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Comparing deliantra/server/common/object.C (file contents):
Revision 1.84 by root, Mon Dec 25 14:54:44 2006 UTC vs.
Revision 1.318 by root, Sat Apr 3 02:27:24 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, 3); 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;
453} 594}
454 595
455/* Zero the key_values on op, decrementing the shared-string 596/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 597 * refcounts and freeing the links.
457 */ 598 */
458static void 599static void
459free_key_values (object *op) 600free_key_values (object *op)
460{ 601{
461 for (key_value *i = op->key_values; i != 0;) 602 for (key_value *i = op->key_values; i; )
462 { 603 {
463 key_value *next = i->next; 604 key_value *next = i->next;
464 delete i; 605 delete i;
465 606
466 i = next; 607 i = next;
478 * will point at garbage. 619 * will point at garbage.
479 */ 620 */
480void 621void
481object::copy_to (object *dst) 622object::copy_to (object *dst)
482{ 623{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 624 dst->remove ();
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
485
486 *(object_copy *)dst = *this; 625 *(object_copy *)dst = *this;
487 626 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;
496 627
497 /* Copy over key_values, if any. */ 628 /* Copy over key_values, if any. */
498 if (key_values) 629 if (key_values)
499 { 630 {
500 key_value *tail = 0; 631 key_value *tail = 0;
501 key_value *i;
502
503 dst->key_values = 0; 632 dst->key_values = 0;
504 633
505 for (i = key_values; i; i = i->next) 634 for (key_value *i = key_values; i; i = i->next)
506 { 635 {
507 key_value *new_link = new key_value; 636 key_value *new_link = new key_value;
508 637
509 new_link->next = 0; 638 new_link->next = 0;
510 new_link->key = i->key; 639 new_link->key = i->key;
511 new_link->value = i->value; 640 new_link->value = i->value;
512 641
513 /* Try and be clever here, too. */ 642 /* Try and be clever here, too. */
514 if (!dst->key_values) 643 if (!dst->key_values)
515 { 644 {
522 tail = new_link; 651 tail = new_link;
523 } 652 }
524 } 653 }
525 } 654 }
526 655
527 update_ob_speed (dst); 656 dst->activate ();
657}
658
659void
660object::instantiate ()
661{
662 if (!uuid.seq) // HACK
663 uuid = UUID::gen ();
664
665 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
666 if (flag [FLAG_RANDOM_SPEED] && speed)
667 speed_left = - speed - rndm (); // TODO animation
668 else
669 speed_left = -1.;
670
671 /* copy the body_info to the body_used - this is only really
672 * need for monsters, but doesn't hurt to do it for everything.
673 * by doing so, when a monster is created, it has good starting
674 * values for the body_used info, so when items are created
675 * for it, they can be properly equipped.
676 */
677 for (int i = NUM_BODY_LOCATIONS; i--; )
678 slot[i].used = slot[i].info;
679
680 attachable::instantiate ();
528} 681}
529 682
530object * 683object *
531object::clone () 684object::clone ()
532{ 685{
533 object *neu = create (); 686 object *neu = create ();
534 copy_to (neu); 687 copy_to (neu);
688
689 // TODO: unclean state changes, should not be done in clone AND instantiate
690 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
691 neu->speed_left = - neu->speed - rndm (); // TODO animation
692
693 neu->map = map; // not copied by copy_to
535 return neu; 694 return neu;
536} 695}
537 696
538/* 697/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 698 * 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 699 * 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. 700 * be called to update the face variable, _and_ how it looks on the map.
542 */ 701 */
543
544void 702void
545update_turn_face (object *op) 703update_turn_face (object *op)
546{ 704{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 705 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 706 return;
707
549 SET_ANIMATION (op, op->direction); 708 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 709 update_object (op, UP_OBJ_FACE);
551} 710}
552 711
553/* 712/*
554 * Updates the speed of an object. If the speed changes from 0 to another 713 * 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. 714 * 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. 715 * This function needs to be called whenever the speed of an object changes.
557 */ 716 */
558void 717void
559update_ob_speed (object *op) 718object::set_speed (float speed)
560{ 719{
561 extern int arch_init; 720 this->speed = speed;
562 721
563 /* No reason putting the archetypes objects on the speed list, 722 if (has_active_speed ())
564 * since they never really need to be updated. 723 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 724 else
596 { 725 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} 726}
651 727
652/* 728/*
653 * update_object() updates the the map. 729 * update_object() updates the the map.
654 * It takes into account invisible objects (and represent squares covered 730 * It takes into account invisible objects (and represent squares covered
667 * UP_OBJ_FACE: only the objects face has changed. 743 * UP_OBJ_FACE: only the objects face has changed.
668 */ 744 */
669void 745void
670update_object (object *op, int action) 746update_object (object *op, int action)
671{ 747{
672 MoveType move_on, move_off, move_block, move_slow; 748 if (!op)
673
674 if (op == NULL)
675 { 749 {
676 /* this should never happen */ 750 /* this should never happen */
677 LOG (llevDebug, "update_object() called for NULL object.\n"); 751 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
678 return; 752 return;
679 } 753 }
680 754
681 if (op->env) 755 if (!op->is_on_map ())
682 { 756 {
683 /* Animation is currently handled by client, so nothing 757 /* Animation is currently handled by client, so nothing
684 * to do in this case. 758 * to do in this case.
685 */ 759 */
686 return; 760 return;
687 } 761 }
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;
694 762
695 /* make sure the object is within map boundaries */ 763 /* 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) 764 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
697 { 765 {
698 LOG (llevError, "update_object() called for object out of map!\n"); 766 LOG (llevError, "update_object() called for object out of map!\n");
702 return; 770 return;
703 } 771 }
704 772
705 mapspace &m = op->ms (); 773 mapspace &m = op->ms ();
706 774
707 if (m.flags_ & P_NEED_UPDATE) 775 if (!(m.flags_ & P_UPTODATE))
708 /* nop */; 776 /* nop */;
709 else if (action == UP_OBJ_INSERT) 777 else if (action == UP_OBJ_INSERT)
710 { 778 {
779#if 0
711 // this is likely overkill, TODO: revisit (schmorp) 780 // this is likely overkill, TODO: revisit (schmorp)
712 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 781 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
713 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 782 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
714 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 783 || (op->is_player () && !(m.flags_ & P_PLAYER))
715 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 784 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
716 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 785 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
717 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 786 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
718 || (m.move_on | op->move_on ) != m.move_on 787 || (m.move_on | op->move_on ) != m.move_on
719 || (m.move_off | op->move_off ) != m.move_off 788 || (m.move_off | op->move_off ) != m.move_off
720 || (m.move_slow | op->move_slow) != m.move_slow 789 || (m.move_slow | op->move_slow) != m.move_slow
721 /* This isn't perfect, but I don't expect a lot of objects to 790 /* This isn't perfect, but I don't expect a lot of objects to
722 * to have move_allow right now. 791 * have move_allow right now.
723 */ 792 */
724 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 793 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
794 m.invalidate ();
795#else
725 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 796 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
726 m.flags_ = P_NEED_UPDATE; 797 m.invalidate ();
798#endif
727 } 799 }
728 /* if the object is being removed, we can't make intelligent 800 /* if the object is being removed, we can't make intelligent
729 * decisions, because remove_ob can't really pass the object 801 * decisions, because remove_ob can't really pass the object
730 * that is being removed. 802 * that is being removed.
