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Comparing deliantra/server/common/object.C (file contents):
Revision 1.86 by root, Tue Dec 26 08:17:58 2006 UTC vs.
Revision 1.291 by root, Mon Oct 12 14:00:57 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 25#include <global.h>
28#include <stdio.h> 26#include <stdio.h>
29#include <sys/types.h> 27#include <sys/types.h>
30#include <sys/uio.h> 28#include <sys/uio.h>
31#include <object.h> 29#include <object.h>
32#include <funcpoint.h> 30#include <sproto.h>
33#include <loader.h> 31#include <loader.h>
34 32
35#include <bitset> 33#include <bitset>
36 34
37int nrofallocobjects = 0; 35UUID UUID::cur;
38static UUID uuid; 36static uint64_t seq_next_save;
39const uint64 UUID_SKIP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
40 39
41object *active_objects; /* List of active objects that need to be processed */ 40objectvec objects;
41activevec actives;
42 42
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 43short freearr_x[SIZEOFFREE] = {
44 0,
45 0, 1, 1, 1, 0, -1, -1, -1,
46 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 47 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}; 48};
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, 49short freearr_y[SIZEOFFREE] = {
50 0,
51 -1, -1, 0, 1, 1, 1, 0, -1,
52 -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 53 -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}; 54};
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, 55int maxfree[SIZEOFFREE] = {
56 0,
57 9, 10, 13, 14, 17, 18, 21, 22,
58 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 59 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}; 60};
52int freedir[SIZEOFFREE] = { 61int 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, 62 0,
63 1, 2, 3, 4, 5, 6, 7, 8,
64 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 65 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}; 66};
56 67
57static void 68static void
58write_uuid (void) 69write_uuid (uval64 skip, bool sync)
59{ 70{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 71 CALL_BEGIN (2);
61 72 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 73 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 74 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 75 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} 76}
77 77
78static void 78static void
79read_uuid (void) 79read_uuid (void)
80{ 80{
81 char filename[MAX_BUF]; 81 char filename[MAX_BUF];
82 82
83 sprintf (filename, "%s/uuid", settings.localdir); 83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 seq_next_save = 0;
84 86
85 FILE *fp; 87 FILE *fp;
86 88
87 if (!(fp = fopen (filename, "r"))) 89 if (!(fp = fopen (filename, "r")))
88 { 90 {
89 if (errno == ENOENT) 91 if (errno == ENOENT)
90 { 92 {
91 LOG (llevInfo, "RESET uid to 1\n"); 93 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 94 UUID::cur.seq = 0;
93 write_uuid (); 95 write_uuid (UUID_GAP, true);
94 return; 96 return;
95 } 97 }
96 98
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 100 _exit (1);
99 } 101 }
100 102
101 int version; 103 UUID::BUF buf;
102 unsigned long long uid; 104 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 105 fgets (buf, sizeof (buf), fp);
106
107 if (!UUID::cur.parse (buf))
104 { 108 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 109 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 110 _exit (1);
107 } 111 }
108 112
109 uuid.seq = uid; 113 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
110 write_uuid (); 114
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 115 write_uuid (UUID_GAP, true);
112 fclose (fp); 116 fclose (fp);
113} 117}
114 118
115UUID 119UUID
116gen_uuid () 120UUID::gen ()
117{ 121{
118 UUID uid; 122 UUID uid;
119 123
120 uid.seq = ++uuid.seq; 124 uid.seq = ++cur.seq;
121 125
122 if (!(uuid.seq & (UUID_SKIP - 1))) 126 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 127 {
128 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
129 write_uuid (UUID_GAP, false);
130 }
131
124 132
125 return uid; 133 return uid;
126} 134}
127 135
128void 136void
129init_uuid () 137UUID::init ()
130{ 138{
131 read_uuid (); 139 read_uuid ();
132} 140}
133 141
134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 142/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int 143static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 144compare_ob_value_lists_one (const object *wants, const object *has)
137{ 145{
138 key_value *wants_field;
139
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 146 /* 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 147 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 148 * different structure or at least keep the lists sorted...
143 */ 149 */
144 150
145 /* For each field in wants, */ 151 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 152 for (key_value *kv = wants->key_values; kv; kv = kv->next)
147 { 153 if (has->kv_get (kv->key) != kv->value)
148 key_value *has_field; 154 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 }
168 155
169 /* If we get here, every field in wants has a matching field in has. */ 156 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE; 157 return true;
171} 158}
172 159
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 160/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 161static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 162compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 163{
177 /* However, there may be fields in has which aren't partnered in wants, 164 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 165 * so we need to run the comparison *twice*. :(
179 */ 166 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 167 return compare_ob_value_lists_one (ob1, ob2)
168 && compare_ob_value_lists_one (ob2, ob1);
181} 169}
182 170
183/* Function examines the 2 objects given to it, and returns true if 171/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 172 * they can be merged together.
185 * 173 *
190 * Check nrof variable *before* calling can_merge() 178 * Check nrof variable *before* calling can_merge()
191 * 179 *
192 * Improvements made with merge: Better checking on potion, and also 180 * Improvements made with merge: Better checking on potion, and also
193 * check weight 181 * check weight
194 */ 182 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 183bool object::can_merge_slow (object *ob1, object *ob2)
197{ 184{
198 /* A couple quicksanity checks */ 185 /* A couple quicksanity checks */
199 if (ob1 == ob2 186 if (ob1 == ob2
200 || ob1->type != ob2->type 187 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed 188 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value 189 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 190 || ob1->name != ob2->name)
204 return 0; 191 return 0;
205 192
206 //TODO: this ain't working well, use nicer and correct overflow check
207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 193 /* Do not merge objects if nrof would overflow, assume nrof
208 * value could not be stored in a sint32 (which unfortunately sometimes is 194 * is always 0 .. 2**31-1 */
209 * used to store nrof). 195 if (ob1->nrof > 0x7fffffff - ob2->nrof)
210 */
211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
212 return 0; 196 return 0;
213 197
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 198 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * This is to the comparison of the flags below will be OK. We 199 * This is to the comparison of the flags below will be OK. We
216 * just can't ignore the been applied or identified flags, as they 200 * just can't ignore the been applied or identified flags, as they
217 * are not equal - just if it has been identified, the been_applied 201 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning. 202 * flags lose any meaning.
219 */ 203 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 204 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 205 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 206
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 207 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 208 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 209
226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 210 if (ob1->arch->archname != ob2->arch->archname
227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 211 || ob1->name != ob2->name
229 || ob1->title != ob2->title 212 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 213 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 214 || ob1->weight != ob2->weight
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
234 || ob1->attacktype != ob2->attacktype 215 || ob1->attacktype != ob2->attacktype
235 || ob1->magic != ob2->magic 216 || ob1->magic != ob2->magic
236 || ob1->slaying != ob2->slaying 217 || ob1->slaying != ob2->slaying
237 || ob1->skill != ob2->skill 218 || ob1->skill != ob2->skill
238 || ob1->value != ob2->value 219 || ob1->value != ob2->value
239 || ob1->animation_id != ob2->animation_id 220 || ob1->animation_id != ob2->animation_id
221 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
240 || ob1->client_type != ob2->client_type 222 || ob1->client_type != ob2->client_type
241 || ob1->materialname != ob2->materialname 223 || ob1->materialname != ob2->materialname
242 || ob1->lore != ob2->lore 224 || ob1->lore != ob2->lore
243 || ob1->subtype != ob2->subtype 225 || ob1->subtype != ob2->subtype
244 || ob1->move_type != ob2->move_type 226 || ob1->move_type != ob2->move_type
245 || ob1->move_block != ob2->move_block 227 || ob1->move_block != ob2->move_block
246 || ob1->move_allow != ob2->move_allow 228 || ob1->move_allow != ob2->move_allow
247 || ob1->move_on != ob2->move_on 229 || ob1->move_on != ob2->move_on
248 || ob1->move_off != ob2->move_off 230 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow 231 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty) 232 || ob1->move_slow_penalty != ob2->move_slow_penalty
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
251 return 0; 235 return 0;
252 236
237 if ((ob1->flag ^ ob2->flag)
238 .reset (FLAG_INV_LOCKED)
239 .reset (FLAG_REMOVED)
240 .any ())
241 return 0;
242
253 /* This is really a spellbook check - really, we should 243 /* This is really a spellbook check - we should in general
254 * check all objects in the inventory. 244 * not merge objects with real inventories, as splitting them
245 * is hard.
255 */ 246 */
256 if (ob1->inv || ob2->inv) 247 if (ob1->inv || ob2->inv)
257 { 248 {
258 /* if one object has inventory but the other doesn't, not equiv */ 249 if (!(ob1->inv && ob2->inv))
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 250 return 0; /* inventories differ in length */
260 return 0;
261 251
262 /* Now check to see if the two inventory objects could merge */ 252 if (ob1->inv->below || ob2->inv->below)
253 return 0; /* more than one object in inv */
254
263 if (!object::can_merge (ob1->inv, ob2->inv)) 255 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0; 256 return 0; /* inventory objects differ */
265 257
266 /* inventory ok - still need to check rest of this object to see 258 /* inventory ok - still need to check rest of this object to see
267 * if it is valid. 259 * if it is valid.
268 */ 260 */
269 } 261 }
277 269
278 /* Note sure why the following is the case - either the object has to 270 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 271 * be animated or have a very low speed. Is this an attempted monster
280 * check? 272 * check?
281 */ 273 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 274 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 275 return 0;
284 276
285 switch (ob1->type) 277 switch (ob1->type)
286 { 278 {
287 case SCROLL: 279 case SCROLL:
288 if (ob1->level != ob2->level) 280 if (ob1->level != ob2->level)
289 return 0; 281 return 0;
290 break; 282 break;
291 } 283 }
292 284
293 if (ob1->key_values != NULL || ob2->key_values != NULL) 285 if (ob1->key_values || ob2->key_values)
294 { 286 {
295 /* At least one of these has key_values. */ 287 /* At least one of these has key_values. */
296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 288 if ((!ob1->key_values) != (!ob2->key_values))
297 /* One has fields, but the other one doesn't. */ 289 return 0; /* One has fields, but the other one doesn't. */
290
291 if (!compare_ob_value_lists (ob1, ob2))
298 return 0; 292 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0;
301 } 293 }
302 294
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self) 295 if (ob1->self || ob2->self)
305 { 296 {
306 ob1->optimise (); 297 ob1->optimise ();
307 ob2->optimise (); 298 ob2->optimise ();
308 299
309 if (ob1->self || ob2->self) 300 if (ob1->self || ob2->self)
301 {
302 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
303 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
304
305 if (k1 != k2)
310 return 0; 306 return 0;
307
308 if (k1 == 0)
309 return 1;
310
311 if (!cfperl_can_merge (ob1, ob2))
312 return 0;
313 }
311 } 314 }
312 315
313 /* Everything passes, must be OK. */ 316 /* Everything passes, must be OK. */
314 return 1; 317 return 1;
315} 318}
316 319
320// find player who can see this object
321object *
322object::visible_to () const
323{
324 if (client_visible () && !flag [FLAG_REMOVED])
325 {
326 // see if we are in a container of sorts
327 if (env)
328 {
329 // the player inventory itself is always visible
330 if (env->is_player ())
331 return env;
332
333 // else a player could have our env open
334 object *envest = env->outer_env_or_self ();
335
336 // the player itself is always on a map, so we will find him here
337 // even if our inv is in a player.
338 if (envest->is_on_map ())
339 if (object *pl = envest->ms ().player ())
340 if (pl->container == env)
341 return pl;
342 }
343 else
344 {
345 // maybe there is a player standing on the same mapspace
346 // this will catch the case where "this" is a player
347 if (object *pl = ms ().player ())
348 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
349 || this == pl->container)
350 return pl;
351 }
352 }
353
354 return 0;
355}
356
357// adjust weight per container type ("of holding")
358static sint32
359weight_adjust_for (object *op, sint32 weight)
360{
361 return op->type == CONTAINER
362 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
363 : weight;
364}
365
317/* 366/*
367 * adjust_weight(object, weight) adds the specified weight to an object,
368 * and also updates how much the environment(s) is/are carrying.
369 */
370static void
371adjust_weight (object *op, sint32 weight)
372{
373 while (op)
374 {
375 // adjust by actual difference to account for rounding errors
376 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
377 weight = weight_adjust_for (op, op->carrying)
378 - weight_adjust_for (op, op->carrying - weight);
379
380 if (!weight)
381 return;
382
383 op->carrying += weight;
384
385 if (object *pl = op->visible_to ())
386 if (pl != op) // player is handled lazily
387 esrv_update_item (UPD_WEIGHT, pl, op);
388
389 op = op->env;
390 }
391}
392
393/*
318 * sum_weight() is a recursive function which calculates the weight 394 * this is a recursive function which calculates the weight
319 * an object is carrying. It goes through in figures out how much 395 * an object is carrying. It goes through op and figures out how much
320 * containers are carrying, and sums it up. 396 * containers are carrying, and sums it up.
