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Comparing deliantra/server/common/object.C (file contents):
Revision 1.203 by root, Fri Apr 11 13:59:05 2008 UTC vs.
Revision 1.366 by root, Sat Nov 17 23:40:00 2018 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 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 (©) 2001,2007 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra 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 3 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 *
18 * You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
20 * 22 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 24 */
23 25
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 26#include <global.h>
28#include <stdio.h> 27#include <stdio.h>
29#include <sys/types.h> 28#include <sys/types.h>
30#include <sys/uio.h> 29#include <sys/uio.h>
31#include <object.h> 30#include <object.h>
32#include <funcpoint.h>
33#include <sproto.h> 31#include <sproto.h>
34#include <loader.h>
35 32
36#include <bitset> 33#include <bitset>
37 34
38UUID UUID::cur; 35UUID UUID::cur;
36static uint64_t seq_next_save;
39static const uint64 UUID_SKIP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
40 39
41objectvec objects; 40objectvec objects;
42activevec actives; 41activevec actives;
43 42
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
44short freearr_x[SIZEOFFREE] = { 51int freearr_x[SIZEOFFREE] = {
45 0, 52 0,
46 0, 1, 1, 1, 0, -1, -1, -1, 53 0, 1, 1, 1, 0, -1, -1, -1,
47 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 54 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 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
49}; 56};
50short freearr_y[SIZEOFFREE] = { 57int freearr_y[SIZEOFFREE] = {
51 0, 58 0,
52 -1, -1, 0, 1, 1, 1, 0, -1, 59 -1, -1, 0, 1, 1, 1, 0, -1,
53 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 60 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
54 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 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
55};
56int maxfree[SIZEOFFREE] = {
57 0,
58 9, 10, 13, 14, 17, 18, 21, 22,
59 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
60 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
61}; 62};
62int freedir[SIZEOFFREE] = { 63int freedir[SIZEOFFREE] = {
63 0, 64 0,
64 1, 2, 3, 4, 5, 6, 7, 8, 65 1, 2, 3, 4, 5, 6, 7, 8,
65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 66 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 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
67}; 68};
68 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
69static void 96static void
70write_uuid (uval64 skip, bool sync) 97write_uuid (uval64 skip, bool sync)
71{ 98{
72 CALL_BEGIN (2); 99 CALL_BEGIN (2);
73 CALL_ARG_SV (newSVval64 (skip)); 100 CALL_ARG_SV (newSVval64 (skip));
75 CALL_CALL ("cf::write_uuid", G_DISCARD); 102 CALL_CALL ("cf::write_uuid", G_DISCARD);
76 CALL_END; 103 CALL_END;
77} 104}
78 105
79static void 106static void
80read_uuid (void) 107read_uuid ()
81{ 108{
82 char filename[MAX_BUF]; 109 char filename[MAX_BUF];
83 110
84 sprintf (filename, "%s/uuid", settings.localdir); 111 sprintf (filename, "%s/uuid", settings.localdir);
112
113 seq_next_save = 0;
85 114
86 FILE *fp; 115 FILE *fp;
87 116
88 if (!(fp = fopen (filename, "r"))) 117 if (!(fp = fopen (filename, "r")))
89 { 118 {
90 if (errno == ENOENT) 119 if (errno == ENOENT)
91 { 120 {
92 LOG (llevInfo, "RESET uid to 1\n"); 121 LOG (llevInfo, "RESET uid to 1\n");
93 UUID::cur.seq = 0; 122 UUID::cur.seq = 0;
94 write_uuid (UUID_SKIP, true); 123 write_uuid (UUID_GAP, true);
95 return; 124 return;
96 } 125 }
97 126
98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 127 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
99 _exit (1); 128 _exit (1);
100 } 129 }
101 130
102 UUID::BUF buf; 131 char buf [UUID::MAX_LEN];
103 buf[0] = 0; 132 buf[0] = 0;
104 fgets (buf, sizeof (buf), fp); 133 fgets (buf, sizeof (buf), fp);
105 134
106 if (!UUID::cur.parse (buf)) 135 if (!UUID::cur.parse (buf))
107 { 136 {
109 _exit (1); 138 _exit (1);
110 } 139 }
111 140
112 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ()); 141 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
113 142
114 write_uuid (UUID_SKIP, true); 143 write_uuid (UUID_GAP, true);
115 fclose (fp); 144 fclose (fp);
116} 145}
117 146
118UUID 147UUID
119UUID::gen () 148UUID::gen ()
120{ 149{
121 UUID uid; 150 UUID uid;
122 151
123 uid.seq = ++cur.seq; 152 uid.seq = ++cur.seq;
124 153
125 if (expect_false (!(cur.seq & (UUID_SKIP - 1)))) 154 if (expect_false (cur.seq >= seq_next_save))
155 {
156 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
126 write_uuid (UUID_SKIP, false); 157 write_uuid (UUID_GAP, false);
158 }
159
127 160
128 return uid; 161 return uid;
129} 162}
130 163
131void 164void
132UUID::init () 165UUID::init ()
133{ 166{
134 read_uuid (); 167 read_uuid ();
135} 168}
136 169
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
137/* 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. */
138static int 236static bool
139compare_ob_value_lists_one (const object *wants, const object *has) 237compare_ob_value_lists_one (const object *wants, const object *has)
140{ 238{
141 key_value *wants_field;
142
143 /* 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
144 * 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
145 * different structure or at least keep the lists sorted... 241 * different structure or at least keep the lists sorted...
146 */ 242 */
147 243
148 /* For each field in wants, */ 244 /* For each field in wants, */
149 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)
150 { 246 if (has->kv.get (kv->key) != kv->value)
151 key_value *has_field; 247 return false;
152
153 /* Look for a field in has with the same key. */
154 has_field = get_ob_key_link (has, wants_field->key);
155
156 if (has_field == NULL)
157 {
158 /* No field with that name. */
159 return FALSE;
160 }
161
162 /* Found the matching field. */
163 if (has_field->value != wants_field->value)
164 {
165 /* Values don't match, so this half of the comparison is false. */
166 return FALSE;
167 }
168
169 /* If we get here, we found a match. Now for the next field in wants. */
170 }
171 248
172 /* 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. */
173 return TRUE; 250 return true;
174} 251}
175 252
176/* Returns TRUE if ob1 has the same key_values as ob2. */ 253/* Returns TRUE if ob1 has the same key_values as ob2. */
177static int 254static bool
178compare_ob_value_lists (const object *ob1, const object *ob2) 255compare_ob_value_lists (const object *ob1, const object *ob2)
179{ 256{
180 /* 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,
181 * so we need to run the comparison *twice*. :( 258 * so we need to run the comparison *twice*. :(
182 */ 259 */
183 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);
184} 262}
185 263
186/* 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
187 * they can be merged together. 265 * they can be merged together.
188 * 266 *
195 * Improvements made with merge: Better checking on potion, and also 273 * Improvements made with merge: Better checking on potion, and also
196 * check weight 274 * check weight
197 */ 275 */
198bool object::can_merge_slow (object *ob1, object *ob2) 276bool object::can_merge_slow (object *ob1, object *ob2)
199{ 277{
200 /* A couple quicksanity checks */ 278 /* A couple quick sanity checks */
201 if (ob1 == ob2 279 if (ob1 == ob2
202 || ob1->type != ob2->type 280 || ob1->type != ob2->type
203 || ob1->speed != ob2->speed
204 || ob1->value != ob2->value 281 || ob1->value != ob2->value
205 || 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)
206 return 0; 285 return 0;
207 286
208 //TODO: this ain't working well, use nicer and correct overflow check
209 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 287 /* Do not merge objects if nrof would overflow, assume nrof
210 * value could not be stored in a sint32 (which unfortunately sometimes is 288 * is always 0 .. 2**31-1 */
211 * used to store nrof). 289 if (ob1->nrof > 0x7fffffff - ob2->nrof)
212 */
213 if (ob1->nrof + ob2->nrof >= 1UL << 31)
214 return 0; 290 return 0;
215 291
216 /* If the objects have been identified, set the BEEN_APPLIED flag. 292 /* If the objects have been identified, set the BEEN_APPLIED flag.
217 * This is to the comparison of the flags below will be OK. We 293 * This is to the comparison of the flags below will be OK. We
218 * just can't ignore the been applied or identified flags, as they 294 * just can't ignore the been applied or identified flags, as they
219 * are not equal - just if it has been identified, the been_applied 295 * are not equal - just if it has been identified, the been_applied
220 * flags lose any meaning. 296 * flags lose any meaning.
221 */ 297 */
222 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 298 if (ob1->flag [FLAG_IDENTIFIED])
223 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 299 ob1->set_flag (FLAG_BEEN_APPLIED);
224 300
225 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 301 if (ob2->flag [FLAG_IDENTIFIED])
226 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 302 ob2->set_flag (FLAG_BEEN_APPLIED);
227 303
228 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 304 if (ob1->arch->archname != ob2->arch->archname
229 || ob1->arch != ob2->arch
230 || ob1->name != ob2->name 305 || ob1->name != ob2->name
231 || ob1->title != ob2->title 306 || ob1->title != ob2->title
232 || ob1->msg != ob2->msg 307 || ob1->msg != ob2->msg
233 || ob1->weight != ob2->weight 308 || ob1->weight != ob2->weight
234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
236 || ob1->attacktype != ob2->attacktype 309 || ob1->attacktype != ob2->attacktype
237 || ob1->magic != ob2->magic 310 || ob1->magic != ob2->magic
238 || ob1->slaying != ob2->slaying 311 || ob1->slaying != ob2->slaying
239 || ob1->skill != ob2->skill 312 || ob1->skill != ob2->skill
240 || ob1->value != ob2->value 313 || ob1->value != ob2->value
241 || 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
242 || ob1->client_type != ob2->client_type 316 || ob1->client_type != ob2->client_type
243 || ob1->materialname != ob2->materialname 317 || ob1->material != ob2->material
244 || ob1->lore != ob2->lore 318 || ob1->lore != ob2->lore
245 || ob1->subtype != ob2->subtype 319 || ob1->subtype != ob2->subtype
246 || ob1->move_type != ob2->move_type 320 || ob1->move_type != ob2->move_type
247 || ob1->move_block != ob2->move_block 321 || ob1->move_block != ob2->move_block
248 || ob1->move_allow != ob2->move_allow 322 || ob1->move_allow != ob2->move_allow
249 || ob1->move_on != ob2->move_on 323 || ob1->move_on != ob2->move_on
250 || ob1->move_off != ob2->move_off 324 || ob1->move_off != ob2->move_off
251 || ob1->move_slow != ob2->move_slow 325 || ob1->move_slow != ob2->move_slow
252 || 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)))
253 return 0; 329 return 0;
254 330
331 if ((ob1->flag ^ ob2->flag)
332 .reset (FLAG_INV_LOCKED)
333 .reset (FLAG_REMOVED)
334 .any ())
335 return 0;
336
255 /* This is really a spellbook check - really, we should 337 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 338 * not merge objects with real inventories, as splitting them
339 * is hard.
