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Comparing deliantra/server/common/object.C (file contents):
Revision 1.96 by root, Sat Dec 30 10:16:10 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; 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 *
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 */
195bool object::can_merge_slow (object *ob1, object *ob2) 250bool object::can_merge_slow (object *ob1, object *ob2)
196{ 251{
197 /* A couple quicksanity checks */ 252 /* A couple quick sanity checks */
198 if (ob1 == ob2 253 if (ob1 == ob2
199 || ob1->type != ob2->type 254 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value 255 || ob1->value != ob2->value
202 || ob1->name != ob2->name) 256 || ob1->name != ob2->name
257 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
203 return 0; 258 return 0;
204 259
205 //TODO: this ain't working well, use nicer and correct overflow check
206 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 260 /* Do not merge objects if nrof would overflow, assume nrof
207 * value could not be stored in a sint32 (which unfortunately sometimes is 261 * is always 0 .. 2**31-1 */
208 * used to store nrof). 262 if (ob1->nrof > 0x7fffffff - ob2->nrof)
209 */
210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
211 return 0; 263 return 0;
212 264
213 /* If the objects have been identified, set the BEEN_APPLIED flag. 265 /* If the objects have been identified, set the BEEN_APPLIED flag.
214 * This is to the comparison of the flags below will be OK. We 266 * This is to the comparison of the flags below will be OK. We
215 * just can't ignore the been applied or identified flags, as they 267 * just can't ignore the been applied or identified flags, as they
216 * are not equal - just if it has been identified, the been_applied 268 * are not equal - just if it has been identified, the been_applied
217 * flags lose any meaning. 269 * flags lose any meaning.
218 */ 270 */
219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 271 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 272 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
221 273
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 274 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 275 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
224 276
225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 277 if (ob1->arch->archname != ob2->arch->archname
226 || ob1->arch != ob2->arch
227 || ob1->name != ob2->name 278 || ob1->name != ob2->name
228 || ob1->title != ob2->title 279 || ob1->title != ob2->title
229 || ob1->msg != ob2->msg 280 || ob1->msg != ob2->msg
230 || ob1->weight != ob2->weight 281 || ob1->weight != ob2->weight
231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
233 || ob1->attacktype != ob2->attacktype 282 || ob1->attacktype != ob2->attacktype
234 || ob1->magic != ob2->magic 283 || ob1->magic != ob2->magic
235 || ob1->slaying != ob2->slaying 284 || ob1->slaying != ob2->slaying
236 || ob1->skill != ob2->skill 285 || ob1->skill != ob2->skill
237 || ob1->value != ob2->value 286 || ob1->value != ob2->value
238 || 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
239 || ob1->client_type != ob2->client_type 289 || ob1->client_type != ob2->client_type
240 || ob1->materialname != ob2->materialname 290 || ob1->material != ob2->material
241 || ob1->lore != ob2->lore 291 || ob1->lore != ob2->lore
242 || ob1->subtype != ob2->subtype 292 || ob1->subtype != ob2->subtype
243 || ob1->move_type != ob2->move_type 293 || ob1->move_type != ob2->move_type
244 || ob1->move_block != ob2->move_block 294 || ob1->move_block != ob2->move_block
245 || ob1->move_allow != ob2->move_allow 295 || ob1->move_allow != ob2->move_allow
246 || ob1->move_on != ob2->move_on 296 || ob1->move_on != ob2->move_on
247 || ob1->move_off != ob2->move_off 297 || ob1->move_off != ob2->move_off
248 || ob1->move_slow != ob2->move_slow 298 || ob1->move_slow != ob2->move_slow
249 || 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)))
250 return 0; 302 return 0;
251 303
304 if ((ob1->flag ^ ob2->flag)
305 .reset (FLAG_INV_LOCKED)
306 .reset (FLAG_REMOVED)
307 .any ())
308 return 0;
309
252 /* This is really a spellbook check - really, we should 310 /* This is really a spellbook check - we should in general
253 * check all objects in the inventory. 311 * not merge objects with real inventories, as splitting them
312 * is hard.
254 */ 313 */
255 if (ob1->inv || ob2->inv) 314 if (ob1->inv || ob2->inv)
256 { 315 {
257 /* if one object has inventory but the other doesn't, not equiv */ 316 if (!(ob1->inv && ob2->inv))
258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 317 return 0; /* inventories differ in length */
259 return 0;
260 318
261 /* 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
262 if (!object::can_merge (ob1->inv, ob2->inv)) 322 if (!object::can_merge (ob1->inv, ob2->inv))
263 return 0; 323 return 0; /* inventory objects differ */
264 324
265 /* 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
266 * if it is valid. 326 * if it is valid.
267 */ 327 */
268 } 328 }
276 336
277 /* 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
278 * 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
279 * check? 339 * check?
280 */ 340 */
281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 341 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
282 return 0; 342 return 0;
283 343
284 switch (ob1->type) 344 switch (ob1->type)
285 { 345 {
286 case SCROLL: 346 case SCROLL:
287 if (ob1->level != ob2->level) 347 if (ob1->level != ob2->level)
288 return 0; 348 return 0;
289 break; 349 break;
290 } 350 }
291 351
292 if (ob1->key_values != NULL || ob2->key_values != NULL) 352 if (ob1->key_values || ob2->key_values)
293 { 353 {
294 /* At least one of these has key_values. */ 354 /* At least one of these has key_values. */
295 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 355 if ((!ob1->key_values) != (!ob2->key_values))
296 /* 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))
297 return 0; 359 return 0;
298 else if (!compare_ob_value_lists (ob1, ob2))
299 return 0;
300 } 360 }
301 361
302 //TODO: generate an event or call into perl for additional checks
303 if (ob1->self || ob2->self) 362 if (ob1->self || ob2->self)
304 { 363 {
305 ob1->optimise (); 364 ob1->optimise ();
306 ob2->optimise (); 365 ob2->optimise ();
307 366
308 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)
309 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 }
310 } 381 }
311 382
312 /* Everything passes, must be OK. */ 383 /* Everything passes, must be OK. */
313 return 1; 384 return 1;
314} 385}
315 386
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
316/* 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/*
317 * sum_weight() is a recursive function which calculates the weight 461 * this is a recursive function which calculates the weight
318 * 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
319 * containers are carrying, and sums it up. 463 * containers are carrying, and sums it up.
320 */ 464 */
321long 465void
322sum_weight (object *op) 466object::update_weight ()
323{ 467{
324 long sum; 468 sint32 sum = 0;
325 object *inv;
326 469
327 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 470 for (object *op = inv; op; op = op->below)
328 { 471 {
329 if (inv->inv) 472 if (op->inv)
330 sum_weight (inv); 473 op->update_weight ();
331 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)
332 } 481 {
333
334 if (op->type == CONTAINER && op->stats.Str)
335 sum = (sum * (100 - op->stats.Str)) / 100;
336
337 if (op->carrying != sum)
338 op->carrying = sum; 482 carrying = sum;
339 483
340 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 }
341} 488}
342 489
343/** 490/*
344 * Return the outermost environment object for a given object. 491 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
345 */ 492 */
346
347object *
348object_get_env_recursive (object *op)
349{
350 while (op->env != NULL)
351 op = op->env;
352 return op;
353}
354
355/*
356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
357 * Some error messages.
358 * The result of the dump is stored in the static global errmsg array.
359 */
360
361char * 493char *
362dump_object (object *op) 494dump_object (object *op)
363{ 495{
364 if (!op) 496 if (!op)
365 return strdup ("[NULLOBJ]"); 497 return strdup ("[NULLOBJ]");
366 498
367 object_freezer freezer; 499 object_freezer freezer;
368 save_object (freezer, op, 1); 500 op->write (freezer);
369 return freezer.as_string (); 501 return freezer.as_string ();
370} 502}
371 503
372/* 504char *
373 * get_nearest_part(multi-object, object 2) returns the part of the 505object::as_string ()
374 * multi-object 1 which is closest to the second object.
375 * If it's not a multi-object, it is returned.
376 */
377
378object *
379get_nearest_part (object *op, const object *pl)
380{ 506{
381 object *tmp, *closest; 507 return dump_object (this);
382 int last_dist, i;
383
384 if (op->more == NULL)
385 return op;
386 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
387 if ((i = distance (tmp, pl)) < last_dist)
388 closest = tmp, last_dist = i;
389 return closest;
390} 508}
391 509
392/* 510/*
393 * 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.
394 */ 513 */
395
396object * 514object *
397find_object (tag_t i) 515find_object (tag_t i)
398{ 516{
399 for (object *op = object::first; op; op = op->next) 517 for_all_objects (op)
400 if (op->count == i) 518 if (op->count == i)
401 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;
402 535
403 return 0; 536 return 0;
404} 537}
405 538
406/* 539/*
407 * 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.
