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Comparing deliantra/server/common/object.C (file contents):
Revision 1.96 by root, Sat Dec 30 10:16:10 2006 UTC vs.
Revision 1.290 by sf-marcmagus, Sun Oct 11 05:43:35 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
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your 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 GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
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> 24#include <global.h>
28#include <stdio.h> 25#include <stdio.h>
29#include <sys/types.h> 26#include <sys/types.h>
30#include <sys/uio.h> 27#include <sys/uio.h>
31#include <object.h> 28#include <object.h>
32#include <funcpoint.h> 29#include <sproto.h>
33#include <loader.h> 30#include <loader.h>
34 31
35#include <bitset> 32#include <bitset>
36 33
37int nrofallocobjects = 0; 34UUID UUID::cur;
38static UUID uuid; 35static uint64_t seq_next_save;
39const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
40 38
41object *active_objects; /* List of active objects that need to be processed */ 39objectvec objects;
40activevec actives;
42 41
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, 42short freearr_x[SIZEOFFREE] = {
43 0,
44 0, 1, 1, 1, 0, -1, -1, -1,
45 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 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
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, 48short freearr_y[SIZEOFFREE] = {
49 0,
50 -1, -1, 0, 1, 1, 1, 0, -1,
51 -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 52 -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}; 53};
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, 54int maxfree[SIZEOFFREE] = {
55 0,
56 9, 10, 13, 14, 17, 18, 21, 22,
57 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 58 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}; 59};
52int freedir[SIZEOFFREE] = { 60int 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, 61 0,
62 1, 2, 3, 4, 5, 6, 7, 8,
63 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 64 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}; 65};
56 66
57static void 67static void
58write_uuid (void) 68write_uuid (uval64 skip, bool sync)
59{ 69{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 70 CALL_BEGIN (2);
61 71 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 72 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 73 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 74 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} 75}
77 76
78static void 77static void
79read_uuid (void) 78read_uuid (void)
80{ 79{
81 char filename[MAX_BUF]; 80 char filename[MAX_BUF];
82 81
83 sprintf (filename, "%s/uuid", settings.localdir); 82 sprintf (filename, "%s/uuid", settings.localdir);
83
84 seq_next_save = 0;
84 85
85 FILE *fp; 86 FILE *fp;
86 87
87 if (!(fp = fopen (filename, "r"))) 88 if (!(fp = fopen (filename, "r")))
88 { 89 {
89 if (errno == ENOENT) 90 if (errno == ENOENT)
90 { 91 {
91 LOG (llevInfo, "RESET uid to 1\n"); 92 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 93 UUID::cur.seq = 0;
93 write_uuid (); 94 write_uuid (UUID_GAP, true);
94 return; 95 return;
95 } 96 }
96 97
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 99 _exit (1);
99 } 100 }
100 101
101 int version; 102 UUID::BUF buf;
102 unsigned long long uid; 103 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 104 fgets (buf, sizeof (buf), fp);
105
106 if (!UUID::cur.parse (buf))
104 { 107 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 108 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 109 _exit (1);
107 } 110 }
108 111
109 uuid.seq = uid; 112 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
110 write_uuid (); 113
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 114 write_uuid (UUID_GAP, true);
112 fclose (fp); 115 fclose (fp);
113} 116}
114 117
115UUID 118UUID
116gen_uuid () 119UUID::gen ()
117{ 120{
118 UUID uid; 121 UUID uid;
119 122
120 uid.seq = ++uuid.seq; 123 uid.seq = ++cur.seq;
121 124
122 if (!(uuid.seq & (UUID_SKIP - 1))) 125 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 126 {
127 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
128 write_uuid (UUID_GAP, false);
129 }
130
124 131
125 return uid; 132 return uid;
126} 133}
127 134
128void 135void
129init_uuid () 136UUID::init ()
130{ 137{
131 read_uuid (); 138 read_uuid ();
132} 139}
133 140
134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 141/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int 142static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 143compare_ob_value_lists_one (const object *wants, const object *has)
137{ 144{
138 key_value *wants_field;
139
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 145 /* 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 146 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 147 * different structure or at least keep the lists sorted...
143 */ 148 */
144 149
145 /* For each field in wants, */ 150 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 151 for (key_value *kv = wants->key_values; kv; kv = kv->next)
147 { 152 if (has->kv_get (kv->key) != kv->value)
148 key_value *has_field; 153 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 }
168 154
169 /* If we get here, every field in wants has a matching field in has. */ 155 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE; 156 return true;
171} 157}
172 158
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 159/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 160static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 161compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 162{
177 /* However, there may be fields in has which aren't partnered in wants, 163 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 164 * so we need to run the comparison *twice*. :(
179 */ 165 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 166 return compare_ob_value_lists_one (ob1, ob2)
167 && compare_ob_value_lists_one (ob2, ob1);
181} 168}
182 169
183/* Function examines the 2 objects given to it, and returns true if 170/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 171 * they can be merged together.
185 * 172 *
200 || ob1->speed != ob2->speed 187 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value 188 || ob1->value != ob2->value
202 || ob1->name != ob2->name) 189 || ob1->name != ob2->name)
203 return 0; 190 return 0;
204 191
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 192 /* Do not merge objects if nrof would overflow, assume nrof
207 * value could not be stored in a sint32 (which unfortunately sometimes is 193 * is always 0 .. 2**31-1 */
208 * used to store nrof). 194 if (ob1->nrof > 0x7fffffff - ob2->nrof)
209 */
210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
211 return 0; 195 return 0;
212 196
213 /* If the objects have been identified, set the BEEN_APPLIED flag. 197 /* 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 198 * 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 199 * 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 200 * are not equal - just if it has been identified, the been_applied
217 * flags lose any meaning. 201 * flags lose any meaning.
218 */ 202 */
219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 203 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 204 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
221 205
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 206 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 207 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
224 208
225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 209 if (ob1->arch->archname != ob2->arch->archname
226 || ob1->arch != ob2->arch
227 || ob1->name != ob2->name 210 || ob1->name != ob2->name
228 || ob1->title != ob2->title 211 || ob1->title != ob2->title
229 || ob1->msg != ob2->msg 212 || ob1->msg != ob2->msg
230 || ob1->weight != ob2->weight 213 || 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 214 || ob1->attacktype != ob2->attacktype
234 || ob1->magic != ob2->magic 215 || ob1->magic != ob2->magic
235 || ob1->slaying != ob2->slaying 216 || ob1->slaying != ob2->slaying
236 || ob1->skill != ob2->skill 217 || ob1->skill != ob2->skill
237 || ob1->value != ob2->value 218 || ob1->value != ob2->value
238 || ob1->animation_id != ob2->animation_id 219 || ob1->animation_id != ob2->animation_id
220 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
239 || ob1->client_type != ob2->client_type 221 || ob1->client_type != ob2->client_type
240 || ob1->materialname != ob2->materialname 222 || ob1->materialname != ob2->materialname
241 || ob1->lore != ob2->lore 223 || ob1->lore != ob2->lore
242 || ob1->subtype != ob2->subtype 224 || ob1->subtype != ob2->subtype
243 || ob1->move_type != ob2->move_type 225 || ob1->move_type != ob2->move_type
244 || ob1->move_block != ob2->move_block 226 || ob1->move_block != ob2->move_block
245 || ob1->move_allow != ob2->move_allow 227 || ob1->move_allow != ob2->move_allow
246 || ob1->move_on != ob2->move_on 228 || ob1->move_on != ob2->move_on
247 || ob1->move_off != ob2->move_off 229 || ob1->move_off != ob2->move_off
248 || ob1->move_slow != ob2->move_slow 230 || ob1->move_slow != ob2->move_slow
249 || ob1->move_slow_penalty != ob2->move_slow_penalty) 231 || ob1->move_slow_penalty != ob2->move_slow_penalty
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
250 return 0; 234 return 0;
251 235
236 if ((ob1->flag ^ ob2->flag)
237 .reset (FLAG_INV_LOCKED)
238 .reset (FLAG_REMOVED)
239 .any ())
240 return 0;
241
252 /* This is really a spellbook check - really, we should 242 /* This is really a spellbook check - we should in general
253 * check all objects in the inventory. 243 * not merge objects with real inventories, as splitting them
244 * is hard.
254 */ 245 */
255 if (ob1->inv || ob2->inv) 246 if (ob1->inv || ob2->inv)
256 { 247 {
257 /* if one object has inventory but the other doesn't, not equiv */ 248 if (!(ob1->inv && ob2->inv))
258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 249 return 0; /* inventories differ in length */
259 return 0;
260 250
261 /* Now check to see if the two inventory objects could merge */ 251 if (ob1->inv->below || ob2->inv->below)
252 return 0; /* more than one object in inv */
253
262 if (!object::can_merge (ob1->inv, ob2->inv)) 254 if (!object::can_merge (ob1->inv, ob2->inv))
263 return 0; 255 return 0; /* inventory objects differ */
264 256
265 /* inventory ok - still need to check rest of this object to see 257 /* inventory ok - still need to check rest of this object to see
266 * if it is valid. 258 * if it is valid.
267 */ 259 */
268 } 260 }
276 268
277 /* Note sure why the following is the case - either the object has to 269 /* Note sure why the following is the case - either the object has to
278 * be animated or have a very low speed. Is this an attempted monster 270 * be animated or have a very low speed. Is this an attempted monster
279 * check? 271 * check?
280 */ 272 */
281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 273 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
282 return 0; 274 return 0;
283 275
284 switch (ob1->type) 276 switch (ob1->type)
285 { 277 {
286 case SCROLL: 278 case SCROLL:
287 if (ob1->level != ob2->level) 279 if (ob1->level != ob2->level)
288 return 0; 280 return 0;
289 break; 281 break;
290 } 282 }
291 283
292 if (ob1->key_values != NULL || ob2->key_values != NULL) 284 if (ob1->key_values || ob2->key_values)
293 { 285 {
294 /* At least one of these has key_values. */ 286 /* At least one of these has key_values. */
295 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 287 if ((!ob1->key_values) != (!ob2->key_values))
296 /* One has fields, but the other one doesn't. */ 288 return 0; /* One has fields, but the other one doesn't. */
289
290 if (!compare_ob_value_lists (ob1, ob2))
297 return 0; 291 return 0;
298 else if (!compare_ob_value_lists (ob1, ob2))
299 return 0;
300 } 292 }
301 293
302 //TODO: generate an event or call into perl for additional checks
303 if (ob1->self || ob2->self) 294 if (ob1->self || ob2->self)
304 { 295 {
305 ob1->optimise (); 296 ob1->optimise ();
306 ob2->optimise (); 297 ob2->optimise ();
307 298
308 if (ob1->self || ob2->self) 299 if (ob1->self || ob2->self)
300 {
301 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
302 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
303
304 if (k1 != k2)
309 return 0; 305 return 0;
306
307 if (k1 == 0)
308 return 1;
309
310 if (!cfperl_can_merge (ob1, ob2))
311 return 0;
312 }
310 } 313 }
311 314
312 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
313 return 1; 316 return 1;
314} 317}
315 318
319// find player who can see this object
320object *
321object::visible_to () const
322{
323 if (client_visible () && !flag [FLAG_REMOVED])
324 {
325 // see if we are in a container of sorts
326 if (env)
327 {
328 // the player inventory itself is always visible
329 if (env->is_player ())
330 return env;
331
332 // else a player could have our env open
333 object *envest = env->outer_env_or_self ();
334
335 // the player itself is always on a map, so we will find him here
336 // even if our inv is in a player.
337 if (envest->is_on_map ())
338 if (object *pl = envest->ms ().player ())
339 if (pl->container == env)
340 return pl;
341 }
342 else
343 {
344 // maybe there is a player standing on the same mapspace
345 // this will catch the case where "this" is a player
346 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
348 || this == pl->container)
349 return pl;
350 }
351 }
352
353 return 0;
354}
355
356// adjust weight per container type ("of holding")
357static sint32
358weight_adjust_for (object *op, sint32 weight)
359{
360 return op->type == CONTAINER
361 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
362 : weight;
363}
364
316/* 365/*
366 * adjust_weight(object, weight) adds the specified weight to an object,
367 * and also updates how much the environment(s) is/are carrying.
368 */
369static void
370adjust_weight (object *op, sint32 weight)
371{
372 while (op)
373 {
374 // adjust by actual difference to account for rounding errors
375 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
376 weight = weight_adjust_for (op, op->carrying)
377 - weight_adjust_for (op, op->carrying - weight);
378
379 if (!weight)
380 return;
381
382 op->carrying += weight;
383
384 if (object *pl = op->visible_to ())
385 if (pl != op) // player is handled lazily
386 esrv_update_item (UPD_WEIGHT, pl, op);
387
388 op = op->env;
389 }
390}
391
392/*
317 * sum_weight() is a recursive function which calculates the weight 393 * this is a recursive function which calculates the weight
318 * an object is carrying. It goes through in figures out how much 394 * an object is carrying. It goes through op and figures out how much
319 * containers are carrying, and sums it up. 395 * containers are carrying, and sums it up.
