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Comparing deliantra/server/common/object.C (file contents):
Revision 1.93 by root, Tue Dec 26 20:04:09 2006 UTC vs.
Revision 1.297 by root, Sat Nov 7 18:30:05 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 25#include <global.h>
28#include <stdio.h> 26#include <stdio.h>
29#include <sys/types.h> 27#include <sys/types.h>
30#include <sys/uio.h> 28#include <sys/uio.h>
31#include <object.h> 29#include <object.h>
32#include <funcpoint.h> 30#include <sproto.h>
33#include <loader.h> 31#include <loader.h>
34 32
35#include <bitset> 33#include <bitset>
36 34
37int nrofallocobjects = 0; 35UUID UUID::cur;
38static UUID uuid; 36static uint64_t seq_next_save;
39const uint64 UUID_SKIP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
40 39
41object *active_objects; /* List of active objects that need to be processed */ 40objectvec objects;
41activevec actives;
42 42
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 43//+GPL
44
45short freearr_x[SIZEOFFREE] = {
46 0,
47 0, 1, 1, 1, 0, -1, -1, -1,
48 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 49 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 50};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 51short freearr_y[SIZEOFFREE] = {
52 0,
53 -1, -1, 0, 1, 1, 1, 0, -1,
54 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 55 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
48};
49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51}; 56};
52int freedir[SIZEOFFREE] = { 57int freedir[SIZEOFFREE] = {
53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 58 0,
59 1, 2, 3, 4, 5, 6, 7, 8,
60 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 61 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55}; 62};
56 63
64static int maxfree[SIZEOFFREE] = {
65 0,
66 9, 10, 13, 14, 17, 18, 21, 22,
67 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
68 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
69};
70
57static void 71static void
58write_uuid (void) 72write_uuid (uval64 skip, bool sync)
59{ 73{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 74 CALL_BEGIN (2);
61 75 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 76 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 77 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 78 CALL_END;
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76} 79}
77 80
78static void 81static void
79read_uuid (void) 82read_uuid (void)
80{ 83{
81 char filename[MAX_BUF]; 84 char filename[MAX_BUF];
82 85
83 sprintf (filename, "%s/uuid", settings.localdir); 86 sprintf (filename, "%s/uuid", settings.localdir);
87
88 seq_next_save = 0;
84 89
85 FILE *fp; 90 FILE *fp;
86 91
87 if (!(fp = fopen (filename, "r"))) 92 if (!(fp = fopen (filename, "r")))
88 { 93 {
89 if (errno == ENOENT) 94 if (errno == ENOENT)
90 { 95 {
91 LOG (llevInfo, "RESET uid to 1\n"); 96 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 97 UUID::cur.seq = 0;
93 write_uuid (); 98 write_uuid (UUID_GAP, true);
94 return; 99 return;
95 } 100 }
96 101
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 102 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 103 _exit (1);
99 } 104 }
100 105
101 int version; 106 UUID::BUF buf;
102 unsigned long long uid; 107 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 108 fgets (buf, sizeof (buf), fp);
109
110 if (!UUID::cur.parse (buf))
104 { 111 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 112 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 113 _exit (1);
107 } 114 }
108 115
109 uuid.seq = uid; 116 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
110 write_uuid (); 117
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 118 write_uuid (UUID_GAP, true);
112 fclose (fp); 119 fclose (fp);
113} 120}
114 121
115UUID 122UUID
116gen_uuid () 123UUID::gen ()
117{ 124{
118 UUID uid; 125 UUID uid;
119 126
120 uid.seq = ++uuid.seq; 127 uid.seq = ++cur.seq;
121 128
122 if (!(uuid.seq & (UUID_SKIP - 1))) 129 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 130 {
131 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
132 write_uuid (UUID_GAP, false);
133 }
134
124 135
125 return uid; 136 return uid;
126} 137}
127 138
128void 139void
129init_uuid () 140UUID::init ()
130{ 141{
131 read_uuid (); 142 read_uuid ();
132} 143}
133 144
134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 145/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int 146static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 147compare_ob_value_lists_one (const object *wants, const object *has)
137{ 148{
138 key_value *wants_field;
139
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 149 /* 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 150 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 151 * different structure or at least keep the lists sorted...
143 */ 152 */
144 153
145 /* For each field in wants, */ 154 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 155 for (key_value *kv = wants->key_values; kv; kv = kv->next)
147 { 156 if (has->kv_get (kv->key) != kv->value)
148 key_value *has_field; 157 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 }
168 158
169 /* If we get here, every field in wants has a matching field in has. */ 159 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE; 160 return true;
171} 161}
172 162
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 163/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 164static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 165compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 166{
177 /* However, there may be fields in has which aren't partnered in wants, 167 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 168 * so we need to run the comparison *twice*. :(
179 */ 169 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 170 return compare_ob_value_lists_one (ob1, ob2)
171 && compare_ob_value_lists_one (ob2, ob1);
181} 172}
182 173
183/* Function examines the 2 objects given to it, and returns true if 174/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 175 * they can be merged together.
185 * 176 *
190 * Check nrof variable *before* calling can_merge() 181 * Check nrof variable *before* calling can_merge()
191 * 182 *
192 * Improvements made with merge: Better checking on potion, and also 183 * Improvements made with merge: Better checking on potion, and also
193 * check weight 184 * check weight
194 */ 185 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 186bool object::can_merge_slow (object *ob1, object *ob2)
197{ 187{
198 /* A couple quicksanity checks */ 188 /* A couple quicksanity checks */
199 if (ob1 == ob2 189 if (ob1 == ob2
200 || ob1->type != ob2->type 190 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed 191 || fabs (ob1->speed - ob2->speed) < MIN_ACTIVE_SPEED
202 || ob1->value != ob2->value 192 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 193 || ob1->name != ob2->name)
204 return 0; 194 return 0;
205 195
206 //TODO: this ain't working well, use nicer and correct overflow check
207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 196 /* Do not merge objects if nrof would overflow, assume nrof
208 * value could not be stored in a sint32 (which unfortunately sometimes is 197 * is always 0 .. 2**31-1 */
209 * used to store nrof). 198 if (ob1->nrof > 0x7fffffff - ob2->nrof)
210 */
211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
212 return 0; 199 return 0;
213 200
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 201 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * This is to the comparison of the flags below will be OK. We 202 * This is to the comparison of the flags below will be OK. We
216 * just can't ignore the been applied or identified flags, as they 203 * just can't ignore the been applied or identified flags, as they
217 * are not equal - just if it has been identified, the been_applied 204 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning. 205 * flags lose any meaning.
219 */ 206 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 207 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 208 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 209
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 210 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 211 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 212
226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 213 if (ob1->arch->archname != ob2->arch->archname
227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 214 || ob1->name != ob2->name
229 || ob1->title != ob2->title 215 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 216 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 217 || ob1->weight != ob2->weight
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
234 || ob1->attacktype != ob2->attacktype 218 || ob1->attacktype != ob2->attacktype
235 || ob1->magic != ob2->magic 219 || ob1->magic != ob2->magic
236 || ob1->slaying != ob2->slaying 220 || ob1->slaying != ob2->slaying
237 || ob1->skill != ob2->skill 221 || ob1->skill != ob2->skill
238 || ob1->value != ob2->value 222 || ob1->value != ob2->value
239 || ob1->animation_id != ob2->animation_id 223 || ob1->animation_id != ob2->animation_id
224 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
240 || ob1->client_type != ob2->client_type 225 || ob1->client_type != ob2->client_type
241 || ob1->materialname != ob2->materialname 226 || ob1->materialname != ob2->materialname
242 || ob1->lore != ob2->lore 227 || ob1->lore != ob2->lore
243 || ob1->subtype != ob2->subtype 228 || ob1->subtype != ob2->subtype
244 || ob1->move_type != ob2->move_type 229 || ob1->move_type != ob2->move_type
245 || ob1->move_block != ob2->move_block 230 || ob1->move_block != ob2->move_block
246 || ob1->move_allow != ob2->move_allow 231 || ob1->move_allow != ob2->move_allow
247 || ob1->move_on != ob2->move_on 232 || ob1->move_on != ob2->move_on
248 || ob1->move_off != ob2->move_off 233 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow 234 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty) 235 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) < (1.f / 1024.f)
236 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
251 return 0; 238 return 0;
252 239
240 if ((ob1->flag ^ ob2->flag)
241 .reset (FLAG_INV_LOCKED)
242 .reset (FLAG_REMOVED)
243 .any ())
244 return 0;
245
253 /* This is really a spellbook check - really, we should 246 /* This is really a spellbook check - we should in general
254 * check all objects in the inventory. 247 * not merge objects with real inventories, as splitting them
248 * is hard.
255 */ 249 */
256 if (ob1->inv || ob2->inv) 250 if (ob1->inv || ob2->inv)
257 { 251 {
258 /* if one object has inventory but the other doesn't, not equiv */ 252 if (!(ob1->inv && ob2->inv))
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 253 return 0; /* inventories differ in length */
260 return 0;
261 254
262 /* Now check to see if the two inventory objects could merge */ 255 if (ob1->inv->below || ob2->inv->below)
256 return 0; /* more than one object in inv */
257
263 if (!object::can_merge (ob1->inv, ob2->inv)) 258 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0; 259 return 0; /* inventory objects differ */
265 260
266 /* inventory ok - still need to check rest of this object to see 261 /* inventory ok - still need to check rest of this object to see
267 * if it is valid. 262 * if it is valid.
268 */ 263 */
269 } 264 }
277 272
278 /* Note sure why the following is the case - either the object has to 273 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 274 * be animated or have a very low speed. Is this an attempted monster
280 * check? 275 * check?
281 */ 276 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 277 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 278 return 0;
284 279
285 switch (ob1->type) 280 switch (ob1->type)
286 { 281 {
287 case SCROLL: 282 case SCROLL:
288 if (ob1->level != ob2->level) 283 if (ob1->level != ob2->level)
289 return 0; 284 return 0;
290 break; 285 break;
291 } 286 }
292 287
293 if (ob1->key_values != NULL || ob2->key_values != NULL) 288 if (ob1->key_values || ob2->key_values)
294 { 289 {
295 /* At least one of these has key_values. */ 290 /* At least one of these has key_values. */
296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 291 if ((!ob1->key_values) != (!ob2->key_values))
297 /* One has fields, but the other one doesn't. */ 292 return 0; /* One has fields, but the other one doesn't. */
293
294 if (!compare_ob_value_lists (ob1, ob2))
298 return 0; 295 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0;
301 } 296 }
302 297
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self) 298 if (ob1->self || ob2->self)
305 { 299 {
306 ob1->optimise (); 300 ob1->optimise ();
307 ob2->optimise (); 301 ob2->optimise ();
308 302
309 if (ob1->self || ob2->self) 303 if (ob1->self || ob2->self)
304 {
305 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
306 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
307
308 if (k1 != k2)
310 return 0; 309 return 0;
310
311 if (k1 == 0)
312 return 1;
313
314 if (!cfperl_can_merge (ob1, ob2))
315 return 0;
316 }
311 } 317 }
312 318
313 /* Everything passes, must be OK. */ 319 /* Everything passes, must be OK. */
314 return 1; 320 return 1;
315} 321}
316 322
323// find player who can see this object
324object *
325object::visible_to () const
326{
327 if (client_visible () && !flag [FLAG_REMOVED])
328 {
329 // see if we are in a container of sorts
330 if (env)
331 {
332 // the player inventory itself is always visible
333 if (env->is_player ())
334 return env;
335
336 // else a player could have our env open
337 object *envest = env->outer_env_or_self ();
338
339 // the player itself is always on a map, so we will find him here
340 // even if our inv is in a player.