408 * Used only by the patch command, but not all that useful. 541 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999" 542 * Enables features like "patch <name-of-other-player> food 999"
410 */ 543 */
411
412object * 544object *
413find_object_name (const char *str) 545find_object_name (const char *str)
414{ 546{
415 shstr_cmp str_ (str); 547 shstr_cmp str_ (str);
416 object *op;
417 548
418 for (op = object::first; op != NULL; op = op->next) 549 if (str_)
550 for_all_objects (op)
419 if (op->name == str_) 551 if (op->name == str_)
420 break; 552 return op;
421 553
422 return op; 554 return 0;
423}
424
425void
426free_all_object_data ()
427{
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429} 555}
430 556
431/* 557/*
432 * 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
433 * skill and experience objects. 559 * skill and experience objects.
560 * ACTUALLY NO! investigate! TODO
434 */ 561 */
435void 562void
436object::set_owner (object *owner) 563object::set_owner (object *owner)
437{ 564{
565 // allow objects which own objects
438 if (!owner) 566 if (owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner) 567 while (owner->owner)
449 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 }
450 575
451 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;
452} 594}
453 595
454/* Zero the key_values on op, decrementing the shared-string 596/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 597 * refcounts and freeing the links.
456 */ 598 */
457static void 599static void
458free_key_values (object *op) 600free_key_values (object *op)
459{ 601{
460 for (key_value *i = op->key_values; i != 0;) 602 for (key_value *i = op->key_values; i; )
461 { 603 {
462 key_value *next = i->next; 604 key_value *next = i->next;
463 delete i; 605 delete i;
464 606
465 i = next; 607 i = next;
477 * will point at garbage. 619 * will point at garbage.
478 */ 620 */
479void 621void
480object::copy_to (object *dst) 622object::copy_to (object *dst)
481{ 623{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 624 dst->remove ();
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
484
485 *(object_copy *)dst = *this; 625 *(object_copy *)dst = *this;
486 626 dst->flag [FLAG_REMOVED] = true;
487 if (is_freed)
488 SET_FLAG (dst, FLAG_FREED);
489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
493 if (speed < 0)
494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
495 627
496 /* Copy over key_values, if any. */ 628 /* Copy over key_values, if any. */
497 if (key_values) 629 if (key_values)
498 { 630 {
499 key_value *tail = 0; 631 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 632 dst->key_values = 0;
503 633
504 for (i = key_values; i; i = i->next) 634 for (key_value *i = key_values; i; i = i->next)
505 { 635 {
506 key_value *new_link = new key_value; 636 key_value *new_link = new key_value;
507 637
508 new_link->next = 0; 638 new_link->next = 0;
509 new_link->key = i->key; 639 new_link->key = i->key;
510 new_link->value = i->value; 640 new_link->value = i->value;
511 641
512 /* Try and be clever here, too. */ 642 /* Try and be clever here, too. */
513 if (!dst->key_values) 643 if (!dst->key_values)
514 { 644 {
521 tail = new_link; 651 tail = new_link;
522 } 652 }
523 } 653 }
524 } 654 }
525 655
526 dst->set_speed (dst->speed); 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 ();
527} 681}
528 682
529object * 683object *
530object::clone () 684object::clone ()
531{ 685{
532 object *neu = create (); 686 object *neu = create ();
533 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
534 return neu; 694 return neu;
535} 695}
536 696
537/* 697/*
538 * 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
555 * 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.
556 */ 716 */
557void 717void
558object::set_speed (float speed) 718object::set_speed (float speed)
559{ 719{
560 if (flag [FLAG_FREED] && speed)
561 {
562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
563 speed = 0;
564 }
565
566 this->speed = speed; 720 this->speed = speed;
567 721
568 if (FABS (speed) > MIN_ACTIVE_SPEED) 722 if (has_active_speed ())
569 { 723 activate ();
570 /* If already on active list, don't do anything */
571 if (active_next || active_prev || this == active_objects)
572 return;
573
574 /* process_events() expects us to insert the object at the beginning
575 * of the list. */
576 active_next = active_objects;
577
578 if (active_next)
579 active_next->active_prev = this;
580
581 active_objects = this;
582 }
583 else 724 else
584 { 725 deactivate ();
585 /* If not on the active list, nothing needs to be done */
586 if (!active_next && !active_prev && this != active_objects)
587 return;
588
589 if (!active_prev)
590 {
591 active_objects = active_next;
592
593 if (active_next)
594 active_next->active_prev = 0;
595 }
596 else
597 {
598 active_prev->active_next = active_next;
599
600 if (active_next)
601 active_next->active_prev = active_prev;
602 }
603
604 active_next = 0;
605 active_prev = 0;
606 }
607} 726}
608 727
609/* 728/*
610 * update_object() updates the the map. 729 * update_object() updates the the map.
611 * It takes into account invisible objects (and represent squares covered 730 * It takes into account invisible objects (and represent squares covered
624 * UP_OBJ_FACE: only the objects face has changed. 743 * UP_OBJ_FACE: only the objects face has changed.
625 */ 744 */
626void 745void
627update_object (object *op, int action) 746update_object (object *op, int action)
628{ 747{
629 MoveType move_on, move_off, move_block, move_slow; 748 if (!op)
630
631 if (op == NULL)
632 { 749 {
633 /* this should never happen */ 750 /* this should never happen */
634 LOG (llevDebug, "update_object() called for NULL object.\n"); 751 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
635 return; 752 return;
636 } 753 }
637 754
638 if (op->env) 755 if (!op->is_on_map ())
639 { 756 {
640 /* Animation is currently handled by client, so nothing 757 /* Animation is currently handled by client, so nothing
641 * to do in this case. 758 * to do in this case.
642 */ 759 */
643 return; 760 return;
644 } 761 }
645
646 /* If the map is saving, don't do anything as everything is
647 * going to get freed anyways.
648 */
649 if (!op->map || op->map->in_memory == MAP_SAVING)
650 return;
651 762
652 /* make sure the object is within map boundaries */ 763 /* make sure the object is within map boundaries */
653 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)
654 { 765 {
655 LOG (llevError, "update_object() called for object out of map!\n"); 766 LOG (llevError, "update_object() called for object out of map!\n");
659 return; 770 return;
660 } 771 }
661 772
662 mapspace &m = op->ms (); 773 mapspace &m = op->ms ();
663 774
664 if (m.flags_ & P_NEED_UPDATE) 775 if (!(m.flags_ & P_UPTODATE))
665 /* nop */; 776 /* nop */;
666 else if (action == UP_OBJ_INSERT) 777 else if (action == UP_OBJ_INSERT)
667 { 778 {
779#if 0
668 // this is likely overkill, TODO: revisit (schmorp) 780 // this is likely overkill, TODO: revisit (schmorp)
669 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 781 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
670 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 782 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
671 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 783 || (op->is_player () && !(m.flags_ & P_PLAYER))
672 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 784 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
673 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 785 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
674 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 786 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
675 || (m.move_on | op->move_on ) != m.move_on 787 || (m.move_on | op->move_on ) != m.move_on
676 || (m.move_off | op->move_off ) != m.move_off 788 || (m.move_off | op->move_off ) != m.move_off
677 || (m.move_slow | op->move_slow) != m.move_slow 789 || (m.move_slow | op->move_slow) != m.move_slow
678 /* 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
679 * to have move_allow right now. 791 * have move_allow right now.
680 */ 792 */
681 || ((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
682 || 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)
683 m.flags_ = P_NEED_UPDATE; 797 m.invalidate ();
798#endif
684 } 799 }
685 /* if the object is being removed, we can't make intelligent 800 /* if the object is being removed, we can't make intelligent
686 * decisions, because remove_ob can't really pass the object 801 * decisions, because remove_ob can't really pass the object
687 * that is being removed. 802 * that is being removed.