321 */ 397 */
322long 398void
323sum_weight (object *op) 399object::update_weight ()
324{ 400{
325 long sum; 401 sint32 sum = 0;
326 object *inv;
327 402
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 403 for (object *op = inv; op; op = op->below)
329 { 404 {
330 if (inv->inv) 405 if (op->inv)
331 sum_weight (inv); 406 op->update_weight ();
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 407
408 sum += op->total_weight ();
409 }
410
411 sum = weight_adjust_for (this, sum);
412
413 if (sum != carrying)
333 } 414 {
334
335 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100;
337
338 if (op->carrying != sum)
339 op->carrying = sum; 415 carrying = sum;
340 416
341 return sum; 417 if (object *pl = visible_to ())
418 if (pl != this) // player is handled lazily
419 esrv_update_item (UPD_WEIGHT, pl, this);
420 }
342} 421}
343 422
344/** 423/*
345 * Return the outermost environment object for a given object. 424 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
346 */ 425 */
347
348object *
349object_get_env_recursive (object *op)
350{
351 while (op->env != NULL)
352 op = op->env;
353 return op;
354}
355
356/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array.
360 */
361
362char * 426char *
363dump_object (object *op) 427dump_object (object *op)
364{ 428{
365 if (!op) 429 if (!op)
366 return strdup ("[NULLOBJ]"); 430 return strdup ("[NULLOBJ]");
367 431
368 object_freezer freezer; 432 object_freezer freezer;
369 save_object (freezer, op, 1); 433 op->write (freezer);
370 return freezer.as_string (); 434 return freezer.as_string ();
435}
436
437char *
438object::as_string ()
439{
440 return dump_object (this);
371} 441}
372 442
373/* 443/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 444 * get_nearest_part(multi-object, object 2) returns the part of the
375 * multi-object 1 which is closest to the second object. 445 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned. 446 * If it's not a multi-object, it is returned.
377 */ 447 */
378
379object * 448object *
380get_nearest_part (object *op, const object *pl) 449get_nearest_part (object *op, const object *pl)
381{ 450{
382 object *tmp, *closest; 451 object *tmp, *closest;
383 int last_dist, i; 452 int last_dist, i;
384 453
385 if (op->more == NULL) 454 if (!op->more)
386 return op; 455 return op;
456
387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 457 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
458 tmp;
459 tmp = tmp->more)
388 if ((i = distance (tmp, pl)) < last_dist) 460 if ((i = distance (tmp, pl)) < last_dist)
389 closest = tmp, last_dist = i; 461 closest = tmp, last_dist = i;
462
390 return closest; 463 return closest;
391} 464}
392 465
393/* 466/*
394 * Returns the object which has the count-variable equal to the argument. 467 * Returns the object which has the count-variable equal to the argument.
468 * VERRRY slow.
395 */ 469 */
396
397object * 470object *
398find_object (tag_t i) 471find_object (tag_t i)
399{ 472{
400 for (object *op = object::first; op; op = op->next) 473 for_all_objects (op)
401 if (op->count == i) 474 if (op->count == i)
402 return op; 475 return op;
403 476
404 return 0; 477 return 0;
405} 478}
406 479
407/* 480/*
408 * Returns the first object which has a name equal to the argument. 481 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 482 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 483 * Enables features like "patch <name-of-other-player> food 999"
411 */ 484 */
412
413object * 485object *
414find_object_name (const char *str) 486find_object_name (const char *str)
415{ 487{
416 shstr_cmp str_ (str); 488 shstr_cmp str_ (str);
417 object *op;
418 489
419 for (op = object::first; op != NULL; op = op->next) 490 if (str_)
491 for_all_objects (op)
420 if (op->name == str_) 492 if (op->name == str_)
421 break; 493 return op;
422 494
423 return op; 495 return 0;
424}
425
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430} 496}
431 497
432/* 498/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 499 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 500 * skill and experience objects.
501 * ACTUALLY NO! investigate! TODO
435 */ 502 */
436void 503void
437object::set_owner (object *owner) 504object::set_owner (object *owner)
438{ 505{
506 // allow objects which own objects
439 if (!owner) 507 if (owner)
440 return;
441
442 /* next line added to allow objects which own objects */
443 /* Add a check for ownercounts in here, as I got into an endless loop
444 * with the fireball owning a poison cloud which then owned the
445 * fireball. I believe that was caused by one of the objects getting
446 * freed and then another object replacing it. Since the ownercounts
447 * didn't match, this check is valid and I believe that cause is valid.
448 */
449 while (owner->owner) 508 while (owner->owner)
450 owner = owner->owner; 509 owner = owner->owner;
510
511 if (flag [FLAG_FREED])
512 {
513 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
514 return;
515 }
451 516
452 this->owner = owner; 517 this->owner = owner;
518}
519
520int
521object::slottype () const
522{
523 if (type == SKILL)
524 {
525 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
526 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
527 }
528 else
529 {
530 if (slot [body_combat].info) return slot_combat;
531 if (slot [body_range ].info) return slot_ranged;
532 }
533
534 return slot_none;
535}
536
537bool
538object::change_weapon (object *ob)
539{
540 if (current_weapon == ob)
541 return true;
542
543 if (chosen_skill)
544 chosen_skill->flag [FLAG_APPLIED] = false;
545
546 current_weapon = ob;
547 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
548
549 if (chosen_skill)
550 chosen_skill->flag [FLAG_APPLIED] = true;
551
552 update_stats ();
553
554 if (ob)
555 {
556 // now check wether any body locations became invalid, in which case
557 // we cannot apply the weapon at the moment.
558 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
559 if (slot[i].used < 0)
560 {
561 current_weapon = chosen_skill = 0;
562 update_stats ();
563
564 new_draw_info_format (NDI_UNIQUE, 0, this,
565 "You try to balance all your items at once, "
566 "but the %s is just too much for your body. "
567 "[You need to unapply some items first - use the 'body' command to see "
568 "how many items you cna wera on a specific body part.]", &ob->name);
569 return false;
570 }
571
572 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
573 }
574 else
575 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
576
577 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
578 {
579 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
580 &name, ob->debug_desc ());
581 return false;
582 }
583
584 return true;
453} 585}
454 586
455/* Zero the key_values on op, decrementing the shared-string 587/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 588 * refcounts and freeing the links.
457 */ 589 */
458static void 590static void
459free_key_values (object *op) 591free_key_values (object *op)
460{ 592{
461 for (key_value *i = op->key_values; i != 0;) 593 for (key_value *i = op->key_values; i; )
462 { 594 {
463 key_value *next = i->next; 595 key_value *next = i->next;
464 delete i; 596 delete i;
465 597
466 i = next; 598 i = next;
478 * will point at garbage. 610 * will point at garbage.
479 */ 611 */
480void 612void
481object::copy_to (object *dst) 613object::copy_to (object *dst)
482{ 614{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 615 dst->remove ();
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
485
486 *(object_copy *)dst = *this; 616 *(object_copy *)dst = *this;
487 617 dst->flag [FLAG_REMOVED] = true;
488 if (is_freed)
489 SET_FLAG (dst, FLAG_FREED);
490
491 if (is_removed)
492 SET_FLAG (dst, FLAG_REMOVED);
493
494 if (speed < 0)
495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
496 618
497 /* Copy over key_values, if any. */ 619 /* Copy over key_values, if any. */
498 if (key_values) 620 if (key_values)
499 { 621 {
500 key_value *tail = 0; 622 key_value *tail = 0;
501 key_value *i;
502
503 dst->key_values = 0; 623 dst->key_values = 0;
504 624
505 for (i = key_values; i; i = i->next) 625 for (key_value *i = key_values; i; i = i->next)
506 { 626 {
507 key_value *new_link = new key_value; 627 key_value *new_link = new key_value;
508 628
509 new_link->next = 0; 629 new_link->next = 0;
510 new_link->key = i->key; 630 new_link->key = i->key;
511 new_link->value = i->value; 631 new_link->value = i->value;
512 632
513 /* Try and be clever here, too. */ 633 /* Try and be clever here, too. */
514 if (!dst->key_values) 634 if (!dst->key_values)
515 { 635 {
522 tail = new_link; 642 tail = new_link;
523 } 643 }
524 } 644 }
525 } 645 }
526 646
527 update_ob_speed (dst); 647 if (speed < 0)
648 dst->speed_left -= rndm ();
649
650 dst->activate ();
651}
652
653void
654object::instantiate ()
655{
656 if (!uuid.seq) // HACK
657 uuid = UUID::gen ();
658
659 speed_left = -0.1f;
660 /* copy the body_info to the body_used - this is only really
661 * need for monsters, but doesn't hurt to do it for everything.
662 * by doing so, when a monster is created, it has good starting
663 * values for the body_used info, so when items are created
664 * for it, they can be properly equipped.
665 */
666 for (int i = NUM_BODY_LOCATIONS; i--; )
667 slot[i].used = slot[i].info;
668
669 attachable::instantiate ();
528} 670}
529 671
530object * 672object *
531object::clone () 673object::clone ()
532{ 674{
533 object *neu = create (); 675 object *neu = create ();
534 copy_to (neu); 676 copy_to (neu);
677 neu->map = map; // not copied by copy_to
535 return neu; 678 return neu;
536} 679}
537 680
538/* 681/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 682 * If an object with the IS_TURNABLE() flag needs to be turned due
540 * to the closest player being on the other side, this function can 683 * to the closest player being on the other side, this function can
541 * be called to update the face variable, _and_ how it looks on the map. 684 * be called to update the face variable, _and_ how it looks on the map.
542 */ 685 */
543
544void 686void
545update_turn_face (object *op) 687update_turn_face (object *op)
546{ 688{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 689 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 690 return;
691
549 SET_ANIMATION (op, op->direction); 692 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 693 update_object (op, UP_OBJ_FACE);
551} 694}
552 695
553/* 696/*
554 * Updates the speed of an object. If the speed changes from 0 to another 697 * Updates the speed of an object. If the speed changes from 0 to another
555 * value, or vice versa, then add/remove the object from the active list. 698 * value, or vice versa, then add/remove the object from the active list.
556 * This function needs to be called whenever the speed of an object changes. 699 * This function needs to be called whenever the speed of an object changes.
557 */ 700 */
558void 701void
559update_ob_speed (object *op) 702object::set_speed (float speed)
560{ 703{
561 extern int arch_init; 704 if (flag [FLAG_FREED] && speed)
562
563 /* No reason putting the archetypes objects on the speed list,
564 * since they never really need to be updated.
565 */
566 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
567 { 705 {
568 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 706 LOG (llevError, "Object %s is freed but has speed.\n", &name);
569 op->speed = 0; 707 speed = 0;
570 }
571
572 if (arch_init)
573 return;
574
575 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
576 { 708 }
577 /* If already on active list, don't do anything */
578 if (op->active_next || op->active_prev || op == active_objects)
579 return;
580 709
581 /* process_events() expects us to insert the object at the beginning 710 this->speed = speed;
582 * of the list. */
583 op->active_next = active_objects;
584 711
585 if (op->active_next != NULL) 712 if (has_active_speed ())
586 op->active_next->active_prev = op; 713 activate ();
587
588 active_objects = op;
589 }
590 else 714 else
591 { 715 deactivate ();
592 /* If not on the active list, nothing needs to be done */
593 if (!op->active_next && !op->active_prev && op != active_objects)
594 return;
595
596 if (op->active_prev == NULL)
597 {
598 active_objects = op->active_next;
599
600 if (op->active_next != NULL)
601 op->active_next->active_prev = NULL;
602 }
603 else
604 {
605 op->active_prev->active_next = op->active_next;
606
607 if (op->active_next)
608 op->active_next->active_prev = op->active_prev;
609 }
610
611 op->active_next = NULL;
612 op->active_prev = NULL;
613 }
614}
615
616/* This function removes object 'op' from the list of active
617 * objects.
618 * This should only be used for style maps or other such
619 * reference maps where you don't want an object that isn't
620 * in play chewing up cpu time getting processed.
621 * The reverse of this is to call update_ob_speed, which
622 * will do the right thing based on the speed of the object.
623 */
624void
625remove_from_active_list (object *op)
626{
627 /* If not on the active list, nothing needs to be done */
628 if (!op->active_next && !op->active_prev && op != active_objects)
629 return;
630
631 if (op->active_prev == NULL)
632 {
633 active_objects = op->active_next;
634 if (op->active_next != NULL)
635 op->active_next->active_prev = NULL;
636 }
637 else
638 {
639 op->active_prev->active_next = op->active_next;
640 if (op->active_next)
641 op->active_next->active_prev = op->active_prev;
642 }
643 op->active_next = NULL;
644 op->active_prev = NULL;
645} 716}
646 717
647/* 718/*
648 * update_object() updates the the map. 719 * update_object() updates the the map.
649 * It takes into account invisible objects (and represent squares covered 720 * It takes into account invisible objects (and represent squares covered
662 * UP_OBJ_FACE: only the objects face has changed. 733 * UP_OBJ_FACE: only the objects face has changed.
663 */ 734 */
664void 735void
665update_object (object *op, int action) 736update_object (object *op, int action)
666{ 737{
667 MoveType move_on, move_off, move_block, move_slow; 738 if (!op)
668
669 if (op == NULL)
670 { 739 {
671 /* this should never happen */ 740 /* this should never happen */
672 LOG (llevDebug, "update_object() called for NULL object.\n"); 741 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
673 return; 742 return;
674 } 743 }
675 744
676 if (op->env) 745 if (!op->is_on_map ())
677 { 746 {
678 /* Animation is currently handled by client, so nothing 747 /* Animation is currently handled by client, so nothing
679 * to do in this case. 748 * to do in this case.