731 */ 803 */
732 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 804 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
733 m.flags_ = P_NEED_UPDATE; 805 m.invalidate ();
734 else if (action == UP_OBJ_FACE) 806 else if (action == UP_OBJ_FACE)
735 /* Nothing to do for that case */ ; 807 /* Nothing to do for that case */ ;
736 else 808 else
737 LOG (llevError, "update_object called with invalid action: %d\n", action); 809 LOG (llevError, "update_object called with invalid action: %d\n", action);
738 810
739 if (op->more) 811 if (op->more)
740 update_object (op->more, action); 812 update_object (op->more, action);
741} 813}
742 814
743object::vector object::objects; // not yet used
744object *object::first;
745
746object::object () 815object::object ()
747{ 816{
748 SET_FLAG (this, FLAG_REMOVED); 817 SET_FLAG (this, FLAG_REMOVED);
749 818
750 expmul = 1.0; 819 //expmul = 1.0; declared const for the time being
751 face = blank_face; 820 face = blank_face;
821 material = MATERIAL_NULL;
752} 822}
753 823
754object::~object () 824object::~object ()
755{ 825{
826 unlink ();
827
756 free_key_values (this); 828 free_key_values (this);
757} 829}
758 830
831static int object_count;
832
759void object::link () 833void object::link ()
760{ 834{
835 assert (!index);//D
836 uuid = UUID::gen ();
761 count = ++ob_count; 837 count = ++object_count;
762 uuid = gen_uuid ();
763 838
764 prev = 0; 839 refcnt_inc ();
765 next = object::first; 840 objects.insert (this);
766
767 if (object::first)
768 object::first->prev = this;
769
770 object::first = this;
771} 841}
772 842
773void object::unlink () 843void object::unlink ()
774{ 844{
775 if (this == object::first) 845 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; 846 return;
819 847
820 flag [FLAG_FREED] = 1; 848 objects.erase (this);
849 refcnt_dec ();
850}
821 851
822 // hack to ensure that freed objects still have a valid map 852void
823 { 853object::activate ()
824 static maptile *freed_map; // freed objects are moved here to avoid crashes 854{
855 /* If already on active list, don't do anything */
856 if (active)
857 return;
825 858
826 if (!freed_map) 859 if (has_active_speed ())
827 { 860 {
828 freed_map = new maptile; 861 if (flag [FLAG_FREED])
862 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
829 863
830 freed_map->name = "/internal/freed_objects_map"; 864 actives.insert (this);
831 freed_map->width = 3;
832 freed_map->height = 3;
833
834 freed_map->allocate ();
835 } 865 }
866}
836 867
837 map = freed_map; 868void
838 x = 1; 869object::activate_recursive ()
839 y = 1; 870{
871 activate ();
872
873 for (object *op = inv; op; op = op->below)
874 op->activate_recursive ();
875}
876
877/* This function removes object 'op' from the list of active
878 * objects.
879 * This should only be used for style maps or other such
880 * reference maps where you don't want an object that isn't
881 * in play chewing up cpu time getting processed.
882 * The reverse of this is to call update_ob_speed, which
883 * will do the right thing based on the speed of the object.
884 */
885void
886object::deactivate ()
887{
888 /* If not on the active list, nothing needs to be done */
889 if (!active)
890 return;
891
892 actives.erase (this);
893}
894
895void
896object::deactivate_recursive ()
897{
898 for (object *op = inv; op; op = op->below)
899 op->deactivate_recursive ();
900
901 deactivate ();
902}
903
904void
905object::set_flag_inv (int flag, int value)
906{
907 for (object *op = inv; op; op = op->below)
908 {
909 op->flag [flag] = value;
910 op->set_flag_inv (flag, value);
840 } 911 }
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} 912}
860 913
861/* 914/*
862 * Remove and free all objects in the inventory of the given object. 915 * Remove and free all objects in the inventory of the given object.
863 * object.c ? 916 * object.c ?
864 */ 917 */
865void 918void
866object::destroy_inv (bool drop_to_ground) 919object::destroy_inv (bool drop_to_ground)
867{ 920{
921 // need to check first, because the checks below might segfault
922 // as we might be on an invalid mapspace and crossfire code
923 // is too buggy to ensure that the inventory is empty.
924 // corollary: if you create arrows etc. with stuff in its inventory,
925 // cf will crash below with off-map x and y
868 if (!inv) 926 if (!inv)
869 return; 927 return;
870 928
871 /* Only if the space blocks everything do we not process - 929 /* Only if the space blocks everything do we not process -
872 * if some form of movement is allowed, let objects 930 * if some form of movement is allowed, let objects
873 * drop on that space. 931 * drop on that space.
874 */ 932 */
875 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) 933 if (!drop_to_ground
934 || !map
935 || map->in_memory != MAP_ACTIVE
936 || map->no_drop
937 || ms ().move_block == MOVE_ALL)
876 { 938 {
877 while (inv) 939 while (inv)
878 {
879 inv->destroy_inv (drop_to_ground);
880 inv->destroy (); 940 inv->destroy ();
881 }
882 } 941 }
883 else 942 else
884 { /* Put objects in inventory onto this space */ 943 { /* Put objects in inventory onto this space */
885 while (inv) 944 while (inv)
886 { 945 {
888 947
889 if (op->flag [FLAG_STARTEQUIP] 948 if (op->flag [FLAG_STARTEQUIP]
890 || op->flag [FLAG_NO_DROP] 949 || op->flag [FLAG_NO_DROP]
891 || op->type == RUNE 950 || op->type == RUNE
892 || op->type == TRAP 951 || op->type == TRAP
893 || op->flag [FLAG_IS_A_TEMPLATE]) 952 || op->flag [FLAG_IS_A_TEMPLATE]
953 || op->flag [FLAG_DESTROY_ON_DEATH])
894 op->destroy (); 954 op->destroy ();
895 else 955 else
896 { 956 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 } 957 }
903 } 958 }
904} 959}
905 960
961object *object::create ()
962{
963 object *op = new object;
964 op->link ();
965 return op;
966}
967
968static struct freed_map : maptile
969{
970 freed_map ()
971 {
972 path = "<freed objects map>";
973 name = "/internal/freed_objects_map";
974 width = 3;
975 height = 3;
976 no_drop = 1;
977 no_reset = 1;
978
979 alloc ();
980 in_memory = MAP_ACTIVE;
981 }
982
983 ~freed_map ()
984 {
985 destroy ();
986 }
987} freed_map; // freed objects are moved here to avoid crashes
988
906void 989void
907object::destroy (bool destroy_inventory) 990object::do_destroy ()
991{
992 if (flag [FLAG_IS_LINKED])
993 remove_link ();
994
995 if (flag [FLAG_FRIENDLY])
996 remove_friendly_object (this);
997
998 remove ();
999
1000 attachable::do_destroy ();
1001
1002 deactivate ();
1003 unlink ();
1004
1005 flag [FLAG_FREED] = 1;
1006
1007 // hack to ensure that freed objects still have a valid map
1008 map = &freed_map;
1009 x = 1;
1010 y = 1;
1011
1012 if (more)
1013 {
1014 more->destroy ();
1015 more = 0;
1016 }
1017
1018 head = 0;
1019
1020 // clear those pointers that likely might cause circular references
1021 owner = 0;
1022 enemy = 0;
1023 attacked_by = 0;
1024 current_weapon = 0;
1025}
1026
1027void
1028object::destroy ()
908{ 1029{
909 if (destroyed ()) 1030 if (destroyed ())
910 return; 1031 return;
911 1032
912 if (more) 1033 if (!is_head () && !head->destroyed ())
913 {
914 //TODO: non-head objects must not have inventory
915 more->destroy (destroy_inventory);
916 more = 0;
917 } 1034 {
1035 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1036 head->destroy ();
1037 return;
1038 }
918 1039
919 if (destroy_inventory)
920 destroy_inv (true); 1040 destroy_inv (false);
1041
1042 if (is_head ())
1043 if (sound_destroy)
1044 play_sound (sound_destroy);
1045 else if (flag [FLAG_MONSTER])
1046 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
921 1047
922 attachable::destroy (); 1048 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} 1049}
941 1050
942/* op->remove (): 1051/* op->remove ():
943 * This function removes the object op from the linked list of objects 1052 * 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 1053 * which it is currently tied to. When this function is done, the
945 * object will have no environment. If the object previously had an 1054 * object will have no environment. If the object previously had an
946 * environment, the x and y coordinates will be updated to 1055 * environment, the x and y coordinates will be updated to
947 * the previous environment. 1056 * the previous environment.
948 * Beware: This function is called from the editor as well!
949 */ 1057 */
950void 1058void
951object::remove () 1059object::do_remove ()
952{ 1060{
953 object *tmp, *last = 0; 1061 if (flag [FLAG_REMOVED])
954 object *otmp;
955
956 if (QUERY_FLAG (this, FLAG_REMOVED))
957 return; 1062 return;
958 1063
959 SET_FLAG (this, FLAG_REMOVED);
960 INVOKE_OBJECT (REMOVE, this); 1064 INVOKE_OBJECT (REMOVE, this);
1065
1066 flag [FLAG_REMOVED] = true;
961 1067
962 if (more) 1068 if (more)
963 more->remove (); 1069 more->remove ();
964 1070
965 /* 1071 /*
966 * In this case, the object to be removed is in someones 1072 * In this case, the object to be removed is in someones
967 * inventory. 1073 * inventory.
