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Comparing deliantra/server/common/object.C (file contents):
Revision 1.184 by root, Wed Aug 22 20:46:46 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 Roguelike Realtime MORPG. 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 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
20 * 22 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 24 */
23 25
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 26#include <global.h>
28#include <stdio.h> 27#include <stdio.h>
29#include <sys/types.h> 28#include <sys/types.h>
30#include <sys/uio.h> 29#include <sys/uio.h>
31#include <object.h> 30#include <object.h>
32#include <funcpoint.h>
33#include <sproto.h> 31#include <sproto.h>
34#include <loader.h>
35 32
36#include <bitset> 33#include <bitset>
37 34
38int nrofallocobjects = 0; 35UUID UUID::cur;
39static UUID uuid; 36static uint64_t seq_next_save;
40const uint64 UUID_SKIP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
41 39
42objectvec objects; 40objectvec objects;
43activevec actives; 41activevec actives;
44 42
45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 43freelist_item *object::freelist;
44uint32_t object::object_count;
45uint32_t object::free_count;
46uint32_t object::create_count;
47uint32_t object::destroy_count;
48
49//+GPL
50
51int freearr_x[SIZEOFFREE] = {
52 0,
53 0, 1, 1, 1, 0, -1, -1, -1,
54 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 55 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
47}; 56};
48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 57int freearr_y[SIZEOFFREE] = {
58 0,
59 -1, -1, 0, 1, 1, 1, 0, -1,
60 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
49 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 61 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
50};
51int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
52 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
53}; 62};
54int freedir[SIZEOFFREE] = { 63int freedir[SIZEOFFREE] = {
55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 64 0,
65 1, 2, 3, 4, 5, 6, 7, 8,
66 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 67 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57}; 68};
58 69
70static int maxfree[SIZEOFFREE] = {
71 0,
72 9, 10, 13, 14, 17, 18, 21, 22,
73 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
74 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
75};
76
77const char *wall_suffix[16] = {
78 "0",
79 "1_3",
80 "1_4",
81 "2_1_2",
82 "1_2",
83 "2_2_4",
84 "2_2_1",
85 "3_1",
86 "1_1",
87 "2_2_3",
88 "2_2_2",
89 "3_3",
90 "2_1_1",
91 "3_4",
92 "3_2",
93 "4"
94};
95
59static void 96static void
60write_uuid (void) 97write_uuid (uval64 skip, bool sync)
61{ 98{
62 char filename1[MAX_BUF], filename2[MAX_BUF]; 99 CALL_BEGIN (2);
63 100 CALL_ARG_SV (newSVval64 (skip));
64 sprintf (filename1, "%s/uuid", settings.localdir); 101 CALL_ARG_SV (boolSV (sync));
65 sprintf (filename2, "%s/uuid~", settings.localdir); 102 CALL_CALL ("cf::write_uuid", G_DISCARD);
66 103 CALL_END;
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78} 104}
79 105
80static void 106static void
81read_uuid (void) 107read_uuid ()
82{ 108{
83 char filename[MAX_BUF]; 109 char filename[MAX_BUF];
84 110
85 sprintf (filename, "%s/uuid", settings.localdir); 111 sprintf (filename, "%s/uuid", settings.localdir);
112
113 seq_next_save = 0;
86 114
87 FILE *fp; 115 FILE *fp;
88 116
89 if (!(fp = fopen (filename, "r"))) 117 if (!(fp = fopen (filename, "r")))
90 { 118 {
91 if (errno == ENOENT) 119 if (errno == ENOENT)
92 { 120 {
93 LOG (llevInfo, "RESET uid to 1\n"); 121 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0; 122 UUID::cur.seq = 0;
95 write_uuid (); 123 write_uuid (UUID_GAP, true);
96 return; 124 return;
97 } 125 }
98 126
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 127 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1); 128 _exit (1);
101 } 129 }
102 130
103 int version; 131 char buf [UUID::MAX_LEN];
104 unsigned long long uid; 132 buf[0] = 0;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 133 fgets (buf, sizeof (buf), fp);
134
135 if (!UUID::cur.parse (buf))
106 { 136 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 137 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1); 138 _exit (1);
109 } 139 }
110 140
111 uuid.seq = uid; 141 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112 write_uuid (); 142
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 143 write_uuid (UUID_GAP, true);
114 fclose (fp); 144 fclose (fp);
115} 145}
116 146
117UUID 147UUID
118gen_uuid () 148UUID::gen ()
119{ 149{
120 UUID uid; 150 UUID uid;
121 151
122 uid.seq = ++uuid.seq; 152 uid.seq = ++cur.seq;
123 153
124 if (!(uuid.seq & (UUID_SKIP - 1))) 154 if (ecb_expect_false (cur.seq >= seq_next_save))
125 write_uuid (); 155 {
156 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
157 write_uuid (UUID_GAP, false);
158 }
159
126 160
127 return uid; 161 return uid;
128} 162}
129 163
130void 164void
131init_uuid () 165UUID::init ()
132{ 166{
133 read_uuid (); 167 read_uuid ();
134} 168}
135 169
170bool
171UUID::parse (const char *s)
172{
173 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
174 return false;
175
176 seq = 0;
177
178 while (*s != '>')
179 {
180 if (*s < '0')
181 return false;
182
183 // this gives nice branchless code with gcc
184 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
185 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
186
187 seq = (seq << 4) | digit;
188
189 ++s;
190 }
191
192 return true;
193}
194
195char *
196UUID::append (char *buf) const
197{
198 *buf++ = '<';
199 *buf++ = '1';
200 *buf++ = '.';
201
202 uint64_t seq = this->seq;
203 const int bits = 64;
204 char nz = 0;
205 static const char tohex [] = "0123456789abcdef";
206
207 // assert (len >= 3 + bits / 4 + 1 + 1);
208 for (int i = bits / 4; --i; )
209 {
210 uint8_t digit = seq >> (bits - 4);
211
212 *buf = tohex [digit];
213 nz |= digit;
214 buf += nz ? 1 : 0;
215 seq <<= 4;
216 }
217
218 // last digit is special - always emit
219 uint8_t digit = seq >> (bits - 4);
220 *buf++ = tohex [digit];
221
222 *buf++ = '>';
223
224 return buf;
225}
226
227char *
228UUID::c_str () const
229{
230 static char buf [MAX_LEN];
231 *append (buf) = 0;
232 return buf;
233}
234
136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 235/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int 236static bool
138compare_ob_value_lists_one (const object *wants, const object *has) 237compare_ob_value_lists_one (const object *wants, const object *has)
139{ 238{
140 key_value *wants_field;
141
142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 239 /* n-squared behaviour (see kv.get), but I'm hoping both
143 * objects with lists are rare, and lists stay short. If not, use a 240 * objects with lists are rare, and lists stay short. If not, use a
144 * different structure or at least keep the lists sorted... 241 * different structure or at least keep the lists sorted...
145 */ 242 */
146 243
147 /* For each field in wants, */ 244 /* For each field in wants, */
148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 245 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
149 { 246 if (has->kv.get (kv->key) != kv->value)
150 key_value *has_field; 247 return false;
151
152 /* Look for a field in has with the same key. */
153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
156 {
157 /* No field with that name. */
158 return FALSE;
159 }
160
161 /* Found the matching field. */
162 if (has_field->value != wants_field->value)
163 {
164 /* Values don't match, so this half of the comparison is false. */
165 return FALSE;
166 }
167
168 /* If we get here, we found a match. Now for the next field in wants. */
169 }
170 248
171 /* If we get here, every field in wants has a matching field in has. */ 249 /* If we get here, every field in wants has a matching field in has. */
172 return TRUE; 250 return true;
173} 251}
174 252
175/* Returns TRUE if ob1 has the same key_values as ob2. */ 253/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int 254static bool
177compare_ob_value_lists (const object *ob1, const object *ob2) 255compare_ob_value_lists (const object *ob1, const object *ob2)
178{ 256{
179 /* However, there may be fields in has which aren't partnered in wants, 257 /* However, there may be fields in has which aren't partnered in wants,
180 * so we need to run the comparison *twice*. :( 258 * so we need to run the comparison *twice*. :(
181 */ 259 */
182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 260 return compare_ob_value_lists_one (ob1, ob2)
261 && compare_ob_value_lists_one (ob2, ob1);
183} 262}
184 263
185/* Function examines the 2 objects given to it, and returns true if 264/* Function examines the 2 objects given to it, and returns true if
186 * they can be merged together. 265 * they can be merged together.
187 * 266 *
194 * Improvements made with merge: Better checking on potion, and also 273 * Improvements made with merge: Better checking on potion, and also
195 * check weight 274 * check weight
196 */ 275 */
197bool object::can_merge_slow (object *ob1, object *ob2) 276bool object::can_merge_slow (object *ob1, object *ob2)
198{ 277{
199 /* A couple quicksanity checks */ 278 /* A couple quick sanity checks */
200 if (ob1 == ob2 279 if (ob1 == ob2
201 || ob1->type != ob2->type 280 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value 281 || ob1->value != ob2->value
204 || ob1->name != ob2->name) 282 || ob1->name != ob2->name
283 || ob1->custom_name != ob2->custom_name
284 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
205 return 0; 285 return 0;
206 286
207 //TODO: this ain't working well, use nicer and correct overflow check
208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 287 /* Do not merge objects if nrof would overflow, assume nrof
209 * value could not be stored in a sint32 (which unfortunately sometimes is 288 * is always 0 .. 2**31-1 */
210 * used to store nrof). 289 if (ob1->nrof > 0x7fffffff - ob2->nrof)
211 */
212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
213 return 0; 290 return 0;
214 291
215 /* If the objects have been identified, set the BEEN_APPLIED flag. 292 /* If the objects have been identified, set the BEEN_APPLIED flag.
216 * This is to the comparison of the flags below will be OK. We 293 * This is to the comparison of the flags below will be OK. We
217 * just can't ignore the been applied or identified flags, as they 294 * just can't ignore the been applied or identified flags, as they
218 * are not equal - just if it has been identified, the been_applied 295 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning. 296 * flags lose any meaning.
220 */ 297 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 298 if (ob1->flag [FLAG_IDENTIFIED])
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 299 ob1->set_flag (FLAG_BEEN_APPLIED);
223 300
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 301 if (ob2->flag [FLAG_IDENTIFIED])
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 302 ob2->set_flag (FLAG_BEEN_APPLIED);
226 303
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 304 if (ob1->arch->archname != ob2->arch->archname
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 305 || ob1->name != ob2->name
230 || ob1->title != ob2->title 306 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 307 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 308 || ob1->weight != ob2->weight
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
235 || ob1->attacktype != ob2->attacktype 309 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic 310 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying 311 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill 312 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value 313 || ob1->value != ob2->value
240 || ob1->animation_id != ob2->animation_id 314 || ob1->animation_id != ob2->animation_id
315 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
241 || ob1->client_type != ob2->client_type 316 || ob1->client_type != ob2->client_type
242 || ob1->materialname != ob2->materialname 317 || ob1->material != ob2->material
243 || ob1->lore != ob2->lore 318 || ob1->lore != ob2->lore
244 || ob1->subtype != ob2->subtype 319 || ob1->subtype != ob2->subtype
245 || ob1->move_type != ob2->move_type 320 || ob1->move_type != ob2->move_type
246 || ob1->move_block != ob2->move_block 321 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow 322 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on 323 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off 324 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow 325 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty) 326 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
327 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
328 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
252 return 0; 329 return 0;
253 330
331 if ((ob1->flag ^ ob2->flag)
332 .reset (FLAG_INV_LOCKED)
333 .reset (FLAG_REMOVED)
334 .any ())
335 return 0;
336
254 /* This is really a spellbook check - really, we should 337 /* This is really a spellbook check - we should in general
255 * check all objects in the inventory. 338 * not merge objects with real inventories, as splitting them
339 * is hard.
