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Comparing deliantra/server/common/object.C (file contents):
Revision 1.142 by root, Mon Apr 30 04:25:29 2007 UTC vs.
Revision 1.367 by root, Sun Nov 18 15:19:48 2018 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * This program is free software; you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 18 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
23 */ 22 *
23 * The authors can be reached via e-mail to <support@deliantra.net>
24 */
24 25
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28#include <global.h> 26#include <global.h>
29#include <stdio.h> 27#include <stdio.h>
30#include <sys/types.h> 28#include <sys/types.h>
31#include <sys/uio.h> 29#include <sys/uio.h>
32#include <object.h> 30#include <object.h>
33#include <funcpoint.h> 31#include <sproto.h>
34#include <loader.h>
35 32
36#include <bitset> 33#include <bitset>
37 34
38int nrofallocobjects = 0; 35UUID UUID::cur;
39static UUID uuid; 36static uint64_t seq_next_save;
40const uint64 UUID_SKIP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
41 39
42objectvec objects; 40objectvec objects;
43activevec actives; 41activevec actives;
44 42
45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 43freelist_item *object::freelist;
44uint32_t object::object_count;
45uint32_t object::free_count;
46uint32_t object::create_count;
47uint32_t object::destroy_count;
48
49//+GPL
50
51int freearr_x[SIZEOFFREE] = {
52 0,
53 0, 1, 1, 1, 0, -1, -1, -1,
54 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 55 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
47}; 56};
48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 57int freearr_y[SIZEOFFREE] = {
58 0,
59 -1, -1, 0, 1, 1, 1, 0, -1,
60 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
49 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 61 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
50};
51int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
52 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
53}; 62};
54int freedir[SIZEOFFREE] = { 63int freedir[SIZEOFFREE] = {
55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 64 0,
65 1, 2, 3, 4, 5, 6, 7, 8,
66 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 67 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57}; 68};
58 69
70static int maxfree[SIZEOFFREE] = {
71 0,
72 9, 10, 13, 14, 17, 18, 21, 22,
73 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
74 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
75};
76
77const char *wall_suffix[16] = {
78 "0",
79 "1_3",
80 "1_4",
81 "2_1_2",
82 "1_2",
83 "2_2_4",
84 "2_2_1",
85 "3_1",
86 "1_1",
87 "2_2_3",
88 "2_2_2",
89 "3_3",
90 "2_1_1",
91 "3_4",
92 "3_2",
93 "4"
94};
95
59static void 96static void
60write_uuid (void) 97write_uuid (uval64 skip, bool sync)
61{ 98{
62 char filename1[MAX_BUF], filename2[MAX_BUF]; 99 CALL_BEGIN (2);
63 100 CALL_ARG_SV (newSVval64 (skip));
64 sprintf (filename1, "%s/uuid", settings.localdir); 101 CALL_ARG_SV (boolSV (sync));
65 sprintf (filename2, "%s/uuid~", settings.localdir); 102 CALL_CALL ("cf::write_uuid", G_DISCARD);
66 103 CALL_END;
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78} 104}
79 105
80static void 106static void
81read_uuid (void) 107read_uuid ()
82{ 108{
83 char filename[MAX_BUF]; 109 char filename[MAX_BUF];
84 110
85 sprintf (filename, "%s/uuid", settings.localdir); 111 sprintf (filename, "%s/uuid", settings.localdir);
112
113 seq_next_save = 0;
86 114
87 FILE *fp; 115 FILE *fp;
88 116
89 if (!(fp = fopen (filename, "r"))) 117 if (!(fp = fopen (filename, "r")))
90 { 118 {
91 if (errno == ENOENT) 119 if (errno == ENOENT)
92 { 120 {
93 LOG (llevInfo, "RESET uid to 1\n"); 121 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0; 122 UUID::cur.seq = 0;
95 write_uuid (); 123 write_uuid (UUID_GAP, true);
96 return; 124 return;
97 } 125 }
98 126
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 127 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1); 128 _exit (1);
101 } 129 }
102 130
103 int version; 131 char buf [UUID::MAX_LEN];
104 unsigned long long uid; 132 buf[0] = 0;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 133 fgets (buf, sizeof (buf), fp);
134
135 if (!UUID::cur.parse (buf))
106 { 136 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 137 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1); 138 _exit (1);
109 } 139 }
110 140
111 uuid.seq = uid; 141 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112 write_uuid (); 142
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 143 write_uuid (UUID_GAP, true);
114 fclose (fp); 144 fclose (fp);
115} 145}
116 146
117UUID 147UUID
118gen_uuid () 148UUID::gen ()
119{ 149{
120 UUID uid; 150 UUID uid;
121 151
122 uid.seq = ++uuid.seq; 152 uid.seq = ++cur.seq;
123 153
124 if (!(uuid.seq & (UUID_SKIP - 1))) 154 if (expect_false (cur.seq >= seq_next_save))
125 write_uuid (); 155 {
156 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
157 write_uuid (UUID_GAP, false);
158 }
159
126 160
127 return uid; 161 return uid;
128} 162}
129 163
130void 164void
131init_uuid () 165UUID::init ()
132{ 166{
133 read_uuid (); 167 read_uuid ();
134} 168}
135 169
170bool
171UUID::parse (const char *s)
172{
173 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
174 return false;
175
176 seq = 0;
177
178 while (*s != '>')
179 {
180 if (*s < '0')
181 return false;
182
183 // this gives nice branchless code with gcc
184 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
185 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
186
187 seq = (seq << 4) | digit;
188
189 ++s;
190 }
191
192 return true;
193}
194
195char *
196UUID::append (char *buf) const
197{
198 *buf++ = '<';
199 *buf++ = '1';
200 *buf++ = '.';
201
202 uint64_t seq = this->seq;
203 const int bits = 64;
204 char nz = 0;
205 static const char tohex [] = "0123456789abcdef";
206
207 // assert (len >= 3 + bits / 4 + 1 + 1);
208 for (int i = bits / 4; --i; )
209 {
210 uint8_t digit = seq >> (bits - 4);
211
212 *buf = tohex [digit];
213 nz |= digit;
214 buf += nz ? 1 : 0;
215 seq <<= 4;
216 }
217
218 // last digit is special - always emit
219 uint8_t digit = seq >> (bits - 4);
220 *buf++ = tohex [digit];
221
222 *buf++ = '>';
223
224 return buf;
225}
226
227char *
228UUID::c_str () const
229{
230 static char buf [MAX_LEN];
231 *append (buf) = 0;
232 return buf;
233}
234
136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 235/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int 236static bool
138compare_ob_value_lists_one (const object *wants, const object *has) 237compare_ob_value_lists_one (const object *wants, const object *has)
139{ 238{
140 key_value *wants_field;
141
142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 239 /* n-squared behaviour (see kv.get), but I'm hoping both
143 * objects with lists are rare, and lists stay short. If not, use a 240 * objects with lists are rare, and lists stay short. If not, use a
144 * different structure or at least keep the lists sorted... 241 * different structure or at least keep the lists sorted...
145 */ 242 */
146 243
147 /* For each field in wants, */ 244 /* For each field in wants, */
148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 245 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
149 { 246 if (has->kv.get (kv->key) != kv->value)
150 key_value *has_field; 247 return false;
151
152 /* Look for a field in has with the same key. */
153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
156 {
157 /* No field with that name. */
158 return FALSE;
159 }
160
161 /* Found the matching field. */
162 if (has_field->value != wants_field->value)
163 {
164 /* Values don't match, so this half of the comparison is false. */
165 return FALSE;
166 }
167
168 /* If we get here, we found a match. Now for the next field in wants. */
169 }
170 248
171 /* If we get here, every field in wants has a matching field in has. */ 249 /* If we get here, every field in wants has a matching field in has. */
172 return TRUE; 250 return true;
173} 251}
174 252
175/* Returns TRUE if ob1 has the same key_values as ob2. */ 253/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int 254static bool
177compare_ob_value_lists (const object *ob1, const object *ob2) 255compare_ob_value_lists (const object *ob1, const object *ob2)
178{ 256{
179 /* However, there may be fields in has which aren't partnered in wants, 257 /* However, there may be fields in has which aren't partnered in wants,
180 * so we need to run the comparison *twice*. :( 258 * so we need to run the comparison *twice*. :(
181 */ 259 */
182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 260 return compare_ob_value_lists_one (ob1, ob2)
261 && compare_ob_value_lists_one (ob2, ob1);
183} 262}
184 263
185/* Function examines the 2 objects given to it, and returns true if 264/* Function examines the 2 objects given to it, and returns true if
186 * they can be merged together. 265 * they can be merged together.
187 * 266 *
194 * Improvements made with merge: Better checking on potion, and also 273 * Improvements made with merge: Better checking on potion, and also
195 * check weight 274 * check weight
196 */ 275 */
197bool object::can_merge_slow (object *ob1, object *ob2) 276bool object::can_merge_slow (object *ob1, object *ob2)
198{ 277{
199 /* A couple quicksanity checks */ 278 /* A couple quick sanity checks */
200 if (ob1 == ob2 279 if (ob1 == ob2
201 || ob1->type != ob2->type 280 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value 281 || ob1->value != ob2->value
204 || ob1->name != ob2->name) 282 || ob1->name != ob2->name
283 || ob1->custom_name != ob2->custom_name
284 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
205 return 0; 285 return 0;
206 286
207 //TODO: this ain't working well, use nicer and correct overflow check
208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 287 /* Do not merge objects if nrof would overflow, assume nrof
209 * value could not be stored in a sint32 (which unfortunately sometimes is 288 * is always 0 .. 2**31-1 */
210 * used to store nrof). 289 if (ob1->nrof > 0x7fffffff - ob2->nrof)
211 */
212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
213 return 0; 290 return 0;
214 291
215 /* If the objects have been identified, set the BEEN_APPLIED flag. 292 /* If the objects have been identified, set the BEEN_APPLIED flag.
216 * This is to the comparison of the flags below will be OK. We 293 * This is to the comparison of the flags below will be OK. We
217 * just can't ignore the been applied or identified flags, as they 294 * just can't ignore the been applied or identified flags, as they
218 * are not equal - just if it has been identified, the been_applied 295 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning. 296 * flags lose any meaning.
220 */ 297 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 298 if (ob1->flag [FLAG_IDENTIFIED])
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 299 ob1->set_flag (FLAG_BEEN_APPLIED);
223 300
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 301 if (ob2->flag [FLAG_IDENTIFIED])
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 302 ob2->set_flag (FLAG_BEEN_APPLIED);
226 303
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 304 if (ob1->arch->archname != ob2->arch->archname
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 305 || ob1->name != ob2->name
230 || ob1->title != ob2->title 306 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 307 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 308 || ob1->weight != ob2->weight
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
235 || ob1->attacktype != ob2->attacktype 309 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic 310 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying 311 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill 312 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value 313 || ob1->value != ob2->value
240 || ob1->animation_id != ob2->animation_id 314 || ob1->animation_id != ob2->animation_id
315 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
241 || ob1->client_type != ob2->client_type 316 || ob1->client_type != ob2->client_type
242 || ob1->materialname != ob2->materialname 317 || ob1->material != ob2->material
243 || ob1->lore != ob2->lore 318 || ob1->lore != ob2->lore
244 || ob1->subtype != ob2->subtype 319 || ob1->subtype != ob2->subtype
245 || ob1->move_type != ob2->move_type 320 || ob1->move_type != ob2->move_type
246 || ob1->move_block != ob2->move_block 321 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow 322 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on 323 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off 324 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow 325 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty) 326 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
327 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
328 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
252 return 0; 329 return 0;
253 330
331 if ((ob1->flag ^ ob2->flag)
332 .reset (FLAG_INV_LOCKED)
333 .reset (FLAG_REMOVED)
334 .any ())
335 return 0;
336
254 /* This is really a spellbook check - really, we should 337 /* This is really a spellbook check - we should in general
255 * check all objects in the inventory. 338 * not merge objects with real inventories, as splitting them
339 * is hard.
256 */ 340 */
257 if (ob1->inv || ob2->inv) 341 if (ob1->inv || ob2->inv)
258 { 342 {
259 /* if one object has inventory but the other doesn't, not equiv */ 343 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 344 return 0; /* inventories differ in length */
261 return 0;
262 345
263 /* Now check to see if the two inventory objects could merge */ 346 if (ob1->inv->below || ob2->inv->below)
347 return 0; /* more than one object in inv */
348
264 if (!object::can_merge (ob1->inv, ob2->inv)) 349 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 350 return 0; /* inventory objects differ */
266 351
267 /* inventory ok - still need to check rest of this object to see 352 /* inventory ok - still need to check rest of this object to see
268 * if it is valid. 353 * if it is valid.
269 */ 354 */
270 } 355 }
271 356
272 /* Don't merge objects that are applied. With the new 'body' code, 357 /* Don't merge objects that are applied. With the new 'body' code,
273 * it is possible for most any character to have more than one of 358 * it is possible for most any character to have more than one of
274 * some items equipped, and we don't want those to merge. 359 * some items equipped, and we don't want those to merge.
275 */ 360 */
276 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 361 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
277 return 0; 362 return 0;
278 363
279 /* Note sure why the following is the case - either the object has to 364 /* Not sure why the following is the case - either the object has to
280 * be animated or have a very low speed. Is this an attempted monster 365 * be animated or have a very low speed. Is this an attempted monster
281 * check? 366 * check?
