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Comparing deliantra/server/common/object.C (file contents):
Revision 1.86 by root, Tue Dec 26 08:17:58 2006 UTC vs.
Revision 1.294 by root, Thu Nov 5 15:43:21 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
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> 25#include <global.h>
28#include <stdio.h> 26#include <stdio.h>
29#include <sys/types.h> 27#include <sys/types.h>
30#include <sys/uio.h> 28#include <sys/uio.h>
31#include <object.h> 29#include <object.h>
32#include <funcpoint.h> 30#include <sproto.h>
33#include <loader.h> 31#include <loader.h>
34 32
35#include <bitset> 33#include <bitset>
36 34
37int nrofallocobjects = 0; 35UUID UUID::cur;
38static UUID uuid; 36static uint64_t seq_next_save;
39const uint64 UUID_SKIP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
40 39
41object *active_objects; /* List of active objects that need to be processed */ 40objectvec objects;
41activevec actives;
42 42
43short 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, 43//+GPL
44
45short freearr_x[SIZEOFFREE] = {
46 0,
47 0, 1, 1, 1, 0, -1, -1, -1,
48 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 49 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 50};
46short 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, 51short freearr_y[SIZEOFFREE] = {
52 0,
53 -1, -1, 0, 1, 1, 1, 0, -1,
54 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 55 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
48}; 56};
49int 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, 57int maxfree[SIZEOFFREE] = {
58 0,
59 9, 10, 13, 14, 17, 18, 21, 22,
60 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
50 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 61 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51}; 62};
52int freedir[SIZEOFFREE] = { 63int freedir[SIZEOFFREE] = {
53 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,
54 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
55}; 68};
56 69
57static void 70static void
58write_uuid (void) 71write_uuid (uval64 skip, bool sync)
59{ 72{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 73 CALL_BEGIN (2);
61 74 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 75 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 76 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 77 CALL_END;
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76} 78}
77 79
78static void 80static void
79read_uuid (void) 81read_uuid (void)
80{ 82{
81 char filename[MAX_BUF]; 83 char filename[MAX_BUF];
82 84
83 sprintf (filename, "%s/uuid", settings.localdir); 85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 seq_next_save = 0;
84 88
85 FILE *fp; 89 FILE *fp;
86 90
87 if (!(fp = fopen (filename, "r"))) 91 if (!(fp = fopen (filename, "r")))
88 { 92 {
89 if (errno == ENOENT) 93 if (errno == ENOENT)
90 { 94 {
91 LOG (llevInfo, "RESET uid to 1\n"); 95 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 96 UUID::cur.seq = 0;
93 write_uuid (); 97 write_uuid (UUID_GAP, true);
94 return; 98 return;
95 } 99 }
96 100
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 102 _exit (1);
99 } 103 }
100 104
101 int version; 105 UUID::BUF buf;
102 unsigned long long uid; 106 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 107 fgets (buf, sizeof (buf), fp);
108
109 if (!UUID::cur.parse (buf))
104 { 110 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 111 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 112 _exit (1);
107 } 113 }
108 114
109 uuid.seq = uid; 115 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
110 write_uuid (); 116
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 117 write_uuid (UUID_GAP, true);
112 fclose (fp); 118 fclose (fp);
113} 119}
114 120
115UUID 121UUID
116gen_uuid () 122UUID::gen ()
117{ 123{
118 UUID uid; 124 UUID uid;
119 125
120 uid.seq = ++uuid.seq; 126 uid.seq = ++cur.seq;
121 127
122 if (!(uuid.seq & (UUID_SKIP - 1))) 128 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 129 {
130 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
131 write_uuid (UUID_GAP, false);
132 }
133
124 134
125 return uid; 135 return uid;
126} 136}
127 137
128void 138void
129init_uuid () 139UUID::init ()
130{ 140{
131 read_uuid (); 141 read_uuid ();
132} 142}
133 143
134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 144/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int 145static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 146compare_ob_value_lists_one (const object *wants, const object *has)
137{ 147{
138 key_value *wants_field;
139
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 148 /* n-squared behaviour (see kv_get), but I'm hoping both
141 * objects with lists are rare, and lists stay short. If not, use a 149 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 150 * different structure or at least keep the lists sorted...
143 */ 151 */
144 152
145 /* For each field in wants, */ 153 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 154 for (key_value *kv = wants->key_values; kv; kv = kv->next)
147 { 155 if (has->kv_get (kv->key) != kv->value)
148 key_value *has_field; 156 return false;
149
150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
154 {
155 /* No field with that name. */
156 return FALSE;
157 }
158
159 /* Found the matching field. */
160 if (has_field->value != wants_field->value)
161 {
162 /* Values don't match, so this half of the comparison is false. */
163 return FALSE;
164 }
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 157
169 /* If we get here, every field in wants has a matching field in has. */ 158 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE; 159 return true;
171} 160}
172 161
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 162/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 163static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 164compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 165{
177 /* However, there may be fields in has which aren't partnered in wants, 166 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 167 * so we need to run the comparison *twice*. :(
179 */ 168 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 169 return compare_ob_value_lists_one (ob1, ob2)
170 && compare_ob_value_lists_one (ob2, ob1);
181} 171}
182 172
183/* Function examines the 2 objects given to it, and returns true if 173/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 174 * they can be merged together.
185 * 175 *
190 * Check nrof variable *before* calling can_merge() 180 * Check nrof variable *before* calling can_merge()
191 * 181 *
192 * Improvements made with merge: Better checking on potion, and also 182 * Improvements made with merge: Better checking on potion, and also
193 * check weight 183 * check weight
194 */ 184 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 185bool object::can_merge_slow (object *ob1, object *ob2)
197{ 186{
198 /* A couple quicksanity checks */ 187 /* A couple quicksanity checks */
199 if (ob1 == ob2 188 if (ob1 == ob2
200 || ob1->type != ob2->type 189 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed 190 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value 191 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 192 || ob1->name != ob2->name)
204 return 0; 193 return 0;
205 194
206 //TODO: this ain't working well, use nicer and correct overflow check
207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 195 /* Do not merge objects if nrof would overflow, assume nrof
208 * value could not be stored in a sint32 (which unfortunately sometimes is 196 * is always 0 .. 2**31-1 */
209 * used to store nrof). 197 if (ob1->nrof > 0x7fffffff - ob2->nrof)
210 */
211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
212 return 0; 198 return 0;
213 199
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 200 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * This is to the comparison of the flags below will be OK. We 201 * This is to the comparison of the flags below will be OK. We
216 * just can't ignore the been applied or identified flags, as they 202 * just can't ignore the been applied or identified flags, as they
217 * are not equal - just if it has been identified, the been_applied 203 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning. 204 * flags lose any meaning.
219 */ 205 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 206 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 207 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 208
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 209 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 210 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 211
226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 212 if (ob1->arch->archname != ob2->arch->archname
227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 213 || ob1->name != ob2->name
229 || ob1->title != ob2->title 214 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 215 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 216 || ob1->weight != ob2->weight
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
234 || ob1->attacktype != ob2->attacktype 217 || ob1->attacktype != ob2->attacktype
235 || ob1->magic != ob2->magic 218 || ob1->magic != ob2->magic
236 || ob1->slaying != ob2->slaying 219 || ob1->slaying != ob2->slaying
237 || ob1->skill != ob2->skill 220 || ob1->skill != ob2->skill
238 || ob1->value != ob2->value 221 || ob1->value != ob2->value
239 || ob1->animation_id != ob2->animation_id 222 || ob1->animation_id != ob2->animation_id
223 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
240 || ob1->client_type != ob2->client_type 224 || ob1->client_type != ob2->client_type
241 || ob1->materialname != ob2->materialname 225 || ob1->materialname != ob2->materialname
242 || ob1->lore != ob2->lore 226 || ob1->lore != ob2->lore
243 || ob1->subtype != ob2->subtype 227 || ob1->subtype != ob2->subtype
244 || ob1->move_type != ob2->move_type 228 || ob1->move_type != ob2->move_type
245 || ob1->move_block != ob2->move_block 229 || ob1->move_block != ob2->move_block
246 || ob1->move_allow != ob2->move_allow 230 || ob1->move_allow != ob2->move_allow
247 || ob1->move_on != ob2->move_on 231 || ob1->move_on != ob2->move_on
248 || ob1->move_off != ob2->move_off 232 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow 233 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty) 234 || ob1->move_slow_penalty != ob2->move_slow_penalty
235 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
236 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
251 return 0; 237 return 0;
252 238
239 if ((ob1->flag ^ ob2->flag)
240 .reset (FLAG_INV_LOCKED)
241 .reset (FLAG_REMOVED)
242 .any ())
243 return 0;
244
253 /* This is really a spellbook check - really, we should 245 /* This is really a spellbook check - we should in general
254 * check all objects in the inventory. 246 * not merge objects with real inventories, as splitting them
247 * is hard.
255 */ 248 */
256 if (ob1->inv || ob2->inv) 249 if (ob1->inv || ob2->inv)
257 { 250 {
258 /* if one object has inventory but the other doesn't, not equiv */ 251 if (!(ob1->inv && ob2->inv))
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 252 return 0; /* inventories differ in length */
260 return 0;
261 253
262 /* Now check to see if the two inventory objects could merge */ 254 if (ob1->inv->below || ob2->inv->below)
255 return 0; /* more than one object in inv */
256
263 if (!object::can_merge (ob1->inv, ob2->inv)) 257 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0; 258 return 0; /* inventory objects differ */
265 259
266 /* inventory ok - still need to check rest of this object to see 260 /* inventory ok - still need to check rest of this object to see
267 * if it is valid. 261 * if it is valid.
268 */ 262 */
269 } 263 }
277 271
278 /* Note sure why the following is the case - either the object has to 272 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 273 * be animated or have a very low speed. Is this an attempted monster
280 * check? 274 * check?
281 */ 275 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 276 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 277 return 0;
284 278
285 switch (ob1->type) 279 switch (ob1->type)
286 { 280 {
287 case SCROLL: 281 case SCROLL:
288 if (ob1->level != ob2->level) 282 if (ob1->level != ob2->level)
289 return 0; 283 return 0;
290 break; 284 break;
291 } 285 }
292 286
293 if (ob1->key_values != NULL || ob2->key_values != NULL) 287 if (ob1->key_values || ob2->key_values)
294 { 288 {
295 /* At least one of these has key_values. */ 289 /* At least one of these has key_values. */
296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 290 if ((!ob1->key_values) != (!ob2->key_values))
297 /* One has fields, but the other one doesn't. */ 291 return 0; /* One has fields, but the other one doesn't. */
292
293 if (!compare_ob_value_lists (ob1, ob2))
298 return 0; 294 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0;
301 } 295 }
302 296
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self) 297 if (ob1->self || ob2->self)
305 { 298 {
306 ob1->optimise (); 299 ob1->optimise ();
307 ob2->optimise (); 300 ob2->optimise ();
308 301
309 if (ob1->self || ob2->self) 302 if (ob1->self || ob2->self)
303 {
304 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
305 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
306
307 if (k1 != k2)
310 return 0; 308 return 0;
309
310 if (k1 == 0)
311 return 1;
312
313 if (!cfperl_can_merge (ob1, ob2))
314 return 0;
315 }
311 } 316 }
312 317
313 /* Everything passes, must be OK. */ 318 /* Everything passes, must be OK. */
314 return 1; 319 return 1;
315} 320}
316 321
322// find player who can see this object
323object *
324object::visible_to () const
325{
326 if (client_visible () && !flag [FLAG_REMOVED])
327 {
328 // see if we are in a container of sorts
329 if (env)
330 {
331 // the player inventory itself is always visible
332 if (env->is_player ())
333 return env;
334
335 // else a player could have our env open
336 object *envest = env->outer_env_or_self ();
337
338 // the player itself is always on a map, so we will find him here
339 // even if our inv is in a player.
340 if (envest->is_on_map ())
341 if (object *pl = envest->ms ().player ())
342 if (pl->container_ () == env)
343 return pl;
344 }
345 else
346 {
347 // maybe there is a player standing on the same mapspace
348 // this will catch the case where "this" is a player
349 if (object *pl = ms ().player ())
350 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
351 || pl->container_ () == this)
352 return pl;
353 }
354 }
355
356 return 0;
357}
358
359// adjust weight per container type ("of holding")
360static sint32
361weight_adjust_for (object *op, sint32 weight)
362{
363 return op->type == CONTAINER
364 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
365 : weight;
366}
367
317/* 368/*
369 * adjust_weight(object, weight) adds the specified weight to an object,
370 * and also updates how much the environment(s) is/are carrying.
371 */
372static void
373adjust_weight (object *op, sint32 weight)
374{
375 while (op)
376 {
377 // adjust by actual difference to account for rounding errors
378 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
379 weight = weight_adjust_for (op, op->carrying)
380 - weight_adjust_for (op, op->carrying - weight);
381
382 if (!weight)
383 return;
384
385 op->carrying += weight;
386
387 if (object *pl = op->visible_to ())
388 if (pl != op) // player is handled lazily
389 esrv_update_item (UPD_WEIGHT, pl, op);
390
391 op = op->env;
392 }
393}
394
395/*
318 * sum_weight() is a recursive function which calculates the weight 396 * this is a recursive function which calculates the weight
319 * an object is carrying. It goes through in figures out how much 397 * an object is carrying. It goes through op and figures out how much
320 * containers are carrying, and sums it up. 398 * containers are carrying, and sums it up.
