ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.85 by root, Mon Dec 25 17:11:16 2006 UTC vs.
Revision 1.317 by root, Fri Apr 2 03:41:24 2010 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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>
34 31
35#include <bitset> 32#include <bitset>
36 33
37int nrofallocobjects = 0; 34UUID UUID::cur;
38static UUID uuid; 35static uint64_t seq_next_save;
39const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
40 38
41object *active_objects; /* List of active objects that need to be processed */ 39objectvec objects;
40activevec actives;
42 41
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, 42//+GPL
43
44short freearr_x[SIZEOFFREE] = {
45 0,
46 0, 1, 1, 1, 0, -1, -1, -1,
47 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 48 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}; 49};
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, 50short freearr_y[SIZEOFFREE] = {
51 0,
52 -1, -1, 0, 1, 1, 1, 0, -1,
53 -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 54 -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}; 55};
52int freedir[SIZEOFFREE] = { 56int 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, 57 0,
58 1, 2, 3, 4, 5, 6, 7, 8,
59 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 60 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}; 61};
56 62
63static int maxfree[SIZEOFFREE] = {
64 0,
65 9, 10, 13, 14, 17, 18, 21, 22,
66 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
67 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
68};
69
57static void 70static void
58write_uuid (void) 71write_uuid (uval64 skip, bool sync)
59{ 72{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 73 CALL_BEGIN (2);
61 74 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 75 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 76 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 77 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} 78}
77 79
78static void 80static void
79read_uuid (void) 81read_uuid ()
80{ 82{
81 char filename[MAX_BUF]; 83 char filename[MAX_BUF];
82 84
83 sprintf (filename, "%s/uuid", settings.localdir); 85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 seq_next_save = 0;
84 88
85 FILE *fp; 89 FILE *fp;
86 90
87 if (!(fp = fopen (filename, "r"))) 91 if (!(fp = fopen (filename, "r")))
88 { 92 {
89 if (errno == ENOENT) 93 if (errno == ENOENT)
90 { 94 {
91 LOG (llevInfo, "RESET uid to 1\n"); 95 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 96 UUID::cur.seq = 0;
93 write_uuid (); 97 write_uuid (UUID_GAP, true);
94 return; 98 return;
95 } 99 }
96 100
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 102 _exit (1);
99 } 103 }
100 104
101 int version; 105 char buf [UUID::MAX_LEN];
102 unsigned long long uid; 106 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 107 fgets (buf, sizeof (buf), fp);
108
109 if (!UUID::cur.parse (buf))
104 { 110 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 111 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 112 _exit (1);
107 } 113 }
108 114
109 uuid.seq = uid; 115 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
110 write_uuid (); 116
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 117 write_uuid (UUID_GAP, true);
112 fclose (fp); 118 fclose (fp);
113} 119}
114 120
115UUID 121UUID
116gen_uuid () 122UUID::gen ()
117{ 123{
118 UUID uid; 124 UUID uid;
119 125
120 uid.seq = ++uuid.seq; 126 uid.seq = ++cur.seq;
121 127
122 if (!(uuid.seq & (UUID_SKIP - 1))) 128 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 129 {
130 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
131 write_uuid (UUID_GAP, false);
132 }
133
124 134
125 return uid; 135 return uid;
126} 136}
127 137
128void 138void
129init_uuid () 139UUID::init ()
130{ 140{
131 read_uuid (); 141 read_uuid ();
132} 142}
133 143
144bool
145UUID::parse (const char *s)
146{
147 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
148 return false;
149
150 seq = 0;
151
152 while (*s != '>')
153 {
154 if (*s < '0')
155 return false;
156
157 // this gives nice branchless code with gcc
158 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
159 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
160
161 seq = (seq << 4) | digit;
162
163 ++s;
164 }
165
166 return true;
167}
168
169char *
170UUID::append (char *buf) const
171{
172 *buf++ = '<';
173 *buf++ = '1';
174 *buf++ = '.';
175
176 uint64_t seq = this->seq;
177 const int bits = 64;
178 char nz = 0;
179 static const char tohex [] = "0123456789abcdef";
180
181 // assert (len >= 3 + bits / 4 + 1 + 1);
182 for (int i = bits / 4; --i; )
183 {
184 uint8_t digit = seq >> (bits - 4);
185
186 *buf = tohex [digit];
187 nz |= digit;
188 buf += nz ? 1 : 0;
189 seq <<= 4;
190 }
191
192 // last digit is special - always emit
193 uint8_t digit = seq >> (bits - 4);
194 *buf++ = tohex [digit];
195
196 *buf++ = '>';
197
198 return buf;
199}
200
201char *
202UUID::c_str () const
203{
204 static char buf [MAX_LEN];
205 *append (buf) = 0;
206 return buf;
207}
208
134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 209/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int 210static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 211compare_ob_value_lists_one (const object *wants, const object *has)
137{ 212{
138 key_value *wants_field;
139
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 213 /* 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 214 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 215 * different structure or at least keep the lists sorted...
143 */ 216 */
144 217
145 /* For each field in wants, */ 218 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 219 for (key_value *kv = wants->key_values; kv; kv = kv->next)
147 { 220 if (has->kv_get (kv->key) != kv->value)
148 key_value *has_field; 221 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 }
168 222
169 /* If we get here, every field in wants has a matching field in has. */ 223 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE; 224 return true;
171} 225}
172 226
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 227/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 228static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 229compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 230{
177 /* However, there may be fields in has which aren't partnered in wants, 231 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 232 * so we need to run the comparison *twice*. :(
179 */ 233 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 234 return compare_ob_value_lists_one (ob1, ob2)
235 && compare_ob_value_lists_one (ob2, ob1);
181} 236}
182 237
183/* Function examines the 2 objects given to it, and returns true if 238/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 239 * they can be merged together.
185 * 240 *
190 * Check nrof variable *before* calling can_merge() 245 * Check nrof variable *before* calling can_merge()
191 * 246 *
192 * Improvements made with merge: Better checking on potion, and also 247 * Improvements made with merge: Better checking on potion, and also
193 * check weight 248 * check weight
194 */ 249 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 250bool object::can_merge_slow (object *ob1, object *ob2)
197{ 251{
198 /* A couple quicksanity checks */ 252 /* A couple quick sanity checks */
199 if (ob1 == ob2 253 if (ob1 == ob2
200 || ob1->type != ob2->type 254 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value 255 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 256 || ob1->name != ob2->name
257 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
204 return 0; 258 return 0;
205 259
206 //TODO: this ain't working well, use nicer and correct overflow check
207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 260 /* Do not merge objects if nrof would overflow, assume nrof
208 * value could not be stored in a sint32 (which unfortunately sometimes is 261 * is always 0 .. 2**31-1 */
209 * used to store nrof). 262 if (ob1->nrof > 0x7fffffff - ob2->nrof)
210 */
211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
212 return 0; 263 return 0;
213 264
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 265 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * This is to the comparison of the flags below will be OK. We 266 * This is to the comparison of the flags below will be OK. We
216 * just can't ignore the been applied or identified flags, as they 267 * just can't ignore the been applied or identified flags, as they
217 * are not equal - just if it has been identified, the been_applied 268 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning. 269 * flags lose any meaning.
219 */ 270 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 271 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 272 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 273
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 274 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 275 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 276
226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 277 if (ob1->arch->archname != ob2->arch->archname
227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 278 || ob1->name != ob2->name
229 || ob1->title != ob2->title 279 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 280 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 281 || ob1->weight != ob2->weight
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
234 || ob1->attacktype != ob2->attacktype 282 || ob1->attacktype != ob2->attacktype
235 || ob1->magic != ob2->magic 283 || ob1->magic != ob2->magic
236 || ob1->slaying != ob2->slaying 284 || ob1->slaying != ob2->slaying
237 || ob1->skill != ob2->skill 285 || ob1->skill != ob2->skill
238 || ob1->value != ob2->value 286 || ob1->value != ob2->value
239 || ob1->animation_id != ob2->animation_id 287 || ob1->animation_id != ob2->animation_id
288 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
240 || ob1->client_type != ob2->client_type 289 || ob1->client_type != ob2->client_type
241 || ob1->materialname != ob2->materialname 290 || ob1->material != ob2->material
242 || ob1->lore != ob2->lore 291 || ob1->lore != ob2->lore
243 || ob1->subtype != ob2->subtype 292 || ob1->subtype != ob2->subtype
244 || ob1->move_type != ob2->move_type 293 || ob1->move_type != ob2->move_type
245 || ob1->move_block != ob2->move_block 294 || ob1->move_block != ob2->move_block
246 || ob1->move_allow != ob2->move_allow 295 || ob1->move_allow != ob2->move_allow
247 || ob1->move_on != ob2->move_on 296 || ob1->move_on != ob2->move_on
248 || ob1->move_off != ob2->move_off 297 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow 298 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty) 299 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
300 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
301 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
251 return 0; 302 return 0;
252 303
304 if ((ob1->flag ^ ob2->flag)
305 .reset (FLAG_INV_LOCKED)
306 .reset (FLAG_REMOVED)
307 .any ())
308 return 0;
309
253 /* This is really a spellbook check - really, we should 310 /* This is really a spellbook check - we should in general
254 * check all objects in the inventory. 311 * not merge objects with real inventories, as splitting them
312 * is hard.
255 */ 313 */
256 if (ob1->inv || ob2->inv) 314 if (ob1->inv || ob2->inv)
257 { 315 {
258 /* if one object has inventory but the other doesn't, not equiv */ 316 if (!(ob1->inv && ob2->inv))
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 317 return 0; /* inventories differ in length */
260 return 0;
261 318
262 /* Now check to see if the two inventory objects could merge */ 319 if (ob1->inv->below || ob2->inv->below)
320 return 0; /* more than one object in inv */
321
263 if (!object::can_merge (ob1->inv, ob2->inv)) 322 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0; 323 return 0; /* inventory objects differ */
265 324
266 /* inventory ok - still need to check rest of this object to see 325 /* inventory ok - still need to check rest of this object to see
267 * if it is valid. 326 * if it is valid.
268 */ 327 */
269 } 328 }
277 336
278 /* Note sure why the following is the case - either the object has to 337 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 338 * be animated or have a very low speed. Is this an attempted monster
280 * check? 339 * check?
281 */ 340 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 341 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 342 return 0;
284 343
285 switch (ob1->type) 344 switch (ob1->type)
286 { 345 {
287 case SCROLL: 346 case SCROLL:
288 if (ob1->level != ob2->level) 347 if (ob1->level != ob2->level)
289 return 0; 348 return 0;
290 break; 349 break;
291 } 350 }
292 351
293 if (ob1->key_values != NULL || ob2->key_values != NULL) 352 if (ob1->key_values || ob2->key_values)
294 { 353 {
295 /* At least one of these has key_values. */ 354 /* At least one of these has key_values. */
296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 355 if ((!ob1->key_values) != (!ob2->key_values))
297 /* One has fields, but the other one doesn't. */ 356 return 0; /* One has fields, but the other one doesn't. */
357
358 if (!compare_ob_value_lists (ob1, ob2))
298 return 0; 359 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0;
301 } 360 }
302 361
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self) 362 if (ob1->self || ob2->self)
305 { 363 {
306 ob1->optimise (); 364 ob1->optimise ();
307 ob2->optimise (); 365 ob2->optimise ();
308 366
309 if (ob1->self || ob2->self) 367 if (ob1->self || ob2->self)
368 {
369 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
370 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
371
372 if (k1 != k2)
310 return 0; 373 return 0;
374
375 if (k1 == 0)
376 return 1;
377
378 if (!cfperl_can_merge (ob1, ob2))
379 return 0;
380 }
311 } 381 }
312 382
313 /* Everything passes, must be OK. */ 383 /* Everything passes, must be OK. */
314 return 1; 384 return 1;
315} 385}
316 386
387// find player who can see this object
388object *
389object::visible_to () const
390{
391 if (client_visible () && !flag [FLAG_REMOVED])
392 {
393 // see if we are in a container of sorts
394 if (env)
395 {
396 // the player inventory itself is always visible
397 if (env->is_player ())
398 return env;
399
400 // else a player could have our env open
401 object *envest = env->outer_env_or_self ();
402
403 // the player itself is always on a map, so we will find him here
404 // even if our inv is in a player.
405 if (envest->is_on_map ())
406 if (object *pl = envest->ms ().player ())
407 if (pl->container_ () == env)
408 return pl;
409 }
410 else
411 {
412 // maybe there is a player standing on the same mapspace
413 // this will catch the case where "this" is a player
414 if (object *pl = ms ().player ())
415 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
416 || pl->container_ () == this)
417 return pl;
418 }
419 }
420
421 return 0;
422}
423
424// adjust weight per container type ("of holding")
425static sint32
426weight_adjust_for (object *op, sint32 weight)
427{
428 return op->type == CONTAINER
429 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
430 : weight;
431}
432
317/* 433/*
434 * adjust_weight(object, weight) adds the specified weight to an object,
435 * and also updates how much the environment(s) is/are carrying.
436 */
437static void
438adjust_weight (object *op, sint32 weight)
439{
440 while (op)
441 {
442 // adjust by actual difference to account for rounding errors
443 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
444 weight = weight_adjust_for (op, op->carrying)
445 - weight_adjust_for (op, op->carrying - weight);
446
447 if (!weight)
448 return;
449
450 op->carrying += weight;
451
452 if (object *pl = op->visible_to ())
453 if (pl != op) // player is handled lazily
454 esrv_update_item (UPD_WEIGHT, pl, op);
455
456 op = op->env;
457 }
458}
459
460/*
318 * sum_weight() is a recursive function which calculates the weight 461 * this is a recursive function which calculates the weight
319 * an object is carrying. It goes through in figures out how much 462 * an object is carrying. It goes through op and figures out how much
320 * containers are carrying, and sums it up. 463 * containers are carrying, and sums it up.
