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Comparing deliantra/server/common/object.C (file contents):
Revision 1.97 by elmex, Sat Dec 30 21:07:46 2006 UTC vs.
Revision 1.292 by root, Mon Oct 19 21:48:49 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 *
200 || ob1->speed != ob2->speed 188 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value 189 || ob1->value != ob2->value
202 || ob1->name != ob2->name) 190 || ob1->name != ob2->name)
203 return 0; 191 return 0;
204 192
205 //TODO: this ain't working well, use nicer and correct overflow check
206 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 193 /* Do not merge objects if nrof would overflow, assume nrof
207 * value could not be stored in a sint32 (which unfortunately sometimes is 194 * is always 0 .. 2**31-1 */
208 * used to store nrof). 195 if (ob1->nrof > 0x7fffffff - ob2->nrof)
209 */
210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
211 return 0; 196 return 0;
212 197
213 /* If the objects have been identified, set the BEEN_APPLIED flag. 198 /* If the objects have been identified, set the BEEN_APPLIED flag.
214 * This is to the comparison of the flags below will be OK. We 199 * This is to the comparison of the flags below will be OK. We
215 * just can't ignore the been applied or identified flags, as they 200 * just can't ignore the been applied or identified flags, as they
216 * are not equal - just if it has been identified, the been_applied 201 * are not equal - just if it has been identified, the been_applied
217 * flags lose any meaning. 202 * flags lose any meaning.
218 */ 203 */
219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 204 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 205 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
221 206
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 207 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 208 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
224 209
225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 210 if (ob1->arch->archname != ob2->arch->archname
226 || ob1->arch != ob2->arch
227 || ob1->name != ob2->name 211 || ob1->name != ob2->name
228 || ob1->title != ob2->title 212 || ob1->title != ob2->title
229 || ob1->msg != ob2->msg 213 || ob1->msg != ob2->msg
230 || ob1->weight != ob2->weight 214 || ob1->weight != ob2->weight
231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
233 || ob1->attacktype != ob2->attacktype 215 || ob1->attacktype != ob2->attacktype
234 || ob1->magic != ob2->magic 216 || ob1->magic != ob2->magic
235 || ob1->slaying != ob2->slaying 217 || ob1->slaying != ob2->slaying
236 || ob1->skill != ob2->skill 218 || ob1->skill != ob2->skill
237 || ob1->value != ob2->value 219 || ob1->value != ob2->value
238 || 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
239 || ob1->client_type != ob2->client_type 222 || ob1->client_type != ob2->client_type
240 || ob1->materialname != ob2->materialname 223 || ob1->materialname != ob2->materialname
241 || ob1->lore != ob2->lore 224 || ob1->lore != ob2->lore
242 || ob1->subtype != ob2->subtype 225 || ob1->subtype != ob2->subtype
243 || ob1->move_type != ob2->move_type 226 || ob1->move_type != ob2->move_type
244 || ob1->move_block != ob2->move_block 227 || ob1->move_block != ob2->move_block
245 || ob1->move_allow != ob2->move_allow 228 || ob1->move_allow != ob2->move_allow
246 || ob1->move_on != ob2->move_on 229 || ob1->move_on != ob2->move_on
247 || ob1->move_off != ob2->move_off 230 || ob1->move_off != ob2->move_off
248 || ob1->move_slow != ob2->move_slow 231 || ob1->move_slow != ob2->move_slow
249 || 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)))
250 return 0; 235 return 0;
251 236
237 if ((ob1->flag ^ ob2->flag)
238 .reset (FLAG_INV_LOCKED)
239 .reset (FLAG_REMOVED)
240 .any ())
241 return 0;
242
252 /* This is really a spellbook check - really, we should 243 /* This is really a spellbook check - we should in general
253 * check all objects in the inventory. 244 * not merge objects with real inventories, as splitting them
245 * is hard.
254 */ 246 */
255 if (ob1->inv || ob2->inv) 247 if (ob1->inv || ob2->inv)
256 { 248 {
257 /* if one object has inventory but the other doesn't, not equiv */ 249 if (!(ob1->inv && ob2->inv))
258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 250 return 0; /* inventories differ in length */
259 return 0;
260 251
261 /* 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
262 if (!object::can_merge (ob1->inv, ob2->inv)) 255 if (!object::can_merge (ob1->inv, ob2->inv))
263 return 0; 256 return 0; /* inventory objects differ */
264 257
265 /* 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
266 * if it is valid. 259 * if it is valid.
267 */ 260 */
268 } 261 }
287 if (ob1->level != ob2->level) 280 if (ob1->level != ob2->level)
288 return 0; 281 return 0;
289 break; 282 break;
290 } 283 }
291 284
292 if (ob1->key_values != NULL || ob2->key_values != NULL) 285 if (ob1->key_values || ob2->key_values)
293 { 286 {
294 /* At least one of these has key_values. */ 287 /* At least one of these has key_values. */
295 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 288 if ((!ob1->key_values) != (!ob2->key_values))
296 /* 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))
297 return 0; 292 return 0;
298 else if (!compare_ob_value_lists (ob1, ob2))
299 return 0;
300 } 293 }
301 294
302 //TODO: generate an event or call into perl for additional checks
303 if (ob1->self || ob2->self) 295 if (ob1->self || ob2->self)
304 { 296 {
305 ob1->optimise (); 297 ob1->optimise ();
306 ob2->optimise (); 298 ob2->optimise ();
307 299
308 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)
309 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 }
310 } 314 }
311 315
312 /* Everything passes, must be OK. */ 316 /* Everything passes, must be OK. */
313 return 1; 317 return 1;
314} 318}
315 319
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->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
349 || pl->container_ () == this)
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
316/* 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/*
317 * sum_weight() is a recursive function which calculates the weight 394 * this is a recursive function which calculates the weight
318 * 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
319 * containers are carrying, and sums it up. 396 * containers are carrying, and sums it up.
320 */ 397 */
321long 398void
322sum_weight (object *op) 399object::update_weight ()
323{ 400{
324 long sum; 401 sint32 sum = 0;
325 object *inv;
326 402
327 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 403 for (object *op = inv; op; op = op->below)
328 { 404 {
329 if (inv->inv) 405 if (op->inv)
330 sum_weight (inv); 406 op->update_weight ();
331 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)
332 } 414 {
333
334 if (op->type == CONTAINER && op->stats.Str)
335 sum = (sum * (100 - op->stats.Str)) / 100;
336
337 if (op->carrying != sum)
338 op->carrying = sum; 415 carrying = sum;
339 416
340 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 }
341} 421}
342 422
343/** 423/*
344 * Return the outermost environment object for a given object. 424 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
345 */ 425 */
346
347object *
348object_get_env_recursive (object *op)
349{
350 while (op->env != NULL)
351 op = op->env;
352 return op;
353}
354
355/*
356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
357 * Some error messages.
358 * The result of the dump is stored in the static global errmsg array.
359 */
360
361char * 426char *
362dump_object (object *op) 427dump_object (object *op)
363{ 428{
364 if (!op) 429 if (!op)
365 return strdup ("[NULLOBJ]"); 430 return strdup ("[NULLOBJ]");
366 431
367 object_freezer freezer; 432 object_freezer freezer;
368 save_object (freezer, op, 1); 433 op->write (freezer);
369 return freezer.as_string (); 434 return freezer.as_string ();
435}
436
437char *
438object::as_string ()
439{
440 return dump_object (this);
370} 441}
371 442
372/* 443/*
373 * 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
374 * multi-object 1 which is closest to the second object. 445 * multi-object 1 which is closest to the second object.
375 * If it's not a multi-object, it is returned. 446 * If it's not a multi-object, it is returned.
376 */ 447 */
377
378object * 448object *
379get_nearest_part (object *op, const object *pl) 449get_nearest_part (object *op, const object *pl)
380{ 450{
381 object *tmp, *closest; 451 object *tmp, *closest;
382 int last_dist, i; 452 int last_dist, i;
383 453
384 if (op->more == NULL) 454 if (!op->more)
385 return op; 455 return op;
456
386 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)
387 if ((i = distance (tmp, pl)) < last_dist) 460 if ((i = distance (tmp, pl)) < last_dist)
388 closest = tmp, last_dist = i; 461 closest = tmp, last_dist = i;
462
389 return closest; 463 return closest;
390} 464}
391 465
392/* 466/*
393 * 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.
394 */ 469 */
395
396object * 470object *
397find_object (tag_t i) 471find_object (tag_t i)
398{ 472{
399 for (object *op = object::first; op; op = op->next) 473 for_all_objects (op)
400 if (op->count == i) 474 if (op->count == i)
401 return op; 475 return op;
402 476
403 return 0; 477 return 0;
404} 478}
405 479
406/* 480/*
407 * 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.
408 * Used only by the patch command, but not all that useful. 482 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999" 483 * Enables features like "patch <name-of-other-player> food 999"
410 */ 484 */
411
412object * 485object *
413find_object_name (const char *str) 486find_object_name (const char *str)
414{ 487{
415 shstr_cmp str_ (str); 488 shstr_cmp str_ (str);
416 object *op;
417 489
418 for (op = object::first; op != NULL; op = op->next) 490 if (str_)
491 for_all_objects (op)
419 if (op->name == str_) 492 if (op->name == str_)
420 break; 493 return op;
421 494
422 return op; 495 return 0;
423}
424
425void
426free_all_object_data ()
427{
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429} 496}
430 497
431/* 498/*
432 * 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
433 * skill and experience objects. 500 * skill and experience objects.
501 * ACTUALLY NO! investigate! TODO
434 */ 502 */
435void 503void
436object::set_owner (object *owner) 504object::set_owner (object *owner)
437{ 505{
506 // allow objects which own objects
438 if (!owner) 507 if (owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner) 508 while (owner->owner)
449 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 }
450 516
451 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;
452} 585}
453 586
454/* Zero the key_values on op, decrementing the shared-string 587/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 588 * refcounts and freeing the links.