341 if (envest->is_on_map ())
342 if (object *pl = envest->ms ().player ())
343 if (pl->container_ () == env)
344 return pl;
345 }
346 else
347 {
348 // maybe there is a player standing on the same mapspace
349 // this will catch the case where "this" is a player
350 if (object *pl = ms ().player ())
351 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
352 || pl->container_ () == this)
353 return pl;
354 }
355 }
356
357 return 0;
358}
359
360// adjust weight per container type ("of holding")
361static sint32
362weight_adjust_for (object *op, sint32 weight)
363{
364 return op->type == CONTAINER
365 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
366 : weight;
367}
368
317/* 369/*
370 * adjust_weight(object, weight) adds the specified weight to an object,
371 * and also updates how much the environment(s) is/are carrying.
372 */
373static void
374adjust_weight (object *op, sint32 weight)
375{
376 while (op)
377 {
378 // adjust by actual difference to account for rounding errors
379 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
380 weight = weight_adjust_for (op, op->carrying)
381 - weight_adjust_for (op, op->carrying - weight);
382
383 if (!weight)
384 return;
385
386 op->carrying += weight;
387
388 if (object *pl = op->visible_to ())
389 if (pl != op) // player is handled lazily
390 esrv_update_item (UPD_WEIGHT, pl, op);
391
392 op = op->env;
393 }
394}
395
396/*
318 * sum_weight() is a recursive function which calculates the weight 397 * this is a recursive function which calculates the weight
319 * an object is carrying. It goes through in figures out how much 398 * an object is carrying. It goes through op and figures out how much
320 * containers are carrying, and sums it up. 399 * containers are carrying, and sums it up.
321 */ 400 */
322long 401void
323sum_weight (object *op) 402object::update_weight ()
324{ 403{
325 long sum; 404 sint32 sum = 0;
326 object *inv;
327 405
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 406 for (object *op = inv; op; op = op->below)
329 { 407 {
330 if (inv->inv) 408 if (op->inv)
331 sum_weight (inv); 409 op->update_weight ();
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 410
411 sum += op->total_weight ();
412 }
413
414 sum = weight_adjust_for (this, sum);
415
416 if (sum != carrying)
333 } 417 {
334
335 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100;
337
338 if (op->carrying != sum)
339 op->carrying = sum; 418 carrying = sum;
340 419
341 return sum; 420 if (object *pl = visible_to ())
421 if (pl != this) // player is handled lazily
422 esrv_update_item (UPD_WEIGHT, pl, this);
423 }
342} 424}
343 425
344/** 426/*
345 * Return the outermost environment object for a given object. 427 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
346 */ 428 */
347
348object *
349object_get_env_recursive (object *op)
350{
351 while (op->env != NULL)
352 op = op->env;
353 return op;
354}
355
356/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array.
360 */
361
362char * 429char *
363dump_object (object *op) 430dump_object (object *op)
364{ 431{
365 if (!op) 432 if (!op)
366 return strdup ("[NULLOBJ]"); 433 return strdup ("[NULLOBJ]");
367 434
368 object_freezer freezer; 435 object_freezer freezer;
369 save_object (freezer, op, 1); 436 op->write (freezer);
370 return freezer.as_string (); 437 return freezer.as_string ();
371} 438}
372 439
373/* 440char *
374 * get_nearest_part(multi-object, object 2) returns the part of the 441object::as_string ()
375 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned.
377 */
378
379object *
380get_nearest_part (object *op, const object *pl)
381{ 442{
382 object *tmp, *closest; 443 return dump_object (this);
383 int last_dist, i;
384
385 if (op->more == NULL)
386 return op;
387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
388 if ((i = distance (tmp, pl)) < last_dist)
389 closest = tmp, last_dist = i;
390 return closest;
391} 444}
392 445
393/* 446/*
394 * Returns the object which has the count-variable equal to the argument. 447 * Returns the object which has the count-variable equal to the argument.
448 * VERRRY slow.
395 */ 449 */
396
397object * 450object *
398find_object (tag_t i) 451find_object (tag_t i)
399{ 452{
400 for (object *op = object::first; op; op = op->next) 453 for_all_objects (op)
401 if (op->count == i) 454 if (op->count == i)
402 return op; 455 return op;
403 456
404 return 0; 457 return 0;
405} 458}
406 459
407/* 460/*
408 * Returns the first object which has a name equal to the argument. 461 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 462 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 463 * Enables features like "patch <name-of-other-player> food 999"
411 */ 464 */
412
413object * 465object *
414find_object_name (const char *str) 466find_object_name (const char *str)
415{ 467{
416 shstr_cmp str_ (str); 468 shstr_cmp str_ (str);
417 object *op;
418 469
419 for (op = object::first; op != NULL; op = op->next) 470 if (str_)
471 for_all_objects (op)
420 if (op->name == str_) 472 if (op->name == str_)
421 break; 473 return op;
422 474
423 return op; 475 return 0;
424}
425
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430} 476}
431 477
432/* 478/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 479 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 480 * skill and experience objects.
481 * ACTUALLY NO! investigate! TODO
435 */ 482 */
436void 483void
437object::set_owner (object *owner) 484object::set_owner (object *owner)
438{ 485{
486 // allow objects which own objects
439 if (!owner) 487 if (owner)
440 return;
441
442 /* next line added to allow objects which own objects */
443 /* Add a check for ownercounts in here, as I got into an endless loop
444 * with the fireball owning a poison cloud which then owned the
445 * fireball. I believe that was caused by one of the objects getting
446 * freed and then another object replacing it. Since the ownercounts
447 * didn't match, this check is valid and I believe that cause is valid.
448 */
449 while (owner->owner) 488 while (owner->owner)
450 owner = owner->owner; 489 owner = owner->owner;
490
491 if (flag [FLAG_FREED])
492 {
493 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
494 return;
495 }
451 496
452 this->owner = owner; 497 this->owner = owner;
498}
499
500int
501object::slottype () const
502{
503 if (type == SKILL)
504 {
505 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
506 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
507 }
508 else
509 {
510 if (slot [body_combat].info) return slot_combat;
511 if (slot [body_range ].info) return slot_ranged;
512 }
513
514 return slot_none;
515}
516
517bool
518object::change_weapon (object *ob)
519{
520 if (current_weapon == ob)
521 return true;
522
523 if (chosen_skill)
524 chosen_skill->flag [FLAG_APPLIED] = false;
525
526 current_weapon = ob;
527 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
528
529 if (chosen_skill)
530 chosen_skill->flag [FLAG_APPLIED] = true;
531
532 update_stats ();
533
534 if (ob)
535 {
536 // now check wether any body locations became invalid, in which case
537 // we cannot apply the weapon at the moment.
538 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
539 if (slot[i].used < 0)
540 {
541 current_weapon = chosen_skill = 0;
542 update_stats ();
543
544 new_draw_info_format (NDI_UNIQUE, 0, this,
545 "You try to balance all your items at once, "
546 "but the %s is just too much for your body. "
547 "[You need to unapply some items first - use the 'body' command to see "
548 "how many items you cna wera on a specific body part.]", &ob->name);
549 return false;
550 }
551
552 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
553 }
554 else
555 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
556
557 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
558 {
559 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
560 &name, ob->debug_desc ());
561 return false;
562 }
563
564 return true;
453} 565}
454 566
455/* Zero the key_values on op, decrementing the shared-string 567/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 568 * refcounts and freeing the links.
457 */ 569 */
458static void 570static void
459free_key_values (object *op) 571free_key_values (object *op)
460{ 572{
461 for (key_value *i = op->key_values; i != 0;) 573 for (key_value *i = op->key_values; i; )
462 { 574 {
463 key_value *next = i->next; 575 key_value *next = i->next;
464 delete i; 576 delete i;
465 577
466 i = next; 578 i = next;
478 * will point at garbage. 590 * will point at garbage.
479 */ 591 */
480void 592void
481object::copy_to (object *dst) 593object::copy_to (object *dst)
482{ 594{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 595 dst->remove ();
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
485
486 *(object_copy *)dst = *this; 596 *(object_copy *)dst = *this;
487 597 dst->flag [FLAG_REMOVED] = true;
488 if (is_freed)
489 SET_FLAG (dst, FLAG_FREED);
490
491 if (is_removed)
492 SET_FLAG (dst, FLAG_REMOVED);
493
494 if (speed < 0)
495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
496 598
497 /* Copy over key_values, if any. */ 599 /* Copy over key_values, if any. */
498 if (key_values) 600 if (key_values)
499 { 601 {
500 key_value *tail = 0; 602 key_value *tail = 0;
501 key_value *i;
502
503 dst->key_values = 0; 603 dst->key_values = 0;
504 604
505 for (i = key_values; i; i = i->next) 605 for (key_value *i = key_values; i; i = i->next)
506 { 606 {
507 key_value *new_link = new key_value; 607 key_value *new_link = new key_value;
508 608
509 new_link->next = 0; 609 new_link->next = 0;
510 new_link->key = i->key; 610 new_link->key = i->key;
511 new_link->value = i->value; 611 new_link->value = i->value;
512 612
513 /* Try and be clever here, too. */ 613 /* Try and be clever here, too. */
514 if (!dst->key_values) 614 if (!dst->key_values)
515 { 615 {
522 tail = new_link; 622 tail = new_link;
523 } 623 }
524 } 624 }
525 } 625 }
526 626
527 dst->set_speed (dst->speed); 627 if (speed < 0)
628 dst->speed_left -= rndm ();
629
630 dst->activate ();
631}
632
633void
634object::instantiate ()
635{
636 if (!uuid.seq) // HACK
637 uuid = UUID::gen ();
638
639 speed_left = -0.1f;
640 /* copy the body_info to the body_used - this is only really
641 * need for monsters, but doesn't hurt to do it for everything.
642 * by doing so, when a monster is created, it has good starting
643 * values for the body_used info, so when items are created
644 * for it, they can be properly equipped.
645 */
646 for (int i = NUM_BODY_LOCATIONS; i--; )
647 slot[i].used = slot[i].info;
648
649 attachable::instantiate ();
528} 650}
529 651
530object * 652object *
531object::clone () 653object::clone ()
532{ 654{
533 object *neu = create (); 655 object *neu = create ();
534 copy_to (neu); 656 copy_to (neu);
657 neu->map = map; // not copied by copy_to
535 return neu; 658 return neu;
536} 659}
537 660
538/* 661/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 662 * If an object with the IS_TURNABLE() flag needs to be turned due
540 * to the closest player being on the other side, this function can 663 * to the closest player being on the other side, this function can
541 * be called to update the face variable, _and_ how it looks on the map. 664 * be called to update the face variable, _and_ how it looks on the map.
542 */ 665 */
543
544void 666void
545update_turn_face (object *op) 667update_turn_face (object *op)
546{ 668{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 669 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 670 return;
671
549 SET_ANIMATION (op, op->direction); 672 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 673 update_object (op, UP_OBJ_FACE);
551} 674}
552 675
553/* 676/*
556 * This function needs to be called whenever the speed of an object changes. 679 * This function needs to be called whenever the speed of an object changes.
557 */ 680 */
558void 681void
559object::set_speed (float speed) 682object::set_speed (float speed)
560{ 683{
561 extern int arch_init;
562
563 /* No reason putting the archetypes objects on the speed list,
564 * since they never really need to be updated.