968 */ 1074 */
969 if (env) 1075 if (env)
970 { 1076 {
971 if (nrof) 1077 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
972 sub_weight (env, weight * nrof); 1078 if (object *pl = visible_to ())
973 else 1079 esrv_del_item (pl->contr, count);
974 sub_weight (env, weight + carrying); 1080 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
975 1081
976 /* NO_FIX_PLAYER is set when a great many changes are being 1082 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 1083
983 if (above != NULL) 1084 object *pl = in_player ();
984 above->below = below;
985 else
986 env->inv = below;
987
988 if (below != NULL)
989 below->above = above;
990 1085
991 /* we set up values so that it could be inserted into 1086 /* we set up values so that it could be inserted into
992 * the map, but we don't actually do that - it is up 1087 * the map, but we don't actually do that - it is up
993 * to the caller to decide what we want to do. 1088 * to the caller to decide what we want to do.
994 */ 1089 */
995 x = env->x, y = env->y;
996 map = env->map; 1090 map = env->map;
997 above = 0, below = 0; 1091 x = env->x;
998 env = 0; 1092 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 1093
1006 /* link the object above us */ 1094 // make sure cmov optimisation is applicable
1007 if (above) 1095 *(above ? &above->below : &env->inv) = below;
1008 above->below = below; 1096 *(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 1097
1035 above = 0; 1098 above = 0;
1036 below = 0; 1099 below = 0;
1100 env = 0;
1101
1102 if (pl && pl->is_player ())
1103 {
1104 if (expect_false (pl->contr->combat_ob == this))
1105 {
1106 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1107 pl->contr->combat_ob = 0;
1108 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1109 }
1110
1111 if (expect_false (pl->contr->ranged_ob == this))
1112 {
1113 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1114 pl->contr->ranged_ob = 0;
1115 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1116 }
1117
1118 pl->contr->queue_stats_update ();
1119
1120 if (expect_false (glow_radius) && pl->is_on_map ())
1121 update_all_los (pl->map, pl->x, pl->y);
1122 }
1123 }
1124 else if (map)
1125 {
1126 map->dirty = true;
1127 mapspace &ms = this->ms ();
1128
1129 if (object *pl = ms.player ())
1130 {
1131 if (is_player ())
1132 {
1133 if (!flag [FLAG_WIZPASS])
1134 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1135
1136 // leaving a spot always closes any open container on the ground
1137 if (container && !container->env)
1138 // this causes spurious floorbox updates, but it ensures
1139 // that the CLOSE event is being sent.
1140 close_container ();
1141
1142 --map->players;
1143 map->touch ();
1144 }
1145 else if (pl->container_ () == this)
1146 {
1147 // removing a container should close it
1148 close_container ();
1149 }
1150
1151 esrv_del_item (pl->contr, count);
1152 }
1153
1154 /* link the object above us */
1155 // re-link, make sure compiler can easily use cmove
1156 *(above ? &above->below : &ms.top) = below;
1157 *(below ? &below->above : &ms.bot) = above;
1158
1159 above = 0;
1160 below = 0;
1161
1162 ms.invalidate ();
1037 1163
1038 if (map->in_memory == MAP_SAVING) 1164 if (map->in_memory == MAP_SAVING)
1039 return; 1165 return;
1040 1166
1041 int check_walk_off = !flag [FLAG_NO_APPLY]; 1167 int check_walk_off = !flag [FLAG_NO_APPLY];
1042 1168
1043 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1169 if (object *pl = ms.player ())
1044 { 1170 {
1045 /* No point updating the players look faces if he is the object 1171 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 1172 /* If a container that the player is currently using somehow gets
1052 * removed (most likely destroyed), update the player view 1173 * removed (most likely destroyed), update the player view
1053 * appropriately. 1174 * appropriately.
1054 */ 1175 */
1055 if (tmp->container == this) 1176 pl->close_container ();
1056 {
1057 flag [FLAG_APPLIED] = 0;
1058 tmp->container = 0;
1059 }
1060 1177
1178 //TODO: the floorbox prev/next might need updating
1179 //esrv_del_item (pl->contr, count);
1180 //TODO: update floorbox to preserve ordering
1061 if (tmp->contr->ns) 1181 if (pl->contr->ns)
1062 tmp->contr->ns->floorbox_update (); 1182 pl->contr->ns->floorbox_update ();
1183 }
1184
1185 if (check_walk_off)
1186 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1187 {
1188 above = tmp->above;
1189
1190 /* No point updating the players look faces if he is the object
1191 * being removed.
1063 } 1192 */
1064 1193
1065 /* See if player moving off should effect something */ 1194 /* See if object moving off should effect something */
1066 if (check_walk_off
1067 && ((move_type & tmp->move_off) 1195 if ((move_type & tmp->move_off)
1068 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1196 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1069 {
1070 move_apply (tmp, this, 0); 1197 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 } 1198 }
1075 1199
1076 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1200 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); 1201 update_all_los (map, x, y);
1092 } 1202 }
1093} 1203}
1094 1204
1095/* 1205/*
1104merge_ob (object *op, object *top) 1214merge_ob (object *op, object *top)
1105{ 1215{
1106 if (!op->nrof) 1216 if (!op->nrof)
1107 return 0; 1217 return 0;
1108 1218
1109 if (top) 1219 if (!top)
1110 for (top = op; top && top->above; top = top->above) 1220 for (top = op; top && top->above; top = top->above)
1111 ; 1221 ;
1112 1222
1113 for (; top; top = top->below) 1223 for (; top; top = top->below)
1114 {
1115 if (top == op)
1116 continue;
1117
1118 if (object::can_merge (op, top)) 1224 if (object::can_merge (op, top))
1119 { 1225 {
1120 top->nrof += op->nrof; 1226 top->nrof += op->nrof;
1121 1227
1122/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1228 if (object *pl = top->visible_to ())
1123 op->weight = 0; /* Don't want any adjustements now */ 1229 esrv_update_item (UPD_NROF, pl, top);
1230
1231 op->weight = 0; // cancel the addition above
1232 op->carrying = 0; // must be 0 already
1233
1124 op->destroy (); 1234 op->destroy ();
1235
1125 return top; 1236 return top;
1126 } 1237 }
1127 }
1128 1238
1129 return 0; 1239 return 0;
1130} 1240}
1131 1241
1242void
1243object::expand_tail ()
1244{
1245 if (more)
1246 return;
1247
1248 object *prev = this;
1249
1250 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1251 {
1252 object *op = at->instance ();
1253
1254 op->name = name;
1255 op->name_pl = name_pl;
1256 op->title = title;
1257
1258 op->head = this;
1259 prev->more = op;
1260
1261 prev = op;
1262 }
1263}
1264
1132/* 1265/*
1133 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1266 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1134 * job preparing multi-part monsters 1267 * job preparing multi-part monsters.
1135 */ 1268 */
1136object * 1269object *
1137insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1270insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1138{ 1271{
1139 object *tmp; 1272 op->remove ();
1140 1273
1141 if (op->head)
1142 op = op->head;
1143
1144 for (tmp = op; tmp; tmp = tmp->more) 1274 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1145 { 1275 {
1146 tmp->x = x + tmp->arch->clone.x; 1276 tmp->x = x + tmp->arch->x;
1147 tmp->y = y + tmp->arch->clone.y; 1277 tmp->y = y + tmp->arch->y;
1148 } 1278 }
1149 1279
1150 return insert_ob_in_map (op, m, originator, flag); 1280 return insert_ob_in_map (op, m, originator, flag);
1151} 1281}
1152 1282
1165 * Passing 0 for flag gives proper default values, so flag really only needs 1295 * Passing 0 for flag gives proper default values, so flag really only needs
1166 * to be set if special handling is needed. 1296 * to be set if special handling is needed.
1167 * 1297 *
1168 * Return value: 1298 * Return value:
1169 * new object if 'op' was merged with other object 1299 * new object if 'op' was merged with other object
1170 * NULL if 'op' was destroyed 1300 * NULL if there was an error (destroyed, blocked etc.)
1171 * just 'op' otherwise 1301 * just 'op' otherwise
1172 */ 1302 */
1173object * 1303object *
1174insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1304insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1175{ 1305{
1176 object *tmp, *top, *floor = NULL; 1306 op->remove ();
1177 sint16 x, y;
1178 1307
1179 if (QUERY_FLAG (op, FLAG_FREED)) 1308 if (m == &freed_map)//D TODO: remove soon
1180 { 1309 {//D
1181 LOG (llevError, "Trying to insert freed object!\n"); 1310 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1182 return NULL;
1183 } 1311 }//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 1312
1248 /* Ideally, the caller figures this out. However, it complicates a lot 1313 /* 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 1314 * of areas of callers (eg, anything that uses find_free_spot would now
1250 * need extra work 1315 * need extra work
1251 */ 1316 */
1252 op->map = get_map_from_coord (m, &op->x, &op->y); 1317 maptile *newmap = m;
1253 x = op->x; 1318 if (!xy_normalise (newmap, op->x, op->y))
1254 y = op->y; 1319 {
1320 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1321 return 0;
1322 }
1323
1324 if (object *more = op->more)
1325 if (!insert_ob_in_map (more, m, originator, flag))
1326 return 0;
1327
1328 op->flag [FLAG_REMOVED] = false;
1329 op->env = 0;
1330 op->map = newmap;
1331
1332 mapspace &ms = op->ms ();
1255 1333
1256 /* this has to be done after we translate the coordinates. 1334 /* this has to be done after we translate the coordinates.