321 */ 464 */
322long 465void
323sum_weight (object *op) 466object::update_weight ()
324{ 467{
325 long sum; 468 sint32 sum = 0;
326 object *inv;
327 469
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 470 for (object *op = inv; op; op = op->below)
329 { 471 {
330 if (inv->inv) 472 if (op->inv)
331 sum_weight (inv); 473 op->update_weight ();
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 474
475 sum += op->total_weight ();
476 }
477
478 sum = weight_adjust_for (this, sum);
479
480 if (sum != carrying)
333 } 481 {
334
335 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100;
337
338 if (op->carrying != sum)
339 op->carrying = sum; 482 carrying = sum;
340 483
341 return sum; 484 if (object *pl = visible_to ())
485 if (pl != this) // player is handled lazily
486 esrv_update_item (UPD_WEIGHT, pl, this);
487 }
342} 488}
343 489
344/** 490/*
345 * Return the outermost environment object for a given object. 491 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
346 */ 492 */
347
348object *
349object_get_env_recursive (object *op)
350{
351 while (op->env != NULL)
352 op = op->env;
353 return op;
354}
355
356/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array.
360 */
361
362char * 493char *
363dump_object (object *op) 494dump_object (object *op)
364{ 495{
365 if (!op) 496 if (!op)
366 return strdup ("[NULLOBJ]"); 497 return strdup ("[NULLOBJ]");
367 498
368 object_freezer freezer; 499 object_freezer freezer;
369 save_object (freezer, op, 1); 500 op->write (freezer);
370 return freezer.as_string (); 501 return freezer.as_string ();
371} 502}
372 503
373/* 504char *
374 * get_nearest_part(multi-object, object 2) returns the part of the 505object::as_string ()
375 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned.
377 */
378
379object *
380get_nearest_part (object *op, const object *pl)
381{ 506{
382 object *tmp, *closest; 507 return dump_object (this);
383 int last_dist, i;
384
385 if (op->more == NULL)
386 return op;
387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
388 if ((i = distance (tmp, pl)) < last_dist)
389 closest = tmp, last_dist = i;
390 return closest;
391} 508}
392 509
393/* 510/*
394 * Returns the object which has the count-variable equal to the argument. 511 * Returns the object which has the count-variable equal to the argument.
512 * VERRRY slow.
395 */ 513 */
396
397object * 514object *
398find_object (tag_t i) 515find_object (tag_t i)
399{ 516{
400 for (object *op = object::first; op; op = op->next) 517 for_all_objects (op)
401 if (op->count == i) 518 if (op->count == i)
402 return op; 519 return op;
520
521 return 0;
522}
523
524/*
525 * Returns the object which has the uuid equal to the argument.
526 * MOAR VERRRY slow.
527 */
528
529object *
530find_object_uuid (UUID i)
531{
532 for_all_objects (op)
533 if (op->uuid == i)
534 return op;
403 535
404 return 0; 536 return 0;
405} 537}
406 538
407/* 539/*
408 * Returns the first object which has a name equal to the argument. 540 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 541 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 542 * Enables features like "patch <name-of-other-player> food 999"
411 */ 543 */
412
413object * 544object *
414find_object_name (const char *str) 545find_object_name (const char *str)
415{ 546{
416 shstr_cmp str_ (str); 547 shstr_cmp str_ (str);
417 object *op;
418 548
419 for (op = object::first; op != NULL; op = op->next) 549 if (str_)
550 for_all_objects (op)
420 if (op->name == str_) 551 if (op->name == str_)
421 break; 552 return op;
422 553
423 return op; 554 return 0;
424}
425
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430} 555}
431 556
432/* 557/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 558 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 559 * skill and experience objects.
560 * ACTUALLY NO! investigate! TODO
435 */ 561 */
436void 562void
437object::set_owner (object *owner) 563object::set_owner (object *owner)
438{ 564{
565 // allow objects which own objects
439 if (!owner) 566 if (owner)
440 return;
441
442 /* next line added to allow objects which own objects */
443 /* Add a check for ownercounts in here, as I got into an endless loop
444 * with the fireball owning a poison cloud which then owned the
445 * fireball. I believe that was caused by one of the objects getting
446 * freed and then another object replacing it. Since the ownercounts
447 * didn't match, this check is valid and I believe that cause is valid.
448 */
449 while (owner->owner) 567 while (owner->owner)
450 owner = owner->owner; 568 owner = owner->owner;
569
570 if (flag [FLAG_FREED])
571 {
572 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
573 return;
574 }
451 575
452 this->owner = owner; 576 this->owner = owner;
577}
578
579int
580object::slottype () const
581{
582 if (type == SKILL)
583 {
584 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
585 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
586 }
587 else
588 {
589 if (slot [body_combat].info) return slot_combat;
590 if (slot [body_range ].info) return slot_ranged;
591 }
592
593 return slot_none;
594}
595
596bool
597object::change_weapon (object *ob)
598{
599 if (current_weapon == ob)
600 return true;
601
602 if (current_weapon && current_weapon->flag [FLAG_APPLIED])
603 {
604 manual_apply (this, current_weapon, AP_UNAPPLY);
605
606 if (current_weapon && !current_weapon->flag [FLAG_APPLIED])//D
607 LOG (llevError, "FATAL: did not clear current_weapon (%s)\n", current_weapon->debug_desc ());
608
609 if (current_weapon && current_weapon->flag [FLAG_APPLIED])
610 return false;
611 }
612
613 current_weapon = 0;
614
615 if (ob && !ob->flag [FLAG_APPLIED])
616 {
617 manual_apply (this, ob, AP_APPLY);
618
619 if (ob->flag [FLAG_APPLIED])
620 current_weapon = ob;
621 else
622 return false;
623 }
624
625 return true;
453} 626}
454 627
455/* Zero the key_values on op, decrementing the shared-string 628/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 629 * refcounts and freeing the links.
457 */ 630 */
458static void 631static void
459free_key_values (object *op) 632free_key_values (object *op)
460{ 633{
461 for (key_value *i = op->key_values; i != 0;) 634 for (key_value *i = op->key_values; i; )
462 { 635 {
463 key_value *next = i->next; 636 key_value *next = i->next;
464 delete i; 637 delete i;
465 638
466 i = next; 639 i = next;
478 * will point at garbage. 651 * will point at garbage.
479 */ 652 */
480void 653void
481object::copy_to (object *dst) 654object::copy_to (object *dst)
482{ 655{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 656 dst->remove ();
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
485
486 *(object_copy *)dst = *this; 657 *(object_copy *)dst = *this;
487 658 dst->flag [FLAG_REMOVED] = true;
488 if (is_freed)
489 SET_FLAG (dst, FLAG_FREED);
490
491 if (is_removed)
492 SET_FLAG (dst, FLAG_REMOVED);
493
494 if (speed < 0)
495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
496 659
497 /* Copy over key_values, if any. */ 660 /* Copy over key_values, if any. */
498 if (key_values) 661 if (key_values)
499 { 662 {
500 key_value *tail = 0; 663 key_value *tail = 0;
501 key_value *i;
502
503 dst->key_values = 0; 664 dst->key_values = 0;
504 665
505 for (i = key_values; i; i = i->next) 666 for (key_value *i = key_values; i; i = i->next)
506 { 667 {
507 key_value *new_link = new key_value; 668 key_value *new_link = new key_value;
508 669
509 new_link->next = 0; 670 new_link->next = 0;
510 new_link->key = i->key; 671 new_link->key = i->key;
511 new_link->value = i->value; 672 new_link->value = i->value;
512 673
513 /* Try and be clever here, too. */ 674 /* Try and be clever here, too. */
514 if (!dst->key_values) 675 if (!dst->key_values)
515 { 676 {
522 tail = new_link; 683 tail = new_link;
523 } 684 }
524 } 685 }
525 } 686 }
526 687
527 update_ob_speed (dst); 688 dst->activate ();
689}
690
691void
692object::instantiate ()
693{
694 if (!uuid.seq) // HACK
695 uuid = UUID::gen ();
696
697 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
698 if (flag [FLAG_RANDOM_SPEED] && speed)
699 speed_left = - speed - rndm (); // TODO animation
700 else
701 speed_left = -1.;
702
703 /* copy the body_info to the body_used - this is only really
704 * need for monsters, but doesn't hurt to do it for everything.
705 * by doing so, when a monster is created, it has good starting
706 * values for the body_used info, so when items are created
707 * for it, they can be properly equipped.
708 */
709 for (int i = NUM_BODY_LOCATIONS; i--; )
710 slot[i].used = slot[i].info;
711
712 attachable::instantiate ();
528} 713}
529 714
530object * 715object *
531object::clone () 716object::clone ()
532{ 717{
533 object *neu = create (); 718 object *neu = create ();
534 copy_to (neu); 719 copy_to (neu);
720
721 // TODO: unclean state changes, should not be done in clone AND instantiate
722 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
723 neu->speed_left = - neu->speed - rndm (); // TODO animation
724
725 neu->map = map; // not copied by copy_to
535 return neu; 726 return neu;
536} 727}
537 728
538/* 729/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 730 * If an object with the IS_TURNABLE() flag needs to be turned due
540 * to the closest player being on the other side, this function can 731 * to the closest player being on the other side, this function can
541 * be called to update the face variable, _and_ how it looks on the map. 732 * be called to update the face variable, _and_ how it looks on the map.
542 */ 733 */
543
544void 734void
545update_turn_face (object *op) 735update_turn_face (object *op)
546{ 736{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 737 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 738 return;
739
549 SET_ANIMATION (op, op->direction); 740 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 741 update_object (op, UP_OBJ_FACE);
551} 742}
552 743
553/* 744/*
554 * Updates the speed of an object. If the speed changes from 0 to another 745 * Updates the speed of an object. If the speed changes from 0 to another
555 * value, or vice versa, then add/remove the object from the active list. 746 * value, or vice versa, then add/remove the object from the active list.
556 * This function needs to be called whenever the speed of an object changes. 747 * This function needs to be called whenever the speed of an object changes.
557 */ 748 */
558void 749void
559update_ob_speed (object *op) 750object::set_speed (float speed)
560{ 751{
561 extern int arch_init; 752 this->speed = speed;
562 753
563 /* No reason putting the archetypes objects on the speed list, 754 if (has_active_speed ())
564 * since they never really need to be updated. 755 activate ();
565 */
566
567 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
568 {
569 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
570#ifdef MANY_CORES
571 abort ();
572#else
573 op->speed = 0;
574#endif
575 }
576
577 if (arch_init)
578 return;
579
580 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
581 {
582 /* If already on active list, don't do anything */
583 if (op->active_next || op->active_prev || op == active_objects)
584 return;
585
586 /* process_events() expects us to insert the object at the beginning
587 * of the list. */
588 op->active_next = active_objects;
589
590 if (op->active_next != NULL)
591 op->active_next->active_prev = op;
592
593 active_objects = op;
594 }
595 else 756 else
596 { 757 deactivate ();
597 /* If not on the active list, nothing needs to be done */
598 if (!op->active_next && !op->active_prev && op != active_objects)
599 return;
600
601 if (op->active_prev == NULL)
602 {
603 active_objects = op->active_next;
604
605 if (op->active_next != NULL)
606 op->active_next->active_prev = NULL;
607 }
608 else
609 {
610 op->active_prev->active_next = op->active_next;
611
612 if (op->active_next)
613 op->active_next->active_prev = op->active_prev;
614 }
615
616 op->active_next = NULL;
617 op->active_prev = NULL;
618 }
619}
620
621/* This function removes object 'op' from the list of active
622 * objects.
623 * This should only be used for style maps or other such
624 * reference maps where you don't want an object that isn't
625 * in play chewing up cpu time getting processed.
626 * The reverse of this is to call update_ob_speed, which
627 * will do the right thing based on the speed of the object.
628 */
629void
630remove_from_active_list (object *op)
631{
632 /* If not on the active list, nothing needs to be done */
633 if (!op->active_next && !op->active_prev && op != active_objects)
634 return;
635
636 if (op->active_prev == NULL)
637 {
638 active_objects = op->active_next;
639 if (op->active_next != NULL)
640 op->active_next->active_prev = NULL;
641 }
642 else
643 {
644 op->active_prev->active_next = op->active_next;
645 if (op->active_next)
646 op->active_next->active_prev = op->active_prev;
647 }
648 op->active_next = NULL;
649 op->active_prev = NULL;
650} 758}
651 759
652/* 760/*
653 * update_object() updates the the map. 761 * update_object() updates the the map.
654 * It takes into account invisible objects (and represent squares covered 762 * It takes into account invisible objects (and represent squares covered
667 * UP_OBJ_FACE: only the objects face has changed. 775 * UP_OBJ_FACE: only the objects face has changed.
668 */ 776 */
669void 777void
670update_object (object *op, int action) 778update_object (object *op, int action)
671{ 779{
672 MoveType move_on, move_off, move_block, move_slow; 780 if (!op)
673
674 if (op == NULL)
675 { 781 {
676 /* this should never happen */ 782 /* this should never happen */
677 LOG (llevDebug, "update_object() called for NULL object.\n"); 783 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
678 return; 784 return;
679 } 785 }
680 786
681 if (op->env) 787 if (!op->is_on_map ())
682 { 788 {
683 /* Animation is currently handled by client, so nothing 789 /* Animation is currently handled by client, so nothing
684 * to do in this case. 790 * to do in this case.