565 */
566 if (flag [FLAG_FREED] && speed)
567 {
568 LOG (llevError, "Object %s is freed but has speed.\n", &name);
569 speed = 0;
570 }
571
572 this->speed = speed; 684 this->speed = speed;
573 685
574 if (arch_init) 686 if (has_active_speed ())
575 return; 687 activate ();
576
577 if (FABS (speed) > MIN_ACTIVE_SPEED)
578 {
579 /* If already on active list, don't do anything */
580 if (active_next || active_prev || this == active_objects)
581 return;
582
583 /* process_events() expects us to insert the object at the beginning
584 * of the list. */
585 active_next = active_objects;
586
587 if (active_next)
588 active_next->active_prev = this;
589
590 active_objects = this;
591 }
592 else 688 else
593 { 689 deactivate ();
594 /* If not on the active list, nothing needs to be done */
595 if (!active_next && !active_prev && this != active_objects)
596 return;
597
598 if (!active_prev)
599 {
600 active_objects = active_next;
601
602 if (active_next)
603 active_next->active_prev = 0;
604 }
605 else
606 {
607 active_prev->active_next = active_next;
608
609 if (active_next)
610 active_next->active_prev = active_prev;
611 }
612
613 active_next = 0;
614 active_prev = 0;
615 }
616}
617
618/* This function removes object 'op' from the list of active
619 * objects.
620 * This should only be used for style maps or other such
621 * reference maps where you don't want an object that isn't
622 * in play chewing up cpu time getting processed.
623 * The reverse of this is to call update_ob_speed, which
624 * will do the right thing based on the speed of the object.
625 */
626void
627remove_from_active_list (object *op)
628{
629 /* If not on the active list, nothing needs to be done */
630 if (!op->active_next && !op->active_prev && op != active_objects)
631 return;
632
633 if (op->active_prev == NULL)
634 {
635 active_objects = op->active_next;
636 if (op->active_next != NULL)
637 op->active_next->active_prev = NULL;
638 }
639 else
640 {
641 op->active_prev->active_next = op->active_next;
642 if (op->active_next)
643 op->active_next->active_prev = op->active_prev;
644 }
645 op->active_next = NULL;
646 op->active_prev = NULL;
647} 690}
648 691
649/* 692/*
650 * update_object() updates the the map. 693 * update_object() updates the the map.
651 * It takes into account invisible objects (and represent squares covered 694 * It takes into account invisible objects (and represent squares covered
664 * UP_OBJ_FACE: only the objects face has changed. 707 * UP_OBJ_FACE: only the objects face has changed.
665 */ 708 */
666void 709void
667update_object (object *op, int action) 710update_object (object *op, int action)
668{ 711{
669 MoveType move_on, move_off, move_block, move_slow; 712 if (!op)
670
671 if (op == NULL)
672 { 713 {
673 /* this should never happen */ 714 /* this should never happen */
674 LOG (llevDebug, "update_object() called for NULL object.\n"); 715 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
675 return; 716 return;
676 } 717 }
677 718
678 if (op->env) 719 if (!op->is_on_map ())
679 { 720 {
680 /* Animation is currently handled by client, so nothing 721 /* Animation is currently handled by client, so nothing
681 * to do in this case. 722 * to do in this case.
682 */ 723 */
683 return; 724 return;
684 } 725 }
685
686 /* If the map is saving, don't do anything as everything is
687 * going to get freed anyways.
688 */
689 if (!op->map || op->map->in_memory == MAP_SAVING)
690 return;
691 726
692 /* make sure the object is within map boundaries */ 727 /* make sure the object is within map boundaries */
693 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 728 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
694 { 729 {
695 LOG (llevError, "update_object() called for object out of map!\n"); 730 LOG (llevError, "update_object() called for object out of map!\n");
699 return; 734 return;
700 } 735 }
701 736
702 mapspace &m = op->ms (); 737 mapspace &m = op->ms ();
703 738
704 if (m.flags_ & P_NEED_UPDATE) 739 if (!(m.flags_ & P_UPTODATE))
705 /* nop */; 740 /* nop */;
706 else if (action == UP_OBJ_INSERT) 741 else if (action == UP_OBJ_INSERT)
707 { 742 {
743#if 0
708 // this is likely overkill, TODO: revisit (schmorp) 744 // this is likely overkill, TODO: revisit (schmorp)
709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 745 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
710 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 746 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
711 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 747 || (op->is_player () && !(m.flags_ & P_PLAYER))
712 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 748 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
713 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 749 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
714 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 750 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
715 || (m.move_on | op->move_on ) != m.move_on 751 || (m.move_on | op->move_on ) != m.move_on
716 || (m.move_off | op->move_off ) != m.move_off 752 || (m.move_off | op->move_off ) != m.move_off
717 || (m.move_slow | op->move_slow) != m.move_slow 753 || (m.move_slow | op->move_slow) != m.move_slow
718 /* This isn't perfect, but I don't expect a lot of objects to 754 /* This isn't perfect, but I don't expect a lot of objects to
719 * to have move_allow right now. 755 * have move_allow right now.
720 */ 756 */
721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 757 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
758 m.invalidate ();
759#else
722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 760 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
723 m.flags_ = P_NEED_UPDATE; 761 m.invalidate ();
762#endif
724 } 763 }
725 /* if the object is being removed, we can't make intelligent 764 /* if the object is being removed, we can't make intelligent
726 * decisions, because remove_ob can't really pass the object 765 * decisions, because remove_ob can't really pass the object
727 * that is being removed. 766 * that is being removed.
728 */ 767 */
729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 768 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
730 m.flags_ = P_NEED_UPDATE; 769 m.invalidate ();
731 else if (action == UP_OBJ_FACE) 770 else if (action == UP_OBJ_FACE)
732 /* Nothing to do for that case */ ; 771 /* Nothing to do for that case */ ;
733 else 772 else
734 LOG (llevError, "update_object called with invalid action: %d\n", action); 773 LOG (llevError, "update_object called with invalid action: %d\n", action);
735 774
736 if (op->more) 775 if (op->more)
737 update_object (op->more, action); 776 update_object (op->more, action);
738} 777}
739 778
740object::vector object::objects; // not yet used
741object *object::first;
742
743object::object () 779object::object ()
744{ 780{
745 SET_FLAG (this, FLAG_REMOVED); 781 SET_FLAG (this, FLAG_REMOVED);
746 782
747 expmul = 1.0; 783 //expmul = 1.0; declared const for the time being
748 face = blank_face; 784 face = blank_face;
749} 785}
750 786
751object::~object () 787object::~object ()
752{ 788{
789 unlink ();
790
753 free_key_values (this); 791 free_key_values (this);
754} 792}
755 793
794static int object_count;
795
756void object::link () 796void object::link ()
757{ 797{
798 assert (!index);//D
799 uuid = UUID::gen ();
758 count = ++ob_count; 800 count = ++object_count;
759 uuid = gen_uuid ();
760 801
761 prev = 0; 802 refcnt_inc ();
762 next = object::first; 803 objects.insert (this);
763
764 if (object::first)
765 object::first->prev = this;
766
767 object::first = this;
768} 804}
769 805
770void object::unlink () 806void object::unlink ()
771{ 807{
772 if (this == object::first) 808 if (!index)
773 object::first = next; 809 return;
774 810
775 /* Remove this object from the list of used objects */ 811 objects.erase (this);
776 if (prev) prev->next = next; 812 refcnt_dec ();
777 if (next) next->prev = prev; 813}
778 814
779 prev = 0; 815void
780 next = 0; 816object::activate ()
817{
818 /* If already on active list, don't do anything */
819 if (active)
820 return;
821
822 if (has_active_speed ())
823 {
824 if (flag [FLAG_FREED])
825 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
826
827 actives.insert (this);
828 }
829}
830
831void
832object::activate_recursive ()
833{
834 activate ();
835
836 for (object *op = inv; op; op = op->below)
837 op->activate_recursive ();
838}
839
840/* This function removes object 'op' from the list of active
841 * objects.
842 * This should only be used for style maps or other such
843 * reference maps where you don't want an object that isn't
844 * in play chewing up cpu time getting processed.
845 * The reverse of this is to call update_ob_speed, which
846 * will do the right thing based on the speed of the object.
847 */
848void
849object::deactivate ()
850{
851 /* If not on the active list, nothing needs to be done */
852 if (!active)
853 return;
854
855 actives.erase (this);
856}
857
858void
859object::deactivate_recursive ()
860{
861 for (object *op = inv; op; op = op->below)
862 op->deactivate_recursive ();
863
864 deactivate ();
865}
866
867void
868object::set_flag_inv (int flag, int value)
869{
870 for (object *op = inv; op; op = op->below)
871 {
872 op->flag [flag] = value;
873 op->set_flag_inv (flag, value);
874 }
781} 875}
782 876
783/* 877/*
784 * Remove and free all objects in the inventory of the given object. 878 * Remove and free all objects in the inventory of the given object.
785 * object.c ? 879 * object.c ?
786 */ 880 */
787void 881void
788object::destroy_inv (bool drop_to_ground) 882object::destroy_inv (bool drop_to_ground)
789{ 883{
884 // need to check first, because the checks below might segfault
885 // as we might be on an invalid mapspace and crossfire code
886 // is too buggy to ensure that the inventory is empty.
887 // corollary: if you create arrows etc. with stuff in its inventory,
888 // cf will crash below with off-map x and y
889 if (!inv)
890 return;
891
790 /* Only if the space blocks everything do we not process - 892 /* Only if the space blocks everything do we not process -
791 * if some form of movement is allowed, let objects 893 * if some form of movement is allowed, let objects
792 * drop on that space. 894 * drop on that space.