282 */ 367 */
283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 368 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
284 return 0; 369 return 0;
285 370
286 switch (ob1->type) 371 switch (ob1->type)
287 { 372 {
288 case SCROLL: 373 case SCROLL:
289 if (ob1->level != ob2->level) 374 if (ob1->level != ob2->level)
290 return 0; 375 return 0;
291 break; 376 break;
292 } 377 }
293 378
294 if (ob1->key_values != NULL || ob2->key_values != NULL) 379 if (!ob1->kv.empty () || !ob2->kv.empty ())
295 { 380 {
296 /* At least one of these has key_values. */ 381 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 382 if (ob1->kv.empty () != ob2->kv.empty ())
298 /* One has fields, but the other one doesn't. */ 383 return 0; /* One has fields, but the other one doesn't. */
384
385 if (!compare_ob_value_lists (ob1, ob2))
299 return 0; 386 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0;
302 } 387 }
303 388
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 389 if (ob1->self || ob2->self)
306 { 390 {
307 ob1->optimise (); 391 ob1->optimise ();
308 ob2->optimise (); 392 ob2->optimise ();
309 393
310 if (ob1->self || ob2->self) 394 if (ob1->self || ob2->self)
395 {
396 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
397 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
398
399 if (k1 != k2)
311 return 0; 400 return 0;
401
402 if (k1 == 0)
403 return 1;
404
405 if (!cfperl_can_merge (ob1, ob2))
406 return 0;
407 }
312 } 408 }
313 409
314 /* Everything passes, must be OK. */ 410 /* Everything passes, must be OK. */
315 return 1; 411 return 1;
316} 412}
317 413
414// find player who can see this object
415object *
416object::visible_to () const
417{
418 if (client_visible () && !flag [FLAG_REMOVED])
419 {
420 // see if we are in a container of sorts
421 if (env)
422 {
423 // the player inventory itself is always visible
424 if (env->is_player ())
425 return env;
426
427 // else a player could have our env open
428 object *envest = env->outer_env_or_self ();
429
430 // the player itself is always on a map, so we will find him here
431 // even if our inv is in a player.
432 if (envest->is_on_map ())
433 if (object *pl = envest->ms ().player ())
434 if (pl->container_ () == env)
435 return pl;
436 }
437 else
438 {
439 // maybe there is a player standing on the same mapspace
440 // this will catch the case where "this" is a player
441 if (object *pl = ms ().player ())
442 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
443 || pl->container_ () == this)
444 return pl;
445 }
446 }
447
448 return 0;
449}
450
451// adjust weight per container type ("of holding")
452static weight_t
453weight_adjust_for (object *op, weight_t weight)
454{
455 if (op->type == CONTAINER)
456 weight -= weight * op->stats.Str / 100;
457
458 return weight;
459}
460
318/* 461/*
462 * subtracts, then adds, the specified weight to an object,
463 * and also updates how much the environment(s) is/are carrying.
464 */
465static void
466adjust_weight (object *op, weight_t sub, weight_t add)
467{
468 while (op)
469 {
470 weight_t carrying = (weight_t)op->carrying
471 - weight_adjust_for (op, sub)
472 + weight_adjust_for (op, add);
473
474 sub = op->carrying;
475 op->carrying = carrying;
476 add = op->carrying;
477
478 if (object *pl = op->visible_to ())
479 if (pl != op) // player is handled lazily
480 esrv_update_item (UPD_WEIGHT, pl, op);
481
482 op = op->env;
483 }
484}
485
486/*
319 * sum_weight() is a recursive function which calculates the weight 487 * this is a recursive function which calculates the weight
320 * an object is carrying. It goes through in figures out how much 488 * an object is carrying. It goes through op and figures out how much
321 * containers are carrying, and sums it up. 489 * containers are carrying, and sums it up.
322 */ 490 */
323long 491void
324sum_weight (object *op) 492object::update_weight ()
325{ 493{
326 long sum; 494 weight_t sum = 0;
327 object *inv;
328 495
329 for (sum = 0, inv = op->inv; inv; inv = inv->below) 496 for (object *op = inv; op; op = op->below)
330 {
331 if (inv->inv)
332 sum_weight (inv);
333
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
335 } 497 {
498 op->update_weight ();
336 499
337 if (op->type == CONTAINER && op->stats.Str) 500 sum += weight_adjust_for (this, op->total_weight ());
338 sum = (sum * (100 - op->stats.Str)) / 100; 501 }
339 502
340 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
341 op->carrying = sum; 509 carrying = sum;
342 510
343 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 }
344} 515}
345 516
346/** 517/*
347 * Return the outermost environment object for a given object. 518 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
348 */
349
350object *
351object_get_env_recursive (object *op)
352{
353 while (op->env != NULL)
354 op = op->env;
355 return op;
356}
357
358/*
359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
360 * Some error messages.
361 * The result of the dump is stored in the static global errmsg array.
362 */ 519 */
363char * 520char *
364dump_object (object *op) 521dump_object (object *op)
365{ 522{
366 if (!op) 523 if (!op)
369 object_freezer freezer; 526 object_freezer freezer;
370 op->write (freezer); 527 op->write (freezer);
371 return freezer.as_string (); 528 return freezer.as_string ();
372} 529}
373 530
374/* 531char *
375 * get_nearest_part(multi-object, object 2) returns the part of the 532object::as_string ()
376 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned.
378 */
379
380object *
381get_nearest_part (object *op, const object *pl)
382{ 533{
383 object *tmp, *closest; 534 return dump_object (this);
384 int last_dist, i;
385
386 if (op->more == NULL)
387 return op;
388 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
389 if ((i = distance (tmp, pl)) < last_dist)
390 closest = tmp, last_dist = i;
391 return closest;
392} 535}
393 536
394/* 537/*
395 * Returns the object which has the count-variable equal to the argument. 538 * Returns the object which has the count-variable equal to the argument.
539 * VERRRY slow.
396 */ 540 */
397object * 541object *
398find_object (tag_t i) 542find_object (tag_t i)
399{ 543{
400 for_all_objects (op) 544 for_all_objects (op)
403 547
404 return 0; 548 return 0;
405} 549}
406 550
407/* 551/*
552 * Returns the object which has the uuid equal to the argument.
553 * MOAR VERRRY slow.
554 */
555
556object *
557find_object_uuid (UUID i)
558{
559 for_all_objects (op)
560 if (op->uuid == i)
561 return op;
562
563 return 0;
564}
565
566/*
408 * Returns the first object which has a name equal to the argument. 567 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 568 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 569 * Enables features like "patch <name-of-other-player> food 999"
411 */ 570 */
412object * 571object *
413find_object_name (const char *str) 572find_object_name (const char *str)
414{ 573{
415 shstr_cmp str_ (str); 574 shstr_cmp str_ (str);
416 object *op;
417 575
576 if (str_)
418 for_all_objects (op) 577 for_all_objects (op)
419 if (op->name == str_) 578 if (op->name == str_)
420 break; 579 return op;
421 580
422 return op; 581 return 0;
423}
424
425void
426free_all_object_data ()
427{
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429} 582}
430 583
431/* 584/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 585 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 586 * skill and experience objects.
587 * ACTUALLY NO! investigate! TODO
434 */ 588 */
435void 589void
436object::set_owner (object *owner) 590object::set_owner (object *owner)
437{ 591{
592 // allow objects which own objects
438 if (!owner) 593 if (owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner) 594 while (owner->owner)
449 owner = owner->owner; 595 owner = owner->owner;
596
597 if (flag [FLAG_FREED])
598 {
599 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
600 return;
601 }
450 602
451 this->owner = owner; 603 this->owner = owner;
452}
453
454/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links.
456 */
457static void
458free_key_values (object *op)
459{
460 for (key_value *i = op->key_values; i; )
461 {
462 key_value *next = i->next;
463 delete i;
464
465 i = next;
466 }
467
468 op->key_values = 0;
469}
470
471object &
472object::operator =(const object &src)
473{
474 bool is_freed = flag [FLAG_FREED];
475 bool is_removed = flag [FLAG_REMOVED];
476
477 *(object_copy *)this = src;
478
479 flag [FLAG_FREED] = is_freed;
480 flag [FLAG_REMOVED] = is_removed;
481
482 /* Copy over key_values, if any. */
483 if (src.key_values)
484 {
485 key_value *tail = 0;
486 key_values = 0;
487
488 for (key_value *i = src.key_values; i; i = i->next)
489 {
490 key_value *new_link = new key_value;
491
492 new_link->next = 0;
493 new_link->key = i->key;
494 new_link->value = i->value;
495
496 /* Try and be clever here, too. */
497 if (!key_values)
498 {
499 key_values = new_link;
500 tail = new_link;
501 }
502 else
503 {
504 tail->next = new_link;
505 tail = new_link;
506 }
507 }
508 }
509} 604}
510 605
511/* 606/*
512 * copy_to first frees everything allocated by the dst object, 607 * copy_to first frees everything allocated by the dst object,
513 * and then copies the contents of itself into the second 608 * and then copies the contents of itself into the second
517 * will point at garbage. 612 * will point at garbage.
518 */ 613 */
519void 614void
520object::copy_to (object *dst) 615object::copy_to (object *dst)
521{ 616{
522 *dst = *this; 617 dst->remove ();
618 *(object_copy *)dst = *this;
523 619
524 if (speed < 0) 620 // maybe move to object_copy?
525 dst->speed_left = speed_left - rndm (); 621 dst->kv = kv;
526 622
527 dst->set_speed (dst->speed); 623 dst->flag [FLAG_REMOVED] = true;
624 dst->activate ();
528} 625}
529 626
530void 627void
531object::instantiate () 628object::instantiate ()
532{ 629{
533 if (!uuid.seq) // HACK 630 if (!uuid.seq) // HACK
534 uuid = gen_uuid (); 631 uuid = UUID::gen ();
535 632
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
536 speed_left = -0.1f; 637 speed_left = -1.;
638
537 /* 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
538 * 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.
539 * 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
540 * values for the body_used info, so when items are created 642 * values for the body_used info, so when items are created
541 * for it, they can be properly equipped. 643 * for it, they can be properly equipped.
542 */ 644 */
543 memcpy (body_used, body_info, sizeof (body_used)); 645 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
646 slot[i].used = slot[i].info;
544 647
545 attachable::instantiate (); 648 attachable::instantiate ();
546} 649}
547 650
548object * 651object *
549object::clone () 652object::clone ()
550{ 653{
551 object *neu = create (); 654 object *neu = create ();
552 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
553 return neu; 662 return neu;
663}
664
665// update the anhimation frame of an object, but only if it has an animation
666// assigned and the frame number if within the animation.
667void object::update_anim_frame (int frame)
668{
669 if (ecb_expect_false (!has_anim () || frame >= anim_frames ()))
670 return;
671
672 set_anim_frame (frame);
673 update_object (this, UP_OBJ_FACE);
554} 674}
555 675
556/* 676/*
557 * If an object with the IS_TURNABLE() flag needs to be turned due 677 * If an object with the IS_TURNABLE() flag needs to be turned due
558 * to the closest player being on the other side, this function can 678 * to the closest player being on the other side, this function can
559 * be called to update the face variable, _and_ how it looks on the map. 679 * be called to update the face variable, _and_ how it looks on the map.
560 */ 680 */
561void 681void
562update_turn_face (object *op) 682update_turn_face (object *op)
563{ 683{
564 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 684 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
565 return; 685 return;
566 686
567 SET_ANIMATION (op, op->direction); 687 op->update_anim_frame (op->direction);
568 update_object (op, UP_OBJ_FACE);
569} 688}
570 689
571/* 690/*
572 * Updates the speed of an object. If the speed changes from 0 to another 691 * Updates the speed of an object. If the speed changes from 0 to another
573 * value, or vice versa, then add/remove the object from the active list. 692 * value, or vice versa, then add/remove the object from the active list.
574 * This function needs to be called whenever the speed of an object changes. 693 * This function needs to be called whenever the speed of an object changes.
575 */ 694 */
576void 695void
577object::set_speed (float speed) 696object::set_speed (float speed)
578{ 697{
579 if (flag [FLAG_FREED] && speed)
580 {
581 LOG (llevError, "Object %s is freed but has speed.\n", &name);
582 speed = 0;
583 }
584
585 this->speed = speed; 698 this->speed = speed;
586 699
587 if (has_active_speed ()) 700 if (has_active_speed ())
588 activate (); 701 activate ();
589 else 702 else
590 deactivate (); 703 deactivate ();
591} 704}
592 705
593/* 706/*
594 * update_object() updates the the map. 707 * update_object() updates the map.
595 * It takes into account invisible objects (and represent squares covered 708 * It takes into account invisible objects (and represent squares covered
596 * by invisible objects by whatever is below them (unless it's another 709 * by invisible objects by whatever is below them (unless it's another
597 * invisible object, etc...) 710 * invisible object, etc...)
598 * If the object being updated is beneath a player, the look-window 711 * If the object being updated is beneath a player, the look-window
599 * of that player is updated (this might be a suboptimal way of 712 * of that player is updated (this might be a suboptimal way of
608 * UP_OBJ_FACE: only the objects face has changed. 721 * UP_OBJ_FACE: only the objects face has changed.
609 */ 722 */
610void 723void
611update_object (object *op, int action) 724update_object (object *op, int action)
612{ 725{
613 if (op == NULL) 726 if (!op)
614 { 727 {
615 /* this should never happen */ 728 /* this should never happen */
616 LOG (llevDebug, "update_object() called for NULL object.\n"); 729 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
617 return; 730 return;
618 } 731 }
619 732
620 if (op->env) 733 if (!op->is_on_map ())
621 { 734 {
622 /* Animation is currently handled by client, so nothing 735 /* Animation is currently handled by client, so nothing
623 * to do in this case. 736 * to do in this case.
624 */ 737 */
625 return; 738 return;
626 } 739 }
627
628 /* If the map is saving, don't do anything as everything is
629 * going to get freed anyways.
630 */
631 if (!op->map || op->map->in_memory == MAP_SAVING)
632 return;
633 740
634 /* make sure the object is within map boundaries */ 741 /* make sure the object is within map boundaries */
635 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 742 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
636 { 743 {
637 LOG (llevError, "update_object() called for object out of map!\n"); 744 LOG (llevError, "update_object() called for object out of map!\n");
642 } 749 }
643 750
644 mapspace &m = op->ms (); 751 mapspace &m = op->ms ();
645 752
646 if (!(m.flags_ & P_UPTODATE)) 753 if (!(m.flags_ & P_UPTODATE))
647 /* nop */; 754 m.update_up (); // nothing to do except copy up
648 else if (action == UP_OBJ_INSERT) 755 else if (action == UP_OBJ_INSERT)
649 { 756 {
757#if 0
650 // this is likely overkill, TODO: revisit (schmorp) 758 // this is likely overkill, TODO: revisit (schmorp)
651 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 759 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
652 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 760 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
653 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 761 || (op->is_player () && !(m.flags_ & P_PLAYER))
654 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 762 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
655 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 763 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
656 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 764 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
657 || (m.move_on | op->move_on ) != m.move_on 765 || (m.move_on | op->move_on ) != m.move_on
658 || (m.move_off | op->move_off ) != m.move_off 766 || (m.move_off | op->move_off ) != m.move_off
659 || (m.move_slow | op->move_slow) != m.move_slow 767 || (m.move_slow | op->move_slow) != m.move_slow
660 /* This isn't perfect, but I don't expect a lot of objects to 768 /* This isn't perfect, but I don't expect a lot of objects to
661 * to have move_allow right now. 769 * have move_allow right now.