685 */ 791 */
686 return; 792 return;
687 } 793 }
688
689 /* If the map is saving, don't do anything as everything is
690 * going to get freed anyways.
691 */
692 if (!op->map || op->map->in_memory == MAP_SAVING)
693 return;
694 794
695 /* make sure the object is within map boundaries */ 795 /* make sure the object is within map boundaries */
696 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 796 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
697 { 797 {
698 LOG (llevError, "update_object() called for object out of map!\n"); 798 LOG (llevError, "update_object() called for object out of map!\n");
702 return; 802 return;
703 } 803 }
704 804
705 mapspace &m = op->ms (); 805 mapspace &m = op->ms ();
706 806
707 if (m.flags_ & P_NEED_UPDATE) 807 if (!(m.flags_ & P_UPTODATE))
708 /* nop */; 808 /* nop */;
709 else if (action == UP_OBJ_INSERT) 809 else if (action == UP_OBJ_INSERT)
710 { 810 {
811#if 0
711 // this is likely overkill, TODO: revisit (schmorp) 812 // this is likely overkill, TODO: revisit (schmorp)
712 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 813 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
713 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 814 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
714 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 815 || (op->is_player () && !(m.flags_ & P_PLAYER))
715 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 816 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
716 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 817 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
717 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 818 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
718 || (m.move_on | op->move_on ) != m.move_on 819 || (m.move_on | op->move_on ) != m.move_on
719 || (m.move_off | op->move_off ) != m.move_off 820 || (m.move_off | op->move_off ) != m.move_off
720 || (m.move_slow | op->move_slow) != m.move_slow 821 || (m.move_slow | op->move_slow) != m.move_slow
721 /* This isn't perfect, but I don't expect a lot of objects to 822 /* This isn't perfect, but I don't expect a lot of objects to
722 * to have move_allow right now. 823 * have move_allow right now.
723 */ 824 */
724 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 825 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
826 m.invalidate ();
827#else
725 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 828 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
726 m.flags_ = P_NEED_UPDATE; 829 m.invalidate ();
830#endif
727 } 831 }
728 /* if the object is being removed, we can't make intelligent 832 /* if the object is being removed, we can't make intelligent
729 * decisions, because remove_ob can't really pass the object 833 * decisions, because remove_ob can't really pass the object
730 * that is being removed. 834 * that is being removed.
731 */ 835 */
732 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 836 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
733 m.flags_ = P_NEED_UPDATE; 837 m.invalidate ();
734 else if (action == UP_OBJ_FACE) 838 else if (action == UP_OBJ_FACE)
735 /* Nothing to do for that case */ ; 839 /* Nothing to do for that case */ ;
736 else 840 else
737 LOG (llevError, "update_object called with invalid action: %d\n", action); 841 LOG (llevError, "update_object called with invalid action: %d\n", action);
738 842
739 if (op->more) 843 if (op->more)
740 update_object (op->more, action); 844 update_object (op->more, action);
741} 845}
742 846
743object::vector object::objects; // not yet used
744object *object::first;
745
746object::object () 847object::object ()
747{ 848{
748 SET_FLAG (this, FLAG_REMOVED); 849 SET_FLAG (this, FLAG_REMOVED);
749 850
750 expmul = 1.0; 851 //expmul = 1.0; declared const for the time being
751 face = blank_face; 852 face = blank_face;
853 material = MATERIAL_NULL;
752} 854}
753 855
754object::~object () 856object::~object ()
755{ 857{
858 unlink ();
859
756 free_key_values (this); 860 free_key_values (this);
757} 861}
758 862
863static int object_count;
864
759void object::link () 865void object::link ()
760{ 866{
867 assert (!index);//D
868 uuid = UUID::gen ();
761 count = ++ob_count; 869 count = ++object_count;
762 uuid = gen_uuid ();
763 870
764 prev = 0; 871 refcnt_inc ();
765 next = object::first; 872 objects.insert (this);
766
767 if (object::first)
768 object::first->prev = this;
769
770 object::first = this;
771} 873}
772 874
773void object::unlink () 875void object::unlink ()
774{ 876{
775 if (this == object::first) 877 if (!index)
776 object::first = next;
777
778 /* Remove this object from the list of used objects */
779 if (prev) prev->next = next;
780 if (next) next->prev = prev;
781
782 prev = 0;
783 next = 0;
784}
785
786object *object::create ()
787{
788 object *op = new object;
789 op->link ();
790 return op;
791}
792
793/*
794 * free_object() frees everything allocated by an object, removes
795 * it from the list of used objects, and puts it on the list of
796 * free objects. The IS_FREED() flag is set in the object.
797 * The object must have been removed by remove_ob() first for
798 * this function to succeed.
799 *
800 * If destroy_inventory is set, free inventory as well. Else drop items in
801 * inventory to the ground.
802 */
803void
804object::do_destroy ()
805{
806 attachable::do_destroy ();
807
808 if (flag [FLAG_IS_LINKED])
809 remove_button_link (this);
810
811 if (flag [FLAG_FRIENDLY])
812 remove_friendly_object (this);
813
814 if (!flag [FLAG_REMOVED])
815 remove ();
816
817 if (flag [FLAG_FREED])
818 return; 878 return;
819 879
820 flag [FLAG_FREED] = 1; 880 objects.erase (this);
881 refcnt_dec ();
882}
821 883
822 // hack to ensure that freed objects still have a valid map 884void
823 { 885object::activate ()
824 static maptile *freed_map; // freed objects are moved here to avoid crashes 886{
887 /* If already on active list, don't do anything */
888 if (active)
889 return;
825 890
826 if (!freed_map) 891 if (has_active_speed ())
827 { 892 {
828 freed_map = new maptile; 893 if (flag [FLAG_FREED])
894 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
829 895
830 freed_map->name = "/internal/freed_objects_map"; 896 actives.insert (this);
831 freed_map->width = 3;
832 freed_map->height = 3;
833
834 freed_map->allocate ();
835 } 897 }
898}
836 899
837 map = freed_map; 900void
838 x = 1; 901object::activate_recursive ()
839 y = 1; 902{
903 activate ();
904
905 for (object *op = inv; op; op = op->below)
906 op->activate_recursive ();
907}
908
909/* This function removes object 'op' from the list of active
910 * objects.
911 * This should only be used for style maps or other such
912 * reference maps where you don't want an object that isn't
913 * in play chewing up cpu time getting processed.
914 * The reverse of this is to call update_ob_speed, which
915 * will do the right thing based on the speed of the object.
916 */
917void
918object::deactivate ()
919{
920 /* If not on the active list, nothing needs to be done */
921 if (!active)
922 return;
923
924 actives.erase (this);
925}
926
927void
928object::deactivate_recursive ()
929{
930 for (object *op = inv; op; op = op->below)
931 op->deactivate_recursive ();
932
933 deactivate ();
934}
935
936void
937object::set_flag_inv (int flag, int value)
938{
939 for (object *op = inv; op; op = op->below)
940 {
941 op->flag [flag] = value;
942 op->set_flag_inv (flag, value);
840 } 943 }
841
842 more = 0;
843 head = 0;
844 inv = 0;
845
846 // clear those pointers that likely might have circular references to us
847 owner = 0;
848 enemy = 0;
849 attacked_by = 0;
850
851 // only relevant for players(?), but make sure of it anyways
852 contr = 0;
853
854 /* Remove object from the active list */
855 speed = 0;
856 update_ob_speed (this);
857
858 unlink ();
859} 944}
860 945
861/* 946/*
862 * Remove and free all objects in the inventory of the given object. 947 * Remove and free all objects in the inventory of the given object.
863 * object.c ? 948 * object.c ?
864 */ 949 */
865void 950void
866object::destroy_inv (bool drop_to_ground) 951object::destroy_inv (bool drop_to_ground)
867{ 952{
953 // need to check first, because the checks below might segfault
954 // as we might be on an invalid mapspace and crossfire code
955 // is too buggy to ensure that the inventory is empty.
956 // corollary: if you create arrows etc. with stuff in its inventory,
957 // cf will crash below with off-map x and y
868 if (!inv) 958 if (!inv)
869 return; 959 return;
870 960
871 /* Only if the space blocks everything do we not process - 961 /* Only if the space blocks everything do we not process -
872 * if some form of movement is allowed, let objects 962 * if some form of movement is allowed, let objects
873 * drop on that space. 963 * drop on that space.
874 */ 964 */
875 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) 965 if (!drop_to_ground
966 || !map
967 || map->in_memory != MAP_ACTIVE
968 || map->no_drop
969 || ms ().move_block == MOVE_ALL)
876 { 970 {
877 while (inv) 971 while (inv)
878 {
879 inv->destroy_inv (drop_to_ground);
880 inv->destroy (); 972 inv->destroy ();
881 }
882 } 973 }
883 else 974 else
884 { /* Put objects in inventory onto this space */ 975 { /* Put objects in inventory onto this space */
885 while (inv) 976 while (inv)
886 { 977 {
888 979
889 if (op->flag [FLAG_STARTEQUIP] 980 if (op->flag [FLAG_STARTEQUIP]
890 || op->flag [FLAG_NO_DROP] 981 || op->flag [FLAG_NO_DROP]
891 || op->type == RUNE 982 || op->type == RUNE
892 || op->type == TRAP 983 || op->type == TRAP
893 || op->flag [FLAG_IS_A_TEMPLATE]) 984 || op->flag [FLAG_IS_A_TEMPLATE]
985 || op->flag [FLAG_DESTROY_ON_DEATH])
894 op->destroy (); 986 op->destroy ();
895 else 987 else
896 { 988 map->insert (op, x, y);
897 op->remove ();
898 op->x = x;
899 op->y = y;
900 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
901 }
902 } 989 }
903 } 990 }
904} 991}
905 992
993object *object::create ()
994{
995 object *op = new object;
996 op->link ();
997 return op;
998}
999
1000static struct freed_map : maptile
1001{
1002 freed_map ()
1003 {
1004 path = "<freed objects map>";
1005 name = "/internal/freed_objects_map";
1006 width = 3;
1007 height = 3;
1008 no_drop = 1;
1009 no_reset = 1;
1010
1011 alloc ();
1012 in_memory = MAP_ACTIVE;
1013 }
1014
1015 ~freed_map ()
1016 {
1017 destroy ();
1018 }
1019} freed_map; // freed objects are moved here to avoid crashes
1020
906void 1021void
907object::destroy (bool destroy_inventory) 1022object::do_destroy ()
1023{
1024 if (flag [FLAG_IS_LINKED])
1025 remove_link ();
1026
1027 if (flag [FLAG_FRIENDLY])
1028 remove_friendly_object (this);
1029
1030 remove ();
1031
1032 attachable::do_destroy ();
1033
1034 deactivate ();
1035 unlink ();
1036
1037 flag [FLAG_FREED] = 1;
1038
1039 // hack to ensure that freed objects still have a valid map
1040 map = &freed_map;
1041 x = 1;
1042 y = 1;
1043
1044 if (more)
1045 {
1046 more->destroy ();
1047 more = 0;
1048 }
1049
1050 head = 0;
1051
1052 // clear those pointers that likely might cause circular references
1053 owner = 0;
1054 enemy = 0;
1055 attacked_by = 0;
1056 current_weapon = 0;
1057}
1058
1059void
1060object::destroy ()
908{ 1061{
909 if (destroyed ()) 1062 if (destroyed ())
910 return; 1063 return;
911 1064
912 if (more) 1065 if (!is_head () && !head->destroyed ())
913 {
914 //TODO: non-head objects must not have inventory
915 more->destroy (destroy_inventory);
916 more = 0;
917 } 1066 {
1067 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1068 head->destroy ();
1069 return;
1070 }
918 1071
919 if (destroy_inventory)
920 destroy_inv (true); 1072 destroy_inv (false);
1073
1074 if (is_head ())
1075 if (sound_destroy)
1076 play_sound (sound_destroy);
1077 else if (flag [FLAG_MONSTER])
1078 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
921 1079
922 attachable::destroy (); 1080 attachable::destroy ();
923}
924
925/*
926 * sub_weight() recursively (outwards) subtracts a number from the
927 * weight of an object (and what is carried by it's environment(s)).
928 */
929void
930sub_weight (object *op, signed long weight)
931{
932 while (op != NULL)
933 {
934 if (op->type == CONTAINER)
935 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
936
937 op->carrying -= weight;
938 op = op->env;
939 }
940} 1081}
941 1082
942/* op->remove (): 1083/* op->remove ():
943 * This function removes the object op from the linked list of objects 1084 * This function removes the object op from the linked list of objects
944 * which it is currently tied to. When this function is done, the 1085 * which it is currently tied to. When this function is done, the
945 * object will have no environment. If the object previously had an 1086 * object will have no environment. If the object previously had an
946 * environment, the x and y coordinates will be updated to 1087 * environment, the x and y coordinates will be updated to
947 * the previous environment. 1088 * the previous environment.
948 * Beware: This function is called from the editor as well!