456 */ 589 */
457static void 590static void
458free_key_values (object *op) 591free_key_values (object *op)
459{ 592{
460 for (key_value *i = op->key_values; i != 0;) 593 for (key_value *i = op->key_values; i; )
461 { 594 {
462 key_value *next = i->next; 595 key_value *next = i->next;
463 delete i; 596 delete i;
464 597
465 i = next; 598 i = next;
477 * will point at garbage. 610 * will point at garbage.
478 */ 611 */
479void 612void
480object::copy_to (object *dst) 613object::copy_to (object *dst)
481{ 614{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 615 dst->remove ();
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
484
485 *(object_copy *)dst = *this; 616 *(object_copy *)dst = *this;
486 617 dst->flag [FLAG_REMOVED] = true;
487 if (is_freed)
488 SET_FLAG (dst, FLAG_FREED);
489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
493 if (speed < 0)
494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
495 618
496 /* Copy over key_values, if any. */ 619 /* Copy over key_values, if any. */
497 if (key_values) 620 if (key_values)
498 { 621 {
499 key_value *tail = 0; 622 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 623 dst->key_values = 0;
503 624
504 for (i = key_values; i; i = i->next) 625 for (key_value *i = key_values; i; i = i->next)
505 { 626 {
506 key_value *new_link = new key_value; 627 key_value *new_link = new key_value;
507 628
508 new_link->next = 0; 629 new_link->next = 0;
509 new_link->key = i->key; 630 new_link->key = i->key;
510 new_link->value = i->value; 631 new_link->value = i->value;
511 632
512 /* Try and be clever here, too. */ 633 /* Try and be clever here, too. */
513 if (!dst->key_values) 634 if (!dst->key_values)
514 { 635 {
521 tail = new_link; 642 tail = new_link;
522 } 643 }
523 } 644 }
524 } 645 }
525 646
526 dst->set_speed (dst->speed); 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 ();
527} 670}
528 671
529object * 672object *
530object::clone () 673object::clone ()
531{ 674{
532 object *neu = create (); 675 object *neu = create ();
533 copy_to (neu); 676 copy_to (neu);
677 neu->map = map; // not copied by copy_to
534 return neu; 678 return neu;
535} 679}
536 680
537/* 681/*
538 * 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
564 } 708 }
565 709
566 this->speed = speed; 710 this->speed = speed;
567 711
568 if (has_active_speed ()) 712 if (has_active_speed ())
569 activate (false); 713 activate ();
570 else 714 else
571 deactivate (false); 715 deactivate ();
572} 716}
573 717
574/* 718/*
575 * update_object() updates the the map. 719 * update_object() updates the the map.
576 * It takes into account invisible objects (and represent squares covered 720 * It takes into account invisible objects (and represent squares covered
589 * UP_OBJ_FACE: only the objects face has changed. 733 * UP_OBJ_FACE: only the objects face has changed.
590 */ 734 */
591void 735void
592update_object (object *op, int action) 736update_object (object *op, int action)
593{ 737{
594 MoveType move_on, move_off, move_block, move_slow; 738 if (!op)
595
596 if (op == NULL)
597 { 739 {
598 /* this should never happen */ 740 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 741 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
600 return; 742 return;
601 } 743 }
602 744
603 if (op->env) 745 if (!op->is_on_map ())
604 { 746 {
605 /* Animation is currently handled by client, so nothing 747 /* Animation is currently handled by client, so nothing
606 * to do in this case. 748 * to do in this case.
607 */ 749 */
608 return; 750 return;
609 } 751 }
610
611 /* If the map is saving, don't do anything as everything is
612 * going to get freed anyways.
613 */
614 if (!op->map || op->map->in_memory == MAP_SAVING)
615 return;
616 752
617 /* make sure the object is within map boundaries */ 753 /* make sure the object is within map boundaries */
618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 754 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
619 { 755 {
620 LOG (llevError, "update_object() called for object out of map!\n"); 756 LOG (llevError, "update_object() called for object out of map!\n");
624 return; 760 return;
625 } 761 }
626 762
627 mapspace &m = op->ms (); 763 mapspace &m = op->ms ();
628 764
629 if (m.flags_ & P_NEED_UPDATE) 765 if (!(m.flags_ & P_UPTODATE))
630 /* nop */; 766 /* nop */;
631 else if (action == UP_OBJ_INSERT) 767 else if (action == UP_OBJ_INSERT)
632 { 768 {
633 // this is likely overkill, TODO: revisit (schmorp) 769 // this is likely overkill, TODO: revisit (schmorp)
634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 770 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 771 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 772 || (op->is_player () && !(m.flags_ & P_PLAYER))
637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 773 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 774 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 775 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
640 || (m.move_on | op->move_on ) != m.move_on 776 || (m.move_on | op->move_on ) != m.move_on
641 || (m.move_off | op->move_off ) != m.move_off 777 || (m.move_off | op->move_off ) != m.move_off
642 || (m.move_slow | op->move_slow) != m.move_slow 778 || (m.move_slow | op->move_slow) != m.move_slow
643 /* 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
644 * to have move_allow right now. 780 * have move_allow right now.
645 */ 781 */
646 || ((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
647 || 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)
648 m.flags_ = P_NEED_UPDATE; 784 m.invalidate ();
649 } 785 }
650 /* if the object is being removed, we can't make intelligent 786 /* if the object is being removed, we can't make intelligent
651 * decisions, because remove_ob can't really pass the object 787 * decisions, because remove_ob can't really pass the object
652 * that is being removed. 788 * that is being removed.
653 */ 789 */
654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 790 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
655 m.flags_ = P_NEED_UPDATE; 791 m.invalidate ();
656 else if (action == UP_OBJ_FACE) 792 else if (action == UP_OBJ_FACE)
657 /* Nothing to do for that case */ ; 793 /* Nothing to do for that case */ ;
658 else 794 else
659 LOG (llevError, "update_object called with invalid action: %d\n", action); 795 LOG (llevError, "update_object called with invalid action: %d\n", action);
660 796
661 if (op->more) 797 if (op->more)
662 update_object (op->more, action); 798 update_object (op->more, action);
663} 799}
664 800
665object::vector object::objects; // not yet used
666object *object::first;
667
668object::object () 801object::object ()
669{ 802{
670 SET_FLAG (this, FLAG_REMOVED); 803 SET_FLAG (this, FLAG_REMOVED);
671 804
672 expmul = 1.0; 805 //expmul = 1.0; declared const for the time being
673 face = blank_face; 806 face = blank_face;
674} 807}
675 808
676object::~object () 809object::~object ()
677{ 810{
811 unlink ();
812
678 free_key_values (this); 813 free_key_values (this);
679} 814}
680 815
816static int object_count;
817
681void object::link () 818void object::link ()
682{ 819{
820 assert (!index);//D
821 uuid = UUID::gen ();
683 count = ++ob_count; 822 count = ++object_count;
684 uuid = gen_uuid ();
685 823
686 prev = 0; 824 refcnt_inc ();
687 next = object::first; 825 objects.insert (this);
688
689 if (object::first)
690 object::first->prev = this;
691
692 object::first = this;
693} 826}
694 827
695void object::unlink () 828void object::unlink ()
696{ 829{
697 if (this == object::first) 830 if (!index)
698 object::first = next; 831 return;
699 832
700 /* Remove this object from the list of used objects */ 833 objects.erase (this);
701 if (prev) prev->next = next; 834 refcnt_dec ();
702 if (next) next->prev = prev;
703
704 prev = 0;
705 next = 0;
706} 835}
707 836
708void 837void
709object::activate (bool recursive) 838object::activate ()
710{ 839{
840 /* If already on active list, don't do anything */
841 if (active)
842 return;
843
711 if (has_active_speed ()) 844 if (has_active_speed ())
712 { 845 {
713 /* If already on active list, don't do anything */ 846 if (flag [FLAG_FREED])
714 if (active_next || active_prev || this == active_objects) 847 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
715 return;
716 848
717 /* process_events() expects us to insert the object at the beginning 849 actives.insert (this);
718 * of the list. */
719 active_next = active_objects;
720
721 if (active_next)
722 active_next->active_prev = this;
723
724 active_objects = this;
725 } 850 }
851}
726 852
727 if (recursive) 853void
854object::activate_recursive ()
855{
856 activate ();
857
728 for (object *op = inv; op; op = op->above) 858 for (object *op = inv; op; op = op->below)
729 op->activate (1); 859 op->activate_recursive ();
730} 860}
731 861
732/* This function removes object 'op' from the list of active 862/* This function removes object 'op' from the list of active
733 * objects. 863 * objects.
734 * This should only be used for style maps or other such 864 * This should only be used for style maps or other such
736 * in play chewing up cpu time getting processed. 866 * in play chewing up cpu time getting processed.
737 * The reverse of this is to call update_ob_speed, which 867 * The reverse of this is to call update_ob_speed, which
738 * will do the right thing based on the speed of the object. 868 * will do the right thing based on the speed of the object.
739 */ 869 */
740void 870void
741object::deactivate (bool recursive) 871object::deactivate ()
742{ 872{
743 /* If not on the active list, nothing needs to be done */ 873 /* If not on the active list, nothing needs to be done */
744 if (!active_next && !active_prev && this != active_objects) 874 if (!active)
745 return; 875 return;
746 876
747 if (active_prev == 0) 877 actives.erase (this);
748 { 878}
749 active_objects = active_next;
750 if (active_next)
751 active_next->active_prev = 0;
752 }
753 else
754 {
755 active_prev->active_next = active_next;
756 if (active_next)
757 active_next->active_prev = active_prev;
758 }
759 879
760 active_next = 0; 880void
761 active_prev = 0; 881object::deactivate_recursive ()
762 882{
763 if (recursive)
764 for (object *op = inv; op; op = op->above) 883 for (object *op = inv; op; op = op->below)
884 op->deactivate_recursive ();
885
765 op->deactivate (1); 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);
896 }
766} 897}
767 898
768/* 899/*
769 * 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.
