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Comparing deliantra/server/common/object.C (file contents):
Revision 1.201 by root, Tue Jan 22 16:22:45 2008 UTC vs.
Revision 1.367 by root, Sun Nov 18 15:19:48 2018 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
20 * 22 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 24 */
23 25
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 26#include <global.h>
28#include <stdio.h> 27#include <stdio.h>
29#include <sys/types.h> 28#include <sys/types.h>
30#include <sys/uio.h> 29#include <sys/uio.h>
31#include <object.h> 30#include <object.h>
32#include <funcpoint.h>
33#include <sproto.h> 31#include <sproto.h>
34#include <loader.h>
35 32
36#include <bitset> 33#include <bitset>
37 34
38int nrofallocobjects = 0; 35UUID UUID::cur;
39static UUID uuid; 36static uint64_t seq_next_save;
40const uint64 UUID_SKIP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
41 39
42objectvec objects; 40objectvec objects;
43activevec actives; 41activevec actives;
44 42
45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 43freelist_item *object::freelist;
44uint32_t object::object_count;
45uint32_t object::free_count;
46uint32_t object::create_count;
47uint32_t object::destroy_count;
48
49//+GPL
50
51int freearr_x[SIZEOFFREE] = {
52 0,
53 0, 1, 1, 1, 0, -1, -1, -1,
54 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 55 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
47}; 56};
48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 57int freearr_y[SIZEOFFREE] = {
58 0,
59 -1, -1, 0, 1, 1, 1, 0, -1,
60 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
49 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 61 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
50};
51int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
52 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
53}; 62};
54int freedir[SIZEOFFREE] = { 63int freedir[SIZEOFFREE] = {
55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 64 0,
65 1, 2, 3, 4, 5, 6, 7, 8,
66 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 67 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57}; 68};
58 69
70static int maxfree[SIZEOFFREE] = {
71 0,
72 9, 10, 13, 14, 17, 18, 21, 22,
73 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
74 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
75};
76
77const char *wall_suffix[16] = {
78 "0",
79 "1_3",
80 "1_4",
81 "2_1_2",
82 "1_2",
83 "2_2_4",
84 "2_2_1",
85 "3_1",
86 "1_1",
87 "2_2_3",
88 "2_2_2",
89 "3_3",
90 "2_1_1",
91 "3_4",
92 "3_2",
93 "4"
94};
95
59static void 96static void
60write_uuid (void) 97write_uuid (uval64 skip, bool sync)
61{ 98{
62 char filename1[MAX_BUF], filename2[MAX_BUF]; 99 CALL_BEGIN (2);
63 100 CALL_ARG_SV (newSVval64 (skip));
64 sprintf (filename1, "%s/uuid", settings.localdir); 101 CALL_ARG_SV (boolSV (sync));
65 sprintf (filename2, "%s/uuid~", settings.localdir); 102 CALL_CALL ("cf::write_uuid", G_DISCARD);
66 103 CALL_END;
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78} 104}
79 105
80static void 106static void
81read_uuid (void) 107read_uuid ()
82{ 108{
83 char filename[MAX_BUF]; 109 char filename[MAX_BUF];
84 110
85 sprintf (filename, "%s/uuid", settings.localdir); 111 sprintf (filename, "%s/uuid", settings.localdir);
112
113 seq_next_save = 0;
86 114
87 FILE *fp; 115 FILE *fp;
88 116
89 if (!(fp = fopen (filename, "r"))) 117 if (!(fp = fopen (filename, "r")))
90 { 118 {
91 if (errno == ENOENT) 119 if (errno == ENOENT)
92 { 120 {
93 LOG (llevInfo, "RESET uid to 1\n"); 121 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0; 122 UUID::cur.seq = 0;
95 write_uuid (); 123 write_uuid (UUID_GAP, true);
96 return; 124 return;
97 } 125 }
98 126
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 127 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1); 128 _exit (1);
101 } 129 }
102 130
103 int version; 131 char buf [UUID::MAX_LEN];
104 unsigned long long uid; 132 buf[0] = 0;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 133 fgets (buf, sizeof (buf), fp);
134
135 if (!UUID::cur.parse (buf))
106 { 136 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 137 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1); 138 _exit (1);
109 } 139 }
110 140
111 uuid.seq = uid; 141 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112 write_uuid (); 142
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 143 write_uuid (UUID_GAP, true);
114 fclose (fp); 144 fclose (fp);
115} 145}
116 146
117UUID 147UUID
118gen_uuid () 148UUID::gen ()
119{ 149{
120 UUID uid; 150 UUID uid;
121 151
122 uid.seq = ++uuid.seq; 152 uid.seq = ++cur.seq;
123 153
124 if (!(uuid.seq & (UUID_SKIP - 1))) 154 if (expect_false (cur.seq >= seq_next_save))
125 write_uuid (); 155 {
156 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
157 write_uuid (UUID_GAP, false);
158 }
159
126 160
127 return uid; 161 return uid;
128} 162}
129 163
130void 164void
131init_uuid () 165UUID::init ()
132{ 166{
133 read_uuid (); 167 read_uuid ();
134} 168}
135 169
170bool
171UUID::parse (const char *s)
172{
173 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
174 return false;
175
176 seq = 0;
177
178 while (*s != '>')
179 {
180 if (*s < '0')
181 return false;
182
183 // this gives nice branchless code with gcc
184 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
185 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
186
187 seq = (seq << 4) | digit;
188
189 ++s;
190 }
191
192 return true;
193}
194
195char *
196UUID::append (char *buf) const
197{
198 *buf++ = '<';
199 *buf++ = '1';
200 *buf++ = '.';
201
202 uint64_t seq = this->seq;
203 const int bits = 64;
204 char nz = 0;
205 static const char tohex [] = "0123456789abcdef";
206
207 // assert (len >= 3 + bits / 4 + 1 + 1);
208 for (int i = bits / 4; --i; )
209 {
210 uint8_t digit = seq >> (bits - 4);
211
212 *buf = tohex [digit];
213 nz |= digit;
214 buf += nz ? 1 : 0;
215 seq <<= 4;
216 }
217
218 // last digit is special - always emit
219 uint8_t digit = seq >> (bits - 4);
220 *buf++ = tohex [digit];
221
222 *buf++ = '>';
223
224 return buf;
225}
226
227char *
228UUID::c_str () const
229{
230 static char buf [MAX_LEN];
231 *append (buf) = 0;
232 return buf;
233}
234
136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 235/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int 236static bool
138compare_ob_value_lists_one (const object *wants, const object *has) 237compare_ob_value_lists_one (const object *wants, const object *has)
139{ 238{
140 key_value *wants_field;
141
142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 239 /* n-squared behaviour (see kv.get), but I'm hoping both
143 * objects with lists are rare, and lists stay short. If not, use a 240 * objects with lists are rare, and lists stay short. If not, use a
144 * different structure or at least keep the lists sorted... 241 * different structure or at least keep the lists sorted...
145 */ 242 */
146 243
147 /* For each field in wants, */ 244 /* For each field in wants, */
148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 245 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
149 { 246 if (has->kv.get (kv->key) != kv->value)
150 key_value *has_field; 247 return false;
151
152 /* Look for a field in has with the same key. */
153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
156 {
157 /* No field with that name. */
158 return FALSE;
159 }
160
161 /* Found the matching field. */
162 if (has_field->value != wants_field->value)
163 {
164 /* Values don't match, so this half of the comparison is false. */
165 return FALSE;
166 }
167
168 /* If we get here, we found a match. Now for the next field in wants. */
169 }
170 248
171 /* If we get here, every field in wants has a matching field in has. */ 249 /* If we get here, every field in wants has a matching field in has. */
172 return TRUE; 250 return true;
173} 251}
174 252
175/* Returns TRUE if ob1 has the same key_values as ob2. */ 253/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int 254static bool
177compare_ob_value_lists (const object *ob1, const object *ob2) 255compare_ob_value_lists (const object *ob1, const object *ob2)
178{ 256{
179 /* However, there may be fields in has which aren't partnered in wants, 257 /* However, there may be fields in has which aren't partnered in wants,
180 * so we need to run the comparison *twice*. :( 258 * so we need to run the comparison *twice*. :(
181 */ 259 */
182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 260 return compare_ob_value_lists_one (ob1, ob2)
261 && compare_ob_value_lists_one (ob2, ob1);
183} 262}
184 263
185/* Function examines the 2 objects given to it, and returns true if 264/* Function examines the 2 objects given to it, and returns true if
186 * they can be merged together. 265 * they can be merged together.
187 * 266 *
194 * Improvements made with merge: Better checking on potion, and also 273 * Improvements made with merge: Better checking on potion, and also
195 * check weight 274 * check weight
196 */ 275 */
197bool object::can_merge_slow (object *ob1, object *ob2) 276bool object::can_merge_slow (object *ob1, object *ob2)
198{ 277{
199 /* A couple quicksanity checks */ 278 /* A couple quick sanity checks */
200 if (ob1 == ob2 279 if (ob1 == ob2
201 || ob1->type != ob2->type 280 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value 281 || ob1->value != ob2->value
204 || ob1->name != ob2->name) 282 || ob1->name != ob2->name
283 || ob1->custom_name != ob2->custom_name
284 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
205 return 0; 285 return 0;
206 286
207 //TODO: this ain't working well, use nicer and correct overflow check
208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 287 /* Do not merge objects if nrof would overflow, assume nrof
209 * value could not be stored in a sint32 (which unfortunately sometimes is 288 * is always 0 .. 2**31-1 */
210 * used to store nrof). 289 if (ob1->nrof > 0x7fffffff - ob2->nrof)
211 */
212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
213 return 0; 290 return 0;
214 291
215 /* If the objects have been identified, set the BEEN_APPLIED flag. 292 /* If the objects have been identified, set the BEEN_APPLIED flag.
216 * This is to the comparison of the flags below will be OK. We 293 * This is to the comparison of the flags below will be OK. We
217 * just can't ignore the been applied or identified flags, as they 294 * just can't ignore the been applied or identified flags, as they
218 * are not equal - just if it has been identified, the been_applied 295 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning. 296 * flags lose any meaning.
220 */ 297 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 298 if (ob1->flag [FLAG_IDENTIFIED])
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 299 ob1->set_flag (FLAG_BEEN_APPLIED);
223 300
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 301 if (ob2->flag [FLAG_IDENTIFIED])
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 302 ob2->set_flag (FLAG_BEEN_APPLIED);
226 303
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 304 if (ob1->arch->archname != ob2->arch->archname
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 305 || ob1->name != ob2->name
230 || ob1->title != ob2->title 306 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 307 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 308 || ob1->weight != ob2->weight
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
235 || ob1->attacktype != ob2->attacktype 309 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic 310 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying 311 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill 312 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value 313 || ob1->value != ob2->value
240 || ob1->animation_id != ob2->animation_id 314 || ob1->animation_id != ob2->animation_id
315 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
241 || ob1->client_type != ob2->client_type 316 || ob1->client_type != ob2->client_type
242 || ob1->materialname != ob2->materialname 317 || ob1->material != ob2->material
243 || ob1->lore != ob2->lore 318 || ob1->lore != ob2->lore
244 || ob1->subtype != ob2->subtype 319 || ob1->subtype != ob2->subtype
245 || ob1->move_type != ob2->move_type 320 || ob1->move_type != ob2->move_type
246 || ob1->move_block != ob2->move_block 321 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow 322 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on 323 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off 324 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow 325 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty) 326 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
327 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
328 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
252 return 0; 329 return 0;
253 330
331 if ((ob1->flag ^ ob2->flag)
332 .reset (FLAG_INV_LOCKED)
333 .reset (FLAG_REMOVED)
334 .any ())
335 return 0;
336
254 /* This is really a spellbook check - really, we should 337 /* This is really a spellbook check - we should in general
255 * check all objects in the inventory. 338 * not merge objects with real inventories, as splitting them
339 * is hard.