680 */ 749 */
681 return; 750 return;
682 } 751 }
683
684 /* If the map is saving, don't do anything as everything is
685 * going to get freed anyways.
686 */
687 if (!op->map || op->map->in_memory == MAP_SAVING)
688 return;
689 752
690 /* make sure the object is within map boundaries */ 753 /* make sure the object is within map boundaries */
691 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 754 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
692 { 755 {
693 LOG (llevError, "update_object() called for object out of map!\n"); 756 LOG (llevError, "update_object() called for object out of map!\n");
697 return; 760 return;
698 } 761 }
699 762
700 mapspace &m = op->ms (); 763 mapspace &m = op->ms ();
701 764
702 if (m.flags_ & P_NEED_UPDATE) 765 if (!(m.flags_ & P_UPTODATE))
703 /* nop */; 766 /* nop */;
704 else if (action == UP_OBJ_INSERT) 767 else if (action == UP_OBJ_INSERT)
705 { 768 {
706 // this is likely overkill, TODO: revisit (schmorp) 769 // this is likely overkill, TODO: revisit (schmorp)
707 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 770 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
708 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 771 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
709 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 772 || (op->is_player () && !(m.flags_ & P_PLAYER))
710 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 773 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
711 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 774 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
712 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 775 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
713 || (m.move_on | op->move_on ) != m.move_on 776 || (m.move_on | op->move_on ) != m.move_on
714 || (m.move_off | op->move_off ) != m.move_off 777 || (m.move_off | op->move_off ) != m.move_off
715 || (m.move_slow | op->move_slow) != m.move_slow 778 || (m.move_slow | op->move_slow) != m.move_slow
716 /* This isn't perfect, but I don't expect a lot of objects to 779 /* This isn't perfect, but I don't expect a lot of objects to
717 * to have move_allow right now. 780 * have move_allow right now.
718 */ 781 */
719 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 782 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
720 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 783 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
721 m.flags_ = P_NEED_UPDATE; 784 m.invalidate ();
722 } 785 }
723 /* if the object is being removed, we can't make intelligent 786 /* if the object is being removed, we can't make intelligent
724 * decisions, because remove_ob can't really pass the object 787 * decisions, because remove_ob can't really pass the object
725 * that is being removed. 788 * that is being removed.
726 */ 789 */
727 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 790 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
728 m.flags_ = P_NEED_UPDATE; 791 m.invalidate ();
729 else if (action == UP_OBJ_FACE) 792 else if (action == UP_OBJ_FACE)
730 /* Nothing to do for that case */ ; 793 /* Nothing to do for that case */ ;
731 else 794 else
732 LOG (llevError, "update_object called with invalid action: %d\n", action); 795 LOG (llevError, "update_object called with invalid action: %d\n", action);
733 796
734 if (op->more) 797 if (op->more)
735 update_object (op->more, action); 798 update_object (op->more, action);
736} 799}
737 800
738object::vector object::objects; // not yet used
739object *object::first;
740
741object::object () 801object::object ()
742{ 802{
743 SET_FLAG (this, FLAG_REMOVED); 803 SET_FLAG (this, FLAG_REMOVED);
744 804
745 expmul = 1.0; 805 //expmul = 1.0; declared const for the time being
746 face = blank_face; 806 face = blank_face;
747} 807}
748 808
749object::~object () 809object::~object ()
750{ 810{
811 unlink ();
812
751 free_key_values (this); 813 free_key_values (this);
752} 814}
753 815
816static int object_count;
817
754void object::link () 818void object::link ()
755{ 819{
820 assert (!index);//D
821 uuid = UUID::gen ();
756 count = ++ob_count; 822 count = ++object_count;
757 uuid = gen_uuid ();
758 823
759 prev = 0; 824 refcnt_inc ();
760 next = object::first; 825 objects.insert (this);
761
762 if (object::first)
763 object::first->prev = this;
764
765 object::first = this;
766} 826}
767 827
768void object::unlink () 828void object::unlink ()
769{ 829{
770 if (this == object::first) 830 if (!index)
771 object::first = next;
772
773 /* Remove this object from the list of used objects */
774 if (prev) prev->next = next;
775 if (next) next->prev = prev;
776
777 prev = 0;
778 next = 0;
779}
780
781object *object::create ()
782{
783 object *op = new object;
784 op->link ();
785 return op;
786}
787
788/*
789 * free_object() frees everything allocated by an object, removes
790 * it from the list of used objects, and puts it on the list of
791 * free objects. The IS_FREED() flag is set in the object.
792 * The object must have been removed by remove_ob() first for
793 * this function to succeed.
794 *
795 * If destroy_inventory is set, free inventory as well. Else drop items in
796 * inventory to the ground.
797 */
798void
799object::do_destroy ()
800{
801 attachable::do_destroy ();
802
803 if (flag [FLAG_IS_LINKED])
804 remove_button_link (this);
805
806 if (flag [FLAG_FRIENDLY])
807 remove_friendly_object (this);
808
809 if (!flag [FLAG_REMOVED])
810 remove ();
811
812 if (flag [FLAG_FREED])
813 return; 831 return;
814 832
815 flag [FLAG_FREED] = 1; 833 objects.erase (this);
834 refcnt_dec ();
835}
816 836
817 // hack to ensure that freed objects still have a valid map 837void
818 { 838object::activate ()
819 static maptile *freed_map; // freed objects are moved here to avoid crashes 839{
840 /* If already on active list, don't do anything */
841 if (active)
842 return;
820 843
821 if (!freed_map) 844 if (has_active_speed ())
822 { 845 {
823 freed_map = new maptile; 846 if (flag [FLAG_FREED])
847 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
824 848
825 freed_map->name = "/internal/freed_objects_map"; 849 actives.insert (this);
826 freed_map->width = 3;
827 freed_map->height = 3;
828
829 freed_map->allocate ();
830 } 850 }
851}
831 852
832 map = freed_map; 853void
833 x = 1; 854object::activate_recursive ()
834 y = 1; 855{
856 activate ();
857
858 for (object *op = inv; op; op = op->below)
859 op->activate_recursive ();
860}
861
862/* This function removes object 'op' from the list of active
863 * objects.
864 * This should only be used for style maps or other such
865 * reference maps where you don't want an object that isn't
866 * in play chewing up cpu time getting processed.
867 * The reverse of this is to call update_ob_speed, which
868 * will do the right thing based on the speed of the object.
869 */
870void
871object::deactivate ()
872{
873 /* If not on the active list, nothing needs to be done */
874 if (!active)
875 return;
876
877 actives.erase (this);
878}
879
880void
881object::deactivate_recursive ()
882{
883 for (object *op = inv; op; op = op->below)
884 op->deactivate_recursive ();
885
886 deactivate ();
887}
888
889void
890object::set_flag_inv (int flag, int value)
891{
892 for (object *op = inv; op; op = op->below)
893 {
894 op->flag [flag] = value;
895 op->set_flag_inv (flag, value);
835 } 896 }
836
837 more = 0;
838 head = 0;
839 inv = 0;
840
841 // clear those pointers that likely might have circular references to us
842 owner = 0;
843 enemy = 0;
844 attacked_by = 0;
845
846 // only relevant for players(?), but make sure of it anyways
847 contr = 0;
848
849 /* Remove object from the active list */
850 speed = 0;
851 update_ob_speed (this);
852
853 unlink ();
854} 897}
855 898
856/* 899/*
857 * Remove and free all objects in the inventory of the given object. 900 * Remove and free all objects in the inventory of the given object.
858 * object.c ? 901 * object.c ?
859 */ 902 */
860void 903void
861object::destroy_inv (bool drop_to_ground) 904object::destroy_inv (bool drop_to_ground)
862{ 905{
906 // need to check first, because the checks below might segfault
907 // as we might be on an invalid mapspace and crossfire code
908 // is too buggy to ensure that the inventory is empty.
909 // corollary: if you create arrows etc. with stuff in its inventory,
910 // cf will crash below with off-map x and y
863 if (!inv) 911 if (!inv)
864 return; 912 return;
865 913
866 /* Only if the space blocks everything do we not process - 914 /* Only if the space blocks everything do we not process -
867 * if some form of movement is allowed, let objects 915 * if some form of movement is allowed, let objects
868 * drop on that space. 916 * drop on that space.
869 */ 917 */
870 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) 918 if (!drop_to_ground
919 || !map
920 || map->in_memory != MAP_ACTIVE
921 || map->no_drop
922 || ms ().move_block == MOVE_ALL)
871 { 923 {
872 while (inv) 924 while (inv)
873 {
874 inv->destroy_inv (drop_to_ground);
875 inv->destroy (); 925 inv->destroy ();
876 }
877 } 926 }
878 else 927 else
879 { /* Put objects in inventory onto this space */ 928 { /* Put objects in inventory onto this space */
880 while (inv) 929 while (inv)
881 { 930 {
883 932
884 if (op->flag [FLAG_STARTEQUIP] 933 if (op->flag [FLAG_STARTEQUIP]
885 || op->flag [FLAG_NO_DROP] 934 || op->flag [FLAG_NO_DROP]
886 || op->type == RUNE 935 || op->type == RUNE
887 || op->type == TRAP 936 || op->type == TRAP
888 || op->flag [FLAG_IS_A_TEMPLATE]) 937 || op->flag [FLAG_IS_A_TEMPLATE]
938 || op->flag [FLAG_DESTROY_ON_DEATH])
889 op->destroy (); 939 op->destroy ();
890 else 940 else
891 { 941 map->insert (op, x, y);
892 op->remove ();
893 op->x = x;
894 op->y = y;
895 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
896 }
897 } 942 }
898 } 943 }
899} 944}
900 945
946object *object::create ()
947{
948 object *op = new object;
949 op->link ();
950 return op;
951}
952
953static struct freed_map : maptile
954{
955 freed_map ()
956 {
957 path = "<freed objects map>";
958 name = "/internal/freed_objects_map";
959 width = 3;
960 height = 3;
961 no_drop = 1;
962 no_reset = 1;
963
964 alloc ();
965 in_memory = MAP_ACTIVE;
966 }
967
968 ~freed_map ()
969 {
970 destroy ();
971 }
972} freed_map; // freed objects are moved here to avoid crashes
973
901void 974void
902object::destroy (bool destroy_inventory) 975object::do_destroy ()
976{
977 if (flag [FLAG_IS_LINKED])
978 remove_link ();
979
980 if (flag [FLAG_FRIENDLY])
981 remove_friendly_object (this);
982
983 remove ();
984
985 attachable::do_destroy ();
986
987 deactivate ();
988 unlink ();
989
990 flag [FLAG_FREED] = 1;
991
992 // hack to ensure that freed objects still have a valid map
993 map = &freed_map;
994 x = 1;
995 y = 1;
996
997 if (more)
998 {
999 more->destroy ();
1000 more = 0;
1001 }
1002
1003 head = 0;
1004
1005 // clear those pointers that likely might cause circular references
1006 owner = 0;
1007 enemy = 0;
1008 attacked_by = 0;
1009 current_weapon = 0;
1010}
1011
1012void
1013object::destroy ()
903{ 1014{
904 if (destroyed ()) 1015 if (destroyed ())
905 return; 1016 return;
906 1017
907 if (more) 1018 if (!is_head () && !head->destroyed ())
908 {
909 //TODO: non-head objects must not have inventory
910 more->destroy (destroy_inventory);
911 more = 0;
912 } 1019 {
1020 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1021 head->destroy ();
1022 return;
1023 }
913 1024
914 if (destroy_inventory)
915 destroy_inv (true); 1025 destroy_inv (false);
1026
1027 if (is_head ())
1028 if (sound_destroy)
1029 play_sound (sound_destroy);
1030 else if (flag [FLAG_MONSTER])
1031 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
916 1032
917 attachable::destroy (); 1033 attachable::destroy ();
918}
919
920/*
921 * sub_weight() recursively (outwards) subtracts a number from the
922 * weight of an object (and what is carried by it's environment(s)).
923 */
924void
925sub_weight (object *op, signed long weight)
926{
927 while (op != NULL)
928 {
929 if (op->type == CONTAINER)
930 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
931
932 op->carrying -= weight;
933 op = op->env;
934 }
935} 1034}
936 1035
937/* op->remove (): 1036/* op->remove ():
938 * This function removes the object op from the linked list of objects 1037 * This function removes the object op from the linked list of objects
939 * which it is currently tied to. When this function is done, the 1038 * which it is currently tied to. When this function is done, the
940 * object will have no environment. If the object previously had an 1039 * object will have no environment. If the object previously had an
941 * environment, the x and y coordinates will be updated to 1040 * environment, the x and y coordinates will be updated to
942 * the previous environment. 1041 * the previous environment.
943 * Beware: This function is called from the editor as well!
