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Comparing deliantra/server/common/object.C (file contents):
Revision 1.157 by root, Mon May 28 21:21:40 2007 UTC vs.
Revision 1.368 by root, Wed Dec 5 19:03:26 2018 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 * under the terms of the GNU General Public License as published by the Free 10 * the terms of the Affero GNU General Public License as published by the
10 * Software Foundation; either version 2 of the License, or (at your option) 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, but 14 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License along 19 * You should have received a copy of the Affero GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 20 * and the GNU General Public License along with this program. If not, see
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA 21 * <http://www.gnu.org/licenses/>.
21 * 22 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
24 25
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28#include <global.h> 26#include <global.h>
29#include <stdio.h> 27#include <stdio.h>
30#include <sys/types.h> 28#include <sys/types.h>
31#include <sys/uio.h> 29#include <sys/uio.h>
32#include <object.h> 30#include <object.h>
33#include <funcpoint.h>
34#include <sproto.h> 31#include <sproto.h>
35#include <loader.h>
36 32
37#include <bitset> 33#include <bitset>
38 34
39int nrofallocobjects = 0; 35UUID UUID::cur;
40static UUID uuid; 36static uint64_t seq_next_save;
41const uint64 UUID_SKIP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
42 39
43objectvec objects; 40objectvec objects;
44activevec actives; 41activevec actives;
45 42
46short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 43freelist_item *object::freelist;
44uint32_t object::object_count;
45uint32_t object::free_count;
46uint32_t object::create_count;
47uint32_t object::destroy_count;
48
49//+GPL
50
51int freearr_x[SIZEOFFREE] = {
52 0,
53 0, 1, 1, 1, 0, -1, -1, -1,
54 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
47 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 55 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
48}; 56};
49short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 57int freearr_y[SIZEOFFREE] = {
58 0,
59 -1, -1, 0, 1, 1, 1, 0, -1,
60 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
50 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 61 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
51};
52int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
53 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
54}; 62};
55int freedir[SIZEOFFREE] = { 63int freedir[SIZEOFFREE] = {
56 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 64 0,
65 1, 2, 3, 4, 5, 6, 7, 8,
66 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
57 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 67 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
58}; 68};
59 69
70static int maxfree[SIZEOFFREE] = {
71 0,
72 9, 10, 13, 14, 17, 18, 21, 22,
73 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
74 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
75};
76
77const char *wall_suffix[16] = {
78 "0",
79 "1_3",
80 "1_4",
81 "2_1_2",
82 "1_2",
83 "2_2_4",
84 "2_2_1",
85 "3_1",
86 "1_1",
87 "2_2_3",
88 "2_2_2",
89 "3_3",
90 "2_1_1",
91 "3_4",
92 "3_2",
93 "4"
94};
95
60static void 96static void
61write_uuid (void) 97write_uuid (uval64 skip, bool sync)
62{ 98{
63 char filename1[MAX_BUF], filename2[MAX_BUF]; 99 CALL_BEGIN (2);
64 100 CALL_ARG_SV (newSVval64 (skip));
65 sprintf (filename1, "%s/uuid", settings.localdir); 101 CALL_ARG_SV (boolSV (sync));
66 sprintf (filename2, "%s/uuid~", settings.localdir); 102 CALL_CALL ("cf::write_uuid", G_DISCARD);
67 103 CALL_END;
68 FILE *fp;
69
70 if (!(fp = fopen (filename2, "w")))
71 {
72 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
73 return;
74 }
75
76 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
77 fclose (fp);
78 rename (filename2, filename1);
79} 104}
80 105
81static void 106static void
82read_uuid (void) 107read_uuid ()
83{ 108{
84 char filename[MAX_BUF]; 109 char filename[MAX_BUF];
85 110
86 sprintf (filename, "%s/uuid", settings.localdir); 111 sprintf (filename, "%s/uuid", settings.localdir);
112
113 seq_next_save = 0;
87 114
88 FILE *fp; 115 FILE *fp;
89 116
90 if (!(fp = fopen (filename, "r"))) 117 if (!(fp = fopen (filename, "r")))
91 { 118 {
92 if (errno == ENOENT) 119 if (errno == ENOENT)
93 { 120 {
94 LOG (llevInfo, "RESET uid to 1\n"); 121 LOG (llevInfo, "RESET uid to 1\n");
95 uuid.seq = 0; 122 UUID::cur.seq = 0;
96 write_uuid (); 123 write_uuid (UUID_GAP, true);
97 return; 124 return;
98 } 125 }
99 126
100 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 127 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
101 _exit (1); 128 _exit (1);
102 } 129 }
103 130
104 int version; 131 char buf [UUID::MAX_LEN];
105 unsigned long long uid; 132 buf[0] = 0;
106 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 133 fgets (buf, sizeof (buf), fp);
134
135 if (!UUID::cur.parse (buf))
107 { 136 {
108 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 137 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
109 _exit (1); 138 _exit (1);
110 } 139 }
111 140
112 uuid.seq = uid; 141 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
113 write_uuid (); 142
114 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 143 write_uuid (UUID_GAP, true);
115 fclose (fp); 144 fclose (fp);
116} 145}
117 146
118UUID 147UUID
119gen_uuid () 148UUID::gen ()
120{ 149{
121 UUID uid; 150 UUID uid;
122 151
123 uid.seq = ++uuid.seq; 152 uid.seq = ++cur.seq;
124 153
125 if (!(uuid.seq & (UUID_SKIP - 1))) 154 if (ecb_expect_false (cur.seq >= seq_next_save))
126 write_uuid (); 155 {
156 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
157 write_uuid (UUID_GAP, false);
158 }
159
127 160
128 return uid; 161 return uid;
129} 162}
130 163
131void 164void
132init_uuid () 165UUID::init ()
133{ 166{
134 read_uuid (); 167 read_uuid ();
135} 168}
136 169
170bool
171UUID::parse (const char *s)
172{
173 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
174 return false;
175
176 seq = 0;
177
178 while (*s != '>')
179 {
180 if (*s < '0')
181 return false;
182
183 // this gives nice branchless code with gcc
184 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
185 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
186
187 seq = (seq << 4) | digit;
188
189 ++s;
190 }
191
192 return true;
193}
194
195char *
196UUID::append (char *buf) const
197{
198 *buf++ = '<';
199 *buf++ = '1';
200 *buf++ = '.';
201
202 uint64_t seq = this->seq;
203 const int bits = 64;
204 char nz = 0;
205 static const char tohex [] = "0123456789abcdef";
206
207 // assert (len >= 3 + bits / 4 + 1 + 1);
208 for (int i = bits / 4; --i; )
209 {
210 uint8_t digit = seq >> (bits - 4);
211
212 *buf = tohex [digit];
213 nz |= digit;
214 buf += nz ? 1 : 0;
215 seq <<= 4;
216 }
217
218 // last digit is special - always emit
219 uint8_t digit = seq >> (bits - 4);
220 *buf++ = tohex [digit];
221
222 *buf++ = '>';
223
224 return buf;
225}
226
227char *
228UUID::c_str () const
229{
230 static char buf [MAX_LEN];
231 *append (buf) = 0;
232 return buf;
233}
234
137/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 235/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
138static int 236static bool
139compare_ob_value_lists_one (const object *wants, const object *has) 237compare_ob_value_lists_one (const object *wants, const object *has)
140{ 238{
141 key_value *wants_field;
142
143 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 239 /* n-squared behaviour (see kv.get), but I'm hoping both
144 * objects with lists are rare, and lists stay short. If not, use a 240 * objects with lists are rare, and lists stay short. If not, use a
145 * different structure or at least keep the lists sorted... 241 * different structure or at least keep the lists sorted...
146 */ 242 */
147 243
148 /* For each field in wants, */ 244 /* For each field in wants, */
149 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 245 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
150 { 246 if (has->kv.get (kv->key) != kv->value)
151 key_value *has_field; 247 return false;
152
153 /* Look for a field in has with the same key. */
154 has_field = get_ob_key_link (has, wants_field->key);
155
156 if (has_field == NULL)
157 {
158 /* No field with that name. */
159 return FALSE;
160 }
161
162 /* Found the matching field. */
163 if (has_field->value != wants_field->value)
164 {
165 /* Values don't match, so this half of the comparison is false. */
166 return FALSE;
167 }
168
169 /* If we get here, we found a match. Now for the next field in wants. */
170 }
171 248
172 /* If we get here, every field in wants has a matching field in has. */ 249 /* If we get here, every field in wants has a matching field in has. */
173 return TRUE; 250 return true;
174} 251}
175 252
176/* Returns TRUE if ob1 has the same key_values as ob2. */ 253/* Returns TRUE if ob1 has the same key_values as ob2. */
177static int 254static bool
178compare_ob_value_lists (const object *ob1, const object *ob2) 255compare_ob_value_lists (const object *ob1, const object *ob2)
179{ 256{
180 /* However, there may be fields in has which aren't partnered in wants, 257 /* However, there may be fields in has which aren't partnered in wants,
181 * so we need to run the comparison *twice*. :( 258 * so we need to run the comparison *twice*. :(
182 */ 259 */
183 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 260 return compare_ob_value_lists_one (ob1, ob2)
261 && compare_ob_value_lists_one (ob2, ob1);
184} 262}
185 263
186/* Function examines the 2 objects given to it, and returns true if 264/* Function examines the 2 objects given to it, and returns true if
187 * they can be merged together. 265 * they can be merged together.
188 * 266 *
195 * Improvements made with merge: Better checking on potion, and also 273 * Improvements made with merge: Better checking on potion, and also
196 * check weight 274 * check weight
197 */ 275 */
198bool object::can_merge_slow (object *ob1, object *ob2) 276bool object::can_merge_slow (object *ob1, object *ob2)
199{ 277{
200 /* A couple quicksanity checks */ 278 /* A couple quick sanity checks */
201 if (ob1 == ob2 279 if (ob1 == ob2
202 || ob1->type != ob2->type 280 || ob1->type != ob2->type
203 || ob1->speed != ob2->speed
204 || ob1->value != ob2->value 281 || ob1->value != ob2->value
205 || ob1->name != ob2->name) 282 || ob1->name != ob2->name
283 || ob1->custom_name != ob2->custom_name
284 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
206 return 0; 285 return 0;
207 286
208 //TODO: this ain't working well, use nicer and correct overflow check
209 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 287 /* Do not merge objects if nrof would overflow, assume nrof
210 * value could not be stored in a sint32 (which unfortunately sometimes is 288 * is always 0 .. 2**31-1 */
211 * used to store nrof). 289 if (ob1->nrof > 0x7fffffff - ob2->nrof)
212 */
213 if (ob1->nrof + ob2->nrof >= 1UL << 31)
214 return 0; 290 return 0;
215 291
216 /* If the objects have been identified, set the BEEN_APPLIED flag. 292 /* If the objects have been identified, set the BEEN_APPLIED flag.
217 * This is to the comparison of the flags below will be OK. We 293 * This is to the comparison of the flags below will be OK. We
218 * just can't ignore the been applied or identified flags, as they 294 * just can't ignore the been applied or identified flags, as they
219 * are not equal - just if it has been identified, the been_applied 295 * are not equal - just if it has been identified, the been_applied
220 * flags lose any meaning. 296 * flags lose any meaning.
