_ob_nr (object *op, uint32 i) 1637object::split (sint32 nr)
1534{ 1638{
1535 object *tmp; 1639 int have = number_of ();
1536 1640
1537 if (i == 0) /* objects with op->nrof require this check */ 1641 if (have < nr)
1538 return op; 1642 return 0;
1539 1643 else if (have == nr)
1540 if (i > op->nrof)
1541 i = op->nrof;
1542
1543 if (QUERY_FLAG (op, FLAG_REMOVED))
1544 op->nrof -= i;
1545 else if (op->env)
1546 { 1644 {
1547 /* is this object in the players inventory, or sub container
1548 * therein?
1549 */
1550 tmp = op->in_player ();
1551 /* nope. Is this a container the player has opened?
1552 * If so, set tmp to that player.
1553 * IMO, searching through all the players will mostly
1554 * likely be quicker than following op->env to the map,
1555 * and then searching the map for a player.
1556 */
1557 if (!tmp)
1558 for_all_players (pl)
1559 if (pl->ob->container == op->env)
1560 {
1561 tmp = pl->ob;
1562 break;
1563 }
1564
1565 if (i < op->nrof)
1566 {
1567 sub_weight (op->env, op->weight * i);
1568 op->nrof -= i;
1569 if (tmp)
1570 esrv_send_item (tmp, op);
1571 }
1572 else
1573 {
1574 op->remove (); 1645 remove ();
1575 op->nrof = 0; 1646 return this;
1576 if (tmp)
1577 esrv_del_item (tmp->contr, op->count);
1578 }
1579 } 1647 }
1580 else 1648 else
1581 { 1649 {
1582 object *above = op->above; 1650 decrease (nr);
1583 1651
1584 if (i < op->nrof) 1652 object *op = deep_clone ();
1585 op->nrof -= i; 1653 op->nrof = nr;
1586 else
1587 {
1588 op->remove ();
1589 op->nrof = 0;
1590 }
1591
1592 /* Since we just removed op, op->above is null */
1593 for (tmp = above; tmp; tmp = tmp->above)
1594 if (tmp->type == PLAYER)
1595 {
1596 if (op->nrof)
1597 esrv_send_item (tmp, op);
1598 else
1599 esrv_del_item (tmp->contr, op->count);
1600 }
1601 }
1602
1603 if (op->nrof)
1604 return op; 1654 return op;
1605 else
1606 {
1607 op->destroy ();
1608 return 0;
1609 }
1610}
1611
1612/*
1613 * add_weight(object, weight) adds the specified weight to an object,
1614 * and also updates how much the environment(s) is/are carrying.
1615 */
1616void
1617add_weight (object *op, signed long weight)
1618{
1619 while (op != NULL)
1620 {
1621 if (op->type == CONTAINER)
1622 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1623
1624 op->carrying += weight;
1625 op = op->env;
1626 } 1655 }
1627} 1656}
1628 1657
1629object * 1658object *
1630insert_ob_in_ob (object *op, object *where) 1659insert_ob_in_ob (object *op, object *where)
1649/* 1678/*
1650 * env->insert (op) 1679 * env->insert (op)
1651 * This function inserts the object op in the linked list 1680 * This function inserts the object op in the linked list
1652 * inside the object environment. 1681 * inside the object environment.