944 */ 1042 */
945void 1043void
946object::remove () 1044object::do_remove ()
947{ 1045{
948 object *tmp, *last = 0; 1046 object *tmp, *last = 0;
949 object *otmp; 1047 object *otmp;
950 1048
951 if (QUERY_FLAG (this, FLAG_REMOVED)) 1049 if (flag [FLAG_REMOVED])
952 return; 1050 return;
953 1051
954 SET_FLAG (this, FLAG_REMOVED);
955 INVOKE_OBJECT (REMOVE, this); 1052 INVOKE_OBJECT (REMOVE, this);
1053
1054 flag [FLAG_REMOVED] = true;
956 1055
957 if (more) 1056 if (more)
958 more->remove (); 1057 more->remove ();
959 1058
960 /* 1059 /*
961 * In this case, the object to be removed is in someones 1060 * In this case, the object to be removed is in someones
962 * inventory. 1061 * inventory.
963 */ 1062 */
964 if (env) 1063 if (env)
965 { 1064 {
966 if (nrof) 1065 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
967 sub_weight (env, weight * nrof); 1066 if (object *pl = visible_to ())
968 else 1067 esrv_del_item (pl->contr, count);
969 sub_weight (env, weight + carrying); 1068 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1069
1070 adjust_weight (env, -total_weight ());
1071
1072 object *pl = in_player ();
1073
1074 /* we set up values so that it could be inserted into
1075 * the map, but we don't actually do that - it is up
1076 * to the caller to decide what we want to do.
1077 */
1078 map = env->map;
1079 x = env->x;
1080 y = env->y;
1081
1082 // make sure cmov optimisation is applicable
1083 *(above ? &above->below : &env->inv) = below;
1084 *(below ? &below->above : &above ) = above; // &above is just a dummy
1085
1086 above = 0;
1087 below = 0;
1088 env = 0;
970 1089
971 /* NO_FIX_PLAYER is set when a great many changes are being 1090 /* NO_FIX_PLAYER is set when a great many changes are being
972 * made to players inventory. If set, avoiding the call 1091 * made to players inventory. If set, avoiding the call
973 * to save cpu time. 1092 * to save cpu time.
974 */ 1093 */
975 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1094 if (pl)
1095 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1096 {
976 otmp->update_stats (); 1097 pl->update_stats ();
977 1098
978 if (above != NULL) 1099 if (glow_radius && pl->is_on_map ())
979 above->below = below; 1100 update_all_los (pl->map, pl->x, pl->y);
980 else 1101 }
981 env->inv = below;
982
983 if (below != NULL)
984 below->above = above;
985
986 /* we set up values so that it could be inserted into
987 * the map, but we don't actually do that - it is up
988 * to the caller to decide what we want to do.
989 */
990 x = env->x, y = env->y;
991 map = env->map;
992 above = 0, below = 0;
993 env = 0;
994 } 1102 }
995 else if (map) 1103 else if (map)
996 { 1104 {
997 /* Re did the following section of code - it looks like it had 1105 map->dirty = true;
998 * lots of logic for things we no longer care about 1106 mapspace &ms = this->ms ();
1107
1108 if (object *pl = ms.player ())
999 */ 1109 {
1110 if (is_player ())
1111 {
1112 if (!flag [FLAG_WIZPASS])
1113 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1114
1115 // leaving a spot always closes any open container on the ground
1116 if (container && !container->env)
1117 // this causes spurious floorbox updates, but it ensures
1118 // that the CLOSE event is being sent.
1119 close_container ();
1120
1121 --map->players;
1122 map->touch ();
1123 }
1124 else if (pl->container == this)
1125 {
1126 // removing a container should close it
1127 close_container ();
1128 }
1129
1130 esrv_del_item (pl->contr, count);
1131 }
1000 1132
1001 /* link the object above us */ 1133 /* link the object above us */
1002 if (above) 1134 // re-link, make sure compiler can easily use cmove
1003 above->below = below; 1135 *(above ? &above->below : &ms.top) = below;
1004 else 1136 *(below ? &below->above : &ms.bot) = above;
1005 map->at (x, y).top = below; /* we were top, set new top */
1006
1007 /* Relink the object below us, if there is one */
1008 if (below)
1009 below->above = above;
1010 else
1011 {
1012 /* Nothing below, which means we need to relink map object for this space
1013 * use translated coordinates in case some oddness with map tiling is
1014 * evident
1015 */
1016 if (GET_MAP_OB (map, x, y) != this)
1017 {
1018 char *dump = dump_object (this);
1019 LOG (llevError,
1020 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1021 free (dump);
1022 dump = dump_object (GET_MAP_OB (map, x, y));
1023 LOG (llevError, "%s\n", dump);
1024 free (dump);
1025 }
1026
1027 map->at (x, y).bot = above; /* goes on above it. */
1028 }
1029 1137
1030 above = 0; 1138 above = 0;
1031 below = 0; 1139 below = 0;
1032 1140
1141 ms.invalidate ();
1142
1033 if (map->in_memory == MAP_SAVING) 1143 if (map->in_memory == MAP_SAVING)
1034 return; 1144 return;
1035 1145
1036 int check_walk_off = !flag [FLAG_NO_APPLY]; 1146 int check_walk_off = !flag [FLAG_NO_APPLY];
1037 1147
1148 if (object *pl = ms.player ())
1149 {
1150 if (pl->container == this)
1151 /* If a container that the player is currently using somehow gets
1152 * removed (most likely destroyed), update the player view
1153 * appropriately.
1154 */
1155 pl->close_container ();
1156
1157 //TODO: the floorbox prev/next might need updating
1158 //esrv_del_item (pl->contr, count);
1159 //TODO: update floorbox to preserve ordering
1160 if (pl->contr->ns)
1161 pl->contr->ns->floorbox_update ();
1162 }
1163
1038 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1164 for (tmp = ms.bot; tmp; tmp = tmp->above)
1039 { 1165 {
1040 /* No point updating the players look faces if he is the object 1166 /* No point updating the players look faces if he is the object
1041 * being removed. 1167 * being removed.
1042 */ 1168 */
1043 1169
1044 if (tmp->type == PLAYER && tmp != this)
1045 {
1046 /* If a container that the player is currently using somehow gets
1047 * removed (most likely destroyed), update the player view
1048 * appropriately.
1049 */
1050 if (tmp->container == this)
1051 {
1052 flag [FLAG_APPLIED] = 0;
1053 tmp->container = 0;
1054 }
1055
1056 if (tmp->contr->ns)
1057 tmp->contr->ns->floorbox_update ();
1058 }
1059
1060 /* See if player moving off should effect something */ 1170 /* See if object moving off should effect something */
1061 if (check_walk_off 1171 if (check_walk_off
1062 && ((move_type & tmp->move_off) 1172 && ((move_type & tmp->move_off)
1063 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1173 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1064 { 1174 {
1065 move_apply (tmp, this, 0); 1175 move_apply (tmp, this, 0);
1066 1176
1067 if (destroyed ()) 1177 if (destroyed ())
1068 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1178 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1069 } 1179 }
1070 1180
1071 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1072
1073 if (tmp->above == tmp)
1074 tmp->above = 0;
1075
1076 last = tmp; 1181 last = tmp;
1077 } 1182 }
1078 1183
1079 /* last == NULL of there are no objects on this space */ 1184 if (affects_los ())
1080 if (!last)
1081 map->at (x, y).flags_ = P_NEED_UPDATE;
1082 else
1083 update_object (last, UP_OBJ_REMOVE);
1084
1085 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1086 update_all_los (map, x, y); 1185 update_all_los (map, x, y);
1087 } 1186 }
1088} 1187}
1089 1188
1090/* 1189/*
1099merge_ob (object *op, object *top) 1198merge_ob (object *op, object *top)
1100{ 1199{
1101 if (!op->nrof) 1200 if (!op->nrof)
1102 return 0; 1201 return 0;
1103 1202
1104 if (top) 1203 if (!top)
1105 for (top = op; top && top->above; top = top->above) 1204 for (top = op; top && top->above; top = top->above)
1106 ; 1205 ;
1107 1206
1108 for (; top; top = top->below) 1207 for (; top; top = top->below)
1109 {
1110 if (top == op)
1111 continue;
1112
1113 if (object::can_merge (op, top)) 1208 if (object::can_merge (op, top))
1114 { 1209 {
1115 top->nrof += op->nrof; 1210 top->nrof += op->nrof;
1116 1211
1117/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1212 if (object *pl = top->visible_to ())
1118 op->weight = 0; /* Don't want any adjustements now */ 1213 esrv_update_item (UPD_NROF, pl, top);
1214
1215 op->weight = 0; // cancel the addition above
1216 op->carrying = 0; // must be 0 already
1217
1119 op->destroy (); 1218 op->destroy ();
1219
1120 return top; 1220 return top;
1121 } 1221 }
1122 }
1123 1222
1124 return 0; 1223 return 0;
1125} 1224}
1126 1225
1226void
1227object::expand_tail ()
1228{
1229 if (more)
1230 return;
1231
1232 object *prev = this;
1233
1234 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1235 {
1236 object *op = arch_to_object (at);
1237
1238 op->name = name;
1239 op->name_pl = name_pl;
1240 op->title = title;
1241
1242 op->head = this;
1243 prev->more = op;
1244
1245 prev = op;
1246 }
1247}
1248
1127/* 1249/*
1128 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1250 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1129 * job preparing multi-part monsters 1251 * job preparing multi-part monsters.
1130 */ 1252 */
1131object * 1253object *
1132insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1254insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1133{ 1255{
1134 object *tmp; 1256 op->remove ();
1135 1257
1136 if (op->head)
1137 op = op->head;
1138
1139 for (tmp = op; tmp; tmp = tmp->more) 1258 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1140 { 1259 {
1141 tmp->x = x + tmp->arch->clone.x; 1260 tmp->x = x + tmp->arch->x;
1142 tmp->y = y + tmp->arch->clone.y; 1261 tmp->y = y + tmp->arch->y;
1143 } 1262 }
1144 1263
1145 return insert_ob_in_map (op, m, originator, flag); 1264 return insert_ob_in_map (op, m, originator, flag);
1146} 1265}
1147 1266
1166 * just 'op' otherwise 1285 * just 'op' otherwise
1167 */ 1286 */
1168object * 1287object *
1169insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1288insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1170{ 1289{
1171 object *tmp, *top, *floor = NULL; 1290 op->remove ();
1172 sint16 x, y;
1173 1291
1174 if (QUERY_FLAG (op, FLAG_FREED)) 1292 if (m == &freed_map)//D TODO: remove soon
1175 { 1293 {//D
1176 LOG (llevError, "Trying to insert freed object!\n"); 1294 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1177 return NULL;
1178 } 1295 }//D
1179
1180 if (m == NULL)
1181 {
1182 char *dump = dump_object (op);
1183 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1184 free (dump);
1185 return op;
1186 }
1187
1188 if (out_of_map (m, op->x, op->y))
1189 {
1190 char *dump = dump_object (op);
1191 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1192#ifdef MANY_CORES
1193 /* Better to catch this here, as otherwise the next use of this object
1194 * is likely to cause a crash. Better to find out where it is getting
1195 * improperly inserted.
1196 */
1197 abort ();
1198#endif
1199 free (dump);
1200 return op;
1201 }
1202
1203 if (!QUERY_FLAG (op, FLAG_REMOVED))
1204 {
1205 char *dump = dump_object (op);
1206 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1207 free (dump);
1208 return op;
1209 }
1210
1211 if (op->more)
1212 {
1213 /* The part may be on a different map. */
1214
1215 object *more = op->more;
1216
1217 /* We really need the caller to normalize coordinates - if
1218 * we set the map, that doesn't work if the location is within
1219 * a map and this is straddling an edge. So only if coordinate
1220 * is clear wrong do we normalize it.
1221 */
1222 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1223 more->map = get_map_from_coord (m, &more->x, &more->y);
1224 else if (!more->map)
1225 {
1226 /* For backwards compatibility - when not dealing with tiled maps,
1227 * more->map should always point to the parent.
1228 */
1229 more->map = m;
1230 }
1231
1232 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1233 {
1234 if (!op->head)
1235 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1236
1237 return 0;
1238 }
1239 }
1240
1241 CLEAR_FLAG (op, FLAG_REMOVED);
1242 1296
1243 /* Ideally, the caller figures this out. However, it complicates a lot 1297 /* Ideally, the caller figures this out. However, it complicates a lot
1244 * of areas of callers (eg, anything that uses find_free_spot would now 1298 * of areas of callers (eg, anything that uses find_free_spot would now
1245 * need extra work 1299 * need extra work
1246 */ 1300 */
1247 op->map = get_map_from_coord (m, &op->x, &op->y); 1301 maptile *newmap = m;
1248 x = op->x; 1302 if (!xy_normalise (newmap, op->x, op->y))
1249 y = op->y; 1303 {
1304 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1305 return 0;
1306 }
1307
1308 if (object *more = op->more)
1309 if (!insert_ob_in_map (more, m, originator, flag))
1310 return 0;
1311
1312 op->flag [FLAG_REMOVED] = false;
1313 op->env = 0;
1314 op->map = newmap;
1315
1316 mapspace &ms = op->ms ();
1250 1317
1251 /* this has to be done after we translate the coordinates. 1318 /* this has to be done after we translate the coordinates.