320 */ 396 */
321long 397void
322sum_weight (object *op) 398object::update_weight ()
323{ 399{
324 long sum; 400 sint32 sum = 0;
325 object *inv;
326 401
327 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 402 for (object *op = inv; op; op = op->below)
328 { 403 {
329 if (inv->inv) 404 if (op->inv)
330 sum_weight (inv); 405 op->update_weight ();
331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 406
407 sum += op->total_weight ();
408 }
409
410 sum = weight_adjust_for (this, sum);
411
412 if (sum != carrying)
332 } 413 {
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; 414 carrying = sum;
339 415
340 return sum; 416 if (object *pl = visible_to ())
417 if (pl != this) // player is handled lazily
418 esrv_update_item (UPD_WEIGHT, pl, this);
419 }
341} 420}
342 421
343/** 422/*
344 * Return the outermost environment object for a given object. 423 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
345 */ 424 */
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 * 425char *
362dump_object (object *op) 426dump_object (object *op)
363{ 427{
364 if (!op) 428 if (!op)
365 return strdup ("[NULLOBJ]"); 429 return strdup ("[NULLOBJ]");
366 430
367 object_freezer freezer; 431 object_freezer freezer;
368 save_object (freezer, op, 1); 432 op->write (freezer);
369 return freezer.as_string (); 433 return freezer.as_string ();
434}
435
436char *
437object::as_string ()
438{
439 return dump_object (this);
370} 440}
371 441
372/* 442/*
373 * get_nearest_part(multi-object, object 2) returns the part of the 443 * get_nearest_part(multi-object, object 2) returns the part of the
374 * multi-object 1 which is closest to the second object. 444 * multi-object 1 which is closest to the second object.
375 * If it's not a multi-object, it is returned. 445 * If it's not a multi-object, it is returned.
376 */ 446 */
377
378object * 447object *
379get_nearest_part (object *op, const object *pl) 448get_nearest_part (object *op, const object *pl)
380{ 449{
381 object *tmp, *closest; 450 object *tmp, *closest;
382 int last_dist, i; 451 int last_dist, i;
383 452
384 if (op->more == NULL) 453 if (!op->more)
385 return op; 454 return op;
455
386 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 456 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
457 tmp;
458 tmp = tmp->more)
387 if ((i = distance (tmp, pl)) < last_dist) 459 if ((i = distance (tmp, pl)) < last_dist)
388 closest = tmp, last_dist = i; 460 closest = tmp, last_dist = i;
461
389 return closest; 462 return closest;
390} 463}
391 464
392/* 465/*
393 * Returns the object which has the count-variable equal to the argument. 466 * Returns the object which has the count-variable equal to the argument.
467 * VERRRY slow.
394 */ 468 */
395
396object * 469object *
397find_object (tag_t i) 470find_object (tag_t i)
398{ 471{
399 for (object *op = object::first; op; op = op->next) 472 for_all_objects (op)
400 if (op->count == i) 473 if (op->count == i)
401 return op; 474 return op;
402 475
403 return 0; 476 return 0;
404} 477}
405 478
406/* 479/*
407 * Returns the first object which has a name equal to the argument. 480 * Returns the first object which has a name equal to the argument.
408 * Used only by the patch command, but not all that useful. 481 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999" 482 * Enables features like "patch <name-of-other-player> food 999"
410 */ 483 */
411
412object * 484object *
413find_object_name (const char *str) 485find_object_name (const char *str)
414{ 486{
415 shstr_cmp str_ (str); 487 shstr_cmp str_ (str);
416 object *op;
417 488
418 for (op = object::first; op != NULL; op = op->next) 489 if (str_)
490 for_all_objects (op)
419 if (op->name == str_) 491 if (op->name == str_)
420 break; 492 return op;
421 493
422 return op; 494 return 0;
423}
424
425void
426free_all_object_data ()
427{
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429} 495}
430 496
431/* 497/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 498 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 499 * skill and experience objects.
500 * ACTUALLY NO! investigate! TODO
434 */ 501 */
435void 502void
436object::set_owner (object *owner) 503object::set_owner (object *owner)
437{ 504{
505 // allow objects which own objects
438 if (!owner) 506 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) 507 while (owner->owner)
449 owner = owner->owner; 508 owner = owner->owner;
509
510 if (flag [FLAG_FREED])
511 {
512 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
513 return;
514 }
450 515
451 this->owner = owner; 516 this->owner = owner;
517}
518
519int
520object::slottype () const
521{
522 if (type == SKILL)
523 {
524 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
525 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
526 }
527 else
528 {
529 if (slot [body_combat].info) return slot_combat;
530 if (slot [body_range ].info) return slot_ranged;
531 }
532
533 return slot_none;
534}
535
536bool
537object::change_weapon (object *ob)
538{
539 if (current_weapon == ob)
540 return true;
541
542 if (chosen_skill)
543 chosen_skill->flag [FLAG_APPLIED] = false;
544
545 current_weapon = ob;
546 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
547
548 if (chosen_skill)
549 chosen_skill->flag [FLAG_APPLIED] = true;
550
551 update_stats ();
552
553 if (ob)
554 {
555 // now check wether any body locations became invalid, in which case
556 // we cannot apply the weapon at the moment.
557 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
558 if (slot[i].used < 0)
559 {
560 current_weapon = chosen_skill = 0;
561 update_stats ();
562
563 new_draw_info_format (NDI_UNIQUE, 0, this,
564 "You try to balance all your items at once, "
565 "but the %s is just too much for your body. "
566 "[You need to unapply some items first - use the 'body' command to see "
567 "how many items you cna wera on a specific body part.]", &ob->name);
568 return false;
569 }
570
571 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
572 }
573 else
574 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
575
576 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
577 {
578 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
579 &name, ob->debug_desc ());
580 return false;
581 }
582
583 return true;
452} 584}
453 585
454/* Zero the key_values on op, decrementing the shared-string 586/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 587 * refcounts and freeing the links.
456 */ 588 */
457static void 589static void
458free_key_values (object *op) 590free_key_values (object *op)
459{ 591{
460 for (key_value *i = op->key_values; i != 0;) 592 for (key_value *i = op->key_values; i; )
461 { 593 {
462 key_value *next = i->next; 594 key_value *next = i->next;
463 delete i; 595 delete i;
464 596
465 i = next; 597 i = next;
477 * will point at garbage. 609 * will point at garbage.
478 */ 610 */
479void 611void
480object::copy_to (object *dst) 612object::copy_to (object *dst)
481{ 613{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 614 dst->remove ();
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
484
485 *(object_copy *)dst = *this; 615 *(object_copy *)dst = *this;
486 616 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;
495 617
496 /* Copy over key_values, if any. */ 618 /* Copy over key_values, if any. */
497 if (key_values) 619 if (key_values)
498 { 620 {
499 key_value *tail = 0; 621 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 622 dst->key_values = 0;
503 623
504 for (i = key_values; i; i = i->next) 624 for (key_value *i = key_values; i; i = i->next)
505 { 625 {
506 key_value *new_link = new key_value; 626 key_value *new_link = new key_value;
507 627
508 new_link->next = 0; 628 new_link->next = 0;
509 new_link->key = i->key; 629 new_link->key = i->key;
510 new_link->value = i->value; 630 new_link->value = i->value;
511 631
512 /* Try and be clever here, too. */ 632 /* Try and be clever here, too. */
513 if (!dst->key_values) 633 if (!dst->key_values)
514 { 634 {
521 tail = new_link; 641 tail = new_link;
522 } 642 }
523 } 643 }
524 } 644 }
525 645
526 dst->set_speed (dst->speed); 646 if (speed < 0)
647 dst->speed_left -= rndm ();
648
649 dst->activate ();
650}
651
652void
653object::instantiate ()
654{
655 if (!uuid.seq) // HACK
656 uuid = UUID::gen ();
657
658 speed_left = -0.1f;
659 /* copy the body_info to the body_used - this is only really
660 * need for monsters, but doesn't hurt to do it for everything.
661 * by doing so, when a monster is created, it has good starting
662 * values for the body_used info, so when items are created
663 * for it, they can be properly equipped.
664 */
665 for (int i = NUM_BODY_LOCATIONS; i--; )
666 slot[i].used = slot[i].info;
667
668 attachable::instantiate ();
527} 669}
528 670
529object * 671object *
530object::clone () 672object::clone ()
531{ 673{
532 object *neu = create (); 674 object *neu = create ();
533 copy_to (neu); 675 copy_to (neu);
676 neu->map = map; // not copied by copy_to
534 return neu; 677 return neu;
535} 678}
536 679
537/* 680/*
538 * If an object with the IS_TURNABLE() flag needs to be turned due 681 * If an object with the IS_TURNABLE() flag needs to be turned due
563 speed = 0; 706 speed = 0;
564 } 707 }
565 708
566 this->speed = speed; 709 this->speed = speed;
567 710
568 if (FABS (speed) > MIN_ACTIVE_SPEED) 711 if (has_active_speed ())
569 { 712 activate ();
570 /* If already on active list, don't do anything */
571 if (active_next || active_prev || this == active_objects)
572 return;
573
574 /* process_events() expects us to insert the object at the beginning
575 * of the list. */
576 active_next = active_objects;
577
578 if (active_next)
579 active_next->active_prev = this;
580
581 active_objects = this;
582 }
583 else 713 else
584 { 714 deactivate ();
585 /* If not on the active list, nothing needs to be done */
586 if (!active_next && !active_prev && this != active_objects)
587 return;
588
589 if (!active_prev)
590 {
591 active_objects = active_next;
592
593 if (active_next)
594 active_next->active_prev = 0;
595 }
596 else
597 {
598 active_prev->active_next = active_next;
599
600 if (active_next)
601 active_next->active_prev = active_prev;
602 }
603
604 active_next = 0;
605 active_prev = 0;
606 }
607} 715}
608 716
609/* 717/*
610 * update_object() updates the the map. 718 * update_object() updates the the map.
611 * It takes into account invisible objects (and represent squares covered 719 * It takes into account invisible objects (and represent squares covered
624 * UP_OBJ_FACE: only the objects face has changed. 732 * UP_OBJ_FACE: only the objects face has changed.
625 */ 733 */
626void 734void
627update_object (object *op, int action) 735update_object (object *op, int action)
628{ 736{
629 MoveType move_on, move_off, move_block, move_slow; 737 if (!op)
630
631 if (op == NULL)
632 { 738 {
633 /* this should never happen */ 739 /* this should never happen */
634 LOG (llevDebug, "update_object() called for NULL object.\n"); 740 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
635 return; 741 return;
636 } 742 }
637 743
638 if (op->env) 744 if (!op->is_on_map ())
639 { 745 {
640 /* Animation is currently handled by client, so nothing 746 /* Animation is currently handled by client, so nothing
641 * to do in this case. 747 * to do in this case.
642 */ 748 */
643 return; 749 return;
644 } 750 }
645
646 /* If the map is saving, don't do anything as everything is
647 * going to get freed anyways.
648 */
649 if (!op->map || op->map->in_memory == MAP_SAVING)
650 return;
651 751
652 /* make sure the object is within map boundaries */ 752 /* make sure the object is within map boundaries */
653 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 753 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
654 { 754 {
655 LOG (llevError, "update_object() called for object out of map!\n"); 755 LOG (llevError, "update_object() called for object out of map!\n");
659 return; 759 return;
660 } 760 }
661 761
662 mapspace &m = op->ms (); 762 mapspace &m = op->ms ();
663 763
664 if (m.flags_ & P_NEED_UPDATE) 764 if (!(m.flags_ & P_UPTODATE))
665 /* nop */; 765 /* nop */;
666 else if (action == UP_OBJ_INSERT) 766 else if (action == UP_OBJ_INSERT)
667 { 767 {
668 // this is likely overkill, TODO: revisit (schmorp) 768 // this is likely overkill, TODO: revisit (schmorp)
669 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 769 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
670 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 770 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
671 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 771 || (op->is_player () && !(m.flags_ & P_PLAYER))
672 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 772 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
673 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 773 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
674 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 774 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
675 || (m.move_on | op->move_on ) != m.move_on 775 || (m.move_on | op->move_on ) != m.move_on
676 || (m.move_off | op->move_off ) != m.move_off 776 || (m.move_off | op->move_off ) != m.move_off
677 || (m.move_slow | op->move_slow) != m.move_slow 777 || (m.move_slow | op->move_slow) != m.move_slow
678 /* This isn't perfect, but I don't expect a lot of objects to 778 /* This isn't perfect, but I don't expect a lot of objects to
679 * to have move_allow right now. 779 * have move_allow right now.
680 */ 780 */
681 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 781 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
682 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 782 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
683 m.flags_ = P_NEED_UPDATE; 783 m.invalidate ();
684 } 784 }
685 /* if the object is being removed, we can't make intelligent 785 /* if the object is being removed, we can't make intelligent
686 * decisions, because remove_ob can't really pass the object 786 * decisions, because remove_ob can't really pass the object
687 * that is being removed. 787 * that is being removed.