949 */ 1089 */
950void 1090void
951object::remove () 1091object::do_remove ()
952{ 1092{
953 object *tmp, *last = 0; 1093 if (flag [FLAG_REMOVED])
954 object *otmp;
955
956 if (QUERY_FLAG (this, FLAG_REMOVED))
957 return; 1094 return;
958 1095
959 SET_FLAG (this, FLAG_REMOVED);
960 INVOKE_OBJECT (REMOVE, this); 1096 INVOKE_OBJECT (REMOVE, this);
1097
1098 flag [FLAG_REMOVED] = true;
961 1099
962 if (more) 1100 if (more)
963 more->remove (); 1101 more->remove ();
964 1102
965 /* 1103 /*
966 * In this case, the object to be removed is in someones 1104 * In this case, the object to be removed is in someones
967 * inventory. 1105 * inventory.
968 */ 1106 */
969 if (env) 1107 if (env)
970 { 1108 {
971 if (nrof) 1109 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
972 sub_weight (env, weight * nrof); 1110 if (object *pl = visible_to ())
973 else 1111 esrv_del_item (pl->contr, count);
974 sub_weight (env, weight + carrying); 1112 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
975 1113
976 /* NO_FIX_PLAYER is set when a great many changes are being 1114 adjust_weight (env, -total_weight ());
977 * made to players inventory. If set, avoiding the call
978 * to save cpu time.
979 */
980 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
981 otmp->update_stats ();
982 1115
983 if (above != NULL) 1116 object *pl = in_player ();
984 above->below = below;
985 else
986 env->inv = below;
987
988 if (below != NULL)
989 below->above = above;
990 1117
991 /* we set up values so that it could be inserted into 1118 /* we set up values so that it could be inserted into
992 * the map, but we don't actually do that - it is up 1119 * the map, but we don't actually do that - it is up
993 * to the caller to decide what we want to do. 1120 * to the caller to decide what we want to do.
994 */ 1121 */
995 x = env->x, y = env->y;
996 map = env->map; 1122 map = env->map;
997 above = 0, below = 0; 1123 x = env->x;
998 env = 0; 1124 y = env->y;
999 }
1000 else if (map)
1001 {
1002 /* Re did the following section of code - it looks like it had
1003 * lots of logic for things we no longer care about
1004 */
1005 1125
1006 /* link the object above us */ 1126 // make sure cmov optimisation is applicable
1007 if (above) 1127 *(above ? &above->below : &env->inv) = below;
1008 above->below = below; 1128 *(below ? &below->above : &above ) = above; // &above is just a dummy
1009 else
1010 map->at (x, y).top = below; /* we were top, set new top */
1011
1012 /* Relink the object below us, if there is one */
1013 if (below)
1014 below->above = above;
1015 else
1016 {
1017 /* Nothing below, which means we need to relink map object for this space
1018 * use translated coordinates in case some oddness with map tiling is
1019 * evident
1020 */
1021 if (GET_MAP_OB (map, x, y) != this)
1022 {
1023 char *dump = dump_object (this);
1024 LOG (llevError,
1025 "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);
1026 free (dump);
1027 dump = dump_object (GET_MAP_OB (map, x, y));
1028 LOG (llevError, "%s\n", dump);
1029 free (dump);
1030 }
1031
1032 map->at (x, y).bot = above; /* goes on above it. */
1033 }
1034 1129
1035 above = 0; 1130 above = 0;
1036 below = 0; 1131 below = 0;
1132 env = 0;
1133
1134 if (pl && pl->is_player ())
1135 {
1136 if (expect_false (pl->contr->combat_ob == this))
1137 {
1138 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1139 pl->contr->combat_ob = 0;
1140 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1141 }
1142
1143 if (expect_false (pl->contr->ranged_ob == this))
1144 {
1145 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1146 pl->contr->ranged_ob = 0;
1147 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1148 }
1149
1150 pl->contr->queue_stats_update ();
1151
1152 if (expect_false (glow_radius) && pl->is_on_map ())
1153 update_all_los (pl->map, pl->x, pl->y);
1154 }
1155 }
1156 else if (map)
1157 {
1158 map->dirty = true;
1159 mapspace &ms = this->ms ();
1160
1161 if (object *pl = ms.player ())
1162 {
1163 if (is_player ())
1164 {
1165 if (!flag [FLAG_WIZPASS])
1166 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1167
1168 // leaving a spot always closes any open container on the ground
1169 if (container && !container->env)
1170 // this causes spurious floorbox updates, but it ensures
1171 // that the CLOSE event is being sent.
1172 close_container ();
1173
1174 --map->players;
1175 map->touch ();
1176 }
1177 else if (pl->container_ () == this)
1178 {
1179 // removing a container should close it
1180 close_container ();
1181 }
1182
1183 esrv_del_item (pl->contr, count);
1184 }
1185
1186 /* link the object above us */
1187 // re-link, make sure compiler can easily use cmove
1188 *(above ? &above->below : &ms.top) = below;
1189 *(below ? &below->above : &ms.bot) = above;
1190
1191 above = 0;
1192 below = 0;
1193
1194 ms.invalidate ();
1037 1195
1038 if (map->in_memory == MAP_SAVING) 1196 if (map->in_memory == MAP_SAVING)
1039 return; 1197 return;
1040 1198
1041 int check_walk_off = !flag [FLAG_NO_APPLY]; 1199 int check_walk_off = !flag [FLAG_NO_APPLY];
1042 1200
1043 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1201 if (object *pl = ms.player ())
1044 { 1202 {
1045 /* No point updating the players look faces if he is the object 1203 if (pl->container_ () == this)
1046 * being removed.
1047 */
1048
1049 if (tmp->type == PLAYER && tmp != this)
1050 {
1051 /* If a container that the player is currently using somehow gets 1204 /* If a container that the player is currently using somehow gets
1052 * removed (most likely destroyed), update the player view 1205 * removed (most likely destroyed), update the player view
1053 * appropriately. 1206 * appropriately.
1054 */ 1207 */
1055 if (tmp->container == this) 1208 pl->close_container ();
1056 {
1057 flag [FLAG_APPLIED] = 0;
1058 tmp->container = 0;
1059 }
1060 1209
1210 //TODO: the floorbox prev/next might need updating
1211 //esrv_del_item (pl->contr, count);
1212 //TODO: update floorbox to preserve ordering
1061 if (tmp->contr->ns) 1213 if (pl->contr->ns)
1062 tmp->contr->ns->floorbox_update (); 1214 pl->contr->ns->floorbox_update ();
1215 }
1216
1217 if (check_walk_off)
1218 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1219 {
1220 above = tmp->above;
1221
1222 /* No point updating the players look faces if he is the object
1223 * being removed.
1063 } 1224 */
1064 1225
1065 /* See if player moving off should effect something */ 1226 /* See if object moving off should effect something */
1066 if (check_walk_off
1067 && ((move_type & tmp->move_off) 1227 if ((move_type & tmp->move_off)
1068 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1228 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1069 {
1070 move_apply (tmp, this, 0); 1229 move_apply (tmp, this, 0);
1071
1072 if (destroyed ())
1073 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1074 } 1230 }
1075 1231
1076 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1232 if (affects_los ())
1077
1078 if (tmp->above == tmp)
1079 tmp->above = 0;
1080
1081 last = tmp;
1082 }
1083
1084 /* last == NULL of there are no objects on this space */
1085 if (!last)
1086 map->at (x, y).flags_ = P_NEED_UPDATE;
1087 else
1088 update_object (last, UP_OBJ_REMOVE);
1089
1090 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1091 update_all_los (map, x, y); 1233 update_all_los (map, x, y);
1092 } 1234 }
1093} 1235}
1094 1236
1095/* 1237/*
1104merge_ob (object *op, object *top) 1246merge_ob (object *op, object *top)
1105{ 1247{
1106 if (!op->nrof) 1248 if (!op->nrof)
1107 return 0; 1249 return 0;
1108 1250
1109 if (top) 1251 if (!top)
1110 for (top = op; top && top->above; top = top->above) 1252 for (top = op; top && top->above; top = top->above)
1111 ; 1253 ;
1112 1254
1113 for (; top; top = top->below) 1255 for (; top; top = top->below)
1114 {
1115 if (top == op)
1116 continue;
1117
1118 if (object::can_merge (op, top)) 1256 if (object::can_merge (op, top))
1119 { 1257 {
1120 top->nrof += op->nrof; 1258 top->nrof += op->nrof;
1121 1259
1122/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1260 if (object *pl = top->visible_to ())
1123 op->weight = 0; /* Don't want any adjustements now */ 1261 esrv_update_item (UPD_NROF, pl, top);
1262
1263 op->weight = 0; // cancel the addition above
1264 op->carrying = 0; // must be 0 already
1265
1124 op->destroy (); 1266 op->destroy ();
1267
1125 return top; 1268 return top;
1126 } 1269 }
1127 }
1128 1270
1129 return 0; 1271 return 0;
1130} 1272}
1131 1273
1274void
1275object::expand_tail ()
1276{
1277 if (more)
1278 return;
1279
1280 object *prev = this;
1281
1282 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1283 {
1284 object *op = at->instance ();
1285
1286 op->name = name;
1287 op->name_pl = name_pl;
1288 op->title = title;
1289
1290 op->head = this;
1291 prev->more = op;
1292
1293 prev = op;
1294 }
1295}
1296
1132/* 1297/*
1133 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1298 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1134 * job preparing multi-part monsters 1299 * job preparing multi-part monsters.
1135 */ 1300 */
1136object * 1301object *
1137insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1302insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1138{ 1303{
1139 object *tmp; 1304 op->remove ();
1140 1305
1141 if (op->head)
1142 op = op->head;
1143
1144 for (tmp = op; tmp; tmp = tmp->more) 1306 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1145 { 1307 {
1146 tmp->x = x + tmp->arch->clone.x; 1308 tmp->x = x + tmp->arch->x;
1147 tmp->y = y + tmp->arch->clone.y; 1309 tmp->y = y + tmp->arch->y;
1148 } 1310 }
1149 1311
1150 return insert_ob_in_map (op, m, originator, flag); 1312 return insert_ob_in_map (op, m, originator, flag);
1151} 1313}
1152 1314
1165 * Passing 0 for flag gives proper default values, so flag really only needs 1327 * Passing 0 for flag gives proper default values, so flag really only needs
1166 * to be set if special handling is needed. 1328 * to be set if special handling is needed.
1167 * 1329 *
1168 * Return value: 1330 * Return value:
1169 * new object if 'op' was merged with other object 1331 * new object if 'op' was merged with other object
1170 * NULL if 'op' was destroyed 1332 * NULL if there was an error (destroyed, blocked etc.)
1171 * just 'op' otherwise 1333 * just 'op' otherwise
1172 */ 1334 */
1173object * 1335object *
1174insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1336insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1175{ 1337{
1176 object *tmp, *top, *floor = NULL; 1338 op->remove ();
1177 sint16 x, y;
1178 1339
1179 if (QUERY_FLAG (op, FLAG_FREED)) 1340 if (m == &freed_map)//D TODO: remove soon
1180 { 1341 {//D
1181 LOG (llevError, "Trying to insert freed object!\n"); 1342 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1182 return NULL;
1183 } 1343 }//D
1184
1185 if (m == NULL)
1186 {
1187 char *dump = dump_object (op);
1188 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1189 free (dump);
1190 return op;
1191 }
1192
1193 if (out_of_map (m, op->x, op->y))
1194 {
1195 char *dump = dump_object (op);
1196 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1197#ifdef MANY_CORES
1198 /* Better to catch this here, as otherwise the next use of this object
1199 * is likely to cause a crash. Better to find out where it is getting
1200 * improperly inserted.
1201 */
1202 abort ();
1203#endif
1204 free (dump);
1205 return op;
1206 }
1207
1208 if (!QUERY_FLAG (op, FLAG_REMOVED))
1209 {
1210 char *dump = dump_object (op);
1211 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1212 free (dump);
1213 return op;
1214 }
1215
1216 if (op->more)
1217 {
1218 /* The part may be on a different map. */
1219
1220 object *more = op->more;
1221
1222 /* We really need the caller to normalize coordinates - if
1223 * we set the map, that doesn't work if the location is within
1224 * a map and this is straddling an edge. So only if coordinate
1225 * is clear wrong do we normalize it.
1226 */
1227 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1228 more->map = get_map_from_coord (m, &more->x, &more->y);
1229 else if (!more->map)
1230 {
1231 /* For backwards compatibility - when not dealing with tiled maps,
1232 * more->map should always point to the parent.
1233 */
1234 more->map = m;
1235 }
1236
1237 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1238 {
1239 if (!op->head)
1240 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1241
1242 return 0;
1243 }
1244 }
1245
1246 CLEAR_FLAG (op, FLAG_REMOVED);
1247 1344
1248 /* Ideally, the caller figures this out. However, it complicates a lot 1345 /* Ideally, the caller figures this out. However, it complicates a lot
1249 * of areas of callers (eg, anything that uses find_free_spot would now 1346 * of areas of callers (eg, anything that uses find_free_spot would now
1250 * need extra work 1347 * need extra work
1251 */ 1348 */
1252 op->map = get_map_from_coord (m, &op->x, &op->y); 1349 maptile *newmap = m;
1253 x = op->x; 1350 if (!xy_normalise (newmap, op->x, op->y))
1254 y = op->y; 1351 {
1352 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1353 return 0;
1354 }
1355
1356 if (object *more = op->more)
1357 if (!insert_ob_in_map (more, m, originator, flag))
1358 return 0;
1359
1360 op->flag [FLAG_REMOVED] = false;
1361 op->env = 0;
1362 op->map = newmap;
1363
1364 mapspace &ms = op->ms ();
1255 1365
1256 /* this has to be done after we translate the coordinates. 1366 /* this has to be done after we translate the coordinates.