1252 */ 1319 */
1253 if (op->nrof && !(flag & INS_NO_MERGE)) 1320 if (op->nrof && !(flag & INS_NO_MERGE))
1254 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1321 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1255 if (object::can_merge (op, tmp)) 1322 if (object::can_merge (op, tmp))
1256 { 1323 {
1324 // TODO: we actually want to update tmp, not op,
1325 // but some caller surely breaks when we return tmp
1326 // from here :/
1257 op->nrof += tmp->nrof; 1327 op->nrof += tmp->nrof;
1258 tmp->destroy (); 1328 tmp->destroy ();
1259 } 1329 }
1260 1330
1261 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1331 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1270 { 1340 {
1271 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1341 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1272 abort (); 1342 abort ();
1273 } 1343 }
1274 1344
1345 if (!originator->is_on_map ())
1346 {
1347 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1348 op->debug_desc (), originator->debug_desc ());
1349 abort ();
1350 }
1351
1275 op->above = originator; 1352 op->above = originator;
1276 op->below = originator->below; 1353 op->below = originator->below;
1277
1278 if (op->below)
1279 op->below->above = op;
1280 else
1281 op->ms ().bot = op;
1282
1283 /* since *below* originator, no need to update top */
1284 originator->below = op; 1354 originator->below = op;
1355
1356 *(op->below ? &op->below->above : &ms.bot) = op;
1285 } 1357 }
1286 else 1358 else
1287 { 1359 {
1360 object *floor = 0;
1361 object *top = ms.top;
1362
1288 /* If there are other objects, then */ 1363 /* If there are other objects, then */
1289 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1364 if (top)
1290 { 1365 {
1291 object *last = NULL;
1292
1293 /* 1366 /*
1294 * If there are multiple objects on this space, we do some trickier handling. 1367 * If there are multiple objects on this space, we do some trickier handling.
1295 * We've already dealt with merging if appropriate. 1368 * We've already dealt with merging if appropriate.
1296 * Generally, we want to put the new object on top. But if 1369 * Generally, we want to put the new object on top. But if
1297 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1370 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1300 * once we get to them. This reduces the need to traverse over all of 1373 * once we get to them. This reduces the need to traverse over all of
1301 * them when adding another one - this saves quite a bit of cpu time 1374 * them when adding another one - this saves quite a bit of cpu time
1302 * when lots of spells are cast in one area. Currently, it is presumed 1375 * when lots of spells are cast in one area. Currently, it is presumed
1303 * that flying non pickable objects are spell objects. 1376 * that flying non pickable objects are spell objects.
1304 */ 1377 */
1305 1378 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1306 while (top != NULL)
1307 { 1379 {
1308 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1380 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1309 floor = top; 1381 floor = tmp;
1310 1382
1311 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1383 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1312 { 1384 {
1313 /* We insert above top, so we want this object below this */ 1385 /* We insert above top, so we want this object below this */
1314 top = top->below; 1386 top = tmp->below;
1315 break; 1387 break;
1316 } 1388 }
1317 1389
1318 last = top;
1319 top = top->above; 1390 top = tmp;
1320 } 1391 }
1321
1322 /* Don't want top to be NULL, so set it to the last valid object */
1323 top = last;
1324 1392
1325 /* We let update_position deal with figuring out what the space 1393 /* We let update_position deal with figuring out what the space
1326 * looks like instead of lots of conditions here. 1394 * looks like instead of lots of conditions here.
1327 * makes things faster, and effectively the same result. 1395 * makes things faster, and effectively the same result.
1328 */ 1396 */
1329 1397
1330 /* Have object 'fall below' other objects that block view. 1398 /* Have object 'fall below' other objects that block view.
1331 * Unless those objects are exits, type 66 1399 * Unless those objects are exits.
1332 * If INS_ON_TOP is used, don't do this processing 1400 * If INS_ON_TOP is used, don't do this processing
1333 * Need to find the object that in fact blocks view, otherwise 1401 * Need to find the object that in fact blocks view, otherwise
1334 * stacking is a bit odd. 1402 * stacking is a bit odd.
1335 */ 1403 */
1336 if (!(flag & INS_ON_TOP) && 1404 if (!(flag & INS_ON_TOP)
1337 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1405 && ms.flags () & P_BLOCKSVIEW
1406 && (op->face && !faces [op->face].visibility))
1338 { 1407 {
1408 object *last;
1409
1339 for (last = top; last != floor; last = last->below) 1410 for (last = top; last != floor; last = last->below)
1340 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1411 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1341 break; 1412 break;
1413
1342 /* Check to see if we found the object that blocks view, 1414 /* Check to see if we found the object that blocks view,
1343 * and make sure we have a below pointer for it so that 1415 * and make sure we have a below pointer for it so that
1344 * we can get inserted below this one, which requires we 1416 * we can get inserted below this one, which requires we
1345 * set top to the object below us. 1417 * set top to the object below us.
1346 */ 1418 */
1347 if (last && last->below && last != floor) 1419 if (last && last->below && last != floor)
1348 top = last->below; 1420 top = last->below;
1349 } 1421 }
1350 } /* If objects on this space */ 1422 } /* If objects on this space */
1351 1423
1352 if (flag & INS_MAP_LOAD)
1353 top = GET_MAP_TOP (op->map, op->x, op->y);
1354
1355 if (flag & INS_ABOVE_FLOOR_ONLY) 1424 if (flag & INS_ABOVE_FLOOR_ONLY)
1356 top = floor; 1425 top = floor;
1357 1426
1358 /* Top is the object that our object (op) is going to get inserted above. 1427 // insert object above top, or bottom-most if top = 0
1359 */
1360
1361 /* First object on this space */
1362 if (!top) 1428 if (!top)
1363 { 1429 {
1364 op->above = GET_MAP_OB (op->map, op->x, op->y);
1365
1366 if (op->above)
1367 op->above->below = op;
1368
1369 op->below = NULL; 1430 op->below = 0;
1431 op->above = ms.bot;
1370 op->ms ().bot = op; 1432 ms.bot = op;
1433
1434 *(op->above ? &op->above->below : &ms.top) = op;
1371 } 1435 }
1372 else 1436 else
1373 { /* get inserted into the stack above top */ 1437 {
1374 op->above = top->above; 1438 op->above = top->above;
1375
1376 if (op->above)
1377 op->above->below = op; 1439 top->above = op;
1378 1440
1379 op->below = top; 1441 op->below = top;
1380 top->above = op; 1442 *(op->above ? &op->above->below : &ms.top) = op;
1381 } 1443 }
1444 }
1382 1445
1383 if (op->above == NULL) 1446 if (op->is_player ())
1384 op->ms ().top = op; 1447 {
1385 } /* else not INS_BELOW_ORIGINATOR */
1386
1387 if (op->type == PLAYER)
1388 op->contr->do_los = 1; 1448 op->contr->do_los = 1;
1449 ++op->map->players;
1450 op->map->touch ();
1451 }
1389 1452
1390 /* If we have a floor, we know the player, if any, will be above 1453 op->map->dirty = true;
1391 * it, so save a few ticks and start from there. 1454
1392 */
1393 if (!(flag & INS_MAP_LOAD))
1394 if (object *pl = op->ms ().player ()) 1455 if (object *pl = ms.player ())
1456 //TODO: the floorbox prev/next might need updating
1457 //esrv_send_item (pl, op);
1458 //TODO: update floorbox to preserve ordering
1395 if (pl->contr->ns) 1459 if (pl->contr->ns)
1396 pl->contr->ns->floorbox_update (); 1460 pl->contr->ns->floorbox_update ();
1397 1461
1398 /* If this object glows, it may affect lighting conditions that are 1462 /* If this object glows, it may affect lighting conditions that are
1399 * visible to others on this map. But update_all_los is really 1463 * 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 1464 * 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 1465 * on the map will get recalculated. The players could very well
1402 * be far away from this change and not affected in any way - 1466 * be far away from this change and not affected in any way -
1403 * this should get redone to only look for players within range, 1467 * this should get redone to only look for players within range,
1404 * or just updating the P_NEED_UPDATE for spaces within this area 1468 * or just updating the P_UPTODATE for spaces within this area
1405 * of effect may be sufficient. 1469 * of effect may be sufficient.
1406 */ 1470 */
1407 if (op->map->darkness && (op->glow_radius != 0)) 1471 if (op->affects_los ())
1472 {
1473 op->ms ().invalidate ();
1408 update_all_los (op->map, op->x, op->y); 1474 update_all_los (op->map, op->x, op->y);
1475 }
1409 1476
1410 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1477 /* updates flags (blocked, alive, no magic, etc) for this map space */
1411 update_object (op, UP_OBJ_INSERT); 1478 update_object (op, UP_OBJ_INSERT);
1412 1479
1413 INVOKE_OBJECT (INSERT, op); 1480 INVOKE_OBJECT (INSERT, op);
1420 * blocked() and wall() work properly), and these flags are updated by 1487 * blocked() and wall() work properly), and these flags are updated by
1421 * update_object(). 1488 * update_object().
1422 */ 1489 */
1423 1490
1424 /* if this is not the head or flag has been passed, don't check walk on status */ 1491 /* 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) 1492 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1426 { 1493 {
1427 if (check_move_on (op, originator)) 1494 if (check_move_on (op, originator))
1428 return 0; 1495 return 0;
1429 1496
1430 /* If we are a multi part object, lets work our way through the check 1497 /* If we are a multi part object, lets work our way through the check
1431 * walk on's. 1498 * walk on's.
1432 */ 1499 */
1433 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1500 for (object *tmp = op->more; tmp; tmp = tmp->more)
1434 if (check_move_on (tmp, originator)) 1501 if (check_move_on (tmp, originator))
1435 return 0; 1502 return 0;
1436 } 1503 }
1437 1504
1438 return op; 1505 return op;
1441/* this function inserts an object in the map, but if it 1508/* 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. 1509 * 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. 1510 * op is the object to insert it under: supplies x and the map.
1444 */ 1511 */
1445void 1512void
1446replace_insert_ob_in_map (const char *arch_string, object *op) 1513replace_insert_ob_in_map (shstr_tmp archname, object *op)
1447{ 1514{
1448 object *tmp, *tmp1;
1449
1450 /* first search for itself and remove any old instances */ 1515 /* first search for itself and remove any old instances */
1451 1516
1452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1517 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1453 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1518 if (tmp->arch->archname == archname) /* same archetype */
1454 tmp->destroy (); 1519 tmp->destroy ();
1455 1520
1456 tmp1 = arch_to_object (archetype::find (arch_string)); 1521 object *tmp = arch_to_object (archetype::find (archname));
1457 1522
1458 tmp1->x = op->x; 1523 tmp->x = op->x;
1459 tmp1->y = op->y; 1524 tmp->y = op->y;
1525
1460 insert_ob_in_map (tmp1, op->map, op, 0); 1526 insert_ob_in_map (tmp, op->map, op, 0);
1461} 1527}
1462
1463/*
1464 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1465 * is returned contains nr objects, and the remaining parts contains
1466 * the rest (or is removed and freed if that number is 0).
1467 * On failure, NULL is returned, and the reason put into the
1468 * global static errmsg array.
1469 */
1470 1528
1471object * 1529object *
1472get_split_ob (object *orig_ob, uint32 nr) 1530object::insert_at (object *where, object *originator, int flags)
1473{ 1531{
1474 object *newob; 1532 if (where->env)
1475 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1533 return where->env->insert (this);
1476 1534 else
1477 if (orig_ob->nrof < nr) 1535 return where->map->insert (this, where->x, where->y, originator, flags);
1478 {
1479 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1480 return NULL;
1481 }
1482
1483 newob = object_create_clone (orig_ob);
1484
1485 if ((orig_ob->nrof -= nr) < 1)
1486 orig_ob->destroy (1);
1487 else if (!is_removed)
1488 {
1489 if (orig_ob->env != NULL)
1490 sub_weight (orig_ob->env, orig_ob->weight * nr);
1491 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1492 {
1493 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1494 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1495 return NULL;
1496 }
1497 }
1498
1499 newob->nrof = nr;
1500
1501 return newob;
1502} 1536}
1503 1537
1504/* 1538/*
1505 * decrease_ob_nr(object, number) decreases a specified number from 1539 * decrease(object, number) decreases a specified number from
1506 * the amount of an object. If the amount reaches 0, the object 1540 * the amount of an object. If the amount reaches 0, the object
1507 * is subsequently removed and freed. 1541 * is subsequently removed and freed.
1508 * 1542 *
1509 * Return value: 'op' if something is left, NULL if the amount reached 0 1543 * Return value: 'op' if something is left, NULL if the amount reached 0
1510 */ 1544 */
1545bool
1546object::decrease (sint32 nr)
1547{
1548 if (!nr)
1549 return true;
1511 1550
1551 nr = min (nr, nrof);
1552
1553 if (nrof > nr)
1554 {
1555 nrof -= nr;
1556 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1557
1558 if (object *pl = visible_to ())
1559 esrv_update_item (UPD_NROF, pl, this);
1560
1561 return true;
1562 }
1563 else
1564 {
1565 destroy ();
1566 return false;
1567 }
1568}
1569
1570/*
1571 * split(ob,nr) splits up ob into two parts. The part which
1572 * is returned contains nr objects, and the remaining parts contains
1573 * the rest (or is removed and returned if that number is 0).