256 */ 340 */
257 if (ob1->inv || ob2->inv) 341 if (ob1->inv || ob2->inv)
258 { 342 {
259 /* if one object has inventory but the other doesn't, not equiv */ 343 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 344 return 0; /* inventories differ in length */
261 return 0;
262 345
263 /* Now check to see if the two inventory objects could merge */ 346 if (ob1->inv->below || ob2->inv->below)
347 return 0; /* more than one object in inv */
348
264 if (!object::can_merge (ob1->inv, ob2->inv)) 349 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 350 return 0; /* inventory objects differ */
266 351
267 /* inventory ok - still need to check rest of this object to see 352 /* inventory ok - still need to check rest of this object to see
268 * if it is valid. 353 * if it is valid.
269 */ 354 */
270 } 355 }
271 356
272 /* Don't merge objects that are applied. With the new 'body' code, 357 /* Don't merge objects that are applied. With the new 'body' code,
273 * it is possible for most any character to have more than one of 358 * it is possible for most any character to have more than one of
274 * some items equipped, and we don't want those to merge. 359 * some items equipped, and we don't want those to merge.
275 */ 360 */
276 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 361 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
277 return 0; 362 return 0;
278 363
279 /* Note sure why the following is the case - either the object has to 364 /* Not sure why the following is the case - either the object has to
280 * be animated or have a very low speed. Is this an attempted monster 365 * be animated or have a very low speed. Is this an attempted monster
281 * check? 366 * check?
282 */ 367 */
283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 368 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
284 return 0; 369 return 0;
285 370
286 switch (ob1->type) 371 switch (ob1->type)
287 { 372 {
288 case SCROLL: 373 case SCROLL:
289 if (ob1->level != ob2->level) 374 if (ob1->level != ob2->level)
290 return 0; 375 return 0;
291 break; 376 break;
292 } 377 }
293 378
294 if (ob1->key_values != NULL || ob2->key_values != NULL) 379 if (!ob1->kv.empty () || !ob2->kv.empty ())
295 { 380 {
296 /* At least one of these has key_values. */ 381 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 382 if (ob1->kv.empty () != ob2->kv.empty ())
298 /* One has fields, but the other one doesn't. */ 383 return 0; /* One has fields, but the other one doesn't. */
299 return 0; 384
300 else if (!compare_ob_value_lists (ob1, ob2)) 385 if (!compare_ob_value_lists (ob1, ob2))
301 return 0; 386 return 0;
302 } 387 }
303 388
304 if (ob1->self || ob2->self) 389 if (ob1->self || ob2->self)
305 { 390 {
306 ob1->optimise (); 391 ob1->optimise ();
307 ob2->optimise (); 392 ob2->optimise ();
308 393
309 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)
400 return 0;
401
402 if (k1 == 0)
403 return 1;
404
310 if (!cfperl_can_merge (ob1, ob2)) 405 if (!cfperl_can_merge (ob1, ob2))
311 return 0; 406 return 0;
407 }
312 } 408 }
313 409
314 /* Everything passes, must be OK. */ 410 /* Everything passes, must be OK. */
315 return 1; 411 return 1;
316} 412}
317 413
414// find player who can see this object
415object *
416object::visible_to () const
417{
418 if (client_visible () && !flag [FLAG_REMOVED])
419 {
420 // see if we are in a container of sorts
421 if (env)
422 {
423 // the player inventory itself is always visible
424 if (env->is_player ())
425 return env;
426
427 // else a player could have our env open
428 object *envest = env->outer_env_or_self ();
429
430 // the player itself is always on a map, so we will find him here
431 // even if our inv is in a player.
432 if (envest->is_on_map ())
433 if (object *pl = envest->ms ().player ())
434 if (pl->container_ () == env)
435 return pl;
436 }
437 else
438 {
439 // maybe there is a player standing on the same mapspace
440 // this will catch the case where "this" is a player
441 if (object *pl = ms ().player ())
442 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
443 || pl->container_ () == this)
444 return pl;
445 }
446 }
447
448 return 0;
449}
450
451// adjust weight per container type ("of holding")
452static weight_t
453weight_adjust_for (object *op, weight_t weight)
454{
455 if (op->type == CONTAINER)
456 weight -= weight * op->stats.Str / 100;
457
458 return weight;
459}
460
318/* 461/*
462 * subtracts, then adds, the specified weight to an object,
463 * and also updates how much the environment(s) is/are carrying.
464 */
465static void
466adjust_weight (object *op, weight_t sub, weight_t add)
467{
468 while (op)
469 {
470 weight_t carrying = (weight_t)op->carrying
471 - weight_adjust_for (op, sub)
472 + weight_adjust_for (op, add);
473
474 sub = op->carrying;
475 op->carrying = carrying;
476 add = op->carrying;
477
478 if (object *pl = op->visible_to ())
479 if (pl != op) // player is handled lazily
480 esrv_update_item (UPD_WEIGHT, pl, op);
481
482 op = op->env;
483 }
484}
485
486/*
319 * sum_weight() is a recursive function which calculates the weight 487 * this is a recursive function which calculates the weight
320 * an object is carrying. It goes through in figures out how much 488 * an object is carrying. It goes through op and figures out how much
321 * containers are carrying, and sums it up. 489 * containers are carrying, and sums it up.
322 */ 490 */
323long 491void
324sum_weight (object *op) 492object::update_weight ()
325{ 493{
326 long sum; 494 weight_t sum = 0;
327 object *inv;
328 495
329 for (sum = 0, inv = op->inv; inv; inv = inv->below) 496 for (object *op = inv; op; op = op->below)
330 {
331 if (inv->inv)
332 sum_weight (inv);
333
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
335 } 497 {
498 op->update_weight ();
336 499
337 if (op->type == CONTAINER && op->stats.Str) 500 sum += weight_adjust_for (this, op->total_weight ());
338 sum = (sum * (100 - op->stats.Str)) / 100; 501 }
339 502
340 if (op->carrying != sum) 503 if (sum != carrying)
504 {
505 if (carrying != sum && carrying)//D
506 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
507 (long long)sum, (long long)carrying, debug_desc ());
508
341 op->carrying = sum; 509 carrying = sum;
342 510
343 return sum; 511 if (object *pl = visible_to ())
512 if (pl != this) // player is handled lazily
513 esrv_update_item (UPD_WEIGHT, pl, this);
514 }
344} 515}
345 516
346/** 517/*
347 * Return the outermost environment object for a given object. 518 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
348 */
349
350object *
351object_get_env_recursive (object *op)
352{
353 while (op->env != NULL)
354 op = op->env;
355 return op;
356}
357
358/*
359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
360 * Some error messages.
361 * The result of the dump is stored in the static global errmsg array.
362 */ 519 */
363char * 520char *
364dump_object (object *op) 521dump_object (object *op)
365{ 522{
366 if (!op) 523 if (!op)
369 object_freezer freezer; 526 object_freezer freezer;
370 op->write (freezer); 527 op->write (freezer);
371 return freezer.as_string (); 528 return freezer.as_string ();
372} 529}
373 530
374/* 531char *
375 * get_nearest_part(multi-object, object 2) returns the part of the 532object::as_string ()
376 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned.
378 */
379object *
380get_nearest_part (object *op, const object *pl)
381{ 533{
382 object *tmp, *closest; 534 return dump_object (this);
383 int last_dist, i;
384
385 if (op->more == NULL)
386 return op;
387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
388 if ((i = distance (tmp, pl)) < last_dist)
389 closest = tmp, last_dist = i;
390 return closest;
391} 535}
392 536
393/* 537/*
394 * Returns the object which has the count-variable equal to the argument. 538 * Returns the object which has the count-variable equal to the argument.
539 * VERRRY slow.
395 */ 540 */
396object * 541object *
397find_object (tag_t i) 542find_object (tag_t i)
398{ 543{
399 for_all_objects (op) 544 for_all_objects (op)
402 547
403 return 0; 548 return 0;
404} 549}
405 550
406/* 551/*
552 * Returns the object which has the uuid equal to the argument.
553 * MOAR VERRRY slow.
554 */
555
556object *
557find_object_uuid (UUID i)
558{
559 for_all_objects (op)
560 if (op->uuid == i)
561 return op;
562
563 return 0;
564}
565
566/*
407 * Returns the first object which has a name equal to the argument. 567 * Returns the first object which has a name equal to the argument.
408 * Used only by the patch command, but not all that useful. 568 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999" 569 * Enables features like "patch <name-of-other-player> food 999"
410 */ 570 */
411object * 571object *
412find_object_name (const char *str) 572find_object_name (const char *str)
413{ 573{
414 shstr_cmp str_ (str); 574 shstr_cmp str_ (str);
415 object *op;
416 575
576 if (str_)
417 for_all_objects (op) 577 for_all_objects (op)
418 if (op->name == str_) 578 if (op->name == str_)
419 break; 579 return op;
420 580
421 return op; 581 return 0;
422}
423
424void
425free_all_object_data ()
426{
427 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
428} 582}
429 583
430/* 584/*
431 * Sets the owner and sets the skill and exp pointers to owner's current 585 * Sets the owner and sets the skill and exp pointers to owner's current
432 * skill and experience objects. 586 * skill and experience objects.
438 // allow objects which own objects 592 // allow objects which own objects
439 if (owner) 593 if (owner)
440 while (owner->owner) 594 while (owner->owner)
441 owner = owner->owner; 595 owner = owner->owner;
442 596
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 }
602
443 this->owner = owner; 603 this->owner = owner;
444}
445
446int
447object::slottype () const
448{
449 if (type == SKILL)
450 {
451 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
452 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
453 }
454 else
455 {
456 if (slot [body_combat].info) return slot_combat;
457 if (slot [body_range ].info) return slot_ranged;
458 }
459
460 return slot_none;
461}
462
463bool
464object::change_weapon (object *ob)
465{
466 if (current_weapon == ob)
467 return true;
468
469 if (chosen_skill)
470 chosen_skill->flag [FLAG_APPLIED] = false;
471
472 current_weapon = ob;
473 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
474
475 if (chosen_skill)
476 chosen_skill->flag [FLAG_APPLIED] = true;
477
478 update_stats ();
479
480 if (ob)
481 {
482 // now check wether any body locations became invalid, in which case
483 // we cannot apply the weapon at the moment.
484 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
485 if (slot[i].used < 0)
486 {
487 current_weapon = chosen_skill = 0;
488 update_stats ();
489
490 new_draw_info_format (NDI_UNIQUE, 0, this,
491 "You try to balance all your items at once, "
492 "but the %s is just too much for your body. "
493 "[You need to unapply some items first.]", &ob->name);
494 return false;
495 }
496
497 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
498 }
499 else
500 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
501
502 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
503 {
504 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
505 &name, ob->debug_desc ());
506 return false;
507 }
508
509 return true;
510}
511
512/* Zero the key_values on op, decrementing the shared-string
513 * refcounts and freeing the links.
514 */
515static void
516free_key_values (object *op)
517{
518 for (key_value *i = op->key_values; i; )
519 {
520 key_value *next = i->next;
521 delete i;
522
523 i = next;
524 }
525
526 op->key_values = 0;
527}
528
529object &
530object::operator =(const object &src)
531{
532 bool is_freed = flag [FLAG_FREED];
533 bool is_removed = flag [FLAG_REMOVED];
534
535 *(object_copy *)this = src;
536
537 flag [FLAG_FREED] = is_freed;
538 flag [FLAG_REMOVED] = is_removed;
539
540 /* Copy over key_values, if any. */
541 if (src.key_values)
542 {
543 key_value *tail = 0;
544 key_values = 0;
545
546 for (key_value *i = src.key_values; i; i = i->next)
547 {
548 key_value *new_link = new key_value;
549
550 new_link->next = 0;
551 new_link->key = i->key;
552 new_link->value = i->value;
553
554 /* Try and be clever here, too. */
555 if (!key_values)
556 {
557 key_values = new_link;
558 tail = new_link;
559 }
560 else
561 {
562 tail->next = new_link;
563 tail = new_link;
564 }
565 }
566 }
567} 604}
568 605
569/* 606/*
570 * copy_to first frees everything allocated by the dst object, 607 * copy_to first frees everything allocated by the dst object,
571 * and then copies the contents of itself into the second 608 * and then copies the contents of itself into the second
575 * will point at garbage. 612 * will point at garbage.