688 */ 788 */
689 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 789 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
690 m.flags_ = P_NEED_UPDATE; 790 m.invalidate ();
691 else if (action == UP_OBJ_FACE) 791 else if (action == UP_OBJ_FACE)
692 /* Nothing to do for that case */ ; 792 /* Nothing to do for that case */ ;
693 else 793 else
694 LOG (llevError, "update_object called with invalid action: %d\n", action); 794 LOG (llevError, "update_object called with invalid action: %d\n", action);
695 795
696 if (op->more) 796 if (op->more)
697 update_object (op->more, action); 797 update_object (op->more, action);
698} 798}
699 799
700object::vector object::objects; // not yet used
701object *object::first;
702
703object::object () 800object::object ()
704{ 801{
705 SET_FLAG (this, FLAG_REMOVED); 802 SET_FLAG (this, FLAG_REMOVED);
706 803
707 expmul = 1.0; 804 //expmul = 1.0; declared const for the time being
708 face = blank_face; 805 face = blank_face;
709} 806}
710 807
711object::~object () 808object::~object ()
712{ 809{
810 unlink ();
811
713 free_key_values (this); 812 free_key_values (this);
714} 813}
715 814
815static int object_count;
816
716void object::link () 817void object::link ()
717{ 818{
819 assert (!index);//D
820 uuid = UUID::gen ();
718 count = ++ob_count; 821 count = ++object_count;
719 uuid = gen_uuid ();
720 822
721 prev = 0; 823 refcnt_inc ();
722 next = object::first; 824 objects.insert (this);
723
724 if (object::first)
725 object::first->prev = this;
726
727 object::first = this;
728} 825}
729 826
730void object::unlink () 827void object::unlink ()
731{ 828{
732 if (this == object::first) 829 if (!index)
733 object::first = next; 830 return;
734 831
735 /* Remove this object from the list of used objects */ 832 objects.erase (this);
736 if (prev) prev->next = next; 833 refcnt_dec ();
737 if (next) next->prev = prev;
738
739 prev = 0;
740 next = 0;
741} 834}
742 835
743void 836void
837object::activate ()
838{
839 /* If already on active list, don't do anything */
840 if (active)
841 return;
842
843 if (has_active_speed ())
844 {
845 if (flag [FLAG_FREED])
846 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
847
848 actives.insert (this);
849 }
850}
851
852void
744object::activate (bool recursive) 853object::activate_recursive ()
745{ 854{
746 // uh, hack 855 activate ();
747 set_speed (speed);
748 856
749 if (recursive)
750 for (object *op = inv; op; op = op->above) 857 for (object *op = inv; op; op = op->below)
751 op->activate (1); 858 op->activate_recursive ();
752} 859}
753 860
754/* This function removes object 'op' from the list of active 861/* This function removes object 'op' from the list of active
755 * objects. 862 * objects.
756 * This should only be used for style maps or other such 863 * This should only be used for style maps or other such
758 * in play chewing up cpu time getting processed. 865 * in play chewing up cpu time getting processed.
759 * The reverse of this is to call update_ob_speed, which 866 * The reverse of this is to call update_ob_speed, which
760 * will do the right thing based on the speed of the object. 867 * will do the right thing based on the speed of the object.
761 */ 868 */
762void 869void
763object::deactivate (bool recursive) 870object::deactivate ()
764{ 871{
765 /* If not on the active list, nothing needs to be done */ 872 /* If not on the active list, nothing needs to be done */
766 if (!active_next && !active_prev && this != active_objects) 873 if (!active)
767 return; 874 return;
768 875
769 if (active_prev == 0) 876 actives.erase (this);
770 { 877}
771 active_objects = active_next;
772 if (active_next)
773 active_next->active_prev = 0;
774 }
775 else
776 {
777 active_prev->active_next = active_next;
778 if (active_next)
779 active_next->active_prev = active_prev;
780 }
781 878
782 active_next = 0; 879void
783 active_prev = 0; 880object::deactivate_recursive ()
784 881{
785 if (recursive)
786 for (object *op = inv; op; op = op->above) 882 for (object *op = inv; op; op = op->below)
883 op->deactivate_recursive ();
884
787 op->deactivate (1); 885 deactivate ();
886}
887
888void
889object::set_flag_inv (int flag, int value)
890{
891 for (object *op = inv; op; op = op->below)
892 {
893 op->flag [flag] = value;
894 op->set_flag_inv (flag, value);
895 }
788} 896}
789 897
790/* 898/*
791 * Remove and free all objects in the inventory of the given object. 899 * Remove and free all objects in the inventory of the given object.
792 * object.c ? 900 * object.c ?
795object::destroy_inv (bool drop_to_ground) 903object::destroy_inv (bool drop_to_ground)
796{ 904{
797 // need to check first, because the checks below might segfault 905 // need to check first, because the checks below might segfault
798 // as we might be on an invalid mapspace and crossfire code 906 // as we might be on an invalid mapspace and crossfire code
799 // is too buggy to ensure that the inventory is empty. 907 // is too buggy to ensure that the inventory is empty.
800 // corollary: if you create arrows etc. with stuff in tis inventory, 908 // corollary: if you create arrows etc. with stuff in its inventory,
801 // cf will crash below with off-map x and y 909 // cf will crash below with off-map x and y
802 if (!inv) 910 if (!inv)
803 return; 911 return;
804 912
805 /* Only if the space blocks everything do we not process - 913 /* Only if the space blocks everything do we not process -
806 * if some form of movement is allowed, let objects 914 * if some form of movement is allowed, let objects
807 * drop on that space. 915 * drop on that space.
808 */ 916 */
809 if (!drop_to_ground 917 if (!drop_to_ground
810 || !map 918 || !map
811 || map->in_memory != MAP_IN_MEMORY 919 || map->in_memory != MAP_ACTIVE
920 || map->no_drop
812 || ms ().move_block == MOVE_ALL) 921 || ms ().move_block == MOVE_ALL)
813 { 922 {
814 while (inv) 923 while (inv)
815 {
816 inv->destroy_inv (drop_to_ground);
817 inv->destroy (); 924 inv->destroy ();
818 }
819 } 925 }
820 else 926 else
821 { /* Put objects in inventory onto this space */ 927 { /* Put objects in inventory onto this space */
822 while (inv) 928 while (inv)
823 { 929 {
825 931
826 if (op->flag [FLAG_STARTEQUIP] 932 if (op->flag [FLAG_STARTEQUIP]
827 || op->flag [FLAG_NO_DROP] 933 || op->flag [FLAG_NO_DROP]
828 || op->type == RUNE 934 || op->type == RUNE
829 || op->type == TRAP 935 || op->type == TRAP
830 || op->flag [FLAG_IS_A_TEMPLATE]) 936 || op->flag [FLAG_IS_A_TEMPLATE]
937 || op->flag [FLAG_DESTROY_ON_DEATH])
831 op->destroy (); 938 op->destroy ();
832 else 939 else
833 map->insert (op, x, y); 940 map->insert (op, x, y);
834 } 941 }
835 } 942 }
840 object *op = new object; 947 object *op = new object;
841 op->link (); 948 op->link ();
842 return op; 949 return op;
843} 950}
844 951
952static struct freed_map : maptile
953{
954 freed_map ()
955 {
956 path = "<freed objects map>";
957 name = "/internal/freed_objects_map";
958 width = 3;
959 height = 3;
960 no_drop = 1;
961 no_reset = 1;
962
963 alloc ();
964 in_memory = MAP_ACTIVE;
965 }
966
967 ~freed_map ()
968 {
969 destroy ();
970 }
971} freed_map; // freed objects are moved here to avoid crashes
972
845void 973void
846object::do_destroy () 974object::do_destroy ()
847{ 975{
848 if (flag [FLAG_IS_LINKED]) 976 if (flag [FLAG_IS_LINKED])
849 remove_button_link (this); 977 remove_link ();
850 978
851 if (flag [FLAG_FRIENDLY]) 979 if (flag [FLAG_FRIENDLY])
852 remove_friendly_object (this); 980 remove_friendly_object (this);
853 981
854 if (!flag [FLAG_REMOVED])
855 remove (); 982 remove ();
856 983
857 if (flag [FLAG_FREED]) 984 attachable::do_destroy ();
858 return;
859 985
860 set_speed (0); 986 deactivate ();
987 unlink ();
861 988
862 flag [FLAG_FREED] = 1; 989 flag [FLAG_FREED] = 1;
863 990
864 attachable::do_destroy ();
865
866 destroy_inv (true);
867 unlink ();
868
869 // hack to ensure that freed objects still have a valid map 991 // hack to ensure that freed objects still have a valid map
870 {
871 static maptile *freed_map; // freed objects are moved here to avoid crashes
872
873 if (!freed_map)
874 {
875 freed_map = new maptile;
876
877 freed_map->name = "/internal/freed_objects_map";
878 freed_map->width = 3;
879 freed_map->height = 3;
880
881 freed_map->alloc ();
882 }
883
884 map = freed_map; 992 map = &freed_map;
885 x = 1; 993 x = 1;
886 y = 1; 994 y = 1;
887 }
888
889 head = 0;
890 995
891 if (more) 996 if (more)
892 { 997 {
893 more->destroy (); 998 more->destroy ();
894 more = 0; 999 more = 0;
895 } 1000 }
896 1001
1002 head = 0;
1003
897 // clear those pointers that likely might have circular references to us 1004 // clear those pointers that likely might cause circular references
898 owner = 0; 1005 owner = 0;
899 enemy = 0; 1006 enemy = 0;
900 attacked_by = 0; 1007 attacked_by = 0;
901 1008 current_weapon = 0;
902 // only relevant for players(?), but make sure of it anyways
903 contr = 0;
904} 1009}
905 1010
906void 1011void
907object::destroy (bool destroy_inventory) 1012object::destroy ()
908{ 1013{
909 if (destroyed ()) 1014 if (destroyed ())
910 return; 1015 return;
911 1016
912 if (destroy_inventory) 1017 if (!is_head () && !head->destroyed ())
1018 {
1019 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1020 head->destroy ();
1021 return;
1022 }
1023
913 destroy_inv (false); 1024 destroy_inv (false);
1025
1026 if (is_head ())
1027 if (sound_destroy)
1028 play_sound (sound_destroy);
1029 else if (flag [FLAG_MONSTER])
1030 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
914 1031
915 attachable::destroy (); 1032 attachable::destroy ();
916}
917
918/*
919 * sub_weight() recursively (outwards) subtracts a number from the
920 * weight of an object (and what is carried by it's environment(s)).
921 */
922void
923sub_weight (object *op, signed long weight)
924{
925 while (op != NULL)
926 {
927 if (op->type == CONTAINER)
928 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
929
930 op->carrying -= weight;
931 op = op->env;
932 }
933} 1033}
934 1034
935/* op->remove (): 1035/* op->remove ():
936 * This function removes the object op from the linked list of objects 1036 * This function removes the object op from the linked list of objects
937 * which it is currently tied to. When this function is done, the 1037 * which it is currently tied to. When this function is done, the
938 * object will have no environment. If the object previously had an 1038 * object will have no environment. If the object previously had an
939 * environment, the x and y coordinates will be updated to 1039 * environment, the x and y coordinates will be updated to
940 * the previous environment. 1040 * the previous environment.
941 * Beware: This function is called from the editor as well!
942 */ 1041 */
943void 1042void
944object::remove () 1043object::do_remove ()
945{ 1044{
946 object *tmp, *last = 0; 1045 object *tmp, *last = 0;
947 object *otmp; 1046 object *otmp;
948 1047
949 if (QUERY_FLAG (this, FLAG_REMOVED)) 1048 if (flag [FLAG_REMOVED])
950 return; 1049 return;
951 1050
952 SET_FLAG (this, FLAG_REMOVED);
953 INVOKE_OBJECT (REMOVE, this); 1051 INVOKE_OBJECT (REMOVE, this);
1052
1053 flag [FLAG_REMOVED] = true;
954 1054
955 if (more) 1055 if (more)
956 more->remove (); 1056 more->remove ();
957 1057
958 /* 1058 /*
959 * In this case, the object to be removed is in someones 1059 * In this case, the object to be removed is in someones
960 * inventory. 1060 * inventory.
961 */ 1061 */
962 if (env) 1062 if (env)
963 { 1063 {
964 if (nrof) 1064 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
965 sub_weight (env, weight * nrof); 1065 if (object *pl = visible_to ())
966 else 1066 esrv_del_item (pl->contr, count);
967 sub_weight (env, weight + carrying); 1067 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1068
1069 adjust_weight (env, -total_weight ());
1070
1071 object *pl = in_player ();
1072
1073 /* we set up values so that it could be inserted into
1074 * the map, but we don't actually do that - it is up
1075 * to the caller to decide what we want to do.
