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Comparing deliantra/server/common/object.C (file contents):
Revision 1.155 by root, Thu May 17 21:32:08 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>
34#include <sproto.h> 31#include <sproto.h>
35#include <loader.h>
36 32
37#include <bitset> 33#include <bitset>
38 34
39int nrofallocobjects = 0; 35UUID UUID::cur;
40static UUID uuid; 36static uint64_t seq_next_save;
41const uint64 UUID_SKIP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
42 39
43objectvec objects; 40objectvec objects;
44activevec actives; 41activevec actives;
45 42
46short 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,
47 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
48}; 56};
49short 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,
50 -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
51};
52int 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,
53 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
54}; 62};
55int freedir[SIZEOFFREE] = { 63int freedir[SIZEOFFREE] = {
56 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,
57 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
58}; 68};
59 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
60static void 96static void
61write_uuid (void) 97write_uuid (uval64 skip, bool sync)
62{ 98{
63 char filename1[MAX_BUF], filename2[MAX_BUF]; 99 CALL_BEGIN (2);
64 100 CALL_ARG_SV (newSVval64 (skip));
65 sprintf (filename1, "%s/uuid", settings.localdir); 101 CALL_ARG_SV (boolSV (sync));
66 sprintf (filename2, "%s/uuid~", settings.localdir); 102 CALL_CALL ("cf::write_uuid", G_DISCARD);
67 103 CALL_END;
68 FILE *fp;
69
70 if (!(fp = fopen (filename2, "w")))
71 {
72 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
73 return;
74 }
75
76 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
77 fclose (fp);
78 rename (filename2, filename1);
79} 104}
80 105
81static void 106static void
82read_uuid (void) 107read_uuid ()
83{ 108{
84 char filename[MAX_BUF]; 109 char filename[MAX_BUF];
85 110
86 sprintf (filename, "%s/uuid", settings.localdir); 111 sprintf (filename, "%s/uuid", settings.localdir);
112
113 seq_next_save = 0;
87 114
88 FILE *fp; 115 FILE *fp;
89 116
90 if (!(fp = fopen (filename, "r"))) 117 if (!(fp = fopen (filename, "r")))
91 { 118 {
92 if (errno == ENOENT) 119 if (errno == ENOENT)
93 { 120 {
94 LOG (llevInfo, "RESET uid to 1\n"); 121 LOG (llevInfo, "RESET uid to 1\n");
95 uuid.seq = 0; 122 UUID::cur.seq = 0;
96 write_uuid (); 123 write_uuid (UUID_GAP, true);
97 return; 124 return;
98 } 125 }
99 126
100 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 127 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
101 _exit (1); 128 _exit (1);
102 } 129 }
103 130
104 int version; 131 char buf [UUID::MAX_LEN];
105 unsigned long long uid; 132 buf[0] = 0;
106 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 133 fgets (buf, sizeof (buf), fp);
134
135 if (!UUID::cur.parse (buf))
107 { 136 {
108 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 137 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
109 _exit (1); 138 _exit (1);
110 } 139 }
111 140
112 uuid.seq = uid; 141 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
113 write_uuid (); 142
114 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 143 write_uuid (UUID_GAP, true);
115 fclose (fp); 144 fclose (fp);
116} 145}
117 146
118UUID 147UUID
119gen_uuid () 148UUID::gen ()
120{ 149{
121 UUID uid; 150 UUID uid;
122 151
123 uid.seq = ++uuid.seq; 152 uid.seq = ++cur.seq;
124 153
125 if (!(uuid.seq & (UUID_SKIP - 1))) 154 if (expect_false (cur.seq >= seq_next_save))
126 write_uuid (); 155 {
156 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
157 write_uuid (UUID_GAP, false);
158 }
159
127 160
128 return uid; 161 return uid;
129} 162}
130 163
131void 164void
132init_uuid () 165UUID::init ()
133{ 166{
134 read_uuid (); 167 read_uuid ();
135} 168}
136 169
170bool
171UUID::parse (const char *s)
172{
173 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
174 return false;
175
176 seq = 0;
177
178 while (*s != '>')
179 {
180 if (*s < '0')
181 return false;
182
183 // this gives nice branchless code with gcc
184 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
185 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
186
187 seq = (seq << 4) | digit;
188
189 ++s;
190 }
191
192 return true;
193}
194
195char *
196UUID::append (char *buf) const
197{
198 *buf++ = '<';
199 *buf++ = '1';
200 *buf++ = '.';
201
202 uint64_t seq = this->seq;
203 const int bits = 64;
204 char nz = 0;
205 static const char tohex [] = "0123456789abcdef";
206
207 // assert (len >= 3 + bits / 4 + 1 + 1);
208 for (int i = bits / 4; --i; )
209 {
210 uint8_t digit = seq >> (bits - 4);
211
212 *buf = tohex [digit];
213 nz |= digit;
214 buf += nz ? 1 : 0;
215 seq <<= 4;
216 }
217
218 // last digit is special - always emit
219 uint8_t digit = seq >> (bits - 4);
220 *buf++ = tohex [digit];
221
222 *buf++ = '>';
223
224 return buf;
225}
226
227char *
228UUID::c_str () const
229{
230 static char buf [MAX_LEN];
231 *append (buf) = 0;
232 return buf;
233}
234
137/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 235/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
138static int 236static bool
139compare_ob_value_lists_one (const object *wants, const object *has) 237compare_ob_value_lists_one (const object *wants, const object *has)
140{ 238{
141 key_value *wants_field;
142
143 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 239 /* n-squared behaviour (see kv.get), but I'm hoping both
144 * objects with lists are rare, and lists stay short. If not, use a 240 * objects with lists are rare, and lists stay short. If not, use a
145 * different structure or at least keep the lists sorted... 241 * different structure or at least keep the lists sorted...
146 */ 242 */
147 243
148 /* For each field in wants, */ 244 /* For each field in wants, */
149 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 245 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
150 { 246 if (has->kv.get (kv->key) != kv->value)
151 key_value *has_field; 247 return false;
152
153 /* Look for a field in has with the same key. */
154 has_field = get_ob_key_link (has, wants_field->key);
155
156 if (has_field == NULL)
157 {
158 /* No field with that name. */
159 return FALSE;
160 }
161
162 /* Found the matching field. */
163 if (has_field->value != wants_field->value)
164 {
165 /* Values don't match, so this half of the comparison is false. */
166 return FALSE;
167 }
168
169 /* If we get here, we found a match. Now for the next field in wants. */
170 }
171 248
172 /* If we get here, every field in wants has a matching field in has. */ 249 /* If we get here, every field in wants has a matching field in has. */
173 return TRUE; 250 return true;
174} 251}
175 252
176/* Returns TRUE if ob1 has the same key_values as ob2. */ 253/* Returns TRUE if ob1 has the same key_values as ob2. */
177static int 254static bool
178compare_ob_value_lists (const object *ob1, const object *ob2) 255compare_ob_value_lists (const object *ob1, const object *ob2)
179{ 256{
180 /* However, there may be fields in has which aren't partnered in wants, 257 /* However, there may be fields in has which aren't partnered in wants,
181 * so we need to run the comparison *twice*. :( 258 * so we need to run the comparison *twice*. :(
182 */ 259 */
183 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 260 return compare_ob_value_lists_one (ob1, ob2)
261 && compare_ob_value_lists_one (ob2, ob1);
184} 262}
185 263
186/* Function examines the 2 objects given to it, and returns true if 264/* Function examines the 2 objects given to it, and returns true if
187 * they can be merged together. 265 * they can be merged together.
188 * 266 *
195 * Improvements made with merge: Better checking on potion, and also 273 * Improvements made with merge: Better checking on potion, and also
196 * check weight 274 * check weight
197 */ 275 */
198bool object::can_merge_slow (object *ob1, object *ob2) 276bool object::can_merge_slow (object *ob1, object *ob2)
199{ 277{
200 /* A couple quicksanity checks */ 278 /* A couple quick sanity checks */
201 if (ob1 == ob2 279 if (ob1 == ob2
202 || ob1->type != ob2->type 280 || ob1->type != ob2->type
203 || ob1->speed != ob2->speed
204 || ob1->value != ob2->value 281 || ob1->value != ob2->value
205 || ob1->name != ob2->name) 282 || ob1->name != ob2->name
283 || ob1->custom_name != ob2->custom_name
284 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
206 return 0; 285 return 0;
207 286
208 //TODO: this ain't working well, use nicer and correct overflow check
209 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 287 /* Do not merge objects if nrof would overflow, assume nrof
210 * value could not be stored in a sint32 (which unfortunately sometimes is 288 * is always 0 .. 2**31-1 */
211 * used to store nrof). 289 if (ob1->nrof > 0x7fffffff - ob2->nrof)
212 */
213 if (ob1->nrof + ob2->nrof >= 1UL << 31)
214 return 0; 290 return 0;
215 291
216 /* If the objects have been identified, set the BEEN_APPLIED flag. 292 /* If the objects have been identified, set the BEEN_APPLIED flag.
217 * This is to the comparison of the flags below will be OK. We 293 * This is to the comparison of the flags below will be OK. We
218 * just can't ignore the been applied or identified flags, as they 294 * just can't ignore the been applied or identified flags, as they
219 * are not equal - just if it has been identified, the been_applied 295 * are not equal - just if it has been identified, the been_applied
220 * flags lose any meaning. 296 * flags lose any meaning.
221 */ 297 */
222 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 298 if (ob1->flag [FLAG_IDENTIFIED])
223 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 299 ob1->set_flag (FLAG_BEEN_APPLIED);
224 300
225 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 301 if (ob2->flag [FLAG_IDENTIFIED])
226 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 302 ob2->set_flag (FLAG_BEEN_APPLIED);
227 303
228 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 304 if (ob1->arch->archname != ob2->arch->archname
229 || ob1->arch != ob2->arch
230 || ob1->name != ob2->name 305 || ob1->name != ob2->name
231 || ob1->title != ob2->title 306 || ob1->title != ob2->title
232 || ob1->msg != ob2->msg 307 || ob1->msg != ob2->msg
233 || ob1->weight != ob2->weight 308 || ob1->weight != ob2->weight
234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
236 || ob1->attacktype != ob2->attacktype 309 || ob1->attacktype != ob2->attacktype
237 || ob1->magic != ob2->magic 310 || ob1->magic != ob2->magic
238 || ob1->slaying != ob2->slaying 311 || ob1->slaying != ob2->slaying
239 || ob1->skill != ob2->skill 312 || ob1->skill != ob2->skill
240 || ob1->value != ob2->value 313 || ob1->value != ob2->value
241 || ob1->animation_id != ob2->animation_id 314 || ob1->animation_id != ob2->animation_id
315 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
242 || ob1->client_type != ob2->client_type 316 || ob1->client_type != ob2->client_type
243 || ob1->materialname != ob2->materialname 317 || ob1->material != ob2->material
244 || ob1->lore != ob2->lore 318 || ob1->lore != ob2->lore
245 || ob1->subtype != ob2->subtype 319 || ob1->subtype != ob2->subtype
246 || ob1->move_type != ob2->move_type 320 || ob1->move_type != ob2->move_type
247 || ob1->move_block != ob2->move_block 321 || ob1->move_block != ob2->move_block
248 || ob1->move_allow != ob2->move_allow 322 || ob1->move_allow != ob2->move_allow
249 || ob1->move_on != ob2->move_on 323 || ob1->move_on != ob2->move_on
250 || ob1->move_off != ob2->move_off 324 || ob1->move_off != ob2->move_off
251 || ob1->move_slow != ob2->move_slow 325 || ob1->move_slow != ob2->move_slow
252 || ob1->move_slow_penalty != ob2->move_slow_penalty) 326 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
327 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
328 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
253 return 0; 329 return 0;
254 330
331 if ((ob1->flag ^ ob2->flag)
332 .reset (FLAG_INV_LOCKED)
333 .reset (FLAG_REMOVED)
334 .any ())
335 return 0;
336
255 /* This is really a spellbook check - really, we should 337 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 338 * not merge objects with real inventories, as splitting them
339 * is hard.
