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Comparing deliantra/server/common/object.C (file contents):
Revision 1.108 by root, Sun Jan 7 02:39:13 2007 UTC vs.
Revision 1.315 by root, Fri Mar 26 21:43:43 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 7 *
8 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
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 11 * option) any later version.
12 12 *
13 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,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 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
19 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
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 21 *
22 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>
23*/ 23 */
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28#include <global.h> 25#include <global.h>
29#include <stdio.h> 26#include <stdio.h>
30#include <sys/types.h> 27#include <sys/types.h>
31#include <sys/uio.h> 28#include <sys/uio.h>
32#include <object.h> 29#include <object.h>
33#include <funcpoint.h> 30#include <sproto.h>
34#include <loader.h>
35 31
36#include <bitset> 32#include <bitset>
37 33
38int nrofallocobjects = 0; 34UUID UUID::cur;
39static UUID uuid; 35static uint64_t seq_next_save;
40const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
41 38
42objectvec objects; 39objectvec objects;
43activevec actives; 40activevec actives;
44 41
45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 42//+GPL
43
44short freearr_x[SIZEOFFREE] = {
45 0,
46 0, 1, 1, 1, 0, -1, -1, -1,
47 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 48 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
47}; 49};
48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 50short freearr_y[SIZEOFFREE] = {
51 0,
52 -1, -1, 0, 1, 1, 1, 0, -1,
53 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
49 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 54 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
50};
51int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
52 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
53}; 55};
54int freedir[SIZEOFFREE] = { 56int freedir[SIZEOFFREE] = {
55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 57 0,
58 1, 2, 3, 4, 5, 6, 7, 8,
59 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 60 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57}; 61};
58 62
63static int maxfree[SIZEOFFREE] = {
64 0,
65 9, 10, 13, 14, 17, 18, 21, 22,
66 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
67 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
68};
69
59static void 70static void
60write_uuid (void) 71write_uuid (uval64 skip, bool sync)
61{ 72{
62 char filename1[MAX_BUF], filename2[MAX_BUF]; 73 CALL_BEGIN (2);
63 74 CALL_ARG_SV (newSVval64 (skip));
64 sprintf (filename1, "%s/uuid", settings.localdir); 75 CALL_ARG_SV (boolSV (sync));
65 sprintf (filename2, "%s/uuid~", settings.localdir); 76 CALL_CALL ("cf::write_uuid", G_DISCARD);
66 77 CALL_END;
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78} 78}
79 79
80static void 80static void
81read_uuid (void) 81read_uuid ()
82{ 82{
83 char filename[MAX_BUF]; 83 char filename[MAX_BUF];
84 84
85 sprintf (filename, "%s/uuid", settings.localdir); 85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 seq_next_save = 0;
86 88
87 FILE *fp; 89 FILE *fp;
88 90
89 if (!(fp = fopen (filename, "r"))) 91 if (!(fp = fopen (filename, "r")))
90 { 92 {
91 if (errno == ENOENT) 93 if (errno == ENOENT)
92 { 94 {
93 LOG (llevInfo, "RESET uid to 1\n"); 95 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0; 96 UUID::cur.seq = 0;
95 write_uuid (); 97 write_uuid (UUID_GAP, true);
96 return; 98 return;
97 } 99 }
98 100
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1); 102 _exit (1);
101 } 103 }
102 104
103 int version; 105 char buf [UUID::MAX_LEN];
104 unsigned long long uid; 106 buf[0] = 0;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 107 fgets (buf, sizeof (buf), fp);
108
109 if (!UUID::cur.parse (buf))
106 { 110 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 111 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1); 112 _exit (1);
109 } 113 }
110 114
111 uuid.seq = uid; 115 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112 write_uuid (); 116
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 117 write_uuid (UUID_GAP, true);
114 fclose (fp); 118 fclose (fp);
115} 119}
116 120
117UUID 121UUID
118gen_uuid () 122UUID::gen ()
119{ 123{
120 UUID uid; 124 UUID uid;
121 125
122 uid.seq = ++uuid.seq; 126 uid.seq = ++cur.seq;
123 127
124 if (!(uuid.seq & (UUID_SKIP - 1))) 128 if (expect_false (cur.seq >= seq_next_save))
125 write_uuid (); 129 {
130 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
131 write_uuid (UUID_GAP, false);
132 }
133
126 134
127 return uid; 135 return uid;
128} 136}
129 137
130void 138void
131init_uuid () 139UUID::init ()
132{ 140{
133 read_uuid (); 141 read_uuid ();
134} 142}
135 143
144bool
145UUID::parse (const char *s)
146{
147 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
148 return false;
149
150 seq = 0;
151
152 while (*s != '>')
153 {
154 if (*s < '0')
155 return false;
156
157 // this gives nice branchless code with gcc
158 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
159 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
160
161 seq = (seq << 4) | digit;
162
163 ++s;
164 }
165
166 return true;
167}
168
169char *
170UUID::append (char *buf) const
171{
172 *buf++ = '<';
173 *buf++ = '1';
174 *buf++ = '.';
175
176 uint64_t seq = this->seq;
177 const int bits = 64;
178 char nz = 0;
179 static const char tohex [] = "0123456789abcdef";
180
181 // assert (len >= 3 + bits / 4 + 1 + 1);
182 for (int i = bits / 4; --i; )
183 {
184 uint8_t digit = seq >> (bits - 4);
185
186 *buf = tohex [digit];
187 nz |= digit;
188 buf += nz ? 1 : 0;
189 seq <<= 4;
190 }
191
192 // last digit is special - always emit
193 uint8_t digit = seq >> (bits - 4);
194 *buf++ = tohex [digit];
195
196 *buf++ = '>';
197
198 return buf;
199}
200
201char *
202UUID::c_str () const
203{
204 static char buf [MAX_LEN];
205 *append (buf) = 0;
206 return buf;
207}
208
136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 209/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int 210static bool
138compare_ob_value_lists_one (const object *wants, const object *has) 211compare_ob_value_lists_one (const object *wants, const object *has)
139{ 212{
140 key_value *wants_field;
141
142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 213 /* n-squared behaviour (see kv_get), but I'm hoping both
143 * objects with lists are rare, and lists stay short. If not, use a 214 * objects with lists are rare, and lists stay short. If not, use a
144 * different structure or at least keep the lists sorted... 215 * different structure or at least keep the lists sorted...
145 */ 216 */
146 217
147 /* For each field in wants, */ 218 /* For each field in wants, */
148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 219 for (key_value *kv = wants->key_values; kv; kv = kv->next)
149 { 220 if (has->kv_get (kv->key) != kv->value)
150 key_value *has_field; 221 return false;
151
152 /* Look for a field in has with the same key. */
153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
156 {
157 /* No field with that name. */
158 return FALSE;
159 }
160
161 /* Found the matching field. */
162 if (has_field->value != wants_field->value)
163 {
164 /* Values don't match, so this half of the comparison is false. */
165 return FALSE;
166 }
167
168 /* If we get here, we found a match. Now for the next field in wants. */
169 }
170 222
171 /* If we get here, every field in wants has a matching field in has. */ 223 /* If we get here, every field in wants has a matching field in has. */
172 return TRUE; 224 return true;
173} 225}
174 226
175/* Returns TRUE if ob1 has the same key_values as ob2. */ 227/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int 228static bool
177compare_ob_value_lists (const object *ob1, const object *ob2) 229compare_ob_value_lists (const object *ob1, const object *ob2)
178{ 230{
179 /* However, there may be fields in has which aren't partnered in wants, 231 /* However, there may be fields in has which aren't partnered in wants,
180 * so we need to run the comparison *twice*. :( 232 * so we need to run the comparison *twice*. :(
181 */ 233 */
182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 234 return compare_ob_value_lists_one (ob1, ob2)
235 && compare_ob_value_lists_one (ob2, ob1);
183} 236}
184 237
185/* Function examines the 2 objects given to it, and returns true if 238/* Function examines the 2 objects given to it, and returns true if
186 * they can be merged together. 239 * they can be merged together.
187 * 240 *
194 * Improvements made with merge: Better checking on potion, and also 247 * Improvements made with merge: Better checking on potion, and also
195 * check weight 248 * check weight
196 */ 249 */
197bool object::can_merge_slow (object *ob1, object *ob2) 250bool object::can_merge_slow (object *ob1, object *ob2)
198{ 251{
199 /* A couple quicksanity checks */ 252 /* A couple quick sanity checks */
200 if (ob1 == ob2 253 if (ob1 == ob2
201 || ob1->type != ob2->type 254 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value 255 || ob1->value != ob2->value
204 || ob1->name != ob2->name) 256 || ob1->name != ob2->name
257 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
205 return 0; 258 return 0;
206 259
207 //TODO: this ain't working well, use nicer and correct overflow check
208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 260 /* Do not merge objects if nrof would overflow, assume nrof
209 * value could not be stored in a sint32 (which unfortunately sometimes is 261 * is always 0 .. 2**31-1 */
210 * used to store nrof). 262 if (ob1->nrof > 0x7fffffff - ob2->nrof)
211 */
212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
213 return 0; 263 return 0;
214 264
215 /* If the objects have been identified, set the BEEN_APPLIED flag. 265 /* If the objects have been identified, set the BEEN_APPLIED flag.
216 * This is to the comparison of the flags below will be OK. We 266 * This is to the comparison of the flags below will be OK. We
217 * just can't ignore the been applied or identified flags, as they 267 * just can't ignore the been applied or identified flags, as they
218 * are not equal - just if it has been identified, the been_applied 268 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning. 269 * flags lose any meaning.
220 */ 270 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 271 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 272 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
223 273
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 274 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 275 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
226 276
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 277 if (ob1->arch->archname != ob2->arch->archname
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 278 || ob1->name != ob2->name
230 || ob1->title != ob2->title 279 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 280 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 281 || ob1->weight != ob2->weight
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
235 || ob1->attacktype != ob2->attacktype 282 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic 283 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying 284 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill 285 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value 286 || ob1->value != ob2->value
240 || ob1->animation_id != ob2->animation_id 287 || ob1->animation_id != ob2->animation_id
288 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
241 || ob1->client_type != ob2->client_type 289 || ob1->client_type != ob2->client_type
242 || ob1->materialname != ob2->materialname 290 || ob1->material != ob2->material
243 || ob1->lore != ob2->lore 291 || ob1->lore != ob2->lore
244 || ob1->subtype != ob2->subtype 292 || ob1->subtype != ob2->subtype
245 || ob1->move_type != ob2->move_type 293 || ob1->move_type != ob2->move_type
246 || ob1->move_block != ob2->move_block 294 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow 295 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on 296 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off 297 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow 298 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty) 299 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
300 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
301 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
252 return 0; 302 return 0;
253 303
304 if ((ob1->flag ^ ob2->flag)
305 .reset (FLAG_INV_LOCKED)
306 .reset (FLAG_REMOVED)
307 .any ())
308 return 0;
309
254 /* This is really a spellbook check - really, we should 310 /* This is really a spellbook check - we should in general
255 * check all objects in the inventory. 311 * not merge objects with real inventories, as splitting them
312 * is hard.
256 */ 313 */
257 if (ob1->inv || ob2->inv) 314 if (ob1->inv || ob2->inv)
258 { 315 {
259 /* if one object has inventory but the other doesn't, not equiv */ 316 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 317 return 0; /* inventories differ in length */
261 return 0;
262 318
263 /* Now check to see if the two inventory objects could merge */ 319 if (ob1->inv->below || ob2->inv->below)
320 return 0; /* more than one object in inv */
321
264 if (!object::can_merge (ob1->inv, ob2->inv)) 322 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 323 return 0; /* inventory objects differ */
266 324
267 /* inventory ok - still need to check rest of this object to see 325 /* inventory ok - still need to check rest of this object to see
268 * if it is valid. 326 * if it is valid.
269 */ 327 */
270 } 328 }
289 if (ob1->level != ob2->level) 347 if (ob1->level != ob2->level)
290 return 0; 348 return 0;
291 break; 349 break;
292 } 350 }
293 351
294 if (ob1->key_values != NULL || ob2->key_values != NULL) 352 if (ob1->key_values || ob2->key_values)
295 { 353 {
296 /* At least one of these has key_values. */ 354 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 355 if ((!ob1->key_values) != (!ob2->key_values))
298 /* One has fields, but the other one doesn't. */ 356 return 0; /* One has fields, but the other one doesn't. */
357
358 if (!compare_ob_value_lists (ob1, ob2))
299 return 0; 359 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0;
302 } 360 }
303 361
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 362 if (ob1->self || ob2->self)
306 { 363 {
307 ob1->optimise (); 364 ob1->optimise ();
308 ob2->optimise (); 365 ob2->optimise ();
309 366
310 if (ob1->self || ob2->self) 367 if (ob1->self || ob2->self)
368 {
369 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
370 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
371
372 if (k1 != k2)
311 return 0; 373 return 0;
374
375 if (k1 == 0)
376 return 1;
377
378 if (!cfperl_can_merge (ob1, ob2))
379 return 0;
380 }
312 } 381 }
313 382
314 /* Everything passes, must be OK. */ 383 /* Everything passes, must be OK. */
315 return 1; 384 return 1;
316} 385}
317 386
387// find player who can see this object
388object *
389object::visible_to () const
390{
391 if (client_visible () && !flag [FLAG_REMOVED])
392 {
393 // see if we are in a container of sorts
394 if (env)
395 {
396 // the player inventory itself is always visible
397 if (env->is_player ())
398 return env;
399
400 // else a player could have our env open
401 object *envest = env->outer_env_or_self ();
402
403 // the player itself is always on a map, so we will find him here
404 // even if our inv is in a player.