1257 */ 1335 */
1258 if (op->nrof && !(flag & INS_NO_MERGE)) 1336 if (op->nrof && !(flag & INS_NO_MERGE))
1259 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1337 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1260 if (object::can_merge (op, tmp)) 1338 if (object::can_merge (op, tmp))
1261 { 1339 {
1340 // TODO: we actually want to update tmp, not op,
1341 // but some caller surely breaks when we return tmp
1342 // from here :/
1262 op->nrof += tmp->nrof; 1343 op->nrof += tmp->nrof;
1263 tmp->destroy (); 1344 tmp->destroy ();
1264 } 1345 }
1265 1346
1266 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1347 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1275 { 1356 {
1276 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1357 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1277 abort (); 1358 abort ();
1278 } 1359 }
1279 1360
1361 if (!originator->is_on_map ())
1362 {
1363 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1364 op->debug_desc (), originator->debug_desc ());
1365 abort ();
1366 }
1367
1280 op->above = originator; 1368 op->above = originator;
1281 op->below = originator->below; 1369 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; 1370 originator->below = op;
1371
1372 *(op->below ? &op->below->above : &ms.bot) = op;
1290 } 1373 }
1291 else 1374 else
1292 { 1375 {
1376 object *floor = 0;
1377 object *top = ms.top;
1378
1293 /* If there are other objects, then */ 1379 /* If there are other objects, then */
1294 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1380 if (top)
1295 { 1381 {
1296 object *last = NULL;
1297
1298 /* 1382 /*
1299 * If there are multiple objects on this space, we do some trickier handling. 1383 * If there are multiple objects on this space, we do some trickier handling.
1300 * We've already dealt with merging if appropriate. 1384 * We've already dealt with merging if appropriate.
1301 * Generally, we want to put the new object on top. But if 1385 * Generally, we want to put the new object on top. But if
1302 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1386 * 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 1389 * 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 1390 * 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 1391 * when lots of spells are cast in one area. Currently, it is presumed
1308 * that flying non pickable objects are spell objects. 1392 * that flying non pickable objects are spell objects.
1309 */ 1393 */
1310 1394 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1311 while (top != NULL)
1312 { 1395 {
1313 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1396 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1314 floor = top; 1397 floor = tmp;
1315 1398
1316 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1399 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1317 { 1400 {
1318 /* We insert above top, so we want this object below this */ 1401 /* We insert above top, so we want this object below this */
1319 top = top->below; 1402 top = tmp->below;
1320 break; 1403 break;
1321 } 1404 }
1322 1405
1323 last = top;
1324 top = top->above; 1406 top = tmp;
1325 } 1407 }
1326
1327 /* Don't want top to be NULL, so set it to the last valid object */
1328 top = last;
1329 1408
1330 /* We let update_position deal with figuring out what the space 1409 /* We let update_position deal with figuring out what the space
1331 * looks like instead of lots of conditions here. 1410 * looks like instead of lots of conditions here.
1332 * makes things faster, and effectively the same result. 1411 * makes things faster, and effectively the same result.
1333 */ 1412 */
1334 1413
1335 /* Have object 'fall below' other objects that block view. 1414 /* Have object 'fall below' other objects that block view.
1336 * Unless those objects are exits, type 66 1415 * Unless those objects are exits.
1337 * If INS_ON_TOP is used, don't do this processing 1416 * If INS_ON_TOP is used, don't do this processing
1338 * Need to find the object that in fact blocks view, otherwise 1417 * Need to find the object that in fact blocks view, otherwise
1339 * stacking is a bit odd. 1418 * stacking is a bit odd.
1340 */ 1419 */
1341 if (!(flag & INS_ON_TOP) && 1420 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)) 1421 && ms.flags () & P_BLOCKSVIEW
1422 && (op->face && !faces [op->face].visibility))
1343 { 1423 {
1424 object *last;
1425
1344 for (last = top; last != floor; last = last->below) 1426 for (last = top; last != floor; last = last->below)
1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1427 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1346 break; 1428 break;
1429
1347 /* Check to see if we found the object that blocks view, 1430 /* Check to see if we found the object that blocks view,
1348 * and make sure we have a below pointer for it so that 1431 * and make sure we have a below pointer for it so that
1349 * we can get inserted below this one, which requires we 1432 * we can get inserted below this one, which requires we
1350 * set top to the object below us. 1433 * set top to the object below us.
1351 */ 1434 */
1352 if (last && last->below && last != floor) 1435 if (last && last->below && last != floor)
1353 top = last->below; 1436 top = last->below;
1354 } 1437 }
1355 } /* If objects on this space */ 1438 } /* If objects on this space */
1356 1439
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) 1440 if (flag & INS_ABOVE_FLOOR_ONLY)
1361 top = floor; 1441 top = floor;
1362 1442
1363 /* Top is the object that our object (op) is going to get inserted above. 1443 // insert object above top, or bottom-most if top = 0
1364 */
1365
1366 /* First object on this space */
1367 if (!top) 1444 if (!top)
1368 { 1445 {
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; 1446 op->below = 0;
1447 op->above = ms.bot;
1375 op->ms ().bot = op; 1448 ms.bot = op;
1449
1450 *(op->above ? &op->above->below : &ms.top) = op;
1376 } 1451 }
1377 else 1452 else
1378 { /* get inserted into the stack above top */ 1453 {
1379 op->above = top->above; 1454 op->above = top->above;
1380
1381 if (op->above)
1382 op->above->below = op; 1455 top->above = op;
1383 1456
1384 op->below = top; 1457 op->below = top;
1385 top->above = op; 1458 *(op->above ? &op->above->below : &ms.top) = op;
1386 } 1459 }
1460 }
1387 1461
1388 if (op->above == NULL) 1462 if (op->is_player ())
1389 op->ms ().top = op; 1463 {
1390 } /* else not INS_BELOW_ORIGINATOR */
1391
1392 if (op->type == PLAYER)
1393 op->contr->do_los = 1; 1464 op->contr->do_los = 1;
1465 ++op->map->players;
1466 op->map->touch ();
1467 }
1394 1468
1395 /* If we have a floor, we know the player, if any, will be above 1469 op->map->dirty = true;
1396 * it, so save a few ticks and start from there. 1470
1397 */
1398 if (!(flag & INS_MAP_LOAD))
1399 if (object *pl = op->ms ().player ()) 1471 if (object *pl = ms.player ())
1472 //TODO: the floorbox prev/next might need updating
1473 //esrv_send_item (pl, op);
1474 //TODO: update floorbox to preserve ordering
1400 if (pl->contr->ns) 1475 if (pl->contr->ns)
1401 pl->contr->ns->floorbox_update (); 1476 pl->contr->ns->floorbox_update ();
1402 1477
1403 /* If this object glows, it may affect lighting conditions that are 1478 /* If this object glows, it may affect lighting conditions that are
1404 * visible to others on this map. But update_all_los is really 1479 * 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 1480 * 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 1481 * on the map will get recalculated. The players could very well
1407 * be far away from this change and not affected in any way - 1482 * be far away from this change and not affected in any way -
1408 * this should get redone to only look for players within range, 1483 * this should get redone to only look for players within range,
1409 * or just updating the P_NEED_UPDATE for spaces within this area 1484 * or just updating the P_UPTODATE for spaces within this area
1410 * of effect may be sufficient. 1485 * of effect may be sufficient.
1411 */ 1486 */
1412 if (op->map->darkness && (op->glow_radius != 0)) 1487 if (op->affects_los ())
1488 {
1489 op->ms ().invalidate ();
1413 update_all_los (op->map, op->x, op->y); 1490 update_all_los (op->map, op->x, op->y);
1491 }
1414 1492
1415 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1493 /* updates flags (blocked, alive, no magic, etc) for this map space */
1416 update_object (op, UP_OBJ_INSERT); 1494 update_object (op, UP_OBJ_INSERT);
1417 1495
1418 INVOKE_OBJECT (INSERT, op); 1496 INVOKE_OBJECT (INSERT, op);
1425 * blocked() and wall() work properly), and these flags are updated by 1503 * blocked() and wall() work properly), and these flags are updated by
1426 * update_object(). 1504 * update_object().