321 */ 399 */
322long 400void
323sum_weight (object *op) 401object::update_weight ()
324{ 402{
325 long sum; 403 sint32 sum = 0;
326 object *inv;
327 404
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 405 for (object *op = inv; op; op = op->below)
329 { 406 {
330 if (inv->inv) 407 if (op->inv)
331 sum_weight (inv); 408 op->update_weight ();
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 409
410 sum += op->total_weight ();
411 }
412
413 sum = weight_adjust_for (this, sum);
414
415 if (sum != carrying)
333 } 416 {
334
335 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100;
337
338 if (op->carrying != sum)
339 op->carrying = sum; 417 carrying = sum;
340 418
341 return sum; 419 if (object *pl = visible_to ())
420 if (pl != this) // player is handled lazily
421 esrv_update_item (UPD_WEIGHT, pl, this);
422 }
342} 423}
343 424
344/** 425/*
345 * Return the outermost environment object for a given object. 426 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
346 */ 427 */
347
348object *
349object_get_env_recursive (object *op)
350{
351 while (op->env != NULL)
352 op = op->env;
353 return op;
354}
355
356/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array.
360 */
361
362char * 428char *
363dump_object (object *op) 429dump_object (object *op)
364{ 430{
365 if (!op) 431 if (!op)
366 return strdup ("[NULLOBJ]"); 432 return strdup ("[NULLOBJ]");
367 433
368 object_freezer freezer; 434 object_freezer freezer;
369 save_object (freezer, op, 1); 435 op->write (freezer);
370 return freezer.as_string (); 436 return freezer.as_string ();
437}
438
439char *
440object::as_string ()
441{
442 return dump_object (this);
371} 443}
372 444
373/* 445/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 446 * get_nearest_part(multi-object, object 2) returns the part of the
375 * multi-object 1 which is closest to the second object. 447 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned. 448 * If it's not a multi-object, it is returned.
377 */ 449 */
378
379object * 450object *
380get_nearest_part (object *op, const object *pl) 451get_nearest_part (object *op, const object *pl)
381{ 452{
382 object *tmp, *closest; 453 object *tmp, *closest;
383 int last_dist, i; 454 int last_dist, i;
384 455
385 if (op->more == NULL) 456 if (!op->more)
386 return op; 457 return op;
458
387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 459 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
460 tmp;
461 tmp = tmp->more)
388 if ((i = distance (tmp, pl)) < last_dist) 462 if ((i = distance (tmp, pl)) < last_dist)
389 closest = tmp, last_dist = i; 463 closest = tmp, last_dist = i;
464
390 return closest; 465 return closest;
391} 466}
392 467
393/* 468/*
394 * Returns the object which has the count-variable equal to the argument. 469 * Returns the object which has the count-variable equal to the argument.
470 * VERRRY slow.
395 */ 471 */
396
397object * 472object *
398find_object (tag_t i) 473find_object (tag_t i)
399{ 474{
400 for (object *op = object::first; op; op = op->next) 475 for_all_objects (op)
401 if (op->count == i) 476 if (op->count == i)
402 return op; 477 return op;
403 478
404 return 0; 479 return 0;
405} 480}
406 481
407/* 482/*
408 * Returns the first object which has a name equal to the argument. 483 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 484 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 485 * Enables features like "patch <name-of-other-player> food 999"
411 */ 486 */
412
413object * 487object *
414find_object_name (const char *str) 488find_object_name (const char *str)
415{ 489{
416 shstr_cmp str_ (str); 490 shstr_cmp str_ (str);
417 object *op;
418 491
419 for (op = object::first; op != NULL; op = op->next) 492 if (str_)
493 for_all_objects (op)
420 if (op->name == str_) 494 if (op->name == str_)
421 break; 495 return op;
422 496
423 return op; 497 return 0;
424}
425
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430} 498}
431 499
432/* 500/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 501 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 502 * skill and experience objects.
503 * ACTUALLY NO! investigate! TODO
435 */ 504 */
436void 505void
437object::set_owner (object *owner) 506object::set_owner (object *owner)
438{ 507{
508 // allow objects which own objects
439 if (!owner) 509 if (owner)
440 return;
441
442 /* next line added to allow objects which own objects */
443 /* Add a check for ownercounts in here, as I got into an endless loop
444 * with the fireball owning a poison cloud which then owned the
445 * fireball. I believe that was caused by one of the objects getting
446 * freed and then another object replacing it. Since the ownercounts
447 * didn't match, this check is valid and I believe that cause is valid.
448 */
449 while (owner->owner) 510 while (owner->owner)
450 owner = owner->owner; 511 owner = owner->owner;
512
513 if (flag [FLAG_FREED])
514 {
515 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
516 return;
517 }
451 518
452 this->owner = owner; 519 this->owner = owner;
520}
521
522int
523object::slottype () const
524{
525 if (type == SKILL)
526 {
527 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
528 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
529 }
530 else
531 {
532 if (slot [body_combat].info) return slot_combat;
533 if (slot [body_range ].info) return slot_ranged;
534 }
535
536 return slot_none;
537}
538
539bool
540object::change_weapon (object *ob)
541{
542 if (current_weapon == ob)
543 return true;
544
545 if (chosen_skill)
546 chosen_skill->flag [FLAG_APPLIED] = false;
547
548 current_weapon = ob;
549 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
550
551 if (chosen_skill)
552 chosen_skill->flag [FLAG_APPLIED] = true;
553
554 update_stats ();
555
556 if (ob)
557 {
558 // now check wether any body locations became invalid, in which case
559 // we cannot apply the weapon at the moment.
560 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
561 if (slot[i].used < 0)
562 {
563 current_weapon = chosen_skill = 0;
564 update_stats ();
565
566 new_draw_info_format (NDI_UNIQUE, 0, this,
567 "You try to balance all your items at once, "
568 "but the %s is just too much for your body. "
569 "[You need to unapply some items first - use the 'body' command to see "
570 "how many items you cna wera on a specific body part.]", &ob->name);
571 return false;
572 }
573
574 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
575 }
576 else
577 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
578
579 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
580 {
581 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
582 &name, ob->debug_desc ());
583 return false;
584 }
585
586 return true;
453} 587}
454 588
455/* Zero the key_values on op, decrementing the shared-string 589/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 590 * refcounts and freeing the links.
457 */ 591 */
458static void 592static void
459free_key_values (object *op) 593free_key_values (object *op)
460{ 594{
461 for (key_value *i = op->key_values; i != 0;) 595 for (key_value *i = op->key_values; i; )
462 { 596 {
463 key_value *next = i->next; 597 key_value *next = i->next;
464 delete i; 598 delete i;
465 599
466 i = next; 600 i = next;
478 * will point at garbage. 612 * will point at garbage.
479 */ 613 */
480void 614void
481object::copy_to (object *dst) 615object::copy_to (object *dst)
482{ 616{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 617 dst->remove ();
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
485
486 *(object_copy *)dst = *this; 618 *(object_copy *)dst = *this;
487 619 dst->flag [FLAG_REMOVED] = true;
488 if (is_freed)
489 SET_FLAG (dst, FLAG_FREED);
490
491 if (is_removed)
492 SET_FLAG (dst, FLAG_REMOVED);
493
494 if (speed < 0)
495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
496 620
497 /* Copy over key_values, if any. */ 621 /* Copy over key_values, if any. */
498 if (key_values) 622 if (key_values)
499 { 623 {
500 key_value *tail = 0; 624 key_value *tail = 0;
501 key_value *i;
502
503 dst->key_values = 0; 625 dst->key_values = 0;
504 626
505 for (i = key_values; i; i = i->next) 627 for (key_value *i = key_values; i; i = i->next)
506 { 628 {
507 key_value *new_link = new key_value; 629 key_value *new_link = new key_value;
508 630
509 new_link->next = 0; 631 new_link->next = 0;
510 new_link->key = i->key; 632 new_link->key = i->key;
511 new_link->value = i->value; 633 new_link->value = i->value;
512 634
513 /* Try and be clever here, too. */ 635 /* Try and be clever here, too. */
514 if (!dst->key_values) 636 if (!dst->key_values)
515 { 637 {
522 tail = new_link; 644 tail = new_link;
523 } 645 }
524 } 646 }
525 } 647 }
526 648
527 update_ob_speed (dst); 649 if (speed < 0)
650 dst->speed_left -= rndm ();
651
652 dst->activate ();
653}
654
655void
656object::instantiate ()
657{
658 if (!uuid.seq) // HACK
659 uuid = UUID::gen ();
660
661 speed_left = -0.1f;
662 /* copy the body_info to the body_used - this is only really
663 * need for monsters, but doesn't hurt to do it for everything.
664 * by doing so, when a monster is created, it has good starting
665 * values for the body_used info, so when items are created
666 * for it, they can be properly equipped.
667 */
668 for (int i = NUM_BODY_LOCATIONS; i--; )
669 slot[i].used = slot[i].info;
670
671 attachable::instantiate ();
528} 672}
529 673
530object * 674object *
531object::clone () 675object::clone ()
532{ 676{
533 object *neu = create (); 677 object *neu = create ();
534 copy_to (neu); 678 copy_to (neu);
679 neu->map = map; // not copied by copy_to
535 return neu; 680 return neu;
536} 681}
537 682
538/* 683/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 684 * If an object with the IS_TURNABLE() flag needs to be turned due
540 * to the closest player being on the other side, this function can 685 * to the closest player being on the other side, this function can
541 * be called to update the face variable, _and_ how it looks on the map. 686 * be called to update the face variable, _and_ how it looks on the map.
542 */ 687 */
543
544void 688void
545update_turn_face (object *op) 689update_turn_face (object *op)
546{ 690{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 691 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 692 return;
693
549 SET_ANIMATION (op, op->direction); 694 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 695 update_object (op, UP_OBJ_FACE);
551} 696}
552 697
553/* 698/*
554 * Updates the speed of an object. If the speed changes from 0 to another 699 * Updates the speed of an object. If the speed changes from 0 to another
555 * value, or vice versa, then add/remove the object from the active list. 700 * value, or vice versa, then add/remove the object from the active list.
556 * This function needs to be called whenever the speed of an object changes. 701 * This function needs to be called whenever the speed of an object changes.
557 */ 702 */
558void 703void
559update_ob_speed (object *op) 704object::set_speed (float speed)
560{ 705{
561 extern int arch_init; 706 if (flag [FLAG_FREED] && speed)
562
563 /* No reason putting the archetypes objects on the speed list,
564 * since they never really need to be updated.
565 */
566 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
567 { 707 {
568 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 708 LOG (llevError, "Object %s is freed but has speed.\n", &name);
569 op->speed = 0; 709 speed = 0;
570 }
571
572 if (arch_init)
573 return;
574
575 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
576 { 710 }
577 /* If already on active list, don't do anything */
578 if (op->active_next || op->active_prev || op == active_objects)
579 return;
580 711
581 /* process_events() expects us to insert the object at the beginning 712 this->speed = speed;
582 * of the list. */
583 op->active_next = active_objects;
584 713
585 if (op->active_next != NULL) 714 if (has_active_speed ())
586 op->active_next->active_prev = op; 715 activate ();
587
588 active_objects = op;
589 }
590 else 716 else
591 { 717 deactivate ();
592 /* If not on the active list, nothing needs to be done */
593 if (!op->active_next && !op->active_prev && op != active_objects)
594 return;
595
596 if (op->active_prev == NULL)
597 {
598 active_objects = op->active_next;
599
600 if (op->active_next != NULL)
601 op->active_next->active_prev = NULL;
602 }
603 else
604 {
605 op->active_prev->active_next = op->active_next;
606
607 if (op->active_next)
608 op->active_next->active_prev = op->active_prev;
609 }
610
611 op->active_next = NULL;
612 op->active_prev = NULL;
613 }
614}
615
616/* This function removes object 'op' from the list of active
617 * objects.
618 * This should only be used for style maps or other such
619 * reference maps where you don't want an object that isn't
620 * in play chewing up cpu time getting processed.
621 * The reverse of this is to call update_ob_speed, which
622 * will do the right thing based on the speed of the object.
623 */
624void
625remove_from_active_list (object *op)
626{
627 /* If not on the active list, nothing needs to be done */
628 if (!op->active_next && !op->active_prev && op != active_objects)
629 return;
630
631 if (op->active_prev == NULL)
632 {
633 active_objects = op->active_next;
634 if (op->active_next != NULL)
635 op->active_next->active_prev = NULL;
636 }
637 else
638 {
639 op->active_prev->active_next = op->active_next;
640 if (op->active_next)
641 op->active_next->active_prev = op->active_prev;
642 }
643 op->active_next = NULL;
644 op->active_prev = NULL;
645} 718}
646 719
647/* 720/*
648 * update_object() updates the the map. 721 * update_object() updates the the map.
649 * It takes into account invisible objects (and represent squares covered 722 * It takes into account invisible objects (and represent squares covered
662 * UP_OBJ_FACE: only the objects face has changed. 735 * UP_OBJ_FACE: only the objects face has changed.