770 * object.c ? 901 * object.c ?
773object::destroy_inv (bool drop_to_ground) 904object::destroy_inv (bool drop_to_ground)
774{ 905{
775 // need to check first, because the checks below might segfault 906 // need to check first, because the checks below might segfault
776 // as we might be on an invalid mapspace and crossfire code 907 // as we might be on an invalid mapspace and crossfire code
777 // is too buggy to ensure that the inventory is empty. 908 // is too buggy to ensure that the inventory is empty.
778 // corollary: if you create arrows etc. with stuff in tis inventory, 909 // corollary: if you create arrows etc. with stuff in its inventory,
779 // cf will crash below with off-map x and y 910 // cf will crash below with off-map x and y
780 if (!inv) 911 if (!inv)
781 return; 912 return;
782 913
783 /* Only if the space blocks everything do we not process - 914 /* Only if the space blocks everything do we not process -
784 * if some form of movement is allowed, let objects 915 * if some form of movement is allowed, let objects
785 * drop on that space. 916 * drop on that space.
786 */ 917 */
787 if (!drop_to_ground 918 if (!drop_to_ground
788 || !map 919 || !map
789 || map->in_memory != MAP_IN_MEMORY 920 || map->in_memory != MAP_ACTIVE
921 || map->no_drop
790 || ms ().move_block == MOVE_ALL) 922 || ms ().move_block == MOVE_ALL)
791 { 923 {
792 while (inv) 924 while (inv)
793 {
794 inv->destroy_inv (drop_to_ground);
795 inv->destroy (); 925 inv->destroy ();
796 }
797 } 926 }
798 else 927 else
799 { /* Put objects in inventory onto this space */ 928 { /* Put objects in inventory onto this space */
800 while (inv) 929 while (inv)
801 { 930 {
803 932
804 if (op->flag [FLAG_STARTEQUIP] 933 if (op->flag [FLAG_STARTEQUIP]
805 || op->flag [FLAG_NO_DROP] 934 || op->flag [FLAG_NO_DROP]
806 || op->type == RUNE 935 || op->type == RUNE
807 || op->type == TRAP 936 || op->type == TRAP
808 || op->flag [FLAG_IS_A_TEMPLATE]) 937 || op->flag [FLAG_IS_A_TEMPLATE]
938 || op->flag [FLAG_DESTROY_ON_DEATH])
809 op->destroy (); 939 op->destroy ();
810 else 940 else
811 map->insert (op, x, y); 941 map->insert (op, x, y);
812 } 942 }
813 } 943 }
818 object *op = new object; 948 object *op = new object;
819 op->link (); 949 op->link ();
820 return op; 950 return op;
821} 951}
822 952
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
823void 974void
824object::do_destroy () 975object::do_destroy ()
825{ 976{
826 if (flag [FLAG_IS_LINKED]) 977 if (flag [FLAG_IS_LINKED])
827 remove_button_link (this); 978 remove_link ();
828 979
829 if (flag [FLAG_FRIENDLY]) 980 if (flag [FLAG_FRIENDLY])
830 remove_friendly_object (this); 981 remove_friendly_object (this);
831 982
832 if (!flag [FLAG_REMOVED])
833 remove (); 983 remove ();
834 984
835 if (flag [FLAG_FREED]) 985 attachable::do_destroy ();
836 return;
837 986
838 set_speed (0); 987 deactivate ();
988 unlink ();
839 989
840 flag [FLAG_FREED] = 1; 990 flag [FLAG_FREED] = 1;
841 991
842 attachable::do_destroy ();
843
844 destroy_inv (true);
845 unlink ();
846
847 // hack to ensure that freed objects still have a valid map 992 // hack to ensure that freed objects still have a valid map
848 {
849 static maptile *freed_map; // freed objects are moved here to avoid crashes
850
851 if (!freed_map)
852 {
853 freed_map = new maptile;
854
855 freed_map->name = "/internal/freed_objects_map";
856 freed_map->width = 3;
857 freed_map->height = 3;
858
859 freed_map->alloc ();
860 }
861
862 map = freed_map; 993 map = &freed_map;
863 x = 1; 994 x = 1;
864 y = 1; 995 y = 1;
865 }
866
867 head = 0;
868 996
869 if (more) 997 if (more)
870 { 998 {
871 more->destroy (); 999 more->destroy ();
872 more = 0; 1000 more = 0;
873 } 1001 }
874 1002
1003 head = 0;
1004
875 // clear those pointers that likely might have circular references to us 1005 // clear those pointers that likely might cause circular references
876 owner = 0; 1006 owner = 0;
877 enemy = 0; 1007 enemy = 0;
878 attacked_by = 0; 1008 attacked_by = 0;
879 1009 current_weapon = 0;
880 // only relevant for players(?), but make sure of it anyways
881 contr = 0;
882} 1010}
883 1011
884void 1012void
885object::destroy (bool destroy_inventory) 1013object::destroy ()
886{ 1014{
887 if (destroyed ()) 1015 if (destroyed ())
888 return; 1016 return;
889 1017
890 if (destroy_inventory) 1018 if (!is_head () && !head->destroyed ())
1019 {
1020 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1021 head->destroy ();
1022 return;
1023 }
1024
891 destroy_inv (false); 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
892 1032
893 attachable::destroy (); 1033 attachable::destroy ();
894}
895
896/*
897 * sub_weight() recursively (outwards) subtracts a number from the
898 * weight of an object (and what is carried by it's environment(s)).
899 */
900void
901sub_weight (object *op, signed long weight)
902{
903 while (op != NULL)
904 {
905 if (op->type == CONTAINER)
906 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
907
908 op->carrying -= weight;
909 op = op->env;
910 }
911} 1034}
912 1035
913/* op->remove (): 1036/* op->remove ():
914 * 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
915 * 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
916 * object will have no environment. If the object previously had an 1039 * object will have no environment. If the object previously had an
917 * environment, the x and y coordinates will be updated to 1040 * environment, the x and y coordinates will be updated to
918 * the previous environment. 1041 * the previous environment.
919 * Beware: This function is called from the editor as well!
920 */ 1042 */
921void 1043void
922object::remove () 1044object::do_remove ()
923{ 1045{
924 object *tmp, *last = 0; 1046 object *tmp, *last = 0;
925 object *otmp; 1047 object *otmp;
926 1048
927 if (QUERY_FLAG (this, FLAG_REMOVED)) 1049 if (flag [FLAG_REMOVED])
928 return; 1050 return;
929 1051
930 SET_FLAG (this, FLAG_REMOVED);
931 INVOKE_OBJECT (REMOVE, this); 1052 INVOKE_OBJECT (REMOVE, this);
1053
1054 flag [FLAG_REMOVED] = true;
932 1055
933 if (more) 1056 if (more)
934 more->remove (); 1057 more->remove ();
935 1058
936 /* 1059 /*
937 * In this case, the object to be removed is in someones 1060 * In this case, the object to be removed is in someones
938 * inventory. 1061 * inventory.
939 */ 1062 */
940 if (env) 1063 if (env)
941 { 1064 {
942 if (nrof) 1065 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
943 sub_weight (env, weight * nrof); 1066 if (object *pl = visible_to ())
944 else 1067 esrv_del_item (pl->contr, count);
945 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;
946 1089
947 /* 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
948 * made to players inventory. If set, avoiding the call 1091 * made to players inventory. If set, avoiding the call
949 * to save cpu time. 1092 * to save cpu time.
950 */ 1093 */
951 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 {
952 otmp->update_stats (); 1097 pl->update_stats ();
953 1098
954 if (above) 1099 if (glow_radius && pl->is_on_map ())
955 above->below = below; 1100 update_all_los (pl->map, pl->x, pl->y);
956 else 1101 }
957 env->inv = below;
958
959 if (below)
960 below->above = above;
961
962 /* we set up values so that it could be inserted into
963 * the map, but we don't actually do that - it is up
964 * to the caller to decide what we want to do.
965 */
966 x = env->x, y = env->y;
967 map = env->map;
968 above = 0, below = 0;
969 env = 0;
970 } 1102 }
971 else if (map) 1103 else if (map)
972 { 1104 {
973 if (type == PLAYER) 1105 map->dirty = true;
1106 mapspace &ms = this->ms ();
1107
1108 if (object *pl = ms.player ())
974 { 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
975 --map->players; 1121 --map->players;
976 map->last_access = runtime; 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);
977 } 1131 }
978 1132
979
980 /* link the object above us */ 1133 /* link the object above us */
981 if (above) 1134 // re-link, make sure compiler can easily use cmove
982 above->below = below; 1135 *(above ? &above->below : &ms.top) = below;
983 else 1136 *(below ? &below->above : &ms.bot) = above;
984 map->at (x, y).top = below; /* we were top, set new top */
985
986 /* Relink the object below us, if there is one */
987 if (below)
988 below->above = above;
989 else
990 {
991 /* Nothing below, which means we need to relink map object for this space
992 * use translated coordinates in case some oddness with map tiling is
993 * evident
994 */
995 if (GET_MAP_OB (map, x, y) != this)
996 {
997 char *dump = dump_object (this);
998 LOG (llevError,
999 "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);
1000 free (dump);
1001 dump = dump_object (GET_MAP_OB (map, x, y));
1002 LOG (llevError, "%s\n", dump);
1003 free (dump);
1004 }
1005
1006 map->at (x, y).bot = above; /* goes on above it. */
1007 }
1008 1137
1009 above = 0; 1138 above = 0;
1010 below = 0; 1139 below = 0;
1011 1140
1141 ms.invalidate ();
1142
1012 if (map->in_memory == MAP_SAVING) 1143 if (map->in_memory == MAP_SAVING)
1013 return; 1144 return;
1014 1145
1015 int check_walk_off = !flag [FLAG_NO_APPLY]; 1146 int check_walk_off = !flag [FLAG_NO_APPLY];
1016 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
1017 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1164 for (tmp = ms.bot; tmp; tmp = tmp->above)
1018 { 1165 {
1019 /* 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
1020 * being removed. 1167 * being removed.