256 */ 340 */
257 if (ob1->inv || ob2->inv) 341 if (ob1->inv || ob2->inv)
258 { 342 {
259 if (!(ob1->inv && ob2->inv)) 343 if (!(ob1->inv && ob2->inv))
260 return 0; /* inventories differ in length */ 344 return 0; /* inventories differ in length */
261 345
262 if (ob1->inv->below || ob2->inv->below) 346 if (ob1->inv->below || ob2->inv->below)
263 return 0; /* more than one object in inv */ 347 return 0; /* more than one object in inv */
264 348
265 if (!object::can_merge (ob1->inv, ob2->inv)) 349 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; /* inventory objexts differ */ 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. */
300 return 0; 384
301 else if (!compare_ob_value_lists (ob1, ob2)) 385 if (!compare_ob_value_lists (ob1, ob2))
302 return 0; 386 return 0;
303 } 387 }
304 388
305 if (ob1->self || ob2->self) 389 if (ob1->self || ob2->self)
306 { 390 {
312 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0; 396 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
313 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0; 397 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
314 398
315 if (k1 != k2) 399 if (k1 != k2)
316 return 0; 400 return 0;
401
317 else if (k1 == 0) 402 if (k1 == 0)
318 return 1; 403 return 1;
404
319 else if (!cfperl_can_merge (ob1, ob2)) 405 if (!cfperl_can_merge (ob1, ob2))
320 return 0; 406 return 0;
321 } 407 }
322 } 408 }
323 409
324 /* Everything passes, must be OK. */ 410 /* Everything passes, must be OK. */
325 return 1; 411 return 1;
326} 412}
327 413
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
328/* 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/*
329 * sum_weight() is a recursive function which calculates the weight 487 * this is a recursive function which calculates the weight
330 * 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
331 * containers are carrying, and sums it up. 489 * containers are carrying, and sums it up.
332 */ 490 */
333long 491void
334sum_weight (object *op) 492object::update_weight ()
335{ 493{
336 long sum; 494 weight_t sum = 0;
337 object *inv;
338 495
339 for (sum = 0, inv = op->inv; inv; inv = inv->below) 496 for (object *op = inv; op; op = op->below)
340 {
341 if (inv->inv)
342 sum_weight (inv);
343
344 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
345 } 497 {
498 op->update_weight ();
346 499
347 if (op->type == CONTAINER && op->stats.Str) 500 sum += weight_adjust_for (this, op->total_weight ());
348 sum = (sum * (100 - op->stats.Str)) / 100; 501 }
349 502
350 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
351 op->carrying = sum; 509 carrying = sum;
352 510
353 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 }
354} 515}
355 516
356/** 517/*
357 * Return the outermost environment object for a given object. 518 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
358 */
359
360object *
361object_get_env_recursive (object *op)
362{
363 while (op->env != NULL)
364 op = op->env;
365 return op;
366}
367
368/*
369 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
370 * Some error messages.
371 * The result of the dump is stored in the static global errmsg array.
372 */ 519 */
373char * 520char *
374dump_object (object *op) 521dump_object (object *op)
375{ 522{
376 if (!op) 523 if (!op)
379 object_freezer freezer; 526 object_freezer freezer;
380 op->write (freezer); 527 op->write (freezer);
381 return freezer.as_string (); 528 return freezer.as_string ();
382} 529}
383 530
384/* 531char *
385 * get_nearest_part(multi-object, object 2) returns the part of the 532object::as_string ()
386 * multi-object 1 which is closest to the second object.
387 * If it's not a multi-object, it is returned.
388 */
389object *
390get_nearest_part (object *op, const object *pl)
391{ 533{
392 object *tmp, *closest; 534 return dump_object (this);
393 int last_dist, i;
394
395 if (op->more == NULL)
396 return op;
397 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
398 if ((i = distance (tmp, pl)) < last_dist)
399 closest = tmp, last_dist = i;
400 return closest;
401} 535}
402 536
403/* 537/*
404 * 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.
405 */ 540 */
406object * 541object *
407find_object (tag_t i) 542find_object (tag_t i)
408{ 543{
409 for_all_objects (op) 544 for_all_objects (op)
412 547
413 return 0; 548 return 0;
414} 549}
415 550
416/* 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/*
417 * 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.
418 * Used only by the patch command, but not all that useful. 568 * Used only by the patch command, but not all that useful.
419 * Enables features like "patch <name-of-other-player> food 999" 569 * Enables features like "patch <name-of-other-player> food 999"
420 */ 570 */
421object * 571object *
422find_object_name (const char *str) 572find_object_name (const char *str)
423{ 573{
424 shstr_cmp str_ (str); 574 shstr_cmp str_ (str);
425 object *op;
426 575
576 if (str_)
427 for_all_objects (op) 577 for_all_objects (op)
428 if (op->name == str_) 578 if (op->name == str_)
429 break; 579 return op;
430 580
431 return op; 581 return 0;
432}
433
434void
435free_all_object_data ()
436{
437 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
438} 582}
439 583
440/* 584/*
441 * 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
442 * skill and experience objects. 586 * skill and experience objects.
455 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ()); 599 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
456 return; 600 return;
457 } 601 }
458 602
459 this->owner = owner; 603 this->owner = owner;
460}
461
462int
463object::slottype () const
464{
465 if (type == SKILL)
466 {
467 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
468 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
469 }
470 else
471 {
472 if (slot [body_combat].info) return slot_combat;
473 if (slot [body_range ].info) return slot_ranged;
474 }
475
476 return slot_none;
477}
478
479bool
480object::change_weapon (object *ob)
481{
482 if (current_weapon == ob)
483 return true;
484
485 if (chosen_skill)
486 chosen_skill->flag [FLAG_APPLIED] = false;
487
488 current_weapon = ob;
489 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
490
491 if (chosen_skill)
492 chosen_skill->flag [FLAG_APPLIED] = true;
493
494 update_stats ();
495
496 if (ob)
497 {
498 // now check wether any body locations became invalid, in which case
499 // we cannot apply the weapon at the moment.
500 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
501 if (slot[i].used < 0)
502 {
503 current_weapon = chosen_skill = 0;
504 update_stats ();
505
506 new_draw_info_format (NDI_UNIQUE, 0, this,
507 "You try to balance all your items at once, "
508 "but the %s is just too much for your body. "
509 "[You need to unapply some items first.]", &ob->name);
510 return false;
511 }
512
513 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
514 }
515 else
516 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
517
518 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
519 {
520 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
521 &name, ob->debug_desc ());
522 return false;
523 }
524
525 return true;
526}
527
528/* Zero the key_values on op, decrementing the shared-string
529 * refcounts and freeing the links.
530 */
531static void
532free_key_values (object *op)
533{
534 for (key_value *i = op->key_values; i; )
535 {
536 key_value *next = i->next;
537 delete i;
538
539 i = next;
540 }
541
542 op->key_values = 0;
543}
544
545object &
546object::operator =(const object &src)
547{
548 bool is_freed = flag [FLAG_FREED];
549 bool is_removed = flag [FLAG_REMOVED];
550
551 *(object_copy *)this = src;
552
553 flag [FLAG_FREED] = is_freed;
554 flag [FLAG_REMOVED] = is_removed;
555
556 /* Copy over key_values, if any. */
557 if (src.key_values)
558 {
559 key_value *tail = 0;
560 key_values = 0;
561
562 for (key_value *i = src.key_values; i; i = i->next)
563 {
564 key_value *new_link = new key_value;
565
566 new_link->next = 0;
567 new_link->key = i->key;
568 new_link->value = i->value;
569
570 /* Try and be clever here, too. */
571 if (!key_values)
572 {
573 key_values = new_link;
574 tail = new_link;
575 }
576 else
577 {
578 tail->next = new_link;
579 tail = new_link;
580 }
581 }
582 }
583} 604}
584 605
585/* 606/*
586 * copy_to first frees everything allocated by the dst object, 607 * copy_to first frees everything allocated by the dst object,
587 * and then copies the contents of itself into the second 608 * and then copies the contents of itself into the second
591 * will point at garbage. 612 * will point at garbage.
592 */ 613 */
593void 614void
594object::copy_to (object *dst) 615object::copy_to (object *dst)
595{ 616{
596 *dst = *this; 617 dst->remove ();
618 *(object_copy *)dst = *this;
597 619
598 if (speed < 0) 620 // maybe move to object_copy?
599 dst->speed_left -= rndm (); 621 dst->kv = kv;
600 622
601 dst->set_speed (dst->speed); 623 dst->flag [FLAG_REMOVED] = true;
624 dst->activate ();
602} 625}
603 626
604void 627void
605object::instantiate () 628object::instantiate ()
606{ 629{
607 if (!uuid.seq) // HACK 630 if (!uuid.seq) // HACK
608 uuid = gen_uuid (); 631 uuid = UUID::gen ();
609 632
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
610 speed_left = -0.1f; 637 speed_left = -1.;
638
611 /* 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
612 * 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.
613 * 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
614 * values for the body_used info, so when items are created 642 * values for the body_used info, so when items are created
615 * for it, they can be properly equipped. 643 * for it, they can be properly equipped.
616 */ 644 */
617 for (int i = NUM_BODY_LOCATIONS; i--; ) 645 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
618 slot[i].used = slot[i].info; 646 slot[i].used = slot[i].info;
619 647
620 attachable::instantiate (); 648 attachable::instantiate ();
621} 649}
622 650
623object * 651object *
624object::clone () 652object::clone ()
625{ 653{
626 object *neu = create (); 654 object *neu = create ();
627 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
628 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);
629} 674}
630 675
631/* 676/*
632 * 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
633 * 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
634 * 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.
635 */ 680 */
636void 681void
637update_turn_face (object *op) 682update_turn_face (object *op)
638{ 683{
639 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 684 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
640 return; 685 return;
641 686
642 SET_ANIMATION (op, op->direction); 687 op->update_anim_frame (op->direction);
643 update_object (op, UP_OBJ_FACE);
644} 688}
645 689
646/* 690/*
647 * 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
648 * 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.
649 * 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.
650 */ 694 */
651void 695void
652object::set_speed (float speed) 696object::set_speed (float speed)
653{ 697{
654 if (flag [FLAG_FREED] && speed)
655 {
656 LOG (llevError, "Object %s is freed but has speed.\n", &name);
657 speed = 0;
658 }
659
660 this->speed = speed; 698 this->speed = speed;
661 699
662 if (has_active_speed ()) 700 if (has_active_speed ())
663 activate (); 701 activate ();
664 else 702 else
665 deactivate (); 703 deactivate ();
666} 704}
667 705
668/* 706/*
669 * update_object() updates the the map. 707 * update_object() updates the map.