257 */ 340 */
258 if (ob1->inv || ob2->inv) 341 if (ob1->inv || ob2->inv)
259 { 342 {
260 if (!(ob1->inv && ob2->inv)) 343 if (!(ob1->inv && ob2->inv))
261 return 0; /* inventories differ in length */ 344 return 0; /* inventories differ in length */
262 345
263 if (ob1->inv->below || ob2->inv->below) 346 if (ob1->inv->below || ob2->inv->below)
264 return 0; /* more than one object in inv */ 347 return 0; /* more than one object in inv */
265 348
266 if (!object::can_merge (ob1->inv, ob2->inv)) 349 if (!object::can_merge (ob1->inv, ob2->inv))
267 return 0; /* inventory objexts differ */ 350 return 0; /* inventory objects differ */
268 351
269 /* 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
270 * if it is valid. 353 * if it is valid.
271 */ 354 */
272 } 355 }
273 356
274 /* 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,
275 * 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
276 * some items equipped, and we don't want those to merge. 359 * some items equipped, and we don't want those to merge.
277 */ 360 */
278 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 361 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
279 return 0; 362 return 0;
280 363
281 /* 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
282 * 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
283 * check? 366 * check?
284 */ 367 */
285 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 368 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
286 return 0; 369 return 0;
287 370
288 switch (ob1->type) 371 switch (ob1->type)
289 { 372 {
290 case SCROLL: 373 case SCROLL:
291 if (ob1->level != ob2->level) 374 if (ob1->level != ob2->level)
292 return 0; 375 return 0;
293 break; 376 break;
294 } 377 }
295 378
296 if (ob1->key_values != NULL || ob2->key_values != NULL) 379 if (!ob1->kv.empty () || !ob2->kv.empty ())
297 { 380 {
298 /* At least one of these has key_values. */ 381 /* At least one of these has key_values. */
299 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 382 if (ob1->kv.empty () != ob2->kv.empty ())
300 /* One has fields, but the other one doesn't. */ 383 return 0; /* One has fields, but the other one doesn't. */
301 return 0; 384
302 else if (!compare_ob_value_lists (ob1, ob2)) 385 if (!compare_ob_value_lists (ob1, ob2))
303 return 0; 386 return 0;
304 } 387 }
305 388
306 if (ob1->self || ob2->self) 389 if (ob1->self || ob2->self)
307 { 390 {
313 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0; 396 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
314 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0; 397 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
315 398
316 if (k1 != k2) 399 if (k1 != k2)
317 return 0; 400 return 0;
401
318 else if (k1 == 0) 402 if (k1 == 0)
319 return 1; 403 return 1;
404
320 else if (!cfperl_can_merge (ob1, ob2)) 405 if (!cfperl_can_merge (ob1, ob2))
321 return 0; 406 return 0;
322 } 407 }
323 } 408 }
324 409
325 /* Everything passes, must be OK. */ 410 /* Everything passes, must be OK. */
326 return 1; 411 return 1;
327} 412}
328 413
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
329/* 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/*
330 * sum_weight() is a recursive function which calculates the weight 487 * this is a recursive function which calculates the weight
331 * 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
332 * containers are carrying, and sums it up. 489 * containers are carrying, and sums it up.
333 */ 490 */
334long 491void
335sum_weight (object *op) 492object::update_weight ()
336{ 493{
337 long sum; 494 weight_t sum = 0;
338 object *inv;
339 495
340 for (sum = 0, inv = op->inv; inv; inv = inv->below) 496 for (object *op = inv; op; op = op->below)
341 {
342 if (inv->inv)
343 sum_weight (inv);
344
345 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
346 } 497 {
498 op->update_weight ();
347 499
348 if (op->type == CONTAINER && op->stats.Str) 500 sum += weight_adjust_for (this, op->total_weight ());
349 sum = (sum * (100 - op->stats.Str)) / 100; 501 }
350 502
351 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
352 op->carrying = sum; 509 carrying = sum;
353 510
354 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 }
355} 515}
356 516
357/** 517/*
358 * Return the outermost environment object for a given object. 518 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
359 */
360
361object *
362object_get_env_recursive (object *op)
363{
364 while (op->env != NULL)
365 op = op->env;
366 return op;
367}
368
369/*
370 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
371 * Some error messages.
372 * The result of the dump is stored in the static global errmsg array.
373 */ 519 */
374char * 520char *
375dump_object (object *op) 521dump_object (object *op)
376{ 522{
377 if (!op) 523 if (!op)
380 object_freezer freezer; 526 object_freezer freezer;
381 op->write (freezer); 527 op->write (freezer);
382 return freezer.as_string (); 528 return freezer.as_string ();
383} 529}
384 530
385/* 531char *
386 * get_nearest_part(multi-object, object 2) returns the part of the 532object::as_string ()
387 * multi-object 1 which is closest to the second object.
388 * If it's not a multi-object, it is returned.
389 */
390object *
391get_nearest_part (object *op, const object *pl)
392{ 533{
393 object *tmp, *closest; 534 return dump_object (this);
394 int last_dist, i;
395
396 if (op->more == NULL)
397 return op;
398 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
399 if ((i = distance (tmp, pl)) < last_dist)
400 closest = tmp, last_dist = i;
401 return closest;
402} 535}
403 536
404/* 537/*
405 * 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.
406 */ 540 */
407object * 541object *
408find_object (tag_t i) 542find_object (tag_t i)
409{ 543{
410 for_all_objects (op) 544 for_all_objects (op)
413 547
414 return 0; 548 return 0;
415} 549}
416 550
417/* 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/*
418 * 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.
419 * Used only by the patch command, but not all that useful. 568 * Used only by the patch command, but not all that useful.
420 * Enables features like "patch <name-of-other-player> food 999" 569 * Enables features like "patch <name-of-other-player> food 999"
421 */ 570 */
422object * 571object *
423find_object_name (const char *str) 572find_object_name (const char *str)
424{ 573{
425 shstr_cmp str_ (str); 574 shstr_cmp str_ (str);
426 object *op;
427 575
576 if (str_)
428 for_all_objects (op) 577 for_all_objects (op)
429 if (op->name == str_) 578 if (op->name == str_)
430 break; 579 return op;
431 580
432 return op; 581 return 0;
433} 582}
434 583
435/* 584/*
436 * 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
437 * skill and experience objects. 586 * skill and experience objects.
450 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ()); 599 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
451 return; 600 return;
452 } 601 }
453 602
454 this->owner = owner; 603 this->owner = owner;
455}
456
457int
458object::slottype () const
459{
460 if (type == SKILL)
461 {
462 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
463 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
464 }
465 else
466 {
467 if (slot [body_combat].info) return slot_combat;
468 if (slot [body_range ].info) return slot_ranged;
469 }
470
471 return slot_none;
472}
473
474bool
475object::change_weapon (object *ob)
476{
477 if (current_weapon == ob)
478 return true;
479
480 if (chosen_skill)
481 chosen_skill->flag [FLAG_APPLIED] = false;
482
483 current_weapon = ob;
484 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
485
486 if (chosen_skill)
487 chosen_skill->flag [FLAG_APPLIED] = true;
488
489 update_stats ();
490
491 if (ob)
492 {
493 // now check wether any body locations became invalid, in which case
494 // we cannot apply the weapon at the moment.
495 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
496 if (slot[i].used < 0)
497 {
498 current_weapon = chosen_skill = 0;
499 update_stats ();
500
501 new_draw_info_format (NDI_UNIQUE, 0, this,
502 "You try to balance all your items at once, "
503 "but the %s is just too much for your body. "
504 "[You need to unapply some items first.]", &ob->name);
505 return false;
506 }
507
508 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
509 }
510 else
511 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
512
513 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
514 {
515 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
516 &name, ob->debug_desc ());
517 return false;
518 }
519
520 return true;
521}
522
523/* Zero the key_values on op, decrementing the shared-string
524 * refcounts and freeing the links.
525 */
526static void
527free_key_values (object *op)
528{
529 for (key_value *i = op->key_values; i; )
530 {
531 key_value *next = i->next;
532 delete i;
533
534 i = next;
535 }
536
537 op->key_values = 0;
538}
539
540object &
541object::operator =(const object &src)
542{
543 bool is_freed = flag [FLAG_FREED];
544 bool is_removed = flag [FLAG_REMOVED];
545
546 *(object_copy *)this = src;
547
548 flag [FLAG_FREED] = is_freed;
549 flag [FLAG_REMOVED] = is_removed;
550
551 /* Copy over key_values, if any. */
552 if (src.key_values)
553 {
554 key_value *tail = 0;
555 key_values = 0;
556
557 for (key_value *i = src.key_values; i; i = i->next)
558 {
559 key_value *new_link = new key_value;
560
561 new_link->next = 0;
562 new_link->key = i->key;
563 new_link->value = i->value;
564
565 /* Try and be clever here, too. */
566 if (!key_values)
567 {
568 key_values = new_link;
569 tail = new_link;
570 }
571 else
572 {
573 tail->next = new_link;
574 tail = new_link;
575 }
576 }
577 }
578} 604}
579 605
580/* 606/*
581 * copy_to first frees everything allocated by the dst object, 607 * copy_to first frees everything allocated by the dst object,
582 * and then copies the contents of itself into the second 608 * and then copies the contents of itself into the second
586 * will point at garbage. 612 * will point at garbage.
587 */ 613 */
588void 614void
589object::copy_to (object *dst) 615object::copy_to (object *dst)
590{ 616{
591 *dst = *this; 617 dst->remove ();
618 *(object_copy *)dst = *this;
592 619
593 if (speed < 0) 620 // maybe move to object_copy?
594 dst->speed_left -= rndm (); 621 dst->kv = kv;
595 622
596 dst->set_speed (dst->speed); 623 dst->flag [FLAG_REMOVED] = true;
624 dst->activate ();
597} 625}
598 626
599void 627void
600object::instantiate () 628object::instantiate ()
601{ 629{
602 if (!uuid.seq) // HACK 630 if (!uuid.seq) // HACK
603 uuid = UUID::gen (); 631 uuid = UUID::gen ();
604 632
633 // TODO: unclean state changes, should not be done in copy_to AND instantiate
634 if (flag [FLAG_RANDOM_SPEED] && speed)
635 speed_left = - speed - rndm (); // TODO animation
636 else
605 speed_left = -0.1f; 637 speed_left = -1.;
638
606 /* copy the body_info to the body_used - this is only really 639 /* copy the body_info to the body_used - this is only really
607 * need for monsters, but doesn't hurt to do it for everything. 640 * need for monsters, but doesn't hurt to do it for everything.
608 * by doing so, when a monster is created, it has good starting 641 * by doing so, when a monster is created, it has good starting
609 * values for the body_used info, so when items are created 642 * values for the body_used info, so when items are created
610 * for it, they can be properly equipped. 643 * for it, they can be properly equipped.
611 */ 644 */
612 for (int i = NUM_BODY_LOCATIONS; i--; ) 645 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
613 slot[i].used = slot[i].info; 646 slot[i].used = slot[i].info;
614 647
615 attachable::instantiate (); 648 attachable::instantiate ();
616} 649}
617 650
618object * 651object *
619object::clone () 652object::clone ()
620{ 653{
621 object *neu = create (); 654 object *neu = create ();
622 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
623 return neu; 662 return neu;
624} 663}
625 664
626/* 665/*
627 * 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
629 * 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.
630 */ 669 */
631void 670void
632update_turn_face (object *op) 671update_turn_face (object *op)
633{ 672{
634 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 673 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
635 return; 674 return;
636 675
637 SET_ANIMATION (op, op->direction); 676 SET_ANIMATION (op, op->direction);
638 update_object (op, UP_OBJ_FACE); 677 update_object (op, UP_OBJ_FACE);
639} 678}
644 * 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.
