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Comparing deliantra/server/common/object.C (file contents):
Revision 1.102 by root, Mon Jan 1 17:34:11 2007 UTC vs.
Revision 1.310 by root, Thu Dec 17 01:04:37 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 ()
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 *
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 */
195bool object::can_merge_slow (object *ob1, object *ob2) 251bool object::can_merge_slow (object *ob1, object *ob2)
196{ 252{
197 /* A couple quicksanity checks */ 253 /* A couple quick sanity checks */
198 if (ob1 == ob2 254 if (ob1 == ob2
199 || ob1->type != ob2->type 255 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value 256 || ob1->value != ob2->value
202 || ob1->name != ob2->name) 257 || ob1->name != ob2->name
258 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
203 return 0; 259 return 0;
204 260
205 //TODO: this ain't working well, use nicer and correct overflow check
206 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 261 /* Do not merge objects if nrof would overflow, assume nrof
207 * value could not be stored in a sint32 (which unfortunately sometimes is 262 * is always 0 .. 2**31-1 */
208 * used to store nrof). 263 if (ob1->nrof > 0x7fffffff - ob2->nrof)
209 */
210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
211 return 0; 264 return 0;
212 265
213 /* If the objects have been identified, set the BEEN_APPLIED flag. 266 /* If the objects have been identified, set the BEEN_APPLIED flag.
214 * This is to the comparison of the flags below will be OK. We 267 * This is to the comparison of the flags below will be OK. We
215 * just can't ignore the been applied or identified flags, as they 268 * just can't ignore the been applied or identified flags, as they
216 * are not equal - just if it has been identified, the been_applied 269 * are not equal - just if it has been identified, the been_applied
217 * flags lose any meaning. 270 * flags lose any meaning.
218 */ 271 */
219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 272 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 273 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
221 274
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 275 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 276 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
224 277
225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 278 if (ob1->arch->archname != ob2->arch->archname
226 || ob1->arch != ob2->arch
227 || ob1->name != ob2->name 279 || ob1->name != ob2->name
228 || ob1->title != ob2->title 280 || ob1->title != ob2->title
229 || ob1->msg != ob2->msg 281 || ob1->msg != ob2->msg
230 || ob1->weight != ob2->weight 282 || ob1->weight != ob2->weight
231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
233 || ob1->attacktype != ob2->attacktype 283 || ob1->attacktype != ob2->attacktype
234 || ob1->magic != ob2->magic 284 || ob1->magic != ob2->magic
235 || ob1->slaying != ob2->slaying 285 || ob1->slaying != ob2->slaying
236 || ob1->skill != ob2->skill 286 || ob1->skill != ob2->skill
237 || ob1->value != ob2->value 287 || ob1->value != ob2->value
238 || 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 dependend on each other
239 || ob1->client_type != ob2->client_type 290 || ob1->client_type != ob2->client_type
240 || ob1->materialname != ob2->materialname 291 || ob1->material != ob2->material
241 || ob1->lore != ob2->lore 292 || ob1->lore != ob2->lore
242 || ob1->subtype != ob2->subtype 293 || ob1->subtype != ob2->subtype
243 || ob1->move_type != ob2->move_type 294 || ob1->move_type != ob2->move_type
244 || ob1->move_block != ob2->move_block 295 || ob1->move_block != ob2->move_block
245 || ob1->move_allow != ob2->move_allow 296 || ob1->move_allow != ob2->move_allow
246 || ob1->move_on != ob2->move_on 297 || ob1->move_on != ob2->move_on
247 || ob1->move_off != ob2->move_off 298 || ob1->move_off != ob2->move_off
248 || ob1->move_slow != ob2->move_slow 299 || ob1->move_slow != ob2->move_slow
249 || 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)))
250 return 0; 303 return 0;
251 304
305 if ((ob1->flag ^ ob2->flag)
306 .reset (FLAG_INV_LOCKED)
307 .reset (FLAG_REMOVED)
308 .any ())
309 return 0;
310
252 /* This is really a spellbook check - really, we should 311 /* This is really a spellbook check - we should in general
253 * check all objects in the inventory. 312 * not merge objects with real inventories, as splitting them
313 * is hard.
254 */ 314 */
255 if (ob1->inv || ob2->inv) 315 if (ob1->inv || ob2->inv)
256 { 316 {
257 /* if one object has inventory but the other doesn't, not equiv */ 317 if (!(ob1->inv && ob2->inv))
258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 318 return 0; /* inventories differ in length */
259 return 0;
260 319
261 /* 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
262 if (!object::can_merge (ob1->inv, ob2->inv)) 323 if (!object::can_merge (ob1->inv, ob2->inv))
263 return 0; 324 return 0; /* inventory objects differ */
264 325
265 /* 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
266 * if it is valid. 327 * if it is valid.
267 */ 328 */
268 } 329 }
287 if (ob1->level != ob2->level) 348 if (ob1->level != ob2->level)
288 return 0; 349 return 0;
289 break; 350 break;
290 } 351 }
291 352
292 if (ob1->key_values != NULL || ob2->key_values != NULL) 353 if (ob1->key_values || ob2->key_values)
293 { 354 {
294 /* At least one of these has key_values. */ 355 /* At least one of these has key_values. */
295 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 356 if ((!ob1->key_values) != (!ob2->key_values))
296 /* 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))
297 return 0; 360 return 0;
298 else if (!compare_ob_value_lists (ob1, ob2))
299 return 0;
300 } 361 }
301 362
302 //TODO: generate an event or call into perl for additional checks
303 if (ob1->self || ob2->self) 363 if (ob1->self || ob2->self)
304 { 364 {
305 ob1->optimise (); 365 ob1->optimise ();
306 ob2->optimise (); 366 ob2->optimise ();
307 367
308 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)
309 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 }
310 } 382 }
311 383
312 /* Everything passes, must be OK. */ 384 /* Everything passes, must be OK. */
313 return 1; 385 return 1;
314} 386}
315 387
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
316/* 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/*
317 * sum_weight() is a recursive function which calculates the weight 462 * this is a recursive function which calculates the weight
318 * 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
319 * containers are carrying, and sums it up. 464 * containers are carrying, and sums it up.
320 */ 465 */
321long 466void
322sum_weight (object *op) 467object::update_weight ()
323{ 468{
324 long sum; 469 sint32 sum = 0;
325 object *inv;
326 470
327 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 471 for (object *op = inv; op; op = op->below)
328 { 472 {
329 if (inv->inv) 473 if (op->inv)
330 sum_weight (inv); 474 op->update_weight ();
331 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)
332 } 482 {
333
334 if (op->type == CONTAINER && op->stats.Str)
335 sum = (sum * (100 - op->stats.Str)) / 100;
336
337 if (op->carrying != sum)
338 op->carrying = sum; 483 carrying = sum;
339 484
340 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 }
341} 489}
342 490
343/** 491/*
344 * Return the outermost environment object for a given object. 492 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
345 */ 493 */
346
347object *
348object_get_env_recursive (object *op)
349{
350 while (op->env != NULL)
351 op = op->env;
352 return op;
353}
354
355/*
356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
357 * Some error messages.
358 * The result of the dump is stored in the static global errmsg array.
359 */
360
361char * 494char *
362dump_object (object *op) 495dump_object (object *op)
363{ 496{
364 if (!op) 497 if (!op)
365 return strdup ("[NULLOBJ]"); 498 return strdup ("[NULLOBJ]");
366 499
367 object_freezer freezer; 500 object_freezer freezer;
368 save_object (freezer, op, 1); 501 op->write (freezer);
369 return freezer.as_string (); 502 return freezer.as_string ();
370} 503}
371 504
372/* 505char *
373 * get_nearest_part(multi-object, object 2) returns the part of the 506object::as_string ()
374 * multi-object 1 which is closest to the second object.
375 * If it's not a multi-object, it is returned.
376 */
377
378object *
379get_nearest_part (object *op, const object *pl)
380{ 507{
381 object *tmp, *closest; 508 return dump_object (this);
382 int last_dist, i;
383
384 if (op->more == NULL)
385 return op;
386 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
387 if ((i = distance (tmp, pl)) < last_dist)
388 closest = tmp, last_dist = i;
389 return closest;
390} 509}
391 510
392/* 511/*
393 * 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.
394 */ 514 */
395
396object * 515object *
397find_object (tag_t i) 516find_object (tag_t i)
398{ 517{
399 for (object *op = object::first; op; op = op->next) 518 for_all_objects (op)
400 if (op->count == i) 519 if (op->count == i)
401 return op; 520 return op;
402 521
403 return 0; 522 return 0;
404} 523}
405 524
406/* 525/*
407 * 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.
408 * Used only by the patch command, but not all that useful. 527 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999" 528 * Enables features like "patch <name-of-other-player> food 999"
410 */ 529 */
411
412object * 530object *
413find_object_name (const char *str) 531find_object_name (const char *str)
414{ 532{
415 shstr_cmp str_ (str); 533 shstr_cmp str_ (str);
416 object *op;
417 534
418 for (op = object::first; op != NULL; op = op->next) 535 if (str_)
536 for_all_objects (op)
419 if (op->name == str_) 537 if (op->name == str_)
420 break; 538 return op;
421 539
422 return op; 540 return 0;
423}
424
425void
426free_all_object_data ()
427{
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429} 541}
430 542
431/* 543/*
432 * 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
433 * skill and experience objects. 545 * skill and experience objects.
546 * ACTUALLY NO! investigate! TODO
434 */ 547 */
435void 548void
436object::set_owner (object *owner) 549object::set_owner (object *owner)
437{ 550{
551 // allow objects which own objects
438 if (!owner) 552 if (owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner) 553 while (owner->owner)
449 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 }
450 561
451 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;
452} 630}
453 631
454/* Zero the key_values on op, decrementing the shared-string 632/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 633 * refcounts and freeing the links.
456 */ 634 */
457static void 635static void
458free_key_values (object *op) 636free_key_values (object *op)
459{ 637{
460 for (key_value *i = op->key_values; i != 0;) 638 for (key_value *i = op->key_values; i; )
461 { 639 {
462 key_value *next = i->next; 640 key_value *next = i->next;
463 delete i; 641 delete i;
464 642
465 i = next; 643 i = next;
477 * will point at garbage. 655 * will point at garbage.
478 */ 656 */
479void 657void
480object::copy_to (object *dst) 658object::copy_to (object *dst)
481{ 659{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 660 dst->remove ();
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
484
485 *(object_copy *)dst = *this; 661 *(object_copy *)dst = *this;
486 662 dst->flag [FLAG_REMOVED] = true;
487 if (is_freed)
488 SET_FLAG (dst, FLAG_FREED);
489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
493 if (speed < 0)
494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
495 663
496 /* Copy over key_values, if any. */ 664 /* Copy over key_values, if any. */
497 if (key_values) 665 if (key_values)
498 { 666 {
499 key_value *tail = 0; 667 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 668 dst->key_values = 0;
503 669
504 for (i = key_values; i; i = i->next) 670 for (key_value *i = key_values; i; i = i->next)
505 { 671 {
506 key_value *new_link = new key_value; 672 key_value *new_link = new key_value;
507 673
508 new_link->next = 0; 674 new_link->next = 0;
509 new_link->key = i->key; 675 new_link->key = i->key;
510 new_link->value = i->value; 676 new_link->value = i->value;
511 677
512 /* Try and be clever here, too. */ 678 /* Try and be clever here, too. */
513 if (!dst->key_values) 679 if (!dst->key_values)
514 { 680 {
521 tail = new_link; 687 tail = new_link;
522 } 688 }
523 } 689 }
524 } 690 }
525 691
526 dst->set_speed (dst->speed); 692 dst->activate ();
693}
694
695void
696object::instantiate ()
697{
698 if (!uuid.seq) // HACK
699 uuid = UUID::gen ();
700
701 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
702 if (flag [FLAG_RANDOM_SPEED] && speed)
703 speed_left = - speed - rndm (); // TODO animation
704 else
705 speed_left = -1.;
706
707 /* copy the body_info to the body_used - this is only really
708 * need for monsters, but doesn't hurt to do it for everything.
709 * by doing so, when a monster is created, it has good starting
710 * values for the body_used info, so when items are created
711 * for it, they can be properly equipped.
712 */
713 for (int i = NUM_BODY_LOCATIONS; i--; )
714 slot[i].used = slot[i].info;
715
716 attachable::instantiate ();
527} 717}
528 718
529object * 719object *
530object::clone () 720object::clone ()
531{ 721{
532 object *neu = create (); 722 object *neu = create ();
533 copy_to (neu); 723 copy_to (neu);
724
725 // TODO: unclean state changes, should not be done in clone AND instantiate
726 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
727 neu->speed_left = - neu->speed - rndm (); // TODO animation
728
729 neu->map = map; // not copied by copy_to
534 return neu; 730 return neu;
535} 731}
536 732
537/* 733/*
538 * If an object with the IS_TURNABLE() flag needs to be turned due 734 * If an object with the IS_TURNABLE() flag needs to be turned due
555 * This function needs to be called whenever the speed of an object changes. 751 * This function needs to be called whenever the speed of an object changes.
556 */ 752 */
557void 753void
558object::set_speed (float speed) 754object::set_speed (float speed)
559{ 755{
560 if (flag [FLAG_FREED] && speed)
561 {
562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
563 speed = 0;
564 }
565
566 this->speed = speed; 756 this->speed = speed;
567 757
568 if (has_active_speed ()) 758 if (has_active_speed ())
569 activate (); 759 activate ();
570 else 760 else
589 * UP_OBJ_FACE: only the objects face has changed. 779 * UP_OBJ_FACE: only the objects face has changed.
590 */ 780 */
591void 781void
592update_object (object *op, int action) 782update_object (object *op, int action)
593{ 783{
594 MoveType move_on, move_off, move_block, move_slow; 784 if (!op)
595
596 if (op == NULL)
597 { 785 {
598 /* this should never happen */ 786 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 787 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
600 return; 788 return;
601 } 789 }
602 790
603 if (op->env) 791 if (!op->is_on_map ())
604 { 792 {
605 /* Animation is currently handled by client, so nothing 793 /* Animation is currently handled by client, so nothing
606 * to do in this case. 794 * to do in this case.
607 */ 795 */
608 return; 796 return;
609 } 797 }
610
611 /* If the map is saving, don't do anything as everything is
612 * going to get freed anyways.
613 */
614 if (!op->map || op->map->in_memory == MAP_SAVING)
615 return;
616 798
617 /* make sure the object is within map boundaries */ 799 /* make sure the object is within map boundaries */
618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 800 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
619 { 801 {
620 LOG (llevError, "update_object() called for object out of map!\n"); 802 LOG (llevError, "update_object() called for object out of map!\n");
628 810
629 if (!(m.flags_ & P_UPTODATE)) 811 if (!(m.flags_ & P_UPTODATE))
630 /* nop */; 812 /* nop */;
631 else if (action == UP_OBJ_INSERT) 813 else if (action == UP_OBJ_INSERT)
632 { 814 {
815#if 0
633 // this is likely overkill, TODO: revisit (schmorp) 816 // this is likely overkill, TODO: revisit (schmorp)
634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 817 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 818 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 819 || (op->is_player () && !(m.flags_ & P_PLAYER))
637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 820 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 821 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 822 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
640 || (m.move_on | op->move_on ) != m.move_on 823 || (m.move_on | op->move_on ) != m.move_on
641 || (m.move_off | op->move_off ) != m.move_off 824 || (m.move_off | op->move_off ) != m.move_off
642 || (m.move_slow | op->move_slow) != m.move_slow 825 || (m.move_slow | op->move_slow) != m.move_slow
643 /* This isn't perfect, but I don't expect a lot of objects to 826 /* This isn't perfect, but I don't expect a lot of objects to
644 * to have move_allow right now. 827 * have move_allow right now.
645 */ 828 */
646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 829 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
830 m.invalidate ();
831#else
647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 832 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
648 m.flags_ = 0; 833 m.invalidate ();
834#endif
649 } 835 }
650 /* if the object is being removed, we can't make intelligent 836 /* if the object is being removed, we can't make intelligent
651 * decisions, because remove_ob can't really pass the object 837 * decisions, because remove_ob can't really pass the object
652 * that is being removed. 838 * that is being removed.
653 */ 839 */
654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 840 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
655 m.flags_ = 0; 841 m.invalidate ();
656 else if (action == UP_OBJ_FACE) 842 else if (action == UP_OBJ_FACE)
657 /* Nothing to do for that case */ ; 843 /* Nothing to do for that case */ ;
658 else 844 else
659 LOG (llevError, "update_object called with invalid action: %d\n", action); 845 LOG (llevError, "update_object called with invalid action: %d\n", action);
660 846
661 if (op->more) 847 if (op->more)
662 update_object (op->more, action); 848 update_object (op->more, action);
663} 849}
664 850
665object *object::first;
666
667object::object () 851object::object ()
668{ 852{
669 SET_FLAG (this, FLAG_REMOVED); 853 SET_FLAG (this, FLAG_REMOVED);
670 854
671 expmul = 1.0; 855 //expmul = 1.0; declared const for the time being
672 face = blank_face; 856 face = blank_face;
857 material = MATERIAL_NULL;
673} 858}
674 859
675object::~object () 860object::~object ()
676{ 861{
862 unlink ();
863
677 free_key_values (this); 864 free_key_values (this);
678} 865}
679 866
867static int object_count;
868
680void object::link () 869void object::link ()
681{ 870{
871 assert (!index);//D
872 uuid = UUID::gen ();
682 count = ++ob_count; 873 count = ++object_count;
683 uuid = gen_uuid ();
684 874
685 prev = 0; 875 refcnt_inc ();
686 next = object::first; 876 objects.insert (this);
687
688 if (object::first)
689 object::first->prev = this;
690
691 object::first = this;
692} 877}
693 878
694void object::unlink () 879void object::unlink ()
695{ 880{
696 if (this == object::first) 881 if (!index)
697 object::first = next; 882 return;
698 883
699 /* Remove this object from the list of used objects */ 884 objects.erase (this);
700 if (prev) prev->next = next; 885 refcnt_dec ();
701 if (next) next->prev = prev;
702
703 prev = 0;
704 next = 0;
705}
706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711} 886}
712 887
713void 888void
714object::activate () 889object::activate ()
715{ 890{
716 /* If already on active list, don't do anything */ 891 /* If already on active list, don't do anything */
717 if (active ()) 892 if (active)
718 return; 893 return;
719 894
720 if (has_active_speed ()) 895 if (has_active_speed ())
721 { 896 {
722 /* process_events() expects us to insert the object at the beginning 897 if (flag [FLAG_FREED])
723 * of the list. */ 898 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
724 active_next = active_objects;
725 899
726 if (active_next) 900 actives.insert (this);
727 active_next->active_prev = this;
728
729 active_objects = this;
730 } 901 }
731} 902}
732 903
733void 904void
734object::activate_recursive () 905object::activate_recursive ()
735{ 906{
736 activate (); 907 activate ();
737 908
738 for (object *op = inv; op; op = op->above) 909 for (object *op = inv; op; op = op->below)
739 op->activate_recursive (); 910 op->activate_recursive ();
740} 911}
741 912
742/* This function removes object 'op' from the list of active 913/* This function removes object 'op' from the list of active
743 * objects. 914 * objects.
749 */ 920 */
750void 921void
751object::deactivate () 922object::deactivate ()
752{ 923{
753 /* If not on the active list, nothing needs to be done */ 924 /* If not on the active list, nothing needs to be done */
754 if (!active ()) 925 if (!active)
755 return; 926 return;
756 927
757 if (active_prev == 0) 928 actives.erase (this);
758 {
759 active_objects = active_next;
760 if (active_next)
761 active_next->active_prev = 0;
762 }
763 else
764 {
765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
769
770 active_next = 0;
771 active_prev = 0;
772} 929}
773 930
774void 931void
775object::deactivate_recursive () 932object::deactivate_recursive ()
776{ 933{
777 for (object *op = inv; op; op = op->above) 934 for (object *op = inv; op; op = op->below)
778 op->deactivate_recursive (); 935 op->deactivate_recursive ();
779 936
780 deactivate (); 937 deactivate ();
938}
939
940void
941object::set_flag_inv (int flag, int value)
942{
943 for (object *op = inv; op; op = op->below)
944 {
945 op->flag [flag] = value;
946 op->set_flag_inv (flag, value);
947 }
781} 948}
782 949
783/* 950/*
784 * Remove and free all objects in the inventory of the given object. 951 * Remove and free all objects in the inventory of the given object.
785 * object.c ? 952 * object.c ?
788object::destroy_inv (bool drop_to_ground) 955object::destroy_inv (bool drop_to_ground)
789{ 956{
790 // need to check first, because the checks below might segfault 957 // need to check first, because the checks below might segfault
791 // as we might be on an invalid mapspace and crossfire code 958 // as we might be on an invalid mapspace and crossfire code
792 // is too buggy to ensure that the inventory is empty. 959 // is too buggy to ensure that the inventory is empty.
793 // corollary: if you create arrows etc. with stuff in tis inventory, 960 // corollary: if you create arrows etc. with stuff in its inventory,
794 // cf will crash below with off-map x and y 961 // cf will crash below with off-map x and y
795 if (!inv) 962 if (!inv)
796 return; 963 return;
797 964
798 /* Only if the space blocks everything do we not process - 965 /* Only if the space blocks everything do we not process -
799 * if some form of movement is allowed, let objects 966 * if some form of movement is allowed, let objects
800 * drop on that space. 967 * drop on that space.
801 */ 968 */
802 if (!drop_to_ground 969 if (!drop_to_ground
803 || !map 970 || !map
804 || map->in_memory != MAP_IN_MEMORY 971 || map->in_memory != MAP_ACTIVE
972 || map->no_drop
805 || ms ().move_block == MOVE_ALL) 973 || ms ().move_block == MOVE_ALL)
806 { 974 {
807 while (inv) 975 while (inv)
808 {
809 inv->destroy_inv (drop_to_ground);
810 inv->destroy (); 976 inv->destroy ();
811 }
812 } 977 }
813 else 978 else
814 { /* Put objects in inventory onto this space */ 979 { /* Put objects in inventory onto this space */
815 while (inv) 980 while (inv)
816 { 981 {
818 983
819 if (op->flag [FLAG_STARTEQUIP] 984 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP] 985 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE 986 || op->type == RUNE
822 || op->type == TRAP 987 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE]) 988 || op->flag [FLAG_IS_A_TEMPLATE]
989 || op->flag [FLAG_DESTROY_ON_DEATH])
824 op->destroy (); 990 op->destroy ();
825 else 991 else
826 map->insert (op, x, y); 992 map->insert (op, x, y);
827 } 993 }
828 } 994 }
833 object *op = new object; 999 object *op = new object;
834 op->link (); 1000 op->link ();
835 return op; 1001 return op;
836} 1002}
837 1003
1004static struct freed_map : maptile
1005{
1006 freed_map ()
1007 {
1008 path = "<freed objects map>";
1009 name = "/internal/freed_objects_map";
1010 width = 3;
1011 height = 3;
1012 no_drop = 1;
1013 no_reset = 1;
1014
1015 alloc ();
1016 in_memory = MAP_ACTIVE;
1017 }
1018
1019 ~freed_map ()
1020 {
1021 destroy ();
1022 }
1023} freed_map; // freed objects are moved here to avoid crashes
1024
838void 1025void
839object::do_destroy () 1026object::do_destroy ()
840{ 1027{
841 if (flag [FLAG_IS_LINKED]) 1028 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this); 1029 remove_link ();
843 1030
844 if (flag [FLAG_FRIENDLY]) 1031 if (flag [FLAG_FRIENDLY])
845 remove_friendly_object (this); 1032 remove_friendly_object (this);
846 1033
847 if (!flag [FLAG_REMOVED])
848 remove (); 1034 remove ();
849 1035
850 if (flag [FLAG_FREED]) 1036 attachable::do_destroy ();
851 return;
852 1037
853 set_speed (0); 1038 deactivate ();
1039 unlink ();
854 1040
855 flag [FLAG_FREED] = 1; 1041 flag [FLAG_FREED] = 1;
856 1042
857 attachable::do_destroy ();
858
859 destroy_inv (true);
860 unlink ();
861
862 // hack to ensure that freed objects still have a valid map 1043 // hack to ensure that freed objects still have a valid map
863 {
864 static maptile *freed_map; // freed objects are moved here to avoid crashes
865
866 if (!freed_map)
867 {
868 freed_map = new maptile;
869
870 freed_map->name = "/internal/freed_objects_map";
871 freed_map->width = 3;
872 freed_map->height = 3;
873
874 freed_map->alloc ();
875 }
876
877 map = freed_map; 1044 map = &freed_map;
878 x = 1; 1045 x = 1;
879 y = 1; 1046 y = 1;
880 }
881
882 head = 0;
883 1047
884 if (more) 1048 if (more)
885 { 1049 {
886 more->destroy (); 1050 more->destroy ();
887 more = 0; 1051 more = 0;
888 } 1052 }
889 1053
1054 head = 0;
1055
890 // clear those pointers that likely might have circular references to us 1056 // clear those pointers that likely might cause circular references
891 owner = 0; 1057 owner = 0;
892 enemy = 0; 1058 enemy = 0;
893 attacked_by = 0; 1059 attacked_by = 0;
894 1060 current_weapon = 0;
895 // only relevant for players(?), but make sure of it anyways
896 contr = 0;
897} 1061}
898 1062
899void 1063void
900object::destroy (bool destroy_inventory) 1064object::destroy ()
901{ 1065{
902 if (destroyed ()) 1066 if (destroyed ())
903 return; 1067 return;
904 1068
905 if (destroy_inventory) 1069 if (!is_head () && !head->destroyed ())
1070 {
1071 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1072 head->destroy ();
1073 return;
1074 }
1075
906 destroy_inv (false); 1076 destroy_inv (false);
1077
1078 if (is_head ())
1079 if (sound_destroy)
1080 play_sound (sound_destroy);
1081 else if (flag [FLAG_MONSTER])
1082 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
907 1083
908 attachable::destroy (); 1084 attachable::destroy ();
909}
910
911/*
912 * sub_weight() recursively (outwards) subtracts a number from the
913 * weight of an object (and what is carried by it's environment(s)).
914 */
915void
916sub_weight (object *op, signed long weight)
917{
918 while (op != NULL)
919 {
920 if (op->type == CONTAINER)
921 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
922
923 op->carrying -= weight;
924 op = op->env;
925 }
926} 1085}
927 1086
928/* op->remove (): 1087/* op->remove ():
929 * This function removes the object op from the linked list of objects 1088 * This function removes the object op from the linked list of objects
930 * which it is currently tied to. When this function is done, the 1089 * which it is currently tied to. When this function is done, the
931 * object will have no environment. If the object previously had an 1090 * object will have no environment. If the object previously had an
932 * environment, the x and y coordinates will be updated to 1091 * environment, the x and y coordinates will be updated to
933 * the previous environment. 1092 * the previous environment.
934 * Beware: This function is called from the editor as well!
935 */ 1093 */
936void 1094void
937object::remove () 1095object::do_remove ()
938{ 1096{
939 object *tmp, *last = 0; 1097 if (flag [FLAG_REMOVED])
940 object *otmp;
941
942 if (QUERY_FLAG (this, FLAG_REMOVED))
943 return; 1098 return;
944 1099
945 SET_FLAG (this, FLAG_REMOVED);
946 INVOKE_OBJECT (REMOVE, this); 1100 INVOKE_OBJECT (REMOVE, this);
1101
1102 flag [FLAG_REMOVED] = true;
947 1103
948 if (more) 1104 if (more)
949 more->remove (); 1105 more->remove ();
950 1106
951 /* 1107 /*
952 * In this case, the object to be removed is in someones 1108 * In this case, the object to be removed is in someones
953 * inventory. 1109 * inventory.
954 */ 1110 */
955 if (env) 1111 if (env)
956 { 1112 {
957 if (nrof) 1113 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
958 sub_weight (env, weight * nrof); 1114 if (object *pl = visible_to ())
959 else 1115 esrv_del_item (pl->contr, count);
960 sub_weight (env, weight + carrying); 1116 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
961 1117
962 /* NO_FIX_PLAYER is set when a great many changes are being 1118 adjust_weight (env, -total_weight ());
963 * made to players inventory. If set, avoiding the call
964 * to save cpu time.
965 */
966 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
967 otmp->update_stats ();
968 1119
969 if (above) 1120 object *pl = in_player ();
970 above->below = below;
971 else
972 env->inv = below;
973
974 if (below)
975 below->above = above;
976 1121
977 /* we set up values so that it could be inserted into 1122 /* we set up values so that it could be inserted into
978 * the map, but we don't actually do that - it is up 1123 * the map, but we don't actually do that - it is up
979 * to the caller to decide what we want to do. 1124 * to the caller to decide what we want to do.
980 */ 1125 */
981 x = env->x, y = env->y;
982 map = env->map; 1126 map = env->map;
983 above = 0, below = 0; 1127 x = env->x;
984 env = 0; 1128 y = env->y;
985 }
986 else if (map)
987 {
988 if (type == PLAYER)
989 {
990 --map->players;
991 map->touch ();
992 }
993 1129
994 map->dirty = true; 1130 // make sure cmov optimisation is applicable
995 1131 *(above ? &above->below : &env->inv) = below;
996 /* link the object above us */ 1132 *(below ? &below->above : &above ) = above; // &above is just a dummy
997 if (above)
998 above->below = below;
999 else
1000 map->at (x, y).top = below; /* we were top, set new top */
1001
1002 /* Relink the object below us, if there is one */
1003 if (below)
1004 below->above = above;
1005 else
1006 {
1007 /* Nothing below, which means we need to relink map object for this space
1008 * use translated coordinates in case some oddness with map tiling is
1009 * evident
1010 */
1011 if (GET_MAP_OB (map, x, y) != this)
1012 {
1013 char *dump = dump_object (this);
1014 LOG (llevError,
1015 "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);
1016 free (dump);
1017 dump = dump_object (GET_MAP_OB (map, x, y));
1018 LOG (llevError, "%s\n", dump);
1019 free (dump);
1020 }
1021
1022 map->at (x, y).bot = above; /* goes on above it. */
1023 }
1024 1133
1025 above = 0; 1134 above = 0;
1026 below = 0; 1135 below = 0;
1136 env = 0;
1137
1138 if (pl && pl->is_player ())
1139 {
1140 pl->contr->queue_stats_update ();
1141
1142 if (glow_radius && pl->is_on_map ())
1143 update_all_los (pl->map, pl->x, pl->y);
1144 }
1145 }
1146 else if (map)
1147 {
1148 map->dirty = true;
1149 mapspace &ms = this->ms ();
1150
1151 if (object *pl = ms.player ())
1152 {
1153 if (is_player ())
1154 {
1155 if (!flag [FLAG_WIZPASS])
1156 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1157
1158 // leaving a spot always closes any open container on the ground
1159 if (container && !container->env)
1160 // this causes spurious floorbox updates, but it ensures
1161 // that the CLOSE event is being sent.
1162 close_container ();
1163
1164 --map->players;
1165 map->touch ();
1166 }
1167 else if (pl->container_ () == this)
1168 {
1169 // removing a container should close it
1170 close_container ();
1171 }
1172
1173 esrv_del_item (pl->contr, count);
1174 }
1175
1176 /* link the object above us */
1177 // re-link, make sure compiler can easily use cmove
1178 *(above ? &above->below : &ms.top) = below;
1179 *(below ? &below->above : &ms.bot) = above;
1180
1181 above = 0;
1182 below = 0;
1183
1184 ms.invalidate ();
1027 1185
1028 if (map->in_memory == MAP_SAVING) 1186 if (map->in_memory == MAP_SAVING)
1029 return; 1187 return;
1030 1188
1031 int check_walk_off = !flag [FLAG_NO_APPLY]; 1189 int check_walk_off = !flag [FLAG_NO_APPLY];
1032 1190
1033 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1191 if (object *pl = ms.player ())
1034 { 1192 {
1035 /* No point updating the players look faces if he is the object 1193 if (pl->container_ () == this)
1036 * being removed.
1037 */
1038
1039 if (tmp->type == PLAYER && tmp != this)
1040 {
1041 /* If a container that the player is currently using somehow gets 1194 /* If a container that the player is currently using somehow gets
1042 * removed (most likely destroyed), update the player view 1195 * removed (most likely destroyed), update the player view
1043 * appropriately. 1196 * appropriately.
1044 */ 1197 */
1045 if (tmp->container == this) 1198 pl->close_container ();
1046 {
1047 flag [FLAG_APPLIED] = 0;
1048 tmp->container = 0;
1049 }
1050 1199
1200 //TODO: the floorbox prev/next might need updating
1201 //esrv_del_item (pl->contr, count);
1202 //TODO: update floorbox to preserve ordering
1051 if (tmp->contr->ns) 1203 if (pl->contr->ns)
1052 tmp->contr->ns->floorbox_update (); 1204 pl->contr->ns->floorbox_update ();
1205 }
1206
1207 if (check_walk_off)
1208 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1209 {
1210 above = tmp->above;
1211
1212 /* No point updating the players look faces if he is the object
1213 * being removed.
1053 } 1214 */
1054 1215
1055 /* See if object moving off should effect something */ 1216 /* See if object moving off should effect something */
1056 if (check_walk_off
1057 && ((move_type & tmp->move_off) 1217 if ((move_type & tmp->move_off)
1058 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1218 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1059 {
1060 move_apply (tmp, this, 0); 1219 move_apply (tmp, this, 0);
1061
1062 if (destroyed ())
1063 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1064 } 1220 }
1065 1221
1066 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1222 if (affects_los ())
1067 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1068 if (tmp->above == tmp)
1069 tmp->above = 0;
1070
1071 last = tmp;
1072 }
1073
1074 /* last == NULL if there are no objects on this space */
1075 //TODO: this makes little sense, why only update the topmost object?
1076 if (!last)
1077 map->at (x, y).flags_ = 0;
1078 else
1079 update_object (last, UP_OBJ_REMOVE);
1080
1081 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1082 update_all_los (map, x, y); 1223 update_all_los (map, x, y);
1083 } 1224 }
1084} 1225}
1085 1226
1086/* 1227/*
1095merge_ob (object *op, object *top) 1236merge_ob (object *op, object *top)
1096{ 1237{
1097 if (!op->nrof) 1238 if (!op->nrof)
1098 return 0; 1239 return 0;
1099 1240
1100 if (top) 1241 if (!top)
1101 for (top = op; top && top->above; top = top->above) 1242 for (top = op; top && top->above; top = top->above)
1102 ; 1243 ;
1103 1244
1104 for (; top; top = top->below) 1245 for (; top; top = top->below)
1105 {
1106 if (top == op)
1107 continue;
1108
1109 if (object::can_merge (op, top)) 1246 if (object::can_merge (op, top))
1110 { 1247 {
1111 top->nrof += op->nrof; 1248 top->nrof += op->nrof;
1112 1249
1113/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1250 if (object *pl = top->visible_to ())
1114 op->weight = 0; /* Don't want any adjustements now */ 1251 esrv_update_item (UPD_NROF, pl, top);
1252
1253 op->weight = 0; // cancel the addition above
1254 op->carrying = 0; // must be 0 already
1255
1115 op->destroy (); 1256 op->destroy ();
1257
1116 return top; 1258 return top;
1117 } 1259 }
1118 }
1119 1260
1120 return 0; 1261 return 0;
1121} 1262}
1122 1263
1264void
1265object::expand_tail ()
1266{
1267 if (more)
1268 return;
1269
1270 object *prev = this;
1271
1272 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1273 {
1274 object *op = at->instance ();
1275
1276 op->name = name;
1277 op->name_pl = name_pl;
1278 op->title = title;
1279
1280 op->head = this;
1281 prev->more = op;
1282
1283 prev = op;
1284 }
1285}
1286
1123/* 1287/*
1124 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1288 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1125 * job preparing multi-part monsters 1289 * job preparing multi-part monsters.
1126 */ 1290 */
1127object * 1291object *
1128insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1292insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1129{ 1293{
1294 op->remove ();
1295
1130 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1296 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1131 { 1297 {
1132 tmp->x = x + tmp->arch->clone.x; 1298 tmp->x = x + tmp->arch->x;
1133 tmp->y = y + tmp->arch->clone.y; 1299 tmp->y = y + tmp->arch->y;
1134 } 1300 }
1135 1301
1136 return insert_ob_in_map (op, m, originator, flag); 1302 return insert_ob_in_map (op, m, originator, flag);
1137} 1303}
1138 1304
1157 * just 'op' otherwise 1323 * just 'op' otherwise
1158 */ 1324 */
1159object * 1325object *
1160insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1326insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1161{ 1327{
1162 object *tmp, *top, *floor = NULL; 1328 op->remove ();
1163 sint16 x, y;
1164 1329
1165 if (QUERY_FLAG (op, FLAG_FREED)) 1330 if (m == &freed_map)//D TODO: remove soon
1166 { 1331 {//D
1167 LOG (llevError, "Trying to insert freed object!\n"); 1332 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1168 return NULL;
1169 } 1333 }//D
1170
1171 if (!m)
1172 {
1173 char *dump = dump_object (op);
1174 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1175 free (dump);
1176 return op;
1177 }
1178
1179 if (out_of_map (m, op->x, op->y))
1180 {
1181 char *dump = dump_object (op);
1182 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1183#ifdef MANY_CORES
1184 /* Better to catch this here, as otherwise the next use of this object
1185 * is likely to cause a crash. Better to find out where it is getting
1186 * improperly inserted.
1187 */
1188 abort ();
1189#endif
1190 free (dump);
1191 return op;
1192 }
1193
1194 if (!QUERY_FLAG (op, FLAG_REMOVED))
1195 {
1196 char *dump = dump_object (op);
1197 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1198 free (dump);
1199 return op;
1200 }
1201
1202 if (op->more)
1203 {
1204 /* The part may be on a different map. */
1205
1206 object *more = op->more;
1207
1208 /* We really need the caller to normalize coordinates - if
1209 * we set the map, that doesn't work if the location is within
1210 * a map and this is straddling an edge. So only if coordinate
1211 * is clear wrong do we normalize it.
1212 */
1213 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1214 more->map = get_map_from_coord (m, &more->x, &more->y);
1215 else if (!more->map)
1216 {
1217 /* For backwards compatibility - when not dealing with tiled maps,
1218 * more->map should always point to the parent.
1219 */
1220 more->map = m;
1221 }
1222
1223 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1224 {
1225 if (!op->head)
1226 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1227
1228 return 0;
1229 }
1230 }
1231
1232 CLEAR_FLAG (op, FLAG_REMOVED);
1233 1334
1234 /* Ideally, the caller figures this out. However, it complicates a lot 1335 /* Ideally, the caller figures this out. However, it complicates a lot
1235 * of areas of callers (eg, anything that uses find_free_spot would now 1336 * of areas of callers (eg, anything that uses find_free_spot would now
1236 * need extra work 1337 * need extra work
1237 */ 1338 */
1238 op->map = get_map_from_coord (m, &op->x, &op->y); 1339 maptile *newmap = m;
1239 x = op->x; 1340 if (!xy_normalise (newmap, op->x, op->y))
1240 y = op->y; 1341 {
1342 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1343 return 0;
1344 }
1345
1346 if (object *more = op->more)
1347 if (!insert_ob_in_map (more, m, originator, flag))
1348 return 0;
1349
1350 op->flag [FLAG_REMOVED] = false;
1351 op->env = 0;
1352 op->map = newmap;
1353
1354 mapspace &ms = op->ms ();
1241 1355
1242 /* this has to be done after we translate the coordinates. 1356 /* this has to be done after we translate the coordinates.
1243 */ 1357 */
1244 if (op->nrof && !(flag & INS_NO_MERGE)) 1358 if (op->nrof && !(flag & INS_NO_MERGE))
1245 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1359 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1246 if (object::can_merge (op, tmp)) 1360 if (object::can_merge (op, tmp))
1247 { 1361 {
1362 // TODO: we actually want to update tmp, not op,
1363 // but some caller surely breaks when we return tmp
1364 // from here :/
1248 op->nrof += tmp->nrof; 1365 op->nrof += tmp->nrof;
1249 tmp->destroy (); 1366 tmp->destroy ();
1250 } 1367 }
1251 1368
1252 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1369 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1261 { 1378 {
1262 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1379 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1263 abort (); 1380 abort ();
1264 } 1381 }
1265 1382
1383 if (!originator->is_on_map ())
1384 {
1385 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1386 op->debug_desc (), originator->debug_desc ());
1387 abort ();
1388 }
1389
1266 op->above = originator; 1390 op->above = originator;
1267 op->below = originator->below; 1391 op->below = originator->below;
1268
1269 if (op->below)
1270 op->below->above = op;
1271 else
1272 op->ms ().bot = op;
1273
1274 /* since *below* originator, no need to update top */
1275 originator->below = op; 1392 originator->below = op;
1393
1394 *(op->below ? &op->below->above : &ms.bot) = op;
1276 } 1395 }
1277 else 1396 else
1278 { 1397 {
1398 object *floor = 0;
1399 object *top = ms.top;
1400
1279 /* If there are other objects, then */ 1401 /* If there are other objects, then */
1280 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1402 if (top)
1281 { 1403 {
1282 object *last = 0;
1283
1284 /* 1404 /*
1285 * If there are multiple objects on this space, we do some trickier handling. 1405 * If there are multiple objects on this space, we do some trickier handling.
1286 * We've already dealt with merging if appropriate. 1406 * We've already dealt with merging if appropriate.
1287 * Generally, we want to put the new object on top. But if 1407 * Generally, we want to put the new object on top. But if
1288 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1408 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1291 * once we get to them. This reduces the need to traverse over all of 1411 * once we get to them. This reduces the need to traverse over all of
1292 * them when adding another one - this saves quite a bit of cpu time 1412 * them when adding another one - this saves quite a bit of cpu time
1293 * when lots of spells are cast in one area. Currently, it is presumed 1413 * when lots of spells are cast in one area. Currently, it is presumed
1294 * that flying non pickable objects are spell objects. 1414 * that flying non pickable objects are spell objects.
1295 */ 1415 */
1296 while (top) 1416 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1297 { 1417 {
1298 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1418 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1299 floor = top; 1419 floor = tmp;
1300 1420
1301 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1421 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1302 { 1422 {
1303 /* We insert above top, so we want this object below this */ 1423 /* We insert above top, so we want this object below this */
1304 top = top->below; 1424 top = tmp->below;
1305 break; 1425 break;
1306 } 1426 }
1307 1427
1308 last = top;
1309 top = top->above; 1428 top = tmp;
1310 } 1429 }
1311
1312 /* Don't want top to be NULL, so set it to the last valid object */
1313 top = last;
1314 1430
1315 /* We let update_position deal with figuring out what the space 1431 /* We let update_position deal with figuring out what the space
1316 * looks like instead of lots of conditions here. 1432 * looks like instead of lots of conditions here.
1317 * makes things faster, and effectively the same result. 1433 * makes things faster, and effectively the same result.
1318 */ 1434 */
1319 1435
1320 /* Have object 'fall below' other objects that block view. 1436 /* Have object 'fall below' other objects that block view.
1321 * Unless those objects are exits, type 66 1437 * Unless those objects are exits.
1322 * If INS_ON_TOP is used, don't do this processing 1438 * If INS_ON_TOP is used, don't do this processing
1323 * Need to find the object that in fact blocks view, otherwise 1439 * Need to find the object that in fact blocks view, otherwise
1324 * stacking is a bit odd. 1440 * stacking is a bit odd.
1325 */ 1441 */
1326 if (!(flag & INS_ON_TOP) && 1442 if (!(flag & INS_ON_TOP)
1327 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1443 && ms.flags () & P_BLOCKSVIEW
1444 && (op->face && !faces [op->face].visibility))
1328 { 1445 {
1446 object *last;
1447
1329 for (last = top; last != floor; last = last->below) 1448 for (last = top; last != floor; last = last->below)
1330 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1449 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1331 break; 1450 break;
1451
1332 /* Check to see if we found the object that blocks view, 1452 /* Check to see if we found the object that blocks view,
1333 * and make sure we have a below pointer for it so that 1453 * and make sure we have a below pointer for it so that
1334 * we can get inserted below this one, which requires we 1454 * we can get inserted below this one, which requires we
1335 * set top to the object below us. 1455 * set top to the object below us.
1336 */ 1456 */
1337 if (last && last->below && last != floor) 1457 if (last && last->below && last != floor)
1338 top = last->below; 1458 top = last->below;
1339 } 1459 }
1340 } /* If objects on this space */ 1460 } /* If objects on this space */
1341 1461
1342 if (flag & INS_MAP_LOAD)
1343 top = GET_MAP_TOP (op->map, op->x, op->y);
1344
1345 if (flag & INS_ABOVE_FLOOR_ONLY) 1462 if (flag & INS_ABOVE_FLOOR_ONLY)
1346 top = floor; 1463 top = floor;
1347 1464
1348 /* Top is the object that our object (op) is going to get inserted above. 1465 // insert object above top, or bottom-most if top = 0
1349 */
1350
1351 /* First object on this space */
1352 if (!top) 1466 if (!top)
1353 { 1467 {
1354 op->above = GET_MAP_OB (op->map, op->x, op->y);
1355
1356 if (op->above)
1357 op->above->below = op;
1358
1359 op->below = 0; 1468 op->below = 0;
1469 op->above = ms.bot;
1360 op->ms ().bot = op; 1470 ms.bot = op;
1471
1472 *(op->above ? &op->above->below : &ms.top) = op;
1361 } 1473 }
1362 else 1474 else
1363 { /* get inserted into the stack above top */ 1475 {
1364 op->above = top->above; 1476 op->above = top->above;
1365
1366 if (op->above)
1367 op->above->below = op; 1477 top->above = op;
1368 1478
1369 op->below = top; 1479 op->below = top;
1370 top->above = op; 1480 *(op->above ? &op->above->below : &ms.top) = op;
1371 } 1481 }
1482 }
1372 1483
1373 if (!op->above) 1484 if (op->is_player ())
1374 op->ms ().top = op;
1375 } /* else not INS_BELOW_ORIGINATOR */
1376
1377 if (op->type == PLAYER)
1378 { 1485 {
1379 op->contr->do_los = 1; 1486 op->contr->do_los = 1;
1380 ++op->map->players; 1487 ++op->map->players;
1381 op->map->touch (); 1488 op->map->touch ();
1382 } 1489 }
1383 1490
1384 op->map->dirty = true; 1491 op->map->dirty = true;
1385 1492
1386 /* If we have a floor, we know the player, if any, will be above
1387 * it, so save a few ticks and start from there.
1388 */
1389 if (!(flag & INS_MAP_LOAD))
1390 if (object *pl = op->ms ().player ()) 1493 if (object *pl = ms.player ())
1494 //TODO: the floorbox prev/next might need updating
1495 //esrv_send_item (pl, op);
1496 //TODO: update floorbox to preserve ordering
1391 if (pl->contr->ns) 1497 if (pl->contr->ns)
1392 pl->contr->ns->floorbox_update (); 1498 pl->contr->ns->floorbox_update ();
1393 1499
1394 /* If this object glows, it may affect lighting conditions that are 1500 /* If this object glows, it may affect lighting conditions that are
1395 * visible to others on this map. But update_all_los is really 1501 * visible to others on this map. But update_all_los is really
1396 * an inefficient way to do this, as it means los for all players 1502 * an inefficient way to do this, as it means los for all players
1397 * on the map will get recalculated. The players could very well 1503 * on the map will get recalculated. The players could very well
1398 * be far away from this change and not affected in any way - 1504 * be far away from this change and not affected in any way -
1399 * this should get redone to only look for players within range, 1505 * this should get redone to only look for players within range,
1400 * or just updating the P_UPTODATE for spaces within this area 1506 * or just updating the P_UPTODATE for spaces within this area
1401 * of effect may be sufficient. 1507 * of effect may be sufficient.
1402 */ 1508 */
1403 if (op->map->darkness && (op->glow_radius != 0)) 1509 if (op->affects_los ())
1510 {
1511 op->ms ().invalidate ();
1404 update_all_los (op->map, op->x, op->y); 1512 update_all_los (op->map, op->x, op->y);
1513 }
1405 1514
1406 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1515 /* updates flags (blocked, alive, no magic, etc) for this map space */
1407 update_object (op, UP_OBJ_INSERT); 1516 update_object (op, UP_OBJ_INSERT);
1408 1517
1409 INVOKE_OBJECT (INSERT, op); 1518 INVOKE_OBJECT (INSERT, op);
1416 * blocked() and wall() work properly), and these flags are updated by 1525 * blocked() and wall() work properly), and these flags are updated by
1417 * update_object(). 1526 * update_object().
1418 */ 1527 */
1419 1528
1420 /* if this is not the head or flag has been passed, don't check walk on status */ 1529 /* if this is not the head or flag has been passed, don't check walk on status */
1421 if (!(flag & INS_NO_WALK_ON) && !op->head) 1530 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1422 { 1531 {
1423 if (check_move_on (op, originator)) 1532 if (check_move_on (op, originator))
1424 return 0; 1533 return 0;
1425 1534
1426 /* If we are a multi part object, lets work our way through the check 1535 /* If we are a multi part object, lets work our way through the check
1427 * walk on's. 1536 * walk on's.
1428 */ 1537 */
1429 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1538 for (object *tmp = op->more; tmp; tmp = tmp->more)
1430 if (check_move_on (tmp, originator)) 1539 if (check_move_on (tmp, originator))
1431 return 0; 1540 return 0;
1432 } 1541 }
1433 1542
1434 return op; 1543 return op;
1437/* this function inserts an object in the map, but if it 1546/* this function inserts an object in the map, but if it
1438 * finds an object of its own type, it'll remove that one first. 1547 * finds an object of its own type, it'll remove that one first.
1439 * op is the object to insert it under: supplies x and the map. 1548 * op is the object to insert it under: supplies x and the map.
1440 */ 1549 */
1441void 1550void
1442replace_insert_ob_in_map (const char *arch_string, object *op) 1551replace_insert_ob_in_map (shstr_tmp archname, object *op)
1443{ 1552{
1444 object *tmp, *tmp1;
1445
1446 /* first search for itself and remove any old instances */ 1553 /* first search for itself and remove any old instances */
1447 1554
1448 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1555 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1449 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1556 if (tmp->arch->archname == archname) /* same archetype */
1450 tmp->destroy (); 1557 tmp->destroy ();
1451 1558
1452 tmp1 = arch_to_object (archetype::find (arch_string)); 1559 object *tmp = archetype::find (archname)->instance ();
1453 1560
1454 tmp1->x = op->x; 1561 tmp->x = op->x;
1455 tmp1->y = op->y; 1562 tmp->y = op->y;
1563
1456 insert_ob_in_map (tmp1, op->map, op, 0); 1564 insert_ob_in_map (tmp, op->map, op, 0);
1457} 1565}
1458 1566
1459object * 1567object *
1460object::insert_at (object *where, object *originator, int flags) 1568object::insert_at (object *where, object *originator, int flags)
1461{ 1569{
1570 if (where->env)
1571 return where->env->insert (this);
1572 else
1462 where->map->insert (this, where->x, where->y, originator, flags); 1573 return where->map->insert (this, where->x, where->y, originator, flags);
1463} 1574}
1464 1575
1465/* 1576// check whether we can put this into the map, respect max_volume, max_items
1466 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1577bool
1467 * is returned contains nr objects, and the remaining parts contains 1578object::can_drop_at (maptile *m, int x, int y, object *originator)
1468 * the rest (or is removed and freed if that number is 0).
1469 * On failure, NULL is returned, and the reason put into the
1470 * global static errmsg array.
1471 */
1472object *
1473get_split_ob (object *orig_ob, uint32 nr)
1474{ 1579{
1475 object *newob; 1580 mapspace &ms = m->at (x, y);
1476 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1477 1581
1478 if (orig_ob->nrof < nr) 1582 int items = ms.items ();
1479 {
1480 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1481 return NULL;
1482 }
1483 1583
1484 newob = object_create_clone (orig_ob); 1584 if (!items // testing !items ensures we can drop at least one item
1585 || (items < m->max_items
1586 && ms.volume () < m->max_volume))
1587 return true;
1485 1588
1486 if ((orig_ob->nrof -= nr) < 1) 1589 if (originator && originator->is_player ())
1487 orig_ob->destroy (1); 1590 originator->contr->failmsg (format (
1488 else if (!is_removed) 1591 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1489 { 1592 query_name ()
1490 if (orig_ob->env != NULL) 1593 ));
1491 sub_weight (orig_ob->env, orig_ob->weight * nr);
1492 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1493 {
1494 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1495 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1496 return NULL;
1497 }
1498 }
1499 1594
1500 newob->nrof = nr; 1595 return false;
1501
1502 return newob;
1503} 1596}
1504 1597
1505/* 1598/*
1506 * decrease_ob_nr(object, number) decreases a specified number from 1599 * decrease(object, number) decreases a specified number from
1507 * the amount of an object. If the amount reaches 0, the object 1600 * the amount of an object. If the amount reaches 0, the object
1508 * is subsequently removed and freed. 1601 * is subsequently removed and freed.
1509 * 1602 *
1510 * Return value: 'op' if something is left, NULL if the amount reached 0 1603 * Return value: 'op' if something is left, NULL if the amount reached 0
1511 */ 1604 */
1605bool
1606object::decrease (sint32 nr)
1607{
1608 if (!nr)
1609 return true;
1512 1610
1611 nr = min (nr, nrof);
1612
1613 if (nrof > nr)
1614 {
1615 nrof -= nr;
1616 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1617
1618 if (object *pl = visible_to ())
1619 esrv_update_item (UPD_NROF, pl, this);
1620
1621 return true;
1622 }
1623 else
1624 {
1625 destroy ();
1626 return false;
1627 }
1628}
1629
1630/*
1631 * split(ob,nr) splits up ob into two parts. The part which
1632 * is returned contains nr objects, and the remaining parts contains
1633 * the rest (or is removed and returned if that number is 0).
1634 * On failure, NULL is returned.
1635 */
1513object * 1636object *
1514decrease_ob_nr (object *op, uint32 i) 1637object::split (sint32 nr)
1515{ 1638{
1516 object *tmp; 1639 int have = number_of ();
1517 1640
1518 if (i == 0) /* objects with op->nrof require this check */ 1641 if (have < nr)
1519 return op; 1642 return 0;
1520 1643 else if (have == nr)
1521 if (i > op->nrof)
1522 i = op->nrof;
1523
1524 if (QUERY_FLAG (op, FLAG_REMOVED))
1525 op->nrof -= i;
1526 else if (op->env)
1527 { 1644 {
1528 /* is this object in the players inventory, or sub container
1529 * therein?
1530 */
1531 tmp = op->in_player ();
1532 /* nope. Is this a container the player has opened?
1533 * If so, set tmp to that player.
1534 * IMO, searching through all the players will mostly
1535 * likely be quicker than following op->env to the map,
1536 * and then searching the map for a player.
1537 */
1538 if (!tmp)
1539 for_all_players (pl)
1540 if (pl->ob->container == op->env)
1541 {
1542 tmp = pl->ob;
1543 break;
1544 }
1545
1546 if (i < op->nrof)
1547 {
1548 sub_weight (op->env, op->weight * i);
1549 op->nrof -= i;
1550 if (tmp)
1551 esrv_send_item (tmp, op);
1552 }
1553 else
1554 {
1555 op->remove (); 1645 remove ();
1556 op->nrof = 0; 1646 return this;
1557 if (tmp)
1558 esrv_del_item (tmp->contr, op->count);
1559 }
1560 } 1647 }
1561 else 1648 else
1562 { 1649 {
1563 object *above = op->above; 1650 decrease (nr);
1564 1651
1565 if (i < op->nrof) 1652 object *op = deep_clone ();
1566 op->nrof -= i; 1653 op->nrof = nr;
1567 else
1568 {
1569 op->remove ();
1570 op->nrof = 0;
1571 }
1572
1573 /* Since we just removed op, op->above is null */
1574 for (tmp = above; tmp; tmp = tmp->above)
1575 if (tmp->type == PLAYER)
1576 {
1577 if (op->nrof)
1578 esrv_send_item (tmp, op);
1579 else
1580 esrv_del_item (tmp->contr, op->count);
1581 }
1582 }
1583
1584 if (op->nrof)
1585 return op; 1654 return op;
1586 else
1587 {
1588 op->destroy ();
1589 return 0;
1590 }
1591}
1592
1593/*
1594 * add_weight(object, weight) adds the specified weight to an object,
1595 * and also updates how much the environment(s) is/are carrying.
1596 */
1597
1598void
1599add_weight (object *op, signed long weight)
1600{
1601 while (op != NULL)
1602 {
1603 if (op->type == CONTAINER)
1604 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1605
1606 op->carrying += weight;
1607 op = op->env;
1608 } 1655 }
1609} 1656}
1610 1657
1611object * 1658object *
1612insert_ob_in_ob (object *op, object *where) 1659insert_ob_in_ob (object *op, object *where)
1617 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1664 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1618 free (dump); 1665 free (dump);
1619 return op; 1666 return op;
1620 } 1667 }
1621 1668
1622 if (where->head) 1669 if (where->head_ () != where)
1623 { 1670 {
1624 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1671 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1625 where = where->head; 1672 where = where->head;
1626 } 1673 }
1627 1674
1628 return where->insert (op); 1675 return where->insert (op);
1629} 1676}
1634 * inside the object environment. 1681 * inside the object environment.
1635 * 1682 *
1636 * The function returns now pointer to inserted item, and return value can 1683 * The function returns now pointer to inserted item, and return value can
1637 * be != op, if items are merged. -Tero 1684 * be != op, if items are merged. -Tero
1638 */ 1685 */
1639
1640object * 1686object *
1641object::insert (object *op) 1687object::insert (object *op)
1642{ 1688{
1643 object *tmp, *otmp;
1644
1645 if (!QUERY_FLAG (op, FLAG_REMOVED))
1646 op->remove ();
1647
1648 if (op->more) 1689 if (op->more)
1649 { 1690 {
1650 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1691 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1651 return op; 1692 return op;
1652 } 1693 }
1653 1694
1654 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1695 op->remove ();
1655 CLEAR_FLAG (op, FLAG_REMOVED); 1696
1697 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1698
1656 if (op->nrof) 1699 if (op->nrof)
1657 {
1658 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1700 for (object *tmp = inv; tmp; tmp = tmp->below)
1659 if (object::can_merge (tmp, op)) 1701 if (object::can_merge (tmp, op))
1660 { 1702 {
1661 /* return the original object and remove inserted object 1703 /* return the original object and remove inserted object
1662 (client needs the original object) */ 1704 (client needs the original object) */
1663 tmp->nrof += op->nrof; 1705 tmp->nrof += op->nrof;
1664 /* Weight handling gets pretty funky. Since we are adding to 1706
1665 * tmp->nrof, we need to increase the weight. 1707 if (object *pl = tmp->visible_to ())
1666 */ 1708 esrv_update_item (UPD_NROF, pl, tmp);
1709
1667 add_weight (this, op->weight * op->nrof); 1710 adjust_weight (this, op->total_weight ());
1668 SET_FLAG (op, FLAG_REMOVED); 1711
1669 op->destroy (); /* free the inserted object */ 1712 op->destroy ();
1670 op = tmp; 1713 op = tmp;
1671 op->remove (); /* and fix old object's links */ 1714 goto inserted;
1672 CLEAR_FLAG (op, FLAG_REMOVED);
1673 break;
1674 } 1715 }
1675 1716
1676 /* I assume combined objects have no inventory 1717 op->owner = 0; // it's his/hers now. period.
1677 * We add the weight - this object could have just been removed
1678 * (if it was possible to merge). calling remove_ob will subtract
1679 * the weight, so we need to add it in again, since we actually do
1680 * the linking below
1681 */
1682 add_weight (this, op->weight * op->nrof);
1683 }
1684 else
1685 add_weight (this, (op->weight + op->carrying));
1686
1687 otmp = this->in_player ();
1688 if (otmp && otmp->contr)
1689 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1690 otmp->update_stats ();
1691
1692 op->map = 0; 1718 op->map = 0;
1693 op->env = this; 1719 op->x = 0;
1720 op->y = 0;
1721
1694 op->above = 0; 1722 op->above = 0;
1695 op->below = 0; 1723 op->below = inv;
1696 op->x = 0, op->y = 0; 1724 op->env = this;
1697 1725
1726 if (inv)
1727 inv->above = op;
1728
1729 inv = op;
1730
1731 op->flag [FLAG_REMOVED] = 0;
1732
1733 if (object *pl = op->visible_to ())
1734 esrv_send_item (pl, op);
1735
1736 adjust_weight (this, op->total_weight ());
1737
1738inserted:
1698 /* reset the light list and los of the players on the map */ 1739 /* reset the light list and los of the players on the map */
1699 if ((op->glow_radius != 0) && map) 1740 if (op->glow_radius && is_on_map ())
1700 { 1741 {
1701#ifdef DEBUG_LIGHTS 1742 update_stats ();
1702 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1703#endif /* DEBUG_LIGHTS */
1704 if (map->darkness)
1705 update_all_los (map, x, y); 1743 update_all_los (map, x, y);
1706 }
1707
1708 /* Client has no idea of ordering so lets not bother ordering it here.
1709 * It sure simplifies this function...
1710 */
1711 if (!inv)
1712 inv = op;
1713 else
1714 { 1744 }
1715 op->below = inv; 1745 else if (is_player ())
1716 op->below->above = op; 1746 // if this is a player's inventory, update stats
1717 inv = op; 1747 contr->queue_stats_update ();
1718 }
1719 1748
1720 INVOKE_OBJECT (INSERT, this); 1749 INVOKE_OBJECT (INSERT, this);
1721 1750
1722 return op; 1751 return op;
1723} 1752}
1743 * on top. 1772 * on top.
1744 */ 1773 */
1745int 1774int
1746check_move_on (object *op, object *originator) 1775check_move_on (object *op, object *originator)
1747{ 1776{
1777 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1778 return 0;
1779
1748 object *tmp; 1780 object *tmp;
1749 maptile *m = op->map; 1781 maptile *m = op->map;
1750 int x = op->x, y = op->y; 1782 int x = op->x, y = op->y;
1751 1783
1752 MoveType move_on, move_slow, move_block; 1784 mapspace &ms = m->at (x, y);
1753 1785
1754 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1786 ms.update ();
1755 return 0;
1756 1787
1757 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1788 MoveType move_on = ms.move_on;
1758 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1789 MoveType move_slow = ms.move_slow;
1759 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1790 MoveType move_block = ms.move_block;
1760 1791
1761 /* if nothing on this space will slow op down or be applied, 1792 /* 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 1793 * 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 1794 * is set, as lots of objects don't have it set - we treat that
1764 * as walking. 1795 * as walking.
1775 return 0; 1806 return 0;
1776 1807
1777 /* The objects have to be checked from top to bottom. 1808 /* The objects have to be checked from top to bottom.
1778 * Hence, we first go to the top: 1809 * Hence, we first go to the top:
1779 */ 1810 */
1780 1811 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 } 1812 {
1813 next = tmp->below;
1790 1814
1791 for (; tmp; tmp = tmp->below)
1792 {
1793 if (tmp == op) 1815 if (tmp == op)
1794 continue; /* Can't apply yourself */ 1816 continue; /* Can't apply yourself */
1795 1817
1796 /* Check to see if one of the movement types should be slowed down. 1818 /* 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 1819 * Second check makes sure that the movement types not being slowed
1802 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1824 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1803 { 1825 {
1804 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1826 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)) 1827 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1806 { 1828 {
1807
1808 float
1809 diff = tmp->move_slow_penalty * FABS (op->speed); 1829 float diff = tmp->move_slow_penalty * fabs (op->speed);
1810 1830
1811 if (op->type == PLAYER) 1831 if (op->is_player ())
1812 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1832 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))) 1833 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1814 diff /= 4.0; 1834 diff /= 4.0;
1815 1835
1816 op->speed_left -= diff; 1836 op->speed_left -= diff;
1817 } 1837 }
1818 } 1838 }
1844 * The first matching object is returned, or NULL if none. 1864 * The first matching object is returned, or NULL if none.