576 */ 613 */
577void 614void
578object::copy_to (object *dst) 615object::copy_to (object *dst)
579{ 616{
580 *dst = *this; 617 dst->remove ();
618 *(object_copy *)dst = *this;
581 619
582 if (speed < 0) 620 // maybe move to object_copy?
583 dst->speed_left = speed_left - rndm (); 621 dst->kv = kv;
584 622
585 dst->set_speed (dst->speed); 623 dst->flag [FLAG_REMOVED] = true;
624 dst->activate ();
586} 625}
587 626
588void 627void
589object::instantiate () 628object::instantiate ()
590{ 629{
591 if (!uuid.seq) // HACK 630 if (!uuid.seq) // HACK
592 uuid = gen_uuid (); 631 uuid = UUID::gen ();
593 632
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
594 speed_left = -0.1f; 637 speed_left = -1.;
638
595 /* 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
596 * 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.
597 * 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
598 * values for the body_used info, so when items are created 642 * values for the body_used info, so when items are created
599 * for it, they can be properly equipped. 643 * for it, they can be properly equipped.
600 */ 644 */
601 for (int i = NUM_BODY_LOCATIONS; i--; ) 645 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
602 slot[i].used = slot[i].info; 646 slot[i].used = slot[i].info;
603 647
604 attachable::instantiate (); 648 attachable::instantiate ();
605} 649}
606 650
607object * 651object *
608object::clone () 652object::clone ()
609{ 653{
610 object *neu = create (); 654 object *neu = create ();
611 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
612 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);
613} 674}
614 675
615/* 676/*
616 * 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
617 * 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
618 * 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.
619 */ 680 */
620void 681void
621update_turn_face (object *op) 682update_turn_face (object *op)
622{ 683{
623 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 684 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
624 return; 685 return;
625 686
626 SET_ANIMATION (op, op->direction); 687 op->update_anim_frame (op->direction);
627 update_object (op, UP_OBJ_FACE);
628} 688}
629 689
630/* 690/*
631 * 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
632 * 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.
633 * 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.
634 */ 694 */
635void 695void
636object::set_speed (float speed) 696object::set_speed (float speed)
637{ 697{
638 if (flag [FLAG_FREED] && speed)
639 {
640 LOG (llevError, "Object %s is freed but has speed.\n", &name);
641 speed = 0;
642 }
643
644 this->speed = speed; 698 this->speed = speed;
645 699
646 if (has_active_speed ()) 700 if (has_active_speed ())
647 activate (); 701 activate ();
648 else 702 else
649 deactivate (); 703 deactivate ();
650} 704}
651 705
652/* 706/*
653 * update_object() updates the the map. 707 * update_object() updates the map.
654 * It takes into account invisible objects (and represent squares covered 708 * It takes into account invisible objects (and represent squares covered
655 * 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
656 * invisible object, etc...) 710 * invisible object, etc...)
657 * 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
658 * 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
667 * UP_OBJ_FACE: only the objects face has changed. 721 * UP_OBJ_FACE: only the objects face has changed.
668 */ 722 */
669void 723void
670update_object (object *op, int action) 724update_object (object *op, int action)
671{ 725{
672 if (op == NULL) 726 if (!op)
673 { 727 {
674 /* this should never happen */ 728 /* this should never happen */
675 LOG (llevDebug, "update_object() called for NULL object.\n"); 729 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
676 return; 730 return;
677 } 731 }
678 732
679 if (op->env) 733 if (!op->is_on_map ())
680 { 734 {
681 /* Animation is currently handled by client, so nothing 735 /* Animation is currently handled by client, so nothing
682 * to do in this case. 736 * to do in this case.
683 */ 737 */
684 return; 738 return;
685 } 739 }
686
687 /* If the map is saving, don't do anything as everything is
688 * going to get freed anyways.
689 */
690 if (!op->map || op->map->in_memory == MAP_SAVING)
691 return;
692 740
693 /* make sure the object is within map boundaries */ 741 /* make sure the object is within map boundaries */
694 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)
695 { 743 {
696 LOG (llevError, "update_object() called for object out of map!\n"); 744 LOG (llevError, "update_object() called for object out of map!\n");
701 } 749 }
702 750
703 mapspace &m = op->ms (); 751 mapspace &m = op->ms ();
704 752
705 if (!(m.flags_ & P_UPTODATE)) 753 if (!(m.flags_ & P_UPTODATE))
706 /* nop */; 754 m.update_up (); // nothing to do except copy up
707 else if (action == UP_OBJ_INSERT) 755 else if (action == UP_OBJ_INSERT)
708 { 756 {
757#if 0
709 // this is likely overkill, TODO: revisit (schmorp) 758 // this is likely overkill, TODO: revisit (schmorp)
710 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 759 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
711 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 760 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
712 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 761 || (op->is_player () && !(m.flags_ & P_PLAYER))
713 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 762 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
714 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 763 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
715 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 764 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
716 || (m.move_on | op->move_on ) != m.move_on 765 || (m.move_on | op->move_on ) != m.move_on
717 || (m.move_off | op->move_off ) != m.move_off 766 || (m.move_off | op->move_off ) != m.move_off
718 || (m.move_slow | op->move_slow) != m.move_slow 767 || (m.move_slow | op->move_slow) != m.move_slow
719 /* 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
720 * to have move_allow right now. 769 * have move_allow right now.
721 */ 770 */
722 || ((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
723 || 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)
724 m.flags_ = 0; 775 m.invalidate ();
776#endif
725 } 777 }
726 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
727 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
728 * that is being removed. 780 * that is being removed.
729 */ 781 */
730 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
731 m.flags_ = 0; 783 m.invalidate ();
732 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
733 /* Nothing to do for that case */ ; 785 m.update_up (); // nothing to do for that case, except copy up
734 else 786 else
735 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
736 788
737 if (op->more) 789 if (op->more)
738 update_object (op->more, action); 790 update_object (op->more, action);
739} 791}
740 792
741object::object () 793object::object ()
742{ 794{
743 SET_FLAG (this, FLAG_REMOVED); 795 this->set_flag (FLAG_REMOVED);
744 796
745 expmul = 1.0; 797 //expmul = 1.0; declared const for the time being
746 face = blank_face; 798 face = blank_face;
799 material = MATERIAL_NULL;
747} 800}
748 801
749object::~object () 802object::~object ()
750{ 803{
751 unlink (); 804 unlink ();
752 805
753 free_key_values (this); 806 kv.clear ();
754} 807}
755
756static int object_count;
757 808
758void object::link () 809void object::link ()
759{ 810{
760 assert (!index);//D 811 assert (!index);//D
761 uuid = gen_uuid (); 812 uuid = UUID::gen ();
762 count = ++object_count;
763 813
764 refcnt_inc (); 814 refcnt_inc ();
765 objects.insert (this); 815 objects.insert (this);
816
817 ++create_count;
818
766} 819}
767 820
768void object::unlink () 821void object::unlink ()
769{ 822{
770 if (!index) 823 if (!index)
771 return; 824 return;
825
826 ++destroy_count;
772 827
773 objects.erase (this); 828 objects.erase (this);
774 refcnt_dec (); 829 refcnt_dec ();
775} 830}
776 831
780 /* If already on active list, don't do anything */ 835 /* If already on active list, don't do anything */
781 if (active) 836 if (active)
782 return; 837 return;
783 838
784 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
785 actives.insert (this); 844 actives.insert (this);
845 }
786} 846}
787 847
788void 848void
789object::activate_recursive () 849object::activate_recursive ()
790{ 850{
794 op->activate_recursive (); 854 op->activate_recursive ();
795} 855}
796 856
797/* This function removes object 'op' from the list of active 857/* This function removes object 'op' from the list of active
798 * objects. 858 * objects.
799 * This should only be used for style maps or other such 859 * This should only be used for style maps or other such
800 * 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
801 * in play chewing up cpu time getting processed. 861 * in play chewing up cpu time getting processed.
802 * The reverse of this is to call update_ob_speed, which 862 * The reverse of this is to call update_ob_speed, which
803 * 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.
804 */ 864 */
839object::destroy_inv (bool drop_to_ground) 899object::destroy_inv (bool drop_to_ground)
840{ 900{
841 // need to check first, because the checks below might segfault 901 // need to check first, because the checks below might segfault
842 // as we might be on an invalid mapspace and crossfire code 902 // as we might be on an invalid mapspace and crossfire code
843 // is too buggy to ensure that the inventory is empty. 903 // is too buggy to ensure that the inventory is empty.
844 // corollary: if you create arrows etc. with stuff in tis inventory, 904 // corollary: if you create arrows etc. with stuff in its inventory,
845 // cf will crash below with off-map x and y 905 // cf will crash below with off-map x and y
846 if (!inv) 906 if (!inv)
847 return; 907 return;
848 908
849 /* Only if the space blocks everything do we not process - 909 /* Only if the space blocks everything do we not process -
850 * if some form of movement is allowed, let objects 910 * if some form of movement is allowed, let objects
851 * drop on that space. 911 * drop on that space.
852 */ 912 */
853 if (!drop_to_ground 913 if (!drop_to_ground
854 || !map 914 || !map
855 || map->in_memory != MAP_IN_MEMORY 915 || !map->linkable ()
856 || map->nodrop 916 || map->no_drop
857 || ms ().move_block == MOVE_ALL) 917 || ms ().move_block == MOVE_ALL)
858 { 918 {
859 while (inv) 919 while (inv)
860 {
861 inv->destroy_inv (drop_to_ground);
862 inv->destroy (); 920 inv->destroy ();
863 }
864 } 921 }
865 else 922 else
866 { /* Put objects in inventory onto this space */ 923 { /* Put objects in inventory onto this space */
867 while (inv) 924 while (inv)
868 { 925 {
879 map->insert (op, x, y); 936 map->insert (op, x, y);
880 } 937 }
881 } 938 }
882} 939}
883 940
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 *
884object *object::create () 978object::create ()
885{ 979{
886 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
887 op->link (); 1002 op->link ();
1003
888 return op; 1004 return op;
889} 1005}
890 1006
891void 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
892object::do_destroy () 1023object::do_destroy ()
893{ 1024{
894 attachable::do_destroy ();
895
896 if (flag [FLAG_IS_LINKED]) 1025 if (flag [FLAG_IS_LINKED])
897 remove_button_link (this); 1026 remove_link ();
898 1027
899 if (flag [FLAG_FRIENDLY]) 1028 if (flag [FLAG_FRIENDLY])
900 remove_friendly_object (this); 1029 remove_friendly_object (this);
901 1030
902 if (!flag [FLAG_REMOVED])
903 remove (); 1031 remove ();
904 1032
905 destroy_inv (true); 1033 attachable::do_destroy ();
906 1034
907 deactivate (); 1035 deactivate ();
908 unlink (); 1036 unlink ();
909 1037
910 flag [FLAG_FREED] = 1; 1038 flag [FLAG_FREED] = 1;
911 1039
912 // hack to ensure that freed objects still have a valid map 1040 // hack to ensure that freed objects still have a valid map
913 {
914 static maptile *freed_map; // freed objects are moved here to avoid crashes
915
916 if (!freed_map)
917 {
918 freed_map = new maptile;
919
920 freed_map->name = "/internal/freed_objects_map";
921 freed_map->width = 3;
922 freed_map->height = 3;
923
924 freed_map->alloc ();
925 freed_map->in_memory = MAP_IN_MEMORY;
926 }
927
928 map = freed_map; 1041 map = &freed_map;
929 x = 1; 1042 x = 1;
930 y = 1; 1043 y = 1;
931 }
932 1044
933 if (more) 1045 if (more)
934 { 1046 {
935 more->destroy (); 1047 more->destroy ();
936 more = 0; 1048 more = 0;
944 attacked_by = 0; 1056 attacked_by = 0;
945 current_weapon = 0; 1057 current_weapon = 0;
946} 1058}
947 1059
948void 1060void
949object::destroy (bool destroy_inventory) 1061object::destroy ()
950{ 1062{
951 if (destroyed ()) 1063 if (destroyed ())
952 return; 1064 return;
953 1065
954 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
955 destroy_inv (false); 1073 destroy_inv_fast ();
956 1074
957 if (is_head ()) 1075 if (is_head ())
958 if (sound_destroy) 1076 if (sound_destroy)
959 play_sound (sound_destroy); 1077 play_sound (sound_destroy);
960 else if (flag [FLAG_MONSTER]) 1078 else if (flag [FLAG_MONSTER])
961 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism 1079 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
962 1080
963 attachable::destroy (); 1081 attachable::destroy ();
964}
965
966/*
967 * sub_weight() recursively (outwards) subtracts a number from the
968 * weight of an object (and what is carried by it's environment(s)).