670 * It takes into account invisible objects (and represent squares covered 708 * It takes into account invisible objects (and represent squares covered
671 * 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
672 * invisible object, etc...) 710 * invisible object, etc...)
673 * 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
674 * 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
683 * UP_OBJ_FACE: only the objects face has changed. 721 * UP_OBJ_FACE: only the objects face has changed.
684 */ 722 */
685void 723void
686update_object (object *op, int action) 724update_object (object *op, int action)
687{ 725{
688 if (op == NULL) 726 if (!op)
689 { 727 {
690 /* this should never happen */ 728 /* this should never happen */
691 LOG (llevDebug, "update_object() called for NULL object.\n"); 729 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
692 return; 730 return;
693 } 731 }
694 732
695 if (op->env) 733 if (!op->is_on_map ())
696 { 734 {
697 /* Animation is currently handled by client, so nothing 735 /* Animation is currently handled by client, so nothing
698 * to do in this case. 736 * to do in this case.
699 */ 737 */
700 return; 738 return;
701 } 739 }
702
703 /* If the map is saving, don't do anything as everything is
704 * going to get freed anyways.
705 */
706 if (!op->map || op->map->in_memory == MAP_SAVING)
707 return;
708 740
709 /* make sure the object is within map boundaries */ 741 /* make sure the object is within map boundaries */
710 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)
711 { 743 {
712 LOG (llevError, "update_object() called for object out of map!\n"); 744 LOG (llevError, "update_object() called for object out of map!\n");
717 } 749 }
718 750
719 mapspace &m = op->ms (); 751 mapspace &m = op->ms ();
720 752
721 if (!(m.flags_ & P_UPTODATE)) 753 if (!(m.flags_ & P_UPTODATE))
722 /* nop */; 754 m.update_up (); // nothing to do except copy up
723 else if (action == UP_OBJ_INSERT) 755 else if (action == UP_OBJ_INSERT)
724 { 756 {
757#if 0
725 // this is likely overkill, TODO: revisit (schmorp) 758 // this is likely overkill, TODO: revisit (schmorp)
726 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 759 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
727 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 760 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
728 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 761 || (op->is_player () && !(m.flags_ & P_PLAYER))
729 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 762 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
730 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 763 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
731 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 764 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
732 || (m.move_on | op->move_on ) != m.move_on 765 || (m.move_on | op->move_on ) != m.move_on
733 || (m.move_off | op->move_off ) != m.move_off 766 || (m.move_off | op->move_off ) != m.move_off
734 || (m.move_slow | op->move_slow) != m.move_slow 767 || (m.move_slow | op->move_slow) != m.move_slow
735 /* 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
736 * to have move_allow right now. 769 * have move_allow right now.
737 */ 770 */
738 || ((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
739 || 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)
740 m.flags_ = 0; 775 m.invalidate ();
776#endif
741 } 777 }
742 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
743 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
744 * that is being removed. 780 * that is being removed.
745 */ 781 */
746 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
747 m.flags_ = 0; 783 m.invalidate ();
748 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
749 /* Nothing to do for that case */ ; 785 m.update_up (); // nothing to do for that case, except copy up
750 else 786 else
751 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
752 788
753 if (op->more) 789 if (op->more)
754 update_object (op->more, action); 790 update_object (op->more, action);
755} 791}
756 792
757object::object () 793object::object ()
758{ 794{
759 SET_FLAG (this, FLAG_REMOVED); 795 this->set_flag (FLAG_REMOVED);
760 796
761 expmul = 1.0; 797 //expmul = 1.0; declared const for the time being
762 face = blank_face; 798 face = blank_face;
799 material = MATERIAL_NULL;
763} 800}
764 801
765object::~object () 802object::~object ()
766{ 803{
767 unlink (); 804 unlink ();
768 805
769 free_key_values (this); 806 kv.clear ();
770} 807}
771
772static int object_count;
773 808
774void object::link () 809void object::link ()
775{ 810{
776 assert (!index);//D 811 assert (!index);//D
777 uuid = gen_uuid (); 812 uuid = UUID::gen ();
778 count = ++object_count;
779 813
780 refcnt_inc (); 814 refcnt_inc ();
781 objects.insert (this); 815 objects.insert (this);
816
817 ++create_count;
818
782} 819}
783 820
784void object::unlink () 821void object::unlink ()
785{ 822{
786 if (!index) 823 if (!index)
787 return; 824 return;
825
826 ++destroy_count;
788 827
789 objects.erase (this); 828 objects.erase (this);
790 refcnt_dec (); 829 refcnt_dec ();
791} 830}
792 831
796 /* If already on active list, don't do anything */ 835 /* If already on active list, don't do anything */
797 if (active) 836 if (active)
798 return; 837 return;
799 838
800 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
801 actives.insert (this); 844 actives.insert (this);
845 }
802} 846}
803 847
804void 848void
805object::activate_recursive () 849object::activate_recursive ()
806{ 850{
810 op->activate_recursive (); 854 op->activate_recursive ();
811} 855}
812 856
813/* This function removes object 'op' from the list of active 857/* This function removes object 'op' from the list of active
814 * objects. 858 * objects.
815 * This should only be used for style maps or other such 859 * This should only be used for style maps or other such
816 * 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
817 * in play chewing up cpu time getting processed. 861 * in play chewing up cpu time getting processed.
818 * The reverse of this is to call update_ob_speed, which 862 * The reverse of this is to call update_ob_speed, which
819 * 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.
820 */ 864 */
855object::destroy_inv (bool drop_to_ground) 899object::destroy_inv (bool drop_to_ground)
856{ 900{
857 // need to check first, because the checks below might segfault 901 // need to check first, because the checks below might segfault
858 // as we might be on an invalid mapspace and crossfire code 902 // as we might be on an invalid mapspace and crossfire code
859 // is too buggy to ensure that the inventory is empty. 903 // is too buggy to ensure that the inventory is empty.
860 // corollary: if you create arrows etc. with stuff in tis inventory, 904 // corollary: if you create arrows etc. with stuff in its inventory,
861 // cf will crash below with off-map x and y 905 // cf will crash below with off-map x and y
862 if (!inv) 906 if (!inv)
863 return; 907 return;
864 908
865 /* Only if the space blocks everything do we not process - 909 /* Only if the space blocks everything do we not process -
866 * if some form of movement is allowed, let objects 910 * if some form of movement is allowed, let objects
867 * drop on that space. 911 * drop on that space.
868 */ 912 */
869 if (!drop_to_ground 913 if (!drop_to_ground
870 || !map 914 || !map
871 || map->in_memory != MAP_IN_MEMORY 915 || !map->linkable ()
872 || map->nodrop 916 || map->no_drop
873 || ms ().move_block == MOVE_ALL) 917 || ms ().move_block == MOVE_ALL)
874 { 918 {
875 while (inv) 919 while (inv)
876 {
877 inv->destroy_inv (drop_to_ground);
878 inv->destroy (); 920 inv->destroy ();
879 }
880 } 921 }
881 else 922 else
882 { /* Put objects in inventory onto this space */ 923 { /* Put objects in inventory onto this space */
883 while (inv) 924 while (inv)
884 { 925 {
895 map->insert (op, x, y); 936 map->insert (op, x, y);
896 } 937 }
897 } 938 }
898} 939}
899 940
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 *
900object *object::create () 978object::create ()
901{ 979{
902 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
903 op->link (); 1002 op->link ();
1003
904 return op; 1004 return op;
905} 1005}
906 1006
907void 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
908object::do_destroy () 1023object::do_destroy ()
909{ 1024{
910 attachable::do_destroy ();
911
912 if (flag [FLAG_IS_LINKED]) 1025 if (flag [FLAG_IS_LINKED])
913 remove_button_link (this); 1026 remove_link ();
914 1027
915 if (flag [FLAG_FRIENDLY]) 1028 if (flag [FLAG_FRIENDLY])
916 remove_friendly_object (this); 1029 remove_friendly_object (this);
917 1030
918 if (!flag [FLAG_REMOVED])
919 remove (); 1031 remove ();
920 1032
921 destroy_inv (true); 1033 attachable::do_destroy ();
922 1034
923 deactivate (); 1035 deactivate ();
924 unlink (); 1036 unlink ();
925 1037
926 flag [FLAG_FREED] = 1; 1038 flag [FLAG_FREED] = 1;
927 1039
928 // hack to ensure that freed objects still have a valid map 1040 // hack to ensure that freed objects still have a valid map
929 {
930 static maptile *freed_map; // freed objects are moved here to avoid crashes
931
932 if (!freed_map)
933 {
934 freed_map = new maptile;
935
936 freed_map->path = "<freed objects map>";
937 freed_map->name = "/internal/freed_objects_map";
938 freed_map->width = 3;
939 freed_map->height = 3;
940 freed_map->nodrop = 1;
941
942 freed_map->alloc ();
943 freed_map->in_memory = MAP_IN_MEMORY;
944 }
945
946 map = freed_map; 1041 map = &freed_map;
947 x = 1; 1042 x = 1;
948 y = 1; 1043 y = 1;
949 }
950 1044
951 if (more) 1045 if (more)
952 { 1046 {
953 more->destroy (); 1047 more->destroy ();
954 more = 0; 1048 more = 0;
962 attacked_by = 0; 1056 attacked_by = 0;
963 current_weapon = 0; 1057 current_weapon = 0;
964} 1058}
965 1059
966void 1060void
967object::destroy (bool destroy_inventory) 1061object::destroy ()
968{ 1062{
969 if (destroyed ()) 1063 if (destroyed ())
970 return; 1064 return;
971 1065
972 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
973 destroy_inv (false); 1073 destroy_inv_fast ();
974 1074
975 if (is_head ()) 1075 if (is_head ())
976 if (sound_destroy) 1076 if (sound_destroy)
977 play_sound (sound_destroy); 1077 play_sound (sound_destroy);
978 else if (flag [FLAG_MONSTER]) 1078 else if (flag [FLAG_MONSTER])
979 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism 1079 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
980 1080
981 attachable::destroy (); 1081 attachable::destroy ();
982}
983
984/*
985 * sub_weight() recursively (outwards) subtracts a number from the
986 * weight of an object (and what is carried by it's environment(s)).
987 */
988void
989sub_weight (object *op, signed long weight)
990{
991 while (op != NULL)
992 {
993 if (op->type == CONTAINER)
994 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
995
996 op->carrying -= weight;
997 op = op->env;
998 }
999} 1082}
1000 1083
1001/* op->remove (): 1084/* op->remove ():
1002 * 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
1003 * 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
1006 * the previous environment. 1089 * the previous environment.