1076 */
1077 map = env->map;
1078 x = env->x;
1079 y = env->y;
1080
1081 // make sure cmov optimisation is applicable
1082 *(above ? &above->below : &env->inv) = below;
1083 *(below ? &below->above : &above ) = above; // &above is just a dummy
1084
1085 above = 0;
1086 below = 0;
1087 env = 0;
968 1088
969 /* NO_FIX_PLAYER is set when a great many changes are being 1089 /* NO_FIX_PLAYER is set when a great many changes are being
970 * made to players inventory. If set, avoiding the call 1090 * made to players inventory. If set, avoiding the call
971 * to save cpu time. 1091 * to save cpu time.
972 */ 1092 */
973 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1093 if (pl)
1094 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1095 {
974 otmp->update_stats (); 1096 pl->update_stats ();
975 1097
976 if (above) 1098 if (glow_radius && pl->is_on_map ())
977 above->below = below; 1099 update_all_los (pl->map, pl->x, pl->y);
978 else 1100 }
979 env->inv = below;
980
981 if (below)
982 below->above = above;
983
984 /* we set up values so that it could be inserted into
985 * the map, but we don't actually do that - it is up
986 * to the caller to decide what we want to do.
987 */
988 x = env->x, y = env->y;
989 map = env->map;
990 above = 0, below = 0;
991 env = 0;
992 } 1101 }
993 else if (map) 1102 else if (map)
994 { 1103 {
995 if (type == PLAYER) 1104 map->dirty = true;
1105 mapspace &ms = this->ms ();
1106
1107 if (object *pl = ms.player ())
996 { 1108 {
1109 if (is_player ())
1110 {
1111 if (!flag [FLAG_WIZPASS])
1112 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1113
1114 // leaving a spot always closes any open container on the ground
1115 if (container && !container->env)
1116 // this causes spurious floorbox updates, but it ensures
1117 // that the CLOSE event is being sent.
1118 close_container ();
1119
997 --map->players; 1120 --map->players;
998 map->last_access = runtime; 1121 map->touch ();
1122 }
1123 else if (pl->container == this)
1124 {
1125 // removing a container should close it
1126 close_container ();
1127 }
1128
1129 esrv_del_item (pl->contr, count);
999 } 1130 }
1000 1131
1001
1002 /* link the object above us */ 1132 /* link the object above us */
1003 if (above) 1133 // re-link, make sure compiler can easily use cmove
1004 above->below = below; 1134 *(above ? &above->below : &ms.top) = below;
1005 else 1135 *(below ? &below->above : &ms.bot) = above;
1006 map->at (x, y).top = below; /* we were top, set new top */
1007
1008 /* Relink the object below us, if there is one */
1009 if (below)
1010 below->above = above;
1011 else
1012 {
1013 /* Nothing below, which means we need to relink map object for this space
1014 * use translated coordinates in case some oddness with map tiling is
1015 * evident
1016 */
1017 if (GET_MAP_OB (map, x, y) != this)
1018 {
1019 char *dump = dump_object (this);
1020 LOG (llevError,
1021 "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);
1022 free (dump);
1023 dump = dump_object (GET_MAP_OB (map, x, y));
1024 LOG (llevError, "%s\n", dump);
1025 free (dump);
1026 }
1027
1028 map->at (x, y).bot = above; /* goes on above it. */
1029 }
1030 1136
1031 above = 0; 1137 above = 0;
1032 below = 0; 1138 below = 0;
1033 1139
1140 ms.invalidate ();
1141
1034 if (map->in_memory == MAP_SAVING) 1142 if (map->in_memory == MAP_SAVING)
1035 return; 1143 return;
1036 1144
1037 int check_walk_off = !flag [FLAG_NO_APPLY]; 1145 int check_walk_off = !flag [FLAG_NO_APPLY];
1038 1146
1147 if (object *pl = ms.player ())
1148 {
1149 if (pl->container == this)
1150 /* If a container that the player is currently using somehow gets
1151 * removed (most likely destroyed), update the player view
1152 * appropriately.
1153 */
1154 pl->close_container ();
1155
1156 //TODO: the floorbox prev/next might need updating
1157 //esrv_del_item (pl->contr, count);
1158 //TODO: update floorbox to preserve ordering
1159 if (pl->contr->ns)
1160 pl->contr->ns->floorbox_update ();
1161 }
1162
1039 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1163 for (tmp = ms.bot; tmp; tmp = tmp->above)
1040 { 1164 {
1041 /* No point updating the players look faces if he is the object 1165 /* No point updating the players look faces if he is the object
1042 * being removed. 1166 * being removed.
1043 */ 1167 */
1044
1045 if (tmp->type == PLAYER && tmp != this)
1046 {
1047 /* If a container that the player is currently using somehow gets
1048 * removed (most likely destroyed), update the player view
1049 * appropriately.
1050 */
1051 if (tmp->container == this)
1052 {
1053 flag [FLAG_APPLIED] = 0;
1054 tmp->container = 0;
1055 }
1056
1057 if (tmp->contr->ns)
1058 tmp->contr->ns->floorbox_update ();
1059 }
1060 1168
1061 /* See if object moving off should effect something */ 1169 /* See if object moving off should effect something */
1062 if (check_walk_off 1170 if (check_walk_off
1063 && ((move_type & tmp->move_off) 1171 && ((move_type & tmp->move_off)
1064 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1172 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1067 1175
1068 if (destroyed ()) 1176 if (destroyed ())
1069 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1177 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1070 } 1178 }
1071 1179
1072 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1073 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1074 if (tmp->above == tmp)
1075 tmp->above = 0;
1076
1077 last = tmp; 1180 last = tmp;
1078 } 1181 }
1079 1182
1080 /* last == NULL if there are no objects on this space */ 1183 if (affects_los ())
1081 //TODO: this makes little sense, why only update the topmost object?
1082 if (!last)
1083 map->at (x, y).flags_ = P_NEED_UPDATE;
1084 else
1085 update_object (last, UP_OBJ_REMOVE);
1086
1087 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1088 update_all_los (map, x, y); 1184 update_all_los (map, x, y);
1089 } 1185 }
1090} 1186}
1091 1187
1092/* 1188/*
1101merge_ob (object *op, object *top) 1197merge_ob (object *op, object *top)
1102{ 1198{
1103 if (!op->nrof) 1199 if (!op->nrof)
1104 return 0; 1200 return 0;
1105 1201
1106 if (top) 1202 if (!top)
1107 for (top = op; top && top->above; top = top->above) 1203 for (top = op; top && top->above; top = top->above)
1108 ; 1204 ;
1109 1205
1110 for (; top; top = top->below) 1206 for (; top; top = top->below)
1111 {
1112 if (top == op)
1113 continue;
1114
1115 if (object::can_merge (op, top)) 1207 if (object::can_merge (op, top))
1116 { 1208 {
1117 top->nrof += op->nrof; 1209 top->nrof += op->nrof;
1118 1210
1119/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1211 if (object *pl = top->visible_to ())
1120 op->weight = 0; /* Don't want any adjustements now */ 1212 esrv_update_item (UPD_NROF, pl, top);
1213
1214 op->weight = 0; // cancel the addition above
1215 op->carrying = 0; // must be 0 already
1216
1121 op->destroy (); 1217 op->destroy ();
1218
1122 return top; 1219 return top;
1123 } 1220 }
1124 }
1125 1221
1126 return 0; 1222 return 0;
1127} 1223}
1128 1224
1225void
1226object::expand_tail ()
1227{
1228 if (more)
1229 return;
1230
1231 object *prev = this;
1232
1233 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1234 {
1235 object *op = arch_to_object (at);
1236
1237 op->name = name;
1238 op->name_pl = name_pl;
1239 op->title = title;
1240
1241 op->head = this;
1242 prev->more = op;
1243
1244 prev = op;
1245 }
1246}
1247
1129/* 1248/*
1130 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1249 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1131 * job preparing multi-part monsters 1250 * job preparing multi-part monsters.
1132 */ 1251 */
1133object * 1252object *
1134insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1253insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1135{ 1254{
1255 op->remove ();
1256
1136 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1257 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1137 { 1258 {
1138 tmp->x = x + tmp->arch->clone.x; 1259 tmp->x = x + tmp->arch->x;
1139 tmp->y = y + tmp->arch->clone.y; 1260 tmp->y = y + tmp->arch->y;
1140 } 1261 }
1141 1262
1142 return insert_ob_in_map (op, m, originator, flag); 1263 return insert_ob_in_map (op, m, originator, flag);
1143} 1264}
1144 1265
1163 * just 'op' otherwise 1284 * just 'op' otherwise
1164 */ 1285 */
1165object * 1286object *
1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1287insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1167{ 1288{
1168 object *tmp, *top, *floor = NULL; 1289 op->remove ();
1169 sint16 x, y;
1170 1290
1171 if (QUERY_FLAG (op, FLAG_FREED)) 1291 if (m == &freed_map)//D TODO: remove soon
1172 { 1292 {//D
1173 LOG (llevError, "Trying to insert freed object!\n"); 1293 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1174 return NULL;
1175 } 1294 }//D
1176
1177 if (!m)
1178 {
1179 char *dump = dump_object (op);
1180 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1181 free (dump);
1182 return op;
1183 }
1184
1185 if (out_of_map (m, op->x, op->y))
1186 {
1187 char *dump = dump_object (op);
1188 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1189#ifdef MANY_CORES
1190 /* Better to catch this here, as otherwise the next use of this object
1191 * is likely to cause a crash. Better to find out where it is getting
1192 * improperly inserted.
1193 */
1194 abort ();
1195#endif
1196 free (dump);
1197 return op;
1198 }
1199
1200 if (!QUERY_FLAG (op, FLAG_REMOVED))
1201 {
1202 char *dump = dump_object (op);
1203 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1204 free (dump);
1205 return op;
1206 }
1207
1208 if (op->more)
1209 {
1210 /* The part may be on a different map. */
1211
1212 object *more = op->more;
1213
1214 /* We really need the caller to normalize coordinates - if
1215 * we set the map, that doesn't work if the location is within
1216 * a map and this is straddling an edge. So only if coordinate
1217 * is clear wrong do we normalize it.
1218 */
1219 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1220 more->map = get_map_from_coord (m, &more->x, &more->y);
1221 else if (!more->map)
1222 {
1223 /* For backwards compatibility - when not dealing with tiled maps,
1224 * more->map should always point to the parent.
1225 */
1226 more->map = m;
1227 }
1228
1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1230 {
1231 if (!op->head)
1232 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1233
1234 return 0;
1235 }
1236 }
1237
1238 CLEAR_FLAG (op, FLAG_REMOVED);
1239 1295
1240 /* Ideally, the caller figures this out. However, it complicates a lot 1296 /* Ideally, the caller figures this out. However, it complicates a lot
1241 * of areas of callers (eg, anything that uses find_free_spot would now 1297 * of areas of callers (eg, anything that uses find_free_spot would now
1242 * need extra work 1298 * need extra work
1243 */ 1299 */
1244 op->map = get_map_from_coord (m, &op->x, &op->y); 1300 maptile *newmap = m;
1245 x = op->x; 1301 if (!xy_normalise (newmap, op->x, op->y))
1246 y = op->y; 1302 {
1303 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1304 return 0;
1305 }
1306
1307 if (object *more = op->more)
1308 if (!insert_ob_in_map (more, m, originator, flag))
1309 return 0;
1310
1311 op->flag [FLAG_REMOVED] = false;
1312 op->env = 0;
1313 op->map = newmap;
1314
1315 mapspace &ms = op->ms ();
1247 1316
1248 /* this has to be done after we translate the coordinates. 1317 /* this has to be done after we translate the coordinates.
1249 */ 1318 */
1250 if (op->nrof && !(flag & INS_NO_MERGE)) 1319 if (op->nrof && !(flag & INS_NO_MERGE))
1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1320 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1252 if (object::can_merge (op, tmp)) 1321 if (object::can_merge (op, tmp))
1253 { 1322 {
1323 // TODO: we actually want to update tmp, not op,
1324 // but some caller surely breaks when we return tmp
1325 // from here :/
1254 op->nrof += tmp->nrof; 1326 op->nrof += tmp->nrof;
1255 tmp->destroy (); 1327 tmp->destroy ();
1256 } 1328 }
1257 1329
1258 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1330 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1267 { 1339 {
1268 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1340 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1269 abort (); 1341 abort ();
1270 } 1342 }
1271 1343
1344 if (!originator->is_on_map ())
1345 {
1346 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1347 op->debug_desc (), originator->debug_desc ());
1348 abort ();
1349 }
1350
1272 op->above = originator; 1351 op->above = originator;
1273 op->below = originator->below; 1352 op->below = originator->below;
1274
1275 if (op->below)
1276 op->below->above = op;
1277 else
1278 op->ms ().bot = op;
1279
1280 /* since *below* originator, no need to update top */
1281 originator->below = op; 1353 originator->below = op;
1354
1355 *(op->below ? &op->below->above : &ms.bot) = op;
1282 } 1356 }
1283 else 1357 else
1284 { 1358 {
1359 object *floor = 0;
1360 object *top = ms.top;
1361
1285 /* If there are other objects, then */ 1362 /* If there are other objects, then */
1286 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1363 if (top)
1287 { 1364 {
1288 object *last = 0;
1289
1290 /* 1365 /*
1291 * If there are multiple objects on this space, we do some trickier handling. 1366 * If there are multiple objects on this space, we do some trickier handling.