688 */ 803 */
689 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 804 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
690 m.flags_ = P_NEED_UPDATE; 805 m.invalidate ();
691 else if (action == UP_OBJ_FACE) 806 else if (action == UP_OBJ_FACE)
692 /* Nothing to do for that case */ ; 807 /* Nothing to do for that case */ ;
693 else 808 else
694 LOG (llevError, "update_object called with invalid action: %d\n", action); 809 LOG (llevError, "update_object called with invalid action: %d\n", action);
695 810
696 if (op->more) 811 if (op->more)
697 update_object (op->more, action); 812 update_object (op->more, action);
698} 813}
699 814
700object::vector object::objects; // not yet used
701object *object::first;
702
703object::object () 815object::object ()
704{ 816{
705 SET_FLAG (this, FLAG_REMOVED); 817 SET_FLAG (this, FLAG_REMOVED);
706 818
707 expmul = 1.0; 819 //expmul = 1.0; declared const for the time being
708 face = blank_face; 820 face = blank_face;
821 material = MATERIAL_NULL;
709} 822}
710 823
711object::~object () 824object::~object ()
712{ 825{
826 unlink ();
827
713 free_key_values (this); 828 free_key_values (this);
714} 829}
715 830
831static int object_count;
832
716void object::link () 833void object::link ()
717{ 834{
835 assert (!index);//D
836 uuid = UUID::gen ();
718 count = ++ob_count; 837 count = ++object_count;
719 uuid = gen_uuid ();
720 838
721 prev = 0; 839 refcnt_inc ();
722 next = object::first; 840 objects.insert (this);
723
724 if (object::first)
725 object::first->prev = this;
726
727 object::first = this;
728} 841}
729 842
730void object::unlink () 843void object::unlink ()
731{ 844{
732 if (this == object::first) 845 if (!index)
733 object::first = next; 846 return;
734 847
735 /* Remove this object from the list of used objects */ 848 objects.erase (this);
736 if (prev) prev->next = next; 849 refcnt_dec ();
737 if (next) next->prev = prev;
738
739 prev = 0;
740 next = 0;
741} 850}
742 851
743void 852void
853object::activate ()
854{
855 /* If already on active list, don't do anything */
856 if (active)
857 return;
858
859 if (has_active_speed ())
860 {
861 if (flag [FLAG_FREED])
862 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
863
864 actives.insert (this);
865 }
866}
867
868void
744object::activate (bool recursive) 869object::activate_recursive ()
745{ 870{
746 // uh, hack 871 activate ();
747 set_speed (speed);
748 872
749 if (recursive)
750 for (object *op = inv; op; op = op->above) 873 for (object *op = inv; op; op = op->below)
751 op->activate (1); 874 op->activate_recursive ();
752} 875}
753 876
754/* This function removes object 'op' from the list of active 877/* This function removes object 'op' from the list of active
755 * objects. 878 * objects.
756 * This should only be used for style maps or other such 879 * This should only be used for style maps or other such
758 * in play chewing up cpu time getting processed. 881 * in play chewing up cpu time getting processed.
759 * The reverse of this is to call update_ob_speed, which 882 * The reverse of this is to call update_ob_speed, which
760 * will do the right thing based on the speed of the object. 883 * will do the right thing based on the speed of the object.
761 */ 884 */
762void 885void
763object::deactivate (bool recursive) 886object::deactivate ()
764{ 887{
765 /* If not on the active list, nothing needs to be done */ 888 /* If not on the active list, nothing needs to be done */
766 if (!active_next && !active_prev && this != active_objects) 889 if (!active)
767 return; 890 return;
768 891
769 if (active_prev == 0) 892 actives.erase (this);
770 { 893}
771 active_objects = active_next;
772 if (active_next)
773 active_next->active_prev = 0;
774 }
775 else
776 {
777 active_prev->active_next = active_next;
778 if (active_next)
779 active_next->active_prev = active_prev;
780 }
781 894
782 active_next = 0; 895void
783 active_prev = 0; 896object::deactivate_recursive ()
784 897{
785 if (recursive)
786 for (object *op = inv; op; op = op->above) 898 for (object *op = inv; op; op = op->below)
899 op->deactivate_recursive ();
900
787 op->deactivate (1); 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);
911 }
788} 912}
789 913
790/* 914/*
791 * 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.
792 * object.c ? 916 * object.c ?
795object::destroy_inv (bool drop_to_ground) 919object::destroy_inv (bool drop_to_ground)
796{ 920{
797 // need to check first, because the checks below might segfault 921 // need to check first, because the checks below might segfault
798 // as we might be on an invalid mapspace and crossfire code 922 // as we might be on an invalid mapspace and crossfire code
799 // is too buggy to ensure that the inventory is empty. 923 // is too buggy to ensure that the inventory is empty.
800 // corollary: if you create arrows etc. with stuff in tis inventory, 924 // corollary: if you create arrows etc. with stuff in its inventory,
801 // cf will crash below with off-map x and y 925 // cf will crash below with off-map x and y
802 if (!inv) 926 if (!inv)
803 return; 927 return;
804 928
805 /* Only if the space blocks everything do we not process - 929 /* Only if the space blocks everything do we not process -
806 * if some form of movement is allowed, let objects 930 * if some form of movement is allowed, let objects
807 * drop on that space. 931 * drop on that space.
808 */ 932 */
809 if (!drop_to_ground 933 if (!drop_to_ground
810 || !map 934 || !map
811 || map->in_memory != MAP_IN_MEMORY 935 || map->in_memory != MAP_ACTIVE
936 || map->no_drop
812 || ms ().move_block == MOVE_ALL) 937 || ms ().move_block == MOVE_ALL)
813 { 938 {
814 while (inv) 939 while (inv)
815 {
816 inv->destroy_inv (drop_to_ground);
817 inv->destroy (); 940 inv->destroy ();
818 }
819 } 941 }
820 else 942 else
821 { /* Put objects in inventory onto this space */ 943 { /* Put objects in inventory onto this space */
822 while (inv) 944 while (inv)
823 { 945 {
825 947
826 if (op->flag [FLAG_STARTEQUIP] 948 if (op->flag [FLAG_STARTEQUIP]
827 || op->flag [FLAG_NO_DROP] 949 || op->flag [FLAG_NO_DROP]
828 || op->type == RUNE 950 || op->type == RUNE
829 || op->type == TRAP 951 || op->type == TRAP
830 || op->flag [FLAG_IS_A_TEMPLATE]) 952 || op->flag [FLAG_IS_A_TEMPLATE]
953 || op->flag [FLAG_DESTROY_ON_DEATH])
831 op->destroy (); 954 op->destroy ();
832 else 955 else
833 map->insert (op, x, y); 956 map->insert (op, x, y);
834 } 957 }
835 } 958 }
840 object *op = new object; 963 object *op = new object;
841 op->link (); 964 op->link ();
842 return op; 965 return op;
843} 966}
844 967
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
845void 989void
846object::do_destroy () 990object::do_destroy ()
847{ 991{
848 if (flag [FLAG_IS_LINKED]) 992 if (flag [FLAG_IS_LINKED])
849 remove_button_link (this); 993 remove_link ();
850 994
851 if (flag [FLAG_FRIENDLY]) 995 if (flag [FLAG_FRIENDLY])
852 remove_friendly_object (this); 996 remove_friendly_object (this);
853 997
854 if (!flag [FLAG_REMOVED])
855 remove (); 998 remove ();
856 999
857 if (flag [FLAG_FREED]) 1000 attachable::do_destroy ();
858 return;
859 1001
860 set_speed (0); 1002 deactivate ();
1003 unlink ();
861 1004
862 flag [FLAG_FREED] = 1; 1005 flag [FLAG_FREED] = 1;
863 1006
864 attachable::do_destroy ();
865
866 destroy_inv (true);
867 unlink ();
868
869 // hack to ensure that freed objects still have a valid map 1007 // hack to ensure that freed objects still have a valid map
870 {
871 static maptile *freed_map; // freed objects are moved here to avoid crashes
872
873 if (!freed_map)
874 {
875 freed_map = new maptile;
876
877 freed_map->name = "/internal/freed_objects_map";
878 freed_map->width = 3;
879 freed_map->height = 3;
880
881 freed_map->alloc ();
882 }
883
884 map = freed_map; 1008 map = &freed_map;
885 x = 1; 1009 x = 1;
886 y = 1; 1010 y = 1;
887 }
888
889 head = 0;
890 1011
891 if (more) 1012 if (more)
892 { 1013 {
893 more->destroy (); 1014 more->destroy ();
894 more = 0; 1015 more = 0;
895 } 1016 }
896 1017
1018 head = 0;
1019
897 // clear those pointers that likely might have circular references to us 1020 // clear those pointers that likely might cause circular references
898 owner = 0; 1021 owner = 0;
899 enemy = 0; 1022 enemy = 0;
900 attacked_by = 0; 1023 attacked_by = 0;
901 1024 current_weapon = 0;
902 // only relevant for players(?), but make sure of it anyways
903 contr = 0;
904} 1025}
905 1026
906void 1027void
907object::destroy (bool destroy_inventory) 1028object::destroy ()
908{ 1029{
909 if (destroyed ()) 1030 if (destroyed ())
910 return; 1031 return;
911 1032
912 if (destroy_inventory) 1033 if (!is_head () && !head->destroyed ())
1034 {
1035 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1036 head->destroy ();
1037 return;
1038 }
1039
913 destroy_inv (false); 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
914 1047
915 attachable::destroy (); 1048 attachable::destroy ();
916}
917
918/*
919 * sub_weight() recursively (outwards) subtracts a number from the
920 * weight of an object (and what is carried by it's environment(s)).
921 */
922void
923sub_weight (object *op, signed long weight)
924{
925 while (op != NULL)
926 {
927 if (op->type == CONTAINER)
928 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
929
930 op->carrying -= weight;
931 op = op->env;
932 }
933} 1049}
934 1050
935/* op->remove (): 1051/* op->remove ():
936 * 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
937 * 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
938 * object will have no environment. If the object previously had an 1054 * object will have no environment. If the object previously had an
939 * environment, the x and y coordinates will be updated to 1055 * environment, the x and y coordinates will be updated to
940 * the previous environment. 1056 * the previous environment.
941 * Beware: This function is called from the editor as well!