663 */ 736 */
664void 737void
665update_object (object *op, int action) 738update_object (object *op, int action)
666{ 739{
667 MoveType move_on, move_off, move_block, move_slow; 740 if (!op)
668
669 if (op == NULL)
670 { 741 {
671 /* this should never happen */ 742 /* this should never happen */
672 LOG (llevDebug, "update_object() called for NULL object.\n"); 743 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
673 return; 744 return;
674 } 745 }
675 746
676 if (op->env) 747 if (!op->is_on_map ())
677 { 748 {
678 /* Animation is currently handled by client, so nothing 749 /* Animation is currently handled by client, so nothing
679 * to do in this case. 750 * to do in this case.
680 */ 751 */
681 return; 752 return;
682 } 753 }
683
684 /* If the map is saving, don't do anything as everything is
685 * going to get freed anyways.
686 */
687 if (!op->map || op->map->in_memory == MAP_SAVING)
688 return;
689 754
690 /* make sure the object is within map boundaries */ 755 /* make sure the object is within map boundaries */
691 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 756 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
692 { 757 {
693 LOG (llevError, "update_object() called for object out of map!\n"); 758 LOG (llevError, "update_object() called for object out of map!\n");
697 return; 762 return;
698 } 763 }
699 764
700 mapspace &m = op->ms (); 765 mapspace &m = op->ms ();
701 766
702 if (m.flags_ & P_NEED_UPDATE) 767 if (!(m.flags_ & P_UPTODATE))
703 /* nop */; 768 /* nop */;
704 else if (action == UP_OBJ_INSERT) 769 else if (action == UP_OBJ_INSERT)
705 { 770 {
706 // this is likely overkill, TODO: revisit (schmorp) 771 // this is likely overkill, TODO: revisit (schmorp)
707 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 772 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
708 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 773 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
709 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 774 || (op->is_player () && !(m.flags_ & P_PLAYER))
710 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 775 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
711 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 776 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
712 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 777 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
713 || (m.move_on | op->move_on ) != m.move_on 778 || (m.move_on | op->move_on ) != m.move_on
714 || (m.move_off | op->move_off ) != m.move_off 779 || (m.move_off | op->move_off ) != m.move_off
715 || (m.move_slow | op->move_slow) != m.move_slow 780 || (m.move_slow | op->move_slow) != m.move_slow
716 /* This isn't perfect, but I don't expect a lot of objects to 781 /* This isn't perfect, but I don't expect a lot of objects to
717 * to have move_allow right now. 782 * have move_allow right now.
718 */ 783 */
719 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 784 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
720 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 785 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
721 m.flags_ = P_NEED_UPDATE; 786 m.invalidate ();
722 } 787 }
723 /* if the object is being removed, we can't make intelligent 788 /* if the object is being removed, we can't make intelligent
724 * decisions, because remove_ob can't really pass the object 789 * decisions, because remove_ob can't really pass the object
725 * that is being removed. 790 * that is being removed.
726 */ 791 */
727 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 792 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
728 m.flags_ = P_NEED_UPDATE; 793 m.invalidate ();
729 else if (action == UP_OBJ_FACE) 794 else if (action == UP_OBJ_FACE)
730 /* Nothing to do for that case */ ; 795 /* Nothing to do for that case */ ;
731 else 796 else
732 LOG (llevError, "update_object called with invalid action: %d\n", action); 797 LOG (llevError, "update_object called with invalid action: %d\n", action);
733 798
734 if (op->more) 799 if (op->more)
735 update_object (op->more, action); 800 update_object (op->more, action);
736} 801}
737 802
738object::vector object::objects; // not yet used
739object *object::first;
740
741object::object () 803object::object ()
742{ 804{
743 SET_FLAG (this, FLAG_REMOVED); 805 SET_FLAG (this, FLAG_REMOVED);
744 806
745 expmul = 1.0; 807 //expmul = 1.0; declared const for the time being
746 face = blank_face; 808 face = blank_face;
747} 809}
748 810
749object::~object () 811object::~object ()
750{ 812{
813 unlink ();
814
751 free_key_values (this); 815 free_key_values (this);
752} 816}
753 817
818static int object_count;
819
754void object::link () 820void object::link ()
755{ 821{
822 assert (!index);//D
823 uuid = UUID::gen ();
756 count = ++ob_count; 824 count = ++object_count;
757 uuid = gen_uuid ();
758 825
759 prev = 0; 826 refcnt_inc ();
760 next = object::first; 827 objects.insert (this);
761
762 if (object::first)
763 object::first->prev = this;
764
765 object::first = this;
766} 828}
767 829
768void object::unlink () 830void object::unlink ()
769{ 831{
770 if (this == object::first) 832 if (!index)
771 object::first = next;
772
773 /* Remove this object from the list of used objects */
774 if (prev) prev->next = next;
775 if (next) next->prev = prev;
776
777 prev = 0;
778 next = 0;
779}
780
781object *object::create ()
782{
783 object *op = new object;
784 op->link ();
785 return op;
786}
787
788/*
789 * free_object() frees everything allocated by an object, removes
790 * it from the list of used objects, and puts it on the list of
791 * free objects. The IS_FREED() flag is set in the object.
792 * The object must have been removed by remove_ob() first for
793 * this function to succeed.
794 *
795 * If destroy_inventory is set, free inventory as well. Else drop items in
796 * inventory to the ground.
797 */
798void
799object::do_destroy ()
800{
801 attachable::do_destroy ();
802
803 if (flag [FLAG_IS_LINKED])
804 remove_button_link (this);
805
806 if (flag [FLAG_FRIENDLY])
807 remove_friendly_object (this);
808
809 if (!flag [FLAG_REMOVED])
810 remove ();
811
812 if (flag [FLAG_FREED])
813 return; 833 return;
814 834
815 flag [FLAG_FREED] = 1; 835 objects.erase (this);
836 refcnt_dec ();
837}
816 838
817 // hack to ensure that freed objects still have a valid map 839void
818 { 840object::activate ()
819 static maptile *freed_map; // freed objects are moved here to avoid crashes 841{
842 /* If already on active list, don't do anything */
843 if (active)
844 return;
820 845
821 if (!freed_map) 846 if (has_active_speed ())
822 { 847 {
823 freed_map = new maptile; 848 if (flag [FLAG_FREED])
849 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
824 850
825 freed_map->name = "/internal/freed_objects_map"; 851 actives.insert (this);
826 freed_map->width = 3;
827 freed_map->height = 3;
828
829 freed_map->allocate ();
830 } 852 }
853}
831 854
832 map = freed_map; 855void
833 x = 1; 856object::activate_recursive ()
834 y = 1; 857{
858 activate ();
859
860 for (object *op = inv; op; op = op->below)
861 op->activate_recursive ();
862}
863
864/* This function removes object 'op' from the list of active
865 * objects.
866 * This should only be used for style maps or other such
867 * reference maps where you don't want an object that isn't
868 * in play chewing up cpu time getting processed.
869 * The reverse of this is to call update_ob_speed, which
870 * will do the right thing based on the speed of the object.
871 */
872void
873object::deactivate ()
874{
875 /* If not on the active list, nothing needs to be done */
876 if (!active)
877 return;
878
879 actives.erase (this);
880}
881
882void
883object::deactivate_recursive ()
884{
885 for (object *op = inv; op; op = op->below)
886 op->deactivate_recursive ();
887
888 deactivate ();
889}
890
891void
892object::set_flag_inv (int flag, int value)
893{
894 for (object *op = inv; op; op = op->below)
895 {
896 op->flag [flag] = value;
897 op->set_flag_inv (flag, value);
835 } 898 }
836
837 more = 0;
838 head = 0;
839 inv = 0;
840
841 // clear those pointers that likely might have circular references to us
842 owner = 0;
843 enemy = 0;
844 attacked_by = 0;
845
846 // only relevant for players(?), but make sure of it anyways
847 contr = 0;
848
849 /* Remove object from the active list */
850 speed = 0;
851 update_ob_speed (this);
852
853 unlink ();
854} 899}
855 900
856/* 901/*
857 * Remove and free all objects in the inventory of the given object. 902 * Remove and free all objects in the inventory of the given object.
858 * object.c ? 903 * object.c ?
859 */ 904 */
860void 905void
861object::destroy_inv (bool drop_to_ground) 906object::destroy_inv (bool drop_to_ground)
862{ 907{
908 // need to check first, because the checks below might segfault
909 // as we might be on an invalid mapspace and crossfire code
910 // is too buggy to ensure that the inventory is empty.
911 // corollary: if you create arrows etc. with stuff in its inventory,
912 // cf will crash below with off-map x and y
863 if (!inv) 913 if (!inv)
864 return; 914 return;
865 915
866 /* Only if the space blocks everything do we not process - 916 /* Only if the space blocks everything do we not process -
867 * if some form of movement is allowed, let objects 917 * if some form of movement is allowed, let objects
868 * drop on that space. 918 * drop on that space.
869 */ 919 */
870 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) 920 if (!drop_to_ground
921 || !map
922 || map->in_memory != MAP_ACTIVE
923 || map->no_drop
924 || ms ().move_block == MOVE_ALL)
871 { 925 {
872 while (inv) 926 while (inv)
873 {
874 inv->destroy_inv (drop_to_ground);
875 inv->destroy (); 927 inv->destroy ();
876 }
877 } 928 }
878 else 929 else
879 { /* Put objects in inventory onto this space */ 930 { /* Put objects in inventory onto this space */
880 while (inv) 931 while (inv)
881 { 932 {
883 934
884 if (op->flag [FLAG_STARTEQUIP] 935 if (op->flag [FLAG_STARTEQUIP]
885 || op->flag [FLAG_NO_DROP] 936 || op->flag [FLAG_NO_DROP]
886 || op->type == RUNE 937 || op->type == RUNE
887 || op->type == TRAP 938 || op->type == TRAP
888 || op->flag [FLAG_IS_A_TEMPLATE]) 939 || op->flag [FLAG_IS_A_TEMPLATE]
940 || op->flag [FLAG_DESTROY_ON_DEATH])
889 op->destroy (); 941 op->destroy ();
890 else 942 else
891 { 943 map->insert (op, x, y);
892 op->remove ();
893 op->x = x;
894 op->y = y;
895 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
896 }
897 } 944 }
898 } 945 }
899} 946}
900 947
948object *object::create ()
949{
950 object *op = new object;
951 op->link ();
952 return op;
953}
954
955static struct freed_map : maptile
956{
957 freed_map ()
958 {
959 path = "<freed objects map>";
960 name = "/internal/freed_objects_map";
961 width = 3;
962 height = 3;
963 no_drop = 1;
964 no_reset = 1;
965
966 alloc ();
967 in_memory = MAP_ACTIVE;
968 }
969
970 ~freed_map ()
971 {
972 destroy ();
973 }
974} freed_map; // freed objects are moved here to avoid crashes
975
901void 976void
902object::destroy (bool destroy_inventory) 977object::do_destroy ()
978{
979 if (flag [FLAG_IS_LINKED])
980 remove_link ();
981
982 if (flag [FLAG_FRIENDLY])
983 remove_friendly_object (this);
984
985 remove ();
986
987 attachable::do_destroy ();
988
989 deactivate ();
990 unlink ();
991
992 flag [FLAG_FREED] = 1;
993
994 // hack to ensure that freed objects still have a valid map
995 map = &freed_map;
996 x = 1;
997 y = 1;
998
999 if (more)
1000 {
1001 more->destroy ();
1002 more = 0;
1003 }
1004
1005 head = 0;
1006
1007 // clear those pointers that likely might cause circular references
1008 owner = 0;
1009 enemy = 0;
1010 attacked_by = 0;
1011 current_weapon = 0;
1012}
1013
1014void
1015object::destroy ()
903{ 1016{
904 if (destroyed ()) 1017 if (destroyed ())
905 return; 1018 return;
906 1019
907 if (more) 1020 if (!is_head () && !head->destroyed ())
908 {
909 //TODO: non-head objects must not have inventory
910 more->destroy (destroy_inventory);
911 more = 0;
912 } 1021 {
1022 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1023 head->destroy ();
1024 return;
1025 }
913 1026
914 if (destroy_inventory)
915 destroy_inv (true); 1027 destroy_inv (false);
1028
1029 if (is_head ())
1030 if (sound_destroy)
1031 play_sound (sound_destroy);
1032 else if (flag [FLAG_MONSTER])
1033 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
916 1034
917 attachable::destroy (); 1035 attachable::destroy ();
918}
919
920/*
921 * sub_weight() recursively (outwards) subtracts a number from the
922 * weight of an object (and what is carried by it's environment(s)).
923 */
924void
925sub_weight (object *op, signed long weight)
926{
927 while (op != NULL)
928 {
929 if (op->type == CONTAINER)
930 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
931
932 op->carrying -= weight;
933 op = op->env;
934 }
935} 1036}
936 1037
937/* op->remove (): 1038/* op->remove ():
938 * This function removes the object op from the linked list of objects 1039 * This function removes the object op from the linked list of objects
939 * which it is currently tied to. When this function is done, the 1040 * which it is currently tied to. When this function is done, the
940 * object will have no environment. If the object previously had an 1041 * object will have no environment. If the object previously had an
941 * environment, the x and y coordinates will be updated to 1042 * environment, the x and y coordinates will be updated to
942 * the previous environment. 1043 * the previous environment.
943 * Beware: This function is called from the editor as well!