221 */ 297 */
222 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 298 if (ob1->flag [FLAG_IDENTIFIED])
223 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 299 ob1->set_flag (FLAG_BEEN_APPLIED);
224 300
225 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 301 if (ob2->flag [FLAG_IDENTIFIED])
226 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 302 ob2->set_flag (FLAG_BEEN_APPLIED);
227 303
228 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 304 if (ob1->arch->archname != ob2->arch->archname
229 || ob1->arch != ob2->arch
230 || ob1->name != ob2->name 305 || ob1->name != ob2->name
231 || ob1->title != ob2->title 306 || ob1->title != ob2->title
232 || ob1->msg != ob2->msg 307 || ob1->msg != ob2->msg
233 || ob1->weight != ob2->weight 308 || ob1->weight != ob2->weight
234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
236 || ob1->attacktype != ob2->attacktype 309 || ob1->attacktype != ob2->attacktype
237 || ob1->magic != ob2->magic 310 || ob1->magic != ob2->magic
238 || ob1->slaying != ob2->slaying 311 || ob1->slaying != ob2->slaying
239 || ob1->skill != ob2->skill 312 || ob1->skill != ob2->skill
240 || ob1->value != ob2->value 313 || ob1->value != ob2->value
241 || ob1->animation_id != ob2->animation_id 314 || ob1->animation_id != ob2->animation_id
315 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
242 || ob1->client_type != ob2->client_type 316 || ob1->client_type != ob2->client_type
243 || ob1->materialname != ob2->materialname 317 || ob1->material != ob2->material
244 || ob1->lore != ob2->lore 318 || ob1->lore != ob2->lore
245 || ob1->subtype != ob2->subtype 319 || ob1->subtype != ob2->subtype
246 || ob1->move_type != ob2->move_type 320 || ob1->move_type != ob2->move_type
247 || ob1->move_block != ob2->move_block 321 || ob1->move_block != ob2->move_block
248 || ob1->move_allow != ob2->move_allow 322 || ob1->move_allow != ob2->move_allow
249 || ob1->move_on != ob2->move_on 323 || ob1->move_on != ob2->move_on
250 || ob1->move_off != ob2->move_off 324 || ob1->move_off != ob2->move_off
251 || ob1->move_slow != ob2->move_slow 325 || ob1->move_slow != ob2->move_slow
252 || ob1->move_slow_penalty != ob2->move_slow_penalty) 326 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
327 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
328 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
253 return 0; 329 return 0;
254 330
331 if ((ob1->flag ^ ob2->flag)
332 .reset (FLAG_INV_LOCKED)
333 .reset (FLAG_REMOVED)
334 .any ())
335 return 0;
336
255 /* This is really a spellbook check - really, we should 337 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 338 * not merge objects with real inventories, as splitting them
339 * is hard.
257 */ 340 */
258 if (ob1->inv || ob2->inv) 341 if (ob1->inv || ob2->inv)
259 { 342 {
260 /* if one object has inventory but the other doesn't, not equiv */ 343 if (!(ob1->inv && ob2->inv))
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 344 return 0; /* inventories differ in length */
262 return 0;
263 345
264 /* Now check to see if the two inventory objects could merge */ 346 if (ob1->inv->below || ob2->inv->below)
347 return 0; /* more than one object in inv */
348
265 if (!object::can_merge (ob1->inv, ob2->inv)) 349 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 350 return 0; /* inventory objects differ */
267 351
268 /* inventory ok - still need to check rest of this object to see 352 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 353 * if it is valid.
270 */ 354 */
271 } 355 }
272 356
273 /* Don't merge objects that are applied. With the new 'body' code, 357 /* Don't merge objects that are applied. With the new 'body' code,
274 * it is possible for most any character to have more than one of 358 * it is possible for most any character to have more than one of
275 * some items equipped, and we don't want those to merge. 359 * some items equipped, and we don't want those to merge.
276 */ 360 */
277 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 361 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
278 return 0; 362 return 0;
279 363
280 /* Note sure why the following is the case - either the object has to 364 /* Not sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster 365 * be animated or have a very low speed. Is this an attempted monster
282 * check? 366 * check?
283 */ 367 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 368 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
285 return 0; 369 return 0;
286 370
287 switch (ob1->type) 371 switch (ob1->type)
288 { 372 {
289 case SCROLL: 373 case SCROLL:
290 if (ob1->level != ob2->level) 374 if (ob1->level != ob2->level)
291 return 0; 375 return 0;
292 break; 376 break;
293 } 377 }
294 378
295 if (ob1->key_values != NULL || ob2->key_values != NULL) 379 if (!ob1->kv.empty () || !ob2->kv.empty ())
296 { 380 {
297 /* At least one of these has key_values. */ 381 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 382 if (ob1->kv.empty () != ob2->kv.empty ())
299 /* One has fields, but the other one doesn't. */ 383 return 0; /* One has fields, but the other one doesn't. */
384
385 if (!compare_ob_value_lists (ob1, ob2))
300 return 0; 386 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0;
303 } 387 }
304 388
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 389 if (ob1->self || ob2->self)
307 { 390 {
308 ob1->optimise (); 391 ob1->optimise ();
309 ob2->optimise (); 392 ob2->optimise ();
310 393
311 if (ob1->self || ob2->self) 394 if (ob1->self || ob2->self)
395 {
396 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
397 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
398
399 if (k1 != k2)
312 return 0; 400 return 0;
401
402 if (k1 == 0)
403 return 1;
404
405 if (!cfperl_can_merge (ob1, ob2))
406 return 0;
407 }
313 } 408 }
314 409
315 /* Everything passes, must be OK. */ 410 /* Everything passes, must be OK. */
316 return 1; 411 return 1;
317} 412}
318 413
414// find player who can see this object
415object *
416object::visible_to () const
417{
418 if (client_visible () && !flag [FLAG_REMOVED])
419 {
420 // see if we are in a container of sorts
421 if (env)
422 {
423 // the player inventory itself is always visible
424 if (env->is_player ())
425 return env;
426
427 // else a player could have our env open
428 object *envest = env->outer_env_or_self ();
429
430 // the player itself is always on a map, so we will find him here
431 // even if our inv is in a player.
432 if (envest->is_on_map ())
433 if (object *pl = envest->ms ().player ())
434 if (pl->container_ () == env)
435 return pl;
436 }
437 else
438 {
439 // maybe there is a player standing on the same mapspace
440 // this will catch the case where "this" is a player
441 if (object *pl = ms ().player ())
442 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
443 || pl->container_ () == this)
444 return pl;
445 }
446 }
447
448 return 0;
449}
450
451// adjust weight per container type ("of holding")
452static weight_t
453weight_adjust_for (object *op, weight_t weight)
454{
455 if (op->type == CONTAINER)
456 weight -= weight * op->stats.Str / 100;
457
458 return weight;
459}
460
319/* 461/*
462 * subtracts, then adds, the specified weight to an object,
463 * and also updates how much the environment(s) is/are carrying.
464 */
465static void
466adjust_weight (object *op, weight_t sub, weight_t add)
467{
468 while (op)
469 {
470 weight_t carrying = (weight_t)op->carrying
471 - weight_adjust_for (op, sub)
472 + weight_adjust_for (op, add);
473
474 sub = op->carrying;
475 op->carrying = carrying;
476 add = op->carrying;
477
478 if (object *pl = op->visible_to ())
479 if (pl != op) // player is handled lazily
480 esrv_update_item (UPD_WEIGHT, pl, op);
481
482 op = op->env;
483 }
484}
485
486/*
320 * sum_weight() is a recursive function which calculates the weight 487 * this is a recursive function which calculates the weight
321 * an object is carrying. It goes through in figures out how much 488 * an object is carrying. It goes through op and figures out how much
322 * containers are carrying, and sums it up. 489 * containers are carrying, and sums it up.
323 */ 490 */
324long 491void
325sum_weight (object *op) 492object::update_weight ()
326{ 493{
327 long sum; 494 weight_t sum = 0;
328 object *inv;
329 495
330 for (sum = 0, inv = op->inv; inv; inv = inv->below) 496 for (object *op = inv; op; op = op->below)
331 {
332 if (inv->inv)
333 sum_weight (inv);
334
335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
336 } 497 {
498 op->update_weight ();
337 499
338 if (op->type == CONTAINER && op->stats.Str) 500 sum += weight_adjust_for (this, op->total_weight ());
339 sum = (sum * (100 - op->stats.Str)) / 100; 501 }
340 502
341 if (op->carrying != sum) 503 if (sum != carrying)
504 {
505 if (carrying != sum && carrying)//D
506 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
507 (long long)sum, (long long)carrying, debug_desc ());
508
342 op->carrying = sum; 509 carrying = sum;
343 510
344 return sum; 511 if (object *pl = visible_to ())
512 if (pl != this) // player is handled lazily
513 esrv_update_item (UPD_WEIGHT, pl, this);
514 }
345} 515}
346 516
347/** 517/*
348 * Return the outermost environment object for a given object. 518 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
349 */
350
351object *
352object_get_env_recursive (object *op)
353{
354 while (op->env != NULL)
355 op = op->env;
356 return op;
357}
358
359/*
360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
361 * Some error messages.
362 * The result of the dump is stored in the static global errmsg array.
363 */ 519 */
364char * 520char *
365dump_object (object *op) 521dump_object (object *op)
366{ 522{
367 if (!op) 523 if (!op)
370 object_freezer freezer; 526 object_freezer freezer;
371 op->write (freezer); 527 op->write (freezer);
372 return freezer.as_string (); 528 return freezer.as_string ();
373} 529}
374 530
375/* 531char *
376 * get_nearest_part(multi-object, object 2) returns the part of the 532object::as_string ()
377 * multi-object 1 which is closest to the second object.
378 * If it's not a multi-object, it is returned.
379 */
380
381object *
382get_nearest_part (object *op, const object *pl)
383{ 533{
384 object *tmp, *closest; 534 return dump_object (this);
385 int last_dist, i;
386
387 if (op->more == NULL)
388 return op;
389 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
390 if ((i = distance (tmp, pl)) < last_dist)
391 closest = tmp, last_dist = i;
392 return closest;
393} 535}
394 536
395/* 537/*
396 * Returns the object which has the count-variable equal to the argument. 538 * Returns the object which has the count-variable equal to the argument.
539 * VERRRY slow.
397 */ 540 */
398object * 541object *
399find_object (tag_t i) 542find_object (tag_t i)
400{ 543{
401 for_all_objects (op) 544 for_all_objects (op)
404 547
405 return 0; 548 return 0;
406} 549}
407 550
408/* 551/*
552 * Returns the object which has the uuid equal to the argument.
553 * MOAR VERRRY slow.
554 */
555
556object *
557find_object_uuid (UUID i)
558{
559 for_all_objects (op)
560 if (op->uuid == i)
561 return op;
562
563 return 0;
564}
565
566/*
409 * Returns the first object which has a name equal to the argument. 567 * Returns the first object which has a name equal to the argument.
410 * Used only by the patch command, but not all that useful. 568 * Used only by the patch command, but not all that useful.
411 * Enables features like "patch <name-of-other-player> food 999" 569 * Enables features like "patch <name-of-other-player> food 999"
412 */ 570 */
413object * 571object *
414find_object_name (const char *str) 572find_object_name (const char *str)
415{ 573{
416 shstr_cmp str_ (str); 574 shstr_cmp str_ (str);
417 object *op;
418 575
576 if (str_)
419 for_all_objects (op) 577 for_all_objects (op)
420 if (op->name == str_) 578 if (op->name == str_)
421 break; 579 return op;
422 580
423 return op; 581 return 0;
424}
425
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430} 582}
431 583
432/* 584/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 585 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 586 * skill and experience objects.
587 * ACTUALLY NO! investigate! TODO
435 */ 588 */
436void 589void
437object::set_owner (object *owner) 590object::set_owner (object *owner)
438{ 591{
592 // allow objects which own objects
439 if (!owner) 593 if (owner)
440 return;
441
442 /* next line added to allow objects which own objects */
443 /* Add a check for ownercounts in here, as I got into an endless loop
444 * with the fireball owning a poison cloud which then owned the
445 * fireball. I believe that was caused by one of the objects getting
446 * freed and then another object replacing it. Since the ownercounts
447 * didn't match, this check is valid and I believe that cause is valid.