645 */ 684 */
646void 685void
647object::set_speed (float speed) 686object::set_speed (float speed)
648{ 687{
649 if (flag [FLAG_FREED] && speed)
650 {
651 LOG (llevError, "Object %s is freed but has speed.\n", &name);
652 speed = 0;
653 }
654
655 this->speed = speed; 688 this->speed = speed;
656 689
657 if (has_active_speed ()) 690 if (has_active_speed ())
658 activate (); 691 activate ();
659 else 692 else
678 * UP_OBJ_FACE: only the objects face has changed. 711 * UP_OBJ_FACE: only the objects face has changed.
679 */ 712 */
680void 713void
681update_object (object *op, int action) 714update_object (object *op, int action)
682{ 715{
683 if (op == NULL) 716 if (!op)
684 { 717 {
685 /* this should never happen */ 718 /* this should never happen */
686 LOG (llevDebug, "update_object() called for NULL object.\n"); 719 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
687 return; 720 return;
688 } 721 }
689 722
690 if (op->env) 723 if (!op->is_on_map ())
691 { 724 {
692 /* Animation is currently handled by client, so nothing 725 /* Animation is currently handled by client, so nothing
693 * to do in this case. 726 * to do in this case.
694 */ 727 */
695 return; 728 return;
696 } 729 }
697
698 /* If the map is saving, don't do anything as everything is
699 * going to get freed anyways.
700 */
701 if (!op->map || op->map->in_memory == MAP_SAVING)
702 return;
703 730
704 /* make sure the object is within map boundaries */ 731 /* make sure the object is within map boundaries */
705 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 732 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
706 { 733 {
707 LOG (llevError, "update_object() called for object out of map!\n"); 734 LOG (llevError, "update_object() called for object out of map!\n");
712 } 739 }
713 740
714 mapspace &m = op->ms (); 741 mapspace &m = op->ms ();
715 742
716 if (!(m.flags_ & P_UPTODATE)) 743 if (!(m.flags_ & P_UPTODATE))
717 /* nop */; 744 m.update_up (); // nothing to do except copy up
718 else if (action == UP_OBJ_INSERT) 745 else if (action == UP_OBJ_INSERT)
719 { 746 {
747#if 0
720 // this is likely overkill, TODO: revisit (schmorp) 748 // this is likely overkill, TODO: revisit (schmorp)
721 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 749 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
722 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 750 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
723 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 751 || (op->is_player () && !(m.flags_ & P_PLAYER))
724 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 752 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
725 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 753 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
726 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 754 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
727 || (m.move_on | op->move_on ) != m.move_on 755 || (m.move_on | op->move_on ) != m.move_on
728 || (m.move_off | op->move_off ) != m.move_off 756 || (m.move_off | op->move_off ) != m.move_off
729 || (m.move_slow | op->move_slow) != m.move_slow 757 || (m.move_slow | op->move_slow) != m.move_slow
730 /* 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
731 * to have move_allow right now. 759 * have move_allow right now.
732 */ 760 */
733 || ((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
734 || 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)
735 m.flags_ = 0; 765 m.invalidate ();
766#endif
736 } 767 }
737 /* if the object is being removed, we can't make intelligent 768 /* if the object is being removed, we can't make intelligent
738 * decisions, because remove_ob can't really pass the object 769 * decisions, because remove_ob can't really pass the object
739 * that is being removed. 770 * that is being removed.
740 */ 771 */
741 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 772 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
742 m.flags_ = 0; 773 m.invalidate ();
743 else if (action == UP_OBJ_FACE) 774 else if (action == UP_OBJ_FACE)
744 /* Nothing to do for that case */ ; 775 m.update_up (); // nothing to do for that case, except copy up
745 else 776 else
746 LOG (llevError, "update_object called with invalid action: %d\n", action); 777 LOG (llevError, "update_object called with invalid action: %d\n", action);
747 778
748 if (op->more) 779 if (op->more)
749 update_object (op->more, action); 780 update_object (op->more, action);
750} 781}
751 782
752object::object () 783object::object ()
753{ 784{
754 SET_FLAG (this, FLAG_REMOVED); 785 this->set_flag (FLAG_REMOVED);
755 786
756 expmul = 1.0; 787 //expmul = 1.0; declared const for the time being
757 face = blank_face; 788 face = blank_face;
789 material = MATERIAL_NULL;
758} 790}
759 791
760object::~object () 792object::~object ()
761{ 793{
762 unlink (); 794 unlink ();
763 795
764 free_key_values (this); 796 kv.clear ();
765} 797}
766
767static int object_count;
768 798
769void object::link () 799void object::link ()
770{ 800{
771 assert (!index);//D 801 assert (!index);//D
772 uuid = UUID::gen (); 802 uuid = UUID::gen ();
773 count = ++object_count;
774 803
775 refcnt_inc (); 804 refcnt_inc ();
776 objects.insert (this); 805 objects.insert (this);
806
807 ++create_count;
808
777} 809}
778 810
779void object::unlink () 811void object::unlink ()
780{ 812{
781 if (!index) 813 if (!index)
782 return; 814 return;
815
816 ++destroy_count;
783 817
784 objects.erase (this); 818 objects.erase (this);
785 refcnt_dec (); 819 refcnt_dec ();
786} 820}
787 821
791 /* If already on active list, don't do anything */ 825 /* If already on active list, don't do anything */
792 if (active) 826 if (active)
793 return; 827 return;
794 828
795 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
796 actives.insert (this); 834 actives.insert (this);
835 }
797} 836}
798 837
799void 838void
800object::activate_recursive () 839object::activate_recursive ()
801{ 840{
805 op->activate_recursive (); 844 op->activate_recursive ();
806} 845}
807 846
808/* This function removes object 'op' from the list of active 847/* This function removes object 'op' from the list of active
809 * objects. 848 * objects.
810 * This should only be used for style maps or other such 849 * This should only be used for style maps or other such
811 * 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
812 * in play chewing up cpu time getting processed. 851 * in play chewing up cpu time getting processed.
813 * The reverse of this is to call update_ob_speed, which 852 * The reverse of this is to call update_ob_speed, which
814 * 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.
815 */ 854 */
850object::destroy_inv (bool drop_to_ground) 889object::destroy_inv (bool drop_to_ground)
851{ 890{
852 // need to check first, because the checks below might segfault 891 // need to check first, because the checks below might segfault
853 // as we might be on an invalid mapspace and crossfire code 892 // as we might be on an invalid mapspace and crossfire code
854 // is too buggy to ensure that the inventory is empty. 893 // is too buggy to ensure that the inventory is empty.
855 // corollary: if you create arrows etc. with stuff in tis inventory, 894 // corollary: if you create arrows etc. with stuff in its inventory,
856 // cf will crash below with off-map x and y 895 // cf will crash below with off-map x and y
857 if (!inv) 896 if (!inv)
858 return; 897 return;
859 898
860 /* Only if the space blocks everything do we not process - 899 /* Only if the space blocks everything do we not process -
861 * if some form of movement is allowed, let objects 900 * if some form of movement is allowed, let objects
862 * drop on that space. 901 * drop on that space.
863 */ 902 */
864 if (!drop_to_ground 903 if (!drop_to_ground
865 || !map 904 || !map
866 || map->in_memory != MAP_IN_MEMORY 905 || !map->linkable ()
867 || map->nodrop 906 || map->no_drop
868 || ms ().move_block == MOVE_ALL) 907 || ms ().move_block == MOVE_ALL)
869 { 908 {
870 while (inv) 909 while (inv)
871 {
872 inv->destroy_inv (drop_to_ground);
873 inv->destroy (); 910 inv->destroy ();
874 }
875 } 911 }
876 else 912 else
877 { /* Put objects in inventory onto this space */ 913 { /* Put objects in inventory onto this space */
878 while (inv) 914 while (inv)
879 { 915 {
890 map->insert (op, x, y); 926 map->insert (op, x, y);
891 } 927 }
892 } 928 }
893} 929}
894 930
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 *
895object *object::create () 968object::create ()
896{ 969{
897 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
898 op->link (); 992 op->link ();
993
899 return op; 994 return op;
900} 995}
901 996
902void 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
903object::do_destroy () 1013object::do_destroy ()
904{ 1014{
905 attachable::do_destroy ();
906
907 if (flag [FLAG_IS_LINKED]) 1015 if (flag [FLAG_IS_LINKED])
908 remove_button_link (this); 1016 remove_link ();
909 1017
910 if (flag [FLAG_FRIENDLY]) 1018 if (flag [FLAG_FRIENDLY])
911 remove_friendly_object (this); 1019 remove_friendly_object (this);
912 1020
913 if (!flag [FLAG_REMOVED])
914 remove (); 1021 remove ();
915 1022
916 destroy_inv (true); 1023 attachable::do_destroy ();
917 1024
918 deactivate (); 1025 deactivate ();
919 unlink (); 1026 unlink ();
920 1027
921 flag [FLAG_FREED] = 1; 1028 flag [FLAG_FREED] = 1;
922 1029
923 // hack to ensure that freed objects still have a valid map 1030 // hack to ensure that freed objects still have a valid map
924 {
925 static maptile *freed_map; // freed objects are moved here to avoid crashes
926
927 if (!freed_map)
928 {
929 freed_map = new maptile;
930
931 freed_map->path = "<freed objects map>";
932 freed_map->name = "/internal/freed_objects_map";
933 freed_map->width = 3;
934 freed_map->height = 3;
935 freed_map->nodrop = 1;
936
937 freed_map->alloc ();
938 freed_map->in_memory = MAP_IN_MEMORY;
939 }
940
941 map = freed_map; 1031 map = &freed_map;
942 x = 1; 1032 x = 1;
943 y = 1; 1033 y = 1;
944 }
945 1034
946 if (more) 1035 if (more)
947 { 1036 {
948 more->destroy (); 1037 more->destroy ();
949 more = 0; 1038 more = 0;
957 attacked_by = 0; 1046 attacked_by = 0;
958 current_weapon = 0; 1047 current_weapon = 0;
959} 1048}
960 1049
961void 1050void
962object::destroy (bool destroy_inventory) 1051object::destroy ()
963{ 1052{
964 if (destroyed ()) 1053 if (destroyed ())
965 return; 1054 return;
966 1055
967 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
968 destroy_inv (false); 1063 destroy_inv_fast ();
969 1064
970 if (is_head ()) 1065 if (is_head ())
971 if (sound_destroy) 1066 if (sound_destroy)
972 play_sound (sound_destroy); 1067 play_sound (sound_destroy);
973 else if (flag [FLAG_MONSTER]) 1068 else if (flag [FLAG_MONSTER])
974 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism 1069 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
975 1070
976 attachable::destroy (); 1071 attachable::destroy ();
977}
978
979/*
980 * sub_weight() recursively (outwards) subtracts a number from the
981 * weight of an object (and what is carried by it's environment(s)).
982 */
983void
984sub_weight (object *op, signed long weight)
985{
986 while (op != NULL)
987 {
988 if (op->type == CONTAINER)
989 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
990
991 op->carrying -= weight;
992 op = op->env;
993 }
994} 1072}
995 1073
996/* op->remove (): 1074/* op->remove ():
997 * 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
998 * 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
1001 * the previous environment. 1079 * the previous environment.