793 */ 895 */
794 if (!drop_to_ground 896 if (!drop_to_ground
795 || !map 897 || !map
796 || map->in_memory != MAP_IN_MEMORY 898 || map->in_memory != MAP_ACTIVE
899 || map->no_drop
797 || map->at (x, y).move_block == MOVE_ALL) 900 || ms ().move_block == MOVE_ALL)
798 { 901 {
799 while (inv) 902 while (inv)
800 {
801 inv->destroy_inv (drop_to_ground);
802 inv->destroy (); 903 inv->destroy ();
803 }
804 } 904 }
805 else 905 else
806 { /* Put objects in inventory onto this space */ 906 { /* Put objects in inventory onto this space */
807 while (inv) 907 while (inv)
808 { 908 {
810 910
811 if (op->flag [FLAG_STARTEQUIP] 911 if (op->flag [FLAG_STARTEQUIP]
812 || op->flag [FLAG_NO_DROP] 912 || op->flag [FLAG_NO_DROP]
813 || op->type == RUNE 913 || op->type == RUNE
814 || op->type == TRAP 914 || op->type == TRAP
815 || op->flag [FLAG_IS_A_TEMPLATE]) 915 || op->flag [FLAG_IS_A_TEMPLATE]
916 || op->flag [FLAG_DESTROY_ON_DEATH])
816 op->destroy (); 917 op->destroy ();
817 else 918 else
818 map->insert (op, x, y); 919 map->insert (op, x, y);
819 } 920 }
820 } 921 }
825 object *op = new object; 926 object *op = new object;
826 op->link (); 927 op->link ();
827 return op; 928 return op;
828} 929}
829 930
931static struct freed_map : maptile
932{
933 freed_map ()
934 {
935 path = "<freed objects map>";
936 name = "/internal/freed_objects_map";
937 width = 3;
938 height = 3;
939 no_drop = 1;
940 no_reset = 1;
941
942 alloc ();
943 in_memory = MAP_ACTIVE;
944 }
945
946 ~freed_map ()
947 {
948 destroy ();
949 }
950} freed_map; // freed objects are moved here to avoid crashes
951
830void 952void
831object::do_destroy () 953object::do_destroy ()
832{ 954{
833 if (flag [FLAG_IS_LINKED]) 955 if (flag [FLAG_IS_LINKED])
834 remove_button_link (this); 956 remove_link ();
835 957
836 if (flag [FLAG_FRIENDLY]) 958 if (flag [FLAG_FRIENDLY])
837 remove_friendly_object (this); 959 remove_friendly_object (this);
838 960
839 if (!flag [FLAG_REMOVED])
840 remove (); 961 remove ();
841 962
842 if (flag [FLAG_FREED]) 963 attachable::do_destroy ();
843 return;
844 964
845 set_speed (0); 965 deactivate ();
966 unlink ();
846 967
847 flag [FLAG_FREED] = 1; 968 flag [FLAG_FREED] = 1;
848 969
849 attachable::do_destroy ();
850
851 destroy_inv (true);
852 unlink ();
853
854 // hack to ensure that freed objects still have a valid map 970 // hack to ensure that freed objects still have a valid map
855 {
856 static maptile *freed_map; // freed objects are moved here to avoid crashes
857
858 if (!freed_map)
859 {
860 freed_map = new maptile;
861
862 freed_map->name = "/internal/freed_objects_map";
863 freed_map->width = 3;
864 freed_map->height = 3;
865
866 freed_map->allocate ();
867 }
868
869 map = freed_map; 971 map = &freed_map;
870 x = 1; 972 x = 1;
871 y = 1; 973 y = 1;
872 }
873
874 head = 0;
875 974
876 if (more) 975 if (more)
877 { 976 {
878 more->destroy (); 977 more->destroy ();
879 more = 0; 978 more = 0;
880 } 979 }
881 980
981 head = 0;
982
882 // clear those pointers that likely might have circular references to us 983 // clear those pointers that likely might cause circular references
883 owner = 0; 984 owner = 0;
884 enemy = 0; 985 enemy = 0;
885 attacked_by = 0; 986 attacked_by = 0;
886 987 current_weapon = 0;
887 // only relevant for players(?), but make sure of it anyways
888 contr = 0;
889} 988}
890 989
891void 990void
892object::destroy (bool destroy_inventory) 991object::destroy ()
893{ 992{
894 if (destroyed ()) 993 if (destroyed ())
895 return; 994 return;
896 995
897 if (destroy_inventory) 996 if (!is_head () && !head->destroyed ())
997 {
998 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
999 head->destroy ();
1000 return;
1001 }
1002
898 destroy_inv (false); 1003 destroy_inv (false);
1004
1005 if (is_head ())
1006 if (sound_destroy)
1007 play_sound (sound_destroy);
1008 else if (flag [FLAG_MONSTER])
1009 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
899 1010
900 attachable::destroy (); 1011 attachable::destroy ();
901}
902
903/*
904 * sub_weight() recursively (outwards) subtracts a number from the
905 * weight of an object (and what is carried by it's environment(s)).
906 */
907void
908sub_weight (object *op, signed long weight)
909{
910 while (op != NULL)
911 {
912 if (op->type == CONTAINER)
913 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
914
915 op->carrying -= weight;
916 op = op->env;
917 }
918} 1012}
919 1013
920/* op->remove (): 1014/* op->remove ():
921 * This function removes the object op from the linked list of objects 1015 * This function removes the object op from the linked list of objects
922 * which it is currently tied to. When this function is done, the 1016 * which it is currently tied to. When this function is done, the
923 * object will have no environment. If the object previously had an 1017 * object will have no environment. If the object previously had an
924 * environment, the x and y coordinates will be updated to 1018 * environment, the x and y coordinates will be updated to
925 * the previous environment. 1019 * the previous environment.
926 * Beware: This function is called from the editor as well!
927 */ 1020 */
928void 1021void
929object::remove () 1022object::do_remove ()
930{ 1023{
931 object *tmp, *last = 0; 1024 if (flag [FLAG_REMOVED])
932 object *otmp;
933
934 if (QUERY_FLAG (this, FLAG_REMOVED))
935 return; 1025 return;
936 1026
937 SET_FLAG (this, FLAG_REMOVED);
938 INVOKE_OBJECT (REMOVE, this); 1027 INVOKE_OBJECT (REMOVE, this);
1028
1029 flag [FLAG_REMOVED] = true;
939 1030
940 if (more) 1031 if (more)
941 more->remove (); 1032 more->remove ();
942 1033
943 /* 1034 /*
944 * In this case, the object to be removed is in someones 1035 * In this case, the object to be removed is in someones
945 * inventory. 1036 * inventory.
946 */ 1037 */
947 if (env) 1038 if (env)
948 { 1039 {
949 if (nrof) 1040 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
950 sub_weight (env, weight * nrof); 1041 if (object *pl = visible_to ())
951 else 1042 esrv_del_item (pl->contr, count);
952 sub_weight (env, weight + carrying); 1043 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1044
1045 adjust_weight (env, -total_weight ());
1046
1047 object *pl = in_player ();
1048
1049 /* we set up values so that it could be inserted into
1050 * the map, but we don't actually do that - it is up
1051 * to the caller to decide what we want to do.
1052 */
1053 map = env->map;
1054 x = env->x;
1055 y = env->y;
1056
1057 // make sure cmov optimisation is applicable
1058 *(above ? &above->below : &env->inv) = below;
1059 *(below ? &below->above : &above ) = above; // &above is just a dummy
1060
1061 above = 0;
1062 below = 0;
1063 env = 0;
953 1064
954 /* NO_FIX_PLAYER is set when a great many changes are being 1065 /* NO_FIX_PLAYER is set when a great many changes are being
955 * made to players inventory. If set, avoiding the call 1066 * made to players inventory. If set, avoiding the call
956 * to save cpu time. 1067 * to save cpu time.
957 */ 1068 */
958 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1069 if (pl)
1070 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1071 {
959 otmp->update_stats (); 1072 pl->update_stats ();
960 1073
961 if (above != NULL) 1074 if (glow_radius && pl->is_on_map ())
962 above->below = below; 1075 update_all_los (pl->map, pl->x, pl->y);
963 else 1076 }
964 env->inv = below;
965
966 if (below != NULL)
967 below->above = above;
968
969 /* we set up values so that it could be inserted into
970 * the map, but we don't actually do that - it is up
971 * to the caller to decide what we want to do.
972 */
973 x = env->x, y = env->y;
974 map = env->map;
975 above = 0, below = 0;
976 env = 0;
977 } 1077 }
978 else if (map) 1078 else if (map)
979 { 1079 {
980 /* Re did the following section of code - it looks like it had 1080 map->dirty = true;
981 * lots of logic for things we no longer care about 1081 mapspace &ms = this->ms ();
1082
1083 if (object *pl = ms.player ())
982 */ 1084 {
1085 if (is_player ())
1086 {
1087 if (!flag [FLAG_WIZPASS])
1088 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1089
1090 // leaving a spot always closes any open container on the ground
1091 if (container && !container->env)
1092 // this causes spurious floorbox updates, but it ensures
1093 // that the CLOSE event is being sent.
1094 close_container ();
1095
1096 --map->players;
1097 map->touch ();
1098 }
1099 else if (pl->container_ () == this)
1100 {
1101 // removing a container should close it
1102 close_container ();
1103 }
1104
1105 esrv_del_item (pl->contr, count);
1106 }
983 1107
984 /* link the object above us */ 1108 /* link the object above us */
985 if (above) 1109 // re-link, make sure compiler can easily use cmove
986 above->below = below; 1110 *(above ? &above->below : &ms.top) = below;
987 else 1111 *(below ? &below->above : &ms.bot) = above;
988 map->at (x, y).top = below; /* we were top, set new top */
989
990 /* Relink the object below us, if there is one */
991 if (below)
992 below->above = above;
993 else
994 {
995 /* Nothing below, which means we need to relink map object for this space
996 * use translated coordinates in case some oddness with map tiling is
997 * evident
998 */
999 if (GET_MAP_OB (map, x, y) != this)
1000 {
1001 char *dump = dump_object (this);
1002 LOG (llevError,
1003 "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);
1004 free (dump);
1005 dump = dump_object (GET_MAP_OB (map, x, y));
1006 LOG (llevError, "%s\n", dump);
1007 free (dump);
1008 }
1009
1010 map->at (x, y).bot = above; /* goes on above it. */
1011 }
1012 1112
1013 above = 0; 1113 above = 0;
1014 below = 0; 1114 below = 0;
1015 1115
1116 ms.invalidate ();
1117
1016 if (map->in_memory == MAP_SAVING) 1118 if (map->in_memory == MAP_SAVING)
1017 return; 1119 return;
1018 1120
1019 int check_walk_off = !flag [FLAG_NO_APPLY]; 1121 int check_walk_off = !flag [FLAG_NO_APPLY];
1020 1122
1021 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1123 if (object *pl = ms.player ())
1022 { 1124 {
1023 /* No point updating the players look faces if he is the object 1125 if (pl->container_ () == this)
1024 * being removed.
1025 */
1026
1027 if (tmp->type == PLAYER && tmp != this)
1028 {
1029 /* If a container that the player is currently using somehow gets 1126 /* If a container that the player is currently using somehow gets
1030 * removed (most likely destroyed), update the player view 1127 * removed (most likely destroyed), update the player view
1031 * appropriately. 1128 * appropriately.
1032 */ 1129 */
1033 if (tmp->container == this) 1130 pl->close_container ();
1034 {
1035 flag [FLAG_APPLIED] = 0;
1036 tmp->container = 0;
1037 }
1038 1131
1132 //TODO: the floorbox prev/next might need updating
1133 //esrv_del_item (pl->contr, count);
1134 //TODO: update floorbox to preserve ordering
1039 if (tmp->contr->ns) 1135 if (pl->contr->ns)
1040 tmp->contr->ns->floorbox_update (); 1136 pl->contr->ns->floorbox_update ();
1137 }
1138
1139 if (check_walk_off)
1140 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1141 {
1142 above = tmp->above;
1143
1144 /* No point updating the players look faces if he is the object
1145 * being removed.
1041 } 1146 */
1042 1147
1043 /* See if player moving off should effect something */ 1148 /* See if object moving off should effect something */
1044 if (check_walk_off
1045 && ((move_type & tmp->move_off) 1149 if ((move_type & tmp->move_off)
1046 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1150 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1047 {
1048 move_apply (tmp, this, 0); 1151 move_apply (tmp, this, 0);
1049
1050 if (destroyed ())
1051 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1052 } 1152 }
1053 1153
1054 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1154 if (affects_los ())
1055
1056 if (tmp->above == tmp)
1057 tmp->above = 0;
1058
1059 last = tmp;
1060 }
1061
1062 /* last == NULL of there are no objects on this space */
1063 if (!last)
1064 map->at (x, y).flags_ = P_NEED_UPDATE;
1065 else
1066 update_object (last, UP_OBJ_REMOVE);
1067
1068 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1069 update_all_los (map, x, y); 1155 update_all_los (map, x, y);
1070 } 1156 }
1071} 1157}
1072 1158
1073/* 1159/*
1082merge_ob (object *op, object *top) 1168merge_ob (object *op, object *top)
1083{ 1169{
1084 if (!op->nrof) 1170 if (!op->nrof)
1085 return 0; 1171 return 0;
1086 1172
1087 if (top) 1173 if (!top)
1088 for (top = op; top && top->above; top = top->above) 1174 for (top = op; top && top->above; top = top->above)
1089 ; 1175 ;
1090 1176
1091 for (; top; top = top->below) 1177 for (; top; top = top->below)
1092 {
1093 if (top == op)
1094 continue;
1095
1096 if (object::can_merge (op, top)) 1178 if (object::can_merge (op, top))
1097 { 1179 {
1098 top->nrof += op->nrof; 1180 top->nrof += op->nrof;
1099 1181
1100/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1182 if (object *pl = top->visible_to ())
1101 op->weight = 0; /* Don't want any adjustements now */ 1183 esrv_update_item (UPD_NROF, pl, top);
1184
1185 op->weight = 0; // cancel the addition above
1186 op->carrying = 0; // must be 0 already
1187
1102 op->destroy (); 1188 op->destroy ();
1189
1103 return top; 1190 return top;
1104 } 1191 }
1105 }
1106 1192
1107 return 0; 1193 return 0;
1108} 1194}
1109 1195
1196void
1197object::expand_tail ()
1198{
1199 if (more)
1200 return;
1201
1202 object *prev = this;
1203
1204 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1205 {
1206 object *op = arch_to_object (at);
1207
1208 op->name = name;
1209 op->name_pl = name_pl;
1210 op->title = title;
1211
1212 op->head = this;
1213 prev->more = op;
1214
1215 prev = op;
1216 }
1217}
1218
1110/* 1219/*
1111 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1220 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1112 * job preparing multi-part monsters 1221 * job preparing multi-part monsters.