1021 */ 1168 */
1022
1023 if (tmp->type == PLAYER && tmp != this)
1024 {
1025 /* If a container that the player is currently using somehow gets
1026 * removed (most likely destroyed), update the player view
1027 * appropriately.
1028 */
1029 if (tmp->container == this)
1030 {
1031 flag [FLAG_APPLIED] = 0;
1032 tmp->container = 0;
1033 }
1034
1035 if (tmp->contr->ns)
1036 tmp->contr->ns->floorbox_update ();
1037 }
1038 1169
1039 /* See if object moving off should effect something */ 1170 /* See if object moving off should effect something */
1040 if (check_walk_off 1171 if (check_walk_off
1041 && ((move_type & tmp->move_off) 1172 && ((move_type & tmp->move_off)
1042 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1173 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1045 1176
1046 if (destroyed ()) 1177 if (destroyed ())
1047 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 ());
1048 } 1179 }
1049 1180
1050 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1051 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1052 if (tmp->above == tmp)
1053 tmp->above = 0;
1054
1055 last = tmp; 1181 last = tmp;
1056 } 1182 }
1057 1183
1058 /* last == NULL if there are no objects on this space */ 1184 if (affects_los ())
1059 //TODO: this makes little sense, why only update the topmost object?
1060 if (!last)
1061 map->at (x, y).flags_ = P_NEED_UPDATE;
1062 else
1063 update_object (last, UP_OBJ_REMOVE);
1064
1065 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1066 update_all_los (map, x, y); 1185 update_all_los (map, x, y);
1067 } 1186 }
1068} 1187}
1069 1188
1070/* 1189/*
1079merge_ob (object *op, object *top) 1198merge_ob (object *op, object *top)
1080{ 1199{
1081 if (!op->nrof) 1200 if (!op->nrof)
1082 return 0; 1201 return 0;
1083 1202
1084 if (top) 1203 if (!top)
1085 for (top = op; top && top->above; top = top->above) 1204 for (top = op; top && top->above; top = top->above)
1086 ; 1205 ;
1087 1206
1088 for (; top; top = top->below) 1207 for (; top; top = top->below)
1089 {
1090 if (top == op)
1091 continue;
1092
1093 if (object::can_merge (op, top)) 1208 if (object::can_merge (op, top))
1094 { 1209 {
1095 top->nrof += op->nrof; 1210 top->nrof += op->nrof;
1096 1211
1097/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1212 if (object *pl = top->visible_to ())
1098 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
1099 op->destroy (); 1218 op->destroy ();
1219
1100 return top; 1220 return top;
1101 } 1221 }
1102 }
1103 1222
1104 return 0; 1223 return 0;
1105} 1224}
1106 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
1107/* 1249/*
1108 * 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
1109 * job preparing multi-part monsters 1251 * job preparing multi-part monsters.
1110 */ 1252 */
1111object * 1253object *
1112insert_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)
1113{ 1255{
1256 op->remove ();
1257
1114 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1258 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1115 { 1259 {
1116 tmp->x = x + tmp->arch->clone.x; 1260 tmp->x = x + tmp->arch->x;
1117 tmp->y = y + tmp->arch->clone.y; 1261 tmp->y = y + tmp->arch->y;
1118 } 1262 }
1119 1263
1120 return insert_ob_in_map (op, m, originator, flag); 1264 return insert_ob_in_map (op, m, originator, flag);
1121} 1265}
1122 1266
1141 * just 'op' otherwise 1285 * just 'op' otherwise
1142 */ 1286 */
1143object * 1287object *
1144insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1288insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1145{ 1289{
1146 object *tmp, *top, *floor = NULL; 1290 op->remove ();
1147 sint16 x, y;
1148 1291
1149 if (QUERY_FLAG (op, FLAG_FREED)) 1292 if (m == &freed_map)//D TODO: remove soon
1150 { 1293 {//D
1151 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
1152 return NULL;
1153 } 1295 }//D
1154
1155 if (!m)
1156 {
1157 char *dump = dump_object (op);
1158 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1159 free (dump);
1160 return op;
1161 }
1162
1163 if (out_of_map (m, op->x, op->y))
1164 {
1165 char *dump = dump_object (op);
1166 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1167#ifdef MANY_CORES
1168 /* Better to catch this here, as otherwise the next use of this object
1169 * is likely to cause a crash. Better to find out where it is getting
1170 * improperly inserted.
1171 */
1172 abort ();
1173#endif
1174 free (dump);
1175 return op;
1176 }
1177
1178 if (!QUERY_FLAG (op, FLAG_REMOVED))
1179 {
1180 char *dump = dump_object (op);
1181 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1182 free (dump);
1183 return op;
1184 }
1185
1186 if (op->more)
1187 {
1188 /* The part may be on a different map. */
1189
1190 object *more = op->more;
1191
1192 /* We really need the caller to normalize coordinates - if
1193 * we set the map, that doesn't work if the location is within
1194 * a map and this is straddling an edge. So only if coordinate
1195 * is clear wrong do we normalize it.
1196 */
1197 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1198 more->map = get_map_from_coord (m, &more->x, &more->y);
1199 else if (!more->map)
1200 {
1201 /* For backwards compatibility - when not dealing with tiled maps,
1202 * more->map should always point to the parent.
1203 */
1204 more->map = m;
1205 }
1206
1207 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1208 {
1209 if (!op->head)
1210 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1211
1212 return 0;
1213 }
1214 }
1215
1216 CLEAR_FLAG (op, FLAG_REMOVED);
1217 1296
1218 /* Ideally, the caller figures this out. However, it complicates a lot 1297 /* Ideally, the caller figures this out. However, it complicates a lot
1219 * 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
1220 * need extra work 1299 * need extra work
1221 */ 1300 */
1222 op->map = get_map_from_coord (m, &op->x, &op->y); 1301 maptile *newmap = m;
1223 x = op->x; 1302 if (!xy_normalise (newmap, op->x, op->y))
1224 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 ();
1225 1317
1226 /* this has to be done after we translate the coordinates. 1318 /* this has to be done after we translate the coordinates.
1227 */ 1319 */
1228 if (op->nrof && !(flag & INS_NO_MERGE)) 1320 if (op->nrof && !(flag & INS_NO_MERGE))
1229 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1321 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1230 if (object::can_merge (op, tmp)) 1322 if (object::can_merge (op, tmp))
1231 { 1323 {
1324 // TODO: we actually want to update tmp, not op,
1325 // but some caller surely breaks when we return tmp
1326 // from here :/
1232 op->nrof += tmp->nrof; 1327 op->nrof += tmp->nrof;
1233 tmp->destroy (); 1328 tmp->destroy ();
1234 } 1329 }
1235 1330
1236 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 */
1245 { 1340 {
1246 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");
1247 abort (); 1342 abort ();
1248 } 1343 }
1249 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
1250 op->above = originator; 1352 op->above = originator;
1251 op->below = originator->below; 1353 op->below = originator->below;
1252
1253 if (op->below)
1254 op->below->above = op;
1255 else
1256 op->ms ().bot = op;
1257
1258 /* since *below* originator, no need to update top */
1259 originator->below = op; 1354 originator->below = op;
1355
1356 *(op->below ? &op->below->above : &ms.bot) = op;
1260 } 1357 }
1261 else 1358 else
1262 { 1359 {
1360 object *floor = 0;
1361 object *top = ms.top;
1362
1263 /* If there are other objects, then */ 1363 /* If there are other objects, then */
1264 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1364 if (top)
1265 { 1365 {
1266 object *last = 0;
1267
1268 /* 1366 /*
1269 * 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.
1270 * We've already dealt with merging if appropriate. 1368 * We've already dealt with merging if appropriate.
1271 * 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
1272 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1370 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1275 * 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
1276 * 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
1277 * 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
1278 * that flying non pickable objects are spell objects. 1376 * that flying non pickable objects are spell objects.
1279 */ 1377 */
1280 while (top) 1378 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1281 { 1379 {
1282 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))
1283 floor = top; 1381 floor = tmp;
1284 1382
1285 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))
1286 { 1384 {
1287 /* We insert above top, so we want this object below this */ 1385 /* We insert above top, so we want this object below this */
1288 top = top->below; 1386 top = tmp->below;
1289 break; 1387 break;
1290 } 1388 }
1291 1389
1292 last = top;
1293 top = top->above; 1390 top = tmp;
1294 } 1391 }
1295
1296 /* Don't want top to be NULL, so set it to the last valid object */
1297 top = last;
1298 1392
1299 /* We let update_position deal with figuring out what the space 1393 /* We let update_position deal with figuring out what the space
1300 * looks like instead of lots of conditions here. 1394 * looks like instead of lots of conditions here.
1301 * makes things faster, and effectively the same result. 1395 * makes things faster, and effectively the same result.
1302 */ 1396 */
1303 1397
1304 /* Have object 'fall below' other objects that block view. 1398 /* Have object 'fall below' other objects that block view.
1305 * Unless those objects are exits, type 66 1399 * Unless those objects are exits.
1306 * If INS_ON_TOP is used, don't do this processing 1400 * If INS_ON_TOP is used, don't do this processing
1307 * Need to find the object that in fact blocks view, otherwise 1401 * Need to find the object that in fact blocks view, otherwise
1308 * stacking is a bit odd. 1402 * stacking is a bit odd.