1427 */ 1505 */
1428 1506
1429 /* if this is not the head or flag has been passed, don't check walk on status */ 1507 /* 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) 1508 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1431 { 1509 {
1432 if (check_move_on (op, originator)) 1510 if (check_move_on (op, originator))
1433 return 0; 1511 return 0;
1434 1512
1435 /* If we are a multi part object, lets work our way through the check 1513 /* If we are a multi part object, lets work our way through the check
1436 * walk on's. 1514 * walk on's.
1437 */ 1515 */
1438 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1516 for (object *tmp = op->more; tmp; tmp = tmp->more)
1439 if (check_move_on (tmp, originator)) 1517 if (check_move_on (tmp, originator))
1440 return 0; 1518 return 0;
1441 } 1519 }
1442 1520
1443 return op; 1521 return op;
1446/* this function inserts an object in the map, but if it 1524/* 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. 1525 * 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. 1526 * op is the object to insert it under: supplies x and the map.
1449 */ 1527 */
1450void 1528void
1451replace_insert_ob_in_map (const char *arch_string, object *op) 1529replace_insert_ob_in_map (shstr_tmp archname, object *op)
1452{ 1530{
1453 object *tmp, *tmp1;
1454
1455 /* first search for itself and remove any old instances */ 1531 /* first search for itself and remove any old instances */
1456 1532
1457 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1533 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1458 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1534 if (tmp->arch->archname == archname) /* same archetype */
1459 tmp->destroy (); 1535 tmp->destroy ();
1460 1536
1461 tmp1 = arch_to_object (archetype::find (arch_string)); 1537 object *tmp = archetype::find (archname)->instance ();
1462 1538
1463 tmp1->x = op->x; 1539 tmp->x = op->x;
1464 tmp1->y = op->y; 1540 tmp->y = op->y;
1541
1465 insert_ob_in_map (tmp1, op->map, op, 0); 1542 insert_ob_in_map (tmp, op->map, op, 0);
1466} 1543}
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 1544
1476object * 1545object *
1477get_split_ob (object *orig_ob, uint32 nr) 1546object::insert_at (object *where, object *originator, int flags)
1478{ 1547{
1479 object *newob; 1548 if (where->env)
1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1549 return where->env->insert (this);
1481 1550 else
1482 if (orig_ob->nrof < nr) 1551 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} 1552}
1508 1553
1554// check whether we can put this into the map, respect max_volume, max_items
1555bool
1556object::can_drop_at (maptile *m, int x, int y, object *originator)
1557{
1558 mapspace &ms = m->at (x, y);
1559
1560 int items = ms.items ();
1561
1562 if (!items // testing !items ensures we can drop at least one item
1563 || (items < m->max_items
1564 && ms.volume () < m->max_volume))
1565 return true;
1566
1567 if (originator && originator->is_player ())
1568 originator->contr->failmsg (format (
1569 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1570 query_name ()
1571 ));
1572
1573 return false;
1574}
1575
1509/* 1576/*
1510 * decrease_ob_nr(object, number) decreases a specified number from 1577 * decrease(object, number) decreases a specified number from
1511 * the amount of an object. If the amount reaches 0, the object 1578 * the amount of an object. If the amount reaches 0, the object
1512 * is subsequently removed and freed. 1579 * is subsequently removed and freed.
1513 * 1580 *
1514 * Return value: 'op' if something is left, NULL if the amount reached 0 1581 * Return value: 'op' if something is left, NULL if the amount reached 0
1515 */ 1582 */
1583bool
1584object::decrease (sint32 nr)
1585{
1586 if (!nr)
1587 return true;
1516 1588
1589 nr = min (nr, nrof);
1590
1591 if (nrof > nr)
1592 {
1593 nrof -= nr;
1594 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1595
1596 if (object *pl = visible_to ())
1597 esrv_update_item (UPD_NROF, pl, this);
1598
1599 return true;
1600 }
1601 else
1602 {
1603 destroy ();
1604 return false;
1605 }
1606}
1607
1608/*
1609 * split(ob,nr) splits up ob into two parts. The part which
1610 * is returned contains nr objects, and the remaining parts contains
1611 * the rest (or is removed and returned if that number is 0).
1612 * On failure, NULL is returned.
1613 */
1517object * 1614object *
1518decrease_ob_nr (object *op, uint32 i) 1615object::split (sint32 nr)
1519{ 1616{
1520 object *tmp; 1617 int have = number_of ();
1521 1618
1522 if (i == 0) /* objects with op->nrof require this check */ 1619 if (have < nr)
1523 return op; 1620 return 0;
1524 1621 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 { 1622 {
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 (); 1623 remove ();
1560 op->nrof = 0; 1624 return this;
1561 if (tmp)
1562 esrv_del_item (tmp->contr, op->count);
1563 }
1564 } 1625 }
1565 else 1626 else
1566 { 1627 {
1567 object *above = op->above; 1628 decrease (nr);
1568 1629
1569 if (i < op->nrof) 1630 object *op = deep_clone ();
1570 op->nrof -= i; 1631 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; 1632 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 } 1633 }
1613} 1634}
1614 1635
1615object * 1636object *
1616insert_ob_in_ob (object *op, object *where) 1637insert_ob_in_ob (object *op, object *where)
1621 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1642 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1622 free (dump); 1643 free (dump);
1623 return op; 1644 return op;
1624 } 1645 }
1625 1646
1626 if (where->head) 1647 if (where->head_ () != where)
1627 { 1648 {
1628 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1649 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1629 where = where->head; 1650 where = where->head;
1630 } 1651 }
1631 1652
1632 return where->insert (op); 1653 return where->insert (op);
1633} 1654}
1638 * inside the object environment. 1659 * inside the object environment.
1639 * 1660 *
1640 * The function returns now pointer to inserted item, and return value can 1661 * The function returns now pointer to inserted item, and return value can
1641 * be != op, if items are merged. -Tero 1662 * be != op, if items are merged. -Tero
1642 */ 1663 */
1643
1644object * 1664object *
1645object::insert (object *op) 1665object::insert (object *op)
1646{ 1666{
1647 object *tmp, *otmp;
1648
1649 if (!QUERY_FLAG (op, FLAG_REMOVED))
1650 op->remove ();
1651
1652 if (op->more) 1667 if (op->more)
1653 { 1668 {
1654 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1669 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1655 return op; 1670 return op;
1656 } 1671 }
1657 1672
1658 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1673 op->remove ();
1659 CLEAR_FLAG (op, FLAG_REMOVED); 1674
1675 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1676
1660 if (op->nrof) 1677 if (op->nrof)
1661 {
1662 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1678 for (object *tmp = inv; tmp; tmp = tmp->below)
1663 if (object::can_merge (tmp, op)) 1679 if (object::can_merge (tmp, op))
1664 { 1680 {
1665 /* return the original object and remove inserted object 1681 /* return the original object and remove inserted object
1666 (client needs the original object) */ 1682 (client needs the original object) */
1667 tmp->nrof += op->nrof; 1683 tmp->nrof += op->nrof;
1668 /* Weight handling gets pretty funky. Since we are adding to 1684
1669 * tmp->nrof, we need to increase the weight. 1685 if (object *pl = tmp->visible_to ())
1670 */ 1686 esrv_update_item (UPD_NROF, pl, tmp);
1687
1671 add_weight (this, op->weight * op->nrof); 1688 adjust_weight (this, op->total_weight ());
1672 SET_FLAG (op, FLAG_REMOVED); 1689
1673 op->destroy (); /* free the inserted object */ 1690 op->destroy ();
1674 op = tmp; 1691 op = tmp;
1675 op->remove (); /* and fix old object's links */ 1692 goto inserted;
1676 CLEAR_FLAG (op, FLAG_REMOVED);
1677 break;
1678 } 1693 }
1679 1694
1680 /* I assume combined objects have no inventory 1695 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; 1696 op->map = 0;
1697 op->env = this; 1697 op->x = 0;
1698 op->y = 0;
1699
1698 op->above = 0; 1700 op->above = 0;
1699 op->below = 0; 1701 op->below = inv;
1700 op->x = 0, op->y = 0; 1702 op->env = this;
1701 1703
1704 if (inv)
1705 inv->above = op;
1706
1707 inv = op;
1708
1709 op->flag [FLAG_REMOVED] = 0;
1710
1711 if (object *pl = op->visible_to ())
1712 esrv_send_item (pl, op);
1713
1714 adjust_weight (this, op->total_weight ());
1715
1716inserted:
1702 /* reset the light list and los of the players on the map */ 1717 /* reset the light list and los of the players on the map */
1703 if ((op->glow_radius != 0) && map) 1718 if (op->glow_radius && is_on_map ())
1704 { 1719 {
1705#ifdef DEBUG_LIGHTS 1720 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); 1721 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 { 1722 }
1719 op->below = inv; 1723 else if (is_player ())
1720 op->below->above = op; 1724 // if this is a player's inventory, update stats
1721 inv = op; 1725 contr->queue_stats_update ();
1722 }
1723 1726
1724 INVOKE_OBJECT (INSERT, this); 1727 INVOKE_OBJECT (INSERT, this);
1725 1728
1726 return op; 1729 return op;
1727} 1730}
1744 * 1747 *
1745 * MSW 2001-07-08: Check all objects on space, not just those below 1748 * 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 1749 * object being inserted. insert_ob_in_map may not put new objects
1747 * on top. 1750 * on top.