944 */ 1044 */
945void 1045void
946object::remove () 1046object::do_remove ()
947{ 1047{
948 object *tmp, *last = 0; 1048 if (flag [FLAG_REMOVED])
949 object *otmp;
950
951 if (QUERY_FLAG (this, FLAG_REMOVED))
952 return; 1049 return;
953 1050
954 SET_FLAG (this, FLAG_REMOVED);
955 INVOKE_OBJECT (REMOVE, this); 1051 INVOKE_OBJECT (REMOVE, this);
1052
1053 flag [FLAG_REMOVED] = true;
956 1054
957 if (more) 1055 if (more)
958 more->remove (); 1056 more->remove ();
959 1057
960 /* 1058 /*
961 * In this case, the object to be removed is in someones 1059 * In this case, the object to be removed is in someones
962 * inventory. 1060 * inventory.
963 */ 1061 */
964 if (env) 1062 if (env)
965 { 1063 {
966 if (nrof) 1064 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
967 sub_weight (env, weight * nrof); 1065 if (object *pl = visible_to ())
968 else 1066 esrv_del_item (pl->contr, count);
969 sub_weight (env, weight + carrying); 1067 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1068
1069 adjust_weight (env, -total_weight ());
1070
1071 object *pl = in_player ();
1072
1073 /* we set up values so that it could be inserted into
1074 * the map, but we don't actually do that - it is up
1075 * to the caller to decide what we want to do.
1076 */
1077 map = env->map;
1078 x = env->x;
1079 y = env->y;
1080
1081 // make sure cmov optimisation is applicable
1082 *(above ? &above->below : &env->inv) = below;
1083 *(below ? &below->above : &above ) = above; // &above is just a dummy
1084
1085 above = 0;
1086 below = 0;
1087 env = 0;
970 1088
971 /* NO_FIX_PLAYER is set when a great many changes are being 1089 /* NO_FIX_PLAYER is set when a great many changes are being
972 * made to players inventory. If set, avoiding the call 1090 * made to players inventory. If set, avoiding the call
973 * to save cpu time. 1091 * to save cpu time.
974 */ 1092 */
975 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1093 if (pl)
1094 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1095 {
976 otmp->update_stats (); 1096 pl->update_stats ();
977 1097
978 if (above != NULL) 1098 if (glow_radius && pl->is_on_map ())
979 above->below = below; 1099 update_all_los (pl->map, pl->x, pl->y);
980 else 1100 }
981 env->inv = below;
982
983 if (below != NULL)
984 below->above = above;
985
986 /* we set up values so that it could be inserted into
987 * the map, but we don't actually do that - it is up
988 * to the caller to decide what we want to do.
989 */
990 x = env->x, y = env->y;
991 map = env->map;
992 above = 0, below = 0;
993 env = 0;
994 } 1101 }
995 else if (map) 1102 else if (map)
996 { 1103 {
997 /* Re did the following section of code - it looks like it had 1104 map->dirty = true;
998 * lots of logic for things we no longer care about 1105 mapspace &ms = this->ms ();
1106
1107 if (object *pl = ms.player ())
999 */ 1108 {
1109 if (is_player ())
1110 {
1111 if (!flag [FLAG_WIZPASS])
1112 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1113
1114 // leaving a spot always closes any open container on the ground
1115 if (container && !container->env)
1116 // this causes spurious floorbox updates, but it ensures
1117 // that the CLOSE event is being sent.
1118 close_container ();
1119
1120 --map->players;
1121 map->touch ();
1122 }
1123 else if (pl->container_ () == this)
1124 {
1125 // removing a container should close it
1126 close_container ();
1127 }
1128
1129 esrv_del_item (pl->contr, count);
1130 }
1000 1131
1001 /* link the object above us */ 1132 /* link the object above us */
1002 if (above) 1133 // re-link, make sure compiler can easily use cmove
1003 above->below = below; 1134 *(above ? &above->below : &ms.top) = below;
1004 else 1135 *(below ? &below->above : &ms.bot) = above;
1005 map->at (x, y).top = below; /* we were top, set new top */
1006
1007 /* Relink the object below us, if there is one */
1008 if (below)
1009 below->above = above;
1010 else
1011 {
1012 /* Nothing below, which means we need to relink map object for this space
1013 * use translated coordinates in case some oddness with map tiling is
1014 * evident
1015 */
1016 if (GET_MAP_OB (map, x, y) != this)
1017 {
1018 char *dump = dump_object (this);
1019 LOG (llevError,
1020 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1021 free (dump);
1022 dump = dump_object (GET_MAP_OB (map, x, y));
1023 LOG (llevError, "%s\n", dump);
1024 free (dump);
1025 }
1026
1027 map->at (x, y).bot = above; /* goes on above it. */
1028 }
1029 1136
1030 above = 0; 1137 above = 0;
1031 below = 0; 1138 below = 0;
1032 1139
1140 ms.invalidate ();
1141
1033 if (map->in_memory == MAP_SAVING) 1142 if (map->in_memory == MAP_SAVING)
1034 return; 1143 return;
1035 1144
1036 int check_walk_off = !flag [FLAG_NO_APPLY]; 1145 int check_walk_off = !flag [FLAG_NO_APPLY];
1037 1146
1038 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1147 if (object *pl = ms.player ())
1039 { 1148 {
1040 /* No point updating the players look faces if he is the object 1149 if (pl->container_ () == this)
1041 * being removed.
1042 */
1043
1044 if (tmp->type == PLAYER && tmp != this)
1045 {
1046 /* If a container that the player is currently using somehow gets 1150 /* If a container that the player is currently using somehow gets
1047 * removed (most likely destroyed), update the player view 1151 * removed (most likely destroyed), update the player view
1048 * appropriately. 1152 * appropriately.
1049 */ 1153 */
1050 if (tmp->container == this) 1154 pl->close_container ();
1051 {
1052 flag [FLAG_APPLIED] = 0;
1053 tmp->container = 0;
1054 }
1055 1155
1156 //TODO: the floorbox prev/next might need updating
1157 //esrv_del_item (pl->contr, count);
1158 //TODO: update floorbox to preserve ordering
1056 if (tmp->contr->ns) 1159 if (pl->contr->ns)
1057 tmp->contr->ns->floorbox_update (); 1160 pl->contr->ns->floorbox_update ();
1161 }
1162
1163 if (check_walk_off)
1164 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1165 {
1166 above = tmp->above;
1167
1168 /* No point updating the players look faces if he is the object
1169 * being removed.
1058 } 1170 */
1059 1171
1060 /* See if player moving off should effect something */ 1172 /* See if object moving off should effect something */
1061 if (check_walk_off
1062 && ((move_type & tmp->move_off) 1173 if ((move_type & tmp->move_off)
1063 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1174 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1064 {
1065 move_apply (tmp, this, 0); 1175 move_apply (tmp, this, 0);
1066
1067 if (destroyed ())
1068 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1069 } 1176 }
1070 1177
1071 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1178 if (affects_los ())
1072
1073 if (tmp->above == tmp)
1074 tmp->above = 0;
1075
1076 last = tmp;
1077 }
1078
1079 /* last == NULL of there are no objects on this space */
1080 if (!last)
1081 map->at (x, y).flags_ = P_NEED_UPDATE;
1082 else
1083 update_object (last, UP_OBJ_REMOVE);
1084
1085 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1086 update_all_los (map, x, y); 1179 update_all_los (map, x, y);
1087 } 1180 }
1088} 1181}
1089 1182
1090/* 1183/*
1099merge_ob (object *op, object *top) 1192merge_ob (object *op, object *top)
1100{ 1193{
1101 if (!op->nrof) 1194 if (!op->nrof)
1102 return 0; 1195 return 0;
1103 1196
1104 if (top) 1197 if (!top)
1105 for (top = op; top && top->above; top = top->above) 1198 for (top = op; top && top->above; top = top->above)
1106 ; 1199 ;
1107 1200
1108 for (; top; top = top->below) 1201 for (; top; top = top->below)
1109 {
1110 if (top == op)
1111 continue;
1112
1113 if (object::can_merge (op, top)) 1202 if (object::can_merge (op, top))
1114 { 1203 {
1115 top->nrof += op->nrof; 1204 top->nrof += op->nrof;
1116 1205
1117/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1206 if (object *pl = top->visible_to ())
1118 op->weight = 0; /* Don't want any adjustements now */ 1207 esrv_update_item (UPD_NROF, pl, top);
1208
1209 op->weight = 0; // cancel the addition above
1210 op->carrying = 0; // must be 0 already
1211
1119 op->destroy (); 1212 op->destroy ();
1213
1120 return top; 1214 return top;
1121 } 1215 }
1122 }
1123 1216
1124 return 0; 1217 return 0;
1125} 1218}
1126 1219
1220void
1221object::expand_tail ()
1222{
1223 if (more)
1224 return;
1225
1226 object *prev = this;
1227
1228 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1229 {
1230 object *op = arch_to_object (at);
1231
1232 op->name = name;
1233 op->name_pl = name_pl;
1234 op->title = title;
1235
1236 op->head = this;
1237 prev->more = op;
1238
1239 prev = op;
1240 }
1241}
1242
1127/* 1243/*
1128 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1244 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1129 * job preparing multi-part monsters 1245 * job preparing multi-part monsters.
1130 */ 1246 */
1131object * 1247object *
1132insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1248insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1133{ 1249{
1134 object *tmp; 1250 op->remove ();
1135 1251
1136 if (op->head)
1137 op = op->head;
1138
1139 for (tmp = op; tmp; tmp = tmp->more) 1252 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1140 { 1253 {
1141 tmp->x = x + tmp->arch->clone.x; 1254 tmp->x = x + tmp->arch->x;
1142 tmp->y = y + tmp->arch->clone.y; 1255 tmp->y = y + tmp->arch->y;
1143 } 1256 }
1144 1257
1145 return insert_ob_in_map (op, m, originator, flag); 1258 return insert_ob_in_map (op, m, originator, flag);
1146} 1259}
1147 1260
1166 * just 'op' otherwise 1279 * just 'op' otherwise
1167 */ 1280 */
1168object * 1281object *
1169insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1282insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1170{ 1283{
1171 object *tmp, *top, *floor = NULL; 1284 op->remove ();
1172 sint16 x, y;
1173 1285
1174 if (QUERY_FLAG (op, FLAG_FREED)) 1286 if (m == &freed_map)//D TODO: remove soon
1175 { 1287 {//D
1176 LOG (llevError, "Trying to insert freed object!\n"); 1288 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1177 return NULL;
1178 } 1289 }//D
1179
1180 if (m == NULL)
1181 {
1182 char *dump = dump_object (op);
1183 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1184 free (dump);
1185 return op;
1186 }
1187
1188 if (out_of_map (m, op->x, op->y))
1189 {
1190 char *dump = dump_object (op);
1191 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1192#ifdef MANY_CORES
1193 /* Better to catch this here, as otherwise the next use of this object
1194 * is likely to cause a crash. Better to find out where it is getting
1195 * improperly inserted.
1196 */
1197 abort ();
1198#endif
1199 free (dump);
1200 return op;
1201 }
1202
1203 if (!QUERY_FLAG (op, FLAG_REMOVED))
1204 {
1205 char *dump = dump_object (op);
1206 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1207 free (dump);
1208 return op;
1209 }
1210
1211 if (op->more)
1212 {
1213 /* The part may be on a different map. */
1214
1215 object *more = op->more;
1216
1217 /* We really need the caller to normalize coordinates - if
1218 * we set the map, that doesn't work if the location is within
1219 * a map and this is straddling an edge. So only if coordinate
1220 * is clear wrong do we normalize it.
1221 */
1222 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1223 more->map = get_map_from_coord (m, &more->x, &more->y);
1224 else if (!more->map)
1225 {
1226 /* For backwards compatibility - when not dealing with tiled maps,
1227 * more->map should always point to the parent.
1228 */
1229 more->map = m;
1230 }
1231
1232 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1233 {
1234 if (!op->head)
1235 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1236
1237 return 0;
1238 }
1239 }
1240
1241 CLEAR_FLAG (op, FLAG_REMOVED);
1242 1290
1243 /* Ideally, the caller figures this out. However, it complicates a lot 1291 /* Ideally, the caller figures this out. However, it complicates a lot
1244 * of areas of callers (eg, anything that uses find_free_spot would now 1292 * of areas of callers (eg, anything that uses find_free_spot would now
1245 * need extra work 1293 * need extra work
1246 */ 1294 */
1247 op->map = get_map_from_coord (m, &op->x, &op->y); 1295 maptile *newmap = m;
1248 x = op->x; 1296 if (!xy_normalise (newmap, op->x, op->y))
1249 y = op->y; 1297 {
1298 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1299 return 0;
1300 }
1301
1302 if (object *more = op->more)
1303 if (!insert_ob_in_map (more, m, originator, flag))
1304 return 0;
1305
1306 op->flag [FLAG_REMOVED] = false;
1307 op->env = 0;
1308 op->map = newmap;
1309
1310 mapspace &ms = op->ms ();
1250 1311
1251 /* this has to be done after we translate the coordinates. 1312 /* this has to be done after we translate the coordinates.