1574 * On failure, NULL is returned.
1575 */
1512object * 1576object *
1513decrease_ob_nr (object *op, uint32 i) 1577object::split (sint32 nr)
1514{ 1578{
1515 object *tmp; 1579 int have = number_of ();
1516 1580
1517 if (i == 0) /* objects with op->nrof require this check */ 1581 if (have < nr)
1518 return op; 1582 return 0;
1519 1583 else if (have == nr)
1520 if (i > op->nrof)
1521 i = op->nrof;
1522
1523 if (QUERY_FLAG (op, FLAG_REMOVED))
1524 op->nrof -= i;
1525 else if (op->env)
1526 { 1584 {
1527 /* is this object in the players inventory, or sub container
1528 * therein?
1529 */
1530 tmp = op->in_player ();
1531 /* nope. Is this a container the player has opened?
1532 * If so, set tmp to that player.
1533 * IMO, searching through all the players will mostly
1534 * likely be quicker than following op->env to the map,
1535 * and then searching the map for a player.
1536 */
1537 if (!tmp)
1538 for_all_players (pl)
1539 if (pl->ob->container == op->env)
1540 {
1541 tmp = pl->ob;
1542 break;
1543 }
1544
1545 if (i < op->nrof)
1546 {
1547 sub_weight (op->env, op->weight * i);
1548 op->nrof -= i;
1549 if (tmp)
1550 esrv_send_item (tmp, op);
1551 }
1552 else
1553 {
1554 op->remove (); 1585 remove ();
1555 op->nrof = 0; 1586 return this;
1556 if (tmp)
1557 esrv_del_item (tmp->contr, op->count);
1558 }
1559 } 1587 }
1560 else 1588 else
1561 { 1589 {
1562 object *above = op->above; 1590 decrease (nr);
1563 1591
1564 if (i < op->nrof) 1592 object *op = deep_clone ();
1565 op->nrof -= i; 1593 op->nrof = nr;
1566 else
1567 {
1568 op->remove ();
1569 op->nrof = 0;
1570 }
1571
1572 /* Since we just removed op, op->above is null */
1573 for (tmp = above; tmp; tmp = tmp->above)
1574 if (tmp->type == PLAYER)
1575 {
1576 if (op->nrof)
1577 esrv_send_item (tmp, op);
1578 else
1579 esrv_del_item (tmp->contr, op->count);
1580 }
1581 }
1582
1583 if (op->nrof)
1584 return op; 1594 return op;
1585 else
1586 {
1587 op->destroy ();
1588 return 0;
1589 }
1590}
1591
1592/*
1593 * add_weight(object, weight) adds the specified weight to an object,
1594 * and also updates how much the environment(s) is/are carrying.
1595 */
1596
1597void
1598add_weight (object *op, signed long weight)
1599{
1600 while (op != NULL)
1601 {
1602 if (op->type == CONTAINER)
1603 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1604
1605 op->carrying += weight;
1606 op = op->env;
1607 } 1595 }
1608} 1596}
1609 1597
1610object * 1598object *
1611insert_ob_in_ob (object *op, object *where) 1599insert_ob_in_ob (object *op, object *where)
1616 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1604 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1617 free (dump); 1605 free (dump);
1618 return op; 1606 return op;
1619 } 1607 }
1620 1608
1621 if (where->head) 1609 if (where->head_ () != where)
1622 { 1610 {
1623 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1611 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1624 where = where->head; 1612 where = where->head;
1625 } 1613 }
1626 1614
1627 return where->insert (op); 1615 return where->insert (op);
1628} 1616}
1633 * inside the object environment. 1621 * inside the object environment.
1634 * 1622 *
1635 * The function returns now pointer to inserted item, and return value can 1623 * The function returns now pointer to inserted item, and return value can
1636 * be != op, if items are merged. -Tero 1624 * be != op, if items are merged. -Tero
1637 */ 1625 */
1638
1639object * 1626object *
1640object::insert (object *op) 1627object::insert (object *op)
1641{ 1628{
1642 object *tmp, *otmp;
1643
1644 if (!QUERY_FLAG (op, FLAG_REMOVED))
1645 op->remove ();
1646
1647 if (op->more) 1629 if (op->more)
1648 { 1630 {
1649 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1631 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1650 return op; 1632 return op;
1651 } 1633 }
1652 1634
1653 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1635 op->remove ();
1654 CLEAR_FLAG (op, FLAG_REMOVED); 1636
1637 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1638
1655 if (op->nrof) 1639 if (op->nrof)
1656 {
1657 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1640 for (object *tmp = inv; tmp; tmp = tmp->below)
1658 if (object::can_merge (tmp, op)) 1641 if (object::can_merge (tmp, op))
1659 { 1642 {
1660 /* return the original object and remove inserted object 1643 /* return the original object and remove inserted object
1661 (client needs the original object) */ 1644 (client needs the original object) */
1662 tmp->nrof += op->nrof; 1645 tmp->nrof += op->nrof;
1663 /* Weight handling gets pretty funky. Since we are adding to 1646
1664 * tmp->nrof, we need to increase the weight. 1647 if (object *pl = tmp->visible_to ())
1665 */ 1648 esrv_update_item (UPD_NROF, pl, tmp);
1649
1666 add_weight (this, op->weight * op->nrof); 1650 adjust_weight (this, op->total_weight ());
1667 SET_FLAG (op, FLAG_REMOVED); 1651
1668 op->destroy (); /* free the inserted object */ 1652 op->destroy ();
1669 op = tmp; 1653 op = tmp;
1670 op->remove (); /* and fix old object's links */ 1654 goto inserted;
1671 CLEAR_FLAG (op, FLAG_REMOVED);
1672 break;
1673 } 1655 }
1674 1656
1675 /* I assume combined objects have no inventory 1657 op->owner = 0; // it's his/hers now. period.
1676 * We add the weight - this object could have just been removed
1677 * (if it was possible to merge). calling remove_ob will subtract
1678 * the weight, so we need to add it in again, since we actually do
1679 * the linking below
1680 */
1681 add_weight (this, op->weight * op->nrof);
1682 }
1683 else
1684 add_weight (this, (op->weight + op->carrying));
1685
1686 otmp = this->in_player ();
1687 if (otmp && otmp->contr)
1688 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1689 otmp->update_stats ();
1690
1691 op->map = 0; 1658 op->map = 0;
1692 op->env = this; 1659 op->x = 0;
1660 op->y = 0;
1661
1693 op->above = 0; 1662 op->above = 0;
1694 op->below = 0; 1663 op->below = inv;
1695 op->x = 0, op->y = 0; 1664 op->env = this;
1696 1665
1666 if (inv)
1667 inv->above = op;
1668
1669 inv = op;
1670
1671 op->flag [FLAG_REMOVED] = 0;
1672
1673 if (object *pl = op->visible_to ())
1674 esrv_send_item (pl, op);
1675
1676 adjust_weight (this, op->total_weight ());
1677
1678inserted:
1697 /* reset the light list and los of the players on the map */ 1679 /* reset the light list and los of the players on the map */
1698 if ((op->glow_radius != 0) && map) 1680 if (op->glow_radius && is_on_map ())
1699 { 1681 {
1700#ifdef DEBUG_LIGHTS 1682 update_stats ();
1701 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1702#endif /* DEBUG_LIGHTS */
1703 if (map->darkness)
1704 update_all_los (map, x, y); 1683 update_all_los (map, x, y);
1705 }
1706
1707 /* Client has no idea of ordering so lets not bother ordering it here.
1708 * It sure simplifies this function...
1709 */
1710 if (!inv)
1711 inv = op;
1712 else
1713 { 1684 }
1714 op->below = inv; 1685 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1715 op->below->above = op; 1686 // if this is a player's inventory, update stats
1716 inv = op; 1687 update_stats ();
1717 }
1718 1688
1719 INVOKE_OBJECT (INSERT, this); 1689 INVOKE_OBJECT (INSERT, this);
1720 1690
1721 return op; 1691 return op;
1722} 1692}
1739 * 1709 *
1740 * MSW 2001-07-08: Check all objects on space, not just those below 1710 * MSW 2001-07-08: Check all objects on space, not just those below
1741 * object being inserted. insert_ob_in_map may not put new objects 1711 * object being inserted. insert_ob_in_map may not put new objects
1742 * on top. 1712 * on top.
1743 */ 1713 */
1744
1745int 1714int
1746check_move_on (object *op, object *originator) 1715check_move_on (object *op, object *originator)
1747{ 1716{
1717 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1718 return 0;
1719
1748 object *tmp; 1720 object *tmp;
1749 maptile *m = op->map; 1721 maptile *m = op->map;
1750 int x = op->x, y = op->y; 1722 int x = op->x, y = op->y;
1751 1723
1752 MoveType move_on, move_slow, move_block; 1724 mapspace &ms = m->at (x, y);
1753 1725
1754 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1726 ms.update ();
1755 return 0;
1756 1727
1757 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1728 MoveType move_on = ms.move_on;
1758 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1729 MoveType move_slow = ms.move_slow;
1759 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1730 MoveType move_block = ms.move_block;
1760 1731
1761 /* if nothing on this space will slow op down or be applied, 1732 /* if nothing on this space will slow op down or be applied,
1762 * no need to do checking below. have to make sure move_type 1733 * no need to do checking below. have to make sure move_type
1763 * is set, as lots of objects don't have it set - we treat that 1734 * is set, as lots of objects don't have it set - we treat that
1764 * as walking. 1735 * as walking.
1775 return 0; 1746 return 0;
1776 1747
1777 /* The objects have to be checked from top to bottom. 1748 /* The objects have to be checked from top to bottom.
1778 * Hence, we first go to the top: 1749 * Hence, we first go to the top:
1779 */ 1750 */
1780 1751 for (object *next, *tmp = ms.top; tmp; tmp = next)
1781 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1782 {
1783 /* Trim the search when we find the first other spell effect
1784 * this helps performance so that if a space has 50 spell objects,
1785 * we don't need to check all of them.
1786 */
1787 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1788 break;
1789 } 1752 {
1753 next = tmp->below;
1790 1754
1791 for (; tmp; tmp = tmp->below)
1792 {
1793 if (tmp == op) 1755 if (tmp == op)
1794 continue; /* Can't apply yourself */ 1756 continue; /* Can't apply yourself */
1795 1757
1796 /* Check to see if one of the movement types should be slowed down. 1758 /* Check to see if one of the movement types should be slowed down.
1797 * Second check makes sure that the movement types not being slowed 1759 * Second check makes sure that the movement types not being slowed
1802 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1764 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1803 { 1765 {
1804 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1766 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1805 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1767 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1806 { 1768 {
1807
1808 float
1809 diff = tmp->move_slow_penalty * FABS (op->speed); 1769 float diff = tmp->move_slow_penalty * fabs (op->speed);
1810 1770
1811 if (op->type == PLAYER) 1771 if (op->is_player ())
1812 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1772 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1813 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1773 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1814 diff /= 4.0; 1774 diff /= 4.0;
1815 1775
1816 op->speed_left -= diff; 1776 op->speed_left -= diff;
1817 } 1777 }
1818 } 1778 }
1844 * The first matching object is returned, or NULL if none. 1804 * The first matching object is returned, or NULL if none.
1845 */ 1805 */
1846object * 1806object *
1847present_arch (const archetype *at, maptile *m, int x, int y) 1807present_arch (const archetype *at, maptile *m, int x, int y)
1848{ 1808{
1849 if (m == NULL || out_of_map (m, x, y)) 1809 if (!m || out_of_map (m, x, y))
1850 { 1810 {
1851 LOG (llevError, "Present_arch called outside map.\n"); 1811 LOG (llevError, "Present_arch called outside map.\n");
1852 return NULL; 1812 return NULL;
1853 } 1813 }
1854 1814
1855 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1815 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1856 if (tmp->arch == at) 1816 if (tmp->arch->archname == at->archname)
1857 return tmp; 1817 return tmp;
1858 1818
1859 return NULL; 1819 return NULL;
1860} 1820}
1861 1821
1871 { 1831 {
1872 LOG (llevError, "Present called outside map.\n"); 1832 LOG (llevError, "Present called outside map.\n");
1873 return NULL; 1833 return NULL;
1874 } 1834 }
1875 1835
1876 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1836 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1877 if (tmp->type == type) 1837 if (tmp->type == type)
1878 return tmp; 1838 return tmp;
1879 1839
1880 return NULL; 1840 return NULL;
1881} 1841}
1925 * The first matching object is returned, or NULL if none. 1885 * The first matching object is returned, or NULL if none.