257 */ 340 */
258 if (ob1->inv || ob2->inv) 341 if (ob1->inv || ob2->inv)
259 { 342 {
260 /* if one object has inventory but the other doesn't, not equiv */ 343 if (!(ob1->inv && ob2->inv))
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 344 return 0; /* inventories differ in length */
262 return 0;
263 345
264 /* 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
265 if (!object::can_merge (ob1->inv, ob2->inv)) 349 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 350 return 0; /* inventory objects differ */
267 351
268 /* 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
269 * if it is valid. 353 * if it is valid.
270 */ 354 */
271 } 355 }
272 356
273 /* 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,
274 * 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
275 * some items equipped, and we don't want those to merge. 359 * some items equipped, and we don't want those to merge.
276 */ 360 */
277 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 361 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
278 return 0; 362 return 0;
279 363
280 /* 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
281 * 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
282 * check? 366 * check?
283 */ 367 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 368 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
285 return 0; 369 return 0;
286 370
287 switch (ob1->type) 371 switch (ob1->type)
288 { 372 {
289 case SCROLL: 373 case SCROLL:
290 if (ob1->level != ob2->level) 374 if (ob1->level != ob2->level)
291 return 0; 375 return 0;
292 break; 376 break;
293 } 377 }
294 378
295 if (ob1->key_values != NULL || ob2->key_values != NULL) 379 if (!ob1->kv.empty () || !ob2->kv.empty ())
296 { 380 {
297 /* At least one of these has key_values. */ 381 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 382 if (ob1->kv.empty () != ob2->kv.empty ())
299 /* 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))
300 return 0; 386 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0;
303 } 387 }
304 388
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 389 if (ob1->self || ob2->self)
307 { 390 {
308 ob1->optimise (); 391 ob1->optimise ();
309 ob2->optimise (); 392 ob2->optimise ();
310 393
311 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)
312 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 }
313 } 408 }
314 409
315 /* Everything passes, must be OK. */ 410 /* Everything passes, must be OK. */
316 return 1; 411 return 1;
317} 412}
318 413
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
319/* 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/*
320 * sum_weight() is a recursive function which calculates the weight 487 * this is a recursive function which calculates the weight
321 * 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
322 * containers are carrying, and sums it up. 489 * containers are carrying, and sums it up.
323 */ 490 */
324long 491void
325sum_weight (object *op) 492object::update_weight ()
326{ 493{
327 long sum; 494 weight_t sum = 0;
328 object *inv;
329 495
330 for (sum = 0, inv = op->inv; inv; inv = inv->below) 496 for (object *op = inv; op; op = op->below)
331 {
332 if (inv->inv)
333 sum_weight (inv);
334
335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
336 } 497 {
498 op->update_weight ();
337 499
338 if (op->type == CONTAINER && op->stats.Str) 500 sum += weight_adjust_for (this, op->total_weight ());
339 sum = (sum * (100 - op->stats.Str)) / 100; 501 }
340 502
341 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
342 op->carrying = sum; 509 carrying = sum;
343 510
344 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 }
345} 515}
346 516
347/** 517/*
348 * Return the outermost environment object for a given object. 518 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
349 */
350
351object *
352object_get_env_recursive (object *op)
353{
354 while (op->env != NULL)
355 op = op->env;
356 return op;
357}
358
359/*
360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
361 * Some error messages.
362 * The result of the dump is stored in the static global errmsg array.
363 */ 519 */
364char * 520char *
365dump_object (object *op) 521dump_object (object *op)
366{ 522{
367 if (!op) 523 if (!op)
370 object_freezer freezer; 526 object_freezer freezer;
371 op->write (freezer); 527 op->write (freezer);
372 return freezer.as_string (); 528 return freezer.as_string ();
373} 529}
374 530
375/* 531char *
376 * get_nearest_part(multi-object, object 2) returns the part of the 532object::as_string ()
377 * multi-object 1 which is closest to the second object.
378 * If it's not a multi-object, it is returned.
379 */
380
381object *
382get_nearest_part (object *op, const object *pl)
383{ 533{
384 object *tmp, *closest; 534 return dump_object (this);
385 int last_dist, i;
386
387 if (op->more == NULL)
388 return op;
389 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
390 if ((i = distance (tmp, pl)) < last_dist)
391 closest = tmp, last_dist = i;
392 return closest;
393} 535}
394 536
395/* 537/*
396 * 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.
397 */ 540 */
398object * 541object *
399find_object (tag_t i) 542find_object (tag_t i)
400{ 543{
401 for_all_objects (op) 544 for_all_objects (op)
404 547
405 return 0; 548 return 0;
406} 549}
407 550
408/* 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/*
409 * 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.
410 * Used only by the patch command, but not all that useful. 568 * Used only by the patch command, but not all that useful.
411 * Enables features like "patch <name-of-other-player> food 999" 569 * Enables features like "patch <name-of-other-player> food 999"
412 */ 570 */
413object * 571object *
414find_object_name (const char *str) 572find_object_name (const char *str)
415{ 573{
416 shstr_cmp str_ (str); 574 shstr_cmp str_ (str);
417 object *op;
418 575
576 if (str_)
419 for_all_objects (op) 577 for_all_objects (op)
420 if (op->name == str_) 578 if (op->name == str_)
421 break; 579 return op;
422 580
423 return op; 581 return 0;
424}
425
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430} 582}
431 583
432/* 584/*
433 * 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
434 * skill and experience objects. 586 * skill and experience objects.
587 * ACTUALLY NO! investigate! TODO
435 */ 588 */
436void 589void
437object::set_owner (object *owner) 590object::set_owner (object *owner)
438{ 591{
592 // allow objects which own objects
439 if (!owner) 593 if (owner)
440 return;
441
442 /* next line added to allow objects which own objects */
443 /* Add a check for ownercounts in here, as I got into an endless loop
444 * with the fireball owning a poison cloud which then owned the
445 * fireball. I believe that was caused by one of the objects getting
446 * freed and then another object replacing it. Since the ownercounts
447 * didn't match, this check is valid and I believe that cause is valid.
448 */
449 while (owner->owner) 594 while (owner->owner)
450 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 }
451 602
452 this->owner = owner; 603 this->owner = owner;
453}
454
455int
456object::slottype () const
457{
458 if (type == SKILL)
459 {
460 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
461 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
462 }
463 else
464 {
465 if (slot [body_combat].info) return slot_combat;
466 if (slot [body_range ].info) return slot_ranged;
467 }
468
469 return slot_none;
470}
471
472bool
473object::change_weapon (object *ob)
474{
475 if (current_weapon == ob)
476 return true;
477
478 if (chosen_skill)
479 chosen_skill->flag [FLAG_APPLIED] = false;
480
481 current_weapon = ob;
482 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
483
484 if (chosen_skill)
485 chosen_skill->flag [FLAG_APPLIED] = true;
486
487 update_stats ();
488
489 if (ob)
490 {
491 // now check wether any body locations became invalid, in which case
492 // we cannot apply the weapon at the moment.
493 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
494 if (slot[i].used < 0)
495 {
496 current_weapon = chosen_skill = 0;
497 update_stats ();
498
499 new_draw_info_format (NDI_UNIQUE, 0, this,
500 "You try to balance your applied items all at once, but the %s is too much. "
501 "You need to unapply some items first.", &ob->name);
502 return false;
503 }
504
505 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
506 }
507 else
508 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
509
510 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
511 {
512 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
513 &name, ob->debug_desc ());
514 return false;
515 }
516
517 return true;
518}
519
520/* Zero the key_values on op, decrementing the shared-string
521 * refcounts and freeing the links.
522 */
523static void
524free_key_values (object *op)
525{
526 for (key_value *i = op->key_values; i; )
527 {
528 key_value *next = i->next;
529 delete i;
530
531 i = next;
532 }
533
534 op->key_values = 0;
535}
536
537object &
538object::operator =(const object &src)
539{
540 bool is_freed = flag [FLAG_FREED];
541 bool is_removed = flag [FLAG_REMOVED];
542
543 *(object_copy *)this = src;
544
545 flag [FLAG_FREED] = is_freed;
546 flag [FLAG_REMOVED] = is_removed;
547
548 /* Copy over key_values, if any. */
549 if (src.key_values)
550 {
551 key_value *tail = 0;
552 key_values = 0;
553
554 for (key_value *i = src.key_values; i; i = i->next)
555 {
556 key_value *new_link = new key_value;
557
558 new_link->next = 0;
559 new_link->key = i->key;
560 new_link->value = i->value;
561
562 /* Try and be clever here, too. */
563 if (!key_values)
564 {
565 key_values = new_link;
566 tail = new_link;
567 }
568 else
569 {
570 tail->next = new_link;
571 tail = new_link;
572 }
573 }
574 }
575} 604}
576 605
577/* 606/*
578 * copy_to first frees everything allocated by the dst object, 607 * copy_to first frees everything allocated by the dst object,
579 * and then copies the contents of itself into the second 608 * and then copies the contents of itself into the second
583 * will point at garbage. 612 * will point at garbage.
584 */ 613 */
585void 614void
586object::copy_to (object *dst) 615object::copy_to (object *dst)
587{ 616{
588 *dst = *this; 617 dst->remove ();
618 *(object_copy *)dst = *this;
589 619
590 if (speed < 0) 620 // maybe move to object_copy?
591 dst->speed_left = speed_left - rndm (); 621 dst->kv = kv;
592 622
593 dst->set_speed (dst->speed); 623 dst->flag [FLAG_REMOVED] = true;
624 dst->activate ();
594} 625}
595 626
596void 627void
597object::instantiate () 628object::instantiate ()
598{ 629{
599 if (!uuid.seq) // HACK 630 if (!uuid.seq) // HACK
600 uuid = gen_uuid (); 631 uuid = UUID::gen ();
601 632
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
602 speed_left = -0.1f; 637 speed_left = -1.;
638
603 /* 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
604 * 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.
605 * 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
606 * values for the body_used info, so when items are created 642 * values for the body_used info, so when items are created
607 * for it, they can be properly equipped. 643 * for it, they can be properly equipped.