448 */
449 while (owner->owner) 594 while (owner->owner)
450 owner = owner->owner; 595 owner = owner->owner;
596
597 if (flag [FLAG_FREED])
598 {
599 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
600 return;
601 }
451 602
452 this->owner = owner; 603 this->owner = owner;
453}
454
455int
456object::slottype () const
457{
458 if (type == SKILL)
459 {
460 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
461 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
462 }
463 else
464 {
465 if (slot [body_combat].info) return slot_combat;
466 if (slot [body_range ].info) return slot_ranged;
467 }
468
469 return slot_none;
470}
471
472bool
473object::change_weapon (object *ob)
474{
475 if (current_weapon == ob)
476 return true;
477
478 if (chosen_skill)
479 chosen_skill->flag [FLAG_APPLIED] = false;
480
481 current_weapon = ob;
482 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
483
484 if (chosen_skill)
485 chosen_skill->flag [FLAG_APPLIED] = true;
486
487 update_stats ();
488
489 if (ob)
490 {
491 // now check wether any body locations became invalid, in which case
492 // we cannot apply the weapon at the moment.
493 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
494 if (slot[i].used < 0)
495 {
496 current_weapon = chosen_skill = 0;
497 update_stats ();
498
499 new_draw_info_format (NDI_UNIQUE, 0, this,
500 "You try to balance all your items at once, "
501 "but the %s is just too much for your body. "
502 "[You need to unapply some items first.]", &ob->name);
503 return false;
504 }
505
506 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
507 }
508 else
509 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
510
511 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
512 {
513 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
514 &name, ob->debug_desc ());
515 return false;
516 }
517
518 return true;
519}
520
521/* Zero the key_values on op, decrementing the shared-string
522 * refcounts and freeing the links.
523 */
524static void
525free_key_values (object *op)
526{
527 for (key_value *i = op->key_values; i; )
528 {
529 key_value *next = i->next;
530 delete i;
531
532 i = next;
533 }
534
535 op->key_values = 0;
536}
537
538object &
539object::operator =(const object &src)
540{
541 bool is_freed = flag [FLAG_FREED];
542 bool is_removed = flag [FLAG_REMOVED];
543
544 *(object_copy *)this = src;
545
546 flag [FLAG_FREED] = is_freed;
547 flag [FLAG_REMOVED] = is_removed;
548
549 /* Copy over key_values, if any. */
550 if (src.key_values)
551 {
552 key_value *tail = 0;
553 key_values = 0;
554
555 for (key_value *i = src.key_values; i; i = i->next)
556 {
557 key_value *new_link = new key_value;
558
559 new_link->next = 0;
560 new_link->key = i->key;
561 new_link->value = i->value;
562
563 /* Try and be clever here, too. */
564 if (!key_values)
565 {
566 key_values = new_link;
567 tail = new_link;
568 }
569 else
570 {
571 tail->next = new_link;
572 tail = new_link;
573 }
574 }
575 }
576} 604}
577 605
578/* 606/*
579 * copy_to first frees everything allocated by the dst object, 607 * copy_to first frees everything allocated by the dst object,
580 * and then copies the contents of itself into the second 608 * and then copies the contents of itself into the second
584 * will point at garbage. 612 * will point at garbage.
585 */ 613 */
586void 614void
587object::copy_to (object *dst) 615object::copy_to (object *dst)
588{ 616{
589 *dst = *this; 617 dst->remove ();
618 *(object_copy *)dst = *this;
590 619
591 if (speed < 0) 620 // maybe move to object_copy?
592 dst->speed_left = speed_left - rndm (); 621 dst->kv = kv;
593 622
594 dst->set_speed (dst->speed); 623 dst->flag [FLAG_REMOVED] = true;
624 dst->activate ();
595} 625}
596 626
597void 627void
598object::instantiate () 628object::instantiate ()
599{ 629{
600 if (!uuid.seq) // HACK 630 if (!uuid.seq) // HACK
601 uuid = gen_uuid (); 631 uuid = UUID::gen ();
602 632
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
603 speed_left = -0.1f; 637 speed_left = -1.;
638
604 /* 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
605 * 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.
606 * 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
607 * values for the body_used info, so when items are created 642 * values for the body_used info, so when items are created
608 * for it, they can be properly equipped. 643 * for it, they can be properly equipped.
609 */ 644 */
610 for (int i = NUM_BODY_LOCATIONS; i--; ) 645 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
611 slot[i].used = slot[i].info; 646 slot[i].used = slot[i].info;
612 647
613 attachable::instantiate (); 648 attachable::instantiate ();
614} 649}
615 650
616object * 651object *
617object::clone () 652object::clone ()
618{ 653{
619 object *neu = create (); 654 object *neu = create ();
620 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
621 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);
622} 674}
623 675
624/* 676/*
625 * 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
626 * 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
627 * 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.
628 */ 680 */
629void 681void
630update_turn_face (object *op) 682update_turn_face (object *op)
631{ 683{
632 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 684 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
633 return; 685 return;
634 686
635 SET_ANIMATION (op, op->direction); 687 op->update_anim_frame (op->direction);
636 update_object (op, UP_OBJ_FACE);
637} 688}
638 689
639/* 690/*
640 * 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
641 * 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.
642 * 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.
643 */ 694 */
644void 695void
645object::set_speed (float speed) 696object::set_speed (float speed)
646{ 697{
647 if (flag [FLAG_FREED] && speed)
648 {
649 LOG (llevError, "Object %s is freed but has speed.\n", &name);
650 speed = 0;
651 }
652
653 this->speed = speed; 698 this->speed = speed;
654 699
655 if (has_active_speed ()) 700 if (has_active_speed ())
656 activate (); 701 activate ();
657 else 702 else
658 deactivate (); 703 deactivate ();
659} 704}
660 705
661/* 706/*
662 * update_object() updates the the map. 707 * update_object() updates the map.
663 * It takes into account invisible objects (and represent squares covered 708 * It takes into account invisible objects (and represent squares covered
664 * 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
665 * invisible object, etc...) 710 * invisible object, etc...)
666 * 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
667 * 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
676 * UP_OBJ_FACE: only the objects face has changed. 721 * UP_OBJ_FACE: only the objects face has changed.
677 */ 722 */
678void 723void
679update_object (object *op, int action) 724update_object (object *op, int action)
680{ 725{
681 if (op == NULL) 726 if (!op)
682 { 727 {
683 /* this should never happen */ 728 /* this should never happen */
684 LOG (llevDebug, "update_object() called for NULL object.\n"); 729 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
685 return; 730 return;
686 } 731 }
687 732
688 if (op->env) 733 if (!op->is_on_map ())
689 { 734 {
690 /* Animation is currently handled by client, so nothing 735 /* Animation is currently handled by client, so nothing
691 * to do in this case. 736 * to do in this case.
692 */ 737 */
693 return; 738 return;
694 } 739 }
695
696 /* If the map is saving, don't do anything as everything is
697 * going to get freed anyways.
698 */
699 if (!op->map || op->map->in_memory == MAP_SAVING)
700 return;
701 740
702 /* make sure the object is within map boundaries */ 741 /* make sure the object is within map boundaries */
703 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)
704 { 743 {
705 LOG (llevError, "update_object() called for object out of map!\n"); 744 LOG (llevError, "update_object() called for object out of map!\n");
710 } 749 }
711 750
712 mapspace &m = op->ms (); 751 mapspace &m = op->ms ();
713 752
714 if (!(m.flags_ & P_UPTODATE)) 753 if (!(m.flags_ & P_UPTODATE))
715 /* nop */; 754 m.update_up (); // nothing to do except copy up
716 else if (action == UP_OBJ_INSERT) 755 else if (action == UP_OBJ_INSERT)
717 { 756 {
757#if 0
718 // this is likely overkill, TODO: revisit (schmorp) 758 // this is likely overkill, TODO: revisit (schmorp)
719 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 759 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
720 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 760 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
721 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 761 || (op->is_player () && !(m.flags_ & P_PLAYER))
722 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 762 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
723 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 763 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
724 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 764 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
725 || (m.move_on | op->move_on ) != m.move_on 765 || (m.move_on | op->move_on ) != m.move_on
726 || (m.move_off | op->move_off ) != m.move_off 766 || (m.move_off | op->move_off ) != m.move_off
727 || (m.move_slow | op->move_slow) != m.move_slow 767 || (m.move_slow | op->move_slow) != m.move_slow
728 /* 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
729 * to have move_allow right now. 769 * have move_allow right now.
730 */ 770 */
731 || ((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
732 || 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)
733 m.flags_ = 0; 775 m.invalidate ();
776#endif
734 } 777 }
735 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
736 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
737 * that is being removed. 780 * that is being removed.
738 */ 781 */
739 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
740 m.flags_ = 0; 783 m.invalidate ();
741 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
742 /* Nothing to do for that case */ ; 785 m.update_up (); // nothing to do for that case, except copy up
743 else 786 else
744 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
745 788
746 if (op->more) 789 if (op->more)
747 update_object (op->more, action); 790 update_object (op->more, action);
748} 791}
749 792
750object::object () 793object::object ()
751{ 794{
752 SET_FLAG (this, FLAG_REMOVED); 795 this->set_flag (FLAG_REMOVED);
753 796
754 expmul = 1.0; 797 //expmul = 1.0; declared const for the time being
755 face = blank_face; 798 face = blank_face;
799 material = MATERIAL_NULL;
756} 800}
757 801
758object::~object () 802object::~object ()
759{ 803{
760 unlink (); 804 unlink ();
761 805
762 free_key_values (this); 806 kv.clear ();
763} 807}
764
765static int object_count;
766 808
767void object::link () 809void object::link ()
768{ 810{
769 assert (!index);//D 811 assert (!index);//D
770 uuid = gen_uuid (); 812 uuid = UUID::gen ();
771 count = ++object_count;
772 813
773 refcnt_inc (); 814 refcnt_inc ();
774 objects.insert (this); 815 objects.insert (this);
816
817 ++create_count;
818
775} 819}
776 820
777void object::unlink () 821void object::unlink ()
778{ 822{
779 if (!index) 823 if (!index)
780 return; 824 return;
825
826 ++destroy_count;
781 827
782 objects.erase (this); 828 objects.erase (this);
783 refcnt_dec (); 829 refcnt_dec ();
784} 830}
785 831
789 /* If already on active list, don't do anything */ 835 /* If already on active list, don't do anything */
790 if (active) 836 if (active)
791 return; 837 return;
792 838
793 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
794 actives.insert (this); 844 actives.insert (this);
845 }
795} 846}
796 847
797void 848void
798object::activate_recursive () 849object::activate_recursive ()
799{ 850{
803 op->activate_recursive (); 854 op->activate_recursive ();
804} 855}
805 856
806/* This function removes object 'op' from the list of active 857/* This function removes object 'op' from the list of active
807 * objects. 858 * objects.
808 * This should only be used for style maps or other such 859 * This should only be used for style maps or other such
809 * 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
810 * in play chewing up cpu time getting processed. 861 * in play chewing up cpu time getting processed.
811 * The reverse of this is to call update_ob_speed, which 862 * The reverse of this is to call update_ob_speed, which
812 * 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.
813 */ 864 */
848object::destroy_inv (bool drop_to_ground) 899object::destroy_inv (bool drop_to_ground)
849{ 900{
850 // need to check first, because the checks below might segfault 901 // need to check first, because the checks below might segfault
851 // as we might be on an invalid mapspace and crossfire code 902 // as we might be on an invalid mapspace and crossfire code
852 // is too buggy to ensure that the inventory is empty. 903 // is too buggy to ensure that the inventory is empty.
853 // corollary: if you create arrows etc. with stuff in tis inventory, 904 // corollary: if you create arrows etc. with stuff in its inventory,
854 // cf will crash below with off-map x and y 905 // cf will crash below with off-map x and y
855 if (!inv) 906 if (!inv)
856 return; 907 return;
857 908
858 /* Only if the space blocks everything do we not process - 909 /* Only if the space blocks everything do we not process -
859 * if some form of movement is allowed, let objects 910 * if some form of movement is allowed, let objects
860 * drop on that space. 911 * drop on that space.