1113 */ 1222 */
1114object * 1223object *
1115insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1224insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1116{ 1225{
1226 op->remove ();
1227
1117 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1228 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1118 { 1229 {
1119 tmp->x = x + tmp->arch->clone.x; 1230 tmp->x = x + tmp->arch->x;
1120 tmp->y = y + tmp->arch->clone.y; 1231 tmp->y = y + tmp->arch->y;
1121 } 1232 }
1122 1233
1123 return insert_ob_in_map (op, m, originator, flag); 1234 return insert_ob_in_map (op, m, originator, flag);
1124} 1235}
1125 1236
1144 * just 'op' otherwise 1255 * just 'op' otherwise
1145 */ 1256 */
1146object * 1257object *
1147insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1258insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1148{ 1259{
1149 object *tmp, *top, *floor = NULL; 1260 op->remove ();
1150 sint16 x, y;
1151 1261
1152 if (QUERY_FLAG (op, FLAG_FREED)) 1262 if (m == &freed_map)//D TODO: remove soon
1153 { 1263 {//D
1154 LOG (llevError, "Trying to insert freed object!\n"); 1264 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1155 return NULL;
1156 } 1265 }//D
1157
1158 if (m == NULL)
1159 {
1160 char *dump = dump_object (op);
1161 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1162 free (dump);
1163 return op;
1164 }
1165
1166 if (out_of_map (m, op->x, op->y))
1167 {
1168 char *dump = dump_object (op);
1169 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1170#ifdef MANY_CORES
1171 /* Better to catch this here, as otherwise the next use of this object
1172 * is likely to cause a crash. Better to find out where it is getting
1173 * improperly inserted.
1174 */
1175 abort ();
1176#endif
1177 free (dump);
1178 return op;
1179 }
1180
1181 if (!QUERY_FLAG (op, FLAG_REMOVED))
1182 {
1183 char *dump = dump_object (op);
1184 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1185 free (dump);
1186 return op;
1187 }
1188
1189 if (op->more)
1190 {
1191 /* The part may be on a different map. */
1192
1193 object *more = op->more;
1194
1195 /* We really need the caller to normalize coordinates - if
1196 * we set the map, that doesn't work if the location is within
1197 * a map and this is straddling an edge. So only if coordinate
1198 * is clear wrong do we normalize it.
1199 */
1200 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1201 more->map = get_map_from_coord (m, &more->x, &more->y);
1202 else if (!more->map)
1203 {
1204 /* For backwards compatibility - when not dealing with tiled maps,
1205 * more->map should always point to the parent.
1206 */
1207 more->map = m;
1208 }
1209
1210 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1211 {
1212 if (!op->head)
1213 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1214
1215 return 0;
1216 }
1217 }
1218
1219 CLEAR_FLAG (op, FLAG_REMOVED);
1220 1266
1221 /* Ideally, the caller figures this out. However, it complicates a lot 1267 /* Ideally, the caller figures this out. However, it complicates a lot
1222 * of areas of callers (eg, anything that uses find_free_spot would now 1268 * of areas of callers (eg, anything that uses find_free_spot would now
1223 * need extra work 1269 * need extra work
1224 */ 1270 */
1225 op->map = get_map_from_coord (m, &op->x, &op->y); 1271 maptile *newmap = m;
1226 x = op->x; 1272 if (!xy_normalise (newmap, op->x, op->y))
1227 y = op->y; 1273 {
1274 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1275 return 0;
1276 }
1277
1278 if (object *more = op->more)
1279 if (!insert_ob_in_map (more, m, originator, flag))
1280 return 0;
1281
1282 op->flag [FLAG_REMOVED] = false;
1283 op->env = 0;
1284 op->map = newmap;
1285
1286 mapspace &ms = op->ms ();
1228 1287
1229 /* this has to be done after we translate the coordinates. 1288 /* this has to be done after we translate the coordinates.
1230 */ 1289 */
1231 if (op->nrof && !(flag & INS_NO_MERGE)) 1290 if (op->nrof && !(flag & INS_NO_MERGE))
1232 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1291 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1233 if (object::can_merge (op, tmp)) 1292 if (object::can_merge (op, tmp))
1234 { 1293 {
1294 // TODO: we actually want to update tmp, not op,
1295 // but some caller surely breaks when we return tmp
1296 // from here :/
1235 op->nrof += tmp->nrof; 1297 op->nrof += tmp->nrof;
1236 tmp->destroy (); 1298 tmp->destroy ();
1237 } 1299 }
1238 1300
1239 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1301 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1248 { 1310 {
1249 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1311 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1250 abort (); 1312 abort ();
1251 } 1313 }
1252 1314
1315 if (!originator->is_on_map ())
1316 {
1317 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1318 op->debug_desc (), originator->debug_desc ());
1319 abort ();
1320 }
1321
1253 op->above = originator; 1322 op->above = originator;
1254 op->below = originator->below; 1323 op->below = originator->below;
1255
1256 if (op->below)
1257 op->below->above = op;
1258 else
1259 op->ms ().bot = op;
1260
1261 /* since *below* originator, no need to update top */
1262 originator->below = op; 1324 originator->below = op;
1325
1326 *(op->below ? &op->below->above : &ms.bot) = op;
1263 } 1327 }
1264 else 1328 else
1265 { 1329 {
1330 object *floor = 0;
1331 object *top = ms.top;
1332
1266 /* If there are other objects, then */ 1333 /* If there are other objects, then */
1267 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1334 if (top)
1268 { 1335 {
1269 object *last = NULL;
1270
1271 /* 1336 /*
1272 * If there are multiple objects on this space, we do some trickier handling. 1337 * If there are multiple objects on this space, we do some trickier handling.
1273 * We've already dealt with merging if appropriate. 1338 * We've already dealt with merging if appropriate.
1274 * Generally, we want to put the new object on top. But if 1339 * Generally, we want to put the new object on top. But if
1275 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1340 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1278 * once we get to them. This reduces the need to traverse over all of 1343 * once we get to them. This reduces the need to traverse over all of
1279 * them when adding another one - this saves quite a bit of cpu time 1344 * them when adding another one - this saves quite a bit of cpu time
1280 * when lots of spells are cast in one area. Currently, it is presumed 1345 * when lots of spells are cast in one area. Currently, it is presumed
1281 * that flying non pickable objects are spell objects. 1346 * that flying non pickable objects are spell objects.
1282 */ 1347 */
1283 1348 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1284 while (top != NULL)
1285 { 1349 {
1286 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1350 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1287 floor = top; 1351 floor = tmp;
1288 1352
1289 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1353 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1290 { 1354 {
1291 /* We insert above top, so we want this object below this */ 1355 /* We insert above top, so we want this object below this */
1292 top = top->below; 1356 top = tmp->below;
1293 break; 1357 break;
1294 } 1358 }
1295 1359
1296 last = top;
1297 top = top->above; 1360 top = tmp;
1298 } 1361 }
1299
1300 /* Don't want top to be NULL, so set it to the last valid object */
1301 top = last;
1302 1362
1303 /* We let update_position deal with figuring out what the space 1363 /* We let update_position deal with figuring out what the space
1304 * looks like instead of lots of conditions here. 1364 * looks like instead of lots of conditions here.
1305 * makes things faster, and effectively the same result. 1365 * makes things faster, and effectively the same result.
1306 */ 1366 */
1307 1367
1308 /* Have object 'fall below' other objects that block view. 1368 /* Have object 'fall below' other objects that block view.
1309 * Unless those objects are exits, type 66 1369 * Unless those objects are exits.
1310 * If INS_ON_TOP is used, don't do this processing 1370 * If INS_ON_TOP is used, don't do this processing
1311 * Need to find the object that in fact blocks view, otherwise 1371 * Need to find the object that in fact blocks view, otherwise
1312 * stacking is a bit odd. 1372 * stacking is a bit odd.
1313 */ 1373 */
1314 if (!(flag & INS_ON_TOP) && 1374 if (!(flag & INS_ON_TOP)
1315 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1375 && ms.flags () & P_BLOCKSVIEW
1376 && (op->face && !faces [op->face].visibility))
1316 { 1377 {
1378 object *last;
1379
1317 for (last = top; last != floor; last = last->below) 1380 for (last = top; last != floor; last = last->below)
1318 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1381 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1319 break; 1382 break;
1383
1320 /* Check to see if we found the object that blocks view, 1384 /* Check to see if we found the object that blocks view,
1321 * and make sure we have a below pointer for it so that 1385 * and make sure we have a below pointer for it so that
1322 * we can get inserted below this one, which requires we 1386 * we can get inserted below this one, which requires we
1323 * set top to the object below us. 1387 * set top to the object below us.
1324 */ 1388 */
1325 if (last && last->below && last != floor) 1389 if (last && last->below && last != floor)
1326 top = last->below; 1390 top = last->below;
1327 } 1391 }
1328 } /* If objects on this space */ 1392 } /* If objects on this space */
1329 1393
1330 if (flag & INS_MAP_LOAD)
1331 top = GET_MAP_TOP (op->map, op->x, op->y);
1332
1333 if (flag & INS_ABOVE_FLOOR_ONLY) 1394 if (flag & INS_ABOVE_FLOOR_ONLY)
1334 top = floor; 1395 top = floor;
1335 1396
1336 /* Top is the object that our object (op) is going to get inserted above. 1397 // insert object above top, or bottom-most if top = 0
1337 */
1338
1339 /* First object on this space */
1340 if (!top) 1398 if (!top)
1341 { 1399 {
1342 op->above = GET_MAP_OB (op->map, op->x, op->y);
1343
1344 if (op->above)
1345 op->above->below = op;
1346
1347 op->below = NULL; 1400 op->below = 0;
1401 op->above = ms.bot;
1348 op->ms ().bot = op; 1402 ms.bot = op;
1403
1404 *(op->above ? &op->above->below : &ms.top) = op;
1349 } 1405 }
1350 else 1406 else
1351 { /* get inserted into the stack above top */ 1407 {
1352 op->above = top->above; 1408 op->above = top->above;
1353
1354 if (op->above)
1355 op->above->below = op; 1409 top->above = op;
1356 1410
1357 op->below = top; 1411 op->below = top;
1358 top->above = op; 1412 *(op->above ? &op->above->below : &ms.top) = op;
1359 } 1413 }
1414 }
1360 1415
1361 if (op->above == NULL) 1416 if (op->is_player ())
1362 op->ms ().top = op; 1417 {
1363 } /* else not INS_BELOW_ORIGINATOR */
1364
1365 if (op->type == PLAYER)
1366 op->contr->do_los = 1; 1418 op->contr->do_los = 1;
1419 ++op->map->players;
1420 op->map->touch ();
1421 }
1367 1422
1368 /* If we have a floor, we know the player, if any, will be above 1423 op->map->dirty = true;
1369 * it, so save a few ticks and start from there. 1424
1370 */
1371 if (!(flag & INS_MAP_LOAD))
1372 if (object *pl = op->ms ().player ()) 1425 if (object *pl = ms.player ())
1426 //TODO: the floorbox prev/next might need updating
1427 //esrv_send_item (pl, op);
1428 //TODO: update floorbox to preserve ordering
1373 if (pl->contr->ns) 1429 if (pl->contr->ns)
1374 pl->contr->ns->floorbox_update (); 1430 pl->contr->ns->floorbox_update ();
1375 1431
1376 /* If this object glows, it may affect lighting conditions that are 1432 /* If this object glows, it may affect lighting conditions that are
1377 * visible to others on this map. But update_all_los is really 1433 * 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 1434 * 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 1435 * on the map will get recalculated. The players could very well
1380 * be far away from this change and not affected in any way - 1436 * be far away from this change and not affected in any way -
1381 * this should get redone to only look for players within range, 1437 * this should get redone to only look for players within range,
1382 * or just updating the P_NEED_UPDATE for spaces within this area 1438 * or just updating the P_UPTODATE for spaces within this area
1383 * of effect may be sufficient. 1439 * of effect may be sufficient.