405 if (envest->is_on_map ())
406 if (object *pl = envest->ms ().player ())
407 if (pl->container_ () == env)
408 return pl;
409 }
410 else
411 {
412 // maybe there is a player standing on the same mapspace
413 // this will catch the case where "this" is a player
414 if (object *pl = ms ().player ())
415 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
416 || pl->container_ () == this)
417 return pl;
418 }
419 }
420
421 return 0;
422}
423
424// adjust weight per container type ("of holding")
425static sint32
426weight_adjust_for (object *op, sint32 weight)
427{
428 return op->type == CONTAINER
429 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
430 : weight;
431}
432
318/* 433/*
434 * adjust_weight(object, weight) adds the specified weight to an object,
435 * and also updates how much the environment(s) is/are carrying.
436 */
437static void
438adjust_weight (object *op, sint32 weight)
439{
440 while (op)
441 {
442 // adjust by actual difference to account for rounding errors
443 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
444 weight = weight_adjust_for (op, op->carrying)
445 - weight_adjust_for (op, op->carrying - weight);
446
447 if (!weight)
448 return;
449
450 op->carrying += weight;
451
452 if (object *pl = op->visible_to ())
453 if (pl != op) // player is handled lazily
454 esrv_update_item (UPD_WEIGHT, pl, op);
455
456 op = op->env;
457 }
458}
459
460/*
319 * sum_weight() is a recursive function which calculates the weight 461 * this is a recursive function which calculates the weight
320 * an object is carrying. It goes through in figures out how much 462 * an object is carrying. It goes through op and figures out how much
321 * containers are carrying, and sums it up. 463 * containers are carrying, and sums it up.
322 */ 464 */
323long 465void
324sum_weight (object *op) 466object::update_weight ()
325{ 467{
326 long sum; 468 sint32 sum = 0;
327 object *inv;
328 469
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 470 for (object *op = inv; op; op = op->below)
330 { 471 {
331 if (inv->inv) 472 if (op->inv)
332 sum_weight (inv); 473 op->update_weight ();
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 474
475 sum += op->total_weight ();
476 }
477
478 sum = weight_adjust_for (this, sum);
479
480 if (sum != carrying)
334 } 481 {
335
336 if (op->type == CONTAINER && op->stats.Str)
337 sum = (sum * (100 - op->stats.Str)) / 100;
338
339 if (op->carrying != sum)
340 op->carrying = sum; 482 carrying = sum;
341 483
342 return sum; 484 if (object *pl = visible_to ())
485 if (pl != this) // player is handled lazily
486 esrv_update_item (UPD_WEIGHT, pl, this);
487 }
343} 488}
344 489
345/** 490/*
346 * Return the outermost environment object for a given object. 491 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
347 */ 492 */
348
349object *
350object_get_env_recursive (object *op)
351{
352 while (op->env != NULL)
353 op = op->env;
354 return op;
355}
356
357/*
358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
359 * Some error messages.
360 * The result of the dump is stored in the static global errmsg array.
361 */
362
363char * 493char *
364dump_object (object *op) 494dump_object (object *op)
365{ 495{
366 if (!op) 496 if (!op)
367 return strdup ("[NULLOBJ]"); 497 return strdup ("[NULLOBJ]");
368 498
369 object_freezer freezer; 499 object_freezer freezer;
370 save_object (freezer, op, 1); 500 op->write (freezer);
371 return freezer.as_string (); 501 return freezer.as_string ();
372} 502}
373 503
374/* 504char *
375 * get_nearest_part(multi-object, object 2) returns the part of the 505object::as_string ()
376 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned.
378 */
379
380object *
381get_nearest_part (object *op, const object *pl)
382{ 506{
383 object *tmp, *closest; 507 return dump_object (this);
384 int last_dist, i;
385
386 if (op->more == NULL)
387 return op;
388 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
389 if ((i = distance (tmp, pl)) < last_dist)
390 closest = tmp, last_dist = i;
391 return closest;
392} 508}
393 509
394/* 510/*
395 * Returns the object which has the count-variable equal to the argument. 511 * Returns the object which has the count-variable equal to the argument.
512 * VERRRY slow.
396 */ 513 */
397object * 514object *
398find_object (tag_t i) 515find_object (tag_t i)
399{ 516{
400 return ((unsigned int)i) < objects.size () 517 for_all_objects (op)
401 ? objects [i] 518 if (op->count == i)
402 : 0; 519 return op;
520
521 return 0;
522}
523
524/*
525 * Returns the object which has the uuid equal to the argument.
526 * MOAR VERRRY slow.
527 */
528
529object *
530find_object_uuid (UUID i)
531{
532 for_all_objects (op)
533 if (op->uuid == i)
534 return op;
535
536 return 0;
403} 537}
404 538
405/* 539/*
406 * Returns the first object which has a name equal to the argument. 540 * Returns the first object which has a name equal to the argument.
407 * Used only by the patch command, but not all that useful. 541 * Used only by the patch command, but not all that useful.
409 */ 543 */
410object * 544object *
411find_object_name (const char *str) 545find_object_name (const char *str)
412{ 546{
413 shstr_cmp str_ (str); 547 shstr_cmp str_ (str);
414 object *op;
415 548
549 if (str_)
416 for_all_objects (op) 550 for_all_objects (op)
417 if (op->name == str_) 551 if (op->name == str_)
418 break; 552 return op;
419 553
420 return op; 554 return 0;
421}
422
423void
424free_all_object_data ()
425{
426 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
427} 555}
428 556
429/* 557/*
430 * Sets the owner and sets the skill and exp pointers to owner's current 558 * Sets the owner and sets the skill and exp pointers to owner's current
431 * skill and experience objects. 559 * skill and experience objects.
560 * ACTUALLY NO! investigate! TODO
432 */ 561 */
433void 562void
434object::set_owner (object *owner) 563object::set_owner (object *owner)
435{ 564{
565 // allow objects which own objects
436 if (!owner) 566 if (owner)
437 return;
438
439 /* next line added to allow objects which own objects */
440 /* Add a check for ownercounts in here, as I got into an endless loop
441 * with the fireball owning a poison cloud which then owned the
442 * fireball. I believe that was caused by one of the objects getting
443 * freed and then another object replacing it. Since the ownercounts
444 * didn't match, this check is valid and I believe that cause is valid.
445 */
446 while (owner->owner) 567 while (owner->owner)
447 owner = owner->owner; 568 owner = owner->owner;
569
570 if (flag [FLAG_FREED])
571 {
572 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
573 return;
574 }
448 575
449 this->owner = owner; 576 this->owner = owner;
577}
578
579int
580object::slottype () const
581{
582 if (type == SKILL)
583 {
584 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
585 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
586 }
587 else
588 {
589 if (slot [body_combat].info) return slot_combat;
590 if (slot [body_range ].info) return slot_ranged;
591 }
592
593 return slot_none;
594}
595
596bool
597object::change_weapon (object *ob)
598{
599 if (current_weapon == ob)
600 return true;
601
602 if (chosen_skill)
603 chosen_skill->flag [FLAG_APPLIED] = false;
604
605 current_weapon = ob;
606 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
607
608 if (chosen_skill)
609 chosen_skill->flag [FLAG_APPLIED] = true;
610
611 update_stats ();
612
613 if (ob)
614 {
615 // now check wether any body locations became invalid, in which case
616 // we cannot apply the weapon at the moment.
617 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
618 if (slot[i].used < 0)
619 {
620 current_weapon = chosen_skill = 0;
621 update_stats ();
622
623 new_draw_info_format (NDI_UNIQUE, 0, this,
624 "You try to balance all your items at once, "
625 "but the %s is just too much for your body. "
626 "[You need to unapply some items first - use the 'body' command to see "
627 "how many items you can wear on a specific body part.]", &ob->name);
628 return false;
629 }
630
631 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
632 }
633 else
634 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
635
636 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
637 {
638 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
639 &name, ob->debug_desc ());
640 return false;
641 }
642
643 return true;
450} 644}
451 645
452/* Zero the key_values on op, decrementing the shared-string 646/* Zero the key_values on op, decrementing the shared-string
453 * refcounts and freeing the links. 647 * refcounts and freeing the links.
454 */ 648 */
455static void 649static void
456free_key_values (object *op) 650free_key_values (object *op)
457{ 651{
458 for (key_value *i = op->key_values; i != 0;) 652 for (key_value *i = op->key_values; i; )
459 { 653 {
460 key_value *next = i->next; 654 key_value *next = i->next;
461 delete i; 655 delete i;
462 656
463 i = next; 657 i = next;
475 * will point at garbage. 669 * will point at garbage.
476 */ 670 */
477void 671void
478object::copy_to (object *dst) 672object::copy_to (object *dst)
479{ 673{
480 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 674 dst->remove ();
481 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
482
483 *(object_copy *)dst = *this; 675 *(object_copy *)dst = *this;
484 676 dst->flag [FLAG_REMOVED] = true;
485 if (is_freed)
486 SET_FLAG (dst, FLAG_FREED);
487
488 if (is_removed)
489 SET_FLAG (dst, FLAG_REMOVED);
490
491 if (speed < 0)
492 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
493 677
494 /* Copy over key_values, if any. */ 678 /* Copy over key_values, if any. */
495 if (key_values) 679 if (key_values)
496 { 680 {
497 key_value *tail = 0; 681 key_value *tail = 0;
498 key_value *i;
499
500 dst->key_values = 0; 682 dst->key_values = 0;
501 683
502 for (i = key_values; i; i = i->next) 684 for (key_value *i = key_values; i; i = i->next)
503 { 685 {
504 key_value *new_link = new key_value; 686 key_value *new_link = new key_value;
505 687
506 new_link->next = 0; 688 new_link->next = 0;
507 new_link->key = i->key; 689 new_link->key = i->key;
508 new_link->value = i->value; 690 new_link->value = i->value;
509 691
510 /* Try and be clever here, too. */ 692 /* Try and be clever here, too. */
511 if (!dst->key_values) 693 if (!dst->key_values)
512 { 694 {
519 tail = new_link; 701 tail = new_link;
520 } 702 }
521 } 703 }
522 } 704 }
523 705
524 dst->set_speed (dst->speed); 706 dst->activate ();
707}
708
709void
710object::instantiate ()
711{
712 if (!uuid.seq) // HACK
713 uuid = UUID::gen ();
714
715 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
716 if (flag [FLAG_RANDOM_SPEED] && speed)
717 speed_left = - speed - rndm (); // TODO animation
718 else
719 speed_left = -1.;
720
721 /* copy the body_info to the body_used - this is only really
722 * need for monsters, but doesn't hurt to do it for everything.
723 * by doing so, when a monster is created, it has good starting
724 * values for the body_used info, so when items are created
725 * for it, they can be properly equipped.
726 */
727 for (int i = NUM_BODY_LOCATIONS; i--; )
728 slot[i].used = slot[i].info;
729
730 attachable::instantiate ();
525} 731}
526 732
527object * 733object *
528object::clone () 734object::clone ()
529{ 735{
530 object *neu = create (); 736 object *neu = create ();
531 copy_to (neu); 737 copy_to (neu);
738
739 // TODO: unclean state changes, should not be done in clone AND instantiate
740 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
741 neu->speed_left = - neu->speed - rndm (); // TODO animation
742
743 neu->map = map; // not copied by copy_to
532 return neu; 744 return neu;
533} 745}
534 746
535/* 747/*
536 * If an object with the IS_TURNABLE() flag needs to be turned due 748 * If an object with the IS_TURNABLE() flag needs to be turned due
553 * This function needs to be called whenever the speed of an object changes. 765 * This function needs to be called whenever the speed of an object changes.
554 */ 766 */
555void 767void
556object::set_speed (float speed) 768object::set_speed (float speed)
557{ 769{
558 if (flag [FLAG_FREED] && speed)
559 {
560 LOG (llevError, "Object %s is freed but has speed.\n", &name);
561 speed = 0;
562 }
563
564 this->speed = speed; 770 this->speed = speed;
565 771
566 if (has_active_speed ()) 772 if (has_active_speed ())
567 activate (); 773 activate ();
568 else 774 else
587 * UP_OBJ_FACE: only the objects face has changed. 793 * UP_OBJ_FACE: only the objects face has changed.