969 */
970void
971sub_weight (object *op, signed long weight)
972{
973 while (op != NULL)
974 {
975 if (op->type == CONTAINER)
976 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
977
978 op->carrying -= weight;
979 op = op->env;
980 }
981} 1082}
982 1083
983/* op->remove (): 1084/* op->remove ():
984 * 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
985 * 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
988 * the previous environment. 1089 * the previous environment.
989 */ 1090 */
990void 1091void
991object::do_remove () 1092object::do_remove ()
992{ 1093{
993 object *tmp, *last = 0; 1094 if (flag [FLAG_REMOVED])
994 object *otmp;
995
996 if (QUERY_FLAG (this, FLAG_REMOVED))
997 return; 1095 return;
998 1096
999 SET_FLAG (this, FLAG_REMOVED);
1000 INVOKE_OBJECT (REMOVE, this); 1097 INVOKE_OBJECT (REMOVE, this);
1098
1099 flag [FLAG_REMOVED] = true;
1001 1100
1002 if (more) 1101 if (more)
1003 more->remove (); 1102 more->remove ();
1004 1103
1005 /* 1104 /*
1006 * In this case, the object to be removed is in someones 1105 * In this case, the object to be removed is in someones
1007 * inventory. 1106 * inventory.
1008 */ 1107 */
1009 if (env) 1108 if (env)
1010 { 1109 {
1011 if (nrof) 1110 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1012 sub_weight (env, weight * nrof); 1111 if (object *pl = visible_to ())
1013 else 1112 esrv_del_item (pl->contr, count);
1014 sub_weight (env, weight + carrying); 1113 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1015 1114
1016 /* NO_FIX_PLAYER is set when a great many changes are being 1115 adjust_weight (env, total_weight (), 0);
1017 * made to players inventory. If set, avoiding the call
1018 * to save cpu time.
1019 */
1020 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1021 otmp->update_stats ();
1022 1116
1023 if (above) 1117 object *pl = in_player ();
1024 above->below = below;
1025 else
1026 env->inv = below;
1027
1028 if (below)
1029 below->above = above;
1030 1118
1031 /* we set up values so that it could be inserted into 1119 /* we set up values so that it could be inserted into
1032 * 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
1033 * to the caller to decide what we want to do. 1121 * to the caller to decide what we want to do.
1034 */ 1122 */
1035 x = env->x, y = env->y;
1036 map = env->map; 1123 map = env->map;
1037 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;
1038 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 }
1039 } 1156 }
1040 else if (map) 1157 else if (map)
1041 { 1158 {
1042 if (type == PLAYER)
1043 {
1044 // leaving a spot always closes any open container on the ground
1045 if (container && !container->env)
1046 // this causes spurious floorbox updates, but it ensures
1047 // that the CLOSE event is being sent.
1048 close_container ();
1049
1050 --map->players;
1051 map->touch ();
1052 }
1053
1054 map->dirty = true; 1159 map->dirty = true;
1055 mapspace &ms = this->ms (); 1160 mapspace &ms = this->ms ();
1056 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
1057 /* link the object above us */ 1187 /* link the object above us */
1058 if (above) 1188 // re-link, make sure compiler can easily use cmove
1059 above->below = below; 1189 *(above ? &above->below : &ms.top) = below;
1060 else 1190 *(below ? &below->above : &ms.bot) = above;
1061 ms.top = below; /* we were top, set new top */
1062
1063 /* Relink the object below us, if there is one */
1064 if (below)
1065 below->above = above;
1066 else
1067 {
1068 /* Nothing below, which means we need to relink map object for this space
1069 * use translated coordinates in case some oddness with map tiling is
1070 * evident
1071 */
1072 if (GET_MAP_OB (map, x, y) != this)
1073 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 ());
1074
1075 ms.bot = above; /* goes on above it. */
1076 }
1077 1191
1078 above = 0; 1192 above = 0;
1079 below = 0; 1193 below = 0;
1080 1194
1081 if (map->in_memory == MAP_SAVING) 1195 ms.invalidate ();
1082 return;
1083 1196
1084 int check_walk_off = !flag [FLAG_NO_APPLY]; 1197 int check_walk_off = !flag [FLAG_NO_APPLY];
1085 1198
1086 if (object *pl = ms.player ()) 1199 if (object *pl = ms.player ())
1087 { 1200 {
1088 if (pl->container == this) 1201 if (pl->container_ () == this)
1089 /* If a container that the player is currently using somehow gets 1202 /* If a container that the player is currently using somehow gets
1090 * removed (most likely destroyed), update the player view 1203 * removed (most likely destroyed), update the player view
1091 * appropriately. 1204 * appropriately.
1092 */ 1205 */
1093 pl->close_container (); 1206 pl->close_container ();
1094 1207
1208 //TODO: the floorbox prev/next might need updating
1209 //esrv_del_item (pl->contr, count);
1210 //TODO: update floorbox to preserve ordering
1211 if (pl->contr->ns)
1095 pl->contr->ns->floorbox_update (); 1212 pl->contr->ns->floorbox_update ();
1096 } 1213 }
1097 1214
1215 if (check_walk_off)
1098 for (tmp = ms.bot; tmp; tmp = tmp->above) 1216 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1099 { 1217 {
1218 above = tmp->above;
1219
1100 /* No point updating the players look faces if he is the object 1220 /* No point updating the players look faces if he is the object
1101 * being removed. 1221 * being removed.
1102 */ 1222 */
1103 1223
1104 /* See if object moving off should effect something */ 1224 /* See if object moving off should effect something */
1105 if (check_walk_off
1106 && ((move_type & tmp->move_off) 1225 if ((move_type & tmp->move_off)
1107 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1226 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1108 {
1109 move_apply (tmp, this, 0); 1227 move_apply (tmp, this, 0);
1110
1111 if (destroyed ())
1112 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1113 } 1228 }
1114 1229
1115 last = tmp; 1230 if (affects_los ())
1116 }
1117
1118 /* last == NULL if there are no objects on this space */
1119 //TODO: this makes little sense, why only update the topmost object?
1120 if (!last)
1121 map->at (x, y).flags_ = 0;
1122 else
1123 update_object (last, UP_OBJ_REMOVE);
1124
1125 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1126 update_all_los (map, x, y); 1231 update_all_los (map, x, y);
1127 } 1232 }
1128} 1233}
1129 1234
1130/* 1235/*
1139merge_ob (object *op, object *top) 1244merge_ob (object *op, object *top)
1140{ 1245{
1141 if (!op->nrof) 1246 if (!op->nrof)
1142 return 0; 1247 return 0;
1143 1248
1144 if (top) 1249 if (!top)
1145 for (top = op; top && top->above; top = top->above) 1250 for (top = op; top && top->above; top = top->above)
1146 ; 1251 ;
1147 1252
1148 for (; top; top = top->below) 1253 for (; top; top = top->below)
1149 {
1150 if (top == op)
1151 continue;
1152
1153 if (object::can_merge (op, top)) 1254 if (object::can_merge (op, top))
1154 { 1255 {
1155 top->nrof += op->nrof; 1256 top->nrof += op->nrof;
1156 1257
1157/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1258 if (object *pl = top->visible_to ())
1158 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
1159 op->destroy (); 1264 op->destroy ();
1265
1160 return top; 1266 return top;
1161 } 1267 }
1162 }
1163 1268
1164 return 0; 1269 return 0;
1165} 1270}
1166 1271
1167void 1272void
1172 1277
1173 object *prev = this; 1278 object *prev = this;
1174 1279
1175 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1280 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1176 { 1281 {
1177 object *op = arch_to_object (at); 1282 object *op = at->instance ();
1178 1283
1179 op->name = name; 1284 op->name = name;
1180 op->name_pl = name_pl; 1285 op->name_pl = name_pl;
1181 op->title = title; 1286 op->title = title;
1182 1287
1192 * job preparing multi-part monsters. 1297 * job preparing multi-part monsters.
1193 */ 1298 */
1194object * 1299object *
1195insert_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)
1196{ 1301{
1302 op->remove ();
1303
1197 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1304 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1198 { 1305 {
1199 tmp->x = x + tmp->arch->x; 1306 tmp->x = x + tmp->arch->x;
1200 tmp->y = y + tmp->arch->y; 1307 tmp->y = y + tmp->arch->y;
1201 } 1308 }
1218 * 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
1219 * to be set if special handling is needed. 1326 * to be set if special handling is needed.
1220 * 1327 *
1221 * Return value: 1328 * Return value:
1222 * new object if 'op' was merged with other object 1329 * new object if 'op' was merged with other object
1223 * NULL if 'op' was destroyed 1330 * NULL if there was an error (destroyed, blocked etc.)
1224 * just 'op' otherwise 1331 * just 'op' otherwise
1225 */ 1332 */
1226object * 1333object *
1227insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1334insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1228{ 1335{
1229 assert (!op->flag [FLAG_FREED]);
1230
1231 object *top, *floor = NULL;
1232
1233 op->remove (); 1336 op->remove ();
1234 1337
1235 if (out_of_map (m, op->x, op->y)) 1338 if (m == &freed_map)//D TODO: remove soon
1236 { 1339 {//D
1237 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
1238#ifdef MANY_CORES
1239 /* Better to catch this here, as otherwise the next use of this object
1240 * is likely to cause a crash. Better to find out where it is getting
1241 * improperly inserted.
1242 */
1243 abort ();
1244#endif
1245 return op;
1246 } 1341 }//D
1247
1248 if (object *more = op->more)
1249 if (!insert_ob_in_map (more, m, originator, flag))
1250 return 0;
1251
1252 CLEAR_FLAG (op, FLAG_REMOVED);
1253 1342
1254 /* Ideally, the caller figures this out. However, it complicates a lot 1343 /* Ideally, the caller figures this out. However, it complicates a lot
1255 * 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
1256 * need extra work 1345 * need extra work
1257 */ 1346 */
1347 maptile *newmap = m;
1258 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
1259 return 0; 1351 return 0;
1352 }
1260 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;
1261 op->map = m; 1360 op->map = newmap;
1361
1262 mapspace &ms = op->ms (); 1362 mapspace &ms = op->ms ();
1263 1363
1264 /* this has to be done after we translate the coordinates. 1364 /* this has to be done after we translate the coordinates.