1748 */ 1751 */
1749
1750int 1752int
1751check_move_on (object *op, object *originator) 1753check_move_on (object *op, object *originator)
1752{ 1754{
1755 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1756 return 0;
1757
1753 object *tmp; 1758 object *tmp;
1754 maptile *m = op->map; 1759 maptile *m = op->map;
1755 int x = op->x, y = op->y; 1760 int x = op->x, y = op->y;
1756 1761
1757 MoveType move_on, move_slow, move_block; 1762 mapspace &ms = m->at (x, y);
1758 1763
1759 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1764 ms.update ();
1760 return 0;
1761 1765
1762 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1766 MoveType move_on = ms.move_on;
1763 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1767 MoveType move_slow = ms.move_slow;
1764 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1768 MoveType move_block = ms.move_block;
1765 1769
1766 /* if nothing on this space will slow op down or be applied, 1770 /* 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 1771 * 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 1772 * is set, as lots of objects don't have it set - we treat that
1769 * as walking. 1773 * as walking.
1780 return 0; 1784 return 0;
1781 1785
1782 /* The objects have to be checked from top to bottom. 1786 /* The objects have to be checked from top to bottom.
1783 * Hence, we first go to the top: 1787 * Hence, we first go to the top:
1784 */ 1788 */
1785 1789 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 } 1790 {
1791 next = tmp->below;
1795 1792
1796 for (; tmp; tmp = tmp->below)
1797 {
1798 if (tmp == op) 1793 if (tmp == op)
1799 continue; /* Can't apply yourself */ 1794 continue; /* Can't apply yourself */
1800 1795
1801 /* Check to see if one of the movement types should be slowed down. 1796 /* 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 1797 * Second check makes sure that the movement types not being slowed
1807 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1802 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1808 { 1803 {
1809 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1804 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)) 1805 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1811 { 1806 {
1812
1813 float
1814 diff = tmp->move_slow_penalty * FABS (op->speed); 1807 float diff = tmp->move_slow_penalty * fabs (op->speed);
1815 1808
1816 if (op->type == PLAYER) 1809 if (op->is_player ())
1817 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1810 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))) 1811 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1819 diff /= 4.0; 1812 diff /= 4.0;
1820 1813
1821 op->speed_left -= diff; 1814 op->speed_left -= diff;
1822 } 1815 }
1823 } 1816 }
1849 * The first matching object is returned, or NULL if none. 1842 * The first matching object is returned, or NULL if none.
1850 */ 1843 */
1851object * 1844object *
1852present_arch (const archetype *at, maptile *m, int x, int y) 1845present_arch (const archetype *at, maptile *m, int x, int y)
1853{ 1846{
1854 if (m == NULL || out_of_map (m, x, y)) 1847 if (!m || out_of_map (m, x, y))
1855 { 1848 {
1856 LOG (llevError, "Present_arch called outside map.\n"); 1849 LOG (llevError, "Present_arch called outside map.\n");
1857 return NULL; 1850 return NULL;
1858 } 1851 }
1859 1852
1860 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1853 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1861 if (tmp->arch == at) 1854 if (tmp->arch->archname == at->archname)
1862 return tmp; 1855 return tmp;
1863 1856
1864 return NULL; 1857 return NULL;
1865} 1858}
1866 1859
1876 { 1869 {
1877 LOG (llevError, "Present called outside map.\n"); 1870 LOG (llevError, "Present called outside map.\n");
1878 return NULL; 1871 return NULL;
1879 } 1872 }
1880 1873
1881 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1874 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1882 if (tmp->type == type) 1875 if (tmp->type == type)
1883 return tmp; 1876 return tmp;
1884 1877
1885 return NULL; 1878 return NULL;
1886} 1879}
1930 * The first matching object is returned, or NULL if none. 1923 * The first matching object is returned, or NULL if none.
1931 */ 1924 */
1932object * 1925object *
1933present_arch_in_ob (const archetype *at, const object *op) 1926present_arch_in_ob (const archetype *at, const object *op)
1934{ 1927{
1935 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1928 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1936 if (tmp->arch == at) 1929 if (tmp->arch->archname == at->archname)
1937 return tmp; 1930 return tmp;
1938 1931
1939 return NULL; 1932 return NULL;
1940} 1933}
1941 1934
1943 * activate recursively a flag on an object inventory 1936 * activate recursively a flag on an object inventory
1944 */ 1937 */
1945void 1938void
1946flag_inv (object *op, int flag) 1939flag_inv (object *op, int flag)
1947{ 1940{
1948 if (op->inv)
1949 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1941 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1950 { 1942 {
1951 SET_FLAG (tmp, flag); 1943 SET_FLAG (tmp, flag);
1952 flag_inv (tmp, flag); 1944 flag_inv (tmp, flag);
1953 } 1945 }
1954} 1946}
1955 1947
1956/* 1948/*
1957 * deactivate recursively a flag on an object inventory 1949 * deactivate recursively a flag on an object inventory
1958 */ 1950 */
1959void 1951void
1960unflag_inv (object *op, int flag) 1952unflag_inv (object *op, int flag)
1961{ 1953{
1962 if (op->inv)
1963 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1954 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1964 { 1955 {
1965 CLEAR_FLAG (tmp, flag); 1956 CLEAR_FLAG (tmp, flag);
1966 unflag_inv (tmp, flag); 1957 unflag_inv (tmp, flag);
1967 } 1958 }
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} 1959}
1982 1960
1983/* 1961/*
1984 * find_free_spot(object, map, x, y, start, stop) will search for 1962 * 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 1963 * a spot at the given map and coordinates which will be able to contain
1987 * to search (see the freearr_x/y[] definition). 1965 * to search (see the freearr_x/y[] definition).
1988 * It returns a random choice among the alternatives found. 1966 * 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 1967 * 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 1968 * 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) 1969 * 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 1970 * Note: This function does correctly handle tiled maps, but does not
1996 * inform the caller. However, insert_ob_in_map will update as 1971 * inform the caller. However, insert_ob_in_map will update as
1997 * necessary, so the caller shouldn't need to do any special work. 1972 * 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 1973 * 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 1974 * 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 1975 * to know if the space in question will block the object. We can't use
2002 * customized, changed states, etc. 1977 * customized, changed states, etc.
2003 */ 1978 */
2004int 1979int
2005find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1980find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2006{ 1981{
1982 int altern[SIZEOFFREE];
2007 int index = 0, flag; 1983 int index = 0, flag;
2008 int altern[SIZEOFFREE];
2009 1984
2010 for (int i = start; i < stop; i++) 1985 for (int i = start; i < stop; i++)
2011 { 1986 {
2012 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1987 mapxy pos (m, x, y); pos.move (i);
2013 if (!flag) 1988
1989 if (!pos.normalise ())
1990 continue;
1991
1992 mapspace &ms = *pos;
1993
1994 if (ms.flags () & P_IS_ALIVE)
1995 continue;
1996
1997 /* However, often
1998 * ob doesn't have any move type (when used to place exits)
1999 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2000 */
2001 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2002 {
2014 altern [index++] = i; 2003 altern [index++] = i;
2004 continue;
2005 }
2015 2006
2016 /* Basically, if we find a wall on a space, we cut down the search size. 2007 /* 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. 2008 * 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 - 2009 * 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 2010 * 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 2011 * spaces in all the other directions, this will reduce the search space
2021 * to only the spaces immediately surrounding the target area, and 2012 * to only the spaces immediately surrounding the target area, and
2022 * won't look 2 spaces south of the target space. 2013 * won't look 2 spaces south of the target space.