861 */ 912 */
862 if (!drop_to_ground 913 if (!drop_to_ground
863 || !map 914 || !map
864 || map->in_memory != MAP_IN_MEMORY 915 || !map->linkable ()
865 || map->nodrop 916 || map->no_drop
866 || ms ().move_block == MOVE_ALL) 917 || ms ().move_block == MOVE_ALL)
867 { 918 {
868 while (inv) 919 while (inv)
869 {
870 inv->destroy_inv (drop_to_ground);
871 inv->destroy (); 920 inv->destroy ();
872 }
873 } 921 }
874 else 922 else
875 { /* Put objects in inventory onto this space */ 923 { /* Put objects in inventory onto this space */
876 while (inv) 924 while (inv)
877 { 925 {
888 map->insert (op, x, y); 936 map->insert (op, x, y);
889 } 937 }
890 } 938 }
891} 939}
892 940
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 *
893object *object::create () 978object::create ()
894{ 979{
895 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
896 op->link (); 1002 op->link ();
1003
897 return op; 1004 return op;
898} 1005}
899 1006
900void 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
901object::do_destroy () 1023object::do_destroy ()
902{ 1024{
903 attachable::do_destroy ();
904
905 if (flag [FLAG_IS_LINKED]) 1025 if (flag [FLAG_IS_LINKED])
906 remove_button_link (this); 1026 remove_link ();
907 1027
908 if (flag [FLAG_FRIENDLY]) 1028 if (flag [FLAG_FRIENDLY])
909 remove_friendly_object (this); 1029 remove_friendly_object (this);
910 1030
911 if (!flag [FLAG_REMOVED])
912 remove (); 1031 remove ();
913 1032
914 destroy_inv (true); 1033 attachable::do_destroy ();
915 1034
916 deactivate (); 1035 deactivate ();
917 unlink (); 1036 unlink ();
918 1037
919 flag [FLAG_FREED] = 1; 1038 flag [FLAG_FREED] = 1;
920 1039
921 // hack to ensure that freed objects still have a valid map 1040 // hack to ensure that freed objects still have a valid map
922 {
923 static maptile *freed_map; // freed objects are moved here to avoid crashes
924
925 if (!freed_map)
926 {
927 freed_map = new maptile;
928
929 freed_map->name = "/internal/freed_objects_map";
930 freed_map->width = 3;
931 freed_map->height = 3;
932
933 freed_map->alloc ();
934 freed_map->in_memory = MAP_IN_MEMORY;
935 }
936
937 map = freed_map; 1041 map = &freed_map;
938 x = 1; 1042 x = 1;
939 y = 1; 1043 y = 1;
940 }
941
942 head = 0;
943 1044
944 if (more) 1045 if (more)
945 { 1046 {
946 more->destroy (); 1047 more->destroy ();
947 more = 0; 1048 more = 0;
948 } 1049 }
949 1050
1051 head = 0;
1052
950 // clear those pointers that likely might have circular references to us 1053 // clear those pointers that likely might cause circular references
951 owner = 0; 1054 owner = 0;
952 enemy = 0; 1055 enemy = 0;
953 attacked_by = 0; 1056 attacked_by = 0;
1057 current_weapon = 0;
954} 1058}
955 1059
956void 1060void
957object::destroy (bool destroy_inventory) 1061object::destroy ()
958{ 1062{
959 if (destroyed ()) 1063 if (destroyed ())
960 return; 1064 return;
961 1065
962 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
963 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
964 1080
965 attachable::destroy (); 1081 attachable::destroy ();
966}
967
968/*
969 * sub_weight() recursively (outwards) subtracts a number from the
970 * weight of an object (and what is carried by it's environment(s)).
971 */
972void
973sub_weight (object *op, signed long weight)
974{
975 while (op != NULL)
976 {
977 if (op->type == CONTAINER)
978 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
979
980 op->carrying -= weight;
981 op = op->env;
982 }
983} 1082}
984 1083
985/* op->remove (): 1084/* op->remove ():
986 * 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
987 * 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
990 * the previous environment. 1089 * the previous environment.
991 */ 1090 */
992void 1091void
993object::do_remove () 1092object::do_remove ()
994{ 1093{
995 object *tmp, *last = 0; 1094 if (flag [FLAG_REMOVED])
996 object *otmp;
997
998 if (QUERY_FLAG (this, FLAG_REMOVED))
999 return; 1095 return;
1000 1096
1001 SET_FLAG (this, FLAG_REMOVED);
1002 INVOKE_OBJECT (REMOVE, this); 1097 INVOKE_OBJECT (REMOVE, this);
1098
1099 flag [FLAG_REMOVED] = true;
1003 1100
1004 if (more) 1101 if (more)
1005 more->remove (); 1102 more->remove ();
1006 1103
1007 /* 1104 /*
1008 * In this case, the object to be removed is in someones 1105 * In this case, the object to be removed is in someones
1009 * inventory. 1106 * inventory.
1010 */ 1107 */
1011 if (env) 1108 if (env)
1012 { 1109 {
1013 if (nrof) 1110 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1014 sub_weight (env, weight * nrof); 1111 if (object *pl = visible_to ())
1015 else 1112 esrv_del_item (pl->contr, count);
1016 sub_weight (env, weight + carrying); 1113 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1017 1114
1018 /* NO_FIX_PLAYER is set when a great many changes are being 1115 adjust_weight (env, total_weight (), 0);
1019 * made to players inventory. If set, avoiding the call
1020 * to save cpu time.
1021 */
1022 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1023 otmp->update_stats ();
1024 1116
1025 if (above) 1117 object *pl = in_player ();
1026 above->below = below;
1027 else
1028 env->inv = below;
1029
1030 if (below)
1031 below->above = above;
1032 1118
1033 /* we set up values so that it could be inserted into 1119 /* we set up values so that it could be inserted into
1034 * 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
1035 * to the caller to decide what we want to do. 1121 * to the caller to decide what we want to do.
1036 */ 1122 */
1037 x = env->x, y = env->y;
1038 map = env->map; 1123 map = env->map;
1039 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;
1040 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 }
1041 } 1156 }
1042 else if (map) 1157 else if (map)
1043 { 1158 {
1044 if (type == PLAYER)
1045 {
1046 // leaving a spot always closes any open container on the ground
1047 if (container && !container->env)
1048 // this causes spurious floorbox updates, but it ensures
1049 // that the CLOSE event is being sent.
1050 close_container ();
1051
1052 --map->players;
1053 map->touch ();
1054 }
1055
1056 map->dirty = true; 1159 map->dirty = true;
1057 mapspace &ms = this->ms (); 1160 mapspace &ms = this->ms ();
1058 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
1059 /* link the object above us */ 1187 /* link the object above us */
1060 if (above) 1188 // re-link, make sure compiler can easily use cmove
1061 above->below = below; 1189 *(above ? &above->below : &ms.top) = below;
1062 else 1190 *(below ? &below->above : &ms.bot) = above;
1063 ms.top = below; /* we were top, set new top */
1064
1065 /* Relink the object below us, if there is one */
1066 if (below)
1067 below->above = above;
1068 else
1069 {
1070 /* Nothing below, which means we need to relink map object for this space
1071 * use translated coordinates in case some oddness with map tiling is
1072 * evident
1073 */
1074 if (GET_MAP_OB (map, x, y) != this)
1075 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 ());
1076
1077 ms.bot = above; /* goes on above it. */
1078 }
1079 1191
1080 above = 0; 1192 above = 0;
1081 below = 0; 1193 below = 0;
1082 1194
1083 if (map->in_memory == MAP_SAVING) 1195 ms.invalidate ();
1084 return;
1085 1196
1086 int check_walk_off = !flag [FLAG_NO_APPLY]; 1197 int check_walk_off = !flag [FLAG_NO_APPLY];
1087 1198
1088 for (tmp = ms.bot; tmp; tmp = tmp->above) 1199 if (object *pl = ms.player ())
1089 { 1200 {
1090 /* No point updating the players look faces if he is the object 1201 if (pl->container_ () == this)
1091 * being removed.
1092 */
1093
1094 if (tmp->type == PLAYER && tmp != this)
1095 {
1096 /* If a container that the player is currently using somehow gets 1202 /* If a container that the player is currently using somehow gets
1097 * removed (most likely destroyed), update the player view 1203 * removed (most likely destroyed), update the player view
1098 * appropriately. 1204 * appropriately.
1099 */ 1205 */
1100 if (tmp->container == this) 1206 pl->close_container ();
1101 {
1102 flag [FLAG_APPLIED] = 0;
1103 tmp->container = 0;
1104 }
1105 1207
1208 //TODO: the floorbox prev/next might need updating
1209 //esrv_del_item (pl->contr, count);
1210 //TODO: update floorbox to preserve ordering
1106 if (tmp->contr->ns) 1211 if (pl->contr->ns)
1107 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.
1108 } 1222 */
1109 1223
1110 /* See if object moving off should effect something */ 1224 /* See if object moving off should effect something */
1111 if (check_walk_off
1112 && ((move_type & tmp->move_off) 1225 if ((move_type & tmp->move_off)
1113 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1226 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1114 {
1115 move_apply (tmp, this, 0); 1227 move_apply (tmp, this, 0);
1116
1117 if (destroyed ())
1118 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1119 } 1228 }
1120 1229
1121 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1230 if (affects_los ())
1122 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1123 if (tmp->above == tmp)
1124 tmp->above = 0;
1125
1126 last = tmp;
1127 }
1128
1129 /* last == NULL if there are no objects on this space */
1130 //TODO: this makes little sense, why only update the topmost object?
1131 if (!last)
1132 map->at (x, y).flags_ = 0;
1133 else
1134 update_object (last, UP_OBJ_REMOVE);
1135
1136 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1137 update_all_los (map, x, y); 1231 update_all_los (map, x, y);
1138 } 1232 }
1139} 1233}
1140 1234
1141/* 1235/*
1150merge_ob (object *op, object *top) 1244merge_ob (object *op, object *top)
1151{ 1245{
1152 if (!op->nrof) 1246 if (!op->nrof)
1153 return 0; 1247 return 0;
1154 1248
1155 if (top) 1249 if (!top)
1156 for (top = op; top && top->above; top = top->above) 1250 for (top = op; top && top->above; top = top->above)
1157 ; 1251 ;
1158 1252
1159 for (; top; top = top->below) 1253 for (; top; top = top->below)
1160 {
1161 if (top == op)
1162 continue;
1163
1164 if (object::can_merge (op, top)) 1254 if (object::can_merge (op, top))
1165 { 1255 {
1166 top->nrof += op->nrof; 1256 top->nrof += op->nrof;
1167 1257
1168/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1258 if (object *pl = top->visible_to ())
1169 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
1170 op->destroy (); 1264 op->destroy ();
1265
1171 return top; 1266 return top;
1172 } 1267 }
1173 }
1174 1268
1175 return 0; 1269 return 0;
1176} 1270}
1177 1271
1178void 1272void
1181 if (more) 1275 if (more)
1182 return; 1276 return;
1183 1277
1184 object *prev = this; 1278 object *prev = this;
1185 1279
1186 for (archetype *at = arch->more; at; at = at->more) 1280 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1187 { 1281 {
1188 object *op = arch_to_object (at); 1282 object *op = at->instance ();
1189 1283
1190 op->name = name; 1284 op->name = name;
1191 op->name_pl = name_pl; 1285 op->name_pl = name_pl;
1192 op->title = title; 1286 op->title = title;
1193 1287
1203 * job preparing multi-part monsters. 1297 * job preparing multi-part monsters.
1204 */ 1298 */
1205object * 1299object *
1206insert_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)
1207{ 1301{
1302 op->remove ();
1303
1208 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1304 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1209 { 1305 {
1210 tmp->x = x + tmp->arch->clone.x; 1306 tmp->x = x + tmp->arch->x;
1211 tmp->y = y + tmp->arch->clone.y; 1307 tmp->y = y + tmp->arch->y;
1212 } 1308 }
1213 1309
1214 return insert_ob_in_map (op, m, originator, flag); 1310 return insert_ob_in_map (op, m, originator, flag);
1215} 1311}
1216 1312
1229 * 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
1230 * to be set if special handling is needed. 1326 * to be set if special handling is needed.
1231 * 1327 *
1232 * Return value: 1328 * Return value:
1233 * new object if 'op' was merged with other object 1329 * new object if 'op' was merged with other object
1234 * NULL if 'op' was destroyed 1330 * NULL if there was an error (destroyed, blocked etc.)