1002 */ 1080 */
1003void 1081void
1004object::do_remove () 1082object::do_remove ()
1005{ 1083{
1006 object *tmp, *last = 0; 1084 if (flag [FLAG_REMOVED])
1007 object *otmp;
1008
1009 if (QUERY_FLAG (this, FLAG_REMOVED))
1010 return; 1085 return;
1011 1086
1012 SET_FLAG (this, FLAG_REMOVED);
1013 INVOKE_OBJECT (REMOVE, this); 1087 INVOKE_OBJECT (REMOVE, this);
1088
1089 flag [FLAG_REMOVED] = true;
1014 1090
1015 if (more) 1091 if (more)
1016 more->remove (); 1092 more->remove ();
1017 1093
1018 /* 1094 /*
1019 * In this case, the object to be removed is in someones 1095 * In this case, the object to be removed is in someones
1020 * inventory. 1096 * inventory.
1021 */ 1097 */
1022 if (env) 1098 if (env)
1023 { 1099 {
1024 if (nrof) 1100 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1025 sub_weight (env, weight * nrof); 1101 if (object *pl = visible_to ())
1026 else 1102 esrv_del_item (pl->contr, count);
1027 sub_weight (env, weight + carrying); 1103 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1028 1104
1029 /* NO_FIX_PLAYER is set when a great many changes are being 1105 adjust_weight (env, total_weight (), 0);
1030 * made to players inventory. If set, avoiding the call
1031 * to save cpu time.
1032 */
1033 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1034 otmp->update_stats ();
1035 1106
1036 if (above) 1107 object *pl = in_player ();
1037 above->below = below;
1038 else
1039 env->inv = below;
1040
1041 if (below)
1042 below->above = above;
1043 1108
1044 /* we set up values so that it could be inserted into 1109 /* we set up values so that it could be inserted into
1045 * 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
1046 * to the caller to decide what we want to do. 1111 * to the caller to decide what we want to do.
1047 */ 1112 */
1048 x = env->x, y = env->y;
1049 map = env->map; 1113 map = env->map;
1050 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;
1051 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 }
1052 } 1146 }
1053 else if (map) 1147 else if (map)
1054 { 1148 {
1055 if (type == PLAYER)
1056 {
1057 // leaving a spot always closes any open container on the ground
1058 if (container && !container->env)
1059 // this causes spurious floorbox updates, but it ensures
1060 // that the CLOSE event is being sent.
1061 close_container ();
1062
1063 --map->players;
1064 map->touch ();
1065 }
1066
1067 map->dirty = true; 1149 map->dirty = true;
1068 mapspace &ms = this->ms (); 1150 mapspace &ms = this->ms ();
1069 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
1070 /* link the object above us */ 1177 /* link the object above us */
1071 if (above) 1178 // re-link, make sure compiler can easily use cmove
1072 above->below = below; 1179 *(above ? &above->below : &ms.top) = below;
1073 else 1180 *(below ? &below->above : &ms.bot) = above;
1074 ms.top = below; /* we were top, set new top */
1075
1076 /* Relink the object below us, if there is one */
1077 if (below)
1078 below->above = above;
1079 else
1080 {
1081 /* Nothing below, which means we need to relink map object for this space
1082 * use translated coordinates in case some oddness with map tiling is
1083 * evident
1084 */
1085 if (GET_MAP_OB (map, x, y) != this)
1086 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1087
1088 ms.bot = above; /* goes on above it. */
1089 }
1090 1181
1091 above = 0; 1182 above = 0;
1092 below = 0; 1183 below = 0;
1093 1184
1094 if (map->in_memory == MAP_SAVING) 1185 ms.invalidate ();
1095 return;
1096 1186
1097 int check_walk_off = !flag [FLAG_NO_APPLY]; 1187 int check_walk_off = !flag [FLAG_NO_APPLY];
1098 1188
1099 if (object *pl = ms.player ()) 1189 if (object *pl = ms.player ())
1100 { 1190 {
1101 if (pl->container == this) 1191 if (pl->container_ () == this)
1102 /* If a container that the player is currently using somehow gets 1192 /* If a container that the player is currently using somehow gets
1103 * removed (most likely destroyed), update the player view 1193 * removed (most likely destroyed), update the player view
1104 * appropriately. 1194 * appropriately.
1105 */ 1195 */
1106 pl->close_container (); 1196 pl->close_container ();
1107 1197
1198 //TODO: the floorbox prev/next might need updating
1199 //esrv_del_item (pl->contr, count);
1200 //TODO: update floorbox to preserve ordering
1201 if (pl->contr->ns)
1108 pl->contr->ns->floorbox_update (); 1202 pl->contr->ns->floorbox_update ();
1109 } 1203 }
1110 1204
1205 if (check_walk_off)
1111 for (tmp = ms.bot; tmp; tmp = tmp->above) 1206 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1112 { 1207 {
1208 above = tmp->above;
1209
1113 /* No point updating the players look faces if he is the object 1210 /* No point updating the players look faces if he is the object
1114 * being removed. 1211 * being removed.
1115 */ 1212 */
1116 1213
1117 /* See if object moving off should effect something */ 1214 /* See if object moving off should effect something */
1118 if (check_walk_off
1119 && ((move_type & tmp->move_off) 1215 if ((move_type & tmp->move_off)
1120 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1216 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1121 {
1122 move_apply (tmp, this, 0); 1217 move_apply (tmp, this, 0);
1123
1124 if (destroyed ())
1125 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1126 } 1218 }
1127 1219
1128 last = tmp; 1220 if (affects_los ())
1129 }
1130
1131 /* last == NULL if there are no objects on this space */
1132 //TODO: this makes little sense, why only update the topmost object?
1133 if (!last)
1134 map->at (x, y).flags_ = 0;
1135 else
1136 update_object (last, UP_OBJ_REMOVE);
1137
1138 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1139 update_all_los (map, x, y); 1221 update_all_los (map, x, y);
1140 } 1222 }
1141} 1223}
1142 1224
1143/* 1225/*
1157 if (!top) 1239 if (!top)
1158 for (top = op; top && top->above; top = top->above) 1240 for (top = op; top && top->above; top = top->above)
1159 ; 1241 ;
1160 1242
1161 for (; top; top = top->below) 1243 for (; top; top = top->below)
1162 {
1163 if (top == op)
1164 continue;
1165
1166 if (object::can_merge (op, top)) 1244 if (object::can_merge (op, top))
1167 { 1245 {
1168 top->nrof += op->nrof; 1246 top->nrof += op->nrof;
1169 1247
1170/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1248 if (object *pl = top->visible_to ())
1171 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
1172 op->destroy (); 1254 op->destroy ();
1255
1173 return top; 1256 return top;
1174 } 1257 }
1175 }
1176 1258
1177 return 0; 1259 return 0;
1178} 1260}
1179 1261
1180void 1262void
1185 1267
1186 object *prev = this; 1268 object *prev = this;
1187 1269
1188 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1270 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1189 { 1271 {
1190 object *op = arch_to_object (at); 1272 object *op = at->instance ();
1191 1273
1192 op->name = name; 1274 op->name = name;
1193 op->name_pl = name_pl; 1275 op->name_pl = name_pl;
1194 op->title = title; 1276 op->title = title;
1195 1277
1205 * job preparing multi-part monsters. 1287 * job preparing multi-part monsters.
1206 */ 1288 */
1207object * 1289object *
1208insert_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)
1209{ 1291{
1292 op->remove ();
1293
1210 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1294 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1211 { 1295 {
1212 tmp->x = x + tmp->arch->x; 1296 tmp->x = x + tmp->arch->x;
1213 tmp->y = y + tmp->arch->y; 1297 tmp->y = y + tmp->arch->y;
1214 } 1298 }
1231 * 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
1232 * to be set if special handling is needed. 1316 * to be set if special handling is needed.
1233 * 1317 *
1234 * Return value: 1318 * Return value:
1235 * new object if 'op' was merged with other object 1319 * new object if 'op' was merged with other object
1236 * NULL if 'op' was destroyed 1320 * NULL if there was an error (destroyed, blocked etc.)
1237 * just 'op' otherwise 1321 * just 'op' otherwise
1238 */ 1322 */
1239object * 1323object *
1240insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1324insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1241{ 1325{
1242 assert (!op->flag [FLAG_FREED]);
1243
1244 object *top, *floor = NULL;
1245
1246 op->remove (); 1326 op->remove ();
1327
1328 if (m == &freed_map)//D TODO: remove soon
1329 {//D
1330 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1331 }//D
1247 1332
1248 /* Ideally, the caller figures this out. However, it complicates a lot 1333 /* Ideally, the caller figures this out. However, it complicates a lot
1249 * of areas of callers (eg, anything that uses find_free_spot would now 1334 * of areas of callers (eg, anything that uses find_free_spot would now
1250 * need extra work 1335 * need extra work
1251 */ 1336 */
1337 maptile *newmap = m;
1252 if (!xy_normalise (m, op->x, op->y)) 1338 if (!xy_normalise (newmap, op->x, op->y))
1253 { 1339 {
1254 op->destroy (); 1340 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1255 return 0; 1341 return 0;
1256 } 1342 }
1257 1343
1258 if (object *more = op->more) 1344 if (object *more = op->more)
1259 if (!insert_ob_in_map (more, m, originator, flag)) 1345 if (!insert_ob_in_map (more, m, originator, flag))
1260 return 0; 1346 return 0;
1261 1347
1262 CLEAR_FLAG (op, FLAG_REMOVED); 1348 op->flag [FLAG_REMOVED] = false;
1263 1349 op->env = 0;
1264 op->map = m; 1350 op->map = newmap;
1351
1265 mapspace &ms = op->ms (); 1352 mapspace &ms = op->ms ();
1266 1353
1267 /* this has to be done after we translate the coordinates. 1354 /* this has to be done after we translate the coordinates.
1268 */ 1355 */
1269 if (op->nrof && !(flag & INS_NO_MERGE)) 1356 if (op->nrof && !(flag & INS_NO_MERGE))
1270 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1357 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1271 if (object::can_merge (op, tmp)) 1358 if (object::can_merge (op, tmp))
1272 { 1359 {
1360 // TODO: we actually want to update tmp, not op,
1361 // but some caller surely breaks when we return tmp
1362 // from here :/
1273 op->nrof += tmp->nrof; 1363 op->nrof += tmp->nrof;
1274 tmp->destroy (); 1364 tmp->destroy ();
1275 } 1365 }
1276 1366
1277 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 */
1278 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1368 op->clr_flag (FLAG_INV_LOCKED);
1279 1369
1280 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1370 if (!op->flag [FLAG_ALIVE])
1281 CLEAR_FLAG (op, FLAG_NO_STEAL); 1371 op->clr_flag (FLAG_NO_STEAL);
1282 1372
1283 if (flag & INS_BELOW_ORIGINATOR) 1373 if (flag & INS_BELOW_ORIGINATOR)
1284 { 1374 {
1285 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)
1286 { 1376 {
1287 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");
1288 abort (); 1378 abort ();
1289 } 1379 }
1290 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
1291 op->above = originator; 1388 op->above = originator;
1292 op->below = originator->below; 1389 op->below = originator->below;
1293
1294 if (op->below)
1295 op->below->above = op;
1296 else
1297 ms.bot = op;
1298
1299 /* since *below* originator, no need to update top */
1300 originator->below = op; 1390 originator->below = op;
1391
1392 *(op->below ? &op->below->above : &ms.bot) = op;
1301 } 1393 }
1302 else 1394 else
1303 { 1395 {
1304 top = ms.bot; 1396 object *floor = 0;
1397 object *top = ms.top;
1305 1398
1306 /* If there are other objects, then */ 1399 /* If there are other objects, then */
1307 if (top) 1400 if (top)
1308 { 1401 {
1309 object *last = 0;
1310
1311 /* 1402 /*
1312 * 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.