588 */ 794 */
589void 795void
590update_object (object *op, int action) 796update_object (object *op, int action)
591{ 797{
592 MoveType move_on, move_off, move_block, move_slow; 798 if (!op)
593
594 if (op == NULL)
595 { 799 {
596 /* this should never happen */ 800 /* this should never happen */
597 LOG (llevDebug, "update_object() called for NULL object.\n"); 801 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
598 return; 802 return;
599 } 803 }
600 804
601 if (op->env) 805 if (!op->is_on_map ())
602 { 806 {
603 /* Animation is currently handled by client, so nothing 807 /* Animation is currently handled by client, so nothing
604 * to do in this case. 808 * to do in this case.
605 */ 809 */
606 return; 810 return;
607 } 811 }
608
609 /* If the map is saving, don't do anything as everything is
610 * going to get freed anyways.
611 */
612 if (!op->map || op->map->in_memory == MAP_SAVING)
613 return;
614 812
615 /* make sure the object is within map boundaries */ 813 /* make sure the object is within map boundaries */
616 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 814 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
617 { 815 {
618 LOG (llevError, "update_object() called for object out of map!\n"); 816 LOG (llevError, "update_object() called for object out of map!\n");
626 824
627 if (!(m.flags_ & P_UPTODATE)) 825 if (!(m.flags_ & P_UPTODATE))
628 /* nop */; 826 /* nop */;
629 else if (action == UP_OBJ_INSERT) 827 else if (action == UP_OBJ_INSERT)
630 { 828 {
829#if 0
631 // this is likely overkill, TODO: revisit (schmorp) 830 // this is likely overkill, TODO: revisit (schmorp)
632 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 831 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
633 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 832 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
634 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 833 || (op->is_player () && !(m.flags_ & P_PLAYER))
635 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 834 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
636 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 835 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
637 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 836 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
638 || (m.move_on | op->move_on ) != m.move_on 837 || (m.move_on | op->move_on ) != m.move_on
639 || (m.move_off | op->move_off ) != m.move_off 838 || (m.move_off | op->move_off ) != m.move_off
640 || (m.move_slow | op->move_slow) != m.move_slow 839 || (m.move_slow | op->move_slow) != m.move_slow
641 /* This isn't perfect, but I don't expect a lot of objects to 840 /* This isn't perfect, but I don't expect a lot of objects to
642 * to have move_allow right now. 841 * have move_allow right now.
643 */ 842 */
644 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 843 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
844 m.invalidate ();
845#else
645 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 846 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
646 m.flags_ = 0; 847 m.invalidate ();
848#endif
647 } 849 }
648 /* if the object is being removed, we can't make intelligent 850 /* if the object is being removed, we can't make intelligent
649 * decisions, because remove_ob can't really pass the object 851 * decisions, because remove_ob can't really pass the object
650 * that is being removed. 852 * that is being removed.
651 */ 853 */
652 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 854 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
653 m.flags_ = 0; 855 m.invalidate ();
654 else if (action == UP_OBJ_FACE) 856 else if (action == UP_OBJ_FACE)
655 /* Nothing to do for that case */ ; 857 /* Nothing to do for that case */ ;
656 else 858 else
657 LOG (llevError, "update_object called with invalid action: %d\n", action); 859 LOG (llevError, "update_object called with invalid action: %d\n", action);
658 860
659 if (op->more) 861 if (op->more)
660 update_object (op->more, action); 862 update_object (op->more, action);
661} 863}
662 864
663object *object::first;
664
665object::object () 865object::object ()
666{ 866{
667 SET_FLAG (this, FLAG_REMOVED); 867 SET_FLAG (this, FLAG_REMOVED);
668 868
669 expmul = 1.0; 869 //expmul = 1.0; declared const for the time being
670 face = blank_face; 870 face = blank_face;
871 material = MATERIAL_NULL;
671} 872}
672 873
673object::~object () 874object::~object ()
674{ 875{
876 unlink ();
877
675 free_key_values (this); 878 free_key_values (this);
676} 879}
677 880
881static int object_count;
882
678void object::link () 883void object::link ()
679{ 884{
680 uuid = gen_uuid (); 885 assert (!index);//D
886 uuid = UUID::gen ();
887 count = ++object_count;
681 888
889 refcnt_inc ();
682 objects.insert (this); 890 objects.insert (this);
683} 891}
684 892
685void object::unlink () 893void object::unlink ()
686{ 894{
895 if (!index)
896 return;
897
687 objects.erase (this); 898 objects.erase (this);
899 refcnt_dec ();
688} 900}
689 901
690void 902void
691object::activate () 903object::activate ()
692{ 904{
693 /* If already on active list, don't do anything */ 905 /* If already on active list, don't do anything */
694 if (active) 906 if (active)
695 return; 907 return;
696 908
697 if (has_active_speed ()) 909 if (has_active_speed ())
910 {
911 if (flag [FLAG_FREED])
912 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
913
698 actives.insert (this); 914 actives.insert (this);
915 }
699} 916}
700 917
701void 918void
702object::activate_recursive () 919object::activate_recursive ()
703{ 920{
752object::destroy_inv (bool drop_to_ground) 969object::destroy_inv (bool drop_to_ground)
753{ 970{
754 // need to check first, because the checks below might segfault 971 // need to check first, because the checks below might segfault
755 // as we might be on an invalid mapspace and crossfire code 972 // as we might be on an invalid mapspace and crossfire code
756 // is too buggy to ensure that the inventory is empty. 973 // is too buggy to ensure that the inventory is empty.
757 // corollary: if you create arrows etc. with stuff in tis inventory, 974 // corollary: if you create arrows etc. with stuff in its inventory,
758 // cf will crash below with off-map x and y 975 // cf will crash below with off-map x and y
759 if (!inv) 976 if (!inv)
760 return; 977 return;
761 978
762 /* Only if the space blocks everything do we not process - 979 /* Only if the space blocks everything do we not process -
763 * if some form of movement is allowed, let objects 980 * if some form of movement is allowed, let objects
764 * drop on that space. 981 * drop on that space.
765 */ 982 */
766 if (!drop_to_ground 983 if (!drop_to_ground
767 || !map 984 || !map
768 || map->in_memory != MAP_IN_MEMORY 985 || map->in_memory != MAP_ACTIVE
986 || map->no_drop
769 || ms ().move_block == MOVE_ALL) 987 || ms ().move_block == MOVE_ALL)
770 { 988 {
771 while (inv) 989 while (inv)
772 {
773 inv->destroy_inv (drop_to_ground);
774 inv->destroy (); 990 inv->destroy ();
775 }
776 } 991 }
777 else 992 else
778 { /* Put objects in inventory onto this space */ 993 { /* Put objects in inventory onto this space */
779 while (inv) 994 while (inv)
780 { 995 {
782 997
783 if (op->flag [FLAG_STARTEQUIP] 998 if (op->flag [FLAG_STARTEQUIP]
784 || op->flag [FLAG_NO_DROP] 999 || op->flag [FLAG_NO_DROP]
785 || op->type == RUNE 1000 || op->type == RUNE
786 || op->type == TRAP 1001 || op->type == TRAP
787 || op->flag [FLAG_IS_A_TEMPLATE]) 1002 || op->flag [FLAG_IS_A_TEMPLATE]
1003 || op->flag [FLAG_DESTROY_ON_DEATH])
788 op->destroy (); 1004 op->destroy ();
789 else 1005 else
790 map->insert (op, x, y); 1006 map->insert (op, x, y);
791 } 1007 }
792 } 1008 }
797 object *op = new object; 1013 object *op = new object;
798 op->link (); 1014 op->link ();
799 return op; 1015 return op;
800} 1016}
801 1017
1018static struct freed_map : maptile
1019{
1020 freed_map ()
1021 {
1022 path = "<freed objects map>";
1023 name = "/internal/freed_objects_map";
1024 width = 3;
1025 height = 3;
1026 no_drop = 1;
1027 no_reset = 1;
1028
1029 alloc ();
1030 in_memory = MAP_ACTIVE;
1031 }
1032
1033 ~freed_map ()
1034 {
1035 destroy ();
1036 }
1037} freed_map; // freed objects are moved here to avoid crashes
1038
802void 1039void
803object::do_destroy () 1040object::do_destroy ()
804{ 1041{
805 if (flag [FLAG_IS_LINKED]) 1042 if (flag [FLAG_IS_LINKED])
806 remove_button_link (this); 1043 remove_link ();
807 1044
808 if (flag [FLAG_FRIENDLY]) 1045 if (flag [FLAG_FRIENDLY])
809 remove_friendly_object (this); 1046 remove_friendly_object (this);
810 1047
811 if (!flag [FLAG_REMOVED])
812 remove (); 1048 remove ();
813 1049
814 if (flag [FLAG_FREED]) 1050 attachable::do_destroy ();
815 return;
816 1051
817 set_speed (0); 1052 deactivate ();
1053 unlink ();
818 1054
819 flag [FLAG_FREED] = 1; 1055 flag [FLAG_FREED] = 1;
820 1056
821 attachable::do_destroy ();
822
823 destroy_inv (true);
824 unlink ();
825
826 // hack to ensure that freed objects still have a valid map 1057 // hack to ensure that freed objects still have a valid map
827 {
828 static maptile *freed_map; // freed objects are moved here to avoid crashes
829
830 if (!freed_map)
831 {
832 freed_map = new maptile;
833
834 freed_map->name = "/internal/freed_objects_map";
835 freed_map->width = 3;
836 freed_map->height = 3;
837
838 freed_map->alloc ();
839 freed_map->in_memory = MAP_IN_MEMORY;
840 }
841
842 map = freed_map; 1058 map = &freed_map;
843 x = 1; 1059 x = 1;
844 y = 1; 1060 y = 1;
845 }
846
847 head = 0;
848 1061
849 if (more) 1062 if (more)
850 { 1063 {
851 more->destroy (); 1064 more->destroy ();
852 more = 0; 1065 more = 0;
853 } 1066 }
854 1067
1068 head = 0;
1069
855 // clear those pointers that likely might have circular references to us 1070 // clear those pointers that likely might cause circular references
856 owner = 0; 1071 owner = 0;
857 enemy = 0; 1072 enemy = 0;
858 attacked_by = 0; 1073 attacked_by = 0;
1074 current_weapon = 0;
859} 1075}
860 1076
861void 1077void
862object::destroy (bool destroy_inventory) 1078object::destroy ()
863{ 1079{
864 if (destroyed ()) 1080 if (destroyed ())
865 return; 1081 return;
866 1082
867 if (destroy_inventory) 1083 if (!is_head () && !head->destroyed ())
1084 {
1085 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1086 head->destroy ();
1087 return;
1088 }
1089
868 destroy_inv (false); 1090 destroy_inv (false);
1091
1092 if (is_head ())
1093 if (sound_destroy)
1094 play_sound (sound_destroy);
1095 else if (flag [FLAG_MONSTER])
1096 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
869 1097
870 attachable::destroy (); 1098 attachable::destroy ();
871}
872
873/*
874 * sub_weight() recursively (outwards) subtracts a number from the
875 * weight of an object (and what is carried by it's environment(s)).
876 */
877void
878sub_weight (object *op, signed long weight)
879{
880 while (op != NULL)
881 {
882 if (op->type == CONTAINER)
883 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
884
885 op->carrying -= weight;
886 op = op->env;
887 }
888} 1099}
889 1100
890/* op->remove (): 1101/* op->remove ():
891 * This function removes the object op from the linked list of objects 1102 * This function removes the object op from the linked list of objects
892 * which it is currently tied to. When this function is done, the 1103 * which it is currently tied to. When this function is done, the
893 * object will have no environment. If the object previously had an 1104 * object will have no environment. If the object previously had an
894 * environment, the x and y coordinates will be updated to 1105 * environment, the x and y coordinates will be updated to
895 * the previous environment. 1106 * the previous environment.
896 * Beware: This function is called from the editor as well!
897 */ 1107 */
898void 1108void
899object::remove () 1109object::do_remove ()
900{ 1110{
901 object *tmp, *last = 0; 1111 if (flag [FLAG_REMOVED])
902 object *otmp;
903
904 if (QUERY_FLAG (this, FLAG_REMOVED))
905 return; 1112 return;
906 1113
907 SET_FLAG (this, FLAG_REMOVED);
908 INVOKE_OBJECT (REMOVE, this); 1114 INVOKE_OBJECT (REMOVE, this);
1115
1116 flag [FLAG_REMOVED] = true;
909 1117
910 if (more) 1118 if (more)
911 more->remove (); 1119 more->remove ();
912 1120
913 /* 1121 /*
914 * In this case, the object to be removed is in someones 1122 * In this case, the object to be removed is in someones
915 * inventory. 1123 * inventory.
916 */ 1124 */
917 if (env) 1125 if (env)
918 { 1126 {
919 if (nrof) 1127 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
920 sub_weight (env, weight * nrof); 1128 if (object *pl = visible_to ())
921 else 1129 esrv_del_item (pl->contr, count);
922 sub_weight (env, weight + carrying); 1130 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
923 1131
924 /* NO_FIX_PLAYER is set when a great many changes are being 1132 adjust_weight (env, -total_weight ());
925 * made to players inventory. If set, avoiding the call
926 * to save cpu time.