1384 */ 1440 */
1385 if (op->map->darkness && (op->glow_radius != 0)) 1441 if (op->affects_los ())
1442 {
1443 op->ms ().invalidate ();
1386 update_all_los (op->map, op->x, op->y); 1444 update_all_los (op->map, op->x, op->y);
1445 }
1387 1446
1388 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1447 /* updates flags (blocked, alive, no magic, etc) for this map space */
1389 update_object (op, UP_OBJ_INSERT); 1448 update_object (op, UP_OBJ_INSERT);
1390 1449
1391 INVOKE_OBJECT (INSERT, op); 1450 INVOKE_OBJECT (INSERT, op);
1398 * blocked() and wall() work properly), and these flags are updated by 1457 * blocked() and wall() work properly), and these flags are updated by
1399 * update_object(). 1458 * update_object().
1400 */ 1459 */
1401 1460
1402 /* if this is not the head or flag has been passed, don't check walk on status */ 1461 /* 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) 1462 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1404 { 1463 {
1405 if (check_move_on (op, originator)) 1464 if (check_move_on (op, originator))
1406 return 0; 1465 return 0;
1407 1466
1408 /* If we are a multi part object, lets work our way through the check 1467 /* If we are a multi part object, lets work our way through the check
1409 * walk on's. 1468 * walk on's.
1410 */ 1469 */
1411 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1470 for (object *tmp = op->more; tmp; tmp = tmp->more)
1412 if (check_move_on (tmp, originator)) 1471 if (check_move_on (tmp, originator))
1413 return 0; 1472 return 0;
1414 } 1473 }
1415 1474
1416 return op; 1475 return op;
1419/* this function inserts an object in the map, but if it 1478/* 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. 1479 * 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. 1480 * op is the object to insert it under: supplies x and the map.
1422 */ 1481 */
1423void 1482void
1424replace_insert_ob_in_map (const char *arch_string, object *op) 1483replace_insert_ob_in_map (shstr_tmp archname, object *op)
1425{ 1484{
1426 object *tmp, *tmp1;
1427
1428 /* first search for itself and remove any old instances */ 1485 /* first search for itself and remove any old instances */
1429 1486
1430 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1487 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1431 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1488 if (tmp->arch->archname == archname) /* same archetype */
1432 tmp->destroy (); 1489 tmp->destroy ();
1433 1490
1434 tmp1 = arch_to_object (archetype::find (arch_string)); 1491 object *tmp = arch_to_object (archetype::find (archname));
1435 1492
1436 tmp1->x = op->x; 1493 tmp->x = op->x;
1437 tmp1->y = op->y; 1494 tmp->y = op->y;
1495
1438 insert_ob_in_map (tmp1, op->map, op, 0); 1496 insert_ob_in_map (tmp, op->map, op, 0);
1439} 1497}
1440 1498
1441object * 1499object *
1442object::insert_at (object *where, object *originator, int flags) 1500object::insert_at (object *where, object *originator, int flags)
1443{ 1501{
1502 if (where->env)
1503 return where->env->insert (this);
1504 else
1444 where->map->insert (this, where->x, where->y, originator, flags); 1505 return where->map->insert (this, where->x, where->y, originator, flags);
1445} 1506}
1446 1507
1447/* 1508/*
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 1509 * decrease(object, number) decreases a specified number from
1489 * the amount of an object. If the amount reaches 0, the object 1510 * the amount of an object. If the amount reaches 0, the object
1490 * is subsequently removed and freed. 1511 * is subsequently removed and freed.
1491 * 1512 *
1492 * Return value: 'op' if something is left, NULL if the amount reached 0 1513 * Return value: 'op' if something is left, NULL if the amount reached 0
1493 */ 1514 */
1515bool
1516object::decrease (sint32 nr)
1517{
1518 if (!nr)
1519 return true;
1494 1520
1521 nr = min (nr, nrof);
1522
1523 if (nrof > nr)
1524 {
1525 nrof -= nr;
1526 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1527
1528 if (object *pl = visible_to ())
1529 esrv_update_item (UPD_NROF, pl, this);
1530
1531 return true;
1532 }
1533 else
1534 {
1535 destroy ();
1536 return false;
1537 }
1538}
1539
1540/*
1541 * split(ob,nr) splits up ob into two parts. The part which
1542 * is returned contains nr objects, and the remaining parts contains
1543 * the rest (or is removed and returned if that number is 0).
1544 * On failure, NULL is returned.
1545 */
1495object * 1546object *
1496decrease_ob_nr (object *op, uint32 i) 1547object::split (sint32 nr)
1497{ 1548{
1498 object *tmp; 1549 int have = number_of ();
1499 1550
1500 if (i == 0) /* objects with op->nrof require this check */ 1551 if (have < nr)
1501 return op; 1552 return 0;
1502 1553 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 { 1554 {
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 (); 1555 remove ();
1538 op->nrof = 0; 1556 return this;
1539 if (tmp)
1540 esrv_del_item (tmp->contr, op->count);
1541 }
1542 } 1557 }
1543 else 1558 else
1544 { 1559 {
1545 object *above = op->above; 1560 decrease (nr);
1546 1561
1547 if (i < op->nrof) 1562 object *op = deep_clone ();
1548 op->nrof -= i; 1563 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; 1564 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 } 1565 }
1591} 1566}
1592 1567
1593object * 1568object *
1594insert_ob_in_ob (object *op, object *where) 1569insert_ob_in_ob (object *op, object *where)
1599 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1574 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1600 free (dump); 1575 free (dump);
1601 return op; 1576 return op;
1602 } 1577 }
1603 1578
1604 if (where->head) 1579 if (where->head_ () != where)
1605 { 1580 {
1606 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1581 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1607 where = where->head; 1582 where = where->head;
1608 } 1583 }
1609 1584
1610 return where->insert (op); 1585 return where->insert (op);
1611} 1586}
1616 * inside the object environment. 1591 * inside the object environment.
1617 * 1592 *
1618 * The function returns now pointer to inserted item, and return value can 1593 * The function returns now pointer to inserted item, and return value can
1619 * be != op, if items are merged. -Tero 1594 * be != op, if items are merged. -Tero
1620 */ 1595 */
1621
1622object * 1596object *
1623object::insert (object *op) 1597object::insert (object *op)
1624{ 1598{
1625 object *tmp, *otmp;
1626
1627 if (!QUERY_FLAG (op, FLAG_REMOVED))
1628 op->remove ();
1629
1630 if (op->more) 1599 if (op->more)
1631 { 1600 {
1632 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1601 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1633 return op; 1602 return op;
1634 } 1603 }
1635 1604
1636 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1605 op->remove ();
1637 CLEAR_FLAG (op, FLAG_REMOVED); 1606
1607 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1608
1638 if (op->nrof) 1609 if (op->nrof)
1639 {
1640 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1610 for (object *tmp = inv; tmp; tmp = tmp->below)
1641 if (object::can_merge (tmp, op)) 1611 if (object::can_merge (tmp, op))
1642 { 1612 {
1643 /* return the original object and remove inserted object 1613 /* return the original object and remove inserted object
1644 (client needs the original object) */ 1614 (client needs the original object) */
1645 tmp->nrof += op->nrof; 1615 tmp->nrof += op->nrof;
1646 /* Weight handling gets pretty funky. Since we are adding to 1616
1647 * tmp->nrof, we need to increase the weight. 1617 if (object *pl = tmp->visible_to ())
1648 */ 1618 esrv_update_item (UPD_NROF, pl, tmp);
1619
1649 add_weight (this, op->weight * op->nrof); 1620 adjust_weight (this, op->total_weight ());
1650 SET_FLAG (op, FLAG_REMOVED); 1621
1651 op->destroy (); /* free the inserted object */ 1622 op->destroy ();
1652 op = tmp; 1623 op = tmp;
1653 op->remove (); /* and fix old object's links */ 1624 goto inserted;
1654 CLEAR_FLAG (op, FLAG_REMOVED);
1655 break;
1656 } 1625 }
1657 1626
1658 /* I assume combined objects have no inventory 1627 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; 1628 op->map = 0;
1675 op->env = this; 1629 op->x = 0;
1630 op->y = 0;
1631
1676 op->above = 0; 1632 op->above = 0;
1677 op->below = 0; 1633 op->below = inv;
1678 op->x = 0, op->y = 0; 1634 op->env = this;
1679 1635
1636 if (inv)
1637 inv->above = op;
1638
1639 inv = op;
1640
1641 op->flag [FLAG_REMOVED] = 0;
1642
1643 if (object *pl = op->visible_to ())
1644 esrv_send_item (pl, op);
1645
1646 adjust_weight (this, op->total_weight ());
1647
1648inserted:
1680 /* reset the light list and los of the players on the map */ 1649 /* reset the light list and los of the players on the map */
1681 if ((op->glow_radius != 0) && map) 1650 if (op->glow_radius && is_on_map ())
1682 { 1651 {
1683#ifdef DEBUG_LIGHTS 1652 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); 1653 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 { 1654 }
1697 op->below = inv; 1655 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1698 op->below->above = op; 1656 // if this is a player's inventory, update stats
1699 inv = op; 1657 update_stats ();
1700 }
1701 1658
1702 INVOKE_OBJECT (INSERT, this); 1659 INVOKE_OBJECT (INSERT, this);
1703 1660
1704 return op; 1661 return op;
1705} 1662}
1725 * on top. 1682 * on top.
1726 */ 1683 */
1727int 1684int
1728check_move_on (object *op, object *originator) 1685check_move_on (object *op, object *originator)
1729{ 1686{
1687 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1688 return 0;
1689
1730 object *tmp; 1690 object *tmp;
1731 maptile *m = op->map; 1691 maptile *m = op->map;
1732 int x = op->x, y = op->y; 1692 int x = op->x, y = op->y;
1733 1693
1734 MoveType move_on, move_slow, move_block; 1694 mapspace &ms = m->at (x, y);
1735 1695
1736 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1696 ms.update ();
1737 return 0;
1738 1697
1739 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1698 MoveType move_on = ms.move_on;
1740 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1699 MoveType move_slow = ms.move_slow;
1741 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1700 MoveType move_block = ms.move_block;
1742 1701
1743 /* if nothing on this space will slow op down or be applied, 1702 /* 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 1703 * 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 1704 * is set, as lots of objects don't have it set - we treat that
1746 * as walking. 1705 * as walking.