942 */ 1057 */
943void 1058void
944object::remove () 1059object::do_remove ()
945{ 1060{
946 object *tmp, *last = 0; 1061 if (flag [FLAG_REMOVED])
947 object *otmp;
948
949 if (QUERY_FLAG (this, FLAG_REMOVED))
950 return; 1062 return;
951 1063
952 SET_FLAG (this, FLAG_REMOVED);
953 INVOKE_OBJECT (REMOVE, this); 1064 INVOKE_OBJECT (REMOVE, this);
1065
1066 flag [FLAG_REMOVED] = true;
954 1067
955 if (more) 1068 if (more)
956 more->remove (); 1069 more->remove ();
957 1070
958 /* 1071 /*
959 * In this case, the object to be removed is in someones 1072 * In this case, the object to be removed is in someones
960 * inventory. 1073 * inventory.
961 */ 1074 */
962 if (env) 1075 if (env)
963 { 1076 {
964 if (nrof) 1077 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
965 sub_weight (env, weight * nrof); 1078 if (object *pl = visible_to ())
966 else 1079 esrv_del_item (pl->contr, count);
967 sub_weight (env, weight + carrying); 1080 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
968 1081
969 /* NO_FIX_PLAYER is set when a great many changes are being 1082 adjust_weight (env, -total_weight ());
970 * made to players inventory. If set, avoiding the call
971 * to save cpu time.
972 */
973 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
974 otmp->update_stats ();
975 1083
976 if (above) 1084 object *pl = in_player ();
977 above->below = below;
978 else
979 env->inv = below;
980
981 if (below)
982 below->above = above;
983 1085
984 /* we set up values so that it could be inserted into 1086 /* we set up values so that it could be inserted into
985 * 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
986 * to the caller to decide what we want to do. 1088 * to the caller to decide what we want to do.
987 */ 1089 */
988 x = env->x, y = env->y;
989 map = env->map; 1090 map = env->map;
990 above = 0, below = 0; 1091 x = env->x;
991 env = 0; 1092 y = env->y;
992 }
993 else if (map)
994 {
995 if (type == PLAYER)
996 {
997 --map->players;
998 map->last_access = runtime;
999 }
1000 1093
1001 1094 // make sure cmov optimisation is applicable
1002 /* link the object above us */ 1095 *(above ? &above->below : &env->inv) = below;
1003 if (above) 1096 *(below ? &below->above : &above ) = above; // &above is just a dummy
1004 above->below = below;
1005 else
1006 map->at (x, y).top = below; /* we were top, set new top */
1007
1008 /* Relink the object below us, if there is one */
1009 if (below)
1010 below->above = above;
1011 else
1012 {
1013 /* Nothing below, which means we need to relink map object for this space
1014 * use translated coordinates in case some oddness with map tiling is
1015 * evident
1016 */
1017 if (GET_MAP_OB (map, x, y) != this)
1018 {
1019 char *dump = dump_object (this);
1020 LOG (llevError,
1021 "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);
1022 free (dump);
1023 dump = dump_object (GET_MAP_OB (map, x, y));
1024 LOG (llevError, "%s\n", dump);
1025 free (dump);
1026 }
1027
1028 map->at (x, y).bot = above; /* goes on above it. */
1029 }
1030 1097
1031 above = 0; 1098 above = 0;
1032 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 ();
1033 1163
1034 if (map->in_memory == MAP_SAVING) 1164 if (map->in_memory == MAP_SAVING)
1035 return; 1165 return;
1036 1166
1037 int check_walk_off = !flag [FLAG_NO_APPLY]; 1167 int check_walk_off = !flag [FLAG_NO_APPLY];
1038 1168
1039 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1169 if (object *pl = ms.player ())
1040 { 1170 {
1041 /* No point updating the players look faces if he is the object 1171 if (pl->container_ () == this)
1042 * being removed.
1043 */
1044
1045 if (tmp->type == PLAYER && tmp != this)
1046 {
1047 /* If a container that the player is currently using somehow gets 1172 /* If a container that the player is currently using somehow gets
1048 * removed (most likely destroyed), update the player view 1173 * removed (most likely destroyed), update the player view
1049 * appropriately. 1174 * appropriately.
1050 */ 1175 */
1051 if (tmp->container == this) 1176 pl->close_container ();
1052 {
1053 flag [FLAG_APPLIED] = 0;
1054 tmp->container = 0;
1055 }
1056 1177
1178 //TODO: the floorbox prev/next might need updating
1179 //esrv_del_item (pl->contr, count);
1180 //TODO: update floorbox to preserve ordering
1057 if (tmp->contr->ns) 1181 if (pl->contr->ns)
1058 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.
1059 } 1192 */
1060 1193
1061 /* See if object moving off should effect something */ 1194 /* See if object moving off should effect something */
1062 if (check_walk_off
1063 && ((move_type & tmp->move_off) 1195 if ((move_type & tmp->move_off)
1064 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1196 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1065 {
1066 move_apply (tmp, this, 0); 1197 move_apply (tmp, this, 0);
1067
1068 if (destroyed ())
1069 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1070 } 1198 }
1071 1199
1072 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1200 if (affects_los ())
1073 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1074 if (tmp->above == tmp)
1075 tmp->above = 0;
1076
1077 last = tmp;
1078 }
1079
1080 /* last == NULL if there are no objects on this space */
1081 //TODO: this makes little sense, why only update the topmost object?
1082 if (!last)
1083 map->at (x, y).flags_ = P_NEED_UPDATE;
1084 else
1085 update_object (last, UP_OBJ_REMOVE);
1086
1087 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1088 update_all_los (map, x, y); 1201 update_all_los (map, x, y);
1089 } 1202 }
1090} 1203}
1091 1204
1092/* 1205/*
1101merge_ob (object *op, object *top) 1214merge_ob (object *op, object *top)
1102{ 1215{
1103 if (!op->nrof) 1216 if (!op->nrof)
1104 return 0; 1217 return 0;
1105 1218
1106 if (top) 1219 if (!top)
1107 for (top = op; top && top->above; top = top->above) 1220 for (top = op; top && top->above; top = top->above)
1108 ; 1221 ;
1109 1222
1110 for (; top; top = top->below) 1223 for (; top; top = top->below)
1111 {
1112 if (top == op)
1113 continue;
1114
1115 if (object::can_merge (op, top)) 1224 if (object::can_merge (op, top))
1116 { 1225 {
1117 top->nrof += op->nrof; 1226 top->nrof += op->nrof;
1118 1227
1119/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1228 if (object *pl = top->visible_to ())
1120 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
1121 op->destroy (); 1234 op->destroy ();
1235
1122 return top; 1236 return top;
1123 } 1237 }
1124 }
1125 1238
1126 return 0; 1239 return 0;
1127} 1240}
1128 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
1129/* 1265/*
1130 * 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
1131 * job preparing multi-part monsters 1267 * job preparing multi-part monsters.
1132 */ 1268 */
1133object * 1269object *
1134insert_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)
1135{ 1271{
1272 op->remove ();
1273
1136 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1274 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1137 { 1275 {
1138 tmp->x = x + tmp->arch->clone.x; 1276 tmp->x = x + tmp->arch->x;
1139 tmp->y = y + tmp->arch->clone.y; 1277 tmp->y = y + tmp->arch->y;
1140 } 1278 }
1141 1279
1142 return insert_ob_in_map (op, m, originator, flag); 1280 return insert_ob_in_map (op, m, originator, flag);
1143} 1281}
1144 1282
1157 * 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
1158 * to be set if special handling is needed. 1296 * to be set if special handling is needed.
1159 * 1297 *
1160 * Return value: 1298 * Return value:
1161 * new object if 'op' was merged with other object 1299 * new object if 'op' was merged with other object
1162 * NULL if 'op' was destroyed 1300 * NULL if there was an error (destroyed, blocked etc.)
1163 * just 'op' otherwise 1301 * just 'op' otherwise
1164 */ 1302 */
1165object * 1303object *
1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1304insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1167{ 1305{
1168 object *tmp, *top, *floor = NULL; 1306 op->remove ();
1169 sint16 x, y;
1170 1307
1171 if (QUERY_FLAG (op, FLAG_FREED)) 1308 if (m == &freed_map)//D TODO: remove soon
1172 { 1309 {//D
1173 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
1174 return NULL;
1175 } 1311 }//D
1176
1177 if (!m)
1178 {
1179 char *dump = dump_object (op);
1180 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1181 free (dump);
1182 return op;
1183 }
1184
1185 if (out_of_map (m, op->x, op->y))
1186 {
1187 char *dump = dump_object (op);
1188 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1189#ifdef MANY_CORES
1190 /* Better to catch this here, as otherwise the next use of this object
1191 * is likely to cause a crash. Better to find out where it is getting
1192 * improperly inserted.