1007 */ 1090 */
1008void 1091void
1009object::do_remove () 1092object::do_remove ()
1010{ 1093{
1011 object *tmp, *last = 0; 1094 if (flag [FLAG_REMOVED])
1012 object *otmp;
1013
1014 if (QUERY_FLAG (this, FLAG_REMOVED))
1015 return; 1095 return;
1016 1096
1017 SET_FLAG (this, FLAG_REMOVED);
1018 INVOKE_OBJECT (REMOVE, this); 1097 INVOKE_OBJECT (REMOVE, this);
1098
1099 flag [FLAG_REMOVED] = true;
1019 1100
1020 if (more) 1101 if (more)
1021 more->remove (); 1102 more->remove ();
1022 1103
1023 /* 1104 /*
1024 * In this case, the object to be removed is in someones 1105 * In this case, the object to be removed is in someones
1025 * inventory. 1106 * inventory.
1026 */ 1107 */
1027 if (env) 1108 if (env)
1028 { 1109 {
1029 if (nrof) 1110 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1030 sub_weight (env, weight * nrof); 1111 if (object *pl = visible_to ())
1031 else 1112 esrv_del_item (pl->contr, count);
1032 sub_weight (env, weight + carrying); 1113 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1033 1114
1034 /* NO_FIX_PLAYER is set when a great many changes are being 1115 adjust_weight (env, total_weight (), 0);
1035 * made to players inventory. If set, avoiding the call
1036 * to save cpu time.
1037 */
1038 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1039 otmp->update_stats ();
1040 1116
1041 if (above) 1117 object *pl = in_player ();
1042 above->below = below;
1043 else
1044 env->inv = below;
1045
1046 if (below)
1047 below->above = above;
1048 1118
1049 /* we set up values so that it could be inserted into 1119 /* we set up values so that it could be inserted into
1050 * 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
1051 * to the caller to decide what we want to do. 1121 * to the caller to decide what we want to do.
1052 */ 1122 */
1053 x = env->x, y = env->y;
1054 map = env->map; 1123 map = env->map;
1055 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;
1056 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 }
1057 } 1156 }
1058 else if (map) 1157 else if (map)
1059 { 1158 {
1060 if (type == PLAYER)
1061 {
1062 // leaving a spot always closes any open container on the ground
1063 if (container && !container->env)
1064 // this causes spurious floorbox updates, but it ensures
1065 // that the CLOSE event is being sent.
1066 close_container ();
1067
1068 --map->players;
1069 map->touch ();
1070 }
1071
1072 map->dirty = true; 1159 map->dirty = true;
1073 mapspace &ms = this->ms (); 1160 mapspace &ms = this->ms ();
1074 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
1075 /* link the object above us */ 1187 /* link the object above us */
1076 if (above) 1188 // re-link, make sure compiler can easily use cmove
1077 above->below = below; 1189 *(above ? &above->below : &ms.top) = below;
1078 else 1190 *(below ? &below->above : &ms.bot) = above;
1079 ms.top = below; /* we were top, set new top */
1080
1081 /* Relink the object below us, if there is one */
1082 if (below)
1083 below->above = above;
1084 else
1085 {
1086 /* Nothing below, which means we need to relink map object for this space
1087 * use translated coordinates in case some oddness with map tiling is
1088 * evident
1089 */
1090 if (GET_MAP_OB (map, x, y) != this)
1091 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 ());
1092
1093 ms.bot = above; /* goes on above it. */
1094 }
1095 1191
1096 above = 0; 1192 above = 0;
1097 below = 0; 1193 below = 0;
1098 1194
1099 if (map->in_memory == MAP_SAVING) 1195 ms.invalidate ();
1100 return;
1101 1196
1102 int check_walk_off = !flag [FLAG_NO_APPLY]; 1197 int check_walk_off = !flag [FLAG_NO_APPLY];
1103 1198
1104 if (object *pl = ms.player ()) 1199 if (object *pl = ms.player ())
1105 { 1200 {
1106 if (pl->container == this) 1201 if (pl->container_ () == this)
1107 /* If a container that the player is currently using somehow gets 1202 /* If a container that the player is currently using somehow gets
1108 * removed (most likely destroyed), update the player view 1203 * removed (most likely destroyed), update the player view
1109 * appropriately. 1204 * appropriately.
1110 */ 1205 */
1111 pl->close_container (); 1206 pl->close_container ();
1112 1207
1208 //TODO: the floorbox prev/next might need updating
1209 //esrv_del_item (pl->contr, count);
1210 //TODO: update floorbox to preserve ordering
1211 if (pl->contr->ns)
1113 pl->contr->ns->floorbox_update (); 1212 pl->contr->ns->floorbox_update ();
1114 } 1213 }
1115 1214
1215 if (check_walk_off)
1116 for (tmp = ms.bot; tmp; tmp = tmp->above) 1216 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1117 { 1217 {
1218 above = tmp->above;
1219
1118 /* No point updating the players look faces if he is the object 1220 /* No point updating the players look faces if he is the object
1119 * being removed. 1221 * being removed.
1120 */ 1222 */
1121 1223
1122 /* See if object moving off should effect something */ 1224 /* See if object moving off should effect something */
1123 if (check_walk_off
1124 && ((move_type & tmp->move_off) 1225 if ((move_type & tmp->move_off)
1125 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1226 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1126 {
1127 move_apply (tmp, this, 0); 1227 move_apply (tmp, this, 0);
1128
1129 if (destroyed ())
1130 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1131 } 1228 }
1132 1229
1133 last = tmp; 1230 if (affects_los ())
1134 }
1135
1136 /* last == NULL if there are no objects on this space */
1137 //TODO: this makes little sense, why only update the topmost object?
1138 if (!last)
1139 map->at (x, y).flags_ = 0;
1140 else
1141 update_object (last, UP_OBJ_REMOVE);
1142
1143 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1144 update_all_los (map, x, y); 1231 update_all_los (map, x, y);
1145 } 1232 }
1146} 1233}
1147 1234
1148/* 1235/*
1162 if (!top) 1249 if (!top)
1163 for (top = op; top && top->above; top = top->above) 1250 for (top = op; top && top->above; top = top->above)
1164 ; 1251 ;
1165 1252
1166 for (; top; top = top->below) 1253 for (; top; top = top->below)
1167 {
1168 if (top == op)
1169 continue;
1170
1171 if (object::can_merge (op, top)) 1254 if (object::can_merge (op, top))
1172 { 1255 {
1173 top->nrof += op->nrof; 1256 top->nrof += op->nrof;
1174 1257
1175/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1258 if (object *pl = top->visible_to ())
1176 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
1177 op->destroy (); 1264 op->destroy ();
1265
1178 return top; 1266 return top;
1179 } 1267 }
1180 }
1181 1268
1182 return 0; 1269 return 0;
1183} 1270}
1184 1271
1185void 1272void
1190 1277
1191 object *prev = this; 1278 object *prev = this;
1192 1279
1193 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1280 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1194 { 1281 {
1195 object *op = arch_to_object (at); 1282 object *op = at->instance ();
1196 1283
1197 op->name = name; 1284 op->name = name;
1198 op->name_pl = name_pl; 1285 op->name_pl = name_pl;
1199 op->title = title; 1286 op->title = title;
1200 1287
1210 * job preparing multi-part monsters. 1297 * job preparing multi-part monsters.
1211 */ 1298 */
1212object * 1299object *
1213insert_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)
1214{ 1301{
1302 op->remove ();
1303
1215 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1304 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1216 { 1305 {
1217 tmp->x = x + tmp->arch->x; 1306 tmp->x = x + tmp->arch->x;
1218 tmp->y = y + tmp->arch->y; 1307 tmp->y = y + tmp->arch->y;
1219 } 1308 }
1236 * 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
1237 * to be set if special handling is needed. 1326 * to be set if special handling is needed.
1238 * 1327 *
1239 * Return value: 1328 * Return value:
1240 * new object if 'op' was merged with other object 1329 * new object if 'op' was merged with other object
1241 * NULL if 'op' was destroyed 1330 * NULL if there was an error (destroyed, blocked etc.)
1242 * just 'op' otherwise 1331 * just 'op' otherwise
1243 */ 1332 */
1244object * 1333object *
1245insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1334insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1246{ 1335{
1247 assert (!op->flag [FLAG_FREED]);
1248
1249 object *top, *floor = NULL;
1250
1251 op->remove (); 1336 op->remove ();
1337
1338 if (m == &freed_map)//D TODO: remove soon
1339 {//D
1340 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1341 }//D
1252 1342
1253 /* Ideally, the caller figures this out. However, it complicates a lot 1343 /* Ideally, the caller figures this out. However, it complicates a lot
1254 * 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
1255 * need extra work 1345 * need extra work
1256 */ 1346 */
1347 maptile *newmap = m;
1257 if (!xy_normalise (m, op->x, op->y)) 1348 if (!xy_normalise (newmap, op->x, op->y))
1258 { 1349 {
1259 op->destroy (); 1350 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1260 return 0; 1351 return 0;
1261 } 1352 }
1262 1353
1263 if (object *more = op->more) 1354 if (object *more = op->more)
1264 if (!insert_ob_in_map (more, m, originator, flag)) 1355 if (!insert_ob_in_map (more, m, originator, flag))
1265 return 0; 1356 return 0;
1266 1357
1267 CLEAR_FLAG (op, FLAG_REMOVED); 1358 op->flag [FLAG_REMOVED] = false;
1268 1359 op->env = 0;
1269 op->map = m; 1360 op->map = newmap;
1361
1270 mapspace &ms = op->ms (); 1362 mapspace &ms = op->ms ();
1271 1363
1272 /* this has to be done after we translate the coordinates. 1364 /* this has to be done after we translate the coordinates.
1273 */ 1365 */
1274 if (op->nrof && !(flag & INS_NO_MERGE)) 1366 if (op->nrof && !(flag & INS_NO_MERGE))
1275 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1367 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1276 if (object::can_merge (op, tmp)) 1368 if (object::can_merge (op, tmp))
1277 { 1369 {
1370 // TODO: we actually want to update tmp, not op,
1371 // but some caller surely breaks when we return tmp
1372 // from here :/
1278 op->nrof += tmp->nrof; 1373 op->nrof += tmp->nrof;
1279 tmp->destroy (); 1374 tmp->destroy ();
1280 } 1375 }
1281 1376
1282 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 */
1283 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1378 op->clr_flag (FLAG_INV_LOCKED);
1284 1379
1285 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1380 if (!op->flag [FLAG_ALIVE])
1286 CLEAR_FLAG (op, FLAG_NO_STEAL); 1381 op->clr_flag (FLAG_NO_STEAL);
1287 1382
1288 if (flag & INS_BELOW_ORIGINATOR) 1383 if (flag & INS_BELOW_ORIGINATOR)
1289 { 1384 {
1290 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)
1291 { 1386 {
1292 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");
1293 abort (); 1388 abort ();
1294 } 1389 }
1295 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
1296 op->above = originator; 1398 op->above = originator;
1297 op->below = originator->below; 1399 op->below = originator->below;
1298
1299 if (op->below)
1300 op->below->above = op;
1301 else
1302 ms.bot = op;
1303
1304 /* since *below* originator, no need to update top */
1305 originator->below = op; 1400 originator->below = op;
1401
1402 *(op->below ? &op->below->above : &ms.bot) = op;
1306 } 1403 }
1307 else 1404 else
1308 { 1405 {
1309 top = ms.bot; 1406 object *floor = 0;
1407 object *top = ms.top;
1310 1408
1311 /* If there are other objects, then */ 1409 /* If there are other objects, then */
1312 if (top) 1410 if (top)
1313 { 1411 {
1314 object *last = 0;
1315
1316 /* 1412 /*
1317 * 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.
