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Comparing deliantra/server/common/object.C (file contents):
Revision 1.105 by pippijn, Wed Jan 3 00:21:35 2007 UTC vs.
Revision 1.305 by root, Wed Nov 11 04:45:22 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 25#include <global.h>
28#include <stdio.h> 26#include <stdio.h>
29#include <sys/types.h> 27#include <sys/types.h>
30#include <sys/uio.h> 28#include <sys/uio.h>
31#include <object.h> 29#include <object.h>
32#include <funcpoint.h> 30#include <sproto.h>
33#include <loader.h> 31#include <loader.h>
34 32
35#include <bitset> 33#include <bitset>
36 34
37int nrofallocobjects = 0; 35UUID UUID::cur;
38static UUID uuid; 36static uint64_t seq_next_save;
39const uint64 UUID_SKIP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
40 39
41object *active_objects; /* List of active objects that need to be processed */ 40objectvec objects;
41activevec actives;
42 42
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 43//+GPL
44
45short freearr_x[SIZEOFFREE] = {
46 0,
47 0, 1, 1, 1, 0, -1, -1, -1,
48 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 49 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 50};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 51short freearr_y[SIZEOFFREE] = {
52 0,
53 -1, -1, 0, 1, 1, 1, 0, -1,
54 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 55 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
48};
49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51}; 56};
52int freedir[SIZEOFFREE] = { 57int freedir[SIZEOFFREE] = {
53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 58 0,
59 1, 2, 3, 4, 5, 6, 7, 8,
60 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 61 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55}; 62};
56 63
64static int maxfree[SIZEOFFREE] = {
65 0,
66 9, 10, 13, 14, 17, 18, 21, 22,
67 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
68 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
69};
70
57static void 71static void
58write_uuid (void) 72write_uuid (uval64 skip, bool sync)
59{ 73{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 74 CALL_BEGIN (2);
61 75 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 76 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 77 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 78 CALL_END;
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76} 79}
77 80
78static void 81static void
79read_uuid (void) 82read_uuid (void)
80{ 83{
81 char filename[MAX_BUF]; 84 char filename[MAX_BUF];
82 85
83 sprintf (filename, "%s/uuid", settings.localdir); 86 sprintf (filename, "%s/uuid", settings.localdir);
87
88 seq_next_save = 0;
84 89
85 FILE *fp; 90 FILE *fp;
86 91
87 if (!(fp = fopen (filename, "r"))) 92 if (!(fp = fopen (filename, "r")))
88 { 93 {
89 if (errno == ENOENT) 94 if (errno == ENOENT)
90 { 95 {
91 LOG (llevInfo, "RESET uid to 1\n"); 96 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 97 UUID::cur.seq = 0;
93 write_uuid (); 98 write_uuid (UUID_GAP, true);
94 return; 99 return;
95 } 100 }
96 101
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 102 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 103 _exit (1);
99 } 104 }
100 105
101 int version; 106 char buf [UUID::MAX_LEN];
102 unsigned long long uid; 107 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 108 fgets (buf, sizeof (buf), fp);
109
110 if (!UUID::cur.parse (buf))
104 { 111 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 112 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 113 _exit (1);
107 } 114 }
108 115
109 uuid.seq = uid; 116 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
110 write_uuid (); 117
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 118 write_uuid (UUID_GAP, true);
112 fclose (fp); 119 fclose (fp);
113} 120}
114 121
115UUID 122UUID
116gen_uuid () 123UUID::gen ()
117{ 124{
118 UUID uid; 125 UUID uid;
119 126
120 uid.seq = ++uuid.seq; 127 uid.seq = ++cur.seq;
121 128
122 if (!(uuid.seq & (UUID_SKIP - 1))) 129 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 130 {
131 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
132 write_uuid (UUID_GAP, false);
133 }
134
124 135
125 return uid; 136 return uid;
126} 137}
127 138
128void 139void
129init_uuid () 140UUID::init ()
130{ 141{
131 read_uuid (); 142 read_uuid ();
132} 143}
133 144
145bool
146UUID::parse (const char *s)
147{
148 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
149 return false;
150
151 seq = 0;
152
153 while (*s != '>')
154 {
155 if (*s < '0')
156 return false;
157
158 // this gives nice branchless code with gcc
159 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
160 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
161
162 seq = (seq << 4) | digit;
163
164 ++s;
165 }
166
167 return true;
168}
169
170char *
171UUID::append (char *buf) const
172{
173 *buf++ = '<';
174 *buf++ = '1';
175 *buf++ = '.';
176
177 uint64_t seq = this->seq;
178 const int bits = 64;
179 char nz = 0;
180 static const char tohex [] = "0123456789abcdef";
181
182 // assert (len >= 3 + bits / 4 + 1 + 1);
183 for (int i = bits / 4; --i; )
184 {
185 uint8_t digit = seq >> (bits - 4);
186
187 *buf = tohex [digit];
188 nz |= digit;
189 buf += nz ? 1 : 0;
190 seq <<= 4;
191 }
192
193 // last digit is special - always emit
194 uint8_t digit = seq >> (bits - 4);
195 *buf++ = tohex [digit];
196
197 *buf++ = '>';
198
199 return buf;
200}
201
202char *
203UUID::c_str () const
204{
205 static char buf [MAX_LEN];
206 *append (buf) = 0;
207 return buf;
208}
209
134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 210/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int 211static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 212compare_ob_value_lists_one (const object *wants, const object *has)
137{ 213{
138 key_value *wants_field;
139
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 214 /* n-squared behaviour (see kv_get), but I'm hoping both
141 * objects with lists are rare, and lists stay short. If not, use a 215 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 216 * different structure or at least keep the lists sorted...
143 */ 217 */
144 218
145 /* For each field in wants, */ 219 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 220 for (key_value *kv = wants->key_values; kv; kv = kv->next)
147 { 221 if (has->kv_get (kv->key) != kv->value)
148 key_value *has_field; 222 return false;
149
150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
154 {
155 /* No field with that name. */
156 return FALSE;
157 }
158
159 /* Found the matching field. */
160 if (has_field->value != wants_field->value)
161 {
162 /* Values don't match, so this half of the comparison is false. */
163 return FALSE;
164 }
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 223
169 /* If we get here, every field in wants has a matching field in has. */ 224 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE; 225 return true;
171} 226}
172 227
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 228/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 229static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 230compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 231{
177 /* However, there may be fields in has which aren't partnered in wants, 232 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 233 * so we need to run the comparison *twice*. :(
179 */ 234 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 235 return compare_ob_value_lists_one (ob1, ob2)
236 && compare_ob_value_lists_one (ob2, ob1);
181} 237}
182 238
183/* Function examines the 2 objects given to it, and returns true if 239/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 240 * they can be merged together.
185 * 241 *
195bool object::can_merge_slow (object *ob1, object *ob2) 251bool object::can_merge_slow (object *ob1, object *ob2)
196{ 252{
197 /* A couple quicksanity checks */ 253 /* A couple quicksanity checks */
198 if (ob1 == ob2 254 if (ob1 == ob2
199 || ob1->type != ob2->type 255 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed 256 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED
201 || ob1->value != ob2->value 257 || ob1->value != ob2->value
202 || ob1->name != ob2->name) 258 || ob1->name != ob2->name)
203 return 0; 259 return 0;
204 260
205 //TODO: this ain't working well, use nicer and correct overflow check
206 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 261 /* Do not merge objects if nrof would overflow, assume nrof
207 * value could not be stored in a sint32 (which unfortunately sometimes is 262 * is always 0 .. 2**31-1 */
208 * used to store nrof). 263 if (ob1->nrof > 0x7fffffff - ob2->nrof)
209 */
210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
211 return 0; 264 return 0;
212 265
213 /* If the objects have been identified, set the BEEN_APPLIED flag. 266 /* If the objects have been identified, set the BEEN_APPLIED flag.
214 * This is to the comparison of the flags below will be OK. We 267 * This is to the comparison of the flags below will be OK. We
215 * just can't ignore the been applied or identified flags, as they 268 * just can't ignore the been applied or identified flags, as they
216 * are not equal - just if it has been identified, the been_applied 269 * are not equal - just if it has been identified, the been_applied
217 * flags lose any meaning. 270 * flags lose any meaning.
218 */ 271 */
219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 272 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 273 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
221 274
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 275 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 276 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
224 277
225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 278 if (ob1->arch->archname != ob2->arch->archname
226 || ob1->arch != ob2->arch
227 || ob1->name != ob2->name 279 || ob1->name != ob2->name
228 || ob1->title != ob2->title 280 || ob1->title != ob2->title
229 || ob1->msg != ob2->msg 281 || ob1->msg != ob2->msg
230 || ob1->weight != ob2->weight 282 || ob1->weight != ob2->weight
231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
233 || ob1->attacktype != ob2->attacktype 283 || ob1->attacktype != ob2->attacktype
234 || ob1->magic != ob2->magic 284 || ob1->magic != ob2->magic
235 || ob1->slaying != ob2->slaying 285 || ob1->slaying != ob2->slaying
236 || ob1->skill != ob2->skill 286 || ob1->skill != ob2->skill
237 || ob1->value != ob2->value 287 || ob1->value != ob2->value
238 || ob1->animation_id != ob2->animation_id 288 || ob1->animation_id != ob2->animation_id
289 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
239 || ob1->client_type != ob2->client_type 290 || ob1->client_type != ob2->client_type
240 || ob1->materialname != ob2->materialname 291 || ob1->material != ob2->material
241 || ob1->lore != ob2->lore 292 || ob1->lore != ob2->lore
242 || ob1->subtype != ob2->subtype 293 || ob1->subtype != ob2->subtype
243 || ob1->move_type != ob2->move_type 294 || ob1->move_type != ob2->move_type
244 || ob1->move_block != ob2->move_block 295 || ob1->move_block != ob2->move_block
245 || ob1->move_allow != ob2->move_allow 296 || ob1->move_allow != ob2->move_allow
246 || ob1->move_on != ob2->move_on 297 || ob1->move_on != ob2->move_on
247 || ob1->move_off != ob2->move_off 298 || ob1->move_off != ob2->move_off
248 || ob1->move_slow != ob2->move_slow 299 || ob1->move_slow != ob2->move_slow
249 || ob1->move_slow_penalty != ob2->move_slow_penalty) 300 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
301 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
302 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
250 return 0; 303 return 0;
251 304
305 if ((ob1->flag ^ ob2->flag)
306 .reset (FLAG_INV_LOCKED)
307 .reset (FLAG_REMOVED)
308 .any ())
309 return 0;
310
252 /* This is really a spellbook check - really, we should 311 /* This is really a spellbook check - we should in general
253 * check all objects in the inventory. 312 * not merge objects with real inventories, as splitting them
313 * is hard.
254 */ 314 */
255 if (ob1->inv || ob2->inv) 315 if (ob1->inv || ob2->inv)
256 { 316 {
257 /* if one object has inventory but the other doesn't, not equiv */ 317 if (!(ob1->inv && ob2->inv))
258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 318 return 0; /* inventories differ in length */
259 return 0;
260 319
261 /* Now check to see if the two inventory objects could merge */ 320 if (ob1->inv->below || ob2->inv->below)
321 return 0; /* more than one object in inv */
322
262 if (!object::can_merge (ob1->inv, ob2->inv)) 323 if (!object::can_merge (ob1->inv, ob2->inv))
263 return 0; 324 return 0; /* inventory objects differ */
264 325
265 /* inventory ok - still need to check rest of this object to see 326 /* inventory ok - still need to check rest of this object to see
266 * if it is valid. 327 * if it is valid.
267 */ 328 */
268 } 329 }
287 if (ob1->level != ob2->level) 348 if (ob1->level != ob2->level)
288 return 0; 349 return 0;
289 break; 350 break;
290 } 351 }
291 352
292 if (ob1->key_values != NULL || ob2->key_values != NULL) 353 if (ob1->key_values || ob2->key_values)
293 { 354 {
294 /* At least one of these has key_values. */ 355 /* At least one of these has key_values. */
295 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 356 if ((!ob1->key_values) != (!ob2->key_values))
296 /* One has fields, but the other one doesn't. */ 357 return 0; /* One has fields, but the other one doesn't. */
358
359 if (!compare_ob_value_lists (ob1, ob2))
297 return 0; 360 return 0;
298 else if (!compare_ob_value_lists (ob1, ob2))
299 return 0;
300 } 361 }
301 362
302 //TODO: generate an event or call into perl for additional checks
303 if (ob1->self || ob2->self) 363 if (ob1->self || ob2->self)
304 { 364 {
305 ob1->optimise (); 365 ob1->optimise ();
306 ob2->optimise (); 366 ob2->optimise ();
307 367
308 if (ob1->self || ob2->self) 368 if (ob1->self || ob2->self)
369 {
370 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
371 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
372
373 if (k1 != k2)
309 return 0; 374 return 0;
375
376 if (k1 == 0)
377 return 1;
378
379 if (!cfperl_can_merge (ob1, ob2))
380 return 0;
381 }
310 } 382 }
311 383
312 /* Everything passes, must be OK. */ 384 /* Everything passes, must be OK. */
313 return 1; 385 return 1;
314} 386}
315 387
388// find player who can see this object
389object *
390object::visible_to () const
391{
392 if (client_visible () && !flag [FLAG_REMOVED])
393 {
394 // see if we are in a container of sorts
395 if (env)
396 {
397 // the player inventory itself is always visible
398 if (env->is_player ())
399 return env;
400
401 // else a player could have our env open
402 object *envest = env->outer_env_or_self ();
403
404 // the player itself is always on a map, so we will find him here
405 // even if our inv is in a player.