1265 */ 1365 */
1266 if (op->nrof && !(flag & INS_NO_MERGE)) 1366 if (op->nrof && !(flag & INS_NO_MERGE))
1267 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1367 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1268 if (object::can_merge (op, tmp)) 1368 if (object::can_merge (op, tmp))
1269 { 1369 {
1370 // TODO: we actually want to update tmp, not op,
1371 // but some caller surely breaks when we return tmp
1372 // from here :/
1270 op->nrof += tmp->nrof; 1373 op->nrof += tmp->nrof;
1271 tmp->destroy (); 1374 tmp->destroy ();
1272 } 1375 }
1273 1376
1274 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 */
1275 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1378 op->clr_flag (FLAG_INV_LOCKED);
1276 1379
1277 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1380 if (!op->flag [FLAG_ALIVE])
1278 CLEAR_FLAG (op, FLAG_NO_STEAL); 1381 op->clr_flag (FLAG_NO_STEAL);
1279 1382
1280 if (flag & INS_BELOW_ORIGINATOR) 1383 if (flag & INS_BELOW_ORIGINATOR)
1281 { 1384 {
1282 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)
1283 { 1386 {
1284 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");
1285 abort (); 1388 abort ();
1286 } 1389 }
1287 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
1288 op->above = originator; 1398 op->above = originator;
1289 op->below = originator->below; 1399 op->below = originator->below;
1290
1291 if (op->below)
1292 op->below->above = op;
1293 else
1294 ms.bot = op;
1295
1296 /* since *below* originator, no need to update top */
1297 originator->below = op; 1400 originator->below = op;
1401
1402 *(op->below ? &op->below->above : &ms.bot) = op;
1298 } 1403 }
1299 else 1404 else
1300 { 1405 {
1301 top = ms.bot; 1406 object *floor = 0;
1407 object *top = ms.top;
1302 1408
1303 /* If there are other objects, then */ 1409 /* If there are other objects, then */
1304 if ((!(flag & INS_MAP_LOAD)) && top) 1410 if (top)
1305 { 1411 {
1306 object *last = 0;
1307
1308 /* 1412 /*
1309 * 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.
1310 * We've already dealt with merging if appropriate. 1414 * We've already dealt with merging if appropriate.
1311 * 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
1312 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1416 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1313 * floor, we want to insert above that and no further. 1417 * floor, we want to insert above that and no further.
1314 * 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
1315 * 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
1316 * 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
1317 * 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
1318 * that flying non pickable objects are spell objects. 1422 * that flying non pickable objects are spell objects.
1319 */ 1423 */
1320 for (top = ms.bot; top; top = top->above) 1424 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1321 { 1425 {
1322 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])
1323 floor = top; 1427 floor = tmp;
1324 1428
1325 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])
1326 { 1430 {
1327 /* We insert above top, so we want this object below this */ 1431 /* We insert above top, so we want this object below this */
1328 top = top->below; 1432 top = tmp->below;
1329 break; 1433 break;
1330 } 1434 }
1331 1435
1332 last = top; 1436 top = tmp;
1333 } 1437 }
1334
1335 /* Don't want top to be NULL, so set it to the last valid object */
1336 top = last;
1337 1438
1338 /* We let update_position deal with figuring out what the space 1439 /* We let update_position deal with figuring out what the space
1339 * looks like instead of lots of conditions here. 1440 * looks like instead of lots of conditions here.
1340 * makes things faster, and effectively the same result. 1441 * makes things faster, and effectively the same result.
1341 */ 1442 */
1348 */ 1449 */
1349 if (!(flag & INS_ON_TOP) 1450 if (!(flag & INS_ON_TOP)
1350 && ms.flags () & P_BLOCKSVIEW 1451 && ms.flags () & P_BLOCKSVIEW
1351 && (op->face && !faces [op->face].visibility)) 1452 && (op->face && !faces [op->face].visibility))
1352 { 1453 {
1454 object *last;
1455
1353 for (last = top; last != floor; last = last->below) 1456 for (last = top; last != floor; last = last->below)
1354 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1457 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1355 break; 1458 break;
1356 1459
1357 /* Check to see if we found the object that blocks view, 1460 /* Check to see if we found the object that blocks view,
1358 * 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
1359 * we can get inserted below this one, which requires we 1462 * we can get inserted below this one, which requires we
1361 */ 1464 */
1362 if (last && last->below && last != floor) 1465 if (last && last->below && last != floor)
1363 top = last->below; 1466 top = last->below;
1364 } 1467 }
1365 } /* If objects on this space */ 1468 } /* If objects on this space */
1366 if (flag & INS_MAP_LOAD)
1367 top = ms.top;
1368 1469
1369 if (flag & INS_ABOVE_FLOOR_ONLY) 1470 if (flag & INS_ABOVE_FLOOR_ONLY)
1370 top = floor; 1471 top = floor;
1371 1472
1372 /* 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
1373 */
1374
1375 /* First object on this space */
1376 if (!top) 1474 if (!top)
1377 { 1475 {
1476 op->below = 0;
1378 op->above = ms.bot; 1477 op->above = ms.bot;
1379
1380 if (op->above)
1381 op->above->below = op;
1382
1383 op->below = 0;
1384 ms.bot = op; 1478 ms.bot = op;
1479
1480 *(op->above ? &op->above->below : &ms.top) = op;
1385 } 1481 }
1386 else 1482 else
1387 { /* get inserted into the stack above top */ 1483 {
1388 op->above = top->above; 1484 op->above = top->above;
1389
1390 if (op->above)
1391 op->above->below = op; 1485 top->above = op;
1392 1486
1393 op->below = top; 1487 op->below = top;
1394 top->above = op; 1488 *(op->above ? &op->above->below : &ms.top) = op;
1395 } 1489 }
1490 }
1396 1491
1397 if (!op->above) 1492 if (op->is_player ())
1398 ms.top = op;
1399 } /* else not INS_BELOW_ORIGINATOR */
1400
1401 if (op->type == PLAYER)
1402 { 1493 {
1403 op->contr->do_los = 1; 1494 op->contr->do_los = 1;
1404 ++op->map->players; 1495 ++op->map->players;
1405 op->map->touch (); 1496 op->map->touch ();
1406 } 1497 }
1407 1498
1408 op->map->dirty = true; 1499 op->map->dirty = true;
1409 1500
1410 if (!(flag & INS_MAP_LOAD))
1411 if (object *pl = ms.player ()) 1501 if (object *pl = ms.player ())
1502 //TODO: the floorbox prev/next might need updating
1503 //esrv_send_item (pl, op);
1504 //TODO: update floorbox to preserve ordering
1505 if (pl->contr->ns)
1412 pl->contr->ns->floorbox_update (); 1506 pl->contr->ns->floorbox_update ();
1413 1507
1414 /* If this object glows, it may affect lighting conditions that are 1508 /* If this object glows, it may affect lighting conditions that are
1415 * 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
1416 * 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
1418 * 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 -
1419 * this should get redone to only look for players within range, 1513 * this should get redone to only look for players within range,
1420 * or just updating the P_UPTODATE for spaces within this area 1514 * or just updating the P_UPTODATE for spaces within this area
1421 * of effect may be sufficient. 1515 * of effect may be sufficient.
1422 */ 1516 */
1423 if (op->map->darkness && (op->glow_radius != 0)) 1517 if (op->affects_los ())
1518 {
1519 op->ms ().invalidate ();
1424 update_all_los (op->map, op->x, op->y); 1520 update_all_los (op->map, op->x, op->y);
1521 }
1425 1522
1426 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1523 /* updates flags (blocked, alive, no magic, etc) for this map space */
1427 update_object (op, UP_OBJ_INSERT); 1524 update_object (op, UP_OBJ_INSERT);
1428 1525
1429 INVOKE_OBJECT (INSERT, op); 1526 INVOKE_OBJECT (INSERT, op);
1436 * blocked() and wall() work properly), and these flags are updated by 1533 * blocked() and wall() work properly), and these flags are updated by
1437 * update_object(). 1534 * update_object().
1438 */ 1535 */
1439 1536
1440 /* 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 */
1441 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1538 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1442 { 1539 {
1443 if (check_move_on (op, originator)) 1540 if (check_move_on (op, originator, flag))
1444 return 0; 1541 return 0;
1445 1542
1446 /* 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
1447 * walk on's. 1544 * walk on's.
1448 */ 1545 */
1449 for (object *tmp = op->more; tmp; tmp = tmp->more) 1546 for (object *tmp = op->more; tmp; tmp = tmp->more)
1450 if (check_move_on (tmp, originator)) 1547 if (check_move_on (tmp, originator, flag))
1451 return 0; 1548 return 0;
1452 } 1549 }
1453 1550
1454 return op; 1551 return op;
1455} 1552}
1456 1553
1457/* this function inserts an object in the map, but if it 1554/* this function inserts an object in the map, but if it
1458 * 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.
1459 * 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.
1460 */ 1557 */
1461void 1558void
1462replace_insert_ob_in_map (const char *arch_string, object *op) 1559replace_insert_ob_in_map (shstr_tmp archname, object *op)
1463{ 1560{
1464 object *tmp, *tmp1;
1465
1466 /* first search for itself and remove any old instances */ 1561 /* first search for itself and remove any old instances */
1467 1562
1468 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1563 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1469 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1564 if (tmp->arch->archname == archname) /* same archetype */
1470 tmp->destroy (); 1565 tmp->destroy ();
1471 1566
1472 tmp1 = arch_to_object (archetype::find (arch_string)); 1567 object *tmp = archetype::find (archname)->instance ();
1473 1568
1474 tmp1->x = op->x; 1569 tmp->x = op->x;
1475 tmp1->y = op->y; 1570 tmp->y = op->y;
1571
1476 insert_ob_in_map (tmp1, op->map, op, 0); 1572 insert_ob_in_map (tmp, op->map, op, 0);
1477} 1573}
1478 1574
1479object * 1575object *
1480object::insert_at (object *where, object *originator, int flags) 1576object::insert_at (object *where, object *originator, int flags)
1481{ 1577{
1578 if (where->env)
1579 return where->env->insert (this);
1580 else
1482 return where->map->insert (this, where->x, where->y, originator, flags); 1581 return where->map->insert (this, where->x, where->y, originator, flags);
1483} 1582}
1484 1583
1485/* 1584// check whether we can put this into the map, respect max_volume, max_items
1486 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1585bool
1487 * is returned contains nr objects, and the remaining parts contains 1586object::can_drop_at (maptile *m, int x, int y, object *originator)
1488 * the rest (or is removed and freed if that number is 0).
1489 * On failure, NULL is returned, and the reason put into the
1490 * global static errmsg array.
1491 */
1492object *
1493get_split_ob (object *orig_ob, uint32 nr)
1494{ 1587{
1495 object *newob; 1588 mapspace &ms = m->at (x, y);
1496 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1497 1589
1498 if (orig_ob->nrof < nr) 1590 int items = ms.items ();
1499 {
1500 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1501 return NULL;
1502 }
1503 1591
1504 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;
1505 1596
1506 if ((orig_ob->nrof -= nr) < 1) 1597 if (originator)
1507 orig_ob->destroy (1); 1598 originator->failmsgf (
1508 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.>",
1509 { 1600 query_name ()
1510 if (orig_ob->env != NULL) 1601 );
1511 sub_weight (orig_ob->env, orig_ob->weight * nr);
1512 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1513 {
1514 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1515 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1516 return NULL;
1517 }
1518 }
1519 1602
1520 newob->nrof = nr; 1603 return false;
1521
1522 return newob;
1523} 1604}
1524 1605
1525/* 1606/*
1526 * decrease_ob_nr(object, number) decreases a specified number from 1607 * decrease(object, number) decreases a specified number from
1527 * 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
1528 * is subsequently removed and freed. 1609 * is subsequently removed and freed.
1529 * 1610 *
1530 * 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
1531 */ 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 */
1532object * 1647object *
1533decrease_ob_nr (object *op, uint32 i) 1648object::split (sint32 nr)
1534{ 1649{
1535 object *tmp; 1650 int have = number_of ();
1536 1651
1537 if (i == 0) /* objects with op->nrof require this check */ 1652 if (have < nr)
1538 return op; 1653 return 0;
1539 1654 else if (have == nr)
1540 if (i > op->nrof)
1541 i = op->nrof;
1542
1543 if (QUERY_FLAG (op, FLAG_REMOVED))
1544 op->nrof -= i;
1545 else if (op->env)
1546 { 1655 {
1547 /* is this object in the players inventory, or sub container
1548 * therein?