1257 */ 1367 */
1258 if (op->nrof && !(flag & INS_NO_MERGE)) 1368 if (op->nrof && !(flag & INS_NO_MERGE))
1259 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1369 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1260 if (object::can_merge (op, tmp)) 1370 if (object::can_merge (op, tmp))
1261 { 1371 {
1372 // TODO: we actually want to update tmp, not op,
1373 // but some caller surely breaks when we return tmp
1374 // from here :/
1262 op->nrof += tmp->nrof; 1375 op->nrof += tmp->nrof;
1263 tmp->destroy (); 1376 tmp->destroy ();
1264 } 1377 }
1265 1378
1266 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1379 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1275 { 1388 {
1276 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1389 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1277 abort (); 1390 abort ();
1278 } 1391 }
1279 1392
1393 if (!originator->is_on_map ())
1394 {
1395 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1396 op->debug_desc (), originator->debug_desc ());
1397 abort ();
1398 }
1399
1280 op->above = originator; 1400 op->above = originator;
1281 op->below = originator->below; 1401 op->below = originator->below;
1282
1283 if (op->below)
1284 op->below->above = op;
1285 else
1286 op->ms ().bot = op;
1287
1288 /* since *below* originator, no need to update top */
1289 originator->below = op; 1402 originator->below = op;
1403
1404 *(op->below ? &op->below->above : &ms.bot) = op;
1290 } 1405 }
1291 else 1406 else
1292 { 1407 {
1408 object *floor = 0;
1409 object *top = ms.top;
1410
1293 /* If there are other objects, then */ 1411 /* If there are other objects, then */
1294 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1412 if (top)
1295 { 1413 {
1296 object *last = NULL;
1297
1298 /* 1414 /*
1299 * If there are multiple objects on this space, we do some trickier handling. 1415 * If there are multiple objects on this space, we do some trickier handling.
1300 * We've already dealt with merging if appropriate. 1416 * We've already dealt with merging if appropriate.
1301 * Generally, we want to put the new object on top. But if 1417 * Generally, we want to put the new object on top. But if
1302 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1418 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1305 * once we get to them. This reduces the need to traverse over all of 1421 * once we get to them. This reduces the need to traverse over all of
1306 * them when adding another one - this saves quite a bit of cpu time 1422 * them when adding another one - this saves quite a bit of cpu time
1307 * when lots of spells are cast in one area. Currently, it is presumed 1423 * when lots of spells are cast in one area. Currently, it is presumed
1308 * that flying non pickable objects are spell objects. 1424 * that flying non pickable objects are spell objects.
1309 */ 1425 */
1310 1426 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1311 while (top != NULL)
1312 { 1427 {
1313 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1428 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1314 floor = top; 1429 floor = tmp;
1315 1430
1316 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1431 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1317 { 1432 {
1318 /* We insert above top, so we want this object below this */ 1433 /* We insert above top, so we want this object below this */
1319 top = top->below; 1434 top = tmp->below;
1320 break; 1435 break;
1321 } 1436 }
1322 1437
1323 last = top;
1324 top = top->above; 1438 top = tmp;
1325 } 1439 }
1326
1327 /* Don't want top to be NULL, so set it to the last valid object */
1328 top = last;
1329 1440
1330 /* We let update_position deal with figuring out what the space 1441 /* We let update_position deal with figuring out what the space
1331 * looks like instead of lots of conditions here. 1442 * looks like instead of lots of conditions here.
1332 * makes things faster, and effectively the same result. 1443 * makes things faster, and effectively the same result.
1333 */ 1444 */
1334 1445
1335 /* Have object 'fall below' other objects that block view. 1446 /* Have object 'fall below' other objects that block view.
1336 * Unless those objects are exits, type 66 1447 * Unless those objects are exits.
1337 * If INS_ON_TOP is used, don't do this processing 1448 * If INS_ON_TOP is used, don't do this processing
1338 * Need to find the object that in fact blocks view, otherwise 1449 * Need to find the object that in fact blocks view, otherwise
1339 * stacking is a bit odd. 1450 * stacking is a bit odd.
1340 */ 1451 */
1341 if (!(flag & INS_ON_TOP) && 1452 if (!(flag & INS_ON_TOP)
1342 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1453 && ms.flags () & P_BLOCKSVIEW
1454 && (op->face && !faces [op->face].visibility))
1343 { 1455 {
1456 object *last;
1457
1344 for (last = top; last != floor; last = last->below) 1458 for (last = top; last != floor; last = last->below)
1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1459 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1346 break; 1460 break;
1461
1347 /* Check to see if we found the object that blocks view, 1462 /* Check to see if we found the object that blocks view,
1348 * and make sure we have a below pointer for it so that 1463 * and make sure we have a below pointer for it so that
1349 * we can get inserted below this one, which requires we 1464 * we can get inserted below this one, which requires we
1350 * set top to the object below us. 1465 * set top to the object below us.
1351 */ 1466 */
1352 if (last && last->below && last != floor) 1467 if (last && last->below && last != floor)
1353 top = last->below; 1468 top = last->below;
1354 } 1469 }
1355 } /* If objects on this space */ 1470 } /* If objects on this space */
1356 1471
1357 if (flag & INS_MAP_LOAD)
1358 top = GET_MAP_TOP (op->map, op->x, op->y);
1359
1360 if (flag & INS_ABOVE_FLOOR_ONLY) 1472 if (flag & INS_ABOVE_FLOOR_ONLY)
1361 top = floor; 1473 top = floor;
1362 1474
1363 /* Top is the object that our object (op) is going to get inserted above. 1475 // insert object above top, or bottom-most if top = 0
1364 */
1365
1366 /* First object on this space */
1367 if (!top) 1476 if (!top)
1368 { 1477 {
1369 op->above = GET_MAP_OB (op->map, op->x, op->y);
1370
1371 if (op->above)
1372 op->above->below = op;
1373
1374 op->below = NULL; 1478 op->below = 0;
1479 op->above = ms.bot;
1375 op->ms ().bot = op; 1480 ms.bot = op;
1481
1482 *(op->above ? &op->above->below : &ms.top) = op;
1376 } 1483 }
1377 else 1484 else
1378 { /* get inserted into the stack above top */ 1485 {
1379 op->above = top->above; 1486 op->above = top->above;
1380
1381 if (op->above)
1382 op->above->below = op; 1487 top->above = op;
1383 1488
1384 op->below = top; 1489 op->below = top;
1385 top->above = op; 1490 *(op->above ? &op->above->below : &ms.top) = op;
1386 } 1491 }
1492 }
1387 1493
1388 if (op->above == NULL) 1494 if (op->is_player ())
1389 op->ms ().top = op; 1495 {
1390 } /* else not INS_BELOW_ORIGINATOR */
1391
1392 if (op->type == PLAYER)
1393 op->contr->do_los = 1; 1496 op->contr->do_los = 1;
1497 ++op->map->players;
1498 op->map->touch ();
1499 }
1394 1500
1395 /* If we have a floor, we know the player, if any, will be above 1501 op->map->dirty = true;
1396 * it, so save a few ticks and start from there. 1502
1397 */
1398 if (!(flag & INS_MAP_LOAD))
1399 if (object *pl = op->ms ().player ()) 1503 if (object *pl = ms.player ())
1504 //TODO: the floorbox prev/next might need updating
1505 //esrv_send_item (pl, op);
1506 //TODO: update floorbox to preserve ordering
1400 if (pl->contr->ns) 1507 if (pl->contr->ns)
1401 pl->contr->ns->floorbox_update (); 1508 pl->contr->ns->floorbox_update ();
1402 1509
1403 /* If this object glows, it may affect lighting conditions that are 1510 /* If this object glows, it may affect lighting conditions that are
1404 * visible to others on this map. But update_all_los is really 1511 * visible to others on this map. But update_all_los is really
1405 * an inefficient way to do this, as it means los for all players 1512 * an inefficient way to do this, as it means los for all players
1406 * on the map will get recalculated. The players could very well 1513 * on the map will get recalculated. The players could very well
1407 * be far away from this change and not affected in any way - 1514 * be far away from this change and not affected in any way -
1408 * this should get redone to only look for players within range, 1515 * this should get redone to only look for players within range,
1409 * or just updating the P_NEED_UPDATE for spaces within this area 1516 * or just updating the P_UPTODATE for spaces within this area
1410 * of effect may be sufficient. 1517 * of effect may be sufficient.
1411 */ 1518 */
1412 if (op->map->darkness && (op->glow_radius != 0)) 1519 if (op->affects_los ())
1520 {
1521 op->ms ().invalidate ();
1413 update_all_los (op->map, op->x, op->y); 1522 update_all_los (op->map, op->x, op->y);
1523 }
1414 1524
1415 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1525 /* updates flags (blocked, alive, no magic, etc) for this map space */
1416 update_object (op, UP_OBJ_INSERT); 1526 update_object (op, UP_OBJ_INSERT);
1417 1527
1418 INVOKE_OBJECT (INSERT, op); 1528 INVOKE_OBJECT (INSERT, op);
1425 * blocked() and wall() work properly), and these flags are updated by 1535 * blocked() and wall() work properly), and these flags are updated by
1426 * update_object(). 1536 * update_object().
1427 */ 1537 */
1428 1538
1429 /* if this is not the head or flag has been passed, don't check walk on status */ 1539 /* if this is not the head or flag has been passed, don't check walk on status */
1430 if (!(flag & INS_NO_WALK_ON) && !op->head) 1540 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1431 { 1541 {
1432 if (check_move_on (op, originator)) 1542 if (check_move_on (op, originator))
1433 return 0; 1543 return 0;
1434 1544
1435 /* If we are a multi part object, lets work our way through the check 1545 /* If we are a multi part object, lets work our way through the check
1436 * walk on's. 1546 * walk on's.
1437 */ 1547 */
1438 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1548 for (object *tmp = op->more; tmp; tmp = tmp->more)
1439 if (check_move_on (tmp, originator)) 1549 if (check_move_on (tmp, originator))
1440 return 0; 1550 return 0;
1441 } 1551 }
1442 1552
1443 return op; 1553 return op;
1446/* this function inserts an object in the map, but if it 1556/* this function inserts an object in the map, but if it
1447 * finds an object of its own type, it'll remove that one first. 1557 * finds an object of its own type, it'll remove that one first.
1448 * op is the object to insert it under: supplies x and the map. 1558 * op is the object to insert it under: supplies x and the map.
1449 */ 1559 */
1450void 1560void
1451replace_insert_ob_in_map (const char *arch_string, object *op) 1561replace_insert_ob_in_map (shstr_tmp archname, object *op)
1452{ 1562{
1453 object *tmp, *tmp1;
1454
1455 /* first search for itself and remove any old instances */ 1563 /* first search for itself and remove any old instances */
1456 1564
1457 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1565 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1458 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1566 if (tmp->arch->archname == archname) /* same archetype */
1459 tmp->destroy (); 1567 tmp->destroy ();
1460 1568
1461 tmp1 = arch_to_object (archetype::find (arch_string)); 1569 object *tmp = archetype::find (archname)->instance ();
1462 1570
1463 tmp1->x = op->x; 1571 tmp->x = op->x;
1464 tmp1->y = op->y; 1572 tmp->y = op->y;
1573
1465 insert_ob_in_map (tmp1, op->map, op, 0); 1574 insert_ob_in_map (tmp, op->map, op, 0);
1466} 1575}
1467
1468/*
1469 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1470 * is returned contains nr objects, and the remaining parts contains
1471 * the rest (or is removed and freed if that number is 0).
1472 * On failure, NULL is returned, and the reason put into the
1473 * global static errmsg array.
1474 */
1475 1576
1476object * 1577object *
1477get_split_ob (object *orig_ob, uint32 nr) 1578object::insert_at (object *where, object *originator, int flags)
1478{ 1579{
1479 object *newob; 1580 if (where->env)
1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1581 return where->env->insert (this);
1481 1582 else
1482 if (orig_ob->nrof < nr) 1583 return where->map->insert (this, where->x, where->y, originator, flags);
1483 {
1484 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1485 return NULL;
1486 }
1487
1488 newob = object_create_clone (orig_ob);
1489
1490 if ((orig_ob->nrof -= nr) < 1)
1491 orig_ob->destroy (1);
1492 else if (!is_removed)
1493 {
1494 if (orig_ob->env != NULL)
1495 sub_weight (orig_ob->env, orig_ob->weight * nr);
1496 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1497 {
1498 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1499 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1500 return NULL;
1501 }
1502 }
1503
1504 newob->nrof = nr;
1505
1506 return newob;
1507} 1584}
1508 1585
1586// check whether we can put this into the map, respect max_volume, max_items
1587bool
1588object::can_drop_at (maptile *m, int x, int y, object *originator)
1589{
1590 mapspace &ms = m->at (x, y);
1591
1592 int items = ms.items ();
1593
1594 if (!items // testing !items ensures we can drop at least one item
1595 || (items < m->max_items
1596 && ms.volume () < m->max_volume))
1597 return true;
1598
1599 if (originator && originator->is_player ())
1600 originator->contr->failmsg (format (
1601 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1602 query_name ()
1603 ));
1604
1605 return false;
1606}
1607
1509/* 1608/*
1510 * decrease_ob_nr(object, number) decreases a specified number from 1609 * decrease(object, number) decreases a specified number from
1511 * the amount of an object. If the amount reaches 0, the object 1610 * the amount of an object. If the amount reaches 0, the object
1512 * is subsequently removed and freed. 1611 * is subsequently removed and freed.
