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Comparing deliantra/server/common/object.C (file contents):
Revision 1.134 by pippijn, Thu Mar 1 12:28:16 2007 UTC vs.
Revision 1.368 by root, Wed Dec 5 19:03:26 2018 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * This program is free software; you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 18 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
23 */ 22 *
23 * The authors can be reached via e-mail to <support@deliantra.net>
24 */
24 25
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28#include <global.h> 26#include <global.h>
29#include <stdio.h> 27#include <stdio.h>
30#include <sys/types.h> 28#include <sys/types.h>
31#include <sys/uio.h> 29#include <sys/uio.h>
32#include <object.h> 30#include <object.h>
33#include <funcpoint.h> 31#include <sproto.h>
34#include <loader.h>
35 32
36#include <bitset> 33#include <bitset>
37 34
38int nrofallocobjects = 0; 35UUID UUID::cur;
39static UUID uuid; 36static uint64_t seq_next_save;
40const uint64 UUID_SKIP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
41 39
42objectvec objects; 40objectvec objects;
43activevec actives; 41activevec actives;
44 42
45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 43freelist_item *object::freelist;
44uint32_t object::object_count;
45uint32_t object::free_count;
46uint32_t object::create_count;
47uint32_t object::destroy_count;
48
49//+GPL
50
51int freearr_x[SIZEOFFREE] = {
52 0,
53 0, 1, 1, 1, 0, -1, -1, -1,
54 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 55 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
47}; 56};
48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 57int freearr_y[SIZEOFFREE] = {
58 0,
59 -1, -1, 0, 1, 1, 1, 0, -1,
60 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
49 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 61 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
50};
51int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
52 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
53}; 62};
54int freedir[SIZEOFFREE] = { 63int freedir[SIZEOFFREE] = {
55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 64 0,
65 1, 2, 3, 4, 5, 6, 7, 8,
66 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 67 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57}; 68};
58 69
70static int maxfree[SIZEOFFREE] = {
71 0,
72 9, 10, 13, 14, 17, 18, 21, 22,
73 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
74 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
75};
76
77const char *wall_suffix[16] = {
78 "0",
79 "1_3",
80 "1_4",
81 "2_1_2",
82 "1_2",
83 "2_2_4",
84 "2_2_1",
85 "3_1",
86 "1_1",
87 "2_2_3",
88 "2_2_2",
89 "3_3",
90 "2_1_1",
91 "3_4",
92 "3_2",
93 "4"
94};
95
59static void 96static void
60write_uuid (void) 97write_uuid (uval64 skip, bool sync)
61{ 98{
62 char filename1[MAX_BUF], filename2[MAX_BUF]; 99 CALL_BEGIN (2);
63 100 CALL_ARG_SV (newSVval64 (skip));
64 sprintf (filename1, "%s/uuid", settings.localdir); 101 CALL_ARG_SV (boolSV (sync));
65 sprintf (filename2, "%s/uuid~", settings.localdir); 102 CALL_CALL ("cf::write_uuid", G_DISCARD);
66 103 CALL_END;
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78} 104}
79 105
80static void 106static void
81read_uuid (void) 107read_uuid ()
82{ 108{
83 char filename[MAX_BUF]; 109 char filename[MAX_BUF];
84 110
85 sprintf (filename, "%s/uuid", settings.localdir); 111 sprintf (filename, "%s/uuid", settings.localdir);
112
113 seq_next_save = 0;
86 114
87 FILE *fp; 115 FILE *fp;
88 116
89 if (!(fp = fopen (filename, "r"))) 117 if (!(fp = fopen (filename, "r")))
90 { 118 {
91 if (errno == ENOENT) 119 if (errno == ENOENT)
92 { 120 {
93 LOG (llevInfo, "RESET uid to 1\n"); 121 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0; 122 UUID::cur.seq = 0;
95 write_uuid (); 123 write_uuid (UUID_GAP, true);
96 return; 124 return;
97 } 125 }
98 126
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 127 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1); 128 _exit (1);
101 } 129 }
102 130
103 int version; 131 char buf [UUID::MAX_LEN];
104 unsigned long long uid; 132 buf[0] = 0;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 133 fgets (buf, sizeof (buf), fp);
134
135 if (!UUID::cur.parse (buf))
106 { 136 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 137 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1); 138 _exit (1);
109 } 139 }
110 140
111 uuid.seq = uid; 141 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112 write_uuid (); 142
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 143 write_uuid (UUID_GAP, true);
114 fclose (fp); 144 fclose (fp);
115} 145}
116 146
117UUID 147UUID
118gen_uuid () 148UUID::gen ()
119{ 149{
120 UUID uid; 150 UUID uid;
121 151
122 uid.seq = ++uuid.seq; 152 uid.seq = ++cur.seq;
123 153
124 if (!(uuid.seq & (UUID_SKIP - 1))) 154 if (ecb_expect_false (cur.seq >= seq_next_save))
125 write_uuid (); 155 {
156 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
157 write_uuid (UUID_GAP, false);
158 }
159
126 160
127 return uid; 161 return uid;
128} 162}
129 163
130void 164void
131init_uuid () 165UUID::init ()
132{ 166{
133 read_uuid (); 167 read_uuid ();
134} 168}
135 169
170bool
171UUID::parse (const char *s)
172{
173 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
174 return false;
175
176 seq = 0;
177
178 while (*s != '>')
179 {
180 if (*s < '0')
181 return false;
182
183 // this gives nice branchless code with gcc
184 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
185 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
186
187 seq = (seq << 4) | digit;
188
189 ++s;
190 }
191
192 return true;
193}
194
195char *
196UUID::append (char *buf) const
197{
198 *buf++ = '<';
199 *buf++ = '1';
200 *buf++ = '.';
201
202 uint64_t seq = this->seq;
203 const int bits = 64;
204 char nz = 0;
205 static const char tohex [] = "0123456789abcdef";
206
207 // assert (len >= 3 + bits / 4 + 1 + 1);
208 for (int i = bits / 4; --i; )
209 {
210 uint8_t digit = seq >> (bits - 4);
211
212 *buf = tohex [digit];
213 nz |= digit;
214 buf += nz ? 1 : 0;
215 seq <<= 4;
216 }
217
218 // last digit is special - always emit
219 uint8_t digit = seq >> (bits - 4);
220 *buf++ = tohex [digit];
221
222 *buf++ = '>';
223
224 return buf;
225}
226
227char *
228UUID::c_str () const
229{
230 static char buf [MAX_LEN];
231 *append (buf) = 0;
232 return buf;
233}
234
136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 235/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int 236static bool
138compare_ob_value_lists_one (const object *wants, const object *has) 237compare_ob_value_lists_one (const object *wants, const object *has)
139{ 238{
140 key_value *wants_field;
141
142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 239 /* n-squared behaviour (see kv.get), but I'm hoping both
143 * objects with lists are rare, and lists stay short. If not, use a 240 * objects with lists are rare, and lists stay short. If not, use a
144 * different structure or at least keep the lists sorted... 241 * different structure or at least keep the lists sorted...
145 */ 242 */
146 243
147 /* For each field in wants, */ 244 /* For each field in wants, */
148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 245 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
149 { 246 if (has->kv.get (kv->key) != kv->value)
150 key_value *has_field; 247 return false;
151
152 /* Look for a field in has with the same key. */
153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
156 {
157 /* No field with that name. */
158 return FALSE;
159 }
160
161 /* Found the matching field. */
162 if (has_field->value != wants_field->value)
163 {
164 /* Values don't match, so this half of the comparison is false. */
165 return FALSE;
166 }
167
168 /* If we get here, we found a match. Now for the next field in wants. */
169 }
170 248
171 /* If we get here, every field in wants has a matching field in has. */ 249 /* If we get here, every field in wants has a matching field in has. */
172 return TRUE; 250 return true;
173} 251}
174 252
175/* Returns TRUE if ob1 has the same key_values as ob2. */ 253/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int 254static bool
177compare_ob_value_lists (const object *ob1, const object *ob2) 255compare_ob_value_lists (const object *ob1, const object *ob2)
178{ 256{
179 /* However, there may be fields in has which aren't partnered in wants, 257 /* However, there may be fields in has which aren't partnered in wants,
180 * so we need to run the comparison *twice*. :( 258 * so we need to run the comparison *twice*. :(
181 */ 259 */
182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 260 return compare_ob_value_lists_one (ob1, ob2)
261 && compare_ob_value_lists_one (ob2, ob1);
183} 262}
184 263
185/* Function examines the 2 objects given to it, and returns true if 264/* Function examines the 2 objects given to it, and returns true if
186 * they can be merged together. 265 * they can be merged together.
187 * 266 *
194 * Improvements made with merge: Better checking on potion, and also 273 * Improvements made with merge: Better checking on potion, and also
195 * check weight 274 * check weight
196 */ 275 */
197bool object::can_merge_slow (object *ob1, object *ob2) 276bool object::can_merge_slow (object *ob1, object *ob2)
198{ 277{
199 /* A couple quicksanity checks */ 278 /* A couple quick sanity checks */
200 if (ob1 == ob2 279 if (ob1 == ob2
201 || ob1->type != ob2->type 280 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value 281 || ob1->value != ob2->value
204 || ob1->name != ob2->name) 282 || ob1->name != ob2->name
283 || ob1->custom_name != ob2->custom_name
284 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
205 return 0; 285 return 0;
206 286
207 //TODO: this ain't working well, use nicer and correct overflow check
208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 287 /* Do not merge objects if nrof would overflow, assume nrof
209 * value could not be stored in a sint32 (which unfortunately sometimes is 288 * is always 0 .. 2**31-1 */
210 * used to store nrof). 289 if (ob1->nrof > 0x7fffffff - ob2->nrof)
211 */
212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
213 return 0; 290 return 0;
214 291
215 /* If the objects have been identified, set the BEEN_APPLIED flag. 292 /* If the objects have been identified, set the BEEN_APPLIED flag.
216 * This is to the comparison of the flags below will be OK. We 293 * This is to the comparison of the flags below will be OK. We
217 * just can't ignore the been applied or identified flags, as they 294 * just can't ignore the been applied or identified flags, as they
218 * are not equal - just if it has been identified, the been_applied 295 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning. 296 * flags lose any meaning.
220 */ 297 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 298 if (ob1->flag [FLAG_IDENTIFIED])
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 299 ob1->set_flag (FLAG_BEEN_APPLIED);
223 300
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 301 if (ob2->flag [FLAG_IDENTIFIED])
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 302 ob2->set_flag (FLAG_BEEN_APPLIED);
226 303
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 304 if (ob1->arch->archname != ob2->arch->archname
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 305 || ob1->name != ob2->name
230 || ob1->title != ob2->title 306 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 307 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 308 || ob1->weight != ob2->weight
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
235 || ob1->attacktype != ob2->attacktype 309 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic 310 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying 311 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill 312 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value 313 || ob1->value != ob2->value
240 || ob1->animation_id != ob2->animation_id 314 || ob1->animation_id != ob2->animation_id
315 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
241 || ob1->client_type != ob2->client_type 316 || ob1->client_type != ob2->client_type
242 || ob1->materialname != ob2->materialname 317 || ob1->material != ob2->material
243 || ob1->lore != ob2->lore 318 || ob1->lore != ob2->lore
244 || ob1->subtype != ob2->subtype 319 || ob1->subtype != ob2->subtype
245 || ob1->move_type != ob2->move_type 320 || ob1->move_type != ob2->move_type
246 || ob1->move_block != ob2->move_block 321 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow 322 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on 323 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off 324 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow 325 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty) 326 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
327 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
328 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
252 return 0; 329 return 0;
253 330
331 if ((ob1->flag ^ ob2->flag)
332 .reset (FLAG_INV_LOCKED)
333 .reset (FLAG_REMOVED)
334 .any ())
335 return 0;
336
254 /* This is really a spellbook check - really, we should 337 /* This is really a spellbook check - we should in general
255 * check all objects in the inventory. 338 * not merge objects with real inventories, as splitting them
339 * is hard.
256 */ 340 */
257 if (ob1->inv || ob2->inv) 341 if (ob1->inv || ob2->inv)
258 { 342 {
259 /* if one object has inventory but the other doesn't, not equiv */ 343 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 344 return 0; /* inventories differ in length */
261 return 0;
262 345
263 /* Now check to see if the two inventory objects could merge */ 346 if (ob1->inv->below || ob2->inv->below)
347 return 0; /* more than one object in inv */
348
264 if (!object::can_merge (ob1->inv, ob2->inv)) 349 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 350 return 0; /* inventory objects differ */
266 351
267 /* inventory ok - still need to check rest of this object to see 352 /* inventory ok - still need to check rest of this object to see
268 * if it is valid. 353 * if it is valid.