608 */ 644 */
609 for (int i = NUM_BODY_LOCATIONS; i--; ) 645 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
610 slot[i].used = slot[i].info; 646 slot[i].used = slot[i].info;
611 647
612 attachable::instantiate (); 648 attachable::instantiate ();
613} 649}
614 650
615object * 651object *
616object::clone () 652object::clone ()
617{ 653{
618 object *neu = create (); 654 object *neu = create ();
619 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
620 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);
621} 674}
622 675
623/* 676/*
624 * 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
625 * 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
626 * 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.
627 */ 680 */
628void 681void
629update_turn_face (object *op) 682update_turn_face (object *op)
630{ 683{
631 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 684 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
632 return; 685 return;
633 686
634 SET_ANIMATION (op, op->direction); 687 op->update_anim_frame (op->direction);
635 update_object (op, UP_OBJ_FACE);
636} 688}
637 689
638/* 690/*
639 * 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
640 * 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.
641 * 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.
642 */ 694 */
643void 695void
644object::set_speed (float speed) 696object::set_speed (float speed)
645{ 697{
646 if (flag [FLAG_FREED] && speed)
647 {
648 LOG (llevError, "Object %s is freed but has speed.\n", &name);
649 speed = 0;
650 }
651
652 this->speed = speed; 698 this->speed = speed;
653 699
654 if (has_active_speed ()) 700 if (has_active_speed ())
655 activate (); 701 activate ();
656 else 702 else
657 deactivate (); 703 deactivate ();
658} 704}
659 705
660/* 706/*
661 * update_object() updates the the map. 707 * update_object() updates the map.
662 * It takes into account invisible objects (and represent squares covered 708 * It takes into account invisible objects (and represent squares covered
663 * 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
664 * invisible object, etc...) 710 * invisible object, etc...)
665 * 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
666 * 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
675 * UP_OBJ_FACE: only the objects face has changed. 721 * UP_OBJ_FACE: only the objects face has changed.
676 */ 722 */
677void 723void
678update_object (object *op, int action) 724update_object (object *op, int action)
679{ 725{
680 if (op == NULL) 726 if (!op)
681 { 727 {
682 /* this should never happen */ 728 /* this should never happen */
683 LOG (llevDebug, "update_object() called for NULL object.\n"); 729 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
684 return; 730 return;
685 } 731 }
686 732
687 if (op->env) 733 if (!op->is_on_map ())
688 { 734 {
689 /* Animation is currently handled by client, so nothing 735 /* Animation is currently handled by client, so nothing
690 * to do in this case. 736 * to do in this case.
691 */ 737 */
692 return; 738 return;
693 } 739 }
694
695 /* If the map is saving, don't do anything as everything is
696 * going to get freed anyways.
697 */
698 if (!op->map || op->map->in_memory == MAP_SAVING)
699 return;
700 740
701 /* make sure the object is within map boundaries */ 741 /* make sure the object is within map boundaries */
702 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)
703 { 743 {
704 LOG (llevError, "update_object() called for object out of map!\n"); 744 LOG (llevError, "update_object() called for object out of map!\n");
709 } 749 }
710 750
711 mapspace &m = op->ms (); 751 mapspace &m = op->ms ();
712 752
713 if (!(m.flags_ & P_UPTODATE)) 753 if (!(m.flags_ & P_UPTODATE))
714 /* nop */; 754 m.update_up (); // nothing to do except copy up
715 else if (action == UP_OBJ_INSERT) 755 else if (action == UP_OBJ_INSERT)
716 { 756 {
757#if 0
717 // this is likely overkill, TODO: revisit (schmorp) 758 // this is likely overkill, TODO: revisit (schmorp)
718 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 759 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
719 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 760 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
720 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 761 || (op->is_player () && !(m.flags_ & P_PLAYER))
721 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 762 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
722 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 763 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
723 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 764 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
724 || (m.move_on | op->move_on ) != m.move_on 765 || (m.move_on | op->move_on ) != m.move_on
725 || (m.move_off | op->move_off ) != m.move_off 766 || (m.move_off | op->move_off ) != m.move_off
726 || (m.move_slow | op->move_slow) != m.move_slow 767 || (m.move_slow | op->move_slow) != m.move_slow
727 /* 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
728 * to have move_allow right now. 769 * have move_allow right now.
729 */ 770 */
730 || ((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
731 || 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)
732 m.flags_ = 0; 775 m.invalidate ();
776#endif
733 } 777 }
734 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
735 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
736 * that is being removed. 780 * that is being removed.
737 */ 781 */
738 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
739 m.flags_ = 0; 783 m.invalidate ();
740 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
741 /* Nothing to do for that case */ ; 785 m.update_up (); // nothing to do for that case, except copy up
742 else 786 else
743 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
744 788
745 if (op->more) 789 if (op->more)
746 update_object (op->more, action); 790 update_object (op->more, action);
747} 791}
748 792
749object::object () 793object::object ()
750{ 794{
751 SET_FLAG (this, FLAG_REMOVED); 795 this->set_flag (FLAG_REMOVED);
752 796
753 expmul = 1.0; 797 //expmul = 1.0; declared const for the time being
754 face = blank_face; 798 face = blank_face;
799 material = MATERIAL_NULL;
755} 800}
756 801
757object::~object () 802object::~object ()
758{ 803{
759 unlink (); 804 unlink ();
760 805
761 free_key_values (this); 806 kv.clear ();
762} 807}
763
764static int object_count;
765 808
766void object::link () 809void object::link ()
767{ 810{
768 assert (!index);//D 811 assert (!index);//D
769 uuid = gen_uuid (); 812 uuid = UUID::gen ();
770 count = ++object_count;
771 813
772 refcnt_inc (); 814 refcnt_inc ();
773 objects.insert (this); 815 objects.insert (this);
816
817 ++create_count;
818
774} 819}
775 820
776void object::unlink () 821void object::unlink ()
777{ 822{
778 if (!index) 823 if (!index)
779 return; 824 return;
825
826 ++destroy_count;
780 827
781 objects.erase (this); 828 objects.erase (this);
782 refcnt_dec (); 829 refcnt_dec ();
783} 830}
784 831
788 /* If already on active list, don't do anything */ 835 /* If already on active list, don't do anything */
789 if (active) 836 if (active)
790 return; 837 return;
791 838
792 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
793 actives.insert (this); 844 actives.insert (this);
845 }
794} 846}
795 847
796void 848void
797object::activate_recursive () 849object::activate_recursive ()
798{ 850{
802 op->activate_recursive (); 854 op->activate_recursive ();
803} 855}
804 856
805/* This function removes object 'op' from the list of active 857/* This function removes object 'op' from the list of active
806 * objects. 858 * objects.
807 * This should only be used for style maps or other such 859 * This should only be used for style maps or other such
808 * 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
809 * in play chewing up cpu time getting processed. 861 * in play chewing up cpu time getting processed.
810 * The reverse of this is to call update_ob_speed, which 862 * The reverse of this is to call update_ob_speed, which
811 * 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.
812 */ 864 */
847object::destroy_inv (bool drop_to_ground) 899object::destroy_inv (bool drop_to_ground)
848{ 900{
849 // need to check first, because the checks below might segfault 901 // need to check first, because the checks below might segfault
850 // as we might be on an invalid mapspace and crossfire code 902 // as we might be on an invalid mapspace and crossfire code
851 // is too buggy to ensure that the inventory is empty. 903 // is too buggy to ensure that the inventory is empty.
852 // corollary: if you create arrows etc. with stuff in tis inventory, 904 // corollary: if you create arrows etc. with stuff in its inventory,
853 // cf will crash below with off-map x and y 905 // cf will crash below with off-map x and y
854 if (!inv) 906 if (!inv)
855 return; 907 return;
856 908
857 /* Only if the space blocks everything do we not process - 909 /* Only if the space blocks everything do we not process -
858 * if some form of movement is allowed, let objects 910 * if some form of movement is allowed, let objects
859 * drop on that space. 911 * drop on that space.
860 */ 912 */
861 if (!drop_to_ground 913 if (!drop_to_ground
862 || !map 914 || !map
863 || map->in_memory != MAP_IN_MEMORY 915 || !map->linkable ()
864 || map->nodrop 916 || map->no_drop
865 || ms ().move_block == MOVE_ALL) 917 || ms ().move_block == MOVE_ALL)
866 { 918 {
867 while (inv) 919 while (inv)
868 {
869 inv->destroy_inv (drop_to_ground);
870 inv->destroy (); 920 inv->destroy ();
871 }
872 } 921 }
873 else 922 else
874 { /* Put objects in inventory onto this space */ 923 { /* Put objects in inventory onto this space */
875 while (inv) 924 while (inv)
876 { 925 {
887 map->insert (op, x, y); 936 map->insert (op, x, y);
888 } 937 }
889 } 938 }
890} 939}
891 940
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 *
892object *object::create () 978object::create ()
893{ 979{
894 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
895 op->link (); 1002 op->link ();
1003
896 return op; 1004 return op;
897} 1005}
898 1006
899void 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
900object::do_destroy () 1023object::do_destroy ()
901{ 1024{
902 attachable::do_destroy ();
903
904 if (flag [FLAG_IS_LINKED]) 1025 if (flag [FLAG_IS_LINKED])
905 remove_button_link (this); 1026 remove_link ();
906 1027
907 if (flag [FLAG_FRIENDLY]) 1028 if (flag [FLAG_FRIENDLY])
908 remove_friendly_object (this); 1029 remove_friendly_object (this);
909 1030
910 if (!flag [FLAG_REMOVED])
911 remove (); 1031 remove ();
912 1032
913 destroy_inv (true); 1033 attachable::do_destroy ();
914 1034
915 deactivate (); 1035 deactivate ();
916 unlink (); 1036 unlink ();
917 1037
918 flag [FLAG_FREED] = 1; 1038 flag [FLAG_FREED] = 1;
919 1039
920 // hack to ensure that freed objects still have a valid map 1040 // hack to ensure that freed objects still have a valid map
921 {
922 static maptile *freed_map; // freed objects are moved here to avoid crashes
923
924 if (!freed_map)
925 {
926 freed_map = new maptile;
927
928 freed_map->name = "/internal/freed_objects_map";
929 freed_map->width = 3;
930 freed_map->height = 3;
931
932 freed_map->alloc ();
933 freed_map->in_memory = MAP_IN_MEMORY;
934 }
935
936 map = freed_map; 1041 map = &freed_map;
937 x = 1; 1042 x = 1;
938 y = 1; 1043 y = 1;
939 }
940
941 head = 0;
942 1044
943 if (more) 1045 if (more)
944 { 1046 {
945 more->destroy (); 1047 more->destroy ();
946 more = 0; 1048 more = 0;
947 } 1049 }
948 1050
1051 head = 0;
1052
949 // clear those pointers that likely might have circular references to us 1053 // clear those pointers that likely might cause circular references
950 owner = 0; 1054 owner = 0;
951 enemy = 0; 1055 enemy = 0;
952 attacked_by = 0; 1056 attacked_by = 0;
1057 current_weapon = 0;
953} 1058}
954 1059
955void 1060void
956object::destroy (bool destroy_inventory) 1061object::destroy ()
957{ 1062{
958 if (destroyed ()) 1063 if (destroyed ())
959 return; 1064 return;
960 1065
961 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
962 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
963 1080
964 attachable::destroy (); 1081 attachable::destroy ();
965}
966
967/*
968 * sub_weight() recursively (outwards) subtracts a number from the
969 * weight of an object (and what is carried by it's environment(s)).