1309 */ 1403 */
1310 if (!(flag & INS_ON_TOP) && 1404 if (!(flag & INS_ON_TOP)
1311 (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))
1312 { 1407 {
1408 object *last;
1409
1313 for (last = top; last != floor; last = last->below) 1410 for (last = top; last != floor; last = last->below)
1314 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1411 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1315 break; 1412 break;
1413
1316 /* Check to see if we found the object that blocks view, 1414 /* Check to see if we found the object that blocks view,
1317 * 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
1318 * we can get inserted below this one, which requires we 1416 * we can get inserted below this one, which requires we
1319 * set top to the object below us. 1417 * set top to the object below us.
1320 */ 1418 */
1321 if (last && last->below && last != floor) 1419 if (last && last->below && last != floor)
1322 top = last->below; 1420 top = last->below;
1323 } 1421 }
1324 } /* If objects on this space */ 1422 } /* If objects on this space */
1325 1423
1326 if (flag & INS_MAP_LOAD)
1327 top = GET_MAP_TOP (op->map, op->x, op->y);
1328
1329 if (flag & INS_ABOVE_FLOOR_ONLY) 1424 if (flag & INS_ABOVE_FLOOR_ONLY)
1330 top = floor; 1425 top = floor;
1331 1426
1332 /* 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
1333 */
1334
1335 /* First object on this space */
1336 if (!top) 1428 if (!top)
1337 { 1429 {
1338 op->above = GET_MAP_OB (op->map, op->x, op->y);
1339
1340 if (op->above)
1341 op->above->below = op;
1342
1343 op->below = 0; 1430 op->below = 0;
1431 op->above = ms.bot;
1344 op->ms ().bot = op; 1432 ms.bot = op;
1433
1434 *(op->above ? &op->above->below : &ms.top) = op;
1345 } 1435 }
1346 else 1436 else
1347 { /* get inserted into the stack above top */ 1437 {
1348 op->above = top->above; 1438 op->above = top->above;
1349
1350 if (op->above)
1351 op->above->below = op; 1439 top->above = op;
1352 1440
1353 op->below = top; 1441 op->below = top;
1354 top->above = op; 1442 *(op->above ? &op->above->below : &ms.top) = op;
1355 } 1443 }
1444 }
1356 1445
1357 if (!op->above) 1446 if (op->is_player ())
1358 op->ms ().top = op;
1359 } /* else not INS_BELOW_ORIGINATOR */
1360
1361 if (op->type == PLAYER)
1362 { 1447 {
1363 op->contr->do_los = 1; 1448 op->contr->do_los = 1;
1364 ++op->map->players; 1449 ++op->map->players;
1365 op->map->last_access = runtime; 1450 op->map->touch ();
1366 } 1451 }
1367 1452
1368 /* If we have a floor, we know the player, if any, will be above 1453 op->map->dirty = true;
1369 * it, so save a few ticks and start from there. 1454
1370 */
1371 if (!(flag & INS_MAP_LOAD))
1372 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
1373 if (pl->contr->ns) 1459 if (pl->contr->ns)
1374 pl->contr->ns->floorbox_update (); 1460 pl->contr->ns->floorbox_update ();
1375 1461
1376 /* If this object glows, it may affect lighting conditions that are 1462 /* If this object glows, it may affect lighting conditions that are
1377 * 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
1378 * 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
1379 * on the map will get recalculated. The players could very well 1465 * on the map will get recalculated. The players could very well
1380 * 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 -
1381 * this should get redone to only look for players within range, 1467 * this should get redone to only look for players within range,
1382 * or just updating the P_NEED_UPDATE for spaces within this area 1468 * or just updating the P_UPTODATE for spaces within this area
1383 * of effect may be sufficient. 1469 * of effect may be sufficient.
1384 */ 1470 */
1385 if (op->map->darkness && (op->glow_radius != 0)) 1471 if (op->affects_los ())
1472 {
1473 op->ms ().invalidate ();
1386 update_all_los (op->map, op->x, op->y); 1474 update_all_los (op->map, op->x, op->y);
1475 }
1387 1476
1388 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1477 /* updates flags (blocked, alive, no magic, etc) for this map space */
1389 update_object (op, UP_OBJ_INSERT); 1478 update_object (op, UP_OBJ_INSERT);
1390 1479
1391 INVOKE_OBJECT (INSERT, op); 1480 INVOKE_OBJECT (INSERT, op);
1398 * blocked() and wall() work properly), and these flags are updated by 1487 * blocked() and wall() work properly), and these flags are updated by
1399 * update_object(). 1488 * update_object().
1400 */ 1489 */
1401 1490
1402 /* 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 */
1403 if (!(flag & INS_NO_WALK_ON) && !op->head) 1492 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1404 { 1493 {
1405 if (check_move_on (op, originator)) 1494 if (check_move_on (op, originator))
1406 return 0; 1495 return 0;
1407 1496
1408 /* 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
1409 * walk on's. 1498 * walk on's.
1410 */ 1499 */
1411 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1500 for (object *tmp = op->more; tmp; tmp = tmp->more)
1412 if (check_move_on (tmp, originator)) 1501 if (check_move_on (tmp, originator))
1413 return 0; 1502 return 0;
1414 } 1503 }
1415 1504
1416 return op; 1505 return op;
1419/* this function inserts an object in the map, but if it 1508/* this function inserts an object in the map, but if it
1420 * 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.
1421 * 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.
1422 */ 1511 */
1423void 1512void
1424replace_insert_ob_in_map (const char *arch_string, object *op) 1513replace_insert_ob_in_map (shstr_tmp archname, object *op)
1425{ 1514{
1426 object *tmp, *tmp1;
1427
1428 /* first search for itself and remove any old instances */ 1515 /* first search for itself and remove any old instances */
1429 1516
1430 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)
1431 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1518 if (tmp->arch->archname == archname) /* same archetype */
1432 tmp->destroy (); 1519 tmp->destroy ();
1433 1520
1434 tmp1 = arch_to_object (archetype::find (arch_string)); 1521 object *tmp = arch_to_object (archetype::find (archname));
1435 1522
1436 tmp1->x = op->x; 1523 tmp->x = op->x;
1437 tmp1->y = op->y; 1524 tmp->y = op->y;
1525
1438 insert_ob_in_map (tmp1, op->map, op, 0); 1526 insert_ob_in_map (tmp, op->map, op, 0);
1439} 1527}
1440 1528
1441object * 1529object *
1442object::insert_at (object *where, object *originator, int flags) 1530object::insert_at (object *where, object *originator, int flags)
1443{ 1531{
1532 if (where->env)
1533 return where->env->insert (this);
1534 else
1444 where->map->insert (this, where->x, where->y, originator, flags); 1535 return where->map->insert (this, where->x, where->y, originator, flags);
1445} 1536}
1446 1537
1447/* 1538/*
1448 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1449 * is returned contains nr objects, and the remaining parts contains
1450 * the rest (or is removed and freed if that number is 0).
1451 * On failure, NULL is returned, and the reason put into the
1452 * global static errmsg array.
1453 */
1454object *
1455get_split_ob (object *orig_ob, uint32 nr)
1456{
1457 object *newob;
1458 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1459
1460 if (orig_ob->nrof < nr)
1461 {
1462 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1463 return NULL;
1464 }
1465
1466 newob = object_create_clone (orig_ob);
1467
1468 if ((orig_ob->nrof -= nr) < 1)
1469 orig_ob->destroy (1);
1470 else if (!is_removed)
1471 {
1472 if (orig_ob->env != NULL)
1473 sub_weight (orig_ob->env, orig_ob->weight * nr);
1474 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1475 {
1476 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1477 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1478 return NULL;
1479 }
1480 }
1481
1482 newob->nrof = nr;
1483
1484 return newob;
1485}
1486
1487/*
1488 * decrease_ob_nr(object, number) decreases a specified number from 1539 * decrease(object, number) decreases a specified number from
1489 * 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
1490 * is subsequently removed and freed. 1541 * is subsequently removed and freed.
1491 * 1542 *
1492 * 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
1493 */ 1544 */
1545bool
1546object::decrease (sint32 nr)
1547{
1548 if (!nr)
1549 return true;
1494 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 */
1495object * 1576object *
1496decrease_ob_nr (object *op, uint32 i) 1577object::split (sint32 nr)
1497{ 1578{
1498 object *tmp; 1579 int have = number_of ();
1499 1580
1500 if (i == 0) /* objects with op->nrof require this check */ 1581 if (have < nr)
1501 return op; 1582 return 0;
1502 1583 else if (have == nr)
1503 if (i > op->nrof)
1504 i = op->nrof;
1505
1506 if (QUERY_FLAG (op, FLAG_REMOVED))
1507 op->nrof -= i;
1508 else if (op->env)
1509 { 1584 {
1510 /* is this object in the players inventory, or sub container
1511 * therein?
1512 */
1513 tmp = op->in_player ();
1514 /* nope. Is this a container the player has opened?
1515 * If so, set tmp to that player.
1516 * IMO, searching through all the players will mostly
1517 * likely be quicker than following op->env to the map,
1518 * and then searching the map for a player.
1519 */
1520 if (!tmp)
1521 for_all_players (pl)
1522 if (pl->ob->container == op->env)
1523 {
1524 tmp = pl->ob;
1525 break;
1526 }
1527
1528 if (i < op->nrof)
1529 {
1530 sub_weight (op->env, op->weight * i);
1531 op->nrof -= i;
1532 if (tmp)
1533 esrv_send_item (tmp, op);
1534 }
1535 else
1536 {
1537 op->remove (); 1585 remove ();
1538 op->nrof = 0; 1586 return this;
1539 if (tmp)
1540 esrv_del_item (tmp->contr, op->count);
1541 }
1542 } 1587 }
1543 else 1588 else
1544 { 1589 {
1545 object *above = op->above; 1590 decrease (nr);
1546 1591
1547 if (i < op->nrof) 1592 object *op = deep_clone ();
1548 op->nrof -= i; 1593 op->nrof = nr;
1549 else
1550 {
1551 op->remove ();
1552 op->nrof = 0;
1553 }
1554
1555 /* Since we just removed op, op->above is null */
1556 for (tmp = above; tmp; tmp = tmp->above)
1557 if (tmp->type == PLAYER)
1558 {
1559 if (op->nrof)
1560 esrv_send_item (tmp, op);
1561 else
1562 esrv_del_item (tmp->contr, op->count);
1563 }
1564 }
1565
1566 if (op->nrof)
1567 return op; 1594 return op;
1568 else
1569 {
1570 op->destroy ();
1571 return 0;
1572 }
1573}
1574
1575/*
1576 * add_weight(object, weight) adds the specified weight to an object,
1577 * and also updates how much the environment(s) is/are carrying.