1193 */
1194 abort ();
1195#endif
1196 free (dump);
1197 return op;
1198 }
1199
1200 if (!QUERY_FLAG (op, FLAG_REMOVED))
1201 {
1202 char *dump = dump_object (op);
1203 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1204 free (dump);
1205 return op;
1206 }
1207
1208 if (op->more)
1209 {
1210 /* The part may be on a different map. */
1211
1212 object *more = op->more;
1213
1214 /* We really need the caller to normalize coordinates - if
1215 * we set the map, that doesn't work if the location is within
1216 * a map and this is straddling an edge. So only if coordinate
1217 * is clear wrong do we normalize it.
1218 */
1219 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1220 more->map = get_map_from_coord (m, &more->x, &more->y);
1221 else if (!more->map)
1222 {
1223 /* For backwards compatibility - when not dealing with tiled maps,
1224 * more->map should always point to the parent.
1225 */
1226 more->map = m;
1227 }
1228
1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1230 {
1231 if (!op->head)
1232 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1233
1234 return 0;
1235 }
1236 }
1237
1238 CLEAR_FLAG (op, FLAG_REMOVED);
1239 1312
1240 /* Ideally, the caller figures this out. However, it complicates a lot 1313 /* Ideally, the caller figures this out. However, it complicates a lot
1241 * 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
1242 * need extra work 1315 * need extra work
1243 */ 1316 */
1244 op->map = get_map_from_coord (m, &op->x, &op->y); 1317 maptile *newmap = m;
1245 x = op->x; 1318 if (!xy_normalise (newmap, op->x, op->y))
1246 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 ();
1247 1333
1248 /* this has to be done after we translate the coordinates. 1334 /* this has to be done after we translate the coordinates.
1249 */ 1335 */
1250 if (op->nrof && !(flag & INS_NO_MERGE)) 1336 if (op->nrof && !(flag & INS_NO_MERGE))
1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1337 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1252 if (object::can_merge (op, tmp)) 1338 if (object::can_merge (op, tmp))
1253 { 1339 {
1340 // TODO: we actually want to update tmp, not op,
1341 // but some caller surely breaks when we return tmp
1342 // from here :/
1254 op->nrof += tmp->nrof; 1343 op->nrof += tmp->nrof;
1255 tmp->destroy (); 1344 tmp->destroy ();
1256 } 1345 }
1257 1346
1258 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 */
1267 { 1356 {
1268 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");
1269 abort (); 1358 abort ();
1270 } 1359 }
1271 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
1272 op->above = originator; 1368 op->above = originator;
1273 op->below = originator->below; 1369 op->below = originator->below;
1274
1275 if (op->below)
1276 op->below->above = op;
1277 else
1278 op->ms ().bot = op;
1279
1280 /* since *below* originator, no need to update top */
1281 originator->below = op; 1370 originator->below = op;
1371
1372 *(op->below ? &op->below->above : &ms.bot) = op;
1282 } 1373 }
1283 else 1374 else
1284 { 1375 {
1376 object *floor = 0;
1377 object *top = ms.top;
1378
1285 /* If there are other objects, then */ 1379 /* If there are other objects, then */
1286 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1380 if (top)
1287 { 1381 {
1288 object *last = 0;
1289
1290 /* 1382 /*
1291 * 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.
1292 * We've already dealt with merging if appropriate. 1384 * We've already dealt with merging if appropriate.
1293 * 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
1294 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1386 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1297 * 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
1298 * 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
1299 * 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
1300 * that flying non pickable objects are spell objects. 1392 * that flying non pickable objects are spell objects.
1301 */ 1393 */
1302 while (top) 1394 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1303 { 1395 {
1304 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))
1305 floor = top; 1397 floor = tmp;
1306 1398
1307 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))
1308 { 1400 {
1309 /* We insert above top, so we want this object below this */ 1401 /* We insert above top, so we want this object below this */
1310 top = top->below; 1402 top = tmp->below;
1311 break; 1403 break;
1312 } 1404 }
1313 1405
1314 last = top;
1315 top = top->above; 1406 top = tmp;
1316 } 1407 }
1317
1318 /* Don't want top to be NULL, so set it to the last valid object */
1319 top = last;
1320 1408
1321 /* We let update_position deal with figuring out what the space 1409 /* We let update_position deal with figuring out what the space
1322 * looks like instead of lots of conditions here. 1410 * looks like instead of lots of conditions here.
1323 * makes things faster, and effectively the same result. 1411 * makes things faster, and effectively the same result.
1324 */ 1412 */
1325 1413
1326 /* Have object 'fall below' other objects that block view. 1414 /* Have object 'fall below' other objects that block view.
1327 * Unless those objects are exits, type 66 1415 * Unless those objects are exits.
1328 * If INS_ON_TOP is used, don't do this processing 1416 * If INS_ON_TOP is used, don't do this processing
1329 * Need to find the object that in fact blocks view, otherwise 1417 * Need to find the object that in fact blocks view, otherwise
1330 * stacking is a bit odd. 1418 * stacking is a bit odd.
1331 */ 1419 */
1332 if (!(flag & INS_ON_TOP) && 1420 if (!(flag & INS_ON_TOP)
1333 (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))
1334 { 1423 {
1424 object *last;
1425
1335 for (last = top; last != floor; last = last->below) 1426 for (last = top; last != floor; last = last->below)
1336 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1427 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1337 break; 1428 break;
1429
1338 /* Check to see if we found the object that blocks view, 1430 /* Check to see if we found the object that blocks view,
1339 * 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
1340 * we can get inserted below this one, which requires we 1432 * we can get inserted below this one, which requires we
1341 * set top to the object below us. 1433 * set top to the object below us.
1342 */ 1434 */
1343 if (last && last->below && last != floor) 1435 if (last && last->below && last != floor)
1344 top = last->below; 1436 top = last->below;
1345 } 1437 }
1346 } /* If objects on this space */ 1438 } /* If objects on this space */
1347 1439
1348 if (flag & INS_MAP_LOAD)
1349 top = GET_MAP_TOP (op->map, op->x, op->y);
1350
1351 if (flag & INS_ABOVE_FLOOR_ONLY) 1440 if (flag & INS_ABOVE_FLOOR_ONLY)
1352 top = floor; 1441 top = floor;
1353 1442
1354 /* 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
1355 */
1356
1357 /* First object on this space */
1358 if (!top) 1444 if (!top)
1359 { 1445 {
1360 op->above = GET_MAP_OB (op->map, op->x, op->y);
1361
1362 if (op->above)
1363 op->above->below = op;
1364
1365 op->below = 0; 1446 op->below = 0;
1447 op->above = ms.bot;
1366 op->ms ().bot = op; 1448 ms.bot = op;
1449
1450 *(op->above ? &op->above->below : &ms.top) = op;
1367 } 1451 }
1368 else 1452 else
1369 { /* get inserted into the stack above top */ 1453 {
1370 op->above = top->above; 1454 op->above = top->above;
1371
1372 if (op->above)
1373 op->above->below = op; 1455 top->above = op;
1374 1456
1375 op->below = top; 1457 op->below = top;
1376 top->above = op; 1458 *(op->above ? &op->above->below : &ms.top) = op;
1377 } 1459 }
1460 }
1378 1461
1379 if (!op->above) 1462 if (op->is_player ())
1380 op->ms ().top = op;
1381 } /* else not INS_BELOW_ORIGINATOR */
1382
1383 if (op->type == PLAYER)
1384 { 1463 {
1385 op->contr->do_los = 1; 1464 op->contr->do_los = 1;
1386 ++op->map->players; 1465 ++op->map->players;
1387 op->map->last_access = runtime; 1466 op->map->touch ();
1388 } 1467 }
1389 1468
1390 /* If we have a floor, we know the player, if any, will be above 1469 op->map->dirty = true;
1391 * it, so save a few ticks and start from there. 1470
1392 */
1393 if (!(flag & INS_MAP_LOAD))
1394 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
1395 if (pl->contr->ns) 1475 if (pl->contr->ns)
1396 pl->contr->ns->floorbox_update (); 1476 pl->contr->ns->floorbox_update ();
1397 1477
1398 /* If this object glows, it may affect lighting conditions that are 1478 /* If this object glows, it may affect lighting conditions that are
1399 * 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
1400 * 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
1401 * on the map will get recalculated. The players could very well 1481 * on the map will get recalculated. The players could very well
1402 * 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 -
1403 * this should get redone to only look for players within range, 1483 * this should get redone to only look for players within range,
1404 * or just updating the P_NEED_UPDATE for spaces within this area 1484 * or just updating the P_UPTODATE for spaces within this area
1405 * of effect may be sufficient. 1485 * of effect may be sufficient.
1406 */ 1486 */
1407 if (op->map->darkness && (op->glow_radius != 0)) 1487 if (op->affects_los ())
1488 {
1489 op->ms ().invalidate ();
1408 update_all_los (op->map, op->x, op->y); 1490 update_all_los (op->map, op->x, op->y);
1491 }
1409 1492
1410 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1493 /* updates flags (blocked, alive, no magic, etc) for this map space */
1411 update_object (op, UP_OBJ_INSERT); 1494 update_object (op, UP_OBJ_INSERT);
1412 1495
1413 INVOKE_OBJECT (INSERT, op); 1496 INVOKE_OBJECT (INSERT, op);
1420 * blocked() and wall() work properly), and these flags are updated by 1503 * blocked() and wall() work properly), and these flags are updated by
1421 * update_object(). 1504 * update_object().