1653 * 1682 *
1654 * 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
1655 * be != op, if items are merged. -Tero 1684 * be != op, if items are merged. -Tero
1656 */ 1685 */
1657object * 1686object *
1658object::insert (object *op) 1687object::insert (object *op)
1659{ 1688{
1660 if (!QUERY_FLAG (op, FLAG_REMOVED))
1661 op->remove ();
1662
1663 if (op->more) 1689 if (op->more)
1664 { 1690 {
1665 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);
1666 return op; 1692 return op;
1667 } 1693 }
1668 1694
1669 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1695 op->remove ();
1670 CLEAR_FLAG (op, FLAG_REMOVED); 1696
1697 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1671 1698
1672 if (op->nrof) 1699 if (op->nrof)
1673 {
1674 for (object *tmp = inv; tmp; tmp = tmp->below) 1700 for (object *tmp = inv; tmp; tmp = tmp->below)
1675 if (object::can_merge (tmp, op)) 1701 if (object::can_merge (tmp, op))
1676 { 1702 {
1677 /* return the original object and remove inserted object 1703 /* return the original object and remove inserted object
1678 (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
1679 tmp->nrof += op->nrof; 1709 tmp->nrof += op->nrof;
1680 /* Weight handling gets pretty funky. Since we are adding to 1710
1681 * tmp->nrof, we need to increase the weight. 1711 if (object *pl = tmp->visible_to ())
1682 */ 1712 esrv_update_item (UPD_NROF, pl, tmp);
1713
1683 add_weight (this, op->weight * op->nrof); 1714 adjust_weight (this, oweight, weight_t (tmp->weight) * tmp->nrof);
1684 SET_FLAG (op, FLAG_REMOVED); 1715
1685 op->destroy (); /* free the inserted object */ 1716 op->destroy ();
1686 op = tmp; 1717 op = tmp;
1687 op->remove (); /* and fix old object's links */ 1718 goto inserted;
1688 CLEAR_FLAG (op, FLAG_REMOVED);
1689 break;
1690 } 1719 }
1691 1720
1692 /* I assume combined objects have no inventory
1693 * We add the weight - this object could have just been removed
1694 * (if it was possible to merge). calling remove_ob will subtract
1695 * the weight, so we need to add it in again, since we actually do
1696 * the linking below
1697 */
1698 add_weight (this, op->weight * op->nrof);
1699 }
1700 else
1701 add_weight (this, (op->weight + op->carrying));
1702
1703 if (object *otmp = this->in_player ())
1704 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1705 otmp->update_stats ();
1706
1707 op->owner = 0; // its his/hers now. period. 1721 op->owner = 0; // it's his/hers now. period.
1708 op->map = 0; 1722 op->map = 0;
1723 op->x = 0;
1724 op->y = 0;
1725
1726 op->above = 0;
1727 op->below = inv;
1709 op->env = this; 1728 op->env = this;
1710 op->above = 0;
1711 op->below = 0;
1712 op->x = op->y = 0;
1713 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:
1714 /* 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 */
1715 if (op->glow_radius && map) 1744 if (op->glow_radius && is_on_map ())
1716 { 1745 {
1717#ifdef DEBUG_LIGHTS 1746 update_stats ();
1718 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1719#endif /* DEBUG_LIGHTS */
1720 if (map->darkness)
1721 update_all_los (map, x, y); 1747 update_all_los (map, x, y);
1722 }
1723
1724 /* Client has no idea of ordering so lets not bother ordering it here.
1725 * It sure simplifies this function...
1726 */
1727 if (!inv)
1728 inv = op;
1729 else
1730 { 1748 }
1731 op->below = inv; 1749 else if (is_player ())
1732 op->below->above = op; 1750 // if this is a player's inventory, update stats
1733 inv = op; 1751 contr->queue_stats_update ();
1734 }
1735 1752
1736 INVOKE_OBJECT (INSERT, this); 1753 INVOKE_OBJECT (INSERT, this);
1737 1754
1738 return op; 1755 return op;
1739} 1756}
1757 * 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
1758 * 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
1759 * on top. 1776 * on top.
1760 */ 1777 */
1761int 1778int
1762check_move_on (object *op, object *originator) 1779check_move_on (object *op, object *originator, int flags)
1763{ 1780{
1781 if (op->flag [FLAG_NO_APPLY])
1782 return 0;
1783
1764 object *tmp; 1784 object *tmp;
1765 maptile *m = op->map; 1785 maptile *m = op->map;
1766 int x = op->x, y = op->y; 1786 int x = op->x, y = op->y;
1767 1787
1768 MoveType move_on, move_slow, move_block; 1788 mapspace &ms = m->at (x, y);
1769 1789
1770 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1790 ms.update ();
1771 return 0;
1772 1791
1773 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1792 MoveType move_on = ms.move_on;
1774 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1793 MoveType move_slow = ms.move_slow;
1775 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1794 MoveType move_block = ms.move_block;
1776 1795
1777 /* 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,
1778 * 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
1779 * 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
1780 * as walking. 1799 * as walking.
1789 */ 1808 */
1790 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0) 1809 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1791 return 0; 1810 return 0;
1792 1811
1793 /* The objects have to be checked from top to bottom. 1812 /* The objects have to be checked from top to bottom.
1794 * Hence, we first go to the top: 1813 * Hence, we first go to the top:
1795 */ 1814 */
1796 1815 for (object *next, *tmp = ms.top; tmp; tmp = next)
1797 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1798 {
1799 /* Trim the search when we find the first other spell effect
1800 * this helps performance so that if a space has 50 spell objects,
1801 * we don't need to check all of them.