2023 */ 2014 */
2024 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2015 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2016 {
2025 stop = maxfree[i]; 2017 stop = maxfree[i];
2018 continue;
2019 }
2020
2021 /* Note it is intentional that we check ob - the movement type of the
2022 * head of the object should correspond for the entire object.
2023 */
2024 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2025 continue;
2026
2027 if (ob->blocked (pos.m, pos.x, pos.y))
2028 continue;
2029
2030 altern [index++] = i;
2026 } 2031 }
2027 2032
2028 if (!index) 2033 if (!index)
2029 return -1; 2034 return -1;
2030 2035
2031 return altern[RANDOM () % index]; 2036 return altern [rndm (index)];
2032} 2037}
2033 2038
2034/* 2039/*
2035 * find_first_free_spot(archetype, maptile, x, y) works like 2040 * find_first_free_spot(archetype, maptile, x, y) works like
2036 * find_free_spot(), but it will search max number of squares. 2041 * find_free_spot(), but it will search max number of squares.
2039 */ 2044 */
2040int 2045int
2041find_first_free_spot (const object *ob, maptile *m, int x, int y) 2046find_first_free_spot (const object *ob, maptile *m, int x, int y)
2042{ 2047{
2043 for (int i = 0; i < SIZEOFFREE; i++) 2048 for (int i = 0; i < SIZEOFFREE; i++)
2044 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2049 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2045 return i; 2050 return i;
2046 2051
2047 return -1; 2052 return -1;
2048} 2053}
2049 2054
2057{ 2062{
2058 arr += begin; 2063 arr += begin;
2059 end -= begin; 2064 end -= begin;
2060 2065
2061 while (--end) 2066 while (--end)
2062 swap (arr [end], arr [RANDOM () % (end + 1)]); 2067 swap (arr [end], arr [rndm (end + 1)]);
2063} 2068}
2064 2069
2065/* new function to make monster searching more efficient, and effective! 2070/* new function to make monster searching more efficient, and effective!
2066 * This basically returns a randomized array (in the passed pointer) of 2071 * 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 2072 * the spaces to find monsters. In this way, it won't always look for
2095 * there is capable of. 2100 * there is capable of.
2096 */ 2101 */
2097int 2102int
2098find_dir (maptile *m, int x, int y, object *exclude) 2103find_dir (maptile *m, int x, int y, object *exclude)
2099{ 2104{
2100 int i, max = SIZEOFFREE, mflags; 2105 int max = SIZEOFFREE, mflags;
2101
2102 sint16 nx, ny;
2103 object *tmp;
2104 maptile *mp;
2105
2106 MoveType blocked, move_type; 2106 MoveType move_type;
2107 2107
2108 if (exclude && exclude->head) 2108 if (exclude && exclude->head_ () != exclude)
2109 { 2109 {
2110 exclude = exclude->head; 2110 exclude = exclude->head;
2111 move_type = exclude->move_type; 2111 move_type = exclude->move_type;
2112 } 2112 }
2113 else 2113 else
2114 { 2114 {
2115 /* If we don't have anything, presume it can use all movement types. */ 2115 /* If we don't have anything, presume it can use all movement types. */
2116 move_type = MOVE_ALL; 2116 move_type = MOVE_ALL;
2117 } 2117 }
2118 2118
2119 for (i = 1; i < max; i++) 2119 for (int i = 1; i < max; i++)
2120 { 2120 {
2121 mp = m; 2121 mapxy pos (m, x, y);
2122 nx = x + freearr_x[i]; 2122 pos.move (i);
2123 ny = y + freearr_y[i];
2124 2123
2125 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2124 if (!pos.normalise ())
2126
2127 if (mflags & P_OUT_OF_MAP)
2128 max = maxfree[i]; 2125 max = maxfree[i];
2129 else 2126 else
2130 { 2127 {
2131 mapspace &ms = mp->at (nx, ny); 2128 mapspace &ms = *pos;
2132 2129
2133 blocked = ms.move_block;
2134
2135 if ((move_type & blocked) == move_type) 2130 if ((move_type & ms.move_block) == move_type)
2136 max = maxfree[i]; 2131 max = maxfree [i];
2137 else if (mflags & P_IS_ALIVE) 2132 else if (ms.flags () & P_IS_ALIVE)
2138 { 2133 {
2139 for (tmp = ms.bot; tmp; tmp = tmp->above) 2134 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2140 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2135 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2141 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2136 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2142 break;
2143
2144 if (tmp)
2145 return freedir[i]; 2137 return freedir [i];
2146 } 2138 }
2147 } 2139 }
2148 } 2140 }
2149 2141
2150 return 0; 2142 return 0;
2201 2193
2202 return 3; 2194 return 3;
2203} 2195}
2204 2196
2205/* 2197/*
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 2198 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2225 * between two directions (which are expected to be absolute (see absdir()) 2199 * between two directions (which are expected to be absolute (see absdir())
2226 */ 2200 */
2227
2228int 2201int
2229dirdiff (int dir1, int dir2) 2202dirdiff (int dir1, int dir2)
2230{ 2203{
2231 int d; 2204 int d;
2232 2205
2244 * This basically means that if direction is 15, then it could either go 2217 * 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. 2218 * 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 2219 * Moved from spell_util.c to object.c with the other related direction
2247 * functions. 2220 * functions.
2248 */ 2221 */
2249int reduction_dir[SIZEOFFREE][3] = { 2222static const int reduction_dir[SIZEOFFREE][3] = {
2250 {0, 0, 0}, /* 0 */ 2223 {0, 0, 0}, /* 0 */
2251 {0, 0, 0}, /* 1 */ 2224 {0, 0, 0}, /* 1 */
2252 {0, 0, 0}, /* 2 */ 2225 {0, 0, 0}, /* 2 */
2253 {0, 0, 0}, /* 3 */ 2226 {0, 0, 0}, /* 3 */
2254 {0, 0, 0}, /* 4 */ 2227 {0, 0, 0}, /* 4 */
2345 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2318 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2346 * core dumps if they do. 2319 * core dumps if they do.
2347 * 2320 *
2348 * Add a check so we can't pick up invisible objects (0.93.8) 2321 * Add a check so we can't pick up invisible objects (0.93.8)
2349 */ 2322 */
2350
2351int 2323int
2352can_pick (const object *who, const object *item) 2324can_pick (const object *who, const object *item)
2353{ 2325{
2354 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2326 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2355 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2327 (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)); 2328 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2357} 2329}
2358 2330
2359/* 2331/*
2360 * create clone from object to another 2332 * create clone from object to another
2361 */ 2333 */
2362object * 2334object *
2363object_create_clone (object *asrc) 2335object::deep_clone ()
2364{ 2336{
2365 object *dst = 0, *tmp, *src, *part, *prev, *item; 2337 assert (("deep_clone called on non-head object", is_head ()));
2366 2338
2367 if (!asrc) 2339 object *dst = clone ();
2368 return 0;
2369 2340
2370 src = asrc; 2341 object *prev = dst;
2371 if (src->head)
2372 src = src->head;
2373
2374 prev = 0;
2375 for (part = src; part; part = part->more) 2342 for (object *part = this->more; part; part = part->more)
2376 { 2343 {
2377 tmp = part->clone (); 2344 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; 2345 tmp->head = dst;
2388
2389 tmp->more = 0;
2390
2391 if (prev)
2392 prev->more = tmp; 2346 prev->more = tmp;
2393
2394 prev = tmp; 2347 prev = tmp;
2395 } 2348 }
2396 2349
2397 for (item = src->inv; item; item = item->below) 2350 for (object *item = inv; item; item = item->below)
2398 insert_ob_in_ob (object_create_clone (item), dst); 2351 insert_ob_in_ob (item->deep_clone (), dst);
2399 2352
2400 return dst; 2353 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} 2354}
2440 2355
2441/* This returns the first object in who's inventory that 2356/* This returns the first object in who's inventory that
2442 * has the same type and subtype match. 2357 * has the same type and subtype match.
2443 * returns NULL if no match. 2358 * returns NULL if no match.