1235 * just 'op' otherwise 1331 * just 'op' otherwise
1236 */ 1332 */
1237object * 1333object *
1238insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1334insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1239{ 1335{
1240 assert (!op->flag [FLAG_FREED]);
1241
1242 object *top, *floor = NULL;
1243
1244 op->remove (); 1336 op->remove ();
1245 1337
1246#if 0 1338 if (m == &freed_map)//D TODO: remove soon
1247 if (!m->active != !op->active)
1248 if (m->active)
1249 op->activate_recursive ();
1250 else
1251 op->deactivate_recursive ();
1252#endif
1253
1254 if (out_of_map (m, op->x, op->y))
1255 { 1339 {//D
1256 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ()); 1340 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1257#ifdef MANY_CORES
1258 /* Better to catch this here, as otherwise the next use of this object
1259 * is likely to cause a crash. Better to find out where it is getting
1260 * improperly inserted.
1261 */
1262 abort ();
1263#endif
1264 return op;
1265 } 1341 }//D
1266
1267 if (object *more = op->more)
1268 if (!insert_ob_in_map (more, m, originator, flag))
1269 return 0;
1270
1271 CLEAR_FLAG (op, FLAG_REMOVED);
1272 1342
1273 /* Ideally, the caller figures this out. However, it complicates a lot 1343 /* Ideally, the caller figures this out. However, it complicates a lot
1274 * 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
1275 * need extra work 1345 * need extra work
1276 */ 1346 */
1347 maptile *newmap = m;
1277 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
1278 return 0; 1351 return 0;
1352 }
1279 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;
1280 op->map = m; 1360 op->map = newmap;
1361
1281 mapspace &ms = op->ms (); 1362 mapspace &ms = op->ms ();
1282 1363
1283 /* this has to be done after we translate the coordinates. 1364 /* this has to be done after we translate the coordinates.
1284 */ 1365 */
1285 if (op->nrof && !(flag & INS_NO_MERGE)) 1366 if (op->nrof && !(flag & INS_NO_MERGE))
1286 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1367 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1287 if (object::can_merge (op, tmp)) 1368 if (object::can_merge (op, tmp))
1288 { 1369 {
1370 // TODO: we actually want to update tmp, not op,
1371 // but some caller surely breaks when we return tmp
1372 // from here :/
1289 op->nrof += tmp->nrof; 1373 op->nrof += tmp->nrof;
1290 tmp->destroy (); 1374 tmp->destroy ();
1291 } 1375 }
1292 1376
1293 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 */
1294 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1378 op->clr_flag (FLAG_INV_LOCKED);
1295 1379
1296 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1380 if (!op->flag [FLAG_ALIVE])
1297 CLEAR_FLAG (op, FLAG_NO_STEAL); 1381 op->clr_flag (FLAG_NO_STEAL);
1298 1382
1299 if (flag & INS_BELOW_ORIGINATOR) 1383 if (flag & INS_BELOW_ORIGINATOR)
1300 { 1384 {
1301 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)
1302 { 1386 {
1303 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");
1304 abort (); 1388 abort ();
1305 } 1389 }
1306 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
1307 op->above = originator; 1398 op->above = originator;
1308 op->below = originator->below; 1399 op->below = originator->below;
1309
1310 if (op->below)
1311 op->below->above = op;
1312 else
1313 ms.bot = op;
1314
1315 /* since *below* originator, no need to update top */
1316 originator->below = op; 1400 originator->below = op;
1401
1402 *(op->below ? &op->below->above : &ms.bot) = op;
1317 } 1403 }
1318 else 1404 else
1319 { 1405 {
1320 top = ms.bot; 1406 object *floor = 0;
1407 object *top = ms.top;
1321 1408
1322 /* If there are other objects, then */ 1409 /* If there are other objects, then */
1323 if ((!(flag & INS_MAP_LOAD)) && top) 1410 if (top)
1324 { 1411 {
1325 object *last = 0;
1326
1327 /* 1412 /*
1328 * 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.
1329 * We've already dealt with merging if appropriate. 1414 * We've already dealt with merging if appropriate.
1330 * 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
1331 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1416 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1332 * floor, we want to insert above that and no further. 1417 * floor, we want to insert above that and no further.
1333 * 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
1334 * 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
1335 * 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
1336 * 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
1337 * that flying non pickable objects are spell objects. 1422 * that flying non pickable objects are spell objects.
1338 */ 1423 */
1339 for (top = ms.bot; top; top = top->above) 1424 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1340 { 1425 {
1341 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])
1342 floor = top; 1427 floor = tmp;
1343 1428
1344 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])
1345 { 1430 {
1346 /* We insert above top, so we want this object below this */ 1431 /* We insert above top, so we want this object below this */
1347 top = top->below; 1432 top = tmp->below;
1348 break; 1433 break;
1349 } 1434 }
1350 1435
1351 last = top; 1436 top = tmp;
1352 } 1437 }
1353
1354 /* Don't want top to be NULL, so set it to the last valid object */
1355 top = last;
1356 1438
1357 /* We let update_position deal with figuring out what the space 1439 /* We let update_position deal with figuring out what the space
1358 * looks like instead of lots of conditions here. 1440 * looks like instead of lots of conditions here.
1359 * makes things faster, and effectively the same result. 1441 * makes things faster, and effectively the same result.
1360 */ 1442 */
1367 */ 1449 */
1368 if (!(flag & INS_ON_TOP) 1450 if (!(flag & INS_ON_TOP)
1369 && ms.flags () & P_BLOCKSVIEW 1451 && ms.flags () & P_BLOCKSVIEW
1370 && (op->face && !faces [op->face].visibility)) 1452 && (op->face && !faces [op->face].visibility))
1371 { 1453 {
1454 object *last;
1455
1372 for (last = top; last != floor; last = last->below) 1456 for (last = top; last != floor; last = last->below)
1373 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1457 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1374 break; 1458 break;
1375 1459
1376 /* Check to see if we found the object that blocks view, 1460 /* Check to see if we found the object that blocks view,
1377 * 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
1378 * we can get inserted below this one, which requires we 1462 * we can get inserted below this one, which requires we
1381 if (last && last->below && last != floor) 1465 if (last && last->below && last != floor)
1382 top = last->below; 1466 top = last->below;
1383 } 1467 }
1384 } /* If objects on this space */ 1468 } /* If objects on this space */
1385 1469
1386 if (flag & INS_MAP_LOAD)
1387 top = ms.top;
1388
1389 if (flag & INS_ABOVE_FLOOR_ONLY) 1470 if (flag & INS_ABOVE_FLOOR_ONLY)
1390 top = floor; 1471 top = floor;
1391 1472
1392 /* 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
1393 */
1394
1395 /* First object on this space */
1396 if (!top) 1474 if (!top)
1397 { 1475 {
1476 op->below = 0;
1398 op->above = ms.bot; 1477 op->above = ms.bot;
1399
1400 if (op->above)
1401 op->above->below = op;
1402
1403 op->below = 0;
1404 ms.bot = op; 1478 ms.bot = op;
1479
1480 *(op->above ? &op->above->below : &ms.top) = op;
1405 } 1481 }
1406 else 1482 else
1407 { /* get inserted into the stack above top */ 1483 {
1408 op->above = top->above; 1484 op->above = top->above;
1409
1410 if (op->above)
1411 op->above->below = op; 1485 top->above = op;
1412 1486
1413 op->below = top; 1487 op->below = top;
1414 top->above = op; 1488 *(op->above ? &op->above->below : &ms.top) = op;
1415 } 1489 }
1490 }
1416 1491
1417 if (!op->above) 1492 if (op->is_player ())
1418 ms.top = op;
1419 } /* else not INS_BELOW_ORIGINATOR */
1420
1421 if (op->type == PLAYER)
1422 { 1493 {
1423 op->contr->do_los = 1; 1494 op->contr->do_los = 1;
1424 ++op->map->players; 1495 ++op->map->players;
1425 op->map->touch (); 1496 op->map->touch ();
1426 } 1497 }
1427 1498
1428 op->map->dirty = true; 1499 op->map->dirty = true;
1429 1500
1430 /* If we have a floor, we know the player, if any, will be above
1431 * it, so save a few ticks and start from there.
1432 */
1433 if (!(flag & INS_MAP_LOAD))
1434 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
1435 if (pl->contr->ns) 1505 if (pl->contr->ns)
1436 pl->contr->ns->floorbox_update (); 1506 pl->contr->ns->floorbox_update ();
1437 1507
1438 /* If this object glows, it may affect lighting conditions that are 1508 /* If this object glows, it may affect lighting conditions that are
1439 * 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
1440 * 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
1441 * on the map will get recalculated. The players could very well 1511 * on the map will get recalculated. The players could very well
1442 * 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 -
1443 * this should get redone to only look for players within range, 1513 * this should get redone to only look for players within range,
1444 * or just updating the P_UPTODATE for spaces within this area 1514 * or just updating the P_UPTODATE for spaces within this area
1445 * of effect may be sufficient. 1515 * of effect may be sufficient.
1446 */ 1516 */
1447 if (op->map->darkness && (op->glow_radius != 0)) 1517 if (op->affects_los ())
1518 {
1519 op->ms ().invalidate ();
1448 update_all_los (op->map, op->x, op->y); 1520 update_all_los (op->map, op->x, op->y);
1521 }
1449 1522
1450 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1523 /* updates flags (blocked, alive, no magic, etc) for this map space */
1451 update_object (op, UP_OBJ_INSERT); 1524 update_object (op, UP_OBJ_INSERT);
1452 1525
1453 INVOKE_OBJECT (INSERT, op); 1526 INVOKE_OBJECT (INSERT, op);
1460 * blocked() and wall() work properly), and these flags are updated by 1533 * blocked() and wall() work properly), and these flags are updated by
1461 * update_object(). 1534 * update_object().
1462 */ 1535 */
1463 1536
1464 /* 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 */
1465 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1538 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1466 { 1539 {
1467 if (check_move_on (op, originator)) 1540 if (check_move_on (op, originator, flag))
1468 return 0; 1541 return 0;
1469 1542
1470 /* 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
1471 * walk on's. 1544 * walk on's.
1472 */ 1545 */
1473 for (object *tmp = op->more; tmp; tmp = tmp->more) 1546 for (object *tmp = op->more; tmp; tmp = tmp->more)
1474 if (check_move_on (tmp, originator)) 1547 if (check_move_on (tmp, originator, flag))
1475 return 0; 1548 return 0;
1476 } 1549 }
1477 1550
1478 return op; 1551 return op;
1479} 1552}
1480 1553
1481/* this function inserts an object in the map, but if it 1554/* this function inserts an object in the map, but if it
1482 * 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.
1483 * 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.
1484 */ 1557 */
1485void 1558void
1486replace_insert_ob_in_map (const char *arch_string, object *op) 1559replace_insert_ob_in_map (shstr_tmp archname, object *op)
1487{ 1560{
1488 object *tmp, *tmp1;
1489
1490 /* first search for itself and remove any old instances */ 1561 /* first search for itself and remove any old instances */
1491 1562
1492 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1563 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1493 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1564 if (tmp->arch->archname == archname) /* same archetype */
1494 tmp->destroy (); 1565 tmp->destroy ();
1495 1566
1496 tmp1 = arch_to_object (archetype::find (arch_string)); 1567 object *tmp = archetype::find (archname)->instance ();
1497 1568
1498 tmp1->x = op->x; 1569 tmp->x = op->x;
1499 tmp1->y = op->y; 1570 tmp->y = op->y;
1571
1500 insert_ob_in_map (tmp1, op->map, op, 0); 1572 insert_ob_in_map (tmp, op->map, op, 0);
1501} 1573}
1502 1574
1503object * 1575object *
1504object::insert_at (object *where, object *originator, int flags) 1576object::insert_at (object *where, object *originator, int flags)
1505{ 1577{
1578 if (where->env)
1579 return where->env->insert (this);
1580 else
1506 return where->map->insert (this, where->x, where->y, originator, flags); 1581 return where->map->insert (this, where->x, where->y, originator, flags);
1507} 1582}
1508 1583
1509/* 1584// check whether we can put this into the map, respect max_volume, max_items
1510 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1585bool
1511 * is returned contains nr objects, and the remaining parts contains 1586object::can_drop_at (maptile *m, int x, int y, object *originator)
1512 * the rest (or is removed and freed if that number is 0).