1802 */
1803 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1804 break;
1805 } 1816 {
1817 next = tmp->below;
1806 1818
1807 for (; tmp; tmp = tmp->below)
1808 {
1809 if (tmp == op) 1819 if (tmp == op)
1810 continue; /* Can't apply yourself */ 1820 continue; /* Can't apply yourself */
1811 1821
1812 /* 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.
1813 * Second check makes sure that the movement types not being slowed 1823 * Second check makes sure that the movement types not being slowed
1814 * (~slow_move) is not blocked on this space - just because the 1824 * (~slow_move) is not blocked on this space - just because the
1815 * 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
1816 * 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.
1817 */ 1827 */
1818 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1828 if (!op->flag [FLAG_WIZPASS])
1819 { 1829 {
1820 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1830 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1821 ((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))
1822 { 1832 {
1823
1824 float
1825 diff = tmp->move_slow_penalty * fabs (op->speed); 1833 float diff = tmp->move_slow_penalty * fabs (op->speed);
1826 1834
1827 if (op->type == PLAYER) 1835 if (op->is_player ())
1828 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)) ||
1829 (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)))
1830 diff /= 4.0; 1838 diff /= 4.0;
1831 1839
1832 op->speed_left -= diff; 1840 op->speed_left -= diff;
1833 } 1841 }
1834 } 1842 }
1835 1843
1836 /* Basically same logic as above, except now for actual apply. */ 1844 /* Basically same logic as above, except now for actual apply. */
1837 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1845 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1838 ((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))
1839 { 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
1840 move_apply (tmp, op, originator); 1853 move_apply (tmp, op, originator);
1841 1854
1842 if (op->destroyed ()) 1855 if (op->destroyed ())
1843 return 1; 1856 return 1;
1844 1857
1867 LOG (llevError, "Present_arch called outside map.\n"); 1880 LOG (llevError, "Present_arch called outside map.\n");
1868 return NULL; 1881 return NULL;
1869 } 1882 }
1870 1883
1871 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)
1872 if (tmp->arch == at) 1885 if (tmp->arch->archname == at->archname)
1873 return tmp; 1886 return tmp;
1874 1887
1875 return NULL; 1888 return NULL;
1876} 1889}
1877 1890
1941 * The first matching object is returned, or NULL if none. 1954 * The first matching object is returned, or NULL if none.
1942 */ 1955 */
1943object * 1956object *
1944present_arch_in_ob (const archetype *at, const object *op) 1957present_arch_in_ob (const archetype *at, const object *op)
1945{ 1958{
1946 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1959 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1947 if (tmp->arch == at) 1960 if (tmp->arch->archname == at->archname)
1948 return tmp; 1961 return tmp;
1949 1962
1950 return NULL; 1963 return NULL;
1951} 1964}
1952 1965
1956void 1969void
1957flag_inv (object *op, int flag) 1970flag_inv (object *op, int flag)
1958{ 1971{
1959 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1972 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1960 { 1973 {
1961 SET_FLAG (tmp, flag); 1974 tmp->set_flag (flag);
1962 flag_inv (tmp, flag); 1975 flag_inv (tmp, flag);
1963 } 1976 }
1964} 1977}
1965 1978
1966/* 1979/*
1969void 1982void
1970unflag_inv (object *op, int flag) 1983unflag_inv (object *op, int flag)
1971{ 1984{
1972 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1985 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1973 { 1986 {
1974 CLEAR_FLAG (tmp, flag); 1987 tmp->clr_flag (flag);
1975 unflag_inv (tmp, flag); 1988 unflag_inv (tmp, flag);
1976 } 1989 }
1977} 1990}
1978 1991
1979/* 1992/*
1989 * inform the caller. However, insert_ob_in_map will update as 2002 * inform the caller. However, insert_ob_in_map will update as
1990 * 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.
1991 * 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
1992 * 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
1993 * 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
1994 * the archetype because that isn't correct if the monster has been 2007 * the archetype because that isn't correct if the monster has been
1995 * customized, changed states, etc. 2008 * customized, changed states, etc.
1996 */ 2009 */
1997int 2010int
1998find_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)
1999{ 2012{
2000 int altern[SIZEOFFREE]; 2013 int altern[SIZEOFFREE];
2001 int index = 0, flag; 2014 int index = 0;
2002 2015
2003 for (int i = start; i < stop; i++) 2016 for (int i = start; i < stop; i++)
2004 { 2017 {
2005 mapxy pos (m, x, y); pos.move (i); 2018 mapxy pos (m, x, y); pos.move (i);
2006 2019
2022 continue; 2035 continue;
2023 } 2036 }
2024 2037
2025 /* 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.