1549 */
1550 tmp = op->in_player ();
1551 /* nope. Is this a container the player has opened?
1552 * If so, set tmp to that player.
1553 * IMO, searching through all the players will mostly
1554 * likely be quicker than following op->env to the map,
1555 * and then searching the map for a player.
1556 */
1557 if (!tmp)
1558 for_all_players (pl)
1559 if (pl->ob->container == op->env)
1560 {
1561 tmp = pl->ob;
1562 break;
1563 }
1564
1565 if (i < op->nrof)
1566 {
1567 sub_weight (op->env, op->weight * i);
1568 op->nrof -= i;
1569 if (tmp)
1570 esrv_send_item (tmp, op);
1571 }
1572 else
1573 {
1574 op->remove (); 1656 remove ();
1575 op->nrof = 0; 1657 return this;
1576 if (tmp)
1577 esrv_del_item (tmp->contr, op->count);
1578 }
1579 } 1658 }
1580 else 1659 else
1581 { 1660 {
1582 object *above = op->above; 1661 decrease (nr);
1583 1662
1584 if (i < op->nrof) 1663 object *op = deep_clone ();
1585 op->nrof -= i; 1664 op->nrof = nr;
1586 else
1587 {
1588 op->remove ();
1589 op->nrof = 0;
1590 }
1591
1592 /* Since we just removed op, op->above is null */
1593 for (tmp = above; tmp; tmp = tmp->above)
1594 if (tmp->type == PLAYER)
1595 {
1596 if (op->nrof)
1597 esrv_send_item (tmp, op);
1598 else
1599 esrv_del_item (tmp->contr, op->count);
1600 }
1601 }
1602
1603 if (op->nrof)
1604 return op; 1665 return op;
1605 else
1606 {
1607 op->destroy ();
1608 return 0;
1609 }
1610}
1611
1612/*
1613 * add_weight(object, weight) adds the specified weight to an object,
1614 * and also updates how much the environment(s) is/are carrying.
1615 */
1616void
1617add_weight (object *op, signed long weight)
1618{
1619 while (op != NULL)
1620 {
1621 if (op->type == CONTAINER)
1622 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1623
1624 op->carrying += weight;
1625 op = op->env;
1626 } 1666 }
1627} 1667}
1628 1668
1629object * 1669object *
1630insert_ob_in_ob (object *op, object *where) 1670insert_ob_in_ob (object *op, object *where)
1649/* 1689/*
1650 * env->insert (op) 1690 * env->insert (op)
1651 * This function inserts the object op in the linked list 1691 * This function inserts the object op in the linked list
1652 * inside the object environment. 1692 * inside the object environment.
1653 * 1693 *
1654 * 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
1655 * be != op, if items are merged. -Tero 1695 * be != op, if items are merged. -Tero
1656 */ 1696 */
1657object * 1697object *
1658object::insert (object *op) 1698object::insert (object *op)
1659{ 1699{
1660 if (!QUERY_FLAG (op, FLAG_REMOVED))
1661 op->remove ();
1662
1663 if (op->more) 1700 if (op->more)
1664 { 1701 {
1665 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);
1666 return op; 1703 return op;
1667 } 1704 }
1668 1705
1669 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1706 op->remove ();
1670 CLEAR_FLAG (op, FLAG_REMOVED); 1707
1708 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1671 1709
1672 if (op->nrof) 1710 if (op->nrof)
1673 {
1674 for (object *tmp = inv; tmp; tmp = tmp->below) 1711 for (object *tmp = inv; tmp; tmp = tmp->below)
1675 if (object::can_merge (tmp, op)) 1712 if (object::can_merge (tmp, op))
1676 { 1713 {
1677 /* return the original object and remove inserted object 1714 /* return the original object and remove inserted object
1678 (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
1679 tmp->nrof += op->nrof; 1720 tmp->nrof += op->nrof;
1680 /* Weight handling gets pretty funky. Since we are adding to 1721
1681 * tmp->nrof, we need to increase the weight. 1722 if (object *pl = tmp->visible_to ())
1682 */ 1723 esrv_update_item (UPD_NROF, pl, tmp);
1724
1683 add_weight (this, op->weight * op->nrof); 1725 adjust_weight (this, oweight, weight_t (tmp->weight) * tmp->nrof);
1684 SET_FLAG (op, FLAG_REMOVED); 1726
1685 op->destroy (); /* free the inserted object */ 1727 op->destroy ();
1686 op = tmp; 1728 op = tmp;
1687 op->remove (); /* and fix old object's links */ 1729 goto inserted;
1688 CLEAR_FLAG (op, FLAG_REMOVED);
1689 break;
1690 } 1730 }
1691 1731
1692 /* I assume combined objects have no inventory
1693 * We add the weight - this object could have just been removed
1694 * (if it was possible to merge). calling remove_ob will subtract
1695 * the weight, so we need to add it in again, since we actually do
1696 * the linking below
1697 */
1698 add_weight (this, op->weight * op->nrof);
1699 }
1700 else
1701 add_weight (this, (op->weight + op->carrying));
1702
1703 if (object *otmp = this->in_player ())
1704 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1705 otmp->update_stats ();
1706
1707 op->owner = 0; // its his/hers now. period. 1732 op->owner = 0; // it's his/hers now. period.
1708 op->map = 0; 1733 op->map = 0;
1734 op->x = 0;
1735 op->y = 0;
1736
1737 op->above = 0;
1738 op->below = inv;
1709 op->env = this; 1739 op->env = this;
1710 op->above = 0;
1711 op->below = 0;
1712 op->x = op->y = 0;
1713 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:
1714 /* 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 */
1715 if (op->glow_radius && map) 1755 if (op->glow_radius && is_on_map ())
1716 { 1756 {
1717#ifdef DEBUG_LIGHTS 1757 update_stats ();
1718 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1719#endif /* DEBUG_LIGHTS */
1720 if (map->darkness)
1721 update_all_los (map, x, y); 1758 update_all_los (map, x, y);
1722 }
1723
1724 /* Client has no idea of ordering so lets not bother ordering it here.
1725 * It sure simplifies this function...
1726 */
1727 if (!inv)
1728 inv = op;
1729 else
1730 { 1759 }
1731 op->below = inv; 1760 else if (is_player ())
1732 op->below->above = op; 1761 // if this is a player's inventory, update stats
1733 inv = op; 1762 contr->queue_stats_update ();
1734 }
1735 1763
1736 INVOKE_OBJECT (INSERT, this); 1764 INVOKE_OBJECT (INSERT, this);
1737 1765
1738 return op; 1766 return op;
1739} 1767}
1757 * 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
1758 * 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
1759 * on top. 1787 * on top.
1760 */ 1788 */
1761int 1789int
1762check_move_on (object *op, object *originator) 1790check_move_on (object *op, object *originator, int flags)
1763{ 1791{
1792 if (op->flag [FLAG_NO_APPLY])
1793 return 0;
1794
1764 object *tmp; 1795 object *tmp;
1765 maptile *m = op->map; 1796 maptile *m = op->map;
1766 int x = op->x, y = op->y; 1797 int x = op->x, y = op->y;
1767 1798
1768 MoveType move_on, move_slow, move_block; 1799 mapspace &ms = m->at (x, y);
1769 1800
1770 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1801 ms.update ();
1771 return 0;
1772 1802
1773 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1803 MoveType move_on = ms.move_on;
1774 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1804 MoveType move_slow = ms.move_slow;
1775 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1805 MoveType move_block = ms.move_block;
1776 1806
1777 /* 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,
1778 * 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
1779 * 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
1780 * as walking. 1810 * as walking.
1789 */ 1819 */
1790 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)
1791 return 0; 1821 return 0;
1792 1822
1793 /* The objects have to be checked from top to bottom. 1823 /* The objects have to be checked from top to bottom.
1794 * Hence, we first go to the top: 1824 * Hence, we first go to the top:
1795 */ 1825 */
1796 1826 for (object *next, *tmp = ms.top; tmp; tmp = next)
1797 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1798 {
1799 /* Trim the search when we find the first other spell effect
1800 * this helps performance so that if a space has 50 spell objects,
1801 * we don't need to check all of them.
1802 */
1803 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1804 break;
1805 } 1827 {
1828 next = tmp->below;
1806 1829
1807 for (; tmp; tmp = tmp->below)
1808 {
1809 if (tmp == op) 1830 if (tmp == op)
1810 continue; /* Can't apply yourself */ 1831 continue; /* Can't apply yourself */
1811 1832
1812 /* 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.
1813 * Second check makes sure that the movement types not being slowed 1834 * Second check makes sure that the movement types not being slowed
1814 * (~slow_move) is not blocked on this space - just because the 1835 * (~slow_move) is not blocked on this space - just because the
1815 * 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
1816 * 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.
1817 */ 1838 */
1818 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1839 if (!op->flag [FLAG_WIZPASS])
1819 { 1840 {
1820 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1841 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1821 ((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))
1822 { 1843 {
1823
1824 float
1825 diff = tmp->move_slow_penalty * fabs (op->speed); 1844 float diff = tmp->move_slow_penalty * fabs (op->speed);
1826 1845
1827 if (op->type == PLAYER) 1846 if (op->is_player ())
1828 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)) ||
1829 (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)))
1830 diff /= 4.0; 1849 diff /= 4.0;
1831 1850
1832 op->speed_left -= diff; 1851 op->speed_left -= diff;
1833 } 1852 }
1834 } 1853 }
1835 1854
1836 /* Basically same logic as above, except now for actual apply. */ 1855 /* Basically same logic as above, except now for actual apply. */
1837 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1856 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1838 ((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))
1839 { 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
1840 move_apply (tmp, op, originator); 1864 move_apply (tmp, op, originator);
1841 1865
1842 if (op->destroyed ()) 1866 if (op->destroyed ())
1843 return 1; 1867 return 1;
1844 1868
1867 LOG (llevError, "Present_arch called outside map.\n"); 1891 LOG (llevError, "Present_arch called outside map.\n");
1868 return NULL; 1892 return NULL;
1869 } 1893 }
1870 1894
1871 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)
1872 if (tmp->arch == at) 1896 if (tmp->arch->archname == at->archname)
1873 return tmp; 1897 return tmp;
1874 1898
1875 return NULL; 1899 return NULL;
1876} 1900}
1877 1901
1941 * The first matching object is returned, or NULL if none. 1965 * The first matching object is returned, or NULL if none.
1942 */ 1966 */
1943object * 1967object *
1944present_arch_in_ob (const archetype *at, const object *op) 1968present_arch_in_ob (const archetype *at, const object *op)
1945{ 1969{
1946 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1970 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1947 if (tmp->arch == at) 1971 if (tmp->arch->archname == at->archname)
1948 return tmp; 1972 return tmp;
1949 1973
1950 return NULL; 1974 return NULL;
1951} 1975}
1952 1976
1954 * activate recursively a flag on an object inventory 1978 * activate recursively a flag on an object inventory
1955 */ 1979 */
1956void 1980void
1957flag_inv (object *op, int flag) 1981flag_inv (object *op, int flag)
1958{ 1982{
1959 if (op->inv)
1960 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1983 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1961 { 1984 {
1962 SET_FLAG (tmp, flag); 1985 tmp->set_flag (flag);
1963 flag_inv (tmp, flag); 1986 flag_inv (tmp, flag);
1964 } 1987 }
1965} 1988}
1966 1989
1967/* 1990/*
1968 * deactivate recursively a flag on an object inventory 1991 * deactivate recursively a flag on an object inventory
1969 */ 1992 */
1970void 1993void
1971unflag_inv (object *op, int flag) 1994unflag_inv (object *op, int flag)
1972{ 1995{
1973 if (op->inv)
1974 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1996 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1975 { 1997 {
1976 CLEAR_FLAG (tmp, flag); 1998 tmp->clr_flag (flag);
1977 unflag_inv (tmp, flag); 1999 unflag_inv (tmp, flag);
1978 } 2000 }
1979} 2001}
1980 2002
1981/* 2003/*
1982 * 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
1983 * 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
1985 * to search (see the freearr_x/y[] definition). 2007 * to search (see the freearr_x/y[] definition).
1986 * It returns a random choice among the alternatives found. 2008 * It returns a random choice among the alternatives found.
1987 * 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
1988 * does all 4 immediate directions). This returns the index into the 2010 * does all 4 immediate directions). This returns the index into the
1989 * 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)
1990 * Note - this only checks to see if there is space for the head of the
1991 * object - if it is a multispace object, this should be called for all
1992 * pieces.
1993 * Note2: This function does correctly handle tiled maps, but does not 2012 * Note: This function does correctly handle tiled maps, but does not
1994 * inform the caller. However, insert_ob_in_map will update as 2013 * inform the caller. However, insert_ob_in_map will update as
1995 * necessary, so the caller shouldn't need to do any special work. 2014 * necessary, so the caller shouldn't need to do any special work.
1996 * Note - updated to take an object instead of archetype - this is necessary 2015 * Note - updated to take an object instead of archetype - this is necessary
1997 * because arch_blocked (now ob_blocked) needs to know the movement type 2016 * because arch_blocked (now ob_blocked) needs to know the movement type
1998 * to know if the space in question will block the object. We can't use 2017 * to know if the space in question will block the object. We can't use
1999 * the archetype because that isn't correct if the monster has been 2018 * the archetype because that isn't correct if the monster has been
2000 * customized, changed states, etc. 2019 * customized, changed states, etc.
2001 */ 2020 */
2002int 2021int
2003find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2022find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2004{ 2023{
2005 int index = 0, flag;
2006 int altern[SIZEOFFREE]; 2024 int altern[SIZEOFFREE];
2025 int index = 0;
2007 2026
2008 for (int i = start; i < stop; i++) 2027 for (int i = start; i < stop; i++)
2009 { 2028 {
2010 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2029 mapxy pos (m, x, y); pos.move (i);
2011 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 {
2012 altern [index++] = i; 2045 altern [index++] = i;
2046 continue;
2047 }
2013 2048
2014 /* 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.
2015 * 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.
2016 * 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 -
2017 * 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
2018 * 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
2019 * to only the spaces immediately surrounding the target area, and 2054 * to only the spaces immediately surrounding the target area, and
2020 * won't look 2 spaces south of the target space. 2055 * won't look 2 spaces south of the target space.
2021 */ 2056 */
2022 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2057 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2058 {
2023 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;
2024 } 2073 }
2025 2074
2026 if (!index) 2075 if (!index)
2027 return -1; 2076 return -1;
2028 2077
2037 */ 2086 */
2038int 2087int
2039find_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)
2040{ 2089{
2041 for (int i = 0; i < SIZEOFFREE; i++) 2090 for (int i = 0; i < SIZEOFFREE; i++)
2042 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2091 if (!ob->blocked (m, x + DIRX (i), y + DIRY (i)))
2043 return i; 2092 return i;
2044 2093
2045 return -1; 2094 return -1;
2046} 2095}
2047 2096
2058 2107
2059 while (--end) 2108 while (--end)
2060 swap (arr [end], arr [rndm (end + 1)]); 2109 swap (arr [end], arr [rndm (end + 1)]);
2061} 2110}
2062 2111
2063/* new function to make monster searching more efficient, and effective! 2112/* new function to make monster searching more efficient, and effective!
2064 * This basically returns a randomized array (in the passed pointer) of 2113 * This basically returns a randomized array (in the passed pointer) of
2065 * 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
2066 * 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
2067 * 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
2068 * 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.
2093 * there is capable of. 2142 * there is capable of.
2094 */ 2143 */
2095int 2144int
2096find_dir (maptile *m, int x, int y, object *exclude) 2145find_dir (maptile *m, int x, int y, object *exclude)
2097{ 2146{
2098 int i, max = SIZEOFFREE, mflags; 2147 int max = SIZEOFFREE;
2099
2100 sint16 nx, ny;
2101 object *tmp;
2102 maptile *mp;
2103
2104 MoveType blocked, move_type; 2148 MoveType move_type;
2105 2149
2106 if (exclude && exclude->head_ () != exclude) 2150 if (exclude && exclude->head_ () != exclude)
2107 { 2151 {
2108 exclude = exclude->head; 2152 exclude = exclude->head;
2109 move_type = exclude->move_type; 2153 move_type = exclude->move_type;
2112 { 2156 {
2113 /* 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. */
2114 move_type = MOVE_ALL; 2158 move_type = MOVE_ALL;
2115 } 2159 }
2116 2160
2117 for (i = 1; i < max; i++) 2161 for (int i = 1; i < max; i++)
2118 { 2162 {
2119 mp = m; 2163 mapxy pos (m, x, y);
2120 nx = x + freearr_x[i]; 2164 pos.move (i);
2121 ny = y + freearr_y[i];
2122 2165
2123 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2166 if (!pos.normalise ())
2124
2125 if (mflags & P_OUT_OF_MAP)
2126 max = maxfree[i]; 2167 max = maxfree[i];
2127 else 2168 else
2128 { 2169 {
2129 mapspace &ms = mp->at (nx, ny); 2170 mapspace &ms = *pos;
2130 2171
2131 blocked = ms.move_block;
2132
2133 if ((move_type & blocked) == move_type) 2172 if ((move_type & ms.move_block) == move_type)
2134 max = maxfree[i]; 2173 max = maxfree [i];
2135 else if (mflags & P_IS_ALIVE) 2174 else if (ms.flags () & P_IS_ALIVE)
2136 { 2175 {
2137 for (tmp = ms.bot; tmp; tmp = tmp->above) 2176 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2138 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2177 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2139 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2178 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2140 break;
2141
2142 if (tmp)
2143 return freedir[i]; 2179 return freedir [i];
2144 } 2180 }
2145 } 2181 }
2146 } 2182 }
2147 2183
2148 return 0; 2184 return 0;
2157{ 2193{
2158 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);
2159} 2195}
2160 2196
2161/* 2197/*
2162 * 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
2163 * an object which has subtracted the x and y coordinates of another 2199 * for running into direct [dx, dy].
2164 * object, needs to travel toward it. 2200 * (the opposite of crossfire's find_dir_2!)
2165 */ 2201 */
2166int 2202int
2167find_dir_2 (int x, int y) 2203find_dir_2 (int x, int y)
2168{ 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
2169 int q; 2248 int q;
2170 2249
2171 if (y) 2250 if (y)
2172 q = x * 100 / y; 2251 q = 128 * x / y;
2173 else if (x) 2252 else if (x)
2174 q = -300 * x; 2253 q = -512 * x; // to make it > 309
2175 else 2254 else
2176 return 0; 2255 return 0;
2177 2256
2178 if (y > 0) 2257 if (y > 0)
2179 { 2258 {
2180 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
2181 return 3; 2264 return 3;
2182 if (q < -41) 2265 }
2183 return 2; 2266 else
2184 if (q < 41) 2267 {
2185 return 1; 2268 if (q < -309) return 3;
2186 if (q < 242) 2269 if (q < -52) return 2;
2187 return 8; 2270 if (q < 52) return 1;
2271 if (q < 309) return 8;
2272
2188 return 7; 2273 return 7;
2189 } 2274 }
2190 2275#endif
2191 if (q < -242)
2192 return 7;
2193 if (q < -41)
2194 return 6;
2195 if (q < 41)
2196 return 5;
2197 if (q < 242)
2198 return 4;
2199
2200 return 3;
2201} 2276}
2202 2277
2203/* 2278/*
2204 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2279 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2205 * between two directions (which are expected to be absolute (see absdir()) 2280 * between two directions (which are expected to be absolute (see absdir())
2206 */ 2281 */
2207int 2282int
2208dirdiff (int dir1, int dir2) 2283dirdiff (int dir1, int dir2)
2209{ 2284{
2210 int d;
2211
2212 d = abs (dir1 - dir2); 2285 int d = abs (dir1 - dir2);
2213 if (d > 4)
2214 d = 8 - d;
2215 2286
2216 return d; 2287 return d > 4 ? 8 - d : d;
2217} 2288}
2218 2289
2219/* peterm: 2290/* peterm:
2220 * 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.
2221 * Basically, this is a table of directions, and what directions 2292 * Basically, this is a table of directions, and what directions
2223 * 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
2224 * 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.
2225 * 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
2226 * functions. 2297 * functions.
2227 */ 2298 */
2228int reduction_dir[SIZEOFFREE][3] = { 2299static const int reduction_dir[SIZEOFFREE][3] = {
2229 {0, 0, 0}, /* 0 */ 2300 {0, 0, 0}, /* 0 */
2230 {0, 0, 0}, /* 1 */ 2301 {0, 0, 0}, /* 1 */
2231 {0, 0, 0}, /* 2 */ 2302 {0, 0, 0}, /* 2 */
2232 {0, 0, 0}, /* 3 */ 2303 {0, 0, 0}, /* 3 */
2233 {0, 0, 0}, /* 4 */ 2304 {0, 0, 0}, /* 4 */
2290 int mflags; 2361 int mflags;
2291 2362
2292 if (dir < 0) 2363 if (dir < 0)
2293 return 0; /* exit condition: invalid direction */ 2364 return 0; /* exit condition: invalid direction */
2294 2365
2295 dx = x + freearr_x[dir]; 2366 dx = x + DIRX (dir);
2296 dy = y + freearr_y[dir]; 2367 dy = y + DIRY (dir);
2297 2368
2298 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy); 2369 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2299 2370
2300 /* This functional arguably was incorrect before - it was 2371 /* This functional arguably was incorrect before - it was
2301 * checking for P_WALL - that was basically seeing if 2372 * checking for P_WALL - that was basically seeing if
2327 * 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)
2328 */ 2399 */
2329int 2400int
2330can_pick (const object *who, const object *item) 2401can_pick (const object *who, const object *item)
2331{ 2402{
2332 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2403 return /*who->flag [FLAG_WIZ]|| */
2333 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2404 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2334 !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));
2335} 2406}
2407
2408//-GPL
2336 2409
2337/* 2410/*
2338 * create clone from object to another 2411 * create clone from object to another
2339 */ 2412 */
2340object * 2413object *
2341object_create_clone (object *asrc) 2414object::deep_clone ()
2342{ 2415{
2343 object *dst = 0, *tmp, *src, *prev, *item; 2416 assert (("deep_clone called on non-head object", is_head ()));
2344 2417
2345 if (!asrc) 2418 object *dst = clone ();
2346 return 0;
2347 2419
2348 src = asrc->head_ (); 2420 object *prev = dst;
2349
2350 prev = 0;
2351 for (object *part = src; part; part = part->more) 2421 for (object *part = this->more; part; part = part->more)
2352 { 2422 {
2353 tmp = part->clone (); 2423 object *tmp = part->clone ();
2354 tmp->x -= src->x;
2355 tmp->y -= src->y;
2356
2357 if (!part->head)
2358 {
2359 dst = tmp;
2360 tmp->head = 0;
2361 }
2362 else
2363 tmp->head = dst; 2424 tmp->head = dst;
2364
2365 tmp->more = 0;
2366
2367 if (prev)
2368 prev->more = tmp; 2425 prev->more = tmp;
2369
2370 prev = tmp; 2426 prev = tmp;
2371 } 2427 }
2372 2428
2373 for (item = src->inv; item; item = item->below) 2429 for (object *item = inv; item; item = item->below)
2374 insert_ob_in_ob (object_create_clone (item), dst); 2430 insert_ob_in_ob (item->deep_clone (), dst);
2375 2431
2376 return dst; 2432 return dst;
2377} 2433}
2378 2434
2379/* This returns the first object in who's inventory that 2435/* This returns the first object in who's inventory that
2388 return tmp; 2444 return tmp;
2389 2445
2390 return 0; 2446 return 0;
2391} 2447}
2392 2448
2393/* If ob has a field named key, return the link from the list, 2449/* Zero the key_values on op, decrementing the shared-string
2394 * otherwise return NULL. 2450 * refcounts and freeing the links.