927 */
928 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
929 otmp->update_stats ();
930 1133
931 if (above) 1134 object *pl = in_player ();
932 above->below = below;
933 else
934 env->inv = below;
935
936 if (below)
937 below->above = above;
938 1135
939 /* we set up values so that it could be inserted into 1136 /* we set up values so that it could be inserted into
940 * the map, but we don't actually do that - it is up 1137 * the map, but we don't actually do that - it is up
941 * to the caller to decide what we want to do. 1138 * to the caller to decide what we want to do.
942 */ 1139 */
943 x = env->x, y = env->y;
944 map = env->map; 1140 map = env->map;
945 above = 0, below = 0; 1141 x = env->x;
946 env = 0; 1142 y = env->y;
947 }
948 else if (map)
949 {
950 if (type == PLAYER)
951 {
952 --map->players;
953 map->touch ();
954 }
955 1143
956 map->dirty = true; 1144 // make sure cmov optimisation is applicable
957 1145 *(above ? &above->below : &env->inv) = below;
958 /* link the object above us */ 1146 *(below ? &below->above : &above ) = above; // &above is just a dummy
959 if (above)
960 above->below = below;
961 else
962 map->at (x, y).top = below; /* we were top, set new top */
963
964 /* Relink the object below us, if there is one */
965 if (below)
966 below->above = above;
967 else
968 {
969 /* Nothing below, which means we need to relink map object for this space
970 * use translated coordinates in case some oddness with map tiling is
971 * evident
972 */
973 if (GET_MAP_OB (map, x, y) != this)
974 {
975 char *dump = dump_object (this);
976 LOG (llevError,
977 "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);
978 free (dump);
979 dump = dump_object (GET_MAP_OB (map, x, y));
980 LOG (llevError, "%s\n", dump);
981 free (dump);
982 }
983
984 map->at (x, y).bot = above; /* goes on above it. */
985 }
986 1147
987 above = 0; 1148 above = 0;
988 below = 0; 1149 below = 0;
1150 env = 0;
1151
1152 if (pl && pl->is_player ())
1153 {
1154 pl->contr->queue_stats_update ();
1155
1156 if (glow_radius && pl->is_on_map ())
1157 update_all_los (pl->map, pl->x, pl->y);
1158 }
1159 }
1160 else if (map)
1161 {
1162 map->dirty = true;
1163 mapspace &ms = this->ms ();
1164
1165 if (object *pl = ms.player ())
1166 {
1167 if (is_player ())
1168 {
1169 if (!flag [FLAG_WIZPASS])
1170 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1171
1172 // leaving a spot always closes any open container on the ground
1173 if (container && !container->env)
1174 // this causes spurious floorbox updates, but it ensures
1175 // that the CLOSE event is being sent.
1176 close_container ();
1177
1178 --map->players;
1179 map->touch ();
1180 }
1181 else if (pl->container_ () == this)
1182 {
1183 // removing a container should close it
1184 close_container ();
1185 }
1186
1187 esrv_del_item (pl->contr, count);
1188 }
1189
1190 /* link the object above us */
1191 // re-link, make sure compiler can easily use cmove
1192 *(above ? &above->below : &ms.top) = below;
1193 *(below ? &below->above : &ms.bot) = above;
1194
1195 above = 0;
1196 below = 0;
1197
1198 ms.invalidate ();
989 1199
990 if (map->in_memory == MAP_SAVING) 1200 if (map->in_memory == MAP_SAVING)
991 return; 1201 return;
992 1202
993 int check_walk_off = !flag [FLAG_NO_APPLY]; 1203 int check_walk_off = !flag [FLAG_NO_APPLY];
994 1204
995 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1205 if (object *pl = ms.player ())
996 { 1206 {
997 /* No point updating the players look faces if he is the object 1207 if (pl->container_ () == this)
998 * being removed.
999 */
1000
1001 if (tmp->type == PLAYER && tmp != this)
1002 {
1003 /* If a container that the player is currently using somehow gets 1208 /* If a container that the player is currently using somehow gets
1004 * removed (most likely destroyed), update the player view 1209 * removed (most likely destroyed), update the player view
1005 * appropriately. 1210 * appropriately.
1006 */ 1211 */
1007 if (tmp->container == this) 1212 pl->close_container ();
1008 {
1009 flag [FLAG_APPLIED] = 0;
1010 tmp->container = 0;
1011 }
1012 1213
1214 //TODO: the floorbox prev/next might need updating
1215 //esrv_del_item (pl->contr, count);
1216 //TODO: update floorbox to preserve ordering
1013 if (tmp->contr->ns) 1217 if (pl->contr->ns)
1014 tmp->contr->ns->floorbox_update (); 1218 pl->contr->ns->floorbox_update ();
1219 }
1220
1221 if (check_walk_off)
1222 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1223 {
1224 above = tmp->above;
1225
1226 /* No point updating the players look faces if he is the object
1227 * being removed.
1015 } 1228 */
1016 1229
1017 /* See if object moving off should effect something */ 1230 /* See if object moving off should effect something */
1018 if (check_walk_off
1019 && ((move_type & tmp->move_off) 1231 if ((move_type & tmp->move_off)
1020 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1232 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1021 {
1022 move_apply (tmp, this, 0); 1233 move_apply (tmp, this, 0);
1023
1024 if (destroyed ())
1025 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1026 } 1234 }
1027 1235
1028 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1236 if (affects_los ())
1029 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1030 if (tmp->above == tmp)
1031 tmp->above = 0;
1032
1033 last = tmp;
1034 }
1035
1036 /* last == NULL if there are no objects on this space */
1037 //TODO: this makes little sense, why only update the topmost object?
1038 if (!last)
1039 map->at (x, y).flags_ = 0;
1040 else
1041 update_object (last, UP_OBJ_REMOVE);
1042
1043 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1044 update_all_los (map, x, y); 1237 update_all_los (map, x, y);
1045 } 1238 }
1046} 1239}
1047 1240
1048/* 1241/*
1057merge_ob (object *op, object *top) 1250merge_ob (object *op, object *top)
1058{ 1251{
1059 if (!op->nrof) 1252 if (!op->nrof)
1060 return 0; 1253 return 0;
1061 1254
1062 if (top) 1255 if (!top)
1063 for (top = op; top && top->above; top = top->above) 1256 for (top = op; top && top->above; top = top->above)
1064 ; 1257 ;
1065 1258
1066 for (; top; top = top->below) 1259 for (; top; top = top->below)
1067 {
1068 if (top == op)
1069 continue;
1070
1071 if (object::can_merge (op, top)) 1260 if (object::can_merge (op, top))
1072 { 1261 {
1073 top->nrof += op->nrof; 1262 top->nrof += op->nrof;
1074 1263
1075/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1264 if (object *pl = top->visible_to ())
1076 op->weight = 0; /* Don't want any adjustements now */ 1265 esrv_update_item (UPD_NROF, pl, top);
1266
1267 op->weight = 0; // cancel the addition above
1268 op->carrying = 0; // must be 0 already
1269
1077 op->destroy (); 1270 op->destroy ();
1271
1078 return top; 1272 return top;
1079 } 1273 }
1080 }
1081 1274
1082 return 0; 1275 return 0;
1083} 1276}
1084 1277
1278void
1279object::expand_tail ()
1280{
1281 if (more)
1282 return;
1283
1284 object *prev = this;
1285
1286 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1287 {
1288 object *op = at->instance ();
1289
1290 op->name = name;
1291 op->name_pl = name_pl;
1292 op->title = title;
1293
1294 op->head = this;
1295 prev->more = op;
1296
1297 prev = op;
1298 }
1299}
1300
1085/* 1301/*
1086 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1302 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1087 * job preparing multi-part monsters 1303 * job preparing multi-part monsters.
1088 */ 1304 */
1089object * 1305object *
1090insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1306insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1091{ 1307{
1308 op->remove ();
1309
1092 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1310 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1093 { 1311 {
1094 tmp->x = x + tmp->arch->clone.x; 1312 tmp->x = x + tmp->arch->x;
1095 tmp->y = y + tmp->arch->clone.y; 1313 tmp->y = y + tmp->arch->y;
1096 } 1314 }
1097 1315
1098 return insert_ob_in_map (op, m, originator, flag); 1316 return insert_ob_in_map (op, m, originator, flag);
1099} 1317}
1100 1318
1113 * Passing 0 for flag gives proper default values, so flag really only needs 1331 * Passing 0 for flag gives proper default values, so flag really only needs
1114 * to be set if special handling is needed. 1332 * to be set if special handling is needed.
1115 * 1333 *
1116 * Return value: 1334 * Return value:
1117 * new object if 'op' was merged with other object 1335 * new object if 'op' was merged with other object
1118 * NULL if 'op' was destroyed 1336 * NULL if there was an error (destroyed, blocked etc.)
1119 * just 'op' otherwise 1337 * just 'op' otherwise
1120 */ 1338 */
1121object * 1339object *
1122insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1340insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1123{ 1341{
1124 object *tmp, *top, *floor = NULL; 1342 op->remove ();
1125 sint16 x, y;
1126 1343
1127 if (QUERY_FLAG (op, FLAG_FREED)) 1344 if (m == &freed_map)//D TODO: remove soon
1128 { 1345 {//D
1129 LOG (llevError, "Trying to insert freed object!\n"); 1346 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1130 return NULL;
1131 } 1347 }//D
1132
1133 if (!m)
1134 {
1135 char *dump = dump_object (op);
1136 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1137 free (dump);
1138 return op;
1139 }
1140
1141 if (out_of_map (m, op->x, op->y))
1142 {
1143 char *dump = dump_object (op);
1144 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1145#ifdef MANY_CORES
1146 /* Better to catch this here, as otherwise the next use of this object
1147 * is likely to cause a crash. Better to find out where it is getting
1148 * improperly inserted.
1149 */
1150 abort ();
1151#endif
1152 free (dump);
1153 return op;
1154 }
1155
1156 if (!QUERY_FLAG (op, FLAG_REMOVED))
1157 {
1158 char *dump = dump_object (op);
1159 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1160 free (dump);
1161 return op;
1162 }
1163
1164 if (op->more)
1165 {
1166 /* The part may be on a different map. */
1167
1168 object *more = op->more;
1169
1170 /* We really need the caller to normalise coordinates - if
1171 * we set the map, that doesn't work if the location is within
1172 * a map and this is straddling an edge. So only if coordinate
1173 * is clear wrong do we normalise it.
1174 */
1175 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1176 more->map = get_map_from_coord (m, &more->x, &more->y);
1177 else if (!more->map)
1178 {
1179 /* For backwards compatibility - when not dealing with tiled maps,
1180 * more->map should always point to the parent.
1181 */
1182 more->map = m;
1183 }
1184
1185 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1186 {
1187 if (!op->head)
1188 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1189
1190 return 0;
1191 }
1192 }
1193
1194 CLEAR_FLAG (op, FLAG_REMOVED);
1195 1348
1196 /* Ideally, the caller figures this out. However, it complicates a lot 1349 /* Ideally, the caller figures this out. However, it complicates a lot
1197 * of areas of callers (eg, anything that uses find_free_spot would now 1350 * of areas of callers (eg, anything that uses find_free_spot would now
1198 * need extra work 1351 * need extra work
1199 */ 1352 */
1200 op->map = get_map_from_coord (m, &op->x, &op->y); 1353 maptile *newmap = m;
1201 x = op->x; 1354 if (!xy_normalise (newmap, op->x, op->y))
1202 y = op->y; 1355 {
1356 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1357 return 0;
1358 }
1359
1360 if (object *more = op->more)
1361 if (!insert_ob_in_map (more, m, originator, flag))
1362 return 0;
1363
1364 op->flag [FLAG_REMOVED] = false;
1365 op->env = 0;
1366 op->map = newmap;
1367
1368 mapspace &ms = op->ms ();
1203 1369
1204 /* this has to be done after we translate the coordinates. 1370 /* this has to be done after we translate the coordinates.