1252 */ 1313 */
1253 if (op->nrof && !(flag & INS_NO_MERGE)) 1314 if (op->nrof && !(flag & INS_NO_MERGE))
1254 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1315 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1255 if (object::can_merge (op, tmp)) 1316 if (object::can_merge (op, tmp))
1256 { 1317 {
1318 // TODO: we actually want to update tmp, not op,
1319 // but some caller surely breaks when we return tmp
1320 // from here :/
1257 op->nrof += tmp->nrof; 1321 op->nrof += tmp->nrof;
1258 tmp->destroy (); 1322 tmp->destroy ();
1259 } 1323 }
1260 1324
1261 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1325 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1270 { 1334 {
1271 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1335 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1272 abort (); 1336 abort ();
1273 } 1337 }
1274 1338
1339 if (!originator->is_on_map ())
1340 {
1341 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1342 op->debug_desc (), originator->debug_desc ());
1343 abort ();
1344 }
1345
1275 op->above = originator; 1346 op->above = originator;
1276 op->below = originator->below; 1347 op->below = originator->below;
1277
1278 if (op->below)
1279 op->below->above = op;
1280 else
1281 op->ms ().bot = op;
1282
1283 /* since *below* originator, no need to update top */
1284 originator->below = op; 1348 originator->below = op;
1349
1350 *(op->below ? &op->below->above : &ms.bot) = op;
1285 } 1351 }
1286 else 1352 else
1287 { 1353 {
1354 object *floor = 0;
1355 object *top = ms.top;
1356
1288 /* If there are other objects, then */ 1357 /* If there are other objects, then */
1289 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1358 if (top)
1290 { 1359 {
1291 object *last = NULL;
1292
1293 /* 1360 /*
1294 * If there are multiple objects on this space, we do some trickier handling. 1361 * If there are multiple objects on this space, we do some trickier handling.
1295 * We've already dealt with merging if appropriate. 1362 * We've already dealt with merging if appropriate.
1296 * Generally, we want to put the new object on top. But if 1363 * Generally, we want to put the new object on top. But if
1297 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1364 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1300 * once we get to them. This reduces the need to traverse over all of 1367 * once we get to them. This reduces the need to traverse over all of
1301 * them when adding another one - this saves quite a bit of cpu time 1368 * them when adding another one - this saves quite a bit of cpu time
1302 * when lots of spells are cast in one area. Currently, it is presumed 1369 * when lots of spells are cast in one area. Currently, it is presumed
1303 * that flying non pickable objects are spell objects. 1370 * that flying non pickable objects are spell objects.
1304 */ 1371 */
1305 1372 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1306 while (top != NULL)
1307 { 1373 {
1308 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1374 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1309 floor = top; 1375 floor = tmp;
1310 1376
1311 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1377 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1312 { 1378 {
1313 /* We insert above top, so we want this object below this */ 1379 /* We insert above top, so we want this object below this */
1314 top = top->below; 1380 top = tmp->below;
1315 break; 1381 break;
1316 } 1382 }
1317 1383
1318 last = top;
1319 top = top->above; 1384 top = tmp;
1320 } 1385 }
1321
1322 /* Don't want top to be NULL, so set it to the last valid object */
1323 top = last;
1324 1386
1325 /* We let update_position deal with figuring out what the space 1387 /* We let update_position deal with figuring out what the space
1326 * looks like instead of lots of conditions here. 1388 * looks like instead of lots of conditions here.
1327 * makes things faster, and effectively the same result. 1389 * makes things faster, and effectively the same result.
1328 */ 1390 */
1329 1391
1330 /* Have object 'fall below' other objects that block view. 1392 /* Have object 'fall below' other objects that block view.
1331 * Unless those objects are exits, type 66 1393 * Unless those objects are exits.
1332 * If INS_ON_TOP is used, don't do this processing 1394 * If INS_ON_TOP is used, don't do this processing
1333 * Need to find the object that in fact blocks view, otherwise 1395 * Need to find the object that in fact blocks view, otherwise
1334 * stacking is a bit odd. 1396 * stacking is a bit odd.
1335 */ 1397 */
1336 if (!(flag & INS_ON_TOP) && 1398 if (!(flag & INS_ON_TOP)
1337 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1399 && ms.flags () & P_BLOCKSVIEW
1400 && (op->face && !faces [op->face].visibility))
1338 { 1401 {
1402 object *last;
1403
1339 for (last = top; last != floor; last = last->below) 1404 for (last = top; last != floor; last = last->below)
1340 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1405 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1341 break; 1406 break;
1407
1342 /* Check to see if we found the object that blocks view, 1408 /* Check to see if we found the object that blocks view,
1343 * and make sure we have a below pointer for it so that 1409 * and make sure we have a below pointer for it so that
1344 * we can get inserted below this one, which requires we 1410 * we can get inserted below this one, which requires we
1345 * set top to the object below us. 1411 * set top to the object below us.
1346 */ 1412 */
1347 if (last && last->below && last != floor) 1413 if (last && last->below && last != floor)
1348 top = last->below; 1414 top = last->below;
1349 } 1415 }
1350 } /* If objects on this space */ 1416 } /* If objects on this space */
1351 1417
1352 if (flag & INS_MAP_LOAD)
1353 top = GET_MAP_TOP (op->map, op->x, op->y);
1354
1355 if (flag & INS_ABOVE_FLOOR_ONLY) 1418 if (flag & INS_ABOVE_FLOOR_ONLY)
1356 top = floor; 1419 top = floor;
1357 1420
1358 /* Top is the object that our object (op) is going to get inserted above. 1421 // insert object above top, or bottom-most if top = 0
1359 */
1360
1361 /* First object on this space */
1362 if (!top) 1422 if (!top)
1363 { 1423 {
1364 op->above = GET_MAP_OB (op->map, op->x, op->y);
1365
1366 if (op->above)
1367 op->above->below = op;
1368
1369 op->below = NULL; 1424 op->below = 0;
1425 op->above = ms.bot;
1370 op->ms ().bot = op; 1426 ms.bot = op;
1427
1428 *(op->above ? &op->above->below : &ms.top) = op;
1371 } 1429 }
1372 else 1430 else
1373 { /* get inserted into the stack above top */ 1431 {
1374 op->above = top->above; 1432 op->above = top->above;
1375
1376 if (op->above)
1377 op->above->below = op; 1433 top->above = op;
1378 1434
1379 op->below = top; 1435 op->below = top;
1380 top->above = op; 1436 *(op->above ? &op->above->below : &ms.top) = op;
1381 } 1437 }
1438 }
1382 1439
1383 if (op->above == NULL) 1440 if (op->is_player ())
1384 op->ms ().top = op; 1441 {
1385 } /* else not INS_BELOW_ORIGINATOR */
1386
1387 if (op->type == PLAYER)
1388 op->contr->do_los = 1; 1442 op->contr->do_los = 1;
1443 ++op->map->players;
1444 op->map->touch ();
1445 }
1389 1446
1390 /* If we have a floor, we know the player, if any, will be above 1447 op->map->dirty = true;
1391 * it, so save a few ticks and start from there. 1448
1392 */
1393 if (!(flag & INS_MAP_LOAD))
1394 if (object *pl = op->ms ().player ()) 1449 if (object *pl = ms.player ())
1450 //TODO: the floorbox prev/next might need updating
1451 //esrv_send_item (pl, op);
1452 //TODO: update floorbox to preserve ordering
1395 if (pl->contr->ns) 1453 if (pl->contr->ns)
1396 pl->contr->ns->floorbox_update (); 1454 pl->contr->ns->floorbox_update ();
1397 1455
1398 /* If this object glows, it may affect lighting conditions that are 1456 /* If this object glows, it may affect lighting conditions that are
1399 * visible to others on this map. But update_all_los is really 1457 * visible to others on this map. But update_all_los is really
1400 * an inefficient way to do this, as it means los for all players 1458 * an inefficient way to do this, as it means los for all players
1401 * on the map will get recalculated. The players could very well 1459 * on the map will get recalculated. The players could very well
1402 * be far away from this change and not affected in any way - 1460 * be far away from this change and not affected in any way -
1403 * this should get redone to only look for players within range, 1461 * this should get redone to only look for players within range,
1404 * or just updating the P_NEED_UPDATE for spaces within this area 1462 * or just updating the P_UPTODATE for spaces within this area
1405 * of effect may be sufficient. 1463 * of effect may be sufficient.
1406 */ 1464 */
1407 if (op->map->darkness && (op->glow_radius != 0)) 1465 if (op->affects_los ())
1466 {
1467 op->ms ().invalidate ();
1408 update_all_los (op->map, op->x, op->y); 1468 update_all_los (op->map, op->x, op->y);
1469 }
1409 1470
1410 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1471 /* updates flags (blocked, alive, no magic, etc) for this map space */
1411 update_object (op, UP_OBJ_INSERT); 1472 update_object (op, UP_OBJ_INSERT);
1412 1473
1413 INVOKE_OBJECT (INSERT, op); 1474 INVOKE_OBJECT (INSERT, op);
1420 * blocked() and wall() work properly), and these flags are updated by 1481 * blocked() and wall() work properly), and these flags are updated by
1421 * update_object(). 1482 * update_object().
1422 */ 1483 */
1423 1484
1424 /* if this is not the head or flag has been passed, don't check walk on status */ 1485 /* if this is not the head or flag has been passed, don't check walk on status */
1425 if (!(flag & INS_NO_WALK_ON) && !op->head) 1486 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1426 { 1487 {
1427 if (check_move_on (op, originator)) 1488 if (check_move_on (op, originator))
1428 return 0; 1489 return 0;
1429 1490
1430 /* If we are a multi part object, lets work our way through the check 1491 /* If we are a multi part object, lets work our way through the check
1431 * walk on's. 1492 * walk on's.
1432 */ 1493 */
1433 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1494 for (object *tmp = op->more; tmp; tmp = tmp->more)
1434 if (check_move_on (tmp, originator)) 1495 if (check_move_on (tmp, originator))
1435 return 0; 1496 return 0;
1436 } 1497 }
1437 1498
1438 return op; 1499 return op;
1441/* this function inserts an object in the map, but if it 1502/* this function inserts an object in the map, but if it
1442 * finds an object of its own type, it'll remove that one first. 1503 * finds an object of its own type, it'll remove that one first.
1443 * op is the object to insert it under: supplies x and the map. 1504 * op is the object to insert it under: supplies x and the map.
1444 */ 1505 */
1445void 1506void
1446replace_insert_ob_in_map (const char *arch_string, object *op) 1507replace_insert_ob_in_map (shstr_tmp archname, object *op)
1447{ 1508{
1448 object *tmp, *tmp1;
1449
1450 /* first search for itself and remove any old instances */ 1509 /* first search for itself and remove any old instances */
1451 1510
1452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1511 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1453 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1512 if (tmp->arch->archname == archname) /* same archetype */
1454 tmp->destroy (); 1513 tmp->destroy ();
1455 1514
1456 tmp1 = arch_to_object (archetype::find (arch_string)); 1515 object *tmp = arch_to_object (archetype::find (archname));
1457 1516
1458 tmp1->x = op->x; 1517 tmp->x = op->x;
1459 tmp1->y = op->y; 1518 tmp->y = op->y;
1519
1460 insert_ob_in_map (tmp1, op->map, op, 0); 1520 insert_ob_in_map (tmp, op->map, op, 0);
1461} 1521}
1462
1463/*
1464 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1465 * is returned contains nr objects, and the remaining parts contains
1466 * the rest (or is removed and freed if that number is 0).
1467 * On failure, NULL is returned, and the reason put into the
1468 * global static errmsg array.
1469 */
1470 1522
1471object * 1523object *
1472get_split_ob (object *orig_ob, uint32 nr) 1524object::insert_at (object *where, object *originator, int flags)
1473{ 1525{
1474 object *newob; 1526 if (where->env)
1475 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1527 return where->env->insert (this);
1476 1528 else
1477 if (orig_ob->nrof < nr) 1529 return where->map->insert (this, where->x, where->y, originator, flags);
1478 {
1479 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1480 return NULL;
1481 }
1482
1483 newob = object_create_clone (orig_ob);
1484
1485 if ((orig_ob->nrof -= nr) < 1)
1486 orig_ob->destroy (1);
1487 else if (!is_removed)
1488 {
1489 if (orig_ob->env != NULL)
1490 sub_weight (orig_ob->env, orig_ob->weight * nr);
1491 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1492 {
1493 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1494 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1495 return NULL;
1496 }
1497 }
1498
1499 newob->nrof = nr;
1500
1501 return newob;
1502} 1530}
1503 1531
1504/* 1532/*
1505 * decrease_ob_nr(object, number) decreases a specified number from 1533 * decrease(object, number) decreases a specified number from
1506 * the amount of an object. If the amount reaches 0, the object 1534 * the amount of an object. If the amount reaches 0, the object
1507 * is subsequently removed and freed. 1535 * is subsequently removed and freed.
1508 * 1536 *
1509 * Return value: 'op' if something is left, NULL if the amount reached 0 1537 * Return value: 'op' if something is left, NULL if the amount reached 0
1510 */ 1538 */
1539bool
1540object::decrease (sint32 nr)
1541{
1542 if (!nr)
1543 return true;
1511 1544
1545 nr = min (nr, nrof);
1546
1547 if (nrof > nr)
1548 {
1549 nrof -= nr;
1550 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1551
1552 if (object *pl = visible_to ())
1553 esrv_update_item (UPD_NROF, pl, this);
1554
1555 return true;
1556 }
1557 else
1558 {
1559 destroy ();
1560 return false;
1561 }
1562}
1563
1564/*
1565 * split(ob,nr) splits up ob into two parts. The part which
1566 * is returned contains nr objects, and the remaining parts contains
1567 * the rest (or is removed and returned if that number is 0).