1578 */
1579
1580void
1581add_weight (object *op, signed long weight)
1582{
1583 while (op != NULL)
1584 {
1585 if (op->type == CONTAINER)
1586 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1587
1588 op->carrying += weight;
1589 op = op->env;
1590 } 1595 }
1591} 1596}
1592 1597
1593object * 1598object *
1594insert_ob_in_ob (object *op, object *where) 1599insert_ob_in_ob (object *op, object *where)
1599 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);
1600 free (dump); 1605 free (dump);
1601 return op; 1606 return op;
1602 } 1607 }
1603 1608
1604 if (where->head) 1609 if (where->head_ () != where)
1605 { 1610 {
1606 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");
1607 where = where->head; 1612 where = where->head;
1608 } 1613 }
1609 1614
1610 return where->insert (op); 1615 return where->insert (op);
1611} 1616}
1616 * inside the object environment. 1621 * inside the object environment.
1617 * 1622 *
1618 * 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
1619 * be != op, if items are merged. -Tero 1624 * be != op, if items are merged. -Tero
1620 */ 1625 */
1621
1622object * 1626object *
1623object::insert (object *op) 1627object::insert (object *op)
1624{ 1628{
1625 object *tmp, *otmp;
1626
1627 if (!QUERY_FLAG (op, FLAG_REMOVED))
1628 op->remove ();
1629
1630 if (op->more) 1629 if (op->more)
1631 { 1630 {
1632 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);
1633 return op; 1632 return op;
1634 } 1633 }
1635 1634
1636 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1635 op->remove ();
1637 CLEAR_FLAG (op, FLAG_REMOVED); 1636
1637 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1638
1638 if (op->nrof) 1639 if (op->nrof)
1639 {
1640 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1640 for (object *tmp = inv; tmp; tmp = tmp->below)
1641 if (object::can_merge (tmp, op)) 1641 if (object::can_merge (tmp, op))
1642 { 1642 {
1643 /* return the original object and remove inserted object 1643 /* return the original object and remove inserted object
1644 (client needs the original object) */ 1644 (client needs the original object) */
1645 tmp->nrof += op->nrof; 1645 tmp->nrof += op->nrof;
1646 /* Weight handling gets pretty funky. Since we are adding to 1646
1647 * tmp->nrof, we need to increase the weight. 1647 if (object *pl = tmp->visible_to ())
1648 */ 1648 esrv_update_item (UPD_NROF, pl, tmp);
1649
1649 add_weight (this, op->weight * op->nrof); 1650 adjust_weight (this, op->total_weight ());
1650 SET_FLAG (op, FLAG_REMOVED); 1651
1651 op->destroy (); /* free the inserted object */ 1652 op->destroy ();
1652 op = tmp; 1653 op = tmp;
1653 op->remove (); /* and fix old object's links */ 1654 goto inserted;
1654 CLEAR_FLAG (op, FLAG_REMOVED);
1655 break;
1656 } 1655 }
1657 1656
1658 /* I assume combined objects have no inventory 1657 op->owner = 0; // it's his/hers now. period.
1659 * We add the weight - this object could have just been removed
1660 * (if it was possible to merge). calling remove_ob will subtract
1661 * the weight, so we need to add it in again, since we actually do
1662 * the linking below
1663 */
1664 add_weight (this, op->weight * op->nrof);
1665 }
1666 else
1667 add_weight (this, (op->weight + op->carrying));
1668
1669 otmp = this->in_player ();
1670 if (otmp && otmp->contr)
1671 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1672 otmp->update_stats ();
1673
1674 op->map = 0; 1658 op->map = 0;
1675 op->env = this; 1659 op->x = 0;
1660 op->y = 0;
1661
1676 op->above = 0; 1662 op->above = 0;
1677 op->below = 0; 1663 op->below = inv;
1678 op->x = 0, op->y = 0; 1664 op->env = this;
1679 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:
1680 /* 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 */
1681 if ((op->glow_radius != 0) && map) 1680 if (op->glow_radius && is_on_map ())
1682 { 1681 {
1683#ifdef DEBUG_LIGHTS 1682 update_stats ();
1684 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1685#endif /* DEBUG_LIGHTS */
1686 if (map->darkness)
1687 update_all_los (map, x, y); 1683 update_all_los (map, x, y);
1688 }
1689
1690 /* Client has no idea of ordering so lets not bother ordering it here.
1691 * It sure simplifies this function...
1692 */
1693 if (!inv)
1694 inv = op;
1695 else
1696 { 1684 }
1697 op->below = inv; 1685 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1698 op->below->above = op; 1686 // if this is a player's inventory, update stats
1699 inv = op; 1687 update_stats ();
1700 }
1701 1688
1702 INVOKE_OBJECT (INSERT, this); 1689 INVOKE_OBJECT (INSERT, this);
1703 1690
1704 return op; 1691 return op;
1705} 1692}
1725 * on top. 1712 * on top.
1726 */ 1713 */
1727int 1714int
1728check_move_on (object *op, object *originator) 1715check_move_on (object *op, object *originator)
1729{ 1716{
1717 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1718 return 0;
1719
1730 object *tmp; 1720 object *tmp;
1731 maptile *m = op->map; 1721 maptile *m = op->map;
1732 int x = op->x, y = op->y; 1722 int x = op->x, y = op->y;
1733 1723
1734 MoveType move_on, move_slow, move_block; 1724 mapspace &ms = m->at (x, y);
1735 1725
1736 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1726 ms.update ();
1737 return 0;
1738 1727
1739 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1728 MoveType move_on = ms.move_on;
1740 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1729 MoveType move_slow = ms.move_slow;
1741 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1730 MoveType move_block = ms.move_block;
1742 1731
1743 /* 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,
1744 * 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
1745 * 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
1746 * as walking. 1735 * as walking.
1757 return 0; 1746 return 0;
1758 1747
1759 /* The objects have to be checked from top to bottom. 1748 /* The objects have to be checked from top to bottom.
1760 * Hence, we first go to the top: 1749 * Hence, we first go to the top:
1761 */ 1750 */
1762 1751 for (object *next, *tmp = ms.top; tmp; tmp = next)
1763 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1764 {
1765 /* Trim the search when we find the first other spell effect
1766 * this helps performance so that if a space has 50 spell objects,
1767 * we don't need to check all of them.
1768 */
1769 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1770 break;
1771 } 1752 {
1753 next = tmp->below;
1772 1754
1773 for (; tmp; tmp = tmp->below)
1774 {
1775 if (tmp == op) 1755 if (tmp == op)
1776 continue; /* Can't apply yourself */ 1756 continue; /* Can't apply yourself */
1777 1757
1778 /* 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.
1779 * Second check makes sure that the movement types not being slowed 1759 * Second check makes sure that the movement types not being slowed
1784 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1764 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1785 { 1765 {
1786 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1766 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1787 ((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))
1788 { 1768 {
1789
1790 float
1791 diff = tmp->move_slow_penalty * FABS (op->speed); 1769 float diff = tmp->move_slow_penalty * fabs (op->speed);
1792 1770
1793 if (op->type == PLAYER) 1771 if (op->is_player ())
1794 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)) ||
1795 (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)))
1796 diff /= 4.0; 1774 diff /= 4.0;
1797 1775
1798 op->speed_left -= diff; 1776 op->speed_left -= diff;
1799 } 1777 }
1800 } 1778 }
1826 * The first matching object is returned, or NULL if none. 1804 * The first matching object is returned, or NULL if none.
1827 */ 1805 */
1828object * 1806object *
1829present_arch (const archetype *at, maptile *m, int x, int y) 1807present_arch (const archetype *at, maptile *m, int x, int y)
1830{ 1808{
1831 if (m == NULL || out_of_map (m, x, y)) 1809 if (!m || out_of_map (m, x, y))
1832 { 1810 {
1833 LOG (llevError, "Present_arch called outside map.\n"); 1811 LOG (llevError, "Present_arch called outside map.\n");
1834 return NULL; 1812 return NULL;
1835 } 1813 }
1836 1814
1837 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)
1838 if (tmp->arch == at) 1816 if (tmp->arch->archname == at->archname)
1839 return tmp; 1817 return tmp;
1840 1818
1841 return NULL; 1819 return NULL;
1842} 1820}
1843 1821
1853 { 1831 {
1854 LOG (llevError, "Present called outside map.\n"); 1832 LOG (llevError, "Present called outside map.\n");
1855 return NULL; 1833 return NULL;
1856 } 1834 }
1857 1835
1858 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)
1859 if (tmp->type == type) 1837 if (tmp->type == type)
1860 return tmp; 1838 return tmp;
1861 1839
1862 return NULL; 1840 return NULL;
1863} 1841}
1907 * The first matching object is returned, or NULL if none. 1885 * The first matching object is returned, or NULL if none.