1318 * We've already dealt with merging if appropriate. 1414 * We've already dealt with merging if appropriate.
1319 * 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
1320 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1416 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1321 * floor, we want to insert above that and no further. 1417 * floor, we want to insert above that and no further.
1322 * 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
1323 * 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
1324 * 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
1325 * 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
1326 * that flying non pickable objects are spell objects. 1422 * that flying non pickable objects are spell objects.
1327 */ 1423 */
1328 for (top = ms.bot; top; top = top->above) 1424 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1329 { 1425 {
1330 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])
1331 floor = top; 1427 floor = tmp;
1332 1428
1333 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])
1334 { 1430 {
1335 /* We insert above top, so we want this object below this */ 1431 /* We insert above top, so we want this object below this */
1336 top = top->below; 1432 top = tmp->below;
1337 break; 1433 break;
1338 } 1434 }
1339 1435
1340 last = top; 1436 top = tmp;
1341 } 1437 }
1342
1343 /* Don't want top to be NULL, so set it to the last valid object */
1344 top = last;
1345 1438
1346 /* We let update_position deal with figuring out what the space 1439 /* We let update_position deal with figuring out what the space
1347 * looks like instead of lots of conditions here. 1440 * looks like instead of lots of conditions here.
1348 * makes things faster, and effectively the same result. 1441 * makes things faster, and effectively the same result.
1349 */ 1442 */
1356 */ 1449 */
1357 if (!(flag & INS_ON_TOP) 1450 if (!(flag & INS_ON_TOP)
1358 && ms.flags () & P_BLOCKSVIEW 1451 && ms.flags () & P_BLOCKSVIEW
1359 && (op->face && !faces [op->face].visibility)) 1452 && (op->face && !faces [op->face].visibility))
1360 { 1453 {
1454 object *last;
1455
1361 for (last = top; last != floor; last = last->below) 1456 for (last = top; last != floor; last = last->below)
1362 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1457 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1363 break; 1458 break;
1364 1459
1365 /* Check to see if we found the object that blocks view, 1460 /* Check to see if we found the object that blocks view,
1366 * 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
1367 * we can get inserted below this one, which requires we 1462 * we can get inserted below this one, which requires we
1373 } /* If objects on this space */ 1468 } /* If objects on this space */
1374 1469
1375 if (flag & INS_ABOVE_FLOOR_ONLY) 1470 if (flag & INS_ABOVE_FLOOR_ONLY)
1376 top = floor; 1471 top = floor;
1377 1472
1378 /* 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
1379 */
1380
1381 /* First object on this space */
1382 if (!top) 1474 if (!top)
1383 { 1475 {
1476 op->below = 0;
1384 op->above = ms.bot; 1477 op->above = ms.bot;
1385
1386 if (op->above)
1387 op->above->below = op;
1388
1389 op->below = 0;
1390 ms.bot = op; 1478 ms.bot = op;
1479
1480 *(op->above ? &op->above->below : &ms.top) = op;
1391 } 1481 }
1392 else 1482 else
1393 { /* get inserted into the stack above top */ 1483 {
1394 op->above = top->above; 1484 op->above = top->above;
1395
1396 if (op->above)
1397 op->above->below = op; 1485 top->above = op;
1398 1486
1399 op->below = top; 1487 op->below = top;
1400 top->above = op; 1488 *(op->above ? &op->above->below : &ms.top) = op;
1401 } 1489 }
1490 }
1402 1491
1403 if (!op->above) 1492 if (op->is_player ())
1404 ms.top = op;
1405 } /* else not INS_BELOW_ORIGINATOR */
1406
1407 if (op->type == PLAYER)
1408 { 1493 {
1409 op->contr->do_los = 1; 1494 op->contr->do_los = 1;
1410 ++op->map->players; 1495 ++op->map->players;
1411 op->map->touch (); 1496 op->map->touch ();
1412 } 1497 }
1413 1498
1414 op->map->dirty = true; 1499 op->map->dirty = true;
1415 1500
1416 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
1505 if (pl->contr->ns)
1417 pl->contr->ns->floorbox_update (); 1506 pl->contr->ns->floorbox_update ();
1418 1507
1419 /* If this object glows, it may affect lighting conditions that are 1508 /* If this object glows, it may affect lighting conditions that are
1420 * 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
1421 * 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
1422 * on the map will get recalculated. The players could very well 1511 * on the map will get recalculated. The players could very well
1423 * 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 -
1424 * this should get redone to only look for players within range, 1513 * this should get redone to only look for players within range,
1425 * or just updating the P_UPTODATE for spaces within this area 1514 * or just updating the P_UPTODATE for spaces within this area
1426 * of effect may be sufficient. 1515 * of effect may be sufficient.
1427 */ 1516 */
1428 if (op->map->darkness && (op->glow_radius != 0)) 1517 if (op->affects_los ())
1518 {
1519 op->ms ().invalidate ();
1429 update_all_los (op->map, op->x, op->y); 1520 update_all_los (op->map, op->x, op->y);
1521 }
1430 1522
1431 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1523 /* updates flags (blocked, alive, no magic, etc) for this map space */
1432 update_object (op, UP_OBJ_INSERT); 1524 update_object (op, UP_OBJ_INSERT);
1433 1525
1434 INVOKE_OBJECT (INSERT, op); 1526 INVOKE_OBJECT (INSERT, op);
1441 * blocked() and wall() work properly), and these flags are updated by 1533 * blocked() and wall() work properly), and these flags are updated by
1442 * update_object(). 1534 * update_object().
1443 */ 1535 */
1444 1536
1445 /* 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 */
1446 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1538 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1447 { 1539 {
1448 if (check_move_on (op, originator)) 1540 if (check_move_on (op, originator, flag))
1449 return 0; 1541 return 0;
1450 1542
1451 /* 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
1452 * walk on's. 1544 * walk on's.
1453 */ 1545 */
1454 for (object *tmp = op->more; tmp; tmp = tmp->more) 1546 for (object *tmp = op->more; tmp; tmp = tmp->more)
1455 if (check_move_on (tmp, originator)) 1547 if (check_move_on (tmp, originator, flag))
1456 return 0; 1548 return 0;
1457 } 1549 }
1458 1550
1459 return op; 1551 return op;
1460} 1552}
1461 1553
1462/* this function inserts an object in the map, but if it 1554/* this function inserts an object in the map, but if it
1463 * 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.
1464 * 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.
1465 */ 1557 */
1466void 1558void
1467replace_insert_ob_in_map (const char *arch_string, object *op) 1559replace_insert_ob_in_map (shstr_tmp archname, object *op)
1468{ 1560{
1469 object *tmp, *tmp1;
1470
1471 /* first search for itself and remove any old instances */ 1561 /* first search for itself and remove any old instances */
1472 1562
1473 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1563 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1474 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1564 if (tmp->arch->archname == archname) /* same archetype */
1475 tmp->destroy (); 1565 tmp->destroy ();
1476 1566
1477 tmp1 = arch_to_object (archetype::find (arch_string)); 1567 object *tmp = archetype::find (archname)->instance ();
1478 1568
1479 tmp1->x = op->x; 1569 tmp->x = op->x;
1480 tmp1->y = op->y; 1570 tmp->y = op->y;
1571
1481 insert_ob_in_map (tmp1, op->map, op, 0); 1572 insert_ob_in_map (tmp, op->map, op, 0);
1482} 1573}
1483 1574
1484object * 1575object *
1485object::insert_at (object *where, object *originator, int flags) 1576object::insert_at (object *where, object *originator, int flags)
1486{ 1577{
1578 if (where->env)
1579 return where->env->insert (this);
1580 else
1487 return where->map->insert (this, where->x, where->y, originator, flags); 1581 return where->map->insert (this, where->x, where->y, originator, flags);
1488} 1582}
1489 1583
1490/* 1584// check whether we can put this into the map, respect max_volume, max_items
1491 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1585bool
1492 * is returned contains nr objects, and the remaining parts contains 1586object::can_drop_at (maptile *m, int x, int y, object *originator)
1493 * the rest (or is removed and freed if that number is 0).
1494 * On failure, NULL is returned, and the reason put into the
1495 * global static errmsg array.
1496 */
1497object *
1498get_split_ob (object *orig_ob, uint32 nr)
1499{ 1587{
1500 object *newob; 1588 mapspace &ms = m->at (x, y);
1501 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1502 1589
1503 if (orig_ob->nrof < nr) 1590 int items = ms.items ();
1504 {
1505 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1506 return NULL;
1507 }
1508 1591
1509 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;
1510 1596
1511 if ((orig_ob->nrof -= nr) < 1) 1597 if (originator)
1512 orig_ob->destroy (1); 1598 originator->failmsgf (
1513 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.>",
1514 { 1600 query_name ()
1515 if (orig_ob->env != NULL) 1601 );
1516 sub_weight (orig_ob->env, orig_ob->weight * nr);
1517 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1518 {
1519 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1520 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1521 return NULL;
1522 }
1523 }
1524 1602
1525 newob->nrof = nr; 1603 return false;
1526
1527 return newob;
1528} 1604}
1529 1605
1530/* 1606/*
1531 * decrease_ob_nr(object, number) decreases a specified number from 1607 * decrease(object, number) decreases a specified number from
1532 * 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
1533 * is subsequently removed and freed. 1609 * is subsequently removed and freed.
1534 * 1610 *
1535 * 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
1536 */ 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 */
1537object * 1647object *
1538decrease_ob_nr (object *op, uint32 i) 1648object::split (sint32 nr)
1539{ 1649{
1540 object *tmp; 1650 int have = number_of ();
1541 1651
1542 if (i == 0) /* objects with op->nrof require this check */ 1652 if (have < nr)
1543 return op; 1653 return 0;
1544 1654 else if (have == nr)
1545 if (i > op->nrof)
1546 i = op->nrof;
1547
1548 if (QUERY_FLAG (op, FLAG_REMOVED))
1549 op->nrof -= i;
1550 else if (op->env)
1551 { 1655 {
1552 /* is this object in the players inventory, or sub container
1553 * therein?
1554 */
1555 tmp = op->in_player ();
1556 /* nope. Is this a container the player has opened?
1557 * If so, set tmp to that player.
1558 * IMO, searching through all the players will mostly
1559 * likely be quicker than following op->env to the map,
1560 * and then searching the map for a player.