1292 * We've already dealt with merging if appropriate. 1367 * We've already dealt with merging if appropriate.
1293 * Generally, we want to put the new object on top. But if 1368 * Generally, we want to put the new object on top. But if
1294 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1369 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1297 * once we get to them. This reduces the need to traverse over all of 1372 * once we get to them. This reduces the need to traverse over all of
1298 * them when adding another one - this saves quite a bit of cpu time 1373 * them when adding another one - this saves quite a bit of cpu time
1299 * when lots of spells are cast in one area. Currently, it is presumed 1374 * when lots of spells are cast in one area. Currently, it is presumed
1300 * that flying non pickable objects are spell objects. 1375 * that flying non pickable objects are spell objects.
1301 */ 1376 */
1302 while (top) 1377 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1303 { 1378 {
1304 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1379 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1305 floor = top; 1380 floor = tmp;
1306 1381
1307 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1382 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1308 { 1383 {
1309 /* We insert above top, so we want this object below this */ 1384 /* We insert above top, so we want this object below this */
1310 top = top->below; 1385 top = tmp->below;
1311 break; 1386 break;
1312 } 1387 }
1313 1388
1314 last = top;
1315 top = top->above; 1389 top = tmp;
1316 } 1390 }
1317
1318 /* Don't want top to be NULL, so set it to the last valid object */
1319 top = last;
1320 1391
1321 /* We let update_position deal with figuring out what the space 1392 /* We let update_position deal with figuring out what the space
1322 * looks like instead of lots of conditions here. 1393 * looks like instead of lots of conditions here.
1323 * makes things faster, and effectively the same result. 1394 * makes things faster, and effectively the same result.
1324 */ 1395 */
1325 1396
1326 /* Have object 'fall below' other objects that block view. 1397 /* Have object 'fall below' other objects that block view.
1327 * Unless those objects are exits, type 66 1398 * Unless those objects are exits.
1328 * If INS_ON_TOP is used, don't do this processing 1399 * If INS_ON_TOP is used, don't do this processing
1329 * Need to find the object that in fact blocks view, otherwise 1400 * Need to find the object that in fact blocks view, otherwise
1330 * stacking is a bit odd. 1401 * stacking is a bit odd.
1331 */ 1402 */
1332 if (!(flag & INS_ON_TOP) && 1403 if (!(flag & INS_ON_TOP)
1333 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1404 && ms.flags () & P_BLOCKSVIEW
1405 && (op->face && !faces [op->face].visibility))
1334 { 1406 {
1407 object *last;
1408
1335 for (last = top; last != floor; last = last->below) 1409 for (last = top; last != floor; last = last->below)
1336 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1410 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1337 break; 1411 break;
1412
1338 /* Check to see if we found the object that blocks view, 1413 /* Check to see if we found the object that blocks view,
1339 * and make sure we have a below pointer for it so that 1414 * and make sure we have a below pointer for it so that
1340 * we can get inserted below this one, which requires we 1415 * we can get inserted below this one, which requires we
1341 * set top to the object below us. 1416 * set top to the object below us.
1342 */ 1417 */
1343 if (last && last->below && last != floor) 1418 if (last && last->below && last != floor)
1344 top = last->below; 1419 top = last->below;
1345 } 1420 }
1346 } /* If objects on this space */ 1421 } /* If objects on this space */
1347 1422
1348 if (flag & INS_MAP_LOAD)
1349 top = GET_MAP_TOP (op->map, op->x, op->y);
1350
1351 if (flag & INS_ABOVE_FLOOR_ONLY) 1423 if (flag & INS_ABOVE_FLOOR_ONLY)
1352 top = floor; 1424 top = floor;
1353 1425
1354 /* Top is the object that our object (op) is going to get inserted above. 1426 // insert object above top, or bottom-most if top = 0
1355 */
1356
1357 /* First object on this space */
1358 if (!top) 1427 if (!top)
1359 { 1428 {
1360 op->above = GET_MAP_OB (op->map, op->x, op->y);
1361
1362 if (op->above)
1363 op->above->below = op;
1364
1365 op->below = 0; 1429 op->below = 0;
1430 op->above = ms.bot;
1366 op->ms ().bot = op; 1431 ms.bot = op;
1432
1433 *(op->above ? &op->above->below : &ms.top) = op;
1367 } 1434 }
1368 else 1435 else
1369 { /* get inserted into the stack above top */ 1436 {
1370 op->above = top->above; 1437 op->above = top->above;
1371
1372 if (op->above)
1373 op->above->below = op; 1438 top->above = op;
1374 1439
1375 op->below = top; 1440 op->below = top;
1376 top->above = op; 1441 *(op->above ? &op->above->below : &ms.top) = op;
1377 } 1442 }
1443 }
1378 1444
1379 if (!op->above) 1445 if (op->is_player ())
1380 op->ms ().top = op;
1381 } /* else not INS_BELOW_ORIGINATOR */
1382
1383 if (op->type == PLAYER)
1384 { 1446 {
1385 op->contr->do_los = 1; 1447 op->contr->do_los = 1;
1386 ++op->map->players; 1448 ++op->map->players;
1387 op->map->last_access = runtime; 1449 op->map->touch ();
1388 } 1450 }
1389 1451
1390 /* If we have a floor, we know the player, if any, will be above 1452 op->map->dirty = true;
1391 * it, so save a few ticks and start from there. 1453
1392 */
1393 if (!(flag & INS_MAP_LOAD))
1394 if (object *pl = op->ms ().player ()) 1454 if (object *pl = ms.player ())
1455 //TODO: the floorbox prev/next might need updating
1456 //esrv_send_item (pl, op);
1457 //TODO: update floorbox to preserve ordering
1395 if (pl->contr->ns) 1458 if (pl->contr->ns)
1396 pl->contr->ns->floorbox_update (); 1459 pl->contr->ns->floorbox_update ();
1397 1460
1398 /* If this object glows, it may affect lighting conditions that are 1461 /* If this object glows, it may affect lighting conditions that are
1399 * visible to others on this map. But update_all_los is really 1462 * visible to others on this map. But update_all_los is really
1400 * an inefficient way to do this, as it means los for all players 1463 * an inefficient way to do this, as it means los for all players
1401 * on the map will get recalculated. The players could very well 1464 * on the map will get recalculated. The players could very well
1402 * be far away from this change and not affected in any way - 1465 * be far away from this change and not affected in any way -
1403 * this should get redone to only look for players within range, 1466 * this should get redone to only look for players within range,
1404 * or just updating the P_NEED_UPDATE for spaces within this area 1467 * or just updating the P_UPTODATE for spaces within this area
1405 * of effect may be sufficient. 1468 * of effect may be sufficient.
1406 */ 1469 */
1407 if (op->map->darkness && (op->glow_radius != 0)) 1470 if (op->affects_los ())
1471 {
1472 op->ms ().invalidate ();
1408 update_all_los (op->map, op->x, op->y); 1473 update_all_los (op->map, op->x, op->y);
1474 }
1409 1475
1410 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1476 /* updates flags (blocked, alive, no magic, etc) for this map space */
1411 update_object (op, UP_OBJ_INSERT); 1477 update_object (op, UP_OBJ_INSERT);
1412 1478
1413 INVOKE_OBJECT (INSERT, op); 1479 INVOKE_OBJECT (INSERT, op);
1420 * blocked() and wall() work properly), and these flags are updated by 1486 * blocked() and wall() work properly), and these flags are updated by
1421 * update_object(). 1487 * update_object().
1422 */ 1488 */
1423 1489
1424 /* if this is not the head or flag has been passed, don't check walk on status */ 1490 /* if this is not the head or flag has been passed, don't check walk on status */
1425 if (!(flag & INS_NO_WALK_ON) && !op->head) 1491 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1426 { 1492 {
1427 if (check_move_on (op, originator)) 1493 if (check_move_on (op, originator))
1428 return 0; 1494 return 0;
1429 1495
1430 /* If we are a multi part object, lets work our way through the check 1496 /* If we are a multi part object, lets work our way through the check
1431 * walk on's. 1497 * walk on's.
1432 */ 1498 */
1433 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1499 for (object *tmp = op->more; tmp; tmp = tmp->more)
1434 if (check_move_on (tmp, originator)) 1500 if (check_move_on (tmp, originator))
1435 return 0; 1501 return 0;
1436 } 1502 }
1437 1503
1438 return op; 1504 return op;
1441/* this function inserts an object in the map, but if it 1507/* this function inserts an object in the map, but if it
1442 * finds an object of its own type, it'll remove that one first. 1508 * finds an object of its own type, it'll remove that one first.
1443 * op is the object to insert it under: supplies x and the map. 1509 * op is the object to insert it under: supplies x and the map.
1444 */ 1510 */
1445void 1511void
1446replace_insert_ob_in_map (const char *arch_string, object *op) 1512replace_insert_ob_in_map (shstr_tmp archname, object *op)
1447{ 1513{
1448 object *tmp, *tmp1;
1449
1450 /* first search for itself and remove any old instances */ 1514 /* first search for itself and remove any old instances */
1451 1515
1452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1516 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1453 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1517 if (tmp->arch->archname == archname) /* same archetype */
1454 tmp->destroy (); 1518 tmp->destroy ();
1455 1519
1456 tmp1 = arch_to_object (archetype::find (arch_string)); 1520 object *tmp = arch_to_object (archetype::find (archname));
1457 1521
1458 tmp1->x = op->x; 1522 tmp->x = op->x;
1459 tmp1->y = op->y; 1523 tmp->y = op->y;
1524
1460 insert_ob_in_map (tmp1, op->map, op, 0); 1525 insert_ob_in_map (tmp, op->map, op, 0);
1461} 1526}
1462 1527
1463object * 1528object *
1464object::insert_at (object *where, object *originator, int flags) 1529object::insert_at (object *where, object *originator, int flags)
1465{ 1530{
1531 if (where->env)
1532 return where->env->insert (this);
1533 else
1466 where->map->insert (this, where->x, where->y, originator, flags); 1534 return where->map->insert (this, where->x, where->y, originator, flags);
1467} 1535}
1468 1536
1469/* 1537/*
1470 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1471 * is returned contains nr objects, and the remaining parts contains
1472 * the rest (or is removed and freed if that number is 0).
1473 * On failure, NULL is returned, and the reason put into the
1474 * global static errmsg array.
1475 */
1476object *
1477get_split_ob (object *orig_ob, uint32 nr)
1478{
1479 object *newob;
1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1481
1482 if (orig_ob->nrof < nr)
1483 {
1484 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1485 return NULL;
1486 }
1487
1488 newob = object_create_clone (orig_ob);
1489
1490 if ((orig_ob->nrof -= nr) < 1)
1491 orig_ob->destroy (1);
1492 else if (!is_removed)
1493 {
1494 if (orig_ob->env != NULL)
1495 sub_weight (orig_ob->env, orig_ob->weight * nr);
1496 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1497 {
1498 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1499 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1500 return NULL;
1501 }
1502 }
1503
1504 newob->nrof = nr;
1505
1506 return newob;
1507}
1508
1509/*
1510 * decrease_ob_nr(object, number) decreases a specified number from 1538 * decrease(object, number) decreases a specified number from
1511 * the amount of an object. If the amount reaches 0, the object 1539 * the amount of an object. If the amount reaches 0, the object
1512 * is subsequently removed and freed. 1540 * is subsequently removed and freed.
1513 * 1541 *
1514 * Return value: 'op' if something is left, NULL if the amount reached 0 1542 * Return value: 'op' if something is left, NULL if the amount reached 0
1515 */ 1543 */
1544bool
1545object::decrease (sint32 nr)
1546{
1547 if (!nr)
1548 return true;
1516 1549
1550 nr = min (nr, nrof);
1551
1552 if (nrof > nr)
1553 {
1554 nrof -= nr;
1555 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1556
1557 if (object *pl = visible_to ())
1558 esrv_update_item (UPD_NROF, pl, this);
1559
1560 return true;
1561 }
1562 else
1563 {
1564 destroy ();
1565 return false;
1566 }
1567}
1568
1569/*
1570 * split(ob,nr) splits up ob into two parts. The part which
1571 * is returned contains nr objects, and the remaining parts contains
1572 * the rest (or is removed and returned if that number is 0).
1573 * On failure, NULL is returned.