1422 */ 1505 */
1423 1506
1424 /* 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 */
1425 if (!(flag & INS_NO_WALK_ON) && !op->head) 1508 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1426 { 1509 {
1427 if (check_move_on (op, originator)) 1510 if (check_move_on (op, originator))
1428 return 0; 1511 return 0;
1429 1512
1430 /* 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
1431 * walk on's. 1514 * walk on's.
1432 */ 1515 */
1433 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1516 for (object *tmp = op->more; tmp; tmp = tmp->more)
1434 if (check_move_on (tmp, originator)) 1517 if (check_move_on (tmp, originator))
1435 return 0; 1518 return 0;
1436 } 1519 }
1437 1520
1438 return op; 1521 return op;
1441/* this function inserts an object in the map, but if it 1524/* this function inserts an object in the map, but if it
1442 * finds an object of its own type, it'll remove that one first. 1525 * finds an object of its own type, it'll remove that one first.
1443 * op is the object to insert it under: supplies x and the map. 1526 * op is the object to insert it under: supplies x and the map.
1444 */ 1527 */
1445void 1528void
1446replace_insert_ob_in_map (const char *arch_string, object *op) 1529replace_insert_ob_in_map (shstr_tmp archname, object *op)
1447{ 1530{
1448 object *tmp, *tmp1;
1449
1450 /* first search for itself and remove any old instances */ 1531 /* first search for itself and remove any old instances */
1451 1532
1452 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)
1453 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1534 if (tmp->arch->archname == archname) /* same archetype */
1454 tmp->destroy (); 1535 tmp->destroy ();
1455 1536
1456 tmp1 = arch_to_object (archetype::find (arch_string)); 1537 object *tmp = archetype::find (archname)->instance ();
1457 1538
1458 tmp1->x = op->x; 1539 tmp->x = op->x;
1459 tmp1->y = op->y; 1540 tmp->y = op->y;
1541
1460 insert_ob_in_map (tmp1, op->map, op, 0); 1542 insert_ob_in_map (tmp, op->map, op, 0);
1461} 1543}
1462 1544
1463object * 1545object *
1464object::insert_at (object *where, object *originator, int flags) 1546object::insert_at (object *where, object *originator, int flags)
1465{ 1547{
1548 if (where->env)
1549 return where->env->insert (this);
1550 else
1466 where->map->insert (this, where->x, where->y, originator, flags); 1551 return where->map->insert (this, where->x, where->y, originator, flags);
1467} 1552}
1468 1553
1469/* 1554// check whether we can put this into the map, respect max_volume, max_items
1470 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1555bool
1471 * is returned contains nr objects, and the remaining parts contains 1556object::can_drop_at (maptile *m, int x, int y, object *originator)
1472 * the rest (or is removed and freed if that number is 0).
1473 * On failure, NULL is returned, and the reason put into the
1474 * global static errmsg array.
1475 */
1476object *
1477get_split_ob (object *orig_ob, uint32 nr)
1478{ 1557{
1479 object *newob; 1558 mapspace &ms = m->at (x, y);
1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1481 1559
1482 if (orig_ob->nrof < nr) 1560 int items = ms.items ();
1483 {
1484 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1485 return NULL;
1486 }
1487 1561
1488 newob = object_create_clone (orig_ob); 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;
1489 1566
1490 if ((orig_ob->nrof -= nr) < 1) 1567 if (originator && originator->is_player ())
1491 orig_ob->destroy (1); 1568 originator->contr->failmsg (format (
1492 else if (!is_removed) 1569 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1493 { 1570 query_name ()
1494 if (orig_ob->env != NULL) 1571 ));
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 1572
1504 newob->nrof = nr; 1573 return false;
1505
1506 return newob;
1507} 1574}
1508 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}
1747 * on top. 1750 * on top.
1748 */ 1751 */
1749int 1752int
1750check_move_on (object *op, object *originator) 1753check_move_on (object *op, object *originator)
1751{ 1754{
1755 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1756 return 0;
1757
1752 object *tmp; 1758 object *tmp;
1753 maptile *m = op->map; 1759 maptile *m = op->map;
1754 int x = op->x, y = op->y; 1760 int x = op->x, y = op->y;
1755 1761
1756 MoveType move_on, move_slow, move_block; 1762 mapspace &ms = m->at (x, y);
1757 1763
1758 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1764 ms.update ();
1759 return 0;
1760 1765
1761 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1766 MoveType move_on = ms.move_on;
1762 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1767 MoveType move_slow = ms.move_slow;
1763 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1768 MoveType move_block = ms.move_block;
1764 1769
1765 /* 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,
1766 * 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
1767 * 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
1768 * as walking. 1773 * as walking.
1779 return 0; 1784 return 0;
1780 1785
1781 /* The objects have to be checked from top to bottom. 1786 /* The objects have to be checked from top to bottom.
1782 * Hence, we first go to the top: 1787 * Hence, we first go to the top:
1783 */ 1788 */
1784 1789 for (object *next, *tmp = ms.top; tmp; tmp = next)
1785 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1786 {
1787 /* Trim the search when we find the first other spell effect
1788 * this helps performance so that if a space has 50 spell objects,
1789 * we don't need to check all of them.
1790 */
1791 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1792 break;
1793 } 1790 {
1791 next = tmp->below;
1794 1792
1795 for (; tmp; tmp = tmp->below)
1796 {
1797 if (tmp == op) 1793 if (tmp == op)
1798 continue; /* Can't apply yourself */ 1794 continue; /* Can't apply yourself */
1799 1795
1800 /* 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.
1801 * Second check makes sure that the movement types not being slowed 1797 * Second check makes sure that the movement types not being slowed
1806 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1802 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1807 { 1803 {
1808 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1804 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1809 ((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))
1810 { 1806 {
1811
1812 float
1813 diff = tmp->move_slow_penalty * FABS (op->speed); 1807 float diff = tmp->move_slow_penalty * fabs (op->speed);
1814 1808
1815 if (op->type == PLAYER) 1809 if (op->is_player ())
1816 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)) ||
1817 (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)))
1818 diff /= 4.0; 1812 diff /= 4.0;
1819 1813
1820 op->speed_left -= diff; 1814 op->speed_left -= diff;
1821 } 1815 }
1822 } 1816 }
1848 * The first matching object is returned, or NULL if none. 1842 * The first matching object is returned, or NULL if none.
1849 */ 1843 */
1850object * 1844object *
1851present_arch (const archetype *at, maptile *m, int x, int y) 1845present_arch (const archetype *at, maptile *m, int x, int y)
1852{ 1846{
1853 if (m == NULL || out_of_map (m, x, y)) 1847 if (!m || out_of_map (m, x, y))
1854 { 1848 {
1855 LOG (llevError, "Present_arch called outside map.\n"); 1849 LOG (llevError, "Present_arch called outside map.\n");
1856 return NULL; 1850 return NULL;
1857 } 1851 }
1858 1852
1859 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)
1860 if (tmp->arch == at) 1854 if (tmp->arch->archname == at->archname)
1861 return tmp; 1855 return tmp;
1862 1856
1863 return NULL; 1857 return NULL;
1864} 1858}
1865 1859
1875 { 1869 {
1876 LOG (llevError, "Present called outside map.\n"); 1870 LOG (llevError, "Present called outside map.\n");
1877 return NULL; 1871 return NULL;
1878 } 1872 }
1879 1873
1880 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)
1881 if (tmp->type == type) 1875 if (tmp->type == type)
1882 return tmp; 1876 return tmp;
1883 1877
1884 return NULL; 1878 return NULL;
1885} 1879}
1929 * The first matching object is returned, or NULL if none. 1923 * The first matching object is returned, or NULL if none.
1930 */ 1924 */
1931object * 1925object *
1932present_arch_in_ob (const archetype *at, const object *op) 1926present_arch_in_ob (const archetype *at, const object *op)
1933{ 1927{
1934 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1928 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1935 if (tmp->arch == at) 1929 if (tmp->arch->archname == at->archname)
1936 return tmp; 1930 return tmp;
1937 1931
1938 return NULL; 1932 return NULL;
1939} 1933}
1940 1934
1942 * activate recursively a flag on an object inventory 1936 * activate recursively a flag on an object inventory
1943 */ 1937 */
1944void 1938void
1945flag_inv (object *op, int flag) 1939flag_inv (object *op, int flag)
1946{ 1940{
1947 if (op->inv)
1948 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1941 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1949 { 1942 {
1950 SET_FLAG (tmp, flag); 1943 SET_FLAG (tmp, flag);
1951 flag_inv (tmp, flag); 1944 flag_inv (tmp, flag);
1952 } 1945 }
1953} 1946}
1954 1947
1955/* 1948/*
1956 * deactivate recursively a flag on an object inventory 1949 * deactivate recursively a flag on an object inventory
1957 */ 1950 */
1958void 1951void
1959unflag_inv (object *op, int flag) 1952unflag_inv (object *op, int flag)
1960{ 1953{
1961 if (op->inv)
1962 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1954 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1963 { 1955 {
1964 CLEAR_FLAG (tmp, flag); 1956 CLEAR_FLAG (tmp, flag);
1965 unflag_inv (tmp, flag); 1957 unflag_inv (tmp, flag);
1966 } 1958 }
1967}
1968
1969/*
1970 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1971 * all it's inventory (recursively).