1757 return 0; 1716 return 0;
1758 1717
1759 /* The objects have to be checked from top to bottom. 1718 /* The objects have to be checked from top to bottom.
1760 * Hence, we first go to the top: 1719 * Hence, we first go to the top:
1761 */ 1720 */
1762 1721 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 } 1722 {
1723 next = tmp->below;
1772 1724
1773 for (; tmp; tmp = tmp->below)
1774 {
1775 if (tmp == op) 1725 if (tmp == op)
1776 continue; /* Can't apply yourself */ 1726 continue; /* Can't apply yourself */
1777 1727
1778 /* Check to see if one of the movement types should be slowed down. 1728 /* 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 1729 * Second check makes sure that the movement types not being slowed
1784 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1734 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1785 { 1735 {
1786 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1736 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)) 1737 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1788 { 1738 {
1789
1790 float
1791 diff = tmp->move_slow_penalty * FABS (op->speed); 1739 float diff = tmp->move_slow_penalty * fabs (op->speed);
1792 1740
1793 if (op->type == PLAYER) 1741 if (op->is_player ())
1794 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1742 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))) 1743 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1796 diff /= 4.0; 1744 diff /= 4.0;
1797 1745
1798 op->speed_left -= diff; 1746 op->speed_left -= diff;
1799 } 1747 }
1800 } 1748 }
1826 * The first matching object is returned, or NULL if none. 1774 * The first matching object is returned, or NULL if none.
1827 */ 1775 */
1828object * 1776object *
1829present_arch (const archetype *at, maptile *m, int x, int y) 1777present_arch (const archetype *at, maptile *m, int x, int y)
1830{ 1778{
1831 if (m == NULL || out_of_map (m, x, y)) 1779 if (!m || out_of_map (m, x, y))
1832 { 1780 {
1833 LOG (llevError, "Present_arch called outside map.\n"); 1781 LOG (llevError, "Present_arch called outside map.\n");
1834 return NULL; 1782 return NULL;
1835 } 1783 }
1836 1784
1837 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1785 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1838 if (tmp->arch == at) 1786 if (tmp->arch->archname == at->archname)
1839 return tmp; 1787 return tmp;
1840 1788
1841 return NULL; 1789 return NULL;
1842} 1790}
1843 1791
1853 { 1801 {
1854 LOG (llevError, "Present called outside map.\n"); 1802 LOG (llevError, "Present called outside map.\n");
1855 return NULL; 1803 return NULL;
1856 } 1804 }
1857 1805
1858 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1806 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1859 if (tmp->type == type) 1807 if (tmp->type == type)
1860 return tmp; 1808 return tmp;
1861 1809
1862 return NULL; 1810 return NULL;
1863} 1811}
1907 * The first matching object is returned, or NULL if none. 1855 * The first matching object is returned, or NULL if none.
1908 */ 1856 */
1909object * 1857object *
1910present_arch_in_ob (const archetype *at, const object *op) 1858present_arch_in_ob (const archetype *at, const object *op)
1911{ 1859{
1912 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1860 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1913 if (tmp->arch == at) 1861 if (tmp->arch->archname == at->archname)
1914 return tmp; 1862 return tmp;
1915 1863
1916 return NULL; 1864 return NULL;
1917} 1865}
1918 1866
1920 * activate recursively a flag on an object inventory 1868 * activate recursively a flag on an object inventory
1921 */ 1869 */
1922void 1870void
1923flag_inv (object *op, int flag) 1871flag_inv (object *op, int flag)
1924{ 1872{
1925 if (op->inv)
1926 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1873 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1927 { 1874 {
1928 SET_FLAG (tmp, flag); 1875 SET_FLAG (tmp, flag);
1929 flag_inv (tmp, flag); 1876 flag_inv (tmp, flag);
1930 } 1877 }
1931} 1878}
1932 1879
1933/* 1880/*
1934 * deactivate recursively a flag on an object inventory 1881 * deactivate recursively a flag on an object inventory
1935 */ 1882 */
1936void 1883void
1937unflag_inv (object *op, int flag) 1884unflag_inv (object *op, int flag)
1938{ 1885{
1939 if (op->inv)
1940 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1886 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1941 { 1887 {
1942 CLEAR_FLAG (tmp, flag); 1888 CLEAR_FLAG (tmp, flag);
1943 unflag_inv (tmp, flag); 1889 unflag_inv (tmp, flag);
1944 } 1890 }
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} 1891}
1959 1892
1960/* 1893/*
1961 * find_free_spot(object, map, x, y, start, stop) will search for 1894 * 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 1895 * a spot at the given map and coordinates which will be able to contain
1964 * to search (see the freearr_x/y[] definition). 1897 * to search (see the freearr_x/y[] definition).
1965 * It returns a random choice among the alternatives found. 1898 * 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 1899 * 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 1900 * 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) 1901 * 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 1902 * Note: This function does correctly handle tiled maps, but does not
1973 * inform the caller. However, insert_ob_in_map will update as 1903 * inform the caller. However, insert_ob_in_map will update as
1974 * necessary, so the caller shouldn't need to do any special work. 1904 * 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 1905 * 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 1906 * 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 1907 * to know if the space in question will block the object. We can't use
1979 * customized, changed states, etc. 1909 * customized, changed states, etc.
1980 */ 1910 */
1981int 1911int
1982find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1912find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1983{ 1913{
1914 int altern[SIZEOFFREE];
1984 int index = 0, flag; 1915 int index = 0, flag;
1985 int altern[SIZEOFFREE];
1986 1916
1987 for (int i = start; i < stop; i++) 1917 for (int i = start; i < stop; i++)
1988 { 1918 {
1989 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1919 mapxy pos (m, x, y); pos.move (i);
1990 if (!flag) 1920
1921 if (!pos.normalise ())
1922 continue;
1923
1924 mapspace &ms = *pos;
1925
1926 if (ms.flags () & P_IS_ALIVE)
1927 continue;
1928
1929 /* However, often
1930 * ob doesn't have any move type (when used to place exits)
1931 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1932 */
1933 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1934 {
1991 altern [index++] = i; 1935 altern [index++] = i;
1936 continue;
1937 }
1992 1938
1993 /* Basically, if we find a wall on a space, we cut down the search size. 1939 /* 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. 1940 * 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 - 1941 * 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 1942 * 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 1943 * spaces in all the other directions, this will reduce the search space
1998 * to only the spaces immediately surrounding the target area, and 1944 * to only the spaces immediately surrounding the target area, and
1999 * won't look 2 spaces south of the target space. 1945 * won't look 2 spaces south of the target space.
2000 */ 1946 */
2001 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1947 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1948 {
2002 stop = maxfree[i]; 1949 stop = maxfree[i];
1950 continue;
1951 }
1952
1953 /* Note it is intentional that we check ob - the movement type of the
1954 * head of the object should correspond for the entire object.
1955 */
1956 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1957 continue;
1958
1959 if (ob->blocked (pos.m, pos.x, pos.y))
1960 continue;
1961
1962 altern [index++] = i;
2003 } 1963 }
2004 1964
2005 if (!index) 1965 if (!index)
2006 return -1; 1966 return -1;
2007 1967
2008 return altern[RANDOM () % index]; 1968 return altern [rndm (index)];
2009} 1969}
2010 1970
2011/* 1971/*
2012 * find_first_free_spot(archetype, maptile, x, y) works like 1972 * find_first_free_spot(archetype, maptile, x, y) works like
2013 * find_free_spot(), but it will search max number of squares. 1973 * find_free_spot(), but it will search max number of squares.
2016 */ 1976 */
2017int 1977int
2018find_first_free_spot (const object *ob, maptile *m, int x, int y) 1978find_first_free_spot (const object *ob, maptile *m, int x, int y)
2019{ 1979{
2020 for (int i = 0; i < SIZEOFFREE; i++) 1980 for (int i = 0; i < SIZEOFFREE; i++)
2021 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 1981 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2022 return i; 1982 return i;
2023 1983
2024 return -1; 1984 return -1;
2025} 1985}
2026 1986
2034{ 1994{
2035 arr += begin; 1995 arr += begin;
2036 end -= begin; 1996 end -= begin;
2037 1997
2038 while (--end) 1998 while (--end)
2039 swap (arr [end], arr [RANDOM () % (end + 1)]); 1999 swap (arr [end], arr [rndm (end + 1)]);
2040} 2000}
2041 2001
2042/* new function to make monster searching more efficient, and effective! 2002/* new function to make monster searching more efficient, and effective!
2043 * This basically returns a randomized array (in the passed pointer) of 2003 * 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 2004 * the spaces to find monsters. In this way, it won't always look for
2072 * there is capable of. 2032 * there is capable of.
2073 */ 2033 */
2074int 2034int
2075find_dir (maptile *m, int x, int y, object *exclude) 2035find_dir (maptile *m, int x, int y, object *exclude)
2076{ 2036{
2077 int i, max = SIZEOFFREE, mflags; 2037 int max = SIZEOFFREE, mflags;
2078
2079 sint16 nx, ny;
2080 object *tmp;
2081 maptile *mp;
2082
2083 MoveType blocked, move_type; 2038 MoveType move_type;
2084 2039
2085 if (exclude && exclude->head) 2040 if (exclude && exclude->head_ () != exclude)
2086 { 2041 {
2087 exclude = exclude->head; 2042 exclude = exclude->head;
2088 move_type = exclude->move_type; 2043 move_type = exclude->move_type;
2089 } 2044 }
2090 else 2045 else
2091 { 2046 {
2092 /* If we don't have anything, presume it can use all movement types. */ 2047 /* If we don't have anything, presume it can use all movement types. */
2093 move_type = MOVE_ALL; 2048 move_type = MOVE_ALL;
2094 } 2049 }
2095 2050
2096 for (i = 1; i < max; i++) 2051 for (int i = 1; i < max; i++)
2097 { 2052 {
2098 mp = m; 2053 mapxy pos (m, x, y);
2099 nx = x + freearr_x[i]; 2054 pos.move (i);
2100 ny = y + freearr_y[i];
2101 2055
2102 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2056 if (!pos.normalise ())
2103
2104 if (mflags & P_OUT_OF_MAP)
2105 max = maxfree[i]; 2057 max = maxfree[i];
2106 else 2058 else
2107 { 2059 {
2108 mapspace &ms = mp->at (nx, ny); 2060 mapspace &ms = *pos;
2109 2061
2110 blocked = ms.move_block;
2111
2112 if ((move_type & blocked) == move_type) 2062 if ((move_type & ms.move_block) == move_type)
2113 max = maxfree[i]; 2063 max = maxfree [i];
2114 else if (mflags & P_IS_ALIVE) 2064 else if (ms.flags () & P_IS_ALIVE)
2115 { 2065 {
2116 for (tmp = ms.bot; tmp; tmp = tmp->above) 2066 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2117 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2067 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2118 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2068 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2119 break;
2120
2121 if (tmp)
2122 return freedir[i]; 2069 return freedir [i];
2123 } 2070 }
2124 } 2071 }
2125 } 2072 }
2126 2073
2127 return 0; 2074 return 0;
2178 2125
2179 return 3; 2126 return 3;
2180} 2127}
2181 2128
2182/* 2129/*
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 2130 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2202 * between two directions (which are expected to be absolute (see absdir()) 2131 * between two directions (which are expected to be absolute (see absdir())
2203 */ 2132 */
2204
2205int 2133int
2206dirdiff (int dir1, int dir2) 2134dirdiff (int dir1, int dir2)
2207{ 2135{
2208 int d; 2136 int d;
2209 2137
2221 * This basically means that if direction is 15, then it could either go 2149 * 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. 2150 * 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 2151 * Moved from spell_util.c to object.c with the other related direction
2224 * functions. 2152 * functions.