269 */ 354 */
270 } 355 }
271 356
272 /* Don't merge objects that are applied. With the new 'body' code, 357 /* Don't merge objects that are applied. With the new 'body' code,
273 * it is possible for most any character to have more than one of 358 * it is possible for most any character to have more than one of
274 * some items equipped, and we don't want those to merge. 359 * some items equipped, and we don't want those to merge.
275 */ 360 */
276 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 361 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
277 return 0; 362 return 0;
278 363
279 /* Note sure why the following is the case - either the object has to 364 /* Not sure why the following is the case - either the object has to
280 * be animated or have a very low speed. Is this an attempted monster 365 * be animated or have a very low speed. Is this an attempted monster
281 * check? 366 * check?
282 */ 367 */
283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 368 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
284 return 0; 369 return 0;
285 370
286 switch (ob1->type) 371 switch (ob1->type)
287 { 372 {
288 case SCROLL: 373 case SCROLL:
289 if (ob1->level != ob2->level) 374 if (ob1->level != ob2->level)
290 return 0; 375 return 0;
291 break; 376 break;
292 } 377 }
293 378
294 if (ob1->key_values != NULL || ob2->key_values != NULL) 379 if (!ob1->kv.empty () || !ob2->kv.empty ())
295 { 380 {
296 /* At least one of these has key_values. */ 381 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 382 if (ob1->kv.empty () != ob2->kv.empty ())
298 /* One has fields, but the other one doesn't. */ 383 return 0; /* One has fields, but the other one doesn't. */
384
385 if (!compare_ob_value_lists (ob1, ob2))
299 return 0; 386 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0;
302 } 387 }
303 388
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 389 if (ob1->self || ob2->self)
306 { 390 {
307 ob1->optimise (); 391 ob1->optimise ();
308 ob2->optimise (); 392 ob2->optimise ();
309 393
310 if (ob1->self || ob2->self) 394 if (ob1->self || ob2->self)
395 {
396 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
397 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
398
399 if (k1 != k2)
311 return 0; 400 return 0;
401
402 if (k1 == 0)
403 return 1;
404
405 if (!cfperl_can_merge (ob1, ob2))
406 return 0;
407 }
312 } 408 }
313 409
314 /* Everything passes, must be OK. */ 410 /* Everything passes, must be OK. */
315 return 1; 411 return 1;
316} 412}
317 413
414// find player who can see this object
415object *
416object::visible_to () const
417{
418 if (client_visible () && !flag [FLAG_REMOVED])
419 {
420 // see if we are in a container of sorts
421 if (env)
422 {
423 // the player inventory itself is always visible
424 if (env->is_player ())
425 return env;
426
427 // else a player could have our env open
428 object *envest = env->outer_env_or_self ();
429
430 // the player itself is always on a map, so we will find him here
431 // even if our inv is in a player.
432 if (envest->is_on_map ())
433 if (object *pl = envest->ms ().player ())
434 if (pl->container_ () == env)
435 return pl;
436 }
437 else
438 {
439 // maybe there is a player standing on the same mapspace
440 // this will catch the case where "this" is a player
441 if (object *pl = ms ().player ())
442 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
443 || pl->container_ () == this)
444 return pl;
445 }
446 }
447
448 return 0;
449}
450
451// adjust weight per container type ("of holding")
452static weight_t
453weight_adjust_for (object *op, weight_t weight)
454{
455 if (op->type == CONTAINER)
456 weight -= weight * op->stats.Str / 100;
457
458 return weight;
459}
460
318/* 461/*
462 * subtracts, then adds, the specified weight to an object,
463 * and also updates how much the environment(s) is/are carrying.
464 */
465static void
466adjust_weight (object *op, weight_t sub, weight_t add)
467{
468 while (op)
469 {
470 weight_t carrying = (weight_t)op->carrying
471 - weight_adjust_for (op, sub)
472 + weight_adjust_for (op, add);
473
474 sub = op->carrying;
475 op->carrying = carrying;
476 add = op->carrying;
477
478 if (object *pl = op->visible_to ())
479 if (pl != op) // player is handled lazily
480 esrv_update_item (UPD_WEIGHT, pl, op);
481
482 op = op->env;
483 }
484}
485
486/*
319 * sum_weight() is a recursive function which calculates the weight 487 * this is a recursive function which calculates the weight
320 * an object is carrying. It goes through in figures out how much 488 * an object is carrying. It goes through op and figures out how much
321 * containers are carrying, and sums it up. 489 * containers are carrying, and sums it up.
322 */ 490 */
323long 491void
324sum_weight (object *op) 492object::update_weight ()
325{ 493{
326 long sum; 494 weight_t sum = 0;
327 object *inv;
328 495
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 496 for (object *op = inv; op; op = op->below)
330 {
331 if (inv->inv)
332 sum_weight (inv);
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
334 } 497 {
498 op->update_weight ();
335 499
336 if (op->type == CONTAINER && op->stats.Str) 500 sum += weight_adjust_for (this, op->total_weight ());
337 sum = (sum * (100 - op->stats.Str)) / 100; 501 }
338 502
339 if (op->carrying != sum) 503 if (sum != carrying)
504 {
505 if (carrying != sum && carrying)//D
506 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
507 (long long)sum, (long long)carrying, debug_desc ());
508
340 op->carrying = sum; 509 carrying = sum;
341 510
342 return sum; 511 if (object *pl = visible_to ())
512 if (pl != this) // player is handled lazily
513 esrv_update_item (UPD_WEIGHT, pl, this);
514 }
343} 515}
344 516
345/** 517/*
346 * Return the outermost environment object for a given object. 518 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
347 */
348
349object *
350object_get_env_recursive (object *op)
351{
352 while (op->env != NULL)
353 op = op->env;
354 return op;
355}
356
357/*
358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
359 * Some error messages.
360 * The result of the dump is stored in the static global errmsg array.
361 */ 519 */
362char * 520char *
363dump_object (object *op) 521dump_object (object *op)
364{ 522{
365 if (!op) 523 if (!op)
368 object_freezer freezer; 526 object_freezer freezer;
369 op->write (freezer); 527 op->write (freezer);
370 return freezer.as_string (); 528 return freezer.as_string ();
371} 529}
372 530
373/* 531char *
374 * get_nearest_part(multi-object, object 2) returns the part of the 532object::as_string ()
375 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned.
377 */
378
379object *
380get_nearest_part (object *op, const object *pl)
381{ 533{
382 object *tmp, *closest; 534 return dump_object (this);
383 int last_dist, i;
384
385 if (op->more == NULL)
386 return op;
387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
388 if ((i = distance (tmp, pl)) < last_dist)
389 closest = tmp, last_dist = i;
390 return closest;
391} 535}
392 536
393/* 537/*
394 * 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.
395 */ 540 */
396object * 541object *
397find_object (tag_t i) 542find_object (tag_t i)
398{ 543{
399 for_all_objects (op) 544 for_all_objects (op)
402 547
403 return 0; 548 return 0;
404} 549}
405 550
406/* 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/*
407 * 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.
408 * Used only by the patch command, but not all that useful. 568 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999" 569 * Enables features like "patch <name-of-other-player> food 999"
410 */ 570 */
411object * 571object *
412find_object_name (const char *str) 572find_object_name (const char *str)
413{ 573{
414 shstr_cmp str_ (str); 574 shstr_cmp str_ (str);
415 object *op;
416 575
576 if (str_)
417 for_all_objects (op) 577 for_all_objects (op)
418 if (op->name == str_) 578 if (op->name == str_)
419 break; 579 return op;
420 580
421 return op; 581 return 0;
422}
423
424void
425free_all_object_data ()
426{
427 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
428} 582}
429 583
430/* 584/*
431 * 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
432 * skill and experience objects. 586 * skill and experience objects.
587 * ACTUALLY NO! investigate! TODO
433 */ 588 */
434void 589void
435object::set_owner (object *owner) 590object::set_owner (object *owner)
436{ 591{
592 // allow objects which own objects
437 if (!owner) 593 if (owner)
438 return;
439
440 /* next line added to allow objects which own objects */
441 /* Add a check for ownercounts in here, as I got into an endless loop
442 * with the fireball owning a poison cloud which then owned the
443 * fireball. I believe that was caused by one of the objects getting
444 * freed and then another object replacing it. Since the ownercounts
445 * didn't match, this check is valid and I believe that cause is valid.
446 */
447 while (owner->owner) 594 while (owner->owner)
448 owner = owner->owner; 595 owner = owner->owner;
596
597 if (flag [FLAG_FREED])
598 {
599 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
600 return;
601 }
449 602
450 this->owner = owner; 603 this->owner = owner;
451}
452
453/* Zero the key_values on op, decrementing the shared-string
454 * refcounts and freeing the links.
455 */
456static void
457free_key_values (object *op)
458{
459 for (key_value *i = op->key_values; i != 0;)
460 {
461 key_value *next = i->next;
462 delete i;
463
464 i = next;
465 }
466
467 op->key_values = 0;
468} 604}
469 605
470/* 606/*
471 * copy_to first frees everything allocated by the dst object, 607 * copy_to first frees everything allocated by the dst object,
472 * and then copies the contents of itself into the second 608 * and then copies the contents of itself into the second
476 * will point at garbage. 612 * will point at garbage.
477 */ 613 */
478void 614void
479object::copy_to (object *dst) 615object::copy_to (object *dst)
480{ 616{
481 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 617 dst->remove ();
482 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
483
484 *(object_copy *)dst = *this; 618 *(object_copy *)dst = *this;
485 619
486 if (is_freed) 620 // maybe move to object_copy?
487 SET_FLAG (dst, FLAG_FREED); 621 dst->kv = kv;
488 622
489 if (is_removed) 623 dst->flag [FLAG_REMOVED] = true;
490 SET_FLAG (dst, FLAG_REMOVED); 624 dst->activate ();
491
492 if (speed < 0)
493 dst->speed_left = speed_left - rndm ();
494
495 /* Copy over key_values, if any. */
496 if (key_values)
497 {
498 key_value *tail = 0;
499 key_value *i;
500
501 dst->key_values = 0;
502
503 for (i = key_values; i; i = i->next)
504 {
505 key_value *new_link = new key_value;
506
507 new_link->next = 0;
508 new_link->key = i->key;
509 new_link->value = i->value;
510
511 /* Try and be clever here, too. */
512 if (!dst->key_values)
513 {
514 dst->key_values = new_link;
515 tail = new_link;
516 }
517 else
518 {
519 tail->next = new_link;
520 tail = new_link;
521 }
522 }
523 }
524
525 dst->set_speed (dst->speed);
526} 625}
527 626
528void 627void
529object::instantiate () 628object::instantiate ()
530{ 629{
531 if (!uuid.seq) // HACK 630 if (!uuid.seq) // HACK
532 uuid = gen_uuid (); 631 uuid = UUID::gen ();
533 632
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
534 speed_left = -0.1f; 637 speed_left = -1.;
638
535 /* 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
536 * 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.
537 * 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
538 * values for the body_used info, so when items are created 642 * values for the body_used info, so when items are created
539 * for it, they can be properly equipped. 643 * for it, they can be properly equipped.
540 */ 644 */
541 memcpy (body_used, body_info, sizeof (body_used)); 645 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
646 slot[i].used = slot[i].info;
542 647
543 attachable::instantiate (); 648 attachable::instantiate ();
544} 649}
545 650
546object * 651object *
547object::clone () 652object::clone ()
548{ 653{
549 object *neu = create (); 654 object *neu = create ();
550 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
551 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);
552} 674}
553 675
554/* 676/*
555 * 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
556 * 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
557 * 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.
558 */ 680 */
559void 681void
560update_turn_face (object *op) 682update_turn_face (object *op)
561{ 683{
562 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 684 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
563 return; 685 return;
564 686
565 SET_ANIMATION (op, op->direction); 687 op->update_anim_frame (op->direction);
566 update_object (op, UP_OBJ_FACE);
567} 688}
568 689
569/* 690/*
570 * 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
571 * 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.
572 * 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.
573 */ 694 */
574void 695void
575object::set_speed (float speed) 696object::set_speed (float speed)
576{ 697{
577 if (flag [FLAG_FREED] && speed)
578 {
579 LOG (llevError, "Object %s is freed but has speed.\n", &name);
580 speed = 0;
581 }
582
583 this->speed = speed; 698 this->speed = speed;
584 699
585 if (has_active_speed ()) 700 if (has_active_speed ())
586 activate (); 701 activate ();
587 else 702 else
588 deactivate (); 703 deactivate ();
589} 704}
590 705
591/* 706/*
592 * update_object() updates the the map. 707 * update_object() updates the map.