1972 * If checksums are used, a player will get set_cheat called for
1973 * him/her-self and all object carried by a call to this function.
1974 */
1975void
1976set_cheat (object *op)
1977{
1978 SET_FLAG (op, FLAG_WAS_WIZ);
1979 flag_inv (op, FLAG_WAS_WIZ);
1980} 1959}
1981 1960
1982/* 1961/*
1983 * 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
1984 * 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
1986 * to search (see the freearr_x/y[] definition). 1965 * to search (see the freearr_x/y[] definition).
1987 * It returns a random choice among the alternatives found. 1966 * It returns a random choice among the alternatives found.
1988 * 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
1989 * does all 4 immediate directions). This returns the index into the 1968 * does all 4 immediate directions). This returns the index into the
1990 * 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)
1991 * Note - this only checks to see if there is space for the head of the
1992 * object - if it is a multispace object, this should be called for all
1993 * pieces.
1994 * Note2: This function does correctly handle tiled maps, but does not 1970 * Note: This function does correctly handle tiled maps, but does not
1995 * inform the caller. However, insert_ob_in_map will update as 1971 * inform the caller. However, insert_ob_in_map will update as
1996 * 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.
1997 * 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
1998 * 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
1999 * 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
2001 * customized, changed states, etc. 1977 * customized, changed states, etc.
2002 */ 1978 */
2003int 1979int
2004find_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)
2005{ 1981{
1982 int altern[SIZEOFFREE];
2006 int index = 0, flag; 1983 int index = 0, flag;
2007 int altern[SIZEOFFREE];
2008 1984
2009 for (int i = start; i < stop; i++) 1985 for (int i = start; i < stop; i++)
2010 { 1986 {
2011 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1987 mapxy pos (m, x, y); pos.move (i);
2012 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 {
2013 altern [index++] = i; 2003 altern [index++] = i;
2004 continue;
2005 }
2014 2006
2015 /* 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.
2016 * 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.
2017 * 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 -
2018 * 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
2019 * 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
2020 * to only the spaces immediately surrounding the target area, and 2012 * to only the spaces immediately surrounding the target area, and
2021 * won't look 2 spaces south of the target space. 2013 * won't look 2 spaces south of the target space.
2022 */ 2014 */
2023 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2015 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2016 {
2024 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;
2025 } 2031 }
2026 2032
2027 if (!index) 2033 if (!index)
2028 return -1; 2034 return -1;
2029 2035
2030 return altern[RANDOM () % index]; 2036 return altern [rndm (index)];
2031} 2037}
2032 2038
2033/* 2039/*
2034 * find_first_free_spot(archetype, maptile, x, y) works like 2040 * find_first_free_spot(archetype, maptile, x, y) works like
2035 * find_free_spot(), but it will search max number of squares. 2041 * find_free_spot(), but it will search max number of squares.
2038 */ 2044 */
2039int 2045int
2040find_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)
2041{ 2047{
2042 for (int i = 0; i < SIZEOFFREE; i++) 2048 for (int i = 0; i < SIZEOFFREE; i++)
2043 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]))
2044 return i; 2050 return i;
2045 2051
2046 return -1; 2052 return -1;
2047} 2053}
2048 2054
2056{ 2062{
2057 arr += begin; 2063 arr += begin;
2058 end -= begin; 2064 end -= begin;
2059 2065
2060 while (--end) 2066 while (--end)
2061 swap (arr [end], arr [RANDOM () % (end + 1)]); 2067 swap (arr [end], arr [rndm (end + 1)]);
2062} 2068}
2063 2069
2064/* new function to make monster searching more efficient, and effective! 2070/* new function to make monster searching more efficient, and effective!
2065 * This basically returns a randomized array (in the passed pointer) of 2071 * This basically returns a randomized array (in the passed pointer) of
2066 * 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
2094 * there is capable of. 2100 * there is capable of.
2095 */ 2101 */
2096int 2102int
2097find_dir (maptile *m, int x, int y, object *exclude) 2103find_dir (maptile *m, int x, int y, object *exclude)
2098{ 2104{
2099 int i, max = SIZEOFFREE, mflags; 2105 int max = SIZEOFFREE, mflags;
2100
2101 sint16 nx, ny;
2102 object *tmp;
2103 maptile *mp;
2104
2105 MoveType blocked, move_type; 2106 MoveType move_type;
2106 2107
2107 if (exclude && exclude->head) 2108 if (exclude && exclude->head_ () != exclude)
2108 { 2109 {
2109 exclude = exclude->head; 2110 exclude = exclude->head;
2110 move_type = exclude->move_type; 2111 move_type = exclude->move_type;
2111 } 2112 }
2112 else 2113 else
2113 { 2114 {
2114 /* 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. */
2115 move_type = MOVE_ALL; 2116 move_type = MOVE_ALL;
2116 } 2117 }
2117 2118
2118 for (i = 1; i < max; i++) 2119 for (int i = 1; i < max; i++)
2119 { 2120 {
2120 mp = m; 2121 mapxy pos (m, x, y);
2121 nx = x + freearr_x[i]; 2122 pos.move (i);
2122 ny = y + freearr_y[i];
2123 2123
2124 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2124 if (!pos.normalise ())
2125
2126 if (mflags & P_OUT_OF_MAP)
2127 max = maxfree[i]; 2125 max = maxfree[i];
2128 else 2126 else
2129 { 2127 {
2130 mapspace &ms = mp->at (nx, ny); 2128 mapspace &ms = *pos;
2131 2129
2132 blocked = ms.move_block;
2133
2134 if ((move_type & blocked) == move_type) 2130 if ((move_type & ms.move_block) == move_type)
2135 max = maxfree[i]; 2131 max = maxfree [i];
2136 else if (mflags & P_IS_ALIVE) 2132 else if (ms.flags () & P_IS_ALIVE)
2137 { 2133 {
2138 for (tmp = ms.bot; tmp; tmp = tmp->above) 2134 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2139 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2135 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2140 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2136 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2141 break;
2142
2143 if (tmp)
2144 return freedir[i]; 2137 return freedir [i];
2145 } 2138 }
2146 } 2139 }
2147 } 2140 }
2148 2141
2149 return 0; 2142 return 0;
2200 2193
2201 return 3; 2194 return 3;
2202} 2195}
2203 2196
2204/* 2197/*
2205 * absdir(int): Returns a number between 1 and 8, which represent
2206 * the "absolute" direction of a number (it actually takes care of
2207 * "overflow" in previous calculations of a direction).
2208 */
2209
2210int
2211absdir (int d)
2212{
2213 while (d < 1)
2214 d += 8;
2215
2216 while (d > 8)
2217 d -= 8;
2218
2219 return d;
2220}
2221
2222/*
2223 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2198 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2224 * between two directions (which are expected to be absolute (see absdir()) 2199 * between two directions (which are expected to be absolute (see absdir())
2225 */ 2200 */
2226
2227int 2201int
2228dirdiff (int dir1, int dir2) 2202dirdiff (int dir1, int dir2)
2229{ 2203{
2230 int d; 2204 int d;
2231 2205
2243 * 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
2244 * 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.
2245 * 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
2246 * functions. 2220 * functions.
2247 */ 2221 */
2248int reduction_dir[SIZEOFFREE][3] = { 2222static const int reduction_dir[SIZEOFFREE][3] = {
2249 {0, 0, 0}, /* 0 */ 2223 {0, 0, 0}, /* 0 */
2250 {0, 0, 0}, /* 1 */ 2224 {0, 0, 0}, /* 1 */
2251 {0, 0, 0}, /* 2 */ 2225 {0, 0, 0}, /* 2 */
2252 {0, 0, 0}, /* 3 */ 2226 {0, 0, 0}, /* 3 */
2253 {0, 0, 0}, /* 4 */ 2227 {0, 0, 0}, /* 4 */
2344 * 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
2345 * core dumps if they do. 2319 * core dumps if they do.