1926 */ 1886 */
1927object * 1887object *
1928present_arch_in_ob (const archetype *at, const object *op) 1888present_arch_in_ob (const archetype *at, const object *op)
1929{ 1889{
1930 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1890 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1931 if (tmp->arch == at) 1891 if (tmp->arch->archname == at->archname)
1932 return tmp; 1892 return tmp;
1933 1893
1934 return NULL; 1894 return NULL;
1935} 1895}
1936 1896
1938 * activate recursively a flag on an object inventory 1898 * activate recursively a flag on an object inventory
1939 */ 1899 */
1940void 1900void
1941flag_inv (object *op, int flag) 1901flag_inv (object *op, int flag)
1942{ 1902{
1943 if (op->inv)
1944 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1903 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1945 { 1904 {
1946 SET_FLAG (tmp, flag); 1905 SET_FLAG (tmp, flag);
1947 flag_inv (tmp, flag); 1906 flag_inv (tmp, flag);
1948 } 1907 }
1949} 1908}
1950 1909
1951/* 1910/*
1952 * deactivate recursively a flag on an object inventory 1911 * deactivate recursively a flag on an object inventory
1953 */ 1912 */
1954void 1913void
1955unflag_inv (object *op, int flag) 1914unflag_inv (object *op, int flag)
1956{ 1915{
1957 if (op->inv)
1958 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1916 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1959 { 1917 {
1960 CLEAR_FLAG (tmp, flag); 1918 CLEAR_FLAG (tmp, flag);
1961 unflag_inv (tmp, flag); 1919 unflag_inv (tmp, flag);
1962 } 1920 }
1963}
1964
1965/*
1966 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1967 * all it's inventory (recursively).
1968 * If checksums are used, a player will get set_cheat called for
1969 * him/her-self and all object carried by a call to this function.
1970 */
1971void
1972set_cheat (object *op)
1973{
1974 SET_FLAG (op, FLAG_WAS_WIZ);
1975 flag_inv (op, FLAG_WAS_WIZ);
1976} 1921}
1977 1922
1978/* 1923/*
1979 * find_free_spot(object, map, x, y, start, stop) will search for 1924 * find_free_spot(object, map, x, y, start, stop) will search for
1980 * a spot at the given map and coordinates which will be able to contain 1925 * a spot at the given map and coordinates which will be able to contain
1982 * to search (see the freearr_x/y[] definition). 1927 * to search (see the freearr_x/y[] definition).
1983 * It returns a random choice among the alternatives found. 1928 * It returns a random choice among the alternatives found.
1984 * start and stop are where to start relative to the free_arr array (1,9 1929 * start and stop are where to start relative to the free_arr array (1,9
1985 * does all 4 immediate directions). This returns the index into the 1930 * does all 4 immediate directions). This returns the index into the
1986 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1931 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1987 * Note - this only checks to see if there is space for the head of the
1988 * object - if it is a multispace object, this should be called for all
1989 * pieces.
1990 * Note2: This function does correctly handle tiled maps, but does not 1932 * Note: This function does correctly handle tiled maps, but does not
1991 * inform the caller. However, insert_ob_in_map will update as 1933 * inform the caller. However, insert_ob_in_map will update as
1992 * necessary, so the caller shouldn't need to do any special work. 1934 * necessary, so the caller shouldn't need to do any special work.
1993 * Note - updated to take an object instead of archetype - this is necessary 1935 * Note - updated to take an object instead of archetype - this is necessary
1994 * because arch_blocked (now ob_blocked) needs to know the movement type 1936 * because arch_blocked (now ob_blocked) needs to know the movement type
1995 * to know if the space in question will block the object. We can't use 1937 * to know if the space in question will block the object. We can't use
1997 * customized, changed states, etc. 1939 * customized, changed states, etc.
1998 */ 1940 */
1999int 1941int
2000find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1942find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2001{ 1943{
1944 int altern[SIZEOFFREE];
2002 int index = 0, flag; 1945 int index = 0, flag;
2003 int altern[SIZEOFFREE];
2004 1946
2005 for (int i = start; i < stop; i++) 1947 for (int i = start; i < stop; i++)
2006 { 1948 {
2007 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1949 mapxy pos (m, x, y); pos.move (i);
2008 if (!flag) 1950
1951 if (!pos.normalise ())
1952 continue;
1953
1954 mapspace &ms = *pos;
1955
1956 if (ms.flags () & P_IS_ALIVE)
1957 continue;
1958
1959 /* However, often
1960 * ob doesn't have any move type (when used to place exits)
1961 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1962 */
1963 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1964 {
2009 altern [index++] = i; 1965 altern [index++] = i;
1966 continue;
1967 }
2010 1968
2011 /* Basically, if we find a wall on a space, we cut down the search size. 1969 /* Basically, if we find a wall on a space, we cut down the search size.
2012 * In this way, we won't return spaces that are on another side of a wall. 1970 * In this way, we won't return spaces that are on another side of a wall.
2013 * This mostly work, but it cuts down the search size in all directions - 1971 * This mostly work, but it cuts down the search size in all directions -
2014 * if the space being examined only has a wall to the north and empty 1972 * if the space being examined only has a wall to the north and empty
2015 * spaces in all the other directions, this will reduce the search space 1973 * spaces in all the other directions, this will reduce the search space
2016 * to only the spaces immediately surrounding the target area, and 1974 * to only the spaces immediately surrounding the target area, and
2017 * won't look 2 spaces south of the target space. 1975 * won't look 2 spaces south of the target space.
2018 */ 1976 */
2019 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1977 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1978 {
2020 stop = maxfree[i]; 1979 stop = maxfree[i];
1980 continue;
1981 }
1982
1983 /* Note it is intentional that we check ob - the movement type of the
1984 * head of the object should correspond for the entire object.
1985 */
1986 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1987 continue;
1988
1989 if (ob->blocked (pos.m, pos.x, pos.y))
1990 continue;
1991
1992 altern [index++] = i;
2021 } 1993 }
2022 1994
2023 if (!index) 1995 if (!index)
2024 return -1; 1996 return -1;
2025 1997
2026 return altern[RANDOM () % index]; 1998 return altern [rndm (index)];
2027} 1999}
2028 2000
2029/* 2001/*
2030 * find_first_free_spot(archetype, maptile, x, y) works like 2002 * find_first_free_spot(archetype, maptile, x, y) works like
2031 * find_free_spot(), but it will search max number of squares. 2003 * find_free_spot(), but it will search max number of squares.
2034 */ 2006 */
2035int 2007int
2036find_first_free_spot (const object *ob, maptile *m, int x, int y) 2008find_first_free_spot (const object *ob, maptile *m, int x, int y)
2037{ 2009{
2038 for (int i = 0; i < SIZEOFFREE; i++) 2010 for (int i = 0; i < SIZEOFFREE; i++)
2039 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2011 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2040 return i; 2012 return i;
2041 2013
2042 return -1; 2014 return -1;
2043} 2015}
2044 2016
2052{ 2024{
2053 arr += begin; 2025 arr += begin;
2054 end -= begin; 2026 end -= begin;
2055 2027
2056 while (--end) 2028 while (--end)
2057 swap (arr [end], arr [RANDOM () % (end + 1)]); 2029 swap (arr [end], arr [rndm (end + 1)]);
2058} 2030}
2059 2031
2060/* new function to make monster searching more efficient, and effective! 2032/* new function to make monster searching more efficient, and effective!
2061 * This basically returns a randomized array (in the passed pointer) of 2033 * This basically returns a randomized array (in the passed pointer) of
2062 * the spaces to find monsters. In this way, it won't always look for 2034 * the spaces to find monsters. In this way, it won't always look for
2090 * there is capable of. 2062 * there is capable of.
2091 */ 2063 */
2092int 2064int
2093find_dir (maptile *m, int x, int y, object *exclude) 2065find_dir (maptile *m, int x, int y, object *exclude)
2094{ 2066{
2095 int i, max = SIZEOFFREE, mflags; 2067 int max = SIZEOFFREE, mflags;
2096
2097 sint16 nx, ny;
2098 object *tmp;
2099 maptile *mp;
2100
2101 MoveType blocked, move_type; 2068 MoveType move_type;
2102 2069
2103 if (exclude && exclude->head) 2070 if (exclude && exclude->head_ () != exclude)
2104 { 2071 {
2105 exclude = exclude->head; 2072 exclude = exclude->head;
2106 move_type = exclude->move_type; 2073 move_type = exclude->move_type;
2107 } 2074 }
2108 else 2075 else
2109 { 2076 {
2110 /* If we don't have anything, presume it can use all movement types. */ 2077 /* If we don't have anything, presume it can use all movement types. */
2111 move_type = MOVE_ALL; 2078 move_type = MOVE_ALL;
2112 } 2079 }
2113 2080
2114 for (i = 1; i < max; i++) 2081 for (int i = 1; i < max; i++)
2115 { 2082 {
2116 mp = m; 2083 mapxy pos (m, x, y);
2117 nx = x + freearr_x[i]; 2084 pos.move (i);
2118 ny = y + freearr_y[i];
2119 2085
2120 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2086 if (!pos.normalise ())
2121
2122 if (mflags & P_OUT_OF_MAP)
2123 max = maxfree[i]; 2087 max = maxfree[i];
2124 else 2088 else
2125 { 2089 {
2126 mapspace &ms = mp->at (nx, ny); 2090 mapspace &ms = *pos;
2127 2091
2128 blocked = ms.move_block;
2129
2130 if ((move_type & blocked) == move_type) 2092 if ((move_type & ms.move_block) == move_type)
2131 max = maxfree[i]; 2093 max = maxfree [i];
2132 else if (mflags & P_IS_ALIVE) 2094 else if (ms.flags () & P_IS_ALIVE)
2133 { 2095 {
2134 for (tmp = ms.bot; tmp; tmp = tmp->above) 2096 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2135 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2097 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2136 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2098 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2137 break;
2138
2139 if (tmp)
2140 return freedir[i]; 2099 return freedir [i];
2141 } 2100 }
2142 } 2101 }
2143 } 2102 }
2144 2103
2145 return 0; 2104 return 0;
2196 2155
2197 return 3; 2156 return 3;
2198} 2157}
2199 2158
2200/* 2159/*
2201 * absdir(int): Returns a number between 1 and 8, which represent
2202 * the "absolute" direction of a number (it actually takes care of
2203 * "overflow" in previous calculations of a direction).
2204 */
2205
2206int
2207absdir (int d)
2208{
2209 while (d < 1)
2210 d += 8;
2211
2212 while (d > 8)
2213 d -= 8;
2214
2215 return d;
2216}
2217
2218/*
2219 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2160 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2220 * between two directions (which are expected to be absolute (see absdir()) 2161 * between two directions (which are expected to be absolute (see absdir())
2221 */ 2162 */
2222
2223int 2163int
2224dirdiff (int dir1, int dir2) 2164dirdiff (int dir1, int dir2)
2225{ 2165{
2226 int d; 2166 int d;
2227 2167
2239 * This basically means that if direction is 15, then it could either go 2179 * This basically means that if direction is 15, then it could either go
2240 * direction 4, 14, or 16 to get back to where we are. 2180 * direction 4, 14, or 16 to get back to where we are.
2241 * Moved from spell_util.c to object.c with the other related direction 2181 * Moved from spell_util.c to object.c with the other related direction
2242 * functions. 2182 * functions.
2243 */ 2183 */
2244int reduction_dir[SIZEOFFREE][3] = { 2184const int reduction_dir[SIZEOFFREE][3] = {
2245 {0, 0, 0}, /* 0 */ 2185 {0, 0, 0}, /* 0 */
2246 {0, 0, 0}, /* 1 */ 2186 {0, 0, 0}, /* 1 */
2247 {0, 0, 0}, /* 2 */ 2187 {0, 0, 0}, /* 2 */
2248 {0, 0, 0}, /* 3 */ 2188 {0, 0, 0}, /* 3 */
2249 {0, 0, 0}, /* 4 */ 2189 {0, 0, 0}, /* 4 */
2340 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2280 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2341 * core dumps if they do. 2281 * core dumps if they do.
2342 * 2282 *
2343 * Add a check so we can't pick up invisible objects (0.93.8) 2283 * Add a check so we can't pick up invisible objects (0.93.8)
2344 */ 2284 */
2345
2346int 2285int
2347can_pick (const object *who, const object *item) 2286can_pick (const object *who, const object *item)
2348{ 2287{
2349 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2288 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2350 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2289 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2351 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2290 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2352} 2291}
2353 2292
2354/* 2293/*
2355 * create clone from object to another 2294 * create clone from object to another
2356 */ 2295 */
2357object * 2296object *
2358object_create_clone (object *asrc) 2297object::deep_clone ()
2359{ 2298{
2360 object *dst = 0, *tmp, *src, *part, *prev, *item; 2299 assert (("deep_clone called on non-head object", is_head ()));
2361 2300
2362 if (!asrc) 2301 object *dst = clone ();
2363 return 0;
2364 2302
2365 src = asrc; 2303 object *prev = dst;
2366 if (src->head)
2367 src = src->head;
2368
2369 prev = 0;
2370 for (part = src; part; part = part->more) 2304 for (object *part = this->more; part; part = part->more)
2371 { 2305 {
2372 tmp = part->clone (); 2306 object *tmp = part->clone ();
2373 tmp->x -= src->x;
2374 tmp->y -= src->y;
2375
2376 if (!part->head)
2377 {
2378 dst = tmp;
2379 tmp->head = 0;
2380 }
2381 else
2382 tmp->head = dst; 2307 tmp->head = dst;
2383
2384 tmp->more = 0;
2385
2386 if (prev)
2387 prev->more = tmp; 2308 prev->more = tmp;
2388
2389 prev = tmp; 2309 prev = tmp;
2390 } 2310 }
2391 2311
2392 for (item = src->inv; item; item = item->below) 2312 for (object *item = inv; item; item = item->below)
2393 insert_ob_in_ob (object_create_clone (item), dst); 2313 insert_ob_in_ob (item->deep_clone (), dst);
2394 2314
2395 return dst; 2315 return dst;
2396}
2397
2398/* GROS - Creates an object using a string representing its content. */
2399/* Basically, we save the content of the string to a temp file, then call */
2400/* load_object on it. I admit it is a highly inefficient way to make things, */
2401/* but it was simple to make and allows reusing the load_object function. */
2402/* Remember not to use load_object_str in a time-critical situation. */
2403/* Also remember that multiparts objects are not supported for now. */
2404object *
2405load_object_str (const char *obstr)
2406{
2407 object *op;
2408 char filename[MAX_BUF];
2409
2410 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2411
2412 FILE *tempfile = fopen (filename, "w");
2413
2414 if (tempfile == NULL)
2415 {
2416 LOG (llevError, "Error - Unable to access load object temp file\n");
2417 return NULL;
2418 }
2419
2420 fprintf (tempfile, obstr);
2421 fclose (tempfile);
2422
2423 op = object::create ();
2424
2425 object_thawer thawer (filename);
2426
2427 if (thawer)
2428 load_object (thawer, op, 0);
2429
2430 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2431 CLEAR_FLAG (op, FLAG_REMOVED);
2432
2433 return op;
2434} 2316}
2435 2317
2436/* This returns the first object in who's inventory that 2318/* This returns the first object in who's inventory that
2437 * has the same type and subtype match. 2319 * has the same type and subtype match.