2450 return tmp; 2365 return tmp;
2451 2366
2452 return 0; 2367 return 0;
2453} 2368}
2454 2369
2455/* If ob has a field named key, return the link from the list, 2370shstr_tmp
2456 * otherwise return NULL. 2371object::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{ 2372{
2464 for (key_value *link = ob->key_values; link; link = link->next) 2373 for (key_value *kv = key_values; kv; kv = kv->next)
2465 if (link->key == key) 2374 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; 2375 return kv->value;
2500 2376
2501 return 0; 2377 return shstr ();
2502} 2378}
2503 2379
2504 2380void
2505/* 2381object::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{ 2382{
2518 key_value *field = NULL, *last = NULL; 2383 for (key_value *kv = key_values; kv; kv = kv->next)
2519 2384 if (kv->key == key)
2520 for (field = op->key_values; field != NULL; field = field->next)
2521 {
2522 if (field->key != canonical_key)
2523 { 2385 {
2524 last = field; 2386 kv->value = value;
2525 continue; 2387 return;
2526 } 2388 }
2527 2389
2528 if (value) 2390 key_value *kv = new key_value;
2529 field->value = value; 2391
2530 else 2392 kv->next = key_values;
2393 kv->key = key;
2394 kv->value = value;
2395
2396 key_values = kv;
2397}
2398
2399void
2400object::kv_del (shstr_tmp key)
2401{
2402 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2403 if ((*kvp)->key == key)
2531 { 2404 {
2532 /* Basically, if the archetype has this key set, 2405 key_value *kv = *kvp;
2533 * we need to store the null value so when we save 2406 *kvp = (*kvp)->next;
2534 * it, we save the empty value so that when we load, 2407 delete kv;
2535 * we get this value back again. 2408 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 } 2409 }
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} 2410}
2594 2411
2595object::depth_iterator::depth_iterator (object *container) 2412object::depth_iterator::depth_iterator (object *container)
2596: iterator_base (container) 2413: iterator_base (container)
2597{ 2414{
2611 } 2428 }
2612 else 2429 else
2613 item = item->env; 2430 item = item->env;
2614} 2431}
2615 2432
2433const char *
2434object::flag_desc (char *desc, int len) const
2435{
2436 char *p = desc;
2437 bool first = true;
2438
2439 *p = 0;
2440
2441 for (int i = 0; i < NUM_FLAGS; i++)
2442 {
2443 if (len <= 10) // magic constant!
2444 {
2445 snprintf (p, len, ",...");
2446 break;
2447 }
2448
2449 if (flag [i])
2450 {
2451 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2452 len -= cnt;
2453 p += cnt;
2454 first = false;
2455 }
2456 }
2457
2458 return desc;
2459}
2460
2616// return a suitable string describing an objetc in enough detail to find it 2461// return a suitable string describing an object in enough detail to find it
2617const char * 2462const char *
2618object::debug_desc (char *info) const 2463object::debug_desc (char *info) const
2619{ 2464{
2465 char flagdesc[512];
2620 char info2[256 * 3]; 2466 char info2[256 * 4];
2621 char *p = info; 2467 char *p = info;
2622 2468
2623 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2469 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2624 count, 2470 count,
2471 uuid.c_str (),
2625 &name, 2472 &name,
2626 title ? " " : "", 2473 title ? ",title:\"" : "",
2627 title ? (const char *)title : ""); 2474 title ? (const char *)title : "",
2475 title ? "\"" : "",
2476 flag_desc (flagdesc, 512), type);
2628 2477
2629 if (env) 2478 if (!flag[FLAG_REMOVED] && env)
2630 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2479 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2631 2480
2632 if (map) 2481 if (map)
2633 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2482 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2634 2483
2635 return info; 2484 return info;
2636} 2485}
2637 2486
2638const char * 2487const char *
2639object::debug_desc () const 2488object::debug_desc () const
2640{ 2489{
2641 static char info[256 * 3]; 2490 static char info[3][256 * 4];
2491 static int info_idx;
2492
2642 return debug_desc (info); 2493 return debug_desc (info [++info_idx % 3]);
2643} 2494}
2644 2495
2496struct region *
2497object::region () const
2498{
2499 return map ? map->region (x, y)
2500 : region::default_region ();
2501}
2502
2503void
2504object::open_container (object *new_container)
2505{
2506 if (container == new_container)
2507 return;
2508
2509 object *old_container = container;
2510
2511 if (old_container)
2512 {
2513 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2514 return;
2515
2516#if 0
2517 // remove the "Close old_container" object.
2518 if (object *closer = old_container->inv)
2519 if (closer->type == CLOSE_CON)
2520 closer->destroy ();
2521#endif
2522
2523 // make sure the container is available
2524 esrv_send_item (this, old_container);
2525
2526 old_container->flag [FLAG_APPLIED] = false;
2527 container = 0;
2528
2529 // client needs item update to make it work, client bug requires this to be separate
2530 esrv_update_item (UPD_FLAGS, this, old_container);
2531
2532 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2533 play_sound (sound_find ("chest_close"));
2534 }
2535
2536 if (new_container)
2537 {
2538 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2539 return;
2540
2541 // TODO: this does not seem to serve any purpose anymore?
2542#if 0
2543 // insert the "Close Container" object.
2544 if (archetype *closer = new_container->other_arch)
2545 {
2546 object *closer = new_container->other_arch->instance ();
2547 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2548 new_container->insert (closer);
2549 }
2550#endif
2551
2552 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2553
2554 // make sure the container is available, client bug requires this to be separate
2555 esrv_send_item (this, new_container);
2556
2557 new_container->flag [FLAG_APPLIED] = true;
2558 container = new_container;
2559
2560 // client needs flag change
2561 esrv_update_item (UPD_FLAGS, this, new_container);
2562 esrv_send_inventory (this, new_container);
2563 play_sound (sound_find ("chest_open"));
2564 }
2565// else if (!old_container->env && contr && contr->ns)
2566// contr->ns->floorbox_reset ();
2567}
2568
2569object *
2570object::force_find (shstr_tmp name)
2571{
2572 /* cycle through his inventory to look for the MARK we want to
2573 * place
2574 */
2575 for (object *tmp = inv; tmp; tmp = tmp->below)
2576 if (tmp->type == FORCE && tmp->slaying == name)
2577 return splay (tmp);
2578
2579 return 0;
2580}
2581
2582//-GPL
2583
2584void
2585object::force_set_timer (int duration)
2586{
2587 this->duration = 1;
2588 this->speed_left = -1.f;
2589
2590 this->set_speed (duration ? 1.f / duration : 0.f);
2591}
2592
2593object *
2594object::force_add (shstr_tmp name, int duration)
2595{
2596 if (object *force = force_find (name))
2597 force->destroy ();
2598
2599 object *force = get_archetype (FORCE_NAME);
2600
2601 force->slaying = name;
2602 force->force_set_timer (duration);
2603 force->flag [FLAG_APPLIED] = true;
2604
2605 return insert (force);
2606}
2607
2608void
2609object::play_sound (faceidx sound) const
2610{
2611 if (!sound)
2612 return;
2613
2614 if (is_on_map ())
2615 map->play_sound (sound, x, y);
2616 else if (object *pl = in_player ())
2617 pl->contr->play_sound (sound);
2618}
2619
2620void
2621object::say_msg (const char *msg) const
2622{
2623 if (is_on_map ())
2624 map->say_msg (msg, x, y);
2625 else if (object *pl = in_player ())
2626 pl->contr->play_sound (sound);
2627}
2628
2629void
2630object::make_noise ()
2631{
2632 // we do not model noise in the map, so instead put
2633 // a temporary light into the noise source
2634 // could use the map instead, but that's less reliable for our
2635 // goal, which is to make invisibility a bit harder to exploit
2636
2637 // currently only works sensibly for players
2638 if (!is_player ())
2639 return;
2640
2641 // find old force, or create new one
2642 object *force = force_find (shstr_noise_force);
2643
2644 if (force)
2645 force->speed_left = -1.f; // patch old speed up
2646 else
2647 {
2648 force = archetype::get (shstr_noise_force);
2649
2650 force->slaying = shstr_noise_force;
2651 force->stats.food = 1;
2652 force->speed_left = -1.f;
2653
2654 force->set_speed (1.f / 4.f);
2655 force->flag [FLAG_IS_USED_UP] = true;
2656 force->flag [FLAG_APPLIED] = true;
2657
2658 insert (force);
2659 }
2660}
2661
2662void object::change_move_type (MoveType mt)
2663{
2664 if (move_type == mt)
2665 return;
2666
2667 if (is_on_map ())
2668 {
2669 // we are on the map, so handle move_on/off effects
2670 remove ();
2671 move_type = mt;
2672 map->insert (this, x, y, this);
2673 }
2674 else
2675 move_type = mt;
2676}
2677

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