970 */
971void
972sub_weight (object *op, signed long weight)
973{
974 while (op != NULL)
975 {
976 if (op->type == CONTAINER)
977 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
978
979 op->carrying -= weight;
980 op = op->env;
981 }
982} 1082}
983 1083
984/* op->remove (): 1084/* op->remove ():
985 * 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
986 * 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
989 * the previous environment. 1089 * the previous environment.
990 */ 1090 */
991void 1091void
992object::do_remove () 1092object::do_remove ()
993{ 1093{
994 object *tmp, *last = 0; 1094 if (flag [FLAG_REMOVED])
995 object *otmp;
996
997 if (QUERY_FLAG (this, FLAG_REMOVED))
998 return; 1095 return;
999 1096
1000 SET_FLAG (this, FLAG_REMOVED);
1001 INVOKE_OBJECT (REMOVE, this); 1097 INVOKE_OBJECT (REMOVE, this);
1098
1099 flag [FLAG_REMOVED] = true;
1002 1100
1003 if (more) 1101 if (more)
1004 more->remove (); 1102 more->remove ();
1005 1103
1006 /* 1104 /*
1007 * In this case, the object to be removed is in someones 1105 * In this case, the object to be removed is in someones
1008 * inventory. 1106 * inventory.
1009 */ 1107 */
1010 if (env) 1108 if (env)
1011 { 1109 {
1012 if (nrof) 1110 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1013 sub_weight (env, weight * nrof); 1111 if (object *pl = visible_to ())
1014 else 1112 esrv_del_item (pl->contr, count);
1015 sub_weight (env, weight + carrying); 1113 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1016 1114
1017 /* NO_FIX_PLAYER is set when a great many changes are being 1115 adjust_weight (env, total_weight (), 0);
1018 * made to players inventory. If set, avoiding the call
1019 * to save cpu time.
1020 */
1021 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1022 otmp->update_stats ();
1023 1116
1024 if (above) 1117 object *pl = in_player ();
1025 above->below = below;
1026 else
1027 env->inv = below;
1028
1029 if (below)
1030 below->above = above;
1031 1118
1032 /* we set up values so that it could be inserted into 1119 /* we set up values so that it could be inserted into
1033 * 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
1034 * to the caller to decide what we want to do. 1121 * to the caller to decide what we want to do.
1035 */ 1122 */
1036 x = env->x, y = env->y;
1037 map = env->map; 1123 map = env->map;
1038 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;
1039 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 }
1040 } 1156 }
1041 else if (map) 1157 else if (map)
1042 { 1158 {
1043 if (type == PLAYER)
1044 {
1045 // leaving a spot always closes any open container on the ground
1046 if (container && !container->env)
1047 // this causes spurious floorbox updates, but it ensures
1048 // that the CLOSE event is being sent.
1049 close_container ();
1050
1051 --map->players;
1052 map->touch ();
1053 }
1054
1055 map->dirty = true; 1159 map->dirty = true;
1056 mapspace &ms = this->ms (); 1160 mapspace &ms = this->ms ();
1057 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
1058 /* link the object above us */ 1187 /* link the object above us */
1059 if (above) 1188 // re-link, make sure compiler can easily use cmove
1060 above->below = below; 1189 *(above ? &above->below : &ms.top) = below;
1061 else 1190 *(below ? &below->above : &ms.bot) = above;
1062 ms.top = below; /* we were top, set new top */
1063
1064 /* Relink the object below us, if there is one */
1065 if (below)
1066 below->above = above;
1067 else
1068 {
1069 /* Nothing below, which means we need to relink map object for this space
1070 * use translated coordinates in case some oddness with map tiling is
1071 * evident
1072 */
1073 if (GET_MAP_OB (map, x, y) != this)
1074 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 ());
1075
1076 ms.bot = above; /* goes on above it. */
1077 }
1078 1191
1079 above = 0; 1192 above = 0;
1080 below = 0; 1193 below = 0;
1081 1194
1082 if (map->in_memory == MAP_SAVING) 1195 ms.invalidate ();
1083 return;
1084 1196
1085 int check_walk_off = !flag [FLAG_NO_APPLY]; 1197 int check_walk_off = !flag [FLAG_NO_APPLY];
1086 1198
1087 for (tmp = ms.bot; tmp; tmp = tmp->above) 1199 if (object *pl = ms.player ())
1088 { 1200 {
1089 /* No point updating the players look faces if he is the object 1201 if (pl->container_ () == this)
1090 * being removed.
1091 */
1092
1093 if (tmp->type == PLAYER && tmp != this)
1094 {
1095 /* If a container that the player is currently using somehow gets 1202 /* If a container that the player is currently using somehow gets
1096 * removed (most likely destroyed), update the player view 1203 * removed (most likely destroyed), update the player view
1097 * appropriately. 1204 * appropriately.
1098 */ 1205 */
1099 if (tmp->container == this) 1206 pl->close_container ();
1100 {
1101 flag [FLAG_APPLIED] = 0;
1102 tmp->container = 0;
1103 }
1104 1207
1208 //TODO: the floorbox prev/next might need updating
1209 //esrv_del_item (pl->contr, count);
1210 //TODO: update floorbox to preserve ordering
1105 if (tmp->contr->ns) 1211 if (pl->contr->ns)
1106 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.
1107 } 1222 */
1108 1223
1109 /* See if object moving off should effect something */ 1224 /* See if object moving off should effect something */
1110 if (check_walk_off
1111 && ((move_type & tmp->move_off) 1225 if ((move_type & tmp->move_off)
1112 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1226 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1113 {
1114 move_apply (tmp, this, 0); 1227 move_apply (tmp, this, 0);
1115
1116 if (destroyed ())
1117 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1118 } 1228 }
1119 1229
1120 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1230 if (affects_los ())
1121 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1122 if (tmp->above == tmp)
1123 tmp->above = 0;
1124
1125 last = tmp;
1126 }
1127
1128 /* last == NULL if there are no objects on this space */
1129 //TODO: this makes little sense, why only update the topmost object?
1130 if (!last)
1131 map->at (x, y).flags_ = 0;
1132 else
1133 update_object (last, UP_OBJ_REMOVE);
1134
1135 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1136 update_all_los (map, x, y); 1231 update_all_los (map, x, y);
1137 } 1232 }
1138} 1233}
1139 1234
1140/* 1235/*
1149merge_ob (object *op, object *top) 1244merge_ob (object *op, object *top)
1150{ 1245{
1151 if (!op->nrof) 1246 if (!op->nrof)
1152 return 0; 1247 return 0;
1153 1248
1154 if (top) 1249 if (!top)
1155 for (top = op; top && top->above; top = top->above) 1250 for (top = op; top && top->above; top = top->above)
1156 ; 1251 ;
1157 1252
1158 for (; top; top = top->below) 1253 for (; top; top = top->below)
1159 {
1160 if (top == op)
1161 continue;
1162
1163 if (object::can_merge (op, top)) 1254 if (object::can_merge (op, top))
1164 { 1255 {
1165 top->nrof += op->nrof; 1256 top->nrof += op->nrof;
1166 1257
1167/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1258 if (object *pl = top->visible_to ())
1168 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
1169 op->destroy (); 1264 op->destroy ();
1265
1170 return top; 1266 return top;
1171 } 1267 }
1172 }
1173 1268
1174 return 0; 1269 return 0;
1175} 1270}
1176 1271
1177void 1272void
1180 if (more) 1275 if (more)
1181 return; 1276 return;
1182 1277
1183 object *prev = this; 1278 object *prev = this;
1184 1279
1185 for (archetype *at = arch->more; at; at = at->more) 1280 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1186 { 1281 {
1187 object *op = arch_to_object (at); 1282 object *op = at->instance ();
1188 1283
1189 op->name = name; 1284 op->name = name;
1190 op->name_pl = name_pl; 1285 op->name_pl = name_pl;
1191 op->title = title; 1286 op->title = title;
1192 1287
1202 * job preparing multi-part monsters. 1297 * job preparing multi-part monsters.
1203 */ 1298 */
1204object * 1299object *
1205insert_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)
1206{ 1301{
1302 op->remove ();
1303
1207 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1304 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1208 { 1305 {
1209 tmp->x = x + tmp->arch->clone.x; 1306 tmp->x = x + tmp->arch->x;
1210 tmp->y = y + tmp->arch->clone.y; 1307 tmp->y = y + tmp->arch->y;
1211 } 1308 }
1212 1309
1213 return insert_ob_in_map (op, m, originator, flag); 1310 return insert_ob_in_map (op, m, originator, flag);
1214} 1311}
1215 1312
1228 * 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
1229 * to be set if special handling is needed. 1326 * to be set if special handling is needed.
1230 * 1327 *
1231 * Return value: 1328 * Return value:
1232 * new object if 'op' was merged with other object 1329 * new object if 'op' was merged with other object
1233 * NULL if 'op' was destroyed 1330 * NULL if there was an error (destroyed, blocked etc.)
1234 * just 'op' otherwise 1331 * just 'op' otherwise
1235 */ 1332 */
1236object * 1333object *
1237insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1334insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1238{ 1335{
1239 assert (!op->flag [FLAG_FREED]);
1240
1241 object *top, *floor = NULL;
1242
1243 op->remove (); 1336 op->remove ();
1244 1337
1245#if 0 1338 if (m == &freed_map)//D TODO: remove soon
1246 if (!m->active != !op->active)
1247 if (m->active)
1248 op->activate_recursive ();
1249 else
1250 op->deactivate_recursive ();
1251#endif
1252
1253 if (out_of_map (m, op->x, op->y))
1254 { 1339 {//D
1255 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
1256#ifdef MANY_CORES
1257 /* Better to catch this here, as otherwise the next use of this object
1258 * is likely to cause a crash. Better to find out where it is getting
1259 * improperly inserted.
1260 */
1261 abort ();
1262#endif
1263 return op;
1264 } 1341 }//D
1265
1266 if (object *more = op->more)
1267 if (!insert_ob_in_map (more, m, originator, flag))
1268 return 0;
1269
1270 CLEAR_FLAG (op, FLAG_REMOVED);
1271 1342
1272 /* Ideally, the caller figures this out. However, it complicates a lot 1343 /* Ideally, the caller figures this out. However, it complicates a lot
1273 * 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
1274 * need extra work 1345 * need extra work
1275 */ 1346 */
1347 maptile *newmap = m;
1276 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
1277 return 0; 1351 return 0;
1352 }
1278 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;
1279 op->map = m; 1360 op->map = newmap;
1361
1280 mapspace &ms = op->ms (); 1362 mapspace &ms = op->ms ();
1281 1363
1282 /* this has to be done after we translate the coordinates. 1364 /* this has to be done after we translate the coordinates.