1313 * We've already dealt with merging if appropriate. 1404 * We've already dealt with merging if appropriate.
1314 * 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
1315 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1406 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1316 * floor, we want to insert above that and no further. 1407 * floor, we want to insert above that and no further.
1317 * 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
1318 * 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
1319 * 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
1320 * 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
1321 * that flying non pickable objects are spell objects. 1412 * that flying non pickable objects are spell objects.
1322 */ 1413 */
1323 for (top = ms.bot; top; top = top->above) 1414 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1324 { 1415 {
1325 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])
1326 floor = top; 1417 floor = tmp;
1327 1418
1328 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])
1329 { 1420 {
1330 /* We insert above top, so we want this object below this */ 1421 /* We insert above top, so we want this object below this */
1331 top = top->below; 1422 top = tmp->below;
1332 break; 1423 break;
1333 } 1424 }
1334 1425
1335 last = top; 1426 top = tmp;
1336 } 1427 }
1337
1338 /* Don't want top to be NULL, so set it to the last valid object */
1339 top = last;
1340 1428
1341 /* We let update_position deal with figuring out what the space 1429 /* We let update_position deal with figuring out what the space
1342 * looks like instead of lots of conditions here. 1430 * looks like instead of lots of conditions here.
1343 * makes things faster, and effectively the same result. 1431 * makes things faster, and effectively the same result.
1344 */ 1432 */
1351 */ 1439 */
1352 if (!(flag & INS_ON_TOP) 1440 if (!(flag & INS_ON_TOP)
1353 && ms.flags () & P_BLOCKSVIEW 1441 && ms.flags () & P_BLOCKSVIEW
1354 && (op->face && !faces [op->face].visibility)) 1442 && (op->face && !faces [op->face].visibility))
1355 { 1443 {
1444 object *last;
1445
1356 for (last = top; last != floor; last = last->below) 1446 for (last = top; last != floor; last = last->below)
1357 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1447 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1358 break; 1448 break;
1359 1449
1360 /* Check to see if we found the object that blocks view, 1450 /* Check to see if we found the object that blocks view,
1361 * 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
1362 * we can get inserted below this one, which requires we 1452 * we can get inserted below this one, which requires we
1368 } /* If objects on this space */ 1458 } /* If objects on this space */
1369 1459
1370 if (flag & INS_ABOVE_FLOOR_ONLY) 1460 if (flag & INS_ABOVE_FLOOR_ONLY)
1371 top = floor; 1461 top = floor;
1372 1462
1373 /* 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
1374 */
1375
1376 /* First object on this space */
1377 if (!top) 1464 if (!top)
1378 { 1465 {
1466 op->below = 0;
1379 op->above = ms.bot; 1467 op->above = ms.bot;
1380
1381 if (op->above)
1382 op->above->below = op;
1383
1384 op->below = 0;
1385 ms.bot = op; 1468 ms.bot = op;
1469
1470 *(op->above ? &op->above->below : &ms.top) = op;
1386 } 1471 }
1387 else 1472 else
1388 { /* get inserted into the stack above top */ 1473 {
1389 op->above = top->above; 1474 op->above = top->above;
1390
1391 if (op->above)
1392 op->above->below = op; 1475 top->above = op;
1393 1476
1394 op->below = top; 1477 op->below = top;
1395 top->above = op; 1478 *(op->above ? &op->above->below : &ms.top) = op;
1396 } 1479 }
1480 }
1397 1481
1398 if (!op->above) 1482 if (op->is_player ())
1399 ms.top = op;
1400 } /* else not INS_BELOW_ORIGINATOR */
1401
1402 if (op->type == PLAYER)
1403 { 1483 {
1404 op->contr->do_los = 1; 1484 op->contr->do_los = 1;
1405 ++op->map->players; 1485 ++op->map->players;
1406 op->map->touch (); 1486 op->map->touch ();
1407 } 1487 }
1408 1488
1409 op->map->dirty = true; 1489 op->map->dirty = true;
1410 1490
1411 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
1495 if (pl->contr->ns)
1412 pl->contr->ns->floorbox_update (); 1496 pl->contr->ns->floorbox_update ();
1413 1497
1414 /* If this object glows, it may affect lighting conditions that are 1498 /* If this object glows, it may affect lighting conditions that are
1415 * 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
1416 * 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
1417 * on the map will get recalculated. The players could very well 1501 * on the map will get recalculated. The players could very well
1418 * 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 -
1419 * this should get redone to only look for players within range, 1503 * this should get redone to only look for players within range,
1420 * or just updating the P_UPTODATE for spaces within this area 1504 * or just updating the P_UPTODATE for spaces within this area
1421 * of effect may be sufficient. 1505 * of effect may be sufficient.
1422 */ 1506 */
1423 if (op->map->darkness && (op->glow_radius != 0)) 1507 if (op->affects_los ())
1508 {
1509 op->ms ().invalidate ();
1424 update_all_los (op->map, op->x, op->y); 1510 update_all_los (op->map, op->x, op->y);
1511 }
1425 1512
1426 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1513 /* updates flags (blocked, alive, no magic, etc) for this map space */
1427 update_object (op, UP_OBJ_INSERT); 1514 update_object (op, UP_OBJ_INSERT);
1428 1515
1429 INVOKE_OBJECT (INSERT, op); 1516 INVOKE_OBJECT (INSERT, op);
1436 * blocked() and wall() work properly), and these flags are updated by 1523 * blocked() and wall() work properly), and these flags are updated by
1437 * update_object(). 1524 * update_object().
1438 */ 1525 */
1439 1526
1440 /* 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 */
1441 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1528 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1442 { 1529 {
1443 if (check_move_on (op, originator)) 1530 if (check_move_on (op, originator, flag))
1444 return 0; 1531 return 0;
1445 1532
1446 /* 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
1447 * walk on's. 1534 * walk on's.
1448 */ 1535 */
1449 for (object *tmp = op->more; tmp; tmp = tmp->more) 1536 for (object *tmp = op->more; tmp; tmp = tmp->more)
1450 if (check_move_on (tmp, originator)) 1537 if (check_move_on (tmp, originator, flag))
1451 return 0; 1538 return 0;
1452 } 1539 }
1453 1540
1454 return op; 1541 return op;
1455} 1542}
1456 1543
1457/* this function inserts an object in the map, but if it 1544/* this function inserts an object in the map, but if it
1458 * finds an object of its own type, it'll remove that one first. 1545 * finds an object of its own type, it'll remove that one first.
1459 * op is the object to insert it under: supplies x and the map. 1546 * op is the object to insert it under: supplies x and the map.
1460 */ 1547 */
1461void 1548void
1462replace_insert_ob_in_map (const char *arch_string, object *op) 1549replace_insert_ob_in_map (shstr_tmp archname, object *op)
1463{ 1550{
1464 object *tmp, *tmp1;
1465
1466 /* first search for itself and remove any old instances */ 1551 /* first search for itself and remove any old instances */
1467 1552
1468 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1553 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1469 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1554 if (tmp->arch->archname == archname) /* same archetype */
1470 tmp->destroy (); 1555 tmp->destroy ();
1471 1556
1472 tmp1 = arch_to_object (archetype::find (arch_string)); 1557 object *tmp = archetype::find (archname)->instance ();
1473 1558
1474 tmp1->x = op->x; 1559 tmp->x = op->x;
1475 tmp1->y = op->y; 1560 tmp->y = op->y;
1561
1476 insert_ob_in_map (tmp1, op->map, op, 0); 1562 insert_ob_in_map (tmp, op->map, op, 0);
1477} 1563}
1478 1564
1479object * 1565object *
1480object::insert_at (object *where, object *originator, int flags) 1566object::insert_at (object *where, object *originator, int flags)
1481{ 1567{
1568 if (where->env)
1569 return where->env->insert (this);
1570 else
1482 return where->map->insert (this, where->x, where->y, originator, flags); 1571 return where->map->insert (this, where->x, where->y, originator, flags);
1483} 1572}
1484 1573
1485/* 1574// check whether we can put this into the map, respect max_volume, max_items
1486 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1575bool
1487 * is returned contains nr objects, and the remaining parts contains 1576object::can_drop_at (maptile *m, int x, int y, object *originator)
1488 * the rest (or is removed and freed if that number is 0).
1489 * On failure, NULL is returned, and the reason put into the
1490 * global static errmsg array.
1491 */
1492object *
1493get_split_ob (object *orig_ob, uint32 nr)
1494{ 1577{
1495 object *newob; 1578 mapspace &ms = m->at (x, y);
1496 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1497 1579
1498 if (orig_ob->nrof < nr) 1580 int items = ms.items ();
1499 {
1500 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1501 return NULL;
1502 }
1503 1581
1504 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;
1505 1586
1506 if ((orig_ob->nrof -= nr) < 1) 1587 if (originator)
1507 orig_ob->destroy (1); 1588 originator->failmsgf (
1508 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.>",
1509 { 1590 query_name ()
1510 if (orig_ob->env != NULL) 1591 );
1511 sub_weight (orig_ob->env, orig_ob->weight * nr);
1512 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1513 {
1514 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1515 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1516 return NULL;
1517 }
1518 }
1519 1592
1520 newob->nrof = nr; 1593 return false;
1521
1522 return newob;
1523} 1594}
1524 1595
1525/* 1596/*
1526 * decrease_ob_nr(object, number) decreases a specified number from 1597 * decrease(object, number) decreases a specified number from
1527 * 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
1528 * is subsequently removed and freed. 1599 * is subsequently removed and freed.
1529 * 1600 *
1530 * 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
1531 */ 1602 */
1603bool
1604object::decrease (sint32 nr)
1605{
1606 if (!nr)
1607 return true;
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 */
1532object * 1637object *
1533decrease_ob_nr (object *op, uint32 i) 1638object::split (sint32 nr)
1534{ 1639{
1535 object *tmp; 1640 int have = number_of ();
1536 1641
1537 if (i == 0) /* objects with op->nrof require this check */ 1642 if (have < nr)
1538 return op; 1643 return 0;
1539 1644 else if (have == nr)
1540 if (i > op->nrof)
1541 i = op->nrof;
1542
1543 if (QUERY_FLAG (op, FLAG_REMOVED))
1544 op->nrof -= i;
1545 else if (op->env)
1546 { 1645 {
1547 /* is this object in the players inventory, or sub container
1548 * therein?
1549 */
1550 tmp = op->in_player ();
1551 /* nope. Is this a container the player has opened?
1552 * If so, set tmp to that player.
1553 * IMO, searching through all the players will mostly
1554 * likely be quicker than following op->env to the map,
1555 * and then searching the map for a player.