1513 * On failure, NULL is returned, and the reason put into the
1514 * global static errmsg array.
1515 */
1516object *
1517get_split_ob (object *orig_ob, uint32 nr)
1518{ 1587{
1519 object *newob; 1588 mapspace &ms = m->at (x, y);
1520 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1521 1589
1522 if (orig_ob->nrof < nr) 1590 int items = ms.items ();
1523 {
1524 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1525 return NULL;
1526 }
1527 1591
1528 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;
1529 1596
1530 if ((orig_ob->nrof -= nr) < 1) 1597 if (originator)
1531 orig_ob->destroy (1); 1598 originator->failmsgf (
1532 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.>",
1533 { 1600 query_name ()
1534 if (orig_ob->env != NULL) 1601 );
1535 sub_weight (orig_ob->env, orig_ob->weight * nr);
1536 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1537 {
1538 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1539 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1540 return NULL;
1541 }
1542 }
1543 1602
1544 newob->nrof = nr; 1603 return false;
1545
1546 return newob;
1547} 1604}
1548 1605
1549/* 1606/*
1550 * decrease_ob_nr(object, number) decreases a specified number from 1607 * decrease(object, number) decreases a specified number from
1551 * 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
1552 * is subsequently removed and freed. 1609 * is subsequently removed and freed.
1553 * 1610 *
1554 * 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
1555 */ 1612 */
1613bool
1614object::decrease (sint32 nr)
1615{
1616 if (!nr)
1617 return true;
1618
1619 nr = min (nr, nrof);
1620
1621 if (nrof > nr)
1622 {
1623 weight_t oweight = total_weight ();
1624
1625 nrof -= nr;
1626
1627 if (object *pl = visible_to ())
1628 esrv_update_item (UPD_NROF, pl, this);
1629
1630 adjust_weight (env, oweight, total_weight ());
1631
1632 return true;
1633 }
1634 else
1635 {
1636 destroy ();
1637 return false;
1638 }
1639}
1640
1641/*
1642 * split(ob,nr) splits up ob into two parts. The part which
1643 * is returned contains nr objects, and the remaining parts contains
1644 * the rest (or is removed and returned if that number is 0).
1645 * On failure, NULL is returned.
1646 */
1556object * 1647object *
1557decrease_ob_nr (object *op, uint32 i) 1648object::split (sint32 nr)
1558{ 1649{
1559 object *tmp; 1650 int have = number_of ();
1560 1651
1561 if (i == 0) /* objects with op->nrof require this check */ 1652 if (have < nr)
1562 return op; 1653 return 0;
1563 1654 else if (have == nr)
1564 if (i > op->nrof)
1565 i = op->nrof;
1566
1567 if (QUERY_FLAG (op, FLAG_REMOVED))
1568 op->nrof -= i;
1569 else if (op->env)
1570 { 1655 {
1571 /* is this object in the players inventory, or sub container
1572 * therein?
1573 */
1574 tmp = op->in_player ();
1575 /* nope. Is this a container the player has opened?
1576 * If so, set tmp to that player.
1577 * IMO, searching through all the players will mostly
1578 * likely be quicker than following op->env to the map,
1579 * and then searching the map for a player.
1580 */
1581 if (!tmp)
1582 for_all_players (pl)
1583 if (pl->ob->container == op->env)
1584 {
1585 tmp = pl->ob;
1586 break;
1587 }
1588
1589 if (i < op->nrof)
1590 {
1591 sub_weight (op->env, op->weight * i);
1592 op->nrof -= i;
1593 if (tmp)
1594 esrv_send_item (tmp, op);
1595 }
1596 else
1597 {
1598 op->remove (); 1656 remove ();
1599 op->nrof = 0; 1657 return this;
1600 if (tmp)
1601 esrv_del_item (tmp->contr, op->count);
1602 }
1603 } 1658 }
1604 else 1659 else
1605 { 1660 {
1606 object *above = op->above; 1661 decrease (nr);
1607 1662
1608 if (i < op->nrof) 1663 object *op = deep_clone ();
1609 op->nrof -= i; 1664 op->nrof = nr;
1610 else
1611 {
1612 op->remove ();
1613 op->nrof = 0;
1614 }
1615
1616 /* Since we just removed op, op->above is null */
1617 for (tmp = above; tmp; tmp = tmp->above)
1618 if (tmp->type == PLAYER)
1619 {
1620 if (op->nrof)
1621 esrv_send_item (tmp, op);
1622 else
1623 esrv_del_item (tmp->contr, op->count);
1624 }
1625 }
1626
1627 if (op->nrof)
1628 return op; 1665 return op;
1629 else
1630 {
1631 op->destroy ();
1632 return 0;
1633 }
1634}
1635
1636/*
1637 * add_weight(object, weight) adds the specified weight to an object,
1638 * and also updates how much the environment(s) is/are carrying.
1639 */
1640void
1641add_weight (object *op, signed long weight)
1642{
1643 while (op != NULL)
1644 {
1645 if (op->type == CONTAINER)
1646 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1647
1648 op->carrying += weight;
1649 op = op->env;
1650 } 1666 }
1651} 1667}
1652 1668
1653object * 1669object *
1654insert_ob_in_ob (object *op, object *where) 1670insert_ob_in_ob (object *op, object *where)
1673/* 1689/*
1674 * env->insert (op) 1690 * env->insert (op)
1675 * This function inserts the object op in the linked list 1691 * This function inserts the object op in the linked list
1676 * inside the object environment. 1692 * inside the object environment.
1677 * 1693 *
1678 * 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
1679 * be != op, if items are merged. -Tero 1695 * be != op, if items are merged. -Tero
1680 */ 1696 */
1681object * 1697object *
1682object::insert (object *op) 1698object::insert (object *op)
1683{ 1699{
1684 object *tmp, *otmp;
1685
1686 if (!QUERY_FLAG (op, FLAG_REMOVED))
1687 op->remove ();
1688
1689 if (op->more) 1700 if (op->more)
1690 { 1701 {
1691 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);
1692 return op; 1703 return op;
1693 } 1704 }
1694 1705
1695 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1706 op->remove ();
1696 CLEAR_FLAG (op, FLAG_REMOVED); 1707
1708 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1709
1697 if (op->nrof) 1710 if (op->nrof)
1698 {
1699 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1711 for (object *tmp = inv; tmp; tmp = tmp->below)
1700 if (object::can_merge (tmp, op)) 1712 if (object::can_merge (tmp, op))
1701 { 1713 {
1702 /* return the original object and remove inserted object 1714 /* return the original object and remove inserted object
1703 (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
1704 tmp->nrof += op->nrof; 1720 tmp->nrof += op->nrof;
1705 /* Weight handling gets pretty funky. Since we are adding to 1721
1706 * tmp->nrof, we need to increase the weight. 1722 if (object *pl = tmp->visible_to ())
1707 */ 1723 esrv_update_item (UPD_NROF, pl, tmp);
1724
1708 add_weight (this, op->weight * op->nrof); 1725 adjust_weight (this, oweight, weight_t (tmp->weight) * tmp->nrof);
1709 SET_FLAG (op, FLAG_REMOVED); 1726
1710 op->destroy (); /* free the inserted object */ 1727 op->destroy ();
1711 op = tmp; 1728 op = tmp;
1712 op->remove (); /* and fix old object's links */ 1729 goto inserted;
1713 CLEAR_FLAG (op, FLAG_REMOVED);
1714 break;
1715 } 1730 }
1716 1731
1717 /* I assume combined objects have no inventory 1732 op->owner = 0; // it's his/hers now. period.
1718 * We add the weight - this object could have just been removed
1719 * (if it was possible to merge). calling remove_ob will subtract
1720 * the weight, so we need to add it in again, since we actually do
1721 * the linking below
1722 */
1723 add_weight (this, op->weight * op->nrof);
1724 }
1725 else
1726 add_weight (this, (op->weight + op->carrying));
1727
1728 otmp = this->in_player ();
1729 if (otmp && otmp->contr)
1730 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1731 otmp->update_stats ();
1732
1733 op->map = 0; 1733 op->map = 0;
1734 op->env = this; 1734 op->x = 0;
1735 op->y = 0;
1736
1735 op->above = 0; 1737 op->above = 0;
1736 op->below = 0; 1738 op->below = inv;
1737 op->x = 0, op->y = 0; 1739 op->env = this;
1738 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:
1739 /* 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 */
1740 if ((op->glow_radius != 0) && map) 1755 if (op->glow_radius && is_on_map ())
1741 { 1756 {
1742#ifdef DEBUG_LIGHTS 1757 update_stats ();
1743 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1744#endif /* DEBUG_LIGHTS */
1745 if (map->darkness)
1746 update_all_los (map, x, y); 1758 update_all_los (map, x, y);
1747 }
1748
1749 /* Client has no idea of ordering so lets not bother ordering it here.
1750 * It sure simplifies this function...
1751 */
1752 if (!inv)
1753 inv = op;
1754 else
1755 { 1759 }
1756 op->below = inv; 1760 else if (is_player ())
1757 op->below->above = op; 1761 // if this is a player's inventory, update stats
1758 inv = op; 1762 contr->queue_stats_update ();
1759 }
1760 1763
1761 INVOKE_OBJECT (INSERT, this); 1764 INVOKE_OBJECT (INSERT, this);
1762 1765
1763 return op; 1766 return op;
1764} 1767}
1782 * 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
1783 * 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
1784 * on top. 1787 * on top.
1785 */ 1788 */
1786int 1789int
1787check_move_on (object *op, object *originator) 1790check_move_on (object *op, object *originator, int flags)
1788{ 1791{
1792 if (op->flag [FLAG_NO_APPLY])
1793 return 0;
1794
1789 object *tmp; 1795 object *tmp;
1790 maptile *m = op->map; 1796 maptile *m = op->map;
1791 int x = op->x, y = op->y; 1797 int x = op->x, y = op->y;
1792 1798
1793 MoveType move_on, move_slow, move_block; 1799 mapspace &ms = m->at (x, y);
1794 1800
1795 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1801 ms.update ();
1796 return 0;
1797 1802
1798 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1803 MoveType move_on = ms.move_on;
1799 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1804 MoveType move_slow = ms.move_slow;
1800 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1805 MoveType move_block = ms.move_block;
1801 1806
1802 /* 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,
1803 * 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
1804 * 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
1805 * as walking. 1810 * as walking.
1814 */ 1819 */
1815 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)
1816 return 0; 1821 return 0;
1817 1822
1818 /* The objects have to be checked from top to bottom. 1823 /* The objects have to be checked from top to bottom.
1819 * Hence, we first go to the top: 1824 * Hence, we first go to the top:
1820 */ 1825 */
1821 1826 for (object *next, *tmp = ms.top; tmp; tmp = next)
1822 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1823 {
1824 /* Trim the search when we find the first other spell effect
1825 * this helps performance so that if a space has 50 spell objects,
1826 * we don't need to check all of them.
1827 */
1828 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1829 break;
1830 } 1827 {
1828 next = tmp->below;
1831 1829
1832 for (; tmp; tmp = tmp->below)
1833 {
1834 if (tmp == op) 1830 if (tmp == op)
1835 continue; /* Can't apply yourself */ 1831 continue; /* Can't apply yourself */
1836 1832
1837 /* 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.
1838 * Second check makes sure that the movement types not being slowed 1834 * Second check makes sure that the movement types not being slowed
1839 * (~slow_move) is not blocked on this space - just because the 1835 * (~slow_move) is not blocked on this space - just because the
1840 * 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
1841 * 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.