1283 */ 1365 */
1284 if (op->nrof && !(flag & INS_NO_MERGE)) 1366 if (op->nrof && !(flag & INS_NO_MERGE))
1285 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1367 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1286 if (object::can_merge (op, tmp)) 1368 if (object::can_merge (op, tmp))
1287 { 1369 {
1370 // TODO: we actually want to update tmp, not op,
1371 // but some caller surely breaks when we return tmp
1372 // from here :/
1288 op->nrof += tmp->nrof; 1373 op->nrof += tmp->nrof;
1289 tmp->destroy (); 1374 tmp->destroy ();
1290 } 1375 }
1291 1376
1292 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 */
1293 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1378 op->clr_flag (FLAG_INV_LOCKED);
1294 1379
1295 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1380 if (!op->flag [FLAG_ALIVE])
1296 CLEAR_FLAG (op, FLAG_NO_STEAL); 1381 op->clr_flag (FLAG_NO_STEAL);
1297 1382
1298 if (flag & INS_BELOW_ORIGINATOR) 1383 if (flag & INS_BELOW_ORIGINATOR)
1299 { 1384 {
1300 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)
1301 { 1386 {
1302 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");
1303 abort (); 1388 abort ();
1304 } 1389 }
1305 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
1306 op->above = originator; 1398 op->above = originator;
1307 op->below = originator->below; 1399 op->below = originator->below;
1308
1309 if (op->below)
1310 op->below->above = op;
1311 else
1312 ms.bot = op;
1313
1314 /* since *below* originator, no need to update top */
1315 originator->below = op; 1400 originator->below = op;
1401
1402 *(op->below ? &op->below->above : &ms.bot) = op;
1316 } 1403 }
1317 else 1404 else
1318 { 1405 {
1319 top = ms.bot; 1406 object *floor = 0;
1407 object *top = ms.top;
1320 1408
1321 /* If there are other objects, then */ 1409 /* If there are other objects, then */
1322 if ((!(flag & INS_MAP_LOAD)) && top) 1410 if (top)
1323 { 1411 {
1324 object *last = 0;
1325
1326 /* 1412 /*
1327 * 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.
1328 * We've already dealt with merging if appropriate. 1414 * We've already dealt with merging if appropriate.
1329 * 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
1330 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1416 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1331 * floor, we want to insert above that and no further. 1417 * floor, we want to insert above that and no further.
1332 * 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
1333 * 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
1334 * 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
1335 * 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
1336 * that flying non pickable objects are spell objects. 1422 * that flying non pickable objects are spell objects.
1337 */ 1423 */
1338 for (top = ms.bot; top; top = top->above) 1424 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1339 { 1425 {
1340 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])
1341 floor = top; 1427 floor = tmp;
1342 1428
1343 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])
1344 { 1430 {
1345 /* We insert above top, so we want this object below this */ 1431 /* We insert above top, so we want this object below this */
1346 top = top->below; 1432 top = tmp->below;
1347 break; 1433 break;
1348 } 1434 }
1349 1435
1350 last = top; 1436 top = tmp;
1351 } 1437 }
1352
1353 /* Don't want top to be NULL, so set it to the last valid object */
1354 top = last;
1355 1438
1356 /* We let update_position deal with figuring out what the space 1439 /* We let update_position deal with figuring out what the space
1357 * looks like instead of lots of conditions here. 1440 * looks like instead of lots of conditions here.
1358 * makes things faster, and effectively the same result. 1441 * makes things faster, and effectively the same result.
1359 */ 1442 */
1366 */ 1449 */
1367 if (!(flag & INS_ON_TOP) 1450 if (!(flag & INS_ON_TOP)
1368 && ms.flags () & P_BLOCKSVIEW 1451 && ms.flags () & P_BLOCKSVIEW
1369 && (op->face && !faces [op->face].visibility)) 1452 && (op->face && !faces [op->face].visibility))
1370 { 1453 {
1454 object *last;
1455
1371 for (last = top; last != floor; last = last->below) 1456 for (last = top; last != floor; last = last->below)
1372 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1457 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1373 break; 1458 break;
1374 1459
1375 /* Check to see if we found the object that blocks view, 1460 /* Check to see if we found the object that blocks view,
1376 * 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
1377 * we can get inserted below this one, which requires we 1462 * we can get inserted below this one, which requires we
1380 if (last && last->below && last != floor) 1465 if (last && last->below && last != floor)
1381 top = last->below; 1466 top = last->below;
1382 } 1467 }
1383 } /* If objects on this space */ 1468 } /* If objects on this space */
1384 1469
1385 if (flag & INS_MAP_LOAD)
1386 top = ms.top;
1387
1388 if (flag & INS_ABOVE_FLOOR_ONLY) 1470 if (flag & INS_ABOVE_FLOOR_ONLY)
1389 top = floor; 1471 top = floor;
1390 1472
1391 /* 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
1392 */
1393
1394 /* First object on this space */
1395 if (!top) 1474 if (!top)
1396 { 1475 {
1476 op->below = 0;
1397 op->above = ms.bot; 1477 op->above = ms.bot;
1398
1399 if (op->above)
1400 op->above->below = op;
1401
1402 op->below = 0;
1403 ms.bot = op; 1478 ms.bot = op;
1479
1480 *(op->above ? &op->above->below : &ms.top) = op;
1404 } 1481 }
1405 else 1482 else
1406 { /* get inserted into the stack above top */ 1483 {
1407 op->above = top->above; 1484 op->above = top->above;
1408
1409 if (op->above)
1410 op->above->below = op; 1485 top->above = op;
1411 1486
1412 op->below = top; 1487 op->below = top;
1413 top->above = op; 1488 *(op->above ? &op->above->below : &ms.top) = op;
1414 } 1489 }
1490 }
1415 1491
1416 if (!op->above) 1492 if (op->is_player ())
1417 ms.top = op;
1418 } /* else not INS_BELOW_ORIGINATOR */
1419
1420 if (op->type == PLAYER)
1421 { 1493 {
1422 op->contr->do_los = 1; 1494 op->contr->do_los = 1;
1423 ++op->map->players; 1495 ++op->map->players;
1424 op->map->touch (); 1496 op->map->touch ();
1425 } 1497 }
1426 1498
1427 op->map->dirty = true; 1499 op->map->dirty = true;
1428 1500
1429 /* If we have a floor, we know the player, if any, will be above
1430 * it, so save a few ticks and start from there.
1431 */
1432 if (!(flag & INS_MAP_LOAD))
1433 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
1434 if (pl->contr->ns) 1505 if (pl->contr->ns)
1435 pl->contr->ns->floorbox_update (); 1506 pl->contr->ns->floorbox_update ();
1436 1507
1437 /* If this object glows, it may affect lighting conditions that are 1508 /* If this object glows, it may affect lighting conditions that are
1438 * 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
1439 * 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
1440 * on the map will get recalculated. The players could very well 1511 * on the map will get recalculated. The players could very well
1441 * 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 -
1442 * this should get redone to only look for players within range, 1513 * this should get redone to only look for players within range,
1443 * or just updating the P_UPTODATE for spaces within this area 1514 * or just updating the P_UPTODATE for spaces within this area
1444 * of effect may be sufficient. 1515 * of effect may be sufficient.
1445 */ 1516 */
1446 if (op->map->darkness && (op->glow_radius != 0)) 1517 if (op->affects_los ())
1518 {
1519 op->ms ().invalidate ();
1447 update_all_los (op->map, op->x, op->y); 1520 update_all_los (op->map, op->x, op->y);
1521 }
1448 1522
1449 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1523 /* updates flags (blocked, alive, no magic, etc) for this map space */
1450 update_object (op, UP_OBJ_INSERT); 1524 update_object (op, UP_OBJ_INSERT);
1451 1525
1452 INVOKE_OBJECT (INSERT, op); 1526 INVOKE_OBJECT (INSERT, op);
1459 * blocked() and wall() work properly), and these flags are updated by 1533 * blocked() and wall() work properly), and these flags are updated by
1460 * update_object(). 1534 * update_object().
1461 */ 1535 */
1462 1536
1463 /* 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 */
1464 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1538 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1465 { 1539 {
1466 if (check_move_on (op, originator)) 1540 if (check_move_on (op, originator, flag))
1467 return 0; 1541 return 0;
1468 1542
1469 /* 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
1470 * walk on's. 1544 * walk on's.
1471 */ 1545 */
1472 for (object *tmp = op->more; tmp; tmp = tmp->more) 1546 for (object *tmp = op->more; tmp; tmp = tmp->more)
1473 if (check_move_on (tmp, originator)) 1547 if (check_move_on (tmp, originator, flag))
1474 return 0; 1548 return 0;
1475 } 1549 }
1476 1550
1477 return op; 1551 return op;
1478} 1552}
1479 1553
1480/* this function inserts an object in the map, but if it 1554/* this function inserts an object in the map, but if it
1481 * 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.
1482 * 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.
1483 */ 1557 */
1484void 1558void
1485replace_insert_ob_in_map (const char *arch_string, object *op) 1559replace_insert_ob_in_map (shstr_tmp archname, object *op)
1486{ 1560{
1487 object *tmp, *tmp1;
1488
1489 /* first search for itself and remove any old instances */ 1561 /* first search for itself and remove any old instances */
1490 1562
1491 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1563 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1492 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1564 if (tmp->arch->archname == archname) /* same archetype */
1493 tmp->destroy (); 1565 tmp->destroy ();
1494 1566
1495 tmp1 = arch_to_object (archetype::find (arch_string)); 1567 object *tmp = archetype::find (archname)->instance ();
1496 1568
1497 tmp1->x = op->x; 1569 tmp->x = op->x;
1498 tmp1->y = op->y; 1570 tmp->y = op->y;
1571
1499 insert_ob_in_map (tmp1, op->map, op, 0); 1572 insert_ob_in_map (tmp, op->map, op, 0);
1500} 1573}
1501 1574
1502object * 1575object *
1503object::insert_at (object *where, object *originator, int flags) 1576object::insert_at (object *where, object *originator, int flags)
1504{ 1577{
1578 if (where->env)
1579 return where->env->insert (this);
1580 else
1505 return where->map->insert (this, where->x, where->y, originator, flags); 1581 return where->map->insert (this, where->x, where->y, originator, flags);
1506} 1582}
1507 1583
1508/* 1584// check whether we can put this into the map, respect max_volume, max_items
1509 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1585bool
1510 * is returned contains nr objects, and the remaining parts contains 1586object::can_drop_at (maptile *m, int x, int y, object *originator)
1511 * the rest (or is removed and freed if that number is 0).
1512 * On failure, NULL is returned, and the reason put into the
1513 * global static errmsg array.
1514 */
1515object *
1516get_split_ob (object *orig_ob, uint32 nr)
1517{ 1587{
1518 object *newob; 1588 mapspace &ms = m->at (x, y);
1519 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1520 1589
1521 if (orig_ob->nrof < nr) 1590 int items = ms.items ();
1522 {
1523 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1524 return NULL;
1525 }
1526 1591
1527 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;
1528 1596
1529 if ((orig_ob->nrof -= nr) < 1) 1597 if (originator)
1530 orig_ob->destroy (1); 1598 originator->failmsgf (
1531 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.>",
1532 { 1600 query_name ()
1533 if (orig_ob->env != NULL) 1601 );
1534 sub_weight (orig_ob->env, orig_ob->weight * nr);
1535 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1536 {
1537 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1538 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1539 return NULL;
1540 }
1541 }
1542 1602
1543 newob->nrof = nr; 1603 return false;
1544
1545 return newob;
1546} 1604}
1547 1605
1548/* 1606/*
1549 * decrease_ob_nr(object, number) decreases a specified number from 1607 * decrease(object, number) decreases a specified number from
1550 * 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
1551 * is subsequently removed and freed. 1609 * is subsequently removed and freed.
1552 * 1610 *
1553 * 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
1554 */ 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 */
1555object * 1647object *
1556decrease_ob_nr (object *op, uint32 i) 1648object::split (sint32 nr)
1557{ 1649{
1558 object *tmp; 1650 int have = number_of ();
1559 1651
1560 if (i == 0) /* objects with op->nrof require this check */ 1652 if (have < nr)
1561 return op; 1653 return 0;
1562 1654 else if (have == nr)
1563 if (i > op->nrof)
1564 i = op->nrof;
1565
1566 if (QUERY_FLAG (op, FLAG_REMOVED))
1567 op->nrof -= i;
1568 else if (op->env)
1569 { 1655 {
1570 /* is this object in the players inventory, or sub container
1571 * therein?
1572 */
1573 tmp = op->in_player ();
1574 /* nope. Is this a container the player has opened?
1575 * If so, set tmp to that player.
1576 * IMO, searching through all the players will mostly
1577 * likely be quicker than following op->env to the map,
1578 * and then searching the map for a player.
1579 */
1580 if (!tmp)
1581 for_all_players (pl)
1582 if (pl->ob->container == op->env)
1583 {
1584 tmp = pl->ob;
1585 break;
1586 }
1587
1588 if (i < op->nrof)
1589 {
1590 sub_weight (op->env, op->weight * i);
1591 op->nrof -= i;
1592 if (tmp)
1593 esrv_send_item (tmp, op);
1594 }
1595 else
1596 {
1597 op->remove (); 1656 remove ();
1598 op->nrof = 0; 1657 return this;
1599 if (tmp)
1600 esrv_del_item (tmp->contr, op->count);
1601 }
1602 } 1658 }
1603 else 1659 else
1604 { 1660 {
1605 object *above = op->above; 1661 decrease (nr);
1606 1662
1607 if (i < op->nrof) 1663 object *op = deep_clone ();
1608 op->nrof -= i; 1664 op->nrof = nr;
1609 else
1610 {
1611 op->remove ();
1612 op->nrof = 0;
1613 }
1614
1615 /* Since we just removed op, op->above is null */
1616 for (tmp = above; tmp; tmp = tmp->above)
1617 if (tmp->type == PLAYER)
1618 {
1619 if (op->nrof)
1620 esrv_send_item (tmp, op);
1621 else
1622 esrv_del_item (tmp->contr, op->count);
1623 }
1624 }
1625
1626 if (op->nrof)
1627 return op; 1665 return op;
1628 else
1629 {
1630 op->destroy ();
1631 return 0;
1632 }
1633}
1634
1635/*
1636 * add_weight(object, weight) adds the specified weight to an object,
1637 * and also updates how much the environment(s) is/are carrying.
1638 */
1639void
1640add_weight (object *op, signed long weight)
1641{
1642 while (op != NULL)
1643 {
1644 if (op->type == CONTAINER)
1645 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1646
1647 op->carrying += weight;
1648 op = op->env;
1649 } 1666 }
1650} 1667}
1651 1668
1652object * 1669object *
1653insert_ob_in_ob (object *op, object *where) 1670insert_ob_in_ob (object *op, object *where)
1672/* 1689/*
1673 * env->insert (op) 1690 * env->insert (op)
1674 * This function inserts the object op in the linked list 1691 * This function inserts the object op in the linked list
1675 * inside the object environment. 1692 * inside the object environment.
1676 * 1693 *
1677 * 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
1678 * be != op, if items are merged. -Tero 1695 * be != op, if items are merged. -Tero
1679 */ 1696 */
1680object * 1697object *
1681object::insert (object *op) 1698object::insert (object *op)
1682{ 1699{
1683 object *tmp, *otmp;
1684
1685 if (!QUERY_FLAG (op, FLAG_REMOVED))
1686 op->remove ();
1687
1688 if (op->more) 1700 if (op->more)
1689 { 1701 {
1690 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);
1691 return op; 1703 return op;
1692 } 1704 }
1693 1705
1694 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1706 op->remove ();
1695 CLEAR_FLAG (op, FLAG_REMOVED); 1707
1708 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1709
1696 if (op->nrof) 1710 if (op->nrof)
1697 {
1698 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1711 for (object *tmp = inv; tmp; tmp = tmp->below)
1699 if (object::can_merge (tmp, op)) 1712 if (object::can_merge (tmp, op))
1700 { 1713 {
1701 /* return the original object and remove inserted object 1714 /* return the original object and remove inserted object
1702 (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
1703 tmp->nrof += op->nrof; 1720 tmp->nrof += op->nrof;
1704 /* Weight handling gets pretty funky. Since we are adding to 1721
1705 * tmp->nrof, we need to increase the weight. 1722 if (object *pl = tmp->visible_to ())
1706 */ 1723 esrv_update_item (UPD_NROF, pl, tmp);
1724
1707 add_weight (this, op->weight * op->nrof); 1725 adjust_weight (this, oweight, weight_t (tmp->weight) * tmp->nrof);
1708 SET_FLAG (op, FLAG_REMOVED); 1726
1709 op->destroy (); /* free the inserted object */ 1727 op->destroy ();
1710 op = tmp; 1728 op = tmp;
1711 op->remove (); /* and fix old object's links */ 1729 goto inserted;
1712 CLEAR_FLAG (op, FLAG_REMOVED);
1713 break;
1714 } 1730 }
1715 1731
1716 /* I assume combined objects have no inventory 1732 op->owner = 0; // it's his/hers now. period.
1717 * We add the weight - this object could have just been removed
1718 * (if it was possible to merge). calling remove_ob will subtract
1719 * the weight, so we need to add it in again, since we actually do
1720 * the linking below
1721 */
1722 add_weight (this, op->weight * op->nrof);
1723 }
1724 else
1725 add_weight (this, (op->weight + op->carrying));
1726
1727 otmp = this->in_player ();
1728 if (otmp && otmp->contr)
1729 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1730 otmp->update_stats ();
1731
1732 op->map = 0; 1733 op->map = 0;
1733 op->env = this; 1734 op->x = 0;
1735 op->y = 0;
1736
1734 op->above = 0; 1737 op->above = 0;
1735 op->below = 0; 1738 op->below = inv;
1736 op->x = 0, op->y = 0; 1739 op->env = this;
1737 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:
1738 /* 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 */
1739 if ((op->glow_radius != 0) && map) 1755 if (op->glow_radius && is_on_map ())
1740 { 1756 {
1741#ifdef DEBUG_LIGHTS 1757 update_stats ();
1742 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1743#endif /* DEBUG_LIGHTS */
1744 if (map->darkness)
1745 update_all_los (map, x, y); 1758 update_all_los (map, x, y);
1746 }
1747
1748 /* Client has no idea of ordering so lets not bother ordering it here.
1749 * It sure simplifies this function...
1750 */
1751 if (!inv)
1752 inv = op;
1753 else
1754 { 1759 }
1755 op->below = inv; 1760 else if (is_player ())
1756 op->below->above = op; 1761 // if this is a player's inventory, update stats
1757 inv = op; 1762 contr->queue_stats_update ();
1758 }
1759 1763
1760 INVOKE_OBJECT (INSERT, this); 1764 INVOKE_OBJECT (INSERT, this);
1761 1765
1762 return op; 1766 return op;
1763} 1767}
1781 * 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
1782 * 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
1783 * on top. 1787 * on top.
1784 */ 1788 */
1785int 1789int
1786check_move_on (object *op, object *originator) 1790check_move_on (object *op, object *originator, int flags)
1787{ 1791{
1792 if (op->flag [FLAG_NO_APPLY])
1793 return 0;
1794
1788 object *tmp; 1795 object *tmp;
1789 maptile *m = op->map; 1796 maptile *m = op->map;
1790 int x = op->x, y = op->y; 1797 int x = op->x, y = op->y;
1791 1798
1792 MoveType move_on, move_slow, move_block; 1799 mapspace &ms = m->at (x, y);
1793 1800
1794 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1801 ms.update ();
1795 return 0;
1796 1802
1797 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1803 MoveType move_on = ms.move_on;
1798 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1804 MoveType move_slow = ms.move_slow;
1799 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1805 MoveType move_block = ms.move_block;
1800 1806
1801 /* 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,
1802 * 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
1803 * 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
1804 * as walking. 1810 * as walking.
1813 */ 1819 */
1814 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)
1815 return 0; 1821 return 0;
1816 1822
1817 /* The objects have to be checked from top to bottom. 1823 /* The objects have to be checked from top to bottom.
1818 * Hence, we first go to the top: 1824 * Hence, we first go to the top:
1819 */ 1825 */
1820 1826 for (object *next, *tmp = ms.top; tmp; tmp = next)
1821 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1822 {
1823 /* Trim the search when we find the first other spell effect
1824 * this helps performance so that if a space has 50 spell objects,
1825 * we don't need to check all of them.
1826 */
1827 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1828 break;
1829 } 1827 {
1828 next = tmp->below;
1830 1829
1831 for (; tmp; tmp = tmp->below)
1832 {
1833 if (tmp == op) 1830 if (tmp == op)
1834 continue; /* Can't apply yourself */ 1831 continue; /* Can't apply yourself */
1835 1832
1836 /* 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.
1837 * Second check makes sure that the movement types not being slowed 1834 * Second check makes sure that the movement types not being slowed
1838 * (~slow_move) is not blocked on this space - just because the 1835 * (~slow_move) is not blocked on this space - just because the
1839 * 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
1840 * 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.
1841 */ 1838 */
1842 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1839 if (!op->flag [FLAG_WIZPASS])
1843 { 1840 {
1844 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1841 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1845 ((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))
1846 { 1843 {
1847
1848 float
1849 diff = tmp->move_slow_penalty * fabs (op->speed); 1844 float diff = tmp->move_slow_penalty * fabs (op->speed);
1850 1845
1851 if (op->type == PLAYER) 1846 if (op->is_player ())
1852 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)) ||
1853 (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)))
1854 diff /= 4.0; 1849 diff /= 4.0;
1855 1850
1856 op->speed_left -= diff; 1851 op->speed_left -= diff;
1857 } 1852 }
1858 } 1853 }
1859 1854
1860 /* Basically same logic as above, except now for actual apply. */ 1855 /* Basically same logic as above, except now for actual apply. */
1861 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1856 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1862 ((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))
1863 { 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
1864 move_apply (tmp, op, originator); 1864 move_apply (tmp, op, originator);
1865 1865
1866 if (op->destroyed ()) 1866 if (op->destroyed ())
1867 return 1; 1867 return 1;
1868 1868
1891 LOG (llevError, "Present_arch called outside map.\n"); 1891 LOG (llevError, "Present_arch called outside map.\n");
1892 return NULL; 1892 return NULL;
1893 } 1893 }
1894 1894
1895 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)
1896 if (tmp->arch == at) 1896 if (tmp->arch->archname == at->archname)
1897 return tmp; 1897 return tmp;
1898 1898
1899 return NULL; 1899 return NULL;
1900} 1900}
1901 1901
1965 * The first matching object is returned, or NULL if none. 1965 * The first matching object is returned, or NULL if none.
1966 */ 1966 */
1967object * 1967object *
1968present_arch_in_ob (const archetype *at, const object *op) 1968present_arch_in_ob (const archetype *at, const object *op)
1969{ 1969{
1970 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1970 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1971 if (tmp->arch == at) 1971 if (tmp->arch->archname == at->archname)
1972 return tmp; 1972 return tmp;
1973 1973
1974 return NULL; 1974 return NULL;
1975} 1975}
1976 1976
1978 * activate recursively a flag on an object inventory 1978 * activate recursively a flag on an object inventory
1979 */ 1979 */
1980void 1980void
1981flag_inv (object *op, int flag) 1981flag_inv (object *op, int flag)
1982{ 1982{
1983 if (op->inv)
1984 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1983 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1985 { 1984 {
1986 SET_FLAG (tmp, flag); 1985 tmp->set_flag (flag);
1987 flag_inv (tmp, flag); 1986 flag_inv (tmp, flag);
1988 } 1987 }
1989} 1988}
1990 1989
1991/* 1990/*
1992 * deactivate recursively a flag on an object inventory 1991 * deactivate recursively a flag on an object inventory
1993 */ 1992 */
1994void 1993void
1995unflag_inv (object *op, int flag) 1994unflag_inv (object *op, int flag)
1996{ 1995{
1997 if (op->inv)
1998 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1996 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1999 { 1997 {
2000 CLEAR_FLAG (tmp, flag); 1998 tmp->clr_flag (flag);
2001 unflag_inv (tmp, flag); 1999 unflag_inv (tmp, flag);
2002 } 2000 }
2003} 2001}
2004 2002
2005/* 2003/*
2006 * 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
2007 * 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
2009 * to search (see the freearr_x/y[] definition). 2007 * to search (see the freearr_x/y[] definition).
2010 * It returns a random choice among the alternatives found. 2008 * It returns a random choice among the alternatives found.
2011 * 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
2012 * does all 4 immediate directions). This returns the index into the 2010 * does all 4 immediate directions). This returns the index into the
2013 * 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)
2014 * Note - this only checks to see if there is space for the head of the
2015 * object - if it is a multispace object, this should be called for all
2016 * pieces.
2017 * Note2: This function does correctly handle tiled maps, but does not 2012 * Note: This function does correctly handle tiled maps, but does not
2018 * inform the caller. However, insert_ob_in_map will update as 2013 * inform the caller. However, insert_ob_in_map will update as
2019 * 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.
2020 * 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
2021 * 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
2022 * 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
2023 * 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
2024 * customized, changed states, etc. 2019 * customized, changed states, etc.
2025 */ 2020 */
2026int 2021int
2027find_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)
2028{ 2023{
2029 int index = 0, flag;
2030 int altern[SIZEOFFREE]; 2024 int altern[SIZEOFFREE];
2025 int index = 0;
2031 2026
2032 for (int i = start; i < stop; i++) 2027 for (int i = start; i < stop; i++)
2033 { 2028 {
2034 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2029 mapxy pos (m, x, y); pos.move (i);
2035 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 {
2036 altern [index++] = i; 2045 altern [index++] = i;
2046 continue;
2047 }
2037 2048
2038 /* 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.
2039 * 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.
2040 * 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 -
2041 * 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
2042 * 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
2043 * to only the spaces immediately surrounding the target area, and 2054 * to only the spaces immediately surrounding the target area, and
2044 * won't look 2 spaces south of the target space. 2055 * won't look 2 spaces south of the target space.
2045 */ 2056 */
2046 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2057 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2058 {
2047 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;
2048 } 2073 }
2049 2074
2050 if (!index) 2075 if (!index)
2051 return -1; 2076 return -1;
2052 2077
2061 */ 2086 */
2062int 2087int
2063find_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)
2064{ 2089{
2065 for (int i = 0; i < SIZEOFFREE; i++) 2090 for (int i = 0; i < SIZEOFFREE; i++)
2066 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2091 if (!ob->blocked (m, x + DIRX (i), y + DIRY (i)))
2067 return i; 2092 return i;
2068 2093
2069 return -1; 2094 return -1;
2070} 2095}
2071 2096
2082 2107
2083 while (--end) 2108 while (--end)
2084 swap (arr [end], arr [rndm (end + 1)]); 2109 swap (arr [end], arr [rndm (end + 1)]);
2085} 2110}
2086 2111
2087/* new function to make monster searching more efficient, and effective! 2112/* new function to make monster searching more efficient, and effective!
2088 * This basically returns a randomized array (in the passed pointer) of 2113 * This basically returns a randomized array (in the passed pointer) of
2089 * 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
2090 * 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
2091 * 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
2092 * 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.
2117 * there is capable of. 2142 * there is capable of.
2118 */ 2143 */
2119int 2144int
2120find_dir (maptile *m, int x, int y, object *exclude) 2145find_dir (maptile *m, int x, int y, object *exclude)
2121{ 2146{
2122 int i, max = SIZEOFFREE, mflags; 2147 int max = SIZEOFFREE;
2123
2124 sint16 nx, ny;
2125 object *tmp;
2126 maptile *mp;
2127
2128 MoveType blocked, move_type; 2148 MoveType move_type;
2129 2149
2130 if (exclude && exclude->head_ () != exclude) 2150 if (exclude && exclude->head_ () != exclude)
2131 { 2151 {
2132 exclude = exclude->head; 2152 exclude = exclude->head;
2133 move_type = exclude->move_type; 2153 move_type = exclude->move_type;
2136 { 2156 {
2137 /* 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. */
2138 move_type = MOVE_ALL; 2158 move_type = MOVE_ALL;
2139 } 2159 }
2140 2160
2141 for (i = 1; i < max; i++) 2161 for (int i = 1; i < max; i++)
2142 { 2162 {
2143 mp = m; 2163 mapxy pos (m, x, y);
2144 nx = x + freearr_x[i]; 2164 pos.move (i);
2145 ny = y + freearr_y[i];
2146 2165
2147 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2166 if (!pos.normalise ())
2148
2149 if (mflags & P_OUT_OF_MAP)
2150 max = maxfree[i]; 2167 max = maxfree[i];
2151 else 2168 else
2152 { 2169 {
2153 mapspace &ms = mp->at (nx, ny); 2170 mapspace &ms = *pos;
2154 2171
2155 blocked = ms.move_block;
2156
2157 if ((move_type & blocked) == move_type) 2172 if ((move_type & ms.move_block) == move_type)
2158 max = maxfree[i]; 2173 max = maxfree [i];
2159 else if (mflags & P_IS_ALIVE) 2174 else if (ms.flags () & P_IS_ALIVE)
2160 { 2175 {
2161 for (tmp = ms.bot; tmp; tmp = tmp->above) 2176 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2162 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2177 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2163 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2178 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2164 break;
2165
2166 if (tmp)
2167 return freedir[i]; 2179 return freedir [i];
2168 } 2180 }
2169 } 2181 }
2170 } 2182 }
2171 2183
2172 return 0; 2184 return 0;
2181{ 2193{
2182 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);
2183} 2195}
2184 2196
2185/* 2197/*
2186 * 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
2187 * an object which has subtracted the x and y coordinates of another 2199 * for running into direct [dx, dy].
2188 * object, needs to travel toward it. 2200 * (the opposite of crossfire's find_dir_2!)
2189 */ 2201 */
2190int 2202int
2191find_dir_2 (int x, int y) 2203find_dir_2 (int x, int y)
2192{ 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
2193 int q; 2248 int q;
2194 2249
2195 if (y) 2250 if (y)
2196 q = x * 100 / y; 2251 q = 128 * x / y;
2197 else if (x) 2252 else if (x)
2198 q = -300 * x; 2253 q = -512 * x; // to make it > 309
2199 else 2254 else
2200 return 0; 2255 return 0;
2201 2256
2202 if (y > 0) 2257 if (y > 0)
2203 { 2258 {
2204 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
2205 return 3; 2264 return 3;
2206 if (q < -41) 2265 }
2207 return 2; 2266 else
2208 if (q < 41) 2267 {
2209 return 1; 2268 if (q < -309) return 3;
2210 if (q < 242) 2269 if (q < -52) return 2;
2211 return 8; 2270 if (q < 52) return 1;
2271 if (q < 309) return 8;
2272
2212 return 7; 2273 return 7;
2213 } 2274 }
2214 2275#endif
2215 if (q < -242)
2216 return 7;
2217 if (q < -41)
2218 return 6;
2219 if (q < 41)
2220 return 5;
2221 if (q < 242)
2222 return 4;
2223
2224 return 3;
2225} 2276}
2226 2277
2227/* 2278/*
2228 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2279 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2229 * between two directions (which are expected to be absolute (see absdir()) 2280 * between two directions (which are expected to be absolute (see absdir())
2230 */ 2281 */
2231int 2282int
2232dirdiff (int dir1, int dir2) 2283dirdiff (int dir1, int dir2)
2233{ 2284{
2234 int d;
2235
2236 d = abs (dir1 - dir2); 2285 int d = abs (dir1 - dir2);
2237 if (d > 4)
2238 d = 8 - d;
2239 2286
2240 return d; 2287 return d > 4 ? 8 - d : d;
2241} 2288}
2242 2289
2243/* peterm: 2290/* peterm:
2244 * 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.
2245 * Basically, this is a table of directions, and what directions 2292 * Basically, this is a table of directions, and what directions
2247 * 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
2248 * 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.
2249 * 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
2250 * functions. 2297 * functions.
2251 */ 2298 */
2252int reduction_dir[SIZEOFFREE][3] = { 2299static const int reduction_dir[SIZEOFFREE][3] = {
2253 {0, 0, 0}, /* 0 */ 2300 {0, 0, 0}, /* 0 */
2254 {0, 0, 0}, /* 1 */ 2301 {0, 0, 0}, /* 1 */
2255 {0, 0, 0}, /* 2 */ 2302 {0, 0, 0}, /* 2 */
2256 {0, 0, 0}, /* 3 */ 2303 {0, 0, 0}, /* 3 */
2257 {0, 0, 0}, /* 4 */ 2304 {0, 0, 0}, /* 4 */
2314 int mflags; 2361 int mflags;
2315 2362
2316 if (dir < 0) 2363 if (dir < 0)
2317 return 0; /* exit condition: invalid direction */ 2364 return 0; /* exit condition: invalid direction */
2318 2365
2319 dx = x + freearr_x[dir]; 2366 dx = x + DIRX (dir);
2320 dy = y + freearr_y[dir]; 2367 dy = y + DIRY (dir);
2321 2368
2322 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy); 2369 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2323 2370
2324 /* This functional arguably was incorrect before - it was 2371 /* This functional arguably was incorrect before - it was
2325 * checking for P_WALL - that was basically seeing if 2372 * checking for P_WALL - that was basically seeing if
2348 * 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
2349 * core dumps if they do. 2396 * core dumps if they do.
2350 * 2397 *
2351 * 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)
2352 */ 2399 */
2353
2354int 2400int
2355can_pick (const object *who, const object *item) 2401can_pick (const object *who, const object *item)
2356{ 2402{
2357 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2403 return /*who->flag [FLAG_WIZ]|| */
2358 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2404 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2359 !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));
2360} 2406}
2407
2408//-GPL
2361 2409
2362/* 2410/*
2363 * create clone from object to another 2411 * create clone from object to another
2364 */ 2412 */
2365object * 2413object *
2366object_create_clone (object *asrc) 2414object::deep_clone ()
2367{ 2415{
2368 object *dst = 0, *tmp, *src, *prev, *item; 2416 assert (("deep_clone called on non-head object", is_head ()));
2369 2417
2370 if (!asrc) 2418 object *dst = clone ();
2371 return 0;
2372 2419
2373 src = asrc->head_ (); 2420 object *prev = dst;
2374
2375 prev = 0;
2376 for (object *part = src; part; part = part->more) 2421 for (object *part = this->more; part; part = part->more)
2377 { 2422 {
2378 tmp = part->clone (); 2423 object *tmp = part->clone ();
2379 tmp->x -= src->x;
2380 tmp->y -= src->y;
2381
2382 if (!part->head)
2383 {
2384 dst = tmp;
2385 tmp->head = 0;
2386 }
2387 else
2388 tmp->head = dst; 2424 tmp->head = dst;
2389
2390 tmp->more = 0;
2391
2392 if (prev)
2393 prev->more = tmp; 2425 prev->more = tmp;
2394
2395 prev = tmp; 2426 prev = tmp;
2396 } 2427 }
2397 2428
2398 for (item = src->inv; item; item = item->below) 2429 for (object *item = inv; item; item = item->below)
2399 insert_ob_in_ob (object_create_clone (item), dst); 2430 insert_ob_in_ob (item->deep_clone (), dst);
2400 2431
2401 return dst; 2432 return dst;
2402} 2433}
2403 2434
2404/* This returns the first object in who's inventory that 2435/* This returns the first object in who's inventory that
2413 return tmp; 2444 return tmp;
2414 2445
2415 return 0; 2446 return 0;
2416} 2447}
2417 2448
2418/* If ob has a field named key, return the link from the list, 2449/* Zero the key_values on op, decrementing the shared-string
2419 * otherwise return NULL. 2450 * refcounts and freeing the links.
2420 * 2451 */
2421 * key must be a passed in shared string - otherwise, this won't 2452void
2422 * do the desired thing. 2453key_values::clear ()
2423 */
2424key_value *
2425get_ob_key_link (const object *ob, const char *key)
2426{ 2454{
2427 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)
2428 if (link->key == key) 2469 if (kv->key == key)
2429 return link;
2430
2431 return 0;
2432}
2433
2434/*
2435 * Returns the value of op has an extra_field for key, or NULL.
2436 *
2437 * The argument doesn't need to be a shared string.
2438 *
2439 * The returned string is shared.
2440 */
2441const char *
2442get_ob_key_value (const object *op, const char *const key)
2443{
2444 key_value *link;
2445 shstr_cmp canonical_key (key);
2446
2447 if (!canonical_key)
2448 {
2449 /* 1. There being a field named key on any object
2450 * implies there'd be a shared string to find.
2451 * 2. Since there isn't, no object has this field.
2452 * 3. Therefore, *this* object doesn't have this field.
2453 */
2454 return 0;
2455 }
2456
2457 /* This is copied from get_ob_key_link() above -
2458 * only 4 lines, and saves the function call overhead.
2459 */
2460 for (link = op->key_values; link; link = link->next)
2461 if (link->key == canonical_key)
2462 return link->value; 2470 return kv->value;
2463 2471
2464 return 0; 2472 return shstr ();
2465} 2473}
2466 2474
2467/* 2475void
2468 * Updates the canonical_key in op to value. 2476key_values::add (shstr_tmp key, shstr_tmp value)
2469 *
2470 * canonical_key is a shared string (value doesn't have to be).
2471 *
2472 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2473 * keys.
2474 *
2475 * Returns TRUE on success.
2476 */
2477int
2478set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2479{ 2477{
2480 key_value *field = NULL, *last = NULL; 2478 key_value *kv = new key_value;
2481 2479
2482 for (field = op->key_values; field != NULL; field = field->next) 2480 kv->next = first;
2483 { 2481 kv->key = key;
2484 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)
2485 { 2492 {
2486 last = field; 2493 kv->value = value;
2487 continue; 2494 return;
2488 } 2495 }
2489 2496
2490 if (value) 2497 add (key, value);
2491 field->value = value; 2498}
2492 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)
2493 { 2505 {
2494 /* Basically, if the archetype has this key set, 2506 key_value *kv = *kvp;
2495 * we need to store the null value so when we save 2507 *kvp = (*kvp)->next;
2496 * it, we save the empty value so that when we load, 2508 delete kv;
2497 * we get this value back again. 2509 return;
2498 */
2499 if (get_ob_key_link (&op->arch->clone, canonical_key))
2500 field->value = 0;
2501 else
2502 {
2503 if (last)
2504 last->next = field->next;
2505 else
2506 op->key_values = field->next;
2507
2508 delete field;
2509 }
2510 } 2510 }
2511 return TRUE; 2511}
2512
2513void
2514key_values::reverse ()
2515{
2516 key_value *prev = 0;
2517 key_value *head = first;
2518
2519 while (head)
2512 } 2520 {
2513 /* 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 }
2514 2526
2515 /* No field, we'll have to add it. */ 2527 first = prev;
2516
2517 if (!add_key)
2518 return FALSE;
2519
2520 /* There isn't any good reason to store a null
2521 * value in the key/value list. If the archetype has
2522 * this key, then we should also have it, so shouldn't
2523 * be here. If user wants to store empty strings,
2524 * should pass in ""
2525 */
2526 if (value == NULL)
2527 return TRUE;
2528
2529 field = new key_value;
2530
2531 field->key = canonical_key;
2532 field->value = value;
2533 /* Usual prepend-addition. */
2534 field->next = op->key_values;
2535 op->key_values = field;
2536
2537 return TRUE;
2538} 2528}
2539 2529
2540/* 2530key_values &
2541 * Updates the key in op to value. 2531key_values::operator =(const key_values &kv)
2542 *
2543 * If add_key is FALSE, this will only update existing keys,
2544 * and not add new ones.
2545 * In general, should be little reason FALSE is ever passed in for add_key
2546 *
2547 * Returns TRUE on success.
2548 */
2549int
2550set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2551{ 2532{
2552 shstr key_ (key); 2533 clear ();
2553 2534
2554 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 ();
2555} 2539}
2556 2540
2557object::depth_iterator::depth_iterator (object *container) 2541object::depth_iterator::depth_iterator (object *container)
2558: iterator_base (container) 2542: iterator_base (container)
2559{ 2543{
2572 item = item->inv; 2556 item = item->inv;
2573 } 2557 }
2574 else 2558 else
2575 item = item->env; 2559 item = item->env;
2576} 2560}
2577
2578 2561
2579const char * 2562const char *
2580object::flag_desc (char *desc, int len) const 2563object::flag_desc (char *desc, int len) const
2581{ 2564{
2582 char *p = desc; 2565 char *p = desc;
2610{ 2593{
2611 char flagdesc[512]; 2594 char flagdesc[512];
2612 char info2[256 * 4]; 2595 char info2[256 * 4];
2613 char *p = info; 2596 char *p = info;
2614 2597
2615 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}",
2616 count, uuid.seq, 2599 count,
2600 uuid.c_str (),
2617 &name, 2601 &name,
2618 title ? "\",title:\"" : "", 2602 title ? ",title:\"" : "",
2619 title ? (const char *)title : "", 2603 title ? (const char *)title : "",
2604 title ? "\"" : "",
2620 flag_desc (flagdesc, 512), type); 2605 flag_desc (flagdesc, 512), type);
2621 2606
2622 if (env) 2607 if (!flag[FLAG_REMOVED] && env)
2623 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2608 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2624 2609
2625 if (map) 2610 if (map)
2626 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);
2627 2612
2642{ 2627{
2643 return map ? map->region (x, y) 2628 return map ? map->region (x, y)
2644 : region::default_region (); 2629 : region::default_region ();
2645} 2630}
2646 2631
2647const materialtype_t * 2632//+GPL
2648object::dominant_material () const
2649{
2650 if (materialtype_t *mat = name_to_material (materialname))
2651 return mat;
2652
2653 // omfg this is slow, this has to be temporary :)
2654 shstr unknown ("unknown");
2655
2656 return name_to_material (unknown);
2657}
2658 2633
2659void 2634void
2660object::open_container (object *new_container) 2635object::open_container (object *new_container)
2661{ 2636{
2662 if (container == new_container) 2637 if (container == new_container)
2663 return; 2638 return;
2664 2639
2665 if (object *old_container = container) 2640 object *old_container = container;
2641
2642 if (old_container)
2666 { 2643 {
2667 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2644 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2668 return; 2645 return;
2669 2646
2670#if 0 2647#if 0
2672 if (object *closer = old_container->inv) 2649 if (object *closer = old_container->inv)
2673 if (closer->type == CLOSE_CON) 2650 if (closer->type == CLOSE_CON)
2674 closer->destroy (); 2651 closer->destroy ();
2675#endif 2652#endif
2676 2653
2654 // make sure the container is available
2655 esrv_send_item (this, old_container);
2656
2677 old_container->flag [FLAG_APPLIED] = 0; 2657 old_container->flag [FLAG_APPLIED] = false;
2678 container = 0; 2658 container = 0;
2679 2659
2660 // client needs item update to make it work, client bug requires this to be separate
2680 esrv_update_item (UPD_FLAGS, this, old_container); 2661 esrv_update_item (UPD_FLAGS, this, old_container);
2662
2681 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"));
2682 } 2665 }
2683 2666
2684 if (new_container) 2667 if (new_container)
2685 { 2668 {
2686 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2669 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2689 // TODO: this does not seem to serve any purpose anymore? 2672 // TODO: this does not seem to serve any purpose anymore?
2690#if 0 2673#if 0
2691 // insert the "Close Container" object. 2674 // insert the "Close Container" object.
2692 if (archetype *closer = new_container->other_arch) 2675 if (archetype *closer = new_container->other_arch)
2693 { 2676 {
2694 object *closer = arch_to_object (new_container->other_arch); 2677 object *closer = new_container->other_arch->instance ();
2695 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2678 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2696 new_container->insert (closer); 2679 new_container->insert (closer);
2697 } 2680 }
2698#endif 2681#endif
2699 2682
2700 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 ());
2701 2684
2685 // make sure the container is available, client bug requires this to be separate
2686 esrv_send_item (this, new_container);
2687
2702 new_container->flag [FLAG_APPLIED] = 1; 2688 new_container->flag [FLAG_APPLIED] = true;
2703 container = new_container; 2689 container = new_container;
2704 2690
2691 // client needs flag change
2705 esrv_update_item (UPD_FLAGS, this, new_container); 2692 esrv_update_item (UPD_FLAGS, this, new_container);
2706 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)
2707 } 2711 {
2712 rect->m->touch ();
2713 rect->m->activate ();
2714 }
2708} 2715}
2709 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);
2710 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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