1574 */
1517object * 1575object *
1518decrease_ob_nr (object *op, uint32 i) 1576object::split (sint32 nr)
1519{ 1577{
1520 object *tmp; 1578 int have = number_of ();
1521 1579
1522 if (i == 0) /* objects with op->nrof require this check */ 1580 if (have < nr)
1523 return op; 1581 return 0;
1524 1582 else if (have == nr)
1525 if (i > op->nrof)
1526 i = op->nrof;
1527
1528 if (QUERY_FLAG (op, FLAG_REMOVED))
1529 op->nrof -= i;
1530 else if (op->env)
1531 { 1583 {
1532 /* is this object in the players inventory, or sub container
1533 * therein?
1534 */
1535 tmp = op->in_player ();
1536 /* nope. Is this a container the player has opened?
1537 * If so, set tmp to that player.
1538 * IMO, searching through all the players will mostly
1539 * likely be quicker than following op->env to the map,
1540 * and then searching the map for a player.
1541 */
1542 if (!tmp)
1543 for_all_players (pl)
1544 if (pl->ob->container == op->env)
1545 {
1546 tmp = pl->ob;
1547 break;
1548 }
1549
1550 if (i < op->nrof)
1551 {
1552 sub_weight (op->env, op->weight * i);
1553 op->nrof -= i;
1554 if (tmp)
1555 esrv_send_item (tmp, op);
1556 }
1557 else
1558 {
1559 op->remove (); 1584 remove ();
1560 op->nrof = 0; 1585 return this;
1561 if (tmp)
1562 esrv_del_item (tmp->contr, op->count);
1563 }
1564 } 1586 }
1565 else 1587 else
1566 { 1588 {
1567 object *above = op->above; 1589 decrease (nr);
1568 1590
1569 if (i < op->nrof) 1591 object *op = deep_clone ();
1570 op->nrof -= i; 1592 op->nrof = nr;
1571 else
1572 {
1573 op->remove ();
1574 op->nrof = 0;
1575 }
1576
1577 /* Since we just removed op, op->above is null */
1578 for (tmp = above; tmp; tmp = tmp->above)
1579 if (tmp->type == PLAYER)
1580 {
1581 if (op->nrof)
1582 esrv_send_item (tmp, op);
1583 else
1584 esrv_del_item (tmp->contr, op->count);
1585 }
1586 }
1587
1588 if (op->nrof)
1589 return op; 1593 return op;
1590 else
1591 {
1592 op->destroy ();
1593 return 0;
1594 }
1595}
1596
1597/*
1598 * add_weight(object, weight) adds the specified weight to an object,
1599 * and also updates how much the environment(s) is/are carrying.
1600 */
1601
1602void
1603add_weight (object *op, signed long weight)
1604{
1605 while (op != NULL)
1606 {
1607 if (op->type == CONTAINER)
1608 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1609
1610 op->carrying += weight;
1611 op = op->env;
1612 } 1594 }
1613} 1595}
1614 1596
1615object * 1597object *
1616insert_ob_in_ob (object *op, object *where) 1598insert_ob_in_ob (object *op, object *where)
1621 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1603 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1622 free (dump); 1604 free (dump);
1623 return op; 1605 return op;
1624 } 1606 }
1625 1607
1626 if (where->head) 1608 if (where->head_ () != where)
1627 { 1609 {
1628 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1610 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1629 where = where->head; 1611 where = where->head;
1630 } 1612 }
1631 1613
1632 return where->insert (op); 1614 return where->insert (op);
1633} 1615}
1638 * inside the object environment. 1620 * inside the object environment.
1639 * 1621 *
1640 * The function returns now pointer to inserted item, and return value can 1622 * The function returns now pointer to inserted item, and return value can
1641 * be != op, if items are merged. -Tero 1623 * be != op, if items are merged. -Tero
1642 */ 1624 */
1643
1644object * 1625object *
1645object::insert (object *op) 1626object::insert (object *op)
1646{ 1627{
1647 object *tmp, *otmp;
1648
1649 if (!QUERY_FLAG (op, FLAG_REMOVED))
1650 op->remove ();
1651
1652 if (op->more) 1628 if (op->more)
1653 { 1629 {
1654 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1630 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1655 return op; 1631 return op;
1656 } 1632 }
1657 1633
1658 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1634 op->remove ();
1659 CLEAR_FLAG (op, FLAG_REMOVED); 1635
1636 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1637
1660 if (op->nrof) 1638 if (op->nrof)
1661 {
1662 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1639 for (object *tmp = inv; tmp; tmp = tmp->below)
1663 if (object::can_merge (tmp, op)) 1640 if (object::can_merge (tmp, op))
1664 { 1641 {
1665 /* return the original object and remove inserted object 1642 /* return the original object and remove inserted object
1666 (client needs the original object) */ 1643 (client needs the original object) */
1667 tmp->nrof += op->nrof; 1644 tmp->nrof += op->nrof;
1668 /* Weight handling gets pretty funky. Since we are adding to 1645
1669 * tmp->nrof, we need to increase the weight. 1646 if (object *pl = tmp->visible_to ())
1670 */ 1647 esrv_update_item (UPD_NROF, pl, tmp);
1648
1671 add_weight (this, op->weight * op->nrof); 1649 adjust_weight (this, op->total_weight ());
1672 SET_FLAG (op, FLAG_REMOVED); 1650
1673 op->destroy (); /* free the inserted object */ 1651 op->destroy ();
1674 op = tmp; 1652 op = tmp;
1675 op->remove (); /* and fix old object's links */ 1653 goto inserted;
1676 CLEAR_FLAG (op, FLAG_REMOVED);
1677 break;
1678 } 1654 }
1679 1655
1680 /* I assume combined objects have no inventory 1656 op->owner = 0; // it's his/hers now. period.
1681 * We add the weight - this object could have just been removed
1682 * (if it was possible to merge). calling remove_ob will subtract
1683 * the weight, so we need to add it in again, since we actually do
1684 * the linking below
1685 */
1686 add_weight (this, op->weight * op->nrof);
1687 }
1688 else
1689 add_weight (this, (op->weight + op->carrying));
1690
1691 otmp = this->in_player ();
1692 if (otmp && otmp->contr)
1693 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1694 otmp->update_stats ();
1695
1696 op->map = 0; 1657 op->map = 0;
1697 op->env = this; 1658 op->x = 0;
1659 op->y = 0;
1660
1698 op->above = 0; 1661 op->above = 0;
1699 op->below = 0; 1662 op->below = inv;
1700 op->x = 0, op->y = 0; 1663 op->env = this;
1701 1664
1665 if (inv)
1666 inv->above = op;
1667
1668 inv = op;
1669
1670 op->flag [FLAG_REMOVED] = 0;
1671
1672 if (object *pl = op->visible_to ())
1673 esrv_send_item (pl, op);
1674
1675 adjust_weight (this, op->total_weight ());
1676
1677inserted:
1702 /* reset the light list and los of the players on the map */ 1678 /* reset the light list and los of the players on the map */
1703 if ((op->glow_radius != 0) && map) 1679 if (op->glow_radius && is_on_map ())
1704 { 1680 {
1705#ifdef DEBUG_LIGHTS 1681 update_stats ();
1706 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1707#endif /* DEBUG_LIGHTS */
1708 if (map->darkness)
1709 update_all_los (map, x, y); 1682 update_all_los (map, x, y);
1710 }
1711
1712 /* Client has no idea of ordering so lets not bother ordering it here.
1713 * It sure simplifies this function...
1714 */
1715 if (!inv)
1716 inv = op;
1717 else
1718 { 1683 }
1719 op->below = inv; 1684 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1720 op->below->above = op; 1685 // if this is a player's inventory, update stats
1721 inv = op; 1686 update_stats ();
1722 }
1723 1687
1724 INVOKE_OBJECT (INSERT, this); 1688 INVOKE_OBJECT (INSERT, this);
1725 1689
1726 return op; 1690 return op;
1727} 1691}
1747 * on top. 1711 * on top.
1748 */ 1712 */
1749int 1713int
1750check_move_on (object *op, object *originator) 1714check_move_on (object *op, object *originator)
1751{ 1715{
1716 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1717 return 0;
1718
1752 object *tmp; 1719 object *tmp;
1753 maptile *m = op->map; 1720 maptile *m = op->map;
1754 int x = op->x, y = op->y; 1721 int x = op->x, y = op->y;
1755 1722
1756 MoveType move_on, move_slow, move_block; 1723 mapspace &ms = m->at (x, y);
1757 1724
1758 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1725 ms.update ();
1759 return 0;
1760 1726
1761 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1727 MoveType move_on = ms.move_on;
1762 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1728 MoveType move_slow = ms.move_slow;
1763 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1729 MoveType move_block = ms.move_block;
1764 1730
1765 /* if nothing on this space will slow op down or be applied, 1731 /* if nothing on this space will slow op down or be applied,
1766 * no need to do checking below. have to make sure move_type 1732 * no need to do checking below. have to make sure move_type
1767 * is set, as lots of objects don't have it set - we treat that 1733 * is set, as lots of objects don't have it set - we treat that
1768 * as walking. 1734 * as walking.
1779 return 0; 1745 return 0;
1780 1746
1781 /* The objects have to be checked from top to bottom. 1747 /* The objects have to be checked from top to bottom.
1782 * Hence, we first go to the top: 1748 * Hence, we first go to the top:
1783 */ 1749 */
1784 1750 for (object *next, *tmp = ms.top; tmp; tmp = next)
1785 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1786 {
1787 /* Trim the search when we find the first other spell effect
1788 * this helps performance so that if a space has 50 spell objects,
1789 * we don't need to check all of them.
1790 */
1791 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1792 break;
1793 } 1751 {
1752 next = tmp->below;
1794 1753
1795 for (; tmp; tmp = tmp->below)
1796 {
1797 if (tmp == op) 1754 if (tmp == op)
1798 continue; /* Can't apply yourself */ 1755 continue; /* Can't apply yourself */
1799 1756
1800 /* Check to see if one of the movement types should be slowed down. 1757 /* Check to see if one of the movement types should be slowed down.
1801 * Second check makes sure that the movement types not being slowed 1758 * Second check makes sure that the movement types not being slowed
1806 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1763 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1807 { 1764 {
1808 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1765 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1809 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1766 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1810 { 1767 {
1811
1812 float
1813 diff = tmp->move_slow_penalty * FABS (op->speed); 1768 float diff = tmp->move_slow_penalty * fabs (op->speed);
1814 1769
1815 if (op->type == PLAYER) 1770 if (op->is_player ())
1816 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1771 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1817 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1772 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1818 diff /= 4.0; 1773 diff /= 4.0;
1819 1774
1820 op->speed_left -= diff; 1775 op->speed_left -= diff;
1821 } 1776 }
1822 } 1777 }
1848 * The first matching object is returned, or NULL if none. 1803 * The first matching object is returned, or NULL if none.
1849 */ 1804 */
1850object * 1805object *
1851present_arch (const archetype *at, maptile *m, int x, int y) 1806present_arch (const archetype *at, maptile *m, int x, int y)
1852{ 1807{
1853 if (m == NULL || out_of_map (m, x, y)) 1808 if (!m || out_of_map (m, x, y))
1854 { 1809 {
1855 LOG (llevError, "Present_arch called outside map.\n"); 1810 LOG (llevError, "Present_arch called outside map.\n");
1856 return NULL; 1811 return NULL;
1857 } 1812 }
1858 1813
1859 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1814 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1860 if (tmp->arch == at) 1815 if (tmp->arch->archname == at->archname)
1861 return tmp; 1816 return tmp;
1862 1817
1863 return NULL; 1818 return NULL;
1864} 1819}
1865 1820
1875 { 1830 {
1876 LOG (llevError, "Present called outside map.\n"); 1831 LOG (llevError, "Present called outside map.\n");
1877 return NULL; 1832 return NULL;
1878 } 1833 }
1879 1834
1880 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1835 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1881 if (tmp->type == type) 1836 if (tmp->type == type)
1882 return tmp; 1837 return tmp;
1883 1838
1884 return NULL; 1839 return NULL;
1885} 1840}
1929 * The first matching object is returned, or NULL if none. 1884 * The first matching object is returned, or NULL if none.
1930 */ 1885 */
1931object * 1886object *
1932present_arch_in_ob (const archetype *at, const object *op) 1887present_arch_in_ob (const archetype *at, const object *op)
1933{ 1888{
1934 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1889 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1935 if (tmp->arch == at) 1890 if (tmp->arch->archname == at->archname)
1936 return tmp; 1891 return tmp;
1937 1892
1938 return NULL; 1893 return NULL;
1939} 1894}
1940 1895
1942 * activate recursively a flag on an object inventory 1897 * activate recursively a flag on an object inventory
1943 */ 1898 */
1944void 1899void
1945flag_inv (object *op, int flag) 1900flag_inv (object *op, int flag)
1946{ 1901{
1947 if (op->inv)
1948 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1902 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1949 { 1903 {
1950 SET_FLAG (tmp, flag); 1904 SET_FLAG (tmp, flag);
1951 flag_inv (tmp, flag); 1905 flag_inv (tmp, flag);
1952 } 1906 }
1953} 1907}
1954 1908
1955/* 1909/*
1956 * deactivate recursively a flag on an object inventory 1910 * deactivate recursively a flag on an object inventory
1957 */ 1911 */
1958void 1912void
1959unflag_inv (object *op, int flag) 1913unflag_inv (object *op, int flag)
1960{ 1914{
1961 if (op->inv)
1962 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1915 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1963 { 1916 {
1964 CLEAR_FLAG (tmp, flag); 1917 CLEAR_FLAG (tmp, flag);
1965 unflag_inv (tmp, flag); 1918 unflag_inv (tmp, flag);
1966 } 1919 }
1967}
1968
1969/*
1970 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1971 * all it's inventory (recursively).