406 if (envest->is_on_map ())
407 if (object *pl = envest->ms ().player ())
408 if (pl->container_ () == env)
409 return pl;
410 }
411 else
412 {
413 // maybe there is a player standing on the same mapspace
414 // this will catch the case where "this" is a player
415 if (object *pl = ms ().player ())
416 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
417 || pl->container_ () == this)
418 return pl;
419 }
420 }
421
422 return 0;
423}
424
425// adjust weight per container type ("of holding")
426static sint32
427weight_adjust_for (object *op, sint32 weight)
428{
429 return op->type == CONTAINER
430 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
431 : weight;
432}
433
316/* 434/*
435 * adjust_weight(object, weight) adds the specified weight to an object,
436 * and also updates how much the environment(s) is/are carrying.
437 */
438static void
439adjust_weight (object *op, sint32 weight)
440{
441 while (op)
442 {
443 // adjust by actual difference to account for rounding errors
444 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
445 weight = weight_adjust_for (op, op->carrying)
446 - weight_adjust_for (op, op->carrying - weight);
447
448 if (!weight)
449 return;
450
451 op->carrying += weight;
452
453 if (object *pl = op->visible_to ())
454 if (pl != op) // player is handled lazily
455 esrv_update_item (UPD_WEIGHT, pl, op);
456
457 op = op->env;
458 }
459}
460
461/*
317 * sum_weight() is a recursive function which calculates the weight 462 * this is a recursive function which calculates the weight
318 * an object is carrying. It goes through in figures out how much 463 * an object is carrying. It goes through op and figures out how much
319 * containers are carrying, and sums it up. 464 * containers are carrying, and sums it up.
320 */ 465 */
321long 466void
322sum_weight (object *op) 467object::update_weight ()
323{ 468{
324 long sum; 469 sint32 sum = 0;
325 object *inv;
326 470
327 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 471 for (object *op = inv; op; op = op->below)
328 { 472 {
329 if (inv->inv) 473 if (op->inv)
330 sum_weight (inv); 474 op->update_weight ();
331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 475
476 sum += op->total_weight ();
477 }
478
479 sum = weight_adjust_for (this, sum);
480
481 if (sum != carrying)
332 } 482 {
333
334 if (op->type == CONTAINER && op->stats.Str)
335 sum = (sum * (100 - op->stats.Str)) / 100;
336
337 if (op->carrying != sum)
338 op->carrying = sum; 483 carrying = sum;
339 484
340 return sum; 485 if (object *pl = visible_to ())
486 if (pl != this) // player is handled lazily
487 esrv_update_item (UPD_WEIGHT, pl, this);
488 }
341} 489}
342 490
343/** 491/*
344 * Return the outermost environment object for a given object. 492 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
345 */ 493 */
346
347object *
348object_get_env_recursive (object *op)
349{
350 while (op->env != NULL)
351 op = op->env;
352 return op;
353}
354
355/*
356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
357 * Some error messages.
358 * The result of the dump is stored in the static global errmsg array.
359 */
360
361char * 494char *
362dump_object (object *op) 495dump_object (object *op)
363{ 496{
364 if (!op) 497 if (!op)
365 return strdup ("[NULLOBJ]"); 498 return strdup ("[NULLOBJ]");
366 499
367 object_freezer freezer; 500 object_freezer freezer;
368 save_object (freezer, op, 1); 501 op->write (freezer);
369 return freezer.as_string (); 502 return freezer.as_string ();
370} 503}
371 504
372/* 505char *
373 * get_nearest_part(multi-object, object 2) returns the part of the 506object::as_string ()
374 * multi-object 1 which is closest to the second object.
375 * If it's not a multi-object, it is returned.
376 */
377
378object *
379get_nearest_part (object *op, const object *pl)
380{ 507{
381 object *tmp, *closest; 508 return dump_object (this);
382 int last_dist, i;
383
384 if (op->more == NULL)
385 return op;
386 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
387 if ((i = distance (tmp, pl)) < last_dist)
388 closest = tmp, last_dist = i;
389 return closest;
390} 509}
391 510
392/* 511/*
393 * Returns the object which has the count-variable equal to the argument. 512 * Returns the object which has the count-variable equal to the argument.
513 * VERRRY slow.
394 */ 514 */
395
396object * 515object *
397find_object (tag_t i) 516find_object (tag_t i)
398{ 517{
399 for (object *op = object::first; op; op = op->next) 518 for_all_objects (op)
400 if (op->count == i) 519 if (op->count == i)
401 return op; 520 return op;
402 521
403 return 0; 522 return 0;
404} 523}
405 524
406/* 525/*
407 * Returns the first object which has a name equal to the argument. 526 * Returns the first object which has a name equal to the argument.
408 * Used only by the patch command, but not all that useful. 527 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999" 528 * Enables features like "patch <name-of-other-player> food 999"
410 */ 529 */
411
412object * 530object *
413find_object_name (const char *str) 531find_object_name (const char *str)
414{ 532{
415 shstr_cmp str_ (str); 533 shstr_cmp str_ (str);
416 object *op;
417 534
418 for (op = object::first; op != NULL; op = op->next) 535 if (str_)
536 for_all_objects (op)
419 if (op->name == str_) 537 if (op->name == str_)
420 break; 538 return op;
421 539
422 return op; 540 return 0;
423}
424
425void
426free_all_object_data ()
427{
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429} 541}
430 542
431/* 543/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 544 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 545 * skill and experience objects.
546 * ACTUALLY NO! investigate! TODO
434 */ 547 */
435void 548void
436object::set_owner (object *owner) 549object::set_owner (object *owner)
437{ 550{
551 // allow objects which own objects
438 if (!owner) 552 if (owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner) 553 while (owner->owner)
449 owner = owner->owner; 554 owner = owner->owner;
555
556 if (flag [FLAG_FREED])
557 {
558 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
559 return;
560 }
450 561
451 this->owner = owner; 562 this->owner = owner;
563}
564
565int
566object::slottype () const
567{
568 if (type == SKILL)
569 {
570 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
571 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
572 }
573 else
574 {
575 if (slot [body_combat].info) return slot_combat;
576 if (slot [body_range ].info) return slot_ranged;
577 }
578
579 return slot_none;
580}
581
582bool
583object::change_weapon (object *ob)
584{
585 if (current_weapon == ob)
586 return true;
587
588 if (chosen_skill)
589 chosen_skill->flag [FLAG_APPLIED] = false;
590
591 current_weapon = ob;
592 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
593
594 if (chosen_skill)
595 chosen_skill->flag [FLAG_APPLIED] = true;
596
597 update_stats ();
598
599 if (ob)
600 {
601 // now check wether any body locations became invalid, in which case
602 // we cannot apply the weapon at the moment.
603 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
604 if (slot[i].used < 0)
605 {
606 current_weapon = chosen_skill = 0;
607 update_stats ();
608
609 new_draw_info_format (NDI_UNIQUE, 0, this,
610 "You try to balance all your items at once, "
611 "but the %s is just too much for your body. "
612 "[You need to unapply some items first - use the 'body' command to see "
613 "how many items you cna wera on a specific body part.]", &ob->name);
614 return false;
615 }
616
617 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
618 }
619 else
620 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
621
622 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
623 {
624 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
625 &name, ob->debug_desc ());
626 return false;
627 }
628
629 return true;
452} 630}
453 631
454/* Zero the key_values on op, decrementing the shared-string 632/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 633 * refcounts and freeing the links.
456 */ 634 */
457static void 635static void
458free_key_values (object *op) 636free_key_values (object *op)
459{ 637{
460 for (key_value *i = op->key_values; i != 0;) 638 for (key_value *i = op->key_values; i; )
461 { 639 {
462 key_value *next = i->next; 640 key_value *next = i->next;
463 delete i; 641 delete i;
464 642
465 i = next; 643 i = next;
477 * will point at garbage. 655 * will point at garbage.
478 */ 656 */
479void 657void
480object::copy_to (object *dst) 658object::copy_to (object *dst)
481{ 659{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 660 dst->remove ();
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
484
485 *(object_copy *)dst = *this; 661 *(object_copy *)dst = *this;
486 662 dst->flag [FLAG_REMOVED] = true;
487 if (is_freed)
488 SET_FLAG (dst, FLAG_FREED);
489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
493 if (speed < 0)
494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
495 663
496 /* Copy over key_values, if any. */ 664 /* Copy over key_values, if any. */
497 if (key_values) 665 if (key_values)
498 { 666 {
499 key_value *tail = 0; 667 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 668 dst->key_values = 0;
503 669
504 for (i = key_values; i; i = i->next) 670 for (key_value *i = key_values; i; i = i->next)
505 { 671 {
506 key_value *new_link = new key_value; 672 key_value *new_link = new key_value;
507 673
508 new_link->next = 0; 674 new_link->next = 0;
509 new_link->key = i->key; 675 new_link->key = i->key;
510 new_link->value = i->value; 676 new_link->value = i->value;
511 677
512 /* Try and be clever here, too. */ 678 /* Try and be clever here, too. */
513 if (!dst->key_values) 679 if (!dst->key_values)
514 { 680 {
521 tail = new_link; 687 tail = new_link;
522 } 688 }
523 } 689 }
524 } 690 }
525 691
526 dst->set_speed (dst->speed); 692 if (speed < 0)
693 dst->speed_left -= rndm ();
694
695 dst->activate ();
696}
697
698void
699object::instantiate ()
700{
701 if (!uuid.seq) // HACK
702 uuid = UUID::gen ();
703
704 speed_left = -0.1f;
705 /* copy the body_info to the body_used - this is only really
706 * need for monsters, but doesn't hurt to do it for everything.
707 * by doing so, when a monster is created, it has good starting
708 * values for the body_used info, so when items are created
709 * for it, they can be properly equipped.
710 */
711 for (int i = NUM_BODY_LOCATIONS; i--; )
712 slot[i].used = slot[i].info;
713
714 attachable::instantiate ();
527} 715}
528 716
529object * 717object *
530object::clone () 718object::clone ()
531{ 719{
532 object *neu = create (); 720 object *neu = create ();
533 copy_to (neu); 721 copy_to (neu);
722 neu->map = map; // not copied by copy_to
534 return neu; 723 return neu;
535} 724}
536 725
537/* 726/*
538 * If an object with the IS_TURNABLE() flag needs to be turned due 727 * If an object with the IS_TURNABLE() flag needs to be turned due
555 * This function needs to be called whenever the speed of an object changes. 744 * This function needs to be called whenever the speed of an object changes.
556 */ 745 */
557void 746void
558object::set_speed (float speed) 747object::set_speed (float speed)
559{ 748{
560 if (flag [FLAG_FREED] && speed)
561 {
562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
563 speed = 0;
564 }
565
566 this->speed = speed; 749 this->speed = speed;
567 750
568 if (has_active_speed ()) 751 if (has_active_speed ())
569 activate (); 752 activate ();
570 else 753 else
589 * UP_OBJ_FACE: only the objects face has changed. 772 * UP_OBJ_FACE: only the objects face has changed.
590 */ 773 */
591void 774void
592update_object (object *op, int action) 775update_object (object *op, int action)
593{ 776{
594 MoveType move_on, move_off, move_block, move_slow; 777 if (!op)
595
596 if (op == NULL)
597 { 778 {
598 /* this should never happen */ 779 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 780 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
600 return; 781 return;
601 } 782 }
602 783
603 if (op->env) 784 if (!op->is_on_map ())
604 { 785 {
605 /* Animation is currently handled by client, so nothing 786 /* Animation is currently handled by client, so nothing
606 * to do in this case. 787 * to do in this case.
607 */ 788 */
608 return; 789 return;
609 } 790 }
610
611 /* If the map is saving, don't do anything as everything is
612 * going to get freed anyways.