1908 */ 1886 */
1909object * 1887object *
1910present_arch_in_ob (const archetype *at, const object *op) 1888present_arch_in_ob (const archetype *at, const object *op)
1911{ 1889{
1912 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1890 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1913 if (tmp->arch == at) 1891 if (tmp->arch->archname == at->archname)
1914 return tmp; 1892 return tmp;
1915 1893
1916 return NULL; 1894 return NULL;
1917} 1895}
1918 1896
1920 * activate recursively a flag on an object inventory 1898 * activate recursively a flag on an object inventory
1921 */ 1899 */
1922void 1900void
1923flag_inv (object *op, int flag) 1901flag_inv (object *op, int flag)
1924{ 1902{
1925 if (op->inv)
1926 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1903 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1927 { 1904 {
1928 SET_FLAG (tmp, flag); 1905 SET_FLAG (tmp, flag);
1929 flag_inv (tmp, flag); 1906 flag_inv (tmp, flag);
1930 } 1907 }
1931} 1908}
1932 1909
1933/* 1910/*
1934 * deactivate recursively a flag on an object inventory 1911 * deactivate recursively a flag on an object inventory
1935 */ 1912 */
1936void 1913void
1937unflag_inv (object *op, int flag) 1914unflag_inv (object *op, int flag)
1938{ 1915{
1939 if (op->inv)
1940 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1916 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1941 { 1917 {
1942 CLEAR_FLAG (tmp, flag); 1918 CLEAR_FLAG (tmp, flag);
1943 unflag_inv (tmp, flag); 1919 unflag_inv (tmp, flag);
1944 } 1920 }
1945}
1946
1947/*
1948 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1949 * all it's inventory (recursively).
1950 * If checksums are used, a player will get set_cheat called for
1951 * him/her-self and all object carried by a call to this function.
1952 */
1953void
1954set_cheat (object *op)
1955{
1956 SET_FLAG (op, FLAG_WAS_WIZ);
1957 flag_inv (op, FLAG_WAS_WIZ);
1958} 1921}
1959 1922
1960/* 1923/*
1961 * 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
1962 * 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
1964 * to search (see the freearr_x/y[] definition). 1927 * to search (see the freearr_x/y[] definition).
1965 * It returns a random choice among the alternatives found. 1928 * It returns a random choice among the alternatives found.
1966 * 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
1967 * does all 4 immediate directions). This returns the index into the 1930 * does all 4 immediate directions). This returns the index into the
1968 * 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)
1969 * Note - this only checks to see if there is space for the head of the
1970 * object - if it is a multispace object, this should be called for all
1971 * pieces.
1972 * Note2: This function does correctly handle tiled maps, but does not 1932 * Note: This function does correctly handle tiled maps, but does not
1973 * inform the caller. However, insert_ob_in_map will update as 1933 * inform the caller. However, insert_ob_in_map will update as
1974 * 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.
1975 * 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
1976 * 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
1977 * 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
1979 * customized, changed states, etc. 1939 * customized, changed states, etc.
1980 */ 1940 */
1981int 1941int
1982find_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)
1983{ 1943{
1944 int altern[SIZEOFFREE];
1984 int index = 0, flag; 1945 int index = 0, flag;
1985 int altern[SIZEOFFREE];
1986 1946
1987 for (int i = start; i < stop; i++) 1947 for (int i = start; i < stop; i++)
1988 { 1948 {
1989 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1949 mapxy pos (m, x, y); pos.move (i);
1990 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 {
1991 altern [index++] = i; 1965 altern [index++] = i;
1966 continue;
1967 }
1992 1968
1993 /* 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.
1994 * 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.
1995 * 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 -
1996 * 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
1997 * 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
1998 * to only the spaces immediately surrounding the target area, and 1974 * to only the spaces immediately surrounding the target area, and
1999 * won't look 2 spaces south of the target space. 1975 * won't look 2 spaces south of the target space.
2000 */ 1976 */
2001 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1977 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1978 {
2002 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;
2003 } 1993 }
2004 1994
2005 if (!index) 1995 if (!index)
2006 return -1; 1996 return -1;
2007 1997
2008 return altern[RANDOM () % index]; 1998 return altern [rndm (index)];
2009} 1999}
2010 2000
2011/* 2001/*
2012 * find_first_free_spot(archetype, maptile, x, y) works like 2002 * find_first_free_spot(archetype, maptile, x, y) works like
2013 * find_free_spot(), but it will search max number of squares. 2003 * find_free_spot(), but it will search max number of squares.
2016 */ 2006 */
2017int 2007int
2018find_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)
2019{ 2009{
2020 for (int i = 0; i < SIZEOFFREE; i++) 2010 for (int i = 0; i < SIZEOFFREE; i++)
2021 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]))
2022 return i; 2012 return i;
2023 2013
2024 return -1; 2014 return -1;
2025} 2015}
2026 2016
2034{ 2024{
2035 arr += begin; 2025 arr += begin;
2036 end -= begin; 2026 end -= begin;
2037 2027
2038 while (--end) 2028 while (--end)
2039 swap (arr [end], arr [RANDOM () % (end + 1)]); 2029 swap (arr [end], arr [rndm (end + 1)]);
2040} 2030}
2041 2031
2042/* new function to make monster searching more efficient, and effective! 2032/* new function to make monster searching more efficient, and effective!
2043 * This basically returns a randomized array (in the passed pointer) of 2033 * This basically returns a randomized array (in the passed pointer) of
2044 * 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
2072 * there is capable of. 2062 * there is capable of.
2073 */ 2063 */
2074int 2064int
2075find_dir (maptile *m, int x, int y, object *exclude) 2065find_dir (maptile *m, int x, int y, object *exclude)
2076{ 2066{
2077 int i, max = SIZEOFFREE, mflags; 2067 int max = SIZEOFFREE, mflags;
2078
2079 sint16 nx, ny;
2080 object *tmp;
2081 maptile *mp;
2082
2083 MoveType blocked, move_type; 2068 MoveType move_type;
2084 2069
2085 if (exclude && exclude->head) 2070 if (exclude && exclude->head_ () != exclude)
2086 { 2071 {
2087 exclude = exclude->head; 2072 exclude = exclude->head;
2088 move_type = exclude->move_type; 2073 move_type = exclude->move_type;
2089 } 2074 }
2090 else 2075 else
2091 { 2076 {
2092 /* 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. */
2093 move_type = MOVE_ALL; 2078 move_type = MOVE_ALL;
2094 } 2079 }
2095 2080
2096 for (i = 1; i < max; i++) 2081 for (int i = 1; i < max; i++)
2097 { 2082 {
2098 mp = m; 2083 mapxy pos (m, x, y);
2099 nx = x + freearr_x[i]; 2084 pos.move (i);
2100 ny = y + freearr_y[i];
2101 2085
2102 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2086 if (!pos.normalise ())
2103
2104 if (mflags & P_OUT_OF_MAP)
2105 max = maxfree[i]; 2087 max = maxfree[i];
2106 else 2088 else
2107 { 2089 {
2108 mapspace &ms = mp->at (nx, ny); 2090 mapspace &ms = *pos;
2109 2091
2110 blocked = ms.move_block;
2111
2112 if ((move_type & blocked) == move_type) 2092 if ((move_type & ms.move_block) == move_type)
2113 max = maxfree[i]; 2093 max = maxfree [i];
2114 else if (mflags & P_IS_ALIVE) 2094 else if (ms.flags () & P_IS_ALIVE)
2115 { 2095 {
2116 for (tmp = ms.bot; tmp; tmp = tmp->above) 2096 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2117 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2097 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2118 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2098 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2119 break;
2120
2121 if (tmp)
2122 return freedir[i]; 2099 return freedir [i];
2123 } 2100 }
2124 } 2101 }
2125 } 2102 }
2126 2103
2127 return 0; 2104 return 0;
2178 2155
2179 return 3; 2156 return 3;
2180} 2157}
2181 2158
2182/* 2159/*
2183 * absdir(int): Returns a number between 1 and 8, which represent
2184 * the "absolute" direction of a number (it actually takes care of
2185 * "overflow" in previous calculations of a direction).
2186 */
2187
2188int
2189absdir (int d)
2190{
2191 while (d < 1)
2192 d += 8;
2193
2194 while (d > 8)
2195 d -= 8;
2196
2197 return d;
2198}
2199
2200/*
2201 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2160 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2202 * between two directions (which are expected to be absolute (see absdir()) 2161 * between two directions (which are expected to be absolute (see absdir())
2203 */ 2162 */
2204
2205int 2163int
2206dirdiff (int dir1, int dir2) 2164dirdiff (int dir1, int dir2)
2207{ 2165{
2208 int d; 2166 int d;
2209 2167
2221 * 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
2222 * 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.
2223 * 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
2224 * functions. 2182 * functions.
2225 */ 2183 */
2226int reduction_dir[SIZEOFFREE][3] = { 2184const int reduction_dir[SIZEOFFREE][3] = {
2227 {0, 0, 0}, /* 0 */ 2185 {0, 0, 0}, /* 0 */
2228 {0, 0, 0}, /* 1 */ 2186 {0, 0, 0}, /* 1 */
2229 {0, 0, 0}, /* 2 */ 2187 {0, 0, 0}, /* 2 */
2230 {0, 0, 0}, /* 3 */ 2188 {0, 0, 0}, /* 3 */
2231 {0, 0, 0}, /* 4 */ 2189 {0, 0, 0}, /* 4 */
2322 * 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
2323 * core dumps if they do. 2281 * core dumps if they do.