2438 * returns NULL if no match. 2320 * returns NULL if no match.
2445 return tmp; 2327 return tmp;
2446 2328
2447 return 0; 2329 return 0;
2448} 2330}
2449 2331
2450/* If ob has a field named key, return the link from the list, 2332shstr_tmp
2451 * otherwise return NULL. 2333object::kv_get (shstr_tmp key) const
2452 *
2453 * key must be a passed in shared string - otherwise, this won't
2454 * do the desired thing.
2455 */
2456key_value *
2457get_ob_key_link (const object *ob, const char *key)
2458{ 2334{
2459 for (key_value *link = ob->key_values; link; link = link->next) 2335 for (key_value *kv = key_values; kv; kv = kv->next)
2460 if (link->key == key) 2336 if (kv->key == key)
2461 return link;
2462
2463 return 0;
2464}
2465
2466/*
2467 * Returns the value of op has an extra_field for key, or NULL.
2468 *
2469 * The argument doesn't need to be a shared string.
2470 *
2471 * The returned string is shared.
2472 */
2473const char *
2474get_ob_key_value (const object *op, const char *const key)
2475{
2476 key_value *link;
2477 shstr_cmp canonical_key (key);
2478
2479 if (!canonical_key)
2480 {
2481 /* 1. There being a field named key on any object
2482 * implies there'd be a shared string to find.
2483 * 2. Since there isn't, no object has this field.
2484 * 3. Therefore, *this* object doesn't have this field.
2485 */
2486 return 0;
2487 }
2488
2489 /* This is copied from get_ob_key_link() above -
2490 * only 4 lines, and saves the function call overhead.
2491 */
2492 for (link = op->key_values; link; link = link->next)
2493 if (link->key == canonical_key)
2494 return link->value; 2337 return kv->value;
2495 2338
2496 return 0; 2339 return shstr ();
2497} 2340}
2498 2341
2499 2342void
2500/* 2343object::kv_set (shstr_tmp key, shstr_tmp value)
2501 * Updates the canonical_key in op to value.
2502 *
2503 * canonical_key is a shared string (value doesn't have to be).
2504 *
2505 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2506 * keys.
2507 *
2508 * Returns TRUE on success.
2509 */
2510int
2511set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2512{ 2344{
2513 key_value *field = NULL, *last = NULL; 2345 for (key_value *kv = key_values; kv; kv = kv->next)
2514 2346 if (kv->key == key)
2515 for (field = op->key_values; field != NULL; field = field->next)
2516 {
2517 if (field->key != canonical_key)
2518 { 2347 {
2519 last = field; 2348 kv->value = value;
2520 continue; 2349 return;
2521 } 2350 }
2522 2351
2523 if (value) 2352 key_value *kv = new key_value;
2524 field->value = value; 2353
2525 else 2354 kv->next = key_values;
2355 kv->key = key;
2356 kv->value = value;
2357
2358 key_values = kv;
2359}
2360
2361void
2362object::kv_del (shstr_tmp key)
2363{
2364 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2365 if ((*kvp)->key == key)
2526 { 2366 {
2527 /* Basically, if the archetype has this key set, 2367 key_value *kv = *kvp;
2528 * we need to store the null value so when we save 2368 *kvp = (*kvp)->next;
2529 * it, we save the empty value so that when we load, 2369 delete kv;
2530 * we get this value back again. 2370 return;
2531 */
2532 if (get_ob_key_link (&op->arch->clone, canonical_key))
2533 field->value = 0;
2534 else
2535 {
2536 if (last)
2537 last->next = field->next;
2538 else
2539 op->key_values = field->next;
2540
2541 delete field;
2542 }
2543 } 2371 }
2544 return TRUE;
2545 }
2546 /* IF we get here, key doesn't exist */
2547
2548 /* No field, we'll have to add it. */
2549
2550 if (!add_key)
2551 return FALSE;
2552
2553 /* There isn't any good reason to store a null
2554 * value in the key/value list. If the archetype has
2555 * this key, then we should also have it, so shouldn't
2556 * be here. If user wants to store empty strings,
2557 * should pass in ""
2558 */
2559 if (value == NULL)
2560 return TRUE;
2561
2562 field = new key_value;
2563
2564 field->key = canonical_key;
2565 field->value = value;
2566 /* Usual prepend-addition. */
2567 field->next = op->key_values;
2568 op->key_values = field;
2569
2570 return TRUE;
2571}
2572
2573/*
2574 * Updates the key in op to value.
2575 *
2576 * If add_key is FALSE, this will only update existing keys,
2577 * and not add new ones.
2578 * In general, should be little reason FALSE is ever passed in for add_key
2579 *
2580 * Returns TRUE on success.
2581 */
2582int
2583set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2584{
2585 shstr key_ (key);
2586
2587 return set_ob_key_value_s (op, key_, value, add_key);
2588} 2372}
2589 2373
2590object::depth_iterator::depth_iterator (object *container) 2374object::depth_iterator::depth_iterator (object *container)
2591: iterator_base (container) 2375: iterator_base (container)
2592{ 2376{
2606 } 2390 }
2607 else 2391 else
2608 item = item->env; 2392 item = item->env;
2609} 2393}
2610 2394
2395const char *
2396object::flag_desc (char *desc, int len) const
2397{
2398 char *p = desc;
2399 bool first = true;
2400
2401 *p = 0;
2402
2403 for (int i = 0; i < NUM_FLAGS; i++)
2404 {
2405 if (len <= 10) // magic constant!
2406 {
2407 snprintf (p, len, ",...");
2408 break;
2409 }
2410
2411 if (flag [i])
2412 {
2413 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2414 len -= cnt;
2415 p += cnt;
2416 first = false;
2417 }
2418 }
2419
2420 return desc;
2421}
2422
2611// return a suitable string describing an objetc in enough detail to find it 2423// return a suitable string describing an object in enough detail to find it
2612const char * 2424const char *
2613object::debug_desc (char *info) const 2425object::debug_desc (char *info) const
2614{ 2426{
2427 char flagdesc[512];
2615 char info2[256 * 3]; 2428 char info2[256 * 4];
2616 char *p = info; 2429 char *p = info;
2617 2430
2618 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2431 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2619 count, 2432 count,
2433 uuid.c_str (),
2620 &name, 2434 &name,
2621 title ? " " : "", 2435 title ? ",title:\"" : "",
2622 title ? (const char *)title : ""); 2436 title ? (const char *)title : "",
2437 title ? "\"" : "",
2438 flag_desc (flagdesc, 512), type);
2623 2439
2624 if (env) 2440 if (!flag[FLAG_REMOVED] && env)
2625 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2441 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2626 2442
2627 if (map) 2443 if (map)
2628 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2444 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2629 2445
2630 return info; 2446 return info;
2631} 2447}
2632 2448
2633const char * 2449const char *
2634object::debug_desc () const 2450object::debug_desc () const
2635{ 2451{
2636 static char info[256 * 3]; 2452 static char info[3][256 * 4];
2453 static int info_idx;
2454
2637 return debug_desc (info); 2455 return debug_desc (info [++info_idx % 3]);
2638} 2456}
2639 2457
2458struct region *
2459object::region () const
2460{
2461 return map ? map->region (x, y)
2462 : region::default_region ();
2463}
2464
2465const materialtype_t *
2466object::dominant_material () const
2467{
2468 if (materialtype_t *mt = name_to_material (materialname))
2469 return mt;
2470
2471 return name_to_material (shstr_unknown);
2472}
2473
2474void
2475object::open_container (object *new_container)
2476{
2477 if (container == new_container)
2478 return;
2479
2480 object *old_container = container;
2481
2482 if (old_container)
2483 {
2484 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2485 return;
2486
2487#if 0
2488 // remove the "Close old_container" object.
2489 if (object *closer = old_container->inv)
2490 if (closer->type == CLOSE_CON)
2491 closer->destroy ();
2492#endif
2493
2494 // make sure the container is available
2495 esrv_send_item (this, old_container);
2496
2497 old_container->flag [FLAG_APPLIED] = false;
2498 container = 0;
2499
2500 // client needs item update to make it work, client bug requires this to be separate
2501 esrv_update_item (UPD_FLAGS, this, old_container);
2502
2503 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2504 play_sound (sound_find ("chest_close"));
2505 }
2506
2507 if (new_container)
2508 {
2509 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2510 return;
2511
2512 // TODO: this does not seem to serve any purpose anymore?
2513#if 0
2514 // insert the "Close Container" object.
2515 if (archetype *closer = new_container->other_arch)
2516 {
2517 object *closer = arch_to_object (new_container->other_arch);
2518 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2519 new_container->insert (closer);
2520 }
2521#endif
2522
2523 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2524
2525 // make sure the container is available, client bug requires this to be separate
2526 esrv_send_item (this, new_container);
2527
2528 new_container->flag [FLAG_APPLIED] = true;
2529 container = new_container;
2530
2531 // client needs flag change
2532 esrv_update_item (UPD_FLAGS, this, new_container);
2533 esrv_send_inventory (this, new_container);
2534 play_sound (sound_find ("chest_open"));
2535 }
2536// else if (!old_container->env && contr && contr->ns)
2537// contr->ns->floorbox_reset ();
2538}
2539
2540object *
2541object::force_find (shstr_tmp name)
2542{
2543 /* cycle through his inventory to look for the MARK we want to
2544 * place
2545 */
2546 for (object *tmp = inv; tmp; tmp = tmp->below)
2547 if (tmp->type == FORCE && tmp->slaying == name)
2548 return splay (tmp);
2549
2550 return 0;
2551}
2552
2553void
2554object::force_set_timer (int duration)
2555{
2556 this->duration = 1;
2557 this->speed_left = -1.f;
2558
2559 this->set_speed (duration ? 1.f / duration : 0.f);
2560}
2561
2562object *
2563object::force_add (shstr_tmp name, int duration)
2564{
2565 if (object *force = force_find (name))
2566 force->destroy ();
2567
2568 object *force = get_archetype (FORCE_NAME);
2569
2570 force->slaying = name;
2571
2572 force->force_set_timer (duration);
2573
2574 force->flag [FLAG_APPLIED] = true;
2575
2576 return insert (force);
2577}
2578
2579void
2580object::play_sound (faceidx sound) const
2581{
2582 if (!sound)
2583 return;
2584
2585 if (is_on_map ())
2586 map->play_sound (sound, x, y);
2587 else if (object *pl = in_player ())
2588 pl->contr->play_sound (sound);
2589}
2590
2591void
2592object::say_msg (const char *msg) const
2593{
2594 if (is_on_map ())
2595 map->say_msg (msg, x, y);
2596 else if (object *pl = in_player ())
2597 pl->contr->play_sound (sound);
2598}
2599
2600void
2601object::make_noise ()
2602{
2603 // we do not model noise in the map, so instead put
2604 // a temporary light into the noise source
2605 // could use the map instead, but that's less reliable for our
2606 // goal, which is to make invisibility a bit harder to exploit
2607
2608 // currently only works sensibly for players
2609 if (!is_player ())
2610 return;
2611
2612 // find old force, or create new one
2613 object *force = force_find (shstr_noise_force);
2614
2615 if (force)
2616 force->speed_left = -1.f; // patch old speed up
2617 else
2618 {
2619 force = archetype::get (shstr_noise_force);
2620
2621 force->slaying = shstr_noise_force;
2622 force->stats.food = 1;
2623 force->speed_left = -1.f;
2624
2625 force->set_speed (1.f / 4.f);
2626 force->flag [FLAG_IS_USED_UP] = true;
2627 force->flag [FLAG_APPLIED] = true;
2628
2629 insert (force);
2630 }
2631}
2632

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