613 */
614 if (!op->map || op->map->in_memory == MAP_SAVING)
615 return;
616 791
617 /* make sure the object is within map boundaries */ 792 /* make sure the object is within map boundaries */
618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 793 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
619 { 794 {
620 LOG (llevError, "update_object() called for object out of map!\n"); 795 LOG (llevError, "update_object() called for object out of map!\n");
628 803
629 if (!(m.flags_ & P_UPTODATE)) 804 if (!(m.flags_ & P_UPTODATE))
630 /* nop */; 805 /* nop */;
631 else if (action == UP_OBJ_INSERT) 806 else if (action == UP_OBJ_INSERT)
632 { 807 {
808#if 0
633 // this is likely overkill, TODO: revisit (schmorp) 809 // this is likely overkill, TODO: revisit (schmorp)
634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 810 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 811 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 812 || (op->is_player () && !(m.flags_ & P_PLAYER))
637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 813 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 814 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 815 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
640 || (m.move_on | op->move_on ) != m.move_on 816 || (m.move_on | op->move_on ) != m.move_on
641 || (m.move_off | op->move_off ) != m.move_off 817 || (m.move_off | op->move_off ) != m.move_off
642 || (m.move_slow | op->move_slow) != m.move_slow 818 || (m.move_slow | op->move_slow) != m.move_slow
643 /* This isn't perfect, but I don't expect a lot of objects to 819 /* This isn't perfect, but I don't expect a lot of objects to
644 * to have move_allow right now. 820 * have move_allow right now.
645 */ 821 */
646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 822 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
823 m.invalidate ();
824#else
647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 825 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
648 m.flags_ = 0; 826 m.invalidate ();
827#endif
649 } 828 }
650 /* if the object is being removed, we can't make intelligent 829 /* if the object is being removed, we can't make intelligent
651 * decisions, because remove_ob can't really pass the object 830 * decisions, because remove_ob can't really pass the object
652 * that is being removed. 831 * that is being removed.
653 */ 832 */
654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 833 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
655 m.flags_ = 0; 834 m.invalidate ();
656 else if (action == UP_OBJ_FACE) 835 else if (action == UP_OBJ_FACE)
657 /* Nothing to do for that case */ ; 836 /* Nothing to do for that case */ ;
658 else 837 else
659 LOG (llevError, "update_object called with invalid action: %d\n", action); 838 LOG (llevError, "update_object called with invalid action: %d\n", action);
660 839
661 if (op->more) 840 if (op->more)
662 update_object (op->more, action); 841 update_object (op->more, action);
663} 842}
664 843
665object *object::first;
666
667object::object () 844object::object ()
668{ 845{
669 SET_FLAG (this, FLAG_REMOVED); 846 SET_FLAG (this, FLAG_REMOVED);
670 847
671 expmul = 1.0; 848 //expmul = 1.0; declared const for the time being
672 face = blank_face; 849 face = blank_face;
850 material = MATERIAL_NULL;
673} 851}
674 852
675object::~object () 853object::~object ()
676{ 854{
855 unlink ();
856
677 free_key_values (this); 857 free_key_values (this);
678} 858}
679 859
860static int object_count;
861
680void object::link () 862void object::link ()
681{ 863{
864 assert (!index);//D
865 uuid = UUID::gen ();
682 count = ++ob_count; 866 count = ++object_count;
683 uuid = gen_uuid ();
684 867
685 prev = 0; 868 refcnt_inc ();
686 next = object::first; 869 objects.insert (this);
687
688 if (object::first)
689 object::first->prev = this;
690
691 object::first = this;
692} 870}
693 871
694void object::unlink () 872void object::unlink ()
695{ 873{
696 if (this == object::first) 874 if (!index)
697 object::first = next; 875 return;
698 876
699 /* Remove this object from the list of used objects */ 877 objects.erase (this);
700 if (prev) prev->next = next; 878 refcnt_dec ();
701 if (next) next->prev = prev;
702
703 prev = 0;
704 next = 0;
705}
706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711} 879}
712 880
713void 881void
714object::activate () 882object::activate ()
715{ 883{
716 /* If already on active list, don't do anything */ 884 /* If already on active list, don't do anything */
717 if (active ()) 885 if (active)
718 return; 886 return;
719 887
720 if (has_active_speed ()) 888 if (has_active_speed ())
721 { 889 {
722 /* process_events() expects us to insert the object at the beginning 890 if (flag [FLAG_FREED])
723 * of the list. */ 891 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
724 active_next = active_objects;
725 892
726 if (active_next) 893 actives.insert (this);
727 active_next->active_prev = this;
728
729 active_objects = this;
730 } 894 }
731} 895}
732 896
733void 897void
734object::activate_recursive () 898object::activate_recursive ()
749 */ 913 */
750void 914void
751object::deactivate () 915object::deactivate ()
752{ 916{
753 /* If not on the active list, nothing needs to be done */ 917 /* If not on the active list, nothing needs to be done */
754 if (!active ()) 918 if (!active)
755 return; 919 return;
756 920
757 if (active_prev == 0) 921 actives.erase (this);
758 {
759 active_objects = active_next;
760 if (active_next)
761 active_next->active_prev = 0;
762 }
763 else
764 {
765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
769
770 active_next = 0;
771 active_prev = 0;
772} 922}
773 923
774void 924void
775object::deactivate_recursive () 925object::deactivate_recursive ()
776{ 926{
777 for (object *op = inv; op; op = op->below) 927 for (object *op = inv; op; op = op->below)
778 op->deactivate_recursive (); 928 op->deactivate_recursive ();
779 929
780 deactivate (); 930 deactivate ();
931}
932
933void
934object::set_flag_inv (int flag, int value)
935{
936 for (object *op = inv; op; op = op->below)
937 {
938 op->flag [flag] = value;
939 op->set_flag_inv (flag, value);
940 }
781} 941}
782 942
783/* 943/*
784 * Remove and free all objects in the inventory of the given object. 944 * Remove and free all objects in the inventory of the given object.
785 * object.c ? 945 * object.c ?
788object::destroy_inv (bool drop_to_ground) 948object::destroy_inv (bool drop_to_ground)
789{ 949{
790 // need to check first, because the checks below might segfault 950 // need to check first, because the checks below might segfault
791 // as we might be on an invalid mapspace and crossfire code 951 // as we might be on an invalid mapspace and crossfire code
792 // is too buggy to ensure that the inventory is empty. 952 // is too buggy to ensure that the inventory is empty.
793 // corollary: if you create arrows etc. with stuff in tis inventory, 953 // corollary: if you create arrows etc. with stuff in its inventory,
794 // cf will crash below with off-map x and y 954 // cf will crash below with off-map x and y
795 if (!inv) 955 if (!inv)
796 return; 956 return;
797 957
798 /* Only if the space blocks everything do we not process - 958 /* Only if the space blocks everything do we not process -
799 * if some form of movement is allowed, let objects 959 * if some form of movement is allowed, let objects
800 * drop on that space. 960 * drop on that space.
801 */ 961 */
802 if (!drop_to_ground 962 if (!drop_to_ground
803 || !map 963 || !map
804 || map->in_memory != MAP_IN_MEMORY 964 || map->in_memory != MAP_ACTIVE
965 || map->no_drop
805 || ms ().move_block == MOVE_ALL) 966 || ms ().move_block == MOVE_ALL)
806 { 967 {
807 while (inv) 968 while (inv)
808 {
809 inv->destroy_inv (drop_to_ground);
810 inv->destroy (); 969 inv->destroy ();
811 }
812 } 970 }
813 else 971 else
814 { /* Put objects in inventory onto this space */ 972 { /* Put objects in inventory onto this space */
815 while (inv) 973 while (inv)
816 { 974 {
818 976
819 if (op->flag [FLAG_STARTEQUIP] 977 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP] 978 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE 979 || op->type == RUNE
822 || op->type == TRAP 980 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE]) 981 || op->flag [FLAG_IS_A_TEMPLATE]
982 || op->flag [FLAG_DESTROY_ON_DEATH])
824 op->destroy (); 983 op->destroy ();
825 else 984 else
826 map->insert (op, x, y); 985 map->insert (op, x, y);
827 } 986 }
828 } 987 }
833 object *op = new object; 992 object *op = new object;
834 op->link (); 993 op->link ();
835 return op; 994 return op;
836} 995}
837 996
997static struct freed_map : maptile
998{
999 freed_map ()
1000 {
1001 path = "<freed objects map>";
1002 name = "/internal/freed_objects_map";
1003 width = 3;
1004 height = 3;
1005 no_drop = 1;
1006 no_reset = 1;
1007
1008 alloc ();
1009 in_memory = MAP_ACTIVE;
1010 }
1011
1012 ~freed_map ()
1013 {
1014 destroy ();
1015 }
1016} freed_map; // freed objects are moved here to avoid crashes
1017
838void 1018void
839object::do_destroy () 1019object::do_destroy ()
840{ 1020{
841 if (flag [FLAG_IS_LINKED]) 1021 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this); 1022 remove_link ();
843 1023
844 if (flag [FLAG_FRIENDLY]) 1024 if (flag [FLAG_FRIENDLY])
845 remove_friendly_object (this); 1025 remove_friendly_object (this);
846 1026
847 if (!flag [FLAG_REMOVED])
848 remove (); 1027 remove ();
849 1028
850 if (flag [FLAG_FREED]) 1029 attachable::do_destroy ();
851 return;
852 1030
853 set_speed (0); 1031 deactivate ();
1032 unlink ();
854 1033
855 flag [FLAG_FREED] = 1; 1034 flag [FLAG_FREED] = 1;
856 1035
857 attachable::do_destroy ();
858
859 destroy_inv (true);
860 unlink ();
861
862 // hack to ensure that freed objects still have a valid map 1036 // hack to ensure that freed objects still have a valid map
863 {
864 static maptile *freed_map; // freed objects are moved here to avoid crashes
865
866 if (!freed_map)
867 {
868 freed_map = new maptile;
869
870 freed_map->name = "/internal/freed_objects_map";
871 freed_map->width = 3;
872 freed_map->height = 3;
873
874 freed_map->alloc ();
875 freed_map->in_memory = MAP_IN_MEMORY;
876 }
877
878 map = freed_map; 1037 map = &freed_map;
879 x = 1; 1038 x = 1;
880 y = 1; 1039 y = 1;
881 }
882
883 head = 0;
884 1040
885 if (more) 1041 if (more)
886 { 1042 {
887 more->destroy (); 1043 more->destroy ();
888 more = 0; 1044 more = 0;
889 } 1045 }
890 1046
1047 head = 0;
1048
891 // clear those pointers that likely might have circular references to us 1049 // clear those pointers that likely might cause circular references
892 owner = 0; 1050 owner = 0;
893 enemy = 0; 1051 enemy = 0;
894 attacked_by = 0; 1052 attacked_by = 0;
895 1053 current_weapon = 0;
896 // only relevant for players(?), but make sure of it anyways
897 contr = 0;
898} 1054}
899 1055
900void 1056void
901object::destroy (bool destroy_inventory) 1057object::destroy ()
902{ 1058{
903 if (destroyed ()) 1059 if (destroyed ())
904 return; 1060 return;
905 1061
906 if (destroy_inventory) 1062 if (!is_head () && !head->destroyed ())
1063 {
1064 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1065 head->destroy ();
1066 return;
1067 }
1068
907 destroy_inv (false); 1069 destroy_inv (false);
1070
1071 if (is_head ())
1072 if (sound_destroy)
1073 play_sound (sound_destroy);
1074 else if (flag [FLAG_MONSTER])
1075 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
908 1076
909 attachable::destroy (); 1077 attachable::destroy ();
910}
911
912/*
913 * sub_weight() recursively (outwards) subtracts a number from the
914 * weight of an object (and what is carried by it's environment(s)).
915 */
916void
917sub_weight (object *op, signed long weight)
918{
919 while (op != NULL)
920 {
921 if (op->type == CONTAINER)
922 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
923
924 op->carrying -= weight;
925 op = op->env;
926 }
927} 1078}
928 1079
929/* op->remove (): 1080/* op->remove ():
930 * This function removes the object op from the linked list of objects 1081 * This function removes the object op from the linked list of objects
931 * which it is currently tied to. When this function is done, the 1082 * which it is currently tied to. When this function is done, the
932 * object will have no environment. If the object previously had an 1083 * object will have no environment. If the object previously had an
933 * environment, the x and y coordinates will be updated to 1084 * environment, the x and y coordinates will be updated to
934 * the previous environment. 1085 * the previous environment.
935 * Beware: This function is called from the editor as well!
936 */ 1086 */
937void 1087void
938object::remove () 1088object::do_remove ()
939{ 1089{
940 object *tmp, *last = 0; 1090 if (flag [FLAG_REMOVED])
941 object *otmp;
942
943 if (QUERY_FLAG (this, FLAG_REMOVED))
944 return; 1091 return;
945 1092
946 SET_FLAG (this, FLAG_REMOVED);
947 INVOKE_OBJECT (REMOVE, this); 1093 INVOKE_OBJECT (REMOVE, this);
1094
1095 flag [FLAG_REMOVED] = true;
948 1096
949 if (more) 1097 if (more)
950 more->remove (); 1098 more->remove ();
951 1099
952 /* 1100 /*
953 * In this case, the object to be removed is in someones 1101 * In this case, the object to be removed is in someones
954 * inventory. 1102 * inventory.