1205 */ 1371 */
1206 if (op->nrof && !(flag & INS_NO_MERGE)) 1372 if (op->nrof && !(flag & INS_NO_MERGE))
1207 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1373 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1208 if (object::can_merge (op, tmp)) 1374 if (object::can_merge (op, tmp))
1209 { 1375 {
1376 // TODO: we actually want to update tmp, not op,
1377 // but some caller surely breaks when we return tmp
1378 // from here :/
1210 op->nrof += tmp->nrof; 1379 op->nrof += tmp->nrof;
1211 tmp->destroy (); 1380 tmp->destroy ();
1212 } 1381 }
1213 1382
1214 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1383 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1223 { 1392 {
1224 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1393 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1225 abort (); 1394 abort ();
1226 } 1395 }
1227 1396
1397 if (!originator->is_on_map ())
1398 {
1399 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1400 op->debug_desc (), originator->debug_desc ());
1401 abort ();
1402 }
1403
1228 op->above = originator; 1404 op->above = originator;
1229 op->below = originator->below; 1405 op->below = originator->below;
1230
1231 if (op->below)
1232 op->below->above = op;
1233 else
1234 op->ms ().bot = op;
1235
1236 /* since *below* originator, no need to update top */
1237 originator->below = op; 1406 originator->below = op;
1407
1408 *(op->below ? &op->below->above : &ms.bot) = op;
1238 } 1409 }
1239 else 1410 else
1240 { 1411 {
1412 object *floor = 0;
1413 object *top = ms.top;
1414
1241 /* If there are other objects, then */ 1415 /* If there are other objects, then */
1242 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1416 if (top)
1243 { 1417 {
1244 object *last = 0;
1245
1246 /* 1418 /*
1247 * If there are multiple objects on this space, we do some trickier handling. 1419 * If there are multiple objects on this space, we do some trickier handling.
1248 * We've already dealt with merging if appropriate. 1420 * We've already dealt with merging if appropriate.
1249 * Generally, we want to put the new object on top. But if 1421 * Generally, we want to put the new object on top. But if
1250 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1422 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1253 * once we get to them. This reduces the need to traverse over all of 1425 * once we get to them. This reduces the need to traverse over all of
1254 * them when adding another one - this saves quite a bit of cpu time 1426 * them when adding another one - this saves quite a bit of cpu time
1255 * when lots of spells are cast in one area. Currently, it is presumed 1427 * when lots of spells are cast in one area. Currently, it is presumed
1256 * that flying non pickable objects are spell objects. 1428 * that flying non pickable objects are spell objects.
1257 */ 1429 */
1258 while (top) 1430 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1259 { 1431 {
1260 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1432 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1261 floor = top; 1433 floor = tmp;
1262 1434
1263 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1435 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1264 { 1436 {
1265 /* We insert above top, so we want this object below this */ 1437 /* We insert above top, so we want this object below this */
1266 top = top->below; 1438 top = tmp->below;
1267 break; 1439 break;
1268 } 1440 }
1269 1441
1270 last = top;
1271 top = top->above; 1442 top = tmp;
1272 } 1443 }
1273
1274 /* Don't want top to be NULL, so set it to the last valid object */
1275 top = last;
1276 1444
1277 /* We let update_position deal with figuring out what the space 1445 /* We let update_position deal with figuring out what the space
1278 * looks like instead of lots of conditions here. 1446 * looks like instead of lots of conditions here.
1279 * makes things faster, and effectively the same result. 1447 * makes things faster, and effectively the same result.
1280 */ 1448 */
1281 1449
1282 /* Have object 'fall below' other objects that block view. 1450 /* Have object 'fall below' other objects that block view.
1283 * Unless those objects are exits, type 66 1451 * Unless those objects are exits.
1284 * If INS_ON_TOP is used, don't do this processing 1452 * If INS_ON_TOP is used, don't do this processing
1285 * Need to find the object that in fact blocks view, otherwise 1453 * Need to find the object that in fact blocks view, otherwise
1286 * stacking is a bit odd. 1454 * stacking is a bit odd.
1287 */ 1455 */
1288 if (!(flag & INS_ON_TOP) && 1456 if (!(flag & INS_ON_TOP)
1289 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1457 && ms.flags () & P_BLOCKSVIEW
1458 && (op->face && !faces [op->face].visibility))
1290 { 1459 {
1460 object *last;
1461
1291 for (last = top; last != floor; last = last->below) 1462 for (last = top; last != floor; last = last->below)
1292 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1463 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1293 break; 1464 break;
1465
1294 /* Check to see if we found the object that blocks view, 1466 /* Check to see if we found the object that blocks view,
1295 * and make sure we have a below pointer for it so that 1467 * and make sure we have a below pointer for it so that
1296 * we can get inserted below this one, which requires we 1468 * we can get inserted below this one, which requires we
1297 * set top to the object below us. 1469 * set top to the object below us.
1298 */ 1470 */
1299 if (last && last->below && last != floor) 1471 if (last && last->below && last != floor)
1300 top = last->below; 1472 top = last->below;
1301 } 1473 }
1302 } /* If objects on this space */ 1474 } /* If objects on this space */
1303 1475
1304 if (flag & INS_MAP_LOAD)
1305 top = GET_MAP_TOP (op->map, op->x, op->y);
1306
1307 if (flag & INS_ABOVE_FLOOR_ONLY) 1476 if (flag & INS_ABOVE_FLOOR_ONLY)
1308 top = floor; 1477 top = floor;
1309 1478
1310 /* Top is the object that our object (op) is going to get inserted above. 1479 // insert object above top, or bottom-most if top = 0
1311 */
1312
1313 /* First object on this space */
1314 if (!top) 1480 if (!top)
1315 { 1481 {
1316 op->above = GET_MAP_OB (op->map, op->x, op->y);
1317
1318 if (op->above)
1319 op->above->below = op;
1320
1321 op->below = 0; 1482 op->below = 0;
1483 op->above = ms.bot;
1322 op->ms ().bot = op; 1484 ms.bot = op;
1485
1486 *(op->above ? &op->above->below : &ms.top) = op;
1323 } 1487 }
1324 else 1488 else
1325 { /* get inserted into the stack above top */ 1489 {
1326 op->above = top->above; 1490 op->above = top->above;
1327
1328 if (op->above)
1329 op->above->below = op; 1491 top->above = op;
1330 1492
1331 op->below = top; 1493 op->below = top;
1332 top->above = op; 1494 *(op->above ? &op->above->below : &ms.top) = op;
1333 } 1495 }
1496 }
1334 1497
1335 if (!op->above) 1498 if (op->is_player ())
1336 op->ms ().top = op;
1337 } /* else not INS_BELOW_ORIGINATOR */
1338
1339 if (op->type == PLAYER)
1340 { 1499 {
1341 op->contr->do_los = 1; 1500 op->contr->do_los = 1;
1342 ++op->map->players; 1501 ++op->map->players;
1343 op->map->touch (); 1502 op->map->touch ();
1344 } 1503 }
1345 1504
1346 op->map->dirty = true; 1505 op->map->dirty = true;
1347 1506
1348 /* If we have a floor, we know the player, if any, will be above
1349 * it, so save a few ticks and start from there.
1350 */
1351 if (!(flag & INS_MAP_LOAD))
1352 if (object *pl = op->ms ().player ()) 1507 if (object *pl = ms.player ())
1508 //TODO: the floorbox prev/next might need updating
1509 //esrv_send_item (pl, op);
1510 //TODO: update floorbox to preserve ordering
1353 if (pl->contr->ns) 1511 if (pl->contr->ns)
1354 pl->contr->ns->floorbox_update (); 1512 pl->contr->ns->floorbox_update ();
1355 1513
1356 /* If this object glows, it may affect lighting conditions that are 1514 /* If this object glows, it may affect lighting conditions that are
1357 * visible to others on this map. But update_all_los is really 1515 * visible to others on this map. But update_all_los is really
1358 * an inefficient way to do this, as it means los for all players 1516 * an inefficient way to do this, as it means los for all players
1359 * on the map will get recalculated. The players could very well 1517 * on the map will get recalculated. The players could very well
1360 * be far away from this change and not affected in any way - 1518 * be far away from this change and not affected in any way -
1361 * this should get redone to only look for players within range, 1519 * this should get redone to only look for players within range,
1362 * or just updating the P_UPTODATE for spaces within this area 1520 * or just updating the P_UPTODATE for spaces within this area
1363 * of effect may be sufficient. 1521 * of effect may be sufficient.
1364 */ 1522 */
1365 if (op->map->darkness && (op->glow_radius != 0)) 1523 if (op->affects_los ())
1524 {
1525 op->ms ().invalidate ();
1366 update_all_los (op->map, op->x, op->y); 1526 update_all_los (op->map, op->x, op->y);
1527 }
1367 1528
1368 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1529 /* updates flags (blocked, alive, no magic, etc) for this map space */
1369 update_object (op, UP_OBJ_INSERT); 1530 update_object (op, UP_OBJ_INSERT);
1370 1531
1371 INVOKE_OBJECT (INSERT, op); 1532 INVOKE_OBJECT (INSERT, op);
1378 * blocked() and wall() work properly), and these flags are updated by 1539 * blocked() and wall() work properly), and these flags are updated by
1379 * update_object(). 1540 * update_object().
1380 */ 1541 */
1381 1542
1382 /* if this is not the head or flag has been passed, don't check walk on status */ 1543 /* if this is not the head or flag has been passed, don't check walk on status */
1383 if (!(flag & INS_NO_WALK_ON) && !op->head) 1544 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1384 { 1545 {
1385 if (check_move_on (op, originator)) 1546 if (check_move_on (op, originator))
1386 return 0; 1547 return 0;
1387 1548
1388 /* If we are a multi part object, lets work our way through the check 1549 /* If we are a multi part object, lets work our way through the check
1389 * walk on's. 1550 * walk on's.
1390 */ 1551 */
1391 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1552 for (object *tmp = op->more; tmp; tmp = tmp->more)
1392 if (check_move_on (tmp, originator)) 1553 if (check_move_on (tmp, originator))
1393 return 0; 1554 return 0;
1394 } 1555 }
1395 1556
1396 return op; 1557 return op;
1399/* this function inserts an object in the map, but if it 1560/* this function inserts an object in the map, but if it
1400 * finds an object of its own type, it'll remove that one first. 1561 * finds an object of its own type, it'll remove that one first.
1401 * op is the object to insert it under: supplies x and the map. 1562 * op is the object to insert it under: supplies x and the map.
1402 */ 1563 */
1403void 1564void
1404replace_insert_ob_in_map (const char *arch_string, object *op) 1565replace_insert_ob_in_map (shstr_tmp archname, object *op)
1405{ 1566{
1406 object *tmp, *tmp1;
1407
1408 /* first search for itself and remove any old instances */ 1567 /* first search for itself and remove any old instances */
1409 1568
1410 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1569 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1411 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1570 if (tmp->arch->archname == archname) /* same archetype */
1412 tmp->destroy (); 1571 tmp->destroy ();
1413 1572
1414 tmp1 = arch_to_object (archetype::find (arch_string)); 1573 object *tmp = archetype::find (archname)->instance ();
1415 1574
1416 tmp1->x = op->x; 1575 tmp->x = op->x;
1417 tmp1->y = op->y; 1576 tmp->y = op->y;
1577
1418 insert_ob_in_map (tmp1, op->map, op, 0); 1578 insert_ob_in_map (tmp, op->map, op, 0);
1419} 1579}
1420 1580
1421object * 1581object *
1422object::insert_at (object *where, object *originator, int flags) 1582object::insert_at (object *where, object *originator, int flags)
1423{ 1583{
1584 if (where->env)
1585 return where->env->insert (this);
1586 else
1424 where->map->insert (this, where->x, where->y, originator, flags); 1587 return where->map->insert (this, where->x, where->y, originator, flags);
1425} 1588}
1426 1589
1427/* 1590// check whether we can put this into the map, respect max_volume, max_items
1428 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1591bool
1429 * is returned contains nr objects, and the remaining parts contains 1592object::can_drop_at (maptile *m, int x, int y, object *originator)
1430 * the rest (or is removed and freed if that number is 0).
1431 * On failure, NULL is returned, and the reason put into the
1432 * global static errmsg array.
1433 */
1434object *
1435get_split_ob (object *orig_ob, uint32 nr)
1436{ 1593{
1437 object *newob; 1594 mapspace &ms = m->at (x, y);
1438 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1439 1595
1440 if (orig_ob->nrof < nr) 1596 int items = ms.items ();
1441 {
1442 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1443 return NULL;
1444 }
1445 1597
1446 newob = object_create_clone (orig_ob); 1598 if (!items // testing !items ensures we can drop at least one item
1599 || (items < m->max_items
1600 && ms.volume () < m->max_volume))
1601 return true;
1447 1602
1448 if ((orig_ob->nrof -= nr) < 1) 1603 if (originator && originator->is_player ())
1449 orig_ob->destroy (1); 1604 originator->contr->failmsg (format (
1450 else if (!is_removed) 1605 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1451 { 1606 query_name ()
1452 if (orig_ob->env != NULL) 1607 ));
1453 sub_weight (orig_ob->env, orig_ob->weight * nr);
1454 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1455 {
1456 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1457 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1458 return NULL;
1459 }
1460 }
1461 1608
1462 newob->nrof = nr; 1609 return false;
1463
1464 return newob;
1465} 1610}
1466 1611
1467/* 1612/*
1468 * decrease_ob_nr(object, number) decreases a specified number from 1613 * decrease(object, number) decreases a specified number from
1469 * the amount of an object. If the amount reaches 0, the object 1614 * the amount of an object. If the amount reaches 0, the object
1470 * is subsequently removed and freed. 1615 * is subsequently removed and freed.