2026 * 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.
2027 * 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 -
2028 * 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
2029 * 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
2030 * to only the spaces immediately surrounding the target area, and 2043 * to only the spaces immediately surrounding the target area, and
2031 * won't look 2 spaces south of the target space. 2044 * won't look 2 spaces south of the target space.
2032 */ 2045 */
2040 * head of the object should correspond for the entire object. 2053 * head of the object should correspond for the entire object.
2041 */ 2054 */
2042 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2055 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2043 continue; 2056 continue;
2044 2057
2045 if (ob->blocked (m, pos.x, pos.y)) 2058 if (ob->blocked (pos.m, pos.x, pos.y))
2046 continue; 2059 continue;
2047 2060
2048 altern [index++] = i; 2061 altern [index++] = i;
2049 } 2062 }
2050 2063
2062 */ 2075 */
2063int 2076int
2064find_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)
2065{ 2078{
2066 for (int i = 0; i < SIZEOFFREE; i++) 2079 for (int i = 0; i < SIZEOFFREE; i++)
2067 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i])) 2080 if (!ob->blocked (m, x + DIRX (i), y + DIRY (i)))
2068 return i; 2081 return i;
2069 2082
2070 return -1; 2083 return -1;
2071} 2084}
2072 2085
2083 2096
2084 while (--end) 2097 while (--end)
2085 swap (arr [end], arr [rndm (end + 1)]); 2098 swap (arr [end], arr [rndm (end + 1)]);
2086} 2099}
2087 2100
2088/* new function to make monster searching more efficient, and effective! 2101/* new function to make monster searching more efficient, and effective!
2089 * This basically returns a randomized array (in the passed pointer) of 2102 * This basically returns a randomized array (in the passed pointer) of
2090 * 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
2091 * monsters to the north first. However, the size of the array passed 2104 * monsters to the north first. However, the size of the array passed
2092 * covers all the spaces, so within that size, all the spaces within 2105 * covers all the spaces, so within that size, all the spaces within
2093 * the 3x3 area will be searched, just not in a predictable order. 2106 * the 3x3 area will be searched, just not in a predictable order.
2118 * there is capable of. 2131 * there is capable of.
2119 */ 2132 */
2120int 2133int
2121find_dir (maptile *m, int x, int y, object *exclude) 2134find_dir (maptile *m, int x, int y, object *exclude)
2122{ 2135{
2123 int i, max = SIZEOFFREE, mflags; 2136 int max = SIZEOFFREE;
2124
2125 sint16 nx, ny;
2126 object *tmp;
2127 maptile *mp;
2128
2129 MoveType blocked, move_type; 2137 MoveType move_type;
2130 2138
2131 if (exclude && exclude->head_ () != exclude) 2139 if (exclude && exclude->head_ () != exclude)
2132 { 2140 {
2133 exclude = exclude->head; 2141 exclude = exclude->head;
2134 move_type = exclude->move_type; 2142 move_type = exclude->move_type;
2137 { 2145 {
2138 /* 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. */
2139 move_type = MOVE_ALL; 2147 move_type = MOVE_ALL;
2140 } 2148 }
2141 2149
2142 for (i = 1; i < max; i++) 2150 for (int i = 1; i < max; i++)
2143 { 2151 {
2144 mp = m; 2152 mapxy pos (m, x, y);
2145 nx = x + freearr_x[i]; 2153 pos.move (i);
2146 ny = y + freearr_y[i];
2147 2154
2148 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2155 if (!pos.normalise ())
2149
2150 if (mflags & P_OUT_OF_MAP)
2151 max = maxfree[i]; 2156 max = maxfree[i];
2152 else 2157 else
2153 { 2158 {
2154 mapspace &ms = mp->at (nx, ny); 2159 mapspace &ms = *pos;
2155 2160
2156 blocked = ms.move_block;
2157
2158 if ((move_type & blocked) == move_type) 2161 if ((move_type & ms.move_block) == move_type)
2159 max = maxfree[i]; 2162 max = maxfree [i];
2160 else if (mflags & P_IS_ALIVE) 2163 else if (ms.flags () & P_IS_ALIVE)
2161 { 2164 {
2162 for (tmp = ms.bot; tmp; tmp = tmp->above) 2165 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2163 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2166 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2164 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2167 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2165 break;
2166
2167 if (tmp)
2168 return freedir[i]; 2168 return freedir [i];
2169 } 2169 }
2170 } 2170 }
2171 } 2171 }
2172 2172
2173 return 0; 2173 return 0;
2182{ 2182{
2183 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);
2184} 2184}
2185 2185
2186/* 2186/*
2187 * 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
2188 * an object which has subtracted the x and y coordinates of another 2188 * for running into direct [dx, dy].