955 */ 1103 */
956 if (env) 1104 if (env)
957 { 1105 {
958 if (nrof) 1106 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
959 sub_weight (env, weight * nrof); 1107 if (object *pl = visible_to ())
960 else 1108 esrv_del_item (pl->contr, count);
961 sub_weight (env, weight + carrying); 1109 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
962 1110
963 /* NO_FIX_PLAYER is set when a great many changes are being 1111 adjust_weight (env, -total_weight ());
964 * made to players inventory. If set, avoiding the call
965 * to save cpu time.
966 */
967 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
968 otmp->update_stats ();
969 1112
970 if (above) 1113 object *pl = in_player ();
971 above->below = below;
972 else
973 env->inv = below;
974
975 if (below)
976 below->above = above;
977 1114
978 /* we set up values so that it could be inserted into 1115 /* we set up values so that it could be inserted into
979 * the map, but we don't actually do that - it is up 1116 * the map, but we don't actually do that - it is up
980 * to the caller to decide what we want to do. 1117 * to the caller to decide what we want to do.
981 */ 1118 */
982 x = env->x, y = env->y;
983 map = env->map; 1119 map = env->map;
984 above = 0, below = 0; 1120 x = env->x;
985 env = 0; 1121 y = env->y;
986 }
987 else if (map)
988 {
989 if (type == PLAYER)
990 {
991 --map->players;
992 map->touch ();
993 }
994 1122
995 map->dirty = true; 1123 // make sure cmov optimisation is applicable
996 1124 *(above ? &above->below : &env->inv) = below;
997 /* link the object above us */ 1125 *(below ? &below->above : &above ) = above; // &above is just a dummy
998 if (above)
999 above->below = below;
1000 else
1001 map->at (x, y).top = below; /* we were top, set new top */
1002
1003 /* Relink the object below us, if there is one */
1004 if (below)
1005 below->above = above;
1006 else
1007 {
1008 /* Nothing below, which means we need to relink map object for this space
1009 * use translated coordinates in case some oddness with map tiling is
1010 * evident
1011 */
1012 if (GET_MAP_OB (map, x, y) != this)
1013 {
1014 char *dump = dump_object (this);
1015 LOG (llevError,
1016 "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);
1017 free (dump);
1018 dump = dump_object (GET_MAP_OB (map, x, y));
1019 LOG (llevError, "%s\n", dump);
1020 free (dump);
1021 }
1022
1023 map->at (x, y).bot = above; /* goes on above it. */
1024 }
1025 1126
1026 above = 0; 1127 above = 0;
1027 below = 0; 1128 below = 0;
1129 env = 0;
1130
1131 if (pl && pl->is_player ())
1132 {
1133 pl->contr->queue_stats_update ();
1134
1135 if (glow_radius && pl->is_on_map ())
1136 update_all_los (pl->map, pl->x, pl->y);
1137 }
1138 }
1139 else if (map)
1140 {
1141 map->dirty = true;
1142 mapspace &ms = this->ms ();
1143
1144 if (object *pl = ms.player ())
1145 {
1146 if (is_player ())
1147 {
1148 if (!flag [FLAG_WIZPASS])
1149 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1150
1151 // leaving a spot always closes any open container on the ground
1152 if (container && !container->env)
1153 // this causes spurious floorbox updates, but it ensures
1154 // that the CLOSE event is being sent.
1155 close_container ();
1156
1157 --map->players;
1158 map->touch ();
1159 }
1160 else if (pl->container_ () == this)
1161 {
1162 // removing a container should close it
1163 close_container ();
1164 }
1165
1166 esrv_del_item (pl->contr, count);
1167 }
1168
1169 /* link the object above us */
1170 // re-link, make sure compiler can easily use cmove
1171 *(above ? &above->below : &ms.top) = below;
1172 *(below ? &below->above : &ms.bot) = above;
1173
1174 above = 0;
1175 below = 0;
1176
1177 ms.invalidate ();
1028 1178
1029 if (map->in_memory == MAP_SAVING) 1179 if (map->in_memory == MAP_SAVING)
1030 return; 1180 return;
1031 1181
1032 int check_walk_off = !flag [FLAG_NO_APPLY]; 1182 int check_walk_off = !flag [FLAG_NO_APPLY];
1033 1183
1034 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1184 if (object *pl = ms.player ())
1035 { 1185 {
1036 /* No point updating the players look faces if he is the object 1186 if (pl->container_ () == this)
1037 * being removed.
1038 */
1039
1040 if (tmp->type == PLAYER && tmp != this)
1041 {
1042 /* If a container that the player is currently using somehow gets 1187 /* If a container that the player is currently using somehow gets
1043 * removed (most likely destroyed), update the player view 1188 * removed (most likely destroyed), update the player view
1044 * appropriately. 1189 * appropriately.
1045 */ 1190 */
1046 if (tmp->container == this) 1191 pl->close_container ();
1047 {
1048 flag [FLAG_APPLIED] = 0;
1049 tmp->container = 0;
1050 }
1051 1192
1193 //TODO: the floorbox prev/next might need updating
1194 //esrv_del_item (pl->contr, count);
1195 //TODO: update floorbox to preserve ordering
1052 if (tmp->contr->ns) 1196 if (pl->contr->ns)
1053 tmp->contr->ns->floorbox_update (); 1197 pl->contr->ns->floorbox_update ();
1198 }
1199
1200 if (check_walk_off)
1201 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1202 {
1203 above = tmp->above;
1204
1205 /* No point updating the players look faces if he is the object
1206 * being removed.
1054 } 1207 */
1055 1208
1056 /* See if object moving off should effect something */ 1209 /* See if object moving off should effect something */
1057 if (check_walk_off
1058 && ((move_type & tmp->move_off) 1210 if ((move_type & tmp->move_off)
1059 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1211 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1060 {
1061 move_apply (tmp, this, 0); 1212 move_apply (tmp, this, 0);
1062
1063 if (destroyed ())
1064 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1065 } 1213 }
1066 1214
1067 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1215 if (affects_los ())
1068 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1069 if (tmp->above == tmp)
1070 tmp->above = 0;
1071
1072 last = tmp;
1073 }
1074
1075 /* last == NULL if there are no objects on this space */
1076 //TODO: this makes little sense, why only update the topmost object?
1077 if (!last)
1078 map->at (x, y).flags_ = 0;
1079 else
1080 update_object (last, UP_OBJ_REMOVE);
1081
1082 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1083 update_all_los (map, x, y); 1216 update_all_los (map, x, y);
1084 } 1217 }
1085} 1218}
1086 1219
1087/* 1220/*
1096merge_ob (object *op, object *top) 1229merge_ob (object *op, object *top)
1097{ 1230{
1098 if (!op->nrof) 1231 if (!op->nrof)
1099 return 0; 1232 return 0;
1100 1233
1101 if (top) 1234 if (!top)
1102 for (top = op; top && top->above; top = top->above) 1235 for (top = op; top && top->above; top = top->above)
1103 ; 1236 ;
1104 1237
1105 for (; top; top = top->below) 1238 for (; top; top = top->below)
1106 {
1107 if (top == op)
1108 continue;
1109
1110 if (object::can_merge (op, top)) 1239 if (object::can_merge (op, top))
1111 { 1240 {
1112 top->nrof += op->nrof; 1241 top->nrof += op->nrof;
1113 1242
1114/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1243 if (object *pl = top->visible_to ())
1115 op->weight = 0; /* Don't want any adjustements now */ 1244 esrv_update_item (UPD_NROF, pl, top);
1245
1246 op->weight = 0; // cancel the addition above
1247 op->carrying = 0; // must be 0 already
1248
1116 op->destroy (); 1249 op->destroy ();
1250
1117 return top; 1251 return top;
1118 } 1252 }
1119 }
1120 1253
1121 return 0; 1254 return 0;
1122} 1255}
1123 1256
1257void
1258object::expand_tail ()
1259{
1260 if (more)
1261 return;
1262
1263 object *prev = this;
1264
1265 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1266 {
1267 object *op = arch_to_object (at);
1268
1269 op->name = name;
1270 op->name_pl = name_pl;
1271 op->title = title;
1272
1273 op->head = this;
1274 prev->more = op;
1275
1276 prev = op;
1277 }
1278}
1279
1124/* 1280/*
1125 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1281 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1126 * job preparing multi-part monsters 1282 * job preparing multi-part monsters.
1127 */ 1283 */
1128object * 1284object *
1129insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1285insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1130{ 1286{
1287 op->remove ();
1288
1131 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1289 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1132 { 1290 {
1133 tmp->x = x + tmp->arch->clone.x; 1291 tmp->x = x + tmp->arch->x;
1134 tmp->y = y + tmp->arch->clone.y; 1292 tmp->y = y + tmp->arch->y;
1135 } 1293 }
1136 1294
1137 return insert_ob_in_map (op, m, originator, flag); 1295 return insert_ob_in_map (op, m, originator, flag);
1138} 1296}
1139 1297
1158 * just 'op' otherwise 1316 * just 'op' otherwise
1159 */ 1317 */
1160object * 1318object *
1161insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1319insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1162{ 1320{
1163 object *tmp, *top, *floor = NULL; 1321 op->remove ();
1164 sint16 x, y;
1165 1322
1166 if (QUERY_FLAG (op, FLAG_FREED)) 1323 if (m == &freed_map)//D TODO: remove soon
1167 { 1324 {//D
1168 LOG (llevError, "Trying to insert freed object!\n"); 1325 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1169 return NULL;
1170 } 1326 }//D
1171
1172 if (!m)
1173 {
1174 char *dump = dump_object (op);
1175 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1176 free (dump);
1177 return op;
1178 }
1179
1180 if (out_of_map (m, op->x, op->y))
1181 {
1182 char *dump = dump_object (op);
1183 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1184#ifdef MANY_CORES
1185 /* Better to catch this here, as otherwise the next use of this object
1186 * is likely to cause a crash. Better to find out where it is getting
1187 * improperly inserted.
1188 */
1189 abort ();
1190#endif
1191 free (dump);
1192 return op;
1193 }
1194
1195 if (!QUERY_FLAG (op, FLAG_REMOVED))
1196 {
1197 char *dump = dump_object (op);
1198 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1199 free (dump);
1200 return op;
1201 }
1202
1203 if (op->more)
1204 {
1205 /* The part may be on a different map. */
1206
1207 object *more = op->more;
1208
1209 /* We really need the caller to normalise coordinates - if
1210 * we set the map, that doesn't work if the location is within
1211 * a map and this is straddling an edge. So only if coordinate
1212 * is clear wrong do we normalise it.
1213 */
1214 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1215 more->map = get_map_from_coord (m, &more->x, &more->y);
1216 else if (!more->map)
1217 {
1218 /* For backwards compatibility - when not dealing with tiled maps,
1219 * more->map should always point to the parent.
1220 */
1221 more->map = m;
1222 }
1223
1224 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1225 {
1226 if (!op->head)
1227 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1228
1229 return 0;
1230 }
1231 }
1232
1233 CLEAR_FLAG (op, FLAG_REMOVED);
1234 1327
1235 /* Ideally, the caller figures this out. However, it complicates a lot 1328 /* Ideally, the caller figures this out. However, it complicates a lot
1236 * of areas of callers (eg, anything that uses find_free_spot would now 1329 * of areas of callers (eg, anything that uses find_free_spot would now
1237 * need extra work 1330 * need extra work
1238 */ 1331 */
1239 op->map = get_map_from_coord (m, &op->x, &op->y); 1332 maptile *newmap = m;
1240 x = op->x; 1333 if (!xy_normalise (newmap, op->x, op->y))
1241 y = op->y; 1334 {
1335 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1336 return 0;
1337 }
1338
1339 if (object *more = op->more)
1340 if (!insert_ob_in_map (more, m, originator, flag))
1341 return 0;
1342
1343 op->flag [FLAG_REMOVED] = false;
1344 op->env = 0;
1345 op->map = newmap;
1346
1347 mapspace &ms = op->ms ();
1242 1348
1243 /* this has to be done after we translate the coordinates. 1349 /* this has to be done after we translate the coordinates.