1842 */ 1838 */
1843 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1839 if (!op->flag [FLAG_WIZPASS])
1844 { 1840 {
1845 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1841 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1846 ((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))
1847 { 1843 {
1848
1849 float
1850 diff = tmp->move_slow_penalty * fabs (op->speed); 1844 float diff = tmp->move_slow_penalty * fabs (op->speed);
1851 1845
1852 if (op->type == PLAYER) 1846 if (op->is_player ())
1853 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)) ||
1854 (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)))
1855 diff /= 4.0; 1849 diff /= 4.0;
1856 1850
1857 op->speed_left -= diff; 1851 op->speed_left -= diff;
1858 } 1852 }
1859 } 1853 }
1860 1854
1861 /* Basically same logic as above, except now for actual apply. */ 1855 /* Basically same logic as above, except now for actual apply. */
1862 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1856 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1863 ((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))
1864 { 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
1865 move_apply (tmp, op, originator); 1864 move_apply (tmp, op, originator);
1866 1865
1867 if (op->destroyed ()) 1866 if (op->destroyed ())
1868 return 1; 1867 return 1;
1869 1868
1892 LOG (llevError, "Present_arch called outside map.\n"); 1891 LOG (llevError, "Present_arch called outside map.\n");
1893 return NULL; 1892 return NULL;
1894 } 1893 }
1895 1894
1896 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)
1897 if (tmp->arch == at) 1896 if (tmp->arch->archname == at->archname)
1898 return tmp; 1897 return tmp;
1899 1898
1900 return NULL; 1899 return NULL;
1901} 1900}
1902 1901
1966 * The first matching object is returned, or NULL if none. 1965 * The first matching object is returned, or NULL if none.
1967 */ 1966 */
1968object * 1967object *
1969present_arch_in_ob (const archetype *at, const object *op) 1968present_arch_in_ob (const archetype *at, const object *op)
1970{ 1969{
1971 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1970 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1972 if (tmp->arch == at) 1971 if (tmp->arch->archname == at->archname)
1973 return tmp; 1972 return tmp;
1974 1973
1975 return NULL; 1974 return NULL;
1976} 1975}
1977 1976
1979 * activate recursively a flag on an object inventory 1978 * activate recursively a flag on an object inventory
1980 */ 1979 */
1981void 1980void
1982flag_inv (object *op, int flag) 1981flag_inv (object *op, int flag)
1983{ 1982{
1984 if (op->inv)
1985 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1983 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1986 { 1984 {
1987 SET_FLAG (tmp, flag); 1985 tmp->set_flag (flag);
1988 flag_inv (tmp, flag); 1986 flag_inv (tmp, flag);
1989 } 1987 }
1990} 1988}
1991 1989
1992/* 1990/*
1993 * deactivate recursively a flag on an object inventory 1991 * deactivate recursively a flag on an object inventory
1994 */ 1992 */
1995void 1993void
1996unflag_inv (object *op, int flag) 1994unflag_inv (object *op, int flag)
1997{ 1995{
1998 if (op->inv)
1999 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1996 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2000 { 1997 {
2001 CLEAR_FLAG (tmp, flag); 1998 tmp->clr_flag (flag);
2002 unflag_inv (tmp, flag); 1999 unflag_inv (tmp, flag);
2003 } 2000 }
2004} 2001}
2005 2002
2006/* 2003/*
2007 * 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
2008 * 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
2010 * to search (see the freearr_x/y[] definition). 2007 * to search (see the freearr_x/y[] definition).
2011 * It returns a random choice among the alternatives found. 2008 * It returns a random choice among the alternatives found.
2012 * 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
2013 * does all 4 immediate directions). This returns the index into the 2010 * does all 4 immediate directions). This returns the index into the
2014 * 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)
2015 * Note - this only checks to see if there is space for the head of the
2016 * object - if it is a multispace object, this should be called for all
2017 * pieces.
2018 * Note2: This function does correctly handle tiled maps, but does not 2012 * Note: This function does correctly handle tiled maps, but does not
2019 * inform the caller. However, insert_ob_in_map will update as 2013 * inform the caller. However, insert_ob_in_map will update as
2020 * 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.
2021 * 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
2022 * 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
2023 * 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
2024 * 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
2025 * customized, changed states, etc. 2019 * customized, changed states, etc.
2026 */ 2020 */
2027int 2021int
2028find_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)
2029{ 2023{
2030 int index = 0, flag;
2031 int altern[SIZEOFFREE]; 2024 int altern[SIZEOFFREE];
2025 int index = 0;
2032 2026
2033 for (int i = start; i < stop; i++) 2027 for (int i = start; i < stop; i++)
2034 { 2028 {
2035 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2029 mapxy pos (m, x, y); pos.move (i);
2036 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 {
2037 altern [index++] = i; 2045 altern [index++] = i;
2046 continue;
2047 }
2038 2048
2039 /* 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.
2040 * 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.
2041 * 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 -
2042 * 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
2043 * 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
2044 * to only the spaces immediately surrounding the target area, and 2054 * to only the spaces immediately surrounding the target area, and
2045 * won't look 2 spaces south of the target space. 2055 * won't look 2 spaces south of the target space.
2046 */ 2056 */
2047 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2057 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2058 {
2048 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;
2049 } 2073 }
2050 2074
2051 if (!index) 2075 if (!index)
2052 return -1; 2076 return -1;
2053 2077
2062 */ 2086 */
2063int 2087int
2064find_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)
2065{ 2089{
2066 for (int i = 0; i < SIZEOFFREE; i++) 2090 for (int i = 0; i < SIZEOFFREE; i++)
2067 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2091 if (!ob->blocked (m, x + DIRX (i), y + DIRY (i)))
2068 return i; 2092 return i;
2069 2093
2070 return -1; 2094 return -1;
2071} 2095}
2072 2096
2083 2107
2084 while (--end) 2108 while (--end)
2085 swap (arr [end], arr [rndm (end + 1)]); 2109 swap (arr [end], arr [rndm (end + 1)]);
2086} 2110}
2087 2111
2088/* new function to make monster searching more efficient, and effective! 2112/* new function to make monster searching more efficient, and effective!
2089 * This basically returns a randomized array (in the passed pointer) of 2113 * This basically returns a randomized array (in the passed pointer) of
2090 * the spaces to find monsters. In this way, it won't always look for 2114 * the spaces to find monsters. In this way, it won't always look for
2091 * monsters to the north first. However, the size of the array passed 2115 * monsters to the north first. However, the size of the array passed
2092 * covers all the spaces, so within that size, all the spaces within 2116 * covers all the spaces, so within that size, all the spaces within
2093 * the 3x3 area will be searched, just not in a predictable order. 2117 * the 3x3 area will be searched, just not in a predictable order.
2118 * there is capable of. 2142 * there is capable of.
2119 */ 2143 */
2120int 2144int
2121find_dir (maptile *m, int x, int y, object *exclude) 2145find_dir (maptile *m, int x, int y, object *exclude)
2122{ 2146{
2123 int i, max = SIZEOFFREE, mflags; 2147 int max = SIZEOFFREE;
2124
2125 sint16 nx, ny;
2126 object *tmp;
2127 maptile *mp;
2128
2129 MoveType blocked, move_type; 2148 MoveType move_type;
2130 2149
2131 if (exclude && exclude->head_ () != exclude) 2150 if (exclude && exclude->head_ () != exclude)
2132 { 2151 {
2133 exclude = exclude->head; 2152 exclude = exclude->head;
2134 move_type = exclude->move_type; 2153 move_type = exclude->move_type;
2137 { 2156 {
2138 /* 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. */
2139 move_type = MOVE_ALL; 2158 move_type = MOVE_ALL;
2140 } 2159 }
2141 2160
2142 for (i = 1; i < max; i++) 2161 for (int i = 1; i < max; i++)
2143 { 2162 {
2144 mp = m; 2163 mapxy pos (m, x, y);
2145 nx = x + freearr_x[i]; 2164 pos.move (i);
2146 ny = y + freearr_y[i];
2147 2165
2148 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2166 if (!pos.normalise ())
2149
2150 if (mflags & P_OUT_OF_MAP)
2151 max = maxfree[i]; 2167 max = maxfree[i];
2152 else 2168 else
2153 { 2169 {
2154 mapspace &ms = mp->at (nx, ny); 2170 mapspace &ms = *pos;
2155 2171
2156 blocked = ms.move_block;
2157
2158 if ((move_type & blocked) == move_type) 2172 if ((move_type & ms.move_block) == move_type)
2159 max = maxfree[i]; 2173 max = maxfree [i];
2160 else if (mflags & P_IS_ALIVE) 2174 else if (ms.flags () & P_IS_ALIVE)
2161 { 2175 {
2162 for (tmp = ms.bot; tmp; tmp = tmp->above) 2176 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2163 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2177 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2164 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2178 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2165 break;
2166
2167 if (tmp)
2168 return freedir[i]; 2179 return freedir [i];
2169 } 2180 }
2170 } 2181 }
2171 } 2182 }
2172 2183
2173 return 0; 2184 return 0;
2182{ 2193{
2183 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);
2184} 2195}
2185 2196
2186/* 2197/*
2187 * 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
2188 * an object which has subtracted the x and y coordinates of another 2199 * for running into direct [dx, dy].
2189 * object, needs to travel toward it. 2200 * (the opposite of crossfire's find_dir_2!)
2190 */ 2201 */
2191int 2202int
2192find_dir_2 (int x, int y) 2203find_dir_2 (int x, int y)
2193{ 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
2194 int q; 2248 int q;
2195 2249
2196 if (y) 2250 if (y)
2197 q = x * 100 / y; 2251 q = 128 * x / y;
2198 else if (x) 2252 else if (x)
2199 q = -300 * x; 2253 q = -512 * x; // to make it > 309
2200 else 2254 else
2201 return 0; 2255 return 0;
2202 2256
2203 if (y > 0) 2257 if (y > 0)
2204 { 2258 {
2205 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
2206 return 3; 2264 return 3;
2207 if (q < -41) 2265 }
2208 return 2; 2266 else
2209 if (q < 41) 2267 {
2210 return 1; 2268 if (q < -309) return 3;
2211 if (q < 242) 2269 if (q < -52) return 2;
2212 return 8; 2270 if (q < 52) return 1;
2271 if (q < 309) return 8;
2272
2213 return 7; 2273 return 7;
2214 } 2274 }
2215 2275#endif
2216 if (q < -242)
2217 return 7;
2218 if (q < -41)
2219 return 6;
2220 if (q < 41)
2221 return 5;
2222 if (q < 242)
2223 return 4;
2224
2225 return 3;
2226} 2276}
2227 2277
2228/* 2278/*
2229 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2279 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2230 * between two directions (which are expected to be absolute (see absdir()) 2280 * between two directions (which are expected to be absolute (see absdir())
2231 */ 2281 */
2232int 2282int
2233dirdiff (int dir1, int dir2) 2283dirdiff (int dir1, int dir2)
2234{ 2284{
2235 int d;
2236
2237 d = abs (dir1 - dir2); 2285 int d = abs (dir1 - dir2);
2238 if (d > 4)
2239 d = 8 - d;
2240 2286
2241 return d; 2287 return d > 4 ? 8 - d : d;
2242} 2288}
2243 2289
2244/* peterm: 2290/* peterm:
2245 * 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.
2246 * Basically, this is a table of directions, and what directions 2292 * Basically, this is a table of directions, and what directions
2248 * 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
2249 * 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.
2250 * 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
2251 * functions. 2297 * functions.