1513 * 1612 *
1514 * Return value: 'op' if something is left, NULL if the amount reached 0 1613 * Return value: 'op' if something is left, NULL if the amount reached 0
1515 */ 1614 */
1615bool
1616object::decrease (sint32 nr)
1617{
1618 if (!nr)
1619 return true;
1516 1620
1621 nr = min (nr, nrof);
1622
1623 if (nrof > nr)
1624 {
1625 nrof -= nr;
1626 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1627
1628 if (object *pl = visible_to ())
1629 esrv_update_item (UPD_NROF, pl, this);
1630
1631 return true;
1632 }
1633 else
1634 {
1635 destroy ();
1636 return false;
1637 }
1638}
1639
1640/*
1641 * split(ob,nr) splits up ob into two parts. The part which
1642 * is returned contains nr objects, and the remaining parts contains
1643 * the rest (or is removed and returned if that number is 0).
1644 * On failure, NULL is returned.
1645 */
1517object * 1646object *
1518decrease_ob_nr (object *op, uint32 i) 1647object::split (sint32 nr)
1519{ 1648{
1520 object *tmp; 1649 int have = number_of ();
1521 1650
1522 if (i == 0) /* objects with op->nrof require this check */ 1651 if (have < nr)
1523 return op; 1652 return 0;
1524 1653 else if (have == nr)
1525 if (i > op->nrof)
1526 i = op->nrof;
1527
1528 if (QUERY_FLAG (op, FLAG_REMOVED))
1529 op->nrof -= i;
1530 else if (op->env)
1531 { 1654 {
1532 /* is this object in the players inventory, or sub container
1533 * therein?
1534 */
1535 tmp = op->in_player ();
1536 /* nope. Is this a container the player has opened?
1537 * If so, set tmp to that player.
1538 * IMO, searching through all the players will mostly
1539 * likely be quicker than following op->env to the map,
1540 * and then searching the map for a player.
1541 */
1542 if (!tmp)
1543 for_all_players (pl)
1544 if (pl->ob->container == op->env)
1545 {
1546 tmp = pl->ob;
1547 break;
1548 }
1549
1550 if (i < op->nrof)
1551 {
1552 sub_weight (op->env, op->weight * i);
1553 op->nrof -= i;
1554 if (tmp)
1555 esrv_send_item (tmp, op);
1556 }
1557 else
1558 {
1559 op->remove (); 1655 remove ();
1560 op->nrof = 0; 1656 return this;
1561 if (tmp)
1562 esrv_del_item (tmp->contr, op->count);
1563 }
1564 } 1657 }
1565 else 1658 else
1566 { 1659 {
1567 object *above = op->above; 1660 decrease (nr);
1568 1661
1569 if (i < op->nrof) 1662 object *op = deep_clone ();
1570 op->nrof -= i; 1663 op->nrof = nr;
1571 else
1572 {
1573 op->remove ();
1574 op->nrof = 0;
1575 }
1576
1577 /* Since we just removed op, op->above is null */
1578 for (tmp = above; tmp; tmp = tmp->above)
1579 if (tmp->type == PLAYER)
1580 {
1581 if (op->nrof)
1582 esrv_send_item (tmp, op);
1583 else
1584 esrv_del_item (tmp->contr, op->count);
1585 }
1586 }
1587
1588 if (op->nrof)
1589 return op; 1664 return op;
1590 else
1591 {
1592 op->destroy ();
1593 return 0;
1594 }
1595}
1596
1597/*
1598 * add_weight(object, weight) adds the specified weight to an object,
1599 * and also updates how much the environment(s) is/are carrying.
1600 */
1601
1602void
1603add_weight (object *op, signed long weight)
1604{
1605 while (op != NULL)
1606 {
1607 if (op->type == CONTAINER)
1608 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1609
1610 op->carrying += weight;
1611 op = op->env;
1612 } 1665 }
1613} 1666}
1614 1667
1615object * 1668object *
1616insert_ob_in_ob (object *op, object *where) 1669insert_ob_in_ob (object *op, object *where)
1621 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1674 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1622 free (dump); 1675 free (dump);
1623 return op; 1676 return op;
1624 } 1677 }
1625 1678
1626 if (where->head) 1679 if (where->head_ () != where)
1627 { 1680 {
1628 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1681 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1629 where = where->head; 1682 where = where->head;
1630 } 1683 }
1631 1684
1632 return where->insert (op); 1685 return where->insert (op);
1633} 1686}
1638 * inside the object environment. 1691 * inside the object environment.
1639 * 1692 *
1640 * The function returns now pointer to inserted item, and return value can 1693 * The function returns now pointer to inserted item, and return value can
1641 * be != op, if items are merged. -Tero 1694 * be != op, if items are merged. -Tero
1642 */ 1695 */
1643
1644object * 1696object *
1645object::insert (object *op) 1697object::insert (object *op)
1646{ 1698{
1647 object *tmp, *otmp;
1648
1649 if (!QUERY_FLAG (op, FLAG_REMOVED))
1650 op->remove ();
1651
1652 if (op->more) 1699 if (op->more)
1653 { 1700 {
1654 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1701 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1655 return op; 1702 return op;
1656 } 1703 }
1657 1704
1658 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1705 op->remove ();
1659 CLEAR_FLAG (op, FLAG_REMOVED); 1706
1707 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1708
1660 if (op->nrof) 1709 if (op->nrof)
1661 {
1662 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1710 for (object *tmp = inv; tmp; tmp = tmp->below)
1663 if (object::can_merge (tmp, op)) 1711 if (object::can_merge (tmp, op))
1664 { 1712 {
1665 /* return the original object and remove inserted object 1713 /* return the original object and remove inserted object
1666 (client needs the original object) */ 1714 (client needs the original object) */
1667 tmp->nrof += op->nrof; 1715 tmp->nrof += op->nrof;
1668 /* Weight handling gets pretty funky. Since we are adding to 1716
1669 * tmp->nrof, we need to increase the weight. 1717 if (object *pl = tmp->visible_to ())
1670 */ 1718 esrv_update_item (UPD_NROF, pl, tmp);
1719
1671 add_weight (this, op->weight * op->nrof); 1720 adjust_weight (this, op->total_weight ());
1672 SET_FLAG (op, FLAG_REMOVED); 1721
1673 op->destroy (); /* free the inserted object */ 1722 op->destroy ();
1674 op = tmp; 1723 op = tmp;
1675 op->remove (); /* and fix old object's links */ 1724 goto inserted;
1676 CLEAR_FLAG (op, FLAG_REMOVED);
1677 break;
1678 } 1725 }
1679 1726
1680 /* I assume combined objects have no inventory 1727 op->owner = 0; // it's his/hers now. period.
1681 * We add the weight - this object could have just been removed
1682 * (if it was possible to merge). calling remove_ob will subtract
1683 * the weight, so we need to add it in again, since we actually do
1684 * the linking below
1685 */
1686 add_weight (this, op->weight * op->nrof);
1687 }
1688 else
1689 add_weight (this, (op->weight + op->carrying));
1690
1691 otmp = this->in_player ();
1692 if (otmp && otmp->contr)
1693 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1694 otmp->update_stats ();
1695
1696 op->map = 0; 1728 op->map = 0;
1697 op->env = this; 1729 op->x = 0;
1730 op->y = 0;
1731
1698 op->above = 0; 1732 op->above = 0;
1699 op->below = 0; 1733 op->below = inv;
1700 op->x = 0, op->y = 0; 1734 op->env = this;
1701 1735
1736 if (inv)
1737 inv->above = op;
1738
1739 inv = op;
1740
1741 op->flag [FLAG_REMOVED] = 0;
1742
1743 if (object *pl = op->visible_to ())
1744 esrv_send_item (pl, op);
1745
1746 adjust_weight (this, op->total_weight ());
1747
1748inserted:
1702 /* reset the light list and los of the players on the map */ 1749 /* reset the light list and los of the players on the map */
1703 if ((op->glow_radius != 0) && map) 1750 if (op->glow_radius && is_on_map ())
1704 { 1751 {
1705#ifdef DEBUG_LIGHTS 1752 update_stats ();
1706 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1707#endif /* DEBUG_LIGHTS */
1708 if (map->darkness)
1709 update_all_los (map, x, y); 1753 update_all_los (map, x, y);
1710 }
1711
1712 /* Client has no idea of ordering so lets not bother ordering it here.
1713 * It sure simplifies this function...
1714 */
1715 if (!inv)
1716 inv = op;
1717 else
1718 { 1754 }
1719 op->below = inv; 1755 else if (is_player ())
1720 op->below->above = op; 1756 // if this is a player's inventory, update stats
1721 inv = op; 1757 contr->queue_stats_update ();
1722 }
1723 1758
1724 INVOKE_OBJECT (INSERT, this); 1759 INVOKE_OBJECT (INSERT, this);
1725 1760
1726 return op; 1761 return op;
1727} 1762}
1744 * 1779 *
1745 * MSW 2001-07-08: Check all objects on space, not just those below 1780 * MSW 2001-07-08: Check all objects on space, not just those below
1746 * object being inserted. insert_ob_in_map may not put new objects 1781 * object being inserted. insert_ob_in_map may not put new objects
1747 * on top. 1782 * on top.
1748 */ 1783 */
1749
1750int 1784int
1751check_move_on (object *op, object *originator) 1785check_move_on (object *op, object *originator)
1752{ 1786{
1787 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1788 return 0;
1789
1753 object *tmp; 1790 object *tmp;
1754 maptile *m = op->map; 1791 maptile *m = op->map;
1755 int x = op->x, y = op->y; 1792 int x = op->x, y = op->y;
1756 1793
1757 MoveType move_on, move_slow, move_block; 1794 mapspace &ms = m->at (x, y);
1758 1795
1759 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1796 ms.update ();
1760 return 0;
1761 1797
1762 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1798 MoveType move_on = ms.move_on;
1763 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1799 MoveType move_slow = ms.move_slow;
1764 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1800 MoveType move_block = ms.move_block;
1765 1801
1766 /* if nothing on this space will slow op down or be applied, 1802 /* if nothing on this space will slow op down or be applied,
1767 * no need to do checking below. have to make sure move_type 1803 * no need to do checking below. have to make sure move_type
1768 * is set, as lots of objects don't have it set - we treat that 1804 * is set, as lots of objects don't have it set - we treat that
1769 * as walking. 1805 * as walking.
1780 return 0; 1816 return 0;
1781 1817
1782 /* The objects have to be checked from top to bottom. 1818 /* The objects have to be checked from top to bottom.
1783 * Hence, we first go to the top: 1819 * Hence, we first go to the top:
1784 */ 1820 */
1785 1821 for (object *next, *tmp = ms.top; tmp; tmp = next)
1786 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1787 {
1788 /* Trim the search when we find the first other spell effect
1789 * this helps performance so that if a space has 50 spell objects,
1790 * we don't need to check all of them.
1791 */
1792 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1793 break;
1794 } 1822 {
1823 next = tmp->below;
1795 1824
1796 for (; tmp; tmp = tmp->below)
1797 {
1798 if (tmp == op) 1825 if (tmp == op)
1799 continue; /* Can't apply yourself */ 1826 continue; /* Can't apply yourself */
1800 1827
1801 /* Check to see if one of the movement types should be slowed down. 1828 /* Check to see if one of the movement types should be slowed down.
1802 * Second check makes sure that the movement types not being slowed 1829 * Second check makes sure that the movement types not being slowed
1807 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1834 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1808 { 1835 {
1809 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1836 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1810 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1837 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1811 { 1838 {
1812
1813 float
1814 diff = tmp->move_slow_penalty * FABS (op->speed); 1839 float diff = tmp->move_slow_penalty * fabs (op->speed);
1815 1840
1816 if (op->type == PLAYER) 1841 if (op->is_player ())
1817 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1842 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1818 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1843 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1819 diff /= 4.0; 1844 diff /= 4.0;
1820 1845
1821 op->speed_left -= diff; 1846 op->speed_left -= diff;
1822 } 1847 }
1823 } 1848 }
1849 * The first matching object is returned, or NULL if none. 1874 * The first matching object is returned, or NULL if none.
1850 */ 1875 */
1851object * 1876object *
1852present_arch (const archetype *at, maptile *m, int x, int y) 1877present_arch (const archetype *at, maptile *m, int x, int y)
1853{ 1878{
1854 if (m == NULL || out_of_map (m, x, y)) 1879 if (!m || out_of_map (m, x, y))
1855 { 1880 {
1856 LOG (llevError, "Present_arch called outside map.\n"); 1881 LOG (llevError, "Present_arch called outside map.\n");
1857 return NULL; 1882 return NULL;
1858 } 1883 }
1859 1884
1860 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1885 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1861 if (tmp->arch == at) 1886 if (tmp->arch->archname == at->archname)
1862 return tmp; 1887 return tmp;
1863 1888
1864 return NULL; 1889 return NULL;
1865} 1890}
1866 1891
1876 { 1901 {
1877 LOG (llevError, "Present called outside map.\n"); 1902 LOG (llevError, "Present called outside map.\n");
1878 return NULL; 1903 return NULL;
1879 } 1904 }
1880 1905
1881 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1906 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1882 if (tmp->type == type) 1907 if (tmp->type == type)
1883 return tmp; 1908 return tmp;
1884 1909
1885 return NULL; 1910 return NULL;
1886} 1911}
1930 * The first matching object is returned, or NULL if none. 1955 * The first matching object is returned, or NULL if none.