662 */ 770 */
663 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 771 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
772 m.invalidate ();
773#else
664 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 774 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
665 m.flags_ = 0; 775 m.invalidate ();
776#endif
666 } 777 }
667 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
668 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
669 * that is being removed. 780 * that is being removed.
670 */ 781 */
671 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
672 m.flags_ = 0; 783 m.invalidate ();
673 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
674 /* Nothing to do for that case */ ; 785 m.update_up (); // nothing to do for that case, except copy up
675 else 786 else
676 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
677 788
678 if (op->more) 789 if (op->more)
679 update_object (op->more, action); 790 update_object (op->more, action);
680} 791}
681 792
682object::object () 793object::object ()
683{ 794{
684 SET_FLAG (this, FLAG_REMOVED); 795 this->set_flag (FLAG_REMOVED);
685 796
686 expmul = 1.0; 797 //expmul = 1.0; declared const for the time being
687 face = blank_face; 798 face = blank_face;
799 material = MATERIAL_NULL;
688} 800}
689 801
690object::~object () 802object::~object ()
691{ 803{
692 unlink (); 804 unlink ();
693 805
694 free_key_values (this); 806 kv.clear ();
695} 807}
696
697static int object_count;
698 808
699void object::link () 809void object::link ()
700{ 810{
701 assert (!index);//D 811 assert (!index);//D
702 uuid = gen_uuid (); 812 uuid = UUID::gen ();
703 count = ++object_count;
704 813
705 refcnt_inc (); 814 refcnt_inc ();
706 objects.insert (this); 815 objects.insert (this);
816
817 ++create_count;
818
707} 819}
708 820
709void object::unlink () 821void object::unlink ()
710{ 822{
711 if (!index) 823 if (!index)
712 return; 824 return;
825
826 ++destroy_count;
713 827
714 objects.erase (this); 828 objects.erase (this);
715 refcnt_dec (); 829 refcnt_dec ();
716} 830}
717 831
721 /* If already on active list, don't do anything */ 835 /* If already on active list, don't do anything */
722 if (active) 836 if (active)
723 return; 837 return;
724 838
725 if (has_active_speed ()) 839 if (has_active_speed ())
840 {
841 if (flag [FLAG_FREED])
842 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
843
726 actives.insert (this); 844 actives.insert (this);
845 }
727} 846}
728 847
729void 848void
730object::activate_recursive () 849object::activate_recursive ()
731{ 850{
735 op->activate_recursive (); 854 op->activate_recursive ();
736} 855}
737 856
738/* This function removes object 'op' from the list of active 857/* This function removes object 'op' from the list of active
739 * objects. 858 * objects.
740 * This should only be used for style maps or other such 859 * This should only be used for style maps or other such
741 * reference maps where you don't want an object that isn't 860 * reference maps where you don't want an object that isn't
742 * in play chewing up cpu time getting processed. 861 * in play chewing up cpu time getting processed.
743 * The reverse of this is to call update_ob_speed, which 862 * The reverse of this is to call update_ob_speed, which
744 * will do the right thing based on the speed of the object. 863 * will do the right thing based on the speed of the object.
745 */ 864 */
780object::destroy_inv (bool drop_to_ground) 899object::destroy_inv (bool drop_to_ground)
781{ 900{
782 // need to check first, because the checks below might segfault 901 // need to check first, because the checks below might segfault
783 // as we might be on an invalid mapspace and crossfire code 902 // as we might be on an invalid mapspace and crossfire code
784 // is too buggy to ensure that the inventory is empty. 903 // is too buggy to ensure that the inventory is empty.
785 // corollary: if you create arrows etc. with stuff in tis inventory, 904 // corollary: if you create arrows etc. with stuff in its inventory,
786 // cf will crash below with off-map x and y 905 // cf will crash below with off-map x and y
787 if (!inv) 906 if (!inv)
788 return; 907 return;
789 908
790 /* Only if the space blocks everything do we not process - 909 /* Only if the space blocks everything do we not process -
791 * if some form of movement is allowed, let objects 910 * if some form of movement is allowed, let objects
792 * drop on that space. 911 * drop on that space.
793 */ 912 */
794 if (!drop_to_ground 913 if (!drop_to_ground
795 || !map 914 || !map
796 || map->in_memory != MAP_IN_MEMORY 915 || !map->linkable ()
797 || map->nodrop 916 || map->no_drop
798 || ms ().move_block == MOVE_ALL) 917 || ms ().move_block == MOVE_ALL)
799 { 918 {
800 while (inv) 919 while (inv)
801 {
802 inv->destroy_inv (drop_to_ground);
803 inv->destroy (); 920 inv->destroy ();
804 }
805 } 921 }
806 else 922 else
807 { /* Put objects in inventory onto this space */ 923 { /* Put objects in inventory onto this space */
808 while (inv) 924 while (inv)
809 { 925 {
820 map->insert (op, x, y); 936 map->insert (op, x, y);
821 } 937 }
822 } 938 }
823} 939}
824 940
941/*
942 * Remove and free all objects in the inventory of the given object.
943 * Unlike destroy_inv, this assumes the *this is destroyed as well
944 * well, so we can (and have to!) take shortcuts.
945 */
946void
947object::destroy_inv_fast ()
948{
949 while (object *op = inv)
950 {
951 // remove from object the fast way
952 op->flag [FLAG_REMOVED] = true;
953 op->env = 0;
954 if ((inv = inv->below))
955 inv->above = 0;
956
957 // then destroy
958 op->destroy ();
959 }
960}
961
962void
963object::freelist_free (int count)
964{
965 while (count-- && freelist)
966 {
967 freelist_item *next = freelist->next;
968 // count is being "destroyed"
969
970 sfree ((char *)freelist, sizeof (object));
971
972 freelist = next;
973 --free_count;
974 }
975}
976
977object *
825object *object::create () 978object::create ()
826{ 979{
827 object *op = new object; 980 object *op;
981
982 if (freelist)
983 {
984 freelist_item li = *freelist;
985 memset (freelist, 0, sizeof (object));
986
987 op = new (freelist) object;
988 op->count = li.count;
989
990 freelist = li.next;
991 --free_count;
992 }
993 else
994 {
995 void *ni = salloc0<char> (sizeof (object));
996
997 op = new(ni) object;
998
999 op->count = ++object_count;
1000 }
1001
828 op->link (); 1002 op->link ();
1003
829 return op; 1004 return op;
830} 1005}
831 1006
832void 1007void
1008object::do_delete ()
1009{
1010 uint32_t count = this->count;
1011
1012 this->~object ();
1013
1014 freelist_item *li = (freelist_item *)this;
1015 li->next = freelist;
1016 li->count = count;
1017
1018 freelist = li;
1019 ++free_count;
1020}
1021
1022void
833object::do_destroy () 1023object::do_destroy ()
834{ 1024{
835 attachable::do_destroy ();
836
837 if (flag [FLAG_IS_LINKED]) 1025 if (flag [FLAG_IS_LINKED])
838 remove_button_link (this); 1026 remove_link ();
839 1027
840 if (flag [FLAG_FRIENDLY]) 1028 if (flag [FLAG_FRIENDLY])
841 remove_friendly_object (this); 1029 remove_friendly_object (this);
842 1030
843 if (!flag [FLAG_REMOVED])
844 remove (); 1031 remove ();
845 1032
846 destroy_inv (true); 1033 attachable::do_destroy ();
847 1034
848 deactivate (); 1035 deactivate ();
849 unlink (); 1036 unlink ();
850 1037
851 flag [FLAG_FREED] = 1; 1038 flag [FLAG_FREED] = 1;
852 1039
853 // hack to ensure that freed objects still have a valid map 1040 // hack to ensure that freed objects still have a valid map
854 {
855 static maptile *freed_map; // freed objects are moved here to avoid crashes
856
857 if (!freed_map)
858 {
859 freed_map = new maptile;
860
861 freed_map->name = "/internal/freed_objects_map";
862 freed_map->width = 3;
863 freed_map->height = 3;
864
865 freed_map->alloc ();
866 freed_map->in_memory = MAP_IN_MEMORY;
867 }
868
869 map = freed_map; 1041 map = &freed_map;
870 x = 1; 1042 x = 1;
871 y = 1; 1043 y = 1;
872 }
873
874 head = 0;
875 1044
876 if (more) 1045 if (more)
877 { 1046 {
878 more->destroy (); 1047 more->destroy ();
879 more = 0; 1048 more = 0;
880 } 1049 }
881 1050
1051 head = 0;
1052
882 // clear those pointers that likely might have circular references to us 1053 // clear those pointers that likely might cause circular references
883 owner = 0; 1054 owner = 0;
884 enemy = 0; 1055 enemy = 0;
885 attacked_by = 0; 1056 attacked_by = 0;
1057 current_weapon = 0;
886} 1058}
887 1059
888void 1060void
889object::destroy (bool destroy_inventory) 1061object::destroy ()
890{ 1062{
891 if (destroyed ()) 1063 if (destroyed ())
892 return; 1064 return;
893 1065
894 if (destroy_inventory) 1066 if (!is_head () && !head->destroyed ())
1067 {
1068 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1069 head->destroy ();
1070 return;
1071 }
1072
895 destroy_inv (false); 1073 destroy_inv_fast ();
1074
1075 if (is_head ())
1076 if (sound_destroy)
1077 play_sound (sound_destroy);
1078 else if (flag [FLAG_MONSTER])
1079 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
896 1080
897 attachable::destroy (); 1081 attachable::destroy ();
898}
899
900/*
901 * sub_weight() recursively (outwards) subtracts a number from the
902 * weight of an object (and what is carried by it's environment(s)).
903 */
904void
905sub_weight (object *op, signed long weight)
906{
907 while (op != NULL)
908 {
909 if (op->type == CONTAINER)
910 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
911
912 op->carrying -= weight;
913 op = op->env;
914 }
915} 1082}
916 1083
917/* op->remove (): 1084/* op->remove ():
918 * This function removes the object op from the linked list of objects 1085 * This function removes the object op from the linked list of objects
919 * which it is currently tied to. When this function is done, the 1086 * which it is currently tied to. When this function is done, the
922 * the previous environment. 1089 * the previous environment.
923 */ 1090 */
924void 1091void
925object::do_remove () 1092object::do_remove ()
926{ 1093{
927 object *tmp, *last = 0; 1094 if (flag [FLAG_REMOVED])
928 object *otmp;
929
930 if (QUERY_FLAG (this, FLAG_REMOVED))
931 return; 1095 return;
932 1096
933 SET_FLAG (this, FLAG_REMOVED);
934 INVOKE_OBJECT (REMOVE, this); 1097 INVOKE_OBJECT (REMOVE, this);
1098
1099 flag [FLAG_REMOVED] = true;
935 1100
936 if (more) 1101 if (more)
937 more->remove (); 1102 more->remove ();
938 1103
939 /* 1104 /*
940 * In this case, the object to be removed is in someones 1105 * In this case, the object to be removed is in someones
941 * inventory. 1106 * inventory.
942 */ 1107 */
943 if (env) 1108 if (env)
944 { 1109 {
945 if (nrof) 1110 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
946 sub_weight (env, weight * nrof); 1111 if (object *pl = visible_to ())
947 else 1112 esrv_del_item (pl->contr, count);
948 sub_weight (env, weight + carrying); 1113 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
949 1114
950 /* NO_FIX_PLAYER is set when a great many changes are being 1115 adjust_weight (env, total_weight (), 0);
951 * made to players inventory. If set, avoiding the call
952 * to save cpu time.
953 */
954 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
955 otmp->update_stats ();
956 1116
957 if (above) 1117 object *pl = in_player ();
958 above->below = below;
959 else
960 env->inv = below;
961
962 if (below)
963 below->above = above;
964 1118
965 /* we set up values so that it could be inserted into 1119 /* we set up values so that it could be inserted into
966 * the map, but we don't actually do that - it is up 1120 * the map, but we don't actually do that - it is up
967 * to the caller to decide what we want to do. 1121 * to the caller to decide what we want to do.
968 */ 1122 */
969 x = env->x, y = env->y;
970 map = env->map; 1123 map = env->map;
971 above = 0, below = 0; 1124 x = env->x;
1125 y = env->y;
1126
1127 // make sure cmov optimisation is applicable
1128 *(above ? &above->below : &env->inv) = below;
1129 *(below ? &below->above : &above ) = above; // &above is just a dummy
1130
1131 above = 0;
1132 below = 0;
972 env = 0; 1133 env = 0;
1134
1135 if (pl && pl->is_player ())
1136 {
1137 if (expect_false (pl->contr->combat_ob == this))
1138 {
1139 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1140 pl->contr->combat_ob = 0;
1141 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1142 }
1143
1144 if (expect_false (pl->contr->ranged_ob == this))
1145 {
1146 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1147 pl->contr->ranged_ob = 0;
1148 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1149 }
1150
1151 pl->contr->queue_stats_update ();
1152
1153 if (expect_false (glow_radius) && pl->is_on_map ())
1154 update_all_los (pl->map, pl->x, pl->y);
1155 }
973 } 1156 }
974 else if (map) 1157 else if (map)
975 { 1158 {
976 if (type == PLAYER)
977 {
978 // leaving a spot always closes any open container on the ground
979 if (container && !container->env)
980 // this causes spurious floorbox updates, but it ensures
981 // that the CLOSE event is being sent.
982 close_container ();
983
984 --map->players;
985 map->touch ();
986 }
987
988 map->dirty = true; 1159 map->dirty = true;
989 mapspace &ms = this->ms (); 1160 mapspace &ms = this->ms ();
990 1161
1162 if (object *pl = ms.player ())
1163 {
1164 if (is_player ())
1165 {
1166 if (!flag [FLAG_WIZPASS])
1167 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1168
1169 // leaving a spot always closes any open container on the ground
1170 if (container && !container->env)
1171 // this causes spurious floorbox updates, but it ensures
1172 // that the CLOSE event is being sent.