1244 */ 1350 */
1245 if (op->nrof && !(flag & INS_NO_MERGE)) 1351 if (op->nrof && !(flag & INS_NO_MERGE))
1246 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1352 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1247 if (object::can_merge (op, tmp)) 1353 if (object::can_merge (op, tmp))
1248 { 1354 {
1355 // TODO: we actually want to update tmp, not op,
1356 // but some caller surely breaks when we return tmp
1357 // from here :/
1249 op->nrof += tmp->nrof; 1358 op->nrof += tmp->nrof;
1250 tmp->destroy (); 1359 tmp->destroy ();
1251 } 1360 }
1252 1361
1253 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1362 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1262 { 1371 {
1263 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1372 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1264 abort (); 1373 abort ();
1265 } 1374 }
1266 1375
1376 if (!originator->is_on_map ())
1377 {
1378 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1379 op->debug_desc (), originator->debug_desc ());
1380 abort ();
1381 }
1382
1267 op->above = originator; 1383 op->above = originator;
1268 op->below = originator->below; 1384 op->below = originator->below;
1269
1270 if (op->below)
1271 op->below->above = op;
1272 else
1273 op->ms ().bot = op;
1274
1275 /* since *below* originator, no need to update top */
1276 originator->below = op; 1385 originator->below = op;
1386
1387 *(op->below ? &op->below->above : &ms.bot) = op;
1277 } 1388 }
1278 else 1389 else
1279 { 1390 {
1391 object *floor = 0;
1392 object *top = ms.top;
1393
1280 /* If there are other objects, then */ 1394 /* If there are other objects, then */
1281 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1395 if (top)
1282 { 1396 {
1283 object *last = 0;
1284
1285 /* 1397 /*
1286 * If there are multiple objects on this space, we do some trickier handling. 1398 * If there are multiple objects on this space, we do some trickier handling.
1287 * We've already dealt with merging if appropriate. 1399 * We've already dealt with merging if appropriate.
1288 * Generally, we want to put the new object on top. But if 1400 * Generally, we want to put the new object on top. But if
1289 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1401 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1292 * once we get to them. This reduces the need to traverse over all of 1404 * once we get to them. This reduces the need to traverse over all of
1293 * them when adding another one - this saves quite a bit of cpu time 1405 * them when adding another one - this saves quite a bit of cpu time
1294 * when lots of spells are cast in one area. Currently, it is presumed 1406 * when lots of spells are cast in one area. Currently, it is presumed
1295 * that flying non pickable objects are spell objects. 1407 * that flying non pickable objects are spell objects.
1296 */ 1408 */
1297 while (top) 1409 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1298 { 1410 {
1299 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1411 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1300 floor = top; 1412 floor = tmp;
1301 1413
1302 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1414 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1303 { 1415 {
1304 /* We insert above top, so we want this object below this */ 1416 /* We insert above top, so we want this object below this */
1305 top = top->below; 1417 top = tmp->below;
1306 break; 1418 break;
1307 } 1419 }
1308 1420
1309 last = top;
1310 top = top->above; 1421 top = tmp;
1311 } 1422 }
1312
1313 /* Don't want top to be NULL, so set it to the last valid object */
1314 top = last;
1315 1423
1316 /* We let update_position deal with figuring out what the space 1424 /* We let update_position deal with figuring out what the space
1317 * looks like instead of lots of conditions here. 1425 * looks like instead of lots of conditions here.
1318 * makes things faster, and effectively the same result. 1426 * makes things faster, and effectively the same result.
1319 */ 1427 */
1320 1428
1321 /* Have object 'fall below' other objects that block view. 1429 /* Have object 'fall below' other objects that block view.
1322 * Unless those objects are exits, type 66 1430 * Unless those objects are exits.
1323 * If INS_ON_TOP is used, don't do this processing 1431 * If INS_ON_TOP is used, don't do this processing
1324 * Need to find the object that in fact blocks view, otherwise 1432 * Need to find the object that in fact blocks view, otherwise
1325 * stacking is a bit odd. 1433 * stacking is a bit odd.
1326 */ 1434 */
1327 if (!(flag & INS_ON_TOP) && 1435 if (!(flag & INS_ON_TOP)
1328 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1436 && ms.flags () & P_BLOCKSVIEW
1437 && (op->face && !faces [op->face].visibility))
1329 { 1438 {
1439 object *last;
1440
1330 for (last = top; last != floor; last = last->below) 1441 for (last = top; last != floor; last = last->below)
1331 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1442 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1332 break; 1443 break;
1444
1333 /* Check to see if we found the object that blocks view, 1445 /* Check to see if we found the object that blocks view,
1334 * and make sure we have a below pointer for it so that 1446 * and make sure we have a below pointer for it so that
1335 * we can get inserted below this one, which requires we 1447 * we can get inserted below this one, which requires we
1336 * set top to the object below us. 1448 * set top to the object below us.
1337 */ 1449 */
1338 if (last && last->below && last != floor) 1450 if (last && last->below && last != floor)
1339 top = last->below; 1451 top = last->below;
1340 } 1452 }
1341 } /* If objects on this space */ 1453 } /* If objects on this space */
1342 1454
1343 if (flag & INS_MAP_LOAD)
1344 top = GET_MAP_TOP (op->map, op->x, op->y);
1345
1346 if (flag & INS_ABOVE_FLOOR_ONLY) 1455 if (flag & INS_ABOVE_FLOOR_ONLY)
1347 top = floor; 1456 top = floor;
1348 1457
1349 /* Top is the object that our object (op) is going to get inserted above. 1458 // insert object above top, or bottom-most if top = 0
1350 */
1351
1352 /* First object on this space */
1353 if (!top) 1459 if (!top)
1354 { 1460 {
1355 op->above = GET_MAP_OB (op->map, op->x, op->y);
1356
1357 if (op->above)
1358 op->above->below = op;
1359
1360 op->below = 0; 1461 op->below = 0;
1462 op->above = ms.bot;
1361 op->ms ().bot = op; 1463 ms.bot = op;
1464
1465 *(op->above ? &op->above->below : &ms.top) = op;
1362 } 1466 }
1363 else 1467 else
1364 { /* get inserted into the stack above top */ 1468 {
1365 op->above = top->above; 1469 op->above = top->above;
1366
1367 if (op->above)
1368 op->above->below = op; 1470 top->above = op;
1369 1471
1370 op->below = top; 1472 op->below = top;
1371 top->above = op; 1473 *(op->above ? &op->above->below : &ms.top) = op;
1372 } 1474 }
1475 }
1373 1476
1374 if (!op->above) 1477 if (op->is_player ())
1375 op->ms ().top = op;
1376 } /* else not INS_BELOW_ORIGINATOR */
1377
1378 if (op->type == PLAYER)
1379 { 1478 {
1380 op->contr->do_los = 1; 1479 op->contr->do_los = 1;
1381 ++op->map->players; 1480 ++op->map->players;
1382 op->map->touch (); 1481 op->map->touch ();
1383 } 1482 }
1384 1483
1385 op->map->dirty = true; 1484 op->map->dirty = true;
1386 1485
1387 /* If we have a floor, we know the player, if any, will be above
1388 * it, so save a few ticks and start from there.
1389 */
1390 if (!(flag & INS_MAP_LOAD))
1391 if (object *pl = op->ms ().player ()) 1486 if (object *pl = ms.player ())
1487 //TODO: the floorbox prev/next might need updating
1488 //esrv_send_item (pl, op);
1489 //TODO: update floorbox to preserve ordering
1392 if (pl->contr->ns) 1490 if (pl->contr->ns)
1393 pl->contr->ns->floorbox_update (); 1491 pl->contr->ns->floorbox_update ();
1394 1492
1395 /* If this object glows, it may affect lighting conditions that are 1493 /* If this object glows, it may affect lighting conditions that are
1396 * visible to others on this map. But update_all_los is really 1494 * visible to others on this map. But update_all_los is really
1397 * an inefficient way to do this, as it means los for all players 1495 * an inefficient way to do this, as it means los for all players
1398 * on the map will get recalculated. The players could very well 1496 * on the map will get recalculated. The players could very well
1399 * be far away from this change and not affected in any way - 1497 * be far away from this change and not affected in any way -
1400 * this should get redone to only look for players within range, 1498 * this should get redone to only look for players within range,
1401 * or just updating the P_UPTODATE for spaces within this area 1499 * or just updating the P_UPTODATE for spaces within this area
1402 * of effect may be sufficient. 1500 * of effect may be sufficient.
1403 */ 1501 */
1404 if (op->map->darkness && (op->glow_radius != 0)) 1502 if (op->affects_los ())
1503 {
1504 op->ms ().invalidate ();
1405 update_all_los (op->map, op->x, op->y); 1505 update_all_los (op->map, op->x, op->y);
1506 }
1406 1507
1407 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1508 /* updates flags (blocked, alive, no magic, etc) for this map space */
1408 update_object (op, UP_OBJ_INSERT); 1509 update_object (op, UP_OBJ_INSERT);
1409 1510
1410 INVOKE_OBJECT (INSERT, op); 1511 INVOKE_OBJECT (INSERT, op);
1417 * blocked() and wall() work properly), and these flags are updated by 1518 * blocked() and wall() work properly), and these flags are updated by
1418 * update_object(). 1519 * update_object().
1419 */ 1520 */
1420 1521
1421 /* if this is not the head or flag has been passed, don't check walk on status */ 1522 /* if this is not the head or flag has been passed, don't check walk on status */
1422 if (!(flag & INS_NO_WALK_ON) && !op->head) 1523 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1423 { 1524 {
1424 if (check_move_on (op, originator)) 1525 if (check_move_on (op, originator))
1425 return 0; 1526 return 0;
1426 1527
1427 /* If we are a multi part object, lets work our way through the check 1528 /* If we are a multi part object, lets work our way through the check
1428 * walk on's. 1529 * walk on's.
1429 */ 1530 */
1430 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1531 for (object *tmp = op->more; tmp; tmp = tmp->more)
1431 if (check_move_on (tmp, originator)) 1532 if (check_move_on (tmp, originator))
1432 return 0; 1533 return 0;
1433 } 1534 }
1434 1535
1435 return op; 1536 return op;
1438/* this function inserts an object in the map, but if it 1539/* this function inserts an object in the map, but if it
1439 * finds an object of its own type, it'll remove that one first. 1540 * finds an object of its own type, it'll remove that one first.
1440 * op is the object to insert it under: supplies x and the map. 1541 * op is the object to insert it under: supplies x and the map.
1441 */ 1542 */
1442void 1543void
1443replace_insert_ob_in_map (const char *arch_string, object *op) 1544replace_insert_ob_in_map (shstr_tmp archname, object *op)
1444{ 1545{
1445 object *tmp, *tmp1;
1446
1447 /* first search for itself and remove any old instances */ 1546 /* first search for itself and remove any old instances */
1448 1547
1449 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1548 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1450 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1549 if (tmp->arch->archname == archname) /* same archetype */
1451 tmp->destroy (); 1550 tmp->destroy ();
1452 1551
1453 tmp1 = arch_to_object (archetype::find (arch_string)); 1552 object *tmp = arch_to_object (archetype::find (archname));
1454 1553
1455 tmp1->x = op->x; 1554 tmp->x = op->x;
1456 tmp1->y = op->y; 1555 tmp->y = op->y;
1556
1457 insert_ob_in_map (tmp1, op->map, op, 0); 1557 insert_ob_in_map (tmp, op->map, op, 0);
1458} 1558}
1459 1559
1460object * 1560object *
1461object::insert_at (object *where, object *originator, int flags) 1561object::insert_at (object *where, object *originator, int flags)
1462{ 1562{
1563 if (where->env)
1564 return where->env->insert (this);
1565 else
1463 where->map->insert (this, where->x, where->y, originator, flags); 1566 return where->map->insert (this, where->x, where->y, originator, flags);
1464} 1567}
1465 1568
1466/* 1569// check whether we can put this into the map, respect max_volume, max_items
1467 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1570bool
1468 * is returned contains nr objects, and the remaining parts contains 1571object::can_drop_at (maptile *m, int x, int y, object *originator)
1469 * the rest (or is removed and freed if that number is 0).
1470 * On failure, NULL is returned, and the reason put into the
1471 * global static errmsg array.
1472 */
1473object *
1474get_split_ob (object *orig_ob, uint32 nr)
1475{ 1572{
1476 object *newob; 1573 mapspace &ms = m->at (x, y);
1477 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1478 1574
1479 if (orig_ob->nrof < nr) 1575 int items = ms.items ();
1480 {
1481 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1482 return NULL;
1483 }
1484 1576
1485 newob = object_create_clone (orig_ob); 1577 if (!items // testing !items ensures we can drop at least one item
1578 || (items < m->max_items
1579 && ms.volume () < m->max_volume))
1580 return true;
1486 1581
1487 if ((orig_ob->nrof -= nr) < 1) 1582 if (originator && originator->is_player ())
1488 orig_ob->destroy (1); 1583 originator->contr->failmsg (format (
1489 else if (!is_removed) 1584 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1490 { 1585 query_name ()
1491 if (orig_ob->env != NULL) 1586 ));
1492 sub_weight (orig_ob->env, orig_ob->weight * nr);
1493 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1494 {
1495 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1496 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1497 return NULL;
1498 }
1499 }
1500 1587
1501 newob->nrof = nr; 1588 return false;
1502
1503 return newob;
1504} 1589}
1505 1590
1506/* 1591/*
1507 * decrease_ob_nr(object, number) decreases a specified number from 1592 * decrease(object, number) decreases a specified number from
1508 * the amount of an object. If the amount reaches 0, the object 1593 * the amount of an object. If the amount reaches 0, the object
1509 * is subsequently removed and freed. 1594 * is subsequently removed and freed.
1510 * 1595 *
1511 * Return value: 'op' if something is left, NULL if the amount reached 0 1596 * Return value: 'op' if something is left, NULL if the amount reached 0
1512 */ 1597 */
1598bool
1599object::decrease (sint32 nr)
1600{
1601 if (!nr)
1602 return true;
1513 1603
1604 nr = min (nr, nrof);
1605
1606 if (nrof > nr)
1607 {
1608 nrof -= nr;
1609 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1610
1611 if (object *pl = visible_to ())
1612 esrv_update_item (UPD_NROF, pl, this);
1613
1614 return true;
1615 }
1616 else
1617 {
1618 destroy ();
1619 return false;
1620 }
1621}
1622
1623/*
1624 * split(ob,nr) splits up ob into two parts. The part which
1625 * is returned contains nr objects, and the remaining parts contains
1626 * the rest (or is removed and returned if that number is 0).
1627 * On failure, NULL is returned.
1628 */
1514object * 1629object *
1515decrease_ob_nr (object *op, uint32 i) 1630object::split (sint32 nr)
1516{ 1631{
1517 object *tmp; 1632 int have = number_of ();
1518 1633
1519 if (i == 0) /* objects with op->nrof require this check */ 1634 if (have < nr)
1520 return op; 1635 return 0;
1521 1636 else if (have == nr)
1522 if (i > op->nrof)
1523 i = op->nrof;
1524
1525 if (QUERY_FLAG (op, FLAG_REMOVED))
1526 op->nrof -= i;
1527 else if (op->env)
1528 { 1637 {
1529 /* is this object in the players inventory, or sub container
1530 * therein?
1531 */
1532 tmp = op->in_player ();
1533 /* nope. Is this a container the player has opened?
1534 * If so, set tmp to that player.
1535 * IMO, searching through all the players will mostly
1536 * likely be quicker than following op->env to the map,
1537 * and then searching the map for a player.
1538 */
1539 if (!tmp)
1540 for_all_players (pl)
1541 if (pl->ob->container == op->env)
1542 {
1543 tmp = pl->ob;
1544 break;
1545 }
1546
1547 if (i < op->nrof)
1548 {
1549 sub_weight (op->env, op->weight * i);
1550 op->nrof -= i;
1551 if (tmp)
1552 esrv_send_item (tmp, op);
1553 }
1554 else
1555 {
1556 op->remove (); 1638 remove ();
1557 op->nrof = 0; 1639 return this;
1558 if (tmp)
1559 esrv_del_item (tmp->contr, op->count);
1560 }
1561 } 1640 }
1562 else 1641 else
1563 { 1642 {
1564 object *above = op->above; 1643 decrease (nr);
1565 1644
1566 if (i < op->nrof) 1645 object *op = deep_clone ();
1567 op->nrof -= i; 1646 op->nrof = nr;
1568 else
1569 {
1570 op->remove ();
1571 op->nrof = 0;
1572 }
1573
1574 /* Since we just removed op, op->above is null */
1575 for (tmp = above; tmp; tmp = tmp->above)
1576 if (tmp->type == PLAYER)
1577 {
1578 if (op->nrof)
1579 esrv_send_item (tmp, op);
1580 else
1581 esrv_del_item (tmp->contr, op->count);
1582 }
1583 }
1584
1585 if (op->nrof)
1586 return op; 1647 return op;
1587 else
1588 {
1589 op->destroy ();
1590 return 0;
1591 }
1592}
1593
1594/*
1595 * add_weight(object, weight) adds the specified weight to an object,
1596 * and also updates how much the environment(s) is/are carrying.
1597 */
1598
1599void
1600add_weight (object *op, signed long weight)
1601{
1602 while (op != NULL)
1603 {
1604 if (op->type == CONTAINER)
1605 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1606
1607 op->carrying += weight;
1608 op = op->env;
1609 } 1648 }
1610} 1649}
1611 1650
1612object * 1651object *
1613insert_ob_in_ob (object *op, object *where) 1652insert_ob_in_ob (object *op, object *where)
1618 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1657 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1619 free (dump); 1658 free (dump);
1620 return op; 1659 return op;
1621 } 1660 }
1622 1661
1623 if (where->head) 1662 if (where->head_ () != where)
1624 { 1663 {
1625 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1664 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1626 where = where->head; 1665 where = where->head;
1627 } 1666 }
1628 1667
1629 return where->insert (op); 1668 return where->insert (op);
1630} 1669}
1635 * inside the object environment. 1674 * inside the object environment.
1636 * 1675 *
1637 * The function returns now pointer to inserted item, and return value can 1676 * The function returns now pointer to inserted item, and return value can
1638 * be != op, if items are merged. -Tero 1677 * be != op, if items are merged. -Tero
1639 */ 1678 */
1640
1641object * 1679object *
1642object::insert (object *op) 1680object::insert (object *op)
1643{ 1681{
1644 object *tmp, *otmp;
1645
1646 if (!QUERY_FLAG (op, FLAG_REMOVED))
1647 op->remove ();
1648
1649 if (op->more) 1682 if (op->more)
1650 { 1683 {
1651 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1684 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1652 return op; 1685 return op;
1653 } 1686 }
1654 1687
1655 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1688 op->remove ();
1656 CLEAR_FLAG (op, FLAG_REMOVED); 1689
1690 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1691
1657 if (op->nrof) 1692 if (op->nrof)
1658 {
1659 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1693 for (object *tmp = inv; tmp; tmp = tmp->below)
1660 if (object::can_merge (tmp, op)) 1694 if (object::can_merge (tmp, op))
1661 { 1695 {
1662 /* return the original object and remove inserted object 1696 /* return the original object and remove inserted object
1663 (client needs the original object) */ 1697 (client needs the original object) */
1664 tmp->nrof += op->nrof; 1698 tmp->nrof += op->nrof;
1665 /* Weight handling gets pretty funky. Since we are adding to 1699
1666 * tmp->nrof, we need to increase the weight. 1700 if (object *pl = tmp->visible_to ())
1667 */ 1701 esrv_update_item (UPD_NROF, pl, tmp);
1702
1668 add_weight (this, op->weight * op->nrof); 1703 adjust_weight (this, op->total_weight ());
1669 SET_FLAG (op, FLAG_REMOVED); 1704
1670 op->destroy (); /* free the inserted object */ 1705 op->destroy ();
1671 op = tmp; 1706 op = tmp;
1672 op->remove (); /* and fix old object's links */ 1707 goto inserted;
1673 CLEAR_FLAG (op, FLAG_REMOVED);
1674 break;
1675 } 1708 }
1676 1709
1677 /* I assume combined objects have no inventory 1710 op->owner = 0; // it's his/hers now. period.
1678 * We add the weight - this object could have just been removed
1679 * (if it was possible to merge). calling remove_ob will subtract
1680 * the weight, so we need to add it in again, since we actually do
1681 * the linking below
1682 */
1683 add_weight (this, op->weight * op->nrof);
1684 }
1685 else
1686 add_weight (this, (op->weight + op->carrying));
1687
1688 otmp = this->in_player ();
1689 if (otmp && otmp->contr)
1690 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1691 otmp->update_stats ();
1692
1693 op->map = 0; 1711 op->map = 0;
1694 op->env = this; 1712 op->x = 0;
1713 op->y = 0;
1714
1695 op->above = 0; 1715 op->above = 0;
1696 op->below = 0; 1716 op->below = inv;
1697 op->x = 0, op->y = 0; 1717 op->env = this;
1698 1718
1719 if (inv)
1720 inv->above = op;
1721
1722 inv = op;
1723
1724 op->flag [FLAG_REMOVED] = 0;
1725
1726 if (object *pl = op->visible_to ())
1727 esrv_send_item (pl, op);
1728
1729 adjust_weight (this, op->total_weight ());
1730
1731inserted:
1699 /* reset the light list and los of the players on the map */ 1732 /* reset the light list and los of the players on the map */
1700 if ((op->glow_radius != 0) && map) 1733 if (op->glow_radius && is_on_map ())
1701 { 1734 {
1702#ifdef DEBUG_LIGHTS 1735 update_stats ();
1703 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1704#endif /* DEBUG_LIGHTS */
1705 if (map->darkness)
1706 update_all_los (map, x, y); 1736 update_all_los (map, x, y);
1707 }
1708
1709 /* Client has no idea of ordering so lets not bother ordering it here.
1710 * It sure simplifies this function...
1711 */
1712 if (!inv)
1713 inv = op;
1714 else
1715 { 1737 }
1716 op->below = inv; 1738 else if (is_player ())
1717 op->below->above = op; 1739 // if this is a player's inventory, update stats
1718 inv = op; 1740 contr->queue_stats_update ();
1719 }
1720 1741
1721 INVOKE_OBJECT (INSERT, this); 1742 INVOKE_OBJECT (INSERT, this);
1722 1743
1723 return op; 1744 return op;
1724} 1745}
1744 * on top. 1765 * on top.
1745 */ 1766 */
1746int 1767int
1747check_move_on (object *op, object *originator) 1768check_move_on (object *op, object *originator)
1748{ 1769{
1770 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1771 return 0;
1772
1749 object *tmp; 1773 object *tmp;
1750 maptile *m = op->map; 1774 maptile *m = op->map;
1751 int x = op->x, y = op->y; 1775 int x = op->x, y = op->y;
1752 1776
1753 MoveType move_on, move_slow, move_block; 1777 mapspace &ms = m->at (x, y);
1754 1778
1755 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1779 ms.update ();
1756 return 0;
1757 1780
1758 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1781 MoveType move_on = ms.move_on;
1759 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1782 MoveType move_slow = ms.move_slow;
1760 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1783 MoveType move_block = ms.move_block;
1761 1784
1762 /* if nothing on this space will slow op down or be applied, 1785 /* if nothing on this space will slow op down or be applied,
1763 * no need to do checking below. have to make sure move_type 1786 * no need to do checking below. have to make sure move_type
1764 * is set, as lots of objects don't have it set - we treat that 1787 * is set, as lots of objects don't have it set - we treat that
1765 * as walking. 1788 * as walking.
1776 return 0; 1799 return 0;
1777 1800
1778 /* The objects have to be checked from top to bottom. 1801 /* The objects have to be checked from top to bottom.
1779 * Hence, we first go to the top: 1802 * Hence, we first go to the top:
1780 */ 1803 */
1781 1804 for (object *next, *tmp = ms.top; tmp; tmp = next)
1782 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1783 {
1784 /* Trim the search when we find the first other spell effect
1785 * this helps performance so that if a space has 50 spell objects,
1786 * we don't need to check all of them.
1787 */
1788 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1789 break;
1790 } 1805 {
1806 next = tmp->below;
1791 1807
1792 for (; tmp; tmp = tmp->below)
1793 {
1794 if (tmp == op) 1808 if (tmp == op)
1795 continue; /* Can't apply yourself */ 1809 continue; /* Can't apply yourself */
1796 1810
1797 /* Check to see if one of the movement types should be slowed down. 1811 /* Check to see if one of the movement types should be slowed down.
1798 * Second check makes sure that the movement types not being slowed 1812 * Second check makes sure that the movement types not being slowed
1803 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1817 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1804 { 1818 {
1805 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1819 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1806 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1820 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1807 { 1821 {
1808
1809 float
1810 diff = tmp->move_slow_penalty * FABS (op->speed); 1822 float diff = tmp->move_slow_penalty * fabs (op->speed);
1811 1823
1812 if (op->type == PLAYER) 1824 if (op->is_player ())
1813 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1825 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1814 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1826 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1815 diff /= 4.0; 1827 diff /= 4.0;
1816 1828
1817 op->speed_left -= diff; 1829 op->speed_left -= diff;
1818 } 1830 }
1819 } 1831 }
1852 LOG (llevError, "Present_arch called outside map.\n"); 1864 LOG (llevError, "Present_arch called outside map.\n");
1853 return NULL; 1865 return NULL;
1854 } 1866 }
1855 1867
1856 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1868 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1857 if (tmp->arch == at) 1869 if (tmp->arch->archname == at->archname)
1858 return tmp; 1870 return tmp;
1859 1871
1860 return NULL; 1872 return NULL;
1861} 1873}
1862 1874
1926 * The first matching object is returned, or NULL if none. 1938 * The first matching object is returned, or NULL if none.
1927 */ 1939 */
1928object * 1940object *
1929present_arch_in_ob (const archetype *at, const object *op) 1941present_arch_in_ob (const archetype *at, const object *op)
1930{ 1942{
1931 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1943 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1932 if (tmp->arch == at) 1944 if (tmp->arch->archname == at->archname)
1933 return tmp; 1945 return tmp;
1934 1946
1935 return NULL; 1947 return NULL;
1936} 1948}
1937 1949
1939 * activate recursively a flag on an object inventory 1951 * activate recursively a flag on an object inventory
1940 */ 1952 */
1941void 1953void
1942flag_inv (object *op, int flag) 1954flag_inv (object *op, int flag)
1943{ 1955{
1944 if (op->inv)
1945 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1956 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1946 { 1957 {
1947 SET_FLAG (tmp, flag); 1958 SET_FLAG (tmp, flag);
1948 flag_inv (tmp, flag); 1959 flag_inv (tmp, flag);
1949 } 1960 }
1950} 1961}
1951 1962
1952/* 1963/*
1953 * deactivate recursively a flag on an object inventory 1964 * deactivate recursively a flag on an object inventory
1954 */ 1965 */
1955void 1966void
1956unflag_inv (object *op, int flag) 1967unflag_inv (object *op, int flag)
1957{ 1968{
1958 if (op->inv)
1959 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1969 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1960 { 1970 {
1961 CLEAR_FLAG (tmp, flag); 1971 CLEAR_FLAG (tmp, flag);
1962 unflag_inv (tmp, flag); 1972 unflag_inv (tmp, flag);
1963 } 1973 }
1964}
1965
1966/*
1967 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1968 * all it's inventory (recursively).
1969 * If checksums are used, a player will get set_cheat called for
1970 * him/her-self and all object carried by a call to this function.
1971 */
1972void
1973set_cheat (object *op)
1974{
1975 SET_FLAG (op, FLAG_WAS_WIZ);
1976 flag_inv (op, FLAG_WAS_WIZ);
1977} 1974}
1978 1975
1979/* 1976/*
1980 * find_free_spot(object, map, x, y, start, stop) will search for 1977 * find_free_spot(object, map, x, y, start, stop) will search for
1981 * a spot at the given map and coordinates which will be able to contain 1978 * a spot at the given map and coordinates which will be able to contain
1983 * to search (see the freearr_x/y[] definition). 1980 * to search (see the freearr_x/y[] definition).
1984 * It returns a random choice among the alternatives found. 1981 * It returns a random choice among the alternatives found.
1985 * start and stop are where to start relative to the free_arr array (1,9 1982 * start and stop are where to start relative to the free_arr array (1,9
1986 * does all 4 immediate directions). This returns the index into the 1983 * does all 4 immediate directions). This returns the index into the
1987 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1984 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1988 * Note - this only checks to see if there is space for the head of the
1989 * object - if it is a multispace object, this should be called for all
1990 * pieces.
1991 * Note2: This function does correctly handle tiled maps, but does not 1985 * Note: This function does correctly handle tiled maps, but does not
1992 * inform the caller. However, insert_ob_in_map will update as 1986 * inform the caller. However, insert_ob_in_map will update as
1993 * necessary, so the caller shouldn't need to do any special work. 1987 * necessary, so the caller shouldn't need to do any special work.
1994 * Note - updated to take an object instead of archetype - this is necessary 1988 * Note - updated to take an object instead of archetype - this is necessary
1995 * because arch_blocked (now ob_blocked) needs to know the movement type 1989 * because arch_blocked (now ob_blocked) needs to know the movement type
1996 * to know if the space in question will block the object. We can't use 1990 * to know if the space in question will block the object. We can't use
1998 * customized, changed states, etc. 1992 * customized, changed states, etc.
1999 */ 1993 */
2000int 1994int
2001find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1995find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2002{ 1996{
1997 int altern[SIZEOFFREE];
2003 int index = 0, flag; 1998 int index = 0, flag;
2004 int altern[SIZEOFFREE];
2005 1999
2006 for (int i = start; i < stop; i++) 2000 for (int i = start; i < stop; i++)
2007 { 2001 {
2008 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2002 mapxy pos (m, x, y); pos.move (i);
2009 if (!flag) 2003
2004 if (!pos.normalise ())
2005 continue;
2006
2007 mapspace &ms = *pos;
2008
2009 if (ms.flags () & P_IS_ALIVE)
2010 continue;
2011
2012 /* However, often
2013 * ob doesn't have any move type (when used to place exits)
2014 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2015 */
2016 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2017 {
2010 altern [index++] = i; 2018 altern [index++] = i;
2019 continue;
2020 }
2011 2021
2012 /* Basically, if we find a wall on a space, we cut down the search size. 2022 /* Basically, if we find a wall on a space, we cut down the search size.
2013 * In this way, we won't return spaces that are on another side of a wall. 2023 * In this way, we won't return spaces that are on another side of a wall.
2014 * This mostly work, but it cuts down the search size in all directions - 2024 * This mostly work, but it cuts down the search size in all directions -
2015 * if the space being examined only has a wall to the north and empty 2025 * if the space being examined only has a wall to the north and empty
2016 * spaces in all the other directions, this will reduce the search space 2026 * spaces in all the other directions, this will reduce the search space
2017 * to only the spaces immediately surrounding the target area, and 2027 * to only the spaces immediately surrounding the target area, and
2018 * won't look 2 spaces south of the target space. 2028 * won't look 2 spaces south of the target space.
2019 */ 2029 */
2020 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2030 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2031 {
2021 stop = maxfree[i]; 2032 stop = maxfree[i];
2033 continue;
2034 }
2035
2036 /* Note it is intentional that we check ob - the movement type of the
2037 * head of the object should correspond for the entire object.
2038 */
2039 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2040 continue;
2041
2042 if (ob->blocked (pos.m, pos.x, pos.y))
2043 continue;
2044
2045 altern [index++] = i;
2022 } 2046 }
2023 2047
2024 if (!index) 2048 if (!index)
2025 return -1; 2049 return -1;
2026 2050
2027 return altern[RANDOM () % index]; 2051 return altern [rndm (index)];
2028} 2052}
2029 2053
2030/* 2054/*
2031 * find_first_free_spot(archetype, maptile, x, y) works like 2055 * find_first_free_spot(archetype, maptile, x, y) works like
2032 * find_free_spot(), but it will search max number of squares. 2056 * find_free_spot(), but it will search max number of squares.
2035 */ 2059 */
2036int 2060int
2037find_first_free_spot (const object *ob, maptile *m, int x, int y) 2061find_first_free_spot (const object *ob, maptile *m, int x, int y)
2038{ 2062{
2039 for (int i = 0; i < SIZEOFFREE; i++) 2063 for (int i = 0; i < SIZEOFFREE; i++)
2040 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2064 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2041 return i; 2065 return i;
2042 2066
2043 return -1; 2067 return -1;
2044} 2068}
2045 2069
2053{ 2077{
2054 arr += begin; 2078 arr += begin;
2055 end -= begin; 2079 end -= begin;
2056 2080
2057 while (--end) 2081 while (--end)
2058 swap (arr [end], arr [RANDOM () % (end + 1)]); 2082 swap (arr [end], arr [rndm (end + 1)]);
2059} 2083}
2060 2084
2061/* new function to make monster searching more efficient, and effective! 2085/* new function to make monster searching more efficient, and effective!
2062 * This basically returns a randomized array (in the passed pointer) of 2086 * This basically returns a randomized array (in the passed pointer) of
2063 * the spaces to find monsters. In this way, it won't always look for 2087 * the spaces to find monsters. In this way, it won't always look for
2091 * there is capable of. 2115 * there is capable of.
2092 */ 2116 */
2093int 2117int
2094find_dir (maptile *m, int x, int y, object *exclude) 2118find_dir (maptile *m, int x, int y, object *exclude)
2095{ 2119{
2096 int i, max = SIZEOFFREE, mflags; 2120 int max = SIZEOFFREE, mflags;
2097
2098 sint16 nx, ny;
2099 object *tmp;
2100 maptile *mp;
2101
2102 MoveType blocked, move_type; 2121 MoveType move_type;
2103 2122
2104 if (exclude && exclude->head) 2123 if (exclude && exclude->head_ () != exclude)
2105 { 2124 {
2106 exclude = exclude->head; 2125 exclude = exclude->head;
2107 move_type = exclude->move_type; 2126 move_type = exclude->move_type;
2108 } 2127 }
2109 else 2128 else
2110 { 2129 {
2111 /* If we don't have anything, presume it can use all movement types. */ 2130 /* If we don't have anything, presume it can use all movement types. */
2112 move_type = MOVE_ALL; 2131 move_type = MOVE_ALL;
2113 } 2132 }
2114 2133
2115 for (i = 1; i < max; i++) 2134 for (int i = 1; i < max; i++)
2116 { 2135 {
2117 mp = m; 2136 mapxy pos (m, x, y);
2118 nx = x + freearr_x[i]; 2137 pos.move (i);
2119 ny = y + freearr_y[i];
2120 2138
2121 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2139 if (!pos.normalise ())
2122
2123 if (mflags & P_OUT_OF_MAP)
2124 max = maxfree[i]; 2140 max = maxfree[i];
2125 else 2141 else
2126 { 2142 {
2127 mapspace &ms = mp->at (nx, ny); 2143 mapspace &ms = *pos;
2128 2144
2129 blocked = ms.move_block;
2130
2131 if ((move_type & blocked) == move_type) 2145 if ((move_type & ms.move_block) == move_type)
2132 max = maxfree[i]; 2146 max = maxfree [i];
2133 else if (mflags & P_IS_ALIVE) 2147 else if (ms.flags () & P_IS_ALIVE)
2134 { 2148 {
2135 for (tmp = ms.bot; tmp; tmp = tmp->above) 2149 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2136 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2150 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2137 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2151 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2138 break;
2139
2140 if (tmp)
2141 return freedir[i]; 2152 return freedir [i];
2142 } 2153 }
2143 } 2154 }
2144 } 2155 }
2145 2156
2146 return 0; 2157 return 0;
2197 2208
2198 return 3; 2209 return 3;
2199} 2210}
2200 2211
2201/* 2212/*
2202 * absdir(int): Returns a number between 1 and 8, which represent
2203 * the "absolute" direction of a number (it actually takes care of
2204 * "overflow" in previous calculations of a direction).
2205 */
2206
2207int
2208absdir (int d)
2209{
2210 while (d < 1)
2211 d += 8;
2212
2213 while (d > 8)
2214 d -= 8;
2215
2216 return d;
2217}
2218
2219/*
2220 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2213 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2221 * between two directions (which are expected to be absolute (see absdir()) 2214 * between two directions (which are expected to be absolute (see absdir())
2222 */ 2215 */
2223
2224int 2216int
2225dirdiff (int dir1, int dir2) 2217dirdiff (int dir1, int dir2)
2226{ 2218{
2227 int d; 2219 int d;
2228 2220
2240 * This basically means that if direction is 15, then it could either go 2232 * This basically means that if direction is 15, then it could either go
2241 * direction 4, 14, or 16 to get back to where we are. 2233 * direction 4, 14, or 16 to get back to where we are.
2242 * Moved from spell_util.c to object.c with the other related direction 2234 * Moved from spell_util.c to object.c with the other related direction
2243 * functions. 2235 * functions.
2244 */ 2236 */
2245int reduction_dir[SIZEOFFREE][3] = { 2237static const int reduction_dir[SIZEOFFREE][3] = {
2246 {0, 0, 0}, /* 0 */ 2238 {0, 0, 0}, /* 0 */
2247 {0, 0, 0}, /* 1 */ 2239 {0, 0, 0}, /* 1 */
2248 {0, 0, 0}, /* 2 */ 2240 {0, 0, 0}, /* 2 */
2249 {0, 0, 0}, /* 3 */ 2241 {0, 0, 0}, /* 3 */
2250 {0, 0, 0}, /* 4 */ 2242 {0, 0, 0}, /* 4 */
2341 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2333 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2342 * core dumps if they do. 2334 * core dumps if they do.