1471 * 1616 *
1472 * Return value: 'op' if something is left, NULL if the amount reached 0 1617 * Return value: 'op' if something is left, NULL if the amount reached 0
1473 */ 1618 */
1619bool
1620object::decrease (sint32 nr)
1621{
1622 if (!nr)
1623 return true;
1474 1624
1625 nr = min (nr, nrof);
1626
1627 if (nrof > nr)
1628 {
1629 nrof -= nr;
1630 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1631
1632 if (object *pl = visible_to ())
1633 esrv_update_item (UPD_NROF, pl, this);
1634
1635 return true;
1636 }
1637 else
1638 {
1639 destroy ();
1640 return false;
1641 }
1642}
1643
1644/*
1645 * split(ob,nr) splits up ob into two parts. The part which
1646 * is returned contains nr objects, and the remaining parts contains
1647 * the rest (or is removed and returned if that number is 0).
1648 * On failure, NULL is returned.
1649 */
1475object * 1650object *
1476decrease_ob_nr (object *op, uint32 i) 1651object::split (sint32 nr)
1477{ 1652{
1478 object *tmp; 1653 int have = number_of ();
1479 1654
1480 if (i == 0) /* objects with op->nrof require this check */ 1655 if (have < nr)
1481 return op; 1656 return 0;
1482 1657 else if (have == nr)
1483 if (i > op->nrof)
1484 i = op->nrof;
1485
1486 if (QUERY_FLAG (op, FLAG_REMOVED))
1487 op->nrof -= i;
1488 else if (op->env)
1489 { 1658 {
1490 /* is this object in the players inventory, or sub container
1491 * therein?
1492 */
1493 tmp = op->in_player ();
1494 /* nope. Is this a container the player has opened?
1495 * If so, set tmp to that player.
1496 * IMO, searching through all the players will mostly
1497 * likely be quicker than following op->env to the map,
1498 * and then searching the map for a player.
1499 */
1500 if (!tmp)
1501 for_all_players (pl)
1502 if (pl->ob->container == op->env)
1503 {
1504 tmp = pl->ob;
1505 break;
1506 }
1507
1508 if (i < op->nrof)
1509 {
1510 sub_weight (op->env, op->weight * i);
1511 op->nrof -= i;
1512 if (tmp)
1513 esrv_send_item (tmp, op);
1514 }
1515 else
1516 {
1517 op->remove (); 1659 remove ();
1518 op->nrof = 0; 1660 return this;
1519 if (tmp)
1520 esrv_del_item (tmp->contr, op->count);
1521 }
1522 } 1661 }
1523 else 1662 else
1524 { 1663 {
1525 object *above = op->above; 1664 decrease (nr);
1526 1665
1527 if (i < op->nrof) 1666 object *op = deep_clone ();
1528 op->nrof -= i; 1667 op->nrof = nr;
1529 else
1530 {
1531 op->remove ();
1532 op->nrof = 0;
1533 }
1534
1535 /* Since we just removed op, op->above is null */
1536 for (tmp = above; tmp; tmp = tmp->above)
1537 if (tmp->type == PLAYER)
1538 {
1539 if (op->nrof)
1540 esrv_send_item (tmp, op);
1541 else
1542 esrv_del_item (tmp->contr, op->count);
1543 }
1544 }
1545
1546 if (op->nrof)
1547 return op; 1668 return op;
1548 else
1549 {
1550 op->destroy ();
1551 return 0;
1552 }
1553}
1554
1555/*
1556 * add_weight(object, weight) adds the specified weight to an object,
1557 * and also updates how much the environment(s) is/are carrying.
1558 */
1559
1560void
1561add_weight (object *op, signed long weight)
1562{
1563 while (op != NULL)
1564 {
1565 if (op->type == CONTAINER)
1566 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1567
1568 op->carrying += weight;
1569 op = op->env;
1570 } 1669 }
1571} 1670}
1572 1671
1573object * 1672object *
1574insert_ob_in_ob (object *op, object *where) 1673insert_ob_in_ob (object *op, object *where)
1579 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1678 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1580 free (dump); 1679 free (dump);
1581 return op; 1680 return op;
1582 } 1681 }
1583 1682
1584 if (where->head) 1683 if (where->head_ () != where)
1585 { 1684 {
1586 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1685 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1587 where = where->head; 1686 where = where->head;
1588 } 1687 }
1589 1688
1590 return where->insert (op); 1689 return where->insert (op);
1591} 1690}
1596 * inside the object environment. 1695 * inside the object environment.
1597 * 1696 *
1598 * The function returns now pointer to inserted item, and return value can 1697 * The function returns now pointer to inserted item, and return value can
1599 * be != op, if items are merged. -Tero 1698 * be != op, if items are merged. -Tero
1600 */ 1699 */
1601
1602object * 1700object *
1603object::insert (object *op) 1701object::insert (object *op)
1604{ 1702{
1605 object *tmp, *otmp;
1606
1607 if (!QUERY_FLAG (op, FLAG_REMOVED))
1608 op->remove ();
1609
1610 if (op->more) 1703 if (op->more)
1611 { 1704 {
1612 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1705 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1613 return op; 1706 return op;
1614 } 1707 }
1615 1708
1616 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1709 op->remove ();
1617 CLEAR_FLAG (op, FLAG_REMOVED); 1710
1711 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1712
1618 if (op->nrof) 1713 if (op->nrof)
1619 {
1620 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1714 for (object *tmp = inv; tmp; tmp = tmp->below)
1621 if (object::can_merge (tmp, op)) 1715 if (object::can_merge (tmp, op))
1622 { 1716 {
1623 /* return the original object and remove inserted object 1717 /* return the original object and remove inserted object
1624 (client needs the original object) */ 1718 (client needs the original object) */
1625 tmp->nrof += op->nrof; 1719 tmp->nrof += op->nrof;
1626 /* Weight handling gets pretty funky. Since we are adding to 1720
1627 * tmp->nrof, we need to increase the weight. 1721 if (object *pl = tmp->visible_to ())
1628 */ 1722 esrv_update_item (UPD_NROF, pl, tmp);
1723
1629 add_weight (this, op->weight * op->nrof); 1724 adjust_weight (this, op->total_weight ());
1630 SET_FLAG (op, FLAG_REMOVED); 1725
1631 op->destroy (); /* free the inserted object */ 1726 op->destroy ();
1632 op = tmp; 1727 op = tmp;
1633 op->remove (); /* and fix old object's links */ 1728 goto inserted;
1634 CLEAR_FLAG (op, FLAG_REMOVED);
1635 break;
1636 } 1729 }
1637 1730
1638 /* I assume combined objects have no inventory 1731 op->owner = 0; // it's his/hers now. period.
1639 * We add the weight - this object could have just been removed
1640 * (if it was possible to merge). calling remove_ob will subtract
1641 * the weight, so we need to add it in again, since we actually do
1642 * the linking below
1643 */
1644 add_weight (this, op->weight * op->nrof);
1645 }
1646 else
1647 add_weight (this, (op->weight + op->carrying));
1648
1649 otmp = this->in_player ();
1650 if (otmp && otmp->contr)
1651 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1652 otmp->update_stats ();
1653
1654 op->map = 0; 1732 op->map = 0;
1655 op->env = this; 1733 op->x = 0;
1734 op->y = 0;
1735
1656 op->above = 0; 1736 op->above = 0;
1657 op->below = 0; 1737 op->below = inv;
1658 op->x = 0, op->y = 0; 1738 op->env = this;
1659 1739
1740 if (inv)
1741 inv->above = op;
1742
1743 inv = op;
1744
1745 op->flag [FLAG_REMOVED] = 0;
1746
1747 if (object *pl = op->visible_to ())
1748 esrv_send_item (pl, op);
1749
1750 adjust_weight (this, op->total_weight ());
1751
1752inserted:
1660 /* reset the light list and los of the players on the map */ 1753 /* reset the light list and los of the players on the map */
1661 if ((op->glow_radius != 0) && map) 1754 if (op->glow_radius && is_on_map ())
1662 { 1755 {
1663#ifdef DEBUG_LIGHTS 1756 update_stats ();
1664 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1665#endif /* DEBUG_LIGHTS */
1666 if (map->darkness)
1667 update_all_los (map, x, y); 1757 update_all_los (map, x, y);
1668 }
1669
1670 /* Client has no idea of ordering so lets not bother ordering it here.
1671 * It sure simplifies this function...
1672 */
1673 if (!inv)
1674 inv = op;
1675 else
1676 { 1758 }
1677 op->below = inv; 1759 else if (is_player ())
1678 op->below->above = op; 1760 // if this is a player's inventory, update stats
1679 inv = op; 1761 contr->queue_stats_update ();
1680 }
1681 1762
1682 INVOKE_OBJECT (INSERT, this); 1763 INVOKE_OBJECT (INSERT, this);
1683 1764
1684 return op; 1765 return op;
1685} 1766}
1705 * on top. 1786 * on top.
1706 */ 1787 */
1707int 1788int
1708check_move_on (object *op, object *originator) 1789check_move_on (object *op, object *originator)
1709{ 1790{
1791 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1792 return 0;
1793
1710 object *tmp; 1794 object *tmp;
1711 maptile *m = op->map; 1795 maptile *m = op->map;
1712 int x = op->x, y = op->y; 1796 int x = op->x, y = op->y;
1713 1797
1714 MoveType move_on, move_slow, move_block; 1798 mapspace &ms = m->at (x, y);
1715 1799
1716 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1800 ms.update ();
1717 return 0;
1718 1801
1719 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1802 MoveType move_on = ms.move_on;
1720 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1803 MoveType move_slow = ms.move_slow;
1721 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1804 MoveType move_block = ms.move_block;
1722 1805
1723 /* if nothing on this space will slow op down or be applied, 1806 /* if nothing on this space will slow op down or be applied,
1724 * no need to do checking below. have to make sure move_type 1807 * no need to do checking below. have to make sure move_type
1725 * is set, as lots of objects don't have it set - we treat that 1808 * is set, as lots of objects don't have it set - we treat that
1726 * as walking. 1809 * as walking.
1737 return 0; 1820 return 0;
1738 1821
1739 /* The objects have to be checked from top to bottom. 1822 /* The objects have to be checked from top to bottom.
1740 * Hence, we first go to the top: 1823 * Hence, we first go to the top:
1741 */ 1824 */
1742 1825 for (object *next, *tmp = ms.top; tmp; tmp = next)
1743 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1744 {
1745 /* Trim the search when we find the first other spell effect
1746 * this helps performance so that if a space has 50 spell objects,
1747 * we don't need to check all of them.
1748 */
1749 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1750 break;
1751 } 1826 {
1827 next = tmp->below;
1752 1828
1753 for (; tmp; tmp = tmp->below)
1754 {
1755 if (tmp == op) 1829 if (tmp == op)
1756 continue; /* Can't apply yourself */ 1830 continue; /* Can't apply yourself */
1757 1831
1758 /* Check to see if one of the movement types should be slowed down. 1832 /* Check to see if one of the movement types should be slowed down.
1759 * Second check makes sure that the movement types not being slowed 1833 * Second check makes sure that the movement types not being slowed
1764 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1838 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1765 { 1839 {
1766 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1840 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1767 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1841 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1768 { 1842 {
1769
1770 float
1771 diff = tmp->move_slow_penalty * FABS (op->speed); 1843 float diff = tmp->move_slow_penalty * fabs (op->speed);
1772 1844
1773 if (op->type == PLAYER) 1845 if (op->is_player ())
1774 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1846 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1775 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1847 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1776 diff /= 4.0; 1848 diff /= 4.0;
1777 1849
1778 op->speed_left -= diff; 1850 op->speed_left -= diff;
1779 } 1851 }
1780 } 1852 }
1813 LOG (llevError, "Present_arch called outside map.\n"); 1885 LOG (llevError, "Present_arch called outside map.\n");
1814 return NULL; 1886 return NULL;
1815 } 1887 }
1816 1888
1817 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1889 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1818 if (tmp->arch == at) 1890 if (tmp->arch->archname == at->archname)
1819 return tmp; 1891 return tmp;
1820 1892
1821 return NULL; 1893 return NULL;
1822} 1894}
1823 1895
1887 * The first matching object is returned, or NULL if none. 1959 * The first matching object is returned, or NULL if none.