1972 * If checksums are used, a player will get set_cheat called for
1973 * him/her-self and all object carried by a call to this function.
1974 */
1975void
1976set_cheat (object *op)
1977{
1978 SET_FLAG (op, FLAG_WAS_WIZ);
1979 flag_inv (op, FLAG_WAS_WIZ);
1980} 1920}
1981 1921
1982/* 1922/*
1983 * find_free_spot(object, map, x, y, start, stop) will search for 1923 * find_free_spot(object, map, x, y, start, stop) will search for
1984 * a spot at the given map and coordinates which will be able to contain 1924 * a spot at the given map and coordinates which will be able to contain
1986 * to search (see the freearr_x/y[] definition). 1926 * to search (see the freearr_x/y[] definition).
1987 * It returns a random choice among the alternatives found. 1927 * It returns a random choice among the alternatives found.
1988 * start and stop are where to start relative to the free_arr array (1,9 1928 * start and stop are where to start relative to the free_arr array (1,9
1989 * does all 4 immediate directions). This returns the index into the 1929 * does all 4 immediate directions). This returns the index into the
1990 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1930 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1991 * Note - this only checks to see if there is space for the head of the
1992 * object - if it is a multispace object, this should be called for all
1993 * pieces.
1994 * Note2: This function does correctly handle tiled maps, but does not 1931 * Note: This function does correctly handle tiled maps, but does not
1995 * inform the caller. However, insert_ob_in_map will update as 1932 * inform the caller. However, insert_ob_in_map will update as
1996 * necessary, so the caller shouldn't need to do any special work. 1933 * necessary, so the caller shouldn't need to do any special work.
1997 * Note - updated to take an object instead of archetype - this is necessary 1934 * Note - updated to take an object instead of archetype - this is necessary
1998 * because arch_blocked (now ob_blocked) needs to know the movement type 1935 * because arch_blocked (now ob_blocked) needs to know the movement type
1999 * to know if the space in question will block the object. We can't use 1936 * to know if the space in question will block the object. We can't use
2001 * customized, changed states, etc. 1938 * customized, changed states, etc.
2002 */ 1939 */
2003int 1940int
2004find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1941find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2005{ 1942{
1943 int altern[SIZEOFFREE];
2006 int index = 0, flag; 1944 int index = 0, flag;
2007 int altern[SIZEOFFREE];
2008 1945
2009 for (int i = start; i < stop; i++) 1946 for (int i = start; i < stop; i++)
2010 { 1947 {
2011 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1948 mapxy pos (m, x, y); pos.move (i);
2012 if (!flag) 1949
1950 if (!pos.normalise ())
1951 continue;
1952
1953 mapspace &ms = *pos;
1954
1955 if (ms.flags () & P_IS_ALIVE)
1956 continue;
1957
1958 /* However, often
1959 * ob doesn't have any move type (when used to place exits)
1960 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1961 */
1962 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1963 {
2013 altern [index++] = i; 1964 altern [index++] = i;
1965 continue;
1966 }
2014 1967
2015 /* Basically, if we find a wall on a space, we cut down the search size. 1968 /* Basically, if we find a wall on a space, we cut down the search size.
2016 * In this way, we won't return spaces that are on another side of a wall. 1969 * In this way, we won't return spaces that are on another side of a wall.
2017 * This mostly work, but it cuts down the search size in all directions - 1970 * This mostly work, but it cuts down the search size in all directions -
2018 * if the space being examined only has a wall to the north and empty 1971 * if the space being examined only has a wall to the north and empty
2019 * spaces in all the other directions, this will reduce the search space 1972 * spaces in all the other directions, this will reduce the search space
2020 * to only the spaces immediately surrounding the target area, and 1973 * to only the spaces immediately surrounding the target area, and
2021 * won't look 2 spaces south of the target space. 1974 * won't look 2 spaces south of the target space.
2022 */ 1975 */
2023 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1976 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1977 {
2024 stop = maxfree[i]; 1978 stop = maxfree[i];
1979 continue;
1980 }
1981
1982 /* Note it is intentional that we check ob - the movement type of the
1983 * head of the object should correspond for the entire object.
1984 */
1985 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1986 continue;
1987
1988 if (ob->blocked (pos.m, pos.x, pos.y))
1989 continue;
1990
1991 altern [index++] = i;
2025 } 1992 }
2026 1993
2027 if (!index) 1994 if (!index)
2028 return -1; 1995 return -1;
2029 1996
2030 return altern[RANDOM () % index]; 1997 return altern [rndm (index)];
2031} 1998}
2032 1999
2033/* 2000/*
2034 * find_first_free_spot(archetype, maptile, x, y) works like 2001 * find_first_free_spot(archetype, maptile, x, y) works like
2035 * find_free_spot(), but it will search max number of squares. 2002 * find_free_spot(), but it will search max number of squares.
2038 */ 2005 */
2039int 2006int
2040find_first_free_spot (const object *ob, maptile *m, int x, int y) 2007find_first_free_spot (const object *ob, maptile *m, int x, int y)
2041{ 2008{
2042 for (int i = 0; i < SIZEOFFREE; i++) 2009 for (int i = 0; i < SIZEOFFREE; i++)
2043 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2010 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2044 return i; 2011 return i;
2045 2012
2046 return -1; 2013 return -1;
2047} 2014}
2048 2015
2056{ 2023{
2057 arr += begin; 2024 arr += begin;
2058 end -= begin; 2025 end -= begin;
2059 2026
2060 while (--end) 2027 while (--end)
2061 swap (arr [end], arr [RANDOM () % (end + 1)]); 2028 swap (arr [end], arr [rndm (end + 1)]);
2062} 2029}
2063 2030
2064/* new function to make monster searching more efficient, and effective! 2031/* new function to make monster searching more efficient, and effective!
2065 * This basically returns a randomized array (in the passed pointer) of 2032 * This basically returns a randomized array (in the passed pointer) of
2066 * the spaces to find monsters. In this way, it won't always look for 2033 * the spaces to find monsters. In this way, it won't always look for
2094 * there is capable of. 2061 * there is capable of.
2095 */ 2062 */
2096int 2063int
2097find_dir (maptile *m, int x, int y, object *exclude) 2064find_dir (maptile *m, int x, int y, object *exclude)
2098{ 2065{
2099 int i, max = SIZEOFFREE, mflags; 2066 int max = SIZEOFFREE, mflags;
2100
2101 sint16 nx, ny;
2102 object *tmp;
2103 maptile *mp;
2104
2105 MoveType blocked, move_type; 2067 MoveType move_type;
2106 2068
2107 if (exclude && exclude->head) 2069 if (exclude && exclude->head_ () != exclude)
2108 { 2070 {
2109 exclude = exclude->head; 2071 exclude = exclude->head;
2110 move_type = exclude->move_type; 2072 move_type = exclude->move_type;
2111 } 2073 }
2112 else 2074 else
2113 { 2075 {
2114 /* If we don't have anything, presume it can use all movement types. */ 2076 /* If we don't have anything, presume it can use all movement types. */
2115 move_type = MOVE_ALL; 2077 move_type = MOVE_ALL;
2116 } 2078 }
2117 2079
2118 for (i = 1; i < max; i++) 2080 for (int i = 1; i < max; i++)
2119 { 2081 {
2120 mp = m; 2082 mapxy pos (m, x, y);
2121 nx = x + freearr_x[i]; 2083 pos.move (i);
2122 ny = y + freearr_y[i];
2123 2084
2124 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2085 if (!pos.normalise ())
2125
2126 if (mflags & P_OUT_OF_MAP)
2127 max = maxfree[i]; 2086 max = maxfree[i];
2128 else 2087 else
2129 { 2088 {
2130 mapspace &ms = mp->at (nx, ny); 2089 mapspace &ms = *pos;
2131 2090
2132 blocked = ms.move_block;
2133
2134 if ((move_type & blocked) == move_type) 2091 if ((move_type & ms.move_block) == move_type)
2135 max = maxfree[i]; 2092 max = maxfree [i];
2136 else if (mflags & P_IS_ALIVE) 2093 else if (ms.flags () & P_IS_ALIVE)
2137 { 2094 {
2138 for (tmp = ms.bot; tmp; tmp = tmp->above) 2095 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2139 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2096 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2140 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2097 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2141 break;
2142
2143 if (tmp)
2144 return freedir[i]; 2098 return freedir [i];
2145 } 2099 }
2146 } 2100 }
2147 } 2101 }
2148 2102
2149 return 0; 2103 return 0;
2200 2154
2201 return 3; 2155 return 3;
2202} 2156}
2203 2157
2204/* 2158/*
2205 * absdir(int): Returns a number between 1 and 8, which represent
2206 * the "absolute" direction of a number (it actually takes care of
2207 * "overflow" in previous calculations of a direction).
2208 */
2209
2210int
2211absdir (int d)
2212{
2213 while (d < 1)
2214 d += 8;
2215
2216 while (d > 8)
2217 d -= 8;
2218
2219 return d;
2220}
2221
2222/*
2223 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2159 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2224 * between two directions (which are expected to be absolute (see absdir()) 2160 * between two directions (which are expected to be absolute (see absdir())
2225 */ 2161 */
2226
2227int 2162int
2228dirdiff (int dir1, int dir2) 2163dirdiff (int dir1, int dir2)
2229{ 2164{
2230 int d; 2165 int d;
2231 2166
2243 * This basically means that if direction is 15, then it could either go 2178 * This basically means that if direction is 15, then it could either go
2244 * direction 4, 14, or 16 to get back to where we are. 2179 * direction 4, 14, or 16 to get back to where we are.
2245 * Moved from spell_util.c to object.c with the other related direction 2180 * Moved from spell_util.c to object.c with the other related direction
2246 * functions. 2181 * functions.
2247 */ 2182 */
2248int reduction_dir[SIZEOFFREE][3] = { 2183const int reduction_dir[SIZEOFFREE][3] = {
2249 {0, 0, 0}, /* 0 */ 2184 {0, 0, 0}, /* 0 */
2250 {0, 0, 0}, /* 1 */ 2185 {0, 0, 0}, /* 1 */
2251 {0, 0, 0}, /* 2 */ 2186 {0, 0, 0}, /* 2 */
2252 {0, 0, 0}, /* 3 */ 2187 {0, 0, 0}, /* 3 */
2253 {0, 0, 0}, /* 4 */ 2188 {0, 0, 0}, /* 4 */
2344 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2279 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2345 * core dumps if they do. 2280 * core dumps if they do.
2346 * 2281 *
2347 * Add a check so we can't pick up invisible objects (0.93.8) 2282 * Add a check so we can't pick up invisible objects (0.93.8)
2348 */ 2283 */
2349
2350int 2284int
2351can_pick (const object *who, const object *item) 2285can_pick (const object *who, const object *item)
2352{ 2286{
2353 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2287 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2354 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2288 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2355 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2289 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2356} 2290}
2357 2291
2358/* 2292/*
2359 * create clone from object to another 2293 * create clone from object to another
2360 */ 2294 */
2361object * 2295object *
2362object_create_clone (object *asrc) 2296object::deep_clone ()
2363{ 2297{
2364 object *dst = 0, *tmp, *src, *part, *prev, *item; 2298 assert (("deep_clone called on non-head object", is_head ()));
2365 2299
2366 if (!asrc) 2300 object *dst = clone ();
2367 return 0;
2368 2301
2369 src = asrc; 2302 object *prev = dst;
2370 if (src->head)
2371 src = src->head;
2372
2373 prev = 0;
2374 for (part = src; part; part = part->more) 2303 for (object *part = this->more; part; part = part->more)
2375 { 2304 {
2376 tmp = part->clone (); 2305 object *tmp = part->clone ();
2377 tmp->x -= src->x;
2378 tmp->y -= src->y;
2379
2380 if (!part->head)
2381 {
2382 dst = tmp;
2383 tmp->head = 0;
2384 }
2385 else
2386 tmp->head = dst; 2306 tmp->head = dst;
2387
2388 tmp->more = 0;
2389
2390 if (prev)
2391 prev->more = tmp; 2307 prev->more = tmp;
2392
2393 prev = tmp; 2308 prev = tmp;
2394 } 2309 }
2395 2310
2396 for (item = src->inv; item; item = item->below) 2311 for (object *item = inv; item; item = item->below)
2397 insert_ob_in_ob (object_create_clone (item), dst); 2312 insert_ob_in_ob (item->deep_clone (), dst);
2398 2313
2399 return dst; 2314 return dst;
2400}
2401
2402/* GROS - Creates an object using a string representing its content. */
2403/* Basically, we save the content of the string to a temp file, then call */
2404/* load_object on it. I admit it is a highly inefficient way to make things, */
2405/* but it was simple to make and allows reusing the load_object function. */
2406/* Remember not to use load_object_str in a time-critical situation. */
2407/* Also remember that multiparts objects are not supported for now. */
2408object *
2409load_object_str (const char *obstr)
2410{
2411 object *op;
2412 char filename[MAX_BUF];
2413
2414 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2415
2416 FILE *tempfile = fopen (filename, "w");
2417
2418 if (tempfile == NULL)
2419 {
2420 LOG (llevError, "Error - Unable to access load object temp file\n");
2421 return NULL;
2422 }
2423
2424 fprintf (tempfile, obstr);
2425 fclose (tempfile);
2426
2427 op = object::create ();
2428
2429 object_thawer thawer (filename);
2430
2431 if (thawer)
2432 load_object (thawer, op, 0);
2433
2434 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2435 CLEAR_FLAG (op, FLAG_REMOVED);
2436
2437 return op;
2438} 2315}
2439 2316
2440/* This returns the first object in who's inventory that 2317/* This returns the first object in who's inventory that
2441 * has the same type and subtype match. 2318 * has the same type and subtype match.