1561 */
1562 if (!tmp)
1563 for_all_players (pl)
1564 if (pl->ob->container == op->env)
1565 {
1566 tmp = pl->ob;
1567 break;
1568 }
1569
1570 if (i < op->nrof)
1571 {
1572 sub_weight (op->env, op->weight * i);
1573 op->nrof -= i;
1574 if (tmp)
1575 esrv_send_item (tmp, op);
1576 }
1577 else
1578 {
1579 op->remove (); 1656 remove ();
1580 op->nrof = 0; 1657 return this;
1581 if (tmp)
1582 esrv_del_item (tmp->contr, op->count);
1583 }
1584 } 1658 }
1585 else 1659 else
1586 { 1660 {
1587 object *above = op->above; 1661 decrease (nr);
1588 1662
1589 if (i < op->nrof) 1663 object *op = deep_clone ();
1590 op->nrof -= i; 1664 op->nrof = nr;
1591 else
1592 {
1593 op->remove ();
1594 op->nrof = 0;
1595 }
1596
1597 /* Since we just removed op, op->above is null */
1598 for (tmp = above; tmp; tmp = tmp->above)
1599 if (tmp->type == PLAYER)
1600 {
1601 if (op->nrof)
1602 esrv_send_item (tmp, op);
1603 else
1604 esrv_del_item (tmp->contr, op->count);
1605 }
1606 }
1607
1608 if (op->nrof)
1609 return op; 1665 return op;
1610 else
1611 {
1612 op->destroy ();
1613 return 0;
1614 }
1615}
1616
1617/*
1618 * add_weight(object, weight) adds the specified weight to an object,
1619 * and also updates how much the environment(s) is/are carrying.
1620 */
1621void
1622add_weight (object *op, signed long weight)
1623{
1624 while (op != NULL)
1625 {
1626 if (op->type == CONTAINER)
1627 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1628
1629 op->carrying += weight;
1630 op = op->env;
1631 } 1666 }
1632} 1667}
1633 1668
1634object * 1669object *
1635insert_ob_in_ob (object *op, object *where) 1670insert_ob_in_ob (object *op, object *where)
1654/* 1689/*
1655 * env->insert (op) 1690 * env->insert (op)
1656 * This function inserts the object op in the linked list 1691 * This function inserts the object op in the linked list
1657 * inside the object environment. 1692 * inside the object environment.
1658 * 1693 *
1659 * 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
1660 * be != op, if items are merged. -Tero 1695 * be != op, if items are merged. -Tero
1661 */ 1696 */
1662object * 1697object *
1663object::insert (object *op) 1698object::insert (object *op)
1664{ 1699{
1665 if (!QUERY_FLAG (op, FLAG_REMOVED))
1666 op->remove ();
1667
1668 if (op->more) 1700 if (op->more)
1669 { 1701 {
1670 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);
1671 return op; 1703 return op;
1672 } 1704 }
1673 1705
1674 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1706 op->remove ();
1675 CLEAR_FLAG (op, FLAG_REMOVED); 1707
1708 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1676 1709
1677 if (op->nrof) 1710 if (op->nrof)
1678 {
1679 for (object *tmp = inv; tmp; tmp = tmp->below) 1711 for (object *tmp = inv; tmp; tmp = tmp->below)
1680 if (object::can_merge (tmp, op)) 1712 if (object::can_merge (tmp, op))
1681 { 1713 {
1682 /* return the original object and remove inserted object 1714 /* return the original object and remove inserted object
1683 (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
1684 tmp->nrof += op->nrof; 1720 tmp->nrof += op->nrof;
1685 /* Weight handling gets pretty funky. Since we are adding to 1721
1686 * tmp->nrof, we need to increase the weight. 1722 if (object *pl = tmp->visible_to ())
1687 */ 1723 esrv_update_item (UPD_NROF, pl, tmp);
1724
1688 add_weight (this, op->weight * op->nrof); 1725 adjust_weight (this, oweight, weight_t (tmp->weight) * tmp->nrof);
1689 SET_FLAG (op, FLAG_REMOVED); 1726
1690 op->destroy (); /* free the inserted object */ 1727 op->destroy ();
1691 op = tmp; 1728 op = tmp;
1692 op->remove (); /* and fix old object's links */ 1729 goto inserted;
1693 CLEAR_FLAG (op, FLAG_REMOVED);
1694 break;
1695 } 1730 }
1696 1731
1697 /* I assume combined objects have no inventory
1698 * We add the weight - this object could have just been removed
1699 * (if it was possible to merge). calling remove_ob will subtract
1700 * the weight, so we need to add it in again, since we actually do
1701 * the linking below
1702 */
1703 add_weight (this, op->weight * op->nrof);
1704 }
1705 else
1706 add_weight (this, (op->weight + op->carrying));
1707
1708 if (object *otmp = this->in_player ())
1709 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1710 otmp->update_stats ();
1711
1712 op->owner = 0; // its his/hers now. period. 1732 op->owner = 0; // it's his/hers now. period.
1713 op->map = 0; 1733 op->map = 0;
1734 op->x = 0;
1735 op->y = 0;
1736
1737 op->above = 0;
1738 op->below = inv;
1714 op->env = this; 1739 op->env = this;
1715 op->above = 0;
1716 op->below = 0;
1717 op->x = op->y = 0;
1718 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:
1719 /* 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 */
1720 if (op->glow_radius && map) 1755 if (op->glow_radius && is_on_map ())
1721 { 1756 {
1722#ifdef DEBUG_LIGHTS 1757 update_stats ();
1723 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1724#endif /* DEBUG_LIGHTS */
1725 if (map->darkness)
1726 update_all_los (map, x, y); 1758 update_all_los (map, x, y);
1727 }
1728
1729 /* Client has no idea of ordering so lets not bother ordering it here.
1730 * It sure simplifies this function...
1731 */
1732 if (!inv)
1733 inv = op;
1734 else
1735 { 1759 }
1736 op->below = inv; 1760 else if (is_player ())
1737 op->below->above = op; 1761 // if this is a player's inventory, update stats
1738 inv = op; 1762 contr->queue_stats_update ();
1739 }
1740 1763
1741 INVOKE_OBJECT (INSERT, this); 1764 INVOKE_OBJECT (INSERT, this);
1742 1765
1743 return op; 1766 return op;
1744} 1767}
1762 * 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
1763 * 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
1764 * on top. 1787 * on top.
1765 */ 1788 */
1766int 1789int
1767check_move_on (object *op, object *originator) 1790check_move_on (object *op, object *originator, int flags)
1768{ 1791{
1792 if (op->flag [FLAG_NO_APPLY])
1793 return 0;
1794
1769 object *tmp; 1795 object *tmp;
1770 maptile *m = op->map; 1796 maptile *m = op->map;
1771 int x = op->x, y = op->y; 1797 int x = op->x, y = op->y;
1772 1798
1773 MoveType move_on, move_slow, move_block; 1799 mapspace &ms = m->at (x, y);
1774 1800
1775 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1801 ms.update ();
1776 return 0;
1777 1802
1778 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1803 MoveType move_on = ms.move_on;
1779 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1804 MoveType move_slow = ms.move_slow;
1780 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1805 MoveType move_block = ms.move_block;
1781 1806
1782 /* 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,
1783 * 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
1784 * 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
1785 * as walking. 1810 * as walking.
1794 */ 1819 */
1795 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)
1796 return 0; 1821 return 0;
1797 1822
1798 /* The objects have to be checked from top to bottom. 1823 /* The objects have to be checked from top to bottom.
1799 * Hence, we first go to the top: 1824 * Hence, we first go to the top:
1800 */ 1825 */
1801 1826 for (object *next, *tmp = ms.top; tmp; tmp = next)
1802 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1803 {
1804 /* Trim the search when we find the first other spell effect
1805 * this helps performance so that if a space has 50 spell objects,
1806 * we don't need to check all of them.
1807 */
1808 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1809 break;
1810 } 1827 {
1828 next = tmp->below;
1811 1829
1812 for (; tmp; tmp = tmp->below)
1813 {
1814 if (tmp == op) 1830 if (tmp == op)
1815 continue; /* Can't apply yourself */ 1831 continue; /* Can't apply yourself */
1816 1832
1817 /* 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.
1818 * Second check makes sure that the movement types not being slowed 1834 * Second check makes sure that the movement types not being slowed
1819 * (~slow_move) is not blocked on this space - just because the 1835 * (~slow_move) is not blocked on this space - just because the
1820 * 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
1821 * 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.
1822 */ 1838 */
1823 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1839 if (!op->flag [FLAG_WIZPASS])
1824 { 1840 {
1825 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1841 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1826 ((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))
1827 { 1843 {
1828
1829 float
1830 diff = tmp->move_slow_penalty * fabs (op->speed); 1844 float diff = tmp->move_slow_penalty * fabs (op->speed);
1831 1845
1832 if (op->type == PLAYER) 1846 if (op->is_player ())
1833 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)) ||
1834 (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)))
1835 diff /= 4.0; 1849 diff /= 4.0;
1836 1850
1837 op->speed_left -= diff; 1851 op->speed_left -= diff;
1838 } 1852 }
1839 } 1853 }
1840 1854
1841 /* Basically same logic as above, except now for actual apply. */ 1855 /* Basically same logic as above, except now for actual apply. */
1842 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1856 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1843 ((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))
1844 { 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
1845 move_apply (tmp, op, originator); 1864 move_apply (tmp, op, originator);
1846 1865
1847 if (op->destroyed ()) 1866 if (op->destroyed ())
1848 return 1; 1867 return 1;
1849 1868
1872 LOG (llevError, "Present_arch called outside map.\n"); 1891 LOG (llevError, "Present_arch called outside map.\n");
1873 return NULL; 1892 return NULL;
1874 } 1893 }
1875 1894
1876 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)
1877 if (tmp->arch == at) 1896 if (tmp->arch->archname == at->archname)
1878 return tmp; 1897 return tmp;
1879 1898
1880 return NULL; 1899 return NULL;
1881} 1900}
1882 1901
1946 * The first matching object is returned, or NULL if none. 1965 * The first matching object is returned, or NULL if none.
1947 */ 1966 */
1948object * 1967object *
1949present_arch_in_ob (const archetype *at, const object *op) 1968present_arch_in_ob (const archetype *at, const object *op)
1950{ 1969{
1951 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1970 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1952 if (tmp->arch == at) 1971 if (tmp->arch->archname == at->archname)
1953 return tmp; 1972 return tmp;
1954 1973
1955 return NULL; 1974 return NULL;
1956} 1975}
1957 1976
1961void 1980void
1962flag_inv (object *op, int flag) 1981flag_inv (object *op, int flag)
1963{ 1982{
1964 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1983 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1965 { 1984 {
1966 SET_FLAG (tmp, flag); 1985 tmp->set_flag (flag);
1967 flag_inv (tmp, flag); 1986 flag_inv (tmp, flag);
1968 } 1987 }
1969} 1988}
1970 1989
1971/* 1990/*
1974void 1993void
1975unflag_inv (object *op, int flag) 1994unflag_inv (object *op, int flag)
1976{ 1995{
1977 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1996 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1978 { 1997 {
1979 CLEAR_FLAG (tmp, flag); 1998 tmp->clr_flag (flag);
1980 unflag_inv (tmp, flag); 1999 unflag_inv (tmp, flag);
1981 } 2000 }
1982} 2001}
1983 2002
1984/* 2003/*
1994 * inform the caller. However, insert_ob_in_map will update as 2013 * inform the caller. However, insert_ob_in_map will update as
1995 * 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.
1996 * 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
1997 * 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
1998 * 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
1999 * 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
2000 * customized, changed states, etc. 2019 * customized, changed states, etc.
2001 */ 2020 */
2002int 2021int
2003find_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)
2004{ 2023{
2005 int altern[SIZEOFFREE]; 2024 int altern[SIZEOFFREE];
2006 int index = 0, flag; 2025 int index = 0;
2007 2026
2008 for (int i = start; i < stop; i++) 2027 for (int i = start; i < stop; i++)
2009 { 2028 {
2010 mapxy pos (m, x, y); pos.move (i); 2029 mapxy pos (m, x, y); pos.move (i);
2011 2030
2027 continue; 2046 continue;
2028 } 2047 }
2029 2048
2030 /* 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.
2031 * 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.
2032 * 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 -
2033 * 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
2034 * 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
2035 * to only the spaces immediately surrounding the target area, and 2054 * to only the spaces immediately surrounding the target area, and
2036 * won't look 2 spaces south of the target space. 2055 * won't look 2 spaces south of the target space.
2037 */ 2056 */
2045 * head of the object should correspond for the entire object. 2064 * head of the object should correspond for the entire object.
2046 */ 2065 */
2047 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2066 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2048 continue; 2067 continue;
2049 2068
2050 if (ob->blocked (m, pos.x, pos.y)) 2069 if (ob->blocked (pos.m, pos.x, pos.y))
2051 continue; 2070 continue;
2052 2071
2053 altern [index++] = i; 2072 altern [index++] = i;
2054 } 2073 }
2055 2074
2067 */ 2086 */
2068int 2087int
2069find_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)
2070{ 2089{
2071 for (int i = 0; i < SIZEOFFREE; i++) 2090 for (int i = 0; i < SIZEOFFREE; i++)
2072 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i])) 2091 if (!ob->blocked (m, x + DIRX (i), y + DIRY (i)))
2073 return i; 2092 return i;
2074 2093
2075 return -1; 2094 return -1;
2076} 2095}
2077 2096
2088 2107
2089 while (--end) 2108 while (--end)
2090 swap (arr [end], arr [rndm (end + 1)]); 2109 swap (arr [end], arr [rndm (end + 1)]);
2091} 2110}
2092 2111
2093/* new function to make monster searching more efficient, and effective! 2112/* new function to make monster searching more efficient, and effective!
2094 * This basically returns a randomized array (in the passed pointer) of 2113 * This basically returns a randomized array (in the passed pointer) of
2095 * 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
2096 * 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
2097 * 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
2098 * 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.
2123 * there is capable of. 2142 * there is capable of.
2124 */ 2143 */
2125int 2144int
2126find_dir (maptile *m, int x, int y, object *exclude) 2145find_dir (maptile *m, int x, int y, object *exclude)
2127{ 2146{
2128 int i, max = SIZEOFFREE, mflags; 2147 int max = SIZEOFFREE;
2129
2130 sint16 nx, ny;
2131 object *tmp;
2132 maptile *mp;
2133
2134 MoveType blocked, move_type; 2148 MoveType move_type;
2135 2149
2136 if (exclude && exclude->head_ () != exclude) 2150 if (exclude && exclude->head_ () != exclude)
2137 { 2151 {
2138 exclude = exclude->head; 2152 exclude = exclude->head;
2139 move_type = exclude->move_type; 2153 move_type = exclude->move_type;
2142 { 2156 {
2143 /* 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. */
2144 move_type = MOVE_ALL; 2158 move_type = MOVE_ALL;
2145 } 2159 }
2146 2160
2147 for (i = 1; i < max; i++) 2161 for (int i = 1; i < max; i++)
2148 { 2162 {
2149 mp = m; 2163 mapxy pos (m, x, y);
2150 nx = x + freearr_x[i]; 2164 pos.move (i);
2151 ny = y + freearr_y[i];
2152 2165
2153 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2166 if (!pos.normalise ())
2154
2155 if (mflags & P_OUT_OF_MAP)
2156 max = maxfree[i]; 2167 max = maxfree[i];
2157 else 2168 else
2158 { 2169 {
2159 mapspace &ms = mp->at (nx, ny); 2170 mapspace &ms = *pos;
2160 2171
2161 blocked = ms.move_block;
2162
2163 if ((move_type & blocked) == move_type) 2172 if ((move_type & ms.move_block) == move_type)
2164 max = maxfree[i]; 2173 max = maxfree [i];
2165 else if (mflags & P_IS_ALIVE) 2174 else if (ms.flags () & P_IS_ALIVE)
2166 { 2175 {
2167 for (tmp = ms.bot; tmp; tmp = tmp->above) 2176 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2168 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2177 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2169 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2178 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2170 break;
2171
2172 if (tmp)
2173 return freedir[i]; 2179 return freedir [i];
2174 } 2180 }
2175 } 2181 }
2176 } 2182 }
2177 2183
2178 return 0; 2184 return 0;
2187{ 2193{
2188 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);
2189} 2195}
2190 2196
2191/* 2197/*
2192 * 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
2193 * an object which has subtracted the x and y coordinates of another 2199 * for running into direct [dx, dy].
2194 * object, needs to travel toward it. 2200 * (the opposite of crossfire's find_dir_2!)
2195 */ 2201 */
2196int 2202int
2197find_dir_2 (int x, int y) 2203find_dir_2 (int x, int y)
2198{ 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
2199 int q; 2248 int q;
2200 2249
2201 if (y) 2250 if (y)
2202 q = x * 100 / y; 2251 q = 128 * x / y;
2203 else if (x) 2252 else if (x)
2204 q = -300 * x; 2253 q = -512 * x; // to make it > 309
2205 else 2254 else
2206 return 0; 2255 return 0;
2207 2256
2208 if (y > 0) 2257 if (y > 0)
2209 { 2258 {
2210 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
2211 return 3; 2264 return 3;
2212 if (q < -41) 2265 }
2213 return 2; 2266 else
2214 if (q < 41) 2267 {
2215 return 1; 2268 if (q < -309) return 3;
2216 if (q < 242) 2269 if (q < -52) return 2;
2217 return 8; 2270 if (q < 52) return 1;
2271 if (q < 309) return 8;
2272
2218 return 7; 2273 return 7;
2219 } 2274 }
2220 2275#endif
2221 if (q < -242)
2222 return 7;
2223 if (q < -41)
2224 return 6;
2225 if (q < 41)
2226 return 5;
2227 if (q < 242)
2228 return 4;
2229
2230 return 3;
2231} 2276}
2232 2277
2233/* 2278/*
2234 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2279 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2235 * between two directions (which are expected to be absolute (see absdir()) 2280 * between two directions (which are expected to be absolute (see absdir())
2236 */ 2281 */
2237int 2282int
2238dirdiff (int dir1, int dir2) 2283dirdiff (int dir1, int dir2)
2239{ 2284{
2240 int d;
2241
2242 d = abs (dir1 - dir2); 2285 int d = abs (dir1 - dir2);
2243 if (d > 4)
2244 d = 8 - d;
2245 2286
2246 return d; 2287 return d > 4 ? 8 - d : d;
2247} 2288}
2248 2289
2249/* peterm: 2290/* peterm:
2250 * 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.
2251 * Basically, this is a table of directions, and what directions 2292 * Basically, this is a table of directions, and what directions
2253 * 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
2254 * 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.
2255 * 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
2256 * functions. 2297 * functions.
2257 */ 2298 */
2258int reduction_dir[SIZEOFFREE][3] = { 2299static const int reduction_dir[SIZEOFFREE][3] = {
2259 {0, 0, 0}, /* 0 */ 2300 {0, 0, 0}, /* 0 */
2260 {0, 0, 0}, /* 1 */ 2301 {0, 0, 0}, /* 1 */
2261 {0, 0, 0}, /* 2 */ 2302 {0, 0, 0}, /* 2 */
2262 {0, 0, 0}, /* 3 */ 2303 {0, 0, 0}, /* 3 */
2263 {0, 0, 0}, /* 4 */ 2304 {0, 0, 0}, /* 4 */
2320 int mflags; 2361 int mflags;
2321 2362
2322 if (dir < 0) 2363 if (dir < 0)
2323 return 0; /* exit condition: invalid direction */ 2364 return 0; /* exit condition: invalid direction */
2324 2365
2325 dx = x + freearr_x[dir]; 2366 dx = x + DIRX (dir);
2326 dy = y + freearr_y[dir]; 2367 dy = y + DIRY (dir);
2327 2368
2328 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy); 2369 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2329 2370
2330 /* This functional arguably was incorrect before - it was 2371 /* This functional arguably was incorrect before - it was
2331 * checking for P_WALL - that was basically seeing if 2372 * checking for P_WALL - that was basically seeing if
2357 * 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)
2358 */ 2399 */
2359int 2400int
2360can_pick (const object *who, const object *item) 2401can_pick (const object *who, const object *item)
2361{ 2402{
2362 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2403 return /*who->flag [FLAG_WIZ]|| */
2363 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2404 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2364 !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));
2365} 2406}
2407
2408//-GPL
2366 2409
2367/* 2410/*
2368 * create clone from object to another 2411 * create clone from object to another
2369 */ 2412 */
2370object * 2413object *
2371object_create_clone (object *asrc) 2414object::deep_clone ()
2372{ 2415{
2373 object *dst = 0, *tmp, *src, *prev, *item; 2416 assert (("deep_clone called on non-head object", is_head ()));
2374 2417
2375 if (!asrc) 2418 object *dst = clone ();
2376 return 0;
2377 2419
2378 src = asrc->head_ (); 2420 object *prev = dst;
2379
2380 prev = 0;
2381 for (object *part = src; part; part = part->more) 2421 for (object *part = this->more; part; part = part->more)
2382 { 2422 {
2383 tmp = part->clone (); 2423 object *tmp = part->clone ();
2384 tmp->x -= src->x;
2385 tmp->y -= src->y;
2386
2387 if (!part->head)
2388 {
2389 dst = tmp;
2390 tmp->head = 0;
2391 }
2392 else
2393 tmp->head = dst; 2424 tmp->head = dst;
2394
2395 tmp->more = 0;
2396
2397 if (prev)
2398 prev->more = tmp; 2425 prev->more = tmp;
2399
2400 prev = tmp; 2426 prev = tmp;
2401 } 2427 }
2402 2428
2403 for (item = src->inv; item; item = item->below) 2429 for (object *item = inv; item; item = item->below)
2404 insert_ob_in_ob (object_create_clone (item), dst); 2430 insert_ob_in_ob (item->deep_clone (), dst);
2405 2431
2406 return dst; 2432 return dst;
2407} 2433}
2408 2434
2409/* This returns the first object in who's inventory that 2435/* This returns the first object in who's inventory that
2418 return tmp; 2444 return tmp;
2419 2445
2420 return 0; 2446 return 0;
2421} 2447}
2422 2448
2423/* If ob has a field named key, return the link from the list, 2449/* Zero the key_values on op, decrementing the shared-string
2424 * otherwise return NULL. 2450 * refcounts and freeing the links.
2425 * 2451 */
2426 * key must be a passed in shared string - otherwise, this won't 2452void
2427 * do the desired thing. 2453key_values::clear ()
2428 */
2429key_value *
2430get_ob_key_link (const object *ob, const char *key)
2431{ 2454{
2432 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)
2433 if (link->key == key) 2469 if (kv->key == key)
2434 return link;
2435
2436 return 0;
2437}
2438
2439/*
2440 * Returns the value of op has an extra_field for key, or NULL.
2441 *
2442 * The argument doesn't need to be a shared string.
2443 *
2444 * The returned string is shared.
2445 */
2446const char *
2447get_ob_key_value (const object *op, const char *const key)
2448{
2449 key_value *link;
2450 shstr_cmp canonical_key (key);
2451
2452 if (!canonical_key)
2453 {
2454 /* 1. There being a field named key on any object
2455 * implies there'd be a shared string to find.
2456 * 2. Since there isn't, no object has this field.
2457 * 3. Therefore, *this* object doesn't have this field.
2458 */
2459 return 0;
2460 }
2461
2462 /* This is copied from get_ob_key_link() above -
2463 * only 4 lines, and saves the function call overhead.
2464 */
2465 for (link = op->key_values; link; link = link->next)
2466 if (link->key == canonical_key)
2467 return link->value; 2470 return kv->value;
2468 2471
2469 return 0; 2472 return shstr ();
2470} 2473}
2471 2474
2472/* 2475void
2473 * Updates the canonical_key in op to value. 2476key_values::add (shstr_tmp key, shstr_tmp value)
2474 *
2475 * canonical_key is a shared string (value doesn't have to be).
2476 *
2477 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2478 * keys.
2479 *
2480 * Returns TRUE on success.
2481 */
2482int
2483set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2484{ 2477{
2485 key_value *field = NULL, *last = NULL; 2478 key_value *kv = new key_value;
2486 2479
2487 for (field = op->key_values; field != NULL; field = field->next) 2480 kv->next = first;
2488 { 2481 kv->key = key;
2489 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)
2490 { 2492 {
2491 last = field; 2493 kv->value = value;
2492 continue; 2494 return;
2493 } 2495 }
2494 2496
2495 if (value) 2497 add (key, value);
2496 field->value = value; 2498}
2497 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)
2498 { 2505 {
2499 /* Basically, if the archetype has this key set, 2506 key_value *kv = *kvp;
2500 * we need to store the null value so when we save 2507 *kvp = (*kvp)->next;
2501 * it, we save the empty value so that when we load, 2508 delete kv;
2502 * we get this value back again. 2509 return;
2503 */
2504 if (get_ob_key_link (op->arch, canonical_key))
2505 field->value = 0;
2506 else
2507 {
2508 if (last)
2509 last->next = field->next;
2510 else
2511 op->key_values = field->next;
2512
2513 delete field;
2514 }
2515 } 2510 }
2516 return TRUE; 2511}
2512
2513void
2514key_values::reverse ()
2515{
2516 key_value *prev = 0;
2517 key_value *head = first;
2518
2519 while (head)
2517 } 2520 {
2518 /* 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 }
2519 2526
2520 /* No field, we'll have to add it. */ 2527 first = prev;
2521
2522 if (!add_key)
2523 return FALSE;
2524
2525 /* There isn't any good reason to store a null
2526 * value in the key/value list. If the archetype has
2527 * this key, then we should also have it, so shouldn't
2528 * be here. If user wants to store empty strings,
2529 * should pass in ""
2530 */
2531 if (value == NULL)
2532 return TRUE;
2533
2534 field = new key_value;
2535
2536 field->key = canonical_key;
2537 field->value = value;
2538 /* Usual prepend-addition. */
2539 field->next = op->key_values;
2540 op->key_values = field;
2541
2542 return TRUE;
2543} 2528}
2544 2529
2545/* 2530key_values &
2546 * Updates the key in op to value. 2531key_values::operator =(const key_values &kv)
2547 *
2548 * If add_key is FALSE, this will only update existing keys,
2549 * and not add new ones.
2550 * In general, should be little reason FALSE is ever passed in for add_key
2551 *
2552 * Returns TRUE on success.
2553 */
2554int
2555set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2556{ 2532{
2557 shstr key_ (key); 2533 clear ();
2558 2534
2559 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 ();
2560} 2539}
2561 2540
2562object::depth_iterator::depth_iterator (object *container) 2541object::depth_iterator::depth_iterator (object *container)
2563: iterator_base (container) 2542: iterator_base (container)
2564{ 2543{
2614{ 2593{
2615 char flagdesc[512]; 2594 char flagdesc[512];
2616 char info2[256 * 4]; 2595 char info2[256 * 4];
2617 char *p = info; 2596 char *p = info;
2618 2597
2619 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}",
2620 count, uuid.seq, 2599 count,
2600 uuid.c_str (),
2621 &name, 2601 &name,
2622 title ? "\",title:\"" : "", 2602 title ? ",title:\"" : "",
2623 title ? (const char *)title : "", 2603 title ? (const char *)title : "",
2604 title ? "\"" : "",
2624 flag_desc (flagdesc, 512), type); 2605 flag_desc (flagdesc, 512), type);
2625 2606
2626 if (!this->flag[FLAG_REMOVED] && env) 2607 if (!flag[FLAG_REMOVED] && env)
2627 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2608 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2628 2609
2629 if (map) 2610 if (map)
2630 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);
2631 2612
2646{ 2627{
2647 return map ? map->region (x, y) 2628 return map ? map->region (x, y)
2648 : region::default_region (); 2629 : region::default_region ();
2649} 2630}
2650 2631
2651const materialtype_t * 2632//+GPL
2652object::dominant_material () const
2653{
2654 if (materialtype_t *mt = name_to_material (materialname))
2655 return mt;
2656
2657 return name_to_material (shstr_unknown);
2658}
2659 2633
2660void 2634void
2661object::open_container (object *new_container) 2635object::open_container (object *new_container)
2662{ 2636{
2663 if (container == new_container) 2637 if (container == new_container)
2664 return; 2638 return;
2665 2639
2666 if (object *old_container = container) 2640 object *old_container = container;
2641
2642 if (old_container)
2667 { 2643 {
2668 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2644 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2669 return; 2645 return;
2670 2646
2671#if 0 2647#if 0
2673 if (object *closer = old_container->inv) 2649 if (object *closer = old_container->inv)
2674 if (closer->type == CLOSE_CON) 2650 if (closer->type == CLOSE_CON)
2675 closer->destroy (); 2651 closer->destroy ();
2676#endif 2652#endif
2677 2653
2654 // make sure the container is available
2655 esrv_send_item (this, old_container);
2656
2678 old_container->flag [FLAG_APPLIED] = 0; 2657 old_container->flag [FLAG_APPLIED] = false;
2679 container = 0; 2658 container = 0;
2680 2659
2660 // client needs item update to make it work, client bug requires this to be separate
2681 esrv_update_item (UPD_FLAGS, this, old_container); 2661 esrv_update_item (UPD_FLAGS, this, old_container);
2662
2682 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 ());
2683 play_sound (sound_find ("chest_close")); 2664 play_sound (sound_find ("chest_close"));
2684 } 2665 }
2685 2666
2686 if (new_container) 2667 if (new_container)
2687 { 2668 {
2691 // TODO: this does not seem to serve any purpose anymore? 2672 // TODO: this does not seem to serve any purpose anymore?
2692#if 0 2673#if 0
2693 // insert the "Close Container" object. 2674 // insert the "Close Container" object.
2694 if (archetype *closer = new_container->other_arch) 2675 if (archetype *closer = new_container->other_arch)
2695 { 2676 {
2696 object *closer = arch_to_object (new_container->other_arch); 2677 object *closer = new_container->other_arch->instance ();
2697 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2678 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2698 new_container->insert (closer); 2679 new_container->insert (closer);
2699 } 2680 }
2700#endif 2681#endif
2701 2682
2702 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 ());
2703 2684
2685 // make sure the container is available, client bug requires this to be separate
2686 esrv_send_item (this, new_container);
2687
2704 new_container->flag [FLAG_APPLIED] = 1; 2688 new_container->flag [FLAG_APPLIED] = true;
2705 container = new_container; 2689 container = new_container;
2706 2690
2691 // client needs flag change
2707 esrv_update_item (UPD_FLAGS, this, new_container); 2692 esrv_update_item (UPD_FLAGS, this, new_container);
2708 esrv_send_inventory (this, new_container); 2693 esrv_send_inventory (this, new_container);
2709 play_sound (sound_find ("chest_open")); 2694 play_sound (sound_find ("chest_open"));
2710 } 2695 }
2696// else if (!old_container->env && contr && contr->ns)
2697// contr->ns->floorbox_reset ();
2711} 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)
2711 {
2712 rect->m->touch ();
2713 rect->m->activate ();
2714 }
2715}
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);
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
2712 2731
2713object * 2732object *
2714object::force_find (const shstr name) 2733object::force_find (shstr_tmp name)
2715{ 2734{
2716 /* cycle through his inventory to look for the MARK we want to 2735 /* cycle through his inventory to look for the MARK we want to
2717 * place 2736 * place
2718 */ 2737 */
2719 for (object *tmp = inv; tmp; tmp = tmp->below) 2738 for (object *tmp = inv; tmp; tmp = tmp->below)
2720 if (tmp->type == FORCE && tmp->slaying == name) 2739 if (tmp->type == FORCE && tmp->slaying == name)
2721 return splay (tmp); 2740 return splay (tmp);
2722 2741
2723 return 0; 2742 return 0;
2724} 2743}
2725 2744
2726void 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 *
2727object::force_add (const shstr name, int duration) 2755object::force_add (shstr_tmp name, int duration)
2728{ 2756{
2729 if (object *force = force_find (name)) 2757 if (object *force = force_find (name))
2730 force->destroy (); 2758 force->destroy ();
2731 2759
2732 object *force = get_archetype (FORCE_NAME); 2760 object *force = archetype::get (FORCE_NAME);
2733 2761
2734 force->slaying = name; 2762 force->slaying = name;
2735 force->stats.food = 1; 2763 force->force_set_timer (duration);
2736 force->speed_left = -1.f;
2737
2738 force->set_speed (duration ? 1.f / duration : 0.f);
2739 force->flag [FLAG_IS_USED_UP] = true;
2740 force->flag [FLAG_APPLIED] = true; 2764 force->flag [FLAG_APPLIED] = true;
2741 2765
2742 insert (force); 2766 return insert (force);
2743} 2767}
2744 2768
2745void 2769void
2746object::play_sound (faceidx sound) const 2770object::play_sound (faceidx sound) const
2747{ 2771{
2748 if (!sound) 2772 if (!sound)
2749 return; 2773 return;
2750 2774
2751 if (flag [FLAG_REMOVED]) 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 ())
2752 return; 2800 return;
2753 2801
2754 if (env) 2802 // find old force, or create new one
2755 { 2803 object *force = force_find (shstr_noise_force);
2756 if (object *pl = in_player ()) 2804
2757 pl->contr->play_sound (sound); 2805 if (force)
2758 } 2806 force->speed_left = -1.f; // patch old speed up
2759 else 2807 else
2760 map->play_sound (sound, x, y); 2808 {
2761} 2809 force = archetype::get (shstr_noise_force);
2762 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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