1931 */ 1956 */
1932object * 1957object *
1933present_arch_in_ob (const archetype *at, const object *op) 1958present_arch_in_ob (const archetype *at, const object *op)
1934{ 1959{
1935 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1960 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1936 if (tmp->arch == at) 1961 if (tmp->arch->archname == at->archname)
1937 return tmp; 1962 return tmp;
1938 1963
1939 return NULL; 1964 return NULL;
1940} 1965}
1941 1966
1943 * activate recursively a flag on an object inventory 1968 * activate recursively a flag on an object inventory
1944 */ 1969 */
1945void 1970void
1946flag_inv (object *op, int flag) 1971flag_inv (object *op, int flag)
1947{ 1972{
1948 if (op->inv)
1949 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1973 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1950 { 1974 {
1951 SET_FLAG (tmp, flag); 1975 SET_FLAG (tmp, flag);
1952 flag_inv (tmp, flag); 1976 flag_inv (tmp, flag);
1953 } 1977 }
1954} 1978}
1955 1979
1956/* 1980/*
1957 * deactivate recursively a flag on an object inventory 1981 * deactivate recursively a flag on an object inventory
1958 */ 1982 */
1959void 1983void
1960unflag_inv (object *op, int flag) 1984unflag_inv (object *op, int flag)
1961{ 1985{
1962 if (op->inv)
1963 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1986 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1964 { 1987 {
1965 CLEAR_FLAG (tmp, flag); 1988 CLEAR_FLAG (tmp, flag);
1966 unflag_inv (tmp, flag); 1989 unflag_inv (tmp, flag);
1967 } 1990 }
1968}
1969
1970/*
1971 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1972 * all it's inventory (recursively).
1973 * If checksums are used, a player will get set_cheat called for
1974 * him/her-self and all object carried by a call to this function.
1975 */
1976void
1977set_cheat (object *op)
1978{
1979 SET_FLAG (op, FLAG_WAS_WIZ);
1980 flag_inv (op, FLAG_WAS_WIZ);
1981} 1991}
1982 1992
1983/* 1993/*
1984 * find_free_spot(object, map, x, y, start, stop) will search for 1994 * find_free_spot(object, map, x, y, start, stop) will search for
1985 * a spot at the given map and coordinates which will be able to contain 1995 * a spot at the given map and coordinates which will be able to contain
1987 * to search (see the freearr_x/y[] definition). 1997 * to search (see the freearr_x/y[] definition).
1988 * It returns a random choice among the alternatives found. 1998 * It returns a random choice among the alternatives found.
1989 * start and stop are where to start relative to the free_arr array (1,9 1999 * start and stop are where to start relative to the free_arr array (1,9
1990 * does all 4 immediate directions). This returns the index into the 2000 * does all 4 immediate directions). This returns the index into the
1991 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2001 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1992 * Note - this only checks to see if there is space for the head of the
1993 * object - if it is a multispace object, this should be called for all
1994 * pieces.
1995 * Note2: This function does correctly handle tiled maps, but does not 2002 * Note: This function does correctly handle tiled maps, but does not
1996 * inform the caller. However, insert_ob_in_map will update as 2003 * inform the caller. However, insert_ob_in_map will update as
1997 * necessary, so the caller shouldn't need to do any special work. 2004 * necessary, so the caller shouldn't need to do any special work.
1998 * Note - updated to take an object instead of archetype - this is necessary 2005 * Note - updated to take an object instead of archetype - this is necessary
1999 * because arch_blocked (now ob_blocked) needs to know the movement type 2006 * because arch_blocked (now ob_blocked) needs to know the movement type
2000 * to know if the space in question will block the object. We can't use 2007 * to know if the space in question will block the object. We can't use
2002 * customized, changed states, etc. 2009 * customized, changed states, etc.
2003 */ 2010 */
2004int 2011int
2005find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2012find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2006{ 2013{
2014 int altern[SIZEOFFREE];
2007 int index = 0, flag; 2015 int index = 0, flag;
2008 int altern[SIZEOFFREE];
2009 2016
2010 for (int i = start; i < stop; i++) 2017 for (int i = start; i < stop; i++)
2011 { 2018 {
2012 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2019 mapxy pos (m, x, y); pos.move (i);
2013 if (!flag) 2020
2021 if (!pos.normalise ())
2022 continue;
2023
2024 mapspace &ms = *pos;
2025
2026 if (ms.flags () & P_IS_ALIVE)
2027 continue;
2028
2029 /* However, often
2030 * ob doesn't have any move type (when used to place exits)
2031 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2032 */
2033 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2034 {
2014 altern [index++] = i; 2035 altern [index++] = i;
2036 continue;
2037 }
2015 2038
2016 /* Basically, if we find a wall on a space, we cut down the search size. 2039 /* Basically, if we find a wall on a space, we cut down the search size.
2017 * In this way, we won't return spaces that are on another side of a wall. 2040 * In this way, we won't return spaces that are on another side of a wall.
2018 * This mostly work, but it cuts down the search size in all directions - 2041 * This mostly work, but it cuts down the search size in all directions -
2019 * if the space being examined only has a wall to the north and empty 2042 * if the space being examined only has a wall to the north and empty
2020 * spaces in all the other directions, this will reduce the search space 2043 * spaces in all the other directions, this will reduce the search space
2021 * to only the spaces immediately surrounding the target area, and 2044 * to only the spaces immediately surrounding the target area, and
2022 * won't look 2 spaces south of the target space. 2045 * won't look 2 spaces south of the target space.
2023 */ 2046 */
2024 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2047 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2048 {
2025 stop = maxfree[i]; 2049 stop = maxfree[i];
2050 continue;
2051 }
2052
2053 /* Note it is intentional that we check ob - the movement type of the
2054 * head of the object should correspond for the entire object.
2055 */
2056 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2057 continue;
2058
2059 if (ob->blocked (pos.m, pos.x, pos.y))
2060 continue;
2061
2062 altern [index++] = i;
2026 } 2063 }
2027 2064
2028 if (!index) 2065 if (!index)
2029 return -1; 2066 return -1;
2030 2067
2031 return altern[RANDOM () % index]; 2068 return altern [rndm (index)];
2032} 2069}
2033 2070
2034/* 2071/*
2035 * find_first_free_spot(archetype, maptile, x, y) works like 2072 * find_first_free_spot(archetype, maptile, x, y) works like
2036 * find_free_spot(), but it will search max number of squares. 2073 * find_free_spot(), but it will search max number of squares.
2039 */ 2076 */
2040int 2077int
2041find_first_free_spot (const object *ob, maptile *m, int x, int y) 2078find_first_free_spot (const object *ob, maptile *m, int x, int y)
2042{ 2079{
2043 for (int i = 0; i < SIZEOFFREE; i++) 2080 for (int i = 0; i < SIZEOFFREE; i++)
2044 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2081 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2045 return i; 2082 return i;
2046 2083
2047 return -1; 2084 return -1;
2048} 2085}
2049 2086
2057{ 2094{
2058 arr += begin; 2095 arr += begin;
2059 end -= begin; 2096 end -= begin;
2060 2097
2061 while (--end) 2098 while (--end)
2062 swap (arr [end], arr [RANDOM () % (end + 1)]); 2099 swap (arr [end], arr [rndm (end + 1)]);
2063} 2100}
2064 2101
2065/* new function to make monster searching more efficient, and effective! 2102/* new function to make monster searching more efficient, and effective!
2066 * This basically returns a randomized array (in the passed pointer) of 2103 * This basically returns a randomized array (in the passed pointer) of
2067 * the spaces to find monsters. In this way, it won't always look for 2104 * the spaces to find monsters. In this way, it won't always look for
2095 * there is capable of. 2132 * there is capable of.
2096 */ 2133 */
2097int 2134int
2098find_dir (maptile *m, int x, int y, object *exclude) 2135find_dir (maptile *m, int x, int y, object *exclude)
2099{ 2136{
2100 int i, max = SIZEOFFREE, mflags; 2137 int max = SIZEOFFREE, mflags;
2101
2102 sint16 nx, ny;
2103 object *tmp;
2104 maptile *mp;
2105
2106 MoveType blocked, move_type; 2138 MoveType move_type;
2107 2139
2108 if (exclude && exclude->head) 2140 if (exclude && exclude->head_ () != exclude)
2109 { 2141 {
2110 exclude = exclude->head; 2142 exclude = exclude->head;
2111 move_type = exclude->move_type; 2143 move_type = exclude->move_type;
2112 } 2144 }
2113 else 2145 else
2114 { 2146 {
2115 /* If we don't have anything, presume it can use all movement types. */ 2147 /* If we don't have anything, presume it can use all movement types. */
2116 move_type = MOVE_ALL; 2148 move_type = MOVE_ALL;
2117 } 2149 }
2118 2150
2119 for (i = 1; i < max; i++) 2151 for (int i = 1; i < max; i++)
2120 { 2152 {
2121 mp = m; 2153 mapxy pos (m, x, y);
2122 nx = x + freearr_x[i]; 2154 pos.move (i);
2123 ny = y + freearr_y[i];
2124 2155
2125 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2156 if (!pos.normalise ())
2126
2127 if (mflags & P_OUT_OF_MAP)
2128 max = maxfree[i]; 2157 max = maxfree[i];
2129 else 2158 else
2130 { 2159 {
2131 mapspace &ms = mp->at (nx, ny); 2160 mapspace &ms = *pos;
2132 2161
2133 blocked = ms.move_block;
2134
2135 if ((move_type & blocked) == move_type) 2162 if ((move_type & ms.move_block) == move_type)
2136 max = maxfree[i]; 2163 max = maxfree [i];
2137 else if (mflags & P_IS_ALIVE) 2164 else if (ms.flags () & P_IS_ALIVE)
2138 { 2165 {
2139 for (tmp = ms.bot; tmp; tmp = tmp->above) 2166 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2140 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2167 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2141 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2168 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2142 break;
2143
2144 if (tmp)
2145 return freedir[i]; 2169 return freedir [i];
2146 } 2170 }
2147 } 2171 }
2148 } 2172 }
2149 2173
2150 return 0; 2174 return 0;
2201 2225
2202 return 3; 2226 return 3;
2203} 2227}
2204 2228
2205/* 2229/*
2206 * absdir(int): Returns a number between 1 and 8, which represent
2207 * the "absolute" direction of a number (it actually takes care of
2208 * "overflow" in previous calculations of a direction).
2209 */
2210
2211int
2212absdir (int d)
2213{
2214 while (d < 1)
2215 d += 8;
2216
2217 while (d > 8)
2218 d -= 8;
2219
2220 return d;
2221}
2222
2223/*
2224 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2230 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2225 * between two directions (which are expected to be absolute (see absdir()) 2231 * between two directions (which are expected to be absolute (see absdir())
2226 */ 2232 */
2227
2228int 2233int
2229dirdiff (int dir1, int dir2) 2234dirdiff (int dir1, int dir2)
2230{ 2235{
2231 int d; 2236 int d;
2232 2237
2244 * This basically means that if direction is 15, then it could either go 2249 * This basically means that if direction is 15, then it could either go
2245 * direction 4, 14, or 16 to get back to where we are. 2250 * direction 4, 14, or 16 to get back to where we are.
2246 * Moved from spell_util.c to object.c with the other related direction 2251 * Moved from spell_util.c to object.c with the other related direction
2247 * functions. 2252 * functions.
2248 */ 2253 */
2249int reduction_dir[SIZEOFFREE][3] = { 2254static const int reduction_dir[SIZEOFFREE][3] = {
2250 {0, 0, 0}, /* 0 */ 2255 {0, 0, 0}, /* 0 */
2251 {0, 0, 0}, /* 1 */ 2256 {0, 0, 0}, /* 1 */
2252 {0, 0, 0}, /* 2 */ 2257 {0, 0, 0}, /* 2 */
2253 {0, 0, 0}, /* 3 */ 2258 {0, 0, 0}, /* 3 */
2254 {0, 0, 0}, /* 4 */ 2259 {0, 0, 0}, /* 4 */
2345 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2350 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2346 * core dumps if they do. 2351 * core dumps if they do.