1556 */
1557 if (!tmp)
1558 for_all_players (pl)
1559 if (pl->ob->container == op->env)
1560 {
1561 tmp = pl->ob;
1562 break;
1563 }
1564
1565 if (i < op->nrof)
1566 {
1567 sub_weight (op->env, op->weight * i);
1568 op->nrof -= i;
1569 if (tmp)
1570 esrv_send_item (tmp, op);
1571 }
1572 else
1573 {
1574 op->remove (); 1646 remove ();
1575 op->nrof = 0; 1647 return this;
1576 if (tmp)
1577 esrv_del_item (tmp->contr, op->count);
1578 }
1579 } 1648 }
1580 else 1649 else
1581 { 1650 {
1582 object *above = op->above; 1651 decrease (nr);
1583 1652
1584 if (i < op->nrof) 1653 object *op = deep_clone ();
1585 op->nrof -= i; 1654 op->nrof = nr;
1586 else
1587 {
1588 op->remove ();
1589 op->nrof = 0;
1590 }
1591
1592 /* Since we just removed op, op->above is null */
1593 for (tmp = above; tmp; tmp = tmp->above)
1594 if (tmp->type == PLAYER)
1595 {
1596 if (op->nrof)
1597 esrv_send_item (tmp, op);
1598 else
1599 esrv_del_item (tmp->contr, op->count);
1600 }
1601 }
1602
1603 if (op->nrof)
1604 return op; 1655 return op;
1605 else
1606 {
1607 op->destroy ();
1608 return 0;
1609 }
1610}
1611
1612/*
1613 * add_weight(object, weight) adds the specified weight to an object,
1614 * and also updates how much the environment(s) is/are carrying.
1615 */
1616void
1617add_weight (object *op, signed long weight)
1618{
1619 while (op != NULL)
1620 {
1621 if (op->type == CONTAINER)
1622 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1623
1624 op->carrying += weight;
1625 op = op->env;
1626 } 1656 }
1627} 1657}
1628 1658
1629object * 1659object *
1630insert_ob_in_ob (object *op, object *where) 1660insert_ob_in_ob (object *op, object *where)
1649/* 1679/*
1650 * env->insert (op) 1680 * env->insert (op)
1651 * This function inserts the object op in the linked list 1681 * This function inserts the object op in the linked list
1652 * inside the object environment. 1682 * inside the object environment.
1653 * 1683 *
1654 * 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
1655 * be != op, if items are merged. -Tero 1685 * be != op, if items are merged. -Tero
1656 */ 1686 */
1657object * 1687object *
1658object::insert (object *op) 1688object::insert (object *op)
1659{ 1689{
1660 if (!QUERY_FLAG (op, FLAG_REMOVED))
1661 op->remove ();
1662
1663 if (op->more) 1690 if (op->more)
1664 { 1691 {
1665 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);
1666 return op; 1693 return op;
1667 } 1694 }
1668 1695
1669 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1696 op->remove ();
1670 CLEAR_FLAG (op, FLAG_REMOVED); 1697
1698 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1671 1699
1672 if (op->nrof) 1700 if (op->nrof)
1673 {
1674 for (object *tmp = inv; tmp; tmp = tmp->below) 1701 for (object *tmp = inv; tmp; tmp = tmp->below)
1675 if (object::can_merge (tmp, op)) 1702 if (object::can_merge (tmp, op))
1676 { 1703 {
1677 /* return the original object and remove inserted object 1704 /* return the original object and remove inserted object
1678 (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
1679 tmp->nrof += op->nrof; 1710 tmp->nrof += op->nrof;
1680 /* Weight handling gets pretty funky. Since we are adding to 1711
1681 * tmp->nrof, we need to increase the weight. 1712 if (object *pl = tmp->visible_to ())
1682 */ 1713 esrv_update_item (UPD_NROF, pl, tmp);
1714
1683 add_weight (this, op->weight * op->nrof); 1715 adjust_weight (this, oweight, weight_t (tmp->weight) * tmp->nrof);
1684 SET_FLAG (op, FLAG_REMOVED); 1716
1685 op->destroy (); /* free the inserted object */ 1717 op->destroy ();
1686 op = tmp; 1718 op = tmp;
1687 op->remove (); /* and fix old object's links */ 1719 goto inserted;
1688 CLEAR_FLAG (op, FLAG_REMOVED);
1689 break;
1690 } 1720 }
1691 1721
1692 /* I assume combined objects have no inventory
1693 * We add the weight - this object could have just been removed
1694 * (if it was possible to merge). calling remove_ob will subtract
1695 * the weight, so we need to add it in again, since we actually do
1696 * the linking below
1697 */
1698 add_weight (this, op->weight * op->nrof);
1699 }
1700 else
1701 add_weight (this, (op->weight + op->carrying));
1702
1703 if (object *otmp = this->in_player ())
1704 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1705 otmp->update_stats ();
1706
1707 op->owner = 0; // its his/hers now. period. 1722 op->owner = 0; // it's his/hers now. period.
1708 op->map = 0; 1723 op->map = 0;
1724 op->x = 0;
1725 op->y = 0;
1726
1727 op->above = 0;
1728 op->below = inv;
1709 op->env = this; 1729 op->env = this;
1710 op->above = 0;
1711 op->below = 0;
1712 op->x = op->y = 0;
1713 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:
1714 /* 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 */
1715 if (op->glow_radius && map) 1745 if (op->glow_radius && is_on_map ())
1716 { 1746 {
1717#ifdef DEBUG_LIGHTS 1747 update_stats ();
1718 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1719#endif /* DEBUG_LIGHTS */
1720 if (map->darkness)
1721 update_all_los (map, x, y); 1748 update_all_los (map, x, y);
1722 }
1723
1724 /* Client has no idea of ordering so lets not bother ordering it here.
1725 * It sure simplifies this function...
1726 */
1727 if (!inv)
1728 inv = op;
1729 else
1730 { 1749 }
1731 op->below = inv; 1750 else if (is_player ())
1732 op->below->above = op; 1751 // if this is a player's inventory, update stats
1733 inv = op; 1752 contr->queue_stats_update ();
1734 }
1735 1753
1736 INVOKE_OBJECT (INSERT, this); 1754 INVOKE_OBJECT (INSERT, this);
1737 1755
1738 return op; 1756 return op;
1739} 1757}
1757 * 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
1758 * 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
1759 * on top. 1777 * on top.
1760 */ 1778 */
1761int 1779int
1762check_move_on (object *op, object *originator) 1780check_move_on (object *op, object *originator, int flags)
1763{ 1781{
1782 if (op->flag [FLAG_NO_APPLY])
1783 return 0;
1784
1764 object *tmp; 1785 object *tmp;
1765 maptile *m = op->map; 1786 maptile *m = op->map;
1766 int x = op->x, y = op->y; 1787 int x = op->x, y = op->y;
1767 1788
1768 MoveType move_on, move_slow, move_block; 1789 mapspace &ms = m->at (x, y);
1769 1790
1770 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1791 ms.update ();
1771 return 0;
1772 1792
1773 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1793 MoveType move_on = ms.move_on;
1774 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1794 MoveType move_slow = ms.move_slow;
1775 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1795 MoveType move_block = ms.move_block;
1776 1796
1777 /* 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,
1778 * 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
1779 * 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
1780 * as walking. 1800 * as walking.
1789 */ 1809 */
1790 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)
1791 return 0; 1811 return 0;
1792 1812
1793 /* The objects have to be checked from top to bottom. 1813 /* The objects have to be checked from top to bottom.
1794 * Hence, we first go to the top: 1814 * Hence, we first go to the top:
1795 */ 1815 */
1796 1816 for (object *next, *tmp = ms.top; tmp; tmp = next)
1797 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1798 {
1799 /* Trim the search when we find the first other spell effect
1800 * this helps performance so that if a space has 50 spell objects,
1801 * we don't need to check all of them.
1802 */
1803 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1804 break;
1805 } 1817 {
1818 next = tmp->below;
1806 1819
1807 for (; tmp; tmp = tmp->below)
1808 {
1809 if (tmp == op) 1820 if (tmp == op)
1810 continue; /* Can't apply yourself */ 1821 continue; /* Can't apply yourself */
1811 1822
1812 /* 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.
1813 * Second check makes sure that the movement types not being slowed 1824 * Second check makes sure that the movement types not being slowed
1814 * (~slow_move) is not blocked on this space - just because the 1825 * (~slow_move) is not blocked on this space - just because the
1815 * space doesn't slow down swimming (for example), if you can't actually 1826 * space doesn't slow down swimming (for example), if you can't actually
1816 * swim on that space, can't use it to avoid the penalty. 1827 * swim on that space, can't use it to avoid the penalty.
1817 */ 1828 */
1818 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1829 if (!op->flag [FLAG_WIZPASS])
1819 { 1830 {
1820 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1831 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1821 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1832 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1822 { 1833 {
1823
1824 float
1825 diff = tmp->move_slow_penalty * fabs (op->speed); 1834 float diff = tmp->move_slow_penalty * fabs (op->speed);
1826 1835
1827 if (op->type == PLAYER) 1836 if (op->is_player ())
1828 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)) ||
1829 (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)))
1830 diff /= 4.0; 1839 diff /= 4.0;
1831 1840
1832 op->speed_left -= diff; 1841 op->speed_left -= diff;
1833 } 1842 }
1834 } 1843 }
1835 1844
1836 /* Basically same logic as above, except now for actual apply. */ 1845 /* Basically same logic as above, except now for actual apply. */
1837 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1846 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1838 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1847 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1839 { 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
1840 move_apply (tmp, op, originator); 1854 move_apply (tmp, op, originator);
1841 1855
1842 if (op->destroyed ()) 1856 if (op->destroyed ())
1843 return 1; 1857 return 1;
1844 1858
1867 LOG (llevError, "Present_arch called outside map.\n"); 1881 LOG (llevError, "Present_arch called outside map.\n");
1868 return NULL; 1882 return NULL;
1869 } 1883 }
1870 1884
1871 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)
1872 if (tmp->arch == at) 1886 if (tmp->arch->archname == at->archname)
1873 return tmp; 1887 return tmp;
1874 1888
1875 return NULL; 1889 return NULL;
1876} 1890}
1877 1891
1941 * The first matching object is returned, or NULL if none. 1955 * The first matching object is returned, or NULL if none.
1942 */ 1956 */
1943object * 1957object *
1944present_arch_in_ob (const archetype *at, const object *op) 1958present_arch_in_ob (const archetype *at, const object *op)
1945{ 1959{
1946 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1960 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1947 if (tmp->arch == at) 1961 if (tmp->arch->archname == at->archname)
1948 return tmp; 1962 return tmp;
1949 1963
1950 return NULL; 1964 return NULL;
1951} 1965}
1952 1966
1956void 1970void
1957flag_inv (object *op, int flag) 1971flag_inv (object *op, int flag)
1958{ 1972{
1959 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1973 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1960 { 1974 {
1961 SET_FLAG (tmp, flag); 1975 tmp->set_flag (flag);
1962 flag_inv (tmp, flag); 1976 flag_inv (tmp, flag);
1963 } 1977 }
1964} 1978}
1965 1979
1966/* 1980/*
1969void 1983void
1970unflag_inv (object *op, int flag) 1984unflag_inv (object *op, int flag)
1971{ 1985{
1972 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1986 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1973 { 1987 {
1974 CLEAR_FLAG (tmp, flag); 1988 tmp->clr_flag (flag);
1975 unflag_inv (tmp, flag); 1989 unflag_inv (tmp, flag);
1976 } 1990 }
1977} 1991}
1978 1992
1979/* 1993/*
1989 * inform the caller. However, insert_ob_in_map will update as 2003 * inform the caller. However, insert_ob_in_map will update as
1990 * 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.
1991 * 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
1992 * 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
1993 * 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
1994 * 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
1995 * customized, changed states, etc. 2009 * customized, changed states, etc.
1996 */ 2010 */
1997int 2011int
1998find_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)
1999{ 2013{
2000 int altern[SIZEOFFREE]; 2014 int altern[SIZEOFFREE];
2001 int index = 0, flag; 2015 int index = 0;
2002 2016
2003 for (int i = start; i < stop; i++) 2017 for (int i = start; i < stop; i++)
2004 { 2018 {
2005 mapxy pos (m, x, y); pos.move (i); 2019 mapxy pos (m, x, y); pos.move (i);
2006 2020
2022 continue; 2036 continue;
2023 } 2037 }
2024 2038
2025 /* 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.
2026 * 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.
2027 * 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 -
2028 * 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
2029 * 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
2030 * to only the spaces immediately surrounding the target area, and 2044 * to only the spaces immediately surrounding the target area, and
2031 * won't look 2 spaces south of the target space. 2045 * won't look 2 spaces south of the target space.
2032 */ 2046 */
2040 * head of the object should correspond for the entire object. 2054 * head of the object should correspond for the entire object.
2041 */ 2055 */
2042 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2056 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2043 continue; 2057 continue;
2044 2058
2045 if (ob->blocked (m, pos.x, pos.y)) 2059 if (ob->blocked (pos.m, pos.x, pos.y))
2046 continue; 2060 continue;
2047 2061
2048 altern [index++] = i; 2062 altern [index++] = i;
2049 } 2063 }
2050 2064
2062 */ 2076 */
2063int 2077int
2064find_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)
2065{ 2079{
2066 for (int i = 0; i < SIZEOFFREE; i++) 2080 for (int i = 0; i < SIZEOFFREE; i++)
2067 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i])) 2081 if (!ob->blocked (m, x + DIRX (i), y + DIRY (i)))
2068 return i; 2082 return i;
2069 2083
2070 return -1; 2084 return -1;
2071} 2085}
2072 2086
2083 2097
2084 while (--end) 2098 while (--end)
2085 swap (arr [end], arr [rndm (end + 1)]); 2099 swap (arr [end], arr [rndm (end + 1)]);
2086} 2100}
2087 2101
2088/* new function to make monster searching more efficient, and effective! 2102/* new function to make monster searching more efficient, and effective!
2089 * This basically returns a randomized array (in the passed pointer) of 2103 * This basically returns a randomized array (in the passed pointer) of
2090 * the spaces to find monsters. In this way, it won't always look for 2104 * the spaces to find monsters. In this way, it won't always look for
2091 * monsters to the north first. However, the size of the array passed 2105 * monsters to the north first. However, the size of the array passed
2092 * covers all the spaces, so within that size, all the spaces within 2106 * covers all the spaces, so within that size, all the spaces within
2093 * the 3x3 area will be searched, just not in a predictable order. 2107 * the 3x3 area will be searched, just not in a predictable order.
2118 * there is capable of. 2132 * there is capable of.
2119 */ 2133 */
2120int 2134int
2121find_dir (maptile *m, int x, int y, object *exclude) 2135find_dir (maptile *m, int x, int y, object *exclude)
2122{ 2136{
2123 int i, max = SIZEOFFREE, mflags; 2137 int max = SIZEOFFREE;
2124
2125 sint16 nx, ny;
2126 object *tmp;
2127 maptile *mp;
2128
2129 MoveType blocked, move_type; 2138 MoveType move_type;
2130 2139
2131 if (exclude && exclude->head_ () != exclude) 2140 if (exclude && exclude->head_ () != exclude)
2132 { 2141 {
2133 exclude = exclude->head; 2142 exclude = exclude->head;
2134 move_type = exclude->move_type; 2143 move_type = exclude->move_type;
2137 { 2146 {
2138 /* 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. */
2139 move_type = MOVE_ALL; 2148 move_type = MOVE_ALL;
2140 } 2149 }
2141 2150
2142 for (i = 1; i < max; i++) 2151 for (int i = 1; i < max; i++)
2143 { 2152 {
2144 mp = m; 2153 mapxy pos (m, x, y);
2145 nx = x + freearr_x[i]; 2154 pos.move (i);
2146 ny = y + freearr_y[i];
2147 2155
2148 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2156 if (!pos.normalise ())
2149
2150 if (mflags & P_OUT_OF_MAP)
2151 max = maxfree[i]; 2157 max = maxfree[i];
2152 else 2158 else
2153 { 2159 {
2154 mapspace &ms = mp->at (nx, ny); 2160 mapspace &ms = *pos;
2155 2161
2156 blocked = ms.move_block;
2157
2158 if ((move_type & blocked) == move_type) 2162 if ((move_type & ms.move_block) == move_type)
2159 max = maxfree[i]; 2163 max = maxfree [i];
2160 else if (mflags & P_IS_ALIVE) 2164 else if (ms.flags () & P_IS_ALIVE)
2161 { 2165 {
2162 for (tmp = ms.bot; tmp; tmp = tmp->above) 2166 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2163 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2167 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2164 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2168 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2165 break;
2166
2167 if (tmp)
2168 return freedir[i]; 2169 return freedir [i];
2169 } 2170 }
2170 } 2171 }
2171 } 2172 }
2172 2173
2173 return 0; 2174 return 0;
2182{ 2183{
2183 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);
2184} 2185}
2185 2186
2186/* 2187/*
2187 * 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
2188 * an object which has subtracted the x and y coordinates of another 2189 * for running into direct [dx, dy].
2189 * object, needs to travel toward it. 2190 * (the opposite of crossfire's find_dir_2!)
2190 */ 2191 */
2191int 2192int
2192find_dir_2 (int x, int y) 2193find_dir_2 (int x, int y)
2193{ 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
2194 int q; 2238 int q;
2195 2239
2196 if (y) 2240 if (y)
2197 q = x * 100 / y; 2241 q = 128 * x / y;
2198 else if (x) 2242 else if (x)
2199 q = -300 * x; 2243 q = -512 * x; // to make it > 309
2200 else 2244 else
2201 return 0; 2245 return 0;
2202 2246
2203 if (y > 0) 2247 if (y > 0)
2204 { 2248 {
2205 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
2206 return 3; 2254 return 3;
2207 if (q < -41) 2255 }
2208 return 2; 2256 else
2209 if (q < 41) 2257 {
2210 return 1; 2258 if (q < -309) return 3;
2211 if (q < 242) 2259 if (q < -52) return 2;
2212 return 8; 2260 if (q < 52) return 1;
2261 if (q < 309) return 8;
2262
2213 return 7; 2263 return 7;
2214 } 2264 }
2215 2265#endif
2216 if (q < -242)
2217 return 7;
2218 if (q < -41)
2219 return 6;
2220 if (q < 41)
2221 return 5;
2222 if (q < 242)
2223 return 4;
2224
2225 return 3;
2226} 2266}
2227 2267
2228/* 2268/*
2229 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2269 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2230 * between two directions (which are expected to be absolute (see absdir()) 2270 * between two directions (which are expected to be absolute (see absdir())
2231 */ 2271 */
2232int 2272int
2233dirdiff (int dir1, int dir2) 2273dirdiff (int dir1, int dir2)
2234{ 2274{
2235 int d;
2236
2237 d = abs (dir1 - dir2); 2275 int d = abs (dir1 - dir2);
2238 if (d > 4)
2239 d = 8 - d;
2240 2276
2241 return d; 2277 return d > 4 ? 8 - d : d;
2242} 2278}
2243 2279
2244/* peterm: 2280/* peterm:
2245 * 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.
2246 * Basically, this is a table of directions, and what directions 2282 * Basically, this is a table of directions, and what directions
2248 * 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
2249 * 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.
2250 * 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
2251 * functions. 2287 * functions.
2252 */ 2288 */
2253int reduction_dir[SIZEOFFREE][3] = { 2289static const int reduction_dir[SIZEOFFREE][3] = {
2254 {0, 0, 0}, /* 0 */ 2290 {0, 0, 0}, /* 0 */
2255 {0, 0, 0}, /* 1 */ 2291 {0, 0, 0}, /* 1 */
2256 {0, 0, 0}, /* 2 */ 2292 {0, 0, 0}, /* 2 */
2257 {0, 0, 0}, /* 3 */ 2293 {0, 0, 0}, /* 3 */
2258 {0, 0, 0}, /* 4 */ 2294 {0, 0, 0}, /* 4 */
2315 int mflags; 2351 int mflags;
2316 2352
2317 if (dir < 0) 2353 if (dir < 0)
2318 return 0; /* exit condition: invalid direction */ 2354 return 0; /* exit condition: invalid direction */
2319 2355
2320 dx = x + freearr_x[dir]; 2356 dx = x + DIRX (dir);
2321 dy = y + freearr_y[dir]; 2357 dy = y + DIRY (dir);
2322 2358
2323 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy); 2359 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2324 2360
2325 /* This functional arguably was incorrect before - it was 2361 /* This functional arguably was incorrect before - it was
2326 * checking for P_WALL - that was basically seeing if 2362 * checking for P_WALL - that was basically seeing if
2352 * 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)
2353 */ 2389 */
2354int 2390int
2355can_pick (const object *who, const object *item) 2391can_pick (const object *who, const object *item)
2356{ 2392{
2357 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2393 return /*who->flag [FLAG_WIZ]|| */
2358 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2394 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2359 !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));
2360} 2396}
2397
2398//-GPL
2361 2399
2362/* 2400/*
2363 * create clone from object to another 2401 * create clone from object to another
2364 */ 2402 */
2365object * 2403object *
2366object_create_clone (object *asrc) 2404object::deep_clone ()
2367{ 2405{
2368 object *dst = 0, *tmp, *src, *prev, *item; 2406 assert (("deep_clone called on non-head object", is_head ()));
2369 2407
2370 if (!asrc) 2408 object *dst = clone ();
2371 return 0;
2372 2409
2373 src = asrc->head_ (); 2410 object *prev = dst;
2374
2375 prev = 0;
2376 for (object *part = src; part; part = part->more) 2411 for (object *part = this->more; part; part = part->more)
2377 { 2412 {
2378 tmp = part->clone (); 2413 object *tmp = part->clone ();
2379 tmp->x -= src->x;
2380 tmp->y -= src->y;
2381
2382 if (!part->head)
2383 {
2384 dst = tmp;
2385 tmp->head = 0;
2386 }
2387 else
2388 tmp->head = dst; 2414 tmp->head = dst;
2389
2390 tmp->more = 0;
2391
2392 if (prev)
2393 prev->more = tmp; 2415 prev->more = tmp;
2394
2395 prev = tmp; 2416 prev = tmp;
2396 } 2417 }
2397 2418
2398 for (item = src->inv; item; item = item->below) 2419 for (object *item = inv; item; item = item->below)
2399 insert_ob_in_ob (object_create_clone (item), dst); 2420 insert_ob_in_ob (item->deep_clone (), dst);
2400 2421
2401 return dst; 2422 return dst;
2402} 2423}
2403 2424
2404/* This returns the first object in who's inventory that 2425/* This returns the first object in who's inventory that
2413 return tmp; 2434 return tmp;
2414 2435
2415 return 0; 2436 return 0;
2416} 2437}
2417 2438
2418/* If ob has a field named key, return the link from the list, 2439/* Zero the key_values on op, decrementing the shared-string
2419 * otherwise return NULL. 2440 * refcounts and freeing the links.
2420 * 2441 */
2421 * key must be a passed in shared string - otherwise, this won't 2442void
2422 * do the desired thing. 2443key_values::clear ()
2423 */
2424key_value *
2425get_ob_key_link (const object *ob, const char *key)
2426{ 2444{
2427 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)
2428 if (link->key == key) 2459 if (kv->key == key)
2429 return link;
2430
2431 return 0;
2432}
2433
2434/*
2435 * Returns the value of op has an extra_field for key, or NULL.
2436 *
2437 * The argument doesn't need to be a shared string.
2438 *
2439 * The returned string is shared.
2440 */
2441const char *
2442get_ob_key_value (const object *op, const char *const key)
2443{
2444 key_value *link;
2445 shstr_cmp canonical_key (key);
2446
2447 if (!canonical_key)
2448 {
2449 /* 1. There being a field named key on any object
2450 * implies there'd be a shared string to find.
2451 * 2. Since there isn't, no object has this field.
2452 * 3. Therefore, *this* object doesn't have this field.
2453 */
2454 return 0;
2455 }
2456
2457 /* This is copied from get_ob_key_link() above -
2458 * only 4 lines, and saves the function call overhead.
2459 */
2460 for (link = op->key_values; link; link = link->next)
2461 if (link->key == canonical_key)
2462 return link->value; 2460 return kv->value;
2463 2461
2464 return 0; 2462 return shstr ();
2465} 2463}
2466 2464
2467/* 2465void
2468 * Updates the canonical_key in op to value. 2466key_values::add (shstr_tmp key, shstr_tmp value)
2469 *
2470 * canonical_key is a shared string (value doesn't have to be).
2471 *
2472 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2473 * keys.
2474 *
2475 * Returns TRUE on success.
2476 */
2477int
2478set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2479{ 2467{
2480 key_value *field = NULL, *last = NULL; 2468 key_value *kv = new key_value;
2481 2469
2482 for (field = op->key_values; field != NULL; field = field->next) 2470 kv->next = first;
2483 { 2471 kv->key = key;
2484 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)
2485 { 2482 {
2486 last = field; 2483 kv->value = value;
2487 continue; 2484 return;
2488 } 2485 }
2489 2486
2490 if (value) 2487 add (key, value);
2491 field->value = value; 2488}
2492 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)
2493 { 2495 {
2494 /* Basically, if the archetype has this key set, 2496 key_value *kv = *kvp;
2495 * we need to store the null value so when we save 2497 *kvp = (*kvp)->next;
2496 * it, we save the empty value so that when we load, 2498 delete kv;
2497 * we get this value back again. 2499 return;
2498 */
2499 if (get_ob_key_link (op->arch, canonical_key))
2500 field->value = 0;
2501 else
2502 {
2503 if (last)
2504 last->next = field->next;
2505 else
2506 op->key_values = field->next;
2507
2508 delete field;
2509 }
2510 } 2500 }
2511 return TRUE; 2501}
2502
2503void
2504key_values::reverse ()
2505{
2506 key_value *prev = 0;
2507 key_value *head = first;
2508
2509 while (head)
2512 } 2510 {
2513 /* 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 }
2514 2516
2515 /* No field, we'll have to add it. */ 2517 first = prev;
2516
2517 if (!add_key)
2518 return FALSE;
2519
2520 /* There isn't any good reason to store a null
2521 * value in the key/value list. If the archetype has
2522 * this key, then we should also have it, so shouldn't
2523 * be here. If user wants to store empty strings,
2524 * should pass in ""
2525 */
2526 if (value == NULL)
2527 return TRUE;
2528
2529 field = new key_value;
2530
2531 field->key = canonical_key;
2532 field->value = value;
2533 /* Usual prepend-addition. */
2534 field->next = op->key_values;
2535 op->key_values = field;
2536
2537 return TRUE;
2538} 2518}
2539 2519
2540/* 2520key_values &
2541 * Updates the key in op to value. 2521key_values::operator =(const key_values &kv)
2542 *
2543 * If add_key is FALSE, this will only update existing keys,
2544 * and not add new ones.
2545 * In general, should be little reason FALSE is ever passed in for add_key
2546 *
2547 * Returns TRUE on success.
2548 */
2549int
2550set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2551{ 2522{
2552 shstr key_ (key); 2523 clear ();
2553 2524
2554 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 ();
2555} 2529}
2556 2530
2557object::depth_iterator::depth_iterator (object *container) 2531object::depth_iterator::depth_iterator (object *container)
2558: iterator_base (container) 2532: iterator_base (container)
2559{ 2533{
2609{ 2583{
2610 char flagdesc[512]; 2584 char flagdesc[512];
2611 char info2[256 * 4]; 2585 char info2[256 * 4];
2612 char *p = info; 2586 char *p = info;
2613 2587
2614 p += snprintf (p, 512, "{cnt:%d,uuid:%s,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}",
2615 count, 2589 count,
2616 uuid.c_str (), 2590 uuid.c_str (),
2617 &name, 2591 &name,
2618 title ? "\",title:\"" : "", 2592 title ? ",title:\"" : "",
2619 title ? (const char *)title : "", 2593 title ? (const char *)title : "",
2594 title ? "\"" : "",
2620 flag_desc (flagdesc, 512), type); 2595 flag_desc (flagdesc, 512), type);
2621 2596
2622 if (!this->flag[FLAG_REMOVED] && env) 2597 if (!flag[FLAG_REMOVED] && env)
2623 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2598 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2624 2599
2625 if (map) 2600 if (map)
2626 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);
2627 2602
2642{ 2617{
2643 return map ? map->region (x, y) 2618 return map ? map->region (x, y)
2644 : region::default_region (); 2619 : region::default_region ();
2645} 2620}
2646 2621
2647const materialtype_t * 2622//+GPL
2648object::dominant_material () const
2649{
2650 if (materialtype_t *mt = name_to_material (materialname))
2651 return mt;
2652
2653 return name_to_material (shstr_unknown);
2654}
2655 2623
2656void 2624void
2657object::open_container (object *new_container) 2625object::open_container (object *new_container)
2658{ 2626{
2659 if (container == new_container) 2627 if (container == new_container)
2660 return; 2628 return;
2661 2629
2662 if (object *old_container = container) 2630 object *old_container = container;
2631
2632 if (old_container)
2663 { 2633 {
2664 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2634 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2665 return; 2635 return;
2666 2636
2667#if 0 2637#if 0
2669 if (object *closer = old_container->inv) 2639 if (object *closer = old_container->inv)
2670 if (closer->type == CLOSE_CON) 2640 if (closer->type == CLOSE_CON)
2671 closer->destroy (); 2641 closer->destroy ();
2672#endif 2642#endif
2673 2643
2644 // make sure the container is available
2645 esrv_send_item (this, old_container);
2646
2674 old_container->flag [FLAG_APPLIED] = 0; 2647 old_container->flag [FLAG_APPLIED] = false;
2675 container = 0; 2648 container = 0;
2676 2649
2650 // client needs item update to make it work, client bug requires this to be separate
2677 esrv_update_item (UPD_FLAGS, this, old_container); 2651 esrv_update_item (UPD_FLAGS, this, old_container);
2652
2678 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2653 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2679 play_sound (sound_find ("chest_close")); 2654 play_sound (sound_find ("chest_close"));
2680 } 2655 }
2681 2656
2682 if (new_container) 2657 if (new_container)
2683 { 2658 {
2687 // TODO: this does not seem to serve any purpose anymore? 2662 // TODO: this does not seem to serve any purpose anymore?
2688#if 0 2663#if 0
2689 // insert the "Close Container" object. 2664 // insert the "Close Container" object.
2690 if (archetype *closer = new_container->other_arch) 2665 if (archetype *closer = new_container->other_arch)
2691 { 2666 {
2692 object *closer = arch_to_object (new_container->other_arch); 2667 object *closer = new_container->other_arch->instance ();
2693 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2668 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2694 new_container->insert (closer); 2669 new_container->insert (closer);
2695 } 2670 }
2696#endif 2671#endif
2697 2672
2698 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2673 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2699 2674
2675 // make sure the container is available, client bug requires this to be separate
2676 esrv_send_item (this, new_container);
2677
2700 new_container->flag [FLAG_APPLIED] = 1; 2678 new_container->flag [FLAG_APPLIED] = true;
2701 container = new_container; 2679 container = new_container;
2702 2680
2681 // client needs flag change
2703 esrv_update_item (UPD_FLAGS, this, new_container); 2682 esrv_update_item (UPD_FLAGS, this, new_container);
2704 esrv_send_inventory (this, new_container); 2683 esrv_send_inventory (this, new_container);
2705 play_sound (sound_find ("chest_open")); 2684 play_sound (sound_find ("chest_open"));
2706 } 2685 }
2686// else if (!old_container->env && contr && contr->ns)
2687// contr->ns->floorbox_reset ();
2707} 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
2708 2721
2709object * 2722object *
2710object::force_find (const shstr name) 2723object::force_find (shstr_tmp name)
2711{ 2724{
2712 /* cycle through his inventory to look for the MARK we want to 2725 /* cycle through his inventory to look for the MARK we want to
2713 * place 2726 * place
2714 */ 2727 */
2715 for (object *tmp = inv; tmp; tmp = tmp->below) 2728 for (object *tmp = inv; tmp; tmp = tmp->below)
2716 if (tmp->type == FORCE && tmp->slaying == name) 2729 if (tmp->type == FORCE && tmp->slaying == name)
2717 return splay (tmp); 2730 return splay (tmp);
2718 2731
2719 return 0; 2732 return 0;
2720} 2733}
2721 2734
2722void 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 *
2723object::force_add (const shstr name, int duration) 2745object::force_add (shstr_tmp name, int duration)
2724{ 2746{
2725 if (object *force = force_find (name)) 2747 if (object *force = force_find (name))
2726 force->destroy (); 2748 force->destroy ();
2727 2749
2728 object *force = get_archetype (FORCE_NAME); 2750 object *force = archetype::get (FORCE_NAME);
2729 2751
2730 force->slaying = name; 2752 force->slaying = name;
2731 force->stats.food = 1; 2753 force->force_set_timer (duration);
2732 force->speed_left = -1.f;
2733
2734 force->set_speed (duration ? 1.f / duration : 0.f);
2735 force->flag [FLAG_IS_USED_UP] = true;
2736 force->flag [FLAG_APPLIED] = true; 2754 force->flag [FLAG_APPLIED] = true;
2737 2755
2738 insert (force); 2756 return insert (force);
2739} 2757}
2740 2758
2741void 2759void
2742object::play_sound (faceidx sound) const 2760object::play_sound (faceidx sound) const
2743{ 2761{
2744 if (!sound) 2762 if (!sound)
2745 return; 2763 return;
2746 2764
2747 if (flag [FLAG_REMOVED]) 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 ())
2748 return; 2790 return;
2749 2791
2750 if (env) 2792 // find old force, or create new one
2751 { 2793 object *force = force_find (shstr_noise_force);
2752 if (object *pl = in_player ()) 2794
2753 pl->contr->play_sound (sound); 2795 if (force)
2754 } 2796 force->speed_left = -1.f; // patch old speed up
2755 else 2797 else
2756 map->play_sound (sound, x, y); 2798 {
2757} 2799 force = archetype::get (shstr_noise_force);
2758 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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