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Comparing deliantra/server/common/object.C (file contents):
Revision 1.122 by root, Wed Jan 24 22:42:48 2007 UTC vs.
Revision 1.366 by root, Sat Nov 17 23:40:00 2018 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * This program is free software; you can redistribute it and/or modify 9 * 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 10 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 18 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
23 */ 22 *
23 * The authors can be reached via e-mail to <support@deliantra.net>
24 */
24 25
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28#include <global.h> 26#include <global.h>
29#include <stdio.h> 27#include <stdio.h>
30#include <sys/types.h> 28#include <sys/types.h>
31#include <sys/uio.h> 29#include <sys/uio.h>
32#include <object.h> 30#include <object.h>
33#include <funcpoint.h> 31#include <sproto.h>
34#include <loader.h>
35 32
36#include <bitset> 33#include <bitset>
37 34
38int nrofallocobjects = 0; 35UUID UUID::cur;
39static UUID uuid; 36static uint64_t seq_next_save;
40const uint64 UUID_SKIP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
41 39
42objectvec objects; 40objectvec objects;
43activevec actives; 41activevec actives;
44 42
45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 43freelist_item *object::freelist;
44uint32_t object::object_count;
45uint32_t object::free_count;
46uint32_t object::create_count;
47uint32_t object::destroy_count;
48
49//+GPL
50
51int freearr_x[SIZEOFFREE] = {
52 0,
53 0, 1, 1, 1, 0, -1, -1, -1,
54 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 55 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
47}; 56};
48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 57int freearr_y[SIZEOFFREE] = {
58 0,
59 -1, -1, 0, 1, 1, 1, 0, -1,
60 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
49 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 61 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
50};
51int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
52 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
53}; 62};
54int freedir[SIZEOFFREE] = { 63int freedir[SIZEOFFREE] = {
55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 64 0,
65 1, 2, 3, 4, 5, 6, 7, 8,
66 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 67 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57}; 68};
58 69
70static int maxfree[SIZEOFFREE] = {
71 0,
72 9, 10, 13, 14, 17, 18, 21, 22,
73 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
74 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
75};
76
77const char *wall_suffix[16] = {
78 "0",
79 "1_3",
80 "1_4",
81 "2_1_2",
82 "1_2",
83 "2_2_4",
84 "2_2_1",
85 "3_1",
86 "1_1",
87 "2_2_3",
88 "2_2_2",
89 "3_3",
90 "2_1_1",
91 "3_4",
92 "3_2",
93 "4"
94};
95
59static void 96static void
60write_uuid (void) 97write_uuid (uval64 skip, bool sync)
61{ 98{
62 char filename1[MAX_BUF], filename2[MAX_BUF]; 99 CALL_BEGIN (2);
63 100 CALL_ARG_SV (newSVval64 (skip));
64 sprintf (filename1, "%s/uuid", settings.localdir); 101 CALL_ARG_SV (boolSV (sync));
65 sprintf (filename2, "%s/uuid~", settings.localdir); 102 CALL_CALL ("cf::write_uuid", G_DISCARD);
66 103 CALL_END;
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78} 104}
79 105
80static void 106static void
81read_uuid (void) 107read_uuid ()
82{ 108{
83 char filename[MAX_BUF]; 109 char filename[MAX_BUF];
84 110
85 sprintf (filename, "%s/uuid", settings.localdir); 111 sprintf (filename, "%s/uuid", settings.localdir);
112
113 seq_next_save = 0;
86 114
87 FILE *fp; 115 FILE *fp;
88 116
89 if (!(fp = fopen (filename, "r"))) 117 if (!(fp = fopen (filename, "r")))
90 { 118 {
91 if (errno == ENOENT) 119 if (errno == ENOENT)
92 { 120 {
93 LOG (llevInfo, "RESET uid to 1\n"); 121 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0; 122 UUID::cur.seq = 0;
95 write_uuid (); 123 write_uuid (UUID_GAP, true);
96 return; 124 return;
97 } 125 }
98 126
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 127 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1); 128 _exit (1);
101 } 129 }
102 130
103 int version; 131 char buf [UUID::MAX_LEN];
104 unsigned long long uid; 132 buf[0] = 0;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 133 fgets (buf, sizeof (buf), fp);
134
135 if (!UUID::cur.parse (buf))
106 { 136 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 137 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1); 138 _exit (1);
109 } 139 }
110 140
111 uuid.seq = uid; 141 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112 write_uuid (); 142
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 143 write_uuid (UUID_GAP, true);
114 fclose (fp); 144 fclose (fp);
115} 145}
116 146
117UUID 147UUID
118gen_uuid () 148UUID::gen ()
119{ 149{
120 UUID uid; 150 UUID uid;
121 151
122 uid.seq = ++uuid.seq; 152 uid.seq = ++cur.seq;
123 153
124 if (!(uuid.seq & (UUID_SKIP - 1))) 154 if (expect_false (cur.seq >= seq_next_save))
125 write_uuid (); 155 {
156 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
157 write_uuid (UUID_GAP, false);
158 }
159
126 160
127 return uid; 161 return uid;
128} 162}
129 163
130void 164void
131init_uuid () 165UUID::init ()
132{ 166{
133 read_uuid (); 167 read_uuid ();
134} 168}
135 169
170bool
171UUID::parse (const char *s)
172{
173 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
174 return false;
175
176 seq = 0;
177
178 while (*s != '>')
179 {
180 if (*s < '0')
181 return false;
182
183 // this gives nice branchless code with gcc
184 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
185 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
186
187 seq = (seq << 4) | digit;
188
189 ++s;
190 }
191
192 return true;
193}
194
195char *
196UUID::append (char *buf) const
197{
198 *buf++ = '<';
199 *buf++ = '1';
200 *buf++ = '.';
201
202 uint64_t seq = this->seq;
203 const int bits = 64;
204 char nz = 0;
205 static const char tohex [] = "0123456789abcdef";
206
207 // assert (len >= 3 + bits / 4 + 1 + 1);
208 for (int i = bits / 4; --i; )
209 {
210 uint8_t digit = seq >> (bits - 4);
211
212 *buf = tohex [digit];
213 nz |= digit;
214 buf += nz ? 1 : 0;
215 seq <<= 4;
216 }
217
218 // last digit is special - always emit
219 uint8_t digit = seq >> (bits - 4);
220 *buf++ = tohex [digit];
221
222 *buf++ = '>';
223
224 return buf;
225}
226
227char *
228UUID::c_str () const
229{
230 static char buf [MAX_LEN];
231 *append (buf) = 0;
232 return buf;
233}
234
136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 235/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int 236static bool
138compare_ob_value_lists_one (const object *wants, const object *has) 237compare_ob_value_lists_one (const object *wants, const object *has)
139{ 238{
140 key_value *wants_field;
141
142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 239 /* n-squared behaviour (see kv.get), but I'm hoping both
143 * objects with lists are rare, and lists stay short. If not, use a 240 * objects with lists are rare, and lists stay short. If not, use a
144 * different structure or at least keep the lists sorted... 241 * different structure or at least keep the lists sorted...
145 */ 242 */
146 243
147 /* For each field in wants, */ 244 /* For each field in wants, */
148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 245 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
149 { 246 if (has->kv.get (kv->key) != kv->value)
150 key_value *has_field; 247 return false;
151
152 /* Look for a field in has with the same key. */
153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
156 {
157 /* No field with that name. */
158 return FALSE;
159 }
160
161 /* Found the matching field. */
162 if (has_field->value != wants_field->value)
163 {
164 /* Values don't match, so this half of the comparison is false. */
165 return FALSE;
166 }
167
168 /* If we get here, we found a match. Now for the next field in wants. */
169 }
170 248
171 /* If we get here, every field in wants has a matching field in has. */ 249 /* If we get here, every field in wants has a matching field in has. */
172 return TRUE; 250 return true;
173} 251}
174 252
175/* Returns TRUE if ob1 has the same key_values as ob2. */ 253/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int 254static bool
177compare_ob_value_lists (const object *ob1, const object *ob2) 255compare_ob_value_lists (const object *ob1, const object *ob2)
178{ 256{
179 /* However, there may be fields in has which aren't partnered in wants, 257 /* However, there may be fields in has which aren't partnered in wants,
180 * so we need to run the comparison *twice*. :( 258 * so we need to run the comparison *twice*. :(
181 */ 259 */
182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 260 return compare_ob_value_lists_one (ob1, ob2)
261 && compare_ob_value_lists_one (ob2, ob1);
183} 262}
184 263
185/* Function examines the 2 objects given to it, and returns true if 264/* Function examines the 2 objects given to it, and returns true if
186 * they can be merged together. 265 * they can be merged together.
187 * 266 *
194 * Improvements made with merge: Better checking on potion, and also 273 * Improvements made with merge: Better checking on potion, and also
195 * check weight 274 * check weight
196 */ 275 */
197bool object::can_merge_slow (object *ob1, object *ob2) 276bool object::can_merge_slow (object *ob1, object *ob2)
198{ 277{
199 /* A couple quicksanity checks */ 278 /* A couple quick sanity checks */
200 if (ob1 == ob2 279 if (ob1 == ob2
201 || ob1->type != ob2->type 280 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value 281 || ob1->value != ob2->value
204 || ob1->name != ob2->name) 282 || ob1->name != ob2->name
283 || ob1->custom_name != ob2->custom_name
284 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
205 return 0; 285 return 0;
206 286
207 //TODO: this ain't working well, use nicer and correct overflow check
208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 287 /* Do not merge objects if nrof would overflow, assume nrof
209 * value could not be stored in a sint32 (which unfortunately sometimes is 288 * is always 0 .. 2**31-1 */
210 * used to store nrof). 289 if (ob1->nrof > 0x7fffffff - ob2->nrof)
211 */
212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
213 return 0; 290 return 0;
214 291
215 /* If the objects have been identified, set the BEEN_APPLIED flag. 292 /* If the objects have been identified, set the BEEN_APPLIED flag.
216 * This is to the comparison of the flags below will be OK. We 293 * This is to the comparison of the flags below will be OK. We
217 * just can't ignore the been applied or identified flags, as they 294 * just can't ignore the been applied or identified flags, as they
218 * are not equal - just if it has been identified, the been_applied 295 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning. 296 * flags lose any meaning.
220 */ 297 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 298 if (ob1->flag [FLAG_IDENTIFIED])
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 299 ob1->set_flag (FLAG_BEEN_APPLIED);
223 300
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 301 if (ob2->flag [FLAG_IDENTIFIED])
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 302 ob2->set_flag (FLAG_BEEN_APPLIED);
226 303
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 304 if (ob1->arch->archname != ob2->arch->archname
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 305 || ob1->name != ob2->name
230 || ob1->title != ob2->title 306 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 307 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 308 || ob1->weight != ob2->weight
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
235 || ob1->attacktype != ob2->attacktype 309 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic 310 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying 311 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill 312 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value 313 || ob1->value != ob2->value
240 || ob1->animation_id != ob2->animation_id 314 || ob1->animation_id != ob2->animation_id
315 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
241 || ob1->client_type != ob2->client_type 316 || ob1->client_type != ob2->client_type
242 || ob1->materialname != ob2->materialname 317 || ob1->material != ob2->material
243 || ob1->lore != ob2->lore 318 || ob1->lore != ob2->lore
244 || ob1->subtype != ob2->subtype 319 || ob1->subtype != ob2->subtype
245 || ob1->move_type != ob2->move_type 320 || ob1->move_type != ob2->move_type
246 || ob1->move_block != ob2->move_block 321 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow 322 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on 323 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off 324 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow 325 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty) 326 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
327 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
328 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
252 return 0; 329 return 0;
253 330
331 if ((ob1->flag ^ ob2->flag)
332 .reset (FLAG_INV_LOCKED)
333 .reset (FLAG_REMOVED)
334 .any ())
335 return 0;
336
254 /* This is really a spellbook check - really, we should 337 /* This is really a spellbook check - we should in general
255 * check all objects in the inventory. 338 * not merge objects with real inventories, as splitting them
339 * is hard.
256 */ 340 */
257 if (ob1->inv || ob2->inv) 341 if (ob1->inv || ob2->inv)
258 { 342 {
259 /* if one object has inventory but the other doesn't, not equiv */ 343 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 344 return 0; /* inventories differ in length */
261 return 0;
262 345
263 /* Now check to see if the two inventory objects could merge */ 346 if (ob1->inv->below || ob2->inv->below)
347 return 0; /* more than one object in inv */
348
264 if (!object::can_merge (ob1->inv, ob2->inv)) 349 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 350 return 0; /* inventory objects differ */
266 351
267 /* inventory ok - still need to check rest of this object to see 352 /* inventory ok - still need to check rest of this object to see
268 * if it is valid. 353 * if it is valid.
269 */ 354 */
270 } 355 }
271 356
272 /* Don't merge objects that are applied. With the new 'body' code, 357 /* Don't merge objects that are applied. With the new 'body' code,
273 * it is possible for most any character to have more than one of 358 * it is possible for most any character to have more than one of
274 * some items equipped, and we don't want those to merge. 359 * some items equipped, and we don't want those to merge.
275 */ 360 */
276 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 361 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
277 return 0; 362 return 0;
278 363
279 /* Note sure why the following is the case - either the object has to 364 /* Not sure why the following is the case - either the object has to
280 * be animated or have a very low speed. Is this an attempted monster 365 * be animated or have a very low speed. Is this an attempted monster
281 * check? 366 * check?
282 */ 367 */
283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 368 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
284 return 0; 369 return 0;
285 370
286 switch (ob1->type) 371 switch (ob1->type)
287 { 372 {
288 case SCROLL: 373 case SCROLL:
289 if (ob1->level != ob2->level) 374 if (ob1->level != ob2->level)
290 return 0; 375 return 0;
291 break; 376 break;
292 } 377 }
293 378
294 if (ob1->key_values != NULL || ob2->key_values != NULL) 379 if (!ob1->kv.empty () || !ob2->kv.empty ())
295 { 380 {
296 /* At least one of these has key_values. */ 381 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 382 if (ob1->kv.empty () != ob2->kv.empty ())
298 /* One has fields, but the other one doesn't. */ 383 return 0; /* One has fields, but the other one doesn't. */
384
385 if (!compare_ob_value_lists (ob1, ob2))
299 return 0; 386 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0;
302 } 387 }
303 388
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 389 if (ob1->self || ob2->self)
306 { 390 {
307 ob1->optimise (); 391 ob1->optimise ();
308 ob2->optimise (); 392 ob2->optimise ();
309 393
310 if (ob1->self || ob2->self) 394 if (ob1->self || ob2->self)
395 {
396 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
397 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
398
399 if (k1 != k2)
311 return 0; 400 return 0;
401
402 if (k1 == 0)
403 return 1;
404
405 if (!cfperl_can_merge (ob1, ob2))
406 return 0;
407 }
312 } 408 }
313 409
314 /* Everything passes, must be OK. */ 410 /* Everything passes, must be OK. */
315 return 1; 411 return 1;
316} 412}
317 413
414// find player who can see this object
415object *
416object::visible_to () const
417{
418 if (client_visible () && !flag [FLAG_REMOVED])
419 {
420 // see if we are in a container of sorts
421 if (env)
422 {
423 // the player inventory itself is always visible
424 if (env->is_player ())
425 return env;
426
427 // else a player could have our env open
428 object *envest = env->outer_env_or_self ();
429
430 // the player itself is always on a map, so we will find him here
431 // even if our inv is in a player.
432 if (envest->is_on_map ())
433 if (object *pl = envest->ms ().player ())
434 if (pl->container_ () == env)
435 return pl;
436 }
437 else
438 {
439 // maybe there is a player standing on the same mapspace
440 // this will catch the case where "this" is a player
441 if (object *pl = ms ().player ())
442 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
443 || pl->container_ () == this)
444 return pl;
445 }
446 }
447
448 return 0;
449}
450
451// adjust weight per container type ("of holding")
452static weight_t
453weight_adjust_for (object *op, weight_t weight)
454{
455 if (op->type == CONTAINER)
456 weight -= weight * op->stats.Str / 100;
457
458 return weight;
459}
460
318/* 461/*
462 * subtracts, then adds, the specified weight to an object,
463 * and also updates how much the environment(s) is/are carrying.
464 */
465static void
466adjust_weight (object *op, weight_t sub, weight_t add)
467{
468 while (op)
469 {
470 weight_t carrying = (weight_t)op->carrying
471 - weight_adjust_for (op, sub)
472 + weight_adjust_for (op, add);
473
474 sub = op->carrying;
475 op->carrying = carrying;
476 add = op->carrying;
477
478 if (object *pl = op->visible_to ())
479 if (pl != op) // player is handled lazily
480 esrv_update_item (UPD_WEIGHT, pl, op);
481
482 op = op->env;
483 }
484}
485
486/*
319 * sum_weight() is a recursive function which calculates the weight 487 * this is a recursive function which calculates the weight
320 * an object is carrying. It goes through in figures out how much 488 * an object is carrying. It goes through op and figures out how much
321 * containers are carrying, and sums it up. 489 * containers are carrying, and sums it up.
322 */ 490 */
323long 491void
324sum_weight (object *op) 492object::update_weight ()
325{ 493{
326 long sum; 494 weight_t sum = 0;
327 object *inv;
328 495
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 496 for (object *op = inv; op; op = op->below)
330 {
331 if (inv->inv)
332 sum_weight (inv);
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
334 } 497 {
498 op->update_weight ();
335 499
336 if (op->type == CONTAINER && op->stats.Str) 500 sum += weight_adjust_for (this, op->total_weight ());
337 sum = (sum * (100 - op->stats.Str)) / 100; 501 }
338 502
339 if (op->carrying != sum) 503 if (sum != carrying)
504 {
505 if (carrying != sum && carrying)//D
506 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
507 (long long)sum, (long long)carrying, debug_desc ());
508
340 op->carrying = sum; 509 carrying = sum;
341 510
342 return sum; 511 if (object *pl = visible_to ())
512 if (pl != this) // player is handled lazily
513 esrv_update_item (UPD_WEIGHT, pl, this);
514 }
343} 515}
344 516
345/** 517/*
346 * Return the outermost environment object for a given object. 518 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
347 */ 519 */
348
349object *
350object_get_env_recursive (object *op)
351{
352 while (op->env != NULL)
353 op = op->env;
354 return op;
355}
356
357/*
358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
359 * Some error messages.
360 * The result of the dump is stored in the static global errmsg array.
361 */
362
363char * 520char *
364dump_object (object *op) 521dump_object (object *op)
365{ 522{
366 if (!op) 523 if (!op)
367 return strdup ("[NULLOBJ]"); 524 return strdup ("[NULLOBJ]");
368 525
369 object_freezer freezer; 526 object_freezer freezer;
370 save_object (freezer, op, 1); 527 op->write (freezer);
371 return freezer.as_string (); 528 return freezer.as_string ();
372} 529}
373 530
374/* 531char *
375 * get_nearest_part(multi-object, object 2) returns the part of the 532object::as_string ()
376 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned.
378 */
379
380object *
381get_nearest_part (object *op, const object *pl)
382{ 533{
383 object *tmp, *closest; 534 return dump_object (this);
384 int last_dist, i;
385
386 if (op->more == NULL)
387 return op;
388 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
389 if ((i = distance (tmp, pl)) < last_dist)
390 closest = tmp, last_dist = i;
391 return closest;
392} 535}
393 536
394/* 537/*
395 * Returns the object which has the count-variable equal to the argument. 538 * Returns the object which has the count-variable equal to the argument.
539 * VERRRY slow.
396 */ 540 */
397object * 541object *
398find_object (tag_t i) 542find_object (tag_t i)
399{ 543{
400 for_all_objects (op) 544 for_all_objects (op)
403 547
404 return 0; 548 return 0;
405} 549}
406 550
407/* 551/*
552 * Returns the object which has the uuid equal to the argument.
553 * MOAR VERRRY slow.
554 */
555
556object *
557find_object_uuid (UUID i)
558{
559 for_all_objects (op)
560 if (op->uuid == i)
561 return op;
562
563 return 0;
564}
565
566/*
408 * Returns the first object which has a name equal to the argument. 567 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 568 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 569 * Enables features like "patch <name-of-other-player> food 999"
411 */ 570 */
412object * 571object *
413find_object_name (const char *str) 572find_object_name (const char *str)
414{ 573{
415 shstr_cmp str_ (str); 574 shstr_cmp str_ (str);
416 object *op;
417 575
576 if (str_)
418 for_all_objects (op) 577 for_all_objects (op)
419 if (op->name == str_) 578 if (op->name == str_)
420 break; 579 return op;
421 580
422 return op; 581 return 0;
423}
424
425void
426free_all_object_data ()
427{
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429} 582}
430 583
431/* 584/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 585 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 586 * skill and experience objects.
587 * ACTUALLY NO! investigate! TODO
434 */ 588 */
435void 589void
436object::set_owner (object *owner) 590object::set_owner (object *owner)
437{ 591{
592 // allow objects which own objects
438 if (!owner) 593 if (owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner) 594 while (owner->owner)
449 owner = owner->owner; 595 owner = owner->owner;
596
597 if (flag [FLAG_FREED])
598 {
599 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
600 return;
601 }
450 602
451 this->owner = owner; 603 this->owner = owner;
452}
453
454/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links.
456 */
457static void
458free_key_values (object *op)
459{
460 for (key_value *i = op->key_values; i != 0;)
461 {
462 key_value *next = i->next;
463 delete i;
464
465 i = next;
466 }
467
468 op->key_values = 0;
469} 604}
470 605
471/* 606/*
472 * copy_to first frees everything allocated by the dst object, 607 * copy_to first frees everything allocated by the dst object,
473 * and then copies the contents of itself into the second 608 * and then copies the contents of itself into the second
477 * will point at garbage. 612 * will point at garbage.
478 */ 613 */
479void 614void
480object::copy_to (object *dst) 615object::copy_to (object *dst)
481{ 616{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 617 dst->remove ();
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
484
485 *(object_copy *)dst = *this; 618 *(object_copy *)dst = *this;
486 619
487 if (is_freed) 620 // maybe move to object_copy?
488 SET_FLAG (dst, FLAG_FREED); 621 dst->kv = kv;
489 622
490 if (is_removed) 623 dst->flag [FLAG_REMOVED] = true;
491 SET_FLAG (dst, FLAG_REMOVED); 624 dst->activate ();
625}
492 626
493 if (speed < 0) 627void
494 dst->speed_left = speed_left - rndm (); 628object::instantiate ()
629{
630 if (!uuid.seq) // HACK
631 uuid = UUID::gen ();
495 632
496 /* Copy over key_values, if any. */ 633 // TODO: unclean state changes, should not be done in copy_to AND instantiate
497 if (key_values) 634 if (flag [FLAG_RANDOM_SPEED] && speed)
498 { 635 speed_left = - speed - rndm (); // TODO animation
499 key_value *tail = 0; 636 else
500 key_value *i; 637 speed_left = -1.;
501 638
502 dst->key_values = 0; 639 /* copy the body_info to the body_used - this is only really
640 * need for monsters, but doesn't hurt to do it for everything.
641 * by doing so, when a monster is created, it has good starting
642 * values for the body_used info, so when items are created
643 * for it, they can be properly equipped.
644 */
645 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
646 slot[i].used = slot[i].info;
503 647
504 for (i = key_values; i; i = i->next) 648 attachable::instantiate ();
505 {
506 key_value *new_link = new key_value;
507
508 new_link->next = 0;
509 new_link->key = i->key;
510 new_link->value = i->value;
511
512 /* Try and be clever here, too. */
513 if (!dst->key_values)
514 {
515 dst->key_values = new_link;
516 tail = new_link;
517 }
518 else
519 {
520 tail->next = new_link;
521 tail = new_link;
522 }
523 }
524 }
525
526 dst->set_speed (dst->speed);
527} 649}
528 650
529object * 651object *
530object::clone () 652object::clone ()
531{ 653{
532 object *neu = create (); 654 object *neu = create ();
533 copy_to (neu); 655 copy_to (neu);
656
657 // TODO: unclean state changes, should not be done in clone AND instantiate
658 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
659 neu->speed_left = - neu->speed - rndm (); // TODO animation
660
661 neu->map = map; // not copied by copy_to
534 return neu; 662 return neu;
535} 663}
536 664
537/* 665/*
538 * If an object with the IS_TURNABLE() flag needs to be turned due 666 * If an object with the IS_TURNABLE() flag needs to be turned due
540 * be called to update the face variable, _and_ how it looks on the map. 668 * be called to update the face variable, _and_ how it looks on the map.
541 */ 669 */
542void 670void
543update_turn_face (object *op) 671update_turn_face (object *op)
544{ 672{
545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 673 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
546 return; 674 return;
547 675
548 SET_ANIMATION (op, op->direction); 676 SET_ANIMATION (op, op->direction);
549 update_object (op, UP_OBJ_FACE); 677 update_object (op, UP_OBJ_FACE);
550} 678}
555 * This function needs to be called whenever the speed of an object changes. 683 * This function needs to be called whenever the speed of an object changes.
556 */ 684 */
557void 685void
558object::set_speed (float speed) 686object::set_speed (float speed)
559{ 687{
560 if (flag [FLAG_FREED] && speed)
561 {
562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
563 speed = 0;
564 }
565
566 this->speed = speed; 688 this->speed = speed;
567 689
568 if (has_active_speed ()) 690 if (has_active_speed ())
569 activate (); 691 activate ();
570 else 692 else
589 * UP_OBJ_FACE: only the objects face has changed. 711 * UP_OBJ_FACE: only the objects face has changed.
590 */ 712 */
591void 713void
592update_object (object *op, int action) 714update_object (object *op, int action)
593{ 715{
594 MoveType move_on, move_off, move_block, move_slow; 716 if (!op)
595
596 if (op == NULL)
597 { 717 {
598 /* this should never happen */ 718 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 719 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
600 return; 720 return;
601 } 721 }
602 722
603 if (op->env) 723 if (!op->is_on_map ())
604 { 724 {
605 /* Animation is currently handled by client, so nothing 725 /* Animation is currently handled by client, so nothing
606 * to do in this case. 726 * to do in this case.
607 */ 727 */
608 return; 728 return;
609 } 729 }
610
611 /* If the map is saving, don't do anything as everything is
612 * going to get freed anyways.
613 */
614 if (!op->map || op->map->in_memory == MAP_SAVING)
615 return;
616 730
617 /* make sure the object is within map boundaries */ 731 /* make sure the object is within map boundaries */
618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 732 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
619 { 733 {
620 LOG (llevError, "update_object() called for object out of map!\n"); 734 LOG (llevError, "update_object() called for object out of map!\n");
625 } 739 }
626 740
627 mapspace &m = op->ms (); 741 mapspace &m = op->ms ();
628 742
629 if (!(m.flags_ & P_UPTODATE)) 743 if (!(m.flags_ & P_UPTODATE))
630 /* nop */; 744 m.update_up (); // nothing to do except copy up
631 else if (action == UP_OBJ_INSERT) 745 else if (action == UP_OBJ_INSERT)
632 { 746 {
747#if 0
633 // this is likely overkill, TODO: revisit (schmorp) 748 // this is likely overkill, TODO: revisit (schmorp)
634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 749 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 750 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 751 || (op->is_player () && !(m.flags_ & P_PLAYER))
637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 752 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 753 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 754 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
640 || (m.move_on | op->move_on ) != m.move_on 755 || (m.move_on | op->move_on ) != m.move_on
641 || (m.move_off | op->move_off ) != m.move_off 756 || (m.move_off | op->move_off ) != m.move_off
642 || (m.move_slow | op->move_slow) != m.move_slow 757 || (m.move_slow | op->move_slow) != m.move_slow
643 /* This isn't perfect, but I don't expect a lot of objects to 758 /* This isn't perfect, but I don't expect a lot of objects to
644 * to have move_allow right now. 759 * have move_allow right now.
645 */ 760 */
646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 761 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
762 m.invalidate ();
763#else
647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 764 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
648 m.flags_ = 0; 765 m.invalidate ();
766#endif
649 } 767 }
650 /* if the object is being removed, we can't make intelligent 768 /* if the object is being removed, we can't make intelligent
651 * decisions, because remove_ob can't really pass the object 769 * decisions, because remove_ob can't really pass the object
652 * that is being removed. 770 * that is being removed.
653 */ 771 */
654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 772 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
655 m.flags_ = 0; 773 m.invalidate ();
656 else if (action == UP_OBJ_FACE) 774 else if (action == UP_OBJ_FACE)
657 /* Nothing to do for that case */ ; 775 m.update_up (); // nothing to do for that case, except copy up
658 else 776 else
659 LOG (llevError, "update_object called with invalid action: %d\n", action); 777 LOG (llevError, "update_object called with invalid action: %d\n", action);
660 778
661 if (op->more) 779 if (op->more)
662 update_object (op->more, action); 780 update_object (op->more, action);
663} 781}
664 782
665object::object () 783object::object ()
666{ 784{
667 SET_FLAG (this, FLAG_REMOVED); 785 this->set_flag (FLAG_REMOVED);
668 786
669 expmul = 1.0; 787 //expmul = 1.0; declared const for the time being
670 face = blank_face; 788 face = blank_face;
789 material = MATERIAL_NULL;
671} 790}
672 791
673object::~object () 792object::~object ()
674{ 793{
675 unlink (); 794 unlink ();
676 795
677 free_key_values (this); 796 kv.clear ();
678} 797}
679
680static int object_count;
681 798
682void object::link () 799void object::link ()
683{ 800{
684 assert (!index);//D 801 assert (!index);//D
685 uuid = gen_uuid (); 802 uuid = UUID::gen ();
686 count = ++object_count;
687 803
688 refcnt_inc (); 804 refcnt_inc ();
689 objects.insert (this); 805 objects.insert (this);
806
807 ++create_count;
808
690} 809}
691 810
692void object::unlink () 811void object::unlink ()
693{ 812{
694 if (!index) 813 if (!index)
695 return; 814 return;
815
816 ++destroy_count;
696 817
697 objects.erase (this); 818 objects.erase (this);
698 refcnt_dec (); 819 refcnt_dec ();
699} 820}
700 821
704 /* If already on active list, don't do anything */ 825 /* If already on active list, don't do anything */
705 if (active) 826 if (active)
706 return; 827 return;
707 828
708 if (has_active_speed ()) 829 if (has_active_speed ())
830 {
831 if (flag [FLAG_FREED])
832 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
833
709 actives.insert (this); 834 actives.insert (this);
835 }
710} 836}
711 837
712void 838void
713object::activate_recursive () 839object::activate_recursive ()
714{ 840{
718 op->activate_recursive (); 844 op->activate_recursive ();
719} 845}
720 846
721/* This function removes object 'op' from the list of active 847/* This function removes object 'op' from the list of active
722 * objects. 848 * objects.
723 * This should only be used for style maps or other such 849 * This should only be used for style maps or other such
724 * reference maps where you don't want an object that isn't 850 * reference maps where you don't want an object that isn't
725 * in play chewing up cpu time getting processed. 851 * in play chewing up cpu time getting processed.
726 * The reverse of this is to call update_ob_speed, which 852 * The reverse of this is to call update_ob_speed, which
727 * will do the right thing based on the speed of the object. 853 * will do the right thing based on the speed of the object.
728 */ 854 */
763object::destroy_inv (bool drop_to_ground) 889object::destroy_inv (bool drop_to_ground)
764{ 890{
765 // need to check first, because the checks below might segfault 891 // need to check first, because the checks below might segfault
766 // as we might be on an invalid mapspace and crossfire code 892 // as we might be on an invalid mapspace and crossfire code
767 // is too buggy to ensure that the inventory is empty. 893 // is too buggy to ensure that the inventory is empty.
768 // corollary: if you create arrows etc. with stuff in tis inventory, 894 // corollary: if you create arrows etc. with stuff in its inventory,
769 // cf will crash below with off-map x and y 895 // cf will crash below with off-map x and y
770 if (!inv) 896 if (!inv)
771 return; 897 return;
772 898
773 /* Only if the space blocks everything do we not process - 899 /* Only if the space blocks everything do we not process -
774 * if some form of movement is allowed, let objects 900 * if some form of movement is allowed, let objects
775 * drop on that space. 901 * drop on that space.
776 */ 902 */
777 if (!drop_to_ground 903 if (!drop_to_ground
778 || !map 904 || !map
779 || map->in_memory != MAP_IN_MEMORY 905 || !map->linkable ()
780 || map->nodrop 906 || map->no_drop
781 || ms ().move_block == MOVE_ALL) 907 || ms ().move_block == MOVE_ALL)
782 { 908 {
783 while (inv) 909 while (inv)
784 {
785 inv->destroy_inv (drop_to_ground);
786 inv->destroy (); 910 inv->destroy ();
787 }
788 } 911 }
789 else 912 else
790 { /* Put objects in inventory onto this space */ 913 { /* Put objects in inventory onto this space */
791 while (inv) 914 while (inv)
792 { 915 {
803 map->insert (op, x, y); 926 map->insert (op, x, y);
804 } 927 }
805 } 928 }
806} 929}
807 930
931/*
932 * Remove and free all objects in the inventory of the given object.
933 * Unlike destroy_inv, this assumes the *this is destroyed as well
934 * well, so we can (and have to!) take shortcuts.
935 */
936void
937object::destroy_inv_fast ()
938{
939 while (object *op = inv)
940 {
941 // remove from object the fast way
942 op->flag [FLAG_REMOVED] = true;
943 op->env = 0;
944 if ((inv = inv->below))
945 inv->above = 0;
946
947 // then destroy
948 op->destroy ();
949 }
950}
951
952void
953object::freelist_free (int count)
954{
955 while (count-- && freelist)
956 {
957 freelist_item *next = freelist->next;
958 // count is being "destroyed"
959
960 sfree ((char *)freelist, sizeof (object));
961
962 freelist = next;
963 --free_count;
964 }
965}
966
967object *
808object *object::create () 968object::create ()
809{ 969{
810 object *op = new object; 970 object *op;
971
972 if (freelist)
973 {
974 freelist_item li = *freelist;
975 memset (freelist, 0, sizeof (object));
976
977 op = new (freelist) object;
978 op->count = li.count;
979
980 freelist = li.next;
981 --free_count;
982 }
983 else
984 {
985 void *ni = salloc0<char> (sizeof (object));
986
987 op = new(ni) object;
988
989 op->count = ++object_count;
990 }
991
811 op->link (); 992 op->link ();
993
812 return op; 994 return op;
813} 995}
814 996
815void 997void
998object::do_delete ()
999{
1000 uint32_t count = this->count;
1001
1002 this->~object ();
1003
1004 freelist_item *li = (freelist_item *)this;
1005 li->next = freelist;
1006 li->count = count;
1007
1008 freelist = li;
1009 ++free_count;
1010}
1011
1012void
816object::do_destroy () 1013object::do_destroy ()
817{ 1014{
818 attachable::do_destroy ();
819
820 if (flag [FLAG_IS_LINKED]) 1015 if (flag [FLAG_IS_LINKED])
821 remove_button_link (this); 1016 remove_link ();
822 1017
823 if (flag [FLAG_FRIENDLY]) 1018 if (flag [FLAG_FRIENDLY])
824 remove_friendly_object (this); 1019 remove_friendly_object (this);
825 1020
826 if (!flag [FLAG_REMOVED])
827 remove (); 1021 remove ();
828 1022
829 destroy_inv (true); 1023 attachable::do_destroy ();
830 1024
831 deactivate (); 1025 deactivate ();
832 unlink (); 1026 unlink ();
833 1027
834 flag [FLAG_FREED] = 1; 1028 flag [FLAG_FREED] = 1;
835 1029
836 // hack to ensure that freed objects still have a valid map 1030 // hack to ensure that freed objects still have a valid map
837 {
838 static maptile *freed_map; // freed objects are moved here to avoid crashes
839
840 if (!freed_map)
841 {
842 freed_map = new maptile;
843
844 freed_map->name = "/internal/freed_objects_map";
845 freed_map->width = 3;
846 freed_map->height = 3;
847
848 freed_map->alloc ();
849 freed_map->in_memory = MAP_IN_MEMORY;
850 }
851
852 map = freed_map; 1031 map = &freed_map;
853 x = 1; 1032 x = 1;
854 y = 1; 1033 y = 1;
855 }
856
857 head = 0;
858 1034
859 if (more) 1035 if (more)
860 { 1036 {
861 more->destroy (); 1037 more->destroy ();
862 more = 0; 1038 more = 0;
863 } 1039 }
864 1040
1041 head = 0;
1042
865 // clear those pointers that likely might have circular references to us 1043 // clear those pointers that likely might cause circular references
866 owner = 0; 1044 owner = 0;
867 enemy = 0; 1045 enemy = 0;
868 attacked_by = 0; 1046 attacked_by = 0;
1047 current_weapon = 0;
869} 1048}
870 1049
871void 1050void
872object::destroy (bool destroy_inventory) 1051object::destroy ()
873{ 1052{
874 if (destroyed ()) 1053 if (destroyed ())
875 return; 1054 return;
876 1055
877 if (destroy_inventory) 1056 if (!is_head () && !head->destroyed ())
1057 {
1058 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1059 head->destroy ();
1060 return;
1061 }
1062
878 destroy_inv (false); 1063 destroy_inv_fast ();
1064
1065 if (is_head ())
1066 if (sound_destroy)
1067 play_sound (sound_destroy);
1068 else if (flag [FLAG_MONSTER])
1069 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
879 1070
880 attachable::destroy (); 1071 attachable::destroy ();
881}
882
883/*
884 * sub_weight() recursively (outwards) subtracts a number from the
885 * weight of an object (and what is carried by it's environment(s)).
886 */
887void
888sub_weight (object *op, signed long weight)
889{
890 while (op != NULL)
891 {
892 if (op->type == CONTAINER)
893 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
894
895 op->carrying -= weight;
896 op = op->env;
897 }
898} 1072}
899 1073
900/* op->remove (): 1074/* op->remove ():
901 * This function removes the object op from the linked list of objects 1075 * This function removes the object op from the linked list of objects
902 * which it is currently tied to. When this function is done, the 1076 * which it is currently tied to. When this function is done, the
903 * object will have no environment. If the object previously had an 1077 * object will have no environment. If the object previously had an
904 * environment, the x and y coordinates will be updated to 1078 * environment, the x and y coordinates will be updated to
905 * the previous environment. 1079 * the previous environment.
906 * Beware: This function is called from the editor as well!
907 */ 1080 */
908void 1081void
909object::remove_slow () 1082object::do_remove ()
910{ 1083{
911 object *tmp, *last = 0; 1084 if (flag [FLAG_REMOVED])
912 object *otmp;
913
914 if (QUERY_FLAG (this, FLAG_REMOVED))
915 return; 1085 return;
916 1086
917 SET_FLAG (this, FLAG_REMOVED);
918 INVOKE_OBJECT (REMOVE, this); 1087 INVOKE_OBJECT (REMOVE, this);
1088
1089 flag [FLAG_REMOVED] = true;
919 1090
920 if (more) 1091 if (more)
921 more->remove (); 1092 more->remove ();
922 1093
923 /* 1094 /*
924 * In this case, the object to be removed is in someones 1095 * In this case, the object to be removed is in someones
925 * inventory. 1096 * inventory.
926 */ 1097 */
927 if (env) 1098 if (env)
928 { 1099 {
929 if (nrof) 1100 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
930 sub_weight (env, weight * nrof); 1101 if (object *pl = visible_to ())
931 else 1102 esrv_del_item (pl->contr, count);
932 sub_weight (env, weight + carrying); 1103 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
933 1104
934 /* NO_FIX_PLAYER is set when a great many changes are being 1105 adjust_weight (env, total_weight (), 0);
935 * made to players inventory. If set, avoiding the call
936 * to save cpu time.
937 */
938 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
939 otmp->update_stats ();
940 1106
941 if (above) 1107 object *pl = in_player ();
942 above->below = below;
943 else
944 env->inv = below;
945
946 if (below)
947 below->above = above;
948 1108
949 /* we set up values so that it could be inserted into 1109 /* we set up values so that it could be inserted into
950 * the map, but we don't actually do that - it is up 1110 * the map, but we don't actually do that - it is up
951 * to the caller to decide what we want to do. 1111 * to the caller to decide what we want to do.
952 */ 1112 */
953 x = env->x, y = env->y;
954 map = env->map; 1113 map = env->map;
955 above = 0, below = 0; 1114 x = env->x;
1115 y = env->y;
1116
1117 // make sure cmov optimisation is applicable
1118 *(above ? &above->below : &env->inv) = below;
1119 *(below ? &below->above : &above ) = above; // &above is just a dummy
1120
1121 above = 0;
1122 below = 0;
956 env = 0; 1123 env = 0;
1124
1125 if (pl && pl->is_player ())
1126 {
1127 if (expect_false (pl->contr->combat_ob == this))
1128 {
1129 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1130 pl->contr->combat_ob = 0;
1131 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1132 }
1133
1134 if (expect_false (pl->contr->ranged_ob == this))
1135 {
1136 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1137 pl->contr->ranged_ob = 0;
1138 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1139 }
1140
1141 pl->contr->queue_stats_update ();
1142
1143 if (expect_false (glow_radius) && pl->is_on_map ())
1144 update_all_los (pl->map, pl->x, pl->y);
1145 }
957 } 1146 }
958 else if (map) 1147 else if (map)
959 { 1148 {
960 if (type == PLAYER)
961 {
962 --map->players;
963 map->touch ();
964 }
965
966 map->dirty = true; 1149 map->dirty = true;
967 mapspace &ms = this->ms (); 1150 mapspace &ms = this->ms ();
968 1151
1152 if (object *pl = ms.player ())
1153 {
1154 if (is_player ())
1155 {
1156 if (!flag [FLAG_WIZPASS])
1157 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1158
1159 // leaving a spot always closes any open container on the ground
1160 if (container && !container->env)
1161 // this causes spurious floorbox updates, but it ensures
1162 // that the CLOSE event is being sent.
1163 close_container ();
1164
1165 --map->players;
1166 map->touch ();
1167 }
1168 else if (pl->container_ () == this)
1169 {
1170 // removing a container should close it
1171 close_container ();
1172 }
1173 else
1174 esrv_del_item (pl->contr, count);
1175 }
1176
969 /* link the object above us */ 1177 /* link the object above us */
970 if (above) 1178 // re-link, make sure compiler can easily use cmove
971 above->below = below; 1179 *(above ? &above->below : &ms.top) = below;
972 else 1180 *(below ? &below->above : &ms.bot) = above;
973 ms.top = below; /* we were top, set new top */
974
975 /* Relink the object below us, if there is one */
976 if (below)
977 below->above = above;
978 else
979 {
980 /* Nothing below, which means we need to relink map object for this space
981 * use translated coordinates in case some oddness with map tiling is
982 * evident
983 */
984 if (GET_MAP_OB (map, x, y) != this)
985 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 ());
986
987 ms.bot = above; /* goes on above it. */
988 }
989 1181
990 above = 0; 1182 above = 0;
991 below = 0; 1183 below = 0;
992 1184
993 if (map->in_memory == MAP_SAVING) 1185 ms.invalidate ();
994 return;
995 1186
996 int check_walk_off = !flag [FLAG_NO_APPLY]; 1187 int check_walk_off = !flag [FLAG_NO_APPLY];
997 1188
998 for (tmp = ms.bot; tmp; tmp = tmp->above) 1189 if (object *pl = ms.player ())
999 { 1190 {
1000 /* No point updating the players look faces if he is the object 1191 if (pl->container_ () == this)
1001 * being removed.
1002 */
1003
1004 if (tmp->type == PLAYER && tmp != this)
1005 {
1006 /* If a container that the player is currently using somehow gets 1192 /* If a container that the player is currently using somehow gets
1007 * removed (most likely destroyed), update the player view 1193 * removed (most likely destroyed), update the player view
1008 * appropriately. 1194 * appropriately.
1009 */ 1195 */
1010 if (tmp->container == this) 1196 pl->close_container ();
1011 {
1012 flag [FLAG_APPLIED] = 0;
1013 tmp->container = 0;
1014 }
1015 1197
1198 //TODO: the floorbox prev/next might need updating
1199 //esrv_del_item (pl->contr, count);
1200 //TODO: update floorbox to preserve ordering
1016 if (tmp->contr->ns) 1201 if (pl->contr->ns)
1017 tmp->contr->ns->floorbox_update (); 1202 pl->contr->ns->floorbox_update ();
1203 }
1204
1205 if (check_walk_off)
1206 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1207 {
1208 above = tmp->above;
1209
1210 /* No point updating the players look faces if he is the object
1211 * being removed.
1018 } 1212 */
1019 1213
1020 /* See if object moving off should effect something */ 1214 /* See if object moving off should effect something */
1021 if (check_walk_off
1022 && ((move_type & tmp->move_off) 1215 if ((move_type & tmp->move_off)
1023 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1216 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1024 {
1025 move_apply (tmp, this, 0); 1217 move_apply (tmp, this, 0);
1026
1027 if (destroyed ())
1028 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1029 } 1218 }
1030 1219
1031 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1220 if (affects_los ())
1032 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1033 if (tmp->above == tmp)
1034 tmp->above = 0;
1035
1036 last = tmp;
1037 }
1038
1039 /* last == NULL if there are no objects on this space */
1040 //TODO: this makes little sense, why only update the topmost object?
1041 if (!last)
1042 map->at (x, y).flags_ = 0;
1043 else
1044 update_object (last, UP_OBJ_REMOVE);
1045
1046 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1047 update_all_los (map, x, y); 1221 update_all_los (map, x, y);
1048 } 1222 }
1049} 1223}
1050 1224
1051/* 1225/*
1060merge_ob (object *op, object *top) 1234merge_ob (object *op, object *top)
1061{ 1235{
1062 if (!op->nrof) 1236 if (!op->nrof)
1063 return 0; 1237 return 0;
1064 1238
1065 if (top) 1239 if (!top)
1066 for (top = op; top && top->above; top = top->above) 1240 for (top = op; top && top->above; top = top->above)
1067 ; 1241 ;
1068 1242
1069 for (; top; top = top->below) 1243 for (; top; top = top->below)
1070 {
1071 if (top == op)
1072 continue;
1073
1074 if (object::can_merge (op, top)) 1244 if (object::can_merge (op, top))
1075 { 1245 {
1076 top->nrof += op->nrof; 1246 top->nrof += op->nrof;
1077 1247
1078/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1248 if (object *pl = top->visible_to ())
1079 op->weight = 0; /* Don't want any adjustements now */ 1249 esrv_update_item (UPD_NROF, pl, top);
1250
1251 op->weight = 0; // cancel the addition above
1252 op->carrying = 0; // must be 0 already
1253
1080 op->destroy (); 1254 op->destroy ();
1255
1081 return top; 1256 return top;
1082 } 1257 }
1083 }
1084 1258
1085 return 0; 1259 return 0;
1260}
1261
1262void
1263object::expand_tail ()
1264{
1265 if (more)
1266 return;
1267
1268 object *prev = this;
1269
1270 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1271 {
1272 object *op = at->instance ();
1273
1274 op->name = name;
1275 op->name_pl = name_pl;
1276 op->title = title;
1277
1278 op->head = this;
1279 prev->more = op;
1280
1281 prev = op;
1282 }
1086} 1283}
1087 1284
1088/* 1285/*
1089 * same as insert_ob_in_map except it handles separate coordinates and does a clean 1286 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1090 * job preparing multi-part monsters. 1287 * job preparing multi-part monsters.
1091 */ 1288 */
1092object * 1289object *
1093insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1290insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1094{ 1291{
1292 op->remove ();
1293
1095 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1294 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1096 { 1295 {
1097 tmp->x = x + tmp->arch->clone.x; 1296 tmp->x = x + tmp->arch->x;
1098 tmp->y = y + tmp->arch->clone.y; 1297 tmp->y = y + tmp->arch->y;
1099 } 1298 }
1100 1299
1101 return insert_ob_in_map (op, m, originator, flag); 1300 return insert_ob_in_map (op, m, originator, flag);
1102} 1301}
1103 1302
1116 * Passing 0 for flag gives proper default values, so flag really only needs 1315 * Passing 0 for flag gives proper default values, so flag really only needs
1117 * to be set if special handling is needed. 1316 * to be set if special handling is needed.
1118 * 1317 *
1119 * Return value: 1318 * Return value:
1120 * new object if 'op' was merged with other object 1319 * new object if 'op' was merged with other object
1121 * NULL if 'op' was destroyed 1320 * NULL if there was an error (destroyed, blocked etc.)
1122 * just 'op' otherwise 1321 * just 'op' otherwise
1123 */ 1322 */
1124object * 1323object *
1125insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1324insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1126{ 1325{
1127 object *tmp, *top, *floor = NULL;
1128
1129 if (QUERY_FLAG (op, FLAG_FREED))
1130 {
1131 LOG (llevError, "Trying to insert freed object!\n");
1132 return NULL;
1133 }
1134
1135 if (!QUERY_FLAG (op, FLAG_REMOVED))
1136 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1137
1138 op->remove (); 1326 op->remove ();
1139 1327
1140 if (!m) 1328 if (m == &freed_map)//D TODO: remove soon
1141 { 1329 {//D
1142 char *dump = dump_object (op); 1330 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1143 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1144 free (dump);
1145 return op;
1146 } 1331 }//D
1147
1148 if (out_of_map (m, op->x, op->y))
1149 {
1150 char *dump = dump_object (op);
1151 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1152#ifdef MANY_CORES
1153 /* Better to catch this here, as otherwise the next use of this object
1154 * is likely to cause a crash. Better to find out where it is getting
1155 * improperly inserted.
1156 */
1157 abort ();
1158#endif
1159 free (dump);
1160 return op;
1161 }
1162
1163 if (object *more = op->more)
1164 {
1165 if (!insert_ob_in_map (more, m, originator, flag))
1166 {
1167 if (!op->head)
1168 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1169
1170 return 0;
1171 }
1172 }
1173
1174 CLEAR_FLAG (op, FLAG_REMOVED);
1175 1332
1176 /* Ideally, the caller figures this out. However, it complicates a lot 1333 /* Ideally, the caller figures this out. However, it complicates a lot
1177 * of areas of callers (eg, anything that uses find_free_spot would now 1334 * of areas of callers (eg, anything that uses find_free_spot would now
1178 * need extra work 1335 * need extra work
1179 */ 1336 */
1337 maptile *newmap = m;
1180 if (!xy_normalise (m, op->x, op->y)) 1338 if (!xy_normalise (newmap, op->x, op->y))
1339 {
1340 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1181 return 0; 1341 return 0;
1342 }
1182 1343
1344 if (object *more = op->more)
1345 if (!insert_ob_in_map (more, m, originator, flag))
1346 return 0;
1347
1348 op->flag [FLAG_REMOVED] = false;
1349 op->env = 0;
1183 op->map = m; 1350 op->map = newmap;
1351
1184 mapspace &ms = op->ms (); 1352 mapspace &ms = op->ms ();
1185 1353
1186 /* this has to be done after we translate the coordinates. 1354 /* this has to be done after we translate the coordinates.
1187 */ 1355 */
1188 if (op->nrof && !(flag & INS_NO_MERGE)) 1356 if (op->nrof && !(flag & INS_NO_MERGE))
1189 for (tmp = ms.bot; tmp; tmp = tmp->above) 1357 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1190 if (object::can_merge (op, tmp)) 1358 if (object::can_merge (op, tmp))
1191 { 1359 {
1360 // TODO: we actually want to update tmp, not op,
1361 // but some caller surely breaks when we return tmp
1362 // from here :/
1192 op->nrof += tmp->nrof; 1363 op->nrof += tmp->nrof;
1193 tmp->destroy (); 1364 tmp->destroy ();
1194 } 1365 }
1195 1366
1196 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1367 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1197 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1368 op->clr_flag (FLAG_INV_LOCKED);
1198 1369
1199 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1370 if (!op->flag [FLAG_ALIVE])
1200 CLEAR_FLAG (op, FLAG_NO_STEAL); 1371 op->clr_flag (FLAG_NO_STEAL);
1201 1372
1202 if (flag & INS_BELOW_ORIGINATOR) 1373 if (flag & INS_BELOW_ORIGINATOR)
1203 { 1374 {
1204 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1375 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1205 { 1376 {
1206 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1377 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1207 abort (); 1378 abort ();
1208 } 1379 }
1209 1380
1381 if (!originator->is_on_map ())
1382 {
1383 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1384 op->debug_desc (), originator->debug_desc ());
1385 abort ();
1386 }
1387
1210 op->above = originator; 1388 op->above = originator;
1211 op->below = originator->below; 1389 op->below = originator->below;
1212
1213 if (op->below)
1214 op->below->above = op;
1215 else
1216 ms.bot = op;
1217
1218 /* since *below* originator, no need to update top */
1219 originator->below = op; 1390 originator->below = op;
1391
1392 *(op->below ? &op->below->above : &ms.bot) = op;
1220 } 1393 }
1221 else 1394 else
1222 { 1395 {
1223 top = ms.bot; 1396 object *floor = 0;
1397 object *top = ms.top;
1224 1398
1225 /* If there are other objects, then */ 1399 /* If there are other objects, then */
1226 if ((!(flag & INS_MAP_LOAD)) && top) 1400 if (top)
1227 { 1401 {
1228 object *last = 0;
1229
1230 /* 1402 /*
1231 * If there are multiple objects on this space, we do some trickier handling. 1403 * If there are multiple objects on this space, we do some trickier handling.
1232 * We've already dealt with merging if appropriate. 1404 * We've already dealt with merging if appropriate.
1233 * Generally, we want to put the new object on top. But if 1405 * Generally, we want to put the new object on top. But if
1234 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1406 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1235 * floor, we want to insert above that and no further. 1407 * floor, we want to insert above that and no further.
1236 * Also, if there are spell objects on this space, we stop processing 1408 * Also, if there are spell objects on this space, we stop processing
1237 * once we get to them. This reduces the need to traverse over all of 1409 * once we get to them. This reduces the need to traverse over all of
1238 * them when adding another one - this saves quite a bit of cpu time 1410 * them when adding another one - this saves quite a bit of cpu time
1239 * when lots of spells are cast in one area. Currently, it is presumed 1411 * when lots of spells are cast in one area. Currently, it is presumed
1240 * that flying non pickable objects are spell objects. 1412 * that flying non pickable objects are spell objects.
1241 */ 1413 */
1242 for (top = ms.bot; top; top = top->above) 1414 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1243 { 1415 {
1244 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1416 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1245 floor = top; 1417 floor = tmp;
1246 1418
1247 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1419 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1248 { 1420 {
1249 /* We insert above top, so we want this object below this */ 1421 /* We insert above top, so we want this object below this */
1250 top = top->below; 1422 top = tmp->below;
1251 break; 1423 break;
1252 } 1424 }
1253 1425
1254 last = top; 1426 top = tmp;
1255 } 1427 }
1256
1257 /* Don't want top to be NULL, so set it to the last valid object */
1258 top = last;
1259 1428
1260 /* We let update_position deal with figuring out what the space 1429 /* We let update_position deal with figuring out what the space
1261 * looks like instead of lots of conditions here. 1430 * looks like instead of lots of conditions here.
1262 * makes things faster, and effectively the same result. 1431 * makes things faster, and effectively the same result.
1263 */ 1432 */
1264 1433
1265 /* Have object 'fall below' other objects that block view. 1434 /* Have object 'fall below' other objects that block view.
1266 * Unless those objects are exits, type 66 1435 * Unless those objects are exits.
1267 * If INS_ON_TOP is used, don't do this processing 1436 * If INS_ON_TOP is used, don't do this processing
1268 * Need to find the object that in fact blocks view, otherwise 1437 * Need to find the object that in fact blocks view, otherwise
1269 * stacking is a bit odd. 1438 * stacking is a bit odd.
1270 */ 1439 */
1271 if (!(flag & INS_ON_TOP) 1440 if (!(flag & INS_ON_TOP)
1272 && ms.flags () & P_BLOCKSVIEW 1441 && ms.flags () & P_BLOCKSVIEW
1273 && (op->face && !op->face->visibility)) 1442 && (op->face && !faces [op->face].visibility))
1274 { 1443 {
1444 object *last;
1445
1275 for (last = top; last != floor; last = last->below) 1446 for (last = top; last != floor; last = last->below)
1276 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1447 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1277 break; 1448 break;
1278 1449
1279 /* Check to see if we found the object that blocks view, 1450 /* Check to see if we found the object that blocks view,
1280 * and make sure we have a below pointer for it so that 1451 * and make sure we have a below pointer for it so that
1281 * we can get inserted below this one, which requires we 1452 * we can get inserted below this one, which requires we
1284 if (last && last->below && last != floor) 1455 if (last && last->below && last != floor)
1285 top = last->below; 1456 top = last->below;
1286 } 1457 }
1287 } /* If objects on this space */ 1458 } /* If objects on this space */
1288 1459
1289 if (flag & INS_MAP_LOAD)
1290 top = ms.top;
1291
1292 if (flag & INS_ABOVE_FLOOR_ONLY) 1460 if (flag & INS_ABOVE_FLOOR_ONLY)
1293 top = floor; 1461 top = floor;
1294 1462
1295 /* Top is the object that our object (op) is going to get inserted above. 1463 // insert object above top, or bottom-most if top = 0
1296 */
1297
1298 /* First object on this space */
1299 if (!top) 1464 if (!top)
1300 { 1465 {
1466 op->below = 0;
1301 op->above = ms.bot; 1467 op->above = ms.bot;
1302
1303 if (op->above)
1304 op->above->below = op;
1305
1306 op->below = 0;
1307 ms.bot = op; 1468 ms.bot = op;
1469
1470 *(op->above ? &op->above->below : &ms.top) = op;
1308 } 1471 }
1309 else 1472 else
1310 { /* get inserted into the stack above top */ 1473 {
1311 op->above = top->above; 1474 op->above = top->above;
1312
1313 if (op->above)
1314 op->above->below = op; 1475 top->above = op;
1315 1476
1316 op->below = top; 1477 op->below = top;
1317 top->above = op; 1478 *(op->above ? &op->above->below : &ms.top) = op;
1318 } 1479 }
1480 }
1319 1481
1320 if (!op->above) 1482 if (op->is_player ())
1321 ms.top = op;
1322 } /* else not INS_BELOW_ORIGINATOR */
1323
1324 if (op->type == PLAYER)
1325 { 1483 {
1326 op->contr->do_los = 1; 1484 op->contr->do_los = 1;
1327 ++op->map->players; 1485 ++op->map->players;
1328 op->map->touch (); 1486 op->map->touch ();
1329 } 1487 }
1330 1488
1331 op->map->dirty = true; 1489 op->map->dirty = true;
1332 1490
1333 /* If we have a floor, we know the player, if any, will be above
1334 * it, so save a few ticks and start from there.
1335 */
1336 if (!(flag & INS_MAP_LOAD))
1337 if (object *pl = ms.player ()) 1491 if (object *pl = ms.player ())
1492 //TODO: the floorbox prev/next might need updating
1493 //esrv_send_item (pl, op);
1494 //TODO: update floorbox to preserve ordering
1338 if (pl->contr->ns) 1495 if (pl->contr->ns)
1339 pl->contr->ns->floorbox_update (); 1496 pl->contr->ns->floorbox_update ();
1340 1497
1341 /* If this object glows, it may affect lighting conditions that are 1498 /* If this object glows, it may affect lighting conditions that are
1342 * visible to others on this map. But update_all_los is really 1499 * visible to others on this map. But update_all_los is really
1343 * an inefficient way to do this, as it means los for all players 1500 * an inefficient way to do this, as it means los for all players
1344 * on the map will get recalculated. The players could very well 1501 * on the map will get recalculated. The players could very well
1345 * be far away from this change and not affected in any way - 1502 * be far away from this change and not affected in any way -
1346 * this should get redone to only look for players within range, 1503 * this should get redone to only look for players within range,
1347 * or just updating the P_UPTODATE for spaces within this area 1504 * or just updating the P_UPTODATE for spaces within this area
1348 * of effect may be sufficient. 1505 * of effect may be sufficient.
1349 */ 1506 */
1350 if (op->map->darkness && (op->glow_radius != 0)) 1507 if (op->affects_los ())
1508 {
1509 op->ms ().invalidate ();
1351 update_all_los (op->map, op->x, op->y); 1510 update_all_los (op->map, op->x, op->y);
1511 }
1352 1512
1353 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1513 /* updates flags (blocked, alive, no magic, etc) for this map space */
1354 update_object (op, UP_OBJ_INSERT); 1514 update_object (op, UP_OBJ_INSERT);
1355 1515
1356 INVOKE_OBJECT (INSERT, op); 1516 INVOKE_OBJECT (INSERT, op);
1363 * blocked() and wall() work properly), and these flags are updated by 1523 * blocked() and wall() work properly), and these flags are updated by
1364 * update_object(). 1524 * update_object().
1365 */ 1525 */
1366 1526
1367 /* if this is not the head or flag has been passed, don't check walk on status */ 1527 /* if this is not the head or flag has been passed, don't check walk on status */
1368 if (!(flag & INS_NO_WALK_ON) && !op->head) 1528 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1369 { 1529 {
1370 if (check_move_on (op, originator)) 1530 if (check_move_on (op, originator, flag))
1371 return 0; 1531 return 0;
1372 1532
1373 /* If we are a multi part object, lets work our way through the check 1533 /* If we are a multi part object, let's work our way through the check
1374 * walk on's. 1534 * walk on's.
1375 */ 1535 */
1376 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1536 for (object *tmp = op->more; tmp; tmp = tmp->more)
1377 if (check_move_on (tmp, originator)) 1537 if (check_move_on (tmp, originator, flag))
1378 return 0; 1538 return 0;
1379 } 1539 }
1380 1540
1381 return op; 1541 return op;
1382} 1542}
1383 1543
1384/* this function inserts an object in the map, but if it 1544/* this function inserts an object in the map, but if it
1385 * finds an object of its own type, it'll remove that one first. 1545 * finds an object of its own type, it'll remove that one first.
1386 * op is the object to insert it under: supplies x and the map. 1546 * op is the object to insert it under: supplies x and the map.
1387 */ 1547 */
1388void 1548void
1389replace_insert_ob_in_map (const char *arch_string, object *op) 1549replace_insert_ob_in_map (shstr_tmp archname, object *op)
1390{ 1550{
1391 object *tmp, *tmp1;
1392
1393 /* first search for itself and remove any old instances */ 1551 /* first search for itself and remove any old instances */
1394 1552
1395 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1553 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1396 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1554 if (tmp->arch->archname == archname) /* same archetype */
1397 tmp->destroy (); 1555 tmp->destroy ();
1398 1556
1399 tmp1 = arch_to_object (archetype::find (arch_string)); 1557 object *tmp = archetype::find (archname)->instance ();
1400 1558
1401 tmp1->x = op->x; 1559 tmp->x = op->x;
1402 tmp1->y = op->y; 1560 tmp->y = op->y;
1561
1403 insert_ob_in_map (tmp1, op->map, op, 0); 1562 insert_ob_in_map (tmp, op->map, op, 0);
1404} 1563}
1405 1564
1406object * 1565object *
1407object::insert_at (object *where, object *originator, int flags) 1566object::insert_at (object *where, object *originator, int flags)
1408{ 1567{
1568 if (where->env)
1569 return where->env->insert (this);
1570 else
1409 where->map->insert (this, where->x, where->y, originator, flags); 1571 return where->map->insert (this, where->x, where->y, originator, flags);
1410} 1572}
1411 1573
1412/* 1574// check whether we can put this into the map, respect max_volume, max_items
1413 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1575bool
1414 * is returned contains nr objects, and the remaining parts contains 1576object::can_drop_at (maptile *m, int x, int y, object *originator)
1415 * the rest (or is removed and freed if that number is 0).
1416 * On failure, NULL is returned, and the reason put into the
1417 * global static errmsg array.
1418 */
1419object *
1420get_split_ob (object *orig_ob, uint32 nr)
1421{ 1577{
1422 object *newob; 1578 mapspace &ms = m->at (x, y);
1423 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1424 1579
1425 if (orig_ob->nrof < nr) 1580 int items = ms.items ();
1426 {
1427 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1428 return NULL;
1429 }
1430 1581
1431 newob = object_create_clone (orig_ob); 1582 if (!items // testing !items ensures we can drop at least one item
1583 || (items < m->max_items
1584 && ms.volume () < m->max_volume))
1585 return true;
1432 1586
1433 if ((orig_ob->nrof -= nr) < 1) 1587 if (originator)
1434 orig_ob->destroy (1); 1588 originator->failmsgf (
1435 else if (!is_removed) 1589 "No matter how hard you try, you just cannot put the %s here! H<Try to remove some items from the floor first.>",
1436 { 1590 query_name ()
1437 if (orig_ob->env != NULL) 1591 );
1438 sub_weight (orig_ob->env, orig_ob->weight * nr);
1439 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1440 {
1441 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1442 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1443 return NULL;
1444 }
1445 }
1446 1592
1447 newob->nrof = nr; 1593 return false;
1448
1449 return newob;
1450} 1594}
1451 1595
1452/* 1596/*
1453 * decrease_ob_nr(object, number) decreases a specified number from 1597 * decrease(object, number) decreases a specified number from
1454 * the amount of an object. If the amount reaches 0, the object 1598 * the amount of an object. If the amount reaches 0, the object
1455 * is subsequently removed and freed. 1599 * is subsequently removed and freed.
1456 * 1600 *
1457 * Return value: 'op' if something is left, NULL if the amount reached 0 1601 * Return value: 'op' if something is left, NULL if the amount reached 0
1458 */ 1602 */
1603bool
1604object::decrease (sint32 nr)
1605{
1606 if (!nr)
1607 return true;
1459 1608
1609 nr = min (nr, nrof);
1610
1611 if (nrof > nr)
1612 {
1613 weight_t oweight = total_weight ();
1614
1615 nrof -= nr;
1616
1617 if (object *pl = visible_to ())
1618 esrv_update_item (UPD_NROF, pl, this);
1619
1620 adjust_weight (env, oweight, total_weight ());
1621
1622 return true;
1623 }
1624 else
1625 {
1626 destroy ();
1627 return false;
1628 }
1629}
1630
1631/*
1632 * split(ob,nr) splits up ob into two parts. The part which
1633 * is returned contains nr objects, and the remaining parts contains
1634 * the rest (or is removed and returned if that number is 0).
1635 * On failure, NULL is returned.
1636 */
1460object * 1637object *
1461decrease_ob_nr (object *op, uint32 i) 1638object::split (sint32 nr)
1462{ 1639{
1463 object *tmp; 1640 int have = number_of ();
1464 1641
1465 if (i == 0) /* objects with op->nrof require this check */ 1642 if (have < nr)
1466 return op; 1643 return 0;
1467 1644 else if (have == nr)
1468 if (i > op->nrof)
1469 i = op->nrof;
1470
1471 if (QUERY_FLAG (op, FLAG_REMOVED))
1472 op->nrof -= i;
1473 else if (op->env)
1474 { 1645 {
1475 /* is this object in the players inventory, or sub container
1476 * therein?
1477 */
1478 tmp = op->in_player ();
1479 /* nope. Is this a container the player has opened?
1480 * If so, set tmp to that player.
1481 * IMO, searching through all the players will mostly
1482 * likely be quicker than following op->env to the map,
1483 * and then searching the map for a player.
1484 */
1485 if (!tmp)
1486 for_all_players (pl)
1487 if (pl->ob->container == op->env)
1488 {
1489 tmp = pl->ob;
1490 break;
1491 }
1492
1493 if (i < op->nrof)
1494 {
1495 sub_weight (op->env, op->weight * i);
1496 op->nrof -= i;
1497 if (tmp)
1498 esrv_send_item (tmp, op);
1499 }
1500 else
1501 {
1502 op->remove (); 1646 remove ();
1503 op->nrof = 0; 1647 return this;
1504 if (tmp)
1505 esrv_del_item (tmp->contr, op->count);
1506 }
1507 } 1648 }
1508 else 1649 else
1509 { 1650 {
1510 object *above = op->above; 1651 decrease (nr);
1511 1652
1512 if (i < op->nrof) 1653 object *op = deep_clone ();
1513 op->nrof -= i; 1654 op->nrof = nr;
1514 else
1515 {
1516 op->remove ();
1517 op->nrof = 0;
1518 }
1519
1520 /* Since we just removed op, op->above is null */
1521 for (tmp = above; tmp; tmp = tmp->above)
1522 if (tmp->type == PLAYER)
1523 {
1524 if (op->nrof)
1525 esrv_send_item (tmp, op);
1526 else
1527 esrv_del_item (tmp->contr, op->count);
1528 }
1529 }
1530
1531 if (op->nrof)
1532 return op; 1655 return op;
1533 else
1534 {
1535 op->destroy ();
1536 return 0;
1537 }
1538}
1539
1540/*
1541 * add_weight(object, weight) adds the specified weight to an object,
1542 * and also updates how much the environment(s) is/are carrying.
1543 */
1544
1545void
1546add_weight (object *op, signed long weight)
1547{
1548 while (op != NULL)
1549 {
1550 if (op->type == CONTAINER)
1551 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1552
1553 op->carrying += weight;
1554 op = op->env;
1555 } 1656 }
1556} 1657}
1557 1658
1558object * 1659object *
1559insert_ob_in_ob (object *op, object *where) 1660insert_ob_in_ob (object *op, object *where)
1564 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1665 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1565 free (dump); 1666 free (dump);
1566 return op; 1667 return op;
1567 } 1668 }
1568 1669
1569 if (where->head) 1670 if (where->head_ () != where)
1570 { 1671 {
1571 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1672 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1572 where = where->head; 1673 where = where->head;
1573 } 1674 }
1574 1675
1575 return where->insert (op); 1676 return where->insert (op);
1576} 1677}
1578/* 1679/*
1579 * env->insert (op) 1680 * env->insert (op)
1580 * This function inserts the object op in the linked list 1681 * This function inserts the object op in the linked list
1581 * inside the object environment. 1682 * inside the object environment.
1582 * 1683 *
1583 * The function returns now pointer to inserted item, and return value can 1684 * The function returns now pointer to inserted item, and return value can
1584 * be != op, if items are merged. -Tero 1685 * be != op, if items are merged. -Tero
1585 */ 1686 */
1586
1587object * 1687object *
1588object::insert (object *op) 1688object::insert (object *op)
1589{ 1689{
1590 object *tmp, *otmp;
1591
1592 if (!QUERY_FLAG (op, FLAG_REMOVED))
1593 op->remove ();
1594
1595 if (op->more) 1690 if (op->more)
1596 { 1691 {
1597 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1692 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1598 return op; 1693 return op;
1599 } 1694 }
1600 1695
1601 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1696 op->remove ();
1602 CLEAR_FLAG (op, FLAG_REMOVED); 1697
1698 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1699
1603 if (op->nrof) 1700 if (op->nrof)
1604 {
1605 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1701 for (object *tmp = inv; tmp; tmp = tmp->below)
1606 if (object::can_merge (tmp, op)) 1702 if (object::can_merge (tmp, op))
1607 { 1703 {
1608 /* return the original object and remove inserted object 1704 /* return the original object and remove inserted object
1609 (client needs the original object) */ 1705 (client prefers the original object) */
1706
1707 // carrying must be 0 for mergable objects
1708 weight_t oweight = weight_t (tmp->weight) * tmp->nrof;
1709
1610 tmp->nrof += op->nrof; 1710 tmp->nrof += op->nrof;
1611 /* Weight handling gets pretty funky. Since we are adding to 1711
1612 * tmp->nrof, we need to increase the weight. 1712 if (object *pl = tmp->visible_to ())
1613 */ 1713 esrv_update_item (UPD_NROF, pl, tmp);
1714
1614 add_weight (this, op->weight * op->nrof); 1715 adjust_weight (this, oweight, weight_t (tmp->weight) * tmp->nrof);
1615 SET_FLAG (op, FLAG_REMOVED); 1716
1616 op->destroy (); /* free the inserted object */ 1717 op->destroy ();
1617 op = tmp; 1718 op = tmp;
1618 op->remove (); /* and fix old object's links */ 1719 goto inserted;
1619 CLEAR_FLAG (op, FLAG_REMOVED);
1620 break;
1621 } 1720 }
1622 1721
1623 /* I assume combined objects have no inventory 1722 op->owner = 0; // it's his/hers now. period.
1624 * We add the weight - this object could have just been removed
1625 * (if it was possible to merge). calling remove_ob will subtract
1626 * the weight, so we need to add it in again, since we actually do
1627 * the linking below
1628 */
1629 add_weight (this, op->weight * op->nrof);
1630 }
1631 else
1632 add_weight (this, (op->weight + op->carrying));
1633
1634 otmp = this->in_player ();
1635 if (otmp && otmp->contr)
1636 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1637 otmp->update_stats ();
1638
1639 op->map = 0; 1723 op->map = 0;
1640 op->env = this; 1724 op->x = 0;
1725 op->y = 0;
1726
1641 op->above = 0; 1727 op->above = 0;
1642 op->below = 0; 1728 op->below = inv;
1643 op->x = 0, op->y = 0; 1729 op->env = this;
1644 1730
1731 if (inv)
1732 inv->above = op;
1733
1734 inv = op;
1735
1736 op->flag [FLAG_REMOVED] = 0;
1737
1738 if (object *pl = op->visible_to ())
1739 esrv_send_item (pl, op);
1740
1741 adjust_weight (this, 0, op->total_weight ());
1742
1743inserted:
1645 /* reset the light list and los of the players on the map */ 1744 /* reset the light list and los of the players on the map */
1646 if ((op->glow_radius != 0) && map) 1745 if (op->glow_radius && is_on_map ())
1647 { 1746 {
1648#ifdef DEBUG_LIGHTS 1747 update_stats ();
1649 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1650#endif /* DEBUG_LIGHTS */
1651 if (map->darkness)
1652 update_all_los (map, x, y); 1748 update_all_los (map, x, y);
1653 }
1654
1655 /* Client has no idea of ordering so lets not bother ordering it here.
1656 * It sure simplifies this function...
1657 */
1658 if (!inv)
1659 inv = op;
1660 else
1661 { 1749 }
1662 op->below = inv; 1750 else if (is_player ())
1663 op->below->above = op; 1751 // if this is a player's inventory, update stats
1664 inv = op; 1752 contr->queue_stats_update ();
1665 }
1666 1753
1667 INVOKE_OBJECT (INSERT, this); 1754 INVOKE_OBJECT (INSERT, this);
1668 1755
1669 return op; 1756 return op;
1670} 1757}
1688 * MSW 2001-07-08: Check all objects on space, not just those below 1775 * MSW 2001-07-08: Check all objects on space, not just those below
1689 * object being inserted. insert_ob_in_map may not put new objects 1776 * object being inserted. insert_ob_in_map may not put new objects
1690 * on top. 1777 * on top.
1691 */ 1778 */
1692int 1779int
1693check_move_on (object *op, object *originator) 1780check_move_on (object *op, object *originator, int flags)
1694{ 1781{
1782 if (op->flag [FLAG_NO_APPLY])
1783 return 0;
1784
1695 object *tmp; 1785 object *tmp;
1696 maptile *m = op->map; 1786 maptile *m = op->map;
1697 int x = op->x, y = op->y; 1787 int x = op->x, y = op->y;
1698 1788
1699 MoveType move_on, move_slow, move_block; 1789 mapspace &ms = m->at (x, y);
1700 1790
1701 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1791 ms.update ();
1702 return 0;
1703 1792
1704 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1793 MoveType move_on = ms.move_on;
1705 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1794 MoveType move_slow = ms.move_slow;
1706 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1795 MoveType move_block = ms.move_block;
1707 1796
1708 /* if nothing on this space will slow op down or be applied, 1797 /* if nothing on this space will slow op down or be applied,
1709 * no need to do checking below. have to make sure move_type 1798 * no need to do checking below. have to make sure move_type
1710 * is set, as lots of objects don't have it set - we treat that 1799 * is set, as lots of objects don't have it set - we treat that
1711 * as walking. 1800 * as walking.
1720 */ 1809 */
1721 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0) 1810 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1722 return 0; 1811 return 0;
1723 1812
1724 /* The objects have to be checked from top to bottom. 1813 /* The objects have to be checked from top to bottom.
1725 * Hence, we first go to the top: 1814 * Hence, we first go to the top:
1726 */ 1815 */
1727 1816 for (object *next, *tmp = ms.top; tmp; tmp = next)
1728 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1729 {
1730 /* Trim the search when we find the first other spell effect
1731 * this helps performance so that if a space has 50 spell objects,
1732 * we don't need to check all of them.
1733 */
1734 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1735 break;
1736 } 1817 {
1818 next = tmp->below;
1737 1819
1738 for (; tmp; tmp = tmp->below)
1739 {
1740 if (tmp == op) 1820 if (tmp == op)
1741 continue; /* Can't apply yourself */ 1821 continue; /* Can't apply yourself */
1742 1822
1743 /* Check to see if one of the movement types should be slowed down. 1823 /* Check to see if one of the movement types should be slowed down.
1744 * Second check makes sure that the movement types not being slowed 1824 * Second check makes sure that the movement types not being slowed
1745 * (~slow_move) is not blocked on this space - just because the 1825 * (~slow_move) is not blocked on this space - just because the
1746 * space doesn't slow down swimming (for example), if you can't actually 1826 * space doesn't slow down swimming (for example), if you can't actually
1747 * swim on that space, can't use it to avoid the penalty. 1827 * swim on that space, can't use it to avoid the penalty.
1748 */ 1828 */
1749 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1829 if (!op->flag [FLAG_WIZPASS])
1750 { 1830 {
1751 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1831 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1752 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1832 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1753 { 1833 {
1754
1755 float
1756 diff = tmp->move_slow_penalty * fabs (op->speed); 1834 float diff = tmp->move_slow_penalty * fabs (op->speed);
1757 1835
1758 if (op->type == PLAYER) 1836 if (op->is_player ())
1759 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1837 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1760 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1838 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1761 diff /= 4.0; 1839 diff /= 4.0;
1762 1840
1763 op->speed_left -= diff; 1841 op->speed_left -= diff;
1764 } 1842 }
1765 } 1843 }
1766 1844
1767 /* Basically same logic as above, except now for actual apply. */ 1845 /* Basically same logic as above, except now for actual apply. */
1768 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1846 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1769 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1847 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1770 { 1848 {
1849 if ((flags & INS_NO_AUTO_EXIT)
1850 && (tmp->type == EXIT || tmp->type == TELEPORTER
1851 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1852 continue;
1853
1771 move_apply (tmp, op, originator); 1854 move_apply (tmp, op, originator);
1772 1855
1773 if (op->destroyed ()) 1856 if (op->destroyed ())
1774 return 1; 1857 return 1;
1775 1858
1798 LOG (llevError, "Present_arch called outside map.\n"); 1881 LOG (llevError, "Present_arch called outside map.\n");
1799 return NULL; 1882 return NULL;
1800 } 1883 }
1801 1884
1802 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1885 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1803 if (tmp->arch == at) 1886 if (tmp->arch->archname == at->archname)
1804 return tmp; 1887 return tmp;
1805 1888
1806 return NULL; 1889 return NULL;
1807} 1890}
1808 1891
1872 * The first matching object is returned, or NULL if none. 1955 * The first matching object is returned, or NULL if none.
1873 */ 1956 */
1874object * 1957object *
1875present_arch_in_ob (const archetype *at, const object *op) 1958present_arch_in_ob (const archetype *at, const object *op)
1876{ 1959{
1877 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1960 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1878 if (tmp->arch == at) 1961 if (tmp->arch->archname == at->archname)
1879 return tmp; 1962 return tmp;
1880 1963
1881 return NULL; 1964 return NULL;
1882} 1965}
1883 1966
1885 * activate recursively a flag on an object inventory 1968 * activate recursively a flag on an object inventory
1886 */ 1969 */
1887void 1970void
1888flag_inv (object *op, int flag) 1971flag_inv (object *op, int flag)
1889{ 1972{
1890 if (op->inv)
1891 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1973 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1892 { 1974 {
1893 SET_FLAG (tmp, flag); 1975 tmp->set_flag (flag);
1894 flag_inv (tmp, flag); 1976 flag_inv (tmp, flag);
1895 } 1977 }
1896} 1978}
1897 1979
1898/* 1980/*
1899 * deactivate recursively a flag on an object inventory 1981 * deactivate recursively a flag on an object inventory
1900 */ 1982 */
1901void 1983void
1902unflag_inv (object *op, int flag) 1984unflag_inv (object *op, int flag)
1903{ 1985{
1904 if (op->inv)
1905 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1986 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1906 { 1987 {
1907 CLEAR_FLAG (tmp, flag); 1988 tmp->clr_flag (flag);
1908 unflag_inv (tmp, flag); 1989 unflag_inv (tmp, flag);
1909 } 1990 }
1910}
1911
1912/*
1913 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1914 * all it's inventory (recursively).
1915 * If checksums are used, a player will get set_cheat called for
1916 * him/her-self and all object carried by a call to this function.
1917 */
1918void
1919set_cheat (object *op)
1920{
1921 SET_FLAG (op, FLAG_WAS_WIZ);
1922 flag_inv (op, FLAG_WAS_WIZ);
1923} 1991}
1924 1992
1925/* 1993/*
1926 * find_free_spot(object, map, x, y, start, stop) will search for 1994 * find_free_spot(object, map, x, y, start, stop) will search for
1927 * a spot at the given map and coordinates which will be able to contain 1995 * a spot at the given map and coordinates which will be able to contain
1929 * to search (see the freearr_x/y[] definition). 1997 * to search (see the freearr_x/y[] definition).
1930 * It returns a random choice among the alternatives found. 1998 * It returns a random choice among the alternatives found.
1931 * start and stop are where to start relative to the free_arr array (1,9 1999 * start and stop are where to start relative to the free_arr array (1,9
1932 * does all 4 immediate directions). This returns the index into the 2000 * does all 4 immediate directions). This returns the index into the
1933 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2001 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1934 * Note - this only checks to see if there is space for the head of the
1935 * object - if it is a multispace object, this should be called for all
1936 * pieces.
1937 * Note2: This function does correctly handle tiled maps, but does not 2002 * Note: This function does correctly handle tiled maps, but does not
1938 * inform the caller. However, insert_ob_in_map will update as 2003 * inform the caller. However, insert_ob_in_map will update as
1939 * necessary, so the caller shouldn't need to do any special work. 2004 * necessary, so the caller shouldn't need to do any special work.
1940 * Note - updated to take an object instead of archetype - this is necessary 2005 * Note - updated to take an object instead of archetype - this is necessary
1941 * because arch_blocked (now ob_blocked) needs to know the movement type 2006 * because arch_blocked (now ob_blocked) needs to know the movement type
1942 * to know if the space in question will block the object. We can't use 2007 * to know if the space in question will block the object. We can't use
1943 * the archetype because that isn't correct if the monster has been 2008 * the archetype because that isn't correct if the monster has been
1944 * customized, changed states, etc. 2009 * customized, changed states, etc.
1945 */ 2010 */
1946int 2011int
1947find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2012find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1948{ 2013{
1949 int index = 0, flag;
1950 int altern[SIZEOFFREE]; 2014 int altern[SIZEOFFREE];
2015 int index = 0;
1951 2016
1952 for (int i = start; i < stop; i++) 2017 for (int i = start; i < stop; i++)
1953 { 2018 {
1954 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2019 mapxy pos (m, x, y); pos.move (i);
1955 if (!flag) 2020
2021 if (!pos.normalise ())
2022 continue;
2023
2024 mapspace &ms = *pos;
2025
2026 if (ms.flags () & P_IS_ALIVE)
2027 continue;
2028
2029 /* However, often
2030 * ob doesn't have any move type (when used to place exits)
2031 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2032 */
2033 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2034 {
1956 altern [index++] = i; 2035 altern [index++] = i;
2036 continue;
2037 }
1957 2038
1958 /* Basically, if we find a wall on a space, we cut down the search size. 2039 /* Basically, if we find a wall on a space, we cut down the search size.
1959 * In this way, we won't return spaces that are on another side of a wall. 2040 * In this way, we won't return spaces that are on another side of a wall.
1960 * This mostly work, but it cuts down the search size in all directions - 2041 * This mostly work, but it cuts down the search size in all directions -
1961 * if the space being examined only has a wall to the north and empty 2042 * if the space being examined only has a wall to the north and empty
1962 * spaces in all the other directions, this will reduce the search space 2043 * spaces in all the other directions, this will reduce the search space
1963 * to only the spaces immediately surrounding the target area, and 2044 * to only the spaces immediately surrounding the target area, and
1964 * won't look 2 spaces south of the target space. 2045 * won't look 2 spaces south of the target space.
1965 */ 2046 */
1966 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2047 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2048 {
1967 stop = maxfree[i]; 2049 stop = maxfree[i];
2050 continue;
2051 }
2052
2053 /* Note it is intentional that we check ob - the movement type of the
2054 * head of the object should correspond for the entire object.
2055 */
2056 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2057 continue;
2058
2059 if (ob->blocked (pos.m, pos.x, pos.y))
2060 continue;
2061
2062 altern [index++] = i;
1968 } 2063 }
1969 2064
1970 if (!index) 2065 if (!index)
1971 return -1; 2066 return -1;
1972 2067
1973 return altern[RANDOM () % index]; 2068 return altern [rndm (index)];
1974} 2069}
1975 2070
1976/* 2071/*
1977 * find_first_free_spot(archetype, maptile, x, y) works like 2072 * find_first_free_spot(archetype, maptile, x, y) works like
1978 * find_free_spot(), but it will search max number of squares. 2073 * find_free_spot(), but it will search max number of squares.
1981 */ 2076 */
1982int 2077int
1983find_first_free_spot (const object *ob, maptile *m, int x, int y) 2078find_first_free_spot (const object *ob, maptile *m, int x, int y)
1984{ 2079{
1985 for (int i = 0; i < SIZEOFFREE; i++) 2080 for (int i = 0; i < SIZEOFFREE; i++)
1986 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2081 if (!ob->blocked (m, x + DIRX (i), y + DIRY (i)))
1987 return i; 2082 return i;
1988 2083
1989 return -1; 2084 return -1;
1990} 2085}
1991 2086
1999{ 2094{
2000 arr += begin; 2095 arr += begin;
2001 end -= begin; 2096 end -= begin;
2002 2097
2003 while (--end) 2098 while (--end)
2004 swap (arr [end], arr [RANDOM () % (end + 1)]); 2099 swap (arr [end], arr [rndm (end + 1)]);
2005} 2100}
2006 2101
2007/* new function to make monster searching more efficient, and effective! 2102/* new function to make monster searching more efficient, and effective!
2008 * This basically returns a randomized array (in the passed pointer) of 2103 * This basically returns a randomized array (in the passed pointer) of
2009 * the spaces to find monsters. In this way, it won't always look for 2104 * the spaces to find monsters. In this way, it won't always look for
2010 * monsters to the north first. However, the size of the array passed 2105 * monsters to the north first. However, the size of the array passed
2011 * covers all the spaces, so within that size, all the spaces within 2106 * covers all the spaces, so within that size, all the spaces within
2012 * the 3x3 area will be searched, just not in a predictable order. 2107 * the 3x3 area will be searched, just not in a predictable order.
2037 * there is capable of. 2132 * there is capable of.
2038 */ 2133 */
2039int 2134int
2040find_dir (maptile *m, int x, int y, object *exclude) 2135find_dir (maptile *m, int x, int y, object *exclude)
2041{ 2136{
2042 int i, max = SIZEOFFREE, mflags; 2137 int max = SIZEOFFREE;
2043
2044 sint16 nx, ny;
2045 object *tmp;
2046 maptile *mp;
2047
2048 MoveType blocked, move_type; 2138 MoveType move_type;
2049 2139
2050 if (exclude && exclude->head) 2140 if (exclude && exclude->head_ () != exclude)
2051 { 2141 {
2052 exclude = exclude->head; 2142 exclude = exclude->head;
2053 move_type = exclude->move_type; 2143 move_type = exclude->move_type;
2054 } 2144 }
2055 else 2145 else
2056 { 2146 {
2057 /* If we don't have anything, presume it can use all movement types. */ 2147 /* If we don't have anything, presume it can use all movement types. */
2058 move_type = MOVE_ALL; 2148 move_type = MOVE_ALL;
2059 } 2149 }
2060 2150
2061 for (i = 1; i < max; i++) 2151 for (int i = 1; i < max; i++)
2062 { 2152 {
2063 mp = m; 2153 mapxy pos (m, x, y);
2064 nx = x + freearr_x[i]; 2154 pos.move (i);
2065 ny = y + freearr_y[i];
2066 2155
2067 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2156 if (!pos.normalise ())
2068
2069 if (mflags & P_OUT_OF_MAP)
2070 max = maxfree[i]; 2157 max = maxfree[i];
2071 else 2158 else
2072 { 2159 {
2073 mapspace &ms = mp->at (nx, ny); 2160 mapspace &ms = *pos;
2074 2161
2075 blocked = ms.move_block;
2076
2077 if ((move_type & blocked) == move_type) 2162 if ((move_type & ms.move_block) == move_type)
2078 max = maxfree[i]; 2163 max = maxfree [i];
2079 else if (mflags & P_IS_ALIVE) 2164 else if (ms.flags () & P_IS_ALIVE)
2080 { 2165 {
2081 for (tmp = ms.bot; tmp; tmp = tmp->above) 2166 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2082 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2167 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2083 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2168 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2084 break;
2085
2086 if (tmp)
2087 return freedir[i]; 2169 return freedir [i];
2088 } 2170 }
2089 } 2171 }
2090 } 2172 }
2091 2173
2092 return 0; 2174 return 0;
2101{ 2183{
2102 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2184 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2103} 2185}
2104 2186
2105/* 2187/*
2106 * find_dir_2(delta-x,delta-y) will return a direction in which 2188 * find_dir_2(delta-x,delta-y) will return a direction value
2107 * an object which has subtracted the x and y coordinates of another 2189 * for running into direct [dx, dy].
2108 * object, needs to travel toward it. 2190 * (the opposite of crossfire's find_dir_2!)
2109 */ 2191 */
2110int 2192int
2111find_dir_2 (int x, int y) 2193find_dir_2 (int x, int y)
2112{ 2194{
2195#if 1 // new algorithm
2196 // this works by putting x, y into 16 sectors, which
2197 // are not equal sized, but are a better approximation
2198 // then the old algorithm, and then using a mapping
2199 // table to map it into a direction value.
2200 // basically, it maps these comparisons to each bit
2201 // bit #3: x < 0
2202 // bit #2: y < 0
2203 // bit #1: x > y
2204 // bit #0: x > 2y
2205
2206 static const uint8 dir[16] = {
2207 4, 5, 4, 3,
2208 2, 1, 2, 3,
2209 6, 5, 6, 7,
2210 8, 1, 8, 7,
2211 };
2212 int sector = 0;
2213
2214 // this is a bit ugly, but more likely to result in branchless code
2215 sector |= x < 0 ? 8 : 0;
2216 x = x < 0 ? -x : x; // abs
2217
2218 sector |= y < 0 ? 4 : 0;
2219 y = y < 0 ? -y : y; // abs
2220
2221 if (x > y)
2222 {
2223 sector |= 2;
2224
2225 if (x > y * 2)
2226 sector |= 1;
2227 }
2228 else
2229 {
2230 if (y > x * 2)
2231 sector |= 1;
2232 else if (!y)
2233 return 0; // x == 0 here
2234 }
2235
2236 return dir [sector];
2237#else // old algorithm
2113 int q; 2238 int q;
2114 2239
2115 if (y) 2240 if (y)
2116 q = x * 100 / y; 2241 q = 128 * x / y;
2117 else if (x) 2242 else if (x)
2118 q = -300 * x; 2243 q = -512 * x; // to make it > 309
2119 else 2244 else
2120 return 0; 2245 return 0;
2121 2246
2122 if (y > 0) 2247 if (y > 0)
2123 { 2248 {
2124 if (q < -242) 2249 if (q < -309) return 7;
2250 if (q < -52) return 6;
2251 if (q < 52) return 5;
2252 if (q < 309) return 4;
2253
2125 return 3; 2254 return 3;
2126 if (q < -41) 2255 }
2127 return 2; 2256 else
2128 if (q < 41) 2257 {
2129 return 1; 2258 if (q < -309) return 3;
2130 if (q < 242) 2259 if (q < -52) return 2;
2131 return 8; 2260 if (q < 52) return 1;
2261 if (q < 309) return 8;
2262
2132 return 7; 2263 return 7;
2133 } 2264 }
2134 2265#endif
2135 if (q < -242)
2136 return 7;
2137 if (q < -41)
2138 return 6;
2139 if (q < 41)
2140 return 5;
2141 if (q < 242)
2142 return 4;
2143
2144 return 3;
2145} 2266}
2146 2267
2147/* 2268/*
2148 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2269 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2149 * between two directions (which are expected to be absolute (see absdir()) 2270 * between two directions (which are expected to be absolute (see absdir())
2150 */ 2271 */
2151int 2272int
2152dirdiff (int dir1, int dir2) 2273dirdiff (int dir1, int dir2)
2153{ 2274{
2154 int d;
2155
2156 d = abs (dir1 - dir2); 2275 int d = abs (dir1 - dir2);
2157 if (d > 4)
2158 d = 8 - d;
2159 2276
2160 return d; 2277 return d > 4 ? 8 - d : d;
2161} 2278}
2162 2279
2163/* peterm: 2280/* peterm:
2164 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2281 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2165 * Basically, this is a table of directions, and what directions 2282 * Basically, this is a table of directions, and what directions
2167 * This basically means that if direction is 15, then it could either go 2284 * This basically means that if direction is 15, then it could either go
2168 * direction 4, 14, or 16 to get back to where we are. 2285 * direction 4, 14, or 16 to get back to where we are.
2169 * Moved from spell_util.c to object.c with the other related direction 2286 * Moved from spell_util.c to object.c with the other related direction
2170 * functions. 2287 * functions.
2171 */ 2288 */
2172int reduction_dir[SIZEOFFREE][3] = { 2289static const int reduction_dir[SIZEOFFREE][3] = {
2173 {0, 0, 0}, /* 0 */ 2290 {0, 0, 0}, /* 0 */
2174 {0, 0, 0}, /* 1 */ 2291 {0, 0, 0}, /* 1 */
2175 {0, 0, 0}, /* 2 */ 2292 {0, 0, 0}, /* 2 */
2176 {0, 0, 0}, /* 3 */ 2293 {0, 0, 0}, /* 3 */
2177 {0, 0, 0}, /* 4 */ 2294 {0, 0, 0}, /* 4 */
2234 int mflags; 2351 int mflags;
2235 2352
2236 if (dir < 0) 2353 if (dir < 0)
2237 return 0; /* exit condition: invalid direction */ 2354 return 0; /* exit condition: invalid direction */
2238 2355
2239 dx = x + freearr_x[dir]; 2356 dx = x + DIRX (dir);
2240 dy = y + freearr_y[dir]; 2357 dy = y + DIRY (dir);
2241 2358
2242 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy); 2359 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2243 2360
2244 /* This functional arguably was incorrect before - it was 2361 /* This functional arguably was incorrect before - it was
2245 * checking for P_WALL - that was basically seeing if 2362 * checking for P_WALL - that was basically seeing if
2268 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2385 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2269 * core dumps if they do. 2386 * core dumps if they do.
2270 * 2387 *
2271 * Add a check so we can't pick up invisible objects (0.93.8) 2388 * Add a check so we can't pick up invisible objects (0.93.8)
2272 */ 2389 */
2273
2274int 2390int
2275can_pick (const object *who, const object *item) 2391can_pick (const object *who, const object *item)
2276{ 2392{
2277 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2393 return /*who->flag [FLAG_WIZ]|| */
2278 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2394 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2279 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2395 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2280} 2396}
2397
2398//-GPL
2281 2399
2282/* 2400/*
2283 * create clone from object to another 2401 * create clone from object to another
2284 */ 2402 */
2285object * 2403object *
2286object_create_clone (object *asrc) 2404object::deep_clone ()
2287{ 2405{
2288 object *dst = 0, *tmp, *src, *part, *prev, *item; 2406 assert (("deep_clone called on non-head object", is_head ()));
2289 2407
2290 if (!asrc) 2408 object *dst = clone ();
2291 return 0;
2292 2409
2293 src = asrc; 2410 object *prev = dst;
2294 if (src->head)
2295 src = src->head;
2296
2297 prev = 0;
2298 for (part = src; part; part = part->more) 2411 for (object *part = this->more; part; part = part->more)
2299 { 2412 {
2300 tmp = part->clone (); 2413 object *tmp = part->clone ();
2301 tmp->x -= src->x;
2302 tmp->y -= src->y;
2303
2304 if (!part->head)
2305 {
2306 dst = tmp;
2307 tmp->head = 0;
2308 }
2309 else
2310 tmp->head = dst; 2414 tmp->head = dst;
2311
2312 tmp->more = 0;
2313
2314 if (prev)
2315 prev->more = tmp; 2415 prev->more = tmp;
2316
2317 prev = tmp; 2416 prev = tmp;
2318 } 2417 }
2319 2418
2320 for (item = src->inv; item; item = item->below) 2419 for (object *item = inv; item; item = item->below)
2321 insert_ob_in_ob (object_create_clone (item), dst); 2420 insert_ob_in_ob (item->deep_clone (), dst);
2322 2421
2323 return dst; 2422 return dst;
2324}
2325
2326/* GROS - Creates an object using a string representing its content. */
2327/* Basically, we save the content of the string to a temp file, then call */
2328/* load_object on it. I admit it is a highly inefficient way to make things, */
2329/* but it was simple to make and allows reusing the load_object function. */
2330/* Remember not to use load_object_str in a time-critical situation. */
2331/* Also remember that multiparts objects are not supported for now. */
2332object *
2333load_object_str (const char *obstr)
2334{
2335 object *op;
2336 char filename[MAX_BUF];
2337
2338 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2339
2340 FILE *tempfile = fopen (filename, "w");
2341
2342 if (tempfile == NULL)
2343 {
2344 LOG (llevError, "Error - Unable to access load object temp file\n");
2345 return NULL;
2346 }
2347
2348 fprintf (tempfile, obstr);
2349 fclose (tempfile);
2350
2351 op = object::create ();
2352
2353 object_thawer thawer (filename);
2354
2355 if (thawer)
2356 load_object (thawer, op, 0);
2357
2358 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2359 CLEAR_FLAG (op, FLAG_REMOVED);
2360
2361 return op;
2362} 2423}
2363 2424
2364/* This returns the first object in who's inventory that 2425/* This returns the first object in who's inventory that
2365 * has the same type and subtype match. 2426 * has the same type and subtype match.
2366 * returns NULL if no match. 2427 * returns NULL if no match.
2373 return tmp; 2434 return tmp;
2374 2435
2375 return 0; 2436 return 0;
2376} 2437}
2377 2438
2378/* If ob has a field named key, return the link from the list, 2439/* Zero the key_values on op, decrementing the shared-string
2379 * otherwise return NULL. 2440 * refcounts and freeing the links.
2380 * 2441 */
2381 * key must be a passed in shared string - otherwise, this won't 2442void
2382 * do the desired thing. 2443key_values::clear ()
2383 */
2384key_value *
2385get_ob_key_link (const object *ob, const char *key)
2386{ 2444{
2387 for (key_value *link = ob->key_values; link; link = link->next) 2445 for (key_value *kvp = first; kvp; )
2446 {
2447 key_value *next = kvp->next;
2448 delete kvp;
2449 kvp = next;
2450 }
2451
2452 first = 0;
2453}
2454
2455shstr_tmp
2456key_values::get (shstr_tmp key) const
2457{
2458 for (key_value *kv = first; kv; kv = kv->next)
2388 if (link->key == key) 2459 if (kv->key == key)
2389 return link;
2390
2391 return 0;
2392}
2393
2394/*
2395 * Returns the value of op has an extra_field for key, or NULL.
2396 *
2397 * The argument doesn't need to be a shared string.
2398 *
2399 * The returned string is shared.
2400 */
2401const char *
2402get_ob_key_value (const object *op, const char *const key)
2403{
2404 key_value *link;
2405 shstr_cmp canonical_key (key);
2406
2407 if (!canonical_key)
2408 {
2409 /* 1. There being a field named key on any object
2410 * implies there'd be a shared string to find.
2411 * 2. Since there isn't, no object has this field.
2412 * 3. Therefore, *this* object doesn't have this field.
2413 */
2414 return 0;
2415 }
2416
2417 /* This is copied from get_ob_key_link() above -
2418 * only 4 lines, and saves the function call overhead.
2419 */
2420 for (link = op->key_values; link; link = link->next)
2421 if (link->key == canonical_key)
2422 return link->value; 2460 return kv->value;
2423 2461
2424 return 0; 2462 return shstr ();
2425} 2463}
2426 2464
2427 2465void
2428/* 2466key_values::add (shstr_tmp key, shstr_tmp value)
2429 * Updates the canonical_key in op to value.
2430 *
2431 * canonical_key is a shared string (value doesn't have to be).
2432 *
2433 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2434 * keys.
2435 *
2436 * Returns TRUE on success.
2437 */
2438int
2439set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2440{ 2467{
2441 key_value *field = NULL, *last = NULL; 2468 key_value *kv = new key_value;
2442 2469
2443 for (field = op->key_values; field != NULL; field = field->next) 2470 kv->next = first;
2444 { 2471 kv->key = key;
2445 if (field->key != canonical_key) 2472 kv->value = value;
2473
2474 first = kv;
2475}
2476
2477void
2478key_values::set (shstr_tmp key, shstr_tmp value)
2479{
2480 for (key_value *kv = first; kv; kv = kv->next)
2481 if (kv->key == key)
2446 { 2482 {
2447 last = field; 2483 kv->value = value;
2448 continue; 2484 return;
2449 } 2485 }
2450 2486
2451 if (value) 2487 add (key, value);
2452 field->value = value; 2488}
2453 else 2489
2490void
2491key_values::del (shstr_tmp key)
2492{
2493 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2494 if ((*kvp)->key == key)
2454 { 2495 {
2455 /* Basically, if the archetype has this key set, 2496 key_value *kv = *kvp;
2456 * we need to store the null value so when we save 2497 *kvp = (*kvp)->next;
2457 * it, we save the empty value so that when we load, 2498 delete kv;
2458 * we get this value back again. 2499 return;
2459 */
2460 if (get_ob_key_link (&op->arch->clone, canonical_key))
2461 field->value = 0;
2462 else
2463 {
2464 if (last)
2465 last->next = field->next;
2466 else
2467 op->key_values = field->next;
2468
2469 delete field;
2470 }
2471 } 2500 }
2472 return TRUE; 2501}
2502
2503void
2504key_values::reverse ()
2505{
2506 key_value *prev = 0;
2507 key_value *head = first;
2508
2509 while (head)
2473 } 2510 {
2474 /* IF we get here, key doesn't exist */ 2511 key_value *node = head;
2512 head = head->next;
2513 node->next = prev;
2514 prev = node;
2515 }
2475 2516
2476 /* No field, we'll have to add it. */ 2517 first = prev;
2477
2478 if (!add_key)
2479 return FALSE;
2480
2481 /* There isn't any good reason to store a null
2482 * value in the key/value list. If the archetype has
2483 * this key, then we should also have it, so shouldn't
2484 * be here. If user wants to store empty strings,
2485 * should pass in ""
2486 */
2487 if (value == NULL)
2488 return TRUE;
2489
2490 field = new key_value;
2491
2492 field->key = canonical_key;
2493 field->value = value;
2494 /* Usual prepend-addition. */
2495 field->next = op->key_values;
2496 op->key_values = field;
2497
2498 return TRUE;
2499} 2518}
2500 2519
2501/* 2520key_values &
2502 * Updates the key in op to value. 2521key_values::operator =(const key_values &kv)
2503 *
2504 * If add_key is FALSE, this will only update existing keys,
2505 * and not add new ones.
2506 * In general, should be little reason FALSE is ever passed in for add_key
2507 *
2508 * Returns TRUE on success.
2509 */
2510int
2511set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2512{ 2522{
2513 shstr key_ (key); 2523 clear ();
2514 2524
2515 return set_ob_key_value_s (op, key_, value, add_key); 2525 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2526 add (kvp->key, kvp->value);
2527
2528 reverse ();
2516} 2529}
2517 2530
2518object::depth_iterator::depth_iterator (object *container) 2531object::depth_iterator::depth_iterator (object *container)
2519: iterator_base (container) 2532: iterator_base (container)
2520{ 2533{
2533 item = item->inv; 2546 item = item->inv;
2534 } 2547 }
2535 else 2548 else
2536 item = item->env; 2549 item = item->env;
2537} 2550}
2538
2539 2551
2540const char * 2552const char *
2541object::flag_desc (char *desc, int len) const 2553object::flag_desc (char *desc, int len) const
2542{ 2554{
2543 char *p = desc; 2555 char *p = desc;
2571{ 2583{
2572 char flagdesc[512]; 2584 char flagdesc[512];
2573 char info2[256 * 4]; 2585 char info2[256 * 4];
2574 char *p = info; 2586 char *p = info;
2575 2587
2576 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2588 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2577 count, uuid.seq, 2589 count,
2590 uuid.c_str (),
2578 &name, 2591 &name,
2579 title ? "\",title:\"" : "", 2592 title ? ",title:\"" : "",
2580 title ? (const char *)title : "", 2593 title ? (const char *)title : "",
2594 title ? "\"" : "",
2581 flag_desc (flagdesc, 512), type); 2595 flag_desc (flagdesc, 512), type);
2582 2596
2583 if (env) 2597 if (!flag[FLAG_REMOVED] && env)
2584 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2598 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2585 2599
2586 if (map) 2600 if (map)
2587 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2601 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2588 2602
2590} 2604}
2591 2605
2592const char * 2606const char *
2593object::debug_desc () const 2607object::debug_desc () const
2594{ 2608{
2595 static char info[256 * 4]; 2609 static char info[3][256 * 4];
2610 static int info_idx;
2611
2596 return debug_desc (info); 2612 return debug_desc (info [++info_idx % 3]);
2597} 2613}
2598 2614
2599const char * 2615struct region *
2600object::debug_desc2 () const 2616object::region () const
2601{ 2617{
2602 static char info[256 * 4]; 2618 return map ? map->region (x, y)
2603 return debug_desc (info); 2619 : region::default_region ();
2604} 2620}
2605 2621
2622//+GPL
2623
2624void
2625object::open_container (object *new_container)
2626{
2627 if (container == new_container)
2628 return;
2629
2630 object *old_container = container;
2631
2632 if (old_container)
2633 {
2634 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2635 return;
2636
2637#if 0
2638 // remove the "Close old_container" object.
2639 if (object *closer = old_container->inv)
2640 if (closer->type == CLOSE_CON)
2641 closer->destroy ();
2642#endif
2643
2644 // make sure the container is available
2645 esrv_send_item (this, old_container);
2646
2647 old_container->flag [FLAG_APPLIED] = false;
2648 container = 0;
2649
2650 // client needs item update to make it work, client bug requires this to be separate
2651 esrv_update_item (UPD_FLAGS, this, old_container);
2652
2653 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2654 play_sound (sound_find ("chest_close"));
2655 }
2656
2657 if (new_container)
2658 {
2659 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2660 return;
2661
2662 // TODO: this does not seem to serve any purpose anymore?
2663#if 0
2664 // insert the "Close Container" object.
2665 if (archetype *closer = new_container->other_arch)
2666 {
2667 object *closer = new_container->other_arch->instance ();
2668 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2669 new_container->insert (closer);
2670 }
2671#endif
2672
2673 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2674
2675 // make sure the container is available, client bug requires this to be separate
2676 esrv_send_item (this, new_container);
2677
2678 new_container->flag [FLAG_APPLIED] = true;
2679 container = new_container;
2680
2681 // client needs flag change
2682 esrv_update_item (UPD_FLAGS, this, new_container);
2683 esrv_send_inventory (this, new_container);
2684 play_sound (sound_find ("chest_open"));
2685 }
2686// else if (!old_container->env && contr && contr->ns)
2687// contr->ns->floorbox_reset ();
2688}
2689
2690//-GPL
2691
2692// prefetch some flat area around the player
2693static void
2694prefetch_surrounding_area (object *op, maptile *map, int range)
2695{
2696 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2697 op->x - range , op->y - range ,
2698 op->x + range + 1, op->y + range + 1);
2699 rect->m;
2700 ++rect)
2701 {
2702 rect->m->touch ();
2703 rect->m->activate ();
2704 }
2705}
2706
2707// prefetch a generous area around the player, also up and down
2708void
2709object::prefetch_surrounding_maps ()
2710{
2711 prefetch_surrounding_area (this, map, 40);
2712
2713 if (maptile *m = map->tile_available (TILE_DOWN))
2714 prefetch_surrounding_area (this, m, 20);
2715
2716 if (maptile *m = map->tile_available (TILE_UP))
2717 prefetch_surrounding_area (this, m, 20);
2718}
2719
2720//+GPL
2721
2722object *
2723object::force_find (shstr_tmp name)
2724{
2725 /* cycle through his inventory to look for the MARK we want to
2726 * place
2727 */
2728 for (object *tmp = inv; tmp; tmp = tmp->below)
2729 if (tmp->type == FORCE && tmp->slaying == name)
2730 return splay (tmp);
2731
2732 return 0;
2733}
2734
2735void
2736object::force_set_timer (int duration)
2737{
2738 this->duration = 1;
2739 this->speed_left = -1.f;
2740
2741 this->set_speed (duration ? 1.f / duration : 0.f);
2742}
2743
2744object *
2745object::force_add (shstr_tmp name, int duration)
2746{
2747 if (object *force = force_find (name))
2748 force->destroy ();
2749
2750 object *force = archetype::get (FORCE_NAME);
2751
2752 force->slaying = name;
2753 force->force_set_timer (duration);
2754 force->flag [FLAG_APPLIED] = true;
2755
2756 return insert (force);
2757}
2758
2759void
2760object::play_sound (faceidx sound) const
2761{
2762 if (!sound)
2763 return;
2764
2765 if (is_on_map ())
2766 map->play_sound (sound, x, y);
2767 else if (object *pl = in_player ())
2768 pl->contr->play_sound (sound);
2769}
2770
2771void
2772object::say_msg (const char *msg) const
2773{
2774 if (is_on_map ())
2775 map->say_msg (msg, x, y);
2776 else if (object *pl = in_player ())
2777 pl->contr->play_sound (sound);
2778}
2779
2780void
2781object::make_noise ()
2782{
2783 // we do not model noise in the map, so instead put
2784 // a temporary light into the noise source
2785 // could use the map instead, but that's less reliable for our
2786 // goal, which is to make invisibility a bit harder to exploit
2787
2788 // currently only works sensibly for players
2789 if (!is_player ())
2790 return;
2791
2792 // find old force, or create new one
2793 object *force = force_find (shstr_noise_force);
2794
2795 if (force)
2796 force->speed_left = -1.f; // patch old speed up
2797 else
2798 {
2799 force = archetype::get (shstr_noise_force);
2800
2801 force->slaying = shstr_noise_force;
2802 force->stats.food = 1;
2803 force->speed_left = -1.f;
2804
2805 force->set_speed (1.f / 4.f);
2806 force->flag [FLAG_IS_USED_UP] = true;
2807 force->flag [FLAG_APPLIED] = true;
2808
2809 insert (force);
2810 }
2811}
2812
2813void object::change_move_type (MoveType mt)
2814{
2815 if (move_type == mt)
2816 return;
2817
2818 if (is_on_map ())
2819 {
2820 // we are on the map, so handle move_on/off effects
2821 remove ();
2822 move_type = mt;
2823 map->insert (this, x, y, this);
2824 }
2825 else
2826 move_type = mt;
2827}
2828
2829/* object should be a player.
2830 * we return the object the player has marked with the 'mark' command
2831 * below. If no match is found (or object has changed), we return
2832 * NULL. We leave it up to the calling function to print messages if
2833 * nothing is found.
2834 */
2835object *
2836object::mark () const
2837{
2838 if (contr && contr->mark && contr->mark->env == this)
2839 return contr->mark;
2840 else
2841 return 0;
2842}
2843
2844// put marked object first in the inventory
2845// this is used by identify-like spells so players can influence
2846// the order a bit.
2847void
2848object::splay_marked ()
2849{
2850 if (object *marked = mark ())
2851 splay (marked);
2852}
2853

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