2343 * 2335 *
2344 * Add a check so we can't pick up invisible objects (0.93.8) 2336 * Add a check so we can't pick up invisible objects (0.93.8)
2345 */ 2337 */
2346
2347int 2338int
2348can_pick (const object *who, const object *item) 2339can_pick (const object *who, const object *item)
2349{ 2340{
2350 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2341 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2351 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2342 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2352 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2343 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2353} 2344}
2354 2345
2355/* 2346/*
2356 * create clone from object to another 2347 * create clone from object to another
2357 */ 2348 */
2358object * 2349object *
2359object_create_clone (object *asrc) 2350object::deep_clone ()
2360{ 2351{
2361 object *dst = 0, *tmp, *src, *part, *prev, *item; 2352 assert (("deep_clone called on non-head object", is_head ()));
2362 2353
2363 if (!asrc) 2354 object *dst = clone ();
2364 return 0;
2365 2355
2366 src = asrc; 2356 object *prev = dst;
2367 if (src->head)
2368 src = src->head;
2369
2370 prev = 0;
2371 for (part = src; part; part = part->more) 2357 for (object *part = this->more; part; part = part->more)
2372 { 2358 {
2373 tmp = part->clone (); 2359 object *tmp = part->clone ();
2374 tmp->x -= src->x;
2375 tmp->y -= src->y;
2376
2377 if (!part->head)
2378 {
2379 dst = tmp;
2380 tmp->head = 0;
2381 }
2382 else
2383 tmp->head = dst; 2360 tmp->head = dst;
2384
2385 tmp->more = 0;
2386
2387 if (prev)
2388 prev->more = tmp; 2361 prev->more = tmp;
2389
2390 prev = tmp; 2362 prev = tmp;
2391 } 2363 }
2392 2364
2393 for (item = src->inv; item; item = item->below) 2365 for (object *item = inv; item; item = item->below)
2394 insert_ob_in_ob (object_create_clone (item), dst); 2366 insert_ob_in_ob (item->deep_clone (), dst);
2395 2367
2396 return dst; 2368 return dst;
2397}
2398
2399/* GROS - Creates an object using a string representing its content. */
2400/* Basically, we save the content of the string to a temp file, then call */
2401/* load_object on it. I admit it is a highly inefficient way to make things, */
2402/* but it was simple to make and allows reusing the load_object function. */
2403/* Remember not to use load_object_str in a time-critical situation. */
2404/* Also remember that multiparts objects are not supported for now. */
2405object *
2406load_object_str (const char *obstr)
2407{
2408 object *op;
2409 char filename[MAX_BUF];
2410
2411 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2412
2413 FILE *tempfile = fopen (filename, "w");
2414
2415 if (tempfile == NULL)
2416 {
2417 LOG (llevError, "Error - Unable to access load object temp file\n");
2418 return NULL;
2419 }
2420
2421 fprintf (tempfile, obstr);
2422 fclose (tempfile);
2423
2424 op = object::create ();
2425
2426 object_thawer thawer (filename);
2427
2428 if (thawer)
2429 load_object (thawer, op, 0);
2430
2431 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2432 CLEAR_FLAG (op, FLAG_REMOVED);
2433
2434 return op;
2435} 2369}
2436 2370
2437/* This returns the first object in who's inventory that 2371/* This returns the first object in who's inventory that
2438 * has the same type and subtype match. 2372 * has the same type and subtype match.
2439 * returns NULL if no match. 2373 * returns NULL if no match.
2446 return tmp; 2380 return tmp;
2447 2381
2448 return 0; 2382 return 0;
2449} 2383}
2450 2384
2451/* If ob has a field named key, return the link from the list, 2385shstr_tmp
2452 * otherwise return NULL. 2386object::kv_get (shstr_tmp key) const
2453 *
2454 * key must be a passed in shared string - otherwise, this won't
2455 * do the desired thing.
2456 */
2457key_value *
2458get_ob_key_link (const object *ob, const char *key)
2459{ 2387{
2460 for (key_value *link = ob->key_values; link; link = link->next) 2388 for (key_value *kv = key_values; kv; kv = kv->next)
2461 if (link->key == key) 2389 if (kv->key == key)
2462 return link;
2463
2464 return 0;
2465}
2466
2467/*
2468 * Returns the value of op has an extra_field for key, or NULL.
2469 *
2470 * The argument doesn't need to be a shared string.
2471 *
2472 * The returned string is shared.
2473 */
2474const char *
2475get_ob_key_value (const object *op, const char *const key)
2476{
2477 key_value *link;
2478 shstr_cmp canonical_key (key);
2479
2480 if (!canonical_key)
2481 {
2482 /* 1. There being a field named key on any object
2483 * implies there'd be a shared string to find.
2484 * 2. Since there isn't, no object has this field.
2485 * 3. Therefore, *this* object doesn't have this field.
2486 */
2487 return 0;
2488 }
2489
2490 /* This is copied from get_ob_key_link() above -
2491 * only 4 lines, and saves the function call overhead.
2492 */
2493 for (link = op->key_values; link; link = link->next)
2494 if (link->key == canonical_key)
2495 return link->value; 2390 return kv->value;
2496 2391
2497 return 0; 2392 return shstr ();
2498} 2393}
2499 2394
2500 2395void
2501/* 2396object::kv_set (shstr_tmp key, shstr_tmp value)
2502 * Updates the canonical_key in op to value.
2503 *
2504 * canonical_key is a shared string (value doesn't have to be).
2505 *
2506 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2507 * keys.
2508 *
2509 * Returns TRUE on success.
2510 */
2511int
2512set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2513{ 2397{
2514 key_value *field = NULL, *last = NULL; 2398 for (key_value *kv = key_values; kv; kv = kv->next)
2515 2399 if (kv->key == key)
2516 for (field = op->key_values; field != NULL; field = field->next)
2517 {
2518 if (field->key != canonical_key)
2519 { 2400 {
2520 last = field; 2401 kv->value = value;
2521 continue; 2402 return;
2522 } 2403 }
2523 2404
2524 if (value) 2405 key_value *kv = new key_value;
2525 field->value = value; 2406
2526 else 2407 kv->next = key_values;
2408 kv->key = key;
2409 kv->value = value;
2410
2411 key_values = kv;
2412}
2413
2414void
2415object::kv_del (shstr_tmp key)
2416{
2417 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2418 if ((*kvp)->key == key)
2527 { 2419 {
2528 /* Basically, if the archetype has this key set, 2420 key_value *kv = *kvp;
2529 * we need to store the null value so when we save 2421 *kvp = (*kvp)->next;
2530 * it, we save the empty value so that when we load, 2422 delete kv;
2531 * we get this value back again. 2423 return;
2532 */
2533 if (get_ob_key_link (&op->arch->clone, canonical_key))
2534 field->value = 0;
2535 else
2536 {
2537 if (last)
2538 last->next = field->next;
2539 else
2540 op->key_values = field->next;
2541
2542 delete field;
2543 }
2544 } 2424 }
2545 return TRUE;
2546 }
2547 /* IF we get here, key doesn't exist */
2548
2549 /* No field, we'll have to add it. */
2550
2551 if (!add_key)
2552 return FALSE;
2553
2554 /* There isn't any good reason to store a null
2555 * value in the key/value list. If the archetype has
2556 * this key, then we should also have it, so shouldn't
2557 * be here. If user wants to store empty strings,
2558 * should pass in ""
2559 */
2560 if (value == NULL)
2561 return TRUE;
2562
2563 field = new key_value;
2564
2565 field->key = canonical_key;
2566 field->value = value;
2567 /* Usual prepend-addition. */
2568 field->next = op->key_values;
2569 op->key_values = field;
2570
2571 return TRUE;
2572}
2573
2574/*
2575 * Updates the key in op to value.
2576 *
2577 * If add_key is FALSE, this will only update existing keys,
2578 * and not add new ones.
2579 * In general, should be little reason FALSE is ever passed in for add_key
2580 *
2581 * Returns TRUE on success.
2582 */
2583int
2584set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2585{
2586 shstr key_ (key);
2587
2588 return set_ob_key_value_s (op, key_, value, add_key);
2589} 2425}
2590 2426
2591object::depth_iterator::depth_iterator (object *container) 2427object::depth_iterator::depth_iterator (object *container)
2592: iterator_base (container) 2428: iterator_base (container)
2593{ 2429{
2606 item = item->inv; 2442 item = item->inv;
2607 } 2443 }
2608 else 2444 else
2609 item = item->env; 2445 item = item->env;
2610} 2446}
2611
2612 2447
2613const char * 2448const char *
2614object::flag_desc (char *desc, int len) const 2449object::flag_desc (char *desc, int len) const
2615{ 2450{
2616 char *p = desc; 2451 char *p = desc;
2644{ 2479{
2645 char flagdesc[512]; 2480 char flagdesc[512];
2646 char info2[256 * 4]; 2481 char info2[256 * 4];
2647 char *p = info; 2482 char *p = info;
2648 2483
2649 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2484 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2650 count, uuid.seq, 2485 count,
2486 uuid.c_str (),
2651 &name, 2487 &name,
2652 title ? "\",title:" : "", 2488 title ? ",title:\"" : "",
2653 title ? (const char *)title : "", 2489 title ? (const char *)title : "",
2490 title ? "\"" : "",
2654 flag_desc (flagdesc, 512), type); 2491 flag_desc (flagdesc, 512), type);
2655 2492
2656 if (env) 2493 if (!flag[FLAG_REMOVED] && env)
2657 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2494 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2658 2495
2659 if (map) 2496 if (map)
2660 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2497 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2661 2498
2663} 2500}
2664 2501
2665const char * 2502const char *
2666object::debug_desc () const 2503object::debug_desc () const
2667{ 2504{
2668 static char info[256 * 4]; 2505 static char info[3][256 * 4];
2506 static int info_idx;
2507
2669 return debug_desc (info); 2508 return debug_desc (info [++info_idx % 3]);
2670} 2509}
2671 2510
2511struct region *
2512object::region () const
2513{
2514 return map ? map->region (x, y)
2515 : region::default_region ();
2516}
2517
2518void
2519object::open_container (object *new_container)
2520{
2521 if (container == new_container)
2522 return;
2523
2524 object *old_container = container;
2525
2526 if (old_container)
2527 {
2528 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2529 return;
2530
2531#if 0
2532 // remove the "Close old_container" object.
2533 if (object *closer = old_container->inv)
2534 if (closer->type == CLOSE_CON)
2535 closer->destroy ();
2536#endif
2537
2538 // make sure the container is available
2539 esrv_send_item (this, old_container);
2540
2541 old_container->flag [FLAG_APPLIED] = false;
2542 container = 0;
2543
2544 // client needs item update to make it work, client bug requires this to be separate
2545 esrv_update_item (UPD_FLAGS, this, old_container);
2546
2547 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2548 play_sound (sound_find ("chest_close"));
2549 }
2550
2551 if (new_container)
2552 {
2553 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2554 return;
2555
2556 // TODO: this does not seem to serve any purpose anymore?
2557#if 0
2558 // insert the "Close Container" object.
2559 if (archetype *closer = new_container->other_arch)
2560 {
2561 object *closer = arch_to_object (new_container->other_arch);
2562 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2563 new_container->insert (closer);
2564 }
2565#endif
2566
2567 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2568
2569 // make sure the container is available, client bug requires this to be separate
2570 esrv_send_item (this, new_container);
2571
2572 new_container->flag [FLAG_APPLIED] = true;
2573 container = new_container;
2574
2575 // client needs flag change
2576 esrv_update_item (UPD_FLAGS, this, new_container);
2577 esrv_send_inventory (this, new_container);
2578 play_sound (sound_find ("chest_open"));
2579 }
2580// else if (!old_container->env && contr && contr->ns)
2581// contr->ns->floorbox_reset ();
2582}
2583
2584object *
2585object::force_find (shstr_tmp name)
2586{
2587 /* cycle through his inventory to look for the MARK we want to
2588 * place
2589 */
2590 for (object *tmp = inv; tmp; tmp = tmp->below)
2591 if (tmp->type == FORCE && tmp->slaying == name)
2592 return splay (tmp);
2593
2594 return 0;
2595}
2596
2597//-GPL
2598
2599void
2600object::force_set_timer (int duration)
2601{
2602 this->duration = 1;
2603 this->speed_left = -1.f;
2604
2605 this->set_speed (duration ? 1.f / duration : 0.f);
2606}
2607
2608object *
2609object::force_add (shstr_tmp name, int duration)
2610{
2611 if (object *force = force_find (name))
2612 force->destroy ();
2613
2614 object *force = get_archetype (FORCE_NAME);
2615
2616 force->slaying = name;
2617 force->force_set_timer (duration);
2618 force->flag [FLAG_APPLIED] = true;
2619
2620 return insert (force);
2621}
2622
2623void
2624object::play_sound (faceidx sound) const
2625{
2626 if (!sound)
2627 return;
2628
2629 if (is_on_map ())
2630 map->play_sound (sound, x, y);
2631 else if (object *pl = in_player ())
2632 pl->contr->play_sound (sound);
2633}
2634
2635void
2636object::say_msg (const char *msg) const
2637{
2638 if (is_on_map ())
2639 map->say_msg (msg, x, y);
2640 else if (object *pl = in_player ())
2641 pl->contr->play_sound (sound);
2642}
2643
2644void
2645object::make_noise ()
2646{
2647 // we do not model noise in the map, so instead put
2648 // a temporary light into the noise source
2649 // could use the map instead, but that's less reliable for our
2650 // goal, which is to make invisibility a bit harder to exploit
2651
2652 // currently only works sensibly for players
2653 if (!is_player ())
2654 return;
2655
2656 // find old force, or create new one
2657 object *force = force_find (shstr_noise_force);
2658
2659 if (force)
2660 force->speed_left = -1.f; // patch old speed up
2661 else
2662 {
2663 force = archetype::get (shstr_noise_force);
2664
2665 force->slaying = shstr_noise_force;
2666 force->stats.food = 1;
2667 force->speed_left = -1.f;
2668
2669 force->set_speed (1.f / 4.f);
2670 force->flag [FLAG_IS_USED_UP] = true;
2671 force->flag [FLAG_APPLIED] = true;
2672
2673 insert (force);
2674 }
2675}
2676

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