1888 */ 1960 */
1889object * 1961object *
1890present_arch_in_ob (const archetype *at, const object *op) 1962present_arch_in_ob (const archetype *at, const object *op)
1891{ 1963{
1892 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1964 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1893 if (tmp->arch == at) 1965 if (tmp->arch->archname == at->archname)
1894 return tmp; 1966 return tmp;
1895 1967
1896 return NULL; 1968 return NULL;
1897} 1969}
1898 1970
1900 * activate recursively a flag on an object inventory 1972 * activate recursively a flag on an object inventory
1901 */ 1973 */
1902void 1974void
1903flag_inv (object *op, int flag) 1975flag_inv (object *op, int flag)
1904{ 1976{
1905 if (op->inv)
1906 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1977 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1907 { 1978 {
1908 SET_FLAG (tmp, flag); 1979 SET_FLAG (tmp, flag);
1909 flag_inv (tmp, flag); 1980 flag_inv (tmp, flag);
1910 } 1981 }
1911} 1982}
1912 1983
1913/* 1984/*
1914 * deactivate recursively a flag on an object inventory 1985 * deactivate recursively a flag on an object inventory
1915 */ 1986 */
1916void 1987void
1917unflag_inv (object *op, int flag) 1988unflag_inv (object *op, int flag)
1918{ 1989{
1919 if (op->inv)
1920 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1990 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1921 { 1991 {
1922 CLEAR_FLAG (tmp, flag); 1992 CLEAR_FLAG (tmp, flag);
1923 unflag_inv (tmp, flag); 1993 unflag_inv (tmp, flag);
1924 } 1994 }
1925}
1926
1927/*
1928 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1929 * all it's inventory (recursively).
1930 * If checksums are used, a player will get set_cheat called for
1931 * him/her-self and all object carried by a call to this function.
1932 */
1933void
1934set_cheat (object *op)
1935{
1936 SET_FLAG (op, FLAG_WAS_WIZ);
1937 flag_inv (op, FLAG_WAS_WIZ);
1938} 1995}
1939 1996
1940/* 1997/*
1941 * find_free_spot(object, map, x, y, start, stop) will search for 1998 * find_free_spot(object, map, x, y, start, stop) will search for
1942 * a spot at the given map and coordinates which will be able to contain 1999 * a spot at the given map and coordinates which will be able to contain
1944 * to search (see the freearr_x/y[] definition). 2001 * to search (see the freearr_x/y[] definition).
1945 * It returns a random choice among the alternatives found. 2002 * It returns a random choice among the alternatives found.
1946 * start and stop are where to start relative to the free_arr array (1,9 2003 * start and stop are where to start relative to the free_arr array (1,9
1947 * does all 4 immediate directions). This returns the index into the 2004 * does all 4 immediate directions). This returns the index into the
1948 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2005 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1949 * Note - this only checks to see if there is space for the head of the
1950 * object - if it is a multispace object, this should be called for all
1951 * pieces.
1952 * Note2: This function does correctly handle tiled maps, but does not 2006 * Note: This function does correctly handle tiled maps, but does not
1953 * inform the caller. However, insert_ob_in_map will update as 2007 * inform the caller. However, insert_ob_in_map will update as
1954 * necessary, so the caller shouldn't need to do any special work. 2008 * necessary, so the caller shouldn't need to do any special work.
1955 * Note - updated to take an object instead of archetype - this is necessary 2009 * Note - updated to take an object instead of archetype - this is necessary
1956 * because arch_blocked (now ob_blocked) needs to know the movement type 2010 * because arch_blocked (now ob_blocked) needs to know the movement type
1957 * to know if the space in question will block the object. We can't use 2011 * to know if the space in question will block the object. We can't use
1959 * customized, changed states, etc. 2013 * customized, changed states, etc.
1960 */ 2014 */
1961int 2015int
1962find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2016find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1963{ 2017{
2018 int altern[SIZEOFFREE];
1964 int index = 0, flag; 2019 int index = 0, flag;
1965 int altern[SIZEOFFREE];
1966 2020
1967 for (int i = start; i < stop; i++) 2021 for (int i = start; i < stop; i++)
1968 { 2022 {
1969 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2023 mapxy pos (m, x, y); pos.move (i);
1970 if (!flag) 2024
2025 if (!pos.normalise ())
2026 continue;
2027
2028 mapspace &ms = *pos;
2029
2030 if (ms.flags () & P_IS_ALIVE)
2031 continue;
2032
2033 /* However, often
2034 * ob doesn't have any move type (when used to place exits)
2035 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2036 */
2037 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2038 {
1971 altern [index++] = i; 2039 altern [index++] = i;
2040 continue;
2041 }
1972 2042
1973 /* Basically, if we find a wall on a space, we cut down the search size. 2043 /* Basically, if we find a wall on a space, we cut down the search size.
1974 * In this way, we won't return spaces that are on another side of a wall. 2044 * In this way, we won't return spaces that are on another side of a wall.
1975 * This mostly work, but it cuts down the search size in all directions - 2045 * This mostly work, but it cuts down the search size in all directions -
1976 * if the space being examined only has a wall to the north and empty 2046 * if the space being examined only has a wall to the north and empty
1977 * spaces in all the other directions, this will reduce the search space 2047 * spaces in all the other directions, this will reduce the search space
1978 * to only the spaces immediately surrounding the target area, and 2048 * to only the spaces immediately surrounding the target area, and
1979 * won't look 2 spaces south of the target space. 2049 * won't look 2 spaces south of the target space.
1980 */ 2050 */
1981 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2051 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2052 {
1982 stop = maxfree[i]; 2053 stop = maxfree[i];
2054 continue;
2055 }
2056
2057 /* Note it is intentional that we check ob - the movement type of the
2058 * head of the object should correspond for the entire object.
2059 */
2060 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2061 continue;
2062
2063 if (ob->blocked (pos.m, pos.x, pos.y))
2064 continue;
2065
2066 altern [index++] = i;
1983 } 2067 }
1984 2068
1985 if (!index) 2069 if (!index)
1986 return -1; 2070 return -1;
1987 2071
1988 return altern[RANDOM () % index]; 2072 return altern [rndm (index)];
1989} 2073}
1990 2074
1991/* 2075/*
1992 * find_first_free_spot(archetype, maptile, x, y) works like 2076 * find_first_free_spot(archetype, maptile, x, y) works like
1993 * find_free_spot(), but it will search max number of squares. 2077 * find_free_spot(), but it will search max number of squares.
1996 */ 2080 */
1997int 2081int
1998find_first_free_spot (const object *ob, maptile *m, int x, int y) 2082find_first_free_spot (const object *ob, maptile *m, int x, int y)
1999{ 2083{
2000 for (int i = 0; i < SIZEOFFREE; i++) 2084 for (int i = 0; i < SIZEOFFREE; i++)
2001 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2085 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2002 return i; 2086 return i;
2003 2087
2004 return -1; 2088 return -1;
2005} 2089}
2006 2090
2014{ 2098{
2015 arr += begin; 2099 arr += begin;
2016 end -= begin; 2100 end -= begin;
2017 2101
2018 while (--end) 2102 while (--end)
2019 swap (arr [end], arr [RANDOM () % (end + 1)]); 2103 swap (arr [end], arr [rndm (end + 1)]);
2020} 2104}
2021 2105
2022/* new function to make monster searching more efficient, and effective! 2106/* new function to make monster searching more efficient, and effective!
2023 * This basically returns a randomized array (in the passed pointer) of 2107 * This basically returns a randomized array (in the passed pointer) of
2024 * the spaces to find monsters. In this way, it won't always look for 2108 * the spaces to find monsters. In this way, it won't always look for
2052 * there is capable of. 2136 * there is capable of.
2053 */ 2137 */
2054int 2138int
2055find_dir (maptile *m, int x, int y, object *exclude) 2139find_dir (maptile *m, int x, int y, object *exclude)
2056{ 2140{
2057 int i, max = SIZEOFFREE, mflags; 2141 int max = SIZEOFFREE, mflags;
2058
2059 sint16 nx, ny;
2060 object *tmp;
2061 maptile *mp;
2062
2063 MoveType blocked, move_type; 2142 MoveType move_type;
2064 2143
2065 if (exclude && exclude->head) 2144 if (exclude && exclude->head_ () != exclude)
2066 { 2145 {
2067 exclude = exclude->head; 2146 exclude = exclude->head;
2068 move_type = exclude->move_type; 2147 move_type = exclude->move_type;
2069 } 2148 }
2070 else 2149 else
2071 { 2150 {
2072 /* If we don't have anything, presume it can use all movement types. */ 2151 /* If we don't have anything, presume it can use all movement types. */
2073 move_type = MOVE_ALL; 2152 move_type = MOVE_ALL;
2074 } 2153 }
2075 2154
2076 for (i = 1; i < max; i++) 2155 for (int i = 1; i < max; i++)
2077 { 2156 {
2078 mp = m; 2157 mapxy pos (m, x, y);
2079 nx = x + freearr_x[i]; 2158 pos.move (i);
2080 ny = y + freearr_y[i];
2081 2159
2082 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2160 if (!pos.normalise ())
2083
2084 if (mflags & P_OUT_OF_MAP)
2085 max = maxfree[i]; 2161 max = maxfree[i];
2086 else 2162 else
2087 { 2163 {
2088 mapspace &ms = mp->at (nx, ny); 2164 mapspace &ms = *pos;
2089 2165
2090 blocked = ms.move_block;
2091
2092 if ((move_type & blocked) == move_type) 2166 if ((move_type & ms.move_block) == move_type)
2093 max = maxfree[i]; 2167 max = maxfree [i];
2094 else if (mflags & P_IS_ALIVE) 2168 else if (ms.flags () & P_IS_ALIVE)
2095 { 2169 {
2096 for (tmp = ms.bot; tmp; tmp = tmp->above) 2170 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2097 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2171 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2098 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2172 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2099 break;
2100
2101 if (tmp)
2102 return freedir[i]; 2173 return freedir [i];
2103 } 2174 }
2104 } 2175 }
2105 } 2176 }
2106 2177
2107 return 0; 2178 return 0;
2158 2229
2159 return 3; 2230 return 3;
2160} 2231}
2161 2232
2162/* 2233/*
2163 * absdir(int): Returns a number between 1 and 8, which represent
2164 * the "absolute" direction of a number (it actually takes care of
2165 * "overflow" in previous calculations of a direction).
2166 */
2167
2168int
2169absdir (int d)
2170{
2171 while (d < 1)
2172 d += 8;
2173
2174 while (d > 8)
2175 d -= 8;
2176
2177 return d;
2178}
2179
2180/*
2181 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2234 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2182 * between two directions (which are expected to be absolute (see absdir()) 2235 * between two directions (which are expected to be absolute (see absdir())
2183 */ 2236 */
2184
2185int 2237int
2186dirdiff (int dir1, int dir2) 2238dirdiff (int dir1, int dir2)
2187{ 2239{
2188 int d; 2240 int d;
2189 2241
2201 * This basically means that if direction is 15, then it could either go 2253 * This basically means that if direction is 15, then it could either go
2202 * direction 4, 14, or 16 to get back to where we are. 2254 * direction 4, 14, or 16 to get back to where we are.
2203 * Moved from spell_util.c to object.c with the other related direction 2255 * Moved from spell_util.c to object.c with the other related direction
2204 * functions. 2256 * functions.
2205 */ 2257 */
2206int reduction_dir[SIZEOFFREE][3] = { 2258static const int reduction_dir[SIZEOFFREE][3] = {
2207 {0, 0, 0}, /* 0 */ 2259 {0, 0, 0}, /* 0 */
2208 {0, 0, 0}, /* 1 */ 2260 {0, 0, 0}, /* 1 */
2209 {0, 0, 0}, /* 2 */ 2261 {0, 0, 0}, /* 2 */
2210 {0, 0, 0}, /* 3 */ 2262 {0, 0, 0}, /* 3 */
2211 {0, 0, 0}, /* 4 */ 2263 {0, 0, 0}, /* 4 */
2302 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2354 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2303 * core dumps if they do. 2355 * core dumps if they do.