1173 close_container ();
1174
1175 --map->players;
1176 map->touch ();
1177 }
1178 else if (pl->container_ () == this)
1179 {
1180 // removing a container should close it
1181 close_container ();
1182 }
1183 else
1184 esrv_del_item (pl->contr, count);
1185 }
1186
991 /* link the object above us */ 1187 /* link the object above us */
992 if (above) 1188 // re-link, make sure compiler can easily use cmove
993 above->below = below; 1189 *(above ? &above->below : &ms.top) = below;
994 else 1190 *(below ? &below->above : &ms.bot) = above;
995 ms.top = below; /* we were top, set new top */
996
997 /* Relink the object below us, if there is one */
998 if (below)
999 below->above = above;
1000 else
1001 {
1002 /* Nothing below, which means we need to relink map object for this space
1003 * use translated coordinates in case some oddness with map tiling is
1004 * evident
1005 */
1006 if (GET_MAP_OB (map, x, y) != this)
1007 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 ());
1008
1009 ms.bot = above; /* goes on above it. */
1010 }
1011 1191
1012 above = 0; 1192 above = 0;
1013 below = 0; 1193 below = 0;
1014 1194
1015 if (map->in_memory == MAP_SAVING) 1195 ms.invalidate ();
1016 return;
1017 1196
1018 int check_walk_off = !flag [FLAG_NO_APPLY]; 1197 int check_walk_off = !flag [FLAG_NO_APPLY];
1019 1198
1020 for (tmp = ms.bot; tmp; tmp = tmp->above) 1199 if (object *pl = ms.player ())
1021 { 1200 {
1022 /* No point updating the players look faces if he is the object 1201 if (pl->container_ () == this)
1023 * being removed.
1024 */
1025
1026 if (tmp->type == PLAYER && tmp != this)
1027 {
1028 /* If a container that the player is currently using somehow gets 1202 /* If a container that the player is currently using somehow gets
1029 * removed (most likely destroyed), update the player view 1203 * removed (most likely destroyed), update the player view
1030 * appropriately. 1204 * appropriately.
1031 */ 1205 */
1032 if (tmp->container == this) 1206 pl->close_container ();
1033 {
1034 flag [FLAG_APPLIED] = 0;
1035 tmp->container = 0;
1036 }
1037 1207
1208 //TODO: the floorbox prev/next might need updating
1209 //esrv_del_item (pl->contr, count);
1210 //TODO: update floorbox to preserve ordering
1038 if (tmp->contr->ns) 1211 if (pl->contr->ns)
1039 tmp->contr->ns->floorbox_update (); 1212 pl->contr->ns->floorbox_update ();
1213 }
1214
1215 if (check_walk_off)
1216 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1217 {
1218 above = tmp->above;
1219
1220 /* No point updating the players look faces if he is the object
1221 * being removed.
1040 } 1222 */
1041 1223
1042 /* See if object moving off should effect something */ 1224 /* See if object moving off should effect something */
1043 if (check_walk_off
1044 && ((move_type & tmp->move_off) 1225 if ((move_type & tmp->move_off)
1045 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1226 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1046 {
1047 move_apply (tmp, this, 0); 1227 move_apply (tmp, this, 0);
1048
1049 if (destroyed ())
1050 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1051 } 1228 }
1052 1229
1053 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1230 if (affects_los ())
1054 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1055 if (tmp->above == tmp)
1056 tmp->above = 0;
1057
1058 last = tmp;
1059 }
1060
1061 /* last == NULL if there are no objects on this space */
1062 //TODO: this makes little sense, why only update the topmost object?
1063 if (!last)
1064 map->at (x, y).flags_ = 0;
1065 else
1066 update_object (last, UP_OBJ_REMOVE);
1067
1068 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1069 update_all_los (map, x, y); 1231 update_all_los (map, x, y);
1070 } 1232 }
1071} 1233}
1072 1234
1073/* 1235/*
1082merge_ob (object *op, object *top) 1244merge_ob (object *op, object *top)
1083{ 1245{
1084 if (!op->nrof) 1246 if (!op->nrof)
1085 return 0; 1247 return 0;
1086 1248
1087 if (top) 1249 if (!top)
1088 for (top = op; top && top->above; top = top->above) 1250 for (top = op; top && top->above; top = top->above)
1089 ; 1251 ;
1090 1252
1091 for (; top; top = top->below) 1253 for (; top; top = top->below)
1092 {
1093 if (top == op)
1094 continue;
1095
1096 if (object::can_merge (op, top)) 1254 if (object::can_merge (op, top))
1097 { 1255 {
1098 top->nrof += op->nrof; 1256 top->nrof += op->nrof;
1099 1257
1100/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1258 if (object *pl = top->visible_to ())
1101 op->weight = 0; /* Don't want any adjustements now */ 1259 esrv_update_item (UPD_NROF, pl, top);
1260
1261 op->weight = 0; // cancel the addition above
1262 op->carrying = 0; // must be 0 already
1263
1102 op->destroy (); 1264 op->destroy ();
1265
1103 return top; 1266 return top;
1104 } 1267 }
1105 }
1106 1268
1107 return 0; 1269 return 0;
1108} 1270}
1109 1271
1110void 1272void
1113 if (more) 1275 if (more)
1114 return; 1276 return;
1115 1277
1116 object *prev = this; 1278 object *prev = this;
1117 1279
1118 for (archetype *at = arch->more; at; at = at->more) 1280 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1119 { 1281 {
1120 object *op = arch_to_object (at); 1282 object *op = at->instance ();
1121 1283
1122 op->name = name; 1284 op->name = name;
1123 op->name_pl = name_pl; 1285 op->name_pl = name_pl;
1124 op->title = title; 1286 op->title = title;
1125 1287
1135 * job preparing multi-part monsters. 1297 * job preparing multi-part monsters.
1136 */ 1298 */
1137object * 1299object *
1138insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1300insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1139{ 1301{
1302 op->remove ();
1303
1140 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1304 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1141 { 1305 {
1142 tmp->x = x + tmp->arch->clone.x; 1306 tmp->x = x + tmp->arch->x;
1143 tmp->y = y + tmp->arch->clone.y; 1307 tmp->y = y + tmp->arch->y;
1144 } 1308 }
1145 1309
1146 return insert_ob_in_map (op, m, originator, flag); 1310 return insert_ob_in_map (op, m, originator, flag);
1147} 1311}
1148 1312
1161 * Passing 0 for flag gives proper default values, so flag really only needs 1325 * Passing 0 for flag gives proper default values, so flag really only needs
1162 * to be set if special handling is needed. 1326 * to be set if special handling is needed.
1163 * 1327 *
1164 * Return value: 1328 * Return value:
1165 * new object if 'op' was merged with other object 1329 * new object if 'op' was merged with other object
1166 * NULL if 'op' was destroyed 1330 * NULL if there was an error (destroyed, blocked etc.)
1167 * just 'op' otherwise 1331 * just 'op' otherwise
1168 */ 1332 */
1169object * 1333object *
1170insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1334insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1171{ 1335{
1172 assert (!op->flag [FLAG_FREED]);
1173
1174 object *tmp, *top, *floor = NULL;
1175
1176 op->remove (); 1336 op->remove ();
1177 1337
1178#if 0 1338 if (m == &freed_map)//D TODO: remove soon
1179 if (!m->active != !op->active)
1180 if (m->active)
1181 op->activate_recursive ();
1182 else
1183 op->deactivate_recursive ();
1184#endif
1185
1186 if (out_of_map (m, op->x, op->y))
1187 { 1339 {//D
1188 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ()); 1340 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1189#ifdef MANY_CORES
1190 /* Better to catch this here, as otherwise the next use of this object
1191 * is likely to cause a crash. Better to find out where it is getting
1192 * improperly inserted.
1193 */
1194 abort ();
1195#endif
1196 return op;
1197 } 1341 }//D
1198
1199 if (object *more = op->more)
1200 {
1201 if (!insert_ob_in_map (more, m, originator, flag))
1202 {
1203 if (!op->head)
1204 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1205
1206 return 0;
1207 }
1208 }
1209
1210 CLEAR_FLAG (op, FLAG_REMOVED);
1211 1342
1212 /* Ideally, the caller figures this out. However, it complicates a lot 1343 /* Ideally, the caller figures this out. However, it complicates a lot
1213 * of areas of callers (eg, anything that uses find_free_spot would now 1344 * of areas of callers (eg, anything that uses find_free_spot would now
1214 * need extra work 1345 * need extra work
1215 */ 1346 */
1347 maptile *newmap = m;
1216 if (!xy_normalise (m, op->x, op->y)) 1348 if (!xy_normalise (newmap, op->x, op->y))
1349 {
1350 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1217 return 0; 1351 return 0;
1352 }
1218 1353
1354 if (object *more = op->more)
1355 if (!insert_ob_in_map (more, m, originator, flag))
1356 return 0;
1357
1358 op->flag [FLAG_REMOVED] = false;
1359 op->env = 0;
1219 op->map = m; 1360 op->map = newmap;
1361
1220 mapspace &ms = op->ms (); 1362 mapspace &ms = op->ms ();
1221 1363
1222 /* this has to be done after we translate the coordinates. 1364 /* this has to be done after we translate the coordinates.
1223 */ 1365 */
1224 if (op->nrof && !(flag & INS_NO_MERGE)) 1366 if (op->nrof && !(flag & INS_NO_MERGE))
1225 for (tmp = ms.bot; tmp; tmp = tmp->above) 1367 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1226 if (object::can_merge (op, tmp)) 1368 if (object::can_merge (op, tmp))
1227 { 1369 {
1370 // TODO: we actually want to update tmp, not op,
1371 // but some caller surely breaks when we return tmp
1372 // from here :/
1228 op->nrof += tmp->nrof; 1373 op->nrof += tmp->nrof;
1229 tmp->destroy (); 1374 tmp->destroy ();
1230 } 1375 }
1231 1376
1232 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1377 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1233 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1378 op->clr_flag (FLAG_INV_LOCKED);
1234 1379
1235 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1380 if (!op->flag [FLAG_ALIVE])
1236 CLEAR_FLAG (op, FLAG_NO_STEAL); 1381 op->clr_flag (FLAG_NO_STEAL);
1237 1382
1238 if (flag & INS_BELOW_ORIGINATOR) 1383 if (flag & INS_BELOW_ORIGINATOR)
1239 { 1384 {
1240 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1385 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1241 { 1386 {
1242 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1387 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1243 abort (); 1388 abort ();
1244 } 1389 }
1245 1390
1391 if (!originator->is_on_map ())
1392 {
1393 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1394 op->debug_desc (), originator->debug_desc ());
1395 abort ();
1396 }
1397
1246 op->above = originator; 1398 op->above = originator;
1247 op->below = originator->below; 1399 op->below = originator->below;
1248
1249 if (op->below)
1250 op->below->above = op;
1251 else
1252 ms.bot = op;
1253
1254 /* since *below* originator, no need to update top */
1255 originator->below = op; 1400 originator->below = op;
1401
1402 *(op->below ? &op->below->above : &ms.bot) = op;
1256 } 1403 }
1257 else 1404 else
1258 { 1405 {
1259 top = ms.bot; 1406 object *floor = 0;
1407 object *top = ms.top;
1260 1408
1261 /* If there are other objects, then */ 1409 /* If there are other objects, then */
1262 if ((!(flag & INS_MAP_LOAD)) && top) 1410 if (top)
1263 { 1411 {
1264 object *last = 0;
1265
1266 /* 1412 /*
1267 * If there are multiple objects on this space, we do some trickier handling. 1413 * If there are multiple objects on this space, we do some trickier handling.
1268 * We've already dealt with merging if appropriate. 1414 * We've already dealt with merging if appropriate.
1269 * Generally, we want to put the new object on top. But if 1415 * Generally, we want to put the new object on top. But if
1270 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1416 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1271 * floor, we want to insert above that and no further. 1417 * floor, we want to insert above that and no further.
1272 * Also, if there are spell objects on this space, we stop processing 1418 * Also, if there are spell objects on this space, we stop processing
1273 * once we get to them. This reduces the need to traverse over all of 1419 * once we get to them. This reduces the need to traverse over all of
1274 * them when adding another one - this saves quite a bit of cpu time 1420 * them when adding another one - this saves quite a bit of cpu time
1275 * when lots of spells are cast in one area. Currently, it is presumed 1421 * when lots of spells are cast in one area. Currently, it is presumed
1276 * that flying non pickable objects are spell objects. 1422 * that flying non pickable objects are spell objects.
1277 */ 1423 */
1278 for (top = ms.bot; top; top = top->above) 1424 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1279 { 1425 {
1280 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1426 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1281 floor = top; 1427 floor = tmp;
1282 1428
1283 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1429 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1284 { 1430 {
1285 /* We insert above top, so we want this object below this */ 1431 /* We insert above top, so we want this object below this */
1286 top = top->below; 1432 top = tmp->below;
1287 break; 1433 break;
1288 } 1434 }
1289 1435
1290 last = top; 1436 top = tmp;
1291 } 1437 }
1292
1293 /* Don't want top to be NULL, so set it to the last valid object */
1294 top = last;
1295 1438
1296 /* We let update_position deal with figuring out what the space 1439 /* We let update_position deal with figuring out what the space
1297 * looks like instead of lots of conditions here. 1440 * looks like instead of lots of conditions here.
1298 * makes things faster, and effectively the same result. 1441 * makes things faster, and effectively the same result.
1299 */ 1442 */
1306 */ 1449 */
1307 if (!(flag & INS_ON_TOP) 1450 if (!(flag & INS_ON_TOP)
1308 && ms.flags () & P_BLOCKSVIEW 1451 && ms.flags () & P_BLOCKSVIEW
1309 && (op->face && !faces [op->face].visibility)) 1452 && (op->face && !faces [op->face].visibility))
1310 { 1453 {
1454 object *last;
1455
1311 for (last = top; last != floor; last = last->below) 1456 for (last = top; last != floor; last = last->below)
1312 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1457 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1313 break; 1458 break;
1314 1459
1315 /* Check to see if we found the object that blocks view, 1460 /* Check to see if we found the object that blocks view,
1316 * and make sure we have a below pointer for it so that 1461 * and make sure we have a below pointer for it so that
1317 * we can get inserted below this one, which requires we 1462 * we can get inserted below this one, which requires we
1320 if (last && last->below && last != floor) 1465 if (last && last->below && last != floor)
1321 top = last->below; 1466 top = last->below;
1322 } 1467 }
1323 } /* If objects on this space */ 1468 } /* If objects on this space */
1324 1469
1325 if (flag & INS_MAP_LOAD)
1326 top = ms.top;
1327
1328 if (flag & INS_ABOVE_FLOOR_ONLY) 1470 if (flag & INS_ABOVE_FLOOR_ONLY)
1329 top = floor; 1471 top = floor;
1330 1472
1331 /* Top is the object that our object (op) is going to get inserted above. 1473 // insert object above top, or bottom-most if top = 0
1332 */
1333
1334 /* First object on this space */
1335 if (!top) 1474 if (!top)
1336 { 1475 {
1476 op->below = 0;
1337 op->above = ms.bot; 1477 op->above = ms.bot;
1338
1339 if (op->above)
1340 op->above->below = op;
1341
1342 op->below = 0;
1343 ms.bot = op; 1478 ms.bot = op;
1479
1480 *(op->above ? &op->above->below : &ms.top) = op;
1344 } 1481 }
1345 else 1482 else
1346 { /* get inserted into the stack above top */ 1483 {
1347 op->above = top->above; 1484 op->above = top->above;
1348
1349 if (op->above)
1350 op->above->below = op; 1485 top->above = op;
1351 1486
1352 op->below = top; 1487 op->below = top;
1353 top->above = op; 1488 *(op->above ? &op->above->below : &ms.top) = op;
1354 } 1489 }
1490 }
1355 1491
1356 if (!op->above) 1492 if (op->is_player ())
1357 ms.top = op;
1358 } /* else not INS_BELOW_ORIGINATOR */
1359
1360 if (op->type == PLAYER)
1361 { 1493 {
1362 op->contr->do_los = 1; 1494 op->contr->do_los = 1;
1363 ++op->map->players; 1495 ++op->map->players;
1364 op->map->touch (); 1496 op->map->touch ();
1365 } 1497 }
1366 1498
1367 op->map->dirty = true; 1499 op->map->dirty = true;
1368 1500
1369 /* If we have a floor, we know the player, if any, will be above
1370 * it, so save a few ticks and start from there.
1371 */
1372 if (!(flag & INS_MAP_LOAD))
1373 if (object *pl = ms.player ()) 1501 if (object *pl = ms.player ())
1502 //TODO: the floorbox prev/next might need updating
1503 //esrv_send_item (pl, op);
1504 //TODO: update floorbox to preserve ordering
1374 if (pl->contr->ns) 1505 if (pl->contr->ns)
1375 pl->contr->ns->floorbox_update (); 1506 pl->contr->ns->floorbox_update ();
1376 1507
1377 /* If this object glows, it may affect lighting conditions that are 1508 /* If this object glows, it may affect lighting conditions that are
1378 * visible to others on this map. But update_all_los is really 1509 * visible to others on this map. But update_all_los is really
1379 * an inefficient way to do this, as it means los for all players 1510 * an inefficient way to do this, as it means los for all players
1380 * on the map will get recalculated. The players could very well 1511 * on the map will get recalculated. The players could very well
1381 * be far away from this change and not affected in any way - 1512 * be far away from this change and not affected in any way -
1382 * this should get redone to only look for players within range, 1513 * this should get redone to only look for players within range,
1383 * or just updating the P_UPTODATE for spaces within this area 1514 * or just updating the P_UPTODATE for spaces within this area
1384 * of effect may be sufficient. 1515 * of effect may be sufficient.
1385 */ 1516 */
1386 if (op->map->darkness && (op->glow_radius != 0)) 1517 if (op->affects_los ())
1518 {
1519 op->ms ().invalidate ();
1387 update_all_los (op->map, op->x, op->y); 1520 update_all_los (op->map, op->x, op->y);
1521 }
1388 1522
1389 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1523 /* updates flags (blocked, alive, no magic, etc) for this map space */
1390 update_object (op, UP_OBJ_INSERT); 1524 update_object (op, UP_OBJ_INSERT);
1391 1525
1392 INVOKE_OBJECT (INSERT, op); 1526 INVOKE_OBJECT (INSERT, op);
1399 * blocked() and wall() work properly), and these flags are updated by 1533 * blocked() and wall() work properly), and these flags are updated by
1400 * update_object(). 1534 * update_object().
1401 */ 1535 */
1402 1536
1403 /* if this is not the head or flag has been passed, don't check walk on status */ 1537 /* if this is not the head or flag has been passed, don't check walk on status */
1404 if (!(flag & INS_NO_WALK_ON) && !op->head) 1538 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1405 { 1539 {
1406 if (check_move_on (op, originator)) 1540 if (check_move_on (op, originator, flag))
1407 return 0; 1541 return 0;
1408 1542
1409 /* If we are a multi part object, lets work our way through the check 1543 /* If we are a multi part object, let's work our way through the check
1410 * walk on's. 1544 * walk on's.
1411 */ 1545 */
1412 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1546 for (object *tmp = op->more; tmp; tmp = tmp->more)
1413 if (check_move_on (tmp, originator)) 1547 if (check_move_on (tmp, originator, flag))
1414 return 0; 1548 return 0;
1415 } 1549 }
1416 1550
1417 return op; 1551 return op;
1418} 1552}
1419 1553
1420/* this function inserts an object in the map, but if it 1554/* this function inserts an object in the map, but if it
1421 * finds an object of its own type, it'll remove that one first. 1555 * finds an object of its own type, it'll remove that one first.
1422 * op is the object to insert it under: supplies x and the map. 1556 * op is the object to insert it under: supplies x and the map.
1423 */ 1557 */
1424void 1558void
1425replace_insert_ob_in_map (const char *arch_string, object *op) 1559replace_insert_ob_in_map (shstr_tmp archname, object *op)
1426{ 1560{
1427 object *tmp, *tmp1;
1428
1429 /* first search for itself and remove any old instances */ 1561 /* first search for itself and remove any old instances */
1430 1562
1431 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1563 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1432 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1564 if (tmp->arch->archname == archname) /* same archetype */
1433 tmp->destroy (); 1565 tmp->destroy ();
1434 1566
1435 tmp1 = arch_to_object (archetype::find (arch_string)); 1567 object *tmp = archetype::find (archname)->instance ();
1436 1568
1437 tmp1->x = op->x; 1569 tmp->x = op->x;
1438 tmp1->y = op->y; 1570 tmp->y = op->y;
1571
1439 insert_ob_in_map (tmp1, op->map, op, 0); 1572 insert_ob_in_map (tmp, op->map, op, 0);
1440} 1573}
1441 1574
1442object * 1575object *
1443object::insert_at (object *where, object *originator, int flags) 1576object::insert_at (object *where, object *originator, int flags)
1444{ 1577{
1578 if (where->env)
1579 return where->env->insert (this);
1580 else
1445 return where->map->insert (this, where->x, where->y, originator, flags); 1581 return where->map->insert (this, where->x, where->y, originator, flags);
1446} 1582}
1447 1583
1448/* 1584// check whether we can put this into the map, respect max_volume, max_items
1449 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1585bool
1450 * is returned contains nr objects, and the remaining parts contains 1586object::can_drop_at (maptile *m, int x, int y, object *originator)
1451 * the rest (or is removed and freed if that number is 0).
1452 * On failure, NULL is returned, and the reason put into the
1453 * global static errmsg array.
1454 */
1455object *
1456get_split_ob (object *orig_ob, uint32 nr)
1457{ 1587{
1458 object *newob; 1588 mapspace &ms = m->at (x, y);
1459 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1460 1589
1461 if (orig_ob->nrof < nr) 1590 int items = ms.items ();
1462 {
1463 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1464 return NULL;
1465 }
1466 1591
1467 newob = object_create_clone (orig_ob); 1592 if (!items // testing !items ensures we can drop at least one item
1593 || (items < m->max_items
1594 && ms.volume () < m->max_volume))
1595 return true;
1468 1596
1469 if ((orig_ob->nrof -= nr) < 1) 1597 if (originator)
1470 orig_ob->destroy (1); 1598 originator->failmsgf (
1471 else if (!is_removed) 1599 "No matter how hard you try, you just cannot put the %s here! H<Try to remove some items from the floor first.>",
1472 { 1600 query_name ()
1473 if (orig_ob->env != NULL) 1601 );
1474 sub_weight (orig_ob->env, orig_ob->weight * nr);
1475 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1476 {
1477 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1478 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1479 return NULL;
1480 }
1481 }
1482 1602
1483 newob->nrof = nr; 1603 return false;
1484
1485 return newob;
1486} 1604}
1487 1605
1488/* 1606/*
1489 * decrease_ob_nr(object, number) decreases a specified number from 1607 * decrease(object, number) decreases a specified number from
1490 * the amount of an object. If the amount reaches 0, the object 1608 * the amount of an object. If the amount reaches 0, the object
1491 * is subsequently removed and freed. 1609 * is subsequently removed and freed.
1492 * 1610 *
1493 * Return value: 'op' if something is left, NULL if the amount reached 0 1611 * Return value: 'op' if something is left, NULL if the amount reached 0
1494 */ 1612 */
1613bool
1614object::decrease (sint32 nr)
1615{
1616 if (!nr)
1617 return true;
1618
1619 nr = min (nr, nrof);
1620
1621 if (nrof > nr)
1622 {
1623 weight_t oweight = total_weight ();
1624
1625 nrof -= nr;
1626
1627 if (object *pl = visible_to ())
1628 esrv_update_item (UPD_NROF, pl, this);
1629
1630 adjust_weight (env, oweight, total_weight ());
1631
1632 return true;
1633 }
1634 else
1635 {
1636 destroy ();
1637 return false;
1638 }
1639}
1640
1641/*
1642 * split(ob,nr) splits up ob into two parts. The part which
1643 * is returned contains nr objects, and the remaining parts contains
1644 * the rest (or is removed and returned if that number is 0).
1645 * On failure, NULL is returned.
1646 */
1495object * 1647object *
1496decrease_ob_nr (object *op, uint32 i) 1648object::split (sint32 nr)
1497{ 1649{
1498 object *tmp; 1650 int have = number_of ();
1499 1651
1500 if (i == 0) /* objects with op->nrof require this check */ 1652 if (have < nr)
1501 return op; 1653 return 0;
1502 1654 else if (have == nr)
1503 if (i > op->nrof)
1504 i = op->nrof;
1505
1506 if (QUERY_FLAG (op, FLAG_REMOVED))
1507 op->nrof -= i;
1508 else if (op->env)
1509 { 1655 {
1510 /* is this object in the players inventory, or sub container
1511 * therein?
1512 */
1513 tmp = op->in_player ();
1514 /* nope. Is this a container the player has opened?
1515 * If so, set tmp to that player.
1516 * IMO, searching through all the players will mostly
1517 * likely be quicker than following op->env to the map,
1518 * and then searching the map for a player.
1519 */
1520 if (!tmp)
1521 for_all_players (pl)
1522 if (pl->ob->container == op->env)
1523 {
1524 tmp = pl->ob;
1525 break;
1526 }
1527
1528 if (i < op->nrof)
1529 {
1530 sub_weight (op->env, op->weight * i);
1531 op->nrof -= i;
1532 if (tmp)
1533 esrv_send_item (tmp, op);
1534 }
1535 else
1536 {
1537 op->remove (); 1656 remove ();
1538 op->nrof = 0; 1657 return this;
1539 if (tmp)
1540 esrv_del_item (tmp->contr, op->count);
1541 }
1542 } 1658 }
1543 else 1659 else
1544 { 1660 {
1545 object *above = op->above; 1661 decrease (nr);
1546 1662
1547 if (i < op->nrof) 1663 object *op = deep_clone ();
1548 op->nrof -= i; 1664 op->nrof = nr;
1549 else
1550 {
1551 op->remove ();
1552 op->nrof = 0;
1553 }
1554
1555 /* Since we just removed op, op->above is null */
1556 for (tmp = above; tmp; tmp = tmp->above)
1557 if (tmp->type == PLAYER)
1558 {
1559 if (op->nrof)
1560 esrv_send_item (tmp, op);
1561 else
1562 esrv_del_item (tmp->contr, op->count);
1563 }
1564 }
1565
1566 if (op->nrof)
1567 return op; 1665 return op;
1568 else
1569 {
1570 op->destroy ();
1571 return 0;
1572 }
1573}
1574
1575/*
1576 * add_weight(object, weight) adds the specified weight to an object,
1577 * and also updates how much the environment(s) is/are carrying.
1578 */
1579void
1580add_weight (object *op, signed long weight)
1581{
1582 while (op != NULL)
1583 {
1584 if (op->type == CONTAINER)
1585 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1586
1587 op->carrying += weight;
1588 op = op->env;
1589 } 1666 }
1590} 1667}
1591 1668
1592object * 1669object *
1593insert_ob_in_ob (object *op, object *where) 1670insert_ob_in_ob (object *op, object *where)
1598 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1675 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1599 free (dump); 1676 free (dump);
1600 return op; 1677 return op;
1601 } 1678 }
1602 1679
1603 if (where->head) 1680 if (where->head_ () != where)
1604 { 1681 {
1605 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1682 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1606 where = where->head; 1683 where = where->head;
1607 } 1684 }
1608 1685
1609 return where->insert (op); 1686 return where->insert (op);
1610} 1687}
1612/* 1689/*
1613 * env->insert (op) 1690 * env->insert (op)
1614 * This function inserts the object op in the linked list 1691 * This function inserts the object op in the linked list
1615 * inside the object environment. 1692 * inside the object environment.
1616 * 1693 *
1617 * The function returns now pointer to inserted item, and return value can 1694 * The function returns now pointer to inserted item, and return value can
1618 * be != op, if items are merged. -Tero 1695 * be != op, if items are merged. -Tero
1619 */ 1696 */
1620object * 1697object *
1621object::insert (object *op) 1698object::insert (object *op)
1622{ 1699{
1623 object *tmp, *otmp;
1624
1625 if (!QUERY_FLAG (op, FLAG_REMOVED))
1626 op->remove ();
1627
1628 if (op->more) 1700 if (op->more)
1629 { 1701 {
1630 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1702 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1631 return op; 1703 return op;
1632 } 1704 }
1633 1705
1634 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1706 op->remove ();
1635 CLEAR_FLAG (op, FLAG_REMOVED); 1707
1708 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1709
1636 if (op->nrof) 1710 if (op->nrof)
1637 {
1638 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1711 for (object *tmp = inv; tmp; tmp = tmp->below)
1639 if (object::can_merge (tmp, op)) 1712 if (object::can_merge (tmp, op))
1640 { 1713 {
1641 /* return the original object and remove inserted object 1714 /* return the original object and remove inserted object
1642 (client needs the original object) */ 1715 (client prefers the original object) */
1716
1717 // carrying must be 0 for mergable objects
1718 weight_t oweight = weight_t (tmp->weight) * tmp->nrof;
1719
1643 tmp->nrof += op->nrof; 1720 tmp->nrof += op->nrof;
1644 /* Weight handling gets pretty funky. Since we are adding to 1721
1645 * tmp->nrof, we need to increase the weight. 1722 if (object *pl = tmp->visible_to ())
1646 */ 1723 esrv_update_item (UPD_NROF, pl, tmp);
1724
1647 add_weight (this, op->weight * op->nrof); 1725 adjust_weight (this, oweight, weight_t (tmp->weight) * tmp->nrof);
1648 SET_FLAG (op, FLAG_REMOVED); 1726
1649 op->destroy (); /* free the inserted object */ 1727 op->destroy ();
1650 op = tmp; 1728 op = tmp;
1651 op->remove (); /* and fix old object's links */ 1729 goto inserted;
1652 CLEAR_FLAG (op, FLAG_REMOVED);
1653 break;
1654 } 1730 }
1655 1731
1656 /* I assume combined objects have no inventory 1732 op->owner = 0; // it's his/hers now. period.
1657 * We add the weight - this object could have just been removed
1658 * (if it was possible to merge). calling remove_ob will subtract
1659 * the weight, so we need to add it in again, since we actually do
1660 * the linking below
1661 */
1662 add_weight (this, op->weight * op->nrof);
1663 }
1664 else
1665 add_weight (this, (op->weight + op->carrying));
1666
1667 otmp = this->in_player ();
1668 if (otmp && otmp->contr)
1669 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1670 otmp->update_stats ();
1671
1672 op->map = 0; 1733 op->map = 0;
1673 op->env = this; 1734 op->x = 0;
1735 op->y = 0;
1736
1674 op->above = 0; 1737 op->above = 0;
1675 op->below = 0; 1738 op->below = inv;
1676 op->x = 0, op->y = 0; 1739 op->env = this;
1677 1740
1741 if (inv)
1742 inv->above = op;
1743
1744 inv = op;
1745
1746 op->flag [FLAG_REMOVED] = 0;
1747
1748 if (object *pl = op->visible_to ())
1749 esrv_send_item (pl, op);
1750
1751 adjust_weight (this, 0, op->total_weight ());
1752
1753inserted:
1678 /* reset the light list and los of the players on the map */ 1754 /* reset the light list and los of the players on the map */
1679 if ((op->glow_radius != 0) && map) 1755 if (op->glow_radius && is_on_map ())
1680 { 1756 {
1681#ifdef DEBUG_LIGHTS 1757 update_stats ();
1682 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1683#endif /* DEBUG_LIGHTS */
1684 if (map->darkness)
1685 update_all_los (map, x, y); 1758 update_all_los (map, x, y);
1686 }
1687
1688 /* Client has no idea of ordering so lets not bother ordering it here.
1689 * It sure simplifies this function...
1690 */
1691 if (!inv)
1692 inv = op;
1693 else
1694 { 1759 }
1695 op->below = inv; 1760 else if (is_player ())
1696 op->below->above = op; 1761 // if this is a player's inventory, update stats
1697 inv = op; 1762 contr->queue_stats_update ();
1698 }
1699 1763
1700 INVOKE_OBJECT (INSERT, this); 1764 INVOKE_OBJECT (INSERT, this);
1701 1765
1702 return op; 1766 return op;
1703} 1767}
1721 * MSW 2001-07-08: Check all objects on space, not just those below 1785 * MSW 2001-07-08: Check all objects on space, not just those below
1722 * object being inserted. insert_ob_in_map may not put new objects 1786 * object being inserted. insert_ob_in_map may not put new objects
1723 * on top. 1787 * on top.
1724 */ 1788 */
1725int 1789int
1726check_move_on (object *op, object *originator) 1790check_move_on (object *op, object *originator, int flags)
1727{ 1791{
1792 if (op->flag [FLAG_NO_APPLY])
1793 return 0;
1794
1728 object *tmp; 1795 object *tmp;
1729 maptile *m = op->map; 1796 maptile *m = op->map;
1730 int x = op->x, y = op->y; 1797 int x = op->x, y = op->y;
1731 1798
1732 MoveType move_on, move_slow, move_block; 1799 mapspace &ms = m->at (x, y);
1733 1800
1734 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1801 ms.update ();
1735 return 0;
1736 1802
1737 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1803 MoveType move_on = ms.move_on;
1738 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1804 MoveType move_slow = ms.move_slow;
1739 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1805 MoveType move_block = ms.move_block;
1740 1806
1741 /* if nothing on this space will slow op down or be applied, 1807 /* if nothing on this space will slow op down or be applied,
1742 * no need to do checking below. have to make sure move_type 1808 * no need to do checking below. have to make sure move_type
1743 * is set, as lots of objects don't have it set - we treat that 1809 * is set, as lots of objects don't have it set - we treat that
1744 * as walking. 1810 * as walking.
1753 */ 1819 */
1754 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0) 1820 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1755 return 0; 1821 return 0;
1756 1822
1757 /* The objects have to be checked from top to bottom. 1823 /* The objects have to be checked from top to bottom.
1758 * Hence, we first go to the top: 1824 * Hence, we first go to the top:
1759 */ 1825 */
1760 1826 for (object *next, *tmp = ms.top; tmp; tmp = next)
1761 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1762 {
1763 /* Trim the search when we find the first other spell effect
1764 * this helps performance so that if a space has 50 spell objects,
1765 * we don't need to check all of them.
1766 */
1767 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1768 break;
1769 } 1827 {
1828 next = tmp->below;
1770 1829
1771 for (; tmp; tmp = tmp->below)
1772 {
1773 if (tmp == op) 1830 if (tmp == op)
1774 continue; /* Can't apply yourself */ 1831 continue; /* Can't apply yourself */
1775 1832
1776 /* Check to see if one of the movement types should be slowed down. 1833 /* Check to see if one of the movement types should be slowed down.
1777 * Second check makes sure that the movement types not being slowed 1834 * Second check makes sure that the movement types not being slowed
1778 * (~slow_move) is not blocked on this space - just because the 1835 * (~slow_move) is not blocked on this space - just because the
1779 * space doesn't slow down swimming (for example), if you can't actually 1836 * space doesn't slow down swimming (for example), if you can't actually
1780 * swim on that space, can't use it to avoid the penalty. 1837 * swim on that space, can't use it to avoid the penalty.
1781 */ 1838 */
1782 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1839 if (!op->flag [FLAG_WIZPASS])
1783 { 1840 {
1784 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1841 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1785 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1842 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1786 { 1843 {
1787
1788 float
1789 diff = tmp->move_slow_penalty * fabs (op->speed); 1844 float diff = tmp->move_slow_penalty * fabs (op->speed);
1790 1845
1791 if (op->type == PLAYER) 1846 if (op->is_player ())
1792 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1847 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1793 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1848 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1794 diff /= 4.0; 1849 diff /= 4.0;
1795 1850
1796 op->speed_left -= diff; 1851 op->speed_left -= diff;
1797 } 1852 }
1798 } 1853 }
1799 1854
1800 /* Basically same logic as above, except now for actual apply. */ 1855 /* Basically same logic as above, except now for actual apply. */
1801 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1856 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1802 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1857 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1803 { 1858 {
1859 if ((flags & INS_NO_AUTO_EXIT)
1860 && (tmp->type == EXIT || tmp->type == TELEPORTER
1861 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1862 continue;
1863
1804 move_apply (tmp, op, originator); 1864 move_apply (tmp, op, originator);
1805 1865
1806 if (op->destroyed ()) 1866 if (op->destroyed ())
1807 return 1; 1867 return 1;
1808 1868
1831 LOG (llevError, "Present_arch called outside map.\n"); 1891 LOG (llevError, "Present_arch called outside map.\n");
1832 return NULL; 1892 return NULL;
1833 } 1893 }
1834 1894
1835 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1895 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1836 if (tmp->arch == at) 1896 if (tmp->arch->archname == at->archname)
1837 return tmp; 1897 return tmp;
1838 1898
1839 return NULL; 1899 return NULL;
1840} 1900}
1841 1901
1905 * The first matching object is returned, or NULL if none. 1965 * The first matching object is returned, or NULL if none.
1906 */ 1966 */
1907object * 1967object *
1908present_arch_in_ob (const archetype *at, const object *op) 1968present_arch_in_ob (const archetype *at, const object *op)
1909{ 1969{
1910 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1970 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1911 if (tmp->arch == at) 1971 if (tmp->arch->archname == at->archname)
1912 return tmp; 1972 return tmp;
1913 1973
1914 return NULL; 1974 return NULL;
1915} 1975}
1916 1976
1918 * activate recursively a flag on an object inventory 1978 * activate recursively a flag on an object inventory
1919 */ 1979 */
1920void 1980void
1921flag_inv (object *op, int flag) 1981flag_inv (object *op, int flag)
1922{ 1982{
1923 if (op->inv)
1924 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1983 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1925 { 1984 {
1926 SET_FLAG (tmp, flag); 1985 tmp->set_flag (flag);
1927 flag_inv (tmp, flag); 1986 flag_inv (tmp, flag);
1928 } 1987 }
1929} 1988}
1930 1989
1931/* 1990/*
1932 * deactivate recursively a flag on an object inventory 1991 * deactivate recursively a flag on an object inventory
1933 */ 1992 */
1934void 1993void
1935unflag_inv (object *op, int flag) 1994unflag_inv (object *op, int flag)
1936{ 1995{
1937 if (op->inv)
1938 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1996 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1939 { 1997 {
1940 CLEAR_FLAG (tmp, flag); 1998 tmp->clr_flag (flag);
1941 unflag_inv (tmp, flag); 1999 unflag_inv (tmp, flag);
1942 } 2000 }
1943}
1944
1945/*
1946 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1947 * all it's inventory (recursively).
1948 * If checksums are used, a player will get set_cheat called for
1949 * him/her-self and all object carried by a call to this function.
1950 */
1951void
1952set_cheat (object *op)
1953{
1954 SET_FLAG (op, FLAG_WAS_WIZ);
1955 flag_inv (op, FLAG_WAS_WIZ);
1956} 2001}
1957 2002
1958/* 2003/*
1959 * find_free_spot(object, map, x, y, start, stop) will search for 2004 * find_free_spot(object, map, x, y, start, stop) will search for
1960 * a spot at the given map and coordinates which will be able to contain 2005 * a spot at the given map and coordinates which will be able to contain
1962 * to search (see the freearr_x/y[] definition). 2007 * to search (see the freearr_x/y[] definition).
1963 * It returns a random choice among the alternatives found. 2008 * It returns a random choice among the alternatives found.
1964 * start and stop are where to start relative to the free_arr array (1,9 2009 * start and stop are where to start relative to the free_arr array (1,9
1965 * does all 4 immediate directions). This returns the index into the 2010 * does all 4 immediate directions). This returns the index into the
1966 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2011 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1967 * Note - this only checks to see if there is space for the head of the
1968 * object - if it is a multispace object, this should be called for all
1969 * pieces.
1970 * Note2: This function does correctly handle tiled maps, but does not 2012 * Note: This function does correctly handle tiled maps, but does not
1971 * inform the caller. However, insert_ob_in_map will update as 2013 * inform the caller. However, insert_ob_in_map will update as
1972 * necessary, so the caller shouldn't need to do any special work. 2014 * necessary, so the caller shouldn't need to do any special work.
1973 * Note - updated to take an object instead of archetype - this is necessary 2015 * Note - updated to take an object instead of archetype - this is necessary
1974 * because arch_blocked (now ob_blocked) needs to know the movement type 2016 * because arch_blocked (now ob_blocked) needs to know the movement type
1975 * to know if the space in question will block the object. We can't use 2017 * to know if the space in question will block the object. We can't use
1976 * the archetype because that isn't correct if the monster has been 2018 * the archetype because that isn't correct if the monster has been
1977 * customized, changed states, etc. 2019 * customized, changed states, etc.
1978 */ 2020 */
1979int 2021int
1980find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2022find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1981{ 2023{
1982 int index = 0, flag;
1983 int altern[SIZEOFFREE]; 2024 int altern[SIZEOFFREE];
2025 int index = 0;
1984 2026
1985 for (int i = start; i < stop; i++) 2027 for (int i = start; i < stop; i++)
1986 { 2028 {
1987 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2029 mapxy pos (m, x, y); pos.move (i);
1988 if (!flag) 2030
2031 if (!pos.normalise ())
2032 continue;
2033
2034 mapspace &ms = *pos;
2035
2036 if (ms.flags () & P_IS_ALIVE)
2037 continue;
2038
2039 /* However, often
2040 * ob doesn't have any move type (when used to place exits)
2041 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2042 */
2043 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2044 {
1989 altern [index++] = i; 2045 altern [index++] = i;
2046 continue;
2047 }
1990 2048
1991 /* Basically, if we find a wall on a space, we cut down the search size. 2049 /* Basically, if we find a wall on a space, we cut down the search size.
1992 * In this way, we won't return spaces that are on another side of a wall. 2050 * In this way, we won't return spaces that are on another side of a wall.
1993 * This mostly work, but it cuts down the search size in all directions - 2051 * This mostly work, but it cuts down the search size in all directions -
1994 * if the space being examined only has a wall to the north and empty 2052 * if the space being examined only has a wall to the north and empty
1995 * spaces in all the other directions, this will reduce the search space 2053 * spaces in all the other directions, this will reduce the search space
1996 * to only the spaces immediately surrounding the target area, and 2054 * to only the spaces immediately surrounding the target area, and
1997 * won't look 2 spaces south of the target space. 2055 * won't look 2 spaces south of the target space.
1998 */ 2056 */
1999 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2057 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2058 {
2000 stop = maxfree[i]; 2059 stop = maxfree[i];
2060 continue;
2061 }
2062
2063 /* Note it is intentional that we check ob - the movement type of the
2064 * head of the object should correspond for the entire object.
2065 */
2066 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2067 continue;
2068
2069 if (ob->blocked (pos.m, pos.x, pos.y))
2070 continue;
2071
2072 altern [index++] = i;
2001 } 2073 }
2002 2074
2003 if (!index) 2075 if (!index)
2004 return -1; 2076 return -1;
2005 2077
2014 */ 2086 */
2015int 2087int
2016find_first_free_spot (const object *ob, maptile *m, int x, int y) 2088find_first_free_spot (const object *ob, maptile *m, int x, int y)
2017{ 2089{
2018 for (int i = 0; i < SIZEOFFREE; i++) 2090 for (int i = 0; i < SIZEOFFREE; i++)
2019 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2091 if (!ob->blocked (m, x + DIRX (i), y + DIRY (i)))
2020 return i; 2092 return i;
2021 2093
2022 return -1; 2094 return -1;
2023} 2095}
2024 2096
2035 2107
2036 while (--end) 2108 while (--end)
2037 swap (arr [end], arr [rndm (end + 1)]); 2109 swap (arr [end], arr [rndm (end + 1)]);
2038} 2110}
2039 2111
2040/* new function to make monster searching more efficient, and effective! 2112/* new function to make monster searching more efficient, and effective!
2041 * This basically returns a randomized array (in the passed pointer) of 2113 * This basically returns a randomized array (in the passed pointer) of
2042 * the spaces to find monsters. In this way, it won't always look for 2114 * the spaces to find monsters. In this way, it won't always look for
2043 * monsters to the north first. However, the size of the array passed 2115 * monsters to the north first. However, the size of the array passed
2044 * covers all the spaces, so within that size, all the spaces within 2116 * covers all the spaces, so within that size, all the spaces within
2045 * the 3x3 area will be searched, just not in a predictable order. 2117 * the 3x3 area will be searched, just not in a predictable order.
2070 * there is capable of. 2142 * there is capable of.
2071 */ 2143 */
2072int 2144int
2073find_dir (maptile *m, int x, int y, object *exclude) 2145find_dir (maptile *m, int x, int y, object *exclude)
2074{ 2146{
2075 int i, max = SIZEOFFREE, mflags; 2147 int max = SIZEOFFREE;
2076
2077 sint16 nx, ny;
2078 object *tmp;
2079 maptile *mp;
2080
2081 MoveType blocked, move_type; 2148 MoveType move_type;
2082 2149
2083 if (exclude && exclude->head) 2150 if (exclude && exclude->head_ () != exclude)
2084 { 2151 {
2085 exclude = exclude->head; 2152 exclude = exclude->head;
2086 move_type = exclude->move_type; 2153 move_type = exclude->move_type;
2087 } 2154 }
2088 else 2155 else
2089 { 2156 {
2090 /* If we don't have anything, presume it can use all movement types. */ 2157 /* If we don't have anything, presume it can use all movement types. */
2091 move_type = MOVE_ALL; 2158 move_type = MOVE_ALL;
2092 } 2159 }
2093 2160
2094 for (i = 1; i < max; i++) 2161 for (int i = 1; i < max; i++)
2095 { 2162 {
2096 mp = m; 2163 mapxy pos (m, x, y);
2097 nx = x + freearr_x[i]; 2164 pos.move (i);
2098 ny = y + freearr_y[i];
2099 2165
2100 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2166 if (!pos.normalise ())
2101
2102 if (mflags & P_OUT_OF_MAP)
2103 max = maxfree[i]; 2167 max = maxfree[i];
2104 else 2168 else
2105 { 2169 {
2106 mapspace &ms = mp->at (nx, ny); 2170 mapspace &ms = *pos;
2107 2171
2108 blocked = ms.move_block;
2109
2110 if ((move_type & blocked) == move_type) 2172 if ((move_type & ms.move_block) == move_type)
2111 max = maxfree[i]; 2173 max = maxfree [i];
2112 else if (mflags & P_IS_ALIVE) 2174 else if (ms.flags () & P_IS_ALIVE)
2113 { 2175 {
2114 for (tmp = ms.bot; tmp; tmp = tmp->above) 2176 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2115 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2177 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2116 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2178 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2117 break;
2118
2119 if (tmp)
2120 return freedir[i]; 2179 return freedir [i];
2121 } 2180 }
2122 } 2181 }
2123 } 2182 }
2124 2183
2125 return 0; 2184 return 0;
2134{ 2193{
2135 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2194 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2136} 2195}
2137 2196
2138/* 2197/*
2139 * find_dir_2(delta-x,delta-y) will return a direction in which 2198 * find_dir_2(delta-x,delta-y) will return a direction value
2140 * an object which has subtracted the x and y coordinates of another 2199 * for running into direct [dx, dy].
2141 * object, needs to travel toward it. 2200 * (the opposite of crossfire's find_dir_2!)
2142 */ 2201 */
2143int 2202int
2144find_dir_2 (int x, int y) 2203find_dir_2 (int x, int y)
2145{ 2204{
2205#if 1 // new algorithm
2206 // this works by putting x, y into 16 sectors, which
2207 // are not equal sized, but are a better approximation
2208 // then the old algorithm, and then using a mapping
2209 // table to map it into a direction value.
2210 // basically, it maps these comparisons to each bit
2211 // bit #3: x < 0
2212 // bit #2: y < 0
2213 // bit #1: x > y
2214 // bit #0: x > 2y
2215
2216 static const uint8 dir[16] = {
2217 4, 5, 4, 3,
2218 2, 1, 2, 3,
2219 6, 5, 6, 7,
2220 8, 1, 8, 7,
2221 };
2222 int sector = 0;
2223
2224 // this is a bit ugly, but more likely to result in branchless code
2225 sector |= x < 0 ? 8 : 0;
2226 x = x < 0 ? -x : x; // abs
2227
2228 sector |= y < 0 ? 4 : 0;
2229 y = y < 0 ? -y : y; // abs
2230
2231 if (x > y)
2232 {
2233 sector |= 2;
2234
2235 if (x > y * 2)
2236 sector |= 1;
2237 }
2238 else
2239 {
2240 if (y > x * 2)
2241 sector |= 1;
2242 else if (!y)
2243 return 0; // x == 0 here
2244 }
2245
2246 return dir [sector];
2247#else // old algorithm
2146 int q; 2248 int q;
2147 2249
2148 if (y) 2250 if (y)
2149 q = x * 100 / y; 2251 q = 128 * x / y;
2150 else if (x) 2252 else if (x)
2151 q = -300 * x; 2253 q = -512 * x; // to make it > 309
2152 else 2254 else
2153 return 0; 2255 return 0;
2154 2256
2155 if (y > 0) 2257 if (y > 0)
2156 { 2258 {
2157 if (q < -242) 2259 if (q < -309) return 7;
2260 if (q < -52) return 6;
2261 if (q < 52) return 5;
2262 if (q < 309) return 4;
2263
2158 return 3; 2264 return 3;
2159 if (q < -41) 2265 }
2160 return 2; 2266 else
2161 if (q < 41) 2267 {
2162 return 1; 2268 if (q < -309) return 3;
2163 if (q < 242) 2269 if (q < -52) return 2;
2164 return 8; 2270 if (q < 52) return 1;
2271 if (q < 309) return 8;
2272
2165 return 7; 2273 return 7;
2166 } 2274 }
2167 2275#endif
2168 if (q < -242)
2169 return 7;
2170 if (q < -41)
2171 return 6;
2172 if (q < 41)
2173 return 5;
2174 if (q < 242)
2175 return 4;
2176
2177 return 3;
2178} 2276}
2179 2277
2180/* 2278/*
2181 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2279 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2182 * between two directions (which are expected to be absolute (see absdir()) 2280 * between two directions (which are expected to be absolute (see absdir())
2183 */ 2281 */
2184int 2282int
2185dirdiff (int dir1, int dir2) 2283dirdiff (int dir1, int dir2)
2186{ 2284{
2187 int d;
2188
2189 d = abs (dir1 - dir2); 2285 int d = abs (dir1 - dir2);
2190 if (d > 4)
2191 d = 8 - d;
2192 2286
2193 return d; 2287 return d > 4 ? 8 - d : d;
2194} 2288}
2195 2289
2196/* peterm: 2290/* peterm:
2197 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2291 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2198 * Basically, this is a table of directions, and what directions 2292 * Basically, this is a table of directions, and what directions
2200 * This basically means that if direction is 15, then it could either go 2294 * This basically means that if direction is 15, then it could either go
2201 * direction 4, 14, or 16 to get back to where we are. 2295 * direction 4, 14, or 16 to get back to where we are.
2202 * Moved from spell_util.c to object.c with the other related direction 2296 * Moved from spell_util.c to object.c with the other related direction
2203 * functions. 2297 * functions.
2204 */ 2298 */
2205int reduction_dir[SIZEOFFREE][3] = { 2299static const int reduction_dir[SIZEOFFREE][3] = {
2206 {0, 0, 0}, /* 0 */ 2300 {0, 0, 0}, /* 0 */
2207 {0, 0, 0}, /* 1 */ 2301 {0, 0, 0}, /* 1 */
2208 {0, 0, 0}, /* 2 */ 2302 {0, 0, 0}, /* 2 */
2209 {0, 0, 0}, /* 3 */ 2303 {0, 0, 0}, /* 3 */
2210 {0, 0, 0}, /* 4 */ 2304 {0, 0, 0}, /* 4 */
2267 int mflags; 2361 int mflags;
2268 2362
2269 if (dir < 0) 2363 if (dir < 0)
2270 return 0; /* exit condition: invalid direction */ 2364 return 0; /* exit condition: invalid direction */
2271 2365
2272 dx = x + freearr_x[dir]; 2366 dx = x + DIRX (dir);
2273 dy = y + freearr_y[dir]; 2367 dy = y + DIRY (dir);
2274 2368
2275 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy); 2369 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2276 2370
2277 /* This functional arguably was incorrect before - it was 2371 /* This functional arguably was incorrect before - it was
2278 * checking for P_WALL - that was basically seeing if 2372 * checking for P_WALL - that was basically seeing if
2301 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2395 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2302 * core dumps if they do. 2396 * core dumps if they do.
2303 * 2397 *
2304 * Add a check so we can't pick up invisible objects (0.93.8) 2398 * Add a check so we can't pick up invisible objects (0.93.8)
2305 */ 2399 */
2306
2307int 2400int
2308can_pick (const object *who, const object *item) 2401can_pick (const object *who, const object *item)
2309{ 2402{
2310 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2403 return /*who->flag [FLAG_WIZ]|| */
2311 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2404 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2312 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2405 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2313} 2406}
2407
2408//-GPL
2314 2409
2315/* 2410/*
2316 * create clone from object to another 2411 * create clone from object to another
2317 */ 2412 */
2318object * 2413object *
2319object_create_clone (object *asrc) 2414object::deep_clone ()
2320{ 2415{
2321 object *dst = 0, *tmp, *src, *part, *prev, *item; 2416 assert (("deep_clone called on non-head object", is_head ()));
2322 2417
2323 if (!asrc) 2418 object *dst = clone ();
2324 return 0;
2325 2419
2326 src = asrc; 2420 object *prev = dst;
2327 if (src->head)
2328 src = src->head;
2329
2330 prev = 0;
2331 for (part = src; part; part = part->more) 2421 for (object *part = this->more; part; part = part->more)
2332 { 2422 {
2333 tmp = part->clone (); 2423 object *tmp = part->clone ();
2334 tmp->x -= src->x;
2335 tmp->y -= src->y;
2336
2337 if (!part->head)
2338 {
2339 dst = tmp;
2340 tmp->head = 0;
2341 }
2342 else
2343 tmp->head = dst; 2424 tmp->head = dst;
2344
2345 tmp->more = 0;
2346
2347 if (prev)
2348 prev->more = tmp; 2425 prev->more = tmp;
2349
2350 prev = tmp; 2426 prev = tmp;
2351 } 2427 }
2352 2428
2353 for (item = src->inv; item; item = item->below) 2429 for (object *item = inv; item; item = item->below)
2354 insert_ob_in_ob (object_create_clone (item), dst); 2430 insert_ob_in_ob (item->deep_clone (), dst);
2355 2431
2356 return dst; 2432 return dst;
2357} 2433}
2358 2434
2359/* This returns the first object in who's inventory that 2435/* This returns the first object in who's inventory that
2368 return tmp; 2444 return tmp;
2369 2445
2370 return 0; 2446 return 0;
2371} 2447}
2372 2448
2373/* If ob has a field named key, return the link from the list, 2449/* Zero the key_values on op, decrementing the shared-string
2374 * otherwise return NULL. 2450 * refcounts and freeing the links.
2375 * 2451 */
2376 * key must be a passed in shared string - otherwise, this won't 2452void
2377 * do the desired thing. 2453key_values::clear ()
2378 */
2379key_value *
2380get_ob_key_link (const object *ob, const char *key)
2381{ 2454{
2382 for (key_value *link = ob->key_values; link; link = link->next) 2455 for (key_value *kvp = first; kvp; )
2456 {
2457 key_value *next = kvp->next;
2458 delete kvp;
2459 kvp = next;
2460 }
2461
2462 first = 0;
2463}
2464
2465shstr_tmp
2466key_values::get (shstr_tmp key) const
2467{
2468 for (key_value *kv = first; kv; kv = kv->next)
2383 if (link->key == key) 2469 if (kv->key == key)
2384 return link;
2385
2386 return 0;
2387}
2388
2389/*
2390 * Returns the value of op has an extra_field for key, or NULL.
2391 *
2392 * The argument doesn't need to be a shared string.
2393 *
2394 * The returned string is shared.
2395 */
2396const char *
2397get_ob_key_value (const object *op, const char *const key)
2398{
2399 key_value *link;
2400 shstr_cmp canonical_key (key);
2401
2402 if (!canonical_key)
2403 {
2404 /* 1. There being a field named key on any object
2405 * implies there'd be a shared string to find.
2406 * 2. Since there isn't, no object has this field.
2407 * 3. Therefore, *this* object doesn't have this field.
2408 */
2409 return 0;
2410 }
2411
2412 /* This is copied from get_ob_key_link() above -
2413 * only 4 lines, and saves the function call overhead.
2414 */
2415 for (link = op->key_values; link; link = link->next)
2416 if (link->key == canonical_key)
2417 return link->value; 2470 return kv->value;
2418 2471
2419 return 0; 2472 return shstr ();
2420} 2473}
2421 2474
2422/* 2475void
2423 * Updates the canonical_key in op to value. 2476key_values::add (shstr_tmp key, shstr_tmp value)
2424 *
2425 * canonical_key is a shared string (value doesn't have to be).
2426 *
2427 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2428 * keys.
2429 *
2430 * Returns TRUE on success.
2431 */
2432int
2433set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2434{ 2477{
2435 key_value *field = NULL, *last = NULL; 2478 key_value *kv = new key_value;
2436 2479
2437 for (field = op->key_values; field != NULL; field = field->next) 2480 kv->next = first;
2438 { 2481 kv->key = key;
2439 if (field->key != canonical_key) 2482 kv->value = value;
2483
2484 first = kv;
2485}
2486
2487void
2488key_values::set (shstr_tmp key, shstr_tmp value)
2489{
2490 for (key_value *kv = first; kv; kv = kv->next)
2491 if (kv->key == key)
2440 { 2492 {
2441 last = field; 2493 kv->value = value;
2442 continue; 2494 return;
2443 } 2495 }
2444 2496
2445 if (value) 2497 add (key, value);
2446 field->value = value; 2498}
2447 else 2499
2500void
2501key_values::del (shstr_tmp key)
2502{
2503 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2504 if ((*kvp)->key == key)
2448 { 2505 {
2449 /* Basically, if the archetype has this key set, 2506 key_value *kv = *kvp;
2450 * we need to store the null value so when we save 2507 *kvp = (*kvp)->next;
2451 * it, we save the empty value so that when we load, 2508 delete kv;
2452 * we get this value back again. 2509 return;
2453 */
2454 if (get_ob_key_link (&op->arch->clone, canonical_key))
2455 field->value = 0;
2456 else
2457 {
2458 if (last)
2459 last->next = field->next;
2460 else
2461 op->key_values = field->next;
2462
2463 delete field;
2464 }
2465 } 2510 }
2466 return TRUE; 2511}
2512
2513void
2514key_values::reverse ()
2515{
2516 key_value *prev = 0;
2517 key_value *head = first;
2518
2519 while (head)
2467 } 2520 {
2468 /* IF we get here, key doesn't exist */ 2521 key_value *node = head;
2522 head = head->next;
2523 node->next = prev;
2524 prev = node;
2525 }
2469 2526
2470 /* No field, we'll have to add it. */ 2527 first = prev;
2471
2472 if (!add_key)
2473 return FALSE;
2474
2475 /* There isn't any good reason to store a null
2476 * value in the key/value list. If the archetype has
2477 * this key, then we should also have it, so shouldn't
2478 * be here. If user wants to store empty strings,
2479 * should pass in ""
2480 */
2481 if (value == NULL)
2482 return TRUE;
2483
2484 field = new key_value;
2485
2486 field->key = canonical_key;
2487 field->value = value;
2488 /* Usual prepend-addition. */
2489 field->next = op->key_values;
2490 op->key_values = field;
2491
2492 return TRUE;
2493} 2528}
2494 2529
2495/* 2530key_values &
2496 * Updates the key in op to value. 2531key_values::operator =(const key_values &kv)
2497 *
2498 * If add_key is FALSE, this will only update existing keys,
2499 * and not add new ones.
2500 * In general, should be little reason FALSE is ever passed in for add_key
2501 *
2502 * Returns TRUE on success.
2503 */
2504int
2505set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2506{ 2532{
2507 shstr key_ (key); 2533 clear ();
2508 2534
2509 return set_ob_key_value_s (op, key_, value, add_key); 2535 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2536 add (kvp->key, kvp->value);
2537
2538 reverse ();
2510} 2539}
2511 2540
2512object::depth_iterator::depth_iterator (object *container) 2541object::depth_iterator::depth_iterator (object *container)
2513: iterator_base (container) 2542: iterator_base (container)
2514{ 2543{
2527 item = item->inv; 2556 item = item->inv;
2528 } 2557 }
2529 else 2558 else
2530 item = item->env; 2559 item = item->env;
2531} 2560}
2532
2533 2561
2534const char * 2562const char *
2535object::flag_desc (char *desc, int len) const 2563object::flag_desc (char *desc, int len) const
2536{ 2564{
2537 char *p = desc; 2565 char *p = desc;
2565{ 2593{
2566 char flagdesc[512]; 2594 char flagdesc[512];
2567 char info2[256 * 4]; 2595 char info2[256 * 4];
2568 char *p = info; 2596 char *p = info;
2569 2597
2570 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2598 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2571 count, uuid.seq, 2599 count,
2600 uuid.c_str (),
2572 &name, 2601 &name,
2573 title ? "\",title:\"" : "", 2602 title ? ",title:\"" : "",
2574 title ? (const char *)title : "", 2603 title ? (const char *)title : "",
2604 title ? "\"" : "",
2575 flag_desc (flagdesc, 512), type); 2605 flag_desc (flagdesc, 512), type);
2576 2606
2577 if (env) 2607 if (!flag[FLAG_REMOVED] && env)
2578 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2608 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2579 2609
2580 if (map) 2610 if (map)
2581 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2611 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2582 2612
2584} 2614}
2585 2615
2586const char * 2616const char *
2587object::debug_desc () const 2617object::debug_desc () const
2588{ 2618{
2589 static char info[256 * 4]; 2619 static char info[3][256 * 4];
2620 static int info_idx;
2621
2590 return debug_desc (info); 2622 return debug_desc (info [++info_idx % 3]);
2591}
2592
2593const char *
2594object::debug_desc2 () const
2595{
2596 static char info[256 * 4];
2597 return debug_desc (info);
2598} 2623}
2599 2624
2600struct region * 2625struct region *
2601object::region () const 2626object::region () const
2602{ 2627{
2603 return map ? map->region (x, y) 2628 return map ? map->region (x, y)
2604 : region::default_region (); 2629 : region::default_region ();
2605} 2630}
2606 2631
2607const materialtype_t * 2632//+GPL
2608object::dominant_material () const
2609{
2610 if (materialtype_t *mat = name_to_material (materialname))
2611 return mat;
2612
2613 // omfg this is slow, this has to be temporary :)
2614 shstr unknown ("unknown");
2615
2616 return name_to_material (unknown);
2617}
2618 2633
2619void 2634void
2620object::open_container (object *new_container) 2635object::open_container (object *new_container)
2621{ 2636{
2622 if (container == new_container) 2637 if (container == new_container)
2623 return; 2638 return;
2624 2639
2625 if (object *old_container = container) 2640 object *old_container = container;
2641
2642 if (old_container)
2626 { 2643 {
2627 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2644 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2628 return; 2645 return;
2629 2646
2630#if 0 2647#if 0
2632 if (object *closer = old_container->inv) 2649 if (object *closer = old_container->inv)
2633 if (closer->type == CLOSE_CON) 2650 if (closer->type == CLOSE_CON)
2634 closer->destroy (); 2651 closer->destroy ();
2635#endif 2652#endif
2636 2653
2654 // make sure the container is available
2655 esrv_send_item (this, old_container);
2656
2637 old_container->flag [FLAG_APPLIED] = 0; 2657 old_container->flag [FLAG_APPLIED] = false;
2638 container = 0; 2658 container = 0;
2639 2659
2660 // client needs item update to make it work, client bug requires this to be separate
2640 esrv_update_item (UPD_FLAGS, this, old_container); 2661 esrv_update_item (UPD_FLAGS, this, old_container);
2662
2641 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2663 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2664 play_sound (sound_find ("chest_close"));
2642 } 2665 }
2643 2666
2644 if (new_container) 2667 if (new_container)
2645 { 2668 {
2646 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2669 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2649 // TODO: this does not seem to serve any purpose anymore? 2672 // TODO: this does not seem to serve any purpose anymore?
2650#if 0 2673#if 0
2651 // insert the "Close Container" object. 2674 // insert the "Close Container" object.
2652 if (archetype *closer = new_container->other_arch) 2675 if (archetype *closer = new_container->other_arch)
2653 { 2676 {
2654 object *closer = arch_to_object (new_container->other_arch); 2677 object *closer = new_container->other_arch->instance ();
2655 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2678 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2656 new_container->insert (closer); 2679 new_container->insert (closer);
2657 } 2680 }
2658#endif 2681#endif
2659 2682
2660 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2683 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2661 2684
2685 // make sure the container is available, client bug requires this to be separate
2686 esrv_send_item (this, new_container);
2687
2662 new_container->flag [FLAG_APPLIED] = 1; 2688 new_container->flag [FLAG_APPLIED] = true;
2663 container = new_container; 2689 container = new_container;
2664 2690
2691 // client needs flag change
2665 esrv_update_item (UPD_FLAGS, this, new_container); 2692 esrv_update_item (UPD_FLAGS, this, new_container);
2666 esrv_send_inventory (this, new_container); 2693 esrv_send_inventory (this, new_container);
2694 play_sound (sound_find ("chest_open"));
2695 }
2696// else if (!old_container->env && contr && contr->ns)
2697// contr->ns->floorbox_reset ();
2698}
2699
2700//-GPL
2701
2702// prefetch some flat area around the player
2703static void
2704prefetch_surrounding_area (object *op, maptile *map, int range)
2705{
2706 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2707 op->x - range , op->y - range ,
2708 op->x + range + 1, op->y + range + 1);
2709 rect->m;
2710 ++rect)
2667 } 2711 {
2712 rect->m->touch ();
2713 rect->m->activate ();
2714 }
2668} 2715}
2669 2716
2717// prefetch a generous area around the player, also up and down
2718void
2719object::prefetch_surrounding_maps ()
2720{
2721 prefetch_surrounding_area (this, map, 40);
2670 2722
2723 if (maptile *m = map->tile_available (TILE_DOWN))
2724 prefetch_surrounding_area (this, m, 20);
2725
2726 if (maptile *m = map->tile_available (TILE_UP))
2727 prefetch_surrounding_area (this, m, 20);
2728}
2729
2730//+GPL
2731
2732object *
2733object::force_find (shstr_tmp name)
2734{
2735 /* cycle through his inventory to look for the MARK we want to
2736 * place
2737 */
2738 for (object *tmp = inv; tmp; tmp = tmp->below)
2739 if (tmp->type == FORCE && tmp->slaying == name)
2740 return splay (tmp);
2741
2742 return 0;
2743}
2744
2745void
2746object::force_set_timer (int duration)
2747{
2748 this->duration = 1;
2749 this->speed_left = -1.f;
2750
2751 this->set_speed (duration ? 1.f / duration : 0.f);
2752}
2753
2754object *
2755object::force_add (shstr_tmp name, int duration)
2756{
2757 if (object *force = force_find (name))
2758 force->destroy ();
2759
2760 object *force = archetype::get (FORCE_NAME);
2761
2762 force->slaying = name;
2763 force->force_set_timer (duration);
2764 force->flag [FLAG_APPLIED] = true;
2765
2766 return insert (force);
2767}
2768
2769void
2770object::play_sound (faceidx sound) const
2771{
2772 if (!sound)
2773 return;
2774
2775 if (is_on_map ())
2776 map->play_sound (sound, x, y);
2777 else if (object *pl = in_player ())
2778 pl->contr->play_sound (sound);
2779}
2780
2781void
2782object::say_msg (const char *msg) const
2783{
2784 if (is_on_map ())
2785 map->say_msg (msg, x, y);
2786 else if (object *pl = in_player ())
2787 pl->contr->play_sound (sound);
2788}
2789
2790void
2791object::make_noise ()
2792{
2793 // we do not model noise in the map, so instead put
2794 // a temporary light into the noise source
2795 // could use the map instead, but that's less reliable for our
2796 // goal, which is to make invisibility a bit harder to exploit
2797
2798 // currently only works sensibly for players
2799 if (!is_player ())
2800 return;
2801
2802 // find old force, or create new one
2803 object *force = force_find (shstr_noise_force);
2804
2805 if (force)
2806 force->speed_left = -1.f; // patch old speed up
2807 else
2808 {
2809 force = archetype::get (shstr_noise_force);
2810
2811 force->slaying = shstr_noise_force;
2812 force->stats.food = 1;
2813 force->speed_left = -1.f;
2814
2815 force->set_speed (1.f / 4.f);
2816 force->flag [FLAG_IS_USED_UP] = true;
2817 force->flag [FLAG_APPLIED] = true;
2818
2819 insert (force);
2820 }
2821}
2822
2823void object::change_move_type (MoveType mt)
2824{
2825 if (move_type == mt)
2826 return;
2827
2828 if (is_on_map ())
2829 {
2830 // we are on the map, so handle move_on/off effects
2831 remove ();
2832 move_type = mt;
2833 map->insert (this, x, y, this);
2834 }
2835 else
2836 move_type = mt;
2837}
2838
2839/* object should be a player.
2840 * we return the object the player has marked with the 'mark' command
2841 * below. If no match is found (or object has changed), we return
2842 * NULL. We leave it up to the calling function to print messages if
2843 * nothing is found.
2844 */
2845object *
2846object::mark () const
2847{
2848 if (contr && contr->mark && contr->mark->env == this)
2849 return contr->mark;
2850 else
2851 return 0;
2852}
2853
2854// put marked object first in the inventory
2855// this is used by identify-like spells so players can influence
2856// the order a bit.
2857void
2858object::splay_marked ()
2859{
2860 if (object *marked = mark ())
2861 splay (marked);
2862}
2863

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