2346 * 2320 *
2347 * 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)
2348 */ 2322 */
2349
2350int 2323int
2351can_pick (const object *who, const object *item) 2324can_pick (const object *who, const object *item)
2352{ 2325{
2353 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2326 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2354 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2327 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2355 !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));
2356} 2329}
2357 2330
2358/* 2331/*
2359 * create clone from object to another 2332 * create clone from object to another
2360 */ 2333 */
2361object * 2334object *
2362object_create_clone (object *asrc) 2335object::deep_clone ()
2363{ 2336{
2364 object *dst = 0, *tmp, *src, *part, *prev, *item; 2337 assert (("deep_clone called on non-head object", is_head ()));
2365 2338
2366 if (!asrc) 2339 object *dst = clone ();
2367 return 0;
2368 2340
2369 src = asrc; 2341 object *prev = dst;
2370 if (src->head)
2371 src = src->head;
2372
2373 prev = 0;
2374 for (part = src; part; part = part->more) 2342 for (object *part = this->more; part; part = part->more)
2375 { 2343 {
2376 tmp = part->clone (); 2344 object *tmp = part->clone ();
2377 tmp->x -= src->x;
2378 tmp->y -= src->y;
2379
2380 if (!part->head)
2381 {
2382 dst = tmp;
2383 tmp->head = 0;
2384 }
2385 else
2386 tmp->head = dst; 2345 tmp->head = dst;
2387
2388 tmp->more = 0;
2389
2390 if (prev)
2391 prev->more = tmp; 2346 prev->more = tmp;
2392
2393 prev = tmp; 2347 prev = tmp;
2394 } 2348 }
2395 2349
2396 for (item = src->inv; item; item = item->below) 2350 for (object *item = inv; item; item = item->below)
2397 insert_ob_in_ob (object_create_clone (item), dst); 2351 insert_ob_in_ob (item->deep_clone (), dst);
2398 2352
2399 return dst; 2353 return dst;
2400}
2401
2402/* GROS - Creates an object using a string representing its content. */
2403/* Basically, we save the content of the string to a temp file, then call */
2404/* load_object on it. I admit it is a highly inefficient way to make things, */
2405/* but it was simple to make and allows reusing the load_object function. */
2406/* Remember not to use load_object_str in a time-critical situation. */
2407/* Also remember that multiparts objects are not supported for now. */
2408object *
2409load_object_str (const char *obstr)
2410{
2411 object *op;
2412 char filename[MAX_BUF];
2413
2414 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2415
2416 FILE *tempfile = fopen (filename, "w");
2417
2418 if (tempfile == NULL)
2419 {
2420 LOG (llevError, "Error - Unable to access load object temp file\n");
2421 return NULL;
2422 }
2423
2424 fprintf (tempfile, obstr);
2425 fclose (tempfile);
2426
2427 op = object::create ();
2428
2429 object_thawer thawer (filename);
2430
2431 if (thawer)
2432 load_object (thawer, op, 0);
2433
2434 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2435 CLEAR_FLAG (op, FLAG_REMOVED);
2436
2437 return op;
2438} 2354}
2439 2355
2440/* This returns the first object in who's inventory that 2356/* This returns the first object in who's inventory that
2441 * has the same type and subtype match. 2357 * has the same type and subtype match.
2442 * returns NULL if no match. 2358 * returns NULL if no match.
2449 return tmp; 2365 return tmp;
2450 2366
2451 return 0; 2367 return 0;
2452} 2368}
2453 2369
2454/* If ob has a field named key, return the link from the list, 2370shstr_tmp
2455 * otherwise return NULL. 2371object::kv_get (shstr_tmp key) const
2456 *
2457 * key must be a passed in shared string - otherwise, this won't
2458 * do the desired thing.
2459 */
2460key_value *
2461get_ob_key_link (const object *ob, const char *key)
2462{ 2372{
2463 for (key_value *link = ob->key_values; link; link = link->next) 2373 for (key_value *kv = key_values; kv; kv = kv->next)
2464 if (link->key == key) 2374 if (kv->key == key)
2465 return link;
2466
2467 return 0;
2468}
2469
2470/*
2471 * Returns the value of op has an extra_field for key, or NULL.
2472 *
2473 * The argument doesn't need to be a shared string.
2474 *
2475 * The returned string is shared.
2476 */
2477const char *
2478get_ob_key_value (const object *op, const char *const key)
2479{
2480 key_value *link;
2481 shstr_cmp canonical_key (key);
2482
2483 if (!canonical_key)
2484 {
2485 /* 1. There being a field named key on any object
2486 * implies there'd be a shared string to find.
2487 * 2. Since there isn't, no object has this field.
2488 * 3. Therefore, *this* object doesn't have this field.
2489 */
2490 return 0;
2491 }
2492
2493 /* This is copied from get_ob_key_link() above -
2494 * only 4 lines, and saves the function call overhead.
2495 */
2496 for (link = op->key_values; link; link = link->next)
2497 if (link->key == canonical_key)
2498 return link->value; 2375 return kv->value;
2499 2376
2500 return 0; 2377 return shstr ();
2501} 2378}
2502 2379
2503 2380void
2504/* 2381object::kv_set (shstr_tmp key, shstr_tmp value)
2505 * Updates the canonical_key in op to value.
2506 *
2507 * canonical_key is a shared string (value doesn't have to be).
2508 *
2509 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2510 * keys.
2511 *
2512 * Returns TRUE on success.
2513 */
2514int
2515set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2516{ 2382{
2517 key_value *field = NULL, *last = NULL; 2383 for (key_value *kv = key_values; kv; kv = kv->next)
2518 2384 if (kv->key == key)
2519 for (field = op->key_values; field != NULL; field = field->next)
2520 {
2521 if (field->key != canonical_key)
2522 { 2385 {
2523 last = field; 2386 kv->value = value;
2524 continue; 2387 return;
2525 } 2388 }
2526 2389
2527 if (value) 2390 key_value *kv = new key_value;
2528 field->value = value; 2391
2529 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)
2530 { 2404 {
2531 /* Basically, if the archetype has this key set, 2405 key_value *kv = *kvp;
2532 * we need to store the null value so when we save 2406 *kvp = (*kvp)->next;
2533 * it, we save the empty value so that when we load, 2407 delete kv;
2534 * we get this value back again. 2408 return;
2535 */
2536 if (get_ob_key_link (&op->arch->clone, canonical_key))
2537 field->value = 0;
2538 else
2539 {
2540 if (last)
2541 last->next = field->next;
2542 else
2543 op->key_values = field->next;
2544
2545 delete field;
2546 }
2547 } 2409 }
2548 return TRUE;
2549 }
2550 /* IF we get here, key doesn't exist */
2551
2552 /* No field, we'll have to add it. */
2553
2554 if (!add_key)
2555 return FALSE;
2556
2557 /* There isn't any good reason to store a null
2558 * value in the key/value list. If the archetype has
2559 * this key, then we should also have it, so shouldn't
2560 * be here. If user wants to store empty strings,
2561 * should pass in ""
2562 */
2563 if (value == NULL)
2564 return TRUE;
2565
2566 field = new key_value;
2567
2568 field->key = canonical_key;
2569 field->value = value;
2570 /* Usual prepend-addition. */
2571 field->next = op->key_values;
2572 op->key_values = field;
2573
2574 return TRUE;
2575}
2576
2577/*
2578 * Updates the key in op to value.
2579 *
2580 * If add_key is FALSE, this will only update existing keys,
2581 * and not add new ones.
2582 * In general, should be little reason FALSE is ever passed in for add_key
2583 *
2584 * Returns TRUE on success.
2585 */
2586int
2587set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2588{
2589 shstr key_ (key);
2590
2591 return set_ob_key_value_s (op, key_, value, add_key);
2592} 2410}
2593 2411
2594object::depth_iterator::depth_iterator (object *container) 2412object::depth_iterator::depth_iterator (object *container)
2595: iterator_base (container) 2413: iterator_base (container)
2596{ 2414{
2610 } 2428 }
2611 else 2429 else
2612 item = item->env; 2430 item = item->env;
2613} 2431}
2614 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
2615// 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
2616const char * 2462const char *
2617object::debug_desc (char *info) const 2463object::debug_desc (char *info) const
2618{ 2464{
2465 char flagdesc[512];
2619 char info2[256 * 3]; 2466 char info2[256 * 4];
2620 char *p = info; 2467 char *p = info;
2621 2468
2622 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}",
2623 count, 2470 count,
2471 uuid.c_str (),
2624 &name, 2472 &name,
2625 title ? " " : "", 2473 title ? ",title:\"" : "",
2626 title ? (const char *)title : ""); 2474 title ? (const char *)title : "",
2475 title ? "\"" : "",
2476 flag_desc (flagdesc, 512), type);
2627 2477
2628 if (env) 2478 if (!flag[FLAG_REMOVED] && env)
2629 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2479 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2630 2480
2631 if (map) 2481 if (map)
2632 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);
2633 2483
2635} 2485}
2636 2486
2637const char * 2487const char *
2638object::debug_desc () const 2488object::debug_desc () const
2639{ 2489{
2640 static char info[256 * 3]; 2490 static char info[3][256 * 4];
2491 static int info_idx;
2492
2641 return debug_desc (info); 2493 return debug_desc (info [++info_idx % 3]);
2642} 2494}
2643 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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