2324 * 2282 *
2325 * 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)
2326 */ 2284 */
2327
2328int 2285int
2329can_pick (const object *who, const object *item) 2286can_pick (const object *who, const object *item)
2330{ 2287{
2331 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2288 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2332 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2289 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2333 !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));
2334} 2291}
2335 2292
2336/* 2293/*
2337 * create clone from object to another 2294 * create clone from object to another
2338 */ 2295 */
2339object * 2296object *
2340object_create_clone (object *asrc) 2297object::deep_clone ()
2341{ 2298{
2342 object *dst = 0, *tmp, *src, *part, *prev, *item; 2299 assert (("deep_clone called on non-head object", is_head ()));
2343 2300
2344 if (!asrc) 2301 object *dst = clone ();
2345 return 0;
2346 2302
2347 src = asrc; 2303 object *prev = dst;
2348 if (src->head)
2349 src = src->head;
2350
2351 prev = 0;
2352 for (part = src; part; part = part->more) 2304 for (object *part = this->more; part; part = part->more)
2353 { 2305 {
2354 tmp = part->clone (); 2306 object *tmp = part->clone ();
2355 tmp->x -= src->x;
2356 tmp->y -= src->y;
2357
2358 if (!part->head)
2359 {
2360 dst = tmp;
2361 tmp->head = 0;
2362 }
2363 else
2364 tmp->head = dst; 2307 tmp->head = dst;
2365
2366 tmp->more = 0;
2367
2368 if (prev)
2369 prev->more = tmp; 2308 prev->more = tmp;
2370
2371 prev = tmp; 2309 prev = tmp;
2372 } 2310 }
2373 2311
2374 for (item = src->inv; item; item = item->below) 2312 for (object *item = inv; item; item = item->below)
2375 insert_ob_in_ob (object_create_clone (item), dst); 2313 insert_ob_in_ob (item->deep_clone (), dst);
2376 2314
2377 return dst; 2315 return dst;
2378}
2379
2380/* GROS - Creates an object using a string representing its content. */
2381/* Basically, we save the content of the string to a temp file, then call */
2382/* load_object on it. I admit it is a highly inefficient way to make things, */
2383/* but it was simple to make and allows reusing the load_object function. */
2384/* Remember not to use load_object_str in a time-critical situation. */
2385/* Also remember that multiparts objects are not supported for now. */
2386object *
2387load_object_str (const char *obstr)
2388{
2389 object *op;
2390 char filename[MAX_BUF];
2391
2392 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2393
2394 FILE *tempfile = fopen (filename, "w");
2395
2396 if (tempfile == NULL)
2397 {
2398 LOG (llevError, "Error - Unable to access load object temp file\n");
2399 return NULL;
2400 }
2401
2402 fprintf (tempfile, obstr);
2403 fclose (tempfile);
2404
2405 op = object::create ();
2406
2407 object_thawer thawer (filename);
2408
2409 if (thawer)
2410 load_object (thawer, op, 0);
2411
2412 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2413 CLEAR_FLAG (op, FLAG_REMOVED);
2414
2415 return op;
2416} 2316}
2417 2317
2418/* This returns the first object in who's inventory that 2318/* This returns the first object in who's inventory that
2419 * has the same type and subtype match. 2319 * has the same type and subtype match.
2420 * returns NULL if no match. 2320 * returns NULL if no match.
2427 return tmp; 2327 return tmp;
2428 2328
2429 return 0; 2329 return 0;
2430} 2330}
2431 2331
2432/* If ob has a field named key, return the link from the list, 2332shstr_tmp
2433 * otherwise return NULL. 2333object::kv_get (shstr_tmp key) const
2434 *
2435 * key must be a passed in shared string - otherwise, this won't
2436 * do the desired thing.
2437 */
2438key_value *
2439get_ob_key_link (const object *ob, const char *key)
2440{ 2334{
2441 for (key_value *link = ob->key_values; link; link = link->next) 2335 for (key_value *kv = key_values; kv; kv = kv->next)
2442 if (link->key == key) 2336 if (kv->key == key)
2443 return link;
2444
2445 return 0;
2446}
2447
2448/*
2449 * Returns the value of op has an extra_field for key, or NULL.
2450 *
2451 * The argument doesn't need to be a shared string.
2452 *
2453 * The returned string is shared.
2454 */
2455const char *
2456get_ob_key_value (const object *op, const char *const key)
2457{
2458 key_value *link;
2459 shstr_cmp canonical_key (key);
2460
2461 if (!canonical_key)
2462 {
2463 /* 1. There being a field named key on any object
2464 * implies there'd be a shared string to find.
2465 * 2. Since there isn't, no object has this field.
2466 * 3. Therefore, *this* object doesn't have this field.
2467 */
2468 return 0;
2469 }
2470
2471 /* This is copied from get_ob_key_link() above -
2472 * only 4 lines, and saves the function call overhead.
2473 */
2474 for (link = op->key_values; link; link = link->next)
2475 if (link->key == canonical_key)
2476 return link->value; 2337 return kv->value;
2477 2338
2478 return 0; 2339 return shstr ();
2479} 2340}
2480 2341
2481 2342void
2482/* 2343object::kv_set (shstr_tmp key, shstr_tmp value)
2483 * Updates the canonical_key in op to value.
2484 *
2485 * canonical_key is a shared string (value doesn't have to be).
2486 *
2487 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2488 * keys.
2489 *
2490 * Returns TRUE on success.
2491 */
2492int
2493set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2494{ 2344{
2495 key_value *field = NULL, *last = NULL; 2345 for (key_value *kv = key_values; kv; kv = kv->next)
2496 2346 if (kv->key == key)
2497 for (field = op->key_values; field != NULL; field = field->next)
2498 {
2499 if (field->key != canonical_key)
2500 { 2347 {
2501 last = field; 2348 kv->value = value;
2502 continue; 2349 return;
2503 } 2350 }
2504 2351
2505 if (value) 2352 key_value *kv = new key_value;
2506 field->value = value; 2353
2507 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)
2508 { 2366 {
2509 /* Basically, if the archetype has this key set, 2367 key_value *kv = *kvp;
2510 * we need to store the null value so when we save 2368 *kvp = (*kvp)->next;
2511 * it, we save the empty value so that when we load, 2369 delete kv;
2512 * we get this value back again. 2370 return;
2513 */
2514 if (get_ob_key_link (&op->arch->clone, canonical_key))
2515 field->value = 0;
2516 else
2517 {
2518 if (last)
2519 last->next = field->next;
2520 else
2521 op->key_values = field->next;
2522
2523 delete field;
2524 }
2525 } 2371 }
2526 return TRUE;
2527 }
2528 /* IF we get here, key doesn't exist */
2529
2530 /* No field, we'll have to add it. */
2531
2532 if (!add_key)
2533 return FALSE;
2534
2535 /* There isn't any good reason to store a null
2536 * value in the key/value list. If the archetype has
2537 * this key, then we should also have it, so shouldn't
2538 * be here. If user wants to store empty strings,
2539 * should pass in ""
2540 */
2541 if (value == NULL)
2542 return TRUE;
2543
2544 field = new key_value;
2545
2546 field->key = canonical_key;
2547 field->value = value;
2548 /* Usual prepend-addition. */
2549 field->next = op->key_values;
2550 op->key_values = field;
2551
2552 return TRUE;
2553}
2554
2555/*
2556 * Updates the key in op to value.
2557 *
2558 * If add_key is FALSE, this will only update existing keys,
2559 * and not add new ones.
2560 * In general, should be little reason FALSE is ever passed in for add_key
2561 *
2562 * Returns TRUE on success.
2563 */
2564int
2565set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2566{
2567 shstr key_ (key);
2568
2569 return set_ob_key_value_s (op, key_, value, add_key);
2570} 2372}
2571 2373
2572object::depth_iterator::depth_iterator (object *container) 2374object::depth_iterator::depth_iterator (object *container)
2573: iterator_base (container) 2375: iterator_base (container)
2574{ 2376{
2588 } 2390 }
2589 else 2391 else
2590 item = item->env; 2392 item = item->env;
2591} 2393}
2592 2394
2593
2594const char * 2395const char *
2595object::flag_desc (char *desc, int len) const 2396object::flag_desc (char *desc, int len) const
2596{ 2397{
2597 char *p = desc; 2398 char *p = desc;
2598 bool first = true; 2399 bool first = true;
2400
2401 *p = 0;
2599 2402
2600 for (int i = 0; i < NUM_FLAGS; i++) 2403 for (int i = 0; i < NUM_FLAGS; i++)
2601 { 2404 {
2602 if (len <= 10) // magic constant! 2405 if (len <= 10) // magic constant!
2603 { 2406 {
2604 snprintf (p, len, ",..."); 2407 snprintf (p, len, ",...");
2605 break; 2408 break;
2606 } 2409 }
2607 2410
2608 if (flag[i]) 2411 if (flag [i])
2609 { 2412 {
2610 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i); 2413 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2611 len -= cnt; 2414 len -= cnt;
2612 p += cnt; 2415 p += cnt;
2613 first = false; 2416 first = false;
2615 } 2418 }
2616 2419
2617 return desc; 2420 return desc;
2618} 2421}
2619 2422
2620// 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
2621const char * 2424const char *
2622object::debug_desc (char *info) const 2425object::debug_desc (char *info) const
2623{ 2426{
2624 char flagdesc[512]; 2427 char flagdesc[512];
2625 char info2[256 * 4]; 2428 char info2[256 * 4];
2626 char *p = info; 2429 char *p = info;
2627 2430
2628 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2431 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2629 count, uuid.seq, 2432 count,
2433 uuid.c_str (),
2630 &name, 2434 &name,
2631 title ? "\",title:" : "", 2435 title ? ",title:\"" : "",
2632 title ? (const char *)title : "", 2436 title ? (const char *)title : "",
2437 title ? "\"" : "",
2633 flag_desc (flagdesc, 512), type); 2438 flag_desc (flagdesc, 512), type);
2634 2439
2635 if (env) 2440 if (!flag[FLAG_REMOVED] && env)
2636 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2441 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2637 2442
2638 if (map) 2443 if (map)
2639 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);
2640 2445
2642} 2447}
2643 2448
2644const char * 2449const char *
2645object::debug_desc () const 2450object::debug_desc () const
2646{ 2451{
2647 static char info[256 * 3]; 2452 static char info[3][256 * 4];
2453 static int info_idx;
2454
2648 return debug_desc (info); 2455 return debug_desc (info [++info_idx % 3]);
2649} 2456}
2650 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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