1845 */ 1865 */
1846object * 1866object *
1847present_arch (const archetype *at, maptile *m, int x, int y) 1867present_arch (const archetype *at, maptile *m, int x, int y)
1848{ 1868{
1849 if (m == NULL || out_of_map (m, x, y)) 1869 if (!m || out_of_map (m, x, y))
1850 { 1870 {
1851 LOG (llevError, "Present_arch called outside map.\n"); 1871 LOG (llevError, "Present_arch called outside map.\n");
1852 return NULL; 1872 return NULL;
1853 } 1873 }
1854 1874
1855 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1875 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1856 if (tmp->arch == at) 1876 if (tmp->arch->archname == at->archname)
1857 return tmp; 1877 return tmp;
1858 1878
1859 return NULL; 1879 return NULL;
1860} 1880}
1861 1881
1871 { 1891 {
1872 LOG (llevError, "Present called outside map.\n"); 1892 LOG (llevError, "Present called outside map.\n");
1873 return NULL; 1893 return NULL;
1874 } 1894 }
1875 1895
1876 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1896 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1877 if (tmp->type == type) 1897 if (tmp->type == type)
1878 return tmp; 1898 return tmp;
1879 1899
1880 return NULL; 1900 return NULL;
1881} 1901}
1925 * The first matching object is returned, or NULL if none. 1945 * The first matching object is returned, or NULL if none.
1926 */ 1946 */
1927object * 1947object *
1928present_arch_in_ob (const archetype *at, const object *op) 1948present_arch_in_ob (const archetype *at, const object *op)
1929{ 1949{
1930 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1950 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1931 if (tmp->arch == at) 1951 if (tmp->arch->archname == at->archname)
1932 return tmp; 1952 return tmp;
1933 1953
1934 return NULL; 1954 return NULL;
1935} 1955}
1936 1956
1938 * activate recursively a flag on an object inventory 1958 * activate recursively a flag on an object inventory
1939 */ 1959 */
1940void 1960void
1941flag_inv (object *op, int flag) 1961flag_inv (object *op, int flag)
1942{ 1962{
1943 if (op->inv)
1944 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1963 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1945 { 1964 {
1946 SET_FLAG (tmp, flag); 1965 SET_FLAG (tmp, flag);
1947 flag_inv (tmp, flag); 1966 flag_inv (tmp, flag);
1948 } 1967 }
1949} 1968}
1950 1969
1951/* 1970/*
1952 * deactivate recursively a flag on an object inventory 1971 * deactivate recursively a flag on an object inventory
1953 */ 1972 */
1954void 1973void
1955unflag_inv (object *op, int flag) 1974unflag_inv (object *op, int flag)
1956{ 1975{
1957 if (op->inv)
1958 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1976 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1959 { 1977 {
1960 CLEAR_FLAG (tmp, flag); 1978 CLEAR_FLAG (tmp, flag);
1961 unflag_inv (tmp, flag); 1979 unflag_inv (tmp, flag);
1962 } 1980 }
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} 1981}
1977 1982
1978/* 1983/*
1979 * find_free_spot(object, map, x, y, start, stop) will search for 1984 * 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 1985 * a spot at the given map and coordinates which will be able to contain
1982 * to search (see the freearr_x/y[] definition). 1987 * to search (see the freearr_x/y[] definition).
1983 * It returns a random choice among the alternatives found. 1988 * 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 1989 * 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 1990 * 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) 1991 * 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 1992 * Note: This function does correctly handle tiled maps, but does not
1991 * inform the caller. However, insert_ob_in_map will update as 1993 * inform the caller. However, insert_ob_in_map will update as
1992 * necessary, so the caller shouldn't need to do any special work. 1994 * 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 1995 * 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 1996 * 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 1997 * to know if the space in question will block the object. We can't use
1997 * customized, changed states, etc. 1999 * customized, changed states, etc.
1998 */ 2000 */
1999int 2001int
2000find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2002find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2001{ 2003{
2004 int altern[SIZEOFFREE];
2002 int index = 0, flag; 2005 int index = 0, flag;
2003 int altern[SIZEOFFREE];
2004 2006
2005 for (int i = start; i < stop; i++) 2007 for (int i = start; i < stop; i++)
2006 { 2008 {
2007 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2009 mapxy pos (m, x, y); pos.move (i);
2008 if (!flag) 2010
2011 if (!pos.normalise ())
2012 continue;
2013
2014 mapspace &ms = *pos;
2015
2016 if (ms.flags () & P_IS_ALIVE)
2017 continue;
2018
2019 /* However, often
2020 * ob doesn't have any move type (when used to place exits)
2021 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2022 */
2023 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2024 {
2009 altern [index++] = i; 2025 altern [index++] = i;
2026 continue;
2027 }
2010 2028
2011 /* Basically, if we find a wall on a space, we cut down the search size. 2029 /* 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. 2030 * 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 - 2031 * 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 2032 * 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 2033 * spaces in all the other directions, this will reduce the search space
2016 * to only the spaces immediately surrounding the target area, and 2034 * to only the spaces immediately surrounding the target area, and
2017 * won't look 2 spaces south of the target space. 2035 * won't look 2 spaces south of the target space.
2018 */ 2036 */
2019 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2037 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2038 {
2020 stop = maxfree[i]; 2039 stop = maxfree[i];
2040 continue;
2041 }
2042
2043 /* Note it is intentional that we check ob - the movement type of the
2044 * head of the object should correspond for the entire object.
2045 */
2046 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2047 continue;
2048
2049 if (ob->blocked (pos.m, pos.x, pos.y))
2050 continue;
2051
2052 altern [index++] = i;
2021 } 2053 }
2022 2054
2023 if (!index) 2055 if (!index)
2024 return -1; 2056 return -1;
2025 2057
2026 return altern[RANDOM () % index]; 2058 return altern [rndm (index)];
2027} 2059}
2028 2060
2029/* 2061/*
2030 * find_first_free_spot(archetype, maptile, x, y) works like 2062 * find_first_free_spot(archetype, maptile, x, y) works like
2031 * find_free_spot(), but it will search max number of squares. 2063 * find_free_spot(), but it will search max number of squares.
2034 */ 2066 */
2035int 2067int
2036find_first_free_spot (const object *ob, maptile *m, int x, int y) 2068find_first_free_spot (const object *ob, maptile *m, int x, int y)
2037{ 2069{
2038 for (int i = 0; i < SIZEOFFREE; i++) 2070 for (int i = 0; i < SIZEOFFREE; i++)
2039 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2071 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2040 return i; 2072 return i;
2041 2073
2042 return -1; 2074 return -1;
2043} 2075}
2044 2076
2052{ 2084{
2053 arr += begin; 2085 arr += begin;
2054 end -= begin; 2086 end -= begin;
2055 2087
2056 while (--end) 2088 while (--end)
2057 swap (arr [end], arr [RANDOM () % (end + 1)]); 2089 swap (arr [end], arr [rndm (end + 1)]);
2058} 2090}
2059 2091
2060/* new function to make monster searching more efficient, and effective! 2092/* new function to make monster searching more efficient, and effective!
2061 * This basically returns a randomized array (in the passed pointer) of 2093 * 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 2094 * the spaces to find monsters. In this way, it won't always look for
2090 * there is capable of. 2122 * there is capable of.
2091 */ 2123 */
2092int 2124int
2093find_dir (maptile *m, int x, int y, object *exclude) 2125find_dir (maptile *m, int x, int y, object *exclude)
2094{ 2126{
2095 int i, max = SIZEOFFREE, mflags; 2127 int max = SIZEOFFREE, mflags;
2096
2097 sint16 nx, ny;
2098 object *tmp;
2099 maptile *mp;
2100
2101 MoveType blocked, move_type; 2128 MoveType move_type;
2102 2129
2103 if (exclude && exclude->head) 2130 if (exclude && exclude->head_ () != exclude)
2104 { 2131 {
2105 exclude = exclude->head; 2132 exclude = exclude->head;
2106 move_type = exclude->move_type; 2133 move_type = exclude->move_type;
2107 } 2134 }
2108 else 2135 else
2109 { 2136 {
2110 /* If we don't have anything, presume it can use all movement types. */ 2137 /* If we don't have anything, presume it can use all movement types. */
2111 move_type = MOVE_ALL; 2138 move_type = MOVE_ALL;
2112 } 2139 }
2113 2140
2114 for (i = 1; i < max; i++) 2141 for (int i = 1; i < max; i++)
2115 { 2142 {
2116 mp = m; 2143 mapxy pos (m, x, y);
2117 nx = x + freearr_x[i]; 2144 pos.move (i);
2118 ny = y + freearr_y[i];
2119 2145
2120 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2146 if (!pos.normalise ())
2121
2122 if (mflags & P_OUT_OF_MAP)
2123 max = maxfree[i]; 2147 max = maxfree[i];
2124 else 2148 else
2125 { 2149 {
2126 mapspace &ms = mp->at (nx, ny); 2150 mapspace &ms = *pos;
2127 2151
2128 blocked = ms.move_block;
2129
2130 if ((move_type & blocked) == move_type) 2152 if ((move_type & ms.move_block) == move_type)
2131 max = maxfree[i]; 2153 max = maxfree [i];
2132 else if (mflags & P_IS_ALIVE) 2154 else if (ms.flags () & P_IS_ALIVE)
2133 { 2155 {
2134 for (tmp = ms.bot; tmp; tmp = tmp->above) 2156 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2135 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2157 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2136 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2158 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2137 break;
2138
2139 if (tmp)
2140 return freedir[i]; 2159 return freedir [i];
2141 } 2160 }
2142 } 2161 }
2143 } 2162 }
2144 2163
2145 return 0; 2164 return 0;
2196 2215
2197 return 3; 2216 return 3;
2198} 2217}
2199 2218
2200/* 2219/*
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 2220 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2220 * between two directions (which are expected to be absolute (see absdir()) 2221 * between two directions (which are expected to be absolute (see absdir())
2221 */ 2222 */
2222
2223int 2223int
2224dirdiff (int dir1, int dir2) 2224dirdiff (int dir1, int dir2)
2225{ 2225{
2226 int d; 2226 int d;
2227 2227
2239 * This basically means that if direction is 15, then it could either go 2239 * 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. 2240 * 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 2241 * Moved from spell_util.c to object.c with the other related direction
2242 * functions. 2242 * functions.
2243 */ 2243 */
2244int reduction_dir[SIZEOFFREE][3] = { 2244static const int reduction_dir[SIZEOFFREE][3] = {
2245 {0, 0, 0}, /* 0 */ 2245 {0, 0, 0}, /* 0 */
2246 {0, 0, 0}, /* 1 */ 2246 {0, 0, 0}, /* 1 */
2247 {0, 0, 0}, /* 2 */ 2247 {0, 0, 0}, /* 2 */
2248 {0, 0, 0}, /* 3 */ 2248 {0, 0, 0}, /* 3 */
2249 {0, 0, 0}, /* 4 */ 2249 {0, 0, 0}, /* 4 */
2340 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2340 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2341 * core dumps if they do. 2341 * core dumps if they do.
2342 * 2342 *
2343 * Add a check so we can't pick up invisible objects (0.93.8) 2343 * Add a check so we can't pick up invisible objects (0.93.8)
2344 */ 2344 */
2345
2346int 2345int
2347can_pick (const object *who, const object *item) 2346can_pick (const object *who, const object *item)
2348{ 2347{
2349 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2348 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2350 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2349 (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)); 2350 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2352} 2351}
2353 2352
2354/* 2353/*
2355 * create clone from object to another 2354 * create clone from object to another
2356 */ 2355 */
2357object * 2356object *
2358object_create_clone (object *asrc) 2357object::deep_clone ()
2359{ 2358{
2360 object *dst = 0, *tmp, *src, *part, *prev, *item; 2359 assert (("deep_clone called on non-head object", is_head ()));
2361 2360
2362 if (!asrc) 2361 object *dst = clone ();
2363 return 0;
2364 2362
2365 src = asrc; 2363 object *prev = dst;
2366 if (src->head)
2367 src = src->head;
2368
2369 prev = 0;
2370 for (part = src; part; part = part->more) 2364 for (object *part = this->more; part; part = part->more)
2371 { 2365 {
2372 tmp = part->clone (); 2366 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; 2367 tmp->head = dst;
2383
2384 tmp->more = 0;
2385
2386 if (prev)
2387 prev->more = tmp; 2368 prev->more = tmp;
2388
2389 prev = tmp; 2369 prev = tmp;
2390 } 2370 }
2391 2371
2392 for (item = src->inv; item; item = item->below) 2372 for (object *item = inv; item; item = item->below)
2393 insert_ob_in_ob (object_create_clone (item), dst); 2373 insert_ob_in_ob (item->deep_clone (), dst);
2394 2374
2395 return dst; 2375 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} 2376}
2435 2377
2436/* This returns the first object in who's inventory that 2378/* This returns the first object in who's inventory that
2437 * has the same type and subtype match. 2379 * has the same type and subtype match.
2438 * returns NULL if no match. 2380 * returns NULL if no match.
2445 return tmp; 2387 return tmp;
2446 2388
2447 return 0; 2389 return 0;
2448} 2390}
2449 2391
2450/* If ob has a field named key, return the link from the list, 2392shstr_tmp
2451 * otherwise return NULL. 2393object::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{ 2394{
2459 for (key_value *link = ob->key_values; link; link = link->next) 2395 for (key_value *kv = key_values; kv; kv = kv->next)
2460 if (link->key == key) 2396 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; 2397 return kv->value;
2495 2398
2496 return 0; 2399 return shstr ();
2497} 2400}
2498 2401
2499 2402void
2500/* 2403object::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{ 2404{
2513 key_value *field = NULL, *last = NULL; 2405 for (key_value *kv = key_values; kv; kv = kv->next)
2514 2406 if (kv->key == key)
2515 for (field = op->key_values; field != NULL; field = field->next)
2516 {
2517 if (field->key != canonical_key)
2518 { 2407 {
2519 last = field; 2408 kv->value = value;
2520 continue; 2409 return;
2521 } 2410 }
2522 2411
2523 if (value) 2412 key_value *kv = new key_value;
2524 field->value = value; 2413
2525 else 2414 kv->next = key_values;
2415 kv->key = key;
2416 kv->value = value;
2417
2418 key_values = kv;
2419}
2420
2421void
2422object::kv_del (shstr_tmp key)
2423{
2424 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2425 if ((*kvp)->key == key)
2526 { 2426 {
2527 /* Basically, if the archetype has this key set, 2427 key_value *kv = *kvp;
2528 * we need to store the null value so when we save 2428 *kvp = (*kvp)->next;
2529 * it, we save the empty value so that when we load, 2429 delete kv;
2530 * we get this value back again. 2430 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 } 2431 }
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} 2432}
2589 2433
2590object::depth_iterator::depth_iterator (object *container) 2434object::depth_iterator::depth_iterator (object *container)
2591: iterator_base (container) 2435: iterator_base (container)
2592{ 2436{
2605 item = item->inv; 2449 item = item->inv;
2606 } 2450 }
2607 else 2451 else
2608 item = item->env; 2452 item = item->env;
2609} 2453}
2610
2611 2454
2612const char * 2455const char *
2613object::flag_desc (char *desc, int len) const 2456object::flag_desc (char *desc, int len) const
2614{ 2457{
2615 char *p = desc; 2458 char *p = desc;
2643{ 2486{
2644 char flagdesc[512]; 2487 char flagdesc[512];
2645 char info2[256 * 4]; 2488 char info2[256 * 4];
2646 char *p = info; 2489 char *p = info;
2647 2490
2648 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2491 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2649 count, uuid.seq, 2492 count,
2493 uuid.c_str (),
2650 &name, 2494 &name,
2651 title ? "\",title:" : "", 2495 title ? ",title:\"" : "",
2652 title ? (const char *)title : "", 2496 title ? (const char *)title : "",
2497 title ? "\"" : "",
2653 flag_desc (flagdesc, 512), type); 2498 flag_desc (flagdesc, 512), type);
2654 2499
2655 if (env) 2500 if (!flag[FLAG_REMOVED] && env)
2656 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2501 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2657 2502
2658 if (map) 2503 if (map)
2659 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2504 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2660 2505
2662} 2507}
2663 2508
2664const char * 2509const char *
2665object::debug_desc () const 2510object::debug_desc () const
2666{ 2511{
2667 static char info[256 * 4]; 2512 static char info[3][256 * 4];
2513 static int info_idx;
2514
2668 return debug_desc (info); 2515 return debug_desc (info [++info_idx % 3]);
2669} 2516}
2670 2517
2518struct region *
2519object::region () const
2520{
2521 return map ? map->region (x, y)
2522 : region::default_region ();
2523}
2524
2525void
2526object::open_container (object *new_container)
2527{
2528 if (container == new_container)
2529 return;
2530
2531 object *old_container = container;
2532
2533 if (old_container)
2534 {
2535 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2536 return;
2537
2538#if 0
2539 // remove the "Close old_container" object.
2540 if (object *closer = old_container->inv)
2541 if (closer->type == CLOSE_CON)
2542 closer->destroy ();
2543#endif
2544
2545 // make sure the container is available
2546 esrv_send_item (this, old_container);
2547
2548 old_container->flag [FLAG_APPLIED] = false;
2549 container = 0;
2550
2551 // client needs item update to make it work, client bug requires this to be separate
2552 esrv_update_item (UPD_FLAGS, this, old_container);
2553
2554 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2555 play_sound (sound_find ("chest_close"));
2556 }
2557
2558 if (new_container)
2559 {
2560 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2561 return;
2562
2563 // TODO: this does not seem to serve any purpose anymore?
2564#if 0
2565 // insert the "Close Container" object.
2566 if (archetype *closer = new_container->other_arch)
2567 {
2568 object *closer = new_container->other_arch->instance ();
2569 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2570 new_container->insert (closer);
2571 }
2572#endif
2573
2574 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2575
2576 // make sure the container is available, client bug requires this to be separate
2577 esrv_send_item (this, new_container);
2578
2579 new_container->flag [FLAG_APPLIED] = true;
2580 container = new_container;
2581
2582 // client needs flag change
2583 esrv_update_item (UPD_FLAGS, this, new_container);
2584 esrv_send_inventory (this, new_container);
2585 play_sound (sound_find ("chest_open"));
2586 }
2587// else if (!old_container->env && contr && contr->ns)
2588// contr->ns->floorbox_reset ();
2589}
2590
2591object *
2592object::force_find (shstr_tmp name)
2593{
2594 /* cycle through his inventory to look for the MARK we want to
2595 * place
2596 */
2597 for (object *tmp = inv; tmp; tmp = tmp->below)
2598 if (tmp->type == FORCE && tmp->slaying == name)
2599 return splay (tmp);
2600
2601 return 0;
2602}
2603
2604//-GPL
2605
2606void
2607object::force_set_timer (int duration)
2608{
2609 this->duration = 1;
2610 this->speed_left = -1.f;
2611
2612 this->set_speed (duration ? 1.f / duration : 0.f);
2613}
2614
2615object *
2616object::force_add (shstr_tmp name, int duration)
2617{
2618 if (object *force = force_find (name))
2619 force->destroy ();
2620
2621 object *force = get_archetype (FORCE_NAME);
2622
2623 force->slaying = name;
2624 force->force_set_timer (duration);
2625 force->flag [FLAG_APPLIED] = true;
2626
2627 return insert (force);
2628}
2629
2630void
2631object::play_sound (faceidx sound) const
2632{
2633 if (!sound)
2634 return;
2635
2636 if (is_on_map ())
2637 map->play_sound (sound, x, y);
2638 else if (object *pl = in_player ())
2639 pl->contr->play_sound (sound);
2640}
2641
2642void
2643object::say_msg (const char *msg) const
2644{
2645 if (is_on_map ())
2646 map->say_msg (msg, x, y);
2647 else if (object *pl = in_player ())
2648 pl->contr->play_sound (sound);
2649}
2650
2651void
2652object::make_noise ()
2653{
2654 // we do not model noise in the map, so instead put
2655 // a temporary light into the noise source
2656 // could use the map instead, but that's less reliable for our
2657 // goal, which is to make invisibility a bit harder to exploit
2658
2659 // currently only works sensibly for players
2660 if (!is_player ())
2661 return;
2662
2663 // find old force, or create new one
2664 object *force = force_find (shstr_noise_force);
2665
2666 if (force)
2667 force->speed_left = -1.f; // patch old speed up
2668 else
2669 {
2670 force = archetype::get (shstr_noise_force);
2671
2672 force->slaying = shstr_noise_force;
2673 force->stats.food = 1;
2674 force->speed_left = -1.f;
2675
2676 force->set_speed (1.f / 4.f);
2677 force->flag [FLAG_IS_USED_UP] = true;
2678 force->flag [FLAG_APPLIED] = true;
2679
2680 insert (force);
2681 }
2682}
2683

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