2347 * 2352 *
2348 * Add a check so we can't pick up invisible objects (0.93.8) 2353 * Add a check so we can't pick up invisible objects (0.93.8)
2349 */ 2354 */
2350
2351int 2355int
2352can_pick (const object *who, const object *item) 2356can_pick (const object *who, const object *item)
2353{ 2357{
2354 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2358 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2355 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2359 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2356 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2360 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2357} 2361}
2358 2362
2359/* 2363/*
2360 * create clone from object to another 2364 * create clone from object to another
2361 */ 2365 */
2362object * 2366object *
2363object_create_clone (object *asrc) 2367object::deep_clone ()
2364{ 2368{
2365 object *dst = 0, *tmp, *src, *part, *prev, *item; 2369 assert (("deep_clone called on non-head object", is_head ()));
2366 2370
2367 if (!asrc) 2371 object *dst = clone ();
2368 return 0;
2369 2372
2370 src = asrc; 2373 object *prev = dst;
2371 if (src->head)
2372 src = src->head;
2373
2374 prev = 0;
2375 for (part = src; part; part = part->more) 2374 for (object *part = this->more; part; part = part->more)
2376 { 2375 {
2377 tmp = part->clone (); 2376 object *tmp = part->clone ();
2378 tmp->x -= src->x;
2379 tmp->y -= src->y;
2380
2381 if (!part->head)
2382 {
2383 dst = tmp;
2384 tmp->head = 0;
2385 }
2386 else
2387 tmp->head = dst; 2377 tmp->head = dst;
2388
2389 tmp->more = 0;
2390
2391 if (prev)
2392 prev->more = tmp; 2378 prev->more = tmp;
2393
2394 prev = tmp; 2379 prev = tmp;
2395 } 2380 }
2396 2381
2397 for (item = src->inv; item; item = item->below) 2382 for (object *item = inv; item; item = item->below)
2398 insert_ob_in_ob (object_create_clone (item), dst); 2383 insert_ob_in_ob (item->deep_clone (), dst);
2399 2384
2400 return dst; 2385 return dst;
2401}
2402
2403/* GROS - Creates an object using a string representing its content. */
2404/* Basically, we save the content of the string to a temp file, then call */
2405/* load_object on it. I admit it is a highly inefficient way to make things, */
2406/* but it was simple to make and allows reusing the load_object function. */
2407/* Remember not to use load_object_str in a time-critical situation. */
2408/* Also remember that multiparts objects are not supported for now. */
2409object *
2410load_object_str (const char *obstr)
2411{
2412 object *op;
2413 char filename[MAX_BUF];
2414
2415 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2416
2417 FILE *tempfile = fopen (filename, "w");
2418
2419 if (tempfile == NULL)
2420 {
2421 LOG (llevError, "Error - Unable to access load object temp file\n");
2422 return NULL;
2423 }
2424
2425 fprintf (tempfile, obstr);
2426 fclose (tempfile);
2427
2428 op = object::create ();
2429
2430 object_thawer thawer (filename);
2431
2432 if (thawer)
2433 load_object (thawer, op, 0);
2434
2435 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2436 CLEAR_FLAG (op, FLAG_REMOVED);
2437
2438 return op;
2439} 2386}
2440 2387
2441/* This returns the first object in who's inventory that 2388/* This returns the first object in who's inventory that
2442 * has the same type and subtype match. 2389 * has the same type and subtype match.
2443 * returns NULL if no match. 2390 * returns NULL if no match.
2450 return tmp; 2397 return tmp;
2451 2398
2452 return 0; 2399 return 0;
2453} 2400}
2454 2401
2455/* If ob has a field named key, return the link from the list, 2402shstr_tmp
2456 * otherwise return NULL. 2403object::kv_get (shstr_tmp key) const
2457 *
2458 * key must be a passed in shared string - otherwise, this won't
2459 * do the desired thing.
2460 */
2461key_value *
2462get_ob_key_link (const object *ob, const char *key)
2463{ 2404{
2464 for (key_value *link = ob->key_values; link; link = link->next) 2405 for (key_value *kv = key_values; kv; kv = kv->next)
2465 if (link->key == key) 2406 if (kv->key == key)
2466 return link;
2467
2468 return 0;
2469}
2470
2471/*
2472 * Returns the value of op has an extra_field for key, or NULL.
2473 *
2474 * The argument doesn't need to be a shared string.
2475 *
2476 * The returned string is shared.
2477 */
2478const char *
2479get_ob_key_value (const object *op, const char *const key)
2480{
2481 key_value *link;
2482 shstr_cmp canonical_key (key);
2483
2484 if (!canonical_key)
2485 {
2486 /* 1. There being a field named key on any object
2487 * implies there'd be a shared string to find.
2488 * 2. Since there isn't, no object has this field.
2489 * 3. Therefore, *this* object doesn't have this field.
2490 */
2491 return 0;
2492 }
2493
2494 /* This is copied from get_ob_key_link() above -
2495 * only 4 lines, and saves the function call overhead.
2496 */
2497 for (link = op->key_values; link; link = link->next)
2498 if (link->key == canonical_key)
2499 return link->value; 2407 return kv->value;
2500 2408
2501 return 0; 2409 return shstr ();
2502} 2410}
2503 2411
2504 2412void
2505/* 2413object::kv_set (shstr_tmp key, shstr_tmp value)
2506 * Updates the canonical_key in op to value.
2507 *
2508 * canonical_key is a shared string (value doesn't have to be).
2509 *
2510 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2511 * keys.
2512 *
2513 * Returns TRUE on success.
2514 */
2515int
2516set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2517{ 2414{
2518 key_value *field = NULL, *last = NULL; 2415 for (key_value *kv = key_values; kv; kv = kv->next)
2519 2416 if (kv->key == key)
2520 for (field = op->key_values; field != NULL; field = field->next)
2521 {
2522 if (field->key != canonical_key)
2523 { 2417 {
2524 last = field; 2418 kv->value = value;
2525 continue; 2419 return;
2526 } 2420 }
2527 2421
2528 if (value) 2422 key_value *kv = new key_value;
2529 field->value = value; 2423
2530 else 2424 kv->next = key_values;
2425 kv->key = key;
2426 kv->value = value;
2427
2428 key_values = kv;
2429}
2430
2431void
2432object::kv_del (shstr_tmp key)
2433{
2434 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2435 if ((*kvp)->key == key)
2531 { 2436 {
2532 /* Basically, if the archetype has this key set, 2437 key_value *kv = *kvp;
2533 * we need to store the null value so when we save 2438 *kvp = (*kvp)->next;
2534 * it, we save the empty value so that when we load, 2439 delete kv;
2535 * we get this value back again. 2440 return;
2536 */
2537 if (get_ob_key_link (&op->arch->clone, canonical_key))
2538 field->value = 0;
2539 else
2540 {
2541 if (last)
2542 last->next = field->next;
2543 else
2544 op->key_values = field->next;
2545
2546 delete field;
2547 }
2548 } 2441 }
2549 return TRUE;
2550 }
2551 /* IF we get here, key doesn't exist */
2552
2553 /* No field, we'll have to add it. */
2554
2555 if (!add_key)
2556 return FALSE;
2557
2558 /* There isn't any good reason to store a null
2559 * value in the key/value list. If the archetype has
2560 * this key, then we should also have it, so shouldn't
2561 * be here. If user wants to store empty strings,
2562 * should pass in ""
2563 */
2564 if (value == NULL)
2565 return TRUE;
2566
2567 field = new key_value;
2568
2569 field->key = canonical_key;
2570 field->value = value;
2571 /* Usual prepend-addition. */
2572 field->next = op->key_values;
2573 op->key_values = field;
2574
2575 return TRUE;
2576}
2577
2578/*
2579 * Updates the key in op to value.
2580 *
2581 * If add_key is FALSE, this will only update existing keys,
2582 * and not add new ones.
2583 * In general, should be little reason FALSE is ever passed in for add_key
2584 *
2585 * Returns TRUE on success.
2586 */
2587int
2588set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2589{
2590 shstr key_ (key);
2591
2592 return set_ob_key_value_s (op, key_, value, add_key);
2593} 2442}
2594 2443
2595object::depth_iterator::depth_iterator (object *container) 2444object::depth_iterator::depth_iterator (object *container)
2596: iterator_base (container) 2445: iterator_base (container)
2597{ 2446{
2611 } 2460 }
2612 else 2461 else
2613 item = item->env; 2462 item = item->env;
2614} 2463}
2615 2464
2465const char *
2466object::flag_desc (char *desc, int len) const
2467{
2468 char *p = desc;
2469 bool first = true;
2470
2471 *p = 0;
2472
2473 for (int i = 0; i < NUM_FLAGS; i++)
2474 {
2475 if (len <= 10) // magic constant!
2476 {
2477 snprintf (p, len, ",...");
2478 break;
2479 }
2480
2481 if (flag [i])
2482 {
2483 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2484 len -= cnt;
2485 p += cnt;
2486 first = false;
2487 }
2488 }
2489
2490 return desc;
2491}
2492
2616// return a suitable string describing an objetc in enough detail to find it 2493// return a suitable string describing an object in enough detail to find it
2617const char * 2494const char *
2618object::debug_desc (char *info) const 2495object::debug_desc (char *info) const
2619{ 2496{
2497 char flagdesc[512];
2620 char info2[256 * 3]; 2498 char info2[256 * 4];
2621 char *p = info; 2499 char *p = info;
2622 2500
2623 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2501 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2624 count, 2502 count,
2503 uuid.c_str (),
2625 &name, 2504 &name,
2626 title ? " " : "", 2505 title ? ",title:\"" : "",
2627 title ? (const char *)title : ""); 2506 title ? (const char *)title : "",
2507 title ? "\"" : "",
2508 flag_desc (flagdesc, 512), type);
2628 2509
2629 if (env) 2510 if (!flag[FLAG_REMOVED] && env)
2630 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2511 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2631 2512
2632 if (map) 2513 if (map)
2633 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2514 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2634 2515
2635 return info; 2516 return info;
2636} 2517}
2637 2518
2638const char * 2519const char *
2639object::debug_desc () const 2520object::debug_desc () const
2640{ 2521{
2641 static char info[256 * 3]; 2522 static char info[3][256 * 4];
2523 static int info_idx;
2524
2642 return debug_desc (info); 2525 return debug_desc (info [++info_idx % 3]);
2643} 2526}
2644 2527
2528struct region *
2529object::region () const
2530{
2531 return map ? map->region (x, y)
2532 : region::default_region ();
2533}
2534
2535void
2536object::open_container (object *new_container)
2537{
2538 if (container == new_container)
2539 return;
2540
2541 object *old_container = container;
2542
2543 if (old_container)
2544 {
2545 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2546 return;
2547
2548#if 0
2549 // remove the "Close old_container" object.
2550 if (object *closer = old_container->inv)
2551 if (closer->type == CLOSE_CON)
2552 closer->destroy ();
2553#endif
2554
2555 // make sure the container is available
2556 esrv_send_item (this, old_container);
2557
2558 old_container->flag [FLAG_APPLIED] = false;
2559 container = 0;
2560
2561 // client needs item update to make it work, client bug requires this to be separate
2562 esrv_update_item (UPD_FLAGS, this, old_container);
2563
2564 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2565 play_sound (sound_find ("chest_close"));
2566 }
2567
2568 if (new_container)
2569 {
2570 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2571 return;
2572
2573 // TODO: this does not seem to serve any purpose anymore?
2574#if 0
2575 // insert the "Close Container" object.
2576 if (archetype *closer = new_container->other_arch)
2577 {
2578 object *closer = new_container->other_arch->instance ();
2579 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2580 new_container->insert (closer);
2581 }
2582#endif
2583
2584 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2585
2586 // make sure the container is available, client bug requires this to be separate
2587 esrv_send_item (this, new_container);
2588
2589 new_container->flag [FLAG_APPLIED] = true;
2590 container = new_container;
2591
2592 // client needs flag change
2593 esrv_update_item (UPD_FLAGS, this, new_container);
2594 esrv_send_inventory (this, new_container);
2595 play_sound (sound_find ("chest_open"));
2596 }
2597// else if (!old_container->env && contr && contr->ns)
2598// contr->ns->floorbox_reset ();
2599}
2600
2601object *
2602object::force_find (shstr_tmp name)
2603{
2604 /* cycle through his inventory to look for the MARK we want to
2605 * place
2606 */
2607 for (object *tmp = inv; tmp; tmp = tmp->below)
2608 if (tmp->type == FORCE && tmp->slaying == name)
2609 return splay (tmp);
2610
2611 return 0;
2612}
2613
2614//-GPL
2615
2616void
2617object::force_set_timer (int duration)
2618{
2619 this->duration = 1;
2620 this->speed_left = -1.f;
2621
2622 this->set_speed (duration ? 1.f / duration : 0.f);
2623}
2624
2625object *
2626object::force_add (shstr_tmp name, int duration)
2627{
2628 if (object *force = force_find (name))
2629 force->destroy ();
2630
2631 object *force = get_archetype (FORCE_NAME);
2632
2633 force->slaying = name;
2634 force->force_set_timer (duration);
2635 force->flag [FLAG_APPLIED] = true;
2636
2637 return insert (force);
2638}
2639
2640void
2641object::play_sound (faceidx sound) const
2642{
2643 if (!sound)
2644 return;
2645
2646 if (is_on_map ())
2647 map->play_sound (sound, x, y);
2648 else if (object *pl = in_player ())
2649 pl->contr->play_sound (sound);
2650}
2651
2652void
2653object::say_msg (const char *msg) const
2654{
2655 if (is_on_map ())
2656 map->say_msg (msg, x, y);
2657 else if (object *pl = in_player ())
2658 pl->contr->play_sound (sound);
2659}
2660
2661void
2662object::make_noise ()
2663{
2664 // we do not model noise in the map, so instead put
2665 // a temporary light into the noise source
2666 // could use the map instead, but that's less reliable for our
2667 // goal, which is to make invisibility a bit harder to exploit
2668
2669 // currently only works sensibly for players
2670 if (!is_player ())
2671 return;
2672
2673 // find old force, or create new one
2674 object *force = force_find (shstr_noise_force);
2675
2676 if (force)
2677 force->speed_left = -1.f; // patch old speed up
2678 else
2679 {
2680 force = archetype::get (shstr_noise_force);
2681
2682 force->slaying = shstr_noise_force;
2683 force->stats.food = 1;
2684 force->speed_left = -1.f;
2685
2686 force->set_speed (1.f / 4.f);
2687 force->flag [FLAG_IS_USED_UP] = true;
2688 force->flag [FLAG_APPLIED] = true;
2689
2690 insert (force);
2691 }
2692}
2693
2694void object::change_move_type (MoveType mt)
2695{
2696 if (move_type == mt)
2697 return;
2698
2699 if (is_on_map ())
2700 {
2701 // we are on the map, so handle move_on/off effects
2702 remove ();
2703 move_type = mt;
2704 map->insert (this, x, y, this);
2705 }
2706 else
2707 move_type = mt;
2708}
2709

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines