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Comparing deliantra/server/common/object.C (file contents):
Revision 1.107 by pippijn, Sat Jan 6 14:42:29 2007 UTC vs.
Revision 1.320 by root, Wed Apr 7 19:54:44 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 7 *
8 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
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 11 * option) any later version.
12 12 *
13 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,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 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
19 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
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 21 *
22 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>
23*/ 23 */
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28#include <global.h> 25#include <global.h>
29#include <stdio.h> 26#include <stdio.h>
30#include <sys/types.h> 27#include <sys/types.h>
31#include <sys/uio.h> 28#include <sys/uio.h>
32#include <object.h> 29#include <object.h>
33#include <funcpoint.h> 30#include <sproto.h>
34#include <loader.h>
35 31
36#include <bitset> 32#include <bitset>
37 33
38int nrofallocobjects = 0; 34UUID UUID::cur;
39static UUID uuid; 35static uint64_t seq_next_save;
40const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
41 38
42object *active_objects; /* List of active objects that need to be processed */ 39objectvec objects;
40activevec actives;
43 41
44short 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,
45 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
46}; 49};
47short 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,
48 -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
49};
50int 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,
51 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
52}; 55};
53int freedir[SIZEOFFREE] = { 56int freedir[SIZEOFFREE] = {
54 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,
55 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
56}; 61};
57 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
58static void 70static void
59write_uuid (void) 71write_uuid (uval64 skip, bool sync)
60{ 72{
61 char filename1[MAX_BUF], filename2[MAX_BUF]; 73 CALL_BEGIN (2);
62 74 CALL_ARG_SV (newSVval64 (skip));
63 sprintf (filename1, "%s/uuid", settings.localdir); 75 CALL_ARG_SV (boolSV (sync));
64 sprintf (filename2, "%s/uuid~", settings.localdir); 76 CALL_CALL ("cf::write_uuid", G_DISCARD);
65 77 CALL_END;
66 FILE *fp;
67
68 if (!(fp = fopen (filename2, "w")))
69 {
70 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
71 return;
72 }
73
74 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
75 fclose (fp);
76 rename (filename2, filename1);
77} 78}
78 79
79static void 80static void
80read_uuid (void) 81read_uuid ()
81{ 82{
82 char filename[MAX_BUF]; 83 char filename[MAX_BUF];
83 84
84 sprintf (filename, "%s/uuid", settings.localdir); 85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 seq_next_save = 0;
85 88
86 FILE *fp; 89 FILE *fp;
87 90
88 if (!(fp = fopen (filename, "r"))) 91 if (!(fp = fopen (filename, "r")))
89 { 92 {
90 if (errno == ENOENT) 93 if (errno == ENOENT)
91 { 94 {
92 LOG (llevInfo, "RESET uid to 1\n"); 95 LOG (llevInfo, "RESET uid to 1\n");
93 uuid.seq = 0; 96 UUID::cur.seq = 0;
94 write_uuid (); 97 write_uuid (UUID_GAP, true);
95 return; 98 return;
96 } 99 }
97 100
98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
99 _exit (1); 102 _exit (1);
100 } 103 }
101 104
102 int version; 105 char buf [UUID::MAX_LEN];
103 unsigned long long uid; 106 buf[0] = 0;
104 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 107 fgets (buf, sizeof (buf), fp);
108
109 if (!UUID::cur.parse (buf))
105 { 110 {
106 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 111 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
107 _exit (1); 112 _exit (1);
108 } 113 }
109 114
110 uuid.seq = uid; 115 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
111 write_uuid (); 116
112 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 117 write_uuid (UUID_GAP, true);
113 fclose (fp); 118 fclose (fp);
114} 119}
115 120
116UUID 121UUID
117gen_uuid () 122UUID::gen ()
118{ 123{
119 UUID uid; 124 UUID uid;
120 125
121 uid.seq = ++uuid.seq; 126 uid.seq = ++cur.seq;
122 127
123 if (!(uuid.seq & (UUID_SKIP - 1))) 128 if (expect_false (cur.seq >= seq_next_save))
124 write_uuid (); 129 {
130 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
131 write_uuid (UUID_GAP, false);
132 }
133
125 134
126 return uid; 135 return uid;
127} 136}
128 137
129void 138void
130init_uuid () 139UUID::init ()
131{ 140{
132 read_uuid (); 141 read_uuid ();
133} 142}
134 143
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
135/* 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. */
136static int 210static bool
137compare_ob_value_lists_one (const object *wants, const object *has) 211compare_ob_value_lists_one (const object *wants, const object *has)
138{ 212{
139 key_value *wants_field;
140
141 /* 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
142 * 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
143 * different structure or at least keep the lists sorted... 215 * different structure or at least keep the lists sorted...
144 */ 216 */
145 217
146 /* For each field in wants, */ 218 /* For each field in wants, */
147 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)
148 { 220 if (has->kv_get (kv->key) != kv->value)
149 key_value *has_field; 221 return false;
150
151 /* Look for a field in has with the same key. */
152 has_field = get_ob_key_link (has, wants_field->key);
153
154 if (has_field == NULL)
155 {
156 /* No field with that name. */
157 return FALSE;
158 }
159
160 /* Found the matching field. */
161 if (has_field->value != wants_field->value)
162 {
163 /* Values don't match, so this half of the comparison is false. */
164 return FALSE;
165 }
166
167 /* If we get here, we found a match. Now for the next field in wants. */
168 }
169 222
170 /* 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. */
171 return TRUE; 224 return true;
172} 225}
173 226
174/* Returns TRUE if ob1 has the same key_values as ob2. */ 227/* Returns TRUE if ob1 has the same key_values as ob2. */
175static int 228static bool
176compare_ob_value_lists (const object *ob1, const object *ob2) 229compare_ob_value_lists (const object *ob1, const object *ob2)
177{ 230{
178 /* 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,
179 * so we need to run the comparison *twice*. :( 232 * so we need to run the comparison *twice*. :(
180 */ 233 */
181 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);
182} 236}
183 237
184/* 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
185 * they can be merged together. 239 * they can be merged together.
186 * 240 *
193 * Improvements made with merge: Better checking on potion, and also 247 * Improvements made with merge: Better checking on potion, and also
194 * check weight 248 * check weight
195 */ 249 */
196bool object::can_merge_slow (object *ob1, object *ob2) 250bool object::can_merge_slow (object *ob1, object *ob2)
197{ 251{
198 /* A couple quicksanity checks */ 252 /* A couple quick sanity checks */
199 if (ob1 == ob2 253 if (ob1 == ob2
200 || ob1->type != ob2->type 254 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value 255 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 256 || ob1->name != ob2->name
257 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
204 return 0; 258 return 0;
205 259
206 //TODO: this ain't working well, use nicer and correct overflow check
207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 260 /* Do not merge objects if nrof would overflow, assume nrof
208 * value could not be stored in a sint32 (which unfortunately sometimes is 261 * is always 0 .. 2**31-1 */
209 * used to store nrof). 262 if (ob1->nrof > 0x7fffffff - ob2->nrof)
210 */
211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
212 return 0; 263 return 0;
213 264
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 265 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * This is to the comparison of the flags below will be OK. We 266 * This is to the comparison of the flags below will be OK. We
216 * just can't ignore the been applied or identified flags, as they 267 * just can't ignore the been applied or identified flags, as they
217 * are not equal - just if it has been identified, the been_applied 268 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning. 269 * flags lose any meaning.
219 */ 270 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 271 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 272 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 273
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 274 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 275 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 276
226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 277 if (ob1->arch->archname != ob2->arch->archname
227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 278 || ob1->name != ob2->name
229 || ob1->title != ob2->title 279 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 280 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 281 || ob1->weight != ob2->weight
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
234 || ob1->attacktype != ob2->attacktype 282 || ob1->attacktype != ob2->attacktype
235 || ob1->magic != ob2->magic 283 || ob1->magic != ob2->magic
236 || ob1->slaying != ob2->slaying 284 || ob1->slaying != ob2->slaying
237 || ob1->skill != ob2->skill 285 || ob1->skill != ob2->skill
238 || ob1->value != ob2->value 286 || ob1->value != ob2->value
239 || ob1->animation_id != ob2->animation_id 287 || ob1->animation_id != ob2->animation_id
288 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
240 || ob1->client_type != ob2->client_type 289 || ob1->client_type != ob2->client_type
241 || ob1->materialname != ob2->materialname 290 || ob1->material != ob2->material
242 || ob1->lore != ob2->lore 291 || ob1->lore != ob2->lore
243 || ob1->subtype != ob2->subtype 292 || ob1->subtype != ob2->subtype
244 || ob1->move_type != ob2->move_type 293 || ob1->move_type != ob2->move_type
245 || ob1->move_block != ob2->move_block 294 || ob1->move_block != ob2->move_block
246 || ob1->move_allow != ob2->move_allow 295 || ob1->move_allow != ob2->move_allow
247 || ob1->move_on != ob2->move_on 296 || ob1->move_on != ob2->move_on
248 || ob1->move_off != ob2->move_off 297 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow 298 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty) 299 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
300 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
301 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
251 return 0; 302 return 0;
252 303
304 if ((ob1->flag ^ ob2->flag)
305 .reset (FLAG_INV_LOCKED)
306 .reset (FLAG_REMOVED)
307 .any ())
308 return 0;
309
253 /* This is really a spellbook check - really, we should 310 /* This is really a spellbook check - we should in general
254 * check all objects in the inventory. 311 * not merge objects with real inventories, as splitting them
312 * is hard.
255 */ 313 */
256 if (ob1->inv || ob2->inv) 314 if (ob1->inv || ob2->inv)
257 { 315 {
258 /* if one object has inventory but the other doesn't, not equiv */ 316 if (!(ob1->inv && ob2->inv))
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 317 return 0; /* inventories differ in length */
260 return 0;
261 318
262 /* Now check to see if the two inventory objects could merge */ 319 if (ob1->inv->below || ob2->inv->below)
320 return 0; /* more than one object in inv */
321
263 if (!object::can_merge (ob1->inv, ob2->inv)) 322 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0; 323 return 0; /* inventory objects differ */
265 324
266 /* inventory ok - still need to check rest of this object to see 325 /* inventory ok - still need to check rest of this object to see
267 * if it is valid. 326 * if it is valid.
268 */ 327 */
269 } 328 }
288 if (ob1->level != ob2->level) 347 if (ob1->level != ob2->level)
289 return 0; 348 return 0;
290 break; 349 break;
291 } 350 }
292 351
293 if (ob1->key_values != NULL || ob2->key_values != NULL) 352 if (ob1->key_values || ob2->key_values)
294 { 353 {
295 /* At least one of these has key_values. */ 354 /* At least one of these has key_values. */
296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 355 if ((!ob1->key_values) != (!ob2->key_values))
297 /* One has fields, but the other one doesn't. */ 356 return 0; /* One has fields, but the other one doesn't. */
357
358 if (!compare_ob_value_lists (ob1, ob2))
298 return 0; 359 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0;
301 } 360 }
302 361
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self) 362 if (ob1->self || ob2->self)
305 { 363 {
306 ob1->optimise (); 364 ob1->optimise ();
307 ob2->optimise (); 365 ob2->optimise ();
308 366
309 if (ob1->self || ob2->self) 367 if (ob1->self || ob2->self)
368 {
369 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
370 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
371
372 if (k1 != k2)
310 return 0; 373 return 0;
374
375 if (k1 == 0)
376 return 1;
377
378 if (!cfperl_can_merge (ob1, ob2))
379 return 0;
380 }
311 } 381 }
312 382
313 /* Everything passes, must be OK. */ 383 /* Everything passes, must be OK. */
314 return 1; 384 return 1;
315} 385}
316 386
387// find player who can see this object
388object *
389object::visible_to () const
390{
391 if (client_visible () && !flag [FLAG_REMOVED])
392 {
393 // see if we are in a container of sorts
394 if (env)
395 {
396 // the player inventory itself is always visible
397 if (env->is_player ())
398 return env;
399
400 // else a player could have our env open
401 object *envest = env->outer_env_or_self ();
402
403 // the player itself is always on a map, so we will find him here
404 // even if our inv is in a player.
405 if (envest->is_on_map ())
406 if (object *pl = envest->ms ().player ())
407 if (pl->container_ () == env)
408 return pl;
409 }
410 else
411 {
412 // maybe there is a player standing on the same mapspace
413 // this will catch the case where "this" is a player
414 if (object *pl = ms ().player ())
415 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
416 || pl->container_ () == this)
417 return pl;
418 }
419 }
420
421 return 0;
422}
423
424// adjust weight per container type ("of holding")
425static sint32
426weight_adjust_for (object *op, sint32 weight)
427{
428 return op->type == CONTAINER
429 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
430 : weight;
431}
432
317/* 433/*
434 * adjust_weight(object, weight) adds the specified weight to an object,
435 * and also updates how much the environment(s) is/are carrying.
436 */
437static void
438adjust_weight (object *op, sint32 weight)
439{
440 while (op)
441 {
442 // adjust by actual difference to account for rounding errors
443 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
444 weight = weight_adjust_for (op, op->carrying)
445 - weight_adjust_for (op, op->carrying - weight);
446
447 if (!weight)
448 return;
449
450 op->carrying += weight;
451
452 if (object *pl = op->visible_to ())
453 if (pl != op) // player is handled lazily
454 esrv_update_item (UPD_WEIGHT, pl, op);
455
456 op = op->env;
457 }
458}
459
460/*
318 * sum_weight() is a recursive function which calculates the weight 461 * this is a recursive function which calculates the weight
319 * an object is carrying. It goes through in figures out how much 462 * an object is carrying. It goes through op and figures out how much
320 * containers are carrying, and sums it up. 463 * containers are carrying, and sums it up.
321 */ 464 */
322long 465void
323sum_weight (object *op) 466object::update_weight ()
324{ 467{
325 long sum; 468 sint32 sum = 0;
326 object *inv;
327 469
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 470 for (object *op = inv; op; op = op->below)
329 { 471 {
330 if (inv->inv) 472 if (op->inv)
331 sum_weight (inv); 473 op->update_weight ();
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 474
475 sum += op->total_weight ();
476 }
477
478 sum = weight_adjust_for (this, sum);
479
480 if (sum != carrying)
333 } 481 {
334
335 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100;
337
338 if (op->carrying != sum)
339 op->carrying = sum; 482 carrying = sum;
340 483
341 return sum; 484 if (object *pl = visible_to ())
485 if (pl != this) // player is handled lazily
486 esrv_update_item (UPD_WEIGHT, pl, this);
487 }
342} 488}
343 489
344/** 490/*
345 * Return the outermost environment object for a given object. 491 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
346 */ 492 */
347
348object *
349object_get_env_recursive (object *op)
350{
351 while (op->env != NULL)
352 op = op->env;
353 return op;
354}
355
356/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array.
360 */
361
362char * 493char *
363dump_object (object *op) 494dump_object (object *op)
364{ 495{
365 if (!op) 496 if (!op)
366 return strdup ("[NULLOBJ]"); 497 return strdup ("[NULLOBJ]");
367 498
368 object_freezer freezer; 499 object_freezer freezer;
369 save_object (freezer, op, 1); 500 op->write (freezer);
370 return freezer.as_string (); 501 return freezer.as_string ();
371} 502}
372 503
373/* 504char *
374 * get_nearest_part(multi-object, object 2) returns the part of the 505object::as_string ()
375 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned.
377 */
378
379object *
380get_nearest_part (object *op, const object *pl)
381{ 506{
382 object *tmp, *closest; 507 return dump_object (this);
383 int last_dist, i;
384
385 if (op->more == NULL)
386 return op;
387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
388 if ((i = distance (tmp, pl)) < last_dist)
389 closest = tmp, last_dist = i;
390 return closest;
391} 508}
392 509
393/* 510/*
394 * Returns the object which has the count-variable equal to the argument. 511 * Returns the object which has the count-variable equal to the argument.
512 * VERRRY slow.
395 */ 513 */
396
397object * 514object *
398find_object (tag_t i) 515find_object (tag_t i)
399{ 516{
400 for (object *op = object::first; op; op = op->next) 517 for_all_objects (op)
401 if (op->count == i) 518 if (op->count == i)
402 return op; 519 return op;
520
521 return 0;
522}
523
524/*
525 * Returns the object which has the uuid equal to the argument.
526 * MOAR VERRRY slow.
527 */
528
529object *
530find_object_uuid (UUID i)
531{
532 for_all_objects (op)
533 if (op->uuid == i)
534 return op;
403 535
404 return 0; 536 return 0;
405} 537}
406 538
407/* 539/*
408 * Returns the first object which has a name equal to the argument. 540 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 541 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 542 * Enables features like "patch <name-of-other-player> food 999"
411 */ 543 */
412
413object * 544object *
414find_object_name (const char *str) 545find_object_name (const char *str)
415{ 546{
416 shstr_cmp str_ (str); 547 shstr_cmp str_ (str);
417 object *op;
418 548
419 for (op = object::first; op != NULL; op = op->next) 549 if (str_)
550 for_all_objects (op)
420 if (op->name == str_) 551 if (op->name == str_)
421 break; 552 return op;
422 553
423 return op; 554 return 0;
424}
425
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430} 555}
431 556
432/* 557/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 558 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 559 * skill and experience objects.
560 * ACTUALLY NO! investigate! TODO
435 */ 561 */
436void 562void
437object::set_owner (object *owner) 563object::set_owner (object *owner)
438{ 564{
565 // allow objects which own objects
439 if (!owner) 566 if (owner)
440 return;
441
442 /* next line added to allow objects which own objects */
443 /* Add a check for ownercounts in here, as I got into an endless loop
444 * with the fireball owning a poison cloud which then owned the
445 * fireball. I believe that was caused by one of the objects getting
446 * freed and then another object replacing it. Since the ownercounts
447 * didn't match, this check is valid and I believe that cause is valid.
448 */
449 while (owner->owner) 567 while (owner->owner)
450 owner = owner->owner; 568 owner = owner->owner;
569
570 if (flag [FLAG_FREED])
571 {
572 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
573 return;
574 }
451 575
452 this->owner = owner; 576 this->owner = owner;
453} 577}
454 578
455/* Zero the key_values on op, decrementing the shared-string 579/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 580 * refcounts and freeing the links.
457 */ 581 */
458static void 582static void
459free_key_values (object *op) 583free_key_values (object *op)
460{ 584{
461 for (key_value *i = op->key_values; i != 0;) 585 for (key_value *i = op->key_values; i; )
462 { 586 {
463 key_value *next = i->next; 587 key_value *next = i->next;
464 delete i; 588 delete i;
465 589
466 i = next; 590 i = next;
478 * will point at garbage. 602 * will point at garbage.
479 */ 603 */
480void 604void
481object::copy_to (object *dst) 605object::copy_to (object *dst)
482{ 606{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 607 dst->remove ();
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
485
486 *(object_copy *)dst = *this; 608 *(object_copy *)dst = *this;
487 609 dst->flag [FLAG_REMOVED] = true;
488 if (is_freed)
489 SET_FLAG (dst, FLAG_FREED);
490
491 if (is_removed)
492 SET_FLAG (dst, FLAG_REMOVED);
493
494 if (speed < 0)
495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
496 610
497 /* Copy over key_values, if any. */ 611 /* Copy over key_values, if any. */
498 if (key_values) 612 if (key_values)
499 { 613 {
500 key_value *tail = 0; 614 key_value *tail = 0;
501 key_value *i;
502
503 dst->key_values = 0; 615 dst->key_values = 0;
504 616
505 for (i = key_values; i; i = i->next) 617 for (key_value *i = key_values; i; i = i->next)
506 { 618 {
507 key_value *new_link = new key_value; 619 key_value *new_link = new key_value;
508 620
509 new_link->next = 0; 621 new_link->next = 0;
510 new_link->key = i->key; 622 new_link->key = i->key;
511 new_link->value = i->value; 623 new_link->value = i->value;
512 624
513 /* Try and be clever here, too. */ 625 /* Try and be clever here, too. */
514 if (!dst->key_values) 626 if (!dst->key_values)
515 { 627 {
522 tail = new_link; 634 tail = new_link;
523 } 635 }
524 } 636 }
525 } 637 }
526 638
527 dst->set_speed (dst->speed); 639 dst->activate ();
640}
641
642void
643object::instantiate ()
644{
645 if (!uuid.seq) // HACK
646 uuid = UUID::gen ();
647
648 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
649 if (flag [FLAG_RANDOM_SPEED] && speed)
650 speed_left = - speed - rndm (); // TODO animation
651 else
652 speed_left = -1.;
653
654 /* copy the body_info to the body_used - this is only really
655 * need for monsters, but doesn't hurt to do it for everything.
656 * by doing so, when a monster is created, it has good starting
657 * values for the body_used info, so when items are created
658 * for it, they can be properly equipped.
659 */
660 for (int i = NUM_BODY_LOCATIONS; i--; )
661 slot[i].used = slot[i].info;
662
663 attachable::instantiate ();
528} 664}
529 665
530object * 666object *
531object::clone () 667object::clone ()
532{ 668{
533 object *neu = create (); 669 object *neu = create ();
534 copy_to (neu); 670 copy_to (neu);
671
672 // TODO: unclean state changes, should not be done in clone AND instantiate
673 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
674 neu->speed_left = - neu->speed - rndm (); // TODO animation
675
676 neu->map = map; // not copied by copy_to
535 return neu; 677 return neu;
536} 678}
537 679
538/* 680/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 681 * If an object with the IS_TURNABLE() flag needs to be turned due
556 * This function needs to be called whenever the speed of an object changes. 698 * This function needs to be called whenever the speed of an object changes.
557 */ 699 */
558void 700void
559object::set_speed (float speed) 701object::set_speed (float speed)
560{ 702{
561 if (flag [FLAG_FREED] && speed)
562 {
563 LOG (llevError, "Object %s is freed but has speed.\n", &name);
564 speed = 0;
565 }
566
567 this->speed = speed; 703 this->speed = speed;
568 704
569 if (has_active_speed ()) 705 if (has_active_speed ())
570 activate (); 706 activate ();
571 else 707 else
590 * UP_OBJ_FACE: only the objects face has changed. 726 * UP_OBJ_FACE: only the objects face has changed.
591 */ 727 */
592void 728void
593update_object (object *op, int action) 729update_object (object *op, int action)
594{ 730{
595 MoveType move_on, move_off, move_block, move_slow; 731 if (!op)
596
597 if (op == NULL)
598 { 732 {
599 /* this should never happen */ 733 /* this should never happen */
600 LOG (llevDebug, "update_object() called for NULL object.\n"); 734 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
601 return; 735 return;
602 } 736 }
603 737
604 if (op->env) 738 if (!op->is_on_map ())
605 { 739 {
606 /* Animation is currently handled by client, so nothing 740 /* Animation is currently handled by client, so nothing
607 * to do in this case. 741 * to do in this case.
608 */ 742 */
609 return; 743 return;
610 } 744 }
611
612 /* If the map is saving, don't do anything as everything is
613 * going to get freed anyways.
614 */
615 if (!op->map || op->map->in_memory == MAP_SAVING)
616 return;
617 745
618 /* make sure the object is within map boundaries */ 746 /* make sure the object is within map boundaries */
619 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 747 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
620 { 748 {
621 LOG (llevError, "update_object() called for object out of map!\n"); 749 LOG (llevError, "update_object() called for object out of map!\n");
629 757
630 if (!(m.flags_ & P_UPTODATE)) 758 if (!(m.flags_ & P_UPTODATE))
631 /* nop */; 759 /* nop */;
632 else if (action == UP_OBJ_INSERT) 760 else if (action == UP_OBJ_INSERT)
633 { 761 {
762#if 0
634 // this is likely overkill, TODO: revisit (schmorp) 763 // this is likely overkill, TODO: revisit (schmorp)
635 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 764 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
636 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 765 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
637 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 766 || (op->is_player () && !(m.flags_ & P_PLAYER))
638 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 767 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
639 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 768 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
640 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 769 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
641 || (m.move_on | op->move_on ) != m.move_on 770 || (m.move_on | op->move_on ) != m.move_on
642 || (m.move_off | op->move_off ) != m.move_off 771 || (m.move_off | op->move_off ) != m.move_off
643 || (m.move_slow | op->move_slow) != m.move_slow 772 || (m.move_slow | op->move_slow) != m.move_slow
644 /* This isn't perfect, but I don't expect a lot of objects to 773 /* This isn't perfect, but I don't expect a lot of objects to
645 * to have move_allow right now. 774 * have move_allow right now.
646 */ 775 */
647 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 776 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
777 m.invalidate ();
778#else
648 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 779 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
649 m.flags_ = 0; 780 m.invalidate ();
781#endif
650 } 782 }
651 /* if the object is being removed, we can't make intelligent 783 /* if the object is being removed, we can't make intelligent
652 * decisions, because remove_ob can't really pass the object 784 * decisions, because remove_ob can't really pass the object
653 * that is being removed. 785 * that is being removed.
654 */ 786 */
655 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 787 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
656 m.flags_ = 0; 788 m.invalidate ();
657 else if (action == UP_OBJ_FACE) 789 else if (action == UP_OBJ_FACE)
658 /* Nothing to do for that case */ ; 790 /* Nothing to do for that case */ ;
659 else 791 else
660 LOG (llevError, "update_object called with invalid action: %d\n", action); 792 LOG (llevError, "update_object called with invalid action: %d\n", action);
661 793
662 if (op->more) 794 if (op->more)
663 update_object (op->more, action); 795 update_object (op->more, action);
664} 796}
665 797
666object *object::first;
667
668object::object () 798object::object ()
669{ 799{
670 SET_FLAG (this, FLAG_REMOVED); 800 SET_FLAG (this, FLAG_REMOVED);
671 801
672 expmul = 1.0; 802 //expmul = 1.0; declared const for the time being
673 face = blank_face; 803 face = blank_face;
804 material = MATERIAL_NULL;
674} 805}
675 806
676object::~object () 807object::~object ()
677{ 808{
809 unlink ();
810
678 free_key_values (this); 811 free_key_values (this);
679} 812}
680 813
814static int object_count;
815
681void object::link () 816void object::link ()
682{ 817{
818 assert (!index);//D
819 uuid = UUID::gen ();
683 count = ++ob_count; 820 count = ++object_count;
684 uuid = gen_uuid ();
685 821
686 prev = 0; 822 refcnt_inc ();
687 next = object::first; 823 objects.insert (this);
688
689 if (object::first)
690 object::first->prev = this;
691
692 object::first = this;
693} 824}
694 825
695void object::unlink () 826void object::unlink ()
696{ 827{
697 if (this == object::first) 828 if (!index)
698 object::first = next; 829 return;
699 830
700 /* Remove this object from the list of used objects */ 831 objects.erase (this);
701 if (prev) prev->next = next; 832 refcnt_dec ();
702 if (next) next->prev = prev;
703
704 prev = 0;
705 next = 0;
706}
707
708bool
709object::active () const
710{
711 return active_next || active_prev || this == active_objects;
712} 833}
713 834
714void 835void
715object::activate () 836object::activate ()
716{ 837{
717 /* If already on active list, don't do anything */ 838 /* If already on active list, don't do anything */
718 if (active ()) 839 if (active)
719 return; 840 return;
720 841
721 if (has_active_speed ()) 842 if (has_active_speed ())
722 { 843 {
723 /* process_events() expects us to insert the object at the beginning 844 if (flag [FLAG_FREED])
724 * of the list. */ 845 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
725 active_next = active_objects;
726 846
727 if (active_next) 847 actives.insert (this);
728 active_next->active_prev = this;
729
730 active_objects = this;
731 } 848 }
732} 849}
733 850
734void 851void
735object::activate_recursive () 852object::activate_recursive ()
750 */ 867 */
751void 868void
752object::deactivate () 869object::deactivate ()
753{ 870{
754 /* If not on the active list, nothing needs to be done */ 871 /* If not on the active list, nothing needs to be done */
755 if (!active ()) 872 if (!active)
756 return; 873 return;
757 874
758 if (active_prev == 0) 875 actives.erase (this);
759 {
760 active_objects = active_next;
761 if (active_next)
762 active_next->active_prev = 0;
763 }
764 else
765 {
766 active_prev->active_next = active_next;
767 if (active_next)
768 active_next->active_prev = active_prev;
769 }
770
771 active_next = 0;
772 active_prev = 0;
773} 876}
774 877
775void 878void
776object::deactivate_recursive () 879object::deactivate_recursive ()
777{ 880{
799object::destroy_inv (bool drop_to_ground) 902object::destroy_inv (bool drop_to_ground)
800{ 903{
801 // need to check first, because the checks below might segfault 904 // need to check first, because the checks below might segfault
802 // as we might be on an invalid mapspace and crossfire code 905 // as we might be on an invalid mapspace and crossfire code
803 // is too buggy to ensure that the inventory is empty. 906 // is too buggy to ensure that the inventory is empty.
804 // corollary: if you create arrows etc. with stuff in tis inventory, 907 // corollary: if you create arrows etc. with stuff in its inventory,
805 // cf will crash below with off-map x and y 908 // cf will crash below with off-map x and y
806 if (!inv) 909 if (!inv)
807 return; 910 return;
808 911
809 /* Only if the space blocks everything do we not process - 912 /* Only if the space blocks everything do we not process -
810 * if some form of movement is allowed, let objects 913 * if some form of movement is allowed, let objects
811 * drop on that space. 914 * drop on that space.
812 */ 915 */
813 if (!drop_to_ground 916 if (!drop_to_ground
814 || !map 917 || !map
815 || map->in_memory != MAP_IN_MEMORY 918 || map->in_memory != MAP_ACTIVE
919 || map->no_drop
816 || ms ().move_block == MOVE_ALL) 920 || ms ().move_block == MOVE_ALL)
817 { 921 {
818 while (inv) 922 while (inv)
819 {
820 inv->destroy_inv (drop_to_ground);
821 inv->destroy (); 923 inv->destroy ();
822 }
823 } 924 }
824 else 925 else
825 { /* Put objects in inventory onto this space */ 926 { /* Put objects in inventory onto this space */
826 while (inv) 927 while (inv)
827 { 928 {
829 930
830 if (op->flag [FLAG_STARTEQUIP] 931 if (op->flag [FLAG_STARTEQUIP]
831 || op->flag [FLAG_NO_DROP] 932 || op->flag [FLAG_NO_DROP]
832 || op->type == RUNE 933 || op->type == RUNE
833 || op->type == TRAP 934 || op->type == TRAP
834 || op->flag [FLAG_IS_A_TEMPLATE]) 935 || op->flag [FLAG_IS_A_TEMPLATE]
936 || op->flag [FLAG_DESTROY_ON_DEATH])
835 op->destroy (); 937 op->destroy ();
836 else 938 else
837 map->insert (op, x, y); 939 map->insert (op, x, y);
838 } 940 }
839 } 941 }
840} 942}
841 943
944/*
945 * Remove and free all objects in the inventory of the given object.
946 * Unlike destroy_inv, this assumes the *this is destroyed as well
947 * well, so we can (and have to!) take shortcuts.
948 */
949void
950object::destroy_inv_fast ()
951{
952 while (object *op = inv)
953 {
954 // remove from object the fast way
955 op->flag [FLAG_REMOVED] = true;
956 op->env = 0;
957 if ((inv = inv->below))
958 inv->above = 0;
959
960 // then destroy
961 op->destroy ();
962 }
963}
964
842object *object::create () 965object *object::create ()
843{ 966{
844 object *op = new object; 967 object *op = new object;
845 op->link (); 968 op->link ();
846 return op; 969 return op;
847} 970}
848 971
972static struct freed_map : maptile
973{
974 freed_map ()
975 {
976 path = "<freed objects map>";
977 name = "/internal/freed_objects_map";
978 width = 3;
979 height = 3;
980 no_drop = 1;
981 no_reset = 1;
982
983 alloc ();
984 in_memory = MAP_ACTIVE;
985 }
986
987 ~freed_map ()
988 {
989 destroy ();
990 }
991} freed_map; // freed objects are moved here to avoid crashes
992
849void 993void
850object::do_destroy () 994object::do_destroy ()
851{ 995{
852 if (flag [FLAG_IS_LINKED]) 996 if (flag [FLAG_IS_LINKED])
853 remove_button_link (this); 997 remove_link ();
854 998
855 if (flag [FLAG_FRIENDLY]) 999 if (flag [FLAG_FRIENDLY])
856 remove_friendly_object (this); 1000 remove_friendly_object (this);
857 1001
858 if (!flag [FLAG_REMOVED])
859 remove (); 1002 remove ();
860 1003
861 if (flag [FLAG_FREED]) 1004 attachable::do_destroy ();
862 return;
863 1005
864 set_speed (0); 1006 deactivate ();
1007 unlink ();
865 1008
866 flag [FLAG_FREED] = 1; 1009 flag [FLAG_FREED] = 1;
867 1010
868 attachable::do_destroy ();
869
870 destroy_inv (true);
871 unlink ();
872
873 // hack to ensure that freed objects still have a valid map 1011 // hack to ensure that freed objects still have a valid map
874 {
875 static maptile *freed_map; // freed objects are moved here to avoid crashes
876
877 if (!freed_map)
878 {
879 freed_map = new maptile;
880
881 freed_map->name = "/internal/freed_objects_map";
882 freed_map->width = 3;
883 freed_map->height = 3;
884
885 freed_map->alloc ();
886 freed_map->in_memory = MAP_IN_MEMORY;
887 }
888
889 map = freed_map; 1012 map = &freed_map;
890 x = 1; 1013 x = 1;
891 y = 1; 1014 y = 1;
892 }
893
894 head = 0;
895 1015
896 if (more) 1016 if (more)
897 { 1017 {
898 more->destroy (); 1018 more->destroy ();
899 more = 0; 1019 more = 0;
900 } 1020 }
901 1021
1022 head = 0;
1023
902 // clear those pointers that likely might have circular references to us 1024 // clear those pointers that likely might cause circular references
903 owner = 0; 1025 owner = 0;
904 enemy = 0; 1026 enemy = 0;
905 attacked_by = 0; 1027 attacked_by = 0;
906 1028 current_weapon = 0;
907 // only relevant for players(?), but make sure of it anyways
908 contr = 0;
909} 1029}
910 1030
911void 1031void
912object::destroy (bool destroy_inventory) 1032object::destroy ()
913{ 1033{
914 if (destroyed ()) 1034 if (destroyed ())
915 return; 1035 return;
916 1036
917 if (destroy_inventory) 1037 if (!is_head () && !head->destroyed ())
1038 {
1039 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1040 head->destroy ();
1041 return;
1042 }
1043
918 destroy_inv (false); 1044 destroy_inv_fast ();
1045
1046 if (is_head ())
1047 if (sound_destroy)
1048 play_sound (sound_destroy);
1049 else if (flag [FLAG_MONSTER])
1050 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
919 1051
920 attachable::destroy (); 1052 attachable::destroy ();
921}
922
923/*
924 * sub_weight() recursively (outwards) subtracts a number from the
925 * weight of an object (and what is carried by it's environment(s)).
926 */
927void
928sub_weight (object *op, signed long weight)
929{
930 while (op != NULL)
931 {
932 if (op->type == CONTAINER)
933 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
934
935 op->carrying -= weight;
936 op = op->env;
937 }
938} 1053}
939 1054
940/* op->remove (): 1055/* op->remove ():
941 * This function removes the object op from the linked list of objects 1056 * This function removes the object op from the linked list of objects
942 * which it is currently tied to. When this function is done, the 1057 * which it is currently tied to. When this function is done, the
943 * object will have no environment. If the object previously had an 1058 * object will have no environment. If the object previously had an
944 * environment, the x and y coordinates will be updated to 1059 * environment, the x and y coordinates will be updated to
945 * the previous environment. 1060 * the previous environment.
946 * Beware: This function is called from the editor as well!
947 */ 1061 */
948void 1062void
949object::remove () 1063object::do_remove ()
950{ 1064{
951 object *tmp, *last = 0; 1065 if (flag [FLAG_REMOVED])
952 object *otmp;
953
954 if (QUERY_FLAG (this, FLAG_REMOVED))
955 return; 1066 return;
956 1067
957 SET_FLAG (this, FLAG_REMOVED);
958 INVOKE_OBJECT (REMOVE, this); 1068 INVOKE_OBJECT (REMOVE, this);
1069
1070 flag [FLAG_REMOVED] = true;
959 1071
960 if (more) 1072 if (more)
961 more->remove (); 1073 more->remove ();
962 1074
963 /* 1075 /*
964 * In this case, the object to be removed is in someones 1076 * In this case, the object to be removed is in someones
965 * inventory. 1077 * inventory.
966 */ 1078 */
967 if (env) 1079 if (env)
968 { 1080 {
969 if (nrof) 1081 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
970 sub_weight (env, weight * nrof); 1082 if (object *pl = visible_to ())
971 else 1083 esrv_del_item (pl->contr, count);
972 sub_weight (env, weight + carrying); 1084 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
973 1085
974 /* NO_FIX_PLAYER is set when a great many changes are being 1086 adjust_weight (env, -total_weight ());
975 * made to players inventory. If set, avoiding the call
976 * to save cpu time.
977 */
978 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
979 otmp->update_stats ();
980 1087
981 if (above) 1088 object *pl = in_player ();
982 above->below = below;
983 else
984 env->inv = below;
985
986 if (below)
987 below->above = above;
988 1089
989 /* we set up values so that it could be inserted into 1090 /* we set up values so that it could be inserted into
990 * the map, but we don't actually do that - it is up 1091 * the map, but we don't actually do that - it is up
991 * to the caller to decide what we want to do. 1092 * to the caller to decide what we want to do.
992 */ 1093 */
993 x = env->x, y = env->y;
994 map = env->map; 1094 map = env->map;
995 above = 0, below = 0; 1095 x = env->x;
996 env = 0; 1096 y = env->y;
997 }
998 else if (map)
999 {
1000 if (type == PLAYER)
1001 {
1002 --map->players;
1003 map->touch ();
1004 }
1005 1097
1006 map->dirty = true; 1098 // make sure cmov optimisation is applicable
1007 1099 *(above ? &above->below : &env->inv) = below;
1008 /* link the object above us */ 1100 *(below ? &below->above : &above ) = above; // &above is just a dummy
1009 if (above)
1010 above->below = below;
1011 else
1012 map->at (x, y).top = below; /* we were top, set new top */
1013
1014 /* Relink the object below us, if there is one */
1015 if (below)
1016 below->above = above;
1017 else
1018 {
1019 /* Nothing below, which means we need to relink map object for this space
1020 * use translated coordinates in case some oddness with map tiling is
1021 * evident
1022 */
1023 if (GET_MAP_OB (map, x, y) != this)
1024 {
1025 char *dump = dump_object (this);
1026 LOG (llevError,
1027 "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);
1028 free (dump);
1029 dump = dump_object (GET_MAP_OB (map, x, y));
1030 LOG (llevError, "%s\n", dump);
1031 free (dump);
1032 }
1033
1034 map->at (x, y).bot = above; /* goes on above it. */
1035 }
1036 1101
1037 above = 0; 1102 above = 0;
1038 below = 0; 1103 below = 0;
1104 env = 0;
1105
1106 if (pl && pl->is_player ())
1107 {
1108 if (expect_false (pl->contr->combat_ob == this))
1109 {
1110 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1111 pl->contr->combat_ob = 0;
1112 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1113 }
1114
1115 if (expect_false (pl->contr->ranged_ob == this))
1116 {
1117 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1118 pl->contr->ranged_ob = 0;
1119 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1120 }
1121
1122 pl->contr->queue_stats_update ();
1123
1124 if (expect_false (glow_radius) && pl->is_on_map ())
1125 update_all_los (pl->map, pl->x, pl->y);
1126 }
1127 }
1128 else if (map)
1129 {
1130 map->dirty = true;
1131 mapspace &ms = this->ms ();
1132
1133 if (object *pl = ms.player ())
1134 {
1135 if (is_player ())
1136 {
1137 if (!flag [FLAG_WIZPASS])
1138 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1139
1140 // leaving a spot always closes any open container on the ground
1141 if (container && !container->env)
1142 // this causes spurious floorbox updates, but it ensures
1143 // that the CLOSE event is being sent.
1144 close_container ();
1145
1146 --map->players;
1147 map->touch ();
1148 }
1149 else if (pl->container_ () == this)
1150 {
1151 // removing a container should close it
1152 close_container ();
1153 }
1154
1155 esrv_del_item (pl->contr, count);
1156 }
1157
1158 /* link the object above us */
1159 // re-link, make sure compiler can easily use cmove
1160 *(above ? &above->below : &ms.top) = below;
1161 *(below ? &below->above : &ms.bot) = above;
1162
1163 above = 0;
1164 below = 0;
1165
1166 ms.invalidate ();
1039 1167
1040 if (map->in_memory == MAP_SAVING) 1168 if (map->in_memory == MAP_SAVING)
1041 return; 1169 return;
1042 1170
1043 int check_walk_off = !flag [FLAG_NO_APPLY]; 1171 int check_walk_off = !flag [FLAG_NO_APPLY];
1044 1172
1045 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1173 if (object *pl = ms.player ())
1046 { 1174 {
1047 /* No point updating the players look faces if he is the object 1175 if (pl->container_ () == this)
1048 * being removed.
1049 */
1050
1051 if (tmp->type == PLAYER && tmp != this)
1052 {
1053 /* If a container that the player is currently using somehow gets 1176 /* If a container that the player is currently using somehow gets
1054 * removed (most likely destroyed), update the player view 1177 * removed (most likely destroyed), update the player view
1055 * appropriately. 1178 * appropriately.
1056 */ 1179 */
1057 if (tmp->container == this) 1180 pl->close_container ();
1058 {
1059 flag [FLAG_APPLIED] = 0;
1060 tmp->container = 0;
1061 }
1062 1181
1182 //TODO: the floorbox prev/next might need updating
1183 //esrv_del_item (pl->contr, count);
1184 //TODO: update floorbox to preserve ordering
1063 if (tmp->contr->ns) 1185 if (pl->contr->ns)
1064 tmp->contr->ns->floorbox_update (); 1186 pl->contr->ns->floorbox_update ();
1187 }
1188
1189 if (check_walk_off)
1190 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1191 {
1192 above = tmp->above;
1193
1194 /* No point updating the players look faces if he is the object
1195 * being removed.
1065 } 1196 */
1066 1197
1067 /* See if object moving off should effect something */ 1198 /* See if object moving off should effect something */
1068 if (check_walk_off
1069 && ((move_type & tmp->move_off) 1199 if ((move_type & tmp->move_off)
1070 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1200 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1071 {
1072 move_apply (tmp, this, 0); 1201 move_apply (tmp, this, 0);
1073
1074 if (destroyed ())
1075 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1076 } 1202 }
1077 1203
1078 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1204 if (affects_los ())
1079 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1080 if (tmp->above == tmp)
1081 tmp->above = 0;
1082
1083 last = tmp;
1084 }
1085
1086 /* last == NULL if there are no objects on this space */
1087 //TODO: this makes little sense, why only update the topmost object?
1088 if (!last)
1089 map->at (x, y).flags_ = 0;
1090 else
1091 update_object (last, UP_OBJ_REMOVE);
1092
1093 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1094 update_all_los (map, x, y); 1205 update_all_los (map, x, y);
1095 } 1206 }
1096} 1207}
1097 1208
1098/* 1209/*
1107merge_ob (object *op, object *top) 1218merge_ob (object *op, object *top)
1108{ 1219{
1109 if (!op->nrof) 1220 if (!op->nrof)
1110 return 0; 1221 return 0;
1111 1222
1112 if (top) 1223 if (!top)
1113 for (top = op; top && top->above; top = top->above) 1224 for (top = op; top && top->above; top = top->above)
1114 ; 1225 ;
1115 1226
1116 for (; top; top = top->below) 1227 for (; top; top = top->below)
1117 {
1118 if (top == op)
1119 continue;
1120
1121 if (object::can_merge (op, top)) 1228 if (object::can_merge (op, top))
1122 { 1229 {
1123 top->nrof += op->nrof; 1230 top->nrof += op->nrof;
1124 1231
1125/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1232 if (object *pl = top->visible_to ())
1126 op->weight = 0; /* Don't want any adjustements now */ 1233 esrv_update_item (UPD_NROF, pl, top);
1234
1235 op->weight = 0; // cancel the addition above
1236 op->carrying = 0; // must be 0 already
1237
1127 op->destroy (); 1238 op->destroy ();
1239
1128 return top; 1240 return top;
1129 } 1241 }
1130 }
1131 1242
1132 return 0; 1243 return 0;
1133} 1244}
1134 1245
1246void
1247object::expand_tail ()
1248{
1249 if (more)
1250 return;
1251
1252 object *prev = this;
1253
1254 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1255 {
1256 object *op = at->instance ();
1257
1258 op->name = name;
1259 op->name_pl = name_pl;
1260 op->title = title;
1261
1262 op->head = this;
1263 prev->more = op;
1264
1265 prev = op;
1266 }
1267}
1268
1135/* 1269/*
1136 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1270 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1137 * job preparing multi-part monsters 1271 * job preparing multi-part monsters.
1138 */ 1272 */
1139object * 1273object *
1140insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1274insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1141{ 1275{
1276 op->remove ();
1277
1142 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1278 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1143 { 1279 {
1144 tmp->x = x + tmp->arch->clone.x; 1280 tmp->x = x + tmp->arch->x;
1145 tmp->y = y + tmp->arch->clone.y; 1281 tmp->y = y + tmp->arch->y;
1146 } 1282 }
1147 1283
1148 return insert_ob_in_map (op, m, originator, flag); 1284 return insert_ob_in_map (op, m, originator, flag);
1149} 1285}
1150 1286
1163 * Passing 0 for flag gives proper default values, so flag really only needs 1299 * Passing 0 for flag gives proper default values, so flag really only needs
1164 * to be set if special handling is needed. 1300 * to be set if special handling is needed.
1165 * 1301 *
1166 * Return value: 1302 * Return value:
1167 * new object if 'op' was merged with other object 1303 * new object if 'op' was merged with other object
1168 * NULL if 'op' was destroyed 1304 * NULL if there was an error (destroyed, blocked etc.)
1169 * just 'op' otherwise 1305 * just 'op' otherwise
1170 */ 1306 */
1171object * 1307object *
1172insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1308insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1173{ 1309{
1174 object *tmp, *top, *floor = NULL; 1310 op->remove ();
1175 sint16 x, y;
1176 1311
1177 if (QUERY_FLAG (op, FLAG_FREED)) 1312 if (m == &freed_map)//D TODO: remove soon
1178 { 1313 {//D
1179 LOG (llevError, "Trying to insert freed object!\n"); 1314 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1180 return NULL;
1181 } 1315 }//D
1182
1183 if (!m)
1184 {
1185 char *dump = dump_object (op);
1186 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1187 free (dump);
1188 return op;
1189 }
1190
1191 if (out_of_map (m, op->x, op->y))
1192 {
1193 char *dump = dump_object (op);
1194 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1195#ifdef MANY_CORES
1196 /* Better to catch this here, as otherwise the next use of this object
1197 * is likely to cause a crash. Better to find out where it is getting
1198 * improperly inserted.
1199 */
1200 abort ();
1201#endif
1202 free (dump);
1203 return op;
1204 }
1205
1206 if (!QUERY_FLAG (op, FLAG_REMOVED))
1207 {
1208 char *dump = dump_object (op);
1209 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1210 free (dump);
1211 return op;
1212 }
1213
1214 if (op->more)
1215 {
1216 /* The part may be on a different map. */
1217
1218 object *more = op->more;
1219
1220 /* We really need the caller to normalise coordinates - if
1221 * we set the map, that doesn't work if the location is within
1222 * a map and this is straddling an edge. So only if coordinate
1223 * is clear wrong do we normalise it.
1224 */
1225 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1226 more->map = get_map_from_coord (m, &more->x, &more->y);
1227 else if (!more->map)
1228 {
1229 /* For backwards compatibility - when not dealing with tiled maps,
1230 * more->map should always point to the parent.
1231 */
1232 more->map = m;
1233 }
1234
1235 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1236 {
1237 if (!op->head)
1238 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1239
1240 return 0;
1241 }
1242 }
1243
1244 CLEAR_FLAG (op, FLAG_REMOVED);
1245 1316
1246 /* Ideally, the caller figures this out. However, it complicates a lot 1317 /* Ideally, the caller figures this out. However, it complicates a lot
1247 * of areas of callers (eg, anything that uses find_free_spot would now 1318 * of areas of callers (eg, anything that uses find_free_spot would now
1248 * need extra work 1319 * need extra work
1249 */ 1320 */
1250 op->map = get_map_from_coord (m, &op->x, &op->y); 1321 maptile *newmap = m;
1251 x = op->x; 1322 if (!xy_normalise (newmap, op->x, op->y))
1252 y = op->y; 1323 {
1324 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1325 return 0;
1326 }
1327
1328 if (object *more = op->more)
1329 if (!insert_ob_in_map (more, m, originator, flag))
1330 return 0;
1331
1332 op->flag [FLAG_REMOVED] = false;
1333 op->env = 0;
1334 op->map = newmap;
1335
1336 mapspace &ms = op->ms ();
1253 1337
1254 /* this has to be done after we translate the coordinates. 1338 /* this has to be done after we translate the coordinates.
1255 */ 1339 */
1256 if (op->nrof && !(flag & INS_NO_MERGE)) 1340 if (op->nrof && !(flag & INS_NO_MERGE))
1257 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1341 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1258 if (object::can_merge (op, tmp)) 1342 if (object::can_merge (op, tmp))
1259 { 1343 {
1344 // TODO: we actually want to update tmp, not op,
1345 // but some caller surely breaks when we return tmp
1346 // from here :/
1260 op->nrof += tmp->nrof; 1347 op->nrof += tmp->nrof;
1261 tmp->destroy (); 1348 tmp->destroy ();
1262 } 1349 }
1263 1350
1264 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1351 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1273 { 1360 {
1274 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1361 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1275 abort (); 1362 abort ();
1276 } 1363 }
1277 1364
1365 if (!originator->is_on_map ())
1366 {
1367 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1368 op->debug_desc (), originator->debug_desc ());
1369 abort ();
1370 }
1371
1278 op->above = originator; 1372 op->above = originator;
1279 op->below = originator->below; 1373 op->below = originator->below;
1280
1281 if (op->below)
1282 op->below->above = op;
1283 else
1284 op->ms ().bot = op;
1285
1286 /* since *below* originator, no need to update top */
1287 originator->below = op; 1374 originator->below = op;
1375
1376 *(op->below ? &op->below->above : &ms.bot) = op;
1288 } 1377 }
1289 else 1378 else
1290 { 1379 {
1380 object *floor = 0;
1381 object *top = ms.top;
1382
1291 /* If there are other objects, then */ 1383 /* If there are other objects, then */
1292 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1384 if (top)
1293 { 1385 {
1294 object *last = 0;
1295
1296 /* 1386 /*
1297 * If there are multiple objects on this space, we do some trickier handling. 1387 * If there are multiple objects on this space, we do some trickier handling.
1298 * We've already dealt with merging if appropriate. 1388 * We've already dealt with merging if appropriate.
1299 * Generally, we want to put the new object on top. But if 1389 * Generally, we want to put the new object on top. But if
1300 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1390 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1303 * once we get to them. This reduces the need to traverse over all of 1393 * once we get to them. This reduces the need to traverse over all of
1304 * them when adding another one - this saves quite a bit of cpu time 1394 * them when adding another one - this saves quite a bit of cpu time
1305 * when lots of spells are cast in one area. Currently, it is presumed 1395 * when lots of spells are cast in one area. Currently, it is presumed
1306 * that flying non pickable objects are spell objects. 1396 * that flying non pickable objects are spell objects.
1307 */ 1397 */
1308 while (top) 1398 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1309 { 1399 {
1310 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1400 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1311 floor = top; 1401 floor = tmp;
1312 1402
1313 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1403 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1314 { 1404 {
1315 /* We insert above top, so we want this object below this */ 1405 /* We insert above top, so we want this object below this */
1316 top = top->below; 1406 top = tmp->below;
1317 break; 1407 break;
1318 } 1408 }
1319 1409
1320 last = top;
1321 top = top->above; 1410 top = tmp;
1322 } 1411 }
1323
1324 /* Don't want top to be NULL, so set it to the last valid object */
1325 top = last;
1326 1412
1327 /* We let update_position deal with figuring out what the space 1413 /* We let update_position deal with figuring out what the space
1328 * looks like instead of lots of conditions here. 1414 * looks like instead of lots of conditions here.
1329 * makes things faster, and effectively the same result. 1415 * makes things faster, and effectively the same result.
1330 */ 1416 */
1331 1417
1332 /* Have object 'fall below' other objects that block view. 1418 /* Have object 'fall below' other objects that block view.
1333 * Unless those objects are exits, type 66 1419 * Unless those objects are exits.
1334 * If INS_ON_TOP is used, don't do this processing 1420 * If INS_ON_TOP is used, don't do this processing
1335 * Need to find the object that in fact blocks view, otherwise 1421 * Need to find the object that in fact blocks view, otherwise
1336 * stacking is a bit odd. 1422 * stacking is a bit odd.
1337 */ 1423 */
1338 if (!(flag & INS_ON_TOP) && 1424 if (!(flag & INS_ON_TOP)
1339 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1425 && ms.flags () & P_BLOCKSVIEW
1426 && (op->face && !faces [op->face].visibility))
1340 { 1427 {
1428 object *last;
1429
1341 for (last = top; last != floor; last = last->below) 1430 for (last = top; last != floor; last = last->below)
1342 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1431 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1343 break; 1432 break;
1433
1344 /* Check to see if we found the object that blocks view, 1434 /* Check to see if we found the object that blocks view,
1345 * and make sure we have a below pointer for it so that 1435 * and make sure we have a below pointer for it so that
1346 * we can get inserted below this one, which requires we 1436 * we can get inserted below this one, which requires we
1347 * set top to the object below us. 1437 * set top to the object below us.
1348 */ 1438 */
1349 if (last && last->below && last != floor) 1439 if (last && last->below && last != floor)
1350 top = last->below; 1440 top = last->below;
1351 } 1441 }
1352 } /* If objects on this space */ 1442 } /* If objects on this space */
1353 1443
1354 if (flag & INS_MAP_LOAD)
1355 top = GET_MAP_TOP (op->map, op->x, op->y);
1356
1357 if (flag & INS_ABOVE_FLOOR_ONLY) 1444 if (flag & INS_ABOVE_FLOOR_ONLY)
1358 top = floor; 1445 top = floor;
1359 1446
1360 /* Top is the object that our object (op) is going to get inserted above. 1447 // insert object above top, or bottom-most if top = 0
1361 */
1362
1363 /* First object on this space */
1364 if (!top) 1448 if (!top)
1365 { 1449 {
1366 op->above = GET_MAP_OB (op->map, op->x, op->y);
1367
1368 if (op->above)
1369 op->above->below = op;
1370
1371 op->below = 0; 1450 op->below = 0;
1451 op->above = ms.bot;
1372 op->ms ().bot = op; 1452 ms.bot = op;
1453
1454 *(op->above ? &op->above->below : &ms.top) = op;
1373 } 1455 }
1374 else 1456 else
1375 { /* get inserted into the stack above top */ 1457 {
1376 op->above = top->above; 1458 op->above = top->above;
1377
1378 if (op->above)
1379 op->above->below = op; 1459 top->above = op;
1380 1460
1381 op->below = top; 1461 op->below = top;
1382 top->above = op; 1462 *(op->above ? &op->above->below : &ms.top) = op;
1383 } 1463 }
1464 }
1384 1465
1385 if (!op->above) 1466 if (op->is_player ())
1386 op->ms ().top = op;
1387 } /* else not INS_BELOW_ORIGINATOR */
1388
1389 if (op->type == PLAYER)
1390 { 1467 {
1391 op->contr->do_los = 1; 1468 op->contr->do_los = 1;
1392 ++op->map->players; 1469 ++op->map->players;
1393 op->map->touch (); 1470 op->map->touch ();
1394 } 1471 }
1395 1472
1396 op->map->dirty = true; 1473 op->map->dirty = true;
1397 1474
1398 /* If we have a floor, we know the player, if any, will be above
1399 * it, so save a few ticks and start from there.
1400 */
1401 if (!(flag & INS_MAP_LOAD))
1402 if (object *pl = op->ms ().player ()) 1475 if (object *pl = ms.player ())
1476 //TODO: the floorbox prev/next might need updating
1477 //esrv_send_item (pl, op);
1478 //TODO: update floorbox to preserve ordering
1403 if (pl->contr->ns) 1479 if (pl->contr->ns)
1404 pl->contr->ns->floorbox_update (); 1480 pl->contr->ns->floorbox_update ();
1405 1481
1406 /* If this object glows, it may affect lighting conditions that are 1482 /* If this object glows, it may affect lighting conditions that are
1407 * visible to others on this map. But update_all_los is really 1483 * visible to others on this map. But update_all_los is really
1408 * an inefficient way to do this, as it means los for all players 1484 * an inefficient way to do this, as it means los for all players
1409 * on the map will get recalculated. The players could very well 1485 * on the map will get recalculated. The players could very well
1410 * be far away from this change and not affected in any way - 1486 * be far away from this change and not affected in any way -
1411 * this should get redone to only look for players within range, 1487 * this should get redone to only look for players within range,
1412 * or just updating the P_UPTODATE for spaces within this area 1488 * or just updating the P_UPTODATE for spaces within this area
1413 * of effect may be sufficient. 1489 * of effect may be sufficient.
1414 */ 1490 */
1415 if (op->map->darkness && (op->glow_radius != 0)) 1491 if (op->affects_los ())
1492 {
1493 op->ms ().invalidate ();
1416 update_all_los (op->map, op->x, op->y); 1494 update_all_los (op->map, op->x, op->y);
1495 }
1417 1496
1418 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1497 /* updates flags (blocked, alive, no magic, etc) for this map space */
1419 update_object (op, UP_OBJ_INSERT); 1498 update_object (op, UP_OBJ_INSERT);
1420 1499
1421 INVOKE_OBJECT (INSERT, op); 1500 INVOKE_OBJECT (INSERT, op);
1428 * blocked() and wall() work properly), and these flags are updated by 1507 * blocked() and wall() work properly), and these flags are updated by
1429 * update_object(). 1508 * update_object().
1430 */ 1509 */
1431 1510
1432 /* if this is not the head or flag has been passed, don't check walk on status */ 1511 /* if this is not the head or flag has been passed, don't check walk on status */
1433 if (!(flag & INS_NO_WALK_ON) && !op->head) 1512 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1434 { 1513 {
1435 if (check_move_on (op, originator)) 1514 if (check_move_on (op, originator))
1436 return 0; 1515 return 0;
1437 1516
1438 /* If we are a multi part object, lets work our way through the check 1517 /* If we are a multi part object, lets work our way through the check
1439 * walk on's. 1518 * walk on's.
1440 */ 1519 */
1441 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1520 for (object *tmp = op->more; tmp; tmp = tmp->more)
1442 if (check_move_on (tmp, originator)) 1521 if (check_move_on (tmp, originator))
1443 return 0; 1522 return 0;
1444 } 1523 }
1445 1524
1446 return op; 1525 return op;
1449/* this function inserts an object in the map, but if it 1528/* this function inserts an object in the map, but if it
1450 * finds an object of its own type, it'll remove that one first. 1529 * finds an object of its own type, it'll remove that one first.
1451 * op is the object to insert it under: supplies x and the map. 1530 * op is the object to insert it under: supplies x and the map.
1452 */ 1531 */
1453void 1532void
1454replace_insert_ob_in_map (const char *arch_string, object *op) 1533replace_insert_ob_in_map (shstr_tmp archname, object *op)
1455{ 1534{
1456 object *tmp, *tmp1;
1457
1458 /* first search for itself and remove any old instances */ 1535 /* first search for itself and remove any old instances */
1459 1536
1460 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1537 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1461 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1538 if (tmp->arch->archname == archname) /* same archetype */
1462 tmp->destroy (); 1539 tmp->destroy ();
1463 1540
1464 tmp1 = arch_to_object (archetype::find (arch_string)); 1541 object *tmp = archetype::find (archname)->instance ();
1465 1542
1466 tmp1->x = op->x; 1543 tmp->x = op->x;
1467 tmp1->y = op->y; 1544 tmp->y = op->y;
1545
1468 insert_ob_in_map (tmp1, op->map, op, 0); 1546 insert_ob_in_map (tmp, op->map, op, 0);
1469} 1547}
1470 1548
1471object * 1549object *
1472object::insert_at (object *where, object *originator, int flags) 1550object::insert_at (object *where, object *originator, int flags)
1473{ 1551{
1552 if (where->env)
1553 return where->env->insert (this);
1554 else
1474 where->map->insert (this, where->x, where->y, originator, flags); 1555 return where->map->insert (this, where->x, where->y, originator, flags);
1475} 1556}
1476 1557
1477/* 1558// check whether we can put this into the map, respect max_volume, max_items
1478 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1559bool
1479 * is returned contains nr objects, and the remaining parts contains 1560object::can_drop_at (maptile *m, int x, int y, object *originator)
1480 * the rest (or is removed and freed if that number is 0).
1481 * On failure, NULL is returned, and the reason put into the
1482 * global static errmsg array.
1483 */
1484object *
1485get_split_ob (object *orig_ob, uint32 nr)
1486{ 1561{
1487 object *newob; 1562 mapspace &ms = m->at (x, y);
1488 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1489 1563
1490 if (orig_ob->nrof < nr) 1564 int items = ms.items ();
1491 {
1492 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1493 return NULL;
1494 }
1495 1565
1496 newob = object_create_clone (orig_ob); 1566 if (!items // testing !items ensures we can drop at least one item
1567 || (items < m->max_items
1568 && ms.volume () < m->max_volume))
1569 return true;
1497 1570
1498 if ((orig_ob->nrof -= nr) < 1) 1571 if (originator && originator->is_player ())
1499 orig_ob->destroy (1); 1572 originator->contr->failmsg (format (
1500 else if (!is_removed) 1573 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1501 { 1574 query_name ()
1502 if (orig_ob->env != NULL) 1575 ));
1503 sub_weight (orig_ob->env, orig_ob->weight * nr);
1504 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1505 {
1506 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1507 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1508 return NULL;
1509 }
1510 }
1511 1576
1512 newob->nrof = nr; 1577 return false;
1513
1514 return newob;
1515} 1578}
1516 1579
1517/* 1580/*
1518 * decrease_ob_nr(object, number) decreases a specified number from 1581 * decrease(object, number) decreases a specified number from
1519 * the amount of an object. If the amount reaches 0, the object 1582 * the amount of an object. If the amount reaches 0, the object
1520 * is subsequently removed and freed. 1583 * is subsequently removed and freed.
1521 * 1584 *
1522 * Return value: 'op' if something is left, NULL if the amount reached 0 1585 * Return value: 'op' if something is left, NULL if the amount reached 0
1523 */ 1586 */
1587bool
1588object::decrease (sint32 nr)
1589{
1590 if (!nr)
1591 return true;
1524 1592
1593 nr = min (nr, nrof);
1594
1595 if (nrof > nr)
1596 {
1597 nrof -= nr;
1598 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1599
1600 if (object *pl = visible_to ())
1601 esrv_update_item (UPD_NROF, pl, this);
1602
1603 return true;
1604 }
1605 else
1606 {
1607 destroy ();
1608 return false;
1609 }
1610}
1611
1612/*
1613 * split(ob,nr) splits up ob into two parts. The part which
1614 * is returned contains nr objects, and the remaining parts contains
1615 * the rest (or is removed and returned if that number is 0).
1616 * On failure, NULL is returned.
1617 */
1525object * 1618object *
1526decrease_ob_nr (object *op, uint32 i) 1619object::split (sint32 nr)
1527{ 1620{
1528 object *tmp; 1621 int have = number_of ();
1529 1622
1530 if (i == 0) /* objects with op->nrof require this check */ 1623 if (have < nr)
1531 return op; 1624 return 0;
1532 1625 else if (have == nr)
1533 if (i > op->nrof)
1534 i = op->nrof;
1535
1536 if (QUERY_FLAG (op, FLAG_REMOVED))
1537 op->nrof -= i;
1538 else if (op->env)
1539 { 1626 {
1540 /* is this object in the players inventory, or sub container
1541 * therein?
1542 */
1543 tmp = op->in_player ();
1544 /* nope. Is this a container the player has opened?
1545 * If so, set tmp to that player.
1546 * IMO, searching through all the players will mostly
1547 * likely be quicker than following op->env to the map,
1548 * and then searching the map for a player.
1549 */
1550 if (!tmp)
1551 for_all_players (pl)
1552 if (pl->ob->container == op->env)
1553 {
1554 tmp = pl->ob;
1555 break;
1556 }
1557
1558 if (i < op->nrof)
1559 {
1560 sub_weight (op->env, op->weight * i);
1561 op->nrof -= i;
1562 if (tmp)
1563 esrv_send_item (tmp, op);
1564 }
1565 else
1566 {
1567 op->remove (); 1627 remove ();
1568 op->nrof = 0; 1628 return this;
1569 if (tmp)
1570 esrv_del_item (tmp->contr, op->count);
1571 }
1572 } 1629 }
1573 else 1630 else
1574 { 1631 {
1575 object *above = op->above; 1632 decrease (nr);
1576 1633
1577 if (i < op->nrof) 1634 object *op = deep_clone ();
1578 op->nrof -= i; 1635 op->nrof = nr;
1579 else
1580 {
1581 op->remove ();
1582 op->nrof = 0;
1583 }
1584
1585 /* Since we just removed op, op->above is null */
1586 for (tmp = above; tmp; tmp = tmp->above)
1587 if (tmp->type == PLAYER)
1588 {
1589 if (op->nrof)
1590 esrv_send_item (tmp, op);
1591 else
1592 esrv_del_item (tmp->contr, op->count);
1593 }
1594 }
1595
1596 if (op->nrof)
1597 return op; 1636 return op;
1598 else
1599 {
1600 op->destroy ();
1601 return 0;
1602 }
1603}
1604
1605/*
1606 * add_weight(object, weight) adds the specified weight to an object,
1607 * and also updates how much the environment(s) is/are carrying.
1608 */
1609
1610void
1611add_weight (object *op, signed long weight)
1612{
1613 while (op != NULL)
1614 {
1615 if (op->type == CONTAINER)
1616 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1617
1618 op->carrying += weight;
1619 op = op->env;
1620 } 1637 }
1621} 1638}
1622 1639
1623object * 1640object *
1624insert_ob_in_ob (object *op, object *where) 1641insert_ob_in_ob (object *op, object *where)
1629 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1646 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1630 free (dump); 1647 free (dump);
1631 return op; 1648 return op;
1632 } 1649 }
1633 1650
1634 if (where->head) 1651 if (where->head_ () != where)
1635 { 1652 {
1636 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1653 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1637 where = where->head; 1654 where = where->head;
1638 } 1655 }
1639 1656
1640 return where->insert (op); 1657 return where->insert (op);
1641} 1658}
1646 * inside the object environment. 1663 * inside the object environment.
1647 * 1664 *
1648 * The function returns now pointer to inserted item, and return value can 1665 * The function returns now pointer to inserted item, and return value can
1649 * be != op, if items are merged. -Tero 1666 * be != op, if items are merged. -Tero
1650 */ 1667 */
1651
1652object * 1668object *
1653object::insert (object *op) 1669object::insert (object *op)
1654{ 1670{
1655 object *tmp, *otmp;
1656
1657 if (!QUERY_FLAG (op, FLAG_REMOVED))
1658 op->remove ();
1659
1660 if (op->more) 1671 if (op->more)
1661 { 1672 {
1662 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1673 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1663 return op; 1674 return op;
1664 } 1675 }
1665 1676
1666 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1677 op->remove ();
1667 CLEAR_FLAG (op, FLAG_REMOVED); 1678
1679 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1680
1668 if (op->nrof) 1681 if (op->nrof)
1669 {
1670 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1682 for (object *tmp = inv; tmp; tmp = tmp->below)
1671 if (object::can_merge (tmp, op)) 1683 if (object::can_merge (tmp, op))
1672 { 1684 {
1673 /* return the original object and remove inserted object 1685 /* return the original object and remove inserted object
1674 (client needs the original object) */ 1686 (client needs the original object) */
1675 tmp->nrof += op->nrof; 1687 tmp->nrof += op->nrof;
1676 /* Weight handling gets pretty funky. Since we are adding to 1688
1677 * tmp->nrof, we need to increase the weight. 1689 if (object *pl = tmp->visible_to ())
1678 */ 1690 esrv_update_item (UPD_NROF, pl, tmp);
1691
1679 add_weight (this, op->weight * op->nrof); 1692 adjust_weight (this, op->total_weight ());
1680 SET_FLAG (op, FLAG_REMOVED); 1693
1681 op->destroy (); /* free the inserted object */ 1694 op->destroy ();
1682 op = tmp; 1695 op = tmp;
1683 op->remove (); /* and fix old object's links */ 1696 goto inserted;
1684 CLEAR_FLAG (op, FLAG_REMOVED);
1685 break;
1686 } 1697 }
1687 1698
1688 /* I assume combined objects have no inventory 1699 op->owner = 0; // it's his/hers now. period.
1689 * We add the weight - this object could have just been removed
1690 * (if it was possible to merge). calling remove_ob will subtract
1691 * the weight, so we need to add it in again, since we actually do
1692 * the linking below
1693 */
1694 add_weight (this, op->weight * op->nrof);
1695 }
1696 else
1697 add_weight (this, (op->weight + op->carrying));
1698
1699 otmp = this->in_player ();
1700 if (otmp && otmp->contr)
1701 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1702 otmp->update_stats ();
1703
1704 op->map = 0; 1700 op->map = 0;
1705 op->env = this; 1701 op->x = 0;
1702 op->y = 0;
1703
1706 op->above = 0; 1704 op->above = 0;
1707 op->below = 0; 1705 op->below = inv;
1708 op->x = 0, op->y = 0; 1706 op->env = this;
1709 1707
1708 if (inv)
1709 inv->above = op;
1710
1711 inv = op;
1712
1713 op->flag [FLAG_REMOVED] = 0;
1714
1715 if (object *pl = op->visible_to ())
1716 esrv_send_item (pl, op);
1717
1718 adjust_weight (this, op->total_weight ());
1719
1720inserted:
1710 /* reset the light list and los of the players on the map */ 1721 /* reset the light list and los of the players on the map */
1711 if ((op->glow_radius != 0) && map) 1722 if (op->glow_radius && is_on_map ())
1712 { 1723 {
1713#ifdef DEBUG_LIGHTS 1724 update_stats ();
1714 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1715#endif /* DEBUG_LIGHTS */
1716 if (map->darkness)
1717 update_all_los (map, x, y); 1725 update_all_los (map, x, y);
1718 }
1719
1720 /* Client has no idea of ordering so lets not bother ordering it here.
1721 * It sure simplifies this function...
1722 */
1723 if (!inv)
1724 inv = op;
1725 else
1726 { 1726 }
1727 op->below = inv; 1727 else if (is_player ())
1728 op->below->above = op; 1728 // if this is a player's inventory, update stats
1729 inv = op; 1729 contr->queue_stats_update ();
1730 }
1731 1730
1732 INVOKE_OBJECT (INSERT, this); 1731 INVOKE_OBJECT (INSERT, this);
1733 1732
1734 return op; 1733 return op;
1735} 1734}
1755 * on top. 1754 * on top.
1756 */ 1755 */
1757int 1756int
1758check_move_on (object *op, object *originator) 1757check_move_on (object *op, object *originator)
1759{ 1758{
1759 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1760 return 0;
1761
1760 object *tmp; 1762 object *tmp;
1761 maptile *m = op->map; 1763 maptile *m = op->map;
1762 int x = op->x, y = op->y; 1764 int x = op->x, y = op->y;
1763 1765
1764 MoveType move_on, move_slow, move_block; 1766 mapspace &ms = m->at (x, y);
1765 1767
1766 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1768 ms.update ();
1767 return 0;
1768 1769
1769 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1770 MoveType move_on = ms.move_on;
1770 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1771 MoveType move_slow = ms.move_slow;
1771 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1772 MoveType move_block = ms.move_block;
1772 1773
1773 /* if nothing on this space will slow op down or be applied, 1774 /* if nothing on this space will slow op down or be applied,
1774 * no need to do checking below. have to make sure move_type 1775 * no need to do checking below. have to make sure move_type
1775 * is set, as lots of objects don't have it set - we treat that 1776 * is set, as lots of objects don't have it set - we treat that
1776 * as walking. 1777 * as walking.
1787 return 0; 1788 return 0;
1788 1789
1789 /* The objects have to be checked from top to bottom. 1790 /* The objects have to be checked from top to bottom.
1790 * Hence, we first go to the top: 1791 * Hence, we first go to the top:
1791 */ 1792 */
1792 1793 for (object *next, *tmp = ms.top; tmp; tmp = next)
1793 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1794 {
1795 /* Trim the search when we find the first other spell effect
1796 * this helps performance so that if a space has 50 spell objects,
1797 * we don't need to check all of them.
1798 */
1799 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1800 break;
1801 } 1794 {
1795 next = tmp->below;
1802 1796
1803 for (; tmp; tmp = tmp->below)
1804 {
1805 if (tmp == op) 1797 if (tmp == op)
1806 continue; /* Can't apply yourself */ 1798 continue; /* Can't apply yourself */
1807 1799
1808 /* Check to see if one of the movement types should be slowed down. 1800 /* Check to see if one of the movement types should be slowed down.
1809 * Second check makes sure that the movement types not being slowed 1801 * Second check makes sure that the movement types not being slowed
1814 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1806 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1815 { 1807 {
1816 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1808 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1817 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1809 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1818 { 1810 {
1819
1820 float
1821 diff = tmp->move_slow_penalty * FABS (op->speed); 1811 float diff = tmp->move_slow_penalty * fabs (op->speed);
1822 1812
1823 if (op->type == PLAYER) 1813 if (op->is_player ())
1824 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1814 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1825 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1815 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1826 diff /= 4.0; 1816 diff /= 4.0;
1827 1817
1828 op->speed_left -= diff; 1818 op->speed_left -= diff;
1829 } 1819 }
1830 } 1820 }
1863 LOG (llevError, "Present_arch called outside map.\n"); 1853 LOG (llevError, "Present_arch called outside map.\n");
1864 return NULL; 1854 return NULL;
1865 } 1855 }
1866 1856
1867 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1857 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1868 if (tmp->arch == at) 1858 if (tmp->arch->archname == at->archname)
1869 return tmp; 1859 return tmp;
1870 1860
1871 return NULL; 1861 return NULL;
1872} 1862}
1873 1863
1937 * The first matching object is returned, or NULL if none. 1927 * The first matching object is returned, or NULL if none.
1938 */ 1928 */
1939object * 1929object *
1940present_arch_in_ob (const archetype *at, const object *op) 1930present_arch_in_ob (const archetype *at, const object *op)
1941{ 1931{
1942 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1932 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1943 if (tmp->arch == at) 1933 if (tmp->arch->archname == at->archname)
1944 return tmp; 1934 return tmp;
1945 1935
1946 return NULL; 1936 return NULL;
1947} 1937}
1948 1938
1950 * activate recursively a flag on an object inventory 1940 * activate recursively a flag on an object inventory
1951 */ 1941 */
1952void 1942void
1953flag_inv (object *op, int flag) 1943flag_inv (object *op, int flag)
1954{ 1944{
1955 if (op->inv)
1956 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1945 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1957 { 1946 {
1958 SET_FLAG (tmp, flag); 1947 SET_FLAG (tmp, flag);
1959 flag_inv (tmp, flag); 1948 flag_inv (tmp, flag);
1960 } 1949 }
1961} 1950}
1962 1951
1963/* 1952/*
1964 * deactivate recursively a flag on an object inventory 1953 * deactivate recursively a flag on an object inventory
1965 */ 1954 */
1966void 1955void
1967unflag_inv (object *op, int flag) 1956unflag_inv (object *op, int flag)
1968{ 1957{
1969 if (op->inv)
1970 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1958 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1971 { 1959 {
1972 CLEAR_FLAG (tmp, flag); 1960 CLEAR_FLAG (tmp, flag);
1973 unflag_inv (tmp, flag); 1961 unflag_inv (tmp, flag);
1974 } 1962 }
1975}
1976
1977/*
1978 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1979 * all it's inventory (recursively).
1980 * If checksums are used, a player will get set_cheat called for
1981 * him/her-self and all object carried by a call to this function.
1982 */
1983void
1984set_cheat (object *op)
1985{
1986 SET_FLAG (op, FLAG_WAS_WIZ);
1987 flag_inv (op, FLAG_WAS_WIZ);
1988} 1963}
1989 1964
1990/* 1965/*
1991 * find_free_spot(object, map, x, y, start, stop) will search for 1966 * find_free_spot(object, map, x, y, start, stop) will search for
1992 * a spot at the given map and coordinates which will be able to contain 1967 * a spot at the given map and coordinates which will be able to contain
1994 * to search (see the freearr_x/y[] definition). 1969 * to search (see the freearr_x/y[] definition).
1995 * It returns a random choice among the alternatives found. 1970 * It returns a random choice among the alternatives found.
1996 * start and stop are where to start relative to the free_arr array (1,9 1971 * start and stop are where to start relative to the free_arr array (1,9
1997 * does all 4 immediate directions). This returns the index into the 1972 * does all 4 immediate directions). This returns the index into the
1998 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1973 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1999 * Note - this only checks to see if there is space for the head of the
2000 * object - if it is a multispace object, this should be called for all
2001 * pieces.
2002 * Note2: This function does correctly handle tiled maps, but does not 1974 * Note: This function does correctly handle tiled maps, but does not
2003 * inform the caller. However, insert_ob_in_map will update as 1975 * inform the caller. However, insert_ob_in_map will update as
2004 * necessary, so the caller shouldn't need to do any special work. 1976 * necessary, so the caller shouldn't need to do any special work.
2005 * Note - updated to take an object instead of archetype - this is necessary 1977 * Note - updated to take an object instead of archetype - this is necessary
2006 * because arch_blocked (now ob_blocked) needs to know the movement type 1978 * because arch_blocked (now ob_blocked) needs to know the movement type
2007 * to know if the space in question will block the object. We can't use 1979 * to know if the space in question will block the object. We can't use
2009 * customized, changed states, etc. 1981 * customized, changed states, etc.
2010 */ 1982 */
2011int 1983int
2012find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1984find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2013{ 1985{
1986 int altern[SIZEOFFREE];
2014 int index = 0, flag; 1987 int index = 0, flag;
2015 int altern[SIZEOFFREE];
2016 1988
2017 for (int i = start; i < stop; i++) 1989 for (int i = start; i < stop; i++)
2018 { 1990 {
2019 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1991 mapxy pos (m, x, y); pos.move (i);
2020 if (!flag) 1992
1993 if (!pos.normalise ())
1994 continue;
1995
1996 mapspace &ms = *pos;
1997
1998 if (ms.flags () & P_IS_ALIVE)
1999 continue;
2000
2001 /* However, often
2002 * ob doesn't have any move type (when used to place exits)
2003 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2004 */
2005 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2006 {
2021 altern [index++] = i; 2007 altern [index++] = i;
2008 continue;
2009 }
2022 2010
2023 /* Basically, if we find a wall on a space, we cut down the search size. 2011 /* Basically, if we find a wall on a space, we cut down the search size.
2024 * In this way, we won't return spaces that are on another side of a wall. 2012 * In this way, we won't return spaces that are on another side of a wall.
2025 * This mostly work, but it cuts down the search size in all directions - 2013 * This mostly work, but it cuts down the search size in all directions -
2026 * if the space being examined only has a wall to the north and empty 2014 * if the space being examined only has a wall to the north and empty
2027 * spaces in all the other directions, this will reduce the search space 2015 * spaces in all the other directions, this will reduce the search space
2028 * to only the spaces immediately surrounding the target area, and 2016 * to only the spaces immediately surrounding the target area, and
2029 * won't look 2 spaces south of the target space. 2017 * won't look 2 spaces south of the target space.
2030 */ 2018 */
2031 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2019 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2020 {
2032 stop = maxfree[i]; 2021 stop = maxfree[i];
2022 continue;
2023 }
2024
2025 /* Note it is intentional that we check ob - the movement type of the
2026 * head of the object should correspond for the entire object.
2027 */
2028 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2029 continue;
2030
2031 if (ob->blocked (pos.m, pos.x, pos.y))
2032 continue;
2033
2034 altern [index++] = i;
2033 } 2035 }
2034 2036
2035 if (!index) 2037 if (!index)
2036 return -1; 2038 return -1;
2037 2039
2038 return altern[RANDOM () % index]; 2040 return altern [rndm (index)];
2039} 2041}
2040 2042
2041/* 2043/*
2042 * find_first_free_spot(archetype, maptile, x, y) works like 2044 * find_first_free_spot(archetype, maptile, x, y) works like
2043 * find_free_spot(), but it will search max number of squares. 2045 * find_free_spot(), but it will search max number of squares.
2046 */ 2048 */
2047int 2049int
2048find_first_free_spot (const object *ob, maptile *m, int x, int y) 2050find_first_free_spot (const object *ob, maptile *m, int x, int y)
2049{ 2051{
2050 for (int i = 0; i < SIZEOFFREE; i++) 2052 for (int i = 0; i < SIZEOFFREE; i++)
2051 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2053 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2052 return i; 2054 return i;
2053 2055
2054 return -1; 2056 return -1;
2055} 2057}
2056 2058
2064{ 2066{
2065 arr += begin; 2067 arr += begin;
2066 end -= begin; 2068 end -= begin;
2067 2069
2068 while (--end) 2070 while (--end)
2069 swap (arr [end], arr [RANDOM () % (end + 1)]); 2071 swap (arr [end], arr [rndm (end + 1)]);
2070} 2072}
2071 2073
2072/* new function to make monster searching more efficient, and effective! 2074/* new function to make monster searching more efficient, and effective!
2073 * This basically returns a randomized array (in the passed pointer) of 2075 * This basically returns a randomized array (in the passed pointer) of
2074 * the spaces to find monsters. In this way, it won't always look for 2076 * the spaces to find monsters. In this way, it won't always look for
2102 * there is capable of. 2104 * there is capable of.
2103 */ 2105 */
2104int 2106int
2105find_dir (maptile *m, int x, int y, object *exclude) 2107find_dir (maptile *m, int x, int y, object *exclude)
2106{ 2108{
2107 int i, max = SIZEOFFREE, mflags; 2109 int max = SIZEOFFREE, mflags;
2108
2109 sint16 nx, ny;
2110 object *tmp;
2111 maptile *mp;
2112
2113 MoveType blocked, move_type; 2110 MoveType move_type;
2114 2111
2115 if (exclude && exclude->head) 2112 if (exclude && exclude->head_ () != exclude)
2116 { 2113 {
2117 exclude = exclude->head; 2114 exclude = exclude->head;
2118 move_type = exclude->move_type; 2115 move_type = exclude->move_type;
2119 } 2116 }
2120 else 2117 else
2121 { 2118 {
2122 /* If we don't have anything, presume it can use all movement types. */ 2119 /* If we don't have anything, presume it can use all movement types. */
2123 move_type = MOVE_ALL; 2120 move_type = MOVE_ALL;
2124 } 2121 }
2125 2122
2126 for (i = 1; i < max; i++) 2123 for (int i = 1; i < max; i++)
2127 { 2124 {
2128 mp = m; 2125 mapxy pos (m, x, y);
2129 nx = x + freearr_x[i]; 2126 pos.move (i);
2130 ny = y + freearr_y[i];
2131 2127
2132 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2128 if (!pos.normalise ())
2133
2134 if (mflags & P_OUT_OF_MAP)
2135 max = maxfree[i]; 2129 max = maxfree[i];
2136 else 2130 else
2137 { 2131 {
2138 mapspace &ms = mp->at (nx, ny); 2132 mapspace &ms = *pos;
2139 2133
2140 blocked = ms.move_block;
2141
2142 if ((move_type & blocked) == move_type) 2134 if ((move_type & ms.move_block) == move_type)
2143 max = maxfree[i]; 2135 max = maxfree [i];
2144 else if (mflags & P_IS_ALIVE) 2136 else if (ms.flags () & P_IS_ALIVE)
2145 { 2137 {
2146 for (tmp = ms.bot; tmp; tmp = tmp->above) 2138 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2147 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2139 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2148 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2140 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2149 break;
2150
2151 if (tmp)
2152 return freedir[i]; 2141 return freedir [i];
2153 } 2142 }
2154 } 2143 }
2155 } 2144 }
2156 2145
2157 return 0; 2146 return 0;
2208 2197
2209 return 3; 2198 return 3;
2210} 2199}
2211 2200
2212/* 2201/*
2213 * absdir(int): Returns a number between 1 and 8, which represent
2214 * the "absolute" direction of a number (it actually takes care of
2215 * "overflow" in previous calculations of a direction).
2216 */
2217
2218int
2219absdir (int d)
2220{
2221 while (d < 1)
2222 d += 8;
2223
2224 while (d > 8)
2225 d -= 8;
2226
2227 return d;
2228}
2229
2230/*
2231 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2202 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2232 * between two directions (which are expected to be absolute (see absdir()) 2203 * between two directions (which are expected to be absolute (see absdir())
2233 */ 2204 */
2234
2235int 2205int
2236dirdiff (int dir1, int dir2) 2206dirdiff (int dir1, int dir2)
2237{ 2207{
2238 int d; 2208 int d;
2239 2209
2251 * This basically means that if direction is 15, then it could either go 2221 * This basically means that if direction is 15, then it could either go
2252 * direction 4, 14, or 16 to get back to where we are. 2222 * direction 4, 14, or 16 to get back to where we are.
2253 * Moved from spell_util.c to object.c with the other related direction 2223 * Moved from spell_util.c to object.c with the other related direction
2254 * functions. 2224 * functions.
2255 */ 2225 */
2256int reduction_dir[SIZEOFFREE][3] = { 2226static const int reduction_dir[SIZEOFFREE][3] = {
2257 {0, 0, 0}, /* 0 */ 2227 {0, 0, 0}, /* 0 */
2258 {0, 0, 0}, /* 1 */ 2228 {0, 0, 0}, /* 1 */
2259 {0, 0, 0}, /* 2 */ 2229 {0, 0, 0}, /* 2 */
2260 {0, 0, 0}, /* 3 */ 2230 {0, 0, 0}, /* 3 */
2261 {0, 0, 0}, /* 4 */ 2231 {0, 0, 0}, /* 4 */
2352 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2322 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2353 * core dumps if they do. 2323 * core dumps if they do.
2354 * 2324 *
2355 * Add a check so we can't pick up invisible objects (0.93.8) 2325 * Add a check so we can't pick up invisible objects (0.93.8)
2356 */ 2326 */
2357
2358int 2327int
2359can_pick (const object *who, const object *item) 2328can_pick (const object *who, const object *item)
2360{ 2329{
2361 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2330 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2362 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2331 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2363 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2332 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2364} 2333}
2365 2334
2366/* 2335/*
2367 * create clone from object to another 2336 * create clone from object to another
2368 */ 2337 */
2369object * 2338object *
2370object_create_clone (object *asrc) 2339object::deep_clone ()
2371{ 2340{
2372 object *dst = 0, *tmp, *src, *part, *prev, *item; 2341 assert (("deep_clone called on non-head object", is_head ()));
2373 2342
2374 if (!asrc) 2343 object *dst = clone ();
2375 return 0;
2376 2344
2377 src = asrc; 2345 object *prev = dst;
2378 if (src->head)
2379 src = src->head;
2380
2381 prev = 0;
2382 for (part = src; part; part = part->more) 2346 for (object *part = this->more; part; part = part->more)
2383 { 2347 {
2384 tmp = part->clone (); 2348 object *tmp = part->clone ();
2385 tmp->x -= src->x;
2386 tmp->y -= src->y;
2387
2388 if (!part->head)
2389 {
2390 dst = tmp;
2391 tmp->head = 0;
2392 }
2393 else
2394 tmp->head = dst; 2349 tmp->head = dst;
2395
2396 tmp->more = 0;
2397
2398 if (prev)
2399 prev->more = tmp; 2350 prev->more = tmp;
2400
2401 prev = tmp; 2351 prev = tmp;
2402 } 2352 }
2403 2353
2404 for (item = src->inv; item; item = item->below) 2354 for (object *item = inv; item; item = item->below)
2405 insert_ob_in_ob (object_create_clone (item), dst); 2355 insert_ob_in_ob (item->deep_clone (), dst);
2406 2356
2407 return dst; 2357 return dst;
2408}
2409
2410/* GROS - Creates an object using a string representing its content. */
2411/* Basically, we save the content of the string to a temp file, then call */
2412/* load_object on it. I admit it is a highly inefficient way to make things, */
2413/* but it was simple to make and allows reusing the load_object function. */
2414/* Remember not to use load_object_str in a time-critical situation. */
2415/* Also remember that multiparts objects are not supported for now. */
2416object *
2417load_object_str (const char *obstr)
2418{
2419 object *op;
2420 char filename[MAX_BUF];
2421
2422 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2423
2424 FILE *tempfile = fopen (filename, "w");
2425
2426 if (tempfile == NULL)
2427 {
2428 LOG (llevError, "Error - Unable to access load object temp file\n");
2429 return NULL;
2430 }
2431
2432 fprintf (tempfile, obstr);
2433 fclose (tempfile);
2434
2435 op = object::create ();
2436
2437 object_thawer thawer (filename);
2438
2439 if (thawer)
2440 load_object (thawer, op, 0);
2441
2442 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2443 CLEAR_FLAG (op, FLAG_REMOVED);
2444
2445 return op;
2446} 2358}
2447 2359
2448/* This returns the first object in who's inventory that 2360/* This returns the first object in who's inventory that
2449 * has the same type and subtype match. 2361 * has the same type and subtype match.
2450 * returns NULL if no match. 2362 * returns NULL if no match.
2457 return tmp; 2369 return tmp;
2458 2370
2459 return 0; 2371 return 0;
2460} 2372}
2461 2373
2462/* If ob has a field named key, return the link from the list, 2374shstr_tmp
2463 * otherwise return NULL. 2375object::kv_get (shstr_tmp key) const
2464 *
2465 * key must be a passed in shared string - otherwise, this won't
2466 * do the desired thing.
2467 */
2468key_value *
2469get_ob_key_link (const object *ob, const char *key)
2470{ 2376{
2471 for (key_value *link = ob->key_values; link; link = link->next) 2377 for (key_value *kv = key_values; kv; kv = kv->next)
2472 if (link->key == key) 2378 if (kv->key == key)
2473 return link;
2474
2475 return 0;
2476}
2477
2478/*
2479 * Returns the value of op has an extra_field for key, or NULL.
2480 *
2481 * The argument doesn't need to be a shared string.
2482 *
2483 * The returned string is shared.
2484 */
2485const char *
2486get_ob_key_value (const object *op, const char *const key)
2487{
2488 key_value *link;
2489 shstr_cmp canonical_key (key);
2490
2491 if (!canonical_key)
2492 {
2493 /* 1. There being a field named key on any object
2494 * implies there'd be a shared string to find.
2495 * 2. Since there isn't, no object has this field.
2496 * 3. Therefore, *this* object doesn't have this field.
2497 */
2498 return 0;
2499 }
2500
2501 /* This is copied from get_ob_key_link() above -
2502 * only 4 lines, and saves the function call overhead.
2503 */
2504 for (link = op->key_values; link; link = link->next)
2505 if (link->key == canonical_key)
2506 return link->value; 2379 return kv->value;
2507 2380
2508 return 0; 2381 return shstr ();
2509} 2382}
2510 2383
2511 2384void
2512/* 2385object::kv_set (shstr_tmp key, shstr_tmp value)
2513 * Updates the canonical_key in op to value.
2514 *
2515 * canonical_key is a shared string (value doesn't have to be).
2516 *
2517 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2518 * keys.
2519 *
2520 * Returns TRUE on success.
2521 */
2522int
2523set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2524{ 2386{
2525 key_value *field = NULL, *last = NULL; 2387 for (key_value *kv = key_values; kv; kv = kv->next)
2526 2388 if (kv->key == key)
2527 for (field = op->key_values; field != NULL; field = field->next)
2528 {
2529 if (field->key != canonical_key)
2530 { 2389 {
2531 last = field; 2390 kv->value = value;
2532 continue; 2391 return;
2533 } 2392 }
2534 2393
2535 if (value) 2394 key_value *kv = new key_value;
2536 field->value = value; 2395
2537 else 2396 kv->next = key_values;
2397 kv->key = key;
2398 kv->value = value;
2399
2400 key_values = kv;
2401}
2402
2403void
2404object::kv_del (shstr_tmp key)
2405{
2406 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2407 if ((*kvp)->key == key)
2538 { 2408 {
2539 /* Basically, if the archetype has this key set, 2409 key_value *kv = *kvp;
2540 * we need to store the null value so when we save 2410 *kvp = (*kvp)->next;
2541 * it, we save the empty value so that when we load, 2411 delete kv;
2542 * we get this value back again. 2412 return;
2543 */
2544 if (get_ob_key_link (&op->arch->clone, canonical_key))
2545 field->value = 0;
2546 else
2547 {
2548 if (last)
2549 last->next = field->next;
2550 else
2551 op->key_values = field->next;
2552
2553 delete field;
2554 }
2555 } 2413 }
2556 return TRUE;
2557 }
2558 /* IF we get here, key doesn't exist */
2559
2560 /* No field, we'll have to add it. */
2561
2562 if (!add_key)
2563 return FALSE;
2564
2565 /* There isn't any good reason to store a null
2566 * value in the key/value list. If the archetype has
2567 * this key, then we should also have it, so shouldn't
2568 * be here. If user wants to store empty strings,
2569 * should pass in ""
2570 */
2571 if (value == NULL)
2572 return TRUE;
2573
2574 field = new key_value;
2575
2576 field->key = canonical_key;
2577 field->value = value;
2578 /* Usual prepend-addition. */
2579 field->next = op->key_values;
2580 op->key_values = field;
2581
2582 return TRUE;
2583}
2584
2585/*
2586 * Updates the key in op to value.
2587 *
2588 * If add_key is FALSE, this will only update existing keys,
2589 * and not add new ones.
2590 * In general, should be little reason FALSE is ever passed in for add_key
2591 *
2592 * Returns TRUE on success.
2593 */
2594int
2595set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2596{
2597 shstr key_ (key);
2598
2599 return set_ob_key_value_s (op, key_, value, add_key);
2600} 2414}
2601 2415
2602object::depth_iterator::depth_iterator (object *container) 2416object::depth_iterator::depth_iterator (object *container)
2603: iterator_base (container) 2417: iterator_base (container)
2604{ 2418{
2617 item = item->inv; 2431 item = item->inv;
2618 } 2432 }
2619 else 2433 else
2620 item = item->env; 2434 item = item->env;
2621} 2435}
2622
2623 2436
2624const char * 2437const char *
2625object::flag_desc (char *desc, int len) const 2438object::flag_desc (char *desc, int len) const
2626{ 2439{
2627 char *p = desc; 2440 char *p = desc;
2655{ 2468{
2656 char flagdesc[512]; 2469 char flagdesc[512];
2657 char info2[256 * 4]; 2470 char info2[256 * 4];
2658 char *p = info; 2471 char *p = info;
2659 2472
2660 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2473 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2661 count, uuid.seq, 2474 count,
2475 uuid.c_str (),
2662 &name, 2476 &name,
2663 title ? "\",title:" : "", 2477 title ? ",title:\"" : "",
2664 title ? (const char *)title : "", 2478 title ? (const char *)title : "",
2479 title ? "\"" : "",
2665 flag_desc (flagdesc, 512), type); 2480 flag_desc (flagdesc, 512), type);
2666 2481
2667 if (env) 2482 if (!flag[FLAG_REMOVED] && env)
2668 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2483 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2669 2484
2670 if (map) 2485 if (map)
2671 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2486 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2672 2487
2674} 2489}
2675 2490
2676const char * 2491const char *
2677object::debug_desc () const 2492object::debug_desc () const
2678{ 2493{
2679 static char info[256 * 4]; 2494 static char info[3][256 * 4];
2495 static int info_idx;
2496
2680 return debug_desc (info); 2497 return debug_desc (info [++info_idx % 3]);
2681} 2498}
2682 2499
2500struct region *
2501object::region () const
2502{
2503 return map ? map->region (x, y)
2504 : region::default_region ();
2505}
2506
2507void
2508object::open_container (object *new_container)
2509{
2510 if (container == new_container)
2511 return;
2512
2513 object *old_container = container;
2514
2515 if (old_container)
2516 {
2517 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2518 return;
2519
2520#if 0
2521 // remove the "Close old_container" object.
2522 if (object *closer = old_container->inv)
2523 if (closer->type == CLOSE_CON)
2524 closer->destroy ();
2525#endif
2526
2527 // make sure the container is available
2528 esrv_send_item (this, old_container);
2529
2530 old_container->flag [FLAG_APPLIED] = false;
2531 container = 0;
2532
2533 // client needs item update to make it work, client bug requires this to be separate
2534 esrv_update_item (UPD_FLAGS, this, old_container);
2535
2536 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2537 play_sound (sound_find ("chest_close"));
2538 }
2539
2540 if (new_container)
2541 {
2542 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2543 return;
2544
2545 // TODO: this does not seem to serve any purpose anymore?
2546#if 0
2547 // insert the "Close Container" object.
2548 if (archetype *closer = new_container->other_arch)
2549 {
2550 object *closer = new_container->other_arch->instance ();
2551 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2552 new_container->insert (closer);
2553 }
2554#endif
2555
2556 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2557
2558 // make sure the container is available, client bug requires this to be separate
2559 esrv_send_item (this, new_container);
2560
2561 new_container->flag [FLAG_APPLIED] = true;
2562 container = new_container;
2563
2564 // client needs flag change
2565 esrv_update_item (UPD_FLAGS, this, new_container);
2566 esrv_send_inventory (this, new_container);
2567 play_sound (sound_find ("chest_open"));
2568 }
2569// else if (!old_container->env && contr && contr->ns)
2570// contr->ns->floorbox_reset ();
2571}
2572
2573object *
2574object::force_find (shstr_tmp name)
2575{
2576 /* cycle through his inventory to look for the MARK we want to
2577 * place
2578 */
2579 for (object *tmp = inv; tmp; tmp = tmp->below)
2580 if (tmp->type == FORCE && tmp->slaying == name)
2581 return splay (tmp);
2582
2583 return 0;
2584}
2585
2586//-GPL
2587
2588void
2589object::force_set_timer (int duration)
2590{
2591 this->duration = 1;
2592 this->speed_left = -1.f;
2593
2594 this->set_speed (duration ? 1.f / duration : 0.f);
2595}
2596
2597object *
2598object::force_add (shstr_tmp name, int duration)
2599{
2600 if (object *force = force_find (name))
2601 force->destroy ();
2602
2603 object *force = get_archetype (FORCE_NAME);
2604
2605 force->slaying = name;
2606 force->force_set_timer (duration);
2607 force->flag [FLAG_APPLIED] = true;
2608
2609 return insert (force);
2610}
2611
2612void
2613object::play_sound (faceidx sound) const
2614{
2615 if (!sound)
2616 return;
2617
2618 if (is_on_map ())
2619 map->play_sound (sound, x, y);
2620 else if (object *pl = in_player ())
2621 pl->contr->play_sound (sound);
2622}
2623
2624void
2625object::say_msg (const char *msg) const
2626{
2627 if (is_on_map ())
2628 map->say_msg (msg, x, y);
2629 else if (object *pl = in_player ())
2630 pl->contr->play_sound (sound);
2631}
2632
2633void
2634object::make_noise ()
2635{
2636 // we do not model noise in the map, so instead put
2637 // a temporary light into the noise source
2638 // could use the map instead, but that's less reliable for our
2639 // goal, which is to make invisibility a bit harder to exploit
2640
2641 // currently only works sensibly for players
2642 if (!is_player ())
2643 return;
2644
2645 // find old force, or create new one
2646 object *force = force_find (shstr_noise_force);
2647
2648 if (force)
2649 force->speed_left = -1.f; // patch old speed up
2650 else
2651 {
2652 force = archetype::get (shstr_noise_force);
2653
2654 force->slaying = shstr_noise_force;
2655 force->stats.food = 1;
2656 force->speed_left = -1.f;
2657
2658 force->set_speed (1.f / 4.f);
2659 force->flag [FLAG_IS_USED_UP] = true;
2660 force->flag [FLAG_APPLIED] = true;
2661
2662 insert (force);
2663 }
2664}
2665
2666void object::change_move_type (MoveType mt)
2667{
2668 if (move_type == mt)
2669 return;
2670
2671 if (is_on_map ())
2672 {
2673 // we are on the map, so handle move_on/off effects
2674 remove ();
2675 move_type = mt;
2676 map->insert (this, x, y, this);
2677 }
2678 else
2679 move_type = mt;
2680}
2681

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