1568 * On failure, NULL is returned.
1569 */
1512object * 1570object *
1513decrease_ob_nr (object *op, uint32 i) 1571object::split (sint32 nr)
1514{ 1572{
1515 object *tmp; 1573 int have = number_of ();
1516 1574
1517 if (i == 0) /* objects with op->nrof require this check */ 1575 if (have < nr)
1518 return op; 1576 return 0;
1519 1577 else if (have == nr)
1520 if (i > op->nrof)
1521 i = op->nrof;
1522
1523 if (QUERY_FLAG (op, FLAG_REMOVED))
1524 op->nrof -= i;
1525 else if (op->env)
1526 { 1578 {
1527 /* is this object in the players inventory, or sub container
1528 * therein?
1529 */
1530 tmp = op->in_player ();
1531 /* nope. Is this a container the player has opened?
1532 * If so, set tmp to that player.
1533 * IMO, searching through all the players will mostly
1534 * likely be quicker than following op->env to the map,
1535 * and then searching the map for a player.
1536 */
1537 if (!tmp)
1538 for_all_players (pl)
1539 if (pl->ob->container == op->env)
1540 {
1541 tmp = pl->ob;
1542 break;
1543 }
1544
1545 if (i < op->nrof)
1546 {
1547 sub_weight (op->env, op->weight * i);
1548 op->nrof -= i;
1549 if (tmp)
1550 esrv_send_item (tmp, op);
1551 }
1552 else
1553 {
1554 op->remove (); 1579 remove ();
1555 op->nrof = 0; 1580 return this;
1556 if (tmp)
1557 esrv_del_item (tmp->contr, op->count);
1558 }
1559 } 1581 }
1560 else 1582 else
1561 { 1583 {
1562 object *above = op->above; 1584 decrease (nr);
1563 1585
1564 if (i < op->nrof) 1586 object *op = deep_clone ();
1565 op->nrof -= i; 1587 op->nrof = nr;
1566 else
1567 {
1568 op->remove ();
1569 op->nrof = 0;
1570 }
1571
1572 /* Since we just removed op, op->above is null */
1573 for (tmp = above; tmp; tmp = tmp->above)
1574 if (tmp->type == PLAYER)
1575 {
1576 if (op->nrof)
1577 esrv_send_item (tmp, op);
1578 else
1579 esrv_del_item (tmp->contr, op->count);
1580 }
1581 }
1582
1583 if (op->nrof)
1584 return op; 1588 return op;
1585 else
1586 {
1587 op->destroy ();
1588 return 0;
1589 }
1590}
1591
1592/*
1593 * add_weight(object, weight) adds the specified weight to an object,
1594 * and also updates how much the environment(s) is/are carrying.
1595 */
1596
1597void
1598add_weight (object *op, signed long weight)
1599{
1600 while (op != NULL)
1601 {
1602 if (op->type == CONTAINER)
1603 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1604
1605 op->carrying += weight;
1606 op = op->env;
1607 } 1589 }
1608} 1590}
1609 1591
1610object * 1592object *
1611insert_ob_in_ob (object *op, object *where) 1593insert_ob_in_ob (object *op, object *where)
1616 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1598 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1617 free (dump); 1599 free (dump);
1618 return op; 1600 return op;
1619 } 1601 }
1620 1602
1621 if (where->head) 1603 if (where->head_ () != where)
1622 { 1604 {
1623 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1605 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1624 where = where->head; 1606 where = where->head;
1625 } 1607 }
1626 1608
1627 return where->insert (op); 1609 return where->insert (op);
1628} 1610}
1633 * inside the object environment. 1615 * inside the object environment.
1634 * 1616 *
1635 * The function returns now pointer to inserted item, and return value can 1617 * The function returns now pointer to inserted item, and return value can
1636 * be != op, if items are merged. -Tero 1618 * be != op, if items are merged. -Tero
1637 */ 1619 */
1638
1639object * 1620object *
1640object::insert (object *op) 1621object::insert (object *op)
1641{ 1622{
1642 object *tmp, *otmp;
1643
1644 if (!QUERY_FLAG (op, FLAG_REMOVED))
1645 op->remove ();
1646
1647 if (op->more) 1623 if (op->more)
1648 { 1624 {
1649 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1625 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1650 return op; 1626 return op;
1651 } 1627 }
1652 1628
1653 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1629 op->remove ();
1654 CLEAR_FLAG (op, FLAG_REMOVED); 1630
1631 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1632
1655 if (op->nrof) 1633 if (op->nrof)
1656 {
1657 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1634 for (object *tmp = inv; tmp; tmp = tmp->below)
1658 if (object::can_merge (tmp, op)) 1635 if (object::can_merge (tmp, op))
1659 { 1636 {
1660 /* return the original object and remove inserted object 1637 /* return the original object and remove inserted object
1661 (client needs the original object) */ 1638 (client needs the original object) */
1662 tmp->nrof += op->nrof; 1639 tmp->nrof += op->nrof;
1663 /* Weight handling gets pretty funky. Since we are adding to 1640
1664 * tmp->nrof, we need to increase the weight. 1641 if (object *pl = tmp->visible_to ())
1665 */ 1642 esrv_update_item (UPD_NROF, pl, tmp);
1643
1666 add_weight (this, op->weight * op->nrof); 1644 adjust_weight (this, op->total_weight ());
1667 SET_FLAG (op, FLAG_REMOVED); 1645
1668 op->destroy (); /* free the inserted object */ 1646 op->destroy ();
1669 op = tmp; 1647 op = tmp;
1670 op->remove (); /* and fix old object's links */ 1648 goto inserted;
1671 CLEAR_FLAG (op, FLAG_REMOVED);
1672 break;
1673 } 1649 }
1674 1650
1675 /* I assume combined objects have no inventory 1651 op->owner = 0; // it's his/hers now. period.
1676 * We add the weight - this object could have just been removed
1677 * (if it was possible to merge). calling remove_ob will subtract
1678 * the weight, so we need to add it in again, since we actually do
1679 * the linking below
1680 */
1681 add_weight (this, op->weight * op->nrof);
1682 }
1683 else
1684 add_weight (this, (op->weight + op->carrying));
1685
1686 otmp = this->in_player ();
1687 if (otmp && otmp->contr)
1688 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1689 otmp->update_stats ();
1690
1691 op->map = 0; 1652 op->map = 0;
1692 op->env = this; 1653 op->x = 0;
1654 op->y = 0;
1655
1693 op->above = 0; 1656 op->above = 0;
1694 op->below = 0; 1657 op->below = inv;
1695 op->x = 0, op->y = 0; 1658 op->env = this;
1696 1659
1660 if (inv)
1661 inv->above = op;
1662
1663 inv = op;
1664
1665 op->flag [FLAG_REMOVED] = 0;
1666
1667 if (object *pl = op->visible_to ())
1668 esrv_send_item (pl, op);
1669
1670 adjust_weight (this, op->total_weight ());
1671
1672inserted:
1697 /* reset the light list and los of the players on the map */ 1673 /* reset the light list and los of the players on the map */
1698 if ((op->glow_radius != 0) && map) 1674 if (op->glow_radius && is_on_map ())
1699 { 1675 {
1700#ifdef DEBUG_LIGHTS 1676 update_stats ();
1701 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1702#endif /* DEBUG_LIGHTS */
1703 if (map->darkness)
1704 update_all_los (map, x, y); 1677 update_all_los (map, x, y);
1705 }
1706
1707 /* Client has no idea of ordering so lets not bother ordering it here.
1708 * It sure simplifies this function...
1709 */
1710 if (!inv)
1711 inv = op;
1712 else
1713 { 1678 }
1714 op->below = inv; 1679 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1715 op->below->above = op; 1680 // if this is a player's inventory, update stats
1716 inv = op; 1681 update_stats ();
1717 }
1718 1682
1719 INVOKE_OBJECT (INSERT, this); 1683 INVOKE_OBJECT (INSERT, this);
1720 1684
1721 return op; 1685 return op;
1722} 1686}
1739 * 1703 *
1740 * MSW 2001-07-08: Check all objects on space, not just those below 1704 * MSW 2001-07-08: Check all objects on space, not just those below
1741 * object being inserted. insert_ob_in_map may not put new objects 1705 * object being inserted. insert_ob_in_map may not put new objects
1742 * on top. 1706 * on top.
1743 */ 1707 */
1744
1745int 1708int
1746check_move_on (object *op, object *originator) 1709check_move_on (object *op, object *originator)
1747{ 1710{
1711 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1712 return 0;
1713
1748 object *tmp; 1714 object *tmp;
1749 maptile *m = op->map; 1715 maptile *m = op->map;
1750 int x = op->x, y = op->y; 1716 int x = op->x, y = op->y;
1751 1717
1752 MoveType move_on, move_slow, move_block; 1718 mapspace &ms = m->at (x, y);
1753 1719
1754 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1720 ms.update ();
1755 return 0;
1756 1721
1757 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1722 MoveType move_on = ms.move_on;
1758 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1723 MoveType move_slow = ms.move_slow;
1759 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1724 MoveType move_block = ms.move_block;
1760 1725
1761 /* if nothing on this space will slow op down or be applied, 1726 /* if nothing on this space will slow op down or be applied,
1762 * no need to do checking below. have to make sure move_type 1727 * no need to do checking below. have to make sure move_type
1763 * is set, as lots of objects don't have it set - we treat that 1728 * is set, as lots of objects don't have it set - we treat that
1764 * as walking. 1729 * as walking.
1775 return 0; 1740 return 0;
1776 1741
1777 /* The objects have to be checked from top to bottom. 1742 /* The objects have to be checked from top to bottom.
1778 * Hence, we first go to the top: 1743 * Hence, we first go to the top:
1779 */ 1744 */
1780 1745 for (object *next, *tmp = ms.top; tmp; tmp = next)
1781 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1782 {
1783 /* Trim the search when we find the first other spell effect
1784 * this helps performance so that if a space has 50 spell objects,
1785 * we don't need to check all of them.
1786 */
1787 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1788 break;
1789 } 1746 {
1747 next = tmp->below;
1790 1748
1791 for (; tmp; tmp = tmp->below)
1792 {
1793 if (tmp == op) 1749 if (tmp == op)
1794 continue; /* Can't apply yourself */ 1750 continue; /* Can't apply yourself */
1795 1751
1796 /* Check to see if one of the movement types should be slowed down. 1752 /* Check to see if one of the movement types should be slowed down.
1797 * Second check makes sure that the movement types not being slowed 1753 * Second check makes sure that the movement types not being slowed
1802 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1758 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1803 { 1759 {
1804 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1760 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1805 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1761 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1806 { 1762 {
1807
1808 float
1809 diff = tmp->move_slow_penalty * FABS (op->speed); 1763 float diff = tmp->move_slow_penalty * fabs (op->speed);
1810 1764
1811 if (op->type == PLAYER) 1765 if (op->is_player ())
1812 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1766 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1813 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1767 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1814 diff /= 4.0; 1768 diff /= 4.0;
1815 1769
1816 op->speed_left -= diff; 1770 op->speed_left -= diff;
1817 } 1771 }
1818 } 1772 }
1844 * The first matching object is returned, or NULL if none. 1798 * The first matching object is returned, or NULL if none.
1845 */ 1799 */
1846object * 1800object *
1847present_arch (const archetype *at, maptile *m, int x, int y) 1801present_arch (const archetype *at, maptile *m, int x, int y)
1848{ 1802{
1849 if (m == NULL || out_of_map (m, x, y)) 1803 if (!m || out_of_map (m, x, y))
1850 { 1804 {
1851 LOG (llevError, "Present_arch called outside map.\n"); 1805 LOG (llevError, "Present_arch called outside map.\n");
1852 return NULL; 1806 return NULL;
1853 } 1807 }
1854 1808
1855 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1809 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1856 if (tmp->arch == at) 1810 if (tmp->arch->archname == at->archname)
1857 return tmp; 1811 return tmp;
1858 1812
1859 return NULL; 1813 return NULL;
1860} 1814}
1861 1815
1871 { 1825 {
1872 LOG (llevError, "Present called outside map.\n"); 1826 LOG (llevError, "Present called outside map.\n");
1873 return NULL; 1827 return NULL;
1874 } 1828 }
1875 1829
1876 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1830 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1877 if (tmp->type == type) 1831 if (tmp->type == type)
1878 return tmp; 1832 return tmp;
1879 1833
1880 return NULL; 1834 return NULL;
1881} 1835}
1925 * The first matching object is returned, or NULL if none. 1879 * The first matching object is returned, or NULL if none.