593 * It takes into account invisible objects (and represent squares covered 708 * It takes into account invisible objects (and represent squares covered
594 * 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
595 * invisible object, etc...) 710 * invisible object, etc...)
596 * 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
597 * 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
606 * UP_OBJ_FACE: only the objects face has changed. 721 * UP_OBJ_FACE: only the objects face has changed.
607 */ 722 */
608void 723void
609update_object (object *op, int action) 724update_object (object *op, int action)
610{ 725{
611 if (op == NULL) 726 if (!op)
612 { 727 {
613 /* this should never happen */ 728 /* this should never happen */
614 LOG (llevDebug, "update_object() called for NULL object.\n"); 729 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
615 return; 730 return;
616 } 731 }
617 732
618 if (op->env) 733 if (!op->is_on_map ())
619 { 734 {
620 /* Animation is currently handled by client, so nothing 735 /* Animation is currently handled by client, so nothing
621 * to do in this case. 736 * to do in this case.
622 */ 737 */
623 return; 738 return;
624 } 739 }
625
626 /* If the map is saving, don't do anything as everything is
627 * going to get freed anyways.
628 */
629 if (!op->map || op->map->in_memory == MAP_SAVING)
630 return;
631 740
632 /* make sure the object is within map boundaries */ 741 /* make sure the object is within map boundaries */
633 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)
634 { 743 {
635 LOG (llevError, "update_object() called for object out of map!\n"); 744 LOG (llevError, "update_object() called for object out of map!\n");
640 } 749 }
641 750
642 mapspace &m = op->ms (); 751 mapspace &m = op->ms ();
643 752
644 if (!(m.flags_ & P_UPTODATE)) 753 if (!(m.flags_ & P_UPTODATE))
645 /* nop */; 754 m.update_up (); // nothing to do except copy up
646 else if (action == UP_OBJ_INSERT) 755 else if (action == UP_OBJ_INSERT)
647 { 756 {
757#if 0
648 // this is likely overkill, TODO: revisit (schmorp) 758 // this is likely overkill, TODO: revisit (schmorp)
649 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 759 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
650 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 760 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
651 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 761 || (op->is_player () && !(m.flags_ & P_PLAYER))
652 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 762 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
653 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 763 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
654 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 764 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
655 || (m.move_on | op->move_on ) != m.move_on 765 || (m.move_on | op->move_on ) != m.move_on
656 || (m.move_off | op->move_off ) != m.move_off 766 || (m.move_off | op->move_off ) != m.move_off
657 || (m.move_slow | op->move_slow) != m.move_slow 767 || (m.move_slow | op->move_slow) != m.move_slow
658 /* 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
659 * to have move_allow right now. 769 * have move_allow right now.
660 */ 770 */
661 || ((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
662 || 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)
663 m.flags_ = 0; 775 m.invalidate ();
776#endif
664 } 777 }
665 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
666 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
667 * that is being removed. 780 * that is being removed.
668 */ 781 */
669 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
670 m.flags_ = 0; 783 m.invalidate ();
671 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
672 /* Nothing to do for that case */ ; 785 m.update_up (); // nothing to do for that case, except copy up
673 else 786 else
674 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
675 788
676 if (op->more) 789 if (op->more)
677 update_object (op->more, action); 790 update_object (op->more, action);
678} 791}
679 792
680object::object () 793object::object ()
681{ 794{
682 SET_FLAG (this, FLAG_REMOVED); 795 this->set_flag (FLAG_REMOVED);
683 796
684 expmul = 1.0; 797 //expmul = 1.0; declared const for the time being
685 face = blank_face; 798 face = blank_face;
799 material = MATERIAL_NULL;
686} 800}
687 801
688object::~object () 802object::~object ()
689{ 803{
690 unlink (); 804 unlink ();
691 805
692 free_key_values (this); 806 kv.clear ();
693} 807}
694
695static int object_count;
696 808
697void object::link () 809void object::link ()
698{ 810{
699 assert (!index);//D 811 assert (!index);//D
700 uuid = gen_uuid (); 812 uuid = UUID::gen ();
701 count = ++object_count;
702 813
703 refcnt_inc (); 814 refcnt_inc ();
704 objects.insert (this); 815 objects.insert (this);
816
817 ++create_count;
818
705} 819}
706 820
707void object::unlink () 821void object::unlink ()
708{ 822{
709 if (!index) 823 if (!index)
710 return; 824 return;
825
826 ++destroy_count;
711 827
712 objects.erase (this); 828 objects.erase (this);
713 refcnt_dec (); 829 refcnt_dec ();
714} 830}
715 831
719 /* If already on active list, don't do anything */ 835 /* If already on active list, don't do anything */
720 if (active) 836 if (active)
721 return; 837 return;
722 838
723 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
724 actives.insert (this); 844 actives.insert (this);
845 }
725} 846}
726 847
727void 848void
728object::activate_recursive () 849object::activate_recursive ()
729{ 850{
733 op->activate_recursive (); 854 op->activate_recursive ();
734} 855}
735 856
736/* This function removes object 'op' from the list of active 857/* This function removes object 'op' from the list of active
737 * objects. 858 * objects.
738 * This should only be used for style maps or other such 859 * This should only be used for style maps or other such
739 * 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
740 * in play chewing up cpu time getting processed. 861 * in play chewing up cpu time getting processed.
741 * The reverse of this is to call update_ob_speed, which 862 * The reverse of this is to call update_ob_speed, which
742 * 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.
743 */ 864 */
778object::destroy_inv (bool drop_to_ground) 899object::destroy_inv (bool drop_to_ground)
779{ 900{
780 // need to check first, because the checks below might segfault 901 // need to check first, because the checks below might segfault
781 // as we might be on an invalid mapspace and crossfire code 902 // as we might be on an invalid mapspace and crossfire code
782 // is too buggy to ensure that the inventory is empty. 903 // is too buggy to ensure that the inventory is empty.
783 // corollary: if you create arrows etc. with stuff in tis inventory, 904 // corollary: if you create arrows etc. with stuff in its inventory,
784 // cf will crash below with off-map x and y 905 // cf will crash below with off-map x and y
785 if (!inv) 906 if (!inv)
786 return; 907 return;
787 908
788 /* Only if the space blocks everything do we not process - 909 /* Only if the space blocks everything do we not process -
789 * if some form of movement is allowed, let objects 910 * if some form of movement is allowed, let objects
790 * drop on that space. 911 * drop on that space.
791 */ 912 */
792 if (!drop_to_ground 913 if (!drop_to_ground
793 || !map 914 || !map
794 || map->in_memory != MAP_IN_MEMORY 915 || !map->linkable ()
795 || map->nodrop 916 || map->no_drop
796 || ms ().move_block == MOVE_ALL) 917 || ms ().move_block == MOVE_ALL)
797 { 918 {
798 while (inv) 919 while (inv)
799 {
800 inv->destroy_inv (drop_to_ground);
801 inv->destroy (); 920 inv->destroy ();
802 }
803 } 921 }
804 else 922 else
805 { /* Put objects in inventory onto this space */ 923 { /* Put objects in inventory onto this space */
806 while (inv) 924 while (inv)
807 { 925 {
818 map->insert (op, x, y); 936 map->insert (op, x, y);
819 } 937 }
820 } 938 }
821} 939}
822 940
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 *
823object *object::create () 978object::create ()
824{ 979{
825 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
826 op->link (); 1002 op->link ();
1003
827 return op; 1004 return op;
828} 1005}
829 1006
830void 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
831object::do_destroy () 1023object::do_destroy ()
832{ 1024{
1025 if (flag [FLAG_IS_LINKED])
1026 remove_link ();
1027
1028 if (flag [FLAG_FRIENDLY])
1029 remove_friendly_object (this);
1030
1031 remove ();
1032
833 attachable::do_destroy (); 1033 attachable::do_destroy ();
834
835 if (flag [FLAG_IS_LINKED])
836 remove_button_link (this);
837
838 if (flag [FLAG_FRIENDLY])
839 {
840 remove_friendly_object (this);
841
842 if (type == GOLEM
843 && owner
844 && owner->type == PLAYER
845 && owner->contr->ranges[range_golem] == this)
846 owner->contr->ranges[range_golem] = 0;
847 }
848
849 if (!flag [FLAG_REMOVED])
850 remove ();
851
852 destroy_inv (true);
853 1034
854 deactivate (); 1035 deactivate ();
855 unlink (); 1036 unlink ();
856 1037
857 flag [FLAG_FREED] = 1; 1038 flag [FLAG_FREED] = 1;
858 1039
859 // hack to ensure that freed objects still have a valid map 1040 // hack to ensure that freed objects still have a valid map
860 {
861 static maptile *freed_map; // freed objects are moved here to avoid crashes
862
863 if (!freed_map)
864 {
865 freed_map = new maptile;
866
867 freed_map->name = "/internal/freed_objects_map";
868 freed_map->width = 3;
869 freed_map->height = 3;
870
871 freed_map->alloc ();
872 freed_map->in_memory = MAP_IN_MEMORY;
873 }
874
875 map = freed_map; 1041 map = &freed_map;
876 x = 1; 1042 x = 1;
877 y = 1; 1043 y = 1;
878 }
879
880 head = 0;
881 1044
882 if (more) 1045 if (more)
883 { 1046 {
884 more->destroy (); 1047 more->destroy ();
885 more = 0; 1048 more = 0;
886 } 1049 }
887 1050
1051 head = 0;
1052
888 // clear those pointers that likely might have circular references to us 1053 // clear those pointers that likely might cause circular references
889 owner = 0; 1054 owner = 0;
890 enemy = 0; 1055 enemy = 0;
891 attacked_by = 0; 1056 attacked_by = 0;
1057 current_weapon = 0;
892} 1058}
893 1059
894void 1060void
895object::destroy (bool destroy_inventory) 1061object::destroy ()
896{ 1062{
897 if (destroyed ()) 1063 if (destroyed ())
898 return; 1064 return;
899 1065
900 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
901 destroy_inv (false); 1073 destroy_inv_fast ();
1074
1075 if (is_head ())
1076 if (sound_destroy)
1077 play_sound (sound_destroy);
1078 else if (flag [FLAG_MONSTER])
1079 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
902 1080
903 attachable::destroy (); 1081 attachable::destroy ();
904}
905
906/*
907 * sub_weight() recursively (outwards) subtracts a number from the
908 * weight of an object (and what is carried by it's environment(s)).
909 */
910void
911sub_weight (object *op, signed long weight)
912{
913 while (op != NULL)
914 {
915 if (op->type == CONTAINER)
916 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
917
918 op->carrying -= weight;
919 op = op->env;
920 }
921} 1082}
922 1083
923/* op->remove (): 1084/* op->remove ():
924 * 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
925 * 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
928 * the previous environment. 1089 * the previous environment.
929 */ 1090 */
930void 1091void
931object::do_remove () 1092object::do_remove ()
932{ 1093{
933 object *tmp, *last = 0; 1094 if (flag [FLAG_REMOVED])
934 object *otmp;
935
936 if (QUERY_FLAG (this, FLAG_REMOVED))
937 return; 1095 return;
938 1096
939 SET_FLAG (this, FLAG_REMOVED);
940 INVOKE_OBJECT (REMOVE, this); 1097 INVOKE_OBJECT (REMOVE, this);
1098
1099 flag [FLAG_REMOVED] = true;
941 1100
942 if (more) 1101 if (more)
943 more->remove (); 1102 more->remove ();
944 1103
945 /* 1104 /*
946 * In this case, the object to be removed is in someones 1105 * In this case, the object to be removed is in someones
947 * inventory. 1106 * inventory.
948 */ 1107 */
949 if (env) 1108 if (env)
950 { 1109 {
951 if (nrof) 1110 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
952 sub_weight (env, weight * nrof); 1111 if (object *pl = visible_to ())
953 else 1112 esrv_del_item (pl->contr, count);
954 sub_weight (env, weight + carrying); 1113 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
955 1114
956 /* NO_FIX_PLAYER is set when a great many changes are being 1115 adjust_weight (env, total_weight (), 0);
957 * made to players inventory. If set, avoiding the call
958 * to save cpu time.
959 */
960 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
961 otmp->update_stats ();
962 1116
963 if (above) 1117 object *pl = in_player ();
964 above->below = below;
965 else
966 env->inv = below;
967
968 if (below)
969 below->above = above;
970 1118
971 /* we set up values so that it could be inserted into 1119 /* we set up values so that it could be inserted into
972 * 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
973 * to the caller to decide what we want to do. 1121 * to the caller to decide what we want to do.
974 */ 1122 */
975 x = env->x, y = env->y;
976 map = env->map; 1123 map = env->map;
977 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;
978 env = 0; 1133 env = 0;
1134
1135 if (pl && pl->is_player ())
1136 {
1137 if (ecb_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 (ecb_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 (ecb_expect_false (glow_radius) && pl->is_on_map ())
1154 update_all_los (pl->map, pl->x, pl->y);
1155 }
979 } 1156 }
980 else if (map) 1157 else if (map)
981 { 1158 {
982 if (type == PLAYER)
983 {
984 // leaving a spot always closes any open container on the ground
985 if (container && !container->env)
986 // this causes spurious floorbox updates, but it ensures
987 // that the CLOSE event is being sent.
988 close_container ();
989
990 --map->players;
991 map->touch ();
992 }
993
994 map->dirty = true; 1159 map->dirty = true;
995 mapspace &ms = this->ms (); 1160 mapspace &ms = this->ms ();
996 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
997 /* link the object above us */ 1187 /* link the object above us */
998 if (above) 1188 // re-link, make sure compiler can easily use cmove
999 above->below = below; 1189 *(above ? &above->below : &ms.top) = below;
1000 else 1190 *(below ? &below->above : &ms.bot) = above;
1001 ms.top = below; /* we were top, set new top */
1002
1003 /* Relink the object below us, if there is one */
1004 if (below)
1005 below->above = above;
1006 else
1007 {
1008 /* Nothing below, which means we need to relink map object for this space
1009 * use translated coordinates in case some oddness with map tiling is
1010 * evident
1011 */
1012 if (GET_MAP_OB (map, x, y) != this)
1013 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 ());
1014
1015 ms.bot = above; /* goes on above it. */
1016 }
1017 1191
1018 above = 0; 1192 above = 0;
1019 below = 0; 1193 below = 0;
1020 1194
1021 if (map->in_memory == MAP_SAVING) 1195 ms.invalidate ();
1022 return;
1023 1196
1024 int check_walk_off = !flag [FLAG_NO_APPLY]; 1197 int check_walk_off = !flag [FLAG_NO_APPLY];
1025 1198
1026 for (tmp = ms.bot; tmp; tmp = tmp->above) 1199 if (object *pl = ms.player ())
1027 { 1200 {
1028 /* No point updating the players look faces if he is the object 1201 if (pl->container_ () == this)
1029 * being removed.
1030 */
1031
1032 if (tmp->type == PLAYER && tmp != this)
1033 {
1034 /* If a container that the player is currently using somehow gets 1202 /* If a container that the player is currently using somehow gets
1035 * removed (most likely destroyed), update the player view 1203 * removed (most likely destroyed), update the player view
1036 * appropriately. 1204 * appropriately.
1037 */ 1205 */
1038 if (tmp->container == this) 1206 pl->close_container ();
1039 {
1040 flag [FLAG_APPLIED] = 0;
1041 tmp->container = 0;
1042 }
1043 1207
1208 //TODO: the floorbox prev/next might need updating
1209 //esrv_del_item (pl->contr, count);
1210 //TODO: update floorbox to preserve ordering
1044 if (tmp->contr->ns) 1211 if (pl->contr->ns)
1045 tmp->contr->ns->floorbox_update (); 1212 pl->contr->ns->floorbox_update ();
1213 }
1214
1215 if (check_walk_off)
1216 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1217 {
1218 above = tmp->above;
1219
1220 /* No point updating the players look faces if he is the object
1221 * being removed.
1046 } 1222 */
1047 1223
1048 /* See if object moving off should effect something */ 1224 /* See if object moving off should effect something */
1049 if (check_walk_off
1050 && ((move_type & tmp->move_off) 1225 if ((move_type & tmp->move_off)
1051 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1226 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1052 {
1053 move_apply (tmp, this, 0); 1227 move_apply (tmp, this, 0);
1054
1055 if (destroyed ())
1056 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1057 } 1228 }
1058 1229
1059 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1230 if (affects_los ())
1060 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1061 if (tmp->above == tmp)
1062 tmp->above = 0;
1063
1064 last = tmp;
1065 }
1066
1067 /* last == NULL if there are no objects on this space */
1068 //TODO: this makes little sense, why only update the topmost object?
1069 if (!last)
1070 map->at (x, y).flags_ = 0;
1071 else
1072 update_object (last, UP_OBJ_REMOVE);
1073
1074 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1075 update_all_los (map, x, y); 1231 update_all_los (map, x, y);
1076 } 1232 }
1077} 1233}
1078 1234
1079/* 1235/*
1088merge_ob (object *op, object *top) 1244merge_ob (object *op, object *top)
1089{ 1245{
1090 if (!op->nrof) 1246 if (!op->nrof)
1091 return 0; 1247 return 0;
1092 1248
1093 if (top) 1249 if (!top)
1094 for (top = op; top && top->above; top = top->above) 1250 for (top = op; top && top->above; top = top->above)
1095 ; 1251 ;
1096 1252
1097 for (; top; top = top->below) 1253 for (; top; top = top->below)
1098 {
1099 if (top == op)
1100 continue;
1101
1102 if (object::can_merge (op, top)) 1254 if (object::can_merge (op, top))
1103 { 1255 {
1104 top->nrof += op->nrof; 1256 top->nrof += op->nrof;
1105 1257
1106/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1258 if (object *pl = top->visible_to ())
1107 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
1108 op->destroy (); 1264 op->destroy ();
1265
1109 return top; 1266 return top;
1110 } 1267 }
1111 }
1112 1268
1113 return 0; 1269 return 0;
1270}
1271
1272void
1273object::expand_tail ()
1274{
1275 if (more)
1276 return;
1277
1278 object *prev = this;
1279
1280 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1281 {
1282 object *op = at->instance ();
1283
1284 op->name = name;
1285 op->name_pl = name_pl;
1286 op->title = title;
1287
1288 op->head = this;
1289 prev->more = op;
1290
1291 prev = op;
1292 }
1114} 1293}
1115 1294
1116/* 1295/*
1117 * same as insert_ob_in_map except it handles separate coordinates and does a clean 1296 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1118 * job preparing multi-part monsters. 1297 * job preparing multi-part monsters.
1119 */ 1298 */
1120object * 1299object *
1121insert_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)
1122{ 1301{
1302 op->remove ();
1303
1123 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1304 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1124 { 1305 {
1125 tmp->x = x + tmp->arch->clone.x; 1306 tmp->x = x + tmp->arch->x;
1126 tmp->y = y + tmp->arch->clone.y; 1307 tmp->y = y + tmp->arch->y;
1127 } 1308 }
1128 1309
1129 return insert_ob_in_map (op, m, originator, flag); 1310 return insert_ob_in_map (op, m, originator, flag);
1130} 1311}
1131 1312
1144 * 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
1145 * to be set if special handling is needed. 1326 * to be set if special handling is needed.
1146 * 1327 *
1147 * Return value: 1328 * Return value:
1148 * new object if 'op' was merged with other object 1329 * new object if 'op' was merged with other object
1149 * NULL if 'op' was destroyed 1330 * NULL if there was an error (destroyed, blocked etc.)
1150 * just 'op' otherwise 1331 * just 'op' otherwise
1151 */ 1332 */
1152object * 1333object *
1153insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1334insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1154{ 1335{
1155 object *tmp, *top, *floor = NULL;
1156
1157 if (QUERY_FLAG (op, FLAG_FREED))
1158 {
1159 LOG (llevError, "Trying to insert freed object!\n");
1160 return NULL;
1161 }
1162
1163 if (!QUERY_FLAG (op, FLAG_REMOVED))
1164 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1165
1166 op->remove (); 1336 op->remove ();
1167 1337
1168 if (!m) 1338 if (m == &freed_map)//D TODO: remove soon
1169 { 1339 {//D
1170 char *dump = dump_object (op); 1340 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1171 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1172 free (dump);
1173 return op;
1174 } 1341 }//D
1175
1176 if (out_of_map (m, op->x, op->y))
1177 {
1178 char *dump = dump_object (op);
1179 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1180#ifdef MANY_CORES
1181 /* Better to catch this here, as otherwise the next use of this object
1182 * is likely to cause a crash. Better to find out where it is getting
1183 * improperly inserted.
1184 */
1185 abort ();
1186#endif
1187 free (dump);
1188 return op;
1189 }
1190
1191 if (object *more = op->more)
1192 {
1193 if (!insert_ob_in_map (more, m, originator, flag))
1194 {
1195 if (!op->head)
1196 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1197
1198 return 0;
1199 }
1200 }
1201
1202 CLEAR_FLAG (op, FLAG_REMOVED);
1203 1342
1204 /* Ideally, the caller figures this out. However, it complicates a lot 1343 /* Ideally, the caller figures this out. However, it complicates a lot
1205 * 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
1206 * need extra work 1345 * need extra work
1207 */ 1346 */
1347 maptile *newmap = m;
1208 if (!xy_normalise (m, op->x, op->y)) 1348 if (!xy_normalise (newmap, op->x, op->y))
1349 {
1350 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1209 return 0; 1351 return 0;
1352 }
1210 1353
1354 if (object *more = op->more)
1355 if (!insert_ob_in_map (more, m, originator, flag))
1356 return 0;
1357
1358 op->flag [FLAG_REMOVED] = false;
1359 op->env = 0;
1211 op->map = m; 1360 op->map = newmap;
1361
1212 mapspace &ms = op->ms (); 1362 mapspace &ms = op->ms ();
1213 1363
1214 /* this has to be done after we translate the coordinates. 1364 /* this has to be done after we translate the coordinates.
1215 */ 1365 */
1216 if (op->nrof && !(flag & INS_NO_MERGE)) 1366 if (op->nrof && !(flag & INS_NO_MERGE))
1217 for (tmp = ms.bot; tmp; tmp = tmp->above) 1367 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1218 if (object::can_merge (op, tmp)) 1368 if (object::can_merge (op, tmp))
1219 { 1369 {
1370 // TODO: we actually want to update tmp, not op,
1371 // but some caller surely breaks when we return tmp
1372 // from here :/
1220 op->nrof += tmp->nrof; 1373 op->nrof += tmp->nrof;
1221 tmp->destroy (); 1374 tmp->destroy ();
1222 } 1375 }
1223 1376
1224 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 */
1225 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1378 op->clr_flag (FLAG_INV_LOCKED);
1226 1379
1227 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1380 if (!op->flag [FLAG_ALIVE])
1228 CLEAR_FLAG (op, FLAG_NO_STEAL); 1381 op->clr_flag (FLAG_NO_STEAL);
1229 1382
1230 if (flag & INS_BELOW_ORIGINATOR) 1383 if (flag & INS_BELOW_ORIGINATOR)
1231 { 1384 {
1232 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)
1233 { 1386 {
1234 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");
1235 abort (); 1388 abort ();
1236 } 1389 }
1237 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
1238 op->above = originator; 1398 op->above = originator;
1239 op->below = originator->below; 1399 op->below = originator->below;
1240
1241 if (op->below)
1242 op->below->above = op;
1243 else
1244 ms.bot = op;
1245
1246 /* since *below* originator, no need to update top */
1247 originator->below = op; 1400 originator->below = op;
1401
1402 *(op->below ? &op->below->above : &ms.bot) = op;
1248 } 1403 }
1249 else 1404 else
1250 { 1405 {
1251 top = ms.bot; 1406 object *floor = 0;
1407 object *top = ms.top;
1252 1408
1253 /* If there are other objects, then */ 1409 /* If there are other objects, then */
1254 if ((!(flag & INS_MAP_LOAD)) && top) 1410 if (top)
1255 { 1411 {
1256 object *last = 0;
1257
1258 /* 1412 /*
1259 * 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.
1260 * We've already dealt with merging if appropriate. 1414 * We've already dealt with merging if appropriate.
1261 * 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
1262 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1416 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1263 * floor, we want to insert above that and no further. 1417 * floor, we want to insert above that and no further.
1264 * 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
1265 * 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
1266 * 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
1267 * 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
1268 * that flying non pickable objects are spell objects. 1422 * that flying non pickable objects are spell objects.
1269 */ 1423 */
1270 for (top = ms.bot; top; top = top->above) 1424 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1271 { 1425 {
1272 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])
1273 floor = top; 1427 floor = tmp;
1274 1428
1275 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])
1276 { 1430 {
1277 /* We insert above top, so we want this object below this */ 1431 /* We insert above top, so we want this object below this */
1278 top = top->below; 1432 top = tmp->below;
1279 break; 1433 break;
1280 } 1434 }
1281 1435
1282 last = top; 1436 top = tmp;
1283 } 1437 }
1284
1285 /* Don't want top to be NULL, so set it to the last valid object */
1286 top = last;
1287 1438
1288 /* We let update_position deal with figuring out what the space 1439 /* We let update_position deal with figuring out what the space
1289 * looks like instead of lots of conditions here. 1440 * looks like instead of lots of conditions here.
1290 * makes things faster, and effectively the same result. 1441 * makes things faster, and effectively the same result.
1291 */ 1442 */
1292 1443
1293 /* Have object 'fall below' other objects that block view. 1444 /* Have object 'fall below' other objects that block view.
1294 * Unless those objects are exits, type 66 1445 * Unless those objects are exits.
1295 * If INS_ON_TOP is used, don't do this processing 1446 * If INS_ON_TOP is used, don't do this processing
1296 * Need to find the object that in fact blocks view, otherwise 1447 * Need to find the object that in fact blocks view, otherwise
1297 * stacking is a bit odd. 1448 * stacking is a bit odd.
1298 */ 1449 */
1299 if (!(flag & INS_ON_TOP) 1450 if (!(flag & INS_ON_TOP)
1300 && ms.flags () & P_BLOCKSVIEW 1451 && ms.flags () & P_BLOCKSVIEW
1301 && (op->face && !op->face->visibility)) 1452 && (op->face && !faces [op->face].visibility))
1302 { 1453 {
1454 object *last;
1455
1303 for (last = top; last != floor; last = last->below) 1456 for (last = top; last != floor; last = last->below)
1304 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1457 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1305 break; 1458 break;
1306 1459
1307 /* Check to see if we found the object that blocks view, 1460 /* Check to see if we found the object that blocks view,
1308 * 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
1309 * we can get inserted below this one, which requires we 1462 * we can get inserted below this one, which requires we
1312 if (last && last->below && last != floor) 1465 if (last && last->below && last != floor)
1313 top = last->below; 1466 top = last->below;
1314 } 1467 }
1315 } /* If objects on this space */ 1468 } /* If objects on this space */
1316 1469
1317 if (flag & INS_MAP_LOAD)
1318 top = ms.top;
1319
1320 if (flag & INS_ABOVE_FLOOR_ONLY) 1470 if (flag & INS_ABOVE_FLOOR_ONLY)
1321 top = floor; 1471 top = floor;
1322 1472
1323 /* 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
1324 */
1325
1326 /* First object on this space */
1327 if (!top) 1474 if (!top)
1328 { 1475 {
1476 op->below = 0;
1329 op->above = ms.bot; 1477 op->above = ms.bot;
1330
1331 if (op->above)
1332 op->above->below = op;
1333
1334 op->below = 0;
1335 ms.bot = op; 1478 ms.bot = op;
1479
1480 *(op->above ? &op->above->below : &ms.top) = op;
1336 } 1481 }
1337 else 1482 else
1338 { /* get inserted into the stack above top */ 1483 {
1339 op->above = top->above; 1484 op->above = top->above;
1340
1341 if (op->above)
1342 op->above->below = op; 1485 top->above = op;
1343 1486
1344 op->below = top; 1487 op->below = top;
1345 top->above = op; 1488 *(op->above ? &op->above->below : &ms.top) = op;
1346 } 1489 }
1490 }
1347 1491
1348 if (!op->above) 1492 if (op->is_player ())
1349 ms.top = op;
1350 } /* else not INS_BELOW_ORIGINATOR */
1351
1352 if (op->type == PLAYER)
1353 { 1493 {
1354 op->contr->do_los = 1; 1494 op->contr->do_los = 1;
1355 ++op->map->players; 1495 ++op->map->players;
1356 op->map->touch (); 1496 op->map->touch ();
1357 } 1497 }
1358 1498
1359 op->map->dirty = true; 1499 op->map->dirty = true;
1360 1500
1361 /* If we have a floor, we know the player, if any, will be above
1362 * it, so save a few ticks and start from there.
1363 */
1364 if (!(flag & INS_MAP_LOAD))
1365 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
1366 if (pl->contr->ns) 1505 if (pl->contr->ns)
1367 pl->contr->ns->floorbox_update (); 1506 pl->contr->ns->floorbox_update ();
1368 1507
1369 /* If this object glows, it may affect lighting conditions that are 1508 /* If this object glows, it may affect lighting conditions that are
1370 * 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
1371 * 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
1372 * on the map will get recalculated. The players could very well 1511 * on the map will get recalculated. The players could very well
1373 * 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 -
1374 * this should get redone to only look for players within range, 1513 * this should get redone to only look for players within range,
1375 * or just updating the P_UPTODATE for spaces within this area 1514 * or just updating the P_UPTODATE for spaces within this area
1376 * of effect may be sufficient. 1515 * of effect may be sufficient.
1377 */ 1516 */
1378 if (op->map->darkness && (op->glow_radius != 0)) 1517 if (op->affects_los ())
1518 {
1519 op->ms ().invalidate ();
1379 update_all_los (op->map, op->x, op->y); 1520 update_all_los (op->map, op->x, op->y);
1521 }
1380 1522
1381 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1523 /* updates flags (blocked, alive, no magic, etc) for this map space */
1382 update_object (op, UP_OBJ_INSERT); 1524 update_object (op, UP_OBJ_INSERT);
1383 1525
1384 INVOKE_OBJECT (INSERT, op); 1526 INVOKE_OBJECT (INSERT, op);
1391 * blocked() and wall() work properly), and these flags are updated by 1533 * blocked() and wall() work properly), and these flags are updated by
1392 * update_object(). 1534 * update_object().
1393 */ 1535 */
1394 1536
1395 /* 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 */
1396 if (!(flag & INS_NO_WALK_ON) && !op->head) 1538 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1397 { 1539 {
1398 if (check_move_on (op, originator)) 1540 if (check_move_on (op, originator, flag))
1399 return 0; 1541 return 0;
1400 1542
1401 /* 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
1402 * walk on's. 1544 * walk on's.
1403 */ 1545 */
1404 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1546 for (object *tmp = op->more; tmp; tmp = tmp->more)
1405 if (check_move_on (tmp, originator)) 1547 if (check_move_on (tmp, originator, flag))
1406 return 0; 1548 return 0;
1407 } 1549 }
1408 1550
1409 return op; 1551 return op;
1410} 1552}
1411 1553
1412/* this function inserts an object in the map, but if it 1554/* this function inserts an object in the map, but if it
1413 * 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.
1414 * 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.
1415 */ 1557 */
1416void 1558void
1417replace_insert_ob_in_map (const char *arch_string, object *op) 1559replace_insert_ob_in_map (shstr_tmp archname, object *op)
1418{ 1560{
1419 object *tmp, *tmp1;
1420
1421 /* first search for itself and remove any old instances */ 1561 /* first search for itself and remove any old instances */
1422 1562
1423 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1563 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1424 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1564 if (tmp->arch->archname == archname) /* same archetype */
1425 tmp->destroy (); 1565 tmp->destroy ();
1426 1566
1427 tmp1 = arch_to_object (archetype::find (arch_string)); 1567 object *tmp = archetype::find (archname)->instance ();
1428 1568
1429 tmp1->x = op->x; 1569 tmp->x = op->x;
1430 tmp1->y = op->y; 1570 tmp->y = op->y;
1571
1431 insert_ob_in_map (tmp1, op->map, op, 0); 1572 insert_ob_in_map (tmp, op->map, op, 0);
1432} 1573}
1433 1574
1434// XXX: function not returning object*
1435object * 1575object *
1436object::insert_at (object *where, object *originator, int flags) 1576object::insert_at (object *where, object *originator, int flags)
1437{ 1577{
1578 if (where->env)
1579 return where->env->insert (this);
1580 else
1438 where->map->insert (this, where->x, where->y, originator, flags); 1581 return where->map->insert (this, where->x, where->y, originator, flags);
1439} 1582}
1440 1583
1441/* 1584// check whether we can put this into the map, respect max_volume, max_items
1442 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1585bool
1443 * is returned contains nr objects, and the remaining parts contains 1586object::can_drop_at (maptile *m, int x, int y, object *originator)
1444 * the rest (or is removed and freed if that number is 0).
1445 * On failure, NULL is returned, and the reason put into the
1446 * global static errmsg array.
1447 */
1448object *
1449get_split_ob (object *orig_ob, uint32 nr)
1450{ 1587{
1451 object *newob; 1588 mapspace &ms = m->at (x, y);
1452 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1453 1589
1454 if (orig_ob->nrof < nr) 1590 int items = ms.items ();
1455 {
1456 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1457 return NULL;
1458 }
1459 1591
1460 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;
1461 1596
1462 if ((orig_ob->nrof -= nr) < 1) 1597 if (originator)
1463 orig_ob->destroy (1); 1598 originator->failmsgf (
1464 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.>",
1465 { 1600 query_name ()
1466 if (orig_ob->env != NULL) 1601 );
1467 sub_weight (orig_ob->env, orig_ob->weight * nr);
1468 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1469 {
1470 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1471 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1472 return NULL;
1473 }
1474 }
1475 1602
1476 newob->nrof = nr; 1603 return false;
1477
1478 return newob;
1479} 1604}
1480 1605
1481/* 1606/*
1482 * decrease_ob_nr(object, number) decreases a specified number from 1607 * decrease(object, number) decreases a specified number from
1483 * 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
1484 * is subsequently removed and freed. 1609 * is subsequently removed and freed.
1485 * 1610 *
1486 * 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
1487 */ 1612 */
1613bool
1614object::decrease (sint32 nr)
1615{
1616 if (!nr)
1617 return true;
1488 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 */
1489object * 1647object *
1490decrease_ob_nr (object *op, uint32 i) 1648object::split (sint32 nr)
1491{ 1649{
1492 object *tmp; 1650 int have = number_of ();
1493 1651
1494 if (i == 0) /* objects with op->nrof require this check */ 1652 if (have < nr)
1495 return op; 1653 return 0;
1496 1654 else if (have == nr)
1497 if (i > op->nrof)
1498 i = op->nrof;
1499
1500 if (QUERY_FLAG (op, FLAG_REMOVED))
1501 op->nrof -= i;
1502 else if (op->env)
1503 { 1655 {
1504 /* is this object in the players inventory, or sub container
1505 * therein?
1506 */
1507 tmp = op->in_player ();
1508 /* nope. Is this a container the player has opened?
1509 * If so, set tmp to that player.
1510 * IMO, searching through all the players will mostly
1511 * likely be quicker than following op->env to the map,
1512 * and then searching the map for a player.
1513 */
1514 if (!tmp)
1515 for_all_players (pl)
1516 if (pl->ob->container == op->env)
1517 {
1518 tmp = pl->ob;
1519 break;
1520 }
1521
1522 if (i < op->nrof)
1523 {
1524 sub_weight (op->env, op->weight * i);
1525 op->nrof -= i;
1526 if (tmp)
1527 esrv_send_item (tmp, op);
1528 }
1529 else
1530 {
1531 op->remove (); 1656 remove ();
1532 op->nrof = 0; 1657 return this;
1533 if (tmp)
1534 esrv_del_item (tmp->contr, op->count);
1535 }
1536 } 1658 }
1537 else 1659 else
1538 { 1660 {
1539 object *above = op->above; 1661 decrease (nr);
1540 1662
1541 if (i < op->nrof) 1663 object *op = deep_clone ();
1542 op->nrof -= i; 1664 op->nrof = nr;
1543 else
1544 {
1545 op->remove ();
1546 op->nrof = 0;
1547 }
1548
1549 /* Since we just removed op, op->above is null */
1550 for (tmp = above; tmp; tmp = tmp->above)
1551 if (tmp->type == PLAYER)
1552 {
1553 if (op->nrof)
1554 esrv_send_item (tmp, op);
1555 else
1556 esrv_del_item (tmp->contr, op->count);
1557 }
1558 }
1559
1560 if (op->nrof)
1561 return op; 1665 return op;
1562 else
1563 {
1564 op->destroy ();
1565 return 0;
1566 }
1567}
1568
1569/*
1570 * add_weight(object, weight) adds the specified weight to an object,
1571 * and also updates how much the environment(s) is/are carrying.
1572 */
1573
1574void
1575add_weight (object *op, signed long weight)
1576{
1577 while (op != NULL)
1578 {
1579 if (op->type == CONTAINER)
1580 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1581
1582 op->carrying += weight;
1583 op = op->env;
1584 } 1666 }
1585} 1667}
1586 1668
1587object * 1669object *
1588insert_ob_in_ob (object *op, object *where) 1670insert_ob_in_ob (object *op, object *where)
1593 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1675 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1594 free (dump); 1676 free (dump);
1595 return op; 1677 return op;
1596 } 1678 }
1597 1679
1598 if (where->head) 1680 if (where->head_ () != where)
1599 { 1681 {
1600 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1682 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1601 where = where->head; 1683 where = where->head;
1602 } 1684 }
1603 1685
1604 return where->insert (op); 1686 return where->insert (op);
1605} 1687}
1607/* 1689/*
1608 * env->insert (op) 1690 * env->insert (op)
1609 * This function inserts the object op in the linked list 1691 * This function inserts the object op in the linked list
1610 * inside the object environment. 1692 * inside the object environment.
1611 * 1693 *
1612 * 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
1613 * be != op, if items are merged. -Tero 1695 * be != op, if items are merged. -Tero
1614 */ 1696 */
1615
1616object * 1697object *
1617object::insert (object *op) 1698object::insert (object *op)
1618{ 1699{
1619 object *tmp, *otmp;
1620
1621 if (!QUERY_FLAG (op, FLAG_REMOVED))
1622 op->remove ();
1623
1624 if (op->more) 1700 if (op->more)
1625 { 1701 {
1626 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);
1627 return op; 1703 return op;
1628 } 1704 }
1629 1705
1630 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1706 op->remove ();
1631 CLEAR_FLAG (op, FLAG_REMOVED); 1707
1708 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1709
1632 if (op->nrof) 1710 if (op->nrof)
1633 {
1634 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1711 for (object *tmp = inv; tmp; tmp = tmp->below)
1635 if (object::can_merge (tmp, op)) 1712 if (object::can_merge (tmp, op))
1636 { 1713 {
1637 /* return the original object and remove inserted object 1714 /* return the original object and remove inserted object
1638 (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
1639 tmp->nrof += op->nrof; 1720 tmp->nrof += op->nrof;
1640 /* Weight handling gets pretty funky. Since we are adding to 1721
1641 * tmp->nrof, we need to increase the weight. 1722 if (object *pl = tmp->visible_to ())
1642 */ 1723 esrv_update_item (UPD_NROF, pl, tmp);
1724
1643 add_weight (this, op->weight * op->nrof); 1725 adjust_weight (this, oweight, weight_t (tmp->weight) * tmp->nrof);
1644 SET_FLAG (op, FLAG_REMOVED); 1726
1645 op->destroy (); /* free the inserted object */ 1727 op->destroy ();
1646 op = tmp; 1728 op = tmp;
1647 op->remove (); /* and fix old object's links */ 1729 goto inserted;
1648 CLEAR_FLAG (op, FLAG_REMOVED);
1649 break;
1650 } 1730 }
1651 1731
1652 /* I assume combined objects have no inventory 1732 op->owner = 0; // it's his/hers now. period.
1653 * We add the weight - this object could have just been removed
1654 * (if it was possible to merge). calling remove_ob will subtract
1655 * the weight, so we need to add it in again, since we actually do
1656 * the linking below
1657 */
1658 add_weight (this, op->weight * op->nrof);
1659 }
1660 else
1661 add_weight (this, (op->weight + op->carrying));
1662
1663 otmp = this->in_player ();
1664 if (otmp && otmp->contr)
1665 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1666 otmp->update_stats ();
1667
1668 op->map = 0; 1733 op->map = 0;
1669 op->env = this; 1734 op->x = 0;
1735 op->y = 0;
1736
1670 op->above = 0; 1737 op->above = 0;
1671 op->below = 0; 1738 op->below = inv;
1672 op->x = 0, op->y = 0; 1739 op->env = this;
1673 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:
1674 /* 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 */
1675 if ((op->glow_radius != 0) && map) 1755 if (op->glow_radius && is_on_map ())
1676 { 1756 {
1677#ifdef DEBUG_LIGHTS 1757 update_stats ();
1678 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1679#endif /* DEBUG_LIGHTS */
1680 if (map->darkness)
1681 update_all_los (map, x, y); 1758 update_all_los (map, x, y);
1682 }
1683
1684 /* Client has no idea of ordering so lets not bother ordering it here.
1685 * It sure simplifies this function...
1686 */
1687 if (!inv)
1688 inv = op;
1689 else
1690 { 1759 }
1691 op->below = inv; 1760 else if (is_player ())
1692 op->below->above = op; 1761 // if this is a player's inventory, update stats
1693 inv = op; 1762 contr->queue_stats_update ();
1694 }
1695 1763
1696 INVOKE_OBJECT (INSERT, this); 1764 INVOKE_OBJECT (INSERT, this);
1697 1765
1698 return op; 1766 return op;
1699} 1767}
1717 * 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
1718 * 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
1719 * on top. 1787 * on top.
1720 */ 1788 */
1721int 1789int
1722check_move_on (object *op, object *originator) 1790check_move_on (object *op, object *originator, int flags)
1723{ 1791{
1792 if (op->flag [FLAG_NO_APPLY])
1793 return 0;
1794
1724 object *tmp; 1795 object *tmp;
1725 maptile *m = op->map; 1796 maptile *m = op->map;
1726 int x = op->x, y = op->y; 1797 int x = op->x, y = op->y;
1727 1798
1728 MoveType move_on, move_slow, move_block; 1799 mapspace &ms = m->at (x, y);
1729 1800
1730 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1801 ms.update ();
1731 return 0;
1732 1802
1733 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1803 MoveType move_on = ms.move_on;
1734 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1804 MoveType move_slow = ms.move_slow;
1735 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1805 MoveType move_block = ms.move_block;
1736 1806
1737 /* 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,
1738 * 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
1739 * 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
1740 * as walking. 1810 * as walking.
1749 */ 1819 */
1750 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)
1751 return 0; 1821 return 0;
1752 1822
1753 /* The objects have to be checked from top to bottom. 1823 /* The objects have to be checked from top to bottom.
1754 * Hence, we first go to the top: 1824 * Hence, we first go to the top:
1755 */ 1825 */
1756 1826 for (object *next, *tmp = ms.top; tmp; tmp = next)
1757 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1758 {
1759 /* Trim the search when we find the first other spell effect
1760 * this helps performance so that if a space has 50 spell objects,
1761 * we don't need to check all of them.
1762 */
1763 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1764 break;
1765 } 1827 {
1828 next = tmp->below;
1766 1829
1767 for (; tmp; tmp = tmp->below)
1768 {
1769 if (tmp == op) 1830 if (tmp == op)
1770 continue; /* Can't apply yourself */ 1831 continue; /* Can't apply yourself */
1771 1832
1772 /* 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.
1773 * Second check makes sure that the movement types not being slowed 1834 * Second check makes sure that the movement types not being slowed
1774 * (~slow_move) is not blocked on this space - just because the 1835 * (~slow_move) is not blocked on this space - just because the
1775 * 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
1776 * 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.
1777 */ 1838 */
1778 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1839 if (!op->flag [FLAG_WIZPASS])
1779 { 1840 {
1780 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1841 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1781 ((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))
1782 { 1843 {
1783
1784 float
1785 diff = tmp->move_slow_penalty * fabs (op->speed); 1844 float diff = tmp->move_slow_penalty * fabs (op->speed);
1786 1845
1787 if (op->type == PLAYER) 1846 if (op->is_player ())
1788 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)) ||
1789 (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)))
1790 diff /= 4.0; 1849 diff /= 4.0;
1791 1850
1792 op->speed_left -= diff; 1851 op->speed_left -= diff;
1793 } 1852 }
1794 } 1853 }
1795 1854
1796 /* Basically same logic as above, except now for actual apply. */ 1855 /* Basically same logic as above, except now for actual apply. */
1797 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1856 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1798 ((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))
1799 { 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
1800 move_apply (tmp, op, originator); 1864 move_apply (tmp, op, originator);
1801 1865
1802 if (op->destroyed ()) 1866 if (op->destroyed ())
1803 return 1; 1867 return 1;
1804 1868
1827 LOG (llevError, "Present_arch called outside map.\n"); 1891 LOG (llevError, "Present_arch called outside map.\n");
1828 return NULL; 1892 return NULL;
1829 } 1893 }
1830 1894
1831 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)
1832 if (tmp->arch == at) 1896 if (tmp->arch->archname == at->archname)
1833 return tmp; 1897 return tmp;
1834 1898
1835 return NULL; 1899 return NULL;
1836} 1900}
1837 1901
1901 * The first matching object is returned, or NULL if none. 1965 * The first matching object is returned, or NULL if none.
1902 */ 1966 */
1903object * 1967object *
1904present_arch_in_ob (const archetype *at, const object *op) 1968present_arch_in_ob (const archetype *at, const object *op)
1905{ 1969{
1906 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1970 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1907 if (tmp->arch == at) 1971 if (tmp->arch->archname == at->archname)
1908 return tmp; 1972 return tmp;
1909 1973
1910 return NULL; 1974 return NULL;
1911} 1975}
1912 1976
1914 * activate recursively a flag on an object inventory 1978 * activate recursively a flag on an object inventory
1915 */ 1979 */
1916void 1980void
1917flag_inv (object *op, int flag) 1981flag_inv (object *op, int flag)
1918{ 1982{
1919 if (op->inv)
1920 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1983 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1921 { 1984 {
1922 SET_FLAG (tmp, flag); 1985 tmp->set_flag (flag);
1923 flag_inv (tmp, flag); 1986 flag_inv (tmp, flag);
1924 } 1987 }
1925} 1988}
1926 1989
1927/* 1990/*
1928 * deactivate recursively a flag on an object inventory 1991 * deactivate recursively a flag on an object inventory
1929 */ 1992 */
1930void 1993void
1931unflag_inv (object *op, int flag) 1994unflag_inv (object *op, int flag)
1932{ 1995{
1933 if (op->inv)
1934 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1996 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1935 { 1997 {
1936 CLEAR_FLAG (tmp, flag); 1998 tmp->clr_flag (flag);
1937 unflag_inv (tmp, flag); 1999 unflag_inv (tmp, flag);
1938 } 2000 }
1939}
1940
1941/*
1942 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1943 * all it's inventory (recursively).
1944 * If checksums are used, a player will get set_cheat called for
1945 * him/her-self and all object carried by a call to this function.
1946 */
1947void
1948set_cheat (object *op)
1949{
1950 SET_FLAG (op, FLAG_WAS_WIZ);
1951 flag_inv (op, FLAG_WAS_WIZ);
1952} 2001}
1953 2002
1954/* 2003/*
1955 * find_free_spot(object, map, x, y, start, stop) will search for 2004 * find_free_spot(object, map, x, y, start, stop) will search for
1956 * a spot at the given map and coordinates which will be able to contain 2005 * a spot at the given map and coordinates which will be able to contain
1958 * to search (see the freearr_x/y[] definition). 2007 * to search (see the freearr_x/y[] definition).
1959 * It returns a random choice among the alternatives found. 2008 * It returns a random choice among the alternatives found.
1960 * start and stop are where to start relative to the free_arr array (1,9 2009 * start and stop are where to start relative to the free_arr array (1,9
1961 * does all 4 immediate directions). This returns the index into the 2010 * does all 4 immediate directions). This returns the index into the
1962 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2011 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1963 * Note - this only checks to see if there is space for the head of the
1964 * object - if it is a multispace object, this should be called for all
1965 * pieces.
1966 * Note2: This function does correctly handle tiled maps, but does not 2012 * Note: This function does correctly handle tiled maps, but does not
1967 * inform the caller. However, insert_ob_in_map will update as 2013 * inform the caller. However, insert_ob_in_map will update as
1968 * 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.
1969 * 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
1970 * 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
1971 * 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
1972 * 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
1973 * customized, changed states, etc. 2019 * customized, changed states, etc.
1974 */ 2020 */
1975int 2021int
1976find_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)
1977{ 2023{
1978 int index = 0, flag;
1979 int altern[SIZEOFFREE]; 2024 int altern[SIZEOFFREE];
2025 int index = 0;
1980 2026
1981 for (int i = start; i < stop; i++) 2027 for (int i = start; i < stop; i++)
1982 { 2028 {
1983 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2029 mapxy pos (m, x, y); pos.move (i);
1984 if (!flag) 2030
2031 if (!pos.normalise ())
2032 continue;
2033
2034 mapspace &ms = *pos;
2035
2036 if (ms.flags () & P_IS_ALIVE)
2037 continue;
2038
2039 /* However, often
2040 * ob doesn't have any move type (when used to place exits)
2041 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2042 */
2043 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2044 {
1985 altern [index++] = i; 2045 altern [index++] = i;
2046 continue;
2047 }
1986 2048
1987 /* 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.
1988 * 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.
1989 * 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 -
1990 * 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
1991 * 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
1992 * to only the spaces immediately surrounding the target area, and 2054 * to only the spaces immediately surrounding the target area, and
1993 * won't look 2 spaces south of the target space. 2055 * won't look 2 spaces south of the target space.
1994 */ 2056 */
1995 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2057 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2058 {
1996 stop = maxfree[i]; 2059 stop = maxfree[i];
2060 continue;
2061 }
2062
2063 /* Note it is intentional that we check ob - the movement type of the
2064 * head of the object should correspond for the entire object.
2065 */
2066 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2067 continue;
2068
2069 if (ob->blocked (pos.m, pos.x, pos.y))
2070 continue;
2071
2072 altern [index++] = i;
1997 } 2073 }
1998 2074
1999 if (!index) 2075 if (!index)
2000 return -1; 2076 return -1;
2001 2077
2010 */ 2086 */
2011int 2087int
2012find_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)
2013{ 2089{
2014 for (int i = 0; i < SIZEOFFREE; i++) 2090 for (int i = 0; i < SIZEOFFREE; i++)
2015 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2091 if (!ob->blocked (m, x + DIRX (i), y + DIRY (i)))
2016 return i; 2092 return i;
2017 2093
2018 return -1; 2094 return -1;
2019} 2095}
2020 2096
2031 2107
2032 while (--end) 2108 while (--end)
2033 swap (arr [end], arr [rndm (end + 1)]); 2109 swap (arr [end], arr [rndm (end + 1)]);
2034} 2110}
2035 2111
2036/* new function to make monster searching more efficient, and effective! 2112/* new function to make monster searching more efficient, and effective!
2037 * This basically returns a randomized array (in the passed pointer) of 2113 * This basically returns a randomized array (in the passed pointer) of
2038 * 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
2039 * 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
2040 * 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
2041 * 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.
2066 * there is capable of. 2142 * there is capable of.
2067 */ 2143 */
2068int 2144int
2069find_dir (maptile *m, int x, int y, object *exclude) 2145find_dir (maptile *m, int x, int y, object *exclude)
2070{ 2146{
2071 int i, max = SIZEOFFREE, mflags; 2147 int max = SIZEOFFREE;
2072
2073 sint16 nx, ny;
2074 object *tmp;
2075 maptile *mp;
2076
2077 MoveType blocked, move_type; 2148 MoveType move_type;
2078 2149
2079 if (exclude && exclude->head) 2150 if (exclude && exclude->head_ () != exclude)
2080 { 2151 {
2081 exclude = exclude->head; 2152 exclude = exclude->head;
2082 move_type = exclude->move_type; 2153 move_type = exclude->move_type;
2083 } 2154 }
2084 else 2155 else
2085 { 2156 {
2086 /* 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. */
2087 move_type = MOVE_ALL; 2158 move_type = MOVE_ALL;
2088 } 2159 }
2089 2160
2090 for (i = 1; i < max; i++) 2161 for (int i = 1; i < max; i++)
2091 { 2162 {
2092 mp = m; 2163 mapxy pos (m, x, y);
2093 nx = x + freearr_x[i]; 2164 pos.move (i);
2094 ny = y + freearr_y[i];
2095 2165
2096 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2166 if (!pos.normalise ())
2097
2098 if (mflags & P_OUT_OF_MAP)
2099 max = maxfree[i]; 2167 max = maxfree[i];
2100 else 2168 else
2101 { 2169 {
2102 mapspace &ms = mp->at (nx, ny); 2170 mapspace &ms = *pos;
2103 2171
2104 blocked = ms.move_block;
2105
2106 if ((move_type & blocked) == move_type) 2172 if ((move_type & ms.move_block) == move_type)
2107 max = maxfree[i]; 2173 max = maxfree [i];
2108 else if (mflags & P_IS_ALIVE) 2174 else if (ms.flags () & P_IS_ALIVE)
2109 { 2175 {
2110 for (tmp = ms.bot; tmp; tmp = tmp->above) 2176 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2111 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2177 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2112 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2178 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2113 break;
2114
2115 if (tmp)
2116 return freedir[i]; 2179 return freedir [i];
2117 } 2180 }
2118 } 2181 }
2119 } 2182 }
2120 2183
2121 return 0; 2184 return 0;
2130{ 2193{
2131 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);
2132} 2195}
2133 2196
2134/* 2197/*
2135 * 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
2136 * an object which has subtracted the x and y coordinates of another 2199 * for running into direct [dx, dy].
2137 * object, needs to travel toward it. 2200 * (the opposite of crossfire's find_dir_2!)
2138 */ 2201 */
2139int 2202int
2140find_dir_2 (int x, int y) 2203find_dir_2 (int x, int y)
2141{ 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
2142 int q; 2248 int q;
2143 2249
2144 if (y) 2250 if (y)
2145 q = x * 100 / y; 2251 q = 128 * x / y;
2146 else if (x) 2252 else if (x)
2147 q = -300 * x; 2253 q = -512 * x; // to make it > 309
2148 else 2254 else
2149 return 0; 2255 return 0;
2150 2256
2151 if (y > 0) 2257 if (y > 0)
2152 { 2258 {
2153 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
2154 return 3; 2264 return 3;
2155 if (q < -41) 2265 }
2156 return 2; 2266 else
2157 if (q < 41) 2267 {
2158 return 1; 2268 if (q < -309) return 3;
2159 if (q < 242) 2269 if (q < -52) return 2;
2160 return 8; 2270 if (q < 52) return 1;
2271 if (q < 309) return 8;
2272
2161 return 7; 2273 return 7;
2162 } 2274 }
2163 2275#endif
2164 if (q < -242)
2165 return 7;
2166 if (q < -41)
2167 return 6;
2168 if (q < 41)
2169 return 5;
2170 if (q < 242)
2171 return 4;
2172
2173 return 3;
2174} 2276}
2175 2277
2176/* 2278/*
2177 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2279 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2178 * between two directions (which are expected to be absolute (see absdir()) 2280 * between two directions (which are expected to be absolute (see absdir())
2179 */ 2281 */
2180int 2282int
2181dirdiff (int dir1, int dir2) 2283dirdiff (int dir1, int dir2)
2182{ 2284{
2183 int d;
2184
2185 d = abs (dir1 - dir2); 2285 int d = abs (dir1 - dir2);
2186 if (d > 4)
2187 d = 8 - d;
2188 2286
2189 return d; 2287 return d > 4 ? 8 - d : d;
2190} 2288}
2191 2289
2192/* peterm: 2290/* peterm:
2193 * 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.
2194 * Basically, this is a table of directions, and what directions 2292 * Basically, this is a table of directions, and what directions
2196 * 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
2197 * 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.
2198 * 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
2199 * functions. 2297 * functions.
2200 */ 2298 */
2201int reduction_dir[SIZEOFFREE][3] = { 2299static const int reduction_dir[SIZEOFFREE][3] = {
2202 {0, 0, 0}, /* 0 */ 2300 {0, 0, 0}, /* 0 */
2203 {0, 0, 0}, /* 1 */ 2301 {0, 0, 0}, /* 1 */
2204 {0, 0, 0}, /* 2 */ 2302 {0, 0, 0}, /* 2 */
2205 {0, 0, 0}, /* 3 */ 2303 {0, 0, 0}, /* 3 */
2206 {0, 0, 0}, /* 4 */ 2304 {0, 0, 0}, /* 4 */
2263 int mflags; 2361 int mflags;
2264 2362
2265 if (dir < 0) 2363 if (dir < 0)
2266 return 0; /* exit condition: invalid direction */ 2364 return 0; /* exit condition: invalid direction */
2267 2365
2268 dx = x + freearr_x[dir]; 2366 dx = x + DIRX (dir);
2269 dy = y + freearr_y[dir]; 2367 dy = y + DIRY (dir);
2270 2368
2271 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy); 2369 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2272 2370
2273 /* This functional arguably was incorrect before - it was 2371 /* This functional arguably was incorrect before - it was
2274 * checking for P_WALL - that was basically seeing if 2372 * checking for P_WALL - that was basically seeing if
2297 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2395 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2298 * core dumps if they do. 2396 * core dumps if they do.
2299 * 2397 *
2300 * 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)
2301 */ 2399 */
2302
2303int 2400int
2304can_pick (const object *who, const object *item) 2401can_pick (const object *who, const object *item)
2305{ 2402{
2306 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2403 return /*who->flag [FLAG_WIZ]|| */
2307 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2404 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2308 !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));
2309} 2406}
2407
2408//-GPL
2310 2409
2311/* 2410/*
2312 * create clone from object to another 2411 * create clone from object to another
2313 */ 2412 */
2314object * 2413object *
2315object_create_clone (object *asrc) 2414object::deep_clone ()
2316{ 2415{
2317 object *dst = 0, *tmp, *src, *part, *prev, *item; 2416 assert (("deep_clone called on non-head object", is_head ()));
2318 2417
2319 if (!asrc) 2418 object *dst = clone ();
2320 return 0;
2321 2419
2322 src = asrc; 2420 object *prev = dst;
2323 if (src->head)
2324 src = src->head;
2325
2326 prev = 0;
2327 for (part = src; part; part = part->more) 2421 for (object *part = this->more; part; part = part->more)
2328 { 2422 {
2329 tmp = part->clone (); 2423 object *tmp = part->clone ();
2330 tmp->x -= src->x;
2331 tmp->y -= src->y;
2332
2333 if (!part->head)
2334 {
2335 dst = tmp;
2336 tmp->head = 0;
2337 }
2338 else
2339 tmp->head = dst; 2424 tmp->head = dst;
2340
2341 tmp->more = 0;
2342
2343 if (prev)
2344 prev->more = tmp; 2425 prev->more = tmp;
2345
2346 prev = tmp; 2426 prev = tmp;
2347 } 2427 }
2348 2428
2349 for (item = src->inv; item; item = item->below) 2429 for (object *item = inv; item; item = item->below)
2350 insert_ob_in_ob (object_create_clone (item), dst); 2430 insert_ob_in_ob (item->deep_clone (), dst);
2351 2431
2352 return dst; 2432 return dst;
2353} 2433}
2354 2434
2355/* This returns the first object in who's inventory that 2435/* This returns the first object in who's inventory that
2364 return tmp; 2444 return tmp;
2365 2445
2366 return 0; 2446 return 0;
2367} 2447}
2368 2448
2369/* If ob has a field named key, return the link from the list, 2449/* Zero the key_values on op, decrementing the shared-string
2370 * otherwise return NULL. 2450 * refcounts and freeing the links.
2371 * 2451 */
2372 * key must be a passed in shared string - otherwise, this won't 2452void
2373 * do the desired thing. 2453key_values::clear ()
2374 */
2375key_value *
2376get_ob_key_link (const object *ob, const char *key)
2377{ 2454{
2378 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)
2379 if (link->key == key) 2469 if (kv->key == key)
2380 return link;
2381
2382 return 0;
2383}
2384
2385/*
2386 * Returns the value of op has an extra_field for key, or NULL.
2387 *
2388 * The argument doesn't need to be a shared string.
2389 *
2390 * The returned string is shared.
2391 */
2392const char *
2393get_ob_key_value (const object *op, const char *const key)
2394{
2395 key_value *link;
2396 shstr_cmp canonical_key (key);
2397
2398 if (!canonical_key)
2399 {
2400 /* 1. There being a field named key on any object
2401 * implies there'd be a shared string to find.
2402 * 2. Since there isn't, no object has this field.
2403 * 3. Therefore, *this* object doesn't have this field.
2404 */
2405 return 0;
2406 }
2407
2408 /* This is copied from get_ob_key_link() above -
2409 * only 4 lines, and saves the function call overhead.
2410 */
2411 for (link = op->key_values; link; link = link->next)
2412 if (link->key == canonical_key)
2413 return link->value; 2470 return kv->value;
2414 2471
2415 return 0; 2472 return shstr ();
2416} 2473}
2417 2474
2418 2475void
2419/* 2476key_values::add (shstr_tmp key, shstr_tmp value)
2420 * Updates the canonical_key in op to value.
2421 *
2422 * canonical_key is a shared string (value doesn't have to be).
2423 *
2424 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2425 * keys.
2426 *
2427 * Returns TRUE on success.
2428 */
2429int
2430set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2431{ 2477{
2432 key_value *field = NULL, *last = NULL; 2478 key_value *kv = new key_value;
2433 2479
2434 for (field = op->key_values; field != NULL; field = field->next) 2480 kv->next = first;
2435 { 2481 kv->key = key;
2436 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)
2437 { 2492 {
2438 last = field; 2493 kv->value = value;
2439 continue; 2494 return;
2440 } 2495 }
2441 2496
2442 if (value) 2497 add (key, value);
2443 field->value = value; 2498}
2444 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)
2445 { 2505 {
2446 /* Basically, if the archetype has this key set, 2506 key_value *kv = *kvp;
2447 * we need to store the null value so when we save 2507 *kvp = (*kvp)->next;
2448 * it, we save the empty value so that when we load, 2508 delete kv;
2449 * we get this value back again. 2509 return;
2450 */
2451 if (get_ob_key_link (&op->arch->clone, canonical_key))
2452 field->value = 0;
2453 else
2454 {
2455 if (last)
2456 last->next = field->next;
2457 else
2458 op->key_values = field->next;
2459
2460 delete field;
2461 }
2462 } 2510 }
2463 return TRUE; 2511}
2512
2513void
2514key_values::reverse ()
2515{
2516 key_value *prev = 0;
2517 key_value *head = first;
2518
2519 while (head)
2464 } 2520 {
2465 /* 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 }
2466 2526
2467 /* No field, we'll have to add it. */ 2527 first = prev;
2468
2469 if (!add_key)
2470 return FALSE;
2471
2472 /* There isn't any good reason to store a null
2473 * value in the key/value list. If the archetype has
2474 * this key, then we should also have it, so shouldn't
2475 * be here. If user wants to store empty strings,
2476 * should pass in ""
2477 */
2478 if (value == NULL)
2479 return TRUE;
2480
2481 field = new key_value;
2482
2483 field->key = canonical_key;
2484 field->value = value;
2485 /* Usual prepend-addition. */
2486 field->next = op->key_values;
2487 op->key_values = field;
2488
2489 return TRUE;
2490} 2528}
2491 2529
2492/* 2530key_values &
2493 * Updates the key in op to value. 2531key_values::operator =(const key_values &kv)
2494 *
2495 * If add_key is FALSE, this will only update existing keys,
2496 * and not add new ones.
2497 * In general, should be little reason FALSE is ever passed in for add_key
2498 *
2499 * Returns TRUE on success.
2500 */
2501int
2502set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2503{ 2532{
2504 shstr key_ (key); 2533 clear ();
2505 2534
2506 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 ();
2539
2540 return *this;
2507} 2541}
2508 2542
2509object::depth_iterator::depth_iterator (object *container) 2543object::depth_iterator::depth_iterator (object *container)
2510: iterator_base (container) 2544: iterator_base (container)
2511{ 2545{
2524 item = item->inv; 2558 item = item->inv;
2525 } 2559 }
2526 else 2560 else
2527 item = item->env; 2561 item = item->env;
2528} 2562}
2529
2530 2563
2531const char * 2564const char *
2532object::flag_desc (char *desc, int len) const 2565object::flag_desc (char *desc, int len) const
2533{ 2566{
2534 char *p = desc; 2567 char *p = desc;
2562{ 2595{
2563 char flagdesc[512]; 2596 char flagdesc[512];
2564 char info2[256 * 4]; 2597 char info2[256 * 4];
2565 char *p = info; 2598 char *p = info;
2566 2599
2567 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2600 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2568 count, uuid.seq, 2601 count,
2602 uuid.c_str (),
2569 &name, 2603 &name,
2570 title ? "\",title:\"" : "", 2604 title ? ",title:\"" : "",
2571 title ? (const char *)title : "", 2605 title ? (const char *)title : "",
2606 title ? "\"" : "",
2572 flag_desc (flagdesc, 512), type); 2607 flag_desc (flagdesc, 512), type);
2573 2608
2574 if (env) 2609 if (!flag[FLAG_REMOVED] && env)
2575 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2610 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2576 2611
2577 if (map) 2612 if (map)
2578 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2613 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2579 2614
2581} 2616}
2582 2617
2583const char * 2618const char *
2584object::debug_desc () const 2619object::debug_desc () const
2585{ 2620{
2586 static char info[256 * 4]; 2621 static char info[3][256 * 4];
2622 static int info_idx;
2623
2587 return debug_desc (info); 2624 return debug_desc (info [++info_idx % 3]);
2588}
2589
2590const char *
2591object::debug_desc2 () const
2592{
2593 static char info[256 * 4];
2594 return debug_desc (info);
2595} 2625}
2596 2626
2597struct region * 2627struct region *
2598object::region () const 2628object::region () const
2599{ 2629{
2600 return map ? map->region (x, y) 2630 return map ? map->region (x, y)
2601 : region::default_region (); 2631 : region::default_region ();
2602} 2632}
2603 2633
2604const materialtype_t * 2634//+GPL
2605object::dominant_material () const
2606{
2607 if (materialtype_t *mat = name_to_material (materialname))
2608 return mat;
2609
2610 // omfg this is slow, this has to be temporary :)
2611 shstr unknown ("unknown");
2612
2613 return name_to_material (unknown);
2614}
2615 2635
2616void 2636void
2617object::open_container (object *new_container) 2637object::open_container (object *new_container)
2618{ 2638{
2619 if (container == new_container) 2639 if (container == new_container)
2620 return; 2640 return;
2621 2641
2622 if (object *old_container = container) 2642 object *old_container = container;
2643
2644 if (old_container)
2623 { 2645 {
2624 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2646 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2625 return; 2647 return;
2626 2648
2627#if 0 2649#if 0
2629 if (object *closer = old_container->inv) 2651 if (object *closer = old_container->inv)
2630 if (closer->type == CLOSE_CON) 2652 if (closer->type == CLOSE_CON)
2631 closer->destroy (); 2653 closer->destroy ();
2632#endif 2654#endif
2633 2655
2656 // make sure the container is available
2657 esrv_send_item (this, old_container);
2658
2634 old_container->flag [FLAG_APPLIED] = 0; 2659 old_container->flag [FLAG_APPLIED] = false;
2635 container = 0; 2660 container = 0;
2636 2661
2662 // client needs item update to make it work, client bug requires this to be separate
2637 esrv_update_item (UPD_FLAGS, this, old_container); 2663 esrv_update_item (UPD_FLAGS, this, old_container);
2664
2638 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2665 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2666 play_sound (sound_find ("chest_close"));
2639 } 2667 }
2640 2668
2641 if (new_container) 2669 if (new_container)
2642 { 2670 {
2643 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2671 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2646 // TODO: this does not seem to serve any purpose anymore? 2674 // TODO: this does not seem to serve any purpose anymore?
2647#if 0 2675#if 0
2648 // insert the "Close Container" object. 2676 // insert the "Close Container" object.
2649 if (archetype *closer = new_container->other_arch) 2677 if (archetype *closer = new_container->other_arch)
2650 { 2678 {
2651 object *closer = arch_to_object (new_container->other_arch); 2679 object *closer = new_container->other_arch->instance ();
2652 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2680 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2653 new_container->insert (closer); 2681 new_container->insert (closer);
2654 } 2682 }
2655#endif 2683#endif
2656 2684
2657 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2685 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2658 2686
2687 // make sure the container is available, client bug requires this to be separate
2688 esrv_send_item (this, new_container);
2689
2659 new_container->flag [FLAG_APPLIED] = 1; 2690 new_container->flag [FLAG_APPLIED] = true;
2660 container = new_container; 2691 container = new_container;
2661 2692
2693 // client needs flag change
2662 esrv_update_item (UPD_FLAGS, this, new_container); 2694 esrv_update_item (UPD_FLAGS, this, new_container);
2663 esrv_send_inventory (this, new_container); 2695 esrv_send_inventory (this, new_container);
2696 play_sound (sound_find ("chest_open"));
2697 }
2698// else if (!old_container->env && contr && contr->ns)
2699// contr->ns->floorbox_reset ();
2700}
2701
2702//-GPL
2703
2704// prefetch some flat area around the player
2705static void
2706prefetch_surrounding_area (object *op, maptile *map, int range)
2707{
2708 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2709 op->x - range , op->y - range ,
2710 op->x + range + 1, op->y + range + 1);
2711 rect->m;
2712 ++rect)
2664 } 2713 {
2714 rect->m->touch ();
2715 rect->m->activate ();
2716 }
2665} 2717}
2666 2718
2719// prefetch a generous area around the player, also up and down
2720void
2721object::prefetch_surrounding_maps ()
2722{
2723 prefetch_surrounding_area (this, map, 40);
2667 2724
2725 if (maptile *m = map->tile_available (TILE_DOWN))
2726 prefetch_surrounding_area (this, m, 20);
2727
2728 if (maptile *m = map->tile_available (TILE_UP))
2729 prefetch_surrounding_area (this, m, 20);
2730}
2731
2732//+GPL
2733
2734object *
2735object::force_find (shstr_tmp name)
2736{
2737 /* cycle through his inventory to look for the MARK we want to
2738 * place
2739 */
2740 for (object *tmp = inv; tmp; tmp = tmp->below)
2741 if (tmp->type == FORCE && tmp->slaying == name)
2742 return splay (tmp);
2743
2744 return 0;
2745}
2746
2747void
2748object::force_set_timer (int duration)
2749{
2750 this->duration = 1;
2751 this->speed_left = -1.f;
2752
2753 this->set_speed (duration ? 1.f / duration : 0.f);
2754}
2755
2756object *
2757object::force_add (shstr_tmp name, int duration)
2758{
2759 if (object *force = force_find (name))
2760 force->destroy ();
2761
2762 object *force = archetype::get (FORCE_NAME);
2763
2764 force->slaying = name;
2765 force->force_set_timer (duration);
2766 force->flag [FLAG_APPLIED] = true;
2767
2768 return insert (force);
2769}
2770
2771void
2772object::play_sound (faceidx sound) const
2773{
2774 if (!sound)
2775 return;
2776
2777 if (is_on_map ())
2778 map->play_sound (sound, x, y);
2779 else if (object *pl = in_player ())
2780 pl->contr->play_sound (sound);
2781}
2782
2783void
2784object::say_msg (const char *msg) const
2785{
2786 if (is_on_map ())
2787 map->say_msg (msg, x, y);
2788 else if (object *pl = in_player ())
2789 pl->contr->play_sound (sound);
2790}
2791
2792void
2793object::make_noise ()
2794{
2795 // we do not model noise in the map, so instead put
2796 // a temporary light into the noise source
2797 // could use the map instead, but that's less reliable for our
2798 // goal, which is to make invisibility a bit harder to exploit
2799
2800 // currently only works sensibly for players
2801 if (!is_player ())
2802 return;
2803
2804 // find old force, or create new one
2805 object *force = force_find (shstr_noise_force);
2806
2807 if (force)
2808 force->speed_left = -1.f; // patch old speed up
2809 else
2810 {
2811 force = archetype::get (shstr_noise_force);
2812
2813 force->slaying = shstr_noise_force;
2814 force->stats.food = 1;
2815 force->speed_left = -1.f;
2816
2817 force->set_speed (1.f / 4.f);
2818 force->flag [FLAG_IS_USED_UP] = true;
2819 force->flag [FLAG_APPLIED] = true;
2820
2821 insert (force);
2822 }
2823}
2824
2825void object::change_move_type (MoveType mt)
2826{
2827 if (move_type == mt)
2828 return;
2829
2830 if (is_on_map ())
2831 {
2832 // we are on the map, so handle move_on/off effects
2833 remove ();
2834 move_type = mt;
2835 map->insert (this, x, y, this);
2836 }
2837 else
2838 move_type = mt;
2839}
2840
2841/* object should be a player.
2842 * we return the object the player has marked with the 'mark' command
2843 * below. If no match is found (or object has changed), we return
2844 * NULL. We leave it up to the calling function to print messages if
2845 * nothing is found.
2846 */
2847object *
2848object::mark () const
2849{
2850 if (contr && contr->mark && contr->mark->env == this)
2851 return contr->mark;
2852 else
2853 return 0;
2854}
2855
2856// put marked object first in the inventory
2857// this is used by identify-like spells so players can influence
2858// the order a bit.
2859void
2860object::splay_marked ()
2861{
2862 if (object *marked = mark ())
2863 splay (marked);
2864}
2865

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