2225 */ 2153 */
2226int reduction_dir[SIZEOFFREE][3] = { 2154static const int reduction_dir[SIZEOFFREE][3] = {
2227 {0, 0, 0}, /* 0 */ 2155 {0, 0, 0}, /* 0 */
2228 {0, 0, 0}, /* 1 */ 2156 {0, 0, 0}, /* 1 */
2229 {0, 0, 0}, /* 2 */ 2157 {0, 0, 0}, /* 2 */
2230 {0, 0, 0}, /* 3 */ 2158 {0, 0, 0}, /* 3 */
2231 {0, 0, 0}, /* 4 */ 2159 {0, 0, 0}, /* 4 */
2322 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2250 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2323 * core dumps if they do. 2251 * core dumps if they do.
2324 * 2252 *
2325 * Add a check so we can't pick up invisible objects (0.93.8) 2253 * Add a check so we can't pick up invisible objects (0.93.8)
2326 */ 2254 */
2327
2328int 2255int
2329can_pick (const object *who, const object *item) 2256can_pick (const object *who, const object *item)
2330{ 2257{
2331 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2258 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2332 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2259 (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)); 2260 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2334} 2261}
2335 2262
2336/* 2263/*
2337 * create clone from object to another 2264 * create clone from object to another
2338 */ 2265 */
2339object * 2266object *
2340object_create_clone (object *asrc) 2267object::deep_clone ()
2341{ 2268{
2342 object *dst = 0, *tmp, *src, *part, *prev, *item; 2269 assert (("deep_clone called on non-head object", is_head ()));
2343 2270
2344 if (!asrc) 2271 object *dst = clone ();
2345 return 0;
2346 2272
2347 src = asrc; 2273 object *prev = dst;
2348 if (src->head)
2349 src = src->head;
2350
2351 prev = 0;
2352 for (part = src; part; part = part->more) 2274 for (object *part = this->more; part; part = part->more)
2353 { 2275 {
2354 tmp = part->clone (); 2276 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; 2277 tmp->head = dst;
2365
2366 tmp->more = 0;
2367
2368 if (prev)
2369 prev->more = tmp; 2278 prev->more = tmp;
2370
2371 prev = tmp; 2279 prev = tmp;
2372 } 2280 }
2373 2281
2374 for (item = src->inv; item; item = item->below) 2282 for (object *item = inv; item; item = item->below)
2375 insert_ob_in_ob (object_create_clone (item), dst); 2283 insert_ob_in_ob (item->deep_clone (), dst);
2376 2284
2377 return dst; 2285 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} 2286}
2417 2287
2418/* This returns the first object in who's inventory that 2288/* This returns the first object in who's inventory that
2419 * has the same type and subtype match. 2289 * has the same type and subtype match.
2420 * returns NULL if no match. 2290 * returns NULL if no match.
2427 return tmp; 2297 return tmp;
2428 2298
2429 return 0; 2299 return 0;
2430} 2300}
2431 2301
2432/* If ob has a field named key, return the link from the list, 2302shstr_tmp
2433 * otherwise return NULL. 2303object::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{ 2304{
2441 for (key_value *link = ob->key_values; link; link = link->next) 2305 for (key_value *kv = key_values; kv; kv = kv->next)
2442 if (link->key == key) 2306 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; 2307 return kv->value;
2477 2308
2478 return 0; 2309 return shstr ();
2479} 2310}
2480 2311
2481 2312void
2482/* 2313object::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{ 2314{
2495 key_value *field = NULL, *last = NULL; 2315 for (key_value *kv = key_values; kv; kv = kv->next)
2496 2316 if (kv->key == key)
2497 for (field = op->key_values; field != NULL; field = field->next)
2498 {
2499 if (field->key != canonical_key)
2500 { 2317 {
2501 last = field; 2318 kv->value = value;
2502 continue; 2319 return;
2503 } 2320 }
2504 2321
2505 if (value) 2322 key_value *kv = new key_value;
2506 field->value = value; 2323
2507 else 2324 kv->next = key_values;
2325 kv->key = key;
2326 kv->value = value;
2327
2328 key_values = kv;
2329}
2330
2331void
2332object::kv_del (shstr_tmp key)
2333{
2334 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2335 if ((*kvp)->key == key)
2508 { 2336 {
2509 /* Basically, if the archetype has this key set, 2337 key_value *kv = *kvp;
2510 * we need to store the null value so when we save 2338 *kvp = (*kvp)->next;
2511 * it, we save the empty value so that when we load, 2339 delete kv;
2512 * we get this value back again. 2340 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 } 2341 }
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} 2342}
2571 2343
2572object::depth_iterator::depth_iterator (object *container) 2344object::depth_iterator::depth_iterator (object *container)
2573: iterator_base (container) 2345: iterator_base (container)
2574{ 2346{
2588 } 2360 }
2589 else 2361 else
2590 item = item->env; 2362 item = item->env;
2591} 2363}
2592 2364
2365const char *
2366object::flag_desc (char *desc, int len) const
2367{
2368 char *p = desc;
2369 bool first = true;
2370
2371 *p = 0;
2372
2373 for (int i = 0; i < NUM_FLAGS; i++)
2374 {
2375 if (len <= 10) // magic constant!
2376 {
2377 snprintf (p, len, ",...");
2378 break;
2379 }
2380
2381 if (flag [i])
2382 {
2383 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2384 len -= cnt;
2385 p += cnt;
2386 first = false;
2387 }
2388 }
2389
2390 return desc;
2391}
2392
2593// return a suitable string describing an objetc in enough detail to find it 2393// return a suitable string describing an object in enough detail to find it
2594const char * 2394const char *
2595object::debug_desc (char *info) const 2395object::debug_desc (char *info) const
2596{ 2396{
2397 char flagdesc[512];
2597 char info2[256 * 3]; 2398 char info2[256 * 4];
2598 char *p = info; 2399 char *p = info;
2599 2400
2600 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2401 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2601 count, 2402 count,
2403 uuid.c_str (),
2602 &name, 2404 &name,
2603 title ? " " : "", 2405 title ? ",title:\"" : "",
2604 title ? (const char *)title : ""); 2406 title ? (const char *)title : "",
2407 title ? "\"" : "",
2408 flag_desc (flagdesc, 512), type);
2605 2409
2606 if (env) 2410 if (!flag[FLAG_REMOVED] && env)
2607 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2411 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2608 2412
2609 if (map) 2413 if (map)
2610 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2414 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2611 2415
2612 return info; 2416 return info;
2613} 2417}
2614 2418
2615const char * 2419const char *
2616object::debug_desc () const 2420object::debug_desc () const
2617{ 2421{
2618 static char info[256 * 3]; 2422 static char info[3][256 * 4];
2423 static int info_idx;
2424
2619 return debug_desc (info); 2425 return debug_desc (info [++info_idx % 3]);
2620} 2426}
2621 2427
2428struct region *
2429object::region () const
2430{
2431 return map ? map->region (x, y)
2432 : region::default_region ();
2433}
2434
2435const materialtype_t *
2436object::dominant_material () const
2437{
2438 if (materialtype_t *mt = name_to_material (materialname))
2439 return mt;
2440
2441 return name_to_material (shstr_unknown);
2442}
2443
2444void
2445object::open_container (object *new_container)
2446{
2447 if (container == new_container)
2448 return;
2449
2450 object *old_container = container;
2451
2452 if (old_container)
2453 {
2454 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2455 return;
2456
2457#if 0
2458 // remove the "Close old_container" object.
2459 if (object *closer = old_container->inv)
2460 if (closer->type == CLOSE_CON)
2461 closer->destroy ();
2462#endif
2463
2464 // make sure the container is available
2465 esrv_send_item (this, old_container);
2466
2467 old_container->flag [FLAG_APPLIED] = false;
2468 container = 0;
2469
2470 // client needs item update to make it work, client bug requires this to be separate
2471 esrv_update_item (UPD_FLAGS, this, old_container);
2472
2473 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2474 play_sound (sound_find ("chest_close"));
2475 }
2476
2477 if (new_container)
2478 {
2479 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2480 return;
2481
2482 // TODO: this does not seem to serve any purpose anymore?
2483#if 0
2484 // insert the "Close Container" object.
2485 if (archetype *closer = new_container->other_arch)
2486 {
2487 object *closer = arch_to_object (new_container->other_arch);
2488 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2489 new_container->insert (closer);
2490 }
2491#endif
2492
2493 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2494
2495 // make sure the container is available, client bug requires this to be separate
2496 esrv_send_item (this, new_container);
2497
2498 new_container->flag [FLAG_APPLIED] = true;
2499 container = new_container;
2500
2501 // client needs flag change
2502 esrv_update_item (UPD_FLAGS, this, new_container);
2503 esrv_send_inventory (this, new_container);
2504 play_sound (sound_find ("chest_open"));
2505 }
2506// else if (!old_container->env && contr && contr->ns)
2507// contr->ns->floorbox_reset ();
2508}
2509
2510object *
2511object::force_find (shstr_tmp name)
2512{
2513 /* cycle through his inventory to look for the MARK we want to
2514 * place
2515 */
2516 for (object *tmp = inv; tmp; tmp = tmp->below)
2517 if (tmp->type == FORCE && tmp->slaying == name)
2518 return splay (tmp);
2519
2520 return 0;
2521}
2522
2523//-GPL
2524
2525void
2526object::force_set_timer (int duration)
2527{
2528 this->duration = 1;
2529 this->speed_left = -1.f;
2530
2531 this->set_speed (duration ? 1.f / duration : 0.f);
2532}
2533
2534object *
2535object::force_add (shstr_tmp name, int duration)
2536{
2537 if (object *force = force_find (name))
2538 force->destroy ();
2539
2540 object *force = get_archetype (FORCE_NAME);
2541
2542 force->slaying = name;
2543 force->force_set_timer (duration);
2544 force->flag [FLAG_APPLIED] = true;
2545
2546 return insert (force);
2547}
2548
2549void
2550object::play_sound (faceidx sound) const
2551{
2552 if (!sound)
2553 return;
2554
2555 if (is_on_map ())
2556 map->play_sound (sound, x, y);
2557 else if (object *pl = in_player ())
2558 pl->contr->play_sound (sound);
2559}
2560
2561void
2562object::say_msg (const char *msg) const
2563{
2564 if (is_on_map ())
2565 map->say_msg (msg, x, y);
2566 else if (object *pl = in_player ())
2567 pl->contr->play_sound (sound);
2568}
2569
2570void
2571object::make_noise ()
2572{
2573 // we do not model noise in the map, so instead put
2574 // a temporary light into the noise source
2575 // could use the map instead, but that's less reliable for our
2576 // goal, which is to make invisibility a bit harder to exploit
2577
2578 // currently only works sensibly for players
2579 if (!is_player ())
2580 return;
2581
2582 // find old force, or create new one
2583 object *force = force_find (shstr_noise_force);
2584
2585 if (force)
2586 force->speed_left = -1.f; // patch old speed up
2587 else
2588 {
2589 force = archetype::get (shstr_noise_force);
2590
2591 force->slaying = shstr_noise_force;
2592 force->stats.food = 1;
2593 force->speed_left = -1.f;
2594
2595 force->set_speed (1.f / 4.f);
2596 force->flag [FLAG_IS_USED_UP] = true;
2597 force->flag [FLAG_APPLIED] = true;
2598
2599 insert (force);
2600 }
2601}
2602

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