2189 * object, needs to travel toward it. 2189 * (the opposite of crossfire's find_dir_2!)
2190 */ 2190 */
2191int 2191int
2192find_dir_2 (int x, int y) 2192find_dir_2 (int x, int y)
2193{ 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
2194 int q; 2237 int q;
2195 2238
2196 if (y) 2239 if (y)
2197 q = x * 100 / y; 2240 q = 128 * x / y;
2198 else if (x) 2241 else if (x)
2199 q = -300 * x; 2242 q = -512 * x; // to make it > 309
2200 else 2243 else
2201 return 0; 2244 return 0;
2202 2245
2203 if (y > 0) 2246 if (y > 0)
2204 { 2247 {
2205 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
2206 return 3; 2253 return 3;
2207 if (q < -41) 2254 }
2208 return 2; 2255 else
2209 if (q < 41) 2256 {
2210 return 1; 2257 if (q < -309) return 3;
2211 if (q < 242) 2258 if (q < -52) return 2;
2212 return 8; 2259 if (q < 52) return 1;
2260 if (q < 309) return 8;
2261
2213 return 7; 2262 return 7;
2214 } 2263 }
2215 2264#endif
2216 if (q < -242)
2217 return 7;
2218 if (q < -41)
2219 return 6;
2220 if (q < 41)
2221 return 5;
2222 if (q < 242)
2223 return 4;
2224
2225 return 3;
2226} 2265}
2227 2266
2228/* 2267/*
2229 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2268 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2230 * between two directions (which are expected to be absolute (see absdir()) 2269 * between two directions (which are expected to be absolute (see absdir())
2231 */ 2270 */
2232int 2271int
2233dirdiff (int dir1, int dir2) 2272dirdiff (int dir1, int dir2)
2234{ 2273{
2235 int d;
2236
2237 d = abs (dir1 - dir2); 2274 int d = abs (dir1 - dir2);
2238 if (d > 4)
2239 d = 8 - d;
2240 2275
2241 return d; 2276 return d > 4 ? 8 - d : d;
2242} 2277}
2243 2278
2244/* peterm: 2279/* peterm:
2245 * 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.
2246 * Basically, this is a table of directions, and what directions 2281 * Basically, this is a table of directions, and what directions
2248 * 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
2249 * 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.
2250 * 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
2251 * functions. 2286 * functions.
2252 */ 2287 */
2253int reduction_dir[SIZEOFFREE][3] = { 2288static const int reduction_dir[SIZEOFFREE][3] = {
2254 {0, 0, 0}, /* 0 */ 2289 {0, 0, 0}, /* 0 */
2255 {0, 0, 0}, /* 1 */ 2290 {0, 0, 0}, /* 1 */
2256 {0, 0, 0}, /* 2 */ 2291 {0, 0, 0}, /* 2 */
2257 {0, 0, 0}, /* 3 */ 2292 {0, 0, 0}, /* 3 */
2258 {0, 0, 0}, /* 4 */ 2293 {0, 0, 0}, /* 4 */
2315 int mflags; 2350 int mflags;
2316 2351
2317 if (dir < 0) 2352 if (dir < 0)
2318 return 0; /* exit condition: invalid direction */ 2353 return 0; /* exit condition: invalid direction */
2319 2354
2320 dx = x + freearr_x[dir]; 2355 dx = x + DIRX (dir);
2321 dy = y + freearr_y[dir]; 2356 dy = y + DIRY (dir);
2322 2357
2323 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy); 2358 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2324 2359
2325 /* This functional arguably was incorrect before - it was 2360 /* This functional arguably was incorrect before - it was
2326 * checking for P_WALL - that was basically seeing if 2361 * checking for P_WALL - that was basically seeing if
2352 * 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)
2353 */ 2388 */
2354int 2389int
2355can_pick (const object *who, const object *item) 2390can_pick (const object *who, const object *item)
2356{ 2391{
2357 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2392 return /*who->flag [FLAG_WIZ]|| */