2252 */ 2298 */
2253int reduction_dir[SIZEOFFREE][3] = { 2299static const int reduction_dir[SIZEOFFREE][3] = {
2254 {0, 0, 0}, /* 0 */ 2300 {0, 0, 0}, /* 0 */
2255 {0, 0, 0}, /* 1 */ 2301 {0, 0, 0}, /* 1 */
2256 {0, 0, 0}, /* 2 */ 2302 {0, 0, 0}, /* 2 */
2257 {0, 0, 0}, /* 3 */ 2303 {0, 0, 0}, /* 3 */
2258 {0, 0, 0}, /* 4 */ 2304 {0, 0, 0}, /* 4 */
2315 int mflags; 2361 int mflags;
2316 2362
2317 if (dir < 0) 2363 if (dir < 0)
2318 return 0; /* exit condition: invalid direction */ 2364 return 0; /* exit condition: invalid direction */
2319 2365
2320 dx = x + freearr_x[dir]; 2366 dx = x + DIRX (dir);
2321 dy = y + freearr_y[dir]; 2367 dy = y + DIRY (dir);
2322 2368
2323 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy); 2369 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2324 2370
2325 /* This functional arguably was incorrect before - it was 2371 /* This functional arguably was incorrect before - it was
2326 * checking for P_WALL - that was basically seeing if 2372 * checking for P_WALL - that was basically seeing if
2349 * 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
2350 * core dumps if they do. 2396 * core dumps if they do.
2351 * 2397 *
2352 * 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)
2353 */ 2399 */
2354
2355int 2400int
2356can_pick (const object *who, const object *item) 2401can_pick (const object *who, const object *item)
2357{ 2402{
2358 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2403 return /*who->flag [FLAG_WIZ]|| */
2359 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2404 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2360 !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));
2361} 2406}
2407
2408//-GPL
2362 2409
2363/* 2410/*
2364 * create clone from object to another 2411 * create clone from object to another
2365 */ 2412 */
2366object * 2413object *
2367object_create_clone (object *asrc) 2414object::deep_clone ()
2368{ 2415{
2369 object *dst = 0, *tmp, *src, *prev, *item; 2416 assert (("deep_clone called on non-head object", is_head ()));
2370 2417
2371 if (!asrc) 2418 object *dst = clone ();
2372 return 0;
2373 2419
2374 src = asrc->head_ (); 2420 object *prev = dst;
2375
2376 prev = 0;
2377 for (object *part = src; part; part = part->more) 2421 for (object *part = this->more; part; part = part->more)
2378 { 2422 {
2379 tmp = part->clone (); 2423 object *tmp = part->clone ();
2380 tmp->x -= src->x;
2381 tmp->y -= src->y;
2382
2383 if (!part->head)
2384 {
2385 dst = tmp;
2386 tmp->head = 0;
2387 }
2388 else
2389 tmp->head = dst; 2424 tmp->head = dst;
2390
2391 tmp->more = 0;
2392
2393 if (prev)
2394 prev->more = tmp; 2425 prev->more = tmp;
2395
2396 prev = tmp; 2426 prev = tmp;
2397 } 2427 }
2398 2428
2399 for (item = src->inv; item; item = item->below) 2429 for (object *item = inv; item; item = item->below)
2400 insert_ob_in_ob (object_create_clone (item), dst); 2430 insert_ob_in_ob (item->deep_clone (), dst);
2401 2431
2402 return dst; 2432 return dst;
2403} 2433}
2404 2434
2405/* This returns the first object in who's inventory that 2435/* This returns the first object in who's inventory that
2414 return tmp; 2444 return tmp;
2415 2445
2416 return 0; 2446 return 0;
2417} 2447}
2418 2448
2419/* If ob has a field named key, return the link from the list, 2449/* Zero the key_values on op, decrementing the shared-string
2420 * otherwise return NULL. 2450 * refcounts and freeing the links.
2421 * 2451 */
2422 * key must be a passed in shared string - otherwise, this won't 2452void
2423 * do the desired thing. 2453key_values::clear ()
2424 */
2425key_value *
2426get_ob_key_link (const object *ob, const char *key)
2427{ 2454{
2428 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)
2429 if (link->key == key) 2469 if (kv->key == key)
2430 return link;
2431
2432 return 0;
2433}
2434
2435/*
2436 * Returns the value of op has an extra_field for key, or NULL.
2437 *
2438 * The argument doesn't need to be a shared string.
2439 *
2440 * The returned string is shared.
2441 */
2442const char *
2443get_ob_key_value (const object *op, const char *const key)
2444{
2445 key_value *link;
2446 shstr_cmp canonical_key (key);
2447
2448 if (!canonical_key)
2449 {
2450 /* 1. There being a field named key on any object
2451 * implies there'd be a shared string to find.
2452 * 2. Since there isn't, no object has this field.
2453 * 3. Therefore, *this* object doesn't have this field.
2454 */
2455 return 0;
2456 }
2457
2458 /* This is copied from get_ob_key_link() above -
2459 * only 4 lines, and saves the function call overhead.
2460 */
2461 for (link = op->key_values; link; link = link->next)
2462 if (link->key == canonical_key)
2463 return link->value; 2470 return kv->value;
2464 2471
2465 return 0; 2472 return shstr ();
2466} 2473}
2467 2474
2468/* 2475void
2469 * Updates the canonical_key in op to value. 2476key_values::add (shstr_tmp key, shstr_tmp value)
2470 *
2471 * canonical_key is a shared string (value doesn't have to be).
2472 *
2473 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2474 * keys.
2475 *
2476 * Returns TRUE on success.
2477 */
2478int
2479set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2480{ 2477{
2481 key_value *field = NULL, *last = NULL; 2478 key_value *kv = new key_value;
2482 2479
2483 for (field = op->key_values; field != NULL; field = field->next) 2480 kv->next = first;
2484 { 2481 kv->key = key;
2485 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)
2486 { 2492 {
2487 last = field; 2493 kv->value = value;
2488 continue; 2494 return;
2489 } 2495 }
2490 2496
2491 if (value) 2497 add (key, value);
2492 field->value = value; 2498}
2493 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)
2494 { 2505 {
2495 /* Basically, if the archetype has this key set, 2506 key_value *kv = *kvp;
2496 * we need to store the null value so when we save 2507 *kvp = (*kvp)->next;
2497 * it, we save the empty value so that when we load, 2508 delete kv;
2498 * we get this value back again. 2509 return;
2499 */
2500 if (get_ob_key_link (&op->arch->clone, canonical_key))
2501 field->value = 0;
2502 else
2503 {
2504 if (last)
2505 last->next = field->next;
2506 else
2507 op->key_values = field->next;
2508
2509 delete field;
2510 }
2511 } 2510 }
2512 return TRUE; 2511}
2512
2513void
2514key_values::reverse ()
2515{
2516 key_value *prev = 0;
2517 key_value *head = first;
2518
2519 while (head)
2513 } 2520 {
2514 /* 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 }
2515 2526
2516 /* No field, we'll have to add it. */ 2527 first = prev;
2517
2518 if (!add_key)
2519 return FALSE;
2520
2521 /* There isn't any good reason to store a null
2522 * value in the key/value list. If the archetype has
2523 * this key, then we should also have it, so shouldn't
2524 * be here. If user wants to store empty strings,
2525 * should pass in ""
2526 */
2527 if (value == NULL)
2528 return TRUE;
2529
2530 field = new key_value;
2531
2532 field->key = canonical_key;
2533 field->value = value;
2534 /* Usual prepend-addition. */
2535 field->next = op->key_values;
2536 op->key_values = field;
2537
2538 return TRUE;
2539} 2528}
2540 2529
2541/* 2530key_values &
2542 * Updates the key in op to value. 2531key_values::operator =(const key_values &kv)
2543 *
2544 * If add_key is FALSE, this will only update existing keys,
2545 * and not add new ones.
2546 * In general, should be little reason FALSE is ever passed in for add_key
2547 *
2548 * Returns TRUE on success.
2549 */
2550int
2551set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2552{ 2532{
2553 shstr key_ (key); 2533 clear ();
2554 2534
2555 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;
2556} 2541}
2557 2542
2558object::depth_iterator::depth_iterator (object *container) 2543object::depth_iterator::depth_iterator (object *container)
2559: iterator_base (container) 2544: iterator_base (container)
2560{ 2545{
2573 item = item->inv; 2558 item = item->inv;
2574 } 2559 }
2575 else 2560 else
2576 item = item->env; 2561 item = item->env;
2577} 2562}
2578
2579 2563
2580const char * 2564const char *
2581object::flag_desc (char *desc, int len) const 2565object::flag_desc (char *desc, int len) const
2582{ 2566{
2583 char *p = desc; 2567 char *p = desc;
2611{ 2595{
2612 char flagdesc[512]; 2596 char flagdesc[512];
2613 char info2[256 * 4]; 2597 char info2[256 * 4];
2614 char *p = info; 2598 char *p = info;
2615 2599
2616 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}",
2617 count, uuid.seq, 2601 count,
2602 uuid.c_str (),
2618 &name, 2603 &name,
2619 title ? "\",title:\"" : "", 2604 title ? ",title:\"" : "",
2620 title ? (const char *)title : "", 2605 title ? (const char *)title : "",
2606 title ? "\"" : "",
2621 flag_desc (flagdesc, 512), type); 2607 flag_desc (flagdesc, 512), type);
2622 2608
2623 if (env) 2609 if (!flag[FLAG_REMOVED] && env)
2624 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2610 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2625 2611
2626 if (map) 2612 if (map)
2627 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);
2628 2614
2643{ 2629{
2644 return map ? map->region (x, y) 2630 return map ? map->region (x, y)
2645 : region::default_region (); 2631 : region::default_region ();
2646} 2632}
2647 2633
2648const materialtype_t * 2634//+GPL
2649object::dominant_material () const
2650{
2651 if (materialtype_t *mat = name_to_material (materialname))
2652 return mat;
2653
2654 // omfg this is slow, this has to be temporary :)
2655 shstr unknown ("unknown");
2656
2657 return name_to_material (unknown);
2658}
2659 2635
2660void 2636void
2661object::open_container (object *new_container) 2637object::open_container (object *new_container)
2662{ 2638{
2663 if (container == new_container) 2639 if (container == new_container)
2664 return; 2640 return;
2665 2641
2666 if (object *old_container = container) 2642 object *old_container = container;
2643
2644 if (old_container)
2667 { 2645 {
2668 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2646 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2669 return; 2647 return;
2670 2648
2671#if 0 2649#if 0
2673 if (object *closer = old_container->inv) 2651 if (object *closer = old_container->inv)
2674 if (closer->type == CLOSE_CON) 2652 if (closer->type == CLOSE_CON)
2675 closer->destroy (); 2653 closer->destroy ();
2676#endif 2654#endif
2677 2655
2656 // make sure the container is available
2657 esrv_send_item (this, old_container);
2658
2678 old_container->flag [FLAG_APPLIED] = 0; 2659 old_container->flag [FLAG_APPLIED] = false;
2679 container = 0; 2660 container = 0;
2680 2661
2662 // client needs item update to make it work, client bug requires this to be separate
2681 esrv_update_item (UPD_FLAGS, this, old_container); 2663 esrv_update_item (UPD_FLAGS, this, old_container);
2664
2682 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"));
2683 } 2667 }
2684 2668
2685 if (new_container) 2669 if (new_container)
2686 { 2670 {
2687 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2671 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2690 // TODO: this does not seem to serve any purpose anymore? 2674 // TODO: this does not seem to serve any purpose anymore?
2691#if 0 2675#if 0
2692 // insert the "Close Container" object. 2676 // insert the "Close Container" object.
2693 if (archetype *closer = new_container->other_arch) 2677 if (archetype *closer = new_container->other_arch)
2694 { 2678 {
2695 object *closer = arch_to_object (new_container->other_arch); 2679 object *closer = new_container->other_arch->instance ();
2696 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2680 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2697 new_container->insert (closer); 2681 new_container->insert (closer);
2698 } 2682 }
2699#endif 2683#endif
2700 2684
2701 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 ());
2702 2686
2687 // make sure the container is available, client bug requires this to be separate
2688 esrv_send_item (this, new_container);
2689
2703 new_container->flag [FLAG_APPLIED] = 1; 2690 new_container->flag [FLAG_APPLIED] = true;
2704 container = new_container; 2691 container = new_container;
2705 2692
2693 // client needs flag change
2706 esrv_update_item (UPD_FLAGS, this, new_container); 2694 esrv_update_item (UPD_FLAGS, this, new_container);
2707 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)
2708 } 2713 {
2714 rect->m->touch ();
2715 rect->m->activate ();
2716 }
2709} 2717}
2710 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);
2711 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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