2442 * returns NULL if no match. 2319 * returns NULL if no match.
2449 return tmp; 2326 return tmp;
2450 2327
2451 return 0; 2328 return 0;
2452} 2329}
2453 2330
2454/* If ob has a field named key, return the link from the list, 2331shstr_tmp
2455 * otherwise return NULL. 2332object::kv_get (shstr_tmp key) const
2456 *
2457 * key must be a passed in shared string - otherwise, this won't
2458 * do the desired thing.
2459 */
2460key_value *
2461get_ob_key_link (const object *ob, const char *key)
2462{ 2333{
2463 for (key_value *link = ob->key_values; link; link = link->next) 2334 for (key_value *kv = key_values; kv; kv = kv->next)
2464 if (link->key == key) 2335 if (kv->key == key)
2465 return link;
2466
2467 return 0;
2468}
2469
2470/*
2471 * Returns the value of op has an extra_field for key, or NULL.
2472 *
2473 * The argument doesn't need to be a shared string.
2474 *
2475 * The returned string is shared.
2476 */
2477const char *
2478get_ob_key_value (const object *op, const char *const key)
2479{
2480 key_value *link;
2481 shstr_cmp canonical_key (key);
2482
2483 if (!canonical_key)
2484 {
2485 /* 1. There being a field named key on any object
2486 * implies there'd be a shared string to find.
2487 * 2. Since there isn't, no object has this field.
2488 * 3. Therefore, *this* object doesn't have this field.
2489 */
2490 return 0;
2491 }
2492
2493 /* This is copied from get_ob_key_link() above -
2494 * only 4 lines, and saves the function call overhead.
2495 */
2496 for (link = op->key_values; link; link = link->next)
2497 if (link->key == canonical_key)
2498 return link->value; 2336 return kv->value;
2499 2337
2500 return 0; 2338 return shstr ();
2501} 2339}
2502 2340
2503 2341void
2504/* 2342object::kv_set (shstr_tmp key, shstr_tmp value)
2505 * Updates the canonical_key in op to value.
2506 *
2507 * canonical_key is a shared string (value doesn't have to be).
2508 *
2509 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2510 * keys.
2511 *
2512 * Returns TRUE on success.
2513 */
2514int
2515set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2516{ 2343{
2517 key_value *field = NULL, *last = NULL; 2344 for (key_value *kv = key_values; kv; kv = kv->next)
2518 2345 if (kv->key == key)
2519 for (field = op->key_values; field != NULL; field = field->next)
2520 {
2521 if (field->key != canonical_key)
2522 { 2346 {
2523 last = field; 2347 kv->value = value;
2524 continue; 2348 return;
2525 } 2349 }
2526 2350
2527 if (value) 2351 key_value *kv = new key_value;
2528 field->value = value; 2352
2529 else 2353 kv->next = key_values;
2354 kv->key = key;
2355 kv->value = value;
2356
2357 key_values = kv;
2358}
2359
2360void
2361object::kv_del (shstr_tmp key)
2362{
2363 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2364 if ((*kvp)->key == key)
2530 { 2365 {
2531 /* Basically, if the archetype has this key set, 2366 key_value *kv = *kvp;
2532 * we need to store the null value so when we save 2367 *kvp = (*kvp)->next;
2533 * it, we save the empty value so that when we load, 2368 delete kv;
2534 * we get this value back again. 2369 return;
2535 */
2536 if (get_ob_key_link (&op->arch->clone, canonical_key))
2537 field->value = 0;
2538 else
2539 {
2540 if (last)
2541 last->next = field->next;
2542 else
2543 op->key_values = field->next;
2544
2545 delete field;
2546 }
2547 } 2370 }
2548 return TRUE;
2549 }
2550 /* IF we get here, key doesn't exist */
2551
2552 /* No field, we'll have to add it. */
2553
2554 if (!add_key)
2555 return FALSE;
2556
2557 /* There isn't any good reason to store a null
2558 * value in the key/value list. If the archetype has
2559 * this key, then we should also have it, so shouldn't
2560 * be here. If user wants to store empty strings,
2561 * should pass in ""
2562 */
2563 if (value == NULL)
2564 return TRUE;
2565
2566 field = new key_value;
2567
2568 field->key = canonical_key;
2569 field->value = value;
2570 /* Usual prepend-addition. */
2571 field->next = op->key_values;
2572 op->key_values = field;
2573
2574 return TRUE;
2575}
2576
2577/*
2578 * Updates the key in op to value.
2579 *
2580 * If add_key is FALSE, this will only update existing keys,
2581 * and not add new ones.
2582 * In general, should be little reason FALSE is ever passed in for add_key
2583 *
2584 * Returns TRUE on success.
2585 */
2586int
2587set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2588{
2589 shstr key_ (key);
2590
2591 return set_ob_key_value_s (op, key_, value, add_key);
2592} 2371}
2593 2372
2594object::depth_iterator::depth_iterator (object *container) 2373object::depth_iterator::depth_iterator (object *container)
2595: iterator_base (container) 2374: iterator_base (container)
2596{ 2375{
2610 } 2389 }
2611 else 2390 else
2612 item = item->env; 2391 item = item->env;
2613} 2392}
2614 2393
2394const char *
2395object::flag_desc (char *desc, int len) const
2396{
2397 char *p = desc;
2398 bool first = true;
2399
2400 *p = 0;
2401
2402 for (int i = 0; i < NUM_FLAGS; i++)
2403 {
2404 if (len <= 10) // magic constant!
2405 {
2406 snprintf (p, len, ",...");
2407 break;
2408 }
2409
2410 if (flag [i])
2411 {
2412 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2413 len -= cnt;
2414 p += cnt;
2415 first = false;
2416 }
2417 }
2418
2419 return desc;
2420}
2421
2615// return a suitable string describing an objetc in enough detail to find it 2422// return a suitable string describing an object in enough detail to find it
2616const char * 2423const char *
2617object::debug_desc (char *info) const 2424object::debug_desc (char *info) const
2618{ 2425{
2426 char flagdesc[512];
2619 char info2[256 * 3]; 2427 char info2[256 * 4];
2620 char *p = info; 2428 char *p = info;
2621 2429
2622 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2430 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2623 count, 2431 count,
2432 uuid.c_str (),
2624 &name, 2433 &name,
2625 title ? " " : "", 2434 title ? ",title:\"" : "",
2626 title ? (const char *)title : ""); 2435 title ? (const char *)title : "",
2436 title ? "\"" : "",
2437 flag_desc (flagdesc, 512), type);
2627 2438
2628 if (env) 2439 if (!flag[FLAG_REMOVED] && env)
2629 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2440 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2630 2441
2631 if (map) 2442 if (map)
2632 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2443 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2633 2444
2635} 2446}
2636 2447
2637const char * 2448const char *
2638object::debug_desc () const 2449object::debug_desc () const
2639{ 2450{
2640 static char info[256 * 3]; 2451 static char info[3][256 * 4];
2452 static int info_idx;
2453
2641 return debug_desc (info); 2454 return debug_desc (info [++info_idx % 3]);
2642} 2455}
2643 2456
2457struct region *
2458object::region () const
2459{
2460 return map ? map->region (x, y)
2461 : region::default_region ();
2462}
2463
2464const materialtype_t *
2465object::dominant_material () const
2466{
2467 if (materialtype_t *mt = name_to_material (materialname))
2468 return mt;
2469
2470 return name_to_material (shstr_unknown);
2471}
2472
2473void
2474object::open_container (object *new_container)
2475{
2476 if (container == new_container)
2477 return;
2478
2479 object *old_container = container;
2480
2481 if (old_container)
2482 {
2483 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2484 return;
2485
2486#if 0
2487 // remove the "Close old_container" object.
2488 if (object *closer = old_container->inv)
2489 if (closer->type == CLOSE_CON)
2490 closer->destroy ();
2491#endif
2492
2493 // make sure the container is available
2494 esrv_send_item (this, old_container);
2495
2496 old_container->flag [FLAG_APPLIED] = false;
2497 container = 0;
2498
2499 // client needs item update to make it work, client bug requires this to be separate
2500 esrv_update_item (UPD_FLAGS, this, old_container);
2501
2502 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2503 play_sound (sound_find ("chest_close"));
2504 }
2505
2506 if (new_container)
2507 {
2508 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2509 return;
2510
2511 // TODO: this does not seem to serve any purpose anymore?
2512#if 0
2513 // insert the "Close Container" object.
2514 if (archetype *closer = new_container->other_arch)
2515 {
2516 object *closer = arch_to_object (new_container->other_arch);
2517 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2518 new_container->insert (closer);
2519 }
2520#endif
2521
2522 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2523
2524 // make sure the container is available, client bug requires this to be separate
2525 esrv_send_item (this, new_container);
2526
2527 new_container->flag [FLAG_APPLIED] = true;
2528 container = new_container;
2529
2530 // client needs flag change
2531 esrv_update_item (UPD_FLAGS, this, new_container);
2532 esrv_send_inventory (this, new_container);
2533 play_sound (sound_find ("chest_open"));
2534 }
2535// else if (!old_container->env && contr && contr->ns)
2536// contr->ns->floorbox_reset ();
2537}
2538
2539object *
2540object::force_find (shstr_tmp name)
2541{
2542 /* cycle through his inventory to look for the MARK we want to
2543 * place
2544 */
2545 for (object *tmp = inv; tmp; tmp = tmp->below)
2546 if (tmp->type == FORCE && tmp->slaying == name)
2547 return splay (tmp);
2548
2549 return 0;
2550}
2551
2552void
2553object::force_set_timer (int duration)
2554{
2555 this->duration = 1;
2556 this->speed_left = -1.f;
2557
2558 this->set_speed (duration ? 1.f / duration : 0.f);
2559}
2560
2561object *
2562object::force_add (shstr_tmp name, int duration)
2563{
2564 if (object *force = force_find (name))
2565 force->destroy ();
2566
2567 object *force = get_archetype (FORCE_NAME);
2568
2569 force->slaying = name;
2570
2571 force->force_set_timer (duration);
2572
2573 force->flag [FLAG_APPLIED] = true;
2574
2575 return insert (force);
2576}
2577
2578void
2579object::play_sound (faceidx sound) const
2580{
2581 if (!sound)
2582 return;
2583
2584 if (is_on_map ())
2585 map->play_sound (sound, x, y);
2586 else if (object *pl = in_player ())
2587 pl->contr->play_sound (sound);
2588}
2589
2590void
2591object::say_msg (const char *msg) const
2592{
2593 if (is_on_map ())
2594 map->say_msg (msg, x, y);
2595 else if (object *pl = in_player ())
2596 pl->contr->play_sound (sound);
2597}
2598
2599void
2600object::make_noise ()
2601{
2602 // we do not model noise in the map, so instead put
2603 // a temporary light into the noise source
2604 // could use the map instead, but that's less reliable for our
2605 // goal, which is to make invisibility a bit harder to exploit
2606
2607 // currently only works sensibly for players
2608 if (!is_player ())
2609 return;
2610
2611 // find old force, or create new one
2612 object *force = force_find (shstr_noise_force);
2613
2614 if (force)
2615 force->speed_left = -1.f; // patch old speed up
2616 else
2617 {
2618 force = archetype::get (shstr_noise_force);
2619
2620 force->slaying = shstr_noise_force;
2621 force->stats.food = 1;
2622 force->speed_left = -1.f;
2623
2624 force->set_speed (1.f / 4.f);
2625 force->flag [FLAG_IS_USED_UP] = true;
2626 force->flag [FLAG_APPLIED] = true;
2627
2628 insert (force);
2629 }
2630}
2631

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