2395 * 2451 */
2396 * key must be a passed in shared string - otherwise, this won't 2452void
2397 * do the desired thing. 2453key_values::clear ()
2398 */
2399key_value *
2400get_ob_key_link (const object *ob, const char *key)
2401{ 2454{
2402 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)
2403 if (link->key == key) 2469 if (kv->key == key)
2404 return link;
2405
2406 return 0;
2407}
2408
2409/*
2410 * Returns the value of op has an extra_field for key, or NULL.
2411 *
2412 * The argument doesn't need to be a shared string.
2413 *
2414 * The returned string is shared.
2415 */
2416const char *
2417get_ob_key_value (const object *op, const char *const key)
2418{
2419 key_value *link;
2420 shstr_cmp canonical_key (key);
2421
2422 if (!canonical_key)
2423 {
2424 /* 1. There being a field named key on any object
2425 * implies there'd be a shared string to find.
2426 * 2. Since there isn't, no object has this field.
2427 * 3. Therefore, *this* object doesn't have this field.
2428 */
2429 return 0;
2430 }
2431
2432 /* This is copied from get_ob_key_link() above -
2433 * only 4 lines, and saves the function call overhead.
2434 */
2435 for (link = op->key_values; link; link = link->next)
2436 if (link->key == canonical_key)
2437 return link->value; 2470 return kv->value;
2438 2471
2439 return 0; 2472 return shstr ();
2440} 2473}
2441 2474
2442/* 2475void
2443 * Updates the canonical_key in op to value. 2476key_values::add (shstr_tmp key, shstr_tmp value)
2444 *
2445 * canonical_key is a shared string (value doesn't have to be).
2446 *
2447 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2448 * keys.
2449 *
2450 * Returns TRUE on success.
2451 */
2452int
2453set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2454{ 2477{
2455 key_value *field = NULL, *last = NULL; 2478 key_value *kv = new key_value;
2456 2479
2457 for (field = op->key_values; field != NULL; field = field->next) 2480 kv->next = first;
2458 { 2481 kv->key = key;
2459 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)
2460 { 2492 {
2461 last = field; 2493 kv->value = value;
2462 continue; 2494 return;
2463 } 2495 }
2464 2496
2465 if (value) 2497 add (key, value);
2466 field->value = value; 2498}
2467 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)
2468 { 2505 {
2469 /* Basically, if the archetype has this key set, 2506 key_value *kv = *kvp;
2470 * we need to store the null value so when we save 2507 *kvp = (*kvp)->next;
2471 * it, we save the empty value so that when we load, 2508 delete kv;
2472 * we get this value back again. 2509 return;
2473 */
2474 if (get_ob_key_link (op->arch, canonical_key))
2475 field->value = 0;
2476 else
2477 {
2478 if (last)
2479 last->next = field->next;
2480 else
2481 op->key_values = field->next;
2482
2483 delete field;
2484 }
2485 } 2510 }
2486 return TRUE; 2511}
2512
2513void
2514key_values::reverse ()
2515{
2516 key_value *prev = 0;
2517 key_value *head = first;
2518
2519 while (head)
2487 } 2520 {
2488 /* 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 }
2489 2526
2490 /* No field, we'll have to add it. */ 2527 first = prev;
2491
2492 if (!add_key)
2493 return FALSE;
2494
2495 /* There isn't any good reason to store a null
2496 * value in the key/value list. If the archetype has
2497 * this key, then we should also have it, so shouldn't
2498 * be here. If user wants to store empty strings,
2499 * should pass in ""
2500 */
2501 if (value == NULL)
2502 return TRUE;
2503
2504 field = new key_value;
2505
2506 field->key = canonical_key;
2507 field->value = value;
2508 /* Usual prepend-addition. */
2509 field->next = op->key_values;
2510 op->key_values = field;
2511
2512 return TRUE;
2513} 2528}
2514 2529
2515/* 2530key_values &
2516 * Updates the key in op to value. 2531key_values::operator =(const key_values &kv)
2517 *
2518 * If add_key is FALSE, this will only update existing keys,
2519 * and not add new ones.
2520 * In general, should be little reason FALSE is ever passed in for add_key
2521 *
2522 * Returns TRUE on success.
2523 */
2524int
2525set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2526{ 2532{
2527 shstr key_ (key); 2533 clear ();
2528 2534
2529 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;
2530} 2541}
2531 2542
2532object::depth_iterator::depth_iterator (object *container) 2543object::depth_iterator::depth_iterator (object *container)
2533: iterator_base (container) 2544: iterator_base (container)
2534{ 2545{
2584{ 2595{
2585 char flagdesc[512]; 2596 char flagdesc[512];
2586 char info2[256 * 4]; 2597 char info2[256 * 4];
2587 char *p = info; 2598 char *p = info;
2588 2599
2589 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}",
2590 count, uuid.seq, 2601 count,
2602 uuid.c_str (),
2591 &name, 2603 &name,
2592 title ? "\",title:\"" : "", 2604 title ? ",title:\"" : "",
2593 title ? (const char *)title : "", 2605 title ? (const char *)title : "",
2606 title ? "\"" : "",
2594 flag_desc (flagdesc, 512), type); 2607 flag_desc (flagdesc, 512), type);
2595 2608
2596 if (!this->flag[FLAG_REMOVED] && env) 2609 if (!flag[FLAG_REMOVED] && env)
2597 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2610 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2598 2611
2599 if (map) 2612 if (map)
2600 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);
2601 2614
2616{ 2629{
2617 return map ? map->region (x, y) 2630 return map ? map->region (x, y)
2618 : region::default_region (); 2631 : region::default_region ();
2619} 2632}
2620 2633
2621const materialtype_t * 2634//+GPL
2622object::dominant_material () const
2623{
2624 if (materialtype_t *mt = name_to_material (materialname))
2625 return mt;
2626
2627 return name_to_material (shstr_unknown);
2628}
2629 2635
2630void 2636void
2631object::open_container (object *new_container) 2637object::open_container (object *new_container)
2632{ 2638{
2633 if (container == new_container) 2639 if (container == new_container)
2634 return; 2640 return;
2635 2641
2636 if (object *old_container = container) 2642 object *old_container = container;
2643
2644 if (old_container)
2637 { 2645 {
2638 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2646 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2639 return; 2647 return;
2640 2648
2641#if 0 2649#if 0
2643 if (object *closer = old_container->inv) 2651 if (object *closer = old_container->inv)
2644 if (closer->type == CLOSE_CON) 2652 if (closer->type == CLOSE_CON)
2645 closer->destroy (); 2653 closer->destroy ();
2646#endif 2654#endif
2647 2655
2656 // make sure the container is available
2657 esrv_send_item (this, old_container);
2658
2648 old_container->flag [FLAG_APPLIED] = 0; 2659 old_container->flag [FLAG_APPLIED] = false;
2649 container = 0; 2660 container = 0;
2650 2661
2662 // client needs item update to make it work, client bug requires this to be separate
2651 esrv_update_item (UPD_FLAGS, this, old_container); 2663 esrv_update_item (UPD_FLAGS, this, old_container);
2664
2652 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 ());
2653 play_sound (sound_find ("chest_close")); 2666 play_sound (sound_find ("chest_close"));
2654 } 2667 }
2655 2668
2656 if (new_container) 2669 if (new_container)
2657 { 2670 {
2661 // TODO: this does not seem to serve any purpose anymore? 2674 // TODO: this does not seem to serve any purpose anymore?
2662#if 0 2675#if 0
2663 // insert the "Close Container" object. 2676 // insert the "Close Container" object.
2664 if (archetype *closer = new_container->other_arch) 2677 if (archetype *closer = new_container->other_arch)
2665 { 2678 {
2666 object *closer = arch_to_object (new_container->other_arch); 2679 object *closer = new_container->other_arch->instance ();
2667 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2680 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2668 new_container->insert (closer); 2681 new_container->insert (closer);
2669 } 2682 }
2670#endif 2683#endif
2671 2684
2672 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 ());
2673 2686
2687 // make sure the container is available, client bug requires this to be separate
2688 esrv_send_item (this, new_container);
2689
2674 new_container->flag [FLAG_APPLIED] = 1; 2690 new_container->flag [FLAG_APPLIED] = true;
2675 container = new_container; 2691 container = new_container;
2676 2692
2693 // client needs flag change
2677 esrv_update_item (UPD_FLAGS, this, new_container); 2694 esrv_update_item (UPD_FLAGS, this, new_container);
2678 esrv_send_inventory (this, new_container); 2695 esrv_send_inventory (this, new_container);
2679 play_sound (sound_find ("chest_open")); 2696 play_sound (sound_find ("chest_open"));
2680 } 2697 }
2698// else if (!old_container->env && contr && contr->ns)
2699// contr->ns->floorbox_reset ();
2681} 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)
2713 {
2714 rect->m->touch ();
2715 rect->m->activate ();
2716 }
2717}
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);
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
2682 2733
2683object * 2734object *
2684object::force_find (const shstr name) 2735object::force_find (shstr_tmp name)
2685{ 2736{
2686 /* cycle through his inventory to look for the MARK we want to 2737 /* cycle through his inventory to look for the MARK we want to
2687 * place 2738 * place
2688 */ 2739 */
2689 for (object *tmp = inv; tmp; tmp = tmp->below) 2740 for (object *tmp = inv; tmp; tmp = tmp->below)
2690 if (tmp->type == FORCE && tmp->slaying == name) 2741 if (tmp->type == FORCE && tmp->slaying == name)
2691 return splay (tmp); 2742 return splay (tmp);
2692 2743
2693 return 0; 2744 return 0;
2694} 2745}
2695 2746
2696void 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 *
2697object::force_add (const shstr name, int duration) 2757object::force_add (shstr_tmp name, int duration)
2698{ 2758{
2699 if (object *force = force_find (name)) 2759 if (object *force = force_find (name))
2700 force->destroy (); 2760 force->destroy ();
2701 2761
2702 object *force = get_archetype (FORCE_NAME); 2762 object *force = archetype::get (FORCE_NAME);
2703 2763
2704 force->slaying = name; 2764 force->slaying = name;
2705 force->stats.food = 1; 2765 force->force_set_timer (duration);
2706 force->speed_left = -1.f;
2707
2708 force->set_speed (duration ? 1.f / duration : 0.f);
2709 force->flag [FLAG_IS_USED_UP] = true;
2710 force->flag [FLAG_APPLIED] = true; 2766 force->flag [FLAG_APPLIED] = true;
2711 2767
2712 insert (force); 2768 return insert (force);
2713} 2769}
2714 2770
2715void 2771void
2716object::play_sound (faceidx sound) const 2772object::play_sound (faceidx sound) const
2717{ 2773{
2718 if (!sound) 2774 if (!sound)
2719 return; 2775 return;
2720 2776
2721 if (flag [FLAG_REMOVED]) 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 ())
2722 return; 2802 return;
2723 2803
2724 if (env) 2804 // find old force, or create new one
2725 { 2805 object *force = force_find (shstr_noise_force);
2726 if (object *pl = in_player ()) 2806
2727 pl->contr->play_sound (sound); 2807 if (force)
2728 } 2808 force->speed_left = -1.f; // patch old speed up
2729 else 2809 else
2730 map->play_sound (sound, x, y); 2810 {
2731} 2811 force = archetype::get (shstr_noise_force);
2732 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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