2304 * 2356 *
2305 * Add a check so we can't pick up invisible objects (0.93.8) 2357 * Add a check so we can't pick up invisible objects (0.93.8)
2306 */ 2358 */
2307
2308int 2359int
2309can_pick (const object *who, const object *item) 2360can_pick (const object *who, const object *item)
2310{ 2361{
2311 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2362 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2312 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2363 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2313 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2364 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2314} 2365}
2315 2366
2316/* 2367/*
2317 * create clone from object to another 2368 * create clone from object to another
2318 */ 2369 */
2319object * 2370object *
2320object_create_clone (object *asrc) 2371object::deep_clone ()
2321{ 2372{
2322 object *dst = 0, *tmp, *src, *part, *prev, *item; 2373 assert (("deep_clone called on non-head object", is_head ()));
2323 2374
2324 if (!asrc) 2375 object *dst = clone ();
2325 return 0;
2326 2376
2327 src = asrc; 2377 object *prev = dst;
2328 if (src->head)
2329 src = src->head;
2330
2331 prev = 0;
2332 for (part = src; part; part = part->more) 2378 for (object *part = this->more; part; part = part->more)
2333 { 2379 {
2334 tmp = part->clone (); 2380 object *tmp = part->clone ();
2335 tmp->x -= src->x;
2336 tmp->y -= src->y;
2337
2338 if (!part->head)
2339 {
2340 dst = tmp;
2341 tmp->head = 0;
2342 }
2343 else
2344 tmp->head = dst; 2381 tmp->head = dst;
2345
2346 tmp->more = 0;
2347
2348 if (prev)
2349 prev->more = tmp; 2382 prev->more = tmp;
2350
2351 prev = tmp; 2383 prev = tmp;
2352 } 2384 }
2353 2385
2354 for (item = src->inv; item; item = item->below) 2386 for (object *item = inv; item; item = item->below)
2355 insert_ob_in_ob (object_create_clone (item), dst); 2387 insert_ob_in_ob (item->deep_clone (), dst);
2356 2388
2357 return dst; 2389 return dst;
2358}
2359
2360/* GROS - Creates an object using a string representing its content. */
2361/* Basically, we save the content of the string to a temp file, then call */
2362/* load_object on it. I admit it is a highly inefficient way to make things, */
2363/* but it was simple to make and allows reusing the load_object function. */
2364/* Remember not to use load_object_str in a time-critical situation. */
2365/* Also remember that multiparts objects are not supported for now. */
2366object *
2367load_object_str (const char *obstr)
2368{
2369 object *op;
2370 char filename[MAX_BUF];
2371
2372 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2373
2374 FILE *tempfile = fopen (filename, "w");
2375
2376 if (tempfile == NULL)
2377 {
2378 LOG (llevError, "Error - Unable to access load object temp file\n");
2379 return NULL;
2380 }
2381
2382 fprintf (tempfile, obstr);
2383 fclose (tempfile);
2384
2385 op = object::create ();
2386
2387 object_thawer thawer (filename);
2388
2389 if (thawer)
2390 load_object (thawer, op, 0);
2391
2392 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2393 CLEAR_FLAG (op, FLAG_REMOVED);
2394
2395 return op;
2396} 2390}
2397 2391
2398/* This returns the first object in who's inventory that 2392/* This returns the first object in who's inventory that
2399 * has the same type and subtype match. 2393 * has the same type and subtype match.
2400 * returns NULL if no match. 2394 * returns NULL if no match.
2407 return tmp; 2401 return tmp;
2408 2402
2409 return 0; 2403 return 0;
2410} 2404}
2411 2405
2412/* If ob has a field named key, return the link from the list, 2406shstr_tmp
2413 * otherwise return NULL. 2407object::kv_get (shstr_tmp key) const
2414 *
2415 * key must be a passed in shared string - otherwise, this won't
2416 * do the desired thing.
2417 */
2418key_value *
2419get_ob_key_link (const object *ob, const char *key)
2420{ 2408{
2421 for (key_value *link = ob->key_values; link; link = link->next) 2409 for (key_value *kv = key_values; kv; kv = kv->next)
2422 if (link->key == key) 2410 if (kv->key == key)
2423 return link;
2424
2425 return 0;
2426}
2427
2428/*
2429 * Returns the value of op has an extra_field for key, or NULL.
2430 *
2431 * The argument doesn't need to be a shared string.
2432 *
2433 * The returned string is shared.
2434 */
2435const char *
2436get_ob_key_value (const object *op, const char *const key)
2437{
2438 key_value *link;
2439 shstr_cmp canonical_key (key);
2440
2441 if (!canonical_key)
2442 {
2443 /* 1. There being a field named key on any object
2444 * implies there'd be a shared string to find.
2445 * 2. Since there isn't, no object has this field.
2446 * 3. Therefore, *this* object doesn't have this field.
2447 */
2448 return 0;
2449 }
2450
2451 /* This is copied from get_ob_key_link() above -
2452 * only 4 lines, and saves the function call overhead.
2453 */
2454 for (link = op->key_values; link; link = link->next)
2455 if (link->key == canonical_key)
2456 return link->value; 2411 return kv->value;
2457 2412
2458 return 0; 2413 return shstr ();
2459} 2414}
2460 2415
2461 2416void
2462/* 2417object::kv_set (shstr_tmp key, shstr_tmp value)
2463 * Updates the canonical_key in op to value.
2464 *
2465 * canonical_key is a shared string (value doesn't have to be).
2466 *
2467 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2468 * keys.
2469 *
2470 * Returns TRUE on success.
2471 */
2472int
2473set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2474{ 2418{
2475 key_value *field = NULL, *last = NULL; 2419 for (key_value *kv = key_values; kv; kv = kv->next)
2476 2420 if (kv->key == key)
2477 for (field = op->key_values; field != NULL; field = field->next)
2478 {
2479 if (field->key != canonical_key)
2480 { 2421 {
2481 last = field; 2422 kv->value = value;
2482 continue; 2423 return;
2483 } 2424 }
2484 2425
2485 if (value) 2426 key_value *kv = new key_value;
2486 field->value = value; 2427
2487 else 2428 kv->next = key_values;
2429 kv->key = key;
2430 kv->value = value;
2431
2432 key_values = kv;
2433}
2434
2435void
2436object::kv_del (shstr_tmp key)
2437{
2438 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2439 if ((*kvp)->key == key)
2488 { 2440 {
2489 /* Basically, if the archetype has this key set, 2441 key_value *kv = *kvp;
2490 * we need to store the null value so when we save 2442 *kvp = (*kvp)->next;
2491 * it, we save the empty value so that when we load, 2443 delete kv;
2492 * we get this value back again. 2444 return;
2493 */
2494 if (get_ob_key_link (&op->arch->clone, canonical_key))
2495 field->value = 0;
2496 else
2497 {
2498 if (last)
2499 last->next = field->next;
2500 else
2501 op->key_values = field->next;
2502
2503 delete field;
2504 }
2505 } 2445 }
2506 return TRUE;
2507 }
2508 /* IF we get here, key doesn't exist */
2509
2510 /* No field, we'll have to add it. */
2511
2512 if (!add_key)
2513 return FALSE;
2514
2515 /* There isn't any good reason to store a null
2516 * value in the key/value list. If the archetype has
2517 * this key, then we should also have it, so shouldn't
2518 * be here. If user wants to store empty strings,
2519 * should pass in ""
2520 */
2521 if (value == NULL)
2522 return TRUE;
2523
2524 field = new key_value;
2525
2526 field->key = canonical_key;
2527 field->value = value;
2528 /* Usual prepend-addition. */
2529 field->next = op->key_values;
2530 op->key_values = field;
2531
2532 return TRUE;
2533}
2534
2535/*
2536 * Updates the key in op to value.
2537 *
2538 * If add_key is FALSE, this will only update existing keys,
2539 * and not add new ones.
2540 * In general, should be little reason FALSE is ever passed in for add_key
2541 *
2542 * Returns TRUE on success.
2543 */
2544int
2545set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2546{
2547 shstr key_ (key);
2548
2549 return set_ob_key_value_s (op, key_, value, add_key);
2550} 2446}
2551 2447
2552object::depth_iterator::depth_iterator (object *container) 2448object::depth_iterator::depth_iterator (object *container)
2553: iterator_base (container) 2449: iterator_base (container)
2554{ 2450{
2567 item = item->inv; 2463 item = item->inv;
2568 } 2464 }
2569 else 2465 else
2570 item = item->env; 2466 item = item->env;
2571} 2467}
2572
2573 2468
2574const char * 2469const char *
2575object::flag_desc (char *desc, int len) const 2470object::flag_desc (char *desc, int len) const
2576{ 2471{
2577 char *p = desc; 2472 char *p = desc;
2605{ 2500{
2606 char flagdesc[512]; 2501 char flagdesc[512];
2607 char info2[256 * 4]; 2502 char info2[256 * 4];
2608 char *p = info; 2503 char *p = info;
2609 2504
2610 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2505 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2611 count, uuid.seq, 2506 count,
2507 uuid.c_str (),
2612 &name, 2508 &name,
2613 title ? "\",title:" : "", 2509 title ? ",title:\"" : "",
2614 title ? (const char *)title : "", 2510 title ? (const char *)title : "",
2511 title ? "\"" : "",
2615 flag_desc (flagdesc, 512), type); 2512 flag_desc (flagdesc, 512), type);
2616 2513
2617 if (env) 2514 if (!flag[FLAG_REMOVED] && env)
2618 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2515 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2619 2516
2620 if (map) 2517 if (map)
2621 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2518 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2622 2519
2624} 2521}
2625 2522
2626const char * 2523const char *
2627object::debug_desc () const 2524object::debug_desc () const
2628{ 2525{
2629 static char info[256 * 4]; 2526 static char info[3][256 * 4];
2527 static int info_idx;
2528
2630 return debug_desc (info); 2529 return debug_desc (info [++info_idx % 3]);
2631} 2530}
2632 2531
2532struct region *
2533object::region () const
2534{
2535 return map ? map->region (x, y)
2536 : region::default_region ();
2537}
2538
2539void
2540object::open_container (object *new_container)
2541{
2542 if (container == new_container)
2543 return;
2544
2545 object *old_container = container;
2546
2547 if (old_container)
2548 {
2549 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2550 return;
2551
2552#if 0
2553 // remove the "Close old_container" object.
2554 if (object *closer = old_container->inv)
2555 if (closer->type == CLOSE_CON)
2556 closer->destroy ();
2557#endif
2558
2559 // make sure the container is available
2560 esrv_send_item (this, old_container);
2561
2562 old_container->flag [FLAG_APPLIED] = false;
2563 container = 0;
2564
2565 // client needs item update to make it work, client bug requires this to be separate
2566 esrv_update_item (UPD_FLAGS, this, old_container);
2567
2568 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2569 play_sound (sound_find ("chest_close"));
2570 }
2571
2572 if (new_container)
2573 {
2574 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2575 return;
2576
2577 // TODO: this does not seem to serve any purpose anymore?
2578#if 0
2579 // insert the "Close Container" object.
2580 if (archetype *closer = new_container->other_arch)
2581 {
2582 object *closer = new_container->other_arch->instance ();
2583 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2584 new_container->insert (closer);
2585 }
2586#endif
2587
2588 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2589
2590 // make sure the container is available, client bug requires this to be separate
2591 esrv_send_item (this, new_container);
2592
2593 new_container->flag [FLAG_APPLIED] = true;
2594 container = new_container;
2595
2596 // client needs flag change
2597 esrv_update_item (UPD_FLAGS, this, new_container);
2598 esrv_send_inventory (this, new_container);
2599 play_sound (sound_find ("chest_open"));
2600 }
2601// else if (!old_container->env && contr && contr->ns)
2602// contr->ns->floorbox_reset ();
2603}
2604
2605object *
2606object::force_find (shstr_tmp name)
2607{
2608 /* cycle through his inventory to look for the MARK we want to
2609 * place
2610 */
2611 for (object *tmp = inv; tmp; tmp = tmp->below)
2612 if (tmp->type == FORCE && tmp->slaying == name)
2613 return splay (tmp);
2614
2615 return 0;
2616}
2617
2618//-GPL
2619
2620void
2621object::force_set_timer (int duration)
2622{
2623 this->duration = 1;
2624 this->speed_left = -1.f;
2625
2626 this->set_speed (duration ? 1.f / duration : 0.f);
2627}
2628
2629object *
2630object::force_add (shstr_tmp name, int duration)
2631{
2632 if (object *force = force_find (name))
2633 force->destroy ();
2634
2635 object *force = get_archetype (FORCE_NAME);
2636
2637 force->slaying = name;
2638 force->force_set_timer (duration);
2639 force->flag [FLAG_APPLIED] = true;
2640
2641 return insert (force);
2642}
2643
2644void
2645object::play_sound (faceidx sound) const
2646{
2647 if (!sound)
2648 return;
2649
2650 if (is_on_map ())
2651 map->play_sound (sound, x, y);
2652 else if (object *pl = in_player ())
2653 pl->contr->play_sound (sound);
2654}
2655
2656void
2657object::say_msg (const char *msg) const
2658{
2659 if (is_on_map ())
2660 map->say_msg (msg, x, y);
2661 else if (object *pl = in_player ())
2662 pl->contr->play_sound (sound);
2663}
2664
2665void
2666object::make_noise ()
2667{
2668 // we do not model noise in the map, so instead put
2669 // a temporary light into the noise source
2670 // could use the map instead, but that's less reliable for our
2671 // goal, which is to make invisibility a bit harder to exploit
2672
2673 // currently only works sensibly for players
2674 if (!is_player ())
2675 return;
2676
2677 // find old force, or create new one
2678 object *force = force_find (shstr_noise_force);
2679
2680 if (force)
2681 force->speed_left = -1.f; // patch old speed up
2682 else
2683 {
2684 force = archetype::get (shstr_noise_force);
2685
2686 force->slaying = shstr_noise_force;
2687 force->stats.food = 1;
2688 force->speed_left = -1.f;
2689
2690 force->set_speed (1.f / 4.f);
2691 force->flag [FLAG_IS_USED_UP] = true;
2692 force->flag [FLAG_APPLIED] = true;
2693
2694 insert (force);
2695 }
2696}
2697
2698void object::change_move_type (MoveType mt)
2699{
2700 if (move_type == mt)
2701 return;
2702
2703 if (is_on_map ())
2704 {
2705 // we are on the map, so handle move_on/off effects
2706 remove ();
2707 move_type = mt;
2708 map->insert (this, x, y, this);
2709 }
2710 else
2711 move_type = mt;
2712}
2713

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