2358 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2393 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2359 !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));
2360} 2395}
2396
2397//-GPL
2361 2398
2362/* 2399/*
2363 * create clone from object to another 2400 * create clone from object to another
2364 */ 2401 */
2365object * 2402object *
2366object_create_clone (object *asrc) 2403object::deep_clone ()
2367{ 2404{
2368 object *dst = 0, *tmp, *src, *prev, *item; 2405 assert (("deep_clone called on non-head object", is_head ()));
2369 2406
2370 if (!asrc) 2407 object *dst = clone ();
2371 return 0;
2372 2408
2373 src = asrc->head_ (); 2409 object *prev = dst;
2374
2375 prev = 0;
2376 for (object *part = src; part; part = part->more) 2410 for (object *part = this->more; part; part = part->more)
2377 { 2411 {
2378 tmp = part->clone (); 2412 object *tmp = part->clone ();
2379 tmp->x -= src->x;
2380 tmp->y -= src->y;
2381
2382 if (!part->head)
2383 {
2384 dst = tmp;
2385 tmp->head = 0;
2386 }
2387 else
2388 tmp->head = dst; 2413 tmp->head = dst;
2389
2390 tmp->more = 0;
2391
2392 if (prev)
2393 prev->more = tmp; 2414 prev->more = tmp;
2394
2395 prev = tmp; 2415 prev = tmp;
2396 } 2416 }
2397 2417
2398 for (item = src->inv; item; item = item->below) 2418 for (object *item = inv; item; item = item->below)
2399 insert_ob_in_ob (object_create_clone (item), dst); 2419 insert_ob_in_ob (item->deep_clone (), dst);
2400 2420
2401 return dst; 2421 return dst;
2402} 2422}
2403 2423
2404/* This returns the first object in who's inventory that 2424/* This returns the first object in who's inventory that
2413 return tmp; 2433 return tmp;
2414 2434
2415 return 0; 2435 return 0;
2416} 2436}
2417 2437
2418/* If ob has a field named key, return the link from the list, 2438/* Zero the key_values on op, decrementing the shared-string
2419 * otherwise return NULL. 2439 * refcounts and freeing the links.
2420 * 2440 */
2421 * key must be a passed in shared string - otherwise, this won't 2441void
2422 * do the desired thing. 2442key_values::clear ()
2423 */
2424key_value *
2425get_ob_key_link (const object *ob, const char *key)
2426{ 2443{
2427 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)
2428 if (link->key == key) 2458 if (kv->key == key)
2429 return link;
2430
2431 return 0;
2432}
2433
2434/*
2435 * Returns the value of op has an extra_field for key, or NULL.
2436 *
2437 * The argument doesn't need to be a shared string.
2438 *
2439 * The returned string is shared.
2440 */
2441const char *
2442get_ob_key_value (const object *op, const char *const key)
2443{
2444 key_value *link;
2445 shstr_cmp canonical_key (key);
2446
2447 if (!canonical_key)
2448 {
2449 /* 1. There being a field named key on any object
2450 * implies there'd be a shared string to find.
2451 * 2. Since there isn't, no object has this field.
2452 * 3. Therefore, *this* object doesn't have this field.
2453 */
2454 return 0;
2455 }
2456
2457 /* This is copied from get_ob_key_link() above -
2458 * only 4 lines, and saves the function call overhead.
2459 */
2460 for (link = op->key_values; link; link = link->next)
2461 if (link->key == canonical_key)
2462 return link->value; 2459 return kv->value;
2463 2460
2464 return 0; 2461 return shstr ();
2465} 2462}
2466 2463
2467/* 2464void
2468 * Updates the canonical_key in op to value. 2465key_values::add (shstr_tmp key, shstr_tmp value)
2469 *
2470 * canonical_key is a shared string (value doesn't have to be).
2471 *
2472 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2473 * keys.
2474 *
2475 * Returns TRUE on success.
2476 */
2477int
2478set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2479{ 2466{
2480 key_value *field = NULL, *last = NULL; 2467 key_value *kv = new key_value;
2481 2468
2482 for (field = op->key_values; field != NULL; field = field->next) 2469 kv->next = first;
2483 { 2470 kv->key = key;
2484 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)
2485 { 2481 {
2486 last = field; 2482 kv->value = value;
2487 continue; 2483 return;
2488 } 2484 }
2489 2485
2490 if (value) 2486 add (key, value);
2491 field->value = value; 2487}
2492 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)
2493 { 2494 {
2494 /* Basically, if the archetype has this key set, 2495 key_value *kv = *kvp;
2495 * we need to store the null value so when we save 2496 *kvp = (*kvp)->next;
2496 * it, we save the empty value so that when we load, 2497 delete kv;
2497 * we get this value back again. 2498 return;
2498 */
2499 if (get_ob_key_link (op->arch, canonical_key))
2500 field->value = 0;
2501 else
2502 {
2503 if (last)
2504 last->next = field->next;
2505 else
2506 op->key_values = field->next;
2507
2508 delete field;
2509 }
2510 } 2499 }
2511 return TRUE; 2500}
2501
2502void
2503key_values::reverse ()
2504{
2505 key_value *prev = 0;
2506 key_value *head = first;
2507
2508 while (head)
2512 } 2509 {
2513 /* 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 }
2514 2515
2515 /* No field, we'll have to add it. */ 2516 first = prev;
2516
2517 if (!add_key)
2518 return FALSE;
2519
2520 /* There isn't any good reason to store a null
2521 * value in the key/value list. If the archetype has
2522 * this key, then we should also have it, so shouldn't
2523 * be here. If user wants to store empty strings,
2524 * should pass in ""
2525 */
2526 if (value == NULL)
2527 return TRUE;
2528
2529 field = new key_value;
2530
2531 field->key = canonical_key;
2532 field->value = value;
2533 /* Usual prepend-addition. */
2534 field->next = op->key_values;
2535 op->key_values = field;
2536
2537 return TRUE;
2538} 2517}
2539 2518
2540/* 2519key_values &
2541 * Updates the key in op to value. 2520key_values::operator =(const key_values &kv)
2542 *
2543 * If add_key is FALSE, this will only update existing keys,
2544 * and not add new ones.
2545 * In general, should be little reason FALSE is ever passed in for add_key
2546 *
2547 * Returns TRUE on success.
2548 */
2549int
2550set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2551{ 2521{
2552 shstr key_ (key); 2522 clear ();
2553 2523
2554 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 ();
2555} 2528}
2556 2529
2557object::depth_iterator::depth_iterator (object *container) 2530object::depth_iterator::depth_iterator (object *container)
2558: iterator_base (container) 2531: iterator_base (container)
2559{ 2532{
2609{ 2582{
2610 char flagdesc[512]; 2583 char flagdesc[512];
2611 char info2[256 * 4]; 2584 char info2[256 * 4];
2612 char *p = info; 2585 char *p = info;
2613 2586
2614 p += snprintf (p, 512, "{cnt:%d,uuid:%s,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}",
2615 count, 2588 count,
2616 uuid.c_str (), 2589 uuid.c_str (),
2617 &name, 2590 &name,
2618 title ? "\",title:\"" : "", 2591 title ? ",title:\"" : "",
2619 title ? (const char *)title : "", 2592 title ? (const char *)title : "",
2593 title ? "\"" : "",
2620 flag_desc (flagdesc, 512), type); 2594 flag_desc (flagdesc, 512), type);
2621 2595
2622 if (!this->flag[FLAG_REMOVED] && env) 2596 if (!flag[FLAG_REMOVED] && env)
2623 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2597 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2624 2598
2625 if (map) 2599 if (map)
2626 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);
2627 2601
2642{ 2616{
2643 return map ? map->region (x, y) 2617 return map ? map->region (x, y)
2644 : region::default_region (); 2618 : region::default_region ();
2645} 2619}
2646 2620
2647const materialtype_t * 2621//+GPL
2648object::dominant_material () const
2649{
2650 if (materialtype_t *mt = name_to_material (materialname))
2651 return mt;
2652
2653 return name_to_material (shstr_unknown);
2654}
2655 2622
2656void 2623void
2657object::open_container (object *new_container) 2624object::open_container (object *new_container)
2658{ 2625{
2659 if (container == new_container) 2626 if (container == new_container)
2660 return; 2627 return;
2661 2628
2662 if (object *old_container = container) 2629 object *old_container = container;
2630
2631 if (old_container)
2663 { 2632 {
2664 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2633 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2665 return; 2634 return;
2666 2635
2667#if 0 2636#if 0
2669 if (object *closer = old_container->inv) 2638 if (object *closer = old_container->inv)
2670 if (closer->type == CLOSE_CON) 2639 if (closer->type == CLOSE_CON)
2671 closer->destroy (); 2640 closer->destroy ();
2672#endif 2641#endif
2673 2642
2643 // make sure the container is available
2644 esrv_send_item (this, old_container);
2645
2674 old_container->flag [FLAG_APPLIED] = 0; 2646 old_container->flag [FLAG_APPLIED] = false;
2675 container = 0; 2647 container = 0;
2676 2648
2649 // client needs item update to make it work, client bug requires this to be separate
2677 esrv_update_item (UPD_FLAGS, this, old_container); 2650 esrv_update_item (UPD_FLAGS, this, old_container);
2651
2678 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2652 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2679 play_sound (sound_find ("chest_close")); 2653 play_sound (sound_find ("chest_close"));
2680 } 2654 }
2681 2655
2682 if (new_container) 2656 if (new_container)
2683 { 2657 {
2687 // TODO: this does not seem to serve any purpose anymore? 2661 // TODO: this does not seem to serve any purpose anymore?
2688#if 0 2662#if 0
2689 // insert the "Close Container" object. 2663 // insert the "Close Container" object.
2690 if (archetype *closer = new_container->other_arch) 2664 if (archetype *closer = new_container->other_arch)
2691 { 2665 {
2692 object *closer = arch_to_object (new_container->other_arch); 2666 object *closer = new_container->other_arch->instance ();
2693 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2667 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2694 new_container->insert (closer); 2668 new_container->insert (closer);
2695 } 2669 }
2696#endif 2670#endif
2697 2671
2698 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2672 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2699 2673
2674 // make sure the container is available, client bug requires this to be separate
2675 esrv_send_item (this, new_container);
2676
2700 new_container->flag [FLAG_APPLIED] = 1; 2677 new_container->flag [FLAG_APPLIED] = true;
2701 container = new_container; 2678 container = new_container;
2702 2679
2680 // client needs flag change
2703 esrv_update_item (UPD_FLAGS, this, new_container); 2681 esrv_update_item (UPD_FLAGS, this, new_container);
2704 esrv_send_inventory (this, new_container); 2682 esrv_send_inventory (this, new_container);
2705 play_sound (sound_find ("chest_open")); 2683 play_sound (sound_find ("chest_open"));
2706 } 2684 }
2685// else if (!old_container->env && contr && contr->ns)
2686// contr->ns->floorbox_reset ();
2707} 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
2708 2720
2709object * 2721object *
2710object::force_find (const shstr name) 2722object::force_find (shstr_tmp name)
2711{ 2723{
2712 /* cycle through his inventory to look for the MARK we want to 2724 /* cycle through his inventory to look for the MARK we want to
2713 * place 2725 * place
2714 */ 2726 */
2715 for (object *tmp = inv; tmp; tmp = tmp->below) 2727 for (object *tmp = inv; tmp; tmp = tmp->below)
2716 if (tmp->type == FORCE && tmp->slaying == name) 2728 if (tmp->type == FORCE && tmp->slaying == name)
2717 return splay (tmp); 2729 return splay (tmp);
2718 2730
2719 return 0; 2731 return 0;
2720} 2732}
2721 2733
2722void 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 *
2723object::force_add (const shstr name, int duration) 2744object::force_add (shstr_tmp name, int duration)
2724{ 2745{
2725 if (object *force = force_find (name)) 2746 if (object *force = force_find (name))
2726 force->destroy (); 2747 force->destroy ();
2727 2748
2728 object *force = get_archetype (FORCE_NAME); 2749 object *force = archetype::get (FORCE_NAME);
2729 2750
2730 force->slaying = name; 2751 force->slaying = name;
2731 force->stats.food = 1; 2752 force->force_set_timer (duration);
2732 force->speed_left = -1.f;
2733
2734 force->set_speed (duration ? 1.f / duration : 0.f);
2735 force->flag [FLAG_IS_USED_UP] = true;
2736 force->flag [FLAG_APPLIED] = true; 2753 force->flag [FLAG_APPLIED] = true;
2737 2754
2738 insert (force); 2755 return insert (force);
2739} 2756}
2740 2757
2741void 2758void
2742object::play_sound (faceidx sound) const 2759object::play_sound (faceidx sound) const
2743{ 2760{
2744 if (!sound) 2761 if (!sound)
2745 return; 2762 return;
2746 2763
2747 if (flag [FLAG_REMOVED]) 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 ())
2748 return; 2789 return;
2749 2790
2750 if (env) 2791 // find old force, or create new one
2751 { 2792 object *force = force_find (shstr_noise_force);
2752 if (object *pl = in_player ()) 2793
2753 pl->contr->play_sound (sound); 2794 if (force)
2754 } 2795 force->speed_left = -1.f; // patch old speed up
2755 else 2796 else
2756 map->play_sound (sound, x, y); 2797 {
2757} 2798 force = archetype::get (shstr_noise_force);
2758 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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