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Comparing deliantra/server/common/object.C (file contents):
Revision 1.86 by root, Tue Dec 26 08:17:58 2006 UTC vs.
Revision 1.303 by root, Tue Nov 10 04:38:45 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 25#include <global.h>
28#include <stdio.h> 26#include <stdio.h>
29#include <sys/types.h> 27#include <sys/types.h>
30#include <sys/uio.h> 28#include <sys/uio.h>
31#include <object.h> 29#include <object.h>
32#include <funcpoint.h> 30#include <sproto.h>
33#include <loader.h> 31#include <loader.h>
34 32
35#include <bitset> 33#include <bitset>
36 34
37int nrofallocobjects = 0; 35UUID UUID::cur;
38static UUID uuid; 36static uint64_t seq_next_save;
39const uint64 UUID_SKIP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
40 39
41object *active_objects; /* List of active objects that need to be processed */ 40objectvec objects;
41activevec actives;
42 42
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 43//+GPL
44
45short freearr_x[SIZEOFFREE] = {
46 0,
47 0, 1, 1, 1, 0, -1, -1, -1,
48 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 49 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 50};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 51short freearr_y[SIZEOFFREE] = {
52 0,
53 -1, -1, 0, 1, 1, 1, 0, -1,
54 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 55 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
48};
49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51}; 56};
52int freedir[SIZEOFFREE] = { 57int freedir[SIZEOFFREE] = {
53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 58 0,
59 1, 2, 3, 4, 5, 6, 7, 8,
60 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 61 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55}; 62};
56 63
64static int maxfree[SIZEOFFREE] = {
65 0,
66 9, 10, 13, 14, 17, 18, 21, 22,
67 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
68 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
69};
70
57static void 71static void
58write_uuid (void) 72write_uuid (uval64 skip, bool sync)
59{ 73{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 74 CALL_BEGIN (2);
61 75 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 76 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 77 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 78 CALL_END;
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76} 79}
77 80
78static void 81static void
79read_uuid (void) 82read_uuid (void)
80{ 83{
81 char filename[MAX_BUF]; 84 char filename[MAX_BUF];
82 85
83 sprintf (filename, "%s/uuid", settings.localdir); 86 sprintf (filename, "%s/uuid", settings.localdir);
87
88 seq_next_save = 0;
84 89
85 FILE *fp; 90 FILE *fp;
86 91
87 if (!(fp = fopen (filename, "r"))) 92 if (!(fp = fopen (filename, "r")))
88 { 93 {
89 if (errno == ENOENT) 94 if (errno == ENOENT)
90 { 95 {
91 LOG (llevInfo, "RESET uid to 1\n"); 96 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 97 UUID::cur.seq = 0;
93 write_uuid (); 98 write_uuid (UUID_GAP, true);
94 return; 99 return;
95 } 100 }
96 101
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 102 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 103 _exit (1);
99 } 104 }
100 105
101 int version; 106 char buf [UUID::MAX_LEN];
102 unsigned long long uid; 107 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 108 fgets (buf, sizeof (buf), fp);
109
110 if (!UUID::cur.parse (buf))
104 { 111 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 112 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 113 _exit (1);
107 } 114 }
108 115
109 uuid.seq = uid; 116 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
110 write_uuid (); 117
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 118 write_uuid (UUID_GAP, true);
112 fclose (fp); 119 fclose (fp);
113} 120}
114 121
115UUID 122UUID
116gen_uuid () 123UUID::gen ()
117{ 124{
118 UUID uid; 125 UUID uid;
119 126
120 uid.seq = ++uuid.seq; 127 uid.seq = ++cur.seq;
121 128
122 if (!(uuid.seq & (UUID_SKIP - 1))) 129 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 130 {
131 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
132 write_uuid (UUID_GAP, false);
133 }
134
124 135
125 return uid; 136 return uid;
126} 137}
127 138
128void 139void
129init_uuid () 140UUID::init ()
130{ 141{
131 read_uuid (); 142 read_uuid ();
132} 143}
133 144
145bool
146UUID::parse (const char *s)
147{
148 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
149 return false;
150
151 seq = 0;
152
153 while (*s != '>')
154 {
155 if (*s < '0')
156 return false;
157
158 // this gives nice branchless code with gcc
159 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
160 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
161
162 seq = (seq << 4) | digit;
163
164 ++s;
165 }
166
167 return true;
168}
169
170char *
171UUID::append (char *buf) const
172{
173 *buf++ = '<';
174 *buf++ = '1';
175 *buf++ = '.';
176
177 uint64_t seq = this->seq;
178 const int bits = 64;
179 char nz = 0;
180 static const char tohex [] = "0123456789abcdef";
181
182 // assert (len >= 3 + bits / 4 + 1 + 1);
183 for (int i = bits / 4; --i; )
184 {
185 uint8_t digit = seq >> (bits - 4);
186
187 *buf = tohex [digit];
188 nz |= digit;
189 buf += nz ? 1 : 0;
190 seq <<= 4;
191 }
192
193 // last digit is special - always emit
194 uint8_t digit = seq >> (bits - 4);
195 *buf++ = tohex [digit];
196
197 *buf++ = '>';
198
199 return buf;
200}
201
202char *
203UUID::c_str () const
204{
205 static char buf [MAX_LEN];
206 *append (buf) = 0;
207 return buf;
208}
209
134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 210/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int 211static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 212compare_ob_value_lists_one (const object *wants, const object *has)
137{ 213{
138 key_value *wants_field;
139
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 214 /* n-squared behaviour (see kv_get), but I'm hoping both
141 * objects with lists are rare, and lists stay short. If not, use a 215 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 216 * different structure or at least keep the lists sorted...
143 */ 217 */
144 218
145 /* For each field in wants, */ 219 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 220 for (key_value *kv = wants->key_values; kv; kv = kv->next)
147 { 221 if (has->kv_get (kv->key) != kv->value)
148 key_value *has_field; 222 return false;
149
150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
154 {
155 /* No field with that name. */
156 return FALSE;
157 }
158
159 /* Found the matching field. */
160 if (has_field->value != wants_field->value)
161 {
162 /* Values don't match, so this half of the comparison is false. */
163 return FALSE;
164 }
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 223
169 /* If we get here, every field in wants has a matching field in has. */ 224 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE; 225 return true;
171} 226}
172 227
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 228/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 229static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 230compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 231{
177 /* However, there may be fields in has which aren't partnered in wants, 232 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 233 * so we need to run the comparison *twice*. :(
179 */ 234 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 235 return compare_ob_value_lists_one (ob1, ob2)
236 && compare_ob_value_lists_one (ob2, ob1);
181} 237}
182 238
183/* Function examines the 2 objects given to it, and returns true if 239/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 240 * they can be merged together.
185 * 241 *
190 * Check nrof variable *before* calling can_merge() 246 * Check nrof variable *before* calling can_merge()
191 * 247 *
192 * Improvements made with merge: Better checking on potion, and also 248 * Improvements made with merge: Better checking on potion, and also
193 * check weight 249 * check weight
194 */ 250 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 251bool object::can_merge_slow (object *ob1, object *ob2)
197{ 252{
198 /* A couple quicksanity checks */ 253 /* A couple quicksanity checks */
199 if (ob1 == ob2 254 if (ob1 == ob2
200 || ob1->type != ob2->type 255 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed 256 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED
202 || ob1->value != ob2->value 257 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 258 || ob1->name != ob2->name)
204 return 0; 259 return 0;
205 260
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 261 /* Do not merge objects if nrof would overflow, assume nrof
208 * value could not be stored in a sint32 (which unfortunately sometimes is 262 * is always 0 .. 2**31-1 */
209 * used to store nrof). 263 if (ob1->nrof > 0x7fffffff - ob2->nrof)
210 */
211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
212 return 0; 264 return 0;
213 265
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 266 /* 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 267 * 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 268 * 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 269 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning. 270 * flags lose any meaning.
219 */ 271 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 272 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 273 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 274
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 275 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 276 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 277
226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 278 if (ob1->arch->archname != ob2->arch->archname
227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 279 || ob1->name != ob2->name
229 || ob1->title != ob2->title 280 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 281 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 282 || 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 283 || ob1->attacktype != ob2->attacktype
235 || ob1->magic != ob2->magic 284 || ob1->magic != ob2->magic
236 || ob1->slaying != ob2->slaying 285 || ob1->slaying != ob2->slaying
237 || ob1->skill != ob2->skill 286 || ob1->skill != ob2->skill
238 || ob1->value != ob2->value 287 || ob1->value != ob2->value
239 || ob1->animation_id != ob2->animation_id 288 || ob1->animation_id != ob2->animation_id
289 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
240 || ob1->client_type != ob2->client_type 290 || ob1->client_type != ob2->client_type
241 || ob1->materialname != ob2->materialname 291 || ob1->material != ob2->material
242 || ob1->lore != ob2->lore 292 || ob1->lore != ob2->lore
243 || ob1->subtype != ob2->subtype 293 || ob1->subtype != ob2->subtype
244 || ob1->move_type != ob2->move_type 294 || ob1->move_type != ob2->move_type
245 || ob1->move_block != ob2->move_block 295 || ob1->move_block != ob2->move_block
246 || ob1->move_allow != ob2->move_allow 296 || ob1->move_allow != ob2->move_allow
247 || ob1->move_on != ob2->move_on 297 || ob1->move_on != ob2->move_on
248 || ob1->move_off != ob2->move_off 298 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow 299 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty) 300 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
301 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
302 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
251 return 0; 303 return 0;
252 304
305 if ((ob1->flag ^ ob2->flag)
306 .reset (FLAG_INV_LOCKED)
307 .reset (FLAG_REMOVED)
308 .any ())
309 return 0;
310
253 /* This is really a spellbook check - really, we should 311 /* This is really a spellbook check - we should in general
254 * check all objects in the inventory. 312 * not merge objects with real inventories, as splitting them
313 * is hard.
255 */ 314 */
256 if (ob1->inv || ob2->inv) 315 if (ob1->inv || ob2->inv)
257 { 316 {
258 /* if one object has inventory but the other doesn't, not equiv */ 317 if (!(ob1->inv && ob2->inv))
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 318 return 0; /* inventories differ in length */
260 return 0;
261 319
262 /* Now check to see if the two inventory objects could merge */ 320 if (ob1->inv->below || ob2->inv->below)
321 return 0; /* more than one object in inv */
322
263 if (!object::can_merge (ob1->inv, ob2->inv)) 323 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0; 324 return 0; /* inventory objects differ */
265 325
266 /* inventory ok - still need to check rest of this object to see 326 /* inventory ok - still need to check rest of this object to see
267 * if it is valid. 327 * if it is valid.
268 */ 328 */
269 } 329 }
277 337
278 /* Note sure why the following is the case - either the object has to 338 /* 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 339 * be animated or have a very low speed. Is this an attempted monster
280 * check? 340 * check?
281 */ 341 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 342 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 343 return 0;
284 344
285 switch (ob1->type) 345 switch (ob1->type)
286 { 346 {
287 case SCROLL: 347 case SCROLL:
288 if (ob1->level != ob2->level) 348 if (ob1->level != ob2->level)
289 return 0; 349 return 0;
290 break; 350 break;
291 } 351 }
292 352
293 if (ob1->key_values != NULL || ob2->key_values != NULL) 353 if (ob1->key_values || ob2->key_values)
294 { 354 {
295 /* At least one of these has key_values. */ 355 /* At least one of these has key_values. */
296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 356 if ((!ob1->key_values) != (!ob2->key_values))
297 /* One has fields, but the other one doesn't. */ 357 return 0; /* One has fields, but the other one doesn't. */
358
359 if (!compare_ob_value_lists (ob1, ob2))
298 return 0; 360 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0;
301 } 361 }
302 362
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self) 363 if (ob1->self || ob2->self)
305 { 364 {
306 ob1->optimise (); 365 ob1->optimise ();
307 ob2->optimise (); 366 ob2->optimise ();
308 367
309 if (ob1->self || ob2->self) 368 if (ob1->self || ob2->self)
369 {
370 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
371 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
372
373 if (k1 != k2)
310 return 0; 374 return 0;
375
376 if (k1 == 0)
377 return 1;
378
379 if (!cfperl_can_merge (ob1, ob2))
380 return 0;
381 }
311 } 382 }
312 383
313 /* Everything passes, must be OK. */ 384 /* Everything passes, must be OK. */
314 return 1; 385 return 1;
315} 386}
316 387
388// find player who can see this object
389object *
390object::visible_to () const
391{
392 if (client_visible () && !flag [FLAG_REMOVED])
393 {
394 // see if we are in a container of sorts
395 if (env)
396 {
397 // the player inventory itself is always visible
398 if (env->is_player ())
399 return env;
400
401 // else a player could have our env open
402 object *envest = env->outer_env_or_self ();
403
404 // the player itself is always on a map, so we will find him here
405 // even if our inv is in a player.
406 if (envest->is_on_map ())
407 if (object *pl = envest->ms ().player ())
408 if (pl->container_ () == env)
409 return pl;
410 }
411 else
412 {
413 // maybe there is a player standing on the same mapspace
414 // this will catch the case where "this" is a player
415 if (object *pl = ms ().player ())
416 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
417 || pl->container_ () == this)
418 return pl;
419 }
420 }
421
422 return 0;
423}
424
425// adjust weight per container type ("of holding")
426static sint32
427weight_adjust_for (object *op, sint32 weight)
428{
429 return op->type == CONTAINER
430 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
431 : weight;
432}
433
317/* 434/*
435 * adjust_weight(object, weight) adds the specified weight to an object,
436 * and also updates how much the environment(s) is/are carrying.
437 */
438static void
439adjust_weight (object *op, sint32 weight)
440{
441 while (op)
442 {
443 // adjust by actual difference to account for rounding errors
444 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
445 weight = weight_adjust_for (op, op->carrying)
446 - weight_adjust_for (op, op->carrying - weight);
447
448 if (!weight)
449 return;
450
451 op->carrying += weight;
452
453 if (object *pl = op->visible_to ())
454 if (pl != op) // player is handled lazily
455 esrv_update_item (UPD_WEIGHT, pl, op);
456
457 op = op->env;
458 }
459}
460
461/*
318 * sum_weight() is a recursive function which calculates the weight 462 * this is a recursive function which calculates the weight
319 * an object is carrying. It goes through in figures out how much 463 * an object is carrying. It goes through op and figures out how much
320 * containers are carrying, and sums it up. 464 * containers are carrying, and sums it up.
321 */ 465 */
322long 466void
323sum_weight (object *op) 467object::update_weight ()
324{ 468{
325 long sum; 469 sint32 sum = 0;
326 object *inv;
327 470
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 471 for (object *op = inv; op; op = op->below)
329 { 472 {
330 if (inv->inv) 473 if (op->inv)
331 sum_weight (inv); 474 op->update_weight ();
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 475
476 sum += op->total_weight ();
477 }
478
479 sum = weight_adjust_for (this, sum);
480
481 if (sum != carrying)
333 } 482 {
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; 483 carrying = sum;
340 484
341 return sum; 485 if (object *pl = visible_to ())
486 if (pl != this) // player is handled lazily
487 esrv_update_item (UPD_WEIGHT, pl, this);
488 }
342} 489}
343 490
344/** 491/*
345 * Return the outermost environment object for a given object. 492 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
346 */ 493 */
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 * 494char *
363dump_object (object *op) 495dump_object (object *op)
364{ 496{
365 if (!op) 497 if (!op)
366 return strdup ("[NULLOBJ]"); 498 return strdup ("[NULLOBJ]");
367 499
368 object_freezer freezer; 500 object_freezer freezer;
369 save_object (freezer, op, 1); 501 op->write (freezer);
370 return freezer.as_string (); 502 return freezer.as_string ();
371} 503}
372 504
373/* 505char *
374 * get_nearest_part(multi-object, object 2) returns the part of the 506object::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{ 507{
382 object *tmp, *closest; 508 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} 509}
392 510
393/* 511/*
394 * Returns the object which has the count-variable equal to the argument. 512 * Returns the object which has the count-variable equal to the argument.
513 * VERRRY slow.
395 */ 514 */
396
397object * 515object *
398find_object (tag_t i) 516find_object (tag_t i)
399{ 517{
400 for (object *op = object::first; op; op = op->next) 518 for_all_objects (op)
401 if (op->count == i) 519 if (op->count == i)
402 return op; 520 return op;
403 521
404 return 0; 522 return 0;
405} 523}
406 524
407/* 525/*
408 * Returns the first object which has a name equal to the argument. 526 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 527 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 528 * Enables features like "patch <name-of-other-player> food 999"
411 */ 529 */
412
413object * 530object *
414find_object_name (const char *str) 531find_object_name (const char *str)
415{ 532{
416 shstr_cmp str_ (str); 533 shstr_cmp str_ (str);
417 object *op;
418 534
419 for (op = object::first; op != NULL; op = op->next) 535 if (str_)
536 for_all_objects (op)
420 if (op->name == str_) 537 if (op->name == str_)
421 break; 538 return op;
422 539
423 return op; 540 return 0;
424}
425
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430} 541}
431 542
432/* 543/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 544 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 545 * skill and experience objects.
546 * ACTUALLY NO! investigate! TODO
435 */ 547 */
436void 548void
437object::set_owner (object *owner) 549object::set_owner (object *owner)
438{ 550{
551 // allow objects which own objects
439 if (!owner) 552 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) 553 while (owner->owner)
450 owner = owner->owner; 554 owner = owner->owner;
555
556 if (flag [FLAG_FREED])
557 {
558 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
559 return;
560 }
451 561
452 this->owner = owner; 562 this->owner = owner;
563}
564
565int
566object::slottype () const
567{
568 if (type == SKILL)
569 {
570 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
571 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
572 }
573 else
574 {
575 if (slot [body_combat].info) return slot_combat;
576 if (slot [body_range ].info) return slot_ranged;
577 }
578
579 return slot_none;
580}
581
582bool
583object::change_weapon (object *ob)
584{
585 if (current_weapon == ob)
586 return true;
587
588 if (chosen_skill)
589 chosen_skill->flag [FLAG_APPLIED] = false;
590
591 current_weapon = ob;
592 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
593
594 if (chosen_skill)
595 chosen_skill->flag [FLAG_APPLIED] = true;
596
597 update_stats ();
598
599 if (ob)
600 {
601 // now check wether any body locations became invalid, in which case
602 // we cannot apply the weapon at the moment.
603 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
604 if (slot[i].used < 0)
605 {
606 current_weapon = chosen_skill = 0;
607 update_stats ();
608
609 new_draw_info_format (NDI_UNIQUE, 0, this,
610 "You try to balance all your items at once, "
611 "but the %s is just too much for your body. "
612 "[You need to unapply some items first - use the 'body' command to see "
613 "how many items you cna wera on a specific body part.]", &ob->name);
614 return false;
615 }
616
617 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
618 }
619 else
620 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
621
622 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
623 {
624 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
625 &name, ob->debug_desc ());
626 return false;
627 }
628
629 return true;
453} 630}
454 631
455/* Zero the key_values on op, decrementing the shared-string 632/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 633 * refcounts and freeing the links.
457 */ 634 */
458static void 635static void
459free_key_values (object *op) 636free_key_values (object *op)
460{ 637{
461 for (key_value *i = op->key_values; i != 0;) 638 for (key_value *i = op->key_values; i; )
462 { 639 {
463 key_value *next = i->next; 640 key_value *next = i->next;
464 delete i; 641 delete i;
465 642
466 i = next; 643 i = next;
478 * will point at garbage. 655 * will point at garbage.
479 */ 656 */
480void 657void
481object::copy_to (object *dst) 658object::copy_to (object *dst)
482{ 659{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 660 dst->remove ();
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
485
486 *(object_copy *)dst = *this; 661 *(object_copy *)dst = *this;
487 662 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;
496 663
497 /* Copy over key_values, if any. */ 664 /* Copy over key_values, if any. */
498 if (key_values) 665 if (key_values)
499 { 666 {
500 key_value *tail = 0; 667 key_value *tail = 0;
501 key_value *i;
502
503 dst->key_values = 0; 668 dst->key_values = 0;
504 669
505 for (i = key_values; i; i = i->next) 670 for (key_value *i = key_values; i; i = i->next)
506 { 671 {
507 key_value *new_link = new key_value; 672 key_value *new_link = new key_value;
508 673
509 new_link->next = 0; 674 new_link->next = 0;
510 new_link->key = i->key; 675 new_link->key = i->key;
511 new_link->value = i->value; 676 new_link->value = i->value;
512 677
513 /* Try and be clever here, too. */ 678 /* Try and be clever here, too. */
514 if (!dst->key_values) 679 if (!dst->key_values)
515 { 680 {
522 tail = new_link; 687 tail = new_link;
523 } 688 }
524 } 689 }
525 } 690 }
526 691
527 update_ob_speed (dst); 692 if (speed < 0)
693 dst->speed_left -= rndm ();
694
695 dst->activate ();
696}
697
698void
699object::instantiate ()
700{
701 if (!uuid.seq) // HACK
702 uuid = UUID::gen ();
703
704 speed_left = -0.1f;
705 /* copy the body_info to the body_used - this is only really
706 * need for monsters, but doesn't hurt to do it for everything.
707 * by doing so, when a monster is created, it has good starting
708 * values for the body_used info, so when items are created
709 * for it, they can be properly equipped.
710 */
711 for (int i = NUM_BODY_LOCATIONS; i--; )
712 slot[i].used = slot[i].info;
713
714 attachable::instantiate ();
528} 715}
529 716
530object * 717object *
531object::clone () 718object::clone ()
532{ 719{
533 object *neu = create (); 720 object *neu = create ();
534 copy_to (neu); 721 copy_to (neu);
722 neu->map = map; // not copied by copy_to
535 return neu; 723 return neu;
536} 724}
537 725
538/* 726/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 727 * If an object with the IS_TURNABLE() flag needs to be turned due
540 * to the closest player being on the other side, this function can 728 * 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. 729 * be called to update the face variable, _and_ how it looks on the map.
542 */ 730 */
543
544void 731void
545update_turn_face (object *op) 732update_turn_face (object *op)
546{ 733{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 734 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 735 return;
736
549 SET_ANIMATION (op, op->direction); 737 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 738 update_object (op, UP_OBJ_FACE);
551} 739}
552 740
553/* 741/*
554 * Updates the speed of an object. If the speed changes from 0 to another 742 * Updates the speed of an object. If the speed changes from 0 to another
555 * value, or vice versa, then add/remove the object from the active list. 743 * value, or vice versa, then add/remove the object from the active list.
556 * This function needs to be called whenever the speed of an object changes. 744 * This function needs to be called whenever the speed of an object changes.
557 */ 745 */
558void 746void
559update_ob_speed (object *op) 747object::set_speed (float speed)
560{ 748{
561 extern int arch_init; 749 this->speed = speed;
562 750
563 /* No reason putting the archetypes objects on the speed list, 751 if (has_active_speed ())
564 * since they never really need to be updated. 752 activate ();
565 */
566 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
567 {
568 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
569 op->speed = 0;
570 }
571
572 if (arch_init)
573 return;
574
575 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
576 {
577 /* If already on active list, don't do anything */
578 if (op->active_next || op->active_prev || op == active_objects)
579 return;
580
581 /* process_events() expects us to insert the object at the beginning
582 * of the list. */
583 op->active_next = active_objects;
584
585 if (op->active_next != NULL)
586 op->active_next->active_prev = op;
587
588 active_objects = op;
589 }
590 else 753 else
591 { 754 deactivate ();
592 /* If not on the active list, nothing needs to be done */
593 if (!op->active_next && !op->active_prev && op != active_objects)
594 return;
595
596 if (op->active_prev == NULL)
597 {
598 active_objects = op->active_next;
599
600 if (op->active_next != NULL)
601 op->active_next->active_prev = NULL;
602 }
603 else
604 {
605 op->active_prev->active_next = op->active_next;
606
607 if (op->active_next)
608 op->active_next->active_prev = op->active_prev;
609 }
610
611 op->active_next = NULL;
612 op->active_prev = NULL;
613 }
614}
615
616/* This function removes object 'op' from the list of active
617 * objects.
618 * This should only be used for style maps or other such
619 * reference maps where you don't want an object that isn't
620 * in play chewing up cpu time getting processed.
621 * The reverse of this is to call update_ob_speed, which
622 * will do the right thing based on the speed of the object.
623 */
624void
625remove_from_active_list (object *op)
626{
627 /* If not on the active list, nothing needs to be done */
628 if (!op->active_next && !op->active_prev && op != active_objects)
629 return;
630
631 if (op->active_prev == NULL)
632 {
633 active_objects = op->active_next;
634 if (op->active_next != NULL)
635 op->active_next->active_prev = NULL;
636 }
637 else
638 {
639 op->active_prev->active_next = op->active_next;
640 if (op->active_next)
641 op->active_next->active_prev = op->active_prev;
642 }
643 op->active_next = NULL;
644 op->active_prev = NULL;
645} 755}
646 756
647/* 757/*
648 * update_object() updates the the map. 758 * update_object() updates the the map.
649 * It takes into account invisible objects (and represent squares covered 759 * It takes into account invisible objects (and represent squares covered
662 * UP_OBJ_FACE: only the objects face has changed. 772 * UP_OBJ_FACE: only the objects face has changed.
663 */ 773 */
664void 774void
665update_object (object *op, int action) 775update_object (object *op, int action)
666{ 776{
667 MoveType move_on, move_off, move_block, move_slow; 777 if (!op)
668
669 if (op == NULL)
670 { 778 {
671 /* this should never happen */ 779 /* this should never happen */
672 LOG (llevDebug, "update_object() called for NULL object.\n"); 780 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
673 return; 781 return;
674 } 782 }
675 783
676 if (op->env) 784 if (!op->is_on_map ())
677 { 785 {
678 /* Animation is currently handled by client, so nothing 786 /* Animation is currently handled by client, so nothing
679 * to do in this case. 787 * to do in this case.
680 */ 788 */
681 return; 789 return;
682 } 790 }
683
684 /* If the map is saving, don't do anything as everything is
685 * going to get freed anyways.
686 */
687 if (!op->map || op->map->in_memory == MAP_SAVING)
688 return;
689 791
690 /* make sure the object is within map boundaries */ 792 /* make sure the object is within map boundaries */
691 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 793 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
692 { 794 {
693 LOG (llevError, "update_object() called for object out of map!\n"); 795 LOG (llevError, "update_object() called for object out of map!\n");
697 return; 799 return;
698 } 800 }
699 801
700 mapspace &m = op->ms (); 802 mapspace &m = op->ms ();
701 803
702 if (m.flags_ & P_NEED_UPDATE) 804 if (!(m.flags_ & P_UPTODATE))
703 /* nop */; 805 /* nop */;
704 else if (action == UP_OBJ_INSERT) 806 else if (action == UP_OBJ_INSERT)
705 { 807 {
808#if 0
706 // this is likely overkill, TODO: revisit (schmorp) 809 // this is likely overkill, TODO: revisit (schmorp)
707 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 810 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
708 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 811 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
709 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 812 || (op->is_player () && !(m.flags_ & P_PLAYER))
710 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 813 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
711 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 814 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
712 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 815 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
713 || (m.move_on | op->move_on ) != m.move_on 816 || (m.move_on | op->move_on ) != m.move_on
714 || (m.move_off | op->move_off ) != m.move_off 817 || (m.move_off | op->move_off ) != m.move_off
715 || (m.move_slow | op->move_slow) != m.move_slow 818 || (m.move_slow | op->move_slow) != m.move_slow
716 /* This isn't perfect, but I don't expect a lot of objects to 819 /* This isn't perfect, but I don't expect a lot of objects to
717 * to have move_allow right now. 820 * have move_allow right now.
718 */ 821 */
719 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 822 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
823 m.invalidate ();
824#else
720 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 825 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
721 m.flags_ = P_NEED_UPDATE; 826 m.invalidate ();
827#endif
722 } 828 }
723 /* if the object is being removed, we can't make intelligent 829 /* if the object is being removed, we can't make intelligent
724 * decisions, because remove_ob can't really pass the object 830 * decisions, because remove_ob can't really pass the object
725 * that is being removed. 831 * that is being removed.
726 */ 832 */
727 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 833 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
728 m.flags_ = P_NEED_UPDATE; 834 m.invalidate ();
729 else if (action == UP_OBJ_FACE) 835 else if (action == UP_OBJ_FACE)
730 /* Nothing to do for that case */ ; 836 /* Nothing to do for that case */ ;
731 else 837 else
732 LOG (llevError, "update_object called with invalid action: %d\n", action); 838 LOG (llevError, "update_object called with invalid action: %d\n", action);
733 839
734 if (op->more) 840 if (op->more)
735 update_object (op->more, action); 841 update_object (op->more, action);
736} 842}
737 843
738object::vector object::objects; // not yet used
739object *object::first;
740
741object::object () 844object::object ()
742{ 845{
743 SET_FLAG (this, FLAG_REMOVED); 846 SET_FLAG (this, FLAG_REMOVED);
744 847
745 expmul = 1.0; 848 //expmul = 1.0; declared const for the time being
746 face = blank_face; 849 face = blank_face;
850 material = &material_null;
747} 851}
748 852
749object::~object () 853object::~object ()
750{ 854{
855 unlink ();
856
751 free_key_values (this); 857 free_key_values (this);
752} 858}
753 859
860static int object_count;
861
754void object::link () 862void object::link ()
755{ 863{
864 assert (!index);//D
865 uuid = UUID::gen ();
756 count = ++ob_count; 866 count = ++object_count;
757 uuid = gen_uuid ();
758 867
759 prev = 0; 868 refcnt_inc ();
760 next = object::first; 869 objects.insert (this);
761
762 if (object::first)
763 object::first->prev = this;
764
765 object::first = this;
766} 870}
767 871
768void object::unlink () 872void object::unlink ()
769{ 873{
770 if (this == object::first) 874 if (!index)
771 object::first = next;
772
773 /* Remove this object from the list of used objects */
774 if (prev) prev->next = next;
775 if (next) next->prev = prev;
776
777 prev = 0;
778 next = 0;
779}
780
781object *object::create ()
782{
783 object *op = new object;
784 op->link ();
785 return op;
786}
787
788/*
789 * free_object() frees everything allocated by an object, removes
790 * it from the list of used objects, and puts it on the list of
791 * free objects. The IS_FREED() flag is set in the object.
792 * The object must have been removed by remove_ob() first for
793 * this function to succeed.
794 *
795 * If destroy_inventory is set, free inventory as well. Else drop items in
796 * inventory to the ground.
797 */
798void
799object::do_destroy ()
800{
801 attachable::do_destroy ();
802
803 if (flag [FLAG_IS_LINKED])
804 remove_button_link (this);
805
806 if (flag [FLAG_FRIENDLY])
807 remove_friendly_object (this);
808
809 if (!flag [FLAG_REMOVED])
810 remove ();
811
812 if (flag [FLAG_FREED])
813 return; 875 return;
814 876
815 flag [FLAG_FREED] = 1; 877 objects.erase (this);
878 refcnt_dec ();
879}
816 880
817 // hack to ensure that freed objects still have a valid map 881void
818 { 882object::activate ()
819 static maptile *freed_map; // freed objects are moved here to avoid crashes 883{
884 /* If already on active list, don't do anything */
885 if (active)
886 return;
820 887
821 if (!freed_map) 888 if (has_active_speed ())
822 { 889 {
823 freed_map = new maptile; 890 if (flag [FLAG_FREED])
891 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
824 892
825 freed_map->name = "/internal/freed_objects_map"; 893 actives.insert (this);
826 freed_map->width = 3;
827 freed_map->height = 3;
828
829 freed_map->allocate ();
830 } 894 }
895}
831 896
832 map = freed_map; 897void
833 x = 1; 898object::activate_recursive ()
834 y = 1; 899{
900 activate ();
901
902 for (object *op = inv; op; op = op->below)
903 op->activate_recursive ();
904}
905
906/* This function removes object 'op' from the list of active
907 * objects.
908 * This should only be used for style maps or other such
909 * reference maps where you don't want an object that isn't
910 * in play chewing up cpu time getting processed.
911 * The reverse of this is to call update_ob_speed, which
912 * will do the right thing based on the speed of the object.
913 */
914void
915object::deactivate ()
916{
917 /* If not on the active list, nothing needs to be done */
918 if (!active)
919 return;
920
921 actives.erase (this);
922}
923
924void
925object::deactivate_recursive ()
926{
927 for (object *op = inv; op; op = op->below)
928 op->deactivate_recursive ();
929
930 deactivate ();
931}
932
933void
934object::set_flag_inv (int flag, int value)
935{
936 for (object *op = inv; op; op = op->below)
937 {
938 op->flag [flag] = value;
939 op->set_flag_inv (flag, value);
835 } 940 }
836
837 more = 0;
838 head = 0;
839 inv = 0;
840
841 // clear those pointers that likely might have circular references to us
842 owner = 0;
843 enemy = 0;
844 attacked_by = 0;
845
846 // only relevant for players(?), but make sure of it anyways
847 contr = 0;
848
849 /* Remove object from the active list */
850 speed = 0;
851 update_ob_speed (this);
852
853 unlink ();
854} 941}
855 942
856/* 943/*
857 * Remove and free all objects in the inventory of the given object. 944 * Remove and free all objects in the inventory of the given object.
858 * object.c ? 945 * object.c ?
859 */ 946 */
860void 947void
861object::destroy_inv (bool drop_to_ground) 948object::destroy_inv (bool drop_to_ground)
862{ 949{
950 // need to check first, because the checks below might segfault
951 // as we might be on an invalid mapspace and crossfire code
952 // is too buggy to ensure that the inventory is empty.
953 // corollary: if you create arrows etc. with stuff in its inventory,
954 // cf will crash below with off-map x and y
863 if (!inv) 955 if (!inv)
864 return; 956 return;
865 957
866 /* Only if the space blocks everything do we not process - 958 /* Only if the space blocks everything do we not process -
867 * if some form of movement is allowed, let objects 959 * if some form of movement is allowed, let objects
868 * drop on that space. 960 * drop on that space.
869 */ 961 */
870 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) 962 if (!drop_to_ground
963 || !map
964 || map->in_memory != MAP_ACTIVE
965 || map->no_drop
966 || ms ().move_block == MOVE_ALL)
871 { 967 {
872 while (inv) 968 while (inv)
873 {
874 inv->destroy_inv (drop_to_ground);
875 inv->destroy (); 969 inv->destroy ();
876 }
877 } 970 }
878 else 971 else
879 { /* Put objects in inventory onto this space */ 972 { /* Put objects in inventory onto this space */
880 while (inv) 973 while (inv)
881 { 974 {
883 976
884 if (op->flag [FLAG_STARTEQUIP] 977 if (op->flag [FLAG_STARTEQUIP]
885 || op->flag [FLAG_NO_DROP] 978 || op->flag [FLAG_NO_DROP]
886 || op->type == RUNE 979 || op->type == RUNE
887 || op->type == TRAP 980 || op->type == TRAP
888 || op->flag [FLAG_IS_A_TEMPLATE]) 981 || op->flag [FLAG_IS_A_TEMPLATE]
982 || op->flag [FLAG_DESTROY_ON_DEATH])
889 op->destroy (); 983 op->destroy ();
890 else 984 else
891 { 985 map->insert (op, x, y);
892 op->remove ();
893 op->x = x;
894 op->y = y;
895 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
896 }
897 } 986 }
898 } 987 }
899} 988}
900 989
990object *object::create ()
991{
992 object *op = new object;
993 op->link ();
994 return op;
995}
996
997static struct freed_map : maptile
998{
999 freed_map ()
1000 {
1001 path = "<freed objects map>";
1002 name = "/internal/freed_objects_map";
1003 width = 3;
1004 height = 3;
1005 no_drop = 1;
1006 no_reset = 1;
1007
1008 alloc ();
1009 in_memory = MAP_ACTIVE;
1010 }
1011
1012 ~freed_map ()
1013 {
1014 destroy ();
1015 }
1016} freed_map; // freed objects are moved here to avoid crashes
1017
901void 1018void
902object::destroy (bool destroy_inventory) 1019object::do_destroy ()
1020{
1021 if (flag [FLAG_IS_LINKED])
1022 remove_link ();
1023
1024 if (flag [FLAG_FRIENDLY])
1025 remove_friendly_object (this);
1026
1027 remove ();
1028
1029 attachable::do_destroy ();
1030
1031 deactivate ();
1032 unlink ();
1033
1034 flag [FLAG_FREED] = 1;
1035
1036 // hack to ensure that freed objects still have a valid map
1037 map = &freed_map;
1038 x = 1;
1039 y = 1;
1040
1041 if (more)
1042 {
1043 more->destroy ();
1044 more = 0;
1045 }
1046
1047 head = 0;
1048
1049 // clear those pointers that likely might cause circular references
1050 owner = 0;
1051 enemy = 0;
1052 attacked_by = 0;
1053 current_weapon = 0;
1054}
1055
1056void
1057object::destroy ()
903{ 1058{
904 if (destroyed ()) 1059 if (destroyed ())
905 return; 1060 return;
906 1061
907 if (more) 1062 if (!is_head () && !head->destroyed ())
908 {
909 //TODO: non-head objects must not have inventory
910 more->destroy (destroy_inventory);
911 more = 0;
912 } 1063 {
1064 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1065 head->destroy ();
1066 return;
1067 }
913 1068
914 if (destroy_inventory)
915 destroy_inv (true); 1069 destroy_inv (false);
1070
1071 if (is_head ())
1072 if (sound_destroy)
1073 play_sound (sound_destroy);
1074 else if (flag [FLAG_MONSTER])
1075 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
916 1076
917 attachable::destroy (); 1077 attachable::destroy ();
918}
919
920/*
921 * sub_weight() recursively (outwards) subtracts a number from the
922 * weight of an object (and what is carried by it's environment(s)).
923 */
924void
925sub_weight (object *op, signed long weight)
926{
927 while (op != NULL)
928 {
929 if (op->type == CONTAINER)
930 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
931
932 op->carrying -= weight;
933 op = op->env;
934 }
935} 1078}
936 1079
937/* op->remove (): 1080/* op->remove ():
938 * This function removes the object op from the linked list of objects 1081 * This function removes the object op from the linked list of objects
939 * which it is currently tied to. When this function is done, the 1082 * which it is currently tied to. When this function is done, the
940 * object will have no environment. If the object previously had an 1083 * object will have no environment. If the object previously had an
941 * environment, the x and y coordinates will be updated to 1084 * environment, the x and y coordinates will be updated to
942 * the previous environment. 1085 * the previous environment.
943 * Beware: This function is called from the editor as well!
944 */ 1086 */
945void 1087void
946object::remove () 1088object::do_remove ()
947{ 1089{
948 object *tmp, *last = 0; 1090 if (flag [FLAG_REMOVED])
949 object *otmp;
950
951 if (QUERY_FLAG (this, FLAG_REMOVED))
952 return; 1091 return;
953 1092
954 SET_FLAG (this, FLAG_REMOVED);
955 INVOKE_OBJECT (REMOVE, this); 1093 INVOKE_OBJECT (REMOVE, this);
1094
1095 flag [FLAG_REMOVED] = true;
956 1096
957 if (more) 1097 if (more)
958 more->remove (); 1098 more->remove ();
959 1099
960 /* 1100 /*
961 * In this case, the object to be removed is in someones 1101 * In this case, the object to be removed is in someones
962 * inventory. 1102 * inventory.
963 */ 1103 */
964 if (env) 1104 if (env)
965 { 1105 {
966 if (nrof) 1106 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
967 sub_weight (env, weight * nrof); 1107 if (object *pl = visible_to ())
968 else 1108 esrv_del_item (pl->contr, count);
969 sub_weight (env, weight + carrying); 1109 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1110
1111 adjust_weight (env, -total_weight ());
1112
1113 object *pl = in_player ();
1114
1115 /* we set up values so that it could be inserted into
1116 * the map, but we don't actually do that - it is up
1117 * to the caller to decide what we want to do.
1118 */
1119 map = env->map;
1120 x = env->x;
1121 y = env->y;
1122
1123 // make sure cmov optimisation is applicable
1124 *(above ? &above->below : &env->inv) = below;
1125 *(below ? &below->above : &above ) = above; // &above is just a dummy
1126
1127 above = 0;
1128 below = 0;
1129 env = 0;
970 1130
971 /* NO_FIX_PLAYER is set when a great many changes are being 1131 /* NO_FIX_PLAYER is set when a great many changes are being
972 * made to players inventory. If set, avoiding the call 1132 * made to players inventory. If set, avoiding the call
973 * to save cpu time. 1133 * to save cpu time.
974 */ 1134 */
975 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1135 if (pl)
1136 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1137 {
976 otmp->update_stats (); 1138 pl->update_stats ();
977 1139
978 if (above != NULL) 1140 if (glow_radius && pl->is_on_map ())
979 above->below = below; 1141 update_all_los (pl->map, pl->x, pl->y);
980 else 1142 }
981 env->inv = below;
982
983 if (below != NULL)
984 below->above = above;
985
986 /* we set up values so that it could be inserted into
987 * the map, but we don't actually do that - it is up
988 * to the caller to decide what we want to do.
989 */
990 x = env->x, y = env->y;
991 map = env->map;
992 above = 0, below = 0;
993 env = 0;
994 } 1143 }
995 else if (map) 1144 else if (map)
996 { 1145 {
997 /* Re did the following section of code - it looks like it had 1146 map->dirty = true;
998 * lots of logic for things we no longer care about 1147 mapspace &ms = this->ms ();
1148
1149 if (object *pl = ms.player ())
999 */ 1150 {
1151 if (is_player ())
1152 {
1153 if (!flag [FLAG_WIZPASS])
1154 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1155
1156 // leaving a spot always closes any open container on the ground
1157 if (container && !container->env)
1158 // this causes spurious floorbox updates, but it ensures
1159 // that the CLOSE event is being sent.
1160 close_container ();
1161
1162 --map->players;
1163 map->touch ();
1164 }
1165 else if (pl->container_ () == this)
1166 {
1167 // removing a container should close it
1168 close_container ();
1169 }
1170
1171 esrv_del_item (pl->contr, count);
1172 }
1000 1173
1001 /* link the object above us */ 1174 /* link the object above us */
1002 if (above) 1175 // re-link, make sure compiler can easily use cmove
1003 above->below = below; 1176 *(above ? &above->below : &ms.top) = below;
1004 else 1177 *(below ? &below->above : &ms.bot) = above;
1005 map->at (x, y).top = below; /* we were top, set new top */
1006
1007 /* Relink the object below us, if there is one */
1008 if (below)
1009 below->above = above;
1010 else
1011 {
1012 /* Nothing below, which means we need to relink map object for this space
1013 * use translated coordinates in case some oddness with map tiling is
1014 * evident
1015 */
1016 if (GET_MAP_OB (map, x, y) != this)
1017 {
1018 char *dump = dump_object (this);
1019 LOG (llevError,
1020 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1021 free (dump);
1022 dump = dump_object (GET_MAP_OB (map, x, y));
1023 LOG (llevError, "%s\n", dump);
1024 free (dump);
1025 }
1026
1027 map->at (x, y).bot = above; /* goes on above it. */
1028 }
1029 1178
1030 above = 0; 1179 above = 0;
1031 below = 0; 1180 below = 0;
1032 1181
1182 ms.invalidate ();
1183
1033 if (map->in_memory == MAP_SAVING) 1184 if (map->in_memory == MAP_SAVING)
1034 return; 1185 return;
1035 1186
1036 int check_walk_off = !flag [FLAG_NO_APPLY]; 1187 int check_walk_off = !flag [FLAG_NO_APPLY];
1037 1188
1038 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1189 if (object *pl = ms.player ())
1039 { 1190 {
1040 /* No point updating the players look faces if he is the object 1191 if (pl->container_ () == this)
1041 * being removed.
1042 */
1043
1044 if (tmp->type == PLAYER && tmp != this)
1045 {
1046 /* If a container that the player is currently using somehow gets 1192 /* If a container that the player is currently using somehow gets
1047 * removed (most likely destroyed), update the player view 1193 * removed (most likely destroyed), update the player view
1048 * appropriately. 1194 * appropriately.
1049 */ 1195 */
1050 if (tmp->container == this) 1196 pl->close_container ();
1051 {
1052 flag [FLAG_APPLIED] = 0;
1053 tmp->container = 0;
1054 }
1055 1197
1198 //TODO: the floorbox prev/next might need updating
1199 //esrv_del_item (pl->contr, count);
1200 //TODO: update floorbox to preserve ordering
1056 if (tmp->contr->ns) 1201 if (pl->contr->ns)
1057 tmp->contr->ns->floorbox_update (); 1202 pl->contr->ns->floorbox_update ();
1203 }
1204
1205 if (check_walk_off)
1206 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1207 {
1208 above = tmp->above;
1209
1210 /* No point updating the players look faces if he is the object
1211 * being removed.
1058 } 1212 */
1059 1213
1060 /* See if player moving off should effect something */ 1214 /* See if object moving off should effect something */
1061 if (check_walk_off
1062 && ((move_type & tmp->move_off) 1215 if ((move_type & tmp->move_off)
1063 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1216 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1064 {
1065 move_apply (tmp, this, 0); 1217 move_apply (tmp, this, 0);
1066
1067 if (destroyed ())
1068 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1069 } 1218 }
1070 1219
1071 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1220 if (affects_los ())
1072
1073 if (tmp->above == tmp)
1074 tmp->above = 0;
1075
1076 last = tmp;
1077 }
1078
1079 /* last == NULL of there are no objects on this space */
1080 if (!last)
1081 map->at (x, y).flags_ = P_NEED_UPDATE;
1082 else
1083 update_object (last, UP_OBJ_REMOVE);
1084
1085 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1086 update_all_los (map, x, y); 1221 update_all_los (map, x, y);
1087 } 1222 }
1088} 1223}
1089 1224
1090/* 1225/*
1099merge_ob (object *op, object *top) 1234merge_ob (object *op, object *top)
1100{ 1235{
1101 if (!op->nrof) 1236 if (!op->nrof)
1102 return 0; 1237 return 0;
1103 1238
1104 if (top) 1239 if (!top)
1105 for (top = op; top && top->above; top = top->above) 1240 for (top = op; top && top->above; top = top->above)
1106 ; 1241 ;
1107 1242
1108 for (; top; top = top->below) 1243 for (; top; top = top->below)
1109 {
1110 if (top == op)
1111 continue;
1112
1113 if (object::can_merge (op, top)) 1244 if (object::can_merge (op, top))
1114 { 1245 {
1115 top->nrof += op->nrof; 1246 top->nrof += op->nrof;
1116 1247
1117/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1248 if (object *pl = top->visible_to ())
1118 op->weight = 0; /* Don't want any adjustements now */ 1249 esrv_update_item (UPD_NROF, pl, top);
1250
1251 op->weight = 0; // cancel the addition above
1252 op->carrying = 0; // must be 0 already
1253
1119 op->destroy (); 1254 op->destroy ();
1255
1120 return top; 1256 return top;
1121 } 1257 }
1122 }
1123 1258
1124 return 0; 1259 return 0;
1125} 1260}
1126 1261
1262void
1263object::expand_tail ()
1264{
1265 if (more)
1266 return;
1267
1268 object *prev = this;
1269
1270 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1271 {
1272 object *op = arch_to_object (at);
1273
1274 op->name = name;
1275 op->name_pl = name_pl;
1276 op->title = title;
1277
1278 op->head = this;
1279 prev->more = op;
1280
1281 prev = op;
1282 }
1283}
1284
1127/* 1285/*
1128 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1286 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1129 * job preparing multi-part monsters 1287 * job preparing multi-part monsters.
1130 */ 1288 */
1131object * 1289object *
1132insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1290insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1133{ 1291{
1134 object *tmp; 1292 op->remove ();
1135 1293
1136 if (op->head)
1137 op = op->head;
1138
1139 for (tmp = op; tmp; tmp = tmp->more) 1294 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1140 { 1295 {
1141 tmp->x = x + tmp->arch->clone.x; 1296 tmp->x = x + tmp->arch->x;
1142 tmp->y = y + tmp->arch->clone.y; 1297 tmp->y = y + tmp->arch->y;
1143 } 1298 }
1144 1299
1145 return insert_ob_in_map (op, m, originator, flag); 1300 return insert_ob_in_map (op, m, originator, flag);
1146} 1301}
1147 1302
1166 * just 'op' otherwise 1321 * just 'op' otherwise
1167 */ 1322 */
1168object * 1323object *
1169insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1324insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1170{ 1325{
1171 object *tmp, *top, *floor = NULL; 1326 op->remove ();
1172 sint16 x, y;
1173 1327
1174 if (QUERY_FLAG (op, FLAG_FREED)) 1328 if (m == &freed_map)//D TODO: remove soon
1175 { 1329 {//D
1176 LOG (llevError, "Trying to insert freed object!\n"); 1330 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1177 return NULL;
1178 } 1331 }//D
1179
1180 if (m == NULL)
1181 {
1182 char *dump = dump_object (op);
1183 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1184 free (dump);
1185 return op;
1186 }
1187
1188 if (out_of_map (m, op->x, op->y))
1189 {
1190 char *dump = dump_object (op);
1191 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1192#ifdef MANY_CORES
1193 /* Better to catch this here, as otherwise the next use of this object
1194 * is likely to cause a crash. Better to find out where it is getting
1195 * improperly inserted.
1196 */
1197 abort ();
1198#endif
1199 free (dump);
1200 return op;
1201 }
1202
1203 if (!QUERY_FLAG (op, FLAG_REMOVED))
1204 {
1205 char *dump = dump_object (op);
1206 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1207 free (dump);
1208 return op;
1209 }
1210
1211 if (op->more)
1212 {
1213 /* The part may be on a different map. */
1214
1215 object *more = op->more;
1216
1217 /* We really need the caller to normalize coordinates - if
1218 * we set the map, that doesn't work if the location is within
1219 * a map and this is straddling an edge. So only if coordinate
1220 * is clear wrong do we normalize it.
1221 */
1222 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1223 more->map = get_map_from_coord (m, &more->x, &more->y);
1224 else if (!more->map)
1225 {
1226 /* For backwards compatibility - when not dealing with tiled maps,
1227 * more->map should always point to the parent.
1228 */
1229 more->map = m;
1230 }
1231
1232 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1233 {
1234 if (!op->head)
1235 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1236
1237 return 0;
1238 }
1239 }
1240
1241 CLEAR_FLAG (op, FLAG_REMOVED);
1242 1332
1243 /* Ideally, the caller figures this out. However, it complicates a lot 1333 /* Ideally, the caller figures this out. However, it complicates a lot
1244 * of areas of callers (eg, anything that uses find_free_spot would now 1334 * of areas of callers (eg, anything that uses find_free_spot would now
1245 * need extra work 1335 * need extra work
1246 */ 1336 */
1247 op->map = get_map_from_coord (m, &op->x, &op->y); 1337 maptile *newmap = m;
1248 x = op->x; 1338 if (!xy_normalise (newmap, op->x, op->y))
1249 y = op->y; 1339 {
1340 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1341 return 0;
1342 }
1343
1344 if (object *more = op->more)
1345 if (!insert_ob_in_map (more, m, originator, flag))
1346 return 0;
1347
1348 op->flag [FLAG_REMOVED] = false;
1349 op->env = 0;
1350 op->map = newmap;
1351
1352 mapspace &ms = op->ms ();
1250 1353
1251 /* this has to be done after we translate the coordinates. 1354 /* this has to be done after we translate the coordinates.
1252 */ 1355 */
1253 if (op->nrof && !(flag & INS_NO_MERGE)) 1356 if (op->nrof && !(flag & INS_NO_MERGE))
1254 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1357 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1255 if (object::can_merge (op, tmp)) 1358 if (object::can_merge (op, tmp))
1256 { 1359 {
1360 // TODO: we actually want to update tmp, not op,
1361 // but some caller surely breaks when we return tmp
1362 // from here :/
1257 op->nrof += tmp->nrof; 1363 op->nrof += tmp->nrof;
1258 tmp->destroy (); 1364 tmp->destroy ();
1259 } 1365 }
1260 1366
1261 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1367 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1270 { 1376 {
1271 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1377 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1272 abort (); 1378 abort ();
1273 } 1379 }
1274 1380
1381 if (!originator->is_on_map ())
1382 {
1383 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1384 op->debug_desc (), originator->debug_desc ());
1385 abort ();
1386 }
1387
1275 op->above = originator; 1388 op->above = originator;
1276 op->below = originator->below; 1389 op->below = originator->below;
1277
1278 if (op->below)
1279 op->below->above = op;
1280 else
1281 op->ms ().bot = op;
1282
1283 /* since *below* originator, no need to update top */
1284 originator->below = op; 1390 originator->below = op;
1391
1392 *(op->below ? &op->below->above : &ms.bot) = op;
1285 } 1393 }
1286 else 1394 else
1287 { 1395 {
1396 object *floor = 0;
1397 object *top = ms.top;
1398
1288 /* If there are other objects, then */ 1399 /* If there are other objects, then */
1289 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1400 if (top)
1290 { 1401 {
1291 object *last = NULL;
1292
1293 /* 1402 /*
1294 * If there are multiple objects on this space, we do some trickier handling. 1403 * If there are multiple objects on this space, we do some trickier handling.
1295 * We've already dealt with merging if appropriate. 1404 * We've already dealt with merging if appropriate.
1296 * Generally, we want to put the new object on top. But if 1405 * Generally, we want to put the new object on top. But if
1297 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1406 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1300 * once we get to them. This reduces the need to traverse over all of 1409 * once we get to them. This reduces the need to traverse over all of
1301 * them when adding another one - this saves quite a bit of cpu time 1410 * them when adding another one - this saves quite a bit of cpu time
1302 * when lots of spells are cast in one area. Currently, it is presumed 1411 * when lots of spells are cast in one area. Currently, it is presumed
1303 * that flying non pickable objects are spell objects. 1412 * that flying non pickable objects are spell objects.
1304 */ 1413 */
1305 1414 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1306 while (top != NULL)
1307 { 1415 {
1308 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1416 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1309 floor = top; 1417 floor = tmp;
1310 1418
1311 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1419 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1312 { 1420 {
1313 /* We insert above top, so we want this object below this */ 1421 /* We insert above top, so we want this object below this */
1314 top = top->below; 1422 top = tmp->below;
1315 break; 1423 break;
1316 } 1424 }
1317 1425
1318 last = top;
1319 top = top->above; 1426 top = tmp;
1320 } 1427 }
1321
1322 /* Don't want top to be NULL, so set it to the last valid object */
1323 top = last;
1324 1428
1325 /* We let update_position deal with figuring out what the space 1429 /* We let update_position deal with figuring out what the space
1326 * looks like instead of lots of conditions here. 1430 * looks like instead of lots of conditions here.
1327 * makes things faster, and effectively the same result. 1431 * makes things faster, and effectively the same result.
1328 */ 1432 */
1329 1433
1330 /* Have object 'fall below' other objects that block view. 1434 /* Have object 'fall below' other objects that block view.
1331 * Unless those objects are exits, type 66 1435 * Unless those objects are exits.
1332 * If INS_ON_TOP is used, don't do this processing 1436 * If INS_ON_TOP is used, don't do this processing
1333 * Need to find the object that in fact blocks view, otherwise 1437 * Need to find the object that in fact blocks view, otherwise
1334 * stacking is a bit odd. 1438 * stacking is a bit odd.
1335 */ 1439 */
1336 if (!(flag & INS_ON_TOP) && 1440 if (!(flag & INS_ON_TOP)
1337 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1441 && ms.flags () & P_BLOCKSVIEW
1442 && (op->face && !faces [op->face].visibility))
1338 { 1443 {
1444 object *last;
1445
1339 for (last = top; last != floor; last = last->below) 1446 for (last = top; last != floor; last = last->below)
1340 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1447 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1341 break; 1448 break;
1449
1342 /* Check to see if we found the object that blocks view, 1450 /* Check to see if we found the object that blocks view,
1343 * and make sure we have a below pointer for it so that 1451 * and make sure we have a below pointer for it so that
1344 * we can get inserted below this one, which requires we 1452 * we can get inserted below this one, which requires we
1345 * set top to the object below us. 1453 * set top to the object below us.
1346 */ 1454 */
1347 if (last && last->below && last != floor) 1455 if (last && last->below && last != floor)
1348 top = last->below; 1456 top = last->below;
1349 } 1457 }
1350 } /* If objects on this space */ 1458 } /* If objects on this space */
1351 1459
1352 if (flag & INS_MAP_LOAD)
1353 top = GET_MAP_TOP (op->map, op->x, op->y);
1354
1355 if (flag & INS_ABOVE_FLOOR_ONLY) 1460 if (flag & INS_ABOVE_FLOOR_ONLY)
1356 top = floor; 1461 top = floor;
1357 1462
1358 /* Top is the object that our object (op) is going to get inserted above. 1463 // insert object above top, or bottom-most if top = 0
1359 */
1360
1361 /* First object on this space */
1362 if (!top) 1464 if (!top)
1363 { 1465 {
1364 op->above = GET_MAP_OB (op->map, op->x, op->y);
1365
1366 if (op->above)
1367 op->above->below = op;
1368
1369 op->below = NULL; 1466 op->below = 0;
1467 op->above = ms.bot;
1370 op->ms ().bot = op; 1468 ms.bot = op;
1469
1470 *(op->above ? &op->above->below : &ms.top) = op;
1371 } 1471 }
1372 else 1472 else
1373 { /* get inserted into the stack above top */ 1473 {
1374 op->above = top->above; 1474 op->above = top->above;
1375
1376 if (op->above)
1377 op->above->below = op; 1475 top->above = op;
1378 1476
1379 op->below = top; 1477 op->below = top;
1380 top->above = op; 1478 *(op->above ? &op->above->below : &ms.top) = op;
1381 } 1479 }
1480 }
1382 1481
1383 if (op->above == NULL) 1482 if (op->is_player ())
1384 op->ms ().top = op; 1483 {
1385 } /* else not INS_BELOW_ORIGINATOR */
1386
1387 if (op->type == PLAYER)
1388 op->contr->do_los = 1; 1484 op->contr->do_los = 1;
1485 ++op->map->players;
1486 op->map->touch ();
1487 }
1389 1488
1390 /* If we have a floor, we know the player, if any, will be above 1489 op->map->dirty = true;
1391 * it, so save a few ticks and start from there. 1490
1392 */
1393 if (!(flag & INS_MAP_LOAD))
1394 if (object *pl = op->ms ().player ()) 1491 if (object *pl = ms.player ())
1492 //TODO: the floorbox prev/next might need updating
1493 //esrv_send_item (pl, op);
1494 //TODO: update floorbox to preserve ordering
1395 if (pl->contr->ns) 1495 if (pl->contr->ns)
1396 pl->contr->ns->floorbox_update (); 1496 pl->contr->ns->floorbox_update ();
1397 1497
1398 /* If this object glows, it may affect lighting conditions that are 1498 /* If this object glows, it may affect lighting conditions that are
1399 * visible to others on this map. But update_all_los is really 1499 * visible to others on this map. But update_all_los is really
1400 * an inefficient way to do this, as it means los for all players 1500 * an inefficient way to do this, as it means los for all players
1401 * on the map will get recalculated. The players could very well 1501 * on the map will get recalculated. The players could very well
1402 * be far away from this change and not affected in any way - 1502 * be far away from this change and not affected in any way -
1403 * this should get redone to only look for players within range, 1503 * this should get redone to only look for players within range,
1404 * or just updating the P_NEED_UPDATE for spaces within this area 1504 * or just updating the P_UPTODATE for spaces within this area
1405 * of effect may be sufficient. 1505 * of effect may be sufficient.
1406 */ 1506 */
1407 if (op->map->darkness && (op->glow_radius != 0)) 1507 if (op->affects_los ())
1508 {
1509 op->ms ().invalidate ();
1408 update_all_los (op->map, op->x, op->y); 1510 update_all_los (op->map, op->x, op->y);
1511 }
1409 1512
1410 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1513 /* updates flags (blocked, alive, no magic, etc) for this map space */
1411 update_object (op, UP_OBJ_INSERT); 1514 update_object (op, UP_OBJ_INSERT);
1412 1515
1413 INVOKE_OBJECT (INSERT, op); 1516 INVOKE_OBJECT (INSERT, op);
1420 * blocked() and wall() work properly), and these flags are updated by 1523 * blocked() and wall() work properly), and these flags are updated by
1421 * update_object(). 1524 * update_object().
1422 */ 1525 */
1423 1526
1424 /* if this is not the head or flag has been passed, don't check walk on status */ 1527 /* if this is not the head or flag has been passed, don't check walk on status */
1425 if (!(flag & INS_NO_WALK_ON) && !op->head) 1528 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1426 { 1529 {
1427 if (check_move_on (op, originator)) 1530 if (check_move_on (op, originator))
1428 return 0; 1531 return 0;
1429 1532
1430 /* If we are a multi part object, lets work our way through the check 1533 /* If we are a multi part object, lets work our way through the check
1431 * walk on's. 1534 * walk on's.
1432 */ 1535 */
1433 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1536 for (object *tmp = op->more; tmp; tmp = tmp->more)
1434 if (check_move_on (tmp, originator)) 1537 if (check_move_on (tmp, originator))
1435 return 0; 1538 return 0;
1436 } 1539 }
1437 1540
1438 return op; 1541 return op;
1441/* this function inserts an object in the map, but if it 1544/* this function inserts an object in the map, but if it
1442 * finds an object of its own type, it'll remove that one first. 1545 * finds an object of its own type, it'll remove that one first.
1443 * op is the object to insert it under: supplies x and the map. 1546 * op is the object to insert it under: supplies x and the map.
1444 */ 1547 */
1445void 1548void
1446replace_insert_ob_in_map (const char *arch_string, object *op) 1549replace_insert_ob_in_map (shstr_tmp archname, object *op)
1447{ 1550{
1448 object *tmp, *tmp1;
1449
1450 /* first search for itself and remove any old instances */ 1551 /* first search for itself and remove any old instances */
1451 1552
1452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1553 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1453 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1554 if (tmp->arch->archname == archname) /* same archetype */
1454 tmp->destroy (); 1555 tmp->destroy ();
1455 1556
1456 tmp1 = arch_to_object (archetype::find (arch_string)); 1557 object *tmp = arch_to_object (archetype::find (archname));
1457 1558
1458 tmp1->x = op->x; 1559 tmp->x = op->x;
1459 tmp1->y = op->y; 1560 tmp->y = op->y;
1561
1460 insert_ob_in_map (tmp1, op->map, op, 0); 1562 insert_ob_in_map (tmp, op->map, op, 0);
1461} 1563}
1462
1463/*
1464 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1465 * is returned contains nr objects, and the remaining parts contains
1466 * the rest (or is removed and freed if that number is 0).
1467 * On failure, NULL is returned, and the reason put into the
1468 * global static errmsg array.
1469 */
1470 1564
1471object * 1565object *
1472get_split_ob (object *orig_ob, uint32 nr) 1566object::insert_at (object *where, object *originator, int flags)
1473{ 1567{
1474 object *newob; 1568 if (where->env)
1475 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1569 return where->env->insert (this);
1476 1570 else
1477 if (orig_ob->nrof < nr) 1571 return where->map->insert (this, where->x, where->y, originator, flags);
1478 {
1479 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1480 return NULL;
1481 }
1482
1483 newob = object_create_clone (orig_ob);
1484
1485 if ((orig_ob->nrof -= nr) < 1)
1486 orig_ob->destroy (1);
1487 else if (!is_removed)
1488 {
1489 if (orig_ob->env != NULL)
1490 sub_weight (orig_ob->env, orig_ob->weight * nr);
1491 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1492 {
1493 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1494 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1495 return NULL;
1496 }
1497 }
1498
1499 newob->nrof = nr;
1500
1501 return newob;
1502} 1572}
1503 1573
1574// check whether we can put this into the map, respect max_volume, max_items
1575bool
1576object::can_drop_at (maptile *m, int x, int y, object *originator)
1577{
1578 mapspace &ms = m->at (x, y);
1579
1580 int items = ms.items ();
1581
1582 if (!items // testing !items ensures we can drop at least one item
1583 || (items < m->max_items
1584 && ms.volume () < m->max_volume))
1585 return true;
1586
1587 if (originator && originator->is_player ())
1588 originator->contr->failmsg (format (
1589 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1590 query_name ()
1591 ));
1592
1593 return false;
1594}
1595
1504/* 1596/*
1505 * decrease_ob_nr(object, number) decreases a specified number from 1597 * decrease(object, number) decreases a specified number from
1506 * the amount of an object. If the amount reaches 0, the object 1598 * the amount of an object. If the amount reaches 0, the object
1507 * is subsequently removed and freed. 1599 * is subsequently removed and freed.
1508 * 1600 *
1509 * Return value: 'op' if something is left, NULL if the amount reached 0 1601 * Return value: 'op' if something is left, NULL if the amount reached 0
1510 */ 1602 */
1603bool
1604object::decrease (sint32 nr)
1605{
1606 if (!nr)
1607 return true;
1511 1608
1609 nr = min (nr, nrof);
1610
1611 if (nrof > nr)
1612 {
1613 nrof -= nr;
1614 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1615
1616 if (object *pl = visible_to ())
1617 esrv_update_item (UPD_NROF, pl, this);
1618
1619 return true;
1620 }
1621 else
1622 {
1623 destroy ();
1624 return false;
1625 }
1626}
1627
1628/*
1629 * split(ob,nr) splits up ob into two parts. The part which
1630 * is returned contains nr objects, and the remaining parts contains
1631 * the rest (or is removed and returned if that number is 0).
1632 * On failure, NULL is returned.
1633 */
1512object * 1634object *
1513decrease_ob_nr (object *op, uint32 i) 1635object::split (sint32 nr)
1514{ 1636{
1515 object *tmp; 1637 int have = number_of ();
1516 1638
1517 if (i == 0) /* objects with op->nrof require this check */ 1639 if (have < nr)
1518 return op; 1640 return 0;
1519 1641 else if (have == nr)
1520 if (i > op->nrof)
1521 i = op->nrof;
1522
1523 if (QUERY_FLAG (op, FLAG_REMOVED))
1524 op->nrof -= i;
1525 else if (op->env)
1526 { 1642 {
1527 /* is this object in the players inventory, or sub container
1528 * therein?
1529 */
1530 tmp = op->in_player ();
1531 /* nope. Is this a container the player has opened?
1532 * If so, set tmp to that player.
1533 * IMO, searching through all the players will mostly
1534 * likely be quicker than following op->env to the map,
1535 * and then searching the map for a player.
1536 */
1537 if (!tmp)
1538 for_all_players (pl)
1539 if (pl->ob->container == op->env)
1540 {
1541 tmp = pl->ob;
1542 break;
1543 }
1544
1545 if (i < op->nrof)
1546 {
1547 sub_weight (op->env, op->weight * i);
1548 op->nrof -= i;
1549 if (tmp)
1550 esrv_send_item (tmp, op);
1551 }
1552 else
1553 {
1554 op->remove (); 1643 remove ();
1555 op->nrof = 0; 1644 return this;
1556 if (tmp)
1557 esrv_del_item (tmp->contr, op->count);
1558 }
1559 } 1645 }
1560 else 1646 else
1561 { 1647 {
1562 object *above = op->above; 1648 decrease (nr);
1563 1649
1564 if (i < op->nrof) 1650 object *op = deep_clone ();
1565 op->nrof -= i; 1651 op->nrof = nr;
1566 else
1567 {
1568 op->remove ();
1569 op->nrof = 0;
1570 }
1571
1572 /* Since we just removed op, op->above is null */
1573 for (tmp = above; tmp; tmp = tmp->above)
1574 if (tmp->type == PLAYER)
1575 {
1576 if (op->nrof)
1577 esrv_send_item (tmp, op);
1578 else
1579 esrv_del_item (tmp->contr, op->count);
1580 }
1581 }
1582
1583 if (op->nrof)
1584 return op; 1652 return op;
1585 else
1586 {
1587 op->destroy ();
1588 return 0;
1589 }
1590}
1591
1592/*
1593 * add_weight(object, weight) adds the specified weight to an object,
1594 * and also updates how much the environment(s) is/are carrying.
1595 */
1596
1597void
1598add_weight (object *op, signed long weight)
1599{
1600 while (op != NULL)
1601 {
1602 if (op->type == CONTAINER)
1603 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1604
1605 op->carrying += weight;
1606 op = op->env;
1607 } 1653 }
1608} 1654}
1609 1655
1610object * 1656object *
1611insert_ob_in_ob (object *op, object *where) 1657insert_ob_in_ob (object *op, object *where)
1616 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1662 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1617 free (dump); 1663 free (dump);
1618 return op; 1664 return op;
1619 } 1665 }
1620 1666
1621 if (where->head) 1667 if (where->head_ () != where)
1622 { 1668 {
1623 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1669 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1624 where = where->head; 1670 where = where->head;
1625 } 1671 }
1626 1672
1627 return where->insert (op); 1673 return where->insert (op);
1628} 1674}
1633 * inside the object environment. 1679 * inside the object environment.
1634 * 1680 *
1635 * The function returns now pointer to inserted item, and return value can 1681 * The function returns now pointer to inserted item, and return value can
1636 * be != op, if items are merged. -Tero 1682 * be != op, if items are merged. -Tero
1637 */ 1683 */
1638
1639object * 1684object *
1640object::insert (object *op) 1685object::insert (object *op)
1641{ 1686{
1642 object *tmp, *otmp;
1643
1644 if (!QUERY_FLAG (op, FLAG_REMOVED))
1645 op->remove ();
1646
1647 if (op->more) 1687 if (op->more)
1648 { 1688 {
1649 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1689 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1650 return op; 1690 return op;
1651 } 1691 }
1652 1692
1653 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1693 op->remove ();
1654 CLEAR_FLAG (op, FLAG_REMOVED); 1694
1695 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1696
1655 if (op->nrof) 1697 if (op->nrof)
1656 {
1657 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1698 for (object *tmp = inv; tmp; tmp = tmp->below)
1658 if (object::can_merge (tmp, op)) 1699 if (object::can_merge (tmp, op))
1659 { 1700 {
1660 /* return the original object and remove inserted object 1701 /* return the original object and remove inserted object
1661 (client needs the original object) */ 1702 (client needs the original object) */
1662 tmp->nrof += op->nrof; 1703 tmp->nrof += op->nrof;
1663 /* Weight handling gets pretty funky. Since we are adding to 1704
1664 * tmp->nrof, we need to increase the weight. 1705 if (object *pl = tmp->visible_to ())
1665 */ 1706 esrv_update_item (UPD_NROF, pl, tmp);
1707
1666 add_weight (this, op->weight * op->nrof); 1708 adjust_weight (this, op->total_weight ());
1667 SET_FLAG (op, FLAG_REMOVED); 1709
1668 op->destroy (); /* free the inserted object */ 1710 op->destroy ();
1669 op = tmp; 1711 op = tmp;
1670 op->remove (); /* and fix old object's links */ 1712 goto inserted;
1671 CLEAR_FLAG (op, FLAG_REMOVED);
1672 break;
1673 } 1713 }
1674 1714
1675 /* I assume combined objects have no inventory 1715 op->owner = 0; // it's his/hers now. period.
1676 * We add the weight - this object could have just been removed
1677 * (if it was possible to merge). calling remove_ob will subtract
1678 * the weight, so we need to add it in again, since we actually do
1679 * the linking below
1680 */
1681 add_weight (this, op->weight * op->nrof);
1682 }
1683 else
1684 add_weight (this, (op->weight + op->carrying));
1685
1686 otmp = this->in_player ();
1687 if (otmp && otmp->contr)
1688 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1689 otmp->update_stats ();
1690
1691 op->map = 0; 1716 op->map = 0;
1692 op->env = this; 1717 op->x = 0;
1718 op->y = 0;
1719
1693 op->above = 0; 1720 op->above = 0;
1694 op->below = 0; 1721 op->below = inv;
1695 op->x = 0, op->y = 0; 1722 op->env = this;
1696 1723
1724 if (inv)
1725 inv->above = op;
1726
1727 inv = op;
1728
1729 op->flag [FLAG_REMOVED] = 0;
1730
1731 if (object *pl = op->visible_to ())
1732 esrv_send_item (pl, op);
1733
1734 adjust_weight (this, op->total_weight ());
1735
1736inserted:
1697 /* reset the light list and los of the players on the map */ 1737 /* reset the light list and los of the players on the map */
1698 if ((op->glow_radius != 0) && map) 1738 if (op->glow_radius && is_on_map ())
1699 { 1739 {
1700#ifdef DEBUG_LIGHTS 1740 update_stats ();
1701 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1702#endif /* DEBUG_LIGHTS */
1703 if (map->darkness)
1704 update_all_los (map, x, y); 1741 update_all_los (map, x, y);
1705 }
1706
1707 /* Client has no idea of ordering so lets not bother ordering it here.
1708 * It sure simplifies this function...
1709 */
1710 if (!inv)
1711 inv = op;
1712 else
1713 { 1742 }
1714 op->below = inv; 1743 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1715 op->below->above = op; 1744 // if this is a player's inventory, update stats
1716 inv = op; 1745 update_stats ();
1717 }
1718 1746
1719 INVOKE_OBJECT (INSERT, this); 1747 INVOKE_OBJECT (INSERT, this);
1720 1748
1721 return op; 1749 return op;
1722} 1750}
1739 * 1767 *
1740 * MSW 2001-07-08: Check all objects on space, not just those below 1768 * MSW 2001-07-08: Check all objects on space, not just those below
1741 * object being inserted. insert_ob_in_map may not put new objects 1769 * object being inserted. insert_ob_in_map may not put new objects
1742 * on top. 1770 * on top.
1743 */ 1771 */
1744
1745int 1772int
1746check_move_on (object *op, object *originator) 1773check_move_on (object *op, object *originator)
1747{ 1774{
1775 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1776 return 0;
1777
1748 object *tmp; 1778 object *tmp;
1749 maptile *m = op->map; 1779 maptile *m = op->map;
1750 int x = op->x, y = op->y; 1780 int x = op->x, y = op->y;
1751 1781
1752 MoveType move_on, move_slow, move_block; 1782 mapspace &ms = m->at (x, y);
1753 1783
1754 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1784 ms.update ();
1755 return 0;
1756 1785
1757 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1786 MoveType move_on = ms.move_on;
1758 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1787 MoveType move_slow = ms.move_slow;
1759 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1788 MoveType move_block = ms.move_block;
1760 1789
1761 /* if nothing on this space will slow op down or be applied, 1790 /* if nothing on this space will slow op down or be applied,
1762 * no need to do checking below. have to make sure move_type 1791 * no need to do checking below. have to make sure move_type
1763 * is set, as lots of objects don't have it set - we treat that 1792 * is set, as lots of objects don't have it set - we treat that
1764 * as walking. 1793 * as walking.
1775 return 0; 1804 return 0;
1776 1805
1777 /* The objects have to be checked from top to bottom. 1806 /* The objects have to be checked from top to bottom.
1778 * Hence, we first go to the top: 1807 * Hence, we first go to the top:
1779 */ 1808 */
1780 1809 for (object *next, *tmp = ms.top; tmp; tmp = next)
1781 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1782 {
1783 /* Trim the search when we find the first other spell effect
1784 * this helps performance so that if a space has 50 spell objects,
1785 * we don't need to check all of them.
1786 */
1787 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1788 break;
1789 } 1810 {
1811 next = tmp->below;
1790 1812
1791 for (; tmp; tmp = tmp->below)
1792 {
1793 if (tmp == op) 1813 if (tmp == op)
1794 continue; /* Can't apply yourself */ 1814 continue; /* Can't apply yourself */
1795 1815
1796 /* Check to see if one of the movement types should be slowed down. 1816 /* Check to see if one of the movement types should be slowed down.
1797 * Second check makes sure that the movement types not being slowed 1817 * Second check makes sure that the movement types not being slowed
1802 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1822 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1803 { 1823 {
1804 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1824 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1805 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1825 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1806 { 1826 {
1807
1808 float
1809 diff = tmp->move_slow_penalty * FABS (op->speed); 1827 float diff = tmp->move_slow_penalty * fabs (op->speed);
1810 1828
1811 if (op->type == PLAYER) 1829 if (op->is_player ())
1812 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1830 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1813 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1831 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1814 diff /= 4.0; 1832 diff /= 4.0;
1815 1833
1816 op->speed_left -= diff; 1834 op->speed_left -= diff;
1817 } 1835 }
1818 } 1836 }
1844 * The first matching object is returned, or NULL if none. 1862 * The first matching object is returned, or NULL if none.
1845 */ 1863 */
1846object * 1864object *
1847present_arch (const archetype *at, maptile *m, int x, int y) 1865present_arch (const archetype *at, maptile *m, int x, int y)
1848{ 1866{
1849 if (m == NULL || out_of_map (m, x, y)) 1867 if (!m || out_of_map (m, x, y))
1850 { 1868 {
1851 LOG (llevError, "Present_arch called outside map.\n"); 1869 LOG (llevError, "Present_arch called outside map.\n");
1852 return NULL; 1870 return NULL;
1853 } 1871 }
1854 1872
1855 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1873 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1856 if (tmp->arch == at) 1874 if (tmp->arch->archname == at->archname)
1857 return tmp; 1875 return tmp;
1858 1876
1859 return NULL; 1877 return NULL;
1860} 1878}
1861 1879
1871 { 1889 {
1872 LOG (llevError, "Present called outside map.\n"); 1890 LOG (llevError, "Present called outside map.\n");
1873 return NULL; 1891 return NULL;
1874 } 1892 }
1875 1893
1876 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1894 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1877 if (tmp->type == type) 1895 if (tmp->type == type)
1878 return tmp; 1896 return tmp;
1879 1897
1880 return NULL; 1898 return NULL;
1881} 1899}
1925 * The first matching object is returned, or NULL if none. 1943 * The first matching object is returned, or NULL if none.
1926 */ 1944 */
1927object * 1945object *
1928present_arch_in_ob (const archetype *at, const object *op) 1946present_arch_in_ob (const archetype *at, const object *op)
1929{ 1947{
1930 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1948 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1931 if (tmp->arch == at) 1949 if (tmp->arch->archname == at->archname)
1932 return tmp; 1950 return tmp;
1933 1951
1934 return NULL; 1952 return NULL;
1935} 1953}
1936 1954
1938 * activate recursively a flag on an object inventory 1956 * activate recursively a flag on an object inventory
1939 */ 1957 */
1940void 1958void
1941flag_inv (object *op, int flag) 1959flag_inv (object *op, int flag)
1942{ 1960{
1943 if (op->inv)
1944 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1961 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1945 { 1962 {
1946 SET_FLAG (tmp, flag); 1963 SET_FLAG (tmp, flag);
1947 flag_inv (tmp, flag); 1964 flag_inv (tmp, flag);
1948 } 1965 }
1949} 1966}
1950 1967
1951/* 1968/*
1952 * deactivate recursively a flag on an object inventory 1969 * deactivate recursively a flag on an object inventory
1953 */ 1970 */
1954void 1971void
1955unflag_inv (object *op, int flag) 1972unflag_inv (object *op, int flag)
1956{ 1973{
1957 if (op->inv)
1958 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1974 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1959 { 1975 {
1960 CLEAR_FLAG (tmp, flag); 1976 CLEAR_FLAG (tmp, flag);
1961 unflag_inv (tmp, flag); 1977 unflag_inv (tmp, flag);
1962 } 1978 }
1963}
1964
1965/*
1966 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1967 * all it's inventory (recursively).
1968 * If checksums are used, a player will get set_cheat called for
1969 * him/her-self and all object carried by a call to this function.
1970 */
1971void
1972set_cheat (object *op)
1973{
1974 SET_FLAG (op, FLAG_WAS_WIZ);
1975 flag_inv (op, FLAG_WAS_WIZ);
1976} 1979}
1977 1980
1978/* 1981/*
1979 * find_free_spot(object, map, x, y, start, stop) will search for 1982 * find_free_spot(object, map, x, y, start, stop) will search for
1980 * a spot at the given map and coordinates which will be able to contain 1983 * a spot at the given map and coordinates which will be able to contain
1982 * to search (see the freearr_x/y[] definition). 1985 * to search (see the freearr_x/y[] definition).
1983 * It returns a random choice among the alternatives found. 1986 * It returns a random choice among the alternatives found.
1984 * start and stop are where to start relative to the free_arr array (1,9 1987 * start and stop are where to start relative to the free_arr array (1,9
1985 * does all 4 immediate directions). This returns the index into the 1988 * does all 4 immediate directions). This returns the index into the
1986 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1989 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1987 * Note - this only checks to see if there is space for the head of the
1988 * object - if it is a multispace object, this should be called for all
1989 * pieces.
1990 * Note2: This function does correctly handle tiled maps, but does not 1990 * Note: This function does correctly handle tiled maps, but does not
1991 * inform the caller. However, insert_ob_in_map will update as 1991 * inform the caller. However, insert_ob_in_map will update as
1992 * necessary, so the caller shouldn't need to do any special work. 1992 * necessary, so the caller shouldn't need to do any special work.
1993 * Note - updated to take an object instead of archetype - this is necessary 1993 * Note - updated to take an object instead of archetype - this is necessary
1994 * because arch_blocked (now ob_blocked) needs to know the movement type 1994 * because arch_blocked (now ob_blocked) needs to know the movement type
1995 * to know if the space in question will block the object. We can't use 1995 * to know if the space in question will block the object. We can't use
1997 * customized, changed states, etc. 1997 * customized, changed states, etc.
1998 */ 1998 */
1999int 1999int
2000find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2000find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2001{ 2001{
2002 int altern[SIZEOFFREE];
2002 int index = 0, flag; 2003 int index = 0, flag;
2003 int altern[SIZEOFFREE];
2004 2004
2005 for (int i = start; i < stop; i++) 2005 for (int i = start; i < stop; i++)
2006 { 2006 {
2007 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2007 mapxy pos (m, x, y); pos.move (i);
2008 if (!flag) 2008
2009 if (!pos.normalise ())
2010 continue;
2011
2012 mapspace &ms = *pos;
2013
2014 if (ms.flags () & P_IS_ALIVE)
2015 continue;
2016
2017 /* However, often
2018 * ob doesn't have any move type (when used to place exits)
2019 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2020 */
2021 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2022 {
2009 altern [index++] = i; 2023 altern [index++] = i;
2024 continue;
2025 }
2010 2026
2011 /* Basically, if we find a wall on a space, we cut down the search size. 2027 /* Basically, if we find a wall on a space, we cut down the search size.
2012 * In this way, we won't return spaces that are on another side of a wall. 2028 * In this way, we won't return spaces that are on another side of a wall.
2013 * This mostly work, but it cuts down the search size in all directions - 2029 * This mostly work, but it cuts down the search size in all directions -
2014 * if the space being examined only has a wall to the north and empty 2030 * if the space being examined only has a wall to the north and empty
2015 * spaces in all the other directions, this will reduce the search space 2031 * spaces in all the other directions, this will reduce the search space
2016 * to only the spaces immediately surrounding the target area, and 2032 * to only the spaces immediately surrounding the target area, and
2017 * won't look 2 spaces south of the target space. 2033 * won't look 2 spaces south of the target space.
2018 */ 2034 */
2019 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2035 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2036 {
2020 stop = maxfree[i]; 2037 stop = maxfree[i];
2038 continue;
2039 }
2040
2041 /* Note it is intentional that we check ob - the movement type of the
2042 * head of the object should correspond for the entire object.
2043 */
2044 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2045 continue;
2046
2047 if (ob->blocked (pos.m, pos.x, pos.y))
2048 continue;
2049
2050 altern [index++] = i;
2021 } 2051 }
2022 2052
2023 if (!index) 2053 if (!index)
2024 return -1; 2054 return -1;
2025 2055
2026 return altern[RANDOM () % index]; 2056 return altern [rndm (index)];
2027} 2057}
2028 2058
2029/* 2059/*
2030 * find_first_free_spot(archetype, maptile, x, y) works like 2060 * find_first_free_spot(archetype, maptile, x, y) works like
2031 * find_free_spot(), but it will search max number of squares. 2061 * find_free_spot(), but it will search max number of squares.
2034 */ 2064 */
2035int 2065int
2036find_first_free_spot (const object *ob, maptile *m, int x, int y) 2066find_first_free_spot (const object *ob, maptile *m, int x, int y)
2037{ 2067{
2038 for (int i = 0; i < SIZEOFFREE; i++) 2068 for (int i = 0; i < SIZEOFFREE; i++)
2039 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2069 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2040 return i; 2070 return i;
2041 2071
2042 return -1; 2072 return -1;
2043} 2073}
2044 2074
2052{ 2082{
2053 arr += begin; 2083 arr += begin;
2054 end -= begin; 2084 end -= begin;
2055 2085
2056 while (--end) 2086 while (--end)
2057 swap (arr [end], arr [RANDOM () % (end + 1)]); 2087 swap (arr [end], arr [rndm (end + 1)]);
2058} 2088}
2059 2089
2060/* new function to make monster searching more efficient, and effective! 2090/* new function to make monster searching more efficient, and effective!
2061 * This basically returns a randomized array (in the passed pointer) of 2091 * This basically returns a randomized array (in the passed pointer) of
2062 * the spaces to find monsters. In this way, it won't always look for 2092 * the spaces to find monsters. In this way, it won't always look for
2090 * there is capable of. 2120 * there is capable of.
2091 */ 2121 */
2092int 2122int
2093find_dir (maptile *m, int x, int y, object *exclude) 2123find_dir (maptile *m, int x, int y, object *exclude)
2094{ 2124{
2095 int i, max = SIZEOFFREE, mflags; 2125 int max = SIZEOFFREE, mflags;
2096
2097 sint16 nx, ny;
2098 object *tmp;
2099 maptile *mp;
2100
2101 MoveType blocked, move_type; 2126 MoveType move_type;
2102 2127
2103 if (exclude && exclude->head) 2128 if (exclude && exclude->head_ () != exclude)
2104 { 2129 {
2105 exclude = exclude->head; 2130 exclude = exclude->head;
2106 move_type = exclude->move_type; 2131 move_type = exclude->move_type;
2107 } 2132 }
2108 else 2133 else
2109 { 2134 {
2110 /* If we don't have anything, presume it can use all movement types. */ 2135 /* If we don't have anything, presume it can use all movement types. */
2111 move_type = MOVE_ALL; 2136 move_type = MOVE_ALL;
2112 } 2137 }
2113 2138
2114 for (i = 1; i < max; i++) 2139 for (int i = 1; i < max; i++)
2115 { 2140 {
2116 mp = m; 2141 mapxy pos (m, x, y);
2117 nx = x + freearr_x[i]; 2142 pos.move (i);
2118 ny = y + freearr_y[i];
2119 2143
2120 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2144 if (!pos.normalise ())
2121
2122 if (mflags & P_OUT_OF_MAP)
2123 max = maxfree[i]; 2145 max = maxfree[i];
2124 else 2146 else
2125 { 2147 {
2126 mapspace &ms = mp->at (nx, ny); 2148 mapspace &ms = *pos;
2127 2149
2128 blocked = ms.move_block;
2129
2130 if ((move_type & blocked) == move_type) 2150 if ((move_type & ms.move_block) == move_type)
2131 max = maxfree[i]; 2151 max = maxfree [i];
2132 else if (mflags & P_IS_ALIVE) 2152 else if (ms.flags () & P_IS_ALIVE)
2133 { 2153 {
2134 for (tmp = ms.bot; tmp; tmp = tmp->above) 2154 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2135 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2155 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2136 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2156 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2137 break;
2138
2139 if (tmp)
2140 return freedir[i]; 2157 return freedir [i];
2141 } 2158 }
2142 } 2159 }
2143 } 2160 }
2144 2161
2145 return 0; 2162 return 0;
2196 2213
2197 return 3; 2214 return 3;
2198} 2215}
2199 2216
2200/* 2217/*
2201 * absdir(int): Returns a number between 1 and 8, which represent
2202 * the "absolute" direction of a number (it actually takes care of
2203 * "overflow" in previous calculations of a direction).
2204 */
2205
2206int
2207absdir (int d)
2208{
2209 while (d < 1)
2210 d += 8;
2211
2212 while (d > 8)
2213 d -= 8;
2214
2215 return d;
2216}
2217
2218/*
2219 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2218 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2220 * between two directions (which are expected to be absolute (see absdir()) 2219 * between two directions (which are expected to be absolute (see absdir())
2221 */ 2220 */
2222
2223int 2221int
2224dirdiff (int dir1, int dir2) 2222dirdiff (int dir1, int dir2)
2225{ 2223{
2226 int d; 2224 int d;
2227 2225
2239 * This basically means that if direction is 15, then it could either go 2237 * This basically means that if direction is 15, then it could either go
2240 * direction 4, 14, or 16 to get back to where we are. 2238 * direction 4, 14, or 16 to get back to where we are.
2241 * Moved from spell_util.c to object.c with the other related direction 2239 * Moved from spell_util.c to object.c with the other related direction
2242 * functions. 2240 * functions.
2243 */ 2241 */
2244int reduction_dir[SIZEOFFREE][3] = { 2242static const int reduction_dir[SIZEOFFREE][3] = {
2245 {0, 0, 0}, /* 0 */ 2243 {0, 0, 0}, /* 0 */
2246 {0, 0, 0}, /* 1 */ 2244 {0, 0, 0}, /* 1 */
2247 {0, 0, 0}, /* 2 */ 2245 {0, 0, 0}, /* 2 */
2248 {0, 0, 0}, /* 3 */ 2246 {0, 0, 0}, /* 3 */
2249 {0, 0, 0}, /* 4 */ 2247 {0, 0, 0}, /* 4 */
2340 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2338 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2341 * core dumps if they do. 2339 * core dumps if they do.
2342 * 2340 *
2343 * Add a check so we can't pick up invisible objects (0.93.8) 2341 * Add a check so we can't pick up invisible objects (0.93.8)
2344 */ 2342 */
2345
2346int 2343int
2347can_pick (const object *who, const object *item) 2344can_pick (const object *who, const object *item)
2348{ 2345{
2349 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2346 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2350 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2347 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2351 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2348 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2352} 2349}
2353 2350
2354/* 2351/*
2355 * create clone from object to another 2352 * create clone from object to another
2356 */ 2353 */
2357object * 2354object *
2358object_create_clone (object *asrc) 2355object::deep_clone ()
2359{ 2356{
2360 object *dst = 0, *tmp, *src, *part, *prev, *item; 2357 assert (("deep_clone called on non-head object", is_head ()));
2361 2358
2362 if (!asrc) 2359 object *dst = clone ();
2363 return 0;
2364 2360
2365 src = asrc; 2361 object *prev = dst;
2366 if (src->head)
2367 src = src->head;
2368
2369 prev = 0;
2370 for (part = src; part; part = part->more) 2362 for (object *part = this->more; part; part = part->more)
2371 { 2363 {
2372 tmp = part->clone (); 2364 object *tmp = part->clone ();
2373 tmp->x -= src->x;
2374 tmp->y -= src->y;
2375
2376 if (!part->head)
2377 {
2378 dst = tmp;
2379 tmp->head = 0;
2380 }
2381 else
2382 tmp->head = dst; 2365 tmp->head = dst;
2383
2384 tmp->more = 0;
2385
2386 if (prev)
2387 prev->more = tmp; 2366 prev->more = tmp;
2388
2389 prev = tmp; 2367 prev = tmp;
2390 } 2368 }
2391 2369
2392 for (item = src->inv; item; item = item->below) 2370 for (object *item = inv; item; item = item->below)
2393 insert_ob_in_ob (object_create_clone (item), dst); 2371 insert_ob_in_ob (item->deep_clone (), dst);
2394 2372
2395 return dst; 2373 return dst;
2396}
2397
2398/* GROS - Creates an object using a string representing its content. */
2399/* Basically, we save the content of the string to a temp file, then call */
2400/* load_object on it. I admit it is a highly inefficient way to make things, */
2401/* but it was simple to make and allows reusing the load_object function. */
2402/* Remember not to use load_object_str in a time-critical situation. */
2403/* Also remember that multiparts objects are not supported for now. */
2404object *
2405load_object_str (const char *obstr)
2406{
2407 object *op;
2408 char filename[MAX_BUF];
2409
2410 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2411
2412 FILE *tempfile = fopen (filename, "w");
2413
2414 if (tempfile == NULL)
2415 {
2416 LOG (llevError, "Error - Unable to access load object temp file\n");
2417 return NULL;
2418 }
2419
2420 fprintf (tempfile, obstr);
2421 fclose (tempfile);
2422
2423 op = object::create ();
2424
2425 object_thawer thawer (filename);
2426
2427 if (thawer)
2428 load_object (thawer, op, 0);
2429
2430 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2431 CLEAR_FLAG (op, FLAG_REMOVED);
2432
2433 return op;
2434} 2374}
2435 2375
2436/* This returns the first object in who's inventory that 2376/* This returns the first object in who's inventory that
2437 * has the same type and subtype match. 2377 * has the same type and subtype match.
2438 * returns NULL if no match. 2378 * returns NULL if no match.
2445 return tmp; 2385 return tmp;
2446 2386
2447 return 0; 2387 return 0;
2448} 2388}
2449 2389
2450/* If ob has a field named key, return the link from the list, 2390shstr_tmp
2451 * otherwise return NULL. 2391object::kv_get (shstr_tmp key) const
2452 *
2453 * key must be a passed in shared string - otherwise, this won't
2454 * do the desired thing.
2455 */
2456key_value *
2457get_ob_key_link (const object *ob, const char *key)
2458{ 2392{
2459 for (key_value *link = ob->key_values; link; link = link->next) 2393 for (key_value *kv = key_values; kv; kv = kv->next)
2460 if (link->key == key) 2394 if (kv->key == key)
2461 return link;
2462
2463 return 0;
2464}
2465
2466/*
2467 * Returns the value of op has an extra_field for key, or NULL.
2468 *
2469 * The argument doesn't need to be a shared string.
2470 *
2471 * The returned string is shared.
2472 */
2473const char *
2474get_ob_key_value (const object *op, const char *const key)
2475{
2476 key_value *link;
2477 shstr_cmp canonical_key (key);
2478
2479 if (!canonical_key)
2480 {
2481 /* 1. There being a field named key on any object
2482 * implies there'd be a shared string to find.
2483 * 2. Since there isn't, no object has this field.
2484 * 3. Therefore, *this* object doesn't have this field.
2485 */
2486 return 0;
2487 }
2488
2489 /* This is copied from get_ob_key_link() above -
2490 * only 4 lines, and saves the function call overhead.
2491 */
2492 for (link = op->key_values; link; link = link->next)
2493 if (link->key == canonical_key)
2494 return link->value; 2395 return kv->value;
2495 2396
2496 return 0; 2397 return shstr ();
2497} 2398}
2498 2399
2499 2400void
2500/* 2401object::kv_set (shstr_tmp key, shstr_tmp value)
2501 * Updates the canonical_key in op to value.
2502 *
2503 * canonical_key is a shared string (value doesn't have to be).
2504 *
2505 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2506 * keys.
2507 *
2508 * Returns TRUE on success.
2509 */
2510int
2511set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2512{ 2402{
2513 key_value *field = NULL, *last = NULL; 2403 for (key_value *kv = key_values; kv; kv = kv->next)
2514 2404 if (kv->key == key)
2515 for (field = op->key_values; field != NULL; field = field->next)
2516 {
2517 if (field->key != canonical_key)
2518 { 2405 {
2519 last = field; 2406 kv->value = value;
2520 continue; 2407 return;
2521 } 2408 }
2522 2409
2523 if (value) 2410 key_value *kv = new key_value;
2524 field->value = value; 2411
2525 else 2412 kv->next = key_values;
2413 kv->key = key;
2414 kv->value = value;
2415
2416 key_values = kv;
2417}
2418
2419void
2420object::kv_del (shstr_tmp key)
2421{
2422 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2423 if ((*kvp)->key == key)
2526 { 2424 {
2527 /* Basically, if the archetype has this key set, 2425 key_value *kv = *kvp;
2528 * we need to store the null value so when we save 2426 *kvp = (*kvp)->next;
2529 * it, we save the empty value so that when we load, 2427 delete kv;
2530 * we get this value back again. 2428 return;
2531 */
2532 if (get_ob_key_link (&op->arch->clone, canonical_key))
2533 field->value = 0;
2534 else
2535 {
2536 if (last)
2537 last->next = field->next;
2538 else
2539 op->key_values = field->next;
2540
2541 delete field;
2542 }
2543 } 2429 }
2544 return TRUE;
2545 }
2546 /* IF we get here, key doesn't exist */
2547
2548 /* No field, we'll have to add it. */
2549
2550 if (!add_key)
2551 return FALSE;
2552
2553 /* There isn't any good reason to store a null
2554 * value in the key/value list. If the archetype has
2555 * this key, then we should also have it, so shouldn't
2556 * be here. If user wants to store empty strings,
2557 * should pass in ""
2558 */
2559 if (value == NULL)
2560 return TRUE;
2561
2562 field = new key_value;
2563
2564 field->key = canonical_key;
2565 field->value = value;
2566 /* Usual prepend-addition. */
2567 field->next = op->key_values;
2568 op->key_values = field;
2569
2570 return TRUE;
2571}
2572
2573/*
2574 * Updates the key in op to value.
2575 *
2576 * If add_key is FALSE, this will only update existing keys,
2577 * and not add new ones.
2578 * In general, should be little reason FALSE is ever passed in for add_key
2579 *
2580 * Returns TRUE on success.
2581 */
2582int
2583set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2584{
2585 shstr key_ (key);
2586
2587 return set_ob_key_value_s (op, key_, value, add_key);
2588} 2430}
2589 2431
2590object::depth_iterator::depth_iterator (object *container) 2432object::depth_iterator::depth_iterator (object *container)
2591: iterator_base (container) 2433: iterator_base (container)
2592{ 2434{
2606 } 2448 }
2607 else 2449 else
2608 item = item->env; 2450 item = item->env;
2609} 2451}
2610 2452
2453const char *
2454object::flag_desc (char *desc, int len) const
2455{
2456 char *p = desc;
2457 bool first = true;
2458
2459 *p = 0;
2460
2461 for (int i = 0; i < NUM_FLAGS; i++)
2462 {
2463 if (len <= 10) // magic constant!
2464 {
2465 snprintf (p, len, ",...");
2466 break;
2467 }
2468
2469 if (flag [i])
2470 {
2471 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2472 len -= cnt;
2473 p += cnt;
2474 first = false;
2475 }
2476 }
2477
2478 return desc;
2479}
2480
2611// return a suitable string describing an objetc in enough detail to find it 2481// return a suitable string describing an object in enough detail to find it
2612const char * 2482const char *
2613object::debug_desc (char *info) const 2483object::debug_desc (char *info) const
2614{ 2484{
2485 char flagdesc[512];
2615 char info2[256 * 3]; 2486 char info2[256 * 4];
2616 char *p = info; 2487 char *p = info;
2617 2488
2618 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2489 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2619 count, 2490 count,
2491 uuid.c_str (),
2620 &name, 2492 &name,
2621 title ? " " : "", 2493 title ? ",title:\"" : "",
2622 title ? (const char *)title : ""); 2494 title ? (const char *)title : "",
2495 title ? "\"" : "",
2496 flag_desc (flagdesc, 512), type);
2623 2497
2624 if (env) 2498 if (!flag[FLAG_REMOVED] && env)
2625 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2499 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2626 2500
2627 if (map) 2501 if (map)
2628 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2502 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2629 2503
2630 return info; 2504 return info;
2631} 2505}
2632 2506
2633const char * 2507const char *
2634object::debug_desc () const 2508object::debug_desc () const
2635{ 2509{
2636 static char info[256 * 3]; 2510 static char info[3][256 * 4];
2511 static int info_idx;
2512
2637 return debug_desc (info); 2513 return debug_desc (info [++info_idx % 3]);
2638} 2514}
2639 2515
2516struct region *
2517object::region () const
2518{
2519 return map ? map->region (x, y)
2520 : region::default_region ();
2521}
2522
2523void
2524object::open_container (object *new_container)
2525{
2526 if (container == new_container)
2527 return;
2528
2529 object *old_container = container;
2530
2531 if (old_container)
2532 {
2533 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2534 return;
2535
2536#if 0
2537 // remove the "Close old_container" object.
2538 if (object *closer = old_container->inv)
2539 if (closer->type == CLOSE_CON)
2540 closer->destroy ();
2541#endif
2542
2543 // make sure the container is available
2544 esrv_send_item (this, old_container);
2545
2546 old_container->flag [FLAG_APPLIED] = false;
2547 container = 0;
2548
2549 // client needs item update to make it work, client bug requires this to be separate
2550 esrv_update_item (UPD_FLAGS, this, old_container);
2551
2552 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2553 play_sound (sound_find ("chest_close"));
2554 }
2555
2556 if (new_container)
2557 {
2558 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2559 return;
2560
2561 // TODO: this does not seem to serve any purpose anymore?
2562#if 0
2563 // insert the "Close Container" object.
2564 if (archetype *closer = new_container->other_arch)
2565 {
2566 object *closer = arch_to_object (new_container->other_arch);
2567 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2568 new_container->insert (closer);
2569 }
2570#endif
2571
2572 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2573
2574 // make sure the container is available, client bug requires this to be separate
2575 esrv_send_item (this, new_container);
2576
2577 new_container->flag [FLAG_APPLIED] = true;
2578 container = new_container;
2579
2580 // client needs flag change
2581 esrv_update_item (UPD_FLAGS, this, new_container);
2582 esrv_send_inventory (this, new_container);
2583 play_sound (sound_find ("chest_open"));
2584 }
2585// else if (!old_container->env && contr && contr->ns)
2586// contr->ns->floorbox_reset ();
2587}
2588
2589object *
2590object::force_find (shstr_tmp name)
2591{
2592 /* cycle through his inventory to look for the MARK we want to
2593 * place
2594 */
2595 for (object *tmp = inv; tmp; tmp = tmp->below)
2596 if (tmp->type == FORCE && tmp->slaying == name)
2597 return splay (tmp);
2598
2599 return 0;
2600}
2601
2602//-GPL
2603
2604void
2605object::force_set_timer (int duration)
2606{
2607 this->duration = 1;
2608 this->speed_left = -1.f;
2609
2610 this->set_speed (duration ? 1.f / duration : 0.f);
2611}
2612
2613object *
2614object::force_add (shstr_tmp name, int duration)
2615{
2616 if (object *force = force_find (name))
2617 force->destroy ();
2618
2619 object *force = get_archetype (FORCE_NAME);
2620
2621 force->slaying = name;
2622 force->force_set_timer (duration);
2623 force->flag [FLAG_APPLIED] = true;
2624
2625 return insert (force);
2626}
2627
2628void
2629object::play_sound (faceidx sound) const
2630{
2631 if (!sound)
2632 return;
2633
2634 if (is_on_map ())
2635 map->play_sound (sound, x, y);
2636 else if (object *pl = in_player ())
2637 pl->contr->play_sound (sound);
2638}
2639
2640void
2641object::say_msg (const char *msg) const
2642{
2643 if (is_on_map ())
2644 map->say_msg (msg, x, y);
2645 else if (object *pl = in_player ())
2646 pl->contr->play_sound (sound);
2647}
2648
2649void
2650object::make_noise ()
2651{
2652 // we do not model noise in the map, so instead put
2653 // a temporary light into the noise source
2654 // could use the map instead, but that's less reliable for our
2655 // goal, which is to make invisibility a bit harder to exploit
2656
2657 // currently only works sensibly for players
2658 if (!is_player ())
2659 return;
2660
2661 // find old force, or create new one
2662 object *force = force_find (shstr_noise_force);
2663
2664 if (force)
2665 force->speed_left = -1.f; // patch old speed up
2666 else
2667 {
2668 force = archetype::get (shstr_noise_force);
2669
2670 force->slaying = shstr_noise_force;
2671 force->stats.food = 1;
2672 force->speed_left = -1.f;
2673
2674 force->set_speed (1.f / 4.f);
2675 force->flag [FLAG_IS_USED_UP] = true;
2676 force->flag [FLAG_APPLIED] = true;
2677
2678 insert (force);
2679 }
2680}
2681

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