1926 */ 1880 */
1927object * 1881object *
1928present_arch_in_ob (const archetype *at, const object *op) 1882present_arch_in_ob (const archetype *at, const object *op)
1929{ 1883{
1930 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1884 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1931 if (tmp->arch == at) 1885 if (tmp->arch->archname == at->archname)
1932 return tmp; 1886 return tmp;
1933 1887
1934 return NULL; 1888 return NULL;
1935} 1889}
1936 1890
1938 * activate recursively a flag on an object inventory 1892 * activate recursively a flag on an object inventory
1939 */ 1893 */
1940void 1894void
1941flag_inv (object *op, int flag) 1895flag_inv (object *op, int flag)
1942{ 1896{
1943 if (op->inv)
1944 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1897 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1945 { 1898 {
1946 SET_FLAG (tmp, flag); 1899 SET_FLAG (tmp, flag);
1947 flag_inv (tmp, flag); 1900 flag_inv (tmp, flag);
1948 } 1901 }
1949} 1902}
1950 1903
1951/* 1904/*
1952 * deactivate recursively a flag on an object inventory 1905 * deactivate recursively a flag on an object inventory
1953 */ 1906 */
1954void 1907void
1955unflag_inv (object *op, int flag) 1908unflag_inv (object *op, int flag)
1956{ 1909{
1957 if (op->inv)
1958 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1910 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1959 { 1911 {
1960 CLEAR_FLAG (tmp, flag); 1912 CLEAR_FLAG (tmp, flag);
1961 unflag_inv (tmp, flag); 1913 unflag_inv (tmp, flag);
1962 } 1914 }
1963}
1964
1965/*
1966 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1967 * all it's inventory (recursively).
1968 * If checksums are used, a player will get set_cheat called for
1969 * him/her-self and all object carried by a call to this function.
1970 */
1971void
1972set_cheat (object *op)
1973{
1974 SET_FLAG (op, FLAG_WAS_WIZ);
1975 flag_inv (op, FLAG_WAS_WIZ);
1976} 1915}
1977 1916
1978/* 1917/*
1979 * find_free_spot(object, map, x, y, start, stop) will search for 1918 * find_free_spot(object, map, x, y, start, stop) will search for
1980 * a spot at the given map and coordinates which will be able to contain 1919 * a spot at the given map and coordinates which will be able to contain
1982 * to search (see the freearr_x/y[] definition). 1921 * to search (see the freearr_x/y[] definition).
1983 * It returns a random choice among the alternatives found. 1922 * It returns a random choice among the alternatives found.
1984 * start and stop are where to start relative to the free_arr array (1,9 1923 * start and stop are where to start relative to the free_arr array (1,9
1985 * does all 4 immediate directions). This returns the index into the 1924 * does all 4 immediate directions). This returns the index into the
1986 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1925 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1987 * Note - this only checks to see if there is space for the head of the
1988 * object - if it is a multispace object, this should be called for all
1989 * pieces.
1990 * Note2: This function does correctly handle tiled maps, but does not 1926 * Note: This function does correctly handle tiled maps, but does not
1991 * inform the caller. However, insert_ob_in_map will update as 1927 * inform the caller. However, insert_ob_in_map will update as
1992 * necessary, so the caller shouldn't need to do any special work. 1928 * necessary, so the caller shouldn't need to do any special work.
1993 * Note - updated to take an object instead of archetype - this is necessary 1929 * Note - updated to take an object instead of archetype - this is necessary
1994 * because arch_blocked (now ob_blocked) needs to know the movement type 1930 * because arch_blocked (now ob_blocked) needs to know the movement type
1995 * to know if the space in question will block the object. We can't use 1931 * to know if the space in question will block the object. We can't use
1997 * customized, changed states, etc. 1933 * customized, changed states, etc.
1998 */ 1934 */
1999int 1935int
2000find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1936find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2001{ 1937{
1938 int altern[SIZEOFFREE];
2002 int index = 0, flag; 1939 int index = 0, flag;
2003 int altern[SIZEOFFREE];
2004 1940
2005 for (int i = start; i < stop; i++) 1941 for (int i = start; i < stop; i++)
2006 { 1942 {
2007 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1943 mapxy pos (m, x, y); pos.move (i);
2008 if (!flag) 1944
1945 if (!pos.normalise ())
1946 continue;
1947
1948 mapspace &ms = *pos;
1949
1950 if (ms.flags () & P_IS_ALIVE)
1951 continue;
1952
1953 /* However, often
1954 * ob doesn't have any move type (when used to place exits)
1955 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1956 */
1957 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1958 {
2009 altern [index++] = i; 1959 altern [index++] = i;
1960 continue;
1961 }
2010 1962
2011 /* Basically, if we find a wall on a space, we cut down the search size. 1963 /* Basically, if we find a wall on a space, we cut down the search size.
2012 * In this way, we won't return spaces that are on another side of a wall. 1964 * In this way, we won't return spaces that are on another side of a wall.
2013 * This mostly work, but it cuts down the search size in all directions - 1965 * This mostly work, but it cuts down the search size in all directions -
2014 * if the space being examined only has a wall to the north and empty 1966 * if the space being examined only has a wall to the north and empty
2015 * spaces in all the other directions, this will reduce the search space 1967 * spaces in all the other directions, this will reduce the search space
2016 * to only the spaces immediately surrounding the target area, and 1968 * to only the spaces immediately surrounding the target area, and
2017 * won't look 2 spaces south of the target space. 1969 * won't look 2 spaces south of the target space.
2018 */ 1970 */
2019 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1971 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1972 {
2020 stop = maxfree[i]; 1973 stop = maxfree[i];
1974 continue;
1975 }
1976
1977 /* Note it is intentional that we check ob - the movement type of the
1978 * head of the object should correspond for the entire object.
1979 */
1980 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1981 continue;
1982
1983 if (ob->blocked (pos.m, pos.x, pos.y))
1984 continue;
1985
1986 altern [index++] = i;
2021 } 1987 }
2022 1988
2023 if (!index) 1989 if (!index)
2024 return -1; 1990 return -1;
2025 1991
2026 return altern[RANDOM () % index]; 1992 return altern [rndm (index)];
2027} 1993}
2028 1994
2029/* 1995/*
2030 * find_first_free_spot(archetype, maptile, x, y) works like 1996 * find_first_free_spot(archetype, maptile, x, y) works like
2031 * find_free_spot(), but it will search max number of squares. 1997 * find_free_spot(), but it will search max number of squares.
2034 */ 2000 */
2035int 2001int
2036find_first_free_spot (const object *ob, maptile *m, int x, int y) 2002find_first_free_spot (const object *ob, maptile *m, int x, int y)
2037{ 2003{
2038 for (int i = 0; i < SIZEOFFREE; i++) 2004 for (int i = 0; i < SIZEOFFREE; i++)
2039 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2005 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2040 return i; 2006 return i;
2041 2007
2042 return -1; 2008 return -1;
2043} 2009}
2044 2010
2052{ 2018{
2053 arr += begin; 2019 arr += begin;
2054 end -= begin; 2020 end -= begin;
2055 2021
2056 while (--end) 2022 while (--end)
2057 swap (arr [end], arr [RANDOM () % (end + 1)]); 2023 swap (arr [end], arr [rndm (end + 1)]);
2058} 2024}
2059 2025
2060/* new function to make monster searching more efficient, and effective! 2026/* new function to make monster searching more efficient, and effective!
2061 * This basically returns a randomized array (in the passed pointer) of 2027 * This basically returns a randomized array (in the passed pointer) of
2062 * the spaces to find monsters. In this way, it won't always look for 2028 * the spaces to find monsters. In this way, it won't always look for
2090 * there is capable of. 2056 * there is capable of.
2091 */ 2057 */
2092int 2058int
2093find_dir (maptile *m, int x, int y, object *exclude) 2059find_dir (maptile *m, int x, int y, object *exclude)
2094{ 2060{
2095 int i, max = SIZEOFFREE, mflags; 2061 int max = SIZEOFFREE, mflags;
2096
2097 sint16 nx, ny;
2098 object *tmp;
2099 maptile *mp;
2100
2101 MoveType blocked, move_type; 2062 MoveType move_type;
2102 2063
2103 if (exclude && exclude->head) 2064 if (exclude && exclude->head_ () != exclude)
2104 { 2065 {
2105 exclude = exclude->head; 2066 exclude = exclude->head;
2106 move_type = exclude->move_type; 2067 move_type = exclude->move_type;
2107 } 2068 }
2108 else 2069 else
2109 { 2070 {
2110 /* If we don't have anything, presume it can use all movement types. */ 2071 /* If we don't have anything, presume it can use all movement types. */
2111 move_type = MOVE_ALL; 2072 move_type = MOVE_ALL;
2112 } 2073 }
2113 2074
2114 for (i = 1; i < max; i++) 2075 for (int i = 1; i < max; i++)
2115 { 2076 {
2116 mp = m; 2077 mapxy pos (m, x, y);
2117 nx = x + freearr_x[i]; 2078 pos.move (i);
2118 ny = y + freearr_y[i];
2119 2079
2120 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2080 if (!pos.normalise ())
2121
2122 if (mflags & P_OUT_OF_MAP)
2123 max = maxfree[i]; 2081 max = maxfree[i];
2124 else 2082 else
2125 { 2083 {
2126 mapspace &ms = mp->at (nx, ny); 2084 mapspace &ms = *pos;
2127 2085
2128 blocked = ms.move_block;
2129
2130 if ((move_type & blocked) == move_type) 2086 if ((move_type & ms.move_block) == move_type)
2131 max = maxfree[i]; 2087 max = maxfree [i];
2132 else if (mflags & P_IS_ALIVE) 2088 else if (ms.flags () & P_IS_ALIVE)
2133 { 2089 {
2134 for (tmp = ms.bot; tmp; tmp = tmp->above) 2090 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2135 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2091 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2136 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2092 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2137 break;
2138
2139 if (tmp)
2140 return freedir[i]; 2093 return freedir [i];
2141 } 2094 }
2142 } 2095 }
2143 } 2096 }
2144 2097
2145 return 0; 2098 return 0;
2196 2149
2197 return 3; 2150 return 3;
2198} 2151}
2199 2152
2200/* 2153/*
2201 * absdir(int): Returns a number between 1 and 8, which represent
2202 * the "absolute" direction of a number (it actually takes care of
2203 * "overflow" in previous calculations of a direction).
2204 */
2205
2206int
2207absdir (int d)
2208{
2209 while (d < 1)
2210 d += 8;
2211
2212 while (d > 8)
2213 d -= 8;
2214
2215 return d;
2216}
2217
2218/*
2219 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2154 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2220 * between two directions (which are expected to be absolute (see absdir()) 2155 * between two directions (which are expected to be absolute (see absdir())
2221 */ 2156 */
2222
2223int 2157int
2224dirdiff (int dir1, int dir2) 2158dirdiff (int dir1, int dir2)
2225{ 2159{
2226 int d; 2160 int d;
2227 2161
2239 * This basically means that if direction is 15, then it could either go 2173 * This basically means that if direction is 15, then it could either go
2240 * direction 4, 14, or 16 to get back to where we are. 2174 * direction 4, 14, or 16 to get back to where we are.
2241 * Moved from spell_util.c to object.c with the other related direction 2175 * Moved from spell_util.c to object.c with the other related direction
2242 * functions. 2176 * functions.
2243 */ 2177 */
2244int reduction_dir[SIZEOFFREE][3] = { 2178const int reduction_dir[SIZEOFFREE][3] = {
2245 {0, 0, 0}, /* 0 */ 2179 {0, 0, 0}, /* 0 */
2246 {0, 0, 0}, /* 1 */ 2180 {0, 0, 0}, /* 1 */
2247 {0, 0, 0}, /* 2 */ 2181 {0, 0, 0}, /* 2 */
2248 {0, 0, 0}, /* 3 */ 2182 {0, 0, 0}, /* 3 */
2249 {0, 0, 0}, /* 4 */ 2183 {0, 0, 0}, /* 4 */
2340 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2274 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2341 * core dumps if they do. 2275 * core dumps if they do.
2342 * 2276 *
2343 * Add a check so we can't pick up invisible objects (0.93.8) 2277 * Add a check so we can't pick up invisible objects (0.93.8)
2344 */ 2278 */
2345
2346int 2279int
2347can_pick (const object *who, const object *item) 2280can_pick (const object *who, const object *item)
2348{ 2281{
2349 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2282 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2350 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2283 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2351 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2284 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2352} 2285}
2353 2286
2354/* 2287/*
2355 * create clone from object to another 2288 * create clone from object to another
2356 */ 2289 */
2357object * 2290object *
2358object_create_clone (object *asrc) 2291object::deep_clone ()
2359{ 2292{
2360 object *dst = 0, *tmp, *src, *part, *prev, *item; 2293 assert (("deep_clone called on non-head object", is_head ()));
2361 2294
2362 if (!asrc) 2295 object *dst = clone ();
2363 return 0;
2364 2296
2365 src = asrc; 2297 object *prev = dst;
2366 if (src->head)
2367 src = src->head;
2368
2369 prev = 0;
2370 for (part = src; part; part = part->more) 2298 for (object *part = this->more; part; part = part->more)
2371 { 2299 {
2372 tmp = part->clone (); 2300 object *tmp = part->clone ();
2373 tmp->x -= src->x;
2374 tmp->y -= src->y;
2375
2376 if (!part->head)
2377 {
2378 dst = tmp;
2379 tmp->head = 0;
2380 }
2381 else
2382 tmp->head = dst; 2301 tmp->head = dst;
2383
2384 tmp->more = 0;
2385
2386 if (prev)
2387 prev->more = tmp; 2302 prev->more = tmp;
2388
2389 prev = tmp; 2303 prev = tmp;
2390 } 2304 }
2391 2305
2392 for (item = src->inv; item; item = item->below) 2306 for (object *item = inv; item; item = item->below)
2393 insert_ob_in_ob (object_create_clone (item), dst); 2307 insert_ob_in_ob (item->deep_clone (), dst);
2394 2308
2395 return dst; 2309 return dst;
2396}
2397
2398/* GROS - Creates an object using a string representing its content. */
2399/* Basically, we save the content of the string to a temp file, then call */
2400/* load_object on it. I admit it is a highly inefficient way to make things, */
2401/* but it was simple to make and allows reusing the load_object function. */
2402/* Remember not to use load_object_str in a time-critical situation. */
2403/* Also remember that multiparts objects are not supported for now. */
2404object *
2405load_object_str (const char *obstr)
2406{
2407 object *op;
2408 char filename[MAX_BUF];
2409
2410 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2411
2412 FILE *tempfile = fopen (filename, "w");
2413
2414 if (tempfile == NULL)
2415 {
2416 LOG (llevError, "Error - Unable to access load object temp file\n");
2417 return NULL;
2418 }
2419
2420 fprintf (tempfile, obstr);
2421 fclose (tempfile);
2422
2423 op = object::create ();
2424
2425 object_thawer thawer (filename);
2426
2427 if (thawer)
2428 load_object (thawer, op, 0);
2429
2430 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2431 CLEAR_FLAG (op, FLAG_REMOVED);
2432
2433 return op;
2434} 2310}
2435 2311
2436/* This returns the first object in who's inventory that 2312/* This returns the first object in who's inventory that
2437 * has the same type and subtype match. 2313 * has the same type and subtype match.
2438 * returns NULL if no match. 2314 * returns NULL if no match.
2445 return tmp; 2321 return tmp;
2446 2322
2447 return 0; 2323 return 0;
2448} 2324}
2449 2325
2450/* If ob has a field named key, return the link from the list, 2326shstr_tmp
2451 * otherwise return NULL. 2327object::kv_get (shstr_tmp key) const
2452 *
2453 * key must be a passed in shared string - otherwise, this won't
2454 * do the desired thing.
2455 */
2456key_value *
2457get_ob_key_link (const object *ob, const char *key)
2458{ 2328{
2459 for (key_value *link = ob->key_values; link; link = link->next) 2329 for (key_value *kv = key_values; kv; kv = kv->next)
2460 if (link->key == key) 2330 if (kv->key == key)
2461 return link;
2462
2463 return 0;
2464}
2465
2466/*
2467 * Returns the value of op has an extra_field for key, or NULL.
2468 *
2469 * The argument doesn't need to be a shared string.
2470 *
2471 * The returned string is shared.
2472 */
2473const char *
2474get_ob_key_value (const object *op, const char *const key)
2475{
2476 key_value *link;
2477 shstr_cmp canonical_key (key);
2478
2479 if (!canonical_key)
2480 {
2481 /* 1. There being a field named key on any object
2482 * implies there'd be a shared string to find.
2483 * 2. Since there isn't, no object has this field.
2484 * 3. Therefore, *this* object doesn't have this field.
2485 */
2486 return 0;
2487 }
2488
2489 /* This is copied from get_ob_key_link() above -
2490 * only 4 lines, and saves the function call overhead.
2491 */
2492 for (link = op->key_values; link; link = link->next)
2493 if (link->key == canonical_key)
2494 return link->value; 2331 return kv->value;
2495 2332
2496 return 0; 2333 return shstr ();
2497} 2334}
2498 2335
2499 2336void
2500/* 2337object::kv_set (shstr_tmp key, shstr_tmp value)
2501 * Updates the canonical_key in op to value.
2502 *
2503 * canonical_key is a shared string (value doesn't have to be).
2504 *
2505 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2506 * keys.
2507 *
2508 * Returns TRUE on success.
2509 */
2510int
2511set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2512{ 2338{
2513 key_value *field = NULL, *last = NULL; 2339 for (key_value *kv = key_values; kv; kv = kv->next)
2514 2340 if (kv->key == key)
2515 for (field = op->key_values; field != NULL; field = field->next)
2516 {
2517 if (field->key != canonical_key)
2518 { 2341 {
2519 last = field; 2342 kv->value = value;
2520 continue; 2343 return;
2521 } 2344 }
2522 2345
2523 if (value) 2346 key_value *kv = new key_value;
2524 field->value = value; 2347
2525 else 2348 kv->next = key_values;
2349 kv->key = key;
2350 kv->value = value;
2351
2352 key_values = kv;
2353}
2354
2355void
2356object::kv_del (shstr_tmp key)
2357{
2358 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2359 if ((*kvp)->key == key)
2526 { 2360 {
2527 /* Basically, if the archetype has this key set, 2361 key_value *kv = *kvp;
2528 * we need to store the null value so when we save 2362 *kvp = (*kvp)->next;
2529 * it, we save the empty value so that when we load, 2363 delete kv;
2530 * we get this value back again. 2364 return;
2531 */
2532 if (get_ob_key_link (&op->arch->clone, canonical_key))
2533 field->value = 0;
2534 else
2535 {
2536 if (last)
2537 last->next = field->next;
2538 else
2539 op->key_values = field->next;
2540
2541 delete field;
2542 }
2543 } 2365 }
2544 return TRUE;
2545 }
2546 /* IF we get here, key doesn't exist */
2547
2548 /* No field, we'll have to add it. */
2549
2550 if (!add_key)
2551 return FALSE;
2552
2553 /* There isn't any good reason to store a null
2554 * value in the key/value list. If the archetype has
2555 * this key, then we should also have it, so shouldn't
2556 * be here. If user wants to store empty strings,
2557 * should pass in ""
2558 */
2559 if (value == NULL)
2560 return TRUE;
2561
2562 field = new key_value;
2563
2564 field->key = canonical_key;
2565 field->value = value;
2566 /* Usual prepend-addition. */
2567 field->next = op->key_values;
2568 op->key_values = field;
2569
2570 return TRUE;
2571}
2572
2573/*
2574 * Updates the key in op to value.
2575 *
2576 * If add_key is FALSE, this will only update existing keys,
2577 * and not add new ones.
2578 * In general, should be little reason FALSE is ever passed in for add_key
2579 *
2580 * Returns TRUE on success.
2581 */
2582int
2583set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2584{
2585 shstr key_ (key);
2586
2587 return set_ob_key_value_s (op, key_, value, add_key);
2588} 2366}
2589 2367
2590object::depth_iterator::depth_iterator (object *container) 2368object::depth_iterator::depth_iterator (object *container)
2591: iterator_base (container) 2369: iterator_base (container)
2592{ 2370{
2606 } 2384 }
2607 else 2385 else
2608 item = item->env; 2386 item = item->env;
2609} 2387}
2610 2388
2389const char *
2390object::flag_desc (char *desc, int len) const
2391{
2392 char *p = desc;
2393 bool first = true;
2394
2395 *p = 0;
2396
2397 for (int i = 0; i < NUM_FLAGS; i++)
2398 {
2399 if (len <= 10) // magic constant!
2400 {
2401 snprintf (p, len, ",...");
2402 break;
2403 }
2404
2405 if (flag [i])
2406 {
2407 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2408 len -= cnt;
2409 p += cnt;
2410 first = false;
2411 }
2412 }
2413
2414 return desc;
2415}
2416
2611// return a suitable string describing an objetc in enough detail to find it 2417// return a suitable string describing an object in enough detail to find it
2612const char * 2418const char *
2613object::debug_desc (char *info) const 2419object::debug_desc (char *info) const
2614{ 2420{
2421 char flagdesc[512];
2615 char info2[256 * 3]; 2422 char info2[256 * 4];
2616 char *p = info; 2423 char *p = info;
2617 2424
2618 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2425 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2619 count, 2426 count,
2427 uuid.c_str (),
2620 &name, 2428 &name,
2621 title ? " " : "", 2429 title ? ",title:\"" : "",
2622 title ? (const char *)title : ""); 2430 title ? (const char *)title : "",
2431 title ? "\"" : "",
2432 flag_desc (flagdesc, 512), type);
2623 2433
2624 if (env) 2434 if (!flag[FLAG_REMOVED] && env)
2625 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2435 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2626 2436
2627 if (map) 2437 if (map)
2628 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2438 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2629 2439
2630 return info; 2440 return info;
2631} 2441}
2632 2442
2633const char * 2443const char *
2634object::debug_desc () const 2444object::debug_desc () const
2635{ 2445{
2636 static char info[256 * 3]; 2446 static char info[3][256 * 4];
2447 static int info_idx;
2448
2637 return debug_desc (info); 2449 return debug_desc (info [++info_idx % 3]);
2638} 2450}
2639 2451
2452struct region *
2453object::region () const
2454{
2455 return map ? map->region (x, y)
2456 : region::default_region ();
2457}
2458
2459const materialtype_t *
2460object::dominant_material () const
2461{
2462 if (materialtype_t *mt = name_to_material (materialname))
2463 return mt;
2464
2465 return name_to_material (shstr_unknown);
2466}
2467
2468void
2469object::open_container (object *new_container)
2470{
2471 if (container == new_container)
2472 return;
2473
2474 object *old_container = container;
2475
2476 if (old_container)
2477 {
2478 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2479 return;
2480
2481#if 0
2482 // remove the "Close old_container" object.
2483 if (object *closer = old_container->inv)
2484 if (closer->type == CLOSE_CON)
2485 closer->destroy ();
2486#endif
2487
2488 // make sure the container is available
2489 esrv_send_item (this, old_container);
2490
2491 old_container->flag [FLAG_APPLIED] = false;
2492 container = 0;
2493
2494 // client needs item update to make it work, client bug requires this to be separate
2495 esrv_update_item (UPD_FLAGS, this, old_container);
2496
2497 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2498 play_sound (sound_find ("chest_close"));
2499 }
2500
2501 if (new_container)
2502 {
2503 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2504 return;
2505
2506 // TODO: this does not seem to serve any purpose anymore?
2507#if 0
2508 // insert the "Close Container" object.
2509 if (archetype *closer = new_container->other_arch)
2510 {
2511 object *closer = arch_to_object (new_container->other_arch);
2512 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2513 new_container->insert (closer);
2514 }
2515#endif
2516
2517 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2518
2519 // make sure the container is available, client bug requires this to be separate
2520 esrv_send_item (this, new_container);
2521
2522 new_container->flag [FLAG_APPLIED] = true;
2523 container = new_container;
2524
2525 // client needs flag change
2526 esrv_update_item (UPD_FLAGS, this, new_container);
2527 esrv_send_inventory (this, new_container);
2528 play_sound (sound_find ("chest_open"));
2529 }
2530// else if (!old_container->env && contr && contr->ns)
2531// contr->ns->floorbox_reset ();
2532}
2533
2534object *
2535object::force_find (shstr_tmp name)
2536{
2537 /* cycle through his inventory to look for the MARK we want to
2538 * place
2539 */
2540 for (object *tmp = inv; tmp; tmp = tmp->below)
2541 if (tmp->type == FORCE && tmp->slaying == name)
2542 return splay (tmp);
2543
2544 return 0;
2545}
2546
2547//-GPL
2548
2549void
2550object::force_set_timer (int duration)
2551{
2552 this->duration = 1;
2553 this->speed_left = -1.f;
2554
2555 this->set_speed (duration ? 1.f / duration : 0.f);
2556}
2557
2558object *
2559object::force_add (shstr_tmp name, int duration)
2560{
2561 if (object *force = force_find (name))
2562 force->destroy ();
2563
2564 object *force = get_archetype (FORCE_NAME);
2565
2566 force->slaying = name;
2567 force->force_set_timer (duration);
2568 force->flag [FLAG_APPLIED] = true;
2569
2570 return insert (force);
2571}
2572
2573void
2574object::play_sound (faceidx sound) const
2575{
2576 if (!sound)
2577 return;
2578
2579 if (is_on_map ())
2580 map->play_sound (sound, x, y);
2581 else if (object *pl = in_player ())
2582 pl->contr->play_sound (sound);
2583}
2584
2585void
2586object::say_msg (const char *msg) const
2587{
2588 if (is_on_map ())
2589 map->say_msg (msg, x, y);
2590 else if (object *pl = in_player ())
2591 pl->contr->play_sound (sound);
2592}
2593
2594void
2595object::make_noise ()
2596{
2597 // we do not model noise in the map, so instead put
2598 // a temporary light into the noise source
2599 // could use the map instead, but that's less reliable for our
2600 // goal, which is to make invisibility a bit harder to exploit
2601
2602 // currently only works sensibly for players
2603 if (!is_player ())
2604 return;
2605
2606 // find old force, or create new one
2607 object *force = force_find (shstr_noise_force);
2608
2609 if (force)
2610 force->speed_left = -1.f; // patch old speed up
2611 else
2612 {
2613 force = archetype::get (shstr_noise_force);
2614
2615 force->slaying = shstr_noise_force;
2616 force->stats.food = 1;
2617 force->speed_left = -1.f;
2618
2619 force->set_speed (1.f / 4.f);
2620 force->flag [FLAG_IS_USED_UP] = true;
2621 force->flag [FLAG_APPLIED] = true;
2622
2623 insert (force);
2624 }
2625}
2626

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